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--[[ © CloudSixteen.com do not share, re-distribute or modify without permission of its author (kurozael@gmail.com). Clockwork was created by Conna Wiles (also known as kurozael.) http://cloudsixteen.com/license/clockwork.html --]] cwAnimatedLegs.BoneHoldTypes = { ["none"] = { "ValveBiped.Bip01_Head1", "ValveBiped.Bip01_Neck1", "ValveBiped.Bip01_Spine4", "ValveBiped.Bip01_Spine2", }, ["fist"] = { "ValveBiped.Bip01_Head1", "ValveBiped.Bip01_Neck1", "ValveBiped.Bip01_Spine4", "ValveBiped.Bip01_Spine2", }, ["chair"] = { "ValveBiped.Bip01_Head1", "ValveBiped.Bip01_Neck1", "ValveBiped.Bip01_Spine4", "ValveBiped.Bip01_Spine2", "ValveBiped.Bip01_R_Upperarm", "ValveBiped.Bip01_L_Upperarm", "ValveBiped.Bip01_R_Clavicle", "ValveBiped.Bip01_L_Clavicle" }, ["default"] = { "ValveBiped.Bip01_Head1", "ValveBiped.Bip01_L_Hand", "ValveBiped.Bip01_L_Forearm", "ValveBiped.Bip01_L_Upperarm", "ValveBiped.Bip01_L_Clavicle", "ValveBiped.Bip01_R_Hand", "ValveBiped.Bip01_R_Forearm", "ValveBiped.Bip01_R_Upperarm", "ValveBiped.Bip01_R_Clavicle", "ValveBiped.Bip01_L_Finger4", "ValveBiped.Bip01_L_Finger41", "ValveBiped.Bip01_L_Finger42", "ValveBiped.Bip01_L_Finger3", "ValveBiped.Bip01_L_Finger31", "ValveBiped.Bip01_L_Finger32", "ValveBiped.Bip01_L_Finger2", "ValveBiped.Bip01_L_Finger21", "ValveBiped.Bip01_L_Finger22", "ValveBiped.Bip01_L_Finger1", "ValveBiped.Bip01_L_Finger11", "ValveBiped.Bip01_L_Finger12", "ValveBiped.Bip01_L_Finger0", "ValveBiped.Bip01_L_Finger01", "ValveBiped.Bip01_L_Finger02", "ValveBiped.Bip01_R_Finger4", "ValveBiped.Bip01_R_Finger41", "ValveBiped.Bip01_R_Finger42", "ValveBiped.Bip01_R_Finger3", "ValveBiped.Bip01_R_Finger31", "ValveBiped.Bip01_R_Finger32", "ValveBiped.Bip01_R_Finger2", "ValveBiped.Bip01_R_Finger21", "ValveBiped.Bip01_R_Finger22", "ValveBiped.Bip01_R_Finger1", "ValveBiped.Bip01_R_Finger11", "ValveBiped.Bip01_R_Finger12", "ValveBiped.Bip01_R_Finger0", "ValveBiped.Bip01_R_Finger01", "ValveBiped.Bip01_R_Finger02" }, ["vehicle"] = { "ValveBiped.Bip01_Head1", "ValveBiped.Bip01_Neck1", "ValveBiped.Bip01_Spine4", "ValveBiped.Bip01_Spine2", } }; cwAnimatedLegs.PlaybackRate = 1; cwAnimatedLegs.OldWeapon = nil; cwAnimatedLegs.Sequence = nil; cwAnimatedLegs.Velocity = 0; cwAnimatedLegs.HoldType = nil; cwAnimatedLegs.ForwardOffset = -24; cwAnimatedLegs.BonesToRemove = {}; cwAnimatedLegs.RenderAngle = nil; cwAnimatedLegs.RenderColor = {}; cwAnimatedLegs.BreathScale = 0.5; cwAnimatedLegs.BoneMatrix = nil; cwAnimatedLegs.NextBreath = 0; cwAnimatedLegs.BiaisAngle = nil; cwAnimatedLegs.ClipVector = vector_up * -1; cwAnimatedLegs.RenderPos = nil; cwAnimatedLegs.RadAngle = nil; -- A function to get whether the legs should be drawn. function cwAnimatedLegs:ShouldDrawLegs() return IsValid(self.LegsEntity) and Clockwork.Client:Alive() and self:CheckDrawVehicle() and GetViewEntity() == Clockwork.Client and !Clockwork.Client:ShouldDrawLocalPlayer() and !IsValid(Clockwork.Client:GetObserverTarget()); end; -- A function to check if a vehicle should be drawn. function cwAnimatedLegs:CheckDrawVehicle() return Clockwork.Client:InVehicle() and (Clockwork.Client:GetVehicle() and Clockwork.Client:GetVehicle():GetThirdPersonMode()) or !Clockwork.Client:InVehicle(); end; -- A function to create the legs. function cwAnimatedLegs:CreateLegs() self.LegsEntity = ClientsideModel(Clockwork.Client:GetModel(), RENDER_GROUP_OPAQUE_ENTITY); self.LegsEntity:SetNoDraw(true); self.LegsEntity:SetSkin(Clockwork.Client:GetSkin()); self.LegsEntity:SetMaterial(Clockwork.Client:GetMaterial()); self.LegsEntity.LastTick = 0; end; -- A function to get when a weapon is changed. function cwAnimatedLegs:WeaponChanged(weapon) if (IsValid(self.LegsEntity)) then if (IsValid(weapon)) then self.HoldType = weapon.HoldType; else self.HoldType = "none"; end; for i = 0, self.LegsEntity:GetBoneCount() do self.LegsEntity:ManipulateBoneScale(i, Vector(1, 1, 1)); self.LegsEntity:ManipulateBonePosition(i, vector_origin); end; self.BonesToRemove = {"ValveBiped.Bip01_Head1"}; if (!Clockwork.Client:InVehicle()) then if ((self.HoldType != "fist" or !Clockwork.player:GetWeaponRaised(Clockwork.Client)) and self.BoneHoldTypes[self.HoldType]) then self.BonesToRemove = self.BoneHoldTypes[self.HoldType]; else self.BonesToRemove = self.BoneHoldTypes["default"]; end; elseif (!Clockwork.entity:IsChairEntity(Clockwork.Client:GetVehicle())) then self.BonesToRemove = self.BoneHoldTypes["vehicle"]; else self.BonesToRemove = self.BoneHoldTypes["chair"]; end; for k, v in pairs(self.BonesToRemove) do local bone = self.LegsEntity:LookupBone(v); if (bone) then self.LegsEntity:ManipulateBoneScale(bone, vector_origin); self.LegsEntity:ManipulateBonePosition(bone, Vector(-10,-10,0)); end; end; end; end; -- Called every frame for the legs. function cwAnimatedLegs:LegsThink(maxSeqGroundSpeed) local curTime = CurTime(); if (IsValid(self.LegsEntity)) then if (Clockwork.Client:GetActiveWeapon() != self.OldWeapon) then self.OldWeapon = Clockwork.Client:GetActiveWeapon(); self:WeaponChanged(self.OldWeapon); end; if (self.LegsEntity:GetModel() != Clockwork.Client:GetModel()) then self.LegsEntity:SetModel(Clockwork.Client:GetModel()); end self.LegsEntity:SetMaterial(Clockwork.Client:GetMaterial()); self.LegsEntity:SetSkin(Clockwork.Client:GetSkin()); self.Velocity = Clockwork.Client:GetVelocity():Length2D(); self.PlaybackRate = 1; if (self.Velocity > 0.5) then if (maxSeqGroundSpeed < 0.001) then self.PlaybackRate = 0.01; else self.PlaybackRate = self.Velocity / maxSeqGroundSpeed; self.PlaybackRate = math.Clamp(self.PlaybackRate, 0.01, 10); end end self.LegsEntity:SetPlaybackRate(self.PlaybackRate); self.Sequence = Clockwork.Client:GetSequence(); if (self.LegsEntity.Anim != self.Sequence) then self.LegsEntity.Anim = self.Sequence; self.LegsEntity:ResetSequence(self.Sequence); end; self.LegsEntity:FrameAdvance(curTime - self.LegsEntity.LastTick); self.LegsEntity.LastTick = curTime; if (self.NextBreath <= curTime) then self.NextBreath = curTime + 1.95 / self.BreathScale; self.LegsEntity:SetPoseParameter("breathing", self.BreathScale); end self.LegsEntity:SetPoseParameter("move_yaw", (Clockwork.Client:GetPoseParameter("move_yaw") * 360) - 180); self.LegsEntity:SetPoseParameter("body_yaw", (Clockwork.Client:GetPoseParameter("body_yaw") * 180) - 90); self.LegsEntity:SetPoseParameter("spine_yaw", (Clockwork.Client:GetPoseParameter("spine_yaw") * 180) - 90); if (Clockwork.Client:InVehicle()) then self.LegsEntity:SetColor(color_transparent); self.LegsEntity:SetPoseParameter("vehicle_steer", (Clockwork.Client:GetVehicle():GetPoseParameter("vehicle_steer") * 2) - 1); end; for iBodygroupIndex = 0, Clockwork.Client:GetNumBodyGroups() - 1 do self.LegsEntity:SetBodygroup(iBodygroupIndex, Clockwork.Client:GetBodygroup(iBodygroupIndex)); end; end; end;
project "glm" kind "StaticLib" -- StaticLib for .lib language "C++" -- C++ staticruntime "on" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") -- Files that should be included into this project files { "glm/**.hpp", "glm/**.inl" } -- If the system is windows filter "system:windows" systemversion "latest" staticruntime "On" --postbuildcommands --{ -- "{COPYDIR} %{cfg.buildtarget.bundlepath} ../bin/" .. outputdir --} -- Debug configuration filter "configurations:Debug" runtime "Debug" symbols "on" -- Release configuration filter "configurations:Release" runtime "Release" optimize "on"
-------------------------------------------------------------- -- Definition of "setfallback" using tag methods -- (for compatibility with old code) -------------------------------------------------------------- -- default fallbacks for each event: local defaults = { gettable = function () error('indexed expression not a table') end, settable = function () error('indexed expression not a table') end, index = function () return nil end, getglobal = function () return nil end, arith = function () error('number expected in arithmetic operation') end, order = function () error('incompatible types in comparison') end, concat = function () error('string expected in concatenation') end, gc = function () return nil end, ['function'] = function () error('called expression not a function') end, error = function (s) write(_STDERR, s, '\n') end, } function setfallback (name, func) -- set the given function as the tag method for all "standard" tags -- (since some combinations may cause errors, use call to avoid messages) local fillvalids = function (n, func) call(settagmethod, {0, n, func}, 'x', nil) call(settagmethod, {tag(0), n, func}, 'x', nil) call(settagmethod, {tag(''), n, func}, 'x', nil) call(settagmethod, {tag{}, n, func}, 'x', nil) call(settagmethod, {tag(function () end), n, func}, 'x', nil) call(settagmethod, {tag(settagmethod), n, func}, 'x', nil) call(settagmethod, {tag(nil), n, func}, 'x', nil) end assert(type(func) == 'function') local oldfunc if name == 'error' then oldfunc = seterrormethod(func) elseif name == 'getglobal' then oldfunc = settagmethod(tag(nil), 'getglobal', func) elseif name == 'arith' then oldfunc = gettagmethod(tag(0), 'pow') foreach({"add", "sub", "mul", "div", "unm", "pow"}, function(_, n) %fillvalids(n, %func) end) elseif name == 'order' then oldfunc = gettagmethod(tag(nil), 'lt') foreach({"lt", "gt", "le", "ge"}, function(_, n) %fillvalids(n, %func) end) else oldfunc = gettagmethod(tag(nil), name) fillvalids(name, func) end return oldfunc or rawgettable(%defaults, name) end
BigWigs:AddColors("Mechano-Lord Capacitus", { [35158] = {"green","orange"}, [35159] = {"green","orange"}, [39096] = {"cyan","orange","red"}, }) BigWigs:AddColors("Gatewatcher Iron-Hand", { [35311] = {"blue","orange"}, [39193] = "red", [39194] = {"blue","yellow"}, }) BigWigs:AddColors("Gatewatcher Gyro-Kill", { [35311] = {"blue","orange"}, [39193] = "red", }) BigWigs:AddColors("Nethermancer Sepethrea", { [-5488] = {"blue","cyan"}, [35250] = {"blue","orange"}, [35314] = {"blue","red"}, [41951] = {"blue","yellow"}, }) BigWigs:AddColors("Pathaleon the Calculator", { [35280] = {"blue","red"}, [35285] = "red", })
workspace "Adonis" architecture "x64" configurations{ "Debug", "Release", "Dist" } outputdir = "%{cfg.buildcfg}/%{cfg.system}-%{cfg.architecture}" IncludeDir = {} IncludeDir["GLFW"] = "Adonis/vendor/GLFW/include" IncludeDir["GLAD"] = "Adonis/vendor/glad/include" IncludeDir["IMGUI"] = "Adonis/vendor/imgui" IncludeDir["GLM"] = "Adonis/vendor/glm" group "Dependencies" include "Adonis/vendor/GLFW" include "Adonis/vendor/glad" include "Adonis/vendor/imgui" group "" project "Adonis" location "Adonis" kind "SharedLib" language "C++" staticruntime "off" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") pchheader "pch.h" pchsource "Adonis/src/pch.cpp" files{ "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp", "%{prj.name}/src/**.vert", "%{prj.name}/src/**.frag", "%{prj.name}/resources/WindowIcon.png" } includedirs{ "%{prj.name}", "%{prj.name}/src", "%{prj.name}/vendor/spdlog/include", "%{prj.name}/vendor/stb/include", "%{prj.name}/vendor/glad/include", "%{prj.name}/vendor/GLFW/include", "%{prj.name}/vendor/glm", "%{prj.name}/vendor/imgui", "%{prj.name}/vendor/jsonparser/single_include", } links{ "GLFW", "GLAD", "IMGUI", "opengl32.lib" } defines{ "ADONIS_USE_GLFW", } filter "system:windows" cppdialect "C++17" systemversion "latest" defines{ "ADONIS_PLATFORM_WINDOWS", "ADONIS_BUILD_DLL", "ADONIS_GLLOADER_GLAD", "_CRT_SECURE_NO_WARNINGS", "STB_IMAGE_IMPLEMENTATION" } postbuildcommands{ ("{COPY} %{cfg.buildtarget.relpath} ../bin/" .. outputdir .. "/Sandbox") } filter "configurations:Debug" defines "ADONIS_DEBUG" runtime "Debug" symbols "On" filter "configurations:Release" defines "ADONIS_RELEASE" runtime "Release" optimize "On" filter "configurations:Dist" defines "ADONIS_DIST" buildoptions "Release" optimize "On" project "Sandbox" location "Sandbox" kind "ConsoleApp" language "C++" staticruntime "off" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") files{ "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp", "Adonis/resources/WindowIcon.png" } includedirs{ "Adonis/src", "Adonis/vendor/spdlog/include", "Adonis/vendor/glm", "Adonis/vendor/stb/include", "Adonis/vendor/glad/include", "Adonis/vendor/GLFW/include", "Adonis/vendor/imgui/", "Adonis/vendor/jsonparser/single_include", } links{ "Adonis", "IMGUI", } filter "system:windows" cppdialect "C++17" systemversion "latest" defines{ "ADONIS_PLATFORM_WINDOWS", } filter "configurations:Debug" defines "ADONIS_DEBUG" runtime "Debug" symbols "On" filter "configurations:Release" defines "ADONIS_RELEASE" runtime "Release" optimize "On" filter "configurations:Dist" defines "ADONIS_DIST" buildoptions "Release" optimize "On"
-- -- slip.actions -- -- Public functions with unified API. -- local notes = require('slip.notes') local slips = require('slip.slips') local config = require('slip.config').opts local slip_finders = require('slip.telescope.finders') local tele_builtin = require('telescope.builtin') local pickers = require('telescope.pickers') local actions = require('telescope.actions') local action_set = require('telescope.actions.set') local action_state = require('telescope.actions.state') local tele_conf = require('telescope.config').values local m = {} function m.create_note(opts) opts = opts or {} opts.slip = opts.slip or slips.get_default() opts.type = opts.type or 'permanent' if opts.type == 'bibliographical' then local slip_spec = config.slips[opts.slip] local bib_dir_path = slip_spec.path .. '/' .. slip_spec.bibliography_dir_name if 0 == vim.fn.isdirectory(bib_dir_path) then print('succ: ' .. vim.fn.mkdir(bib_dir_path)) end end local path = notes.get_new_note_path(opts.slip, opts.type) local edit_cmd = opts.edit_cmd or 'edit' vim.cmd(edit_cmd .. ' ' .. vim.fn.fnamemodify(path, ':~:.')) end function m.update_index(opts) opts = opts or {} opts.slips = opts.slips or {slips.get_default()} local notes_to_update = {} local add_all_notes = function (slip) local notes_paths = vim.fn.glob(config.slips[slip].path .. '/*.md', false, true) if #notes_paths > 0 then notes_to_update[slip] = {} end for _, path in ipairs(notes_paths) do table.insert(notes_to_update[slip], notes.parse(path)) end end for _, slip in ipairs(opts.slips) do add_all_notes(slip) end for slip, slip_notes in pairs(notes_to_update) do local index = slips.get_index(slip) index:update(slip_notes) end end function m.find_notes(opts) opts = opts or {} opts.slips = opts.slips or {slips.get_default()} pickers.new(opts, { prompt_title = 'Notes in ' .. table.concat(opts.slips, '/'), finder = slip_finders.slip_notes(opts.slips), previewer = tele_conf.file_previewer(opts), sorter = tele_conf.generic_sorter(opts), }):find() end --TODO: transform these into pickers with opts function m.insert_link(opts) opts = opts or {} opts.slip = opts.slip or slips.get_default() local curr_note = notes.parse(vim.fn.expand('%:p')) if curr_note == nil then error('Path ' .. vim.fn.expand('&:p') .. ' cannot be parsed as a note.') end local curr_mode = vim.api.nvim_get_mode().mode if curr_note == nil then error('Cannot insert link. Current file is not a note.') end pickers.new(opts, { prompt_title = 'Link destination', finder = slip_finders.slip_notes({opts.slip}), previewer = tele_conf.file_previewer(opts), sorter = tele_conf.generic_sorter(opts), attach_mappings = function (prompt_bufnr) action_set.select:replace(function () actions.close(prompt_bufnr) local selected_note = action_state.get_selected_entry().value curr_note:insert_link(selected_note) if curr_mode == 'i' then vim.api.nvim_feedkeys('a', 'n', true) end end) return true end }):find() end function m.live_grep(opts) opts = opts or {} opts.slips = opts.slips or {slips.get_default()} local search_dirs = {} for _, s in ipairs(opts.slips) do table.insert(search_dirs, config.slips[s].path) end tele_builtin.live_grep(vim.tbl_extend('keep', opts, { prompt_title = 'Notes live grep in ' .. table.concat(opts.slips, '/'), search_dirs = search_dirs, })) end function m.find_close_notes(opts) opts = opts or {} opts.note_path = opts.note_path or vim.fn.exepath('%:p') local central_note = notes.parse(vim.fn.expand('%:p')) if central_note == nil then error('Path ' .. vim.fn.expand('&:p') .. ' cannot be parsed as a note.') end end return m
local event = require("event") local libGUI = require("libGUI") local reactor_ctrl = require("brgc/reactor_ctrl") local turbine_ctrl = require("brgc/turbine_ctrl") local reactor_info_small = require("brgc/gui/reactor_info_small") local turbine_info_small = require("brgc/gui/turbine_info_small") local reactor_info_big = require("brgc/gui/reactor_info_big") local turbine_info_big = require("brgc/gui/turbine_info_big") local controller_info_big = require("brgc/gui/controller_info_big") local tabframe = libGUI.newFrame("tabframe") local list_r = libGUI.newFrame("list") local list_t = libGUI.newFrame("list") local list_c = libGUI.newFrame("list") local grid_view = controller_info_big() -- local function update_list() local reactors = {} local turbines = {} for _, reactor in pairs(reactor_ctrl.mReactors or {}) do table.insert(reactors, reactor) end for _, turbine in pairs(turbine_ctrl.mTurbines or {}) do table.insert(turbines, turbine) end table.sort(reactors, function(a,b) return a:getAddress() < b:getAddress() end) table.sort(turbines, function(a,b) return a:getAddress() < b:getAddress() end) -- if #list_r.mChildren ~= #reactors then while #list_r.mChildren > 0 do list_r:removeChild(list_r.mChildren[1]) end for _, reactor in pairs(reactors) do local rframe = reactor_info_small(reactor) function rframe:onTouch() tabframe:setFrameActive(reactor_info_big(reactor)) end list_r:addChild(rframe) end -- end -- if #list_t.mChildren ~= #turbines then while #list_t.mChildren > 0 do list_t:removeChild(list_t.mChildren[1]) end for _, turbine in pairs(turbines) do local tframe = turbine_info_small(turbine) function tframe:onTouch() tabframe:setFrameActive(turbine_info_big(turbine)) end list_t:addChild(tframe) end -- end -- if #list_c.mChildren ~= #reactors+#turbines then while #list_c.mChildren > 0 do list_c:removeChild(list_c.mChildren[1]) end list_c:addChild(libGUI.newFrame("label", "Reactors", "center")) for _, reactor in pairs(reactors) do local rframe = reactor_info_small(reactor) function rframe:onTouch() tabframe:setFrameActive(reactor_info_big(reactor)) end list_c:addChild(rframe) end list_c:addChild(libGUI.newFrame("label", "Turbines", "center")) for _, turbine in pairs(turbines) do local tframe = turbine_info_small(turbine) function tframe:onTouch() tabframe:setFrameActive(turbine_info_big(turbine)) end list_c:addChild(tframe) end -- end -- tabframe:onDraw() end local function update_list_callback() xpcall(update_list, function(...) libGUI.exit() io.stderr:write("[BRGCGUI] " .. debug.traceback( ... ) .. "\n") end) tabframe:onDraw(false) end local function onTerminate() event.ignore("brgc_reactor_added", update_list_callback) event.ignore("brgc_turbine_added", update_list_callback) event.ignore("libGUI_terminate", onTerminate) end -- libGUI.init() libGUI.setRootFrame(tabframe) libGUI.setOptimalResolutionByTier(0.5, 1) update_list() tabframe:addItem("Grid", nil, grid_view) tabframe:addItem("Combined", nil, list_c) if libGUI.getResolution() > 60 then tabframe:addItem("Reactors", nil, list_r) tabframe:addItem("Turbines", nil, list_t) end tabframe:addItem("Exit", libGUI.exit, nil) tabframe:activateItem("Combined") event.listen("brgc_reactor_added", update_list_callback) event.listen("brgc_turbine_added", update_list_callback) event.listen("libGUI_terminate", onTerminate) libGUI.setRedrawInterval(1) libGUI.runOrFork()
local class = require('opus.class') local Sound = require('opus.sound') local UI = require('opus.ui') local colors = _G.colors UI.Form = class(UI.Window) UI.Form.defaults = { UIElement = 'Form', values = { }, margin = 2, event = 'form_complete', cancelEvent = 'form_cancel', } function UI.Form:postInit() self:createForm() end function UI.Form:reset() for _,child in pairs(self.children) do if child.reset then child:reset() end end end function UI.Form:setValues(values) self:reset() self.values = values for _,child in pairs(self.children) do if child.formKey then if child.setValue then child:setValue(self.values[child.formKey]) else child.value = self.values[child.formKey] or '' end end end end function UI.Form:createForm() self.children = self.children or { } if not self.labelWidth then self.labelWidth = 1 for _, child in pairs(self) do if type(child) == 'table' and child.UIElement then if child.formLabel then self.labelWidth = math.max(self.labelWidth, #child.formLabel + 2) end end end end local y = self.margin for _, child in pairs(self) do if type(child) == 'table' and child.UIElement then if child.formKey then child.value = self.values[child.formKey] or '' end if child.formLabel then child.x = self.labelWidth + self.margin - 1 child.y = child.formIndex and (child.formIndex + self.margin - 1) or y if not child.width and not child.ex then child.ex = -self.margin end table.insert(self.children, UI.Text { x = self.margin, y = child.y, textColor = colors.black, width = #child.formLabel, value = child.formLabel, }) end if child.formLabel then y = y + 1 end end end if not self.manualControls then table.insert(self.children, UI.Button { y = -self.margin, x = -12 - self.margin, text = 'Ok', event = 'form_ok', }) table.insert(self.children, UI.Button { y = -self.margin, x = -7 - self.margin, text = 'Cancel', event = self.cancelEvent, }) end end function UI.Form:validateField(field) if field.required then if not field.value or #tostring(field.value) == 0 then return false, 'Field is required' end end if field.validate == 'numeric' then field.value = field.value or '' if #tostring(field.value) > 0 then if not tonumber(field.value) then return false, 'Invalid number' end end end return true end function UI.Form:save() for _,child in pairs(self.children) do if child.formKey then local s, m = self:validateField(child) if not s then self:setFocus(child) Sound.play('entity.villager.no', .5) self:emit({ type = 'form_invalid', message = m, field = child }) return false end end end for _,child in pairs(self.children) do if child.formKey then if child.validate == 'numeric' then self.values[child.formKey] = tonumber(child.value) else self.values[child.formKey] = child.value end end end return true end function UI.Form:eventHandler(event) if event.type == 'form_ok' then if not self:save() then return false end self:emit({ type = self.event, UIElement = self, values = self.values }) else return UI.Window.eventHandler(self, event) end return true end
-- protocol ops: -- c->s prgdl <uid> <version> -- s->c prgfile <uid> <path> -- s->c prgdata <uid> <bin data> -- Check protocol.txt for more info local dlprogram = {} local fs = require("filesystem") local term = require("term") local modem = require("component").modem local event = require("event") local programport = 3200 dlprogram.states = { sentfirstpacket=10, -- Sent prgdl packet to server. newfile=11, -- Got a prgfile packet, and will download that file. This is returned along with the name of the file to receive. dlfile=12, -- Got a prgdata packet. This is returned along with the number of bytes downloaded. error=99, -- Anything after this is an error. iderror=100, -- Program being received isn't the one specified. This is returned along with the UID of the program being received. fileerror=101 -- Could not create a file. Returned along the file that couldn't be created. } function dlprogram.download(_serveraddr, _uid, _version, _path) local pathCreated = false local hasStarted = false dlprogram.downloadedbytes = 0 -- this may generate errors in the future: managing global vars here? dlprogram.currentfile = nil local serveraddr, uid, version, path = _serveraddr, _uid, _version, _path -- Iterator that downloads an entire program. Yields progress. return function() if not hasStarted then modem.send(serveraddr, programport, "prgdl", uid, version) hasStarted = true return dlprogram.states.sentfirstpacket end -- encase everything in a while loop, in case event.pull pulls another event that is not modem_message. while true do local name, _, address, _p, _d, arg1, arg2, arg3 = event.pull() if name == "modem_message" then if address ~= serveraddr then goto continue end if arg1 ~= "prgfile" and arg1 ~= "prgdata" and arg1~="prgdend" then goto continue end if arg2 ~= uid then return dlprogram.states.iderror, arg2 end if arg1 == "prgfile" then dlprogram.currentfile = arg3 return dlprogram.states.newfile, arg3 elseif arg1 == "prgdata" then local writepath = path .. dlprogram.currentfile if not fs.exists(writepath) then if not fs.exists(fs.path(writepath)) then fs.makeDirectory(fs.path(writepath)) -- Create parent dirs if neccesary end local f = fs.open(writepath, "w") if f == nil then return dlprogram.states.fileerror, writepath end f:close() end dlprogram.downloadedbytes = dlprogram.downloadedbytes + #arg3 local handle = require("io").open(writepath, "ab") handle:write(arg3) handle:flush() handle:close() return dlprogram.states.dlfile, #arg3 elseif arg1 == "prgdend" then return nil end end ::continue:: end end end return dlprogram
EFFECT.Smoke = { Material( "particle/smokesprites_0001" ), Material( "particle/smokesprites_0002" ), Material( "particle/smokesprites_0003" ), Material( "particle/smokesprites_0004" ), Material( "particle/smokesprites_0005" ), Material( "particle/smokesprites_0006" ), Material( "particle/smokesprites_0007" ), Material( "particle/smokesprites_0008" ), Material( "particle/smokesprites_0009" ), Material( "particle/smokesprites_0010" ), Material( "particle/smokesprites_0011" ), Material( "particle/smokesprites_0012" ), Material( "particle/smokesprites_0013" ), Material( "particle/smokesprites_0014" ), Material( "particle/smokesprites_0015" ), Material( "particle/smokesprites_0016" ), }; function EFFECT:Init( data ) self.StartTime = CurTime(); self.Ent = data:GetEntity(); self.Dir = data:GetNormal(); self.Offset = data:GetMagnitude(); self.Emitter = ParticleEmitter( self.Ent:GetPos(), false ); for i = 17, #self.Smoke do self.Smoke[i] = nil; end end function EFFECT:Think() if( self.Ent and self.Ent:IsValid() ) then if( self.Emitter and self.Ent != LocalPlayer() ) then self.Emitter:SetPos( self.Ent:GetPos() ); local mat = table.Random( self.Smoke ); local pos = Vector(); local t = math.Rand( -math.pi, math.pi ); local p = math.Rand( 0, math.pi ); local r = 8; pos.x = r * math.sin( t ) * math.cos( p ); pos.y = r * math.sin( t ) * math.sin( p ); pos.z = r * math.cos( p ); local p = self.Emitter:Add( mat, self.Ent:GetPos() + pos + Vector( 0, 0, self.Offset ) ); if( p ) then p:SetAirResistance( 1 ); p:SetCollide( false ); if( math.random( 1, 2 ) == 1 ) then p:SetColor( 255, math.random( 100, 200 ), math.random( 10, 50 ) ); else p:SetColor( 255, 255, 255 ); end p:SetDieTime( 1 ); p:SetEndAlpha( 0 ); p:SetEndSize( 24 ); p:SetGravity( Vector( 0, 0, -8 ) ); p:SetLifeTime( 0 ); p:SetRoll( math.Rand( -math.pi, math.pi ) ); p:SetRollDelta( math.Rand( -math.pi, math.pi ) ); p:SetStartAlpha( 100 ); p:SetStartSize( 8 ); local noise = Vector(); local t = math.Rand( -math.pi, math.pi ); local phi = math.Rand( 0, math.pi ); local r = 20; noise.x = r * math.sin( t ) * math.cos( phi ); noise.y = r * math.sin( t ) * math.sin( phi ); noise.z = r * math.cos( phi ); local dir = self.Dir; local thrust = math.Rand( 40, 80 ); local vel = Vector( dir.x * thrust + noise.x, dir.y * thrust + noise.y, dir.z * thrust + noise.z ); p:SetVelocity( vel ); end end end if( CurTime() - self.StartTime > 0.3 ) then self.Emitter:Finish(); end return CurTime() - self.StartTime < 0.3; end function EFFECT:Render() end
-- -- volume.lua -- volume status notification -- local naughty = require("naughty") local beautiful = require("beautiful") -- ======================================== -- Config -- ======================================== local icons_path = beautiful.icons_path .. "volume/" -- ======================================== -- Logic -- ======================================== -- Notify volume change local notify_volume_change = function (percentage) return naughty.notify { icon = icons_path .. "volume_notification.svg", title = "Volume", text = string.format("Volume is now at %s%%", percentage), } end -- Notify volume muted local notify_volume_muted = function () return naughty.notify { icon = icons_path .. "volume_notification_muted.svg", title = "Volume", text = "Volume is now muted", } end -- ======================================== -- Initialization -- ======================================== local notification awesome.connect_signal("daemon::volume::percentage", function (percentage) -- Pavucontrol already show volume, so do nothing if client.focus and client.focus.class == "Pavucontrol" then return end -- Remove existing notification if notification then naughty.destroy(notification) end notification = notify_volume_change(percentage) end) awesome.connect_signal("daemon::volume::muted", function () -- Pavucontrol already show volume, so do nothing if client.focus and client.focus.class == "Pavucontrol" then return end -- Remove existing notification if notification then naughty.destroy(notification) end notification = notify_volume_muted() end)
-- Date palms. -- -- Date palms grow in hot and dry desert, but they require water. This makes them -- a bit harder to find. If found in the middle of the desert, their presence -- indicates a water source below the surface. -- -- As an additional feature (which can be disabled), dates automatically regrow after -- harvesting (provided a male tree is sufficiently nearby). -- If regrowing is enabled, then ripe dates will not hang forever. Most will disappear -- (e.g. eaten by birds, ...), and a small fraction will drop as items. -- © 2016, Rogier <rogier777@gmail.com> local S = moretrees.intllib -- Some constants local dates_drop_ichance = 4 local stems_drop_ichance = 4 local flowers_wither_ichance = 3 -- implementation local dates_regrow_prob if moretrees.dates_regrow_unpollinated_percent <= 0 then dates_regrow_prob = 0 elseif moretrees.dates_regrow_unpollinated_percent >= 100 then dates_regrow_prob = 1 else dates_regrow_prob = 1 - math.pow(moretrees.dates_regrow_unpollinated_percent/100, 1/flowers_wither_ichance) end -- Make the date palm fruit trunk a real trunk (it is generated as a fruit) local trunk = minetest.registered_nodes["moretrees:date_palm_trunk"] local ftrunk = {} local fftrunk = {} local mftrunk = {} for k,v in pairs(trunk) do ftrunk[k] = v end ftrunk.tiles = {} for k,v in pairs(trunk.tiles) do ftrunk.tiles[k] = v end ftrunk.drop = "moretrees:date_palm_trunk" ftrunk.after_destruct = function(pos, oldnode) local dates = minetest.find_nodes_in_area({x=pos.x-2, y=pos.y, z=pos.z-2}, {x=pos.x+2, y=pos.y, z=pos.z+2}, {"group:moretrees_dates"}) for _,datespos in pairs(dates) do -- minetest.dig_node(datespos) does not cause nearby dates to be dropped :-( ... local items = minetest.get_node_drops(minetest.get_node(datespos).name) minetest.swap_node(datespos, biome_lib.air) for _, itemname in pairs(items) do minetest.add_item(datespos, itemname) end end end for k,v in pairs(ftrunk) do mftrunk[k] = v fftrunk[k] = v end fftrunk.tiles = {} mftrunk.tiles = {} for k,v in pairs(trunk.tiles) do fftrunk.tiles[k] = v mftrunk.tiles[k] = v end -- Make the different types of trunk distinguishable (but not too easily) ftrunk.tiles[1] = "moretrees_date_palm_trunk_top.png^[transformR180" ftrunk.description = ftrunk.description.." (gen)" fftrunk.tiles[1] = "moretrees_date_palm_trunk_top.png^[transformR90" mftrunk.tiles[1] = "moretrees_date_palm_trunk_top.png^[transformR-90" minetest.register_node("moretrees:date_palm_fruit_trunk", ftrunk) minetest.register_node("moretrees:date_palm_ffruit_trunk", fftrunk) minetest.register_node("moretrees:date_palm_mfruit_trunk", mftrunk) -- ABM to grow new date blossoms local date_regrow_abm_spec = { nodenames = { "moretrees:date_palm_ffruit_trunk", "moretrees:date_palm_mfruit_trunk" }, interval = moretrees.dates_flower_interval, chance = moretrees.dates_flower_chance, action = function(pos, node, active_object_count, active_object_count_wider) local dates = minetest.find_nodes_in_area({x=pos.x-2, y=pos.y, z=pos.z-2}, {x=pos.x+2, y=pos.y, z=pos.z+2}, "group:moretrees_dates") -- New blossom interval increases exponentially with number of dates already hanging -- In addition: if more dates are hanging, the chance of picking an empty spot decreases as well... if math.random(2^#dates) <= 2 then -- Grow in area of 5x5 round trunk; higher probability in 3x3 area close to trunk local dx=math.floor((math.random(50)-18)/16) local dz=math.floor((math.random(50)-18)/16) local datepos = {x=pos.x+dx, y=pos.y, z=pos.z+dz} local datenode = minetest.get_node(datepos) if datenode.name == "air" then if node.name == "moretrees:date_palm_ffruit_trunk" then minetest.swap_node(datepos, {name="moretrees:dates_f0"}) else minetest.swap_node(datepos, {name="moretrees:dates_m0"}) end end end end } if moretrees.dates_regrow_pollinated or moretrees.dates_regrow_unpollinated_percent > 0 then minetest.register_abm(date_regrow_abm_spec) end -- Choose male or female palm, and spawn initial dates -- (Instead of dates, a dates fruit trunk is generated with the tree. This -- ABM converts the trunk to a female or male fruit trunk, and spawns some -- hanging dates) minetest.register_abm({ nodenames = { "moretrees:date_palm_fruit_trunk" }, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) local type if math.random(100) <= moretrees.dates_female_percent then type = "f" minetest.swap_node(pos, {name="moretrees:date_palm_ffruit_trunk"}) else type = "m" minetest.swap_node(pos, {name="moretrees:date_palm_mfruit_trunk"}) end local dates1 = minetest.find_nodes_in_area({x=pos.x-1, y=pos.y, z=pos.z-1}, {x=pos.x+1, y=pos.y, z=pos.z+1}, "air") local genpos for _,genpos in pairs(dates1) do if math.random(100) <= 20 then if type == "m" then minetest.swap_node(genpos, {name = "moretrees:dates_n"}) else minetest.swap_node(genpos, {name = "moretrees:dates_f4"}) end end end local dates2 = minetest.find_nodes_in_area({x=pos.x-2, y=pos.y, z=pos.z-2}, {x=pos.x+2, y=pos.y, z=pos.z+2}, "air") for _,genpos in pairs(dates2) do if math.random(100) <= 5 then if type == "m" then minetest.swap_node(genpos, {name = "moretrees:dates_n"}) else minetest.swap_node(genpos, {name = "moretrees:dates_f4"}) end end end end, }) -- Dates growing functions. -- This is a bit complex, as the purpose is to find male flowers at horizontal distances of over -- 100 nodes. As searching such a large area is time consuming, this is optimized in four ways: -- - The search result (the locations of male trees) is cached, so that it can be used again -- - Only 1/9th of the desired area is searched at a time. A new search is only performed if no male -- flowers are found in the previously searched parts. -- - Search results are shared with other female palms nearby. -- - If previous searches for male palms have consumed too much CPU time, the search is skipped -- (This means no male palms will be found, and the pollination of the flowers affected will be -- delayed. If this happens repeatedly, eventually, the female flowers will wither...) -- A caching method was selected that is suited for the case where most date trees are long-lived, -- and where the number of trees nearby is limited: -- - Locations of male palms are stored as metadata for every female palm. This means that a player -- visiting a remote area with some date palms will not cause extensive searches for male palms as -- long overdue blossoming ABMs are triggered for every date palm. -- - Even when male palms *are* cut down, a cache refill will only be performed if the cached results do not -- contain a male palm with blossoms. -- The method will probably perform suboptimally: -- - If female palms are frequently chopped down and replanted. -- Freshly grown palms will need to search for male palms again -- (this is mitigated by the long blossoming interval, which increases the chance that search -- results have already been shared) -- - If an area contains a large number of male and female palms. -- In this area, every female palm will have an almost identical list of male palm locations -- as metadata. -- - If all male palms within range of a number of female palms have been chopped down (with possibly -- new ones planted). Although an attempt was made to share search results in this case as well, -- a number of similar searches will unavoidably be performed by the different female palms. -- - If no male palms are in range of a female palm. In that case, there will be frequent searches -- for newly-grown male palms. -- Search statistics - used to limit the search load. local sect_search_stats = {} -- Search statistics - server-wide local function reset_sect_search_stats() sect_search_stats.count = 0 -- # of searches sect_search_stats.skip = 0 -- # of times skipped sect_search_stats.sum = 0 -- total time spent sect_search_stats.min = 999999999 -- min time spent sect_search_stats.max = 0 -- max time spent end reset_sect_search_stats() sect_search_stats.last_us = 0 -- last time a search was done (microseconds, max: 2^32) sect_search_stats.last_s = 0 -- last time a search was done (system time in seconds) -- Find male trunks in one section (=1/9 th) of the searchable area. -- sect is -4 to 4, where 0 is the center section local function find_fruit_trunks_near(ftpos, sect) local r = moretrees.dates_pollination_distance + 2 * math.sqrt(2) local sect_hr = math.floor(r / 3 + 0.9999) local sect_vr = math.floor(r / 2 + 0.9999) local t0us = core.get_us_time() local t0s = os.time() -- Compute elapsed time since last search. -- Unfortunately, the time value wraps after about 71 minutes (2^32 microseconds), -- so it must be corrected to obtain the actual elapsed time. if t0us < sect_search_stats.last_us then -- Correct a simple wraparound. -- This is not sufficient, as the time value may have wrapped more than once... sect_search_stats.last_us = sect_search_stats.last_us - 2^32 end if t0s - sect_search_stats.last_s > 2^32/1000000 then -- One additional correction is enough for our purposes. -- For exact results, more corrections may be needed though... -- (and even not applying this correction at all would still only yield -- a minimal risk of a non-serious miscalculation...) sect_search_stats.last_us = sect_search_stats.last_us - 2^32 end -- Skip the search if it is consuming too much CPU time if sect_search_stats.count > 0 and moretrees.dates_blossom_search_iload > 0 and sect_search_stats.sum / sect_search_stats.count > moretrees.dates_blossom_search_time_treshold and t0us - sect_search_stats.last_us < moretrees.dates_blossom_search_iload * (sect_search_stats.sum / sect_search_stats.count) then sect_search_stats.skip = sect_search_stats.skip + 1 return nil end local basevec = { x = ftpos.x + 2 * sect.x * sect_hr, y = ftpos.y, z = ftpos.z + 2 * sect.z * sect_hr} -- find_nodes_in_area is limited to 82^3, make sure to not overrun it local sizevec = { x = sect_hr, y = sect_vr, z = sect_hr } if sect_hr * sect_hr * sect_vr > 41^3 then sizevec = vector.apply(sizevec, function(a) return math.min(a, 41) end) end local all_palms = minetest.find_nodes_in_area( vector.subtract(basevec, sizevec), vector.add(basevec, sizevec), {"moretrees:date_palm_mfruit_trunk", "moretrees:date_palm_ffruit_trunk"}) -- Collect different palms in separate lists. local female_palms = {} local male_palms = {} local all_male_palms = {} for _, pos in pairs(all_palms) do if pos.x ~= ftpos.x or pos.y ~= ftpos.y or pos.z ~= ftpos.z then local node = minetest.get_node(pos) if node and node.name == "moretrees:date_palm_ffruit_trunk" then table.insert(female_palms,pos) elseif node then table.insert(all_male_palms,pos) -- In sector 0, all palms are of interest. -- In other sectors, forget about palms that are too far away. if sect == 0 then table.insert(male_palms,pos) else local ssq = 0 for _, c in pairs({"x", "z"}) do local dc = pos[c] - ftpos[c] ssq = ssq + dc * dc end if math.sqrt(ssq) <= r then table.insert(male_palms,pos) end end end end end -- Update search statistics local t1us = core.get_us_time() if t1us < t0us then -- Wraparound. Assume the search lasted less than 2^32 microseconds (~71 min) -- (so no need to apply another correction) t0us = t0us - 2^32 end sect_search_stats.last_us = t0us sect_search_stats.last_s = t0s sect_search_stats.count = sect_search_stats.count + 1 sect_search_stats.sum = sect_search_stats.sum + t1us-t0us if t1us - t0us < sect_search_stats.min then sect_search_stats.min = t1us - t0us end if t1us - t0us > sect_search_stats.max then sect_search_stats.max = t1us - t0us end return male_palms, female_palms, all_male_palms end local function dates_print_search_stats(log) local stats if sect_search_stats.count > 0 then stats = string.format("Male date tree searching stats: searches: %d/%d: average: %d µs (%d..%d)", sect_search_stats.count, sect_search_stats.count + sect_search_stats.skip, sect_search_stats.sum/sect_search_stats.count, sect_search_stats.min, sect_search_stats.max) else stats = string.format("Male date tree searching stats: searches: 0/0: average: (no searches yet)") end if log then minetest.log("action", "[moretrees] " .. stats) end return true, stats end minetest.register_chatcommand("dates_stats", { description = "Print male date palm search statistics", params = "|chat|log|reset", privs = { server = true }, func = function(name, param) param = string.lower(string.trim(param)) if param == "" or param == "chat" then return dates_print_search_stats(false) elseif param == "log" then return dates_print_search_stats(true) elseif param == "reset" then reset_sect_search_stats() return true else return false, "Invalid subcommand; expected: '' or 'chat' or 'log' or 'reset'" end end, }) -- Find the female trunk near the female flowers to be pollinated local function find_female_trunk(fbpos) local trunks = minetest.find_nodes_in_area({x=fbpos.x-2, y=fbpos.y, z=fbpos.z-2}, {x=fbpos.x+2, y=fbpos.y, z=fbpos.z+2}, "moretrees:date_palm_ffruit_trunk") local ftpos local d = 99 for x, pos in pairs(trunks) do local ssq = 0 for _, c in pairs({"x", "z"}) do local dc = pos[c] - fbpos[c] ssq = ssq + dc * dc end if math.sqrt(ssq) < d then ftpos = pos d = math.sqrt(ssq) end end return ftpos end -- Find male blossom near a male trunk, -- the male blossom must be in range of a specific female blossom as well local function find_male_blossom_near_trunk(fbpos, mtpos) local r = moretrees.dates_pollination_distance local blossoms = minetest.find_nodes_in_area({x=mtpos.x-2, y=mtpos.y, z=mtpos.z-2}, {x=mtpos.x+2, y=mtpos.y, z=mtpos.z+2}, "moretrees:dates_m0") for x, mbpos in pairs(blossoms) do local ssq = 0 for _, c in pairs({"x", "z"}) do local dc = mbpos[c] - fbpos[c] ssq = ssq + dc * dc end if math.sqrt(ssq) <= r then return mbpos end end end -- Find a male blossom in range of a specific female blossom, -- using a nested list of male blossom positions local function find_male_blossom_in_mpalms(ftpos, fbpos, mpalms) -- Process the elements of mpalms.sect (index -4 .. 4) in random order -- First, compute the order in which the sectors will be searched local sect_index = {} local sect_rnd = {} for i = -4,4 do local n = math.random(1023) sect_index[n] = i table.insert(sect_rnd, n) end table.sort(sect_rnd) -- Search the sectors local sect_old = 0 local sect_time = minetest.get_gametime() for _, n in pairs(sect_rnd) do -- Record the oldest sector, so that it can be searched if no male -- blossoms were found if not mpalms.sect_time[sect_index[n]] then sect_old = sect_index[n] sect_time = 0 elseif mpalms.sect_time[sect_index[n]] < sect_time then sect_old = sect_index[n] sect_time = mpalms.sect_time[sect_index[n]] end if mpalms.sect[sect_index[n]] and #mpalms.sect[sect_index[n]] then for px, mtpos in pairs(mpalms.sect[sect_index[n]]) do local node = minetest.get_node(mtpos) if node and node.name == "moretrees:date_palm_mfruit_trunk" then local mbpos = find_male_blossom_near_trunk(fbpos, mtpos) if mbpos then return mbpos end elseif node and node.name ~= "ignore" then -- no more male trunk here. mpalms.sect[sect_index[n]][px] = nil end end end end return nil, sect_old end -- Find a male blossom in range of a specific female blossom, -- using the cache associated with the given female trunk -- If necessary, recompute part of the cache local last_search_result = {} local function find_male_blossom_with_ftrunk(fbpos,ftpos) local meta = minetest.get_meta(ftpos) local mpalms local cache_changed = true -- Load cache. If distance has changed, start with empty cache instead. local mpalms_dist = meta:get_int("male_palms_dist") if mpalms_dist and mpalms_dist == moretrees.dates_pollination_distance then mpalms = meta:get_string("male_palms") if mpalms and mpalms ~= "" then mpalms = minetest.deserialize(mpalms) cache_changed = false end end if not mpalms or not mpalms.sect then mpalms = {} mpalms.sect = {} mpalms.sect_time = {} meta:set_int("male_palms_dist", moretrees.dates_pollination_distance) cache_changed = true end local fpalms_list local all_mpalms_list local sector0_searched = false -- Always make sure that sector 0 is cached if not mpalms.sect[0] then mpalms.sect[0], fpalms_list, all_mpalms_list = find_fruit_trunks_near(ftpos, {x = 0, z = 0}) mpalms.sect_time[0] = minetest.get_gametime() sector0_searched = true cache_changed = true last_search_result.female = fpalms_list last_search_result.male = all_mpalms_list end -- Find male palms local mbpos, sect_old = find_male_blossom_in_mpalms(ftpos, fbpos, mpalms) -- If not found, (re)generate the cache for an additional sector. But don't search it yet (for performance reasons) -- (Use the globally cached results if possible) if not mbpos and not sector0_searched then if not mpalms.sect_time[0] or mpalms.sect_time[0] == 0 or math.random(3) == 1 then -- Higher probability of re-searching the center sector sect_old = 0 end -- Use globally cached result if possible mpalms.sect[sect_old] = nil if sect_old == 0 and mpalms.sect_time[0] and mpalms.sect_time[0] > 0 and last_search_result.male and #last_search_result.male then for _, pos in pairs(last_search_result.female) do if pos.x == ftpos.x and pos.y == ftpos.y and pos.z == ftpos.z then mpalms.sect[sect_old] = last_search_result.male -- Next time, don't use the cached result mpalms.sect_time[sect_old] = nil cache_changed = true end end end -- Else do a new search if not mpalms.sect[sect_old] then mpalms.sect[sect_old], fpalms_list, all_mpalms_list = find_fruit_trunks_near(ftpos, {x = (sect_old + 4) % 3 - 1, z = (sect_old + 4) / 3 - 1}) cache_changed = true if sect_old == 0 then -- Save the results if it is sector 0 -- (chance of reusing results from another sector are smaller) last_search_result.female = fpalms_list last_search_result.male = all_mpalms_list end if mpalms.sect[sect_old] then mpalms.sect_time[sect_old] = minetest.get_gametime() else mpalms.sect_time[sect_old] = nil end end end -- Share search results with other female trunks in the same area -- Note that the list of female trunks doesn't (shouldn't :-) contain the current female trunk. if fpalms_list and #fpalms_list and #all_mpalms_list then local all_mpalms = {} all_mpalms.sect = {} all_mpalms.sect_time = {} all_mpalms.sect[0] = all_mpalms_list -- Don't set sect_time[0], so that the cached sector will be re-searched soon (if necessary) local all_mpalms_serialized = minetest.serialize(all_mpalms) for _, pos in pairs(fpalms_list) do local fmeta = minetest.get_meta(pos) local fdist = fmeta:get_int("male_palms_dist") if not fdist or fdist ~= moretrees.dates_pollination_distance then fmeta:set_string("male_palms", all_mpalms_serialized) fmeta:set_int("male_palms_dist", moretrees.dates_pollination_distance) end end end -- Save cache. if cache_changed then meta:set_string("male_palms", minetest.serialize(mpalms)) end return mbpos end -- Find a male blossom in range of a specific female blossom local function find_male_blossom(fbpos) local ftpos = find_female_trunk(fbpos) if ftpos then return find_male_blossom_with_ftrunk(fbpos, ftpos) end return nil end -- Growing function for dates local dates_growfn = function(pos, elapsed) local node = minetest.get_node(pos) local delay = moretrees.dates_grow_interval local r = moretrees.dates_pollination_distance local action if not node then return elseif not moretrees.dates_regrow_pollinated and dates_regrow_prob == 0 then -- Regrowing of dates is disabled. if string.find(node.name, "moretrees:dates_f") then minetest.swap_node(pos, {name="moretrees:dates_f4"}) elseif string.find(node.name, "moretrees:dates_m") then minetest.swap_node(pos, {name="moretrees:dates_n"}) else minetest.swap_node(pos, biome_lib.air) end return elseif node.name == "moretrees:dates_f0" and math.random(100) <= 100 * dates_regrow_prob then -- Dates grow unpollinated minetest.swap_node(pos, {name="moretrees:dates_f1"}) action = "nopollinate" elseif node.name == "moretrees:dates_f0" and moretrees.dates_regrow_pollinated and find_male_blossom(pos) then -- Pollinate flowers minetest.swap_node(pos, {name="moretrees:dates_f1"}) action = "pollinate" elseif string.match(node.name, "0$") then -- Make female unpollinated and male flowers last a bit longer if math.random(flowers_wither_ichance) == 1 then if node.name == "moretrees:dates_f0" then minetest.swap_node(pos, {name="moretrees:dates_fn"}) else minetest.swap_node(pos, {name="moretrees:dates_n"}) end action = "wither" else action = "nowither" end elseif node.name == "moretrees:dates_f4" then -- Remove dates, and optionally drop them as items if math.random(dates_drop_ichance) == 1 then if moretrees.dates_item_drop_ichance > 0 and math.random(moretrees.dates_item_drop_ichance) == 1 then local items = minetest.get_node_drops(minetest.get_node(pos).name) for _, itemname in pairs(items) do minetest.add_item(pos, itemname) end end minetest.swap_node(pos, {name="moretrees:dates_n"}) action = "drop" else action = "nodrop" end elseif string.match(node.name, "n$") then -- Remove stems. if math.random(stems_drop_ichance) == 1 then minetest.swap_node(pos, biome_lib.air) return "stemdrop" end action = "nostemdrop" else -- Grow dates local offset = 18 local n = string.sub(node.name, offset) minetest.swap_node(pos, {name=string.sub(node.name, 1, offset-1)..n+1}) action = "grow" end -- Don't catch up when elapsed time is large. Regular visits are needed for growth... local timer = minetest.get_node_timer(pos) timer:start(delay + math.random(moretrees.dates_grow_interval)) return action end -- Alternate growth function for dates. -- It calls the primary growth function, but also measures CPU time consumed. -- Use this function to analyze date growing performance. local stat = {} stat.count = 0 local dates_growfn_profiling = function(pos, elapsed) local t0 = core.get_us_time() local action = dates_growfn(pos, elapsed) local t1 = core.get_us_time() if t1 < t0 then t1 = t1 + 2^32 end stat.count = stat.count + 1 if not stat[action] then stat[action] = {} stat[action].count = 0 stat[action].sum = 0 stat[action].min = 9999999999 stat[action].max = 0 end stat[action].count = stat[action].count + 1 stat[action].sum = stat[action].sum + t1-t0 if t1-t0 < stat[action].min then stat[action].min = t1-t0 end if t1-t0 > stat[action].max then stat[action].max = t1-t0 end if stat.count % 10 == 0 then io.write(".") io.flush() end if stat.count % 100 == 0 then print(string.format("Date grow statistics %5d:", stat.count)) local sum = 0 local count = 0 if sect_search_stats.count > 0 and stat.pollinate and stat.pollinate.count > 0 then print(string.format("\t%-12s: %6d (%4.1f%%): %6dus (%d..%d)", "search", sect_search_stats.count, 100*sect_search_stats.count/stat.pollinate.count, sect_search_stats.sum/sect_search_stats.count, sect_search_stats.min, sect_search_stats.max)) else print(string.format("\t%-12s: %6d (%4.1f%%): %6dus (%d..%d)", "search", sect_search_stats.count, 0, 0, 0, 0)) end for action,data in pairs(stat) do if action ~= "count" then count = count + data.count sum = sum + data.sum print(string.format("\t%-12s: %6d (%4.1f%%): %6dus (%d..%d)", action, data.count, 100*data.count/stat.count, data.sum/data.count, data.min, data.max)) end end print(string.format("\t%-12s: %6d ( 100%%): %6dus", "TOTAL", count, sum/count)) end end -- Register dates local dates_starttimer = function(pos, elapsed) local timer = minetest.get_node_timer(pos) local base_interval = moretrees.dates_grow_interval * 2 / 3 timer:set(base_interval + math.random(base_interval), elapsed or 0) end local dates_drop = { items = { {items = { "moretrees:date" }}, {items = { "moretrees:date" }}, {items = { "moretrees:date" }}, {items = { "moretrees:date" }}, {items = { "moretrees:date" }, rarity = 2 }, {items = { "moretrees:date" }, rarity = 2 }, {items = { "moretrees:date" }, rarity = 2 }, {items = { "moretrees:date" }, rarity = 2 }, {items = { "moretrees:date" }, rarity = 5 }, {items = { "moretrees:date" }, rarity = 5 }, {items = { "moretrees:date" }, rarity = 5 }, {items = { "moretrees:date" }, rarity = 5 }, {items = { "moretrees:date" }, rarity = 20 }, {items = { "moretrees:date" }, rarity = 20 }, {items = { "moretrees:date" }, rarity = 20 }, {items = { "moretrees:date" }, rarity = 20 }, } } for _,suffix in ipairs({"f0", "f1", "f2", "f3", "f4", "m0", "fn", "n"}) do local name if suffix == "f0" or suffix == "m0" then name = S("Date Flowers") elseif suffix == "n" or suffix == "fn" then name = S("Date Stem") else name = S("Dates") end local dropfn = suffix == "f4" and dates_drop or "" local datedef = { description = name, tiles = {"moretrees_dates_"..suffix..".png"}, visual_scale = 2, drawtype = "plantlike", paramtype = "light", sunlight_propagates = true, walkable = false, groups = { fleshy=3, dig_immediate=3, flammable=2, moretrees_dates=1 }, inventory_image = "moretrees_dates_"..suffix..".png^[transformR0", wield_image = "moretrees_dates_"..suffix..".png^[transformR90", sounds = default.node_sound_defaults(), drop = dropfn, selection_box = { type = "fixed", fixed = {-0.3, -0.3, -0.3, 0.3, 3.5, 0.3} }, on_timer = dates_growfn, on_construct = (moretrees.dates_regrow_pollinated or moretrees.dates_regrow_unpollinated_percent > 0) and dates_starttimer, } minetest.register_node("moretrees:dates_"..suffix, datedef) end -- If regrowing was previously disabled, but is enabled now, make sure timers are started for existing dates if moretrees.dates_regrow_pollinated or moretrees.dates_regrow_unpollinated_percent > 0 then local spec = { name = "moretrees:restart_dates_regrow_timer", nodenames = "group:moretrees_dates", action = function(pos, node, active_object_count, active_object_count_wider) local timer = minetest.get_node_timer(pos) if not timer:is_started() then dates_starttimer(pos) else local timeout = timer:get_timeout() local elapsed = timer:get_elapsed() if timeout - elapsed > moretrees.dates_grow_interval * 4/3 then dates_starttimer(pos, math.random(moretrees.dates_grow_interval * 4/3)) end end end, } if minetest.register_lbm then minetest.register_lbm(spec) else spec.interval = 3557 spec.chance = 10 minetest.register_abm(spec) end end
-- This file is automatically generated, do not edit! -- Item data (c) Grinding Gear Games local itemBases = ... itemBases["Driftwood Club"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 6, PhysicalMax = 8, CritChanceBase = 5, AttackRateBase = 1.45, Range = 11, }, req = { str = 14, }, } itemBases["Tribal Club"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 8, PhysicalMax = 13, CritChanceBase = 5, AttackRateBase = 1.4, Range = 11, }, req = { level = 5, str = 26, }, } itemBases["Spiked Club"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 13, PhysicalMax = 16, CritChanceBase = 5, AttackRateBase = 1.45, Range = 11, }, req = { level = 10, str = 41, }, } itemBases["Stone Hammer"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "15% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 15, PhysicalMax = 27, CritChanceBase = 5, AttackRateBase = 1.3, Range = 11, }, req = { level = 15, str = 56, }, } itemBases["War Hammer"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 13, PhysicalMax = 31, CritChanceBase = 5, AttackRateBase = 1.45, Range = 11, }, req = { level = 20, str = 71, }, } itemBases["Bladed Mace"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 19, PhysicalMax = 32, CritChanceBase = 5, AttackRateBase = 1.4, Range = 11, }, req = { level = 24, str = 83, }, } itemBases["Ceremonial Mace"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "15% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 32, PhysicalMax = 40, CritChanceBase = 5, AttackRateBase = 1.2, Range = 11, }, req = { level = 28, str = 95, }, } itemBases["Dream Mace"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 21, PhysicalMax = 43, CritChanceBase = 5, AttackRateBase = 1.4, Range = 11, }, req = { level = 32, str = 107, }, } itemBases["Wyrm Mace"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, not_for_sale = true, maraketh = true, }, implicit = "4% increased Attack Speed", weapon = { PhysicalMin = 28, PhysicalMax = 42, CritChanceBase = 5, AttackRateBase = 1.35, Range = 11, }, req = { level = 34, str = 118, }, } itemBases["Petrified Club"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 31, PhysicalMax = 51, CritChanceBase = 5, AttackRateBase = 1.25, Range = 11, }, req = { level = 35, str = 116, }, } itemBases["Barbed Club"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 33, PhysicalMax = 42, CritChanceBase = 5, AttackRateBase = 1.4, Range = 11, }, req = { level = 38, str = 125, }, } itemBases["Rock Breaker"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "15% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 37, PhysicalMax = 69, CritChanceBase = 5, AttackRateBase = 1.15, Range = 11, }, req = { level = 41, str = 134, }, } itemBases["Battle Hammer"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 25, PhysicalMax = 59, CritChanceBase = 5, AttackRateBase = 1.4, Range = 11, }, req = { level = 44, str = 143, }, } itemBases["Flanged Mace"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 38, PhysicalMax = 63, CritChanceBase = 5, AttackRateBase = 1.3, Range = 11, }, req = { level = 47, str = 152, }, } itemBases["Ornate Mace"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "15% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 53, PhysicalMax = 67, CritChanceBase = 5, AttackRateBase = 1.2, Range = 11, }, req = { level = 50, str = 161, }, } itemBases["Phantom Mace"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 33, PhysicalMax = 69, CritChanceBase = 5, AttackRateBase = 1.4, Range = 11, }, req = { level = 53, str = 170, }, } itemBases["Dragon Mace"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, not_for_sale = true, maraketh = true, }, implicit = "4% increased Attack Speed", weapon = { PhysicalMin = 44, PhysicalMax = 66, CritChanceBase = 5, AttackRateBase = 1.35, Range = 11, }, req = { level = 55, str = 184, }, } itemBases["Ancestral Club"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 48, PhysicalMax = 80, CritChanceBase = 5, AttackRateBase = 1.25, Range = 11, }, req = { level = 56, str = 179, }, } itemBases["Tenderizer"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 49, PhysicalMax = 62, CritChanceBase = 5, AttackRateBase = 1.4, Range = 11, }, req = { level = 58, str = 185, }, } itemBases["Gavel"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "15% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 54, PhysicalMax = 101, CritChanceBase = 5, AttackRateBase = 1.15, Range = 11, }, req = { level = 60, str = 212, }, } itemBases["Legion Hammer"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 35, PhysicalMax = 81, CritChanceBase = 5, AttackRateBase = 1.4, Range = 11, }, req = { level = 62, str = 212, }, } itemBases["Pernarch"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 49, PhysicalMax = 82, CritChanceBase = 5, AttackRateBase = 1.3, Range = 11, }, req = { level = 64, str = 212, }, } itemBases["Auric Mace"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "15% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 65, PhysicalMax = 82, CritChanceBase = 5, AttackRateBase = 1.2, Range = 11, }, req = { level = 66, str = 212, }, } itemBases["Nightmare Mace"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, }, implicit = "10% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 38, PhysicalMax = 80, CritChanceBase = 5, AttackRateBase = 1.4, Range = 11, }, req = { level = 68, str = 212, }, } itemBases["Behemoth Mace"] = { type = "One Handed Mace", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, not_for_sale = true, maraketh = true, }, implicit = "6% increased Attack Speed", weapon = { PhysicalMin = 49, PhysicalMax = 74, CritChanceBase = 5, AttackRateBase = 1.35, Range = 11, }, req = { level = 70, str = 220, }, } itemBases["Driftwood Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "10% increased Elemental Damage", weapon = { PhysicalMin = 5, PhysicalMax = 8, CritChanceBase = 6, AttackRateBase = 1.55, Range = 11, }, req = { str = 8, int = 8, }, } itemBases["Darkwood Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "12% increased Elemental Damage", weapon = { PhysicalMin = 8, PhysicalMax = 12, CritChanceBase = 6, AttackRateBase = 1.5, Range = 11, }, req = { level = 5, str = 14, int = 14, }, } itemBases["Bronze Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "12% increased Elemental Damage", weapon = { PhysicalMin = 10, PhysicalMax = 19, CritChanceBase = 6, AttackRateBase = 1.4, Range = 11, }, req = { level = 10, str = 22, int = 22, }, } itemBases["Quartz Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "20% increased Elemental Damage", weapon = { PhysicalMin = 14, PhysicalMax = 22, CritChanceBase = 6.5, AttackRateBase = 1.4, Range = 11, }, req = { level = 15, str = 25, int = 35, }, } itemBases["Iron Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "14% increased Elemental Damage", weapon = { PhysicalMin = 18, PhysicalMax = 27, CritChanceBase = 6, AttackRateBase = 1.4, Range = 11, }, req = { level = 20, str = 38, int = 38, }, } itemBases["Ochre Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "16% increased Elemental Damage", weapon = { PhysicalMin = 17, PhysicalMax = 31, CritChanceBase = 6, AttackRateBase = 1.45, Range = 11, }, req = { level = 24, str = 44, int = 44, }, } itemBases["Ritual Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "16% increased Elemental Damage", weapon = { PhysicalMin = 21, PhysicalMax = 50, CritChanceBase = 6, AttackRateBase = 1.2, Range = 11, }, req = { level = 28, str = 51, int = 51, }, } itemBases["Shadow Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "22% increased Elemental Damage", weapon = { PhysicalMin = 29, PhysicalMax = 44, CritChanceBase = 6.2, AttackRateBase = 1.25, Range = 11, }, req = { level = 32, str = 52, int = 62, }, } itemBases["Horned Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, not_for_sale = true, maraketh = true, }, implicit = "Damage Penetrates 4% Elemental Resistances", weapon = { PhysicalMin = 27, PhysicalMax = 50, CritChanceBase = 6, AttackRateBase = 1.3, Range = 11, }, req = { level = 36, str = 66, int = 66, }, } itemBases["Grinning Fetish"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "18% increased Elemental Damage", weapon = { PhysicalMin = 24, PhysicalMax = 36, CritChanceBase = 6, AttackRateBase = 1.5, Range = 11, }, req = { level = 35, str = 62, int = 62, }, } itemBases["Sekhem"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "18% increased Elemental Damage", weapon = { PhysicalMin = 30, PhysicalMax = 55, CritChanceBase = 6, AttackRateBase = 1.25, Range = 11, }, req = { level = 38, str = 67, int = 67, }, } itemBases["Crystal Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "30% increased Elemental Damage", weapon = { PhysicalMin = 35, PhysicalMax = 52, CritChanceBase = 6.5, AttackRateBase = 1.25, Range = 11, }, req = { level = 41, str = 59, int = 85, }, } itemBases["Lead Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "22% increased Elemental Damage", weapon = { PhysicalMin = 38, PhysicalMax = 57, CritChanceBase = 6, AttackRateBase = 1.25, Range = 11, }, req = { level = 44, str = 77, int = 77, }, } itemBases["Blood Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "24% increased Elemental Damage", weapon = { PhysicalMin = 30, PhysicalMax = 55, CritChanceBase = 6, AttackRateBase = 1.4, Range = 11, }, req = { level = 47, str = 81, int = 81, }, } itemBases["Royal Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "24% increased Elemental Damage", weapon = { PhysicalMin = 34, PhysicalMax = 80, CritChanceBase = 6, AttackRateBase = 1.2, Range = 11, }, req = { level = 50, str = 86, int = 86, }, } itemBases["Abyssal Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "30% increased Elemental Damage", weapon = { PhysicalMin = 45, PhysicalMax = 67, CritChanceBase = 6.2, AttackRateBase = 1.25, Range = 11, }, req = { level = 53, str = 83, int = 99, }, } itemBases["Stag Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, not_for_sale = true, maraketh = true, }, implicit = "Damage Penetrates 4% Elemental Resistances", weapon = { PhysicalMin = 39, PhysicalMax = 72, CritChanceBase = 6, AttackRateBase = 1.3, Range = 11, }, req = { level = 55, str = 98, int = 98, }, } itemBases["Karui Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "26% increased Elemental Damage", weapon = { PhysicalMin = 37, PhysicalMax = 55, CritChanceBase = 6, AttackRateBase = 1.5, Range = 11, }, req = { level = 56, str = 96, int = 96, }, } itemBases["Tyrant's Sekhem"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "26% increased Elemental Damage", weapon = { PhysicalMin = 43, PhysicalMax = 80, CritChanceBase = 6, AttackRateBase = 1.25, Range = 11, }, req = { level = 58, str = 99, int = 99, }, } itemBases["Opal Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "40% increased Elemental Damage", weapon = { PhysicalMin = 49, PhysicalMax = 73, CritChanceBase = 6.5, AttackRateBase = 1.25, Range = 11, }, req = { level = 60, str = 95, int = 131, }, } itemBases["Platinum Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "30% increased Elemental Damage", weapon = { PhysicalMin = 51, PhysicalMax = 76, CritChanceBase = 6, AttackRateBase = 1.25, Range = 11, }, req = { level = 62, str = 113, int = 113, }, } itemBases["Vaal Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "32% increased Elemental Damage", weapon = { PhysicalMin = 37, PhysicalMax = 70, CritChanceBase = 6, AttackRateBase = 1.4, Range = 11, }, req = { level = 64, str = 113, int = 113, }, } itemBases["Carnal Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "32% increased Elemental Damage", weapon = { PhysicalMin = 41, PhysicalMax = 95, CritChanceBase = 6, AttackRateBase = 1.2, Range = 11, }, req = { level = 66, str = 113, int = 113, }, } itemBases["Void Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, }, implicit = "40% increased Elemental Damage", weapon = { PhysicalMin = 50, PhysicalMax = 76, CritChanceBase = 6.2, AttackRateBase = 1.25, Range = 11, }, req = { level = 68, str = 104, int = 122, }, } itemBases["Sambar Sceptre"] = { type = "Sceptre", socketLimit = 3, tags = { default = true, weapon = true, onehand = true, mace = true, one_hand_weapon = true, sceptre = true, not_for_sale = true, maraketh = true, }, implicit = "Damage Penetrates 6% Elemental Resistances", weapon = { PhysicalMin = 42, PhysicalMax = 78, CritChanceBase = 6, AttackRateBase = 1.3, Range = 11, }, req = { level = 70, str = 121, int = 113, }, } itemBases["Driftwood Maul"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "30% increased Stun Duration on Enemies", weapon = { PhysicalMin = 10, PhysicalMax = 16, CritChanceBase = 5, AttackRateBase = 1.3, Range = 13, }, req = { str = 20, }, } itemBases["Tribal Maul"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "30% increased Stun Duration on Enemies", weapon = { PhysicalMin = 17, PhysicalMax = 25, CritChanceBase = 5, AttackRateBase = 1.25, Range = 13, }, req = { level = 8, str = 35, }, } itemBases["Mallet"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "30% increased Stun Duration on Enemies", weapon = { PhysicalMin = 16, PhysicalMax = 33, CritChanceBase = 5, AttackRateBase = 1.3, Range = 13, }, req = { level = 12, str = 47, }, } itemBases["Sledgehammer"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "45% increased Stun Duration on Enemies", weapon = { PhysicalMin = 25, PhysicalMax = 38, CritChanceBase = 5, AttackRateBase = 1.3, Range = 13, }, req = { level = 17, str = 62, }, } itemBases["Jagged Maul"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "30% increased Stun Duration on Enemies", weapon = { PhysicalMin = 27, PhysicalMax = 49, CritChanceBase = 5, AttackRateBase = 1.3, Range = 13, }, req = { level = 22, str = 77, }, } itemBases["Brass Maul"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "30% increased Stun Duration on Enemies", weapon = { PhysicalMin = 40, PhysicalMax = 60, CritChanceBase = 5, AttackRateBase = 1.2, Range = 13, }, req = { level = 27, str = 92, }, } itemBases["Fright Maul"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "30% increased Stun Duration on Enemies", weapon = { PhysicalMin = 46, PhysicalMax = 62, CritChanceBase = 5, AttackRateBase = 1.25, Range = 13, }, req = { level = 32, str = 107, }, } itemBases["Morning Star"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, not_for_sale = true, maraketh = true, }, implicit = "15% increased Area of Effect", weapon = { PhysicalMin = 45, PhysicalMax = 68, CritChanceBase = 5, AttackRateBase = 1.25, Range = 13, }, req = { level = 34, str = 118, }, } itemBases["Totemic Maul"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "30% increased Stun Duration on Enemies", weapon = { PhysicalMin = 57, PhysicalMax = 85, CritChanceBase = 5, AttackRateBase = 1.1, Range = 13, }, req = { level = 36, str = 119, }, } itemBases["Great Mallet"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "30% increased Stun Duration on Enemies", weapon = { PhysicalMin = 43, PhysicalMax = 88, CritChanceBase = 5, AttackRateBase = 1.25, Range = 13, }, req = { level = 40, str = 131, }, } itemBases["Steelhead"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "45% increased Stun Duration on Enemies", weapon = { PhysicalMin = 54, PhysicalMax = 81, CritChanceBase = 5, AttackRateBase = 1.3, Range = 13, }, req = { level = 44, str = 143, }, } itemBases["Spiny Maul"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "30% increased Stun Duration on Enemies", weapon = { PhysicalMin = 55, PhysicalMax = 103, CritChanceBase = 5, AttackRateBase = 1.25, Range = 13, }, req = { level = 48, str = 155, }, } itemBases["Plated Maul"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "30% increased Stun Duration on Enemies", weapon = { PhysicalMin = 72, PhysicalMax = 108, CritChanceBase = 5, AttackRateBase = 1.2, Range = 13, }, req = { level = 51, str = 164, }, } itemBases["Dread Maul"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "30% increased Stun Duration on Enemies", weapon = { PhysicalMin = 77, PhysicalMax = 104, CritChanceBase = 5, AttackRateBase = 1.25, Range = 13, }, req = { level = 54, str = 173, }, } itemBases["Solar Maul"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, not_for_sale = true, maraketh = true, }, implicit = "15% increased Area of Effect", weapon = { PhysicalMin = 75, PhysicalMax = 113, CritChanceBase = 5, AttackRateBase = 1.25, Range = 13, }, req = { level = 56, str = 187, }, } itemBases["Karui Maul"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "45% increased Stun Duration on Enemies", weapon = { PhysicalMin = 112, PhysicalMax = 168, CritChanceBase = 5, AttackRateBase = 1, Range = 13, }, req = { level = 57, str = 182, }, } itemBases["Colossus Mallet"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "30% increased Area Damage", weapon = { PhysicalMin = 65, PhysicalMax = 135, CritChanceBase = 5.5, AttackRateBase = 1.3, Range = 13, }, req = { level = 59, str = 188, }, } itemBases["Piledriver"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "20% reduced Enemy Stun Threshold", weapon = { PhysicalMin = 77, PhysicalMax = 115, CritChanceBase = 5, AttackRateBase = 1.35, Range = 13, }, req = { level = 61, str = 212, }, } itemBases["Meatgrinder"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "5% chance to deal Double Damage", weapon = { PhysicalMin = 74, PhysicalMax = 138, CritChanceBase = 5, AttackRateBase = 1.25, Range = 13, }, req = { level = 63, str = 212, }, } itemBases["Imperial Maul"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "10% increased Strength", weapon = { PhysicalMin = 102, PhysicalMax = 153, CritChanceBase = 5, AttackRateBase = 1.1, Range = 13, }, req = { level = 65, str = 212, }, } itemBases["Terror Maul"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, }, implicit = "25% chance to double Stun Duration", weapon = { PhysicalMin = 101, PhysicalMax = 137, CritChanceBase = 6, AttackRateBase = 1.15, Range = 13, }, req = { level = 67, str = 212, }, } itemBases["Coronal Maul"] = { type = "Two Handed Mace", socketLimit = 6, tags = { default = true, weapon = true, twohand = true, mace = true, two_hand_weapon = true, not_for_sale = true, maraketh = true, }, implicit = "20% increased Area of Effect", weapon = { PhysicalMin = 91, PhysicalMax = 136, CritChanceBase = 5, AttackRateBase = 1.2, Range = 13, }, req = { level = 69, str = 220, }, }
Lexer = require 'lexer' Parser = require 'parser' examples = { [1] = [[-~not-~#dog and friend + cheese]], [2] = [[{['-'] = 'what', happy = true, ['rain'] = 'nice'; 5+5,}]], [3] = [[wow.would['you']():look(at).that]], [4] = [[x.y:z('heh')]], [5] = [['hello' .. "world"]], [6] = [[ function testFunction(word) return "lol what's up" .. word end]], [7] = io.open('parser.lua', 'r'):read('a'), [8] = io.open('lexer.lua', 'r'):read('a'), } lexes = {} function printRecursive(node, indent) indent = indent or 0 if node then if type(node) == 'table' then for k,v in pairs(node) do printRecursive(v, indent + 1) end else print(string.rep(' ', indent) .. tostring(node)) end end end function printLex(lex) for i,token in ipairs(lex) do print(token.token, token.type) end end --Used to reload the modules and re-run the tests while I was developing in the Lua REPL function r() package.loaded['lexer'] = nil package.loaded['parser'] = nil dofile 'parse_test.lua' end for i,example in ipairs(examples) do local tokens = Lexer.tokenize(example) print('Lexed ' .. #tokens .. ' tokens for example ' .. i) table.insert(lexes, tokens) end -- verboseMode = true parses = { Parser(lexes[1]):parse_exp(), Parser(lexes[2]):parse_exp(), Parser(lexes[3]):parse_exp(), Parser(lexes[4]):parse_exp(), Parser(lexes[5]):parse_exp(), Parser(lexes[6]):parse_chunk(), Parser(lexes[7]):parse_chunk(), Parser(lexes[8]):parse_chunk(), }
return { name = "Bomb", desc = "Explosive fun", sprite = 'bomb', usage = 'bomb' }
-- for Super Metroid script_filename = @@LUA_SCRIPT_FILENAME@@ script_dir = script_filename:match("^(.*[/\\])") -- first instructions of a wait for NMI loop wait_start_addrs = {0x808343, 0x82e526, 0x85813c, 0x82e06b} -- the first instruction after those loops (in no particular order) wait_end_addrs = {0x808348, 0x82e52b, 0x858141, 0x82e070} -- first instruction of NMI handler nmi_addr = 0x9583 -- first instruction of reset handler reset_addr = 0x841c -- doors wait for the APU to complete, which means they are a big problem! -- function that checks if the APU is done door_check_addr = 0x82e2b0 -- if the function decides it is done, this addr is hit and next frame will -- continue loading door_pass_addr = 0x82e2d3 out_f = nil -- are we waiting? where did we start? currently_waiting = false wait_frame = 0 wait_hcounter = 0 wait_vcounter = 0 -- how many times has the game accessed the hardware registers? apu_reads = 0 apu_writes = 0 joy_reads = 0 joy_writes = 0 door_check = 0 door_pass = 0 joy_regs = {0x4218, 0x4219, 0x421A, 0x421B, 0x421C, 0x421D, 0x421E, 0x421F, 0x4016, 0x4017} apu_regs = {0x2140, 0x2141, 0x2142, 0x2143} -- we need to know when latches happened relative to NMI so we can insert -- frequency adjustments at the appropriate points function latch_handler() local out_str = string.format("l,%d,%d,%d\n", movie.currentframe(), memory.getregister("vcounter"), memory.getregister("hcounter") ) if out_f ~= nil then out_f:write(out_str) end end callback.register("latch", latch_handler) -- we keep track of APU and joypad hardware registers more for curiousity than -- any useful purpose function apu_looked(addr, value) apu_reads = apu_reads + 1 end function apu_touched(addr, value) apu_writes = apu_writes + 1 end function joy_looked(addr, value) joy_reads = joy_reads + 1 end function joy_touched(addr, value) joy_writes = joy_writes + 1 end -- register the hardware register access. the game can access them through any -- of 128 different banks, so we have to stick our callbacks at all of them. for bank=0,0x7F do if bank >= 0x40 then bank = bank + 0x40 end bank = bank * 0x10000 for i, apu_reg in ipairs(apu_regs) do memory.registerread("BUS", bank+apu_reg, apu_looked) memory.registerwrite("BUS", bank+apu_reg, apu_touched) end for i, joy_reg in ipairs(joy_regs) do memory.registerread("BUS", bank+joy_reg, joy_looked) memory.registerwrite("BUS", bank+joy_reg, joy_touched) end end function started_waiting(addr, value) if not currently_waiting then -- if we're not waiting yet, note that we started here. otherwise, we're -- just in the wait loop still. wait_frame = movie.currentframe() wait_hcounter = memory.getregister("hcounter") wait_vcounter = memory.getregister("vcounter") currently_waiting = true end end function ended_waiting(addr, value) currently_waiting = false end function nmi_fired(addr, value) local nmi_frame, nmi_hcounter, nmi_vcounter nmi_frame = movie.currentframe() nmi_hcounter = memory.getregister("hcounter") nmi_vcounter = memory.getregister("vcounter") -- if we never ended waiting, then, well, we have now! if not currently_waiting then wait_frame = nmi_frame wait_hcounter = nmi_hcounter wait_vcounter = nmi_vcounter end local out_str = string.format('n,'..string.rep("%d,", 11).."%d\n", wait_frame, wait_vcounter, wait_hcounter, nmi_frame, nmi_vcounter, nmi_hcounter, apu_reads, apu_writes, joy_reads, joy_writes, door_check, door_pass ) out_f:write(out_str) currently_waiting = false apu_reads = 0 apu_writes = 0 joy_reads = 0 joy_writes = 0 door_check = 0 door_pass = 0 end function door_check_hit(addr, value) door_check = 1 end function door_pass_hit(addr, value) door_pass = 1 end function measure(out_fname) -- register the addresses we were given for i, wait_start_addr in ipairs(wait_start_addrs) do memory.registerexec("BUS", wait_start_addr, started_waiting) end for i, wait_end_addr in ipairs(wait_end_addrs) do memory.registerexec("BUS", wait_end_addr, ended_waiting) end memory.registerexec("BUS", nmi_addr, nmi_fired) memory.registerexec("BUS", door_check_addr, door_check_hit) memory.registerexec("BUS", door_pass_addr, door_pass_hit) out_f = io.open(script_dir .. "/" .. out_fname, "w") out_f:write("hello from measure_emulator.lua v1\n") out_f:write(string.format("c,%d,%d\n", bsnes.get_cpu_frequency(), bsnes.get_smp_frequency())) end
print("CTEST_FULL_OUTPUT") require "Scene" function expectSuccess(script) print("Expect success:", script) loadstring(script)() print("OK!") end function expectAnythingButCrash(script) print("Expect success or failure but no crash:", script) local f = loadstring(script) local success, retval = pcall(f) if success then print("OK! Call succeeded") else print("OK! Call reported an error:", retval) end end function expectError(script) print("Expect error:", script) local f = loadstring(script) local success, retval = pcall(f) if success then error("Should have failed!") end print("OK! Reported error:", retval) end expectSuccess [[MatrixTransform{}.Matrix = osg.Matrixd()]] expectAnythingButCrash [[MatrixTransform{}.Matrix = osg.Matrixf()]] expectSuccess [[MatrixTransform{}.Matrix = MatrixTransform{}.Matrix]] -- Invalid types for property expectError [[MatrixTransform{}.Matrix = nil]] expectError [[MatrixTransform{}.Matrix = osg.Matrixd():makeIdentity()]] -- this is a "void" pushed as a "nil" print("Done!")
