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--!A cross-platform build utility based on Lua
--
-- 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.
--
-- Copyright (C) 2015-present, TBOOX Open Source Group.
--
-- @author ruki
-- @file find_package.lua
--
-- imports
import("lib.detect.find_file")
import("lib.detect.find_library")
import("lib.detect.find_tool")
import("core.project.config")
import("core.project.target")
-- find vcpkg root directory
function _find_vcpkgdir()
local vcpkgdir = _g.vcpkgdir
if vcpkgdir == nil then
local vcpkg = find_tool("vcpkg")
if vcpkg then
local dir = path.directory(vcpkg.program)
if os.isdir(path.join(dir, "installed")) then
vcpkgdir = dir
elseif is_host("macosx", "linux") then
local brew = find_tool("brew")
if brew then
dir = try
{
function ()
return os.iorunv(brew.program, {"--prefix", "vcpkg"})
end
}
end
if dir then
dir = path.join(dir:trim(), "libexec")
if os.isdir(path.join(dir, "installed")) then
vcpkgdir = dir
end
end
end
end
_g.vcpkgdir = vcpkgdir or false
end
return vcpkgdir or nil
end
-- find package from the vcpkg package manager
--
-- @param name the package name, e.g. zlib, pcre
-- @param opt the options, e.g. {verbose = true, version = "1.12.x")
--
function main(name, opt)
-- attempt to find vcpkg directory
local vcpkgdir = _find_vcpkgdir()
if not vcpkgdir then
return
end
-- fix name, e.g. ffmpeg[x264] as ffmpeg
-- @see https://github.com/xmake-io/xmake/issues/925
name = name:gsub("%[.-%]", "")
-- get arch, plat and mode
local arch = opt.arch
local plat = opt.plat
local mode = opt.mode
-- mapping plat
if plat == "macosx" then
plat = "osx"
end
-- archs mapping for vcpkg
local archs = {
x86_64 = "x64",
i386 = "x86",
-- android: armeabi armeabi-v7a arm64-v8a x86 x86_64 mips mip64
-- Offers a doc: https://github.com/microsoft/vcpkg/blob/master/docs/users/android.md
["armeabi-v7a"] = "arm",
["arm64-v8a"] = "arm64",
-- ios: arm64 armv7 armv7s i386
armv7 = "arm",
armv7s = "arm",
arm64 = "arm64",
}
-- mapping arch
arch = archs[arch] or arch
-- get the vcpkg installed directory
local installdir = path.join(vcpkgdir, "installed")
-- get the vcpkg info directory
local infodir = path.join(installdir, "vcpkg", "info")
-- find the package info file, e.g. zlib_1.2.11-3_x86-windows[-static].list
local triplet = arch .. "-" .. plat
local pkgconfigs = opt.pkgconfigs
if plat == "windows" and pkgconfigs and pkgconfigs.shared ~= true then
triplet = triplet .. "-static"
if pkgconfigs.vs_runtime and pkgconfigs.vs_runtime:startswith("MD") then
triplet = triplet .. "-md"
end
end
local infofile = find_file(format("%s_*_%s.list", name, triplet), infodir)
-- save includedirs, linkdirs and links
local result = nil
local info = infofile and io.readfile(infofile) or nil
if info then
for _, line in ipairs(info:split('\n')) do
line = line:trim()
if plat == "windows" then
line = line:lower()
end
-- get includedirs
if line:endswith("/include/") then
result = result or {}
result.includedirs = result.includedirs or {}
table.insert(result.includedirs, path.join(installdir, line))
end
-- get linkdirs and links
if (plat == "windows" and line:endswith(".lib")) or line:endswith(".a") then
if line:find(triplet .. (mode == "debug" and "/debug" or "") .. "/lib/", 1, true) then
result = result or {}
result.links = result.links or {}
result.linkdirs = result.linkdirs or {}
result.libfiles = result.libfiles or {}
table.insert(result.linkdirs, path.join(installdir, path.directory(line)))
table.insert(result.links, target.linkname(path.filename(line)))
table.insert(result.libfiles, path.join(installdir, path.directory(line), path.filename(line)))
end
end
-- add shared library directory (/bin/) to linkdirs for running with PATH on windows
if plat == "windows" and line:endswith(".dll") then
if line:find(plat .. (mode == "debug" and "/debug" or "") .. "/bin/", 1, true) then
result = result or {}
result.linkdirs = result.linkdirs or {}
result.libfiles = result.libfiles or {}
table.insert(result.linkdirs, path.join(installdir, path.directory(line)))
table.insert(result.libfiles, path.join(installdir, path.directory(line), path.filename(line)))
end
end
end
end
-- save version
if result and infofile then
local infoname = path.basename(infofile)
result.version = infoname:match(name .. "_(%d+%.?%d*%.?%d*.-)_" .. arch)
if not result.version then
result.version = infoname:match(name .. "_(%d+%.?%d*%.-)_" .. arch)
end
end
-- remove repeat
if result then
if result.linkdirs then
result.linkdirs = table.unique(result.linkdirs)
end
if result.includedirs then
result.includedirs = table.unique(result.includedirs)
end
end
return result
end
|
require 'paths'
require 'torch'
require 'xlua'
require 'optim'
require 'nn'
require 'nngraph'
require 'string'
require 'image'
require 'cutorch'
require 'cunn'
require 'cudnn'
optnet = require 'optnet'
torch.setdefaulttensortype('torch.FloatTensor')
opt = {}
opt.dropout = 0
opt.spatialdropout = 0.2
opt.nonlinearity = 'relu'
opt.nFeats = 256
opt.nStack = 8
opt.inputRes = 256
opt.outputRes = 256
outputDim = {{16}}
local Residual, relu = paths.dofile('../models/layers/ResidualSML.lua')
local function model_maxpool_upsampling()
local input = nn.Identity()()
-- Initial processing of the image
local cnv1 = nn.Sequential()
:add(nn.SpatialConvolution(3,64,7,7,2,2,3,3)) -- 128
:add(nn.SpatialBatchNormalization(64))
:add(relu())(input)
local r1 = Residual(64,128)(cnv1) -- 64
local pool1 = nn.SpatialMaxPooling(2,2,2,2)(r1)
local r2 = Residual(128,128)(pool1)
local pool2 = nn.SpatialMaxPooling(2,2,2,2)(r2)
local r3 = Residual(128,128)(pool2)
local up1 = nn.SpatialUpSamplingNearest(2)(r3)
local r4 = Residual(128,256)(up1)
local up2 = nn.SpatialUpSamplingNearest(2)(r4)
return nn.gModule({input}, {up2})
end
local function model_fullconv()
local input = nn.Identity()()
-- Initial processing of the image
local cnv1 = nn.Sequential()
:add(nn.SpatialConvolution(3,64,7,7,2,2,3,3)) -- 128
:add(nn.SpatialBatchNormalization(64))
:add(relu())(input)
local r1 = Residual(64,128, 'D')(cnv1) -- 64
local r2 = Residual(128,128, 'D')(r1)
local r3 = Residual(128,128, 'U')(r2)
local r4 = Residual(128,256, 'U')(r3)
return nn.gModule({input}, {r4})
end
print('\n****************************************')
print('Testing models memory usage: ')
print(' - Model1 (maxpool + upsampling layers)')
print(' - Model2 (full convolutions)')
print('****************************************\n')
--[[ Setup Input tensor ]]--
local input = torch.Tensor(4,3,256,256):uniform()
--[[ Test model with maxpool+upsampling layers]]
local mem1, mem2
do
local model = model_maxpool_upsampling()
local res = model:forward(input)
mem1 = optnet.countUsedMemory(model)
print('Model1 memory usage: ' .. mem1.total_size/1024/1024)
end
--[[ Test model without maxpool+upsampling layers]]
do
local model = model_fullconv()
local res = model:forward(input)
mem2 = optnet.countUsedMemory(model)
print('Model2 memory usage: ' .. mem2.total_size/1024/1024)
end
print('Memory savings: ' .. (mem2.total_size/mem1.total_size))
|
return {
active = true,
on = {
devices = {'VS PIR Woonkamer'}
},
execute = function(domoticz, pirLivingRoom)
if (pirLivingRoom.state == 'On'
and domoticz.time.isNightTime
--and domoticz.devices('PIRL Woonkamer').state == 'On' -- it's dark
and domoticz.devices('VS Staande lamp').state == 'Off') then
domoticz.devices('VS Staande lamp').switchOn()
end
end
}
|
local utils = require 'misc.utils'
local net_utils = {}
-- take a raw CNN from Caffe and perform surgery. Note: VGG-16 SPECIFIC!
function net_utils.build_cnn(cnn, opt)
local layer_num = utils.getopt(opt, 'layer_num', 38)
local backend = utils.getopt(opt, 'backend', 'cudnn')
local encoding_size = utils.getopt(opt, 'encoding_size', 512)
if backend == 'cudnn' then
require 'cudnn'
backend = cudnn
elseif backend == 'nn' then
require 'nn'
backend = nn
else
error(string.format('Unrecognized backend "%s"', backend))
end
-- copy over the first layer_num layers of the CNN
local cnn_part = nn.Sequential()
for i = 1, layer_num do
local layer = cnn:get(i)
if i == 1 then
-- convert kernels in first conv layer into RGB format instead of BGR,
-- which is the order in which it was trained in Caffe
local w = layer.weight:clone()
-- swap weights to R and B channels
print('converting first layer conv filters from BGR to RGB...')
layer.weight[{ {}, 1, {}, {} }]:copy(w[{ {}, 3, {}, {} }])
layer.weight[{ {}, 3, {}, {} }]:copy(w[{ {}, 1, {}, {} }])
end
cnn_part:add(layer)
end
cnn_part:add(nn.Linear(4096,encoding_size))
cnn_part:add(backend.ReLU(true))
return cnn_part
end
-- takes a batch of images and preprocesses them
-- VGG-16 network is hardcoded, as is 224 as size to forward
function net_utils.prepro(imgs, data_augment, on_gpu)
assert(data_augment ~= nil, 'pass this in. careful here.')
assert(on_gpu ~= nil, 'pass this in. careful here.')
local h,w = imgs:size(3), imgs:size(4)
local cnn_input_size = 224
-- cropping data augmentation, if needed
if h > cnn_input_size or w > cnn_input_size then
local xoff, yoff
if data_augment then
xoff, yoff = torch.random(w-cnn_input_size), torch.random(h-cnn_input_size)
else
-- sample the center
xoff, yoff = math.ceil((w-cnn_input_size)/2), math.ceil((h-cnn_input_size)/2)
end
-- crop.
imgs = imgs[{ {}, {}, {yoff,yoff+cnn_input_size-1}, {xoff,xoff+cnn_input_size-1} }]
end
-- ship to gpu or convert from byte to float
if on_gpu then imgs = imgs:cuda() else imgs = imgs:float() end
-- lazily instantiate vgg_mean
if not net_utils.vgg_mean then
net_utils.vgg_mean = torch.FloatTensor{123.68, 116.779, 103.939}:view(1,3,1,1) -- in RGB order
end
net_utils.vgg_mean = net_utils.vgg_mean:typeAs(imgs) -- a noop if the types match
-- subtract vgg mean
imgs:add(-1, net_utils.vgg_mean:expandAs(imgs))
return imgs
end
function net_utils.list_nngraph_modules(g)
local omg = {}
for i,node in ipairs(g.forwardnodes) do
local m = node.data.module
if m then
table.insert(omg, m)
end
end
return omg
end
function net_utils.listModules(net)
local t = torch.type(net)
local moduleList
if t == 'nn.gModule' then
moduleList = net_utils.list_nngraph_modules(net)
else
moduleList = net:listModules()
end
return moduleList
end
function net_utils.sanitize_gradients(net)
local moduleList = net_utils.listModules(net)
for k,m in ipairs(moduleList) do
if m.weight and m.gradWeight then
m.gradWeight = nil
end
if m.bias and m.gradBias then
m.gradBias = nil
end
end
end
function net_utils.unsanitize_gradients(net)
local moduleList = net_utils.listModules(net)
for k,m in ipairs(moduleList) do
if m.weight and (not m.gradWeight) then
m.gradWeight = m.weight:clone():zero()
end
if m.bias and (not m.gradBias) then
m.gradBias = m.bias:clone():zero()
end
end
end
function net_utils.decode_sequence(ix_to_word, seq)
local D,N = seq:size(1), seq:size(2)
local out = {}
for i=1,N do
local txt = ''
for j=1,D do
local ix = seq[{j,i}]
local word = ix_to_word[tostring(ix)]
if not word then break end -- END token, likely. Or null token
if word ~= '' then
if j >= 2 then txt = txt .. ' ' end
txt = txt .. word
end
end
table.insert(out, txt)
end
return out
end
function net_utils.clone_list(lst)
-- takes list of tensors, clone all
local new = {}
for k,v in pairs(lst) do
new[k] = v:clone()
end
return new
end
return net_utils
|
local on_attach = require('lsp.on_attach')
local capabilities = require('cmp_nvim_lsp').update_capabilities(
vim.lsp.protocol.make_client_capabilities()
)
capabilities.textDocument.completion.completionItem.snippetSupport = true
return {
on_attach = function(client)
client.resolved_capabilities.document_formatting = false
on_attach(client)
end,
capabilities = capabilities,
filetypes = { 'css', 'scss' },
}
|
xivopeners_dnc = {}
xivopeners_dnc.debug = false
xivopeners_dnc.supportedLevel = 60
xivopeners_dnc.openerAbilities = {
StandardStep = ActionList:Get(1, 15997),
StandardFinish = ActionList:Get(1, 16192),
StandardDance = {name = "Standard Dance", id = 0, cd = 0, cdmax = 0, range = 0};
Emboite = ActionList:Get(1, 15999),
Entrechat = ActionList:Get(1, 16000),
Jete = ActionList:Get(1, 16001),
Pirouette = ActionList:Get(1, 16002),
TechnicalStep = ActionList:Get(1, 15998),
TechnicalFinish = ActionList:Get(1, 16196),
TechnicalDance = {name = "Technical Dance", id = 0, cd = 0, cdmax = 0, range = 0};
Flourish = ActionList:Get(1, 16013),
RisingWindmill = ActionList:Get(1, 15995),
Devilment = ActionList:Get(1, 16011),
StandardStepBuffID = 1818,
StandardFinishBuffID = 1821,
Tincture = {name = "Tincture", ids = {27996, 27787}, range = 0},
MedicineBuffID = 49,
}
xivopeners_dnc.openerInfo = {
listOpeners = {"Preferred", "Early Devilment"},
}
xivopeners_dnc.openers = {
preferred = {
xivopeners_dnc.openerAbilities.StandardStep,
xivopeners_dnc.openerAbilities.StandardDance,
xivopeners_dnc.openerAbilities.StandardDance,
xivopeners_dnc.openerAbilities.StandardFinish,
xivopeners_dnc.openerAbilities.TechnicalStep,
xivopeners_dnc.openerAbilities.TechnicalDance,
xivopeners_dnc.openerAbilities.TechnicalDance,
xivopeners_dnc.openerAbilities.TechnicalDance,
xivopeners_dnc.openerAbilities.TechnicalDance,
xivopeners_dnc.openerAbilities.TechnicalFinish,
xivopeners_dnc.openerAbilities.Flourish,
xivopeners_dnc.openerAbilities.RisingWindmill,
xivopeners_dnc.openerAbilities.Devilment,
},
earlyDevilment = {
xivopeners_dnc.openerAbilities.StandardStep,
xivopeners_dnc.openerAbilities.StandardDance,
xivopeners_dnc.openerAbilities.StandardDance,
xivopeners_dnc.openerAbilities.StandardFinish,
xivopeners_dnc.openerAbilities.Devilment,
xivopeners_dnc.openerAbilities.TechnicalStep,
xivopeners_dnc.openerAbilities.TechnicalDance,
xivopeners_dnc.openerAbilities.TechnicalDance,
xivopeners_dnc.openerAbilities.TechnicalDance,
xivopeners_dnc.openerAbilities.TechnicalDance,
xivopeners_dnc.openerAbilities.TechnicalFinish,
xivopeners_dnc.openerAbilities.Flourish,
xivopeners_dnc.openerAbilities.RisingWindmill,
}
}
xivopeners_dnc.danceStepCombo = {
-- gauge 3 is first one, gauge 4 is second one, gauge 7 tells the current index
xivopeners_dnc.openerAbilities.Emboite,
xivopeners_dnc.openerAbilities.Entrechat,
xivopeners_dnc.openerAbilities.Jete,
xivopeners_dnc.openerAbilities.Pirouette,
}
xivopeners_dnc.abilityQueue = {}
xivopeners_dnc.lastCastFromQueue = nil -- might need this for some more complex openers with conditions
xivopeners_dnc.openerStarted = false
xivopeners_dnc.lastcastid = 0
xivopeners_dnc.lastcastid2 = 0
function xivopeners_dnc.getTincture()
for i = 0, 3 do
for _, id in pairs(xivopeners_dnc.openerAbilities.Tincture.ids) do
local tincture = Inventory:Get(i):Get(id)
if (tincture) then return tincture end
end
end
return nil
end
function xivopeners_dnc.getOpener()
if (xivopeners.settings[Player.job].currentOpenerIndex == 1) then
return xivopeners_dnc.openers.preferred
else
return xivopeners_dnc.openers.earlyDevilment
end
end
function xivopeners_dnc.checkOpenerIds()
for key, action in pairs(xivopeners_dnc.getOpener()) do
if (action == nil) then
xivopeners.log("WARNING: Action at index " .. tostring(key) .. " was nil! The id is likely incorrect.")
end
end
end
function xivopeners_dnc.openerAvailable()
-- check cooldowns
for _, action in pairs(xivopeners_dnc.getOpener()) do
if (action == xivopeners_dnc.openerAbilities.Tincture) then
local tincture = xivopeners_dnc.getTincture()
if (tincture and xivopeners.settings[Player.job].useTincture and tincture:GetAction().cd >= 1.5 and not HasBuff(Player.id, xivopeners_dnc.openerAbilities.MedicineBuffID)) then
return false
end
elseif (action == xivopeners_dnc.openerAbilities.StandardStep) then
if (action.cd >= 1.5 and not HasBuff(Player.id, xivopeners_dnc.openerAbilities.StandardStepBuffID)) then
return false
end
elseif (action.cd >= 1.5) then
return false
end
end
return true
end
function xivopeners_dnc.queueOpener()
-- the only time this gets called is when the main script is toggled, so we can do more than just queue the opener
-- empty queue first
xivopeners_dnc.abilityQueue = {}
for _, action in pairs(xivopeners_dnc.getOpener()) do
xivopeners_dnc.enqueue(action)
end
-- xivopeners.log("queue:")
-- for _, v in pairs(xivopeners_dnc.abilityQueue) do
-- xivopeners.log(v.name)
-- end
xivopeners_dnc.lastCastFromQueue = nil
xivopeners_dnc.openerStarted = false
if (xivopeners.settings[Player.job].useTincture and not xivopeners_dnc.getTincture()) then
xivopeners.settings[Player.job].useTincture = false
end
end
function xivopeners_dnc.updateLastCast()
-- xivopeners.log(tostring(xivopeners_dnc.lastcastid) .. ", " .. tostring(xivopeners_dnc.lastcastid2) .. ", " .. tostring(Player.castinginfo.lastcastid))
if (xivopeners_dnc.lastCastFromQueue) then
if (xivopeners_dnc.lastcastid == -1) then
-- compare the real castid and see if it changed, if it did, update from -1
if (xivopeners_dnc.lastcastid2 ~= Player.castinginfo.castingid) then
xivopeners.log("cast changed")
xivopeners_dnc.lastcastid = Player.castinginfo.castingid
xivopeners_dnc.lastcastid2 = Player.castinginfo.castingid
end
elseif (xivopeners_dnc.lastcastid ~= Player.castinginfo.castingid) then
xivopeners_dnc.lastcastid = Player.castinginfo.castingid
xivopeners_dnc.lastcastid2 = Player.castinginfo.castingid
end
end
end
function xivopeners_dnc.drawCall(event, tickcount)
GUI:AlignFirstTextHeightToWidgets()
GUI:BeginGroup()
GUI:Text("Use Tincture")
GUI:NextColumn()
xivopeners.settings[Player.job].useTincture = GUI:Checkbox("##xivopeners_dnc_tincturecheck", xivopeners.settings[Player.job].useTincture)
GUI:EndGroup()
GUI:NextColumn()
if (xivopeners_dnc.debug) then
GUI:AlignFirstTextHeightToWidgets()
GUI:Text("lastcastid")
GUI:NextColumn()
GUI:InputText("##xivopeners_dnc_lastcastid_display", tostring(xivopeners_dnc.lastcastid))
GUI:NextColumn()
GUI:AlignFirstTextHeightToWidgets()
GUI:Text("lastcastid2")
GUI:NextColumn()
GUI:InputText("##xivopeners_dnc_lastcastid2_display", tostring(xivopeners_dnc.lastcastid2))
GUI:NextColumn()
GUI:AlignFirstTextHeightToWidgets()
GUI:Text("lastcastid_o")
GUI:NextColumn()
GUI:InputText("##xivopeners_dnc_lastcastid_original_display", tostring(Player.castinginfo.lastcastid))
GUI:NextColumn()
GUI:AlignFirstTextHeightToWidgets()
GUI:Text("castingid")
GUI:NextColumn()
GUI:InputText("##xivopeners_dnc_castingid", tostring(Player.castinginfo.castingid))
GUI:NextColumn()
if (xivopeners_dnc.abilityQueue[1]) then
GUI:AlignFirstTextHeightToWidgets()
GUI:Text("queue[1]")
GUI:NextColumn()
GUI:InputText("##xivopeners_dnc_queue[1]", xivopeners_dnc.abilityQueue[1].name)
GUI:NextColumn()
end
if (xivopeners_dnc.lastCastFromQueue) then
GUI:AlignFirstTextHeightToWidgets()
GUI:Text("lastCastFromQueue")
GUI:NextColumn()
GUI:InputText("##xivopeners_dnc_lastcastfromqueue", xivopeners_dnc.lastCastFromQueue.name)
GUI:NextColumn()
end
end
end
function xivopeners_dnc.main(event, tickcount)
if (Player.level >= xivopeners_dnc.supportedLevel) then
local target = Player:GetTarget()
if (not target or not target.attackable) then return end
if (not xivopeners_dnc.openerAvailable() and not xivopeners_dnc.openerStarted) then return end -- don't start opener if it's not available, if it's already started then yolo
if (xivopeners_dnc.openerStarted and next(xivopeners_dnc.abilityQueue) == nil) then
-- opener is finished, pass control to ACR
xivopeners.log("Finished openers, handing control to ACR")
xivopeners_dnc.openerStarted = false
if (xivopeners.running) then xivopeners.ToggleRun() end
if (not FFXIV_Common_BotRunning) then
ml_global_information.ToggleRun()
end
return
end
xivopeners_dnc.updateLastCast()
if (not xivopeners_dnc.openerStarted) then
-- technically, even if you use an ability from prepull, it should still work, since the next time this loop runs it'll jump to the elseif
xivopeners.log("Starting opener")
xivopeners_dnc.openerStarted = true
xivopeners_dnc.useNextAction(target)
-- rewrite this to be for dnc procs
-- elseif (xivopeners_dnc.abilityQueue[1] == xivopeners_dnc.openerAbilities.RefulgentArrow and xivopeners_dnc.abilityQueue[2] == xivopeners_dnc.openerAbilities.Barrage and (xivopeners_dnc.abilityQueue[1].cdmax - xivopeners_dnc.abilityQueue[1].cd < 1.5) and not HasBuff(Player.id, xivopeners_dnc.openerAbilities.StraightShotReadyBuffID)) then
-- xivopeners.log("Didn't get RA proc before Barrage, dequeuing")
-- -- need to insert burst shot back in between Sidewinder and BL
-- -- i could just do table.insert(queue, 5, burstshot) and it would be faster than looping through, but looping would be more reliable and flexible to opener changes in the future
-- for k, v in ipairs(xivopeners_dnc.abilityQueue) do
-- if (v == xivopeners_dnc.openerAbilities.Sidewinder) then
-- xivopeners.log("Added BurstShot back")
-- table.insert(xivopeners_dnc.abilityQueue, k + 1, xivopeners_dnc.openerAbilities.BurstShot)
-- break
-- end
-- end
-- xivopeners_dnc.dequeue()
-- xivopeners_dnc.useNextAction(target)
elseif (xivopeners_dnc.lastCastFromQueue and xivopeners_dnc.lastcastid == xivopeners_dnc.lastCastFromQueue.id) then
xivopeners_dnc.lastcastid = -1
xivopeners_dnc.dequeue()
xivopeners_dnc.useNextAction(target)
else
xivopeners_dnc.useNextAction(target)
end
end
end
function xivopeners_dnc.enqueueNext(action)
table.insert(xivopeners_dnc.abilityQueue, 1, action)
end
function xivopeners_dnc.enqueue(action)
-- implementation of the queue can be changed later
table.insert(xivopeners_dnc.abilityQueue, action)
end
function xivopeners_dnc.dequeue()
xivopeners.log("Dequeing " .. xivopeners_dnc.abilityQueue[1].name)
table.remove(xivopeners_dnc.abilityQueue, 1)
end
function xivopeners_dnc.getNextStdStep()
-- gauge 3 is first one, gauge 4 is second one, gauge 7 tells the current index
local stepIndexes = {
Player.gauge[3],
Player.gauge[4],
}
return xivopeners_dnc.danceStepCombo[stepIndexes[Player.gauge[7] + 1]]
end
function xivopeners_dnc.getNextTechStep()
-- gauge 3 is first one, gauge 4 is second one, gauge 7 tells the current index
local stepIndexes = {
Player.gauge[3],
Player.gauge[4],
Player.gauge[5],
Player.gauge[6],
}
return xivopeners_dnc.danceStepCombo[stepIndexes[Player.gauge[7] + 1]]
end
function xivopeners_dnc.useNextAction(target)
-- do the actual opener
-- the current implementation uses a queue system
if (target and target.attackable and xivopeners_dnc.abilityQueue[1] and (xivopeners_dnc.abilityQueue[1].range <= 0 or target.distance2d <= xivopeners_dnc.abilityQueue[1].range)) then
-- tincture check
if (xivopeners_dnc.abilityQueue[1] == xivopeners_dnc.openerAbilities.Tincture) then
local tincture = xivopeners_dnc.getTincture()
if (HasBuff(Player.id, xivopeners_dnc.openerAbilities.MedicineBuffID) or not xivopeners.settings[Player.job].useTincture or not tincture) then
xivopeners.log("Tincture already used during opener, not enabled, or not available, dequeueing")
xivopeners_dnc.dequeue()
return
end
if (tincture) then
xivopeners.log("Casting tincture")
tincture:Cast()
xivopeners_dnc.lastCastFromQueue = tincture:GetAction()
end
-- don't want to continue past this point or we risk breaking shit
return
end
-- check if we're already in std step
if (xivopeners_dnc.abilityQueue[1] == xivopeners_dnc.openerAbilities.StandardStep and HasBuff(Player.id, xivopeners_dnc.openerAbilities.StandardStepBuffID)) then
xivopeners.log("Player already used standard step prepull, continue with opener")
xivopeners_dnc.dequeue()
return
end
-- handle std steps
if (xivopeners_dnc.abilityQueue[1] == xivopeners_dnc.openerAbilities.StandardDance) then
-- dequeue all steps if we've already done
if (Player.gauge[7] == 2) then
xivopeners_dnc.dequeue()
return
end
local nextDanceStep = xivopeners_dnc.getNextStdStep()
if (nextDanceStep) then
nextDanceStep:Cast(target.id)
xivopeners_dnc.lastCastFromQueue = nextDanceStep
end
return
end
-- handle tech steps
if (xivopeners_dnc.abilityQueue[1] == xivopeners_dnc.openerAbilities.TechnicalDance) then
-- dequeue all steps if we've already done
if (Player.gauge[7] == 4) then
xivopeners_dnc.dequeue()
return
end
local nextDanceStep = xivopeners_dnc.getNextTechStep()
if (nextDanceStep) then
nextDanceStep:Cast(target.id)
xivopeners_dnc.lastCastFromQueue = nextDanceStep
end
return
end
-- idk how to make it not spam console
-- xivopeners.log("Casting " .. xivopeners_dnc.abilityQueue[1].name)
xivopeners_dnc.abilityQueue[1]:Cast(target.id)
xivopeners_dnc.lastCastFromQueue = xivopeners_dnc.abilityQueue[1]
end
end
|
term1 = math.random(890) + 100;
term2 = math.random(9) + 1;
result = math.floor(term1/term2);
rest = term1 - result * term2
term1 = term1 - rest
|
local draw = {}
local string, game, setmetatable, math, objmanager, myHero, print, tostring, type, enum= string, game, setmetatable, math, objmanager, objmanager.player, print, tostring, type, enum
function draw.GetDistanceSqr(p1,p2)
if(not p1 or not p2)then
return math.huge
end
local xSqr = (p1.x - p2.x) * (p1.x - p2.x)
local ySqr = (p1.y - p2.y) * (p1.y - p2.y)
local zSqr = (p1.z - p2.z) * (p1.z - p2.z)
return xSqr + ySqr + zSqr
end
function draw.GetDistance(p1,p2)
return math.sqrt(draw.GetDistanceSqr(p1,p2))
end
function draw.vec2IsOnScreen(pos)
if pos.x > glx.screenX then
return false
end
if pos.y > glx.screenY then
return false
end
if(pos.x < 0 or pos.y < 0)then
return false
end
return true
end
function draw.vec3IsOnScreen(pos)
return draw.vec2IsOnScreen(glx.world.toscreen(pos))
end
function draw.text(str, size, x, y, c, h, v)
local color, dx, dy = c or draw.color.white, glx.textArea(str, size)
if h then
if h == "center" then
x = x - (dx / 2)
elseif h == "right" then
x = x - dx
end
if v and v ~= "middle" then
if v == "top" then
y = y + (dy / 2)
elseif v == "bottom" then
y = y - (dy / 2)
end
end
end
glx.screen.drawText(str, size, x, y, color)
end
draw.color = {
alice_blue = glx.argb(255,240,248,255),
antique_white = glx.argb(255,250,235,215),
aqua = glx.argb(255,0,255,255),
aqua_marine = glx.argb(255,127,255,212),
azure = glx.argb(255,240,255,255),
beige = glx.argb(255,245,245,220),
bisque = glx.argb(255,255,228,196),
black = glx.argb(255,0,0,0),
blanched_almond = glx.argb(255,255,235,205),
blue = glx.argb(255,0,0,255),
blue_violet = glx.argb(255,138,43,226),
brown = glx.argb(255,165,42,42),
burly_wood = glx.argb(255,222,184,135),
cadet_blue = glx.argb(255,95,158,160),
chart_reuse = glx.argb(255,127,255,0),
chocolate = glx.argb(255,210,105,30),
coral = glx.argb(255,255,127,80),
corn_flower_blue = glx.argb(255,100,149,237),
corn_silk = glx.argb(255,255,248,220),
crimson = glx.argb(255,220,20,60),
cyan = glx.argb(255,0,255,255),
dark_blue = glx.argb(255,0,0,139),
dark_cyan = glx.argb(255,0,139,139),
dark_golden_rod = glx.argb(255,184,134,11),
dark_gray = glx.argb(255,169,169,169),
dark_green = glx.argb(255,0,100,0),
dark_khaki = glx.argb(255,189,183,107),
dark_magenta = glx.argb(255,139,0,139),
dark_olive_green = glx.argb(255,85,107,47),
dark_orange = glx.argb(255,255,140,0),
dark_orchid = glx.argb(255,153,50,204),
dark_red = glx.argb(255,139,0,0),
dark_salmon = glx.argb(255,233,150,122),
dark_sea_green = glx.argb(255,143,188,143),
dark_slate_blue = glx.argb(255,72,61,139),
dark_slate_gray = glx.argb(255,47,79,79),
dark_turquoise = glx.argb(255,0,206,209),
dark_violet = glx.argb(255,148,0,211),
deep_pink = glx.argb(255,255,20,147),
deep_sky_blue = glx.argb(255,0,191,255),
dim_gray = glx.argb(255,105,105,105),
dodger_blue = glx.argb(255,30,144,255),
firebrick = glx.argb(255,178,34,34),
floral_white = glx.argb(255,255,250,240),
forest_green = glx.argb(255,34,139,34),
gainsboro = glx.argb(255,220,220,220),
ghost_white = glx.argb(255,248,248,255),
gold = glx.argb(255,255,215,0),
golden_rod = glx.argb(255,218,165,32),
gray = glx.argb(255,128,128,128),
green = glx.argb(255,0,128,0),
green_yellow = glx.argb(255,173,255,47),
honeydew = glx.argb(255,240,255,240),
hot_pink = glx.argb(255,255,105,180),
indian_red = glx.argb(255,205,92,92),
indigo = glx.argb(255,75,0,130),
ivory = glx.argb(255,255,255,240),
khaki = glx.argb(255,240,230,140),
lavender = glx.argb(255,230,230,250),
lavender_blush = glx.argb(255,255,240,245),
lawn_green = glx.argb(255,124,252,0),
lemon_chiffon = glx.argb(255,255,250,205),
light_blue = glx.argb(255,173,216,230),
light_coral = glx.argb(255,240,128,128),
light_cyan = glx.argb(255,224,255,255),
light_golden_rod_yellow = glx.argb(255,250,250,210),
light_gray = glx.argb(255,211,211,211),
light_green = glx.argb(255,144,238,144),
light_pink = glx.argb(255,255,182,193),
light_salmon = glx.argb(255,255,160,122),
light_sea_green = glx.argb(255,32,178,170),
light_sky_blue = glx.argb(255,135,206,250),
light_slate_gray = glx.argb(255,119,136,153),
light_steel_blue = glx.argb(255,176,196,222),
light_yellow = glx.argb(255,255,255,224),
lime = glx.argb(255,0,255,0),
lime_green = glx.argb(255,50,205,50),
linen = glx.argb(255,250,240,230),
magenta = glx.argb(255,255,0,255),
maroon = glx.argb(255,128,0,0),
medium_aqua_marine = glx.argb(255,102,205,170),
medium_blue = glx.argb(255,0,0,205),
medium_orchid = glx.argb(255,186,85,211),
medium_purple = glx.argb(255,147,112,219),
medium_sea_green = glx.argb(255,60,179,113),
medium_slate_blue = glx.argb(255,123,104,238),
medium_spring_green = glx.argb(255,0,250,154),
medium_turquoise = glx.argb(255,72,209,204),
medium_violet_red = glx.argb(255,199,21,133),
midnight_blue = glx.argb(255,25,25,112),
mint_cream = glx.argb(255,245,255,250),
misty_rose = glx.argb(255,255,228,225),
moccasin = glx.argb(255,255,228,181),
navajo_white = glx.argb(255,255,222,173),
navy = glx.argb(255,0,0,128),
old_lace = glx.argb(255,253,245,230),
olive = glx.argb(255,128,128,0),
olive_drab = glx.argb(255,107,142,35),
orange = glx.argb(255,255,165,0),
orange_red = glx.argb(255,255,69,0),
orchid = glx.argb(255,218,112,214),
pale_golden_rod = glx.argb(255,238,232,170),
pale_green = glx.argb(255,152,251,152),
pale_turquoise = glx.argb(255,175,238,238),
pale_violet_red = glx.argb(255,219,112,147),
papaya_whip = glx.argb(255,255,239,213),
peach_puff = glx.argb(255,255,218,185),
peru = glx.argb(255,205,133,63),
pink = glx.argb(255,255,192,203),
plum = glx.argb(255,221,160,221),
powder_blue = glx.argb(255,176,224,230),
purple = glx.argb(255,128,0,128),
red = glx.argb(255,255,0,0),
rosy_brown = glx.argb(255,188,143,143),
royal_blue = glx.argb(255,65,105,225),
saddle_brown = glx.argb(255,139,69,19),
salmon = glx.argb(255,250,128,114),
sandy_brown = glx.argb(255,244,164,96),
sea_green = glx.argb(255,46,139,87),
sea_shell = glx.argb(255,255,245,238),
sienna = glx.argb(255,160,82,45),
silver = glx.argb(255,192,192,192),
sky_blue = glx.argb(255,135,206,235),
slate_blue = glx.argb(255,106,90,205),
slate_gray = glx.argb(255,112,128,144),
snow = glx.argb(255,255,250,250),
spring_green = glx.argb(255,0,255,127),
steel_blue = glx.argb(255,70,130,180),
tan = glx.argb(255,210,180,140),
teal = glx.argb(255,0,128,128),
thistle = glx.argb(255,216,191,216),
tomato = glx.argb(255,255,99,71),
turquoise = glx.argb(255,64,224,208),
violet = glx.argb(255,238,130,238),
wheat = glx.argb(255,245,222,179),
white = glx.argb(255,255,255,255),
white_smoke = glx.argb(255,245,245,245),
yellow = glx.argb(255,255,255,0),
yellow_green = glx.argb(255,154,205,50),
}
return draw
|
-- This file contains list of tests which you want to exclude
-- Provide relative path from q_src_root along with the test-case file name
--[[
local blacklist_files = {
"TEST_RUNNER/test_test1.lua",
"TEST_RUNNER/test_test2.lua",
"TEST_RUNNER/test_run_func.lua",
"TESTS/test_log_reg_1.lua",
"TESTS/test_log_reg_2.lua",
"ML/LOGISTIC_REGRESSION/test/test_simple.lua",
-- below is not a test
"UTILS/lua/test_init.lua",
-- below is not a test
"UTILS/lua/test_utils.lua",
-- Mail subject : List of failure tests in dev branch
-- Let’s move the others into the black list
"OPERATORS/APPROX/FREQUENT/test/test_approx_frequent.lua",
"ML/LOGISTIC_REGRESSION/test/test_mnist.lua",
"ML/LOGISTIC_REGRESSION/test/test_logistic_regression.lua",
"OPERATORS/PCA/test/test_pca.lua",
"ML/LOGISTIC_REGRESSION/test/test_really_simple.lua",
"OPERATORS/MM/test/test_mv_mul.lua",
"OPERATORS/PCA/test/test_eigen.lua",
"OPERATORS/APPROX/QUANTILE/test/test_aq.lua",
-- below test file requires python tests(Q/ML/DT/python/Dtree_sklearn*.py) to be executed first
"ML/DT/test/test_accuracy_results/test_import_sklearn_in_q.lua"
}
return blacklist_files
--]]
return {}
|
-------------------------------------------------------------------
-- This script is created by zdroid9770; please do not edit this --
-- script and claim it as your own, as of All rights are claimed --
-- by me. --
-- Copyright (c) zdroid9770 --
-------------------------------------------------------------------
--[[
----Quotes
----Spells-ID
Fire Ward-15041
Flame Shock-15616
Molten Blast-15095
Scorching Totem-15038
]]--
function PMLG_OnCombat(pUnit, event)
pUnit:RegisterEvent("PMLG_SearingTotems", 5000, 0)
pUnit:RegisterEvent("PMLG_FireWard", 25000, 0)
pUnit:RegisterEvent("PMLG_MoltenBlast", 30000, 0)
pUnit:RegisterEvent("PMLG_FlameShock", 50000, 0)
end
function PMLG_SearingTotems(pUnit, Event)
pUnit:FullCastSpell(15038)
end
function PMLG_FireWard(pUnit, Event)
pUnit:FullCastSpell(15041)
end
function PMLG_MoltenBlast(pUnit, Event)
pUnit:FullCastSpellOnTarget(15095)
end
function PMLG_FlameShock(Unit, Event)
pUnit:CastSpellOnTarget(15616)
end
function PMLG_OnLeaveCombat(pUnit, event)
pUnit:RemoveEvents()
end
function PMLG_OnDeath(pUnit, event)
pUnit:RemoveEvents()
end
RegisterUnitEvent(9024, 1, "PMLG_OnCombat")
RegisterUnitEvent(9024, 2, "PMLG_OnLeaveCombat")
RegisterUnitEvent(9024, 3, "PMLG_OnDeath")
|
local Point2 = _radiant.csg.Point2
local Point3 = _radiant.csg.Point3
local Cube3 = _radiant.csg.Cube3
local Region2 = _radiant.csg.Region2
local Region3 = _radiant.csg.Region3
local rng = _radiant.math.get_default_rng()
local csg_lib = require 'stonehearth.lib.csg.csg_lib'
local landmark_lib = require 'stonehearth.lib.landmark.landmark_lib'
local render_lib = require 'tower_defense.lib.render.render_lib'
local validator = radiant.validator
local log = radiant.log.create_logger('world_generation')
GameCreationService = class()
function GameCreationService:new_game_command(session, response, num_tiles_x, num_tiles_y, seed, options, starting_data)
--if no kingdom has been set for the player yet, set it to ascendancy
if not stonehearth.player:get_kingdom(session.player_id) then
stonehearth.player:add_kingdom(session.player_id, "stonehearth:kingdoms:ascendancy")
end
local pop = stonehearth.population:get_population(session.player_id)
pop:set_game_options(options)
tower_defense.game:set_game_options(options)
stonehearth.world_generation:create_empty_world(options.biome_src)
local result = {
map_info = {
biome_src = options.biome_src
}
}
return result
end
function GameCreationService:generate_start_location_command(session, response, feature_cell_x, feature_cell_y, map_info)
self:_generate_world(session, response, map_info)
self:start_game(session)
response:resolve({})
end
function GameCreationService:_generate_world(session, response, map_info)
if validator.is_host_player(session) then
stonehearth.terrain._enable_full_vision = true
-- generate the world!
