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local log = require("log")
local Api = require("coreApi")
local json = require("json")
local http = require("http")
--local sqlite3 = require ("luasql.sqlite3")
local function contains(table, val)
for i = 1, #table do
if table[i] == val then
return true
end
end
return false
end
function ReceiveFriendMsg(CurrentQQ, data)
return 1
end
function ReceiveGroupMsg(CurrentQQ, data)
return 1
end
function ReceiveEvents(CurrentQQ, data, extData)
--QQ登陆成功事件
if data.MsgType == "ON_EVENT_QQ_LOGIN_SUCC" then
str = string.format(" QQ 登陆成功%s \n", extData.QQUser)
log.info("%s", str)
end
--QQ离线事件 可能的原因(TX 踢号/异地登陆/冻结/被举报等 导致等Session失效)
if data.MsgType == "ON_EVENT_QQ_OFFLINE" then
str = string.format(" QQ 离线事件 %s Data %s \n", extData.QQUser, extData.Data)
log.info("%s", str)
end
--网络变化事件 网络波动引起当前链接 释放 随机8-15s会自动重连登陆 被t下线的QQ 不会在重连
if data.MsgType == "ON_EVENT_QQ_NETWORK_CHANGE" then
str = string.format(" QQ 网络变化事件 %s Data %s \n", extData.QQUser, extData.Data)
log.info("%s", str)
end
--添加好友的状态事件 被同意添加好友/被拒绝添加好友
if data.MsgType == "ON_EVENT_FRIEND_ADD_STATUS" then
str =
string.format(
"事件类型 %d 事件状态 %s 成员 UserID %d 昵称 %s \n",
extData.Type,
extData.TypeStatus,
extData.UserID,
extData.NickName
)
log.info("%s", str)
end
if data.MsgType == "ON_EVENT_NOTIFY_PUSHADDFRD" then
str = string.format("(添加好友成功后的反馈?)成为了好友 UserID %d NickName%s", extData.UserID, extData.NickName)
log.notice("%s", str)
end
--{"CurrentPacket":{"WebConnId":"fi4LFS7_uy8ORrKDQN5Z","Data":{"EventData":{"UserID":103259869,"FromType":2004,"Field_9":1571036852000000,"Content":"收到好友请求 内容我是QQ大冰来源来自QQ群","FromGroupId":757360354,"FromGroupName":"IOTQQ交流群","Action":2},"EventMsg":{"FromUin":103259869,"ToUin":534706350,"MsgType":"ON_EVENT_FRIEND_ADDED","Content":"收到好友请求 内容我是QQ大冰来源来自QQ群","RedBaginfo":null},"EventName":"ON_EVENT_FRIEND_ADD"}},"CurrentQQ":534706350}
if data.MsgType == "ON_EVENT_FRIEND_ADDED" then
--Action1忽略2同意3拒绝
str =
string.format(
"收到好友请求事件 Uid %s UserNick %s FromType %d Action %d Content %s FromGroupId %d FromGroupName %s",
extData.UserID,
extData.UserNick,
extData.FromType,
extData.Action,
extData.Content,
extData.FromGroupId,
extData.FromGroupName
)
log.notice("%s", str)
extData.Action = 2
apiRet = Api.Api_DealFriend(CurrentQQ, extData)
str = string.format("From Lua AddFriendMsg Ret-->%d Msg-->%s", apiRet.Ret, apiRet.Msg)
log.notice("%s", str)
end
--{"CurrentPacket":{"WebConnId":"fi4LFS7_uy8ORrKDQN5Z","Data":{"EventData":{"GroupID":960839480},"EventMsg":{"FromUin":0,"ToUin":0,"MsgType":"ON_EVENT_GROUP_EXIT_SUCC","Content":"主动退群成功事件","RedBaginfo":null},"EventName":"ON_EVENT_GROUP_EXIT_SUCC"}},"CurrentQQ":534706350}
if data.MsgType == "ON_EVENT_GROUP_EXIT_SUCC" then
str = string.format("QQ机器人主动退出群聊成功 GroupID %s \n", extData.GroupID)
log.info("%s", str)
end
--{"CurrentPacket":{"WebConnId":"I5VW2Hq3YFe18AzvYJFY","Data":{"EventData":{"MsgSeq":3503,"UserID":1700487478},"EventMsg":{"FromUin":0,"ToUin":0,"MsgType":"ON_EVENT_FRIEND_REVOKE","MsgSeq":0,"Content":"好友撤回消息事件","RedBaginfo":null},"EventName":"ON_EVENT_FRIEND_REVOKE"}},"CurrentQQ":534706350}
if data.MsgType == "ON_EVENT_FRIEND_REVOKE" then
str = string.format("好友UserID %s 消息Seq %s \n", extData.UserID, extData.MsgSeq)
log.info("%s", str)
end
--{"CurrentPacket":{"WebConnId":"dD8NTg57VpyyXTJDT7iU","Data":{"EventData":{"GroupID":757360354,"ShutTime":4294967295,"UserID":0},"EventMsg":{"FromUin":757360354,"ToUin":0,"MsgType":"ON_EVENT_GROUP_SHUT","MsgSeq":0,"Content":"群禁言事件","RedBaginfo":null},"EventName":"ON_EVENT_GROUP_SHUT"}},"CurrentQQ":534706350}
--UserID = 0 ShutTime=4294967295 触发了开启全员禁言事件
--UserID = 0 ShutTime=0 触发了关闭全员禁言事件
--UserID = 123456789 ShutTime=123456789 触发了禁言用户123456789 禁言世间123456789 事件
--UserID = 123456789 ShutTime=0 触发了解除用户123456789 禁言事件
if data.MsgType == "ON_EVENT_GROUP_SHUT" then
str = string.format("群GroupID %s UserID %d 禁言时间 %s\n", extData.GroupID, extData.UserID, extData.ShutTime)
log.info("%s", str)
end
--{"CurrentPacket":{"WebConnId":"fi4LFS7_uy8ORrKDQN5Z","Data":{"EventData":{"UserID":103259869},"EventMsg":{"FromUin":0,"ToUin":0,"MsgType":"ON_EVENT_FRIEND_DELETE","Content":"被删除好友事件","RedBaginfo":null},"EventName":"ON_EVENT_FRIEND_DELETE"}},"CurrentQQ":534706350}
if data.MsgType == "ON_EVENT_FRIEND_DELETE" then
str = string.format(" UserID %s 删除了好友", extData.UserID)
log.info("%s", str)
end
--{"CurrentPacket":{"WebConnId":"x7CHA79ZUNyBjoujRRC8","Data":{"EventData":{"GroupID":960839480,"MsgSeq":1452818440,"UserID":1700487478},"EventMsg":{"FromUin":960839480,"ToUin":0,"MsgType":"ON_EVENT_GROUP_REVOKE","MsgSeq":1452818440,"Content":"群成员撤回消息事件","RedBaginfo":null},"EventName":"ON_EVENT_GROUP_REVOKE"}},"CurrentQQ":534706350}
if data.MsgType == "ON_EVENT_GROUP_REVOKE" then
str = string.format("群成 %d 成员 UserID %s 撤回了消息Seq %s \n", extData.GroupID, extData.UserID, extData.MsgSeq)
log.info("%s", str)
end
--{"CurrentPacket":{"WebConnId":"I1bqf1TxoDvDH8GtGTr-","Data":{"EventData":{"Content":"恭喜Kar98k获得群主授予的test头衔","GroupID":757360354,"UserID":1700487478},"EventMsg":{"FromUin":757360354,"ToUin":0,"MsgType":"ON_EVENT_GROUP_UNIQUETITTLE_CHANGED","MsgSeq":0,"Content":"群头衔变更事件","RedBaginfo":null},"EventName":"ON_EVENT_GROUP_UNIQUETITTLE_CHANGED"}},"CurrentQQ":534706350}
if data.MsgType == "ON_EVENT_GROUP_UNIQUETITTLE_CHANGED" then
str = string.format("群成 %d 成员 UserID %s 头衔变更了 %s \n", extData.GroupID, extData.UserID, extData.Content)
log.info("%s", str)
end
--{"CurrentPacket":{"WebConnId":"ivNXn033LwcjePqSjFDH","Data":{"EventData":{"InviteUin":103259869,"UserID":1700487478,"UserName":"Kar98k"},"EventMsg":{"FromUin":901924844,"ToUin":534706350,"MsgType":"ON_EVENT_GROUP_JOIN","Content":"","RedBaginfo":null},"EventName":"ON_EVENT_GROUP_JOIN"}},"CurrentQQ":534706350}
if data.MsgType == "ON_EVENT_GROUP_JOIN" then
str =
string.format(
"GroupJoinEvent\n JoinGroup Id %d \n JoinUin %d \n JoinUserName \n%s InviteUin \n%s",
data.FromUin,
extData.UserID,
extData.UserName,
extData.InviteUin --非管理员权限此值是0
)
log.info("%s", str)
end
--{"CurrentPacket":{"WebConnId":"ivNXn033LwcjePqSjFDH","Data":{"EventData":{"Flag":1,"GroupID":901924844,"UserID":534706350},"EventMsg":{"FromUin":901924844,"ToUin":534706350,"MsgType":"ON_EVENT_GROUP_ADMIN","Content":"管理员变更事件","RedBaginfo":null},"EventName":"ON_EVENT_GROUP_ADMIN"}},"CurrentQQ":534706350}
--机器人是不是管理员都能收到此群管变更事件
if data.MsgType == "ON_EVENT_GROUP_ADMIN" then
str = string.format("群管变更事件 GroupID %d UserID %d Flag %d", extData.GroupID, extData.UserID, extData.Flag)
-- Flag 1升管理0将管理
log.notice("%s", str)
end
--{"CurrentPacket":{"WebConnId":"ivNXn033LwcjePqSjFDH","Data":{"EventData":{"UserID":1700487478},"EventMsg":{"FromUin":901924844,"ToUin":534706350,"MsgType":"ON_EVENT_GROUP_EXIT","Content":"群成员退出群聊事件","RedBaginfo":null},"EventName":"ON_EVENT_GROUP_EXIT"}},"CurrentQQ":534706350}
--无论机器人是不是管理员 群里任意成员 都能收到 此退群事件
if data.MsgType == "ON_EVENT_GROUP_EXIT" then
str = string.format("GroupExitEvent\n ExitGroup Id %s \n ExitUin %d", data.FromUin, extData.UserID)
log.info("%s", str)
end
--{"CurrentPacket":{"WebConnId":"f5LOv77dnotUK7aygso1","Data":{"EventData":{"GroupName":"debug","GroupOwner":69734488,"OwnerName":"Mac"},"EventMsg":{"FromUin":960839480,"ToUin":534706350,"MsgType":"ON_EVENT_GROUP_JOIN_SUCC","Content":"主动进群成功事件","RedBaginfo":null},"EventName":"ON_EVENT_GROUP_JOINED"}},"CurrentQQ":534706350}
if data.MsgType == "ON_EVENT_GROUP_JOIN_SUCC" then
str =
string.format(
"ON_EVENT_GROUP_JOIN_SUCC \n GroupJoinSuccess Id %d \n 处理人ID %d 处理人昵称 %s GroupName %s",
data.FromUin,
extData.GroupOwner,
extData.OwnerName,
extData.GroupName
)
log.info("%s", str)
luaRes =
Api.Api_SendMsg(
CurrentQQ,
{
toUser = data.FromUin,
sendToType = 2,
sendMsgType = "PicMsg",
content = "感谢🙏@" .. extData.OwnerName .. "收留",
atUser = 0,
voiceUrl = "",
voiceBase64Buf = "",
picUrl = "http://gchat.qpic.cn/gchatpic_new/1700487478/960839480-2534335053-67CFBAE7F2E0CE681819D5A96134BE00/0?vuin=1700487478&term=255&pictype=0",
picBase64Buf = "",
fileMd5 = ""
}
)
log.info("From Lua SendMsg Ret\n%d", luaRes.Ret)
end
--{"CurrentPacket":{"WebConnId":"3x1VZ6DlCiNQP1khIB43","Data":{"EventData":{"Seq":1570980892762275,"Type":1,"MsgTypeStr":"邀请加群","Who":534706350,"WhoName":"QQ棒棒冰","MsgStatusStr":"","Flag_7":8192,"Flag_8":512,"GroupId":570065685,"GroupName":"Rust编程语言社区3群","InviteUin":1700487478,"InviteName":"Kar98k","Action":0},"EventMsg":{"FromUin":570065685,"ToUin":534706350,"MsgType":"ON_EVENT_GROUP_INVITED","Content":"邀请加群","RedBaginfo":null},"EventName":"ON_EVENT_GROUP_INVITED"}},"CurrentQQ":534706350}
--QQ群系统消息通知
if data.MsgType == "ON_EVENT_GROUP_ADMINSYSNOTIFY" then
str =
string.format(
"FromUin %d\n ToUin %d\n事件类型 %d 消息类型:%s 消息类型状态:%s 触发消息的对象:%d 触发消息的对象昵称:%s 来自群:%s 群名:%s 邀请人(处理人):%s 邀请人(处理人)昵称:%s 邀请人(处理人)群名片:%s (加群)理由:%s Action:%d",
data.FromUin,
data.ToUin,
extData.Type,
extData.MsgTypeStr,
extData.MsgStatusStr,
extData.Who,
extData.WhoName,
extData.GroupId,
extData.GroupName,
extData.ActionUin,
extData.ActionName,
extData.ActionGroupCard,
extData.Content,
extData.Action --11 agree 14 忽略 12/21 disagree
)
log.notice("%s", str)
if extData.Type == 1 then
local test=io.open("BlackList.txt","r")
local readjson=test:read("*a")
local result = json.decode(readjson)
if contains(result,extData.GroupId) then
exData.Action=14
apiRet = Api.Api_AnswerInviteGroup(CurrentQQ, extData)
end
extData.Action = 11
--extData.RefuseContent = "小号" --拒绝理由
apiRet = Api.Api_AnswerInviteGroup(CurrentQQ, extData)
str = string.format("From Lua AnswerInviteGroup Ret-->%d Msg-->%s", apiRet.Ret, apiRet.Msg)
log.notice("%s", str)
end
end
return 1
end
|
-- Author : Ahmed A. Khfagy
-- made in CS50 into to Game Development
-- this class represents the score state
ScoreState = Class{__includes = BasicState}
function ScoreState:enter(params)
self.score = params
end
function ScoreState:update(dt)
if love.keyboard.wasPressed('enter') or love.keyboard.wasPressed('return') then
gStateMachine:change('title')
end
end
function ScoreState:render()
love.graphics.setFont(flappyFont)
love.graphics.printf('huh, not again!', 0, 64, VIRTUAL_WIDTH, 'center')
love.graphics.setFont(mediumFont)
love.graphics.printf('Score: ' .. tostring(self.score), 0, 100, VIRTUAL_WIDTH, 'center')
love.graphics.printf('Press enter to go to the title menu..', 0, 160, VIRTUAL_WIDTH, 'center')
end
function ScoreState:exit() end
|
if ( SERVER ) then
AddCSLuaFile( "shared.lua" )
end
SWEP.BulletLength = 12.7
SWEP.CaseLength = 32.6
SWEP.MuzVel = 261.154
SWEP.Attachments = {
[1] = {"reflex"},
[2] = {"laser"}}
SWEP.InternalParts = {
[1] = {{key = "ergonomichandle"}},
[2] = {{key = "burstconvert"}}}
if ( CLIENT ) then
SWEP.PrintName = "Desert Eagle .50AE"
SWEP.Author = "Counter-Strike"
SWEP.Slot = 1
SWEP.SlotPos = 0 // = 1
SWEP.IconLetter = "f"
SWEP.Muzzle = "cstm_muzzle_br"
SWEP.SparkEffect = "cstm_child_sparks_large"
SWEP.SmokeEffect = "cstm_child_smoke_large"
killicon.AddFont( "cstm_pistol_deagle", "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 ) )
SWEP.VElements = {
["reflex"] = { type = "Model", model = "models/wystan/attachments/2octorrds.mdl", bone = "v_weapon.Deagle_Slide", pos = Vector(-0.239, 0.574, 0.924), angle = Angle(0, 0, 90), size = Vector(1, 1, 1), color = Color(255, 255, 255, 0), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["laser"] = { type = "Model", model = "models/props_c17/FurnitureBoiler001a.mdl", bone = "v_weapon.Deagle_Parent", rel = "", pos = Vector(0, 1.962, 4.138), angle = Angle(0, 0, 180), size = Vector(0.029, 0.029, 0.029), color = Color(255, 255, 255, 0), surpresslightning = false, material = "models/bunneh/silencer", skin = 0, bodygroup = {} }
}
SWEP.WElements = {
["reflex"] = { type = "Model", model = "models/wystan/attachments/2octorrds.mdl", pos = Vector(2.599, 0.99, -2), angle = Angle(180, 85, 0), size = Vector(1.401, 1.401, 1.401), color = Color(255, 255, 255, 0), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
SWEP.SafeXMoveMod = 2
end
SWEP.Category = "Customizable Weaponry"
SWEP.Base = "cstm_base_pistol"
SWEP.FireModes = {"semi"}
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.HoldType = "pistol"
SWEP.ViewModelFOV = 70
SWEP.ViewModelFlip = true
SWEP.ViewModel = "models/weapons/v_pist_deagle.mdl"
SWEP.WorldModel = "models/weapons/w_pist_deagle.mdl"
SWEP.ShowViewModel = true
SWEP.ShowWorldModel = true
SWEP.ViewModelBonescales = {}
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.Primary.Sound = Sound("Weapon_DEagle.Single")
SWEP.Primary.Recoil = 3
SWEP.Primary.Damage = 43
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.02
SWEP.Primary.ClipSize = 7
SWEP.Primary.Delay = 0.25
SWEP.Primary.DefaultClip = 7
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = ".50AE"
SWEP.InitialHoldtype = "pistol"
SWEP.InHoldtype = "pistol"
SWEP.NoAuto = true
SWEP.ACOGStatus = 0
SWEP.NoScopes = true
SWEP.CantSilence = true
SWEP.NoBoltAnim = true
-- Animation speed/custom reload function related
SWEP.IsReloading = false
SWEP.AnimPrefix = ""
SWEP.ReloadSpeed = 1
SWEP.ShouldBolt = false
SWEP.ReloadDelay = 0
SWEP.IncAmmoPerc = 0.72 -- Amount of frames required to pass (in percentage) of the reload animation for the weapon to have it's amount of ammo increased
SWEP.FOVZoom = 85
-- Dynamic accuracy related
SWEP.ShotsAmount = 0
SWEP.ConeDecAff = 0
SWEP.DefRecoil = 3
SWEP.CurCone = 0.04
SWEP.DecreaseRecoilTime = 0
SWEP.ConeAff1 = 0 -- Crouching/standing
SWEP.ConeAff2 = 0 -- Using ironsights
SWEP.UnConeTime = 0 -- Amount of time after firing the last shot that needs to pass until accuracy increases
SWEP.FinalCone = 0 -- Self explanatory
SWEP.VelocitySensivity = 1 -- Percentage of how much the cone increases depending on the player's velocity (moving speed). Rifles - 100%; SMGs - 80%; Pistols - 60%; Shotguns - 20%
SWEP.HeadbobMul = 1
SWEP.IsSilenced = false
SWEP.IronsightsCone = 0.013
SWEP.HipCone = 0.044
SWEP.ConeInaccuracyAff1 = 0.5
SWEP.PlayFireAnim = true
SWEP.DryFireAnim = true
SWEP.SprintAndShoot = true
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.IsUsingIronsights = false
SWEP.TargetMul = 0
SWEP.SetAndForget = false
SWEP.IronSightsPos = Vector(6.0749, -5.5216, 2.3984)
SWEP.IronSightsAng = Vector(2.5174, -0.0099, 0)
SWEP.AimPos = Vector(5.139, -3.116, 2.678)
SWEP.AimAng = Vector(0.224, 0, 0)
SWEP.ChargePos = Vector (5.4056, -10.3522, -4.0017)
SWEP.ChargeAng = Vector (-1.7505, -55.5187, 68.8356)
SWEP.ReflexPos = Vector(5.125, -3.089, 2.361)
SWEP.ReflexAng = Vector(0, 0, 0)
SWEP.MeleePos = Vector(4.487, -1.497, -5.277)
SWEP.MeleeAng = Vector(25.629, -30.039, 26.18)
SWEP.SafePos = Vector(0.388, -10.157, -6.064)
SWEP.SafeAng = Vector(70, 0, 0)
|
#!/usr/bin/lua
-- Tool for reading elekctro phase meter values combinates with HDO signal from
-- I2C device, and sending these values throw MQTT.
local signal = require("posix.signal")
local unistd = require("posix.unistd")
local systime = require("posix.sys.time")
local time = require("posix.time")
local syslog = require("posix.syslog")
local getopt = require("posix.getopt")
local fcntl = require("posix.fcntl")
local stdio = require("posix.stdio")
local logging = require("logging")
local console = require("logging.console")
local i2c = require("i2c")
local mqtt = require("mosquitto")
local DEFAULTS = {
daemon = {
pidfile = "/var/run/phase2mqtt.pid"
},
logging = {
handler = "syslog",
file = "/var/log/phase2mqtt.log",
level = "WARN"
},
mqtt = {
hostname = "localhost",
port = 1883,
topic = "/phase2mqtt/{timestamp}/{phase}",
period = 60,
qos = 1,
retain = true
},
i2c = {
bus = 1,
addr = 0x08
}
}
local SYSLOG_LEVELS = {}
SYSLOG_LEVELS[logging.DEBUG] = syslog.LOG_DEBUG
SYSLOG_LEVELS[logging.INFO] = syslog.LOG_INFO
SYSLOG_LEVELS[logging.WARN] = syslog.LOG_WARNING
SYSLOG_LEVELS[logging.ERROR] = syslog.LOG_CRIT
SYSLOG_LEVELS[logging.FATAL] = syslog.LOG_EMERG
local MQTT_LEVELS = {}
MQTT_LEVELS[mqtt.LOG_NONE] = logging.DEBUG
MQTT_LEVELS[mqtt.LOG_INFO] = logging.INFO
MQTT_LEVELS[mqtt.LOG_NOTICE] = logging.INFO
MQTT_LEVELS[mqtt.LOG_WARNING] = logging.WARN
MQTT_LEVELS[mqtt.LOG_ERROR] = logging.ERROR
MQTT_LEVELS[mqtt.LOG_DEBUG] = logging.DEBUG
MQTT_LEVELS[mqtt.LOG_ALL] = logging.FATAL
local function syslog_start(ident)
syslog.openlog(ident, syslog.LOG_PID or syslog.LOG_CONS,
syslog.LOG_DAEMON)
end
local function syslog_log(self, level, message)
local priority = SYSLOG_LEVELS[level] or syslog.WARNING
return syslog.syslog(priority, level..": "..message)
end
local function log_tb(msg)
local info = debug.getinfo(5)
return string.format("%s {%s() at %s:%d}", msg,
info.name or info.namewhat,
info.source, info.currentline)
end
local PidFile = {
LOCK = {
l_type = fcntl.F_WRLCK, -- Exclusive lock
l_whence = fcntl.SEEK_SET, -- Relative to beginning of file
l_start = 0, -- from 0 position
l_len = 0
}
}
local __PidFile = {
__call = function(this, path)
local self = {}
setmetatable(self, { __index = PidFile })
self:__init(path)
return self
end
}
setmetatable(PidFile, __PidFile)
function PidFile:__init(path)
assert(io.open(path, "a+"))
self.file = assert(io.open(path, "r+"))
self.file:setvbuf("no")
end
--- Lock the file and return the state
function PidFile:lock()
return fcntl.fcntl(stdio.fileno(self.file),
fcntl.F_SETLK, PidFile.LOCK) == nil
end
function PidFile:write_pid()
-- new on 34 version
-- unistd.ftruncate(stdio.fileno(self.file), 0)
local size = self.file:seek("end")
self.file:seek("set")
self.file:write(string.rep(' ', size)) -- fill with spaces
self.file:seek("set")
self.file:write(tostring(unistd.getpid()))
end
function PidFile:read_pid()
self.file:seek("set")
return self.file:read("*n")
end
local Config = {}
-- Config call
local __Config = {
__call = function(this, opts)
local self = {}
setmetatable(self, {__index=Config})
self:__init(opts)
return self
end
}
setmetatable(Config, __Config)
function Config:__init(opts)
self.foreground = opts.foreground
self:load(opts.config)
self:set_logging()
self:set_daemon()
self:set_mqtt()
self:set_i2c()
end
function Config:load(path)
local fce, err = loadfile(path, "bt")
if fce == nil then
print(err)
os.exit(1)
end
local scope = setmetatable({}, {__index = _G})
setfenv(fce, scope)
local ok, err = pcall(fce)
setmetatable(scope, nil)
if not ok then
print(err)
os.exit(1)
end
if scope.daemon == nil then
scope.daemon = DEFAULTS.daemon
else
setmetatable(scope.daemon, {__index = DEFAULTS.daemon})
end
if scope.logging == nil then
scope.logging = DEFAULTS.logging
else
setmetatable(scope.logging, {__index = DEFAULTS.logging})
end
if scope.mqtt == nil then
scope.mqtt = DEFAULTS.mqtt
else
setmetatable(scope.mqtt, {__index = DEFAULTS.mqtt})
end
if scope.i2c == nil then
scope.i2c = DEFAULTS.i2c
else
setmetatable(scope.i2c, {__index = DEFAULTS.i2c})
end
self.conf = scope
end
function Config:set_logging()
local level = self.conf.logging.level
if level == "DEBUG" then
level = logging.DEBUG
elseif level == "INFO" then
level = logging.INFO
elseif level == "ERROR" then
level = logging.ERROR
elseif level == "FATAL" then
level = logging.FATAL
else -- defaut
level = logging.WARN
end
local handler = self.conf.logging.handler
if handler == "console" or self.foreground then
self.log = console("%date %level: %message\n")
elseif handler == "file" then
self.log = logging.file(self.conf.logging.file, nil,
"%date %level: %message\n")
else -- defaut
syslog_start("phase2mqtt")
self.log = logging.new(syslog_log)
end
self.log:setLevel(level)
-- logger methods use log_tb to return some debug info
self.log.debug = function(this, msg)
return self.log:log(logging.DEBUG, log_tb, msg)
end
self.log.info = function(this, msg)
return this:log(logging.INFO, log_tb, msg)
end
self.log.warn = function(this, msg)
return this:log(logging.WARN, log_tb, msg)
end
self.log.error = function(this, msg)
return this:log(logging.ERROR, log_tb, msg)
end
self.log.fatal = function(this, msg)
return this:log(logging.FATAL, log_tb, msg)
end
end
function Config:set_daemon()
if not self.foreground then
self.pidfile = PidFile(self.conf.daemon.pidfile)
end
-- TODO: change uuid guid
end
function Config:set_mqtt()
self.mqtt = self.conf.mqtt
end
function Config:set_i2c()
self.i2c = self.conf.i2c
end
local Daemon = {}
-- Daemon call
local __Daemon = {
__call = function(this, config)
local self = {}
setmetatable(self, {__index=Daemon})
self:__init(config)
return self
end
}
setmetatable(Daemon, __Daemon)
function Daemon:__init(config)
self.config = config
self.log = config.log
self.stop = false
signal.signal(signal.SIGTERM, function()
self.log:info("Recieved SIGTERM")
self.stop = true
end)
end
function Daemon:run()
self.log:info("run...")
local connected = false
self.client = mqtt.new()
self.client.ON_CONNECT = function()
self.log:info("Connected to MQTT broker.")
connected = true
end
self.client.ON_DISCONNECT = function()
self.log:info("Disconnected from MQTT broker.")
connected = false
end
self.client.ON_LOG = function(level, msg)
self.log:log(MQTT_LEVELS[level], log_tb, msg)
end
while not self.stop do
if connected then
self:read_and_send()
elseif connected == false then
self.log:info("Connecting to MQTT broker...")
connected = nil
self.client:connect(self.config.mqtt.hostname,
self.config.mqtt.port)
end
-- TODO: mesure read_and_send function and set right timeout
self.client:loop(900) -- wait 900 ms for response
local time_val = {
tv_sec=0,
-- shift to second
tv_nsec = (1000000-math.fmod(systime.gettimeofday().tv_usec,
1000000))*1000}
time.nanosleep(time_val)
end
self.log:info("Exiting")
if connected then
self.client:disconnect()
end
end
function Daemon:read_and_send()
local now = systime.gettimeofday().tv_sec
local topic = string.gsub(self.config.mqtt.topic,
"{timestamp}",
tostring(now))
local result, data = i2c.read(self.config.i2c.bus,
self.config.i2c.addr, 12)
if result ~= 0 then
self.log:error("cannot read from I2C"..i2c.error(result))
return
end
local values = {
-- AVR use little endian -> 0x0200 = 2
nt1=data:byte(1)+data:byte(2)*256,
nt2=data:byte(3)+data:byte(4)*256,
nt3=data:byte(5)+data:byte(6)*256,
vt1=data:byte(7)+data:byte(8)*256,
vt2=data:byte(9)+data:byte(10)*256,
vt3=data:byte(11)+data:byte(12)*256
}
for k, v in pairs(values) do
local p_topic = string.gsub(topic, "{phase}", k)
self.client:publish(p_topic, v,
self.config.mqtt.qos,
self.config.mqtt.retain)
self.log:debug(p_topic": "..tostring(v))
end
end
function Daemon:kill()
-- try to lock
if not self.config.pidfile:lock() then
print("Process not running.")
else
print("Killing process ...")
signal.kill(self.config.pidfile:read_pid(),
signal.SIGTERM)
end
end
function Daemon:start()
print("Starting process ...")
local childpid = unistd.fork()
if childpid == -1 then
self.log:error("Fork failed!")
elseif childpid == 0 then
if self.config.pidfile:lock() then
print("Proccess still running...")
os.exit(1)
end
self.config.pidfile:write_pid()
self:run()
end
end
function Daemon:status()
-- try to lock
if not self.config.pidfile:lock() then
print("Process not running.")
else
print("Process running ... ", self.config.pidfile:read_pid())
end
end
local function help(prog)
local text = [[
usage ]]..prog..[[ [options] command
Read data from I2C, and send it to MQTT.
positional arguments:
command Daemon action (start|stop|restart|status)
optional arguments:
-h show this help message and exit
-c <file> Path to config file.
-f Run as script on foreground]]
print(text)
end
local function main(arg)
local opts = {
foreground = false,
config = "/etc/phase2mqtt.conf"
}
local last = 1
for opt, opterr, i in getopt.getopt(arg, "hfc:") do
if opt == 'h' then
help(arg[0])
return 0
elseif opt == 'f' then
opts.foreground = true
elseif opt == 'c' then
opts.config = opterr
end
last = i
end
local config = Config(opts)
if opts.foreground then
local daemon = Daemon(config)
daemon:run()
else
local command = arg[last]
if not command then
io.stderr:write("Error: Command not set!\n")
help(arg[0])
return 1
end
local daemon = Daemon(config)
if command == "start" then
daemon:start()
elseif command == "stop" then
daemon:kill()
elseif command == "restart" then
daemon:kill()
daemon:start()
elseif command == "status" then
daemon:status()
else
io.stderr:write("Error: Unknwon command `"..command.."'!\n")
help(arg[0])
return 1
end
end
if config.conf.logging.handler == "syslog" then
syslog.closelog()
end
end
return main(arg)
|
local shell = {}
shell.language = "glsl"
shell.category = "default"
shell.name = "default"
shell.vertex =
[[
attribute vec2 a_Position;
attribute vec3 a_TexCoord;
attribute vec4 a_ColorScale;
attribute vec4 a_UserData;
uniform P_DEFAULT float u_TotalTime;
uniform P_DEFAULT float u_DeltaTime;
uniform P_UV vec4 u_TexelSize;
uniform P_POSITION vec2 u_ContentScale;
uniform P_POSITION mat4 u_ViewProjectionMatrix;
#define CoronaVertexUserData a_UserData
#define CoronaTexCoord a_TexCoord.xy
#define CoronaTotalTime u_TotalTime
#define CoronaDeltaTime u_DeltaTime
#define CoronaTexelSize u_TexelSize
#define CoronaContentScale u_ContentScale
#if MASK_COUNT > 0
uniform P_POSITION mat3 u_MaskMatrix0;
#endif
#if MASK_COUNT > 1
uniform P_POSITION mat3 u_MaskMatrix1;
#endif
#if MASK_COUNT > 2
uniform P_POSITION mat3 u_MaskMatrix2;
#endif
varying P_POSITION vec2 v_Position;
varying P_UV vec2 v_TexCoord;
#ifdef TEX_COORD_Z
varying P_UV float v_TexCoordZ;
#endif
varying P_COLOR vec4 v_ColorScale;
varying P_DEFAULT vec4 v_UserData;
#if MASK_COUNT > 0
varying P_UV vec2 v_MaskUV0;
#endif
#if MASK_COUNT > 1
varying P_UV vec2 v_MaskUV1;
#endif
#if MASK_COUNT > 2
varying P_UV vec2 v_MaskUV2;
#endif
#ifdef Rtt_WEBGL_ENV
%s
#else
P_POSITION vec2 VertexKernel( P_POSITION vec2 position );
#endif
void main()
{
// "varying" are only meant as OUTPUT variables. ie: Write-only variables
// meant to provide to a fragment shader, values computed in a vertex
// shader.
//
// Certain devices, like the "Samsung Galaxy Tab 2", DON'T allow you to
// use "varying" variable like any other local variables.
v_TexCoord = a_TexCoord.xy;
#ifdef TEX_COORD_Z
v_TexCoordZ = a_TexCoord.z;
#endif
v_ColorScale = a_ColorScale;
v_UserData = a_UserData;
P_POSITION vec2 position = VertexKernel( a_Position );
#if MASK_COUNT > 0
v_MaskUV0 = ( u_MaskMatrix0 * vec3( position, 1.0 ) ).xy;
#endif
#if MASK_COUNT > 1
v_MaskUV1 = ( u_MaskMatrix1 * vec3( position, 1.0 ) ).xy;
#endif
#if MASK_COUNT > 2
v_MaskUV2 = ( u_MaskMatrix2 * vec3( position, 1.0 ) ).xy;
#endif
gl_Position = u_ViewProjectionMatrix * vec4( position, 0.0, 1.0 );
}
]]
shell.fragment =
[[
uniform sampler2D u_FillSampler0;
uniform sampler2D u_FillSampler1;
uniform P_DEFAULT float u_TotalTime;
uniform P_DEFAULT float u_DeltaTime;
uniform P_UV vec4 u_TexelSize;
uniform P_POSITION vec2 u_ContentScale;
varying P_POSITION vec2 v_Position;
varying P_UV vec2 v_TexCoord;
#ifdef TEX_COORD_Z
varying P_UV float v_TexCoordZ;
#endif
varying P_COLOR vec4 v_ColorScale;
varying P_DEFAULT vec4 v_UserData;
#define CoronaColorScale( color ) (v_ColorScale*(color))
#define CoronaVertexUserData v_UserData
#define CoronaTotalTime u_TotalTime
#define CoronaDeltaTime u_DeltaTime
#define CoronaTexelSize u_TexelSize
#define CoronaContentScale u_ContentScale
#define CoronaSampler0 u_FillSampler0
#define CoronaSampler1 u_FillSampler1
#if MASK_COUNT > 0
uniform sampler2D u_MaskSampler0;
varying P_UV vec2 v_MaskUV0;
#endif
#if MASK_COUNT > 1
uniform sampler2D u_MaskSampler1;
varying P_UV vec2 v_MaskUV1;
#endif
#if MASK_COUNT > 2
uniform sampler2D u_MaskSampler2;
varying P_UV vec2 v_MaskUV2;
#endif
#ifdef Rtt_WEBGL_ENV
%s
#else
P_COLOR vec4 FragmentKernel( P_UV vec2 texCoord );
#endif
void main()
{
#ifdef TEX_COORD_Z
P_COLOR vec4 result = FragmentKernel( v_TexCoord.xy / v_TexCoordZ );
#else
P_COLOR vec4 result = FragmentKernel( v_TexCoord );
#endif
#if MASK_COUNT > 0
result *= texture2D( u_MaskSampler0, v_MaskUV0 ).r;
#endif
#if MASK_COUNT > 1
result *= texture2D( u_MaskSampler1, v_MaskUV1 ).r;
#endif
#if MASK_COUNT > 2
result *= texture2D( u_MaskSampler2, v_MaskUV2 ).r;
#endif
gl_FragColor = result;
}
]]
return shell
|
--[[
Copyright (c) 2011-2014 chukong-inc.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.
]]
--[[--
提供调试接口
]]
if ngx and ngx.log then
-- 如果运行在
print = function(...)
local arg = {...}
for k,v in pairs(arg) do
arg[k] = tostring(v)
end
ngx.log(ngx.ERR, table.concat(arg, "\t"))
end
end
--[[--
定义一个作废的接口
]]
function DEPRECATED(newfunction, oldname, newname)
return function(...)
PRINT_DEPRECATED(string.format("%s() is deprecated, please use %s()", oldname, newname))
return newfunction(...)
end
end
--[[--
显示作废信息
]]
function PRINT_DEPRECATED(msg)
if not DISABLE_DEPRECATED_WARNING then
printf("[DEPRECATED] %s", msg)
end
end
--[[--
打印调试信息
### 用法示例
~~~ lua
printLog("WARN", "Network connection lost at %d", os.time())
~~~
@param string tag 调试信息的 tag
@param string fmt 调试信息格式
@param [mixed ...] 更多参数
]]
function printLog(tag, fmt, ...)
local t = {
"[",
string.upper(tostring(tag)),
"] ",
string.format(tostring(fmt), ...)
}
print(table.concat(t))
end
--[[--
输出 tag 为 ERR 的调试信息
@param string fmt 调试信息格式
@param [mixed ...] 更多参数
]]
function printError(fmt, ...)
printLog("ERR", fmt, ...)
print(debug.traceback("", 2))
end
--[[--
输出 tag 为 INFO 的调试信息
@param string fmt 调试信息格式
@param [mixed ...] 更多参数
]]
function printInfo(fmt, ...)
printLog("INFO", fmt, ...)
end
--[[--
输出值的内容
### 用法示例
~~~ lua
local t = {comp = "chukong", engine = "quick"}
dump(t)
~~~
@param mixed value 要输出的值
@param [string desciption] 输出内容前的文字描述
@parma [integer nesting] 输出时的嵌套层级,默认为 3
]]
function dump(value, desciption, nesting)
if type(nesting) ~= "number" then nesting = 3 end
local lookupTable = {}
local result = {}
local function _v(v)
if type(v) == "string" then
v = "\"" .. v .. "\""
end
return tostring(v)
end
local traceback = string.split(debug.traceback("", 2), "\n")
print("dump from: " .. string.trim(traceback[3]))
local function _dump(value, desciption, indent, nest, keylen)
desciption = desciption or "<var>"
spc = ""
if type(keylen) == "number" then
spc = string.rep(" ", keylen - string.len(_v(desciption)))
end
if type(value) ~= "table" then
result[#result +1 ] = string.format("%s%s%s = %s", indent, _v(desciption), spc, _v(value))
elseif lookupTable[value] then
result[#result +1 ] = string.format("%s%s%s = *REF*", indent, desciption, spc)
else
lookupTable[value] = true
if nest > nesting then
result[#result +1 ] = string.format("%s%s = *MAX NESTING*", indent, desciption)
else
result[#result +1 ] = string.format("%s%s = {", indent, _v(desciption))
local indent2 = indent.." "
local keys = {}
local keylen = 0
local values = {}
for k, v in pairs(value) do
keys[#keys + 1] = k
local vk = _v(k)
local vkl = string.len(vk)
if vkl > keylen then keylen = vkl end
values[k] = v
end
table.sort(keys, function(a, b)
if type(a) == "number" and type(b) == "number" then
return a < b
else
return tostring(a) < tostring(b)
end
end)
for i, k in ipairs(keys) do
_dump(values[k], k, indent2, nest + 1, keylen)
end
result[#result +1] = string.format("%s}", indent)
end
end
end
_dump(value, desciption, "- ", 1)
for i, line in ipairs(result) do
print(line)
end
end
|
--display and composer settings
H = display.contentHeight
W = display.contentWidth
local composer = require( "composer" )
-- Hide status bar
display.setStatusBar( display.HiddenStatusBar )
-- Seed the random number generator
math.randomseed( os.time() )
require ("ssk2.loadSSK")
_G.ssk.init()
display.setDefault("magTextureFilter", "nearest" )
physics.start()
physics.setGravity( 0, 0 )
physics.setAverageCollisionPositions(true)
physics.setVelocityIterations(8)
physics.setPositionIterations(8)
display.setDefault("magTextureFilter", "nearest" )
-- Go to the menu screen
composer.gotoScene( "scenes.menu" )
physics.setContinuous( false )
|
local zones = {}
function CreateZone(minx, miny, maxx, maxy, z, enter_event, leave_event)
local x_diff = maxx - minx
local y_diff = maxy - miny
local obj = CreateObject(335, minx + (x_diff) / 2, miny + (y_diff) / 2, z + 50, 0, 0, 0, x_diff / 100, y_diff / 100, 3)
AddObjectInDimension(obj, GetDimensionByName("base"))
SetObjectPropertyValue(obj, "_Zone", true, true)
local zone = {
minx = minx,
miny = miny,
maxx = maxx,
maxy = maxy,
enter_event = enter_event,
leave_event = leave_event,
obj = obj,
}
local last = table_last_count(zones)
zones[last + 1] = zone
return last + 1
end
function DestroyZone(zoneid)
if zones[zoneid] then
local obj = zones[zoneid].obj
DestroyObject(obj)
zones[zoneid] = nil
end
end
local function CheckZones()
for i, v in ipairs(GetAllPlayers()) do
if PlayerData[v] then
if GetPlayerDimension(v) == GetDimensionByName("base") then
local x, y, z = GetPlayerLocation(v)
local property = GetPlayerPropertyValue(v, "InZone")
for i2, v2 in pairs(zones) do
if (x > v2.minx and y > v2.miny and x < v2.maxx and y < v2.maxy) then
if not property then
--print("Entered in zone")
SetPlayerPropertyValue(v, "InZone", i2, false)
CallEvent(v2.enter_event, v, i2)
end
elseif property == i2 then
--print("Leaved zone")
SetPlayerPropertyValue(v, "InZone", nil, false)
CallEvent(v2.leave_event, v, i2)
end
end
end
end
end
end
AddEvent("OnPackageStart", function()
CreateTimer(CheckZones, 500)
end)
|
local RunService = game:GetService("RunService")
local Package = game:GetService("ReplicatedStorage").Fusion
local Observer = require(Package.State.Observer)
local Value = require(Package.State.Value)
return function()
it("should fire connections on change", function()
local state = Value(false)
local observer = Observer(state)
local changed = false
observer:onChange(function()
changed = true
end)
state:set(true)
-- Wait twice in case it gets deferred
RunService.RenderStepped:Wait()
RunService.RenderStepped:Wait()
expect(changed).to.equal(true)
end)
it("should fire connections only after the value changes", function()
local state = Value(false)
local observer = Observer(state)
local changedValue
local completed = false
observer:onChange(function(value)
changedValue = state:get()
completed = true
end)
state:set(true)
-- Wait twice in case it gets deferred
RunService.RenderStepped:Wait()
RunService.RenderStepped:Wait()
expect(changedValue).to.equal(true)
end)
it("should fire connections only once after the value changes", function()
local state = Value(false)
local observer = Observer(state)
local timesFired = 0
local completed = false
observer:onChange(function(value)
timesFired += 1
completed = true
end)
state:set(true)
-- Wait twice in case it gets deferred
RunService.RenderStepped:Wait()
RunService.RenderStepped:Wait()
expect(timesFired).to.equal(1)
end)
end
|
-----------------------------------
-- Area: Batallia Downs
-- NPC: qm2 (???)
-- Pop for the quest "Chasing Quotas"
-----------------------------------
local ID = require("scripts/zones/Batallia_Downs/IDs");
require("scripts/globals/keyitems");
function onTrigger(player,npc)
local sturmtigerKilled = player:getCharVar("SturmtigerKilled");
if (player:getCharVar("ChasingQuotas_Progress") == 5 and sturmtigerKilled == 0) then
SpawnMob(ID.mob.STURMTIGER,300):updateClaim(player);
elseif (sturmtigerKilled == 1) then
player:addKeyItem(tpz.ki.RANCHURIOMES_LEGACY);
player:messageSpecial(ID.text.KEYITEM_OBTAINED,tpz.ki.RANCHURIOMES_LEGACY);
player:setCharVar("ChasingQuotas_Progress",6);
player:setCharVar("SturmtigerKilled",0);
else
player:messageSpecial(ID.text.NOTHING_OUT_OF_ORDINARY);
end
end;
function onTrade(player,npc,trade)
end;
function onEventUpdate(player,csid,option)
end;
function onEventFinish(player,csid,option)
end;
|
local skynet = require "skynet"
local string = string
local table = table
local unpack = unpack
local assert = assert
local redis_manager
local batch = false
local redis = {}
local command = {}
setmetatable(command, { __index = function(t,k)
local cmd = string.upper(k)
local f = function(self, ...)
if batch then
skynet.send( self.__handle, "lua", cmd , ...)
else
local err, result = skynet.call( self.__handle, "lua", cmd, ...)
assert(err, result)
return result
end
end
t[k] = f
return f
end})
function command:exists(key)
assert(not batch, "exists can't used in batch mode")
local result , exists = skynet.call( self.__handle, "lua" , "EXISTS", key)
assert(result, exists)
exists = exists ~= 0
return exists
end
function command:batch(mode)
if mode == "end" then
assert(batch, "Open batch mode first")
batch = false
local err, result = skynet.unpack(skynet.rawcall( self.__handle, "text", mode))
assert(err, result)
return result
else
assert(mode == "read" or mode == "write")
batch = mode
skynet.send( self.__handle, "text", mode)
end
end
local meta = {
__index = command
}
function redis.connect(dbname)
local handle = skynet.call(redis_manager, "lua", dbname)
assert(handle ~= nil)
return setmetatable({ __handle = handle } , meta)
end
skynet.init(function()
redis_manager = skynet.uniqueservice("redis-mgr")
end, "redis")
return redis
|
bt.register_action("FindNodeInRange", {
tick = function(node, data)
if data.region == nil or node.regionEmpty == true then
print("could not find node in active range")
return "failed"
end
return "success"
end,
reset = function(node, data)
local r = data.region;
if r == nil then -- game restarts cause this
return
end
local list = minetest.find_nodes_in_area(r.min, r.max, node.sel)
--[[
print("searching for node in region "..node.sel[1].."\n")
print("search range: y="..r.min.y.." @ "..
"["..r.min.x..", "..r.min.y..", "..r.min.z.."], "..
"["..r.max.x..", "..r.max.y..", "..r.max.z.."]\n")
print("found "..#list.." nodes\n")
]]
if list ~= nil and #list > 0 then
node.regionEmpty = false
local n = list[1]
local node = minetest.get_node(n)
-- debug -- print("name: " .. node.name .. "\n")
-- debug -- print("targeting node ["..n.x..", "..n.y..", "..n.z.."]\n")
data.targetPos = n
else
node.regionEmpty = true
end
end,
ctor = function(sel)
return {
sel = sel,
regionEmpty = false,
}
end,
})
bt.register_action("WalkAllNodesInRange", {
tick = function(node, data)
if data.region == nil or node.regionEmpty == true then
print("could not find node in active range")
return "failed"
end
if not node.initialized then
node.cur_pos = vcopy(data.region.min)
data.targetPos = vcopy(node.cur_pos)
node.done = false
node.initialized = true
return "success"
end
if node.done then
node.initialized = false
return "failed"
end
data.targetPos = vcopy(node.cur_pos)
node.cur_pos.x = node.cur_pos.x + 1
if node.cur_pos.x > data.region.max.x then
node.cur_pos.x = data.region.min.x
node.cur_pos.z = node.cur_pos.z + 1
if node.cur_pos.z > data.region.max.z then
node.cur_pos.z = data.region.min.z
node.cur_pos.y = node.cur_pos.y + 1
if node.cur_pos.y > data.region.max.y then
node.done = true
end
end
-- else
-- print("normal walk " .. node.cur_pos.x .. ","..node.cur_pos.y..","..node.cur_pos.z)
end
return "success"
end,
ctor = function(sel)
return {
sel = sel,
regionEmpty = false,
cur_pos = {x=0, y=0, z=0},
done = false,
initialized = false,
}
end,
})
bt.register_action("WalkNonEmptyNodesInRange", {
tick = function(node, data)
if data.region == nil or node.regionEmpty == true then
print("could not find node in active range")
return "failed"
end
if not node.initialized then
node.cur_pos = vcopy(data.region.min)
node.done = false
node.initialized = true
end
if node.done then
node.initialized = false
return "failed"
end
local found = false
while not node.done and not found do
local n = minetest.get_node(node.cur_pos)
if n and n.name ~= "air" and n.name ~= "ignore" then
found = true
break
end
node.cur_pos.x = node.cur_pos.x + 1
if node.cur_pos.x > data.region.max.x then
node.cur_pos.x = data.region.min.x
node.cur_pos.z = node.cur_pos.z + 1
if node.cur_pos.z > data.region.max.z then
node.cur_pos.z = data.region.min.z
node.cur_pos.y = node.cur_pos.y + 1
if node.cur_pos.y > data.region.max.y then
node.done = true
end
end
-- else
-- print("normal walk " .. node.cur_pos.x .. ","..node.cur_pos.y..","..node.cur_pos.z)
end
end
if not found then
return "failed"
end
data.targetPos = vcopy(node.cur_pos)
return "success"
end,
reset = function(node, data)
local r = data.region;
if r == nil then -- game restarts cause this
return
end
end,
ctor = function(sel)
return {
sel = sel,
regionEmpty = false,
cur_pos = {x=0, y=0, z=0},
done = false,
initialized = false,
}
end,
})
bt.register_action("FindPerimeterNodeInRegion", {
tick = function(node, data)
if data.region == nil or node.regionEmpty == true then
-- debug -- print("could not find edge node in active region")
return "failed"
end
return "success"
end,
reset = function(node, data)
local r = data.region;
if r == nil then -- game restarts cause this
return
end
node.regionEmpty = false
local list
-- first try the x+ edge
list = minetest.find_nodes_in_area({
x= r.max.x,
y= r.min.y,
z= r.min.z,
}, {
x= r.max.x,
y= r.max.y,
z= r.max.z,
}, node.sel)
if list ~= nil and #list > 0 then
local n = list[1]
local node = minetest.get_node(n)
-- debug -- print("name: " .. node.name .. "\n")
-- debug -- print("targeting node ["..n.x..", "..n.y..", "..n.z.."]\n")
data.targetPos = n
return
end
-- next try the z+ edge
list = minetest.find_nodes_in_area({
x= r.min.x,
y= r.min.y,
z= r.max.z,
}, {
x= r.max.x,
y= r.max.y,
z= r.max.z,
}, node.sel)
if list ~= nil and #list > 0 then
local n = list[1]
local node = minetest.get_node(n)
-- debug -- print("name: " .. node.name .. "\n")
-- debug -- print("targeting node ["..n.x..", "..n.y..", "..n.z.."]\n")
data.targetPos = n
return
end
-- next try the x- edge
list = minetest.find_nodes_in_area({
x= r.min.x,
y= r.min.y,
z= r.min.z,
}, {
x= r.min.x,
y= r.max.y,
z= r.max.z,
}, node.sel)
if list ~= nil and #list > 0 then
local n = list[1]
local node = minetest.get_node(n)
-- debug -- print("name: " .. node.name .. "\n")
-- debug -- print("targeting node ["..n.x..", "..n.y..", "..n.z.."]\n")
data.targetPos = n
return
end
-- lastly try the z- edge
list = minetest.find_nodes_in_area({
x= r.min.x,
y= r.min.y,
z= r.min.z,
}, {
x= r.max.x,
y= r.max.y,
z= r.min.z,
}, node.sel)
if list ~= nil and #list > 0 then
local n = list[1]
local node = minetest.get_node(n)
-- debug -- print("name: " .. node.name .. "\n")
-- debug -- print("targeting node ["..n.x..", "..n.y..", "..n.z.."]\n")
data.targetPos = n
return
end
-- no nodes left
node.regionEmpty = true
end,
ctor = function(sel)
return {
sel = sel,
regionEmpty = false,
}
end,
})
bt.register_action("ScaleRegion", {
tick = function(node, data)
if data.region == nil then
-- debug -- print("no active region")
return "failed"
end
return "success"
end,
reset = function(node, data)
local r = data.region;
if r == nil then -- game restarts cause this
return
end
data.region = {
min={x = r.min.x - node.scale.x, y = r.min.y - node.scale.y, z = r.min.z - node.scale.z},
max={x = r.max.x + node.scale.x, y = r.max.y + node.scale.y, z = r.max.z + node.scale.z},
}
r = data.region
--[[
print("region scaled to: y="..r.min.y.." @ "..
"["..r.min.x..", "..r.min.y..", "..r.min.z.."], "..
"["..r.max.x..", "..r.max.y..", "..r.max.z.."]\n")
]]
end,
ctor = function(scale)
return {
scale = scale,
}
end,
})
bt.register_action("MoveRegion", {
tick = function(node, data)
if data.region == nil then
-- debug -- print("no active region")
return "failed"
end
return "success"
end,
reset = function(node, data)
local r = data.region;
if r == nil then -- game restarts cause this
return
end
data.region = {
min={x = r.min.x + node.scale.x, y = r.min.y + node.scale.y, z = r.min.z + node.scale.z},
max={x = r.max.x + node.scale.x, y = r.max.y + node.scale.y, z = r.max.z + node.scale.z},
}
r = data.region
--[[
print("region moved to: y="..r.min.y.." @ "..
"["..r.min.x..", "..r.min.y..", "..r.min.z.."], "..
"["..r.max.x..", "..r.max.y..", "..r.max.z.."]\n")
]]
end,
ctor = function(scale)
return {
scale = scale,
}
end,
})
bt.register_action("FindRegionAround", {
tick = function(node, data)
if data.targetPos == nil then
-- debug -- print("could not find spot on ground")
return "failed"
end
return "success"
end,
reset = function(node, data)
-- really shitty quick hack
if data.targetPos ~= nil then
local tp = data.targetPos
tp.y = tp.y - 1
data.region = {
min= {x=tp.x - node.radius, y=tp.y, z=tp.z - node.radius},
max= {x=tp.x + node.radius, y=tp.y, z=tp.z + node.radius},
}
--[[
print("range set to y="..tp.y.." @ "..
"["..data.region.min.x..", "..data.region.min.z.."], "..
"["..data.region.max.x..", "..data.region.max.z.."]\n")
]]
end
end,
ctor = function(radius)
return {
radius = radius,
}
end,
})
|
--[[--
h1. four.V4
4D float vectors
Given a vector @v@ we denote by @vi@ its one-based @i@th component.
--]]--
local lub = require 'lub'
local four = require 'four'
local lib = lub.class 'four.V4'
-- h2. Constructor and accessors
--[[--
@V4(x, y, z, w)@ is a vector with the corresponding components.
@V4(o)@ is a vector converted from the object @o@. Supported types
for @o@: @bt.Vector4@.