#!/usr/bin/env bcc-lua --[[ Copyright 2016 GitHub, Inc 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. ]] local ffi = require("ffi") return function(BPF) local b = BPF:new{src_file="bashreadline.c", debug=0} b:attach_uprobe{name="/bin/bash", sym="readline", fn_name="printret", retprobe=true} local function print_readline(cpu, event) print("%-9s %-6d %s" % {os.date("%H:%M:%S"), tonumber(event.pid), ffi.string(event.str)}) end b:get_table("events"):open_perf_buffer(print_readline, "struct { uint64_t pid; char str[80]; }", nil) print("%-9s %-6s %s" % {"TIME", "PID", "COMMAND"}) b:perf_buffer_poll_loop() end
require 'loadcaffe' prototxt_name = '/home/zagoruys/deploy.prototxt' binary_name = '/home/zagoruys/bvlc_reference_caffenet.caffemodel' model = loadcaffe.load(prototxt_name, binary_name, 'ccn2')
local util = {} util.colorsUsed = {} util.bg = "#000000" util.fg = "#ffffff" local function hexToRgb(hex_str) local hex = "[abcdef0-9][abcdef0-9]" local pat = "^#(" .. hex .. ")(" .. hex .. ")(" .. hex .. ")$" hex_str = string.lower(hex_str) assert(string.find(hex_str, pat) ~= nil, "hex_to_rgb: invalid hex_str: " .. tostring(hex_str)) local r, g, b = string.match(hex_str, pat) return { tonumber(r, 16), tonumber(g, 16), tonumber(b, 16) } end ---@param fg string foreground color ---@param bg string background color ---@param alpha number number between 0 and 1. 0 results in bg, 1 results in fg function util.blend(fg, bg, alpha) bg = hexToRgb(bg) fg = hexToRgb(fg) local blendChannel = function(i) local ret = (alpha * (fg[i]) + ((1 - alpha) * (bg[i]))) return math.floor(math.min(math.max(0, ret), 255) + .5) end return string.format("#%02X%02X%02X", blendChannel(1), blendChannel(2), blendChannel(3)) end function util.darken(hex, amount, bg) return util.blend(hex, bg or util.bg, math.abs(amount)) end function util.lighten(hex, amount, fg) return util.blend(hex, fg or util.fg, math.abs(amount)) end function util.highlight(group, color) if color.fg then util.colorsUsed[color.fg] = true end if color.bg then util.colorsUsed[color.bg] = true end if color.sp then util.colorsUsed[color.sp] = true end local style = color.style and "gui=" .. color.style or "gui=NONE" local fg = color.fg and "guifg=" .. color.fg or "guifg=NONE" local bg = color.bg and "guibg=" .. color.bg or "guibg=NONE" local sp = color.sp and "guisp=" .. color.sp or "" vim.cmd("highlight " .. group .. " " .. style .. " " .. fg .. " " .. bg .. " " .. sp) if color.link then vim.cmd("highlight! link " .. group .. " " .. color.link) end end function util.debug(colors) colors = colors or require("tokyonight.colors") -- Dump unused colors for name, color in pairs(colors) do if type(color) == "table" then util.debug(color) else if util.colorsUsed[color] == nil then print("not used: " .. name .. " : " .. color) end end end end ---@param config Config function util.autocmds(config) vim.cmd [[augroup TokyoNight]] vim.cmd [[ autocmd!]] if config.dev then vim.cmd [[ autocmd BufWritePost */lua/tokyonight/** nested colorscheme tokyonight]] end for _, sidebar in ipairs(config.sidebars) do if sidebar == "terminal" then vim.cmd [[ autocmd TermOpen * setlocal winhighlight=Normal:NormalSB,SignColumn:SignColumnSB]] else vim.cmd([[ autocmd BufWinEnter ]] .. sidebar .. [[ setlocal winhighlight=Normal:NormalSB,SignColumn:SignColumnSB]]) end end vim.cmd [[augroup end]] end -- Simple string interpolation. -- -- Example template: "${name} is ${value}" -- ---@param str string template string ---@param table table key value pairs to replace in the string function util.template(str, table) return (str:gsub("($%b{})", function(w) return table[w:sub(3, -2)] or w end)) end function util.syntax(syntax) for group, colors in pairs(syntax) do util.highlight(group, colors) end end ---@param colors ColorScheme function util.terminal(colors) -- dark vim.g.terminal_color_0 = colors.terminal_black vim.g.terminal_color_8 = colors.terminal_black -- light vim.g.terminal_color_7 = colors.fg_dark vim.g.terminal_color_15 = colors.fg -- colors vim.g.terminal_color_1 = colors.red vim.g.terminal_color_9 = colors.red vim.g.terminal_color_2 = colors.green vim.g.terminal_color_10 = colors.green vim.g.terminal_color_3 = colors.yellow vim.g.terminal_color_11 = colors.yellow vim.g.terminal_color_4 = colors.blue vim.g.terminal_color_12 = colors.blue vim.g.terminal_color_5 = colors.magenta vim.g.terminal_color_13 = colors.magenta vim.g.terminal_color_6 = colors.cyan vim.g.terminal_color_14 = colors.cyan end ---@param theme Theme function util.load(theme) vim.cmd("hi clear") if vim.fn.exists("syntax_on") then vim.cmd("syntax reset") end vim.o.background = "dark" vim.o.termguicolors = true vim.g.colors_name = "tokyonight" -- load base theme util.syntax(theme.base) -- load syntax for plugins and terminal async local async async = vim.loop.new_async(vim.schedule_wrap(function() util.terminal(theme.colors) util.syntax(theme.plugins) util.autocmds(theme.config) async:close() end)) async:send() end return util
local NAME, S = ... S.VERSION = GetAddOnMetadata(NAME, "Version") S.BUILD = "Release" KethoInstanceTimer = LibStub("AceAddon-3.0"):NewAddon(NAME, "AceEvent-3.0", "AceConsole-3.0", "LibSink-2.0") local KIT = KethoInstanceTimer KIT.S = S -- debug purpose S.isClassic = (WOW_PROJECT_ID == WOW_PROJECT_CLASSIC) local L = S.L local profile, char function KIT:RefreshDB1() profile = self.db.profile char = self.db.char end local date, time = date, time local floor = floor local format, gsub = format, gsub S.args = {} local args = S.args -------------- --- Events --- -------------- S.Events = { "PLAYER_ENTERING_WORLD", "COMBAT_LOG_EVENT_UNFILTERED", "CHAT_MSG_SYSTEM", -- fallback/secondary events "LFG_PROPOSAL_SUCCEEDED", "LFG_COMPLETION_REWARD", "SCENARIO_COMPLETED", } S.ClassicEvents = { "PLAYER_ENTERING_WORLD", "COMBAT_LOG_EVENT_UNFILTERED", "CHAT_MSG_SYSTEM", } ---------------------- --- Instance Types --- ---------------------- -- also used for color S.pve = { party = "A8A8FF", raid = "FF7F00", scenario = "FFFFFF", seasonal = "FFD700", -- imaginary instance type } S.pvp = { pvp = true, arena = true, } S.npc = { Creature = true, Vehicle = true, } -- garrison is classified as a "party" instancetype, which is a false positive for us -- http://wow.gamepedia.com/InstanceMapID#Garrisons S.garrison = { [1152] = true, -- FW Horde Garrison Level 1 [1330] = true, -- FW Horde Garrison Level 2 [1153] = true, -- FW Horde Garrison Level 3 [1154] = true, -- FW Horde Garrison Level 4 [1158] = true, -- SMV Alliance Garrison Level 1 [1331] = true, -- SMV Alliance Garrison Level 2 [1159] = true, -- SMV Alliance Garrison Level 3 [1160] = true, -- SMV Alliance Garrison Level 4 } -- http://wow.gamepedia.com/DifficultyID -- GetDifficultyInfo(difficultyID) S.difficulty = {} if not S.isClassic then for i = 1, 30 do S.difficulty[i] = GetDifficultyInfo(i) end end local normalRaid = { [3] = true, -- "10 Player" raid [4] = true, -- "25 Player" raid [5] = true, -- "10 Player (Heroic)" raid [6] = true, -- "25 Player (Heroic)" raid [14] = true, -- "Normal" raid [15] = true, -- "Heroic" raid [16] = true, -- "Mythic" raid } function S.IsNormalRaid() return normalRaid[select(3, GetInstanceInfo())] end -------------- --- Bosses --- -------------- -- all normal dungeons are a scenario now -- there is no need to check for those specific boss deaths, since the fallback events will fire S.BossIDs = { -- untested -- [60] Classic [11502] = true, -- Ragnaros; Molten Core [11583] = true, -- Nefarian; Blackwing Lair [15339] = true, -- Ossirian the Unscarred; Ruins of Ahn'Qiraj [15727] = true, -- C'Thun; Temple of Ahn'Qiraj -- [70] The Burning Crusade [15690] = true, -- Prince Malchezaar; Karazhan [17257] = true, -- Magtheridon; Hellfire Citadel: Magtheridon's Lair [17968] = true, -- Archimonde; Caverns of Time: Hyjal Summit [19044] = true, -- Gruul the Dragonkiller; Gruul's Lair [19622] = true, -- Kael'thas Sunstrider; Tempest Keep: The Eye [21212] = true, -- Lady Vashj; Coilfang Reservoir: Serpentshrine Cavern [22917] = true, -- Illidan Stormrage; Black Temple [25315] = true, -- Kil'jaeden; Sunwell Plateau -- [80] Wrath of the Lich King [10184] = true, -- Onyxia; Onyxia's Lair [15990] = true, -- Kel'Thuzad; Naxxramas [28859] = true, -- Malygos; The Nexus: The Eye of Eternity [28860] = true, -- Sartharion; Wyrmrest Temple: The Obsidian Sanctum [33288] = true, -- Yogg-Saron; Ulduar [34564] = true, -- Anub'arak; Crusaders' Coliseum: Trial of the Crusader [36597] = true, -- The Lich King; Icecrown Citadel [38433] = true, -- Toravon the Ice Watcher; Vault of Archavon [39863] = true, -- Halion; Wyrmrest Temple: The Ruby Sanctum -- [85] Cataclysm [41376] = true, -- Nefarian; Blackwing Descent [43324] = true, -- Cho'gall; The Bastion of Twilight [46753] = true, -- Al'Akir; Throne of the Four Winds [52363] = true, -- Occu'thar; Baradin Hold [52409] = true, -- Ragnaros; Firelands [56173] = true, -- Deathwing (no death); Dragon Soul -- [90] Mists of Pandaria [60400] = true, -- Jan-xi; Mogu'shan Vaults [60999] = true, -- Sha of Fear; Terrace of Endless Spring [62837] = true, -- Grand Empress Shek'zeer; Heart of Fear -- [100] Warlords of Draenor [77428] = true, -- Imperator Mar'gok; Highmaul [77325] = true, -- Blackhand; Blackrock Foundry [91331] = true, -- Archimonde; Hellfire Citadel -- [110] Legion (untested) [102206] = true, -- Xavius; The Emerald Nightmare [110533] = true, -- Gul'dan; The Nighthold [114537] = true, -- Helya; Trial of Valor [117269] = true, -- Kil'jaeden; Tomb of Sargeras [124828] = true, -- Argus the Unmaker; Antorus, the Burning Throne -- [120] Battle for Azeroth (untested) [132998] = true, -- G'huun; Uldir [149684] = true, -- Lady Jaina Proudmoore; Battle of Dazar'alor [150397] = true, -- King Mechagon; Operation: Mechagon [155126] = true, -- Queen Azshara; The Eternal Palace } S.ClassicBossIDs = { [639] = true, -- Edwin VanCleef; Deadmines [1716] = true, -- Bazil Thredd; Stormwind Stockade [1853] = true, -- Darkmaster Gandling; Scholomance [2748] = true, -- Archaedas; Uldaman [3654] = true, -- Mutanus the Devourer; Wailing Caverns [3977] = true, -- High Inquisitor Whitemane; Scarlet Monastery [4275] = true, -- Archmage Arugal; Shadowfang Keep [4421] = true, -- Charlga Razorflank; Razorfen Kraul [4829] = true, -- Aku'mai; Blackfathom Deeps [5709] = true, -- Shade of Eranikus; Sunken Temple [7267] = true, -- Chief Ukorz Sandscalp; Zul'Farrak [7358] = true, -- Amnennar the Coldbringer; Razorfen Downs [7800] = true, -- Mekgineer Thermaplugg; Gnomeregan [9019] = true, -- Emperor Dagran Thaurissan; Blackrock Depths [9568] = L["Lower Blackrock Spire"], -- Overlord Wyrmthalak [10363] = L["Upper Blackrock Spire"], -- General Drakkisath [10813] = L["Stratholme - Main Gate"], -- Balnazzar [10440] = L["Stratholme - Service Entrance"], -- Lord Aurius Rivendare [11501] = true, -- King Gordok; Dire Maul [11520] = true, -- Taragaman the Hungerer; Ragefire Chasm [12201] = true, -- Princess Theradras; Maraudon } -- /run for i = 1, GetNumRFDungeons() do print(GetRFDungeonInfo(i)) end -- GetLFGDungeonInfo(i) S.DungeonName = {} -- remap boss id to localized dungeon names function S.RemapDungeon() -- wait for init S.DungeonName S.DungeonIDs = { -- Seasonal [23682] = S.DungeonName[285], -- "The Headless Horseman"; "Headless Horseman"; Hallow's End [25740] = S.DungeonName[286], -- "The Frost Lord Ahune"; "Ahune"; Midsummer Fire Festival; transforms into "Frozen Core" [25865] = S.DungeonName[286], -- "The Frost Lord Ahune"; "Frozen Core"; Midsummer Fire Festival [23872] = S.DungeonName[287], -- "Coren Direbrew", Brewfest [36296] = S.DungeonName[288], -- "The Crown Chemical Co."; "Apothecary Hummel"; Love is in the Air [36565] = S.DungeonName[288], -- "The Crown Chemical Co."; "Apothecary Baxter"; Love is in the Air [36272] = S.DungeonName[288], -- "The Crown Chemical Co."; "Apothecary Frye"; Love is in the Air -- Multiple Parts Dungeon [12258] = S.DungeonName[26], -- "Maraudon - Foulspore Cavern"; Razorlash [12236] = S.DungeonName[272], -- "Maraudon - The Wicked Grotto"; Lord Vyletongue [12201] = S.DungeonName[273], -- "Maraudon - Earth Song Falls"; Princess Theradras [9018] = S.DungeonName[30], -- "Blackrock Depths - Detention Block"; High Interrogator Gerstahn [9019] = S.DungeonName[276], -- "Blackrock Depths - Upper City"; Emperor Dagran Thaurissan [11486] = S.DungeonName[36], -- "Dire Maul - Capital Gardens"; Prince Tortheldrin [11492] = S.DungeonName[34], -- "Dire Maul - Warpwood Quarter"; Alzzin the Wildshaper [11501] = S.DungeonName[38], -- "Dire Maul - Gordok Commons"; King Gordok [10813] = S.DungeonName[40], -- "Stratholme - Main Gate"; Balnazzar [45412] = S.DungeonName[274], -- "Stratholme - Service Entrance"; Lord Aurius Rivendare [9568] = S.DungeonName[32], -- "Lower Blackrock Spire"; Overlord Wyrmthalak [10363] = S.DungeonName[330], -- "Upper Blackrock Spire"; General Drakkisath [77120] = S.DungeonName[860], -- "Upper Blackrock Spire" (WoD); Warlord Zaela -- [85] Cataclysm -- Dragon Soul [55689] = S.DungeonName[416], -- "The Siege of Wyrmrest Temple"; Hagara the Stormbinder [56173] = S.DungeonName[417], -- "Fall of Deathwing"; Deathwing (no death) -- [90] Mists of Pandaria -- ... -- [100] Warlords of Draenor -- Highmaul [78491] = S.DungeonName[849], -- "Walled City"; Brackenspore [79015] = S.DungeonName[850], -- "Arcane Sanctum"; Ko'ragh [77428] = S.DungeonName[851], -- "Imperator's Rise"; Imperator Mar'gok -- Blackrock Foundry [76806] = S.DungeonName[847], -- "Slagworks"; "Heart of the Mountain" (Blast Furnace) [77692] = S.DungeonName[846], -- "The Black Forge"; "Kromog" [77557] = S.DungeonName[848], -- "Iron Assembly"; "Admiral Gar'an" [77231] = S.DungeonName[848], -- "Iron Assembly"; "Enforcer Sorka" [77477] = S.DungeonName[848], -- "Iron Assembly"; "Marak the Blooded" [77325] = S.DungeonName[823], -- "Blackhand's Crucible"; "Blackhand" -- Hellfire Citadel [90435] = S.DungeonName[982], -- "Hellbreach"; "Kormrok" [91809] = S.DungeonName[983], -- "Halls of Blood"; "Gorefiend" [93439] = S.DungeonName[984], -- "Bastion of Shadows"; "Tyrant Velhari" [91349] = S.DungeonName[985], -- "Destructor's Rise"; "Mannoroth" [91331] = S.DungeonName[986], -- "The Black Gate"; "Archimonde" -- [110] Legion -- ... } end S.SpecialDungeon = { [285] = true, -- "The Headless Horseman"; Hallow's End [286] = true, -- "The Frost Lord Ahune"; Midsummer Fire Festival [287] = true, -- "Coren Direbrew", Brewfest [288] = true, -- "The Crown Chemical Co."; Love is in the Air [26] = true, -- "Maraudon - Foulspore Cavern" [272] = true, -- "Maraudon - The Wicked Grotto" [273] = true, -- "Maraudon - Earth Song Falls" [30] = true, -- "Blackrock Depths - Detention Block" [276] = true, -- "Blackrock Depths - Upper City" [34] = true, -- "Dire Maul - Warpwood Quarter" [36] = true, -- "Dire Maul - Capital Gardens" [38] = true, -- "Dire Maul - Gordok Commons" [40] = true, -- "Stratholme - Main Gate" [274] = true, -- "Stratholme - Service Entrance" [32] = true, -- "Lower Blackrock Spire" [330] = true, -- "Upper Blackrock Spire" [860] = true, -- "Upper Blackrock Spire" (WoD) } S.Multiple = { [36296] = "The Crown Chemical Co.", -- "Apothecary Hummel" [36565] = "The Crown Chemical Co.", -- "Apothecary Baxter" [36272] = "The Crown Chemical Co.", -- "Apothecary Frye" [77557] = "Iron Assembly", -- "Admiral Gar'an" [77231] = "Iron Assembly", -- "Enforcer Sorka" [77477] = "Iron Assembly", -- "Marak the Blooded" } S.MultipleCache = {} -- second table for tracking npc deaths local multipleHash = {} -- hash table for k, v in pairs(S.Multiple) do multipleHash[v] = multipleHash[v] or {} multipleHash[v][k] = true end function S.CheckMultiple(v) if S.Multiple[v] then S.MultipleCache[v] = true for k in pairs(multipleHash[S.Multiple[v]]) do if not S.MultipleCache[k] then return end end end return true end --------------------- --- Instance Time --- --------------------- function KIT:StartData() local serverTime = GetServerTime() char.timeInstance = serverTime char.startDate = date("%Y.%m.%d", serverTime) char.startTime = date("%H:%M", serverTime) -- reset so the broker timer can start counting again S.LastInst = nil end function KIT:ResetTime(isLeave) char.timeInstance = 0 char.startDate = "" char.startTime = "" if isLeave then S.LastInst = nil end end ------------ --- Time --- ------------ function KIT:SecondsTime(v) return SecondsToTime(v, profile.TimeOmitSec, not profile.TimeAbbrev, profile.TimeMaxCount) end do -- not capitalized local D_SECONDS = strlower(D_SECONDS) local D_MINUTES = strlower(D_MINUTES) local D_HOURS = strlower(D_HOURS) local D_DAYS = strlower(D_DAYS) -- exception for German capitalization if GetLocale() == "deDE" then D_SECONDS = _G.D_SECONDS D_MINUTES = _G.D_MINUTES D_HOURS = _G.D_HOURS D_DAYS = _G.D_DAYS end function KIT:TimeString(v, full) local sec = floor(v) % 60 local minute = floor(v/60) % 60 local hour = floor(v/3600) % 24 local day = floor(v/86400) local fsec = format(D_SECONDS, sec) local fmin = format(D_MINUTES, minute) local fhour = format(D_HOURS, hour) local fday = format(D_DAYS, day) if v >= 86400 then return (hour > 0 or full) and format("%s, %s", fday, fhour) or fday elseif v >= 3600 then return (minute > 0 or full) and format("%s, %s", fhour, fmin) or fhour elseif v >= 60 then return (sec > 0 or full) and format("%s, %s", fmin, fsec) or fmin elseif v >= 0 then return fsec else return v end end end do local b = CreateFrame("Button") function KIT:Time(v) local s if profile.LegacyTime then s = self:TimeString(v, not profile.TimeOmitZero) else s = self:SecondsTime(v) s = profile.TimeLowerCase and s:lower() or s end -- sanitize for SendChatMessage by removing any pipe characters return b:GetText(b:SetText(s)) or "" end end --------------------------- --- Time Format Example --- --------------------------- do local tday, thour, tmin, tsec = random(9), random(23), random(59), random(59) S.TimeUnits = { 60*tmin, 60*tmin + tsec, 3600*thour + 60*tmin + tsec, 86400*tday + 3600*thour + 60*tmin + tsec, } S.TimeOmitZero = 3600*thour end ----------------- --- Stopwatch --- ----------------- function S.StopwatchStart() if S.pve[S.instance] then if char.timeInstance > 0 then StopwatchTicker.timer = GetServerTime() - char.timeInstance else Stopwatch_Clear() end elseif S.pvp[S.instance] then StopwatchTicker.timer = GetBattlefieldInstanceRunTime()/1000 end StopwatchFrame:Show() Stopwatch_Play() end function S.StopwatchEnd() Stopwatch_Clear() StopwatchFrame:Hide() end function S.StopwatchPause() -- recalibrate StopwatchTicker.timer = GetServerTime() - char.timeInstance StopwatchTicker_Update() Stopwatch_Pause() end -- for when we're not sure whether the player is in an instance function S.IsStopwatch() return (profile.Stopwatch and S.instance ~= "none" and not S.IsGarrison()) end -- garrison instance type == "party" function S.IsGarrison() local instanceID = select(8, GetInstanceInfo()) return S.garrison[instanceID] end -------------------- --- Class Colors --- -------------------- S.classCache = setmetatable({}, {__index = function(t, k) local color = (CUSTOM_CLASS_COLORS or RAID_CLASS_COLORS)[k] local v = format("%02X%02X%02X", color.r*255, color.g*255, color.b*255) rawset(t, k, v) return v end}) function KIT:WipeCache() wipe(S.classCache) end ------------ --- Rest --- ------------ function KIT:Zone() return GetRealZoneText() or GetSubZoneText() or ZONE end function KIT:Finalize() if profile.Stopwatch then S.StopwatchPause() end if profile.Screenshot then C_Timer.After(1, Screenshot) end -- pause LibDataBroker display S.LastInst = (char.timeInstance > 0) and GetServerTime() - char.timeInstance -- reset variables self:ResetTime() wipe(S.MultipleCache) end -------------- --- Record --- -------------- -- Save Instance Timer data function KIT:Record(zoneName) -- tried recycling "party" and that was kinda dumb of me local party = {} -- don't record (party) members for raid instances if not IsInRaid() and IsInGroup() then for i = 1, GetNumSubgroupMembers() do local name, realm = UnitName("party"..i) local class = select(2, UnitClass("party"..i)) if not realm or realm == "" then realm = GetRealmName() -- WoD empty string fix end party[i] = {name, realm, class} end end tinsert(char.TimeInstanceList, { date = char.startDate, start = char.startTime, ["end"] = date("%H:%M", GetServerTime()), zone = zoneName or self:Zone(), instanceType = S.instance, difficulty = select(3, GetInstanceInfo()), time = GetServerTime() - char.timeInstance, party = party, }) end --------------- --- Replace --- --------------- local function ReplaceArgs(msg, args) -- new random messages init as nil if not msg then return "" end for k in gmatch(msg, "%b<>") do -- remove <>, make case insensitive local s = strlower(gsub(k, "[<>]", "")) -- escape special characters s = gsub(args[s] or s, "(%p)", "%%%1") k = gsub(k, "(%p)", "%%%1") msg = msg:gsub(k, s) end wipe(args) return msg end -------------- --- Report --- -------------- local exampleTime = random(3600) function KIT:InstanceText(isPreview, name) wipe(args) local serverTime = GetServerTime() if isPreview then args.instance = "|cffA8A8FF"..self:Zone().."|r" args.time = "|cff71D5FF"..self:Time(char.timeInstance > 0 and serverTime - char.timeInstance or exampleTime).."|r" args.start = "|cffF6ADC6"..(char.timeInstance > 0 and char.startTime or date("%H:%M", serverTime)).."|r" -- note startTime can be an empty string args["end"] = "|cffADFF2F"..date("%H:%M", serverTime + exampleTime).."|r" -- can't use keywords as a table key o_O args.date = "|cff0070DD"..date("%Y.%m.%d", serverTime).."|r" args.date2 = "|cff0070DD"..date("%m/%d/%y", serverTime).."|r" args.difficulty = "|cffFFFF00"..(select(4, GetInstanceInfo()) or UNKNOWN).."|r" else args.instance = name or self:Zone() args.time = self:Time(char.timeInstance > 0 and serverTime - char.timeInstance or 0) args.start = char.startTime args["end"] = date("%H:%M", serverTime) args.date = date("%Y.%m.%d",serverTime) args.date2 = date("%m/%d/%y", serverTime) args.difficulty = select(4, GetInstanceInfo()) or UNKNOWN end return ReplaceArgs(profile.InstanceTimerMsg, args) end
project ("App_RobotSimulator") language "C++" kind "ConsoleApp" includedirs {"../../src", "../../examples", "../../examples/ThirdPartyLibs"} defines {"B3_USE_ROBOTSIM_GUI", "PHYSICS_IN_PROCESS_EXAMPLE_BROWSER"} if _OPTIONS["enable_grpc"] then initGRPC() files { "../../examples/SharedMemory/PhysicsClientGRPC.cpp", "../../examples/SharedMemory/PhysicsClientGRPC.h", "../../examples/SharedMemory/PhysicsClientGRPC_C_API.cpp", "../../examples/SharedMemory/PhysicsClientGRPC_C_API.h", } end links{"BulletRobotics", "BulletExampleBrowserLib", "gwen", "OpenGL_Window","BulletFileLoader","BulletWorldImporter","BulletSoftBody", "BulletInverseDynamicsUtils", "BulletInverseDynamics", "BulletDynamics","BulletCollision","LinearMath","Bullet3Common"} initOpenGL() initGlew() includedirs { ".", "../../src", "../../examples/SharedMemory", "../ThirdPartyLibs", } if os.is("MacOSX") then links{"Cocoa.framework"} end if not _OPTIONS["no-enet"] then includedirs {"../../examples/ThirdPartyLibs/enet/include"} if os.is("Windows") then -- targetextension {"dylib"} defines { "WIN32" } links {"Ws2_32","Winmm"} end if os.is("Linux") then end if os.is("MacOSX") then end links {"enet"} files { "../../examples/SharedMemory/PhysicsClientUDP.cpp", "../../examples/SharedMemory/PhysicsClientUDP.h", "../../examples/SharedMemory/PhysicsClientUDP_C_API.cpp", "../../examples/SharedMemory/PhysicsClientUDP_C_API.h", } defines {"BT_ENABLE_ENET"} end if not _OPTIONS["no-clsocket"] then includedirs {"../../examples/ThirdPartyLibs/clsocket/src"} if os.is("Windows") then defines { "WIN32" } links {"Ws2_32","Winmm"} end if os.is("Linux") then defines {"_LINUX"} end if os.is("MacOSX") then defines {"_DARWIN"} end links {"clsocket"} files { "../../examples/SharedMemory/PhysicsClientTCP.cpp", "../../examples/SharedMemory/PhysicsClientTCP.h", "../../examples/SharedMemory/PhysicsClientTCP_C_API.cpp", "../../examples/SharedMemory/PhysicsClientTCP_C_API.h", } defines {"BT_ENABLE_CLSOCKET"} end if _OPTIONS["audio"] then files { "../TinyAudio/b3ADSR.cpp", "../TinyAudio/b3AudioListener.cpp", "../TinyAudio/b3ReadWavFile.cpp", "../TinyAudio/b3SoundEngine.cpp", "../TinyAudio/b3SoundSource.cpp", "../TinyAudio/b3WriteWavFile.cpp", "../TinyAudio/RtAudio.cpp", } defines {"B3_ENABLE_TINY_AUDIO"} if _OPTIONS["serial"] then defines{"B3_ENABLE_SERIAL"} includedirs {"../../examples/ThirdPartyLibs/serial/include"} links {"serial"} end if os.is("Windows") then links {"winmm","Wsock32","dsound"} defines {"WIN32","__WINDOWS_MM__","__WINDOWS_DS__"} end if os.is("Linux") then initX11() defines {"__OS_LINUX__","__LINUX_ALSA__"} links {"asound","pthread"} end if os.is("MacOSX") then links{"Cocoa.framework"} links{"CoreAudio.framework", "coreMIDI.framework", "Cocoa.framework"} defines {"__OS_MACOSX__","__MACOSX_CORE__"} end end files { "RobotSimulatorMain.cpp", "b3RobotSimulatorClientAPI.cpp", "b3RobotSimulatorClientAPI.h", "MinitaurSetup.cpp", "MinitaurSetup.h", "../../examples/ExampleBrowser/InProcessExampleBrowser.cpp", "../../examples/SharedMemory/PhysicsServerExample.cpp", "../../examples/SharedMemory/PhysicsServerExampleBullet2.cpp", "../../examples/SharedMemory/SharedMemoryInProcessPhysicsC_API.cpp", } if (_OPTIONS["enable_static_vr_plugin"]) then files {"../../examples/SharedMemory/plugins/vrSyncPlugin/vrSyncPlugin.cpp"} end if os.is("Linux") then initX11() end if _OPTIONS["serial"] then project ("App_VRGloveHandSimulator") language "C++" kind "ConsoleApp" includedirs {"../../src", "../../examples", "../../examples/ThirdPartyLibs"} defines {"PHYSICS_IN_PROCESS_EXAMPLE_BROWSER"} hasCL = findOpenCL("clew") links{"BulletRobotics", "BulletExampleBrowserLib","gwen", "OpenGL_Window","BulletFileLoader","BulletWorldImporter","BulletSoftBody", "BulletInverseDynamicsUtils", "BulletInverseDynamics", "BulletDynamics","BulletCollision","LinearMath","BussIK","Bullet3Common"} initOpenGL() initGlew() includedirs { ".", "../../src", "../ThirdPartyLibs", } if os.is("MacOSX") then links{"Cocoa.framework"} end if (hasCL) then links { "Bullet3OpenCL_clew", "Bullet3Dynamics", "Bullet3Collision", "Bullet3Geometry", "Bullet3Common", } end if _OPTIONS["audio"] then files { "../TinyAudio/b3ADSR.cpp", "../TinyAudio/b3AudioListener.cpp", "../TinyAudio/b3ReadWavFile.cpp", "../TinyAudio/b3SoundEngine.cpp", "../TinyAudio/b3SoundSource.cpp", "../TinyAudio/b3WriteWavFile.cpp", "../TinyAudio/RtAudio.cpp", } defines {"B3_ENABLE_TINY_AUDIO"} defines{"B3_ENABLE_SERIAL"} includedirs {"../../examples/ThirdPartyLibs/serial/include"} links {"serial"} if os.is("Windows") then links {"winmm","Wsock32","dsound"} defines {"WIN32","__WINDOWS_MM__","__WINDOWS_DS__"} end if os.is("Linux") then initX11() defines {"__OS_LINUX__","__LINUX_ALSA__"} links {"asound","pthread"} end if os.is("MacOSX") then links{"Cocoa.framework"} links{"CoreAudio.framework", "coreMIDI.framework", "Cocoa.framework"} defines {"__OS_MACOSX__","__MACOSX_CORE__"} end end files { "VRGloveSimulatorMain.cpp", "b3RobotSimulatorClientAPI.cpp", "b3RobotSimulatorClientAPI.h", } if (_OPTIONS["enable_static_vr_plugin"]) then files {"../../examples/SharedMemory/plugins/vrSyncPlugin/vrSyncPlugin.cpp"} end if os.is("Linux") then initX11() end end project ("App_HelloBulletRobotics") language "C++" kind "ConsoleApp" links{"BulletRobotics","BulletFileLoader","BulletWorldImporter","BulletSoftBody", "BulletInverseDynamicsUtils", "BulletInverseDynamics", "BulletDynamics","BulletCollision","LinearMath","Bullet3Common"} includedirs { ".", "../../src", "../../examples/SharedMemory", "../ThirdPartyLibs", } if not _OPTIONS["no-enet"] then includedirs {"../../examples/ThirdPartyLibs/enet/include"} if os.is("Windows") then defines { "WIN32" } links {"Ws2_32","Winmm"} end if os.is("Linux") then end if os.is("MacOSX") then end links {"enet"} defines {"BT_ENABLE_ENET"} end if not _OPTIONS["no-clsocket"] then includedirs {"../../examples/ThirdPartyLibs/clsocket/src"} if os.is("Windows") then defines { "WIN32" } links {"Ws2_32","Winmm"} end if os.is("Linux") then defines {"_LINUX"} end if os.is("MacOSX") then defines {"_DARWIN"} end links {"clsocket"} defines {"BT_ENABLE_CLSOCKET"} end if os.is("MacOSX") then links{"Cocoa.framework"} end if os.is("Linux") then initX11() links {"pthread"} end files { "HelloBulletRobotics.cpp" }
print("Hello Lua")
local PLUGIN = PLUGIN local PANEL = {} AccessorFunc(PANEL, "money", "Money", FORCE_NUMBER) function PANEL:Init() self:DockPadding(1, 1, 1, 1) self:SetTall(24) self:Dock(BOTTOM) self.moneyBtn = self:Add("DButton") self.moneyBtn:Dock(FILL) self.moneyBtn:SetFont("ixGenericFont") self.moneyBtn:SetText("") self.moneyBtn:SetIcon("icon16/money_dollar.png") self.moneyBtn:SetTextInset(2, 0) self.moneyBtn:SizeToContents() self.moneyBtn.Paint = function(t, w, h) derma.SkinFunc("PaintButtonFilled", t, w, h) end self.moneyBtn.OnMousePressed = function(t, code) if (code == MOUSE_LEFT) then surface.PlaySound("ui/buttonclick.wav") Derma_NumericRequest("", L"stash_enter_money", self.money, function(text) local amount = math.max(0, math.Round(tonumber(text) or 0)) if (amount != 0) then self:OnTransfer(amount) end end) elseif (code == MOUSE_RIGHT) then surface.PlaySound("ui/buttonclick.wav") self:OnTransfer(0, MOUSE_RIGHT) end end self.bNoBackgroundBlur = true end function PANEL:SetMoney(money) self.money = math.max(math.Round(tonumber(money) or 0), 0) self.moneyBtn:SetText(ix.currency.Get(money)) end function PANEL:OnTransfer(amount, code) end function PANEL:Paint(width, height) derma.SkinFunc("PaintBaseFrame", self, width, height) end vgui.Register("ixStashMoney", PANEL, "EditablePanel") local PANEL = {} PANEL.itemSize = 92 function PANEL:Init() self:SetSize(self.itemSize, self.itemSize * 1.4) self.stack = 1 self.stack_keys = {} end function PANEL:IncStack(key) self.stack = self.stack + 1 self.stack_keys[key] = true end function PANEL:DecStack(key) self.stack = math.max(0, self.stack - 1) self.stack_keys[key] = nil if (IsValid(ix.gui.stash)) then if (self.stack <= 0) then self:Remove() return true else ix.gui.stash:GetStackKey(self.idxPanel, self.stack_keys) end end return false end function PANEL:SetItem(itemTable) self.itemTable = itemTable self.key = 0 self.isStackable = itemTable.isStackable self.name = self:Add("DLabel") self.name:Dock(TOP) self.name:SetText(itemTable.GetName and itemTable:GetName() or L(itemTable.name)) self.name:SetContentAlignment(5) self.name:SetTextColor(color_white) self.name:SetFont("ixSmallFont") self.name:SetExpensiveShadow(1, ColorAlpha(color_black, 200)) self.name.Paint = function(this, w, h) surface.SetDrawColor(0, 0, 0, 75) surface.DrawRect(0, 0, w, h) end self.icon = self:Add("SpawnIcon") --self.icon:Droppable("ixStashItem") self.icon:SetZPos(1) self.icon:SetSize(self:GetWide(), self:GetWide()) self.icon:Dock(FILL) self.icon:DockMargin(5, 5, 5, 10) self.icon:InvalidateLayout(true) self.icon:SetModel(itemTable:GetModel(), itemTable:GetSkin()) self.icon:SetHelixTooltip(function(tooltip) ix.hud.PopulateItemTooltip(tooltip, self.itemTable) end) self.icon.DoClick = function(this) if ((LocalPlayer().next_stash_click or 0) < CurTime()) then LocalPlayer().next_stash_click = CurTime() + 1.25 else return end local invPanel = ix.gui.inv1 if (!IsValid(invPanel)) then return end local allStack = input.IsShiftDown() local inventory = LocalPlayer():GetCharacter():GetInventory() local w, h = self.itemTable.width, self.itemTable.height local stackItem = inventory:CanItemFitStack(self.itemTable, true) local x2, y2 for x = 1, inventory.w do if (x2 and y2) then break end for y = 1, inventory.h do if (stackItem) then local slot = (inventory.slots[x] or {})[y] if (slot and slot.isStackable and slot.uniqueID == stackItem.uniqueID and slot:GetData("quantity", slot.maxQuantity or 16) < (slot.maxQuantity or 16)) then x2 = x2 or x y2 = y2 or y break end else if (invPanel:IsAllEmpty(x, y, w, h)) then x2 = x2 or x y2 = y2 or y break end end end end if !(x2 and y2) then LocalPlayer():NotifyLocalized("noFit") return end net.Start("ixStashWithdrawItem") net.WriteUInt(self.key, 32) net.WriteBool(allStack) net.SendToServer() if (IsValid(ix.gui.stash)) then local quantity = 1 if (allStack and self.isStackable) then quantity = self.itemTable:GetData("quantity", 1) local diff = quantity - (self.itemTable.maxQuantity or 16) if (diff > 0) then quantity = quantity - diff end end ix.gui.stash:TakeItem(self.key, self.itemTable, quantity) end end self.icon.PaintOver = function(t, w, h) if (self.stack > 1 and !self.isStackable) then draw.SimpleTextOutlined("x" .. self.stack, "GmodZ.Numeric", w, h - 10, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_CENTER, 1, color_black) end if (itemTable and itemTable.PaintOver) then itemTable.PaintOver(t, itemTable, w, h) end end if ((itemTable.iconCam and !ICON_RENDER_QUEUE[itemTable.uniqueID]) or itemTable.forceRender) then local iconCam = itemTable.iconCam iconCam = { cam_pos = iconCam.pos, cam_fov = iconCam.fov, cam_ang = iconCam.ang, } ICON_RENDER_QUEUE[itemTable.uniqueID] = true self.icon:RebuildSpawnIconEx( iconCam ) end end function PANEL:Paint(w, h) derma.SkinFunc("PaintMerchantSlot", self, w, h) end vgui.Register("ixStashItem", PANEL, "DPanel") DEFINE_BASECLASS("Panel") PANEL = {} PANEL.cCategoryRect = Color(38, 38, 38, 255) PANEL.cCategoryBorder = Color(204, 204, 204, 100) AccessorFunc(PANEL, "fadeTime", "FadeTime", FORCE_NUMBER) AccessorFunc(PANEL, "frameMargin", "FrameMargin", FORCE_NUMBER) function PANEL:Init() if (IsValid(ix.gui.stash)) then ix.gui.stash:Remove() end ix.gui.stash = self self.character = LocalPlayer():GetCharacter() self:SetSize(ScrW(), ScrH()) self:SetPos(0, 0) self:SetFadeTime(0.25) self:SetFrameMargin(4) -- Player inventory ix.gui.inv1 = self:Add("ixInventory") ix.gui.inv1.bNoBackgroundBlur = true ix.gui.inv1:ShowCloseButton(true) ix.gui.inv1.Close = function(t) self:Remove() end -- TODO: Позже прикрутить и PaintDragPreview --[[ ix.gui.inv1:Receiver("ixStashItem", function(this, panels, dropped) if (dropped and panels[1]) then local hoveredPanel = vgui.GetHoveredPanel() local itemPanel = panels[1]:GetParent() if (IsValid(hoveredPanel) and hoveredPanel != itemPanel) then net.Start("ixStashWithdrawItem") net.WriteUInt(itemPanel.key, 32) net.SendToServer() ix.gui.stash:TakeItem(itemPanel.key, itemPanel.itemTable) end end end) ]] -- Inventory label -> money self.invMoney = ix.gui.inv1:Add("ixStashMoney") self.invMoney.OnTransfer = function(_, amount, keyCode) if (self.character:GetMoney() <= 0) then return end if (keyCode == MOUSE_RIGHT) then amount = self.character:GetMoney() end net.Start("ixStashDepositMoney") net.WriteUInt(amount, 32) net.SendToServer() end self.invMoney:SetVisible(false) -- Stash self.invStash = self:Add("DFrame") self.invStash:SetTitle(L'stash_title') self.invStash:SetSize(ScrW() / 3, ScrH() / 1.25) self.invStash:ShowCloseButton(true) self.invStash:SetDraggable(true) self.invStash:SetSizable(false) self.invStash.bNoBackgroundBlur = true self.invStash.Paint = function(t, w, h) derma.SkinFunc("PaintFrame2", t, w, h) end self.invStash.Close = function(t) self:Remove() end self.invStash.lblTitle.UpdateColours = function(label) return label:SetTextStyleColor(color_white) end self.invStashMoney = self.invStash:Add("ixStashMoney") self.invStashMoney.OnTransfer = function(_, amount, keyCode) if (self.character:GetStashMoney() <= 0) then return end if (keyCode == MOUSE_RIGHT) then amount = self.character:GetStashMoney() end net.Start("ixStashWithdrawMoney") net.WriteUInt(amount, 32) net.SendToServer() end self.invStashMoney:SetVisible(false) self.categories = self.invStash:Add("DScrollPanel") self.categories:Dock(FILL) self.categories:DockMargin(0, 2, 4, 0) self.categories:SetPaintBackground(true) self.categories:Receiver("ixInventoryItem", function(this, panels, dropped) if (dropped and panels[1]) then PLUGIN:DepositItem(self.character, panels[1], panels[1].itemTable) end end) self.categoryPanels = {} self.items = {} self:SetAlpha(0) self:AlphaTo(255, self:GetFadeTime()) self.invStash:MakePopup() ix.gui.inv1:MakePopup() end function PANEL:SetLocalInventory(inventory, money) if (IsValid(ix.gui.inv1) and !IsValid(ix.gui.menu)) then ix.gui.inv1:SetInventory(inventory) ix.gui.inv1:SetPos(self:GetWide() / 2 - ix.gui.inv1:GetWide() - 2, self:GetTall() / 2 - ix.gui.inv1:GetTall() / 2) end if (!self.invMoney:IsVisible()) then self.invMoney:SetVisible(true) ix.gui.inv1:SetTall(ix.gui.inv1:GetTall() + self.invMoney:GetTall() + 2) end self.invMoney:SetMoney(money) end function PANEL:TakeItem(key, item, amt) local panel if (!item.isStackable) then local idxPanel = self:CanStackItem(item, key) panel = self.items[idxPanel] self.entityItems[key] = nil PLUGIN.virtual_items[key] = nil if (IsValid(panel) and panel:DecStack(key)) then self.items[idxPanel] = nil panel = nil end else panel = self.items[key] if (IsValid(panel)) then panel.stack = math.max(0, panel.stack - (amt or 1)) PLUGIN.virtual_items[key]:SetData("quantity", panel.stack) if (panel.stack <= 0) then self.entityItems[key] = nil PLUGIN.virtual_items[key] = nil self.items[key] = nil panel:Remove() panel = nil end end end end function PANEL:GetStackKey(idxPanel, stack_keys) if (idxPanel and IsValid(self.items[idxPanel])) then self.items[idxPanel].key = select(2, table.Random(stack_keys)) end end function PANEL:CanStackItem(item, default) local index = default or item.id if (!item.isStackable) then for idx, panel in pairs(self.items) do if (!IsValid(panel) or panel.itemTable.uniqueID != item.uniqueID) then continue end if (item.CanStack and item:CanStack(panel.itemTable, true) and (item.price or 0) == (panel.itemTable.price or 0) or table.IsEmpty(item.data) and table.IsEmpty(panel.itemTable.data)) then index = idx break end end end return index end function PANEL:AddItem(key, itemTable) local item = PLUGIN:MakeVirtualItem(itemTable.uniqueID, key) item.data = itemTable.data or {} self:AddCategory(item) local index = self:CanStackItem(item) if (!IsValid(self.items[index])) then local itemSlot = self.categoryPanels[item.category][1]:Add("ixStashItem") itemSlot:SetItem(item) itemSlot.key = key itemSlot.idxPanel = index if (item.isStackable) then itemSlot.stack = item.data.quantity PLUGIN.virtual_items[key]:SetData("quantity", item.data.quantity) end self.items[index] = itemSlot else if (item.isStackable) then self.items[index].stack = item.data.quantity PLUGIN.virtual_items[key]:SetData("quantity", item.data.quantity) else self.items[index]:IncStack(key) end end end function PANEL:AddCategory(item) if (item and !self.categoryPanels[item.category]) then local cat = vgui.Create('DCollapsibleCategory', self.categories) cat.Paint = function() end cat.Header:SetFont("ixSmallFont") cat.Header:SetContentAlignment(5) cat.Header.Paint = function(t, w, h) derma.SkinFunc("PaintButton2", t, w, h, t:IsHovered() and ix.config.Get("color")) end cat:SetLabel(L(item.category)) cat:Dock(TOP) cat.Think = function(t) if (#t.Contents:GetChildren() < 1) then t:Remove() self.categoryPanels[item.category] = nil end end local slot = vgui.Create('DIconLayout', cat) slot:SetSpaceX(5) slot:SetSpaceY(5) slot:SetBorder(5) slot:Dock(TOP) slot:InvalidateLayout(true) cat:SetContents(slot) self.categoryPanels[item.category] = {slot, cat} end end function PANEL:SetStash(items) self.invStash:SetPos(self:GetWide() / 2 + self:GetFrameMargin() / 2, self:GetTall() / 2 - self.invStash:GetTall() / 2) if (!table.IsEmpty(self.categoryPanels)) then for _, panels in pairs(self.categoryPanels) do panels[2]:Clear() panels[2]:InvalidateLayout(true) end end self.entityItems = items -- init items for k, data in SortedPairs(items) do if (k == 0) then continue end self:AddItem(k, data) end if (!self.invStashMoney:IsVisible()) then self.invStashMoney:SetVisible(true) self.invStash:SetTall(self.invStash:GetTall() + self.invStashMoney:GetTall() + 2) end self.loaded = true end function PANEL:Paint(width, height) ix.util.DrawBlurAt(0, 0, width, height) for _, v in ipairs(self:GetChildren()) do v:PaintManual() end end function PANEL:Remove() self:SetAlpha(255) self:AlphaTo(0, self:GetFadeTime(), 0, function() table.Empty(PLUGIN.virtual_items) for _, v in ipairs(ents.FindInSphere(EyePos(), 256)) do if (v and v:GetClass() == "gmodz_stash") then v:EmitSound("items/ammocrate_close.wav") break end end BaseClass.Remove(self) end) end function PANEL:Think() if (self.loaded) then if ((self.nextThink or 0) < CurTime()) then if (self.character) then if (self.invMoney.money != self.character:GetMoney()) then self.invMoney:SetMoney(self.character:GetMoney()) end if (self.invStashMoney.money != self.character:GetStashMoney()) then self.invStashMoney:SetMoney(self.character:GetStashMoney()) end -- Resync local weight = self.character:GetStashWeight() if (table.IsEmpty(self.categoryPanels) and weight > 0) then self:SetStash(self.character:GetStash()) end self.invStash:SetTitle(L("stash_title_count", weight, self.character:GetStashWeightMax())) end self.nextThink = CurTime() + 0.25 end end end vgui.Register("ixStashView", PANEL, "Panel")
local default_msg_data = { sender = nil, listeners = {}, data = {}, position = nil, radius = 0, filter = nil, rich = false, size = Config.get('default_font_size', 20), text = nil, team_chat = false } local filters = {} local client_mode = false function Chatbox.add_filter(id, data) filters[id] = data end function Chatbox.can_hear(listener, message_data) if Plugin.call('PlayerCanHear', listener, message_data) then return true end if IsValid(listener) and listener:has_initialized() then local position, radius = message_data.position, message_data.radius if !isnumber(radius) then return false end if radius == 0 then return true end if radius < 0 then return false end if istable(position) then for k, v in pairs(position) do if isvector(v) and v:Distance(listener:EyePos()) <= radius then return true end end end if isvector(position) and position:Distance(listener:EyePos()) <= radius then return true end end return false end function Chatbox.add_text(listeners, ...) local message_data = { sender = nil, listeners = listeners or {}, data = {}, position = nil, radius = 0, filter = nil, rich = false, size = Config.get('default_font_size', 20), text = nil, team_chat = false } if !istable(listeners) then if IsValid(listeners) then listeners = { listeners } else listeners = _player.GetAll() end end local last_string = false -- Compile the initial message data table. for k, v in ipairs({ ... }) do if isstring(v) then if !last_string then table.insert(message_data.data, v) else local str = table.last(message_data.data) message_data.data[#message_data.data] = str..v end if k == 1 then message_data.text = v end last_string = true else last_string = false if isnumber(v) then table.insert(message_data.data, v) elseif IsColor(v) then table.insert(message_data.data, v) elseif istable(v) then if !v.is_data and !client_mode then table.merge(message_data, v) else table.insert(message_data.data, v) end elseif IsValid(v) then table.insert(message_data.data, v) end end end for k, v in ipairs(listeners) do local data = message_data hook.run('AdjustMessageData', v, data) if Chatbox.can_hear(v, data) then Cable.send(v, 'fl_chat_message_add', data) end end end function Chatbox.set_client_mode(val) client_mode = val end function Chatbox.message_to_string(message_data, concatenator) local to_string = {} for k, v in pairs(message_data) do if isnumber(v) then continue end if isstring(v) then table.insert(to_string, v) elseif IsValid(v) then local name = '' if v:IsPlayer() then name = hook.run('GetPlayerName', v) or v:name() else name = tostring(v) or v:GetClass() end table.insert(to_string, name) end end return table.concat(to_string, concatenator) end function Chatbox.player_say(player, text, team_chat) if !IsValid(player) then return end local player_say_override = hook.run('PlayerSay', player, text, team_chat) if isstring(player_say_override) then if player_say_override == '' then return end text = player_say_override end text = text:trim() local message = { hook.run('ChatboxGetPlayerIcon', player, text, team_chat) or {}, hook.run('ChatboxGetPlayerColor', player, text, team_chat) or _team.GetColor(player:Team()), player, hook.run('ChatboxGetMessageColor', player, text, team_chat) or Color(255, 255, 255), ': ', text, { sender = player } } hook.run('ChatboxAdjustPlayerSay', player, text, message) Chatbox.add_text(nil, unpack(message)) end Cable.receive('fl_chat_text_add', function(player, ...) if !IsValid(player) then return end Chatbox.set_client_mode(true) Chatbox.add_text(player, ...) Chatbox.set_client_mode(false) end) Cable.receive('fl_chat_player_say', function(player, text, team_chat) Chatbox.player_say(player, text, team_chat) end)
--sox 08.ogg -t u8 -c 1 -b 8 -r 8k 08.u8 --sox gun.wav -t wav -c 1 -b 8 -r 8k gun1.wav --@see https://docs.yate.ro/wiki/ConvertingAudio local songs = { { name = "White noise audio", desc = "30 seconds of white noise", path = "songs/noise_8k.u8" }, { name = "Empty audio", desc = "30 seconds of nothing", path = "songs/empty_8k.u8" }, { name = "Bensound sunny", desc = "Gentle acoustic royalty free music featuring guitar, marimba...", path = "songs/bensound-sunny_8k.u8" }, { name = "Bensound allthat", desc = "Chill-Hop royalty free music track featuring jazz samples, a hip ...", path = "songs/bensound-allthat_8k.u8" } } return songs
require("examples/benchmark")
--[[ 阵形基类 ]] -- 显示延时 local C_SHOW_DELAY = 0.8 -- 显示配置 local C_SHOW_CONFIG = { usecursor = false, usesound = false, quickshow = true, linefeed = true, ctrl_quick = false, ctrl_complete = false, } local _FormationBase = class("_FormationBase", require("app.main.modules.script.ScriptBase")) -- 战场动作 function _FormationBase:doActionInBattle(onComplete,isgatking,doAction) local function _beforeAction(onComplete_) if isgatking then onComplete_() else self.role:selectForward(true,onComplete_) end end local function _doAction(onComplete_) if not doAction then onComplete_() else doAction(onComplete_,isgatking) end end local function _afterAction(onComplete_) if isgatking then onComplete_() else self.role:selectForward(false,onComplete_) end end if self.role:isDead() then if onComplete then onComplete() end else _beforeAction(function () _doAction(function () _afterAction(function () if onComplete then onComplete() end end) end) end) end end -- 战场上设置 function _FormationBase:setInBattle(onComplete,fnSet) self:doActionInBattle(onComplete,self.role:getScene():isGeneralAttack(), function (onComplete_,isgatking) local msgui = self.role:isEnemy() and "message" or "ourmessage" local extvars = { formation = formationMgr:getName(self.formation), role = self.role:getEntity():getName() } if #self.role:getTeam():getAliveRoles() < formationMgr:getSetRoles(self.formation) then if isgatking then if onComplete_ then onComplete_(false) end else local msgwin = uiMgr:openUI(msgui) msgwin:showMessage({ texts = gameMgr:getStrings("NOTSET_FORMATION", extvars), showconfig = C_SHOW_CONFIG, onComplete = function () performWithDelay(msgwin,function () uiMgr:closeUI(msgui) if onComplete_ then onComplete_(false) end end, C_SHOW_DELAY) end }) end else if self.role:getEntity():getTeam():tryConsumeSP(self.sp) then fnSet(onComplete_,isgatking,msgui,extvars,C_SHOW_CONFIG) else if isgatking then if onComplete_ then onComplete_(false) end else local msgwin = uiMgr:openUI(msgui) local msg = self.role:getEntity():getTeam():getAdviser() and "LACK_SP" or "NO_ADVISER" msgwin:showMessage({ texts = gameMgr:getStrings(msg), showconfig = C_SHOW_CONFIG, onComplete = function () performWithDelay(msgwin,function () uiMgr:closeUI(msgui) if onComplete_ then onComplete_(false) end end,C_SHOW_DELAY) end }) end end end end) end -- 地图上设置 function _FormationBase:setInMap(onComplete,fnSet) local extvars = { formation = formationMgr:getName(self.formation), role = self.role:getName() } if table.nums(self.role:getTeam():getRoles(),function (v) return not v:isDead() end) < formationMgr:getSetRoles(self.formation) then uiMgr:openUI("message",{ texts = gameMgr:getStrings("NOTSET_FORMATION",extvars), onComplete = function () if onComplete then onComplete(false) end end }) else local fsp = formationMgr:getSP(self.formation) if self.role:getTeam():tryConsumeSP(fsp) then fnSet(onComplete,extvars) else uiMgr:openUI("message",{ texts = gameMgr:getStrings("LACK_SP"), onComplete = function () if onComplete then onComplete(false) end end }) end end end return _FormationBase
local small_explosion_LUQ = table.deepcopy(data.raw.explosion["uranium-explosion-LUQ"]) small_explosion_LUQ.name = "small-uranium-explosion-LUQ" small_explosion_LUQ.animations[1].scale = small_explosion_LUQ.animations[1].scale/2 small_explosion_LUQ.animations[1].shift = {-8,-8} local small_explosion_RUQ = table.deepcopy(data.raw.explosion["uranium-explosion-RUQ"]) small_explosion_RUQ.name = "small-uranium-explosion-RUQ" small_explosion_RUQ.animations[1].scale = small_explosion_RUQ.animations[1].scale/2 small_explosion_RUQ.animations[1].shift = {8,-8} local small_explosion_LLQ = table.deepcopy(data.raw.explosion["uranium-explosion-LLQ"]) small_explosion_LLQ.name = "small-uranium-explosion-LLQ" small_explosion_LLQ.animations[1].scale = small_explosion_LLQ.animations[1].scale/2 small_explosion_LLQ.animations[1].shift = {-8,8} local small_explosion_RLQ = table.deepcopy(data.raw.explosion["uranium-explosion-RLQ"]) small_explosion_RLQ.name = "small-uranium-explosion-RLQ" small_explosion_RLQ.animations[1].scale = small_explosion_RLQ.animations[1].scale/2 small_explosion_RLQ.animations[1].shift = {8,8} data:extend({small_explosion_LUQ,small_explosion_RUQ,small_explosion_LLQ,small_explosion_RLQ}) --allow definition of high-res versions. if (data.raw.explosion["big-uranium-explosion-LUQ"] ==nil) then local big_explosion_LUQ = table.deepcopy(data.raw.explosion["uranium-explosion-LUQ"]) big_explosion_LUQ.name = "big-uranium-explosion-LUQ" big_explosion_LUQ.animations[1].scale = big_explosion_LUQ.animations[1].scale*2 big_explosion_LUQ.animations[1].shift = {-32,-32} local big_explosion_RUQ = table.deepcopy(data.raw.explosion["uranium-explosion-RUQ"]) big_explosion_RUQ.name = "big-uranium-explosion-RUQ" big_explosion_RUQ.animations[1].scale = big_explosion_RUQ.animations[1].scale*2 big_explosion_RUQ.animations[1].shift = {32,-32} local big_explosion_LLQ = table.deepcopy(data.raw.explosion["uranium-explosion-LLQ"]) big_explosion_LLQ.name = "big-uranium-explosion-LLQ" big_explosion_LLQ.animations[1].scale = big_explosion_LLQ.animations[1].scale*2 big_explosion_LLQ.animations[1].shift = {-32,32} local big_explosion_RLQ = table.deepcopy(data.raw.explosion["uranium-explosion-RLQ"]) big_explosion_RLQ.name = "big-uranium-explosion-RLQ" big_explosion_RLQ.animations[1].scale = big_explosion_RLQ.animations[1].scale*2 big_explosion_RLQ.animations[1].shift = {32,32} data:extend({big_explosion_LUQ,big_explosion_RUQ,big_explosion_LLQ,big_explosion_RLQ}) end local huge_explosion_LUQ = table.deepcopy(data.raw.explosion["big-uranium-explosion-LUQ"]) huge_explosion_LUQ.name = "huge-uranium-explosion-LUQ" huge_explosion_LUQ.animations[1].scale = huge_explosion_LUQ.animations[1].scale*2 huge_explosion_LUQ.animations[1].shift = {-64,-64} local huge_explosion_RUQ = table.deepcopy(data.raw.explosion["big-uranium-explosion-RUQ"]) huge_explosion_RUQ.name = "huge-uranium-explosion-RUQ" huge_explosion_RUQ.animations[1].scale = huge_explosion_RUQ.animations[1].scale*2 huge_explosion_RUQ.animations[1].shift = {64,-64} local huge_explosion_LLQ = table.deepcopy(data.raw.explosion["big-uranium-explosion-LLQ"]) huge_explosion_LLQ.name = "huge-uranium-explosion-LLQ" huge_explosion_LLQ.animations[1].scale = huge_explosion_LLQ.animations[1].scale*2 huge_explosion_LLQ.animations[1].shift = {-64,64} local huge_explosion_RLQ = table.deepcopy(data.raw.explosion["big-uranium-explosion-RLQ"]) huge_explosion_RLQ.name = "huge-uranium-explosion-RLQ" huge_explosion_RLQ.animations[1].scale = huge_explosion_RLQ.animations[1].scale*2 huge_explosion_RLQ.animations[1].shift = {64,64} data:extend({huge_explosion_LUQ,huge_explosion_RUQ,huge_explosion_LLQ,huge_explosion_RLQ}) local really_huge_explosion_LUQ = table.deepcopy(data.raw.explosion["big-uranium-explosion-LUQ"]) really_huge_explosion_LUQ.name = "really-huge-uranium-explosion-LUQ" really_huge_explosion_LUQ.animations[1].scale = really_huge_explosion_LUQ.animations[1].scale*4 really_huge_explosion_LUQ.animations[1].shift = {-128,-128} local really_huge_explosion_RUQ = table.deepcopy(data.raw.explosion["big-uranium-explosion-RUQ"]) really_huge_explosion_RUQ.name = "really-huge-uranium-explosion-RUQ" really_huge_explosion_RUQ.animations[1].scale = really_huge_explosion_RUQ.animations[1].scale*4 really_huge_explosion_RUQ.animations[1].shift = {128,-128} local really_huge_explosion_LLQ = table.deepcopy(data.raw.explosion["big-uranium-explosion-LLQ"]) really_huge_explosion_LLQ.name = "really-huge-uranium-explosion-LLQ" really_huge_explosion_LLQ.animations[1].scale = really_huge_explosion_LLQ.animations[1].scale*4 really_huge_explosion_LLQ.animations[1].shift = {-128,128} local really_huge_explosion_RLQ = table.deepcopy(data.raw.explosion["big-uranium-explosion-RLQ"]) really_huge_explosion_RLQ.name = "really-huge-uranium-explosion-RLQ" really_huge_explosion_RLQ.animations[1].scale = really_huge_explosion_RLQ.animations[1].scale*4 really_huge_explosion_RLQ.animations[1].shift = {128,128} data:extend({really_huge_explosion_LUQ, really_huge_explosion_RUQ, really_huge_explosion_LLQ, really_huge_explosion_RLQ})
local config = { numOfJobWorkers = 0, mysql = { --path = "/tmp/mysql.sock", path = "/var/run/mysqld/mysqld.sock", --host = "192.168.0.55", --port = 3306, database = "loginMaster", --user = "funkii", --password = "12345678", user = "root", password = "qcfs_db20180628", max_packet_size = 1024 * 1024, }, } return config
--------------------------------------------------------------------------------------------- -- Requirements summary: -- [PolicyTableUpdate] PoliciesManager must initiate PTU in case getting 'device consent' from the user -- -- Description: -- SDL should request PTU in case gets 'device consent' from the user -- 1. Used preconditions -- SDL is built with "-DEXTENDED_POLICY: EXTERNAL_PROPRIETARY" flag -- Connect mobile phone. -- Register new application. -- 2. Performed steps -- Activate application. -- User consent device -- -- Expected result: -- PTU is requested. PTS is created. -- SDL->HMI: SDL.OnStatusUpdate(UPDATE_NEEDED) --------------------------------------------------------------------------------------------- --[[ Required Shared libraries ]] local commonSteps = require('user_modules/shared_testcases/commonSteps') local commonFunctions = require('user_modules/shared_testcases/commonFunctions') local testCasesForPolicyTable = require('user_modules/shared_testcases/testCasesForPolicyTable') local utils = require ('user_modules/utils') --[[ Local Functions ]] local function check_file_exists(name) local f = io.open(name, "r") if f ~= nil then io.close(f) return true else return false end end --[[ General Precondition before ATF start ]] commonSteps:DeleteLogsFileAndPolicyTable() testCasesForPolicyTable.Delete_Policy_table_snapshot() --[[ General Settings for configuration ]] Test = require('connecttest') require('cardinalities') require('user_modules/AppTypes') --[[ Test ]] commonFunctions:newTestCasesGroup("Test") function Test:ActivateApp() local requestId1 = self.hmiConnection:SendRequest("SDL.ActivateApp", { appID = self.applications["Test Application"] }) EXPECT_HMIRESPONSE(requestId1) :Do(function(_, data1) if data1.result.isSDLAllowed ~= true then local requestId2 = self.hmiConnection:SendRequest("SDL.GetUserFriendlyMessage", { language = "EN-US", messageCodes = { "DataConsent" } }) EXPECT_HMIRESPONSE(requestId2) :Do(function(_, _) self.hmiConnection:SendNotification("SDL.OnAllowSDLFunctionality", { allowed = true, source = "GUI", device = { id = utils.getDeviceMAC(), name = utils.getDeviceName() } }) EXPECT_HMICALL("BasicCommunication.ActivateApp") :Do(function(_, data2) self.hmiConnection:SendResponse(data2.id,"BasicCommunication.ActivateApp", "SUCCESS", { }) end) :Times(1) end) end end) EXPECT_HMICALL("BasicCommunication.PolicyUpdate") end function Test:ValidateSnapshot() local system_file_path = commonFunctions:read_parameter_from_smart_device_link_ini("SystemFilesPath") if not check_file_exists(system_file_path .. "/sdl_snapshot.json") then self:FailTestCase("PTS file is NOT created") end end --[[ Postconditions ]] commonFunctions:newTestCasesGroup("Postconditions") function Test.Postcondition_Stop() StopSDL() end return Test
require('bqf').setup({ auto_enable = true, })
dyinclude("classes/abstract.logger.class.lua",true); CLogger = class(CAbstractLogger, function (self, copyfrom) self.file = nil; self.filename = nil; self.dateformat = "%Y/%m/%d %H:%M:%S"; self.lastMsgTime = 0; -- last time we log a message self.lastMsg = "<UNKNOWN>"; -- last mesage we log self.repeatTimer = 20; -- at least x second until repat same message if( fn ) then self:openFile(fn); end end );
-- DESCRIPTION -- ======================================================================== -- Widget to show the IP -- LIBRARY -- ======================================================================== local awful = require("awful") local wibox = require("wibox") local gears = require("gears") local beautiful = require("beautiful") local naughty = require("naughty") local dpi = require("beautiful.xresources").apply_dpi -- VARIABLES -- ======================================================================== local ip = {} -- WIDGET -- ======================================================================== local function factory(args) local args = args or {} local function split(string_to_split, separator) if separator == nil then separator = "%s" end local t = {} for str in string.gmatch(string_to_split, "([^".. separator .."]+)") do table.insert(t, str) end return t end args.font = args.font or beautiful.ip_font or beautiful.font args.fg = args.fg or beautiful.ip_fg or "#000000" args.bg = args.bg or beautiful.ip_bg or "#FFFFFF" args.shape = args.shape or beautiful.ip_shape or gears.shape.rect args.icon = args.icon or beautiful.ip_icon or "" args.icon_vpn = args.icon_vpn or beautiful.ip_icon_vpn or "" args.timeout = args.timeout or beautiful.ip_timeout or 30 args.height = args.height or beautiful.ip_height or beautiful.wibar_height local ip = wibox.widget { { { { id = "ip_value", widget = wibox.widget.textbox, -- https://awesomewm.org/apidoc/classes/wibox.widget.textbox.html markup = "<span foreground='"..args.fg.."'>" .. string.format("%s %s", args.icon, "0.0.0.0") .. "</span>", ellipsize = "end", -- start, middle, end wrap = "word_char", -- word, char, word_char valign = "center", -- top, center, bottom align = "center", -- left, center, right font = font, opacity = 100, visible = true, }, layout = wibox.layout.align.horizontal, }, widget = wibox.container.margin(_, 15, 15, 0, 0), }, fg = args.fg, bg = args.bg, shape = args.shape, widget = wibox.container.background, set_ip = function(self, ip) self:get_children_by_id("ip_value")[1].markup = "" .. "<span foreground='" .. args.fg .. "'>" .. string.format("%s %s", args.icon, ip) .. "</span>" end } local update_widget = function (widget, stdout, stderr, exitcode, exitreason) local route = {} for _,line in ipairs(split(stdout,'\r\n')) do if string.find(line, "src") then route = split(line," ") widget:set_ip(route[7]) return end end end awful.widget.watch('ip route get 8.8.8.8', args.timeout, update_widget, ip) return ip end return setmetatable(ip, { __call = function(_, ...) return factory(...) end }) -- vim: fdm=indent
local ffi = require 'ffi' local x11 = require './x11' local gc = require './gc' local font = require './font' return function(opts) local rects = ffi.new('xcb_rectangle_t[1]') x11.change_gc(gc, { foreground = opts.colors.bg; }) rects[0].x = opts.x + 1 rects[0].y = opts.y + 1 rects[0].width = opts.width - 2 rects[0].height = opts.height - 2 x11.xcb.xcb_poly_fill_rectangle(x11.conn, opts.xwin, gc, 1, rects) x11.change_gc(gc, { foreground = opts.colors.border; line_width = 1; }) rects[0].x = opts.x rects[0].y = opts.y rects[0].width = opts.width - 1 rects[0].height = opts.height - 1 x11.xcb.xcb_poly_rectangle(x11.conn, opts.xwin, gc, 1, rects) x11.change_gc(gc, { font = font; foreground = opts.colors.title; background = opts.colors.bg; }) x11.xcb.xcb_image_text_8(x11.conn, #opts.title, opts.xwin, gc, opts.x + 5, opts.y + opts.height - 4, opts.title) end
-- common -- //----------------------------------------------------------------------- function print_info(info) print("[info] " .. info) end function print_warning(warning) print("[warn] " .. warning) end function print_err(error) print("[error!] " .. error) end function os.capture(cmd, raw) print("--------------------------------------------------------------") print_info(cmd) local f = assert(io.popen(cmd, 'r')) local s = assert(f:read('*all')) print_info(s) print("--------------------------------------------------------------") f:close() end -- utils function get_project_path(moduleName, projectName) return SRC_DIR .. "/" .. moduleName .. "/" .. projectName end function project_include(moduleName, projectName) print_info(moduleName .. "." .. projectName) dofile(get_project_path(moduleName, projectName) .. "/premake.lua") end function get_project_pesudonym(moduleName, projectName) local projectPseudoNym = moduleName .. "." .. projectName return projectPseudoNym end -- //----------------------------------------------------------------------- function project_common(moduleName, projectName) local projectPseudoNym = get_project_pesudonym(moduleName, projectName) project(projectPseudoNym) local generatedLocation = path.getabsolute(os.getcwd()) --print_info("generating " .. generatedLocation) location(generatedLocation) local outDir = path.getabsolute(TARGET_DIR) targetdir (outDir) local vpathDir = "../src/" .. moduleName .. "/" .. projectName .. "/*" --print_info("vpaths " .. vpathDir) vpaths { ["*"] = vpathDir } libdirs { outDir } end
local json = require "json" local database = require "database" local exit = require "exit" local template = require'template' template.caching(false) -- Compile template, disable cache, enable plain text view to skip filesystem loading local view = template.compile([[<!DOCTYPE html><html><head><title>Fortunes</title></head><body><table><tr><th>id</th><th>message</th></tr>{% for _,f in ipairs(fortunes) do %}<tr><td>{{ f.id }}</td><td>{{ f.message }}</td></tr>{% end %}</table></body></html>]], nil, true) local function process (db) local fortunes = db:find({Fortune = {}}) table.insert(fortunes, {id = 0, message = "Additional fortune added at request time."}) table.sort(fortunes, function(a, b) return a.message < b.message end) return fortunes end local status, db = pcall(database.connect) if not status then exit(db) end local status, res = pcall(process, db) db:close() if status then local html = view({fortunes = res}) ngx.header.content_type = 'text/html; charset=utf-8' ngx.header.content_length = #html ngx.print(html) else exit(res) end