local biome = radiant.resources.load_json(map_info.biome_src)
-- default if not specified is the burbenog map
local map = radiant.resources.load_json(biome.tower_defense_generation_file or 'tower_defense:data:map_generation:desert')
-- first generate the world terrain
local block_types = radiant.terrain.get_block_types()
local terrain = Region3()
local world = map.world
local size = world.size or 32
assert(size % 2 == 0)
local half_size = size / 2
local height = 0
for _, layer in ipairs(world.layers) do
terrain:add_cube(Cube3(Point3(0, height, 0), Point3(size, layer.height + height, size), block_types[layer.terrain]))
height = height + layer.height
end
-- hacky edge shading fix (add a null terrain block super far below us)
terrain:add_cube(Cube3(Point3(-1, -999999, -1), Point3(0, -999998, 0), block_types.null))
--move the region to be centered
local center_point = Point3(-half_size, 0, -half_size)
terrain = terrain:translated(center_point)
radiant.terrain.get_terrain_component():add_tile(terrain)
-- create primary terrain landmark if there is one
if map.terrain_landmark then
self:_create_landmark(map.terrain_landmark, center_point)
end
-- add landmarks to edges of map
self:_create_landmarks(map.landmarks, size, Point3(0, height, 0))
-- if we're having the path cut into the terrain, subtract 1 from the height
local top = center_point + Point3(0, height - (map.path.width and 1 or 0), 0)
local air_top = Point3(0, map.air_path.height, 0)
local sub_terrain = Region3()
local first_point, last_point, path_region, path_entity, add_terrain =
self:_create_path(map.path.points, top, false, map.path.width or 3, sub_terrain, map.path.block_type and block_types[map.path.block_type])
local air_first_point, air_last_point, air_path_region, air_path_entity =
self:_create_path(map.air_path.points, top + air_top, true, map.path.width or 3, sub_terrain)
-- apply path block type terrain
radiant.terrain.add_region(add_terrain)
-- subtract the path from the world terrain
radiant.terrain.subtract_region(sub_terrain)
-- place path entities with movement modifiers
--path_entity:add_component('tower_defense:region_renderer'):set_options('path', {face_color = {128, 51, 0, 96}})
radiant.terrain.place_entity_at_exact_location(path_entity, first_point + top)
--radiant.terrain.place_entity_at_exact_location(path_neighbor_entity, first_point + top)
--air_path_entity:add_component('tower_defense:region_renderer'):set_options('path', {face_color = {224, 64, 224, 96}})
radiant.terrain.place_entity_at_exact_location(air_path_entity, air_first_point + top + air_top)
-- finally, add any entities that should start out in the world
local entities = map.entities
local offset = center_point + Point3(0, height, 0)
for uri, entity_list in pairs(entities) do
for _, entity_data in ipairs(entity_list) do
local entity = radiant.entities.create_entity(uri, { owner = '' })
radiant.terrain.place_entity_at_exact_location(entity, Point3(unpack(entity_data.location)) + offset, { force_iconic = false })
local facing = entity_data.facing or 0
if facing == 'random' then
facing = rng:get_int(0, 3) * 90
end
radiant.entities.turn_to(entity, facing)
end
end
self:on_world_generation_complete()
if map.tower_placeable_region then
local reg = Region3()
for _, cube in ipairs(map.tower_placeable_region) do
reg:add_cube(Cube3(Point3(unpack(cube[1])), Point3(unpack(cube[2]))))
end
reg:translate(offset)
reg:optimize('tower placeable region')
map.tower_placeable_region = reg
else
map.tower_placeable_region = Region3(Cube3(Point3(-half_size, height, -half_size), Point3(half_size - 1, height + 1, half_size - 1)))
end
map.spawn_location = first_point + top
map.air_spawn_location = air_first_point + top + air_top
map.end_point = last_point + offset - Point3(0, 1, 0)
map.air_end_point = air_last_point + air_top + offset - Point3(0, 1, 0)
map.ground_path_region = path_region:translated(map.spawn_location)
map.air_path_region = air_path_region:translated(map.air_spawn_location)
tower_defense.game:set_map_data(map)
end
end
function GameCreationService:_create_path(path_array, top, is_air, width, sub_terrain, path_block_type)
local path_region = Region3()
local trans_path_region
local path_neighbor = Region3()
local first_point
local last_point
local path_cubes = {}
for i, point in ipairs(path_array) do
local this_point = Point3(unpack(point))
if not first_point then
first_point = this_point
end
if last_point then
local cube
-- if it's the final point, make sure it extends all the way (important for air path, otherwise they can't run the final segment)
if i == #path_array then
cube = csg_lib.create_cube(last_point + top, this_point + top)
else
cube = render_lib.shy_cube(last_point + top, this_point + top)
end
table.insert(path_cubes, cube)
path_region:add_cube(cube)
if width and width >= 0 and sub_terrain then
local extruded_cube = cube:extruded('x', width, width):extruded('z', width, width)
path_neighbor:add_cube(extruded_cube)
extruded_cube = extruded_cube:extruded('y', 0, 4) -- TODO: maybe have this height be customizable
sub_terrain:add_cube(extruded_cube)
-- also remove any non-terrain entities in this area (plus 1 higher y)
for _, entity in pairs(radiant.terrain.get_entities_in_cube(extruded_cube:extruded('y', 0, 1))) do
if not entity:get_component('terrain') then
local water_comp = entity:get_component('stonehearth:water')
if water_comp then
-- if it's water, just subtract the part that intersects the path
water_comp:remove_from_region(sub_terrain)
else
radiant.entities.destroy_entity(entity)
end
end
end
end
end
last_point = this_point
end
path_neighbor:subtract_region(path_region)
trans_path_region = path_region:translated(-(first_point + top))
-- create path entity with movement modifier
local path_entity = radiant.entities.create_entity('tower_defense:path', { owner = '' })
local path_entity_region = path_entity:add_component('movement_modifier_shape')
path_entity_region:set_region(_radiant.sim.alloc_region3())
path_entity_region:get_region():modify(function(mod_region)
mod_region:copy_region(trans_path_region)
mod_region:set_tag(0)
mod_region:optimize_by_defragmentation('path movement modifier shape')
end)
-- local hues
-- local hue_range
-- if is_air then
-- hues = {0, 60}
-- else
-- hues = {120, 300}
-- end
-- hue_range = hues[2] - hues[1]
-- local cur_hue = hues[1]
-- if #path_cubes == 1 then
-- cur_hue = hue_range / 2 + cur_hue
-- end
-- local render_comp = path_entity:add_component('tower_defense:region_renderer')
-- for i, cube in ipairs(path_cubes) do
-- local color = render_lib.hsv_to_rgb(cur_hue, 0.75, 1)
-- render_comp:add_render_region('path'..i, {
-- ui_modes = {
-- hud = true
-- },
-- -- transformations = {
-- -- {
-- -- name = 'inflated',
-- -- params = {
-- -- x = 0,
-- -- y = -0.49,
-- -- z = 0
-- -- }
-- -- }
-- -- },
-- material = '/stonehearth/data/horde/materials/transparent_box.material.json',
-- face_color = {color.x, color.y, color.z, 51},
-- region = Region3(cube:translated(-(first_point + top)))
-- })
-- cur_hue = (hue_range / (#path_cubes - 1)) * i + hues[1]
-- end
-- local path_neighbor_entity = radiant.entities.create_entity('tower_defense:path_neighbor', { owner = '' })
-- local path_neighbor_entity_region = path_neighbor_entity:add_component('movement_modifier_shape')
-- path_neighbor_entity_region:set_region(_radiant.sim.alloc_region3())
-- path_neighbor_entity_region:get_region():modify(function(mod_region)
-- mod_region:copy_region(path_neighbor:translated(-(first_point + top)))
-- mod_region:set_tag(0)
-- mod_region:optimize_by_defragmentation('path movement modifier shape')
-- end)
local add_terrain = Region3()
if is_air then
-- if it's air, we need to specify a collision region directly under the path
path_entity_region = path_entity:add_component('region_collision_shape')
path_entity_region:set_region_collision_type(_radiant.om.RegionCollisionShape.PLATFORM)
path_entity_region:set_region(_radiant.sim.alloc_region3())
path_entity_region:get_region():modify(function(mod_region)
mod_region:copy_region(trans_path_region:inflated(Point3(0, -0.45, 0)):translated(Point3(0, -0.55, 0)))
--mod_region:optimize_by_defragmentation('path region collision shape')
end)
elseif path_block_type then
-- if it's ground, modify the terrain directly under the path so it's a different shade
path_region = path_region:duplicate()
path_region:set_tag(path_block_type)
path_region:translate(Point3(0, -1, 0))
add_terrain:add_region(path_region)
end
return first_point, last_point, trans_path_region, path_entity, add_terrain
end
function GameCreationService:_create_landmarks(landmarks, world_size, center_point)
if not landmarks or #landmarks < 1 then
return
end
-- prefer to use landmarks that haven't already been used
landmarks = radiant.shallow_copy(landmarks)
local directions = {
Point3( 1, 0, -1),
Point3(-1, 0, -1),
Point3( -1, 0, 1),
Point3( 1, 0, 1)
}
local used = {}
for i = 0, 3 do
local landmark = table.remove(landmarks, rng:get_int(1, #landmarks))
table.insert(used, landmark)
if #landmarks < 1 then
landmarks = used
used = {}
end
-- try to load the landmark at the appropriate location/rotation
local json = radiant.resources.load_json(landmark)
if json then
local size = json.size or Point3(32, 0, 32)
local direction = directions[i + 1]
local translation = Point3(direction.x * math.floor((world_size - size.x) / 2), 0, direction.z * math.floor((world_size - size.z) / 2))
self:_create_landmark(json, center_point, translation, i * 90)
end
end
end
function GameCreationService:_create_landmark(landmark, location, translation, rotation)
-- try to load the landmark at the appropriate location/rotation
if type(landmark) == 'string' then
landmark = radiant.resources.load_json(landmark)
end
if landmark then
landmark_lib.create_landmark(location, {
translation = (translation or Point3.zero) + (radiant.util.to_point3(landmark.offset) or Point3.zero),
rotation = (rotation or 0) + (landmark.rotation or 0),
landmark_block_types = landmark.landmark_block_types or 'stonehearth:landmark_blocks',
brush = landmark.brush
})
end
end
function GameCreationService:start_game(session)
local player_id = session.player_id
local pop = stonehearth.population:get_population(player_id)
local game_options = pop:get_game_options()
tower_defense.game:add_player(player_id)
--stonehearth.world_generation:set_starting_location(Point2(0, 0))
-- as soon as the host clicks to start the game, start it up
if validator.is_host_player(session) then
stonehearth.calendar:start()
stonehearth.hydrology:start()
stonehearth.mining:start()
if game_options.remote_connections_enabled then
stonehearth.session_server:set_remote_connections_enabled(true)
end
-- Set max number of remote players if specified
if game_options.max_players then
stonehearth.session_server:set_max_players(game_options.max_players)
end
-- Set whether clients can control game speed
if game_options.game_speed_anarchy_enabled then
stonehearth.game_speed:set_anarchy_enabled(game_options.game_speed_anarchy_enabled)
end
-- switch to having the host manually tell the game to start
--stonehearth.game_speed:set_game_speed(0, true)
--tower_defense.game:start()
end
stonehearth.terrain:set_fow_enabled(player_id, false)
pop:place_camp()
end
function GameCreationService:get_game_world_options_commands(session, response)
response:resolve({
game_mode = self._sv.game_mode,
biome = stonehearth.world_generation:get_biome_alias(),
-- any other options, like more generous starting gold, etc.
})
end
return GameCreationService
|
--[[This is a lua script for use in conky.
You will need to add the following to your .conkyrc before the TEXT section:
lua_load $HOME/.config/conky/LUA/dorfs.lua (or wherever you put your luas)
lua_draw_hook_pre conky_dorfs
I am not even close to being a programmer. It couldn't have been done without the help of the wonderful guide on the #! forums.
http://crunchbang.org/forums/viewtopic.php?id=17246
]]
require 'cairo'
function conky_dorfs()
if conky_window == nil then return end
w=conky_window.width
h=conky_window.height
local cs = cairo_xlib_surface_create(conky_window.display, conky_window.drawable, conky_window.visual, w, h)
cr = cairo_create(cs)
local updates=tonumber(conky_parse('${updates}'))
if w<h then
sm=w
else
sm=h
end
if updates>1 then --update tick counter
---------------------Settings
local number_of_dorfs=6
local tile_size=sm/10 ---number of pixels per "square", also size of dorfs
---------------------Calculations
local GridX=math.floor(w/tile_size)
local GridY=math.floor(h/tile_size)
if updates==2 then
GridPosX={}
GridPosY={}
dorf={}
for i=1, number_of_dorfs do
dorf[i]={}
GridPosX[i]=GridX/2
GridPosY[i]=GridY/2
for j=1,4 do
if j==4 then
dorf[i][j]=1 -----Sets alpha
else
dorf[i][j]=math.random()
end
end
end
end
---------------------Draw Dorfs
for i=1, number_of_dorfs do
deltaX=math.random(-1,1)
if deltaX<=-0.5 then
deltaX=-1
else
if deltaX>=0.5 then
deltaX=1
else
deltaX=0
end
end
deltaY=math.random(-1,1)
if deltaY<=-0.5 then
deltaY=-1
else
if deltaY>=0.5 then
deltaY=1
else
deltaY=0
end
end
GridPosX[i]=GridPosX[i]+deltaX
GridPosY[i]=GridPosY[i]+deltaY
if GridPosX[i]>GridX then
GridPosX[i]=GridX
else
if GridPosX[i]<0 then
GridPosX[i]=0
end
end
if GridPosY[i]>GridY then
GridPosY[i]=GridY
else
if GridPosY[i]<1 then
GridPosY[i]=1
end
end
PosX=GridPosX[i]*tile_size
PosY=GridPosY[i]*tile_size
cairo_select_font_face(cr,"dwarffortressvan",CAIRO_FONT_SLANT_NORMAL,CAIRO_FONT_WEIGHT_NORMAL)
cairo_set_font_size(cr,tile_size)
cairo_set_source_rgba(cr,dorf[i][1],dorf[i][2],dorf[i][3],dorf[i][4])
cairo_move_to(cr,PosX,PosY)
cairo_show_text(cr,'®')
cairo_stroke(cr)
end
---------------------Finishing up
else
cairo_select_font_face(cr,"dwarffortressvan",CAIRO_FONT_SLANT_NORMAL,CAIRO_FONT_WEIGHT_NORMAL)
cairo_set_font_size(cr,18)
cairo_set_source_rgba(cr,0,0,0,1)
cairo_move_to(cr,0,h/2)
cairo_show_text(cr,'Preparing for embark...')
cairo_stroke(cr)
end --update tick counter
cairo_destroy(cr)
cairo_surface_destroy(cs)
cr=nil
end-- end main function
|
local cartographer = require 'cartographer'
local testMap = cartographer.load 'demos/rpg/rpg.lua'
function love.update(dt)
testMap:update(dt)
end
function love.draw()
testMap:draw()
love.graphics.print('FPS: ' .. love.timer.getFPS())
love.graphics.print('Memory usage: ' .. math.floor(collectgarbage 'count') .. 'kb', 0, 16)
end
|
------------------------------
local p = {["a"]=1}
------------------------------
success compiling learn.lua
; source chunk: learn.lua
; x86 standard (32-bit, little endian, doubles)
; function [0] definition (level 1) 0
; 0 upvalues, 0 params, is_vararg = 2, 2 stacks
.function 0 0 2 2
.local "p" ; 0
.const "a" ; 0
.const 1 ; 1
[1] newtable 0 0 1 ; R0 := {} , array=0, hash=1
[2] settable 0 256 257 ; R0["a"] := 1
[3] return 0 1 ; return
; end of function 0
; source chunk: luac.out
; x86 standard (32-bit, little endian, doubles)
; function [0] definition (level 1) 0
; 0 upvalues, 0 params, is_vararg = 2, 2 stacks
.function 0 0 2 2
.local "p" ; 0
.const "a" ; 0
.const 1 ; 1
[1] newtable 0 0 1 ; R0 := {} , array=0, hash=1
[2] settable 0 256 257 ; R0["a"] := 1
[3] return 0 1 ; return
; end of function 0
------------------------------
success compiling learn.lua
Pos Hex Data Description or Code
------------------------------------------------------------------------
0000 ** source chunk: learn.lua
** global header start **
0000 1B4C7561 header signature: "\27Lua"
0004 51 version (major:minor hex digits)
0005 00 format (0=official)
0006 01 endianness (1=little endian)
0007 04 size of int (bytes)
0008 08 size of size_t (bytes)
0009 04 size of Instruction (bytes)
000A 08 size of number (bytes)
000B 00 integral (1=integral)
* number type: double
* x86 standard (32-bit, little endian, doubles)
** global header end **
000C ** function [0] definition (level 1) 0
** start of function 0 **
000C 0B00000000000000 string size (11)
0014 406C6561726E2E6C+ "@learn.l"
001C 756100 "ua\0"
source name: @learn.lua
001F 00000000 line defined (0)
0023 00000000 last line defined (0)
0027 00 nups (0)
0028 00 numparams (0)
0029 02 is_vararg (2)
002A 02 maxstacksize (2)
* code:
002B 03000000 sizecode (3)
002F 0A400000 [1] newtable 0 0 1 ; R0 := {} , array=0, hash=1
0033 09404080 [2] settable 0 256 257 ; R0["a"] := 1
0037 1E008000 [3] return 0 1 ; return
* constants:
003B 02000000 sizek (2)
003F 04 const type 4
0040 0200000000000000 string size (2)
0048 6100 "a\0"
const [0]: "a"
004A 03 const type 3
004B 000000000000F03F const [1]: (1)
* functions:
0053 00000000 sizep (0)
* lines:
0057 03000000 sizelineinfo (3)
[pc] (line)
005B 01000000 [1] (1)
005F 01000000 [2] (1)
0063 01000000 [3] (1)
* locals:
0067 01000000 sizelocvars (1)
006B 0200000000000000 string size (2)
0073 7000 "p\0"
local [0]: p
0075 02000000 startpc (2)
0079 02000000 endpc (2)
* upvalues:
007D 00000000 sizeupvalues (0)
** end of function 0 **
0081 ** end of chunk **
Pos Hex Data Description or Code
------------------------------------------------------------------------
0000 ** source chunk: luac.out
** global header start **
0000 1B4C7561 header signature: "\27Lua"
0004 51 version (major:minor hex digits)
0005 00 format (0=official)
0006 01 endianness (1=little endian)
0007 04 size of int (bytes)
0008 08 size of size_t (bytes)
0009 04 size of Instruction (bytes)
000A 08 size of number (bytes)
000B 00 integral (1=integral)
* number type: double
* x86 standard (32-bit, little endian, doubles)
** global header end **
000C ** function [0] definition (level 1) 0
** start of function 0 **
000C 0B00000000000000 string size (11)
0014 406C6561726E2E6C+ "@learn.l"
001C 756100 "ua\0"
source name: @learn.lua
001F 00000000 line defined (0)
0023 00000000 last line defined (0)
0027 00 nups (0)
0028 00 numparams (0)
0029 02 is_vararg (2)
002A 02 maxstacksize (2)
* code:
002B 03000000 sizecode (3)
002F 0A400000 [1] newtable 0 0 1 ; R0 := {} , array=0, hash=1
0033 09404080 [2] settable 0 256 257 ; R0["a"] := 1
0037 1E008000 [3] return 0 1 ; return
* constants:
003B 02000000 sizek (2)
003F 04 const type 4
0040 0200000000000000 string size (2)
0048 6100 "a\0"
const [0]: "a"
004A 03 const type 3
004B 000000000000F03F const [1]: (1)
* functions:
0053 00000000 sizep (0)
* lines:
0057 03000000 sizelineinfo (3)
[pc] (line)
005B 01000000 [1] (1)
005F 01000000 [2] (1)
0063 01000000 [3] (1)
* locals:
0067 01000000 sizelocvars (1)
006B 0200000000000000 string size (2)
0073 7000 "p\0"
local [0]: p
0075 02000000 startpc (2)
0079 02000000 endpc (2)
* upvalues:
007D 00000000 sizeupvalues (0)
** end of function 0 **
0081 ** end of chunk **
|
require "import"
import "android.app.*"
import "android.os.*"
import "android.widget.*"
import "android.view.*"
import "android.graphics.SweepGradient"
import "com.androlua.LuaDrawable"
import "android.graphics.RectF"
import "android.graphics.DashPathEffect"
import "android.graphics.Color"
import "android.graphics.Path"
import "android.graphics.BitmapFactory"
import "com.android.qrcode.*"
import "android.content.Intent"
import "layout"
activity.setTitle('logo二维码制作')
activity.setTheme(android.R.style.Theme_Holo_Light)
activity.setContentView(loadlayout(layout))
function ChooseFile(type,Callback)
intent = Intent(Intent.ACTION_GET_CONTENT)
intent.setType(type);
intent.addCategory(Intent.CATEGORY_OPENABLE)
activity.startActivityForResult(intent,1);
function onActivityResult(requestCode,resultCode,data)
if resultCode == Activity.RESULT_OK then
local uri = data.getData()
import "com.library.Module"--导入模块
Callback(Module.UriToFilePath(this,uri))
end
end
end
a1_1,a1_2,v5="带图标","不带图标",true
--状态
tittle={"说明","选择类型→",a1_1,a1_2}
function onCreateOptionsMenu(menu)
for k,v in ipairs(tittle) do
if tittle[v] then
local m=menu.addSubMenu(v)
for k,v in ipairs(tittle[v]) do
m.add(v)
end
else
local m=menu.add(v)
m.setShowAsActionFlags(1)
end
end
end
function onMenuItemSelected(id,tittle)
if tostring(tittle) == a1_1 then
v5=true
logo.setVisibility(View.VISIBLE)
elseif tostring(tittle) == a1_2 then
logo.setVisibility(View.INVISIBLE)
v5=false
elseif tostring(tittle) == "说明" then
AlertDialog.Builder(this)
.setTitle("说明")
.setMessage(" 图片尽量使用半透明图片\n 生成出来的时候记得自己试一下\n 有时候无法扫描!\n 字数尽量大于10个,否则有可能扫描不出来\n\n感谢使用")
.setPositiveButton("朕知道了",{onClick=function(v) end})
.show()
end
end
logoxz.onClick=function()
ChooseFile("image/*",function(path)--所有类型文件
path1=path:match("/([^/]+)$")
logoml.text=path1
logotb.setImageBitmap(loadbitmap(path))
v3=path
end)
end
but.onClick=function()
local v1 = edit.Text
if v1~="" then
local v3=v3
local v2=1000
local v4=0xff00a2ff
activity.newActivity("main1",{v1,v2,v3,v4,v5})
else
print("请输入二维码内容")
end
--[[
Bit = BitmapFactory.decodeFile("/storage/emulated/0/AndroLua/project/GTpor多功能/icon.png")
local t = edit.Text
if t ~= "" then
i = 二维码类.带图标二维码(t,400,Bit,0xff00a2ff)
activity.newActivity("main1",{i})
--img.setImageBitmap(i)
else
print("请输入二维码内容")
end]]
end
|
--天気予報
--Script by Chrono-Genex
function c101108063.initial_effect(c)
--Activate
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN)
e1:SetCountLimit(1,101108063+EFFECT_COUNT_CODE_OATH)
e1:SetOperation(c101108063.activate)
c:RegisterEffect(e1)
--extra material
local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_FIELD)
e2:SetCode(EFFECT_EXTRA_LINK_MATERIAL)
e2:SetRange(LOCATION_FZONE)
e2:SetTargetRange(LOCATION_SZONE,0)
e2:SetCountLimit(1,101108063+100)
e2:SetTarget(c101108063.mattg)
e2:SetValue(c101108063.matval)
c:RegisterEffect(e2)
--summon
local e3=Effect.CreateEffect(c)
e3:SetDescription(aux.Stringid(101108063,0))
e3:SetCategory(CATEGORY_SUMMON)
e3:SetType(EFFECT_TYPE_IGNITION)
e3:SetRange(LOCATION_FZONE)
e3:SetCountLimit(1,101108063+200)
e3:SetTarget(c101108063.sumtg)
e3:SetOperation(c101108063.sumop)
c:RegisterEffect(e3)
if not aux.link_mat_hack_check then
aux.link_mat_hack_check=true
_IsCanBeLinkMaterial=Card.IsCanBeLinkMaterial
function Card.IsCanBeLinkMaterial(c,lc)
if c:GetOriginalType()&TYPE_MONSTER~=0 then
return _IsCanBeLinkMaterial(c,lc)
end
if c:IsForbidden() then return false end
local le={c:IsHasEffect(EFFECT_CANNOT_BE_LINK_MATERIAL)}
for _,te in pairs(le) do
local tf=te:GetValue()
local tval=tf(te,lc)
if tval then return false end
end
return true
end
end
end
function c101108063.tffilter(c,tp)
return c:IsType(TYPE_SPELL+TYPE_TRAP) and not c:IsType(TYPE_FIELD) and c:IsSetCard(0x109)
and not c:IsForbidden() and c:CheckUniqueOnField(tp)
end
function c101108063.activate(e,tp,eg,ep,ev,re,r,rp)
local g=Duel.GetMatchingGroup(c101108063.tffilter,tp,LOCATION_DECK,0,nil,tp)
if g:GetCount()>0 and Duel.GetLocationCount(tp,LOCATION_SZONE)>0 and Duel.SelectYesNo(tp,aux.Stringid(101108063,1)) then
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOFIELD)
local sg=g:Select(tp,1,1,nil)
Duel.MoveToField(sg:GetFirst(),tp,tp,LOCATION_SZONE,POS_FACEUP,true)
end
end
function c101108063.mattg(e,c)
return c:IsSetCard(0x109) and c:GetSequence()<5
end
function c101108063.matval(e,lc,mg,c,tp)
if not (lc:IsSetCard(0x109) and e:GetHandlerPlayer()==tp) then return false,nil end
return true,true
end
function c101108063.sumfilter(c)
return c:IsSetCard(0x109) and c:IsSummonable(true,nil)
end
function c101108063.sumtg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(c101108063.sumfilter,tp,LOCATION_HAND,0,1,nil) end
Duel.SetOperationInfo(0,CATEGORY_SUMMON,nil,1,0,0)
end
function c101108063.sumop(e,tp,eg,ep,ev,re,r,rp)
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SUMMON)
local g=Duel.SelectMatchingCard(tp,c101108063.sumfilter,tp,LOCATION_HAND,0,1,1,nil)
local tc=g:GetFirst()
if tc then
Duel.Summon(tp,tc,true,nil)
end
end
|
local plugin_loader = {}
function plugin_loader.init(plugins)
local fn = vim.fn
local install_path = DATA .. "/site/pack/packer/start/packer.nvim"
if fn.empty(fn.glob(install_path)) > 0 then
packer_bootstrap = fn.system({
"git",
"clone",
"--depth",
"1",
"https://github.com/wbthomason/packer.nvim",
install_path,
})
end
require("packer").startup(function(use)
for _, plugin in ipairs(plugins) do
use(plugin)
end
if packer_bootstrap then
require("packer").sync()
end
end)
end
return plugin_loader
|
local BONES = {
--[[Pelvis]][11816] = true,
--[[SKEL_L_Thigh]][58271] = true,
--[[SKEL_L_Calf]][63931] = true,
--[[SKEL_L_Foot]][14201] = true,
--[[SKEL_L_Toe0]][2108] = true,
--[[IK_L_Foot]][65245] = true,
--[[PH_L_Foot]][57717] = true,
--[[MH_L_Knee]][46078] = true,
--[[SKEL_R_Thigh]][51826] = true,
--[[SKEL_R_Calf]][36864] = true,
--[[SKEL_R_Foot]][52301] = true,
--[[SKEL_R_Toe0]][20781] = true,
--[[IK_R_Foot]][35502] = true,
--[[PH_R_Foot]][24806] = true,
--[[MH_R_Knee]][16335] = true,
--[[RB_L_ThighRoll]][23639] = true,
--[[RB_R_ThighRoll]][6442] = true,
}
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
local ped = GetPlayerPed(-1)
--if IsShockingEventInSphere(102, 235.497,2894.511,43.339,999999.0) then
if HasEntityBeenDamagedByAnyPed(ped) then
--if GetPedLastDamageBone(ped) =
Disarm(ped)
end
ClearEntityLastDamageEntity(ped)
end
end)
function Bool (num) return num == 1 or num == true end
-- WEAPON DROP OFFSETS
local function GetDisarmOffsetsForPed (ped)
local v
if IsPedWalking(ped) then v = { 0.6, 4.7, -0.1 }
elseif IsPedSprinting(ped) then v = { 0.6, 5.7, -0.1 }
elseif IsPedRunning(ped) then v = { 0.6, 4.7, -0.1 }
else v = { 0.4, 4.7, -0.1 } end
return v
end
function Disarm (ped)
if IsEntityDead(ped) then return false end
local boneCoords
local hit, bone = GetPedLastDamageBone(ped)
hit = Bool(hit)
if hit then
if BONES[bone] then
boneCoords = GetWorldPositionOfEntityBone(ped, GetPedBoneIndex(ped, bone))
SetPedToRagdoll(GetPlayerPed(-1), 5000, 5000, 0, 0, 0, 0)
return true
end
end
return false
end
|
local resource_suggesttips={
{key="小贴士.1",value="每个角色同时只能装备一种内功。",},
{key="小贴士.2",value="战斗中路过敌人身边时是会受到阻碍的,天赋“轻功大师”可以忽略该项阻碍。",},
{key="小贴士.3",value="天赋“猎人”可以使得角色对动物类敌人攻击加成。",},
{key="小贴士.4",value="段誉的六脉神剑时灵时不灵,但偶尔可以造成非常恐怖的伤害。",},
{key="小贴士.5",value="受到“内伤”的角色每回合将损失内力,且使用技能时将消耗更高的内力。",},
{key="小贴士.6",value="带“缓速”的武功有一定概率将对方打得行动缓慢。",},
{key="小贴士.7",value="兵刃的熟练度对武器的攻击评估影响极大。",},
{key="小贴士.8",value="内功对外功适性相同的话,能够发挥武学最大优势,调和型的技能对内功适性无依赖。",},
{key="小贴士.9",value="根骨对内功评估影响最大。",},
{key="小贴士.10",value="拳掌系外功一般是点攻击,而剑系武学一般是直线型攻击。",},
{key="小贴士.11",value="很多武功(尤其是高等武功)自带有威力较大的《专属绝技》,需要修炼武功到一定等级之后才会出现。施展绝技一般需要消耗怒气点数。",},
{key="小贴士.12",value="在攻击、防御时均有概率积攒怒气,另外带“集气”的技能对怒气积攒也有帮助。",},
{key="小贴士.13",value="脾气暴躁有时是好事,也有时是坏事。天赋“暴躁”使得角色更容易受到致命一击,也更容易在战斗获得怒气。",},
{key="小贴士.14",value="一些任性的大小姐会给团队整体带来减益,但是她自己却会增强。降低所有队友能力,提高自己能力,俗称坑队友。坑得越多,自己越强。",},
{key="小贴士.15",value="天赋“普照”可以使得每回合自己及周围队友获得一个恢复BUFF。",},
{key="小贴士.16",value="对于修研毒功的角色,如果能够获得“毒系精通”或“毒圣”的天赋,将事半功倍。",},
{key="小贴士.17",value="自宫将导致所有情况下内力消耗翻倍,所以内力不强劲还是不要自宫的好……",},
{key="小贴士.18",value="致命一击概率和内外功适性匹配度、福缘、定力、所属武器技能熟练度,以及内功加成相关。",},
{key="小贴士.19",value="游戏中存在时间的概念,从一个地点移动到另一个地点需要消耗与距离相关的时间。经常做江南到漠北的长途旅行,时间会走得很快!",},
{key="小贴士.20",value="装上武功秘籍将使武功升级速度加快,但是从武功秘籍上学习武功往往不能达到顶级,需要通过各种机缘来解锁武功等级限制。",},
{key="小贴士.21",value="外功存在阴阳适性(也有阴阳调和的高级外功),每种内功对阴阳性的外功存在不同程度的威力加成/削弱。",},
{key="小贴士.22",value="每个角色最多学习10种外功和5种内功。",},
{key="小贴士.23",value="野球拳等少数武功具有极其罕见的DEBUFF“晕眩”,命中与定力有关。体会把敌人晕倒天荒地老的快感吧!",},
{key="小贴士.24",value="玉女素心剑等少数武功具有极其罕见的BUFF“左右互搏”,一定概率每回合可出招两次!",},
{key="小贴士.25",value="有一些神奇的武功,具有BUFF“神速攻击”,一定概率每回合可出招1~3次!",},
{key="小贴士.26",value="游戏中大部分剧情相关事件都只能在某些特定的时间段触发,过期不候了!",},
{key="小贴士.27",value="很多内功在达到一定等级时,将会附带有天赋效果。装备该内功即可获得相关天赋。",},
{key="小贴士.28",value="一些神秘物品也附带天赋,装备该物品即可获得相关天赋。",},
{key="小贴士.30",value="战斗时间到了以后则算战斗失败。",},
{key="小贴士.34",value="学会一些武学组合可能能够达到施展奥义绝学的效果。",},
{key="小贴士.35",value="喝醉酒可能会误事,也可能会对攻击造成很大的提升。",},
{key="小贴士.36",value="韦小宝的火枪可以对敌人造成真实伤害,但是需要一个回合来装填子弹。",},
{key="小贴士.37",value="一些女孩的歌声可以造成覆盖整个战场的帮助。",},
{key="小贴士.38",value="天关模式的战斗下,需要规划好每一场出战的队友,因为每个人只能出场一次!",},
{key="小贴士.39",value="大部分角色在战斗中都只能对自己使用物品,但是也有例外,如韦小宝和黄蓉。",},
{key="小贴士.40",value="段王爷英俊的面庞不单是女性有极大杀伤力,连太监也被他深深吸引……",},
{key="小贴士.41",value="传说血刀门的武功可以在攻击时吸取对方的体力。",},
{key="小贴士.42",value="做一个无门无派的百姓,总有一天你会逆袭!",},
{key="小贴士.43",value="走迷宫时请多注意各个场景的提示!",},
{key="小贴士.44",value="中毒的角色是不会死亡的,最多掉到剩1HP。",},
{key="小贴士.45",value="温馨提示:武功的上限不是10级哟,用心的话,你会找到一些解锁升级的方法。",},
{key="小贴士.46",value="战斗中不妨思考一下,如何利用位移技能来调整敌我阵型以达到最大化攻击的效果。",},
{key="小贴士.48",value="除简单难度以外,AOE技能是会对友军造成伤害的,但奥义绝学不会。",},
{key="小贴士.49",value="在WEB浏览器中,你可以使用CTRL+滚轮来缩放整个游戏画面的大小。",},
{key="小贴士.50",value="称号可以在日志面板里进行切换。",},
{key="小贴士.51",value="第一次载入战斗资源的时候可能会比较慢,请耐心等待。",},
{key="小贴士.52",value="不同的人物在升级时提高的能力也是不同的喔。",},
{key="小贴士.53",value="血刀门的心法能大幅度增加攻击力,但缺点是防御力实在是太差了。",},
{key="小贴士.54",value="简单难度是不会掉落武学残章的,炼狱难度的掉落概率比普通难度要大。",},
{key="小贴士.55",value="残章可以提高武学上限,外功和内功最多提高到20级。",},
{key="小贴士.56",value="所有的武功都可以被动的提高该系武学的威力。",},
{key="小贴士.57",value="随着时间的流逝,NPC可是会成长的噢!也就是说第二年挑战某NPC和第四年挑战他难度大为不同,所以尽快解决战斗吧!",},
{key="小贴士.58",value="在进入下一周目前,请把你的极品装备都放到松鼠旅馆的储物箱里吧!",},
{key="小贴士.59",value="如果你玩游戏切换场景时很卡,请尝试删除一些存档或者将自动存档不勾选。",},
{key="小贴士.60",value="打开日志,可以知道有哪些剧情没有完成,找到没触发的剧情",},
{key="小贴士.61",value="影响角色战斗集气速度的包括身法、根骨,武学、装备加成以及一些当前的角色BUFF。",},
{key="小贴士.62",value="你可以在人物面板中选择角色的武学是否在战斗中启用。禁用的武学在战斗中无论是AI还是玩家都不能使用它。",},
{key="小贴士.63",value="一些时候,夫妻一起上战场会互相激励而有加成效果。",},
{key="小贴士.64",value="一些特殊事件(如灭门门派)可能会导致队友对你有看法而离你而去。",},
{key="小贴士.65",value="在战场中,每个角色都是有隐藏的行动值的。“集气速度”影响了角色的行动值增长速度。行动值满以后角色才可以行动。",},
{key="小贴士.66",value="武学常识决定了一个角色可以学习到的天赋数量,每个天赋都会消耗一定的武学常识。",},
{key="小贴士.67",value="泡妞也是一门学问,在一些特殊剧情中,甚至都有机会与对方一亲芳泽喔。",},
{key="小贴士.68",value="位于香格里拉的北丑守护者一个巨大的宝藏,等大家去探索。",},
{key="小贴士.69",value="珍珑棋局幻境中,你可以挑战虚幻的敌人,来赢取最大的隐藏奖励。",},
{key="小贴士.70",value="一些天关的解锁需要靠天关令牌,天关令牌基本是世界掉落的。也就是说,每一个你打败的敌人都可能会掉落。",},
{key="小贴士.71",value="霹雳堂的孔八拉可以对你的角色进行试炼,如果能够通过,则将大大增强该角色。",},
{key="小贴士.72",value="一些将敌人击飞、位移的技能,将附带真实伤害。",},
{key="小贴士.73",value="元宝是全存档全周目共享的,所以珍惜它,将它用在最合理处吧。",},
{key="小贴士.74",value="传闻东海剑池的剑气可以将你的装备重铸。",},
{key="小贴士.75",value="战斗中控制内力将是一种战术,一些特殊的武功可以吸取或者化去对方的内力值。",},
{key="小贴士.76",value="自动战斗打不过的关卡,请尝试手动操作吧!你的智慧将会大大提高战斗的胜率。",},
{key="小贴士.77",value="王语嫣姑娘对于武学的笔记,将大大提升角色对武学奥义的理解。",},
{key="小贴士.78",value="慕容世家的斗转星移,将能在战斗中一定概率反弹伤害。",},
{key="小贴士.79",value="被钟灵姑娘的闪电貂咬中的敌人,将身中剧毒。",},
{key="小贴士.80",value="一些具有医术的角色,将能够很大程度扭转战局。",},
{key="小贴士.81",value="阿碧姑娘的歌声优美,或许也可以作为一门武学……",},
{key="小贴士.82",value="一些武学可以相互加成,所以请仔细思考,如何搭配武学,才能发挥最大威力。",},
{key="小贴士.83",value="东方不败的鬼魅身法,可以使他在战斗中出手迅捷无比。",},
{key="小贴士.84",value="侠客岛的赏善罚恶二使,在寻找江湖各个门派的掌门人赴侠客岛……",},
{key="小贴士.85",value="若将九阴真经逆运,将会出现什么样的效果呢?……",},
{key="小贴士.86",value="血刀门的胜谛是个大色鬼,满足他的心愿,他会给你好处噢",},
{key="小贴士.87",value="全真教的赵志敬喜欢拍马屁的弟子。",},
{key="小贴士.88",value="传闻灵鹫宫的李秋水和天山童姥不合。",},
{key="小贴士.89",value="福建南少林的大小洪拳也有它的过人之处。",},
{key="小贴士.90",value="如来神掌这门武学的下落一直是一个迷……",},
{key="小贴士.91",value="少林叛徒火工头陀的大力金刚指号称江湖指法一绝。",},
{key="小贴士.92",value="武当派以内功见长,纯阳无极功将给太极拳、剑提供极大的加成。",},
{key="小贴士.93",value="武当派的神门十三剑、倚天屠龙笔法均可以作为非常优秀的辅助技能。",},
{key="小贴士.94",value="电脑版和网页版战斗按TAB键可以显示角色生命、内力和怒气。",},
}
return resource_suggesttips
|
local lspconfig = require 'lspconfig'
local lspinstall = require 'lspinstall'
lspinstall.setup()
local servers = lspinstall.installed_servers()
for _, server in pairs(servers) do
lspconfig[server].setup{}
end
function compe()
require 'compe'.setup {
enabled = true,
debug = false,
autocomplete = true,
documentation = true,
preselect = 'enable',
min_length = 1,
throttle_time = 80,
source_timeout = 200,
incomplete_delay = 400,
max_abbr_width = 100,
max_kind_width = 100,
max_menu_width = 100,
source = {
buffer = true,
tags = true,
spell = true,
path = true,
calc = true,
nvim_lsp = true,
nvim_lua = false,
vsnip = false,
-- buffer = {kind = " (Buff)",priority = 1},
-- tags = true,
-- spell = true,
-- path = {kind = " (Path)"},
-- calc = true;
-- nvim_lsp = {kind = " (Lsp)",priority = 2},
-- nvim_lua = true;
-- vsnip = {kind = " (Snip)",priority = 1},
}
}
end
vim.lsp.protocol.CompletionItemKind = {
" (Text) ",
" (Method)",
" (Function)",
" (Constructor)",
" ﴲ (Field)",
"[] (Variable)",
" (Class)",
" ﰮ (Interface)",
" (Module)",
" 襁 (Property)",
" (Unit)",
" (Value)",
" 練 (Enum)",
" (Keyword)",
" (Snippet)",
" (Color)",
" (File)",
" (Reference)",
" (Folder)",
" (EnumMember)",
" ﲀ (Constant)",
" ﳤ (Struct)",
" (Event)",
" (Operator)",
" (TypeParameter)"
}
compe()
|
local skynet = require "skynet"
local ChatConst = require "game.chat.ChatConst"
local table_insert = table.insert
local ErrorCode = require "game.config.ErrorCode"
local succeed = {ret=ErrorCode.Succeed}
local unknow = {ret=ErrorCode.Unknow}
local NORET = {}
local CMD = {}
local this = {}
local getRoleInfo = function ( roleID )
local info = this.cacheRoleInfos[roleID]
print("Cat:chat [start:10] ", info, roleID)
if not info then
local is_ok, role_info = skynet.call(this.db, "lua", "select_one_by_key", "RoleBaseInfo", "role_id", roleID)
print("Cat:chat [start:12] ", is_ok, role_info)
if is_ok then
info = role_info
this.cacheRoleInfos[roleID] = info
end
end
return info
end
function CMD.get_handlers()
local handlers = {}
for k,v in pairs(CMD) do
table.insert(handlers, k)
end
return handlers
end
function CMD.Chat_GetHistory( user_info, req_data )
print("Cat:chat [start:11] ", user_info, req_data)
return {channel=req_data.channel, list={}}
end
function CMD.Chat_Send( user_info, req_data )
local roleInfo = getRoleInfo(user_info.cur_role_id)
if not roleInfo then
return unknow
end
local chatInfo = {
roleID = user_info.cur_role_id,
name = roleInfo.name,
career = roleInfo.career,
vip = roleInfo.vip or 0,
headID = roleInfo.headID or 0,
headUrl = roleInfo.headUrl or "",
bubbleID = roleInfo.bubbleID or 0,
channel = req_data.channel,
content = req_data.content,
extra = req_data.extra,
time = Time.timeMS,
id = this.ids[req_data.channel],
}
this.ids[req_data.channel] = this.ids[req_data.channel] + 1
local hisy = this.history[req_data.channel]
table_insert(hisy, chatInfo)
table_insert(this.newChatList, chatInfo)
return succeed
end
function CMD.Chat_GetNew( user_info, req_data )
local ack = this.ackGetNews[user_info.cur_role_id]
if not ack then
this.ackGetNews[user_info.cur_role_id] = skynet.response()
end
return NORET
end
--Cat_Todo : 要不要改成组播的形式
local boardcast = function ( )
end
local init = function ( )
this.history = {}
this.ids = {}
for i = ChatConst.Channel.World, ChatConst.Channel.Count do
this.history[i] = {}
this.ids[i] = 0
end
this.newChatList = {}
this.cacheRoleInfos = {}
setmetatable(this.cacheRoleInfos, {__mode = "v"})
this.db = skynet.localname(".GameDBServer")
this.ackGetNews = {}
this.interestChannel = {}
end
skynet.start (function ()
init()
skynet.fork(function()
while true do
boardcast()
skynet.sleep(50)
end
end)
skynet.dispatch ("lua", function (_, _, command, ...)
local f = assert(CMD[command])
local r = f(...)
if r ~= NORET then
skynet.retpack(r)
end
end)
end)
|
--[[
# Packages
--]]
-- #T# Table of contents
-- #C# Importing packages
-- #T# Beginning of content
-- #C# Importing packages
-- # |-------------------------------------------------------------
-- #T# a package is imported with the require function applied to each lua file in the package
-- # SYNTAX require("/path/to/file1")
-- #T# file1 is a lua file
require("S06_Functions") -- #| this file should be executed from a directory that contains both this file and S06_Functions.lua
clo1 = func1() -- # func1 comes from the imported file
print(clo1(3)) -- # 3
print(clo1(4)) -- # 7
-- # |-------------------------------------------------------------
|
ITEM.name = "PS5-M"
ITEM.model ="models/kek1ch/stalker_outfit.mdl"
ITEM.newModel ="models/stalkerisaac/playermodel/male_01_sunset.mdl"
ITEM.description= "PS5-M Universal Protection Suit."