--]]--
function lib.new(x, y, z, w)
local v = {}
if y then v = { x, y, z, w }
else
if x.type == "bt.Vector4" then v = { x:getX(), x:getY(), x:getZ(), x:getW()}
else
assert(false, string.format("Cannot convert %s to %s", x.type, lib.type))
end
end
setmetatable(v, lib)
return v
end
local V4 = lib.new
-- @x(v)@ is the @x@ component of @v@.
function lib.x(v) return v[1] end
-- @y(v)@ is the @y@ component of @v@.
function lib.y(v) return v[2] end
-- @z(v)@ is the @z@ component of @v@.
function lib.z(v) return v[3] end
-- @w(v)@ is the @w@ component of @v@.
function lib.z(v) return v[4] end
-- @comp(i, v)@ is the @i@th component of @v@.
function lib.comp(i, v) return v[i] end
-- h2. Converters
-- @ofV2(v, z, w)@ is @V4(V2.x(v), V2.y(v), z, w)@.
function lib.ofV2(v, z, w) return V4(v[1], v[2], z, w) end
-- @ofV3(v, w)@ is @V4(V3.x(v), V3.y(v), V3.z(v), w)@.
function lib.ofV3(v, w) return V4(v[1], v[2], v[3], w) end
-- @tuple(v)@ is @x, y, z, w@, the components of @v@.
function lib.tuple(v) return v[1], v[2], v[3], v[4] end
-- @tostring(v)@ is a textual representation of @v@.
function lib.tostring(v)
return string.format("(%g %g %g %g)", v[1], v[2], v[3], v[4])
end
-- h2. Constants
-- @zero()@ is a vector @(0, 0, 0, 0)@.
function lib.zero() return V4(0, 0, 0, 0) end
-- @ox()@ is a unit vector @(1, 0, 0, 0)@.
function lib.ox() return V4(1, 0, 0, 0) end
-- @oy()@ is a unit vector @(0, 1, 0, 0)@.
function lib.oy() return V4(0, 1, 0, 0) end
-- @oz()@ is a unit vector @(0, 0, 1, 0)@.
function lib.oz() return V4(0, 0, 1, 0) end
-- @ow()@ is a unit vector @(0, 0, 0, 1)@.
function lib.ow() return V4(0, 0, 0, 1) end
-- @huge()@ is a vector whose components are @math.huge@.
function lib.huge() return V4(math.huge, math.huge, math.huge, math.huge) end
-- @neg_huge()@ is a vector whose components are @-math.huge@.
function lib.neg_huge ()
return V4(-math.huge, -math.huge, -math.huge, -math.huge)
end
-- h2. Functions
-- @neg(v)@ is the inverse vector @-v@.
function lib.neg(v) return V4(-v[1], -v[2], -v[3], -v[4]) end
-- @add(u, v)@ is the vector addition @u + v@.
function lib.add(u, v)
return V4(u[1] + v[1], u[2] + v[2], u[3] + v[3], u[4] + v[4])
end
-- @sub(u, v)@ is the vector subtraction @u - v@.
function lib.sub(u, v)
return V4(u[1] - v[1], u[2] - v[2], u[3] - v[3], u[4] - v[4])
end
-- @mul(u, v)@ is the component wise mutiplication @u * v@.
function lib.mul(u, v)
return V4(u[1] * v[1], u[2] * v[2], u[3] * v[3], u[4] * v[4])
end
-- @div(u, v)@ is the component wise division @u / v@.
function lib.div(u, v)
return V4(u[1] / v[1], u[2] / v[2], u[3] / v[3], u[4] / v[4])
end
-- @smul(s, v)@ is the scalar mutiplication @sv@.
function lib.smul(s, v) return V4(s * v[1], s * v[2], s * v[3], s * v[4]) end
-- @half(v)@ is the half vector @smul(0.5, v)@.
function lib.half(v)
return V4(0.5 * v[1], 0.5 * v[2], 0.5 * v[3], 0.5 * v[4])
end
-- @dot(u, v)@ is the dot product @u.v@.
function lib.dot(u, v)
return u[1] * v[1] + u[2] * v[2] + u[3] * v[3] + u[4] * v[4]
end
-- @norm(v)@ is the norm @|v|@.
function lib.norm(v)
return math.sqrt (v[1] * v[1] + v[2] * v[2] + v[3] * v[3] + v[4] * v[4])
end
-- @norm2(v)@ is the squared norm @|v|^2@.
function lib.norm2(v)
return v[1] * v[1] + v[2] * v[2] + v[3] * v[3] + v[4] * v[4]
end
-- @unit(v)@ is the unit vector @v/|v|@.
function lib.unit(v) return lib.smul(1 / lib.norm(v), v) end
-- @homogene(v)@ is the vector @v/V4.w(v)@.
function lib.homogene(v)
return V4(v[1] / v[4], v[2] / v[4], v[3] / v[4], 1.0)
end
-- @mix(u, v, t)@ is the linear interpolation @u + t * (v - u)@.
function lib.mix(u, v, t)
return V4 (u[1] + t * (v[1] - u[1]),
u[2] + t * (v[2] - u[2]),
u[3] + t * (v[3] - u[3]),
u[4] + t * (v[4] - u[4]))
end
-- @trVec(m, v)@ is the *vector* @v@ transformed by the @M4@ matrix @m@.
function lib.trVec(m, v)
return V4 (m[1] * v[1] + m[5] * v[2] + m[ 9] * v[3] + m[13] * v[4],
m[2] * v[1] + m[6] * v[2] + m[10] * v[3] + m[14] * v[4],
m[3] * v[1] + m[7] * v[2] + m[11] * v[3] + m[15] * v[4],
m[4] * v[1] + m[8] * v[2] + m[12] * v[3] + m[16] * v[4])
end
-- h2. Taversal
-- @map(f, v)@ is @V3(f(v1), f(v2), f(v3), f(v4))@.
function lib.map(f, v) return V4(f(v[1]), f(v[2]), f(v[3]), f(v[4])) end
-- @mapi(f, v)@ is @V3(f(1, v1), f(2, v2), f(3, v3), f(4, v4))@.
function lib.mapi(f, v)
return V4(f(1, v[1]), f(2, v[2]), f(3, v[3]), f(4, v[4]))
end
-- @fold(f, acc, v)@ is @f(f(f(f(acc, v1), v2), v3), v4)@.
function lib.fold(f, acc, v) return f(f(f(f(acc, v[1]), v[2]), v[3]), v[4]) end
-- @foldi(f, acc, v)@ is @f(f(f(f(acc, 1, v1), 2, v2), 3, v3), 4, v4)@.
function lib.foldi(f, acc, v)
return f(f(f(f(acc, 1, v[1]), 2, v[2]), 3, v[3]), 4, v[4])
end
-- @iter(f, v)@ is @f(v1) f(v2) f(v3) f(v4)@.
function lib.iter(f, v) f(v[1]); f(v[2]); f(v[3]); f(v[4]) end
-- @iteri(f, v)@ is @f(1, v1) f(2, v2) f(3, v3) f(4, v4)@.
function lib.iteri(f, v) f(1, v[1]); f(2, v[2]); f(3, v[3]); f(4, v[4]) end
-- h2. Predicates
-- @forAll(p, v)@ is @p(v1) and p(v2) and p(v3) and p(v4)@.
function lib.forAll(p, v) return p(v[1]) and p(v[2]) and p(v[3]) and p(v[4]) end
-- @exists(p, v)@ is @p(v1) or p(v2) or p(v3)@ or p(v4)@.
function lib.exists(p, v) return p(v[1]) or p(v[2]) or p(v[3]) or p(v[4]) end
--[[--
@eq(u, v [,eq])@ is @true@ if @u@ is equal to @v@ component wise.
If [eq] is provided it used as the equality function.
--]]--
function lib.eq(u, v, eq)
if eq then
return eq(u[1],v[1]) and eq(u[2],v[2]) and eq(u[3],v[3]) and eq(u[4],v[4])
else
return u[1] == v[1] and u[2] == v[2] and u[3] == v[3] and u[4] == v[4]
end
end
--[[--
@lt(u, v [,lt])@ is @true@ if @u@ is lower than @v@ component wise.
If [lt] is provided it used as the comparison function.
--]]--
function lib.lt(u, v, lt)
if lt then
return lt(u[1],v[1]) and lt(u[2],v[2]) and lt(u[3],v[3]) and lt(u[4],v[4])
else
return u[1] < v[1] and u[2] < v[2] and u[3] < v[3] and u[4] < v[4]
end
end
--[[--
@le(u, v [,le])@ is @true@ if @u@ is lower or equal than @v@ component wise.
If [le] is provided it used as the comparison function.
--]]--
function lib.le(u, v, le)
if le then
return le(u[1],v[1]) and le(u[2],v[2]) and le(u[3],v[3]) and le(u[4],v[4])
else
return u[1] <= v[1] and u[2] <= v[2] and u[3] <= v[3] and u[4] <= v[4]
end
end
--[[--
@compare(u, v [, cmp])@ is:
* @-1@ if @u@ is smaller than @v@
* @0@ if @u@ is equal to @v@
* @1@ if @u@ is greater than @v@
where the order is the lexicographic order defined by using @cmp@
on the components (@cmp@ defaults to the standard order on floats).
--]]--
function lib.compare(u, v, cmp)
local cmp = cmp or function (a, b) if a < b then return -1
elseif a > b then return 1
else return 0 end
end
local c
c = cmp(u[1], v[1]) if c ~= 0 then return c end
c = cmp(u[2], v[2]) if c ~= 0 then return c end
c = cmp(u[3], v[3]) if c ~= 0 then return c end
c = cmp(u[4], v[4]) return c
end
-- h2. Operators
lib.__unm = lib.neg
lib.__add = lib.add
lib.__sub = lib.sub
lib.__mul = lib.smul
lib.__tostring = lib.tostring
return lib
|
-- Given a parsed .SVD file (in Lua table form), print out some registers
-- Generic version. Useful for Pico and GD32?
-- Strip any trailing spaces or tabs, then append a newline.
function out(format, ...)
local s = string.format(format, ...)
s = s:gsub("[ ]+$", "")
io.write(s .. "\n")
end
-- Function to visit each branch and leaf of a tree.
--
-- Gets passed two functions: a function for branches and a function for
-- leaves. Returns a function that takes a tree and any number of
-- arguments, which are passed along as accumulators or whatever. visit()
-- doesn't know or care about them.
--
-- Also note that visit() does *not* recurse into branches! That's
-- fn_branch's job, if that's what it wants to do. visit() will, by
-- default, only visit the "top-level" nodes of tree.
function visit(fn_branch, fn_leaf)
return function(tree, ...)
for _, node in ipairs(tree) do
local k, v = next(node)
if type(v) == "table" then
-- process branch node
fn_branch(k, v, ...)
else
-- process leaf node
fn_leaf(k, v, ...)
end
end
return ...
end
end
function hex(s)
return tonumber(s, 16)
end
function muhex(num)
return string.format("%04x_%04x", num >> 16, num % (2^16))
end
-- Convert parens to square brackets so muforth comments don't barf
function unparen(s)
return (s:gsub("%(", "[")
:gsub("%)", "]"))
end
-- RP2040 descriptions have embedded "\n" and can be quite long. Cut at
-- first "\n". Also cut at first ".".
function fix_descr(d)
if not d then return "" end
d = d:gsub("\\n", " ")
:gsub("&", "and")
:gsub("<", "<")
:gsub(">", ">")
return "| " .. d
end
function nicer_chip_name(fname)
local c = fname:match "^%w+" -- strip extension
c = c:gsub("x", "@")
:upper()
:gsub("@", "x")
return c
end
function print_header(c, name, srcpath)
out "( Automagically generated. DO NOT EDIT!"
out " Generated by https://github.com/nimblemachines/kinetis-chip-equates/"
out(" from CMSIS-SVD source file %s)\n", srcpath)
out("loading %s equates\n", name)
out [[
sealed .equates. ( chip equates and other constants for target)
( First, a few defining words, which we'll use to load the "equates".)
: equ ( offset) current preserve .equates. definitions constant ;
: vector ( offset) equ ;
: | \ -- ; ( | ignores the bit-fields that follow each register name)
: aka .equates. chain' execute ; ( for making synonyms)
hex]]
end
function max_name_length(t)
local max = 0
for _, e in ipairs(t) do
max = math.max(e.name:len(), max)
end
return max
end
--[[
function print_vectors(c)
local print_vector = function(vecfmt, name, vector, description)
if not name:match "[Ii][Rr][Qq]" then
name = name .. "_irq"
end
if not description then
description = string.format("IRQ %2d", vector)
else
description = string.format("IRQ %2d: %s", vector, description)
end
out(vecfmt,
(vector + 16) * 4,
name,
description)
end
out "\n( Vectors)"
table.sort(c.interrupts, function(x, y)
return x.vector < y.vector
end)
local longest = max_name_length(c.interrupts)
local vecfmt = string.format("%%04x vector %%-%ds | %%s", longest + 3)
for _, irq in ipairs(c.interrupts) do
print_vector(vecfmt, irq.name, irq.vector, irq.description)
end
print_vector(
vecfmt,
"LAST",
c.interrupts[#c.interrupts].vector + 1,
"dummy LAST vector to mark end of vector table")
end
--]]
function print_periphs(c)
out "\n( Register addresses)"
table.sort(c.periphs, function(x, y)
return x.base_address < y.base_address
end)
for _, periph in ipairs(c.periphs) do
out("\n( %s)", periph.name)
table.sort(periph.regs, function(x, y)
return x.address_offset < y.address_offset
end)
local max_regname_len = 0
for _, reg in ipairs(periph.regs) do
max_regname_len = math.max(reg.name:len(), max_regname_len)
end
local regfmt = string.format("%%s equ %%-%ds %%s",
max_regname_len + periph.name:len() + 3)
for _, reg in ipairs(periph.regs) do
out(regfmt,
muhex(reg.address_offset + periph.base_address),
periph.name .. "_" .. reg.name,
fix_descr(reg.description))
end
end
end
function process_chip(chip)
local append = table.insert
local as_equates
as_equates = visit(
function(k, v, path, ctx)
path = path.."/"..k
if path == "/peripherals" then
-- reset context
ctx.periphs = {}
ctx.interrupts = {}
elseif path == "/peripherals/peripheral" then
-- reset context
ctx.periph = {}
elseif path == "/peripherals/peripheral/interrupt" then
-- reset context
ctx.interrupt = {}
elseif path == "/peripherals/peripheral/registers" then
-- reset context
ctx.regs = {}
elseif path == "/peripherals/peripheral/registers/register" then
-- reset context
ctx.reg = {}
elseif path == "/peripherals/peripheral/registers/register/fields" then
-- reset context
ctx.fields = {}
elseif path == "/peripherals/peripheral/registers/register/fields/field" then
-- reset context
ctx.field = {}
end
-- Recurse into subtable
as_equates(v, path, ctx)
if path == "/peripherals/peripheral/registers/register/fields/field" then
append(ctx.fields, ctx.field)
elseif path == "/peripherals/peripheral/registers/register" then
append(ctx.regs, ctx.reg)
elseif path == "/peripherals/peripheral/interrupt" then
local vector = tonumber(ctx.interrupt.value)
append(ctx.interrupts, { name = ctx.interrupt.name, vector = vector })
elseif path == "/peripherals/peripheral" then
ctx.periph.regs = ctx.regs
append(ctx.periphs, ctx.periph)
elseif path == "/peripherals" then
-- Nothing
end
end,
function(k, v, path, ctx)
if path == "" then
ctx.chip[k] = v
elseif path == "/peripherals/peripheral" then
ctx.periph[k] = v
elseif path == "/peripherals/peripheral/interrupt" then
ctx.interrupt[k] = v
elseif path == "/peripherals/peripheral/registers/register" then
ctx.reg[k] = v
elseif path == "/peripherals/peripheral/registers/register/fields/field" then
ctx.field[k] = v
end
end)
local path, ctx = as_equates(chip, "", { chip = {} })
return ctx
end
-- arg 1 is lua file to process
-- arg 2 is href or path to SVD file
function doit()
local ctx = process_chip(dofile(arg[1]))
print_header(ctx, nicer_chip_name(arg[1]), arg[2])
-- print_vectors(ctx)
print_periphs(ctx)
end
doit()
|
include("names")
include("set_names")
imenilac1 = math.random(7) + 1;
imenilac2 = math.random(5) + 1;
factor = math.random(10);
cinilac =(imenilac1*imenilac2 - imenilac1 - imenilac2 + 1)
ostalo = cinilac * factor
ukupno = imenilac1 * imenilac2 * factor
|
--Electric Train
local neockys_trains_1 = table.deepcopy(data.raw['item-with-entity-data']['locomotive'])
neockys_trains_1.name = "nt-train-electric"
neockys_trains_1.icon = "__Neockys-Trains__/graphics/loc.png"
neockys_trains_1.order = "a[train-system]-fz[diesel-locomotive]"
neockys_trains_1.place_result = "nt-train-electric"
neockys_trains_1.subgroup = "transport"
--Fusion Train
local nt_train_2 = table.deepcopy(data.raw['item-with-entity-data']['locomotive'])
nt_train_2.name = "nt-train-fusion"
nt_train_2.icon = "__Neockys-Trains__/graphics/loc.png"
nt_train_2.order = "a[train-system]-fz[diesel-locomotive]-te[nt-train-electric]-tf[nt-train-fusion]"
nt_train_2.place_result = "nt-train-fusion"
nt_train_2.subgroup = "transport"
--Nuclear Train
local nt_train_3 = table.deepcopy(data.raw['item-with-entity-data']['locomotive'])
nt_train_3.name = "nt-train-nuclear"
nt_train_3.icon = "__Neockys-Trains__/graphics/loc.png"
nt_train_3.order = "a[train-system]-fz[diesel-locomotive]-te[nt-train-electric]"
nt_train_3.place_result = "nt-train-nuclear"
nt_train_3.subgroup = "transport"
data:extend({
{
--Charged battery
type = "item",
name = "nt-charged-battery",
icon = "__Neockys-Trains__/graphics/nt-charged-battery.png",
icon_size = 32,
order = "p[rocket-fuel]-bt[nt-battery]",
subgroup = "intermediate-product",
fuel_category = "nt-battery",
fuel_acceleration_multiplier = 2.0,
fuel_glow_color = {r=58, g=51, b=255, a=0.5},
fuel_top_speed_multiplier = 1.0,
fuel_value = "100MJ",
stack_size = 50
}
})
data:extend({neockys_trains_1, nt_train_2, nt_train_3, nt_charged_battery})
|
object_tangible_collection_gem_square_hueable_01 = object_tangible_collection_shared_gem_square_hueable_01:new {
gameObjectType = 8211,}
ObjectTemplates:addTemplate(object_tangible_collection_gem_square_hueable_01, "object/tangible/collection/gem_square_hueable_01.iff")
|
-- ========== THIS IS AN AUTOMATICALLY GENERATED FILE! ==========
PlaceObj('StoryBit', {
ActivationEffects = {},
Delay = 6300000,
Effects = {},
Enables = {
"ChildrenOfTomorrow_TheAdvent2_Repeatable",
},
Prerequisites = {},
ScriptDone = true,
Text = T(404362775314, --[[StoryBit ChildrenOfTomorrow_TheAdvent2 Text]] "The newly-fledged youths show remarkable new qualities, inspiring even the older Martianborn to follow into their steps and reshaping the Martian culture. You encouraged the children to pursue their imagination, the resulting new culture on Mars producing daring, artistic and creative people.\n\n<effect>Martianborn will periodically gain <morale_up> Morale for <sols(morale_up_sols)> Sols."),
TextReadyForValidation = true,
TextsDone = true,
Title = T(837105083158, --[[StoryBit ChildrenOfTomorrow_TheAdvent2 Title]] "Children of Tomorrow: The Advent"),
VoicedText = T(217640954079, --[[voice:narrator]] "The Martianborn children we observed have already stepped through into the difficult and exciting period of young adulthood, making their first uneasy steps among the Martian society."),
group = "Breakthroughs",
id = "ChildrenOfTomorrow_TheAdvent2",
PlaceObj('StoryBitParamNumber', {
'Name', "morale_up",
'Value', 10,
}),
PlaceObj('StoryBitParamSols', {
'Name', "morale_up_sols",
'Value', 3600000,
}),
})
|
local dreamBlock = {}
dreamBlock.name = "dreamBlock"
dreamBlock.fillColor = {0.0, 0.0, 0.0}
dreamBlock.borderColor = {1.0, 1.0, 1.0}
dreamBlock.nodeLineRenderType = "line"
dreamBlock.nodeLimits = {0, 1}
dreamBlock.placements = {
name = "dream_block",
data = {
fastMoving = false,
below = false,
width = 8,
height = 8
}
}
function dreamBlock.depth(room, entity)
return entity.below and 5000 or -11000
end
return dreamBlock
|
local delta = 0
local size = 0
local cw = nil
local clump_inner = Material("arccw/hud/clump_inner.png", "mips smooth")
local clump_outer = Material("arccw/hud/clump_outer.png", "mips smooth")
local aimtr_result = {}
local aimtr = {}
function SWEP:ShouldDrawCrosshair()
if GetConVar("arccw_override_crosshair_off"):GetBool() then return false end
if !GetConVar("arccw_crosshair"):GetBool() then return false end
if self:GetReloading() then return false end
if self:BarrelHitWall() > 0 then return false end
local asight = self:GetActiveSights()
if !self:GetOwner():ShouldDrawLocalPlayer()
and self:GetState() == ArcCW.STATE_SIGHTS and !asight.CrosshairInSights then
return false
end
if self:GetState() == ArcCW.STATE_SPRINT and !(self:GetBuff_Override("Override_ShootWhileSprint") or self.ShootWhileSprint) then return false end
if self:GetCurrentFiremode().Mode == 0 then return false end
if self:GetBuff_Hook("Hook_ShouldNotFire") then return false end
if self:GetState() == ArcCW.STATE_CUSTOMIZE then return false end
return true
end
function SWEP:DoDrawCrosshair(x, y)
local ply = LocalPlayer()
local pos = ply:EyePos()
local ang = ply:EyeAngles() - self:GetOurViewPunchAngles()
local dot = true
local prong_top = true
local prong_left = true
local prong_right = true
local prong_down = true
local prong_len = GetConVar("arccw_crosshair_length"):GetFloat()
local prong_wid = GetConVar("arccw_crosshair_thickness"):GetFloat()
local prong_out = GetConVar("arccw_crosshair_outline"):GetInt()
local clr = Color(GetConVar("arccw_crosshair_clr_r"):GetInt(),
GetConVar("arccw_crosshair_clr_g"):GetInt(),
GetConVar("arccw_crosshair_clr_b"):GetInt())
if GetConVar("arccw_ttt_rolecrosshair") and GetConVar("arccw_ttt_rolecrosshair"):GetBool() then
if GetRoundState() == ROUND_PREP or GetRoundState() == ROUND_POST then
clr = Color(255, 255, 255)
elseif ply.GetRoleColor and ply:GetRoleColor() then
clr = ply:GetRoleColor() -- TTT2 feature
elseif ply:IsActiveTraitor() then
clr = Color(255, 50, 50)
elseif ply:IsActiveDetective() then
clr = Color(50, 50, 255)
else
clr = Color(50, 255, 50)
end
end
clr.a = GetConVar("arccw_crosshair_clr_a"):GetInt()
local outlineClr = Color(GetConVar("arccw_crosshair_outline_r"):GetInt(),
GetConVar("arccw_crosshair_outline_g"):GetInt(),
GetConVar("arccw_crosshair_outline_b"):GetInt(),
GetConVar("arccw_crosshair_outline_a"):GetInt())
local gap = ScreenScale(24)
* (GetConVar("arccw_crosshair_static"):GetBool() and 0.25 or math.Clamp(self:GetDispersion() / 1000, 0.1, 100))
* GetConVar("arccw_crosshair_gap"):GetFloat()
gap = gap + ScreenScale(8) * math.Clamp(self.RecoilAmount, 0, 1)
local prong = ScreenScale(prong_len)
local p_w = ScreenScale(prong_wid)
local p_w2 = p_w + prong_out
cw = cw or self
local sp
if self:GetOwner():ShouldDrawLocalPlayer() then
local tr = util.GetPlayerTrace(self:GetOwner())
local trace = util.TraceLine( tr )
cam.Start3D()
local coords = trace.HitPos:ToScreen()
cam.End3D()
sp = { visible = true, x = coords.x, y = coords.y }
end
cam.Start3D()
sp = (pos + (ang:Forward() * 3200)):ToScreen()
cam.End3D()
if GetConVar("arccw_crosshair_trueaim"):GetBool() then
aimtr.start = self:GetShootSrc()
else
aimtr.start = pos
end
aimtr.endpos = aimtr.start + (ply:GetAimVector() * 100000)
aimtr.filter = {ply}
aimtr.output = aimtr_result
table.Add(aimtr.filter, ArcCW:GetVehicleFilter(ply) or {})
util.TraceLine(aimtr)
cam.Start3D()
local w2s = aimtr_result.HitPos:ToScreen()
cam.End3D()
sp.x = w2s.x sp.y = w2s.y
x, y = sp.x, sp.y
local st = self:GetSightTime() / 2
if self:ShouldDrawCrosshair() then
delta = math.Approach(delta, 1, FrameTime() * 1 / st)
else
delta = math.Approach(delta, 0, FrameTime() * 1 / st)
end
if GetConVar("arccw_crosshair_equip"):GetBool() and self:GetBuff("ShootEntity", true) then
gap = gap * 1.5
prong = ScreenScale(prong_wid)
p_w = ScreenScale(prong_wid)
p_w2 = p_w + prong_out
end
if GetConVar("arccw_crosshair_equip"):GetBool() and self.PrimaryBash then
dot = false
gap = gap * 2
prong = ScreenScale(prong_wid)
p_w = ScreenScale(prong_wid)
p_w2 = p_w + prong_out
end
if GetConVar("arccw_crosshair_dot"):GetBool() and dot then
surface.SetDrawColor(outlineClr.r, outlineClr.g, outlineClr.b, outlineClr.a * delta)
surface.DrawRect(x - p_w2 / 2, y - p_w2 / 2, p_w2, p_w2)
surface.SetDrawColor(clr.r, clr.g, clr.b, clr.a * delta)
surface.DrawRect(x - p_w / 2, y - p_w / 2, p_w, p_w)
end
local num = (self:GetBuff_Override("Override_Num") or self.Num) + self:GetBuff_Add("Add_Num")
size = math.Approach(size, gap, FrameTime() * 32 * gap)
if cw != self then
delta = 0
size = gap
end
cw = self
gap = size
gap = gap * delta
if GetConVar("arccw_crosshair_shotgun"):GetBool() and num > 1 then
dot = false
gap = gap * 2.5
prong = ScreenScale(prong_wid)
p_w = ScreenScale(prong_len)
p_w2 = p_w + prong_out
end
local prong2 = prong + prong_out
surface.SetDrawColor(outlineClr.r, outlineClr.g, outlineClr.b, outlineClr.a * delta)
if prong_left then
surface.DrawRect(x - gap - prong2 + prong_out / 2, y - p_w2 / 2, prong2, p_w2)
end
if prong_right then
surface.DrawRect(x + gap - prong_out / 2, y - p_w2 / 2, prong2, p_w2)
end
if prong_top then
surface.DrawRect(x - p_w2 / 2, y - gap - prong2 + prong_out / 2, p_w2, prong2)
end
if prong_down then
surface.DrawRect(x - p_w2 / 2, y + gap - prong_out / 2, p_w2, prong2)
end
surface.SetDrawColor(clr.r, clr.g, clr.b, clr.a * delta)
if prong_left then
surface.DrawRect(x - gap - prong, y - p_w / 2, prong, p_w)
end
if prong_right then
surface.DrawRect(x + gap, y - p_w / 2, prong, p_w)
end
if prong_top then
surface.DrawRect(x - p_w / 2, y - gap - prong, p_w, prong)
end
if prong_down then
surface.DrawRect(x - p_w / 2, y + gap, p_w, prong)
end
if GetConVar("arccw_crosshair_clump"):GetBool() and (GetConVar("arccw_crosshair_clump_always"):GetBool() or num > 1) then
local spread = ArcCW.MOAToAcc * self:GetBuff("AccuracyMOA")
local clumpSize = math.Clamp(2048 * spread, 8, 1024)
if GetConVar("arccw_crosshair_clump_outline"):GetBool() then
surface.SetDrawColor(outlineClr.r, outlineClr.g, outlineClr.b, outlineClr.a * delta)
surface.SetMaterial(clump_outer)
surface.DrawTexturedRect(x - clumpSize / 2, y - clumpSize / 2, clumpSize, clumpSize)
end
surface.SetDrawColor(clr.r, clr.g, clr.b, clr.a * delta)
surface.SetMaterial(clump_inner)
surface.DrawTexturedRect(x - clumpSize / 2, y - clumpSize / 2, clumpSize, clumpSize)
end
return true
end
|
-- Copyright 2016-2019, Firaxis Games
-- ===========================================================================
-- CityPanel v3
-- ===========================================================================
include("AdjacencyBonusSupport") -- GetAdjacentYieldBonusString()
include("CitySupport")
include("Civ6Common") -- GetYieldString()
include("Colors")
include("InstanceManager")
include("SupportFunctions") -- Round(), Clamp()
include("PortraitSupport")
include("ToolTipHelper")
include("GameCapabilities")
include("MapUtilities")
include("cui_data") -- CUI
include("cui_settings") -- CUI
-- ===========================================================================
-- DEBUG
-- Toggle these for temporary debugging help.
-- ===========================================================================
local m_debugAllowMultiPanel = false -- (false default) Let's multiple sub-panels show at one time.
-- ===========================================================================
-- GLOBALS
-- Accessible in overriden files.
-- ===========================================================================
g_pCity = nil
g_growthPlotId = -1
g_growthHexTextWidth = -1
-- ===========================================================================
-- CONSTANTS
-- ===========================================================================
local ANIM_OFFSET_OPEN = -73
local ANIM_OFFSET_OPEN_WITH_PRODUCTION_LIST = -250
local SIZE_SMALL_RELIGION_ICON = 22
local SIZE_LEADER_ICON = 32
local SIZE_PRODUCTION_ICON = 32 -- TODO: Switch this to 38 when the icons go in.
local SIZE_MAIN_ROW_LEFT_WIDE = 270
local SIZE_MAIN_ROW_LEFT_COLLAPSED = 157
local TXT_NO_PRODUCTION = Locale.Lookup("LOC_HUD_CITY_PRODUCTION_NOTHING_PRODUCED")
local MAX_BEFORE_TRUNC_TURN_LABELS = 160
local MAX_BEFORE_TRUNC_STATIC_LABELS = 112
local HEX_GROWTH_TEXT_PADDING = 10
local UV_CITIZEN_GROWTH_STATUS = {}
UV_CITIZEN_GROWTH_STATUS[0] = {u = 0, v = 0} -- revolt
UV_CITIZEN_GROWTH_STATUS[1] = {u = 0, v = 0} -- unrest
UV_CITIZEN_GROWTH_STATUS[2] = {u = 0, v = 0} -- unhappy
UV_CITIZEN_GROWTH_STATUS[3] = {u = 0, v = 50} -- displeased
UV_CITIZEN_GROWTH_STATUS[4] = {u = 0, v = 100} -- content (normal)
UV_CITIZEN_GROWTH_STATUS[5] = {u = 0, v = 150} -- happy
UV_CITIZEN_GROWTH_STATUS[6] = {u = 0, v = 200} -- ecstatic
local UV_HOUSING_GROWTH_STATUS = {}
UV_HOUSING_GROWTH_STATUS[0] = {u = 0, v = 0} -- slowed
UV_HOUSING_GROWTH_STATUS[1] = {u = 0, v = 100} -- normal
local UV_CITIZEN_STARVING_STATUS = {}
UV_CITIZEN_STARVING_STATUS[0] = {u = 0, v = 0} -- starving
UV_CITIZEN_STARVING_STATUS[1] = {u = 0, v = 100} -- normal
local PANEL_INFOLINE_LOCATIONS = {}
PANEL_INFOLINE_LOCATIONS[0] = 20
PANEL_INFOLINE_LOCATIONS[1] = 45
PANEL_INFOLINE_LOCATIONS[2] = 71
PANEL_INFOLINE_LOCATIONS[3] = 94
local PANEL_BUTTON_LOCATIONS = {}
PANEL_BUTTON_LOCATIONS[0] = {x = 85, y = 18}
PANEL_BUTTON_LOCATIONS[1] = {x = 99, y = 42}
PANEL_BUTTON_LOCATIONS[2] = {x = 95, y = 69}
PANEL_BUTTON_LOCATIONS[3] = {x = 79, y = 90}
local HOUSING_LABEL_OFFSET = 66
-- Mirrored in ProductionPanel
local LISTMODE = {PRODUCTION = 1, PURCHASE_GOLD = 2, PURCHASE_FAITH = 3, PROD_QUEUE = 4}
m_PurchasePlot = UILens.CreateLensLayerHash("Purchase_Plot")
local m_CitizenManagement = UILens.CreateLensLayerHash("Citizen_Management")
-- ===========================================================================
-- MEMBERS
-- ===========================================================================
local m_kData = nil
local m_isInitializing = false
local m_isShowingPanels = false
local m_pPlayer = nil
local m_primaryColor = UI.GetColorValueFromHexLiteral(0xcafef00d)
local m_secondaryColor = UI.GetColorValueFromHexLiteral(0xf00d1ace)
local m_kTutorialDisabledControls = nil
local m_CurrentPanelLine = 0
local m_PrevInterfaceMode = InterfaceModeTypes.SELECTION
-- ===========================================================================
--
-- ===========================================================================
function Close()
ContextPtr:SetHide(true)
end
-- ===========================================================================
-- Helper, display the 3-way state of a yield based on the enum.
-- yieldData, A YIELD_STATE
-- yieldName, The name tied used in the check and ignore controls.
-- ===========================================================================
function RealizeYield3WayCheck(yieldData, yieldType, yieldToolTip)
local yieldInfo = GameInfo.Yields[yieldType]
if (yieldInfo) then
local controlLookup = {
YIELD_FOOD = "Food",
YIELD_PRODUCTION = "Production",
YIELD_GOLD = "Gold",
YIELD_SCIENCE = "Science",
YIELD_CULTURE = "Culture",
YIELD_FAITH = "Faith"
}
local yieldName = controlLookup[yieldInfo.YieldType]
if (yieldName) then
local checkControl = Controls[yieldName .. "Check"]
local ignoreControl = Controls[yieldName .. "Ignore"]
local gridControl = Controls[yieldName .. "Grid"]
if (checkControl and ignoreControl and gridControl) then
local toolTip = ""
if yieldData == YIELD_STATE.FAVORED then
checkControl:SetCheck(true) -- Just visual, no callback!
checkControl:SetDisabled(false)
ignoreControl:SetHide(true)
toolTip = Locale.Lookup("LOC_HUD_CITY_YIELD_FOCUSING", yieldInfo.Name) .. "[NEWLINE][NEWLINE]"
elseif yieldData == YIELD_STATE.IGNORED then
checkControl:SetCheck(false) -- Just visual, no callback!
checkControl:SetDisabled(true)
ignoreControl:SetHide(false)
toolTip = Locale.Lookup("LOC_HUD_CITY_YIELD_IGNORING", yieldInfo.Name) .. "[NEWLINE][NEWLINE]"
else
checkControl:SetCheck(false)
checkControl:SetDisabled(false)
ignoreControl:SetHide(true)
toolTip = Locale.Lookup("LOC_HUD_CITY_YIELD_CITIZENS", yieldInfo.Name) .. "[NEWLINE][NEWLINE]"
end
if (#yieldToolTip > 0) then
toolTip = toolTip .. yieldToolTip
else
toolTip = toolTip .. Locale.Lookup("LOC_HUD_CITY_YIELD_NOTHING")
end
gridControl:SetToolTipString(toolTip)
end
end
end
end
-- ===========================================================================
-- Set the health meter
-- ===========================================================================
function RealizeHealthMeter(control, percent)
if (percent > 0.7) then
control:SetColor(COLORS.METER_HP_GOOD)
elseif (percent > 0.4) then
control:SetColor(COLORS.METER_HP_OK)
else
control:SetColor(COLORS.METER_HP_BAD)
end
-- Meter control is half circle, so add enough to start at half point and condense % into the half area
percent = (percent * 0.5) + 0.5
control:SetPercent(percent)
end
-- ===========================================================================
-- Main city panel
-- ===========================================================================
function ViewMain(data)
m_primaryColor, m_secondaryColor = UI.GetPlayerColors(m_pPlayer:GetID())
if (m_primaryColor == nil or m_secondaryColor == nil or m_primaryColor == 0 or m_secondaryColor == 0) then
UI.DataError("Couldn't find player colors for player - " .. (m_pPlayer and tostring(m_pPlayer:GetID()) or "nil"))
end
local darkerBackColor = UI.DarkenLightenColor(m_primaryColor, -85, 100)
local brighterBackColor = UI.DarkenLightenColor(m_primaryColor, 90, 255)
m_CurrentPanelLine = 0
-- Name data
Controls.CityName:SetText((data.IsCapital and "[ICON_Capital]" or "") .. Locale.ToUpper(Locale.Lookup(data.CityName)))
Controls.CityName:SetToolTipString(data.IsCapital and Locale.Lookup("LOC_HUD_CITY_IS_CAPITAL") or nil)
-- Banner and icon colors
Controls.Banner:SetColor(m_primaryColor)
Controls.BannerLighter:SetColor(brighterBackColor)
Controls.BannerDarker:SetColor(darkerBackColor)
Controls.CircleBacking:SetColor(m_primaryColor)
Controls.CircleLighter:SetColor(brighterBackColor)
Controls.CircleDarker:SetColor(darkerBackColor)
Controls.CityName:SetColor(m_secondaryColor)
Controls.CivIcon:SetColor(m_secondaryColor)
-- Set Population --
Controls.PopulationNumber:SetText(data.Population)
-- Damage meters ---
RealizeHealthMeter(Controls.CityHealthMeter, data.HitpointPercent)
if (data.CityWallTotalHP > 0) then
Controls.CityWallHealthMeters:SetHide(false)
-- RealizeHealthMeter( Controls.WallHealthMeter, data.CityWallHPPercent );
local percent = (data.CityWallHPPercent * 0.5) + 0.5
Controls.WallHealthMeter:SetPercent(percent)
else
Controls.CityWallHealthMeters:SetHide(true)
end
-- Update city health tooltip
local tooltip = Locale.Lookup("LOC_HUD_UNIT_PANEL_HEALTH_TOOLTIP", data.HitpointsCurrent, data.HitpointsTotal)
if (data.CityWallTotalHP > 0) then
tooltip = tooltip .. "[NEWLINE]" ..
Locale.Lookup("LOC_HUD_UNIT_PANEL_WALL_HEALTH_TOOLTIP", data.CityWallCurrentHP, data.CityWallTotalHP)
end
Controls.CityHealthMeters:SetToolTipString(tooltip)
local civType = PlayerConfigurations[data.Owner]:GetCivilizationTypeName()
if civType ~= nil then
Controls.CivIcon:SetIcon("ICON_" .. civType)
else
UI.DataError("Invalid type name returned by GetCivilizationTypeName")
end
-- Set icons and values for the yield checkboxes
Controls.FoodCheck:GetTextButton():SetText("[ICON_Food]" .. toPlusMinusString(CuiGetFoodPerTurn(data))) -- CUI
Controls.ProductionCheck:GetTextButton():SetText("[ICON_Production]" .. toPlusMinusString(data.ProductionPerTurn))
Controls.GoldCheck:GetTextButton():SetText("[ICON_Gold]" .. toPlusMinusString(data.GoldPerTurn))
Controls.ScienceCheck:GetTextButton():SetText("[ICON_Science]" .. toPlusMinusString(data.SciencePerTurn))
Controls.CultureCheck:GetTextButton():SetText("[ICON_Culture]" .. toPlusMinusString(data.CulturePerTurn))
Controls.FaithCheck:GetTextButton():SetText("[ICON_Faith]" .. toPlusMinusString(data.FaithPerTurn))
-- Set the Yield checkboxes based on the game state
RealizeYield3WayCheck(data.YieldFilters[YieldTypes.FOOD], YieldTypes.FOOD, CuiGetFoodToolTip(data)) -- CUI
RealizeYield3WayCheck(data.YieldFilters[YieldTypes.PRODUCTION], YieldTypes.PRODUCTION, data.ProductionPerTurnToolTip)
RealizeYield3WayCheck(data.YieldFilters[YieldTypes.GOLD], YieldTypes.GOLD, data.GoldPerTurnToolTip)
RealizeYield3WayCheck(data.YieldFilters[YieldTypes.SCIENCE], YieldTypes.SCIENCE, data.SciencePerTurnToolTip)
RealizeYield3WayCheck(data.YieldFilters[YieldTypes.CULTURE], YieldTypes.CULTURE, data.CulturePerTurnToolTip)
RealizeYield3WayCheck(data.YieldFilters[YieldTypes.FAITH], YieldTypes.FAITH, data.FaithPerTurnToolTip)
if m_isShowingPanels then
Controls.LabelButtonRows:SetSizeX(SIZE_MAIN_ROW_LEFT_COLLAPSED)
else
Controls.LabelButtonRows:SetSizeX(SIZE_MAIN_ROW_LEFT_WIDE)
end
-- Custom religion icon:
if data.Religions[DATA_DOMINANT_RELIGION] ~= nil then
local kReligion = GameInfo.Religions[data.Religions[DATA_DOMINANT_RELIGION].ReligionType]
if (kReligion ~= nil) then
local iconName = "ICON_" .. kReligion.ReligionType
Controls.ReligionIcon:SetIcon(iconName)
end
end
-- CUI: show districts numbers
Controls.BreakdownNum:SetText(data.DistrictsNum .. "/" .. data.DistrictsPossibleNum)
Controls.BreakdownLabel:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_DISTRICTS")))
Controls.BreakdownNum:SetOffsetX(19)
Controls.BreakdownGrid:SetOffsetY(PANEL_INFOLINE_LOCATIONS[m_CurrentPanelLine])
Controls.BreakdownButton:SetOffsetX(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].x)
Controls.BreakdownButton:SetOffsetY(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].y)
m_CurrentPanelLine = m_CurrentPanelLine + 1
-- Hide Religion / Faith UI in some scenarios
if not GameCapabilities.HasCapability("CAPABILITY_CITY_HUD_RELIGION_TAB") then
Controls.ReligionGrid:SetHide(true)
Controls.ReligionIcon:SetHide(true)
Controls.ReligionButton:SetHide(true)
else
Controls.ReligionGrid:SetOffsetY(PANEL_INFOLINE_LOCATIONS[m_CurrentPanelLine])
Controls.ReligionButton:SetOffsetX(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].x)
Controls.ReligionButton:SetOffsetY(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].y)
m_CurrentPanelLine = m_CurrentPanelLine + 1
end
if not GameCapabilities.HasCapability("CAPABILITY_FAITH") then
Controls.ProduceWithFaithCheck:SetHide(true)
Controls.FaithGrid:SetHide(true)
end
local amenitiesNumText = data.AmenitiesNetAmount
if (data.AmenitiesNetAmount > 0) then
amenitiesNumText = "+" .. amenitiesNumText
end
Controls.AmenitiesNum:SetText(amenitiesNumText)
local colorName = GetHappinessColor(data.Happiness)
Controls.AmenitiesNum:SetColorByName(colorName)
Controls.AmenitiesGrid:SetOffsetY(PANEL_INFOLINE_LOCATIONS[m_CurrentPanelLine])
Controls.AmenitiesButton:SetOffsetX(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].x)
Controls.AmenitiesButton:SetOffsetY(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].y)
m_CurrentPanelLine = m_CurrentPanelLine + 1
Controls.ReligionNum:SetText(data.ReligionFollowers)
Controls.HousingNum:SetText(data.Population)
colorName = GetPercentGrowthColor(data.HousingMultiplier)
Controls.HousingNum:SetColorByName(colorName)
Controls.HousingMax:SetText(data.Housing)
Controls.HousingLabels:SetOffsetX(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].x - HOUSING_LABEL_OFFSET)
Controls.HousingGrid:SetOffsetY(PANEL_INFOLINE_LOCATIONS[m_CurrentPanelLine])
Controls.HousingButton:SetOffsetX(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].x)
Controls.HousingButton:SetOffsetY(PANEL_BUTTON_LOCATIONS[m_CurrentPanelLine].y)
Controls.BreakdownLabel:SetHide(m_isShowingPanels)
Controls.ReligionLabel:SetHide(m_isShowingPanels)
Controls.AmenitiesLabel:SetHide(m_isShowingPanels)
Controls.HousingLabel:SetHide(m_isShowingPanels)
Controls.PanelStackShadow:SetHide(not m_isShowingPanels)
Controls.ProductionNowLabel:SetHide(m_isShowingPanels)
-- Determine size of progress bars at the bottom, as well as sub-panel offset.
local OFF_BOTTOM_Y = 9
local OFF_ROOM_FOR_PROGRESS_Y = 36
local OFF_GROWTH_BAR_PUSH_RIGHT_X = 2
local OFF_GROWTH_BAR_DEFAULT_RIGHT_X = 32
local widthNumLabel = 0
-- Growth
Controls.GrowthTurnsSmall:SetHide(not m_isShowingPanels)
Controls.GrowthTurns:SetHide(m_isShowingPanels)
Controls.GrowthTurnsBar:SetPercent(data.CurrentFoodPercent)
Controls.GrowthTurnsBar:SetShadowPercent(data.FoodPercentNextTurn)
Controls.GrowthTurnsBarSmall:SetPercent(data.CurrentFoodPercent)
Controls.GrowthTurnsBarSmall:SetShadowPercent(data.FoodPercentNextTurn)
Controls.GrowthNum:SetText(math.abs(data.TurnsUntilGrowth))
Controls.GrowthNumSmall:SetText(math.abs(data.TurnsUntilGrowth) .. "[Icon_Turn]")
if data.Occupied then
Controls.GrowthLabel:SetColorByName("StatBadCS")
Controls.GrowthLabel:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_CITY_GROWTH_OCCUPIED")))
elseif data.TurnsUntilGrowth >= 0 then
Controls.GrowthLabel:SetColorByName("StatGoodCS")
Controls.GrowthLabel:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_CITY_TURNS_UNTIL_GROWTH", data.TurnsUntilGrowth)))
else
Controls.GrowthLabel:SetColorByName("StatBadCS")
Controls.GrowthLabel:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_CITY_TURNS_UNTIL_LOSS",
math.abs(data.TurnsUntilGrowth))))
end
widthNumLabel = Controls.GrowthNum:GetSizeX()
TruncateStringWithTooltip(Controls.GrowthLabel, MAX_BEFORE_TRUNC_TURN_LABELS - widthNumLabel,
Controls.GrowthLabel:GetText())
-- Production
Controls.ProductionTurns:SetHide(m_isShowingPanels)
Controls.ProductionTurnsBar:SetPercent(Clamp(data.CurrentProdPercent, 0.0, 1.0))
Controls.ProductionTurnsBar:SetShadowPercent(Clamp(data.ProdPercentNextTurn, 0.0, 1.0))
Controls.ProductionNum:SetText(data.CurrentTurnsLeft)
Controls.ProductionNowLabel:SetText(data.CurrentProductionName)
Controls.ProductionDescriptionString:SetText(data.CurrentProductionDescription)
-- Controls.ProductionDescription:SetText( "There was a young lady from Venus, who's body was shaped like a, THAT'S ENOUGH DATA." );
if (data.CurrentProductionStats ~= "") then
Controls.ProductionStatString:SetText(data.CurrentProductionStats)
end
Controls.ProductionDataStack:CalculateSize()
Controls.ProductionDataScroll:CalculateSize()
local isIconSet = false
if data.CurrentProductionIcons then
for _, iconName in ipairs(data.CurrentProductionIcons) do
if iconName ~= nil and Controls.ProductionIcon:TrySetIcon(iconName) then
isIconSet = true
break
end
end
end
Controls.ProductionIcon:SetHide(not isIconSet)
Controls.ProductionNum:SetHide(data.CurrentTurnsLeft < 0)
if data.CurrentTurnsLeft < 0 then
Controls.ProductionLabel:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_CITY_NOTHING_PRODUCED")))
widthNumLabel = 0
else
Controls.ProductionLabel:SetText(Locale.ToUpper(Locale.Lookup("LOC_HUD_CITY_TURNS_UNTIL_COMPLETED",
data.CurrentTurnsLeft)))
widthNumLabel = Controls.ProductionNum:GetSizeX()
end
TruncateStringWithTooltip(Controls.ProductionLabel, MAX_BEFORE_TRUNC_TURN_LABELS - widthNumLabel,
Controls.ProductionLabel:GetText())
-- Tutorial lockdown
if m_kTutorialDisabledControls ~= nil then
for _, name in ipairs(m_kTutorialDisabledControls) do
if Controls[name] ~= nil then
Controls[name]:SetDisabled(true)
end
end
end
end
-- ===========================================================================
-- Return ColorSet name
-- ===========================================================================
function GetHappinessColor(eHappiness)
local happinessInfo = GameInfo.Happinesses[eHappiness]
if (happinessInfo ~= nil) then
if (happinessInfo.GrowthModifier < 0) then
return "StatBadCS"
end
if (happinessInfo.GrowthModifier > 0) then
return "StatGoodCS"
end
end
return "StatNormalCS"
end
-- ===========================================================================
-- Return ColorSet name
-- ===========================================================================
function GetTurnsUntilGrowthColor(turns)
if turns < 1 then
return "StatBadCS"
end
return "StatGoodCS"
end
function GetPercentGrowthColor(percent)
if percent == 0 then
return "Error"
end
if percent <= 0.25 then
return "WarningMajor"
end
if percent <= 0.5 then
return "WarningMinor"
end
return "StatNormalCS"
end
-- ===========================================================================
-- Changes the yield focus.
-- ===========================================================================
function SetYieldFocus(yieldType)
local pCitizens = g_pCity:GetCitizens()
local tParameters = {}
tParameters[CityCommandTypes.PARAM_FLAGS] = 0 -- Set Favored
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = yieldType -- Yield type
if pCitizens:IsFavoredYield(yieldType) then
tParameters[CityCommandTypes.PARAM_DATA0] = 0 -- boolean (1=true, 0=false)
else
if pCitizens:IsDisfavoredYield(yieldType) then
SetYieldIgnore(yieldType)
end
tParameters[CityCommandTypes.PARAM_DATA0] = 1 -- boolean (1=true, 0=false)
end
CityManager.RequestCommand(g_pCity, CityCommandTypes.SET_FOCUS, tParameters)
end
-- ===========================================================================
-- Changes what yield type(s) should be ignored by citizens
-- ===========================================================================
function SetYieldIgnore(yieldType)
local pCitizens = g_pCity:GetCitizens()
local tParameters = {}
tParameters[CityCommandTypes.PARAM_FLAGS] = 1 -- Set Ignored
tParameters[CityCommandTypes.PARAM_YIELD_TYPE] = yieldType -- Yield type
if pCitizens:IsDisfavoredYield(yieldType) then
tParameters[CityCommandTypes.PARAM_DATA0] = 0 -- boolean (1=true, 0=false)
else
if (pCitizens:IsFavoredYield(yieldType)) then
SetYieldFocus(yieldType)
end
tParameters[CityCommandTypes.PARAM_DATA0] = 1 -- boolean (1=true, 0=false)
end
CityManager.RequestCommand(g_pCity, CityCommandTypes.SET_FOCUS, tParameters)
end
-- ===========================================================================
-- Update both the data & view for the selected city.
-- ===========================================================================
function Refresh()
local eLocalPlayer = Game.GetLocalPlayer()
m_pPlayer = Players[eLocalPlayer]
g_pCity = UI.GetHeadSelectedCity()
if m_pPlayer ~= nil and g_pCity ~= nil then
m_kData = GetCityData(g_pCity)
if m_kData == nil then
return
end
ViewMain(m_kData)
-- Tell others (e.g., CityPanelOverview) that the selected city data has changed.
-- Passing this large table across contexts via LuaEvent is *much*
-- more effecient than recomputing the entire set of yields a second time,
-- despite the large size.
LuaEvents.CityPanel_LiveCityDataChanged(m_kData, true)
end
end
-- ===========================================================================
function RefreshIfMatch(ownerPlayerID, cityID)
if g_pCity ~= nil and ownerPlayerID == g_pCity:GetOwner() and cityID == g_pCity:GetID() then
Refresh()
end
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnCityAddedToMap(ownerPlayerID, cityID)
if Game.GetLocalPlayer() ~= nil then
if ownerPlayerID == Game.GetLocalPlayer() then
local pSelectedCity = UI.GetHeadSelectedCity()
if pSelectedCity ~= nil then
Refresh()
else
UI.DeselectAllCities()
end
end
end
end
function OnCityNameChanged(playerID, cityID)
local city = UI.GetHeadSelectedCity()
if (city and city:GetOwner() == playerID and city:GetID() == cityID) then
local name = city:IsCapital() and "[ICON_Capital]" or ""
name = name .. Locale.ToUpper(Locale.Lookup(city:GetName()))
Controls.CityName:SetText(name)
end
end
-- ===========================================================================
-- GAME Event
-- Yield changes
-- ===========================================================================
function OnCityFocusChange(ownerPlayerID, cityID)
RefreshIfMatch(ownerPlayerID, cityID)
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnCityWorkerChanged(ownerPlayerID, cityID)
RefreshIfMatch(ownerPlayerID, cityID)
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnCityProductionChanged(ownerPlayerID, cityID)
-- CUI
if Controls.ChangeProductionCheck:IsChecked() then
Controls.ChangeProductionCheck:SetCheck(false)
end
--
RefreshIfMatch(ownerPlayerID, cityID)
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnCityProductionCompleted(ownerPlayerID, cityID)
RefreshIfMatch(ownerPlayerID, cityID)
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnCityProductionUpdated(ownerPlayerID, cityID, eProductionType, eProductionObject)
RefreshIfMatch(ownerPlayerID, cityID)
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnPlayerResourceChanged(ownerPlayerID, resourceTypeID)
if (Game.GetLocalPlayer() ~= nil and ownerPlayerID == Game.GetLocalPlayer()) then
Refresh()
end
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnToggleOverviewPanel()
if Controls.ToggleOverviewPanel:IsChecked() then
LuaEvents.CityPanel_ShowOverviewPanel(true)
else
LuaEvents.CityPanel_ShowOverviewPanel(false)
end
end
-- ===========================================================================
function OnCitySelectionChanged(ownerPlayerID, cityID, i, j, k, isSelected, isEditable)
if ownerPlayerID == Game.GetLocalPlayer() then
if (isSelected) then
-- Determine if we should switch to the SELECTION interface mode
local shouldSwitchToSelection = UI.GetInterfaceMode() ~= InterfaceModeTypes.CITY_SELECTION
if UI.GetInterfaceMode() == InterfaceModeTypes.CITY_MANAGEMENT then
HideGrowthTile()
shouldSwitchToSelection = false
end
if UI.GetInterfaceMode() == InterfaceModeTypes.ICBM_STRIKE then
-- During ICBM_STRIKE only switch to SELECTION if we're selecting a city
-- which doesn't own the active missile silo
local siloPlotX = UI.GetInterfaceModeParameter(CityCommandTypes.PARAM_X0)
local siloPlotY = UI.GetInterfaceModeParameter(CityCommandTypes.PARAM_Y0)
local siloPlot = Map.GetPlot(siloPlotX, siloPlotY)
if siloPlot then
local owningCity = Cities.GetPlotPurchaseCity(siloPlot)
if owningCity:GetID() == cityID then
shouldSwitchToSelection = false
end
end
end
if UI.GetInterfaceMode() == InterfaceModeTypes.CITY_RANGE_ATTACK then
-- During CITY_RANGE_ATTACK only switch to SELECTION if we're selecting a city
-- which can't currently perform a ranged attack
if CityManager.CanStartCommand(CityManager.GetCity(owningPlayerID, cityID), CityCommandTypes.RANGE_ATTACK) then
shouldSwitchToSelection = false
-- we switch to selection mode briefly so that we can go back into CITY_RANGE_ATTACK with the correct settings
UI.SetInterfaceMode(InterfaceModeTypes.SELECTION)
UI.SetInterfaceMode(InterfaceModeTypes.CITY_RANGE_ATTACK)
end
end
if shouldSwitchToSelection then
UI.SetInterfaceMode(InterfaceModeTypes.SELECTION)
end
OnToggleOverviewPanel()
ContextPtr:SetHide(false)
-- Handle case where production panel is opened from clicking a city banener directly.
local isProductionOpen = false
local uiProductionPanel = ContextPtr:LookUpControl("/InGame/ProductionPanel")
if uiProductionPanel and uiProductionPanel:IsHidden() == false then
isProductionOpen = true
end
if isProductionOpen then
AnimateToWithProductionQueue()
else
AnimateFromCloseToOpen()
end
Refresh()
if UI.GetInterfaceMode() == InterfaceModeTypes.CITY_MANAGEMENT then
DisplayGrowthTile()
end
else
Close()
-- Tell the CityPanelOverview a city was deselected
LuaEvents.CityPanel_LiveCityDataChanged(nil, false)
end
end
end
-- ===========================================================================
function AnimateFromCloseToOpen()
Controls.CityPanelAlpha:SetToBeginning()
Controls.CityPanelAlpha:Play()
Controls.CityPanelSlide:SetBeginVal(0, 0)
Controls.CityPanelSlide:SetEndVal(ANIM_OFFSET_OPEN, 0)
Controls.CityPanelSlide:SetToBeginning()
Controls.CityPanelSlide:Play()
end
-- ===========================================================================
function AnimateToWithProductionQueue()
if IsRoomToPushOutPanel() then
Controls.CityPanelSlide:SetEndVal(ANIM_OFFSET_OPEN_WITH_PRODUCTION_LIST, 0)
Controls.CityPanelSlide:RegisterEndCallback(function()
Controls.CityPanelSlide:SetBeginVal(ANIM_OFFSET_OPEN_WITH_PRODUCTION_LIST, 0)
end)
Controls.CityPanelSlide:SetToBeginning()
Controls.CityPanelSlide:Play()
end
end
-- ===========================================================================
function AnimateToOpenFromWithProductionQueue()
if IsRoomToPushOutPanel() then
Controls.CityPanelSlide:SetEndVal(ANIM_OFFSET_OPEN, 0)
Controls.CityPanelSlide:RegisterEndCallback(function()
Controls.CityPanelSlide:SetBeginVal(ANIM_OFFSET_OPEN, 0)
end)
Controls.CityPanelSlide:SetToBeginning()
Controls.CityPanelSlide:Play()
end
end
-- ===========================================================================
-- Is there enough room to push out the CityPanel, rather than just have
-- the production list overlap it?
