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stringlengths 5
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require('nis.utils')
require('nis.message_window')
local graphic = require('nis.graphic')
local function helper(suggestions, window)
local toshow = ""
if not window.subwindows.notifier then
window.subwindows.notifier = MessageWindow.new()
end
for _, suggestion in pairs(suggestions) do
toshow = toshow.."\\e[syntax]"..suggestion.fullname..": "..suggestion.type..
"\\e[reset]\n\n"..tostring(suggestion.comment)
end
stylized_print(window.subwindows.notifier, toshow)
end
local function extractArgs(line)
local start, finish = matchBrace(line)
if not start then return end
return line:sub(start, finish-1)
end
local function arghelper(suggestions, window)
local oldselection = window.selection.pos
local curline = window.selection.line
local backwarding = window.selection.col - 1
local calltip = ""
if #suggestions == 1 then
calltip = extractArgs(suggestions[1].type)
if calltip then
vis:info(calltip)
end
else
local variants = ""
local empty = {start = 0, finish = 0}
for i, suggestion in pairs(suggestions) do
local arg = extractArgs(suggestion.type)
if arg then
variants = arg.."\n"..variants
end
end
local state, result, _ = vis:pipe(window.file, empty, "echo -e '"..
variants.."' | vis-menu -l 10")
if state == 0 then
if not variants:find(result) then
vis:insert(result:match("^[^\n]+"))
return
else calltip = result
end
end
end
vis:insert(")")
window.selection.pos = oldselection
if calltip then
local roi = {start=oldselection-backwarding, finish=oldselection}
local func = window.file:content(roi)
window.triggers.calltip = function(win)
local curpos = win.selection.pos
if win.selection.line == curline and curpos >= oldselection and
win.file:content(roi) == func then
local line = win.file.lines[curline]
local astart, aend = matchBrace(line, backwarding)
if aend and oldselection + aend - backwarding > curpos then
vis:info(calltip)
end
end
end
end
end
local function suggest(suggestions, window)
local file = window.file
local pos = window.selection.pos
local wordobject = file:text_object_word(pos-1 < 1 and 1 or pos-1)
local pattern = file:content(wordobject) or ""
if type(pattern) ~= "string" then pattern = ""
elseif pattern:match("([a-zA-Z0-9])") == nil then pattern = "" end
local dotpattern = pattern:match("^.*%.([^%.]*)$")
if type(dotpattern) == "string" then pattern = dotpattern end
local variants = ""
for _, suggestion in pairs(suggestions) do
variants = variants..(#variants>0 and "\n" or "")..
(graphic.associations[suggestion.skind] or "").."|"..
(graphic.glyphs[suggestion.skind] or " U ").."|"..
graphic.colors.White:encode().." "..suggestion.name..": "..
suggestion.type
end
local empty = {start = 0, finish = 0}
local state, result, _ = vis:pipe(file, empty, "echo -e '"..variants..
"' | vis-menu -l 10 '"..pattern.."'")
if state == 0 then
local stripped, forhelper = result:match("^.*%|[^|]+%|[^(]*m%s([^:]+):(.*)")
if stripped == nil then stripped = result:match("^%s*([^%s]+)%s*$") end
if stripped == nil then return end
if stripped:match("[%$%%%=%<%>%[%]%!%^]") then
stripped = '`'..stripped..'`' end
local head = stripped:sub(1, #pattern)
if head ~= pattern then
vis:info(head.." ~= "..pattern)
window.selection.pos = wordobject.start
vis:replace(head)
local todel = #pattern - #head
if todel > 0 then
local after = vis.win.selection.pos
file:delete({start = after, finish = after + todel})
end
end
window.selection.pos = wordobject.finish
local residue = stripped:sub(#pattern+1)
if type(residue) == "string" and #residue > 0 then vis:insert(residue) end
if forhelper and forhelper:match("%(") then
vis:insert("(")
arghelper({[1] = {type = forhelper}}, window)
end
vis.events.emit(vis.events.WIN_HIGHLIGHT, window)
end
end
local function deffinder(suggestions, window)
local suggestion = suggestions[1]
if suggestion.file ~= window.file.path then
--open the file
vis:command("open "..suggestion.file)
end
vis.win.selection:to(suggestion.line, suggestion.column)
end
local function highlight_errors(suggestions, window)
local errors = {}
local error_style = graphic.error_style
local lexer, existent = register_colors(window)
if not window.subwindows.errormessage then window.subwindows.errormessage = MessageWindow.new() end
window.file.converter = {}
local i = 1
local pos = 0
for line in window.file:lines_iterator() do
local length = #line
window.file.converter[i] = { start = pos, length = length }
i = i + 1
pos = pos + length + 1
end
local todo = function () end
for i = 1, #suggestions do
local suggestion = suggestions[i]
todo(suggestion)
if suggestion.file == window.file.path then
local style = existent[error_style[suggestion.type].description]
if not (suggestion.line and window.file.converter[suggestion.line]) then
return
end
local pos = window.file.converter[suggestion.line].start +
suggestion.column
local selection = window.file:text_object_word(pos)
table.insert(errors, {style = style, comment = suggestion.comment,
start = selection.start, finish = selection.finish})
if suggestion.comment == "template/generic instantiation from here" then
local last = #errors
local lasttodo = todo
todo = function(sug)
if lasttodo then lasttodo(sug) end
errors[last].comment = errors[last].comment.."\n"..sug.file.."("..
tostring(sug.line)..","..
tostring(sug.column)..") "..sug.comment
end
else
todo = function () end
end
else
todo = function () end
end
end
window.triggers.error_highlighter = function(win)
if win.file.modified then return end
local content = win.viewport
local selection = win.selection.pos
local message
for _, err in pairs(errors) do
if (err.finish > content.start and err.finish < content.finish) or
(err.start > content.start and err.start < content.finish) then
win:style(err.style, err.start, err.finish)
--silent_print("Got you!"..tostring(err.start))
if selection < err.finish and selection > err.start then
message = err.comment
end
end
end
local multiline = message and (message:find("\n") or #message >= win.width)
if multiline then
stylized_print(window.subwindows.errormessage, message)
elseif message then
window.subwindows.errormessage:hide()
vis:info(message)
else
window.subwindows.errormessage:hide()
end
end
end
local responces = {
-- a table with functions which should be called on certain suggestion type
-- encounter
suggest = suggest,
help = helper,
context = arghelper,
gotodef = deffinder,
check = highlight_errors,
}
function dispatch(filepath, request, suggestions)
-- Generic NISGOTANSWER event handler, which searches for the window related
-- to the suggestion and calls particular suggestion handler
if suggestions == nil then return end
local window = vis.win
if window.file.path ~= filepath then
-- Search for related windows
end
local handler = responces[request]
if handler then handler(suggestions, window) end
end
|
--[[
Drt-Utilities v1.1.0.1
A collection of common tools
MIT License
Copyright (c) 2019 Down Right Technical Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
--]]
if Drt == nil then
Drt = {}
end
-- ****************************************************************
-- Drt.split(string, string) : table
-- ****************************************************************
function Drt.split(input, seperator)
local ErrorString = "Drt.split(string:input[, string:seperator]) "
assert(type(input) == "string" or input == nil, ErrorString .. "- Input Must be a string")
assert(type(seperator) == "string" or seperator == nil, ErrorString .. "- seperator must be a string or nil (nil == '%s')")
if input == nil then
return nil
end
if seperator == nil then seperator = "%s" end
local t = {}
for str in string.gmatch(input, "([^" .. seperator .. "]+)") do
table.insert(t, str)
end
return t
end
-- ****************************************************************
-- Drt.clamp(number, number, number) : number
-- ****************************************************************
function Drt.clamp(input, min, max)
local ErrorString = "Drt.clamp(number:input, number:min, number:max) "
assert(type(input) == "number", ErrorString .. "- input, must be a number")
assert(type(min) == "number", ErrorString .. "- min, must be a number")
assert(type(max) == "number", ErrorString .. "- max, must be a number")
assert(min <= max, ErrorString .. "- min must be less or equal to max")
local i = input
if i < min then i = min end
if i > max then i = max end
return i
end
-- ****************************************************************
-- Drt.toRGB(number, number, number) : (number, number, number, string)
-- ****************************************************************
function Drt.toRGB (h, s, v)
local ErrorString = "Drt.toRGB([number:Hue] [, number:Saturation] [, number:Value]) "
assert(type(h) == "number" or h == nil, ErrorString .. " - Hue must be a number or nil")
assert(type(s) == "number" or s == nil, ErrorString .. " - Saturation must be a number or nil")
assert(type(v) == "number" or v == nil, ErrorString .. " - Value must be a number or nil")
--assert(h >= 0 or s <= 1, ErrorString .. " - Hue must be between 0 and 1") -- I don't remember if this is true
assert(s >= 0 or s <= 1, ErrorString .. " - Saturation must be between 0 and 1")
assert(v >= 0 or v <= 1, ErrorString .. " - Value must be between 0 and 1")
-- stuff of magic https://stackoverflow.com/questions/17242144/javascript-convert-hsb-hsv-color-to-rgb-accurately
if h == nil then h = 0 end
if s == nil then s = 1.0 end
if v == nil then v = 1.0 end
local r = 0
local g = 0
local b = 0
local name = nil
local i = math.floor(h * 6)
local f = h * 6 - i
local p = v * (1.0 - s)
local q = v * (1.0 - f * s)
local t = v * (1.0 - (1.0 - f) * s)
if (i % 6) == 0 then
r = v
g = t
b = p
elseif (i % 6) == 1 then
r = q
g = v
b = p
elseif (i % 6) == 2 then
r = p
g = v
b = t
elseif (i % 6) == 3 then
r = p
g = q
b = v
elseif (i % 6) == 4 then
r = t
g = p
b = v
elseif (i % 6) == 5 then
r = v
g = p
b = q
end
-- need to round and clamp this!
name = Drt.getColorName(r,g,b)
return r, g, b, name
end
-- ****************************************************************
-- Drt.getColorName(number, number, number, number) : string
-- ****************************************************************
function Drt.getColorName (r, g, b, threshold)
-- http://chir.ag/projects/ntc/ntc.js
-- not fully implimented, needs to also check HSV values, but works for now.
-- safty first
r = r or 0
g = g or 0
b = b or 0
threshold = threshold or 1500
r = Drt.clamp(math.floor(r * 255), 0, 255)
g = Drt.clamp(math.floor(g * 255), 0, 255)
b = Drt.clamp(math.floor(b * 255), 0, 255)
local bestScore = -1
local bestIndex
for k, v in pairs(Drt.colorNames) do
local cR = v[1][1];
local cG = v[1][2];
local cB = v[1][3];
local score = ((r - cR)*(r - cR)) + ((g - cG)*(g - cG)) + ((b - cB)*(b - cB))
if bestScore < 0 or bestScore > score then
bestScore = score
bestIndex = k
end
end
--Echo("%s (%d)", names[bestIndex][2], bestScore)
local result = nil
if (bestScore < threshold) then
result = Drt.colorNames[bestIndex][2]
end
return result
end
-- ****************************************************************
-- Drt.colorNames
-- Enter Names for colors, Add your own in the following format
-- {{r, g, b,"NAME"}}
-- r, g and b are between 0 and 255
-- ****************************************************************
Drt.colorNames = {
{{0 , 0, 0},"Black"},
{{255, 0, 0},"Red"},
{{0 ,255, 0},"Green"},
{{0 , 0,255},"Blue"},
{{0 ,255,255},"Cyan"},
{{255,255, 0},"Yellow"},
{{255, 0,255},"Magenta"},
{{255,127, 0},"Orange"},
{{127,255, 0},"Lime"},
{{ 0,255,127},"Sea Foam"},
{{ 0,127,255},"Lt Blue"},
{{127, 0,255},"Purple"},
{{255, 0,127},"Hot Pink"},
{{255,255,255},"White"}
}
-- ****************************************************************
-- Drt.selectionToArray(boolean) : table
-- Thanks MA, this is really helpful. I added a random option.
-- ****************************************************************
function Drt.SelectionToArray(random)
random = random or false
assert(type(random) == "boolean")
local selectedFixtures = {};
local sfIdx = SelectionFirst ();
while (sfIdx ~= nil)
do
if random == true then
local key = tostring(math.random())
selectedFixtures[key] = sfIdx;
else
selectedFixtures[#selectedFixtures + 1] = sfIdx;
end
sfIdx = SelectionNext(sfIdx, true);
end
-- if we are in random mode we would like to short the keys to the result is random.
if random == true then
math.randomseed(os.time())
math.random() -- chuck the fist one away just in case.
local keys = {}
-- grab our random keys
for k in pairs(selectedFixtures) do
table.insert(keys, k)
end
-- sort them
table.sort(keys)
-- make a new selection table with our sorted randomness
local sortedSelection = {}
for i, k in ipairs(keys) do
table.insert(sortedSelection, selectedFixtures[k])
end
return sortedSelection -- return our random selection
end
return selectedFixtures -- return our default selection
end
-- ****************************************************************
-- Drt.calculateSFID(number) : string
-- Sub Fixtures (not child fixtures), don't contain an FID. returns the aparent Sub fixture ID based on the root fixture
-- ****************************************************************
function Drt.calculateSFID(fixture)
assert(type(fixture) == "number", "Drt.calculateSFID(int:fixture)")
local result = GetSubfixture(fixture).FID
if (result ~= nil) then
return result
end
result = ""
while (GetSubfixture(fixture):GetClass() == "SubFixture")
do
local parent = GetSubfixture(fixture):Parent();
result = "." .. fixture - parent.SubfixtureIndex .. result
fixture = parent.SubfixtureIndex
end
result = GetSubfixture(fixture).FID .. result
return result
end
-- ****************************************************************
-- Drt.calculateRange(string) : table, string
-- ****************************************************************
function Drt.calculateRange(input)
assert(type(input) == "string", "Drt.calculateRange(string) : table, string")
-- first split on ","
local seqSplit = Drt.split(input, ",")
local returnList = {}
local returnString = ""
if #seqSplit == 0 then
Printf("No Sequences Found, Exiting")
return nil
elseif #seqSplit > 0 then
for k, v in pairs(seqSplit) do
if string.find(v, "-") ~= nil then
local inputRange = Drt.split(v, "-")
-- if inputRange[1] == null or inputRange[2] == null then
-- goto continue
-- end
if tonumber(inputRange[1]) == nil or tonumber(inputRange[2]) == nil then
goto continue
end
-- found a range
local inputStart = math.floor(tonumber(inputRange[1]))
local inputEnd = math.floor(tonumber(inputRange[2]))
if inputStart < inputEnd then
--input the range into the table
for i = inputStart, inputEnd do
table.insert (returnList, i)
end
returnString = returnString .. v .. ","
else
--range is invalid, skip it.
end
else
-- just a value
if tonumber(v) == nil then
goto continue
end
local item = math.floor(tonumber(v))
if item ~= nil then
table.insert (returnList, item)
returnString = returnString .. v .. ","
end
end
::continue::
end
end
if #returnList == 0 then
return nil
else
returnString = returnString:sub(1, -2)
return returnList, returnString
end
end
function Drt.table2String(input)
if type(input) == "boolean" then
if input == true then
return "true"
else
return "false"
end
elseif type(input) == "table" then
local result = ""
for k, v in pairs(input) do
k = Drt.table2String(k)
v = Drt.table2String(v)
result = result .. string.format("[%s] %s", k, v)
Echo(string.format("[%s] %s", k, v))
end
return result
else
return tostring(input)
end
end
|
-- Copyright 2022 philh30
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
local caps = require("st.capabilities")
local map = {
['main'] = {
[caps.switch.ID] = {
[caps.switch.switch.ID] = {
cmd = 'POWR',
on = '0000000000000001',
off = '0000000000000000',
},
},
[caps.audioMute.ID] = {
[caps.audioMute.mute.ID] = {
cmd = 'AMUT',
muted = '0000000000000001',
unmuted = '0000000000000000',
},
},
[caps.audioVolume.ID] = {
[caps.audioVolume.volume.ID] = {
cmd = 'VOLU',
},
},
}
}
return map
|
------------------------------------------------------------------------####################
PetAutoCraft = {}-- ##Global Variables##
------------------------------------------------------------------------####################
PetAutoCraft.Events = {} --Table that will contain all the event functions
------------------------------------------------------------------------###################
-- ##Local Variables##
------------------------------------------------------------------------###################
local Version = "v1.4.1" --Version of Pet Auto Craft
local SkillLvl = {} --Table of Pet Craft skills. Server updates numbers only after a full % point increase
SkillLvl.MINING = 1 ----Mining Skill (1.2345 counts as skill lvl 1 with 23.45% to lvl 2)
SkillLvl.WOOD = 1 ----Woodcutting Skill (same)
SkillLvl.HERB = 1 ----Herbalism Skill (same)
local Type = nil --Current type of craft ("MINING", "WOOD", "HERB", nil)
local Index = 0 --Current Craft Option index
local Products = {} --Table of current products
local Repeats = {} --Table of all the repeat info
for i,v in pairs(SkillLvl) do ----info per type
Repeats[i] = {Completed = nil, TilLvl = nil, SLvl = nil, CLvl = nil} end----Completed = #completed to calc xp, TilLvl = how many repeats til level, SLvl = Skill Level, CLvl = Craft Level
local ToolTimer = {Timer = nil, Completed = 0, Timestamp = nil} --Use to determine how long each craft takes
local CastTimer = nil --Timer of the cast bar
local Delay = nil --Timer that sets a delay between (buying tools) --> (equipping tools) --> (starting to craft)
local Refine = nil --Timer that handles the auto refine
local Store = false --StoreFrame:IsVisible()
local EquipAttempts = 0 --Equip Attempts that failed due to an item alrady being on the cursor
local CraftOptions = {} --Table all the craft option
for i, v in pairs(SkillLvl) do CraftOptions[i] = {} end ----Sub tables of all the craft types, used for selecting best craft and filling in dropdown menus
local DBfile = "Interface/AddOns/PetAutoCraft/Data.lua" --Location of DB file
local PetVendors, Tools, Mats = dofile(DBfile) --Tables for Pet Vendor locations, all the tools, all the mats and their itemIDs
local MatNameToID = {} --Table for finding a Mats ID number via the name
for i,v in pairs(Mats) do for j,k in pairs(v) do ----Take apart our master Mat table to..
MatNameToID[k.Name] = k.ID end end ----..make our simple table
------------------------------------------------------------------------#######################################
local GlobalDefaults = {}-- ##Defaults for Global Saved Variables##
------------------------------------------------------------------------#######################################
GlobalDefaults.PosX = false --X Position of the PetAutoCraft_Frame
GlobalDefaults.PosY = false --Y Position of the PetAutoCraft_Frame
GlobalDefaults.CraftOptions = CraftOptions --Saved copy of CraftOptions
GlobalDefaults.xpPerCraft = {} --Saved table of the xp per craft per skill level per craft level
------------------------------------------------------------------------##########################################
local CharDefaults = {}-- ##Defaults for Character Saved Variables##
------------------------------------------------------------------------##########################################
PetAutoCraftCSave = nil --Wipe out variable from other toons to prevent errors
CharDefaults.Pet = 0 --Which pet will do the crafting. 1-6
CharDefaults.Running = false --Continues crafting between sessions
CharDefaults.HarvestAt = 100 --Harvest when common mat is at
for i, v in pairs(SkillLvl) do CharDefaults[i] = "▲" end --Index of the craft level to do. (1 - 14, 0 = auto)
for i, v in pairs(Tools) do CharDefaults["Use"..v.ID] = true end --A dropdown list to pick which tools to use and which to ignore, use all tools by default
for i, v in pairs(MatNameToID) do CharDefaults["Sell"..v] = false end --A dropdown list to pick which mats to autosell to the vendor
CharDefaults["Sell204790"] = true ----Mysterious Item defaults to true
for i, v in pairs(Tools) do if v.Vendor then --Auto buy stacks of tools at the vendor when out of tools and crafting
CharDefaults["Buy"..v.ID] = 0 end end ----default 0 stacks
------------------------------------------------------------------------##########################################
function PetAutoCraft.OnLoad(this)
this:RegisterEvent("VARIABLES_LOADED")
this:RegisterEvent("PET_SWAPITEM_SUCESS") --Equiped/Unequiped tools
this:RegisterEvent("PET_CRAFT_START") --Start of a set of cycles
this:RegisterEvent("PET_CRAFTING_START") --Start of a cycle
this:RegisterEvent("PET_CRAFTING_FAILED") --Cycle interrupted
this:RegisterEvent("PET_CRAFTING_END") --End of a cycle
this:RegisterEvent("PET_CRAFT_END") --End of a set of cycles
this:RegisterEvent("STORE_OPEN") --Store Frame Opens
SLASH_PetAutoCraft1 = "/pac"
SLASH_PetAutoCraft2 = "/petautocraft"
SlashCmdList.PetAutoCraft = PetAutoCraft.ToggleFrame
for i = 1, 3 do getglobal("PetAutoCraft_ProductButton"..i.."Count"):Show() end
PetAutoCraft_ToolButtonCount:Show()
end
function PetAutoCraft.OnUpdate(update, elapsedTime)
if Delay then
Delay = Delay - elapsedTime
if Delay <= 0 then
Delay = nil
PetAutoCraft.EquipTool()
end
end
if ToolTimer.Timer then
ToolTimer.Timer = ToolTimer.Timer - elapsedTime
PetAutoCraft_OutOfToolValue:SetText(PetAutoCraft.SecondsToTime(ToolTimer.Timer))
else
PetAutoCraft_OutOfToolValue:SetText("Stopped")
end
if CastTimer then
CastTimer = CastTimer - elapsedTime
if CastTimer >= 0 then
PetAutoCraft_CastValue:SetText(string.format("%.1f", CastTimer).." sec")
else
PetAutoCraft_CastValue:SetText("Processing")
end
else
PetAutoCraft_CastValue:SetText("Stopped")
end
if Refine then
Refine = Refine - elapsedTime
if Refine <= 0 then
if CraftQueueFrame.creating == 0 then
for i = 1, CraftQueueFrame.list.count do
CraftQueueFrame.list[i].number = 9999
end
CraftQueueFrame_OnShow(CraftQueueFrame)
Lua_CreateQueueItem()
end
Refine = 60
end
end
end
function PetAutoCraft.Events.VARIABLES_LOADED()
PetAutoCraft.UpdateSavedVariables()
PET_CURRENT_ITEM = PetAutoCraftCSave.Pet
PetAutoCraft.Hooks()
if PetAutoCraftGSave.PosX then
local scale = GetUIScale()
PetAutoCraft_Frame:ClearAllAnchors()
PetAutoCraft_Frame:SetAnchor("TOPLEFT", "TOPLEFT", "UIParent", PetAutoCraftGSave.PosX / scale, PetAutoCraftGSave.PosY / scale)
end
if AddonManager then
local addon = {
name = "Pet Auto Craft",
version = Version,
author = "Mavoc",
description = "Automates the pet craft feature",
icon = "Interface/petframe/icons/trainicon",
category = "Economy", --AM needs a crafting category
slashCommands = "/pac",
onClickScript = PetAutoCraft.ToggleFrame,
configFrame = nil,
miniButton = nil,
}
AddonManager.RegisterAddonTable(addon)
end
if KeyBinder then
KeyBinder.RegisterBinding("PetAutoCraft", "Pet Auto Craft", "PetAutoCraft.ToggleFrame()")
end
CraftOptions = PetAutoCraftGSave.CraftOptions
if PetAutoCraftCSave.Pet > 0 then
for i, v in pairs(SkillLvl) do PetAutoCraft.UpdateSkillLvl(i) end
PetAutoCraft.UpdateTools()
for i = 1, 3 do
Products[i] = GetPetEquipmentItem(PetAutoCraftCSave.Pet, "product"..i)
end
if PetAutoCraftCSave.Running then
Delay = 0.5
end
end
end
function PetAutoCraft.Events.STORE_OPEN()
local id
for i = 1, GetStoreSellItems() do
id = PetAutoCraft.LinkToID(GetStoreSellItemLink(i))
if id and PetAutoCraftCSave["Buy"..id] then
PetAutoCraft_StoreButton:Show()
return
end
end
PetAutoCraft_StoreButton:Hide()
end
function PetAutoCraft.Events.PET_SWAPITEM_SUCESS()
PetAutoCraft.UpdateTools()
PetAutoCraft.GetCraftOptions()
end
function PetAutoCraft.Events.PET_CRAFT_START()
PetAutoCraft_MiniMapFlash:SetColor(0, 1, 0)
PetAutoCraft_SelectPetButton:Disable()
PetAutoCraft_StartButton:Hide()
PetAutoCraft_StopButton:Show()
local name, icon, count
for i = 1, 3 do
name, icon, count = GetPetPossibleProductItemDetail(PetAutoCraftCSave.Pet, Index, i)
Products[i] = name
getglobal("PetAutoCraft_ProductButton"..i.."Icon"):SetFile(icon)
end
end
function PetAutoCraft.Events.PET_CRAFTING_START()
if Repeats[Type].Clvl ~= CraftOptions[Type][Index]["Level"] or Repeats[Type].Slvl ~= math.floor(SkillLvl[Type]) then
Repeats[Type].Clvl = CraftOptions[Type][Index]["Level"]
Repeats[Type].Slvl = math.floor(SkillLvl[Type])
Repeats[Type].TilLvl = nil
Repeats[Type].Completed = nil
end
if PetAutoCraftCSave[Type] == "▲" then--switch crafting option if needed. Stop doesn't work on PET_CRAFTING_END
for i = #(CraftOptions[Type]), 1, -1 do
if CraftOptions[Type][i]["Level"] <= SkillLvl[Type] then
if i ~= Index then
PetCraftingStop(PetAutoCraftCSave.Pet)
return
end
break
end
end
elseif PetAutoCraftCSave[Type] ~= CraftOptions[Type][Index]["Level"] then
PetCraftingStop(PetAutoCraftCSave.Pet)
return
end
if ToolTimer.TimeStamp then
PetAutoCraft.InitTimer((GetTime() - ToolTimer.TimeStamp) / ToolTimer.Completed)
else
PetAutoCraft.InitTimer(11)
ToolTimer.TimeStamp = GetTime()
ToolTimer.Completed = 0
end
CastTimer = arg2
end
function PetAutoCraft.Events.PET_CRAFTING_FAILED()
if Repeats[Type].Completed then
Repeats[Type].Completed = Repeats[Type].Completed - 1
end
if Repeats[Type].TilLvl then
Repeats[Type].TilLvl = Repeats[Type].TilLvl + 1
getglobal("PetAutoCraft_"..Type.."ToLvlValue"):SetText(Repeats[Type].TilLvl)
else
getglobal("PetAutoCraft_"..Type.."ToLvlValue"):SetText("Waiting")
end
end
function PetAutoCraft.Events.PET_CRAFTING_END()
local level, name, icon, count
PetAutoCraft.UpdateTools()
level = GetPetLifeSkillInfo(PetAutoCraftCSave.Pet, Type)
if SkillLvl[Type] < level then
if math.floor(SkillLvl[Type]) == math.floor(level) and Repeats[Type].Completed then
PetAutoCraftGSave.xpPerCraft[Repeats[Type].Clvl][Repeats[Type].Slvl] = (level - SkillLvl[Type]) / Repeats[Type].Completed
end
if PetAutoCraftGSave.xpPerCraft[Repeats[Type].Clvl][math.floor(level)] then
Repeats[Type].TilLvl = math.ceil((math.ceil(level) - level) / PetAutoCraftGSave.xpPerCraft[Repeats[Type].Clvl][math.floor(level)])
getglobal("PetAutoCraft_"..Type.."ToLvlValue"):SetText(Repeats[Type].TilLvl)
else
getglobal("PetAutoCraft_"..Type.."ToLvlValue"):SetText("Calculating")
end
Repeats[Type].Completed = 0
PetAutoCraft.UpdateSkillLvl(Type, level)
else
if Repeats[Type].Completed then
Repeats[Type].Completed = Repeats[Type].Completed + 1
end
if Repeats[Type].TilLvl then
Repeats[Type].TilLvl = Repeats[Type].TilLvl - 1
getglobal("PetAutoCraft_"..Type.."ToLvlValue"):SetText(Repeats[Type].TilLvl)
else
getglobal("PetAutoCraft_"..Type.."ToLvlValue"):SetText("Waiting")
end
end
local harvest = false
for i = 1, 3 do
name, icon, count = GetPetEquipmentItem(PetAutoCraftCSave.Pet, "product"..i)
if count then
for v = 1, 3 do
if name == CraftOptions[Type][Index]["Product"..v] then
if (v == 1 and count >= 999) or (v == 2 and count >= PetAutoCraftCSave.HarvestAt) then
harvest = true
end
getglobal("PetAutoCraft_ProductButton"..v.."Count"):SetText(count)
break
end
end
end
end
if harvest then
PetAutoCraft.HarvestItems()
end
ToolTimer.Completed = ToolTimer.Completed + 1
end
function PetAutoCraft.Events.PET_CRAFT_END()
PetAutoCraft_MiniMapFlash:SetColor(1, 0, 0)
PetAutoCraft_SelectPetButton:Enable()
PetAutoCraft_StopButton:Hide()
PetAutoCraft_StartButton:Show()
Index = 0
ToolTimer.TimeStamp = nil
ToolTimer.Completed = 0
ToolTimer.Timer = nil
CastTimer = nil
if PetAutoCraftCSave.Running then
Delay = 0.5
end
end
function PetAutoCraft.HarvestItems()
if not PET_CURRENT_ITEM then --prevents the default interface from erroring
PET_CURRENT_ITEM = PetAutoCraftCSave.Pet
end
if PetAutoCraftCSave.Pet and GetPetEquipmentItem(PetAutoCraftCSave.Pet, "product1") then
PetCraftHarvest(PetAutoCraftCSave.Pet)
end
for i = 1, 3 do
getglobal("PetAutoCraft_ProductButton"..i.."Count"):SetText("0")
end
end
function PetAutoCraft.EquipTool()
if not CursorHasItem() then
EquipAttempts = 0
Store = StoreFrame:IsVisible()
if not GetPetEquipmentItem(PetAutoCraftCSave.Pet, "tools") then
local id
for i = 1, 240 do
id = PetAutoCraft.LinkToID(GetBagItemLink(i))
if id and PetAutoCraftCSave["Use"..id] then
PickupBagItem(i)
ClickPetCraftItem(PetAutoCraftCSave.Pet)
Delay = 0.5
return
elseif Store and id and PetAutoCraftCSave["Sell"..id] then
UseBagItem(i)
end
end
if Store then
if PetAutoCraft.BuyTools() then
Delay = 3
else
PetAutoCraftCSave.Running = false
SendWarningMsg("Not enough gold to buy pet crafting tools")
end
else
PetAutoCraftCSave.Running = false
SendWarningMsg("Out of pet crafting tools")
end
else
PetAutoCraft.StartCraft()
end
else
EquipAttempts = EquipAttempts + 1
if EquipAttempts < 100 then
Delay = 0.1
else
ClickPetCraftItem(PetAutoCraftCSave.Pet)
Delay = 0.5
end
end
end
function PetAutoCraft.BuyTools()
local cost, currency, stacksize
local buy = false
local gold = GetPlayerMoney("copper")
for i = 1, GetStoreSellItems() do
id = PetAutoCraft.LinkToID(GetStoreSellItemLink(i))
if id and PetAutoCraftCSave["Use"..id] and PetAutoCraftCSave["Buy"..id] then
_, _, cost, currency, _, _, stacksize, _, _ = GetStoreSellItemInfo(i)
if currency == 0 and gold >= cost * stacksize then
for j = 1, PetAutoCraftCSave["Buy"..id] do
buy = true
StoreBuyItem(i, stacksize)
end
else
warning = "Not enough gold to buy pet crafting tools"
end
end
end
return buy
end
function PetAutoCraft.StartCraft()
PetAutoCraft.GetCraftOptions()
PetAutoCraft.UpdateSkillLvl(Type)
for i = #(CraftOptions[Type]), 1, -1 do
if (PetAutoCraftCSave[Type] == "▲" and CraftOptions[Type][i]["Level"] <= SkillLvl[Type]) or PetAutoCraftCSave[Type] == CraftOptions[Type][i]["Level"] then
Index = i
break
end
end
local found = 0
for i = 1, 3 do
if Products[i] then
for v = 1, 3 do
if Products[i] == CraftOptions[Type][Index]["Product"..v] then
found = found + 1
end
end
end
end
if found < 3 then
PetAutoCraft.HarvestItems()
end
if PET_CURRENT_ITEM == PetAutoCraftCSave.Pet then
UIDropDownMenu_SetSelectedID(PetCraftTypeDropDown, Index)
end
PET_CRAFT_CHOOSE[PetAutoCraftCSave.Pet] = Index
PetCraftingStart(PetAutoCraftCSave.Pet, Index)
end
function PetAutoCraft.SelectPetMenu()
local info = {}
info.text = "Select Pet"
info.notCheckable = true
info.isTitle = true
UIDropDownMenu_AddButton(info)
for i = 1, PET_FRAME_NUM_ITEMS do
if HasPetItem(i) then
info = {}
info.text = i..": "..GetPetItemName(i)
info.value = i
info.notCheckable = true
info.func = function(button)
PetAutoCraftCSave.Pet = button.value
PetAutoCraft_SelectPetButton:SetText(button.value)
for i, v in pairs(SkillLvl) do
PetAutoCraft.UpdateSkillLvl(i)
getglobal("PetAutoCraft_"..i.."ToLvlValue"):SetText("Unknown")
end
PetAutoCraft.UpdateTools()
PetAutoCraft.GetCraftOptions()
end
UIDropDownMenu_AddButton(info)
end
end
end
function PetAutoCraft.SelectToolsMenu()
local info = {}
info.text = "Select Tools to Use"
info.isTitle = true
UIDropDownMenu_AddButton(info)
for i, v in pairs(Tools) do
info = {}
info.text = v.Name
info.value = "Use"..v.ID
info.checked = PetAutoCraftCSave["Use"..v.ID]
info.keepShownOnClick = true
info.func = function(button)
PetAutoCraftCSave[button.value] = not PetAutoCraftCSave[button.value]
PetAutoCraft_SelectToolsButton:SetText(PetAutoCraft.CountCheckBoxes("Use"))
end
UIDropDownMenu_AddButton(info)
end
end
function PetAutoCraft.BuyToolsMenu()
local info = {}
if UIDROPDOWNMENU_MENU_LEVEL == 1 then
info.text = "Select Tools to Buy from Vendor"
info.isTitle = true
UIDropDownMenu_AddButton(info, 1)
for i, v in pairs(Tools) do
if v.Vendor then
info = {}
info.text = v.Name
info.value = "Buy"..v.ID
info.hasArrow = 1
info.checked = PetAutoCraftCSave["Buy"..v.ID] > 0
info.keepShownOnClick = true
info.func = function(button)
if PetAutoCraftCSave[button.value] == 0 then
PetAutoCraftCSave[button.value] = 1
else
PetAutoCraftCSave[button.value] = 0
end
PetAutoCraft_BuyToolsButton:SetText(PetAutoCraft.CountCheckBoxes("Buy"))
DropDownList2.numButtons = 0
UIDROPDOWNMENU_MENU_LEVEL = 2
PetAutoCraft.BuyToolsMenu()
end
UIDropDownMenu_AddButton(info, 1)
end
end
elseif UIDROPDOWNMENU_MENU_LEVEL == 2 then
for i, v in pairs(Tools) do
if UIDROPDOWNMENU_MENU_VALUE == "Buy"..v.ID then
info.text = "# Stacks"
info.isTitle = true
UIDropDownMenu_AddButton(info, 2)
for j = 0, 6 do
info = {}
info.text = j
info.value = j
info.arg1 = "Buy"..v.ID
info.checked = PetAutoCraftCSave["Buy"..v.ID] == j
info.isRadioButton = true
info.func = function(button)
PetAutoCraftCSave[button.arg1] = button.value
PetAutoCraft_BuyToolsButton:SetText(PetAutoCraft.CountCheckBoxes("Buy"))
DropDownList1.numButtons = 0
UIDROPDOWNMENU_MENU_LEVEL = 1
PetAutoCraft.BuyToolsMenu()
end
UIDropDownMenu_AddButton(info, 2)
end
end
end
end
end
function PetAutoCraft.SellMatsMenu()
local info = {}
if UIDROPDOWNMENU_MENU_LEVEL == 1 then
info.text = "Select Mats to be Vendored"
info.isTitle = true
info.notCheckable = true
UIDropDownMenu_AddButton(info, 1)
info = {}
info.text = "Trash"
info.value = "TRASH"
info.notCheckable = true
info.hasArrow = 1
UIDropDownMenu_AddButton(info, 1)
info = {}
info.text = "Herbs"
info.value = "HERB"
info.notCheckable = true
info.hasArrow = 1
UIDropDownMenu_AddButton(info, 1)
info = {}
info.text = "Wood"
info.value = "WOOD"
info.notCheckable = true
info.hasArrow = 1
UIDropDownMenu_AddButton(info, 1)
info = {}
info.text = "Ore"
info.value = "MINING"
info.notCheckable = true
info.hasArrow = 1
UIDropDownMenu_AddButton(info, 1)
elseif UIDROPDOWNMENU_MENU_LEVEL == 2 then
for i, v in ipairs(Mats[UIDROPDOWNMENU_MENU_VALUE]) do
info = {}
info.text = v.Lvl..": "..v.Name
info.value = "Sell"..v.ID
info.checked = PetAutoCraftCSave["Sell"..v.ID]
info.keepShownOnClick = true
info.func = function(button)
PetAutoCraftCSave[button.value] = not PetAutoCraftCSave[button.value]
PetAutoCraft_SellMatsButton:SetText(PetAutoCraft.CountCheckBoxes("Sell"))
end
UIDropDownMenu_AddButton(info, 2)
end
end
end
function PetAutoCraft.MiningOptionsMenu()
PetAutoCraft.CraftLevelOptionsMenu("MINING", LIFESKILL_MINE)
end
function PetAutoCraft.WoodOptionsMenu()
PetAutoCraft.CraftLevelOptionsMenu("WOOD", LIFESKILL_WOOD)
end
function PetAutoCraft.HerbOptionsMenu()
PetAutoCraft.CraftLevelOptionsMenu("HERB", LIFESKILL_HERB)
end
function PetAutoCraft.CraftLevelOptionsMenu(crafttype, craftname)
local highest = 1
local info = {}
if #(CraftOptions[crafttype]) > 0 then
info.text = "Select "..craftname.." Crafting Level"
info.notCheckable = true
info.isTitle = true
UIDropDownMenu_AddButton(info)
for i = 1, #(CraftOptions[crafttype]) do
info = {}
info.text = CraftOptions[crafttype][i]["Level"]..": "..CraftOptions[crafttype][i]["Name"]
info.value = CraftOptions[crafttype][i]["Level"]
info.arg1 = crafttype
info.tooltipText = "50% "..CraftOptions[crafttype][i]["Product1"].."\n45% "..CraftOptions[crafttype][i]["Product2"].."\n5% "..CraftOptions[crafttype][i]["Product3"]
info.notCheckable = true
if CraftOptions[crafttype][i]["Level"] > SkillLvl[crafttype] then
info.disabled = true
end
info.func = function(button)
PetAutoCraftCSave[button.arg1] = button.value
getglobal("PetAutoCraft_"..button.arg1.."OptionsButton"):SetText(button.value)
end
UIDropDownMenu_AddButton(info)
end
info = {}
info.text = "▲: Highest Level"
info.value = "▲"
info.arg1 = crafttype
info.notCheckable = true
info.func = function(button)
PetAutoCraftCSave[button.arg1] = button.value
getglobal("PetAutoCraft_"..button.arg1.."OptionsButton"):SetText(button.value)
end
UIDropDownMenu_AddButton(info)
else
info.text = "Please Equip "..craftname.." Tool to Populate List"
info.notCheckable = true
info.isTitle = true
UIDropDownMenu_AddButton(info)
end
end
function PetAutoCraft.ProductButton_OnEnter(this)
GameTooltip:SetOwner(PetAutoCraft_Frame, "ANCHOR_LEFT", 0, 0)
GameTooltip:SetPetProductItem(PetAutoCraftCSave.Pet, Index, this:GetID())
if AdvancedAuctionHouse then
local id
local name = GetPetPossibleProductItemDetail(PetAutoCraftCSave.Pet, Index, this:GetID())
if name and MatNameToID[name] then id = MatNameToID[name] end
if id and IsAltKeyDown() == not AAH_SavedSettings.PriceHistoryAutoshow then
HistoryForGameTooltipHyperLink = false
HistoryForGameTooltip = true
AAHFunc.ToolsShowPriceHistoryTooltip(GameTooltip, id)
end
end
end
function PetAutoCraft.ToolButton_OnClick()
if not HasPetItem(PetAutoCraftCSave.Pet) then
SendWarningMsg("Current selected pet does not exist.")
elseif PetAutoCraftCSave.Running then
SendWarningMsg(TEXT("PET_IN_CREATING"))
elseif HasPetCraftHarvest(PetAutoCraftCSave.Pet) then
SendWarningMsg(TEXT("PET_HAS_HARVEST"))
else
ClickPetCraftItem(PetAutoCraftCSave.Pet)
end
end
function PetAutoCraft.UpdateTools()
local name, icon, count = GetPetEquipmentItem(PetAutoCraftCSave.Pet, "tools")
if name then
PetAutoCraft_ToolButtonIcon:SetFile(icon)
PetAutoCraft_ToolButtonCount:SetText(count)
else
PetAutoCraft_ToolButtonIcon:SetFile("Interface\\CharacterFrame\\Equipment-UtensilSlot")
PetAutoCraft_ToolButtonCount:SetText("")
end
end
function PetAutoCraft.GetCraftOptions()
local name, crafttype, craftlvl
local numOptions = GetPetNumCraftItems(PetAutoCraftCSave.Pet)
for i = 1, numOptions do
name, crafttype, craftlvl = GetPetCraftItemInfo(PetAutoCraftCSave.Pet, i)
CraftOptions[crafttype][i] = {}
CraftOptions[crafttype][i]["Level"] = craftlvl
CraftOptions[crafttype][i]["Name"] = name
if not PetAutoCraftGSave.xpPerCraft[craftlvl] then PetAutoCraftGSave.xpPerCraft[craftlvl] = {} end
for v = 1, 3 do
CraftOptions[crafttype][i]["Product"..v] = GetPetPossibleProductItemDetail(PetAutoCraftCSave.Pet, i, v)
end
end
PetAutoCraftGSave.CraftOptions = CraftOptions
Type = crafttype
end
function PetAutoCraft.InitTimer(diff)
local count
local total = 0
_, _, count = GetPetEquipmentItem(PetAutoCraftCSave.Pet, "tools")
if count then
total = count
end
for i, v in pairs(Tools) do
if PetAutoCraftCSave["Use"..v.ID] then
total = total + GetBagItemCount(v.ID)
end
end
ToolTimer.Timer = total * diff
end
function PetAutoCraft.AutoRefine_OnClick(value)
Refine = value
end
function PetAutoCraft.CountCheckBoxes(str)
local count = 0
if str == "Use" then
for i, v in pairs(Tools) do
if PetAutoCraftCSave[str..v.ID] then
count = count + 1
end
end
elseif str == "Buy" then
for i, v in pairs(Tools) do
if v.Vendor and PetAutoCraftCSave[str..v.ID] > 0 then
count = count + 1
end
end
elseif str == "Sell" then
for i, v in pairs(MatNameToID) do
if PetAutoCraftCSave[str..v] then
count = count + 1
end
end
end
return count
end
function PetAutoCraft.UpdateSkillLvl(skill, level)
if not level then
level = GetPetLifeSkillInfo(PetAutoCraftCSave.Pet, skill)
end
SkillLvl[skill] = level
getglobal("PetAutoCraft_"..skill.."LevelValue"):SetText(math.floor(level)..": "..string.format("%.2f", math.floor((level - math.floor(level)) * 10000) / 100).."%")
end
function PetAutoCraft.LinkToID(link)
local data
if link and link ~= "" then
_, data, _ = ParseHyperlink(link)
if data then
return tonumber(string.sub(data, 1, 5), 16)
end
end
return nil
end
function PetAutoCraft.SecondsToTime(temptime)
local hours, minutes, seconds
temptime = math.floor(temptime)
hours = math.floor(temptime / 3600)
temptime = temptime - (hours * 3600)
minutes = string.format("%02s", math.floor(temptime / 60))
seconds = string.format("%02s", temptime - (tonumber(minutes) * 60))
return hours..":"..minutes..":"..seconds
end
function PetAutoCraft.ToggleFrame()
if PetAutoCraft_Frame:IsVisible() then
PetAutoCraft_Frame:Hide()
else
if PetAutoCraftCSave.Pet == 0 or not HasPetItem(PetAutoCraftCSave.Pet) then
for i = 1, PET_FRAME_NUM_ITEMS do
if HasPetItem(i) then
PetAutoCraftCSave.Pet = i
end
end
end
if PetAutoCraftCSave.Pet > 0 then
PetAutoCraft_Frame:Show()
PetAutoCraft_SelectPetButton:SetText(PetAutoCraftCSave.Pet)
PetAutoCraft_SelectToolsButton:SetText(PetAutoCraft.CountCheckBoxes("Use"))
PetAutoCraft_BuyToolsButton:SetText(PetAutoCraft.CountCheckBoxes("Buy"))
PetAutoCraft_SellMatsButton:SetText(PetAutoCraft.CountCheckBoxes("Sell"))
PetAutoCraft_HarvestAtButton:SetText(PetAutoCraftCSave.HarvestAt)
for i, v in pairs(SkillLvl) do getglobal("PetAutoCraft_"..i.."OptionsButton"):SetText(PetAutoCraftCSave[i]) end
for i, v in pairs(SkillLvl) do PetAutoCraft.UpdateSkillLvl(i) end
PetAutoCraft.UpdateTools()
PetAutoCraft.GetCraftOptions()
else
SendWarningMsg("No Pet Eggs Found")
end
end
end
function OnMouseDown_PlayerFramePetButton(this, key)--Replacing the Original Function
if key == "LBUTTON" then
ToggleUIFrame(PetFrame)
elseif key == "RBUTTON" then
if IsShiftKeyDown() then
UIPanelAnchorFrame_StartMoving(this)
else
PetAutoCraft.ToggleFrame()
end
end
end
function OnEnter_PlayerFramePetButton(this)--Replacing the Original Function
GameTooltip:SetOwner(this, "ANCHOR_RIGHT", 4, 0)
GameTooltip:SetText(PET_FRAME_BUTTON, 1, 1, 1)
GameTooltip:AddLine(PB_OPEN_TIPS, 0, 0.75, 0.95)
GameTooltip:AddLine("Right-click to open PetAutoCraft", 0, 0.75, 0.95)
GameTooltip:AddLine(UIPANELANCHORFRAME_TOOLTIP, 0, 0.75, 0.95)
GameTooltip:Show()
end
function PetCraftHarvestButton_OnClick(this)--Replacing the Original Function
PetCraftHarvest(PET_CURRENT_ITEM)
end
function PetAutoCraft.Hooks()--Place for all the hooks to load on VARIABLES_LOADED
local WorldMapFrame_SetWorldMapID_orig = WorldMapFrame_SetWorldMapID
function WorldMapFrame_SetWorldMapID(ID)
if PetVendors[ID] then
local width = WorldMapViewFrame:GetWidth()
local height = WorldMapViewFrame:GetHeight()
PetAutoCraft_VendorMapLocation:ClearAllAnchors()
PetAutoCraft_VendorMapLocation:SetAnchor("CENTER", "TOPLEFT", "WorldMapViewFrame", PetVendors[ID].X * width, PetVendors[ID].Y * height)
PetAutoCraft_VendorMapLocation:Show()
else
PetAutoCraft_VendorMapLocation:Hide()
end
WorldMapFrame_SetWorldMapID_orig(ID)
end
local PetCraftStartButton_OnClick_orig = PetCraftStartButton_OnClick
function PetCraftStartButton_OnClick(this)
PetAutoCraft.HarvestItems()
if not PetAutoCraftCSave.Running and PET_CRAFT_CHOOSE[PET_CURRENT_ITEM] then
PetAutoCraftCSave.Pet = PET_CURRENT_ITEM
PetAutoCraft_SelectPetButton:SetText(PET_CURRENT_ITEM)
PetAutoCraft.GetCraftOptions()
PetAutoCraftCSave.Running = true
end
PetCraftStartButton_OnClick_orig(this)
end
local PetCraftStopButton_OnClick_orig = PetCraftStopButton_OnClick
function PetCraftStopButton_OnClick(this)
PetAutoCraftCSave.Running = false
PetCraftStopButton_OnClick_orig(this)
end
local ReloadUI_orig = ReloadUI
function ReloadUI()
if PetAutoCraftCSave.Running then
PetCraftingStop(PetAutoCraftCSave.Pet)
end
ReloadUI_orig()
end
end
function PetAutoCraft.UpdateSavedVariables()--Update the saved variables for changes in usage
if PetAutoCraftGSave then --Global Variables Housecleaning
for i, v in pairs(GlobalDefaults) do --Add new options
if PetAutoCraftGSave[i] == nil then
PetAutoCraftGSave[i] = v
end
end
for i, v in pairs(PetAutoCraftGSave) do --Remove old options
if GlobalDefaults[i] == nil then
PetAutoCraftGSave[i] = nil
end
end
else
PetAutoCraftGSave = GlobalDefaults --Apply Defaults
end
if PetAutoCraftCSave then --Per Character Variables Housecleaning
for i, v in pairs(CharDefaults) do --Add new options
if PetAutoCraftCSave[i] == nil then
PetAutoCraftCSave[i] = v
end
end
for i, v in pairs(PetAutoCraftCSave) do --Remove old options
if CharDefaults[i] == nil then
PetAutoCraftCSave[i] = nil
end
end
else
PetAutoCraftCSave = CharDefaults --Apply Defaults
end
for i, v in pairs(SkillLvl) do --v1.1.0
if PetAutoCraftCSave[i] == "Auto" then
PetAutoCraftCSave[i] = "^^"
end
end
for i, v in pairs(Tools) do --v1.1.0
if v.Vendor then
if PetAutoCraftCSave["Buy"..v.ID] == true then
PetAutoCraftCSave["Buy"..v.ID] = 1
elseif PetAutoCraftCSave["Buy"..v.ID] == false then
PetAutoCraftCSave["Buy"..v.ID] = 0
end
end
end
for i, v in pairs(SkillLvl) do --v1.4.0
if PetAutoCraftCSave[i] == "^^" then
PetAutoCraftCSave[i] = "▲"
end
end
SaveVariables("PetAutoCraftGSave")
SaveVariablesPerCharacter("PetAutoCraftCSave")
end
--[[ Code snippets for later
]]
|
--[[
© 2018 Thriving Ventures AB do not share, re-distribute or modify
without permission of its author (gustaf@thrivingventures.com).
_______ _ _ _ _____
|__ __(_) | | | |_ _|
| | _ __ _ ___ _ __ | | | | | |
| | | |/ _` |/ _ \ '__| | | | | | |
| | | | (_| | __/ | | |__| |_| |_
|_| |_|\__, |\___|_| \____/|_____|
__/ |
|___/
]]
surface.CreateFont("tiger.textentry.label", {
font = "Istok",
weight = 300,
size = 12
})
local panel = {}
AccessorFunc(panel, "m_sLabelText", "LabelText", FORCE_STRING)
function panel:Init()
self:SetSkin("serverguard")
self:SetLabelText("")
self:SetHistoryEnabled(false)
self.History = {}
self.HistoryPos = 0
self:SetPaintBorderEnabled(false)
self:SetPaintBackgroundEnabled(false)
self:SetDrawBorder(true)
self:SetDrawBackground(true)
self:SetEnterAllowed(true)
self:SetUpdateOnType(false)
self:SetNumeric(false)
self:SetAllowNonAsciiCharacters(true)
self:SetTall(30)
self:SetCursor("beam")
self.m_bLoseFocusOnClickAway = true
end
function panel:Paint(width, height)
local theme = serverguard.themes.GetCurrent()
if (vgui.GetKeyboardFocus() == self) then
derma.SkinHook("Paint", "TextEntry", self, width, height)
else
if (self.hovered) then
draw.SimpleRect(0, 0, width, height, theme.tiger_list_panel_list_hover)
surface.SetTextColor(theme.tiger_list_panel_label_hover)
surface.SetFont("tiger.textentry.label")
surface.SetTextPos(8, 4)
surface.DrawText(self:GetLabelText())
else
surface.SetTextColor(theme.tiger_list_panel_list_hover)
surface.SetFont("tiger.textentry.label")
surface.SetTextPos(8, 4)
surface.DrawText(self:GetLabelText())
surface.SetTextColor(theme.tiger_list_panel_label)
end
surface.SetFont(self:GetFont())
local textWidth, textHeight = surface.GetTextSize(self:GetText())
surface.SetTextPos(8, height - textHeight - 2)
surface.DrawText(self:GetText())
end
return false
end
function panel:OnCursorEntered()
self:SetCursor("beam")
self.hovered = true
end
function panel:OnCursorExited()
self:SetCursor("arrow")
self.hovered = nil
end
vgui.Register("tiger.textentry", panel, "DTextEntry")
|
-- Base16 Byss Dark color
-- Author: Billie Thompson (http://github.com/PurpleBooth)
-- to be use in your theme.lua
-- symlink or copy to config folder `local color = require('color')`
local M = {}
M.base00 = "#010114" -- ----
M.base01 = "#022C64" -- ---
M.base02 = "#006AA3" -- --
M.base03 = "#0096C7" -- -
M.base04 = "#48CAE4" -- +
M.base05 = "#BDECF5" -- ++
M.base06 = "#DAF5FA" -- +++
M.base07 = "#F7FDFE" -- ++++
M.base08 = "#FF00A0" -- red
M.base09 = "#1BE7FF" -- orange
M.base0A = "#F9A03F" -- yellow
M.base0B = "#28F6C9" -- green
M.base0C = "#40F99B" -- aqua/cyan
M.base0D = "#BA0AFF" -- blue
M.base0E = "#3B60E4" -- purple
M.base0F = "#DDE0E3" -- brown
return M
|
return {'valentijnsdag','val','valabel','valappel','valavond','valbeveiliging','valbijl','valblok','valbrug','valdeur','vale','valentie','valentijnskaart','valeriaan','valeriaanwortel','valeur','valeurs','valgordijn','valhek','valhelm','valhoed','valhoek','valhoogte','validatie','valide','valideren','validering','validiteit','valies','valig','valium','valk','valkachtig','valkenblik','valkenhuis','valkenier','valkenierschap','valkeniershandschoen','valkenjacht','valkenkap','valkennest','valkenoog','valkenvlucht','valkerij','valkhof','valklep','valkruid','valkuil','vallei','vallen','valletje','vallicht','valling','valluik','valmachine','valnet','valoefening','valorisatie','valoriseren','valpartij','valpijp','valreep','valreepsknoop','vals','valsaard','valscherm','valschermjager','valschermspringen','valschermspringer','valschermtroepen','valselijk','valsemunter','valsemunterij','valserik','valshartig','valsheid','valslot','valsmunter','valsmunterij','valsnelheid','valsspeler','valsteiger','valstrik','valstrikken','valtijd','valuatie','valuta','valutabeurs','valutacrisis','valutadekking','valutafonds','valutagebied','valutahandel','valutahandelaar','valutair','valutakoers','valutamarkt','valutaoptie','valutarisico','valutaschommeling','valutaspeculatie','valutateken','valutatransactie','valutaverkeer','valutaverlies','valutaverschil','valutawinst','valuteren','valutering','valversnelling','valwet','valwind','valbeweging','valutaoorlog','valutaspeculant','valgewicht','valutawijziging','valutamarktinterventie','valentijn','valkparkiet','valkenkop','valleigebied','valutadag','valutadatum','valutacode','valeriaanfamilie','valburg','valburger','valburgs','valerie','valkenburg','valkenburger','valkenburgs','valkenisse','valkenswaard','valkenswaarder','valkenswaards','valletta','valpoort','valencia','valentijn','valentin','valentina','valentine','valentino','valeria','valerio','valery','valesca','valerie','valery','valstar','valckx','valster','valent','valkenaars','valks','vallinga','vale','valkering','valke','valkema','valpoort','valkeneer','valente','valappelen','valappels','valbijlen','valblokken','valbruggen','valdeuren','valenties','valer','valere','valerianen','valgordijnen','valhekken','valhelmen','valhoogten','valhoogtes','valideer','valideerde','valideerden','valideert','validen','valiezen','valige','valiger','valkachtige','valken','valkenhuizen','valkeniers','valkenjachten','valkennesten','valkenogen','valkleppen','valkuilen','valleien','valleitje','valleitjes','vallend','vallende','valletjes','vallichten','vallingen','valluiken','valnetten','valorisaties','valoriseer','valoriseerde','valoriseert','valpartijen','valpoorten','valreepsgasten','valrepen','valsaards','valschermen','valschermjagers','valschermlichten','valschermspringers','valse','valsemunterijen','valsemunters','valser','valseriken','valsmunters','valst','valste','valt','valtijden','valuaties','valutas','valutadagen','valutakoersen','valutamarkten','valutaproblemen','valutarisicos','valutaschommelingen','valutaverschillen','valuteerde','valuteert','valuteringspraktijken','valwetten','valwinden','valentijnskaarten','valhoeken','valkenblikken','valkenkappen','valkerijen','valkhoven','valsere','valshartige','valsloten','valsmunterijen','valsnelheden','valsspelers','valsteigers','valutabeurzen','valutaopties','valutatekens','valutatransacties','valutaverliezen','valutawinsten','valabele','valutacrises','valutaire','valutamarktinterventies','valutawijzigingen','valutaspeculanten','valbewegingen','valutaspeculaties','valiesje','valencias','valentijns','valentins','valentinas','valentines','valentinos','valerias','valeries','valerios','valerys','valescas','valeries','valerys','valiesjes','valkparkieten','valleigebieden','valutadata','valkenburgse','valkenswaardse'}
|
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tiledversion = "1.6.0",
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renderorder = "right-down",
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tileheight = 16,
nextlayerid = 6,
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properties = {},
tilesets = {
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image = "../Assets/0x72_16x16DungeonTileset.v1.png",
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imageheight = 160,
objectalignment = "unspecified",
tileoffset = {
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},
grid = {
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height = 16
},
properties = {},
wangsets = {},
tilecount = 160,
tiles = {}
},
{
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firstgid = 161,
tilewidth = 16,
tileheight = 16,
spacing = 0,
margin = 0,
columns = 16,
image = "../Assets/0x72_16x16DungeonTileset_walls.v1.png",
imagewidth = 256,
imageheight = 256,
objectalignment = "unspecified",
tileoffset = {
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grid = {
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},
properties = {},
wangsets = {},
tilecount = 256,
tiles = {}
},
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tilewidth = 16,
tileheight = 16,
spacing = 0,
margin = 0,
columns = 16,
image = "../Assets/0x72_16x16DungeonTileset.v4.png",
imagewidth = 256,
imageheight = 256,
objectalignment = "unspecified",
tileoffset = {
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},
grid = {
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properties = {},
wangsets = {},
tilecount = 256,
tiles = {}
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},
layers = {
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}
}
}
}
|
function MenuSceneManager:_setup_lobby_characters()
local num_player_slots = BigLobbyGlobals:num_player_slots()
-- Original Code --
if self._lobby_characters then
for _, unit in ipairs(self._lobby_characters) do
self:_delete_character_mask(unit)
World:delete_unit(unit)
end
end
self._lobby_characters = {}
self._characters_offset = Vector3(0, -200, -130)
-- End Original Code --
-- Code changed was:
-- Replacing hardcoded 4 with variable num_player_slots
-- Replacing the local masks variable from hardcoded table to dynamically generated via loop
-- Replacing self._characters_rotation from hardcoded table to dynamically generated via loop
self._characters_rotation = {}
-- Dynamically building a range of rotations, used below and by MenuSceneManager:set_lobby_character_out_fit
local min = -130
local max = -56
local range = min - max
local steps = range / (num_player_slots-1)
-- The first half of rotations is for all peers except local peer:
for i = 1, num_player_slots do
self._characters_rotation[i] = (((i-1) * steps) + max)
end
-- The second half of rotations is what the local peer uses based on their peer id:
for i = 1, num_player_slots do
self._characters_rotation[i+num_player_slots] = (((i-1) * steps) + max)
end
-- Dummy string filled with "dallas" because that's what it was originally
local masks = {}
for i = 1, num_player_slots do
masks[i] = "dallas"
end
-- This added logic should alter positioning of players to start at the center
-- and expand outwards as the player count grows.
local offset = 0 -- Starting offset
local peer_rotations = #self._characters_rotation/2
-- eg 4/2->2, 5/2->2.5->3, 6/2->3, 7/2->3.5->4
local center_index = math.ceil(peer_rotations/2)
local function get_new_index(index)
local is_even = index%2==0
local new_index = is_even and center_index + offset or center_index - offset
-- After adding one to the left and one to the right, increase the offset
-- Unless starting index is odd, then increase straight after(no left/right)
if not is_even then offset = offset + 1 end
return new_index
end
-- Only code changed here was replacing a hardcoded value of 4 with the variable
-- num_player_slots and adding the local function above for set_yaw_pitch_roll
local mvec = Vector3()
local math_up = math.UP
local pos = Vector3()
local rot = Rotation()
for i = 1, num_player_slots do
mrotation.set_yaw_pitch_roll(rot, self._characters_rotation[get_new_index(i)], 0, 0)
mvector3.set(pos, self._characters_offset)
mvector3.rotate_with(pos, rot)
mvector3.set(mvec, pos)
mvector3.negate(mvec)
mvector3.set_z(mvec, 0)
mrotation.set_look_at(rot, mvec, math_up)
local unit_name = tweak_data.blackmarket.characters.locked.menu_unit
local unit = World:spawn_unit(Idstring(unit_name), pos, rot)
self:_init_character(unit, i)
self:set_character_mask(tweak_data.blackmarket.masks[ masks[i] ].unit, unit, nil, masks[i])
table.insert(self._lobby_characters, unit)
self:set_lobby_character_visible(i, false, true)
end
end
function MenuSceneManager:_select_lobby_character_pose(peer_id, unit, weapon_info)
-- Original Code --
local state = unit:play_redirect(Idstring("idle_menu"))
local weapon_id = managers.weapon_factory:get_weapon_id_by_factory_id(weapon_info.factory_id)
local category = tweak_data.weapon[weapon_id].category
local lobby_poses = self._lobby_poses[weapon_id]
lobby_poses = lobby_poses or self._lobby_poses[category]
lobby_poses = lobby_poses or self._lobby_poses.generic
if type(lobby_poses[1]) == "string" then
local pose = lobby_poses[math.random(#lobby_poses)]
unit:anim_state_machine():set_parameter(state, pose, 1)
else
-- End Original Code --
-- Only modification is to use modulus to make sure our lobby peer is given a pose
local pose = lobby_poses[(peer_id % #lobby_poses) + 1][math.random(#lobby_poses[(peer_id % #lobby_poses) + 1])]
-- Original Code --
unit:anim_state_machine():set_parameter(state, pose, 1)
end
-- End Original Code --
end
-- TODO: This shouldn't be relevant to gameplay, should be safe to delete.