--[[------------------------------------------------------------------------- StormFox2.Sun.SetTimeUp(nTime) Sets how long the sun is on the sky. StormFox2.Sun.IsUp() Returns true if the sun is on the sky. StormFox2.Moon.SetTimeUp(nTime) Sets how long the moon is on the sky. ---------------------------------------------------------------------------]] local clamp = math.Clamp StormFox2.Sun = {} StormFox2.Moon = {} StormFox2.Sky = {} SF_SKY_DAY = 0 SF_SKY_SUNRISE = 1 SF_SKY_SUNSET = 2 SF_SKY_CEVIL = 3 SF_SKY_BLUE_HOUR = 4 SF_SKY_NAUTICAL = 5 SF_SKY_ASTRONOMICAL = 6 SF_SKY_NIGHT = 7 StormFox2.Setting.AddSV("sunrise",360,nil, "Time", 0, 1440) StormFox2.Setting.SetType("sunrise", "Time") StormFox2.Setting.AddSV("sunset",1080,nil, "Time", 0, 1440) StormFox2.Setting.SetType("sunset", "Time") StormFox2.Setting.AddSV("sunyaw",90,nil, "Effects", 0, 360) StormFox2.Setting.AddSV("moonlock",false,nil,"Effects") StormFox2.Setting.AddSV("enable_skybox",true,nil, "Effect") StormFox2.Setting.AddSV("use_2dskybox",false,nil, "Effects") StormFox2.Setting.AddSV("overwrite_2dskybox","",nil, "Effects") -- SunRise and SunSet -- The sun is up ½ of the day; 1440 / 2 = 720 local SunDelta = 180 / (StormFox2.Data.Get("sun_sunset",1080) - StormFox2.Data.Get("sun_sunrise",360)) local SunMidday = (StormFox2.Data.Get("sun_sunrise",360) + StormFox2.Data.Get("sun_sunset",1080)) / 2 local function SunDeltaUpdate() SunDelta = 180 / StormFox2.Time.DeltaTime(StormFox2.Data.Get("sun_sunrise",360),StormFox2.Data.Get("sun_sunset",1080)) SunMidday = (StormFox2.Data.Get("sun_sunrise",360) + StormFox2.Data.Get("sun_sunset",1080)) / 2 --[[------------------------------------------------------------------------- Gets called when the sunset and sunrise changes. ---------------------------------------------------------------------------]] hook.Run("StormFox2.Sun.DeltaChange") end --[[------------------------------------------------------------------------- Sets the time for sunrise. ---------------------------------------------------------------------------]] function StormFox2.Sun.SetSunRise(nTime) if StormFox2.Sun.GetSunRise() == nTime then return end StormFox2.Network.Set("sun_sunrise",nTime) SunDeltaUpdate() end StormFox2.Setting.Callback("sunrise",StormFox2.Sun.SetSunRise,"StormFox2.heaven.sunrise") --[[------------------------------------------------------------------------- Sets the tiem for sunsets. ---------------------------------------------------------------------------]] function StormFox2.Sun.SetSunSet(nTime) if StormFox2.Sun.GetSunSet() == nTime then return end StormFox2.Network.Set("sun_sunset",nTime) SunDeltaUpdate() end StormFox2.Setting.Callback("sunset",StormFox2.Sun.SetSunSet,"StormFox2.heaven.sunset") --[[------------------------------------------------------------------------- Returns the time for sunrises. ---------------------------------------------------------------------------]] function StormFox2.Sun.GetSunRise() return StormFox2.Data.Get("sun_sunrise",360) end --[[------------------------------------------------------------------------- Returns the time for sunsets. ---------------------------------------------------------------------------]] function StormFox2.Sun.GetSunSet() return StormFox2.Data.Get("sun_sunset",1080) end --[[ Returns the time when sun is at its higest ]] function StormFox2.Sun.GetSunAtHigest() return SunMidday or 720 end -- Sun functions --[[------------------------------------------------------------------------- Sets the sunyaw. This will also affect the moon. ---------------------------------------------------------------------------]] function StormFox2.Sun.SetYaw(nYaw) StormFox2.Network.Set("sun_yaw",nYaw) end StormFox2.Setting.Callback("sunyaw",StormFox2.Sun.SetYaw,"StormFox2.heaven.sunyaw") --[[------------------------------------------------------------------------- Returns the sunyaw. ---------------------------------------------------------------------------]] function StormFox2.Sun.GetYaw() return StormFox2.Data.Get("sun_yaw",90) end --[[------------------------------------------------------------------------- Returns true if the sun is on the sky. ---------------------------------------------------------------------------]] function StormFox2.Sun.IsUp(nTime) return StormFox2.Time.IsBetween(StormFox2.Sun.GetSunRise(), StormFox2.Sun.GetSunSet(),nTime) end --[[------------------------------------------------------------------------- Sets the sunsize. (Normal is 30) ---------------------------------------------------------------------------]] function StormFox2.Sun.SetSize(n) StormFox2.Network.Set("sun_size",n) end --[[------------------------------------------------------------------------- Returns the sunsize. (Normal is 30) ---------------------------------------------------------------------------]] function StormFox2.Sun.GetSize() return StormFox2.Data.Get("sun_size",30) end --[[------------------------------------------------------------------------- Sets the suncolor. ---------------------------------------------------------------------------]] function StormFox2.Sun.SetColor(cCol) StormFox2.Network.Set("sun_color",cCol) end --[[------------------------------------------------------------------------- Returns the suncolor. ---------------------------------------------------------------------------]] function StormFox2.Sun.GetColor() StormFox2.Data.Get("sun_color") end --[[------------------------------------------------------------------------- Returns the sunangle for the current or given time. ---------------------------------------------------------------------------]] local function GetSunPitch(nTime) local t = nTime or StormFox2.Time.Get() local p = (t - StormFox2.Data.Get("sun_sunrise",360)) * SunDelta if p < -90 or p > 270 then p = -90 end -- Sun stays at -90 pitch, the pitch is out of range return p end function StormFox2.Sun.GetAngle(nTime) local a = Angle(-GetSunPitch(nTime),StormFox2.Data.Get("sun_yaw",90),0) return a end -- We need a sun-stamp. Since we can't go by time. -- 0 = day -- 1 = golden hour -- 2 = cevil -- 3 = blue hour -- 4 = nautical -- 5 = astronomical -- 6 = night local stamp = { [0] = {SF_SKY_SUNRISE,6,"SunRise"}, -- 6 OK [6] = {SF_SKY_DAY,168,"Day"}, -- 180 - 6 OK [174] = {SF_SKY_SUNSET,6,"SunSet"}, -- 174 + 6 [180] = {SF_SKY_CEVIL,4,"Cevil"}, -- 4 [184] = {SF_SKY_BLUE_HOUR,2,"Blue Hour"}, -- 6 [186] = {SF_SKY_NAUTICAL,6,"Nautical"}, -- 12 [192] = {SF_SKY_ASTRONOMICAL,6,"Astronomical"}, -- 18 [198] = {SF_SKY_NIGHT,168,"Night"}, -- 144 [342] = {SF_SKY_ASTRONOMICAL,6,"Astronomical"}, -- 18 [348] = {SF_SKY_NAUTICAL,6,"Nautical"}, -- 12 [354] = {SF_SKY_BLUE_HOUR,2,"Blue Hour"}, -- 6 [356] = {SF_SKY_CEVIL,4,"Cevil"}, -- 4 [360] = {SF_SKY_SUNRISE,6,"SunRise"}, -- 6 OK } local lC,lCV = -1,-1 local function GetsunSize() if lC > CurTime() then return lCV end lC = CurTime() + 2 local x = StormFox2.Sun.GetSize() lCV = (-0.00019702 * x^2 + 0.149631 * x - 0.0429803) / 2 return lCV end local function GetStamp(nTime,nOffsetDegree) local sunSize = GetsunSize() local p = ( GetSunPitch(nTime) + (nOffsetDegree or 0) ) % 360 if p > 90 and p < 270 then -- Sunrise p = (p - sunSize) % 360 else -- Sunset p = (p + sunSize) % 360 end local c_stamp = -1 for p_from,stamp in pairs(stamp) do if p >= p_from and c_stamp < p_from then c_stamp = p_from end end return c_stamp,p end --[[------------------------------------------------------------------------- Returns the sun-stamp. First argument: 0 = day, 1 = golden hour, 2 = cevil, 3 = blue hour 4 = nautical, 5 = astronomical, 6 = night Second argument: Time until next sunstamp. ---------------------------------------------------------------------------]] local lastStamp = 0 function StormFox2.Sky.GetLastStamp() return lastStamp end function StormFox2.Sky.GetStamp(nTime,nOffsetDegree) local c_stamp,p = GetStamp(nTime,nOffsetDegree) local d_delta = stamp[c_stamp][2] - (p - c_stamp) -- +degrees local time_fornextStamp = d_delta / SunDelta return stamp[c_stamp][1],time_fornextStamp -- 1 = Stamp, 2 = Type of stamp end -- Sky hook. Used to update the sky colors and other things. local nextStamp = -1 hook.Add("StormFox2.Time.Changed","StormFox2.Sky.UpdateStamp",function() nextStamp = -1 end) timer.Create("StormFox2.Sky.Stamp", 1, 0, function() --local c_t = CurTime() --if c_t < nextStamp then return end local stamp,n_t = StormFox2.Sky.GetStamp(nil,6) -- Look 6 degrees into the furture so we can lerp the colors. --nextStamp = c_t + (n_t * SunDelta) / StormFox2.Time.GetSpeed() --[[------------------------------------------------------------------------- This hook gets called when the sky-stamp changes. This is used to change the sky-colors and other things. First argument: 0 = day, 1 = golden hour, 2 = cevil, 3 = blue hour 4 = nautical, 5 = astronomical, 6 = night Second argument: The lerp-time to change the variable. ---------------------------------------------------------------------------]] if lastStamp == stamp then return end -- Don't call it twice. lastStamp = stamp hook.Run("StormFox2.Sky.StampChange", stamp, 3 / SunDelta ) end) -- It takes the moon 27 days to orbit eath .. and about 12.5 hours avage on the sky each night -- 29.5 days for a full cyckle --[[------------------------------------------------------------------------- Sets the moon-offset it gains each day. (Default 7.5) ---------------------------------------------------------------------------]] function StormFox2.Moon.SetDaysForFullCycle(nVar) StormFox2.Network.Set("moon_cycle",360 / nVar) end hook.Add("StormFox2.Time.NextDay","StormFox2.MoonPhase",function() local d = StormFox2.Data.Get("moon_magicnumber",0) + StormFox2.Data.Get("moon_cycle",12.203) StormFox2.Network.Set("moon_magicnumber",d % 360) end) --[[------------------------------------------------------------------------- Returns the moon angles for the given or current time. ---------------------------------------------------------------------------]] local tf = 0 local a = 7.4 / 7 function StormFox2.Moon.GetAngle(nTime) --if true then return Angle(300,StormFox2.Data.Get("sun_yaw",90),0) end local day_f = (nTime or StormFox2.Time.Get()) / 1440 tf = math.max(tf, day_f) local day_n = tf + StormFox2.Date.GetYearDay() local p_c = ((day_n * a) % 8) * 45 + StormFox2.Data.Get("magic_moonnumber",0) return Angle(-p_c % 360,StormFox2.Data.Get("sun_yaw",90),0) end --[[------------------------------------------------------------------------- Returns true if the moon is up. ---------------------------------------------------------------------------]] function StormFox2.Moon.IsUp() local t = StormFox2.Moon.GetAngle().p local s = StormFox2.Data.Get("moonSize",20) / 6.9 return t > 180 - s or t < s end --[[------------------------------------------------------------------------- Sets the moon phase ---------------------------------------------------------------------------]] SF_MOON_NEW = 0 SF_MOON_WAXIN_CRESCENT = 1 SF_MOON_FIRST_QUARTER = 2 SF_MOON_WAXING_GIBBOUS = 3 SF_MOON_FULL = 4 SF_MOON_WANING_GIBBOUS = 5 SF_MOON_LAST_QUARTER = 6 SF_MOON_WANING_CRESCENT = 7 -- Around 7.4 days. Angle 270 == up if SERVER then local a = 7.4 / 7 function StormFox2.Moon.SetPhase( moon_phase, nTime ) local day_f = (nTime or StormFox2.Time.Get()) / 1440 local day_n = day_f + StormFox2.Date.GetYearDay() local pitch = ((day_n * a) % 8) * 360 -- Current moon angle local dif = pitch - GetSunPitch(nTime) + 180 StormFox2.Network.Set("magic_moonnumber",dif) end end --[[ When angle is 270, it is a max ]] --[[------------------------------------------------------------------------- Returns the moon phase for the current day ---------------------------------------------------------------------------]] function StormFox2.Moon.GetPhase() local mp = StormFox2.Data.Get("moon_phase",SF_MOON_FULL) local yd = StormFox2.Date.GetYearDay() local dif = (mp - yd) % 8 return dif end --[[------------------------------------------------------------------------- Returns the current moon phase 5 = Full moon 3 = Half moon 0 = New moon Seconary returns the angle towards the sun from the moon. ---------------------------------------------------------------------------]] function StormFox2.Moon.GetPhaseold(nTime) -- Calculate the distance between the two (Somewhat real scale) local mAng = StormFox2.Moon.GetAngle(nTime) local A = StormFox2.Sun.GetAngle(nTime):Forward() * 14975 local B = mAng:Forward() * 39 -- Get the angle towards the sun from the moon local moonTowardSun = (A - B):Angle() local C = mAng C.r = 0 local dot = C:Forward():Dot(moonTowardSun:Forward()) return clamp(2.5 - (5.5 * dot) / 2,0,5),moonTowardSun end --[[------------------------------------------------------------------------- Returns the moon phase name ---------------------------------------------------------------------------]] function StormFox2.Moon.GetPhaseName(nTime) local n = StormFox2.Moon.GetPhase(nTime) local pDif = math.AngleDifference(StormFox2.Moon.GetAngle(nTime).p, StormFox2.Sun.GetAngle(nTime).p) if n >= 4.9 then return "Full Moon" elseif n <= 0.1 then return "New Moon" elseif pDif > 0 then return "Third Quarder" else return "First Quarder" end end -- Skybox local function SkyTick(b) b = b and StormFox2.Setting.SFEnabled() if b then -- Reenable skybox local _2d = StormFox2.Setting.GetCache("use_2dskybox", false) if not _2d then RunConsoleCommand("sv_skyname", "painted") else local sky_over = StormFox2.Setting.GetCache("overwrite_2dskybox", "") if sky_over == "" then sky_over = StormFox2.Weather.GetCurrent():Get("skyBox",StormFox2.Sky.GetLastStamp()) or "skybox/sky_day02_06_hdrbk" if type(sky_over) == "table" then sky_over = table.Random(sky_over) end end RunConsoleCommand("sv_skyname", sky_over) end else -- Disable skybox local map_ent = StormFox2.Map.Entities()[1] if not map_ent then StormFox2.Warning("No map-entity?") RunConsoleCommand("sv_skyname", "skybox/sky_day02_06_hdrbk") return end local sky_name = map_ent["skyname"] or "skybox/sky_day02_06_hdrbk" StormFox2.Map.Set2DSkyBoxDarkness( 1 ) RunConsoleCommand("sv_skyname", sky_name) end end local func = function(b) SkyTick(StormFox2.Setting.GetCache("enable_skybox", true)) end StormFox2.Setting.Callback("enable", func, "disable_heavens") StormFox2.Setting.Callback("clenable", func, "disable_heavenscl") StormFox2.Setting.Callback("enable_skybox",SkyTick,"enable_skybox_call")
if not wac then return end if SERVER then AddCSLuaFile('shared.lua') end ENT.Base = "wac_pl_base" ENT.Type = "anim" ENT.Category = wac.aircraft.spawnCategoryC ENT.PrintName = "F-4 Phantom II" ENT.Author = "SentryGunMan" ENT.Spawnable = true ENT.AdminSpawnable = true ENT.Model = "models/sentry/f4.mdl" ENT.RotorPhModel = "models/props_junk/sawblade001a.mdl" ENT.RotorModel = "models/props_junk/PopCan01a.mdl" ENT.rotorPos = Vector(0,0,74) ENT.TopRotorDir = 1.0 ENT.AutomaticFrameAdvance = true ENT.EngineForce = 500 ENT.Weight = 18825 ENT.SeatSwitcherPos = Vector(0,0,0) ENT.AngBrakeMul = 0.02 ENT.SmokePos = Vector(-155,24,65) ENT.FirePos = Vector(-155,24,65) if CLIENT then ENT.thirdPerson = { distance = 550 } end ENT.Agility = { Thrust = 10 } ENT.Wheels={ { mdl="models/sentry/f4_bw.mdl", pos=Vector(-43,96,14), friction=10, mass=600, }, { mdl="models/sentry/f4_bw.mdl", pos=Vector(-43,-96,14), friction=10, mass=600, }, { mdl="models/sentry/f4_fw.mdl", pos=Vector(217.25,0,12), friction=10, mass=1200, }, } ENT.Seats = { { pos=Vector(178,0,75.5), exit=Vector(178,100,40), weapons={"M61 Vulcan"}, }, { pos=Vector(123, 0, 85), exit=Vector(123,100,40), weapons={"Bomb"} }, } ENT.Weapons = { ["M61 Vulcan"] = { class = "wac_pod_gatling", info = { Pods = { Vector(107,0,35), Vector(107,0,35), }, Sounds = { shoot = "WAC/f4/gun.wav", stop = "WAC/f4/gun_stop.wav" } } }, ["Bomb"] = { class = "wac_pod_bomb", info = { Pods = { Vector(40,75,20), Vector(40,-75,20), Vector(40,60,40), Vector(40,90,40), Vector(40,-60,40), Vector(40,-90,40), }, model="models/props_phx/ww2bomb.mdl", } } } ENT.Sounds={ Start="WAC/f4/Start.wav", Blades="WAC/f4/external.wav", Engine="WAC/f4/internal.wav", MissileAlert="HelicopterVehicle/MissileNearby.mp3", MissileShoot="HelicopterVehicle/MissileShoot.mp3", MinorAlarm="HelicopterVehicle/MinorAlarm.mp3", LowHealth="HelicopterVehicle/LowHealth.mp3", CrashAlarm="HelicopterVehicle/CrashAlarm.mp3" } // heatwave if CLIENT then local cureffect=0 function ENT:Think() self:base("wac_pl_base").Think(self) local throttle = self:GetNWFloat("up", 0) local active = self:GetNWBool("active", false) local ent=LocalPlayer():GetVehicle():GetNWEntity("wac_aircraft") if ent==self and active and throttle > 0.2 and CurTime()>cureffect then cureffect=CurTime()+0.02 local ed=EffectData() ed:SetEntity(self) ed:SetOrigin(Vector(-155,0,65)) // offset ed:SetMagnitude(throttle) ed:SetRadius(30) util.Effect("wac_heatwave", ed) end end end //function ENT:DrawWeaponSelection() end
-- register data local _static_data = { name = "steam-geyser", entity_name = "steam-geyser-bare", default_floor = "sand", position = { offset = { 300, 400 }, } } local _upgrade_data = { name = "steam-geyser-bare", upgrades = { ["restored-steam-geyser"] = { entity_name = "steam-geyser-pump", } } } local _event_data = { entity_name = "steam-geyser-pump", on_tick = script.generate_event_name(), attract_biters = { chance = { 0.0, 0.5 }, cycle = 600 * Time.SECOND, count = { 1, 10 }, } } local _composite_data = { base_entity = "steam-geyser-bare", destroy_origional = false, component_entities = { { entity_name = "invisible-label-1x1", offset = { x=0, y=0 }, operable=false, lable="Steam Geyser" } } } remote.call( "k-static-entities", "register", _static_data ) remote.call( "k-upgradable-entities", "register", _upgrade_data ) remote.call( "k-entity-events", "register", _event_data ) remote.call( "k-composite-entities", "register", _composite_data ) -- if the pump has created any water, make it 100 degrees Event.register(_event_data.on_tick, function(event) if event.entity and event.entity.valid and event.entity.fluidbox then for i = 1, #event.entity.fluidbox do if event.entity.fluidbox[i] and event.entity.fluidbox[i].temperature then local _box = event.entity.fluidbox[i] _box.temperature = 100 event.entity.fluidbox[i] = _box end end end end)
-------------------------------------------------------------------------------- --<[ Внутренние события ]>------------------------------------------------------ -------------------------------------------------------------------------------- addEvent( "Popup.onServerShowPopup", true ) -- Сервер показал popup ( string message, string / nil messageType, string / nil icon, number / nil delay ) -------------------------------------------------------------------------------- --<[ Модуль Popup ]>------------------------------------------------------------ -------------------------------------------------------------------------------- Popup = { init = function() addEventHandler( "Popup.onServerShowPopup", resourceRoot, Popup.onServerShowPopup ) Main.setModuleLoaded( "Popup", 1 ) end; -- Показать всплывающую подсказку -- > message string - текст подсказки -- > messageType string / nil - тип подсказки (по умолчанию info) -- > icon string / nil - значок возле подсказки (FontAwesome) -- > delay number / nil - время видимости окошка в мс. (по умолчанию 5000) -- = void show = function( message, messageType, icon, delay ) GUI.sendJS( "Popup.show", message, messageType, icon, tonumber( delay ) ) end; ---------------------------------------------------------------------------- --<[ Обработчики событий ]>------------------------------------------------- ---------------------------------------------------------------------------- -- Сервер показал popup onServerShowPopup = function( message, messageType, icon, delay ) Popup.show( message, messageType, icon, delay ) end; }; addEventHandler( "onClientResourceStart", resourceRoot, Popup.init )
local Schema = require "kong.db.schema" local ts = require "kong.db.schema.topological_sort" describe("schemas_topological_sort", function() local function collect_names(schemas) local names = {} for i = 1, #schemas do names[i] = schemas[i].name end return names end local function schema_new(s) return assert(Schema.new(s)) end it("sorts an array of unrelated schemas alphabetically by name", function() local a = schema_new({ name = "a", fields = {} }) local b = schema_new({ name = "b", fields = {} }) local c = schema_new({ name = "c", fields = {} }) local x = ts({ c, a, b }) assert.same({"a", "b", "c"}, collect_names(x)) end) it("it puts destinations first", function() local a = schema_new({ name = "a", fields = {} }) local c = schema_new({ name = "c", fields = { { a = { type = "foreign", reference = "a" }, }, } }) local b = schema_new({ name = "b", fields = { { a = { type = "foreign", reference = "a" }, }, { c = { type = "foreign", reference = "c" }, }, } }) local x = ts({ a, b, c }) assert.same({"a", "c", "b"}, collect_names(x)) end) it("puts core entities first, even when no relations", function() local a = schema_new({ name = "a", fields = {} }) local routes = schema_new({ name = "routes", fields = {} }) local x = ts({ a, routes }) assert.same({"routes", "a"}, collect_names(x)) end) it("puts workspaces before core and others, when no relations", function() local a = schema_new({ name = "a", fields = {} }) local workspaces = schema_new({ name = "workspaces", fields = {} }) local routes = schema_new({ name = "routes", fields = {} }) local x = ts({ a, routes, workspaces }) assert.same({"workspaces", "routes", "a"}, collect_names(x)) end) it("puts workspaces first, core entities second, and other entities afterwards, even with relations", function() local a = schema_new({ name = "a", fields = {} }) local services = schema_new({ name = "services", fields = {} }) local b = schema_new({ name = "b", fields = { { service = { type = "foreign", reference = "services" }, }, { a = { type = "foreign", reference = "a" }, }, } }) local routes = schema_new({ name = "routes", fields = { { service = { type = "foreign", reference = "services" }, }, } }) local workspaces = schema_new({ name = "workspaces", fields = {} }) local x = ts({ services, b, a, workspaces, routes }) assert.same({ "workspaces", "services", "routes", "a", "b" }, collect_names(x)) end) it("overrides core order if dependencies force it", function() -- This scenario is here in case in the future we allow plugin entities to precede core entities -- Not applicable today (kong 2.3.x) but maybe in future releases local a = schema_new({ name = "a", fields = {} }) local services = schema_new({ name = "services", fields = { { a = { type = "foreign", reference = "a" } } -- we somehow forced services to depend on a }}) local workspaces = schema_new({ name = "workspaces", fields = { { a = { type = "foreign", reference = "a" } } -- we somehow forced workspaces to depend on a } }) local x = ts({ services, a, workspaces }) assert.same({ "a", "workspaces", "services" }, collect_names(x)) end) it("returns an error if cycles are found", function() local a = schema_new({ name = "a", fields = { { b = { type = "foreign", reference = "b" }, }, } }) local b = schema_new({ name = "b", fields = { { a = { type = "foreign", reference = "a" }, }, } }) local x, err = ts({ a, b }) assert.is_nil(x) assert.equals("Cycle detected, cannot sort topologically", err) end) end)
----------------------------------- -- Area: Bastok Markets -- NPC: Nbu Latteh -- Starts & Finishes Quest: Mom, The Adventurer? -- Starts Quest: The Signpost Marks the Spot ----------------------------------- require("scripts/globals/settings"); require("scripts/globals/keyitems"); require("scripts/globals/titles"); require("scripts/globals/quests"); local ID = require("scripts/zones/Bastok_Markets/IDs"); ----------------------------------- function onTrade(player,npc,trade) end; function onTrigger(player,npc) local pFame = player:getFameLevel(BASTOK); local momTheAdventurer = player:getQuestStatus(BASTOK,tpz.quest.id.bastok.MOM_THE_ADVENTURER); local questStatus = player:getCharVar("MomTheAdventurer_Event"); if (player:needToZone()) then player:startEvent(127); -- chat about my work elseif (pFame < 2 and momTheAdventurer ~= QUEST_ACCEPTED and questStatus == 0) then player:startEvent(230); elseif (momTheAdventurer >= QUEST_ACCEPTED and questStatus == 2) then if (player:seenKeyItem(tpz.ki.LETTER_FROM_ROH_LATTEH)) then player:startEvent(234); elseif (player:hasKeyItem(tpz.ki.LETTER_FROM_ROH_LATTEH)) then player:startEvent(233); else player:startEvent(231); end elseif (pFame >= 2 and player:getQuestStatus(BASTOK,tpz.quest.id.bastok.THE_SIGNPOST_MARKS_THE_SPOT) == QUEST_AVAILABLE) then player:startEvent(235); else player:startEvent(127); end end; function onEventUpdate(player,csid,option) end; function onEventFinish(player,csid,option) if (csid == 230 and option == 0) then if (player:getFreeSlotsCount(0) > 0) then player:setCharVar("MomTheAdventurer_Event",1); player:addItem(4096); player:messageSpecial(ID.text.ITEM_OBTAINED,4096); -- Fire Crystal if (player:getQuestStatus(BASTOK,tpz.quest.id.bastok.MOM_THE_ADVENTURER) == QUEST_AVAILABLE) then player:addQuest(BASTOK,tpz.quest.id.bastok.MOM_THE_ADVENTURER); end else player:messageSpecial(ID.text.ITEM_CANNOT_BE_OBTAINED,4096); end elseif (csid == 233 or csid == 234) then if (player:seenKeyItem(tpz.ki.LETTER_FROM_ROH_LATTEH)) then gilReward = 100; else gilReward = 200; end player:needToZone(true); player:delKeyItem(tpz.ki.LETTER_FROM_ROH_LATTEH); player:addTitle(tpz.title.RINGBEARER); player:addGil(GIL_RATE*gilReward); player:messageSpecial(ID.text.GIL_OBTAINED, GIL_RATE*gilReward); player:setCharVar("MomTheAdventurer_Event",0); if (player:getQuestStatus(BASTOK,tpz.quest.id.bastok.MOM_THE_ADVENTURER) == QUEST_ACCEPTED) then player:addFame(BASTOK,20); player:completeQuest(BASTOK,tpz.quest.id.bastok.MOM_THE_ADVENTURER); else player:addFame(BASTOK,8) end elseif (csid == 235 and option == 0) then player:addQuest(BASTOK,tpz.quest.id.bastok.THE_SIGNPOST_MARKS_THE_SPOT); player:setCharVar("MomTheAdventurer_Event",0); end end;
-------------------------------------------------------------------------------- -- 81-501 controller panel -------------------------------------------------------------------------------- -- Copyright (C) 2013-2018 Metrostroi Team & FoxWorks Aerospace s.r.o. -- Contains proprietary code. See license.txt for additional information. -------------------------------------------------------------------------------- Metrostroi.DefineSystem("81_501_Panel") function TRAIN_SYSTEM:Initialize() -- Выключатель батареи (ВБ) self.Train:LoadSystem("VB","Relay","Switch", {bass = true}) self.Train:LoadSystem("AV","Relay","Switch", {bass = true}) self.Train:LoadSystem("KSD","Relay","Switch", {bass = true}) --??? self.Train:LoadSystem("KPVU","Relay","Switch", {bass = true}) self.Train:LoadSystem("VKF","Relay","Switch", {bass = true}) self.Train:LoadSystem("VU","Relay","Switch", {bass = true}) self.Train:LoadSystem("VU1","Relay","Switch", {bass = true}) --Heater self.Train:LoadSystem("VU2","Relay","Switch", {bass = true}) --EmergencyLights self.Train:LoadSystem("VU3","Relay","Switch", {bass = true}) --CabLights self.Train:LoadSystem("KRZD","Relay","Switch", {bass = true}) self.Train:LoadSystem("KDL","Relay","Switch", {bass = true}) self.Train:LoadSystem("LOn","Relay","Switch", {bass = true}) self.Train:LoadSystem("LOff","Relay","Switch", {bass = true}) self.Train:LoadSystem("VozvratRP","Relay","Switch", {bass = true}) self.Train:LoadSystem("KSN","Relay","Switch", {bass = true}) self.Train:LoadSystem("KDP","Relay","Switch", {bass = true}) self.Train:LoadSystem("VMK","Relay","Switch", {bass = true}) self.Train:LoadSystem("VUS","Relay","Switch", {bass = true}) self.Train:LoadSystem("VUD","Relay","Switch", {bass = true}) self.Train:LoadSystem("VDL","Relay","Switch", {bass = true}) self.Train:LoadSystem("KDPH","Relay","Switch", {bass = true}) self.Train:LoadSystem("PanelLamp","Relay","Switch", {bass = true, normally_closed=true}) self.V1 = 0 self.S6 = 0 self.S1 = 0 self.S2 = 0 self.SSN = 0 self.SSD = 0 self.TW18 = 0 self.Headlights1 = 0 self.Headlights2 = 0 self.RedLights = 0 self.EmergencyLights1 = 0 self.EmergencyLights2 = 0 self.MainLights1 = 0 self.MainLights2 = 0 self.BrY = 0 self.DoorsW = 0 self.DoorsWC = 0 self.GreenRP = 0 self.AnnouncerPlaying = 0 self.UPOPower = 0 end function TRAIN_SYSTEM:Outputs() return { "V1","GreenRP","S6","S1","S2","SSN","SSD","TW18","Headlights1","Headlights2","RedLights","EmergencyLights1","EmergencyLights2","MainLights1","MainLights2","BrY","DoorsW","DoorsWC","AnnouncerPlaying","UPOPower"} end
local loremipsum = {} local mattata = require('mattata') local HTTP = require('socket.http') function loremipsum:init(configuration) loremipsum.arguments = 'loremipsum' loremipsum.commands = mattata.commands(self.info.username, configuration.commandPrefix):c('loremipsum').table loremipsum.help = configuration.commandPrefix .. 'loremipsum - Generates a few Lorem Ipsum sentences!' end function loremipsum:onChannelPost(channel_post, configuration) local str, res = HTTP.request('http://loripsum.net/api/1/medium/plaintext') if res ~= 200 then mattata.sendMessage(channel_post.chat.id, configuration.errors.connection, nil, true, false, channel_post.message_id) return end mattata.sendMessage(channel_post.chat.id, str, nil, true, false, channel_post.message_id) end function loremipsum:onMessage(message, language) local str, res = HTTP.request('http://loripsum.net/api/1/medium/plaintext') if res ~= 200 then mattata.sendMessage(message.chat.id, language.errors.connection, nil, true, false, message.message_id) return end mattata.sendMessage(message.chat.id, str, nil, true, false, message.message_id) end return loremipsum
bit32 = bit ---Indicates a call when the server first starts up. RESET_REASON_BOOT = 0 ---Indicates a call by the engine, usually when the round/day resets in default game modes. RESET_REASON_ENGINECALL = 1 ---Indicates a call after the Lua state was manually reset. RESET_REASON_LUARESET = 2 ---Indicates a call from Server:reset. RESET_REASON_LUACALL = 3 ---In round-based modes, the player list screen is shown in this state to those who aren't spawned in. STATE_PREGAME = 1 ---Game is ongoing. In round-based modes, players not spawned in will spectate. World players can spawn as they please. STATE_GAME = 2 ---Used in round-based modes when the game is over and the player list is shown before reset. STATE_RESTARTING = 3 ---Driving mode. ---@deprecated TYPE_DRIVING = 1 ---Racing mode. ---@deprecated TYPE_RACE = 2 ---Round mode. TYPE_ROUND = 3 ---World mode. TYPE_WORLD = 4 ---Eliminator mode. TYPE_TERMINATOR = 5 ---Co-op mode. TYPE_COOP = 6 ---Versus mode. TYPE_VERSUS = 7 ---The hook library which hooked events will call upon. ---The hook.run function must be defined to use hooks. hook = { persistentMode = '' } ---Append to the prefix of the next printed line. ---@param prefix string The string to add to the next prefix. ---@deprecated function printAppend(prefix) end ---Recreate the Lua state completely at the start of the next logic tick. ---Runs lua/main.lua again after reset. ---@param mode string The string to set to hook.persistentMode in the new state. function flagStateForReset(mode) end ---Create a new Vector with 0 for every coordinate. ---@return Vector vector The created vector. function Vector() end ---Create a new Vector with given coordinates. ---@param x number ---@param y number ---@param z number ---@return Vector vector The created vector. function Vector(x, y, z) end ---Create a new RotMatrix. ---@param x1 number ---@param y1 number ---@param z1 number ---@param x2 number ---@param y2 number ---@param z2 number ---@param x3 number ---@param y3 number ---@param z3 number ---@return RotMatrix rotMatrix The created rotation matrix. function RotMatrix( x1, y1, z1, x2, y2, z2, x3, y3, z3 ) end ---Library for sending HTTP(S) requests. http = {} ---@class HTTPResponse ---@field status integer The HTTP status code. ---@field body string The response body. ---@field headers table<string, string> The response headers. ---Send an HTTP(S) GET request asynchronously. ---@param scheme string The hostname of the server to send the request to, with optional protocol and port. Ex. google.com, https://google.com, https://google.com:443 ---@param path string The path to request from the server. ---@param headers table<string, string> The table of request headers. ---@param callback fun(response: HTTPResponse?) The function to be called when the response is received or there was an error. function http.get(scheme, path, headers, callback) end ---Send an HTTP(S) POST request asynchronously. ---@param scheme string The hostname of the server to send the request to, with optional protocol and port. Ex. google.com, https://google.com, https://google.com:443 ---@param path string The path to request from the server. ---@param headers table<string, string> The table of request headers. ---@param body string The request body. ---@param contentType string The request body MIME type. ---@param callback fun(response: HTTPResponse?) The function to be called when the response is received or there was an error. function http.post(scheme, path, headers, body, contentType, callback) end ---Library for creating networked events. event = {} ---Play a sound. ---@param soundType integer The type of the sound. ---@param position Vector The position of the sound. ---@param volume number The volume of the sound, where 1.0 is standard. ---@param pitch number The pitch of the sound, where 1.0 is standard. function event.sound(soundType, position, volume, pitch) end ---Play a sound. ---@param soundType integer The type of the sound. ---@param position Vector The position of the sound. function event.sound(soundType, position) end ---Display a grenade explosion. ---@param position Vector The position to show the explosion at. function event.explosion(position) end ---Indicate a bullet has hit a person or thing. ---@param hitType integer The type of hit. 0 = bullet hole (stays until round reset), 1 = human hit (blood), 2 = car hit (metal), 3 = blood drip (bleeding). ---@param position Vector The position the bullet hit. ---@param normal Vector The normal of the surface the bullet hit. function event.bulletHit(hitType, position, normal) end ---Library for using generic physics functions of the engine. physics = {} ---@class LineIntersectResult ---@field hit boolean Whether it hit. If false, all other fields will be nil. ---@field pos Vector? The global position where the ray hit. ---@field normal Vector? The normal of the surface the ray hit. ---@field fraction number? How far along the ray the hit was (0.0 - 1.0). ---@field bone integer? Which bone the ray hit, if it was cast on a human. ---@field face integer? Which face the ray hit, if not a wheel, if it was cast on a vehicle. ---@field wheel integer? Which wheel the ray hit, if not a face, if it was cast on a vehicle. ---Cast a ray in the level and find where it hits. ---@param posA Vector The start point of the ray. ---@param posB Vector The end point of the ray. ---@return LineIntersectResult result The result of the intersection. function physics.lineIntersectLevel(posA, posB) end ---Cast a ray on a single human. ---@param human Human The human to cast the ray on. ---@param posA Vector The start point of the ray. ---@param posB Vector The end point of the ray. ---@return LineIntersectResult result The result of the intersection. function physics.lineIntersectHuman(human, posA, posB) end ---Cast a ray on a single vehicle. ---@param vehicle Vehicle The vehicle to cast the ray on. ---@param posA Vector The start point of the ray. ---@param posB Vector The end point of the ray. ---@return LineIntersectResult result The result of the intersection. function physics.lineIntersectVehicle(vehicle, posA, posB) end ---Cast a ray on an arbitrary triangle. ---The vertices of the triangle must be clockwise relative to the normal. ---The vector passed to outPosition will be modified by the function. ---@param outPosition Vector A vector whose values will be set to the position the ray hit. ---@param normal Vector The normal of the triangle. ---@param posA Vector The start point of the ray. ---@param posB Vector The end point of the ray. ---@param triA Vector The first vertex of the triangle. ---@param triB Vector The second vertex of the triangle. ---@param triC Vector The third vertex of the triangle. ---@return number? fraction How far along the ray hit was (0.0 - 1.0). Nil if it did not hit. function physics.lineIntersectTriangle(outPosition, normal, posA, posB, triA, triB, triC) end ---Remove all bullets that have no time remaining. ---May shift bullets in memory if any are removed. function physics.garbageCollectBullets() end ---Library for sending chat messages. chat = {} ---Display a message in the chat box to everybody. ---@param message string The message to send. Max length 63. function chat.announce(message) end ---Display a message in the chat box only to admins. ---More specifically, all players whose connection has `adminVisible` set to true. ---@param message string The message to send. Max length 63. function chat.tellAdmins(message) end ---Add a message to chat using the engine's expected values. ---@param speakerType integer The type of message. 0 = dead chat, 1 = human speaking, 2 = item speaking, 3 = MOTD, 4 = to admins, 5 = billboard, 6 = to player. ---@param message string The message to send. Max length 63. ---@param speakerIndex integer The index of the speaker object of the corresponding type, if applicable, or -1. ---@param volumeLevel integer The volume to speak at. 0 = whisper, 1 = normal, 2 = yell. ---@deprecated function chat.addRaw(speakerType, message, speakerIndex, volumeLevel) end ---Library for managing Account objects. ---accounts[index: integer] -> Account accounts = {} ---Save all accounts to the `server.srk` file. function accounts.save() end ---Get all accounts. ---@return Account[] accounts A list of all Account objects. function accounts.getAll() end ---Get the number of accounts. ---@return integer count How many Account objects there are. function accounts.getCount() end ---Find an account by phone number. ---@param phoneNumber integer The phone identifier to search for. ---@return Account? account The found account, or nil. function accounts.getByPhone(phoneNumber) end ---Library for managing Player objects. ---players[index: integer] -> Player players = {} ---Get all players. ---@return Player[] players A list of all Player objects. function players.getAll() end ---Get the number of players. ---@return integer count How many Player objects there are. function players.getCount() end ---Find a player by phone number. ---@param phoneNumber integer The phone identifier to search for. ---@return Player? player The found player, or nil. function players.getByPhone(phoneNumber) end ---Get all players, excluding bots. ---@return Player[] players A list of all Player objects, excluding bots. function players.getNonBots() end ---Create a new bot player. ---@return Player? bot The created bot player, or nil on failure. function players.createBot() end ---Library for managing Human objects. ---humans[index: integer] -> Human humans = {} ---Get all humans. ---@return Human[] humans A list of all Human objects. function humans.getAll() end ---Get the number of humans. ---@return integer count How many Human objects there are. function humans.getCount() end ---Create a new human. ---@param position Vector The position of the new Human. ---@param rotation RotMatrix The rotation of the new Human. ---@param player Player The player whose human this will be. ---@return Human? human The created human, or nil on failure. function humans.create(position, rotation, player) end ---Library for managing ItemType objects. ---itemTypes[index: integer] -> ItemType itemTypes = {} ---Get all item types. ---@return ItemType[] itemTypes A list of all ItemType objects. function itemTypes.getAll() end ---Get the number of item types. ---@return integer count How many ItemType objects there are. function itemTypes.getCount() end ---Library for managing Item objects. ---items[index: integer] -> Item items = {} ---Get all items. ---@return Item[] items A list of all Item objects. function items.getAll() end ---Get the number of items. ---@return integer count How many Item objects there are. function items.getCount() end ---Create a new item. ---@param type integer The type of the item. ---@param position Vector The position of the item. ---@param rotation RotMatrix The rotation of the item. ---@return Item? item The created item, or nil on failure. function items.create(type, position, rotation) end ---Create a new item. ---@param type integer The type of the item. ---@param position Vector The position of the item. ---@param velocity Vector The initial velocity of the item. ---@param rotation RotMatrix The rotation of the item. ---@return Item? item The created item, or nil on failure. function items.create(type, position, velocity, rotation) end ---Create a floppy rope consisting of many items. ---@param position Vector The position of the rope. Seems to be offset. ---@param rotation Vector The rotation of the rope. ---@return Item? item The created item, or nil on failure. ---@deprecated function items.createRope(position, rotation) end ---Library for managing Vehicle objects. ---vehicles[index: integer] -> Vehicle vehicles = {} ---Get all vehicles. ---@return Vehicle[] vehicles A list of all Vehicle objects. function vehicles.getAll() end ---Get the number of vehicles. ---@return integer count How many Vehicle objects there are. function vehicles.getCount() end ---Create a new vehicle. ---@param type integer The type of the vehicle. ---@param position Vector The position of the vehicle. ---@param rotation RotMatrix The rotation of the vehicle. ---@param color integer The color of the vehicle. ---@return Vehicle? vehicle The created vehicle, or nil on failure. function vehicles.create(type, position, rotation, color) end ---Library for managing Bullet objects. bullets = {} ---Get all bullets. ---@return Bullet[] bullets A list of all Bullet objects. function bullets.getAll() end ---Get the number of bullets. ---@return integer count How many Bullet objects there are. function bullets.getCount() end ---Library for managing RigidBody objects. ---rigidBodies[index: integer] -> RigidBody rigidBodies = {} ---Get all rigid bodies. ---@return RigidBody[] rigidBodies A list of all RigidBody objects. function rigidBodies.getAll() end ---Get the number of rigid bodies. ---@return integer count How many RigidBody objects there are. function rigidBodies.getCount() end ---Library for managing Bond objects. ---bonds[index: integer] -> Bond bonds = {} ---Get all bonds. ---@return Bond[] bonds A list of all Bond objects. function bonds.getAll() end ---Get the number of bonds. ---@return integer count How many Bond objects there are. function bonds.getCount() end ---Library for managing Street objects. ---streets[index: integer] -> Street streets = {} ---Get all streets. ---@return Street[] streets A list of all Street objects. function streets.getAll() end ---Get the number of streets. ---@return integer count How many Street objects there are. function streets.getCount() end ---Library for managing StreetIntersection objects. ---intersections[index: integer] -> StreetIntersection intersections = {} ---Get all street intersections. ---@return StreetIntersection[] intersections A list of all StreetIntersection objects. function intersections.getAll() end ---Get the number of street intersections. ---@return integer count How many StreetIntersection objects there are. function intersections.getCount() end ---@class ListDirectoryEntry ---@field isDirectory boolean Whether the entry is a directory. ---@field name string The name of the file/directory. Ex. "asphalt2.png". ---@field stem string The stem of the filename if this is a file. Ex. "asphalt2". ---@field extension string The extension of the filename if this is a file. Ex. ".png". ---Get the contents of a directory. ---@param path string The path to the directory to scan. ---@return ListDirectoryEntry[] entries A list of all entries in the directory. function os.listDirectory(path) end ---Create a directory if it does not already exist. ---@param path string The path of the directory. ---@return boolean created Whether the directory was created. function os.createDirectory(path) end
require 'SRC.strict' -- define some convenience functions function get_point_by_name (container, name) for key, value in ipairs(container) do if value["name"] == name then value["coordinates"] = value["point"] return value end end print('container does not contain point with name: ', name) end function get_sphere_inertia (mass, radius) local val val = 2.0/5.0 * mass * radius * radius return { {val, 0.0, 0.0}, {0.0, val, 0.0}, {0.0, 0.0, val} } end function get_box_inertia (mass, width, height, depth) local valx, valy, valz valx = 1.0/12.0 * mass * (height*height + depth*depth) valy = 1.0/12.0 * mass * (width*width + height*height) valz = 1.0/12.0 * mass * (width*width + depth*depth) return { {valx, 0.0, 0.0}, { 0.0, valy, 0.0}, { 0.0, 0.0, valz} } end -- define some constants cart_w = 0.50 -- x-axis cart_d = 0.20 -- y-axis cart_h = 0.20 -- z-axis cart_m = 10.0 cart_com = { 0.0, 0.0, 0.0---cart_h/4.0 } pend_l = 0.5 pend_r = 0.1 pend_m = 1.0 pend_com = { 0.0, 0.0, pend_l } -- build model bodies = { cart = {mass = cart_m, com = cart_com, inertia = get_box_inertia(cart_m, cart_w, cart_h, cart_d)}, pendulum = {mass = pend_m, com = pend_com, inertia = get_sphere_inertia(pend_m, pend_r)}, } meshes = { cart = { name = "cart", dimensions = {cart_w, cart_d, cart_h}, color = {0.0, 1.0, 0.0}, mesh_center = {0, 0, 0}, translate = {0, 0, 0}, rotate = {0.0, 0.0, 0.0}, src = "meshes/unit_cube.obj", }, cart_com = { name = "cart_com", dimensions = {0.05, 0.05, 0.05}, color = {0.0, 0.0, 0.0}, mesh_center = cart_com, translate = {0, 0, 0}, rotate = {0.0, 0.0, 0.0}, src = "meshes/unit_cube.obj", }, link = { name = "link", dimensions = {0.02, 0.02, pend_l}, color = {0.5, 0.5, 0.0}, mesh_center = {0, 0, 0}, translate = {0, 0, pend_l/2.0}, rotate = {0.0, 0.0, 0.0}, src = "meshes/unit_cube.obj", }, pendulum = { name = "pendulum", dimensions = {pend_r, pend_r, pend_r}, color = {1.0, 0.0, 0.0}, mesh_center = {0, 0, 0}, translate = {0, 0, pend_l}, rotate = {0.0, 0.0, 0.0}, src = "meshes/unit_sphere_medres.obj", }, pend_com = { name = "pend_com", dimensions = {0.05, 0.05, 0.05}, color = {0.0, 0.0, 0.0}, mesh_center = pend_com, translate = {0, 0, 0}, rotate = {0.0, 0.0, 0.0}, src = "meshes/unit_cube.obj", }, } joints = { fixed = {}, trans_x = { { 0., 0., 0., 1., 0., 0.}, }, rot_y = { { 0., 1., 0., 0., 0., 0.}, }, base = { { 0., 0., 0., 1., 0., 0.}, { 0., 0., 0., 0., 0., 1.}, { 0., 1., 0., 0., 0., 0.}, }, } contact_points = { {name = "mass", point = {0., 0., pend_l}, body = "pendulum",}, } model = { gravity = { 0., 0., -9.81}, configuration = { axis_front = { 1., 0., 0.}, axis_right = { 0., -1., 0.}, axis_up = { 0., 0., 1.} }, points = contact_points, frames = { -- free flyer cart { name = "cart", parent = "ROOT", body = bodies.cart, joint = joints.trans_x, joint_frame = { r = {0.0, 0.0, 0.0}, E = { {1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}, } }, visuals = { meshes.cart, meshes.cart_com, } }, -- unactuated pendulum { name = "pendulum", parent = "cart", body = bodies.pendulum, joint = joints.rot_y, joint_frame = { r = {0.0, 0.0, 0.0}, E = { {1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}, } }, visuals = { meshes.pendulum, meshes.pend_com, meshes.link, } }, -- dummy frame for curve plotting { name = "pendulum_com", parent = "pendulum", joint = joints.fixed, joint_frame = { r = pend_com, E = { {1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}, } }, point = get_point_by_name(contact_points, "mass"), visuals = { }, }, } } return model
local GUI = require("GUI") local internet = require("Internet") local system = require("System") local filesystem = require("Filesystem") local image = require("Image") local color = require("Color") local screen = require("Screen") local paths = require("Paths") local text = require("Text") local keyboard = require("Keyboard") local args, options = system.parseArguments(...) -------------------------------------------------------------------- local recentColorsLimit = 52 local recentFilesLimit = 10 local config = { recentColors = {}, recentFiles = {}, transparencyBackground = 0xFFFFFF, transparencyForeground = 0xD2D2D2, } local locale = system.getCurrentScriptLocalization() local currentScriptDirectory = filesystem.path(system.getCurrentScript()) local toolsPath = currentScriptDirectory .. "Tools/" local configPath = paths.user.applicationData .. "Picture Edit/Config2.cfg" local savePath local saveItem local tool local workspace, window, menu = system.addWindow(GUI.filledWindow(1, 1, 125, 37, 0x1E1E1E)) -------------------------------------------------------------------- window.newInput = function(...) return GUI.input(1, 1, 1, 1, 0x1E1E1E, 0xC3C3C3, 0x5A5A5A, 0x1E1E1E, 0xD2D2D2, ...) end window.newSlider = function(...) local slider = GUI.slider(1, 1, 1, 0x66DB80, 0x1E1E1E, 0xE1E1E1, 0x878787, ...) slider.roundValues = true return slider end window.newSwitch = function(...) return GUI.switchAndLabel(1, 1, 1, 6, 0x66DB80, 0x1E1E1E, 0xE1E1E1, 0x878787, ...) end window.newButton1 = function(...) return GUI.roundedButton(1, 1, 36, 1, 0xE1E1E1, 0x4B4B4B, 0x4B4B4B, 0xE1E1E1, ...) end window.newButton2 = function(...) local button = GUI.roundedButton(1, 1, 36, 1, 0x4B4B4B, 0xE1E1E1, 0x2D2D2D, 0xE1E1E1, ...) button.colors.disabled.background, button.colors.disabled.text = 0x4B4B4B, 0x787878 return button end -------------------------------------------------------------------- local function saveConfig() filesystem.writeTable(configPath, config) end local function loadConfig() if filesystem.exists(configPath) then config = filesystem.readTable(configPath) else local perLine = 13 local value, step = 0, 360 / (recentColorsLimit - perLine) for i = 1, recentColorsLimit - perLine do table.insert(config.recentColors, color.HSBToInteger(value, 1, 1)) value = value + step end value, step = 0, 255 / perLine for i = 1, perLine do table.insert(config.recentColors, color.RGBToInteger(math.floor(value), math.floor(value), math.floor(value))) value = value + step end saveConfig() end end local function addRecentFile(path) for i = 1, #config.recentFiles do if config.recentFiles[i] == path then return end end table.insert(config.recentFiles, 1, path) if #config.recentFiles > recentFilesLimit then table.remove(config.recentFiles, #config.recentFiles) end saveConfig() end loadConfig() local function addTitle(container, text) local titleContainer = container:addChild(GUI.container(1, 1, container.width, 1)) titleContainer:addChild(GUI.panel(1, 1, titleContainer.width, 1, 0x1E1E1E)) titleContainer:addChild(GUI.text(2, 1, 0xD2D2D2, text)) return titleContainer end window.image = window:addChild(GUI.object(1, 1, 1, 1)) window.image.data = {} window.sidebarPanel = window:addChild(GUI.panel(1, 1, 28, 1, 0x2D2D2D)) window.sidebarLayout = window:addChild(GUI.layout(1, 1, window.sidebarPanel.width, 1, 1, 1)) window.sidebarLayout:setAlignment(1, 1, GUI.ALIGNMENT_HORIZONTAL_CENTER, GUI.ALIGNMENT_VERTICAL_TOP) window.sidebarLayout.eventHandler = function(workspace, object, e1, e2, e3, e4, e5) if e1 == "scroll" then local h, v = window.sidebarLayout:getMargin(1, 1) local from = 0 local to = -window.sidebarLayout.cells[1][1].childrenHeight + 2 v = v + (e5 > 0 and 2 or -2) if v > from then v = from elseif v < to then v = to end window.sidebarLayout:setMargin(1, 1, h, v) end end addTitle(window.sidebarLayout, locale.recentColors) local recentColorsContainer = window.sidebarLayout:addChild(GUI.container(1, 1, window.sidebarLayout.width - 2, 4)) local x, y = 1, 1 for i = 1, #config.recentColors do local button = recentColorsContainer:addChild(GUI.button(x, y, 2, 1, 0x0, 0x0, 0x0, 0x0, " ")) button.onTouch = function() window.primaryColorSelector.color = config.recentColors[i] end x = x + 2 if x > recentColorsContainer.width - 1 then x, y = 1, y + 1 end end local currentToolTitle = addTitle(window.sidebarLayout, locale.toolProperties) window.currentToolLayout = window.sidebarLayout:addChild(GUI.layout(1, 1, window.sidebarLayout.width, 1, 1, 1)) window.currentToolLayout:setAlignment(1, 1, GUI.ALIGNMENT_HORIZONTAL_CENTER, GUI.ALIGNMENT_VERTICAL_TOP) window.currentToolLayout:setFitting(1, 1, true, false, 2, 0) local aboutToolTitle = addTitle(window.sidebarLayout, locale.aboutTool) local aboutToolTextBox = window.sidebarLayout:addChild(GUI.textBox(1, 1, window.sidebarLayout.width - 2, 1, nil, 0x787878, {}, 1, 0, 0)) window.toolsList = window:addChild(GUI.list(1, 1, 7, 1, 3, 0, 0x2D2D2D, 0x787878, 0x2D2D2D, 0x787878, 0x3C3C3C, 0xE1E1E1)) window.toolsList:setMargin(0, 3) local function onToolTouch(index) tool = window.toolsList:getItem(index).tool window.toolsList.selectedItem = index window.currentToolOverlay:removeChildren() window.currentToolLayout:removeChildren() currentToolTitle.hidden = not tool.onSelection window.currentToolLayout.hidden = currentToolTitle.hidden window.sidebarLayout:setMargin(1, 1, 0, 0) if tool.onSelection then local result, reason = pcall(tool.onSelection) if result then window.currentToolLayout:update() local lastChild = window.currentToolLayout.children[#window.currentToolLayout.children] if lastChild then window.currentToolLayout.height = lastChild.localY + lastChild.height - 1 end else GUI.alert(reason) end end aboutToolTitle.hidden = not tool.about aboutToolTextBox.hidden = aboutToolTitle.hidden if tool.about then aboutToolTextBox.lines = text.wrap({tool.about}, aboutToolTextBox.width) aboutToolTextBox.height = #aboutToolTextBox.lines end end local tools = filesystem.list(toolsPath) for i = 1, #tools do if filesystem.extension(tools[i]) == ".lua" then local result, reason = loadfile(toolsPath .. tools[i]) if result then result, reason = pcall(result, workspace, window, menu, locale) if result then local item = window.toolsList:addItem(reason.shortcut) item.tool = reason item.onTouch = function() onToolTouch(i) end else error("Failed to perform pcall() on tool " .. tools[i] .. ": " .. reason) end else error("Failed to perform loadfile() on tool " .. tools[i] .. ": " .. reason) end end end window.image.draw = function(object) GUI.drawShadow(object.x, object.y, object.width, object.height, nil, true) local y, text = object.y + object.height + 1, locale.size .. object.width .. "x" .. object.height screen.drawText(math.floor(object.x + object.width / 2 - unicode.len(text) / 2), y, 0x5A5A5A, text) if savePath then text = locale.path .. savePath screen.drawText(math.floor(object.x + object.width / 2 - unicode.len(text) / 2), y + 1, 0x5A5A5A, text) end local x, y, step, notStep, background, foreground, symbol = object.x, object.y, false, window.image.width % 2 for i = 3, #window.image.data, 4 do if window.image.data[i + 2] == 0 then background = window.image.data[i] foreground = window.image.data[i + 1] symbol = window.image.data[i + 3] elseif window.image.data[i + 2] < 1 then background = color.blend(config.transparencyBackground, window.image.data[i], window.image.data[i + 2]) foreground = window.image.data[i + 1] symbol = window.image.data[i + 3] else if window.image.data[i + 3] == " " then background = config.transparencyBackground foreground = config.transparencyForeground symbol = step and "▒" or "░" else background = config.transparencyBackground foreground = window.image.data[i + 1] symbol = window.image.data[i + 3] end end screen.set(x, y, background, foreground, symbol) x, step = x + 1, not step if x > object.x + object.width - 1 then x, y = object.x, y + 1 if notStep == 0 then step = not step end end end end local function updateRecentColorsButtons() for i = 1, #config.recentColors do recentColorsContainer.children[i].colors.default.background = config.recentColors[i] recentColorsContainer.children[i].colors.pressed.background = 0xFFFFFF - config.recentColors[i] end end local function swapColors() window.primaryColorSelector.color, window.secondaryColorSelector.color = window.secondaryColorSelector.color, window.primaryColorSelector.color end local function colorSelectorDraw(object) screen.drawRectangle(object.x + 1, object.y, object.width - 2, object.height, object.color, 0x0, " ") for y = object.y, object.y + object.height - 1 do screen.drawText(object.x, y, object.color, "⢸") screen.drawText(object.x + object.width - 1, y, object.color, "⡇") end end window.secondaryColorSelector = window:addChild(GUI.colorSelector(3, 1, 5, 2, 0xFFFFFF, " ")) window.primaryColorSelector = window:addChild(GUI.colorSelector(2, 1, 5, 2, 0x000000, " ")) window.secondaryColorSelector.draw, window.primaryColorSelector.draw = colorSelectorDraw, colorSelectorDraw window.swapColorsButton = window:addChild(GUI.button(1, 1, window.toolsList.width, 1, nil, 0x696969, nil, 0xA5A5A5, " ←→")) window.swapColorsButton.onTouch = swapColors local function setSavePath(path) savePath, saveItem.disabled = path, path == nil end local function loadImage(path) local result, reason if filesystem.extension(path) == ".txt" then result = image.fromString(filesystem.read(path)) else result, reason = image.load(path) end if result then setSavePath(path) addRecentFile(path) window.image.data = result else GUI.alert(reason) end end local function save(path) if filesystem.extension(path) == ".pic" then local result, reason = image.save(path, window.image.data, 7) if result then setSavePath(path) addRecentFile(path) else GUI.alert(reason) end else setSavePath(path) filesystem.write(path, image.toString(window.image.data)) end computer.pushSignal("system", "updateFileList") end local function saveAs() local filesystemDialog = GUI.addFilesystemDialog(workspace, true, 50, math.floor(window.height * 0.8), locale.save, locale.cancel, locale.fileName, "/") filesystemDialog:setMode(GUI.IO_MODE_SAVE, GUI.IO_MODE_FILE) filesystemDialog:addExtensionFilter(".pic") filesystemDialog:addExtensionFilter(".txt") filesystemDialog:expandPath(paths.user.desktop) filesystemDialog.filesystemTree.selectedItem = paths.user.desktop filesystemDialog:show() filesystemDialog.onSubmit = function(path) save(path) end end local function newNoGUI(width, height, path) setSavePath(path) window.image.data = {width, height} for i = 1, width * height do table.insert(window.image.data, 0x0) table.insert(window.image.data, 0x0) table.insert(window.image.data, 1) table.insert(window.image.data, " ") end end local function new() local container = GUI.addBackgroundContainer(workspace, true, true, locale.newPicture) container.panel.eventHandler = nil local layout = container.layout:addChild(GUI.layout(1, 1, 36, 3, 1, 1)) layout:setDirection(1, 1, GUI.DIRECTION_HORIZONTAL) layout:setSpacing(1, 1, 0) local function addInput(...) return layout:addChild(GUI.input(1, 1, 36, 3, 0xE1E1E1, 0x696969, 0x969696, 0xE1E1E1, 0x2D2D2D, ...)) end local widthInput = addInput("", locale.width) layout:addChild(GUI.text(1, 1, 0x696969, " x ")) local heightInput = addInput("", locale.height) widthInput.width, heightInput.width = 16, 17 container.layout:addChild(GUI.button(1, 1, 30, 3, 0xFFFFFF, 0x555555, 0x880000, 0xFFFFFF, locale.ok)).onTouch = function() if widthInput.text:match("%d+") and heightInput.text:match("%d+") then newNoGUI(tonumber(widthInput.text), tonumber(heightInput.text), nil) window.image.reposition() end container:remove() end container.layout:addChild(GUI.button(1, 1, 30, 3, 0xFFFFFF, 0x555555, 0x880000, 0xFFFFFF, locale.cancel)).onTouch = function() container:remove() end end local function open() local filesystemDialog = GUI.addFilesystemDialog(workspace, true, 50, math.floor(window.height * 0.8), locale.open, locale.cancel, locale.fileName, "/") filesystemDialog:setMode(GUI.IO_MODE_OPEN, GUI.IO_MODE_FILE) filesystemDialog:addExtensionFilter(".pic") filesystemDialog:addExtensionFilter(".txt") filesystemDialog:expandPath(paths.user.desktop) filesystemDialog:show() filesystemDialog.onSubmit = function(path) loadImage(path) window.image.reposition() end end window.image.eventHandler = function(workspace, object, e1, e2, e3, e4, ...) if e1 == "key_down" then -- D if e4 == 32 then window.primaryColorSelector.color, window.secondaryColorSelector.color = 0x0, 0xFFFFFF workspace:draw() -- X elseif e4 == 45 then swapColors() elseif keyboard.isControlDown() or keyboard.isCommandDown() then -- S if e4 == 31 then if keyboard.isShiftDown() then saveAs() elseif not saveItem.disabled then save(savePath) end -- N elseif e4 == 49 then new() -- O elseif e4 == 24 then open() end else for i = 1, window.toolsList:count() do if e4 == window.toolsList:getItem(i).tool.keyCode then onToolTouch(i) return end end end end local result, reason = pcall(tool.eventHandler, workspace, object, e1, e2, e3, e4, ...) if not result then GUI.alert("Tool eventHandler() failed: " .. reason) end end window.image.setPosition = function(x, y) window.image.localX = x window.image.localY = y window.currentToolOverlay.localX = x window.currentToolOverlay.localY = y end window.image.reposition = function() window.image.width = window.image.data[1] window.image.height = window.image.data[2] window.currentToolOverlay.width = window.image.width window.currentToolOverlay.height = window.image.height if window.image.width < window.backgroundPanel.width then window.image.setPosition( math.floor(window.backgroundPanel.localX + window.backgroundPanel.width / 2 - window.image.width / 2), math.floor(window.backgroundPanel.localY + window.backgroundPanel.height / 2 - window.image.height / 2) ) else window.image.setPosition( window.backgroundPanel.localX, window.backgroundPanel.localY ) end end local fileItem = menu:addContextMenuItem(locale.file) fileItem:addItem(locale.new, false, "^N").onTouch = new fileItem:addSeparator() fileItem:addItem(locale.open, false, "^O").onTouch = open local fileItemSubMenu = fileItem:addSubMenuItem(locale.openRecent, #config.recentFiles == 0) for i = 1, #config.recentFiles do fileItemSubMenu:addItem(text.limit(config.recentFiles[i], 32, "left")).onTouch = function() loadImage(config.recentFiles[i]) window.image.reposition() end end fileItem:addItem(locale.openFromURL).onTouch = function() local container = GUI.addBackgroundContainer(workspace, true, true, locale.openFromURL) container.panel.eventHandler = nil local input = container.layout:addChild(GUI.input(1, 1, 36, 3, 0xE1E1E1, 0x696969, 0x969696, 0xE1E1E1, 0x2D2D2D, "", "http://example.com/test.pic")) local okBut = container.layout:addChild(GUI.button(1, 1, 30, 3, 0xFFFFFF, 0x555555, 0x880000, 0xFFFFFF, locale.ok)) local cancelBut = container.layout:addChild(GUI.button(1, 1, 30, 3, 0xFFFFFF, 0x555555, 0x880000, 0xFFFFFF, locale.cancel)) okBut.onTouch = function() if #input.text > 0 then input:remove() okBut:remove() cancelBut:remove() container.layout:addChild(GUI.label(1, 1, container.width, 1, 0x969696, locale.downloading):setAlignment(GUI.ALIGNMENT_HORIZONTAL_CENTER, GUI.ALIGNMENT_VERTICAL_TOP)) workspace:draw() local temporaryPath = system.getTemporaryPath() .. ".pic" local result, reason = internet.download(input.text, temporaryPath) container:remove() if result then loadImage(temporaryPath) window.image.reposition() filesystem.remove(temporaryPath) setSavePath(nil) else GUI.alert(reason) end else container:remove() end end cancelBut.onTouch = function() container:remove() end end fileItem:addSeparator() saveItem = fileItem:addItem(locale.save, false, "^S") saveItem.onTouch = function() save(savePath) end fileItem:addItem(locale.saveAs, false, "^⇧S").onTouch = saveAs menu:addItem(locale.view).onTouch = function() local container = GUI.addBackgroundContainer(workspace, true, true, locale.view) container.panel.eventHandler = nil local colorSelector1 = container.layout:addChild(GUI.colorSelector(1, 1, 36, 3, config.transparencyBackground, locale.transBack)) local colorSelector2 = container.layout:addChild(GUI.colorSelector(1, 1, 36, 3, config.transparencyForeground, locale.transFor)) container.layout:addChild(GUI.button(1, 1, 30, 3, 0xFFFFFF, 0x555555, 0x880000, 0xFFFFFF, locale.ok)).onTouch = function() config.transparencyBackground, config.transparencyForeground = colorSelector1.color, colorSelector2.color container:remove() saveConfig() end container.layout:addChild(GUI.button(1, 1, 30, 3, 0xFFFFFF, 0x555555, 0x880000, 0xFFFFFF, locale.cancel)).onTouch = function() container:remove() end end local imageItem = menu:addContextMenuItem(locale.image) imageItem:addItem(locale.flipVertical).onTouch = function() window.image.data = image.flipVertically(window.image.data) end imageItem:addItem(locale.flipHorizontal).onTouch = function() window.image.data = image.flipHorizontally(window.image.data) end imageItem:addSeparator() imageItem:addItem(locale.rotate90).onTouch = function() window.image.data = image.rotate(window.image.data, 90) window.image.width = window.image.data[1] window.image.height = window.image.data[2] window.image.reposition() end imageItem:addItem(locale.rotate180).onTouch = function() window.image.data = image.rotate(window.image.data, 180) window.image.width = window.image.data[1] window.image.height = window.image.data[2] window.image.reposition() end imageItem:addItem(locale.rotate270).onTouch = function() window.image.data = image.rotate(window.image.data, 270) window.image.width = window.image.data[1] window.image.height = window.image.data[2] window.image.reposition() end local editItem = menu:addContextMenuItem(locale.edit) editItem:addItem(locale.hueSaturation).onTouch = function() local container = GUI.addBackgroundContainer(workspace, true, true, locale.hueSaturation) container.layout:setSpacing(1, 1, 2) container.panel.eventHandler = nil local hue = container.layout:addChild(GUI.slider(1, 1, 50, 0x66DB80, 0x0, 0xFFFFFF, 0xAAAAAA, -360, 360, 0, true, locale.hue)) local satur = container.layout:addChild(GUI.slider(1, 1, 50, 0x66DB80, 0x0, 0xFFFFFF, 0xAAAAAA, -100, 100, 0, true, locale.saturation)) local bright = container.layout:addChild(GUI.slider(1, 1, 50, 0x66DB80, 0x0, 0xFFFFFF, 0xAAAAAA, -100, 100, 0, true, locale.brightness)) hue.roundValues = true satur.roundValues = true bright.roundValues = true local buttonsLay = container.layout:addChild(GUI.layout(1, 1, 30, 7, 1, 1)) buttonsLay:addChild(GUI.button(1, 1, 30, 3, 0xFFFFFF, 0x555555, 0x880000, 0xFFFFFF, locale.ok)).onTouch = function() window.image.data = image.hueSaturationBrightness(window.image.data, hue.value, satur.value/100, bright.value/100) container:remove() end buttonsLay:addChild(GUI.button(1, 1, 30, 3, 0xFFFFFF, 0x555555, 0x880000, 0xFFFFFF, locale.cancel)).onTouch = function() container:remove() end end editItem:addItem(locale.colorBalance).onTouch = function() local container = GUI.addBackgroundContainer(workspace, true, true, locale.colorBalance) container.layout:setSpacing(1, 1, 2) container.panel.eventHandler = nil local r = container.layout:addChild(GUI.slider(1, 1, 50, 0x66DB80, 0x0, 0xFF0000, 0xAAAAAA, -255, 255, 0, true, "R: ")) local g = container.layout:addChild(GUI.slider(1, 1, 50, 0x66DB80, 0x0, 0x00FF00, 0xAAAAAA, -255, 255, 0, true, "G: ")) local b = container.layout:addChild(GUI.slider(1, 1, 50, 0x66DB80, 0x0, 0x0000FF, 0xAAAAAA, -255, 255, 0, true, "B: ")) r.roundValues = true g.roundValues = true b.roundValues = true local buttonsLay = container.layout:addChild(GUI.layout(1, 1, 30, 7, 1, 1)) buttonsLay:addChild(GUI.button(1, 1, 30, 3, 0xFFFFFF, 0x555555, 0x880000, 0xFFFFFF, locale.ok)).onTouch = function() window.image.data = image.colorBalance(window.image.data, math.floor(r.value), math.floor(g.value), math.floor(b.value)) container:remove() end buttonsLay:addChild(GUI.button(1, 1, 30, 3, 0xFFFFFF, 0x555555, 0x880000, 0xFFFFFF, locale.cancel)).onTouch = function() container:remove() end end editItem:addItem(locale.photoFilter).onTouch = function() local container = GUI.addBackgroundContainer(workspace, true, true, locale.photoFilter) container.layout:setSpacing(1, 1, 2) container.panel.eventHandler = nil local filterColor = container.layout:addChild(GUI.colorSelector(1, 1, 30, 3, 0x333333, locale.filterColor)) local transparency = container.layout:addChild(GUI.slider(1, 1, 50, 0x66DB80, 0x0, 0xFFFFFF, 0xAAAAAA, 0, 1, 0.5, true, locale.transparency)) local buttonsLay = container.layout:addChild(GUI.layout(1, 1, 30, 7, 1, 1)) buttonsLay:addChild(GUI.button(1, 1, 30, 3, 0xFFFFFF, 0x555555, 0x880000, 0xFFFFFF, locale.ok)).onTouch = function() window.image.data = image.blend(window.image.data, filterColor.color, transparency.value) container:remove() end buttonsLay:addChild(GUI.button(1, 1, 30, 3, 0xFFFFFF, 0x555555, 0x880000, 0xFFFFFF, locale.cancel)).onTouch = function() container:remove() end end editItem:addSeparator() editItem:addItem(locale.invertColors).onTouch = function() window.image.data = image.invert(window.image.data) end editItem:addItem(locale.blackWhite).onTouch = function() window.image.data = image.blackAndWhite(window.image.data) end editItem:addSeparator() editItem:addItem(locale.gaussianBlur).onTouch = function() local container = GUI.addBackgroundContainer(workspace, true, true, locale.gaussianBlur) container.panel.eventHandler = nil local radius = container.layout:addChild(GUI.slider(1, 1, 50, 0x66DB80, 0x0, 0xFFFFFF, 0xAAAAAA, 1, 10, 2, true, locale.radius)) radius.height = 2 radius.roundValues = true local force = container.layout:addChild(GUI.slider(1, 1, 50, 0x66DB80, 0x0, 0xFFFFFF, 0xAAAAAA, 0, 1, 0.5, true, locale.force)) force.height = 2 container.layout:addChild(GUI.button(1, 1, 30, 3, 0xFFFFFF, 0x555555, 0x880000, 0xFFFFFF, locale.ok)).onTouch = function() window.image.data = image.convolve(window.image.data, image.getGaussianBlurKernel(math.floor(radius.value), force.value)) container:remove() end container.layout:addChild(GUI.button(1, 1, 30, 3, 0xFFFFFF, 0x555555, 0x880000, 0xFFFFFF, locale.cancel)).onTouch = function() container:remove() end end menu:addItem(locale.hotkeys).onTouch = function() local container = GUI.addBackgroundContainer(workspace, true, true, locale.hotkeys) container.layout:addChild(GUI.textBox(1, 1, 36, 1, nil, 0x969696, locale.hotkeysText, 1, 0, 0, true, true)).eventHandler = nil end window.currentToolOverlay = window:addChild(GUI.container(1, 1, 1, 1)) window.onResize = function(width, height) window.backgroundPanel.localX = window.toolsList.width + 1 window.backgroundPanel.width = width - window.sidebarLayout.width - window.toolsList.width window.backgroundPanel.height = height window.sidebarPanel.localX = window.width - window.sidebarPanel.width + 1 window.sidebarPanel.height = height window.sidebarLayout.localX = window.sidebarPanel.localX window.sidebarLayout.height = height window.toolsList.height = height window.secondaryColorSelector.localY = height - 4 window.primaryColorSelector.localY = height - 5 window.swapColorsButton.localY = height - 1 window.image.reposition() end ---------------------------------------------------------------- window.actionButtons:moveToFront() updateRecentColorsButtons() if (options.o or options.open) and args[1] then if filesystem.exists(args[1]) then loadImage(args[1]) elseif options.n and args[2] and args[3] then newNoGUI(args[2], args[3], args[1]) else newNoGUI(50, 20, nil) end else newNoGUI(50, 20, nil) end window:resize(window.width, window.height) onToolTouch(5)