-- ===========================================================================
function IsRoomToPushOutPanel()
local width, height = UIManager:GetScreenSizeVal()
-- Minimap showing; subtract how much space it takes up
local uiMinimap = ContextPtr:LookUpControl("/InGame/MinimapPanel/MinimapContainer")
if uiMinimap then
local minimapWidth, minimapHeight = uiMinimap:GetSizeVal()
width = width - minimapWidth
end
return (width > 850) -- Does remaining width have enough space for both?
end
-- ===========================================================================
-- GAME Event
-- ===========================================================================
function OnUnitSelectionChanged(playerID, unitID, hexI, hexJ, hexK, isSelected, isEditable)
if playerID == Game.GetLocalPlayer() then
if ContextPtr:IsHidden() == false then
Close()
Controls.ToggleOverviewPanel:SetAndCall(false)
end
end
end
-- ===========================================================================
function LateInitialize()
-- Override in DLC, Expansion, and MODs for special initialization.
end
-- ===========================================================================
-- UI Event
-- ===========================================================================
function OnInit(isHotload)
LateInitialize()
if isHotload then
LuaEvents.GameDebug_GetValues("CityPanel")
end
m_isInitializing = false
Refresh()
end
-- ===========================================================================
-- UI EVENT
-- ===========================================================================
function OnShutdown()
-- Cache values for hotloading...
LuaEvents.GameDebug_AddValue("CityPanel", "isHidden", ContextPtr:IsHidden())
-- Game Core Events
Events.CityAddedToMap.Remove(OnCityAddedToMap)
Events.CityNameChanged.Remove(OnCityNameChanged)
Events.CitySelectionChanged.Remove(OnCitySelectionChanged)
Events.CityFocusChanged.Remove(OnCityFocusChange)
Events.CityProductionCompleted.Remove(OnCityProductionCompleted)
Events.CityProductionUpdated.Remove(OnCityProductionUpdated)
Events.CityProductionChanged.Remove(OnCityProductionChanged)
Events.CityWorkerChanged.Remove(OnCityWorkerChanged)
Events.DistrictDamageChanged.Remove(OnCityProductionChanged)
Events.LocalPlayerTurnBegin.Remove(OnLocalPlayerTurnBegin)
Events.ImprovementChanged.Remove(OnCityProductionChanged)
Events.InterfaceModeChanged.Remove(OnInterfaceModeChanged)
Events.LocalPlayerChanged.Remove(OnLocalPlayerChanged)
Events.PlayerResourceChanged.Remove(OnPlayerResourceChanged)
Events.UnitSelectionChanged.Remove(OnUnitSelectionChanged)
-- LUA Events
LuaEvents.CityPanelOverview_CloseButton.Remove(OnCloseOverviewPanel)
LuaEvents.CityPanel_SetOverViewState.Remove(OnCityPanelSetOverViewState)
LuaEvents.CityPanel_ToggleManageCitizens.Remove(OnCityPanelToggleManageCitizens)
LuaEvents.GameDebug_Return.Remove(OnGameDebugReturn)
LuaEvents.ProductionPanel_Close.Remove(OnProductionPanelClose)
LuaEvents.ProductionPanel_ListModeChanged.Remove(OnProductionPanelListModeChanged)
LuaEvents.ProductionPanel_Open.Remove(OnProductionPanelOpen)
LuaEvents.Tutorial_CityPanelOpen.Remove(OnTutorialOpen)
LuaEvents.Tutorial_ContextDisableItems.Remove(OnTutorial_ContextDisableItems)
end
-- ===========================================================================
-- LUA Event
-- Set cached values back after a hotload.
-- ===========================================================================
function OnGameDebugReturn(context, contextTable)
function RunWithNoError()
if context ~= "CityPanel" or contextTable == nil then
return
end
local isHidden = contextTable["isHidden"]
ContextPtr:SetHide(isHidden)
end
pcall(RunWithNoError)
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnProductionPanelClose()
-- If no longer checked, make sure the side Production Panel closes.
-- Clear the checks, even if hidden, the Production Pane can close after the City Panel has already been closed.
Controls.ChangeProductionCheck:SetCheck(false)
Controls.ProduceWithFaithCheck:SetCheck(false)
Controls.ProduceWithGoldCheck:SetCheck(false)
AnimateToOpenFromWithProductionQueue()
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnProductionPanelOpen()
AnimateToWithProductionQueue()
end
-- ===========================================================================
-- LUA Event
-- ===========================================================================
function OnTutorialOpen()
ContextPtr:SetHide(false)
Refresh()
end
-- ===========================================================================
function OnBreakdown()
LuaEvents.CityPanel_ShowBreakdownTab()
end
-- ===========================================================================
function OnReligion()
LuaEvents.CityPanel_ShowReligionTab()
end
-- ===========================================================================
function OnAmenities()
LuaEvents.CityPanel_ShowAmenitiesTab()
end
-- ===========================================================================
function OnHousing()
LuaEvents.CityPanel_ShowHousingTab()
end
-- ===========================================================================
-- function OnCheckQueue()
-- if m_isInitializing then return; end
-- if not m_debugAllowMultiPanel then
-- UILens.ToggleLayerOff("Adjacency_Bonus_Districts");
-- UILens.ToggleLayerOff("Districts");
-- end
-- Refresh();
-- end
-- ===========================================================================
function OnCitizensGrowth()
LuaEvents.CityPanel_ShowCitizensTab()
end
-- ===========================================================================
-- Set a yield to one of 3 check states.
-- yieldType Enum from game engine on the yield
-- yieldName Name of the yield used in the UI controls
-- ===========================================================================
function OnCheckYield(yieldType, yieldName)
if Controls.YieldsArea:IsDisabled() then
return
end -- Via tutorial event
if Controls[yieldName .. "Check"]:IsChecked() then
SetYieldFocus(yieldType)
else
SetYieldIgnore(yieldType)
Controls[yieldName .. "Ignore"]:SetHide(false)
Controls[yieldName .. "Check"]:SetDisabled(true)
end
end
-- ===========================================================================
-- Reset a yield to not be favored nor ignored
-- yieldType Enum from game engine on the yield
-- yieldName Name of the yield used in the UI controls
-- ===========================================================================
function OnResetYieldToNormal(yieldType, yieldName)
if Controls.YieldsArea:IsDisabled() then
return
end -- Via tutorial event
Controls[yieldName .. "Ignore"]:SetHide(true)
Controls[yieldName .. "Check"]:SetDisabled(false)
SetYieldIgnore(yieldType) -- One more ignore to flip it off
end
-- ===========================================================================
-- Cycle to the next city
-- ===========================================================================
function OnNextCity()
local kCity = UI.GetHeadSelectedCity()
UI.SelectNextCity(kCity)
UI.PlaySound("UI_Click_Sweetener_Metal_Button_Small")
end
-- ===========================================================================
-- Cycle to the previous city
-- ===========================================================================
function OnPreviousCity()
local kCity = UI.GetHeadSelectedCity()
UI.SelectPrevCity(kCity)
UI.PlaySound("UI_Click_Sweetener_Metal_Button_Small")
end
-- ===========================================================================
-- Recenter camera on city
-- ===========================================================================
function RecenterCameraOnCity()
local kCity = UI.GetHeadSelectedCity()
UI.LookAtPlot(kCity:GetX(), kCity:GetY())
end
-- CUI =======================================================================
-- combine purchase tile and manage cityzens
function CuiOnToggleManageTile()
if Controls.ManageTileCheck:IsChecked() then
UI.SetInterfaceMode(InterfaceModeTypes.CITY_MANAGEMENT)
CuiForceHideCityBanner()
RecenterCameraOnCity()
UILens.ToggleLayerOn(m_CitizenManagement)
if GameCapabilities.HasCapability("CAPABILITY_GOLD") then
UILens.ToggleLayerOn(m_PurchasePlot)
end
else
UI.SetInterfaceMode(InterfaceModeTypes.SELECTION)
CuiForceShowCityBanner()
UILens.ToggleLayerOff(m_CitizenManagement)
UILens.ToggleLayerOff(m_PurchasePlot)
end
end
-- ===========================================================================
-- Turn on/off layers and switch the interface mode based on what is checked.
-- Interface mode is changed first as the Lens system may inquire as to the
-- current state in deciding what is populate in a lens layer.
-- ===========================================================================
function OnTogglePurchaseTile()
if Controls.PurchaseTileCheck:IsChecked() then
if not Controls.ManageCitizensCheck:IsChecked() then
m_PrevInterfaceMode = UI.GetInterfaceMode()
UI.SetInterfaceMode(InterfaceModeTypes.CITY_MANAGEMENT) -- Enter mode
end
RecenterCameraOnCity()
UILens.ToggleLayerOn(m_PurchasePlot)
else
if not Controls.ManageCitizensCheck:IsChecked() and UI.GetInterfaceMode() == InterfaceModeTypes.CITY_MANAGEMENT then
UI.SetInterfaceMode(m_PrevInterfaceMode) -- Exit mode
m_PrevInterfaceMode = InterfaceModeTypes.SELECTION
end
UILens.ToggleLayerOff(m_PurchasePlot)
end
end
-- ===========================================================================
function OnToggleProduction()
if Controls.ChangeProductionCheck:IsChecked() then
RecenterCameraOnCity()
LuaEvents.CityPanel_ProductionOpen()
-- CUI
Controls.ProduceWithFaithCheck:SetCheck(false)
Controls.ProduceWithGoldCheck:SetCheck(false)
--
else
LuaEvents.CityPanel_ProductionClose()
end
end
-- ===========================================================================
function OnTogglePurchaseWithGold()
if Controls.ProduceWithGoldCheck:IsChecked() then
RecenterCameraOnCity()
LuaEvents.CityPanel_PurchaseGoldOpen()
-- CUI
Controls.ChangeProductionCheck:SetCheck(false)
Controls.ProduceWithFaithCheck:SetCheck(false)
--
else
LuaEvents.CityPanel_ProductionClose()
end
end
-- ===========================================================================
function OnTogglePurchaseWithFaith()
if Controls.ProduceWithFaithCheck:IsChecked() then
RecenterCameraOnCity()
LuaEvents.CityPanel_PurchaseFaithOpen()
-- CUI
Controls.ChangeProductionCheck:SetCheck(false)
Controls.ProduceWithGoldCheck:SetCheck(false)
--
else
LuaEvents.CityPanel_ProductionClose()
end
end
-- ===========================================================================
function OnCloseOverviewPanel()
Controls.ToggleOverviewPanel:SetCheck(false)
end
-- ===========================================================================
-- Turn on/off layers and switch the interface mode based on what is checked.
-- Interface mode is changed first as the Lens system may inquire as to the
-- current state in deciding what is populate in a lens layer.
-- ===========================================================================
function OnToggleManageCitizens()
if Controls.ManageCitizensCheck:IsChecked() then
if not Controls.PurchaseTileCheck:IsChecked() then
m_PrevInterfaceMode = UI.GetInterfaceMode()
UI.SetInterfaceMode(InterfaceModeTypes.CITY_MANAGEMENT) -- Enter mode
end
RecenterCameraOnCity()
UILens.ToggleLayerOn(m_CitizenManagement)
else
if not Controls.PurchaseTileCheck:IsChecked() and UI.GetInterfaceMode() == InterfaceModeTypes.CITY_MANAGEMENT then
UI.SetInterfaceMode(m_PrevInterfaceMode) -- Exit mode
m_PrevInterfaceMode = InterfaceModeTypes.SELECTION
end
UILens.ToggleLayerOff(m_CitizenManagement)
end
end
-- ===========================================================================
function OnLocalPlayerTurnBegin()
Refresh()
end
-- ===========================================================================
-- Enable a control unless it's in the tutorial lock down list.
-- ===========================================================================
function EnableIfNotTutorialBlocked(controlName)
local isDisabled = false
if m_kTutorialDisabledControls ~= nil then
for _, name in ipairs(m_kTutorialDisabledControls) do
if name == controlName then
isDisabled = true
break
end
end
end
Controls[controlName]:SetDisabled(isDisabled)
end
function OnCameraUpdate(vFocusX, vFocusY, fZoomLevel)
if g_growthPlotId ~= -1 then
if fZoomLevel and fZoomLevel > 0.5 then
local delta = (fZoomLevel - 0.3)
local alpha = delta / 0.7
Controls.GrowthHexAlpha:SetProgress(alpha)
else
Controls.GrowthHexAlpha:SetProgress(0)
end
local plotX, plotY = Map.GetPlotLocation(g_growthPlotId)
local worldX, worldY, worldZ = UI.GridToWorld(plotX, plotY)
Controls.GrowthHexAnchor:SetWorldPositionVal(worldX, worldY + HEX_GROWTH_TEXT_PADDING, worldZ)
end
end
function DisplayGrowthTile()
if g_pCity ~= nil and HasCapability("CAPABILITY_CULTURE") then
local cityCulture = g_pCity:GetCulture()
if cityCulture ~= nil then
local newGrowthPlot = cityCulture:GetNextPlot()
if (newGrowthPlot ~= -1 and newGrowthPlot ~= g_growthPlotId) then
g_growthPlotId = newGrowthPlot
local cost = cityCulture:GetNextPlotCultureCost()
local currentCulture = cityCulture:GetCurrentCulture()
local currentYield = cityCulture:GetCultureYield()
local currentGrowth = math.max(math.min(currentCulture / cost, 1.0), 0)
local nextTurnGrowth = math.max(math.min((currentCulture + currentYield) / cost, 1.0), 0)
UILens.SetLayerGrowthHex(m_PurchasePlot, Game.GetLocalPlayer(), g_growthPlotId, 1, "GrowthHexBG")
UILens.SetLayerGrowthHex(m_PurchasePlot, Game.GetLocalPlayer(), g_growthPlotId, nextTurnGrowth, "GrowthHexNext")
UILens.SetLayerGrowthHex(m_PurchasePlot, Game.GetLocalPlayer(), g_growthPlotId, currentGrowth,
"GrowthHexCurrent")
local turnsRemaining = cityCulture:GetTurnsUntilExpansion()
Controls.TurnsLeftDescription:SetText(Locale.ToUpper(
Locale.Lookup("LOC_HUD_CITY_TURNS_UNTIL_BORDER_GROWTH", turnsRemaining)))
Controls.TurnsLeftLabel:SetText(turnsRemaining)
Controls.GrowthHexStack:CalculateSize()
g_growthHexTextWidth = Controls.GrowthHexStack:GetSizeX()
Events.Camera_Updated.Add(OnCameraUpdate)
Events.CityMadePurchase.Add(OnCityMadePurchase)
Controls.GrowthHexAnchor:SetHide(false)
OnCameraUpdate()
end
end
end
end
function HideGrowthTile()
if g_growthPlotId ~= -1 then
Controls.GrowthHexAnchor:SetHide(true)
Events.Camera_Updated.Remove(OnCameraUpdate)
Events.CityMadePurchase.Remove(OnCityMadePurchase)
UILens.ClearHex(m_PurchasePlot, g_growthPlotId)
g_growthPlotId = -1
end
end
function OnCityMadePurchase(owner, cityID, plotX, plotY, purchaseType, objectType)
if g_growthPlotId ~= -1 then
local growthPlotX, growthPlotY = Map.GetPlotLocation(g_growthPlotId)
if (growthPlotX == plotX and growthPlotY == plotY) then
HideGrowthTile()
DisplayGrowthTile()
end
end
end
-- ===========================================================================
function OnProductionPanelListModeChanged(listMode)
Controls.ChangeProductionCheck:SetCheck(listMode == LISTMODE.PRODUCTION or listMode == LISTMODE.PROD_QUEUE)
Controls.ProduceWithGoldCheck:SetCheck(listMode == LISTMODE.PURCHASE_GOLD)
Controls.ProduceWithFaithCheck:SetCheck(listMode == LISTMODE.PURCHASE_FAITH)
end
-- ===========================================================================
function OnCityPanelSetOverViewState(isOpened)
Controls.ToggleOverviewPanel:SetCheck(isOpened)
end
-- ===========================================================================
function OnCityPanelToggleManageCitizens()
Controls.ManageCitizensCheck:SetAndCall(not Controls.ManageCitizensCheck:IsChecked())
end
-- ===========================================================================
-- GAME Event
-- eOldMode, mode the engine was formally in
-- eNewMode, new mode the engine has just changed to
-- ===========================================================================
function OnInterfaceModeChanged(eOldMode, eNewMode)
if eOldMode == InterfaceModeTypes.CITY_MANAGEMENT then
-- CUI: combine buttons.
if Controls.ManageTileCheck:IsChecked() then
Controls.ManageTileCheck:SetAndCall(false)
end
-- if Controls.PurchaseTileCheck:IsChecked() then Controls.PurchaseTileCheck:SetAndCall( false ); end
-- if Controls.ManageCitizensCheck:IsChecked() then Controls.ManageCitizensCheck:SetAndCall( false ); end
--
UI.SetFixedTiltMode(false)
HideGrowthTile()
elseif eOldMode == InterfaceModeTypes.DISTRICT_PLACEMENT or eOldMode == InterfaceModeTypes.BUILDING_PLACEMENT then
HideGrowthTile()
end
if eNewMode == InterfaceModeTypes.CITY_MANAGEMENT then
DisplayGrowthTile()
end
if eNewMode == InterfaceModeTypes.CITY_RANGE_ATTACK or eNewMode == InterfaceModeTypes.DISTRICT_RANGE_ATTACK then
if ContextPtr:IsHidden() == false then
Close()
end
elseif eOldMode == InterfaceModeTypes.CITY_RANGE_ATTACK or eOldMode == InterfaceModeTypes.DISTRICT_RANGE_ATTACK then
-- If we leave CITY_RANGE_ATTACK with a city selected then show the city panel again
if UI.GetHeadSelectedCity() then
ContextPtr:SetHide(false)
end
end
if eNewMode == InterfaceModeTypes.SELECTION or eNewMode == InterfaceModeTypes.CITY_MANAGEMENT then
-- CUI: combine buttons.
EnableIfNotTutorialBlocked("ManageTileCheck")
-- EnableIfNotTutorialBlocked("PurchaseTileCheck");
-- EnableIfNotTutorialBlocked("ManageCitizensCheck");
--
EnableIfNotTutorialBlocked("ProduceWithFaithCheck")
EnableIfNotTutorialBlocked("ProduceWithGoldCheck")
EnableIfNotTutorialBlocked("ChangeProductionCheck")
elseif eNewMode == InterfaceModeTypes.DISTRICT_PLACEMENT then
-- CUI: combine buttons.
Controls.ManageTileCheck:SetDisabled(true)
-- Controls.PurchaseTileCheck:SetDisabled( true );
-- Controls.ManageCitizensCheck:SetDisabled( true );
--
Controls.ChangeProductionCheck:SetDisabled(true)
Controls.ProduceWithFaithCheck:SetDisabled(true)
Controls.ProduceWithGoldCheck:SetDisabled(true)
local newGrowthPlot = g_pCity:GetCulture():GetNextPlot() -- show the growth tile if the district can be placed there
if (newGrowthPlot ~= -1) then
local districtHash = UI.GetInterfaceModeParameter(CityOperationTypes.PARAM_DISTRICT_TYPE)
local district = GameInfo.Districts[districtHash]
local kPlot = Map.GetPlotByIndex(newGrowthPlot)
if kPlot:CanHaveDistrict(district.Index, g_pCity:GetOwner(), g_pCity:GetID()) then
DisplayGrowthTile()
end
end
elseif eNewMode == InterfaceModeTypes.BUILDING_PLACEMENT then
local newGrowthPlot = g_pCity:GetCulture():GetNextPlot()
if (newGrowthPlot ~= -1) then
local buildingHash = UI.GetInterfaceModeParameter(CityOperationTypes.PARAM_BUILDING_TYPE)
local building = GameInfo.Buildings[buildingHash]
local kPlot = Map.GetPlotByIndex(newGrowthPlot)
if kPlot:CanHaveWonder(building.Index, g_pCity:GetOwner(), g_pCity:GetID()) then
DisplayGrowthTile()
end
end
end
if not ContextPtr:IsHidden() then
ViewMain(m_kData)
end
end
-- ===========================================================================
-- Engine EVENT
-- Local player changed; likely a hotseat game
-- ===========================================================================
function OnLocalPlayerChanged(eLocalPlayer, ePrevLocalPlayer)
if eLocalPlayer == -1 then
m_pPlayer = nil
return
end
m_pPlayer = Players[eLocalPlayer]
if ContextPtr:IsHidden() == false then
Close()
end
end
-- ===========================================================================
-- Show/hide an area based on the status of a checkbox control
-- checkBoxControl A checkbox control that when selected is open
-- buttonControl (optional) button control that toggles the state
-- areaControl The area to be shown/hidden
-- kParentControls DEPRECATED, not needed
-- ===========================================================================
function SetupCollapsibleToggle(pCheckBoxControl, pButtonControl, pAreaControl, kParentControls)
pCheckBoxControl:RegisterCheckHandler(function()
pAreaControl:SetHide(pCheckBoxControl:IsChecked())
end)
if pButtonControl ~= nil then
pButtonControl:RegisterCallback(Mouse.eLClick, function()
pCheckBoxControl:SetAndCall(not pCheckBoxControl:IsChecked())
end)
end
end
-- ===========================================================================
-- LUA Event
-- Tutorial requests controls that should always be locked down.
-- Send nil to clear.
-- ===========================================================================
function OnTutorial_ContextDisableItems(contextName, kIdsToDisable)
if contextName ~= "CityPanel" then
return
end
-- Enable any existing controls that are disabled
if m_kTutorialDisabledControls ~= nil then
for _, name in ipairs(m_kTutorialDisabledControls) do
if Controls[name] ~= nil then
Controls[name]:SetDisabled(false)
end
end
end
m_kTutorialDisabledControls = kIdsToDisable
-- Immediate set disabled
if m_kTutorialDisabledControls ~= nil then
for _, name in ipairs(m_kTutorialDisabledControls) do
if Controls[name] ~= nil then
Controls[name]:SetDisabled(true)
else
UI.DataError("Tutorial requested the control '" .. name ..
"' be disabled in the city panel, but no such control exists in that context.")
end
end
end
end
-- CUI =======================================================================
function CuiGetFoodToolTip(data)
local foodToolTip =
-- vanila tooltip
data.FoodPerTurnToolTip .. "[NEWLINE][NEWLINE]" ..
-- food consumption
toPlusMinusString(-(data.FoodPerTurn - data.FoodSurplus)) .. " " .. Locale.Lookup("LOC_HUD_CITY_FOOD_CONSUMPTION") ..
"[NEWLINE]------------------[NEWLINE]" ..
-- happiness
GetColorPercentString(1 + data.HappinessGrowthModifier / 100, 2) .. " " ..
Locale.Lookup("LOC_HUD_CITY_HAPPINESS_GROWTH_BONUS") .. "[NEWLINE]" ..
-- other
GetColorPercentString(1 + Round(data.OtherGrowthModifiers, 2), 2) .. " " ..
Locale.Lookup("LOC_HUD_CITY_OTHER_GROWTH_BONUSES") .. "[NEWLINE]" ..
-- housing
GetColorPercentString(data.HousingMultiplier, 2) .. " " .. Locale.Lookup("LOC_HUD_CITY_HOUSING_CAPACITY")
if data.Occupied then
foodToolTip = foodToolTip .. "[NEWLINE]" .. "x" .. data.OccupationMultiplier ..
Locale.Lookup("LOC_HUD_CITY_OCCUPATION_MULTIPLIER")
end
return foodToolTip
end
-- CUI =======================================================================
function CuiForceHideCityBanner()
CuiSettings:SetBoolean(CuiSettings.SHOW_CITYS, false)
ContextPtr:LookUpControl("/InGame/CityBannerManager"):SetHide(true)
LuaEvents.MinimapPanel_RefreshMinimapOptions()
end
-- CUI =======================================================================
function CuiForceShowCityBanner()
CuiSettings:SetBoolean(CuiSettings.SHOW_CITYS, true)
ContextPtr:LookUpControl("/InGame/CityBannerManager"):SetHide(false)
LuaEvents.MinimapPanel_RefreshMinimapOptions()
end
-- ===========================================================================
-- CTOR
-- ===========================================================================
function Initialize()
LuaEvents.CityPanel_OpenOverview()
m_isInitializing = true
-- Context Events
ContextPtr:SetInitHandler(OnInit)
ContextPtr:SetShutdown(OnShutdown)
-- Control Events
Controls.BreakdownButton:RegisterCallback(Mouse.eLClick, OnBreakdown)
Controls.ReligionButton:RegisterCallback(Mouse.eLClick, OnReligion)
Controls.AmenitiesButton:RegisterCallback(Mouse.eLClick, OnAmenities)
Controls.HousingButton:RegisterCallback(Mouse.eLClick, OnHousing)
Controls.CitizensGrowthButton:RegisterCallback(Mouse.eLClick, OnCitizensGrowth)
Controls.CultureCheck:RegisterCheckHandler(function()
OnCheckYield(YieldTypes.CULTURE, "Culture")
end)
Controls.FaithCheck:RegisterCheckHandler(function()
OnCheckYield(YieldTypes.FAITH, "Faith")
end)
Controls.FoodCheck:RegisterCheckHandler(function()
OnCheckYield(YieldTypes.FOOD, "Food")
end)
Controls.GoldCheck:RegisterCheckHandler(function()
OnCheckYield(YieldTypes.GOLD, "Gold")
end)
Controls.ProductionCheck:RegisterCheckHandler(function()
OnCheckYield(YieldTypes.PRODUCTION, "Production")
end)
Controls.ScienceCheck:RegisterCheckHandler(function()
OnCheckYield(YieldTypes.SCIENCE, "Science")
end)
Controls.CultureIgnore:RegisterCallback(Mouse.eLClick, function()
OnResetYieldToNormal(YieldTypes.CULTURE, "Culture")
end)
Controls.FaithIgnore:RegisterCallback(Mouse.eLClick, function()
OnResetYieldToNormal(YieldTypes.FAITH, "Faith")
end)
Controls.FoodIgnore:RegisterCallback(Mouse.eLClick, function()
OnResetYieldToNormal(YieldTypes.FOOD, "Food")
end)
Controls.GoldIgnore:RegisterCallback(Mouse.eLClick, function()
OnResetYieldToNormal(YieldTypes.GOLD, "Gold")
end)
Controls.ProductionIgnore:RegisterCallback(Mouse.eLClick, function()
OnResetYieldToNormal(YieldTypes.PRODUCTION, "Production")
end)
Controls.ScienceIgnore:RegisterCallback(Mouse.eLClick, function()
OnResetYieldToNormal(YieldTypes.SCIENCE, "Science")
end)
Controls.NextCityButton:RegisterCallback(Mouse.eLClick, OnNextCity)
Controls.PrevCityButton:RegisterCallback(Mouse.eLClick, OnPreviousCity)
if GameCapabilities.HasCapability("CAPABILITY_GOLD") then
-- CUI: combine buttons.
-- Controls.PurchaseTileCheck:RegisterCheckHandler(OnTogglePurchaseTile );
-- Controls.PurchaseTileCheck:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
--
Controls.ProduceWithGoldCheck:RegisterCheckHandler(OnTogglePurchaseWithGold)
Controls.ProduceWithGoldCheck:RegisterCallback(Mouse.eMouseEnter, function()
UI.PlaySound("Main_Menu_Mouse_Over")
end)
else
-- Controls.PurchaseTileCheck:SetHide(true);
Controls.ProduceWithGoldCheck:SetHide(true)
end
-- CUI: combine buttons.
Controls.ManageTileCheck:RegisterCheckHandler(CuiOnToggleManageTile)
Controls.ManageTileCheck:RegisterCallback(Mouse.eMouseEnter, function()
UI.PlaySound("Main_Menu_Mouse_Over")
end)
-- Controls.ManageCitizensCheck:RegisterCheckHandler( OnToggleManageCitizens );
-- Controls.ManageCitizensCheck:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
--
Controls.ChangeProductionCheck:RegisterCheckHandler(OnToggleProduction)
Controls.ChangeProductionCheck:RegisterCallback(Mouse.eMouseEnter, function()
UI.PlaySound("Main_Menu_Mouse_Over")
end)
Controls.ProduceWithFaithCheck:RegisterCheckHandler(OnTogglePurchaseWithFaith)
Controls.ProduceWithFaithCheck:RegisterCallback(Mouse.eMouseEnter, function()
UI.PlaySound("Main_Menu_Mouse_Over")
end)
Controls.ToggleOverviewPanel:RegisterCheckHandler(OnToggleOverviewPanel)
Controls.ToggleOverviewPanel:RegisterCallback(Mouse.eMouseEnter, function()
UI.PlaySound("Main_Menu_Mouse_Over")
end)
-- Game Core Events
Events.CityAddedToMap.Add(OnCityAddedToMap)
Events.CityNameChanged.Add(OnCityNameChanged)
Events.CitySelectionChanged.Add(OnCitySelectionChanged)
Events.CityFocusChanged.Add(OnCityFocusChange)
Events.CityProductionCompleted.Add(OnCityProductionCompleted)
Events.CityProductionUpdated.Add(OnCityProductionUpdated)
Events.CityProductionChanged.Add(OnCityProductionChanged)
Events.CityWorkerChanged.Add(OnCityWorkerChanged)
Events.DistrictDamageChanged.Add(OnCityProductionChanged)
Events.LocalPlayerTurnBegin.Add(OnLocalPlayerTurnBegin)
Events.ImprovementChanged.Add(OnCityProductionChanged)
Events.InterfaceModeChanged.Add(OnInterfaceModeChanged)
Events.LocalPlayerChanged.Add(OnLocalPlayerChanged)
Events.PlayerResourceChanged.Add(OnPlayerResourceChanged)
Events.UnitSelectionChanged.Add(OnUnitSelectionChanged)
-- LUA Events
LuaEvents.CityPanelOverview_CloseButton.Add(OnCloseOverviewPanel)
LuaEvents.CityPanel_SetOverViewState.Add(OnCityPanelSetOverViewState)
LuaEvents.CityPanel_ToggleManageCitizens.Add(function()
-- CUI: combine buttons.
-- Controls.ManageCitizensCheck:SetAndCall(not Controls.ManageCitizensCheck:IsChecked());
Controls.ManageTileCheck:SetAndCall(not Controls.ManageTileCheck:IsChecked())
end)
LuaEvents.GameDebug_Return.Add(OnGameDebugReturn)
LuaEvents.ProductionPanel_Close.Add(OnProductionPanelClose)
LuaEvents.ProductionPanel_ListModeChanged.Add(OnProductionPanelListModeChanged)
LuaEvents.ProductionPanel_Open.Add(OnProductionPanelOpen)
LuaEvents.Tutorial_CityPanelOpen.Add(OnTutorialOpen)
LuaEvents.Tutorial_ContextDisableItems.Add(OnTutorial_ContextDisableItems)
-- Truncate possible static text overflows
TruncateStringWithTooltip(Controls.BreakdownLabel, MAX_BEFORE_TRUNC_STATIC_LABELS, Controls.BreakdownLabel:GetText())
TruncateStringWithTooltip(Controls.ReligionLabel, MAX_BEFORE_TRUNC_STATIC_LABELS, Controls.ReligionLabel:GetText())
TruncateStringWithTooltip(Controls.AmenitiesLabel, MAX_BEFORE_TRUNC_STATIC_LABELS, Controls.AmenitiesLabel:GetText())
TruncateStringWithTooltip(Controls.HousingLabel, MAX_BEFORE_TRUNC_STATIC_LABELS, Controls.HousingLabel:GetText())
end
Initialize()
|
function Binomial( n, k )
if k > n then return nil end
if k > n/2 then k = n - k end -- (n k) = (n n-k)
numer, denom = 1, 1
for i = 1, k do
numer = numer * ( n - i + 1 )
denom = denom * i
end
return numer / denom
end
|
getglobal game
getfield -1 Players
getfield -1 LocalPlayer
getfield -1 Character
getfield -1 HumanoidRootPart
getglobal CFrame
getfield -1 new
pushnumber 323
pushnumber 41
pushnumber 1930
pcall 3 1 0
setfield -3 CFrame
|
local trump = {}
local mattata = require('mattata')
function trump:init(configuration)
trump.arguments = 'trump <target>'
trump.commands = mattata.commands(self.info.username, configuration.commandPrefix):c('trump').table
trump.help = configuration.commandPrefix .. 'trump <target> - Trump somebody (or something). If no target is given then, well, you ARE the target!'
end
local trumps = {
'VICTIM is a clown!',
'VICTIM is a dummy!',
'VICTIM is one of the dumbest of all pundits',
'VICTIM has no sense of the real world!',
'VICTIM is closing in on being the dumbest of them all',
'VICTIM doesn\'t have a clue',
'VICTIM is a disaster',
'VICTIM is a dope!',
'VICTIM knows nothing',
'VICTIM is dumb!',
'VICTIM is trying to extort $1,000,000.00 from me',
'VICTIM is so disgraceful!',
'VICTIM tried to extort $1,000,000 from me',
'VICTIM is a total loser!',
'VICTIM tried to shake me down for one million dollars',
'VICTIM is a great big phony',
'VICTIM represents conservative values terribly & are bad for America',
'VICTIM asked me for $1 million. I said no & they went negative. Extortion!',
'VICTIM went hostile w/ a series of incorrect & ill-informed ads',
'VICTIM is a total fraud',
'VICTIM is so unbelieveably crooked',
'VICTIM is falsely advertising',
'VICTIM is so little respected',
'VICTIM is a total hypocrites!',
'VICTIM is a great big phony',
'VICTIM is a big fat mistake',
'VICTIM is a failed \'Bushy\' & PA Governor',
'VICTIM shouldn\'t be allowed to do bias commentary',
'VICTIM has a faulty thought process',
'VICTIM is a failed Jeb Bushy',
'VICTIM never says anything good & never will',
'VICTIM shouldn\'t even be on the air!',
'VICTIM should be fired!',
'VICTIM is so biased',
'VICTIM is totally unfair',
'VICTIM still thinks Romney won',
'VICTIM is a dummy',
'VICTIM has no credibility',
'VICTIM is a loser',
'VICTIM is pushing Republicans down the same old path of defeat',
'VICTIM is dopey',
'VICTIM is an establishment flunky',
'VICTIM should get a life',
'VICTIM just totally bombed',
'VICTIM has ZERO credibility',
'VICTIM is an establishment dope',
'VICTIM has made so many mistakes',
'VICTIM is part of the Republican Establishment problem',
'VICTIM is an all talk, no action dummy!',
'VICTIM is a total fool',
'VICTIM purposely mischaracterised my statement',
'VICTIM is a big fat moron',
'VICTIM is a biased dope',
'VICTIM is easy to beat!',
'VICTIM spent $430 million and lost ALL races',
'VICTIM wasted $400 million',
'VICTIM didn\'t win one race',
'VICTIM is a total loser',
'VICTIM is a clown with zero credibility',
'VICTIM is an irrelevant clown, sweats and shakes nervously',
'VICTIM has no credibility',
'VICTIM is a Bush plant who called all races wrong',
'VICTIM is a dopey political pundit',
'VICTIM is one of the dumber people on television',
'VICTIM is a fraud',
'VICTIM is just pathetic',
'VICTIM is paid for by the politicians bosses',
'VICTIM is a total #Mediafraud',
'VICTIM is a joke!',
'VICTIM is in pocket of Wall Street',
'VICTIM is owned by the banks',
'VICTIM took hundreds of thousands of dollars in gifts',
'VICTIM is bought and paid for by special interests!',
'VICTIM is a terrible representative of Evangelicals',
'VICTIM is a nasty guy with no heart!',
'VICTIM is a total clown',
'VICTIM is a low-class slob',
'VICTIM knows nothing about me or my religion',
'VICTIM came to my office looking for work',
'VICTIM is a total disaster for Republicans & America',
'VICTIM is a total disaster',
'VICTIM is failing so badly that it will soon be taken off thr air',
'VICTIM is close to death',
'VICTIM is a dead T.V.',
'VICTIM should be put to sleep',
'VICTIM is a total loser',
'VICTIM is sloppy',
'VICTIM is grubby',
'VICTIM is a total mess-big crime',
'VICTIM is going through massive attacks to its people by the migrants allowed to enter the country',
'VICTIM is a total phony and con man',
'VICTIM is a total phony',
'VICTIM is just a dishonest guy',
'VICTIM asked me for expensive hotel rooms',
'VICTIM is a bad guy!',
'VICTIM is a total scam on our system and country',
'VICTIM is a total waste of money',
'VICTIM has too much staff being paid way too much money',
'VICTIM is a toy by comparison',
'VICTIM is a V.P.candidate who failed badly',
'VICTIM has a dead campaign',
'VICTIM is terrible at business',
'VICTIM did such a horrible job',
'VICTIM is a waste',
'VICTIM is all talk, no action',
'VICTIM is a very stupid, highly incompetent person running our country into the ground',
'VICTIM is just plain incompetent',
'VICTIM is in total disarray',
'VICTIM is a dishonest journlist',
'VICTIM is part of the dishonest media',
'VICTIM is losing too much money. Great news!',
'VICTIM is going out of business',
'VICTIM has no money, no cred!',
'VICTIM is a very untalented reporter',
'VICTIM is considered by many in the world of politics to be the dumbest and most slanted of the political sites',
'VICTIM is a scam!',
'VICTIM is dishonest',
'VICTIM is pure scum',
'VICTIM is so dishonest!',
'VICTIM has no power',
'VICTIM is a clown',
'VICTIM is a serious hater',
'VICTIM is really dishonest',
'VICTIM is losing lots of money',
'VICTIM is not read or respected by many',
'VICTIM goes out of their way to distort truth!',
'VICTIM covers me more inaccurately than any other media source',
'VICTIM is an incompetent judge!',
'VICTIM has embarrassed all by making very dumb political statements about me',
'VICTIM has a mind that is shot',
'VICTIM should resign!',
'VICTIM is totally ineffective & has been for years',
'VICTIM questioned me in such a nasty fashion',
'VICTIM is bad at math, nobody cares what they say in their editorials anymore, especially me!',
'VICTIM reported \'Cruz momentum\' but nothing about the fact that I easily won!',
'VICTIM is so dishonest',
'VICTIM so totally wrong',
'VICTIM loves to write badly about me',
'VICTIM looks like a tabloid',
'VICTIM is ever-dwindling',
'VICTIM hAS BAD JUDGEMENT',
'VICTIM is really dumb',
'VICTIM should never have been written',
'VICTIM is back to doing very sleazy and dishonest \'pushpolls\' on me',
'VICTIM is begging for money like a dog',
'VICTIM is biased',
'VICTIM is a @FoxNews flunky',
'VICTIM is a Iraq war monger',
'VICTIM is highly overrated',
'VICTIM should be fired',
'VICTIM a dope',
'VICTIM is bought and paid for by lobbyists!',
'VICTIM will never MAKE AMERICA GREAT AGAIN!',
'VICTIM has the worst voting record in the U.S. Senate in many years',
'VICTIM is a total lightweight',
'VICTIM is scamming Florida',
'VICTIM is a dishonest lightweight',
'VICTIM is a fraud lightweight',
'VICTIM is a big loser',
'VICTIM puts out ad that my pilot was a drug dealer- not true, not my pilot!',
'VICTIM has the worst record',
'VICTIM never even shows up to vote',
'VICTIM treated America\'s ICE officers \'like absolute trash\' in order to pass Obama\'s amnesty',
'VICTIM gave amnesty to criminal aliens guilty of \'sex offenses.\' DISGRACE!',
'VICTIM is just another Washington D.C. politician',
'VICTIM has poor work ethic!',
'VICTIM is set to be the \'puppet\' of the special interest Koch brothers',
'VICTIM is the lightweight no show Senator from Florida',
'VICTIM is not as smart as Cruz, and may be an even bigger liar',
'VICTIM doesn\'t even show up for votes!',
'VICTIM is a choker, and once a choker, always a choker!',
'VICTIM not presidential material',
'VICTIM looks like a little boy on stage',
'VICTIM is very weak on illegal immigration',
'VICTIM is a lightweight choker',
'VICTIM couldn\'t even respond properly to President Obama\'s State of the Union Speech without pouring sweat & chugging water',
'VICTIM is a highly overrated politician',
'VICTIM cannot be President',
'VICTIM only won the debate in the minds of desperate people',
'VICTIM is very disloyal to Jeb',
'VICTIM is weak on illegal immigration',
'VICTIM is VERY weak on illegal immigration',
'VICTIM is perfect little puppet',
'VICTIM is very disloyal',
'VICTIM never made ten cents',
'VICTIM is totally controlled',
'VICTIM is lazy',
'VICTIM has worst voting record in Senate',
'VICTIM is very weak on stopping illegal immigration',
'VICTIM knows nothing about finance',
'VICTIM is VERY weak on immigration',
'VICTIM is incapable of making great trade deals',
'VICTIM is rarely there to vote on a bill',
'VICTIM has one of the worst attendance record in Senate',
'VICTIM will allow anyone into the country',
'VICTIM truly doesn\'t have a clue!',
'VICTIM is broken, like so much else in our country',
'VICTIM came out with another one of their phony polls',
'VICTIM should be totally discredited',
'VICTIM cannot report the news truthfully',
'VICTIM choked like a dog',
'VICTIM is a mixed up man who doesn\'t have a clue. No wonder he lost!',
'VICTIM is a total joke, and everyone knows it!',
'VICTIM is a disaster candidate who had no guts and choked',
'VICTIM begged me for my endorsement four years ago',
'VICTIM doesn\'t know how to win',
'VICTIM didn\'t show his tax return until SEPTEMBER 21, 2012, and then only after being humiliated by Harry R',
'VICTIM is one of the dumbest and worst candidates in the history of Republican politics',
'VICTIM is so awkward and goofy',
'VICTIM blew an election that should have never been lost',
'VICTIM had a terrible \'choke\' loss to Obama',
'VICTIM lost an election that should have easily been won',
'VICTIM should not be allowed on TV',
'VICTIM is truly one of the dumbest of the talking heads',
'VICTIM consistently fumbles & misrepresents poll results',
'VICTIM has been so wrong & hates it!',
'VICTIM is in a total meltdown',
'VICTIM has a weakness that is the greatest recruiting tool of ISIS!!!',
'VICTIM continues to report fictious poll numbers',
'VICTIM is pushing the GOP around',
'VICTIM wants ridiculous debate terms',
'VICTIM is a crime and killing machine',
'VICTIM is so unbelievably crooked',
'VICTIM wants to flood our country with Syrian immigrants that we know little or nothing about',
'VICTIM is a liar!',
'VICTIM betrayed Bernie voters',
'VICTIM is not at all loyal',
'VICTIM killed jobs!',
'VICTIM is against steelworkers and miners',
'VICTIM destroyed jobs and manufacturing',
'VICTIM led Obama into bad decisions!',
'VICTIM will sell our country down the tubes!',
'VICTIM is bought and paid for by Wall Street, lobbyists and special interests',
'VICTIM is a DISASTER on foreign policy',
'VICTIM is Sad!!',
'VICTIM is not qualified',
'VICTIM has WEAK leadership',
'VICTIM is sooooo guilty',
'VICTIM lied to the FBI and to the people of our country',
'VICTIM has very bad judgement',
'VICTIM is not fit to lead!',
'VICTIM is unfit to serve as President',
'VICTIM hAS BAD JUDGEMENT!',
'VICTIM is a total disgrace!',
'VICTIM is the founder of ISIS',
'VICTIM is guilty as hell',
'VICTIM will NEVER be able to handle the complexities and danger of ISIS',
'VICTIM is sellng out America',
'VICTIM has such bad judgement',
'VICTIM has no sense of markets',
'VICTIM may be the most corrupt person ever to seek the presidency',
'VICTIM will be a disaster for jobs and the economy!',
'VICTIM defrauded America',
'VICTIM has a judgement that killed thousands, unleashed ISIS and wrecked the economy.',
'VICTIM has really bad judgement and a temperament',
'VICTIM is totally unfit to be our president',
'VICTIM is unable to answer tough questions!',
'VICTIM has a very bad and destructive track record',
'VICTIM is not honest!',
'VICTIM doesn\'t even look presidential!',
'VICTIM is reading poorly from the telepromter!',
'VICTIM no longer has credibility',
'VICTIM has zero natural talent',
'VICTIM has a very stupid use of e-mails',
'VICTIM suffers from plain old bad judgement!',
'VICTIM is reckless and dangerous',
'VICTIM has zero imagination and even less stamina',
'VICTIM can\'t close the deal with Bernie Sanders',
'VICTIM can\'t close the deal on Crazy Bernie',
'VICTIM has bad judgment!',
'VICTIM is pushing the false narrative that I want to raise taxes',
'VICTIM has ZERO leadership ability',
'VICTIM is constantly playing the women\'s card - it is sad!',
'VICTIM is dealing with men who get off the reservation.',
'VICTIM is perhaps the most dishonest person to have ever run for the presidency',
'VICTIM is one of the all time great enablers!',
'VICTIM is unqualified to be president',
'VICTIM has been involved in corruption for most of her professional life!',
'VICTIM is a major national security risk',
'VICTIM lied last week',
'VICTIM doesn\'t have the strength or stamina to be president',
'VICTIM is a totally flawed candidate',
'VICTIM lIED at the debate last night',
'VICTIM does not have the STRENGTH or STAMINA to be President',
'VICTIM will be soundly defeated',
'VICTIM won\'t call out radical Islam',
'VICTIM is afraid of Obama & the emails',
'VICTIM is totally incompetent as a manager and leader',
'VICTIM looked lost',
'VICTIM is 100% CONTROLLED',
'VICTIM did a terrible job',
'VICTIM did an absolutely horrible job of securing the border',
'VICTIM should be ashamed',
'VICTIM failed on the border',
'VICTIM should be forced to take an IQ test',
'VICTIM doesn\'t understand what the word demagoguery means',
'VICTIM failed at the border',
'VICTIM needs a new pair of glasses',
'VICTIM just wants to shut down and go home to bed!',
'VICTIM totally sold out',
'VICTIM has done such a complete fold',
'VICTIM has totally given up on his fight for the people',
'VICTIM has lost his energy and his strength',
'VICTIM flamed out',
'VICTIM has no energy left!',
'VICTIM is exhausted',
'VICTIM just can\'t go on any longer',
'VICTIM is ending really weak',
'VICTIM has abandoned his supporters',
'VICTIM is selling out!',
'VICTIM is lying when he says his disruptors aren\'t told to go to my events.',
'VICTIM would be so easy to beat!',
'VICTIM can\'t even defend his own microphone',
'VICTIM did really poorly on television',
'VICTIM could not stop Obama (twice)',
'VICTIM out of self preservation, is concerned w/ my high poll #s',
'VICTIM loses a fortune',
'VICTIM doesn\'t have a clue',
'VICTIM is trying to destroy Israel with all his bad moves',
'VICTIM is living in a world of the make believe!',
'VICTIM is the worst president in U.S. history!',
'VICTIM looks and sounds so ridiculous',
'VICTIM spends so much time speaking of the so-called Carbon footprint, and yet he flies all the way to Hawaii on a massive old 747',
'VICTIM has a horrible attitude',
'VICTIM is just so bad!',
'VICTIM is hollowing out our military',
'VICTIM is doing a terrible job',
'VICTIM is doing many bad things behind our backs',
'VICTIM is controlled by Mexican government?',
'VICTIM has guests are stacked for Crooked Hillary!',
'VICTIM is getting more and more biased',
'VICTIM is so negative, getting even worse',
'VICTIM is working hard to make me look as bad as possible',
'VICTIM paid a fortune for an Iowa Poll, which shows me in first place over Cruz by 13%, 33% to 20% - then doesn\'t use it',
'VICTIM is totally one-sided and biased against me that it is becoming boring',
'VICTIM does not cover me accurately',
'VICTIM has a major inferiority complex',
'VICTIM is a dopey clown',
'VICTIM has knowingly committed fraud',
'VICTIM wants to control our U.S. politicians with daddy\'s money',
'VICTIM is a really stupid talking head',
'VICTIM is an embarrassed loser',
'VICTIM lost all credibility',
'VICTIM couldn\'t get elected dog catcher',
'VICTIM forgot to mention my phenomenal biz success rate',
'VICTIM didn\'t get the right gene.',
'VICTIM reminds me of a spoiled brat without a properly functioning brain',
'VICTIM is a third rate talent',
'VICTIM is a total loser!',
'VICTIM has no power in iowa',
'VICTIM is so totally dishonest!',
'VICTIM is unfair and biased',
'VICTIM will always take a good story about me and make it bad',
'VICTIM is a disgusting fraud',
'VICTIM is laughing at the @nytimes for the lame hit piece they did on me and women',
'VICTIM wrote yet another hit piece on me',
'VICTIM is always trying to belittle',
'VICTIM has lost its way!',
'VICTIM never even calls to fact check',
'VICTIM knowingly writes lies',
'VICTIM allows dishonest writers to totally fabricate stories',
'VICTIM should focus on fair and balanced reporting',
'VICTIM made all bad decisions over the last decade',
'VICTIM is falling apart',
'VICTIM is always looking for a hit to bring them back into relevancy2014ain\'t working',
'VICTIM is now irrelevant',
'VICTIM is one of the dumbest people in politics',
'VICTIM has no talent, no TV persona',
'VICTIM is one of the least talented people on television',
'VICTIM is a totally biased loser who doesn\'t have a clue',
'VICTIM will be gone soon',
'VICTIM is really hard to watch, has zero talent',
'VICTIM, you have no idea what my strategy on ISIS is',
'VICTIM is so average in so many ways!',
'VICTIM is always complaining about Trump',
'VICTIM is so average in every way',
'VICTIM is very bad at math',
'VICTIM should take another eleven day \'unscheduled\' vacation',
'VICTIM is not very good or professional',
'VICTIM really bombed tonight',
'VICTIM is getting ready to treat me unfairly',
'VICTIM is a total low life',
'VICTIM will fade fast',
'VICTIM is a major sleaze and buffoon',
'VICTIM got thrown off of TV by NBC',
'VICTIM has done nothing',
'VICTIM is incapable of doing anything.',
'VICTIM has failed miserably',
'VICTIM is doing a lousy job in taking care of our Vets',
'VICTIM let us down',
'VICTIM graduated last in their class',
'VICTIM should be defeated in the primaries',
'VICTIM has gone really hostile ever since I said I won\'t do or watch the show anymore',
'VICTIM doesn\'t have much power or insight!',
'VICTIM has gone wild with hate',
'VICTIM has the absolutely worst anti-Trump talking heads on his show',
'VICTIM is a hater & racist',
'VICTIM has to stop working to be so politically correct',
'VICTIM asked if he could have pictures taken with me. I said fine. He then trashes on air!',
'VICTIM is highly neurotic',
'VICTIM was the WORST abuser of woman in U.S. political history',
'VICTIM a gigantic hypocrite',
'VICTIM was called a racist',
'VICTIM dEMONSTRATED A PENCHANT FOR SEXISM',
'VICTIM is so inappropriate',
'VICTIM won\'t survive',
'VICTIM has lost all credibility',
'VICTIM endorsed a candidate who can\'t win',
'VICTIM is desperate',
'VICTIM begged me for ads',
'VICTIM has been run into the ground',
'VICTIM will be dead in 2 years',
'VICTIM is so biased it is disgusting',
'VICTIM treats me so badly',
'VICTIM is incapable of understanding foreign policy',
'VICTIM should know that the pyramids built for grain storage - don\'t people get it?',
'VICTIM has never created a job in his life',
'VICTIM isn\'t smart enough to know what\'s going on at the border',
'VICTIM is not looking tough!',
'VICTIM is not looking smart',
'VICTIM is not looking good',
'VICTIM totally lost control of illegal immigration, even with criminals',
'VICTIM looks more and more like a paper tiger',
'VICTIM is letting criminals knowingly stay in our country',
'VICTIM is just a 3rd rate \'gotcha\' guy!',
'VICTIM is kooky',
'VICTIM is totally ineffective',
'VICTIM is a low-level degenerate',
'VICTIM should drop out of the race-stop wasting time & money',
'VICTIM really went wacko today',
'VICTIM can\'t function under pressure',
'VICTIM is not very presidential',
'VICTIM has NO path to victory',
'VICTIM can never beat Hilary Clinton',
'VICTIM is mathematically dead and totally desperate',
'VICTIM hates New York',
'VICTIM can\'t win with the voters so he has to sell himself to the bosses',
'VICTIM can\'t get votes (I am millions ahead of him)',
'VICTIM has to get his delegates from the Republican bosses',
'VICTIM attacked New Yorkers and New York values- we don\'t forget!',
'VICTIM has accomplished absolutely nothing',
'VICTIM does not have the right \'temperment\' to be President',
'VICTIM is the biggest liar in politics!',
'VICTIM is acomplete & total liar',
'VICTIM holds the Bible high and then lies and misrepresents the facts!',
'VICTIM lies so much and is so dishonest',
'VICTIM should be immediately disqualified in Iowa',
'VICTIM told thousands of caucusgoers (voters) that Trump was strongly in favor of ObamaCare and \'choice\' - a total lie!',
'VICTIM sent out a VOTER VIOLATION certificate to thousands of voters',
'VICTIM didn\'t win Iowa, he illegally stole it',
'VICTIM can\'t even get a Senator like @BenSasse, who is easy, to endorse him',
'VICTIM will do anything to stay at the trough',
'VICTIM is dropping like a rock',
'VICTIM is in bed w/ Wall St.',
'VICTIM is spending $millions on ads paid for by his N.Y. bosses',
'VICTIM says one thing for money, does another for votes',
'VICTIM is the ultimate hypocrite',
'VICTIM did not list on his personal disclosure form personally guaranteed loans from banks. They own him!',
'VICTIM is not much of a reformer',
'VICTIM would speak behind my back, get caught, and then deny it',
'VICTIM should not make statements behind closed doors to his bosses',
'VICTIM made many bad calls',
'VICTIM is one of the most overrated political pundits',
'VICTIM is wrong almost all of the time',
'VICTIM should be thrown off Fox News',
'VICTIM is boring and totally biased',
'VICTIM is a major lightweight with no credibility',
'VICTIM has no honor!',
'VICTIM was ran out of the race like a little boy',
'VICTIM should respect me',
'VICTIM is a dumb mouthpiece',
'VICTIM got zero against me- no cred!',
'VICTIM had zero in his presidential run before dropping out in disgrace',
'VICTIM embarrasses himself with endorsement of Bush',
'VICTIM embarrassed himself with his failed run for President',
'VICTIM is so easy to beat!',
'VICTIM is low energy',
'VICTIM wants to look cool, but it\'s far too late',
'VICTIM has no clue',
'VICTIM is spending a fortune of special interest against me in SC',
'VICTIM is desperate and SAD!',
'VICTIM gave up and enlisted Mommy and his brother',
'VICTIM is by far the weakest of the lot',
'VICTIM has gone nasty with lies',
'VICTIM is a pathetic figure!',
'VICTIM spent a fortune of special interest money on a Super Bowl ad',
'VICTIM has zero communication skills',
'VICTIM had to bring in mommy to take a slap at me',
'VICTIM should go home and relax!',
'VICTIM is a total embarrassment to himself and his family',
'VICTIM is a basket case',
'VICTIM has been confused for forty years',
'VICTIM is bad on women\'s health issues',
'VICTIM is miserable',
'VICTIM just doesn\'t get it',
'VICTIM will never secure the border',
'VICTIM will NEVER Make America Great Again',
'VICTIM has gone off the deep end',
'VICTIM misrepresents my positions!',
'VICTIM is rapidly fading',
'VICTIM is so off the rails',
'VICTIM is a waste of time',
'VICTIM just doesn\'t know about winning',
'VICTIM is now in total freefall',
'VICTIM is one of the dumber bloggers',
'VICTIM is really boring, slow, lethargic',
'VICTIM wouldn\'t know the truth if it hit him in the face',
'VICTIM has paid ZERO respect to the great police and law enforcement professionals',
'VICTIM is a sleazebag',
'VICTIM is not only breaking the spirit of the law but the law itself',
'VICTIM is spending more time doing a forensic analysis of Melania\'s speech than the FBI spent on Hillary\'s emails',
'VICTIM is trying their absolute best to depict a star in a tweet as the Star of David rather than a Sheriff\'s Star, or plain star!',
'VICTIM is so totally biased',
'VICTIM is on a new phony kick about my management style',
'VICTIM has not covered my long-shot great finish in Iowa fairly',
'VICTIM will not report the highly respected new national poll that just came out',
'VICTIM is rambling and overly flamboyant',
'VICTIM begged my people for a job',
'VICTIM is virtually incompetent',
'VICTIM allowed Crooked Hillary to get away with \'murder\'',
'VICTIM is totally rigged and corrupt!',
'VICTIM bombed last night!',
'VICTIM is very racist!',
'VICTIM has a nasty mouth',
'VICTIM is one of the least productive U.S. Senators',
'VICTIM gets nothing done',
'VICTIM does nothing to help!',
'VICTIM didn\'t have the guts to run for POTUS',
'VICTIM has a career that is totally based on a lie',
'VICTIM wrote letter to me begging for forgiveness',
'VICTIM selfishly opposed to me!',
'VICTIM should resign',
'VICTIM is totally biased against me',
'VICTIM was going off the air until I came along',
'VICTIM knows so little about politics',
'VICTIM will be fired like a dog',
'VICTIM doesn\'t have a natural instinct for politics',
'VICTIM registers ZERO in the polls',
'VICTIM couldn\'t be elected dog catcher if he ran again',
'VICTIM spent $1,000 to register in New Hampshire & dropped out the next day. Such a waste!',
'VICTIM registered at less than 1 percent in the polls',
'VICTIM is such a mess',
'VICTIM knows nothing about me',
'VICTIM did a terrible job against me',
'VICTIM will lead to at least partial world destruction',
'VICTIM is a catastrophe',
'VICTIM made one of the dumbest & most dangerous misjudgments ever',
'VICTIM poses a direct national security threat',
'VICTIM wants $120,000 to make a boring speech',
'VICTIM covers me very inaccurately',
'VICTIM did a 1 hour hit job on me today',
'VICTIM is totally out of control',
'VICTIM treats me very badly',
'VICTIM is trying hard to disguise their massive Muslim problem',
'VICTIM will drop like a rock in the polls',
'VICTIM is good for Mexico!',
'VICTIM doesn\'t have what it takes',
'VICTIM can\'t debate',
'VICTIM fell right into President Obama\'s trap on ObamaCare',
'VICTIM came in dead last',
'VICTIM is so irrelevant to the race',
'VICTIM is uncomfortable looking',
'VICTIM sucks and is are bad for U.S.A.',
'VICTIM wants to continue our bad trade deals',
'VICTIM wasted a lot of time and money',
'VICTIM is weak and totally conflicted',
'VICTIM is dumb as a rock',
'VICTIM did a terrible job of ticket distrbution',
'VICTIM won\'t even call it what it is - RADICAL ISLAM!',
'VICTIM has zero credibility',
'VICTIM is very dumb and failing',
'VICTIM is a mental basketcase',
'VICTIM always seems to be crying'
}
function trump:onMessage(message)
local input = mattata.input(message.text)
local victim
if not input then
victim = message.from.first_name
else
if message.reply_to_message then
victim = message.reply_to_message.from.first_name
else
victim = input
end
end
mattata.sendMessage(message.chat.id, trumps[math.random(#trumps)]:gsub('VICTIM', victim) .. ' - Donald J. Trump', nil, true, false, message.message_id)
end
return trump
|
local S = minetest.get_translator("bobcraft_blocks")
local function chest_formspec(chest_pos)
local pos = chest_pos.x .. "," .. chest_pos.y .. "," .. chest_pos.z
local formspec =
"size[9,9]" ..