ITEM.longdesc = "This modern version of the Duty bodysuit is better suited for stalker recruits who are used to lightweight suits. Unlike the SKAT series, the suit provides reasonable protection against anomalies while also being capable of stopping a pistol bullet."
ITEM.width = 2
ITEM.height = 3
ITEM.price = 35000
ITEM.busflag = "dev"
ITEM.br = 0.2
ITEM.fbr = 7
ITEM.ar = 0.2
ITEM.far = 3
ITEM.repairCost = ITEM.price/100*1
ITEM.ballisticlevels = {"0","ll","ll","l","l"}
ITEM.img = ix.util.GetMaterial("vgui/hud/ps5m.png")
ITEM.weight = 8.100
ITEM.miscslots = 3
ITEM.newSkin = 0
ITEM.bodygroup = {0}
ITEM.bodygroupsub = {0}
ITEM.skincustom[1] = {
name = "Skin 0",
skingroup = 0,
}
ITEM.skincustom[2] = {
name = "Skin 1",
skingroup = 1,
}
ITEM.skincustom[3] = {
name = "Skin 2",
skingroup = 2,
}
ITEM.skincustom[4] = {
name = "Skin 3",
skingroup = 3,
}
ITEM.skincustom[5] = {
name = "Skin 4",
skingroup = 4,
}
ITEM.skincustom[6] = {
name = "Skin 5",
skingroup = 5,
}
ITEM.skincustom[7] = {
name = "Skin 6",
skingroup = 6,
}
ITEM.skincustom[8] = {
name = "Skin 7",
skingroup = 7,
}
ITEM.skincustom[9] = {
name = "Skin 8",
skingroup = 8,
}
ITEM.skincustom[10] = {
name = "Skin 9",
skingroup = 9,
}
|
local M = {}
local Z = {}
function M.init(use)
use {
'code-biscuits/nvim-biscuits'
}
return Z;
end
function Z.setup()
local ok, lib = pcall(require, 'nvim-biscuits')
if not ok then
return;
end
lib.setup({
cursor_line_only = true,
toggle_keybind = "<leader>cb",
show_on_start = true,
default_config = {
max_length = 30,
min_distance = 10,
prefix_string = " 📎 "
},
language_config = {
html = {
prefix_string = " 🌐 "
},
javascript = {
prefix_string = " ✨ ",
max_length = 80
},
python = {
disabled = true
}
}
})
end
return M
|
local api = require 'api'
local socket = require "socket"
local username = assert(os.getenv('UDM_USER'), 'No UDM_USER env variable')
local password = assert(os.getenv('PASSWORD'), 'No UDM_USER env variable')
local client = assert(os.getenv('UDM_TARGET'), 'No UDM_TARGET env variable')
local ip = os.getenv('UDM_IP') or '192.168.1.1'
local cookie, xsrf
cookie, xsrf = assert(api.login(ip, username, password))
while true do
local is_present, err = api.check_for_presence(ip, client, cookie, xsrf)
assert(type(is_present) == "boolean")
assert(not err, string.format("%q", err))
print(string.format("%s is %s", client, (is_present and "present") or "not present"))
socket.sleep(5)
end
|
grid_serial_number = 7165
function calculate_power_level( x, y )
local rack_id = x + 10
local power_level = rack_id * y
power_level = power_level + grid_serial_number
power_level = power_level * rack_id
power_level = tostring( power_level )
power_level = string.sub( power_level, -3, -3 )
return tonumber( power_level ) - 5
end
grid = {}
for x = 1, 300 do
grid[x] = {}
for y = 1, 300 do
grid[x][y] = calculate_power_level( x, y )
end
end
function power_of_subgrid( x, y, size )
local power = 0
for i = x, x + ( size - 1 ) do
for j = y, y + ( size - 1 ) do
power = power + grid[i][j]
end
end
return power
end
function calculate_max_power( size )
x = nil
y = nil
max_power = nil
local limit = 300 - size - 1
for i = 1, limit do
for j = 1, limit do
local power = power_of_subgrid( i, j, size )
if max_power == nil or max_power < power then
x = i
y = j
max_power = power
end
end
end
return x, y, max_power
end
max_i = nil
max_x = nil
max_y = nil
max_power = nil
for i = 1, 300
do
local x, y, power = calculate_max_power( i )
if max_power == nil or power > max_power then
max_i = i
max_x = x
max_y = y
max_power = power
end
print( i )
end
print( max_i, "(", max_x, max_y, ")", max_power )
|
local function split(str, pattern)
local t = { }
local function helper(line) table.insert(t, line) return "" end
helper((str:gsub(pattern, helper)))
return t
end
local hasMain
local luaPaths = package and package.path and split(package.path, '(.-);') or { }
for i = 1, #luaPaths do
if luaPaths[i] == '?' or luaPaths[i] == '?.lua' or luaPaths[i] == '?/init.lua' then
luaPaths[i] = nil
elseif string.find(luaPaths[i], '/rom/modules/main') then
hasMain = true
end
end
table.insert(luaPaths, 1, '?.lua')
table.insert(luaPaths, 2, '?/init.lua')
table.insert(luaPaths, 3, '/usr/modules/?.lua')
table.insert(luaPaths, 4, '/usr/modules/?/init.lua')
if not hasMain then
table.insert(luaPaths, 5, '/rom/modules/main/?')
table.insert(luaPaths, 6, '/rom/modules/main/?.lua')
table.insert(luaPaths, 7, '/rom/modules/main/?/init.lua')
end
table.insert(luaPaths, '/sys/modules/?.lua')
table.insert(luaPaths, '/sys/modules/?/init.lua')
local DEFAULT_PATH = table.concat(luaPaths, ';')
local fs = _G.fs
local os = _G.os
local string = _G.string
-- Add require and package to the environment
return function(env)
local function preloadSearcher(modname)
if env.package.preload[modname] then
return function()
return env.package.preload[modname](modname, env)
end
end
end
local function loadedSearcher(modname)
if env.package.loaded[modname] then
return function()
return env.package.loaded[modname]
end
end
end
local sentinel = { }
local function pathSearcher(modname)
if env.package.loaded[modname] == sentinel then
error("loop or previous error loading module '" .. modname .. "'", 0)
end
env.package.loaded[modname] = sentinel
local fname = modname:gsub('%.', '/')
for pattern in string.gmatch(env.package.path, "[^;]+") do
local sPath = string.gsub(pattern, "%?", fname)
-- TODO: if there's no shell, we should not be checking relative paths below
-- as they will resolve to root directory
if env.shell and
type(env.shell.getRunningProgram) == 'function' and
sPath:sub(1, 1) ~= "/" then
sPath = fs.combine(fs.getDir(env.shell.getRunningProgram() or ''), sPath)
end
if fs.exists(sPath) and not fs.isDir(sPath) then
return loadfile(sPath, env)
end
end
end
-- place package and require function into env
env.package = {
path = env.LUA_PATH or _G.LUA_PATH or DEFAULT_PATH,
config = '/\n:\n?\n!\n-',
preload = { },
loaded = {
coroutine = coroutine,
io = io,
math = math,
os = os,
string = string,
table = table,
},
loaders = {
preloadSearcher,
loadedSearcher,
pathSearcher,
}
}
function env.require(modname)
for _,searcher in ipairs(env.package.loaders) do
local fn, msg = searcher(modname)
if fn then
local module, msg2 = fn(modname, env)
if not module then
error(msg2 or (modname .. ' module returned nil'), 2)
end
env.package.loaded[modname] = module
return module
end
if msg then
error(msg, 2)
end
end
error('Unable to find module ' .. modname, 2)
end
return env.require -- backwards compatible
end
|
data.raw.item["bauxite-ore"].subgroup = "plates-ore"
data.raw.item["gold-ore"].subgroup = "plates-ore"
data.raw.item["lead-ore"].subgroup = "plates-ore"
data.raw.item["tin-ore"].subgroup = "plates-ore"
data.raw.item["zinc-ore"].subgroup = "plates-ore"
|
package.path = package.path .. ";../lib/?.lua;?.lua"
local Parser = require("com.blacksheepherd.roml.RomlParser")
local Tester = require("com.blacksheepherd.test.Tester")
local File = require("com.blacksheepherd.io.File")
local t = Tester("ParseTest")
local function createParseTest(filename)
return function()
local parsedRoml = Parser.Parse(File.FileToString("./data/roml/roml/roml_" .. filename .. ".roml"))
local parseTree = require("data.roml.parsetrees.parsetree_" .. filename)
return Tester.AssertEqual(parsedRoml, parseTree)
end
end
t:AddTest("RoML file with only objects (no children).", createParseTest("objects"))
t:AddTest("RoML file with only objects (with children).", createParseTest("children"))
t:AddTest("Objects with inline properties.", createParseTest("properties"))
t:AddTest("Objects with classes.", createParseTest("classes"))
t:AddTest("Objects with an id.", createParseTest("id"))
t:AddTest("ROBLOX object clone.", createParseTest("clone"))
t:AddTest("Objects with a variable class.", createParseTest("var_class"))
t:AddTest("Objects with variable properties.", createParseTest("var_properties"))
t:AddTest("Conditional statements.", createParseTest("conditionals"))
t:AddTest("For loops.", createParseTest("loops"))
t:AddTest("Nested conditionals/for loops.", createParseTest("nesting"))
t:RunTests()
|
--- This directs all drawing to be done to a certain 2D or 3D plane or position, until the corresponding "End" function is called.
--- The matrix functions exist, but are mostly unusable unless you're familiar with the source engine's layout for each aspect.
_G.cam = {}
--- Shakes the screen at a certain position.
--- @param pos GVector @Origin of the shake.
--- @param angles GAngle @Angles of the shake.
--- @param factor number @The shake factor.
function cam.ApplyShake(pos, angles, factor)
end
--- Switches the renderer back to the previous drawing mode from a 3D context.
--- This function is an alias of cam.End3D.
--- 🦟 **BUG**: [This will crash the game if there is no context to end.](https://github.com/Facepunch/garrysmod-issues/issues/1091)
function cam.End()
end
--- Switches the renderer back to the previous drawing mode from a 2D context.
--- 🦟 **BUG**: [This will crash the game if there is no context to end.](https://github.com/Facepunch/garrysmod-issues/issues/1091)
function cam.End2D()
end
--- Switches the renderer back to the previous drawing mode from a 3D context.
--- 🦟 **BUG**: [This will crash the game if there is no context to end.](https://github.com/Facepunch/garrysmod-issues/issues/1091)
function cam.End3D()
end
--- Switches the renderer back to the previous drawing mode from a 3D2D context.
--- 🦟 **BUG**: [This will crash the game if there is no context to end.](https://github.com/Facepunch/garrysmod-issues/issues/1091)
function cam.End3D2D()
end
--- Switches the renderer back to the previous drawing mode from a 3D orthographic rendering context.
function cam.EndOrthoView()
end
--- Returns the currently active model matrix.
--- ⁉ **VALIDATE**: Does this actually mean the matrix on top of the stack? Probably
--- @return GVMatrix @The currently active matrix.
function cam.GetModelMatrix()
end
--- Tells the renderer to ignore the depth buffer and draw any upcoming operation "ontop" of everything that was drawn yet.
--- @param ignoreZ boolean @Determines whenever to ignore the depth buffer or not.
function cam.IgnoreZ(ignoreZ)
end
--- Pops the current active rendering matrix from the stack and reinstates the previous one.
function cam.PopModelMatrix()
end
--- Pushes the specified matrix onto the render matrix stack. Unlike opengl, this will replace the current model matrix.
--- ℹ **NOTE**: This does not work with cam.Start3D2D if `multiply` is false.
--- @param matrix GVMatrix @The matrix to push.
--- @param multiply boolean @If set, multiplies given matrix with currently active matrix (cam.GetModelMatrix) before pushing.
function cam.PushModelMatrix(matrix, multiply)
end
--- Sets up a new rendering context. This is an extended version of cam.Start3D and cam.Start2D. Must be finished by cam.End3D or cam.End2D.
--- 🦟 **BUG**: [This will not update current view properties for 3D contexts.](https://github.com/Facepunch/garrysmod-issues/issues/2682)
--- @param dataTbl table @Render context config
function cam.Start(dataTbl)
end
--- Sets up a new 2D rendering context. Must be finished by cam.End2D.
--- This is almost always used with a render target from the render. To set its position use render.SetViewPort with a target already stored.
--- ℹ **NOTE**: This will put an identity matrix at the top of the model matrix stack. If you are trying to use cam.PushModelMatrix, call it after this function and not before.
--- 🟥 **NOTE**: Provides a 2D rendering context
function cam.Start2D()
end
--- Sets up a new 3D rendering context. Must be finished by cam.End3D.
--- For more advanced settings such as an orthographic view, use cam.Start instead.
--- 🧱 **NOTE**: Provides a 3D rendering context
--- ℹ **NOTE**: Both zNear and zFar need a value before any of them work.
--- zNear also requires a value higher than 0.
--- 🦟 **BUG**: [Negative x/y values won't work.](https://github.com/Facepunch/garrysmod-issues/issues/1995)
--- 🦟 **BUG**: [This will not update current view properties.](https://github.com/Facepunch/garrysmod-issues/issues/2682)
--- @param pos GVector @Render cam position.
--- @param angles GAngle @Render cam angles.
--- @param fov number @Field of view.
--- @param x number @X coordinate of where to start the new view port.
--- @param y number @Y coordinate of where to start the new view port.
--- @param w number @Width of the new viewport.
--- @param h number @Height of the new viewport.
--- @param zNear number @Distance to near clipping plane.
--- @param zFar number @Distance to far clipping plane.
function cam.Start3D(pos, angles, fov, x, y, w, h, zNear, zFar)
end
--- Sets up a new 2D rendering context. Must be finished by cam.End3D2D. This function pushes a new matrix onto the stack. (cam.PushModelMatrix)
--- Matrix formula:
--- ```
--- local m = Matrix()
--- m:SetAngles(angles)
--- m:SetTranslation(pos)
--- m:SetScale(Vector(scale, -scale, 1))
--- ```
--- 🟥 **NOTE**: Provides a 2D rendering context
--- <rendercontext hook="false" type="3D"></rendercontext>
--- ⚠ **WARNING**: This should be closed by cam.End3D2D otherwise the game crashes
--- @param pos GVector @Origin of the 3D2D context, ie
--- @param angles GAngle @Angles of the 3D2D context
--- @param scale number @The scale of the render context
function cam.Start3D2D(pos, angles, scale)
end
--- Sets up a new 3d context using orthographic projection.
--- @param leftOffset number @The left plane offset.
--- @param topOffset number @The top plane offset.
--- @param rightOffset number @The right plane offset.
--- @param bottomOffset number @The bottom plane offset.
function cam.StartOrthoView(leftOffset, topOffset, rightOffset, bottomOffset)
end
|
local AnimationTree = {}
-- TODO
return setmetatable(AnimationTree, {
__call = function(t, ...)
return AnimationTree.new(...)
end
})
|
-- some random shadow realm things
realm = {}
local modstorage = minetest.get_mod_storage()
realm.is_gargantuan_defeated = modstorage:get_int("dead") == 1
realm.on_gargantuan_death = function()
minetest.chat_send_all("A Gargantuan, one of the servants of Cerdon, has been slain!")
realm.is_gargantuan_defeated = true
modstorage:set_int("dead", 1)
end
-- as long as gargantuan remains undefeated
local timer = 0
minetest.register_globalstep(function(dtime)
if not realm.is_gargantuan_defeated and dtime then
timer = timer + dtime
if not (timer >= 1) then return end
timer = 0
for _, player in pairs(minetest.get_connected_players()) do
local pos = player:get_pos()
if pos.y < -200 then
player:set_hp(player:get_hp()-1)
end
end
end
end)
|
local _, wt = ...
if (wt.currentClass ~= "DRUID") then
return
end
local demoralizingRoar = {99,1735,9490,9747,9898,26998}
local swipe = {779,780,769,9754,9908,26997}
local rip = {1079,9492,9493,9752,9894,9896,27008}
local claw = {1082,3029,5201,9849,9850,27000}
local rake = {1822,1823,1824,9904,27003}
local dash = {1850,9821,33357}
local bash = {5211,6798,8983}
local prowl = {5215,6783,9913}
local tigersFury = {5217,6793,9845,9846}
local shred = {5221,6800,8992,9829,9830,27001,27002}
local ravage = {6785,6787,9866,9867,27005}
local maul = {6807,6808,6809,8972,9745,9880,9881,26996}
local cower = {8998,9000,9892,31709,27004}
local pounce = {9005,9823,9827,27006}
local ferociousBite = {22568,22827,22828,22829,31018,24248}
local frenziedRegeneration = {22842,22895,22896,26999}
local mangleCat = {33876,33982,33983}
local mangleBear = {33878,33986,33987}
local faerieFireFeral = {16857,17390,17391,17392,27011}
wt:AddOverriddenSpells(demoralizingRoar,swipe,rip,claw,rake,dash,bash,prowl,tigersFury,shred,ravage,maul,cower,pounce,ferociousBite,frenziedRegeneration,mangleCat,mangleBear,faerieFireFeral)
wt.SpellsByLevel = {
[1] = {{id = 1126, cost = 10},},
[4] = {{id = 8921, cost = 100},{id = 774, cost = 100},},
[6] = {{id = 467, cost = 100},{id = 5177, cost = 100, requiredIds = {5176}},},
[8] = {{id = 339, cost = 200},{id = 5186, cost = 200, requiredIds = {5185}},},
[10] = {{id = 8924, cost = 300, requiredIds = {8921}},{id = 99, cost = 300, requiredIds = {5487}},{id = 5232, cost = 300, requiredIds = {1126}},{id = 1058, cost = 300, requiredIds = {774}},},
[12] = {{id = 5229, cost = 800, requiredIds = {5487}},{id = 8936, cost = 800},},
[14] = {{id = 782, cost = 900, requiredIds = {467}},{id = 5178, cost = 900, requiredIds = {5177}},{id = 5211, cost = 900, requiredIds = {5487}},{id = 5187, cost = 900, requiredIds = {5186}},},
[16] = {{id = 8925, cost = 1800, requiredIds = {8924}},{id = 779, cost = 1800, requiredIds = {5487}},{id = 1430, cost = 1800, requiredIds = {1058}},},
[18] = {{id = 1062, cost = 1900, requiredIds = {339}},{id = 770, cost = 1900},{id = 2637, cost = 1900},{id = 16810, cost = 95, requiredIds = {16689,1062}, requiredTalentId = 16689},{id = 6808, cost = 1900, requiredIds = {6807}},{id = 8938, cost = 1900, requiredIds = {8936}},},
[20] = {{id = 2912, cost = 2000},{id = 768, cost = 2000},{id = 1082, cost = 2000, requiredIds = {768}},{id = 1735, cost = 2000, requiredIds = {99}},{id = 5215, cost = 2000, requiredIds = {768}},{id = 1079, cost = 2000, requiredIds = {768}},{id = 5188, cost = 2000, requiredIds = {5187}},{id = 6756, cost = 2000, requiredIds = {5232}},{id = 20484, cost = 2000},},
[22] = {{id = 8926, cost = 3000, requiredIds = {8925}},{id = 2908, cost = 3000},{id = 5179, cost = 3000, requiredIds = {5178}},{id = 5221, cost = 3000, requiredIds = {768}},{id = 2090, cost = 3000, requiredIds = {1430}},},
[24] = {{id = 1075, cost = 4000, requiredIds = {782}},{id = 1822, cost = 4000, requiredIds = {768}},{id = 780, cost = 4000, requiredIds = {779}},{id = 5217, cost = 4000, requiredIds = {768}},{id = 8939, cost = 4000, requiredIds = {8938}},{id = 2782, cost = 4000},},
[26] = {{id = 8949, cost = 4500, requiredIds = {2912}},{id = 1850, cost = 4500, requiredIds = {768}},{id = 6809, cost = 4500, requiredIds = {6808}},{id = 2893, cost = 4500},{id = 5189, cost = 4500, requiredIds = {5188}},},
[28] = {{id = 5195, cost = 5000, requiredIds = {1062}},{id = 8927, cost = 5000, requiredIds = {8926}},{id = 16811, cost = 250, requiredIds = {16810,5195}, requiredTalentId = 16689},{id = 5209, cost = 5000, requiredIds = {5487}},{id = 3029, cost = 5000, requiredIds = {1082}},{id = 8998, cost = 5000, requiredIds = {768}},{id = 9492, cost = 5000, requiredIds = {1079}},{id = 2091, cost = 5000, requiredIds = {2090}},},
[30] = {{id = 778, cost = 6000, requiredIds = {770}},{id = 24974, cost = 300, requiredIds = {5570}, requiredTalentId = 5570},{id = 5180, cost = 6000, requiredIds = {5179}},{id = 6798, cost = 6000, requiredIds = {5211}},{id = 17390, cost = 300, requiredIds = {16857}, requiredTalentId = 16857},{id = 6800, cost = 6000, requiredIds = {5221}},{id = 783, cost = 6000},{id = 5234, cost = 6000, requiredIds = {6756}},{id = 20739, cost = 6000, requiredIds = {20484}},{id = 8940, cost = 6000, requiredIds = {8939}},{id = 740, cost = 6000},},
[32] = {{id = 9490, cost = 8000, requiredIds = {1735}},{id = 22568, cost = 8000, requiredIds = {768}},{id = 6785, cost = 8000, requiredIds = {768}},{id = 5225, cost = 8000, requiredIds = {768}},{id = 6778, cost = 8000, requiredIds = {5189}},},
[34] = {{id = 8928, cost = 10000, requiredIds = {8927}},{id = 8950, cost = 10000, requiredIds = {8949}},{id = 8914, cost = 10000, requiredIds = {1075}},{id = 8972, cost = 10000, requiredIds = {6809}},{id = 1823, cost = 10000, requiredIds = {1822}},{id = 769, cost = 10000, requiredIds = {780}},{id = 3627, cost = 10000, requiredIds = {2091}},},
[36] = {{id = 22842, cost = 11000, requiredIds = {5487}},{id = 9005, cost = 11000, requiredIds = {768}},{id = 9493, cost = 11000, requiredIds = {9492}},{id = 6793, cost = 11000, requiredIds = {5217}},{id = 8941, cost = 11000, requiredIds = {8940}},},
[38] = {{id = 5196, cost = 12000, requiredIds = {5195}},{id = 18657, cost = 12000, requiredIds = {2637}},{id = 16812, cost = 600, requiredIds = {16811,5196}, requiredTalentId = 16689},{id = 8955, cost = 12000, requiredIds = {2908}},{id = 6780, cost = 12000, requiredIds = {5180}},{id = 5201, cost = 12000, requiredIds = {3029}},{id = 8992, cost = 12000, requiredIds = {6800}},{id = 8903, cost = 12000, requiredIds = {6778}},},
[40] = {{id = 16914, cost = 14000},{id = 29166, cost = 14000},{id = 24975, cost = 700, requiredIds = {24974}, requiredTalentId = 5570},{id = 8929, cost = 14000, requiredIds = {8928}},{id = 9000, cost = 14000, requiredIds = {8998}},{id = 9634, cost = 14000, requiredIds = {5487}},{id = 20719, cost = 14000, requiredIds = {768}},{id = 22827, cost = 14000, requiredIds = {22568}},{id = 6783, cost = 14000, requiredIds = {5215}},{id = 8907, cost = 14000, requiredIds = {5234}},{id = 20742, cost = 14000, requiredIds = {20739}},{id = 8910, cost = 14000, requiredIds = {3627}},{id = 8918, cost = 14000, requiredIds = {740}},},
[42] = {{id = 9749, cost = 16000, requiredIds = {778}},{id = 8951, cost = 16000, requiredIds = {8950}},{id = 9747, cost = 16000, requiredIds = {9490}},{id = 17391, cost = 800, requiredIds = {17390}, requiredTalentId = 16857},{id = 9745, cost = 16000, requiredIds = {8972}},{id = 6787, cost = 16000, requiredIds = {6785}},{id = 9750, cost = 16000, requiredIds = {8941}},},
[44] = {{id = 22812, cost = 18000},{id = 9756, cost = 18000, requiredIds = {8914}},{id = 1824, cost = 18000, requiredIds = {1823}},{id = 9752, cost = 18000, requiredIds = {9493}},{id = 9754, cost = 18000, requiredIds = {769}},{id = 9758, cost = 18000, requiredIds = {8903}},},
[46] = {{id = 9833, cost = 20000, requiredIds = {8929}},{id = 8905, cost = 20000, requiredIds = {6780}},{id = 8983, cost = 20000, requiredIds = {6798}},{id = 9821, cost = 20000, requiredIds = {1850}},{id = 22895, cost = 20000, requiredIds = {22842}},{id = 9823, cost = 20000, requiredIds = {9005}},{id = 9829, cost = 20000, requiredIds = {8992}},{id = 9839, cost = 20000, requiredIds = {8910}},},
[48] = {{id = 9852, cost = 22000, requiredIds = {5196}},{id = 16813, cost = 1100, requiredIds = {16812,9852}, requiredTalentId = 16689},{id = 9849, cost = 22000, requiredIds = {5201}},{id = 22828, cost = 22000, requiredIds = {22827}},{id = 9845, cost = 22000, requiredIds = {6793}},{id = 9856, cost = 22000, requiredIds = {9750}},},
[50] = {{id = 17401, cost = 23000, requiredIds = {16914}},{id = 24976, cost = 1150, requiredIds = {24975}, requiredTalentId = 5570},{id = 9875, cost = 23000, requiredIds = {8951}},{id = 9880, cost = 23000, requiredIds = {9745}},{id = 9866, cost = 23000, requiredIds = {6787}},{id = 21849, cost = 23000, requiredIds = {9884}},{id = 9888, cost = 23000, requiredIds = {9758}},{id = 9884, cost = 23000, requiredIds = {8907}},{id = 20747, cost = 23000, requiredIds = {20742}},{id = 9862, cost = 23000, requiredIds = {8918}},},
[52] = {{id = 9834, cost = 26000, requiredIds = {9833}},{id = 9892, cost = 26000, requiredIds = {9000}},{id = 9898, cost = 26000, requiredIds = {9747}},{id = 9894, cost = 26000, requiredIds = {9752}},{id = 9840, cost = 26000, requiredIds = {9839}},},
[54] = {{id = 9907, cost = 28000, requiredIds = {9749}},{id = 9901, cost = 28000, requiredIds = {8955}},{id = 9910, cost = 28000, requiredIds = {9756}},{id = 9912, cost = 28000, requiredIds = {8905}},{id = 17392, cost = 1400, requiredIds = {17391}, requiredTalentId = 16857},{id = 9904, cost = 28000, requiredIds = {1824}},{id = 9830, cost = 28000, requiredIds = {9829}},{id = 9908, cost = 28000, requiredIds = {9754}},{id = 9857, cost = 28000, requiredIds = {9856}},},
[56] = {{id = 22829, cost = 30000, requiredIds = {22828}},{id = 22896, cost = 30000, requiredIds = {22895}},{id = 9827, cost = 30000, requiredIds = {9823}},{id = 9889, cost = 30000, requiredIds = {9888}},},
[58] = {{id = 9853, cost = 32000, requiredIds = {9852}},{id = 18658, cost = 32000, requiredIds = {18657}},{id = 9835, cost = 32000, requiredIds = {9834}},{id = 17329, cost = 1600, requiredIds = {16813,9853}, requiredTalentId = 16689},{id = 9876, cost = 32000, requiredIds = {9875}},{id = 9850, cost = 32000, requiredIds = {9849}},{id = 33986, cost = 1700, requiredIds = {33878}, requiredTalentId = 33917},{id = 33982, cost = 1700, requiredIds = {33876}, requiredTalentId = 33917},{id = 9881, cost = 32000, requiredIds = {9880}},{id = 9867, cost = 32000, requiredIds = {9866}},{id = 9841, cost = 32000, requiredIds = {9840}},},
[60] = {{id = 17402, cost = 34000, requiredIds = {17401}},{id = 24977, cost = 1700, requiredIds = {24976}, requiredTalentId = 5570},{id = 25298, cost = 34000, requiredIds = {9876}},{id = 31709, cost = 34000, requiredIds = {9892}},{id = 31018, cost = 30000, requiredIds = {22829}},{id = 9913, cost = 34000, requiredIds = {6783}},{id = 9896, cost = 34000, requiredIds = {9894}},{id = 9846, cost = 34000, requiredIds = {9845}},{id = 21850, cost = 34000, requiredIds = {21849}},{id = 25297, cost = 34000, requiredIds = {9889}},{id = 9885, cost = 34000, requiredIds = {9884}},{id = 20748, cost = 34000, requiredIds = {20747}},{id = 9858, cost = 34000, requiredIds = {9857}},{id = 25299, cost = 34000, requiredIds = {9841}},{id = 9863, cost = 34000, requiredIds = {9862}},},
[61] = {{id = 26984, cost = 39000, requiredIds = {9912}},{id = 27001, cost = 39000, requiredIds = {9830}},},
[62] = {{id = 26998, cost = 43000, requiredIds = {9898}},{id = 22570, cost = 43000},{id = 26978, cost = 43000, requiredIds = {25297}},},
[63] = {{id = 26987, cost = 48000, requiredIds = {9835}},{id = 24248, cost = 48000, requiredIds = {31018}},{id = 26981, cost = 48000, requiredIds = {25299}},},
[64] = {{id = 26992, cost = 53000, requiredIds = {9910}},{id = 27003, cost = 53000, requiredIds = {9904}},{id = 26997, cost = 53000, requiredIds = {9908}},{id = 33763, cost = 53000},},
[65] = {{id = 33357, cost = 59000, requiredIds = {9821}},{id = 26999, cost = 59000, requiredIds = {22896}},{id = 26980, cost = 59000, requiredIds = {9858}},},
[66] = {{id = 26993, cost = 34000, requiredIds = {9907}},{id = 27011, cost = 1700, requiredIds = {17392}, requiredTalentId = 16857},{id = 33745, cost = 66000},{id = 27006, cost = 66000, requiredIds = {9827}},{id = 27005, cost = 66000, requiredIds = {9867}},},
[67] = {{id = 26986, cost = 73000, requiredIds = {25298}},{id = 27000, cost = 73000, requiredIds = {9850}},{id = 26996, cost = 73000, requiredIds = {9881}},{id = 27008, cost = 73000, requiredIds = {9896}},},
[68] = {{id = 26989, cost = 81000, requiredIds = {9853}},{id = 27009, cost = 1700, requiredIds = {17329,26989}, requiredTalentId = 16689},{id = 33987, cost = 1900, requiredIds = {33986}, requiredTalentId = 33917},{id = 33983, cost = 1700, requiredIds = {33982}, requiredTalentId = 33917},{id = 33943, cost = 81000},},
[69] = {{id = 26985, cost = 90000, requiredIds = {26984}},{id = 27004, cost = 90000, requiredIds = {31709}},{id = 26979, cost = 90000, requiredIds = {26978}},{id = 26994, cost = 90000, requiredIds = {20748}},{id = 26982, cost = 90000, requiredIds = {26981}},},
[70] = {{id = 33786, cost = 100000},{id = 27012, cost = 100000, requiredIds = {17402}},{id = 27013, cost = 2500, requiredIds = {24977}, requiredTalentId = 5570},{id = 26988, cost = 100000, requiredIds = {26987}},{id = 26995, cost = 100000, requiredIds = {9901}},{id = 27002, cost = 100000, requiredIds = {27001}},{id = 26990, cost = 100000, requiredIds = {9885}},{id = 26983, cost = 100000, requiredIds = {9863}},},
}
|
-- base specs
local zombie = {
modes = {
idle = {chance=0.7, duration=3, update_yaw=6},
walk = {chance=0.3, duration=5.5, moving_speed=1.5},
attack = {chance=0, moving_speed=2.5},
},
mesh = "creatures_zombie.b3d",
collisionbox = {-0.25, -0.01, -0.25, 0.25, 1.65, 0.25},
rotation = -90.0,
animations = {
idle = {start=0, stop=80, speed=15},
walk = {start=102, stop=122, speed=15.5},
attack = {start=102, stop=122, speed=25},
death = {start=81, stop=101, speed=28, loop=false, duration=2.12},
},
sounds = {
on_damage = {name="creatures_zombie_hit", gain=0.4, distance=10},
on_death = {name="creatures_zombie_death", gain=0.7, distance=10},
swim = {name="creatures_splash", gain=1.0, distance=10},
random = {
idle = {name="creatures_zombie", gain=0.7, distance=12},
},
},
drops = {
{"creatures:rotten_flesh", {min=1, max=2}, chance=0.7},
},
nodes = {
spawn_on = {"default:stone", "default:dirt_with_grass", "default:dirt",
"default:cobblestone", "default:mossycobble", "group:sand"},
},
}
creatures.register_mob({
-- general
name = ":creatures:zombie",
nametag = creatures.feature_nametags and "Zombie" or nil,
stats = {
hp = 20,
lifetime = cmer_zombie.lifetime,
can_jump = 1,
can_swim = true,
can_burn = true,
has_falldamage = true,
has_knockback = true,
light = {min=0, max=8},
hostile = true,
},
modes = zombie.modes,
model = {
mesh = zombie.mesh,
textures = {"creatures_zombie.png"},
collisionbox = zombie.collisionbox,
rotation = zombie.rotation,
animations = zombie.animations,
},
sounds = zombie.sounds,
combat = {
attack_damage = 1,
attack_speed = 0.6,
attack_radius = 1.1,
search_enemy = true,
search_timer = 2,
search_radius = 12,
search_type = "player",
},
spawning = {
abm_nodes = zombie.nodes,
abm_interval = cmer_zombie.spawn_interval,
abm_chance = cmer_zombie.spawn_chance,
max_number = 1,
number = 2,
light = {min=0, max=8},
height_limit = {min=-200, max=50},
spawner = {
description = "Zombie Spawner",
range = 8,
number = 6,
light = {min=0, max=8},
}
},
drops = zombie.drops,
})
if core.global_exists("asm") then
asm.addEgg({
name = "zombie",
spawn = "creatures:zombie",
inventory_image = "creatures_zombie_inv.png",
ingredient = "creatures:rotten_flesh",
})
end
core.register_alias("creatures:zombie", "spawneggs:zombie")
-- harder zombie
creatures.register_mob({
name = ":creatures:zombie_manic",
nametag = creatures.feature_nametags and "Manic Zombie" or nil,
stats = {
hp = 75,
lifetime = cmer_zombie.lifetime,
can_jump = 1,
can_swim = true,
can_burn = true,
has_falldamage = true,
has_knockback = true,
light = {min=0, max=8},
hostile = true,
},
modes = zombie.modes,
model = {
mesh = zombie.mesh,
textures = {"creatures_zombie_manic.png"},
collisionbox = zombie.collisionbox,
rotation = zombie.rotation,
animations = zombie.animations,
},
sounds = zombie.sounds,
combat = {
attack_damage = 15,
attack_speed = 0.6,
attack_radius = 1.1,
search_enemy = true,
search_timer = 2,
search_radius = 20,
search_type = "player",
},
drops = zombie.drops,
spawning = {
abm_nodes = zombie.nodes,
abm_interval = cmer_zombie.spawn_interval + math.floor(cmer_zombie.spawn_interval / 2),
abm_chance = cmer_zombie.spawn_chance + math.floor(cmer_zombie.spawn_chance / 2),
max_number = 1,
number = 1,
light = {min=0, max=8},
height_limit = {min=-32000, max=500},
},
})
|
help(
[[
HMMER is used for searching sequence databases for homologs of protein sequences, and for making protein sequence
alignments. It implements methods using probabilistic models called profile hidden Markov models (profile HMMs).
Compared to BLAST, FASTA, and other sequence alignment and database search tools based on older scoring methodology,
HMMER aims to be significantly more accurate and more able to detect remote homologs because of the strength of its
underlying mathematical models. In the past, this strength came at significant computational expense, but in the new
HMMER3 project, HMMER is now essentially as fast as BLAST.