-- Not required for this mod to work, just updates the test function to work with more players
-- Only for testing (literally no relevance to the game)
-- function MenuSceneManager:test_show_all_lobby_characters(enable_card, pose)
-- local num_player_slots = 15--BigLobbyGlobals:num_player_slots()
-- pose = pose or "lobby_generic_idle1"
--
-- local mvec = Vector3()
-- local math_up = math.UP
-- local pos = Vector3()
-- local rot = Rotation()
-- -- Forcing all `self._ti` to be static 1, this was for a predictable outcome
-- -- since each call of this function was to test the feature with the client
-- -- player in each of the different player slots?
-- self._ti = 1--(self._ti or 0) + 1
-- --self._ti = (self._ti - 1) % num_player_slots + 1
-- for i = 1, num_player_slots do
-- local is_me = i == self._ti
-- log("TEST LOBBY, is_me = " .. tostring(is_me) .. ", i: " .. tostring(i))
-- local unit = self._lobby_characters[i]
-- if unit and alive(unit) then
-- if enable_card then
-- self:set_character_card(i, math.random(25), unit)
-- else
-- -- Was forcing the pose for some reason instead of fix below?
-- self:_set_character_unit_pose(pose, unit)
-- -- local state = unit:play_redirect(Idstring("idle_menu"))
-- -- Only 4 variations of lobby_generic_idle? 4%4=0 though, might want to + 1 if 0?
-- -- unit:anim_state_machine():set_parameter(state, "lobby_generic_idle" .. i%4, 1)
-- end
-- -- Uses 0+i for rotation index unless it's your player unit then 4+i for some reason?
-- -- I guess this explains the 8 values in `self._characters_rotation`, the last half are specific to the client player
-- -- TODO: Therefore 4 should really be half of the table size?
-- -- will break if not enough rotation indices use a modulus? (or you know, just make the table dynamically built)
-- mrotation.set_yaw_pitch_roll(rot, self._characters_rotation[(is_me and 4 or 0) + i], 0, 0)
-- mvector3.set(pos, self._characters_offset)
-- if is_me then
-- mvector3.set_y(pos, mvector3.y(pos) + 100)
-- end
-- mvector3.rotate_with(pos, rot)
-- mvector3.set(mvec, pos)
-- mvector3.negate(mvec)
-- mvector3.set_z(mvec, 0)
-- mrotation.set_look_at(rot, mvec, math_up)
-- unit:set_position(pos)
-- unit:set_rotation(rot)
-- local character = managers.blackmarket:equipped_character()
-- local mask_blueprint = managers.blackmarket:equipped_mask().blueprint
-- self:change_lobby_character(i, character)
-- unit = self._lobby_characters[i]
-- self:set_character_mask_by_id(managers.blackmarket:equipped_mask().mask_id, mask_blueprint, unit, i)
-- self:set_character_armor(managers.blackmarket:equipped_armor(), unit)
-- self:set_lobby_character_visible(i, true)
-- end
-- end
-- -- I seem to have added this, I guess it was for replacing all the dallas with my own unit? and thus weapons.
-- managers.menu_scene:_set_character_equipment()
-- end
-- Modified to hide additional peers.
function MenuSceneManager:hide_all_lobby_characters()
local num_player_slots = BigLobbyGlobals:num_player_slots()
for i = 1, num_player_slots do
self:set_lobby_character_visible(i, false, true)
end
end
-- Affects the x or y position by an offset for a player model in lobby?
-- TODO: needs to support additional players?
-- function MenuSceneManager:character_screen_position(peer_id)
-- local unit = self._lobby_characters[peer_id]
-- if unit and alive(unit) then
-- local is_me = peer_id == managers.network:session():local_peer():id()
-- local peer_3_x_offset = 0
-- if peer_id == 3 then
-- peer_3_x_offset = is_me and -20 or -40
-- end
-- local peer_y_offset = 0
-- if peer_id == 2 then
-- peer_y_offset = is_me and -3 or 0
-- elseif peer_id == 3 then
-- peer_y_offset = is_me and -7 or 0
-- elseif peer_id == 4 then
-- peer_y_offset = is_me and 5 or 0
-- end
-- local spine_pos = unit:get_object(Idstring("Spine")):position() + Vector3(peer_3_x_offset, 0, -5 + 15 * (peer_id % 4) + peer_y_offset)
-- return self._workspace:world_to_screen(self._camera_object, spine_pos)
-- end
-- end
-- TODO: Probably safe to delete?
-- TODO: Instances of 4 might benefit from being increased to additional player value? I don't think they're related..
-- function MenuSceneManager:mouse_moved(o, x, y)
-- if managers.menu_component:input_focus() == true or managers.menu_component:input_focus() == 1 then
-- return false, "arrow"
-- end
-- if self._character_grabbed then
-- self._character_yaw = self._character_yaw + (x - self._character_grabbed_current_x) / 4
-- if self._use_character_pan and self._character_values and self._scene_templates and self._scene_templates[self._current_scene_template] then
-- local new_z = mvector3.z(self._character_values.pos_target) - (y - self._character_grabbed_current_y) / 12
-- local default_z = mvector3.z(self._scene_templates and self._scene_templates[self._current_scene_template].character_pos or self._character_values.pos_current)
-- new_z = math.clamp(new_z, default_z - 20, default_z + 10)
-- mvector3.set_z(self._character_values.pos_target, new_z)
-- end
-- self._character_unit:set_rotation(Rotation(self._character_yaw, self._character_pitch))
-- self._character_grabbed_current_x = x
-- self._character_grabbed_current_y = y
-- return true, "grab"
-- end
-- if self._item_grabbed then
-- if self._item_unit and alive(self._item_unit.unit) then
-- local diff = (y - self._item_grabbed_current_y) / 4
-- self._item_yaw = (self._item_yaw + (x - self._item_grabbed_current_x) / 4) % 360
-- local yaw_sin = math.sin(self._item_yaw)
-- local yaw_cos = math.cos(self._item_yaw)
-- local treshhold = math.sin(45)
-- if yaw_cos > -treshhold and yaw_cos < treshhold then
-- else
-- self._item_pitch = math.clamp(self._item_pitch + diff * yaw_cos, -30, 30)
-- end
-- if yaw_sin > -treshhold and yaw_sin < treshhold then
-- else
-- self._item_roll = math.clamp(self._item_roll - diff * yaw_sin, -30, 30)
-- end
-- mrotation.set_yaw_pitch_roll(self._item_rot_temp, self._item_yaw, self._item_pitch, self._item_roll)
-- mrotation.set_zero(self._item_rot)
-- mrotation.multiply(self._item_rot, self._camera_object:rotation())
-- mrotation.multiply(self._item_rot, self._item_rot_temp)
-- mrotation.multiply(self._item_rot, self._item_rot_mod)
-- self._item_unit.unit:set_rotation(self._item_rot)
-- local new_pos = self._item_rot_pos + self._item_offset:rotate_with(self._item_rot)
-- self._item_unit.unit:set_position(new_pos)
-- self._item_unit.unit:set_moving(2)
-- end
-- self._item_grabbed_current_x = x
-- self._item_grabbed_current_y = y
-- return true, "grab"
-- elseif self._item_move_grabbed and self._item_unit and alive(self._item_unit.unit) then
-- local diff_x = (x - self._item_move_grabbed_current_x) / 4
-- local diff_y = (y - self._item_move_grabbed_current_y) / 4
-- local move_v = Vector3(diff_x, 0, -diff_y):rotate_with(self._camera_object:rotation())
-- mvector3.add(self._item_rot_pos, move_v)
-- local new_pos = self._item_rot_pos + self._item_offset:rotate_with(self._item_rot)
-- self._item_unit.unit:set_position(new_pos)
-- self._item_unit.unit:set_moving(2)
-- self._item_move_grabbed_current_x = x
-- self._item_move_grabbed_current_y = y
-- return true, "grab"
-- end
-- if self._use_item_grab and self._item_grab:inside(x, y) then
-- return true, "hand"
-- end
-- if self._use_character_grab and self._character_grab:inside(x, y) then
-- return true, "hand"
-- end
-- if self._use_character_grab2 and self._character_grab2:inside(x, y) then
-- return true, "hand"
-- end
-- end
-- I run the original method, but then need to correct a hardcoded 4 which requires running a bunch
-- of logic again. Should be safe.
local orig__MenuSceneManager = {}
orig__MenuSceneManager.set_lobby_character_out_fit = MenuSceneManager.set_lobby_character_out_fit
function MenuSceneManager:set_lobby_character_out_fit(i, outfit_string, rank)
local num_player_slots = BigLobbyGlobals:num_player_slots()
orig__MenuSceneManager.set_lobby_character_out_fit(self, i, outfit_string, rank)
-- Original Code -- as far as flow and relevance is concerned at least.
local unit = self._lobby_characters[i]
local is_me = i == managers.network:session():local_peer():id()
local mvec = Vector3()
local math_up = math.UP
local pos = Vector3()
local rot = Rotation()
-- End Original Code --
-- Only the hardcoded 4 here is changed to a variable
-- The 4 refers to halfway point of the rotation table, not player count.
mrotation.set_yaw_pitch_roll(rot, self._characters_rotation[(is_me and num_player_slots or 0) + i], 0, 0)
-- Original Code --
mvector3.set(pos, self._characters_offset)
if is_me then
mvector3.set_y(pos, mvector3.y(pos) + 100)
end
mvector3.rotate_with(pos, rot)
mvector3.set(mvec, pos)
mvector3.negate(mvec)
mvector3.set_z(mvec, 0)
mrotation.set_look_at(rot, mvec, math_up)
unit:set_position(pos)
unit:set_rotation(rot)
self:set_lobby_character_visible(i, true)
-- End Original Code --
end
|
--[[
Swaggy Jenkins
Jenkins API clients generated from Swagger / Open API specification
The version of the OpenAPI document: 1.1.2-pre.0
Contact: blah@cliffano.com
Generated by: https://openapi-generator.tech
]]
-- github_repositorieslinks class
local github_repositorieslinks = {}
local github_repositorieslinks_mt = {
__name = "github_repositorieslinks";
__index = github_repositorieslinks;
}
local function cast_github_repositorieslinks(t)
return setmetatable(t, github_repositorieslinks_mt)
end
local function new_github_repositorieslinks(self, _class)
return cast_github_repositorieslinks({
["self"] = self;
["_class"] = _class;
})
end
return {
cast = cast_github_repositorieslinks;
new = new_github_repositorieslinks;
}
|
local skyla = require "skyla"
local C = require "skyla_panel"
local parent = require "skyla.game_object.node"
local panel = {
init = C.init,
}
setmetatable(panel, {__index = parent})
function panel.new(...)
local obj = {
__cobj = C.new(...),
__children = {},
}
setmetatable(obj, {__index = panel})
return obj
end
return panel
|
-- This file is generated by proto-gen-lua. DO NOT EDIT.
-- The protoc version is 'v3.19.2'
-- The proto-gen-lua version is 'Develop'
local protobuf = require "protobuf.protobuf"
local registry = require "protobuf.registry"
local proto3_fields_pb_desc = require "proto3.fields_pb_desc"
local proto3_fields_pb = {}
---@alias proto3_fields_pb.FieldTestMessage.Enum
---| 'proto3_fields_pb.FieldTestMessage.Enum.ZERO' # = 0
---@class proto3_fields_pb.FieldTestMessage.MapInt32Int64Entry : protobuf.Message
---@field key number
---@field value number
---@class proto3_fields_pb.FieldTestMessage.MapStringMessageEntry : protobuf.Message
---@field key string
---@field value proto3_fields_pb.FieldTestMessage.Message
---@class proto3_fields_pb.FieldTestMessage.MapFixed64EnumEntry : protobuf.Message
---@field key number
---@field value proto3_fields_pb.FieldTestMessage.Enum
---@class proto3_fields_pb.FieldTestMessage.Message : protobuf.Message
---@class proto3_fields_pb.FieldTestMessage : protobuf.Message
---@field optional_bool string
---@field optional_enum proto3_fields_pb.FieldTestMessage.Enum
---@field optional_int32 number
---@field optional_sint32 number
---@field optional_uint32 number
---@field optional_int64 number
---@field optional_sint64 number
---@field optional_uint64 number
---@field optional_sfixed32 number
---@field optional_fixed32 number
---@field optional_float number
---@field optional_sfixed64 number
---@field optional_fixed64 number
---@field optional_double number
---@field optional_string string
---@field optional_bytes string
---@field optional_Message proto3_fields_pb.FieldTestMessage.Message
---@field repeated_bool boolean[]
---@field repeated_enum proto3_fields_pb.FieldTestMessage.Enum[]
---@field repeated_int32 number[]
---@field repeated_sint32 number[]
---@field repeated_uint32 number[]
---@field repeated_int64 number[]
---@field repeated_sint64 number[]
---@field repeated_uint64 number[]
---@field repeated_sfixed32 number[]
---@field repeated_fixed32 number[]
---@field repeated_float number[]
---@field repeated_sfixed64 number[]
---@field repeated_fixed64 number[]
---@field repeated_double number[]
---@field repeated_string string[]
---@field repeated_bytes string[]
---@field repeated_Message proto3_fields_pb.FieldTestMessage.Message[]
---@field map_int32_int64 dict<number, number>
---@field map_string_message dict<string, proto3_fields_pb.FieldTestMessage.Message>
---@field map_fixed64_enum dict<number, proto3_fields_pb.FieldTestMessage.Enum>
proto3_fields_pb.FieldTestMessage.Enum = {}
proto3_fields_pb.FieldTestMessage.Enum._FullName = ".goproto.protoc.proto3.FieldTestMessage.Enum"
proto3_fields_pb.FieldTestMessage.Enum._Descriptor = "proto3_fields_pb_desc.message_type[1].enum_type[1]"
proto3_fields_pb.FieldTestMessage.Enum.ZERO = 0
proto3_fields_pb.FieldTestMessage.Enum[0] = ".goproto.protoc.proto3.FieldTestMessage.Enum.ZERO"
registry.RegistEnum(proto3_fields_pb.FieldTestMessage.Enum)
---@type fun():proto3_fields_pb.FieldTestMessage.MapInt32Int64Entry
proto3_fields_pb.FieldTestMessage.MapInt32Int64Entry = protobuf.Message(proto3_fields_pb_desc.message_type[1].nested_type[1])
proto3_fields_pb.FieldTestMessage.MapInt32Int64Entry._FullName = ".goproto.protoc.proto3.FieldTestMessage.MapInt32Int64Entry"
proto3_fields_pb.FieldTestMessage.MapInt32Int64Entry._Descriptor = "proto3_fields_pb_desc.message_type[1].nested_type[1]"
registry.RegistMessage(proto3_fields_pb.FieldTestMessage.MapInt32Int64Entry)
---@type fun():proto3_fields_pb.FieldTestMessage.MapStringMessageEntry
proto3_fields_pb.FieldTestMessage.MapStringMessageEntry = protobuf.Message(proto3_fields_pb_desc.message_type[1].nested_type[2])
proto3_fields_pb.FieldTestMessage.MapStringMessageEntry._FullName = ".goproto.protoc.proto3.FieldTestMessage.MapStringMessageEntry"
proto3_fields_pb.FieldTestMessage.MapStringMessageEntry._Descriptor = "proto3_fields_pb_desc.message_type[1].nested_type[2]"
registry.RegistMessage(proto3_fields_pb.FieldTestMessage.MapStringMessageEntry)
---@type fun():proto3_fields_pb.FieldTestMessage.MapFixed64EnumEntry
proto3_fields_pb.FieldTestMessage.MapFixed64EnumEntry = protobuf.Message(proto3_fields_pb_desc.message_type[1].nested_type[3])
proto3_fields_pb.FieldTestMessage.MapFixed64EnumEntry._FullName = ".goproto.protoc.proto3.FieldTestMessage.MapFixed64EnumEntry"
proto3_fields_pb.FieldTestMessage.MapFixed64EnumEntry._Descriptor = "proto3_fields_pb_desc.message_type[1].nested_type[3]"
registry.RegistMessage(proto3_fields_pb.FieldTestMessage.MapFixed64EnumEntry)
---@type fun():proto3_fields_pb.FieldTestMessage.Message
proto3_fields_pb.FieldTestMessage.Message = protobuf.Message(proto3_fields_pb_desc.message_type[1].nested_type[4])
proto3_fields_pb.FieldTestMessage.Message._FullName = ".goproto.protoc.proto3.FieldTestMessage.Message"
proto3_fields_pb.FieldTestMessage.Message._Descriptor = "proto3_fields_pb_desc.message_type[1].nested_type[4]"
registry.RegistMessage(proto3_fields_pb.FieldTestMessage.Message)
---@type fun():proto3_fields_pb.FieldTestMessage
proto3_fields_pb.FieldTestMessage = protobuf.Message(proto3_fields_pb_desc.message_type[1])
proto3_fields_pb.FieldTestMessage._FullName = ".goproto.protoc.proto3.FieldTestMessage"
proto3_fields_pb.FieldTestMessage._Descriptor = "proto3_fields_pb_desc.message_type[1]"
registry.RegistMessage(proto3_fields_pb.FieldTestMessage)
return proto3_fields_pb
|
solution "freeglut"
configurations {"Debug", "Release"}
defines {"_CRT_SECURE_NO_WARNINGS", "_SCL_SECURE_NO_WARNINGS"}
dofile("freeglut.lua");
local dirs = os.matchdirs("progs/demos/*")
for i, dir in ipairs(dirs) do
local baseDir = path.getname(dir);
if(baseDir ~= "bin" and baseDir ~= "obj") then
project(baseDir)
kind "ConsoleApp"
language "c"
includedirs {"include"}
targetdir(dir)
objdir(dir .. "/obj")
files {dir .. "/*.c"};
defines {"FREEGLUT_STATIC", "_LIB", "FREEGLUT_LIB_PRAGMAS=0"}
links {"freeglut"}
configuration "windows"
defines "WIN32"
links {"glu32", "opengl32", "gdi32", "winmm", "user32"}
configuration "linux"
links {"GL"}
configuration "Debug"
targetsuffix "D"
defines "_DEBUG"
flags "Symbols"
configuration "Release"
defines "NDEBUG"
flags {"OptimizeSpeed", "NoFramePointer", "ExtraWarnings", "NoEditAndContinue"};
end
end
|
--[[--------------------------
FILE: sprite.lua
AUTH: Ibrahim Sardar
DATE: 11 / 11 / 2016
--]]--------------------------
-- dependencies
require("SECL")
--| Sprite Class
--|
Sprite = class()
-- -\
-- --> --- PROPERTIES ----------------------------------------<
-- -/
-- pic
Sprite.pic = nil
Sprite.pic_lord = ""
-- size
Sprite.scale_x = 1
Sprite.scale_y = 1
-- pos
Sprite.x = 0
Sprite.y = 0
-- vel
Sprite.speed = 0
Sprite.dx = 0
Sprite.dy = 0
-- acc
Sprite.accel = 0
-- ang
Sprite.dir = 0
Sprite.rot = 0
Sprite.dr = 0
Sprite.max_rot = 0
-- time
Sprite.elapsed = 0
-- memberships
Sprite.group = nil
-- debug
Sprite.is_debug = false
Sprite.d_delay = 0
Sprite.d_timer = 0
-- other
Sprite.dead = false
Sprite.layer = 0 --> default layer
-- -\
-- --> --- ESSENTIAL methods ---------------------------------<
-- -/
function Sprite:load( img, x, y )
--| constructor
--|
self.pic_lord = img
self.pic = love.graphics.newImage( img )
self.x = x
self.y = y
end
function Sprite:update(dt)
--| Called every frame. Updates changing
--| parameters.
--|
-- skip if marked for deletion
if self.dead == true then
return
end
-- update clock
self.elapsed = self.elapsed + dt
-- update all movement
self:move()
-- bounds the sprite appropriately
self:bound();
-- user custom event handler
self:interact();
-- user custom update
self:update_more();
end
function Sprite:draw(dt)
--| Called every frame. Processes graphics
--| based on current parameters.
--|
-- skip if marked for deletion
if self.dead == true then
return
end
-- degs to radians
local rot = self.dir * math.pi / 180
rot = rot * -1
-- draw
love.graphics.draw ( self.pic,
self.x,
self.y,
rot,
self.scale_x,
self.scale_y,
self:get_w_orig()/2,
self:get_h_orig()/2 )
end
function Sprite:destroy()
--| Marks current instance for deletion
--|
self.dead = true
self = nil
end
-- -\
-- --> --- SUB-ESSENTIAL methods -----------------------------<
-- -/
function Sprite:move()
--| Called in update. Updates position and
--| rotation.
--|
-- acceleration:
--
-- linear
self.speed = self.speed + self.accel
-- angular
self.rot = self.rot + self.dr
self.dir = self.dir + self.dr
-- speed:
--
-- get radians
local theta = self.dir * math.pi / 180
theta = theta * -1
-- speed vector
self.dx = math.cos(theta) * self.speed
self.dy = math.sin(theta) * self.speed
-- update difference in x and y position
self.x = self.x + self.dx
self.y = self.y + self.dy
end
function Sprite:bound()
--| Called in update. Default destroy
--| on leave screen +/- 50.
--| Meant to be over-ridden.
--|
local offset = 50
local w = love.graphics.getWidth()
local h = love.graphics.getHeight()
local r = self:get_right() + offset
local t = self:get_top() - offset
local l = self:get_left() - offset
local b = self:get_bottom() + offset
if r < 0 or
t > h or
l > w or
b < 0 then
self:destroy()
end
end
function Sprite:update_more()
--| Called in update. Meant to be over-ridden.
--|
return
end
function Sprite:interact()
--| Called in update. Meant to be over-ridden.
--| Meant to be used as an event-handler.
--|
return
end
-- -\
-- --> --- GET methods ---------------------------------------<
-- -/
--###
--###> visual:
function Sprite:get_w()
--| Returns width of sprite.
--|
return self.pic:getWidth() * self.scale_x
end
function Sprite:get_h()
--| Returns height of sprite.
--|
return self.pic:getHeight() * self.scale_y
end
function Sprite:get_w_orig()
--| Returns original width of sprite.
--|
return self.pic:getWidth()
end
function Sprite:get_h_orig()
--| Returns original height of sprite.
--|
return self.pic:getHeight()
end
function Sprite:get_pic()
--| Returns the image link of sprite.
--|
return self.pic_lord
end
function Sprite:get_scalex()
--| Returns image scale in the x direction
--|
return self.scale_x
end
function Sprite:get_scaley()
--| Returns image scale in the y direction
--|
return self.scale_y
end
--###
--###> positional:
function Sprite:get_x()
--| Returns the accurate x position.
--| ( left )
--|
return self.x
end
function Sprite:get_y()
--| Returns the accurate y position.
--| ( top )
--|
return self.y
end
function Sprite:get_pos()
--| Returns the accurate position.
--| ( top left )
--|
return {self.x, self.y}
end
function Sprite:get_cx()
--| Returns the accurate center x position.
--|
return self.x + ( self:get_w()/2 )
end
function Sprite:get_cy()
--| Returns the accurate center y position.
--|
return self.y + ( self:get_h()/2 )
end
function Sprite:get_center()
--| Returns the accurate center position.
--|
return { self:get_cx(), self:get_cy() }
end
function Sprite:get_right()
--| Returns the accurate right x position.
--|
return self.x + self:get_w()
end
function Sprite:get_top()
--| Returns the accurate top y position.
--|
return self.y
end
function Sprite:get_left()
--| Returns the accurate left x position.
--|
return self.x
end
function Sprite:get_bottom()
--| Returns the accurate bottom y position.
--|
return self.y + self:get_h()
end
--###
--###> speed-related:
function Sprite:get_speedx()
--| Returns the accurate speed in
--| the x direction.
--|
local rads = self.dir * math.pi / 180
return math.cos(rads) * self.speed
end
function Sprite:get_speedy()
--| Returns the accurate speed in
--| the y direction.
--|
local rads = self.dir * math.pi / 180
return math.sin(rads) * self.speed * -1
end
function Sprite:get_speed()
--| Returns the accurate speed.
--|
return self.speed
end
--###
--###> acceleration-related:
function Sprite:get_accelx()
--| Returns the accurate acceleration
--| in the x direction.
--|
local rads = self.dir * math.pi / 180
return math.cos(rads) * self.accel
end
function Sprite:get_accely()
--| Returns the accurate acceleration
--| in the y direction.
--|
local rads = self.dir * math.pi / 180
return math.sin(rads) * self.accel * -1
end
function Sprite:get_accel()
--| Returns the accurate acceleration.
--|
return self.accel
end
--###
--###> angular:
function Sprite:get_dir()
--| Returns the accurate direction. (deg)
--|
return self.dir
end
function Sprite:get_ang_speed()
--| Returns the accurate angular speed.
--| (deg per update)
--|
return self.rot
end
function Sprite:get_ang_accel()
--| Returns the accurate angular acceleration.
--| (angular speed per update)
--|
return self.dr
end
--###
--###> other:
function Sprite:is_destroyed()
--| Returns true if sprite is dead/destroyed
--|
return self.dead
end
function Sprite:get_elapsed()
--| Returns elapsed time since last updated
--|
return self.elapsed
end
function Sprite:get_layer()
--| Returns sprite's layer.
--| (used for collision, not visuals)
--|
return self.layer
end
function Sprite:get_population()
--| Returns group of sprites self is aware of
--|
return self.group
end
-- -\
-- --> --- SET methods ---------------------------------------<
-- -/
--###
--###> visual:
function Sprite:set_pic( img )
--| Initializes sprite graphics. "img" is
--| the image file link.
self.pic_lord = img
self.pic = love.graphics.newImage( img )
end
function Sprite:scale( n )
--| Scale sprite by n in all directions.
--|
self.scale_x = n
self.scale_y = n
end
function Sprite:scale_width( n )
--| Scale sprite by n in the x axis.
--|
self.scale_x = n
end
function Sprite:scale_height( n )
--| Scale sprite by n in the y axis.
--|
self.scale_y = n
end
--###
--###> positional:
function Sprite:set_x( x )
--| Sets x position. (left)
--|
self.x = x
end
function Sprite:set_y( y )
--| Sets y position. (top)
--|
self.y = y
end
function Sprite:set_pos( x,y )
--| Sets position. (top left)
--|
self.x = x
self.y = y
end
function Sprite:set_cx( cx )
--| Sets center x position.
--|
self.x = cx - ( self:get_w()/2 )
end
function Sprite:set_cy( cy )
--| Sets center y position.
--|
self.y = cy - ( self:get_h()/2 )
end
function Sprite:set_center( cx,cy )
--| Sets center position.
--|
self:set_cx( cx )
self:set_cy( cy )
end
function Sprite:set_right( a )
--| Sets right x position.
--|
self.x = a + ( self:get_w()/2 )
end
function Sprite:set_top( a )
--| Sets top y position.
--|
self.y = a
end
function Sprite:set_left( a )
--| Sets left x position.
--|
self.x = a
end
function Sprite:set_bottom( a )
--| Sets bottom y position.
--|
self.y = a + ( self:get_h()/2 )
end
--###
--###> speed-related:
function Sprite:set_speed( spd )
--| Sets the accurate speed.
--|
self.speed = spd
end
--###
--###> acceleration-related:
function Sprite:set_accel( acl )
--| Sets the accurate acceleration.
--|
self.accel = acl
end
--###
--###> angular:
function Sprite:set_dir( ang )
--| Sets the accurate direction
--|
self.dir = ang
end
function Sprite:set_turn( ang )
--| Sets the accurate direction and
--| rotation
--|
self.dir = ang
self.rot = ang
end
function Sprite:set_ang_accel( angaccel )
--| Sets the accurate angular acceleration
--|
self.dr = -angaccel
end
--###
--###> other:
function Sprite:set_layer( level )
--| Sets sprite's layer.
--| (used for collision, not visuals)
--|
self.layer = level
end
function Sprite:set_population( pop )
--| Sets group of sprites self is aware of
--|
self.group = pop
end
-- -\
-- --> --- OTHER methods -------------------------------------<
-- -/
function Sprite:colliding( spr )
--| if input sprite is colliding and is in
--| the same layer as self, return true
--|
-- you
local urr = spr:get_right()
local urt = spr:get_top()
local url = spr:get_left()
local urb = spr:get_bottom()
-- me
local myr = self:get_right()
local myt = self:get_top()
local myl = self:get_left()
local myb = self:get_bottom()
-- check layer
if spr.layer == self.layer then
-- check collision
if myr > url and
myt < urb and
myl < urr and
myb > urt then
return true
end
end
return false
end
function Sprite:reset_time()
--| Resets elapsed time to 0
--|
self.elapsed = 0
end
function Sprite:__debug( delay )
--| Print all of self's info every 'delay' frames.
--| (stops printing if delay is < 1)
--|
-- ...
return
end
function Sprite:__trace()
--| Print all of self's info if debug
--| interval reached.
--|
-- ...
return
end
|
server_scripts {
'server.lua'
}
|
redis = require 'redis-async.redis_conn'
return redis
|
local utils = require "kong.tools.utils"
local cjson = require "cjson"
local pl_pretty = require "pl.pretty"
local tablex = require "pl.tablex"
local app_helpers = require "lapis.application"
local arguments = require "kong.api.arguments"
local Errors = require "kong.db.errors"
local singletons = require "kong.singletons"
local ngx = ngx
local sub = string.sub
local find = string.find
local type = type
local pairs = pairs
local ipairs = ipairs
local _M = {}
local NO_ARRAY_INDEX_MARK = {}
-- Parses a form value, handling multipart/data values
-- @param `v` The value object
-- @return The parsed value
local function parse_value(v)
return type(v) == "table" and v.content or v -- Handle multipart
end
-- given a string like "x[1].y", return an array of indices like {"x", 1, "y"}
-- the path parameter is an output-only param. the keys are added to it in order
local function key_to_path(key, path)
-- try to match an array access like x[1].
-- the left side of the [] is mandatory
-- the array index can be omitted (the key will look like x[]).
-- if that's the case we mark the path entry with a special key
local left, array_index = key:match("^(.+)%[(%d*)]$")
if left then
key_to_path(left, path)
path[#path + 1] = tonumber(array_index) or NO_ARRAY_INDEX_MARK
return path
end
-- if no match, try a hash access like x.y (both x and y are mandatory)
-- the left side of the dot is called left and the other side is right
local left, right = key:match("^(.+)%.(.+)$")
if left then
key_to_path(left, path)
key_to_path(right, path)
return path
end
-- if no match found, append the whole key to the path as a single string
path[#path + 1] = key
return path
end
-- when NO_ARRAY_INDEX is encountered, replace it with the length of the node being parsed
local function transform_no_array_index_mark(path_entry, node)
if path_entry == NO_ARRAY_INDEX_MARK then
return #node + 1
end
return path_entry
end
-- Put nested keys in objects:
-- Normalize dotted keys in objects.
-- Example: {["key.value.sub"]=1234} becomes {key = {value = {sub=1234}}
-- @param `obj` Object to normalize
-- @return `normalized_object`
function _M.normalize_nested_params(obj)
local new_obj = {}
local is_array
for k, v in pairs(obj) do
is_array = false
if type(v) == "table" then
-- normalize arrays since Lapis parses ?key[1]=foo as {["1"]="foo"} instead of {"foo"}
if utils.is_array(v) then
is_array = true
local arr = {}
for _, arr_v in pairs(v) do arr[#arr+1] = arr_v end
v = arr
else
v = _M.normalize_nested_params(v) -- recursive call on other table values
end
end
v = parse_value(v)
-- normalize sub-keys with hash or array accesses
if type(k) == "string" then
local path = key_to_path(k, {})
local path_len = #path
local node = new_obj
local prev = new_obj
local path_entry
-- create any missing tables when dealing with x.foo[1].y = "bar"
for i = 1, path_len - 1 do
path_entry = transform_no_array_index_mark(path[i], node)
node[path_entry] = node[path_entry] or {}
prev = node
node = node[path_entry]
end
-- on the last item of the path (the "y" in the example above)
if path[path_len] == NO_ARRAY_INDEX_MARK and is_array then
-- edge case: we are assigning an array to a no-array index mark: x[] = {1,2,3}
-- on this case we backtrack one element (we use `prev` instead of `node`)
-- and we set it to the array (v)
-- this edge case is needed because Lapis builds params like that (flatten_params function)
prev[path_entry or k] = v
else
-- regular case: the last element is similar to the loop iteration.
-- instead of a table, we set the value (v) on the last element
node[transform_no_array_index_mark(path[path_len], node)] = v
end
else
new_obj[k] = v -- nothing special with that key, simply attaching the value
end
end
return new_obj
end
-- Remove functions from a schema definition so that
-- cjson can encode the schema.
local schema_to_jsonable
do
local insert = table.insert
local ipairs = ipairs
local next = next
local fdata_to_jsonable
local function fields_to_jsonable(fields)
local out = {}
for _, field in ipairs(fields) do
local fname = next(field)
local fdata = field[fname]
insert(out, { [fname] = fdata_to_jsonable(fdata, "no") })
end
setmetatable(out, cjson.array_mt)
return out
end
-- Convert field data from schemas into something that can be
-- passed to a JSON encoder.
-- @tparam table fdata A Lua table with field data
-- @tparam string is_array A three-state enum: "yes", "no" or "maybe"
-- @treturn table A JSON-convertible Lua table
fdata_to_jsonable = function(fdata, is_array)
local out = {}
local iter = is_array == "yes" and ipairs or pairs
for k, v in iter(fdata) do
if is_array == "maybe" and type(k) ~= "number" then
is_array = "no"
end
if k == "schema" then
out[k] = schema_to_jsonable(v)
elseif type(v) == "table" then
if k == "fields" and fdata.type == "record" then
out[k] = fields_to_jsonable(v)
elseif k == "default" and fdata.type == "array" then
out[k] = fdata_to_jsonable(v, "yes")
else
out[k] = fdata_to_jsonable(v, "maybe")
end
elseif type(v) == "number" then
if v ~= v then
out[k] = "nan"
elseif v == math.huge then
out[k] = "inf"
elseif v == -math.huge then
out[k] = "-inf"
else
out[k] = v
end
elseif type(v) ~= "function" then
out[k] = v
end
end
if is_array == "yes" or is_array == "maybe" then
setmetatable(out, cjson.array_mt)
end
return out
end
schema_to_jsonable = function(schema)
local fields = fields_to_jsonable(schema.fields)
return { fields = fields }
end
_M.schema_to_jsonable = schema_to_jsonable
end
local NEEDS_BODY = tablex.readonly({ PUT = 1, POST = 2, PATCH = 3 })
function _M.before_filter(self)
if not NEEDS_BODY[ngx.req.get_method()] then
return
end
local content_type = self.req.headers["content-type"]
if not content_type then
local content_length = self.req.headers["content-length"]
if content_length == "0" then
return
end
if not content_length then
local _, err = ngx.req.socket()
if err == "no body" then
return
end
end
elseif sub(content_type, 1, 16) == "application/json" or
sub(content_type, 1, 19) == "multipart/form-data" or
sub(content_type, 1, 33) == "application/x-www-form-urlencoded" then
return
end
return kong.response.exit(415)
end
local function parse_params(fn)
return app_helpers.json_params(function(self, ...)
if NEEDS_BODY[ngx.req.get_method()] then
local content_type = self.req.headers["content-type"]
if content_type then
content_type = content_type:lower()
if find(content_type, "application/json", 1, true) and not self.json then
return kong.response.exit(400, { message = "Cannot parse JSON body" })
elseif find(content_type, "application/x-www-form-urlencode", 1, true) then
self.params = utils.decode_args(self.params)
end
end
end
self.params = _M.normalize_nested_params(self.params)
local res, err = fn(self, ...)
if err then
kong.log.err(err)
return ngx.exit(500)
end
if res == nil and ngx.status >= 200 then
return ngx.exit(0)
end
return res
end)
end
-- new DB
local function new_db_on_error(self)
local err = self.errors[1]
if type(err) ~= "table" then
kong.log.err(err)
return kong.response.exit(500, { message = "An unexpected error occurred" })
end
if err.strategy then
err.strategy = nil
end
if err.code == Errors.codes.SCHEMA_VIOLATION
or err.code == Errors.codes.INVALID_PRIMARY_KEY
or err.code == Errors.codes.FOREIGN_KEY_VIOLATION
or err.code == Errors.codes.INVALID_OFFSET
or err.code == Errors.codes.FOREIGN_KEYS_UNRESOLVED
then
return kong.response.exit(400, err)
end
if err.code == Errors.codes.NOT_FOUND then
return kong.response.exit(404, err)
end
if err.code == Errors.codes.OPERATION_UNSUPPORTED then
kong.log.err(err)
return kong.response.exit(405, err)
end
if err.code == Errors.codes.PRIMARY_KEY_VIOLATION
or err.code == Errors.codes.UNIQUE_VIOLATION
then
return kong.response.exit(409, err)
end
kong.log.err(err)
return kong.response.exit(500, { message = "An unexpected error occurred" })
end
-- old DAO
local function on_error(self)
local err = self.errors[1]
if type(err) ~= "table" then
kong.log.err(err)
return kong.response.exit(500, { message = "An unexpected error occurred" })
end
if err.name then
return new_db_on_error(self)
end
if err.db then
kong.log.err(err.message)
return kong.response.exit(500, { message = "An unexpected error occurred" })
end
if err.unique then
return kong.response.exit(409, err.tbl)
end
if err.foreign then
return kong.response.exit(404, err.tbl or { message = "Not found" })
end
return kong.response.exit(400, err.tbl or err.message)
end
local handler_helpers = {
yield_error = app_helpers.yield_error
}
function _M.attach_routes(app, routes)
for route_path, methods in pairs(routes) do
methods.on_error = methods.on_error or on_error
for method_name, method_handler in pairs(methods) do
local wrapped_handler = function(self)
return method_handler(self, {}, handler_helpers)
end
methods[method_name] = parse_params(wrapped_handler)
end
app:match(route_path, route_path, app_helpers.respond_to(methods))
end
end
function _M.attach_new_db_routes(app, routes)
for route_path, definition in pairs(routes) do
local schema = definition.schema
local methods = definition.methods
methods.on_error = methods.on_error or new_db_on_error
for method_name, method_handler in pairs(methods) do
local wrapped_handler = function(self)
self.args = arguments.load({
schema = schema,
request = self.req,
})
return method_handler(self, singletons.db, handler_helpers)
end
methods[method_name] = parse_params(wrapped_handler)
end
app:match(route_path, route_path, app_helpers.respond_to(methods))
end
end
function _M.default_route(self)
local path = self.req.parsed_url.path:match("^(.*)/$")
if path and self.app.router:resolve(path, self) then
return
elseif self.app.router:resolve(self.req.parsed_url.path .. "/", self) then
return
end
return self.app.handle_404(self)
end
function _M.handle_404(self)
return kong.response.exit(404, { message = "Not found" })
end
function _M.handle_error(self, err, trace)
if err then
if type(err) ~= "string" then
err = pl_pretty.write(err)
end
if find(err, "don't know how to respond to", nil, true) then
return kong.response.exit(405, { message = "Method not allowed" })
end
end
ngx.log(ngx.ERR, err, "\n", trace)
-- We just logged the error so no need to give it to responses and log it
-- twice
return kong.response.exit(500, { message = "An unexpected error occurred" })
end
return _M
|
if not modules then modules = { } end modules ['toks-map'] = {
version = 1.001,
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
-- Even more experimental ... this used to be part of toks-ini but as
-- this kind of remapping has not much use it is not loaded in the
-- core. We just keep it here for old times sake.
-- local remapper = { } -- namespace
-- collectors.remapper = remapper
--
-- local remapperdata = { } -- user mappings
-- remapper.data = remapperdata
--
-- function remapper.store(tag,class,key)
-- local s = remapperdata[class]
-- if not s then
-- s = { }
-- remapperdata[class] = s
-- end
-- s[key] = collectordata[tag]
-- collectordata[tag] = nil
-- end
--
-- function remapper.convert(tag,toks)
-- local data = remapperdata[tag]
-- local leftbracket = utfbyte('[')
-- local rightbracket = utfbyte(']')
-- local skipping = 0
-- -- todo: math
-- if data then
-- local t, n = { }, 0
-- for s=1,#toks do
-- local tok = toks[s]
-- local one, two = tok[1], tok[2]
-- if one == 11 or one == 12 then
-- if two == leftbracket then
-- skipping = skipping + 1
-- n = n + 1 ; t[n] = tok
-- elseif two == rightbracket then
-- skipping = skipping - 1
-- n = n + 1 ; t[n] = tok
-- elseif skipping == 0 then
-- local new = data[two]
-- if new then
-- if #new > 1 then
-- for n=1,#new do
-- n = n + 1 ; t[n] = new[n]
-- end
-- else
-- n = n + 1 ; t[n] = new[1]
-- end
-- else
-- n = n + 1 ; t[n] = tok
-- end
-- else
-- n = n + 1 ; t[n] = tok
-- end
-- else
-- n = n + 1 ; t[n] = tok
-- end
-- end
-- return t
-- else
-- return toks
-- end
-- end
|
--!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 - 2019, TBOOX Open Source Group.
--
-- @author ruki
-- @file utils.lua
--
-- load modules
local io = require("base/io")
local os = require("base/os")
local utils = require("base/utils")
local colors = require("base/colors")
local option = require("base/option")
local log = require("base/log")
local try = require("sandbox/modules/try")
local catch = require("sandbox/modules/catch")
local vformat = require("sandbox/modules/vformat")
-- define module
local sandbox_utils = sandbox_utils or {}
-- inherit the public interfaces of utils
for k, v in pairs(utils) do
if not k:startswith("_") and type(v) == "function" then
sandbox_utils[k] = v
end
end
-- print each arguments
function sandbox_utils._print(...)
-- format each arguments
local args = {}
for _, arg in ipairs({...}) do
if type(arg) == "string" then
table.insert(args, vformat(arg))
else
table.insert(args, arg)
end
end
-- print multi-variables with raw lua action
utils._print(unpack(args))
-- write to the log file
log:printv(unpack(args))
end
-- print format string with newline
-- print builtin-variables with $(var)
-- print multi-variables with raw lua action
--
function sandbox_utils.print(format, ...)
-- print format string
if type(format) == "string" and format:find("%", 1, true) then
local args = {...}
try
{
function ()
-- attempt to format message
local message = vformat(format, unpack(args))
-- trace
utils._print(message)
-- write to the log file
log:printv(message)
end,
catch
{
function (errors)
-- print multi-variables with raw lua action
sandbox_utils._print(format, unpack(args))
end
}
}
else
-- print multi-variables with raw lua action
sandbox_utils._print(format, ...)
end
end
-- print format string and the builtin variables without newline
function sandbox_utils.printf(format, ...)
-- init message
local message = vformat(format, ...)
-- trace
utils._iowrite(message)
-- write log to the log file
log:write(message)
end
-- print format string, the builtin variables and colors with newline
function sandbox_utils.cprint(format, ...)
-- init message
local message = vformat(format, ...)
-- trace
utils._print(colors.translate(message))
-- write log to the log file
if log:file() then
log:printv(colors.ignore(message))
end
end
-- print format string, the builtin variables and colors without newline
function sandbox_utils.cprintf(format, ...)
-- init message
local message = vformat(format, ...)
-- trace
utils._iowrite(colors.translate(message))
-- write log to the log file
if log:file() then
log:write(colors.ignore(message))
end
end
-- print the verbose information
function sandbox_utils.vprint(format, ...)
if option.get("verbose") then
sandbox_utils.print(format, ...)
end
end
-- print the verbose information without newline
function sandbox_utils.vprintf(format, ...)
if option.get("verbose") then
sandbox_utils.printf(format, ...)
end
end
-- print the diagnosis information
function sandbox_utils.dprint(format, ...)
if option.get("diagnosis") then
sandbox_utils.print(format, ...)
end
end
-- print the diagnosis information without newline
function sandbox_utils.dprintf(format, ...)
if option.get("diagnosis") then
sandbox_utils.printf(format, ...)
end
end
-- assert
function sandbox_utils.assert(value, format, ...)
-- check
if not value then
if format ~= nil then
os.raiselevel(2, format, ...)
else
os.raiselevel(2, "assertion failed!")
end
end
-- return it
return value
end
-- get user confirm
function sandbox_utils.confirm(opt)
return utils.confirm(opt)
end
-- dump value
-- do not change to a function call to utils.dump since debug.getinfo is called in utils.dump to get caller info
sandbox_utils.dump = utils.dump
-- return module
return sandbox_utils
|
--[[--------------------------------------------------------------------------
--
-- File: UIScrollBar.lua
-- Copyright (c) Ubisoft Entertainment. All rights reserved.
--
-- Project: Ubitoys.Tag
-- Date: Novermber 09, 2010
--
------------------------------------------------------------------------------
--
-- Description: ...
--
----------------------------------------------------------------------------]]
--[[ Dependencies ----------------------------------------------------------]]
require "UI/UIMultiComponent"
require "UI/UIButton"
--[[ Class -----------------------------------------------------------------]]
UTClass.UIScrollBar(UIMultiComponent)
-- default
UIScrollBar.defaultOffset = 24
-- __ctor -------------------------------------------------------------------
function UIScrollBar:__ctor(location, height)
self.location = location or { 0, 0 }
self.height = height or 100
-- up button
self.uiButtonUp = self:AddComponent(UIButton:New(), "uiButtonUp")
self.uiButtonUp.OnAction = function ()
if (self.OnActionUp) then
quartz.framework.audio.loadsound("base:audio/ui/validation.wav")
quartz.framework.audio.loadvolume(game.settings.audio["volume:sfx"])
quartz.framework.audio.playsound()
-- lift
self.currentIndex = math.max(0, self.currentIndex - 1)
self:SetLift(24 + self.currentIndex * self.offset)
if (self.OnActionUp) then self:OnActionUp()
end
end
end
self.uiButtonUp.states = {
[ST_DISABLED] = { texture = "base:texture/ui/components/UIButton_ScrollArrowUp_Disabled.tga" },
[ST_DISABLED + ST_FOCUSED] = { texture = "base:texture/ui/components/UIButton_ScrollArrowUp_Disabled.tga" },
[ST_ENABLED] = { texture = "base:texture/ui/components/UIButton_ScrollArrowUp.tga" },
[ST_ENABLED + ST_FOCUSED] = { texture = "base:texture/ui/components/UIButton_ScrollArrowUp_Focused.tga" },
[ST_ENABLED + ST_CLICKED] = { texture = "base:texture/ui/components/UIButton_ScrollArrowUp_Focused.tga" },
[ST_ENABLED + ST_FOCUSED + ST_CLICKED] = { texture = "base:texture/ui/components/UIButton_ScrollArrowUp__Entered.tga" },
}
self.uiButtonUp.rectangle = { self.location[1], self.location[2], self.location[1] + 24, self.location[2] + 24 }
self.uiButtonUp.opaque = true
self.uiButtonUp.sensitive = true
-- down button
self.uiButtonDown = self:AddComponent(UIButton:New(), "uiButtonDown")
self.uiButtonDown.OnAction = function ()
if (self.OnActionDown) then
quartz.framework.audio.loadsound("base:audio/ui/validation.wav")
quartz.framework.audio.loadvolume(game.settings.audio["volume:sfx"])
quartz.framework.audio.playsound()
-- lift
self.currentIndex = math.min(self.maxIndex, self.currentIndex + 1)
self:SetLift(24 + self.currentIndex * self.offset)
if (self.OnActionDown) then self:OnActionDown()
end
end
end
self.uiButtonDown.states = {
[ST_DISABLED] = { texture = "base:texture/ui/components/UIButton_ScrollArrowDown_Disabled.tga" },
[ST_DISABLED + ST_FOCUSED] = { texture = "base:texture/ui/components/UIButton_ScrollArrowDown_Disabled.tga" },
[ST_ENABLED] = { texture = "base:texture/ui/components/UIButton_ScrollArrowDown.tga" },
[ST_ENABLED + ST_FOCUSED] = { texture = "base:texture/ui/components/UIButton_ScrollArrowDown_Focused.tga" },
[ST_ENABLED + ST_CLICKED] = { texture = "base:texture/ui/components/UIButton_ScrollArrowDown_Focused.tga" },
[ST_ENABLED + ST_FOCUSED + ST_CLICKED] = { texture = "base:texture/ui/components/UIButton_ScrollArrowDown_Entered.tga" },
}
self.uiButtonDown.rectangle = { self.location[1], self.location[2] + self.height, self.location[1] + 24, self.location[2] + self.height + 24 }
self.uiButtonDown.opaque = true
self.uiButtonDown.sensitive = true
-- lift button
self.height = self.height - 24
self.uiButtonLift = self:AddComponent(UIButton:New(), "uiButtonLift")
self.uiButtonLift.OnAction = function ()
end
self.uiButtonLift.states = {
--[[
[ST_DISABLED] = { texture = "base:texture/ui/components/UIButton_ScrollBar_Focused.tga" },
[ST_DISABLED + ST_FOCUSED] = { texture = "base:texture/ui/components/UIButton_ScrollBar_Focused.tga" },
[ST_ENABLED] = { texture = "base:texture/ui/components/UIButton_ScrollBar_Focused.tga" },
[ST_ENABLED + ST_FOCUSED] = { texture = "base:texture/ui/components/UIButton_ScrollBar_Focused.tga" },
[ST_ENABLED + ST_CLICKED] = { texture = "base:texture/ui/components/UIButton_ScrollBar.tga" },
[ST_ENABLED + ST_FOCUSED + ST_CLICKED] = { texture = "base:texture/ui/components/UIButton_ScrollBar.tga" },
--]]
[ST_DISABLED] = { texture = "base:texture/ui/components/UIButton_ScrollBar.tga" },
[ST_DISABLED + ST_FOCUSED] = { texture = "base:texture/ui/components/UIButton_ScrollBar.tga" },
[ST_ENABLED] = { texture = "base:texture/ui/components/UIButton_ScrollBar.tga" },
[ST_ENABLED + ST_FOCUSED] = { texture = "base:texture/ui/components/UIButton_ScrollBar.tga" },
[ST_ENABLED + ST_CLICKED] = { texture = "base:texture/ui/components/UIButton_ScrollBar.tga" },
[ST_ENABLED + ST_FOCUSED + ST_CLICKED] = { texture = "base:texture/ui/components/UIButton_ScrollBar_Focused.tga" },
}
self.refY = nil
self.offset = self.defaultOffset
self.currentIndex = 0
self.maxIndex = 0
self.liftSize = 64
self:SetLift(24)
self.uiButtonLift.opaque = true
self.uiButtonLift.sensitive = true
self.uiButtonLift.direction = DIR_VERTICAL
end
-- __dtor -------------------------------------------------------------------
function UIScrollBar:__dtor()
end
-- Draw ----------------------------------------------------------------------
function UIScrollBar:Draw()
if (self.visible) then
-- draw background
-- quartz.system.drawing.pushcontext()
-- quartz.system.drawing.loadtranslation(self.rectangle[1], self.rectangle[2])
-- quartz.system.drawing.loadtranslation(unpack(self.uiContents.clientRectangle))
-- quartz.system.drawing.loadtranslation(0, UITitledPanel.headerSize)
quartz.system.drawing.loadcolor3f(unpack(UIComponent.colors.white))
quartz.system.drawing.loadtexture("base:texture/ui/components/UIButton_ScrollBg.tga")
quartz.system.drawing.drawtexture(self.location[1] + 3, self.location[2] + 12, self.location[1] + 3 + 18, self.location[2] + 36 + self.height)
--quartz.system.drawing.pop()
end
-- base
UIMultiComponent.Draw(self)
end
-- SetLift -------------------------------------------------------------------
function UIScrollBar:SetLift(pos)
self.uiButtonLift.posY = pos
self.uiButtonLift.rectangle = {
self.location[1],
self.location[2] + self.uiButtonLift.posY,
self.location[1] + 24,
self.location[2] + self.uiButtonLift.posY + self.liftSize
}
end
-- SetSize -------------------------------------------------------------------
function UIScrollBar:SetSize(number, max)
self.maxIndex = math.max(0, number - max)
--self.offset = self.height * 0.1
self.offset = self.height * (1/(number - max + 6))
self.liftSize = math.max(48 + (self.height * 0.05), self.height - self.maxIndex * self.offset)
self.uiButtonLift.rectangle = {
self.location[1],
self.location[2] + self.uiButtonLift.posY,
self.location[1] + 24,
self.location[2] + self.uiButtonLift.posY + self.liftSize
}
if (number <= max) then
self.visible = false
self.uiButtonUp.visible = false
self.uiButtonDown.visible = false
self.uiButtonLift.visible = false
else
self.visible = true
self.uiButtonUp.visible = true
self.uiButtonDown.visible = true
self.uiButtonLift.visible = true
end
end
-- update --------------------------------------------------------------------
function UIScrollBar:Update()
if (self.uiButtonLift and self.uiButtonLift.clicked) then
local mouse = UIManager.stack.mouse.cursor
if (self.refY) then
local pos = mouse.y - self.location[2] - self.refY
pos = math.max(24, pos)
pos = math.min(self.height + 24 - self.liftSize, pos)
-- action
local index = math.floor((self.uiButtonLift.posY - 24) / (self.offset - 0.5))
if (index > self.currentIndex) then
if (self.OnActionDown) then self:OnActionDown()
end
elseif (index < self.currentIndex) then
if (self.OnActionUp) then self:OnActionUp()
end
end
self.currentIndex = index
-- set new pos
self:SetLift(pos)
else
self.refY = mouse.y - self.location[2] - self.uiButtonLift.posY
end
else
self.refY = nil
end
end
|
--- Notes
--- We need to document not just how this works internally
--- but _also_ what events this catches
--- what autocommands we rely on
--- what autocommands we fire off
--- what we interact with
--- Basically everything
local utils = require('netman.utils')
local netman_options = require('netman.options')
local log = utils.log
local notify = utils.notify
local protocol_pattern_sanitizer_glob = '[%%^]?([%w-.]+)[:/]?'
local protocol_from_path_glob = '^([%w-.]+)://'
-- TODO(Mike): Potentially implement auto deprecation/enforcement here?
local _provider_required_attributes = {
'name'
,'protocol_patterns'
,'version'
,'read'
,'write'
,'delete'
,'get_metadata'
}
local _explorer_required_attributes = {
'version'
,'protocol_patterns'
,'explore'
}
local M = {}
M.version = 1.0
M.explorer = nil
M._augroup_defined = false
M._initialized = false
M._setup_commands = false
M._buffer_provider_cache = {
-- Tables that are added to this table should contain the following
-- key,value pairs
-- key: Buffer Index (as string)
-- value: Table with the following key, value pairs
-- key: protocol
-- value: Table with the following key, value pairs
-- provider: required provider from pcall
-- origin_path: original uri used to create this connection
-- protocol: set this to your global (required) name value
-- buffer: set this to nil, it will be set later
-- provider_cache: empty table object
}
M._providers = {
-- Contains key, value pairs as follows
-- key: Protocol (pre glob)
-- value: imported provider
}
M._unitialized_providers = {
-- Contains key, value pairs as follows
-- key: provider name
-- value: reason it is unitilized
}
M._unintialized_explorers = {
-- Contains key, value pairs as follows
-- key: explorer name
-- value: reason it is unitilized
}
M._unclaimed_provider_details = {
}
M._unclaimed_id_table = {
}
local _get_provider_for_path = function(path)
local provider = nil
local protocol = path:match(protocol_from_path_glob)
provider = M._providers[protocol]
if provider == nil then
notify.error("Error parsing path: " .. path .. " -- Unable to establish provider")
return nil, nil
end
log.info("Selecting provider: " .. provider._provider_path .. ':' .. provider.version .. ' for path: ' .. path)
return provider, protocol
end
local _read_as_stream = function(stream)
-- TODO(Mike): Allow for providing the file type
local command = "0append! " .. table.concat(stream, '\n')
log.debug("Generated read stream command: " .. command:sub(1, 30))
return command
end
local _read_as_file = function(file)
-- TODO(Mike): Allow for providing the file type
local origin_path = file.origin_path
local local_path = file.local_path
local unclaimed_id = M._unclaimed_id_table[origin_path]
local claim_command = ''
if unclaimed_id then
claim_command = ' | lua require("netman.api"):_claim_buf_details(vim.fn.bufnr(), "' .. M._unclaimed_id_table[origin_path] .. '")'
end
log.debug("Processing details: ", {origin_path=origin_path, local_path=local_path, unclaimed_id=unclaimed_id})
local command = 'read ++edit ' .. local_path .. ' | set nomodified | filetype detect' .. claim_command
log.debug("Generated read file command: " .. command)
return command
end
local _read_as_explore = function(explore_details)
local sanitized_explore_details = {}
for _, details in ipairs(explore_details.remote_files) do
for _, field in ipairs(netman_options.explorer.FIELDS) do
if details[field] == nil then
log.warn("Explore Details Missing Required Field: " .. field)
end
end
for key, _ in ipairs(details) do
if netman_options.explorer.FIELDS[key] == nil
and netman_options.explorer.METADATA[key] == nil then
log.info("Stripping out " .. key .. " from explore details as it does not conform with netman.options.explorer.FIELDS or netman.options.explorer.METADATA")
details[key] = nil
end
end
table.insert(sanitized_explore_details, details)
end
return {
parent=explore_details.parent,
details=explore_details.remote_files
}
end
local _cache_provider = function(provider, protocol, path)
if M._unclaimed_id_table[path] then
return M._unclaimed_id_table[path], M._unclaimed_provider_details[M._unclaimed_id_table[path]]
end
log.debug("Reaching out to provider: " .. provider._provider_path .. ":" .. provider.version .. " to initialize connection for path: " .. path)
local id = utils.generate_string(10)
local bp_cache_object = {
provider = provider
,protocol = protocol
,local_path = nil
,origin_path = path
,unique_name = ''
,buffer = nil
,provider_cache = {}
}
M._unclaimed_provider_details[id] = bp_cache_object
M._unclaimed_id_table[path] = id
log.debug("Cached provider: " .. provider._provider_path .. ":" .. provider.version .. " for id: " .. id)
return id, M._unclaimed_provider_details[id]
end
--- TODO(Mike): Document me
function M:_get_buffer_cache_object(buffer_index, path)
if buffer_index then
buffer_index = "" .. buffer_index
end
if path == nil then
log.error("No path was provided with index: " .. buffer_index .. '!')
return nil
end
local protocol = path:match(protocol_from_path_glob)
if protocol == nil then
log.error("Unable to parse path: " .. path .. " to get protocol!")
return nil
end
if buffer_index == nil then
local _, provider = _cache_provider(_get_provider_for_path(path), protocol, path)
return provider
end
if M._buffer_provider_cache[buffer_index] == nil then
log.info('No cache table found for index: ' .. buffer_index .. '. Creating one now')
M._buffer_provider_cache[buffer_index] = {}
end
if M._buffer_provider_cache[buffer_index][protocol] == nil then
log.debug("No cache object associated with protocol: " .. protocol .. " for index: " .. buffer_index .. ". Attempting to claim one")
local id = _cache_provider(_get_provider_for_path(path), protocol, path)
return M:_claim_buf_details(buffer_index, id)
else
return M._buffer_provider_cache[buffer_index][protocol]
end
end
function M:_claim_buf_details(buffer_index, details_id)
local unclaimed_object = M._unclaimed_provider_details[details_id]
log.debug("Claiming " .. details_id .. " and associating it with index: " .. buffer_index)
if unclaimed_object == nil then
log.info("Attempted to claim: " .. details_id .. " which doesn't exist...")
return
end
unclaimed_object.buffer = buffer_index
local bp_cache_object = M._buffer_provider_cache["" .. buffer_index]
if bp_cache_object == nil then
M._buffer_provider_cache["" .. buffer_index] = {}
bp_cache_object = M._buffer_provider_cache["" .. buffer_index]
end
local existing_provider = M._buffer_provider_cache["" .. buffer_index][unclaimed_object.protocol]
if existing_provider then
log.info(
"Overriding previous provider: "
.. existing_provider._provider_path
.. ":" .. existing_provider.version
.. " with " .. unclaimed_object.provider.name
.. ":" .. unclaimed_object.provider.version
.. " for index: " .. buffer_index
)
end
M._buffer_provider_cache["" .. buffer_index][unclaimed_object.protocol] = unclaimed_object
log.debug("Claimed " .. details_id .. " and associated it with " .. buffer_index)
M._unclaimed_provider_details[details_id] = nil
M._unclaimed_id_table[unclaimed_object.origin_path] = nil
log.debug("Removed unclaimed details for " .. details_id)
return M._buffer_provider_cache["" .. buffer_index][unclaimed_object.protocol]
end
--- Write is the only entry to writing a buffers contents to a uri
--- Write reaches out to the appropriate provider associated with
--- the write_path. If the buffer does not have a matching
--- provider for the write_path, Write will auto initialize the
--- provider.