"list[nodemeta:" .. pos .. ";main;0,0.3;9,4;]" ..
"list[current_player;main;0,4.5;9,3;9]" ..
"list[current_player;main;0,7.85;9,1;]" ..
"listring[nodemeta:" .. pos .. ";main]" ..
"listring[current_player;main]"
return formspec
end
minetest.register_node("bobcraft_blocks:chest", {
description = S("Chest"),
tiles = {
"chest_top.png", "chest_top.png",
"chest_side.png", "chest_side.png",
"chest_side.png", "chest_front.png",
},
paramtype2 = "facedir",
groups = {pickaxe=1},
sounds = bobcraft_sounds.node_sound_wood(),
is_ground_content = false,
hardness = 2.5,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size('main', 9*4)
end,
on_rightclick = function(pos, node, player)
minetest.sound_play({name="door_open", pos=pos})
minetest.show_formspec(player:get_player_name(), "bobcraft_blocks:chest", chest_formspec(pos))
end,
after_dig_node = function(pos, oldnode, oldmeta, digger) -- we drop our inventory when broken
for _, item in ipairs(oldmeta.inventory.main) do
local item_drop = ItemStack(item)
local item_count = item_drop:get_count()
item_drop:set_count(1)
for j=1, item_count do
local dropped_item = minetest.add_item(table.copy(pos), item_drop)
if dropped_item then
dropped_item:get_luaentity().magnettime = break_flyto_time
end
end
end
end,
})
|
local clamp,floor = math.Clamp,math.floor
local min = math.min
-- Local variables
local function IsColdWorld()
local mapEnt = StormFox.MAP.Entities()[1]
if not mapEnt.coldworld then return false end
return mapEnt.coldworld > 0
end
local function lerpAnyValue( amount, currentValue, targetValue )
if not currentValue then return targetValue end -- NOTE: If you find that the values are going instantly to the target check here first
if not targetValue then return currentValue end
amount = math.Clamp( amount, 0, 1 )
if type( currentValue ) ~= type( targetValue ) then
ErrorNoHalt("ERROR: lerpAnyValue called with values of two different types. Returning original value")
debug.Trace()
return currentValue
end
if type( currentValue ) == "number" then -- Standard number Lerp
return Lerp( amount, currentValue, targetValue )
elseif type( currentValue ) == "table" and currentValue.a and currentValue.r and currentValue.g and currentValue.b then -- Color lerp
local r = Lerp( amount, currentValue.r, targetValue.r )
local g = Lerp( amount, currentValue.g, targetValue.g )
local b = Lerp( amount, currentValue.b, targetValue.b )
local a = Lerp( amount, currentValue.a, targetValue.a )
return Color( r, g, b, a )
end
ErrorNoHalt("ERROR: Unsupported lerp value type. Returning original value")
return currentValue
end
-- functions
function StormFox.CalculateMapLight( flTime , nMin, nMax )
if not nMin then nMin = 0 end
if not nMax then nMax = 100 end
flTime = flTime or StormFox.GetTime()
-- Just a function to calc daylight amount based on time. See here https://www.desmos.com/calculator/842tvu0nvq
local flMapLight = -0.00058 * math.pow( flTime - 750, 2 ) + nMax
return clamp( flMapLight, nMin, nMax )
end
local currentMapMaterialFunc,currentMapMaterial,currentLvl,currentMapMaterialid = nil,nil,0,""
if SERVER then
local startTemp = math.random(StormFox.GetMapSetting("mintemp",-10),StormFox.GetMapSetting("maxtemp",20))
if IsColdWorld() then
startTemp = math.min(startTemp,-3)
end
StormFox.SetNetworkData( "Temperature", startTemp )
StormFox.SetNetworkData( "Thunder",false)
StormFox.SetNetworkData( "Wind", 0 )
StormFox.SetNetworkData( "WindAngle", math.random(360) ) --cl
if StormFox.GetNetworkData( "Temperature",0) < -4 then
if StormFox.WeatherTypes[ "rain" ] then
local str,mType,lvl,snd = StormFox.WeatherTypes[ "rain" ].DataCalculationFunctions.MapMaterial(1,StormFox.GetNetworkData( "Temperature",0))
currentMapMaterialFunc = StormFox.WeatherTypes[ "rain" ].DataCalculationFunctions.MapMaterial
StormFox.TexHandler.ApplyMaterial(str,mType,lvl,snd)
end
end
function StormFox.SetWeather( sWeatherId, flMagnitude, tTime )
if not StormFox.GetWeatherType( sWeatherId ) then print( "[StormFox] Weather not found:", sWeatherId ) print(debug.traceback()) return end
local old_w = StormFox.GetNetworkData("Weather","clear")
StormFox.SetNetworkData( "Weather",sWeatherId)
StormFox.SetNetworkData( "WeatherMagnitude", flMagnitude, tTime)
if flMagnitude <= 0 then
hook.Call("StormFox - NewWeather",nil,"clear",old_w)
else
hook.Call("StormFox - NewWeather",nil,sWeatherId,old_w)
end
end
StormFox.SetWeather("clear",0)
end
local skyUpdate = 0
hook.Add("StormFox - NetDataChange","StormFox - WeatherLogic",function(var,weather)
if var ~= "Weather" and var ~= "WeatherMagnitude" then return end
local sWeatherID = StormFox.GetNetworkData( "Weather", "clear" )
local flMagnitude = StormFox.GetNetworkData( "WeatherMagnitude") or 0
if not StormFox.GetWeatherType( sWeatherID ) then print( "[StormFox] Weather not found:", sWeatherId ) return end
StormFox.Weather = StormFox.GetWeatherType( sWeatherID )
skyUpdate = 0 -- update now
end)
-- timeChange
local function timeToEnumeratedValue( flTime )
if flTime <= StormFox.Weather.TIME_SUNRISE - 60 then
return "TIME_NIGHT"
elseif flTime < StormFox.Weather.TIME_SUNRISE then
return "TIME_SUNRISE"
elseif flTime < StormFox.Weather.TIME_SUNSET then
return "TIME_NOON"
elseif flTime < StormFox.Weather.TIME_SUNSET + 60 then
return "TIME_SUNSET"
else
return "TIME_NIGHT"
end
end
-- update varables
local instantSet = false
hook.Add("StormFox.Time.Set","StormFox - instasetfix",function()
instantSet = true
skyUpdate = 0
end)
local UPDATE_INTERVAL = 5
local oldTime,oldAmount,oldWeather
local cacheAmount,cacheflMagnitude = {},-1
-- ground material controller
if SERVER then
timer.Create("StormFox - MapMaterialController",4,0,function()
if not StormFox.GetMapSetting("material_replacment") then
if currentMapMaterialFunc then -- Remove old material
StormFox.TexHandler.ApplyMaterial()
currentMapMaterial = nil
end
return
end
if not currentMapMaterialFunc then return end -- No ground function
-- Load/generate data
local sWeatherID = StormFox.GetNetworkData( "Weather", "clear" )
local mat,mType,lvl,snd = currentMapMaterialFunc(StormFox.GetNetworkData( "WeatherMagnitude" , 0),StormFox.GetNetworkData("Temperature",20),sWeatherID)
lvl = clamp(floor(lvl or 0),0,3)
-- Remove old weather-functions if nil material
if not mat then -- Remove material and function
currentLvl = 0
if currentMapMaterial then -- Remove old material
StormFox.TexHandler.ApplyMaterial()
currentMapMaterial = nil
end
if sWeatherID ~= currentMapMaterialid then -- Remove function if its set by old weather
currentMapMaterialFunc = nil
currentMapMaterialid = nil
end
return
end
-- Lvl 0 is no material change
if lvl <= 0 then return end
local checkMat = mat
if type(mat) == "table" then checkMat = mat[1] end
-- Only material if new or if material-lvl is grown
if (currentMapMaterial or "") == checkMat and (lvl or 0) <= currentLvl then return end
currentLvl = lvl
currentMapMaterial = checkMat
-- Update
StormFox.TexHandler.ApplyMaterial(mat,mType,lvl,snd)
end)
end
local function weatherThink()
if skyUpdate > CurTime() then return end
local flTimeSpeed = StormFox.GetTimeSpeed()
if flTimeSpeed <= 0.2 then
flTimeSpeed = 5
end
skyUpdate = CurTime() + UPDATE_INTERVAL / flTimeSpeed
-- Load data
local sWeatherID = StormFox.GetNetworkData( "Weather", "clear" )
local flMagnitude = StormFox.GetNetworkData( "WeatherMagnitude" , 0)
if flMagnitude <= 0 then
StormFox.SetNetworkData( "Weather", "clear" )
sWeatherID = "clear"
end
if sWeatherID == "clear" then
flMagnitude = 1
end
local flTime = StormFox.GetTime() -- The UPDATE_INTERVAL seconds in the furture (Unless you speed up flTime)
flTime = flTime + UPDATE_INTERVAL / flTimeSpeed
local currentTimeType = timeToEnumeratedValue(flTime)
local dataUpdate = min(5,UPDATE_INTERVAL / flTimeSpeed) * 10
local newWeather = oldWeather ~= StormFox.Weather.id
local newTime = oldTime ~= currentTimeType
local newMagnitude = oldAmount ~= flMagnitude
if newMagnitude then
dataUpdate = dataUpdate / 4
end
if instantSet then
newWeather = true
instantSet = false
dataUpdate = nil
end
-- Calc weather and day data
if not newWeather and not newTime and not newMagnitude then return end
oldTime = currentTimeType
oldAmount = flMagnitude
oldWeather = StormFox.Weather.id
-- Update Static data
if newWeather then
dataUpdate = 5
for key,_ in pairs(StormFox.Weather.StaticData) do
StormFox.SetData(key,(StormFox.Weather:GetData(key)), dataUpdate)
end
end
-- Update timevars
for key,_ in pairs(StormFox.Weather.TimeDependentData) do
if flMagnitude >= 1 then
StormFox.SetData(key,(StormFox.Weather:GetData(key,flTime)), dataUpdate)
elseif flMagnitude > 0 then
local base = StormFox.GetWeatherType("clear"):GetData(key,flTime)
local aim = StormFox.Weather:GetData(key,flTime)
if not aim then
StormFox.SetData(key,base, dataUpdate)
else
local var = lerpAnyValue(flMagnitude,base,aim)
StormFox.SetData(key,var, dataUpdate)
end
end
end
-- Update weather/magnitude
if newMagnitude or newWeather then
for key,_ in pairs(StormFox.Weather.CalculatedData) do
if flMagnitude >= 1 then
StormFox.SetData(key,(StormFox.Weather:GetData(key,flTime)), dataUpdate)
elseif flMagnitude >= 0 then
local base = StormFox.GetWeatherType("clear"):GetData(key,flTime)
local aim = StormFox.Weather:GetData(key,flTime)
if not aim then
StormFox.SetData(key,base, dataUpdate)
else
local var = lerpAnyValue(flMagnitude,base,aim)
StormFox.SetData(key,var, dataUpdate)
end
end
end
for key,func in pairs(StormFox.Weather.DataCalculationFunctions) do
if type(func) ~= "function" then
ErrorNoHalt("[StormFox]: DataCalculationFunctions with an unknown value.")
elseif key == "MapMaterial" then
currentMapMaterialFunc = func
currentMapMaterialid = sWeatherID
else
StormFox.SetData(key,func(flMagnitude,currentTimeType), dataUpdate)
end
end
end
end
hook.Add( "Think", "StormFox - WeatherThink", weatherThink )
timer.Create("StormFox - MapLight",5,0,function()
-- Generate maplight
local mapLight = StormFox.CalculateMapLight(StormFox.GetTime(),StormFox.GetData("MapNightLight",0),StormFox.GetData("MapDayLight",100))
-- mapLight is from 0 to 100
-- Add the map-settings
local minlight,maxlight = StormFox.GetMapSetting("minlight",4),StormFox.GetMapSetting("maxlight",80)
local delta = (maxlight - minlight ) / 100
local light = minlight + mapLight * delta
--print("Calculated light: " .. mapLight)
--print("Min",minlight,"Max",maxlight)
--print("Delta",delta)
--print("Light calc",light)
StormFox.SetData("DayLightAmount",mapLight)
StormFox.SetData("MapLight",light)
if SERVER then
-- StormFox.CalculateMapLight(flTime, 0, 1)
StormFox.SetMapLight(light)
end
end)
if SERVER then
timer.Create("StormFox - BloomControl",5,0,function()
StormFox.SetMapBloom(StormFox.GetData("MapBloom") or 0.2)
StormFox.SetMapBloomAutoExposureMin(StormFox.GetData("MapBloomMin") or 0.7)
StormFox.SetMapBloomAutoExposureMax(StormFox.GetData("MapBloomMax") or 1)
end)
end
local function ET(pos,pos2,mask,filter)
if not pos or not pos2 then return {} end
local t = util.TraceLine( {
start = pos,
endpos = pos + pos2,
mask = mask,
filter = filter
} )
if not t then return {} end -- Sometimes it returns nil??
if not t.HitPos then
t.HitPos = pos + pos2
end
return t
end
local max = math.max
if SERVER then
timer.Create("StormFox - WeatherEvent",1,0,function()
if type(StormFox.Weather.InRain) ~= "function" then return end
local Gauge = StormFox.GetData("Gauge",0)
local wind = StormFox.GetNetworkData("Wind",0)
local windangle = StormFox.GetNetworkData("WindAngle",0)
local flMagnitude = StormFox.GetNetworkData( "WeatherMagnitude" , 0)
local downspeed = -max(1.56 * Gauge + 1.22,10) -- Base on realworld stuff .. and some tweaking (Was too slow)
downfallNorm = Angle(0,windangle,0):Forward() * wind
downfallNorm.z = downspeed
for _,ply in ipairs(player.GetAll()) do
local tr = ET(ply:GetShootPos(),downfallNorm * -16384,MASK_SHOT,ply)
if tr.HitSky then
StormFox.Weather:InRain(ply,flMagnitude)
end
end
end)
else
timer.Create("StormFox - WeatherEvent",1,0,function()
if type(StormFox.Weather.InRain) ~= "function" then return end
if not StormFox.Env.IsInRain() then return end
StormFox.Weather:InRain(LocalPlayer(),flMagnitude)
end)
end
|
SettingsSliderItem = setmetatable({}, SettingsSliderItem)
SettingsSliderItem.__index = SettingsSliderItem
SettingsSliderItem.__call = function()
return "SettingsItem", "SettingsItem"
end
function SettingsSliderItem.New(label, max, startIndex, barColor)
local data = {
Base = BasicTabItem.New(label or ""),
ItemType = SettingsItemType.SliderBar,
Label = label or "",
MaxValue = max,
_value = startIndex,
_coloredBarColor = barColor or Colours.HUD_COLOUR_FREEMODE,
Parent = nil,
_enabled = true,
_hovered = false,
_selected = false,
OnBarChanged = function(item, value)
end,
OnSliderSelected = function(item, value)
end
}
return setmetatable(data, SettingsSliderItem)
end
function SettingsSliderItem:Enabled(enabled)
if enabled ~= nil then
self._enabled = enabled
if self.Parent ~= nil and self.Parent.Parent ~= nil and self.Parent.Parent.Base.Parent ~= nil and self.Parent.Parent.Base.Parent:Visible() then
if self.Parent:Selected() then
local tab = IndexOf(self.Parent.Parent.Base.Parent.Tabs, self.Parent.Parent) - 1
local leftItem = IndexOf(self.Parent.Parent.LeftItemList, self.Parent) - 1
local rightIndex = IndexOf(self.Parent.ItemList, self) - 1
ScaleformUI.Scaleforms._pauseMenu._pause:CallFunction("ENABLE_RIGHT_ITEM", false, tab, leftItem, rightIndex, self._enabled)
end
end
else
return self._enabled
end
end
function SettingsSliderItem:Hovered(hover)
if hover ~= nil then
self._hovered = hover
else
return self._hovered
end
end
function SettingsSliderItem:Selected(selected)
if selected ~= nil then
self._selected = selected
else
return self._selected
end
end
function SettingsSliderItem:Value(value)
if value ~= nil then
self._value = value
local tab = IndexOf(self.Parent.Parent.Base.Parent.Tabs, self.Parent.Parent) - 1
local leftItem = IndexOf(self.Parent.Parent.LeftItemList, self.Parent) - 1
local rightIndex = IndexOf(self.Parent.ItemList, self) - 1
ScaleformUI.Scaleforms._pauseMenu:SetRightSettingsItemValue(tab, leftItem, rightIndex, value)
self.OnBarChanged(self, value)
else
return self._value
end
end
function SettingsSliderItem:ColoredBarColor(color)
if color ~= nil then
self._coloredBarColor = color
local tab = IndexOf(self.Parent.Parent.Base.Parent.Tabs, self.Parent.Parent) - 1
local leftItem = IndexOf(self.Parent.Parent.LeftItemList, self.Parent) - 1
local rightIndex = IndexOf(self.Parent.ItemList, self) - 1
ScaleformUI.Scaleforms._pauseMenu:UpdateItemColoredBar(tab, leftItem, rightIndex, color)
else
return self._coloredBarColor
end
end
|
-- load standard vis module, providing parts of the Lua API
require('vis')
lisp_file_types ={"clj", "cljs" , "lisp", "cljx", "cljc", "edn"}
function paredit_remove_filetype (x)
for k,v in pairs(lisp_file_types)do
if v == x then
lisp_file_types[k]=nil
end
end
end
function paredit_add_filetype (x)
if type(x) == "string" then
table.insert(lisp_file_types, x)
end
end
local lexers = vis.lexers
local l = require('lexer')
local match = lpeg.match
local P, R, S = lpeg.P, lpeg.R, lpeg.S
local char_sexp_literals = P{"\\" * S('(){}[]"') }
local char_literals = P{"\\" * (l.graph - S("n\"\\"))}
local str_pattern = ('"' * ( ( P("\\\"") + (1 - S('"'))))^0 * '"')
local strings_and_chars = str_pattern + char_sexp_literals
local lisp_word = (((l.graph - S("(){}[]\"\\")) + char_literals))^1
function find_first (p)
local I = lpeg.Cp ()
return lpeg.P{ I * p * I + 1 * lpeg.V(1) }
end
function is_lisp_file ()
local ex = vis.win.file.name
if ex~=nil then
local matcher = lpeg.P(lisp_file_types[1]) * P(-1)
for i = 2, #lisp_file_types do
matcher = matcher + lpeg.P(lisp_file_types[i] ) * P(-1)
end
return match(find_first (matcher), ex)
else return nil
end
end
local simple_sexp = P{("(" * ((1 - S("(){}[]\"")) + strings_and_chars + lpeg.V(1))^0 * ")") +
("[" * ((1 - S("(){}[]\"")) + strings_and_chars + lpeg.V(1))^0 * "]") +
("{" * ((1 - S("(){}[]\"")) + strings_and_chars + lpeg.V(1))^0 * "}")}
local complete_balanced_sexp = P{("(" * ((1 - S("(){}[]\"")) + strings_and_chars + lpeg.V(1))^0 * ")") +
("[" * ((1 - S("(){}[]\"")) + strings_and_chars + lpeg.V(1))^0 * "]") +
("{" * ((1 - S("(){}[]\"")) + strings_and_chars + lpeg.V(1))^0 * "}") +
(((l.graph - S("(){}[]\"\\")) + char_literals))^1+ str_pattern^1 }
local empty_sexp = P{( "(" * S(" \n")^0 * ")") +
( "[" * S(" \n")^0 * "]") + ( "{" * S(" \n")^0 * "}")}
local match_sexp = {["("] = ")",
[")"] = "(",
["["] = "]",
["]"] = "[",
["{"] = "}",
["}"] = "{",
["\""]="\"" }
function print_two (a,b)
print (" " .. tostring (a) .. "--" .. tostring(b))
end
function prinf (a,b,c)
vis:info(" " .. tostring(a) .. " " .. tostring (b) .. " " .. tostring (c) )
end
function prinmsg (a,b,c)
vis:message(" " .. tostring(a) .. " " .. tostring (b) .. " " .. tostring (c) )
end
function trim_space_around (pos)
local file = vis.win.file
local text = file:content(0, vis.win.file.size)
if match ( S('\r\n\f\t ')^1, file:content(pos, 1)) and pos > 0 then
local _ , start_pos = match (last_occurance(l.graph),vis.win.file:content(0, pos ) )
local end_pos, _ = match(next_occurance(l.graph),file:content(pos + 1, file.size -pos -1 ) )
file:delete(start_pos, end_pos + pos - start_pos )
vis.win.selection.pos = start_pos -1
end
return pos
end
function is_sexp (start, finish)
local text = vis.win.file:content(start , finish - start)
return match(complete_balanced_sexp , text)
end
function is_sexp_empty ()
end
function match_next_sexp (pos) local Range = {}
local I = lpeg.Cp()
local text = vis.win.file:content(pos + 1,vis.win.file.size)
local start, finish = match(S(" \n")^0 * I * complete_balanced_sexp * I, text )
if start ~= nil then
Range.start , Range.finish = pos + start, pos + finish
end
return Range
end
function match_next_simple_sexp (pos)
local Range = {}
local I = lpeg.Cp()
local text = vis.win.file:content(pos + 1,vis.win.file.size)
local start, finish = match(S(" \n")^0 * I * simple_sexp * I, text )
if start ~= nil then
Range.start , Range.finish = pos + start, pos + finish
end
return Range
end
function last_occurance (p)
local I = lpeg.Cp ()
return lpeg.P{(I * p * I * lpeg.S(" \n")^0 * lpeg.P(-1)) + 1 * lpeg.V(1)}
end
function next_occurance (p)
local I = lpeg.Cp ()
return lpeg.P{(I * p * I + 1 * lpeg.V(1))}
end
function match_previus_sexp (pos)
local text_trimmed = vis.win.file:content(0,pos)
return match(last_occurance(complete_balanced_sexp), text_trimmed)
end
function match_previus_lisp_word (pos)
local text_trimmed = vis.win.file:content(0,pos)
return match(last_occurance(lisp_word), text_trimmed)
end
function blink_error()
end
function move_sexp (current_pos, target_pos)
local file, cursor_char = vis.win.file, vis.win.file:content(current_pos,1)
if target_pos == nil then
blink_error()
elseif match_sexp[cursor_char] == nil then
blink_error(lexers.STYLE_INFO)
elseif match_sexp[cursor_char] ~= nil then
if current_pos > target_pos then
file:delete(current_pos, 1)
vis.win.selection.pos = current_pos
file:insert(target_pos, cursor_char)
vis.win.selection.pos = target_pos
elseif current_pos < target_pos then
file:delete(current_pos, 1)
vis.win.selection.pos =current_pos
file:insert(target_pos - 1, cursor_char)
vis.win.selection.pos = target_pos - 1
-- vis.win.selection.pos = target_pos - 1
end
end
end
function balance_sexp (key)
if key == '(' then
return function (_) vis:insert('()') return 0 end
elseif key == '[' then
return function (_) vis:insert('[]') return 0 end
elseif key == '{' then
return function (_) vis:insert('{}') return 0 end
elseif key == '"' then
return function (_) vis:insert('""') return 0 end
end
end
function search_top_sexp (start_pos, pos, text)
local start, finish = match (lpeg.P{ lpeg.Cp() * simple_sexp * lpeg.Cp() + 1 * lpeg.V(1) } , text, start_pos + 1)
if finish ~= nil then
if finish >= pos and start <= pos then
return start - 1, finish
else
return search_top_sexp (finish, pos , text)
end
else return -1
end
end
function lowest_level_sexp (pos)
local text = vis.win.file:content(0, vis.win.file.size)
local enclosing_sexp_start , enclosing_sexp_end = 0, vis.win.file.size
function travers_sexp (start_pos, pos, text)
local start, finish = match (lpeg.P{ lpeg.Cp() * simple_sexp * lpeg.Cp() + 1 * lpeg.V(1) } , text, start_pos + 1)
if finish ~= nil then
if start > pos and finish > pos then
return -1
elseif start <= pos and finish > pos then
enclosing_sexp_start, enclosing_sexp_end = start , finish
travers_sexp (start + 1 , pos , text)
elseif finish < pos then
travers_sexp (start + 1 , pos , text)
end
else return -1
end
end
travers_sexp(0,pos, text)
return enclosing_sexp_start - 1, enclosing_sexp_end -1
end
function slurp_sexp_forward ()
local file, pos = vis.win.file, vis.win.selection.pos
local start, finish = lowest_level_sexp(pos)
local cursor_char = vis.win.file:content(pos,1)
if match( S(')]}'), cursor_char)~= nil then
local sexp_pos = match_next_sexp(pos)
move_sexp(pos, sexp_pos.finish)
else
if match(empty_sexp, file:content(start , finish - start )) ~= nil then
vis.win.selection.pos = finish - 1
slurp_sexp_forward ()
end
end
end
function slurp_sexp_backwards ()
local file, pos = vis.win.file, vis.win.selection.pos
local start_2, finish_2 = lowest_level_sexp(pos)
local cursor_char = vis.win.file:content(pos,1)
if match( S('([{'), cursor_char)~= nil then
local start, finish = match_previus_sexp(pos)
if start == nil then
move_sexp(pos,nil)
else
move_sexp(pos,start - 1)
end
else
if start_2 > -1 and match(empty_sexp, file:content(start_2, finish_2- start_2)) ~= nil then
prinf(3)
vis.win.selection.pos = start_2
slurp_sexp_backwards ()
end
end
end
--function slurp_sexp_forward ()
-- local file, pos = vis.win.file, vis.win.selection.pos
-- local start, finish = lowest_level_sexp(pos)
-- local this_sexp = file:content(start , finish - start )
-- local cursor_char = vis.win.file:content(pos,1)
-- if match_sexp[cursor_char] == "(" then
-- local sexp_pos = match_next_sexp(pos)
-- move_sexp(pos, sexp_pos.finish)
-- else
-- if match(empty_sexp, this_sexp) ~= nil then
-- vis.win.selection.pos = finish - 1
-- slurp_sexp_forward ()
-- end
-- end
--end
function test_me ()
local pos = vis.win.selection.pos
local a,b = lowest_level_sexp(pos)
print("----" .. vis.win.file:content(a, b - a).. "....")
end
function top_sexp_at_cursor ()
local pos = vis.win.selection.pos
local text = vis.win.file:content(0, vis.win.file.size)
return search_top_sexp (0, pos, text)
end
function slice_sexp ( )
local pos = vis.win.selection.pos
local file = vis.win.file
local text = vis.win.file:content(0, vis.win.file.size)
left , right = lowest_level_sexp (pos + 1 )
if left ~= nil then
file:delete(left, 1)
file:insert(left, " ")
file:delete(right - 1, 1)
file:insert(right - 1, " ")
vis.win.selection.pos = pos
end
end
function make_sexp_wraper (x)
function wrap_sexp ()
local pos = vis.win.selection.pos
local file = vis.win.file
local text = vis.win.file:content(0, vis.win.file.size)
left , right = lowest_level_sexp (pos + 1 )
if left ~= nil then
file:insert(left, x )
file:insert(right - 1, match_sexp[x])
vis.win.selection.pos = pos
end
end
return wrap_sexp
end
function split_sexp ( )
local pos = vis.win.selection.pos
local file = vis.win.file
local pos = vis.win.selection.pos
file:insert(pos , " ")
file:delete(pos, 1 )
vis.win.selection.pos = pos
trim_space_around (vis.win.selection.pos)
pos = vis.win.selection.pos
local text = file:content(0, vis.win.file.size)
local left , right = lowest_level_sexp (pos + 1 )
local cursor_char = vis.win.file:content(pos, 1)
local split_pos = match_previus_lisp_word(pos + 1)
if left ~= -1 then
local s_type = vis.win.file:content(left , 1)
if match(S('\r\n\f\t ')^1, cursor_char) then
file:insert(pos , match_sexp[s_type] )
file:insert(pos + 2 , s_type )
vis.win.selection.pos = pos+2
elseif left == pos then
file:insert(pos, s_type )
file:insert(pos , match_sexp[s_type] )
vis.win.selection.pos = pos +2
-- prinf ("1")
elseif right == pos + 1 then
vis.win.selection.pos = pos
file:insert(pos , match_sexp[s_type] )
vis.win.selection.pos = pos
file:insert(pos + 1, s_type )
vis.win.selection.pos = pos + 1
-- prinf ("3")
else
local _ , new_pos = match (last_occurance(l.graph),vis.win.file:content(0, split_pos - 1) )
file:insert(new_pos - 1 , match_sexp[s_type] )
file:insert(split_pos, s_type )
vis.win.selection.pos = 1 + trim_space_around (new_pos )
-- prinf ("4")
end
end
end
vis.events.subscribe(vis.events.WIN_OPEN, function()
vis:map(vis.modes.INSERT, "(", balance_sexp("(") )
vis:map(vis.modes.INSERT, "[", balance_sexp("[") )
vis:map(vis.modes.INSERT, "{", balance_sexp("{") )
vis:map(vis.modes.INSERT, '"', balance_sexp('"') )
if is_lisp_file() ~= nil then
vis:map(vis.modes.NORMAL, '<Space>l', slurp_sexp_forward)
vis:map(vis.modes.NORMAL, '<Space>h', slurp_sexp_backwards )
vis:map(vis.modes.NORMAL, '<Space>b', slice_sexp)
vis:map(vis.modes.NORMAL, '<Space>(', make_sexp_wraper("("))
vis:map(vis.modes.NORMAL, '<Space>o', split_sexp)
end
end)
|
local mt = getmetatable(_G)
if mt == nil then
mt = {}
setmetatable(_G, mt)
end
function mt.__newindex(t, k, v)
return rawset(t, k, v)
end
|
-- ***********************************************************************************************************************
-- THIS IS THE MAIN CODE FOR THE GAME
-- ***********************************************************************************************************************
-- needed helper files
require("game_info")
require("countdown")
require("player")
require("enemy")
require("goals")
require("collision")
require("game_time")
-- initialize best score
best_score = {}
best_score.value = 0
-- ***********************************************************************************************************************
function love.load()
-- fonts
fonts = {}
fonts.info = love.graphics.newFont(25)
fonts.score = love.graphics.newFont(18)
fonts.start_counter = love.graphics.newFont(50)
fonts.game_end = love.graphics.newFont(25)
-- background image
background_image = {}
background_image.file = love.graphics.newImage("assets/img/PLCnext_Logo_cut.png")
background_image.width = background_image.file:getWidth()
background_image.height = background_image.file:getHeight()
background_image.x = love.graphics.getWidth() - background_image.width
background_image.y = love.graphics.getHeight() - background_image.height
-- initialize
game_info_shown = false
collision_start = 0
-- call load functions
game_info:load()
goals:load()
player:load()
enemy:load()
countdown:load()
game_time:load()
end
-- ***********************************************************************************************************************
function love.update(dt)
-- call of function for game information
if game_info_shown == false then
game_info:update(dt)
-- when game information are known
else
-- show countdown
countdown:update(dt)
-- when the playing time started ...
if time_until_start < 0 then
-- call functions for game time
game_time:update(dt)
-- call player function
player:update(dt)
-- call enemy function
enemy:update(dt)
enemy_collision = false
-- call goals function
goals:update(dt)
-- react to collision with goal of type 1
collision_handling( player.x, -- player x position
player.y, -- player y position
player.width, -- player image width
player.height, -- player image height
goals.type1, -- collision object
1, -- number of points
1 -- collision type 1: collision between player and goal
)
-- react to collision with goal of type 2
collision_handling( player.x, -- player x position
player.y, -- player y position
player.width, -- player image width
player.height, -- player image height
goals.type2, -- collision object
2, -- number of points
1 -- collision type 1: collision between player and goal
)
-- react to collision with enemy
collision_handling( player.x, -- player x position
player.y, -- player y position
player.width, -- player image width
player.height, -- player image height
enemy, -- collision object
1, -- number of points
2 -- collision type 2: collision between player and enemy
)
-- react to collision between enemy and goal of type 1
collision_handling( enemy.x, -- player x position
enemy.y, -- player y position
enemy.width, -- player image width
enemy.height, -- player image height
goals.type1, -- collision object
1, -- number of points
3 -- collision type 3: collision between enemy and goal
)
-- react to collision between enemy and goal of type 2
collision_handling( enemy.x, -- player x position
enemy.y, -- player y position
enemy.width, -- player image width
enemy.height, -- player image height
goals.type2, -- collision object
2, -- number of points
3 -- collision type 3: collision between enemy and goal
)
-- find out if best score has been exceeded
if remaining_time == 0.0 and score > best_score.value then
best_score.value = score
end
-- retry after game end
if remaining_time <= 0 and love.keyboard.isDown("return") then
goals:load()
player:load()
enemy:load()
countdown:load()
game_time:load()
end
end
end
end
-- ***********************************************************************************************************************
function love.draw()
-- background definition
love.graphics.setBackgroundColor(0/255, 0/255, 0/255) -- black
-- background image
love.graphics.draw(background_image.file, background_image.x, background_image.y)
-- call of function for game information
game_info:draw()
-- when information are known, show countdown
if game_info_shown == true then
-- show countdown
countdown:draw()
-- when the playing time started ...
if time_until_start < 0 then
-- call player function
player:draw()
-- call enemy function
enemy:draw()
-- call goals function
goals:draw()
-- call of funtion for game time
game_time:draw()
-- print current score
love.graphics.setFont(fonts.score)
love.graphics.setColor(255/255, 255/255, 255/255) -- white
love.graphics.print("SCORE : " .. score, 10, 10)
-- print best score
love.graphics.setColor(0/255, 153/255, 161/255) -- blue green
love.graphics.printf("BEST SCORE : " .. best_score.value, 820 , 10, 160, 'right')
-- set color to white
love.graphics.setColor(255/255, 255/255, 255/255, 255/255)
end
end
end
|
local Time = {}
local Config = require 'Config'
local _LogT, _LogD, _LogI, _LogW, _LogE = require('unity.Debug').GetLogFuncs('[TIME]')
local timestamp = csharp.timestamp;
local Unity = require 'unity.Unity'
local UnityTime = Unity.Time
-- realtime since startup, for measuare execution time
function Time.RS()
return UnityTime.realtimeSinceStartup
end
local _M = {}
-- timestamp, used for sync between server and client
function _M:TS()
return timestamp() + (self.delta or 0) + self.extraDelta
end
function _M:StartSyncTime()
if self.syncing then return end
_LogD(self.name .. ' StartSyncTime')
assert(self.mode ~= 'fixed', 'fixed timer cannot be sync')
self.timeSamples = {}
self.syncing = true
end
function _M:RecvDelta(localTime, serverTime)
_LogT(self.name .. ' RecvDelta ' .. localTime .. ', ' .. serverTime)
assert(self.mode ~= 'fixed', 'fixed timer cannot be sync')
local d = (serverTime - localTime) / 2
if not self.delta then
self.delta = d
end
table.insert(self.timeSamples, d)
end
function _M:EndTimeSync()
assert(self.mode ~= 'fixed', 'fixed timer cannot be sync')
local n = #self.timeSamples
assert(n > 2)
table.sort(self.timeSamples)
local median = self.timeSamples[math.floor(n / 2)]
local median15 = 1.5 * median
local sum = 0
local count = 0
for _, d in ipairs(self.timeSamples) do
if d - median < median15 then
sum = sum + d
count = count + 1
end
end
local old = self.delta
self.delta = sum / count
_LogD(self.name .. ' EndTimeSync: ' .. old .. ' -> ' .. self.delta)
self.timeSamples = false
self.syncing = false
end
local _NewTime = function(name, mode, arg0)
local inst = {
name = name,
delta = false,
extraDelta = mode == 'extra_delta' and arg0 or 0,
timeSamples = {},
mode = mode,
syncing = false,
}
setmetatable(inst, { __index = _M} )
return inst
end
local cachedTime = {}
function Time.New(name, mode, arg0)
if not name then
return _NewTime(name, mode, arg0)
end
local t = cachedTime[name]
if not t then
t = _NewTime(name, mode, arg0)
cachedTime[name] = t
end
return t
end
return Time
|
#!/usr/bin/env lua
local bench = require"bench"
local aux = require"bench-aux"
local lib = ... or aux.optenv("BENCH_L", "bench-wheel.so")
local limit = tonumber(aux.optenv("BENCH_N", 1000000))
local step = tonumber(aux.optenv("BENCH_S", limit / 100))
-- expire 1/1000 * #timeouts per clock update
local exp_step = tonumber(aux.optenv("BENCH_E", 0.0001))
local verbose = aux.toboolean(os.getenv("BENCH_V", false))
local B = require"bench".new(lib, count)
for i=0,limit,step do
-- add i timeouts
local fill_elapsed, fill_count, fill_last = aux.time(B.fill, B, i)
-- expire timeouts by iteratively updating clock. exp_step is the
-- approximate number of timeouts (as a fraction of the total number
-- of timeouts) that will expire per update.
local exp_elapsed, exp_count = aux.time(B.expire, B, fill_count, math.floor(fill_last * exp_step))
assert(exp_count == i)
assert(B:empty())
local exp_rate = i > 0 and i / exp_elapsed or 0
local fmt = verbose and "%d\t%f\t(%d/s)\t(fill:%f)" or "%d\t%f"
aux.say(fmt, i, exp_elapsed, exp_rate, fill_elapsed)
end
|
local coroutine_running = coroutine.running
local coroutine_resume = coroutine.resume
local mm = require "mm"
local log = require "prailude.log"
local xpcall_with_args; do
local ver = ({Q="Lua 5.1",R="Lua 5.2",S="Lua 5.3"})[("").dump(function() end):sub(5,5)] or "LuaJIT"
xpcall_with_args = ver ~= "Lua 5.1"
end
local function running()
--always behave like lua5.1's coroutine.running
local coro, main = coroutine_running()
if not main then
return coro
else
return nil
end
end
local coroutine_util = {}
for k,v in pairs(coroutine) do --eh, this is a little faster than a metatable
coroutine_util[k]=v
end
local function resume_handler(coro, ok, err, ...)
if not ok then
log:error((debug.traceback(coro, err, 1) .. "\n"))
end
return ok, err, ...
end
local function resume(coro, ...)
return resume_handler(coro, coroutine_resume(coro, ...))
end
coroutine_util.resume = resume
coroutine_util.running = running
function coroutine_util.late_wrap()
local coro = running()
if not coro then
error("no coroutine to create coroutine.resume() callback")
end
return function(...)
return resume(coro, ...)
end
end
local Condition = function(name, check)
if type(name) == "function" and not check then
name, check = "", name
end
local waiting = {}
return setmetatable({
wait = function()
if not check() then
local coro = running()
table.insert(waiting, coro)
return coroutine.yield()
end
end,
check = function()
local waiting_num = #waiting
if waiting_num > 0 and check() then
local now_waiting = waiting
waiting = {}
for _, coro in ipairs(now_waiting) do
resume(coro)
end
return waiting_num
end
return 0
end,
}, {__tostring = function()
return ("condition %s [%s] (waiting: %i)"):format(name, check() and "true" or "false", #waiting)
end})
end
local safe_call; do
if xpcall_with_args and type(debug) == "table" and type(debug.traceback) == "function" then
local traceback = debug.traceback
safe_call = function(func, ...)
return xpcall(func, traceback, ...)
end
else
safe_call = function(func, ...)
return pcall(func, ...)
end
end
end
local workpool_defaults = {__index = {
max_workers = 5,
retry = 0,
progress_inverval = 1000
}}
local Workpool = function(opt)
local Timer = require "prailude.util.timer"
local parent_coro = running()
assert(parent_coro, "workpool must be called from a coroutine")
local work = {
todo = {},
done = {},
fail = {},
fail_reason = {}
}
opt = setmetatable(opt or {}, workpool_defaults)
assert(type(opt.worker) == "function")
local nextjob, havejob --jobs iterator
local retryjob
if type(opt.retry) == "number" then
local fails = {}
retryjob = function(job)
local failcount = rawget(fails, job) or 0
failcount = failcount + 1
rawset(fails, job, failcount)
return failcount < opt.retry
end
elseif type(opt.retry) == "function" then
retryjob = opt.retry
else
error("retry option must be nil, a number or afunction, was instead " .. type(opt.retry))
end
local check = nil
if opt.check then check = opt.check end
local active_workers = 0
local moreworkers
if type(opt.max_workers) == "function" then
moreworkers = function()
return opt.max_workers(active_workers, opt)
end
elseif type(opt.max_workers) == "number" then
moreworkers = function()
return active_workers < opt.max_workers
end
else
error("'max_workers' option must be a number or function")
end
if type(opt.work) == "table" then
work.todo = opt.work
nextjob = function()
return function()
return table.remove(work.todo)
end
end
havejob = function()
return #work.todo > 0
end
elseif type(opt.work) == "function" then
work.todo = {}
nextjob = function()
return function()
local job = table.remove(work.todo)
if job == nil then
job = opt.work()
end
return job
end
end
havejob = function()
if #work.todo > 0 then
return true
else
local job = opt.work()
if job ~= nil then
table.insert(work.todo, job)
end
return #work.todo > 0
end
end
else
error("work generators and other fancy stuff aren't supported yet")
end
local shiftmanager = Condition("shiftmanager", function()
if havejob() and not moreworkers(active_workers) then
return false
elseif not havejob() and active_workers > 0 then
return false
else
return true
end
end)
local foreman = Condition("foreman", function()
if not havejob() and active_workers == 0 then
return true
end
end)
local worker = function(job)
active_workers = active_workers + 1
local ok, res, err = safe_call(opt.worker, job)
if not ok then
log:error("workpool: %s", res)
res, err = nil, res
end
if check then
local check_ok, check_err = pcall(check, job, res, err)
if not check_ok then
log:error("workpool: %s", check_err)
end
end
if res == nil then
if retryjob(job) then
table.insert(work.todo, job)
else
table.insert(work.fail, job)
table.insert(work.fail_reason, err or "?")
end
else
table.insert(work.done, res)
end
active_workers = active_workers - 1
shiftmanager:check()
foreman:check()
end
local company = coroutine.wrap(function()
for job in nextjob() do
--print("run the worker ", workwrap ,"for job " ..current_job)
coroutine.wrap(worker)(job)
shiftmanager:wait()
end
end)
company()
local inspector
if opt.progress then
inspector = Timer.interval(opt.progress_inverval, function()
opt.progress(active_workers, work.done, work.todo, work.fail, work.fail_reason)
end)
end
foreman:wait()
if inspector then
inspector:stop()
end
return work.done, work.fail, work.fail_reason
end
coroutine_util.workpool = Workpool
coroutine_util.condition = Condition
return coroutine_util
|
local Terminal = require('opus.terminal')
local trace = require('opus.trace')
local Util = require('opus.util')
local colors = _G.colors
local os = _G.os
local peripheral = _G.peripheral
local printError = _G.printError
local shell = _ENV.shell
local term = _G.term
local window = _G.window
local function syntax()
error('Syntax:\nmwm [--config=filename] [monitor]')
end
local args = Util.parse(...)
local UID = 0
local multishell = { }
local processes = { }
local parentTerm = term.current()
local sessionFile = args.config or 'usr/config/mwm'
local monName = args[1]
local running
local parentMon
_ENV.multishell = multishell
if monName then
parentMon = peripheral.wrap(monName) or syntax()
else
parentMon = peripheral.find('monitor') or syntax()
end
parentMon.setTextScale(.5)
local monDim, termDim = { }, { }
monDim.width, monDim.height = parentMon.getSize()
termDim.width, termDim.height = parentTerm.getSize()
-- even though the monitor window is set to visible
-- the canvas is not (possibly change default in terminal.lua)
-- canvas is not visible so that redraws
-- are done once in the event loop
local monitor = Terminal.window(parentMon, 1, 1, monDim.width, monDim.height, true)
monitor.setBackgroundColor(colors.gray)
monitor.clear()
local function nextUID()
UID = UID + 1
return UID
end
local function xprun(env, path, ...)
setmetatable(env, { __index = _G })
local fn, m = loadfile(path, env)
if fn then
return trace(fn, ...)
end
return fn, m
end
local function write(win, x, y, text)
win.setCursorPos(x, y)
win.write(text)
end
local function redraw()
--monitor.clear()
monitor.canvas:dirty()
--monitor.setBackgroundColor(colors.gray)
monitor.canvas:clear(colors.gray)
for k, process in ipairs(processes) do
process.container.canvas:dirty()
process:focus(k == #processes)
end
end
local function getProcessAt(x, y)
for k = #processes, 1, -1 do
local process = processes[k]
if x >= process.x and
y >= process.y and
x <= process.x + process.width - 1 and
y <= process.y + process.height - 1 then
return k, process
end
end
end
--[[ A runnable process ]]--
local Process = { }
function Process:new(env, args)
args.env = shell.makeEnv(env)
args.width = args.width or termDim.width
args.height = args.height or termDim.height
-- TODO: randomize start position
local self = setmetatable({
uid = nextUID(),
x = args.x or 1,
y = args.y or 1,
width = args.width,
height = args.height + 1,
path = args.path,
args = args.args or { },
title = args.title or 'shell',
}, { __index = Process })
self:adjustDimensions()
if not args.x then
self.x = math.random(1, monDim.width - self.width + 1)
self.y = math.random(1, monDim.height - self.height + 1)
end
self.container = Terminal.window(monitor, self.x, self.y, self.width, self.height, true)
self.window = window.create(self.container, 1, 2, args.width, args.height, true)
self.terminal = self.window
self.container.setBackgroundColor(colors.black)
self.container.clear()
self.container.canvas.parent = monitor.canvas
if not monitor.canvas.children then
monitor.canvas.children = { }
end
table.insert(monitor.canvas.children, 1, self.container.canvas)
self.container.canvas:setVisible(true)
--self.container.getSize = self.window.getSize
self.co = coroutine.create(function()
local result, err
if args.fn then
result, err = Util.runFunction(args.env, args.fn, table.unpack(self.args))
elseif args.path then
result, err = xprun(args.env, args.path, table.unpack(self.args))
end
if not result and err and err ~= 'Terminated' then
printError('\n' .. tostring(err))
os.pullEventRaw('terminate')
end
multishell.removeProcess(self)
end)
self:focus(false)
return self
end
function Process:drawTitle(focused)
if self.showSizers and focused then
local sizers = '\25 \26 \24 \27'
self.container.setBackgroundColor(colors.yellow)
self.container.setTextColor(colors.black)
write(self.container, 1, 1, string.rep(' ', self.width))
write(self.container, 2, 1, sizers)
local str = string.format('%d x %d', self.width, self.height - 1)
write(self.container, 10, 1, str)
else
if focused then
self.container.setBackgroundColor(colors.yellow)
else
self.container.setBackgroundColor(colors.lightGray)
end
self.container.setTextColor(colors.black)
write(self.container, 1, 1, string.rep(' ', self.width))
write(self.container, 2, 1, self.title)
end
write(self.container, self.width - 1, 1, '*')
end
function Process:focus(focused)
self:drawTitle(focused)
if focused then
self.window.restoreCursor()
end
end
function Process:adjustDimensions()
self.width = math.min(self.width, monDim.width)
self.height = math.min(self.height, monDim.height)
self.x = math.max(1, self.x)
self.y = math.max(1, self.y)
self.x = math.min(self.x, monDim.width - self.width + 1)
self.y = math.min(self.y, monDim.height - self.height + 1)
end
function Process:reposition()
self:adjustDimensions()
self.container.reposition(self.x, self.y, self.width, self.height)
self.container.setBackgroundColor(colors.black)
self.container.clear()
self.window.reposition(1, 2, self.width, self.height - 1)
if self.window ~= self.terminal then
self.terminal.reposition(1, 1, self.width, self.height - 1)
end
redraw()
end
function Process:click(x, y)
if y == 1 then -- title bar
if x == self.width - 1 then
self:resume('terminate')
elseif not self.showSizers then
self.showSizers = not self.showSizers
self:drawTitle(true)
else
self:resizeClick(x, y)
end
elseif x > 1 and x < self.width then
if self.showSizers then
self.showSizers = false
self:drawTitle(true)
end
self:resume('mouse_click', 1, x, y - 1)
self:resume('mouse_up', 1, x, y - 1)
end
end
function Process:resizeClick(x)
if x == 2 then
self.height = self.height + 1
elseif x == 6 then
self.height = self.height - 1
elseif x == 4 then
self.width = self.width + 1
elseif x == 8 then
self.width = self.width - 1
else
return
end
self:reposition()
self:resume('term_resize')
self:drawTitle(true)
multishell.saveSession(sessionFile)
end
function Process:resume(event, ...)
if coroutine.status(self.co) == 'dead' then
return
end
if not self.filter or self.filter == event or event == "terminate" then
--term.redirect(self.terminal)
local previousTerm = term.redirect(self.terminal)
local previous = running
running = self -- stupid shell set title
local ok, result = coroutine.resume(self.co, event, ...)
running = previous
self.terminal = term.current()
term.redirect(previousTerm)
if ok then
self.filter = result
else
printError(result)
end
return ok, result
end
end
--[[ Install a multishell manager for the monitor ]]--
function multishell.getFocus()
return processes[#processes].uid
end
function multishell.setFocus(uid)
local process = Util.find(processes, 'uid', uid)
if process then
local lastFocused = processes[#processes]
if lastFocused ~= process then
if lastFocused then
lastFocused:focus(false)
end
Util.removeByValue(processes, process)
table.insert(processes, process)
process.container.canvas:raise()
process:focus(true)
process.container.canvas:dirty()
end
return true
end
return false
end
function multishell.getTitle(uid)
local process = Util.find(processes, 'uid', uid)
if process then
return process.title
end
end
function multishell.setTitle(uid, title)
local process = Util.find(processes, 'uid', uid)
if process then
process.title = title or ''
process:focus(process == processes[#processes])
end
end
function multishell.getCurrent()
if running then
return running.uid
end
end
function multishell.getCount()
return #processes
end
function multishell.getTabs()
return processes
end
function multishell.launch(env, file, ...)