]])
local version = "3.1"
local base = "/cvmfs/oasis.opensciencegrid.org/osg/modules/hmmer/"..version
whatis("HMMER is used for searching for homologs of protein sequences, and for making protein sequence alignments.")
prepend_path("PATH", pathJoin(base, "bin"))
prepend_path("LD_LIBRARY_PATH", pathJoin(base, "lib"))
prepend_path("CPATH", pathJoin(base, "include"))
prepend_path("LIBRARY_PATH", pathJoin(base, "lib"))
family('hmmer')
|
local Iterator = require(script.Parent.Parent.Iterator)
local Hash = setmetatable({}, Iterator)
Hash.__index = Hash
Hash.__call = Iterator.__call
function Hash.new(hash)
return setmetatable({
hash = hash,
lastKey = nil,
}, Hash)
end
function Hash:after()
local key, value = next(self.hash, self.lastKey)
self.lastKey = key
return value ~= nil and { key, value } or nil
end
return Hash
|
gr_bocatt = Creature:new {
customName = "Bocatt",
socialGroup = "bocatt",
faction = "",
level = 80,
chanceHit = 3.32,
damageMin = 160,
damageMax = 170,
baseXp = 1278,
baseHAM = 15000,
baseHAMmax = 21000,
armor = 0,
resists = {5,5,5,140,-1,-1,-1,-1,-1},
meatType = "meat_reptilian",
meatAmount = 100,
hideType = "hide_leathery",
hideAmount = 60,
boneType = "bone_mammal",
boneAmount = 35,
milk = 0,
tamingChance = 0.25,
ferocity = 7,
pvpBitmask = AGGRESSIVE + ATTACKABLE + ENEMY,
creatureBitmask = PACK + STALKER,
optionsBitmask = AIENABLED,
diet = CARNIVORE,
templates = {"object/mobile/bocatt.iff"},
--controlDeviceTemplate = "object/intangible/pet/bocatt_hue.iff",
lootGroups = {},
weapons = {"creature_spit_small_yellow"},
conversationTemplate = "",
attacks = {
{"posturedownattack",""},
{"stunattack",""}
}
}
CreatureTemplates:addCreatureTemplate(gr_bocatt, "gr_bocatt")
|
AddCSLuaFile()
local Entity = FindMetaTable "Entity"
function Entity:IsPiano()
return false
end
|
print ("hello, world");
|
require "prefabutil"
local assets =
{
Asset("ANIM", "anim/sch_teatree_nut.zip"),
Asset("ATLAS", "images/inventoryimages/sch_teatree_piko.xml"),
Asset("IMAGE", "images/inventoryimages/sch_teatree_piko.tex"),
Asset("ATLAS", "images/inventoryimages/sch_teatree_piko_cooked.xml"),
Asset("IMAGE", "images/inventoryimages/sch_teatree_piko_cooked.tex"),
}
local prefabs =
{
"spoiled_food"
}
local function plant(inst, growtime)
local sapling = SpawnPrefab("acorn_sapling")
sapling:StartGrowing()
sapling.Transform:SetPosition(inst.Transform:GetWorldPosition())
sapling.SoundEmitter:PlaySound("dontstarve/wilson/plant_tree")
inst:Remove()
end
local function domonsterstop(ent)
ent.monster_stop_task = nil
ent:StopMonster()
end
local function ondeploy(inst, pt)
inst = inst.components.stackable:Get()
inst.Transform:SetPosition(pt:Get())
local timeToGrow = GetRandomWithVariance(TUNING.ACORN_GROWTIME.base, TUNING.ACORN_GROWTIME.random)
plant(inst, timeToGrow)
-- Pacify a nearby monster tree
local ent = FindEntity(inst, TUNING.DECID_MONSTER_ACORN_CHILL_RADIUS, nil, {"birchnut", "monster"}, {"stump", "burnt", "FX", "NOCLICK","DECOR","INLIMBO"})
if ent ~= nil then
if ent.monster_start_task ~= nil then
ent.monster_start_task:Cancel()
ent.monster_start_task = nil
end
if ent.monster and
ent.monster_stop_task == nil and
not (ent.components.burnable ~= nil and ent.components.burnable:IsBurning()) and
not (ent:HasTag("stump") or ent:HasTag("burnt")) then
ent.monster_stop_task = ent:DoTaskInTime(math.random(0, 3), domonsterstop)
end
end
end
local function OnLoad(inst, data)
if data and data.growtime then
plant(inst, data.growtime)
end
end
local function fn()
local inst = CreateEntity()
inst.entity:AddTransform()
inst.entity:AddAnimState()
inst.entity:AddSoundEmitter()
inst.entity:AddNetwork()
MakeInventoryPhysics(inst)
inst.entity:AddMiniMapEntity()
inst.entity:SetPristine()
inst.AnimState:SetBank("teatree_nut")
inst.AnimState:SetBuild("sch_teatree_nut")
inst.AnimState:PlayAnimation("idle")
inst.MiniMapEntity:SetIcon( "sch_teatree_piko.tex" )
inst:AddTag("cattoy")
inst:AddTag("cookable")
inst:AddTag("deployedplant")
inst:AddTag("icebox_valid")
inst:AddTag("show_spoilage")
if not TheWorld.ismastersim then
return inst
end
inst:AddComponent("cookable")
inst.components.cookable.product = "sch_teatree_nut_cooked_piko"
inst:AddComponent("tradable")
inst:AddComponent("perishable")
inst.components.perishable:StartPerishing()
inst.components.perishable:SetPerishTime(TUNING.PERISH_SLOW)
inst.components.perishable.onperishreplacement = "spoiled_food"
inst:AddComponent("edible")
inst.components.edible.hungervalue = TUNING.CALORIES_TINY
inst.components.edible.healthvalue = TUNING.HEALING_TINY
inst.components.edible.foodtype = FOODTYPE.RAW
inst:AddComponent("stackable")
inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM
inst:AddComponent("inspectable")
MakeSmallBurnable(inst, TUNING.SMALL_BURNTIME)
MakeSmallPropagator(inst)
inst:AddComponent("inventoryitem")
inst.components.inventoryitem.imagename = "sch_teatree_piko"
inst.components.inventoryitem.atlasname = "images/inventoryimages/sch_teatree_piko.xml"
inst:AddComponent("deployable")
inst.components.deployable:SetDeployMode(DEPLOYMODE.PLANT)
inst.components.deployable.ondeploy = ondeploy
inst:AddComponent("winter_treeseed")
inst.components.winter_treeseed:SetTree("winter_deciduoustree")
MakeHauntableLaunchAndIgnite(inst)
inst.OnLoad = OnLoad
return inst
end
local function cooked()
local inst = CreateEntity()
inst.entity:AddTransform()
inst.entity:AddAnimState()
inst.entity:AddSoundEmitter()
inst.entity:AddNetwork()
inst.entity:SetPristine()
inst.entity:AddMiniMapEntity()
MakeInventoryPhysics(inst)
inst.AnimState:SetBank("teatree_nut")
inst.AnimState:SetBuild("sch_teatree_nut")
inst.AnimState:PlayAnimation("cooked")
inst.MiniMapEntity:SetIcon("sch_teatree_piko_cooked.tex")
if not TheWorld.ismastersim then
return inst
end
inst:AddComponent("edible")
inst.components.edible.hungervalue = TUNING.CALORIES_TINY
inst.components.edible.healthvalue = TUNING.HEALING_TINY
inst.components.edible.foodtype = "SEEDS"
inst:AddComponent("perishable")
inst.components.perishable:StartPerishing()
inst.components.perishable:SetPerishTime(TUNING.PERISH_SLOW)
inst.components.perishable.onperishreplacement = "spoiled_food"
inst:AddComponent("stackable")
inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM
inst:AddComponent("inspectable")
MakeSmallBurnable(inst, TUNING.SMALL_BURNTIME)
MakeSmallPropagator(inst)
inst:AddComponent("inventoryitem")
inst.components.inventoryitem.imagename = "sch_teatree_piko_cooked"
inst.components.inventoryitem.atlasname = "images/inventoryimages/sch_teatree_piko_cooked.xml"
MakeHauntableLaunch(inst)
return inst
end
return Prefab("sch_teatree_nut_piko", fn, assets, prefabs),
Prefab("sch_teatree_nut_cooked_piko", cooked, assets),
MakePlacer("sch_teatree_nut_piko_placer", "teatree_nut", "sch_teatree_nut", "idle_planted")
|
--[[
Upbit Open API
## REST API for Upbit Exchange - Base URL: [https://api.upbit.com] - Official Upbit API Documents: [https://docs.upbit.com] - Official Support email: [open-api@upbit.com]
OpenAPI spec version: 1.0.0
Contact: ujhin942@gmail.com
Generated by: https://github.com/swagger-api/swagger-codegen.git
]]
-- member_level class
local member_level = {}
local member_level_mt = {
__name = "member_level";
__index = member_level;
}
local function cast_member_level(t)
return setmetatable(t, member_level_mt)
end
local function new_member_level(security_level, fee_level, email_verified, identity_auth_verified, bank_account_verified, kakao_pay_auth_verified, locked, wallet_locked)
return cast_member_level({
["security_level"] = security_level;
["fee_level"] = fee_level;
["email_verified"] = email_verified;
["identity_auth_verified"] = identity_auth_verified;
["bank_account_verified"] = bank_account_verified;
["kakao_pay_auth_verified"] = kakao_pay_auth_verified;
["locked"] = locked;
["wallet_locked"] = wallet_locked;
})
end
return {
cast = cast_member_level;
new = new_member_level;
}
|
io.stdout:setvbuf'no'
audio = require "wave" --require the library
love.window.setTitle("Press Space to switch examples")
examples = {}
example = 1
require "examples/1"
require "examples/2"
require "examples/3"
require "examples/4"
function love.keypressed(key, scancode, isrepeat)
if key == "space" then
example = (example < #examples) and example + 1 or 1
if love.unload then love.unload() end
love.filedropped = function () end
love.update = function () end
love.draw = function () end
examples[example]()
love.load()
else
if love.key then love.key(key) end
end
end
examples[example]()
|
ITEM.name = "Base Blueprint"
ITEM.category = "Чертежи"
ITEM.model = "models/toussaint_paper6.mdl"
|
function new_ISO_Time(i_epoch_str,
i_delta_m,
i_delta_p)
if i_epoch_str == nil then i_epoch_str = "" end
local y,m,d,h,mi,s,fs = string.match(i_epoch_str, "(%d+)-(%d+)-(%d+)T(%d+):(%d+):(%d%d)([.%d]-)Z")
local l_fs = (fs ~= nil and tonumber(fs) or 0)
function to_seconds()
local l_seconds = 0
if y ~= nil then
l_seconds = os.time({ year=y, month=m, day=d, hour=h, min=mi, sec=s })
end
return l_seconds
end
local m_data =
{
m_delta_m = i_delta_m ~= nil and -tonumber(i_delta_m) or 0,
m_delta_p = i_delta_p ~= nil and tonumber(i_delta_p) or 0,
m_secs = to_seconds(),
m_fsecs = l_fs
}
function m_data:get_iso_str()
return i_epoch_str
end
function m_data:is_in_delta_range(i_iso_time)
local l_diff = i_iso_time.m_secs - self.m_secs +
((i_iso_time.m_fsecs - self.m_fsecs) * 10^-12)
local l_return = 0
if l_diff < self.m_delta_m then print("x", i_iso_time:get_iso_str()) l_return = -1
elseif l_diff >= self.m_delta_p then l_return = 1
end
return l_return
end
function m_data:is_valid()
return self.m_secs ~= 0
end
function m_data:diff(i_iso_time)
local l_diff = 0
if self:is_valid() and i_iso_time:is_valid() then
l_diff = self.m_secs - i_iso_time.m_secs +
(self.m_fsecs - i_iso_time.m_fsecs)
end
return l_diff
end
return m_data
end
|
local player_settings = require("globals.player-settings")
local stdlib_Is = require("__stdlib__/stdlib/utils/is")
local common = {}
-- Gets the player object by player reference
-- @param player_index The index of the player ref
function common.get_player(player_index)
return game.get_player(player_index)
end
-- Logs the message to the player in the console only if debug_mode is enabled.
-- @param player_index LuaPlayer
function common.debug_log(player_index, message)
if player_settings.get_debug_mode_setting(player_index) then
common.get_player(player_index).print(message)
end
end
function common.min(array)
local min = 0
for key, value in pairs(array) do
if min == 0 or value < min then
min = value
end
end
return min
end
function common.max(array)
local max = 0
for key, value in pairs(array) do
if value > max then
max = value
end
end
return max
end
function common.valid(object)
if object == nil then
return false
end
if object == {} then
return false
end
return stdlib_Is(object)
end
function common.short_if(condition, true_result, false_result)
if condition then
return true_result
end
return false_result
end
return common
|
require "warp"
local Cosine = {}
function Cosine:new(o)
o = o or {}
setmetatable(o, self)
self.__index = self
return o
end
function Cosine:warp(x, y, z)
return warp(x, y, z)
end
function Cosine:mu(x, y, z)
return 1.0
end
function Cosine:lam(x, y, z)
return 2.0
end
function Cosine:force(x, y, z)
return math.pi*(-3.0*math.pi*math.sin(math.pi*x)*math.sin(math.pi*z) + 5.0*math.pi*math.cos(math.pi*x)*math.cos(math.pi*y)), -3.0*math.pi^2*math.sin(math.pi*x)*math.sin(math.pi*y), 5.0*math.pi^2*math.cos(math.pi*x)*math.cos(math.pi*z)
end
function Cosine:solution(x, y, z)
return math.cos(math.pi * x) * math.cos(math.pi * y),
0,
math.cos(math.pi * x) * math.cos(math.pi * z)
end
function Cosine:solution_jacobian(x, y, z)
return -math.pi * math.sin(math.pi * x) * math.cos(math.pi * y),
-math.pi * math.cos(math.pi * x) * math.sin(math.pi * y),
0,
0, 0, 0,
-math.pi * math.sin(math.pi * x) * math.cos(math.pi * z),
0,
-math.pi * math.cos(math.pi * x) * math.sin(math.pi * z)
end
function Cosine:boundary(x, y, z)
return self:solution(x, y, z)
end
cosine = Cosine:new()
|
local ADDON_NAME = ...
local logger = CodexCountLogger
local CCEvents = CreateFrame("FRAME", ADDON_NAME)
local currentCount = 0
local CCLDB =
LibStub("LibDataBroker-1.1"):NewDataObject(
ADDON_NAME,
{
type = "data source",
text = ADDON_NAME,
label = ADDON_NAME,
icon = "Interface\\Icons\\inv_relics_6orunestone_ogremissive",
OnTooltipShow = function(tooltip)
if (not tooltip or not tooltip.AddLine) then
return
end
local expectedRep = floor(currentCount / 2)
tooltip:AddLine("|cFFFFFFFF" .. ADDON_NAME .. "|r")
tooltip:AddLine("You have " .. currentCount .. " Cataloged Research, worth " .. expectedRep .. " reputation.")
end
}
)
local CCIcon = LibStub("LibDBIcon-1.0")
-- Map of item ID to their Cataloged Research value
local ITEM_VALUES = {
[186685] = 1, -- Relic Fragment
[187322] = 8, -- Crumbling Stone Tablet
[187457] = 8, -- Engraved Glass Pane
[187324] = 8, -- Gnawed Ancient Idol
[187323] = 8, -- Runic Diagram
[187460] = 8, -- Strangely Intricate Key
[187458] = 8, -- Unearthed Teleporter Sigil
[187459] = 8, -- Vial of Mysterious Liquid
[187465] = 48, -- Complicated Organism Harmonizer
[187327] = 48, -- Encrypted Korthian Journal
[187463] = 48, -- Enigmatic Map Fragments
[187325] = 48, -- Faded Razorwing Anatomy Illustration
[187326] = 48, -- Half-Completed Runeforge Pattern
[187462] = 48, -- Scroll of Shadowlands Fables
[187478] = 48, -- White Razorwing Talon
[187336] = 100, -- Forbidden Weapon Schematics
[187466] = 100, -- Korthian Cypher Book
[187332] = 100, -- Recovered Page of Voices
[187328] = 100, -- Ripped Cosmology Chart
[187334] = 100, -- Shattered Void Tablet
[187330] = 150, -- Naaru Shard Fragment
[187329] = 150, -- Old God Specimen Jar
[187467] = 150, -- Perplexing Rune-Cube
[187331] = 150, -- Tattered Fae Designs
[187311] = 300, -- Azgoth's Tattered Maps
[187333] = 300, -- Core of an Unknown Titan
[187350] = 300, -- Displaced Relic
[187335] = 300 -- Maldraxxus Larva Shell
}
local function OnBagUpdated()
local count = 0
for bag = 0, NUM_BAG_SLOTS do
for slot = 1, GetContainerNumSlots(bag) do
local itemId = GetContainerItemID(bag, slot)
local itemValue = ITEM_VALUES[itemId]
if (itemValue) then
local _, itemCount = GetContainerItemInfo(bag, slot)
count = count + itemValue * itemCount
end
end
end
logger.log("Updated count: " .. count)
currentCount = count
end
local function OnAddonLoaded(addonName)
if (addonName == ADDON_NAME) then
CCEvents:UnregisterEvent("ADDON_LOADED")
CCEvents:RegisterEvent("BAG_UPDATE")
end
end
local function HandleEvent(_, event, ...)
logger.log("Handling event " .. event)
if (event == "ADDON_LOADED") then
OnAddonLoaded(...)
elseif (event == "BAG_UPDATE") then
OnBagUpdated()
end
end
local function Init()
if (CCMinimapIcon == nil) then
CCMinimapIcon = {}
end
CCIcon:Register(ADDON_NAME, CCLDB, CCMinimapIcon)
CCEvents:SetScript("OnEvent", HandleEvent)
CCEvents:RegisterEvent("ADDON_LOADED")
end
logger.log("Loading...")
Init()
|
local gen_def = dofile(minetest.get_modpath("more_chests") .. "/utils/base.lua")
local S = minetest.get_translator("more_chests")
local function register_toolbox(description, material, side_tile, craft_item)
local def = gen_def({
description = description,
type = "toolbox",
size = "big",
-- node_box = {-0.5, -0.5, -0.5, 1.5, 0.5, 0.5}, -- makes it two blocks wide
tiles = {
side = side_tile,
front = "toolbox_" .. material .. "_front.png",
top = "toolbox_" .. material .. "_top.png",
},
})
minetest.register_node("more_chests:toolbox_" .. material, def)
minetest.register_craft({
output = "more_chests:toolbox_" .. material,
recipe = {
{craft_item, craft_item, craft_item},
{craft_item, "group:pickaxe", craft_item},
{craft_item, craft_item, craft_item}
}
})
end
register_toolbox(S("Wooden Toolbox"), "wood", "default_wood.png", "default:wood")
register_toolbox(S("Aspen Wood Toolbox"), "aspen", "default_aspen_wood.png", "default:aspen_wood")
register_toolbox(S("Acacia Wood Toolbox"), "acacia", "default_acacia_wood.png", "default:acacia_wood")
register_toolbox(S("Junglewood Toolbox"), "jungle", "default_junglewood.png", "default:junglewood")
register_toolbox(S("Pine Wood Toolbox"), "pine", "default_pine_wood.png", "default:pine_wood")
register_toolbox(S("Steel Toolbox"), "steel", "default_steel_block.png", "default:steel_ingot")
|
--
-- Licensed to the Apache Software Foundation (ASF) under one or more
-- contributor license agreements. See the NOTICE file distributed with
-- this work for additional information regarding copyright ownership.
-- The ASF licenses this file to You under the Apache License, Version 2.0
-- (the "License"); you may not use this file except in compliance with
-- the License. You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
--
local rediscluster = require("resty.rediscluster")
local core = require("apisix.core")
local resty_lock = require("resty.lock")
local setmetatable = setmetatable
local tostring = tostring
local ipairs = ipairs
local _M = {}
local mt = {
__index = _M
}
local function new_redis_cluster(conf)
local config = {
name = "apisix-redis-cluster",
serv_list = {},
read_timeout = conf.redis_timeout,
auth = conf.redis_password,
dict_name = "plugin-limit-count-redis-cluster-slot-lock",
}
for i, conf_item in ipairs(conf.redis_cluster_nodes) do
local host, port, err = core.utils.parse_addr(conf_item)
if err then
return nil, "failed to parse address: " .. conf_item
.. " err: " .. err
end
config.serv_list[i] = {ip = host, port = port}
end
local red_cli, err = rediscluster:new(config)
if not red_cli then
return nil, "failed to new redis cluster: " .. err
end
return red_cli
end
function _M.new(plugin_name, limit, window, conf)
local red_cli, err = new_redis_cluster(conf)
if not red_cli then
return nil, err
end
local self = {
limit = limit, window = window, conf = conf,
plugin_name = plugin_name, red_cli =red_cli
}
return setmetatable(self, mt)
end
function _M.incoming(self, key)
local red = self.red_cli
local limit = self.limit
local window = self.window
key = self.plugin_name .. tostring(key)
local remaining,err = red:eval("if redis.call('ttl',KEYS[1]) < 0 then redis.call('set',KEYS[1],ARGV[1]-1,'EX',ARGV[2]) return ARGV[1]-1 end return redis.call('incrby',KEYS[1],-1)",1,key,limit,window)
if err then
return nil,err
end
if remaining <0 then
core.log.error(remaining)
return nil,"rejected"
end
return 0,remaining
end
return _M
|
local database_connection
addEventHandler('onResourceStart', resourceRoot, function()
database_connection = dbConnect('sqlite', ':/global.db')
if database_connection then
outputDebugString('SQLite baglantisi basariyla saglandi.', 3, 0, 255, 0)
else
outputDebugString('SQLite baglantisi saglanirken bir hata meydana geldi!', 1, 255, 0, 0)
end
end)
getConnection = function()
return database_connection
end
|
----------------------------------------------------------------------------------------------------
-- Class to fill a rectangle.
-- <p>
-- NOTE: This uses immediate mode drawing and so has a high performance impact when
-- used on mobile devices. You may wish to use a 1-pixel high Image instead if you
-- wish to minimize draw calls.
-- </p>
--
-- <h4>Extends:</h4>
-- <ul>
-- <li><a href="flower.DrawableObject.html">DrawableObject</a><l/i>
-- </ul>
--
-- @author Makoto
-- @release V3.0.0
----------------------------------------------------------------------------------------------------
-- import
local class = require "flower.class"
local DrawableObject = require "flower.DrawableObject"
-- class
local DrawableRect = class(DrawableObject)
---
-- This is the function called when drawing.
-- @param index index of DrawCallback.
-- @param xOff xOff of DrawCallback.
-- @param yOff yOff of DrawCallback.
-- @param xFlip xFlip of DrawCallback.
-- @param yFlip yFlip of the Prop.
function DrawableRect:onDraw(index, xOff, yOff, xFlip, yFlip)
local w, h, d = self:getSize()
MOAIGfxDevice.setPenColor(self:getColor())
MOAIDraw.fillRect(0, 0, w, h)
end
return DrawableRect
|
-- Description: GUI styles Textfield
local default_gui = data.raw["gui-style"].default
-------------------------------------------------------------------------------
-- Style Textfield
--
-- @type Textfield
--
-------------------------------------------------------------------------------
-- Style of default
--
-- @field [parent=#Textfield] default
default_gui[Constants.Names.Styles.Textfields.SELogisticsTextfield] = {
type = "textbox_style",
parent = "search_textfield_with_fixed_width",
width = 50
}
|
local ui = {
list = {},
atlas = false
}
function ui:load()
self.atlas, self.quad = loadAtlas("data/art/img/ui.png", assetSize, assetSize, 0)
self.smoof = 6
self.smoofSnap = 1
end
--UTILITY SHIT
function ui:clear()
self.list = {}
end
function ui.getTextDimensions(text, font)
local width = font:getWidth(text)
local height = (font:getAscent() - font:getDescent())
return width, height
end
function ui:printCenter(font, text, x, y, width, height)
local textWidth, textHeight = ui.getTextDimensions(text, font)
lg.setFont(font)
lg.print(text, x + (width / 2) - (textWidth / 2), y + (height / 2) - (textHeight / 2))
end
--Wrapper for lg.newQuad because it makes shit simpler
function ui:newQuad(x, y, width, height)
return lg.newQuad(x, y, width, height, self.atlas:getWidth(), self.atlas:getHeight())
end
function ui:getHidePosition(hideDirection, x, y, width, height)
local hideX, hideY = x, y
if hideDirection == "top" then
hideY = -(height * 2)
elseif hideDirection == "bottom" then
hideY = lg.getHeight() + (height * 2)
elseif hideDirection == "left" then
hideX = -(width * 2)
elseif hideDirection == "right" then
hideX = lg.getWidth() + (width * 2)
end
return hideX, hideY
end
--ELEMENT CREATING SHIT
--Creates image object.
--Source: Source image, quad: Quad. X & y: Position
--hideDirection: "top", "bottom", "left", "right", Decies where the object goes when hidden
function ui:newImage(func, atlas, quad, x, y, scale, hideDirection)
func = func or false
local _x, _y, width, height = quad:getViewport()
width = width * scale
height = height * scale
local hideX, hideY = self:getHidePosition(hideDirection, x, y, width, height)
self.list[#self.list + 1] = {
type = "image",
func = func,
atlas = atlas,
quad = quad,
hideDirection = hideDirection,
--Status
hidden = false,
offScreen = false,
enabled = true,
--UNSCALED DIMENSIONS!
width = width,
height = height,
scale = scale,
--Current position
x = x,
y = y,
--target position
targetX = x,
targetY = y,
--Visible position
visibleX = x,
visibleY = y,
--Hidden position
hiddenX = hideX,
hiddenY = hideY,
--
screen = ""
}
return self.list[#self.list]
end
function ui:newButton(func, text, font, x, y, width, height, hideDirection)
local hideX, hideY = self:getHidePosition(hideDirection, x, y, width, height)
self.list[#self.list + 1] = {
type = "button",
func = func,
text = text,
hideDirection = hideDirection,
font = font,
--Status
hidden = false,
offScreen = false,
enabled = true,
width = width,
height = height,
--Current position
x = x,
y = y,
--target position
targetX = x,
targetY = y,
--Visible position
visibleX = x,
visibleY = y,
--Hidden position
hiddenX = hideX,
hiddenY = hideY,
screen = ""
}
return self.list[#self.list]
end
function ui:newCheckBox(func, text, x, y, scale, hideDirection)
local font = font.tiny
local hideX, hideY = self:getHidePosition(hideDirection, x, y, assetSize * scale, assetSize * scale)
local textWidth = font:getWidth(text)
self.list[#self.list + 1] = {
type = "checkBox",
func = func,
checked = false,
text = text,
hideDirection = hideDirection,
font = font,
--Status
hidden = false,
offScreen = false,
enabled = true,
textWidth = textWidth,
width = assetSize * scale + textWidth,
height = assetSize * scale,
scale = scale,
--Current position
x = x,
y = y,
--target position
targetX = x,
targetY = y,
--Visible position
visibleX = x,
visibleY = y,
--Hidden position
hiddenX = hideX,
hiddenY = hideY,
screen = ""
}
return self.list[#self.list]
end
function ui:newText(func, text, x, y, font, color, hideDirection)
local width, height = ui.getTextDimensions(text, font)
local hideX, hideY = self:getHidePosition(hideDirection, x, y, width, height)
self.list[#self.list + 1] = {
type = "text",
func = func,
text = text,
hideDirection = hideDirection,
font = font,
color = color,
--Status
hidden = false,
offScreen = false,
enabled = true,
width = width,
height = height,
--Current position
x = x,
y = y,
--target position
targetX = x,
targetY = y,
--Visible position
visibleX = x,
visibleY = y,
--Hidden position
hiddenX = hideX,
hiddenY = hideY,
screen = ""
}
return self.list[#self.list]
end
function ui:newPanel(color, x, y, width, height, hideDirection)
local hideX, hideY = self:getHidePosition(hideDirection, x, y, width, height)
self.list[#self.list + 1] = {
type = "panel",
color = color,
hideDirection = hideDirection,
--Status
hidden = false,
offScreen = false,
enabled = true,
width = width,
height = height,
--Current position
x = x,
y = y,
--target position
targetX = x,
targetY = y,
--Visible position
visibleX = x,
visibleY = y,
--Hidden position
hiddenX = hideX,
hiddenY = hideY,
screen = ""
}
return self.list[#self.list]
end
--CONTROLLING SHIT
function ui:show(element, instant)
instant = instant or false
element.hidden = false
element.targetX = element.visibleX
element.targetY = element.visibleY
if instant then
element.x = element.targetX
element.y = element.targetY
end
end
function ui:hide(element, instant)
instant = instant or false
element.hidden = true
element.targetX = element.hiddenX
element.targetY = element.hiddenY
if instant then
element.x = element.targetX
element.y = element.targetY
end
end
function ui:center(element, x, y, move)
move = move or false
if x then
element.visibleX = (lg.getWidth() / 2) - (element.width / 2)
end
if y then
element.visibleY = (lg.getHeight() / 2) - (element.height / 2)
end
if move then
element.x = element.visibleX
element.y = element.visibleY
end
--Updating hide positions
local hideX, hideY = self:getHidePosition(element.hideDirection, element.visibleX, element.visibleY, element.width, element.height)
element.hiddenX = hideX
element.hiddenY = hideY
element.center = true
end
function ui:setEnabled(element, enabled)
element.enabled = enabled
end
function ui:setFont(element, font)
element.font = font
end
function ui:setScreen(element, screen)
element.screen = screen
end
function ui:showScreen(screen)
for i,v in ipairs(self.list) do
if v.screen == screen then
self:show(v)
end
end
end
function ui:hideScreen(screen)
for i,v in ipairs(self.list) do
if v.screen == screen then
self:hide(v)
end
end
end
function ui:deleteScreen(screen)
for i,v in ipairs(self.list) do
if v.screen == screen then
table.remove(self.list, i)
end
end
end
--CALLBACK SHIT
function ui:update(dt)
for i,v in ipairs(self.list) do
--Updating position
v.x = v.x + (v.targetX - v.x) * self.smoof * dt
v.y = v.y + (v.targetY - v.y) * self.smoof * dt
if math.abs(v.x - v.targetX) < self.smoofSnap then
v.x = v.targetX
end
if math.abs(v.y - v.targetY) < self.smoofSnap then
v.y = v.targetY
end
end
end
function ui:draw()
for i,v in ipairs(self.list) do
if v.type == "image" then
lg.setColor(1, 1, 1, 1)
lg.draw(v.atlas, v.quad, v.x, v.y, 0, v.scale, v.scale)
elseif v.type == "button" then
lg.setColor(1, 1, 1, 1)
--LEFT
lg.draw(self.atlas, self.quad[1], v.x, v.y, 0, v.height / assetSize, v.height / assetSize)
--RIGHT
lg.draw(self.atlas, self.quad[3], (v.x + v.width) - v.height, v.y, 0, v.height / assetSize, v.height / assetSize)
--CENTER
local edge = (v.height / assetSize) * 3
local gap = (v.x + v.width) - edge - (v.x + edge)
if gap > 0 then
lg.draw(self.atlas, self.quad[2], (v.x + edge), v.y, 0, gap / assetSize, v.height / assetSize)
end
--Text
lg.setColor(1, 1, 1, 1)
self:printCenter(v.font, v.text, v.x, v.y, v.width, v.height)
elseif v.type == "text" then
lg.setColor(v.color)
lg.setFont(v.font)
if v.center then
lg.printf(v.text, 0, v.y, lg.getWidth(), "center")
else
lg.print(v.text, v.x, v.y)
end
elseif v.type == "panel" then
lg.setColor(v.color)
lg.rectangle("fill", v.x, v.y, v.width, v.height)
lg.setColor(0, 0, 0, 1)
lg.rectangle("line", v.x, v.y, v.width, v.height)
elseif v.type == "checkBox" then
lg.setColor(1, 1, 1, 1)
if not v.enabled then
lg.setColor(1, 1, 1, 0.4)
end
local quad = self.quad[14]
if v.checked then
quad = self.quad[15]
end
lg.draw(self.atlas, quad, v.x, v.y, 0, v.scale, v.scale)
lg.setFont(v.font)
local textHeight = v.font:getAscent() - v.font:getDescent()
lg.print(v.text, v.x + v.width - v.textWidth, v.y + (v.height / 2) - (textHeight / 2))
end
--lg.setColor(1, 0, 1, 1)
--lg.print(v.screen, v.x, v.y)
end
end
function ui:drawBounds()
lg.setColor(1, 0, 1, 1)
for i,v in ipairs(self.list) do
lg.rectangle("line", v.x, v.y, v.width, v.height)
end
end
function ui:press(x, y)
local pressed = false
for i,v in ipairs(self.list) do
if pointInRect(x, y, v.x, v.y, v.width, v.height) then
--Checkbox Toggling
if v.type == "checkBox" then
if v.enabled then
v.checked = not v.checked
end
end
if type(v.func) == "function" then
if v.enabled then
v.func(v)
pressed = true
end
end
end
end
return pressed
end
function ui:release(x, y)
end
return ui
|
local M = {}
M.on_attach = function(client)
local ts_utils = require('nvim-lsp-ts-utils')
client.resolved_capabilities.document_formatting = false
-- defaults
ts_utils.setup({
debug = false,
disable_commands = false,
enable_import_on_completion = false,
-- import all
import_all_timeout = 5000, -- ms
-- lower numbers = higher priority
import_all_priorities = {
same_file = 1, -- add to existing import statement
local_files = 2, -- git files or files with relative path markers
buffer_content = 3, -- loaded buffer content
buffers = 4, -- loaded buffer names
},
import_all_scan_buffers = 100,
import_all_select_source = false,
-- if false will avoid organizing imports
always_organize_imports = false,
-- filter diagnostics
filter_out_diagnostics_by_severity = {},
filter_out_diagnostics_by_code = {},
-- inlay hints
auto_inlay_hints = true,
inlay_hints_highlight = 'Comment',
inlay_hints_priority = 200, -- priority of the hint extmarks
inlay_hints_throttle = 150, -- throttle the inlay hint request
inlay_hints_format = { -- format options for individual hint kind
Type = {},
Parameter = {},
Enum = {},
-- Example format customization for `Type` kind:
-- Type = {
-- highlight = "Comment",
-- text = function(text)
-- return "->" .. text:sub(2)
-- end,
-- },
},
-- update imports on file move
update_imports_on_move = false,
require_confirmation_on_move = true,
watch_dir = nil,
})
-- required to fix code action ranges and filter diagnostics
ts_utils.setup_client(client)
end
M.init_options = require('nvim-lsp-ts-utils').init_options
return M
|
local scene = {}
scene.state = {}
function scene:__exit()
if self.state.onExit then self.state:onExit() end
end
function scene:__load()
if self.state.onLoad then self.state:onLoad() end
end
function scene:setScene(s)
self:__exit()
self.state = nil
collectgarbage("collect")
self.state = require(s)
self.current = s
self:__load()
end
function scene:reload()
self:__exit()
self.state = nil
collectgarbage("collect")
self.state = require(self.lib)
self:__load()
end
local mt = {
__index = function(table, key)
if table.state[key] then return table.state[key] end
end
}
setmetatable(scene, mt)
return scene
|
object_draft_schematic_weapon_loot_heartstriker = object_draft_schematic_weapon_shared_loot_heartstriker:new {
}
ObjectTemplates:addTemplate(object_draft_schematic_weapon_loot_heartstriker, "object/draft_schematic/weapon/loot_heartstriker.iff")
|
local function setup()
local has_packer, packer = pcall(require, 'packer')
if not has_packer then
error('Expected packer to be installed')
end
vim.keymap.set('n', '<leader>Pc', packer.compile)
vim.keymap.set('n', '<leader>PC', packer.clean)
vim.keymap.set('n', '<leader>Pi', packer.install)
vim.keymap.set('n', '<leader>PI', packer.install)
vim.keymap.set('n', '<leader>Pu', packer.update)
vim.keymap.set('n', '<leader>PU', packer.update)
vim.keymap.set('n', '<leader>Ps', packer.status)
vim.keymap.set('n', '<leader>PS', function ()
packer.snapshot(os.date('!%Y-%m-%d_%T'))
packer.sync()
end)
end
return {
setup = setup
}
|
--[[
Copyright 2020 Matthew Hesketh <matthew@matthewhesketh.com>
This code is licensed under the MIT. See LICENSE for details.
]]
local addslap = {}
local mattata = require('mattata')
local redis = require('libs.redis')
function addslap:init()
addslap.commands = mattata.commands(self.info.username):command('addslap').table
addslap.help = '/addslap <slap> - Adds a new slap to /slap. Slaps must only contain letters, numbers, hyphens, underscores, commands, forward slashes or full stops. Use the placeholders {ME} for the person slapping, and {THEM} for the person being slapped. An example would be: {ME} threw {THEM} into a house fire. Slaps can be no longer than 256 characters long, but there is currently no limit to how many you can add. This feature is in beta, and there is currently no way to delete a slap you add - this will be added later. If you want to delete yours, send a PM to @wrxck.'
end
function addslap.on_message(_, message, _, language)
if message.chat.type == 'private' then
return mattata.send_reply(message, language['addslap']['1'])
elseif not mattata.is_group_admin(message.chat.id, message.from.id) then
return mattata.send_reply(message, language.errors.admin)
end
local input = mattata.input(message.text)
if not input then
return mattata.send_reply(message, addslap.help)
elseif not input:match('{ME}') or not input:match('{THEM}') then
return mattata.send_reply(message, language['addslap']['5'])
end
local valid = input:gsub('{ME}', ''):gsub('{THEM}', '')
if valid:match('[{}]') then
return mattata.send_reply(message, language['addslap']['2'])
elseif input:len() > 256 then
return mattata.send_reply(message, language['addslap']['3'])
end
redis:sadd('slaps:' .. message.chat.id, input)
return mattata.send_reply(message, language['addslap']['4'])
end
return addslap
|
local gameOver = {}
local Gamestate = require "hump.gamestate"
local game
local score
local debug
function gameOver:enter(previous, newScore)
score = newScore
game = previous
end
--there are better ways to line that up
function gameOver:draw()
love.graphics.print("Your score : " .. score, 300, 200)
love.graphics.print("Retry", 350, 300)
love.graphics.print("Menu", 355, 400)
end
function gameOver:mousepressed(x, y, button)
if button == "l" then
if(x >= 350 and y >= 300 and x < 425 and y < 325) then
Gamestate.switch(game)
end
if(x >= 355 and y >= 400 and x < 425 and y < 425) then
Gamestate.switch(menu)
end
end
end
return gameOver
|
-- simpleButtons: provides various functions for UI pieces:
-- enables pieces to be initialized with defaults
-- manages how pieces look and behave
simpleButtons = {}
simpleButtons.standardLineHeight = function()
pushStyle()
textWrapWidth(0)
_, lineHeight = textSize("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
popStyle()
return lineHeight
end
simpleButtons.buttonDimensionsFor = function(thisText)
local boundsW, boundsH = textSize(thisText)
lineHeight = simpleButtons.standardLineHeight()
boundsW = boundsW + (lineHeight * 1.8)
boundsH = boundsH + lineHeight
return boundsW, boundsH
end
simpleButtons.baseFontSize = math.max(WIDTH, HEIGHT) * 0.027
simpleButtons.cornerRadius = simpleButtons.baseFontSize * 1.25
simpleButtons.marginPaddingH = simpleButtons.baseFontSize * 0.5
simpleButtons.marginPaddingW = simpleButtons.baseFontSize
simpleButtons.ui = {}
simpleButtons.useGrid = false
simpleButtons.gridSize = 15
simpleButtons.secondLineInfoFrom = function(traceback)
local iterator = string.gmatch(traceback,"(%g*):(%g*): in function '(%g*)'")
iterator() -- not interested in first line bc it'll always be from here
local tab, lineNumber, functionName = iterator()
return {tab = tab, functionName = functionName, lineNumber = functionName, all = tab..","..functionName..","..lineNumber}
end
parameter.boolean("buttons are draggable", false)
parameter.boolean("snap_to_grid", false, function()
simpleButtons.useGrid = snap_to_grid
end)
simpleButtons.defaultButton = function(bText, traceback)
simpleButtons.ui[traceback] = {text=bText,
x=0.5, y=0.5, action=simpleButtons.defaultButtonAction}
return simpleButtons.ui[traceback]
end
simpleButtons.defaultButtonAction = function()
print("this is the default button action")
end
simpleButtons.doAction = function(traceback)
if simpleButtons.ui[traceback].action == nil then
return
else
simpleButtons.ui[traceback].action()
end
end
simpleButtons.clearRenderFlags = function()
for _, ui in pairs(simpleButtons.ui) do
ui.didRenderAlready = false --now see if rendering is triggered at the right time
end
end
--evaluateTouchFor: called by each button inside the button() function
--precondition: to use CurrentTouch, pass nothing to the touch value
--postcondition: one of these:
-- a new activatedButton is set (if touch began on this piece)
-- activatedButton has been cleared (touch ended)
-- a button tap has occurred (for detecting button presses in editable mode)
-- a button has been moved (activatedButton was dragged in editable mode)
-- nothing (this piece did not interact with the touch)
simpleButtons.evaluateTouchFor = function(traceback, touch)
if touch == nil then
touch = CurrentTouch
end
if simpleButtons.thisButtonIsActivated(traceback, touch) then
simpleButtons.makeActivatedButtonRespond(traceback, touch)
end
end
--thisButtonIsActivated: called to decide if this button should respond to this touch
--precondition: name and touch cannot be nil
--postconditions:
-- activatedButton has been set or unchanged (note that it is never cleared here)
-- boolean returned true if the given button is the activatedButton, false if not
simpleButtons.thisButtonIsActivated = function(traceback, touch)
--if there is already an activatedButton and this isn't it, return false
if activatedButton ~= nil and activatedButton ~= traceback then
return false
end
--if there is no activatedButton, see if this should become activatedButton
if activatedButton == nil then
--if touch state is BEGAN and touch is inside button, set it to activatedButton
if touch.state == BEGAN and simpleButtons.touchIsInside(traceback, touch) then
activatedButton = traceback
else
--otherwise return false
return false
end
end
--here only reached if this is activated button (or has become it), so return true
return true
end
--simpleButtons.touchIsInside: calculated using touch's distance from this piece
--preconditions: name and touch cannot be nil, and touched object is basically rectangular
simpleButtons.touchIsInside = function(traceback, touch)
local adjX, adjY = simpleButtons.ui[traceback].x*WIDTH, simpleButtons.ui[traceback].y*HEIGHT
local xDistance = math.abs(touch.x-adjX)
local yDistance = math.abs(touch.y-adjY)
insideX = xDistance < simpleButtons.ui[traceback].width /2
insideY = yDistance < simpleButtons.ui[traceback].height /2
if insideX and insideY then
return true
else
return false
end
end
--makeActivatedButtonRespond: decide how the given button should react to given touch
--precondition: button and touch cannot be nil, button must be activatedButton
simpleButtons.makeActivatedButtonRespond = function(traceback, touch)
--move button if it should be moved
if buttons_are_draggable then
simpleButtons.evaluateDrag(traceback, touch)
end
if touch.state == BEGAN or touch.state == MOVING then
simpleButtons.ui[traceback].isTapped = true
end
--if this is an end touch, do a button action, or save new position, or do nothing
if touch.state == ENDED or touch.state == CANCELLED or not touch then
if buttons_are_draggable then
if touch.tapCount == 1 then
simpleButtons.ui[traceback].isTapped = true
simpleButtons.doAction(traceback)
else
simpleButtons.savePositions()
end
elseif simpleButtons.touchIsInside(traceback, touch) then
simpleButtons.ui[traceback].isTapped = true
simpleButtons.doAction(traceback)
end
activatedButton = nil
end
end
simpleButtons.evaluateDrag = function (traceback, touch)
if touch.state == MOVING then
local x,y = touch.x, touch.y
--make x and y into percentages of width and height
x, y = x / WIDTH, y/HEIGHT
--rounds x and y if using grid
if simpleButtons.useGrid then
local divisions = 40
local gridW, gridH = WIDTH / divisions, HEIGHT / divisions
x = touch.x + simpleButtons.gridSize - (touch.x + simpleButtons.gridSize) % (simpleButtons.gridSize * 2)
y = touch.y + simpleButtons.gridSize - (touch.y + simpleButtons.gridSize) % (simpleButtons.gridSize * 2)
end
simpleButtons.ui[traceback].x = x
simpleButtons.ui[traceback].y = y
end
end
simpleButtons.savePositions = function ()
--[[
--old method for writing buttons at the bottom of this tab
--required this line to be put between code and button tables:
--#*@savedButtonTablesWillBeWrittenAfterHere
local temp=readProjectTab("SimpleButtons")
dataString = ""
local dividerString = "--#*@savedButtonTables"
dividerString = dividerString.."WillBeWrittenAfterHere"
local pos, term=string.find(temp,dividerString)
if pos~=nil then
local str=string.sub(temp,1,term)
dataString = dataString..str.."\n\n\n"
end
]]
local dataString = ""
for traceback, ui in pairs(simpleButtons.ui) do
dataString = dataString.."simpleButtons.ui[ [["..traceback.."]] ] = \n"
dataString = dataString.." {text = [["..ui.text.."]],\n"
dataString = dataString.." x = "..ui.x
dataString = dataString..", y = "..ui.y..",\n"
dataString = dataString.." action = simpleButtons.defaultButtonAction\n}\n\n"
end
saveProjectTab("ButtonTables",dataString)
end
--button only actually needs a name to work, the rest have defaults
function button(bText, action, width, height, fontColor, x, y, specTable)
--get traceback info
--buttons have to be indexed by traceback
--this lets different buttons have the same texts
local trace = simpleButtons.secondLineInfoFrom(debug.traceback())
--check for existing table matching key
local tableToDraw = simpleButtons.ui[trace.all]
--reject the table if the text doesn't match, though
if tableToDraw and tableToDraw.text ~= bText then
-- print("found table from trace but text doesn't match "..'"'..bText..'"')