--- NOTE: Write is an asynchronous function and will return immediately
--- @param buffer_index integer
--- The index associated with the buffer being saved
--- @param write_path string
--- The string path to save to
--- @return nil
function M:write(buffer_index, write_path)
log.debug("Saving contents of index: " .. buffer_index .. " to " .. write_path)
local provider_details = M:_get_buffer_cache_object(buffer_index, write_path)
log.debug("Pulled details object ", provider_details)
log.info("Calling provider: " .. provider_details.provider._provider_path .. ":" .. provider_details.provider.version .. " to handle write")
-- This should be done asynchronously
provider_details.provider:write(buffer_index, write_path, provider_details.provider_cache)
end
--- Delete will reach out to the relevant provider for the delete_path
--- and call the providers `delete` function
--- @param delete_path string
--- The path to delete
--- @return nil
function M:delete(delete_path)
local provider = _get_provider_for_path(delete_path)
if provider == nil then
notify.error("Unable to delete: " .. delete_path .. ". No provider was found to handle the delete!")
return
end
log.info("Calling provider: " .. provider._provider_path .. ":" .. provider.version .. " to delete " .. delete_path)
provider:delete(delete_path)
end
--- Get Metadata is the function an explorer will call (via the shim) for fetching
--- metadata associated with a URI.
--- @param uri string
--- String path representation to resolve for metadata gathering location
--- @param metadata table
--- An table (as an array) with _valid netman.options.METADATA_ entries
--- @return table
--- A table will be returned. The table will consist of the metadata input table contents
--- as the keys and the metadata associated with the key as the value
function M:get_metadata(uri, metadata)
if not metadata then
metadata = {}
for key, _ in pairs(require('netman.options').explorer.METADATA) do
table.insert(metadata, key)
end
end
if not uri then
notify.error("No uri provided!")
return nil
end
local provider_details = M:_get_buffer_cache_object(nil, uri)
if not provider_details then
log.warn("No provider details returned for " .. uri)
return nil
end
log.debug("Reaching out for metadata ", metadata)
local return_metadata = provider_details.provider:get_metadata(uri, metadata)
log.debug("Removing lingering Cache data for metadata request")
M._unclaimed_provider_details[M._unclaimed_id_table[uri]] = nil
M._unclaimed_id_table[uri] = nil
if not return_metadata then
log.warn("No metadata returned for " .. uri .. '!')
return nil
end
local sanitized_metadata = {}
for metadata_key, metadata_value in pairs(return_metadata) do
if not netman_options.explorer.METADATA[metadata_key] then
log.warn("Metadata Key" .. metadata_key .. ' is not valid. Removing...')
else
sanitized_metadata[metadata_key] = metadata_value
end
end
return sanitized_metadata
end
--- Read is the main entry to resolving a uri and getting the contents
--- asso
--- Read is the main entry to resolving a uri and getting the contents
--- associated with it. Read reaches out to the appropriate provider
--- and retrieves valid contents.
--- Read does _not_ modify any vim buffers, nor does it modify anything
--- underneath the buffer. Modification/Displaying of data is
--- for the calling method to handle based on the return of Read
---@param buffer_index integer:
--- Vim associated integer pointing to the buffer to
--- load to. Useful for retrieving the relevant read cache
---@param path string:
--- The string path to load to resolve and load contents
--- into the buffer at the buffer_index provided
---@return string: the command to run to load the resolved contents from
--- the provided path into the buffer found at the provided buffer_index
-- TODO(Mike): Consider integration with "_claim_buf_details"
function M:read(buffer_index, path)
if not path then
notify.error('No path provided!')
return nil
end
local provider_details = M:_get_buffer_cache_object(buffer_index, path)
local read_data, read_type = provider_details.provider:read(path, provider_details.provider_cache)
if read_type == nil then
log.info("Setting read type to api.READ_TYPE.STREAM")
log.debug("back in my day we didn't have optional return values...")
read_type = netman_options.api.READ_TYPE.STREAM
end
if netman_options.api.READ_TYPE[read_type] == nil then
notify.error("Unable to figure out how to display: " .. path .. '!')
log.warn("Received invalid read type: " .. read_type .. ". This should be either api.READ_TYPE.STREAM or api.READ_TYPE.FILE!")
return nil
end
if read_data == nil then
log.info("Received nothing to display to the user, this seems wrong but I just do what I'm told...")
return
end
if type(read_data) ~= 'table' then
log.warn("Data returned is not in a table. Attempting to make it a table")
log.debug("grumble grumble, kids these days not following spec...")
read_data = {read_data}
end
provider_details.type = read_type
if read_type == netman_options.api.READ_TYPE.STREAM then
log.debug("Getting stream command for path: " .. path)
return _read_as_stream(read_data)
elseif read_type == netman_options.api.READ_TYPE.FILE then
provider_details.unique_name = read_data.unique_name or read_data.local_path
provider_details.local_path = read_data.local_path
log.debug("Setting unique name for path: " .. path .. " to " .. provider_details.unique_name)
log.debug("Getting file command for path: " .. path)
return _read_as_file(read_data)
elseif read_type == netman_options.api.READ_TYPE.EXPLORE then
if not M.explorer then
log.error("No tree explorer loaded!")
return
end
log.debug("Calling explorer to handle path: " .. path)
return M.explorer:explore(_read_as_explore(read_data))
end
log.warn("Mismatched read_type. How on earth did you end up here???")
log.debug("Ya I don't know what you want me to do here chief...")
return nil
end
--- Load Explorer is used to set the current remote explorer to whatever package
--- is associated with `explorer_path`.
--- @param explorer_path string
--- The string path to the explorer to use
--- @param force boolean
--- A boolean to tell us if we should force the use of this explorer or not
--- NOTE: Only respected if the explorer passes validation
--- @return nil
function M:load_explorer(explorer_path, force)
force = force or false
local explorer = require(explorer_path)
log.debug("Validating explorer " .. explorer_path)
local missing_attrs = nil
for _, required_attr in ipairs(_explorer_required_attributes) do
if not explorer[required_attr] then
if missing_attrs then
missing_attrs = missing_attrs .. ', ' .. required_attr
else
missing_attrs = required_attr
end
end
end
if missing_attrs then
log.error("Failed to initialize explorer: " .. explorer_path .. ". Missing the following required attributes (" .. missing_attrs .. ")")
M._unintialized_explorers[explorer_path] = {
reason = "Validation Failure"
,name = explorer_path
,version = "Unknown"
}
return
end
if M.explorer then
log.info("Received new explorer " .. explorer_path .. '. Attempting to override existing explorer ' .. M.explorer._explorer_path)
if explorer_path:find('^netman%.providers') and not force then
log.debug(
"Core explorer: "
.. explorer_path .. ':' .. explorer.version
.. ' attempted to overwrite third party'
.. ' ' .. M.explorer._explorer_path
.. '. Refusing...')
goto continue
end
M._unintialized_explorers[explorer_path] = {
reason = "Overriden by " .. explorer_path .. ":" .. explorer.version
,name = M.explorer._explorer_path
,version = M.explorer.version
}
end
M.explorer = explorer
if M.explorer['init'] then
M.explorer:init()
end
M.explorer._explorer_path = explorer_path
::continue::
end
--- Unoad Provider is a function that is provided to allow a user (developer)
--- to remove a provider from Netman. This is most useful when changes have been
--- made to the provider and you wish to reflect those changes without
--- restarting Neovim
--- @param provider_path string
--- The string path to the provider
--- EG: "netman.provider.ssh"
--- @return nil
function M:unload_provider(provider_path)
log.info("Attempting to unload provider: " .. provider_path)
local status, provider = pcall(require, provider_path)
package.loaded[provider_path] = nil
if not status or provider == true or provider == false then
log.warn("Failed to fetch provider " .. provider_path .. " for unload!")
return
end
if provider.protocol_patterns then
log.info("Disassociating Protocol Patterns and Autocommands with provider: " .. provider_path)
for _, pattern in ipairs(provider.protocol_patterns) do
local _, _, new_pattern = pattern:find(protocol_pattern_sanitizer_glob)
if M._providers[new_pattern] then
log.debug("Removing associated autocommands with " .. new_pattern .. " for provider " .. provider_path)
if not M._unitialized_providers[provider_path] then
M._unitialized_providers[provider_path] = {
reason = "Provider Unloaded"
,name = provider_path
,protocol = table.concat(provider.protocol_patterns, ', ')
,version = provider.version
}
end
M._providers[new_pattern] = nil
vim.api.nvim_command('autocmd! Netman FileReadCmd ' .. new_pattern .. '://*')
vim.api.nvim_command('autocmd! Netman BufReadCmd ' .. new_pattern .. '://*')
vim.api.nvim_command('autocmd! Netman FileWriteCmd ' .. new_pattern .. '://*')
vim.api.nvim_command('autocmd! Netman BufWriteCmd ' .. new_pattern .. '://*')
vim.api.nvim_command('autocmd! Netman BufUnload ' .. new_pattern .. '://*')
end
end
end
local provider_map = {}
for id, provider_details in pairs(M._unclaimed_provider_details) do
if provider_details.provider._provider_path == provider_path then
provider_map[provider_details.origin_path] = id
end
end
if next(provider_map) == nil then
log.info("Removing Provider " .. provider_path .. " from associated buffers")
for uri, id in pairs(provider_map) do
M._unclaimed_id_table[uri] = nil
M._unclaimed_id_table[id] = nil
end
end
return true
end
--- Reload Provider is a developer helper function that is provided for a developer
--- to quickly reload their provider into Netman without having to restart Neovim
--- @param provider_path string
--- The string path to the provider
--- EG: "netman.provider.ssh"
--- @return nil
function M:reload_provider(provider_path)
M:unload_provider(provider_path)
M:load_provider(provider_path)
end
--- Load Provider is what a provider should call
--- (via require('netman.api').load_provider) to load yourself
--- into netman and be utilized for uri resolution in other
--- netman functions.
--- @param provider_path string
--- The string path to the provider
--- EG: "netman.provider.ssh"
--- @return nil
function M:load_provider(provider_path)
local status, provider = pcall(require, provider_path)
log.debug("Attempting to import provider: " .. provider_path, {status=status})
if not status or provider == true or provider == false then
notify.error("Failed to initialize provider: " .. tostring(provider_path) .. ". This is likely due to it not being loaded into neovim correctly. Please ensure you have installed this plugin/provider")
return
end
if provider.protocol_patterns and provider.protocol_patterns == netman_options.protocol.EXPLORE then
log.info("Found explorer " .. provider_path .. ". Attempting load now")
return M:load_explorer(provider_path)
end
provider._provider_path = provider_path
log.info("Validating Provider: " .. provider_path)
local missing_attrs = nil
for _, required_attr in ipairs(_provider_required_attributes) do
if not provider[required_attr] then
if missing_attrs then
missing_attrs = missing_attrs .. ', ' .. required_attr
else
missing_attrs = required_attr
end
end
end
log.info("Validation finished")
if missing_attrs then
log.error("Failed to initialize provider: " .. provider_path .. ". Missing the following required attributes (" .. missing_attrs .. ")")
M._unitialized_providers[provider_path] = {
reason = "Validation Failure"
,name = provider_path
,protocol = "Unknown"
,version = "Unknown"
}
return
end
log.debug("Initializing " .. provider._provider_path .. ":" .. provider.version)
if provider.init then
log.debug("Found init function for provider!")
-- TODO(Mike): Figure out how to load configuration options for providers
local provider_config = {}
local status, valid = pcall(provider.init, provider, provider_config)
if not status or valid ~= true then
log.warn(provider._provider_path .. ":" .. provider.version .. " refused to initialize. Discarding")
M._unitialized_providers[provider_path] = {
reason = "Initialization Failed"
,name = provider_path
,protocol = table.concat(provider.protocol_patterns, ', ')
,version = provider.version
}
return
end
end
for _, pattern in ipairs(provider.protocol_patterns) do
local _, _, new_pattern = pattern:find(protocol_pattern_sanitizer_glob)
log.debug("Reducing " .. pattern .. " down to " .. new_pattern)
if M._providers[new_pattern] then
if pattern:find('^netman%.providers') then
log.debug(
"Core provider: "
.. provider.name
.. ":" .. provider.version
.. " attempted to overwrite third party provider: "
.. M._providers[new_pattern].name
.. ":" .. M._providers[new_pattern].version
.. " for protocol pattern "
.. new_pattern .. ". Refusing...")
M._unitialized_providers[provider._provider_path] = {
reason = "Overriden by " .. M._providers[new_pattern]._provider_path .. ":" .. M._providers[new_pattern].version
,name = provider._provider_path
,protocol = table.concat(provider.protocol_patterns, ', ')
,version = provider.version
}
goto continue
end
log.info("Provider " .. M._providers[new_pattern]._provider_path .. " is being overriden by " .. provider_path)
M._unitialized_providers[M._providers[new_pattern]._provider_path] = {
reason = "Overriden by " .. provider._provider_path .. ":" .. provider.version
,name = provider._provider_path
,protocol = table.concat(provider.protocol_patterns, ', ')
,version = provider.version
}
M._providers[new_pattern] = provider
goto continue
end
M._providers[new_pattern] = provider
local au_commands = {
'autocmd Netman FileReadCmd ' .. new_pattern .. '://* lua require("netman"):read(vim.fn.expand("<amatch>"))'
,'autocmd Netman BufReadCmd ' .. new_pattern .. '://* lua require("netman"):read(vim.fn.expand("<amatch>"))'
,'autocmd Netman FileWriteCmd ' .. new_pattern .. '://* lua require("netman"):write()'
,'autocmd Netman BufWriteCmd ' .. new_pattern .. '://* lua require("netman"):write()'
,'autocmd Netman BufUnload ' .. new_pattern .. '://* lua require("netman.api"):unload(vim.fn.expand("<abuf>"))'
}
if not M._augroup_defined then
vim.api.nvim_command('augroup Netman')
vim.api.nvim_command('autocmd!')
vim.api.nvim_command('augroup END')
M._augroup_defined = true
else
log.debug("Augroup Netman already exists, not recreating augroup")
end
for _, command in ipairs(au_commands) do
log.debug("Setting Autocommand: " .. command)
vim.api.nvim_command(command)
end
::continue::
end
M._unitialized_providers[provider_path] = nil
log.info("Initialized " .. provider_path .. " successfully!")
end
--- Unload will inform relevant providers that a buffer is being
--- closed by the user. This will give the providers a chance
--- to close out any cache information it has associated with the
--- buffer. Additionally, Unload will clear out any cache information
--- associated with the buffer.
--- Note: this will expect the provider to handle whatever it needs
--- asynchronously (IE in the background)
--- Unload is called automatically by an autocommand
--- @param buffer_index string
--- The index of the buffer being closed
--- @return nil
function M:unload(buffer_index)
log.info("Unload for index: " .. buffer_index .. " triggered")
local bp_cache_object = M._buffer_provider_cache["" .. buffer_index]
if bp_cache_object == nil then
return
end
local called_providers = {}
local provider
for _, provider_details in pairs(bp_cache_object) do
provider = provider_details.provider
if called_providers[provider.name] ~= nil then
goto continue
end
called_providers[provider.name] = provider
if provider_details.type == netman_options.api.READ_TYPE.FILE and provider_details.local_path then
utils.run_shell_command('rm ' .. provider_details.local_path)
end
log.info("Processing unload of " .. provider._provider_path .. ":" .. provider.version)
if provider.close_connection ~= nil then
log.debug("Closing connection with " .. provider._provider_path .. ":" .. provider.version)
provider:close_connection(buffer_index, provider_details, bp_cache_object.provider_cache)
end
::continue::
end
M._buffer_provider_cache["" .. buffer_index] = nil
end
function M:dump_info(output_path)
if output_path ~= 'memory' then
---@diagnostic disable-next-line: ambiguity-1
output_path = output_path or "$HOME/" .. utils.generate_string(10)
end
local neovim_details = vim.version()
local headers = {
'----------------------------------------------------'
,"Neovim Version: " .. neovim_details.major .. "." .. neovim_details.minor
,"System: " .. vim.loop.os_uname().sysname
,"Netman Version: " .. M.version
,""
,"Api Contents: " .. vim.inspect(M, {newline="\\n", indent="\\t"})
,">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>"
}
if M.explorer then
table.insert(headers, 'Registered Explorer Details')
table.insert(headers, " " .. M.explorer._explorer_path .. " --version " .. M.explorer.version)
table.insert(headers, '')
end
table.insert(headers, 'Not Registered Explorer Details')
for _, explorer_info in pairs(M._unintialized_explorers) do
table.insert(headers,
" "
.. explorer_info.name
.. " --version "
.. tostring(explorer_info.version)
.. " --reason "
.. explorer_info.reason
)
end
table.insert(headers, '')
table.insert(headers, 'Running Provider Details')
for pattern, provider in pairs(M._providers) do
table.insert(headers, " " .. tostring(provider._provider_path) .. " --pattern " .. pattern .. " --protocol " .. tostring(provider.name) .. " --version " .. tostring(provider.version))
end
table.insert(headers, "")
table.insert(headers, "Not Running Provider Details")
for provider, provider_info in pairs(M._unitialized_providers) do
table.insert(headers,
" "
.. provider
.. " --protocol "
.. tostring(provider_info.name)
.. " --version "
.. tostring(provider_info.version)
.. " --reason "
.. tostring(provider_info.reason)
)
end
table.insert(headers, '----------------------------------------------------')
table.insert(headers, 'Logs:')
table.insert(headers, '')
local log_buffer = nil
for _, buffer in ipairs(vim.api.nvim_list_bufs()) do
if vim.api.nvim_buf_get_option(buffer, 'filetype') ~= 'NetmanLogs' then
goto continue
else
log_buffer = buffer
break
end
::continue::
end
if not log_buffer then
log_buffer = vim.api.nvim_create_buf(true, true)
vim.api.nvim_buf_set_option(log_buffer, 'filetype', 'NetmanLogs')
end
vim.api.nvim_buf_set_option(log_buffer, 'modifiable', true)
vim.api.nvim_set_current_buf(log_buffer)
local logs = utils.generate_session_log(output_path, headers)
vim.api.nvim_buf_set_lines(log_buffer, 0, -1, false, logs)
vim.api.nvim_command('%s%\\\\n%\r%g')
vim.api.nvim_command('%s%\\\\t%\t%g')
vim.api.nvim_buf_set_option(log_buffer, 'modifiable', false)
vim.api.nvim_buf_set_option(log_buffer, 'modified', false)
vim.api.nvim_command('0')
end
function M:init(core_providers)
if M._initialized then
return
end
local _core_providers = require('netman.providers')
core_providers = core_providers or _core_providers
log.info("Initializing Netman API")
for _, provider in ipairs(core_providers) do M:load_provider(provider) end
M._initialized = true
vim.g.netman_api_initialized = true
end
-- I am not super fond of this, but it is how the busted framework
-- says to handle unit testing of internal methods
-- http://olivinelabs.com/busted/#private
---@diagnostic disable-next-line: undefined-global
if _UNIT_TESTING then
M._read_as_stream = _read_as_stream
M._read_as_file = _read_as_file
M._read_as_explore = _read_as_explore
M._get_provider_for_path = _get_provider_for_path
end
M:init()
return M
|
-- import
local EventDispatcherEntity = require 'candy.common.EventDispatcherEntity'
---@class DisplayObject : EventDispatcherEntity
local DisplayObject = CLASS: DisplayObject ( EventDispatcherEntity )
:MODEL {}
function DisplayObject:__init ()
self.prop = self:_createRenderProp ()
self.touchEnabled = true
end
function DisplayObject:_createRenderProp ()
return MOAIGraphicsProp.new ()
end
function DisplayObject:onLoad ()
self:_attachProp ( self:getProp ( 'render' ), '' )
end
---
-- Returns the size.
-- If there is a function that returns a negative getDims.
-- getSize function always returns the size of the positive.
---@return width, height, depth
function DisplayObject:getSize ()
local w, h, d = self:getProp ( 'render' ):getDims ()
w = w or 0
h = h or 0
d = d or 0
return math.abs ( w ), math.abs ( h ), math.abs ( d )
end
---
-- Returns the width.
---@return width
function DisplayObject:getWidth ()
local w, h, d = self:getSize ()
return w
end
---
-- Returns the height.
---@return height
function DisplayObject:getHeight ()
local w, h, d = self:getSize ()
return h
end
---
-- Sets the position.
-- Without depending on the Pivot, move the top left corner as the origin.
---@param left Left position
---@param top Top position
function DisplayObject:setPos ( left, top )
local xMin, yMin, zMin, xMax, yMax, zMax = self:getProp ( 'render' ):getBounds ()
xMin = math.min ( xMin or 0, xMax or 0 )
yMin = math.min ( yMin or 0, yMax or 0 )
local pivX, pivY, pivZ = self:getPiv ()
local locX, locY, locZ = self:getLoc ()
self:getProp ( 'render' ):setLoc ( left + pivX - xMin, top + pivY - yMin, locZ )
end
---
-- Returns the position.
---@return Left
---@return Top
function DisplayObject:getPos ()
local xMin, yMin, zMin, xMax, yMax, zMax = self:getProp ( 'render' ):getBounds ()
xMin = math.min ( xMin or 0, xMax or 0 )
yMin = math.min ( yMin or 0, yMax or 0 )
local pivX, pivY, pivZ = self:getProp ( 'render' ):getPiv ()
local locX, locY, locZ = self:getProp ( 'render' ):getLoc ()
return locX - pivX + xMin, locY - pivY + yMin
end
---
-- Returns the left position.
---@return left
function DisplayObject:getLeft ()
local left, top = self:getPos ()
return left
end
---
-- Set the left position.
---@param value left position.
function DisplayObject:setLeft ( value )
local left, top = self:getPos ()
self:setPos ( value, top )
end
---
-- Returns the top position.
---@return top
function DisplayObject:getTop ()
local left, top = self:getPos ()
return top
end
---
-- Set the top position.
---@param value top position.
function DisplayObject:setTop ( value )
local left, top = self:getPos ()
self:setPos ( left, value )
end
---
-- Returns the right position.
---@return right
function DisplayObject:getRight ()
local left, top = self:getPos ()
local width, height = self:getSize ()
return left + width
end
---
-- Set the right position.
---@param value right position.
function DisplayObject:setRight ( value )
local left, top = self:getPos ()
self:setPos ( value - self:getWidth (), top )
end
---
-- Returns the bottom position.
---@return bottom
function DisplayObject:getBottom ()
local left, top = self:getPos ()
local width, height = self:getSize ()
return top + height
end
---
-- Set the bottom position.
---@param value bottom position.
function DisplayObject:setBottom ( value )
local left, top = self:getPos ()
self:setPos ( left, value - self:getHeight () )
end
---
-- Returns the color.
---@return red, green, blue, alpha
function DisplayObject:getColor ()
local r = self:getProp ( 'render' ):getAttr ( MOAIColor.ATTR_R_COL )
local g = self:getProp ( 'render' ):getAttr ( MOAIColor.ATTR_G_COL )
local b = self:getProp ( 'render' ):getAttr ( MOAIColor.ATTR_B_COL )
local a = self:getProp ( 'render' ):getAttr ( MOAIColor.ATTR_A_COL )
return r, g, b, a
end
---
-- Sets the piv (the anchor around which the object can 'pivot') to the object's center.
function DisplayObject:setPivToCenter ()
local w, h, d = self:getSize ()
local left, top = self:getPos ()
self:getProp ( 'render' ):setPiv ( w / 2, h / 2, 0 )
self:setPos ( left, top )
end
---
-- Returns whether or not the object is currently visible or invisible.
---@return visible
function DisplayObject:getVisible ()
-- return self:getMoaiProp ():getAttr ( MOAIGraphicsProp.ATTR_VISIBLE ) > 0
-- return DisplayObject.__super.isVisible ( self )
return self:getProp ( 'render' ):isVisible ( self )
end
---
-- Sets the visibility.
-- TODO:I avoid the bug of display settings MOAIProp.(2013/05/20 last build)
---@param visible visible
function DisplayObject:setVisible ( visible )
-- DisplayObject.__super.setVisible ( self, visible )
self:getProp ( 'render' ):setVisible ( visible )
self:forceUpdate ()
end
---
-- Sets the object's parent, inheriting its color and transform.
---@param parent Entity | nil parent
function DisplayObject:setParent ( parent )
if self.scene then
self.reparent ( parent )
else
if parent then
if not self.parent then
parent:addChild ( self )
else
self.parent:_detachChildEntity ( self )
parent:addChild ( self )
end
else
local parent0 = self.parent
if parent0 then
parent0.children[ self ] = nil
parent0:_detachChildEntity ( self )
end
end
end
-- if self.parent then
-- self.parent:_detachChildEntity ( self )
-- end
-- self:getMoaiProp ():clearAttrLink ( MOAIColor.INHERIT_COLOR )
-- self:getMoaiProp ():clearAttrLink ( MOAITransform.INHERIT_TRANSFORM )
-- -- Conditions compatibility
-- if MOAIGraphicsProp.INHERIT_VISIBLE then
-- self:getMoaiProp ():clearAttrLink ( MOAIGraphicsProp.INHERIT_VISIBLE )
-- end
-- if parent then
-- parent:addChild ( self )
-- local parentProp = parent:getMoaiProp ()
-- self:getMoaiProp ():setAttrLink ( MOAIColor.INHERIT_COLOR, parentProp, MOAIColor.COLOR_TRAIT )
-- self:getMoaiProp ():setAttrLink ( MOAITransform.INHERIT_TRANSFORM, parentProp, MOAITransform.TRANSFORM_TRAIT )
-- -- Conditions compatibility
-- if MOAIGraphicsProp.INHERIT_VISIBLE then
-- self:getMoaiProp ():setAttrLink ( MOAIGraphicsProp.INHERIT_VISIBLE, parentProp, MOAIGraphicsProp.ATTR_VISIBLE )
-- end
-- end
end
---
-- Set the scissor rect.
---@param scissorRect scissorRect
function DisplayObject:setScissorRect ( scissorRect )
self:getProp ( 'render' ):setScissorRect ( scissorRect )
self.scissorRect = scissorRect
end
function DisplayObject:getProp ( role )
if role == 'render' then
return self.prop
end
return DisplayObject.__super.getProp ( self )
end
return DisplayObject
|
t = {}
local key, value = "index", "value"
t[key] = value
function test()
return t[key]
end
jit("compile", test)
local res = test()
assert(res == value)
--[[
function <../tests/7_OP_GETTABLE.lua:4,6> (5 instructions at 0x83d770)
0 params, 2 slots, 2 upvalues, 0 locals, 1 constant, 0 functions
1 [5] GETTABUP 0 0 -1 ; _ENV "t"
2 [5] GETUPVAL 1 1 ; key
3 [5] GETTABLE 0 0 1
4 [5] RETURN 0 2
5 [6] RETURN 0 1
constants (1) for 0x83d770:
1 "t"
locals (0) for 0x83d770:
upvalues (2) for 0x83d770:
0 _ENV 0 0
1 key 1 0
]]
--[[
ra = R(0);
rb = R(0);
rc = R(1);
ci->u.l.savedpc = &cl->p->code[3];
Y_luaV_gettable(L, rb, rc, ra);
base = ci->u.l.base;
]]
|
RegisterClientScript()
local scale = 0.75
local weapon = ScriptedWeapon({
Cooldown = 0.5,
Scale = scale,
Sprite = "placeholder/baguette.png",
SpriteOrigin = Vec2(40, 20) * scale,
WeaponOffset = Vec2(20, -60) -- This should not be here
})
RegisterClientAssets(weapon.Sprite)
local maxDist = 1000
if (SERVER) then
weapon:OnAsync("attack", function (self)
if (self.GrapplePull or self.GrappleSprite) then
self:Release()
else
self:Launch()
end
end)
weapon:On("switchoff", function (self)
self:Release()
end)
function weapon:Launch()
local startOffset = Vec2(85 * self.Scale, 0)
local startPos = self:ToGlobalPosition(startOffset)
local endPos = startPos + self:GetDirection() * maxDist
local nearestFraction = math.huge
local nearestResult
physics.TraceMultiple(self:GetLayerIndex(), startPos, endPos, function (result)
if (result.fraction < nearestFraction) then
if (result.hitEntity) then
-- Ignore player
if (result.hitEntity == self:GetOwnerEntity()) then
return
end
-- Ignore entities with Passthrough flag
if (result.hitEntity.Passthrough) then
return
end
end
nearestResult = result
nearestFraction = result.fraction
end
end)
if (nearestFraction <= 0.001) then
return
end
local targetEntity
local targetOffset
local duration = 0.5
if (nearestResult) then
targetEntity = nearestResult.hitEntity
targetOffset = targetEntity:ToLocalPosition(nearestResult.hitPos)
duration = duration * nearestResult.fraction
else
targetOffset = endPos
end
self.GrappleSprite = match.CreateEntity({
Type = "entity_grapple_sprite",
LayerIndex = self:GetLayerIndex(),
LifeOwner = self,
Properties = {
duration = duration,
source_entity = self,
source_offset = startOffset,
target_entity = targetEntity or NoEntity,
target_offset = targetOffset
}
})
timer.Sleep(math.floor(duration * 1000))
if (targetEntity and targetEntity:IsValid()) then
self.GrapplePull = match.CreateEntity({
Type = "entity_grapple_pull",
LayerIndex = self:GetLayerIndex(),
LifeOwner = self,
Properties = {
source_entity = self:GetOwnerEntity(),
source_offset = startOffset,
target_entity = targetEntity or NoEntity,
target_offset = targetOffset
}
})
self:SetNextTriggerTime(match.GetMilliseconds())
else
self:Release()
end
end
function weapon:Release()
if (self.GrapplePull and self.GrapplePull:IsValid()) then
self.GrapplePull:Remove()
end
self.GrapplePull = nil
if (self.GrappleSprite and self.GrappleSprite:IsValid()) then
self.GrappleSprite:Retract()
end
self.GrappleSprite = nil
end
end
|
PLoop(function()
namespace "KittyBox.Layout"
-- A time interpolator defines the rate of change of an animation. This allows animations to have non-linear motion, such as acceleration and deceleration.
interface "Interpolator"(function()
-- Maps a value representing the elapsed fraction of an animation to a value that represents the interpolated fraction. This interpolated value is then multiplied by the change in value of an animation to derive the animated value at the current elapsed animation time.
-- Params:input – A value between 0 and 1.0 indicating our current point in the animation where 0 represents the start and 1.0 represents the end
-- Returns:The interpolation value. This value can be more than 1.0 for interpolators which overshoot their targets, or less than 0 for interpolators that undershoot their targets.
__Arguments__{ Number }
function GetInterpolation(self, input)
end
end)
-- An interpolator where the rate of change starts out slowly and and then accelerates.
class "AccelerateInterpolator"(function()
extend "Interpolator"
-- Constructor
-- Params:factor – Degree to which the animation should be eased. Seting factor to 1.0f produces a y=x^2 parabola. Increasing factor above 1.0f exaggerates the ease-in effect (i.e., it starts even slower and ends evens faster)
__Arguments__{ Number/1 }
function __ctor(self, factor)
self.__factor = factor
self.__doubleFactor = 2 * factor
end
function GetInterpolation(self, input)
if self.__factor == 1 then
return input * input
else
return input ^ self.__doubleFactor
end
end
end)
-- An interpolator where the rate of change starts and ends slowly but accelerates through the middle
class "AccelerateDecelerateInterpolator"(function()
extend "Interpolator"
function GetInterpolation(self, input)
return cos(((input + 1) * math.pi) / 2) + 0.5
end
end)
-- An interpolator where the rate of change starts out quickly and and then decelerates.
class "DecelerateInterpolator"(function()
extend "Interpolator"
-- Params:factor – Degree to which the animation should be eased. Setting factor to 1.0f produces an upside-down y=x^2 parabola. Increasing factor above 1.0f exaggerates the ease-out effect (i.e., it starts even faster and ends evens slower).
__Arguments__{ Number/1 }
function __ctor(self, factor)
self.__factor = factor
end
function GetInterpolation(self, input)
if self.__factor == 1 then
return 1 - (1 - input) * (1 - input)
else
return 1 - (1 - input) ^ (2 * self.__factor)
end
end
end)
end)
|
-- This code is under copyright, and is bound to the agreement stated in the EULA.
-- Any 3rd party content has been used as either public domain or with permission.
-- © Copyright 2014-2018 Aritz Beobide-Cardinal All rights reserved.
ARCBank = ARCBank or {}
function ARCBank.Msg(msg)
if ARCBank.Settings && ARCBank.Settings.name then
Msg(ARCBank.Settings.name..": "..tostring(msg).."\n")
else
Msg("ARCBank: "..tostring(msg).."\n")
end
if ARCBank.LogFileWritten then
file.Append(ARCBank.LogFile, os.date("%Y-%m-%d %H:%M:%S").." > "..tostring(msg).."\r\n")
end
end
ARCBank.Msg("Running...\n ____ ____ _ ___ ___ ____ ____ ____ ____ _ _ ____ ____ ___ ____ _ _ _ _ _ _ _ ____ \n |__| |__/ | | / | |__/ |__| | |_/ |___ |__/ |__] |__| |\\ | |_/ | |\\ | | __ \n | | | \\ | | /__ |___ | \\ | | |___ | \\_ |___ | \\ |__] | | | \\| | \\_ | | \\| |__] \n")
ARCBank.Msg(table.Random({"I'm going to run out of letters in the alphabet if I keep these patches up!","Product of BlueStone Technological Enterprises Inc. (Even before that company existed)","Sometimes I wonder when this chapter of my life is going to end.","I am embarrassed to say that there was a bug from v1.0 to v1.3 that made arguably one of the most important settings useless...","Eh, ARCLoad was a paranoid idiot's dream anyway...","Super fukin' Sexy edition!","The most realistic ATM system you'll ever see!","Wohoo! Manual Updates!","...I can never get a vacation...","I love you.","Isn't this amazing?","That's one fiiiine addon you got there!","Update, Update, Update!","You can ACTUALLY use an ATM!","Fixin' Bugs!"}))
ARCBank.Msg("© Copyright 2014-2018 Aritz Beobide-Cardinal (ARitz Cracker) All rights reserved.")
ARCBank.Features = {}
ARCBank.Features["hackapi"] = true
ARCBank.Update = "May 15th 2018"
ARCBank.Version = "1.4.3h"
ARCBank.About = [[
*** ARitz Cracker Bank ***
© Copyright Aritz Beobide-Cardinal 2014-2018
All rights reserved.
If you're having any trouble, please visit:
www.aritzcracker.ca
Coding, Models, and Custom textures by:
* Aritz Beobide-Cardinal (ARitz Cracker) (STEAM_0:0:18610144)
ATM Model by:
* [Whatever his name is this week] (STEAM_0:1:34654275)
Translations:
* Go to github.com/ARitz-Cracker/aritzcracker-addon-translations
* You can see everyone who helped out with translations by pressing the "contributors" tab!
ALPHA Testers:
* Noddy (Senior Crayfish)
* Dr Fetus
* Quinn50
* Toogit
* Pookie
* Shadow
* HomelessGoomba
* Foohy
* Teh Neon
* Gm Matsilagi
* Ryuken Ishida
* Drew dawg 2000
* Slashll
* UTNerd24
Guinea Pigs
* Ventz - Thanks for letting me test future ARCBank updates on your Civil Gamers community.
Special Thanks:
* Everyone who participated in the public BETA by buying ARCBank before March 31st 2014.
* All my great customers, and my future customers.
* Noddy (Senior Crayfish) - For inspiring me to create this and place this on CoderHire.
* My family - For supporting me.
* Snow Lou - I wouldn't be who I am without you.
* You - For supporting me by using this addon
Originally made for:
Vortex Gaming
]]
-- TRANSACTION TYPES
ARCBANK_TRANSACTION_WITHDRAW_OR_DEPOSIT = 1 -- Withdraw/deposit
ARCBANK_TRANSACTION_TRANSFER = 2 -- Transfer
ARCBANK_TRANSACTION_INTEREST = 4 -- Interest
ARCBANK_TRANSACTION_UPGRADE = 8 -- Upgrade
ARCBANK_TRANSACTION_DOWNGRADE = 16 -- Downgrade
ARCBANK_TRANSACTION_GROUP_ADD = 32 -- Add member
ARCBANK_TRANSACTION_GROUP_REMOVE = 64 -- Remove member
ARCBANK_TRANSACTION_CREATE = 128 -- Create
ARCBANK_TRANSACTION_DELETE = 256 -- Delete
ARCBANK_TRANSACTION_SALARY = 512
ARCBANK_TRANSACTION_OTHER = 32768
ARCBANK_TRANSACTION_EVERYTHING = 65535 -- everything
-- PERMISSIONS
ARCBANK_PERMISSIONS_READ = 1
ARCBANK_PERMISSIONS_READ_LOG = 2
ARCBANK_PERMISSIONS_DEPOSIT = 4
ARCBANK_PERMISSIONS_WITHDRAW = 8
ARCBANK_PERMISSIONS_TRANSFER = 16
ARCBANK_PERMISSIONS_RANK = 32
ARCBANK_PERMISSIONS_MEMBERS = 64
ARCBANK_PERMISSIONS_CREATE = 128
ARCBANK_PERMISSIONS_OTHER = 32768
ARCBANK_PERMISSIONS_EVERYTHING = 65535 -- everything
--TRANSACTION ERRORS
ARCBANK_ERRORSTRINGS = {}
ARCBANK_ERROR_DOWNLOADING = -2
ARCBANK_ERROR_ABORTED = -1
ARCBANK_ERROR_NONE = 0
ARCBANK_NO_ERROR = 0
ARCBANK_ERROR_NIL_ACCOUNT = 1
ARCBANK_ERROR_NO_ACCESS = 2
ARCBANK_ERROR_NO_CASH = 3
ARCBANK_ERROR_NO_CASH_PLAYER = 4
ARCBANK_ERROR_PLAYER_FOREVER_ALONE = 5
ARCBANK_ERROR_NIL_PLAYER = 6
ARCBANK_ERROR_DUPE_PLAYER = 7
ARCBANK_ERROR_TOO_MUCH_CASH = 8
ARCBANK_ERROR_DEBT = 9
ARCBANK_ERROR_BUSY = 10
ARCBANK_ERROR_TIMEOUT = 11
ARCBANK_ERROR_READ_FAILURE = 12
ARCBANK_ERROR_INVALID_PIN = 13
ARCBANK_ERROR_CHUNK_MISMATCH = 14
ARCBANK_ERROR_CHUNK_TIMEOUT = 15
ARCBANK_ERROR_WRITE_FAILURE = 16
ARCBANK_ERROR_EXPLOIT = 17
ARCBANK_ERROR_DOWNLOAD_FAILED = 18
ARCBANK_ERROR_CORRUPT_ACCOUNT = 19
ARCBANK_ERROR_DEADLOCK = 20
ARCBANK_ERROR_ENTITY_NO_ACCESS = 21
ARCBANK_ERROR_LOG_EMPTY = 22
--CREATION ERRORS
ARCBANK_ERROR_NAME_DUPE = 32
ARCBANK_ERROR_NAME_TOO_LONG = 33
ARCBANK_ERROR_INVALID_NAME = 34
ARCBANK_ERROR_UNDERLING = 35
ARCBANK_ERROR_INVALID_RANK = 36
ARCBANK_ERROR_TOO_MANY_ACCOUNTS = 37
ARCBANK_ERROR_TOO_MANY_PLAYERS = 38
ARCBANK_ERROR_DELETE_REFUSED = 39
--OTHER ERRORS
ARCBANK_ERROR_NOT_LOADED = -127
ARCBANK_ERROR_UNKNOWN = -128
ARCBANK_ERRORBITRATE = 8
--ACCOUNTS
ARCBANK_ACCOUNTSTRINGS = {}
ARCBANK_PERSONALACCOUNTS_ = 0
ARCBANK_ACCOUNTSTRINGS[0] = "invalid" --These are internally handled by the ARCBank system, do not edit these.
ARCBANK_PERSONALACCOUNTS_STANDARD = 1
ARCBANK_ACCOUNTSTRINGS[1] = "standard"
ARCBANK_PERSONALACCOUNTS_BRONZE = 2
ARCBANK_ACCOUNTSTRINGS[2] = "bronze"
ARCBANK_PERSONALACCOUNTS_SILVER = 3
ARCBANK_ACCOUNTSTRINGS[3] = "silver"
ARCBANK_PERSONALACCOUNTS_GOLD = 4
ARCBANK_ACCOUNTSTRINGS[4] = "gold"
ARCBANK_GROUPACCOUNTS_ = 5
ARCBANK_ACCOUNTSTRINGS[5] = "group_invalid"
ARCBANK_GROUPACCOUNTS_STANDARD = 6
ARCBANK_ACCOUNTSTRINGS[6] = "group_standard"
ARCBANK_GROUPACCOUNTS_PREMIUM = 7
ARCBANK_ACCOUNTSTRINGS[7] = "group_premium"
ARCBANK_ACCOUNTBITRATE = 4
ARCBank.Msg("Version: "..ARCBank.Version)
ARCBank.Msg("Updated on: "..ARCBank.Update)
if SERVER then
resource.AddWorkshop( "200318235" )
function ARCBank.MsgCL(ply,msg)
--net.Start( "ARCBank_Msg" )
--net.WriteString( msg )
if !IsValid(ply) || !ply:IsPlayer() then
ARCBank.Msg(tostring(msg))
else
if ARCBank.Settings && ARCBank.Settings.name then
ply:PrintMessage( HUD_PRINTTALK, ARCBank.Settings.name..": "..tostring(msg))
else
ply:PrintMessage( HUD_PRINTTALK, "ARCBank: "..tostring(msg))
end
--net.Send(ply)
end
end
--hook.Add( "ARCLoad_OnLoaded", "ARCBank Load", function(loaded) ARCBank.Load() end )
end
return "ARCBank","ARCBank",{"arclib"}
|
setProperty('timeBarBG.visible', false);
setProperty('timeBar.visible', false);
For Source:
In PlayState (1.5.2) on line 898:
timeBarBG.visible = false;
And in line 910:
timeBar.visible = showTime;
|
for i = 1,2000 do
NodeAdd("Item", "item"..i, "{\"name\":".."\"item"..i.."\"}")
end
for i = 1,100000 do
NodeAdd("Person", "person"..i, "{\"username\":".."\"person"..i.."\"}")
for j = 1,100 do
RelationshipAdd("LIKES", "Person", "person"..i, "Item", "item"..math.random(2000), "{\"weight\":"..10 * math.random().."}")
end
end
NodeTypesGetCountByType("Item"), NodeGet("Item", "item1"), NodeTypesGetCountByType("Person"), NodeGet("Person", "person1"), RelationshipTypesGetCountByType("LIKES")
|
require 'nn'
require 'torch'
require 'optim'
require 'cutorch'
require 'cunn'
require 'hdf5'
require 'misc.OuterProd'
cjson=require('cjson')
-------------------------------------------------------------------------------
-- Input arguments and options
-------------------------------------------------------------------------------
cmd = torch.CmdLine()
cmd:text()
cmd:text('Evaluate the Answer Predictor (AP) module in GVQA')
cmd:text()
cmd:text('Options')
-- Data input settings
cmd:option('-input_data_folder','processed_inputs/','path to the data folder')
cmd:option('-input_question_classifier_output','predictions/question_classifier_results.h5', 'path to file containing yes no output')
cmd:option('-input_h5','processed_question_for_vv_and_ap.h5','path to the h5file containing the image feature for train')
cmd:option('-input_json','input_json_for_vcc.json','path to json file containing information about alignment between acp and vcc clusters')
cmd:option('-input_h5_acp_test', 'predictions/acp_results.h5', 'path to the h5file containing the acp predictions for test')
cmd:option('-input_h5_vcc_test', 'predictions/vcc_results.h5', 'path to the h5file containing the vcc predictions for test')
cmd:option('-input_json_orig','input_json_for_vv_and_ap.json','path to the json file containing additional info and vocab')
cmd:option('-model_path', 'models/', 'path to folder containing different models')
cmd:option('-model_name', 'model_ap.t7', 'name of the model checkpoint to initialize model weights from. Empty = don\'t')
cmd:option('-out_path', 'predictions/', 'path to save output json file')
cmd:option('-num_visual_concepts', 1958, 'size of fc1') -- change this depending on which VCC is being used
-- Model parameter settings
cmd:option('-batch_size', 1024,'batch_size for each iterations')
cmd:option('-num_answer_clusters', 50, 'size of fc1')
cmd:option('-combine_acp_vcc', 'pointwise', 'how to combine acp and vcc features. concat, pointwise, outerprod, concat_pointwise')
cmd:option('-reduce_vcc', 0, 'whether to reduce vcc (1) or not (0) before performing outerprod')
cmd:option('-reduced_vcc_size', 100, 'size of the reduced vcc for outer product with acp')
cmd:option('-num_last_fc_outerprod', 2, 'number of fc after outerprod')
cmd:option('-outerprod_fc1_size', 2000, 'size of the first hidden layer after outerprod')
cmd:option('-num_last_fc_concat', 2, 'number of fc after concatenation')
cmd:option('-concat_fc1_size', 1500, 'size of the first hidden layer after concatenation')
cmd:option('-concat_fc2_size', 1000, 'size of the second hidden layer after concatenation')
cmd:option('-num_acp_embed_fc', 2, 'number of fc for embedding acp')
cmd:option('-acp_embed_fc1_size', 512, 'size of fc1 for embedding acp')
cmd:option('-acp_embed_fc2_size', 1024, 'size of fc1 for embedding acp')
cmd:option('-num_last_fc', 3, 'number of fc after pointwise multiplication')
cmd:option('-fc1_non_yes_no_ans_size', 1000, 'size of fc1 for answering module for non yes no')
cmd:option('-fc2_non_yes_no_ans_size', 1000, 'size of fc1 for answering module for non yes no')
cmd:option('-num_output_non_yes_no', 998, 'number of output answers for non yes no')
-- Miscellaneous
cmd:option('-backend', 'cudnn', 'nn|cudnn')
cmd:option('-gpuid', 0, 'which gpu to use. -1 = use CPU')
cmd:option('-seed', 123, 'random number generator seed to use')
cmd:option('-num_ques', -1, 'number of questions to use')
opt = cmd:parse(arg)
print(opt)
torch.manualSeed(opt.seed)
torch.setdefaulttensortype('torch.FloatTensor') -- for CPU
require 'misc.RNNUtils'
if opt.gpuid >= 0 then
require 'cutorch'
require 'cunn'
if opt.backend == 'cudnn' then require 'cudnn' end
cutorch.manualSeed(opt.seed)
cutorch.setDevice(opt.gpuid + 1)
end
----------------------------------------------------------------------
-- Loading Dataset
----------------------------------------------------------------------
local map = {}
local file = io.open(opt.input_data_folder .. opt.input_json_orig, 'r')
local text = file:read()
file:close()
json_file_orig = cjson.decode(text)
map['new_to_old_ans_label_non_yes_no'] = json_file_orig['new_to_old_ans_label_non_yes_no']
map['ix_to_ans'] = json_file_orig['ix_to_ans']
json_file_orig = nil
local file = io.open(opt.input_data_folder .. opt.input_json, 'r')
local text = file:read()
file:close()
input_json_file = cjson.decode(text)
print('DataLoader loading h5 file: ', opt.input_h5)
local dataset = {}
print('DataLoader loading yes no classifier output')
local h5_file = hdf5.open(opt.input_question_classifier_output, 'r')
local yes_no_out_qids = h5_file:read('/qids'):all()
local yes_no_out_pred = h5_file:read('/pred'):all()
h5_file:close()
local h5_file = hdf5.open(opt.input_data_folder .. opt.input_h5, 'r')
local y_test_non_yes_no = h5_file:read('/answers_test_non_yes_no'):all()
local qids_test_non_yes_no = h5_file:read('/question_id_test_non_yes_no'):all()
local y_test_yes_no = h5_file:read('/answers_test_yes_no'):all()
local qids_test_yes_no = h5_file:read('/question_id_test_yes_no'):all()
for i = 1, y_test_yes_no:size(1) do
y_test_yes_no[i] = opt.num_output_non_yes_no + 1
end
local num_yes_no = y_test_yes_no:size(1)
local num_non_yes_no = y_test_non_yes_no:size(1)
local num_total = num_non_yes_no + num_yes_no
dataset['y_test'] = torch.IntTensor(num_total)
dataset['qids_test'] = torch.IntTensor(num_total)
for i = 1, num_total do
if i > num_yes_no then
dataset['y_test'][i] = y_test_non_yes_no[i - num_yes_no]
dataset['qids_test'][i] = qids_test_non_yes_no[i - num_yes_no]
else
dataset['y_test'][i] = y_test_yes_no[i]
dataset['qids_test'][i] = qids_test_yes_no[i]
end
end
h5_file:close()
local h5_file = hdf5.open(opt.input_h5_acp_test, 'r')
dataset['x_acp_test'] = h5_file:read('/cluster_ids'):all()
local qids_acp_test = h5_file:read('/qids'):all()
h5_file:close()
local h5_file = hdf5.open(opt.input_h5_vcc_test, 'r')
dataset['x_vcc_test'] = h5_file:read('/visual_concept_scores'):all()
local qids_vcc_test = h5_file:read('/qids'):all()
h5_file:close()
---------
print('fetching non yes-no data')
function align_data(data, data_qids, ref, ref_qids)
local qids_to_idx = {}
for i = 1, data_qids:size(1) do
qids_to_idx[data_qids[i]] = i
end
local des_inds = {}
local num_data_points = ref_qids:size(1)
local count = 0
for i = 1, num_data_points do
if ref[i] == 0 then
count = count + 1
des_inds[count] = qids_to_idx[ref_qids[i]]
end
end
des_inds = torch.LongTensor(des_inds)
aligned_data = data:index(1, des_inds)
return aligned_data
end
dataset['x_acp_test'] = align_data(dataset['x_acp_test'], qids_acp_test, yes_no_out_pred, yes_no_out_qids)
dataset['x_vcc_test'] = align_data(dataset['x_vcc_test'], qids_vcc_test, yes_no_out_pred, yes_no_out_qids)
dataset['y_test'] = align_data(dataset['y_test'], dataset['qids_test'], yes_no_out_pred, yes_no_out_qids)
dataset['qids_test'] = align_data(dataset['qids_test'], dataset['qids_test'], yes_no_out_pred, yes_no_out_qids)
------
print('passing x_acp through softmax')
dataset['x_acp_test'] = nn.SoftMax():forward(dataset['x_acp_test'])
local num_test = dataset['qids_test']:size(1)
function align_acp(acp_features, visual_concept_to_cluster_label, num_visual_concepts)
aligned_acp_features = torch.Tensor(acp_features:size(1), num_visual_concepts)
for i = 1, acp_features:size(1) do
for j = 1, num_visual_concepts do
aligned_acp_features[i][j] = acp_features[i][visual_concept_to_cluster_label[j]]
end
end
return aligned_acp_features
end
print("aligning acp feature vector as per vcc")
local num_visual_concepts = opt.num_visual_concepts
print("creating mapping")
local visual_concept_to_cluster_label = {}
for j = 1, num_visual_concepts do
local visual_concept = input_json_file['ix_to_visual_concepts'][tostring(j)]
local cluster_label = input_json_file['visual_concept_to_cluster_labels'][visual_concept] + 1 -- because in the json file, clusters are 0-indexed
visual_concept_to_cluster_label[j] = cluster_label
end
print("aligning")
dataset['x_acp_test'] = align_acp(dataset['x_acp_test'], visual_concept_to_cluster_label, num_visual_concepts)
collectgarbage()
------------------------------------------------------------------------
-- Design Parameters and Network Definitions
------------------------------------------------------------------------
print('Building the model...')
-- answering module for non yes/no
if opt.combine_acp_vcc == 'pointwise' then
if opt.num_last_fc == 1 then
model = nn.Sequential()
:add(nn.CMulTable())
:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.num_visual_concepts, opt.num_output_non_yes_no))
elseif opt.num_last_fc == 2 then
model = nn.Sequential()
:add(nn.CMulTable())
:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.num_visual_concepts, opt.fc1_non_yes_no_ans_size))
:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.fc1_non_yes_no_ans_size, opt.num_output_non_yes_no))
elseif opt.num_last_fc == 3 then
model = nn.Sequential()
:add(nn.CMulTable())
:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.num_visual_concepts, opt.fc1_non_yes_no_ans_size))
:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.fc1_non_yes_no_ans_size, opt.fc2_non_yes_no_ans_size))
:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.fc2_non_yes_no_ans_size, opt.num_output_non_yes_no))
end
elseif opt.combine_acp_vcc == 'concat' then
if opt.num_last_fc == 2 then
model = nn.Sequential()
:add(nn.JoinTable(1,1))
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.num_visual_concepts+opt.num_answer_clusters, opt.concat_fc2_size))
:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.concat_fc2_size, opt.num_output_non_yes_no))
elseif opt.num_last_fc == 3 then
model = nn.Sequential()
:add(nn.JoinTable(1,1))
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.num_visual_concepts+opt.num_answer_clusters, opt.concat_fc1_size))
:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.concat_fc1_size, opt.concat_fc2_size))
:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.concat_fc2_size, opt.num_output_non_yes_no))
end
elseif opt.combine_acp_vcc == 'concat_pointwise' then
if opt.num_acp_embed_fc == 2 then
non_yes_no_embed_acp = nn.Sequential()
:add(nn.Linear(opt.num_answer_clusters, opt.acp_embed_fc2_size))
:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.acp_embed_fc2_size, opt.num_visual_concepts))
:add(nn.Tanh())
:add(nn.Dropout(0.5))
elseif opt.num_acp_embed_fc == 3 then
non_yes_no_embed_acp = nn.Sequential()
:add(nn.Linear(opt.num_answer_clusters, opt.acp_embed_fc1_size))
:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.acp_embed_fc1_size, opt.acp_embed_fc2_size))
:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.acp_embed_fc2_size, opt.num_visual_concepts))
:add(nn.Tanh())
:add(nn.Dropout(0.5))
end
non_yes_no_embed_vcc = nn.Sequential()
:add(nn.Identity())
non_yes_no_embed_combined = nn.ParallelTable()
:add(non_yes_no_embed_acp)
:add(non_yes_no_embed_vcc)
pointwise_net = nn.Sequential()
:add(non_yes_no_embed_combined)
:add(nn.CMulTable())
:add(nn.Dropout(0.5))
concat_net = nn.ConcatTable()
:add(nn.SelectTable(1))
:add(pointwise_net)
:add(nn.SelectTable(2))
model = nn.Sequential()
:add(concat_net)
if opt.num_last_fc == 2 then
model:add(nn.JoinTable(1,1))
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.num_visual_concepts+opt.num_answer_clusters+opt.num_visual_concepts, opt.concat_fc2_size))
:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.concat_fc2_size, opt.num_output_non_yes_no))
elseif opt.num_last_fc == 3 then
model:add(nn.JoinTable(1,1))
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.num_visual_concepts+opt.num_answer_clusters+opt.num_visual_concepts, opt.concat_fc1_size))
:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.concat_fc1_size, opt.concat_fc2_size))
:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.concat_fc2_size, opt.num_output_non_yes_no))
end
elseif opt.combine_acp_vcc == 'outerprod' then
embed_acp = nn.Sequential()
:add(nn.Identity())
if opt.reduce_vcc == 1 then
embed_vcc = nn.Sequential()
:add(nn.Linear(opt.num_visual_concepts, opt.reduced_vcc_size))
:add(nn.Tanh())
:add(nn.Dropout(0.5))
else
embed_vcc = nn.Sequential()
:add(nn.Identity())
end
embed_combined = nn.ParallelTable()
:add(embed_acp)
:add(embed_vcc)
model = nn.Sequential()
:add(embed_combined)
:add(nn.OuterProd())
:add(nn.View(-1):setNumInputDims(2)) -- convert the outerproduct matrix to vector
:add(nn.Dropout(0.5))
if opt.num_last_fc_outerprod == 1 then
if opt.reduce_vcc == 1 then
model:add(nn.Linear(opt.num_answer_clusters*opt.reduced_vcc_size, opt.num_output_non_yes_no))
else
model:add(nn.Linear(opt.num_answer_clusters*opt.num_visual_concepts, opt.num_output_non_yes_no))
end
elseif opt.num_last_fc_outerprod == 2 then
if opt.reduce_vcc == 1 then
model:add(nn.Linear(opt.num_answer_clusters*opt.reduced_vcc_size, opt.outerprod_fc1_size))
else
model:add(nn.Linear(opt.num_answer_clusters*opt.num_visual_concepts, opt.outerprod_fc1_size))
end
model:add(nn.Tanh())
:add(nn.Dropout(0.5))
:add(nn.Linear(opt.outerprod_fc1_size, opt.num_output_non_yes_no))
end
end
if opt.gpuid >= 0 then
print('shipped data function to cuda...')
model = model:cuda()
end
-- setting to evaluation
model:evaluate()
model_w, model_dw = model:getParameters()
-- loading the model
model_param = torch.load(opt.model_path .. opt.model_name)
model_w:copy(model_param['model_w'])
function dataset:next_batch_test(s, e)
local batch_size = e - s + 1
local qinds = torch.LongTensor(batch_size):fill(0)
for i = 1, batch_size do
qinds[i] = s+i-1
end
fv_acp_test = dataset['x_acp_test']:index(1,qinds)
fv_vcc_test = dataset['x_vcc_test']:index(1,qinds)
-- ship to gpu
if opt.gpuid >= 0 then
fv_acp_test = fv_acp_test:cuda()
fv_vcc_test = fv_vcc_test:cuda()
end
return fv_acp_test, fv_vcc_test
end
function forward(s, e)
-- get a batch
local fv_acp, fv_vcc = dataset:next_batch_test(s, e)
-- model forward pass
local scores = model:forward({fv_acp, fv_vcc})
return scores:double()
end
function writeAll(file,data)
local f = io.open(file, "w")
f:write(data)
f:close()
end
function saveJson(fname,t)
return writeAll(fname,cjson.encode(t))
end
-----------------------------------------------------------------------
-- Do Prediction
-----------------------------------------------------------------------
num_testing_points = dataset['x_acp_test']:size(1)
gt_ind = dataset['y_test']
qids = dataset['qids_test']
pred_scores = torch.Tensor(num_testing_points, opt.num_output_non_yes_no)
for i = 1, num_testing_points, opt.batch_size do
xlua.progress(i, num_testing_points)
r = math.min(i + opt.batch_size - 1, num_testing_points)
pred_scores[{{i, r},{}}] = forward(i, r)
end
_, pred_ind = pred_scores:max(2)
paths.mkdir(opt.out_path)
myFile = hdf5.open(opt.out_path .. 'ap_results.h5', 'w')
myFile:write('/pred_scores', pred_scores)
myFile:close()
acc = 100*torch.sum(torch.eq(pred_ind:int(), gt_ind))/num_testing_points
response = {}
print(qids:size())
for i = 1, num_testing_points do
local old_ans_label = map['new_to_old_ans_label_non_yes_no'][tostring(pred_ind[{i, 1}])]
table.insert(response, {question_id = qids[i], answer = map['ix_to_ans'][tostring(old_ans_label)]})
end
saveJson(opt.out_path .. 'ap_results.json', response)
print("1/0 accuracy is " .. acc)
|
local K, C = unpack(select(2, ...))
if not (C["Skins"].DBM and K.CheckAddOnState("DBM-Core") and K.CheckAddOnState("DBM-StatusBarTimers") and K.CheckAddOnState("DBM-DefaultSkin")) then
return
end
--local DBMFont = K.GetFont(C["Skins"].Font)
--local DBMTexture = K.GetTexture(C["Skins"].Texture)
local _G = _G
local CreateFrame = _G.CreateFrame
local hooksecurefunc = _G.hooksecurefunc
local DBM_Skin = CreateFrame("Frame")
DBM_Skin:RegisterEvent("ADDON_LOADED")
DBM_Skin:RegisterEvent("PLAYER_ENTERING_WORLD")
DBM_Skin:SetScript("OnEvent", function(_, event)
if event == "PLAYER_ENTERING_WORLD" then
local function SkinBars(self)
for bar in self:GetBarIterator() do
if not bar.injected then
hooksecurefunc(bar, "Update", function()
local sparkEnabled = bar.owner.options.Style ~= "BigWigs" and bar.owner.options.Spark
if not sparkEnabled then return end
local spark = _G[bar.frame:GetName().."BarSpark"]
spark:SetSize(12, bar.owner.options.Height * 3/2 - 2)
local a, b, c, d = spark:GetPoint()
spark:SetPoint(a, b, c, d, 0)
end)
hooksecurefunc(bar, "ApplyStyle", function()
local frame = bar.frame
local tbar = _G[frame:GetName().."Bar"]
local icon1 = _G[frame:GetName().."BarIcon1"]
local icon2 = _G[frame:GetName().."BarIcon2"]
local name = _G[frame:GetName().."BarName"]
local timer = _G[frame:GetName().."BarTimer"]
if not icon1.overlay then
icon1.overlay = CreateFrame("Frame", "$parentIcon1Overlay", tbar)
icon1.overlay:CreateShadow()
icon1.overlay:SetFrameLevel(0)
icon1.overlay:SetPoint("BOTTOMRIGHT", frame, "BOTTOMLEFT", -4, 0)
icon1.overlay.background = icon1.overlay:CreateTexture(nil, "BORDER")
icon1.overlay.background:SetAllPoints()
icon1.overlay.background:SetColorTexture(C["Media"].BackdropColor[1], C["Media"].BackdropColor[2], C["Media"].BackdropColor[3], C["Media"].BackdropColor[4])
end
if not icon2.overlay then
icon2.overlay = CreateFrame("Frame", "$parentIcon2Overlay", tbar)
icon2.overlay:CreateShadow()
icon2.overlay:SetFrameLevel(0)
icon2.overlay:SetPoint("BOTTOMLEFT", frame, "BOTTOMRIGHT", 4, 0)
icon2.overlay.background = icon2.overlay:CreateTexture(nil, "BORDER")
icon2.overlay.background:SetAllPoints()
icon2.overlay.background:SetColorTexture(C["Media"].BackdropColor[1], C["Media"].BackdropColor[2], C["Media"].BackdropColor[3], C["Media"].BackdropColor[4])
end
icon1:SetTexCoord(0.1, 0.9, 0.1, 0.9)
icon1:ClearAllPoints()
icon1:SetAllPoints(icon1.overlay)
icon2:SetTexCoord(0.1, 0.9, 0.1, 0.9)
icon2:ClearAllPoints()
icon2:SetAllPoints(icon2.overlay)
icon1.overlay:SetSize(bar.owner.options.Height, bar.owner.options.Height)
icon2.overlay:SetSize(bar.owner.options.Height, bar.owner.options.Height)
tbar:SetAllPoints(frame)
frame:CreateShadow(true)
name:ClearAllPoints()
name:SetWidth(165)
name:SetHeight(8)
name:SetJustifyH("LEFT")
name:SetShadowColor(0, 0, 0, 0)
timer:ClearAllPoints()
timer:SetJustifyH("RIGHT")
timer:SetShadowColor(0, 0, 0, 0)
frame:SetHeight(bar.owner.options.Height)
name:SetPoint("LEFT", frame, "LEFT", 4, 0)
timer:SetPoint("RIGHT", frame, "RIGHT", -4, 0)
timer:SetFont(C["Media"].Font, C["Media"].FontSize, C["Media"].FontStyle)
name:SetFont(C["Media"].Font, C["Media"].FontSize, C["Media"].FontStyle)
if bar.owner.options.IconLeft then
icon1.overlay:Show()
else
icon1.overlay:Hide()
end
if bar.owner.options.IconRight then
icon2.overlay:Show()
else
icon2.overlay:Hide()
end
bar.injected = true
end)
bar:ApplyStyle()
end
end
end
local function SkinRange(_, _, _, forceshow)
if DBM.Options.DontShowRangeFrame and not forceshow then return end
if DBMRangeCheck then
DBMRangeCheck:StripTextures()
DBMRangeCheck:CreateShadow(true)
DBMRangeCheckRadar:StripTextures()
DBMRangeCheckRadar:CreateShadow(true)
end
end
local function SkinInfo()
if DBM.Options.DontShowInfoFrame and (event or 0) ~= "test" then return end
if DBMInfoFrame then
DBMInfoFrame:StripTextures()
DBMInfoFrame:CreateShadow(true)
end
end
hooksecurefunc(DBT, "CreateBar", SkinBars)
hooksecurefunc(DBM.RangeCheck, "Show", SkinRange)
hooksecurefunc(DBM.InfoFrame, "Show", SkinInfo)
end
end)
|
--
-- Elemental drives are used to store magical energy (Elegens, hence the 'ele')
--
minetest.register_craftitem("yatm_dscs:ele_drive_t1", {
basename = "yatm_dscs:ele_drive",
base_description = "Elemental Drive",
description = "Elemental Drive (Tier 1)",
groups = {inventory_drive = 1, ele_drive = 1},
inventory_image = "yatm_inventory_drives_ele_tier1.png",
drive_capacity = 32,
stack_max = 1,
})
minetest.register_craftitem("yatm_dscs:ele_drive_t2", {
basename = "yatm_dscs:ele_drive",
base_description = "Elemental Drive",
description = "Elemental Drive (Tier 2)",
groups = {inventory_drive = 2, ele_drive = 2},
inventory_image = "yatm_inventory_drives_ele_tier2.png",
drive_capacity = 128,
stack_max = 1,
})
minetest.register_craftitem("yatm_dscs:ele_drive_t3", {
basename = "yatm_dscs:ele_drive",
base_description = "Elemental Drive",
description = "Elemental Drive (Tier 3)",
groups = {inventory_drive = 3, ele_drive = 3},
inventory_image = "yatm_inventory_drives_ele_tier3.png",
drive_capacity = 512,
stack_max = 1,
})
|
local Shortcut = R 'nvim.newutil.keymap'
R'nvim-comment-frame'.setup({ disable_default_keymap = true })
Shortcut:mode('n'):options():noremap():next():keymap(
',C', ':lua require(\'nvim-comment-frame\').add_comment()<CR>')
|
---------------------------------------------
-- Aqua Breath
--
-- Description: Deals Water damage to enemies within a fan-shaped area.