return multishell.openTab(env, {
path = file,
env = env,
title = 'shell',
args = { ... },
})
end
function multishell.openTab(env, tabInfo)
local process = Process:new(env, tabInfo)
table.insert(processes, 1, process)
--local previousTerm = term.current()
process:resume()
--term.redirect(previousTerm)
multishell.saveSession(sessionFile)
return process.uid
end
function multishell.removeProcess(process)
Util.removeByValue(processes, process)
process.container.canvas:removeLayer()
multishell.saveSession(sessionFile)
redraw()
end
function multishell.saveSession(filename)
local t = { }
for _,process in ipairs(processes) do
if process.path and not process.isShell then
table.insert(t, {
x = process.x,
y = process.y,
width = process.width,
height = process.height - 1,
path = process.path,
args = process.args,
})
end
end
Util.writeTable(filename, t)
end
function multishell.loadSession(filename)
local config = Util.readTable(filename)
if config then
for k = #config, 1, -1 do
multishell.openTab(_ENV, config[k])
end
end
end
function multishell.stop()
multishell._stop = true
end
function multishell.start()
while not multishell._stop do
local event = { os.pullEventRaw() }
if event[1] == 'terminate' then
local focused = processes[#processes]
if focused.isShell then
focused:resume('terminate')
else
break
end
elseif event[1] == 'monitor_touch' then
local x, y = event[3], event[4]
local key, process = getProcessAt(x, y)
if process then
if key ~= #processes then
multishell.setFocus(process.uid)
multishell.saveSession(sessionFile)
end
process:click(x - process.x + 1, y - process.y + 1)
else
process = processes[#processes]
if process and process.showSizers then
process.x = math.floor(x - (process.width) / 2)
process.y = y
process:reposition()
process:drawTitle(true)
multishell.saveSession(sessionFile)
end
end
elseif event[1] == 'mouse_click' or
event[1] == 'mouse_up' then
local focused = processes[#processes]
if not focused.isShell then
multishell.setFocus(1) -- shell is always 1
else
focused:resume(table.unpack(event))
end
elseif event[1] == 'char' or
event[1] == 'key' or
event[1] == 'key_up' or
event[1] == 'paste' then
local focused = processes[#processes]
if focused then
focused:resume(table.unpack(event))
end
else
for _,process in pairs(Util.shallowCopy(processes)) do
process:resume(table.unpack(event))
end
end
monitor.canvas:render(parentMon)
local focused = processes[#processes]
if focused then
focused.window.restoreCursor()
end
end
end
--[[ Special shell process for launching programs ]]--
local function addShell()
local process = setmetatable({
x = monDim.width,
y = monDim.height,
width = 1,
height = 1,
isShell = true,
uid = nextUID(),
title = 'Terminal',
}, { __index = Process })
function process:focus(focused)
self.window.setVisible(focused)
if focused then
self.window.restoreCursor()
else
parentTerm.clear()
parentTerm.setCursorBlink(false)
local str = 'Click screen for shell'
write(parentTerm,
math.floor((termDim.width - #str) / 2),
math.floor(termDim.height / 2),
str)
end
end
function process:click()
end
process.container = Terminal.window(monitor, process.x, process.y+1, process.width, process.height, true)
process.window = window.create(parentTerm, 1, 1, termDim.width, termDim.height, true)
process.terminal = process.window
process.co = coroutine.create(function()
print('To run a program on the monitor, type "fg <program>"')
print('To quit, type "exit"')
os.run(shell.makeEnv(_ENV), shell.resolveProgram('shell'))
multishell.stop()
end)
table.insert(processes, process)
process:focus(true)
local previousTerm = term.current()
process:resume()
term.redirect(previousTerm)
end
addShell()
multishell.loadSession(sessionFile)
multishell.start()
term.redirect(parentTerm)
parentTerm.clear()
parentTerm.setCursorPos(1, 1)
|
pg = pg or {}
pg.enemy_data_statistics_392 = {
[242211] = {
cannon = 23,
reload = 150,
speed_growth = 0,
cannon_growth = 1848,
pilot_ai_template_id = 10001,
air = 0,
base = 213,
dodge = 14,
durability_growth = 84700,
speed = 18,
luck = 0,
reload_growth = 0,
dodge_growth = 100,
battle_unit_type = 55,
antiaircraft_growth = 2280,
hit = 13,
antisub_growth = 0,
air_growth = 0,
luck_growth = 0,
torpedo = 25,
durability = 212,
armor_growth = 0,
torpedo_growth = 2016,
antiaircraft = 29,
hit_growth = 189,
armor = 0,
id = 242211,
antisub = 0,
world_enhancement = {
2,
3,
2,
0.4,
1,
1,
0.9
},
equipment_list = {
1100023,
1100528,
1100103,
1100468
},
random_equipment_list = {
{
2024212,
2024213
}
},
random_nub = {
1
}
},
[242212] = {
cannon = 28,
reload = 150,
speed_growth = 0,
cannon_growth = 2220,
pilot_ai_template_id = 10001,
air = 0,
base = 214,
dodge = 14,
durability_growth = 69300,
speed = 18,
luck = 0,
reload_growth = 0,
dodge_growth = 100,
battle_unit_type = 55,
antiaircraft_growth = 2280,
hit = 13,
antisub_growth = 0,
air_growth = 0,
luck_growth = 0,
torpedo = 25,
durability = 173,
armor_growth = 0,
torpedo_growth = 2016,
antiaircraft = 29,
hit_growth = 189,
armor = 0,
id = 242212,
antisub = 0,
world_enhancement = {
2,
3,
2,
0.4,
1,
1,
0.9
},
equipment_list = {
1100023,
1100673,
1100348,
1100498
},
random_equipment_list = {
{
2024212,
2024213
}
},
random_nub = {
1
}
},
[242213] = {
cannon = 23,
reload = 150,
speed_growth = 0,
cannon_growth = 1848,
base = 215,
air = 0,
durability_growth = 77000,
dodge = 14,
speed = 18,
luck = 0,
battle_unit_type = 55,
reload_growth = 0,
dodge_growth = 100,
antisub = 0,
antiaircraft_growth = 2280,
hit = 13,
antisub_growth = 0,
air_growth = 0,
luck_growth = 0,
torpedo = 25,
durability = 193,
armor_growth = 0,
torpedo_growth = 2016,
antiaircraft = 29,
hit_growth = 189,
armor = 0,
id = 242213,
world_enhancement = {
2,
3,
2,
0.4,
1,
1,
0.9
},
appear_fx = {},
equipment_list = {
1100023,
1100673,
1100348,
1100498
},
random_equipment_list = {
{
2024212,
2024213
}
},
random_nub = {
1
}
},
[242214] = {
cannon = 30,
reload = 150,
speed_growth = 0,
cannon_growth = 2376,
pilot_ai_template_id = 10001,
air = 0,
base = 223,
dodge = 20,
durability_growth = 110000,
speed = 14,
luck = 0,
reload_growth = 0,
dodge_growth = 50,
battle_unit_type = 65,
antiaircraft_growth = 2964,
hit = 7,
antisub_growth = 0,
air_growth = 0,
luck_growth = 0,
torpedo = 0,
durability = 275,
armor_growth = 0,
torpedo_growth = 0,
antiaircraft = 37,
hit_growth = 105,
armor = 0,
id = 242214,
antisub = 0,
world_enhancement = {
2,
0.7,
2,
0.8,
1,
2.3,
2.6
},
equipment_list = {
1100028,
1100528,
1100468,
1100733
},
random_equipment_list = {
{
2024412,
2024413
}
},
random_nub = {
1
}
},
[242215] = {
cannon = 30,
reload = 150,
speed_growth = 0,
cannon_growth = 2376,
pilot_ai_template_id = 10001,
air = 0,
base = 224,
dodge = 20,
durability_growth = 110000,
speed = 14,
luck = 0,
reload_growth = 0,
dodge_growth = 50,
battle_unit_type = 65,
antiaircraft_growth = 2964,
hit = 7,
antisub_growth = 0,
air_growth = 0,
luck_growth = 0,
torpedo = 0,
durability = 275,
armor_growth = 0,
torpedo_growth = 0,
antiaircraft = 37,
hit_growth = 105,
armor = 0,
id = 242215,
antisub = 0,
world_enhancement = {
2,
0.7,
2,
0.8,
1,
2.3,
2.6
},
equipment_list = {
1100028,
1100528,
1100468,
1100733
},
random_equipment_list = {
{
2024412,
2024413
}
},
random_nub = {
1
}
},
[242216] = {
cannon = 40,
reload = 150,
speed_growth = 0,
cannon_growth = 3168,
pilot_ai_template_id = 10001,
air = 0,
base = 232,
dodge = 12,
durability_growth = 121000,
speed = 14,
luck = 0,
reload_growth = 0,
dodge_growth = 30,
battle_unit_type = 65,
antiaircraft_growth = 2280,
hit = 7,
antisub_growth = 0,
air_growth = 0,
luck_growth = 0,
torpedo = 0,
durability = 303,
armor_growth = 0,
torpedo_growth = 0,
antiaircraft = 29,
hit_growth = 105,
armor = 0,
id = 242216,
antisub = 0,
world_enhancement = {
2,
0.8,
2,
0.8,
1,
2.3,
2.6
},
equipment_list = {
1100028,
1100528,
1100498,
1100723
},
random_equipment_list = {
{
2024412,
2024413
}
},
random_nub = {
1
}
},
[242217] = {
cannon = 40,
reload = 150,
speed_growth = 0,
cannon_growth = 3168,
pilot_ai_template_id = 10001,
air = 0,
base = 233,
dodge = 12,
durability_growth = 121000,
speed = 14,
luck = 0,
reload_growth = 0,
dodge_growth = 30,
battle_unit_type = 65,
antiaircraft_growth = 2280,
hit = 7,
antisub_growth = 0,
air_growth = 0,
luck_growth = 0,
torpedo = 0,
durability = 303,
armor_growth = 0,
torpedo_growth = 0,
antiaircraft = 29,
hit_growth = 105,
armor = 0,
id = 242217,
antisub = 0,
world_enhancement = {
2,
0.8,
2,
0.8,
1,
2.3,
2.6
},
equipment_list = {
1100028,
1100528,
1100498,
1100723
},
random_equipment_list = {
{
2024412,
2024413
}
},
random_nub = {
1
}
},
[242218] = {
cannon = 0,
reload = 150,
speed_growth = 0,
cannon_growth = 0,
pilot_ai_template_id = 10001,
air = 42,
base = 245,
dodge = 6,
durability_growth = 99000,
antiaircraft = 37,
speed = 18,
reload_growth = 0,
dodge_growth = 70,
luck = 0,
battle_unit_type = 60,
hit = 7,
antisub_growth = 0,
air_growth = 3360,
antiaircraft_growth = 2964,
torpedo = 0,
durability = 248,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
hit_growth = 105,
armor = 0,
id = 242218,
antisub = 0,
world_enhancement = {
2,
2.2,
2,
0.8,
0.2,
2.3,
0.1
},
equipment_list = {
1100308,
2200813,
2200818,
2200823
}
},
[243001] = {
cannon = 7,
reload = 150,
speed_growth = 0,
cannon_growth = 528,
base = 177,
air = 0,
durability_growth = 44000,
dodge = 22,
antiaircraft = 20,
speed = 36,
luck = 10,
reload_growth = 0,
dodge_growth = 270,
battle_unit_type = 50,
antisub = 0,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antiaircraft_growth = 1596,
torpedo = 50,
durability = 110,
armor_growth = 0,
torpedo_growth = 4032,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 243001,
world_enhancement = {
9.3,
5.4,
1.2,
0.6,
0.9,
0.9,
0
},
appear_fx = {
"bossguangxiao",
"appearQ"
},
equipment_list = {
1100059,
1100169,
1100499
}
},
[243002] = {
cannon = 6,
reload = 150,
speed_growth = 0,
cannon_growth = 516,
pilot_ai_template_id = 10001,
air = 0,
base = 178,
dodge = 22,
durability_growth = 42680,
antiaircraft = 19,
speed = 36,
reload_growth = 0,
dodge_growth = 270,
luck = 10,
battle_unit_type = 50,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antiaircraft_growth = 1548,
torpedo = 49,
durability = 107,
armor_growth = 0,
torpedo_growth = 3912,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 243002,
antisub = 0,
world_enhancement = {
9.3,
5.4,
1.2,
0.6,
0.9,
0.9,
0
},
appear_fx = {
"bossguangxiao",
"appearQ"
},
equipment_list = {
1100059,
1100169,
1100499
}
},
[243003] = {
cannon = 6,
reload = 150,
speed_growth = 0,
cannon_growth = 516,
pilot_ai_template_id = 10001,
air = 0,
base = 179,
dodge = 22,
durability_growth = 42680,
antiaircraft = 19,
speed = 36,
reload_growth = 0,
dodge_growth = 270,
luck = 10,
battle_unit_type = 50,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antiaircraft_growth = 1548,
torpedo = 49,
durability = 107,
armor_growth = 0,
torpedo_growth = 3912,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 243003,
antisub = 0,
world_enhancement = {
9.3,
5.4,
1.2,
0.6,
0.9,
0.9,
0
},
appear_fx = {
"bossguangxiao",
"appearQ"
},
equipment_list = {
1100059,
1100169,
1100499
}
},
[243004] = {
cannon = 6,
reload = 150,
speed_growth = 0,
cannon_growth = 516,
pilot_ai_template_id = 10001,
air = 0,
base = 180,
dodge = 22,
durability_growth = 42680,
antiaircraft = 19,
speed = 36,
reload_growth = 0,
dodge_growth = 270,
luck = 10,
battle_unit_type = 50,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antiaircraft_growth = 1548,
torpedo = 49,
durability = 107,
armor_growth = 0,
torpedo_growth = 3912,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 243004,
antisub = 0,
world_enhancement = {
9.3,
5.4,
1.2,
0.6,
0.9,
0.9,
0
},
appear_fx = {
"bossguangxiao",
"appearQ"
},
equipment_list = {
1100059,
1100169,
1100499
}
},
[243005] = {
cannon = 7,
reload = 150,
speed_growth = 0,
cannon_growth = 540,
pilot_ai_template_id = 10001,
air = 0,
base = 181,
dodge = 22,
durability_growth = 45320,
antiaircraft = 21,
speed = 36,
reload_growth = 0,
dodge_growth = 270,
luck = 10,
battle_unit_type = 50,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antiaircraft_growth = 1644,
torpedo = 52,
durability = 113,
armor_growth = 0,
torpedo_growth = 4152,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 243005,
antisub = 0,
world_enhancement = {
9.3,
5.4,
1.2,
0.6,
0.9,
0.9,
0
},
appear_fx = {
"bossguangxiao",
"appearQ"
},
equipment_list = {
1100059,
1100169,
1100499
}
},
[243006] = {
cannon = 13,
reload = 150,
speed_growth = 0,
cannon_growth = 1032,
base = 192,
air = 0,
durability_growth = 53900,
dodge = 16,
antiaircraft = 45,
speed = 24,
luck = 10,
reload_growth = 0,
dodge_growth = 200,
battle_unit_type = 55,
antisub = 0,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antiaircraft_growth = 3576,
torpedo = 37,
durability = 135,
armor_growth = 0,
torpedo_growth = 2964,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 243006,
world_enhancement = {
9.3,
4.6,
1.1,
0,
0.9,
0.9,
0
},
appear_fx = {
"bossguangxiao",
"appearQ"
},
equipment_list = {
1100019,
1100394,
1100469
}
},
[243007] = {
cannon = 13,
reload = 150,
speed_growth = 0,
cannon_growth = 1032,
base = 193,
air = 0,
durability_growth = 53900,
dodge = 16,
antiaircraft = 45,
speed = 24,
luck = 10,
reload_growth = 0,
dodge_growth = 200,
battle_unit_type = 55,
antisub = 0,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antiaircraft_growth = 3576,
torpedo = 37,
durability = 135,
armor_growth = 0,
torpedo_growth = 2964,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 243007,
world_enhancement = {
9.3,
4.6,
1.1,
0,
0.9,
0.9,
0
},
appear_fx = {
"bossguangxiao",
"appearQ"
},
equipment_list = {
1100019,
1100394,
1100469
}
},
[243008] = {
cannon = 13,
reload = 150,
speed_growth = 0,
cannon_growth = 1032,
base = 194,
air = 0,
durability_growth = 53900,
dodge = 16,
antiaircraft = 45,
speed = 24,
luck = 10,
reload_growth = 0,
dodge_growth = 200,
battle_unit_type = 55,
antisub = 0,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antiaircraft_growth = 3576,
torpedo = 37,
durability = 135,
armor_growth = 0,
torpedo_growth = 2964,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 243008,
world_enhancement = {
9.3,
4.6,
1.1,
0,
0.9,
0.9,
0
},
appear_fx = {
"bossguangxiao",
"appearQ"
},
equipment_list = {
1100019,
1100394,
1100469
}
}
}
return
|
-- this file is loaded after all modules are loaded and initialized
-- you can place any custom user code here
print 'Greed started.'
|
local utils = {}
local socket = require("lunasdl.socket")
utils.now = socket.gettime
utils.since = function(ts) return utils.now() - ts end
function utils.assertf(level, condition, ...)
-- Alternative to assert().
-- Returns condition if it is true, otherwise raises an error()
-- level = same as in error()
-- ... = error messsage to be formatted (string.format() style)
-- error message is optional, and is formatted only if needed
if condition then return condition end
local errmsg = next({...}) and string.format(...) or "assertf failed"
error(errmsg,level+1)
end
function utils.copytable(t)
-- Returns a copy of table t (note that this is NOT a deep copy)
local tt = {} for k,v in pairs(t) do tt[k] = t[k] end
return tt
end
local function deeptostring(t, islast, indent, tt)
local tt = tt or {}
-- if tt[t] then error("table has loops") end
local s = "" -- destination string
local indent0 = indent or ""
if islast then
indent = indent0 .. " "
else
indent = indent0 .. "│ "
end
if not t then return string.format("%s <... empty ...>\n",indent0) end
if tt[t] then return string.format("%s...\n",indent0) end
tt[t] = true
local last
for i,v in pairs(t) do
--print(i,v)
last = i end
--do return end
local prefix = indent0 .. "├── "
for i,v in pairs(t) do
-- if i == "__index" or i == t then goto continue end -- skip it
if i == last then prefix = indent0 .. "└── " end
s = s .. string.format("%s%s: %s\n",prefix,i,v)
if type(v)=="table" then
s = s .. deeptostring(v, i == last, indent, tt)
end
::continue::
end
return s
end
function utils.deeptostring(t, islast, indent, s)
return deeptostring(t)
end
function utils.dumpdata(data, filename, mode)
-- Dumps data in a file to be used with gnuplot
-- (eg. gnuplot> plot "data.log" using 1:2 with lines)
-- 'data' = sequence of numbers (array without gaps starting from index=1)
-- 'filename'= name of file where to dump the data
local file = assert(io.open(filename, mode or "w"))
for i,v in ipairs(data) do
file:write(string.format("%u %.9f\n",i,v))
end
file:close()
end
function utils.stats(data)
-- Computes mean, variax, minimum and maximum over
-- the sequence of numbers contained in data
local max,min = 0, math.huge
local mean, delta, m2, var = 0, 0, 0, 0
for i=1,#data do
local d = data[i]
if d < min then min = d end
if d > max then max = d end
delta = d - mean
mean = mean + delta/i
m2 = m2 + delta*(d-mean)
end
if #data > 1 then
var = m2 / (#data-1)
end
return mean, var, min, max
end
function utils.errmsgstrip(msg)
return string.gsub(msg, ".+%:%d+%:% ", function () return "" end)
end
function utils.format(level, formatstring, ...)
-- string.format() wrapper that when an error occurs, raises an
-- error() pointing at the specified level
-- (to be used in functions that accept (formatstring,...) to point the finger
-- to the caller if the arguments are malformed)
if not formatstring then return "" end
--if not next({...}) then return formatstring end
local ok, msg = pcall(function(fmt,...)
return assert(string.format(fmt,...))
end, formatstring, ...)
if not ok then
-- strip the pointer to this function:
msg = string.gsub(msg, ".+%:%d+%:% ", function () return "" end)
error(msg,level+1)
end
return msg
end
function utils.concat(t,sep)
local s = {}
for k,v in ipairs(t) do
if v == nil then s[k]="nil"
--elseif v == true then s[k] = "true"
--elseif v == false then s[k] = "false"
else s[k] = tostring(v)
end
end
return table.concat(s,sep)
end
function utils.loadscript(scriptname)
-- same as loadfile(scriptname), but it returns a loader which
-- accepts the environment as parameter (see PIL3/14.5)
local f, errmsg = io.open(scriptname,"r")
if not f then return nil, errmsg end
local ld = "local _ENV=... " .. f:read("*a")
f:close()
local loader, errmsg = load(ld,string.format("@%s",scriptname))
if not loader then return nil, errmsg end
return loader
end
return utils
|
newoption
{
trigger = "renderer",
value = "API",
description = "Choose a renderer",
allowed =
{
{ "opengl", "OpenGL (macOS, linux, Windows)" },
--{ "dx11", "DirectX 11 (Windows only)" },
--{ "metal", "Metal (macOS, iOS only)" },
--{ "vulkan", "Vulkan (Windows, linux, iOS, macOS)" }
}
}
newoption
{
trigger = "arch",
value = "arch",
description = "Choose architecture",
allowed =
{
{"x86", "x86" },
{"x64", "x64" },
{"arm", "arm" },
{"arm64", "arm64"}
}
}
newoption
{
trigger = "teamid",
value = "id",
description = "development team id for apple developers"
}
newoption
{
trigger = "tvOS",
value = "target",
description = "Target tvOS"
}
newaction
{
trigger = "clean",
description = "clean the software",
execute = function ()
print("clean the build...")
os.rmdir("./bin")
print("done.")
end
}
|
---------------------------------------------
-- Hundred Fists
-- Meant for Ix'Aern (MNK)
---------------------------------------------
require("scripts/globals/monstertpmoves")
require("scripts/globals/settings")
require("scripts/globals/status")
require("scripts/globals/msg")
---------------------------------------------
function onMobSkillCheck(target,mob,skill)
if (mob:getPool() == 4661 and mob:getHPP() <= 50
and mob:getLocalVar("BracerMode") == 1) then
return 0
else
return 1
end
end
function onMobWeaponSkill(target, mob, skill)
local typeEffect = tpz.effect.HUNDRED_FISTS
MobBuffMove(mob, typeEffect, 1, 0, 45)
mob:setLocalVar("BracerMode", 2)
skill:setMsg(tpz.msg.basic.USES)
return typeEffect
end
|
local playsession = {
{"remarkablysilly", {3903}},
{"Ed9210", {1447431}},
{"tykak", {1867124}},
{"Trashbull", {303944}},
{"Genocide_General", {145476}},
{"terradus", {1210117}},
{"drill95", {9405}},
{"cahesar", {1452826}},
{"Menander", {2096176}},
{"Atoms", {1314782}},
{"MikeTheMike2014", {103100}},
{"Evilhero189", {98711}},
{"Rabotyaga", {1913}},
{"Zenada", {23618}},
{"Gerkiz", {885984}},
{"beranabus", {993615}},
{"marklinCZ", {86487}},
{"KIRkomMAX", {428492}},
{"Farglon", {774482}},
{"Arkeops", {53437}},
{"FireLeaf", {699647}},
{"Piewdennis", {1099936}},
{"CmonMate497", {3411}},
{"Order", {208073}},
{"TXL_PLAYZ", {620808}},
{"snoetje", {641816}},
{"Zealz", {17113}},
{"roner55", {10540}},
{"dimonchek", {821769}},
{"night_fox1", {7259}},
{"vesorakia", {1550}},
{"EPO666", {506045}},
{"ksb4145", {141120}},
{"seeyorise", {66703}},
{"fomorenom", {130910}},
{"FAChyba", {394762}},
{"Scuideie-Guy", {54609}},
{"happyjumper5", {246910}},
{"rileythelol", {439889}},
{"Delqvs", {394336}},
{"trnila", {266722}},
{"Idefix88", {8041}},
{"IamTzu", {1153723}},
{"Norbac", {1235751}},
{"gearmach1ne", {651532}},
{"battus", {137701}},
{"HKHKQOO", {10382}},
{"萌初", {24499}},
{"DerZigeuner", {47815}},
{"raskl", {85231}},
{"r1val", {50573}},
{"belbo", {1188286}},
{"die_ott", {470657}},
{"TheSparrow", {494091}},
{"JerkTurk", {18499}},
{"changaryyy", {291401}},
{"Nate66873", {1111679}},
{"kenx00x", {3474}},
{"Progman", {22920}},
{"s0p", {3707}},
{"0icke0", {933}},
{"Cryotix", {1314}},
{"cawsey21", {94842}},
{"Harryaars", {6023}},
{"AtaletMomenti", {32173}},
{"banakeg", {1216}},
{"Lysander92", {13997}},
{"Orange386", {224}},
{"Dmitriy10000", {18536}},
{"Fire3231", {383649}},
{"SOG_BORST", {3458}},
{"chych", {4529}},
{"ElricCG", {214584}},
{"Demonides", {33733}},
{"Vidaper", {25261}},
{"Collider", {155608}},
{"CallMeTaste", {526683}},
{"Hitman451", {272834}},
{"KillaGurke", {15942}},
{"Didier-Sebastien", {8059}},
{"redlabel", {115146}},
{"iceskaarj", {111900}},
{"ColonelWill", {71078}},
{"ruetama", {470968}},
{"kaimix", {408918}},
{"Terasaki", {43068}},
{"pilatos2003", {1923}},
{"Yoloyer", {26957}},
{"boksiora", {12199}},
{"BlueThunder09", {148241}},
{"clonker50", {15000}},
{"PogomanD", {4349}},
{"DKarma", {5892}},
{"GeneralDroid", {1655}}
}
return playsession
|
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7017.3901 2185.8113]","106":"[12090.7051 7530.4834 2191.821]","107":"[12030.3662 8040.2275 2202.0732]","108":"[11914.5723 8541.498 2210.4153]","109":"[11733.1768 9023.3164 2216.6797]","110":"[11480.292 9471.5635 2220.8577]","111":"[11158.708 9862.7148 2222.0847]","112":"[10769.3574 10196.2041 2220.8665]","113":"[10325.1924 10458.4463 2217.2261]","114":"[9847.5205 10647.1826 2211.2478]","115":"[9349.2725 10770.3975 2203.1511]","116":"[8838.2695 10836.6309 2193.2402]","117":"[8325.876 10859.9561 2186.5708]","118":"[7811.3594 10862.8066 2183.5347]","119":"[7297.3281 10863.0342 2183.5608]","120":"[6780.8882 10863.4453 2183.5364]","121":"[6264.4634 10862.8418 2183.6648]","122":"[5749.2129 10862.2988 2183.522]","123":"[5235.0576 10866.0469 2183.6997]","124":"[4722.6826 10884.2295 2183.5422]","125":"[4205.8013 10926.6768 2183.604]","126":"[3693.7527 10995.8916 2183.5542]","127":"[3187.8765 11093.749 2183.7153]","128":"[2691.3267 11222.3369 2183.6157]","129":"[2198.7527 11381.6709 2183.6455]","130":"[1710.2566 11546.4688 2183.6611]","131":"[1218.6759 11691.9346 2183.8391]","132":"[714.8912 11806.8672 2183.5667]","133":"[207.0916 11890.9873 2183.7271]","134":"[-303.0045 11947.1123 2183.4851]","135":"[-818.7102 11978.6338 2183.6179]","136":"[-1332.1735 11986.3115 2184.1082]","137":"[-1853.3492 11972.5303 2184.7625]","138":"[-2371.7317 11938.627 2185.7795]","139":"[-2887.1387 11885.2813 2186.5952]","140":"[-3398.0029 11809.6328 2187.3813]","141":"[-3903.3323 11709.9736 2188.1147]","142":"[-4401.5381 11584.3936 2188.8127]","143":"[-4889.9775 11430.627 2189.571]","144":"[-5375.4453 11243.2119 2190.0232]","145":"[-5845.1084 11022.6035 2190.3774]","146":"[-6295.5815 10768.1338 2190.8357]","147":"[-6722.1553 10479.7803 2191.0659]","148":"[-7121.478 10158.2637 2191.3228]","149":"[-7497.1841 9797.5176 2191.3433]","150":"[-7839.5352 9406.8896 2191.1775]","151":"[-8146.6846 8989.541 2190.9968]","152":"[-8417.5264 8549.0771 2190.7202]","153":"[-8652.6279 8089.5034 2190.1592]","154":"[-8854.1982 7615.0479 2189.5649]","155":"[-9023.7119 7128.7451 2189.2612]","156":"[-9162.9873 6633.2944 2188.4802]","157":"[-9274.915 6131.1382 2187.8987]","158":"[-9361.582 5624.1201 2187.1069]","159":"[-9424.998 5113.7422 2186.2278]","160":"[-9467.7432 4601.1729 2185.2764]","161":"[-9491.3584 4087.3271 2184.408]","162":"[-9487.9824 3574.0071 2183.5764]","163":"[-9450.7285 3135.2935 2183.3557]"},"6":{"1":"[-14661.2529 1289.0551 601.3632]","2":"[-14661.3242 1390.6449 601.4358]","3":"[-14660.6533 1902.9561 601.982]","4":"[-14660.4951 2418.0994 602.0345]","5":"[-14660.7178 2930.928 602.0794]","6":"[-14660.7803 3443.1968 602.1069]","7":"[-14660.7139 3962.2549 601.7297]","8":"[-14660.3799 4475.8369 602.0261]","9":"[-14661.4189 4989.2061 601.7789]","10":"[-14660.3721 5501.8174 601.8192]","11":"[-14661.126 6016.9404 601.8113]","12":"[-14661.1318 6531.5688 601.7836]","13":"[-14660.4521 7046.8975 601.7117]","14":"[-14660.2842 7560.9629 601.8936]","15":"[-14660.8613 8073.6313 601.892]","16":"[-14660.2383 8585.7725 601.8958]","17":"[-14660.0459 8888.7656 601.6724]"},"7":{"1":"[-14397.0029 8369.708 602.3682]","2":"[-14396.7764 8470.1875 602.0106]","3":"[-14396.1611 8883.6572 601.7681]"},"8":{"1":"[-3828.9419 6520.7744 501.4102]","2":"[-3829.5112 6622.6582 501.5031]","3":"[-3836.3372 7139.6172 501.9857]","4":"[-3909.6292 7647.9932 501.5268]","5":"[-4038.0544 8146.0938 501.6841]","6":"[-4104.582 8655.3359 501.3004]","7":"[-4102.0825 9069.0986 500.8465]"},
"9":{"1":"[-4092.3381 6740.5806 501.7426]","2":"[-4092.2859 6842.4619 501.4358]","3":"[-4064.3494 7357.6377 501.3824]","4":"[-3959.241 7863.0039 501.6151]","5":"[-3844.3557 8362.9775 501.3433]"}}
|
require("Foundation")
require("Crypto")
-- MD5
function Crypto_Sample_md5()
local result = Encoding:hexEncode(Crypto:md5("Hello LuaScriptCore!"));
print(result);
end
-- SHA1
function Crypto_Sample_sha1()
local result = Encoding:hexEncode(Crypto:sha1("Hello LuaScriptCore!"));
print(result);
end
-- HMAc-MD5
function Crypto_Sample_hmacMD5()
local result = Encoding:hexEncode(Crypto:hmacMD5("Hello LuaScriptCore!", "vim"));
print(result);
end
-- HMAc-SHA1
function Crypto_Sample_hmacSHA1()
local result = Encoding:hexEncode(Crypto:hmacSHA1("Hello LuaScriptCore!", "vim"));
print(result);
end
|
solution "Protocol"
includedirs { "src", "external", "tools", "." }
platforms { "x64" }
configurations { "Release", "Debug" }
flags { "Symbols", "ExtraWarnings", "EnableSSE2" }
rtti "Off"
configuration "Release"
flags { "OptimizeSpeed" }
defines { "NDEBUG" }
project "Core"
language "C++"
kind "StaticLib"
files { "src/Core/*.h", "src/Core/*.cpp" }
targetdir "lib"
project "Network"
language "C++"
kind "StaticLib"
files { "src/network/*.h", "src/network/*.cpp" }
links { "Core" }
targetdir "lib"
project "Protocol"
language "C++"
kind "StaticLib"
files { "src/protocol/*.h", "src/protocol/*.cpp" }
links { "Core", "Network" }
targetdir "lib"
project "ClientServer"
language "C++"
kind "StaticLib"
files { "src/ClientServer/*.h", "src/ClientServer/*.cpp" }
links { "Core", "Network", "Protocol" }
targetdir "lib"
project "VirtualGo"
language "C++"
kind "StaticLib"
files { "src/VirtualGo/*.h", "src/VirtualGo/*.cpp" }
links { "Core" }
targetdir "lib"
project "Cubes"
language "C++"
kind "StaticLib"
files { "src/Cubes/*.h", "src/Cubes/*.cpp" }
links { "Core" }
targetdir "lib"
--[[
project "nvImage"
language "C++"
kind "StaticLib"
files { "external/nvImage/*.h", "external/nvImage/*.cpp" }
targetdir "lib"
--]]
project "tinycthread"
language "C"
kind "StaticLib"
files { "external/tinycthread/*.h", "external/tinycthread/*.c" }
targetdir "lib"
project "TestCore"
language "C++"
kind "ConsoleApp"
files { "tests/Core/*.cpp" }
links { "Core" }
targetdir "bin"
project "TestNetwork"
language "C++"
kind "ConsoleApp"
files { "tests/Network/Test*.cpp" }
links { "Core", "Network", "Protocol", "ClientServer" }
targetdir "bin"
project "TestProtocol"
language "C++"
kind "ConsoleApp"
files { "tests/Protocol/Test*.cpp" }
links { "Core", "Network", "Protocol", "ClientServer" }
targetdir "bin"
project "TestClientServer"
language "C++"
kind "ConsoleApp"
files { "tests/ClientServer/Test*.cpp" }
links { "Core", "Network", "Protocol", "ClientServer" }
targetdir "bin"
project "TestCubes"
language "C++"
kind "ConsoleApp"
files { "tests/Cubes/*.cpp" }
links { "Core", "Cubes", "ode" }
configuration "Debug"
links { "ode-debug" }
configuration "Release"
links { "ode" }
targetdir "bin"
project "TestVirtualGo"
language "C++"
kind "ConsoleApp"
files { "tests/VirtualGo/*.cpp" }
links { "Core", "VirtualGo" }
configuration "Debug"
links { "ode-debug" }
configuration "Release"
links { "ode" }
targetdir "bin"
project "SoakProtocol"
language "C++"
kind "ConsoleApp"
files { "tests/Protocol/SoakProtocol.cpp" }
links { "Core", "Network", "Protocol", "ClientServer" }
targetdir "bin"
project "SoakClientServer"
language "C++"
kind "ConsoleApp"
files { "tests/ClientServer/SoakClientServer.cpp" }
links { "Core", "Network", "Protocol", "ClientServer" }
targetdir "bin"
project "ProfileProtocol"
language "C++"
kind "ConsoleApp"
files { "tests/Protocol/ProfileProtocol.cpp" }
links { "Core", "Network", "Protocol", "ClientServer" }
targetdir "bin"
project "ProfileClientServer"
language "C++"
kind "ConsoleApp"
files { "tests/ClientServer/ProfileClientServer.cpp" }
links { "Core", "Network", "Protocol", "ClientServer" }
targetdir "bin"
--[[project "FontTool"
language "C++"
kind "ConsoleApp"
files { "tools/Font/*.cpp" }
links { "Core", "Freetype", "Jansson" }
targetdir "bin"
--]]
--[[
project "StoneTool"
language "C++"
kind "ConsoleApp"
files { "tools/Stone/*.cpp" }
links { "Core", "VirtualGo", "Jansson" }
targetdir "bin"
--]]
--[[
project "Client"
language "C++"
kind "ConsoleApp"
files { "src/game/*.cpp" }
links { "Core", "Network", "Protocol", "ClientServer", "VirtualGo", "Cubes", "nvImage", "tinycthread", "ode", "glew", "glfw3", "GLUT.framework", "OpenGL.framework", "Cocoa.framework", "CoreVideo.framework", "IOKit.framework" }
targetdir "bin"
defines { "CLIENT" }
--]]
project "Server"
language "C++"
kind "ConsoleApp"
files { "src/game/*.cpp" }
links { "Core", "Network", "Protocol", "ClientServer", "Cubes" }
configuration "Debug"
links { "ode-debug" }
configuration "Release"
links { "ode" }
targetdir "bin"
if _ACTION == "clean" then
os.rmdir "bin"
os.rmdir "lib"
os.rmdir "obj"
if not os.is "windows" then
os.execute "rm -rf bin"
os.execute "rm -rf obj"
os.execute "rm -f Makefile"
os.execute "rm -f *.zip"
os.execute "rm -f *.make"
os.execute "rm -f replay.bin"
os.execute "rm -rf output"
os.execute "find . -name .DS_Store -delete"
os.execute "cd external/ode; make clean > /dev/null 2>&1"
else
os.rmdir "ipch"
os.rmdir "bin"
os.rmdir ".vs"
os.rmdir "Debug"
os.rmdir "Release"
os.execute "del /F /Q Makefile"
os.execute "del /F /Q *.make"
os.execute "del /F /Q *.zip"
os.execute "del /F /Q *.db"
os.execute "del /F /Q *.opendb"
os.execute "del /F /Q *.vcproj"
os.execute "del /F /Q *.vcxproj"
os.execute "del /F /Q *.vcxproj.user"
os.execute "del /F /Q *.sln"
end
end
if not os.is "windows" then
newaction
{
trigger = "loc",
description = "Count lines of code",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
os.execute "find . -name *.h -o -name *.cpp | xargs wc -l"
end
}
newaction
{
trigger = "zip",
description = "Zip up archive of this project",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
_ACTION = "clean"
premake.action.call( "clean" )
os.execute "zip -9r Protocol.zip *"
end
}
newaction
{
trigger = "core",
description = "Build core library",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
os.execute "make -j4 Core"
end
}
newaction
{
trigger = "network",
description = "Build network library",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
os.execute "make -j4 Network"
end
}
newaction
{
trigger = "protocol",
description = "Build protocol library",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
os.execute "make -j4 Protocol"
end
}
newaction
{
trigger = "client_server",
description = "Build client/server library",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
os.execute "make -j4 ClientServer"
end
}
newaction
{
trigger = "virtualgo",
description = "Build virtualgo library",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
os.execute "make -j4 VirtualGo"
end
}
newaction
{
trigger = "test",
description = "Build and run all unit tests",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 TestCore; make -j4 TestNetwork; make -j4 TestProtocol; make -j4 TestClientServer; make -j4 TestCubes; make -j4 TestVirtualGo" == 0 then
os.execute "./bin/TestCore; ./bin/TestNetwork; ./bin/TestProtocol; ./bin/TestClientServer; ./bin/TestCubes; ./bin/TestVirtualGo"
end
end
}
newaction
{
trigger = "test_core",
description = "Build and run core unit tests",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 TestCore" == 0 then
os.execute "./bin/TestCore"
end
end
}
newaction
{
trigger = "test_network",
description = "Build and run network unit tests",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 TestNetwork" == 0 then
os.execute "./bin/TestNetwork"
end
end
}
newaction
{
trigger = "test_protocol",
description = "Build and run protocol unit tests",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 TestProtocol" == 0 then
os.execute "./bin/TestProtocol"
end
end
}
newaction
{
trigger = "test_client_server",
description = "Build and run client/server unit tests",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 TestClientServer" == 0 then
os.execute "./bin/TestClientServer"
end
end
}
newaction
{
trigger = "test_cubes",
description = "Build and run cubes unit tests",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 TestCubes" == 0 then
os.execute "./bin/TestCubes"
end
end
}
newaction
{
trigger = "test_virtualgo",
description = "Build and run virtualgo unit tests",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 TestVirtualGo" == 0 then
os.execute "./bin/TestVirtualGo"
end
end
}
--[[ newaction
{
trigger = "fonts",
description = "Build fonts",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 FontTool" == 0 then
if os.execute "bin/FontTool assets/fonts/Fonts.json" ~= 0 then
os.exit(1)
end
end
end
}
--]]
newaction
{
trigger = "stones",
description = "Build stones",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 StoneTool" == 0 then
if os.execute "rm -rf data/stones; mkdir -p data/stones; bin/StoneTool" ~= 0 then
os.exit(1)
end
end
end
}
newaction
{
trigger = "client",
description = "Build and run game client",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 Client" ~= 0 then
os.exit(1)
end
os.execute "bin/Client"
end
}
newaction
{
trigger = "server",
description = "Build and run game server",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 Server" ~= 0 then
os.exit(1)
end
os.execute "bin/Server"
end
}
newaction
{
trigger = "stone",
description = "Build and run stone demo",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 Client" ~= 0 then
os.exit(1)
end
os.execute "bin/Client +load stone"
end
}
newaction
{
trigger = "cubes",
description = "Build and run cubes demo",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "rm -rf output; mkdir -p output" ~= 0 then
os.exit(1)
end
if os.execute "make -j4 Client" ~= 0 then
os.exit(1)
end
os.execute "bin/Client +load cubes"
end
}
newaction
{
trigger = "lockstep",
description = "Build and run lockstep demo",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "rm -rf output; mkdir -p output" ~= 0 then
os.exit(1)
end
if os.execute "make -j4 Client" ~= 0 then
os.exit(1)
end
os.execute "bin/Client +load lockstep"
end
}
newaction
{
trigger = "snapshot",
description = "Build and run snapshot demo",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "rm -rf output; mkdir -p output" ~= 0 then
os.exit(1)
end
if os.execute "make -j4 Client" ~= 0 then
os.exit(1)
end
os.execute "bin/Client +load snapshot"
end
}
newaction
{
trigger = "compression",
description = "Build and run compression demo",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "rm -rf output; mkdir -p output" ~= 0 then
os.exit(1)
end
if os.execute "make -j4 Client" ~= 0 then
os.exit(1)
end
os.execute "bin/Client +load compression"
end
}
newaction
{
trigger = "delta",
description = "Build and run delta demo",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "rm -rf output; mkdir -p output" ~= 0 then
os.exit(1)
end
if os.execute "make -j4 Client" ~= 0 then
os.exit(1)
end
os.execute "bin/Client +load delta"
end
}
newaction
{
trigger = "sync",
description = "Build and run state sync demo",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "rm -rf output; mkdir -p output" ~= 0 then
os.exit(1)
end
if os.execute "make -j4 Client" ~= 0 then
os.exit(1)
end
os.execute "bin/Client +load sync"
end
}
newaction
{
trigger = "playback",
description = "Playback replay recording",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "rm -rf output; mkdir -p output" ~= 0 then
os.exit(1)
end
if os.execute "make -j4 Client" ~= 0 then
os.exit(1)
end
os.execute "bin/Client +playback"
end
}
newaction
{
trigger = "server",
description = "Build and run game server",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 Server" == 0 then
os.execute "bin/Server"
end
end
}
newaction
{
trigger = "soak_protocol",
description = "Build and run protocol soak test",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 SoakProtocol" == 0 then
os.execute "bin/SoakProtocol"
end
end
}
newaction
{
trigger = "soak_client_server",
description = "Build and run client/server soak test",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 SoakClientServer" == 0 then
os.execute "bin/SoakClientServer"
end
end
}
newaction
{
trigger = "profile_protocol",
description = "Build and run protocol profile",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 ProfileProtocol" == 0 then
os.execute "bin/ProfileProtocol"
end
end
}
newaction
{
trigger = "profile_client_server",
description = "Build and run client server profile",
valid_kinds = premake.action.get("gmake").valid_kinds,
valid_languages = premake.action.get("gmake").valid_languages,
valid_tools = premake.action.get("gmake").valid_tools,
execute = function ()
if os.execute "make -j4 ProfileClientServer" == 0 then
os.execute "bin/ProfileClientServer"
end
end
}
end
|
local Plugin = script.Parent.Parent.Parent.Parent
local Libs = Plugin.Libs
local Roact = require(Libs.Roact)
local Utility = require(Plugin.Core.Util.Utility)
local Constants = require(Plugin.Core.Util.Constants)
local ContextGetter = require(Plugin.Core.Util.ContextGetter)
local ContextHelper = require(Plugin.Core.Util.ContextHelper)
local withTheme = ContextHelper.withTheme
local withModal = ContextHelper.withModal
local getModal = ContextGetter.getModal
local Components = Plugin.Core.Components
local Foundation = Components.Foundation
local RoundedBorderedFrame = require(Foundation.RoundedBorderedFrame)
local DraggerButton do
DraggerButton = Roact.PureComponent:extend("DraggerButton")
function DraggerButton:init()
self:setState(
{
isHovered = false,
isPressed = false
}
)
self.onMouseButton1Down = function(rbx, x, y)
local dragBegan = self.props.dragBegan
local modal = getModal(self)
if dragBegan then
dragBegan(x, y)
end
self:setState(
{
isPressed = true
}
)
modal.onButtonPressed(self)
end
self.onInputEnded = function(rbx, inputObject)
local modal = getModal(self)
if self.state.isPressed and inputObject.UserInputType == Enum.UserInputType.MouseButton1 then
-- I can't do this after onClick for some reason...
self:setState(
{
isPressed = false
}
)
local disabled = self.props.disabled
local dragEnded = self.props.dragEnded
if
(not disabled and not (modal.isShowingModal(self.props.modalIndex)) or
(modal.isAnyButtonPressed() and not modal.isButtonPressed(self)))
then
if dragEnded then
dragEnded(inputObject.Position.X, inputObject.Position.Y)
end
end
modal.onButtonReleased()
end
end
self.onMouseEnterDragButton = function()
if not self.state.isHovered then
self:setState(
{
isHovered = true
}
)
end
end
self.onMouseLeaveDragButton = function()
if self.state.isHovered then
self:setState(
{
isHovered = false
}
)
end
end
self.onMouseButton1DownDragButton = function(rbx, x, y)
local modal = getModal(self)
if
not self.state.isPressed and
not (modal.isShowingModal(self.props.modalIndex) or (modal.isAnyButtonPressed() and not modal.isButtonPressed(self)))
then
local dragBegan = self.props.dragBegan
if dragBegan then
dragBegan(x, y)
end
self:setState(
{
isPressed = true
}
)
modal.onButtonPressed(self)
end
end
self.onInputEndedDragButton = function(rbx, inputObject)
local modal = getModal(self)
if self.state.isPressed and inputObject.UserInputType == Enum.UserInputType.MouseButton1 then
-- I can't do this after onClick for some reason...
self:setState(
{
isPressed = false
}
)
local disabled = self.props.disabled
local dragEnded = self.props.dragEnded
if
(not disabled and not (modal.isShowingModal(self.props.modalIndex)) or
(modal.isAnyButtonPressed() and not modal.isButtonPressed(self)))
then
if dragEnded then
dragEnded(inputObject.Position.X, inputObject.Position.Y)
end
end
modal.onButtonReleased()
end
end
self.onMouseMovedPortalDetector = function(rbx, x, y)
local dragMoved = self.props.dragMoved
if dragMoved then
dragMoved(x, y)
end
end
end
DraggerButton.defaultProps = {
Position = UDim2.new(0, 0, 0, 0),
Size = UDim2.new(0, 100, 0, 100),
Font = Constants.FONT,
checked = false,
modalIndex = 0
}
function DraggerButton:render()
local props = self.props
local Position = props.Position
local isHovered = self.state.isHovered
local isPressed = self.state.isPressed
local AnchorPoint = props.AnchorPoint
local Size = props.Size
local disabled = props.disabled
local ZIndex = props.ZIndex
local percent = props.percent
return withTheme(
function(theme)
local buttonTheme = theme.button
return Roact.createElement(
"TextButton",
{
Text = "",
ZIndex = ZIndex,
BackgroundTransparency = 1,
Size = Size,
Position = Position,
AnchorPoint = AnchorPoint,
[Roact.Event.MouseButton1Down] = self.onMouseButton1Down,
[Roact.Event.InputEnded] = self.onInputEnded
},
{
Button = (function()
if isHovered then
return withModal(
function()
local modal = getModal(self)
local boxState
if disabled then
boxState = "Disabled"
elseif modal.isShowingModal(props.modalIndex) or (modal.isAnyButtonPressed() and not modal.isButtonPressed(self)) then
boxState = "Default"
elseif isPressed then
boxState = "PressedInside"
elseif isHovered then
boxState = "Hovered"
else
boxState = "Default"
end
local borderColor = buttonTheme.box.borderColor.Default[boxState]
local backgroundColor = buttonTheme.box.backgroundColor.Default[boxState]
return Roact.createElement(
"ImageLabel",
{
Size = UDim2.new(0, 16, 0, 16),
BackgroundTransparency = 1,
ImageColor3 = backgroundColor,
Position = UDim2.new(percent, 0, 0.5, 0),
AnchorPoint = Vector2.new(0.5, 0.5),
Image = "rbxassetid://3646176187"
},
{
Roact.createElement(
"ImageLabel",
{
Size = UDim2.new(1, 0, 1, 0),
BackgroundTransparency = 1,
ImageColor3 = borderColor,
Image = "rbxassetid://3646176300"
}
)
}
)
end
)
else
local boxState
if disabled then
boxState = "Disabled"
elseif isPressed then
boxState = "PressedInside"
elseif isHovered then
boxState = "Hovered"
else
boxState = "Default"
end
local borderColor = buttonTheme.box.borderColor.Default[boxState]
local backgroundColor = buttonTheme.box.backgroundColor.Default[boxState]
return Roact.createElement(
"ImageLabel",
{
Size = UDim2.new(0, 16, 0, 16),
BackgroundTransparency = 1,
ImageColor3 = backgroundColor,
Position = UDim2.new(percent, 0, 0.5, 0),
AnchorPoint = Vector2.new(0.5, 0.5),
Image = "rbxassetid://3646176187"
},
{
Roact.createElement(
"ImageLabel",
{
Size = UDim2.new(1, 0, 1, 0),
BackgroundTransparency = 1,
ImageColor3 = borderColor,
Image = "rbxassetid://3646176300"
}
)
}
)
end
end)(),
DragButton = Roact.createElement(
"TextButton",
{
Text = "",
Size = UDim2.new(0, Constants.SLIDER_BUTTON_WIDTH, 0, Constants.SLIDER_BUTTON_HEIGHT),
Position = UDim2.new(percent, 0, 0.5, 0),
BackgroundTransparency = 1,
AnchorPoint = Vector2.new(0.5, 0.5),
[Roact.Event.MouseEnter] = self.onMouseEnterDragButton,
[Roact.Event.MouseLeave] = self.onMouseLeaveDragButton,
[Roact.Event.MouseButton1Down] = self.onMouseButton1DownDragButton,
[Roact.Event.InputEnded] = self.onInputEndedDragButton
}
),
Portal = isPressed and
withModal(
function(modalTarget)
return Roact.createElement(
Roact.Portal,
{
target = modalTarget
},
{
Detector = Roact.createElement(
"TextButton",
{
Text = "",
Size = UDim2.new(1, 0, 1, 0),
BackgroundTransparency = 1,
ZIndex = 10,
[Roact.Event.MouseMoved] = self.onMouseMovedPortalDetector
}
)
}
)
end
)
}
)
end
)
end
function DraggerButton:willUnmount()
if self.state.isPressed then
local modal = getModal(self)
modal.onButtonReleased()
end
end
end
local ThemedNumericalSlider = Roact.PureComponent:extend("ThemedNumericalSlider")
function ThemedNumericalSlider:init()
self:setState(
{
dragPos = Vector2.new(0, 0),
isFocused = false
}
)
self.sliderRef = Roact.createRef()
self.lastValidText = tostring(self.props.value) or ""
self.formatValue = function(value)
local valueIsIntegral = self.props.valueIsIntegral
local trucateTrailingZeroes = self.props.trucateTrailingZeroes
local decimalPlacesToShow = self.props.decimalPlacesToShow
if valueIsIntegral then
return string.format("%d", value)
else
if not trucateTrailingZeroes then
return string.format(string.format("%%.%df", decimalPlacesToShow), value)
else
if value % 1 == 0 then
return string.format("%d", value)
else
local s = string.format(string.format("%%.%df", decimalPlacesToShow), value)
return string.match(s, "(-?%d+%.%d*[1-9]+)0*")
end
end
end
end
local modal = getModal(self)
self.onFocused = function(rbx)
local isFocused = self.state.isFocused
if (modal.isShowingModal(self.props.modalIndex) or modal.isAnyButtonPressed()) then
self.focusDebounce = true
rbx:ReleaseFocus(false)
self.focusDebounce = false
return
end
local value = self.props.value
if not isFocused then
rbx.Text = self.formatValue(value)
self:setState(
{
isFocused = true
}
)
end
end
self.onFocusLost = function(rbx, enterPressed, input)
local isFocused = self.state.isFocused
local minValue = self.props.minValue
local maxValue = self.props.maxValue
local valueRound = self.props.valueRound
local value = self.props.value
local onValueChanged = self.props.onValueChanged
if isFocused and not self.focusDebounce then
self:setState(
{
isFocused = false
}
)
local num = tonumber(rbx.Text)
local text
if num then
num = Utility.Round(math.clamp(num, minValue, maxValue), valueRound)
text = tostring(num)
else
text = nil
end
if text ~= nil then
self.changeDebounce = true
rbx.Text = self.formatValue(text)
local inputValue = tonumber(text)
if value ~= inputValue and onValueChanged then
onValueChanged(inputValue)
end
self.changeDebounce = false
else
self.changeDebounce = true
rbx.Text = self.formatValue(value)
self.changeDebounce = false
end
end
end
self.onMouseEnter = function()
local isHovered = self.state.isHovered
if not isHovered then
self:setState(
{
isHovered = true
}
)
end
end
self.onMouseLeave = function()
local isHovered = self.state.isHovered
if isHovered then
self:setState(
{
isHovered = false
}
)
end
end
local function validateTextChange(text)
local maxCharacters = self.props.maxCharacters
local valueIsIntegral = self.props.valueIsIntegral
if string.len(text) > maxCharacters then
return false
end
if valueIsIntegral then
return text:match("^[-%d]*$") ~= nil
else
return text:match("^[-%d.]*$") ~= nil
end
end
self.onTextChanged = function(rbx)
if self.changeDebounce then
return
end
if not self.state.isFocused then
return
end
local newText = rbx.Text
if not validateTextChange(newText) then
self.changeDebounce = true
rbx.Text = self.lastValidText
self.changeDebounce = false
else
self.lastValidText = newText
end
end
self.dragMoved = function(x, y)
local props = self.props
local minValue = props.minValue
local maxValue = props.maxValue
local valueSnap = props.valueSnap
local value = props.value
local onValueChanged = props.onValueChanged
local slider = self.sliderRef.current
local pos, size = slider.AbsolutePosition.X, slider.AbsoluteSize.X
local left, right = pos, pos + size
local percent = math.clamp((x - left) / (right - left), 0, 1)
local dragValue = Utility.Lerp(minValue, maxValue, percent)
dragValue = Utility.Round(dragValue, valueSnap)
dragValue = math.clamp(dragValue, minValue, maxValue)
if value ~= dragValue and onValueChanged then
onValueChanged(dragValue)
end
end
self.dragBegan = function(x, y)
local props = self.props
local minValue = props.minValue
local maxValue = props.maxValue
local valueSnap = props.valueSnap
local value = props.value
local onValueChanged = props.onValueChanged
local slider = self.sliderRef.current
local pos, size = slider.AbsolutePosition.X, slider.AbsoluteSize.X
local left, right = pos, pos + size
local percent = math.clamp((x - left) / (right - left), 0, 1)
local dragValue = Utility.Lerp(minValue, maxValue, percent)
dragValue = Utility.Round(dragValue, valueSnap)
dragValue = math.clamp(dragValue, minValue, maxValue)
if value ~= dragValue and onValueChanged then
onValueChanged(dragValue)
end
end
self.dragEnded = function(x, y)
local props = self.props
local minValue = props.minValue
local maxValue = props.maxValue
local valueSnap = props.valueSnap
local value = props.value
local onValueChanged = props.onValueChanged
local slider = self.sliderRef.current
local pos, size = slider.AbsolutePosition.X, slider.AbsoluteSize.X
local left, right = pos, pos + size
local percent = math.clamp((x - left) / (right - left), 0, 1)
local dragValue = Utility.Lerp(minValue, maxValue, percent)
dragValue = Utility.Round(dragValue, valueSnap)
dragValue = math.clamp(dragValue, minValue, maxValue)
if value ~= dragValue and onValueChanged then
onValueChanged(dragValue)
end
end
end
ThemedNumericalSlider.defaultProps = {
Size = UDim2.new(1, 0, 0, Constants.INPUT_FIELD_BOX_HEIGHT),
Position = UDim2.new(0, 0, 0, 0),
TextSize = Constants.FONT_SIZE_MEDIUM,
textboxWidthPixel = 60,
valueIsIntegral = false,
decimalPlacesToShow = 2,
maxCharacters = 6,
trucateTrailingZeroes = true,
textboxIsEditable = true,
modalIndex = 0
}
function ThemedNumericalSlider:willUpdate(nextProps, _)
self.lastValidText = tostring(self.props.value) or ""
end
function ThemedNumericalSlider:render()
local props = self.props
local Size = props.Size
local Position = props.Position
local TextSize = props.TextSize
local AnchorPoint = props.AnchorPoint
local textboxWidthPixel = props.textboxWidthPixel
local minValue = props.minValue
local maxValue = props.maxValue
local valueIsIntegral = props.valueIsIntegral
local valueRound = props.valueRound
local valueSnap = props.valueSnap
local value = props.value
if valueIsIntegral then
assert(
valueRound % 1 == 0 and valueSnap % 1 == 0,
"valueIsIntegral is set to true. valueRound, valueSnap, must also be integral."