local helpers = require "spec.helpers" local cjson = require "cjson" describe("Resolver", function() local admin_client setup(function() assert(helpers.start_kong({ custom_plugins = "database-cache", lua_package_path = "?/init.lua;./kong/?.lua;./spec/fixtures/?.lua" })) admin_client = helpers.admin_client() assert(helpers.dao.apis:insert { request_host = "mockbin.com", upstream_url = "http://mockbin.com" }) local res = assert(admin_client:send { method = "POST", path = "/apis/mockbin.com/plugins/", body = { name = "database-cache" }, headers = { ["Content-Type"] = "application/json" } }) assert.res_status(201, res) end) teardown(function() if admin_client then admin_client:close() end helpers.stop_kong() end) it("avoids dog-pile effect", function() local function make_request(premature, sleep_time) local client = helpers.proxy_client() assert(client:send { method = "GET", path = "/status/200?sleep="..sleep_time, headers = { ["Host"] = "mockbin.com" } }) client:close() end assert(ngx.timer.at(0, make_request, 2)) assert(ngx.timer.at(0, make_request, 5)) assert(ngx.timer.at(0, make_request, 1)) helpers.wait_until(function() local res = assert(admin_client:send { method = "GET", path = "/cache/invocations" }) local body = assert.res_status(200, res) return cjson.decode(body).message == 3 end, 10) -- Invocation are 3, but lookups should be 1 local res = assert(admin_client:send { method = "GET", path = "/cache/lookups" }) local body = assert.res_status(200, res) assert.equal(1, cjson.decode(body).message) ngx.sleep(1) -- block to allow timers requests to finish end) end)
--元灵的后续·Monosu local m=37564052 local cm=_G["c"..m] xpcall(function() require("expansions/script/c37564765") end,function() require("script/c37564765") end) cm.Senya_name_with_elem=true function cm.initial_effect(c) --xyz summon aux.AddXyzProcedure(c,nil,4,2,nil,nil,63) c:EnableReviveLimit() local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(m,0)) e1:SetCategory(CATEGORY_DRAW) e1:SetType(EFFECT_TYPE_IGNITION) e1:SetRange(LOCATION_MZONE) e1:SetCountLimit(1,m) e1:SetCost(cm.cost) e1:SetTarget(cm.tg) e1:SetOperation(cm.op) c:RegisterEffect(e1) end function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return e:GetHandler():CheckRemoveOverlayCard(tp,1,REASON_COST) end e:GetHandler():RemoveOverlayCard(tp,1,1,REASON_COST) end function cm.tg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsPlayerCanDraw(tp,1) end Duel.SetTargetPlayer(tp) Duel.SetTargetParam(1) Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,1) end function cm.op(e,tp,eg,ep,ev,re,r,rp) local p,d=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER,CHAININFO_TARGET_PARAM) if Duel.Draw(p,d,REASON_EFFECT)>0 then local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS) e1:SetCode(EVENT_PHASE+PHASE_END) e1:SetCountLimit(1) e1:SetOperation(cm.rmop2) e1:SetReset(RESET_PHASE+PHASE_END) Duel.RegisterEffect(e1,tp) end end function cm.rmop2(e,tp,eg,ep,ev,re,r,rp) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE) local g=Duel.SelectMatchingCard(tp,Card.IsAbleToRemove,tp,LOCATION_HAND,0,1,1,nil) Duel.Remove(g,POS_FACEUP,REASON_EFFECT) end
return 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tvoerders','pensioenverplichtingen','pensioenverzekeraars','pensioenverzekeringen','pensioenvoorzieningen','pensioenwetten','pensionados','pensionaires','pensionairs','pensionarissen','pensionaten','pensioneer','pensioneerde','pensioneerden','pensioneert','pensioneringen','pensiongasten','pensionhouders','pensionnetjes','pensionprijzen','pensions','pensjagers','pensums','pentameters','pentekeningen','penters','pentiti','penvoerende','penaliseerde','penanttafels','pendelaars','pendelbewegingen','pendelbussen','pendelende','pendeloquen','pendels','pendeltreinen','penetrerend','penetrerende','pengaten','peniskokers','penissen','pennenhouders','pennenlikkers','pennenmessen','pennenstreken','pennenvruchten','pennenzakken','pensenkermissen','pensioenbreuken','pensioengaten','pensioenplannen','pensioenskortingen','pensioentrekkers','pensioenuitkeringen','pensionairetje','pent','pentatonische','pentaeders','penthouses','penvoerders','penwortels','penibele','penseelvormige','pensioenreserves','pentagonale','pennoentje','penseetje','pensioensaanvragen','pensionairtje','pennentrekken','penthouseje','penhoudergrepen','penduultje','pentagrammen','penaltystippen','pendrives','pennenschachten','pennenstokken','pennenvoerders','penningskes','penopauzes','pensionhoudsters','penelopes','pennys','pensioengelden','pendelbusje','pendelbusjes','pensioencontracten','pensioenfondsbesturen','pensioeninstellingen','pennenbakje','pensioenproblemen','pensioeninkomens','pensioenrisicos','pensioenberekeningen','pensioenvermogens','pensioenpijlers','pensioenleeftijden','pensioenrekeningen','pensioenlanden','pensioendeskundigen','pennenmesje','penisringen','pennenzakje','pennenvruchtje','pennenbakjes','pendeltreintje','pensioenbijdrages'}
DefineClass.NetworkNode = { __parents = { "SpireBase", "ElectricityConsumer", "Workplace" }, properties = { { template = true, category = "Spire", name = T(679, "Performance boost"), id = "performance_boost", editor = "number", default = 20, help = "Performance boost (int percent) to all research buildings in the same dome (for 100% performance of this building)" } }, modifier = false, } function NetworkNode:GameInit() local boost = MulDivRound(self.performance_boost, self.performance, 100) self.modifier = LabelModifier:new{ container = self.parent_dome, label = "BaseResearchLab", id = "NetworkNode", prop = "performance", amount = 0, percent = boost, display_text = T{7625, "<green>Network node <amount>%</color>", amount = boost}, } self.parent_dome:SetLabelModifier("BaseResearchLab", "NetworkNode", self.modifier) end function NetworkNode:OnModifiableValueChanged(prop, old_value, new_valaue) if prop == "performance" and self.modifier then local boost = MulDivRound(self.performance_boost, new_valaue, 100) self.modifier:Change(0,boost) self.modifier.display_text = T{7625, "<green>Network node <amount>%</color>", amount = boost} end end
function onCreate() -- background shit makeLuaSprite('back2', 'back2', -500, -300); setLuaSpriteScrollFactor('back2', 0.9, 0.9); scaleObject('back2', 1, 1) addLuaSprite('back2', false); makeLuaSprite('back22', 'back2', -500, -300); setLuaSpriteScrollFactor('back22', 0.9, 0.9); scaleObject('back22', 1, 1) addLuaSprite('back22', false); close(true); --For performance reasons, close this script once the stage is fully loaded, as this script won't be used anymore after loading the stage end
local aabb = require 'aabb' local boxgen = {} local function cuts(n) -- helper function for generate -- calculates how many levels of recursion are required -- to split a space in n slices -- (in practice this function is equal to the logarithm of n in base 4) local sum = 1 local cnum = 0 while sum < n do sum = sum * 4 cnum = cnum + 1 end return cnum end function boxgen.generateSlices(n, radius) -- generates n non-overlapping random rectangles -- this function takes the space between -radius and +radius in both axis, -- and splits this square area recursively using 2 or 1 random cuts into cells. -- the end result is a table containing n rectangles which can't overlap. -- note: this function is experimental, there are uncovered cases like "what if I can't split a cell?". -- use at your own risk! local cnum = cuts(n) local tree = aabb.new(-radius, -radius, radius*2, radius*2) local traverse = { tree } local clevel, nextlevel = 1, 0 local min_size = 40 -- for my box's sprite local lost_splits = 0 local rects = 1 while rects < n do local first = table.remove(traverse, 1) clevel = clevel - 1 nextlevel = nextlevel + 4 if clevel == 0 then clevel = nextlevel nextlevel = 0 cnum = cnum - 1 end local ahc, avc = math.floor(first.w / min_size), math.floor(first.h / min_size) if ahc >= 2 and avc >= 2 then local cutw, cuth = min_size * math.random(math.ceil(ahc * 0.4), math.floor(ahc * 0.6)), min_size * math.random(math.ceil(avc * 0.4), math.floor(avc * 0.6)) local c = n-rects >= 4 and 4 or (n-rects+1) if c > 2 then for i = 1, c do table.insert(traverse, aabb.new( (i == 1 or i == 3) and first.x or (first.x + cutw), (i < 3) and first.y or (first.y + cuth), (i == 1 or i == 3) and cutw or (first.w - cutw), (i < 3) and cuth or (first.h - cuth) )) end else for i = 1, c do table.insert(traverse, aabb.new( (i == 1) and first.x or (first.x + cutw), first.y, (i == 1) and cutw or (first.w - cutw), first.h )) end end rects = rects - 1 + c else lost_splits = lost_splits + 1 end end --print(lost_splits) --print(#traverse) return traverse end return boxgen
object_tangible_quest_skeleton_ithorian = object_tangible_quest_shared_skeleton_ithorian:new { } ObjectTemplates:addTemplate(object_tangible_quest_skeleton_ithorian, "object/tangible/quest/skeleton_ithorian.iff")
MazeState = Class{__includes = BaseState} function MazeState:init() -- initial data to prevent nil values self.data = {level = 0, row = math.random(GRID_LENGTH), col = math.random(GRID_LENGTH), tokens = 0} -- tokens found on current level self.tokensLevelCount = 0 -- maze generation self.maze, self.maxTokens = GenerateGrid(self.data.row, self.data.col) self.maze = carveMaze(self.maze) -- dafault player self.player = Player(ROW_OFFSET - WALL_LENGTH / 2, COL_OFFSET - WALL_LENGTH / 2) end function MazeState:enter(params) if (params.playState ~= nil) then self.playState = params.playState print("Saved play state") end end function MazeState:update(dt) -- debugging keycombo -- if love.keyboard.isDown("=") and love.keyboard.isDown("-") and not DEPLOYED then -- DEBUGGING = not DEBUGGING -- -- prevent double click -- love.timer.sleep(.2) -- end -- if love.keyboard.isDown("[") and DEBUGGING then -- self.data.tokens = self.data.tokens + 1 -- -- prevent double click -- love.timer.sleep(.2) -- end -- updates self.player:update(dt) if love.keyboard.isDown("8") and not DEPLOYED then self.playState:saveFloor() print(#self.playState.floorChanger.floors) stateMachine.current = self.playState end -- collisions for i, row in pairs(self.maze) do for j, col in pairs(self.maze[i]) do -- next level progression if self.maze[i][j].hasLadder and self.maze[i][j]:collided(self.player) then self.playState:saveFloor() print(#self.playState.floorChanger.floors) stateMachine.current = self.playState end -- token collision and updates if self.maze[i][j].hasToken and self.maze[i][j]:collided(self.player) then self.maze[i][j].hasToken = false self.tokensLevelCount = self.tokensLevelCount + 1 end -- wall collision for k, wall in pairs(self.maze[i][j].walls) do self.player:collidesWithWall(wall, dt) end end end end function MazeState:render() love.graphics.clear(40, 45, 52, 255) -- renders self.player:render() self.maze[ladderX][ladderY]:render() -- maze sight if not DEBUGGING then love.graphics.stencil(function() love.graphics.circle('fill', self.player.x, self.player.y, 20 * MAZE_SCALE_RATIO) end, 'replace', 2) love.graphics.setStencilTest('greater', 1) end -- maze render for i, row in pairs(self.maze) do for j, col in pairs(self.maze[i]) do self.maze[i][j]:render() end end love.graphics.setStencilTest() -- border love.graphics.rectangle("line", ROW_OFFSET - WALL_LENGTH, COL_OFFSET - WALL_LENGTH, (GRID_LENGTH + 1) * WALL_LENGTH, (GRID_LENGTH + 1) * WALL_LENGTH) end
---@param str string local function SubstituteString(str, ...) local args = {...} local result = str for k, v in pairs(args) do if type(v) == "number" and v == math.floor(v) then v = math.floor(v) end -- Formatting integers to not show .0 result = result:gsub("%["..tostring(k).."%]", v) end return result end ---@param dynamicKey string function GetDynamicTranslationString(dynamicKey, ...) local args = {...} local handle = dynamicTooltips[dynamicKey] if handle == nil then return nil end local str = Ext.GetTranslatedString(handle, "Handle Error!") str = SubstituteString(str, table.unpack(args)) return str end ---@param character EsvCharacter ---@param skill any ---@param tooltip TooltipData local function TenebriumSkillDisplayRequirement(character, skill, tooltip) skill = Ext.GetStat(skill) -- Ext.Print(skill.Name) if skill.Ability ~= "Source" then return end local requirementMet = true for i,element in pairs(tooltip:GetElements("SkillRequiredEquipment")) do local _,_,amount = string.find(element.Label, "tag SRP_TE(%d+)") if amount ~= nil then -- Ext.Print("Requirement not met") requirementMet = false element.Label = SubstituteString(Ext.GetTranslatedStringFromKey("TE_Cost"), amount) end if skill.Name == "Summon_TEN_FoulWinds" then for i,element in pairs(tooltip:GetElements("SkillProperties")) do tooltip:RemoveElement(element) end end end -- Ext.Dump(tooltip) -- Ext.Print(requirementMet) if not requirementMet then return end for i, requirement in pairs(skill.Requirements) do if requirement.Requirement == "Tag" then local _,_,amount = string.find(requirement.Param, "SRP_TE(%d+)") --Ty LaughingLeader if amount ~= nil then local element = { Label = SubstituteString(Ext.GetTranslatedStringFromKey("TE_Cost"), amount), RequirementMet = true, Type = "SkillRequiredEquipment" } tooltip:AppendElementAfter(element, "SkillRequiredEquipment") end end end end local function SRP_InitTenebriumClientListeners() Game.Tooltip.RegisterListener("Skill", nil, TenebriumSkillDisplayRequirement) end Ext.RegisterListener("SessionLoaded", SRP_InitTenebriumClientListeners) local isTenebriumInfusionTooltip local isTenebriumEnergyTooltip --Captures when the characterSheet Light Resistance tooltip is trying to be served to the client and serves the FireResistance tooltip instead. ---@param ui UIObject ---@param call string ---@param statId number local function ShowTenebriumInfusionTooltip(ui, call, statId, arg, x, y, ...) if statId == 101.0 then isTenebriumEnergyTooltip = true ui:ExternalInterfaceCall("showStatTooltip", 33.0, arg+30, 1500, 500, ...) end if statId == 102.0 then isTenebriumInfusionTooltip = true ui:ExternalInterfaceCall("showStatTooltip", 33.0, arg+30, 1500, 500, ...) end end ---@param character EclCharacter ---@param skill string ---@param tooltip TooltipData local function OnStatTooltip(character, stat, tooltip) -- Ext.Print("tooltip", isTenebriumInfusionTooltip) if tooltip == nil then return end -- Ext.Dump(tooltip:GetElement("StatName")) local stat = tooltip:GetElement("StatName").Label local statsDescription = tooltip:GetElement("StatsDescription") if stat == "UNKNOWN STAT" and isTenebriumInfusionTooltip then tooltip:GetElement("StatName").Label = "Tenebrium Infusion" statsDescription.Label = "How tainted your Source is. The more tainted you are, the more side effects you will encounter." local ti = CustomStatSystem:GetStatByID("TenebriumInfusion"):GetValue(character) if ti > 0 then tooltip:AppendElement({ Type = "StatsPercentageBoost", Label = "Shadow damages are increased by "..math.floor(ti*Ext.ExtraData.TEN_ShadowDamagePerTi).."%" }) end local malus1 ={ Type = "StatsPercentageMalus", Label = "" } local malus2 = { Type = "StatsPercentageMalus", Label = "" } local bonus1 = { Type = "StatsPercentageBoost", Label = "" } if ti >= 20 then local dmg = tostring(math.floor(Game.Math.GetAverageLevelDamage(character.Stats.Level)*0.3)) malus1.Label = "During overcharge:<br> •(20) you receive <font color=#990099>"..dmg.." Shadow damage</font> at the end of your turn." tooltip:AppendElement(malus1) bonus1.Label = bonus1.Label.."During overcharge:<br> •(20) Movement speed +35%" tooltip:AppendElement(bonus1) malus2.Label = "(20) Sleeping rolls receive a penalty of 2" tooltip:AppendElement(malus2) end if ti >= 40 then malus1.Label = malus1.Label.."<br> •(40) 15% of damage and healings done are reflected back to you as Shadow damage." bonus1.Label = bonus1.Label.."<br> •(40) Retribution +3" malus2.Label = malus2.Label.."<br>(40) Obscura and Aurora +1" end if ti >= 60 then malus1.Label = malus1.Label.."<br> •(60) You cannot recover Physical and Magic armours" bonus1.Label = bonus1.Label.."<br> •(60) All your damages entirely go through armours and healings provide 20% more temporary health" malus2.Label = malus2.Label.."<br>(60) You cannot use fortune points" end if ti >= 80 then malus1.Label = malus1.Label.."<br> •(80) Healings are blocked and Death Resist break when reaching 1HP" bonus1.Label = bonus1.Label.."<br> •(80) You are immune to all kind of crowd control" malus2.Label = malus2.Label.."<br>(80) You sometimes lose control of your actions" end isTenebriumInfusionTooltip = false elseif stat == "UNKNOWN STAT" and isTenebriumEnergyTooltip then tooltip:GetElement("StatName").Label = "Tenebrium Energy" statsDescription.Label = "How active is the Tenebrium Infusion. Increase with missed and resisted attacks, by receiving a critical hit or when being incapacitated. The stronger the infusion is, the more energy it will generate.<br>If the energy grow above the Infusion value you get overcharged, generating side effects. The overcharge can only be triggered during your turn.<br>Reaching the overcharge value, overcharging and starting a turn while being overcharged increase your chances of seeing your Infusion growing at the end of the battle. Spending energy reduces it." isTenebriumEnergyTooltip = false end end local function SRP_Tooltips_Init() local charSheet = Ext.GetBuiltinUI("Public/Game/GUI/characterSheet.swf") Ext.RegisterUICall(charSheet, "showStatTooltip", ShowTenebriumInfusionTooltip) Game.Tooltip.RegisterListener("Stat", nil, OnStatTooltip) end Ext.RegisterListener("SessionLoaded", SRP_Tooltips_Init)
local uloop = require("uloop") -- XXX: for uloop, it is global, so only one uloop_reactor instance -- can be use. local uloop_reactor = {} local __events = {} uloop.init() uloop_reactor.register_fd_event = function (fd_event_cb, fd, event) local new_ev_obj local events = 0 -- TODO: support regiser both *read* and *write*. if event == 'read' then events = events + uloop.ULOOP_READ elseif event == 'write' then events = events + uloop.ULOOP_WRITE else error("unsupport event or nothing to do") end new_ev_obj = uloop.fd_add(fd, fd_event_cb, events) __events[new_ev_obj] = true return new_ev_obj end uloop_reactor.register_timeout_cb = function (timeout_cb, timeout_interval) local new_ev_obj local ti -- the time unit of uloop is ms, so convert it to second. ti = math.floor(timeout_interval * 1000) new_ev_obj = uloop.timer(timeout_cb, ti) __events[new_ev_obj] = true return new_ev_obj end uloop_reactor.unregister_event = function (ev_obj) if __events[ev_obj] ~= true then error("try to unregister unknown event") end __events[ev_obj] = nil -- for timer event, use cancel to unregister it -- for fd event, use delete to unregister it if ev_obj.cancel ~= nil then ev_obj:cancel() else ev_obj:delete() end end uloop_reactor.run = function () uloop.run() end uloop_reactor.cancel = function () uloop.cancel() end return uloop_reactor
-- -- Created by IntelliJ IDEA. -- User: Kunkka -- Date: 17/1/25 -- Time: 下午5:28 -- To change this template use File | Settings | File Templates. -- local TableViewTest = class("TableViewTest", gk.Layer) function TableViewTest:ctor() TableViewTest.super.ctor(self) -- let height fill screen local height = gk.display:designSize().height / gk.display:minScale() * gk.display:yScale() self.layerColor1:setContentSize(cc.size(self.layerColor1:getContentSize().width, height)) self.tableView1:setViewSize(cc.size(self.tableView1:getViewSize().width, height)) self:setData() self.tableView1:reloadData() end function TableViewTest:cellNumForTable(table) return #self:getData() end function TableViewTest:cellSizeForTable(table, idx) local dt = self:getData()[idx + 1] -- use size model to calculate cell height dynamically if not dt.height then self.cellModel = self.cellModel or gk.injector:inflateNode("gk.test.cell.TableCell1") self.cellModel:setData(dt) dt.height = self.cellModel.cellHeight dt.width = self.cellModel:getContentSize().width end return dt.width, dt.height end function TableViewTest:cellAtIndex(table, idx) local dt = self:getData()[idx + 1] local cell = table:dequeueCell() if nil == cell then cell = gk.injector:inflateNode("gk.test.cell.TableCell1") end cell:setData(dt) return cell end function TableViewTest:getData() return self.data or {} end function TableViewTest:setData() self.data = { { type = "Time", content = "00:00 AM" }, { type = "Me", content = "Hello!" }, { type = "Member", content = "Fell well" }, { type = "Member", content = "Additive blending is the type of blending we do when we add different colors together and add the result." }, { type = "Time", content = "11:30 AM" }, { type = "Me", content = "This is the way that our vision works together with light and this is how we can perceive millions of different colors on our monitors." }, { type = "Member", content = "Free" }, { type = "Me", content = "Oops" }, { type = "Member", content = "I say this as a former Secretary of State and as an American: the Russians are still coming. Our intelligence professionals are imploring Trump to act. Will he continue to ignore & surrender, or protect our country?" }, { type = "Time", content = "1:30 PM" }, { type = "Me", content = "OMG" }, { type = "Member", content = "If schools are mandated to be gun free zones, violence and danger are given an open invitation to enter. Almost all school shootings are in gun free zones. Cowards will only go where there is no deterrent!" }, { type = "Time", content = "13:12" }, { type = "Me", content = "Will be making a decision soon on the appointment of new Chief Economic Advisor. Many people wanting the job - will choose wisely!" }, { type = "Time", content = "11:30" }, { type = "Member", content = "The United States has an $800 Billion Dollar Yearly Trade Deficit because of our “very stupid” trade deals and policies. Our jobs and wealth are being given to other countries that have taken advantage of us for years. They laugh at what fools our leaders have been. No more!" }, } end return TableViewTest
util.AddNetworkString( "EPS_RetrievePersonalRecords" ) local function GetJobNameForRecords( target ) local job_number = target:Team( ) local job_name = RPExtraTeams[ job_number ].name local jobs_to_display = EggrollPoliceSystem.Config.JobsToDisplayInRecords if jobs_to_display[ "all" ] then return job_name end if jobs_to_display[ "CP" ] and target:isCP( ) then return job_name end for k in pairs( jobs_to_display ) do if _G[ k ] == job_number then -- _G[ "job_number" ] will convert it into a valid enumeration. It needs to be like this because DarkRP hasn't loaded by the time the configuration file has. return job_name end end return "Unknown" end net.Receive( "EPS_RetrievePersonalRecords", function( _, ply ) local computer = net.ReadEntity( ) if not IsValid( computer ) or computer:GetClass( ) ~= "eps_police_computer" or computer:GetActiveUser( ) ~= ply then return end local target = net.ReadEntity( ) if not IsValid( target ) or not target:IsPlayer( ) then return end local arrest_record_file = file.Read( "eggroll_police_system/arrests/" .. target:SteamID64( ) .. ".txt", "DATA" ) local arrests = { } if arrest_record_file then arrests = string.Explode( "|", arrest_record_file, false ) end for k, v in pairs( arrests ) do arrests[ k ] = string.Explode( "&", v, false ) end local data = { } data.name = target:Name( ) data.model = target:GetModel( ) data.job = GetJobNameForRecords( target ) if data.job == "Unknown" then data.salary = "Unknown" else data.salary = DarkRP.formatMoney( DarkRP.retrieveSalary( target ) ) end data.arrestrecord = arrests net.Start( "EPS_RetrievePersonalRecords" ) net.WriteTable( data ) net.Send( ply ) end ) hook.Add( "playerArrested", "Register_EPS_Arrest", function( criminal, arrest_time ) if not IsValid( criminal ) then return end local _, folder = file.Find( "eggroll_police_system", "DATA" ) if table.IsEmpty( folder ) then file.CreateDir( "eggroll_police_system" ) end _, folder = file.Find( "eggroll_police_system/arrests", "DATA" ) if table.IsEmpty( folder ) then file.CreateDir( "eggroll_police_system/arrests" ) end local filetowrite = "eggroll_police_system/arrests/" .. criminal:SteamID64( ) .. ".txt" if table.IsEmpty( file.Find( filetowrite, "DATA" ) ) then file.Write( filetowrite, os.date( "%m/%d/%Y %H:%M", os.time( ) ) .. "&" .. arrest_time ) else file.Append( filetowrite, "|" .. os.date( "%m/%d/%Y %H:%M", os.time( ) ) .. "&" .. arrest_time ) end end )
-- -- @@LIB_NAME@@, Version: @@Version@@ -- -- This file is a part of @@LIB_NAME@@. -- -- Author: -- Xiaofeng Yang 2015 -- -- Provide simple annotation support for Lua. local M = {} -- annotationChain[generated function] == { ... } local annotationChain = setmetatable({},{ __mode = 'k' }) local create = function (fn) local obj1 = newproxy() debug.setmetatable(obj1, { -- support for the quoted part: #"annot()" .. fn __call = function (_, ...) local arguments = arg local Narg = arg.n local obj2 = newproxy() debug.setmetatable(obj2, { __metatable = false, -- support for the quoted part: "#annot()" .. fn __len = function (op) return setmetatable({}, { -- support for the quoted part: "#annot() .. fn" __concat = function (op1, op2) local origFn = op2 local generatedFn = fn(op2, unpack(arguments, 1, Narg)) -- recording annotationChain[generatedFn] = { annot = obj1, orig = origFn } return generatedFn end }) end, }) return obj2 end, __metatable = false, -- support for the quoted part: "#annot" .. fn __len = function (op) return setmetatable({}, { __metatable = false, -- support for the quoted part: "#annot .. fn" __concat = function (op1, op2) local origFn = op2 local generatedFn = fn(op2) -- recording annotationChain[generatedFn] = { annot = obj1, orig = origFn } return generatedFn end }) end }) return obj1 end --- -- 返回一个annotation对象,该对象使用`fn'对输入的函数进行处理. -- -- 使用时注意: -- -- * fn(x)和x之间不要形成循环引用,否则都不会被gc。 -- * 一个fn(x)只能对应一个x。 -- * 除非所有的fn(x)都被gc,否则fn不会被gc。 -- -- @usage local annotatedObject = #annotation .. fn -- M.annotation = create(create) --- -- -- 对已注解的对象,在注解过程中每次返回的对象,应用函数fn. -- -- 具体如下。 -- -- 若已知 -- -- a1 == #annot1 .. a2 -- 每个annot可能带参数也可能不带参数 -- a2 == #annot2 .. a3 -- a3 == #annot3 .. a4 -- ... -- an == #annotN .. orig -- -- 则 -- -- applyOnAnnotated(a1, fn) == -- fn(a2, annot1) -- fn(a3, annot2) -- fn(a4, annot3) -- ... -- fn(orig, annotN) -- -- @param annotated 要处理的对象(通常是函数)。 -- @param #function fn 用于处理的函数。 -- -- @usage -- -- -- 这个小例子展示了函数的用法。 -- -- local t = {} -- -- local annot1 = -- #Annotation.annotation .. -- function (fn) -- local result = function (...) -- fn(...) -- end -- t[result] = '(by annot2)' -- return result -- end -- -- -- local annot2 = -- #Annotation.annotation .. -- function (fn) -- local result = function (...) -- fn(...) -- end -- t[result] = '(by annot2)' -- return result -- end -- -- -- local annot3 = -- #Annotation.annotation .. -- function (fn) -- local result = function (...) -- fn(...) -- end -- t[result] = '(by annot3)' -- return result -- end -- -- local f = function () end -- local anf = -- #annot1 .. -- #annot2 .. -- #annot3 .. -- f -- -- local alist = { [ annot1 ] = 'annot1' , [annot2] = 'annot2', [annot3] = 'annot3' } -- -- t[f] = 'orig' -- -- Annotation.applyOnAnnotated(anf,function (fn, annotfn) -- print(t[fn], alist[annotfn]) -- end) -- -- -- Output: -- -- -- -- (by annot2) annot1 -- -- (by annot3) annot2 -- -- orig annot3 M.applyOnAnnotated = function (annotated, fn) -- TODO 也许需要更好的版本,提供annotation时的参数。 local ax = annotationChain[annotated] if ax then fn(ax.orig, ax.annot) return M.applyOnAnnotated(ax.orig, fn) end end --- -- 对已注解的对象,在注解过程中第一个应用注解的对象(原始对象),应用函数fn. -- -- 若已知 -- -- a1 == #annot1 .. a2 -- 每个annot可能带参数也可能不带参数 -- a2 == #annot2 .. a3 -- a3 == #annot3 .. a4 -- ... -- an == #annotN .. orig -- -- 则 -- -- applyOnAnnotated(a1, fn) == -- fn(orig) -- -- @param annotated 要处理的对象(通常是函数)。 -- @param #function fn 用于处理的函数。 -- -- @usage -- -- -- 这个小例子展示了函数的用法。 -- -- local t = {} -- -- local annot1 = -- #Annotation.annotation .. -- function (fn) -- local result = function (...) -- fn(...) -- end -- t[result] = '(by annot2)' -- return result -- end -- -- -- local annot2 = -- #Annotation.annotation .. -- function (fn) -- local result = function (...) -- fn(...) -- end -- t[result] = '(by annot2)' -- return result -- end -- -- -- local annot3 = -- #Annotation.annotation .. -- function (fn) -- local result = function (...) -- fn(...) -- end -- t[result] = '(by annot3)' -- return result -- end -- -- local f = function () end -- local anf = -- #annot1 .. -- #annot2 .. -- #annot3 .. -- f -- -- local alist = { [ annot1 ] = 'annot1' , [annot2] = 'annot2', [annot3] = 'annot3' } -- -- t[f] = 'orig' -- -- Annotation.applyOnUnAnnotated(anf,function (fn) -- print(t[fn]) -- end) -- -- -- Output: -- -- -- -- orig M.applyOnUnAnnotated = function (annotated, fn) local t = {} M.applyOnAnnotated(annotated,function (x) table.insert(t,x) end) if #t > 0 then local orig = t[#t] fn(orig) end end return M
return { "icons/weapon/weapon_blade_turkishflag", "icons/weapon/wp_blade-m017_algeria-flag", "icons/weapon/wp_blade-m017_argentina-flag", "icons/weapon/wp_blade-m017_australia-flag", "icons/weapon/wp_blade-m017_bahrain-flag", "icons/weapon/wp_blade-m017_belize-flag", "icons/weapon/wp_blade-m017_black-white", "icons/weapon/wp_blade-m017_bolivia-flag", "icons/weapon/wp_blade-m017_brazil-flag", "icons/weapon/wp_blade-m017_cameroons-flag", "icons/weapon/wp_blade-m017_chile-flag", "icons/weapon/wp_blade-m017_colombia-flag", "icons/weapon/wp_blade-m017_costa rica-flag", "icons/weapon/wp_blade-m017_denmark-flag", "icons/weapon/wp_blade-m017_ecuador-flag", "icons/weapon/wp_blade-m017_egypt-flag", "icons/weapon/wp_blade-m017_el salvador-flag", "icons/weapon/wp_blade-m017_england-flag", "icons/weapon/wp_blade-m017_france-flag", "icons/weapon/wp_blade-m017_germany-flag", "icons/weapon/wp_blade-m017_ghana-flag", "icons/weapon/wp_blade-m017_greece-flag", "icons/weapon/wp_blade-m017_green-white", "icons/weapon/wp_blade-m017_guatemala-flag", "icons/weapon/wp_blade-m017_honduran-flag", "icons/weapon/wp_blade-m017_iran-flag", "icons/weapon/wp_blade-m017_iraq-flag", "icons/weapon/wp_blade-m017_italy-flag", "icons/weapon/wp_blade-m017_ivory coast-flag", "icons/weapon/wp_blade-m017_japan-flag", "icons/weapon/wp_blade-m017_jordan-flag", "icons/weapon/wp_blade-m017_kuwait-flag", "icons/weapon/wp_blade-m017_lebanon-flag", "icons/weapon/wp_blade-m017_libya-2-flag", "icons/weapon/wp_blade-m017_libya-flag", "icons/weapon/wp_blade-m017_mexico-flag", "icons/weapon/wp_blade-m017_morocco-flag", "icons/weapon/wp_blade-m017_netherlands-flag", "icons/weapon/wp_blade-m017_new zealand-flag", "icons/weapon/wp_blade-m017_nicaragua-flag", "icons/weapon/wp_blade-m017_nigeria-flag", "icons/weapon/wp_blade-m017_north korea-flag", "icons/weapon/wp_blade-m017_oman-flag", "icons/weapon/wp_blade-m017_palestine-flag", "icons/weapon/wp_blade-m017_panama-flag", "icons/weapon/wp_blade-m017_paraguay-flag", "icons/weapon/wp_blade-m017_peru-flag", "icons/weapon/wp_blade-m017_philippines-flag", "icons/weapon/wp_blade-m017_poland-flag", "icons/weapon/wp_blade-m017_portugal-flag", "icons/weapon/wp_blade-m017_qatar-flag", "icons/weapon/wp_blade-m017_red-white", "icons/weapon/wp_blade-m017_russia-flag", "icons/weapon/wp_blade-m017_saudi arabia-flag", "icons/weapon/wp_blade-m017_scarlet-blue", "icons/weapon/wp_blade-m017_serbia-flag", "icons/weapon/wp_blade-m017_slovakia-flag", "icons/weapon/wp_blade-m017_slovenia-flag", "icons/weapon/wp_blade-m017_south africa-flag", "icons/weapon/wp_blade-m017_south korea-flag", "icons/weapon/wp_blade-m017_spain-flag", "icons/weapon/wp_blade-m017_sudan-flag", "icons/weapon/wp_blade-m017_switzerland-flag", "icons/weapon/wp_blade-m017_syria-flag", "icons/weapon/wp_blade-m017_taiwan-flag", "icons/weapon/wp_blade-m017_thailand-flag", "icons/weapon/wp_blade-m017_the_united_arab_emirates-flag", "icons/weapon/wp_blade-m017_tunisia-flag", "icons/weapon/wp_blade-m017_uruguay-flag", "icons/weapon/wp_blade-m017_usa-flag", "icons/weapon/wp_blade-m017_venezuela-flag", "icons/weapon/wp_blade-m017_yellow-navyblue", "icons/weapon/wp_blade-m017_yellow-red", "icons/weapon/eq_blade-m017_belgium-flag", "icons/weapon/eq_blade-m017_croatia-flag", "icons/weapon/eq_blade-m017_herzegovina-flag", }
local _M = {} function _M.register_rbac_resources(dao) local utils = require "kong.tools.utils" local bit = require "bit" local rbac = require "kong.rbac" local bxor = bit.bxor -- action int for all local action_bits_all = 0x0 for k, v in pairs(rbac.actions_bitfields) do action_bits_all = bxor(action_bits_all, rbac.actions_bitfields[k]) end local roles = {} -- now, create the roles and assign endpoint permissions to them -- first, a read-only role across everything roles.read_only = dao.rbac_roles:insert({ id = utils.uuid(), name = "read-only", comment = "Read-only access across all initial RBAC resources", }) -- this role only has the 'read-only' permissions dao.rbac_role_endpoints:insert({ role_id = roles.read_only.id, workspace = "*", endpoint = "*", actions = rbac.actions_bitfields.read, }) -- admin role with CRUD access to all resources except RBAC resource roles.admin = dao.rbac_roles:insert({ id = utils.uuid(), name = "admin", comment = "CRUD access to most initial resources (no RBAC)", }) -- the 'admin' role has 'full-access' + 'no-rbac' permissions dao.rbac_role_endpoints:insert({ role_id = roles.admin.id, workspace = "*", endpoint = "*", actions = action_bits_all, -- all actions }) dao.rbac_role_endpoints:insert({ role_id = roles.admin.id, workspace = "*", endpoint = "/rbac", negative = true, actions = action_bits_all, -- all actions }) -- finally, a super user role who has access to all initial resources roles.super_admin = dao.rbac_roles:insert({ id = utils.uuid(), name = "super-admin", comment = "Full CRUD access to all initial resources, including RBAC entities", }) dao.rbac_role_endpoints:insert({ role_id = roles.super_admin.id, workspace = "*", endpoint = "*", actions = action_bits_all, -- all actions }) local super_admin, err = dao.rbac_users:insert({ id = utils.uuid(), name = "super_gruce", user_token = "letmein", enabled = true, comment = "Test - Initial RBAC Super Admin User" }) if err then return err end local super_user_role, err = dao.rbac_user_roles:insert({ user_id = super_admin.id, role_id = roles.super_admin.id }) if err then return err end return super_admin, super_user_role end return _M
local combat = Combat() combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE) combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA) combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH) local condition = Condition(CONDITION_CURSED) condition:setParameter(CONDITION_PARAM_DELAYED, true) condition:addDamage(1, 4000, -45) condition:addDamage(1, 4000, -40) condition:addDamage(1, 4000, -35) condition:addDamage(1, 4000, -34) condition:addDamage(2, 4000, -33) condition:addDamage(2, 4000, -32) condition:addDamage(2, 4000, -31) condition:addDamage(2, 4000, -30) condition:addDamage(3, 4000, -29) condition:addDamage(3, 4000, -25) condition:addDamage(3, 4000, -24) condition:addDamage(4, 4000, -23) condition:addDamage(4, 4000, -20) condition:addDamage(5, 4000, -19) condition:addDamage(5, 4000, -15) condition:addDamage(6, 4000, -10) condition:addDamage(10, 4000, -5) combat:setCondition(condition) function onCastSpell(creature, variant) return combat:execute(creature, variant) end
return { Core = require(script.Core); new = require(script.Core).new; useChaining = require(script.Chaining); useQuery = require(script.Query); useReplication = require(script.Replication); useTags = require(script.Tags); }
local mod = {} local dpdkc = require "dpdkc" local ffi = require "ffi" mod.rte_i40e_pmd = require "driver.i40e" mod.rte_ixgbe_pmd = require "driver.ixgbe" mod.rte_igb_pmd = require "driver.igb" mod.rte_virtio_pmd = require "driver.virtio" mod.rte_vmxnet3_pmd = require "driver.vmxnet3" function mod.initDriver(dev) local device = require "device" local driver = mod[dev:getDriverName()] if driver then if not getmetatable(driver) then driver.__index = driver driver.__eq = device.__devicePrototype.__eq driver.__tostring = device.__devicePrototype.__tostring setmetatable(driver, device.__devicePrototype) end setmetatable(dev, driver) end dev.driverInfo = dev.driverInfo or {} end -- retrieve driver-specific information -- required for driver-specific configuration variables function mod.getDriverInfo(driverName) return (mod[driverName] or {}).driverInfo or {} end return mod
local socket = require 'skynet.socket' local base = require 'client.base' local client = base:subclass("LOGGER_CLIENT_UDP") --- function client:initialize(logger, fmt, host, port) base.initialize(self, logger, fmt) self._host = host self._port = tonumber(port) or 1514 end --- Timeout: ms function client:send(raw_data) return socket.write(self._socket, raw_data) end function client:start() if self._socket then return nil, "Already started" end self._socket = socket.udp(function(str, from) print(from, str) end, '0.0.0.0', math.random(6100, 6100 + 100)) socket.udp_connect(self._socket, self._host, self._port) return self._socket end function client:stop() if not self._socket then return end socket.close(self._socket) self._socket = nil end return client
-- TODO: Add support for MAC OS and Linux workspace "Nova" -- "Solution name" architecture "x64" -- Only support x64 configurations { "Debug", -- Development "Release", -- "Faster development", still logging etc "Dist" -- For release to "other people", stripped version } outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}" IncludeDir = {} IncludeDir["GLFW"] = "Nova/vendor/GLFW/include" -- Adding GLFW submodule (and others) premake to this premake script include "Nova/vendor/GLFW" -- Nova {Engine} Project project "Nova" location "Nova" kind "SharedLib" -- == "DLL" in Windows language "C++" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") -- Precompiled header for Nova project pchheader "novapch.h" pchsource "Nova/src/novapch.cpp" -- Only needed for Visual Studio (MSVC Compiler) (needs full path) files { -- Add more files if needed, other file extensions etc "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp" } includedirs { -- Add more include folders if needed, other 3rd party etc "%{prj.name}/src", "%{prj.name}/vendor/spdlog/include", "%{IncludeDir.GLFW}" } -- Add links to Nova project to GLFW and opengl32 links { "GLFW", "opengl32.lib" } -- WINDOWS filter "system:windows" -- Everything below here, until next "filter" or "project" is Windows-only cppdialect "C++17" -- "Only works" for Win, for other OS, flags etc might be needed staticruntime "On" -- Link statically systemversion "latest" -- You could use "latest" as well (Windows SDK) defines { -- Windows specific DEFINES, add/remove as needed "NOVA_PLATFORM_WINDOWS", "NOVA_BUILD_DLL" } postbuildcommands { -- TODO: Move this to Nebulas project instead, wierd that Nova project should know about Nebula ("{COPY} %{cfg.buildtarget.relpath} ../bin/" .. outputdir .. "/Nebula") } filter "configurations:Debug" defines "NOVA_DEBUG" symbols "On" filter "configurations:Release" defines "NOVA_RELEASE" optimize "On" filter "configurations:Dist" defines "NOVA_DIST" optimize "On" -- Nebula {Sandbox} Project project "Nebula" location "Nebula" kind "ConsoleApp" -- Executable (.exe on Windows) language "C++" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") files { -- Add more files if needed, other file extensions etc "%{prj.name}/src/**.h", "%{prj.name}/src/**.cpp" } includedirs { -- Add more include folders if needed, other 3rd party etc "Nova/vendor/spdlog/include", "Nova/src" } links { "Nova" } -- WINDOWS filter "system:windows" -- Everything below here, until next "filter" or "project" is Windows-only cppdialect "C++17" -- "Only works" for Win, for other OS, flags etc might be needed staticruntime "On" -- Link statically systemversion "latest" -- You could use "latest" as well (Windows SDK) defines { -- Windows specific DEFINES, add/remove as needed "NOVA_PLATFORM_WINDOWS" } filter "configurations:Debug" defines "NOVA_DEBUG" symbols "On" filter "configurations:Release" defines "NOVA_RELEASE" optimize "On" filter "configurations:Dist" defines "NOVA_DIST" optimize "On"
local inserted = false local tinsert = table.insert local music = { { text = "Bride of Dawn", value = "Interface\\AddOns\\DBM-TURUL-MusicPack\\Music\\Bride_of_Dawn.ogg" }, { text = "End Effect", value = "Interface\\AddOns\\DBM-TURUL-MusicPack\\Music\\End_Effect.ogg" }, { text = "Fall of the Dark Lady", value = "Interface\\AddOns\\DBM-TURUL-MusicPack\\Music\\Fall_of_the_Dark_Lady.ogg" }, { text = "Guardian of the Mortals", value = "Interface\\AddOns\\DBM-TURUL-MusicPack\\Music\\Guardian_of_the_Mortals.ogg" }, { text = "Hidden History", value = "Interface\\AddOns\\DBM-TURUL-MusicPack\\Music\\Hidden_History.ogg" }, { text = "Horn of the Necrolord", value = "Interface\\AddOns\\DBM-TURUL-MusicPack\\Music\\Hord_of_the_Necrolord.ogg" }, { text = "Inception of the Chain", value = "Interface\\AddOns\\DBM-TURUL-MusicPack\\Music\\Inception_of_the_Chain.ogg" }, { text = "Infernum", value = "Interface\\AddOns\\DBM-TURUL-MusicPack\\Music\\Infernum.ogg" }, { text = "Vision of the Gods", value = "Interface\\AddOns\\DBM-TURUL-MusicPack\\Music\\Vision_of_the_Gods.ogg" }, { text = "Voice of the Eden", value = "Interface\\AddOns\\DBM-TURUL-MusicPack\\Music\\Voice_of_the_Eden.ogg" }, { text = "Volcano", value = "Interface\\AddOns\\DBM-TURUL-MusicPack\\Music\\Volcano.ogg" } } function DBMMTURULPack() -- Register Music if inserted then return end local dbmAddMusic = DBM.AddMusic for _, v in pairs(music) do if dbmAddMusic then dbmAddMusic(v.text, v.value) else tinsert(DBM.Music, v) end end inserted = true end
local mod = ... local M = { Msg = nil, SC = nil, TM="--:--:--", UpT='' } _G[mod] = M -- 128 x 64 with top 16 lines in different color local WC={ "\208", "\211", "\209", "\210" } local WCNT=1 local NWT=0 -- how many waiters local IC_X=119 local IC_Y=0 local M_X = 51 local M_Y = 5 local T_X=0 local T_Y=2 local PREPCB=nil local DRAWCB=nil local SLEEP =false function M.startWait() NWT=NWT + 1 end function M.endWait() if NWT > 0 then NWT=NWT-1 end end -- print 6x10 font function M.set6x10() end -- print 6x13 font function M.set6x13() end -- print 18x25 digit function M.setLargeDigit() end -- print 9x15 symbol function M.setSymbol() end function M.setSleepMode(sleepOn) SLEEP = sleepOn end function M.setBrightness(bright) if bright < 0 then bright = 0 elseif bright > 255 then bright = 255 end end function M.ToYMDHMS(tk) local t=rtctime.epoch2cal(tk + 28800) -- convert to GMT+8 return string.format("%4d/%d/%d %02d:%02d:%02d", t["year"], t["mon"], t["day"], t["hour"], t["min"], t["sec"]) end function M.ToHMS(tk) local t=rtctime.epoch2cal(tk + 28800) -- convert to GMT+8 return string.format("%02d:%02d:%02d", t["hour"],t["min"],t["sec"]) end function M.HMSToS(hms) if not hms or hms:len() ~= 8 then return -1 end local h = hms:sub(1,2) if not h:match("%d") then return -1 end return h*3600 + hms:sub(4,5)*60 + hms:sub(7,8) end local function Display() local up = tmr.time() M.UpT=string.format("%d.%02d:%02d", up/86400, up%86400/3600, up%3600/60) local tick=rtctime.get() if tick > 1483228800 then -- 2017/1/1 M.TM=M.ToHMS(tick) end local icon=M.SC if NWT > 0 then icon=WC[(WCNT % 4) + 1] WCNT=WCNT + 1 end local msg=M.Msg M.Msg=nil if PREPCB then PREPCB() end if SLEEP then return end if bit.band(up, 2) == 0 and not msg then msg = "H:"..node.heap() end if DRAWCB then DRAWCB() end end function M.setCallback(prepCall, drawCall) PREPCB = prepCall DRAWCB = drawCall end function M.init(drawInterval) tmr.create():alarm(drawInterval, tmr.ALARM_AUTO, Display) end return M
local button = {} local buttons = {} function button.clear() for k, v in pairs(buttons) do if v.label ~= HELP_BUTTON_STR then buttons[k] = nil end end end function button.add( newX, newY, newWidth, newHeight, newLabel, functionOff, functionHover, newEvent, newArgument ) local newButton = {} newButton.x = newX newButton.y = newY newButton.label = newLabel newButton.centered = isCentered newButton.w = newWidth newButton.h = newHeight newButton.drawNormal = functionOff newButton.drawHover = functionHover newButton.event = newEvent newButton.argument = newArgument -- passed to event table.insert( buttons, newButton ) end function button.debug() print("debugging buttons: ") for key, button in pairs( buttons ) do print(button) print(button.label) print(button.x) print(button.y) end end local function mouseOver( theButton ) --check if the mouse is over the (rectangular) button local x, y = love.mouse.getPosition() if x > theButton.x and x < theButton.x + theButton.w and y > theButton.y and y < theButton.y + theButton.h then return true end return false end function button.show() love.graphics.setFont( buttonFont ) love.graphics.setLineWidth( 3 ) love.graphics.setLineStyle( "smooth" ) helpButton = nil for key, button in pairs( buttons ) do if mouseOver( button ) and button.drawHover then if button.label == HELP_BUTTON_STR then -- draw Help button above everything else. helpButton = button else button.drawHover( button ) end elseif button.drawNormal then button.drawNormal( button ) end end if helpButton then helpButton.drawHover( helpButton ) end end function button.handleClick() for key, button in pairs( buttons ) do if mouseOver( button ) then if button.event then button.event( button.argument ) end return end end end return button
function initNPCHLC() all_npcs = {} unsynced_npcs = {} last_update = {} initNPCControl() end addEventHandler("onResourceStart",resourceRoot,initNPCHLC) function addNPCToUnsyncedListOnStopSync() addNPCToUnsyncedList(source) end function removeNPCFromUnsyncedListOnStartSync() removeNPCFromUnSyncedList(source) end function addNPCToUnsyncedList(npc) unsynced_npcs[npc] = true updateNPCLastUpdateTime(npc) end function removeNPCFromUnsyncedList(npc) unsynced_npcs[npc] = nil clearNPCLastUpdateTime(npc) end function destroyNPCInformationOnDestroy() destroyNPCInformation(source) end function destroyNPCInformation(npc) removeNPCFromUnsyncedList(npc) all_npcs[npc] = nil end -------------------------------- function updateNPCLastUpdateTime(npc,newtime) last_update[npc] = newtime or getTickCount() end function clearNPCLastUpdateTime(npc) last_update[npc] = nil end function getNPCLastUpdateTime(npc) return last_update[npc] end
-- A job object. job = { -- If the job has been completed done = false } function job:new( o ) o = o or {} setmetatable( o, self ) self.__index = self return o end function job:start_work() end return job
--- -- @module Path -- -- ------------------------------------------------ -- Required Modules -- ------------------------------------------------ local Class = require( 'lib.Middleclass' ) local Walk = require( 'src.characters.actions.Walk' ) local Open = require( 'src.characters.actions.Open' ) local OpenInventory = require( 'src.characters.actions.OpenInventory' ) local ClimbOver = require( 'src.characters.actions.ClimbOver' ) -- ------------------------------------------------ -- Module -- ------------------------------------------------ local Path = Class( 'Path' ) -- ------------------------------------------------ -- Private Methods -- ------------------------------------------------ --- -- Generate smart actions for openable objects. These are a special case, -- because usually the player will want to move a character onto the tile -- after the object is openend. -- @tparam WorldObject worldObject The worldobject to interact with. -- @tparam Character character The character that interacts with the object. -- @tparam Tile tile The tile containing the worldobject. -- @tparam number index The tile's position in the path. -- local function handleOpenableObjects( worldObject, character, tile, index ) if not worldObject:isPassable() then local success = character:enqueueAction( Open( character, tile )) -- Don't create a walk action if the tile is the last one in the path. if success and index ~= 1 then success = character:enqueueAction( Walk( character, tile )) end return success end return character:enqueueAction( Walk( character, tile )) end -- ------------------------------------------------ -- Public Methods -- ------------------------------------------------ --- -- Initializes a new Path object. -- function Path:initialize() self.path = {} self.cost = 0 end --- -- Iterates over the path. The target tile will be processed at last. -- @tparam function callback A function to call on every tile. -- function Path:iterate( callback ) for i = #self.path, 1, -1 do callback( self.path[i], i ) end end --- -- Adds a new tile to this path. -- @tparam Tile tile A tile to add to this path. -- @tparam number cost The cost to traverse this tile. -- function Path:addNode( tile, cost ) self.path[#self.path + 1] = tile self.cost = self.cost + cost end --- -- Automagically generates appropriate Actions for each tile in the path. -- For example if the character moves through a tile with a door object this -- function will generate an action to open the door and an action to walk -- onto the tile itself. -- @tparam Character character The character to create the actions for. -- @treturn boolean Wether actions have been created or not. -- function Path:generateActions( character ) local generatedAction = false for index = #self.path, 1, -1 do local tile = self.path[index] local success if tile:hasWorldObject() then local worldObject = tile:getWorldObject() if worldObject:isOpenable() then success = handleOpenableObjects( worldObject, character, tile, index ) end if worldObject:isClimbable() then success = character:enqueueAction( ClimbOver( character, tile )) end if worldObject:isContainer() then character:enqueueAction( OpenInventory( character, tile )) end else success = character:enqueueAction( Walk( character, tile )) end -- Stop adding actions if the previous one wasn't added correctly. if not success then break else generatedAction = true end end return generatedAction end -- ------------------------------------------------ -- Getters -- ------------------------------------------------ --- -- Returns the length of the path. -- @treturn number The length of the path. -- function Path:getLength() return #self.path end --- -- Returns the target tile of the path. -- @treturn Tile The target of the path. -- function Path:getTarget() return self.path[1] end --- -- Returns the cost for the path. -- @treturn number The cost. -- function Path:getCost() return self.cost end return Path
--local Model = require( 'models/base' ) local MySQLDatabase = class( 'MySQLDatabase' )--, Model ) function MySQLDatabase.static:connect( connection_settings ) local object = MySQLDatabase:new() object.host = connection_settings.host object.database = connection_settings.database object.username = connection_settings.username local password = connection_settings.password if not ngx.ctx.mysql then ngx.ctx.mysql = {} end if not ngx.ctx.mysql[ object.host..object.database..object.username ] then local mysql = require( 'resty.mysql' ) local db = mysql:new() local ok, err, errno, sqlstate = db:connect{ host = object.host, port = 3306, database = object.database, user = object.username, password = password, max_packet_size = 1024 * 1024 } if not ok then error( 'failed to connect: ' .. err .. ': ' .. (errno or '') .. ' ' .. (sqlstate or '') ) end ngx.ctx.mysql[ object.host..object.database..object.username ] = db end return object end function MySQLDatabase:query( sql_statement, substitutions ) -- additional substitution types: -- %(variable_name)Q - auto single-quote string with internal single-quotes doubled -- %(variable_name)t - convert to 'YYYY-MM-DD HH:MM:SS' format -- %(variable_name)n - validate as identifier -- invalid substitution types: -- %(variable_name)s - plain string substitutions are ripe for SQL-injection -- %(variable_name)q - this context does not lend itself to requiring auto double-quoting of strings if substitutions then local _format = function( key, fmt ) local value = substitutions[ key ] if fmt == 'Q' then if type( value ) ~= 'string' then error( "input:2: bad argument #2 to 'format' (string expected, got " .. type( value ) .. ")" ) end value = value:gsub( "'", "''" ) value = "'" .. value .. "'" substitutions[ key ] = value fmt = 's' elseif fmt == 'n' then if type( value ) ~= 'string' or value:match( '[^%w_%.]+' ) then error( "input:2: bad argument #2 to 'format' (valid SQL identifier expected, got " .. type( value ) .. ")" ) end fmt = 's' elseif fmt == 't' then error( 'please implement :)' ) end return substitutions[ key ] and ( '%' .. fmt ):format( substitutions[ key ] ) or '%(' .. key .. ')'.. fmt end sql_statement = sql_statement:gsub( '%%%((%a[%w_]*)%)([-0-9%.]*[cdeEfgGiouxXQtn])', _format ) end ngx.log( ngx.DEBUG, "\n"..sql_statement ) ngx.ctx.sql = sql_statement:gsub( '\n ', ' ' ):gsub( '\n', ' ' ) local db = ngx.ctx.mysql[ self.host..self.database..self.username ] if not db then error( 'failed to access object\'s db connection' ) end local res, err, errorcode, sqlstate = db:query( sql_statement ) if err then error( { err, sql_statement } ) end return res, err, errorcode, sqlstate end function MySQLDatabase:value( sql_statement, substitutions ) local result = self:result( sql_statement, substitutions ) if result then local key = next( result ) local value = result[key] if type( value ) == 'string' and value:match( '^-?%d+%.?%d*$' ) then return tonumber( value ) else return value end --return result[key] end end function MySQLDatabase:result( sql_statement, substitutions ) local res = self:resultset( sql_statement, substitutions ) --ngx.say( inspect( res ) ) if res and #res > 0 then return res[1] else return nil end end function MySQLDatabase:resultset( sql_statement, substitutions ) local res, err, errno, sqlstate = self:query( sql_statement, substitutions ) if res then for _, row in ipairs( res ) do -- handle JSON by checking names of columns for those ending in _details for name, value in pairs( row ) do if name:match( 'details$' ) or name:match( 'json$' ) then if type( value ) == 'string' and value:trim() ~= '' then row[name] = cjson.decode( value ) -- handle NULL and empty string elseif type( value ) == 'userdata' or type( value == 'string' and value:trim() == '' ) then row[name] = {} end end end --[[ if row.details ~= nil then if type( row.details ) == 'string' and row.details:trim() ~= '' then row.details = cjson.decode( row.details ) -- handle NULL and empty string elseif type( row.details ) == 'userdata' or type( row.details == 'string' and row.details:trim() == '' ) then row.details = {} end end -- if details column present --]] end -- for loop end -- if res return res end function MySQLDatabase:indexedresultset( indexby, sql_statement, substitutions ) local results = self:resultset( sql_statement, substitutions ) local indexedresults = {} for _, row in ipairs( results ) do indexedresults[ tostring( row[indexby] ) ] = row end return indexedresults end -- only supports simple PRIMARY KEY function MySQLDatabase:update( table_name, id, changes ) local primary_key_column = 'id' -- if no changes table then assume that id of row to update and changes are merged together in second parameter if not changes then changes = table.copy( id ) id = changes[primary_key_column] changes[primary_key_column] = nil else if type( id ) == 'table' then for key, value in pairs( id ) do primary_key_column = key id = value break end end end local values = {} local i = 1 for key, value in pairs( changes ) do --ngx.say( key, ' ', type(value), ' ', inspect(value) ) if type( value ) == 'string' then values[i] = key.." = '"..value:gsub( "'", "%\\'" ).."'" i = i + 1 elseif type( value ) == 'number' then values[i] = key.." = "..value i = i + 1 elseif value == ngx.null then values[i] = key.." = NULL" i = i + 1 elseif type( value ) == 'table' and key == 'details' then -- details gets encoded as JSON as it enters the database local cleaned = cjson.encode( value ) -- remove quotes cleaned = cleaned:gsub( "'", "%\\'" ) -- handle escapes cleaned = cleaned:gsub( "\\([^'])", '\\\\%1' ) values[i] = key.." = '"..cleaned.."'" i = i + 1 end end -- add quotes if primary key is a string if type( id ) == 'string' then id = "'"..id.."'" end local set_clause = table.concat( values, ',\n ' ) local query = string.interpolate( [[ UPDATE %(tablename)s SET %(setclause)s WHERE %(primarykeycolumn)s = %(primarykey)s ]], { tablename = table_name, setclause = set_clause, primarykeycolumn = primary_key_column, primarykey = id } ) return self:query( query ) end function MySQLDatabase:insert( table_name, row ) local values = {} local i = 1 --ngx.say( table_name, inspect( row ) ) for key, value in pairs( row ) do --ngx.say( key, ' ', type(value), ' ', inspect(value) ) if type( value ) == 'string' then values[i] = key.." = '"..value:gsub( "'", "%\\'" ).."'" i = i + 1 elseif type( value ) == 'number' then values[i] = key.." = "..value i = i + 1 elseif type( value ) == 'table' and key == 'details' then if next( value ) == nil then values[i] = key.." = NULL" else -- details gets encoded as JSON as it enters the database local cleaned = cjson.encode( value ) -- remove quotes cleaned = cleaned:gsub( "'", "%\\'" ) -- handle escapes cleaned = cleaned:gsub( "\\([^'])", '\\\\%1' ) values[i] = key.." = '"..cleaned.."'" end i = i + 1 end end local set_clause = table.concat( values, ',\n ' ) local query = string.interpolate( [[ INSERT INTO %(tablename)s SET %(setclause)s ]], { tablename = table_name, setclause = set_clause } ) return self:query( query ) end function MySQLDatabase:delete( table_name, id ) local query = string.interpolate( [[ DELETE FROM %(tablename)s WHERE id = %(id)s ]], { tablename = table_name, id = id } ) return self:query( query ) end return MySQLDatabase
help( [[ This module loads xz 5.2.2 into the environment. XZ Utils is free general-purpose data compression software with a high compression ratio. XZ Utils were written for POSIX-like systems, but also work on some not-so-POSIX systems. XZ Utils are the successor to LZMA Utils. ]]) whatis("Loads the xz compression software") local version = "5.2.2" local base = "/cvmfs/oasis.opensciencegrid.org/osg/modules/xz/"..version prepend_path("PATH", pathJoin(base, "bin")) prepend_path("CPATH", pathJoin(base, "include")) prepend_path("LD_LIBRARY_PATH", pathJoin(base, "lib")) prepend_path("LIBRARY_PATH", pathJoin(base, "lib")) family('xz')
local lspconfig = require('lspconfig') local lspconfigs = require('lspconfig.configs') local lspkind = require('lspkind') local lsp_installer = require("nvim-lsp-installer") local coq = require("coq") local M = {} -- add some emoji decorations to the completion menu's suggestions lspkind.init({ with_text = true, symbol_map = { Text = '📜', Method = '🧶', Function = '🧵', Constructor = '🚧', Variable = '🔻', Class = '📦', Interface = '🧩', Module = '🚛', Property = '💊', Unit = '🗳 ', Value = '🧪', Enum = '🧫', Keyword = '🔑', Snippet = '🌱', Color = '🎨', File = '🗄 ', Folder = '📁', EnumMember = '🦠', Constant = '🧊', Struct = '🧱', Operator = '❎', Buffer = '🪐' }, }) -- keymaps function M.on_attach(client, bufnr) local function buf_set_keymap(...) vim.api.nvim_buf_set_keymap(bufnr, ...) end local function buf_set_option(...) vim.api.nvim_buf_set_option(bufnr, ...) end buf_set_option('omnifunc', 'v:lua.vim.lsp.omnifunc') -- Mappings. local opts = { noremap=true, silent=true } buf_set_keymap('n', 'gD', '<Cmd>lua vim.lsp.buf.declaration()<CR>', opts) buf_set_keymap('n', 'gd', '<Cmd>lua vim.lsp.buf.definition()<CR>', opts) buf_set_keymap('n', '<C-]>', '<Cmd>lua vim.lsp.buf.definition()<CR>', opts) buf_set_keymap('n', 'K', '<Cmd>lua vim.lsp.buf.hover()<CR>', opts) buf_set_keymap('n', 'gi', '<cmd>lua vim.lsp.buf.implementation()<CR>', opts) buf_set_keymap('n', '<C-k>', '<cmd>lua vim.lsp.buf.signature_help()<CR>', opts) buf_set_keymap('n', '<leader>rn', '<cmd>lua vim.lsp.buf.rename()<CR>', opts) buf_set_keymap('n', 'gr', '<cmd>lua vim.lsp.buf.references()<CR>', opts) -- Not all LSPs implement every bit of functionality; check the particular -- LSP server we've attached to for these if (client.resolved_capabilities.document_formatting or client.resolved_capabilities.document_range_formatting) then buf_set_option('formatexpr', 'v:lua.vim.lsp.formatexpr(#{timeout_ms:250})') end end lsp_installer.on_server_ready(function(server) local opts = { -- map buffer local keybindings when the language server attaches on_attach = M.on_attach, } local has_lsp_config, custom_lsp_config = pcall(require, "me.lsp.configs." .. server.name) if has_lsp_config then opts = vim.tbl_deep_extend("force", opts, custom_lsp_config) end -- This setup() function is exactly the same as lspconfig's setup function. -- Refer to https://github.com/neovim/nvim-lspconfig/blob/master/doc/server_configurations.md server:setup(coq.lsp_ensure_capabilities(opts)) end) return M
-- Copyright (c) 2021 Trevor Redfern -- -- This software is released under the MIT License. -- https://opensource.org/licenses/MIT local Selectors = {} function Selectors.get(state, perspective, position) if not state.fogOfWar then return nil end local view = state.fogOfWar[perspective] if not view then return nil end return view[position.hashKey] end return Selectors