-- Type: Breath
-- Utsusemi/Blink absorb: Ignores shadows
-- Range: Unknown cone
-- Notes:
---------------------------------------------
require("scripts/globals/settings")
require("scripts/globals/status")
require("scripts/globals/monstertpmoves")
---------------------------------------------
function onMobSkillCheck(target,mob,skill)
return 0
end
function onMobWeaponSkill(target, mob, skill)
local dmgmod = MobBreathMove(mob, target, 0.25, 1.5, tpz.magic.ele.WATER, 400)
local dmg = MobFinalAdjustments(dmgmod,mob,skill,target,tpz.attackType.BREATH,tpz.damageType.WATER,MOBPARAM_IGNORE_SHADOWS)
target:takeDamage(dmg, mob, tpz.attackType.BREATH, tpz.damageType.WATER)
return dmg
end
|
-- Script de bootstrap, en appuyant sur le bouton ça démarre start_boot,
-- autrement en attendant 8 secondes cela démarre start_boot
print("\n init.lua zf200717.1625\n")
zswitch=3 --switch flash
gpio.mode(zswitch, gpio.INT, gpio.PULLUP)
initalarme=tmr.create()
function hvbouton()
gpio.trig(zswitch, "none")
initalarme:unregister()
dofile("start_boot.lua")
end
gpio.trig(zswitch, "both", hvbouton)
initalarme:alarm(8000, tmr.ALARM_SINGLE, function()
print("\nStart\n")
dofile("start_boot.lua")
end)
|
--[[ This program runs scripts that demonstrate what you can do with spirograph graphics. To execute this program [click here](macro:run), press `F6` on the keyboard, or click on `Project | Run` menu at the top of this window. After you explore the demos you can open each of the files to study and tweak them. ]]
require "spirograph"
local demos = [[
astroid.lua
bud.lua
cardioid.lua
circles.lua
donut.lua
double.lua
earth.lua
galaxy.lua
flower.lua
pearls.lua
resolution.lua
rose.lua
spiral.lua
square.lua
star.lua
sunflower.lua
]]
local x,y = size()
local waitorg = wait
wait(1)
for file in demos:gmatch("([%w%p]+)") do
wait = function(seconds)
if seconds then return waitorg(seconds) end
local x, y = size()
posn(-x/2+10, -y/2+10)
hide() -- hide the turtles (if any are shown)
text("Done with '"..file.."'; pause for 2s...")
updt() -- refresh the screen
waitorg(2)
end
dofile('spirograph-samples/'..file)
size(x,y)
end
|
return {
Codecs = require(script.Codecs),
CFrame = require(script.CFrameUtils),
Color = require(script.ColorUtils),
JSON = require(script.JSONUtils),
Math = require(script.MathUtils),
Part = require(script.PartUtils),
Raycast = require(script.RaycastUtils),
Screen = require(script.ScreenUtils),
Table = require(script.TableUtils),
Terrain = require(script.TerrainUtils),
Vector3 = require(script.Vector3Utils),
}
|
if os.target() == "windows" then dofile("premake5-cuda-vs.lua") end
if os.target() == "linux" then dofile("premake5-cuda-linux.lua") end
|
-- Copyright (C) by Hiroaki Nakamura (hnakamur)
local resty_cookie = require "resty.cookie"
local setmetatable = setmetatable
local _M = { _VERSION = '0.1.0' }
local mt = { __index = _M }
function _M.new(self, config)
local cookie_manager, err = resty_cookie:new()
if not cookie_manager then
return nil,
string.format("error to create resty.cookie instance for session cookie, err=%s", err)
end
return setmetatable({
cookie_manager = cookie_manager,
name = config.name,
secure = config.secure,
path = config.path
}, mt)
end
function _M.get(self)
local value, err = self.cookie_manager:get(self.name)
if err == "no cookie found in the current request" then
return nil, nil
end
if err ~= nil then
return nil, string.format("error to get session cookie, key=%s", self.name)
end
return value
end
function _M.set(self, session_id)
local ok, err = self.cookie_manager:set{
key = self.name, value = session_id,
path = self.path, secure = self.secure, httponly = true
}
if not ok then
return false,
string.format("error to set session cookie, key=%s, value=%s, path=%s, secure=%s, err=%s",
self.name, session_id, self.path, self.secure, err)
end
return true
end
function _M.delete(self)
local ok, err = self.cookie_manager:set{
key = self.name, value = "",
path = self.path, secure = self.secure, httponly = true,
expires = "Thu Jan 01 1970 00:00:00 GMT"
}
if not ok then
return false,
string.format("error to delete session cookie, key=%s, path=%s, secure=%s, err=%s",
self.name, session_id, self.path, self.secure, err)
end
return true
end
return _M
|
roomboxesLayer=
{
name="roomboxesLayer",type=0,typeName="View",time=0,report=0,x=0,y=0,width=1280,height=800,visible=1,fillParentWidth=1,fillParentHeight=1,nodeAlign=kAlignTopLeft,
{
name="t_bg",type=1,typeName="Image",time=59810693,report=0,x=0,y=0,width=1280,height=720,visible=1,fillParentWidth=1,fillParentHeight=1,nodeAlign=kAlignTopLeft,file="isolater/bg_shiled.png"
}
}
return roomboxesLayer;
|
--[[
lang.lua
Copyright (C) 2016 Kano Computing Ltd.
License: http://www.gnu.org/licenses/gpl-2.0.txt GNU GPLv2
English language
]]--
return {
------ HEADERS AND OPTIONS ----------------------------------------------------------
enter = "Press Enter",
loading = "Loading",
play = "Play",
letsHack = "Let's hack!",
letsMake = "Let's make!",
letsGo = "Let's go! [ENTER]",
checkMap = "Check Map",
maybeLater = "Maybe later",
wasFun = "That was fun!",
maps = "Where am I?",
challenges = "What's Pong?",
Yes = "Yes",
No = "No",
rabbit = "Where is the rabbit?",
who = "Who are you?",
what = "What is this?",
how = "How does it work?",
interested = "I'm interested",
why = "Why?",
bye = "See you later",
you = "you",
coming = "Coming Soon...",
tellMe = "Tell me more",
sine = "Sine",
triangle = "Triangle",
square = "Square",
noise = "Noise",
playPong = "Play Pong",
makePong = "Make Pong",
flappyJudoka = "Play Flappy Judoka",
minecraft = "Hack the game",
makeArt = "Make Art",
makeMusic = "Launch Sonic Pi",
createArt = "Make a creation",
playSnake = "Play Snake",
playterminalquest = "Go to Folderton",
mehTemp = "No thanks",
ok = "Ok",
blank = " ",
firstLoadingText = "Preloading Data...",
secondLoadingText = "Entering the computer...",
temp = 'Waiting for copy..',
complete = "Quest Complete",
tempNoInternetCopy = "Internet connection not found. Connect now?",
tempLaunchWifiConfig = "Launch Settings",
tempNoUpdatesCopy = "Awesome! You're fully up to date. Come back to check for updates soon.",
tempUpdatesAvailableCopy = 'Updates found! Install them now?',
tempLaunchUpdater = "Launch Updater",
painting1 = "Launch the creation in Kano World?",
launchShareTemp = "Launch",
--- Menu ---
close = "Close",
map = "Map",
quests = "Quests",
codex = "Codex",
completed = "completed",
discovered = "Discovered",
exit = "Back to Dashboard?",
underConstruction = "Under construction",
undiscovered = "Undiscovered",
activeQuests = "Active Quests",
completedQuests = "Completed Quests",
questsCompleted = "Quests Completed",
codexDiscovered = "Codex Items Discovered",
backCodex = "Back to Codex",
search = "search",
codexEmpty = "No Codex Items Found",
--- Pop ups ---
stepComplete = "Step $1/$2 complete",
questComplete = "Quest Complete",
newQuest = "NEW QUEST:",
newArea = "NEW AREA:",
codexDiscovery = "CODEX DISCOVERY:",
--- Area Name Keys ---
backToDashboard = "Back to Dashboard",
binaryborderArea = "Binary Border",
beachArea = "SD Beach",
lakeArea = "Logic Lake",
lakeSchoolArea = "Logic Gate School",
coveArea = "Power Path",
plainsArea = "Fiberglass Plains",
portetherArea = "Port Ether",
etherstationArea = "Ether St Station",
villageArea = "Vector Village",
jungleArea = "Python Jungle",
minesentranceArea = "Block Mines Entrance",
minesArea = "Block Mines",
momaArea = "Museum of Make Art",
powerArea = "Power Port",
hdmiArea = "HD Hill",
--- People's Names ---
mrPong = "Allan",
mrInfo = "Mr. Info",
LogicLakeNerd = "Curious Student",
LogicLakeMaster = "Mosfet",
Radu = "Radu",
rivalKid = "Rival",
portetherMayorName = "Mayor of Port Ether",
Caroline = "Caroline",
Asterix = "Asterix",
Tilde = "Tilde",
antlerBoy = "Semicolon",
Alex = "Alex",
Vertex = "Curator",
DevOps = "DevOps",
chilledBoy = "Chilled Boy",
chilledGirl = "Chilled Girl",
Gregory = "Gregory",
cafeTextCode = "Text Code Fan",
cafeBlocksCode = "Blocks Code Fan",
cafeHostess = "Coffee Script Fan",
Twin1 = "Pix",
Twin2 = "El",
pixelHacker = "Pixel Hacker",
MissWatts = "Miss Watts",
powerGuardName = "Power Guard",
HDMasterName = "HD Cameraman",
newsReporter = "HD News Reporter",
Jack = "Jack",
--- Tech Questions ---
logic = "What are Logic Gates?",
------ SPEECH BUBBLES ---------------------------------------------------------------
level = "You are in level $1, and have completed $2 challenges",
------ DIALOGUES --------------------------------------------------------------------
-- Overworld - Beach --
mrPongDiag1 = "Pong. Pong. Pong. I love Pong. Fancy a game? Or even better, make your own?",
mrPongDiag2 = "Boo! Maybe you should go and find the Art Museum instead.",
mrInfoDiag1 = "Did you know SD Beach is built on a micro SD card? Below are" ..
" teeny tiny electronic chips that remember your masterpieces, even when your" ..
" computer is turned off. Check the map to see other parts of the computer.",
chilledgirlDiag0 = "Woah! Where'd you just come from? Was that strange rabbit with you?",
chilledgirlDiag = "Done all the Pong challenges yet? I hear you unlock a badge if you do.",
sunburntDiag0 = "It's my first time at SD Beach too. Under our feet are all the computer's" ..
" memories.",
sunburntDiag = "I've just come from the Block Mines, where I learnt new super powers" ..
" that control Minecraft!",
beachSignPost = "Exit to Power Path",
gregory1 = "Pong may seem simple, but master its code and there's no stopping you." ..
" Talk to Allan in the orange hut to try Make Pong.",
gregory2 = "Hmm you've not finished Make Pong? It's a great way to level up and earn" ..
" more coding powers! You'll need them.",
gregory3 = "Wow you're level $1! Have you tried sharing a creation?",
--- Newsboard for updates ---
newsboard = "- - - LATEST NEWS - - -\nThe Power Port has been built! Follow the" ..
" Power Path down south and view the LED. \nHD Hill has now opened. Go to the east of Logic" ..
" Lake and follow the cables to see the sights. \n\nPort Ether has also opened its Sound Port." ..
" Check out the disco and join the party.",
-- Beach -- Quests --
-- Mr Info Quest ---
mrInfoQuestTitle = "Explore the world",
mrInfoQuestComplete = "Learned to use the world map.",
mrInfoQuest1 = "Hello $1. Welcome to your computer. The more you explore and make," ..
" the more powerful you'll become. Open your map to see the world.",
mrInfoQuest2 = "To defeat the White Rabbit you'll have to level-up. Uncover the" ..
" computer's secrets and conquer coding challenges to become a Kano Master." ..
" I saw the white rabbit bouncing off to the right, towards the Power" ..
" Port. It might be wise to follow it and see what it's up to.",
mrInfoQuest3 = "Keep exploring this world. Come back and find me when you've discovered" ..
" more than half of the island.",
mrInfoQuest4 = "High-five! If you want to discover more about the world, you should" ..
" head over to the Logic Gate School.",
mrInfoQuestHelp1 = "Talk to the Info Center on SD Beach.",
mrInfoQuestHelp2 = "See what else Mr. Info has to say.",
mrInfoQuestHelp3 = "Explore at least 50% of the world.",
mrInfoQuestHelp4 = "Go back to Mr. Info on SD Beach.",
--- Pong Quest ---
pongQuestTitle = "Intro to Make Pong",
pongQuestComplete = "Completed Make Pong basics.",
pongQuestHelp1 = "Talk to Gregory on the beach.",
pongQuestHelp2 = "Complete challenge 2 in Pong.",
pongQuestHelp3 = "Listen to Gregory's Pong advice.",
pongQuest1 = "Hey there! You can make your own Pong game y'know.",
pongQuest2 = "How about making the most awesome game of Pong ever? Talk to Allan in" ..
" the orange hut and try to beat 2 challenges.",
pongQuest3 = "Nice job. You're on your way to becoming a Kano Master. Have you tried" ..
" sharing your amazing Pong creation?",
-- Overworld -- Power Lighthouse ---
powerOutside = "Have you come to visit the Power Port too? Did you know the whole" ..
" computer is powered by energy brought in through the red cable?",
powerOutside2 = "I hear you should never pull the power cable out without shutting" ..
" the computer down first.",
powerOutside3 = "Because the data can get corrupted and cause the computer to lose its" ..
" memories. Definitely worth shutting down properly!",
powerGuard = "Is that rabbit yours?",
powerGuard2 = "Oh really? Well its been running around the lighthouse. This is where" ..
" we receive electrical energy to power the computer.",
powerGuard3 = "Oh ok, well welcome to Power Port. If you climb up to the top of the" ..
" lighthouse you can see if the LED is working.",
powerPerson1 = "Energy is the ability to do work and can take many forms. In the Power Port" ..
" the energy is transformed into electricity and light.",
powerPerson2 = "I don't have much energy. I'm on standby... Zzzzzz...",
powerPerson3 = "Yo. Power is the rate at which electrical energy is transferred. The" ..
" power port here transfers energy to all the components on the computer.",
powerMissWatts = "I'm in CHARGE of monitoring the power levels. When" ..
" the red light is on, we know that there is energy flowing into the computer." ..
" Check out the light!",
powerVoltage = "This computer needs 5 Volts, or 5V to operate. The energy flows in through" ..
" this Power Port.",
powerCurrent = "You see drawings of the flow of electricity through the computer, and" ..
" a note saying: Current is the rate at which electrical charge is transferred.",
powerLED = "You see a shining bright red light with the letters PWR underneath.",
--- Power Quest ---
powerQuestTitle = "The Power Port",
powerQuestComplete = "Discovered how the computer is powered.",
powerQuest = "POW you made it! I'm in CHARGE of monitoring the power levels. When" ..
" the red light is on, we know that there is energy flowing into the computer.",
powerQuest2 = "Why don't you check out the LED over there?",
powerQuest3 = "Pretty bright isn't it? By the way, there was an energetic rabbit" ..
" bouncing around. I don't think it did anything, but it does seem mischievous." ..
" I think it headed towards the HDMI port.",
powerQuestHelp = "Follow the white rabbit down the Power Path.",
powerQuestHelp2 = "Investigate the LED in the lighthouse.",
powerQuestHelp3 = "Find out more from Miss Watts.",
-- Overworld - Cove --
hdmicuriousDiag = "Have you seen the yellow HDMI cables? They take the 2,073,600 pixels" ..
" from the computer's brain and brings them to life on screen.",
-- Overworld - Logic Lake --
mrFlappy1 = "Great games are based on simple logic. Flap up, or else fall down." ..
" Your high score is $1. Let's see how far you fly!",
mrFlappy2 = "Come back any time.",
llFarmer = "These yellow HDMI cables are 'High-Definition'. They send 'Media' - sound" ..
" and pictures. That makes them an 'Interface.'",
llMaster = "I'm Mosfet, Logic Master. What are logic gates? Only the building blocks" ..
" of digital computers!",
llMaster2 = "Logic gates take 1s and 0s in and output a single 1 or 0. Connect many" ..
" logic gates together and you have a series of instructions for anything.",
llMaster3 = "Good luck on your journey. Keep exploring and leveling up.",
llPupil = "You can use coding languages to change the rules of the computer.",
llNerd = "Can you help me? I'm studying to become a Kano Master, but there are some secret" ..
" scrolls I need to level up.",
llNerd2 = "I hear some twins in Vector Village may have what I need. Can you find it" ..
" and let me know what you learn?",
llNerd3 = "You found it! So code turns humans words into binary. Computers think in" ..
" binary. I must know more!",
llNerd4 = "Can you try to find out how programs work? Apparently there's" ..
" a book in Port Ether library that has this info.",
llNerd5 = "Incredible! So I tell computers what to do using code. Thanks so much for" ..
" your help.",
llNerdDiag = "I'm a student here. My favorite Logic Gate is the NOT gate. Have" ..
" you spoken to the Logic Master yet?",
llSignpost = "Logic Lake - Home of the Logicians",
llCheerfulGirl = "These HDMI cables send millions of tiny blocks of color called" ..
" pixels to a screen. Have you ever tried to plug one in?",
llScaredSon = "If you get lost exploring you can fast travel to places you've" ..
" discovered! Open the map with [ESC] and click where you want to go.",
llRunnerGirl = "Logic is cool. You can use it to make some great games!",
llComputer = "LOGIC GATES:\nA logic gate is a building block of a digital circuit. Most" ..
" logic gates have 2 inputs and 1 output. At any given moment, every terminal" ..
" is in one of the 2 binary conditions low (0) or high (1).",
LakeExitSign = "Exit to Fiberglass Plains",
--- Flappy Kid Decision dialogue ---
rivalKidDiag = "Hey! I'm a pro at flying in Flappy Judoka. Let's see your skills...",
rivalKidDiag2 = "Your current high score is $1. I'm sure you" ..
" can do better.",
rivalKidDiag3 = "Oh! Your current high score is $1. That's pretty impressive.",
rivalKidDiag4 = "WOW! Your current high score is $1. You've got the cool, calm," ..
" logical flying nailed.",
-- Logic Lake Quests --
-- Rival Kid Quest --
rivalKidQuestTitle = "No one flies better than me",
rivalKidQuestComplete = "Scored 30 or above on Flappy Judoka.",
rivalKidQuest1 = "Hey! Have you tried out Flappy Judoka? No one flies better than me.",
rivalKidQuest2 = "Can you get 20 points in Flappy Judoka? You can play" ..
" by talking to the guy by the fence.",
rivalKidQuest3 = "Wow! Well done. What about getting a score of 30? That's my high score.",
rivalKidQuest4 = "Are you going to try to get 30 points in Flappy Judoka?",
rivalKidQuest5 = "Woah that's amazing! You're definitely good at simple up and down logic." ..
" Talk to the Logic School Master to learn more.",
rivalKidHelp1 = "Talk to the Rival in Logic Lake.",
rivalKidHelp2 = "Get a score of 20 or more in Flappy Judoka.",
rivalKidHelp3 = "Talk to the Rival in Logic Lake.",
rivalKidHelp4 = "Get a score of 30 or more in Flappy Judoka.",
rivalKidHelp5 = "Talk to the Rival in Logic Lake.",
-- Top Student Quest ---
LogicLakeNerdQuestTitle = "How do computers think?",
LogicLakeNerdQuestComplete = "Discovered that step-by-step instructions called algorithms command" ..
" computers.",
LogicLakeNerdQuest1 = "You find a secret scroll on code: It reads: A program turns" ..
" human words into 1s and 0s. This is called code.",
LogicLakeNerdQuest2 = "You find a book on Algorithms. It reads: We use code to give" ..
" computers step-by-step instructions.",
LogicLakeNerdHelp1 = "Talk to the student in Logic Gate School.",
LogicLakeNerdHelp2 = "Find a book in the twins' house in Vector Village.",
LogicLakeNerdHelp3 = "Report back to the student in Logic Gate School.",
LogicLakeNerdHelp4 = "Go to Port Ether library to investigate algorithms.",
LogicLakeNerdHelp5 = "Report back to the student in Logic Gate School.",
-- Overworld - Cove --
plains01Sign = "HD Hill Ahead",
-- HD Hill --
newsWatcher = "Shhh, I'm such a fan of the HD News Crew.",
HDMIgirl = "Wow, the HDMI port is amazing. Did you know it can transfer 162,000,000" ..
" pixels per second?",
HDMIreporter = "I love filming at the HDMI port. Watching the pictures, video and" ..
" sound go from here to the screen.",
HDsoundguy = "Echo... echo... echo...",
HDmaster = "1080p. A weird name? But also the number of pixels high the screen image is." ..
" More coming up next, on HD news.",
-- HDMI Quest --
hdmiQuestTitle = "Explore the HDMI",
hdmiQuestComplete = "Learned about HDMI and its workings.",
hdmiQuestHelp = "Find the news reporter on HD Hill.",
hdmiQuestHelp2 = "Complete an interview with the HD news crew.",
hdmiQuestHelp3 = "Talk with the news reporter.",
hdmiQuest = "Heya. We were making a film about the yellow cable transferring pictures," ..
" video and sound from the computer to the screen, when that strange White Rabbit" ..
" ran past.",
hdmiQuest2 = "Can you do an interview with our reporter?",
hdmiQuest3 = "Nice one. This report will blow the White Rabbit story wide open!" ..
"\nNow we just need to follow up on the sightings at the Port of Sound.",
--- HD News Interview ---
hdmiInterviewWelcome = "Hello, would you be willing to have an interview about recent events?",
hdmiInterview1 = "And... ACTION! You're watching HD News! We're reporting live" ..
" from HDMI port on the recent White Rabbit sightings. We're speaking with $1," ..
" what brings you here today?",
hdmiInterview1a = "Exploring computer",
hdmiInterview1b = "Chasing the rabbit",
hdmiInterview2 = "Great! Judoka travel far and wide to visit the HDMI port. To glimpse" ..
" the 18 billion bits of data travel from the computer's brain to the screen!" ..
" \nBut it was also the last reported location of the mysterious White Rabbit." ..
" \nHave you seen it?",
hdmiInterview21 = "You're investigating it too? We're still trying" ..
" to figure out what's going on, so any information you have could be valuable" ..
" to our viewers. \nDo you know where it comes from?",
hdmiInterview2a = "Binary Border",
hdmiInterview2b = "No",
hdmiInterview3 = "It came from Binary Border?!" ..
" That means it may have the coding powers to reshape" ..
" the world around us. \nThere's no telling what it may do!" ..
" The only way to stop it would be to uncover the secrets of the computer and" ..
" master code powers. \nCan you help?",
hdmiInterview31 = "We've heard mysterious reports from Folderton and Port Ether," ..
" we think the rabbit may have coding powers. \nCan you help?",
hdmiInterview3a = "I have coding powers",
hdmiInterview3b = "Kano Master",
hdmiInterview4 = "Amazing! Lots of Judoka have mastered one type of coding, but few" ..
" have mastered them all, it would take a true Kano Master to tackle the rabbit" ..
" head on.",
hdmiInterview41 = "You're training to be a Kano Master? Wow! But you'll have to" ..
" discover more about computers and learn different coding powers to level up," ..
" become a true Kano Master and get that rabbit under control.",
hdmiInterviewFinal = "OK! Thanks for your time $1. Next up: How data travels down" ..
" the yellow cable at near the speed of light! Stay tuned.",
-- Overworld - Vector Village --
villageSummercampBoy = "The waterfalls are warm because the processor to the north" ..
" gets very hot when its thinking!",
villageSummercampGirl = "Do you know what this village is named after?",
villageSummercampGirl2 = "Vectors! A vector tells us how far away one point is away" ..
" from another. That's how programs like Make Art can draw their shapes with code!",
villageSummercampBoy2 = "I love the Museum of Make Art. I really hope one of my" ..
" creations is Staff Picked and framed on the walls.",
makeArtTerminal1 = "Create a masterpiece with Make Art?",
makeArtTerminal2 = "Come back soon...",
pixelHackerDiag1 = "Check the computer to do more Make Art! I see you are" ..
" level $1 on the Basic challenges.",
-- Houses --
House01Boy = "Heya! Feel free to check out our bookshelf. We have a pretty good collection.",
House01Girl = "Did you know that pixels are the basic unit of color on a computer display?" ..
" Every pixel is made up of three colors: Red Green and Blue.",
House02Boy = "My sister is chilling on SD beach. I keep telling" ..
" her that Make Art is way better than Pong, but she won't listen. Have you" ..
" ever drawn something with code before?",
house03PotNote = "Oh! There's a note in the pot. It reads: 'Rabbit was here. Why you" ..
" talking to a plant, huh?'",
village02DoorSign = "Museum of Make Art - CLOSED - Waiting for further Make Art creations",
village_house02Computer = "There are some terminal commands on the screen.",
--- Make Art Quiz ---
makeArtQuizWelcome = "Try out the Make Art quiz?",
makeArtQuizIncorrect = "Incorrect. Try Make Art to find the right answer.",
makeArtQuiz1 = "How do you code an object to be yellow?",
makeArtQuiz1a = "yellow color",
makeArtQuiz1b = "color yellow",
makeArtQuiz2 = "Nice one! How do you code a rectangle of width 20 and height 40?",
makeArtQuiz2a = "rectangle 20, 40",
makeArtQuiz2b = "rectangle 40, 20",
makeArtQuiz3 = "Great work! Final question: I want to move an object relative to" ..
" another object. Which command should I use?",
makeArtQuiz3a = "move",
makeArtQuiz3b = "moveTo",
makeArtQuizEnd = "Congratulations! You really know your stuff. You should try sharing" ..
" your creations online!",
-- MoMa --
momaArtAdmirer1 = "I love these creations so much! I hope that one of my Staff Picks" ..
" displays here some day.",
momaArtAdmirer2 = "Wow check out those pixels!",
momaReception = "Welcome to the Museum of Make Art. Take a look at the latest" ..
" staff picks on display.",
momaArtCritic = "Hmmm... I wonder how functions can draw a teapot?",
momaArtCritic2 = "Ah... This piece is called Perlin Noise. It's made from an algorithm." ..
" The same one used to create patterns in Minecraft blocks.",
momaProgrammer = "Did you know that make art uses the programming language CoffeeScript?" ..
" It's really amazing.",
momaFloorSign0 = "Pixel Hacker Lab",
momaFloorSign1 = "MOMA Staff Picks Collection,\nThe Latest and Greatest from Kano World",
momaFloorSign2 = "MOMA Permanent Collection,\nHistorical Code Based Artworks and Algorithms",
momaUpstairsPlaque1 = "Perlin Noise (1983),\nKen Perlin",
momaUpstairsPlaque2 = "Mandelbrot Set (1980),\nBenoit Mandelbrot",
momaUpstairsPlaque3 = "Utah Teapot, (1975),\nMartin Newell",
momaUpstairsPlaque4 = "MOUVNT Sculpture Programme (1972),\nJose Luis Alexanco",
momaUpstairsPlaque5 = "AARON Artificial Intelligence (1990),\nHarold Cohen",
momaUpstairsFan1 = "The Mandlebrot Set is a fractal, which is an example of something" ..
" called recursion. Shapes are drawn using rules that draw themselves upon themselves," ..
" this creates beautiful images that look like plants or galaxies.",
momaUpstairsFan2 = "This teapot is a famous object from early 3D graphics, at the time" ..
" rendering the curves of a teapot was a challenge so this particular teapot was often" ..
" used to test 3D rendering code. Some 3D software include the teapot as a basic object" ..
" next to cubes and spheres, causing it to often appear as a joke in 3D films.",
momaUpstairsFan3 = "AARON was the first Artificial Intelligence artist, using complex" ..
" algorithms built up from simple commands like the ones we use in Make Art it was" ..
" able to create convincing artworks that could be mistaken for the work of a human" ..
" artist. Although its styles had to be hand coded by Cohen, it was able to create" ..
" an infinite number of artworks in these styles.",
vertex1 = "Check the computer to do more Make Art! I see you are" ..
" level $1 on the medium challenges.",
-- Shares Fanatic Decision Dialogue ---
momaSharesFanatic = "The servers in that room contain all the creations shared on Kano" ..
" World. Let me check how much you've shared...",
momaSharesFanatic2 = "Oh dear... an artist of your skill and you've not shared a thing." ..
" Why not share a masterpiece now?",
momaSharesFanatic3 = "Good going. You've shared 1 creation online. Keep on making!",
momaSharesFanatic4 = "Wow you've made $1 creations. Nice work - keep up the coding!",
momaSharesFanatic5 = "Woah! $1 creations made total. Awesome work, keep it up!",
momaSharesFanatic6 = "WOW. $1 creations shared! That's incredible! You're well on" ..
" way to being a Make Art guru.",
-- Vector Village -- Quests --
--- Make Art Quest 1 - Complete Basic Challenge 3 ----
makeArtQuestTitle = "Make Art with code",
makeArtQuestComplete = "Completed first 3 basic challenges in Make Art.",
makeArtQuestHelp1 = "Go to Vector Village and talk to the Pixel Hacker.",
makeArtQuestHelp2 = "Complete first 3 basic challenges in Make Art.",
makeArtQuestHelp3 = "Talk to the Pixel Hacker in Vector Village.",
pixelHacker1 = "Hi there, welcome to Vector Village! This is home to the famous" ..
" Museum of Make Art. If you've come to learn how to make art with code you've" ..
" come to the right place.",
pixelHacker2 = "Why don't you use the computer beside me and complete the first" ..
" 3 challenges of Make Art?",
pixelHacker3 = "Nice one! Why not visit the Make Art Museum to the west? The Curator" ..
" is in the basement there. She knows a lot about Make Art.",
pixelHackerHelp1 = "Talk to the Pixel Hacker in Vector Village.",
pixelHackerHelp2 = "Beat first 2 Basic Levels in Make Art.",
pixelHackerHelp3 = "Talk to the Pixel Hacker in Vector Village.",
--- Make Art Quest 2 --- Complete Basic + Medium ----
makeArtQuestTitle2 = "Intermediate Make Art",
makeArtQuestComplete2 = "Completed basic and medium challenges in Make Art.",
chiefPixelHackerQuest1 = "Hello welcome to MoMA. I am the Curator. I guess" ..
" you have come to learn some more Make Art? Try out our Make Art Quiz!",
chiefPixelHackerQuest2 = "How about you start by taking our Make Art Quiz? You can" ..
" launch it from the computer next to me.",
chiefPixelHackerQuest3 = "Nice one! It looks like you've mastered those commands," ..
" let's finish off the rest of the basic challenges.",
chiefPixelHackerQuest4 = "Are you going to complete the basic Make Art challenges?" ..
" You can do it from the computer in the corner.",
chiefPixelHackerQuest5 = "You're getting the hang of this, the real fun with using" ..
" code to Make Art is that you can create artworks in minutes that would take hours" ..
" to create by hand as long as you know the right functions to use. Why don't you try" ..
" your hand at the Medium Make Art challenges? You'll learn how to create starry" ..
" nights and rainbows with just a few lines of code.",
chiefPixelHackerQuest6 = "How about you try completing the Medium challenges in Make Art?",
chiefPixelHackerQuest7 = "Well done you're well on your way to becoming an expert" ..
" Pixel Hacker. You can get some sweet rewards if you make it all the way to the end" ..
" of the Pixel Hack or Summer Camp challenges.",
chiefPixelHackerHelp1 = "Talk to Curator in the Museum of Make Art.",
chiefPixelHackerHelp2 = "Complete the Make Art Quiz.",
chiefPixelHackerHelp3 = "Talk to Curator in the Museum of Make Art.",
chiefPixelHackerHelp4 = "Complete the basic challenges in Make Art.",
chiefPixelHackerHelp5 = "Talk to Curator in the Museum of Make Art.",
chiefPixelHackerHelp6 = "Complete the medium challenges in Make Art.",
chiefPixelHackerHelp7 = "Talk to Curator in the Museum of Make Art.",
--- Creations on Servers Quest ---
sharesQuestTitle = "How does Vector Village store data?",
sharesQuestComplete = "Discovered that creations in Make Art are saved on servers.",
sharesQuest1 = "Heya! So you want to find out about how Vector Villages stores data?" ..
" How about you try sharing a Make Art creation online?",
sharesQuest2 = "Have you tried sharing a Make Art creation?",
sharesQuest3 = "Nice one! Now I think you should learn about where we keep all of our" ..
" creations. Take a look at one of those machines in the room.",
sharesQuest4 = "We store our data on other computers.",
sharesQuest5 = "What do you think?",
sharesHelp1 = "Find DevOps in the Make Art Museum.",
sharesHelp2 = "Check out the servers in the basement in Make Art.",
sharesHelp3 = "Talk to DevOps.",
sharesHelp4 = "Share 3 Make Art Creations.",
sharesHelp5 = "Talk to DevOps.",
sharesQuestServer4 = "The server is flashing.",
-- Overworld - Plains --
plainsFarmer = "Y'know, your computer can do incredible things, but it is just a big" ..
" pile of switches.",
plainsProfessor = "Oh, hello. I'm on an expedition to research the circuit board." ..
" I'm planning to dig through the fiberglass to find the copper core!",
plainsRAMProfessor = "Software updates add new features and open new areas, like" ..
" Memory Mines. Be sure to check your dashboard and update when you can!",
plainsBuilder = "Phew, I'm exhausted after working so hard on the update. The depths" ..
" of the RAM will be open to the public soon!",
plainsAdventureGirl = "This path leads to Python Jungle, a dark shady place." ..
" They say that only those who know terminal commands get respected there.",
-- Overworld - Jungle --
jungleMakeSnake1 = "Play Make Snake?",
jungleAsterix = "In this realm we use magic words to speak to the computer and control" ..
" snakes. Try it out - I can see you're on challenge $1.",
jungleWildGirl = "How many apples can you eat? I bet you can't get over 100.",
jungleDaringBoy = "I speak dozens of languages. I control Minecraft with Python." ..
" And create websites with Javascript.",
jungleScaredGirl = "Eeeek that snake! I was on my way to the Block Mines but I'm too" ..
" scared to move.",
jungleWildBoy = "The Block Mines are to the right. Explore them to find the Minecraft" ..
" Master.",
jungleTildeDiag1 = "We like to play with snakes and parameters. Let's see how good you" ..
" are at those... Hmmm challenge $1.",
jungleTildeDiag2 = "You still have a ways to go before you are as good as us. Talk" ..
" to the chief to play some Snake.",
jungleTildeDiag3 = "Oh! Not half bad - you are level $1. Nice one.",
jungleTilde2 = "Go to the right to find the quiz.",
-- Jungle Quiz ---
jungleWildAntlerBoy = "We don't usually get people brave enough to come here." ..
" Do you know what LS means in terminal?",
jungleWildAntlerBoy2 = "Hmm... a fancy answer but that ain't right for the terminal.",
jungleWildAntlerBoy3 = "Nice one! What about the 'CD' command?",
jungleWildAntlerBoy4 = "Good going. And what does 'MV' mean?",
jungleWildAntlerBoy5 = "Haha you're right! Final question: What does 'RM' mean?",
jungleWildAntlerBoy6 = "Ooooh congratulations, you really do know your terminal" ..
" commands. Well done.",
jungleQuizOption1a = "List files",
jungleQuizOption1b = "Linux Operating System",
jungleQuizOption2a = "Change Directory",
jungleQuizOption2b = "Compact Disc",
jungleQuizOption3a = "Motion Video",
jungleQuizOption3b = "Move",
jungleQuizOption4a = "Random Memory",
jungleQuizOption4b = "Remove",
-- Jungle Quests --
-- snakeQuestTitle = "Intro to Make Snake.",
-- snakeQuestComplete = "Completed level 2 in Make Snake.",
-- snakeQuestHelp1 = "Talk to the chief in the jungle.",
-- snakeQuestHelp2 = "Complete 2 levels in snake.",
-- snakeQuestHelp3 = "Talk to the chief in the jungle.",
--- Asterix --- Uncovering the Terminal ---
jungleAsterixQuestTitle = "Uncovering the Terminal with Snake",
jungleAsterixQuestComplete = "Discovered terminal parameters in Make Snake.",
jungleAsterix1 = "I can see you came from a dark place." ..
" I can teach you more commands in the computer's shell, where a terrifying" ..
" snake dwells.",
jungleAsterix2 = "Are you brave enough to get past level 2 in Make Snake?",
jungleAsterix3 = "Well done for getting this far in Make Snake. Why not visit the" ..
" Block Mines next?",
jungleAsterixHelp1 = "Talk to Asterix in Python Jungle.",
jungleAsterixHelp2 = "Complete challenge 2 in Make Snake.",
jungleAsterixHelp3 = "Report back to Asterix in Python Jungle.",
--- Tilde ---- Challenge Terminal Quests ----
jungleTildeQuestTitle = "Spells in Python Jungle",
jungleTildeQuestComplete = "Learned terminal spells LS, CD, MV and RM through the Python Jungle" ..
" Quiz.",
jungleTildeQuest1a = "Hello. So... you've come here to learn about terminal commands? See if" ..
" you can beat the challenge from my friend Semicolon.",
jungleTildeQuest1b = "Have you spoken to Semicolon? He's a bit further down" ..
" the jungle and has a challenge for you.",
jungleTildeQuest1c = "Nicely done! So now you know a few more terminal commands. I" ..
" recommend going to Vector Village if you want to investigate more.",
jungleTildeHelp1a = "Talk to Tilde in Python Jungle.",
jungleTildeHelp1b = "Complete the terminal quiz in Python Jungle.",
jungleTildeHelp1c = "Tell Tilde in Python Jungle you completed the Quiz.",
-- Overworld - Mines --
mines01Sign = "Block Mines - for master builders only",
minesSleepingGirl = "Zzzzzz just taking a quick break... I've been coding all day. Zzzzzz...",
minesProfessor = "Our research group is working here. We're digging deep into the USB." ..
" Please return once there's an update.",
minesExplorer = "Ahead, enter a new dimension - a place of blocks and powers",
minesFrightenedBoy = "Wow, did you know you can create a shelter with the tap of a key" ..
" in Minecraft?",
minesDojoWoman = "My favorite power in Hack Minecraft is Holey Moley." ..
" I love digging holes super quick!",
minecraftAlexDiag = "Check the computer next to me to code your own super powers" ..
" in Minecraft.",
makeMinecraft = "Ready to Hack Minecraft?",
-- Mines -- Quests --
-- Alex Quest Dialogue --
minecraftAlex1 = "You've come far. Most can only play Minecraft. Here, you can make your own powers" ..
" and reshape the world. Ready?",
minecraftAlex2 = "Can you get past challenge 5 in Hack Minecraft?",
minecraftAlex3 = "Nice! The more challenges you do, the more powerful you'll become.",
minecraftQuestTitle = "Discover new powers",
minecraftQuestComplete = "Completed challenge 5 in Hack Minecraft.",
minecraftQuestHelp1 = "Talk to Alex from the Block Mines.",
minecraftQuestHelp2 = "Complete challenge 5 of Hack Minecraft.",
minecraftQuestHelp3 = "Talk to Alex in the Block Mines.",
-- Overworld - Port Ether --
portetherSeriousGirl = "The Internet connects your computer to billions of" ..
" other computers around the world!",
portetherBuilder1 = "Wanna take a look inside the Sound Port? This is where" ..
" the speaker gets plugged in!",
portetherBuilder2 = "The Town Hall is closed as the mayor is worried about that" ..
" strange rabbit. Best thing to do is level up learn more spells.",
portetherBuilder3 = "You know what the best type of sound is? Surround sound! You can" ..
" get that with Stereo, where sound is directed through two or more speakers.",
portetherWiseGuy = "That girl is running in an infinite loop around the fountain.",
portetherProfessorNet = "WiFi and Ethernet are two ways to connect to the internet." ..
" WiFi sends information through the air. While Ethernet is a cable that plugs" ..
" into your computer.",
portetherScaredGirl = "Do you know terminal commands? Something is using the terminal" ..
" to take over the town of Folderton!",
portetherTourist = "My favorite waves are sound waves! All sounds are mixed together and" ..
" routed through a single speaker. This is called Mono.",
portetherCheekyGirl = "My dream is to travel on a pulse train.",
portetherSleepingGirl = "Zzzzzz I'm not leaving here until I know that Edith, Edward" ..
" and Eleanor are ok. Zzzzzz.",
portetherRunningGirl = "I love running loops.",
portether03houseTetra = "I'm looking for information on Memory Mines. Apparently it" ..
" has 1GB RAM - that's a total of 8,589,934,592 bits of data. Crazy huh?",
portether03houseCurious = "The Logic Master said the more I practice at code the more" ..
" powerful I'll become.",
portether03houseLazyBoy = "If binary is used to make pictures and sound, surely you" ..
" can make food with it, I'm starving. What? You can't? Oh.",
portether03houseNote = "You find a note. It has a scribble that says: Folderton" ..
" Library > Port Ether Library",
portetherLibrarian1 = "Welcome to Port Ether Library. We have an excellent data" ..
" collection. How may I help you?",
portetherLibrarian2 = "We have data on the legendary caves of RAM, USB, NET and more." ..
" Feel free to look around!",
portetherLibrarian3 = "I've heard rumors about an animal leaving notes with pawprints" ..
" in Folderton. You can travel there from Ether St Station.",
portetherLockedDoor = "404 - Not found",
portetherDoor3 = "404 - Not found",
portetherLargeDoor = "404 - Mayor Not Found",
portetherSignLibrary = "Port Ether Library",
-- Ether St Station ----
terminalquest1 = "Welcome to Ether St Station Terminal. Play Terminal Quest?",
terminalquest2 = "Shutting down...",
caroline1 = "Hello I'm Caroline, the Terminal Master. Can you please investigate what's" ..
" happening in Folderton? Get to Terminal Quest through that computer! You" ..
" are currently on challenge $1.",
caroline2 = "Please investigate what's happening in Folderton. You can enter by sshing" ..
" from that computer there.",
caroline3 = "Thank you. Somehow you look more... powerful. Did you learn some spells?",
etherstationPatientBoy = "There are two trains that leave from Ether St Station. The TCP goes back" ..
" and forth picking up lost travelers. The UDP only travels one way though, so" ..
" don't miss it!",
etherstationWorriedBoy = "You can send packets on the UDP train. I'm sending one to my" ..
" friend Eleanor. I hope she gets it...",
-- Audio Jack Area ---
makeMusicTerminal1 = "Code a song with Sonic Pi?",
audioJack = "Yo, welcome to the Sound Port. What do you want to talk about?",
audioJack2 = "The Mayor is old school. I" ..
" say we rename this town to Port of Sound and party all day long!",
audioJack3 = "Your ears hear by detecting vibrations from sound waves.",
discoRunner = "I can feel the speaker vibrating. What do you want to know?",
discoRunner2 = "The speaker turns energy into vibrations. These are sound waves," ..
" like the pattern on the wall. I hope that helps.",
discoGirl = "Wooo! I love how the speed of the vibration affects how high or low a note is.",
discoSlo = "When computers generate audio from scratch they mostly use combinations " ..
"of four different sound waves.",
discoSloSine = "The sine wave makes a smooth humming noise and is made of a rounded " ..
"wave that looks like a spring that has been stretched out. It sounds like blowing " ..
"air across an empty bottle.",
discoSloTriangle = "The triangle wave looks like a mountain range with sharp peaks and" ..
" straight slopes. It has a deeper bass sound compared to the sine wave.",
discoSloSquare = "The square wave can be too harsh if you listen to it unfiltered, " ..
"sounding like an angry loud beep.",
discoSloNoise = "The noise wave is made from completely random noise, it sounds like " ..
"TV static and looks like a sharp pointy wall. If you play it just a very sort amount" ..
" of time it sounds like percussion instruments like drums and cymbals.",
--- Audio Quest ---
audioQuestTitle = "Investigate audio",
audioQuestComplete = "Learned about the speaker, sound waves and music.",
audioQuestHelp = "Find Jack in Port Ether.",
audioQuestHelp2 = "Speak to the disco dancers.",
audioQuestHelp3 = "Launch Sonic Pi and write a song.",
audioQuestHelp4 = "Hear what Jack has to say.",
audioQuest = "You're chasing a rabbit? Well, one just" ..
" deleted our song collection! Can you code us a song?",
audioQuest2 = "To make the best song you need to know more about sound. Speak to some" ..
" of the dancers.",
audioQuest3 = "Now, open Sonic Pi from the computer next to me. You can use it" ..
" to write songs with code.",
audioQuest4 = "Awesome! Thanks for your help. Keep exploring the world and" ..
" I'm sure you'll catch that cheeky rabbit.",
--- Cafe ---
portetherCafeHost = "Hey there, welcome to .Coffee, a hangout for coders.",
portetherCafeText = "Text is better than Blocks for coding. It allows me to edit numbers" ..
" much faster.",
portetherCafeBlocks = "Blocks is better than text for coding. It's so much faster as I" ..
" don't have to spend much time typing.",
portetherCafeBoy = "I wonder if Coffee Script is going to replace Javascript...",
portetherCafeGirl = "I think that Python is the best programming language. Wanna hear" ..
" more about Python?",
portetherCafeGirl2 = "Python is a programming language. It is very popular!" ..
" Try out Make Snake to see some Python in action.",
portetherCafeGirl3 = "Oh ok, that's a shame.",
-- Town Hall --
portetherDancer = "Did you see a rabbit bouncing around?",
portetherDancer2 = "I hear something is deleting files around here. What do you think?",
portetherDemonBoy = "There was a time when the Mayor used to hold parties up here. Not anymore...",
portetherReceptionist = "Hey there, welcome to Port Ether Town Hall. The Mayor's office is" ..
" just past me.",
-- Default Mayor Dialogue ---
portetherMayorDiag = "Welcome. I'm the Mayor of Port Ether. Here we specialise in" ..
" Ethernet and Audio ports. They bring the internet in, and send sounds out.",
portetherMayorDiag2 = "I see you have visited Folderton. Come back to me if you uncover" ..
" anything interesting that's happening there. There have been strange rumours in" ..
" the news.",
portetherMayorDiag3 = "Thanks for your help. Do let me know if there's anything else you" ..
" find out about Folderton.",
portetherMayorDiag4 = "Thanks for your help. It looks like you are training to become" ..
" a powerful Kano Master.",
--- Terminal Quest Chapter 1 ---
terminalQuestTitle = "Uncover Folderton mystery",
terminalQuestComplete = "Uncovered mysterious disappearances of people in Folderton." ..
" Learned the spells LS, CAT and CD.",
terminalQuestHelp1 = "Talk to Caroline in Ether St Station.",
terminalQuestHelp2 = "Complete challenge 8 in Terminal Quest.",
terminalQuestHelp3 = "Talk to Caroline in Ether St Station.",
carolineTerminalQuest1 = "Hello! Have you heard what's going on in Folderton? Please use" ..
" the computer next to me to travel there.",
carolineTerminalQuest2 = "Please visit Folderton, and make sure you learn some useful spells.",
carolineTerminalQuest3 = "Wow, a bunch of people from Folderton have disappeared? That's" ..
" crazy! Maybe you should tell the Mayor in Port Ether?",
--- Mayor of Port Ether's Concern Quest ----
portetherMayorQuestTitle = "Data corruption",
portetherMayorQuestComplete = "Discovered two houses that had data corruption. Found" ..
" notes that had the commands MV and RM.",
portetherMayor = "Like Folderton, there seem to be some strange things happening around" ..
" here. Can you investigate what's going on?",
portetherMayor1 = "A strange rabbit was seen coming out of a house near the Audio Jack" ..
" building.",
portetherQuest1a = "You see part of the house has disappeared. Almost as if it's been" ..
" moved. And a note with the letters MV ~/.",
portetherQuest1b = "What? Part of it was moved? Does that pesky rabbit know magical" ..
" commands? I've also heard rumours in Vector Village, can you take a look?",
portetherMayor2 = "I think I saw that rabbit head to Vector Village.",
portetherQuest1c = "You see a section of the world has been removed. And a note with" ..
" the letters RM.",
portetherQuest1d = "Deleted? RM? This is bad. That rabbit must be using Terminal" ..
" Commands to alter things. Speak to the tribe in Python Jungle, they are wise" ..
" in the ways of Terminal. But be careful.",
portetherHelp = "Find the Mayor of Port Ether.",
portetherHelp1a = "Look for a house with data loss in Port Ether.",
portetherHelp1b = "Go back to the Mayor in Port Ether Town Hall.",
portetherHelp1c = "Investigate houses in Vector Village.",
portetherHelp1d = "Go back to the Mayor in Port Ether Town Hall.",
-- Codex Elements --
cBinaryTitle = "Binary",
cBinary = "A numbering system with only two possible values for each digit: 0 and 1.",
cHexTitle = "Hexadecimal",
cHex = "A numbering system of base 16.",
cBitTitle = "Bit",
cBit = "The smallest unit of data in a computer. It has a single binary value, a 0 or 1.",
cKilobyteTitle = "KiloByte",
cKilobyte = "A unit of data that is 8,192 bits.",
cPowerTitle = "Power",
cPower = "Power is the rate at which energy is converted to another form, such" ..
" as motion, heat, or electrical. It is measured in Watts.",
cEnergyTitle = "Energy",
cEnergy = "The ability to do work. It comes in many different forms. eg: electrical," ..
" heat, light.",
cLEDTitle = "LED",
cLED = "An electronic device that emits a light when a voltage is applied.",
cVoltageTitle = "Voltage",
cVoltage = "Voltage, also called electromotive force, is a quantitative expression of" ..
" the potential difference in charge between two points in an electrical field.",
cCurrentTitle = "Current",
cCurrent = "An electric current is a flow of electric charge. In electric circuits" ..
" this charge is often carried by moving electrons in a wire.",
cPixelsTitle = "Pixels",
cPixels = "The basic unit of color on a computer display. The colors are made up of" ..
" different values of red, green and blue.",
cHDMITitle = "HDMI",
cHDMI = "A standard for connecting high-definition video devices. eg: computer monitor, television.",
cResolutionTitle = "Resolution",
cResolution = "The number of pixels on the horizontal and vertical axis that can be" ..
" displayed on a screen.",
cSpeakerTitle = "Speaker",
cSpeaker = "A device connected to a computer that outputs sound waves.",
cSoundWaveTitle = "Sound Wave",
cSoundWave = "A sound wave is produced by a vibration, eg: an electromagnetic field" ..
" stimulated by voltage.",
cStereoTitle = "Stereo",
cStereo = "Sound that is directed through two or more speakers. This gives a more natural" ..
" effect as it sounds as though it's coming from more than one direction.",
cMonoTitle = "Mono",
cMono = "All sounds are mixed together and routed through a single speaker.",
cFrequencyTitle = "Frequency",
cFrequency = "A measure of the number of waves that pass a fixed point in a given" ..
" amount of time.",
cVectorTitle = "Vector",
cVector = "The use of polygons to represent images in computer graphics.",
cTerminalTitle = "Terminal",
cTerminal = "An interface for typing commands directly to a computer.",
cCodeTitle = "Code",
cCode = "The low-level software that supports the computer to schedule the" ..
" instructions and control peripherals.",
cSDCardTitle = "SD Card",
cSDCard = "A flash memory card that can store lots of data in a small size. It is" ..
" popularly used in digital cameras, mobile phones and the Kano Computer Kit.",
cOSTitle = "OS (Operating System)",
cOS = "The low-level software that supports the computer to carry out instructions" ..
" and control other devices.",
cIfStatementTitle = "If Statement",
cIfStatement = "Tells the computer to run a block of code if a certain condition is met.",
cCoordinatesTitle = "Coordinates",
cCoordinates = "A 3D grid has an x-axis, a y-axis and a z-axis. A point in 3D space" ..
" uses 3 numbers from each axis to identify its position. These numbers are the" ..
" point's coordinates.",
cLogicGateTitle = "Logic Gate",
cLogicGate = "A logic gate is an elementary building block of a digital circuit. Most" ..
" logic gates have two inputs and one output. At any given moment, every terminal" ..
" is in one of the two binary conditions low (0) or high (1), represented by" ..
" different voltage levels.",
cInputTitle = "Input",
cInput = "Information or data that is sent to a computer for processing from a device." ..
" Eg: user pressing a key on a keyboard.",
cOutputTitle = "Output",
cOutput = "Information that has been processed and sent out from a computer." ..
" Eg: viewing something on your screen.",
cPythonTitle = "Python",
cPython = "Python is a high-level programming language. It is easy to learn due to" ..
" its simple syntax and very readable due to its white space.",
cCoffeeScriptTitle = "CoffeeScript",
cCoffeeScript = "CoffeeScript is a language that compiles into JavaScript. It was" ..
" designed to use the good parts of JavaScript in a simple way so that is is" ..
" easier to use.",
-- Dev --
devAlej = "I am the Chief Software Architect, a veteran here. This is the core team who" ..
" built Kano OS.",
devAlexB = "I'm the Principal Software Engineer that knows how to get the best performance on" ..
" the Raspberry Pi.",
devEmily = "I'm Kano's database that is obsessed with making characters. I also ship many things.",
devJames = "So many pixels... so sleepy...",
devTom = "I'm a mathmatician turned programmer with a passion for python and a craving" ..
" for C. Oh my!",
devRadu = "The world you are in is held together by code I wrote. You can imagine the" ..
" code as a city with tall and small buildings, each having its own responsibility," ..
" and being connected to others. For example, one of these buildings is drawing" ..
" this dialogue box and my words within it. And this word too.. and this one, and" ..
" that one.. and all future words in here..",
devMegan = "I'm a mountain climber and photographer who assures that" ..
" the software we ship is of high quality. I also know what is Mog.",
devAlbert = "Hola! I'm a big fan of Linux, embedded computing, and arranging bits in" ..
" the correct order.",
-- Termsition -- Terminal
termsitionTerminal1 = "You made it! Here, binary gets turned into pixels. Then" ..
" we can create a character, with a pixel form.",
termsitionSign1 = "01010111 01100101 01101100 01100011 01101111 01101101" ..