)
end
return withTheme(
function(theme)
return withModal(
function()
local modal = getModal(self)
local sliderTheme = theme.numericalSliderField
local fieldTheme = theme.textField
local textPadding = Constants.INPUT_FIELD_TEXT_PADDING
local font = Constants.FONT
local inputColor = fieldTheme.box.textColor
local isHovered = self.state.isHovered
local isFocused = self.state.isFocused
local boxState
if isFocused then
boxState = "Focused"
elseif isHovered and not (modal.isShowingModal(self.props.modalIndex) or modal.isAnyButtonPressed()) then
boxState = "Hovered"
else
boxState = "Default"
end
local borderColor
if boxState == "Focused" then
borderColor = fieldTheme.box.borderColor.Selected
elseif boxState == "Hovered" then
borderColor = fieldTheme.box.borderColor.Hover
else
borderColor = fieldTheme.box.borderColor.Default
end
local backgroundColor
if boxState == "Focused" then
backgroundColor = fieldTheme.box.backgroundColor.Selected
elseif boxState == "Hovered" then
backgroundColor = fieldTheme.box.backgroundColor.Hover
else
backgroundColor = fieldTheme.box.backgroundColor.Default
end
local placeholderColor = fieldTheme.box.placeholderColor
local children = {}
if props[Roact.Children] then
for key, child in next, props[Roact.Children] do
children[key] = child
end
end
children.Input =
Roact.createElement(
"TextBox",
{
BackgroundTransparency = 1,
Size = UDim2.new(1, -textPadding * 2, 1, 0),
Position = UDim2.new(0, textPadding, 0, 0),
Font = font,
TextSize = TextSize,
TextColor3 = inputColor,
TextXAlignment = Enum.TextXAlignment.Center,
ClearTextOnFocus = false,
Text = self.formatValue(value),
-- TextTruncate = Enum.TextTruncate.AtEnd,
PlaceholderColor3 = placeholderColor,
[Roact.Event.Focused] = self.onFocused,
[Roact.Event.FocusLost] = self.onFocusLost,
[Roact.Event.MouseEnter] = self.onMouseEnter,
[Roact.Event.MouseLeave] = self.onMouseLeave,
[Roact.Change.Text] = self.onTextChanged
}
)
local textbox =
Roact.createElement(
RoundedBorderedFrame,
{
Size = UDim2.new(0, textboxWidthPixel, 1, 0),
Position = UDim2.new(0, 0, 0, 0),
AnchorPoint = Vector2.new(0, 0),
BackgroundColor3 = backgroundColor,
BorderColor3 = borderColor
},
children
)
local fillPercent = math.clamp((value - minValue) / (maxValue - minValue), 0, 1)
local barBackgroundColor = sliderTheme.barBackgroundColor
local barFillColor = sliderTheme.barFillColor
local spacingBetweenBarAndTextBox = 4
local slider =
Roact.createElement(
"Frame",
{
Size = UDim2.new(1, -textboxWidthPixel - Constants.SLIDER_BUTTON_WIDTH - spacingBetweenBarAndTextBox, 0, 0),
Position = UDim2.new(0, textboxWidthPixel + spacingBetweenBarAndTextBox + Constants.SLIDER_BUTTON_WIDTH / 2, 0.5, 0),
AnchorPoint = Vector2.new(0, 0.5),
BackgroundTransparency = 1,
[Roact.Ref] = self.sliderRef
},
{
BarBack = Roact.createElement(
"Frame",
{
BorderSizePixel = 0,
Size = UDim2.new(1, 0, 0, 6),
Position = UDim2.new(0, 0, 0.5, 0),
AnchorPoint = Vector2.new(0, 0.5),
BackgroundColor3 = barBackgroundColor
}
),
BarFill = Roact.createElement(
"Frame",
{
BorderSizePixel = 0,
Size = UDim2.new(fillPercent, 0, 0, 6),
Position = UDim2.new(0, 0, 0.5, 0),
AnchorPoint = Vector2.new(0, 0.5),
BackgroundColor3 = barFillColor,
ZIndex = 2
}
),
Dragger = Roact.createElement(
DraggerButton,
{
Size = UDim2.new(1, 0, 0, 20),
Position = UDim2.new(0, 0, 0.5, 0),
AnchorPoint = Vector2.new(0, 0.5),
ZIndex = 3,
percent = fillPercent,
dragMoved = self.dragMoved,
dragBegan = self.dragBegan,
dragEnded = self.dragEnded,
modalIndex = props.modalIndex
}
)
}
)
return Roact.createElement(
"Frame",
{
BackgroundTransparency = 1,
Size = Size,
Position = Position,
AnchorPoint = AnchorPoint
},
{
Textbox = textbox,
Slider = slider
}
)
end
)
end
)
end
return ThemedNumericalSlider
|
ITEM.name = "Армированный брезентоывй лист"
ITEM.desc = "Толстый плотный лист текстильной ткани, армированный кевларом. Достаточно большой лист, можно залатать несколько поврежденных участков. \n\nХАРАКТЕРИСТИКИ: \n-военное изделие \n-высококачественное издение \n-используется в крафте"
ITEM.price = 11520
ITEM.exRender = false
ITEM.weight = 0.47
ITEM.model = "models/kek1ch/textile_patch_e.mdl"
ITEM.width = 1
ITEM.height = 1
ITEM.iconCam = {
pos = Vector(0, 0, 200),
ang = Angle(90, 0, 4.5859870910645),
fov = 6.3057324840764
}
|
local PLUGIN = PLUGIN
local function openItemBank(invID)
local itemBankInventory = ix.item.inventories[invID]
itemBank = vgui.Create("ixInventory", inventoryframe)
ownPanel = vgui.Create("ixInventory", inventoryframe)
ownPanel:SetInventory(LocalPlayer():GetCharacter():GetInventory())
ownPanel:CenterHorizontal(0.8)
ownPanel:CenterVertical()
ownPanel:ShowCloseButton(false)
ownPanel:MakePopup()
function ownPanel:Think()
if (not IsValid(StartingFrame)) then
ownPanel:MoveToFront()
end
end
itemBank:SetInventory(itemBankInventory)
itemBank:SetTitle("Item Bank")
itemBank:ShowCloseButton(true)
itemBank:CenterHorizontal(0.25)
itemBank:ShowCloseButton(false)
itemBank:CenterVertical()
itemBank:MakePopup()
function itemBank:Think()
if (not IsValid(StartingFrame)) then
itemBank:MoveToFront()
end
end
function itemBank:OnRemove()
ownPanel:Remove()
end
timer.Simple(2, function()
function ownPanel:OnKeyCodePressed(key)
if (key == KEY_TAB) then
inventoryframe:Remove()
end
end
end)
end
netstream.Hook("OpenItemBank", openItemBank)
|
local Factory = require("support.factory")
Factory.define("dota_unit", function(attributes)
return CDOTA_BaseNPC(attributes)
end)
|
--[[
- SKYNET SIMPLE ( https://github.com/viticm/skynet-simple )
- $Id client.lua
- @link https://github.com/viticm/skynet-simple for the canonical source repository
- @copyright Copyright (c) 2020 viticm( viticm.ti@gmail.com )
- @license
- @user viticm( viticm.ti@gmail.com )
- @date 2020/08/11 16:25
- @uses The robot client class.
--]]
local skynet = require 'skynet'
local socket = require 'skynet.socket'
local sprotoloader = require 'sprotoloader'
local log = require 'log'
local util = require 'util'
-- Other.
local require = require
local string = string
local assert = assert
local coroutine = coroutine
local print = print
local pcall = pcall
-- Data.
-------------------------------------------------------------------------------
local _M = {}
package.loaded[...] = _M
if setfenv and 'function' == type(setfenv) then
setfenv(1, _M) -- Lua 5.1
else
_ENV = _M -- Lua 5.2+
end
handler = {} -- Msg handler.
local host
local sender
local threads= {}
local ret_msg = {}
local ret_err = {}
-- Local functions.
-------------------------------------------------------------------------------
-- Handle message.
local function handle_msg(self, type, name, response, f, args)
local _ <close> = self.ref_guard and self:ref_guard()
local ok, r = pcall(f, self, args)
if ok then
if response then
socket.write(self.fd, string.pack('>s2', response(r)))
end
else
log:error('raise error: %s', r)
end
end
-- Read message from socket.
local function read_msg(self)
local fd = self.fd
local s = socket.read(fd, 2)
local msg, sz = nil, 0
if s then
sz = string.unpack('>H', s)
msg = assert(socket.read(fd, sz), 'invalid fd ' .. fd)
end
return msg, sz
end
-- Package message.
local function pack_msg(t, data, session)
local msg = sender(t, data, session)
return string.pack('>s2', msg)
--return msg:pack('>s2')
end
-- Reference inc.
local function ref_inc(self)
if self.ref then
self.ref = self.ref + 1
end
end
-- Reference dec.
local function ref_dec(self)
if self.ref then
self.ref = self.ref - 1
end
end
-- API.
-------------------------------------------------------------------------------
-- Dispatch socket message.
-- @param table self The socket table.
function dispatch(self)
repeat
local msg, sz = read_msg(self)
if sz > 0 then
local type, name, args, response = host:dispatch(msg, sz)
if 'REQUEST' == type then
local f = handler[name]
if f then
skynet.fork(handle_msg, self, type, name, response, f, args)
end
else
local session, r, ud = name, args, response
local co = threads[session]
if not co then
log:error('Invalid session: %s', session)
else
ret_msg[session] = r
ret_err[session] = nil
threads[session] = nil
skynet.wakeup(co)
end
end
else
log('client close fd: %d', self.fd)
self.fd = nil
return self
end
until false
end
-- Close socket.
-- @param table self The socket table.
function close(self)
socket.close(self.fd)
end
-- Push message.
-- @param table self The socket table.
-- @param string name The package name.
-- @param table data The message data.
function push(self, name, data)
if not self.fd then return end
assert(socket.write(self.fd, pack_msg(name, data), 'closed ' .. self.fd))
end
-- Push fds.
function push_fds(fds, name, data)
error('can\' call push_fds')
end
-- Request a message with a result.
-- @param table self The socket table.
-- @param number timeout Request timeout time.
-- @param string name Package name.
-- @param string name Package data.
-- @return table
function request(self, timeout, name, data)
local _ <close> = self.ref_guard and self:ref_guard()
if not self.fd or socket.invalid(self.fd) then
return { e = -1 }
end
local session = skynet.genid()
assert(
socket.write(self.fd, pack_msg(name, data, session), 'closed ' .. self.fd))
local co = coroutine.running()
threads[session] = co
ref_inc(self)
skynet.timeout(timeout, function()
ref_dec(self)
local co = threads[session]
if not co then return end
ret_msg[session] = string.format('timeout %d, %s', self.fd or 0, name)
ret_err[session] = true
threads[session] = nil
skynet.wakeup(co)
end)
skynet.wait()
local err = ret_err[session]
local r = ret_msg[session]
ret_err[session], ret_msg[session] = nil, nil
if err then
return { e = -1 }
end
return r
end
-- Init.
function _M.init(s, c)
local sprotoloader = require 'sprotoloader'
local proto_loader = skynet.uniqueservice 'proto_loader'
local slot_s = skynet.call(proto_loader, 'lua', 'index', s)
host = sprotoloader.load(slot_s):host 'package'
local slot_c = skynet.call(proto_loader, 'lua', 'index', c)
sender = host:attach(sprotoloader.load(slot_c))
end
|
require "vectors"
require "pp"
local playerPosition
local playerVelocity
local currentFallRate
local currentWorldOffset
local currentPowerLevel
local elapsedTime
local nextFoodSpawnTime
local extraFoodSpawnTime
local BASE_FALL_RATE = 60
local FALL_RATE_ACCELERATION = 2
local JUMP_SPEED = 600
local PLAYER_DRAG = 1
local FOOD_Y_SPEED_VARIATION = 0.5 -- multiplier on current fall rate
local SIDE_FOOD_BASE_X_SPEED = 60
local FOOD_X_SPEED_VARIATION = 0.3
local TOP_FOOD_X_SPEED_MAX = 40
local MAX_POWER = 21
local STARTING_POWER = MAX_POWER
local POWER_PER_JUMP = 3
local POWER_PER_FOOD = 5
local POWER_DECAY = 1.2
local BASE_FOOD_SPAWN_INTERVAL = 0.75
local FOOD_SPAWN_VARIATION = 0.2
local FOOD_SPAWN_INTERVAL_GROWTH = 0
local UI_EDGE_INSET = 15
local POWER_BAR_WIDTH = 200
local POWER_BAR_HEIGHT = 20
local PLAYER_SIZE = 90
local FOOD_SIZE = 60
local foods = {}
local screenWidth, screenHeight, pixelScale
local youShader
local quadMesh
local foodColorSchemes = { { { 0.94, 0.05, 0.65 }, { 0.85, 0.15, 0.35 }, { 0.4, 0.15, 0.95 } }, -- pink
{ { 0.2, 0.05, 0.95 }, { 0.4, 0.05, 0.9 }, { 0.25, 0.6, 0.93 } }, -- blue
{ { 0.6, 0.05, 0.93 }, { 0.4, 0.03, 0.95 }, { 0.1, 0.4, 0.9 } }, -- purple
{ { 0.05, 0.4, 0.95 }, { 0.3, 0.8, 0.6 }, { 0.05, 0.1, 0.9 } } } -- cyan
local canvases = {}
local thresholdShader, blurShaderX, blurShaderY, backgroundShader, barShader, scoreShader
local BASE_PLAYER_SPIN = 0.6 -- radians per second
local playerRotation, currentPlayerSpin
local JUMP_SPIN = 11
local foodExplosions
local foodTemplateEmitter
local particleImages = {} -- indices 1…4 have polygons with 4…7 sides
local EXPLOSION_PARTICLES_PER_COLOR = 6
local FOOD_GLOW_FADE_DURATION = 2
local lastFoodTime = -2 * FOOD_GLOW_FADE_DURATION
local isPlaying, isGameOver
local backgroundMusic
local logoImage, instructionImage, completeImage, scoreImage, bestScoreImage
local scoreFont, bestScoreFont, bigScoreFont
local beganPlayingTime, gameOverTime, resetTime
local SCORE_PER_SECOND = 6
local TITLE_MOVE_DURATION_OUT = 0.5
local TITLE_MOVE_DURATION_IN = 2
local bestScore
function love.load()
math.randomseed(os.time())
screenWidth, screenHeight = love.window.getMode()
pixelScale = love.window.getPixelScale()
youShader = love.graphics.newShader("creature.fsh")
thresholdShader = love.graphics.newShader("threshold.fsh")
blurShaderX = makeBlurShader(45, screenWidth, 1, 0)
blurShaderY = makeBlurShader(25, screenHeight, 0, 1)
backgroundShader = love.graphics.newShader("grid.fsh")
backgroundShader:send("screenDimensions", {screenWidth, screenHeight})
barShader = love.graphics.newShader("bar.fsh")
scoreShader = love.graphics.newShader("score.fsh")
local quadVertices = {{-0.5, -0.5, 0, 0}, {0.5, -0.5, 1, 0}, {-0.5, 0.5, 0, 1}, {0.5, 0.5, 1, 1}}
quadMesh = love.graphics.newMesh(quadVertices, "strip", "static")
for i = 1, 3 do
local scaleMultiplier = (i == 1) and 1 or 0.5
local canvas = love.graphics.newCanvas(screenWidth * pixelScale * scaleMultiplier, screenHeight * pixelScale * scaleMultiplier)
canvas:setWrap("clampzero", "clampzero")
canvases[i] = canvas
end
local particleCanvasSize = FOOD_SIZE * 0.5 * pixelScale
particleCanvas = love.graphics.newCanvas(particleCanvasSize, particleCanvasSize)
love.graphics.setCanvas(particleCanvas)
for i = 1, 4 do
love.graphics.clear(0,0,0,255)
love.graphics.setColor(255, 255, 255, 255)
love.graphics.circle("fill", particleCanvasSize / 2, particleCanvasSize / 2, particleCanvasSize / 2, i + 3)
love.graphics.setColor(0, 0, 0, 255)
love.graphics.circle("fill", particleCanvasSize / 2, particleCanvasSize / 2, particleCanvasSize / 4, i + 3)
particleImages[i] = love.graphics.newImage(particleCanvas:newImageData())
end
love.graphics.setCanvas()
foodTemplateEmitter = love.graphics.newParticleSystem(particleImages[1], EXPLOSION_PARTICLES_PER_COLOR)
local sMul = 0.5 / pixelScale
foodTemplateEmitter:setSizes(0.2 * sMul, 4.0 * sMul, 0.6 * sMul, 1.3 * sMul, 0.8 * sMul, 1.0 * sMul, 0.6 * sMul, 0)
foodTemplateEmitter:setSpread(math.pi * 2)
foodTemplateEmitter:setSpeed(40, 60)
foodTemplateEmitter:setParticleLifetime(0.6, 1.2)
foodTemplateEmitter:setSizeVariation(0)
foodTemplateEmitter:setLinearAcceleration(0, 40)
backgroundMusic = love.audio.newSource("music.ogg")
backgroundMusic:setLooping(true)
backgroundMusic:play()
logoImage = loadImage("logo")
instructionImage = loadImage("instructions")
completeImage = loadImage("complete")
scoreImage = loadImage("score")
bestScoreImage = loadImage("best")
local scoreFontName = "Air Americana.ttf"
scoreFont = love.graphics.newFont(scoreFontName, 40)
bestScoreFont = love.graphics.newFont(scoreFontName, 20)
bigScoreFont = love.graphics.newFont(scoreFontName, 80)
elapsedTime = 0
resetTime = -5
bestScore = 0
setup()
end
function loadImage(name)
return love.graphics.newImage(name .. ((pixelScale > 1) and "@2x" or "") .. ".png")
end
function setup()
isPlaying = false
isGameOver = false
beganPlayingTime = -2 * TITLE_MOVE_DURATION_OUT --don’t want any animations going off unexpectedly
gameOverTime = -2 * TITLE_MOVE_DURATION_IN -- ditto
playerPosition = v(0,0)
playerVelocity = v(0,0)
currentWorldOffset = 0
currentFallRate = BASE_FALL_RATE
updateWorldOffset(0)
playerRotation = 0
currentPlayerSpin = (math.random() > 0.5 and 1 or -1) * BASE_PLAYER_SPIN
currentPowerLevel = STARTING_POWER
nextFoodSpawnTime = elapsedTime
extraFoodSpawnTime = 0
foods = {}
foodExplosions = {}
for i = 1, 4 do makeFood() end
end
function love.update(dt)
elapsedTime = elapsedTime + dt
playerPosition = vAdd(playerPosition, vMul(playerVelocity, dt))
local halfWidth = screenWidth * 0.42
if playerPosition.x < -halfWidth then
playerPosition.x = -halfWidth + 1
playerVelocity.x = math.abs(playerVelocity.x)
elseif playerPosition.x > halfWidth then
playerPosition.x = halfWidth - 1
playerVelocity.x = -math.abs(playerVelocity.x)
end
playerRotation = playerRotation + currentPlayerSpin * dt
local targetSpin = ((currentPlayerSpin > 0) and 1 or -1) * BASE_PLAYER_SPIN
currentPlayerSpin = targetSpin + (currentPlayerSpin - targetSpin) * (1 - 2 * dt)
for i = 1, #foods do
local food = foods[i]
if isPlaying or isGameOver then
foods[i].position = vAdd(food.position, vMul(food.velocity, dt))
end
-- for both of the below, it’s possible for us to miss events if they happen in the same frame
-- they’ll get caught in the next one, though, so that doesn’t matter
-- the accounting to keep track of multiple indices is not hard, I just don’t feel like doing it
if vDist(playerPosition, foods[i].position) < (PLAYER_SIZE + FOOD_SIZE) / 3 then
handleGotFood(i)
break
end
if math.abs(food.position.x) > screenWidth * 0.7 then
table.remove(foods, i)
break
end
end
local explosionIndicesToRemove = {}
for i = 1, #foodExplosions do
local allEmittersDead = true
for j = 1, 3 do
local emitter = foodExplosions[i].emitters[j]
local x, y = emitter:getPosition()
emitter:setPosition(x + foodExplosions[i].velocity.x * dt, y + foodExplosions[i].velocity.y * dt)
emitter:update(dt)
if emitter:getCount() > 0 then
allEmittersDead = false
end
end
if allEmittersDead then
explosionIndicesToRemove[#explosionIndicesToRemove + 1] = i
end
end
local alreadyRemovedExplosionCount = 0
for i = 1, #explosionIndicesToRemove do
table.remove(foodExplosions, explosionIndicesToRemove[i] - alreadyRemovedExplosionCount)
alreadyRemovedExplosionCount = alreadyRemovedExplosionCount + 1
end
playerVelocity = vMul(playerVelocity, 1 - PLAYER_DRAG * dt)
if isPlaying or isGameOver then
updateWorldOffset(dt)
currentFallRate = currentFallRate + FALL_RATE_ACCELERATION * dt
end
if isPlaying then
currentPowerLevel = currentPowerLevel - POWER_DECAY * dt
if currentPowerLevel < 0 then
currentPowerLevel = 0
endGame()
end
extraFoodSpawnTime = extraFoodSpawnTime + FOOD_SPAWN_INTERVAL_GROWTH * dt
end
if isPlaying and elapsedTime > nextFoodSpawnTime and currentPowerLevel > POWER_PER_JUMP then
local delay = BASE_FOOD_SPAWN_INTERVAL + extraFoodSpawnTime
nextFoodSpawnTime = elapsedTime + delay * (1 + frand() * FOOD_SPAWN_VARIATION)
makeFood()
end
if isGameOver and resetTime > 0 and elapsedTime > resetTime + TITLE_MOVE_DURATION_OUT then
setup()
end
end
function love.draw()
-- post-processing path, so I don’t lose track:
-- everything drawn to canvas 1
-- canvas 1 drawn with threshold to canvas 2
-- canvas 2 drawn with X blur to canvas 3
-- canvas 3 drawn with Y blur to screen
-- canvas 1 drawn to screen
love.graphics.clear(0, 0, 0, 255)
love.graphics.setColor(255, 255, 255, 255)
local feedProgress = ((elapsedTime - lastFoodTime) / FOOD_GLOW_FADE_DURATION)
local beatValue = guessedBeatValue()
setCanvasAndClear(canvases[1])
love.graphics.scale(pixelScale)
love.graphics.push()
-- grid
love.graphics.push()
love.graphics.setShader(backgroundShader)
backgroundShader:send("worldYOffset", currentWorldOffset)
love.graphics.scale(screenWidth, screenHeight)
love.graphics.draw(quadMesh, 0.5, 0.5)
love.graphics.pop()
love.graphics.translate(screenWidth / 2, screenHeight / 2 + currentWorldOffset)
love.graphics.setBlendMode("add") -- everything glowy should be additive, duh
-- player
love.graphics.setColor(255, 255, 255, 255)
love.graphics.push()
love.graphics.translate(playerPosition.x, playerPosition.y)
love.graphics.scale(PLAYER_SIZE * (1.0 + 0.2 * math.sin(feedProgress * math.pi * 6) * math.exp(-4 * feedProgress) + 0.2 * beatValue))
love.graphics.rotate(playerRotation)
love.graphics.setShader(youShader)
youShader:send("iGlobalTime", elapsedTime)
youShader:send("color1", {0.05, 0.94, 0.58})
youShader:send("color2", {0.03, 0.47, 0.93})
youShader:send("color3", {0.4, 0.15, 0.95})
youShader:send("sides", 3)
love.graphics.draw(quadMesh)
love.graphics.setShader()
love.graphics.pop()
-- foods
love.graphics.setShader(youShader)
for i = 1, #foods do
local food = foods[i]
love.graphics.push()
love.graphics.translate(food.position.x, food.position.y)
love.graphics.scale(FOOD_SIZE * (1.0 + 0.1 * beatValue))
love.graphics.rotate(elapsedTime * 0.53)
youShader:send("sides", food.sideCount)
local scheme = foodColorSchemes[food.colorSchemeIndex]
youShader:send("iGlobalTime", elapsedTime + food.timeOffset)
youShader:send("color1", scheme[1])
youShader:send("color2", scheme[2])
youShader:send("color3", scheme[3])
love.graphics.draw(quadMesh)
love.graphics.pop()
end
love.graphics.setShader()
for i = 1, #foodExplosions do
for j = 1, 3 do
love.graphics.draw(foodExplosions[i].emitters[j])
end
end
love.graphics.pop()
-- bar
love.graphics.push()
love.graphics.translate(UI_EDGE_INSET + POWER_BAR_WIDTH / 2, UI_EDGE_INSET + POWER_BAR_HEIGHT / 2)
love.graphics.scale(POWER_BAR_WIDTH, POWER_BAR_HEIGHT)
love.graphics.setShader(barShader)
barShader:send("iGlobalTime", elapsedTime)
barShader:send("fill", math.max(0, math.min(1, currentPowerLevel / MAX_POWER)))
love.graphics.draw(quadMesh)
love.graphics.setShader()
love.graphics.pop()
love.graphics.setColor(160, 230 + 25 * math.sin(elapsedTime * 1.53), 220 + 35 * math.sin(elapsedTime * 1.4 + 1), 255)
drawScoreTexts(isGameOver, false)
love.graphics.setBlendMode("alpha", "premultiplied")
setCanvasAndClear(canvases[2])
love.graphics.setShader(thresholdShader)
drawCanvas(canvases[1], 0.5)
setCanvasAndClear(canvases[3])
love.graphics.setColor(200, 220, 255, 255)
love.graphics.setShader(blurShaderX)
drawCanvas(canvases[2], 1)
setCanvasAndClear(canvases[2])
love.graphics.setColor(255, 255, 255, 255)
love.graphics.setShader(blurShaderY)
drawCanvas(canvases[3], 1)
love.graphics.setShader()
love.graphics.setCanvas()
love.graphics.setBlendMode("add")
drawCanvas(canvases[2], 2)
local extraGlowValue = 0
if elapsedTime < lastFoodTime + FOOD_GLOW_FADE_DURATION then
extraGlowValue = 1 - feedProgress
end
if isGameOver then
extraGlowValue = beatValue * 0.3
end
if extraGlowValue > 0 then
love.graphics.setColor(255 * extraGlowValue, 255 * extraGlowValue, 255 * extraGlowValue, 255 * extraGlowValue)
drawCanvas(canvases[2], 2)
end
local mainMultiplier = math.min(1, math.pow(math.max(0, currentPowerLevel) / (2 * POWER_PER_JUMP), 2))
love.graphics.setColor(255 * mainMultiplier, 255 * mainMultiplier, 255 * mainMultiplier, 255)
drawCanvas(canvases[1]) -- original unblurred one
love.graphics.setBlendMode("alpha")
-- UI
if isGameOver then
love.graphics.setColor(255, 255, 255, 255)
else
love.graphics.setColor(255, 255, 255, 255 * mainMultiplier)
end
drawScoreTexts(isGameOver, true)
local shouldDrawTitles = (not isPlaying) or (elapsedTime < beganPlayingTime + TITLE_MOVE_DURATION_OUT)
if shouldDrawTitles then
local areTitlesEntering = isGameOver or (resetTime > 0 and elapsedTime > resetTime + TITLE_MOVE_DURATION_OUT and elapsedTime < resetTime + TITLE_MOVE_DURATION_OUT + TITLE_MOVE_DURATION_IN)
local titleMovementCurvePower = areTitlesEntering and 9 or 3 -- make sure these stay odd so stuff isn’t always offset in positive X
local mainLogoY = screenHeight * 0.3
local mainLogoXOffsetAmount = 0
if elapsedTime < beganPlayingTime + TITLE_MOVE_DURATION_OUT then
mainLogoXOffsetAmount = (elapsedTime - beganPlayingTime) / TITLE_MOVE_DURATION_OUT
elseif elapsedTime < gameOverTime + TITLE_MOVE_DURATION_IN then
mainLogoXOffsetAmount = -1 + (elapsedTime - gameOverTime) / TITLE_MOVE_DURATION_IN
elseif elapsedTime < resetTime + TITLE_MOVE_DURATION_OUT then
mainLogoXOffsetAmount = (elapsedTime - resetTime) / TITLE_MOVE_DURATION_OUT
elseif elapsedTime < resetTime + TITLE_MOVE_DURATION_OUT + TITLE_MOVE_DURATION_IN then
mainLogoXOffsetAmount = -1 + (elapsedTime - (resetTime + TITLE_MOVE_DURATION_OUT)) / TITLE_MOVE_DURATION_IN
end
mainLogoXOffsetAmount = math.pow(mainLogoXOffsetAmount, titleMovementCurvePower)
local completeY = screenHeight * 0.45
local completeXOffsetAmount = 0
if elapsedTime < gameOverTime + TITLE_MOVE_DURATION_IN then
completeXOffsetAmount = 1 - (elapsedTime - gameOverTime) / TITLE_MOVE_DURATION_IN
elseif elapsedTime < resetTime + TITLE_MOVE_DURATION_OUT then
completeXOffsetAmount = (elapsedTime - resetTime) / TITLE_MOVE_DURATION_OUT
end
completeXOffsetAmount = math.pow(completeXOffsetAmount, titleMovementCurvePower)
local instanceCount = isGameOver and 0 or 3
for i = instanceCount, 0, -1 do
love.graphics.setColor(255, 255, 255, 255 * (1 - 0.3 * i))
drawCenteredImage(logoImage, screenWidth * (0.5 + mainLogoXOffsetAmount * (1 - 0.1 * i)), mainLogoY + i * 20, (1 - 0.15 * i) / pixelScale)
end
if isGameOver then
-- second part of logo text (“complete”)
drawCenteredImage(completeImage, screenWidth * (0.5 + completeXOffsetAmount), completeY, 1 / pixelScale)
elseif not isPlaying then
-- instructions
drawCenteredImage(instructionImage, screenWidth / 2, screenHeight * 0.6, 1 / pixelScale)
end
-- extra main-logo pass
love.graphics.setBlendMode("add")
love.graphics.setColor(255 * beatValue, 255 * beatValue, 255 * beatValue, 255)
drawCenteredImage(logoImage, screenWidth * (0.5 + mainLogoXOffsetAmount), mainLogoY, 1 / pixelScale)
if isGameOver then
drawCenteredImage(completeImage, screenWidth * (0.5 + completeXOffsetAmount), completeY, 1 / pixelScale)
end
end
end
function updateWorldOffset(dt)
local screenPositionTarget = 0.4 - 0.2 * ((currentFallRate - BASE_FALL_RATE) / 100) -- later in the game the world’s moving fast enough that you end up scrabbling at the bottom of the screen; compensate for that
currentWorldOffset = math.max(-playerPosition.y + screenHeight * screenPositionTarget, currentWorldOffset + currentFallRate * dt)
end
function drawScoreTexts(final, includeLabels)
local score = tostring(getScore())
love.graphics.setShader(scoreShader)
scoreShader:send("iGlobalTime", elapsedTime)
if not final then
local scoreRightEdge = screenWidth - UI_EDGE_INSET + 5
local scoreWidth = drawText(score, scoreFont, scoreRightEdge, UI_EDGE_INSET, true)
if includeLabels then
local scoreLabelWidth = scoreImage:getWidth() / pixelScale
local labelX = scoreRightEdge - 9 * string.len(score) - 26 - scoreLabelWidth
love.graphics.setShader()
love.graphics.draw(scoreImage, labelX, UI_EDGE_INSET + 20, 0, 1 / pixelScale)
end
if bestScore > 0 then
local bestScoreText = tostring(math.max(score, bestScore))
love.graphics.setShader(scoreShader)
local bestScoreWidth = drawText(bestScoreText, bestScoreFont, scoreRightEdge, UI_EDGE_INSET + 45, true)
love.graphics.setShader()
if includeLabels then
local bestScoreLabelWidth = bestScoreImage:getWidth() / pixelScale
local labelX = scoreRightEdge - 6 * string.len(bestScoreText) - 18 - bestScoreLabelWidth
love.graphics.draw(bestScoreImage, labelX, UI_EDGE_INSET + 48, 0, 1 / pixelScale)
end
end
else
drawText(score, bigScoreFont, screenWidth / 2, screenHeight * 0.7)
love.graphics.setShader()
drawCenteredImage(scoreImage, screenWidth / 2 + 3, screenHeight * 0.7 - 23, 1 / pixelScale)
end
end
function drawCanvas(canvas, scaleMultiplier)
scaleMultiplier = scaleMultiplier or 1
love.graphics.draw(canvas, 0, 0, 0, scaleMultiplier / pixelScale, scaleMultiplier / pixelScale)
end
function setCanvasAndClear(canvas, shouldClear)
love.graphics.setCanvas(canvas)
if shouldClear ~= false then
love.graphics.clear(0, 0, 0, 255)
end
end
function love.keypressed(key)
if key == "escape" then
love.event.quit()
elseif key == "space" then
if isPlaying then
doJump()
elseif isGameOver then
if elapsedTime > gameOverTime + TITLE_MOVE_DURATION_IN then
resetTime = elapsedTime
end
else
beginGame()
end
end
end
function love.mousepressed()
love.keypressed("space")
end
function beginGame()
isPlaying = true
beganPlayingTime = elapsedTime
doJump(true)
resetTime = -5
end
function endGame()
isPlaying = false
isGameOver = true
gameOverTime = elapsedTime
local score = getScore()
if score > bestScore then
bestScore = score
end
end
function doJump(first)
if currentPowerLevel > POWER_PER_JUMP then
if first then
playerVelocity = v(0, -JUMP_SPEED)
else
playerVelocity = currentJumpVelocity()
currentPowerLevel = currentPowerLevel - POWER_PER_JUMP
end
currentPlayerSpin = JUMP_SPIN * ((playerVelocity.x > 0) and 1 or -1)
end
end
function currentJumpVelocity()
local mousePosition = mouseScreenPosition()
return vNorm(vSub(mousePosition, playerPosition), JUMP_SPEED)
end
function handleGotFood(foodIndex)
if isPlaying then
local food = foods[foodIndex]
table.remove(foods, foodIndex)
currentPowerLevel = math.min(MAX_POWER, currentPowerLevel + POWER_PER_FOOD)
lastFoodTime = elapsedTime
makeFoodExplosion(food)
end
end
-- Utility stuff
function getScore()
local time
if isGameOver then
time = gameOverTime - beganPlayingTime
elseif not isPlaying then
time = 0
else
time = elapsedTime - beganPlayingTime
end
return math.floor(time * SCORE_PER_SECOND)
end
function drawText(text, font, x, y, rightAlign) -- if not right-aligned, centered
love.graphics.setFont(font)
local textWidth = font:getWidth(text)
local textXOrigin = rightAlign and textWidth or textWidth / 2
love.graphics.print(text, x, y, 0, 1, 1, textXOrigin)
return textWidth
end
function guessedBeatValue(phase)
local secondsPerBeat = 60 / 100 -- 100 bpm
local thisBeatValue = math.fmod(elapsedTime / secondsPerBeat + 0.15, 1)
return math.pow(1 - thisBeatValue, 2)
end
function makeFoodExplosion(food)
local exp = {}
exp.velocity = food.velocity
local emitters = {}
for i = 1, 3 do
local em = foodTemplateEmitter:clone()
em:setPosition(food.position.x, food.position.y)
local scheme = foodColorSchemes[food.colorSchemeIndex][i]
em:setTexture(particleImages[food.sideCount - 3])
local fullColors = { scheme[1] * 255, scheme[2] * 255, scheme[3] * 255}
em:setColors(fullColors, { 255, 255, 255 }, fullColors, fullColors, fullColors)
em:setRotation(elapsedTime * 0.53 + math.pi * 0.25)
em:emit(EXPLOSION_PARTICLES_PER_COLOR)
emitters[i] = em
end
exp.emitters = emitters
foodExplosions[#foodExplosions + 1] = exp
end
function makeFood()
local food = {}
local direction = math.random(3)
if direction == 1 then -- top of screen
local y = -screenHeight * 0.55 - currentWorldOffset
local x = frand() * screenWidth / 2
food.position = v(x, y)
food.velocity = v(frand() * TOP_FOOD_X_SPEED_MAX, currentFallRate * frand() * FOOD_Y_SPEED_VARIATION)
else
local leftSide = (direction == 2) and true or false
food.velocity = v(SIDE_FOOD_BASE_X_SPEED * (1 + frand() * FOOD_X_SPEED_VARIATION) * (leftSide and 1 or -1), currentFallRate * (frand() - 1) * FOOD_Y_SPEED_VARIATION)
local y = playerPosition.y - (1 - math.pow(math.random(), 2)) * screenHeight
food.position = v((leftSide and -1 or 1) * screenWidth * 0.55, y)
end
local leftSide = (frand() > 0) and true or false
food.colorSchemeIndex = math.random(#foodColorSchemes)
food.sideCount = math.random(4, 7)
food.timeOffset = math.random() * 10
foods[#foods + 1] = food
end
function drawCenteredImage(image, x, y, scale, angle)
local w, h = image:getWidth(), image:getHeight()
scale = scale or 1
angle = angle or 0
love.graphics.draw(image, x, y, angle * math.pi * 2, scale, scale, w / 2, h / 2)
end
function mouseScreenPosition()
local mouseX, mouseY = love.mouse.getPosition()
mouseX = (mouseX / pixelScale - screenWidth / 2)
mouseY = (mouseY / pixelScale - (screenHeight / 2 + currentWorldOffset))
return v(mouseX, mouseY)
end
function frand()
return math.random() * 2 - 1
end
|
local Modules = require ('map.modules')
return function (state)
local modules, message = Modules.load (
state.settings.script.input,
state.settings.script.package.path)
if not modules then
return nil, message
end
state.modules = modules
return true
end
|
local PowerGrid = Class('PowerGrid')
function PowerGrid:initialize(game, x, y, roomHash)
self.game = game
self.x = x
self.y = y
self.screenX = 0
self.screenY = 0
self.hitboxX = 0
self.hitboxY = 32
self.hitboxWidth = 64
self.hitboxHeight = 48
self.animationName = 'offline'
self.image = PowerGrid.images.offline
self.animation = PowerGrid.animations.offline:clone()
self.glowImage = love.graphics.newImage('assets/images/Glow.png')
self.roomHash = roomHash or 0
self.activated = false
self.powered = false
self.flashTimer = 0
self.timer = Timer.new()
self.charge = 0
self.chargePerClick = TWEAK.powergrid_charge_per_click
self.maxCharge = TWEAK.powergrid_charge_required
self.beingHeld = false
self.chargeSignalAmount = TWEAK.powergrid_charge_per_click
self.chargeSignalDecumulator = 0
end
function PowerGrid:activate()
local game = self.game
if not self.activated then
self.activated = true
game.power = game.power * (1 - TWEAK.powergrid_cost_to_activate)
self.animationName = 'online'
self.image = PowerGrid.images.online
self.animation = PowerGrid.animations.online:clone()
Signal.emit('powerGridActivate')
end
end
function PowerGrid:addCharge(rawAmount)
local game = self.game
if not self.activated then return end
if game.eventManager.firstEnemyDeath then return end
local amount = rawAmount * self.chargePerClick
self.charge = self.charge + amount
if self.charge >= self.maxCharge then
self.charge = self.maxCharge
if not self.powered then
self.powered = true
Signal.emit('powerGridPowered')
end
else
self.chargeSignalDecumulator = self.chargeSignalDecumulator - amount
if self.chargeSignalDecumulator <= 0 then
self.chargeSignalDecumulator = self.chargeSignalAmount
Signal.emit('powerGridCharge')
end
end
end
function PowerGrid:update(dt)
if self.beingHeld then
self:addCharge(dt)
end
self.animation:update(dt)
self.timer:update(dt)
self.flashTimer = self.flashTimer + dt
end
function PowerGrid:draw(isHovered)
local game = self.game
local x, y = game:gridToScreen(self.x, self.y)
local offset = PowerGrid.animationOffsets[self.animationName]
x = x + offset.x
y = y - self.image:getHeight() + offset.y
self.screenX, self.screenY = x, y
local colorIncrease = 0
if not self.activated then
colorIncrease = colorIncrease + (math.sin(self.flashTimer/2)+1)/2 * 100
if isHovered then
colorIncrease = colorIncrease + 100
end
else
if isHovered then
colorIncrease = 200
end
end
love.graphics.setColor(255+colorIncrease, 255+colorIncrease, 255+colorIncrease)
self.animation:draw(self.image, x, y)
if self.activated and not self.powered then
local charge = Lume.round((self.charge / self.maxCharge) * 100, 1)
local font = Fonts.pixel[16]
local text = 'CHARGE: '..charge..'%'
local tx, ty = x, y
tx = tx + self.image:getWidth()/2 - font:getWidth(text)/2
tx = Lume.round(tx)
ty = Lume.round(ty)
love.graphics.setFont(font)
love.graphics.setColor(0, 0, 0)
love.graphics.print(text, tx+1, ty+1)
love.graphics.setColor(255, 255, 255)
love.graphics.print(text, tx, ty)
end
if not self.activated then
local scale = (math.sin(self.flashTimer)+1)/2 + 1
love.graphics.setColor(255, 0, 0)
love.graphics.draw(self.glowImage, x + self.image:getWidth()/2, y + self.image:getHeight() - 32, math.rad(45), scale, scale, self.glowImage:getWidth()/2, self.glowImage:getHeight()/2)
end
end
return PowerGrid
|
package.path = '../lib/?;../lib/?.lua;'..package.path
require 'utils.DataHandler'
require 'utils.ConfHandler'
require 'Runtime.Coredp'
if #arg <= 0 then
print("<main> missing arguments")
os.exit()
end
-- compile configurations (from parts or composite confs)
local configs = ConfHandler.GetFullConfs(arg)
-- run Core over each
tablex.map(Coredp.run,configs)
|
-- This is used to make the actual houses
db = exports.UCDsql:getConnection()
function makeHouses()
-- owner, interiorID, x, y, z, houseName, currentPrice, boughtForPrice, initialPrice, sale, open
if (type(houseName) ~= "string") then return false end
if (type(x) ~= "number") or (type(y) ~= "number") or (type(z) ~= "number") or (type(currentPrice) ~= "number") or (type(boughtForPrice) ~= "number")
or (type(initialPrice) ~= "number") or (type(interiorID) ~= "number") then return false end
dbExec(db, "INSERT INTO `housing` VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)", "UCDhousing", interiorID, x, y, z, houseName, currentPrice, boughtForPrice, initialPrice, 1, 1)
end
addEvent("UCDhousing.makeHouse", true)
addEventHandler("UCDhousing.makeHouse", root, makeHouses)
|
--This was programmed by vissequ#1301 (Discord). You may use this any way you wish, but please do not remove this credit.
local plr = game:GetService("Players").LocalPlayer
local char = plr.Character or plr.CharacterAdded:Wait()
local h = char:WaitForChild("Humanoid")
local root = char:WaitForChild("HumanoidRootPart")
local fallSound = script:WaitForChild("Fallsound")
local anim = h:LoadAnimation(script:WaitForChild("FreeFallOnBack"))
local p1,p2,dis,direction
local fallCount = 0
local falling = false
wait(20)
print"enabling fall animation script"
while wait(.1) do
p1 = root.Position.Y
wait(.1)
p2 = root.Position.Y
if p2 > p1 then
--print("Moving up")
direction = "Up"
elseif p2 < p1 then
--print("Moving down")
direction = "Down"
end
dis = p1 - p2
if dis < 0 then
dis = dis * -1
end
if dis > 1 and h.PlatformStand == false and h.Sit == false then
--print("Player moved "..direction)
if direction == "Down" and dis > 5 then
--print("Player is falling")
fallCount = fallCount + 1
if fallCount > 2 then
if falling == false then
falling = true
anim.Looped = true
print("Play fall animation")
anim:Play()
fallSound:Play()
wait(2.2)
anim:Stop()
falling = false
fallCount = 0
end
end
end
else
fallCount = 0
end
end
|
--[[
Controller Class
Author: zipang
github.com/zipang
The Controller is responsible for unifying all INPUTS (keyboard, gamepads)
into a single object.
Actions can be registered on specific keys or buttons evants
]]
Class = require("lib.hump.class")
local unpack = unpack or table.unpack
local isKeyDown = love.keyboard.isDown
local PLAYER1, PLAYER2 = unpack(love.joystick.getJoysticks())
-- Load some custom Gamepad mappings
love.joystick.loadGamepadMappings(
"0500000049190000020400001b010000,GamepadPlus,a:b0,b:b1,x:b3,y:b4,back:b10,start:b11,leftstick:b13,rightstick:b14,leftshoulder:b6,rightshoulder:b7,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b8,righttrigger:b9,platform:Linux,"
)
love.joystick.loadGamepadMappings(
"030000003512000011ab000010010000,8BitDo FC30,a:b2,b:b1,x:b3,y:b0,back:b6,start:b7,leftshoulder:b4,rightshoulder:b5,dpup:a1,dpleft:a0,dpdown:a2,dpright:a3,platform:Linux,"
)
love.joystick.loadGamepadMappings(
"0500000038426974646f204643333000,8Bitdo FC30 Bluetooth,a:b1,b:b0,x:b4,y:b3,back:b10,start:b11,leftshoulder:b6,rightshoulder:b7,dpleft:h0.8,dpright:h0.2,dpup:h0.1,platform:Linux,"
)
Controller = Class({})
function Controller:init(player1_definitions, player2_definitions)
if PLAYER1 then
print("DETECTED GAMEPAD #1 : '" .. PLAYER1:getName() .. "' [" .. PLAYER1:getGUID() .. "]")
end
if PLAYER2 then
print("DETECTED GAMEPAD #2 : '" .. PLAYER2:getName() .. "' [" .. PLAYER2:getGUID() .. "]")
end
player1_definitions = player1_definitions or {}
player2_definitions = player2_definitions or {}
self.actions_definitions = {
keyboard = {
player1_definitions.keyboard or {},
player2_definitions.keyboard or {},
},
gamepad = {
player1_definitions.gamepad or {},
player2_definitions.gamepad or {},
},
}
self.playerActions = { {}, {} } -- player1 table, player 2 table
-- Auto-register
function love.gamepadpressed(joystick, button)
self:onGamepadpressed(joystick, button)
end
-- function love.gamepadreleased(joystick, button)
-- self:onGamepadpressed(joystick, button)
-- end
end
function Controller:reset()
-- for i = 1, 2 do
-- local actions = self.playerActions[i]
-- for j = 1, #actions do
-- actions[j] = nil
-- end
-- end
self.playerActions = { {}, {} } -- player1 table, player 2 table
end
function Controller:action(playerIndex, action)
return self.playerActions[playerIndex][action] or false
end
function Controller:hasGamepad(playerIndex)
if playerIndex == 1 then
return PLAYER1 ~= nil
elseif playerIndex == 2 then
return PLAYER2 ~= nil
else
return false
end
end
-- Call this inside love.keypressed
function Controller:onKeypressed(key)
local def1, def2 = unpack(self.actions_definitions.keyboard)
-- Check for key mappings existing on player 1
if def1[key] then
table.insert(self.playerActions[1], def1[key])
elseif def2[key] then -- and on player 2..
table.insert(self.playerActions[2], def2[key])
end
end
-- Call this inside love.gamepadpressed
function Controller:onGamepadpressed(joystick, button)
local def1, def2 = unpack(self.actions_definitions.gamepad)
local buttonPressed = "_" .. button -- This action is true as long as the button is pressed
-- Check for gamepad mappings on player 1
if joystick == PLAYER1 then
if def1[button] then
print("DOWN #1", button, "mapped to", def1[button])
table.insert(self.playerActions[1], def1[button])
elseif def1[buttonPressed] then
print("DOWN #1", button, "mapped to", def1[buttonPressed])
self.playerActions[1][def1[buttonPressed]] = true
end
end
-- Check for gamepad mappings on player 2
if joystick == PLAYER2 and def2[button] then
if def2[button] then
print("DOWN #2", button, "mapped to", def2[button])
table.insert(self.playerActions[2], def2[button])
elseif def2[buttonPressed] then
print("DOWN #1", button, "mapped to", def1[buttonPressed])
self.playerActions[2][def2[buttonPressed]] = true
end
end
end
function Controller:onGamepadreleased(joystick, button)
local def1, def2 = unpack(self.actions_definitions.gamepad)
local buttonPressed = "_" .. button
if joystick == PLAYER1 and def1[buttonPressed] then
self.playerActions[1][def1[buttonPressed]] = false
elseif joystick == PLAYER2 and def2[buttonPressed] then
self.playerActions[2][def2[buttonPressed]] = false
end
end
function Controller:update(dt)
local actions_player1, actions_player2 = unpack(self.playerActions)
-- Arrow keys are allways mapped to the player 1
if isKeyDown("right") then
actions_player1.right = true
elseif isKeyDown("left") then
actions_player1.left = true
end
if isKeyDown("up") then
actions_player1.up = true
elseif isKeyDown("down") then
actions_player1.down = true
end
-- Map Gamepad 1 directions
if PLAYER1 then
local leftx = PLAYER1:getGamepadAxis("leftx")
if leftx < 0 then
actions_player1.left = true
elseif leftx > 0 then
actions_player1.right = true
end
local lefty = PLAYER1:getGamepadAxis("lefty")
if lefty > 0 then
actions_player1.down = true
elseif lefty < 0 then
actions_player1.up = true
end
end
-- Map Gamepad 2 directions
if PLAYER2 then
local leftx = PLAYER2:getGamepadAxis("leftx")
if leftx < 0 then
actions_player2.left = true
elseif leftx > 0 then
actions_player2.right = true
end
local lefty = PLAYER2:getGamepadAxis("lefty")
if lefty > 0 then
actions_player2.down = true
elseif lefty < 0 then
actions_player2.up = true
end
end
return { actions_player1, actions_player2 }
end
return Controller
|
-- Generated by CSharp.lua Compiler
local System = System
local SlipeExports
local SlipeMtaDefinitions
local SlipeSharedElements
local SystemXml
System.import(function (out)
SlipeExports = Slipe.Exports
SlipeMtaDefinitions = Slipe.MtaDefinitions
SlipeSharedElements = Slipe.Shared.Elements
SystemXml = System.Xml
end)
System.namespace("Slipe.Shared.Resources", function (namespace)
-- <summary>
-- Represents an MTA resource
-- </summary>
namespace.class("SharedResource", function (namespace)
local getName, getDynamicRoot, getRoot, getState, getExportedFunctions, Config, Invoke
getName = function (this)
return SlipeMtaDefinitions.MtaShared.GetResourceName(this.MtaResource)
end
getDynamicRoot = function (this)
return SlipeSharedElements.ElementManager.getInstance():GetElement1(SlipeMtaDefinitions.MtaShared.GetResourceDynamicElementRoot(this.MtaResource))
end
getRoot = function (this)
return SlipeSharedElements.ElementManager.getInstance():GetElement1(SlipeMtaDefinitions.MtaShared.GetResourceRootElement(this.MtaResource))
end
getState = function (this)
return SlipeMtaDefinitions.MtaShared.GetResourceState(this.MtaResource)
end
getExportedFunctions = function (this)
return SlipeMtaDefinitions.MtaShared.GetArrayFromTable(SlipeMtaDefinitions.MtaShared.GetResourceExportedFunctions(this.MtaResource), "System.String", T)
end
-- <summary>
-- This function is used to return the root node of a configuration file.
-- </summary>
Config = function (this, filePath)
local mtaNode = SlipeMtaDefinitions.MtaShared.GetResourceConfig(filePath)
local document = SystemXml.XmlDocument()
local xmlNode = document:CreateElement(SlipeMtaDefinitions.MtaShared.XmlNodeGetName(mtaNode))
xmlNode:index(mtaNode)
return xmlNode
end
Invoke = function (this, functionName, parameters)
do
local export = exports[this:getName()]
return export[functionName](export, unpack(parameters))
end
return SlipeExports.Export.Invoke(getName(this), functionName, parameters)
end
return {
getName = getName,
getDynamicRoot = getDynamicRoot,
getRoot = getRoot,
getState = getState,
getExportedFunctions = getExportedFunctions,
Config = Config,
Invoke = Invoke,
__metadata__ = function (out)
return {
properties = {
{ "DynamicRoot", 0x206, out.Slipe.Shared.Elements.Element, getDynamicRoot },
{ "ExportedFunctions", 0x206, System.Array(System.String), getExportedFunctions },
{ "MtaResource", 0x3, out.Slipe.MtaDefinitions.MtaResource },
{ "Name", 0x206, System.String, getName },
{ "Root", 0x206, out.Slipe.Shared.Elements.Element, getRoot },
{ "State", 0x206, System.String, getState }
},
methods = {
{ "Config", 0x186, Config, System.String, System.Xml.XmlNode },
{ "Invoke", 0x286, Invoke, System.String, System.Array(System.Object), System.Object }
},
class = { 0x6 }
}
end
}
end)
end)
|
--_swap tool____________
minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing)
pos.y = pos.y
local name = minetest.get_node(pos).name
if name ~= "default:sand"
and name ~= "default:silver_sand"
and name ~= "default:desert_sand" then
return
end
pos.y = pos.y
if puncher:get_wielded_item():get_name() == "summer:rake"
then
minetest.remove_node(pos)
node.name = "summer:sabbia_mare"
minetest.set_node(pos, node)
minetest.sound_play("summer_n_swap", {
to_player = "",
gain = 2.0,})
end
end )
--SABBIA
minetest.register_node("summer:sabbia_mare", {
description = "Sabbiamare",
tiles = {"sabbia_mare_2.png"},
--groups = {crumbly = 2, falling_node = 1},
--groups = {cracky = 3, stone = 1},
drop = 'summer:sabbia_mare',
--legacy_mineral = true,
groups = {crumbly = 3, falling_node = 1, sand = 1},
sounds = default.node_sound_sand_defaults(),
--sounds = default.node_sound_stone_defaults(),
})
minetest.register_tool("summer:rake", {
description = "rake",
inventory_image = "rake.png",
[[on_place = function(itemstack, user, pointed_thing)
minetest.sound_play("summer_n_swap_2", {
to_player = user:get_player_name() ,
gain = 2.0
})]]
})
|
-- https://github.com/nvim-treesitter/nvim-treesitter
local wo = vim.wo
-- Folding
wo.foldmethod = "expr"
wo.foldexpr = "nvim_treesitter#foldexpr()"
require("nvim-treesitter.configs").setup(
{
ensure_installed = "maintained",
-- https://github.com/nvim-treesitter/nvim-treesitter#highlight
highlight = { enable = true, use_languagetree = true },
-- https://github.com/nvim-treesitter/nvim-treesitter#incremental-selection
incremental_selection = {
enable = true,
keymaps = {
init_selection = "gnn",
node_innremental = "grn",
scope_incremental = "grc",
node_decremental = "grm",
},
},
-- https://github.com/nvim-treesitter/nvim-treesitter#indentation
indent = { enable = true },
-- https://github.com/andymass/vim-matchup
matchup = { enable = true },
-- https://github.com/nvim-treesitter/nvim-treesitter-refactor
refactor = {
smart_rename = { enable = true, keymaps = { smart_rename = "grr" } },
highlight_definitions = { enable = true },
highlight_current_scope = { enable = true },
navigation = { enable = true, test = {} },
},
-- https://github.com/nvim-treesitter/nvim-treesitter-textobjects
textobjects = {
-- https://github.com/nvim-treesitter/nvim-treesitter-textobjects#text-objects-select
select = {
enable = true,
keymaps = {
["af"] = "@function.outer",
["if"] = "@function.inner",
["aC"] = "@class.outer",
["iC"] = "@class.inner",
["ac"] = "@conditional.outer",
["ic"] = "@conditional.inner",
["ae"] = "@block.outer",
["ie"] = "@block.inner",
["al"] = "@loop.outer",
["il"] = "@loop.inner",
["is"] = "@statement.inner",
["as"] = "@statement.outer",
["ad"] = "@comment.outer",
["am"] = "@call.outer",
["im"] = "@call.inner",
-- or you use the queries from supported languages with textobjects.scm
--[[ ["iF"] = {
python = "(function_definition) @function",
cpp = "(function_definition) @function",
c = "(function_definition) @function",
java = "(method_declaration) @function",
}, ]]
},
},
-- https://github.com/nvim-treesitter/nvim-treesitter-textobjects#text-objects-swap
swap = {
enable = true,
swap_next = { ["<leader>a"] = "@parameter.inner" },
swap_previous = { ["<leader>A"] = "@parameter.inner" },
},
-- https://github.com/nvim-treesitter/nvim-treesitter-textobjects#text-objects-move
move = {
enable = true,
set_jumps = true,
goto_next_start = {
["]m"] = "@function.outer",
["]]"] = "@class.outer",
},
goto_next_end = {
["]M"] = "@function.outer",
["]["] = "@class.outer",
},
goto_previous_start = {
["[m"] = "@function.outer",
["[["] = "@class.outer",
},
goto_previous_end = {
["[M"] = "@function.outer",
["[]"] = "@class.outer",
},
},
-- https://github.com/nvim-treesitter/nvim-treesitter-textobjects#textobjects-lsp-interop
lsp_interop = {
enable = true,
peek_definition_code = {
["df"] = "@function.outer",
["dF"] = "@class.outer",
},
},
},
-- https://github.com/nvim-treesitter/playground
playground = {
enable = true,
updatetime = 25, -- Debounced time for highlighting nodes in the playground from source code
persist_queries = false, -- Whether the query persists across vim sessions
keybindings = {
toggle_query_editor = "o",
toggle_hl_groups = "i",
toggle_injected_languages = "t",
toggle_anonymous_nodes = "a",
toggle_language_display = "I",
focus_language = "f",
unfocus_language = "F",
update = "R",
goto_node = "<cr>",
show_help = "?",
},
},
-- https://github.com/nvim-treesitter/playground#query-linter
query_linter = {
enable = true,
use_virtual_text = true,
lint_events = { "BufWrite", "CursorHold" },
},
-- https://github.com/p00f/nvim-ts-rainbow
rainbow = {
enable = true,
iextended_mode = true, -- Highlight also non-parentheses delimiters
max_file_lines = 1000,
},
-- https://github.com/JoosepAlviste/nvim-ts-context-commentstring
context_commentstring = {
enable = true,
enable_autocmd = true,
config = { dotenv = "# %s" },
},
}
)
|
local helpers = {}
local auto_space = require("nvim-autospace")
auto_space.setup({
rule = {
['$']= {
before = {prev = "[a-zA-Z0-9'\"%]%)]", next = "."},
after = {prev = ".", next = "[a-zA-Z0-9'\"%(]"}
},
}
})
local eq = assert.are.same
function helpers.feed(text, feed_opts)
feed_opts = feed_opts or 'n'
local to_feed = vim.api.nvim_replace_termcodes(text, true, false, true)
vim.api.nvim_feedkeys(to_feed, feed_opts, true)
end
function helpers.insert(text)
helpers.feed('i' .. text, 'x')
end
local data = {
{
name = "normal space" ,
filetype = "lua",
before = [[local a=a+b]],
after = [[local a = a + b]]
},
{
name = "lua ~ char" ,
filetype = "lua",
before = [[if a~=a+b then]],
after = [[if a ~= a + b then]]
},
{
name = "lua .. char" ,
filetype = "lua",
before = [["aa".."bb"]],
after = [["aa" .. "bb"]]
},
{
name = "javascript char !" ,
filetype = "javascript",
before = [[if(a!=a+b) then]],
after = [[if(a != a + b) then]]
},
{
name = "char + before char ] " ,
filetype = "javascript",
before = [[ a[2]+a[4] ]],
after = [[ a[2] + a[4] ]]
},
{
name = "char $ custom setup " ,
filetype = "javascript",
before = [[ a[2]$a[4] ]],
after = [[ a[2] $ a[4] ]]
},
{
name = "char >" ,
filetype = "javascript",
before = [[local a>=b]],
after = [[local a >= b]]
},
{
name = "char + quote " ,
filetype = "javascript",
before = [['name' : '+replace']],
after = [['name' : '+replace']]
},
{
name = "char - with number " ,
filetype = "javascript",
before = [[charIndex -(next_char[2]-prev_char[2]) -2;(-2+2-2)]],
after = [[charIndex - (next_char[2] - prev_char[2]) -2;(-2 + 2 -2)]]
},
{
name = "char > empty char with single quote with quote",
filetype = "vim",
before = [[noremap <silent> <c-t>j V:m '>+1<CR>gv=gv]],
after = [[noremap <silent> <c-t>j V:m '>+1<CR>gv=gv]]
},
{
name = "remove empty char on word" ,
filetype = "javascript",
before = [[ aaa aaaa]],
after = [[ aaa aaaa]]
},
{
name = "remove empty char on word not inside quote",
filetype = "javascript",
before = [[ aaa aaaa "aa \"aaa" aaa bbbb]],
after = [[ aaa aaaa "aa \"aaa" aaa bbbb]]
},
{
name = "remove empty char with single quote" ,
filetype = "javascript",
before = [[(dsada , sadas ,)]],
after = [[(dsada, sadas,)]]
},
{
name = "remove empty char with single quote with quote" ,
filetype = "javascript",
before = [[(dsada , sadas ,"aaa , a")]],
after = [[(dsada, sadas, "aaa , a")]]
},
}
local run_data = {}
for _, value in pairs(data) do
if value.only == true then
table.insert(run_data, value)
break
end
end
if #run_data == 0 then run_data = data end
describe('autospace ', function()
for _, value in pairs(run_data) do
it("test "..value.name, function()
local before = string.gsub(value.before , '%|' , "")
local after = string.gsub(value.after , '%|' , "")
local line = 1
if value.filetype ~= nil then
vim.bo.filetype = value.filetype
else
vim.bo.filetype = "text"
end
vim.fn.setline(line , before)
vim.fn.setpos('.' ,{0, line, 0, 0})
auto_space.format(0)
local result = vim.fn.getline(line)
eq(after, result , "\n\n text error: " .. value.name .. "\n")
end)
end
if #run_data > 1 then
it("test skip filetype", function()
vim.bo.filetype = "text"
vim.fn.setline(1 , "a=a+b" )
auto_space.format()
local result = vim.fn.getline(1)
eq("a = a + b", result , "file text error")
end)
end
end)
|
---@classmod Faction
Faction = Class{}
---Initiate a faction from its definition. You shouldn't use this function, the game uses it at loadtime to instantiate the factions.