--store table that was found under a modified key, so table doesn't get overwritten
local newKey = trace.all.."+"..tableToDraw.text
simpleButtons.ui[newKey] = tableToDraw
tableToDraw = nil
end
--if there's no matching table look for an identical one
if not tableToDraw then
--Make a function to replace any identical table found
function setTableToDrawUsingNewId(newId, tableToUpdate, oldId)
--update table to use new traceback id
simpleButtons.ui[newId] = tableToUpdate
--clear the old traceback id
simpleButtons.ui[oldId] = nil
--and set this as tableToDraw
tableToDraw = simpleButtons.ui[newId]
end
--find any buttons that match text
-- print("finding buttons with text: "..bText)
local textMatches = {}
for k, buttonTable in pairs(simpleButtons.ui) do
if buttonTable.text == bText then
if type(k) == "string" then
table.insert(textMatches, buttonTable)
--add table's key to table (won't be stored permanently, so no worries)
buttonTable.key = k
-- print("button matches text:")
-- print(buttonTable.x)
else
-- print("found key that's not a string: ", k)
end
end
end
-- print("found "..#textMatches.." with same text")
--if only 1 button matches text, use its values but replace its key
if #textMatches == 1 then
setTableToDrawUsingNewId(trace.all, textMatches[1], textMatches[1].key)
--if more than one button matches text
elseif #textMatches > 1 then
--find out how many match this tab and function
--print("finding matches for tab and function: "..trace.tab..", "..trace.functionName)
local matchers = {}
for _, buttonTable in ipairs(textMatches) do
--extract the tab and functiom
local tab, functionName = string.gmatch(buttonTable.key,"(%g*),(%g*),")()
-- print(buttonTable.text)
-- print("extracted: ", tab, ", ",functionName)
-- print("current: ", trace.tab, ", ", trace.functionName)
--compare to current
if tab == trace.tab and functionName == trace.functionName then
--store matches
-- print("storing match")
table.insert(matchers, buttonTable)
end
end
--if only 1 button matches tab and function and text, use it
if #matchers == 1 then
-- print("only one match, should use found values")
setTableToDrawUsingNewId(trace.all, matchers[1], matchers[1].key)
--if more than one button matches tab and function and text
elseif #matchers > 1 then
-- print("more than one match, have to guess!")
--just gonna have to guess!
--find the first one without an 'assigned' value
for _, buttonTable in ipairs(matchers) do
if not buttonTable.assigned then
--update it to use *this* traceback id
setTableToDrawUsingNewId(trace.all, buttonTable, buttonTable.key)
--mark it 'assigned'
simpleButtons[trace.all].assigned = true
end
end
else
-- print("no buttons match text, tab, and function")
end
end
else
-- print("found table to draw")
-- print(tableToDraw.x)
end
--if there's still not a tableToDraw, make a new one
if not tableToDraw or tableToDraw.text ~= bText then
tableToDraw = simpleButtons.defaultButton(bText, trace.all)
end
tableToDraw.specTable = specTable
--if x and y were explicitly stated, they should be ordinary numbers
--so make them into percentages
if x then x = x/WIDTH end
if y then y = y/HEIGHT end
--get the bounds of the button text if any dimension is undefined
local boundsW, boundsH, lineHeight
if width == nil or height == nil then
boundsW, boundsH = textSize(bText)
_, lineHeight = textSize("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
end
width = width or boundsW + (simpleButtons.marginPaddingW * 2)
height = height or boundsH + (simpleButtons.marginPaddingH * 2)
--set empty specTable if none
specTable = specTable or {}
--set button drawing values, using saved values if none passed in
--the saved values should already be percentages
local x,y = x or tableToDraw.x, y or tableToDraw.y
--update the stored values if necessary
if x ~= tableToDraw.x then
simpleButtons.ui[trace.all].x = x
end
if y ~= tableToDraw.y then
simpleButtons.ui[trace.all].y = y
end
if width ~= tableToDraw.width then
simpleButtons.ui[trace.all].width = width
end
if height ~= tableToDraw.height then
simpleButtons.ui[trace.all].height = height
end
--can't use fill() as font color so default to white
fontColor = fontColor or color(255)
--'action' is called outside of this function
if action then
simpleButtons.ui[trace.all].action = action
end
--get the actual x and y from the percentages
x, y = x*WIDTH, y*HEIGHT
pushStyle()
local startingFill = color(fill())
if tableToDraw.isTapped == true and not specTable.isWindow then
fill(fontColor)
stroke(startingFill)
end
local radius = simpleButtons.cornerRadius
--draw the button
roundedRectangle{
x=x,y=y,w=width,h=height,
radius=radius
}
--draw the text
if tableToDraw.isTapped == true then
fill(startingFill)
else
fill(fontColor)
end
text(bText, x, y)
popStyle()
simpleButtons.ui[trace.all].isTapped = false
--handle touches (wherein action gets called or not)
simpleButtons.evaluateTouchFor(trace.all)
--set the flag that shows we rendered (used with blurring)
simpleButtons.ui[trace.all].didRenderAlready = true
return simpleButtons.ui[trace.all]
end
--[[
true mesh rounded rectangle. Original by @LoopSpace
with anti-aliasing, optional fill and stroke components, optional texture that preserves aspect ratio of original image, automatic mesh caching
usage: RoundedRectangle{key = arg, key2 = arg2}
required: x;y;w;h: dimensions of the rectangle
optional: radius: corner rounding radius, defaults to 6;
corners: bitwise flag indicating which corners to round, defaults to 15 (all corners).
Corners are numbered 1,2,4,8 starting in lower-left corner proceeding clockwise
eg to round the two bottom corners use: 1 | 8
to round all the corners except the top-left use: ~ 2
tex: texture image
texCoord: vec4 specifying x,y,width,and height to use as texture coordinates
scale: size of rect (using scale)
use standard fill(), stroke(), strokeWidth() to set body fill color, outline stroke color and stroke width
]]
local __RRects = {}
function roundedRectangle(t)
local s = t.radius or 8
local c = t.corners or 15
local w = math.max(t.w+1,2*s)+1
local h = math.max(t.h,2*s)+2
local hasTexture = 0
local texCoord = t.texCoord or vec4(0,0,1,1) --default to bottom-left-most corner, full with and height
if t.tex then hasTexture = 1 end
local label = table.concat({w,h,s,c,hasTexture,texCoord.x,texCoord.y},",")
if not __RRects[label] then
local rr = mesh()
rr.shader = shader(rrectshad.vert, rrectshad.frag)
local v = {}
local no = {}
local n = math.max(3, s//2)
local o,dx,dy
local edge, cent = vec3(0,0,1), vec3(0,0,0)
for j = 1,4 do
dx = 1 - 2*(((j+1)//2)%2)
dy = -1 + 2*((j//2)%2)
o = vec2(dx * (w * 0.5 - s), dy * (h * 0.5 - s))
-- if math.floor(c/2^(j-1))%2 == 0 then
local bit = 2^(j-1)
if c & bit == bit then
for i = 1,n do
v[#v+1] = o
v[#v+1] = o + vec2(dx * s * math.cos((i-1) * math.pi/(2*n)), dy * s * math.sin((i-1) * math.pi/(2*n)))
v[#v+1] = o + vec2(dx * s * math.cos(i * math.pi/(2*n)), dy * s * math.sin(i * math.pi/(2*n)))
no[#no+1] = cent
no[#no+1] = edge
no[#no+1] = edge
end
else
v[#v+1] = o
v[#v+1] = o + vec2(dx * s,0)
v[#v+1] = o + vec2(dx * s,dy * s)
v[#v+1] = o
v[#v+1] = o + vec2(0,dy * s)
v[#v+1] = o + vec2(dx * s,dy * s)
local new = {cent, edge, edge, cent, edge, edge}
for i=1,#new do
no[#no+1] = new[i]
end
end
end
-- print("vertices", #v)
-- r = (#v/6)+1
rr.vertices = v
rr:addRect(0,0,w-2*s,h-2*s)
rr:addRect(0,(h-s)/2,w-2*s,s)
rr:addRect(0,-(h-s)/2,w-2*s,s)
rr:addRect(-(w-s)/2, 0, s, h - 2*s)
rr:addRect((w-s)/2, 0, s, h - 2*s)
--mark edges
local new = {cent,cent,cent, cent,cent,cent,
edge,cent,cent, edge,cent,edge,
cent,edge,edge, cent,edge,cent,
edge,edge,cent, edge,cent,cent,
cent,cent,edge, cent,edge,edge}
for i=1,#new do
no[#no+1] = new[i]
end
rr.normals = no
--texture
if true==false then
if t.tex then
rr.shader.fragmentProgram = rrectshad.fragTex
rr.texture = t.tex
local w,h = t.tex.width,t.tex.height
local textureOffsetX,textureOffsetY = texCoord.x,texCoord.y
local coordTable = {}
for i,v in ipairs(rr.vertices) do
coordTable[i] = vec2((v.x + textureOffsetX)/w, (v.y + textureOffsetY)/h)
end
rr.texCoords = coordTable
end
end
local sc = 1/math.max(2, s)
rr.shader.scale = sc --set the scale, so that we get consistent one pixel anti-aliasing, regardless of size of corners
__RRects[label] = rr
end
__RRects[label].shader.fillColor = color(fill())
if strokeWidth() == 0 then
__RRects[label].shader.strokeColor = color(fill())
else
__RRects[label].shader.strokeColor = color(stroke())
end
if t.resetTex then
__RRects[label].texture = t.resetTex
t.resetTex = nil
end
local sc = 0.25/math.max(2, s)
__RRects[label].shader.strokeWidth = math.min( 1 - sc*3, strokeWidth() * sc)
pushMatrix()
translate(t.x,t.y)
scale(t.scale or 1)
__RRects[label]:draw()
popMatrix()
end
rrectshad ={
vert=[[
uniform mat4 modelViewProjection;
attribute vec4 position;
//attribute vec4 color;
attribute vec2 texCoord;
attribute vec3 normal;
//varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
varying vec3 vNormal;
void main()
{
// vColor = color;
vTexCoord = texCoord;
vNormal = normal;
gl_Position = modelViewProjection * position;
}
]],
frag=[[
precision highp float;
uniform lowp vec4 fillColor;
uniform lowp vec4 strokeColor;
uniform float scale;
uniform float strokeWidth;
//varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
varying vec3 vNormal;
void main()
{
lowp vec4 col = mix(strokeColor, fillColor, smoothstep((1. - strokeWidth) - scale * 0.5, (1. - strokeWidth) - scale * 1.5 , vNormal.z)); //0.95, 0.92,
col = mix(vec4(col.rgb, 0.), col, smoothstep(1., 1.-scale, vNormal.z) );
// col *= smoothstep(1., 1.-scale, vNormal.z);
gl_FragColor = col;
}
]],
fragTex=[[
precision highp float;
uniform lowp sampler2D texture;
uniform lowp vec4 fillColor;
uniform lowp vec4 strokeColor;
uniform float scale;
uniform float strokeWidth;
//varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
varying vec3 vNormal;
void main()
{
vec4 pixel = texture2D(texture, vTexCoord) * fillColor;
lowp vec4 col = mix(strokeColor, pixel, smoothstep(1. - strokeWidth - scale * 0.5, 1. - strokeWidth - scale * 1.5, vNormal.z)); //0.95, 0.92,
// col = mix(vec4(0.), col, smoothstep(1., 1.-scale, vNormal.z) );
col *= smoothstep(1., 1.-scale, vNormal.z);
gl_FragColor = col;
}
]]
}
|
local json = require 'dkjson'
local output_helper = require 'nginx-metrix.output.helper'
local namespaces = require 'nginx-metrix.storage.namespaces'
local collectors = require 'nginx-metrix.collectors'
local lust = require 'Lust'
local get_vhosts_json = function(vhosts)
return json.encode(vhosts:totable())
end
local get_stats_json = function(vhosts)
local stats = {}
vhosts:each(function(vhost)
namespaces.activate(vhost)
stats[vhost] = collectors.all:reduce(
function(collectors_stats, collector)
if is.callable(collector.get_raw_stats) then
collectors_stats[collector.name] = collector:get_raw_stats():tomap()
end
return collectors_stats
end,
{}
)
stats[vhost].vhost = vhost
namespaces.reset_active()
end)
if vhosts:length() == 1 then
stats = stats[vhosts:head()] or {}
end
stats['service'] = 'nginx-metrix'
return json.encode(stats)
end
local get_vhosts_text = function(vhosts)
return vhosts:reduce(
function(str, vhost)
return str .. "\n\t- " .. vhost
end,
'vhosts:'
)
end
local get_stats_text = function(vhosts)
local text = output_helper.text
local stats = vhosts:reduce(
function(stats, vhost)
namespaces.activate(vhost)
stats = collectors.all:reduce(
function(collector_stats, collector)
if is.callable(collector.get_text_stats) then
collector_stats = collector_stats .. text.section_template(collector:get_text_stats(text)):gen { namespace = vhost, collector = collector.name }
end
return collector_stats
end,
stats
)
namespaces.reset_active()
return stats
end,
''
)
return text.header() .. stats
end
local get_vhosts_html = function(vhosts)
return output_helper.html.page_template(output_helper.html.section_template(lust { [[<ul class="list-group">@map{ vhost=vhosts }:{{<li class="list-group-item">$vhost</li>}}</ul>]] }:gen { vhosts = vhosts:totable() }):gen { name = 'vhosts' }):gen {}
end
local get_stats_html = function(vhosts)
local is_many_vhosts = vhosts:length() > 1
local html = output_helper.html
local content = vhosts:reduce(
function(vhost_stats, vhost)
namespaces.activate(vhost)
local collectors_stats = collectors.all:reduce(
function(collector_stats, collector)
if is.callable(collector.get_html_stats) then
collector_stats = collector_stats .. collector:get_html_stats(html)
end
return collector_stats
end,
''
)
if is_many_vhosts then
collectors_stats = html.section_template(collectors_stats):gen { name = vhost, class = 'primary' }
end
namespaces.reset_active()
return vhost_stats .. collectors_stats
end,
''
)
return html.page_template(content):gen {}
end
local render_vhosts = function(vhosts)
local format = output_helper.get_format()
if format == 'json' then
return get_vhosts_json(vhosts)
end
if format == 'text' then
return get_vhosts_text(vhosts)
end
if format == 'html' then
return get_vhosts_html(vhosts)
end
end
local render_stats = function(vhosts)
local format = output_helper.get_format()
if format == 'json' then
return get_stats_json(vhosts)
end
if format == 'text' then
return get_stats_text(vhosts)
end
if format == 'html' then
return get_stats_html(vhosts)
end
end
local filter_vhosts = function(vhosts, filter)
vhosts = iter(vhosts)
if filter then
local filter_func
if type(filter) == 'string' then
filter_func = function(vhost) return vhost:match(filter) end
elseif type(filter) == 'table' then
filter_func = function(vhost) return index(vhost, filter) ~= nil end
elseif type(filter) == 'function' then
filter_func = filter
else
filter_func = function() return true end
end
vhosts = vhosts:filter(filter_func)
end
return vhosts
end
local render = function(options)
local vhosts = filter_vhosts(namespaces.list(), options.vhosts_filter)
local content
if ngx.req.get_uri_args().list_vhosts ~= nil then
content = render_vhosts(vhosts)
else
if ngx.req.get_uri_args().vhost ~= nil then
vhosts = filter_vhosts(vhosts, '^' .. ngx.req.get_uri_args().vhost:gsub("([().%+-*?[^$])", "[%1]") .. '$')
end
content = render_stats(vhosts)
end
output_helper.set_content_type_header()
ngx.say(content)
end
--------------------------------------------------------------------------------
-- EXPORTS
--------------------------------------------------------------------------------
local exports = {}
exports.render = render
if __TEST__ then
exports.__private__ = {
get_vhosts_json = get_vhosts_json,
get_stats_json = get_stats_json,
get_vhosts_text = get_vhosts_text,
get_stats_text = get_stats_text,
get_vhosts_html = get_vhosts_html,
get_stats_html = get_stats_html,
filter_vhosts = filter_vhosts,
render_vhosts = render_vhosts,
render_stats = render_stats,
}
end
return exports
|
ITEM.name = "Doorbust Charge"
ITEM.model = "models/props_c17/consolebox05a.mdl"
ITEM.width = 1
ITEM.height = 1
ITEM.price = 25
ITEM.desc = "doorChargeDesc"
-- You can use hunger table? i guess?
ITEM.functions = ITEM.functions or {}
ITEM.functions.throw = {
name = "Charge",
tip = "useTip",
icon = "icon16/brick.png",
onRun = function(item)
local client = item.player
local data = {}
data.start = client:GetShootPos()
data.endpos = data.start + client:GetAimVector()*96
data.filter = client
local trace = util.TraceLine(data)
local target = trace.Entity
if (IsValid(client)) then
local char = client:getChar()
local class = char:getClass()
local classData = nut.class.list[class]
if (!classData.law) then
client:notifyLocalized("notLaw")
return false
end
end
local auth = hook.Run("CanUseDoorbust", client, target)
if (auth == false) then
return false
end
if (IsValid(target) and (target:isDoor() or target.fadeActivate)) then
local ent = ents.Create("nut_dcharge")
local angles = trace.HitNormal:Angle()
local axis = Angle(angles[1], angles[2], angles[3])
angles:RotateAroundAxis(axis:Right(), 90)
ent:SetParent(target)
ent:SetPos(trace.HitPos + trace.HitNormal * 3)
ent:SetAngles(angles)
ent:Spawn()
ent:Activate()
ent:ManipulateBoneScale(0, Vector(1, 1, 1)*.5)
return true
end
return false
end,
}
|
local core = require 'core.document-symbol'
local files = require 'files'
local define = require 'proto.define'
rawset(_G, 'TEST', true)
local EXISTS = {}
local function eq(a, b)
if a == EXISTS and b ~= nil then
return true
end
local tp1, tp2 = type(a), type(b)
if tp1 ~= tp2 then
return false
end
if tp1 == 'table' then
local mark = {}
for k in pairs(a) do
if not eq(a[k], b[k]) then
return false
end
mark[k] = true
end
for k in pairs(b) do
if not mark[k] then
return false
end
end
return true
end
return a == b
end
local function checkArcoss(symbols)
local lastFinish = 0
for _, symbol in ipairs(symbols) do
assert(symbol.range[1] <= symbol.selectionRange[1])
assert(symbol.range[2] >= symbol.selectionRange[2])
assert(symbol.range[2] > lastFinish)
lastFinish = symbol.range[2]
if symbol.children then
checkArcoss(symbol.children)
end
end
end
function TEST(script)
return function (expect)
files.removeAll()
files.setText('', script)
local result = core('')
assert(eq(expect, result))
checkArcoss(result)
end
end
TEST [[
A = 1
]]
{
[1] = {
name = 'A',
detail = 'global number = 1',
kind = define.SymbolKind.Class,
range = {0, 5},
selectionRange = {0, 1},
}
}
TEST [[
local function f()
end
]]
{
[1] = {
name = 'f',
detail = 'function ()',
kind = define.SymbolKind.Function,
range = {6, 10003},
selectionRange = {15, 16},
valueRange = {6, 10003},
}
}
TEST [[
function f()
end
]]
{
[1] = {
name = 'f',
detail = 'function ()',
kind = define.SymbolKind.Function,
range = {0, 10003},
selectionRange = {9, 10},
valueRange = {0, 10003},
}
}
TEST [[
return function ()
end
]]
{
[1] = {
name = '',
detail = 'return function ()',
kind = define.SymbolKind.Function,
range = {7, 10003},
selectionRange = {7, 15},
valueRange = {7, 10003},
}
}
TEST [[
f = function ()
end
]]
{
[1] = {
name = 'f',
detail = 'function ()',
kind = define.SymbolKind.Function,
range = {0, 10003},
selectionRange = {0, 1},
valueRange = {4, 10003},
}
}
TEST [[
local f = function ()
end
]]
{
[1] = {
name = 'f',
detail = 'function ()',
kind = define.SymbolKind.Function,
range = {6, 10003},
selectionRange = {6, 7},
valueRange = {10, 10003},
}
}
TEST [[
function mt:add()
end
]]
{
[1] = {
name = 'mt:add',
detail = 'function ()',
kind = define.SymbolKind.Method,
range = {0, 10003},
selectionRange = {9, 15},
valueRange = {0, 10003},
}
}
TEST [[
function A()
function A1()
end
function A2()
end
end
function B()
end
]]
{
[1] = {
name = 'A',
detail = 'function ()',
kind = define.SymbolKind.Function,
range = {0, 50003},
selectionRange = {9, 10},
valueRange = {0, 50003},
children = {
[1] = {
name = 'A1',
detail = 'function ()',
kind = define.SymbolKind.Function,
range = {10004, 20007},
selectionRange = {10013, 10015},
valueRange = {10004, 20007},
},
[2] = {
name = 'A2',
detail = 'function ()',
kind = define.SymbolKind.Function,
range = {30004, 40007},
selectionRange = {30013, 30015},
valueRange = {30004, 40007},
},
},
},
[2] = {
name = 'B',
detail = 'function ()',
kind = define.SymbolKind.Function,
range = {60000, 70003},
selectionRange = {60009, 60010},
valueRange = {60000, 70003},
},
}
TEST [[
local x = 1
local function f()
local x = 'x'
local y = {}
--= 1
end
local y = true
local z
]]
{
[1] = {
name = 'x',
detail = 'local number = 1',
kind = define.SymbolKind.Variable,
range = {6, 11},
selectionRange = {6, 7},
},
[2] = {
name = 'f',
detail = 'function ()',
kind = define.SymbolKind.Function,
range = {10006, 50003},
selectionRange = {10015, 10016},
valueRange = {10006, 50003},
children = {
[1] = {
name = 'x',
detail = 'local string = "x"',
kind = define.SymbolKind.Variable,
range = {20010, 20017},
selectionRange = {20010, 20011},
},
[2] = {
name = 'y',
detail = 'local {}',
kind = define.SymbolKind.Variable,
range = {30010, 30016},
selectionRange = {30010, 30011},
valueRange = {30014, 30016},
},
--[3] = {
-- name = 'z',
-- detail = 'global z: number = 1',
-- kind = define.SymbolKind.Object,
-- range = {71, 71},
-- selectionRange = {71, 71},
-- valueRange = {75, 75},
--},
},
},
[3] = {
name = 'y',
detail = 'local boolean = true',
kind = define.SymbolKind.Variable,
range = {60006, 60014},
selectionRange = {60006, 60007},
},
[4] = {
name = 'z',
detail = 'local',
kind = define.SymbolKind.Variable,
range = {70006, 70007},
selectionRange = {70006, 70007},
},
}
TEST [[
local t = {
a = 1,
b = 2,
c = 3,
}
]]
{
[1] = {
name = 't',
detail = 'local {a, b, c}',
kind = define.SymbolKind.Variable,
range = {6, 40001},
selectionRange = {6, 7},
valueRange = {10, 40001},
children = {
[1] = {
name = 'a',
detail = 'field number = 1',
kind = define.SymbolKind.Property,
range = {10004, 10009},
selectionRange = {10004, 10005},
},
[2] = {
name = 'b',
detail = 'field number = 2',
kind = define.SymbolKind.Property,
range = {20004, 20009},
selectionRange = {20004, 20005},
},
[3] = {
name = 'c',
detail = 'field number = 3',
kind = define.SymbolKind.Property,
range = {30004, 30009},
selectionRange = {30004, 30005},
},
}
}
}
TEST [[
local t = {
a = {
b = 1,
}
}
]]
{
[1] = {
name = 't',
detail = 'local {a}',
kind = define.SymbolKind.Variable,
range = {6, 40001},
selectionRange = {6, 7},
valueRange = {10, 40001},
children = {
[1] = {
name = 'a',
detail = 'field {b}',
kind = define.SymbolKind.Property,
range = {10004, 30005},
selectionRange = {10004, 10005},
valueRange = {10008, 30005},
children = {
[1] = {
name = 'b',
detail = EXISTS,
kind = define.SymbolKind.Property,
range = {20008, 20013},
selectionRange = {20008, 20009},
}
}
},
}
}
}
TEST[[
local function g()
end
g = 1
]]{
[1] = {
name = 'g',
detail = 'function ()',
kind = define.SymbolKind.Function,
range = {6, 10003},
selectionRange = {15, 16},
valueRange = {6, 10003},
},
[2] = {
name = 'g',
detail = 'setlocal number = 1',
kind = define.SymbolKind.Variable,
range = {30000, 30005},
selectionRange = {30000, 30001},
}
}
TEST[[
function f(a, b, ...)
local x = ...
print(x.a)
end
]]{
[1] = {
name = 'f',
detail = 'function (a, b, ...)',
kind = define.SymbolKind.Function,
range = {0, 30003},
selectionRange = {9, 10},
valueRange = {0, 30003},
children = {
[1] = {
name = 'a',
detail = 'param',
kind = define.SymbolKind.Constant,
range = {11, 12},
selectionRange = {11, 12},
},
[2] = {
name = 'b',
detail = 'param',
kind = define.SymbolKind.Constant,
range = {14, 15},
selectionRange = {14, 15},
},
[3] = {
name = 'x',
detail = 'local',
kind = define.SymbolKind.Variable,
range = {10010, 10017},
selectionRange = {10010, 10011},
}
}
},
}
TEST [[
local t = {
a = 1,
b = 2,
}
local v = t
]]{
[1] = {
name = 't',
detail = 'local {a, b}',
kind = define.SymbolKind.Variable,
range = {6, 30001},
selectionRange = {6, 7},
valueRange = {10, 30001},
children = EXISTS,
},
[2] = {
name = 'v',
detail = 'local',
kind = define.SymbolKind.Variable,
range = {50006, 50011},
selectionRange = {50006, 50007},
},
}
TEST [[
local x
local function
]]{
[1] = {
name = 'x',
detail = 'local',
kind = define.SymbolKind.Variable,
range = {6, 7},
selectionRange = {6, 7},
},
[2] = {
name = "",
detail = "function ()",
kind = 12,
range = {10006, 10014},
selectionRange = {10006, 10014},
valueRange = {10006, 10014},
},
}
TEST [[
local a, b = {
x1 = 1,
y1 = 1,
z1 = 1,
}, {
x2 = 1,
y2= 1,
z2 = 1,
}
]]{
[1] = {
name = 'a',
detail = 'local {x1, y1, z1}',
kind = define.SymbolKind.Variable,
range = {6, 40001},
selectionRange = {6, 7},
valueRange = {13, 40001},
children = EXISTS,
},
[2] = {
name = 'b',
detail = 'local {x2, y2, z2}',
kind = define.SymbolKind.Variable,
range = {9, 80001},
selectionRange = {9, 10},
valueRange = {40003, 80001},
children = EXISTS,
}
}
TEST [[
local function x()
end
local function f()
local c
end
]]
{
[1] = {
name = 'x',
detail = 'function ()',
kind = define.SymbolKind.Function,
range = {6, 10003},
selectionRange = {15, 16},
valueRange = {6, 10003},
},
[2] = {
name = 'f',
detail = 'function ()',
kind = define.SymbolKind.Function,
range = {30006, 50003},
selectionRange = {30015, 30016},
valueRange = {30006, 50003},
children = {
[1] = {
name = 'c',
detail = 'local',
kind = define.SymbolKind.Variable,
range = {40010, 40011},
selectionRange = {40010, 40011},
},
},
}
}
TEST [[
local t = f({
k = 1
})
]]
{
[1] = {
name = 't',
detail = 'local',
kind = define.SymbolKind.Variable,
range = {6, 20002},
selectionRange = {6, 7},
valueRange = {10, 20002},
children = {
[1] = {
name = 'k',
detail = 'field number = 1',
kind = define.SymbolKind.Property,
range = {10004, 10009},
selectionRange = {10004, 10005},
}
}
}
}
TEST [[
local t = {}
local function f(a, b)
end
]]
{
[1] = {
name = 't',
detail = 'local {}',
kind = define.SymbolKind.Variable,
range = {6, 12},
selectionRange = {6, 7},
valueRange = {10, 12},
},
[2] = {
name = 'f',
detail = 'function (a, b)',
kind = define.SymbolKind.Function,
range = {20006, 30003},
selectionRange = {20015, 20016},
valueRange = {20006, 30003},
children = {
[1] = {
name = 'a',
detail = 'param',
kind = define.SymbolKind.Constant,
range = {20017, 20018},
selectionRange = {20017, 20018},
},
[2] = {
name = 'b',
detail = 'param',
kind = define.SymbolKind.Constant,
range = {20020, 20021},
selectionRange = {20020, 20021},
}
}
}
}
TEST [[
local a = f {
x = function ()
end
}
]]
{
[1] = {
name = 'a',
detail = 'local',
kind = define.SymbolKind.Variable,
range = {6, 30001},
selectionRange = {6, 7},
valueRange = {10, 30001},
children = {
[1] = {
name = 'x',
detail = 'function ()',
kind = define.SymbolKind.Function,
range = {10004, 20007},
selectionRange = {10004, 10005},
valueRange = {10008, 20007},
}
}
}
}
TEST [[
table.sort(t, function (a, b)
return false
end)
]]
{
[1] = {
name = '',
detail = 'table.sort -> function (a, b)',
kind = define.SymbolKind.Function,
range = {14, 20003},
selectionRange = {14, 22},
valueRange = {14, 20003},
children = EXISTS,
}
}
TEST [[
local root = {
inner_function = function ()
local function function_inside_function()
end
end
}
]]
{
[1] = {
name = 'root',
detail = 'local {inner_function}',
kind = define.SymbolKind.Variable,
range = {6, 50001},
selectionRange = {6, 10},
valueRange = {13, 50001},
children = {
[1] = {
name = 'inner_function',
detail = 'function ()',
kind = define.SymbolKind.Function,
range = {10004, 40007},
selectionRange = {10004, 10018},
valueRange = {10021, 40007},
children = {
[1] = {
name = 'function_inside_function',
detail = 'function ()',
kind = define.SymbolKind.Function,
range = {20014, 30011},
selectionRange = {20023, 20047},
valueRange = {20014, 30011},
},
},
},
},
}
}
|
if not modules then modules = { } end modules ['lpdf-u3d'] = {
version = 1.001,
comment = "companion to lpdf-ini.mkiv",
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
-- The following code is based on a working prototype provided
-- by Michael Vidiassov. It is rewritten using the lpdf library
-- and different checking is used. The macro calls are adapted
-- (and will eventually be removed). The user interface needs
-- an overhaul. There are some messy leftovers that will be
-- removed in future versions.
-- For some reason no one really tested this code so at some
-- point we will end up with a reimplementation. For instance
-- it makes sense to add the same activation code as with swf.
local tonumber = tonumber
local formatters, find = string.formatters, string.find
local cos, sin, sqrt, pi, atan2, abs = math.cos, math.sin, math.sqrt, math.pi, math.atan2, math.abs
local backends, lpdf = backends, lpdf
local nodeinjections = backends.pdf.nodeinjections
local pdfconstant = lpdf.constant
local pdfboolean = lpdf.boolean
local pdfnumber = lpdf.number
local pdfunicode = lpdf.unicode
local pdfdictionary = lpdf.dictionary
local pdfarray = lpdf.array
local pdfnull = lpdf.null
local pdfreference = lpdf.reference
local pdfflushstreamobject = lpdf.flushstreamobject
local pdfflushstreamfileobject = lpdf.flushstreamfileobject
local checkedkey = lpdf.checkedkey
local limited = lpdf.limited
local schemes = table.tohash {
"Artwork", "None", "White", "Day", "Night", "Hard",
"Primary", "Blue", "Red", "Cube", "CAD", "Headlamp",
}
local modes = table.tohash {
"Solid", "SolidWireframe", "Transparent", "TransparentWireframe", "BoundingBox",
"TransparentBoundingBox", "TransparentBoundingBoxOutline", "Wireframe",
"ShadedWireframe", "HiddenWireframe", "Vertices", "ShadedVertices", "Illustration",
"SolidOutline", "ShadedIllustration",
}
local function normalize(x, y, z)
local modulo = sqrt(x*x + y*y + z*z);
if modulo ~= 0 then
return x/modulo, y/modulo, z/modulo
else
return x, y, z
end
end
local function rotate(vect_x,vect_y,vect_z, tet, axis_x,axis_y,axis_z)
-- rotate vect by tet about axis counterclockwise
local c, s = cos(tet*pi/180), sin(tet*pi/180)
local r = 1 - c
local n = sqrt(axis_x*axis_x+axis_y*axis_y+axis_z*axis_z)
axis_x, axis_y, axis_z = axis_x/n, axis_y/n, axis_z/n
return
(axis_x*axis_x*r+c )*vect_x + (axis_x*axis_y*r-axis_z*s)*vect_y + (axis_x*axis_z*r+axis_y*s)*vect_z,
(axis_x*axis_y*r+axis_z*s)*vect_x + (axis_y*axis_y*r+c )*vect_y + (axis_y*axis_z*r-axis_x*s)*vect_z,
(axis_x*axis_z*r-axis_y*s)*vect_x + (axis_y*axis_z*r+axis_x*s)*vect_y + (axis_z*axis_z*r+c )*vect_z
end
local function make3dview(view)
local name = view.name
local name = pdfunicode(name ~= "" and name or "unknown view")
local viewdict = pdfdictionary {
Type = pdfconstant("3DView"),
XN = name,
IN = name,
NR = true,
}
local bg = checkedkey(view,"bg","table")
if bg then
viewdict.BG = pdfdictionary {
Type = pdfconstant("3DBG"),
C = pdfarray { limited(bg[1],1,1,1), limited(bg[2],1,1,1), limited(bg[3],1,1,1) },
}
end
local lights = checkedkey(view,"lights","string")
if lights and schemes[lights] then
viewdict.LS = pdfdictionary {
Type = pdfconstant("3DLightingScheme"),
Subtype = pdfconstant(lights),
}
end
-- camera position is taken from 3d model
local u3dview = checkedkey(view, "u3dview", "string")
if u3dview then
viewdict.MS = pdfconstant("U3D")
viewdict.U3DPath = u3dview
end
-- position the camera as given
local c2c = checkedkey(view, "c2c", "table")
local coo = checkedkey(view, "coo", "table")
local roo = checkedkey(view, "roo", "number")
local azimuth = checkedkey(view, "azimuth", "number")
local altitude = checkedkey(view, "altitude", "number")
if c2c or coo or roo or azimuth or altitude then
local pos = checkedkey(view, "pos", "table")
local dir = checkedkey(view, "dir", "table")
local upv = checkedkey(view, "upv", "table")
local roll = checkedkey(view, "roll", "table")
local coo_x, coo_y, coo_z = 0, 0, 0
local dir_x, dir_y, dir_z = 0, 0, 0
local trans_x, trans_y, trans_z = 0, 0, 0
local left_x, left_y, left_z = 0, 0, 0
local up_x, up_y, up_z = 0, 0, 0
-- point camera is aimed at
if coo then
coo_x, coo_y, coo_z = tonumber(coo[1]) or 0, tonumber(coo[2]) or 0, tonumber(coo[3]) or 0
end
-- distance from camera to target
if roo then
roo = abs(roo)
end
if not roo or roo == 0 then
roo = 0.000000000000000001
end
-- set it via camera position
if pos then
dir_x = coo_x - (tonumber(pos[1]) or 0)
dir_y = coo_y - (tonumber(pos[2]) or 0)
dir_z = coo_z - (tonumber(pos[3]) or 0)
if not roo then
roo = sqrt(dir_x*dir_x + dir_y*dir_y + dir_z*dir_z)
end
if dir_x == 0 and dir_y == 0 and dir_z == 0 then dir_y = 1 end
dir_x, dir_y, dir_z = normalize(dir_x,dir_y,dir_z)
end
-- set it directly
if dir then
dir_x, dir_y, dir_z = tonumber(dir[1] or 0), tonumber(dir[2] or 0), tonumber(dir[3] or 0)
if dir_x == 0 and dir_y == 0 and dir_z == 0 then dir_y = 1 end
dir_x, dir_y, dir_z = normalize(dir_x,dir_y,dir_z)
end
-- set it movie15 style with vector from target to camera
if c2c then
dir_x, dir_y, dir_z = - tonumber(c2c[1] or 0), - tonumber(c2c[2] or 0), - tonumber(c2c[3] or 0)
if dir_x == 0 and dir_y == 0 and dir_z == 0 then dir_y = 1 end
dir_x, dir_y, dir_z = normalize(dir_x,dir_y,dir_z)
end
-- set it with azimuth and altitutde
if altitude or azimuth then
dir_x, dir_y, dir_z = -1, 0, 0
if altitude then dir_x, dir_y, dir_z = rotate(dir_x,dir_y,dir_z, -altitude, 0,1,0) end
if azimuth then dir_x, dir_y, dir_z = rotate(dir_x,dir_y,dir_z, azimuth, 0,0,1) end
end
-- set it with rotation like in MathGL
if rot then
if dir_x == 0 and dir_y == 0 and dir_z == 0 then dir_z = -1 end
dir_x,dir_y,dir_z = rotate(dir_x,dir_y,dir_z, tonumber(rot[1]) or 0, 1,0,0)
dir_x,dir_y,dir_z = rotate(dir_x,dir_y,dir_z, tonumber(rot[2]) or 0, 0,1,0)
dir_x,dir_y,dir_z = rotate(dir_x,dir_y,dir_z, tonumber(rot[3]) or 0, 0,0,1)
end
-- set it with default movie15 orientation looking up y axis
if dir_x == 0 and dir_y == 0 and dir_z == 0 then dir_y = 1 end
-- left-vector
-- up-vector
if upv then
up_x, up_y, up_z = tonumber(upv[1]) or 0, tonumber(upv[2]) or 0, tonumber(upv[3]) or 0
else
-- set default up-vector
if abs(dir_x) == 0 and abs(dir_y) == 0 then
if dir_z < 0 then
up_y = 1 -- top view
else
up_y = -1 -- bottom view
end
else
-- other camera positions than top and bottom, up-vector = up_world - (up_world dot dir) dir
up_x, up_y, up_z = - dir_z*dir_x, - dir_z*dir_y, - dir_z*dir_z + 1
end
end
-- normalize up-vector
up_x, up_y, up_z = normalize(up_x,up_y,up_z)
-- left vector = up x dir
left_x, left_y, left_z = dir_z*up_y - dir_y*up_z, dir_x*up_z - dir_z*up_x, dir_y*up_x - dir_x*up_y
-- normalize left vector
left_x, left_y, left_z = normalize(left_x,left_y,left_z)
-- apply camera roll
if roll then
local sinroll = sin((roll/180.0)*pi)
local cosroll = cos((roll/180.0)*pi)
left_x = left_x*cosroll + up_x*sinroll
left_y = left_y*cosroll + up_y*sinroll
left_z = left_z*cosroll + up_z*sinroll
up_x = up_x*cosroll + left_x*sinroll
up_y = up_y*cosroll + left_y*sinroll
up_z = up_z*cosroll + left_z*sinroll
end
-- translation vector
trans_x, trans_y, trans_z = coo_x - roo*dir_x, coo_y - roo*dir_y, coo_z - roo*dir_z
viewdict.MS = pdfconstant("M")
viewdict.CO = roo
viewdict.C2W = pdfarray {
left_x, left_y, left_z,
up_x, up_y, up_z,
dir_x, dir_y, dir_z,
trans_x, trans_y, trans_z,
}
end
local aac = tonumber(view.aac) -- perspective projection
local mag = tonumber(view.mag) -- ortho projection
if aac and aac > 0 and aac < 180 then
viewdict.P = pdfdictionary {
Subtype = pdfconstant("P"),
PS = pdfconstant("Min"),
FOV = aac,
}
elseif mag and mag > 0 then
viewdict.P = pdfdictionary {
Subtype = pdfconstant("O"),
OS = mag,
}
end
local mode = modes[view.rendermode]
if mode then
pdfdictionary {
Type = pdfconstant("3DRenderMode"),
Subtype = pdfconstant(mode),
}
end
-- crosssection
local crosssection = checkedkey(view,"crosssection","table")
if crosssection then
local crossdict = pdfdictionary {
Type = pdfconstant("3DCrossSection")
}
local c = checkedkey(crosssection,"point","table") or checkedkey(crosssection,"center","table")
if c then
crossdict.C = pdfarray { tonumber(c[1]) or 0, tonumber(c[2]) or 0, tonumber(c[3]) or 0 }
end
local normal = checkedkey(crosssection,"normal","table")
if normal then
local x, y, z = tonumber(normal[1] or 0), tonumber(normal[2] or 0), tonumber(normal[3] or 0)
if sqrt(x*x + y*y + z*z) == 0 then
x, y, z = 1, 0, 0
end
crossdict.O = pdfarray {
pdfnull,
atan2(-z,sqrt(x*x + y*y))*180/pi,
atan2(y,x)*180/pi,
}
end
local orient = checkedkey(crosssection,"orient","table")
if orient then
crossdict.O = pdfarray {
tonumber(orient[1]) or 1,
tonumber(orient[2]) or 0,
tonumber(orient[3]) or 0,
}
end
crossdict.IV = cross.intersection or false
crossdict.ST = cross.transparent or false
viewdict.SA = next(crossdict) and pdfarray { crossdict } -- maybe test if # > 1
end
local nodes = checkedkey(view,"nodes","table")
if nodes then
local nodelist = pdfarray()
for i=1,#nodes do
local node = checkedkey(nodes,i,"table")
if node then
local position = checkedkey(node,"position","table")
nodelist[#nodelist+1] = pdfdictionary {
Type = pdfconstant("3DNode"),
N = node.name or ("node_" .. i), -- pdfunicode ?