" 01100101 00100001",
termsitionSign2 = "Welcome!",
}
|
-- math functions
function ceil_log2(x)
local n = 0
while x > 1 do
x = x >> 1
n = n + 1
end
return n
end
-- overflow-safe L2 distance
-- from FReDs72
function l2_dist(dx, dy)
dx = abs(dx)
dy = abs(dy)
local d = max(dx, dy)
local n = min(dx, dy) / d
return d * sqrt(n ^ 2 + 1)
end
|
-- **Big thing that contains all sorts of fun stuff related to ms based scoring and adapting existing systems to it**
-- probably need to reorganize large parts of this
-- global here
ms = {}
-- *Values and stuff*
-- Make the distinction between ms timed and non-timed judgments
-- Radar values people on earth actually care about
ms.RelevantRadarsShort = {
"Notes:",
"Jumps:",
"Hands:",
"Holds:",
"Mines:",
"TotalTaps:",
"Rolls:",
"Lifts:",
"Fakes:"
}
ms.RelevantRadars = {
"RadarCategory_Notes",
"RadarCategory_Jumps",
"RadarCategory_Hands",
"RadarCategory_Holds",
"RadarCategory_Mines",
"RadarCategory_TapsAndHolds",
"RadarCategory_Rolls",
"RadarCategory_Lifts",
"RadarCategory_Fakes"
}
-- lists just for displayed judgment counts
ms.JudgeCount = {
"TapNoteScore_W1",
"TapNoteScore_W2",
"TapNoteScore_W3",
"TapNoteScore_W4",
"TapNoteScore_W5",
"TapNoteScore_Miss",
"HoldNoteScore_Held",
"HoldNoteScore_LetGo"
}
ms.JudgeCountInverse = {
TapNoteScore_W1 = 1,
TapNoteScore_W2 = 2,
TapNoteScore_W3 = 3,
TapNoteScore_W4 = 4,
TapNoteScore_W5 = 5,
TapNoteScore_Miss = 6,
HoldNoteScore_Held = 7,
HoldNoteScore_LetGo = 8
}
ms.SkillSets = {
"Overall",
"Stream",
"Jumpstream",
"Handstream",
"Stamina",
"JackSpeed",
"Chordjack",
"Technical"
}
ms.SkillSetsShort = {
"Overall",
"Stream",
"JS",
"HS",
"Stam",
"Jack Speed",
"Chordjack",
"Tech"
}
ms.JudgeScalers = {1.50, 1.33, 1.16, 1.00, 0.84, 0.66, 0.50, 0.33, 0.20}
-- **Functions**
function ms.ok(m)
if not m then
SCREENMAN:SystemMessage("nahbro")
else
SCREENMAN:SystemMessage(m)
end
end
--[[
Print a thing to the error console (F3+F6+8 to enable, F3+F6+9 to make it persist)
str: anything that can be used with tostring()
]]
function ms.p(str)
MESSAGEMAN:Broadcast("ScriptError", {message = tostring(str)})
end
function ms.type(m)
SCREENMAN:SystemMessage(type(m))
end
--- Table sum designed for ms tables (optional starting position, default to 0, and absolute value flag)
function ms.tableSum(t, n, abs)
local o = 0
for i = n or 0, #t do
if abs then
o = o + math.abs(t[i])
else
o = o + t[i]
end
end
return o
end
function wifeMean(t)
local c = #t
local m = 0
if c == 0 then
return 0
end
local o = 0
for i = 1, c do
if t[i] ~= 1000 then
o = o + t[i]
else
m = m + 1
end
end
return o / (c - m)
end
function wifeAbsMean(t)
local c = #t
local m = 0
if c == 0 then
return 0
end
local o = 0
for i = 1, c do
if t[i] ~= 1000 then
o = o + math.abs(t[i])
else
m = m + 1
end
end
return o / (c - m)
end
function wifeSd(t)
local u = wifeMean(t)
local u2 = 0
local m = 0
for i = 1, #t do
if t[i] ~= 1000 then
u2 = u2 + (t[i] - u) ^ 2
else
m = m + 1
end
end
return math.sqrt(u2 / (#t - 1 - m))
end
function wifeRange(t)
local x, y = 10000, 0
for i = 1, #t do
if t[i] ~= 1000 then
if math.abs(t[i]) < math.abs(x) then
x = t[i]
end
if math.abs(t[i]) > math.abs(y) then
y = t[i]
end
end
end
return x, y
end
function IndexOf(t, x)
for k, v in pairs(t) do
if v == x then
return k
end
end
return nil
end
-- **Very slight efficiency rewrites**
notShit = {}
function notShit.floor(x, y)
y = 10 ^ (y or 0)
return math.floor(x * y) / y
end
function notShit.ceil(x, y)
y = 10 ^ (y or 0)
return math.ceil(x * y) / y
end
-- seriously what is math and how does it work
function notShit.round(x, y)
y = 10 ^ (y or 0)
return math.floor(x * y + 0.5) / y
end
-- Grabs the currently selected rate as a string in the form of "r.rrx" while dropping trailing 0s
function getCurRateString()
return string.format("%.2f", getCurRateValue()):gsub("%.?0+$", "") .. "x"
end
function getCurRateDisplayString()
return getRateDisplayString(getCurRateString())
end
function getRateDisplayString(x)
if x == "1x" then
x = "1.0x"
elseif x == "2x" then
x = "2.0x"
end
return x .. "Music"
end
function getCurRateValue()
return notShit.round(GAMESTATE:GetSongOptionsObject("ModsLevel_Current"):MusicRate(), 3)
end
function getCurKey()
return GAMESTATE:GetCurrentSteps(PLAYER_1):GetChartKey()
end
-- returns a string of keys for a table
function showKeys(t)
local o = {}
for k, v in pairs(t) do
o[#o + 1] = k
end
return table.concat(o, ",") -- apparently theres an alias for this in this game who knew
end
-- same but returns a table (array)
function tableKeys(t)
local o = {}
for k, v in pairs(t) do
o[#o + 1] = k
end
return o
end
function formLink(x, y)
x[y] = x[y] or {}
return x[y]
end
function GetPlayableTime()
local td = GAMESTATE:GetCurrentSteps(PLAYER_1):GetTimingData()
local song = GAMESTATE:GetCurrentSong()
return (td:GetElapsedTimeFromBeat(song:GetLastBeat()) - td:GetElapsedTimeFromBeat(song:GetFirstBeat())) /
getCurRateValue()
end
function ChangeMusicRate(rate, params)
if params.Name == "PrevScore" and rate < 2.95 and (getTabIndex() == 0 or getTabIndex() == 1) then
GAMESTATE:GetSongOptionsObject("ModsLevel_Preferred"):MusicRate(rate + 0.1)
GAMESTATE:GetSongOptionsObject("ModsLevel_Song"):MusicRate(rate + 0.1)
GAMESTATE:GetSongOptionsObject("ModsLevel_Current"):MusicRate(rate + 0.1)
MESSAGEMAN:Broadcast("CurrentRateChanged")
elseif params.Name == "NextScore" and rate > 0.55 and (getTabIndex() == 0 or getTabIndex() == 1) then
GAMESTATE:GetSongOptionsObject("ModsLevel_Preferred"):MusicRate(rate - 0.1)
GAMESTATE:GetSongOptionsObject("ModsLevel_Song"):MusicRate(rate - 0.1)
GAMESTATE:GetSongOptionsObject("ModsLevel_Current"):MusicRate(rate - 0.1)
MESSAGEMAN:Broadcast("CurrentRateChanged")
end
if params.Name == "PrevRate" and rate < 3 and (getTabIndex() == 0 or getTabIndex() == 1) then
GAMESTATE:GetSongOptionsObject("ModsLevel_Preferred"):MusicRate(rate + 0.05)
GAMESTATE:GetSongOptionsObject("ModsLevel_Song"):MusicRate(rate + 0.05)
GAMESTATE:GetSongOptionsObject("ModsLevel_Current"):MusicRate(rate + 0.05)
MESSAGEMAN:Broadcast("CurrentRateChanged")
elseif params.Name == "NextRate" and rate > 0.5 and (getTabIndex() == 0 or getTabIndex() == 1) then
GAMESTATE:GetSongOptionsObject("ModsLevel_Preferred"):MusicRate(rate - 0.05)
GAMESTATE:GetSongOptionsObject("ModsLevel_Song"):MusicRate(rate - 0.05)
GAMESTATE:GetSongOptionsObject("ModsLevel_Current"):MusicRate(rate - 0.05)
MESSAGEMAN:Broadcast("CurrentRateChanged")
end
end
|
--自己实现的功用函数
local skynet = require "skynet"
local log = require "log"
local comfun = {}
--number取整
function comfun.get_int_part(x)
if x < 0 then
return math.ceil(x)
end
if math.ceil(x) == x then
x = math.ceil(x)
else
x = math.ceil(x) - 1
end
return x
end
--外部请求处理
function comfun.sock_handle(CMD, srv_name, cmd, fd, ...)
local f = CMD[cmd]
if f then
local ret, msg_rsp_name, msg_rsp = f(fd, ...)
skynet.send("watchdog", "lua", "socket", "send", fd, ret, msg_rsp_name, msg_rsp)
else
log.log("server_%s invalid_sock_cmd %s", srv_name, cmd)
end
end
--内部请求处理
function comfun.inner_handle(CMD, srv_name, cmd, ...)
local f = CMD[cmd]
if f then
--内部接口调用全部返回
skynet.ret(skynet.pack(f(...)))
else
log.log("service_%s invalid_inner_cmd %s", srv_name, cmd)
end
end
--消息处理
function comfun.dispatch(CMD, srv_name, cmd, subcom, ...)
if cmd == "socket" then
comfun.sock_handle(CMD, srv_name, subcom, ...)
else
comfun.inner_handle(CMD, srv_name, cmd, subcom, ...)
end
end
--公用启动函数
function comfun.srv_start(CMD, srv_name)
skynet.start(function()
skynet.dispatch("lua", function(_, _, cmd, subcom, ...)
comfun.dispatch(CMD, srv_name, cmd, subcom, ...)
end)
if srv_name then
skynet.register(srv_name)
end
end)
end
return comfun
|
class("ActiveWorldBossCommand", pm.SimpleCommand).execute = function (slot0, slot1)
slot2 = slot1:getBody()
if not getProxy(ActivityProxy):getActivityByType(ActivityConst.ACTIVITY_TYPE_WORLD_WORLDBOSS) or slot4:isEnd() then
return
end
print("active boss : ", slot2.arg1)
pg.ConnectionMgr.GetInstance():Send(11202, {
activity_id = slot2.activity_id,
cmd = slot2.cmd,
arg1 = slot2.arg1,
arg2 = slot2.arg2
}, 11203, function (slot0)
if slot0.result == 0 then
if slot0.cmd == 1 then
slot1.data1 = 0
if slot1.data3 > 0 then
slot1.data3 = slot1.data3 - 1
else
slot1.data2 = slot1.data2 + 1
end
print(slot1, "activity boss", slot1.data3, "data 2:", slot1.data2)
end
slot2:updateActivity(slot2.updateActivity)
else
pg.TipsMgr.GetInstance():ShowTips(ERROR_MESSAGE[slot0.result] .. slot0.result)
end
end)
end
return class("ActiveWorldBossCommand", pm.SimpleCommand)
|
local resty_md5 = require "resty.md5"
local openssl = require "openssl"
local CIPHER_ENC_ENCRYPTION = 1
local CIPHER_ENC_DECRYPTION = 0
local METHOD_INFO_KEY_LEN = 1
local METHOD_INFO_IV_LEN = 2
local METHOD_INFO_CRYPTO = 3
local method_supported = openssl.ciphers
local cached_keys = {}
local _M = { _VERSION = '0.10' }
local mt = { __index = _M }
local function random_string(length)
local buffer = {}
for i = 1, length do buffer[i] = math.random(0, 255) end
return string.char(unpack(buffer))
end
local function evp_bytestokey(password, key_len, iv_len)
local cached_key = string.format("%s-%d-%d", password, key_len, iv_len)
local r = cached_keys[cached_key]
if r then
return r[1], r[2]
end
local m, i = {}, 0
while #(table.concat(m)) < (key_len + iv_len) do
local md5 = resty_md5:new()
local data = password
if i > 0 then data = m[i] .. password end
md5:update(data)
m[#m + 1], i = md5:final(), i + 1
end
local ms = table.concat(m)
local key = ms:sub(1, key_len)
local iv = ms:sub(key_len + 1, iv_len)
cached_keys[cached_key] = {key, iv}
return key, iv
end
function _M.check_cipher_method(cipher_name)
local method = string.lower(cipher_name)
local method_info = method_supported[method]
if method_info then
return true
else
return false
end
end
function _M:new(password, method)
local o = {
password = password,
method = method,
iv_sent = false
}
setmetatable(o, mt)
o._method_info = self.get_method_info(method)
if o._method_info then
o.cipher = o:get_cipher(
password, method, CIPHER_ENC_ENCRYPTION,
random_string(o._method_info[METHOD_INFO_IV_LEN]))
if not o.cipher then
return nil
end
end
return o
end
function _M.get_method_info(method)
local method = string.lower(method)
return method_supported[method]
end
function _M:get_cipher(password, method, op, iv)
local key
local m = self._method_info
if m[METHOD_INFO_KEY_LEN] > 0 then
key, _ = evp_bytestokey(password,
m[METHOD_INFO_KEY_LEN],
m[METHOD_INFO_IV_LEN])
else
key, iv = password, ''
end
iv = iv:sub(1, m[METHOD_INFO_IV_LEN])
if op == CIPHER_ENC_ENCRYPTION then
self.cipher_iv = iv
end
return m[METHOD_INFO_CRYPTO](method, key, iv, op)
end
function _M:encrypt(buf)
if #buf == 0 then
return buf
end
if self.iv_sent then
return self.cipher:encrypt(buf)
else
self.iv_sent = true
return self.cipher_iv .. self.cipher:encrypt(buf)
end
end
function _M:decrypt(buf)
if #buf == 0 then
return buf
end
if self.decipher == nil then
local decipher_iv_len = self._method_info[METHOD_INFO_IV_LEN]
local decipher_iv = buf:sub(1, decipher_iv_len)
self.decipher_iv = decipher_iv
self.decipher = self:get_cipher(
self.password, self.method,
CIPHER_ENC_DECRYPTION,
decipher_iv
)
buf = buf:sub(decipher_iv_len+1)
if #buf == 0 then
return buf
end
end
return self.decipher:decrypt(buf)
end
return _M
|
-- Workers (or the Executor processes they manage) could fail at any moment. In order to
-- recover from this, we need to 1. discover that it has occurred, and 2. ensure that
-- any pending tasks (either read from the queue and not executed or failed
-- mid-execution) are processed by another worker.
--
-- To achieve this we publish periodic heartbeats from every Executor. If they are
-- missing for longer than `threshold` seconds, we consider them to have died. Redis
-- Streams keeps track of a pending entry list (PEL) for every consumer: read, but
-- unacknowledged messsages. We simply delete them and add them back to the queue.
--
-- In the worst case scenario, where Executors are not in fact dead, this will lead to
-- duplicate execution.
local stream = KEYS[1]
local beats = KEYS[2]
local group = ARGV[1]
local now = tonumber(ARGV[2])
local threshold = tonumber(ARGV[3])
local heartbeats = redis.call('HGETALL', beats)
local count = redis.call('XINFO', 'GROUPS', stream)[1][6]
local pending = redis.call('XPENDING', stream, group, '-', '+', count or 0)
local consumers = redis.call('XINFO', 'CONSUMERS', stream, group)
local dead_executors, dead_consumers, result = {}, {}, {}
-- Find the dead executors.
for i=1, #heartbeats, 2 do
local executor_id, last_heartbeat = heartbeats[i], tonumber(heartbeats[i + 1])
if now - last_heartbeat > threshold then
dead_executors[executor_id] = true
redis.call('HDEL', beats, executor_id)
end
end
-- Find the dead consumers.
for i, v in ipairs(consumers) do
local consumer_id, executor_id = v[2], string.sub(v[2], 1, 22)
if dead_executors[executor_id] then
dead_consumers[consumer_id] = true
table.insert(result, consumer_id)
end
end
-- Put the dead consumers' pending messages back in the stream.
for _, v in ipairs(pending) do
local id, consumer_id = v[1], v[2]
if dead_consumers[consumer_id] then
for _, msg in ipairs(redis.call('XRANGE', stream, id, id)) do
redis.call('XADD', stream, '*', unpack(msg[2]))
redis.call('XDEL', stream, id)
end
end
end
-- Delete the dead consumers. This will also delete the consumer's PEL.
for consumer_id in pairs(dead_consumers) do
redis.call('XGROUP', 'DELCONSUMER', stream, group, consumer_id)
end
return result
|
function bulletinit()
bullets, actions = {}, {}
end
-- Function to spawn bullet, overload to spawnbullet to not include a default speed
function spawnbullet(spawnx, spawny, isgoingleft, isforplayers)
spawnbulletoverload(spawnx, spawny, 1, isgoingleft, isforplayers)
end
-- Function to play the bullet fx
function bulletfx(bullet)
sfx(4)
if bullet.hitframes <= 0 then
bullet.sprite, bullet.hitframes = 19, 1
end
end
function spawnbulletoverload(spawnx, spawny, speed, isgoingleft, isforplayers)
local bullet = {
sprite = 18,
x = spawnx,
y = spawny,
width = 1,
height = 1,
box = {
xleft = 1,
xright = 2,
yup = -1,
ydown = 2
},
flipx = isgoingleft,
speed = 6.5 * speed,
dy = rnd(35) / 50,
aliveframes = 0,
hitframes = 0,
isforplayer = isforplayers
}
-- Apply the velocity and spacing
-- depending on facing direction
if isgoingleft then
bullet.dx = bullet.speed * -1
bullet.x -= bullet.speed
else
bullet.dx = bullet.speed
bullet.x += bullet.speed
end
if bullet.isforplayer then
bullet.dy = 0
elseif rnd(2) == 0 then
bullet.dy = bullet.dy * -1
end
add(bullets, bullet)
-- Play shooting sound
sfx(1)
end
function bulletupdate()
-- Update any coroutines
-- http://www.lexaloffle.com/bbs/?tid=3458
for c in all(actions) do
if costatus(c) then
coresume(c)
else
del(actions,c)
end
end
for bullet in all(bullets) do
-- Apply our motions
if bullet.aliveframes > 1 then
if bullet.flipx then
bullet.dx -= .34
else
bullet.dx += .34
end
-- Apply our vectors, dependent on slow time
if slowtime > 0 and bullet.isforplayer then
bullet.x += (bullet.dx / 3)
else
bullet.x += bullet.dx
end
bullet.y += bullet.dy
end
-- Check if we should delete the bullet off the screen
if bullet.x < 0 or bullet.x > 128 or bullet.y < 0 or bullet.y > 128 then
del(bullets, bullet)
end
-- flip our sprite, if we are not in hit frames, and we have been alive a while
if bullet.hitframes < 1 and bullet.aliveframes > 1 then
if gametime % 2 < 1 then
bullet.sprite = 2
else
bullet.sprite = 3
end
end
-- Check for enemy collisions
for enemy in all(enemies) do
if not bullet.isforplayer and
iscollision(bullet, enemy) and
enemy.isdead <= 0 and
enemy.immunity < 1 then
-- Spawn ALOT of cash
cashdrop(enemy.x, enemy.y, flr(getcurrentlevel() / 2) + 1, 1)
-- will start death animation
enemy.isdead += 1
enemiesonscreen -= 1
enemiesdefeated += 1
sfx(51)
bulletfx(bullet)
end
end
-- Check for Boss collisions
for boss in all(bosses) do
if not bullet.isforplayer and
iscollision(bullet, boss) and
boss.health > 0 and
boss.immunity < 1 then
-- Subtract health and reset immunity
boss.health -= 1
boss.immunity = boss.maximmunitty
-- Check if we killed the boss
if boss.health < 1 then
-- Spawn some health (2nd has a slight chance for full health)
spawnhealth((boss.x / 2) + 10, 95, 1)
spawnhealth((boss.x / 3) + 21, 99, flr(rnd(2)) + 1)
spawnhealth((boss.x / 2) + 34, 91, 1)
-- Delete the boss, and go to the next level
if isfinalboss() then
-- Spawn ALOT MORE of cash since it's the final boss
cashdrop(boss.x, boss.y, getcurrentlevel(), 30)
gamestate__finalbossend = true
music(-1)
boss.dy -= 8
boss.y += boss.dy
else
-- Spawn ALOT of cash
cashdrop(boss.x, boss.y, getcurrentlevel(), 15)
del(bosses, boss)
delaygotonextlevel(150)
end
end
-- Play the bullet effects
sfx(51)
bulletfx(bullet)
end
end
-- Check for player collisions
for player in all(players) do
if bullet.isforplayer and
iscollision(bullet, player) and
player.currentinvincible <= 0 then
-- subtract player health
player.health -= 1
player.currentinvincible = player.invicibleframes
-- Play the bullet effects
bulletfx(bullet)
end
end
-- Check for wall collisions
if iswallleft(bullet) or iswallright(bullet) then
if bullet.hitframes <= 0 then
bulletfx(bullet)
end
end
-- Check if the bullet hit, and should be deleted
if bullet.hitframes > 0 then bullet.hitframes += 1 end
if bullet.hitframes > 5 then del(bullets, bullet) end
-- increase the frames the bullet has been alive
bullet.aliveframes += 1
end
end
-- Coroutine to spawn cash over multiple frames
function cashdrop(basex, basey, baseamount, spawnmultiplier)
local c = cocreate(function()
local cashtospawn = flr((getcurrentlevel() / 6) * spawnmultiplier)
if cashtospawn < 1 then cashtospawn = 1 end
for i = cashtospawn, 1, -1 do
local cashx = flr(rnd(20)) + basex
-- Make sure not to spawn on edges
if cashx > 90 then cashx = cashx * -1 end
if cashx < 30 then cashx = cashx + 10 end
local cashy = flr(rnd(3)) + basey - 2
spawncash(cashx, cashy, flr(rnd(getcurrentlevel() * 2)) + baseamount)
-- Wait 3 frames
yield()
yield()
yield()
end
end)
add(actions, c)
end
function bulletdraw()
for bullet in all(bullets) do
spr(bullet.sprite, bullet.x, bullet.y, 1, 1, bullet.flipx)
end
end
|
-- ======= Copyright (c) 2003-2011, Unknown Worlds Entertainment, Inc. All rights reserved. =======
--
-- lua\OrdersMixin.lua
--
-- Created by: Brian Cronin (brianc@unknownworlds.com)
--
-- ========= For more information, visit us at http://www.unknownworlds.com =====================
Script.Load("lua/TechTreeConstants.lua")
Script.Load("lua/PhysicsGroups.lua")
OrdersMixin = CreateMixin(OrdersMixin)
OrdersMixin.type = "Orders"
OrdersMixin.expectedCallbacks =
{
-- GetExtents() is required by GetGroundAt().
GetExtents = "Returns a Vector describing the extents of this Entity."
}
OrdersMixin.expectedConstants =
{
kMoveOrderCompleteDistance = "How close to the move location we must be until the order is complete."
}
local kTimeSinceDamageDefendComplete = 10
local kDefendCompleteDistance = 5
OrdersMixin.kMaxOrdersPerUnit = 10
OrdersMixin.kOrderDelay = 0.2
OrdersMixin.networkVars =
{
-- The currentOrderId is needed on the Client for displaying
-- to other players such as the Commander.
currentOrderId = "entityid"
}
local function UpdateOrderIndizes(self)
for i = 1, #self.orders do
local order = Shared.GetEntity(self.orders[i])
if order then
order:SetIndex(i)
end
end
end
function OrdersMixin:__initmixin()
self.ignoreOrders = false
self.currentOrderId = Entity.invalidId
-- Current orders. List of order entity ids.
self.orders = { }
end
local function OrderChanged(self)
if self:GetHasOrder() then
self.currentOrderId = self.orders[1]
local order = Shared.GetEntity(self.currentOrderId)
if order then
order:SetOrigin(self:GetOrigin())
end
else
self.currentOrderId = Entity.invalidId
end
UpdateOrderIndizes(self)
if self.OnOrderChanged then
self:OnOrderChanged()
end
end
function OrdersMixin:TransferOrders(dest)
table.copy(self.orders, dest.orders)
OrderChanged(dest)
table.clear(self.orders)
OrderChanged(self)
end
function OrdersMixin:CopyOrdersTo(dest)
for index, orderId in ipairs(self.orders) do
local orderCopy = GetCopyFromOrder(Shared.GetEntity(orderId))
orderCopy:SetOwner(dest)
table.insert(dest.orders, orderCopy:GetId())
end
OrderChanged(dest)
end
function OrdersMixin:GetHasOrder()
return self:GetNumOrders() > 0
end
function OrdersMixin:GetNumOrders()
return table.count(self.orders)
end
function OrdersMixin:SetIgnoreOrders(setIgnoreOrders)
self.ignoreOrders = setIgnoreOrders
end
function OrdersMixin:GetIgnoreOrders()
return self.ignoreOrders
end
local function SetOrder(self, order, clearExisting, insertFirst, giver)
if self.ignoreOrders or order:GetType() == kTechId.Default then
return false
end
if clearExisting then
self:ClearOrders()
end
-- Always snap the location of the order to the ground.
local location = order:GetLocation()
if location then
location = GetGroundAt(self, location, PhysicsMask.AIMovement)
order:SetLocation(location)
end
order:SetOwner(self)
if insertFirst then
table.insert(self.orders, 1, order:GetId())
else
table.insert(self.orders, order:GetId())
end
self.timeLastOrder = Shared.GetTime()
OrderChanged(self)
return true
end
--
-- Children can provide a OnOverrideOrder function to issue build, construct, etc. orders on right-click.
--
local function OverrideOrder(self, order)
if self.OnOverrideOrder then
self:OnOverrideOrder(order)
elseif order:GetType() == kTechId.Default then
order:SetType(kTechId.Move)
end
end
local function OrderTargetInvalid(self, targetId)
local invalid = false
if targetId and targetId ~= Entity.invalidId then
local target = Shared.GetEntity(targetId)
invalid = not target or
(target:isa("PowerPoint") and target:GetPowerState() == PowerPoint.kPowerState.unsocketed) or
target:isa("ResourcePoint") or target:isa("TechPoint")
end
return invalid
end
function OrdersMixin:GiveOrder(orderType, targetId, targetOrigin, orientation, clearExisting, insertFirst, giver)
ASSERT(type(orderType) == "number")
if self.ignoreOrders or OrderTargetInvalid(self, targetId) or ( #self.orders > OrdersMixin.kMaxOrdersPerUnit or (self.timeLastOrder and self.timeLastOrder + OrdersMixin.kOrderDelay > Shared.GetTime()) ) then
return kTechId.None
end
-- prevent AI units from attack friendly players
if orderType == kTechId.Attack then
local target = Shared.GetEntity(targetId)
if target and target:isa("Player") and not GetAreEnemies(target, self) and not GetGamerules():GetFriendlyFire() then
return
end
end
if clearExisting == nil then
clearExisting = true
end
if insertFirst == nil then
insertFirst = true
end
local order = nil
order = CreateOrder(orderType, targetId, targetOrigin, orientation)
order:SetOrigin(self:GetOrigin())
OverrideOrder(self, order)
local success = SetOrder(self, order, clearExisting, insertFirst, giver)
if success and self.OnOrderGiven then
self:OnOrderGiven(order)
end
return ConditionalValue(success, order:GetType(), kTechId.None)
end
local function DestroyOrders(self)
-- Allow ents to hook destruction of current order.
local first = true
-- Delete all order entities.
for index, orderEntId in ipairs(self.orders) do
local orderEnt = Shared.GetEntity(orderEntId)
ASSERT(orderEnt ~= nil)
if first then
if self.OnDestroyCurrentOrder and orderEnt ~= nil then
self:OnDestroyCurrentOrder(orderEnt)
end
first = false
end
if orderEnt then
if orderEnt:isa("SharedOrder") then
orderEnt:Unregister(self)
else
DestroyEntity(orderEnt)
end
end
end
table.clear(self.orders)
end
function OrdersMixin:ClearOrders()
if table.count(self.orders) > 0 then
DestroyOrders(self)
OrderChanged(self)
end
end
function OrdersMixin:Reset()
self:ClearOrders()
end
function OrdersMixin:OnKill()
self:ClearOrders()
end
function OrdersMixin:GetHasSpecifiedOrder(orderEnt)
ASSERT(orderEnt ~= nil and orderEnt.GetId ~= nil)
for index, orderEntId in ipairs(self.orders) do
if orderEntId == orderEnt:GetId() then
return true
end
end
return false
end
function OrdersMixin:GetCurrentOrder()
if self.currentOrderId ~= Entity.invalidId then
return Shared.GetEntity(self.currentOrderId)
end
return nil
end
function OrdersMixin:GetLastOrder()
return Shared.GetEntity(self.orders[#self.orders])
end
function OrdersMixin:ClearCurrentOrder()
--Print("%s:ClearCurrentOrder", self:GetClassName())
local currentOrder = self:GetCurrentOrder()
if currentOrder then
if currentOrder:isa("SharedOrder") then
currentOrder:Unregister(self)
else
DestroyEntity(currentOrder)
end
table.remove(self.orders, 1)
end
OrderChanged(self)
end
function OrdersMixin:CompletedCurrentOrder()
--Print("%s:CompletedCurrentOrder", self:GetClassName())
local currentOrder = self:GetCurrentOrder()
if currentOrder then
if self.OnOrderComplete then
self:OnOrderComplete(currentOrder)
end
self:ClearCurrentOrder()
end
end
-- Convert rally orders to move and we're done.
function OrdersMixin:ProcessRallyOrder(originatingEntity)
if self.ignoreOrders then
return
end
originatingEntity:CopyOrdersTo(self)
for index, orderId in ipairs(self.orders) do
local order = Shared.GetEntity(orderId)
ASSERT(order ~= nil)
if order:GetType() == kTechId.SetRally then
order:SetType(kTechId.Move)
end
end
end
if Server then
local function TriggerOrderCompletedAlert(self)
if HasMixin(self, "Team") then
local teamType = self:GetTeam():GetTeamType()
if teamType == kMarineTeamType then
self:GetTeam():TriggerAlert(kTechId.MarineAlertOrderComplete, self)
else
self:GetTeam():TriggerAlert(kTechId.AlienAlertOrderComplete, self)
end
end
end
local function SharedUpdate(self)
local currentOrder = self:GetCurrentOrder()
if currentOrder ~= nil then
local orderType = currentOrder:GetType()
if orderType == kTechId.Move then
if (currentOrder:GetLocation() - self:GetOrigin()):GetLength() < self:GetMixinConstants().kMoveOrderCompleteDistance then
TriggerOrderCompletedAlert(self)
self:CompletedCurrentOrder()
end
elseif orderType == kTechId.Patrol then
if (currentOrder:GetLocation() - self:GetOrigin()):GetLength() < self:GetMixinConstants().kMoveOrderCompleteDistance then
local prevTarget = currentOrder:GetLocation()
local prevOrigin = currentOrder:GetOrigin()
currentOrder:SetLocation(prevOrigin)
currentOrder:SetOrigin(prevTarget)
end
elseif orderType == kTechId.Construct or orderType == kTechId.AutoConstruct then
local orderTarget = Shared.GetEntity(currentOrder:GetParam())
if orderTarget == nil or (not orderTarget:GetIsAlive() and not orderTarget:isa("PowerPoint")) or orderTarget.GetIsBuilt == nil then
self:ClearOrders()
elseif orderTarget:GetIsBuilt() or ( orderTarget:isa("PowerPoint") and not orderTarget:GetCanConstruct( self ) ) then
self:CompletedCurrentOrder()
TriggerOrderCompletedAlert(self)
end
elseif orderType == kTechId.Weld or orderType == kTechId.Heal or orderType == kTechId.AutoWeld or orderType == kTechId.AutoHeal then
local orderTarget = Shared.GetEntity(currentOrder:GetParam())
if orderTarget then
currentOrder:SetLocation(orderTarget:GetOrigin())
end
-- clear weld targets which are too far away for players
local tooFarAway = (orderType == kTechId.AutoWeld or orderType == kTechId.AutoHeal) and orderTarget and self:isa("Player") and (orderTarget:GetOrigin() - self:GetOrigin()):GetLength() > 20
if orderTarget == nil or (not orderTarget:isa("PowerPoint") and not orderTarget:GetIsAlive()) or tooFarAway then
self:ClearOrders()
elseif orderTarget:GetHealthScalar() >= 1 or (orderTarget:isa("Marine") and orderTarget:GetArmor() / orderTarget:GetMaxArmor() >= 1) then
self:CompletedCurrentOrder()
TriggerOrderCompletedAlert(self)
end
elseif orderType == kTechId.Attack then
local orderTarget = Shared.GetEntity(currentOrder:GetParam())
if orderTarget and (HasMixin(orderTarget, "LOS") and orderTarget:GetIsSighted()) then
currentOrder:SetLocation(orderTarget:GetOrigin())
end
if not orderTarget or orderTarget:GetId() == Entity.invalidId then
-- AI units needs to be able to attack locations
if not currentOrder.allowLocationAttack or not currentOrder:GetLocation() then
self:ClearOrders()
end
-- If given an order to a Live entity, clear the order when that entity is dead.
-- Do not clear the order for non-live entities as there are cases we need to
-- attack non-live entities.
elseif HasMixin(orderTarget, "Live") and not orderTarget:GetIsAlive() then
TriggerOrderCompletedAlert(self)
self:CompletedCurrentOrder()
end
elseif orderType == kTechId.Defend then
local orderTarget = Shared.GetEntity(currentOrder:GetParam())
local orderTargetIsLive = orderTarget ~= nil and HasMixin(orderTarget, "Live")
-- If the orderTarget hasn't taken damage yet, GetTimeOfLastDamage() will return nil.
-- In this case, just use the time the order was issued to decide when to destroy it below.
local lastDamageTime = (orderTargetIsLive and orderTarget:GetTimeOfLastDamage()) or 0
if lastDamageTime < currentOrder:GetOrderTime() then
lastDamageTime = currentOrder:GetOrderTime()
end
if not orderTarget or orderTarget:GetId() == Entity.invalidId or
not orderTargetIsLive or not orderTarget:GetIsAlive() then
self:ClearOrders()
elseif orderTargetIsLive and (Shared.GetTime() - lastDamageTime) > kTimeSinceDamageDefendComplete then
-- Only complete if self is close enough to the target.
if (self:GetOrigin() - orderTarget:GetOrigin()):GetLengthSquared() < (kDefendCompleteDistance * kDefendCompleteDistance) then
TriggerOrderCompletedAlert(self)
self:CompletedCurrentOrder()
else
self:ClearOrders()
end
end
end
end
end
function OrdersMixin:OnUpdate(deltaTime)
PROFILE("OrdersMixin:OnUpdate")
SharedUpdate(self)
end
function OrdersMixin:OnProcessMove(input)
PROFILE("OrdersMixin:OnProcessMove")
SharedUpdate(self)
end
end
-- Note: This needs to be tested.
-- Get target of attack order, if any.
function OrdersMixin:GetTarget()
local target = nil
local order = self:GetCurrentOrder()
if order ~= nil and (order:GetType() == kTechId.Attack or order:GetType() == kTechId.SetTarget) then
target = Shared.GetEntity(order:GetParam())
end
return target
end
-- Note: This needs to be tested.
function OrdersMixin:PerformAction(techNode, position)
self:OnPerformAction(techNode, position)
end
--
-- Other mixins can implement this function to handle more specific actions.
-- Called when tech tree action is performed on the entity.
-- Return true if legal and action handled. Position passed if applicable.
--
function OrdersMixin:OnPerformAction(techNode, position)
if not self.ignoreOrders and techNode:GetTechId() == kTechId.Stop then
self:ClearOrders()
end
end
function OrdersMixin:CopyPlayerDataFrom(player)
if HasMixin(player, "Orders") then
player:TransferOrders(self)
end
end
if Client then
function ResetOrders(self)
if self.lastClientOrderUpdate ~= Shared.GetTime() then
self.ordersClient = {}
self.lastClientOrderUpdate = Shared.GetTime()
end
end
function OrdersMixin:AddClientOrder(order)
ResetOrders(self)
self.ordersClient[order:GetIndex()] = order
end
local gLastOrdersUpdate = nil
local function UpdateOrdersClient()
-- update all orders for all entities once per frame
if gLastOrdersUpdate ~= Shared.GetTime() then
for _, order in ientitylist(Shared.GetEntitiesWithClassname("Order")) do
if not order:GetIsDestroyed() then
local orderOwner = order:GetOwner()
if orderOwner and orderOwner.AddClientOrder then
orderOwner:AddClientOrder(order)
end
end
end
gLastOrdersUpdate = Shared.GetTime()
end
end
function OrdersMixin:GetOrdersClient()
ResetOrders(self)
UpdateOrdersClient()
local orders = {}
for i, order in pairs(self.ordersClient) do
table.insert(orders, order)
end
return orders
end
end
|
local skynet = require "skynet"
local bewater = require "bw.bewater"
local log = require "bw.log"
local rank_cls = require "sys.rank.rank"
local trace = log.trace("rank.server")
local ranks = {}
local CMD = {}
function CMD.update(rank_name, k, v)
local rank = ranks[rank_name]
rank:update(k, v)
return bewater.NORET
end
local server = {}
function server.start(handler, start_func)
handler = handler or {}
skynet.start(function()
trace("start")
skynet.dispatch("lua", function(_, _, cmd, ...)
local func = assert(handler[cmd] or CMD[cmd], cmd)
bewater.ret(func(...))
end)
if start_func then
return start_func()
end
end)
end
function server.load_rank(rank_name, rank_type, max_count, asc)
assert(not ranks[rank_name], rank_name)
local rank = rank_cls.new(rank_name, rank_type, max_count, asc)
ranks[rank_name] = rank
end
function server.get_rank(rank_name)
return ranks[rank_name]
end
function server.update(...)
CMD.update(...)
end
return server
|
local _, ns = ...
local B, C, L, DB, P = unpack(ns)
local BUTTON = "OverrideActionBarButton%d"
-----------------------
-- Rare: Escaped Wilderling
-----------------------
local RARE = "Escaped Wilderling"
local MESSAGE = "Spam <SpaceBar> to complete!"
local locale = GetLocale()
if locale == "zhCN" or locale == "zhTW" then
RARE = "逃跑的荒蚺"
MESSAGE = "狂按 <空格> 完成!"
end
local Handler = CreateFrame("Frame")
Handler:RegisterEvent("ZONE_CHANGED_NEW_AREA")
Handler:RegisterEvent("PLAYER_ENTERING_WORLD")
Handler:SetScript("OnEvent", function(self, event, ...)
if not NDuiPlusDB["Misc"]["QuestHelper"] then return end
if event == "ZONE_CHANGED_NEW_AREA" or event == "PLAYER_ENTERING_WORLD" then
local mapID = C_Map.GetBestMapForUnit("player")
if mapID and mapID == 1961 then
self:Watch()
else
self:Unwatch()
end
elseif event == "UNIT_ENTERED_VEHICLE" then
if GetPlayerAuraBySpellID(356137) then
self:Control()
else
self:Uncontrol()
end
elseif event == "UNIT_EXITED_VEHICLE" then
self:Uncontrol()
elseif event == "CHAT_MSG_RAID_BOSS_EMOTE" then
local msg = ...
if strfind(msg, RARE) then
ClearOverrideBindings(self)
SetOverrideBindingClick(self, true, "SPACE", BUTTON:format(1))
end
elseif event == "UNIT_SPELLCAST_SUCCEEDED" then
local _, _, spellID = ...
if spellID == 356151 then
ClearOverrideBindings(self)
SetOverrideBindingClick(self, true, "SPACE", BUTTON:format(12))
end
elseif event == "PLAYER_REGEN_ENABLED" then
ClearOverrideBindings(self)
self:UnregisterEvent(event)
end
end)
function Handler:Watch()
self:RegisterEvent("UNIT_ENTERED_VEHICLE")
end
function Handler:Unwatch()
self:UnregisterEvent("UNIT_ENTERED_VEHICLE")
end
function Handler:Control()
self:Message()
self:RegisterEvent("UNIT_EXITED_VEHICLE")
self:RegisterEvent("CHAT_MSG_RAID_BOSS_EMOTE")
self:RegisterUnitEvent("UNIT_SPELLCAST_SUCCEEDED", "player")
end
function Handler:Uncontrol()
self:UnregisterEvent("UNIT_EXITED_VEHICLE")
self:UnregisterEvent("CHAT_MSG_RAID_BOSS_EMOTE")
self:UnregisterEvent("UNIT_SPELLCAST_SUCCEEDED")
if InCombatLockdown() then
self:RegisterEvent("PLAYER_REGEN_ENABLED")
else
ClearOverrideBindings(self)
end
end
function Handler:Message()
for i = 1, 2 do
RaidNotice_AddMessage(RaidWarningFrame, MESSAGE, P.InfoColors)
end
end
|
function param1(str)
chainhelper:log("param1 test. str:"..str)
end
function param2(str, flag)
if (flag)
then
chainhelper:log("param2 test. flag true. str:"..str)
else
chainhelper:log("param2 test. flag false. str:"..str)
end
end
function param3(in_str, in_bool, in_num)
chainhelper:log("test param3, in_str: " .. tostring(in_str) .. ", type: " .. type(in_str))
chainhelper:log("test param3, in_bool: " .. tostring(in_bool) .. ", type: " .. type(in_bool))
chainhelper:log("test param3, in_num: " .. tostring(in_num) .. ", type: " .. type(in_num))
end
function test_luatype_function(func)
chainhelper:log("test luatype_function, func: " .. tostring(func) .. ", type: " .. type(func))
end
function test_luatype(obj)
chainhelper:log("test luatype, object: " .. tostring(obj) .. ", type: " .. type(obj))
end
|
UpdateTeamCommand = Command:extends{}
UpdateTeamCommand.className = "UpdateTeamCommand"
function UpdateTeamCommand:init(team)
self.team = team
end
function UpdateTeamCommand:execute()
if not self.old then
self.old = SB.model.teamManager:getTeam(self.team.id)
end
SB.model.teamManager:setTeam(self.team.id, self.team)
end
function UpdateTeamCommand:unexecute()
SB.model.teamManager:setTeam(self.team.id, self.old)
end
|
local Packages = script.Parent.Parent.Parent.Parent.Parent.Parent
local Roact = require(Packages.Roact)
local LoadingSpinner = require(Packages.UIBlox.App.Loading.LoadingSpinner)
return {
stories = {
DefaultRate = Roact.createElement(LoadingSpinner, {
position = UDim2.fromScale(0.5, 0.5),
anchorPoint = Vector2.new(0.5, 0.5),
}),
HalfRate = Roact.createElement(LoadingSpinner, {
position = UDim2.fromScale(0.5, 0.5),
anchorPoint = Vector2.new(0.5, 0.5),
rotationRate = 180,
})
}
}
|
file.CreateDir('ppm2')
file.CreateDir('ppm2/backups')
file.CreateDir('ppm2/thumbnails')
for _, ffind in ipairs(file.Find('ppm2/*.txt', 'DATA')) do
local fTarget = ffind:sub(1, -5)
if not file.Exists('ppm2/' .. fTarget .. '.dat', 'DATA') then
local fRead = file.Read('ppm2/' .. ffind, 'DATA')
local json = util.JSONToTable(fRead)
if json then
local TagCompound = DLib.NBT.TagCompound()
for key, value in pairs(json) do
local _exp_0 = luatype(value)
if 'string' == _exp_0 then
TagCompound:AddString(key, value)
elseif 'number' == _exp_0 then
TagCompound:AddFloat(key, value)
elseif 'boolean' == _exp_0 then
TagCompound:AddByte(key, value and 1 or 0)
elseif 'table' == _exp_0 then
if value.r and value.g and value.b and value.a then
TagCompound:AddByteArray(key, {
value.r - 128,
value.g - 128,
value.b - 128,
value.a - 128
})
end
else
error(luatype(value))
end
end
local buf = DLib.BytesBuffer()
TagCompound:WriteFile(buf)
local stream = file.Open('ppm2/' .. fTarget .. '.dat', 'wb', 'DATA')
buf:ToFileStream(stream)
stream:Flush()
stream:Close()
end
end
file.Delete('ppm2/' .. ffind)
end
local PonyDataInstance
do
local _class_0
local _base_0 = {
WriteNetworkData = function(self)
for _, _des_0 in ipairs(PPM2.NetworkedPonyData.NW_Vars) do
local strName, writeFunc, getName, defValue
strName, writeFunc, getName, defValue = _des_0.strName, _des_0.writeFunc, _des_0.getName, _des_0.defValue
if self["Get" .. tostring(getName)] then
writeFunc(self["Get" .. tostring(getName)](self))
else
writeFunc(defValue)
end
end
end,
Copy = function(self, fileName)
if fileName == nil then
fileName = self.filename
end
local copyOfData = { }
for key, val in pairs(self.dataTable) do
local _exp_0 = luatype(val)
if 'number' == _exp_0 or 'string' == _exp_0 or 'boolean' == _exp_0 then
copyOfData[key] = val
elseif 'table' == _exp_0 or 'Color' == _exp_0 then
if IsColor(val) then
copyOfData[key] = Color(val)
else
copyOfData[key] = Color(255, 255, 255)
end
end
end
local newData = self.__class(fileName, copyOfData, false)
return newData
end,
CreateCustomNetworkObject = function(self, goingToNetwork, ply, ...)
if goingToNetwork == nil then
goingToNetwork = false
end
if ply == nil then
ply = LocalPlayer()
end
local newData = PPM2.NetworkedPonyData(nil, ply)
newData:SetIsGoingToNetwork(goingToNetwork)
self:ApplyDataToObject(newData, ...)
return newData
end,
CreateNetworkObject = function(self, goingToNetwork, ...)
if goingToNetwork == nil then
goingToNetwork = true
end
local newData = PPM2.NetworkedPonyData(nil, LocalPlayer())
newData:SetIsGoingToNetwork(goingToNetwork)
self:ApplyDataToObject(newData, ...)
return newData
end,
ApplyDataToObject = function(self, target, ...)
for key, value in pairs(self:GetAsNetworked()) do
if not target["Set" .. tostring(key)] then
error("Attempt to apply data to object " .. tostring(target) .. " at unknown index " .. tostring(key) .. "!")
end
target["Set" .. tostring(key)](target, value, ...)
end
end,
UpdateController = function(self, ...)
return self:ApplyDataToObject(self.nwObj, ...)
end,
CreateController = function(self, ...)
return self:CreateNetworkObject(false, ...)
end,
CreateCustomController = function(self, ...)
return self:CreateCustomNetworkObject(false, ...)
end,
Reset = function(self)
for k, _des_0 in pairs(self.__class.PONY_DATA) do
local getFunc
getFunc = _des_0.getFunc
self['Reset' .. getFunc](self)
end
end,
GetSaveOnChange = function(self)
return self.saveOnChange
end,
SaveOnChange = function(self)
return self.saveOnChange
end,
SetSaveOnChange = function(self, val)
if val == nil then
val = true
end
self.saveOnChange = val
end,
GetValueFromNBT = function(self, mapData, value)
if mapData.enum and type(value) == 'string' then
return mapData.fix(mapData.enumMappingBackward[value:upper()])
elseif mapData.type == 'COLOR' then
if IsColor(value) then
return mapData.fix(Color(value))
else
return mapData.fix(Color(value[1] + 128, value[2] + 128, value[3] + 128, value[4] + 128))
end
elseif mapData.type == 'BOOLEAN' then
if type(value) == 'boolean' then
return mapData.fix(value)
else
return mapData.fix(value == 1)
end
else
return mapData.fix(value)
end
end,
GetExtraBackupPath = function(self)
return tostring(self.__class.DATA_DIR_BACKUP) .. tostring(self.filename) .. "_bak_" .. tostring(os.date('%S_%M_%H-%d_%m_%Y', os.time())) .. ".dat"
end,
SetupData = function(self, data, force, doBackup)
if data == nil then
data = self.NBTTagCompound
end
if force == nil then
force = false
end
if doBackup == nil then
doBackup = false
end
if luatype(data) == 'NBTCompound' then
data = data:GetValue()
end
if doBackup or not force then
local makeBackup = false
for key, value2 in pairs(data) do
key = key:lower()
local map = self.__class.PONY_DATA_MAPPING[key]
if map then
local mapData = self.__class.PONY_DATA[map]
local value = self:GetValueFromNBT(mapData, value2)
if mapData.enum then
if luatype(value) == 'string' and not mapData.enumMappingBackward[value:upper()] or luatype(value) == 'number' and not mapData.enumMapping[value] then
if not force then
return self.__class.ERR_MISSING_CONTENT
end
makeBackup = true
break
end
end
end
end
if doBackup and makeBackup and self.exists then
local fRead = file.Read(self.fpath, 'DATA')
file.Write(self:GetExtraBackupPath(), fRead)
end
end
for key, value2 in pairs(data) do
local _continue_0 = false
repeat
key = key:lower()
local map = self.__class.PONY_DATA_MAPPING[key]
if not (map) then
_continue_0 = true
break
end
local mapData = self.__class.PONY_DATA[map]
self.dataTable[key] = self:GetValueFromNBT(mapData, value2)
_continue_0 = true
until true
if not _continue_0 then
break
end
end
end,
ValueChanges = function(self, key, oldVal, newVal, saveNow)
if saveNow == nil then
saveNow = self.exists and self.saveOnChange
end
if self.nwObj and self.updateNWObject then
local getFunc
getFunc = self.__class.PONY_DATA[key].getFunc
self.nwObj["Set" .. tostring(getFunc)](self.nwObj, newVal, self.networkNWObject)
end
if saveNow then
return self:Save()
end
end,
SetFilename = function(self, filename)
self.filename = filename
self.filenameFull = tostring(filename) .. ".dat"
self.fpath = tostring(self.__class.DATA_DIR) .. tostring(filename) .. ".dat"
self.preview = tostring(self.__class.DATA_DIR) .. "thumbnails/" .. tostring(filename) .. ".png"
self.fpathFull = "data/" .. tostring(self.__class.DATA_DIR) .. tostring(filename) .. ".dat"
self.isOpen = self.filename ~= nil
self.exists = file.Exists(self.fpath, 'DATA')
return self.exists
end,
SetNetworkData = function(self, nwObj)
self.nwObj = nwObj
end,
SetPonyData = function(self, nwObj)
self.nwObj = nwObj
end,
SetPonyDataController = function(self, nwObj)
self.nwObj = nwObj
end,
SetPonyController = function(self, nwObj)
self.nwObj = nwObj
end,
SetController = function(self, nwObj)
self.nwObj = nwObj
end,
SetDataController = function(self, nwObj)
self.nwObj = nwObj
end,
SetNetworkOnChange = function(self, newVal)
if newVal == nil then
newVal = true
end
self.networkNWObject = newVal
end,
SetUpdateOnChange = function(self, newVal)
if newVal == nil then
newVal = true
end
self.updateNWObject = newVal
end,
GetNetworkOnChange = function(self)
return self.networkNWObject
end,
GetUpdateOnChange = function(self)
return self.updateNWObject
end,
GetNetworkData = function(self)
return self.nwObj
end,
GetPonyData = function(self)
return self.nwObj
end,
GetPonyDataController = function(self)
return self.nwObj
end,
GetPonyController = function(self)
return self.nwObj
end,
GetController = function(self)
return self.nwObj
end,
GetDataController = function(self)
return self.nwObj
end,
IsValid = function(self)
return self.valid
end,
Exists = function(self)
return self.exists
end,
FileExists = function(self)
return self.exists
end,
IsExists = function(self)
return self.exists
end,
GetFileName = function(self)
return self.filename
end,
GetFilename = function(self)
return self.filename
end,
GetFileNameFull = function(self)
return self.filenameFull
end,
GetFilenameFull = function(self)
return self.filenameFull
end,
GetFilePath = function(self)
return self.fpath
end,
GetFullFilePath = function(self)
return self.fpathFull
end,
SerealizeValue = function(self, valID)
if valID == nil then
valID = ''
end
local map = self.__class.PONY_DATA[valID]
if not (map) then
return
end
local val = self.dataTable[valID]
if map.enum then
return DLib.NBT.TagString(map.enumMapping[val] or map.enumMapping[map.default()])
elseif map.serealize then
return map.serealize(val)
else
local _exp_0 = map.type
if 'INT' == _exp_0 then
return DLib.NBT.TagInt(val)
elseif 'FLOAT' == _exp_0 then
return DLib.NBT.TagFloat(val)
elseif 'URL' == _exp_0 then
return DLib.NBT.TagString(val)
elseif 'BOOLEAN' == _exp_0 then
return DLib.NBT.TagByte(val and 1 or 0)
elseif 'COLOR' == _exp_0 then
return DLib.NBT.TagByteArray({
val.r - 128,
val.g - 128,
val.b - 128,
val.a - 128
})
end
end
end,
GetAsNetworked = function(self)
local _tbl_0 = { }
for k, _des_0 in pairs(self.__class.PONY_DATA) do
local getFunc
getFunc = _des_0.getFunc
_tbl_0[getFunc] = self.dataTable[k]
end
return _tbl_0
end,
ReadFromDisk = function(self, force, doBackup)
if force == nil then
force = false
end
if doBackup == nil then
doBackup = true
end
if not (self.exists) then
return self.__class.ERR_FILE_NOT_EXISTS
end
local fRead = file.Read(self.fpath, 'DATA')
if not fRead or fRead == '' then
return self.__class.ERR_FILE_EMPTY
end
self.NBTTagCompound:ReadFile(DLib.BytesBuffer(fRead))
return self:SetupData(self.NBTTagCompound, force, doBackup) or self.__class.READ_SUCCESS
end,
SaveAs = function(self, path)
if path == nil then
path = self.fpath
end
for key, val in pairs(self.dataTable) do
self.NBTTagCompound:AddTag(key, self:SerealizeValue(key))
end
local buf = DLib.BytesBuffer()
self.NBTTagCompound:WriteFile(buf)
local stream = file.Open(path, 'wb', 'DATA')
buf:ToFileStream(stream)
stream:Flush()
stream:Close()
return buf
end,
SavePreview = function(self, path)
if path == nil then
path = self.preview
end
local buildingModel = ClientsideModel('models/ppm/ppm2_stage.mdl', RENDERGROUP_OTHER)
buildingModel:SetNoDraw(true)
buildingModel:SetModelScale(0.9)
local model = ClientsideModel('models/ppm/player_default_base_new_nj.mdl')
do
model:SetNoDraw(true)
local data = self:CreateCustomController(model)
model.__PPM2_PonyData = data
local ctrl = data:GetRenderController()
do
local bg = data:GetBodygroupController()
if bg then
bg:ApplyBodygroups()
end
end
do
local _with_0 = model:PPMBonesModifier()
_with_0:ResetBones()
hook.Call('PPM2.SetupBones', nil, model, data)
_with_0:Think(true)
end
model:SetSequence(22)
model:FrameAdvance(0)
end
return timer.Simple(0.5, function()
local renderTarget = GetRenderTarget('ppm2_save_preview_generate2', 1024, 1024, false)
renderTarget:Download()
render.PushRenderTarget(renderTarget)
render.Clear(0, 0, 0, 255, true, true)
cam.Start3D(Vector(49.373046875, -35.021484375, 58.332901000977), Angle(0, 141, 0), 90, 0, 0, 1024, 1024)
buildingModel:DrawModel()
do
local data = model.__PPM2_PonyData
local ctrl = data:GetRenderController()
do
local bg = data:GetBodygroupController()
if bg then
bg:ApplyBodygroups()
end
end
do
local _with_0 = model:PPMBonesModifier()
_with_0:ResetBones()
hook.Call('PPM2.SetupBones', nil, model, data)
_with_0:Think(true)
end
do
ctrl:DrawModels()
ctrl:HideModels(true)
ctrl:PreDraw(model, true)
end
model:DrawModel()
ctrl:PostDraw(model, true)
end
cam.End3D()
local data = render.Capture({
format = 'png',
x = 0,
y = 0,
w = 1024,
h = 1024,
alpha = false
})
model:Remove()
buildingModel:Remove()
file.Write(path, data)
return render.PopRenderTarget()
end)
end,
Save = function(self, doBackup, preview)
if doBackup == nil then
doBackup = true
end
if preview == nil then
preview = true
end
if doBackup and self.exists then
file.Write(self:GetExtraBackupPath(), file.Read(self.fpath, 'DATA'))
end
local buf = self:SaveAs(self.fpath)
if preview then
self:SavePreview(self.preview)
end
self.exists = true
return buf
end
}
_base_0.__index = _base_0
_class_0 = setmetatable({
__init = function(self, filename, data, readIfExists, force, doBackup)
if readIfExists == nil then
readIfExists = true
end
if force == nil then
force = false
end
if doBackup == nil then
doBackup = true
end
self:SetFilename(filename)
self.NBTTagCompound = DLib.NBT.TagCompound()
self.updateNWObject = true
self.networkNWObject = true
self.valid = self.isOpen
self.rawData = data
do
local _tbl_0 = { }
for k, _des_0 in pairs(self.__class.PONY_DATA) do
local default
default = _des_0.default
_tbl_0[k] = default()
end
self.dataTable = _tbl_0
end
self.saveOnChange = true
if data then
return self:SetupData(data, true)
elseif self.exists and readIfExists then
return self:ReadFromDisk(force, doBackup)
end
end,
__base = _base_0,
__name = "PonyDataInstance"
}, {
__index = _base_0,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
local self = _class_0
self.DATA_DIR = "ppm2/"
self.DATA_DIR_BACKUP = "ppm2/backups/"
self.FindFiles = function(self)
local output
do
local _accum_0 = { }
local _len_0 = 1
for _, str in ipairs(file.Find(self.DATA_DIR .. '*', 'DATA')) do
if not str:find('.bak.dat') then
_accum_0[_len_0] = str:sub(1, #str - 4)
_len_0 = _len_0 + 1
end
end
output = _accum_0
end
return output
end
self.FindInstances = function(self)
local output
do
local _accum_0 = { }
local _len_0 = 1
for _, str in ipairs(file.Find(self.DATA_DIR .. '*', 'DATA')) do
if not str:find('.bak.dat') then
_accum_0[_len_0] = self(str:sub(1, #str - 4))
_len_0 = _len_0 + 1
end
end
output = _accum_0
end
return output
end
self.PONY_DATA = PPM2.PonyDataRegistry
do
local _tbl_0 = { }
for key, _des_0 in pairs(self.PONY_DATA) do
local getFunc
getFunc = _des_0.getFunc
_tbl_0[getFunc:lower()] = key
end
self.PONY_DATA_MAPPING = _tbl_0
end
for key, value in pairs(self.PONY_DATA) do
self.PONY_DATA_MAPPING[key] = key
end
for key, data in pairs(self.PONY_DATA) do
local _continue_0 = false
repeat
if not (data.enum) then
_continue_0 = true
break
end
do
local _accum_0 = { }
local _len_0 = 1
for _, arg in ipairs(data.enum) do
_accum_0[_len_0] = arg:upper()
_len_0 = _len_0 + 1
end
data.enum = _accum_0
end
data.enumMapping = { }
data.enumMappingBackward = { }
local i = -1
for _, enumVal in ipairs(data.enum) do
i = i + 1
data.enumMapping[i] = enumVal
data.enumMappingBackward[enumVal] = i
end
_continue_0 = true
until true
if not _continue_0 then
break
end
end
for key, _des_0 in pairs(self.PONY_DATA) do
local getFunc, fix, enumMappingBackward, enumMapping, enum, min, max, default
getFunc, fix, enumMappingBackward, enumMapping, enum, min, max, default = _des_0.getFunc, _des_0.fix, _des_0.enumMappingBackward, _des_0.enumMapping, _des_0.enum, _des_0.min, _des_0.max, _des_0.default
self.__base["Get" .. tostring(getFunc)] = function(self)
return self.dataTable[key]
end
self.__base["GetMin" .. tostring(getFunc)] = function(self)
if min then
return min
end
end
self.__base["GetMax" .. tostring(getFunc)] = function(self)
if max then
return max
end
end
self.__base["Enum" .. tostring(getFunc)] = function(self)
if enum then
return enum
end
end
self.__base["Get" .. tostring(getFunc) .. "Types"] = function(self)
if enum then
return enum
end
end
self["GetMin" .. tostring(getFunc)] = function(self)
if min then
return min
end
end
self["GetMax" .. tostring(getFunc)] = function(self)
if max then
return max
end
end
self["GetDefault" .. tostring(getFunc)] = default
self["GetEnum" .. tostring(getFunc)] = function(self)
if enum then
return enum
end
end
self["Enum" .. tostring(getFunc)] = function(self)
if enum then
return enum
end
end
if enumMapping then
self.__base["Get" .. tostring(getFunc) .. "Enum"] = function(self)
return enumMapping[self.dataTable[key]] or enumMapping[0] or self.dataTable[key]
end
self.__base["GetEnum" .. tostring(getFunc)] = self.__base["Get" .. tostring(getFunc) .. "Enum"]
end
self.__base["Reset" .. tostring(getFunc)] = function(self)
return self["Set" .. tostring(getFunc)](self, default())
end
self.__base["Set" .. tostring(getFunc)] = function(self, val, ...)
if val == nil then
val = defValue
end
if luatype(val) == 'string' and enumMappingBackward then
local newVal = enumMappingBackward[val:upper()]
if newVal then
val = newVal
end
end
local newVal = fix(val)
local oldVal = self.dataTable[key]
self.dataTable[key] = newVal
return self:ValueChanges(key, oldVal, newVal, ...)