local lpugl = require"lpugl_cairo" local oocairo = require"oocairo" local floor = math.floor local ceil = math.ceil local abs = math.abs local sqrt = math.sqrt local unpack = table.unpack or unpack -- for Lua 5.1 math.randomseed(os.time()) local world = lpugl.newWorld("example03.lua") local scale = world:getScreenScale() local fillCache local drawBall do local function drawBallImpl(cairo, x, y, r, r1, g1, b1, r2, g2, b2) local alpha = 0.7 local d = r*0.75 local pattern = oocairo.pattern_create_radial(x - d, y - d, r - d, x - d, y - d, 2*r) pattern:add_color_stop_rgba(0, r1, g1, b1, alpha) pattern:add_color_stop_rgba(1, r2, g2, b2, alpha) cairo:set_source(pattern) cairo:arc(x, y, r, 0, math.pi * 2) cairo:fill(); end local gradientTable = { { 1.0, 0.8, 0.8, 1.0, 0.0, 0.0 }, { 0.7, 1.0, 0.7, 0.0, 1.0, 0.0 }, { 0.7, 0.7, 1.0, 0.0, 0.0, 1.0 }, } local cache = {} local use_cache = true local padding = 10 fillCache = function(gradientIndex, r) local c2 = cache[gradientIndex]; if not c2 then c2 = {}; cache[gradientIndex] = c2 end if not c2[r] then local layoutTarget = world:getDefaultBackend():getLayoutContext():get_target() local surface = oocairo.surface_create_similar(layoutTarget, "color-alpha", 2*(r+padding), 2*(r+padding)) local cairo = oocairo.context_create(surface) drawBallImpl(cairo, r + padding, r + padding, r, unpack(gradientTable[gradientIndex])) c2[r] = surface end end local bug_workaround = true -- enlarge surface and clip to prevent strange border artefacts when -- painting the surface on non integer coordinates (bug in cairo?) drawBall = function(cairo, x, y, r, gradientIndex) if use_cache then local cached = cache[gradientIndex][r] if bug_workaround then cairo:save() cairo:rectangle(floor(x - r - padding/2), floor(y - r - padding/2), ceil(2*r+padding), ceil(2*r+padding)) cairo:clip() end cairo:set_source(cached, x - r - padding, y - r - padding) cairo:paint() if bug_workaround then cairo:restore() end else drawBallImpl(cairo, x, y, r, unpack(gradientTable[gradientIndex])) end end end local initialWidth, initialHeight = 640*scale, 480*scale local objects_draw local objects_push local objects_process do local objects = {} for i = 1, 500 do local obj = {} objects[i] = obj obj.r = math.random(floor(10*scale), floor(30*scale)) obj.x = math.random(obj.r, floor(initialWidth - 2 * obj.r)) obj.y = math.random(obj.r, floor(initialHeight - 2 * obj.r)) obj.g = math.random(1, 3) obj.dx = 5 * math.random() / 20 * scale obj.dy = 5 * math.random() / 20 * scale fillCache(obj.g, obj.r) end objects_draw = function(cairo, w, h) for i = 1, #objects do local obj = objects[i] drawBall(cairo, obj.x, obj.y, obj.r, obj.g) end end objects_push = function(bx, by) for i = 1, #objects do local obj = objects[i] local x, y = obj.x, obj.y local bdx, bdy = x - bx, y - by local bd = sqrt(bdx^2 + bdy^2)/scale local a = (bd + 0.01)^-1.5 obj.dx = obj.dx + a * bdx obj.dy = obj.dy + a * bdy end end local lastT = world:getTime() objects_process = function(w, h) local currT = world:getTime() local dt = (currT - lastT) * 1000 for i = 1, #objects do local obj = objects[i] local x, y = obj.x, obj.y x = x + obj.dx * dt if x + obj.r > w then x = w - obj.r obj.dx = -obj.dx elseif x - obj.r < 0 then x = obj.r obj.dx = -obj.dx end y = y + obj.dy * dt if y + obj.r > h then y = h - obj.r obj.dy = -obj.dy elseif y - obj.r < 0 then y = obj.r obj.dy = -obj.dy end obj.x, obj.y = x, y obj.dx = obj.dx * (1 - dt * 0.0001) obj.dy = obj.dy * (1 - dt * 0.0001) end lastT = currT end end local lastDisplayTime = 0 local renderStartTime = nil local renderTime = 0 local renderCount = 0 local lastRender = 0 local frameTime = 0 local frameCount = 0 local processTime = 0 local processCount = 0 local view = world:newView { title = "example03", size = {initialWidth, initialHeight}, resizable = true, eventFunc = function(view, event, ...) if event == "EXPOSE" then local startTime = world:getTime() frameTime = frameTime + startTime - lastRender frameCount = frameCount + 1 lastRender = startTime local cairo = view:getDrawContext() local w, h = view:getSize() cairo:set_source_rgb(1.0, 1.0, 1.0) cairo:rectangle(0, 0, w, h) cairo:fill() objects_draw(cairo, w, h) renderStartTime = startTime world:setNextProcessTime(0) elseif event == "BUTTON_PRESS" then local bx, by, bn = ... if bn == 1 then objects_push(bx, by) end elseif event == "CLOSE" then view:close() end end } view:show() local lastP = world:getTime() local REFRESH_PERIOD = 0.015 world:setProcessFunc(function() if not view:isClosed() then local startTime = world:getTime() if renderStartTime then renderTime = renderTime + (startTime - renderStartTime) renderCount = renderCount + 1 lastDisplayTime = renderStartTime renderStartTime = nil end local now = world:getTime() if now >= lastDisplayTime + REFRESH_PERIOD then objects_process(view:getSize()) processTime = processTime + world:getTime() - startTime processCount = processCount + 1 view:postRedisplay() world:setNextProcessTime(REFRESH_PERIOD) else world:setNextProcessTime(lastDisplayTime + REFRESH_PERIOD - now) end if startTime > lastP + 2 and renderCount > 0 and processCount > 0 then print(string.format("render: %5.1fms, process: %5.1fms, period: %5.1fms", renderTime/renderCount * 1000, processTime/processCount * 1000, frameTime/frameCount * 1000)) renderTime = 0 renderCount = 0 processTime = 0 processCount = 0 frameTime = 0 frameCount = 0 lastP = startTime end end end) world:setNextProcessTime(0) while world:hasViews() do world:update() end
-- local MQ = require "MQ.stomp" local MQ = require "MQ.redis" -- local MQ = require "MQ.mqtt" local cf = require "cf" require "utils" local mq = MQ:new { host = 'localhost', -- port = 61613, -- port = 1883, port = 6379, -- vhost = '/exchange', -- auth = "admin", -- username = "guest", -- password = "guest", } mq:on('/test', function (msg) print("收到来自/test的消息.") var_dump(msg) end) mq:on('/admin', function (msg) print("收到来自/admin的消息.") var_dump(msg) end) cf.at(0.1, function (args) print(mq:emit('/test', '{"code":'..math.random(1, 100)..',"from":"/test"}')) print(mq:emit('/admin', '{"code":'..math.random(1, 100)..',"from":"/admin"}')) end) mq:start()
--[[ Made by Fenrier. ]] Player=game:GetService("Players").LocalPlayer Character=Player.Character PlayerGui=Player.PlayerGui Backpack=Player.Backpack Torso=Character.Torso Head=Character.Head Humanoid=Character.Humanoid LeftArm=Character["Left Arm"] LeftLeg=Character["Left Leg"] RightArm=Character["Right Arm"] RightLeg=Character["Right Leg"] LS=Torso["Left Shoulder"] LH=Torso["Left Hip"] RS=Torso["Right Shoulder"] RH=Torso["Right Hip"] Neck=Torso.Neck it=Instance.new vt=Vector3.new cf=CFrame.new euler=CFrame.fromEulerAnglesXYZ angles=CFrame.Angles necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0) LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0) RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0) RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0) RootPart=Character.HumanoidRootPart RootJoint=RootPart.RootJoint RootCF=euler(-1.57,0,3.14) attack = false attackdebounce = false MMouse=nil combo=0 mana=0 local idle=0 local Anim="Idle" local Effects={} local guard=false --player player=nil --save shoulders RSH, LSH=nil, nil --welds RW, LW=Instance.new("Weld"), Instance.new("Weld") RW.Name="Right Shoulder" LW.Name="Left Shoulder" LH=Torso["Left Hip"] RH=Torso["Right Hip"] TorsoColor=Torso.BrickColor function swait(num) if num==0 or num==nil then --if Stagger.Value==false or Stun.Value<=100 then game:service'RunService'.Stepped:wait(0) --end else for i=0,num do game:service'RunService'.Stepped:wait(0) --[[if Stagger.Value==true or Stun.Value>=100 then break end]] end end end if Character:findFirstChild("Glaciem",true) ~= nil then Character:findFirstChild("Glaciem",true).Parent = nil end if Player.PlayerGui:findFirstChild("WeaponGUI",true) ~= nil then Player.PlayerGui:findFirstChild("WeaponGUI",true).Parent = nil end if Character:findFirstChild("Stats",true) ~= nil then Character:findFirstChild("Stats",true).Parent = nil end local Stats=Instance.new("BoolValue") Stats.Name="Stats" Stats.Parent=Character local Atk=Instance.new("NumberValue") Atk.Name="Damage" Atk.Parent=Stats Atk.Value=1 local Def=Instance.new("NumberValue") Def.Name="Defense" Def.Parent=Stats Def.Value=1 local Speed=Instance.new("NumberValue") Speed.Name="Speed" Speed.Parent=Stats Speed.Value=1 local Mvmt=Instance.new("NumberValue") Mvmt.Name="Movement" Mvmt.Parent=Stats Mvmt.Value=1 local Block=Instance.new("BoolValue") Block.Name="Block" Block.Parent=Stats Block.Value=false local Stun=Instance.new("NumberValue") Stun.Name="Stun" Stun.Parent=Stats Stun.Value=0 local Stunned=Instance.new("BoolValue") Stunned.Name="Stunned" Stunned.Parent=Stats Stunned.Value=false local Stagger=Instance.new("BoolValue") Stagger.Name="Stagger" Stagger.Parent=Stats Stagger.Value=false local StaggerHit=Instance.new("BoolValue") StaggerHit.Name="StaggerHit" StaggerHit.Parent=Stats StaggerHit.Value=false local RecentEnemy=Instance.new("ObjectValue") RecentEnemy.Name="RecentEnemy" RecentEnemy.Parent=Stats RecentEnemy.Value=nil function NoOutline(Part) Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10 end function part(formfactor,parent,reflectance,transparency,brickcolor,name,size) local fp=it("Part") fp.formFactor=formfactor fp.Parent=parent fp.Reflectance=reflectance fp.Transparency=transparency fp.CanCollide=false fp.Locked=true fp.BrickColor=brickcolor fp.Name=name fp.Size=size fp.Position=Torso.Position NoOutline(fp) fp.Material="SmoothPlastic" fp:BreakJoints() return fp end function mesh(Mesh,part,meshtype,meshid,offset,scale) local mesh=it(Mesh) mesh.Parent=part if Mesh=="SpecialMesh" then mesh.MeshType=meshtype if meshid~="nil" then mesh.MeshId="http://www.roblox.com/asset/?id="..meshid end end mesh.Offset=offset mesh.Scale=scale return mesh end function weld(parent,part0,part1,c0) local weld=it("Weld") weld.Parent=parent weld.Part0=part0 weld.Part1=part1 weld.C0=c0 return weld end local Color1=Torso.BrickColor local fengui=it("GuiMain") fengui.Parent=Player.PlayerGui fengui.Name="WeaponGUI" local fenframe=it("Frame") fenframe.Parent=fengui fenframe.BackgroundColor3=Color3.new(255,255,255) fenframe.BackgroundTransparency=1 fenframe.BorderColor3=Color3.new(17,17,17) fenframe.Size=UDim2.new(0.0500000007, 0, 0.100000001, 0) fenframe.Position=UDim2.new(0.4,0,0.1,0) local fenbarmana1=it("TextLabel") fenbarmana1.Parent=fenframe fenbarmana1.Text=" " fenbarmana1.BackgroundTransparency=0 fenbarmana1.BackgroundColor3=Color3.new(0,0,0) fenbarmana1.SizeConstraint="RelativeXY" fenbarmana1.TextXAlignment="Center" fenbarmana1.TextYAlignment="Center" fenbarmana1.Position=UDim2.new(0,0,0,0) fenbarmana1.Size=UDim2.new(4,0,0.2,0) local fenbarmana2=it("TextLabel") fenbarmana2.Parent=fenframe fenbarmana2.Text=" " fenbarmana2.BackgroundTransparency=0 fenbarmana2.BackgroundColor3=Torso.Color fenbarmana2.SizeConstraint="RelativeXY" fenbarmana2.TextXAlignment="Center" fenbarmana2.TextYAlignment="Center" fenbarmana2.Position=UDim2.new(0,0,0,0) fenbarmana2.Size=UDim2.new(4*mana/100,0,0.2,0) local fenbarmana3=it("TextLabel") fenbarmana3.Parent=fenframe fenbarmana3.Text=" " fenbarmana3.BackgroundTransparency=0 fenbarmana3.BackgroundColor3=Color3.new(Col1,Col2,Col3) fenbarmana3.SizeConstraint="RelativeXY" fenbarmana3.TextXAlignment="Center" fenbarmana3.TextYAlignment="Center" fenbarmana3.Position=UDim2.new(0,0,0,0) fenbarmana3.Size=UDim2.new(0,0,0.2,0) local fenbarmana4=it("TextLabel") fenbarmana4.Parent=fenframe fenbarmana4.Text="Mana("..mana..")" fenbarmana4.BackgroundTransparency=1 fenbarmana4.BackgroundColor3=Color3.new(0,0,0) fenbarmana4.SizeConstraint="RelativeXY" fenbarmana4.TextXAlignment="Center" fenbarmana4.TextYAlignment="Center" fenbarmana4.Position=UDim2.new(0,0,-0.3,0) fenbarmana4.Size=UDim2.new(4,0,0.2,0) fenbarmana4.FontSize="Size9" fenbarmana4.TextStrokeTransparency=0 fenbarmana4.TextColor=BrickColor.new("White") local modelzorz=Instance.new("Model") modelzorz.Parent=Character modelzorz.Name="Glaciem" local prt1=part(3,modelzorz,0,0,TorsoColor,"Part01",vt()) local prt2=part(3,modelzorz,0,0,BrickColor.new("Black"),"Part02",vt()) local prt3=part(3,modelzorz,0,0,BrickColor.new("Bright blue"),"Part03",vt()) local prt4=part(3,modelzorz,0,0,BrickColor.new("Bright blue"),"Part04",vt()) local prt5=part(3,modelzorz,0,0,BrickColor.new("Cyan"),"Part05",vt()) local prt6=part(3,modelzorz,0,0,BrickColor.new("Cyan"),"Part06",vt()) local prt7=part(3,modelzorz,0,0,BrickColor.new("Cyan"),"Part07",vt()) local prtt=part(3,modelzorz,0.8,0,BrickColor.new("Medium blue"),"Part09",vt()) local sprt1=part(3,modelzorz,0,0,BrickColor.new("Black"),"Shield Part01",vt()) local sprt2=part(3,modelzorz,0.5,0,BrickColor.new("Cyan"),"Shield Part02",vt()) local sprt3=part(3,modelzorz,0.5,0,BrickColor.new("Cyan"),"Shield Part03",vt()) local sprt4=part(3,modelzorz,0.5,0,BrickColor.new("Cyan"),"Shield Part04",vt()) local sprt5=part(3,modelzorz,0.5,0,BrickColor.new("Cyan"),"Shield Part05",vt()) local sprt6=part(3,modelzorz,0,0,BrickColor.new("Bright blue"),"Shield Part06",vt()) local sprt7=part(3,modelzorz,0,0,BrickColor.new("Bright blue"),"Shield Part07",vt()) local sprt8=part(3,modelzorz,0,0,BrickColor.new("Bright blue"),"Shield Part08",vt()) local sprt9=part(3,modelzorz,0,0,BrickColor.new("Bright blue"),"Shield Part09",vt()) local sprt10=part(3,modelzorz,0,0,BrickColor.new("Medium blue"),"Shield Part10",vt()) local msh1=mesh("SpecialMesh",prt1,"Head","nil",vt(0,0,0),vt(2,6,2)) local msh2=mesh("CylinderMesh",prt2,"","",vt(0,0,0),vt(1.5,8,1.5)) local msh3=mesh("SpecialMesh",prt3,"FileMesh","9756362",vt(0,0,0),vt(.6,.5,.6)) local msh4=mesh("SpecialMesh",prt4,"FileMesh","9756362",vt(0,0,0),vt(1.35,.35,.7)) local msh5=mesh("BlockMesh",prt5,"","",vt(0,0,0),vt(10,1,3)) local msh6=mesh("BlockMesh",prt6,"","",vt(0,0,0),vt(3,1.2,3.1)) local msh7=mesh("BlockMesh",prt7,"","",vt(0,0,0),vt(3,1.2,3.1)) local msht=mesh("SpecialMesh",prtt,"FileMesh","9756362",vt(0,0,0),vt(0.8,1.4,0.31)) local smsh1=mesh("BlockMesh",sprt1,"","",vt(0,0,0),vt(1,1,1)) local smsh2=mesh("SpecialMesh",sprt2,"Wedge","nil",vt(0,0,0),vt(1.5,6,10)) local smsh3=mesh("SpecialMesh",sprt3,"Wedge","nil",vt(0,0,0),vt(1.5,6,10)) local smsh4=mesh("SpecialMesh",sprt4,"Wedge","nil",vt(0,0,0),vt(1.5,6,5)) local smsh5=mesh("SpecialMesh",sprt5,"Wedge","nil",vt(0,0,0),vt(1.5,6,5)) local smsh6=mesh("SpecialMesh",sprt6,"Wedge","nil",vt(0,0,0),vt(1.2,8,12)) local smsh7=mesh("SpecialMesh",sprt7,"Wedge","nil",vt(0,0,0),vt(1.2,8,12)) local smsh8=mesh("SpecialMesh",sprt8,"Wedge","nil",vt(0,0,0),vt(1.2,8,7)) local smsh9=mesh("SpecialMesh",sprt9,"Wedge","nil",vt(0,0,0),vt(1.2,8,7)) local smsh10=mesh("SpecialMesh",sprt10,"FileMesh","187687193",vt(0,0,0),vt(3,1,3)) --Meshes = {187687161, 187687175, 187687193} local wld1=weld(prt1,prt1,sprt1,euler(0,0,0)*cf(0,2.5,0)) --local wld1=weld(prt1,prt1,RightArm,euler(1.57,0,0)*cf(0,1,0)) local wld2=weld(prt2,prt2,prt1,euler(0,0,0)*cf(0,0,0)) local wld3=weld(prt3,prt3,prt2,euler(0,0,0)*cf(0,.8,0)) local wld4=weld(prt4,prt4,prt2,euler(0,1.57,0)*cf(0,-.9,0)) local wld5=weld(prt5,prt5,prt4,euler(0,0,0)*cf(0,-.05,0)) local wld6=weld(prt6,prt6,prt5,euler(0,0,-1.4)*cf(-1,-.2,0)) local wld7=weld(prt7,prt7,prt5,euler(0,0,1.4)*cf(1,-.2,0)) local wldt=weld(prtt,prtt,prt4,euler(0,0,0)*cf(0,-3.45,0)) local swld1=weld(sprt1,sprt1,LeftArm,euler(-1.57,0,0)*cf(.5,.5,0)) local swld2=weld(sprt2,sprt2,sprt1,euler(-1.57,0,0)*cf(.1,-.8,-.6)) local swld3=weld(sprt3,sprt3,sprt1,euler(-1.57,3.14,0)*cf(.1,-.8,.6)) local swld4=weld(sprt4,sprt4,sprt1,euler(-1.57,0,3.14)*cf(.1,.7,-.6)) local swld5=weld(sprt5,sprt5,sprt1,euler(-1.57,3.14,3.14)*cf(.1,.7,.6)) local swld6=weld(sprt6,sprt6,sprt1,euler(-1.57,0,0)*cf(.1,-1,-.8)) local swld7=weld(sprt7,sprt7,sprt1,euler(-1.57,3.14,0)*cf(.1,-1,.8)) local swld8=weld(sprt8,sprt8,sprt1,euler(-1.57,0,3.14)*cf(.1,.9,-.8)) local swld9=weld(sprt9,sprt9,sprt1,euler(-1.57,3.14,3.14)*cf(.1,.9,.8)) local swld10=weld(sprt10,sprt10,sprt1,euler(0,0,1.57)*cf(.25,0,0)) for i=0,180,180 do for x=-20,20,40 do local lol=i-90 local lol2=math.abs(lol/480) local lol3=x/90 local prt8=part(3,modelzorz,0.8,0,BrickColor.new("Medium blue"),"Part08",vt()) local msh8=mesh("BlockMesh",prt8,"","",vt(0,0,0),vt(0.2,17.5,2.97)) --local wld8=weld(prt8,prt4,prt8,euler(0,0,0)*cf(.2,-1.7,0)*euler(0,-0.3-0.785,0)) local wld8=weld(prt8,prt4,prt8,cf(0,1.7,0)*euler(0,math.rad(i+x)+1.57,0)) wld8.C1=cf(lol2,0,-lol3)*euler(0,0,0) end end local hitbox=part(3,nil,0,1,BrickColor.new("Black"),"Hitbox",vt(1,1,1)) hitbox.Anchored=false local hitbox2=part(3,nil,0,1,BrickColor.new("Black"),"Hitbox",vt(1,1,1)) hitbox2.Anchored=true if (script.Parent.className~="HopperBin") then Tool=Instance.new("HopperBin") Tool.Parent=Backpack Tool.Name="Glaciem" script.Parent=Tool end Bin=script.Parent local bodvel=Instance.new("BodyVelocity") local bg=Instance.new("BodyGyro") so = function(id,par,vol,pit) coroutine.resume(coroutine.create(function() local sou = Instance.new("Sound",par or workspace) sou.Volume=vol sou.Pitch=pit or 1 sou.SoundId=id swait() sou:play() game:GetService("Debris"):AddItem(sou,6) end)) end function clerp(a,b,t) local qa = {QuaternionFromCFrame(a)} local qb = {QuaternionFromCFrame(b)} local ax, ay, az = a.x, a.y, a.z local bx, by, bz = b.x, b.y, b.z local _t = 1-t return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t)) end function QuaternionFromCFrame(cf) local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() local trace = m00 + m11 + m22 if trace > 0 then local s = math.sqrt(1 + trace) local recip = 0.5/s return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5 else local i = 0 if m11 > m00 then i = 1 end if m22 > (i == 0 and m00 or m11) then i = 2 end if i == 0 then local s = math.sqrt(m00-m11-m22+1) local recip = 0.5/s return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip elseif i == 1 then local s = math.sqrt(m11-m22-m00+1) local recip = 0.5/s return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip elseif i == 2 then local s = math.sqrt(m22-m00-m11+1) local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip end end end function QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w*xs, w*ys, w*zs local xx = x*xs local xy = x*ys local xz = x*zs local yy = y*ys local yz = y*zs local zz = z*zs return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy)) end function QuaternionSlerp(a, b, t) local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4] local startInterp, finishInterp; if cosTheta >= 0.0001 then if (1 - cosTheta) > 0.0001 then local theta = math.acos(cosTheta) local invSinTheta = 1/math.sin(theta) startInterp = math.sin((1-t)*theta)*invSinTheta finishInterp = math.sin(t*theta)*invSinTheta else startInterp = 1-t finishInterp = t end else if (1+cosTheta) > 0.0001 then local theta = math.acos(-cosTheta) local invSinTheta = 1/math.sin(theta) startInterp = math.sin((t-1)*theta)*invSinTheta finishInterp = math.sin(t*theta)*invSinTheta else startInterp = t-1 finishInterp = t end end return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp end function hideanim() equipped=false for i=0,1,0.2 do swait() wld1.C0=clerp(wld1.C0,euler(1.7,-.2,.5)*cf(0,1,0),.4) Neck.C0=clerp(Neck.C0,necko*euler(.2,0,.4),.4) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4) RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(1.5,0,-.5)*euler(0,1.57,0),.4) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.3,-1.2,-.5),.4) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) RH.C0=clerp(RH.C0,RHC0,.4) RH.C1=clerp(RH.C1,RHC1,.4) LH.C0=clerp(LH.C0,LHC0,.4) LH.C1=clerp(LH.C1,LHC1,.4) end Mvmt.Value=Mvmt.Value+.1 wld1.Part1=sprt1 wld1.C0=euler(0,0,0)*cf(0,2.5,0) for i=0,1,0.3 do swait() Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.4) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,0),.4) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,0),.4) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) end end function equipanim() equipped=true for i=0,1,0.2 do swait() Neck.C0=clerp(Neck.C0,necko*euler(.2,0,.4),.4) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4) RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(1.5,0,-.5)*euler(0,1.57,0),.4) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.3,-1.2,-.5),.4) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) end Mvmt.Value=Mvmt.Value-.1 wld1.Part1=RightArm wld1.C0=euler(1.7,-.2,.5)*cf(0,1,0) local hit,pos=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,200,Character) if hit~=nil then local ref=part(3,workspace,0,1,BrickColor.new("Black"),"Effect",vt()) ref.Anchored=true ref.CFrame=cf(pos) game:GetService("Debris"):AddItem(ref,1) MagicWave(BrickColor.new("Medium blue"),cf(ref.Position),1,1,1,1,.5,1,.1) end for i=0,1,0.1 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(.1,0,-.2),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1,0,1)*euler(0,1,0),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.1,0,-1.4)*euler(0,-.2,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) end end function StaggerAnim() attack=true for i=1,math.random(2,4) do ClangEffect(BrickColor.new("New Yeller"),cf(hitbox.Position)*euler(math.random(-50,50)/100,math.random(-50,50),math.random(-50,50)/100),0,.1,.2,math.random(150,300)/1000) end for i=0,1,0.35 do swait() Torso.Velocity=RootPart.CFrame.lookVector*-40 wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5)*euler(.1,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(-.2,0,-.4),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,.7)*euler(0,-.7,0),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.4)*euler(0,.4,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(-.5,0,.6),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.2,.2),.3) end for i=0,1,0.2 do swait() Torso.Velocity=RootPart.CFrame.lookVector*-40 wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.4) Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5)*euler(.1,0,0),.4) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(-.5,0,-.4),.4) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,.7)*euler(0,-.7,0),.4) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.4)*euler(0,.4,0),.4) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(-.5,0,.6),.4) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.2,.5),.4) end for i=0,1,0.1 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,.4)*euler(.5,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.8)*euler(-.2,0,-.4),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.3,0,.4)*euler(0,-.4,0),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.3,0,-.2)*euler(0,.4,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(-.5,0,1.2),.3) LH.C0=clerp(LH.C0,cf(-1,0,-1)*euler(0,-1.57,0)*euler(0,.2,.2),.3) end swait(15) combo=0 attack=false end function StaggerHitt() attack=true for i=1,math.random(2,4) do ClangEffect(BrickColor.new("New Yeller"),cf(hitbox.Position)*euler(math.random(-50,50)/100,math.random(-50,50),math.random(-50,50)/100),0,.1,.2,math.random(150,300)/1000) end for i=0,1,0.1 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,.7)*euler(.1,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(-.2,0,-.6),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.9)*euler(0,-.7,0),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.2,0,-.4)*euler(0,.4,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(0,1.57,0)*euler(-.2,0,-.4),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.2,.2),.3) end attack=false end function StunAnim() attack=true Stunned.Value=true for i=0,1,0.3 do swait() Humanoid.WalkSpeed=0 wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.2) Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,-.5),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(.2,0,-3),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,1.3),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(1,0,.4)*euler(0,-.1,0),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.57,0)*euler(-.5,0,.3),.25) LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.2,0,0),.25) end for i=0,1,0.3 do swait() Humanoid.WalkSpeed=0 wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.2) Neck.C0=clerp(Neck.C0,necko*euler(-.3,0,-.5),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.5)*euler(.8,0,-3),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.8,0,1.3),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(1.2,0,.8)*euler(0,-.1,0),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.57,0)*euler(-.5,0,.6),.25) LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(.1,0,.7),.25) end for i=0,1,0.3 do swait() Humanoid.WalkSpeed=0 wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.2) Neck.C0=clerp(Neck.C0,necko*euler(-.3,0,-1),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2)*euler(1.57,0,-3),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.8,0,1.3),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.2,0,-.8)*euler(0,-.1,0),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(0,1.57,0)*euler(-.2,0,.6),.25) LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0,-1.57,0)*euler(-.1,0,.3),.25) end gairo=Instance.new("BodyGyro") gairo.Parent=RootPart gairo.maxTorque=Vector3.new(4e+005,4e+005,4e+005)*math.huge gairo.P=20e+003 gairo.cframe=RootPart.CFrame v=Instance.new("BodyVelocity",RootPart) v.Name="BodVel" v.P=2000 v.maxForce=Vector3.new(500000000,50000000,500000000) v.velocity=vt(0,-50,0) for i=0,1,0.1 do swait() Humanoid.WalkSpeed=0 v.velocity=vt(0,-50,0) wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,-1.57),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2.5)*euler(1.57,0,-3.14),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-1.57,0,1.5)*euler(.2,0,0),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.5,0,-1.57)*euler(0,0,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(-.3,.5,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(-.1,.2,0),.3) end for i=1,70 do swait() Humanoid.WalkSpeed=0 v.velocity=vt(0,-50,0) end v.velocity=vt(0,0,0) for i=0,1,0.2 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(.2,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-2)*euler(1,0,-4),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-1.57,0,1)*euler(.2,-1,0),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.2,0,.2)*euler(0,0,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(-.3,.5,.4),.3) LH.C0=clerp(LH.C0,cf(-1,-1,-1)*euler(0,-1.57,0)*euler(-.1,.2,1),.3) end gairo.Parent=nil v.Parent=nil combo=0 Stunned.Value=false attack=false end function attackone() attack=true for i=0,1,0.2 do swait() Neck.C0=clerp(Neck.C0,necko*euler(0,0,.2),.4) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.3),.4) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1,0,1.2)*euler(0,-2,0),.4) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) LW.C0=clerp(LW.C0,cf(-1.4,0.5,-.2)*euler(.7,0,.1)*euler(0,-.4,0),.4) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.3,0),.4) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.3,0),.4) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end hitbox.Parent=modelzorz hitbox.Size=vt(1.1,4,.5) hitbox.Transparency=1 hitbox.CFrame=prtt.CFrame*cf(0,-1.2,0) con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,10,15,math.random(5,10),"Normal",RootPart,.5,1,math.random(2,8),nil,true) end) blcf=nil scfr=nil for i=0,1,0.1 do swait() local blcf = prtt.CFrame*cf(0,-1.2,0) if scfr and (prtt.Position-scfr.p).magnitude > .1 then local h = 4.3 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox.CFrame=prtt.CFrame*cf(0,-1.2,0) wld1.C0=clerp(wld1.C0,euler(2.9,0,0)*cf(0,.8,-.2),.25) Neck.C0=clerp(Neck.C0,necko*euler(.2,0,-.3),.25) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.3),.25) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(1.2,0,-1)*euler(0,-1,0),.25) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.25) LW.C0=clerp(LW.C0,cf(-1.4,0.5,-.2)*euler(.7,0,-.7)*euler(0,0,0),.25) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.25) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.3,0),.25) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.3,0),.25) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1:disconnect() hitbox.Parent=nil attack=false end function attacktwo() attack=true for i=0,1,0.2 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.4) Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.2)*euler(-.2,0,0),.4) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.2),.4) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(2.2,0,-.8)*euler(0,1,0),.4) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) LW.C0=clerp(LW.C0,cf(-1.4,0.5,-.2)*euler(.5,0,-.5),.4) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.2,0),.4) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.2,0),.4) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end hitbox.Parent=modelzorz hitbox.Size=vt(1.1,4,.5) hitbox.Transparency=1 hitbox.CFrame=prtt.CFrame*cf(0,-1.2,0) con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,10,15,math.random(5,10),"Normal",RootPart,.5,1,math.random(2,8),nil,true) end) blcf=nil scfr=nil for i=0,1,0.15 do swait() local blcf = prtt.CFrame*cf(0,-1.2,0) if scfr and (prtt.Position-scfr.p).magnitude > .1 then local h = 4.3 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox.CFrame=prtt.CFrame*cf(0,-1.2,0) wld1.C0=clerp(wld1.C0,euler(2.2,0,0)*cf(0,.8,0),.4) Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.2)*euler(.4,0,0),.4) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.4) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.2,0,.3)*euler(0,.2,0),.4) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) LW.C0=clerp(LW.C0,cf(-1.4,0.5,-.2)*euler(-.5,0,-.2),.4) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0),.4) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.4) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1:disconnect() hitbox.Parent=nil attack=false end function attackthree() attack=true for i=0,1,0.2 do swait() wld1.C0=clerp(wld1.C0,euler(2,0,0)*cf(0,.8,0),.4) Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.4)*euler(-.4,0,0),.4) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.4),.4) RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(2.9,0,-.6)*euler(0,.2,0),.4) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) LW.C0=clerp(LW.C0,cf(-1,0.5,-.4)*euler(3,0,.8)*euler(0,0,0),.4) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.4) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.4,0),.4) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.4,0),.4) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end hitbox.Parent=modelzorz hitbox.Size=vt(1.1,4,.5) hitbox.Transparency=1 hitbox.CFrame=prtt.CFrame*cf(0,-1.2,0) con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,15,20,math.random(5,10),"Normal",RootPart,.5,1,math.random(4,10),nil,true) end) blcf=nil scfr=nil for i=0,1,0.1 do swait() local blcf = prtt.CFrame*cf(0,-1.2,0) if scfr and (prtt.Position-scfr.p).magnitude > .1 then local h = 4.3 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox.CFrame=prtt.CFrame*cf(0,-1.2,0) wld1.C0=clerp(wld1.C0,euler(2.4,0,0)*cf(0,.8,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,-.6)*euler(.4,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.6),.3) RW.C0=clerp(RW.C0,cf(1,0.5,-.5)*euler(.5,0,0)*euler(0,-1,0),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-.6,0.5,-.5)*euler(.2,0,.6)*euler(0,-1,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,-.6,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,-.6,0),.3) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1:disconnect() hitbox.Parent=nil attack=false end function attackfour() attack=true for i=0,1,0.2 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(.2,0,.5),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.5),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,.4),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-.8,0.5,-.5)*euler(1.57,0,1.2)*euler(0,.2,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.5,0),.25) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.25) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end Torso.Velocity=RootPart.CFrame.lookVector*100 hitbox.Parent=modelzorz hitbox.Size=vt(1,3.5,3) hitbox.Transparency=1 hitbox.CFrame=sprt1.CFrame*cf(0,.3,0) con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,10,15,math.random(20,30),"Knockdown2",RootPart,.5,1,math.random(5,15),nil,false) end) for i=0,1,0.1 do swait() hitbox.CFrame=sprt1.CFrame*cf(0,.3,0) wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,.3),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.3),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.6),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1,0.5,-.5)*euler(1.57,0,1),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end con1:disconnect() hitbox.Parent=nil --swait(10) for i=1,5 do swait() if Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then break end end attack=false end function Guard() attack=true guard=true Mvmt.Value=Mvmt.Value-.4 Block.Value=true for i=0,1,0.15 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(0,0,.3),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-.3),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4,0,.2),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1,0.5,-.5)*euler(1.57,0,1.27),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.3,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.3,0),.3) end while guard==true and Block.Value==true do swait() end Block.Value=false Mvmt.Value=Mvmt.Value+.4 attack=false end function ShieldSlam() attack=true local ref=part(3,workspace,0,1,BrickColor.new("Black"),"Effect",vt()) ref.Anchored=true ref.CFrame=RootPart.CFrame*cf(0,0,-2) game:GetService("Debris"):AddItem(ref,1) for _,c in pairs(workspace:children()) do local hum=c:findFirstChild("Humanoid") if hum~=nil then local head=c:findFirstChild("HumanoidRootPart") if head~=nil then if GetDist(head,ref,3)==true then if head.Parent:findFirstChild("Stats")~=nil then if head.Parent.Stats.Stunned.Value==true then Humanoid.WalkSpeed=0 for i=0,1,0.2 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(-.2,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,.4),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1,1,-.5)*euler(2.5,0,1.3)*euler(0,0,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) end hitbox.Parent=modelzorz hitbox.Size=vt(1,3.5,3) hitbox.Transparency=1 hitbox.CFrame=sprt1.CFrame*cf(0,.3,0) con1=hitbox.Touched:connect(function(hit) Damagefunc(hit,20,25,math.random(5,10),"Normal",RootPart,1,1,math.random(5,15),nil,false) end) for i=0,1,0.15 do swait() hitbox.CFrame=sprt1.CFrame*cf(0,.3,0) wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3) Neck.C0=clerp(Neck.C0,necko*euler(.4,0,.6),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.8)*euler(0,0,-.6),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2,0,.4),.3) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.3,.2,-.5)*euler(1.3,0,1)*euler(0,0,0),.3) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1.1,-1,0)*euler(0,1.57,0)*euler(0,0,-1),.3) LH.C0=clerp(LH.C0,cf(-1,.2,-.4)*euler(0,-1.57,0)*euler(-.2,0,.2),.3) end con1:disconnect() hitbox.Parent=nil Humanoid.WalkSpeed=16 end end end end end end attack=false end function GetDist(Part1,Part2,magni) local targ=Part1.Position-Part2.Position local mag=targ.magnitude if mag<=magni then return true else return false end end function MagniDamage(Part,magni,mindam,maxdam,knock,Type) for _,c in pairs(workspace:children()) do local hum=c:findFirstChild("Humanoid") if hum~=nil then local head=c:findFirstChild("Torso") if head~=nil then local targ=head.Position-Part.Position local mag=targ.magnitude if mag<=magni and c.Name~=Player.Name then Damagefunc(head,mindam,maxdam,knock,Type,RootPart,.2,1,3) end end end end end function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end local Point=Torso.CFrame*cf(0,Torso.Size.Y,0) LastPoint=Point function effect(Color,Ref,LP,P1,returnn) if LP==nil or P1==nil then return end local effectsmsh=Instance.new("CylinderMesh") effectsmsh.Scale=Vector3.new(0.2,1,0.2) effectsmsh.Name="Mesh" local effectsg=Instance.new("Part") NoOutline(effectsg) effectsg.formFactor=3 effectsg.CanCollide=false effectsg.Name="Eff" effectsg.Locked=true effectsg.Anchored=true effectsg.Size=Vector3.new(0.5,1,0.5) effectsg.Parent=workspace effectsmsh.Parent=effectsg effectsg.BrickColor=BrickColor.new(Color) effectsg.Reflectance=Ref local point1=P1 local mg=(LP.p - point1.p).magnitude effectsg.Size=Vector3.new(0.5,mg,0.5) effectsg.CFrame=cf((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0) effectsmsh.Scale=Vector3.new(0.2,1,0.2) game:GetService("Debris"):AddItem(effectsg,2) if returnn then return effectsg end if not returnn then table.insert(Effects,{effectsg,"Cylinder",0.2,0.01,0,0.01,effectsmsh}) end end local function CFrameFromTopBack(at, top, back) local right = top:Cross(back) return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z) end function Triangle(a, b, c) local edg1 = (c-a):Dot((b-a).unit) local edg2 = (a-b):Dot((c-b).unit) local edg3 = (b-c):Dot((a-c).unit) if edg1 <= (b-a).magnitude and edg1 >= 0 then a, b, c = a, b, c elseif edg2 <= (c-b).magnitude and edg2 >= 0 then a, b, c = b, c, a elseif edg3 <= (a-c).magnitude and edg3 >= 0 then a, b, c = c, a, b else assert(false, "unreachable") end local len1 = (c-a):Dot((b-a).unit) local len2 = (b-a).magnitude - len1 local width = (a + (b-a).unit*len1 - c).magnitude local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit) local list = {} if len1 > 0.01 then local w1 = Instance.new('WedgePart', m) game:GetService("Debris"):AddItem(w1,5) w1.Material = "SmoothPlastic" w1.FormFactor = 'Custom' w1.BrickColor = BrickColor.new("Medium blue") w1.Transparency = 0 w1.Reflectance = 0 w1.Material = "SmoothPlastic" w1.CanCollide = false NoOutline(w1) local sz = Vector3.new(0.2, width, len1) w1.Size = sz local sp = Instance.new("SpecialMesh",w1) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0,1,1) * sz/w1.Size w1:BreakJoints() w1.Anchored = true w1.Parent = workspace w1.Transparency = 0.7 table.insert(Effects,{w1,"Disappear",.05}) w1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2) table.insert(list,w1) end if len2 > 0.01 then local w2 = Instance.new('WedgePart', m) game:GetService("Debris"):AddItem(w2,5) w2.Material = "SmoothPlastic" w2.FormFactor = 'Custom' w2.BrickColor = BrickColor.new("Medium blue") w2.Transparency = 0 w2.Reflectance = 0 w2.Material = "SmoothPlastic" w2.CanCollide = false NoOutline(w2) local sz = Vector3.new(0.2, width, len2) w2.Size = sz local sp = Instance.new("SpecialMesh",w2) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0,1,1) * sz/w2.Size w2:BreakJoints() w2.Anchored = true w2.Parent = workspace w2.Transparency = 0.7 table.insert(Effects,{w2,"Disappear",.05}) w2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2) table.insert(list,w2) end return unpack(list) end function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,Type,parent) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) if Type==1 or Type==nil then table.insert(Effects,{prt,"Block1",delay,x3,y3,z3,msh}) elseif Type==2 then table.insert(Effects,{prt,"Block2",delay,x3,y3,z3,msh}) end end function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe local msh=mesh("SpecialMesh",prt,"Sphere","nil",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,2) table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh}) end function MagicCylinder(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe local msh=mesh("CylinderMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,2) table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh}) end function ClangEffect(brickcolor,cframe,duration,decrease,size,power) local prt=part(3,workspace,0,1,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe local msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(5,5,5)) game:GetService("Debris"):AddItem(prt,2) table.insert(Effects,{prt,"CylinderClang",duration,decrease,size,power,prt.CFrame,nil}) end function MagicWave(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=20329976",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3,msh}) end Damagefunc=function(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,incstun,stagger,staghit) if hit.Parent==nil then return end if hit.Name=="Hitbox" and hit.Parent~=modelzorz then StaggerHit.Value=true end h=hit.Parent:FindFirstChild("Humanoid") for _,v in pairs(hit.Parent:children()) do if v:IsA("Humanoid") then h=v end end if hit.Parent.Parent:FindFirstChild("Torso")~=nil then h=hit.Parent.Parent:FindFirstChild("Humanoid") end if hit.Parent.className=="Hat" then hit=hit.Parent.Parent:findFirstChild("Head") end if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end c=Instance.new("ObjectValue") c.Name="creator" c.Value=game:service("Players").LocalPlayer c.Parent=h RecentEnemy.Value=hit.Parent game:GetService("Debris"):AddItem(c,.5) minim=minim*Atk.Value maxim=maxim*Atk.Value Damage=math.random(minim,maxim) blocked=false enblock=nil Stats=hit.Parent:findFirstChild("Stats") if Stats~=nil then enblock=Stats:findFirstChild("Block") if Stats:findFirstChild("Defense")~=nil then Damage=Damage/Stats.Defense.Value if Damage<=3 and staghit==true then StaggerHit.Value=true end end if Stats:findFirstChild("Stun")~=nil then Stats.Stun.Value=Stats.Stun.Value+incstun end if Stats:findFirstChild("Stagger")~=nil then if stagger==true then Stats.Stagger.Value=true end end end if enblock~=nil then if enblock.Value==true then blocked=true end end if blocked==true then showDamage(hit.Parent,"Block",.5,BrickColor.new("Bright blue")) enblock.Value=false Stagger.Value=true else Damage=math.floor(Damage) h.Health=h.Health-Damage showDamage(hit.Parent,Damage,.5,BrickColor:Red()) if Type=="Knockdown" then hum=hit.Parent.Humanoid hum.PlatformStand=true coroutine.resume(coroutine.create(function(HHumanoid) swait(1) HHumanoid.PlatformStand=false end),hum) local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit --hit.CFrame=cf(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) local bodvol=Instance.new("BodyVelocity") bodvol.velocity=angle*knockback bodvol.P=5000 bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003) bodvol.Parent=hit rl=Instance.new("BodyAngularVelocity") rl.P=3000 rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000 rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10)) rl.Parent=hit game:GetService("Debris"):AddItem(bodvol,.5) game:GetService("Debris"):AddItem(rl,.5) elseif Type=="Knockdown2" then hum=hit.Parent.Humanoid local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit local bodvol=Instance.new("BodyVelocity") bodvol.velocity=angle*knockback bodvol.P=5000 bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003) bodvol.Parent=hit game:GetService("Debris"):AddItem(bodvol,.5) elseif Type=="Normal" then vp=Instance.new("BodyVelocity") vp.P=500 vp.maxForce=Vector3.new(math.huge,0,math.huge) if KnockbackType==1 then vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05 elseif KnockbackType==2 then vp.velocity=Property.CFrame.lookVector*knockback end game:GetService("Debris"):AddItem(vp,.5) if knockback>0 then vp.Parent=hit.Parent.Torso end end end debounce=Instance.new("BoolValue") debounce.Name="DebounceHit" debounce.Parent=hit.Parent debounce.Value=true game:GetService("Debris"):AddItem(debounce,Delay) c=Instance.new("ObjectValue") c.Name="creator" c.Value=Player c.Parent=h game:GetService("Debris"):AddItem(c,.5) CRIT=false end end showDamage=function(Char,Dealt,du,Color) m=Instance.new("Model") m.Name=tostring(Dealt) h=Instance.new("Humanoid") h.Health=0 h.MaxHealth=0 h.Parent=m c=Instance.new("Part") c.Transparency=0 c.BrickColor=Color c.Name="Head" c.TopSurface=0 c.BottomSurface=0 c.formFactor="Plate" c.Size=Vector3.new(1,.4,1) ms=Instance.new("CylinderMesh") ms.Scale=Vector3.new(.8,.8,.8) if CRIT==true then ms.Scale=Vector3.new(1,1.25,1) end ms.Parent=c c.Reflectance=0 Instance.new("BodyGyro").Parent=c c.Parent=m if Char:findFirstChild("Head")~=nil then c.CFrame=cf(Char["Head"].CFrame.p+Vector3.new(0,1.5,0)) elseif Char.Parent:findFirstChild("Head")~=nil then c.CFrame=cf(Char.Parent["Head"].CFrame.p+Vector3.new(0,1.5,0)) end f=Instance.new("BodyPosition") f.P=2000 f.D=100 f.maxForce=Vector3.new(math.huge,math.huge,math.huge) f.position=c.Position+Vector3.new(0,3,0) f.Parent=c game:GetService("Debris"):AddItem(m,.5+du) c.CanCollide=false m.Parent=workspace c.CanCollide=false end combo=0 function ob1d(mouse) if attack==true or equipped==false then return end hold=true if combo==0 then combo=1 attackone() elseif combo==1 then combo=2 attacktwo() elseif combo==2 then combo=3 attackthree() elseif combo==3 then combo=0 attackfour() end coroutine.resume(coroutine.create(function() for i=1,50 do if attack==false then swait() end end if attack==false then combo=0 end end)) end function ob1u(mouse) hold = false end buttonhold = false eul=0 equipped=false function key(key) if key=="g" then if guard==true then guard=false end end if attack==true then return end if key=="f" then attack=true if equipped==false then equipped=true RSH=ch.Torso["Right Shoulder"] LSH=ch.Torso["Left Shoulder"] -- RSH.Parent=nil LSH.Parent=nil -- RW.Name="Right Shoulder" RW.Part0=ch.Torso RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) RW.C1=cf(0, 0.5, 0) RW.Part1=ch["Right Arm"] RW.Parent=ch.Torso -- LW.Name="Left Shoulder" LW.Part0=ch.Torso LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) LW.C1=cf(0, 0.5, 0) LW.Part1=ch["Left Arm"] LW.Parent=ch.Torso -- equipanim() else equipped=false hideanim() swait(0) RW.Parent=nil LW.Parent=nil RSH.Parent=player.Character.Torso LSH.Parent=player.Character.Torso end attack=false end if equipped==false then return end if key=="g" then if guard==false then Guard() end end if key=="q" then ShieldSlam() end if key=="h" then mana=100 end if attack==false then RecentEnemy.Value=nil end end function key2(key) end function s(mouse) mouse.Button1Down:connect(function() ob1d(mouse) end) mouse.Button1Up:connect(function() ob1u(mouse) end) mouse.KeyDown:connect(key) mouse.KeyUp:connect(key2) player=Player ch=Character MMouse=mouse end function ds(mouse) end Bin.Selected:connect(s) Bin.Deselected:connect(ds) print("Frigost loaded.") local mananum=0 local donum=0 local stunnum=0 local staggeranim=false local stunanim=false local Point=nil local LastPoint=nil while true do game:service'RunService'.RenderStepped:wait(0) hitbox2.Parent=hitbox.Parent hitbox2.Size=hitbox.Size hitbox2.CFrame=hitbox.CFrame if Stagger.Value==true and staggeranim==false then coroutine.resume(coroutine.create(function() staggeranim=true while attack==true do swait() end StaggerAnim() StaggerHit.Value=false Stagger.Value=false staggeranim=false end)) end if StaggerHit.Value==true and staggeranim==false then coroutine.resume(coroutine.create(function() staggeranim=true while attack==true do swait() end StaggerHitt() StaggerHit.Value=false Stagger.Value=false staggeranim=false end)) end if Mvmt.Value<0 or Stagger.Value==true or Stun.Value>=100 or StaggerHit.Value==true then Humanoid.WalkSpeed=0 else Humanoid.WalkSpeed=16*Mvmt.Value end if Stun.Value>=100 and stunanim==false then coroutine.resume(coroutine.create(function() stunanim=true while attack==true do swait() end StunAnim() Stun.Value=0 stunanim=false end)) end if stunnum>=10 then if Stun.Value>0 then Stun.Value=Stun.Value-1 end stunnum=0 end stunnum=stunnum+1 if donum>=.5 then handidle=true elseif donum<=0 then handidle=false end if handidle==false then donum=donum+0.003 else donum=donum-0.003 end local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude local velderp=RootPart.Velocity.y hitfloor,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character) if equipped==true then if attack==false then idle=idle+1 else idle=0 end if idle>=500 then if attack==false then --Sheath() end end if RootPart.Velocity.y > 1 and hitfloor==nil then Anim="Jump" if attack==false then Neck.C0=clerp(Neck.C0,necko*euler(-0.2,0,0),.2) Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.5,0,0.5),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(1,0,.8)*euler(0,-.7,0),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(1,-1,-.3)*euler(-0.5,1.57,0)*euler(-.2,0,0),.2) LH.C0=clerp(LH.C0,cf(-1,-1,-.3)*euler(-0.5,-1.57,0)*euler(-.2,0,0),.2) end elseif RootPart.Velocity.y < -1 and hitfloor==nil then Anim="Fall" if attack==false then Neck.C0=clerp(Neck.C0,necko*euler(0.4,0,0),.2) Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-0.3,0,0.2),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.3,0,-0.2),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0.4,1.57,0),.2) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.2,-1.57,0),.2) end elseif torvel<1 and hitfloor~=nil then Anim="Idle" if attack==false then wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.15) Neck.C0=clerp(Neck.C0,necko*euler(0,0,0),.15) Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.15) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.15) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.2+(donum/5),0,.4-(donum/3)),.15) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.15) LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(.7+(donum/3),0,.4+(donum/3))*euler(0,-.4,0),.15) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.15) RH.C0=clerp(RH.C0,RHC0,.2) RH.C1=clerp(RH.C1,RHC1,.2) LH.C0=clerp(LH.C0,LHC0,.2) LH.C1=clerp(LH.C1,LHC1,.2) end elseif torvel>2 and torvel<22 and hitfloor~=nil then Anim="Walk" if attack==false then wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.2) Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.1,0,-.5),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4+(donum/2),0,.6-(donum/1)),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(.5+(donum/3),0,.8+(donum/3))*euler(0,-.7,0),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.6,0),.2) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.2) end elseif torvel>=22 and hitfloor~=nil then Anim="Run" if attack==false then Neck.C0=clerp(Neck.C0,necko*euler(0,0,.5),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.1,0,-.5),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.4+(donum/5),0,.6-(donum/3)),.2) RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) LW.C0=clerp(LW.C0,cf(-1.2,0.5,-.4)*euler(.5+(donum/3),0,.8+(donum/3))*euler(0,-.7,0),.2) LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.2) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*euler(0,.6,0),.2) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*euler(0,.5,0),.2) end end end if #Effects>0 then --table.insert(Effects,{prt,"Block1",delay}) for e=1,#Effects do if Effects[e]~=nil then --for j=1,#Effects[e] do local Thing=Effects[e] if Thing~=nil then local Part=Thing[1] local Mode=Thing[2] local Delay=Thing[3] local IncX=Thing[4] local IncY=Thing[5] local IncZ=Thing[6] if Thing[2]=="CylinderClang" then if Thing[3]<=1 then Thing[1].CFrame=Thing[1].CFrame*CFrame.new(0,2.5*Thing[5],0)*CFrame.fromEulerAnglesXYZ(Thing[6],0,0) Thing[7]=Thing[1].CFrame effect("New Yeller",0,Thing[8],Thing[7]) Thing[8]=Thing[7] Thing[3]=Thing[3]+Thing[4] else Part.Parent=nil table.remove(Effects,e) end --[[Mesh=Thing[7] Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3]] end if Thing[1].Transparency<=1 then if Thing[2]=="Block1" then Thing[1].CFrame=Thing[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Mesh=Thing[7] Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Block2" then Thing[1].CFrame=Thing[1].CFrame Mesh=Thing[7] Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Cylinder" then Mesh=Thing[7] Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Blood" then Mesh=Thing[7] Thing[1].CFrame=Thing[1].CFrame*cf(0,.5,0) Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Elec" then Mesh=Thing[7] Mesh.Scale=Mesh.Scale+vt(Thing[7],Thing[8],Thing[9]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Disappear" then Thing[1].Transparency=Thing[1].Transparency+Thing[3] end else Part.Parent=nil table.remove(Effects,e) end end --end end end end fenbarmana2:TweenSize(UDim2.new(4*mana/100,0,0.2,0),nil,1,0.4,true) fenbarmana4.Text="Mana("..mana..")" if mana>=100 then mana=100 else if mananum<=8 then mananum=mananum+1 else mananum=0 mana=mana+1 end end end --[[ Copyrighted (C) Fenrier 2014 ]]
local lush = require("lush") local c = require("gruvboy.colors") local theme = lush(function() return { NvimTreeFolderIcon({ fg = c.yellow }), NvimTreeIndentMarker({ fg = c.bg4 }), NvimTreeEndOfBuffer({ fg = c.bg0 }), NvimTreeRootFolder({ fg = c.bg4, gui = "bold" }), } end) return theme -- vi:nowrap
local BaseGui = require 'src.gui.BaseGui' local Grid = require 'src.gui.Grid' local ClassLookup = require 'src.class.ClassLookup' return function(spriteData, nickname, selectedClass, key, colour) local characterSelect = BaseGui() characterSelect.spriteData = spriteData if key and colour then characterSelect.spriteData[key] = colour end characterSelect.nickname = nickname or 'default' characterSelect.selectedClass = selectedClass local selectedClassReference = {'No class selected'} if characterSelect.selectedClass ~= nil then selectedClassReference[1] = ClassLookup[characterSelect.selectedClass].name end characterSelect.menu = Grid() characterSelect.menu:addComponent( 'textInput', {value = 2, weight = 2}, {value = 1, weight = 1}, {{tbl = characterSelect, key = 'nickname'}, {r = 0.3, g = 0.3, b = 0.3}} ) characterSelect.menu:addComponent( 'button', {value = 1, weight = 1}, {value = 2, weight = 4}, { 'Eye Colour', function() return { setScene = { name = 'colourPicker', args = { characterSelect.spriteData, characterSelect.nickname, characterSelect.selectedClass, 'eyes', 'Eye Colour', characterSelect.spriteData.eyes } } } end, {r = 0, g = 0.7, b = 0} } ) characterSelect.menu:addComponent('characterDisplay', {value = 2}, {value = 2}, {characterSelect.spriteData}) characterSelect.menu:addComponent( 'button', {value = 3, weight = 1}, {value = 2}, { 'Hair Colour', function() return { setScene = { name = 'colourPicker', args = { characterSelect.spriteData, characterSelect.nickname, characterSelect.selectedClass, 'hair', 'Hair Colour', characterSelect.spriteData.hair } } } end, {r = 0, g = 0.7, b = 0} } ) characterSelect.menu:addComponent( 'button', {value = 1, weight = 1}, {value = 3, weight = 1}, { '<', function() if characterSelect.selectedClass == nil then characterSelect.selectedClass = #ClassLookup else characterSelect.selectedClass = (characterSelect.selectedClass - 2) % #ClassLookup + 1 end selectedClassReference[1] = ClassLookup[characterSelect.selectedClass].name end, {r = 0, g = 0.7, b = 0} } ) characterSelect.menu:addComponent('label', {value = 2}, {value = 3}, {selectedClassReference}) characterSelect.menu:addComponent( 'button', {value = 3, weight = 1}, {value = 3}, { '>', function() if characterSelect.selectedClass == nil then characterSelect.selectedClass = 1 else characterSelect.selectedClass = characterSelect.selectedClass % #ClassLookup + 1 end selectedClassReference[1] = ClassLookup[characterSelect.selectedClass].name end, {r = 0, g = 0.7, b = 0} } ) characterSelect.menu:addComponent( 'button', {value = 2, weight = 2}, {value = 4, weight = 1}, { 'Back', function() return { setScene = { name = 'mainMenu', args = {characterSelect.spriteData, characterSelect.nickname, characterSelect.selectedClass} } } end, {r = 0, g = 0.7, b = 0} } ) function characterSelect:resize(width, height) local minDim = math.min(width, height) self.menu:setPadding(minDim / 40, minDim / 60) local border = { x = width / 4, y = height / 5 } self.menu:bakeComponents(border.x, border.y, width - border.x * 2, height - border.y * 2) end function characterSelect:update() return self:updateMenu(self.menu, {spriteData = self.spriteData, nickname = self.nickname}) end function characterSelect:draw(dt) self:drawMenu(self.menu, dt) end characterSelect:resize(love.graphics.getDimensions()) return characterSelect end
Locales ['cs'] = { ['buy_license'] = 'zakoupit zbrojni prukaz?', ['yes'] = '%s', ['no'] = 'ne', ['weapon_bought'] = 'zakoupeno za $%s', ['not_enough_black'] = 'nemas dostatek spinavych penez', ['not_enough'] = 'nemas dostatek penez', ['already_owned'] = 'tuhle zbran jiz vlastnis!', ['shop_menu_title'] = 'ammu-Nation', ['shop_menu_prompt'] = 'stiskni ~INPUT_CONTEXT~ pro pristup do ~y~Ammu-Nationu~s~.', ['shop_menu_item'] = '$%s', ['map_blip'] = 'ammu-Nation', }
--- GUI structuring tools and event handling. -- **NOTICE: This module will be deprecated when Factorio 1.2 releases. Use the @{gui-beta} module instead.** -- @module gui -- @alias flib_gui -- @usage local gui = require("__flib__.gui") -- @see gui.lua local flib_gui = {} local table = require("__flib__.table") local string_gmatch = string.gmatch local string_gsub = string.gsub local string_sub = string.sub local handlers = {} local templates = {} local template_lookup = {} local handler_lookup = {} local handler_groups = {} local function generate_template_lookup(t, template_string) for k, v in pairs(t) do if type(v) == "table" then local new_string = template_string..k if v.type or v.template then template_lookup[new_string] = v else generate_template_lookup(v, new_string..".") end end end end local function generate_handler_lookup(t, event_string, groups) groups[#groups+1] = event_string for k, v in pairs(t) do if k ~= "extend" then local new_string = event_string.."."..k -- shortcut syntax: key is a defines.events or a custom-input name, value is just the handler if type(v) == "function" then v = { id = defines.events[k] or k, handler = v } end if v.handler then v.id = v.id or defines.events[k] or k v.filters = {} v.groups = table.deep_copy(groups) handler_lookup[new_string] = v -- assign handler to groups for i=1,#groups do local group = handler_groups[groups[i]] if group then group[#group+1] = new_string else handler_groups[groups[i]] = {new_string} end end else generate_handler_lookup(v, new_string, groups) end end end groups[#groups] = nil end local function generate_filter_lookup() -- add filter lookup to each handler for _, players in pairs(global.__flib.gui) do for player_index, filters in pairs(players) do if player_index ~= "__size" then for filter, handler_name in pairs(filters) do if filter ~= "__size" then local handler_table = handler_lookup[handler_name] if handler_table then local handler_filters = handler_table.filters local player_filters = handler_filters[player_index] if player_filters then player_filters[filter] = filter player_filters.__size = player_filters.__size + 1 else handler_filters[player_index] = {__size=1, [filter]=filter} end end end end end end end end --- Setup functions -- @section --- Initial setup. -- Must be called during `on_init` **before** any structures are built. -- -- If adding the module to an existing mod, this must be called in `on_configuration_changed` for that version as well. -- -- This function can also be used to wipe all GUI filters for all players. function flib_gui.init() if not global.__flib then global.__flib = {gui={}} else global.__flib.gui = {} for _, data in pairs(handler_lookup) do data.filters = {} end end end --- Generate template and handler lookup tables. -- Must be called during `on_init` **after** @{gui.init}, and during `on_init` and `on_load` **after** all templates and -- handlers have been added, but **before** any structures are built. function flib_gui.build_lookup_tables() generate_template_lookup(templates, "") -- go one level deep before calling the function, to avoid adding an unnecessary prefix to all group names for k, v in pairs(handlers) do generate_handler_lookup(v, k, {}) end if global.__flib and global.__flib.gui then generate_filter_lookup() end end --- Purge all filters tied to non-existent handlers from `global`. -- Must be called during `on_configuration_changed`. -- This function is necessary in order to prevent crashes when a handler was removed between mod versions, but still has -- filters assigned to it stored in `global`. function flib_gui.check_filter_validity() local filters_table = global.__flib.gui for event_name, event_filters in pairs(filters_table) do for player_index, player_filters in pairs(event_filters) do if player_index ~= "__size" then for filter, handler_name in pairs(player_filters) do if filter ~= "__size" then local handler_data = handler_lookup[handler_name] if not handler_data then player_filters[filter] = nil player_filters.__size = player_filters.__size - 1 end end end if player_filters.__size == 0 then event_filters[player_index] = nil event_filters.__size = event_filters.__size - 1 if event_filters.__size == 0 then filters_table[event_name] = nil end end end end end end --- Register handlers for all GUI events to pass through the module. -- This will loop through all GUI-related `defines.events` events and register them to @{gui.dispatch_handlers}. -- -- This function should be called in the root scope. -- @usage -- -- register handlers for all GUI events -- gui.register_handlers() -- -- -- overwrite a handler to add custom logic -- event.on_gui_opened(function(e) -- -- pass through the GUI module -- if not gui.dispatch_handlers(e) then -- -- run our custom logic if no handlers were dispatched -- inventory.on_gui_opened(e) -- end -- end) function flib_gui.register_handlers() for name, id in pairs(defines.events) do if string_sub(name, 1, 6) == "on_gui" then script.on_event(id, flib_gui.dispatch_handlers) end end end --- Add content to the @{gui.templates} table. -- The table you provide will be merged with the current contents of the table. -- -- This table must be complete **before** @{gui.build_lookup_tables} is run, and must not be changed afterwards. -- -- **NOTE:** In order to be detected properly, a template must include either a `type` key or another `template` key. -- If both of these are omitted, the template will not be added to the lookup table and will be unusable. -- @tparam table input -- @see gui.templates function flib_gui.add_templates(input) templates = table.deep_merge{templates, input} -- because the reference is lost... flib_gui.templates = templates end --- Add content to the @{gui.handlers} table. -- The table you provide will be merged with the current contents of the table. -- -- This table must be complete **before** @{gui.build_lookup_tables} is run, and must not be changed afterwards. -- @tparam table input -- @see gui.handlers function flib_gui.add_handlers(input) handlers = table.deep_merge{handlers, input} -- because the reference is lost... flib_gui.handlers = handlers end --- Functions -- @section -- navigate a structure to build a GUI local function recursive_build(parent, structure, output, filters, player_index) -- load template local structure_template = structure.template if structure_template then local loaded_template_names = {} -- recursively apply templates until there are none left while structure_template do if loaded_template_names[structure_template] then error("Template loop detected in ["..structure_template.."]") end loaded_template_names[structure_template] = true structure.template = nil for k,v in pairs(template_lookup[structure_template]) do structure[k] = structure[k] or v end structure_template = structure.template end end -- process structure local elem local structure_type = structure.type if structure_type == "condition" then if structure.condition then -- add children local children = structure.children if children then for i=1,#children do output, filters = recursive_build(parent, children[i], output, filters, player_index) end end end elseif structure_type == "tab-and-content" then local tab, content output, filters, tab = recursive_build(parent, structure.tab, output, filters, player_index) output, filters, content = recursive_build(parent, structure.content, output, filters, player_index) parent.add_tab(tab, content) else -- create element elem = parent.add(structure) -- apply style modifications if structure.style_mods then for k, v in pairs(structure.style_mods) do elem.style[k] = v end end -- apply modifications if structure.elem_mods then for k, v in pairs(structure.elem_mods) do elem[k] = v end end -- register handlers if structure.handlers then local elem_index = elem.index local group = handler_groups[structure.handlers] if not group then error("Invalid GUI handler name ["..structure.handlers.."]") end for i=1,#group do local name = group[i] local saved_filters = filters[name] if not saved_filters then filters[name] = {elem_index} else saved_filters[#saved_filters+1] = elem_index end end end -- add to output table if structure.save_as then -- recursively create tables as needed local prev = output local prev_key local nav for key in string_gmatch(structure.save_as, "([^%.]+)") do prev = prev_key and prev[prev_key] or prev nav = prev[key] if nav then prev = nav else prev[key] = {} prev_key = key end end prev[prev_key] = elem end -- add children local children = structure.children if children then for i=1,#children do output, filters = recursive_build(elem, children[i], output, filters, player_index) end end end return output, filters, elem end --- Build a GUI structure. -- @tparam LuaGuiElement parent -- @tparam GuiStructure[] structures -- @treturn GuiOutputTable output -- @treturn GuiOutputFiltersTable filters -- @usage -- gui.build(player.gui.screen, { -- {type="frame", direction="vertical", handlers="window", save_as="window", children={ -- -- titlebar -- {type="flow", save_as="titlebar_flow", children={ -- {type="label", style="frame_title", caption="Menu", elem_mods={ignored_by_interaction=true}}, -- {type="empty-widget", style="flib_titlebar_drag_handle", elem_mods={ignored_by_interaction=true}}, -- {type="condition", condition=(not is_dialog_frame), children={ -- {template="frame_action_button", -- sprite="utility/close_white", -- handlers="titlebar.close_button", -- save_as="titlebar.close_button" -- } -- }} -- }}, -- {type="frame", style="inside_shallow_frame_with_padding", children={ -- {type="table", style="slot_table", column_count=10, save_as="content.slot_table"} -- }}, -- {type="condition", condition=is_dialog_frame, children={ -- {type="flow", style="dialog_buttons_horizontal_flow", children={ -- {type="button", style="back_button", caption={"gui.back"}, handlers="footer.back_button"}, -- {type="empty-widget", -- style="flib_dialog_footer_drag_handle", -- style_mods={right_margin=0}, -- save_as="footer.drag_handle" -- } -- }} -- }} -- }} -- }) function flib_gui.build(parent, structures) local output = {} local filters = {} local player_index = parent.player_index or parent.player.index for i=1,#structures do output, filters = recursive_build( parent, structures[i], output, filters, player_index ) end for name, filters_table in pairs(filters) do flib_gui.update_filters(name, player_index, filters_table, "add") end return output, filters end --- Dispatch GUI handlers for the given event. -- Only needed if not using @{gui.register_handlers} or if overriding a handler registered using that function. -- @tparam Concepts.EventData event_data -- @treturn boolean If a handler was dispatched. -- @usage -- event.on_gui_opened(function(e) -- -- dispatch any matching handlers -- if not gui.dispatch_handlers(e) then -- -- run custom logic if no handlers were dispatched -- inventory.on_gui_opened(e) -- end -- end) function flib_gui.dispatch_handlers(event_data) if not event_data.element or not event_data.player_index then return false end local event_filters = global.