M = position and #position == 12 and pdfarray(position),
V = node.visible or true,
O = node.opacity or 0,
RM = pdfdictionary {
Type = pdfconstant("3DRenderMode"),
Subtype = pdfconstant(node.rendermode or "Solid"),
},
}
end
end
viewdict.NA = nodelist
end
return viewdict
end
local stored_js, stored_3d, stored_pr, streams = { }, { }, { }, { }
local function insert3d(spec) -- width, height, factor, display, controls, label, foundname
local width, height, factor = spec.width, spec.height, spec.factor or number.dimenfactors.bp
local display, controls, label, foundname = spec.display, spec.controls, spec.label, spec.foundname
local param = (display and parametersets[display]) or { }
local streamparam = (controls and parametersets[controls]) or { }
local name = "3D Artwork " .. (param.name or label or "Unknown")
local activationdict = pdfdictionary {
TB = pdfboolean(param.toolbar,true),
NP = pdfboolean(param.tree,false),
}
local stream = streams[label]
if not stream then
local subtype, subdata = "U3D", io.loaddata(foundname) or ""
if find(subdata,"^PRC") then
subtype = "PRC"
elseif find(subdata,"^U3D") then
subtype = "U3D"
elseif file.suffix(foundname) == "prc" then
subtype = "PRC"
end
local attr = pdfdictionary {
Type = pdfconstant("3D"),
Subtype = pdfconstant(subtype),
}
local streamviews = checkedkey(streamparam, "views", "table")
if streamviews then
local list = pdfarray()
for i=1,#streamviews do
local v = checkedkey(streamviews, i, "table")
if v then
list[#list+1] = make3dview(v)
end
end
attr.VA = list
end
if checkedkey(streamparam, "view", "table") then
attr.DV = make3dview(streamparam.view)
elseif checkedkey(streamparam, "view", "string") then
attr.DV = streamparam.view
end
local js = checkedkey(streamparam, "js", "string")
if js then
local jsref = stored_js[js]
if not jsref then
jsref = pdfflushstreamfileobject(js)
stored_js[js] = jsref
end
attr.OnInstantiate = pdfreference(jsref)
end
stored_3d[label] = pdfflushstreamfileobject(foundname,attr)
stream = 1
else
stream = stream + 1
end
streams[label] = stream
local name = pdfunicode(name)
local annot = pdfdictionary {
Subtype = pdfconstant("3D"),
T = name,
Contents = name,
NM = name,
["3DD"] = pdfreference(stored_3d[label]),
["3DA"] = activationdict,
}
if checkedkey(param,"view","table") then
annot["3DV"] = make3dview(param.view)
elseif checkedkey(param,"view","string") then
annot["3DV"] = param.view
end
local preview = checkedkey(param,"preview","string")
if preview then
activationdict.A = pdfconstant("XA")
local tag = formatters["%s:%s:%s"](label,stream,preview)
local ref = stored_pr[tag]
if not ref then
local figure = img.immediatewrite {
filename = preview,
width = width,
height = height
}
ref = figure.objnum
stored_pr[tag] = ref
end
if ref then -- see back-pdf ** .. here we have a local /IM !
local zero, one = pdfnumber(0), pdfnumber(1) -- not really needed
local pw = pdfdictionary {
Type = pdfconstant("XObject"),
Subtype = pdfconstant("Form"),
FormType = one,
BBox = pdfarray { zero, zero, pdfnumber(factor*width), pdfnumber(factor*height) },
Matrix = pdfarray { one, zero, zero, one, zero, zero },
Resources = pdfdictionary {
XObject = pdfdictionary {
IM = pdfreference(ref)
}
},
ExtGState = pdfdictionary {
GS = pdfdictionary {
Type = pdfconstant("ExtGState"),
CA = one,
ca = one,
}
},
ProcSet = pdfarray { pdfconstant("PDF"), pdfconstant("ImageC") },
}
local pwd = pdfflushstreamobject(formatters["q /GS gs %.6F 0 0 %.6F 0 0 cm /IM Do Q"](factor*width,factor*height),pw)
annot.AP = pdfdictionary {
N = pdfreference(pwd)
}
end
return annot, figure, ref
else
activationdict.A = pdfconstant("PV")
return annot, nil, nil
end
end
function nodeinjections.insertu3d(spec)
local annotation, preview, ref = insert3d { -- just spec
foundname = spec.foundname,
width = spec.width,
height = spec.height,
factor = spec.factor,
display = spec.display,
controls = spec.controls,
label = spec.label,
}
node.write(nodeinjections.annotation(spec.width,spec.height,0,annotation()))
end
|
local EntityFactory = Class("game.EntityFactory")
function EntityFactory:initialize()
self.components = {}
end
function EntityFactory:addComponent(name, ...)
table.insert(self.components, {name, ...})
return self
end
function EntityFactory:spawn(...)
local entity = Entity:new(...)
for name, component in pairs(self.components) do
entity:addComponent(unpack(component))
end
return entity
end
return EntityFactory
|
--====================================================================--
-- dmc_ui/dmc_widget/widget_navitem.lua
--
-- Documentation: http://docs.davidmccuskey.com/
--====================================================================--
--[[
The MIT License (MIT)
Copyright (c) 2015 David McCuskey
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
--]]
--====================================================================--
--== DMC Corona UI : NavItem Widget
--====================================================================--
-- Semantic Versioning Specification: http://semver.org/
local VERSION = "0.1.0"
--====================================================================--
--== DMC UI Setup
--====================================================================--
local dmc_ui_data = _G.__dmc_ui
local dmc_ui_func = dmc_ui_data.func
local ui_find = dmc_ui_func.find
--====================================================================--
--== DMC UI : newNavItem
--====================================================================--
--====================================================================--
--== Imports
local Objects = require 'dmc_objects'
local LifecycleMixModule = require 'dmc_lifecycle_mix'
local StyleMixModule = require( ui_find( 'dmc_style.style_mix' ) )
local uiConst = require( ui_find( 'ui_constants' ) )
--====================================================================--
--== Setup, Constants
local ObjectBase = Objects.ObjectBase
local LifecycleMix = LifecycleMixModule.LifecycleMix
local StyleMix = StyleMixModule.StyleMix
local tinsert = table.insert
local tremove = table.remove
--== To be set in initialize()
local dUI = nil
local Widget = nil
--====================================================================--
--== Nav Item Widget Class
--====================================================================--
--- Nav Item Module.
-- a navigation component used with a NavBar widget. this is essentially a container of items to show in a NavBar.
--
-- @classmod Widget.NavItem
-- @usage
-- local dUI = require 'dmc_ui'
-- local widget = dUI.newNavItem()
local NavItem = newClass(
{ StyleMix, ObjectBase, LifecycleMix }, {name="Nav Item"}
)
--== Style/Theme Constants
NavItem.STYLE_CLASS = nil -- added later
NavItem.STYLE_TYPE = uiConst.NAVITEM
--======================================================--
-- Start: Setup DMC Objects
--== Init
function NavItem:__init__( params )
-- print( "NavItem:__init__" )
params = params or {}
if params.titleText==nil then params.titleText="" end
self:superCall( LifecycleMix, '__init__', params )
self:superCall( ObjectBase, '__init__', params )
self:superCall( StyleMix, '__init__', params )
--==--
--== Create Properties ==--
-- properties stored in Class
self._titleText = ''
-- properties stored in Style
self._debugOn_dirty=true
self._width_dirty=true
self._height_dirty=true
self._anchorX_dirty=true
self._anchorY_dirty=true
-- "Virtual" properties
self._widgetStyle_dirty=true
--== Object References ==--
self._wgtBtnBack = nil -- Back button widget
self._wgtBtnBack_dirty=true
self._wgtBtnBackStyle_dirty=true
self._wgtText = nil -- text widget (for title)
self._wgtText_f = nil -- widget handler
self._wgtText_dirty=true
self._wgtTextStyle_dirty=true
self._wgtTextText_dirty=true
self._btnLeft = nil
self._btnLeftStyle_dirty=true
self._btnRight = nil
self._btnRightStyle_dirty=true
self._ni_tmp_params = params -- save
end
--[[
function NavItem:_undoInit()
-- print( "NavItem:_undoInit" )
--==--
self:superCall( "_undoInit" )
end
--]]
-- __initComplete__()
--
function NavItem:__initComplete__()
--print( "NavItem:__initComplete__" )
self:superCall( StyleMix, '__initComplete__' )
self:superCall( ObjectBase, '__initComplete__' )
--==--
local tmp = self._ni_tmp_params
self.style = tmp.style
self.rightButton = tmp.rightButton -- setter
self.leftButton = tmp.leftButton -- setter
self:_createText()
self:_createBackButton()
self.titleText = tmp.titleText
self._ni_tmp_params = nil
end
function NavItem:__undoInitComplete__()
-- print( "NavItem:__undoInitComplete__" )
self:_removeBackButton()
self:_removeText()
--== Though not default, check them
o = self._btnLeft
if o then
o:removeSelf()
self._btnLeft = nil
end
o = self._btnRight
if o then
o:removeSelf()
self._btnRight = nil
end
--==--
self:superCall( ObjectBase, '__undoInitComplete__' )
self:superCall( StyleMix, '__undoInitComplete__' )
end
-- END: Setup DMC Objects
--======================================================--
--====================================================================--
--== Static Methods
function NavItem.initialize( manager )
-- print( "NavItem.initialize" )
dUI = manager
Widget = dUI.Widget
local Style = dUI.Style
NavItem.STYLE_CLASS = Style.NavItem
Style.registerWidget( NavItem )
end
--====================================================================--
--== Public Methods
--- get backButton object.
--
-- @within Properties
-- @function .backButton
-- @usage print( widget.backButton )
function NavItem.__getters:backButton()
-- print( "NavItem.__getters:backButton" )
return self._wgtBtnBack
end
--- set/get leftButton object.
--
-- @within Properties
-- @function .leftButton
-- @usage widget.leftButton = <DMC PushButton>
-- @usage print( widget.leftButton )
function NavItem.__getters:leftButton()
-- print( "NavItem.__getters:leftButton" )
return self._btnLeft
end
function NavItem.__setters:leftButton( button )
-- print( "NavItem.__setters:leftButton", button )
local bType = type(button)
assert( bType=='nil' or bType=='table', "wrong type for button" )
--==--
if bType=='table' then
assert( button.isa and button:isa( Widget.ButtonFactory.Base ), "button not object" )
end
self._btnLeft = button
self._btnLeftStyle_dirty=true
self:__invalidateProperties__()
end
--- set/get rightButton object.
--
-- @within Properties
-- @function .rightButton
-- @usage widget.rightButton = <DMC PushButton>
-- @usage print( widget.rightButton )
function NavItem.__getters:rightButton()
-- print( "NavItem.__getters:rightButton" )
return self._btnRight
end
function NavItem.__setters:rightButton( button )
-- print( "NavItem.__setters:rightButton", button )
local bType = type(button)
assert( bType=='nil' or bType=='table', "wrong type for button" )
--==--
if bType=='table' then
assert( button.isa and button:isa( Widget.ButtonFactory.Base ), "button not object" )
end
self._btnRight = button
self._btnRightStyle_dirty=true
self:__invalidateProperties__()
end
--- get title Text Widget of Nav Item.
--
-- @within Properties
-- @function .title
-- @usage print( widget.title )
function NavItem.__getters:title()
-- print( "NavItem.__getters:title" )
return self._wgtText
end
--- set/get title of Nav Item.
-- value should be string
--
-- @within Properties
-- @function .titleText
-- @usage widget.titleText = "My Title"
-- @usage print( widget.titleText )
function NavItem.__getters:titleText()
-- print( "NavItem.__getters:titleText" )
return self._titleText
end
function NavItem.__setters:titleText( value )
-- print( "NavItem.__setters:titleText", button )
assert( type(value)=='string', "title must be a string" )
--==--
self._titleText = value
self._wgtTextText_dirty=true
self:__invalidateProperties__()
end
--======================================================--
-- Theme Methods
-- afterAddStyle()
--
function NavItem:afterAddStyle()
-- print( "NavItem:afterAddStyle", self )
self._widgetStyle_dirty=true
self:__invalidateProperties__()
end
-- beforeRemoveStyle()
--
function NavItem:beforeRemoveStyle()
-- print( "NavItem:beforeRemoveStyle", self )
self._widgetStyle_dirty=true
self:__invalidateProperties__()
end
--====================================================================--
--== Private Methods
--== Create/Destroy Text Widget
function NavItem:_removeBackButton()
-- print( "NavItem:_removeBackButton" )
local o = self._wgtBtnBack
if not o then return end
o:removeSelf()
self._wgtBtnBack = nil
end
function NavItem:_createBackButton()
-- print( "NavItem:_createBackButton" )
self:_removeBackButton()
local o = Widget.newButton{
labelText="< Back",
defaultStyle = self.defaultStyle.backButton
}
self._wgtBtnBack = o
--== Reset properties
self._wgtBtnBackStyle_dirty=true
end
--== Create/Destroy Text Widget
function NavItem:_removeText()
-- print( "NavItem:_removeText" )
local o = self._wgtText
if not o then return end
o.onUpdate=nil
o:removeSelf()
self._wgtText = nil
end
function NavItem:_createText()
-- print( "NavItem:_createText" )
self:_removeText()
local o = Widget.newText{
defaultStyle = self.defaultStyle.title
}
self._wgtText = o
--== Reset properties
self._wgtTextStyle_dirty=true
self._wgtTextText_dirty=true
end
function NavItem:__commitProperties__()
-- print( 'NavItem:__commitProperties__' )
--== Update Widget View ==--
local style = self.curr_style
local view = self.view
local text = self._wgtText
local back = self._wgtBtnBack
local left = self._btnLeft
local right = self._btnRight
--== Set Styles
if self._wgtBtnBackStyle_dirty then
back:setActiveStyle( style.backButton, {copy=false} )
self._wgtBtnBackStyle_dirty=false
end
-- TODO: check widget type (apply style if Widget)
if left and self._btnLeftStyle_dirty then
left:setActiveStyle( style.leftButton, {copy=false} )
self._btnLeftStyle_dirty=false
end
-- TODO: check widget type (apply style if Widget)
if right and self._btnRightStyle_dirty then
right:setActiveStyle( style.rightButton, {copy=false} )
self._btnRightStyle_dirty=false
end
if self._wgtTextText_dirty then
text.text=self._titleText
self._wgtTextText_dirty=false
end
if self._wgtTextStyle_dirty then
text:setActiveStyle( style.title, {copy=false} )
self._wgtTextStyle_dirty=false
end
end
--====================================================================--
--== Event Handlers
function NavItem:stylePropertyChangeHandler( event )
-- print( "NavItem:stylePropertyChangeHandler", event.property, event.value )
local style = event.target
local etype= event.type
local property= event.property
local value = event.value
-- Utils.print( event )
-- print( "Style Changed", etype, property, value )
if etype==style.STYLE_RESET then
self._debugOn_dirty = true
self._width_dirty=true
self._height_dirty=true
self._anchorX_dirty=true
self._anchorY_dirty=true
self._wgtBtnBackStyle_dirty=true
self._btnLeftStyle_dirty=true
self._btnRightStyle_dirty=true
self._wgtTextStyle_dirty=true
property = etype
else
if property=='debugActive' then
self._debugOn_dirty=true
elseif property=='width' then
self._width_dirty=true
elseif property=='height' then
self._height_dirty=true
elseif property=='anchorX' then
self._anchorX_dirty=true
elseif property=='anchorY' then
self._anchorY_dirty=true
end
end
self:__invalidateProperties__()
self:__dispatchInvalidateNotification__( property, value )
end
return NavItem
|
-- Copyright (c) 2021 Trevor Redfern
--
-- This software is released under the MIT License.
-- https://opensource.org/licenses/MIT
local Audio = require "moonpie.audio"
local pitchShifter = require "moonpie.audio.effects.random_pitch"
local sounds = {
attack = Audio.getStatic("assets/sounds/attack.wav"),
click = pitchShifter(Audio.getStatic("assets/sounds/click_sound.wav"), 0.9, 1.3),
hit = Audio.getStatic("assets/sounds/hit.wav"),
hover = pitchShifter(Audio.getStatic("assets/sounds/hover_sound.wav"), 0.9, 1.3),
titleTrack = Audio.getStreaming("assets/music/title.ogg"),
walk = Audio.getStatic("assets/sounds/walk.wav"),
}
sounds.attack.source:setVolume(0.05)
sounds.click.source:setVolume(0.08)
sounds.hit.source:setVolume(0.05)
sounds.hover.source:setVolume(0.03)
sounds.titleTrack.source:setLooping(true)
sounds.titleTrack.source:setVolume(0.5)
sounds.walk.source:setVolume(0.05)
return sounds
|
SKILL.name = "Bladewind"
SKILL.LevelReq = 5
SKILL.SkillPointCost = 1
SKILL.Incompatible = {
}
SKILL.RequiredSkills = {
}
SKILL.icon = "vgui/skills/ability_warrior_bladestorm.png"
SKILL.category = "Dark Magic"
SKILL.slot = "AOE" -- ULT, RANGED, MELEE, AOE, PASSIVE
SKILL.class = {
"asp_sorcerer"
}
SKILL.desc = [[
A clutch of hungry swords sweep across the battlefield.
Cost: 100 Energy
Cooldown: 60 Seconds
Ability Slot: 3
Class Restriction: Aspiring Sorcerer
Level Requirement: ]] .. SKILL.LevelReq .. [[
Skill Point Cost:]] .. SKILL.SkillPointCost .. [[
]]
SKILL.coolDown = 30
local function ability(SKILL, ply )
local nospam = ply:GetNWBool( "nospamAOE" ) // nospamRanged, nospamUlt, nospamAOE, nospamMelee
if (nospam) then
if timer.Exists(ply:SteamID().."nospamAOE") then return end
timer.Create(ply:SteamID().."nospamAOE", SKILL.coolDown, 1, function()
ply:SetNWBool( "nospamAOE", false )
end)
return
end
local mana = ply:getLocalVar("mana", 0)
if mana < 20 then
return
end
ply:setLocalVar("mana", mana - 20)
local Ent = ents.Create("sent_zad_bladewind")
local OwnerPos = ply:GetShootPos()
local OwnerAng = ply:GetAimVector():Angle()
OwnerPos = OwnerPos + OwnerAng:Forward()*-20 + OwnerAng:Up()*-9 + OwnerAng:Right()*10
if ply:IsPlayer() then Ent:SetPos(OwnerPos) end
if ply:IsPlayer() then Ent:SetAngles(OwnerAng) else Ent:SetAngles(ply:GetAngles()) end
Ent:SetOwner(ply)
Ent:Spawn()
if SERVER then
ply:SetNWBool( "nospamAOE", true )
print("Cdstart")
net.Start( "AOEActivated" ) // RangedActivated, UltActivated, AOEActivated, MeleeActivated
net.Send( ply )
if timer.Exists(ply:SteamID().."nospamAOE") then return end
timer.Create(ply:SteamID().."nospamAOE", SKILL.coolDown, 1, function()
ply:SetNWBool( "nospamAOE", false )
end)
end
end
SKILL.ability = ability
|
keyjustpressed = {}
-- function justpressedUpdate()
-- for i, _ in pairs(justpressed) do
-- justpressed[i] = false
-- end
-- end
function love.keypressed(key)
keyjustpressed[key] = true
end
return keyjustpressed
|
if #arg > 1 then
print(string.reverse(arg[1]))
end
|
--[[
telepickups - wejscia do budynkow
@author Jakub 'XJMLN' Starzak <jack@pszmta.pl
@package PSZMTA.psz-telepickups
@copyright Jakub 'XJMLN' Starzak <jack@pszmta.pl>
Nie mozesz uzywac tego skryptu bez mojej zgody. Napisz - byc moze sie zgodze na uzycie.
]]--
local tepi={}
local interiory={}
local dane=exports["psz-mysql"]:pobierzTabeleWynikow("SELECT id,interior,dimension,entrance,`exit` FROM psz_interiory WHERE `exit` IS NOT NULL AND active=1")
for _,v in ipairs(dane) do
local ii = tonumber(v.id)
v.entrance=split(v.entrance,",") -- miejsce w ktorym pojawi sie gracz
v.exit=split(v.exit,",") -- wyjscie
v.id=nil
interiory[ii]=v
end
local function usunTepi(id)
if isElement(tepi[id].wyjscie) then destroyElement(tepi[id].wyjscie) end
if isElement(tepi[id].wejscie) then destroyElement(tepi[id].wejscie) end
if isElement(tepi[id].text) then destroyElement(tepi[id].text) end
if isElement(tepi[id].blip) then destroyElement(tepi[id].blip) end
tepi[id]=nil
end
local function dodajTepi(v)
if not interiory[v.interiorid] then return false end
if tepi[v.id] then
usunTepi(v.id)
end
v.pos=split(v.wejscie,",")
for ii,vv in ipairs(v.pos) do v.pos[ii]=tonumber(vv) end
v.punkt_wyjscia=split(v.punkt_wyjscia,",")
for ii,vv in ipairs(v.punkt_wyjscia) do v.punkt_wyjscia[ii]=tonumber(vv) end
v.wejscie = createMarker(v.pos[1],v.pos[2],v.pos[3],"arrow",1,255,0,0)
setElementInterior(v.wejscie,v.i)
setElementDimension(v.wejscie,v.vwe)
if (tonumber(v.i)==0 and tonumber(v.vwe)==0) then
v.blip=createBlip(v.pos[1], v.pos[2], v.pos[3], 0, 1, 255,105,5,155, -1000, 200)
end
v.text = createElement("text")
setElementPosition(v.text,v.pos[1],v.pos[2],v.pos[3]+0.5)
setElementData(v.text,"text",("(( "..v.descr.." ))" or "(( Przejście ))"))
setElementDimension(v.text,v.vwe)
setElementInterior(v.text,v.i)
local interior_dimension=v.vwi or interiory[v.interiorid].dimension or 0
setElementData(v.wejscie,"tepi", {
["zamkniety"]=v.zamkniety>0 and true or false,
["id"]=v.id,
["descr"]=v.descr or "(( Przejście ))",
["dimension"]=interior_dimension,
["interior"]=interiory[v.interiorid].interior,
["interior_loc"]=interiory[v.interiorid].entrance,
["exit_loc"]=v.punkt_wyjscia,
})
-- dodajemy wyjscie
v.wyjscie=createMarker(interiory[v.interiorid].exit[1], interiory[v.interiorid].exit[2], interiory[v.interiorid].exit[3]+0.5, "arrow",1)
setElementDimension(v.wyjscie, interior_dimension)
setElementInterior(v.wyjscie, interiory[v.interiorid].interior)
setElementData(v.wyjscie,"tpto", {pos=v.punkt_wyjscia,int=v.i,dim=v.vwe})
if v.id == 22 then
setElementData(v.wyjscie,"tpto", {pos=v.punkt_wyjscia,int=v.i,dim=v.vwe,c_onExit=true})
end
local dbid=v.id
v.id=nil
tepi[dbid]=v
return true
end
function tepiGetInfo(id)
return tepi[id]
end
local function zaladujCzescTepi(procent)
local tt=getTickCount()
i=0
local dbtepi
dbtepi=exports["psz-mysql"]:pobierzTabeleWynikow("SELECT t.id,t.descr,t.wejscie,t.punkt_wyjscia,t.interiorid,t.i,t.vwe,t.vwi,t.zamkniety FROM psz_telepickups t WHERE t.active=1;")
for __,v in ipairs(dbtepi) do
if math.random(0,100)<=procent then
if dodajTepi(v) then i=i+1 end
end
end
outputDebugString("Zaladowano teleportow: "..i.." w "..(getTickCount()-tt).."ms")
setInteriorSoundsEnabled(false)
end
addEventHandler("onResourceStart",resourceRoot,function()
zaladujCzescTepi(100)
end)
local function zaladujZmienioneTepi()
local i=0
local dbtepi=exports["psz-mysql"]:pobierzTabeleWynikow("SELECT t.id,t.descr,t.wejscie,t.punkt_wyjscia,t.interiorid,t.i,t.vwe,t.vwi,t.zamkniety FROM psz_telepickups t WHERE t.active=1 AND timediff(now(),t.updated)<'00:09:00' AND datediff(now(),t.updated)<1")
for __,v in ipairs(dbtepi) do
if dodajTepi(v) then i=i+1 end
end
outputDebugString("Zaladowano zmienionych teleportow: "..i)
end
setTimer(zaladujZmienioneTepi, 150000,0)
function tepiReload(id)
local dbtepi=exports["psz-mysql"]:pobierzWyniki("SELECT t.id,t.descr,t.wejscie,t.punkt_wyjscia,t.interiorid,t.i,t.vwe,t.vwi,t.zamkniety FROM psz_telepickups t WHERE t.active=1 and t.id=?;",id)
if dbtepi then
return dodajTepi(dbtepi)
end
return false
end
function moveMeTo(x,y,z,i,d,executor) -- executor XDD coś ty jarał
setElementDimension(executor, d)
setElementInterior(executor,i,x,y,z)
setElementPosition(executor,x,y,z)
setElementInterior(executor,i)
end
function tepiEnter(hitElement,matchingDimension)
if (getElementType(hitElement)~="player") then return end
if (not matchingDimension) then return end
if (getElementInterior(hitElement)~=getElementInterior(source)) then return end
if (getPedOccupiedVehicle(hitElement)) then return end
local tepi=getElementData(source,"tepi")
if not tepi then return end
local level = getElementData(hitElement,"level") or 0
if (not tepi.zamkniety) or (tepi.zamkniety and level == 3) then
moveMeTo(tepi.interior_loc[1],tepi.interior_loc[2],tepi.interior_loc[3],tepi.interior,tepi.dimension,hitElement)
elseif tepi.zamkniety and level ~= 3 then
outputChatBox("Budynek jest zamknięty",hitElement)
return false
end
end
addEventHandler( "onMarkerHit", resourceRoot, tepiEnter)
addEventHandler("onMarkerHit", resourceRoot, function(el,md)
if getElementType(el)~="player" or not md then return end
if getElementInterior(el)~=getElementInterior(source) then return end
local tpto=getElementData(source,"tpto")
if not tpto then return end
setElementPosition(el, tpto.pos[1], tpto.pos[2],tpto.pos[3])
setElementInterior(el, tpto.int)
setElementDimension(el, tpto.dim)
if tpto[4] then
setPedRotation(el, tpto.pos[4])
end
if tpto.c_onExit then
local fr = getElementData(el,"faction:data")
if fr and fr.id == 6 then
exports['psz-grupy']:grupy_quitJob('bpracy',el)
outputChatBox("Opuściłeś teren klubu, zostałeś wyrzucony z grupy DJ.",el)
end
end
end
)
|
AddCSLuaFile()
SWEP.Category = "Minecraft"
SWEP.Spawnable = true
-- SWEP.AdminOnly = false
SWEP.PrintName = "Handheld Rocket [BETA]"
-- SWEP.Base = weapon_base
SWEP.m_WeaponDeploySpeed= 1
SWEP.Author = "Piengineer"
SWEP.Contact = "http://steamcommunity.com/id/Piengineer12/"
SWEP.Purpose = "A launchable firework. Be careful not to let it explode in your face."
SWEP.Instructions = "Primary: Light fuse and release rocket.\nSecondary: Light fuse without releasing, use Primary Fire after to release."
SWEP.ViewModel = ""--"models/weapons/c_stunstick.mdl"
-- SWEP.ViewModelFlip = false
-- SWEP.ViewModelFlip1 = false
-- SWEP.ViewModelFlip2 = false
-- SWEP.ViewModelFOV = 62
SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
SWEP.AutoSwitchFrom = false
SWEP.AutoSwitchTo = false
-- SWEP.Weight = 5
-- SWEP.BobScale = 1
-- SWEP.SwayScale = 1
SWEP.BounceWeaponIcon = false
-- SWEP.DrawWeaponInfoBox = true
SWEP.DrawAmmo = false
-- SWEP.DrawCrosshair = true
-- SWEP.RenderGroup = RENDERGROUP_OPAQUE
SWEP.Slot = 2
-- SWEP.SlotPos = 10
-- SWEP.SpeechBubbleLid = surface.GetTextureID("gui/speech_lid")
SWEP.WepSelectIcon = CLIENT and surface.GetTextureID("weapons/weapon_minecraft_firework")
-- SWEP.CSMuzzleFlashes = false
-- SWEP.CSMuzzleX = false
SWEP.Primary = {
Ammo = "none",
ClipSize = -1,
DefaultClip = -1,
Automatic = false
}
SWEP.Secondary = {
Ammo = "none",
ClipSize = -1,
DefaultClip = -1,
Automatic = false
}
SWEP.UseHands = true
-- SWEP.AccurateCrosshair = false
-- SWEP.DisableDuplicator = false
SWEP.m_bPlayPickupSound = false
local fireworkModel = "models/mcitems3d_mariro/firework_rocket.mdl"
local altFireworkModel = false
if not util.IsValidModel(fireworkModel) then
fireworkModel = "models/mcmodelpack/items/rocket.mdl"
altFireworkModel = true
end
function SWEP:SetupDataTables()
self:NetworkVar("Int",0,"LaunchVelocity")
end
function SWEP:CreateFirework()
local firework = ents.Create("minecraft_firework_rocket")
local angs = self.Owner:EyeAngles()
firework:SetPos(self.Owner:EyePos() + angs:Forward() * 24)
angs.y = angs.y - 90
firework:SetAngles(angs)
firework:SetCreator(self.Owner)
firework:SetLifeTime(self.Firework.Duration+1)
firework.FireworkStars = self.Firework.FireworkStars
firework:Spawn()
return firework
end
function SWEP:ApplyFireworkForce(firework)
local physobj = firework:GetPhysicsObject()
if IsValid(physobj) then
local angs = self.Owner:EyeAngles()
local velocityDir = angs:Forward()
velocityDir:Mul(self:GetLaunchVelocity())
physobj:SetVelocity(velocityDir)
end
end
function SWEP:ThrowFirework()
if IsValid(self.FireworkEntity) then
self.FireworkEntity:SetParent(NULL)
self.FireworkEntity:SetMoveType(MOVETYPE_VPHYSICS)
if (PPM2 and self.Owner:IsPlayer() and self.Owner:IsPonyCached()) then -- this may get interesting!
local data = self.Owner:GetPonyData()
if (data and data:GetFly()) then -- don't spawn the firework in front of the player, as it can be very painful!
self.FireworkEntity:SetPos(self.Owner:EyePos() + self.Owner:EyeAngles():Forward() * -64)
else
self.FireworkEntity:SetPos(self.Owner:EyePos() + self.Owner:EyeAngles():Forward() * 32)
end
else
self.FireworkEntity:SetPos(self.Owner:EyePos() + self.Owner:EyeAngles():Forward() * 32)
end
self.FireworkEntity:SetTrigger(true)
self.FireworkEntity:SetNotSolid(false)
self:ApplyFireworkForce(self.FireworkEntity)
self.FireworkEntity = nil
else
local firework = self:CreateFirework()
self:ApplyFireworkForce(firework)
end
end
function SWEP:LightFirework()
if not IsValid(self.FireworkEntity) then
self.FireworkEntity = self:CreateFirework()
self.FireworkEntity:SetPos(self:GetPos())
self.FireworkEntity:SetMoveType(MOVETYPE_NONE)
self.FireworkEntity:SetParent(self.Owner)
self.FireworkEntity:SetTrigger(false)
self.FireworkEntity:SetNotSolid(true)
end
end
function SWEP:ClientFire()
if CLIENT and self:GetNextPrimaryFire() < CurTime() then
self:SetNextPrimaryFire(CurTime() + 1)
if (not self.Firework or self.Owner:IsFlagSet(FL_DUCKING)) and self.Owner:IsPlayer() then
MFR_SelectFireworkRocket(function(rocket, velocity)
if IsValid(self) then
self.Firework = rocket
local resStr = util.Compress(util.TableToJSON(rocket))
net.Start("minecraft_firework")
net.WriteString("receive")
net.WriteUInt(#resStr, 16)
net.WriteData(resStr, #resStr)
net.WriteEntity(self)
net.WriteUInt(math.Round(velocity), 32)
net.SendToServer()
end
end, self:GetLaunchVelocity())
end
end
end
function SWEP:CheckProxyModel()
if (self.RegenerateNextClientModelTime or 0) > RealTime() then return false end
if not IsValid(self.ClientModel) then
self.ClientModel = ClientsideModel(fireworkModel, RENDERGROUP_OPAQUE)
self.ClientModel:SetNoDraw(true)
end
return IsValid(self.ClientModel)
end
function SWEP:Initialize()
self:SetLaunchVelocity(1000)
end
function SWEP:PostDrawViewModel()
if (CLIENT and self:CheckProxyModel()) then
local pos = self.Owner:GetBonePosition(self.Owner:LookupBone("ValveBiped.Bip01_R_Hand") or -1)
if pos == self.Owner:GetPos() then
pos = self.Owner:GetBoneMatrix(self.Owner:LookupBone("ValveBiped.Bip01_R_Hand") or -1):GetTranslation()
end
if pos and not self.Owner:IsDormant() then
self.ClientModel:SetPos(pos)
local fAng = self.Owner:GetAngles()
fAng.p = 0
if altFireworkModel then
fAng.y = fAng.y - 90
fAng.r = 0
else
fAng.r = -180
end
self.ClientModel:SetAngles(fAng)
self.ClientModel:SetupBones()
self.ClientModel:DrawModel()
else
self.RegenerateNextClientModelTime = RealTime() + 1
self.ClientModel:Remove()
end
end
end
SWEP.DrawWorldModel = SWEP.PostDrawViewModel
--[[function SWEP:ViewModelDrawn(vm)
if self:CheckProxyModel() and IsValid(vm) then
if not self.ClientModel.NoCrowbar then
self.ClientModel.NoCrowbar = true
vm:SetMaterial("models/effects/vol_light001")
end
local pos = vm:GetBonePosition(vm:LookupBone("ValveBiped.Bip01_R_Hand"))
if pos == vm:GetPos() then
pos = vm:GetBoneMatrix(vm:LookupBone("ValveBiped.Bip01_R_Hand")):GetTranslation()
end
self.ClientModel:SetPos(pos)
local fAng = vm:GetAngles()
fAng.p = 0
if altFireworkModel then
fAng.y = fAng.y - 90
fAng.r = 0
else
fAng.r = -180
end
self.ClientModel:SetAngles(fAng)
end
end]]
function SWEP:Holster()
if IsValid(self.ClientModel) then
self.ClientModel:Remove()
end
return true
end
function SWEP:OnRemove()
if IsValid(self.ClientModel) then
self.ClientModel:Remove()
end
end
function SWEP:CanPrimaryAttack()
return self.Firework and IsValid(self.Owner) and not self.Owner:IsFlagSet(FL_DUCKING)
end
function SWEP:PrimaryAttack()
self:ClientFire()
if SERVER and (IsFirstTimePredicted() or game.SinglePlayer()) then
if game.SinglePlayer() then
self:CallOnClient("PrimaryAttack")
end
if self:CanPrimaryAttack() then
self:ThrowFirework()
end
end
end
function SWEP:SecondaryAttack()
self:ClientFire()
if SERVER and (IsFirstTimePredicted() or game.SinglePlayer()) then
if game.SinglePlayer() then
self:CallOnClient("PrimaryAttack")
end
if self:CanPrimaryAttack() then
self:LightFirework()
end
end
end
|
local class = require('middleclass')
local ViewController = require('guihua.viewctrl')
local error = require('guihua.log').error
-- local util = require('guihua.util')
local log = require('guihua.log').info
local trace = require('guihua.log').trace
TextView = TextView or require('guihua.textview')
if ListViewCtrl == nil then
ListViewCtrl = class('ListViewCtrl', ViewController)
end
local function gh_jump_to_win()
local currentWinnr = vim.api.nvim_get_current_win()
local jumpto = TextView.ActiveTextView.win
if jumpto == currentWinnr then
jumpto = ListView.Winnr
end
if jumpto ~= nil and vim.api.nvim_win_is_valid(jumpto) then
log('jump from ', currentWinnr, 'to', jumpto)
vim.api.nvim_set_current_win(jumpto)
end
end
function _G.gh_jump_to_list()
if ListView == nil then
return
end
local jumpto = ListView.Winnr
if jumpto ~= nil and vim.api.nvim_win_is_valid(jumpto) then
log('jump to', jumpto)
vim.cmd(string.format('noa call nvim_set_current_win(%s)', jumpto))
return
end
end
function _G.gh_jump_to_preview()
if TextView == nil or TextView.ActiveTextView == nil then
return
end
local jumpto = TextView.ActiveTextView.win
if jumpto ~= nil and vim.api.nvim_win_is_valid(jumpto) then
log('jump to', jumpto)
vim.cmd(string.format('noa call nvim_set_current_win(%s)', jumpto))
return
end
end
function on_preview()
if TextView == nil or TextView.ActiveTextView == nil then
return false
end
local jumpto = TextView.ActiveTextView.win
return jumpto ~= nil and vim.api.nvim_win_is_valid(jumpto)
end
function ListViewCtrl:initialize(delegate, ...)