end
end
self.ERR_MISSING_PARAMETER = 4
self.ERR_MISSING_CONTENT = 5
self.READ_SUCCESS = 0
self.ERR_FILE_NOT_EXISTS = 1
self.ERR_FILE_EMPTY = 2
self.ERR_FILE_CORRUPT = 3
PonyDataInstance = _class_0
end
PPM2.PonyDataInstance = PonyDataInstance
PPM2.MainDataInstance = nil
PPM2.GetMainData = function()
if not PPM2.MainDataInstance then
PPM2.MainDataInstance = PonyDataInstance('_current', nil, true, true)
if not PPM2.MainDataInstance:FileExists() then
PPM2.MainDataInstance:Save()
end
end
return PPM2.MainDataInstance
end
|
function CommandStation:GetTechButtons()
return { kTechId.NanoShieldTech, kTechId.CatPackTech, kTechId.PowerSurgeTech, kTechId.MedTech1, kTechId.MedTech2 }
end
|
local dPressed = false
local aPressed = false
local wPressed = false
local spacePressed = false
local physics = require("physics")
local options =
{
frames =
{
{ -- frame 1 main
x = 0,
y = 0,
width = 207,
height = 294
},
{ -- frame 2
x = 216,
y = 0,
width = 207,
height = 294
},
{ -- frame 3
x = 429,
y = 0,
width = 207,
height = 294
},
{ -- frame 4
x = 642,
y = 0,
width = 207,
height = 294
},
{ -- frame 5
x = 855,
y = 0,
width = 207,
height = 294
},
{ -- frame 6
x = 1068,
y = 0,
width = 207,
height = 294
},
{ -- frame 7
x = 1281,
y = 0,
width = 207,
height = 294
},
{ -- frame 8 movement end
x = 1494,
y = 0,
width = 207,
height = 294
},
{ -- frame 9 p1
x = 1707,
y = 0,
width = 294,
height = 294
},
{ -- frame 10 p2
x = 2001,
y = 0,
width = 294,
height = 294
},
{ -- frame 11 hurt
x = 2295,
y = 0,
width = 294,
height = 294
},
{ -- frame 12 minigun
x = 2589,
y = 0,
width = 294,
height = 294
},
{ -- frame 13 hurley 1
x = 2883,
y = 0,
width = 261,
height = 294
},
{ -- frame 14
x = 3150,
y = 0,
width = 261,
height = 294
},
{ -- frame 15
x = 3417,
y = 0,
width = 261,
height = 294
},
{ -- frame 16
x = 3684,
y = 0,
width = 261,
height = 294
},
{ -- frame 17
x = 3951,
y = 0,
width = 261,
height = 294
},
{ -- frame 18
x = 4218,
y = 0,
width = 261,
height = 294
},
{ -- frame 19
x = 4485,
y = 0,
width = 261,
height = 294
},
{ -- frame 20
x = 4752,
y = 0,
width = 261,
height = 294
},
}
}
local buffsheet = graphics.newImageSheet( "img/experiment.png" , options )
local buffseq = {
{
name = "walk",
start = 1,
count = 8,
time = 1100,
loopCount = 0,
loopDirection = "forward"
},
{
name = "punch",
frames = { 1,9,10 },
time = 250,
loopCount = 1,
loopDirection = "bounce"
},
{
name = "pickupHurley",
start = 13,
count = 2,
time = 300,
loopCount = 2,
loopDirection = "forward"
},
{
name = "walkHurley",
start = 15,
count = 4,
time = 1100,
loopCount = 1,
loopDirection = "forward"
},
{
name = "hurt",
frames = {1,11},
time = 300,
loopCount = 1,
loopDirection = "bounce"
},
}
local buff = display.newSprite( buffsheet, buffseq )
buff.x = display.contentCenterX
buff.y = 900
buff:setSequence("walk")
buff.mass = 999
local canJump = true
function key(event)
if (event.phase == "down") then
if (event.keyName == "space") then
spacePressed = true
elseif (event.keyName == "w") then
wPressed = true
elseif (event.keyName == "a") then
aPressed = true
elseif (event.keyName == "d") then
dPressed = true
end
elseif (event.phase == "up") then
if (event.keyName == "space") then
spacePressed = false
elseif (event.keyName == "w") then
wPressed = false
elseif (event.keyName == "a") then
aPressed = false
elseif (event.keyName == "d") then
dPressed = false
end
end
end
function walkBuff( event )
if (aPressed) then
buff:play("walk")
buff.x = buff.x - 10
buff.xScale = -1
end
if (dPressed) then
buff:play("walk")
buff.x = buff.x + 10
buff.xScale = 1
end
end
function buffJump(event)
if (wPressed and canJump) then
canJump = false
buff:setLinearVelocity(0,-1.5*buff.mass)
end
end
function buffPunch(event)
if(spacePressed)then
buff:setSequence("punch")
buff:play("punch")
end
if not (spacePressed) then
buff:setSequence("walk")
end
end
function on_hit(event)
if(event.phase == "began") then
canJump = true
end
end
buff:addEventListener("collision",on_hit)
Runtime:addEventListener("enterFrame",walkBuff)
Runtime:addEventListener("enterFrame",buffJump)
Runtime:addEventListener("key",key)
Runtime:addEventListener("key",buffPunch)
return buff
|
local mvector = metavector_mod.require("metavectors")
benchmark.register("metavectors:metavectors",{
warmup = 5000,
loops = 2000,
before = function()
local x = math.ceil(math.random()*100)
local y = math.ceil(math.random()*100)
local z = math.ceil(math.random()*100)
return {x,y,z}
end,
run = function(data)
local v = mvector.new(data[1],data[2],data[3])
assert(v + v - v == v)
assert(v.." test" == tostring(v).." test")
assert(v*2 == v+v)
assert(v*v/2)
assert(mvector.parse(tostring(v)) == v)
end,
})
benchmark.register("metavectors:standardvectors",{
warmup = 5000,
loops = 2000,
before = function()
local x = math.ceil(math.random()*100)
local y = math.ceil(math.random()*100)
local z = math.ceil(math.random()*100)
return {x,y,z}
end,
run = function(data)
local v = vector.new(data[1],data[2],data[3])
assert(vector.equals(vector.subtract(vector.add(v,v),v),v))
assert(minetest.pos_to_string(v).." test")
assert(vector.equals(vector.multiply(v,2),vector.add(v,v)))
assert(vector.divide(vector.multiply(v,v),2))
assert(vector.equals(minetest.string_to_pos(minetest.pos_to_string(v)),v))
end,
})
|
ChatSystemLib.PostOnChannel(ChatSystemLib.ChatChannel_System, "[WSRP Housing Directory] Entity: Dominion Directory Loaded.")
return {
{ title = "Valiantheart Coliseum", owner = "Erallia Valiantheart", hours = "Refer to Owner for hours", staff = "Erallia Valiantheart", description = "The Valiantheart Coliseum and Tavern owned by Erallia Valiantheart, a place labeled as 'Spar-and-Bar', you can come to spectate or even be a part of the many fights that take place here. We hold various different fights and we're always looking for new ways to make sparring here, a memory that'll last a lifetime. We also host an event every so often called the \"Dominion's Finest Fighter\" tournament up in the main Coliseum. We're open to requests by RPers or the Valiantheart crew on opening at any time.", },
{ title = "Noriack's Cafe", owner = "Chef Noriack", hours = "Friday 10pm est - Whenever ", staff = "Chef Noriack, Lala Sasazy, Prietess Helmina, Neffelo Clamp", description = "Noriack's cafe serves a wide variety of tea, coffee, lattes, cassianos, and a small beer and wine selection. The popular Necrohive Mead is a regular here to many guests. The food selection can be just as varied with dishes like the ultra cheesy Artemis Pizza, the sweet and spicy Honey glazed Ravenok, or get your desert on with some delicious Caramel and Chocolate topped Cheesecake. Many other items are available and the menu changes from week to week. \nNoriack's cafe is a whirlwind of activity on Friday evenings from 10pm est until it quiets down (Well after midnight.) Though everyone is always welcome to come use the Lopp staff that exist to get meals and drinks in the off hours. \nThe grounds of the cafe are always open to the public and are composed of lovely gardens and a glass skyway that puts you above the troubles of the world. There is a sky garden, lounge, and even a dance floor to get ones groove on. \nWe are happy to cater events and provide off hour services, or even home delivery, just please contact Chef Noriack with any requests you might have. Wedding coming up? Rent out the cafe, or let us come to you! Wedding booth construction available upon request.", },
{ title = "The Shock Collar Bar & Casino", owner = "Neffelo Clamp", hours = "Wednesdays 10pm est - 1am", staff = "Neffelo Clamp, Chef Noriack, Vannyx Xanniton, Priestess Helmina", description = "The premier Club Casino and Bar! It hosts beverages from Bezgelore and a wide assortment of safe for all to consume beverages as well. Come try your hand at the slot machines or some cards or roulette while you're there. Meet some new friends and get immersed in chua culture! \n\nCome and marvel at the technology displayed! Admired the scientific beauty! Make new contacts for business! All at the Shock Collar Bar and Casino! \n\nThis club is run by the Red Tail Collective headed by Neffelo Clamp and is open to all. A small section that is a chua only private bar inside the main building exists for those chua needing to get to a place that feels more like home.\n\n\n\n", },
{ title = "The Eldan Fried Cubig Protobar", owner = "Grumlen Dangerpants", hours = "24/7", staff = "Grumlen Dangerpants", description = "The Eldan-Fried Cubig (EFC) protobar was originally conceived by the Protostar Corporation as a means of assuring fast food services to almost anywhere in the known galaxy, utilizing a delivery system of advanced teleportation-based transit and housed in small, communal sit-in \“dining ships\”. The only constructed prototype was scrapped and left for ruin atop an asteroid in the Halon Ring of Nexus, where chua scrapper Grumlen \"Dangerpants\" stumbled upon it years later and took it upon himself to refurbish the small business to that of his own design. \n\nClaiming to definitely still be a licensed Protostar franchise, and boasting a menu of only 2 different questionably-specific fried meals... it’s safe to say EFC's food probably tastes as good as the place in which it’s presented is maintained.", },
{ title = "Our Lady Eldan", owner = "Opeth Mistreaver", hours = "24/7", staff = "Priestess Helmina, Opeth Mistreaver, Furgun Darkstorm", description = "This plot is a Vigilant Church, fully dedicated to the religious beliefs of the Dominion religion. There is a shrine to the Six Scions, a full church with pipe organ, confessional and prayer candles, a church rectory, mausoleum w/cemetery, a conference/meeting hall, cleansing water spring and expansive garden. \n\nIt is open to all religious events. Please contact our staff to set up events or for use of the plot, it is open for viewing, but would like to keep the peace so to speak. Regular Vigils (sermons) are held on Sundays at 7:00 PM EST.", },
{ title = "Evindra Imeperial Park", owner = "Xerune Novimae", hours = "24/7", staff = "Xerune Novimae, Isabella Sinclair, Perseus Ford, Vyzura Razorcloak, Atun Nol (xerune is IC, all others can change things)", description = "The Imperial Park is a place for all Dominion citizens to enjoy the flora wonders of Nexus at any time and within the safety of the Empire. Several exhibits exist to show off certain areas such as Ellevar, Deardune, and Wilderrun. The Emperor Myrcalus Botany Conservatory holds some exhibits in contested territories such as Farside, Celestion, Algoroc, Galeras, and another unknown. There's also picnic area with food vendors and a ferris wheel. It is truly a park for anyone.\n\nThere is also a game! A scavenger hunt for 8 carrots and a vind all hidden throughout the park. Can you find them all? \n\nHowever there is also a secret, underground the ICI conducts meetings and other details. To the general public no one knows of it's location. But for those of the ICI know it is a place for their needs be it from holding suspicious people, interrogations, medical needs to even socializing among themselves and a place to rest. ", },
{ title = "The Jabbit Hole", owner = "Jabbit Tooth", hours = "24/7", staff = "Jabbit Tooth", description = "Though not an advertised or even desirable locale, the mysterious city—nicknamed by the knowing few as the \"Jabbit Hole\"—has become home to a handful of lost vagrants and those of ill repute. Its origins are unknown, as is its location. The only method of travel seems to be through a bypassed teleportation pad nestled within the corner of the city's only currently accessible alleyway.\nThe city itself had gradually fallen further into a state of disrepair following whatever cataclysm flung it into its present realm of existence. A smoggy, starless sky envelops the urban landscape with a framework of decayed architecture keeping the area contained.\nMost visitors of the Jabbit Hole gain access through the numerous faulty teleportation pads courtesy of Protostar's Nexus colonization project. Regardless of the amount of work it takes to get in, travelers will find the real challenge is their inevitable escape. Unless they were never meant to leave at all.", },
{ title = "Curiosity", owner = "Vagabond Croix", hours = "Every other Saturday 10 PM-?", staff = "Vagabond Croix", description = "Curiosity is the Dominion's premiere night club, offering the finest in finger foods, such as the now famous pulled cupork sliders, along with a massive assortment of liquors, spirits, and exciting cocktails to keep you curious for more.\n\nCuriosity hosts a variety of events, including trivia night, murder mysteries, truth or dare, scavenger hunts, and a banquet of other delightful challenges to keep the brain guessing and the mind wanting more.", },
{ title = "The Beacon of the Scions", owner = "Inquisitor Garack", hours = "Unscheduled", staff = "Inquisitor Garack, Daisy Xay", description = "The Beacon of the Scions is a Dominion space station near Nexus. It has a market, lodging, and a bar/restaurant, with more features on the way. It's also connected to the Protostar Housing Network.", },
{ title = "ICI Operative Retreat", owner = "Desai Septaphex", hours = "24/7", staff = "Desai Septaphex", description = "The retreat offers a calm environs for agents off duty and any of their friends to unwind, enjoy a drink, conversation, pray, spar, or enjoy a sauna or acid bath (mechari only) Just please.. do avoid the basement....", },
{ title = "Horizon", owner = "Victoria Hemming", hours = "Sunday 8:30 - 11:30 PM (EST)", staff = "Victoria Hemming", description = "Horizon is an open-air dance club that is in low orbit around Nexus. Yes, you read correctly! Equipped with the latest Protostar™ Skyplot mobility technologies, Horizon is always moving towards the horizon, countering the motion of Nexus’ rotation. The end result is a perpetual sunset for our patrons to enjoy.\n\nThe warm sunlight is not all that Horizon has to offer. Far from Cassus, Horizon aims to bring the long absent summer Cassian club culture to Nexus. Gone are the days of being crammed in a dimly lit underground bunker with a jukebox violating your ear drums (or audio receptors). Horizon sports a specially made sound system, named \“The Endless Summer Sound System™\”, which incorporates one of Nexus’ most powerful setup of speakers working in tandem with the latest in acoustic design to bring loud, thumping dance music to you without the fear of going deaf. Coupled with the sunny, laid-back atmosphere and tailored selection of music, Horizon brings a clubbing experience like none other.\n\nRead more at: http://www.tinyurl.com/horizonadvert", },
{ title = "The Vigilant Sanctuary", owner = "Dajia Nano", hours = "24/7", staff = "Dajia Nano, Afterburn Unicron", description = "A haven for those seeking refuge, or quiet meditation away from the bustle of Illium. The Sanctuary is a place for those devout to the Scions to come and pray within the sanctuary itself or wander the gardens while basking in the glory of the Scions. The Vigilant Sanctuary is open to host sermons for the Vigilant Church along with offering a place to stay for those loyal to the Dominion. Deeper within the Sanctuary, there is a rehabilitation facility for those of the Dominion in need of some..re-education.", },
}
|
--[[
Based on a plugin by topkecleon. Licensed under GNU AGPLv3
https://github.com/topkecleon/otouto/blob/master/LICENSE.
Copyright 2020 Matthew Hesketh <matthew@matthewhesketh.com>
This code is licensed under the MIT. See LICENSE for details.
]]
local lastfm = {}
local mattata = require('mattata')
local http = require('socket.http')
local url = require('socket.url')
local json = require('dkjson')
local redis = require('libs.redis')
function lastfm:init(configuration)
assert(configuration.keys.lastfm, 'lastfm.lua requires an API key, and you haven\'t got one configured!')
lastfm.commands = mattata.commands(self.info.username):command('lastfm'):command('np'):command('fmset').table
lastfm.help = '/np <username> - Returns what you are or were last listening to. If you specify a username, info will be returned for that username. /fmset <username> - Sets your last.fm username. Use /fmset -del to delete your current username.'
lastfm.url = 'http://ws.audioscrobbler.com/2.0/?method=user.getrecenttracks&format=json&limit=1&api_key='
end
function lastfm.set_username(user_object, name, language)
redis:hset('user:' .. user_object.id .. ':info', 'lastfm', name)
return string.format(language['lastfm']['1'], user_object.first_name, name)
end
function lastfm.del_username(user_id, language)
if redis:hget('user:' .. user_id .. ':info', 'lastfm') then
redis:hdel('user:' .. user_id .. ':info', 'lastfm')
return language['lastfm']['2']
end
return language['lastfm']['3']
end
function lastfm.get_username(user_id)
return redis:hget('user:' .. user_id .. ':info', 'lastfm')
end
function lastfm:on_message(message, configuration, language)
local input = mattata.input(message.text)
if message.text:match('^[/!#]lastfm') then
return mattata.send_reply(message, lastfm.help)
elseif message.text:match('^[/!#]fmset') then
input = input or message.from.username
if not input then
return mattata.send_reply(message, lastfm.help)
elseif input == '-del' then
local output = lastfm.del_username(message.from.id, language)
return mattata.send_reply(message, output)
end
local output = lastfm.set_username(message.from, input, language)
return mattata.send_reply(message, output)
end
local username, output
if input then
username = input
elseif lastfm.get_username(message.from.id, language) then
username = lastfm.get_username(message.from.id)
else
return mattata.send_reply(message, language['lastfm']['4'])
end
local jstr, res = http.request(lastfm.url .. configuration.keys.lastfm .. '&user=' .. url.escape(username))
if res ~= 200 then
return mattata.send_reply(message, language['errors']['connection'])
end
local jdat = json.decode(jstr)
if jdat.error then
return mattata.send_reply(message, language['lastfm']['4'])
end
if not jdat or not jdat.recenttracks then
return mattata.send_reply(message.chat.id, language['lastfm']['5'])
end
jdat = jdat.recenttracks.track[1] or jdat.recenttracks.track
output = input and mattata.escape_html(input) or string.format('<a href="%s">%s</a>', 'https://last.fm/user/' .. url.escape(username), mattata.escape_html(message.from.first_name))
output = (jdat['@attr'] and jdat['@attr'].nowplaying) and string.format(language['lastfm']['6'], output) or string.format(language['lastfm']['7'], output)
local title = jdat.name or language['lastfm']['8']
local artist = jdat.artist and jdat.artist['#text'] or language['lastfm']['8']
if artist and title ~= jdat.name then
mattata.send_chat_action(message.chat.id)
return mattata.send_message(message.chat.id, output .. artist .. ' - ' .. title)
elseif jdat.image and jdat.image[1]['#text'] == '' then
return mattata.send_message(message.chat.id, output .. artist .. ' - ' .. title)
end
mattata.send_chat_action(message.chat.id, 'upload_photo')
output = output .. string.format('<a href="%s">%s</a>', jdat.url, artist .. ' - ' .. title)
return mattata.send_photo(message.chat.id, jdat.image[4]['#text'], output, 'html')
end
return lastfm
|
if #arg ~= 2 then
print("usage: lua sort_hiscore.lua hiscore.dat mame.lst")
return
end
local datfile = io.open(arg[1])
if not datfile then
return
end
local entries = {{}}
local namelist = false
local comment = false
local entry = entries[1]
for line in datfile:lines() do
local function next_entry()
entries[#entries + 1] = {}
comment = false
namelist = false
return entries[#entries]
end
local function additem(table, item)
if not entry[table] then
entry[table] = {}
end
entry[table][#entry[table] + 1 ] = item
end
local function clean(data)
return data:match("^([^%s;]+)"):lower()
end
if line:match("^%w") then
if not comment and not namelist then
entry = next_entry()
end
namelist = true
else
namelist = false
end
if line:match("^%s*$") then
entry = next_entry()
end
line = line:match("^%s*.-%s*$")
local char = line:sub(1,1)
if char == ";" then
additem("comment", line)
comment = true
else
comment = false
end
if char:match("%w") then
additem("name", clean(line):sub(1, -2))
end
if char == "@" then
additem("data", clean(line))
end
end
datfile:close()
local lstfile = io.open(arg[2])
local list = {}
local src = "error"
for line in lstfile:lines() do
if not line:match("^[%s/*]") then
if line:sub(1,1) == "@" then
src = line:match("^@source:(.*)")
else
local set = line:match("^([^%s/]*)")
if set and set ~= "" then
list[set] = src
end
end
end
end
lstfile:close()
local sorted = {}
local comments = 0
for num, entry in ipairs(entries) do
if not entry.name then
if entry.comment then
if entry.comment[1]:sub(2,4) ~= "@s:" then
comments = comments + 1
table.insert(sorted, comments, entry)
end
end
else
table.sort(entry.name)
entry.src = "source not found"
for num, name in ipairs(entry.name) do
name = name:match("[^,]*")
if not list[name] then
entry.name[num] = entry.name[num] .. ": ; missing"
else
entry.name[num] = entry.name[num] .. ":"
entry.src = list[name]
end
end
sorted[#sorted + 1] = entry
end
end
for num1, entry in ipairs(sorted) do
if entry.name then
for num2, name in ipairs(entry.name) do
local curname = name:match("[^:]*")
for num3, entry2 in ipairs(sorted) do
if entry2.name and entry.src == entry2.src and entry ~= entry2 then
for num4, name2 in ipairs(entry2.name) do
if curname == name2:match("[^:]*") then
print(name, "duplicate name")
end
end
end
end
end
end
end
for num1, entry in ipairs(sorted) do
if entry.data then
for num2, entry2 in ipairs(sorted) do
if entry2.data and entry.src == entry2.src and entry ~= entry2 and #entry.data == #entry2.data then
for i = 1, #entry2.data do
if entry.data[i] ~= entry2.data[i] then
break
end
if i == #entry2.data then
for num3, name in ipairs(entry2.name) do
entry.name[#entry.name + 1] = name
end
if entry2.comment then
for num3, comment in ipairs(entry2.comment) do
if not entry.comment then
entry.comment = {}
end
entry.comment[#entry.comment + 1] = comment
end
end
sorted[num2] = {}
end
end
end
end
end
end
-- copyright 2010 Uli Schlachter GPLv2
function stable_sort(list, comp)
-- A table could contain non-integer keys which we have to ignore.
local num = 0
for k, v in ipairs(list) do
num = num + 1
end
if num <= 1 then
-- Nothing to do
return
end
-- Sort until everything is sorted :)
local sorted = false
local n = num
while not sorted do
sorted = true
for i = 1, n - 1 do
-- Two equal elements won't be swapped -> we are stable
if comp(list[i+1], list[i]) then
local tmp = list[i]
list[i] = list[i+1]
list[i+1] = tmp
sorted = false
end
end
-- The last element is now guaranteed to be in the right spot
n = n - 1
end
end
stable_sort(sorted, function(a,b)
if a.src and b.src then
return a.src < b.src
elseif not a.src then
return true
else
return false
end
end)
src = "error";
for num, entry in ipairs(sorted) do
local function printall(table)
for num, str in ipairs(table) do
print(str)
end
end
if entry.src and entry.src ~= src then
print(";@s:" .. entry.src .. "\n")
src = entry.src
end
if entry.comment then
printall(entry.comment)
end
if entry.name then
printall(entry.name)
printall(entry.data)
end
print("\n")
end
|
g_SplitTimes = {}
g_DrawList = {}
g_Rank = nil
--[[
g_DrawList ={
{rank = 1, name = "#FF0000SDK1"},
{rank = 2, name = "8888888888888888888888"},
{rank = 3, name = "SD#FFF000K3", line = true},
{rank = 8, name = "SDK8"},
{rank = 9, name = "SDK9"},
{rank = 10, name = "SDK10", player = getLocalPlayer()},
{rank = 11, name = "SDK#66666111"},
{rank = 12, name = "SDK12"}
}--]]
localPlayer = getLocalPlayer()
screenFadedOut = false
raceState = ""
enableBoard = false
gamemodeAllowed = false
allowedGM = {
["Never the same"] = true,
["Sprint"] = true,
["Reach the flag"] = true,
}
lines = 8
ranksBefore = 2
ranksBehind = 2
splitsTop = 1
splitsBefore = 1
splitsBehind = 1
function gameModeHandler(gm)
if allowedGM[gm] then gamemodeAllowed = true
else gamemodeAllowed = false
end
end
addEvent("serverSendGM",true)
addEventHandler("serverSendGM",root,gameModeHandler)
function updateWhiteList()
for k,v in pairs(g_DrawList) do
g_DrawList[k] = nil
end
g_Rank = tonumber(getElementData(localPlayer, 'race rank'))
if not isBoardAllowed() or not g_Rank then return end
local players = getElementsByType('player')
table.sort ( players,
function ( a, b )
a = tonumber(getElementData(a, 'race rank'))
b = tonumber(getElementData(b, 'race rank'))
if not a then
return false
elseif not b then
return true
else
return a < b
end
end
)
local ranksTop = math.clamp ( 1, lines - (1 + ranksBefore + ranksBehind), #players)
local ranksBefore = math.clamp ( 1, g_Rank - math.abs( ranksBefore ), g_Rank)
local ranksBehind = math.clamp ( g_Rank, g_Rank + math.abs( ranksBehind ), #players)
for rank, player in ipairs (players) do
if rank <= ranksTop and rank <= g_Rank --top ranks
or ranksBefore <= rank and #g_DrawList < lines --front and back ranks
or #players - rank < lines - #g_DrawList then
g_DrawList[#g_DrawList + 1] = { rank = rank, player = player, name = getPlayerName(player) }
if g_DrawList[#g_DrawList].rank > 1 and g_DrawList[#g_DrawList].rank - g_DrawList[#g_DrawList - 1].rank ~= 1 then
g_DrawList[#g_DrawList - 1].line = true
elseif rank <= splitsTop or (g_Rank - splitsBefore <= rank and rank <= g_Rank + splitsBehind) then
g_DrawList[#g_DrawList].split = true
end
end
end
end
setTimer(updateWhiteList, 450, 0)
addEventHandler("onClientPlayerQuit", root, updateWhiteList)
local screenx,screeny = guiGetScreenSize()
x = screenx - 210
y = 200
w = 200
lineheight = 15
rank_w = 27
space_w = 10
margin = 5
font = "default"
timewidth = 65
drawSplitTimeTime = 5000
addEventHandler("onClientScreenFadedOut",getRootElement(),function() screenFadedOut = true end)
addEventHandler("onClientScreenFadedIn",getRootElement(),function() screenFadedOut = false end)
addCommandHandler('board', function(cmd, args)
enableBoard = not enableBoard
outputChatBox((enableBoard and'Showing' or 'Hiding') .. ' ranking board' )
end)
addEventHandler('onClientRender', getRootElement(), function()
if not isBoardAllowed() then return end
drawBackground(x,y,w,lines * lineheight)
drawRank()
drawSplits()
end)
function isBoardAllowed()
return not screenFadedOut and enableBoard and gamemodeAllowed
end
function drawBackground (x,y,w,d)
dxDrawRectangle(x-1,y-1,rank_w+2,d+2,tocolor(255,255,255))
dxDrawRectangle(x,y,rank_w,d,tocolor(0,0,0))
dxDrawRectangle(x-1+rank_w+space_w,y-1,w+2-rank_w-space_w,d+2,tocolor(255,255,255))
dxDrawRectangle(x+rank_w+space_w,y,w-rank_w-space_w,d,tocolor(0,0,0))
-- for i=1,lines-1 do
-- dxDrawLine(x,y + i* lineheight, x+w, y + i * lineheight, tocolor(255,255,255))
-- end
end
function drawRank()
for k,r in ipairs(g_DrawList) do
if r.line == true then
local text = "-"
local width = dxGetTextWidth(text,1,font)
text = string.rep ( text, math.ceil(w-(rank_w+space_w) / width) + 1 )
dxDrawText(text, x,y+(k-1)*lineheight, x+rank_w, y+k*lineheight,tocolor(255,0,0),1,font,"center", "center",true)
dxDrawText(text, x+rank_w+space_w,y+(k-1)*lineheight, x+w, y+k*lineheight,tocolor(255,0,0),1,font,"center", "center",true)
else
if r.player == localPlayer then
dxDrawRectangle(x,y+(k-1)*lineheight, rank_w, lineheight,tocolor(100, 100, 100))
dxDrawRectangle(x+rank_w+space_w,y+(k-1)*lineheight, w-(rank_w+space_w), lineheight,tocolor(100, 100, 100))
end
-- dxDrawBorderedText(1,tocolor(255,255,255),r.rank .. ".",x,y+(k-1)*lineheight, x+rank_w, y+k*lineheight,tocolor(255,255,255),1,font,"center", "center",true)
-- dxDrawBorderedText(1,tocolor(255,255,255),r.name ,x+rank_w+space_w + margin,y+(k-1)*lineheight, x+w-margin, y+k*lineheight,tocolor(255,255,255),1,font,"left", "center",true)
dxDrawColorText(r.rank .. ".",x+margin,y+(k-1)*lineheight, x+rank_w, y+k*lineheight,tocolor(255,255,255),1,font,"left", "center",true)
dxDrawColorText(r.name ,x+rank_w+space_w + margin,y+(k-1)*lineheight, x+w-margin, y+k*lineheight,tocolor(255,255,255),1,font,"left", "center",true)
local state = isElement(r.player) and getElementType(r.player) == "player" and getElementData(r.player, 'state', false)
if state and getElementData(r.player, 'race.finished', false) then
dxDrawRectangle(x,y+(k-1)*lineheight, rank_w, lineheight,tocolor(0, 255, 0,60))
dxDrawRectangle(x+rank_w+space_w,y+(k-1)*lineheight, w-(rank_w+space_w), lineheight,tocolor(0, 255, 0,60))
elseif state == "dead" then
local text = "-"
local width = dxGetTextWidth(text,1,font)
text = string.rep ( text, math.ceil(w-(rank_w+space_w) / width) + 1 )
dxDrawText(text, x,y+(k-1)*lineheight, x+rank_w, y+k*lineheight,tocolor(255,255,255),1,font,"center", "center",true)
dxDrawText(text, x+rank_w+space_w,y+(k-1)*lineheight, x+w, y+k*lineheight,tocolor(255,255,255),1,font,"center", "center",true)
end
end
end
end
function drawSplits()
local localTimes = g_SplitTimes[localPlayer]
local localCP = localTimes and localTimes.current and localTimes.current.checkpoint
if not tonumber(localCP) then return end
for line, data in ipairs ( g_DrawList ) do
local player, playerRank, playerShowSplitTime, playerTimes = data.player, data.rank, data.split, g_SplitTimes[data.player]
if player ~= localPlayer and isElement(player) and playerTimes and playerShowSplitTime then
local playerCP = playerTimes.current and playerTimes.current.checkpoint or false
if playerTimes[localCP] then -- when reaching a checkpoint behind someone
if getTickCount() - localTimes[localCP].tick <= drawSplitTimeTime and playerRank < g_Rank then
drawSplitTime(line, localTimes.current.time - playerTimes[localCP].time)
end
elseif localTimes[playerCP] then -- when someone reaches a cp behind you
if getTickCount() - playerTimes[playerCP].tick <= drawSplitTimeTime and playerRank > g_Rank then
drawSplitTime(line, localTimes[playerCP].time - playerTimes[playerCP].time)
end
end
end
end
end
function drawSplitTime(line,splittime)
local x = x - margin - timewidth
local y = y + (line-1) * lineheight + 1
local w = timewidth
local h = lineheight -2
local color = splittime<0 and tocolor(255,0,0) or tocolor(0,255,0)
dxDrawRectangle(x,y,w,h,color)
dxDrawRectangle(x+1,y+1,w-2,h-2,tocolor(0, 0, 0))
dxDrawText(timeMsToTimeText(splittime), x+margin/2,y,x+w-margin/2,y+h,color,1,font, "right", "center", true)
end
--[[ addEventHandler("onClientRender", root, function()
-- drawSplitTime(5,-1500)
-- drawSplitTime(6,-1565489)
-- drawSplitTime(7,1500)
-- drawSplitTime(8,59880+60000*88)
end)
--]]
addEvent('onClientMapStarting', true)
addEventHandler('onClientMapStarting', getRootElement(),
function(mapinfo)
g_SplitTimes = {}
end
)
addEvent('onClientPlayerReachCheckpoint', true)
addEventHandler('onClientPlayerReachCheckpoint', getRootElement(),
function(checkpoint, time)
if not g_SplitTimes[source] then
g_SplitTimes[source] = {}
end
g_SplitTimes[source].current = { checkpoint = checkpoint, time = time, tick = getTickCount() }
g_SplitTimes[source][checkpoint] = { time = time, tick = getTickCount() }
-- for i,v in ipairs ( g_SplitTimes[source] ) do
-- if g_SplitTimes[source].current.checkpoint < i then
-- g_SplitTimes[source][i] = nil
-- end
-- end
end
)
function showsplits(c, a)
local t = g_SplitTimes[getPlayerFromName(a)]
-- outputDebugString('Current: ' .. t.current.checkpoint .. ' ' .. t.current.time .. ' ' .. t.current.tick .. ' ')
for k,v in pairs(t) do
outputDebugString(k .. ': ' .. v.time .. ' ' .. v.tick .. ' ')
end
end
-- addCommandHandler('showsplits',showsplits)
function timeMsToTimeText( timeMs )
local pre = (timeMs > 0 and '+') or '-'
timeMs = math.abs ( timeMs )
local minutes = math.floor( timeMs / 60000 )
timeMs = timeMs - minutes * 60000;
-- local seconds = math.floor( timeMs / 1000 )
local seconds = timeMs / 1000
-- local ms = timeMs - seconds * 1000;
return string.format( '%s%d:%05.2f', pre, minutes, seconds )
end
function timeMsToTimeText2( timeMs )
local pre = (timeMs > 0 and '+') or '-'
timeMs = math.abs ( timeMs )
local minutes = math.floor( timeMs / 60000 )
timeMs = timeMs - minutes * 60000;
local seconds = math.floor( timeMs / 1000 )
local ms = timeMs - seconds * 1000;
return pre .. string.format( '%01d:%02d:%03d', minutes, seconds, ms );
end
function math.clamp(lowClamp, val, highClamp)
return math.max(math.min(val, highClamp), lowClamp)
end
function dxDrawColorText(str, ax, ay, bx, by, color, scale, font, alignX, alignY)
if alignX then
if alignX == "center" then
local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font)
ax = ax + (bx-ax)/2 - w/2
elseif alignX == "right" then
local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font)
ax = bx - w
end
end
if alignY then
if alignY == "center" then
local h = dxGetFontHeight(scale, font)
ay = ay + (by-ay)/2 - h/2
elseif alignY == "bottom" then
local h = dxGetFontHeight(scale, font)
ay = by - h
end
end
local pat = "(.-)#(%x%x%x%x%x%x)"
local s, e, cap, col = str:find(pat, 1)
local last = 1
while s do
if cap == "" and col then color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end
if s ~= 1 or cap ~= "" then
local w = dxGetTextWidth(cap, scale, font)
dxDrawText(cap, ax, ay, ax + w, by, color, scale, font)
ax = ax + w
color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255)
end
last = e + 1
s, e, cap, col = str:find(pat, last)
end
if last <= #str then
cap = str:sub(last)
local w = dxGetTextWidth(cap, scale, font)
dxDrawText(cap, ax, ay, ax + w, by, color, scale, font)
end
end
function dxDrawBorderedText(outlineSize, outlineColor, text, left, top, right, bottom, color, scale, font, alignX, alignY, clip, wordBreak, postGUI)
if not outlineSize or not outlineColor or not text or not left or not top then return end
if not right then right = left end
if not bottom then bottom = top end
if not color then color = 0xFFFFFFFF end
if not scale then scale = 1 end
if not font then font = font end
if not alignX then alignX = "left" end
if not alignY then alignY = "right" end
if clip == nil then clip = false end
if wordBreak == nil then wordBreak = false end
if postGUI == nil then postGUI = false end
for oX = -1*outlineSize, outlineSize do
for oY = -1*outlineSize, outlineSize do
dxDrawText(text, left + oX, top + oY, right + oX, bottom + oY, outlineColor, scale, font, alignX, alignY, clip, wordBreak, postGUI)
end
end
dxDrawText(text, left, top, right, bottom, color, scale, font, alignX, alignY, clip, wordBreak, postGUI)
end
-- Exported function for settings menu, KaliBwoy
function showBoard()
enableBoard = true
local xml = xmlLoadFile("board_settings.xml")
if not xml then
xml = xmlCreateFile("board_settings.xml", "main")
end
local child = xmlFindChild(xml, "option", 0)
if not child then
child = xmlCreateChild(xml, "option")
end
xmlNodeSetValue(child, tostring(true))
xmlSaveFile(xml)
xmlUnloadFile(xml)
end
function hideBoard()
enableBoard = false
local xml = xmlLoadFile("board_settings.xml")
if not xml then
xml = xmlCreateFile("board_settings.xml", "main")
end
local child = xmlFindChild(xml, "option", 0)
if not child then
child = xmlCreateChild(xml, "option")
end
xmlNodeSetValue(child, tostring(false))
xmlSaveFile(xml)
xmlUnloadFile(xml)
end
|
local set = {1, 2, 3}
local set2 = {2, 3, 4}
local union = function(self, set)
local result = {}
local temp = {}
for i, v in ipairs(self) do temp[v] = true end
for i, v in ipairs(set) do temp[v] = true end
for k, v in pairs(temp) do
table.insert(result, k)
--result[#result + 1] = k
end
return result
end
setmetatable(set, { __add = union})
local set3 = set + set2
for i, v in ipairs(set3) do
print(i, v)
end
print(getmetatable(set))
local user = require('user')
me = user:new('silence')
print(me:get_name())
me:set_name('kk')
print(me:get_name())
|
-- Copyright (c) 2020 Trevor Redfern
--
-- This software is released under the MIT License.
-- https://opensource.org/licenses/MIT
local callback = require "moonpie.callback"
local logger = require "moonpie.logger"
local EventSystem = {}
local events = {}
function EventSystem.subscribe(event_name, handler)
if not events[event_name] then
events[event_name] = callback:new()
end
events[event_name]:add(handler)
end
function EventSystem.unsubscribe(event_name, handler)
events[event_name]:remove(handler)
end
function EventSystem.dispatch(event)
logger.debug("Event System Dispatch: %s", event.type)
if events[event.type] then
events[event.type]:trigger(event)
end
end
function EventSystem.clear()
events = {}
end
return EventSystem
|
--[[
$Id$
Copyright © 2011 the VideoLAN team
Authors: Konstantin Pavlov (thresh@videolan.org)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
--]]
-- Probe function.
function probe()
local path = vlc.path:gsub("^www%.", "")
return vlc.access == "http"
and ( string.match( vlc.path, "^zapiks%.fr/(.*)%.html" )
or string.match( vlc.path, "^zapiks%.fr/view/.+" )
or string.match( vlc.path, "^26in%.fr/videos/.+" ) )
end
-- Parse function.
function parse()
if string.match ( vlc.path, "zapiks.fr/(.+).html" ) or string.match( vlc.path, "26in.fr/videos/" ) then
while true do
line = vlc.readline()
if not line then break end
-- Try to find video id number
if string.match( line, "video_src(.+)file=(%d+)\"" ) then
_,_,id = string.find( line, "file=(%d+)")
end
-- Try to find title
if string.match( line, "(.*)</title>" ) then
_,_,name = string.find( line, "(.*)</title>" )
end
end
return { { path = "http://www.zapiks.fr/view/index.php?file=" .. id, name = name } }
end
if string.match ( vlc.path, "zapiks.fr/view/." ) then
prefres = vlc.var.inherit(nil, "preferred-resolution")
while true do
line = vlc.readline()
if not line then break end
-- Try to find URL of video
if string.match( line, "<file>(.*)</file>" ) then
_,_,path = string.find ( line, "<file>(.*)</file>" )
end
-- Try to find image for arturl
if string.match( line, "<image>(.*)</image>" ) then
_,_,arturl = string.find( line, "<image>(.*)</image>" )
end
if string.match( line, "title=\"(.*)\"" ) then
_,_,name = string.find( line, "title=\"(.*)\"" )
end
-- Try to find whether video is HD actually
if( prefres <0 or prefres >= 720 ) then
if string.match( line, "<hd.file>(.*)</hd.file>" ) then
_,_,path = string.find( line, "<hd.file>(.*)</hd.file>" )
end
end
end
return { { path = path; name = name; arturl = arturl } }
end
vlc.msg.err( "Could not extract the video URL from zapiks.fr" )
return {}
end
|
data:extend({
{
type = "explosion",
name = "ntc-cannot-build",
flags = {"not-on-map"},
animations =
{
{
filename = "__StrictEngagements__/graphics/null.png",
priority = "low",
width = 32,
height = 32,
frame_count = 1,
line_length = 1,
animation_speed = 1
},
},
light = {intensity = 0, size = 0},
sound =
{
{
filename = "__StrictEngagements__/sounds/cannot-build.ogg",
volume = 0.99
},
},
}
})
|
CLGAMEMODESUBMENU.base = "base_gamemodesubmenu"
CLGAMEMODESUBMENU.priority = 0
CLGAMEMODESUBMENU.title = "submenu_addons_heroes_title"
function CLGAMEMODESUBMENU:Populate(parent)
local form = vgui.CreateTTT2Form(parent, "header_addons_heroes")
form:MakeCheckBox({
label = "label_heroes_auto_place_enable",
convar = "ttt_crystal_auto"
})
end
function CLGAMEMODESUBMENU:ShouldShow()
return GetGlobalBool("ttt2_classes") and GetGlobalBool("ttt2_heroes")
end
|
local TREE = {}
--Name of the skill tree
TREE.Name = "Sorcier"
--Description of the skill tree
TREE.Description = "Visitez les recoins les plus sombres de la Force"
--Icon for the skill tree ( Appears in category menu and above the skills )
TREE.TreeIcon = "wos/forceicons/lightstream.png"
--What is the color for the background of skill icons
TREE.BackgroundColor = Color( 255, 0, 0 )
--How many tiers of skills are there?
TREE.MaxTiers = 3
--Add user groups that are allowed to use this tree. If anyone is allowed, set this to FALSE ( TREE.UserGroups = false )
TREE.JobRestricted = { "TEAM_SORCIER" }
TREE.Tier[1] = {}
TREE.Tier[1][1] = {
Name = "Canalisation",
Description = "Canalisez votre haine",
Icon = "wos/skilltrees/ravager/channel.png",
PointsRequired = 1,
Requirements = {},
LockOuts = {},
OnPlayerSpawn = function( ply ) end,
OnPlayerDeath = function( ply ) end,
OnSaberDeploy = function( wep ) wep:AddForcePower( "Canalisation" ) end,
}
TREE.Tier[1][2] = {
Name = "Saut de Force",
Description = "Canalisez la Force dans vos jambes pour sauter plus haut et plus loin",
Icon = "wos/forceicons/leap.png",
PointsRequired = 1,
Requirements = {},
LockOuts = {},
OnPlayerSpawn = function( ply ) end,
OnPlayerDeath = function( ply ) end,
OnSaberDeploy = function( wep ) wep:AddForcePower( "Saut De Force" ) end,
}
TREE.Tier[2][1] = {
Name = "Attraction de Force",
Description = "Ramenez l'ennemis vers vous grâce à la Force",
Icon = "wos/forceicons/pull.png",
PointsRequired = 2,
Requirements = {
[1] = { 1 , 2 }
},
LockOuts = {},
OnPlayerSpawn = function( ply ) end,
OnPlayerDeath = function( ply ) end,
OnSaberDeploy = function( wep ) wep:AddForcePower( "Attraction De Force" ) end,
}
TREE.Tier[2][2] = {
Name = "Pousée de Force",
Description = "Poussez l'ennemis grâce à la Force",
Icon = "wos/forceicons/push.png",
PointsRequired = 2,
Requirements = {
[1] = { 1 , 2 }
},
LockOuts = {},
OnPlayerSpawn = function( ply ) end,
OnPlayerDeath = function( ply ) end,
OnSaberDeploy = function( wep ) wep:AddForcePower( "Pousée De Force" ) end,
}
TREE.Tier[2][3] = {
Name = "Répulsion de Force",
Description = "Pousse les ennemis autour de vous grâce à la Force",
Icon = "wos/forceicons/repulse.png",
PointsRequired = 2,
Requirements = {
[1] = { 1 , 2 }
},
LockOuts = {},
OnPlayerSpawn = function( ply ) end,
OnPlayerDeath = function( ply ) end,
OnSaberDeploy = function( wep ) wep:AddForcePower( "Répulsion De Force" ) end,
}
TREE.Tier[3][1] = {
Name = "Éclair de Force",
Description = "Torture les personnes et monstres à volonté.",
Icon = "wos/forceicons/lightning.png",
PointsRequired = 3,
Requirements = {
[2] = { 1 , 2 , 3 }
},
LockOuts = {},
OnPlayerSpawn = function( ply ) end,
OnPlayerDeath = function( ply ) end,
OnSaberDeploy = function( wep ) wep:AddForcePower( "Éclair De Force" ) end,
}
|
function onCreate()
makeLuaSprite('chica1', 'chica1', -550, -500);
setLuaSpriteScrollFactor('chica1', 1, 1);
scaleObject('chica1', 1.5, 1.5);
addLuaSprite('chica1', false);
close(true);
end
|
local lines = {}
for line in (s .. "\n"):gmatch("(.-)\n") do
local this = {}
for word in line:gmatch("%S+") do
table.insert(this, 1, word)
end
lines[#lines + 1] = table.concat(this, " ")
end
print(table.concat(lines, "\n"))
|
local _, private = ...
if private.isClassic then return end
--[[ Lua Globals ]]
-- luacheck: globals
--[[ Core ]]
local Aurora = private.Aurora
local Base, Skin = Aurora.Base, Aurora.Skin
--do --[[ AddOns\Blizzard_Contribution.lua ]]
--end
--do --[[ AddOns\Blizzard_Contribution.xml ]]
--end
function private.AddOns.Blizzard_Contribution()
if not private.disabled.tooltips then
Skin.GameTooltipTemplate(_G.ContributionTooltip)
Skin.InternalEmbeddedItemTooltipTemplate(_G.ContributionTooltip.ItemTooltip)
Skin.TooltipBorderedFrameTemplate(_G.ContributionBuffTooltip)
Base.CropIcon(_G.ContributionBuffTooltip.Icon, _G.ContributionBuffTooltip)
_G.ContributionBuffTooltip.Border:Hide()
end
end
|
local json = require("cjson")
local pg = require("resty.postgres")
--------------------------------
-- LIBRARIES
--------------------------------
function exit_now(status, msg)
if status ~= ngx.HTTP_OK then
ngx.status = status
end
if msg then
ngx.say(json.encode(msg))
end
local request_time = (ngx.now() - ngx.req.start_time())
ngx.log(ngx.INFO, "request time: " .. tostring(request_time))
ngx.exit(ngx.HTTP_OK)
end
function exit(status, msg)
if status then
exit_now(status, msg)
end
exit_now(ngx.HTTP_OK, msg)
end
-------------
-- MAIN
-------------
ngx.header.content_type = 'application/json';
local db = pg:new()
db:set_timeout(3000)
local ok, err = db:connect({host="127.0.0.1",port=5432, database=ngx.var.db_database,
user=ngx.var.db_user,password=ngx.var.db_pass,compact=false})
if not ok then
ngx.say(err)
end
local res, err = db:query("SELECT loc_id, loc_name, ST_AsGeoJSON(geog)::json as loc_json FROM locations;")
db:set_keepalive(0, 10)
local r = {}
if not err then
for i,v in ipairs(res) do
r[v.loc_id] = { [v.loc_name] = v.loc_json }
end
ngx.say(json.encode(r))
exit()
end
ngx.say(err)
exit(ngx.HTTP_INTERNAL_SERVER_ERROR)
|
-- options
require('options')
-- packages
require('pack')
-- mappings
require('mappings')
-- plugins
require('plugins.setups')
require('plugins.compe')
require('plugins.emmet')
require('plugins.gitblame')
require('plugins.gitsigns')
require('plugins.hardline')
require('plugins.lspconfig')
require('plugins.nord')
require('plugins.prettier')
require('plugins.rust')
require('plugins.telescope')
require('plugins.toggleterm')
require('plugins.treesitter')
require('plugins.vimwiki')
require('plugins.vsnip')
|
size = {64, 64}
addSearchPath(sasl.getXPlanePath ().."/Resources/bitmaps/interface")
local bg = sasl.gl.loadImage("KLNpopup.dds", 0, 0, 64, 64)
--defineProperty("KLN90popupvisible", globalPropertyi("sim/custom/xap/KLN90pop/visible"))
--defineProperty("MD41visible", globalPropertyi("sim/custom/xap/MD41/visible"))
--defineProperty("KLN90visible", globalPropertyi("sim/custom/xap/KLN90/visible"))
components = {
texture {
position = {0, 0, size[1], size[2]},
image = get(bg),
},
clickable {
position = {0, 28, 64, 26 },
cursor = {
x = -15.5,
y = -16.5,
width = 31,
height = 33,
shape = sasl.gl.loadImage("mc_button.png"),
hideOSCursor = true
},
onMouseDown = function()
KLN90B:setIsVisible(not KLN90B:isVisible ())
return false
end,
},
clickable {
position = {0, 0, 64, 26 },
cursor = {
x = -15.5,
y = -16.5,
width = 31,
height = 33,
shape = sasl.gl.loadImage("mc_button.png"),
hideOSCursor = true
},
onMouseDown = function()
MD41:setIsVisible(not MD41:isVisible ())
return false
end,
}
}
|
--[=[
Represents a cooldown state with a time limit. See [CooldownBase] for more API.
@server
@class Cooldown
]=]
local require = require(script.Parent.loader).load(script)
local CooldownBase = require("CooldownBase")
local TimeSyncService = require("TimeSyncService")
local CooldownConstants = require("CooldownConstants")
local AttributeUtils = require("AttributeUtils")
local Cooldown = setmetatable({}, CooldownBase)
Cooldown.ClassName = "Cooldown"
Cooldown.__index = Cooldown
--[=[
Constructs a new cooldown. Should be done via [CooldownBindersServer]. To create an
instance of this in Roblox, see [CooldownUtils.create].
@param obj NumberValue
@param serviceBag ServiceBag
@return Cooldown
]=]
function Cooldown.new(obj, serviceBag)
local self = setmetatable(CooldownBase.new(obj, serviceBag), Cooldown)
self._serviceBag = assert(serviceBag, "No serviceBag")
local now = self._serviceBag:GetService(TimeSyncService):GetSyncedClock():GetTime()
local startTime = AttributeUtils.initAttribute(self._obj, CooldownConstants.COOLDOWN_START_TIME_ATTRIBUTE, now)
-- Delay for cooldown time
-- TODO: Handle start tme changing
task.delay(self._obj.Value + startTime - now, function()
if self.Destroy then
self._obj:Destroy()
end
end)
return self
end
return Cooldown
|
local I18N = require("core.I18N")
I18N.add_data_text(
"core.buff",
{
holy_shield = {
name = "Holy Shield",
apply = "{name($1)} begin{s($1)} to shine.",
description = "Increases PV by {$1} /RES+ fear",
},
mist_of_silence = {
name = "Mist of Silence",
apply = "{name($1)} get{s($1)} surrounded by hazy mist.",
description = "Inhibits casting",
},
regeneration = {
name = "Regeneration",
apply = "{name($1)} start{s($1)} to regenerate.",
description = "Enhances regeneration",
},
elemental_shield = {
name = "Elemental Shield",
apply = "{name($1)} obtain{s($1)} resistance to element.",
description = "RES+ fire,cold,lightning",
},
speed = {
name = "Speed",
apply = "{name($1)} speed{s($1)} up.",
description = "Increases speed by {$1}",
},
slow = {
name = "Slow",
apply = "{name($1)} slow{s($1)} down.",
description = "Decreases speed by {$1}",
},
hero = {
name = "Hero",
apply = "{name($1)} feel{s($1)} heroic.",
description = "Increases STR,DEX by {$1} /RES+ fear,confusion",
},
mist_of_frailness = {
name = "Mist of Frailness",
apply = "{name($1)} feel{s($1)} weak.",
description = "Halves DV and PV",
},
element_scar = {
name = "Element Scar",
apply = "{name($1)} lose{s($1)} resistance to element.",
description = "RES- fire,cold,lightning",
},
holy_veil = {
name = "Holy Veil",
apply = "{name($1)} receive{s($1)} holy protection.",
description = "Grants hex protection(power:{$1})",
},
nightmare = {
name = "Nightmare",
apply = "{name($1)} start{s($1)} to suffer.",
description = "RES- mind,nerve",
},
divine_wisdom = {
name = "Divine Wisdom",
apply = "{name($1)} start{s($1)} to think clearly.",
description = "Increases LER,MAG by {$1}, literacy skill by {$2}",
},
punishment = {
name = "Punishment",
apply = "{name($1)} incur{s($1)} the wrath of God.",
description = "Decreases speed by {$1}, PV by {$2}%",
},
lulwys_trick = {
name = "Lulwy's Trick",
apply = "{name($1)} repeat{s($1)} the name of Lulwy.",
description = "Increases speed by {$1}",
},
incognito = {
name = "Incognito",
apply = "{name($1)} start{s($1)} to disguise.",
description = "Grants new identity",
},
death_word = {
name = "Death Word",
apply = "{name($1)} receive{s($1)} death verdict.",
description = "Guaranteed death when the hex ends",
},
boost = {
name = "Boost",
apply = "{name($1)} gain{s($1)} massive power.",
description = "Increases speed by {$1}/Boosts physical attributes",
},
contingency = {
name = "Contingency",
apply = "{name($1)} set{s($1)} up contracts with the Reaper.",
description = "{$1}% chances taking a lethal damage heals you instead",
},
luck = {
name = "Luck",
apply = "{name($1)} feel{s($1)} very lucky today!",
description = "Increases luck by {$1}.",
},
grow_strength = {
name = "Grow Strength",
apply = "{name($1)} feel{s($1)} rapid STR growth.",
description = "Increases the growth rate Strength by {$1}",
},
grow_constitution = {
name = "Grow Constitution",
apply = "{name($1)} feel{s($1)} rapid CON growth.",
description = "Increases the growth rate Constitution by {$1}",
},
grow_dexterity = {
name = "Grow Dexterity",
apply = "{name($1)} feel{s($1)} rapid DEX growth.",
description = "Increases the growth rate Dexterity by {$1}",
},
grow_perception = {
name = "Grow Perception",
apply = "{name($1)} feel{s($1)} rapid PER growth.",
description = "Increases the growth rate Perception by {$1}",
},
grow_learning = {
name = "Grow Learning",
apply = "{name($1)} feel{s($1)} rapid LER growth.",
description = "Increases the growth rate Learning by {$1}",
},
grow_will = {
name = "Grow Will",
apply = "{name($1)} feel{s($1)} rapid WIL growth.",
description = "Increases the growth rate Will by {$1}",
},
grow_magic = {
name = "Grow Magic",
apply = "{name($1)} feel{s($1)} rapid MAG growth.",
description = "Increases the growth rate Magic by {$1}",
},
grow_charisma = {
name = "Grow Charisma",
apply = "{name($1)} feel{s($1)} rapid CHR growth.",
description = "Increases the growth rate Charisma by {$1}",
},
grow_speed = {
name = "Grow Speed",
apply = "{name($1)} feel{s($1)} rapid SPD growth.",
description = "Increases the growth rate Speed by {$1}",
},
grow_luck = {
name = "Grow Luck",
apply = "{name($1)} feel{s($1)} rapid LCK growth.",
description = "Increases the growth rate Luck by {$1}",
},
}
)
|
local base_app = require 'app.base'
local event = require 'app.event'
local app = base_app:subclass("FREEIOE_DATA_SIM_APP")
app.static.API_VER = 4
function app:initialize(name, sys, conf)
base_app.initialize(self, name, sys, conf)
end
function app:on_start()
local inputs = { { name = 'count', desc = 'Event count', vt = 'int' } }
local commands = { { name = 'trigger', desc = 'Trigger an event now' } }
local meta = self._api:default_meta()
meta.name = "Event Simulation"
meta.description = "Event Simulation device"
meta.series = "X"
local dev_sn = self._sys:id()..'.'..self._name
self._dev = self._api:add_device(dev_sn, meta, inputs, nil, commands)
self._count = 0
self._dev:set_input_prop('count', 'value', self._count)
return true
end
function app:on_command(app_src, sn, command, param, priv)
if command ~= 'trigger' then
return nil, "Command not supported!"
end
self._count = self._count + 1
self._dev:set_input_prop('count', 'value', self._count)
local data = { gateway = self._sys:id(), count = self._count, time=os.date() }
self._dev:fire_event(event.LEVEL_INFO, event.EVENT_APP, 'Triggered Event', data)
return true
end
return app
|
local function gen_trigger_menu(event)
local res = {
{
name = "add",
hidden = true,
label = "Add",
description = "Add a new trigger event",
kind = "value",
validator = function(val)
if #val == 0 or not string.find(val, "=") then
return;
end
end,
handler = function(val)
local wnd = active_display().selected;
wnd:add_handler(event, function(wnd)
dispatch_symbol_wnd(wnd, val);
end);
wnd.trigger_log = wnd.trigger_log and wnd.trigger_log or {};
table.insert(wnd.trigger_log, {#wnd.trigger_log, event, path});
end
},
{
name = "bind",
label = "Bind",
description = "Bind a path to the " .. event .. " trigger",
kind = "action",
interactive = true,
handler = function()
dispatch_symbol_bind(
function(path)
if (not path or #path == 0) then
return;
end
local wnd = active_display().selected;
wnd:add_handler(event, function(wnd)
dispatch_symbol_wnd(wnd, path);
end);
wnd.trigger_log = wnd.trigger_log and wnd.trigger_log or {};
table.insert(wnd.trigger_log, {#wnd.trigger_log, event, path});
end);
end,
}
};
local wnd = active_display().selected;
if (not wnd.trigger_log) then
return res;
end
for i, v in ipairs(wnd.trigger_log) do
table.insert(res, {
name = "remove_" .. tostring(i),
label = tostring(i),
description = "Remove " .. v[3],
kind = "action",
handler = function()
wnd:drop_handler(v[2], v[3]);
table.remove(wnd.trigger_log, i);
end,
});
end
return res;
end
return {
{
name = "select",
kind = "action",
label = "Select",
submenu = true,
description = "Triggered when the window is selected/focused",
handler = function() return gen_trigger_menu("select"); end
},
{
name = "deselect",
kind = "action",
label = "Deselect",
submenu = true,
description = "Triggered when the window is deselected/defocused",
handler = function() return gen_trigger_menu("deselect"); end
},
{
name = "destroy",
kind = "action",
label = "Destroy",
submenu = true,
description = "Triggered just before the window is destroyed",
handler = function() return gen_trigger_menu("destroy"); end
}
};
|
-- Copyright (C) 2011 - 2013 David Reid. See included LICENCE file.