--@param data Table. The table of faction data.
--@return self Faction. The faction itself.
function Faction:init(fid)
local data = possibleFactions[fid]
self.id = fid
for key, val in pairs(data) do
if type(val) ~= "function" then
self[key] = data[key]
end
end
self.baseType = "faction"
self.inventory = {}
self.offers_services = self.offers_services or {}
self.teaches_spells = self.teaches_spells or {}
self:generate_items()
if data.generateName then
self.name = data.generateName(self)
elseif self.nameType then
self.name = namegen:generate_name(self.nameType,self)
end
self.event_countdown = self.event_cooldown or gamesettings.default_event_cooldown
return self
end
---Determine if a creature is an enemy of the faction.
--@param creature Creature. The creature to test for enmity.
--@return Boolean. Whether the creature is an enemy or not.
function Faction:is_enemy(creature)
--First things first, never consider fellow faction members an enemy (unless you're an infighting faction)
if not self.attack_own_faction and creature:is_faction_member(self.id) then
return false
end
--Secondly, if you just attack everyone who's not a friend, we can just assume you're an enemy
if self.attack_all_neutral == true and not self:is_friend(creature) then
return true
end
--Next, if the creature is a player ally and the faction is always hostile to the player regardless of favor and membership, we can just assume they're an enemy
if creature.playerAlly == true and self.always_attack_player == true then
return true
end
--Next, account for enemy factions:
if self.enemy_factions then
for _,fac in pairs(self.enemy_factions) do
if creature:is_faction_member(fac) then
return true
end --end is_type if
end --end faction for
end
--Next, account for enemy creature types:
if self.enemy_types then
for _,ctype in pairs(self.enemy_types) do
if creature:is_type(ctype) then
return true
end --end is_type if
end --end ctype for
end --end if self.enemy_types
--Next, look if the creature's favor with your faction is low enough to be considered an enemy
if self.hostile_threshold and creature.favor and (creature.favor[self.id] or 0) < self.hostile_threshold then
return true
end
--Next, if the creature is a player or a friend of the player, we'll look at some player-specific stuff
if creature.playerAlly then
--By default, everyone finds the player an enemy if they're not explicitly a friend
if not self.attack_enemy_player_only and not self:is_friend(player) then
return true
end
--We don't need to look into if the player's otherwise an enemy, because that'll be handled by the above sections
end --end playerally if
--Finally, if none of the above was true, they're not your enemy
return false
end
---Determine if the faction considers a creature a friend or not.
--@param creature Creature. The creature to test for friendship.
--@return Boolean. Whether the creature is a friend or not.
function Faction:is_friend(creature)
--First things first, always consider fellow faction members a friend (unless you're an infighting faction)
if not self.attack_own_faction and creature:is_faction_member(self.id) then
return true
end
--Next, look at factions:
if self.friendly_factions then
for _,fac in pairs(self.friendly_factions) do
if creature:is_faction_member(fac) then
return true
end --end is_type if
end --end faction for
end --end if self.friendly_factions
--Next, account for friendly creature types:
if self.friendly_types then
for _,ctype in pairs(self.friendly_types) do
if creature:is_type(ctype) then
return true
end --end is_type if
end --end ctype for
end --end if self.friendly_types
--Finally, look if the creature's favor with your faction is high enough to be considered an friend
if self.hostile_threshold and creature.favor and (creature.favor[self.id] or 0) > self.friendly_threshold then
return true
end
return false
end
---Have a creature become a member of the faction.
--@param creature Creature. The creature that's joining. (optional, defaults to the player)
function Faction:join(creature)
creature = creature or player
if not creature:is_faction_member(self.id) then
creature.factions[#creature.factions+1] = self.id
end
end
---Have a creature leave as a member of the faction.
--@param creature Creature. The creature that's leaving. (optional, defaults to the player)
function Faction:leave(creature)
creature = creature or player
if creature:is_faction_member(self.id) then
local k = in_table(self.id,creature.factions)
table.remove(creature.factions,k)
end
end
---Test if a creature can become a member of the faction.
--@param creature Creature. The creature that's a potential applicant. (optional, defaults to the player)
--@return Boolean. Whether the creature can join or not.
--@return String. Details on why the creature can't join. (nil if they can join)
function Faction:can_join(creature)
creature = creature or player
local canJoin = true
local reasons = nil
if self.never_join then
return false,"This faction does not accept new members."
end
if (creature.favor[self.id] or 0) < self.join_threshold then
reasons = (reasons and reasons .. " " or "") .. "You need more than " .. self.join_threshold .. " favor to join."
canJoin = false
end
if self.enemy_factions then
for _,enemy in ipairs(self.enemy_factions) do
if player:is_faction_member(enemy) then
reasons = (reasons and reasons .. " " or "") .. "You're a member of the enemy faction " .. currWorld.factions[enemy].name .. "."
canJoin = false
end
end
end
if self.enemy_types then
for _,ctype in pairs(self.enemy_types) do
if creature:is_type(ctype) then
reasons = (reasons and reasons .. " " or "") .. "Your kind is not welcome here."
canJoin = false
end --end is_type if
end --end ctype for
end --end if self.enemy_types
if self.join_requirements then
local bool,rejectionText = self:join_requirements(creature)
if bool == false then
canJoin = false
if rejectionText then
reasons = (reasons and reasons .. " " or "") .. rejectionText
end
end
end --end join_requirements if
return canJoin,reasons
end
---Have a creature learn a spell from a faction.
--@param spellID String. The ID of the spell they're trying to learn.
--@param creature Creature. The creature learning the spell. (optional, defaults to the player)
--@return Boolean. Whether learning the spell was successful or not.
function Faction:teach_spell(spellID,creature)
creature = creature or player
if creature:has_spell(spellID) then return false end
--Get the spell info:
local spellInfo = nil
for _,s in ipairs(self.teaches_spells) do
if s.spell == spellID then
spellInfo = s
break
end
end
if not spellInfo then return false end
--Pay the price:
if spellInfo.moneyCost then
creature.money = creature.money - (spellInfo.moneyCost+round(spellInfo.moneyCost*(self:get_cost_modifier(player)/100)))
end
if spellInfo.favorCost then
creature.favor[self.id] = creature.favor[self.id] - spellInfo.favorCost
end
--Teach it, finally:
creature:learn_spell(spellID)
end
---Generates the faction's inventory
function Faction:generate_items()
--Do custom stocking code:
if possibleFactions[self.id].generate_items then
if possibleFactions[self.id].generate_items(self) == false then
return
end
end
--Generate items from list:
local tags = self.passedTags
if not self.sells_items then return end
for _,info in pairs(self.sells_items) do
local itemID = info.item
local item = Item(itemID,(info.passed_info or (possibleItems[itemID].acceptTags and tags) or nil),(info.amount or -1))
if info.artifact then
mapgen:make_artifact(item,tags)
elseif info.enchantments then
for _,eid in ipairs(info.enchantments) do
item:apply_enchantment(eid,-1)
end
end
self:add_item(item,info)
end
--Generate dynamic inventory:
if self.random_item_amount then
local possibles = self:get_possible_random_items()
if count(possibles) > 0 then
for i=1,self.random_item_amount,1 do
self:generate_random_item(possibles)
end --end random_item_amount for
end --end possibles count if
end --end random items if
end
---Restocks the faction's inventory. Default behavior: Restock all defined items up to their original amount, unless restock_amount or restock_to is set.
function Faction:restock()
--Delete items marked to delete on restock:
for id,info in pairs(self.inventory) do
if info.delete_on_restock then
table.remove(self.inventory,id)
end
end
--Do custom restocking code:
if possibleFactions[self.id].restock then
if possibleFactions[self.id].restock(self) == false then
return
end
end
--Do defined items
if self.sells_items then
local tags = self.passedTags
for _,info in pairs(self.sells_items) do
if info.amount and info.amount ~= -1 then --don't restock infinite-stock items
local itemID = info.item
local item = Item(itemID,(info.passed_info or (possibleItems[itemID].acceptTags and tags) or nil),(info.amount or -1))
local index = self:get_inventory_index(item)
local currAmt = self:get_count(item) or 0
local restock_amt = info.restock_amount or 0
local restock_to = (info.restock_to or (restock_amt >= 0 and info.amount or 0))
if (restock_amt >= 0 and currAmt < restock_to) or (restock_amt < 0 and currAmt > restock_to) then
local final_restock = (restock_amt >= 0 and math.min((restock_amt > 0 and restock_amt or restock_to),restock_to-currAmt) or (restock_amt < 0 and math.max(restock_amt or restock_to,restock_to-currAmt)))
if final_restock < 0 then
self.inventory[index].item.amount = self.inventory[index].item.amount+final_restock
if self.inventory[index].item.amount <= 0 then
table.remove(self.inventory,index)
end
else
self:add_item(item,info)
end
end --end currAmt < restock to amount
end --end if amount
end --end sells_items for
end --end if self.sells_items
--Restock randomly generated items:
if self.random_item_amount then
local random_inv = 0
local restock_to = (self.random_item_restock_to or self.random_item_amount)
for _,inv in ipairs(self.inventory) do
if inv.randomly_generated then
random_inv = random_inv + (inv.item.amount or 1)
end
end --end random for
local final_restock = math.min(self.random_item_restock_amount or restock_to,restock_to-random_inv)
if final_restock > 0 then
local possibles = self:get_possible_random_items()
if count(possibles) > 0 then
for i=1,final_restock,1 do
self:generate_random_item(possibles)
end --end random_item_amount for
end --end possibles count if
end
end --end if random_item_amount
end
---Adds an item to the faction store. If the store already has this item, increase the amount
--@param item Item. The item to add
--@param info Table. The information to pass
function Faction:add_item(item,info)
local makeNew = true
info = info or {}
info.cost = info.cost or item:get_value()*(self.markup or 1)
local index = self:get_inventory_index(item)
if index then
self.inventory[index].item.amount = self.inventory[index].item.amount+item.amount
makeNew = false
end
if makeNew == true then
local id = #self.inventory+1
self.inventory[id] = {item=item,id=id}
if info then
for i,k in pairs(info) do
self.inventory[id][i] = self.inventory[id][i] or k
end
end
end --end if makenew
end
---Gets a list of the items the faction is selling
--@return Table. The list of items the faction has in stock
function Faction:get_inventory()
return self.inventory
end
---Gets the numbers of items this faction has in its current inventory that matches a passed item
--@param item Item. The item to count.
--@return Number. The number of items
function Faction:get_count(item)
local iCount = 0
for id,info in ipairs(self:get_inventory()) do
if item:matches(info.item) then
if info.amount == -1 then
return -1
end
iCount = iCount + (info.item.amount or 1)
end
end
return iCount
end
---Gets a list of the items that a creature can sell to a faction
--@param creat Creature. The creature selling. Optional, defaults to the player
--@return Table. The list of items the player can sell, each of which is another table in the format {item=Item,cost=Number}
function Faction:get_buy_list(creat)
creat = creat or player
local buying = {}
for id,item in ipairs(creat.inventory) do
if self.buys_items and self.buys_items[item.id] then
buying[#buying+1]={item=item,moneyCost=self.buys_items[item.id].moneyCost,favorCost=self.buys_items[item.id].favorCost}
elseif self.buys_tags and item.value then
for _,tag in ipairs(self.buys_tags) do
if item:has_tag(tag) or item.itemType == tag then
buying[#buying+1]={item=item,favorCost=math.floor(item:get_value()/(self.money_per_favor or 10)),moneyCost=(not self.only_pays_favor and item:get_value() or nil)}
end
end
end
end
return buying
end
---Sell an item to the faction
--@param item Item. The item being sold
--@param moneyCost Number. The amount of money the faction will pay per item.
--@param favorCost Number. The amount of favor the faction will pay per item.
--@param amt Number. The amount of the item being sold. Optional, defaults to 1
--@param creat Creature. The creature selling. Optional, defaults to the player
function Faction:creature_sells_item(item,moneyCost,favorCost,amt,creature)
creature = creature or player
moneyCost = moneyCost or 0
favorCost = favorCost or 0
local totalAmt = item.amount or 1
if amt > totalAmt then amt = totalAmt end
local totalCost = moneyCost*amt
local totalFavor = favorCost*amt
local givenItem = item
if item.amount > amt then
item.owner = nil --This is done because item.owner is the creature who owns the item, and Item:clone() does a deep copy of all tables, which means it will create a copy of the owner, which owns a copy of the item, which is owned by another copy of the owner which owns another copy of the item etc etc leading to a crash
givenItem = item:clone()
givenItem.amount = amt
item.owner = creature
end
self:add_item(givenItem)
creature:delete_item(item,amt)
creature.favor[self.id] = (creature.favor[self.id] or 0) + totalFavor
if self.currency_item then
local creatureItem = creature:has_item(self.currency_item)
if not creatureItem then
creatureItem = Item(self.currency_item)
creature:give_item(creatureItem)
creatureItem.amount = totalCost
else
creatureItem.amount = creatureItem.amount+totalCost
end
else
creature.money = creature.money+totalCost
end
end
---Buy an item from the faction
--@param item Item. The item being sold
--@param moneyCost Number. The amount of money the faction is charging per item.
--@param favorCost Number. The amount of favor the faction is charging per item.
--@param amt Number. The amount of the item being sold. Optional, defaults to 1.
--@param creat Creature. The creature selling. Optional, defaults to the player.
--@return Boolean, Text/nil. True and nil if the buying was successful, False and a string if there's a reason the buying didn't go through.
function Faction:creature_buys_item(item,moneyCost,favorCost,amt,creature)
creature = creature or player
moneyCost = moneyCost or 0
favorCost = favorCost or 0
local totalAmt = item.amount or 1
if totalAmt == -1 then totalAmt = 9999999 end
if amt > totalAmt then amt = totalAmt end
local totalCost = moneyCost*amt
local totalFavorCost = favorCost*amt
local canBuy = false
local creatureItem = nil
if self.currency_item then
creatureItem = creature:has_item(self.currency_item)
canBuy = (creatureItem.amount >= totalCost)
else
canBuy = (creature.money >= totalCost)
end --end currency checks
if canBuy and creature.favor[self.id] >= totalFavorCost then
if amt == totalAmt then
if item.stacks or totalAmt == 1 then
creature:give_item(item)
elseif not item.stacks then
for i=1,amt,1 do
local newItem = item:clone()
newItem.amount = nil
creature:give_item(newItem)
end
end
local id = self:get_inventory_index(item)
table.remove(self.inventory,id)
creature.favor[self.id] = (creature.favor[self.id] or 0) - totalFavorCost
if self.currency_item then
creatureItem.amount = creatureItem.amount-totalCost
else
creature.money = creature.money-totalCost
end
elseif item.stacks then
local newItem = item:clone()
if item.amount ~= -1 then item.amount = item.amount - amt end
newItem.amount = amt
creature:give_item(newItem)
creature.favor[self.id] = (creature.favor[self.id] or 0) - totalFavorCost
if self.currency_item then
creatureItem.amount = creatureItem.amount-totalCost
else
creature.money = creature.money-totalCost
end
else --if buying a nonstackable item
for i=1,amt,1 do
local newItem = item:clone()
newItem.amount = 1
creature:give_item(newItem)
end
if item.amount ~= -1 then item.amount = item.amount - amt end
creature.favor[self.id] = (creature.favor[self.id] or 0) - totalFavorCost
if self.currency_item then
creatureItem.amount = creatureItem.amount-totalCost
else
creature.money = creature.money-totalCost
end
end
return true
end
return false,"You don't have enough money or favor to buy " .. item:get_name(true,amt) .. " ."
end
---Gets the index within the faction's inventory of the item in question
--@param item Item. The item to seach for.
--@return Number. The index ID of the item.
function Faction:get_inventory_index(item)
for id,info in ipairs(self:get_inventory()) do
if item:matches(info.item) then
return id
end
end
end
---Get all possible random items the faction can stock
--@return Table. A list of the item IDs
function Faction:get_possible_random_items()
local possibles = {}
for id,item in pairs(possibleItems) do
local done = false
for _,tag in ipairs(self.sells_tags) do
if item.value and not item.neverSpawn and (in_table(tag,item) or item.itemType == tag) then
possibles[#possibles+1] = id
done = true
break
end
end
end
return possibles
end
---Generate a random item from the faction's possible random items list
--@param list Table. A list of item IDs to pull from. Optional, defaults to the list from get_possible_random_items()
function Faction:generate_random_item(list)
local possibles = list or self:get_possible_random_items()
local itemID = possibles[random(#possibles)]
local tags = self.passedTags
local item = Item(itemID,(possibleItems[itemID].acceptTags and tags or nil))
if random(1,100) <= (self.artifact_chance or gamesettings.artifact_chance) then
mapgen:make_artifact(item,tags)
elseif random(1,100) <= gamesettings.enchantment_chance then
local possibles = item:get_possible_enchantments(true)
if count(possibles) > 0 then
local eid = get_random_element(possibles)
item:apply_enchantment(eid,-1)
end
end
if not item.amount then item.amount = 1 end --This is here because non-stackable items don't generate with amounts
self:add_item(item,{randomly_generated=true,delete_on_restock=self.delete_random_items_on_restock})
end
---Gets the modifier for items sold in the faction store
function Faction:get_cost_modifier(creature)
creature = creature or player
local finalMod = 0
if self.faction_cost_modifiers then
for faction,mod in pairs(self.faction_cost_modifiers) do
if creature:is_faction_member(faction) then
if math.abs(mod) > math.abs(finalMod) then
finalMod = mod
end
end
end --end faction for
end --end if faction cost modifiers
if self.favor_cost_modifiers then
local creatFavor = creature.favor[self.id] or 0
local highest = nil
local tempMod = 0
for favor,mod in pairs(self.favor_cost_modifiers) do
if creatFavor >= favor and (not highest or favor > highest) then
highest = favor
tempMod = mod
end
end --end favor for
finalMod = finalMod + tempMod
end --end if favor cost modifiers
return finalMod+creature:get_bonus('cost_modifier')
end
|
local PluginRoot = script.Parent.Parent.Parent.Parent
local Roact = require(PluginRoot.Libs.Roact)
local Utilities = require(PluginRoot.Core.Modules.Utilities)
local RunService = game:GetService("RunService")
local CircleMarquee = Roact.PureComponent:extend("CircleMarquee")
function CircleMarquee:init()
self.state = {
currentRadius = self.props.radius,
desiredRadius = self.props.radius,
}
end
function CircleMarquee:didMount()
self.hConn = RunService.Heartbeat:Connect(function(dt)
local currentRadius = self.state.currentRadius
local desiredRadius = self.state.desiredRadius
if currentRadius ~= desiredRadius then
-- Decided not to use dt for this.
-- The frame the selector exits turbo mode, the dt will be huge.
-- That ruins the easing effect.
local newRadius = Utilities.lerp(currentRadius, desiredRadius, 0.5)
if math.abs(newRadius - desiredRadius) < 1 then
newRadius = desiredRadius
end
self:setState({
currentRadius = newRadius
})
end
end)
end
function CircleMarquee:willUnmount()
self.hConn:Disconnect()
end
function CircleMarquee.getDerivedStateFromProps(nextProps, lastState)
return {
desiredRadius = nextProps.radius
}
end
function CircleMarquee:render()
local props = self.props
local position = props.position
local radius = self.state.currentRadius
return Roact.createElement("ImageLabel",
{
Size = UDim2.fromOffset(radius*2-2, radius*2-2),
Image = "rbxassetid://5048041217",
BackgroundTransparency = 1,
ImageTransparency = 0.8,
ImageColor3 = Color3.new(0, 0, 0),
AnchorPoint = Vector2.new(0.5, 0.5),
Position = position,
},
(function()
local segments = {}
local segmentCount = math.max(8, math.floor(2*math.pi*radius / 10))
local segmentLength = 2 * radius * math.sin(math.pi/segmentCount)
local inradius = radius * math.cos(math.pi/segmentCount)
local color = Color3.new(1, 1, 1)
for i = 1, segmentCount do
local angle = i/segmentCount * math.pi * 2
local x = math.cos(angle) * inradius
local y = math.sin(angle) * inradius
table.insert(segments, Roact.createElement("Frame", {
BackgroundColor3 = color,
BorderSizePixel = 0,
Size = UDim2.fromOffset(segmentLength*0.5, 1),
AnchorPoint = Vector2.new(0.5, 0.5),
Rotation = math.deg(angle + math.pi/2),
Position = UDim2.fromOffset(x+radius, y+radius)
}))
end
return segments
end)()
)
end
return CircleMarquee
|
--!A cross-platform build utility based on Lua
--
-- Licensed to the Apache Software Foundation (ASF) under one
-- or more contributor license agreements. See the NOTICE file
-- distributed with this work for additional information
-- regarding copyright ownership. The ASF licenses this file
-- to you under the Apache License, Version 2.0 (the
-- "License"); you may not use this file except in compliance
-- with the License. You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
--
-- Copyright (C) 2015 - 2018, TBOOX Open Source Group.
--
-- @author ruki
-- @file list.lua
--
-- imports
import("core.project.project")
import("core.base.task")
import("package")
import("repository")
import("environment")
-- from local/global/system/remote?
function _from(instance)
local fetchinfo, fetchfrom = instance:fetch()
if fetchinfo then
return ", ${green}" .. fetchfrom .. "${clear}"
elseif #instance:urls() > 0 then
return ", ${yellow}remote${clear}"
elseif instance:from("system") then
return ", ${red}missing${clear}"
else
return ""
end
end
-- list packages
function main()
-- list all requires
print("The package dependencies:")
-- get requires
local requires, requires_extra = project.requires()
if not requires or #requires == 0 then
return
end
-- enter environment
environment.enter()
-- pull all repositories first if not exists
if not repository.pulled() then
task.run("repo", {update = true})
end
-- list all packages
for _, instance in ipairs(package.load_packages(requires, requires_extra)) do
local requireinfo = instance:requireinfo() or {}
local packageopt = project.option(instance:alias() or instance:fullname())
if packageopt then
cprint(" ${magenta}require${clear}(%s): %s%s%s", requireinfo.originstr, ifelse(instance:version_str(), instance:version_str(), "no version"), _from(instance), ifelse(requireinfo.optional, ", ${yellow}optional${clear}", ""))
for _, dep in ipairs(instance:orderdeps()) do
requireinfo = dep:requireinfo() or {}
cprint(" -> ${magenta}dep${clear}(%s): %s%s%s", requireinfo.originstr, ifelse(dep:version_str(), dep:version_str(), "no version"), _from(dep), ifelse(requireinfo.optional, ", ${yellow}optional${clear}", ""))
end
end
end
-- leave environment
environment.leave()
end
|
Talk(0, "又有一群大蜘蛛,我得小心点,免得当了蜘蛛的点心.", "talkname0", 1);
if TryBattle(64) == true then goto label0 end;
Dead();
do return end;
::label0::
ModifyEvent(-2, 32, 0, 0, -1, -1, -1, -1, -1, -1, -2, -2, -2);--by fanyu|战斗结束,移除蜘蛛。场景10-编号32-35,42
ModifyEvent(-2, 33, 0, 0, -1, -1, -1, -1, -1, -1, -2, -2, -2);
ModifyEvent(-2, 34, 0, 0, -1, -1, -1, -1, -1, -1, -2, -2, -2);
ModifyEvent(-2, 35, 0, 0, -1, -1, -1, -1, -1, -1, -2, -2, -2);
ModifyEvent(-2, 42, 0, 0, -1, -1, -1, -1, -1, -1, -2, -2, -2);
jyx2_ReplaceSceneObject("","NPC/zhizhu32","");
jyx2_ReplaceSceneObject("","NPC/zhizhu33","");
jyx2_ReplaceSceneObject("","NPC/zhizhu34","");
jyx2_ReplaceSceneObject("","NPC/zhizhu35","");
LightScence();
AddRepute(1);
do return end;
|
local _ENV = TEST_CASE "test.hex"
local misc_binary_data = {
"",
"x\0y",
"\0\15\240\255",
}
function test_trivial_obj ()
local obj = Filter:new("hex_lower")
is("", obj:result())
obj = Filter:new("hex_upper")
is("", obj:result())
end
function test_misc_lowercase ()
for num, input in ipairs(misc_binary_data) do
local expected = bytes_to_hex(input)
is(expected, Filter.hex_lower(input),
"lowercase hex for binary test datum " .. num)
end
end
function test_misc_uppercase ()
for num, input in ipairs(misc_binary_data) do
local expected = bytes_to_hex(input):upper()
is(expected, Filter.hex_upper(input),
"uppercase hex for binary test datum " .. num)
end
end
function test_single_byte_lowercase ()
for code = 0, 255 do
local input = string.char(code)
local expected = bytes_to_hex(input)
is(expected, Filter.hex_lower(input),
"lowercase hex for single byte " .. code)
end
end
function test_single_byte_uppercase ()
for code = 0, 255 do
local input = string.char(code)
local expected = bytes_to_hex(input):upper()
is(expected, Filter.hex_upper(input),
"uppercase hex for single byte " .. code)
end
end
function test_hex_big ()
local input = ""
for code = 0, 255 do input = input .. string.char(code) end
local reps = 35 -- big enough to blow the input and output buffers
input = input:rep(reps)
local expected = bytes_to_hex(input)
local got = Filter.hex_lower(input)
is(reps * 256 * 2, got:len(), "lowercase hex of large amount of input")
is(expected, got, "lowercase hex of large amount of input")
expected = expected:upper()
got = Filter.hex_upper(input)
is(reps * 256 * 2, got:len(), "uppercase hex of large amount of input")
is(expected, got, "uppercase hex of large amount of input")
end
function test_decode_hex ()
-- Create some test input and expected binary data that matches.
local input = " \t\n\r "
local expected = ""
for code = 0, 255 do
input = input .. string.format("%02x%02X", code, code)
expected = expected .. string.char(code, code)
end
input = input .. "\n"
for _, data in ipairs(misc_binary_data) do
input = input .. Filter.hex_lower(data) ..
Filter.hex_upper(data) .. "\n"
expected = expected .. data .. data
end
-- Enough repetitions to make it big enough to deal with in chunks.
input = input:rep(100)
expected = expected:rep(100)
is(expected, Filter.hex_decode(input))
-- Test for digits of the same byte separated by whitespace.
is("xyz", Filter.hex_decode("7 87 9\n7\na\n"))
-- Check empty input.
is("", Filter.hex_decode(""))
is("", Filter.hex_decode(" \n\t \r "))
end
function test_decode_hex_bad ()
assert_error("bad character instead of first digit",
function () Filter.hex_decode("01 *3 78") end)
assert_error("bad character instead of second digit",
function () Filter.hex_decode("01 2* 78") end)
assert_error("odd number of digits",
function () Filter.hex_decode("01 23 7 ") end)
end
|
function HandleSetSpawnCommand(Split, Player)
local Response
local World = Player:GetWorld()
local PlayerX = Player:GetPosX()
local PlayerY = Player:GetPosY()
local PlayerZ = Player:GetPosZ()
if World:SetSpawn(PlayerX, PlayerY, PlayerZ) then
Response = SendMessageSuccess(Player, string.format("Successfully changed spawn position to [X:%i Y:%i Z:%i]", PlayerX, PlayerY, PlayerZ))
else
Response = SendMessageFailure(Player, "Failed to change spawn position")
end
return true, Response
end
|
-- Function Availability
FileWriteLineFast("test/output.txt", "Function Availability", FM_WRITE);
local fa = dofile("test/common/function_availability.lua");
fa.FunctionSupported(TtfInit, "MTR_TtfInit", TtfFunctionSupported);
fa.FunctionSupported(TtfQuit, "MTR_TtfQuit", TtfFunctionSupported);
fa.FunctionSupported(TtfLoad, "MTR_TtfLoad", TtfFunctionSupported);
fa.FunctionSupported(TtfFree, "MTR_TtfFree", TtfFunctionSupported);
fa.FunctionSupported(TtfGetWidth, "MTR_TtfGetWidth", TtfFunctionSupported);
fa.FunctionSupported(TtfGetHeight, "MTR_TtfGetHeight", TtfFunctionSupported);
fa.FunctionSupported(TtfGetSizes, "MTR_TtfGetSizes", TtfFunctionSupported);
fa.FunctionSupported(TtfSetSizes, "MTR_TtfSetSizes", TtfFunctionSupported);
fa.FunctionSupported(TtfGetStyle, "MTR_TtfGetStyle", TtfFunctionSupported);
fa.FunctionSupported(TtfGetOutline, "MTR_TtfGetOutline", TtfFunctionSupported);
fa.FunctionSupported(TtfSetStyle, "MTR_TtfSetStyle", TtfFunctionSupported);
fa.FunctionSupported(TtfSetOutline, "MTR_TtfSetOutline", TtfFunctionSupported);
fa.FunctionSupported(TtfGetGlyphSizes, "MTR_TtfGetGlyphSizes",
TtfFunctionSupported);
fa.FunctionSupported(TtfGetGlyphWidth, "MTR_TtfGetGlyphWidth",
TtfFunctionSupported);
fa.FunctionSupported(TtfGetGlyphHeight, "MTR_TtfGetGlyphHeight",
TtfFunctionSupported);
fa.FunctionSupported(TtfRenderGlyph, "MTR_TtfRenderGlyph",
TtfFunctionSupported);
|
local M = {}
local calc_functions = require "core.calc_functions"
local relations = require "core.relations"
local offers = require "core.offers"
local event_system = require "core.event_system"
local scenarios_modifiers = {
consequences = require "scripts.scenarios_modifiers.consequences"
}
local is_player
local difficulty_list
local game_end_callback
local update_land_data
local accept_offer_callback
function M.set_difficulty_list(list)
difficulty_list = list
end
function M.set_is_player_function(callback)
is_player = callback
end
function M.set_game_end_callback(callback)
game_end_callback = callback
end
function M.set_update_land_data_callback(callback)
update_land_data = callback
end
function M.set_accept_offer_callback(callback)
accept_offer_callback = callback
end
function M.get_accept_offer_callback()
return accept_offer_callback
end
local function year_increase()
if game_data.year < 1400 then
return 3
elseif game_data.year < 1600 then
return 2
elseif game_data.year < 1800 then
return 1/2
elseif game_data.year < 2000 then
return 1/4
elseif game_data.year < 2100 then
return 1/6
elseif game_data.year < 2200 then
return 1/12
else
return 1/64
end
end
function M.next()
-- game_data.previous_moves = deepcopy(game_data.current_moves)
game_data.current_moves = {}
game_data.previous_shell = deepcopy(game_data.current_shell)
game_data.current_shell = {}
game_data.previous_tank = deepcopy(game_data.current_tank)
game_data.current_tank = {}
game_data.previous_chemical = deepcopy(game_data.current_chemical)
game_data.current_chemical = {}
game_data.previous_explosions = deepcopy(game_data.current_explosions)
game_data.current_explosions = {}
game_data.previous_planes = deepcopy(game_data.current_planes)
game_data.current_planes = {}
game_data.used_shell = {}
game_data.used_tank = {}
game_data.used_chemical = {}
game_data.used_explosions = {}
game_data.used_planes = {}
army_functions.validate_army()
offers.handle()
calc_functions.calc_lands(game_end_callback, is_player, difficulty_list)
army_functions.validate_army()
game_data.year = game_data.year + year_increase()
game_data.step = game_data.step + 1
for k, v in pairs(game_data.consequence_data) do
game_data.consequence_data[k] = game_data.consequence_data[k] - 1
if game_data.consequence_data[k] <= 0 then
game_data.consequence_data[k] = nil
end
end
for k, v in pairs(game_data.lands) do
if k ~= "Undeveloped_land" and v.num_of_provinces == 0 and not v.defeated then
event_system.dispatch("ruined_civilization", k, v.last_attacked)
if game_data.lands[k].money > 0 then
game_data.lands[v.last_attacked].money = game_data.lands[v.last_attacked].money + game_data.lands[k].money
end
for key, val in pairs(game_data.lands[k].resources) do
if val > 0 then
game_data.lands[v.last_attacked].resources[key] = game_data.lands[v.last_attacked].resources[key] + val
end
end
clear_data_about(k)
v.defeated = true
game_end_callback(k)
end
end
-- local winners = {}
for k, v in pairs(game_data.lands) do
if k ~= "Undeveloped_land" and not v.defeated then
local win = true
for key, val in pairs(game_data.lands) do
if key ~= k and key ~= "Undeveloped_land" and not val.defeated then
if not relations.check_alliance(k, key)
and not relations.check_vassal(k, key)
and not relations.check_vassal(key, k) then
win = false
end
end
end
if win then
game_end_callback(k, true)
break
-- table.insert(winners, k)
end
end
end
-- calc_functions.write_history()
end
function M.recruit(land,province, count)
game_data.provinces[province].l_a = game_data.provinces[province].l_a + count
game_data.provinces[province].p = game_data.provinces[province].p - count
game_data.lands[land].money = game_data.lands[land].money - count/army_functions.army_recruit_cost(land)
game_data.lands[land].movement_points = game_data.lands[land].movement_points - 1
end
function M.move(land,from,to,amount)
--print("move",from,to,amount)
table.insert(game_data.queue, { land, "move", from,to,amount})
army_functions.set_army(from, army_functions.get_army(from, land) - amount, land)
game_data.lands[land].movement_points = game_data.lands[land].movement_points - 1
end
function M.dissolve(land, province, percent)
local count = math.floor(army_functions.get_army(province, land) * percent)
game_data.provinces[province].p = (game_data.provinces[province].p + count)
if lume.match(game_data.lands[land].bonuses, function(x) return x[1] == "refund" end) then
game_data.dissolved_army_for_gold[land] = game_data.dissolved_army_for_gold[land] or 0 + count * game_values.refund_value
end
army_functions.set_army(province,math.floor(army_functions.get_army(province, land) - count), land)
game_data.lands[land].movement_points = game_data.lands[land].movement_points - 1
end
function M.shell(land, from, to, count)
game_data.lands[land].resources.weapons = math.floor(game_data.lands[land].resources.weapons - count/game_values.shell_cost)
table.insert(game_data.used_shell, {land, from, to})
table.insert(game_data.queue, { land, "shell", from,to,count})
game_data.lands[land].movement_points = game_data.lands[land].movement_points - 1
end
function M.open_skill(land, skill)
game_data.lands[land].skills = game_data.lands[land].skills - skills_data[skill].cost
table.insert(game_data.lands[land].opened_skills, skill)
for k, v in pairs(skills_data[skill].bonuses) do
if not v[2] then
v[2] = 0
end
v[3] = "skills"
table.insert(game_data.lands[land].bonuses, v)
end
end
function M.set_tax(land, tax)
game_data.lands[land].tax = tax
end
function M.set_ideology(land, ideology)
game_data.lands[land].ideology = ideology
game_data.lands[land].changed_ideology = game_data.step
end
function M.build(land, province, building_id)
game_data.lands[land].money = game_data.lands[land].money - get_building_cost(land, building_id, game_data.provinces[province].b[building_id])
game_data.provinces[province].b[building_id] = game_data.provinces[province].b[building_id] and
game_data.provinces[province].b[building_id] + 1 or 1
local lvl = game_data.provinces[province].b[building_id]
local resource_cost = get_building_data(building_id).lvl[lvl].resource_cost
if resource_cost then
for k, v in pairs(resource_cost) do
game_data.lands[land].resources[k] = game_data.lands[land].resources[k] - v
end
end
if scenarios_modifiers[game_data.id] then
scenarios_modifiers[game_data.id].build(land, province, building_id)
end
end
function M.destroy(land, province, building_id)
game_data.lands[land].money = game_data.lands[land].money +
math.floor(get_building_cost(land, building_id, game_data.provinces[province].b[building_id] - 1)
* game_values.destroy_building_refund)
local lvl = game_data.provinces[province].b[building_id]
local resource_cost = get_building_data(building_id).lvl[lvl].resource_cost
if resource_cost then
for k, v in pairs(resource_cost) do
game_data.lands[land].resources[k] = game_data.lands[land].resources[k] + math.floor(v * game_values.destroy_building_refund)
end
end
game_data.provinces[province].b[building_id] = nil
if scenarios_modifiers[game_data.id] then
scenarios_modifiers[game_data.id].destroy(land, province, building_id)
end
end
function M.peace(from, to, reason)
if relations.is_vassal(to) then
to = game_data.lands[to].vassal
end
if not relations.is_vassal(from) then
offers.register("peace", from, to, reason)
end
end
function M.pact(from, to, reason)
if relations.is_vassal(to) then
to = game_data.lands[to].vassal
end
if not relations.is_vassal(from) then
print("Register pact offer:", from, to)
offers.register("pact", from, to, reason)
end
end
function M.war(from, to, reason)
if relations.is_vassal(to) then
to = game_data.lands[to].vassal
end
if not relations.is_vassal(from) then
log(from.." declared war on "..to)
offers.register("war", from, to, reason)
end
end
function M.alliance(from, to, reason)
if relations.is_vassal(to) then
to = game_data.lands[to].vassal
end
if not relations.is_vassal(from) then
offers.register("alliance", from, to, reason)
end
end
function M.break_alliance(from, to, reason)
if relations.is_vassal(to) then
to = game_data.lands[to].vassal
end
if not relations.is_vassal(from) then
log(from.." declared break_alliance on "..to)
offers.register("break_alliance", from, to, reason)
end
end
function M.air_attack(land, from, to)
table.insert(game_data.used_planes, {land, from})
table.insert(game_data.queue, { land, "air_attack", from, to, game_data.provinces[from].b.aerodrome})
game_data.lands[land].movement_points = game_data.lands[land].movement_points - 1
end
function M.tank(land, from, to)
game_data.lands[land].resources.tank = game_data.lands[land].resources.tank - 1
table.insert(game_data.used_tank, {land, to})
table.insert(game_data.queue, { land, "tank", from, to})
game_data.lands[land].movement_points = game_data.lands[land].movement_points - 1
end
function M.chemical_weapon(land, from, to)
local from_province = from
local province = to
game_data.lands[land].resources.chemical_weapon = game_data.lands[land].resources.chemical_weapon - 1
table.insert(game_data.used_chemical, {land, province})
table.insert(game_data.queue, { land, "chemical", from_province, province})
game_data.lands[land].movement_points = game_data.lands[land].movement_points - 1
end
function M.nuclear_weapon(land, province)
game_data.lands[land].resources.uranium = game_data.lands[land].resources.uranium - game_values.nuclear_weapon_cost_uranium
table.insert(game_data.used_explosions, {land, province})
table.insert(game_data.queue, { land, "nuclear", province})
game_data.lands[land].movement_points = game_data.lands[land].movement_points - 1
-- pprint("Nuclear queue:", game_data.queue)
end
function M.vassal(land1, land2, reason)
if not relations.is_vassal(land1) and not relations.is_vassal(land2) then
log(land1.." send vassal offer to "..land2)
offers.register("vassal", land1, land2, reason)
end
end
function M.revolt(owner, vassal, reason)
offers.register("revolt", vassal, owner, reason)
end
function M.independence(owner, vassal)
relations.independence(vassal)
end
function M.trade(from, to, from_list, to_list)
offers.register("trade", from, to, {
player_trade_list = from_list,
civilization_trade_list = to_list,
})
end
function M.urge_allies(land, enemy)
if relations.is_vassal(enemy) then
enemy = relations.is_vassal(enemy)
end
for k, v in pairs(game_data.lands[land].allies) do
if not game_data.lands[v].defeated then
if relations.available_war(v, enemy) then
offers.register("war", v, enemy)
end
end
end
end
function M.support_revolt(from, to, value)
game_data.lands[from].money = game_data.lands[from].money - value
table.insert(game_data.lands[to].rebellion_support, {
from, value, game_data.step
})
end
function M.accept_offer(offer_id)
local offer = offers.get_offer_by_id(offer_id)
if not offer then
print("Error! No offer!")
return
end
-- log("Accepted offer:", offer[1], offer[2], offer[3], offer[4])
if (offer[3] ~= "system" and game_data.lands[offer[3]].defeated) or game_data.lands[offer[4]].defeated then
-- log("One civilization does not exists. Return")
return
end
if offer[2] == "peace" then
if relations.available_peace(offer[3], offer[4]) then
relations.register_peace(offer[3], offer[4])
accept_offer_callback(offer)
-- log("Register peace")
else
-- log("Peace unavailable. Ignore")
end
elseif offer[2] == "pact" then
if relations.available_pact(offer[3], offer[4]) then
relations.register_pact(offer[3], offer[4])
accept_offer_callback(offer)
-- log("Register pact")
else
-- log("Pact unavailable. Ignore")
end
elseif offer[2] == "alliance" then
if relations.available_alliance(offer[3], offer[4]) then
relations.register_alliance(offer[3], offer[4])
accept_offer_callback(offer)
-- log("Register alliance")
else
-- log("Alliance unavailable. Ignore")
end
elseif offer[2] == "trade" then
if relations.available_trade(offer[3], offer[4]) then
-- pprint("Confirmed trade. Trade data is:", offer[5].player_trade_list)
for i = 2, #offer[5].player_trade_list do
-- ??? I think there is a mistake here. I will have to check when I add trading to the game
local it = offer[5].player_trade_list[i].item
local val = offer[5].player_trade_list[i].value
if it == "peace" and relations.available_peace(offer[3], offer[4]) then
relations.register_peace(offer[3], offer[4])
accept_offer_callback({
offer[1], "peace", offer[3], offer[4]
})
elseif it == "pact" and relations.available_pact(offer[3], offer[4]) then
relations.register_pact(offer[3], offer[4])
accept_offer_callback({
offer[1], "pact", offer[3], offer[4]
})
elseif it == "alliance" and relations.available_alliance(offer[3], offer[4]) then
relations.register_alliance(offer[3], offer[4])
accept_offer_callback({
offer[1], "alliance", offer[3], offer[4]
})
elseif it == "declare_war" and relations.available_war(offer[3], val) and not game_data.lands[offer[3]].vassal then
if relations.is_vassal(val) then
val = game_data.lands[val].vassal
end
offers.register("war", offer[3], val)
elseif it == "gold" and game_data.lands[offer[3]].money >= val then
game_data.lands[offer[3]].money = game_data.lands[offer[3]].money - val
game_data.lands[offer[4]].money = game_data.lands[offer[4]].money + val
elseif it == "per_turn" and game_data.lands[offer[3]].economy.balance >= val then
table.insert(game_data.trade, {
"per_turn", offer[3], offer[4], val, game_values.trade_gold_per_turn_duration
})
elseif it == "resource" then
local resource = string.gsub(val, "%d", "")
resource = string.gsub(resource, ":", "")
local count = val:gsub("%D+", "")
count = tonumber(count)
if game_data.lands[offer[3]].resources[resource] >= count then
game_data.lands[offer[3]].resources[resource] = game_data.lands[offer[3]].resources[resource] - count
game_data.lands[offer[4]].resources[resource] = game_data.lands[offer[4]].resources[resource] + count
end
elseif it == "province" and game_data.provinces[val].o == offer[3] then
local r_a = game_data.provinces[val].a[offer[3]] or 0
game_data.provinces[val].o = offer[4]
game_data.provinces[val].a = {}
game_data.provinces[val].a[offer[4]] = r_a
end
end
for i = 2, #offer[5].civilization_trade_list do
local it = offer[5].civilization_trade_list[i].item
local val = offer[5].civilization_trade_list[i].value
if it == "declare_war" and relations.available_war(offer[4], val) and not game_data.lands[offer[4]].vassal then
if relations.is_vassal(val) then
val = game_data.lands[val].vassal
end
offers.register("war", offer[4], val)
elseif it == "gold" and game_data.lands[offer[4]].money >= val then
game_data.lands[offer[4]].money = game_data.lands[offer[4]].money - val
game_data.lands[offer[3]].money = game_data.lands[offer[3]].money + val
elseif it == "per_turn" and game_data.lands[offer[4]].economy.balance >= val then
table.insert(game_data.trade, {
"per_turn", offer[4], offer[3], val, game_values.trade_gold_per_turn_duration
})
elseif it == "resource" then
local resource = string.gsub(val, "%d", "")
resource = string.gsub(resource, ":", "")
local count = val:gsub("%D+", "")
count = tonumber(count)
if game_data.lands[offer[4]].resources[resource] >= count then
game_data.lands[offer[4]].resources[resource] = game_data.lands[offer[4]].resources[resource] - count
game_data.lands[offer[3]].resources[resource] = game_data.lands[offer[3]].resources[resource] + count
end
elseif it == "province" and game_data.provinces[val].o == offer[4] then
local r_a = game_data.provinces[val].a[offer[4]] or 0
game_data.provinces[val].o = offer[3]
game_data.provinces[val].a = {}
game_data.provinces[val].a[offer[3]] = r_a
end
end
update_land_data(offer[3])
update_land_data(offer[4])
log("Trade finished")
else
log("Trade unavailable. Ignore")
end
elseif offer[2] == "vassal" then
if relations.available_vassal(offer[3], offer[4]) then
relations.register_vassal(offer[3], offer[4])
accept_offer_callback(offer)
log("Register vassalage")
else
log("vassalage unavailable. Ignore")
end
elseif offer[2] == "discontent_pay_off" then
-- print("Pay off: ", offer[5])
game_data.lands[offer[4]].money = game_data.lands[offer[4]].money - offer[5]
table.insert(game_data.lands[offer[4]].actions_taken, {"pay_off", game_data.step})
update_land_data(offer[4])
elseif offer[2] == "discontent_disperse" then
for k, v in pairs(game_data.provinces) do
if v.o == offer[4] then
v.p = v.p * 0.88
end
end
game_data.lands[offer[4]].money = game_data.lands[offer[4]].money - offer[5]
table.insert(game_data.lands[offer[4]].actions_taken, {"disperse", game_data.step})
update_land_data(offer[4])
elseif offer[2] == "discontent_independence" then
offers.register("war", offer[4], offer[3])
end
end
return M
|
--[[-----------------------------------------------------------------------------
* Infected Wars, an open source Garry's Mod game-mode.
*
* Infected Wars is the work of multiple authors,
* a full list can be found in CONTRIBUTORS.md.
* For more information, visit https://github.com/JarnoVgr/InfectedWars
*
* Infected Wars is free software: you can redistribute it and/or modify
* it under the terms of the MIT License.
*
* A full copy of the MIT License can be found in LICENSE.txt.
-----------------------------------------------------------------------------]]
SWEP.Author = "" -- ClavusElite
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = "Swing at enemies. Disorients (read: fucks up screen) them on hit."