trace(debug.traceback())
ViewController:initialize(delegate, ...)
self.m_delegate = delegate
self.selected_line = 1
--
local opts = select(1, ...) or {}
-- trace("listview ctrl opts", opts)
self.data = opts.data or {}
self.preview = opts.preview or false
self.prompt = opts.prompt
self.display_height = self.m_delegate.display_height or 10
self.display_start_at = 1
self.on_move = opts.on_move or function(...) end
self.on_confirm = opts.on_confirm
if #self.data <= self.display_height then
self.display_data = opts.data
else
self.display_data = {}
for i = 1, self.display_height, 1 do
table.insert(self.display_data, self.data[i])
end
end
log('init display: ', self.display_height, self.selected_line)
trace('init display: ', self.display_data, self.display_height, self.selected_line)
-- ... is the view
-- todo location, readonly? and filetype
if delegate.buf == nil or delegate.buf == 0 then
log('should not bind to current buffer')
end
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<C-p>', '<cmd> lua ListViewCtrl:on_prev()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'i', '<C-p>', '<cmd> lua ListViewCtrl:on_prev()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<C-n>', '<cmd> lua ListViewCtrl:on_next()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'i', '<C-n>', '<cmd> lua ListViewCtrl:on_next()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<Enter>', '<cmd> lua ListViewCtrl:on_confirm()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'i', '<Enter>', '<cmd> lua ListViewCtrl:on_confirm() <CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<C-w>j', '<cmd> lua gh_jump_to_preview()<CR>', {})
-- vim.api.nvim_buf_set_keymap(delegate.buf, "i", "<Enter>",
-- "<cmd> lua ListViewCtrl:on_search()<CR>", {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<Up>', '<cmd> lua ListViewCtrl:on_prev()<CR>', {})
-- vim.api.nvim_buf_set_keymap(delegate.buf, 'n', 'k', '<cmd> lua ListViewCtrl:on_prev()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<Down>', '<cmd> lua ListViewCtrl:on_next()<CR>', {})
-- vim.api.nvim_buf_set_keymap(delegate.buf, 'n', 'j', '<cmd> lua ListViewCtrl:on_next()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'i', '<Up>', '<cmd> lua ListViewCtrl:on_prev()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'i', '<Down>', '<cmd> lua ListViewCtrl:on_next()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'i', '<C-b>', '<cmd> lua ListViewCtrl:on_pageup()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'i', '<C-f>', '<cmd> lua ListViewCtrl:on_pagedown()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'i', '<PageUp>', '<cmd> lua ListViewCtrl:on_pageup()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'i', '<PageDown>', '<cmd> lua ListViewCtrl:on_pagedown()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<C-b>', '<cmd> lua ListViewCtrl:on_pageup()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<C-f>', '<cmd> lua ListViewCtrl:on_pagedown()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<PageUp>', '<cmd> lua ListViewCtrl:on_pageup()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<PageDown>', '<cmd> lua ListViewCtrl:on_pagedown()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<C-o>', '<cmd> lua ListViewCtrl:on_confirm()<CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<C-v>', "<cmd> lua ListViewCtrl:on_confirm({split='v'})<CR>", {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<C-s>', "<cmd> lua ListViewCtrl:on_confirm({split='s'})<CR>", {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'i', '<C-o>', '<cmd> lua ListViewCtrl:on_confirm()<CR>', {})
log('bind close', self.m_delegate.win, delegate.buf)
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<C-e>', '<cmd> lua ListViewCtrl:on_close() <CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<C-c>', '<cmd> lua ListViewCtrl:on_close() <CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', '<ESC>', '<cmd> lua ListViewCtrl:on_close() <CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'i', '<BS>', '<cmd> lua ListViewCtrl:on_backspace() <CR>', {})
vim.api.nvim_buf_set_keymap(delegate.buf, 'i', '<C-W>', '<cmd> lua ListViewCtrl:on_backspace(true) <CR>', {})
for i = 1, 9 do
local cmd = string.format('<cmd> lua ListViewCtrl:on_item(%i)<CR>', i)
vim.api.nvim_buf_set_keymap(delegate.buf, 'n', tostring(i), cmd, {})
-- vim.api.nvim_buf_set_keymap(delegate.buf, 'i', tostring(i), cmd, {})
end
vim.cmd([[ autocmd TextChangedI,TextChanged <buffer> lua ListViewCtrl:on_search() ]])
vim.cmd([[ autocmd WinLeave <buffer> ++once lua ListViewCtrl:on_leave() ]])
--
ListViewCtrl._viewctlobject = self
-- self:on_draw(self.display_data)
-- self.m_delegate:set_pos(self.selected_line)
-- trace("listview ctrl created ", self)
log('listview ctrl created ')
end
function ListViewCtrl:get_ui()
return self.m_delegate
end
function ListViewCtrl:wrap_closer(o)
if o == nil then
log('nil closer', debug.traceback())
return
end
if o.class and o.class.name == 'TextView' then
-- ListViewCtrl._viewctlobject.win = o.ActiveView.win -- ListViewCtrl._viewctlobject.buf = o.ActiveView.buf
log('bind closer', o.class.name)
end
end
function ListViewCtrl:on_next()
local listobj = ListViewCtrl._viewctlobject
if listobj.selected_line == nil then
listobj.selected_line = 1
end
local l = listobj.selected_line + 1
local data_collection = listobj.data
if listobj.filter_applied then
data_collection = listobj.filtered_data
end
if #data_collection == 0 then
return {}
end
local disp_h = listobj.display_height
if listobj.m_delegate.prompt == true then
disp_h = disp_h - 1
end
trace('next: ', listobj.selected_line, listobj.display_start_at, listobj.display_height, l, disp_h)
if l > #data_collection then
-- listobj.m_delegate:set_pos(disp_h) -- do not move to next
-- listobj.on_move(data_collection[#data_collection])
log('out of boundary next should show at: ', #listobj.data, 'set: l', l, 'disp_h', disp_h, listobj.display_height)
return {}
end
local skipped_fn = 1
if data_collection[l].filename_only then
if l + 1 <= #data_collection then
l = l + 1
skipped_fn = 2
else
return {}
end
end
if l + 1 > listobj.display_start_at + disp_h then
-- need to scroll next
listobj.display_start_at = listobj.display_start_at + skipped_fn
listobj.display_data = {
unpack(data_collection, listobj.display_start_at, listobj.display_start_at + disp_h - 1),
}
trace('disp', listobj.display_data, disp_h, listobj.display_start_at)
listobj.m_delegate:on_draw(listobj.display_data)
listobj.m_delegate:set_pos(disp_h)
else
-- preview here
-- listobj.m_delegate:on_draw(listobj.display_data)
listobj.m_delegate:set_pos(l - listobj.display_start_at + 1)
end
-- log("next should show: ", listobj.display_data[l].text or listobj.display_data[l], listobj.display_start_at)
listobj.selected_line = l
self:wrap_closer(listobj.on_move(data_collection[l]))
return data_collection[listobj.selected_line]
end
local function item_text(data_collection, idx)
local text
if idx < 1 or idx > #data_collection then
error('error: idx out of range', #data_collection, idx)
end
if type(data_collection[idx]) == 'string' then
text = data_collection[idx]
elseif data_collection[idx].display_data ~= nil then
text = data_collection[idx].display_data
elseif data_collection[idx].text ~= nil then
text = data_collection[idx].text
end
return text
end
-- if list start with [i] then select the [i], otherwise return ith item
function ListViewCtrl:on_item(i)
if i < 1 then
i = 1
end
local listobj = ListViewCtrl._viewctlobject
if listobj == nil then
log('incorrect on_prev context', ListViewCtrl)
return
end
local data_collection = listobj.data
if i > #data_collection then
i = #data_collection
end
local idx
for j = i, i + 3 do
log(data_collection[j])
if j > #data_collection then
break
end
if data_collection[j] and data_collection[j].idx == i then
idx = j
break
end
local t = item_text(data_collection, j)
local f = string.find(t or '', tostring(i))
if f ~= nil and f < 4 then
idx = j
break
end
end
if idx then
i = idx
end
listobj.m_delegate:set_pos(i)
listobj.selected_line = i
log('select ', i, data_collection[listobj.selected_line])
self:wrap_closer(listobj.on_move(data_collection[i]))
return data_collection[listobj.selected_line]
end
function ListViewCtrl:on_prev()
local listobj = ListViewCtrl._viewctlobject
if listobj == nil then
log('incorrect on_prev context', ListViewCtrl)
return
end
local disp_h = listobj.display_height
if listobj.m_delegate.prompt == true then
disp_h = disp_h - 1
end
log(
'on prev: ',
listobj.selected_line,
listobj.display_start_at,
disp_h,
listobj.display_height,
listobj.m_delegate.prompt
)
local data_collection = listobj.data
if listobj.filter_applied then
data_collection = listobj.filtered_data
end
if #data_collection == 0 then
return {}
end
if listobj.selected_line == nil then
listobj.selected_line = 1
end
local l = listobj.selected_line - 1
if l < 1 then
listobj.m_delegate:set_pos(1)
self:wrap_closer(listobj.on_move(data_collection[1]))
return
end
local skipped_fn = 1
if data_collection[l].filename_only and l > 1 then
trace('skip filename')
skipped_fn = 2
l = l - 1
end
if l < listobj.display_start_at and listobj.display_start_at >= 1 then
-- need to scroll back
log('roll back to ', listobj.display_start_at - 1)
listobj.display_start_at = listobj.display_start_at - skipped_fn
listobj.display_data = {
unpack(data_collection, listobj.display_start_at, listobj.display_start_at + disp_h - 1),
}
trace('dispdata', listobj.display_data)
listobj.m_delegate:on_draw(listobj.display_data)
listobj.m_delegate:set_pos(1)
else
-- listobj:on_draw(listobj.display_data)
log('move to', l, listobj.display_start_at, l - listobj.display_start_at + 1)
listobj.m_delegate:set_pos(l - listobj.display_start_at + 1)
end
log('prev: ', l)
-- log("prev: ", l, listobj.display_data[l].text or listobj.display_data[l])
listobj.selected_line = l
self:wrap_closer(listobj.on_move(data_collection[l]))
return data_collection[listobj.selected_line]
end
function ListViewCtrl:on_pagedown()
local listobj = ListViewCtrl._viewctlobject
if listobj.selected_line == nil then
listobj.selected_line = 1
end
local data_collection = listobj.data
if listobj.filter_applied then
data_collection = listobj.filtered_data
end
local disp_h = listobj.display_height
if listobj.m_delegate.prompt == true then
disp_h = disp_h - 1
end
local l = listobj.display_start_at + disp_h
trace('pagedown: ', listobj.selected_line, listobj.display_start_at, listobj.display_height, l, disp_h)
if #data_collection == 0 then
return {}
end
if l > #data_collection then
listobj.m_delegate:set_pos(disp_h)
listobj.on_move(data_collection[#data_collection])
log('next should show at: ', #listobj.data, 'set: ', disp_h, listobj.display_height)
return
end
-- if l > listobj.display_start_at + disp_h - 1 then
-- need to scroll next
listobj.display_start_at = listobj.display_start_at + disp_h
listobj.display_data = {
unpack(data_collection, listobj.display_start_at, listobj.display_start_at + disp_h - 1),
}
trace('disp', listobj.display_data, disp_h, listobj.display_start_at)
listobj.m_delegate:on_draw(listobj.display_data)
listobj.m_delegate:set_pos(disp_h)
-- log("next should show: ", listobj.display_data[l].text or listobj.display_data[l], listobj.display_start_at)
listobj.selected_line = l
self:wrap_closer(listobj.on_move(data_collection[l]))
return data_collection[listobj.selected_line]
end
function ListViewCtrl:on_pageup()
local listobj = ListViewCtrl._viewctlobject
if listobj.selected_line == nil then
listobj.selected_line = 1
end
local data_collection = listobj.data
if listobj.filter_applied then
data_collection = listobj.filtered_data
end
local disp_h = listobj.display_height
if listobj.m_delegate.prompt == true then
disp_h = disp_h - 1
end
local l = listobj.display_start_at - disp_h
trace('pagedown: ', listobj.selected_line, listobj.display_start_at, listobj.display_height, l, disp_h)
if l < 1 then
listobj.m_delegate:set_pos(1)
listobj.on_move(data_collection[1])
log('prev should show at: ', #listobj.data, 'set: ', disp_h, listobj.display_height)
return
end
-- if l > listobj.display_start_at + disp_h - 1 then
-- need to scroll next
listobj.display_start_at = listobj.display_start_at - disp_h
listobj.display_data = {
unpack(data_collection, listobj.display_start_at, listobj.display_start_at + disp_h - 1),
}
trace('disp', listobj.display_data, disp_h, listobj.display_start_at)
listobj.m_delegate:on_draw(listobj.display_data)
listobj.m_delegate:set_pos(disp_h)
-- log("next should show: ", listobj.display_data[l].text or listobj.display_data[l], listobj.display_start_at)
listobj.selected_line = l
self:wrap_closer(listobj.on_move(data_collection[l]))
return data_collection[listobj.selected_line]
end
function ListViewCtrl:on_confirm(opts)
local listobj = ListViewCtrl._viewctlobject
local data_collection = listobj.data
if listobj.filter_applied then
data_collection = listobj.filtered_data
end
listobj.m_delegate:close()
-- trace(listobj.m_delegate)
if listobj.on_confirm == ListViewCtrl.on_confirm then
return
end
listobj.on_confirm(data_collection[listobj.selected_line], opts)
end
function ListViewCtrl:on_search()
-- local cursor = vim.api.nvim_win_get_cursor(0)
trace(debug.traceback())
-- trace = log
local listobj = ListViewCtrl._viewctlobject
if listobj.m_delegate.prompt ~= true then
return
end
local fzy = require('fzy').fzy
if fzy == nil then
print('[ERR] fzy not found')
return
end
local listobj = ListViewCtrl._viewctlobject
if listobj == nil then
log('on search failed, no listviewCTRL')
-- why on_search bind here?
return
end
local buf = listobj.m_delegate.buf
if not vim.api.nvim_buf_is_valid(buf) then
return
end
local filter_input = vim.api.nvim_buf_get_lines(buf, -2, -1, false)[1]
-- get string after prompt
local filter_input_trim = string.sub(filter_input, 5, #filter_input)
log('filter input:', filter_input_trim, 'input:', filter_input)
if listobj.search_item == filter_input_trim then
return -- same filter may caused by none-search field change
end
listobj.search_item = filter_input_trim
if #filter_input_trim == 0 or #listobj.data == nil or #listobj.data == 0 then
listobj.filter_applied = false
listobj.filtered_data = vim.deepcopy(listobj.data) -- filter is not applied, clean up cache data
listobj.display_data = { unpack(listobj.filtered_data, 1, listobj.display_height) }
listobj.filter_applied = true
listobj.display_start_at = 1 -- reset
listobj:on_draw(listobj.display_data)
vim.api.nvim_buf_clear_namespace(buf, _GH_SEARCH_NS, 0, -1)
return
else
listobj.filtered_data = fzy(filter_input_trim, listobj.data)
end
trace('filtered data', listobj.filtered_data)
listobj.display_data = { unpack(listobj.filtered_data, 1, listobj.display_height) }
listobj.filter_applied = true
listobj.display_start_at = 1 -- reset
--
trace('filtered data', listobj.display_data)
listobj:on_draw(listobj.display_data)
listobj.selected_line = 1
listobj.m_delegate:set_pos(1)
vim.api.nvim_buf_set_lines(buf, -2, -1, true, { filter_input })
-- log(cursor)
-- vim.api.nvim_win_set_cursor(0, cursor)
vim.cmd([[normal! A]])
vim.cmd('startinsert!')
log('on search ends')
end
function ListViewCtrl:on_backspace(deleteword)
local listobj = ListViewCtrl._viewctlobject
local buf = listobj.m_delegate.buf
local filter_input = vim.api.nvim_buf_get_lines(buf, -2, -1, false)[1]
local filter_input_trim = string.sub(filter_input, 5, #filter_input)
if #filter_input_trim == 0 then
-- filter_input = string.sub(filter_input, 1, -2)
return
end
vim.cmd([[stopi]])
if deleteword then
vim.cmd([[normal! diw]])
else
vim.cmd([[normal! cl]])
end
vim.cmd([[normal! A]])
vim.cmd('startinsert!')
-- log(filter_input)
-- vim.api.nvim_buf_set_lines(buf, -2, -1, true, {filter_input})
-- log(filter_input)
-- log("on search ends")
end
function ListViewCtrl:on_close()
log('closer listview') -- , ListViewCtrl._viewctlobject.m_delegate)
ListViewCtrl._viewctlobject.m_delegate.close()
-- log("closer ", ListViewCtrl)
ListViewCtrl._viewctlobject.m_delegate:on_close()
ListViewCtrl:on_leave(true)
ListViewCtrl._viewctlobject = nil
end
function ListViewCtrl:on_leave(force)
log('closer background') -- , ListViewCtrl._viewctlobject.m_delegate)
vim.defer_fn(function()
-- return
if ListViewCtrl._viewctlobject and ListViewCtrl._viewctlobject.m_delegate then
if force then
ListViewCtrl._viewctlobject.m_delegate.close()
end
if not on_preview() then
ListViewCtrl._viewctlobject.m_delegate.close()
end
end
end, 200)
end
function ListViewCtrl:on_data_update(data)
local listobj = ListViewCtrl._viewctlobject
listobj.data = data
-- disable data
end
return ListViewCtrl
|
--Check Environment
if GetConvar('txAdminServerMode', 'false') ~= 'true' then
return
end
RegisterNetEvent('txAdmin:menu:drunkEffectPlayer', function(id)
local src = source
local allow = PlayerHasTxPermission(src, 'players.troll')
if allow then
TriggerClientEvent('txAdmin:menu:drunkEffect', id)
end
TriggerEvent('txaLogger:menuEvent', src, 'drunkEffect', allow, id)
end)
RegisterNetEvent('txAdmin:menu:setOnFire', function(id)
local src = source
local allow = PlayerHasTxPermission(src, 'players.troll')
if allow then
TriggerClientEvent('txAdmin:menu:setOnFire', id)
end
TriggerEvent('txaLogger:menuEvent', src, 'setOnFire', allow, id)
end)
RegisterNetEvent('txAdmin:menu:wildAttack', function(id)
local src = source
local allow = PlayerHasTxPermission(src, 'players.troll')
if allow then
TriggerClientEvent('txAdmin:menu:wildAttack', id)
end
TriggerEvent('txaLogger:menuEvent', src, 'wildAttack', allow, id)
end)
|
---@class CS.UnityEngine.DrivenRectTransformTracker : CS.System.ValueType
---@type CS.UnityEngine.DrivenRectTransformTracker
CS.UnityEngine.DrivenRectTransformTracker = { }
function CS.UnityEngine.DrivenRectTransformTracker.StopRecordingUndo() end
function CS.UnityEngine.DrivenRectTransformTracker.StartRecordingUndo() end
---@param driver CS.UnityEngine.Object
---@param rectTransform CS.UnityEngine.RectTransform
---@param drivenProperties number
function CS.UnityEngine.DrivenRectTransformTracker:Add(driver, rectTransform, drivenProperties) end
function CS.UnityEngine.DrivenRectTransformTracker:Clear() end
return CS.UnityEngine.DrivenRectTransformTracker
|
object_mobile_dressed_sayromi_monk_06 = object_mobile_shared_dressed_sayromi_monk_06:new {
}
ObjectTemplates:addTemplate(object_mobile_dressed_sayromi_monk_06, "object/mobile/dressed_sayromi_monk_06.iff")
|
-- This is pretty scuffed code. I will rewrite it later
local format, typev, string, concat = string.format, type, tostring, table.concat;
local op = {};
for i,v in pairs(require("src/op")) do
op[v] = i;
end;
local function Disassemble(chunk, id)
local id = id or 0;
local Instructions = chunk.code;
local Constants = chunk.const;
local out = format("Proto[%d]\n> #Stack: %d\n> #Params: %d\n> #Name: \"%s\"\n\nConstants[%d]\n", id, chunk.maxstacksize, chunk.numparams, chunk.name or "undefined", chunk.sizek - 1);
for i,v in pairs(Constants) do
out = out .. format("> [%d] (%s) \"%s\"\n", i - 1, typev(v), string(v));
end;
out = out .. format("\nInstructions[%d]\n", chunk.sizecode - 1);
for i,v in pairs(Instructions) do
local Opcode = op[v.Opcode + 1] or string(v.Opcode);
local Registers = v.Reg;
local Code = v.Code;
local B = Registers[2] + 1;
local Deduct = "";
if Opcode == "LOP_GETIMPORT" then
if Constants[B] then
Deduct = format(" / R[2] = %s (%s)", string(Constants[B]), Constants[B - 1]);
else
Deduct = format(" / R[2] = Env[\"%s\"]", Constants[B - 1]);
end;
elseif Opcode == "LOP_LOADK" then
Deduct = format(" / R[2] = \"%s\"", string(Constants[B]));
end;
out = out .. format("> [%d->%d] %s { %s }%s\n", i - 1, Code, Opcode, concat(Registers, ", "), Deduct);
end;
for i,v in pairs(chunk.p) do
out = out .. "\n" .. Disassemble(v, i);
end;
return out;
end;
return Disassemble;
|
-- bitters
--
-- lo-fi FM-capable mono/poly
-- llllllll.co/t/bitters-norns
--
-- @alanza
-- v0.1
--
engine.name = "Bitters"
function init()
local needs_restart = false
if not util.file_exists("/home/we/.local/share/SuperCollider/Extensions/TrianglePTR/TrianglePTR_scsynth.so") then
util.os_capture("mkdir /home/we/.local/share/SuperCollider/Extensions/TrianglePTR")
util.os_capture("cp /home/we/dust/code/bitters/bin/TrianglePTR/TrianglePTR_scsynth.so /home/we/.local/share/SuperCollider/Extensions/TrianglePTR/TrianglePTR_scsynth.so")
print("installed TrianglePTR, please restart norns")
needs_restart = true
end
if not util.file_exists("/home/we/.local/share/SuperCollider/Extensions/PulsePTR/PulsePTR_scsynth.so") then
util.os_capture("mkdir /home/we/.local/share/SuperCollider/Extensions/PulsePTR")
util.os_capture("cp /home/we/dust/code/bitters/bin/PulsePTR/PulsePTR_scsynth.so /home/we/.local/share/SuperCollider/Extensions/PulsePTR/PulsePTR_scsynth.so")
print("installed PulsePTR, please restart norns")
needs_restart = true
end
parameters = include("lib/parameters")
parameters.init()
notes = include("lib/notes")
notes.init()
page = include("lib/page")
page:init(needs_restart)
half_second = include("lib/halfsecond")
half_second.init()
screen_dirty = true
params:bang()
end
function key(n,z)
if n == 2 then
page:left()
elseif n == 3 then
page:right()
end
screen_dirty = true
end
function enc(n,d)
if n == 1 then
if d < 0 then
page:left()
else
page:right()
end
elseif n == 2 then
page:scroll(d)
elseif n == 3 then
page:delta(d)
end
screen_dirty = true
end
function r()
norns.script.load(norns.state.script)
end
|
vim.api.nvim_exec([[
au FileType ledger nm <silent> <tab> :set ep=ledger\ -f\ -\ print<cr>=
au FileType ledger xn <silent> <tab> :<c-u>set ep=ledger\ -f\ -\ print<cr>gv=
au FileType ledger se commentstring=;\ %s
]], true)
|
local haslspconfig, lspconfig = pcall(require, 'lspconfig')
if haslspconfig then
local capabilities = vim.lsp.protocol.make_client_capabilities()
capabilities.textDocument.completion.completionItem.snippetSupport = true
local on_attach = function(client, bufnr)
local function buf_set_keymap(...) vim.api.nvim_buf_set_keymap(bufnr, ...) end
local function buf_set_option(...) vim.api.nvim_buf_set_option(bufnr, ...) end
buf_set_option('omnifunc', 'v:lua.vim.lsp.omnifunc')
-- require'completion'.on_attach()
-- Mappings.
local opts = { noremap=true, silent=true }
buf_set_keymap('n', 'gD', '<Cmd>lua vim.lsp.buf.declaration()<CR>', opts)
buf_set_keymap('n', 'gd', '<Cmd>lua vim.lsp.buf.definition()<CR>', opts)
buf_set_keymap('n', 'K', '<Cmd>lua vim.lsp.buf.hover()<CR>', opts)
buf_set_keymap('n', 'gi', '<cmd>lua vim.lsp.buf.implementation()<CR>', opts)
buf_set_keymap('n', '<C-k>', '<cmd>lua vim.lsp.buf.signature_help()<CR>', opts)
buf_set_keymap('n', '<space>wa', '<cmd>lua vim.lsp.buf.add_workspace_folder()<CR>', opts)
buf_set_keymap('n', '<space>wr', '<cmd>lua vim.lsp.buf.remove_workspace_folder()<CR>', opts)
buf_set_keymap('n', '<space>wl', '<cmd>lua print(vim.inspect(vim.lsp.buf.list_workspace_folders()))<CR>', opts)
buf_set_keymap('n', '<space>D', '<cmd>lua vim.lsp.buf.type_definition()<CR>', opts)
buf_set_keymap('n', '<space>rn', '<cmd>lua vim.lsp.buf.rename()<CR>', opts)
buf_set_keymap('n', 'gr', '<cmd>lua vim.lsp.buf.references()<CR>', opts)
buf_set_keymap('n', '<space>e', '<cmd>lua vim.lsp.diagnostic.show_line_diagnostics()<CR>', opts)
buf_set_keymap('n', '[d', '<cmd>lua vim.lsp.diagnostic.goto_prev()<CR>', opts)
buf_set_keymap('n', ']d', '<cmd>lua vim.lsp.diagnostic.goto_next()<CR>', opts)
--buf_set_keymap('n', '<space>q', '<cmd>lua vim.lsp.diagnostic.set_loclist()<CR>', opts)
-- Set some keybinds conditional on server capabilities
if client.resolved_capabilities.document_formatting then
buf_set_keymap("n", "<space>F", "<cmd>lua vim.lsp.buf.formatting()<CR>", opts)
elseif client.resolved_capabilities.document_range_formatting then
buf_set_keymap("n", "<space>f", "<cmd>lua vim.lsp.buf.range_formatting()<CR>", opts)
end
-- Set autocommands conditional on server_capabilities
if client.resolved_capabilities.document_highlight then
vim.api.nvim_exec([[
hi LspReferenceRead cterm=bold ctermbg=red guibg=LightYellow
hi LspReferenceText cterm=bold ctermbg=red guibg=LightYellow
hi LspReferenceWrite cterm=bold ctermbg=red guibg=LightYellow
augroup lsp_document_highlight
autocmd!
" autocmd CursorHold <buffer> lua vim.lsp.buf.document_highlight()
" autocmd CursorMoved <buffer> lua vim.lsp.buf.clear_references()
augroup END
]], false)
end
end
-- Use a loop to conveniently both setup defined servers
-- and map buffer local keybindings when the language server attaches
local servers = {
-- "pyright",
"rust_analyzer",
"tsserver",
"vimls",
"intelephense",
"pylsp",
-- "pyright",
"bashls",
"julials",
"clangd",
"texlab",
"html",
"jsonls",
"cssls",
"vimls",
"sqls",
}
for _, lsp in ipairs(servers) do
lspconfig[lsp].setup {
on_attach = on_attach,
capabilities = capabilities,
}
end
-- sumneko_lua
local runtime_path = vim.split(package.path, ';')
table.insert(runtime_path, "lua/?.lua")
table.insert(runtime_path, "lua/?/init.lua")
require'lspconfig'.sumneko_lua.setup {
on_attach = on_attach,
capabilities = capabilities,
settings = {
Lua = {
runtime = {
-- Tell the language server which version of Lua you're using (most likely LuaJIT in the case of Neovim)
version = 'LuaJIT',
-- Setup your lua path
path = runtime_path,
},
diagnostics = {
-- Get the language server to recognize the `vim` global
globals = {'vim'},
},
workspace = {
-- Make the server aware of Neovim runtime files
library = vim.api.nvim_get_runtime_file("", true),
},
-- Do not send telemetry data containing a randomized but unique identifier
telemetry = {
enable = false,
},
},
},
}
end -- if haslspconfig
|
-- decorateHelp - Release 1.1 - For tes3mp v0.6.1
-- Alter positions of items using a GUI
--[[ INSTALLATION:
1) Save this file as "decorateHelp.lua" in mp-stuff/scripts
2) Add [ decorateHelp = require("decorateHelp") ] to the top of server.lua
3) Add the following to the elseif chain for commands in "OnPlayerSendMessage" inside server.lua
[ elseif cmd[1] == "decorator" or cmd[1] == "decorate" or cmd[1] == "dh" then
decorateHelp.OnCommand(pid) ]
4) Add the following to OnGUIAction in server.lua
[ if decorateHelp.OnGUIAction(pid, idGui, data) then return end ]
5) Add the following to OnObjectPlace in server.lua
[ decorateHelp.OnObjectPlace(pid, cellDescription) ]
6) Add the following to OnPlayerCellChange in server.lua
[ decorateHelp.OnPlayerCellChange(pid) ]
]]
------
local config = {}
config.MainId = 31360
config.PromptId = 31361
------
local Methods = {}
tableHelper = require("tableHelper")
--
local playerSelectedObject = {}
local playerCurrentMode = {}
--Returns the object's data from a loaded cell. Doesn't need to load the cell because this assumes it'll always be called in a cell that's loaded.
local function getObject(refIndex, cell)
if refIndex == nil then
return false
end
if LoadedCells[cell]:ContainsObject(refIndex) then
return LoadedCells[cell].data.objectData[refIndex]
else
return false
end
end
local function resendPlaceToAll(refIndex, cell)
local object = getObject(refIndex, cell)
if not object then
return false
end
local refId = object.refId
local count = object.count or 1
local charge = object.charge or -1
local posX, posY, posZ = object.location.posX, object.location.posY, object.location.posZ
local rotX, rotY, rotZ = object.location.rotX, object.location.rotY, object.location.rotZ
local refIndex = refIndex
local inventory = object.inventory or nil
local splitIndex = refIndex:split("-")
for pid, pdata in pairs(Players) do
if Players[pid]:IsLoggedIn() then
--First, delete the original
tes3mp.InitializeEvent(pid)
tes3mp.SetEventCell(cell)
tes3mp.SetObjectRefNumIndex(0)
tes3mp.SetObjectMpNum(splitIndex[2])
tes3mp.AddWorldObject() --?
tes3mp.SendObjectDelete()
--Now remake it
tes3mp.InitializeEvent(pid)
tes3mp.SetEventCell(cell)
tes3mp.SetObjectRefId(refId)
tes3mp.SetObjectCount(count)
tes3mp.SetObjectCharge(charge)
tes3mp.SetObjectPosition(posX, posY, posZ)
tes3mp.SetObjectRotation(rotX, rotY, rotZ)
tes3mp.SetObjectRefNumIndex(0)
tes3mp.SetObjectMpNum(splitIndex[2])
if inventory then
for itemIndex, item in pairs(inventory) do
tes3mp.SetContainerItemRefId(item.refId)
tes3mp.SetContainerItemCount(item.count)
tes3mp.SetContainerItemCharge(item.charge)
tes3mp.AddContainerItem()
end
end
tes3mp.AddWorldObject()
tes3mp.SendObjectPlace()
if inventory then
tes3mp.SendContainer()
end
end
end
LoadedCells[cell]:Save() --Not needed, but it's nice to do anyways
end
local function showPromptGUI(pid)
local message = "[" .. playerCurrentMode[tes3mp.GetName(pid)] .. "] - Enter a number to add/subtract."
tes3mp.InputDialog(pid, config.PromptId, message)
end
local function onEnterPrompt(pid, data)
local cell = tes3mp.GetCell(pid)
local pname = tes3mp.GetName(pid)
local mode = playerCurrentMode[pname]
local data = tonumber(data) or 0
local object = getObject(playerSelectedObject[pname], cell)
if not object then
--The object no longer exists, so we should bail out now
return false
end
if mode == "Rotate X" then
local curDegrees = math.deg(object.location.rotX)
local newDegrees = (curDegrees + data) % 360
object.location.rotX = math.rad(newDegrees)
elseif mode == "Rotate Y" then
local curDegrees = math.deg(object.location.rotY)
local newDegrees = (curDegrees + data) % 360
object.location.rotY = math.rad(newDegrees)
elseif mode == "Rotate Z" then
local curDegrees = math.deg(object.location.rotZ)
local newDegrees = (curDegrees + data) % 360
object.location.rotZ = math.rad(newDegrees)
elseif mode == "Move North" then
object.location.posY = object.location.posY + data
elseif mode == "Move East" then
object.location.posX = object.location.posX + data
elseif mode == "Move Up" then
object.location.posZ = object.location.posZ + data
elseif mode == "Scale Up" then
--Not sure how scale works atm.
--TODO
return
end
resendPlaceToAll(playerSelectedObject[pname], cell)
end
local function showMainGUI(pid)
--Determine if the player has an item
local currentItem = "None" --default
local selected = playerSelectedObject[tes3mp.GetName(pid)]
local object = getObject(selected, tes3mp.GetCell(pid))
if selected and object then --If they have an entry and it isn't gone
currentItem = object.refId .. " (" .. selected .. ")"
end
local message = "Select an option. Your current item: " .. currentItem
tes3mp.CustomMessageBox(pid, config.MainId, message, "Move North;Move East;Move Up;Rotate X;Rotate Y;Rotate Z;Scale Up;Grab;Close")
end
local function setSelectedObject(pid, refIndex)
playerSelectedObject[tes3mp.GetName(pid)] = refIndex
end
Methods.SetSelectedObject = function(pid, refIndex)
setSelectedObject(pid, refIndex)
end
Methods.OnObjectPlace = function(pid, cellDescription)
--Get the last event, which should hopefully be the place packet
tes3mp.ReadLastEvent()
--Get the refIndex of the first item in the object place packet (in theory, there should only by one)
local refIndex = tes3mp.GetObjectRefNumIndex(0) .. "-" .. tes3mp.GetObjectMpNum(0)
--Record that item as the last one the player interacted with in this cell
setSelectedObject(pid, refIndex)
end
Methods.OnGUIAction = function(pid, idGui, data)
local pname = tes3mp.GetName(pid)
if idGui == config.MainId then
if tonumber(data) == 0 then --Move North
playerCurrentMode[pname] = "Move North"
showPromptGUI(pid)
return true
elseif tonumber(data) == 1 then --Move East
playerCurrentMode[pname] = "Move East"
showPromptGUI(pid)
return true
elseif tonumber(data) == 2 then --Move Up
playerCurrentMode[pname] = "Move Up"
showPromptGUI(pid)
return true
elseif tonumber(data) == 3 then --Rotate X
playerCurrentMode[pname] = "Rotate X"
showPromptGUI(pid)
return true
elseif tonumber(data) == 4 then --Rotate Y
playerCurrentMode[pname] = "Rotate Y"
showPromptGUI(pid)
return true
elseif tonumber(data) == 5 then --Rotate Z
playerCurrentMode[pname] = "Rotate Z"
showPromptGUI(pid)
return true
elseif tonumber(data) == 6 then --Scale Up
--TODO
tes3mp.MessageBox(pid, -1, "Not yet implemented, sorry.")
return true
elseif tonumber(data) == 7 then --Grab
--TODO
tes3mp.MessageBox(pid, -1, "Not yet implemented, sorry.")