function GTGUI.Element:TextEditor(_internalPtr)
self:SubEditor(_internalPtr);
self.TextBox = GTGUI.Server.CreateElement(self, "text-editor-textbox");
self.TextBox:MultiLineTextBox();
self.Panel = GTGUI.Server.CreateElement(self, "text-editor-panel");
self.Panel:TextEditorPanel(self);
function self:OnErrorSelected(lineNumber, message)
self.TextBox:GoToLine(lineNumber);
end
return self;
end
|
if not nyagos then
print("This is a script for nyagos not lua.exe")
os.exit()
end
nyagos.on_command_not_found = function(args)
nyagos.writerr(args[0]..": コマンドではない。\n")
return true
end
local cd = nyagos.alias.cd
nyagos.alias.cd = function(args)
local success=true
for i=1,#args do
local dir=args[i]
if dir:sub(1,1) ~= "-" and
not dir:match("%.[lL][nN][kK]$") and
not dir:match("^[a-zA-Z]:[/\\]$") and
not dir:match("^[/\\]$") and
dir ~= ".." and
dir ~= "." then
local stat = nyagos.stat(dir)
if not stat or not stat.isdir then
nyagos.writerr(dir..": ディレクトリではない。\n")
success = false
end
end
end
if success then
if cd then
cd(args)
else
args[0] = "__cd__"
nyagos.exec(args)
end
end
end
-- vim:set fenc=utf8 --
|
local CONFIG = require(script.Parent:WaitForChild("Configuration"))
local MouseRay = {} do
local Ray = Ray.new
local CFrame = CFrame.new
local Camera = workspace.CurrentCamera
local cache = {nil, CFrame()}
MouseRay.new = function(position, targetFilter)
local newRay = Camera:ScreenPointToRay(position.X, position.Y) do
newRay = Ray(newRay.Origin, newRay.Direction * CONFIG.RaycastDistance)
end
cache = {workspace:FindPartOnRayWithIgnoreList(newRay, targetFilter)}
cache[3] = newRay.Unit.Direction
end
MouseRay.getCFrame = function()
return CFrame(cache[2], cache[3])
end
MouseRay.getTarget = function()
return cache[1]
end
end
return MouseRay
|
return {
enchantment = {
it = function(desc)
return ("それは%s"):format(desc)
end,
item_ego = {
major = {
elona = {
silence = function(_1) return ("静寂の%s"):format(_1) end,
res_blind = function(_1) return ("耐盲目の%s"):format(_1) end,
res_confuse = function(_1) return ("耐混乱の%s"):format(_1) end,
fire = function(_1) return ("烈火の%s"):format(_1) end,
cold = function(_1) return ("氷結の%s"):format(_1) end,
lightning = function(_1) return ("稲妻の%s"):format(_1) end,
healer = function(_1) return ("癒し手の%s"):format(_1) end,
res_paralyze = function(_1) return ("耐麻痺の%s"):format(_1) end,
res_fear = function(_1) return ("耐恐怖の%s"):format(_1) end,
res_sleep = function(_1) return ("睡眠防止の%s"):format(_1) end,
defender = function(_1) return ("防衛者の%s"):format(_1) end,
}
},
minor = {
elona = {
singing = function(_1) return ("唄う%s"):format(_1) end,
servants = function(_1) return ("召使の%s"):format(_1) end,
followers = function(_1) return ("従者の%s"):format(_1) end,
howling = function(_1) return ("呻く%s"):format(_1) end,
glowing = function(_1) return ("輝く%s"):format(_1) end,
conspicuous = function(_1) return ("異彩の%s"):format(_1) end,
magical = function(_1) return ("魔力を帯びた%s"):format(_1) end,
enchanted = function(_1) return ("闇を砕く%s"):format(_1) end,
mighty = function(_1) return ("強力な%s"):format(_1) end,
trustworthy = function(_1) return ("頼れる%s"):format(_1) end,
}
}
},
level = "*",
with_parameters = {
ammo = {
max = function(_1)
return ("[最大%s発]")
:format(_1)
end,
text = function(_1)
return ("%sを装填できる")
:format(_1)
end
},
attribute = {
in_food = {
decreases = function(_1)
return ("%sを減衰させる毒素を含んでいる")
:format(_1)
end,
increases = function(_1)
return ("%sを増強させる栄養をもっている")
:format(_1)
end
},
other = {
decreases = function(_1, _2)
return ("%sを%s下げる")
:format(_1, _2)
end,
increases = function(_1, _2)
return ("%sを%s上げる")
:format(_1, _2)
end
}
},
extra_damage = function(_1)
return ("%s属性の追加ダメージを与える")
:format(_1)
end,
invokes = function(_1)
return ("%sを発動する")
:format(_1)
end,
resistance = {
decreases = function(_1)
return ("%sへの耐性を弱化する")
:format(_1)
end,
increases = function(_1)
return ("%sへの耐性を授ける")
:format(_1)
end
},
skill = {
decreases = function(_1)
return ("%sの技能を下げる")
:format(_1)
end,
increases = function(_1)
return ("%sの技能を上げる")
:format(_1)
end
},
skill_maintenance = {
in_food = function(_1)
return ("%sの成長を助ける栄養をもっている")
:format(_1)
end,
other = function(_1)
return ("%sを維持する")
:format(_1)
end
}
}
}
}
|
local util = require("tokyonight.util")
local M = {}
---@param config Config
---@return ColorScheme
function M.setup(config)
config = config or require("tokyonight.config")
-- Color Palette
---@class ColorScheme
local colors = {}
colors = {
none = "NONE",
white = "#eeeeee",
bg_dark = "#1f2335",
bg = "#24283b",
bg_highlight = "#292e42",
terminal_black = "#414868",
fg = "#c0caf5",
fg_dark = "#a9b1d6",
fg_gutter = "#3b4261",
dark3 = "#545c7e",
comment = "#565f89",
dark5 = "#737aa2",
blue = "#7aa2f7",
blue0 = "#3d59a1",
cyan = "#7dcfff",
blue1 = "#2ac3de",
blue2 = "#0db9d7",
blue5 = "#89ddff",
blue6 = "#B4F9F8",
blue7 = "#394b70",
magenta = "#bb9af7",
purple = "#9d7cd8",
orange = "#ff9e64",
yellow = "#e0af68",
rblue0 = "#000087",
rblue1 = "#005fff",
rblue2 = "#87d7ff",
rblue3 = "#87ffff",
rpurple0 = "#800080",
rpurple1 = "#5f00af ",
rpurple2 = "#8787d7",
-- ryellow0 = ""
-- ryellow1 = ""
-- ryellow2 = ""
-- ryellow3 = ""
green = "#9ece6a",
green1 = "#73daca",
green2 = "#41a6b5",
teal = "#1abc9c",
--blue = "#0000ac",
--blue1 = "#0000bd",
--blue2 = "#0000cf",
--indigo = "#0000dd",
red = "#f7768e",
red1 = "#db4b4b",
git = { change = "#6183bb", add = "#449dab", delete = "#914c54", conflict = "#bb7a61" },
gitSigns = { add = "#164846", change = "#394b70", delete = "#823c41" },
}
if config.style == "night" or config.style == "day" or vim.o.background == "light" then
colors.bg = "#1a1b26"
end
util.bg = colors.bg
util.day_brightness = config.dayBrightness
colors.diff = {
add = util.darken(colors.green2, 0.15),
delete = util.darken(colors.red1, 0.15),
change = util.darken(colors.blue7, 0.15),
text = colors.blue7,
}
colors.gitSigns = {
add = util.brighten(colors.gitSigns.add, 0.2),
change = util.brighten(colors.gitSigns.change, 0.2),
delete = util.brighten(colors.gitSigns.delete, 0.2),
}
colors.git.ignore = colors.dark3
colors.black = util.darken(colors.bg, 0.8, "#000000")
colors.border_highlight = colors.blue0
colors.border = colors.black
-- Popups and statusline always get a dark background
colors.bg_popup = colors.bg_dark
colors.bg_statusline = colors.bg_dark
-- Sidebar and Floats are configurable
colors.fg_sidebar = colors.fg_dark
colors.bg_sidebar = config.darkSidebar and colors.bg_dark or colors.bg
colors.bg_float = config.darkFloat and colors.bg_dark or colors.bg
colors.bg_visual = util.darken(colors.blue0, 0.7)
colors.search = colors.orange
colors.bg_search = colors.blue0
colors.todo = colors.yellow
colors.error = colors.red1
colors.warning = colors.yellow
colors.info = colors.blue2
colors.hint = colors.teal
colors.directory = colors.blue
colors.folded = colors.blue
colors.substitute = colors.red
colors.cursorlinenr = colors.dark5
colors.moremsg = colors.blue
colors.question = colors.blue
colors.string = colors.white
colors.character = colors.green
colors.keyword = colors.red
colors.nontext = colors.dark3
colors.specialkey = colors.dark3
colors.preproc = colors.blue
colors.title = colors.blue
colors.func = colors.rblue2
colors.type = colors.blue1
colors.special = colors.blue1
colors.operator = colors.blue5
colors.statement = colors.magenta
colors.identifier = colors.magenta
colors.matchparen = colors.orange
colors.constant = colors.yellow
colors.tsparameter = colors.rblue3
colors.tsoperator = colors.tsoperator
colors.tsconstructor = colors.magenta
colors.tsfield = colors.green1
colors.tskeyword = colors.purple
colors.tskeywordfunction = colors.magenta
colors.tslabel = colors.blue
colors.tsproperty = colors.green1
colors.tspunctdelimiter = colors.blue5
colors.tspunctbracket = colors.fg_dark
colors.tspunctspecial = colors.blue5
colors.tsstringregex = colors.blue6
colors.tsstringescape = colors.magenta
colors.tsvariablebuiltin = colors.red
colors.tstextreference = colors.red
util.color_overrides(colors, config)
if config.transform_colors and (config.style == "day" or vim.o.background == "light") then
return util.light_colors(colors)
end
return colors
end
return M
|
Menu = Class("Menu")
function Menu:init()
self.state = 'home'
self.music = love.audio.newSource("music/menu.wav", "stream")
self.music:setLooping(true)
self.dress = suit.new()
self.dress.theme.color = {
normal = {bg = rgb{54, 194, 244}, fg = rgb{255, 255, 255}},
hovered = {bg = rgb{64, 204, 254}, fg = rgb{255, 255, 255}},
active = {bg = rgb{89, 225, 270}, fg = rgb{233, 247, 252}}
}
self.dress.theme.cornerRadius = 10
self.width = 386
self.height = 100
-- y positioning of credits for animation
self.creditsY = WINDOW_HEIGHT
self.creditsTween = tween.new(10, self, {creditsY=-500})
self.menuX = WINDOW_WIDTH / 2 - 80
self.menuTY = WINDOW_HEIGHT / 4
self.vsync_checkbox = {checked = appdata.vsync == 1 and true or false}
end
function Menu:resize(w, h)
self.creditsY = h
self.menuX = w / 2 - 80
self.menuTY = h / 4
end
function Menu:setPrevious(func)
self.toPrevious = func
end
function Menu:getChildPath()
local segments = split(self.state, '/')
if #segments <= 1 then
return 'home'
else
table.remove(segments, #segments)
return table.concat(segments, '/')
end
end
function Menu:gotoPrevious()
if self.toPrevious then
self.toPrevious()
else
self.state = self:getChildPath()
end
end
function Menu:isState(state, type)
type = type or 'home'
local segments = split(state, '/')
if segments[1] ~= type then
table.insert(segments, 1, type)
end
local path = table.concat(segments, '/')
return path == self.state
end
function Menu:pushState(child)
self.state = self.state .. '/' .. child
end
function Menu:popState()
self:gotoPrevious()
end
function Menu:create_widgets(options, widget, dress)
-- lots of stuff in here
dress = dress or self.dress
options = options or {}
options.tx = options.tx or options.x or 0
options.ty = options.ty or options.y or 0
options.width = options.width or self.width
options.height = options.height or self.height
options.params = options.params or options.labels or {''}
options.options = options.options or {}
options.ex = options.ex or WINDOW_WIDTH
options.ey = options.ey or WINDOW_HEIGHT
-- distancing the widgets between each other for padding
options.px = options.px or (options.ex - options.tx) / #options.params
options.py = options.py or (options.ey - options.ty) / #options.params
-- offset distance for widgets if specified
options.ox = options.ox or options.xOffset or 0
options.oy = options.oy or options.yOffset or 0
local widgets = {}
options.align = options.align or options.alignment
local align = split(options.align, ' ')
local haligns = {'left', 'center', 'right'}
local valigns = {'top', 'center', 'bottom'}
if table.find(haligns, align[1]) then
options.halign = align[1]
if table.find(valigns, align[2]) then
options.valign = align[2]
end
elseif table.find(haligns, align[2]) then
options.halign = align[2]
if table.find(valigns, align[1]) then
options.valign = align[1]
end
end
options.halign = options.halign or align[1]
options.valign = options.valign or align[2]
if options.align == "center" then
options.valign = "center"
end
-- alignment on x and y axes
if options.halign == "center" then
options.tx = options.ex / 2 - options.width / 2 + options.px
elseif options.halign == "left" then
options.tx = 0
elseif options.halign == "right" then
options.tx = options.ex - ((options.width + options.px / 2) * #options.params) + options.px / 2
end
if options.valign == "center" then
options.ty = options.ey / 2 - ((options.height + options.py / 2) * #options.params) / 2 + options.py
elseif options.valign == "top" then
options.ty = 0
elseif options.valign == "bottom" then
options.ty = options.ey - ((options.height + options.py / 2) * #options.params) + options.py / 2
end
options.tx = math.min(options.tx, options.ex)
options.ty = math.min(options.ty, options.ey)
-- reset layout with values
dress.layout:reset(options.tx, options.ty, options.px / 2, options.py / 2)
local row = 0
local x, y, w, h
--local maxHorizontal = #options.params // ((options.height + options.py) * #options.params)
if type(widget) == "string" then
if string.lower(widget) == "button" then
widget = dress.Button
elseif string.lower(widget) == "label" then
widget = dress.Label
end
elseif type(widget) == "table" then
if getmetatable(widget) then
widget = widget
end
end
if not widget then
error("Invalid widget: " .. widget)
return
end
for i, v in ipairs(options.params) do
x, y, w, h = dress.layout:row(options.width, options.height)
if y >= options.ey then
row = 1
else
row = row + 1
end
widgets[v] = widget(dress, v, table.copy(options.options), x + options.ox * i, y + options.oy * i, w, h)
end
return widgets
end
function Menu:create_buttons(options, dress)
dress = dress or self.dress
return self:create_widgets(options, dress.Button)
end
function Menu:create_labels(options, dress)
dress = dress or self.dress
return self:create_widgets(options, dress.Label)
end
function Menu:display_credits()
if (self.creditsTween == nil) and self:isState('credits') then
self.creditsTween = tween.new(10, self, {creditsY=-500})
end
applyFont(mediumFont)
local scale = 1.25
love.graphics.printf(CREDITS, self.menuX, self.creditsY, WINDOW_WIDTH - self.menuX, "center", 0, scale, scale)
removeFont()
end
function Menu:display(dt)
applyFont(coolFont)
self.music:setVolume(appdata.MASTER_VOLUME * appdata.MENU_VOLUME)
if self:isState('home') then
buttons = self:create_buttons{
x = self.menuX,
y = self.menuTY,
params = {
"Play",
"Options",
"Credits",
"Quit"
},
width = self.width,
height = self.height,
align='center',
py = 50
}
if buttons["Play"].hit then
self:pushState('play')
end
if buttons["Options"].hit then
self:pushState('options')
end
if buttons["Credits"].hit then
self:pushState('credits')
end
if buttons["Quit"].hit then
love.event.quit()
end
elseif self:isState('home/credits') then
-- updates the credits tween and resets when done
if self.creditsTween then
if self.creditsTween:update(dt) then
self.creditsTween = nil
self.creditsY = WINDOW_HEIGHT
end
end
local text = "Back"
local x = self.menuX + (WINDOW_WIDTH - self.menuX) / 2 - (coolFont:getWidth(text) / 2)
local back_button = self.dress:Button(text, x, self.menuTY + 450, 300, 75)
if back_button.hit then
self:popState()
end
elseif self:isState('home/options') then
buttons = self:create_buttons{
x = self.menuX,
y = self.menuTY,
params = {
"Audio",
"Video",
"Controls",
"Back"
},
width = self.width,
height = self.height,
align='center',
py = 50
}
if buttons["Audio"].hit then
self:pushState('audio')
end
if buttons["Video"].hit then
self:pushState('video')
end
if buttons["Controls"].hit then
self:pushState('controls')
end
if buttons["Back"].hit then
self:popState()
end
elseif self:isState('home/options/audio') then
local px, py, tx, ty
local ex = WINDOW_WIDTH
local ey = WINDOW_HEIGHT
px = (ex - self.menuX) / 8
py = (ey - self.menuTY) / 5
tx = ex / 2 - self.width / 2 + px * 2
ty = ey / 2 - ((self.height + py / 2) * 6) / 2 + py * 2
tx = math.min(tx, ex)
ty = math.min(ty, ey)
-- audio settigns
self.dress.layout:reset(tx, ty, px / 4, py / 8)
-- label with slider beneath for master volume
print("the appdata mv is", appdata.MASTER_VOLUME)
master_label = self.dress:Label("Master", self.dress.layout:row(self.width, 30))
master_slider = {min=0, max=1, step=0.1, value=appdata.MASTER_VOLUME}
self.dress:Slider(master_slider, self.dress.layout:row())
appdata.MASTER_VOLUME = round(master_slider.value, 1)
-- adding a new blank row
self.dress.layout:down()
-- new label and slider for menu volume on a new row
menu_label = self.dress:Label("Menu", self.dress.layout:row())
menu_slider = {min=0, max=1, step=0.1, value=appdata.MENU_VOLUME}
self.dress:Slider(menu_slider, self.dress.layout:row())
appdata.MENU_VOLUME = round(menu_slider.value, 1)
-- another blank row
self.dress.layout:down()
-- another label and slider for game volume on the next row
game_label = self.dress:Label("Game", self.dress.layout:row())
game_slider = {min=0, max=1, step=0.1, value=appdata.GAME_VOLUME}
self.dress:Slider(game_slider, self.dress.layout:row())
appdata.GAME_VOLUME = round(game_slider.value, 1)
-- ANOTHER blank row
self.dress.layout:down()
back_button = self.dress:Button("Back", self.dress.layout:row(self.width, self.height))
-- back button that goes to previous menu state
if back_button.hit then
self:popState()
end
elseif self:isState('home/options/video') then
local px, py, tx, ty
local ex = WINDOW_WIDTH
local ey = WINDOW_HEIGHT
px = (ex - self.menuX) / 10
py = (ey - self.menuTY) / 5
tx = ex / 2 - self.width / 2 + px * 2
ty = ey / 2 - ((self.height + py / 2) * 6) / 2 + py * 2
tx = math.min(tx, ex)
ty = math.min(ty, ey)
-- audio settigns
-- video settings
self.dress.layout:reset(self.menuX + 50, self.menuTY)
self.dress.layout:reset(tx, ty, px / 4, py / 8)
-- vsync
self.dress:Label("Enable Vsync", self.dress.layout:row(250, 50))
self.dress:Checkbox(self.vsync_checkbox, self.dress.layout:col())
-- set the window vsync to the value of the checkbox
appdata.vsync = self.vsync_checkbox.checked and 1 or 0
self.dress.layout:left()
-- Window mode
self.dress:Label("Window Mode", self.dress.layout:row())
local windowmode_label = self.dress:Button(appdata.windowmode, {font=largeFont, valign="top"}, self.dress.layout:col(225, string.len(appdata.windowmode) > 10 and 90 or 40))
local wm = table.find(windowmodes, appdata.windowmode, true) -- search case-insensitively
--[[ in the event of the window mode not being found,
set it to the first window mode]]
if not wm then
wm = 1
end
if windowmode_label.hit then
-- if hit then increase the window mode index
wm = wm + 1
--[[if it has reached past the amount of windowmodes
then it needs to cycle back]]
if wm > #windowmodes then
wm = 1
elseif wm < 1 then
wm = #windowmodes
end
appdata.windowmode = windowmodes[wm]
end
local apply_button = self.dress:Button("Apply", tx + 250, self.menuTY + 400, 100, 35)
if apply_button.hit then
love.window.setVSync(appdata.vsync)
update_window()
end
-- and another back button
local back_button = self.dress:Button("Back", tx + 75, self.menuTY + 450, 300, 75)
if back_button.hit then
self:popState()
end
elseif self:isState('home/options/controls') then
controls_display:display(
self.menuX,
self.menuTY,
175, 40, 150,
self.menuTY + 420
)
end
removeFont()
end
function Menu:render()
if self:isState('credits') then
self:display_credits()
end
self.dress:draw()
local x = WINDOW_WIDTH / 2 - 140
love.graphics.setColor(rgb{213, 217, 222, 112})
love.graphics.line(x, 0, x, WINDOW_HEIGHT)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.line(self.menuX - 10, self.menuTY, self.menuX + 10, self.menuTY)
love.graphics.line(self.menuX, self.menuTY - 10, self.menuX, self.menuTY + 10)
love.graphics.print("(x, ty)", self.menuX - 52, self.menuTY - 32, 0, 2, 2)
end
function Menu:update(dt)
self:display(dt)
end
|
print "HTTP/1.1 200 OK"
print "Cache-Control: private, no-store, no-cache, must-revalidate"
print ""
fa.control("fioset", 0)
print("WiFi turned off. Remove card and reinsert to restore.")
|
if select(2, UnitClass("player")) ~= "WARLOCK" then return end
local mod = DBM:NewMod("d594", "DBM-Scenario-MoP")
local L = mod:GetLocalizedStrings()
mod:SetRevision(("$Revision: 2 $"):sub(12, -3))
mod:SetZone()
mod:RegisterCombat("scenario", 1112)
mod:RegisterEventsInCombat(
"SPELL_CAST_START",
"SPELL_CAST_SUCCESS",
"SPELL_AURA_APPLIED",
"SPELL_AURA_REMOVED",
"SPELL_PERIODIC_DAMAGE",
"CHAT_MSG_MONSTER_YELL",
"UNIT_DIED"
)
mod.onlyNormal = true
--Essence of Order
local warnSpellFlame = mod:NewSpellAnnounce(134234, 3)
local warnHellfire = mod:NewSpellAnnounce(134225, 3)
--Kanrethad Ebonlocke
local warnSummonPitLord = mod:NewCastAnnounce(138789, 4, 10)
local warnSummonImpSwarm = mod:NewCastAnnounce(138685, 3, 10)
local warnSummonDoomlord = mod:NewCastAnnounce(138755, 3, 10)
local warnSummonFelhunter = mod:NewCastAnnounce(138751, 3, 10)
--Essence of Order
local specWarnSpellFlame = mod:NewSpecialWarningMove(134234)
local specWarnHellfire = mod:NewSpecialWarningInterrupt(134225)
local specWarnLostSouls = mod:NewSpecialWarning("specWarnLostSouls", nil, nil, nil, 2)
--Kanrethad Ebonlocke
local specWarnEnslavePitLord = mod:NewSpecialWarning("specWarnEnslavePitLord")
local specWarnCataclysm = mod:NewSpecialWarningInterrupt(138564)
local specWarnRainOfFire = mod:NewSpecialWarningMove(138561)
local specWarnChaosBolt = mod:NewSpecialWarningInterrupt(138559, nil, nil, nil, 3)
--Essence of Order
--Todo, maybe register COMBAT_REGEN_DISABLED and check warlocks target (basically what dbm core normally does) for combat start timers?
local timerSpellFlameCD = mod:NewNextTimer(11, 134234)--(6 seconds after engage)
local timerHellfireCD = mod:NewNextTimer(33, 134225)--(15 after engage)
local timerLostSoulsCD = mod:NewTimer(43, "timerLostSoulsCD", 51788)--43-50 second variation. (engage is same as cd, 43)
--Kanrethad Ebonlocke
local timerCombatStarts = mod:NewCombatTimer(33)--Honestly i'm tired of localizing this, but last time i tried to add a generic "NewCombatTimer" it didn't work, at all. Maybe someone else can do this, since we have about 20 mods that could use it
local timerPitLordCast = mod:NewCastTimer(10, 138789)
local timerSummonImpSwarmCast = mod:NewCastTimer(10, 138685)
local timerSummonFelhunterCast = mod:NewCastTimer(9, 138751)
local timerSummonDoomlordCast = mod:NewCastTimer(10, 138755)
local timerEnslaveDemon = mod:NewTargetTimer(300, 1098)
local timerDoom = mod:NewBuffFadesTimer(419, 138558)
local countdownDoom = mod:NewCountdownFades(419, 138558, nil, nil, 10)
mod:RemoveOption("HealthFrame")
local kanrathadAlive = true--So we don't warn to enslave pit lord when he dies and enslave fades.
function mod:SPELL_CAST_START(args)
if args.spellId == 134234 then
warnSpellFlame:Show()
specWarnSpellFlame:Show()
timerSpellFlameCD:Start()
elseif args.spellId == 134225 then
warnHellfire:Show()
specWarnHellfire:Show(args.sourceName)
timerHellfireCD:Start()
elseif args.spellId == 138559 then
specWarnChaosBolt:Show()
end
end
function mod:SPELL_CAST_SUCCESS(args)
if args.spellId == 138680 then
timerCombatStarts:Start()
kanrathadAlive = true--Reset this here
elseif args.spellId == 138789 then
warnSummonPitLord:Show()
timerPitLordCast:Start()
specWarnEnslavePitLord:Schedule(10)
elseif args.spellId == 138685 then
warnSummonImpSwarm:Show()
timerSummonImpSwarmCast:Start()
elseif args.spellId == 138755 then
warnSummonDoomlord:Show()
timerSummonDoomlordCast:Start()
elseif args.spellId == 138751 then
warnSummonFelhunter:Show()
timerSummonFelhunterCast:Start()
elseif args.spellId == 138564 then
specWarnCataclysm:Show(args.sourceName)
end
end
function mod:SPELL_AURA_APPLIED(args)
if args.spellId == 1098 and args:GetDestCreatureID() == 70075 then
timerEnslaveDemon:Start(args.destName)
elseif args.spellId == 138558 then
timerDoom:Start()
countdownDoom:Start()
end
end
function mod:SPELL_AURA_REMOVED(args)
if args.spellId == 1098 and args:GetDestCreatureID() == 70075 and kanrathadAlive then
timerEnslaveDemon:Cancel(args.destName)
specWarnEnslavePitLord:Show()
elseif args.spellId == 138558 then
timerDoom:Cancel()
countdownDoom:Cancel()
end
end
function mod:SPELL_PERIODIC_DAMAGE(_, _, _, _, destGUID, _, _, _, spellId)
if spellId == 138561 and destGUID == UnitGUID("player") and self:AntiSpam() then
specWarnRainOfFire:Show()
end
end
function mod:CHAT_MSG_MONSTER_YELL(msg)
if msg == L.LostSouls then
specWarnLostSouls:Show()
timerLostSoulsCD:Start()
end
end
function mod:UNIT_DIED(args)
if args.destGUID == UnitGUID("player") then--Solo scenario, a player death is a wipe
timerSpellFlameCD:Cancel()
timerHellfireCD:Cancel()
timerLostSoulsCD:Cancel()
timerEnslaveDemon:Cancel()
timerPitLordCast:Cancel()
timerSummonImpSwarmCast:Cancel()
timerSummonFelhunterCast:Cancel()
timerSummonDoomlordCast:Cancel()
end
local cid = self:GetCIDFromGUID(args.destGUID)
if cid == 68151 then--Essence of Order
timerSpellFlameCD:Cancel()
timerHellfireCD:Cancel()
timerLostSoulsCD:Cancel()
elseif cid == 69964 then--Kanrethad Ebonlocke
timerEnslaveDemon:Cancel()
kanrathadAlive = false
end
end
|
---
--- __init__.lua
---
--- Copyright (C) 2018-2019 Xrysnow. All rights reserved.
---
Include('core_x/import.lua')
for _, n in ipairs({ 'std', 'table', 'util', 'ext' }) do
require('core_x.' .. n)
end
require('math.__init__')
lstg.eventDispatcher = require('core_x.EventDispatcher').create()
lstg.fs = require('core_x.fs')
require('core_x.symbol')
|
local ACF = ACF
local Classes = ACF.Classes
local AmmoTypes = Classes.AmmoTypes
local BoxSize = Vector()
local Ammo, BulletData
local CrateText = [[
Crate Armor: %s mm
Crate Mass : %s
Crate Capacity : %s round(s)]]
local function CopySettings(Settings)
local Copy = {}
if Settings then
for K, V in pairs(Settings) do
Copy[K] = V
end
end
return Copy
end
local function GetAmmoList(Class)
local Result = {}
for K, V in pairs(AmmoTypes) do
if V.Unlistable then continue end
if V.Blacklist[Class] then continue end
Result[K] = V
end
return Result
end
local function GetWeaponData(ToolData)
local Destiny = Classes[ToolData.Destiny or "Weapons"]
local Class = ACF.GetClassGroup(Destiny, ToolData.Weapon)
return Class.Lookup[ToolData.Weapon]
end
local function GetEmptyMass()
local Armor = ACF.AmmoArmor * 0.039 -- Millimeters to inches
local ExteriorVolume = BoxSize.x * BoxSize.y * BoxSize.z
local InteriorVolume = (BoxSize.x - Armor) * (BoxSize.y - Armor) * (BoxSize.z - Armor)
return math.Round((ExteriorVolume - InteriorVolume) * 0.13, 2)
end
local function AddPreview(Base, Settings, ToolData)
if Settings.SuppressPreview then return end
local Preview = Base:AddModelPreview()
Preview:SetCamPos(Vector(45, 45, 30))
Preview:SetHeight(120)
Preview:SetFOV(50)
if Ammo.AddAmmoPreview then
Ammo:AddAmmoPreview(Preview, ToolData, BulletData)
end
hook.Run("ACF_AddAmmoPreview", Preview, ToolData, Ammo, BulletData)
end
local function AddControls(Base, Settings, ToolData)
if Settings.SuppressControls then return end
local RoundLength = Base:AddLabel()
RoundLength:TrackClientData("Projectile", "SetText", "GetText")
RoundLength:TrackClientData("Propellant")
RoundLength:TrackClientData("Tracer")
RoundLength:DefineSetter(function()
local Text = "Round Length: %s / %s cm"
local CurLength = BulletData.ProjLength + BulletData.PropLength + BulletData.Tracer
local MaxLength = BulletData.MaxRoundLength
return Text:format(CurLength, MaxLength)
end)
local Projectile = Base:AddSlider("Projectile Length", 0, BulletData.MaxRoundLength, 2)
Projectile:SetClientData("Projectile", "OnValueChanged")
Projectile:DefineSetter(function(Panel, _, _, Value, IsTracked)
ToolData.Projectile = Value
if not IsTracked then
BulletData.Priority = "Projectile"
end
Ammo:UpdateRoundData(ToolData, BulletData)
ACF.SetClientData("Propellant", BulletData.PropLength)
Panel:SetValue(BulletData.ProjLength)
return BulletData.ProjLength
end)
local Propellant = Base:AddSlider("Propellant Length", 0, BulletData.MaxRoundLength, 2)
Propellant:SetClientData("Propellant", "OnValueChanged")
Propellant:DefineSetter(function(Panel, _, _, Value, IsTracked)
ToolData.Propellant = Value
if not IsTracked then
BulletData.Priority = "Propellant"
end
Ammo:UpdateRoundData(ToolData, BulletData)
ACF.SetClientData("Projectile", BulletData.ProjLength)
Panel:SetValue(BulletData.PropLength)
return BulletData.PropLength
end)
if Ammo.AddAmmoControls then
Ammo:AddAmmoControls(Base, ToolData, BulletData)
end
hook.Run("ACF_AddAmmoControls", Base, ToolData, Ammo, BulletData)
-- We'll create the tracer checkbox after all the other controls
if not Settings.SuppressTracer then
local Tracer = Base:AddCheckBox("Tracer")
Tracer:SetClientData("Tracer", "OnChange")
Tracer:DefineSetter(function(Panel, _, _, Value)
ToolData.Tracer = Value
Ammo:UpdateRoundData(ToolData, BulletData)
ACF.SetClientData("Projectile", BulletData.ProjLength)
ACF.SetClientData("Propellant", BulletData.PropLength)
Panel:SetText("Tracer : " .. BulletData.Tracer .. " cm")
Panel:SetValue(ToolData.Tracer)
return ToolData.Tracer
end)
else
ACF.SetClientData("Tracer", false) -- Disabling the tracer, as it takes up spaces on ammo.
end
end
local function AddInformation(Base, Settings, ToolData)
if Settings.SuppressInformation then return end
if not Settings.SuppressCrateInformation then
local Trackers = {}
local Crate = Base:AddLabel()
Crate:TrackClientData("Weapon", "SetText")
Crate:TrackClientData("CrateSizeX")
Crate:TrackClientData("CrateSizeY")
Crate:TrackClientData("CrateSizeZ")
Crate:DefineSetter(function()
local Weapon = GetWeaponData(ToolData)
local Spacing = Weapon.Caliber * 0.0039
local Rounds = ACF.GetAmmoCrateCapacity(BoxSize, Weapon, BulletData, Spacing, ACF.AmmoArmor)
local Empty = GetEmptyMass()
local Load = math.floor(BulletData.CartMass * Rounds)
local Mass = ACF.GetProperMass(math.floor(Empty + Load))
return CrateText:format(ACF.AmmoArmor, Mass, Rounds)
end)
if Ammo.AddCrateDataTrackers then
Ammo:AddCrateDataTrackers(Trackers, ToolData, BulletData)
end
hook.Run("ACF_AddCrateDataTrackers", Trackers, ToolData, Ammo, BulletData)
for Tracker in pairs(Trackers) do
Crate:TrackClientData(Tracker)
end
end
if Ammo.AddAmmoInformation then
Ammo:AddAmmoInformation(Base, ToolData, BulletData)
end
hook.Run("ACF_AddAmmoInformation", Base, ToolData, Ammo, BulletData)
end
function ACF.GetCurrentAmmoData()
return BulletData
end
function ACF.UpdateAmmoMenu(Menu, Settings)
if not Ammo then return end
local ToolData = ACF.GetAllClientData()
local Base = Menu.AmmoBase
BulletData = Ammo:ClientConvert(ToolData)
Settings = CopySettings(Settings)
if Ammo.SetupAmmoMenuSettings then
Ammo:SetupAmmoMenuSettings(Settings, ToolData, BulletData)
end
hook.Run("ACF_SetupAmmoMenuSettings", Settings, ToolData, Ammo, BulletData)
Menu:ClearTemporal(Base)
Menu:StartTemporal(Base)
if not Settings.SuppressMenu then
AddPreview(Base, Settings, ToolData)
AddControls(Base, Settings, ToolData)
AddInformation(Base, Settings, ToolData)
end
Base:AddLabel("This entity can be fully parented.")
Menu:EndTemporal(Base)
end
function ACF.CreateAmmoMenu(Menu, Settings)
Menu:AddTitle("Ammo Settings")
local List = Menu:AddComboBox()
local SizeX = Menu:AddSlider("Crate Width", 6, 96, 2)
SizeX:SetClientData("CrateSizeX", "OnValueChanged")
SizeX:DefineSetter(function(Panel, _, _, Value)
local X = math.Round(Value, 2)
Panel:SetValue(X)
BoxSize.x = X
return X
end)
local SizeY = Menu:AddSlider("Crate Height", 6, 96, 2)
SizeY:SetClientData("CrateSizeY", "OnValueChanged")
SizeY:DefineSetter(function(Panel, _, _, Value)
local Y = math.Round(Value, 2)
Panel:SetValue(Y)
BoxSize.y = Y
return Y
end)
local SizeZ = Menu:AddSlider("Crate Depth", 6, 96, 2)
SizeZ:SetClientData("CrateSizeZ", "OnValueChanged")
SizeZ:DefineSetter(function(Panel, _, _, Value)
local Z = math.Round(Value, 2)
Panel:SetValue(Z)
BoxSize.z = Z
return Z
end)
local Base = Menu:AddCollapsible("Ammo Information")
local Desc = Base:AddLabel()
function List:LoadEntries(Class)
ACF.LoadSortedList(self, GetAmmoList(Class), "Name")
end
function List:OnSelect(Index, _, Data)
if self.Selected == Data then return end
self.ListData.Index = Index
self.Selected = Data
Ammo = Data
ACF.SetClientData("AmmoType", Data.ID)
Desc:SetText(Data.Description)
ACF.UpdateAmmoMenu(Menu, Settings)
end
Menu.AmmoBase = Base
return List
end
|
dofile(minetest.get_modpath("better_caves_mushroom") .. "/nodes.lua")
dofile(minetest.get_modpath("better_caves_mushroom") .. "/node_ids.lua")
dofile(minetest.get_modpath("better_caves_mushroom") .. "/schematics.lua")
dofile(minetest.get_modpath("better_caves_mushroom") .. "/biomes.lua")
|
slot0 = class("WSPortTask", import("...BaseEntity"))
slot0.Fields = {
btnOnGoing = "userdata",
txDesc = "userdata",
onDrop = "function",
transform = "userdata",
task = "table",
rtType = "userdata",
progress = "userdata",
onButton = "function",
rtRarity = "userdata",
timer = "number",
rtName = "userdata",
txProgress = "userdata",
btnFinished = "userdata",
btnInactive = "userdata",
rfAwardPanle = "userdata",
rfItemTpl = "userdata"
}
slot0.Listeners = {
onTaskUpdate = "OnTaskUpdate"
}
slot0.Setup = function (slot0, slot1)
slot0.task = slot1
pg.DelegateInfo.New(slot0)
slot0:Init()
end
slot0.Dispose = function (slot0)
pg.DelegateInfo.Dispose(slot0)
slot0:Clear()
end
slot0.Init = function (slot0)
slot0.rtType = slot0.transform.Find(slot1, "type")
slot0.rtRarity = slot0.transform.Find(slot1, "rarity")
slot0.rtName = slot0.transform.Find(slot1, "name")
slot0.txDesc = slot0.transform.Find(slot1, "desc")
slot0.btnInactive = slot0.transform.Find(slot1, "button/inactive")
slot0.btnOnGoing = slot0.transform.Find(slot1, "button/ongoing")
slot0.btnFinished = slot0.transform.Find(slot1, "button/finished")
slot0.progress = slot0.transform.Find(slot1, "name/slider")
slot0.txProgress = slot0.transform.Find(slot1, "name/slider_progress")
slot0.rfAwardPanle = slot0.transform.Find(slot1, "award_panel/content")
slot0.rfItemTpl = slot0.transform.Find(slot1, "item_tpl")
slot0:OnTaskUpdate()
end
slot0.OnTaskUpdate = function (slot0)
setImageColor(slot0.rtName, (slot0.task.config.type == 5 and Color(0.058823529411764705, 0.0784313725490196, 0.10980392156862745, 0.3)) or Color(0.5450980392156862, 0.596078431372549, 0.8196078431372549, 0.3))
setText(slot0.rtName:Find("Text"), slot0.task.config.name)
setText(slot0.txDesc, slot0.task.config.description)
GetImageSpriteFromAtlasAsync("ui/worldportui_atlas", pg.WorldToastMgr.Type2PictrueName[slot0.task.config.type], slot0.rtType, true)
GetImageSpriteFromAtlasAsync("ui/worldportui_atlas", "rarity_" .. slot0.task.config.rank, slot0.rtRarity, true)
removeAllChildren(slot0.rfAwardPanle)
for slot5, slot6 in ipairs(slot1) do
updateDrop(slot7, slot8)
onButton(slot0, slot7, function ()
slot0.onDrop(slot1)
end, SFX_PANEL)
setActive(slot7, true)
end
setActive(slot0.rfItemTpl, false)
setActive(slot0.btnInactive, slot0.task:getState() == WorldTask.STATE_INACTIVE)
setActive(slot0.btnOnGoing, slot2 == WorldTask.STATE_ONGOING)
setActive(slot0.btnFinished, slot2 == WorldTask.STATE_FINISHED)
setActive(slot0.txProgress, false)
setActive(slot0.progress, false)
end
return slot0
|
----------------------------------------------------
-- Hax Racing 2019 / Haxardous & Marcel
----------------------------------------------------
local showColorCodes = true; -- Shows player's names colorcoded if set to true, and if set to false it doesn't
local defaultHexCode = "#FFFFFF"; -- Hex code for what color to output messages in (only used if showColorCodes is true)
countryName = {
["AF"] = "Afghanistan",
["AX"] = "Aland Islands",
["AL"] = "Albania",
["DZ"] = "Algeria",
["AS"] = "American Samoa",
["AD"] = "Andorra",
["AO"] = "Angola",
["AI"] = "Anguilla",
["AQ"] = "Antarctica",
["AG"] = "Antigua And Barbuda",
["AR"] = "Argentina",
["AM"] = "Armenia",
["AW"] = "Aruba",
["AU"] = "Australia",
["AT"] = "Austria",
["AZ"] = "Azerbaijan",
["BS"] = "Bahamas",
["BH"] = "Bahrain",
["BD"] = "Bangladesh",
["BB"] = "Barbados",
["BY"] = "Belarus",
["BE"] = "Belgium",
["BZ"] = "Belize",
["BJ"] = "Benin",
["BM"] = "Bermuda",
["BT"] = "Bhutan",
["BO"] = "Bolivia",
["BA"] = "Bosnia And Herzegovina",
["BW"] = "Botswana",
["BV"] = "Bouvet Island",
["BR"] = "Brazil",
["IO"] = "British Indian Ocean Territory",
["BN"] = "Brunei Darussalam",
["BG"] = "Bulgaria",
["BF"] = "Burkina Faso",
["BI"] = "Burundi",
["KH"] = "Cambodia",
["CM"] = "Cameroon",
["CA"] = "Canada",
["CV"] = "Cape Verde",
["KY"] = "Cayman Islands",
["CF"] = "Central African Republic",
["TD"] = "Chad",
["CL"] = "Chile",
["CN"] = "China",
["CX"] = "Christmas Island",
["CC"] = "Cocos (Keeling) Islands",
["CO"] = "Colombia",
["KM"] = "Comoros",
["CG"] = "Congo",
["CD"] = "Congo, Democratic Republic",
["CK"] = "Cook Islands",
["CR"] = "Costa Rica",
["CI"] = "Cote D'Ivoire",
["HR"] = "Croatia",
["CU"] = "Cuba",
["CY"] = "Cyprus",
["CZ"] = "Czech Republic",
["DK"] = "Denmark",
["DJ"] = "Djibouti",
["DM"] = "Dominica",
["DO"] = "Dominican Republic",
["EC"] = "Ecuador",
["EG"] = "Egypt",
["SV"] = "El Salvador",
["GQ"] = "Equatorial Guinea",
["ER"] = "Eritrea",
["EE"] = "Estonia",
["ET"] = "Ethiopia",
["FK"] = "Falkland Islands (Malvinas)",
["FO"] = "Faroe Islands",
["FJ"] = "Fiji",
["FI"] = "Finland",
["FR"] = "France",
["GF"] = "French Guiana",
["PF"] = "French Polynesia",
["TF"] = "French Southern Territories",
["GA"] = "Gabon",
["GM"] = "Gambia",
["GE"] = "Georgia",
["DE"] = "Germany",
["GH"] = "Ghana",
["GI"] = "Gibraltar",
["GR"] = "Greece",
["GL"] = "Greenland",
["GD"] = "Grenada",
["GP"] = "Guadeloupe",
["GU"] = "Guam",
["GT"] = "Guatemala",
["GG"] = "Guernsey",
["GN"] = "Guinea",
["GW"] = "Guinea-Bissau",
["GY"] = "Guyana",
["HT"] = "Haiti",
["HM"] = "Heard Island & Mcdonald Islands",
["VA"] = "Holy See (Vatican City State)",
["HN"] = "Honduras",
["HK"] = "Hong Kong",
["HU"] = "Hungary",
["IS"] = "Iceland",
["IN"] = "India",
["ID"] = "Indonesia",
["IR"] = "Iran, Islamic Republic Of",
["IQ"] = "Iraq",
["IE"] = "Ireland",
["IM"] = "Isle Of Man",
["IL"] = "Israel",
["IT"] = "Italy",
["JM"] = "Jamaica",
["JP"] = "Japan",
["JE"] = "Jersey",
["JO"] = "Jordan",
["KZ"] = "Kazakhstan",
["KE"] = "Kenya",
["KI"] = "Kiribati",
["KR"] = "Korea",
["KW"] = "Kuwait",
["KG"] = "Kyrgyzstan",
["LA"] = "Lao People's Democratic Republic",
["LV"] = "Latvia",
["LB"] = "Lebanon",
["LS"] = "Lesotho",
["LR"] = "Liberia",
["LY"] = "Libyan Arab Jamahiriya",
["LI"] = "Liechtenstein",
["LT"] = "Lithuania",
["LU"] = "Luxembourg",
["MO"] = "Macao",
["MK"] = "Macedonia",
["MG"] = "Madagascar",
["MW"] = "Malawi",
["MY"] = "Malaysia",
["MV"] = "Maldives",
["ML"] = "Mali",
["MT"] = "Malta",
["MH"] = "Marshall Islands",
["MQ"] = "Martinique",
["MR"] = "Mauritania",
["MU"] = "Mauritius",
["YT"] = "Mayotte",
["MX"] = "Mexico",
["FM"] = "Micronesia, Federated States Of",
["MD"] = "Moldova",
["MC"] = "Monaco",
["MN"] = "Mongolia",
["ME"] = "Montenegro",
["MS"] = "Montserrat",
["MA"] = "Morocco",
["MZ"] = "Mozambique",
["MM"] = "Myanmar",
["NA"] = "Namibia",
["NR"] = "Nauru",
["NP"] = "Nepal",
["NL"] = "Netherlands",
["AN"] = "Netherlands Antilles",
["NC"] = "New Caledonia",
["NZ"] = "New Zealand",
["NI"] = "Nicaragua",
["NE"] = "Niger",
["NG"] = "Nigeria",
["NU"] = "Niue",
["NF"] = "Norfolk Island",
["MP"] = "Northern Mariana Islands",
["NO"] = "Norway",
["OM"] = "Oman",
["PK"] = "Pakistan",
["PW"] = "Palau",
["PS"] = "Palestinian Territory, Occupied",
["PA"] = "Panama",
["PG"] = "Papua New Guinea",
["PY"] = "Paraguay",
["PE"] = "Peru",
["PH"] = "Philippines",
["PN"] = "Pitcairn",
["PL"] = "Poland",
["PT"] = "Portugal",
["PR"] = "Puerto Rico",
["QA"] = "Qatar",
["RE"] = "Reunion",
["RO"] = "Romania",
["RU"] = "Russian Federation",
["RW"] = "Rwanda",
["BL"] = "Saint Barthelemy",
["SH"] = "Saint Helena",
["KN"] = "Saint Kitts And Nevis",
["LC"] = "Saint Lucia",
["MF"] = "Saint Martin",
["PM"] = "Saint Pierre And Miquelon",
["VC"] = "Saint Vincent And Grenadines",
["WS"] = "Samoa",
["SM"] = "San Marino",
["ST"] = "Sao Tome And Principe",
["SA"] = "Saudi Arabia",
["SN"] = "Senegal",
["RS"] = "Serbia",
["SC"] = "Seychelles",
["SL"] = "Sierra Leone",
["SG"] = "Singapore",
["SK"] = "Slovakia",
["SI"] = "Slovenia",
["SB"] = "Solomon Islands",
["SO"] = "Somalia",
["ZA"] = "South Africa",
["GS"] = "South Georgia And Sandwich Isl.",
["ES"] = "Spain",
["LK"] = "Sri Lanka",
["SD"] = "Sudan",
["SR"] = "Suriname",
["SJ"] = "Svalbard And Jan Mayen",
["SZ"] = "Swaziland",
["SE"] = "Sweden",
["CH"] = "Switzerland",
["SY"] = "Syrian Arab Republic",
["TW"] = "Taiwan",
["TJ"] = "Tajikistan",
["TZ"] = "Tanzania",
["TH"] = "Thailand",
["TL"] = "Timor-Leste",
["TG"] = "Togo",
["TK"] = "Tokelau",
["TO"] = "Tonga",
["TT"] = "Trinidad And Tobago",
["TN"] = "Tunisia",
["TR"] = "Turkey",
["TM"] = "Turkmenistan",
["TC"] = "Turks And Caicos Islands",
["TV"] = "Tuvalu",
["UG"] = "Uganda",
["UA"] = "Ukraine",
["AE"] = "United Arab Emirates",
["GB"] = "United Kingdom",
["US"] = "United States",
["UM"] = "United States Outlying Islands",
["UY"] = "Uruguay",
["UZ"] = "Uzbekistan",
["VU"] = "Vanuatu",
["VE"] = "Venezuela",
["VN"] = "Viet Nam",
["VG"] = "Virgin Islands, British",
["VI"] = "Virgin Islands, U.S.",
["WF"] = "Wallis And Futuna",
["EH"] = "Western Sahara",
["YE"] = "Yemen",
["ZM"] = "Zambia",
["ZW"] = "Zimbabwe",
}
function getCountry()
local country = exports.admin:getPlayerCountry(source)
if type(country) == 'string' then
return countryName[country] or 'N/A'
end
return 'N/A'
end
-- This function converts RGB colors to colorcodes like #ffffff
function RGBToHex(red, green, blue, alpha)
-- Make sure RGB values passed to this function are correct
if( ( red < 0 or red > 255 or green < 0 or green > 255 or blue < 0 or blue > 255 ) or ( alpha and ( alpha < 0 or alpha > 255 ) ) ) then
return nil
end
-- Alpha check
if alpha then
return string.format("#%.2X%.2X%.2X%.2X", red, green, blue, alpha)
else
return string.format("#%.2X%.2X%.2X", red, green, blue)
end
end
addEventHandler('onPlayerJoin', root,
function()
local getCountry = getCountry()
if showColorCodes then
outputChatBox(defaultHexCode .. '#FA8072* ' .. RGBToHex(getPlayerNametagColor(source)) .. getPlayerName(source) .. defaultHexCode .. ' #FA8072has joined the game. (#FFFFFF'..getCountry..'#FA8072)', root, 255, 100, 100, true)
else
outputChatBox('* ' .. getPlayerName(source) .. ' has joined the game', 255, 100, 100)
end
end
)
addEventHandler('onPlayerChangeNick', root,
function(oldNick, newNick, countryName)
if showColorCodes then
outputChatBox(defaultHexCode .. '#FA8072* ' .. RGBToHex(getPlayerNametagColor(source)) .. oldNick .. defaultHexCode .. '#FA8072 is now known as (' .. RGBToHex(getPlayerNametagColor(source)) .. newNick .."#FA8072)", root, 255, 100, 100, true)
else
outputChatBox('* ' .. oldNick .. ' is now known as ' .. newNick, root, 255, 100, 100)
end
end
)
addEventHandler('onPlayerQuit', root,
function(reason)
local getCountry = getCountry()
if showColorCodes then
outputChatBox(defaultHexCode .. '#FA8072* ' .. RGBToHex(getPlayerNametagColor(source)) .. getPlayerName(source) .. defaultHexCode .. '#FA8072 has left the game [#FFFFFF' .. reason .. '#FA8072]', root, 255, 100, 100, true)
else
outputChatBox('* ' .. getPlayerName(source) .. ' has left the game [' .. reason .. ']', root, 255, 100, 100)
end
end
)
|
local userInput = Engine.GameWindow.UserInput
local controller = {
Bindings = {
ForwardsKey = userInput:GetInput(Enum.InputCode.W),
BackwardsKey = userInput:GetInput(Enum.InputCode.A),
LeftKey = userInput:GetInput(Enum.InputCode.S),
RightKey = userInput:GetInput(Enum.InputCode.D),
UpKey = userInput:GetInput(Enum.InputCode.E),
DownKey = userInput:GetInput(Enum.InputCode.Q),
FastKey = userInput:GetInput(Enum.InputCode.Space),
TurnKey = userInput:GetInput(Enum.InputCode.MouseRight),
MovementInput = userInput:GetInput(Enum.InputCode.MousePosition)
},
Settings = {
DefaultSpeed = 20,
FastSpeed = 100
},
Camera = {
AspectRatio = GameObject.FrameBuffer.WindowSize.Width / GameObject.FrameBuffer.WindowSize.Height,
Size = 5 / 3,
DefaultWidth = 0,
DefaultHeight = 0,
DefaultProjection = 1,
DefaultNear = 0.1,
DefaultFar = 10000
}
}
controller.Camera.DefaultWidth = controller.Camera.AspectRatio * controller.Camera.Size
controller.Camera.DefaultHeight = controller.Camera.Size
local bindings = controller.Bindings
local settings = controller.Settings
local speed = controller.Settings.DefaultSpeed
local pitch = 0
local yaw = 0
local previousPosition = bindings.MovementInput:GetPosition()
coroutine.wrap(function()
while true do
local delta = wait(1 / 60)
local camera = This:GetComponent("Camera")
--print(delta, camera, This)
if camera then
local x = 0
local y = 0
local z = 0
if bindings.FastKey:GetState() then
speed = settings.FastSpeed
else
speed = settings.DefaultSpeed
end
if bindings.ForwardsKey:GetState() then
z = -delta * speed
end
if bindings.BackwardsKey:GetState() then
z = delta * speed
end
if bindings.LeftKey:GetState() then
x = -delta * speed
end
if bindings.RightKey:GetState() then
x = delta * speed
end
if bindings.DownKey:GetState() then
y = -delta * speed
end
if bindings.UpKey:GetState() then
y = delta * speed
end
if bindings.TurnKey:GetState() then
local currentPosition = bindings.MovementInput:GetPosition()
local mouseDelta = currentPosition - previousPosition
yaw = (yaw - mouseDelta.X * delta * 0.1 + 2 * math.pi) % (2 * math.pi)
pitch = math.min(math.max(pitch - mouseDelta.Y * delta * 0.1, -math.pi / 2), math.pi / 2)
Engine.GameWindow:SetMousePosition(previousPosition)
else
previousPosition = mousePosition:GetPosition()
end
local transform = camera:GetTransformation() * Matrix3(x, y, z)
local rotation = (Matrix3.YawRotation(yaw) * Matrix3.PitchRotation(pitch)):TransformedAround(transform:Translation())
camera:SetTransformation(rotation * Matrix3(transform:Translation()))
end
end
end)()
return controller
|
local Festival_Sign_Base = {
[1] = {ID = 1, TeamId = 1, Count = 1, BOUNS = "1,2,0,1,5000", },
[2] = {ID = 2, TeamId = 1, Count = 2, BOUNS = "2,2,0,70000005,5", },
[3] = {ID = 3, TeamId = 1, Count = 3, BOUNS = "3,2,0,10000001,1", },
[4] = {ID = 4, TeamId = 1, Count = 4, BOUNS = "4,2,0,2,50", },
[5] = {ID = 5, TeamId = 1, Count = 5, BOUNS = "5,2,0,10000004,5", },
[6] = {ID = 6, TeamId = 1, Count = 6, BOUNS = "6,2,0,91000002,2", },
[7] = {ID = 7, TeamId = 1, Count = 7, BOUNS = "0,0,0,1000,5", },
[8] = {ID = 8, TeamId = 1, Count = 8, BOUNS = "7,2,0,1,10000", },
[9] = {ID = 9, TeamId = 1, Count = 9, BOUNS = "8,2,0,70000005,10", },
[10] = {ID = 10, TeamId = 1, Count = 10, BOUNS = "9,2,0,10000001,2", },
[11] = {ID = 11, TeamId = 1, Count = 11, BOUNS = "10,2,0,2,100", },
[12] = {ID = 12, TeamId = 1, Count = 12, BOUNS = "11,2,0,10000004,8", },
[13] = {ID = 13, TeamId = 1, Count = 13, BOUNS = "12,2,0,91000002,4", },
[14] = {ID = 14, TeamId = 1, Count = 14, BOUNS = "0,0,0,2000,1", },
[15] = {ID = 15, TeamId = 1, Count = 15, BOUNS = "1,2,0,1,15000", },
[16] = {ID = 16, TeamId = 1, Count = 16, BOUNS = "2,2,0,70000005,15", },
[17] = {ID = 17, TeamId = 1, Count = 17, BOUNS = "3,2,0,10000001,3", },
[18] = {ID = 18, TeamId = 1, Count = 18, BOUNS = "4,2,0,2,150", },
[19] = {ID = 19, TeamId = 1, Count = 19, BOUNS = "5,2,0,10000004,10", },
[20] = {ID = 20, TeamId = 1, Count = 20, BOUNS = "6,2,0,91000002,6", },
[21] = {ID = 21, TeamId = 1, Count = 21, BOUNS = "0,0,0,2000,2", },
[22] = {ID = 22, TeamId = 1, Count = 22, BOUNS = "7,2,0,1,20000", },
[23] = {ID = 23, TeamId = 1, Count = 23, BOUNS = "8,2,0,70000005,20", },
[24] = {ID = 24, TeamId = 1, Count = 24, BOUNS = "9,2,0,10000001,4", },
[25] = {ID = 25, TeamId = 1, Count = 25, BOUNS = "10,2,0,2,200", },
[26] = {ID = 26, TeamId = 1, Count = 26, BOUNS = "11,2,0,10000004,15", },
[27] = {ID = 27, TeamId = 1, Count = 27, BOUNS = "12,2,0,91000002,8", },
[28] = {ID = 28, TeamId = 1, Count = 28, BOUNS = "0,0,1,51006,1", },
[29] = {ID = 29, TeamId = 2, Count = 1, BOUNS = "1,2,0,1,5000", },
[30] = {ID = 30, TeamId = 2, Count = 2, BOUNS = "2,2,0,70000005,5", },
[31] = {ID = 31, TeamId = 2, Count = 3, BOUNS = "3,2,0,10000001,1", },
[32] = {ID = 32, TeamId = 2, Count = 4, BOUNS = "4,2,0,2,50", },
[33] = {ID = 33, TeamId = 2, Count = 5, BOUNS = "5,2,0,10000004,5", },
[34] = {ID = 34, TeamId = 2, Count = 6, BOUNS = "6,2,0,91000002,2", },
[35] = {ID = 35, TeamId = 2, Count = 7, BOUNS = "0,0,0,1000,5", },
[36] = {ID = 36, TeamId = 2, Count = 8, BOUNS = "7,2,0,1,10000", },
[37] = {ID = 37, TeamId = 2, Count = 9, BOUNS = "8,2,0,70000005,10", },
[38] = {ID = 38, TeamId = 2, Count = 10, BOUNS = "9,2,0,10000001,2", },
[39] = {ID = 39, TeamId = 2, Count = 11, BOUNS = "10,2,0,2,100", },
[40] = {ID = 40, TeamId = 2, Count = 12, BOUNS = "11,2,0,10000004,8", },
[41] = {ID = 41, TeamId = 2, Count = 13, BOUNS = "12,2,0,91000002,4", },
[42] = {ID = 42, TeamId = 2, Count = 14, BOUNS = "0,0,0,2000,1", },
[43] = {ID = 43, TeamId = 2, Count = 15, BOUNS = "1,2,0,1,15000", },
[44] = {ID = 44, TeamId = 2, Count = 16, BOUNS = "2,2,0,70000005,15", },
[45] = {ID = 45, TeamId = 2, Count = 17, BOUNS = "3,2,0,10000001,3", },
[46] = {ID = 46, TeamId = 2, Count = 18, BOUNS = "4,2,0,2,150", },
[47] = {ID = 47, TeamId = 2, Count = 19, BOUNS = "5,2,0,10000004,10", },
[48] = {ID = 48, TeamId = 2, Count = 20, BOUNS = "6,2,0,91000002,6", },
[49] = {ID = 49, TeamId = 2, Count = 21, BOUNS = "0,0,0,2000,2", },
[50] = {ID = 50, TeamId = 2, Count = 22, BOUNS = "7,2,0,1,20000", },
[51] = {ID = 51, TeamId = 2, Count = 23, BOUNS = "8,2,0,70000005,20", },
[52] = {ID = 52, TeamId = 2, Count = 24, BOUNS = "9,2,0,10000001,4", },
[53] = {ID = 53, TeamId = 2, Count = 25, BOUNS = "10,2,0,2,200", },
[54] = {ID = 54, TeamId = 2, Count = 26, BOUNS = "11,2,0,10000004,15", },
[55] = {ID = 55, TeamId = 2, Count = 27, BOUNS = "12,2,0,91000002,8", },
[56] = {ID = 56, TeamId = 2, Count = 28, BOUNS = "0,0,0,2000,5", },
[57] = {ID = 57, TeamId = 3, Count = 1, BOUNS = "1,2,0,1,5000", },
[58] = {ID = 58, TeamId = 3, Count = 2, BOUNS = "2,2,0,70000005,5", },
[59] = {ID = 59, TeamId = 3, Count = 3, BOUNS = "3,2,0,10000001,1", },
[60] = {ID = 60, TeamId = 3, Count = 4, BOUNS = "4,2,0,2,50", },
[61] = {ID = 61, TeamId = 3, Count = 5, BOUNS = "5,2,0,10000004,5", },
[62] = {ID = 62, TeamId = 3, Count = 6, BOUNS = "6,2,0,91000002,2", },
[63] = {ID = 63, TeamId = 3, Count = 7, BOUNS = "0,0,0,1000,5", },
[64] = {ID = 64, TeamId = 3, Count = 8, BOUNS = "7,2,0,1,10000", },
[65] = {ID = 65, TeamId = 3, Count = 9, BOUNS = "8,2,0,70000005,10", },
[66] = {ID = 66, TeamId = 3, Count = 10, BOUNS = "9,2,0,10000001,2", },
[67] = {ID = 67, TeamId = 3, Count = 11, BOUNS = "10,2,0,2,100", },
[68] = {ID = 68, TeamId = 3, Count = 12, BOUNS = "11,2,0,10000004,8", },
[69] = {ID = 69, TeamId = 3, Count = 13, BOUNS = "12,2,0,91000002,4", },
[70] = {ID = 70, TeamId = 3, Count = 14, BOUNS = "0,0,0,2000,1", },
[71] = {ID = 71, TeamId = 3, Count = 15, BOUNS = "1,2,0,1,15000", },
[72] = {ID = 72, TeamId = 3, Count = 16, BOUNS = "2,2,0,70000005,15", },
[73] = {ID = 73, TeamId = 3, Count = 17, BOUNS = "3,2,0,10000001,3", },
[74] = {ID = 74, TeamId = 3, Count = 18, BOUNS = "4,2,0,2,150", },
[75] = {ID = 75, TeamId = 3, Count = 19, BOUNS = "5,2,0,10000004,10", },
[76] = {ID = 76, TeamId = 3, Count = 20, BOUNS = "6,2,0,91000002,6", },
[77] = {ID = 77, TeamId = 3, Count = 21, BOUNS = "0,0,0,2000,2", },
[78] = {ID = 78, TeamId = 3, Count = 22, BOUNS = "7,2,0,1,20000", },
[79] = {ID = 79, TeamId = 3, Count = 23, BOUNS = "8,2,0,70000005,20", },
[80] = {ID = 80, TeamId = 3, Count = 24, BOUNS = "9,2,0,10000001,4", },
[81] = {ID = 81, TeamId = 3, Count = 25, BOUNS = "10,2,0,2,200", },
[82] = {ID = 82, TeamId = 3, Count = 26, BOUNS = "11,2,0,10000004,15", },
[83] = {ID = 83, TeamId = 3, Count = 27, BOUNS = "12,2,0,91000002,8", },
[84] = {ID = 84, TeamId = 3, Count = 28, BOUNS = "0,0,0,2000,5", },
[85] = {ID = 85, TeamId = 4, Count = 1, BOUNS = "1,2,0,1,5000", },
[86] = {ID = 86, TeamId = 4, Count = 2, BOUNS = "2,2,0,70000005,5", },
[87] = {ID = 87, TeamId = 4, Count = 3, BOUNS = "3,2,0,10000001,1", },
[88] = {ID = 88, TeamId = 4, Count = 4, BOUNS = "4,2,0,2,50", },
[89] = {ID = 89, TeamId = 4, Count = 5, BOUNS = "5,2,0,10000004,5", },
[90] = {ID = 90, TeamId = 4, Count = 6, BOUNS = "6,2,0,91000002,2", },
[91] = {ID = 91, TeamId = 4, Count = 7, BOUNS = "0,0,0,1000,5", },
[92] = {ID = 92, TeamId = 4, Count = 8, BOUNS = "7,2,0,1,10000", },
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[529] = {ID = 529, TeamId = 19, Count = 25, BOUNS = "10,2,0,2,200", },
[530] = {ID = 530, TeamId = 19, Count = 26, BOUNS = "11,2,0,10000004,15", },
[531] = {ID = 531, TeamId = 19, Count = 27, BOUNS = "12,2,0,91000002,8", },
[532] = {ID = 532, TeamId = 19, Count = 28, BOUNS = "0,0,0,2000,5", },
[533] = {ID = 533, TeamId = 20, Count = 1, BOUNS = "1,2,0,1,5000", },
[534] = {ID = 534, TeamId = 20, Count = 2, BOUNS = "2,2,0,70000005,5", },
[535] = {ID = 535, TeamId = 20, Count = 3, BOUNS = "3,2,0,10000001,1", },
[536] = {ID = 536, TeamId = 20, Count = 4, BOUNS = "4,2,0,2,50", },
[537] = {ID = 537, TeamId = 20, Count = 5, BOUNS = "5,2,0,10000004,5", },
[538] = {ID = 538, TeamId = 20, Count = 6, BOUNS = "6,2,0,91000002,2", },
[539] = {ID = 539, TeamId = 20, Count = 7, BOUNS = "0,0,0,1000,5", },
[540] = {ID = 540, TeamId = 20, Count = 8, BOUNS = "7,2,0,1,10000", },
[541] = {ID = 541, TeamId = 20, Count = 9, BOUNS = "8,2,0,70000005,10", },
[542] = {ID = 542, TeamId = 20, Count = 10, BOUNS = "9,2,0,10000001,2", },
[543] = {ID = 543, TeamId = 20, Count = 11, BOUNS = "10,2,0,2,100", },
[544] = {ID = 544, TeamId = 20, Count = 12, BOUNS = "11,2,0,10000004,8", },
[545] = {ID = 545, TeamId = 20, Count = 13, BOUNS = "12,2,0,91000002,4", },
[546] = {ID = 546, TeamId = 20, Count = 14, BOUNS = "0,0,0,2000,1", },
[547] = {ID = 547, TeamId = 20, Count = 15, BOUNS = "1,2,0,1,15000", },
[548] = {ID = 548, TeamId = 20, Count = 16, BOUNS = "2,2,0,70000005,15", },
[549] = {ID = 549, TeamId = 20, Count = 17, BOUNS = "3,2,0,10000001,3", },
[550] = {ID = 550, TeamId = 20, Count = 18, BOUNS = "4,2,0,2,150", },
[551] = {ID = 551, TeamId = 20, Count = 19, BOUNS = "5,2,0,10000004,10", },
[552] = {ID = 552, TeamId = 20, Count = 20, BOUNS = "6,2,0,91000002,6", },
[553] = {ID = 553, TeamId = 20, Count = 21, BOUNS = "0,0,0,2000,2", },
[554] = {ID = 554, TeamId = 20, Count = 22, BOUNS = "7,2,0,1,20000", },
[555] = {ID = 555, TeamId = 20, Count = 23, BOUNS = "8,2,0,70000005,20", },
[556] = {ID = 556, TeamId = 20, Count = 24, BOUNS = "9,2,0,10000001,4", },
[557] = {ID = 557, TeamId = 20, Count = 25, BOUNS = "10,2,0,2,200", },
[558] = {ID = 558, TeamId = 20, Count = 26, BOUNS = "11,2,0,10000004,15", },
[559] = {ID = 559, TeamId = 20, Count = 27, BOUNS = "12,2,0,91000002,8", },
[560] = {ID = 560, TeamId = 20, Count = 28, BOUNS = "0,0,0,2000,5", }
}
return Festival_Sign_Base
|
local path = (...):gsub('%.[^%.]+$', '')
-- back it up, back it up, back it up...