__flib.gui[event_data.name] if not event_filters then return false end local player_filters = event_filters[event_data.player_index] if not player_filters then return false end local element = event_data.element local element_name = string_gsub(element.name, "__.*", "") local handler_name = player_filters[element.index] or player_filters[element_name] if handler_name then handler_lookup[handler_name].handler(event_data) return true else return false end end --- Add or remove GUI filters to or from a handler or group of handlers. -- When destroying a GUI element with a filter, be certain to call this function destroying that filter, to avoid -- memory leaks. -- @tparam string name The handler name, or group name. -- @tparam number player_index -- @tparam GuiFilter[]|nil filters An array of filters, or `nil` to clear all filters when in `remove` mode. -- @tparam string mode One of "add" or "remove". -- @usage -- -- add a filter to a group of events -- gui.update_filters("main.content.inventory_button", player_index, {"demo_inventory_button"}, "add") -- -- remove a filter from a group of events -- gui.update_filters("main.content.inventory_button", player_index, {"demo_inventory_button"}, "remove") -- -- remove all filters tied to a group of events -- gui.update_filters("main.content.inventory_button", player_index, nil, "remove") -- -- add a filter to a specific event -- gui.update_filters("main.titlebar.drag_handle.on_gui_click", player_index, {elems.drag_handle.index}, "add") function flib_gui.update_filters(name, player_index, filters, mode) local handler_names = handler_groups[name] or {name} for i = 1, #handler_names do local handler_name = handler_names[i] local handler_data = handler_lookup[handler_name] if not handler_data then error("GUI handler ["..handler_name.."] does not exist!") end local id = handler_data.id local handler_filters = handler_data.filters -- saved filters table (in global) local __gui = global.__flib.gui local saved_event_filters = __gui[id] if not saved_event_filters then __gui[id] = {__size=1, [player_index]={__size=0}} saved_event_filters = __gui[id] end local saved_player_filters = saved_event_filters[player_index] if not saved_player_filters then saved_event_filters[player_index] = {__size=0} saved_event_filters.__size = saved_event_filters.__size + 1 saved_player_filters = saved_event_filters[player_index] end -- handler filters table (in lookup) local handler_player_filters = handler_filters[player_index] if not handler_player_filters then handler_filters[player_index] = {__size=0} handler_player_filters = handler_filters[player_index] end -- update filters if mode == "add" then for _, filter in pairs(filters) do saved_player_filters[filter] = handler_name saved_player_filters.__size = saved_player_filters.__size + 1 handler_player_filters[filter] = filter handler_player_filters.__size = handler_player_filters.__size + 1 end elseif mode == "remove" then -- if a filters table wasn't provided, remove all of them for key, filter in pairs(filters or handler_player_filters) do if key ~= "__size" then saved_player_filters[filter] = nil saved_player_filters.__size = saved_player_filters.__size - 1 handler_player_filters[filter] = nil handler_player_filters.__size = handler_player_filters.__size - 1 end end -- clean up empty tables if saved_player_filters.__size == 0 then saved_event_filters[player_index] = nil saved_event_filters.__size = saved_event_filters.__size - 1 if saved_event_filters.__size == 0 then __gui[id] = nil end end if handler_player_filters.__size == 0 then handler_filters[player_index] = nil end else error("Invalid GUI filter update mode ["..mode.."]") end end end --- Remove all GUI filters for the given player. -- @tparam number player_index function flib_gui.remove_player_filters(player_index) for group_name in pairs(handler_groups) do -- check for a level-1 group to minimize calls to update_filters() if not string.find(group_name, "%.") then flib_gui.update_filters(group_name, player_index, nil, "remove") end end end --- Fields -- @section --- GUI handlers, built using @{gui.add_handlers}. -- @usage -- -- add handlers -- gui.add_handlers{ -- -- you can organize the handlers however you like -- base = { -- titlebar = { -- -- this is a handler group for a specific GUI element -- close_button = { -- -- name of `defines.events` event -> handler function -- on_gui_click = function(e) -- log(serpent.block(e)) -- end -- } -- } -- } -- } -- -- -- use the handlers -- gui.build(player.gui.screen, { -- {type="sprite-button", -- style="frame_action_button", -- sprite="utility/close_white", -- handlers="base.titlebar.close_button" -- } -- }) flib_gui.handlers = handlers --- One-dimensional handler lookup table, generated using @{gui.build_lookup_tables}. -- This is what @{gui.dispatch_handlers} uses to retrieve and dispatch handlers tied to certain elements. -- Each value is a table containing the event ID, handler, groups that handler belongs to, and a mapping of the GUI -- filters currently assigned to the handler. -- @usage -- -- given: -- gui.add_handlers{ -- base = { -- titlebar = { -- close_button = { -- on_gui_click = function(e) -- log(serpent.block(e)) -- end -- } -- } -- } -- } -- gui.build(player.gui.screen, { -- {type="sprite-button", -- style="frame_action_button", -- sprite="utility/close_white", -- handlers="base.titlebar.close_button" -- } -- }) -- -- -- contents of gui.handler_lookup will be: -- { -- ["base.titlebar.close_button.on_gui_click"] = { -- id = defines.events.on_gui_click, -- handler = function(e) -- __DebugAdapter.print(e) -- end, -- groups = { -- "base", -- "base.titlebar", -- "base.titlebar.close_button" -- }, -- filters = { -- [1] = { -- the player's index -- __size = 1, -- [5] = 5 -- the element's index, as both the key and the value -- } -- } -- } -- } flib_gui.handler_lookup = handler_lookup --- Mapping of group names to all handlers belonging to them, generated using @{gui.build_lookup_tables}. -- This is what @{gui.build} uses to find handler groups when using the `handlers` parameter in a @{GuiStructure}. -- @usage -- -- given: -- gui.add_handlers{ -- base = { -- titlebar = { -- close_button = { -- on_gui_click = function(e) -- log(serpent.block(e)) -- end, -- my_custom_event = {id=constants.my_custom_event, handler=function(e) -- log(serpent.block(e)) -- } -- } -- }, -- content = { -- item_button = { -- on_gui_click = function(e) -- log(serpent.block(e)) -- end -- } -- } -- } -- } -- -- -- contents of gui.handler_groups will be: -- { -- ["base"] = { -- "base.titlebar.close_button.on_gui_click", -- "base.titlebar.close_button.my_custom_event", -- "base.content.item_button.on_gui_click" -- }, -- ["base.titlebar"] = { -- "base.titlebar.close_button.on_gui_click", -- "base.titlebar.close_button.my_custom_event" -- }, -- ["base.titlebar.close_button"] = { -- "base.titlebar.close_button.on_gui_click", -- "base.titlebar.close_button.my_custom_event" -- }, -- ["base.content"] = { -- "base.content.item_button.on_gui_click" -- }, -- ["base.content.item_button"] = { -- "base.content.item_button.on_gui_click" -- } -- } flib_gui.handler_groups = handler_groups --- GUI templates, built using @{gui.add_templates}. -- @usage -- -- add content to the table -- gui.add_templates{ -- -- templates are usually defined as GuiStructures -- frame_action_button = {type="sprite-button", style="frame_action_button", mouse_button_filter={"left"}}, -- -- you can divide and organize templates however you wish -- pushers = { -- horizontal = {type="empty-widget", style_mods={horizontally_stretchable=true}}, -- vertical = {type="empty-widget", style_mods={vertically_stretchable=true}} -- }, -- -- templates can also be functions -- list_box_with_label = function(name) -- return -- {type="flow", direction="vertical", children={ -- {type="label", style="bold_label", caption={"my-listbox-labels."..name}, save_as="listboxes."..name..".label"}, -- {type="list-box", save_as="listboxes."..name..".list_box"} -- }} -- end -- } -- -- -- use the templates -- gui.build(player.gui.screen, { -- -- use GuiStructure templates using the "template" parameter -- {template="pushers.horizontal"}, -- {template="frame_action_button", sprite="utility/close_white"}, -- -- use function templates by calling them directly -- -- you do not necessarily need to keep function templates in the `templates` table, but the module supports doing so -- gui.templates.list_box_with_label("ingredients"), -- gui.templates.list_box_with_label("products") -- }) flib_gui.templates = templates --- One-dimensional template lookup table, generating using @{gui.build_lookup_tables}. -- This is what @{gui.build} uses to find templates when using the `templates` parameter in a @{GuiStructure}. -- @usage -- -- given: -- gui.add_templates{ -- frame_action_button = {type="sprite-button", style="frame_action_button", mouse_button_filter={"left"}}, -- pushers = { -- horizontal = {type="empty-widget", style_mods={horizontally_stretchable=true}}, -- vertical = {type="empty-widget", style_mods={vertically_stretchable=true}} -- } -- } -- -- -- contents of template_lookup will be: -- { -- ["frame_action_button"] = {type="sprite-button", style="frame_action_button", mouse_button_filter={"left"}}, -- ["pushers.horizontal"] = {type="empty-widget", style_mods={horizontally_stretchable=true}}, -- ["pushers.vertical"] = {type="empty-widget", style_mods={vertically_stretchable=true}} -- } flib_gui.template_lookup = template_lookup return flib_gui --- Concepts -- @section --- An index or string used for filtering GUI handlers on specific elements. -- Defined as one of the following: -- <ul> -- <li>A @{string} corresponding to an element's name. Partial names may be matched by separating the common section -- from the unique section with two underscores `__`.</li> -- <li>A @{uint} corresponding to an element's index.</li> -- </ul> -- @Concept GuiFilter --- A series of nested tables used to build a GUI. -- This is an extension of @{LuaGuiElement}, providing new features and options. -- -- This inherits all required properties from its base @{LuaGuiElement}, i.e. if the `type` field is -- `sprite-button`, the @{GuiStructure} must contain all the fields that a `sprite-button` @{LuaGuiElement} requires. -- -- There are two new types that are exposed, each of which restrict what parameters can be added: -- <ul> -- <li><strong>condition:</strong> Accepts the `condition` and `children` parameters only.</li> -- <li><strong>tab-and-content:</strong> Accepts the `tab` and `content` parameters only.</li> -- </ul> -- -- There are a number of new fields that can be applied to a @{GuiStructure} depending on the type: -- -- **_template_** -- -- A @{string} corresponding to a @{GuiStructure} in the @{gui.template_lookup} table. The contents of this "template" -- will be used as a base, and any other paramters in this @{GuiStructure} will overwrite / add to this base. -- -- **_condition_** -- -- For `condition` types only. If true, the children of this @{GuiStructure} will be added to the parent of this -- @{GuiStructure}. If false, they will not. -- -- **_tab_** -- -- For `tab-and-content` types only. A @{GuiStructure} defining a tab to be placed in a tabbed-pane. -- -- **_content_** -- -- For `tab-and-content` types only. A @{GuiStructure} defining the content that will be shown when the corresponding -- tab is active. -- -- **_style_mods_** -- -- A key -> value dictionary defining modifications to make to the element's style. Available properties are listed in -- @{LuaStyle}. -- -- **_elem_mods_** -- -- A key -> value dictionary defining modifications to make to the element. Available properties are listed in -- @{LuaGuiElement}. -- -- **_handlers_** -- -- A @{string} corresponding to an item in the @{gui.handler_groups} table. The element will be registered to the -- handlers in that group, and when the events are raised by the game relating to this element, the corresponding -- handlers will be dispatched. -- -- **_save_as_** -- -- A @{string} defining a table path to save this element to, in the first return value of @{gui.build}. This is a -- dot-deliminated list of nested table names, followed by a key to save the element as. The module will construct the -- output table dynamically based on the contents of `save_as` throughout the structure. -- -- **_children_** -- -- An array of @{GuiStructure} that will be added as children of this element. -- @usage -- {type="frame", direction="vertical", handlers="window", save_as="window", children={ -- -- titlebar -- {type="flow", save_as="titlebar_flow", children={ -- {type="label", style="frame_title", caption="Menu", elem_mods={ignored_by_interaction=true}}, -- {type="empty-widget", style="flib_titlebar_drag_handle", elem_mods={ignored_by_interaction=true}}, -- {type="condition", condition=(not is_dialog_frame), children={ -- {template="frame_action_button", -- sprite="utility/close_white", -- handlers="titlebar.close_button", -- save_as="titlebar.close_button" -- } -- }} -- }}, -- {type="frame", style="inside_shallow_frame_with_padding", children={ -- {type="table", style="slot_table", column_count=10, save_as="content.slot_table"} -- }}, -- {type="condition", condition=is_dialog_frame, children={ -- {type="flow", style="dialog_buttons_horizontal_flow", children={ -- {type="button", style="back_button", caption={"gui.back"}, handlers="footer.back_button"}, -- {type="empty-widget", -- style="flib_dialog_footer_drag_handle", -- style_mods={right_margin=0}, -- save_as="footer.drag_handle" -- } -- }} -- }} -- }} -- @Concept GuiStructure --- First output of @{gui.build}, containing saved elements. -- The layout of this table is defined in the @{GuiStructure} using the `save_as` parameter. Consists of nested tables -- and key -> @{LuaGuiElement} pairs. -- @Concept GuiOutputTable --- Second output of @{gui.build}, containing a handler_name -> filters mapping. -- This is useful for knowing which filters are assigned to which handlers for this specific structure, so you can -- remove them later using @{gui.update_filters}. -- @Concept GuiOutputFiltersTable -- @usage -- { -- ["window.on_gui_closed"] = {23}, -- ["content_pane.ingredients_list.ingredient_button.on_gui_click"] = {"demo_ingredient_button", 30}, -- ["titlebar.close_button.on_gui_click"] = {21} -- }
require("prototypes.entity.entity") require("prototypes.item.alien-economy") require("prototypes.item.alien-components") require("prototypes.item.alien-warfare") require("prototypes.item.alien-module") require("prototypes.item-group.item-groups-module") require("prototypes.recipe.alien-module") require("prototypes.recipe.alien-warfare") require("prototypes.technology.technology") require("prototypes.sounds") local amount_setting = settings.startup["alien-module-drop-amount"].value / 100 function AddLootToEntity(entityType, entityName, probability, countMin, countMax) if data.raw[entityType] ~= nil then if data.raw[entityType][entityName] ~= nil then if data.raw[entityType][entityName].loot == nil then data.raw[entityType][entityName].loot = {} end table.insert(data.raw[entityType][entityName].loot, { item = "artifact-ore", probability = probability, count_min = countMin, count_max = math.floor(countMax + 0.5) }) end end end local function AddLootToVanillaEnemies() local SMALL_LOOT_PROBABILITY = 0.33 * amount_setting local MEDIUM_LOOT_PROBABILITY = 0.66 * amount_setting local BIG_LOOT_PROBABILITY = 0.83 * amount_setting local ONE_PROBABILITY = 1 * amount_setting AddLootToEntity("unit", "small-spitter", SMALL_LOOT_PROBABILITY, 1, 1) AddLootToEntity("unit", "small-biter", SMALL_LOOT_PROBABILITY, 1, 1) AddLootToEntity("unit", "medium-spitter", MEDIUM_LOOT_PROBABILITY, 1, 2) AddLootToEntity("unit", "medium-biter", MEDIUM_LOOT_PROBABILITY, 1, 2) AddLootToEntity("unit", "big-spitter", BIG_LOOT_PROBABILITY, 1, 5) AddLootToEntity("unit", "big-biter", BIG_LOOT_PROBABILITY, 1, 5) AddLootToEntity("unit", "behemoth-spitter", ONE_PROBABILITY, 2, 20) AddLootToEntity("unit", "behemoth-biter", ONE_PROBABILITY, 2, 20) AddLootToEntity("turret", "little-worm-turret", ONE_PROBABILITY, 1, 5) AddLootToEntity("turret", "medium-worm-turret", ONE_PROBABILITY, 1, 10) AddLootToEntity("turret", "big-worm-turret", ONE_PROBABILITY, 1, 25) AddLootToEntity("turret", "behemoth-worm-turret", ONE_PROBABILITY, 10, 25) AddLootToEntity("unit-spawner", "biter-spawner", ONE_PROBABILITY, 20, 50) AddLootToEntity("unit-spawner", "spitter-spawner", ONE_PROBABILITY, 20, 50) end -- This is for the Natural Expansion Mod local function AddLootToNEEnemies() for i = 1, 20 do local loot_probability = amount_setting * math.min(i * 0.04, 1) -- 80 % at highest tier local max_loot_amount = math.floor(math.max(i * 0.101, 1)) AddLootToEntity("unit", "ne-biter-breeder-" .. i, loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "ne-biter-fire-" .. i, loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "ne-biter-fast-" .. i, loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "ne-biter-wallbreaker-" .. i, loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "ne-biter-tank-" .. i, loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "ne-spitter-breeder-" .. i, loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "ne-spitter-fire-" .. i, loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "ne-spitter-ulaunch-" .. i, loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "ne-spitter-webshooter-" .. i, loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "ne-spitter-mine-" .. i, loot_probability, 1, max_loot_amount) end for i = 2, 3 do local MEDIUM_LOOT_PROBABILITY = 0.5 * amount_setting local BIG_LOOT_PROBABILITY = 1 * amount_setting AddLootToEntity("unit", "small-spitter-Mk" .. i, MEDIUM_LOOT_PROBABILITY, 1, 1) AddLootToEntity("unit", "small-biter-Mk" .. i, MEDIUM_LOOT_PROBABILITY, 1, 1) AddLootToEntity("unit", "medium-spitter-Mk" .. i, BIG_LOOT_PROBABILITY, 1, 2) AddLootToEntity("unit", "medium-biter-Mk" .. i, BIG_LOOT_PROBABILITY, 1, 2) AddLootToEntity("unit", "big-spitter-Mk" .. i, BIG_LOOT_PROBABILITY, 1, 5) AddLootToEntity("unit", "big-biter-Mk" .. i, BIG_LOOT_PROBABILITY, 1, 5) end -- boss unit from NE AddLootToEntity("unit", "ne-biter-megladon", 1 * amount_setting, 50, 200) end -- Rampant mod enemies local function AddLootToRampantEnemies() for t = 1, 10 do for v = 1, 20 do local loot_probability = amount_setting * math.min(t * 0.08, 1) -- 80 % at highest tier local max_loot_amount = 1 AddLootToEntity("unit", "neutral-biter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "neutral-spitter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "acid-biter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "acid-spitter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "physical-biter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "electric-biter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "suicide-biter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "nuclear-biter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "fire-biter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "fire-spitter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "inferno-spitter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "troll-biter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "troll-spitter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "fast-biter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "fast-spitter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "laser-biter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "laser-spitter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "wasp-spitter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "spawner-spitter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("unit", "spawner-biter-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("turret", "neutral-worm-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("turret", "acid-worm-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("turret", "physical-worm-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("turret", "electric-worm-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("turret", "suicide-worm-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("turret", "nuclear-worm-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("turret", "fire-worm-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("turret", "inferno-worm-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("turret", "troll-worm-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("turret", "fast-worm-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("turret", "laser-worm-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("turret", "wasp-worm-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) AddLootToEntity("turret", "spawner-worm-v" .. v .. "-t" .. t .. "-rampant", loot_probability, 1, max_loot_amount) end end end local function AddLootToSchallEndgameEnemies() local loot_probability = 1 * amount_setting --category 5 to 15 (behemoth = 4) local units = data.raw.unit for n = 5, 15 do local loot_min = math.min(n * 1, 15) local loot_max = math.min(n * 4, 35) local biter_name = "Schall-category-"..n.."-biter" local spitter_name = "Schall-category-"..n.."-spitter" if units[biter_name] then AddLootToEntity("unit", biter_name, loot_probability, loot_min, loot_max) end if units[spitter_name] then AddLootToEntity("unit", spitter_name, loot_probability, loot_min, loot_max) end end end if amount_setting > 0 then AddLootToVanillaEnemies() AddLootToNEEnemies() AddLootToRampantEnemies() AddLootToSchallEndgameEnemies() end
-- Says hello to the name entered in the text box on a button click -- Create the controls local vbox = as3.class.mx.containers.VBox.new() local label = as3.class.mx.controls.Label.new() local input = as3.class.mx.controls.TextInput.new() local button = as3.class.mx.controls.Button.new() label.text = "Name:" button.label = "Say Hello" -- Add a button listener to pop up an alert saying hello button.addEventListener(as3.class.flash.events.MouseEvent.CLICK, function (e) as3.class.mx.controls.Alert.show("Hello " .. as3.tolua(input.text), as3.type(e)) end, false, 0, true) -- set useWeakReference=true so listener doesn't keep button reference -- Add all the controls to the canvas in a VBox vbox.addChild(label) vbox.addChild(input) vbox.addChild(button) canvas.addChild(vbox)
local test = require('test') local Matrix4x3 = Matrix4x3 local Vector3 = Vector3 test.suite('Matrix4x3 Library') test.test('creation', function() local m = Matrix4x3.new() test.assert_equal(#m, 12) test.expect_equal(m:get(1, 1), 1) test.expect_equal(m:get(1, 2), 0) test.expect_equal(m:get(1, 3), 0) test.expect_equal(m:get(2, 1), 0) test.expect_equal(m:get(2, 2), 1) test.expect_equal(m:get(2, 3), 0) test.expect_equal(m:get(3, 1), 0) test.expect_equal(m:get(3, 2), 0) test.expect_equal(m:get(3, 3), 1) test.expect_equal(m:get(4, 1), 0) test.expect_equal(m:get(4, 2), 0) test.expect_equal(m:get(4, 3), 0) local m = Matrix4x3.new(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12) test.assert_equal(#m, 12) test.expect_equal(m:get(1, 1), 1) test.expect_equal(m:get(1, 2), 2) test.expect_equal(m:get(1, 3), 3) test.expect_equal(m:get(2, 1), 4) test.expect_equal(m:get(2, 2), 5) test.expect_equal(m:get(2, 3), 6) test.expect_equal(m:get(3, 1), 7) test.expect_equal(m:get(3, 2), 8) test.expect_equal(m:get(3, 3), 9) test.expect_equal(m:get(4, 1), 10) test.expect_equal(m:get(4, 2), 11) test.expect_equal(m:get(4, 3), 12) local m = Matrix4x3.new{1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12} test.assert_equal(#m, 12) test.expect_equal(m:get(1, 1), 1) test.expect_equal(m:get(1, 2), 2) test.expect_equal(m:get(1, 3), 3) test.expect_equal(m:get(2, 1), 4) test.expect_equal(m:get(2, 2), 5) test.expect_equal(m:get(2, 3), 6) test.expect_equal(m:get(3, 1), 7) test.expect_equal(m:get(3, 2), 8) test.expect_equal(m:get(3, 3), 9) test.expect_equal(m:get(4, 1), 10) test.expect_equal(m:get(4, 2), 11) test.expect_equal(m:get(4, 3), 12) test.expect_error(Matrix4x3.new, 1, 2) end) test.test('size', function() local m = Matrix4x3.new() test.expect_equal(#m, 12) test.expect_equal(m:rows(), 4) test.expect_equal(m:columns(), 3) end) test.test('get row', function() local m = Matrix4x3.new(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12) test.assert_equal(m:get(1), Vector3.new(1, 2, 3)) test.assert_equal(m:get(2), Vector3.new(4, 5, 6)) test.assert_equal(m:get(3), Vector3.new(7, 8, 9)) test.assert_equal(m:get(4), Vector3.new(10, 11, 12)) end) test.test('equality', function() local a = Matrix4x3.new(3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14) local b = Matrix4x3.new(5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16) test.assert_not_equal(a, b) b = Matrix4x3.new(3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14) test.assert_equal(a, b) end) test.test('table as parameter', function() test.assert_equal(Matrix4x3.get({1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12}, 4, 3), 12) end) test.test('table', function() local m = Matrix4x3.new{1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12} local t = m:table() test.assert_equal(#t, 12) test.expect_equal(t[1], 1) test.expect_equal(t[2], 2) test.expect_equal(t[3], 3) test.expect_equal(t[4], 4) test.expect_equal(t[5], 5) test.expect_equal(t[6], 6) test.expect_equal(t[7], 7) test.expect_equal(t[8], 8) test.expect_equal(t[9], 9) test.expect_equal(t[10], 10) test.expect_equal(t[11], 11) test.expect_equal(t[12], 12) end) test.test('set', function() local m = Matrix4x3.new() m:set(1, 1, 1) m:set(1, 2, 2) m:set(1, 3, 3) m:set(2, 1, 4) m:set(2, 2, 5) m:set(2, 3, 6) m:set(3, 1, 7) m:set(3, 2, 8) m:set(3, 3, 9) m:set(4, 1, 10) m:set(4, 2, 11) m:set(4, 3, 12) test.expect_equal(m:get(1, 1), 1) test.expect_equal(m:get(1, 2), 2) test.expect_equal(m:get(1, 3), 3) test.expect_equal(m:get(2, 1), 4) test.expect_equal(m:get(2, 2), 5) test.expect_equal(m:get(2, 3), 6) test.expect_equal(m:get(3, 1), 7) test.expect_equal(m:get(3, 2), 8) test.expect_equal(m:get(3, 3), 9) test.expect_equal(m:get(4, 1), 10) test.expect_equal(m:get(4, 2), 11) test.expect_equal(m:get(4, 3), 12) end) test.test('setAll', function() local m = Matrix4x3.new() m:setAll(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12) test.expect_equal(m:get(1, 1), 1) test.expect_equal(m:get(1, 2), 2) test.expect_equal(m:get(1, 3), 3) test.expect_equal(m:get(2, 1), 4) test.expect_equal(m:get(2, 2), 5) test.expect_equal(m:get(2, 3), 6) test.expect_equal(m:get(3, 1), 7) test.expect_equal(m:get(3, 2), 8) test.expect_equal(m:get(3, 3), 9) test.expect_equal(m:get(4, 1), 10) test.expect_equal(m:get(4, 2), 11) test.expect_equal(m:get(4, 3), 12) end) test.test('transpose', function() local m = Matrix4x3.new(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12) m = m:transpose() test.assert_equal(m:rows(), 3) test.assert_equal(m:columns(), 4) test.expect_equal(m:get(1, 1), 1) test.expect_equal(m:get(1, 2), 4) test.expect_equal(m:get(1, 3), 7) test.expect_equal(m:get(1, 4), 10) test.expect_equal(m:get(2, 1), 2) test.expect_equal(m:get(2, 2), 5) test.expect_equal(m:get(2, 3), 8) test.expect_equal(m:get(2, 4), 11) test.expect_equal(m:get(3, 1), 3) test.expect_equal(m:get(3, 2), 6) test.expect_equal(m:get(3, 3), 9) test.expect_equal(m:get(3, 4), 12) end) test.test('apply', function() local a = Matrix4x3.new(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12) local b = a:apply(function(v, i, r, c) return v + i + r + c end) test.expect_equal(b:get(1, 1), 4) test.expect_equal(b:get(1, 2), 7) test.expect_equal(b:get(1, 3), 10) test.expect_equal(b:get(2, 1), 11) test.expect_equal(b:get(2, 2), 14) test.expect_equal(b:get(2, 3), 17) test.expect_equal(b:get(3, 1), 18) test.expect_equal(b:get(3, 2), 21) test.expect_equal(b:get(3, 3), 24) test.expect_equal(b:get(4, 1), 25) test.expect_equal(b:get(4, 2), 28) test.expect_equal(b:get(4, 3), 31) end) test.test('unary minus', function() local a = Matrix4x3.new(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12) a = -a test.expect_equal(a:get(1, 1), -1) test.expect_equal(a:get(1, 2), -2) test.expect_equal(a:get(1, 3), -3) test.expect_equal(a:get(2, 1), -4) test.expect_equal(a:get(2, 2), -5) test.expect_equal(a:get(2, 3), -6) test.expect_equal(a:get(3, 1), -7) test.expect_equal(a:get(3, 2), -8) test.expect_equal(a:get(3, 3), -9) test.expect_equal(a:get(4, 1), -10) test.expect_equal(a:get(4, 2), -11) test.expect_equal(a:get(4, 3), -12) end)
local _, T = ... if T.Mark ~= 50 then return end local L, EV, G, api = T.L, T.Evie, T.Garrison, {} local MISSION_PAGE_FRAME = GarrisonMissionFrame.MissionTab.MissionPage local SHIP_MISSION_PAGE = GarrisonShipyardFrame.MissionTab.MissionPage local RefreshActiveMissionsView, activeMissionsHandle local RefreshAvailMissionsView, availMissionsHandle local interestMissionsHandle local Interest_RewardMap = {} local function SetMissionsFrameTab(id) local mainFrame = GarrisonMissionFrame PlaySound("UI_Garrison_Nav_Tabs"); PanelTemplates_SetTab(mainFrame, id); mainFrame:SelectTab(id); end local function abridge(n) if n < 1e3 then return ("%d"):format(n) else return (L"%sk"):format((n >= 1e5 and "%d" or "%.2g"):format(n/1e3)) end end local function oncePerFrame(f) local ff local function cf() ff = nil f() end return function() if not ff then ff = true T.After0(cf) end end end local function dismissTooltip(self) if GameTooltip:IsOwned(self) then GameTooltip:Hide() end end local function dismissTooltipAndHighlight(self) if GameTooltip:IsOwned(self) then GameTooltip:Hide() end self:GetParent():UnlockHighlight() end local function OpenToMission(mi, f1, f2, f3, isResume) local FRAME, PAGE, _, s1, s2, s3, s4, s5, s6 = GarrisonMissionFrame, MISSION_PAGE_FRAME if not mi then return elseif mi.followerTypeID == 2 then FRAME, PAGE = GarrisonShipyardFrame, SHIP_MISSION_PAGE end if not (f1 or f2 or f3) then f1, f2, f3 = G.GetMissionParty(mi.missionID) if not (f1 or f2 or f3) then f1, f2, f3 = api.roamingParty:GetFollowers() else isResume = true end end if (f1 or f2 or f3) then if not f2 then f2, f3 = f3 end if not f1 then f1, f2, f3 = f2, f3 end else isResume = true end if isResume then _, s1 = PlaySound("UI_Garrison_CommandTable_IncreaseSuccess") _, s2 = PlaySound("UI_Garrison_CommandTable_100Success") _, s3 = PlaySound("UI_Garrison_Mission_Threat_Countered") _, s4 = PlaySound("UI_Garrison_CommandTable_AssignFollower") _, s5 = PlaySound("UI_Garrison_CommandTable_UnassignFollower") _, s6 = PlaySound("UI_Garrison_CommandTable_ReducedSuccessChance") end PlaySound("UI_Garrison_CommandTable_SelectMission") FRAME.MissionTab.MissionList:Hide() PAGE:Show() FRAME:ShowMission(mi) FRAME.followerCounters = C_Garrison.GetBuffedFollowersForMission(mi.missionID, false) FRAME.followerTraits = C_Garrison.GetFollowersTraitsForMission(mi.missionID, false) FRAME:ClearParty() if C_Garrison.GetNumFollowersOnMission(mi.missionID) > 0 then local ft = C_Garrison.GetBasicMissionInfo(mi.missionID).followers for i=1,#ft do C_Garrison.RemoveFollowerFromMission(mi.missionID, ft[i]) end end for i=1, mi.numFollowers do if f1 then FRAME:AssignFollowerToMission(PAGE.Followers[i], C_Garrison.GetFollowerInfo(f1)) end f1, f2, f3 = f2, f3, f1 end if isResume then for i = 1, #PAGE.Enemies do local enemyFrame = PAGE.Enemies[i] for mechanicIndex = 1, #enemyFrame.Mechanics do local mech = enemyFrame.Mechanics[mechanicIndex] mech.Check:SetAlpha(mech.hasCounter and 1 or 0) mech.Check:SetShown(mech.hasCounter) mech.Anim:Stop() end end PAGE.RewardsFrame.currentChance = nil GarrisonMissionPageRewardsFrame_StopUpdate(PAGE.RewardsFrame) FRAME:UpdateMissionData(PAGE) PAGE.RewardsFrame.ChanceGlowAnim:Stop() PAGE.Stage.MissionEnvIcon.Anim:Stop() end FRAME:UpdateMissionParty(PAGE.Followers) FRAME.FollowerList:UpdateFollowers() for i=1,6 do s1, s2, s3, s4, s5, s6 = s2, s3, s4, s5, s6, s1 and StopSound(s1) end end local function FollowerTooltip_SetFollower(owner, info, skipDescriptions) local id = info.followerID GarrisonFollowerTooltip:ClearAllPoints() GarrisonFollowerTooltip:SetPoint("TOP", owner, "BOTTOM", 0, -2) GarrisonFollowerTooltip_Show(info.garrFollowerID or info.followerID, info.isCollected, C_Garrison.GetFollowerQuality(id), C_Garrison.GetFollowerLevel(id), C_Garrison.GetFollowerXP(id), C_Garrison.GetFollowerLevelXP(id), C_Garrison.GetFollowerItemLevelAverage(id), 0, C_Garrison.GetFollowerAbilityAtIndex(id, 1), C_Garrison.GetFollowerAbilityAtIndex(id, 2), C_Garrison.GetFollowerAbilityAtIndex(id, 3), C_Garrison.GetFollowerAbilityAtIndex(id, 4), C_Garrison.GetFollowerTraitAtIndex(id, 1), C_Garrison.GetFollowerTraitAtIndex(id, 2), C_Garrison.GetFollowerTraitAtIndex(id, 3), C_Garrison.GetFollowerTraitAtIndex(id, 4), skipDescriptions) end local function FormatCountdown(sec) if sec >= 3600 then return (sec % 3600 < 60) and HOUR_ONELETTER_ABBR:format(sec / 3600) or L("%dh %dm"):format(sec / 3600, sec / 60 % 60) else return format(SecondsToTimeAbbrev(sec < 0 and 0 or sec)) end end local GetAvailableResources do local numFollowers, garrResources, ctID local function forget() numFollowers, garrResources, ctID = nil end function GetAvailableResources(ftID, dropCost, missions) if ftID ~= ctID then local n, _, r = 0, GetCurrencyInfo(ftID == 1 and GARRISON_CURRENCY or 1101) for k,v in pairs(G.GetFollowerInfo()) do if v.isCombat and v.followerTypeID == ftID and (v.status == GARRISON_FOLLOWER_IN_PARTY or v.status == nil) and not T.config.ignore[v.followerID] and not G.GetFollowerTentativeMission(v.followerID) then n = n + 1 end end for i=1,#missions do local mi = missions[i] if mi.cost and G.HasTentativeParty(mi.missionID) == mi.numFollowers then r = r - mi.cost end end numFollowers, garrResources, ctID = n, r, ftID T.After0(forget) end return numFollowers, garrResources - (dropCost or 0) end end MISSION_PAGE_FRAME.StartMissionButton:SetScript("OnClick", function() if (not MISSION_PAGE_FRAME.missionInfo.missionID) then return end local f1, f2, f3 = G.StartMission(MISSION_PAGE_FRAME.missionInfo.missionID) api.roamingParty:DropFollowers(f1, f2, f3) PlaySound("UI_Garrison_CommandTable_MissionStart") GarrisonMissionFrame:CloseMission() RefreshAvailMissionsView(true) if (not GetCVarBitfield("closedInfoFrames", LE_FRAME_TUTORIAL_GARRISON_LANDING)) then GarrisonLandingPageTutorialBox:Show() end end) do -- CreateLoader(parent, W, G, H) local fin, N, c = setmetatable({}, {__mode="k"}), 9, "16FF1F1DEDFC9C04F6128CFEE8FF08FD3016FE9B17FF8DD2706F6E" local function Loader_OnUpdate(self) if self.job then local t1, tlim, ok, er, i, x = debugprofilestop(), self.tlim repeat if coroutine.status(self.job) ~= "suspended" then break end ok, er, i, x = coroutine.resume(self.job) local tdiff, stop = debugprofilestop()-t1 t1, tlim, stop = t1+tdiff, tlim-tdiff, tlim < 2*tdiff until not (i and x) or stop if not (fin[self.job] or ok) then if ok ~= nil then securecall(error, "CO: " .. tostring(er) .. "\n" .. debugstack(self.job)) end for i=1,#self do self[i]:SetColorTexture(1, 0.1, 0) end return elseif i and x then local pg = x <= i and 9 or x > 0 and math.floor(i/x*10) or 0 if pg ~= self.pg then for i=math.max(1, self.pg or 1), pg do local si = self[i] si:SetColorTexture(si.r or 0, si.g or 0, si.b or 0) end for i=pg+1, self.pg or 9 do self[i]:SetColorTexture(0,0,0, 0.25) end self.pg = pg end self.nf = (self.nf or 0) + 1 return else for i=math.max(1, self.pg or 1), 9 do local si = self[i] si:SetColorTexture(si.r or 0, si.g or 0, si.b or 0) end fin[self.job or 1] = 1 if self.OnFinish then securecall(self.OnFinish, self, self.nf or 0) end self.nf, self.job = 0 if self.animHide then self.animHide:Stop() end end end if self.animHide and self:IsVisible() then self.animHide:Play() else self:Hide() end end local function Loader_OnHide(self) if self.animHide then self.animHide:Stop() end self:SetAlpha(1) self.nf, self.job = 0 self:Hide() end function api.CreateLoader(parent, W, G, H, tlim, animHide) local WG, loader = W + G, CreateFrame("Frame", nil, parent) loader.tlim = tlim or 14 loader:SetSize(WG*N-G, H) loader:Hide() for i=1,N do local tex = loader:CreateTexture(nil, "OVERLAY", nil, -8+i) tex:SetSize(W, H) local r,g,b = c:match("(%x%x)(%x%x)(%x%x)", 6*i-5) tex.r, tex.g, tex.b = tonumber(r or 64,16)/255, tonumber(g or 64,16)/255, tonumber(b or 64,16)/255 tex:SetColorTexture(0,0,0, 0.25) tex:SetPoint("LEFT", WG*(i-1), 0) loader[i] = tex end if animHide then local ag = loader:CreateAnimationGroup() local aa = ag:CreateAnimation("Alpha") aa:SetStartDelay(0.4) aa:SetFromAlpha(1) aa:SetToAlpha(0) aa:SetDuration(0.6) ag:SetScript("OnFinished", function() loader:SetAlpha(1) loader:Hide() end) loader.animHide = ag end loader:SetScript("OnUpdate", Loader_OnUpdate) loader:SetScript("OnHide", Loader_OnHide) return loader end end local missionList = CreateFrame("Frame", "MasterPlanMissionList", GarrisonMissionFrameMissions) do missionList:SetAllPoints() local hidden = CreateFrame("Frame", nil, missionList) do hidden:Hide() hidden.Tab1, hidden.Tab2 = GarrisonMissionFrameMissionsTab1, GarrisonMissionFrameMissionsTab2 missionList:SetScript("OnShow", function() GarrisonMissionFrameMissionsTab1:SetParent(hidden) GarrisonMissionFrameMissionsTab2:SetParent(hidden) GarrisonMissionFrameMissionsListScrollFrame:SetParent(hidden) end) missionList:SetScript("OnHide", function(self) GarrisonMissionFrameMissionsTab1:SetParent(self:GetParent()) GarrisonMissionFrameMissionsTab2:SetParent(self:GetParent()) GarrisonMissionFrameMissionsListScrollFrame:SetParent(self:GetParent()) end) end local ctlContainer = CreateFrame("Frame", nil, missionList) do missionList.ctlContainer = ctlContainer ctlContainer:SetPoint("BOTTOMLEFT", GarrisonMissionFrameMissions, "TOPLEFT", 6, 0) ctlContainer:SetHeight(43) ctlContainer:Hide() local t, is, ts = ctlContainer:CreateTexture(nil, "BACKGROUND"), 18, 1/16 t:SetAtlas("Garr_Mission_MaterialFrame") t:SetTexCoord(0, ts, 0, 1) t:SetPoint("TOPLEFT") t:SetPoint("BOTTOMRIGHT", ctlContainer, "BOTTOMLEFT", is, 0) t = ctlContainer:CreateTexture(nil, "BACKGROUND") t:SetTexCoord(ts, 1-ts, 0, 1) t:SetAtlas("Garr_Mission_MaterialFrame") t:SetPoint("TOPLEFT", is, 0) t:SetPoint("BOTTOMRIGHT", -is, 0) t = ctlContainer:CreateTexture(nil, "BACKGROUND") t:SetTexCoord(1-ts, 1, 0, 1) t:SetAtlas("Garr_Mission_MaterialFrame") t:SetPoint("TOPRIGHT") t:SetPoint("BOTTOMLEFT", ctlContainer, "BOTTOMRIGHT", -is, 0) local function UpdateWidth(self, elapsed) local tl = self.timeLeft - elapsed if tl < 0 then self:SetWidth(self.goalWidth) self:SetScript("OnUpdate", nil) else local sw, gw = self.startWidth, self.goalWidth local cw = sw + (gw - sw) * (1-tl*5) self:SetWidth(cw) self.timeLeft = tl end end function ctlContainer:SetInnerWidth(width, now) width = width + 20 if now then self:SetWidth(width) self:SetScript("OnUpdate", nil) else self.goalWidth, self.startWidth, self.timeLeft = width, self:GetWidth(), 0.2 self:SetScript("OnUpdate", UpdateWidth) end end function ctlContainer:Steal(owner, resident) if self.resident then self.resident:ClearAllPoints() self.resident:Hide() end if owner then self:SetParent(owner) self:Show() else self:Hide() end self.resident = resident if resident then resident:SetPoint("LEFT", ctlContainer, "LEFT", 10, 0) resident:SetParent(self) resident:Show() self:SetInnerWidth(resident:GetWidth(), true) end end end end local hoverFocus = CreateFrame("Frame") do local OPEN_DELAY, CLOSE_DELAY, CLOSE_GRACE = 0.2, 0.4, 0.5 function hoverFocus:Update(elapsed) if self.owner then if not (self.owner:IsVisible() and (self.checkFunc == nil or self.checkFunc(self.owner))) then self:Close() end end if self.closeOwner then if self.closeGrace then local tl = self.closeGrace - elapsed self.closeGrace = tl > 0 and tl or nil end local co, frame = self.closeOwner, self.frame if co:IsVisible() and (co:IsMouseOver(4,-4,-4,4) or (frame and frame:IsMouseOver(4,-4,-4,4))) then self.closeDelay = CLOSE_DELAY else local dl = self.closeDelay - elapsed if dl > 0 then self.closeDelay = dl else self:Close() end end end if self.openOwner then if self.openOwner:IsVisible() and self.openOwner:IsMouseOver(4,-4,-4,4) then local dl = self.openDelay - elapsed if dl > 0 then self.openDelay = dl else self.closeOwner, self.closeDelay, self.closeGrace = self.openOwner, CLOSE_DELAY, CLOSE_GRACE, self.openOwner:Click() end else self.openOwner = nil end end if not (self.owner or self.closeOwner or self.openOwner) then self:SetScript("OnUpdate", nil) end end function hoverFocus:Close() if self.closeFunc then securecall(self.closeFunc, self.owner) end self.closeFunc, self.owner, self.closeOwner = nil end function hoverFocus:Open(owner, frame, checkFunc, closeFunc) if self.owner then self:Close() end self.owner, self.frame, self.closeFunc, self.checkFunc, self.closeOwner, self.openOwner, self.closeGrace = owner, frame, closeFunc, checkFunc self:SetScript("OnUpdate", self.Update) end function hoverFocus:CheckToggle(owner) if self.owner == owner then if self.closeOwner == owner and self.closeGrace then self.closeOwner = nil else self:Close() end else return true end end function hoverFocus:DelayOpenClick(owner) if self.owner ~= owner then self.openOwner, self.openDelay = owner, OPEN_DELAY self:SetScript("OnUpdate", self.Update) end end end local easyDrop = CreateFrame("Frame", "MPDropDown", nil, "UIDropDownMenuTemplate") do api.easyDrop = easyDrop function easyDrop:IsOpen(owner) return self.owner == owner and UIDROPDOWNMENU_OPEN_MENU == self and DropDownList1:IsShown() end function easyDrop:Close() hoverFocus:Close() end function easyDrop:CancelOpen(owner) if hoverFocus.openOwner == owner then hoverFocus.openOwner = nil end end local function checkMenu() if UIDROPDOWNMENU_OPEN_MENU == easyDrop and DropDownList1:IsShown() then DropDownList1.isCounting = nil return true end end local function closeEasyDrop(owner) if UIDROPDOWNMENU_OPEN_MENU == easyDrop then CloseDropDownMenus() end if owner.OnEasyDropHide then securecall(owner.OnEasyDropHide, owner) end easyDrop.owner = nil end function easyDrop:Open(owner, menu, ...) self:Close() hoverFocus:Open(owner, DropDownList1, checkMenu, closeEasyDrop) self.owner, self.closeOwner, self.openOwner, self.closeGrace = owner EasyMenu(menu, self, "cursor", 9000, 9000, "MENU", 4) DropDownList1:ClearAllPoints() DropDownList1:SetPoint(...) end function easyDrop:CheckToggle(owner) return hoverFocus:CheckToggle(owner) end function easyDrop:Toggle(owner, ...) if hoverFocus:CheckToggle(owner) then self:Open(owner, ...) end end function easyDrop:DelayOpenClick(owner) if not self:IsOpen(owner) then hoverFocus:DelayOpenClick(owner) end end end local activeUI = CreateFrame("Frame", nil, missionList) do activeUI:SetSize(880, 22) activeUI:SetPoint("BOTTOMLEFT", GarrisonMissionFrameMissions, "TOPLEFT", 0, 4) activeUI:Hide() activeUI.CompleteAll = CreateFrame("Button", "MPCompleteAll", activeUI, "UIPanelButtonTemplate") do local b = activeUI.CompleteAll b:SetSize(200, 26) b:SetPoint("BOTTOM", -64, 5) b:SetText(L"Complete All") b:RegisterForClicks("LeftButtonUp", "RightButtonUp") local function DissmissHelp(self) if self.ShowingHelp then HelpPlate_TooltipHide() self.ShowingHelp = nil end end b:SetScript("OnLeave", DissmissHelp) b:SetScript("OnHide", DissmissHelp) b:SetScript("OnKeyDown", function(self, key) self:SetPropagateKeyboardInput(key ~= "SPACE") if key == "SPACE" then self:Click() end end) end activeUI.orders = T.CreateLazyItemButton(activeUI, 122514) do activeUI.orders:SetSize(28, 28) activeUI.orders:SetPoint("BOTTOMRIGHT", -308, 3) end local ctl = CreateFrame("Frame") do ctl:SetSize(29, 22) activeUI.waste = CreateFrame("Button", nil, ctl) do local popup = CreateFrame("Frame", nil, UIParent) do local f = popup f:SetFrameStrata("DIALOG") f:SetSize(260, 68) f:SetBackdrop({edgeFile="Interface/Tooltips/UI-Tooltip-Border", bgFile="Interface/DialogFrame/UI-DialogBox-Background-Dark", tile=true, edgeSize=16, tileSize=16, insets={left=4,right=4,bottom=4,top=4}}) f:SetBackdropColor(0,0,0, 0.95) f:SetBackdropBorderColor(0.75,0.75,0.75) f:SetHitRectInsets(-4, -4, 0, -4) f:EnableMouse(true) f:Hide() local t = f:CreateFontString(nil, "ARTWORK", "GameTooltipHeaderText") t:SetTextColor(NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b) t:SetText(L"Require Currency Reward") t:SetPoint("TOPLEFT", 10, -10) local s = CreateFrame("Slider", nil, popup) s:SetSize(236, 17) s:SetPoint("TOP", 0, -42) s:SetHitRectInsets(0,0,-10,-10) s:SetBackdrop({bgFile="Interface\\Buttons\\UI-SliderBar-Background", edgeFile="Interface\\Buttons\\UI-SliderBar-Border", tile=true, edgeSize=8, tileSize=8, insets={left=3,right=3,top=6,bottom=6}}) s:SetThumbTexture("Interface\\Buttons\\UI-SliderBar-Button-Horizontal") local tt = s:GetThumbTexture() tt:SetSize(24,32) tt:SetTexCoord(4/32, 28/32, 0, 1) s:SetOrientation("HORIZONTAL") s:SetValue(110) s:SetMinMaxValues(0, 100) s:SetValueStep(10) s:SetObeyStepOnDrag(true) t = s:CreateTexture(nil, "BACKGROUND") t:SetHeight(10) t:SetColorTexture(0, 1, 0) t:SetAlpha(0.25) t:SetPoint("LEFT", 3, 0) t:SetPoint("RIGHT", tt, "CENTER", 0, 0) t = s:CreateTexture(nil, "BACKGROUND") t:SetHeight(10) t:SetColorTexture(1, 0, 0) t:SetAlpha(0.25) t:SetPoint("RIGHT", -3, 0) t:SetPoint("LEFT", tt, "CENTER", 0, 0) local lo = s:CreateFontString(nil, "ARTWORK", "GameFontDisableSmallLeft") lo:SetPoint("BOTTOMLEFT", s, "TOPLEFT", 0, 0) lo:SetText("0%") local hi = s:CreateFontString(nil, "ARTWORK", "GameFontDisableSmallLeft") hi:SetPoint("BOTTOMRIGHT", s, "TOPRIGHT", 4, 0) hi:SetText("100%") local vt = s:CreateFontString(nil, "OVERLAY", "GameFontHighlight") vt:SetPoint("BOTTOM", tt, "TOP", 0, -6) s:SetScript("OnValueChanged", function(_self, v, user) if user then T.config.currencyWasteThreshold = 1-v/100 end vt:SetText(v .. "%") hi:SetAlpha(v < 90 and 1 or 0) lo:SetAlpha(v > 10 and 1 or 0) end) s:SetScript("OnShow", function(self) self:SetValue((1-T.config.currencyWasteThreshold)*100) end) s:SetValue(0) end local b = activeUI.waste b:SetSize(20, 20) b:SetPoint("LEFT", 4, 0) b:SetNormalTexture("Interface\\Minimap\\ObjectIcons") b:SetDisabledTexture("Interface\\Minimap\\ObjectIcons") b:SetHighlightTexture("Interface\\Minimap\\ObjectIcons") local nt = b:GetNormalTexture() nt:SetTexCoord(0, 32/256, 64/256, 96/256) nt:SetVertexColor(0.8, 0.8, 0.8) local dt = b:GetDisabledTexture() dt:SetTexCoord(0, 32/256, 64/256, 96/256) dt:SetDesaturated(true) dt:SetVertexColor(0.8, 0.8, 0.8) local ht = b:GetHighlightTexture() ht:SetTexCoord(0, 32/256, 64/256, 96/256) ht:SetAlpha(0.25) local function hidePopup() popup:Hide() end b:SetScript("OnClick", function(self) if hoverFocus:CheckToggle(self) then hoverFocus:Open(self, popup, nil, hidePopup) popup:SetPoint("TOPLEFT", self, "BOTTOMLEFT", -34, -2) popup:Show() end end) b:SetScript("OnEnter", function(self) hoverFocus:DelayOpenClick(self) end) end end activeUI:SetScript("OnShow", function(self) missionList.ctlContainer:Steal(self, ctl) RefreshActiveMissionsView(true) end) local lootFrame = CreateFrame("Frame", nil, activeUI) do local lf = lootFrame activeUI.lootFrame = lf lf:SetSize(560, 380) lf:SetPoint("CENTER", GarrisonMissionFrameMissions, "CENTER") local t = lf:CreateTexture(nil, "BACKGROUND", nil, -1) t:SetAllPoints(GarrisonMissionFrameMissions) t:SetColorTexture(0,0,0) t:SetAlpha(0.35) local w1, h1 = lf:GetSize() local w2, h2 = GarrisonMissionFrameMissions:GetSize() lf:SetHitRectInsets((w1-w2)/2, (w1-w2)/2, (h1-h2)/2, (h1-h2)/2) lf:EnableMouse(true) lf:EnableMouseWheel(true) lf:SetFrameStrata("DIALOG") t = lf:CreateTexture(nil, "BACKGROUND") t:SetAtlas("Garr_InfoBox-BackgroundTile", true) t:SetHorizTile(true) t:SetVertTile(true) t:SetAllPoints() t = lf:CreateTexture(nil, "BORDER") t:SetAtlas("_Garr_InfoBoxBorder-Top", true) t:SetHorizTile(true) t:SetPoint("TOPLEFT") t:SetPoint("TOPRIGHT") t = lf:CreateTexture(nil, "BORDER") t:SetAtlas("_Garr_InfoBoxBorder-Top", true) t:SetHorizTile(true) t:SetPoint("BOTTOMLEFT") t:SetPoint("BOTTOMRIGHT") t:SetTexCoord(0, 1, 1, 0) t = lf:CreateTexture(nil, "BORDER") t:SetAtlas("!Garr_InfoBoxBorder-Left", true) t:SetVertTile(true) t:SetPoint("TOPLEFT") t:SetPoint("BOTTOMLEFT") t = lf:CreateTexture(nil, "BORDER") t:SetAtlas("!Garr_InfoBoxBorder-Left", true) t:SetVertTile(true) t:SetPoint("TOPRIGHT") t:SetPoint("BOTTOMRIGHT") t:SetTexCoord(1,0, 0,1) t = lf:CreateTexture(nil, "BORDER", nil, -1) t:SetAtlas("!Garr_InfoBox-Left", true) t:SetPoint("TOPLEFT", -7, 0) t:SetPoint("BOTTOMLEFT", -7, 0) t:SetVertTile(true) t = lf:CreateTexture(nil, "BORDER", nil, -1) t:SetAtlas("!Garr_InfoBox-Left", true) t:SetPoint("TOPRIGHT", 7, 0) t:SetPoint("BOTTOMRIGHT", 7, 0) t:SetVertTile(true) t:SetTexCoord(1,0, 0,1) t = lf:CreateTexture(nil, "BORDER", nil, -1) t:SetAtlas("_Garr_InfoBox-Top", true) t:SetPoint("TOPLEFT", 0, 7) t:SetPoint("TOPRIGHT", 0, 7) t:SetHorizTile(true) t = lf:CreateTexture(nil, "BORDER", nil, -1) t:SetAtlas("_Garr_InfoBox-Top", true) t:SetPoint("BOTTOMLEFT", 0, -7) t:SetPoint("BOTTOMRIGHT", 0, -7) t:SetHorizTile(true) t:SetTexCoord(0,1, 1,0) t = lf:CreateTexture(nil, "BORDER", nil, 1) t:SetAtlas("Garr_InfoBoxBorder-Corner", true) t:SetPoint("TOPLEFT") t = lf:CreateTexture(nil, "BORDER", nil, 1) t:SetAtlas("Garr_InfoBoxBorder-Corner", true) t:SetPoint("TOPRIGHT") t:SetTexCoord(1,0, 0,1) t = lf:CreateTexture(nil, "BORDER", nil, 1) t:SetAtlas("Garr_InfoBoxBorder-Corner", true) t:SetPoint("BOTTOMLEFT") t:SetTexCoord(0,1, 1,0) t = lf:CreateTexture(nil, "BORDER", nil, 1) t:SetAtlas("Garr_InfoBoxBorder-Corner", true) t:SetPoint("BOTTOMRIGHT") t:SetTexCoord(1,0, 1,0) t = lf:CreateFontString(nil, "ARTWORK", "QuestFont_Super_Huge") t:SetPoint("TOP", 0, -12) t:SetText((GARRISON_MISSION_REPORT:gsub("\n", " "))) t = lf:CreateFontString(nil, "ARTWORK", "GameFontHighlightLarge") t:SetPoint("TOP", 0, -40) lf.numMissions = t t = lf:CreateTexture(nil, "BORDER", nil, 1) t:SetAtlas("Garr_InfoBox-CornerShadow", true) t:SetPoint("BOTTOMRIGHT", lf, "TOPLEFT") t = lf:CreateTexture(nil, "BORDER", nil, 1) t:SetAtlas("Garr_InfoBox-CornerShadow", true) t:SetPoint("BOTTOMLEFT", lf, "TOPRIGHT") t:SetTexCoord(1,0, 0,1) t = lf:CreateTexture(nil, "BORDER", nil, 1) t:SetAtlas("Garr_InfoBox-CornerShadow", true) t:SetPoint("TOPRIGHT", lf, "BOTTOMLEFT") t:SetTexCoord(0,1, 1,0) t = lf:CreateTexture(nil, "BORDER", nil, 1) t:SetAtlas("Garr_InfoBox-CornerShadow", true) t:SetPoint("TOPLEFT", lf, "BOTTOMRIGHT") t:SetTexCoord(1,0, 1,0) local function close(self) lootFrame:Hide() GarrisonMissionFrame.MissionComplete.completeMissions = C_Garrison.GetCompleteMissions(1) GarrisonMissionFrame:UpdateMissions() RefreshActiveMissionsView(self == lootFrame.Dismiss) end t = CreateFrame("Button", "MPLootSummaryDone", lootFrame, "UIPanelButtonTemplate") t:SetSize(200, 24) t:SetText(L"Done") t:SetPoint("BOTTOM", 0, 18) t:SetScript("OnClick", close) t:SetScript("OnKeyDown", function(self, key) self:SetPropagateKeyboardInput(key ~= "SPACE" and key ~= "ESCAPE") if key == "SPACE" then self:Click() elseif key == "ESCAPE" then lf.Dismiss2:Click() end end) t, lf.Dismiss = CreateFrame("Button", nil, lootFrame, "UIPanelCloseButtonNoScripts"), t t:SetSize(28, 28) t:SetPoint("TOPRIGHT", 0, -2) t:SetScript("OnClick", close) lf.Dismiss2 = t t = lf:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall") t:SetPoint("BOTTOM", lf.Dismiss, "TOP", 0, 6) t:SetText(("|cffff2020%s|r|n%s"):format(L"You have no free bag slots.", L"Additional mission loot may be delivered via mail.")) lf.noBagSlots = t lf:Hide() lf:SetScript("OnShow", function(self) if self.onShowSound then PlaySound(self.onShowSound) self.onShowSound = nil end end) end local lootContainer, SetFollower = CreateFrame("Frame", nil, lootFrame) do lootContainer:SetSize(490, 280) lootContainer:SetPoint("TOP", 0, -65) lootContainer:RegisterEvent("GET_ITEM_INFO_RECEIVED") lootContainer:SetScript("OnEvent", function(self) for i=1,#self.items do local ii = self.items[i] if ii.itemID and ii:IsShown() then ii:SetIcon(select(10, GetItemInfo(ii.itemID)) or GetItemIcon(ii.itemID) or "Interface\\Icons\\Temp") end end end) do local function AnimateXP(self, elapsed) if self.levelUp:IsShown() then return end local elapsed = self.xpGainElapsed + elapsed local prog = elapsed > 0.75 and 1 or (elapsed/0.75) self.xpProgressTex2:SetWidth(math.max(0.01, sin(90*prog) * self.xpGainWidth)) if prog == 1 then self.xpGainWidth, self.xpGainElapsed = nil self:SetScript("OnUpdate", nil) else self.xpGainElapsed = elapsed end end function SetFollower(btn, info, award, oldQuality) if not info then return end local color = ITEM_QUALITY_COLORS[info.quality] btn.PortraitRingQuality:SetVertexColor(color.r, color.g, color.b) btn.LevelBorder:SetVertexColor(color.r, color.g, color.b) btn.Level:SetText(info.level); local pico = info.portraitIconID or 0 btn.Portrait:SetTexture(pico ~= 0 and pico or "Interface\\Garrison\\Portraits\\FollowerPortrait_NoPortrait") if info.levelXP > info.xp and award > 0 then local baseXP = info.xp - math.min(info.xp, award) btn.xpProgressTex:SetWidth(math.max(0.01,46*baseXP/info.levelXP)) btn.xpProgressTex2:SetWidth(0.01) btn.xpGainWidth, btn.xpGainElapsed = 46*math.min(info.xp - baseXP, award)/info.levelXP, 0 btn.xpProgressTex2:Show() btn:SetScript("OnUpdate", AnimateXP) btn.xpProgressTex:SetShown(baseXP > 0) btn.xpProgressTex2:Show() else btn:SetScript("OnUpdate", nil) btn.xpProgressTex:Hide() btn.xpProgressTex2:Hide() end btn.info, btn.awardXP = info, award or 0 if award and award > (info.xp or 0) or (oldQuality and oldQuality ~= info.quality) then lootFrame.onShowSound = "UI_Garrison_CommandTable_Follower_LevelUp" btn.levelUp:Show() btn.levelUp:SetAlpha(1) btn.levelUp.Anim:Play() btn.Level:SetFontObject(GameFontNormalSmall) btn.LevelUpAnim:Play() else btn.levelUp:SetAlpha(0) btn.levelUp:Hide() btn.LevelUpAnim:Stop() btn.Level:SetFontObject(GameFontHighlightSmall) end btn:Show() end end lootContainer.followers = {} do local function FollowerButton_OnEnter(self) local info = self.info FollowerTooltip_SetFollower(self, info) G.ExtendFollowerTooltipGainedXP(GarrisonFollowerTooltip, self.awardXP, info) end local function FollowerButton_OnClick(self) local id = self.info and self.info.followerID if id and IsModifiedClick("CHATLINK") then ChatEdit_InsertLink(C_Garrison.GetFollowerLink(id)) end end local function LevelPulse_OnStop(self) self:GetParent().pulse:SetAlpha(0) end local function CreateFollower() local b = CreateFrame("Button", nil, lootContainer, "GarrisonFollowerPortraitTemplate") b.levelUp = CreateFrame("Frame", nil, b, "GarrisonFollowerLevelUpTemplate") b.levelUp:SetScale(0.5) b.levelUp:SetPoint("BOTTOM", 0, -47) b.xpProgressTex = b:CreateTexture(nil, "ARTWORK", nil, 2) b.xpProgressTex:SetPoint("TOPLEFT", b.LevelBorder, "TOPLEFT", 6, -6) b.xpProgressTex:SetTexture("Interface\\Buttons\\GradBlue") b.xpProgressTex:SetAlpha(0.4) b.xpProgressTex:SetSize(30, 12) b.xpProgressTex2 = b:CreateTexture(nil, "ARTWORK", nil, 2) b.xpProgressTex2:SetTexture("Interface\\Buttons\\GradBlue") b.xpProgressTex2:SetAlpha(0.6) b.xpProgressTex2:SetSize(30, 12) b.xpProgressTex2:SetPoint("LEFT", b.xpProgressTex, "RIGHT") b.pulse = b:CreateTexture(nil, "BORDER", nil, 0) b.pulse:SetAtlas("GarrMission_CurrentEncounter-Glow", true) b.pulse:SetPoint("CENTER", b.Portrait) b.pulse:SetAlpha(0) b.LevelUpAnim = b:CreateAnimationGroup() b.LevelUpAnim:SetLooping("REPEAT") b.LevelUpAnim:SetScript("OnStop", LevelPulse_OnStop) local t = b.LevelUpAnim:CreateAnimation("Alpha") t:SetEndDelay(1.25) t:SetDuration(1.5) t:SetFromAlpha(0) t:SetToAlpha(1) t:SetChildKey("pulse") local t = b.LevelUpAnim:CreateAnimation("Alpha") t:SetStartDelay(1.5) t:SetEndDelay(0.25) t:SetDuration(1) t:SetFromAlpha(1) t:SetToAlpha(0) t:SetChildKey("pulse") b:SetScript("OnEnter", FollowerButton_OnEnter) b:SetScript("OnLeave", GarrisonMissionPageFollowerFrame_OnLeave) b:SetScript("OnClick", FollowerButton_OnClick) b:Hide() return b end setmetatable(lootContainer.followers, {__index=function(self, k) local b = CreateFollower() self[k] = b return b end}) end lootContainer.items = {} do local function OnEnter(self) GameTooltip:SetOwner(self, "ANCHOR_TOPLEFT") if self.itemID then G.SetItemTooltip(GameTooltip, self.itemID) elseif self.tooltipHeader and self.tooltipText then GameTooltip:AddLine(self.tooltipHeader) GameTooltip:AddLine(self.tooltipText, 1,1,1) elseif self.currencyID then GameTooltip:SetCurrencyByID(self.currencyID) else GameTooltip:Hide() return end if self.tooltipExtra then GameTooltip:AddLine(self.tooltipExtra, 1,1,1) end GameTooltip:Show() end local function OnClick(self) local link if not IsModifiedClick("CHATLINK") then elseif self.itemID then link = select(2, GetItemInfo(self.itemID)) elseif self.currencyID and self.currencyID > 0 then link = GetCurrencyLink(self.currencyID) end if link then ChatEdit_InsertLink(link) end end local function SetIcon(self, texture) self.Icon:SetTexture(texture) self.Icon:SetTexCoord(4/64, 60/64, 4/64, 60/64) end setmetatable(lootContainer.items, {__index=function(self, k) local i = CreateFrame("Button", nil, lootContainer) i:SetSize(46, 46) i.Icon = i:CreateTexture(nil, "ARTWORK") i.Icon:SetPoint("TOPLEFT", 3*46/64, -3*46/64) i.Icon:SetPoint("BOTTOMRIGHT", -3*46/64, 3*46/64) i.Border = i:CreateTexture(nil, "ARTWORK", 2) i.Border:SetAllPoints() i.Border:SetTexture("Interface\\Buttons\\UI-Quickslot2") i.Border:SetTexCoord(12/64,52/64,12/64,52/64) i.Quantity = i:CreateFontString(nil, "OVERLAY", "GameFontHighlightOutline") i.Quantity:SetPoint("BOTTOMRIGHT", -3, 4) i:SetScript("OnEnter", OnEnter) i:SetScript("OnLeave", dismissTooltip) i:SetScript("OnClick", OnClick) self[k], i.SetIcon = i, SetIcon return i end}) end end lootContainer.nothing = lootContainer:CreateFontString(nil, "OVERLAY", "GameFontHighlightLarge") lootContainer.nothing:SetPoint("CENTER") lootContainer.nothing:SetText(L"No loot received.") function activeUI:SetCompletionRewards(rewards, followers, numMissions, overflowLoot) lootFrame.noBagSlots:SetShown(overflowLoot) lootFrame.numMissions:SetFormattedText(GARRISON_NUM_COMPLETED_MISSIONS, numMissions or 1) lootFrame.onShowSound = rewards and next(rewards) and "UI_Garrison_CommandTable_ChestUnlock_Gold_Success" or "UI_Garrison_CommandTable_ChestUnlock" local fi, fn = G.GetFollowerInfo(), 1 for k,v in pairs(followers) do if v.xpAward and v.xpAward > 0 then SetFollower(lootContainer.followers[fn], fi[k], v.xpAward, v.oqual) fn = fn + 1 end end for i=fn, #lootContainer.followers do lootContainer.followers[i]:Hide() end local ni = 1 for k,v in pairs(rewards) do local quantity, icon, tooltipHeader, tooltipText, _, tooltipExtra = v.quantity if v.itemID then icon, tooltipExtra = select(10, GetItemInfo(v.itemID)) or GetItemIcon(v.itemID) or "Interface\\Icons\\Temp", v.itemID == 120205 and rewards.xp and rewards.xp.playerXP and XP_GAIN:format(BreakUpLargeNumbers(rewards.xp.playerXP)) or nil elseif v.currencyID == 0 then icon, tooltipHeader, tooltipText = "Interface\\Icons\\INV_Misc_Coin_02", GARRISON_REWARD_MONEY, GetMoneyString(v.quantity) quantity = floor(quantity/10000) elseif v.currencyID then _, _, icon = GetCurrencyInfo(v.currencyID) end if icon then local ib = lootContainer.items[ni] ib:SetPoint("CENTER", lootContainer.followers[fn], "CENTER", 0, 4) ib:SetIcon(icon) ib.Quantity:SetText(quantity > 1 and quantity) ib.itemID, ib.currencyID, ib.tooltipHeader, ib.tooltipText, ib.tooltipExtra = v.itemID, v.currencyID, tooltipHeader, tooltipText, tooltipExtra ib:Show() ni, fn = ni + 1, fn + 1 end end for i=ni,#lootContainer.items do lootContainer.items[i]:Hide() end local numTotal = fn - 1 do local perRow, baseY = 9, 0, 0 if numTotal <= 9 then perRow, baseY = numTotal, -76 elseif numTotal <= 18 then perRow, baseY = 6, numTotal <= 12 and -64 or -32 elseif numTotal <= 32 then perRow, baseY = 8, numTotal <= 24 and -24 or 0 end local baseX = (504 - perRow*56)/2 for i=1,numTotal do lootContainer.followers[i]:SetPoint("TOPLEFT", baseX + ((i-1) % perRow) * 56, baseY - 64*floor((i-1)/perRow)) end lootContainer.count = numTotal end lootContainer.nothing:SetShown(ni == 1 and fn == 1) lootFrame:Show() end end local availUI = CreateFrame("Frame", nil, missionList) do availUI:SetSize(880, 22) availUI:SetPoint("BOTTOMLEFT", GarrisonMissionFrameMissions, "TOPLEFT", 0, 4) availUI:Hide() local ctl = CreateFrame("Frame") do ctl:SetSize(56, 22) local sortIndicator = CreateFrame("Button", nil, ctl) do sortIndicator:SetPoint("LEFT", 4, 0) sortIndicator:SetSize(20, 20) for i=1, 2 do local t = sortIndicator:CreateTexture(nil, i == 1 and "BACKGROUND" or "HIGHLIGHT") t:SetTexture("Interface\\Buttons\\SquareButtonTextures") t:SetTexCoord(0.45312500, 0.64062500, 0.01562500, 0.20312500) t:SetSize(14, 18) t:SetPoint("LEFT", 2, 4) if i == 1 then t:SetVertexColor(3/4, 3/4, 3/4) end t = sortIndicator:CreateTexture(nil, i == 1 and "BACKGROUND" or "HIGHLIGHT") t:SetTexture("Interface\\Buttons\\SquareButtonTextures") t:SetTexCoord(0.45312500, 0.64062500, 0.20312500, 0.01562500) t:SetSize(14, 18) t:SetPoint("LEFT", 2, -4) if i == 1 then t:SetVertexColor(3/4, 3/4, 3/4) end end local menu, sortOrders = { {text=L"Mission order:", isTitle=true, notCheckable=true}, {text=L"Reward type", arg1="reward"}, {text=L"Follower experience", arg1="xp"}, {text=L"Follower experience per hour", arg1="xptime"}, {text=L"Chance of success", arg1="threats"}, {text=L"Mission level", arg1="level"}, {text=L"Mission duration", arg1="duration"}, {text=L"Mission expiration", arg1="expire"}, }, {} local function isChecked(self) return T.config.availableMissionSort == self.arg1 end for i=2,#menu do local m = menu[i] sortOrders[m.arg1], m.checked, m.func = m.text, isChecked, MasterPlan.SetMissionOrder end sortIndicator:SetScript("OnClick", function(self) easyDrop:Toggle(self, menu, "TOPLEFT", self, "BOTTOMLEFT", -24, -3) end) sortIndicator:SetScript("OnEnter", function(self) easyDrop:DelayOpenClick(self) end) end local horizon = CreateFrame("Button", nil, ctl) do horizon:SetPoint("LEFT", 30, 0) horizon:SetSize(20, 20) for i=1, 2 do local t = horizon:CreateTexture(nil, i == 1 and "BACKGROUND" or "HIGHLIGHT") t:SetTexture("Interface\\FriendsFrame\\StatusIcon-Away") t:SetSize(16,16) t:SetPoint("LEFT", 2, 0) t:SetTexCoord(2/16, 14/16, 2/16, 14/16) if i == 1 then t:SetVertexColor(3/4, 3/4, 3/4) end end local function isChecked(self) return T.config.timeHorizon == self.arg1 end local menu = { {text=L"Time Horizon", isTitle=true, notCheckable=true, justifyH="CENTER"}, {text=L"Instant", checked=isChecked, func=MasterPlan.SetTimeHorizon, arg1=0}, {arg1=3600}, {arg1=7200}, {arg1=10800}, {arg1=14400}, {arg1=21600}, {arg1=28800}, {arg1=43200}, {arg1=86400}, } for i=3,#menu do menu[i].text, menu[i].checked, menu[i].func = INT_GENERAL_DURATION_HOURS:format(menu[i].arg1/3600), isChecked, MasterPlan.SetTimeHorizon end local function showHint() if easyDrop:IsOpen(horizon) then GameTooltip:SetOwner(horizon, "ANCHOR_PRESERVE") GameTooltip:ClearAllPoints() GameTooltip:SetPoint("TOPLEFT", DropDownList1, "TOPRIGHT", 4, 0) GameTooltip:SetText(L"Time Horizon") GameTooltip:AddLine(L"Time until you next expect to be able to interact with garrison missions.