return true
elseif tonumber(data) == 8 then --Close
--Do nothing
return true
end
elseif idGui == config.PromptId then
if data ~= nil and data ~= "" and tonumber(data) then
onEnterPrompt(pid, data)
end
playerCurrentMode[tes3mp.GetName(pid)] = nil
return true, showMainGUI(pid)
end
end
Methods.OnPlayerCellChange = function(pid)
playerSelectedObject[tes3mp.GetName(pid)] = nil
end
Methods.OnCommand = function(pid)
showMainGUI(pid)
end
return Methods
|
--[[
Copyright (C) 2020 Onset Roleplay
Developers:
* Logic_
Contributors:
* Blue Mountains GmbH
* Kuzkay (( for the undermap script ))
]]--
local MapTime = 5 * 1000 -- 5 seconds
local MapTimer = 0
-- Functions
local function PlayerUnderMapCheck()
local x, y, z = GetPlayerLocation()
local height = GetTerrainHeight(x, y, z)
if z < 0 and height - 400 > z and not IsPlayerInVehicle() then
CallRemoteEvent("OnPlayerUnderMap", height)
end
end
-- Events
AddEvent("OnPackageStart", function()
Delay(MapTime, function ()
MapTimer = CreateTimer(PlayerUnderMapCheck, MapTime)
end)
end)
|
data:extend({
{
type = 'tile',
name = 'factory-floor',
needs_correction = false,
collision_mask = {'ground-tile'},
walking_speed_modifier = 1.4,
layer = 61,
decorative_removal_probability = 1.0,
variants = {
main = {
{
picture = '__base__/graphics/terrain/concrete/concrete1.png',
count = 16,
size = 1
},
{
picture = '__base__/graphics/terrain/concrete/concrete2.png',
count = 4,
size = 2,
probability = 0.39,
},
{
picture = '__base__/graphics/terrain/concrete/concrete4.png',
count = 4,
size = 4,
probability = 1,
},
},
inner_corner = {
picture = '__base__/graphics/terrain/concrete/concrete-inner-corner.png',
count = 8
},
outer_corner = {
picture = '__base__/graphics/terrain/concrete/concrete-outer-corner.png',
count = 8
},
side = {
picture = '__base__/graphics/terrain/concrete/concrete-side.png',
count = 8
},
u_transition = {
picture = '__base__/graphics/terrain/concrete/concrete-u.png',
count = 8
},
o_transition = {
picture = '__base__/graphics/terrain/concrete/concrete-o.png',
count = 1
}
},
walking_sound = {
{
filename = '__base__/sound/walking/concrete-01.ogg',
volume = 1.2
},
{
filename = '__base__/sound/walking/concrete-02.ogg',
volume = 1.2
},
{
filename = '__base__/sound/walking/concrete-03.ogg',
volume = 1.2
},
{
filename = '__base__/sound/walking/concrete-04.ogg',
volume = 1.2
}
},
map_color= {r=100, g=100, b=100},
ageing=0,
mineable_properties= {
minable=false,
},
can_be_part_of_blueprint=false,
},
{
type = 'tile',
name = 'factory-wall',
needs_correction = false,
collision_mask = {
'ground-tile',
'water-tile',
'resource-layer',
'floor-layer',
'item-layer',
'object-layer',
'player-layer',
'doodad-layer'
},
walking_speed_modifier = 1.4,
layer = 61,
decorative_removal_probability = 1.0,
variants = {
main = {
{
picture = '__base__/graphics/terrain/hazard-concrete-left/hazard-concrete-left1.png',
count = 16,
size = 1
},
{
picture = '__base__/graphics/terrain/hazard-concrete-left/hazard-concrete-left2.png',
count = 4,
size = 2,
probability = 0.39,
},
{
picture = '__base__/graphics/terrain/hazard-concrete-left/hazard-concrete-left4.png',
count = 4,
size = 4,
probability = 1,
},
},
inner_corner = {
picture = '__base__/graphics/terrain/hazard-concrete-left/hazard-concrete-left-inner-corner.png',
count = 8
},
outer_corner = {
picture = '__base__/graphics/terrain/hazard-concrete-left/hazard-concrete-left-outer-corner.png',
count = 8
},
side = {
picture = '__base__/graphics/terrain/hazard-concrete-left/hazard-concrete-left-side.png',
count = 8
},
u_transition = {
picture = '__base__/graphics/terrain/hazard-concrete-left/hazard-concrete-left-u.png',
count = 8
},
o_transition = {
picture = '__base__/graphics/terrain/hazard-concrete-left/hazard-concrete-left-o.png',
count = 1
}
},
walking_sound = {
{
filename = '__base__/sound/walking/concrete-01.ogg',
volume = 1.2
},
{
filename = '__base__/sound/walking/concrete-02.ogg',
volume = 1.2
},
{
filename = '__base__/sound/walking/concrete-03.ogg',
volume = 1.2
},
{
filename = '__base__/sound/walking/concrete-04.ogg',
volume = 1.2
}
},
map_color= {r=0.5, g=0.5, b=0},
ageing=0,
mineable_properties= {
minable=false,
},
can_be_part_of_blueprint=false,
},
{
type = 'tile',
name = 'factory-entrance',
needs_correction = false,
collision_mask = {
'ground-tile',
'water-tile',
'resource-layer',
'floor-layer',
'item-layer',
'object-layer',
'doodad-layer'
},
walking_speed_modifier = 1.4,
layer = 61,
decorative_removal_probability = 1.0,
allowed_neighbors = {'factory-floor', 'factory-entrance', 'factory-wall'},
variants = {
main = {
{
picture = '__base__/graphics/terrain/concrete/concrete1.png',
count = 16,
size = 1
},
{
picture = '__base__/graphics/terrain/concrete/concrete2.png',
count = 4,
size = 2,
probability = 0.39,
},
{
picture = '__base__/graphics/terrain/concrete/concrete4.png',
count = 4,
size = 4,
probability = 1,
},
},
inner_corner = {
picture = '__base__/graphics/terrain/concrete/concrete-inner-corner.png',
count = 8
},
outer_corner = {
picture = '__base__/graphics/terrain/concrete/concrete-outer-corner.png',
count = 8
},
side = {
picture = '__base__/graphics/terrain/concrete/concrete-side.png',
count = 8
},
u_transition = {
picture = '__base__/graphics/terrain/concrete/concrete-u.png',
count = 8
},
o_transition = {
picture = '__base__/graphics/terrain/concrete/concrete-o.png',
count = 1
}
},
walking_sound = {
{
filename = '__base__/sound/walking/concrete-01.ogg',
volume = 1.2
},
{
filename = '__base__/sound/walking/concrete-02.ogg',
volume = 1.2
},
{
filename = '__base__/sound/walking/concrete-03.ogg',
volume = 1.2
},
{
filename = '__base__/sound/walking/concrete-04.ogg',
volume = 1.2
}
},
map_color= {r=100, g=100, b=100},
ageing=0,
mineable_properties= {
minable=false,
},
can_be_part_of_blueprint=false,
},
})
|
slot0 = class("ThirdAnniversaryJPPage", import("...base.BaseActivityPage"))
slot0.OnInit = function (slot0)
slot0:findUI()
slot0:initData()
end
slot0.findUI = function (slot0)
slot0.paintBackTF = slot0:findTF("Paints/PaintBack")
slot0.paintFrontTF = slot0:findTF("Paints/PaintFront")
slot0.skinShopBtn = slot0:findTF("BtnShop")
slot0.btnContainer = slot0:findTF("BtnList/Viewport/Content")
slot0.btnList1 = {}
for slot5 = 0, slot0.btnContainer.childCount / 2 - 1, 1 do
slot0.btnList1[slot5 + 1] = slot0.btnContainer:GetChild(slot5)
end
slot0.btnList2 = {}
for slot5 = 5, 2 * slot1 - 1, 1 do
slot0.btnList2[#slot0.btnList2 + 1] = slot0.btnContainer:GetChild(slot5)
end
slot0.gridLayoutGroupCom = GetComponent(slot0.btnContainer, "GridLayoutGroup")
end
slot0.initData = function (slot0)
slot0.paintCount = 18
slot0.curPaintIndex = 1
slot0.paintSwitchTime = 1
slot0.paintStaticTime = 3.5
slot0.paintStaticCountValue = 0
slot0.paintPathPrefix = "thirdanniversaryjppage/"
slot0.paintNamePrefix = "paint"
slot0.btnCount = slot0.btnContainer.childCount / 2
slot0.btnSpeed = 50
slot0.btnSizeX = slot0.gridLayoutGroupCom.cellSize.x
slot0.btnMarginX = slot0.gridLayoutGroupCom.spacing.x
slot0.moveLength = slot0.btnCount * (slot0.btnSizeX + slot0.btnMarginX)
slot0.startAnchoredPosX = slot0.btnContainer.anchoredPosition.x
end
slot0.switchNextPaint = function (slot0)
slot0.frameTimer:Stop()
setImageSprite(slot0.paintBackTF, LoadSprite(slot4, slot3))
LeanTween.value(go(slot0.paintFrontTF), 1, 0, slot0.paintSwitchTime):setOnUpdate(System.Action_float(function (slot0)
setImageAlpha(slot0.paintFrontTF, slot0)
setImageAlpha(slot0.paintBackTF, 1 - slot0)
end)).setOnComplete(slot5, System.Action(function ()
setImageFromImage(slot0.paintFrontTF, slot0.paintBackTF)
setImageAlpha(slot0.paintFrontTF, 1)
setImageAlpha(slot0.paintBackTF, 0)
setImageAlpha.curPaintIndex = slot0.paintBackTF
setImageAlpha.frameTimer:Start()
end))
end
slot0.OnFirstFlush = function (slot0)
slot0:initPaint()
slot0:initBtnList(slot0.btnList1)
slot0:initBtnList(slot0.btnList2)
slot0:initTimer()
end
slot0.initPaint = function (slot0)
setImageSprite(slot0.paintFrontTF, LoadSprite(slot0.paintPathPrefix .. slot3, slot0.paintNamePrefix .. slot1))
setImageSprite(slot0.paintBackTF, LoadSprite(slot0.paintPathPrefix .. slot3, slot0.paintNamePrefix .. slot2))
end
slot0.initBtnList = function (slot0, slot1)
onButton(slot0, slot1[1], function ()
slot0:emit(ActivityMediator.GO_PRAY_POOL)
end, SFX_PANEL)
onButton(slot0, slot1[2], function ()
slot0:emit(ActivityMediator.EVENT_GO_SCENE, SCENE.SKINSHOP)
end, SFX_PANEL)
onButton(slot0, slot1[3], function ()
slot0:emit(ActivityMediator.SELECT_ACTIVITY, getProxy(ActivityProxy):getActivityByType(ActivityConst.ACTIVITY_TYPE_RETURN_AWARD).id)
end, SFX_PANEL)
onButton(slot0, slot1[4], function ()
slot0:emit(ActivityMediator.EVENT_GO_SCENE, SCENE.THIRD_ANNIVERSARY_AKIBA)
end, SFX_PANEL)
onButton(slot0, slot1[5], function ()
slot0:emit(ActivityMediator.SELECT_ACTIVITY, pg.activity_const.JIUJIU_ADVENTURE_ID.act_id)
end, SFX_PANEL)
end
slot0.initTimer = function (slot0)
slot1 = 0.016666666666666666
slot0.paintStaticCountValue = 0
slot0.frameTimer = Timer.New(function ()
slot0.paintStaticCountValue = slot0.paintStaticCountValue +
if slot0.paintStaticTime <= slot0.paintStaticCountValue then
slot0.paintStaticCountValue = 0
slot0:switchNextPaint()
end
end, slot1, -1, false)
slot0.frameTimer:Start()
slot0.frameTimer2 = Timer.New(function ()
if slot0.moveLength <= slot0.startAnchoredPosX - (slot0.btnContainer.anchoredPosition.x - slot0.btnSpeed * ) then
slot0 = slot0.btnContainer.anchoredPosition.x + slot0.moveLength
end
slot0.btnContainer.anchoredPosition = Vector3(slot0, 0, 0)
end, slot1, -1, false)
slot0.frameTimer2:Start()
end
slot0.OnDestroy = function (slot0)
if slot0.frameTimer then
slot0.frameTimer:Stop()
slot0.frameTimer = nil
end
if slot0.frameTimer2 then
slot0.frameTimer2:Stop()
slot0.frameTimer2 = nil
end
end
return slot0
|
local req_read_body = ngx.req.read_body
local req_get_body_data = ngx.req.get_body_data
local _M = {}
function _M.get_body()
req_read_body()
local body = req_get_body_data()
return body
end
return _M
|
--[[--------------------------------------------------------------------------
--
-- File: UAStarterFrag.State.RoundLoop.lua
-- Copyright (c) Ubisoft Entertainment. All rights reserved.
--
-- Project: Ubitoys.Tag
-- Date: September 21, 2010
--
------------------------------------------------------------------------------
--
-- Description: ...
--
----------------------------------------------------------------------------]]
--[[ Dependencies ----------------------------------------------------------]]
require "UTActivity.State.RoundLoop"
require "UAStarterFrag.Ui.RoundLoop"
--[[ Class -----------------------------------------------------------------]]
UAStarterFrag.State.RoundLoop = UTClass(UTActivity.State.RoundLoop)
-- defaults ------------------------------------------------------------------
UAStarterFrag.State.RoundLoop.uiClass = UAStarterFrag.Ui.RoundLoop
-- __ctor --------------------------------------------------------------------
function UAStarterFrag.State.RoundLoop:__ctor(activity, ...)
assert(activity)
end
-- Begin ---------------------------------------------------------------------
function UAStarterFrag.State.RoundLoop:Begin()
UTActivity.State.RoundLoop.Begin(self)
game.gameMaster:RegisterSound({ paths = {"base:audio/gamemaster/DLG_GM_GLOBAL_13.wav",
"base:audio/gamemaster/DLG_GM_GLOBAL_14.wav",
"base:audio/gamemaster/DLG_GM_GLOBAL_15.wav"}, probas = {0.8, 0.1, 0.1}})
game.gameMaster:RegisterSound({ paths = {"base:audio/gamemaster/DLG_GM_GLOBAL_45.wav"},offset = activity.settings.playtime * 60 - 60,})
game.gameMaster:RegisterSound({ paths = {"base:audio/gamemaster/DLG_GM_GLOBAL_48.wav",
"base:audio/gamemaster/DLG_GM_GLOBAL_49.wav"},
offset = activity.settings.playtime * 60 - 57, priority = 2, proba = 0.333})
game.gameMaster:RegisterSound({ paths = {"base:audio/gamemaster/DLG_GM_GLOBAL_46.wav"},
offset = activity.settings.playtime * 60 - 30,})
game.gameMaster:RegisterSound({ paths = {"base:audio/gamemaster/DLG_GM_GLOBAL_48.wav",
"base:audio/gamemaster/DLG_GM_GLOBAL_49.wav"},
offset = activity.settings.playtime * 60 - 27,priority = 2, proba = 0.333})
game.gameMaster:RegisterSound({ paths = {"base:audio/gamemaster/DLG_GM_GLOBAL_47.wav"},
offset = activity.settings.playtime * 60 - 15,})
game.gameMaster:RegisterSound({ paths = {"base:audio/gamemaster/DLG_GM_GLOBAL_48.wav",
"base:audio/gamemaster/DLG_GM_GLOBAL_49.wav"},
offset = activity.settings.playtime * 60 - 12, priority = 2, proba = 0.333})
-- timer
self.time = quartz.system.time.gettimemicroseconds()
self.shootCount = 0
self.shootCountTime = self.time
activity.timer = activity.settings.playtime * 60 * 1000000
end
-- Message received from device ----------------------------------------------
function UAStarterFrag.State.RoundLoop:OnDispatchMessage(device, addressee, command, arg)
-- base
UTActivity.State.RoundLoop.OnDispatchMessage(self)
if (0x95 == command) then
-- decode this msg !!
if (device.owner) then
--------------------------------------------------------------------------------------
-- ammunitions and clip
local ammunitions = (arg[4] * 256) + arg[5]
if (ammunitions == 3) then
if (game.settings.audio.gmtalkative == 1) then
-- throw "We need Ammo! Now" sound
game.gameMaster:RegisterSound({ paths = {"base:audio/gamemaster/DLG_GM_GLOBAL_22.wav","base:audio/gamemaster/DLG_GM_GLOBAL_23.wav"},priority = 3,})
end
end
local clips = (arg[6] * 256) + arg[7]
if (device.owner.data.heap.ammunitions < ammunitions and device.owner.data.heap.clips <= clips or device.owner.data.heap.clips < clips) then
device.owner.data.heap.nbAmmoPack = device.owner.data.heap.nbAmmoPack + 1
activity.uiAFP:PushLine(device.owner.profile.name .. " " .. l"ingame006", UIComponent.colors.gray, "base:texture/Ui/Icons/16x/Ammunition.tga")
end
if (device.owner.data.heap.ammunitions > ammunitions) then
device.owner.data.heap.nbShot = device.owner.data.heap.nbShot + (device.owner.data.heap.ammunitions - ammunitions)
device.owner.data.heap.hitLost = device.owner.data.heap.hitLost + 1
if (device.owner.data.heap.hitLost == 5) then
if (game.settings.audio.gmtalkative == 1) then
-- throw "T'es aveugle" sound
game.gameMaster:RegisterSound({ paths = {"base:audio/gamemaster/DLG_GM_GLOBAL_43.wav","base:audio/gamemaster/DLG_GM_GLOBAL_44.wav"},priority = 2,})
end
device.owner.data.heap.hitLost = 0
end
if (device.owner.data.heap.hitLost >= 2) then
device.owner.data.nbHitLastPlayerShooted = 0
end
end
device.owner.data.heap.clips = clips
device.owner.data.heap.ammunitions = ammunitions
if (device.owner.data.heap.ammunitions == 20) then
device.owner.data.heap.ammunitionsAndClips = "-/-"
else
device.owner.data.heap.ammunitionsAndClips = device.owner.data.heap.ammunitions .. "/" .. device.owner.data.heap.clips
end
--------------------------------------------------------------------------------------
-- nb hits
local nbHit = (arg[2] * 256) + arg[3]
-- check if I have been shot ...
if (device.owner.data.heap.nbHit < nbHit) then
if (self.shootCount) then
self.shootCount = self.shootCount + 1
if (self.shootCount == 10) then
local time = quartz.system.time.gettimemicroseconds()
if (time - self.shootCountTime < 10 * 1000000) then
if (game.settings.audio.gmtalkative == 1) then
-- ouais jsuis a donf
game.gameMaster:RegisterSound({ paths = {"base:audio/gamemaster/DLG_GM_GLOBAL_24.wav","base:audio/gamemaster/DLG_GM_GLOBAL_25.wav","base:audio/gamemaster/DLG_GM_GLOBAL_121.wav","base:audio/gamemaster/DLG_GM_GLOBAL_133.wav","base:audio/gamemaster/DLG_GM_GLOBAL_134.wav",}, priority = 2, proba = 0.25})
end
end
self.shootCountTime = time
self.shootCount = 0
end
end
local curIndex = math.max(0, nbHit - device.owner.data.heap.nbHit)
while (curIndex > 0) do
-- loose one life
device.owner.data.heap.nbHit = device.owner.data.heap.nbHit + 1
-- get device that shot me
local shooterDevice = engine.libraries.usb.proxy.devices.byRadioProtocolId[arg[math.min(12, curIndex + 7)]]
curIndex = curIndex - 1
if (shooterDevice) then
-- get shooter
local shooter = shooterDevice.owner
--!! give him point : DO this better
if (shooter) then
-- HIT ------------------------------------------------------
if (shooter.data.heap.lastPlayerShooted == device.owner) then
shooter.data.heap.nbHitLastPlayerShooted = shooter.data.heap.nbHitLastPlayerShooted + 1
if (shooter.data.heap.nbHitLastPlayerShooted == 3) then
if (game.settings.audio.gmtalkative == 1) then
-- throw "Tireur d'�lite" sound
game.gameMaster:RegisterSound({ paths = {"base:audio/gamemaster/DLG_GM_GLOBAL_26.wav","base:audio/gamemaster/DLG_GM_GLOBAL_122.wav","base:audio/gamemaster/DLG_GM_GLOBAL_123.wav","base:audio/gamemaster/DLG_GM_GLOBAL_124.wav",}, priority = 3, proba = 0.33})
end
shooter.data.heap.nbHitLastPlayerShooted = 0
end
else
shooter.data.heap.nbHitLastPlayerShooted = 1
shooter.data.heap.lastPlayerShooted = device.owner
end
shooter.data.heap.hitLost = 0
shooter.data.heap.score = shooter.data.heap.score + 1
shooter.data.heap.hit = shooter.data.heap.hit + 1
activity.uiAFP:PushLine(shooter.profile.name .. " " .. l"ingame009" .. " " .. device.owner.profile.name, UIComponent.colors.gray, "base:texture/Ui/Icons/16x/Hit.tga")
shooter.data.heap.hitByName[device.owner.nameId] = (shooter.data.heap.hitByName[device.owner.nameId] or 0) + 1
end
end
end
end
device.owner.data.heap.nbHit = nbHit
end
end
end
-- Update ---------------------------------------------------------------------
function UAStarterFrag.State.RoundLoop:Update()
UTActivity.State.RoundLoop.Update(self)
-- end match
if (activity.timer <= 0) then
activity:PostStateChange("endround")
end
end
|
local server = require "nvim-lsp-installer.server"
local Data = require "nvim-lsp-installer.data"
local platform = require "nvim-lsp-installer.platform"
local github = require "nvim-lsp-installer.core.managers.github"
local process = require "nvim-lsp-installer.process"
local path = require "nvim-lsp-installer.path"
local coalesce, when = Data.coalesce, Data.when
return function(name, root_dir)
return server.Server:new {
name = name,
root_dir = root_dir,
languages = { "codeql" },
async = true,
installer = function()
github.unzip_release_file({
repo = "github/codeql-cli-binaries",
asset_file = coalesce(
when(platform.is_mac, "codeql-osx64.zip"),
when(platform.is_unix, "codeql-linux64.zip"),
when(platform.is_win, "codeql-win64.zip")
),
}).with_receipt()
end,
default_options = {
cmd_env = {
PATH = process.extend_path { path.concat { root_dir, "codeql" } },
},
},
}
end
|
LinkLuaModifier("modifier_sai_rage_of_pain", "heroes/hero_sai/rage_of_pain.lua", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_sai_rage_of_pain_mass_debuff", "heroes/hero_sai/rage_of_pain.lua", LUA_MODIFIER_MOTION_NONE)
sai_rage_of_pain = class({
GetIntrinsicModifierName = function() return "modifier_sai_rage_of_pain" end,
})
modifier_sai_rage_of_pain = class({})
function modifier_sai_rage_of_pain:DeclareFunctions()
return {
MODIFIER_PROPERTY_PREATTACK_CRITICALSTRIKE,
MODIFIER_PROPERTY_BASEDAMAGEOUTGOING_PERCENTAGE
}
end
if IsServer() then
function modifier_sai_rage_of_pain:OnCreated()
self:StartIntervalThink(0.1)
self:OnIntervalThink()
end
end
function modifier_sai_rage_of_pain:OnIntervalThink()
local ability = self:GetAbility()
local parent = self:GetParent()
local health_per_stack_pct = ability:GetSpecialValueFor("health_per_stack_pct")
self:SetStackCount(health_per_stack_pct - math.ceil(parent:GetHealth() / parent:GetMaxHealth() * health_per_stack_pct))
end
function modifier_sai_rage_of_pain:GetModifierPreAttack_CriticalStrike(keys)
local ability = self:GetAbility()
local stacks = self:GetStackCount()
local chance = ability:GetSpecialValueFor("crit_chance_pct") +
ability:GetSpecialValueFor("crit_chance_per_stack_pct") * stacks
if RollPercentage(chance) then
return 100 + self:GetAbility():GetSpecialValueFor("crit_mult_pre_stack_pct") * stacks
end
end
function modifier_sai_rage_of_pain:GetModifierBaseDamageOutgoing_Percentage(keys)
local ability = self:GetAbility()
return (ability:GetSpecialValueFor("damage_per_stack_pct") + self:GetParent():GetMaxMana() / ability:GetSpecialValueFor("mana_for_bonus_damage")) * self:GetStackCount()
end
|
object_tangible_quest_som_crystal_marker_03 = object_tangible_quest_shared_som_crystal_marker_03:new {
}
ObjectTemplates:addTemplate(object_tangible_quest_som_crystal_marker_03, "object/tangible/quest/som_crystal_marker_03.iff")
|
local Prop = {}
Prop.Name = "Nº24 Esquina da Gole de Skol"
Prop.Cat = "House"
Prop.Price = 340
Prop.Doors = {
Vector(-1005.9299926758, 308.36401367188, -141.71899414063),
Vector(-842, 87, 250),
}
GM.Property:Register( Prop )
|
local util = require("lspconfig.util")
local bashls = {}
bashls.root_dir = function(filename)
return util.find_git_ancestor(filename) or util.path.dirname(filename)
end
return bashls
|
--[[
main.lua
Copyright (c) 2017 andynines
MIT License
]]
local simulation = require("bugevo")
local FIELD_X = simulation.FIELD_X
local FIELD_Y = simulation.FIELD_Y
local CODES = simulation.CODES
local initialize = simulation.initialize
local iterate = simulation.iterate
local function rgb(r, g, b)
return {r=r, g=g, b=b}
end
local WINDOW_TITLE = "BugEvo"
local RUN_PROMPT = "Press [SPACE] to begin a new simulation"
local WORD_WRAP = 500
local TEXT_COLOR = rgb(255, 255, 153)
local BACKGROUND_COLOR = rgb(0, 0, 0)
local BUG_COLOR = rgb(153, 255, 0)
local BACTERIA_COLOR = rgb(76, 0, 153)
--Keyboard control
local RUN_CONTROL = " "
local QUIT_CONTROL = "q"
local STATES = {INITIAL=1,
ACTIVE=2}
--Stretch simulation space to fit display window
local X_STRETCH = love.graphics.getWidth() / FIELD_X
local Y_STRETCH = love.graphics.getHeight() / FIELD_Y
--Initialize display window
love.graphics.setCaption(WINDOW_TITLE)
love.graphics.setBackgroundColor(BACKGROUND_COLOR.r, BACKGROUND_COLOR.g, BACKGROUND_COLOR.b)
local state
local function initial()
--Wait for user input and initialize a new simulation
love.graphics.setColor(TEXT_COLOR.r, TEXT_COLOR.g, TEXT_COLOR.b)
love.graphics.printf(RUN_PROMPT, 0, 0, WORD_WRAP)
if love.keyboard.isDown(RUN_CONTROL) then
initialize()
state = STATES.ACTIVE
end
end
local function active()
--Iterate over the current simulation
local data = iterate()
if not data then
--Simulation returns nil when ended; return to start screen
state = STATES.INITIAL
else
local field = data.field
local iteration = data.iteration
local population = data.population
for x = 1, #field do
for y = 1, #field[x] do
if field[x][y] ~= CODES.EMPTY then
if field[x][y] == CODES.BUG then
love.graphics.setColor(BUG_COLOR.r, BUG_COLOR.g, BUG_COLOR.b)
elseif field[x][y] == CODES.BACTERIA then
love.graphics.setColor(BACTERIA_COLOR.r, BACTERIA_COLOR.g, BACTERIA_COLOR.b)
end
--[[Adjustments are made here to transition between "simulation" and "LOVE2D" space.
1. LOVE2D coordinates begin counting from 0; the simulation counts from 1
2. LOVE2D draws in the foruth quadrant of the cartesian plane; the simulation uses the first]]
love.graphics.rectangle("fill", X_STRETCH * x - X_STRETCH, (FIELD_Y - y) * Y_STRETCH, X_STRETCH, Y_STRETCH)
end
end
end
love.graphics.setColor(TEXT_COLOR.r, TEXT_COLOR.g, TEXT_COLOR.b)
love.graphics.printf("iter ".. iteration.. "\npop ".. population, 0, 0, WORD_WRAP)
end
end
local STATE_FUNCTIONS = {initial, active}
state = STATES.INITIAL
function love.draw()
--Check for quit command, else do according to the state of the program
if love.keyboard.isDown(QUIT_CONTROL) then
love.event.quit()
end
STATE_FUNCTIONS[state]()
end
|
local ActionOptItem = class('ActionOptItem',OptionItem)
function ActionOptItem:initialize(label,action)
OptionItem:initialize(self) -- label is blank
self.value = label
self.invert_pointers = true
if action then
self.on_activate = action
else
self.on_activate = function() end
end
end
-- Setting one or both of these true may cause arrows to be shown
function ActionOptItem:atMin()
return true -- indicates that option can go no lower
end
function ActionOptItem:atMax()
return true -- indicates that option can go no higher
end
function ActionOptItem:clickedIn(xhit, yhit)
-- Indicates a click received, relative to the center of the displayed value
end
function ActionOptItem:setAction(func)
self.on_activate = func
end
function ActionOptItem:activate()
self.on_activate()
-- Happens when the user hits fire/space while this item is selected
end
return ActionOptItem
|
ESX = nil
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
-- GENERA PREZZI ATTUALI BORSA --
RegisterServerEvent('rdsk_borsa:GeneraPrezzi')
AddEventHandler('rdsk_borsa:GeneraPrezzi', function()
MySQL.Async.fetchAll('SELECT * FROM borsa', {}, function(result)
for i=1, #result, 1 do
local id = result[i].ID
local nome = result[i].Nome
local attuale = result[i].Attuale
local min = result[i].Min
local max = result[i].Max
local med = result[i].Med
local med = ((min + max) / 2)
local rnd = math.random(min, max)
MySQL.Async.execute('UPDATE borsa SET Attuale=@RND , Med=@MED WHERE ID=@ID',
{
['@RND'] = rnd,
['@MED'] = med,
['@ID'] = id
})
end
end)
end)
ESX.RegisterServerCallback("rdsk_borsa:getPrezzo", function(source, nome, cb)
local src = source
local xPlayer = ESX.GetPlayerFromId(src)
local Nome = nome
MySQL.Async.fetchAll('SELECT * FROM borsa WHERE Nome=@Nome', {['@Nome'] = Nome}, function(result)
local prezzo = result.Attuale
cb(prezzo)
end)
end)
|
-----------------------------------
-- Area: Port San d'Oria
-- NPC: Festive Moogle
-- Type: Event NPC
-- !pos 70.641 -16.000 -118.589 232
-----------------------------------
require("scripts/globals/npc_util")
-----------------------------------
function onTrade(player, npc, trade)
--TODO: trade of pells for prize
end
function onTrigger(player, npc)
local festiveItems = {getFestiveItems(player)}
if festiveItems[1] then
player:startEvent(773, unpack(festiveItems))
else
player:startEvent(774)
end
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
local festiveItems = {getFestiveItems(player)}
if csid == 773 then
npcUtil.giveItem(player, festiveItems[option])
end
end
function getFestiveItems(player)
local festiveItemsAvailable = {}
local stock = {
16119, -- Nomad Cap
16118, -- Moogle Cap
18401, -- Moogle Rod
320, -- Harpsichord
264, -- Stuffed Chocobo
11290, -- Tidal Talisman
11811, -- Destrier Beret
10293, -- Chocobo Shirt
}
local festiveItems = {
[1] = player:getCharVar("festiveMoogleNomadCap"),
[2] = player:getCharVar("festiveMoogleMoogleCap"),
[3] = player:getCharVar("festiveMoogleMoogleRod"),
[4] = player:getCharVar("festiveMoogleHarpsichord"),
[5] = player:getCharVar("festiveMooglestuffedChocobo"),
[6] = player:getCharVar("festiveMoogleTidalTalisman"),
[7] = player:getCharVar("festiveMoogleDestrierBeret"),
[8] = player:getCharVar("festiveMoogleChocoboShirt"),
}
for i = 1, #festiveItems, 1 do
if festiveItems[i] == 1 then
festiveItemsAvailable[i] = stock[i]
end
end
return unpack(festiveItemsAvailable)
end
|
--
-- Copyright (c) Jesse Freeman. All rights reserved.
--
-- Licensed under the Microsoft Public License (MS-PL) License.
-- See LICENSE file in the project root for full license information.
--
-- Contributors
-- --------------------------------------------------------
-- This is the official list of Pixel Vision 8 contributors:
--
-- Jesse Freeman - @JesseFreeman
-- Christer Kaitila - @McFunkypants
-- Pedro Medeiros - @saint11
-- Shawn Rakowski - @shwany
--
-- These values represent the shell's position, speed, animation
-- time and frame.
local shellAPos = {x = 0, y = 8*8}
local shellBPos = {x = 8*22, y = 0}
-- This 2D array stores sprite IDs for the turtle shell animations.
-- Each shell is a made up of 4 sprites in a 2x2 grid.
local shellSprites = {{0,1,6,7}, {2,3,8,9}}
local speed = 100;
local time = 0
local frame = 1
-- The Init() method is part of the game's lifecycle and called a game
-- starts. We are going to use this method to configure the DisplayChip,
-- ScreenBufferChip and also draw fonts into the background layer.
function Init()
-- Here we are starting by changing the background color and telling
-- the DisplayChip to wrap.
apiBridge:ChangeBackgroundColor(32)
-- Here we are rebuilding the screen buffer so we can draw tile and
-- fonts to it. This will cut down on our draw calls.
apiBridge:RebuildScreenBuffer()
-- With the ScreenBuffer ready, we can now draw fonts into it. Here
-- we are creating two new labels to display under our demo sprites.
apiBridge:DrawTileText("Sprite Test", 1, 1, "large-font", 0)
apiBridge:DrawTileText("Position Wrap Test", 1, 6, "large-font", 0)
end
-- The Update() method is part of the game's life cycle. The engine
-- calls Update() on every frame before the Draw() method. It accepts
-- one argument, timeDelta, which is the difference in milliseconds
-- since the last frame. We are going to keep track of time to sync
-- up our sprite animation as well as move the sprites across the screen.
function Update(timeDelta)
-- We are going to move the sprite positions by calculating the speed by
-- the timeDelata. We can then add this to the x or y position of our sprite
-- vector.
shellAPos.x = shellAPos.x + (speed * timeDelta)
shellBPos.y = shellBPos.y + (speed * timeDelta)
-- We are going to keep track of the time by adding timeDelta to our time
-- field. We can then use this to tell if we should change our animation frame.
time = time + timeDelta
-- Here we'll determine when it's time to change the sprite frame.
if(time > 0.09) then
-- If time is past the frame we'll increase the frame number to advance the animation.
frame = frame + 1
-- We need to reset the frame number if it is greater than the number of frames.
if(frame > #shellSprites) then
frame = 1
end
-- Now we can reset time back to 0 to start tracking the next frame change.
time = 0
end
end
-- The Draw() method is part of the game's life cycle. It is called after Update() and
-- is where all of our draw calls should go. We'll be using this to render each of
-- the sprites and font characters to the display.
function Draw()
-- It's important to clear the display on each frame. There are two ways to do this. Here
-- we are going to use the DrawScreenBuffer() way to copy over the existing buffer and clear
-- all of the previous pixel data.
apiBridge:DrawScreenBuffer()
-- Here we are going to draw the first example. The turtle shell is made up of 4 sprites.
-- We'll draw each sprite out with a few pixels between them so you can see how they are
-- put together.
apiBridge:DrawSprite(0, 8, 24, false, false, true, 0)
apiBridge:DrawSprite(1, 18, 24, false, false, true, 0)
apiBridge:DrawSprite(6, 8, 34, false, false, true, 0)
apiBridge:DrawSprite(7, 18, 34, false, false, true, 0)
-- For the next two examples we'll use the DrawSprites() method which allows us to combine sprites together into
-- a single draw request. Each sprite still counts as a draw call but this simplifies drawing
-- larger sprites in your game.
apiBridge:DrawSprites(shellSprites[1], 32, 24, 2, false, false, true, 0)
apiBridge:DrawSprites(shellSprites[frame], 54, 24, 2, false, false, true, 0)
-- Here we are drawing a turtle shell along the x and y axis. We'll take advantage of the Display's wrap
-- setting so that the turtle will appear on the opposite side of the screen even when the x or y
-- position is out of bounds.
local x = math.ceil(shellAPos.x)
local y = math.ceil(shellAPos.y)
apiBridge:DrawSprites(shellSprites[frame], x, y, 2, false, false, true, 0)
apiBridge:DrawSpriteText("("..x..","..y..")", x, y + 20, "large-font", 0)
-- The last thing we are going to do is draw text below each of our moving turtles so we can see the
-- x and y position as they wrap around the display.
x = math.ceil(shellBPos.x)
y = math.ceil(shellBPos.y)
apiBridge:DrawSprites(shellSprites[frame], x, y, 2, false, false, true, 0)
apiBridge:DrawSpriteText("("..x..","..y..")", x, y + 20, "large-font", 0)
end
|
local executable = require('utils.files').executable
if executable 'cmake' then
RELOAD('filetypes.cmake').setup()
end
|
require("deepcore/std/class")
require("deepcore/std/Observable")
---@class DeepCoreState
DeepCoreState = class()
function DeepCoreState.with_empty_policy()
return DeepCoreState {
on_enter = function(self, state_context)
end,
on_update = function(self, state_context)
end,
on_exit = function(self, state_context)
end
}
end
---@param state_policy DeepCoreStatePolicy
function DeepCoreState:new(state_policy)
---@private
---@type table<string, any>
self.state_context = {}
---@private
---@type DeepCoreStatePolicy
self.state_policy = state_policy or {}
self:add_missing_methods(self.state_policy)
---@public
---@type table<number, DeepCoreStateTransition>
self.transitions = {}
---@public
self.on_enter = Observable()
---@public
self.on_exit = Observable()
end
---@private
function DeepCoreState:add_missing_methods(state_policy)
if not state_policy.on_enter then
state_policy.on_enter = function()
end
end
if not state_policy.on_update then
state_policy.on_update = function()
end
end
if not state_policy.on_exit then
state_policy.on_exit = function()
end
end
end
---@param previous_state_context table<string, any>
function DeepCoreState:initialise(previous_state_context)
self.state_context = self.state_policy:on_enter(previous_state_context) or {}
self.on_enter:notify(self.state_context)
end
function DeepCoreState:update()
self.state_policy:on_update(self.state_context)
self:try_transition_to_next_state()
end
function DeepCoreState:try_transition_to_next_state()
---@param transition DeepCoreStateTransition
for i, transition in ipairs(self.transitions) do
if transition:should_transition(self.state_context) then
transition:transition(self.state_context)
self.state_policy.on_exit(self.state_context)
self.on_exit:notify(transition:get_next_state(), self.state_context)
return
end
end
end
|
package("named_type")
set_kind("library", {headeronly = true})
set_homepage("https://github.com/joboccara/NamedType")
set_description("Implementation of strong types in C++.")
set_license("MIT")
add_urls("https://github.com/joboccara/NamedType.git")
add_versions("v1.1.0.20210209", "c119054eac4b8f3599233ff480ad1ce4309a52ad")
on_install(function (package)
os.cp("include/NamedType", package:installdir("include"))
end)
on_test(function (package)
assert(package:has_cxxtypes("fluent::NamedType<int, struct TestTag>", {configs = {languages = "c++14"}, includes = "NamedType/named_type.hpp"}))
end)
|
--[[
## Space Station 8 `code.lua`
This is the main `code.lua` file that runs the entire game. It's responsible for loading in all the game code, managing the game's state, and loading/saving the map.
Learn more about making Pixel Vision 8 games at http://docs.pixelvision8.com
]]--
-- We use the `LoadScript()` API to load each Lua file inside of the `/Game/Src/` directory. We can use this API to break down game logic into smaller, self-contained files.
require "scene-splash"
require "scene-editor"
require "scene-game"
require "message-bar"
require "utils"
require "map-loader"
mapLoader = MapLoader:Init()
-- Pixel Vision 8 will ignore scripts it's can't fine in the `/Game/Src/` directory which is helpful if you are just sketching out a game and where you want to put the logic.
-- These are the paths the game will need to use for loading maps and switching to the Settings Tool.
USER_LEVEL_PATH = NewWorkspacePath("/User/Maps/")
SETTINGS_TOOL_PATH = "/PixelVisionOS/Tools/Settings/"
DEFAULT_EXTENSION = ".png"
BASE_EXTENSION = ".spacestation8"
FULL_EXTENSION = BASE_EXTENSION .. DEFAULT_EXTENSION
-- The `NewWorkspacePath()` API allows us to create a path to the virtual filesystem Pixel Vision 8 sets up when it boots up. You can also add onto WorkspacePaths by calling `AppendFile()` or `AppendDirectory()` and it will return a new `WorkspacePath`.
DEFAULT_MAP_PATH = NewWorkspacePath("/Game/map" .. FULL_EXTENSION)
USER_MAP_PATH = NewWorkspacePath("/User/Maps/")
--[[
Games can read files inside of their own directory. When a game is loaded into memory a virtual file system is created and mapped to the `/Game/` drive. This allows the game to read files from its own directory in a save way by constraining the file system to stay only in the `/Game/` directory. Once the game is loaded, you can access any file by using the `NewWorkspacePath()` API and passing in an absolute path to the file.
]]--
-- Since variable in Lua are global by default we can take advantage of this and create global constants to emulate an enum you'd find in other languages like C#. Here we define all of the game modes and set a int value to make it easier to switch between scenes by name instead of memorizing the Id.
SPLASH, EDITOR, RUN, OVER = 1, 2, 3, 1
-- We can also share Ids between scenes this way as well. Since the Splash and Over scenes are the same, we will use the some Id, `1`, for both scenes.
-- Here we set up several local variables to store the scenes, the active scene, and the active scene Id.
local scenes = nil
local activeScene = nil
local activeSceneId = 1
-- Each Lua script has it's own scope so we can hide these values from other scripts we load up by making them local.
local topMessageBar = MessageBar:Init(0, SpriteSize().Y-1, -1)
local bottomMessageBar = MessageBar:Init(Display().Y - 9, 9, 0)
-- The `Init()` function is part of the game's lifecycle and called a when a game starts. We'll use this function to configure the mask colors, background color, and scene instances.
function Init()
-- By default, Pixel Vision 8's mask color is `#FF00FF` but we use `#937AC5` so our map png's look exactly how they would in the game.
-- Change the background to `#937AC5` which is Id `2` so it matches the color in the map png file.
BackgroundColor(2)
-- Now we are going to create a table for each scene instance by calling the scene's Init() function.
scenes = {
SplashScene:Init(),
EditorScene:Init(),
GameScene:Init(),
}
--[[
If you try to run the code before you have a scene before you create the code for it, you will get an error. You can create the following files in your `/Game/Src/` folder as a place holder while we get the rest of the game working: `scene-loader.lua`, `scene-splash.lua`, `scene-editor.lua`, and `scene-game.lua`.
You can use the following template for each scene's code file, just replace the scene name with the scene you are creating.
```lua
LoaderScene = {}
LoaderScene.__index = LoaderScene
function LoaderScene:Init()
local _loader = {
}
setmetatable(_loader, LoaderScene)
return _loader
end
```
]]--
-- Now that we have all of the scenes loaded into memory, we can call the `SwitchScene()` function and load the default scene.
SwitchScene(SPLASH)
-- The loader scene is responsible for reading and parsing map data. We usually call this scene before any others in order to configure the level correctly before we edit or play it.
end
-- We use this function to prepare a new scene and run through all of the steps required to make sure the new scene is correctly reset and ready to go.
function SwitchScene(id)
-- We want to save the active scene Id incase we need it later.
activeSceneId = id
-- Here we are saving the instance of the active scene so we can call `Update()` and `Draw()` on whichever scene is currently active.
activeScene = scenes[activeSceneId]
-- Finally, we need to reset the scene before it is loaded.
activeScene:Reset()
-- Since each scene is already instantiated, its `Init()` function won't be called again. We will use the `Reset()` function to restore the default values and state before loading it.
end
-- The `Update()` function is part of the game's life cycle. The engine calls `Update()` on every frame before drawing anything to the display. It accepts one argument, `timeDelta`, which is the difference in milliseconds since the last frame. You can use the `timeDelta` to sync animations and physics to the framerate incase it drops between frames.
function Update(timeDelta)
-- The game's `Update()` function is where you'll want to do all your physics calculations, capture input changes, and any other logic that does not require rendering.
-- First, we want to check for the escape key to be released on every frame.
if(Key(Keys.Escape, InputState.Released)) then
-- Before we load up the settings tool, let's make sure we save the state of the game.
SaveState()
-- We can load the Settings Tool, which is just another PV8 game, by calling the `LoadGame()` API and passing it a path as a string.
LoadGame("/PixelVisionOS/Tools/SettingsTool/")
-- It's also important to exit out of the Update() function so the scene doesn't update after we exit.
return
end
-- Next, we need to check to see if there is an active scene before trying to update it. If one exists, we'll call `Update()` on the active scene and pass in the timeDelta.
if(activeScene ~= nil) then
activeScene:Update(timeDelta)
end
-- Finally, we call the `UpdateMessageBar()` function and pass in the timeDelta value.
-- UpdateMenu(timeDelta)
topMessageBar:Update(timeDelta)
bottomMessageBar:Update(timeDelta)
end
-- The `Draw()` function is part of the game's life cycle. It is called after `Update()` and is where all of our draw calls should go.
function Draw()
-- We can use the `RedrawDisplay()` method to clear the screen and copy the tilemap cache (which contains a pre-rendered tilemap) to the display.
RedrawDisplay()
-- Check to see if there is an active scene before trying to draw it.
if(activeScene ~= nil) then
-- Call the active scene's `Draw()` function.
activeScene:Draw()
end
end
function DisplayTitle(value, time, centered, onClearCallback)
topMessageBar:DisplayMessage(value, time, centered, onClearCallback)
end
function ClearTitle()
topMessageBar:ClearMessage()
end
function DisplayMessage(value, time, centered, onClearCallback)
bottomMessageBar:DisplayMessage(value, time, centered, onClearCallback)
end
function ClearMessage()
bottomMessageBar:ClearMessage()
end
-- The `OnLoad()` Function is responsible for loading a new map into memory.
function OnLoadImage(value)
if(activeSceneId == SPLASH) then
-- TODO need to copy the image to the map folder then load it (This passes in the raw image but not the file name?)
-- mapLoader.imagePath.Path = NewWorkspacePath(value)
print("Load map", value)
-- ewWorkspacePath(self.maps[id]))
-- value.RemapColors({MaskColor(),Color(0), Color(1), Color(2), Color(3)})
-- scenes[LOADER].defaultMapImage = value
SwitchScene(SPLASH)
end
end
|
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