path = path:sub(1,path:match("^.*()%."))
local Class = require(path.."thirdparty.hump.class")
local cpml = require(path.."thirdparty.cpml")
local lume = require(path.."thirdparty.lume")
local patchy = require(path.."thirdparty.patchy")
local Initial = require(path.."properties.initial")
local Element = Class {}
local function get_opacity(element, opacity)
if not element then return opacity end
local opacity = (opacity or 1) * element.properties.opacity
return get_opacity(element.parent, opacity)
end
local function set_properties(new_properties, properties)
if not new_properties then return properties end
local properties = properties or {}
for k in pairs(new_properties) do
properties[k] = new_properties[k]
end
return properties
end
function Element:init(element, parent, gui)
self.gui = gui
self.focus = false
self.hover = false
self.entered = false
self.enabled = true
self.type = element[1]
self.value = ""
self.parent = parent or false
self.position = cpml.vec2(0, 0)
self.scroll_position = cpml.vec2(0, 0) -- dp scrolled
self.element_position = {}
self.border_position = {}
self.content_position = {}
self.offset = {}
self.scissor = {}
self.stencil = {}
self.children = {}
self.styles = {}
self.default_properties = {
display = "inline",
visible = true,
position = "default",
overflow = "visible",
opacity = 1,
-- TOP, RIGHT, BOTTOM, LEFT
margin = 0,
border = 0,
padding = 0,
-- Flex Container
flex_direction = "row",
flex_wrap = "none",
justify_content = "start",
align_items = "stretch",
align_content = "stretch",
-- Flex Item
order = 1,
flex_grow = 0,
flex_shrink = 0,
flex_basis = "auto",
align_self = "auto",
-- Font
font_path = "default",
font_size = 12,
line_height = 1,
text_align = "left",
text_shadow = false,
-- Color
border_color = { 255, 255, 255, 255 },
text_color = { 255, 255, 255, 255 },
text_shadow_color = { 0, 0, 0, 255 },
}
self.custom_properties = {}
self.properties = {}
for k, v in pairs(element) do
if type(k) == "string" then
self[k] = v
end
end
if self.value == "" and type(element[2]) ~= "table" then
self.value = element[2]
end
if type(element.class) ~= "table" then
self.class = { element.class }
else
self.class = element.class
end
self.update = self.default_update
self.draw = self.default_draw
self.on_focus = self.default_on_focus
self.on_focus_leave = self.default_on_focus_leave
end
function Element:default_update(dt)
local ep = self.properties
self:_set_position()
-- Position start & end of element
local x, y, w, h, ox, oy = self:_get_position("element")
-- Border start & end of element
local bx, by, bw, bh = self:_get_position("border")
-- Content start & end of element
local cx, cy, cw, ch = self:_get_position("content")
local sw, sh = cw, ch
if overflow_x == "visible" then
sw = self.gui.width - cx
end
if overflow_y == "visible" then
sh = self.gui.height - cy
end
local opacity = get_opacity(self)
-- If we have a border radius, set this to true
local stencil_set = false
-- Set clip space to element bounds
self:_set_scissor("element", self.parent, x, y, w, h, ox, oy)
self:_set_scissor("border", self.parent, bx, by, bw, bh, ox, oy)
self:_set_scissor("content", self.parent, cx, cy, sw, sh, ox, oy)
-- Set Border Radius stencil
if ep.border_top_left_radius
or ep.border_top_right_radius
or ep.border_bottom_right_radius
or ep.border_bottom_left_radius then
local tl = ep.border_top_left_radius or 0
local tr = ep.border_top_right_radius or 0
local br = ep.border_bottom_right_radius or 0
local bl = ep.border_bottom_left_radius or 0
self:_set_stencil(x, y, w, h, 25, tl, tr, br, bl)
end
end
function Element:default_draw()
--[[ ~~ BOX MODEL ~~
{ WIDTH }
+---------------------------------------+
| MARGIN |
| +-------------------------------+ | ~~~
| |/////////// BORDER ////////////| |
| |///+-----------------------+///| |
| |///| PADDING |///| | H
| |///| +---------------+ |///| | E
| |///| | | |///| | I
| |///| | CONTENT | |///| | G
| |///| | | |///| | H
| |///| +---------------+ |///| | T
| |///| PADDING |///| |
| |///+-----------------------+///| |
| |/////////// BORDER ////////////| |
| +-------------------------------+ | ~~~
| MARGIN |
+---------------------------------------+
{ WIDTH }
--]]
local cc = self.gui.srgb and love.math.gammaToLinear or function(...) return ... end
local ep = self.properties
-- Position start & end of element
local x, y, w, h, ox, oy = self:_get_position("element")
-- Border start & end of element
local bx, by, bw, bh = self:_get_position("border")
-- Content start & end of element
local cx, cy, cw, ch = self:_get_position("content")
local opacity = get_opacity(self)
-- If we have a border radius, set this to true
local stencil_set = false
-- Set clip space to element bounds
love.graphics.setScissor(self:_get_scissor("element"))
-- Set Border Radius stencil
if ep.border_top_left_radius
or ep.border_top_right_radius
or ep.border_bottom_right_radius
or ep.border_bottom_left_radius then
love.graphics.setStencil(self:_get_stencil())
stencil_set = true
end
-- Draw Background
if ep.background_color then
local lr, lg, lb = cc(ep.background_color)
love.graphics.setColor(lr, lg, lb, (ep.background_color[4] or 255)*opacity)
love.graphics.rectangle("fill", bx, by, bw, bh)
love.graphics.setColor(cc(255, 255, 255, 255*opacity))
end
-- Draw Background Image
if ep.background_image then
local bix, biy = x, y
local biw, bih
-- If 9patch image
if ep.background_image.type == "9patch" then
biw, bih = w, h
else
biw, bih = ep.background_image:getDimensions()
end
-- Set Background Offset
if ep.background_position then
bix = bix + ep.background_position[1]
biy = biy + ep.background_position[2]
end
-- Set Background Size
if ep.background_size then
if ep.background_size[1] < biw then
bw = ep.background_size[1]
end
if ep.background_size[2] < bih then
bh = ep.background_size[2]
end
end
if ep.background_image_color then
local lr, lg, lb = cc(ep.background_image_color)
love.graphics.setColor(lr, lg, lb, (ep.background_image_color[4] or 255)*opacity)
end
-- If 9patch image
if ep.background_image.type == "9patch" then
ep.background_image:draw(bix, biy, biw, bih)
else
love.graphics.draw(ep.background_image, bix, biy)
end
end
-- Draw Border (Top)
if ep.border_top > 0 then
local y = y + ep.border_top / 2
local lr, lg, lb = cc(ep.border_top_color)
love.graphics.setColor(lr, lg, lb, (ep.border_top_color[4] or 255)*opacity)
love.graphics.setLineWidth(ep.border_top)
love.graphics.line(x, y, x+w, y)
end
-- Draw Border (Right)
if ep.border_right > 0 then
local x = x - ep.border_right / 2
local lr, lg, lb = cc(ep.border_right_color)
love.graphics.setColor(lr, lg, lb, (ep.border_right_color[4] or 255)*opacity)
love.graphics.setLineWidth(ep.border_right)
love.graphics.line(x+w, y, x+w, y+h)
end
-- Draw Border (Bottom)
if ep.border_bottom > 0 then
local y = y - ep.border_bottom / 2
local lr, lg, lb = cc(ep.border_bottom_color)
love.graphics.setColor(lr, lg, lb, (ep.border_bottom_color[4] or 255)*opacity)
love.graphics.setLineWidth(ep.border_bottom)
love.graphics.line(x+w, y+h, x, y+h)
end
-- Draw Border (Left)
if ep.border_left > 0 then
local x = x + ep.border_left / 2
local lr, lg, lb = cc(ep.border_left_color)
love.graphics.setColor(lr, lg, lb, (ep.border_left_color[4] or 255)*opacity)
love.graphics.setLineWidth(ep.border_left)
love.graphics.line(x, y+h, x, y)
end
-- Draw Image
if ep.image then
-- Set clip space to border bounds
love.graphics.setScissor(self:_get_scissor("border"))
love.graphics.setColor(cc(255, 255, 255, 255*opacity))
love.graphics.draw(ep.image, x, y)
end
-- Set clip space to content bounds
local overflow_x, overflow_y, parent = self:_get_overflow()
-- Draw Text
if self.value then
-- Set clip space to content bounds
love.graphics.setScissor(self:_get_scissor("content"))
-- Set Manipulatable Text
local value = tostring(self.value)
-- Set Font
if ep.font then
love.graphics.setFont(ep.font)
end
-- Set Line Height
local line_height = ep.font:getLineHeight()
ep.font:setLineHeight(ep.line_height)
-- Set Text Offset
local text_offset = cy + (ep.font:getHeight() * ep.font:getLineHeight() - ep.font:getHeight()) / 2
-- Set Text Transform
if ep.text_transform == "uppercase" then
value = value:upper()
elseif ep.text_transform == "lowercase" then
value = value:lower()
elseif ep.text_transform == "capitalize" then
value = value:lower():gsub("(%a)([%w_']*)", function(a,b) return a:upper()..b:lower() end)
end
-- Overflow Text
local overflow = cw
if ep.overflow_y == "hidden" or ep.overflow_y == "scroll" then
overflow = ep.font:getWidth(self.value)
end
local scrollx = cx + self.scroll_position.x
--local scrolly = cy + self.scroll_position.y
-- Set Text Shadow
if ep.text_shadow then
local lr, lg, lb = cc(ep.text_shadow_color)
love.graphics.setColor(lr, lg, lb, (ep.text_shadow_color[4] or 255)*opacity)
love.graphics.printf(value, scrollx + ep.text_shadow[1], text_offset + ep.text_shadow[2], (overflow >= 0 and overflow or 0), ep.text_align)
end
-- Set Text Color
if ep.text_color then
local lr, lg, lb = cc(ep.text_color)
love.graphics.setColor(lr, lg, lb, (ep.text_color[4] or 255)*opacity)
end
-- Print text
love.graphics.printf(value, scrollx, text_offset, (overflow >= 0 and overflow or 0), ep.text_align)
ep.font:setLineHeight(line_height)
end
-- Reset Stencil
if stencil_set then
love.graphics.setStencil()
end
-- DEBUG
if self.gui._debug then
love.graphics.setScissor()
love.graphics.setColor(cc(255, 0, 0, 191))
love.graphics.rectangle("line", x-ep.margin_left, y-ep.margin_top, w+ep.margin_left+ep.margin_right, h+ep.margin_top+ep.margin_bottom)
love.graphics.setColor(cc(0, 0, 255, 191))
love.graphics.rectangle("line", cx, cy, cw, ch)
love.graphics.setColor(cc(255, 255, 255, 255))
end
-- DEBUG
love.graphics.setColor(255, 255, 255, 255)
end
function Element:default_on_focus()
self.focus = true
end
function Element:default_on_focus_leave()
self.focus = false
end
function Element:default_on_mouse_scrolled(button)
local overflow_x, overflow_y, parent = self:_get_overflow()
if overflow_y ~= "scroll" then return end
local ep = self.properties
local cx, cy, cw, ch = self:_get_content_position()
local csw, csh = self:_get_content_size()
local scroll_size_y = -csh + ch
if ch >= csh then return end
if button == "wd" then
self.scroll_position.y = self.scroll_position.y - 30
if self.scroll_position.y < scroll_size_y then
self.scroll_position.y = scroll_size_y
end
end
if button == "wu" then
self.scroll_position.y = self.scroll_position.y + 30
if self.scroll_position.y > 0 then
self.scroll_position.y = 0
end
end
end
function Element:is_enabled()
return self.enabled
end
function Element:enable()
self.enabled = true
end
function Element:disable()
self.enabled = false
end
function Element:has_class(class)
for _, c in ipairs(self.class) do
if c == class then
return true
end
end
return false
end
function Element:add_class(class)
if type(class) == "string" then
table.insert(self.class, class)
end
end
function Element:remove_class(class)
if type(class) == "string" then
for k, v in ipairs(self.class) do
if class == v then
table.remove(self.class, k)
end
end
end
end
function Element:has_property(property)
return self.properties[property] ~= nil
end
function Element:get_property(property)
return self.properties[property]
end
function Element:set_property(property, value)
self.properties[property] = value
self.custom_properties[property] = value
end
function Element:remove_property(property)
self.properties[property] = nil
end
function Element:has_children()
return #self.children > 0
end
function Element:prepend_child(element)
return self:add_child(element, 1)
end
function Element:append_child(element)
return self:add_child(element)
end
function Element:add_child(element, position)
-- Detatch from current parent
if element.parent and element.parent ~= self then
element:detatch()
end
element.parent = self
-- If we inserted the element into a specific slot, then we put it there
-- If there is no specified position, we append it at the end
if type(position) == "number" then
if position > #self.children then
position = #self.children + 1
end
if position < 1 then
position = 1
end
table.insert(self.children, position, element)
else
table.insert(self.children, element)
end
return self
end
function Element:remove_child(element)
return self:replace_child(element)
end
function Element:replace_child(old, new)
local child
-- If we want to replace a child via position, verify position is within bounds
if type(old) == "number" then
if #self.children == 0 or old < 1 or old > #self.children then
error("Invalid position: "..old..".")
end
child = self.children[old]
child:destroy()
if new then
table.insert(self.children, old, new)
end
else
if old.parent ~= self then
error("Element does not belong to this parent.")
end
local position = old:_get_sibling_position()
child = old
child:destroy()
if new then
table.insert(self.children, position, new)
end
end
return self
end
function Element:insert_before(element)
if not element.parent then
error("Element does not have a parent.")
end
local position = element:_get_sibling_position()
if position < 1 then
position = 1
end
element.parent:add_child(self, position)
return self
end
function Element:insert_after(element)
if not element.parent then
error("Element does not have a parent.")
end
-- If element has a sibling after it, simply call insert_before() on that sibling!
-- Otherwise just append to element's parent
if element:next_sibling() then
self:insert_before(element:next_sibling())
else
element.parent:append_child(self)
end
return self
end
function Element:attach(element, position)
element:add_child(self, position)
-- Remove self from draw stack
for k, e in ipairs(self.gui.draw_order) do
if self == e then
table.remove(self.gui.draw_order, k)
break
end
end
end
function Element:detach()
if not self.parent then
error("No parent to detatch from.")
end
table.insert(self.gui.draw_order, self)
table.remove(self.parent.children, self:_get_sibling_position())
self.parent = false
return self
end
-- We cannot use ipairs here because destroying
-- an element in order will mess up the ipairs
-- and not give the best results. Instead we
-- use Lume's r[everse]ipairs function to solve
-- this problem.
function Element:destroy()
-- Loop recursively through all children
for _, child in lume.ripairs(self.children) do
child:destroy()
end
if self.parent then
-- Remove self from parent
table.remove(self.parent.children, self:_get_sibling_position())
self.parent = false
else
-- Remove self from draw stack
for k, e in ipairs(self.gui.draw_order) do
if self == e then
table.remove(self.gui.draw_order, k)
break
end
end
end
-- Goodbye, cruel world.
-- I'm leaving you today.
-- Goodbye...
-- Goodbye...
-- Goodbye.
end
function Element:destroy_children()
for _, child in lume.ripairs(self.children) do
child:destroy()
end
end
function Element:clone(deep, parent)
local clone = self.gui:new_element(self.type)
clone.value = self.value
-- Clone classes
for _, class in ipairs(self.class) do
table.insert(clone.class, class)
end
-- Clone properties
for k, property in pairs(self.properties) do
-- Some properties such as margin and padding are tables
if type(property) == "table" then
clone.properties[k] = {}
for i, p in pairs(property) do
clone.properties[k][i] = p
end
else
clone.properties[k] = property
end
end
-- Deep clone all children
if deep then
for _, child in ipairs(self.children) do
child:clone(deep, clone)
end
end
if parent then
-- Add self to parent
parent:add_child(clone)
else
-- Add self to draw stack
table.insert(self.gui.draw_order, clone)
end
return clone
end
function Element:first_child()
if #self.children > 0 then
return self.children[1]
end
return false
end
function Element:last_child()
if #self.children > 0 then
return self.children[#self.children]
end
return false
end
function Element:previous_sibling()
local position = self:_get_sibling_position()
if position then
local prev = position - 1
if prev > 0 then
return self.parent.children[prev]
end
end
return false
end
function Element:next_sibling()
local position = self:_get_sibling_position()
if position then
local nxt = position + 1
if nxt <= #self.parent.children then
return self.parent.children[nxt]
end
end
return false
end
function Element:is_descendant(element)
if self.parent then
if self.parent == element then
return true
else
return Element.is_descendant(self.parent, element)
end
else
return false
end
end
function Element:bring_to_front()
if not self.parent then
for k, element in ipairs(self.gui.draw_order) do
if self == element then
table.remove(self.gui.draw_order, k)
table.insert(self.gui.draw_order, self)
break
end
end
else
self.parent:bring_to_front()
end
end
function Element:send_to_back()
if not self.parent then
for k, element in ipairs(self.gui.draw_order) do
if self == element then
table.remove(self.gui.draw_order, k)
table.insert(self.gui.draw_order, self, 1)
break
end
end
else
self.parent:send_to_back()
end
end
function Element:set_index(index)
if not self.parent then
for k, element in ipairs(self.gui.draw_order) do
if self == element then
table.remove(self.gui.draw_order, k)
table.insert(self.gui.draw_order, self, index)
break
end
end
else
self.parent:set_index(index)
end
end
function Element:exchange_with(index)
if not self.parent then
for k, element in ipairs(self.gui.draw_order) do
if self == element then
local exchange = self.gui.draw_order[index]
table.remove(self.gui.draw_order, k)
table.insert(self.gui.draw_order, exchange, k)
table.remove(self.gui.draw_order, index)
table.insert(self.gui.draw_order, self, index)
break
end
end
else
self.parent:exchange_with(index)
end
end
function Element:is_binding(x, y)
if not self.visible then return end
local ex, ey, ew, eh = self:_get_position("element")
-- Delay for 1 frame
if not ex or
not ey or
not ew or
not eh then
return false
end
if ex <= x and ex + ew >= x and ey <= y and ey + eh >= y then
return true
end
return false
end
function Element:is_content_binding(x, y)
if not self.visible then return end
local cx, cy, cw, ch = self:_get_position("content")
-- Delay for 1 frame
if not cx or
not cy or
not cw or
not ch then
return false
end
if cx <= x and cx + cw >= x and cy <= y and cy + ch >= y then
return true
end
return false
end
function Element:scroll_into_view()
-- If parent is scrollable, scroll it so that self is visible
-- Self should be wholy visible or if too large, the top should match parent's top
end
function Element:_get_sibling_position()
if self.parent then
for k, child in ipairs(self.parent.children) do
if child == self then
return k
end
end
end
return false
end
function Element._get_relative_position(element, ox, oy)
if not element then return ox, oy end
local ep = element.properties
ox = ox or 0
oy = oy or 0
if ep.position == "relative" then
ox = ox + (ep.left or 0) - (ep.right or 0)
oy = oy + (ep.top or 0) - (ep.bottom or 0)
end
return Element._get_relative_position(element.parent, ox, oy)
end
function Element:_set_position()
local ep = self.properties
self.offset.x, self.offset.y = self:_get_relative_position()
self.element_position.x = self.position.x + self.offset.x
self.element_position.y = self.position.y + self.offset.y
self.element_position.w = ep.width
self.element_position.h = ep.height
self.border_position.x = self.element_position.x + ep.border_left + (self.offset.x or 0)
self.border_position.y = self.element_position.y + ep.border_top + (self.offset.y or 0)
self.border_position.w = self.element_position.w - ep.border_left - ep.border_right
self.border_position.h = self.element_position.h - ep.border_top - ep.border_bottom
self.content_position.x = self.border_position.x + ep.padding_left
self.content_position.y = self.border_position.y + ep.padding_top
self.content_position.w = self.border_position.w - ep.padding_left - ep.padding_right
self.content_position.h = self.border_position.h - ep.padding_top - ep.padding_bottom
end
function Element:_get_position(layer)
layer = layer .. "_position"
return self[layer].x, self[layer].y, self[layer].w, self[layer].h, self.offset.x, self.offset.y
end
function Element:_get_content_size()
local w, h = 0, 0
for _, element in ipairs(self.children) do
local ep = element.properties
if ep.position == "default" or ep.position == "relative" then
local ew = ep.width + ep.margin_left + ep.margin_right
if w < ew then w = ew end
h = h + ep.height + ep.margin_top + ep.margin_bottom
end
end
return w, h
end
function Element._get_overflow(self)
if not self then return "visible", "visible" end
if self.properties.overflow_x ~= "visible"
or self.properties.overflow_y ~= "visible" then
return self.properties.overflow_x, self.properties.overflow_y, self
end
return Element._get_overflow(self.parent)
end
function Element:_get_scissor(layer)
assert(self.scissor[layer], "Scissor layer \"" .. layer .. "\" hasn't been set yet.")
return self.scissor[layer].x, self.scissor[layer].y, self.scissor[layer].w, self.scissor[layer].h
end
function Element:_set_scissor(layer, parent, x, y, w, h, ox, oy)
local sx, sy, sw, sh = x, y, w, h
if parent then
local pp = parent.properties
local cx, cy, cw, ch = parent:_get_position("content")
if sx < cx then
sx = cx
end
if sy < cy then
sy = cy
end
if sx + sw - cx > cw then
sw = sw - ((sx + sw) - (cx + cw))
end
if sy + sh - cy > ch then
sh = sh - ((sy + sh) - (cy + ch))
end
end
if sw < 0 then sw = 0 end
if sh < 0 then sh = 0 end
if not self.scissor[layer] then self.scissor[layer] = {} end
self.scissor[layer].x = sx
self.scissor[layer].y = sy
self.scissor[layer].w = sw
self.scissor[layer].h = sh
end
function Element:_get_stencil()
return function() love.graphics.polygon("fill", self.stencil) end
end
-- https://gist.github.com/gvx/9072860
-- memoize caches results from a function given a specific set of args
-- get_stencil_clip does a bunch of heavy math to gather a list of vertices
-- and benefits significantly from caching
Element._set_stencil = lume.memoize(function (self, x, y, w, h, precision, tl, tr, br, bl)
local corners = { tl, tr, br, bl }
local polygon = {}
-- true if on x/y, false if on w/h; TL, TR, BR, BL
local xs = { true, false, false, true }
local ys = { true, true, false, false }
-- Loop through each corner and calculate points based on [r]adius!
for i, r in ipairs(corners) do
if r == 0 then
table.insert(polygon, xs[i] and x or x+w)
table.insert(polygon, ys[i] and y or y+h)
else
for j = 0, precision do
local angle = (j / precision + (i - 3)) * math.pi / 2
table.insert(polygon, (xs[i] and x+r or x+w-r) + r * math.cos(angle))
table.insert(polygon, (ys[i] and y+r or y+h-r) + r * math.sin(angle))
end
end
end
self.stencil = polygon
end)
function Element:apply_styles()
local ep = self.properties
local function check_percent(value, axis)
if type(value) == "string" and value:sub(-1) == "%" then
value = tonumber(value:sub(1, -2)) / 100
if value then
local px = 0
local py = 0
local pw = self.width
local ph = self.height
if element.parent then
px, py, pw, ph = self.parent:_get_content_position()
end
if axis == "x" then
value = value * pw
elseif axis == "y" then
value = value * ph
end
end
end
return value
end
local function check_property(property, value, axis)
ep[property] = check_percent(value, axis)
end
local function check_vec2(property, value)
ep[property] = {
check_percent(value[1], "x"),
check_percent(value[2], "y"),
}
end
-- Expand margin/border/padding to longform
local function expand_box(property, value)
local top = string.format("%s_top", property)
local right = string.format("%s_right", property)
local bottom = string.format("%s_bottom", property)
local left = string.format("%s_left", property)
if type(value) == "number" or type(value) == "string" then
ep[top] = check_percent(value, "y")
ep[right] = check_percent(value, "x")
ep[bottom] = check_percent(value, "y")
ep[left] = check_percent(value, "x")
elseif #value == 1 then
ep[top] = check_percent(value[1], "y")
ep[right] = check_percent(value[1], "x")
ep[bottom] = check_percent(value[1], "y")
ep[left] = check_percent(value[1], "x")
elseif #value == 2 then
ep[top] = check_percent(value[1], "y")
ep[right] = check_percent(value[2], "x")
ep[bottom] = check_percent(value[1], "y")
ep[left] = check_percent(value[2], "x")
else
ep[top] = check_percent(value[1], "y")
ep[right] = check_percent(value[2], "x")
ep[bottom] = check_percent(value[3], "y")
ep[left] = check_percent(value[4], "x")
end
end
-- Expand border_color to longform
local function expand_border_color(value)
local top = "border_top_color"
local right = "border_right_color"
local bottom = "border_bottom_color"
local left = "border_left_color"
if type(value[1]) == "number" then
ep[top] = value
ep[right] = value
ep[bottom] = value
ep[left] = value
elseif #value == 1 then
ep[top] = value[1]
ep[right] = value[1]
ep[bottom] = value[1]
ep[left] = value[1]
elseif #value == 2 then
ep[top] = value[1]
ep[right] = value[2]
ep[bottom] = value[1]
ep[left] = value[2]
else
ep[top] = value[1]
ep[right] = value[2]
ep[bottom] = value[3]
ep[left] = value[4]
end
end
-- Expand border_radius to longform
local function expand_border_radius(element, value)
local top = "border_top_left_radius"
local right = "border_top_right_radius"
local bottom = "border_bottom_right_radius"
local left = "border_bottom_left_radius"
if type(value) == "number" then
ep[top] = value
ep[right] = value
ep[bottom] = value
ep[left] = value
elseif #value == 1 then
ep[top] = value[1]
ep[right] = value[1]
ep[bottom] = value[1]
ep[left] = value[1]
elseif #value == 2 then
ep[top] = value[1]
ep[right] = value[2]
ep[bottom] = value[1]
ep[left] = value[2]
else
ep[top] = value[1]
ep[right] = value[2]
ep[bottom] = value[3]
ep[left] = value[4]
end
end
-- Check all properties for special cases
local function set_property(property, value)
ep[property] = value
if property == "margin" or
property == "border" or
property == "padding" then
expand_box(property, value)
elseif property == "border_color" then
expand_border_color(value)
elseif property == "border_radius" then
expand_border_radius(value)
elseif property == "top"
or property == "bottom"
or property == "margin_top"
or property == "margin_bottom"
or property == "border_top"
or property == "border_bottom"
or property == "padding_top"
or property == "padding_bottom"
or property == "height"
or property == "min_height"
or property == "max_height" then
check_property(property, value, "y")
elseif property == "right"
or property == "left"
or property == "margin_right"
or property == "margin_left"
or property == "border_right"
or property == "border_left"
or property == "padding_right"
or property == "padding_left"
or property == "width"
or property == "min_width"
or property == "max_width" then
check_property(property, value, "x")
elseif property == "background_position"
or property == "background_size" then
check_vec2(property, value)
elseif property == "background_path" then
if not self.gui:get_cache(value) then
if value:sub(-5) == "9.png" then
self.gui:set_cache(value, patchy.load(value))
else
self.gui:set_cache(value, love.graphics.newImage(value, {srgb=self.gui.srgb}))
end
end
ep.background_image = self.gui:get_cache(value)
elseif property == "font_path" then
local font_size = (self.custom_properties.font_size ~= "inherit" and self.custom_properties.font_size)
or (ep.font_size ~= "inherit" and ep.font_size)
or (self.default_properties.font_size ~= "inherit" and self.default_properties.font_size)
or Initial.font_size
if not self.gui:get_cache(value..font_size) then
if value == "default" then
self.gui:set_cache(value..font_size, love.graphics.newFont(font_size))
else
self.gui:set_cache(value..font_size, love.graphics.newFont(value, font_size))
end
end
ep.font = self.gui:get_cache(value..font_size)
elseif property == "font_size" then
local font_path = (self.custom_properties.font_path ~= "inherit" and self.custom_properties.font_path)
or (ep.font_path ~= "inherit" and ep.font_path)
or (self.default_properties.font_path ~= "inherit" and self.default_properties.font_path)
or "default"
if not self.gui:get_cache(font_path..value) then
if font_path == "default" then
self.gui:set_cache(font_path..value, love.graphics.newFont(value))
else
self.gui:set_cache(font_path..value, love.graphics.newFont(font_path, value))
end
end
ep.font = self.gui:get_cache(font_path..value)
elseif property == "cursor" then
ep.cursor = love.mouse.getSystemCursor(value)
elseif property == "nav_up"
or property == "nav_right"
or property == "nav_down"
or property == "nav_left" then
ep[property] = self.gui:get_element_by_id(value)
elseif property == "overflow" then
ep.overflow_x = value
ep.overflow_y = value
if value == "scroll" then
self.on_mouse_scrolled = self.default_on_mouse_scrolled
end
end
end
local function check_value(property, value)
if value == "initial" then
return Initial[property]
end
if value == "inherit" then
if self.parent then
return check_value(property, self.parent.properties[property])
else
return Initial[property]
end
end
if value == "none" then
return
end
return value
end
for k in pairs(self.properties) do
self.properties[k] = nil
end
-- We need to gather up all the styles and order them
local function priority_styles(styles)
local list = {
"width",
"height",
"margin",
"margin_top",
"margin_right",
"margin_bottom",
"margin_left",
"border",
"border_top",
"border_right",
"border_bottom",
"border_left",
"padding",
"padding_top",
"padding_right",
"padding_bottom",
"padding_left",
}
for k = #list, 1, -1 do
if styles[list[k]] then
local value = check_value(list[k], styles[list[k]])
set_property(list[k], value)
else
table.remove(list, k)
end
end
for property, value in pairs(styles) do
local found = false
for k, style in ipairs(list) do
if property == style then
found = true
break
end
end
if not found then
value = check_value(property, value)
set_property(property, value)
end
end
end
-- Apply default properties
priority_styles(self.default_properties)
-- Apply query properties
for _, style in ipairs(self.styles) do
priority_styles(style)
end
-- Apply custom properties
priority_styles(self.custom_properties)
end
return Element
|
-- Tests for derivative.lua
local drv = require 'derivative'
local total, pass = 0, 0
local function dec(str, len)
return #str < len
and str .. (('.'):rep(len-#str))
or str:sub(1,len)
end
local function run(message, f)
total = total + 1
local ok, err = pcall(f)
if ok then pass = pass + 1 end
local status = ok and 'PASSED' or 'FAILED'
print(('%02d. %68s: %s'):format(total, dec(message,68), status))
end
local function fuzzyEqual(a, b, eps)
local eps = eps or 1e-4
return (math.abs(a - b) < eps)
end
run('Testing left derivative', function()
local f = function(x) return x * x end
assert(fuzzyEqual(drv.left(f, 5), 2 * 5))
local f = function(x) return x * x * x end
assert(fuzzyEqual(drv.left(f, 5), 3 * 5 * 5))
end)
run('Testing right derivative', function()
local f = function(x) return x * x end
assert(fuzzyEqual(drv.right(f, 5), 2 * 5))
local f = function(x) return x * x * x end
assert(fuzzyEqual(drv.right(f, 5), 3 * 5 * 5))
end)
run('Testing mid derivative', function()
local f = function(x) return x * x end
assert(fuzzyEqual(drv.mid(f, 5), 2 * 5))
local f = function(x) return x * x * x end
assert(fuzzyEqual(drv.mid(f, 5), 3 * 5 * 5))
end)
print(('-'):rep(80))
print(('Total : %02d: Pass: %02d - Failed : %02d - Success: %.2f %%')
:format(total, pass, total-pass, (pass*100/total)))
|
function love.load()
text = ""
enet = require "enet"
host = enet.host_create("*:1051")
end
function love.draw()
love.graphics.print(text)
end
function love.update(dt)
local event = host:service(100)
while event do
if event.type == "connect" then
text = text .. tostring(event.peer) .. " is connected.\n"
elseif event.type == "receive" then
text = text .. tostring(event.peer) .. ": " .. event.data .. "\n"
host:broadcast(event.data)
elseif event.type == "disconnect" then
text = text .. tostring(event.peer) .. " has disconnected.\n"
end
event = host:service()
end
end
|
--[[
This Roact component represents our entire game.
In most cases, you'll only use Roact for constructing your UI, but in this
project, I elected to try to manage the game world partially with Roact as
well for fun.
The traditional top-level component name in React is "App," we generally use
that for Roact too, but I have a hunch that there's a better name.
]]
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Workspace = game:GetService("Workspace")
local Roact = require(ReplicatedStorage.Modules.Roact)
local e = Roact.createElement
local InventoryMenu = require(script.Parent.InventoryMenu)
local World = require(script.Parent.World)
local function Game(props)
return e("ScreenGui", {
ZIndexBehavior = Enum.ZIndexBehavior.Sibling,
ResetOnSpawn = false,
}, {
InventoryContainer = e("Frame", {
Size = UDim2.new(0, 400, 0, 400),
Position = UDim2.new(0.5, 0, 0.5, 0),
AnchorPoint = Vector2.new(0.5, 0.5),
BackgroundTransparency = 1,
}, {
Inventory = e(InventoryMenu),
}),
-- Even through our UI is being rendered inside a PlayerGui, we can
-- always take advantage of a feature called portals to put instances
-- elsewhere.
-- Portals are a feature that makes having a virtual tree worthwhile,
-- since implementing them without having formalized destructors is
-- bug-prone!
World = e(Roact.Portal, {
target = Workspace,
}, {
World = e(World),
})
})
end
return Game
|
---------------------------------------------
-- Tempest Wing
-- Family: Bahamut
-- Description: Turbulence deals Wind damage to enemies within a very wide area of effect. Additional effect: Knockback
-- Type: Magical
-- Utsusemi/Blink absorb: Wipes shadows
-- Range: Cone
-- Notes:
---------------------------------------------
require("scripts/globals/settings")
require("scripts/globals/status")
require("scripts/globals/monstertpmoves")
---------------------------------------------
function onMobSkillCheck(target, mob, skill)
if (target:isBehind(mob, 55) == true) then
return 1
else
return 0
end
end
function onMobWeaponSkill(target, mob, skill)
local dmgmod = 1
local info = MobMagicalMove(mob, target, skill, mob:getWeaponDmg()*4, tpz.magic.ele.WIND, dmgmod, TP_NO_EFFECT)
local dmg = MobFinalAdjustments(info.dmg, mob, skill, target, tpz.attackType.MAGICAL, tpz.damageType.WIND, MOBPARAM_WIPE_SHADOWS)
target:takeDamage(dmg, mob, tpz.attackType.MAGICAL, tpz.damageType.WIND)
return dmg
end
|
--[[
This file is part of BlauLock, a ComputerCraft program
that adds password protection on startup.
Author: Daniel 'xBlau' Mosquera <daniel+github@blaudev.es>
Repository: https://github.com/xblau/blaulock
THIS FILE IS DISTRIBUTED UNDER THE TERMS OF THE MIT LICENSE
]]
local oldPullEvent = os.pullEvent
os.pullEvent = os.pullEventRaw
local oldShutdown = os.shutdown
local oldReboot = os.reboot
dofile( '/.BlauLock/functions.lua' )
local Config = ploadtable( '/.BlauLock/config.dat' )
local BlauLock = dofile( '/.BlauLock/BlauLock.API.lua' )
local function poweroff( action )
if fs.exists( '/.BlauLock/BlauLock.Main.lua' ) then
if fs.exists( '/startup' ) then
BlauLock.inject( '/startup', '/.BlauLock/BlauLock.Main.lua' )
else
local file = fs.open( '/startup', 'w' )
file.write( "shell.run('/.BlauLock/BlauLock.Main.lua')" )
file.close()
end
end
if settings and type( settings.set ) == 'function' then
settings.set( 'shell.allow_disk_startup', false )
settings.save( '.settings' )
end
if action == 'shutdown' then
oldShutdown()
elseif action == 'reboot' then
oldReboot()
end
end
if( Config['Enabled'] ) then
local Locked = true
local theme = {
window = colors.gray,
error = colors.white,
success = colors.white,
osver = colors.white,
text = colors.white,
backg = colors.black
}
if( term.isColor() ) then
if Config['Theme'] ~= nil and type( Config['Theme'] ) == 'table' then
theme = Config['Theme']
else
theme = {
window = colors.blue,
error = colors.red,
success = colors.green,
osver = colors.yellow,
text = colors.white,
backg = colors.black
}
end
end
paintutils.drawFilledBox( 1, 1, 51, 19, theme.backg )
paintutils.drawFilledBox( 14, 6, 38, 12, theme.window )
pprint( '+', 13, 5, theme.text, theme.window )
pprint( '+', 13, 13, theme.text, theme.window )
pprint( '+', 39, 5, theme.text, theme.window )
pprint( '+', 39, 13, theme.text, theme.window )
for i = 1, 25 do pprint( '=', 13 + i, 5, theme.text, theme.window ) end
for i = 1, 25 do pprint( '=', 13 + i, 13, theme.text, theme.window ) end
for i = 1, 7 do pprint( '|', 13, 5 + i, theme.text, theme.window ) end
for i = 1, 7 do pprint( '|', 39, 5 + i, theme.text, theme.window ) end
pprint( '.:: BlauLock ::.', 'centrated', 7, theme.text, theme.window )
pprint( 'Pass: ', 16, 10, theme.text, theme.window )
while Locked do
local password = pread( 22, 10, 37, theme.text, theme.window, '*' )
pprint( 'Verifying...', 22, 10, theme.text, theme.window )
if Config.Eraser ~= nil and type( Config.Eraser ) == 'table' then
if Config.Eraser.Enabled and BlauLock.VerifyHash( password, Config.Eraser.Hash ) then
local tFiles = fs.list( '/' )
for i = 1, #tFiles do
if tFiles[i] ~= '.BlauLock' and tFiles[i] ~= 'rom' then
fs.delete( tFiles[i] )
end
end
local file = fs.open( '/startup', 'w' )
file.write( "shell.run('/.BlauLock/BlauLock.Main.lua')" )
file.close()
Config['Hash'] = Config.Eraser.Hash
Config.Eraser = nil
psavetable( Config, '/.BlauLock/config.dat' )
-- If the old startup file expects any old file
-- to be present, its going to crash because we
-- just deleted everything except BlauLock.
-- To avoid displaying any error, we are going
-- to launch a new shell. This is probably not
-- the best way to do it.
paintutils.drawLine( 22, 10, 37, 10, theme.window )
pprint( 'Access granted!', 22, 10, theme.success, theme.window )
sleep( 2 )
os.shutdown = function() poweroff( 'shutdown' ) end
os.reboot = function() poweroff( 'reboot' ) end
shell.setAlias( 'blaulock-cmd', '/.BlauLock/BlauLock.CMD.lua' )
os.pullEvent = oldPullEvent
sShell = nil
if term.isColour() then
sShell = "rom/programs/advanced/multishell"
else
sShell = "rom/programs/shell"
end
shell.run( sShell )
poweroff( 'shutdown' )
end
end
if BlauLock.VerifyHash( password, Config['Hash'] ) then
Locked = false
paintutils.drawLine( 22, 10, 37, 10, theme.window )
pprint( 'Access granted!', 22, 10, theme.success, theme.window )
sleep( 2 )
term.setTextColor( theme.osver )
term.setBackgroundColor( colors.black )
term.clear()
term.setCursorPos( 1, 1 )
print( os.version() )
term.setTextColor( colors.white )
else
paintutils.drawLine( 22, 10, 37, 10, theme.window )
pprint( 'Access denied!', 22, 10, theme.error, theme.window )
sleep( 3 )
end
end
end
os.shutdown = function() poweroff( 'shutdown' ) end
os.reboot = function() poweroff( 'reboot' ) end
shell.setAlias( 'blaulock-cmd', '/.BlauLock/BlauLock.CMD.lua' )
os.pullEvent = oldPullEvent
|
local energyrequired = 1
local steamamount1 = 25
local steamamount2 = 21
if settings.startup['seablock-evil-mode-steam-recipe-mode'].value == "0_0_5" then
energyrequired = 1.75
steamamount1 = 49
steamamount2 = 42
end
data:extend({
-- 1 steam(165 degree) == 30kJ
-- 1 h2 needed 30kJ with electrolysis I
{
type = "recipe",
name = "sbem-steam-from-h2-o2-1",
category = "chemistry",
subgroup = "petrochem-basics",
energy_required = energyrequired, -- 1/1.75 sec. for 8 elecs on plant mk1
enabled = true,
ingredients = {
{type = "fluid", name = "gas-oxygen", amount = 60},
{type = "fluid", name = "gas-hydrogen", amount = 80}
},
results = {
{type = "fluid", name = "steam", amount = steamamount1, temperature = 165}, -- plant consumes 258.3333 kW in 1 sec.
},
always_show_products = true,
icons = angelsmods.functions.create_liquid_recipe_icon(
{
"steam"
},
"www"
),
order = "a[sbem-steam-from-h2-o2-1]",
crafting_machine_tint = {
primary = {r = 1, g = 1, b = 1, a = 0},
secondary = {r = 0.7, g = 0.7, b = 1, a = 0},
tertiary = {r = 167 / 255, g = 75 / 255, b = 5 / 255, a = 0 / 255}
}
},
{
type = "recipe",
name = "sbem-steam-from-h2-o2-2",
category = "chemistry",
subgroup = "petrochem-basics",
energy_required = energyrequired, -- 1/1.75 sec. for 8 elecs on plant mk1
enabled = true,
ingredients = {
{type = "fluid", name = "gas-oxygen", amount = 40},
{type = "fluid", name = "gas-hydrogen", amount = 80}
},
results = {
{type = "fluid", name = "steam", amount = steamamount2, temperature = 165}, -- plant consumes 258.3333 kW in 1 sec.
},
always_show_products = true,
icons = angelsmods.functions.create_liquid_recipe_icon(
{
"steam"
},
"www"
),
order = "a[sbem-steam-from-h2-o2-2]",
crafting_machine_tint = {
primary = {r = 1, g = 1, b = 1, a = 0},
secondary = {r = 0.7, g = 0.7, b = 1, a = 0},
tertiary = {r = 167 / 255, g = 75 / 255, b = 5 / 255, a = 0 / 255}
}
},
})
|
--[[
Copyright (c) 2016 Calvin Rose <calsrose@gmail.com>
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.
]]
local concat = table.concat
local sub = string.sub
local match = string.match
local format = string.format
local gmatch = string.gmatch
local byte = string.byte
local find = string.find
local lower = string.lower
local tonumber = tonumber -- luacheck: no unused
local type = type
local pcall = pcall
--------------------------------------------------------------------------------
-- Stream Utils
--------------------------------------------------------------------------------
local function stringLineStream(str)
return gmatch(str, "([^\n\r]*)\r?\n?")
end
local function tableLineStream(t)
local index = 0
return function()
index = index + 1
return t[index]
end
end
local function bufferStream(linestream)
local bufferedLine = linestream()
return function()
bufferedLine = linestream()
return bufferedLine
end, function()
return bufferedLine
end
end
--------------------------------------------------------------------------------
-- Line Level Operations
--------------------------------------------------------------------------------
local lineDelimiters = {'`', '__', '**', '_', '*', '~~'}
local function findDelim(str, start, max)
local delim = nil
local min = 1/0
local finish = 1/0
max = max or #str
for i = 1, #lineDelimiters do
local pos, fin = find(str, lineDelimiters[i], start, true)
if pos and pos < min and pos <= max then
min = pos
finish = fin
delim = lineDelimiters[i]
end
end
return delim, min, finish
end
local function externalLinkEscape(str, t)
local nomatches = true
for m1, m2, m3 in gmatch(str, '(.*)%[(.*)%](.*)') do
if nomatches then t[#t + 1] = match(m1, '^(.-)!?$'); nomatches = false end
if byte(m1, #m1) == byte '!' then
t[#t + 1] = {type = 'img', attributes = {alt = m2}}
else
t[#t + 1] = {m2, type = 'a'}
end
t[#t + 1] = m3
end
if nomatches then t[#t + 1] = str end
end
local function linkEscape(str, t)
local nomatches = true
for m1, m2, m3, m4 in gmatch(str, '(.*)%[(.*)%]%((.*)%)(.*)') do
if nomatches then externalLinkEscape(match(m1, '^(.-)!?$'), t); nomatches = false end
if byte(m1, #m1) == byte '!' then
t[#t + 1] = {type = 'img', attributes = {
src = m3,
alt = m2
}, noclose = true}
else
t[#t + 1] = {m2, type = 'a', attributes = {href = m3}}
end
externalLinkEscape(m4, t)
end
if nomatches then externalLinkEscape(str, t) end
end
local lineDeimiterNames = {['`'] = 'code', ['__'] = 'strong', ['**'] = 'strong', ['_'] = 'em', ['*'] = 'em', ['~~'] = 'strike' }
local function lineRead(str, start, finish)
start, finish = start or 1, finish or #str
local searchIndex = start
local tree = {}
while true do
local delim, dstart, dfinish = findDelim(str, searchIndex, finish)
if not delim then
linkEscape(sub(str, searchIndex, finish), tree)
break
end
if dstart > searchIndex then
linkEscape(sub(str, searchIndex, dstart - 1), tree)
end
local nextdstart, nextdfinish = find(str, delim, dfinish + 1, true)
if nextdstart then
if delim == '`' then
tree[#tree + 1] = {
sub(str, dfinish + 1, nextdstart - 1),
type = 'code'
}
else
local subtree = lineRead(str, dfinish + 1, nextdstart - 1)
subtree.type = lineDeimiterNames[delim]
tree[#tree + 1] = subtree
end
searchIndex = nextdfinish + 1
else
tree[#tree + 1] = {
delim,
}
searchIndex = dfinish + 1
end
end
return tree
end
local function getIndentLevel(line)
local level = 0
for i = 1, #line do
local b = byte(line, i)
if b == byte(' ') or b == byte('>') then
level = level + 1
elseif b == byte('\t') then
level = level + 4
else
break
end
end
return level
end
local function stripIndent(line, level, ignorepattern) -- luacheck: no unused args
local currentLevel = -1
for i = 1, #line do
if byte(line, i) == byte("\t") then
currentLevel = currentLevel + 4
elseif byte(line, i) == byte(" ") or byte(line, i) == byte(">") then
currentLevel = currentLevel + 1
else
return sub(line, i, -1)
end
if currentLevel == level then
return sub(line, i, -1)
elseif currentLevel > level then
local front = ""
for j = 1, currentLevel - level do front = front .. " " end -- luacheck: no unused args
return front .. sub(line, i, -1)
end
end
end
--------------------------------------------------------------------------------
-- Useful variables
--------------------------------------------------------------------------------
local NEWLINE = '\n'
--------------------------------------------------------------------------------
-- Patterns
--------------------------------------------------------------------------------
local PATTERN_EMPTY = "^%s*$"
local PATTERN_COMMENT = "^%s*<>"
local PATTERN_HEADER = "^%s*(%#+)%s*(.*)%#*$"
local PATTERN_RULE1 = "^%s?%s?%s?(-%s*-%s*-[%s-]*)$"
local PATTERN_RULE2 = "^%s?%s?%s?(*%s**%s**[%s*]*)$"
local PATTERN_RULE3 = "^%s?%s?%s?(_%s*_%s*_[%s_]*)$"
local PATTERN_CODEBLOCK = "^%s*%`%`%`(.*)"
local PATTERN_BLOCKQUOTE = "^%s*> (.*)$"
local PATTERN_ULIST = "^%s*[%*%-] (.+)$"
local PATTERN_OLIST = "^%s*%d+%. (.+)$"
local PATTERN_LINKDEF = "^%s*%[(.*)%]%s*%:%s*(.*)"
-- List of patterns
local PATTERNS = {
PATTERN_EMPTY,
PATTERN_COMMENT,
PATTERN_HEADER,
PATTERN_RULE1,
PATTERN_RULE2,
PATTERN_RULE3,
PATTERN_CODEBLOCK,
PATTERN_BLOCKQUOTE,
PATTERN_ULIST,
PATTERN_OLIST,
PATTERN_LINKDEF
}
local function isSpecialLine(line)
for i = 1, #PATTERNS do
if match(line, PATTERNS[i]) then return PATTERNS[i] end
end
end
--------------------------------------------------------------------------------
-- Simple Reading - Non Recursive
--------------------------------------------------------------------------------
local function readSimple(pop, peek, tree, links)
local line = peek()
if not line then return end
-- Test for Empty or Comment
if match(line, PATTERN_EMPTY) or match(line, PATTERN_COMMENT) then
return pop()
end
-- Test for Header
local m, rest = match(line, PATTERN_HEADER)
if m then
tree[#tree + 1] = {
lineRead(rest),
type = "h" .. #m
}
tree[#tree + 1] = NEWLINE
return pop()
end
-- Test for Horizontal Rule
if match(line, PATTERN_RULE1) or
match(line, PATTERN_RULE2) or
match(line, PATTERN_RULE3) then
tree[#tree + 1] = { type = "hr", noclose = true }
tree[#tree + 1] = NEWLINE
return pop()
end
-- Test for Code Block
local syntax = match(line, PATTERN_CODEBLOCK)
if syntax then
local indent = getIndentLevel(line)
local code = {
type = "code"
}
if #syntax > 0 then
code.attributes = {
class = format('language-%s', lower(syntax))
}
end
local pre = {
type = "pre",
[1] = code
}
tree[#tree + 1] = pre
while not (match(pop(), PATTERN_CODEBLOCK) and getIndentLevel(peek()) == indent) do
code[#code + 1] = peek()
code[#code + 1] = '\r\n'
end
return pop()
end
-- Test for link definition
local linkname, location = match(line, PATTERN_LINKDEF)
if linkname then
links[lower(linkname)] = location
return pop()
end
-- Test for header type two
local nextLine = pop()
if nextLine and match(nextLine, "^%s*%=+$") then
tree[#tree + 1] = { lineRead(line), type = "h1" }
return pop()
elseif nextLine and match(nextLine, "^%s*%-+$") then
tree[#tree + 1] = { lineRead(line), type = "h2" }
return pop()
end
-- Do Paragraph
local p = {
lineRead(line), NEWLINE,
type = "p"
}
tree[#tree + 1] = p
while nextLine and not isSpecialLine(nextLine) do
p[#p + 1] = lineRead(nextLine)
p[#p + 1] = NEWLINE
nextLine = pop()
end
p[#p] = nil
tree[#tree + 1] = NEWLINE
return peek()
end
--------------------------------------------------------------------------------
-- Main Reading - Potentially Recursive
--------------------------------------------------------------------------------
local readLineStream
local function readFragment(pop, peek, links, stop, ...)
local accum2 = {}
local line = peek()
local indent = getIndentLevel(line)
while true do
accum2[#accum2 + 1] = stripIndent(line, indent)
line = pop()
if not line then break end
if stop(line, ...) then break end
end
local tree = {}
readLineStream(tableLineStream(accum2), tree, links)
return tree
end
local function readBlockQuote(pop, peek, tree, links)
local line = peek()
if match(line, PATTERN_BLOCKQUOTE) then
local bq = readFragment(pop, peek, links, function(l)
local tp = isSpecialLine(l)
return tp and tp ~= PATTERN_BLOCKQUOTE
end)
bq.type = 'blockquote'
tree[#tree + 1] = bq
return peek()
end
end
local function readList(pop, peek, tree, links, expectedIndent)
if not peek() then return end
if expectedIndent and getIndentLevel(peek()) ~= expectedIndent then return end
local listPattern = (match(peek(), PATTERN_ULIST) and PATTERN_ULIST) or
(match(peek(), PATTERN_OLIST) and PATTERN_OLIST)
if not listPattern then return end
local lineType = listPattern
local line = peek()
local indent = getIndentLevel(line)
local list = {
type = (listPattern == PATTERN_ULIST and "ul" or "ol")
}
tree[#tree + 1] = list
list[1] = NEWLINE
while lineType == listPattern do
list[#list + 1] = {
lineRead(match(line, lineType)),
type = "li"
}
line = pop()
if not line then break end
lineType = isSpecialLine(line)
if lineType ~= PATTERN_EMPTY then
list[#list + 1] = NEWLINE
local i = getIndentLevel(line)
if i < indent then break end
if i > indent then
local subtree = readFragment(pop, peek, links, function(l)
if not l then return true end
local tp = isSpecialLine(l)
return tp ~= PATTERN_EMPTY and getIndentLevel(l) < i
end)
list[#list + 1] = subtree
line = peek()
if not line then break end
lineType = isSpecialLine(line)
end
end
end
list[#list + 1] = NEWLINE
tree[#tree + 1] = NEWLINE
return peek()
end
function readLineStream(stream, tree, links)
local pop, peek = bufferStream(stream)
tree = tree or {}
links = links or {}
while peek() do
if not readBlockQuote(pop, peek, tree, links) then
if not readList(pop, peek, tree, links) then
readSimple(pop, peek, tree, links)
end
end
end
return tree, links
end
local function read(str) -- luacheck: no unused
return readLineStream(stringLineStream(str))
end
--------------------------------------------------------------------------------
-- Rendering
--------------------------------------------------------------------------------
local function renderAttributes(attributes)
local accum = {}
for k, v in pairs(attributes) do
accum[#accum + 1] = format("%s=\"%s\"", k, v)
end
return concat(accum, ' ')
end
local function renderTree(tree, links, accum)
if tree.type then
local attribs = tree.attributes or {}
if tree.type == 'a' and not attribs.href then attribs.href = links[lower(tree[1] or '')] or '' end
if tree.type == 'img' and not attribs.src then attribs.src = links[lower(attribs.alt or '')] or '' end
local attribstr = renderAttributes(attribs)
if #attribstr > 0 then
accum[#accum + 1] = format("<%s %s>", tree.type, attribstr)
else
accum[#accum + 1] = format("<%s>", tree.type)
end
end
for i = 1, #tree do
local line = tree[i]
if type(line) == "string" then
accum[#accum + 1] = line
elseif type(line) == "table" then
renderTree(line, links, accum)
else
error "Unexpected node while rendering tree."
end
end
if not tree.noclose and tree.type then
accum[#accum + 1] = format("</%s>", tree.type)
end
end
local function renderLinesRaw(stream, options)
local tree, links = readLineStream(stream)
local accum = {}
local head, tail, insertHead, insertTail, prependHead, appendTail = nil, nil, nil, nil, nil, nil
if options then
assert(type(options) == 'table', "Options argument should be a table.")
if options.tag then
tail = format('</%s>', options.tag)
if options.attributes then
head = format('<%s %s>', options.tag, renderAttributes(options.attributes))
else
head = format('<%s>', options.tag)
end
end
insertHead = options.insertHead
insertTail = options.insertTail
prependHead = options.prependHead
appendTail = options.appendTail
end
accum[#accum + 1] = prependHead
accum[#accum + 1] = head
accum[#accum + 1] = insertHead
renderTree(tree, links, accum)
if accum[#accum] == NEWLINE then accum[#accum] = nil end
accum[#accum + 1] = insertTail
accum[#accum + 1] = tail
accum[#accum + 1] = appendTail
return concat(accum)
end
--------------------------------------------------------------------------------
-- Module
--------------------------------------------------------------------------------
local function pwrap(...)
local status, value = pcall(...)
if status then
return value
else
return nil, value
end
end
local function renderLineIterator(stream, options)
return pwrap(renderLinesRaw, stream, options)
end
local function renderTable(t, options)
return pwrap(renderLinesRaw, tableLineStream(t), options)
end
local function renderString(str, options)
return pwrap(renderLinesRaw, stringLineStream(str), options)
end
local renderers = {
['string'] = renderString,
['table'] = renderTable,
['function'] = renderLineIterator
}
local function render(source, options)
local renderer = renderers[type(source)]
if not renderer then return nil, "Source must be a string, table, or function." end
return renderer(source, options)
end
return setmetatable({
render = render,
renderString = renderString,
renderLineIterator = renderLineIterator,
renderTable = renderTable
}, {
__call = function(self, ...) -- luacheck: no unused args
return render(...)
end
})
|
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