\n\nThis may affect suggested groups and mission sorting order.", 1,1,1,1) GameTooltip:Show() end end horizon:SetScript("OnClick", function(self) easyDrop:Toggle(self, menu, "TOPLEFT", self, "BOTTOMLEFT", -24, -3) showHint() end) horizon.OnEasyDropHide = dismissTooltip horizon:SetScript("OnEnter", function(self) easyDrop:DelayOpenClick(self) showHint() end) end local loader = api.CreateLoader(ctl, 10, 4, 10, 10, true) do loader:SetPoint("LEFT", horizon, "RIGHT", 8, 0) local baseWidth = ctl:GetWidth() loader:HookScript("OnShow", function() missionList.ctlContainer:SetInnerWidth(baseWidth + 8 + loader:GetWidth(), true) end) loader:HookScript("OnHide", function() missionList.ctlContainer:SetInnerWidth(baseWidth) end) availUI.loader = loader end end availUI:SetScript("OnShow", function(self) missionList.ctlContainer:Steal(self, ctl) RefreshAvailMissionsView(true) self.notebook:SetShown(GetItemCount(self.notebook.itemID) > 0) end) local roamingParty = CreateFrame("Frame", nil, availUI) do roamingParty:SetPoint("BOTTOMRIGHT", availUI, "BOTTOM", 106, -2) local slots = {} function roamingParty:GetFollowers() local a, b, c for i=#slots,1,-1 do a, b, c = slots[i].followerID, a, b end return a, b, c end function roamingParty:DropFollowers(f1, f2, f3) for i=1,#slots do local f = slots[i].followerID if f and (f == f1 or f == f2 or f == f3) then slots[i].followerID = nil end end self:Update() end function roamingParty:Update(changed) changed = changed or false for i=1,#slots do local f, fi = slots[i].followerID if f then fi = C_Garrison.GetFollowerInfo(f) if not fi or ((fi.status or "") ~= "" and fi.status ~= GARRISON_FOLLOWER_IN_PARTY) then changed, f = true end end if f then slots[i].portrait:SetTexture(fi.portraitIconID) slots[i].portrait:SetVertexColor(1, 1, 1) else slots[i].portrait:SetTexture("Interface\\Garrison\\Portraits\\FollowerPortrait_NoPortrait") slots[i].portrait:SetVertexColor(0.50, 0.50, 0.50) end slots[i].followerID = f end if changed then availMissionsHandle:Refresh(true) end end function roamingParty:Clear() for i=1,#slots do slots[i].followerID = nil end self:Update(true) end local function Roamer_SetFollower(_, slot, follower) local self = roamingParty if slots[slot].followerID ~= follower then for i=1,#slots do if slots[i].followerID == follower then slots[i].followerID = nil end end PlaySound(follower and "UI_Garrison_CommandTable_AssignFollower" or "UI_Garrison_CommandTable_UnassignFollower") slots[slot].followerID = follower self:Update(true) end end local function cmp(a,b) local am, bm = a.level == 100 and a.quality > 3, b.level == 100 and b.quality > 3 if am ~= bm then return bm elseif a.level ~= b.level then return a.level > b.level elseif floor(a.iLevel/15) ~= floor(b.iLevel/15) then return a.iLevel > b.iLevel elseif a.quality ~= b.quality then return a.quality > b.quality else return strcmputf8i(a.name, b.name) < 0 end end local function Roamer_OnEnter(self) if easyDrop:IsOpen(self) then elseif self.followerID then for i=1,#slots do if easyDrop:IsOpen(slots[i]) then return end end FollowerTooltip_SetFollower(self, C_Garrison.GetFollowerInfo(self.followerID)) else GameTooltip:SetOwner(self, "ANCHOR_BOTTOM") GameTooltip:SetText(L"Select a follower to focus on") GameTooltip:AddLine(L"Group suggestions will be updated to include the selected follower.", 1,1,1,1) GameTooltip:Show() end end local function Roamer_OnLeave(self) GarrisonFollowerTooltip:Hide() if GameTooltip:IsOwned(self) then GameTooltip:Hide() end end local function RoamerMenu_OnMouse(self, _, id) if self and id then FollowerTooltip_SetFollower(self, C_Garrison.GetFollowerInfo(id)) GarrisonFollowerTooltip:ClearAllPoints() GarrisonFollowerTooltip:SetPoint("LEFT", self, "RIGHT", 12, 0) return RoamerMenu_OnMouse else GarrisonFollowerTooltip:Hide() end end local function Roamer_OnClick(self, button) if GameTooltip:IsOwned(self) then GameTooltip:Hide() end if button == "RightButton" then Roamer_SetFollower(nil, self:GetID(), nil) GarrisonFollowerTooltip:Hide() self:GetScript("OnEnter")(self) elseif easyDrop:IsOpen(self) then CloseDropDownMenus() PlaySound("UChatScrollButton") self:GetScript("OnEnter")(self) else PlaySound("UChatScrollButton") local mn, f2, slot, cur = {}, C_Garrison.GetFollowers(1), self:GetID(), self.followerID local a1, a2, a3 = roamingParty:GetFollowers() table.sort(f2, cmp) for i=1,#f2 do local fi, fid = f2[i], f2[i].followerID if fi.isCollected and (fi.status or "") == "" and (fid == cur or (fid ~= a1 and fid ~= a2 and fid ~= a3)) and not T.config.ignore[fid] and not G.GetFollowerTentativeMission(fid) then mn[#mn+1] = {text=G.GetFollowerLevelDescription(fi.followerID, nil), func=Roamer_SetFollower, arg1=slot, arg2=fi.followerID, checked=cur==fi.followerID, tooltipOnButton=RoamerMenu_OnMouse} end end if cur then mn[#mn+1] = {text=REMOVE, func=Roamer_SetFollower, arg1=slot, justifyH="CENTER", notCheckable=true} end GarrisonFollowerTooltip:Hide() easyDrop:Open(self, mn, "TOP", self, "BOTTOM", 0, -2) end end for i=1,1 do local x = CreateFrame("Button", nil, roamingParty, nil, i) x:SetSize(36, 36) x:SetPoint("LEFT", 40*i-38, 0) x:RegisterForClicks("LeftButtonUp", "RightButtonUp") local v = x:CreateTexture(nil, "ARTWORK", nil, 1) v:SetPoint("TOPLEFT", 3, -3) v:SetPoint("BOTTOMRIGHT", -3, 3) v:SetTexture("Interface\\Garrison\\Portraits\\FollowerPortrait_NoPortrait") slots[i], x.portrait = x, v local v = x:CreateTexture(nil, "ARTWORK", nil, 2) v:SetAllPoints() v:SetAtlas("Garr_FollowerPortrait_Ring", true) local v = x:CreateTexture(nil, "HIGHLIGHT") v:SetPoint("TOPLEFT", -2, 2) v:SetPoint("BOTTOMRIGHT", 1, -1) v:SetTexture("Interface\\Minimap\\UI-Minimap-ZoomButton-Highlight") v:SetBlendMode("ADD") x:SetScript("OnClick", Roamer_OnClick) x:SetScript("OnEnter", Roamer_OnEnter) x:SetScript("OnLeave", Roamer_OnLeave) end roamingParty:SetSize(#slots*40, 36) local function clearRP() roamingParty:Clear() end function EV:GARRISON_MISSION_NPC_CLOSED() T.After0(clearRP) end end availUI.SendTentative = CreateFrame("Button", "MPPokeTentativeParties", availUI, "UIPanelButtonTemplate") do local b = availUI.SendTentative b:SetSize(200, 26) b:SetPoint("BOTTOM", -64, 5) b:RegisterForClicks("LeftButtonUp", "RightButtonUp") b:Hide() b:SetScript("OnLeave", dismissTooltip) b:SetScript("OnEnter", function(self) if G.GetNumPendingMissionStarts() > 0 or G.GetTentativePartyCount(1) == 0 then return end GameTooltip:SetOwner(self, "ANCHOR_BOTTOM") GameTooltip:SetText(L"Start Missions") if C_Garrison.IsAboveFollowerSoftCap(1) then GameTooltip:AddLine(GARRISON_MAX_FOLLOWERS_MISSION_TOOLTIP, 1, 0, 0, 1) else local rewards, rtext = {}, "" for mid, f1, f2, f3 in G.GetReadyTentativeParties(1) do local mi = C_Garrison.GetBasicMissionInfo(mid) local g = G.GetBackfillMissionGroups(mi, G.GroupFilter.ACTIVE, G.GroupRank.xp, 1, f1, f2, f3)[1] if not g then G.GetMissionParty(mid) else GameTooltip:AddDoubleLine(HIGHLIGHT_FONT_COLOR_CODE .. mi.name, g[1] .. "%") local sp, ct, cq, _, expectedXP = g[1]/100, g[9] or 0, g[3] or 0, G.GetMissionGroupXP(g, mi) if expectedXP > 0 then rewards.xp = (rewards.xp or 0) + expectedXP end if g[1] > 0 and cq > 0 then rewards[ct] = (rewards[ct] or 0) + cq*sp end end end if (rewards.xp or 0) > 0 then rtext = L("%s XP"):format(BreakUpLargeNumbers(rewards.xp)) end if (rewards[0] or 0) >= 1e4 then rtext = rtext .. " " .. GetMoneyString(rewards[0] - rewards[0] % 1e4) end rewards.xp, rewards[0] = nil for cid, cq in pairs(rewards) do rtext = rtext .. " " .. floor(cq) .. " |T" .. (select(3,GetCurrencyInfo(cid)) or "Interface/Icons/Temp") .. ":12:12:0:0:64:64:4:60:4:60|t" end if rtext ~= "" then GameTooltip:AddDoubleLine(L"Expected rewards:", rtext, nil, nil, nil, 1,1,1) end end GameTooltip:AddLine("|n|TInterface\\TUTORIALFRAME\\UI-TUTORIAL-FRAME:14:12:0:-1:512:512:10:70:330:410|t " .. L"Clear all tentative parties.", 0.5, 0.8, 1) GameTooltip:Show() end) b:SetScript("OnClick", function(_, button) if G.GetNumPendingMissionStarts() > 0 then G.AbortMissionQueue() RefreshAvailMissionsView() elseif button == "RightButton" or G.GetTentativePartyCount(1) == 0 then G.DissolveAllTentativeParties(1) PlaySound("UChatScrollButton") elseif not C_Garrison.IsAboveFollowerSoftCap(1) then G.SuppressFollowerEvents(1) for mid, p1, p2, p3 in G.GetReadyTentativeParties(1) do G.StartMissionQueue(mid, p1, p2, p3) end G.ReleaseFollowerEvents(1) PlaySound("UI_Garrison_CommandTable_MissionStart") end end) local syncLater do local synced = true local function sync() synced = true local np = G.GetNumPendingMissionStarts() local nr, nt = G.GetTentativePartyCount(1) b:SetShown(np > 0 or nt > 0) if b:IsShown() then local text if np > 0 then text = L("%d |4party:parties; remaining..."):format(np) else text = nr > 0 and L"Send Tentative Parties" or L"Clear Tentative Parties" end b:SetText(text) if GameTooltip:IsOwned(b) then if np == 0 then b:GetScript("OnEnter")(b) else GameTooltip:Hide() end end end end function syncLater() if synced then T.After0(sync) synced = false end end EV.MP_MISSION_START_QUEUE, EV.MP_TENTATIVE_PARTY_UPDATE = sync, syncLater end function EV:MP_MISSION_REJECT(mid) syncLater() G.GetMissionParty(mid, true) PlaySound("igQuestFailed") end end api.roamingParty = roamingParty availUI.notebook = T.CreateLazyItemButton(availUI, 122606) do availUI.notebook:SetSize(20, 20) availUI.notebook:SetPoint("LEFT", GarrisonMissionFrame.MissionTab.MissionList.MaterialFrame, "LEFT", 14, 0) availUI.notebook:SetScript("OnShow", function() local f = GarrisonMissionFrame.MissionTab.MissionList.MaterialFrame.MPHeadcount f.Text:SetPoint("LEFT", 40, 0) end) availUI.notebook:SetScript("OnHide", function() local f = GarrisonMissionFrame.MissionTab.MissionList.MaterialFrame.MPHeadcount f.Text:SetPoint("LEFT", 16, 0) end) end end local interestUI = CreateFrame("Frame", nil, missionList) do interestUI:Hide() interestUI.loader = api.CreateLoader(interestUI, 20, 30, 20) interestUI.loader:SetPoint("CENTER", GarrisonMissionFrameMissions) function interestUI.loader:OnFinish(nf) if nf > 2 then missionList.FadeIn:Play() end end local ctl = CreateFrame("Frame") do ctl:SetSize(83, 22) ctl:Hide() interestUI.excludeInactive = CreateFrame("CheckButton", nil, ctl) do local b = interestUI.excludeInactive b:SetSize(20, 20) b:SetPoint("LEFT", 3, 0) b:SetChecked(true) b:SetNormalTexture("Interface\\FriendsFrame\\UI-Toast-FriendOnlineIcon") b:SetHighlightTexture("Interface\\FriendsFrame\\UI-Toast-FriendOnlineIcon") b:SetCheckedTexture("Interface\\PetBattles\\DeadPetIcon") local nt = b:GetNormalTexture() nt:SetTexCoord(4/32,28/32, 4/32,28/32) nt:SetVertexColor(0.84, 0.76, 0.56) local ct = b:GetCheckedTexture() ct:SetBlendMode("BLEND") ct:ClearAllPoints() ct:SetSize(12, 12) ct:SetPoint("BOTTOMRIGHT") local ht = b:GetHighlightTexture() ht:SetTexCoord(4/32,28/32, 4/32,28/32) ht:SetAlpha(0.25) b:SetScript("OnClick", function(self) interestMissionsHandle:Show(not self:GetChecked()) if GameTooltip:IsOwned(self) then self:GetScript("OnEnter")(self) end end) b:SetScript("OnEnter", function(self) GameTooltip:SetOwner(self, "ANCHOR_NONE") GameTooltip:SetPoint("TOPLEFT", self, "BOTTOMLEFT", -24, -4) GameTooltip:SetText(self:GetChecked() and L"Ignoring inactive followers" or L"Considering inactive followers") GameTooltip:AddLine(self:GetChecked() and L"Inactive followers are never included in suggested groups." or L"Inactive followers are only included in suggested groups when they are beneficial.", 1,1,1, 1) GameTooltip:Show() easyDrop:Close() end) b:SetScript("OnLeave", dismissTooltip) end interestUI.stackMode = CreateFrame("Button", nil, ctl) do local b = interestUI.stackMode b:SetSize(20, 20) b:SetPoint("LEFT", 30, 0) b:SetScript("OnClick", function(self) T.config.interestStack = bit.bxor(1, T.config.interestStack) interestMissionsHandle:Show(not interestUI.excludeInactive:GetChecked()) if GameTooltip:IsOwned(self) then self:GetScript("OnEnter")(self) end self:GetScript("OnShow")(self) end) b:SetScript("OnShow", function(self) local tex = T.config.interestStack % 2 > 0 and "Interface/Minimap/TRACKING/Auctioneer" or "Interface/Minimap/TRACKING/Banker" self:SetNormalTexture(tex) self:GetNormalTexture():SetVertexColor(0.85, 0.85, 0.85, 0.90) self:SetHighlightTexture(tex) self:GetHighlightTexture():SetBlendMode("ADD") self:GetHighlightTexture():SetAlpha(0.25) end) b:SetScript("OnEnter", function(self) GameTooltip:SetOwner(self, "ANCHOR_NONE") GameTooltip:SetPoint("TOPLEFT", self, "BOTTOMLEFT", -51, -4) local isStacking = T.config.interestStack % 2 > 0 GameTooltip:AddLine(isStacking and L"Prioritizing expected reward" or L"Prioritizing success chance") GameTooltip:AddLine(L"When a mission's reward can be increased by follower traits, groups can prioritize either the expected reward or mission success chance.", 1,1,1, 1) GameTooltip:Show() easyDrop:Close() end) b:SetScript("OnLeave", dismissTooltip) end interestUI.interestSet = CreateFrame("Button", nil, ctl) do local b = interestUI.interestSet b:SetSize(20, 20) b:SetPoint("LEFT", 57, 0) b:SetNormalTexture("Interface\\Minimap\\ObjectIcons") b:SetHighlightTexture("Interface\\Minimap\\ObjectIcons") local nt = b:GetNormalTexture() nt:SetTexCoord(64/256, 96/256, 192/256, 224/256) nt:SetVertexColor(0.8, 0.8, 0.8) local ht = b:GetHighlightTexture() ht:SetTexCoord(64/256, 96/256, 192/256, 224/256) ht:SetAlpha(0.25) local m = { {isTitle=true, text=L"Desirable rewards", notCheckable=true, justifyH="CENTER"}, {arg1=118529}, {arg1=122484}, {arg1=120945}, {arg1=994}, {arg1=823}, {arg1=824}, {arg1=1101}, {arg1=0, text="|TInterface\\Icons\\INV_Misc_Coin_02:16:16:0:0:64:64:4:60:4:60|t " .. BONUS_ROLL_REWARD_MONEY}, {arg1=128315}, {arg1=128430}, {arg1=127748}, {arg1=128313}, {arg1=128316}, {arg1=128312}, {arg1=115280, text="|TInterface\\Minimap\\ObjectIcons:16:16:0:0:256:256:194:222:130:158|t |cffff8000" .. ITEM_QUALITY5_DESC}, } local function toggleInterestBit(_, key) T.config.interestMask = bit.bxor(T.config.interestMask, 2^(T.InterestMask[key]-1)) interestMissionsHandle:Show(not interestUI.excludeInactive:GetChecked()) end local function checkInterestBit(self) local b, m = T.InterestMask[self.arg1], T.config.interestMask return (m % 2^b) < 2^(b-1) end local function ShowInterestFilterTip(self, arg1) if type(arg1) ~= "number" or arg1 < 1 then return end GameTooltip:SetOwner(self, "ANCHOR_NONE") GameTooltip:SetPoint("TOPLEFT", self, "TOPRIGHT", 16, 8) if arg1 < 2e3 then GameTooltip:SetCurrencyByID(arg1) else GameTooltip:SetItemByID(Interest_RewardMap[arg1] or arg1) end end for i=2,#m do m[i].func, m[i].checked, m[i].isNotRadio, m[i].keepShownOnClick, m[i].tooltipOnButton = toggleInterestBit, checkInterestBit, true, true, ShowInterestFilterTip end b:SetScript("OnClick", function(self) if m[#m].arg1 == 115280 and T.config.legendStep >= 2 then m[#m] = nil end for i=2,#m do local mi = m[i] if (not mi.text or mi.placeholder) then local key, name, ico, _ = mi.arg1 if key > 2e3 then name, ico = GetItemInfo(key), GetItemIcon(key) else name, _, ico = GetCurrencyInfo(key) end mi.text, mi.placeholder = "|T" .. (ico or "Interaface\\Icons\\INV_Misc_QuestionMark") .. ":16:16:0:0:64:64:4:60:4:60|t " .. (name or ("#" .. key)), not name or nil end end easyDrop:Toggle(self, m, "TOPLEFT", self, "BOTTOMLEFT", -78, -3) end) b:SetScript("OnEnter", function(self) easyDrop:DelayOpenClick(self) end) b:SetScript("OnLeave", dismissTooltip) end end interestUI:SetScript("OnShow", function(self) missionList.ctlContainer:Steal(self, ctl) interestMissionsHandle:Show(not interestUI.excludeInactive:GetChecked()) end) end do -- tabs local activeTab = CreateFrame("Button", "GarrisonMissionFrameTab3", GarrisonMissionFrame, "GarrisonMissionFrameTabTemplate", 1) local availTab, followerTab = GarrisonMissionFrameTab1, GarrisonMissionFrameTab2 local interestTab = CreateFrame("Button", "GarrisonMissionFrameTab4", GarrisonMissionFrame, "GarrisonMissionFrameTabTemplate", 1) missionList.activeTab, missionList.availTab, missionList.interestTab, missionList.followerTab = activeTab, availTab, interestTab, followerTab activeTab:SetPoint("LEFT", availTab, "RIGHT", -5, 0) interestTab:SetPoint("LEFT", activeTab, "RIGHT", -5, 0) activeTab.Pulse = activeTab:CreateAnimationGroup() do local function cloneTexture(parent, key) local t, o = parent:CreateTexture(nil, "BORDER"), parent[key] t:SetTexture(o:GetTexture()) t:SetTexCoord(o:GetTexCoord()) t:SetAllPoints(o) t:SetBlendMode(o:GetBlendMode()) return t end activeTab.p1, activeTab.p2 = cloneTexture(activeTab, "LeftHighlight"), cloneTexture(activeTab, "RightHighlight") activeTab.p3, activeTab.p4 = cloneTexture(activeTab, "MiddleHighlight"), activeTab:CreateTexture(nil, "BACKGROUND", nil, 1) activeTab.p4:SetPoint("TOPLEFT", activeTab.p3, "TOPLEFT", -16, -1) activeTab.p4:SetPoint("BOTTOMRIGHT", activeTab.p3, "BOTTOMRIGHT", 6, 12) activeTab.p4:SetTexture("Interface\\Buttons\\UI-ListBox-Highlight") activeTab.p4:SetBlendMode("ADD") activeTab.p4:SetTexCoord(16/128, 112/128, 0, 1) local ag = activeTab.Pulse ag:SetLooping("BOUNCE") for i=1,4 do local ap = ag:CreateAnimation("Alpha") ap:SetDuration(1.25) ap:SetFromAlpha(0) ap:SetToAlpha(i < 4 and 0.5 or 0.2) ap:SetChildKey("p" .. i) end ag:Play() ag:SetScript("OnStop", function() for i=1,4 do activeTab["p" .. i]:SetAlpha(0) end end) end GarrisonMissionFrameTab2:SetPoint("LEFT", interestTab, "RIGHT", -5, 0) PanelTemplates_DeselectTab(activeTab) PanelTemplates_DeselectTab(interestTab) local function ResizeTabs() PanelTemplates_TabResize(activeTab, 10) PanelTemplates_TabResize(availTab, 10) PanelTemplates_TabResize(interestTab, 10) end hooksecurefunc("GarrisonMissionListTab_SetTab", function(self) if missionList:IsShown() and self then PanelTemplates_SetTab(GarrisonMissionFrame, self:GetID() == 2 and 3 or 1) end end) local function SetTabState(tab, selected) if selected == nil then PanelTemplates_SetDisabledTabState(tab) else (selected and PanelTemplates_SelectTab or PanelTemplates_DeselectTab)(tab) end end local updateMissionTabs = oncePerFrame(function() local cm = GarrisonMissionFrame.MissionComplete.completeMissions activeTab:SetFormattedText(L"Active Missions (%d)", math.max(#GarrisonMissionFrameMissions.inProgressMissions, cm and #cm or 0)) availTab:SetFormattedText(L"Available Missions (%d)", #GarrisonMissionFrameMissions.availableMissions) interestTab:SetText(L"Missions of Interest") ResizeTabs() T.After0(ResizeTabs) if #GarrisonMissionFrameMissions.inProgressMissions == 0 and (cm and #cm or 0) == 0 then SetTabState(activeTab, nil) else SetTabState(activeTab, GarrisonMissionFrame.selectedTab == 3) end if not missionList:IsShown() then SetTabState(interestTab, nil) else SetTabState(interestTab, GarrisonMissionFrame.selectedTab == 4) end SetTabState(availTab, GarrisonMissionFrame.selectedTab == 1) SetTabState(followerTab, GarrisonMissionFrame.selectedTab == 2) api.roamingParty:Update() api:SetMissionsUI(GarrisonMissionFrame.selectedTab) if GarrisonMissionFrame.selectedTab == 3 or #C_Garrison.GetCompleteMissions(1) == 0 then activeTab.Pulse:Stop() else activeTab.Pulse:Play() end end) T.UpdateMissionTabs = updateMissionTabs hooksecurefunc(GarrisonMissionFrame, "UpdateMissions", updateMissionTabs) GarrisonMissionFrame:HookScript("OnShow", updateMissionTabs) hooksecurefunc("PanelTemplates_UpdateTabs", function(frame) if frame == GarrisonMissionFrame then updateMissionTabs() end end) activeTab:SetScript("OnClick", function() PlaySound("UI_Garrison_Nav_Tabs") if GarrisonMissionFrame.MissionTab.MissionPage:IsShown() then GarrisonMissionFrame.MissionTab.MissionPage.MinimizeButton:Click() end if GarrisonMissionFrame.selectedTab ~= 1 and GarrisonMissionFrame.selectedTab ~= 3 then SetMissionsFrameTab(1) end PanelTemplates_SetTab(GarrisonMissionFrame, 3) if not missionList:IsShown() then GarrisonMissionListTab_SetTab(GarrisonMissionFrameMissionsTab2) end GarrisonMissionFrame:CheckCompleteMissions() end) availTab:SetScript("OnClick", function() PlaySound("UI_Garrison_Nav_Tabs") SetMissionsFrameTab(1) if not missionList:IsShown() then GarrisonMissionListTab_SetTab(GarrisonMissionFrameMissionsTab1) end end) interestTab:SetScript("OnClick", function() PlaySound("UI_Garrison_Nav_Tabs") if GarrisonMissionFrame.MissionTab.MissionPage:IsShown() then GarrisonMissionFrame.MissionTab.MissionPage.MinimizeButton:Click() end SetMissionsFrameTab(1) PanelTemplates_SetTab(GarrisonMissionFrame, 4) api:SetMissionsUI(4) end) hooksecurefunc("GarrisonMissionListTab_SetTab", updateMissionTabs) function EV:GARRISON_MISSION_FINISHED() if GarrisonMissionFrame:IsVisible() and GarrisonMissionFrame.selectedTab ~= 3 then updateMissionTabs() PlaySound("UI_Garrison_Toast_MissionComplete") end end end local GetActiveMissions, StartCompleteAll, CompleteMission, ClearCompletionState, GetFollowerXPAward do local completionMissions, mark, completionFollowers = {}, {} local function cmp(a,b) local ac, bc = a.readyTime, b.readyTime if (not ac) ~= (not bc) then return not ac elseif ac == bc then ac, bc = strcmputf8i(a.name, b.name), 0 end return ac < bc end function GetActiveMissions() local rt, rn, now = {}, 1, time() wipe(mark) for i=1,#completionMissions do rt[rn], rn, mark[completionMissions[i].missionID or 0] = completionMissions[i], rn + 1, 1 end for j=1,2 do local t = C_Garrison[j == 1 and "GetCompleteMissions" or "GetInProgressMissions"](1) for i=1,#t do local v = t[i] if not mark[v.missionID] then if j == 1 then completionMissions[#completionMissions+1], v.readyTime = v, now - 1 end G.ExtendMissionInfoWithXPRewardData(v) if not v.readyTime then local tls = v.followers and v.followers[1] and C_Garrison.GetFollowerMissionTimeLeftSeconds(v.followers[1]) v.readyTime = now + (tls or v.timeLeft and G.GetSecondsFromTimeString(v.timeLeft) or v.missionID/1000) end rt[rn], rn, mark[v.missionID or 0] = v, rn + 1, 1 end end end table.sort(rt, cmp) table.sort(completionMissions, cmp) return rt end local function completeStep(state, stack, rew, fol, substate, mid) if (state == "DONE" or state == "ABORT") and activeUI.completionState == "RUNNING" then activeUI.completionState = state == "DONE" and "DONE" or nil if next(rew) or next(fol) then activeUI:SetCompletionRewards(rew, fol, #stack, not not substate) elseif state == "DONE" then activeUI.CompleteAll.ShowingHelp = true HelpPlate_TooltipHide() HelpPlateTooltip.ArrowDOWN:Show() HelpPlateTooltip.ArrowGlowDOWN:Show() HelpPlateTooltip:SetPoint("TOP", activeUI.CompleteAll, "BOTTOM", 0, -14) HelpPlateTooltip.Text:SetText((L"No missions could be completed without exceeding currency caps, violating the %s setting."):format("|cffffd100" .. L"Require Currency Reward" .. "|r") .. "\n\n" .. L"To temporarily ignore wasted currency and complete the skipped missions, right-click this button, or left-click individual missions below.") HelpPlateTooltip:Show() end end if (substate == "FAIL" or substate == "COMPLETE") and mid then PlaySoundKitID(substate == "FAIL" and 43501 or 43502, nil, false) activeMissionsHandle:SetAnimation(mid, substate) end completionFollowers = fol RefreshActiveMissionsView() end function StartCompleteAll() wipe(completionMissions) GetActiveMissions() if #completionMissions > 0 then activeUI.completionState = "RUNNING" G.CompleteMissions(completionMissions, completeStep) return true end end function CompleteMission(mi) GarrisonMissionFrame.MissionComplete:Show(); GarrisonMissionFrame.MissionCompleteBackground:Show(); GarrisonMissionFrame.MissionComplete.currentIndex = 1 GarrisonMissionFrame.MissionComplete.completeMissions = {mi} GarrisonMissionFrame:MissionCompleteInitialize(GarrisonMissionFrame.MissionComplete.completeMissions, 1) GarrisonMissionFrame.MissionComplete.NextMissionButton.returnToActiveList = true end function ClearCompletionState() wipe(completionMissions) completionFollowers = nil end function GetFollowerXPAward(fid) local i = completionFollowers and completionFollowers[fid] return i and i.xpAward end EV.MP_RELEASE_CACHES = ClearCompletionState end activeUI.CompleteAll:SetScript("OnClick", function(_, button) PlaySound("UChatScrollButton") if button ~= "RightButton" then StartCompleteAll() else GarrisonMissionFrame.MissionComplete.completeMissions = C_Garrison.GetCompleteMissions(1) GarrisonMissionFrameMissions.CompleteDialog.BorderFrame.ViewButton:Click() end end) local core do function api.createScrollList(parent, w, h) local core, int, h = {}, {view={}}, h or 541 local sf, sc, bar = CreateFrame("ScrollFrame", nil, parent) do sf:SetSize(w, h) sf:SetPoint("CENTER") bar = CreateFrame("Slider", nil, sf) do bar:SetWidth(19) bar:SetPoint("TOPRIGHT", 0, -6) bar:SetPoint("BOTTOMRIGHT", 0, 8) bar:SetThumbTexture("Interface\\Buttons\\UI-ScrollBar-Knob") bar:GetThumbTexture():SetSize(18, 24) bar:GetThumbTexture():SetTexCoord(0.20, 0.80, 0.125, 0.875) bar:SetMinMaxValues(0, 100) bar:SetValue(0) local bg = bar:CreateTexture(nil, "BACKGROUND") bg:SetPoint("TOPLEFT", 0, 16) bg:SetPoint("BOTTOMRIGHT", 0, -14) bg:SetColorTexture(0,0,0) bg:SetAlpha(0.85) local top = bar:CreateTexture(nil, "ARTWORK") top:SetSize(24, 48) top:SetPoint("TOPLEFT", -4, 17) top:SetTexture("Interface\\PaperDollInfoFrame\\UI-Character-ScrollBar") top:SetTexCoord(0, 0.45, 0, 0.20) local bot = bar:CreateTexture(nil, "ARTWORK") bot:SetSize(24, 64) bot:SetPoint("BOTTOMLEFT", -4, -15) bot:SetTexture("Interface\\PaperDollInfoFrame\\UI-Character-ScrollBar") bot:SetTexCoord(0.515625, 0.97, 0.1440625, 0.4140625) local mid = bar:CreateTexture(nil, "ARTWORK") mid:SetPoint("TOPLEFT", top, "BOTTOMLEFT") mid:SetPoint("BOTTOMRIGHT", bot, "TOPRIGHT") mid:SetTexture("Interface\\PaperDollInfoFrame\\UI-Character-ScrollBar") mid:SetTexCoord(0, 0.45, 0.1640625, 1) local function Move(self) if int.props then bar:SetValue(bar:GetValue() - (2-self:GetID()) * int.props.entryHeight) end end local up = CreateFrame("Button", nil, bar, "UIPanelScrollUpButtonTemplate", 1) up:SetPoint("BOTTOM", bar, "TOP", 0, -2) local down = CreateFrame("Button", nil, bar, "UIPanelScrollDownButtonTemplate", 3) down:SetPoint("TOP", bar, "BOTTOM", 0, 2) up:SetScript("OnClick", Move) down:SetScript("OnClick", Move) sf:SetScript("OnMouseWheel", function(_, direction) (direction == 1 and up or down):Click() end) bar:SetScript("OnValueChanged", function(self, v, _isUserInteraction) local _, x = self:GetMinMaxValues() int:Update(v, true) up:SetEnabled(v > 0) down:SetEnabled(v < x) end) sf.Bar, bar.Up, bar.Down = bar, up, down end sc = CreateFrame("Frame", nil, sf) do sc:SetSize(w-2, h+10) sf:SetScrollChild(sc) end sf:SetScript("OnShow", function() int:Update(bar:GetValue()) end) missionList.FadeIn = {} do local timeLeft local function fadeInFinish() sc:SetScript("OnUpdate", nil) sc:SetScript("OnHide", nil) sc:SetAlpha(1) end local function fadeIn(_, e) timeLeft = timeLeft-e if timeLeft < 0 then fadeInFinish() else sc:SetAlpha(cos(timeLeft*360)) end end function missionList.FadeIn.Play() timeLeft = 0.25 sc:SetScript("OnUpdate", fadeIn) sc:SetScript("OnHide", fadeInFinish) end end end local function Release(keepMin, keepMax) local t, w = int.view, int.props.widgets for k,v in pairs(t) do if k > keepMax or k < keepMin then v:SetParent(nil) v:ClearAllPoints() v:Hide() w[#w + 1], t[k] = v end end end function int:Update(ofs) if not self.props then return end if bar:GetValue() ~= ofs then return bar:SetValue(ofs) end local entryHeight, bot, w = self.props.entryHeight, ofs + sf:GetHeight(), self.props.widgets local baseIndex = (ofs - ofs % entryHeight) / entryHeight local maxIndex = (bot + entryHeight - bot % entryHeight) / entryHeight local minIndex, maxIndex, childLevel = max(1, baseIndex), min(#self.data, maxIndex), sc:GetFrameLevel()+1 Release(minIndex, maxIndex) for i=minIndex,maxIndex do local f = self.view[i] if not f then f, w[#w] = w[#w] or securecall(self.props.Spawn) self.view[i] = f end if f then f:SetID(i) securecall(self.props.Update, f, self.data[i]) f:SetParent(sc) f:SetFrameLevel(childLevel) f:SetPoint("TOP", -10, ofs - 2 - (i-1)*entryHeight) f:Show() end end local mf = T.GetMouseFocus() local oe = mf and T.IsDescendantOf(mf, sc) and mf:GetScript("OnEnter") if mf and oe and mf.IsEnabled and mf:IsEnabled() then oe(mf) end end function core:SetData(data, propsHandle) local reset = int.props ~= propsHandle if int.props and reset then Release(0, -1) end int.data, int.props = data, propsHandle if data and propsHandle then local mv = max(0, 3 + propsHandle.entryHeight * #data - sf:GetHeight()) bar:SetMinMaxValues(0, mv > 10 and mv or 0) bar:GetScript("OnValueChanged")(bar, reset and 0 or bar:GetValue(), false) else bar:SetMinMaxValues(0, 0) end end function core:GetRowData(handle, row) local id = row:GetID() if int.props == handle and int.data and int.view[id] == row then return int.data[id] end end function core:Refresh(handle) if int.props == handle or handle == nil then int:Update(bar:GetValue()) end end function core:SetShown(isShown) sf:SetShown(isShown) end function core:IsShown() return sf:IsShown() end function core:IsVisible() return sf:IsVisible() end function core:IsOwned(propsHandle) return int.props == propsHandle end function core:CreateHandle(createFunc, setFunc, entryHeight) return {Spawn=createFunc, Update=setFunc, entryHeight=entryHeight, widgets={}} end return core, sf end core, missionList.List = api.createScrollList(missionList, 882) end do -- CreateMissionButton local CreateRewards do local function Reward_OnEnter(self) if self.itemID then GameTooltip:SetOwner(self, "ANCHOR_TOPRIGHT") G.SetItemTooltip(GameTooltip, self.itemID) elseif self.tooltipTitle and self.tooltipText then GameTooltip:SetOwner(self, "ANCHOR_TOPRIGHT") GameTooltip:AddLine(self.tooltipTitle) GameTooltip:AddLine(self.tooltipText, 1,1,1,1) if self.tooltipTitle == GARRISON_REWARD_MONEY then G.SetCurrencyTraitTip(GameTooltip, 0, self.followerType) end elseif self.currencyID then GameTooltip:SetOwner(self, "ANCHOR_TOPRIGHT") GameTooltip:SetCurrencyByID(self.currencyID) G.SetCurrencyTraitTip(GameTooltip, self.currencyID, self.followerType) elseif self.bonusAbilityID and self.bonusInfo then GameTooltip:SetOwner(self, "ANCHOR_TOPRIGHT") GameTooltip:SetText(self.bonusInfo.name) GameTooltip:AddLine(self.bonusInfo.description, 1,1,1,1) GameTooltip:AddLine(" ") GameTooltip:AddLine(GARRISON_BONUS_EFFECT_TIME_ACTIVE:format(SecondsToTime(self.bonusInfo.duration))) else return end if self:GetParent():IsEnabled() then self:GetParent():LockHighlight() end if self.canIgnore then local prompt = self.isIgnored and L"Unignore" or "Ignore" GameTooltip:AddLine("|n|TInterface\\TUTORIALFRAME\\UI-TUTORIAL-FRAME:14:12:0:-1:512:512:10:70:330:410|t " .. prompt, 0.5, 0.8, 1) end GameTooltip:Show() end local function Reward_OnClick(self, button) if self.canIgnore and button == "RightButton" then local wasIgnored = self.isIgnored MasterPlan:SetRewardIgnore(self.canIgnore, not wasIgnored or nil, IsAltKeyDown()) if wasIgnored and MasterPlan:IsRewardIgnored(self.canIgnore) then MasterPlan:SetRewardIgnore(self.canIgnore, false, IsAltKeyDown()) end elseif IsModifiedClick("CHATLINK") then local qt, text, _ = self.quantity:GetText() if self.itemID then _, text = GetItemInfo(self.itemID) elseif self.currencyID and self.currencyID ~= 0 then text = GetCurrencyLink(self.currencyID) elseif self.tooltipTitle then text = self.tooltipTitle end qt = qt and not qt:match("|c") and qt or "" if text and qt ~= "" and qt ~= "1" then text = qt .. " " .. text end if text then ChatEdit_InsertLink(text) end end end local function CreateReward(parent, h) local r = CreateFrame("Button", nil, parent) r:SetSize(h, h) r:SetPoint("RIGHT", -12, 0) r:RegisterForClicks("LeftButtonUp", "RightButtonUp") local t = r:CreateTexture(nil, "BACKGROUND") t:SetAtlas("GarrMission_RewardsShadow") t:SetPoint("CENTER") t:SetSize(h+4, h+4) t = r:CreateTexture(nil, "BORDER") t:SetPoint("CENTER") t:SetSize(h+2, h+2) t:Hide() t, r.border = r:CreateTexture(nil, "BACKGROUND", nil, 1), t t:SetAllPoints() t:SetTexture("Interface\\ICONS\\Temp") r.icon = t t = r:CreateFontString(nil, "OVERLAY", "GameFontHighlightOutline") local ins = h > 33 and 3 or 1 t:SetPoint("BOTTOMRIGHT", 2-ins, ins) r.quantity = t r:SetScript("OnEnter", Reward_OnEnter) r:SetScript("OnLeave", dismissTooltipAndHighlight) r:SetScript("OnHide", dismissTooltipAndHighlight) r:SetScript("OnClick", Reward_OnClick) return r end local rewardsMT = {__index=function(self, k) local l = self[k-1] local r = CreateReward(l:GetParent(), self._h) r:SetPoint("RIGHT", l, "LEFT", -4, 0) self[k] = r return self[k] end} function CreateRewards(parent, h) return setmetatable({_h=h, [1]=CreateReward(parent, h)}, rewardsMT) end end local function RaiseVeil(self) self:SetFrameLevel(self:GetParent():GetFrameLevel()+5) end function api.CreateMissionButton(h, w) local b, w = CreateFrame("Button"), w or 845 b:SetSize(w, h) local t = b:CreateTexture(nil, "BACKGROUND", nil, -1) t:SetAtlas("GarrMission_MissionParchment", true) t:SetPoint("TOPLEFT", 3, 0) t:SetPoint("BOTTOMRIGHT", -3, 0) t:SetVertTile(true) t:SetHorizTile(true) t = b:CreateTexture(nil, "BACKGROUND", nil, 1) t:SetAtlas("!GarrMission_Bg-Edge", true) t:SetVertTile(true) t:SetPoint("TOPLEFT", -10, 0) t:SetPoint("BOTTOMLEFT", -10, 0) t = b:CreateTexture(nil, "BACKGROUND", nil, 1) t:SetAtlas("!GarrMission_Bg-Edge", true) t:SetVertTile(true) t:SetPoint("TOPRIGHT", 10, 0) t:SetPoint("BOTTOMRIGHT", 10, 0) t:SetTexCoord(1,0, 0,1) t = b:CreateTexture(nil, "BACKGROUND", nil, 2) t:SetAtlas("_GarrMission_MissionListTopHighlight", true) t:SetHorizTile(true) t:SetPoint("TOPLEFT", 3, 0) t:SetPoint("TOPRIGHT", -3, 0) t = b:CreateTexture(nil, "BACKGROUND", nil, 2) t:SetAtlas("_GarrMission_Bg-BottomEdgeSmall", true) t:SetHorizTile(true) t:SetPoint("BOTTOMLEFT", 3, 0) t:SetPoint("BOTTOMRIGHT", -3, 0) t = b:CreateTexture(nil, "BORDER") t:SetAtlas("_GarrMission_TopBorder", true) t:SetPoint("TOPLEFT", 20, 4) t:SetPoint("TOPRIGHT", -20, 4) t = b:CreateTexture(nil, "BORDER") t:SetAtlas("_GarrMission_TopBorder", true) t:SetPoint("BOTTOMLEFT", 20, -4) t:SetPoint("BOTTOMRIGHT", -20, -4) t:SetTexCoord(0,1, 1,0) t = b:CreateTexture(nil, "BORDER", nil, 1) t:SetAtlas("GarrMission_TopBorderCorner", true) t:SetPoint("TOPLEFT", -5, 4) t = b:CreateTexture(nil, "BORDER", nil, 1) t:SetAtlas("GarrMission_TopBorderCorner", true) t:SetPoint("TOPRIGHT", 6, 4) t:SetTexCoord(1,0, 0,1) t = b:CreateTexture(nil, "BORDER", nil, 1) t:SetAtlas("GarrMission_TopBorderCorner", true) t:SetPoint("BOTTOMLEFT", -5, -4) t:SetTexCoord(0,1, 1,0) t = b:CreateTexture(nil, "BORDER", nil, 1) t:SetAtlas("GarrMission_TopBorderCorner", true) t:SetPoint("BOTTOMRIGHT", 6, -4) t:SetTexCoord(1,0, 1,0) t = b:CreateTexture(nil, "HIGHLIGHT") t:SetAtlas("_GarrMission_TopBorder-Highlight", true) t:SetHorizTile(true) t:SetPoint("TOPLEFT", 21, 4) t:SetPoint("TOPRIGHT", -22, 4) t = b:CreateTexture(nil, "HIGHLIGHT") t:SetAtlas("_GarrMission_TopBorder-Highlight", true) t:SetHorizTile(true) t:SetPoint("BOTTOMLEFT", 21, -4) t:SetPoint("BOTTOMRIGHT", -22, -4) t:SetTexCoord(0,1, 1,0) t = b:CreateTexture(nil, "HIGHLIGHT", nil, 1) t:SetAtlas("GarrMission_TopBorderCorner-Highlight", true) t:SetPoint("TOPLEFT", -5, 4) t = b:CreateTexture(nil, "HIGHLIGHT", nil, 1) t:SetAtlas("GarrMission_TopBorderCorner-Highlight", true) t:SetPoint("TOPRIGHT", 4, 4) t:SetTexCoord(1,0, 0,1) t = b:CreateTexture(nil, "HIGHLIGHT", nil, 1) t:SetAtlas("GarrMission_TopBorderCorner-Highlight", true) t:SetPoint("BOTTOMLEFT", -5, -4) t:SetTexCoord(0,1, 1,0) t = b:CreateTexture(nil, "HIGHLIGHT", nil, 1) t:SetAtlas("GarrMission_TopBorderCorner-Highlight", true) t:SetPoint("BOTTOMRIGHT", 4, -4) t:SetTexCoord(1,0, 1,0) t = b:CreateTexture(nil, "HIGHLIGHT", nil, 1) t:SetAtlas("GarrMission_ListGlow-Highlight") t:SetGradient("VERTICAL", 0.5, 0.5, 0.5, 1,1,1) t:SetPoint("TOPLEFT") t:SetPoint("TOPRIGHT") t:SetHeight(30/44*h) -- SCALE t = b:CreateTexture(nil, "BACKGROUND", nil, 5) t:SetAtlas("Garr_MissionList-IconBG") t:SetPoint("TOPLEFT", 0, -1) t:SetPoint("BOTTOMLEFT", 0, 1) t:SetWidth(46 + h) -- SCALE t, b.iconBG = b:CreateTexture(nil, "ARTWORK"), t t:SetPoint("LEFT", 56, 0) t:SetSize(h-16, h-16) -- SCALE t, b.mtype = b:CreateFontString(nil, "ARTWORK", "Game30Font"), t t:SetPoint("CENTER", b, "LEFT", 33, 0) t:SetTextColor(0.84, 0.72, 0.57) t, b.level = b:CreateFontString(nil, "ARTWORK", "QuestFont_Super_Huge"), t t:SetPoint("LEFT", 52+h, 0) -- SCALE t:SetTextColor(1,1,1) t:SetShadowColor(0,0,0) t:SetShadowOffset(1,-1) t, b.title = b:CreateTexture(nil, "ARTWORK", nil, 2), t t:SetAtlas("GarrMission_RareOverlay", true) t:SetPoint("BOTTOMLEFT", -5, -4) t, b.rare = CreateFrame("Frame", nil, b), t t:SetScript("OnShow", RaiseVeil) t, b.veil = t:CreateTexture(nil, "OVERLAY", nil, -1), t t:SetAllPoints(b) t:SetColorTexture(1,1,1) t:SetGradient("VERTICAL", 0.8, 0.8, 0.8, 0.6, 0.6, 0.6) t:SetBlendMode("MOD") b.veil.tex, b.rewards = t, CreateRewards(b, 32/44*h) b.rewards[1]:SetPoint("RIGHT", -14, 1) return b end end do -- CreateFollowerPortrait local function Follower_OnEnter(self) if self.followerID then if self:GetParent():IsEnabled() then self:GetParent():LockHighlight() end local info = C_Garrison.GetFollowerInfo(self.followerID) FollowerTooltip_SetFollower(self, info, not self.showAbilityDescriptions) if self.postEnter then self:postEnter(info) end end if GarrisonFollowerTooltip:GetTop() > self:GetBottom() then GarrisonFollowerTooltip:ClearAllPoints() GarrisonFollowerTooltip:SetPoint("BOTTOM", self, "TOP", 0, 2) end end local function Follower_OnLeave(self) GarrisonFollowerTooltip:Hide() self:GetParent():UnlockHighlight() end function api.CreateFollowerPortrait(parent, size, id) local x = CreateFrame("Button", nil, parent, nil, id) x:SetSize(size, size) local v = x:CreateTexture(nil, "ARTWORK", nil, 3) v:SetPoint("TOPLEFT", 3, -3) v:SetPoint("BOTTOMRIGHT", -3, 3) v, x.portrait = x:CreateTexture(nil, "ARTWORK", nil, 4), v v:SetPoint("TOPLEFT", -2, 2) v:SetPoint("BOTTOMRIGHT", 2, -2) v:SetAtlas("Garr_FollowerPortrait_Ring") v, x.ring = x:CreateTexture(nil, "HIGHLIGHT"), v v:SetPoint("TOPLEFT", -4, 2) v:SetPoint("BOTTOMRIGHT", 2, -2) v:SetTexture("Interface\\Minimap\\UI-Minimap-ZoomButton-Highlight") v:SetBlendMode("ADD") v = x:CreateTexture(nil, "ARTWORK", nil, 5) v:Hide() v:SetTexture("Interface\\Buttons\\IconBorder-GlowRing") v:SetPoint("TOPLEFT", 0,1) v:SetPoint("BOTTOMRIGHT", -2,2) v:SetBlendMode("ADD") x.glow = v x:SetScript("OnEnter", Follower_OnEnter) x:SetScript("OnLeave", Follower_OnLeave) x:SetScript("OnHide", Follower_OnLeave) return x end end local GroupButtonBase = {} do local function GroupButton_OnMouseUp(self) local tex = self.tex for i=1,6 do tex[i]:SetShown(i < 4) end end local function GroupButton_OnMouseDown(self) local tex, isDisabled = self.tex, self:GetButtonState() == "DISABLED" for i=1,6 do tex[i]:SetShown((i > 3) ~= isDisabled) end end function GroupButtonBase:New(parent, id) local b, bh, bw = CreateFrame("Button", nil, parent, nil, id), 24, 12 b:SetSize(120, bh) local t, tt, tn = b:CreateTexture(nil, "BACKGROUND"), {}, 1 t:SetPoint("LEFT") t:SetSize(bw, bh) t:SetTexture("Interface\\EncounterJournal\\UI-EncounterJournalTextures") t:SetTexCoord(0.90039063, 0.925781255, 0.04980469, 0.07519531) t, tt[tn], tn = b:CreateTexture(nil, "BACKGROUND"), t, tn + 1 t:SetPoint("RIGHT") t:SetSize(bw, bh) t:SetTexture("Interface\\EncounterJournal\\UI-EncounterJournalTextures") t:SetTexCoord(0.925781255, 0.95117188, 0.04980469, 0.07519531) t, tt[tn], tn = b:CreateTexture(nil, "BACKGROUND"), t, tn + 1 t:SetPoint("TOPLEFT", bw, 0) t:SetPoint("BOTTOMRIGHT", -bw, 0) t:SetTexture("Interface\\EncounterJournal\\UI-EncounterJournalTextures_Tile") t:SetHorizTile(true) t:SetTexCoord(0,1, 0.00195313, 0.05273438) t, tt[tn], tn = b:CreateTexture(nil, "BACKGROUND"), t, tn + 1 t:SetPoint("LEFT") t:SetSize(bw, bh) t:SetTexture("Interface\\EncounterJournal\\UI-EncounterJournalTextures") t:SetTexCoord(0.63476563, 0.660156255, 0.06738281, 0.09277344) t, tt[tn], tn = b:CreateTexture(nil, "BACKGROUND"), t, tn + 1 t:SetPoint("RIGHT") t:SetSize(bw, bh) t:SetTexture("Interface\\EncounterJournal\\UI-EncounterJournalTextures") t:SetTexCoord(0.660156255, 0.68554688, 0.06738281, 0.09277344) t, tt[tn], tn = b:CreateTexture(nil, "BACKGROUND"), t, tn + 1 t:SetPoint("TOPLEFT", bw, 0) t:SetPoint("BOTTOMRIGHT", -bw, 0) t:SetTexture("Interface\\EncounterJournal\\UI-EncounterJournalTextures_Tile") t:SetHorizTile(true) t:SetTexCoord(0,1, 0.05664063, 0.10742188) t, tt[tn], tn = b:CreateTexture(nil, "HIGHLIGHT"), t, tn + 1 t:SetTexture("Interface\\EncounterJournal\\UI-EncounterJournalTextures") t:SetTexCoord(0.72656250, 0.751953125, 0.06738281, 0.09277344) t:SetSize(bw, bh) t:SetPoint("LEFT") t = b:CreateTexture(nil, "HIGHLIGHT") t:SetTexture("Interface\\EncounterJournal\\UI-EncounterJournalTextures") t:SetTexCoord(0.751953125, 0.77734375, 0.06738281, 0.09277344) t:SetSize(bw, bh) t:SetPoint("RIGHT") t = b:CreateTexture(nil, "HIGHLIGHT") t:SetTexture("Interface\\EncounterJournal\\UI-EncounterJournalTextures_Tile") t:SetTexCoord(0,1, 0.11132813,0.16210938) t:SetHorizTile(true) t:SetPoint("TOPLEFT", bw, 0) t:SetPoint("BOTTOMRIGHT", -bw, 0) b.tex = tt GroupButton_OnMouseUp(b, true) b:SetPushedTextOffset(0, -1) b:SetNormalFontObject(GameFontHighlightSmall) b:SetText("!") b:GetFontString():SetTextColor(0.973, 0.902, 0.581) b:SetMotionScriptsWhileDisabled(true) b:RegisterForClicks("LeftButtonUp", "RightButtonUp") b:SetScript("OnMouseDown", GroupButton_OnMouseDown) b:SetScript("OnMouseUp", GroupButton_OnMouseUp) return b end function GroupButtonBase:ShowTooltip(mi, canSetTentative, invert, g, ug) if g or ug then GameTooltip:SetOwner(self, "ANCHOR_PRESERVE") GameTooltip:ClearAllPoints() if invert then GameTooltip:SetPoint("TOPLEFT", self, "BOTTOMLEFT", -6, 0) else GameTooltip:SetPoint("BOTTOMLEFT", self, "TOPLEFT", -6, 0) end if g then G.SetGroupTooltip(GameTooltip, g, mi) if canSetTentative then GameTooltip:AddLine("|TInterface\\TUTORIALFRAME\\UI-TUTORIAL-FRAME:14:12:0:-1:512:512:10:70:330:410|t " .. L"Set tentative party", 0.5, 0.8, 1) end else G.SetUpGroupTooltip(GameTooltip, ug, mi) end GameTooltip:Show() end end function GroupButtonBase:SetGroup(mi, g, minGroupButtonWidth, widthStep, rt, p1) local sc, sp, text = "|cffffffff" .. g[1] .. "%", g[1]/100 local edt, ec, et, isxp, _, exp, tf = G.GetMissionGroupDeparture(g, mi), g[3]*sp, g[9] if ec > 0 and et == 824 then text = ("%d |TInterface\\Garrison\\GarrisonCurrencyIcons:0:0:0:0:128:128:12:52:12:52|t"):format(ec) elseif ec > 0 and et == 1101 then text = ("%d|TInterface\\Garrison\\GarrisonCurrencyIcons:0:0:0:2:128:128:70:104:68:104|t"):format(ec) elseif ec > 0 and et == 823 then text = ec .. " |T" .. select(3,GetCurrencyInfo(et)) .. ":0:0:0:1:64:64:4:60:4:60|t" elseif ec >= 1e4 and et == 0 and G.HasSignificantRewards(mi) == "gold" then text = GetMoneyString(ec - ec % 1e4) else if p1 and (g[11] and g[11] > 0) then tf, exp = "|cffd0ff73%s|r", g[11] else _, exp = G.GetMissionGroupXP(g, mi) end if (exp or 0) <= 0 then elseif T.config.availableMissionSort == "xptime" then text, isxp = (L"%s XP/h"):format(abridge(floor(exp*3600/g[4]))), true else text, isxp = (L"%s XP"):format(abridge(floor(exp))), true end text = tf and tf:format(text) or text end if edt then if text and not isxp then text = text .. ", " .. sc elseif rt == "threats" or not text then text = sc end text = "|cffb0b0b0" .. FormatCountdown(edt-time()) .. ": " .. text else text = (text and text .. ", " or "") .. sc end self:SetEnabled(not edt) self:SetText(text) local bw = self:GetFontString():GetStringWidth()+14 bw = math.max(minGroupButtonWidth, bw) self:SetWidth(bw + (widthStep - bw % widthStep) % widthStep) self:Show() end end do -- activeMissionsHandle local anim = {} local function ActiveFollower_OnEnter(self, info) if info then local award = GetFollowerXPAward(info.followerID) if award then G.ExtendFollowerTooltipGainedXP(GarrisonFollowerTooltip, award, info) else local row = core:GetRowData(activeMissionsHandle, self:GetParent()) G.ExtendFollowerTooltipProjectedRewardXP(row, info) end end end local function ActiveMission_OnClick(self) local mi = core:GetRowData(activeMissionsHandle, self) if IsModifiedClick("CHATLINK") then local missionLink = C_Garrison.GetMissionLink(mi.missionID) if (missionLink) then ChatEdit_InsertLink(missionLink) end elseif mi.readyTime and mi.readyTime < time() and not (mi.succeeded or mi.failed) and activeUI.completionState ~= "RUNNING" then CompleteMission(mi) elseif SpellCanTargetGarrisonMission() then C_Garrison.CastSpellOnMission(mi.missionID) end end local function Banner_OnPlay(self) local par = self:GetParent() local fail = self == par.Fail par.banner:SetVertexColor(fail and 1 or 0.2, fail and 0.2 or 1, 0.2) par.banner:Show() end local function Banner_OnStop(self) local par = self:GetParent() par.banner:Hide() end local function RefreshTimeOnShow(self) local ou = self:GetScript("OnUpdate") if ou then ou(self, math.huge) end end local function CreateActiveMission() local b = api.CreateMissionButton(44) b:SetScript("OnClick", ActiveMission_OnClick) b:SetScript("OnShow", RefreshTimeOnShow) local t = b:CreateFontString(nil, "ARTWORK", "GameFontNormalLarge") t:SetPoint("RIGHT", -160, 0) t:SetTextColor(0.84, 0.72, 0.57) b.status = t t = b:CreateFontString(nil, "ARTWORK", "GameFontNormalLarge") t:SetPoint("CENTER", b, "RIGHT", -120, 0) t:SetTextColor(0.84, 0.72, 0.57) b.chance = t t = b:CreateTexture(nil, "OVERLAY") t:SetAtlas("GarrMission_LevelUpBanner") t:SetPoint("CENTER", 0, -1) t:SetSize(832*1.3, 44*2.85) t:SetBlendMode("ADD") t:SetAlpha(0) b.banner = t for i=1,2 do local g = b:CreateAnimationGroup() g:SetToFinalAlpha(true) g:SetScript("OnPlay", Banner_OnPlay) g:SetScript("OnStop", Banner_OnStop) t = g:CreateAnimation("Alpha") t:SetChildKey("banner") t:SetFromAlpha(0) t:SetToAlpha(1) t:SetDuration(0.2) t = g:CreateAnimation("Scale") t:SetChildKey("banner") t:SetFromScale(0.3, 1) t:SetToScale(1, 1) t:SetDuration(0.4) t = g:CreateAnimation("Alpha") t:SetChildKey("banner") t:SetStartDelay(0.4) t:SetDuration(0.5) t:SetFromAlpha(1) t:SetToAlpha(0) b[i == 1 and "Fail" or "Success"] = g end b.followers = {} for i=1,3 do t = api.CreateFollowerPortrait(b, 32, i) t:SetPoint("RIGHT", -265-34*i, 1) t.postEnter, b.followers[i] = ActiveFollower_OnEnter, t end return b end local function TimerUpdate(self, elapsed) local te = self.throttle or 0 if te > elapsed then self.throttle = te - elapsed return end local mi = core:GetRowData(activeMissionsHandle, self) if mi and mi.readyTime and mi.state ~= 0 then local sec = mi.readyTime - time() if sec > 0 then self.status:SetText(G.GetTimeStringFromSeconds(sec)) end if sec < -1 then self:SetScript("OnUpdate", nil) RefreshActiveMissionsView(false) else self.throttle = sec > 60 and ((sec % 60 - 1) % 60 + 2) or 1 end end end local function SetActiveMission(self, d) local mid = d.missionID self.level:SetText((d.isRare and "|cff4DB5FF" or "") .. (d.level == 100 and d.iLevel > 600 and d.iLevel or d.level)) self.rare:SetShown(d.isRare or false) self.iconBG:SetVertexColor(0, d.isRare and 0.012 or 0, d.isRare and 0.291 or 0, 0.4) self.mtype:SetAtlas(d.typeAtlas) self.title:SetText(d.name) local tl, col, state = d.readyTime-time(), "" self:SetScript("OnUpdate", nil) if tl > 0 then self:SetScript("OnUpdate", TimerUpdate) TimerUpdate(self, math.huge) state = G.GetTimeStringFromSeconds(tl) elseif d.failed then col, state = "|cffff2020", L"Failed" elseif d.skipped then col, state = "|cffb0ff20", L"Skipped" elseif d.succeeded or d.completed or (d.state and d.state >= 0) then col, state = "|cff20ff20", L"Success" else col, state = "|cffffea10", L"Ready" end self.status:SetText(col .. state) self.chance:SetText(d.successChance and (d.successChance .. "%") or "") local sanim = anim[mid] if sanim or (self.Fail.id ~= mid and (self.Fail:IsPlaying() or self.Success:IsPlaying())) then self.Fail.id = mid self.Fail:Stop() self.Success:Stop() if sanim then self[sanim == "COMPLETE" and "Success" or "Fail"]:Play() end end local nr, nf, r = 1, 1 if type(d.followers) == "table" then local fin, fi, w = G.GetFollowerInfo() for i=1,#d.followers do fi, w = fin[d.followers[i]], self.followers[nf] if fi and w then w.followerID, nf = fi.followerID, nf + 1 w.portrait:SetTexture(fi.portraitIconID) local ct = (fi.level < 100 or fi.quality < 4) and ITEM_QUALITY_COLORS[fi.quality] if ct then w.glow:SetVertexColor(ct.r, ct.g, ct.b) w.glow:Show() else w.glow:Hide() end w:Show() end end end if type(d.rewards) == "table" then for k,v in pairs(d.rewards) do local icon, quant = v.icon, v.quantity ~= 1 and v.quantity r, nr = self.rewards[nr], nr + 1 r.itemID, r.tooltipTitle, r.tooltipText, r.currencyID = v.itemID, v.title, v.tooltip, v.currencyID if v.followerXP then quant = abridge(v.followerXP) elseif v.currencyID then quant = v.quantity * G.GetRewardMultiplier(d, v.currencyID) if v.currencyID == 0 then quant, r.tooltipText = abridge(quant/10000), GetMoneyString(quant) else quant = abridge(quant) end elseif v.itemID then local _, _, q, l, _, _, _, _, _, tex = GetItemInfo(v.itemID) l, icon = T.CrateLevels[v.itemID] or l, tex or GetItemIcon(v.itemID) if v.quantity == 1 and q and l and l > 500 then quant = ITEM_QUALITY_COLORS[q].hex .. l end end r.quantity:SetText(quant or "") r.icon:SetTexture(icon or "Interface/Icons/Temp") r:Show() end end for i=nr, #self.rewards do self.rewards[i]:Hide() end for i=nf, #self.followers do self.followers[i]:Hide() end self.veil:SetShown(tl > 0) end activeMissionsHandle = core:CreateHandle(CreateActiveMission, SetActiveMission, 48) function activeMissionsHandle:Activate(force) if force then ClearCompletionState() end local am, hasComplete = GetActiveMissions(), false for i=1,#am do local m = am[i] if m.readyTime <= time() and not (m.succeeded or m.failed) then hasComplete = true break end end core:SetData(am, activeMissionsHandle) wipe(anim) activeUI.CompleteAll:SetShown(not activeUI.lootFrame:IsShown() and (hasComplete and activeUI.completionState ~= "RUNNING")) if force then if #am == 0 then SetMissionsFrameTab(1) end end end function activeMissionsHandle:SetAnimation(mid, state) anim[mid] = state end end do -- availMissionsHandle local used = {} local CreateThreat, SetThreat = {} do local GetThreatColor do local threatColors={[0]={1,0,0}, {0.15, 0.45, 1}, {0.20, 0.45, 1}, {1, 0.55, 0}, {0,1,0}} function GetThreatColor(counters, missionLevel, finfo, threatID, used) if not missionLevel then return 1,1,1 end local finfo, quality, bk = finfo or G.GetFollowerInfo(), 0 for i=1,counters and #counters or 0 do local fi = finfo[counters[i]] local ld, mt = G.GetLevelEfficiency(G.GetFMLevel(fi), missionLevel), fi.missionEndTime and 0 or 2 local uk = fi.isCombat and (threatID .. "#" .. i) if not fi.isCombat or (used and used[uk]) or T.config.ignore[fi.followerID] then elseif ld == 1 and quality < (2+mt) then quality, bk = 2+mt, uk if mt == 2 then break end elseif ld == 0.5 and quality < (1+mt) then quality, bk = 1+mt, uk end end if bk then used[bk] = 1 end return unpack(threatColors[quality]) end end local function Threat_OnEnter(self) self:GetParent():LockHighlight() GameTooltip:SetOwner(self, "ANCHOR_TOP") G.SetThreatTooltip(GameTooltip, self.id, nil, self.missionLevel) GameTooltip:Show() end function CreateThreat(parent) local b = CreateFrame("Button", nil, parent, "GarrisonAbilityCounterTemplate") b:SetScript("OnEnter", Threat_OnEnter) b:SetScript("OnLeave", dismissTooltipAndHighlight) return b end function SetThreat(self, icon, threatID, level, counters, followers, used) self.id, self.missionLevel = threatID, level self.Icon:SetTexture(icon) self.Border:SetVertexColor(GetThreatColor(counters, level, followers, threatID, used)) self:Show() end end local CreateGroupButton do local function GroupButton_OnEnter(self) self:GetParent():LockHighlight() local mi = core:GetRowData(availMissionsHandle, self:GetParent()) local g = mi.groups and mi.groups[self:GetID()] GroupButtonBase.ShowTooltip(self, mi, self:IsEnabled(), false, g, mi.upgroup) end local function GroupButton_OnClick(self, button) local mi = core:GetRowData(availMissionsHandle, self:GetParent()) local g = mi.groups and mi.groups[self:GetID()] if not g then local ug, ss = mi.upgroup for i=1,mi.numFollowers do ss = (ss and ss .. "/" or "") .. C_Garrison.GetFollowerName(ug[i]) end local sb = GarrisonMissionFrameFollowers.SearchBox sb:SetText(ss) sb.clearText = ss local ifid = G.GetUnderLevelledFollower(ug, mi) or ug[1] GarrisonMissionFrameTab2:Click() GarrisonMissionFrame.selectedFollower = ifid GarrisonMissionFrame.FollowerTab.followerList:ShowFollower(ifid) EV("MP_FORCE_FOLLOWER_TAB", ifid) elseif button == "RightButton" then G.SaveMissionParty(mi.missionID, g[5], g[6], g[7]) api.roamingParty:DropFollowers(g[5], g[6], g[7]) else OpenToMission(mi, g[5], g[6], g[7]) end end function CreateGroupButton(...) local b = GroupButtonBase:New(...) b:SetScript("OnEnter", GroupButton_OnEnter) b:SetScript("OnLeave", dismissTooltipAndHighlight) b:SetScript("OnClick", GroupButton_OnClick) return b end end local function AvailMission_OnClick(self) local mi = core:GetRowData(availMissionsHandle, self) if IsModifiedClick("CHATLINK") then local missionLink = C_Garrison.GetMissionLink(mi.missionID) if (missionLink) then ChatEdit_InsertLink(missionLink) end elseif mi.missionID then OpenToMission(mi) end end local function CreateAvailMission() local b = api.CreateMissionButton(64) b.title:ClearAllPoints() b.title:SetPoint("TOPLEFT", 68+48, -9) b.level:ClearAllPoints() b.level:SetPoint("CENTER", b, "LEFT", 31, 4) b:SetScript("OnClick", AvailMission_OnClick) local t = b:CreateFontString(nil, "ARTWORK", "GameFontNormalLarge2") t:SetPoint("BOTTOMLEFT", b.title, "BOTTOMRIGHT", 6, 0) t:SetTextColor(0.8, 0.8, 0.8) t, b.stats = b:CreateTexture(nil, "BACKGROUND", nil, 3), t t:SetSize(780, 62) t:SetPoint("RIGHT") t, b.loc = b:CreateFontString(nil, "ARTWORK", "GameFontHighlightSmall"), t t:SetTextColor(0.84, 0.72, 0.57) t:SetPoint("TOP", b, "TOPLEFT", 78, -5) t, b.expire = b:CreateFontString(nil, "ARTWORK", "GameFontNormal"), t t:SetPoint("TOP", b.level, "BOTTOM", 0, -1) t, b.followers = {}, t for i=1,7 do t[i] = CreateThreat(b) end t[1]:SetPoint("TOPRIGHT", b, "RIGHT", -128, 23) t[3]:SetPoint("BOTTOMRIGHT", b, "RIGHT", -143, -21) t[2]:SetPoint("RIGHT", t[1], "LEFT", -9, 0) t[4]:SetPoint("RIGHT", t[3], "LEFT", -9, 0) t[5]:SetPoint("RIGHT", t[2], "LEFT", -9, 0) t[6]:SetPoint("RIGHT", t[4], "LEFT", -9, 0) t[7]:SetPoint("RIGHT", t[5], "LEFT", -9, 0) t, b.threats = {}, t for i=1,4 do t[i] = CreateGroupButton(b, i) t[i]:SetPoint("LEFT", t[i-1], "RIGHT", 4, 0) end t[1]:ClearAllPoints() t[1]:SetPoint("BOTTOMLEFT", 112, 5) b.groups = t return b end local function SetAvailableMission(self, d) self.level:SetText((d.isRare and "|cff4DB5FF" or "") .. (d.level == 100 and d.iLevel > 600 and d.iLevel or d.level)) self.rare:SetShown(d.isRare or false) self.iconBG:SetVertexColor(0, d.isRare and 0.012 or 0, d.isRare and 0.291 or 0, 0.4) self.mtype:SetAtlas(d.typeAtlas) self.title:SetText(d.name) local summary = d.duration if d.durationSeconds >= GARRISON_LONG_MISSION_TIME then summary = format(GARRISON_LONG_MISSION_TIME_FORMAT, summary) end self.stats:SetFormattedText(PARENS_TEMPLATE, summary) local _, _, expTimeShort = G.GetMissionSeen(d.missionID, d) self.expire:SetText(expTimeShort or "") if d.locPrefix then self.loc:SetAtlas(d.locPrefix.."-List") end self.loc:SetShown(not not d.locPrefix) local fol = "" do local nf = G.HasTentativeParty(d.missionID) for i=1, d.numFollowers do fol = fol .. "|TInterface\\FriendsFrame\\UI-Toast-FriendOnlineIcon:11:11:3:0:32:32:8:24:8:24:" .. (nf < i and "214:170:115|t" or "255:180:0|t") end end self.followers:SetText(fol) local nr, isIgnored = 1, d.ord0 == -1 if type(d.rewards) == "table" then for k,v in pairs(d.rewards) do local icon, quant, r = v.icon, v.quantity ~= 1 and v.quantity r, nr = self.rewards[nr], nr + 1 r.itemID, r.tooltipTitle, r.tooltipText, r.currencyID, r.isIgnored, r.canIgnore = v.itemID, v.title, v.tooltip, v.currencyID, isIgnored r.border:Hide() if v.followerXP then quant, r.canIgnore = v.followerXP, d.level == 100 and "f:xp10" or d.level < 95 and "f:xp90" or "f:xp95" elseif v.currencyID == 0 then quant = floor(v.quantity/10000) r.tooltipText, r.canIgnore = GetMoneyString(v.quantity), "c:0" elseif v.currencyID then r.canIgnore = "c:" .. v.currencyID elseif v.itemID then local _, _, q, l, _, _, _, _, _, tex = GetItemInfo(v.itemID) r.canIgnore, icon, l = "i:" .. v.itemID, tex or GetItemIcon(v.itemID), T.CrateLevels[v.itemID] or l if v.quantity == 1 and q and l and l > 500 then quant = ITEM_QUALITY_COLORS[q].hex .. l if G.IsLevelAppropriateToken(v.itemID) then local ac = q == 3 and "blue" or q == 4 and "purple" or "green" r.border:SetAtlas("loottoast-itemborder-" .. ac) r.border:Show() end end end if r.canIgnore and not isIgnored and MasterPlan:IsRewardIgnored(r.canIgnore) then r.isIgnored = true end r.quantity:SetText(quant or "") r.icon:SetTexture(icon or "Interface/Icons/Temp") r.icon:SetDesaturated(r.isIgnored) if r.isIgnored then r.icon:SetVertexColor(0.8,0.4,0.4) elseif isIgnored then r.icon:SetVertexColor(0.8,0.6,0.6) else r.icon:SetVertexColor(1,1,1) end r:Show() end end for i=nr, #self.rewards do self.rewards[i]:Hide() end local cinfo, finfo, mlvl = G.GetCounterInfo(), G.GetFollowerInfo(), G.GetFMLevel(d) local enemies, ename, edesc, etex, _ = d.enemies, d.envName, d.envDescription, d.envTexture if not (enemies and ename and edesc and etex) then _, _, ename, edesc, etex, _, _, enemies = C_Garrison.GetMissionInfo(d.missionID) d.enemies, d.envName, d.envDescription, d.envTexture = enemies, ename, edesc, etex end local nt, tt, used = 1, self.threats, wipe(used) or used for i=1,#enemies do for id, minfo in pairs(enemies[i].mechanics) do nt = nt + 1, SetThreat(tt[nt], minfo.icon, id, mlvl, cinfo[id], finfo, used) end end for i=nt,#tt do tt[i]:Hide() end local sg, p1, p2, p3 = d.groups, api.roamingParty:GetFollowers() p1 = not (p2 and p3) and p1 local minGroupButtonWidth = GetLocale():match("zh") and 125 or 110 for i=1,#sg do GroupButtonBase.SetGroup(self.groups[i], d, sg[i], minGroupButtonWidth, 10, sg.rankType, p1) end for i=#sg + (d.upgroup and 2 or 1), #self.groups do self.groups[i]:Hide() end if d.upgroup and self.groups[#sg+1] then local b = self.groups[#sg+1] b:SetText("|TInterface\\Buttons\\UI-MicroStream-Green:0:0:0:0:32:32:6:24:24:6|t") b:Enable() b:SetWidth(25) b:Show() end self.veil:SetShown(d.ord0 == -3) end local GetAvailableMissions do local roamingParty = api.roamingParty local function cmp(a,b) local ac, bc = a.ord0, b.ord0 if ac == bc then ac, bc = a.ord, b.ord end if ac == bc then ac, bc = a.ord1, b.ord1 end if ac == bc then ac, bc = a.level, b.level end if ac == bc then ac, bc = a.iLevel, b.iLevel end if ac == bc then ac, bc = 0, strcmputf8i(a.name, b.name) end return ac > bc end local fields, eg, cw = {threats=1}, {0, [3]=0,[4]=0, [9]=0, [11]=0}, {} local function sortMissions(missions, nf, nr) local order, horizon = T.config.availableMissionSort, T.config.timeHorizon local field = fields[order] or 1 local groupCache = G.GetSuggestedGroupsForAllMissions(1, order, roamingParty:GetFollowers()) local checkReq = (nf < 3 or nr < 100) and T.config.availableMissionSort ~= "expire" local p1, p2, p3 = api.roamingParty:GetFollowers() p1 = not (p2 and p3) and p1 if p1 then local f1 = G.GetFollowerInfo()[p1] if not (f1 and (f1.level < 100 or f1.quality < 4)) then p1 = nil end end local _, resq = GetCurrencyInfo(824) cw[824] = resq < 3e3 and 10 or (resq < 7e3 and 6 or 3) local _, oilq = GetCurrencyInfo(1101) cw[1101] = C_Garrison.HasShipyard() and (oilq < 1e3 and 11 or 2) or 1 cw[823], cw[0], cw.minor = 4, 5, 1.5 for i=1, #missions do local mi, g = missions[i] local mid, sr = mi.missionID, G.HasSignificantRewards(mi) local sg = groupCache[mid] mi.groups, g = sg, sg[1] and not G.GetMissionGroupDeparture(sg[1], mi) and sg[1] or eg mi.ord1 = (cw[g[9]] or cw[sr] or (sr and 8) or 0) * 1e16 + g[1]*g[3]*1e3 + (sr and g[1] or 0) if order == "duration" then mi.ord = -mi.durationSeconds elseif order == "expire" then local max = mi.offerEndTime or G.GetMissionSeen(mid, mi) mi.ord = (max or -1) >= 0 and -floor(max/1800) or -math.huge elseif order == "level" then local i, l = mi.iLevel, mi.level mi.ord = l == 100 and i > 600 and i or l elseif order == "reward" then mi.ord, mi.ord1 = mi.ord1, (g[11] or 0)*1e8 + ((g[5] and G.GetMissionGroupXP(g, mi) or 0)) * 100 + (g and g[1] or 0) elseif g[5] and (order == "xp" or order == "xptime") then local xp = p1 and (g[11] or 0) or G.GetMissionGroupXP(g, mi) or 0 mi.ord = order == "xptime" and xp/max(g[4], horizon) or xp else mi.ord = g[5] and g[field] or -math.huge end local tc = G.HasTentativeParty(mid) if tc == mi.numFollowers then mi.ord0 = -2 elseif checkReq and mi.numFollowers > (nf + tc) or (mi.cost > nr) then mi.ord0 = -3 elseif MasterPlan:IsMissionIgnored(mi) then mi.ord0 = -1 else mi.ord0 = 0 end end table.sort(missions, cmp) end function GetAvailableMissions() local missions, droppedMissionCost = G.GetAvailableMissions(1) securecall(sortMissions, missions, GetAvailableResources(1, droppedMissionCost, missions)) local job = securecall(G.GetSuggestedMissionUpgradeGroups, missions, roamingParty:GetFollowers()) availUI.loader.job = job if job then availUI.loader:Show() end GarrisonMissionFrame.MissionTab.MissionList.EmptyListString:SetText(#missions > 0 and "" or GARRISON_EMPTY_MISSION_LIST) return missions end end local timeToNextRefresh = 0 availUI:SetScript("OnUpdate", function(_, elapsed) if timeToNextRefresh < elapsed then availMissionsHandle:Refresh(false) else timeToNextRefresh = timeToNextRefresh - elapsed end end) function availUI.loader.OnFinish() availMissionsHandle:Refresh(false) end availMissionsHandle = core:CreateHandle(CreateAvailMission, SetAvailableMission, 67) function availMissionsHandle:Activate(full) timeToNextRefresh = 60 if full then core:SetData(GetAvailableMissions(), availMissionsHandle) else core:Refresh(availMissionsHandle) end end function availMissionsHandle:Refresh(reload) if core:IsOwned(self) and core:IsShown() then if availUI:IsVisible() then availMissionsHandle:Activate(reload) else core:SetData() end end end do -- RefreshAvailMissionsView local isFullRefresh, ph, isDirty = true, {} local function DoRefresh() local reload = isFullRefresh isDirty, isFullRefresh = nil availMissionsHandle:Refresh(reload) end function RefreshAvailMissionsView(force) if core:IsShown() and (force or core:IsOwned(availMissionsHandle)) then if not isDirty then isDirty, isFullRefresh = true, isFullRefresh or force or not core:IsOwned(availMissionsHandle) if not core:IsOwned(availMissionsHandle) then core:SetData(ph, availMissionsHandle) end T.After0(DoRefresh) end end end function EV:GARRISON_MISSION_LIST_UPDATE() if availUI:IsVisible() then RefreshAvailMissionsView(true) end end end function EV:MP_SETTINGS_CHANGED(s) if s == "availableMissionSort" or s == "timeHorizon" or s == "missionIgnore" then availMissionsHandle:Refresh(true) end end function EV:MP_TENTATIVE_PARTY_UPDATE() if availUI:IsVisible() then RefreshAvailMissionsView(true) end end end do -- interestMissionsHandle local usefulTraits, mappedRewards = setmetatable({}, T.AlwaysTraits), Interest_RewardMap local function Threat_OnEnter(self) GameTooltip:SetOwner(self, "ANCHOR_TOP") G.SetThreatTooltip(GameTooltip, self.id, nil, self.missionLevel) GameTooltip:Show() end local function CreateThreat(parent) local b = CreateFrame("Frame", nil, parent) b:SetSize(21, 21) local t = b:CreateTexture(nil, "ARTWORK") t:SetAllPoints() t, b.Icon = b:CreateTexture(nil, "ARWORK", nil, 1), t t:SetAtlas("GarrMission_EncounterAbilityBorder-Lg") t:SetSize(34.5, 34.5) t:SetPoint("CENTER") b.Border, b.info = t, {} b:SetScript("OnEnter", Threat_OnEnter) b:SetScript("OnLeave", dismissTooltip) return b end local function SetThreat(self, level, tid, _, icon) self.id, self.missionLevel = tid, level self.Icon:SetTexture(icon) end local function InterestFollower_OnClick(self) if self.followerID then local fid = self.followerID GarrisonMissionFrame.selectedFollower = fid GarrisonMissionFrame.FollowerTab.followerList:ShowFollower(fid) GarrisonMissionFrameTab2:Click() EV("MP_FORCE_FOLLOWER_TAB", fid) local fl, idx, btn = GarrisonMissionFrameFollowers.followers do for i=1,#fl do if fl[i].followerID == fid then idx = i break end end if idx then local fl = GarrisonMissionFrameFollowers.followersList for j=1,2 do for i=1,#fl do if fl[i] == idx then btn = i break end end if btn then break else GarrisonMissionFrameFollowers.SearchBox:SetText("") end end end end if btn then local v = 62*btn - 62 GarrisonMissionFrameFollowersListScrollFrameScrollBar:SetValue(v) HybridScrollFrame_SetOffset(GarrisonMissionFrameFollowersListScrollFrame, v) end end end local function InterestFollower_OnEnter(self, info) local data = core:GetRowData(interestMissionsHandle, self:GetParent()) if info and data and data.best then local me, s, best, fi = info.followerID, data.s, data.best, G.GetFollowerInfo() for i=1,#GarrisonFollowerTooltip.Abilities do local b = GarrisonFollowerTooltip.Abilities[i] local tid, prefix = b:IsShown() and G.GetMechanicInfo(tostring(b.CounterIcon:GetTexture())), false if tid then for j=#s,6,-1 do if s[j] == tid then prefix = data.best[j+1] == 2 and "|cfff0ff10" or "|cff10ff10" break end end b.Details:SetText((prefix or "|cffa0a0a0") .. b.Details:GetText()) end end wipe(usefulTraits) usefulTraits[T.EnvironmentCounters[s[5]] or 0] = 1 for k,v in pairs(T.EnvironmentBonus) do if v[s[5]] then usefulTraits[k] = 1 end end local ts = T.TraitStack[s[4]] usefulTraits[best.ttrait or 0] = 1 usefulTraits[ts or 0] = 1 usefulTraits[ts == 79 and 256 or 0] = 1 usefulTraits[232] = best.dtrait for i=1,data.s[2] do local fi = fi[best[i]] if best[i] ~= me and fi and fi.affinity and fi.affinity > 0 then usefulTraits[fi.affinity] = 1 end end for i=1,(info.quality or 0)-1 do local b = GarrisonFollowerTooltip.Traits[i] local t = C_Garrison.GetFollowerTraitAtIndex(info.followerID, i) or 0 if b and t > 0 then local ut = (usefulTraits[t] or usefulTraits[T.EquivTrait[t]]) local c = ut and (ut == 2 and "|cffdcff0a" or "|cff10ff10") or "|cffa0a0a0" b.Name:SetText(c .. (b.Name:GetText() or "")) end end local mlvl2 = self.targetLevel if (mlvl2 or 0) > 600 then local m = "|cffa0a0a0" .. GARRISON_FOLLOWER_ITEM_LEVEL:format(info.iLevel) .. (info.iLevel < mlvl2 and "|cffff2020" or "") .. " (" .. mlvl2 .. ")" if info.quality >= 4 and info.level >= 100 then GarrisonFollowerTooltip.ILevel:SetText(m) else GarrisonFollowerTooltip.ClassSpecName:SetText(info.className .. " - " .. m) end end end end local function CreateInterestMission() local b = api.CreateMissionButton(58) b.title:ClearAllPoints() b.title:SetPoint("TOPLEFT", 68+42-15, -9) b.level:ClearAllPoints() b.level:SetPoint("CENTER", b, "LEFT", 40, 7) b.rare:Hide() b.veil:Hide() b.mtype:Hide() b.iconBG:SetVertexColor(0, 0, 0, 0.4) b.iconBG:SetWidth(85) b:Disable() local t = b:CreateTexture(nil, "BACKGROUND", nil, 3) t:SetSize(780, 62) t:SetPoint("RIGHT") t, b.loc = b:CreateTexture(nil, "BACKGROUND", nil, 6), t t:SetAtlas("GarrMission_MissionParchment") t:SetVertexColor(0.25, 0.25, 0.25) t:SetTexCoord(0, 1, 0, 0.25) t:SetHorizTile(true) t:SetAllPoints() t:Hide() t, b.altBG = b:CreateFontString(nil, "ARTWORK", "GameFontNormal"), t t:SetPoint("TOP", b.level, "BOTTOM", 0, -1) t:SetAlpha(0.8) t:SetTextColor(0.83, 0.66, 0.45) t, b.fc = b:CreateFontString(nil, "ARTWORK", "GameFontNormalHuge"), t t, b.chance = b:CreateFontString(nil, "ARTWORK", "GameFontNormal"), t t:SetPoint("TOP", b.chance, "BOTTOM", 0, -1) t, b.fstack = b:CreateFontString(nil, "ARTWORK", "GameFontNormal"), t t:SetPoint("TOPLEFT", b.title, "BOTTOMLEFT", 0, -2) t, b.seen = {}, t for i=1,7 do t[i] = CreateThreat(b) t[i]:SetPoint("RIGHT", t[i-1], "LEFT", -10, 0) end t[1]:ClearAllPoints() t[1]:SetPoint("TOPRIGHT", -140, -5) t[4]:SetPoint("TOPRIGHT", t[1], "BOTTOMRIGHT", -15.5, -3) t[7]:SetPoint("RIGHT", t[3], "LEFT", -10, 0) b.threats = t b.followers = {} for i=1,3 do t = api.CreateFollowerPortrait(b, 42, i) t:SetPoint("RIGHT", -225-44*i, 1) t:SetScript("OnClick", InterestFollower_OnClick) t.showAbilityDescriptions, b.followers[i], t.postEnter = true, t, InterestFollower_OnEnter end return b end local unusedFollowers = CreateFrame("Button") do unusedFollowers:SetSize(880, 38) local c, t = {}, unusedFollowers:CreateFontString(nil, "ARTWORK", "GameFontNormal") t:SetPoint("BOTTOM", unusedFollowers, "TOP", 0, 4) unusedFollowers.ufollowers, unusedFollowers.label = c, t for i=1,21 do t = api.CreateFollowerPortrait(unusedFollowers, 34, i) t:SetPoint("BOTTOMLEFT", 36*i-35, 4) t:SetScript("OnClick", InterestFollower_OnClick) c[i], t.showAbilityDescriptions = t, true end end local function SetUnusedFollowers(self, d) local isRed = d.lType == "redundant" self.veil:Hide() self.altBG:Show() for i=1,#self.rewards do self.rewards[i]:Hide() end for i=1,#self.followers do self.followers[i]:Hide() end for i=1,#self.threats do self.threats[i]:Hide() end self.level:SetText("") self.fc:SetText("") self.title:SetText("") self.seen:SetText("") self.chance:SetText("") self.fstack:SetText("") self.mtype:SetColorTexture(0,0,0,0) unusedFollowers:SetParent(self) unusedFollowers:SetPoint("BOTTOM") unusedFollowers.label:SetText(isRed and L"Redundant followers:" or L"Inactive followers:") local finfo, uf = G.GetFollowerInfo(), unusedFollowers.ufollowers for i=1,#d do local fb, fi = uf[i], finfo[d[i]] if fb and fi then fb.followerID = fi.followerID fb.portrait:SetTexture(fi.portraitIconID or 0) fb:Show() end end for i=#d+1,#uf do uf[i]:Hide() end unusedFollowers:SetWidth(36 * math.min(#d, #uf)) unusedFollowers:Show() end local function SetInterestMission(self, d) if d.unused then return SetUnusedFollowers(self, d.unused) else if unusedFollowers:GetParent() == self then unusedFollowers:SetParent(nil) unusedFollowers:Hide() end self.altBG:Hide() end local s, best, mname = d.s, d.best, C_Garrison.GetMissionName(d[1]) self.level:SetText(s[1]) self.title:SetText(mname ~= "" and mname or (L"Future Mission #%d"):format(d[1])) self.loc:SetAtlas(T.MissionLocationBanners[d[2]] .. "-List") self.fc:SetText(best and best.variants and ("|TInterface\\FriendsFrame\\UI-Toast-ChatInviteIcon:12:12:0:0:32:32:6:28:4:26:214:170:115|t: " .. best.variants) or ("|TInterface\\FriendsFrame\\UI-Toast-FriendOnlineIcon:11:11:3:0:32:32:8:24:8:24:214:170:115|t"):rep(s[2])) self.veil:SetShown(d.redundantIgnored) local mc, isAvailable, lastAppeared = T.MissionCoalescing[s[4]] for i=0, mc and #mc or 0 do local id = d[1] + (i > 0 and mc[i] or 0) local _, _, _, la = G.GetMissionSeen(id) isAvailable = isAvailable or G.IsMissionAvailable(id) lastAppeared = la and (la <= (lastAppeared or la)) and la or lastAppeared end if (lastAppeared or 0) > 0 and not isAvailable then self.seen:SetFormattedText(L"Last offered: %s ago", "|cffffffff" .. SecondsToTime(lastAppeared) .. "|r") else self.seen:SetText(isAvailable and (L"Available; expires in %s"):format("|cffffffff" .. (isAvailable.offerTimeRemaining or "?") .. "|r") or "") end for i=1, #self.threats do local tb, tid = self.threats[i], s[5+i] tb:SetShown(tid) if tid then SetThreat(tb, d[2], G.GetMechanicInfo(tid)) local countered = best and best[6+i] if not countered or countered == 0 then tb.Border:SetVertexColor(1, 0.2, 0.2) elseif countered == true or countered and countered >= 1 then tb.Border:SetVertexColor(0.2, 1, 0.2) else tb.Border:SetVertexColor(1, 0.65, 0.1) end end end local nf, blvl, mentor, finfo = best and s[2] or 0, best and best[6], best and best.mentorLevel or 0, G.GetFollowerInfo() local muf = best and best.used or 0 for i=1,nf do local mlvl = blvl and blvl % 1e3 or d[2] blvl = blvl and (blvl - mlvl) / 1e3 local fb, fi, usedGlow = self.followers[i], finfo[best[i]] if not fi then fb:Hide() else fb.followerID, fb.targetLevel = best[i], (mentor < mlvl or fi.garrFollowerID == T.MENTOR_FOLLOWER) and mlvl or 0 fb.portrait:SetTexture(fi and fi.portraitIconID or 0) fb.glow:Hide() if fi.status == GARRISON_FOLLOWER_INACTIVE then fb.portrait:SetVertexColor(0.2, 0.2, 1) elseif fb.targetLevel > (mlvl > 100 and fi.iLevel or fi.level) then fb.portrait:SetVertexColor(1, 0.6, 0.6) fb.glow:Show() fb.glow:SetVertexColor(1,0,0) usedGlow = true else fb.portrait:SetVertexColor(1,1,1) end if not usedGlow and muf % 2^i >= 2^(i-1) then fb.glow:Show() fb.glow:SetVertexColor(1, 0.8, 0) end fb:Show() end end for i=nf+1, #self.followers do self.followers[i]:Hide() end self.chance:SetText(best and ("%d%%"):format(best[5]) or "") if best and best[5] >= 100 then self.chance:SetTextColor(0, 1, 0) else self.chance:SetTextColor(1, 0.55, 0) end if best and best[4] and nf > 0 then local nf = T.UniqueTraits[T.TraitStack[s[4]]] or nf local ms = nf * (T.MaxTraitStack[s[4]] or 1) self.chance:SetPoint("RIGHT", -70, 6) self.fstack:SetText(best[4] .. "/" .. ms .. " |T" .. C_Garrison.GetFollowerAbilityIcon(T.TraitStack[s[4]]) .. ":0:0:0:0:64:64:4:60:4:60|t") local r, g, b = 0.1, 1, 0.1 if best[4] < nf then r, g, b = 1, 0.55, 0 end self.fstack:SetTextColor(r,g,b) else self.chance:SetPoint("RIGHT", -70, 0) self.fstack:SetText("") end local r, rt = self.rewards[1], mappedRewards[s[4]] or s[4] if rt == 0 then local rq = d[3] * (1+(best and best[4] or 0)) r.tooltipTitle, r.tooltipText, r.currencyID, r.itemID = GARRISON_REWARD_MONEY, GetMoneyString(rq), 0 r.icon:SetTexture("Interface\\Icons\\INV_Misc_Coin_02") r.quantity:SetFormattedText("%d", rq / 1e4) elseif rt < 2e3 then local rq = d[3] * (1 + (best and best[4] or 0)) r.currencyID, r.itemID, r.tooltipTitle, r.tooltipText = rt r.quantity:SetText(rq > 1 and rq or "") r.icon:SetTexture((select(3,GetCurrencyInfo(rt)))) else r.itemID, r.currencyID, r.tooltipTitle, r.tooltipText = rt r.quantity:SetText(d[3] > 1 and d[3] or "") r.icon:SetTexture(select(10, GetItemInfo(r.itemID)) or GetItemIcon(r.itemID) or "Interface/Icons/Temp") end r:Show() end interestMissionsHandle = core:CreateHandle(CreateInterestMission, SetInterestMission, 60) local emptyTable, missions = {}, {} local updateRedundantFollowers do local unusedEntry = {unused={}} local function mcmp(a, b) local ac, bc = a == unusedEntry, b == unusedEntry if ac == bc then ac, bc = b.redundantIgnored, a.redundantIgnored if ac == bc then ac = a.ord < b.ord end end return ac end function updateRedundantFollowers(missions) local finfo = G.GetFollowerInfo() local uf, ua, hasInactive = {}, unusedEntry.unused wipe(ua) for k, v in pairs(finfo) do if v.status ~= GARRISON_FOLLOWER_INACTIVE and v.status ~= GARRISON_FOLLOWER_WORKING and not T.config.ignore[k] and v.followerTypeID == 1 then uf[k] = true end end for i=1,#missions do local mi = missions[i] local b, keep = mi.best, G.IsInterestedInMoI(mi) mi.redundantIgnored, mi.ord = not keep, mi.ord or i if b and keep then local muf = b and b.used for j=1, mi.s[2] do if finfo[b[j]].status == GARRISON_FOLLOWER_INACTIVE then if not hasInactive then wipe(uf) end hasInactive, uf[b[j]] = true, 1 elseif not hasInactive and muf % (2^j) >= 2^(j-1) then uf[b[j] or 0] = nil end end end end table.sort(missions, mcmp) for k in pairs(uf) do ua[#ua + 1] = k end if #ua > 0 then table.sort(ua, function(a,b) a, b = finfo[a], finfo[b] local ac, bc = a.level + a.iLevel, b.level + b.iLevel if ac == bc then ac, bc = a.name, b.name end return ac < bc end) ua.lType = hasInactive and "inactive" or "redundant" table.insert(missions, 1, unusedEntry) end end end local function updateDisplayFromInfo(info) wipe(missions) do local ni = 1 for i, m, b in G.MoIMissions(1, info) do if not m.drop then missions[ni], ni, m.best = m, ni + 1, b end end end local ts = T.TraitStack for k,r in pairs(T.MissionRewardSets) do for i=1,#r do local c, r = 0, r[i] for i=3,r[2] > 0 and #r or 0 do c = c + (tonumber(GetStatistic(r[i]) or 0) or 0) end if c >= r[2] then mappedRewards[k], r[2], ts[k] = r[1], 0, ts[k] or r.ts break end end end updateRedundantFollowers(missions) return missions end function interestMissionsHandle:Show(includeInactive) interestUI.excludeInactive:SetChecked(not includeInactive) local info, job = G.GetBestGroupInfo(1, includeInactive, true) if not info then core:SetData(emptyTable, interestMissionsHandle) interestUI.loader.job = job interestUI.loader:Show() return else interestUI.loader:Hide() end core:SetData(updateDisplayFromInfo(info), interestMissionsHandle) end function EV:MP_MOI_GROUPS_READY() if core:IsOwned(interestMissionsHandle) and core:IsShown() then interestMissionsHandle:Show(not interestUI.excludeInactive:GetChecked()) end end function EV:MP_RELEASE_CACHES() missions, interestMissionsHandle.ident = {} end end do -- Ships local function CreateMissionPoI(parent) local f = CreateFrame("FRAME", nil, parent) f:SetAllPoints() for i=1,2 do local t = f:CreateTexture(nil, "ARWORK", nil, i) t:SetSize(22-5*i, 22-5*i) t:SetTexture("Interface\\CharacterFrame\\TempPortraitAlphaMaskSmall") t:SetPoint("CENTER", f, "TOPRIGHT", -12, -12) f[i == 1 and "outer" or "inner"] = t end local t = f:CreateTexture(nil, "ARWORK", nil, 3) t:SetSize(12, 5) t:SetTexture("Interface\\CharacterFrame\\TempPortraitAlphaMaskSmall") t:SetTexCoord(0, 1, 7/12, 1) t:SetPoint("BOTTOM", f.inner, "BOTTOM") f.innerLow = t f.outer:SetVertexColor(0.2, 0.2, 0.2) f.inner:SetVertexColor(0, 1, 0) parent.MPUI = f return f end local function GetViableSuggestedGroup(mi) local sg = G.GetSuggestedGroupsForMission(mi) sg = sg and sg[1] if sg and not G.GetMissionGroupDeparture(sg, mi) then return sg end end local function ShipMission_OnClick(self, button) if IsModifiedClick("CHATLINK") and self.info then ChatEdit_InsertLink(C_Garrison.GetMissionLink(self.info.missionID)) elseif self.info.canStart then local f1, f2, f3 if button == "RightButton" then local sg = GetViableSuggestedGroup(self.info) if sg then f1, f2, f3 = sg[5], sg[6], sg[7] end end OpenToMission(self.info, f1, f2, f3) end end local ShipMission_OnEnter do local tipGroup = GarrisonShipyardMapMissionTooltip:CreateFontString(nil, "ARTWORK", "GameFontHighlightLeft") tipGroup:SetTextColor(0.5, 0.8, 1) hooksecurefunc("GarrisonShipyardMapMission_SetTooltip", function() tipGroup:Hide() end) local function describeGroup(sg, mi) local exp, sp = G.GetMissionGroupXP(sg, mi), sg[1]/100 local ex, ce, ct = exp >= 1 and ("; " .. (L"%s XP"):format(BreakUpLargeNumbers(floor(exp)))) or "", sg[3]*sp, sg[9] if ct == 0 and ce > 1e4 then ex = ex .. "; " .. GetMoneyString(ce - ce % 1e4) end return sg[1] .. "%" .. (ex or "") end function ShipMission_OnEnter(self, ...) local mi = self.info GarrisonShipyardMapMission_OnEnter(self, ...) if mi and mi.canStart and GarrisonShipyardMapMissionTooltip:IsShown() then local tipText, sg, lg, ld = "", G.GetSuggestedGroupsForMission(mi) sg, lg = sg and sg[1], sg and sg[#sg] if sg and not G.GetMissionGroupDeparture(sg, mi) then tipText = string.format("|TInterface\\TUTORIALFRAME\\UI-TUTORIAL-FRAME:14:12:0:-1:512:512:10:70:330:410|t %s: |cffffffff%s", L"Suggested group", describeGroup(sg, mi)) end ld = lg and G.GetMissionGroupDeparture(lg, mi) if ld then tipText = string.format("|cffb0b0b0%s:|cffffffff %s%s%s", FormatCountdown(ld-time()), describeGroup(lg, mi), tipText ~= "" and "\n|r" or "", tipText) end if tipText ~= "" then tipGroup:SetText(tipText) tipGroup:Show() GarrisonShipyardMapMission_AnchorToBottomWidget(tipGroup, 0, -12) GarrisonShipyardMapMission_SetBottomWidget(tipGroup) tipGroup:SetWidth(math.max(180, (GarrisonShipyardMapMissionTooltip:GetWidth() or 16) - 12)) GarrisonShipyardMapMissionTooltip:SetHeight(GarrisonShipyardMapMissionTooltip:GetHeight() + tipGroup:GetHeight()+12) return end end end hooksecurefunc("GarrisonShipyardMapMission_UpdateTooltipSize", function(self) if tipGroup:IsVisible() then GarrisonShipyardMapMissionTooltip:SetHeight(self:GetHeight() + tipGroup:GetHeight()+12) end end) end local function getGroupColor(s) local c = T.config if not s then return 0.4, 0.4, 0.4 elseif s == 100 then return 0.2, 0.7, 1 elseif c.ship4 > s then return 0.6, 0, 0 elseif c.ship3 > s then return 1, 0.4, 0 elseif c.ship2 > s then return 1, 0.9, 0 elseif c.ship1 > s then return 0.2, 1, 0.2 end end local function UpdateShipMissionMap() local self = GarrisonShipyardFrame.MissionTab.MissionList local sg = G.GetSuggestedGroupsForAllMissions(2) local oil = select(2, GetCurrencyInfo(1101)) or 0 for i=1, #self.missions do local mission, frame = self.missions[i], self.missionFrames[i] if frame:IsShown() and not mission.inProgress then local ui, sg = frame.MPUI or CreateMissionPoI(frame), sg[mission.missionID] local fg, lg = sg and sg[1], sg and sg[#sg] fg = fg and not G.GetMissionGroupDeparture(fg, mission) and fg lg = lg and lg ~= fg and G.GetMissionGroupDeparture(lg, mission) and lg local nt, r, g, b, r2, g2, b2 = G.HasTentativeParty(mission.missionID) if nt == mission.numFollowers then r,g,b = 1, 0.2, 0.6 elseif nt > 0 then r,g,b = 0.6, 0.2, 1 elseif (mission.cost or 0) > oil then r,g,b = 1/4, 1/4, 1/4 else r,g,b = getGroupColor(fg and fg[1]) r2, g2, b2 = getGroupColor(lg and lg[1] or fg and fg[1]) end ui.inner:SetVertexColor(r,g,b) ui.innerLow:SetVertexColor(r2 or r, g2 or g, b2 or b) ui:Show() elseif frame.MPUI then frame.MPUI:Hide() end frame:RegisterForClicks("LeftButtonUp", "RightButtonUp") frame:SetScript("OnClick", ShipMission_OnClick) frame:SetScript("OnEnter", ShipMission_OnEnter) end end do -- update hook local pendingUpdate local function runUpdate() pendingUpdate = false return UpdateShipMissionMap() end local function enqueueUpdate() if not pendingUpdate and GarrisonShipyardFrame.MissionTab.MissionList:IsVisible() then pendingUpdate = true T.After0(runUpdate) end end hooksecurefunc("GarrisonShipyardMap_UpdateMissions", enqueueUpdate) GarrisonShipyardFrame.MissionTab.MissionList:HookScript("OnShow", enqueueUpdate) end local CreateGroupButton do local function ShipGroupButton_OnEnter(self) GroupButtonBase.ShowTooltip(self, SHIP_MISSION_PAGE.missionInfo, false, true, self.group) end local function ShipGroupButton_OnClick(self) OpenToMission(SHIP_MISSION_PAGE.missionInfo, unpack(self.group, 5, 7)) end function CreateGroupButton(...) local b = GroupButtonBase:New(...) b:SetScript("OnEnter", ShipGroupButton_OnEnter) b:SetScript("OnLeave", dismissTooltip) b:SetScript("OnClick", ShipGroupButton_OnClick) return b end end local groups = CreateFrame("Frame", nil, SHIP_MISSION_PAGE) groups:SetSize(410, 24) groups.buttons = {CreateGroupButton(groups, 1), CreateGroupButton(groups, 2), CreateGroupButton(groups, 3), CreateGroupButton(groups, 4)} groups.buttons[1]:SetPoint("LEFT") groups:SetScript("OnHide", groups.Hide) for i=2,#groups.buttons do groups.buttons[i]:SetPoint("LEFT", groups.buttons[i-1], "RIGHT", 4, 0) end local noPendingSync = true local function syncMissionGroups() local Stage, mi = SHIP_MISSION_PAGE.Stage, SHIP_MISSION_PAGE.missionInfo Stage.Title:SetPoint("LEFT", Stage.Header, "LEFT", 98, 10) groups:SetPoint("BOTTOMLEFT", Stage.Header, "BOTTOMLEFT", 88, 4) groups:Show() local sg = mi and G.GetSuggestedGroupsForMission(SHIP_MISSION_PAGE.missionInfo) local sgn = sg and #sg or 0 for i=sgn+1, #groups.buttons do groups.buttons[i]:Hide() end for i=1,sgn do local b, g = groups.buttons[i], sg[i] GroupButtonBase.SetGroup(b, mi, g, 100, 20, sg.rankType) b.group = g end noPendingSync = true end hooksecurefunc(GarrisonShipyardFrame, "ShowMission", syncMissionGroups) function EV.GARRISON_FOLLOWER_LIST_UPDATE() if noPendingSync and SHIP_MISSION_PAGE:IsVisible() then noPendingSync = false T.After0(syncMissionGroups) end end end do -- RefreshActiveMissionsView local isFullRefresh, isDirty = true local function DoRefresh() local force = isFullRefresh isFullRefresh, isDirty = nil if force or core:IsOwned(activeMissionsHandle) then activeMissionsHandle:Activate(force) end activeUI.orders:SetShown(GetItemCount(activeUI.orders.itemID) > 0) end function RefreshActiveMissionsView(force) if core:IsShown() and (force or core:IsOwned(activeMissionsHandle)) then isFullRefresh = isFullRefresh or force if not isDirty then isDirty = true T.After0(DoRefresh) end end end end function EV:GET_ITEM_INFO_RECEIVED() if core:IsVisible() then core:Refresh() end end function EV:GARRISON_MISSION_FINISHED() if activeUI:IsVisible() then RefreshActiveMissionsView(false) end end hooksecurefunc(GarrisonMissionFrame, "HideCompleteMissions", function(_, onClose) if not onClose and core:IsOwned(activeMissionsHandle) then RefreshActiveMissionsView(true) end end) local oldComplete = GarrisonMissionFrame.CheckCompleteMissions function GarrisonMissionFrame:CheckCompleteMissions(onShow, ...) if not missionList:IsShown() then return oldComplete(self, onShow, ...) end if not GarrisonMissionFrame.MissionComplete:IsShown() then GarrisonMissionFrame.MissionComplete.completeMissions = C_Garrison.GetCompleteMissions(1) if #GarrisonMissionFrame.MissionComplete.completeMissions > 0 then T.UpdateMissionTabs() end end if onShow and not activeUI:IsVisible() and #C_Garrison.GetCompleteMissions(1) > 0 then missionList.activeTab:Click() end end do -- periodic comleted missions check local isTimerRunning = false local function timer() if GarrisonMissionFrame:IsShown() then local cm = GarrisonMissionFrame.MissionComplete.completeMissions if (cm and #cm or 0) == 0 then GarrisonMissionFrame:CheckCompleteMissions() end C_Timer.After(15, timer) isTimerRunning = true else isTimerRunning = false end end GarrisonMissionFrame:HookScript("OnShow", function() if not isTimerRunning then timer() end end) end function EV:MP_RELEASE_CACHES() core:SetData() end function api:SetMissionsUI(tab) availUI:SetShown(tab == 1) activeUI:SetShown(tab == 3) interestUI:SetShown(tab == 4) GarrisonMissionFrame.MissionTab.MissionList.selectedTab = 0 GarrisonMissionFrame.MissionTab.MissionList.EmptyListString:SetAlpha(tab == 1 and 1 or 0) if not activeUI:IsShown() then if activeUI.completionState == "RUNNING" then G.AbortCompleteMissions() end activeUI.completionState = nil if GarrisonMissionFrame.MissionComplete:IsShown() then GarrisonMissionFrame:HideCompleteMissions(true) end end EV("MP_SHOW_MISSION_TAB", tab) end T.MissionsUI = api
return Def.ActorFrame { -- Speed Def.Sprite { OnCommand=function(self) self:x(-85); if GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'1.5x') and SCREENMAN:GetTopScreen():GetScreenType() == "ScreenType_Gameplay" then self:Load(THEME:GetPathB("","optionicon_P2/speed_x1_5_P1")); elseif GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'2x') then self:Load(THEME:GetPathB("","optionicon_P2/speed_x2_P1")); elseif GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'3x') then self:Load(THEME:GetPathB("","optionicon_P2/speed_x3_P1")); elseif GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'5x') then self:Load(THEME:GetPathB("","optionicon_P2/speed_x5_P1")); elseif GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'8x') then self:Load(THEME:GetPathB("","optionicon_P2/speed_x8_P1")); elseif GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'0.5x') then self:Load(THEME:GetPathB("","optionicon_P2/speed_x0_5_P1")); end; end; PlayerJoinedMessageCommand=function(self, params) if params.Player == PLAYER_2 then self:playcommand("On"); end; end; CodeMessageCommand=function(self, params) if params.PlayerNumber == PLAYER_2 then self:playcommand("On"); end; end; }; -- Boost Def.Sprite { InitCommand=function(self) self:x(-68); if GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'boost') then self:Load(THEME:GetPathB("","optionicon_P2/boost_on_P2")); elseif GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'brake') then self:Load(THEME:GetPathB("","optionicon_P2/boost_brake_P2")); elseif GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'wave') then self:Load(THEME:GetPathB("","optionicon_P2/boost_wave_P2")); end; end; PlayerJoinedMessageCommand=function(self, params) if params.Player == PLAYER_2 then self:playcommand("Init"); end; end; }; -- Appearance Def.Sprite { InitCommand=function(self) self:x(-51); if GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'hidden') then self:Load(THEME:GetPathB("","optionicon_P2/appearance_hidden_P2")); elseif GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'sudden') then self:Load(THEME:GetPathB("","optionicon_P2/appearance_sudden_P2")); elseif GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'stealth') then self:Load(THEME:GetPathB("","optionicon_P2/appearance_stealth_P2")); end; end; PlayerJoinedMessageCommand=function(self, params) if params.Player == PLAYER_2 then self:playcommand("Init"); end; end; }; -- Turn Def.Sprite { InitCommand=function(self) self:x(-34); if GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'mirror') then self:Load(THEME:GetPathB("","optionicon_P2/turn_mirror_P2")); elseif GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'left') then self:Load(THEME:GetPathB("","optionicon_P2/turn_left_P2")); elseif GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'right') then self:Load(THEME:GetPathB("","optionicon_P2/turn_right_P2")); elseif GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'shuffle') then self:Load(THEME:GetPathB("","optionicon_P2/turn_shuffle_P2")); end; end; PlayerJoinedMessageCommand=function(self, params) if params.Player == PLAYER_2 then self:playcommand("Init"); end; end; }; -- Dark Def.Sprite { InitCommand=function(self) self:x(-17); if GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'dark') then self:Load(THEME:GetPathB("","optionicon_P2/dark_on_P2")); end; end; PlayerJoinedMessageCommand=function(self, params) if params.Player == PLAYER_2 then self:playcommand("Init"); end; end; }; -- Scroll Def.Sprite { InitCommand=function(self) self:x(0); if GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'reverse') then self:Load(THEME:GetPathB("","optionicon_P2/scroll_reverse_P2")); end; end; PlayerJoinedMessageCommand=function(self, params) if params.Player == PLAYER_2 then self:playcommand("Init"); end; end; }; -- Arrow Def.Sprite { InitCommand=function(self) self:x(17); if GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'NORMAL-FLAT') or GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'CLASSIC-FLAT') or GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'SOLO-FLAT') or GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'PS3-FLAT') then self:Load(THEME:GetPathB("","optionicon_P2/arrow_flat_P2")); elseif GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'NORMAL-NOTE') or GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'CLASSIC-NOTE') or GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'SOLO-NOTE') or GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'PS3-NOTE') then self:Load(THEME:GetPathB("","optionicon_P2/arrow_note_P2")); elseif GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'NORMAL-RAINBOW') or GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'CLASSIC-RAINBOW') or GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'SOLO-RAINBOW') or GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'PS3-RAINBOW') then self:Load(THEME:GetPathB("","optionicon_P2/arrow_rainbow_P2")); end; end; PlayerJoinedMessageCommand=function(self, params) if params.Player == PLAYER_2 then self:playcommand("Init"); end; end; }; -- Cut Def.Sprite { InitCommand=function(self) self:x(34); if GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'little') then self:Load(THEME:GetPathB("","optionicon_P2/cut_on_P2")); end; end; PlayerJoinedMessageCommand=function(self, params) if params.Player == PLAYER_2 then self:playcommand("Init"); end; end; }; -- Freeze arrow Def.Sprite { InitCommand=function(self) self:x(51); if GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'noholds') then self:Load(THEME:GetPathB("","optionicon_P2/freeze_arrow_off_P2")); end; end; PlayerJoinedMessageCommand=function(self, params) if params.Player == PLAYER_2 then self:playcommand("Init"); end; end; }; -- Jump Def.Sprite { InitCommand=function(self) self:x(68); if GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'nojumps') then self:Load(THEME:GetPathB("","optionicon_P2/jump_off_P2")); end; end; PlayerJoinedMessageCommand=function(self, params) if params.Player == PLAYER_2 then self:playcommand("Init"); end; end; }; -- Risky Def.Sprite { InitCommand=function(self) self:x(85); if GAMESTATE:PlayerIsUsingModifier(PLAYER_2,'battery') and GAMESTATE:GetPlayMode() ~= 'PlayMode_Oni' then self:Load(THEME:GetPathB("","optionicon_P2/Risky")); end; end; PlayerJoinedMessageCommand=function(self, params) if params.Player == PLAYER_2 then self:playcommand("Init"); end; end; }; };
require "x_functions"; -- Set to "true" to disable all hotkeys -- Set to "false" to enable hotkeys NO_HOT_KEYS = true -- ------------------------------------------------------------------------------- function forcez() if memory.readdwordsigned(0x800BA028) == 32768 then memory.writedword(0x800BA028, 26000); end; end; function drawmap(x, y) --gui.gdoverlay(0, 0, mapimage, 0.25); locx = memory.readdwordsigned(0x800BA024); locy = memory.readdwordsigned(0x800BA02C); drawmapdot(x, y, locx, locy, "#ff00ff"); --[[ locx = 623575; locy = 502062; drawmapdot(x, y, locx, locy); locx = 82662; locy = 230944; drawmapdot(x, y, locx, locy); locx = 0; locy = 0; drawmapdot(x, y, locx, locy, "#ff0000"); locx = 0; locy = -1500000; drawmapdot(x, y, locx, locy, "#ff00ff"); --]] end; function drawmapdot(x, y, posx, posy, c) if not c then c = "#ffffff"; end; xadd = 1622739; xdiv = 17500; yadd = 987500; ydiv = 17500; mapx = math.floor((posx + xadd) / xdiv); mapy = 112 - math.floor((posy + yadd) / ydiv); if (mapx < 0 or mapx > 160) and mapy >= 0 and mapy <= 120 then if mapx < 0 then line( 4 + x, mapy + y - 2, 5 + x, mapy + y - 2, c); line( 2 + x, mapy + y - 1, 5 + x, mapy + y - 1, c); line( 0 + x, mapy + y + 0, 5 + x, mapy + y + 0, c); line( 2 + x, mapy + y + 1, 5 + x, mapy + y + 1, c); line( 4 + x, mapy + y + 2, 5 + x, mapy + y + 2, c); text( 7 + x, mapy + y - 3, string.format("%d", mapx * -1)); else line( 155 + x, mapy + y - 2, 156 + x, mapy + y - 2, c); line( 155 + x, mapy + y - 1, 158 + x, mapy + y - 1, c); line( 155 + x, mapy + y + 0, 160 + x, mapy + y + 0, c); line( 155 + x, mapy + y + 1, 158 + x, mapy + y + 1, c); line( 155 + x, mapy + y + 2, 156 + x, mapy + y + 2, c); text( 139 + x, mapy + y - 3, string.format("%4d", mapx - 160)); end; elseif (mapx >= 0 and mapx <= 160) and (mapy < 0 or mapy >= 120) then if mapy < 0 then line( -2 + mapx + x, y + 4, -2 + mapx + x, y + 5, c); line( -1 + mapx + x, y + 2, -1 + mapx + x, y + 5, c); line( 0 + mapx + x, y + 0, 0 + mapx + x, y + 5, c); line( 1 + mapx + x, y + 2, 1 + mapx + x, y + 5, c); line( 2 + mapx + x, y + 4, 2 + mapx + x, y + 5, c); text( -5 + mapx + x, y + 6, string.format("%3d", mapy * -1)); else line( -2 + mapx + x, y + -5 + 120, -2 + mapx + x, y + -4 + 120, c); line( -1 + mapx + x, y + -5 + 120, -1 + mapx + x, y + -2 + 120, c); line( 0 + mapx + x, y + -5 + 120, 0 + mapx + x, y + -0 + 120, c); line( 1 + mapx + x, y + -5 + 120, 1 + mapx + x, y + -2 + 120, c); line( 2 + mapx + x, y + -5 + 120, 2 + mapx + x, y + -4 + 120, c); text( -5 + mapx + x, y + -12 + 120, string.format("%3d", mapy - 120)); end; else box (mapx - 1 + x, mapy - 1 + y, mapx + 1 + x, mapy + 1 + y, c); pixel(mapx - 1 + x, mapy - 1 + y, mapx + 1 + x, mapy + 1 + y, c); end; end; function quickscreen(x, y, fmt, addr, isnotaddr) local crud = addr; if not isnotaddr then -- double negatives crud = memory.readdwordsigned(addr); end; gui.text(x, y * 8, string.format(fmt, crud)); end; function quickscreen2(x, y, fmt, addr, isnotaddr) local crud = addr; if not isnotaddr then -- double negatives crud = memory.readwordsigned(addr); end; gui.text(x, y * 8, string.format(fmt, crud)); end; function forcecam() -- Force X, Y, Z memory.writedword(0x800B9D20, memory.readdwordsigned(0x800BA024)); memory.writedword(0x800B9D28, memory.readdwordsigned(0x800BA02C)); memory.writedword(0x800B9D24, memory.readdwordsigned(0x800BA028) - 0xC000); -- Z is set a ways above the player to give top-down perspective -- Force straight-down memory.writeword(0x800B9D8a, 0); memory.writeword(0x800B9D88, -1000); memory.writeword(0x800B9D8c, 0); end; function rangediv(min, max, val, mlt) if not mlt then mlt = 1; end; local base = min + max; local val2 = val + min; return math.min(math.max(0, val2 / base), 1) * mlt; end; derp = false; fcam = false; -- memory.register(0x0BA028, forcez); last = {}; --[[ mapfile = assert(io.open("lua\\map.gd", "rb")); mapimage = mapfile:read("*all"); io.close(mapfile); --]] mspeed = 100; timer = 0; inkey = input.get(); showcam = false; camforce = { x = 0, y = 0, z = -0xC000, pan = 0, tilt = -1000, roll = 0 } camforcel = { min = { x = -0x80000, y = -0x80000, z = -0xC000, pan = -2000, tilt = -1000, roll = 0 }, max = { x = 0x80000, y = 0x80000, z = 0xC000, pan = 2000, tilt = -1000, roll = 0 } }; while true do timer = timer + 1; lastkey = table.clone(inkey); inkey = input.get(); if NO_HOT_KEYS then inkey = {} inkey.xmouse = 0 inkey.ymouse = 0 end if inkey['P'] and not lastkey['P'] then showcam = not showcam; end; -- Status goes yellow below 0550 (1360) -- Status goes orange below 0410 (1040) -- -- Status pulsates faster if health goes below 0320 ( 800) -- Status goes red if below 0270 ( 624) -- -- Pulsates even faster if health goes below 00A0 ( 160) -- Health drinks recover 640 HP if inkey['numpad3'] or (inkey['numpad6'] and not lastkey['numpad6']) then hpt = hpt + 1; hp2 = math.floor(hpt / 0x100); hp1 = math.fmod(hpt, 0x100); memory.writeword(0x800BA0BE, hp2); memory.writebyte(0x800BA0BD, hp1); elseif inkey['numpad2'] or (inkey['numpad5'] and not lastkey['numpad5']) then hpt = hpt - 1; hp2 = math.floor(hpt / 0x100); hp1 = math.fmod(hpt, 0x100); memory.writeword(0x800BA0BE, hp2); memory.writebyte(0x800BA0BD, hp1); end; -- if (inkey['M']) then -- memory.writebyte(0x80B9FC8, 9); -- text(1, 1, "fart"); -- end; --[[ loct = memory.readdwordsigned(0x800B9E08); camt = memory.readdwordsigned(0x801FFD70); text( 100, 176, string.format("C Pos %8d %8d", loct, camt)); --]] quickscreen(200, 1, "X %8d", 0x800BA024); quickscreen(200, 2, "Y %8d", 0x800BA02C); quickscreen(200, 3, "Z %8d", 0x800BA028); quickscreen(200, 4, "A %8.2f", memory.readdwordsigned(0x800BA030) / 0x0FFFFFFF * 360, true); quickscreen(260, 1, "DCamX %8d", 0x800B9D14); quickscreen(260, 2, "DCamY %8d", 0x800B9D1C); quickscreen(260, 3, "DCamZ %8d", 0x800B9D18); quickscreen(260, 5, "Cam X %8d", 0x800B9D20); quickscreen(260, 6, "Cam Y %8d", 0x800B9D28); quickscreen(260, 7, "Cam Z %8d", 0x800B9D24); quickscreen(260, 8, "Cam ? %8d", 0x800B9D2C); quickscreen2(260, 10, "Pan %8d", 0x800B9D8a); quickscreen2(260, 11, "Tilt %8d", 0x800B9D88); quickscreen2(260, 12, "Roll %8d", 0x800B9D8c); quickscreen2(240, 20, "HP %d/1600", 0x800BA0BD); quickscreen(240, 21, "Winded: %8d", 0x800BA108); --[[ quickscreen(130, 1, "Z1 %8d", 0x800B9DE8); quickscreen(130, 2, "Z2 %8d", 0x800B9DF0); quickscreen(130, 3, "Z3 %8d", 0x800BA028); quickscreen(130, 4, "Z4 %8d", 0x800BA0F8); quickscreen(130, 5, "Z5 %8d", 0x800C459C); --]] if inkey['Y'] then memory.writedword(0x800B9DE8, 0); memory.writedword(0x800B9DF0, 0); memory.writedword(0x800BA028, 0); memory.writedword(0x800BA0F8, 0); memory.writedword(0x800C459C, 0); end; if inkey['P'] then test = math.abs(math.sin(timer / 50) * 0xFFFF); memory.writedword(0x800BC360, test); end; --[[ -- Camera movement speed; lock to 0 to stop camera from moving quickscreen(260, 9, "CSpd? %8d", 0x800B9D30); quickscreen(260, 10, "Cspd? %8d", 0x800B9D34); quickscreen(260, 11, "Cspd? %8d", 0x800B9D38); quickscreen(260, 12, "Cspd? %8d", 0x800B9D3C); quickscreen2(260, 14, "RCm A %8d", 0x800B9D80); quickscreen2(260, 15, "RCm B %8d", 0x800B9D82); quickscreen2(260, 16, "RCm C %8d", 0x800B9D84); quickscreen2(260, 17, "RCm D %8d", 0x800B9D86); quickscreen2(260, 18, "RCm E %8d", 0x800B9D88); quickscreen2(260, 19, "RCm F %8d", 0x800B9D8a); quickscreen2(260, 20, "RCm G %8d", 0x800B9D8c); quickscreen2(260, 21, "RCm H %8d", 0x800B9D8e); --]] if inkey['U'] then gui.text(0, 20, "uuuuuuuuuuuuuuuu"); pukemode = math.ceil(math.sin(timer / 50) * 0x7FF); -- memory.writeword(0x800B9D80, pukemode); -- memory.writeword(0x800B9D82, pukemode); -- memory.writeword(0x800B9D84, pukemode); -- memory.writeword(0x800B9D86, pukemode); memory.writeword(0x800B9D88, 0); memory.writeword(0x800B9D8a, pukemode); memory.writeword(0x800B9D8c, 0); -- memory.writeword(0x800B9D8e, pukemode); end; --quickscreen(260, 8, "Cam ? %8d", 0x800B9D2C); --quickscreen(260, 9, "Cam ? %8.2f", memory.readdwordsigned(0x800B9D2C) / 0xFFFF * 360, true); if inkey['M'] then forcecam(); else fcam = false; end; if inkey['N'] then memory.writedword(0x800B9D2C, memory.readdwordsigned(0x800B9D2C) + 0x1000 ); gui.text(0, 8, "fart plus PLUS"); end; wind = memory.readdword(0x800BA108); mspeed = math.min(500, mspeed); if inkey['left'] then memory.writedword(0x800BA024, memory.readdwordsigned(0x800BA024) - mspeed); text(100, 169, "LEEEEEEEFT"); mspeed = mspeed + 10; elseif inkey['right'] then memory.writedword(0x800BA024, memory.readdwordsigned(0x800BA024) + mspeed); text(100, 169, "RIIIIIIGHT"); mspeed = mspeed + 10; elseif inkey['up'] then memory.writedword(0x800BA02C, memory.readdwordsigned(0x800BA02C) + mspeed); text(100, 169, "UUUUUUUP"); mspeed = mspeed + 10; elseif inkey['down'] then memory.writedword(0x800BA02C, memory.readdwordsigned(0x800BA02C) - mspeed); text(100, 169, "DOOOOOOWN"); mspeed = mspeed + 10; elseif inkey['numpad1'] then memory.writedword(0x800BA028, memory.readdwordsigned(0x800BA028) + mspeed); text(100, 169, "HIGHHERRRRRRR"); mspeed = mspeed + 10; elseif inkey['numpad0'] then memory.writedword(0x800BA028, memory.readdwordsigned(0x800BA028) - mspeed); text(100, 169, "LOWWWWERRRRRR"); mspeed = mspeed + 10; else mspeed = 100; end; temp1 = memory.readword(0x8006A5B8); temp2 = memory.readword(0x8006A5BA); temp3 = memory.readword(0x8006A594); temp4 = memory.readword(0x8006A596); -- text( 1, 30, string.format("?? %04X %04X %04X %04X", temp1, temp2, temp3, temp4)); -- text( 0, 130, string.format("0x800B9DFC = %08X", memory.readdword(0x800B9DFC))); -- text( 0, 137, string.format("0x800B9FC8 = %08X", memory.readdword(0x800B9FC8))); addresses = { 0x800B9DE4, -- X? 0x800B9DEC, -- Y? Seems higher than the other one 0x800B9DF4, -- Z? Bigger, doesn't react to input 0x800B9DFC, -- Z? Smaller, doesn't react to input either 0x800B9E24, -- Y? Seems lower than the other one 0x800B9E2C, -- ? -- 0x800B9DE1, -- 0x800B9DE2, -- 0x800B9DE3, -- 0x800B9DE9, -- 0x800B9DEA, -- 0x800B9DEB, -- 0x800B9DED, -- 0x800B9E21, -- 0x800B9E22, -- 0x800B9E23, -- 0x800B9D45, -- 0x800B9D46, -- 0x800B9D47, -- 0x800B9DE0, -- 0x800B9DE4, -- 0x800B9DE8, -- 0x800B9DEC, } i = 1; for k, v in pairs(addresses) do i = i + 1; vnow = memory.readdwordsigned(v); -- text(1, i * 7 + 30, string.format("%08X = %12d", v, vnow)); update = true; if last[v] then chg = vnow - last[v][2]; if chg == 0 and not last[v][3] then update = false; end; m = 1; if chg == 0 and last[v][1] then chgd = last[v][1]; else chgd = chg; end; if chgd < 0 then m = -1; end; -- box( 100, i * 7 + 33, 100 + math.sqrt(math.abs(chgd)) * m, i * 7 + 34, "#ff0000"); --text( 100, i * 7 + 30, math.sqrt(chg)); end; if update then last[v] = {chg, vnow}; else last[v][3] = true; end; end; -- pos1 = memory.readdwordsigned(0x800B9DE4); -- lifebar( 50, 1, 200, 8, pos1 + 0x80000, 770000, "#ffffff", "#000000"); -- text( 120, 4, string.format("%11d", pos1)); -- pos2 = memory.readdwordsigned(0x800B9DEC); -- lifebar( 50, 12, 200, 8, pos2 + 0x80000, 0xFFFFF, "#ffffff", "#000000"); -- text( 120, 15, string.format("%11d", pos2)); -- temp1 = memory.readdword(0x800B9D14); -- text( 1, 30, string.format("%08X", temp1)); spd1 = last[0x800B9DE4][1]; spd2 = last[0x800B9DEC][1]; if spd1 and spd2 then text(100, 100, string.format("%12d\n%12d", spd1, spd2)); spd1 = spd1 / 37.8; spd2 = spd2 / -37.8; line(128, 128, 128 + spd1, 128 + spd2, "#ffffff"); end; xpos = memory.readdwordsigned(0x800B9DE4); ypos = memory.readdwordsigned(0x800B9DEC); --[[ xpos2 = 300000 + xpos; xmax = 300000 + 770000; ypos2 = 900000 - ypos; ymax = 300000 + 600000; xposa = xpos2 / xmax * 100 + 150; yposa = ypos2 / ymax * 100 + 50; -- box ( 150, 50, 250, 150, "#ffffff"); -- line( xposa, 40, xposa, 160, "#ffffff"); -- line( 140, yposa, 255, yposa, "#ffffff"); -- text(150, 50, string.format("X %d - Y %d", xposa, yposa)); --]] if inkey['Z'] then walkthroughwalls = true; elseif inkey['X'] then walkthroughwalls = false; end; if walkthroughwalls then text( 255, 10, "NOCLIP"); memory.writeword(0x8006A5B8, 0xA997); memory.writeword(0x8006A5BA, 0x0801); memory.writeword(0x8006A694, 0xA9AE); memory.writeword(0x8006A696, 0x0801); -- memory.writeword(0x800BC35C, 0x0100); -- flashlight else memory.writeword(0x8006A5B8, 0x000C); memory.writeword(0x8006A5BA, 0x1040); memory.writeword(0x8006A694, 0x0134); memory.writeword(0x8006A696, 0xAFA9); -- memory.writeword(0x800BC35C, 0x0000); end; -- memory.writedword(0x800BCC08, 0xFFFFFFFF); -- memory.writedword(0x800BCC0C, 0xFFFFFFFF); -- memory.writedword(0x800BCC10, 0xFFFFFFFF); drawmap(0, 0); --[[ strange values: 0x800BC37A 0x800BC3AE 0x800BC4B2 0x800C4186 0x800CC933 0x800DDABE 0x800DFA39 0x801EEE12 ]] --[[ memory.writebyte(0x800BC37A, 0xFF); memory.writebyte(0x800BC3AE, 0xFF); memory.writebyte(0x800BC4B2, 0xFF); memory.writebyte(0x800C4186, 0xFF); memory.writebyte(0x800CC933, 0xFF); memory.writebyte(0x800DDABE, 0xFF); memory.writebyte(0x800DFA39, 0xFF); memory.writebyte(0x801EEE12, 0xFF); --]] --[[ memory.writedword(0x800BC378, 0x00000000); memory.writedword(0x800BC3AC, 0x00000000); memory.writedword(0x800BC4B0, 0x00000000); memory.writedword(0x800C4180, 0x44444444); --]] -- This magical piece of code turns the lights on (sometimes) --quickscreen(0, 1, "%08x", 0x800C4180) magic = 0x60606060 -- magic = magic * 0x00000001 -- magic = 0x20202020 for i = 0x00, 0x8F do --quickscreen(0 + 40 * math.fmod(i, 4), math.floor(i / 4), "%08x", 0x800C4180 + 4 * i) memory.writedword(0x800C4180 + 4 * i, magic); --[[ -- wtf were these for again memory.writedword(0x800CC930 + 4 * i, magic); memory.writedword(0x800CC980 + 4 * i, magic); memory.writedword(0x800DDAB0 + 4 * i, magic); memory.writedword(0x801EEE10 + 4 * i, magic); --]] end; memory.writedword(0x800C4180, 0x00000000); -- memory.writedword(0x801A9150 + 4 * i, 0x10101010); -- memory.writedword(0x801A9220 + 4 * i, 0x10101010); -- text(240, 100, string.format("0x800BC37A = %02X", memory.readbyte(0x800BC37A))); if showcam then gui.box(0, 0, 100, 100, 0xffffffff); menux = rangediv(camforcel['min']['x'], camforcel['max']['x'], camforce['x'], 100); menuy = rangediv(camforcel['min']['y'], camforcel['max']['y'], camforce['y'], 100); gui.line(0, menuy, 100, menuy, 0xffffffff); gui.line(menux, 0, menux, 100, 0xffffffff); if hitbox(inkey['xmouse'], inkey['ymouse'], inkey['xmouse'], inkey['ymouse'], 0, 0, 100, 100, "white", "red") then gui.text(0, 0, "welp"); end; --inpt['xmouse'] < 100 and inpt['ymouse'] < 100 then end; pcsx.frameadvance(); end;
-- Copyright (c) 2021 Trevor Redfern -- -- This software is released under the MIT License. -- https://opensource.org/licenses/MIT local Position = require "game.rules.world.position" local Selectors = {} function Selectors.getDimensions(state) if not state or not state.map then return { width = 0, height = 0, levels = 0 } end return { width = state.map.width, height = state.map.height, levels = state.map.levels } end function Selectors.getNeighbors(state, position) if state.map and state.map.tiles then return { nw = state.map.tiles[Position.northwest(position)], n = state.map.tiles[Position.north(position)], ne = state.map.tiles[Position.northeast(position)], w = state.map.tiles[Position.west(position)], center = state.map.tiles[position], e = state.map.tiles[Position.east(position)], sw = state.map.tiles[Position.southwest(position)], s = state.map.tiles[Position.south(position)], se = state.map.tiles[Position.southeast(position)], down = state.map.tiles[Position.down(position)], up = state.map.tiles[Position.up(position)] } end end function Selectors.getRooms(state) return state.map.rooms end function Selectors.getTerrain(state, position) local terrain = require "game.rules.map.terrain" if state.map and state.map.tiles then local tile = state.map.tiles[position] if tile then return tile.terrain end end return terrain.list.blank end function Selectors.getTile(state, position) if state.map and state.map.tiles then return state.map.tiles[position] end end return Selectors
-- TODO: Add filetype as an argument, delete all filetypes local M = {} local api = vim.api local config = require('close_buffers.config') local allowed_delete_type = { nameless = true, other = true, hidden = true, all = true, this = true, } -- Match buffer name against glob or regex. ---@param bufnr number Buffer number to match. ---@param pattern table Table of parsed regex (vim.regex) and parsed glob (vim.glob2regpat). ---@return boolean Buffer name matches the pattern. local function match_buffer_name(bufnr, pattern) local bufname = api.nvim_buf_get_name(bufnr) local glob = pattern.glob local regex = pattern.regex if glob then return vim.fn.matchstr(bufname, glob) ~= '' elseif regex then return regex:match_str(bufname) ~= nil end return true end -- Match buffer filetype against filetypes or config filetype_ignore. ---@param bufnr number Buffer number to match. ---@param filetype? string Filetype to match. ---@return boolean Buffer filetype matches the given filetype of one of the filetyp in config. local function match_buffer_filetype(bufnr, filetype) if filetype ~= nil then return api.nvim_buf_get_option(bufnr, 'filetype') == filetype end return config.get('filetype_ignore')[api.nvim_buf_get_option(bufnr, 'filetype')] ~= nil end -- Focus next buffer and preserve window layout. ---@param bufnr number Buffer number to switch focus. ---@param delete_type string Types of deletion to perform. local function preserve_window_layout(bufnr, delete_type) if not config.get('preserve_window_layout')[delete_type] then return end local all_windows = api.nvim_list_wins() local buffers = vim.tbl_filter(function(buf) return api.nvim_buf_is_valid(buf) and api.nvim_buf_get_option(buf, 'buflisted') end, api.nvim_list_bufs()) if #buffers < 2 then local new_buf = api.nvim_create_buf(true, false) for _, win in ipairs(all_windows) do api.nvim_win_set_buf(win, new_buf) end return end if delete_type == 'all' then local new_buf = api.nvim_create_buf(true, false) for _, win in ipairs(all_windows) do api.nvim_win_set_buf(win, new_buf) end return end if delete_type == 'other' then for _, win in ipairs(all_windows) do api.nvim_win_set_buf(win, api.nvim_get_current_buf()) end return end local windows = vim.tbl_filter(function(win) return api.nvim_win_get_buf(win) == bufnr end, all_windows) if #windows == 0 then return end local next_buffer_cmd = config.get('next_buffer_cmd') if next_buffer_cmd and type(next_buffer_cmd) == 'function' then next_buffer_cmd(windows) else for index, buffer in ipairs(buffers) do if buffer == bufnr then local new_focus_index = index + 1 > #buffers and #buffers - 1 or index + 1 for _, win in ipairs(windows) do api.nvim_win_set_buf(win, buffers[new_focus_index]) end end end end end -- Validate delete type ---@param delete_type string | number Types of buffer to delete ---@return boolean Is an allowed delete type local function validate_delete_type(delete_type) return allowed_delete_type[delete_type] ~= nil or tonumber(delete_type) ~= nil end -- Main function to delete all buffers. ---@param delete_type string Types of buffer to delete. ---@param delete_cmd string Command to use to delete the buffer. ---@param force? boolean Force deletion. ---@param glob? string Filename pattern to match. ---@param regex? string Filename pattern. function M.close(delete_type, delete_cmd, force, glob, regex) vim.validate({ type = { delete_type, validate_delete_type }, delete_cmd = { delete_cmd, 'string' }, force = { force, 'boolean', true }, glob = { glob, 'string', true }, regex = { regex, 'string', true }, }) delete_cmd = force and delete_cmd .. '!' or delete_cmd local pattern = { glob = glob and vim.fn.glob2regpat(glob), regex = regex and vim.regex(regex) } if not validate_delete_type(delete_type) then return end -- Delete provided buffer. ---@param buf number Buffer number to delete. local function delete_buffer(buf) vim.cmd(delete_cmd .. ' ' .. buf) end -- Fileter buffer based on filetype, glob and regex ---@param buf number Buffer number to filter. ---@return boolean Buffer is valid or not. local function buffer_filter(buf) if not api.nvim_buf_is_valid(buf) or not api.nvim_buf_get_option(buf, 'buflisted') then return false end if glob or regex then return match_buffer_name(buf, pattern) else for _, ignore_regex in ipairs(config.get('file_regex_ignore')) do if match_buffer_name(buf, { regex = ignore_regex }) then return false end end for _, ignore_glob in ipairs(config.get('file_glob_ignore')) do if match_buffer_name(buf, { glob = ignore_glob }) then return false end end end if match_buffer_filetype(buf) then return false end return true end local buffers = vim.tbl_filter(buffer_filter, api.nvim_list_bufs()) local bufnr if tonumber(delete_type) == nil then bufnr = api.nvim_get_current_buf() else bufnr = delete_type delete_type = 'this' end if delete_type == 'this' and buffer_filter(bufnr) then preserve_window_layout(bufnr, delete_type) delete_buffer(bufnr) return end local non_hidden_buffer = {} if delete_type == 'hidden' then for _, win in ipairs(api.nvim_list_wins()) do non_hidden_buffer[api.nvim_win_get_buf(win)] = true end end if delete_type == 'all' or delete_type == 'other' then preserve_window_layout(bufnr, delete_type) end for _, buffer in ipairs(buffers) do if api.nvim_buf_get_option(buffer, 'modified') and not force then api.nvim_err_writeln( string.format('No write since last change for buffer %d (set force to true to override)', buffer) ) elseif delete_type == 'nameless' and api.nvim_buf_get_name(buffer) == '' then preserve_window_layout(buffer, delete_type) delete_buffer(buffer) elseif delete_type == 'other' and bufnr ~= buffer then delete_buffer(buffer) elseif delete_type == 'hidden' and non_hidden_buffer[buffer] == nil then delete_buffer(buffer) elseif delete_type == 'all' then delete_buffer(buffer) end end end return M
-- See LICENSE for terms function OnMsg.LoadGame() local o = BuildMenuPrerequisiteOverrides if o.WindTurbine and TGetID(o.WindTurbine) == 401896326435 --[[You can't construct this building at this time]] then o.WindTurbine = nil end end
-- INCLUDES #include 'include/internal_events.lua' -- VARIABLES local g_Commands local g_LoadingCmdList = false local g_GuiParent, g_SearchEdit, g_CmdList local g_HelpMgrRes = Resource('helpmanager') -- FUNCTIONS local function HlpUpdateList() if(not g_CmdList or not g_Commands) then return end guiGridListClear(g_CmdList) local text = guiGetText(g_SearchEdit) local pattern = text:lower() for i, cmd in ipairs(g_Commands) do local cmdNameLower = cmd[1]:lower() local cmdDescLower = (cmd[2] or ''):lower() if(pattern == '' or cmdNameLower:find(pattern, 1, true) or cmdDescLower:find(pattern, 1, true)) then local row = guiGridListAddRow(g_CmdList) guiGridListSetItemText(g_CmdList, row, 1, cmd[1], false, false) guiGridListSetItemText(g_CmdList, row, 2, cmd[2] or '', false, false) end end end local function HlpCmdList(serverCommands) local clientCommands = CmdMgr.getCommandsForHelp() local allCommands = table.merge(serverCommands, clientCommands) table.sort(allCommands, function(cmd1, cmd2) return cmd1[1]:lower() < cmd2[1]:lower() end) g_Commands = allCommands HlpUpdateList() end local function HlpCreateGui(parent, x, y, w, h) local title = guiCreateLabel(x, y, w, 15, "Controls", false, parent) guiSetFont(title, 'default-bold-small') local userPanelKey = getKeyBoundToCommand('UserPanel') local statsPanelKey = getKeyBoundToCommand('StatsPanel') local invKey = getKeyBoundToCommand('UserInventory') local mapInfoKey = getKeyBoundToCommand('MapInfoGui') guiCreateLabel(x, y + 1*15, w, 15, MuiGetMsg("Press %s to show Statistics Panel."):format(statsPanelKey or '-'), false, parent) guiCreateLabel(x, y + 2*15, w, 15, MuiGetMsg("Press %s to show User Panel."):format(userPanelKey or '-'), false, parent) guiCreateLabel(x, y + 3*15, w, 15, MuiGetMsg("Press %s to show User Items."):format(invKey or '-'), false, parent) guiCreateLabel(x, y + 4*15, w, 15, MuiGetMsg("Press %s to show Map Info."):format(mapInfoKey or '-'), false, parent) if(ServerRules) then local rulesLink = Link(x + w - 120, y, 150, 15, parent, "Server Rules") addEventHandler('onClientGUIClick', rulesLink.el, ServerRules.display, false) end y = y + 5*15 + 10 local title = guiCreateLabel(x, y, w, 15, "Commands", false, parent) guiSetFont(title, 'default-bold-small') guiCreateLabel(x, y + 16, 50, 15, "Search:", false, parent) g_SearchEdit = guiCreateEdit(x + 50, y + 15, 150, 20, '', false, parent) addEventHandler('onClientGUIChanged', g_SearchEdit, HlpUpdateList, false) g_CmdList = guiCreateGridList(x, y + 40, w, h - (y + 40), false, parent) guiGridListAddColumn(g_CmdList, "Command", 0.2) guiGridListAddColumn(g_CmdList, "Description", 0.7) end local function HlpLoadCmdList() if(not g_Commands and not g_LoadingCmdList) then g_LoadingCmdList = true RPC('CmdMgr.getCommandsForHelp'):onResult(HlpCmdList):exec() end end local function HlpTabShown() if(not g_CmdList) then local w, h = guiGetSize(g_GuiParent, false) HlpCreateGui(g_GuiParent, 10, 10, w - 20, h - 20) end HlpLoadCmdList() end local function HlpCloseWnd() guiSetVisible(g_GuiParent, false) showCursor(false) end local function HlpCreateWnd() local w, h = 500, 400 local x, y = (g_ScreenSize[1]-w)/2, (g_ScreenSize[2]-h)/2 g_GuiParent = guiCreateWindow(x, y, w, h, "Toxic Help", false) guiWindowSetSizable(g_GuiParent, false) local closeBtn = guiCreateButton(w - 90, h - 35, 80, 25, "Close", false, g_GuiParent) addEventHandler('onClientGUIClick', closeBtn, HlpCloseWnd, false) HlpCreateGui(g_GuiParent, 10, 25, w - 20, h - 45) HlpLoadCmdList() end local function HlpOpenWnd() if(not g_GuiParent) then HlpCreateWnd() else guiSetVisible(g_GuiParent, true) end showCursor(true) guiBringToFront(g_GuiParent) end local function HlpToggleWnd() if(g_GuiParent and guiGetVisible(g_GuiParent)) then HlpCloseWnd() else HlpOpenWnd() end end local function HlpInit() if(Settings.helpmgr and g_HelpMgrRes:isReady()) then g_GuiParent = g_HelpMgrRes:call('addHelpTab', getThisResource(), true) guiSetText(g_GuiParent, "Rafalh Scripts System") addEventHandler('onClientGUITabSwitched', g_GuiParent, HlpTabShown) local tabPanel = getElementParent(g_GuiParent) if(not tabPanel) then Debug.warn('No tab panel found') else guiGetSelectedTab(tabPanel) end if(guiGetSelectedTab(tabPanel) == g_GuiParent) then HlpTabShown() end else bindKey('F9', 'down', HlpToggleWnd) end end addInitFunc(HlpInit)
json = require("dkjson") function printf(...) print(string.format(...)) end function round(val, dec) if dec then return math.floor(val * 10 ^ dec + 0.5) / 10 ^ dec else return math.floor(val + 0.5) end end function processTemplateFile(name, directiveTable) local state = { } local out = io.open(name..".lua", "w") out:write("-- This file is automatically generated, do not edit!\n") for line in io.lines(name..".txt") do local spec, args = line:match("#(%a+) ?(.*)") if spec then if directiveTable[spec] then directiveTable[spec](state, args, out) else printf("Unknown directive '%s'", spec) end else out:write(line, "\n") end end out:close() end local function qFmt(s) return '"'..s:gsub("\n","\\n"):gsub("\"","\\\"")..'"' end function writeLuaTable(out, t, indent) out:write('{') if indent then out:write('\n') end for k, v in pairs(t) do if indent then out:write(string.rep("\t", indent)) end out:write('[') if type(k) == "number" then out:write(k) else out:write(qFmt(k)) end out:write(']=') if type(v) == "table" then writeLuaTable(out, v, indent and indent + 1) elseif type(v) == "string" then out:write(qFmt(v)) else out:write(tostring(v)) end if next(t, k) ~= nil then out:write(',') end if indent then out:write('\n') end end if indent then out:write(string.rep("\t", indent-1)) end out:write('}') end function loadDat(name) if _G[name] then return end printf("Loading '%s'...", name) local f = io.open(name..".json", "r") if not f then os.execute("pypoe_exporter dat json "..name..".json --files "..name..".dat") f = io.open(name..".json", "r") end local text = f:read("*a") f:close() local t = json.decode(text)[1] local headerMap = { } for i, header in pairs(t.header) do headerMap[header.name] = i end local rowMeta = { __index = function(self, index) if index == "print" then return function() for i, header in pairs(t.header) do printf("%s = %s", header.name, type(self[i]) == "table" and ("{ "..table.concat(self[i], ", ").." }") or self[i]) end end else return rawget(self, headerMap[index]) end end } _G[name] = setmetatable({ maxRow = #t.data - 1, headerMap = headerMap }, { __index = function(self, index) if type(index) == "number" then return setmetatable(t.data[index + 1], rowMeta) elseif headerMap[index] then return function(val, match) local col = headerMap[index] local out = { } for index, row in ipairs(t.data) do if type(row[col]) == "table" then for _, v in pairs(row[col]) do if (match and v:match(val)) or (not match and v == val) then table.insert(out, index - 1) break end end else if (match and row[col]:match(val)) or (not match and row[col] == val) then table.insert(out, index - 1) end end end return out end end end }) _G[name:gsub("%l","")] = _G[name] end
local proto = require 'proto' local define = require 'proto.define' local client = require 'client' local json = require "json" local config = require 'config' local lang = require 'language' local nonil = require 'without-check-nil' local dontShowAgain = false local function check(uri) if dontShowAgain then return end dontShowAgain = true nonil.disable() if config.get(uri, 'editor.semanticHighlighting.enabled') == 'configuredByTheme' then proto.request('window/showMessageRequest', { type = define.MessageType.Info, message = lang.script.WINDOW_CHECK_SEMANTIC, actions = { { title = lang.script.WINDOW_APPLY_SETTING, }, { title = lang.script.WINDOW_DONT_SHOW_AGAIN, }, } }, function (item) if not item then return end if item.title == lang.script.WINDOW_APPLY_SETTING then client.setConfig { { key = 'editor.semanticHighlighting.enabled', action = 'set', value = true, global = true, } } end end) end end local function refresh() if not client.isReady() then return end log.debug('Refresh semantic tokens.') proto.request('workspace/semanticTokens/refresh', json.null) --check() end config.watch(function (uri, key, value, oldValue) if key == '' then refresh() end if key:find '^Lua.runtime' or key:find '^Lua.workspace' or key:find '^Lua.semantic' or key:find '^files' then refresh() end end) return {}
--[[ Copyright (c) 2007 Gordon Gremme <gordon@gremme.org> Copyright (c) 2007 Center for Bioinformatics, University of Hamburg Permission to use, copy, modify, and distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. ]] -- testing the Lua bindings for the GFF3 GenomeVisitor (similar to the gff3 -- tool) function usage() io.stderr:write(string.format("Usage: %s GFF3_file\n", arg[0])) io.stderr:write("Parse and output the given GFF3_file.\n") os.exit(1) end if #arg == 1 then gff3file = arg[1] else usage() end gs = gt.gff3_in_stream_new_sorted(gff3file) gv = gt.gff3_visitor_new() gn = gs:next_tree() while (gn) do gn:accept(gv) gn = gs:next_tree() end cv = gt.custom_visitor_new() gs = gt.gff3_in_stream_new_sorted(gff3file) gn = gs:next_tree() while (gn) do gn:accept(cv) gn = gs:next_tree() end cv = gt.custom_visitor_new() gs = gt.gff3_in_stream_new_sorted(gff3file) gn = gs:next_tree() cv.features = 0 cv.regions = 0 cv.sequences = 0 cv.metas = 0 function cv:visit_feature(fn) self.features = self.features + 1 end function cv:visit_region(fn) self.regions = self.regions + 1 end function cv:visit_sequence(fn) self.sequences = self.sequences + 1 end function cv:meta(fn) self.metas = self.metas + 1 end while (gn) do gn:accept(cv) gn = gs:next_tree() end assert(cv.metas == 0) assert(cv.sequences == 0) assert(cv.features == 1) assert(cv.regions == 1) fn = gt.feature_node_new("test", "gene", 100, 1000, "+") cv = gt.custom_visitor_new() function cv:visit_feature(fn) return 1 + nil end rval, err = pcall(fn.accept, fn, cv) assert(not rval) assert(string.find(err, "perform arithmetic on a nil"))
miner_settings = { max_velocity = 30, max_acceleration=10, max_angular_velocity=0.25, kp_1=30.0, kd_1=3.0, kp_2=3.0, kd_2=5.0, } upgrade_maximums = { max_velocity = 30, max_acceleration=10, max_angular_velocity=0.25, kp_1=100.0, kd_1=50.0, kp_2=100.0, kd_2=50.0 } upgrade_amounts = { 5.0, 2.5, 0.125 } -- a list of targets for miners to cycle between miner_targets = {} -- state given by create_state -- control takes the form {angular_velocity, acceleration function update_state(state, control, limits, dt) -- q.x, q.y, q.d based directly off of q_dot.x, q_dot.y, q_dot.d state.q.x += state.q_dot.x * dt state.q.y += state.q_dot.y * dt state.q.d += state.q_dot.d * dt -- q_dot.x, q_dot.y based off of q_ddot state.q_dot.x += state.q_ddot.x * dt state.q_dot.y += state.q_ddot.y * dt -- q_dot.d based off of control and angular momentum state.q_dot.d = (rnd(0.2) + rnd(0.2) + 0.8) * control.angular_velocity if limits != nil then local vel_dir = atan2(state.q_dot.x, state.q_dot.y) state.q_dot.x = mid(-limits.max_velocity * cos(vel_dir), state.q_dot.x, limits.max_velocity * cos(vel_dir)) state.q_dot.y = mid(-limits.max_velocity * sin(vel_dir), state.q_dot.y, limits.max_velocity * sin(vel_dir)) end -- q_ddot.x and q_ddot.y based off of control, q.d state.q_ddot.x = cos(state.q.d) * (rnd(0.3) + rnd(0.3) + 0.7) * control.acceleration state.q_ddot.y = sin(state.q.d) * (rnd(0.3) + rnd(0.3) + 0.7) * control.acceleration -- q_ddot.d unused state.q_ddot.d = 0 if control.acceleration > 0 then --sfx(1) end end function update_miner_control(e) if e.current_target > 0 and #miner_targets == 0 then e.control = create_control() return end if e.current_target > #miner_targets then e.current_target = 1 end local target_zone = nil if e.current_target > 0 then target_zone = miner_targets[e.current_target] else target_zone = e.zero_target_zone end if overlap(e, target_zone) or out_of_bounds(target_zone) then if e.current_target == 0 then e.current_target = flr(rnd_between(1, #miner_targets + 1)) else e.current_target = (e.current_target % #miner_targets) + 1 end target_zone = miner_targets[e.current_target] end if target_zone == nil then e.current_target = flr(rnd_between(1, #miner_targets + 1)) e.control = create_control() return end local dx, dy = target_zone.state.q.x - e.state.q.x, - target_zone.state.q.y + e.state.q.y local dir = atan2(dx, dy) local vx, vy = target_zone.state.q_dot.x - e.state.q_dot.x, target_zone.state.q_dot.y - e.state.q_dot.y dx, dy = cos(e.state.q.d) * dx - sin(e.state.q.d) * dy, sin(e.state.q.d) * dx + cos(e.state.q.d) * dy vx, vy = cos(dir) * vx - sin(dir) * vy, sin(dir) * vx + cos(dir) * vy --dx *= e.controls.kp.dx --dy *= e.controls.kp.dy dx = max(0, dx) e.control.angular_velocity = miner_settings.kp_2 * dy - miner_settings.kd_2 * vy e.control.acceleration = miner_settings.kp_1 * dx + miner_settings.kd_1 * vx e.control.angular_velocity = mid(e.control.angular_velocity, miner_settings.max_angular_velocity, -miner_settings.max_angular_velocity) e.control.acceleration = mid(e.control.acceleration, miner_settings.max_acceleration, -miner_settings.max_acceleration) end function modify_miner_path() local zone = nil for i=1, #entities do local e = entities[i] if e.type == "zone" and overlap(e, player_camera) then if zone == nil or e.radius < zone.radius then zone = e end end end if zone == nil then return false end local removed = del(miner_targets, zone) if removed == nil then add(miner_targets, zone) end return true end function switch_to_ship() local ship = nil for i=1, #entities do local e = entities[i] if e.type == "miner" and overlap(e, player_camera) then ship = e break end end if ship == nil then return false end player = ship ship.type = "player" return true end function switch_from_ship() player.type = "miner" player = nil end function miners_scatter() for i = 1, #entities do local e = entities[i] if e.type == "miner" then e.current_target = flr(rnd(#miner_targets)) + 1 end end --picked_zones = {} --for i=1,#entities do -- local e = entities[i] -- if e.type == "miner" then -- e.current_target = 0 -- e.zero_target_zone = next_random_zone(picked_zones) -- add(picked_zones, e.zero_target_zone) -- end --end end -- returns one zone at random in entities that is not in removed. function next_random_zone(removed) local start = flr(rnd_between(1, #entities + 1)) for i=0,#entities-1 do local e = entities[(start + i) % #entities + 1] if e.type == "zone" and not contains(removed, e) then return e end end end function contains(list, element) for i=1,#list do if list[i] == element then return true end end return false end
SILE.hyphenator.languages["ro"] = {}; SILE.hyphenator.languages["ro"].patterns = { ".a3ic", ".a4n3is", ".a2z", ".cre1", ".de2aj", ".de2z1", ".g4", ".i2a", ".i2e", ".i3ț", ".i4u3", ".i3v", ".î4m", ".n2", ".ni2", ".p4", ".pre3ș", ".s4", ".ș4", ".u4i", ".u5ni", ".z2", "a1", "2acă", "achi5", "a3e", "afo3", "a3i2a", "a3i2e", "a3il", "ai3s2", "a3iu", "alie6", "2alt", "a2m", "a2n", "2an.", "a5n2e", "ani2e", "ani3ș4", "an4s", "2anu", "an2z", "ao2g", "ati4a", "2atr", "a5t4u", "2ața", "2ață", "2au", "a3ua", "a3ud", "a3ug", "a3ul", "a3un", "a3ur", "a3us", "a3ute", "a3u2ț", "a3uz", "2ă1", "ă3i", "ăi2e", "ă2m2", "ănu3", "ărgi5", "ă3ș", "ă4ș3t", "ă2ti.", "ăti4e", "ă3u", "ă3v", "ă2zi", "1b", "2b.", "ba2ț", "bănu5", "2bc", "2bd", "bi2a.", "bi2at", "bi2e", "3bii", "b2l", "3b4lim", "b4lu", "bo1", "bo3ric", "2bs", "2bt", "2bț", "bți4ne.", "bu3", "1c", "4c.", "ca3ut", "că2c", "cătu5", "2cc", "ce2a", "ce2ț", "2chi.", "2ci.", "ci3ale", "ci2o", "cis2", "ci3sp", "ciza2", "c4l", "2cm", "2c5n", "copia2tă", "co2ț", "2cs", "2ct", "2cț", "cu3im", "3cul", "cu2ț", "2cv", "1d", "4d.", "da4m", "da2ț", "2dc", "de4sc", "dez3in", "di2an", "dia2tă", "2dj", "2dm", "2d1n", "do4il", "3du", "e1ac", "e1aj", "e1al", "e1aș", "e1at", "ea2ț", "e1av", "ebu5i", "2ec", "eci2a", "ecla2re", "edi4ulu", "e3e", "ee2a", "1efa", "e1h", "e3i2a", "e3i2e", "e3ii", "e3il", "e3im", "e3in", "e3i2o", "e3i3s2", "e3it", "e3i4u", "e1î", "2el", "e2m", "emon5", "2en", "e5ne", "e1o1", "e3on", "e1r", "2era", "2eră", "2erc", "2e2s", "es3co", "es5ti", "2eș", "e3și", "etan4ț", "2eț", "e3u", "eu5ș", "1evit", "e2x", "2ez", "eză5", "ezi3a", "e2z1o", "1f4", "2f.", "3fa", "3făș", "2fi.", "fi3e", "3fo", "2ft", "f5tu", "1g2", "2g.", "gă3ț", "2ghi.", "2gi.", "g4l", "2g3m", "2g3n", "go5n", "3gu3", "2g3v", "2h.", "2hi.", "hi2a", "hi3c", "hi4u", "2h1n", "2i1", "4i.", "3i2ac", "ia3g4", "i2ai", "i2aș", "ia2ț", "i3că", "i2ed", "i3ia", "i3ie", "i3ii", "i3il", "i3in", "i3ir", "i3it", "iitu2ră", "i2î", "4ila", "i3le", "i3lo", "imateri6", "i2n", "i4n1ed", "in2gă", "inți4i", "3inv", "i3od", "i3oni", "io2ț", "ipă5", "i2s", "is3f", "4isp", "iș3t", "i5ti", "iți2a", "i3ți2o", "i3ua", "i3ul", "i3um", "i3und", "i3unu", "i3us", "i3ut", "iz3v", "î2", "î3d", "î3e", "î3lo", "îna3", "în5ș", "î3ri", "î3rî", "îr5ș", "îș3t", "î3t", "î4ti", "î3ț", "î4ți", "î5ții", "î3z", "1j", "2j.", "2jd", "2ji.", "ji2ț", "2jl", "j4u", "ju3t", "1k", "1l", "4l.", "larați2", "lă2ti", "lătu5", "2lb", "2lc", "2ld", "le2a", "2lf", "2lg", "4li.", "li3a", "li3e", "li3o", "2lm", "2l5n", "2lp", "2ls", "2l3ș", "2lt", "2lț", "3lu", "2lv", "1m", "2m.", "3ma", "3mă", "2mb", "mblîn3", "3me", "me2z", "2mf", "3mi", "4mi.", "mi2ț", "3mî", "2m1n", "3mo", "mon4", "2mp", "2m3s2", "2mt", "2mț", "3mu", "mu2ț", "2mv", "4n.", "3na", "4n1ad", "na3in", "3nă", "2nc", "n2cis", "n2ciz", "2nd", "3ne", "ne1ab", "ne1an", "ne1ap", "4nef", "4n1eg", "ne3s2", "4nevi", "4n1ex", "2ng", "ng3ăt", "3ni", "4ni.", "ni3ez", "3nî", "n3j", "n1n", "3no", "no4ș", "n1r", "2n3s2", "ns3f", "n4sî", "ns3po", "n3ș2", "n4și", "2nt", "n5ti", "n5t4u", "2nț", "5nu", "nu3a", "nu3ă", "nu5m", "nu3s2", "2nz", "o1ag", "o2al", "o2bi.", "2oca", "ocu5i", "2od", "odi2a", "o3e", "o3i2", "oiecti2", "oi3s2p", "omedi2e.", "om4n", "2on", "o1o", "opi3e", "opla2", "oplagi2", "o1ra", "o1ră", "or2c", "o1re", "o1ri", "o2ric", "o1rî", "o1ro", "or2te.", "o1ru", "os5ti", "o3și", "otați4", "o5ti", "ot3od", "o3u", "1p2", "2p.", "3pa", "păr3ț", "2p3c", "pecți2", "pe2ț", "2pi.", "pi2e", "pi3e.", "pi3ez", "pi3o", "pi2ț", "pi2z", "p4l", "po4ș", "po2ț", "2p3s", "2p3ș", "2p3t", "2p3ț", "p4ți.", "pu3b4", "puri2e", "pu4ș", "4r.", "2rb", "2rc", "2rd", "r2e", "re2bi", "recizi2", "re3s2cr", "re4și", "2rf", "2rg", "2r1h", "4ri.", "ri3a", "ri4ali", "ri3eț", "ri3ez", "ri5mi", "2ri3un", "ri3v", "2rk", "2rl", "2rm", "2r1n", "rna2ț", "rografi6", "2rp", "2r1r", "2rs2", "r3sp", "r3st", "2r3ș", "2rt", "rtua2le", "2rț", "ru3il", "ru3sp", "2rv", "2rz", "1s", "4s.", "5sa", "5să", "să4m", "să4ș", "2sc", "4sc.", "3s2co", "3se", "se2a", "se4e.", "ses2", "se3sp", "se4ș", "4s2f", "5sfî", "3si", "si3p", "3sî", "3s4l", "4sm", "s1n", "3so", "so3ric", "2sp", "2st", "sto3", "5su", "su2ț", "2ș", "4ș.", "3șa", "șa2ț", "3șă2", "3șe", "1și", "4și.", "5șii", "5șil", "3șin", "3șî", "4ș5n", "șnu5", "3șo", "ș2p", "ș2ti", "4ști.", "4ș3tr", "3șu", "1t2", "4t.", "ta3ut", "2t3c", "2t3d", "te2a", "te5ni", "teri6ală", "te3s2p", "2t3f", "4ti.", "ti3a", "ti3e", "3tii.", "3til", "3tin", "ti2ț", "2tî.", "t4l", "2t3m", "3tol", "3tor", "to2to", "3tru.", "3trul", "3truo", "4t3s2", "2t3t", "tu3a", "tu3im", "4t3un", "tu4ș", "4t3z", "1ț", "2ț.", "3ța", "3ță", "țe2ț", "2ți.", "3ția", "ți3a.", "3ție", "3ții", "3țil", "ți2ț", "3țiu", "țu3", "țu5i", "2u1", "6u.", "u2a.", "u2ad", "u3au", "uă3", "uăs2", "u2bia", "u2b3l", "u2b1o", "ub3s2", "u3e", "4ugu", "u3i2a", "u3i2e", "u3in", "u3ir", "u3is", "u3it", "u3i2ț", "u3iz", "u2l", "u3la", "u3lă", "u3le", "u3lii", "u3lî", "u3lo", "umi5r", "ur2z", "u2s", "us2pr", "u4st", "u3ș", "u4șt", "u2to", "3utor", "u3ui", "u3um", "1v", "2v.", "ve5ni", "ve2ț", "ve2z", "2vi.", "vi2ț", "2v1n", "vorbito2", "3vr", "1x", "2x.", "3xa", "3xă", "3xe", "xe2z", "3xi", "3xo", "3xu", "1z", "2z.", "za2ț", "2zb", "2z2g", "2zi.", "zi2an", "zi2ar", "3zii", "3zil", "z4m", "2z1n", "3z2ol", "3zon", "zu2ț", "2z2v", "z3vă", };