SWEP.ViewModel = "models/weapons/v_crowbar.mdl"
SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = true
SWEP.Primary.Damage = 30
SWEP.Primary.Ammo = "none"
SWEP.Primary.Delay = 1
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = true
SWEP.Secondary.Ammo = "none"
function SWEP:Reload()
return false
end
function SWEP:Initialize()
self:SetWeaponHoldType("melee")
end
function SWEP:Precache()
util.PrecacheSound("weapons/iceaxe/iceaxe_swing1.wav")
util.PrecacheSound("physics/flesh/flesh_impact_bullet1.wav")
util.PrecacheSound("physics/flesh/flesh_impact_bullet2.wav")
util.PrecacheSound("physics/flesh/flesh_impact_bullet3.wav")
util.PrecacheSound("physics/flesh/flesh_impact_bullet4.wav")
util.PrecacheSound("physics/flesh/flesh_impact_bullet5.wav")
util.PrecacheSound("weapons/crowbar/crowbar_impact1.wav")
util.PrecacheSound("weapons/crowbar/crowbar_impact2.wav")
util.PrecacheSound("physics/concrete/concrete_impact_bullet1.wav")
util.PrecacheSound("physics/concrete/concrete_impact_bullet2.wav")
util.PrecacheSound("physics/concrete/concrete_impact_bullet3.wav")
util.PrecacheSound("physics/concrete/concrete_impact_bullet4.wav")
util.PrecacheSound("physics/cardboard/cardboard_box_impact_bullet1.wav")
util.PrecacheSound("physics/cardboard/cardboard_box_impact_bullet2.wav")
util.PrecacheSound("physics/cardboard/cardboard_box_impact_bullet3.wav")
util.PrecacheSound("physics/cardboard/cardboard_box_impact_bullet4.wav")
util.PrecacheSound("physics/cardboard/cardboard_box_impact_bullet5.wav")
util.PrecacheSound("npc/antlion/shell_impact1.wav")
util.PrecacheSound("npc/antlion/shell_impact2.wav")
util.PrecacheSound("npc/antlion/shell_impact3.wav")
util.PrecacheSound("npc/antlion/shell_impact4.wav")
util.PrecacheSound("physics/flesh/flesh_squishy_impact_hard1.wav")
util.PrecacheSound("physics/flesh/flesh_squishy_impact_hard2.wav")
util.PrecacheSound("physics/flesh/flesh_squishy_impact_hard3.wav")
util.PrecacheSound("physics/flesh/flesh_squishy_impact_hard4.wav")
util.PrecacheSound("physics/wood/wood_solid_impact_bullet1.wav")
util.PrecacheSound("physics/wood/wood_solid_impact_bullet2.wav")
util.PrecacheSound("physics/wood/wood_solid_impact_bullet3.wav")
util.PrecacheSound("physics/wood/wood_solid_impact_bullet4.wav")
util.PrecacheSound("physics/wood/wood_solid_impact_bullet5.wav")
util.PrecacheSound("physics/concrete/concrete_impact_bullet1.wav")
util.PrecacheSound("physics/concrete/concrete_impact_bullet2.wav")
util.PrecacheSound("physics/concrete/concrete_impact_bullet3.wav")
util.PrecacheSound("physics/concrete/concrete_impact_bullet4.wav")
util.PrecacheSound("physics/metal/metal_solid_impact_bullet1.wav")
util.PrecacheSound("physics/metal/metal_solid_impact_bullet2.wav")
util.PrecacheSound("physics/metal/metal_solid_impact_bullet3.wav")
util.PrecacheSound("physics/metal/metal_solid_impact_bullet4.wav")
util.PrecacheSound("physics/surfaces/sand_impact_bullet1.wav")
util.PrecacheSound("physics/surfaces/sand_impact_bullet2.wav")
util.PrecacheSound("physics/surfaces/sand_impact_bullet3.wav")
util.PrecacheSound("physics/surfaces/sand_impact_bullet4.wav")
util.PrecacheSound("physics/surfaces/tile_impact_bullet1.wav")
util.PrecacheSound("physics/surfaces/tile_impact_bullet2.wav")
util.PrecacheSound("physics/surfaces/tile_impact_bullet3.wav")
util.PrecacheSound("physics/surfaces/tile_impact_bullet4.wav")
util.PrecacheSound("physics/metal/metal_box_impact_bullet1.wav")
util.PrecacheSound("physics/metal/metal_box_impact_bullet2.wav")
util.PrecacheSound("physics/metal/metal_box_impact_bullet3.wav")
util.PrecacheSound("physics/metal/metal_computer_impact_bullet1.wav")
util.PrecacheSound("physics/metal/metal_computer_impact_bullet2.wav")
util.PrecacheSound("physics/metal/metal_computer_impact_bullet3.wav")
util.PrecacheSound("physics/glass/glass_impact_bullet1.wav")
util.PrecacheSound("physics/glass/glass_impact_bullet2.wav")
util.PrecacheSound("physics/glass/glass_impact_bullet3.wav")
util.PrecacheSound("physics/glass/glass_impact_bullet4.wav")
util.PrecacheSound("physics/plastic/plastic_box_impact_bullet1.wav")
util.PrecacheSound("physics/plastic/plastic_box_impact_bullet2.wav")
util.PrecacheSound("physics/plastic/plastic_box_impact_bullet3.wav")
util.PrecacheSound("physics/plastic/plastic_box_impact_bullet4.wav")
util.PrecacheSound("physics/plastic/plastic_box_impact_bullet5.wav")
end
function SWEP:SetFleshMaterial( apply )
local vm = self.Owner:GetViewModel()
if vm and vm:IsValid() then
vm:SetColor(255, 255, 255, 255)
if apply then
vm:SetMaterial("models/flesh")
else
vm:SetMaterial("")
end
end
end
function SWEP:Deploy()
if SERVER then
self.Owner:DrawWorldModel(true)
end
self:SetFleshMaterial(true)
self:SetColor(255, 255, 255, 255)
self.Owner:SetColor(255, 255, 255, 255)
end
|
return {'osama','osamas'}
|
-- **
-- * Basic object handling
Object={
def=function(t,e)
local this={}
if e then
this=e
end
for k,v in pairs(t) do
if type(v)=="function" and k~="new" then
this[k]=v
end
end
return this
end
}
-- **
-- * Generic device with file interface to get/set attributes
Device={
new=function(class,rootDir)
local this=Object.def(class)
this._rootDir=rootDir
return this;
end,
_getAttr=function(this, name)
local p=this._rootDir.."/"..name
local f=io.open(p,'r')
local v=f:read()
f:close()
return v
end,
_getNAttr=function(this,name)
return tonumber(this:_getAttr(name))
end,
_setAttr=function(this, name, value)
local p=this._rootDir.."/"..name
f=io.open(p,'w')
local v=f:write(""..value)
f:close()
end
}
-- **
-- * LED Device
LED={
new=function(class,rootDir)
local this=Device:new(rootDir)
Object.def(class,this)
this._maxBrightness=this:_getNAttr("max_brightness")
return this
end,
getBrightness=function(this)
return this:_getNAttr("brightness")/this._maxBrightness
end
}
-- **
-- * Tacho motor device
TachoMotor={
new=function(class,rootDir)
local this=Device:new(rootDir)
Object.def(class,this)
this._maxSpeed=this:_getNAttr("max_speed")
this:_setAttr("stop_action","coast")
return this
end,
-- **
-- * return current speed. Returned value is negative
-- * when polarity is inversed
-- * speed is [-1;1] float value where 1 means max speed.
getSpeed=function(this)
local s=this:_getNAttr("speed")/this._maxSpeed
if this:_getAttr("polarity")=="normal" then
return s
else
return -s
end
end,
-- **
-- * Run forever a given speed
-- * @param speed [-1;1] value. 1 means max speed, negative
-- * value means inversed polarity
run=function(this,speed)
if speed>=0 then
this:_setAttr("polarity","normal")
this:_setAttr("speed_sp",math.floor(speed*this._maxSpeed))
else
this:_setAttr("polarity","inversed")
this:_setAttr("speed_sp",math.floor(-speed*this._maxSpeed))
end
this:_setAttr("command","run-forever")
end,
-- **
-- * Stop motor
stop=function(this)
this:_setAttr("command","stop")
end,
-- **
-- * Reset motor (make it stop and reset all motor parameters to
-- * default value)
reset=function(this)
this:_setAttr("command","reset")
end
}
-- **
-- * Lego Sensor
LegoSensor={
new=function(class,rootDir)
local this=Device:new(rootDir)
Object.def(class,this)
this._nbValues=this:_getNAttr("num_values")
return this
end,
getMode=function(this)
return this:_getAttr("mode")
end,
setMode=function(this,mode)
this:_setAttr("mode",mode)
this._nbValues=this:_getNAttr("num_values")
end,
getValues=function(this)
local v={}
for i=0,this._nbValues-1 do
v[i+1]=this:_getNAttr("value"..i)
end
return v
end,
reset=function(this)
end
}
local ev3={
motor={},
sensor={},
reset=function(this)
for k, v in pairs(this.motor) do
v:reset()
end
end,
setupDevices=function(this,rootDir,table,prefix,class,name)
for dir in io.popen("ls "..rootDir):lines() do
if string.sub(dir,1,#prefix)==prefix then
local d=class:new(rootDir..dir)
table[#table+1]=d
local addr=d:_getAttr("address")
local port=string.sub(addr,#addr,#addr)
print("Found "..name.." plugged on port "..port)
this[prefix..port]=d
end
end
end,
init=function(this)
this:setupDevices("/sys/class/tacho-motor/",this.motor,"motor",TachoMotor,"tacho motor")
this:setupDevices("/sys/class/lego-sensor/",this.sensor,"sensor",LegoSensor,"lego sensor")
end,
reset=function(this)
for k,v in pairs(this.motor) do
v:reset();
end
for k,v in pairs(this.sensor) do
v:reset();
end
end
}
ev3:init()
return ev3
|
-- small utility functions for lua-gd
if not gd then
gd = require("gd")
end
-- return if an image is a truecolor one
gd.isTrueColor = function(im)
if im == nil then return nil end
local gdStr = im:gdStr()
if gdStr == nil then return nil end
return (gdStr:byte(2) == 254)
end
-- create a blank truecolor image
gd.createTrueColorBlank = function(x, y)
local im = gd.createTrueColor(x, y)
if im == nil then return nil end
local trans = im:colorAllocateAlpha(255, 255, 255, 127)
im:alphaBlending(false)
im:filledRectangle(0, 0, im:sizeX() - 1, im:sizeY() - 1, trans)
im:alphaBlending(true)
im:saveAlpha(true)
return im
end
-- return a converted image (source image won't be changed)
gd.convertToTrueColor = function(imsrc)
if imsrc == nil then return nil end
if gd.isTrueColor(imsrc) then return imsrc end
local im = gd.createTrueColor(imsrc:sizeX(), imsrc:sizeY())
if im == nil then return nil end
im:alphaBlending(false)
local trans = im:colorAllocateAlpha(255, 255, 255, 127)
im:filledRectangle(0, 0, im:sizeX() - 1, im:sizeY() - 1, trans)
im:copy(imsrc, 0, 0, 0, 0, im:sizeX(), im:sizeY())
im:alphaBlending(true)
im:saveAlpha(true)
return im
end
-- flip an image about the vertical axis
gd.flipVertical = function(im)
if im == nil then return nil end
im:alphaBlending(false)
for x = 0, im:sizeX() do
for y = 0, math.floor(im:sizeY()/2) - 1 do
local c1, c2 = im:getPixel(x, y), im:getPixel(x, im:sizeY()-1-y)
im:setPixel(x, y, c2)
im:setPixel(im:sizeX()-1-x, y, c1)
end
end
im:alphaBlending(true) -- TODO: restore the mode
return im
end
-- flip an image about the horizontal axis
gd.flipHorizontal = function(im)
if im == nil then return nil end
im:alphaBlending(false)
for y = 0, im:sizeY() do
for x = 0, math.floor(im:sizeX()/2) - 1 do
local c1, c2 = im:getPixel(x, y), im:getPixel(im:sizeX()-1-x, y)
im:setPixel(x, y, c2)
im:setPixel(im:sizeX()-1-x, y, c1)
end
end
im:alphaBlending(true) -- TODO: restore the mode
return im
end
-- applies vertical and horizontal flip
gd.flipBoth = function(im)
gd.flipVertical(im)
gd.flipHorizontal(im)
return im
end
-- compare two images and extract only different pixels between two images
-- return value is a truecolor gd image with alpha channel
gd.createDiff = function(imFG, imBG, ...)
local arg = { ... }
local xOffsetFG, yOffsetFG = 0, 0
local xOffsetBG, yOffsetBG = 0, 0
local width, height = math.min(imFG:sizeX(), imBG:sizeX()), math.min(imFG:sizeY(), imBG:sizeY())
-- parse argument array
if #arg == 4 then
-- xOffset, yOffset, width, height
xOffsetFG, yOffsetFG = arg[1], arg[2]
xOffsetBG, yOffsetBG = xOffsetFG, yOffsetFG
width, height = arg[3], arg[4]
elseif #arg == 6 then
-- xOffsetFG, yOffsetFG, xOffsetBG, yOffsetBG, width, height
xOffsetFG, yOffsetFG = arg[1], arg[2]
xOffsetBG, yOffsetBG = arg[3], arg[4]
width, height = arg[5], arg[6]
elseif #arg > 0 then
error("too few/much arguments")
end
-- range check
if (xOffsetFG + width > imFG:sizeX()) or (yOffsetFG + height > imFG:sizeY()) then
error("foreground image (argument #1) is too small, or illegal offset. " .. width .. "x" .. height .. " from (" .. xOffsetFG .. "," .. yOffsetFG .. ")")
end
if (xOffsetBG + width > imBG:sizeX()) or (yOffsetBG + height > imBG:sizeY()) then
error("background image (argument #2) is too small, or illegal offset. " .. width .. "x" .. height .. " from (" .. xOffsetBG .. "," .. yOffsetBG .. ")")
end
-- create new gd image
local imDiff = gd.createTrueColorBlank(width, height)
imDiff:alphaBlending(false)
imDiff:copy(imFG, 0, 0, xOffsetFG, yOffsetFG, width, height)
-- pixel-by-pixel processing
local colTrans = imDiff:colorAllocateAlpha(255, 255, 255, 127)
for y = 0, height - 1 do
for x = 0, width - 1 do
local colFG = imFG:getPixel(x + xOffsetFG, y + yOffsetFG)
local colBG = imBG:getPixel(x + xOffsetBG, y + yOffsetBG)
if imFG:red(colFG) == imBG:red(colBG) and
imFG:green(colFG) == imBG:green(colBG) and
imFG:blue(colFG) == imBG:blue(colBG)
then
imDiff:setPixel(x, y, colTrans)
end
end
end
imDiff:alphaBlending(true)
imDiff:saveAlpha(true)
return imDiff
end
|
-- handler file for both the pre-function and post-function plugin
return function(plugin_name, priority)
local loadstring = loadstring
local insert = table.insert
local ipairs = ipairs
local config_cache = setmetatable({}, { __mode = "k" })
local ServerlessFunction = {
PRIORITY = priority,
VERSION = "0.3.1",
}
function ServerlessFunction:access(config)
local functions = config_cache[config]
if not functions then
-- first call, go compile the functions
functions = {}
for _, fn_str in ipairs(config.functions) do
local func1 = loadstring(fn_str) -- load it
local _, func2 = pcall(func1) -- run it
if type(func2) ~= "function" then
-- old style (0.1.0), without upvalues
insert(functions, func1)
else
-- this is a new function (0.2.0+), with upvalues
insert(functions, func2)
-- the first call to func1 above only initialized it, so run again
func2()
end
end
config_cache[config] = functions
return -- must return since we allready executed them
end
for _, fn in ipairs(functions) do
fn()
end
end
return ServerlessFunction
end
|
object_tangible_loot_loot_schematic_planning_table_keren_imp_schematic = object_tangible_loot_loot_schematic_shared_planning_table_keren_imp_schematic:new {
}
ObjectTemplates:addTemplate(object_tangible_loot_loot_schematic_planning_table_keren_imp_schematic, "object/tangible/loot/loot/schematic/planning_table_keren_imp_schematic.iff")
|
AddCSLuaFile()
local Status = {}
Status.Success = 1
Status.Failure = 2
-- Action: execute provided tick function.
-- The tick function should return Status.Success or Status.Failure
local ActionMeta = {
Tick = function(self)
return self.tickFunc()
end
}
ActionMeta.__index = ActionMeta
local function CreateAction(tickFunc)
local instance = {}
instance.tickFunc = tickFunc
setmetatable(instance, ActionMeta)
return instance
end
-- Condtion returns Status.Success if the provided condition func returns true
-- returns Status.Failure otherwise
-- This is basically an alias for:
-- CreateAction(function() return cond and Status.Success or Status.Failure end)
local ConditionMeta = {
Tick = function(self)
if self.conditionFunc() then
return Status.Success
else
return Status.Failure
end
end
}
ConditionMeta.__index = ConditionMeta
local function CreateCondition(conditionFunc)
local instance = {}
instance.conditionFunc = conditionFunc
setmetatable(instance, ConditionMeta)
return instance
end
-- Executes all children until one children returns success.
-- If all children have been iterated without one succeeding failure will be returned
local SelectorMeta = {
AddChild = function(self, child)
table.insert(self.children, child)
end,
Tick = function(self)
while true do
local currentChild = self.children[self.currentChildID]
local status = currentChild:Tick()
if status == Status.Success then
self.currentChildID = 1
return status
elseif status == Status.Running then
return status
end
self.currentChildID = self.currentChildID + 1
if self.currentChildID == (#self.children + 1) then
self.currentChildID = 1
return Status.Failure
end
end
end
}
SelectorMeta.__index = SelectorMeta
local function CreateSelector()
local instance = {}
instance.currentChildID = 1
instance.children = {}
setmetatable(instance, SelectorMeta)
return instance
end
-- Executes all children until a failure is encountered.
local SequenceMeta = {
AddChild = function(self, child)
table.insert(self.children, child)
end,
Tick = function(self)
while true do
local currentChild = self.children[self.currentChildID]
local status = currentChild:Tick()
if status == Status.Failure then
self.currentChildID = 1
return status
elseif status == Status.Running then
return status
end
self.currentChildID = self.currentChildID + 1
if self.currentChildID == (#self.children + 1) then
self.currentChildID = 1
return Status.Success
end
end
end
}
SequenceMeta.__index = SequenceMeta
local function CreateSequence()
local instance = {}
instance.currentChildID = 1
instance.children = {}
setmetatable(instance, SequenceMeta)
return instance
end
-- Parallel ticks all children in "parallel"
-- Strictly speaking they will still executed one after the other.
-- But unlike Sequence wont stop iteration on Status.Failure or Status.Success
-- unless requiredToFail and/or requiredToSucceed is provided.
local ParallelMeta = {
AddChild = function(self, child)
table.insert(self.children, child)
end,
Tick = function(self)
local successCounter = 0
local failCounter = 0
for _, child in pairs(self.children) do
local result = child:Tick()
if result == Status.Failure then
failCounter = failCounter + 1
if failCounter == self.requiredToFail then
return Status.Failure
end
end
if result == Status.Success then
successCounter = successCounter + 1
if failCounter == self.requiredToSucceed then
return Status.Success
end
end
end
if (self.requiredToFail == (-1)) and (failCounter == (#self.children)) then
return Status.Failure
end
if (self.requiredToSucceed == (-1)) and (successCounter == (#self.children)) then
return Status.Success
end
return Status.Running
end
}
ParallelMeta.__index = ParallelMeta
local function CreateParallel(requiredToFail, requiredToSucceed)
local instance = {}
if requiredToFail == nil then
requiredToFail = -1
end
instance.requiredToFail = requiredToFail
if requiredToSucceed == nil then
requiredToSucceed = -1
end
instance.requiredToSucceed = requiredToSucceed
instance.children = {}
setmetatable(instance, ParallelMeta)
return instance
end
-- Tree that ticks its root node.
-- Use in combination with other nodes!
local TreeMeta = {
SetRoot = function(self, newRoot)
self.root = newRoot
end,
Tick = function(self)
if self.root then
return self.root:Tick()
else
print("WARNING! TICKING EMPTY BEHAVIOR TREE!")
return Status.Failure
end
end
}
TreeMeta.__index = TreeMeta
local function CreateTree(root)
local instance = {}
instance.root = root
setmetatable(instance, TreeMeta)
return instance
end
-- Fluent API for creating a behavoir tree
local TreeBuilderMeta = {
Action = function(self, func)
assert(not self:ParentStackEmpty(), "Can\'t create this node without a parent (sequence/selector)")
self:PeekParent():AddChild(CreateAction(func))
return self
end,
Condition = function(self, func)
assert(not self:ParentStackEmpty(), "Can\'t create this node without a parent (sequence/selector)")
self:PeekParent():AddChild(CreateCondition(func))
return self
end,
Sequence = function(self)
self:PushParent(CreateSequence())
return self
end,
Selector = function(self)
self:PushParent(CreateSelector())
return self
end,
-- Completes current composite
Finish = function(self)
self:PopParent()
return self
end,
Build = function(self)
return self.result
end,
PushParent = function(self, parent)
if self:ParentStackEmpty() then
self.result:SetRoot(parent)
end
self.parentStack[(#self.parentStack) + 1] = parent
end,
PopParent = function(self)
local old = self:PeekParent()
self.parentStack[((#self.parentStack) - 1) + 1] = nil
return old
end,
PeekParent = function(self)
return self.parentStack[((#self.parentStack) - 1) + 1]
end,
ParentStackEmpty = function(self)
return (#self.parentStack) == 0
end
}
TreeBuilderMeta.__index = TreeBuilderMeta
local function TreeBuilder()
local instance = {}
instance.parentStack = {}
instance.result = CreateTree()
setmetatable(instance, TreeBuilderMeta)
return instance
end
return {
Status = Status,
CreateAction = CreateAction,
CreateCondition = CreateCondition,
CreateSelector = CreateSelector,
CreateSequence = CreateSequence,
CreateParallel = CreateParallel,
CreateTree = CreateTree,
TreeBuilder = TreeBuilder
}
|
local g = vim.g
local cmd = vim.cmd
g.tokyonight_style = 'night'
g.tokyonight_colors = { bg = '#121212', bg_dark = '#101010', bg_sidebar = '#101010' }
cmd[[colorscheme tokyonight]]
-- Highlight yanked regions
cmd([[
augroup HighlightYank
autocmd!
au TextYankPost * silent! lua vim.highlight.on_yank{higroup="IncSearch", timeout=700}
augroup END
]])
|
-- helper frame
local f = CreateFrame('frame')
f:SetScript('OnEvent', function()
this[event](this, arg1)
end)
-- the almighty _G :]
setglobal('_G', getfenv(0))
-- some not yet available Lua functions
_G['select'] = function(num, ...)
-- return number of arguments
if num == '#' then
return getn(arg)
end
-- return arguments from a certain point on
num = tonumber(num)
if num then
if num == 0 then
error('index out of range', 2)
elseif num < 0 then
if abs(num) > getn(arg) then
error('index out of range', 2)
end
num = num + getn(arg)
else
num = num - 1
end
if num > 0 then
local i
for i = 1, num do
table.remove(arg, 1)
end
end
return unpack(arg)
else
error('bad argument, number expected', 2)
end
end
-- print
_G['print'] = function(str)
DEFAULT_CHAT_FRAME:AddMessage(str)
end
-- string functions
_G['string'].match = function(str, pattern)
local r = { string.find(str, pattern) }
-- no match
if getn(r) == 0 then
return nil
end
local s, e = table.remove(r, 1), table.remove(r, 1)
-- match without captures, return the whole match
if getn(r) == 0 then
return string.sub(str, s, e)
-- more than two return values, return only the captures
else
return unpack(r)
end
end
-- non-standard
_G['string'].join = function(sep, ...)
return table.concat(arg, sep)
end
-- non-standard
_G['string'].trim = function(str)
return string.gsub(str, '^%s*(.-)%s*$', '%1')
end
-- math functions
_G['math'].modf = function(number)
local fractional = math.mod(number, 1)
local integral = number - fractional
return integral, fractional
end
-- non-standard
_G['math'].round = function(number, place)
if not number or not place then
error('bad argument(s)', 2)
end
return math.floor(number / place + 0.5) * place
end
-- future WoW API functions
local loggedIn = false
_G['IsLoggedIn'] = function()
return loggedIn and 1 or nil
end
f:RegisterEvent('PLAYER_LOGIN')
function f.PLAYER_LOGIN(self)
loggedIn = true
end
_G['IsModifierKeyDown'] = function()
return IsShiftKeyDown() or IsAltKeyDown() or IsControlKeyDown()
end
-- non-standard WoW API additions
local function get_function_id(func)
assert(type(func) == 'function')
return string.sub(string.match(tostring(func), ': .+$'), 3)
end
-- acts like hooksecurefunc would
_G['post_hook'] = function(...)
-- hook global function
if type(arg[1]) == 'string' then
local functionName = arg[1]
local hookFunction = arg[2]
local func = _G[functionName]
if not func then
return false
end
local functionId = get_function_id(func)
_G[functionId .. functionName] = func
_G[functionName] = function(...)
_G[functionId .. functionName](unpack(arg))
hookFunction(unpack(arg))
end
-- hook member function
else
local tbl = arg[1]
local functionName = arg[2]
local hookFunction = arg[3]
if not tbl or not tbl[functionName] then
return false
end
local functionId = get_function_id(tbl[functionName])
tbl[functionId .. functionName] = tbl[functionName]
tbl[functionName] = function(...)
tbl[functionId .. functionName](unpack(arg))
hookFunction(unpack(arg))
end
return true
end
end
-- like post_hook, but executes the hook function before the original
_G['pre_hook'] = function(...)
-- hook global function
if type(arg[1]) == 'string' then
local functionName = arg[1]
local hookFunction = arg[2]
local func = _G[functionName]
if not func then
return false
end
local functionId = get_function_id(func)
_G[functionId .. functionName] = func
_G[functionName] = function(...)
hookFunction(unpack(arg))
_G[functionId .. functionName](unpack(arg))
end
-- hook member function
else
local tbl = arg[1]
local functionName = arg[2]
local hookFunction = arg[3]
if not tbl or not tbl[functionName] then
return false
end
local functionId = get_function_id(tbl[functionName])
tbl[functionId .. functionName] = tbl[functionName]
tbl[functionName] = function(...)
hookFunction(unpack(arg))
tbl[functionId .. functionName](unpack(arg))
end
return true
end
end
-- replace a function, but pass the original as the first argument
_G['replace_hook'] = function(...)
-- hook global function
if type(arg[1]) == 'string' then
local functionName = arg[1]
local hookFunction = arg[2]
local func = _G[functionName]
if not func then
return false
end
local functionId = get_function_id(func)
_G[functionId .. functionName] = func
_G[functionName] = function(...)
hookFunction(_G[functionId .. functionName], unpack(arg))
end
-- hook member function
else
local tbl = arg[1]
local functionName = arg[2]
local hookFunction = arg[3]
if not tbl or not tbl[functionName] then
return false
end
local functionId = get_function_id(tbl[functionName])
tbl[functionId .. functionName] = tbl[functionName]
tbl[functionName] = function(...)
hookFunction(tbl[functionId .. functionName], unpack(arg))
end
return true
end
end
_G['GetContainerItemByName'] = function(findName)
if not findName then
return
end
local totalCount = 0
local link, name
local bag, slot, texture, count
for i = 0, NUM_BAG_FRAMES do
for k = 1, GetContainerNumSlots(i) do
link = GetContainerItemLink(i, k)
name = link and string.match(link, '%[([^%]]+)%]') or nil
if name and string.lower(name) == string.lower(findName) then
bag, slot = i, k
texture, count = GetContainerItemInfo(i, k)
totalCount = totalCount + count
end
end
end
return bag, slot, totalCount, texture
end
_G['UseItemByName'] = function(name)
local bag, slot = GetContainerItemByName(name)
if bag and slot then
UseContainerItem(bag, slot)
else
UIErrorsFrame:AddMessage(ERR_ITEM_NOT_FOUND, 1, 0.1, 0.1)
end
end
|
local class = require("heart.class")
local heartTable = require("heart.table")
local M = class.newClass()
function M:init(game, config)
self.game = assert(game)
self.spriteEntities = assert(self.game.componentEntitySets.sprite)
self.spriteComponents = assert(self.game.componentManagers.sprite)
self.color = config.color or {1, 0, 0, 0.25}
end
function M:handleEvent(viewportId)
local r, g, b, a = love.graphics.getColor()
love.graphics.setColor(self.color)
local transforms = self.spriteComponents.transforms
local images = self.spriteComponents.images
for id in pairs(self.spriteEntities) do
local width, height = images[id]:getDimensions()
local x1, y1 = transforms[id]:transformPoint(0, 0)
local x2, y2 = transforms[id]:transformPoint(width, 0)
local x3, y3 = transforms[id]:transformPoint(width, height)
local x4, y4 = transforms[id]:transformPoint(0, height)
love.graphics.polygon("fill", x1, y1, x2, y2, x3, y3, x4, y4)
end
love.graphics.setColor(r, g, b, a)
end
return M
|
function to_eval_string(data)
if type(data) == "string" then
return string.format( [["%s"]], data )
elseif type(data) == "number" then
return string.format( [[%f]], data )
elseif type(data) == "boolean" and data == true then
return "true"
elseif type(data) == "boolean" and data == false then
return "false"
elseif type(data) == "table" then
local kvp = {}
for k, v in pairs( data ) do
if type(k) == "number" then
kvp[#kvp+1] = to_eval_string( v )
elseif type(k) == "string" then
kvp[#kvp+1] = string.format( [[ ["%s"] = %s ]], k, to_eval_string( v ) )
else
error( "encountered non string key" )
end
end
return "{ " .. table.concat( kvp, ", " ) .. " }"
else
error( "encountered unsupported type: " .. type(data) )
end
end
function atom(name)
return { t = 'data'
; k = 'atom'
; name = name
}
end
function fun(name, params)
return { t = 'data'
; k = 'fun'
; name = name
; params = params
}
end
function data_string(value)
return { t = 'data'
; k = 'string'
; value = value
}
end
function lex(str)
-- rules : [ { pattern, constructor } ]
local match = string.match
local sub = string.sub
local rules = {
{ pattern = "[\n\r\t ]+"
, constructor = function(m) return atom('nothing') end
}
; { pattern = "=>"
, constructor = function(m) return atom('rarrow') end
}
; { pattern = "!"
, constructor = function(m) return atom('nothing') end
}
; { pattern = ";"
, constructor = function(m) return atom('semicolon') end
}
; { pattern = ","
, constructor = function(m) return atom('comma') end
}
; { pattern = ":"
, constructor = function(m) return atom('colon') end
}
; { pattern = "|"
, constructor = function(m) return atom('or') end
}
; { pattern = "_"
, constructor = function(m) return atom('wild') end
}
; { pattern = "{"
, constructor = function(m) return atom('lcurl') end
}
; { pattern = "}"
, constructor = function(m) return atom('rcurl') end
}
; { pattern = "%("
, constructor = function(m) return atom('lparen') end
}
; { pattern = "%)"
, constructor = function(m) return atom('rparen') end
}
; { pattern = "%l[%w_]*"
, constructor = function(m) return fun('symbol',
{ data_string(m) }) end
}
; { pattern = "%u[%w_]*"
, constructor = function(m) return fun('variable',
{ data_string(m) }) end
}
; { pattern = "%$%l[%w_]*"
, constructor = function(m) return fun('rule_reference',
{ data_string(m) }) end
}
; { pattern = "%%%d+"
, constructor = function(m) return fun('capture_reference',
{ data_string(m) }) end
}
; { pattern = '".-"'
, constructor = function(m) return fun('string',
{ data_string(m) }) end
}
; { pattern = "'.-'"
, constructor = function(m) return fun('string',
{ data_string(m) }) end
}
}
local output = {}
local index = 1
while index <= #str do
for _, rule in ipairs( rules ) do
local m = match( sub(str, index), "^" .. rule.pattern )
if m then
local o = rule.constructor(m)
o.start_index = index
index = index + #m
o.end_index = index
output[#output+1] = o
goto ok
end
end
do
return { success = false
, tokens = output
, unknown_token = sub(str, index, index)
, index = index
}
end
::ok::
end
return {success = true, tokens = output}
end
function merge_env(e1, e2)
local e3 = {}
for k, v in pairs(e1) do
e3[k] = v
end
for k, v in pairs(e2) do
assert(not e3[k], 're-introducing variables not currently supported: ' .. k)
e3[k] = v
end
return e3
end
function pattern_match(pattern, tokens, index, rules)
local pi = 1
local captures = {}
local env = {}
while index <= #tokens and pi <= #pattern do
assert(pattern[pi])
assert(pattern[pi].t == 'pattern')
assert(tokens[index])
assert(tokens[index].t == 'data')
if pattern[pi].k == 'atom' then
if tokens[index].k ~= 'atom' then
return false
end
captures[#captures+1] = tokens[index]
pi = pi + 1
index = index + 1
elseif pattern[pi].k == 'fun' then
if tokens[index].k ~= 'fun' then
return false
end
if tokens[index].name ~= pattern[pi].name then
return false
end
local success, _, new_env, _ = pattern_match(pattern[pi].params, tokens[index].params, 1, rules)
if not success then
return false
end
captures[#captures+1] = tokens[index]
env = merge_env(env, new_env)
pi = pi + 1
index = index + 1
elseif pattern[pi].k == 'wild' then
captures[#captures+1] = tokens[index]
pi = pi + 1
index = index + 1
elseif pattern[pi].k == 'var' then
assert(not env[pattern[pi].name], 're-introducing variables not currently supported: ' .. pattern[pi].name)
env[pattern[pi].name] = tokens[index]
captures[#captures+1] = tokens[index]
pi = pi + 1
index = index + 1
elseif pattern[pi].k == 'rule' then
local o, next_index = parse_rule(tokens, index, rules, pattern[pi].name)
if not o then
return false
end
captures[#captures+1] = o
pi = pi + 1
index = next_index
else
error('Encountered unknown pattern type: ' .. pattern[pi].k)
end
end
if pi > #pattern then
return true, captures, env, index
else
return false
end
end
function parse_rule(tokens, index, rules, rule)
local r = rules[rule]
assert(r, 'Attempted to select rule: ' .. rule .. ' but found nothing' )
for _, option in ipairs( r ) do
local success, captures, env, next_index = pattern_match(option.pattern, tokens, index, rules)
if success then
local o = option.constructor(captures, env)
o.start_index = captures[1].start_index
o.end_index = captures[#captures].end_index
return o, next_index
end
end
return false, index
end
function parse(tokens)
-- rules : dict<rule : string, [{ pattern, constructor}]>
-- constructor : ([data], var_env) -> data
local rules = { main = { { pattern = { { t = 'pattern'
, k = 'fun'
, name = 'symbol'
, params = { { t = 'pattern', k = 'var', name = 'A' } }
}
;
{ t = 'pattern'
, k = 'atom'
, name = 'space'
}
;
{ t = 'pattern'
, k = 'fun'
, name = 'number'
, params = { { t = 'pattern', k = 'var', name = 'B' } }
}
}
, constructor = function(caps, env) return { t = 'data'
, k = 'string'
, value = env['A'].value .. ' ' .. env['B'].value
} end
}
;
{ pattern = { { t = 'pattern'
, k = 'fun'
, name = 'number'
, params = { { t = 'pattern', k = 'var', name = 'A' } }
}
;
{ t = 'pattern'
, k = 'atom'
, name = 'space'
}
;
{ t = 'pattern'
, k = 'fun'
, name = 'number'
, params = { { t = 'pattern', k = 'var', name = 'B' } }
}
}
, constructor = function(caps, env) return { t = 'data'
, k = 'string'
, value = 'N'.. env['A'].value .. ' ' .. env['B'].value
} end
}
}
}
local output, index = parse_rule(tokens, 1, rules, 'main')
if not output then
return false, index
end
return output
end
--[[
data { t = 'data'
; k = 'atom' | 'fun' | 'string'
; name = string if atom or fun
; params = [data] if fun
; value = string if string
; start_index = number
; end_index = number
}
pattern { t = 'pattern'
; k = 'atom' | 'fun' | 'wild' | 'var' | 'rule'
; name = string if rule or var or atom or fun
; params = [pattern] if fun
}
lex blah {
"regex_string" => Data(_);
...
}
parse blah {
rule:
atom fun(_) fun(B, Var) $rule fun2(Other, Var, atom2, fun3(A))
=> Blah(%1, atom, fun(atom), Var, A) // %1 would refer to whatever is in position 1)
| blah => Blah();
}
--]]
f = io.open("jerboa.j", 'r')
i = f:read("*a")
l = lex(i)
print(to_eval_string(l))
|
-- defines a factorial
function norn(x,y)
return(x^2 + y^2)^0.5
end
function twice(x)
return 2*x
end
function fact(n)
if n == 0 then
return 1
else
return n * fact(n-1)
end
end
--print("enter a number:")
--a = io.read("*n")
--print(fact(a))
|
local args = {...}
local config = dofile(assert(args[1]))
local CL, FN, COL, S = dofile(config.LuaRootDir..'/root.lua')
local Pm = FN.newPathManager()
local commandString = args[2]
local commandArgs = {}
for i=3,#args do table.insert(commandArgs, args[i]) end
--------------------------------------------------- Command List
local commands = {}
local commandUsageComments = {}
table.insert(commandUsageComments, "DoCool = Do something cool.")
function commands:DoCool()
Pm:setModDir(config.MyModsDir)
Pm:loadMod('modTestCoolX.lua')
local x = FN.newInstance(CL.CoolThing)
x:cool("I say")
end
table.insert(commandUsageComments, "Usage = Print this message.")
function commands:Usage()
print("Usage:")
for _,ea in ipairs(commandUsageComments) do
print("\t"..ea)
end
end
--------------------------------------------------- Process Command
local com = commands[commandString]
if com then
com()
else
commands["Usage"]()
end
|
-- ? modules not required in main or any file required by main (__root module or submodules) are not included in the bundle
require("reporter");
require("luabundle");
require("global");
local githubTrigger = require("githubTrigger");
local reporterTrigger = require("reporterTrigger");
-- ? load external lib
-- require("damage-engine");
-- function mainPreHook()
-- end
function mainPostHook()
githubTrigger()
reporterTrigger()
end
-- function configPreHook()
-- end
-- function configPostHook()
-- end
-- ? if you don't return require, it won't be acessible outside bundle
return require
|
local Device = require "device"
local uxn = require "uxn"
local Uxn = uxn.Uxn
function init_zero_page(memory)
for i = 0, 255 do
memory[i] = 0x00
end
end
function load_program(memory, program)
for i = 1, #program do
memory[i+255] = program[i]
end
-- Don't forget a trailing BRK
memory[#program+256] = 0x00
end
describe("the uxn instruction", function()
local cpu
local memory
local function PS(offset)
offset = offset or 0
return cpu.program_stack[cpu.program_stack:len() + offset]
end
local function RS(offset)
offset = offset or 0
return cpu.return_stack[cpu.return_stack:len() + offset]
end
local function run_program(program)
load_program(memory, program)
return cpu:runUntilBreak()
end
before_each(function()
memory = {}
for i = 0, 255 do
memory[i] = 0x00
end
cpu = Uxn:new(memory)
cpu.ip = 0x100
end)
describe("LIT", function()
it("requires a value after the opcode in memory", function()
-- Run a program that has no literal after the LIT instruction
assert.has_errors(function() run_program {
0x80, -- LIT
} end)
end)
it("must have the keep, return, or short bit set", function()
run_program {
0x00, -- BRK
0x12,
0x34,
}
assert(cpu.program_stack:len() == 0)
assert(cpu.return_stack:len() == 0)
end)
it("pushes a short in the correct byte order", function()
local high = 0x12
local low = 0x34
run_program {
0x20, -- LIT2
high,
low,
}
assert(PS() == low)
assert(PS(-1) == high)
end)
describe("pushes bytes to", function()
it("the program stack by default", function()
local value = 0x12
run_program {
0x80, -- LIT
value
}
assert(cpu.program_stack[cpu.program_stack:len()] == value)
assert(cpu.return_stack:len() == 0)
end)
it("the return stack when requested", function()
local value = 0x12
run_program {
0x40, -- LITr
value,
}
assert(cpu.return_stack[cpu.return_stack:len()] == value)
assert(cpu.program_stack:len() == 0)
end)
end)
end)
describe("INC", function()
it("increments bytes", function()
run_program {
0x80, 0x90, -- LIT 0x90
0x01, -- INC
}
assert(PS() == 0x91)
end)
it("increments shorts", function()
run_program {
0x20, 0x90, 0xab, -- LIT 0x90ab
0x21, -- INC2
}
value = 0x90ab
value = value + 1
assert(PS() == bit.band(value, 0xff))
assert(PS(-1) == bit.band(bit.rshift(value, 8), 0xff))
end)
it("wraps bytes", function()
run_program {
0x80, 0xff, -- LIT 0xff
0x01 -- INC
}
assert(PS() == 0x00)
end)
describe("wraps shorts", function()
it("with one byte", function()
run_program {
0x20, 0xab, 0xff, -- LIT 0xffff
0x21 -- INC2
}
assert(PS() == 0x00)
assert(PS(-1) == 0xac)
end)
it("with two bytes", function()
run_program {
0x20, 0xff, 0xff, -- LIT 0xffff
0x21 -- INC2
}
assert(PS() == 0x00)
assert(PS(-1) == 0x00)
end)
end)
end)
describe("POP", function()
it("removes bytes", function()
run_program {
0x80, 0x00, -- LIT 0x00
0x40, 0x00, -- LITr 0x00
0x02 -- POP
}
assert(cpu.program_stack:len() == 0)
assert(cpu.return_stack:len() == 1)
end)
it("removes bytes from return stack", function()
run_program {
0x80, 0x00, -- LIT 0x00
0x40, 0x00, -- LITr 0x00
0x42 -- POPr
}
assert(cpu.program_stack:len() == 1)
assert(cpu.return_stack:len() == 0)
end)
it("removes no bytes with keep", function()
run_program {
0x80, 0xab, --LIT 0xab
0x82 -- POPk
}
assert(PS() == 0xab)
end)
it("pops shorts", function()
run_program {
0x80, 0xab, -- LIT 0xab
0x20, 0x12, 0x34, -- LIT2 0x1234
0x22 -- POP2
}
assert(PS() == 0xab)
assert(cpu.program_stack:len() == 1)
end)
it("can't pop shorts with only one byte on the stack", function()
assert.has_errors(function()
run_program {
0x80, 0xab, -- LIT 0xab
0x22 -- POP2
}
end)
end)
it("can't pop a byte when the stack is empty", function()
assert.has_errors(function()
run_program {
0x02, -- POP
}
end)
end)
it("can't pop a short when the stack is empty", function()
assert.has_errors(function()
run_program {
0x22, -- POP2
}
end)
end)
end)
describe("DUP", function()
it("leaves 6 bytes on the stack with K and S", function()
run_program {
0x20, 0x78, 0x9a,
0xa3, -- DUP2k 1010 0011
}
assert(cpu.program_stack:len() == 6)
end)
it("leaves 3 bytes on the stack with Keep", function()
run_program {
0x80, 0x12,
0x83, -- DUPk
}
assert(cpu.program_stack:len() == 3)
end)
it("duplicates shorts correctly", function()
run_program {
0x20, 0x21, 0x43, -- LIT 0x2143
0x23, -- DUP2
}
assert(cpu.program_stack:len() == 4)
assert(PS() == 0x43)
assert(PS(-1) == 0x21)
assert(PS() == PS(-2))
assert(PS(-1) == PS(-3))
end)
it("duplicates bytes correctly", function()
run_program {
0x80, 0x83,
0x03,
}
assert(cpu.program_stack:len() == 2)
assert(PS() == 0x83)
assert(PS() == PS(-1))
end)
end)
describe("NIP", function()
pending("one byte fail", true)
pending("one short fail", true)
pending("one byte short fail", true)
pending("byte", true)
pending("short", true)
pending("return stack", true)
pending("keep", true)
end)
pending("SWAP", function()
end)
pending("OVER", function()
end)
describe("EQU", function()
describe("returns 1", function()
it("with equal bytes", function()
run_program {
0x80, 0x34,
0x80, 0x34,
0x08
}
assert(PS() == 0x01)
assert(cpu.program_stack:len() == 1)
end)
it("with equal shorts", function()
run_program {
0x20, 0x12, 0x34, -- LIT 0x1234
0x20, 0x12, 0x34, -- LIT 0x1234
0x28 -- EQU2
}
assert(PS() == 0x01)
assert(cpu.program_stack:len() == 1)
end)
pending("keep", true)
end)
describe("returns 0", function()
it("not equal bytes", function()
run_program {
0x80, 0xab, -- LIT 0xab
0x80, 0x34, -- LIT 0x34
0x08
}
assert(PS() == 0x00)
assert(cpu.program_stack:len() == 1)
end)
it("fully not equal shorts", function()
run_program {
0x20, 0x12, 0x34, -- LIT 0x1234
0x20, 0x21, 0x43, -- LIT 0x2143
0x28, -- EQU2
}
assert(PS() == 0x00)
assert(cpu.program_stack:len() == 1)
end)
it("with shorts with same low bytes", function()
run_program {
0x20, 0x12, 0x34, -- LIT 0x1234
0x20, 0xab, 0x34, -- LIT 0x1234
0x28 -- EQU2
}
assert(PS() == 0x00)
assert(cpu.program_stack:len() == 1)
end)
it("with shorts with same high bytes", function()
run_program {
0x20, 0x12, 0x34, -- LIT 0x1234
0x20, 0x12, 0xde, -- LIT 0x1234
0x28 -- EQU2
}
assert(PS() == 0x00)
assert(cpu.program_stack:len() == 1)
end)
end)
end)
describe("NEQ", function()
describe("returns 0", function()
it("with equal bytes", function()
run_program {
0x80, 0x34,
0x80, 0x34,
0x09
}
assert(PS() == 0x00)
assert(cpu.program_stack:len() == 1)
end)
it("with equal shorts", function()
run_program {
0x20, 0x12, 0x34, -- LIT 0x1234
0x20, 0x12, 0x34, -- LIT 0x1234
0x29 -- NEQ2
}
assert(PS() == 0x00)
assert(cpu.program_stack:len() == 1)
end)
pending("keep", true)
end)
describe("returns 1", function()
it("not equal bytes", function()
run_program {
0x80, 0x34, -- LIT 0x34
0x80, 0xc3, -- LIT 0xc3
0x09
}
assert(PS() == 0x01)
assert(cpu.program_stack:len() == 1)
end)
it("fully not equal shorts", function()
run_program {
0x20, 0x12, 0x34, -- LIT 0x1234
0x20, 0x21, 0x43, -- LIT 0x2143
0x29, -- NEQ2
}
assert(PS() == 0x01)
assert(cpu.program_stack:len() == 1)
end)
it("with shorts with same low bytes", function()
run_program {
0x20, 0x12, 0x34, -- LIT 0x1234
0x20, 0xab, 0x34, -- LIT 0x1234
0x29 -- NEQ2
}
assert(PS() == 0x01)
assert(cpu.program_stack:len() == 1)
end)
it("with shorts with same high bytes", function()
run_program {
0x20, 0x12, 0x34, -- LIT 0x1234
0x20, 0x12, 0xde, -- LIT 0x1234
0x29 -- NEQ2
}
assert(PS() == 0x01)
assert(cpu.program_stack:len() == 1)
end)
end)
end)
pending("GTH", function()
end)
pending("LTH", function()
end)
describe("JMP", function()
describe("jumps to a relative", function()
it("negative offset", function()
offset = -10
init_zero_page(memory)
load_program(memory, {
0x80, bit.band(offset, 0xff), -- LIT value
0x0c, -- relative byte jump
})
cpu:executeOnce()
assert(cpu.ip == 0x102)
cpu:executeOnce()
assert(cpu.ip == 0x102 + 1 + offset, "ip is incremented by 1, so must take that into account")
end)
it("positive offset", function()
offset = 10
load_program(memory, {
0x80, bit.band(offset, 0xff), -- LIT value
0x0c, -- relative byte jump
0x00, -- padding
0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00,
})
cpu:executeOnce()
assert(cpu.ip == 0x102)
cpu:executeOnce()
assert(cpu.ip == 0x102 + 1 + offset, "ip is incremented by 1, so must take that into account")
end)
it("zero offset", function()
run_program {
0x80, 0x00, -- LIT 0x00
0x0c,
0x80, 0xab,
}
assert(PS() == 0xab)
assert(cpu.program_stack:len() == 1)
end)
it("wrapping offset", function()
load_program(memory, {
0x80, 0x7f, -- LIT 0x7f (127)
0x80, 0x7b, -- LIT 0x7b (123)
0x0c, -- Relative byte jump
})
for i = 0x107, 0x201 do
memory[i] = 0x00
end
for i = 1, 3 do
cpu:executeOnce()
end
assert(cpu.ip == 0x180)
memory[cpu.ip] = 0x0c -- relative byte jump
cpu:executeOnce()
assert(cpu.ip == 0x200)
end)
end)
describe("jumps to an absolute", function()
pending("short", function() end)
pending("zero-page address", function() end)
end)
end)
pending("JCN", function()
end)
pending("JSR", function()
end)
describe("STASH", function()
describe("moves one", function()
it("byte from program to return", function()
run_program {
0x80, 0x12, -- LIT 0x12
0x40, 0x34, -- LITr 0x34
0x0f, -- STH
}
assert(cpu.program_stack:len() == 0)
assert(cpu.return_stack:len() == 2)
assert(RS() == 0x12)
assert(RS(-1) == 0x34)
end)
it("byte from return to program", function()
run_program {
0x80, 0x12, -- LIT 0x12
0x40, 0x34, -- LITr 0x34
0x4f, -- STHr
}
assert(cpu.program_stack:len() == 2)
assert(cpu.return_stack:len() == 0)
assert(PS() == 0x34)
assert(PS(-1) == 0x12)
end)
it("short from program to return", function()
run_program {
0x20, 0x12, 0x34, -- LIT 0x1234
0x60, 0xab, 0xcd, -- LITr 0xabcd
0x2f -- STH
}
assert(cpu.program_stack:len() == 0)
assert(cpu.return_stack:len() == 4)
assert(RS() == 0x34)
assert(RS(-1) == 0x12)
assert(RS(-2) == 0xcd)
assert(RS(-3) == 0xab)
end)
it("short from return to program", function()
run_program {
0x20, 0x12, 0x34, -- LIT 0x1234
0x60, 0xab, 0xcd, -- LITr 0xabcd
0x6f -- STH
}
assert(cpu.program_stack:len() == 4)
assert(cpu.return_stack:len() == 0)
assert(PS() == 0xcd)
assert(PS(-1) == 0xab)
assert(PS(-2) == 0x34)
assert(PS(-3) == 0x12)
end)
end)
it("keeps number of bytes properly", function()
run_program {
0x20, 0x21, 0x43, -- LIT 0x2143
0xaf, -- STH2k
}
assert(cpu.program_stack:len() == 2)
assert(cpu.return_stack:len() == 2)
end)
end)
describe("ADD", function()
it("adds two bytes without overflow", function()
value1 = 0x45
value2 = 0x2c
run_program {
0x80, value1,
0x80, value2,
0x18, -- ADD
}
assert(PS() == value1 + value2)
end)
it("adds two bytes with overflow", function()
value1 = 0xdf
value2 = 0x30
run_program {
0x80, value1,
0x80, value2,
0x18, -- ADD
}
assert(PS() == 0x0f)
end)
describe("adds two shorts", function()
it("with no overflow", function()
run_program {
0x20, 0x12, 0xa0, -- LIT 0x12fe
0x20, 0x34, 0x02, -- LIT 0x3402
0x38, -- ADD2
}
assert(PS() == 0xa0 + 0x02)
assert(PS(-1) == 0x12 + 0x34)
end)
it("with low overflow", function()
run_program {
0x20, 0x12, 0xfe, -- LIT 0x12fe
0x20, 0x34, 0x02, -- LIT 0x3402
0x38, -- ADD2
}
assert(PS(-1) == 0x12 + 0x34 + 0x01, "top byte should be + 1")
assert(PS() == 0x00)
end)
it("with high overflow", function()
run_program {
0x20, 0xdf, 0x12, -- LIT 0x12fe
0x20, 0x21, 0x34, -- LIT 0x3402
0x38, -- ADD2
}
assert(PS(-1) == 0x00)
assert(PS() == 0x12 + 0x34)
end)
end)
end)
describe("DIV", function()
it("doesn't divide by zero", function()
assert.has_error(function()
run_program {
0x80, 0x40,
0x80, 0x00,
0x1b,
}
end)
end)
it("divides cleanly by 2", function()
run_program {
-- DIV 0x34/0x02
0x80, 0x34,
0x80, 0x02,
0x1b,
-- DIV 0xfe/0x02
0x80, 0xfe,
0x80, 0x02,
0x1b,
-- DIV 0xceaa/0x0002
0x20, 0xce, 0xaa,
0x20, 0x00, 0x02,
0x3b,
}
assert(cpu.program_stack:len() == 4)
assert(PS() == 0x55)
assert(PS(-1) == 0x67)
assert(PS(-2) == 0x7f)
assert(PS(-3) == 0x1a)
end)
end)
describe("LDZ", function()
before_each(function()
-- Initialize the zero page to avoid uninitialized errors
for i = 0x00, 0xff do
memory[i] = 0
end
-- Boundary conditions
memory[0x00] = 0x12
memory[0x01] = 0x34
memory[0xfe] = 0x78
memory[0xff] = 0x9a
-- Byte test
memory[0x09] = 0x1d
memory[0x0a] = 0x3c
memory[0x0b] = 0x5a
-- Short test
memory[0x9f] = 0xab
memory[0xa0] = 0xcd
memory[0xa1] = 0xef
end)
it("fetches bytes", function()
run_program {
-- Fetch 0x00
0x80, 0x00, 0x10,
-- Fetch a byte in the middle of the page
0x80, 0x0a, 0x10,
-- Fetch 0xff
0x80, 0xff, 0x10,
}
assert(cpu.program_stack:len() == 3)
assert(PS() == 0x9a)
assert(PS(-1) == 0x3c)
assert(PS(-2) == 0x12)
end)
it("fetches shorts", function()
run_program {
-- Fetch 0x00
0x80, 0x00, 0x30,
-- Fetch a short in the middle of the page
0x80, 0xa0, 0x30,
-- Fetch 0xff
0x80, 0xfe, 0x30,
}
assert(cpu.program_stack:len() == 6)
assert(PS() == 0x9a)
assert(PS(-1) == 0x78)
assert(PS(-2) == 0xef)
assert(PS(-3) == 0xcd)
assert(PS(-4) == 0x34)
assert(PS(-5) == 0x12)
end)
end)
describe("STZ", function()
it("only takes one byte of address", function()
run_program {
0x20, 0xff, 0xff, -- Push values that should not be touched
0x80, 0xab,
0x80, 0x0a,
0x11, -- STZ
0x20, 0x21, 0x43,
0x80, 0xa0, -- Store a short at 0xa0
0x31, -- STZ2
}
assert(cpu.program_stack:len() == 2)
end)
it("overwrites manually set values ", function()
memory[0x9c] = 0xab
run_program {
0x80, 0x34, -- LIT 0x34
0x80, 0x9c, -- Address 0x9c
0x11, -- STZ
}
assert(memory[0x9c] == 0x34)
end)
end)
pending("LDA", function()
end)
pending("STA", function()
end)
describe("LDR", function()
it("loads positive offsets", function()
run_program {
0x80, 0x02, -- Offset 0x02
0x12, -- LDR
0x00,
0x00,
0x12,
}
assert(PS() == 0x12)
end)
it("loads negative offsets", function()
run_program {
0x80, 0x08, -- Jump offset
0x0c, -- Relative jump
0x00,
0x00,
0x00,
0x00,
0xab, -- The desired data
0x00,
0x00,
0x00,
0x80, 0xf9, -- Load offset (-6)
0x12,
}
assert(PS() == 0xab)
end)
it("loads shorts", function()
run_program {
0x80, 0x02, -- Load offset
0x32, -- LDR2
0x00,
0x00,
0x21,
0x43,
0x65,
0x00,
}
assert(cpu.program_stack:len() == 2)
assert(PS() == 0x43)
assert(PS(-1) == 0x21)
end)
end)
pending("STR", function()
end)
describe("DEI", function()
before_each(function()
local mem_device = Device:new()
mem_device:addPort(2, true)
mem_device:addPort(4, true)
mem_device:addPort(6, false)
mem_device:addPort(7, false)
mem_device:writeShort(0x02, 0x2143)
mem_device[0x04] = 0x7c -- Too short value in short port
mem_device[0x06] = 0xab
mem_device:writeShort(0x07, 0x1337) -- Too long value in byte port
cpu:addDevice(1, mem_device)
local func_device = Device:new()
func_device:addPort(2, true, function() return 0x87a9 end, nil)
func_device:addPort(4, true, function() return 0x34 end, nil)
func_device:addPort(6, false, function() return 0xab end, nil)
func_device:addPort(7, false, function() return 0x1337 end, nil)
cpu:addDevice(2, func_device)
end)
it("fetches stored bytes", function()
run_program {
0x80, 0x17, -- Address of too long byte
0x16, -- DEI
0x80, 0x12, -- Address of short port
0x16, -- DEI
0x80, 0x16, -- Address of proper byte port
0x16, -- DEI
}
assert(cpu.program_stack:len() == 3, "Only bytes fetched")
assert(PS() == 0xab)
assert(PS(-1) == 0x21)
assert(PS(-2) == 0x13)
end)
it("fetches stored shorts", function()
run_program {
0x80, 0x12, -- Address of short port
0x36, -- DEI2
0x80, 0x14, -- Address of too short short port
0x36, -- DEI2
0x80, 0x16, -- Address of byte port
0x36, -- DEI2
}
assert(cpu.program_stack:len() == 6, "Only fetch shorts")
print("PS")
cpu.program_stack:debug()
-- Gets the byte from the next mem slot
assert(PS() == 0x13)
assert(PS(-1) == 0xab)
-- Fetching from a port with too short of a value
assert(PS(-2) == 0x00)
assert(PS(-3) == 0x7c)
-- Fetches normal short properly
assert(PS(-4) == 0x43)
assert(PS(-5) == 0x21)
end)
pending("fetches function bytes", function()
end)
end)
end)
describe("helper function", function()
test("uint8_to_int8", function()
local u = uxn.uint8_to_int8
assert(u(0xff) == -1)
assert(u(128) == -128)
assert(u(127) == 127)
assert(u(0) == 0)
assert(u(-10) == -10)
assert(u(55) == 55)
assert(u(0xfffe) == -2)
assert(u(0x000e) == 0x0e)
end)
describe("bytes_to_short", function()
pending("larger than 16 bits", true)
end)
end)
|
local gui = require("__flib__.gui")
local on_tick_n = require("__flib__.on-tick-n")
local table = require("__flib__.table")
local constants = require("constants")
local formatter = require("scripts.formatter")
local gui_util = require("scripts.gui.util")
local recipe_book = require("scripts.recipe-book")
local shared = require("scripts.shared")
local root = require("scripts.gui.search.root")
local settings_root = require("scripts.gui.settings.root")
local actions = {}
function actions.get_action_data(msg, e)
local player = game.get_player(e.player_index)
local player_table = global.players[e.player_index]
local gui_data = player_table.guis.search
if not gui_data then return end
return {
e = e,
gui_data = gui_data,
msg = msg,
player = player,
player_table = player_table,
refs = gui_data.refs,
state = gui_data.state,
}
end
function actions.reset_location(data)
if data.e.button ~= defines.mouse_button_type.middle then return end
if data.player_table.settings.general.interface.search_gui_location == "top_left" then
local scale = data.player.display_scale
data.refs.window.location = table.map(
constants.search_gui_top_left_location,
function(pos) return pos * scale end
)
data.refs.window.auto_center = false
else
data.refs.window.force_auto_center()
end
end
function actions.close(data)
if not data.state.ignore_closed and not data.player_table.flags.technology_gui_open then
root.close(data.player, data.player_table)
end
end
function actions.toggle_pinned(data)
local player = data.player
local refs = data.refs
local state = data.state
local pin_button = refs.titlebar.pin_button
state.pinned = not state.pinned
if state.pinned then
pin_button.style = "flib_selected_frame_action_button"
pin_button.sprite = "rb_pin_black"
if player.opened == data.refs.window then
state.ignore_closed = true
player.opened = nil
state.ignore_closed = false
end
else
pin_button.style = "frame_action_button"
pin_button.sprite = "rb_pin_white"
player.opened = refs.window
end
end
function actions.toggle_settings(data)
local state = data.state
local player = data.player
state.ignore_closed = true
settings_root.toggle(player, data.player_table)
state.ignore_closed = false
local settings_button = data.refs.titlebar.settings_button
if data.player_table.guis.settings then
settings_button.style = "flib_selected_frame_action_button"
settings_button.sprite = "rb_settings_black"
else
settings_button.style = "frame_action_button"
settings_button.sprite = "rb_settings_white"
if not state.pinned then
player.opened = data.refs.window
end
end
end
function actions.deselect_settings_button(data)
local settings_button = data.refs.titlebar.settings_button
settings_button.style = "frame_action_button"
settings_button.sprite = "rb_settings_white"
if not data.state.pinned and data.refs.window.visible then
data.player.opened = data.refs.window
end
end
function actions.update_search_query(data)
local player_table = data.player_table
local state = data.state
local refs = data.refs
local class_filter
local query = string.lower(data.e.element.text)
if string.find(query, "/") then
-- NOTE: The `_`s here are technically globals, but whatever
_, _, class_filter, query = string.find(query, "^/(.-)/(.-)$")
if class_filter then
class_filter = string.lower(class_filter)
end
-- Check translations of each class filter
local matched = false
if class_filter then
local gui_translations = player_table.translations.gui
for _, class in pairs(constants.classes) do
if class_filter == string.lower(gui_translations[class]) then
matched = true
class_filter = class
break
end
end
end
-- Invalidate textfield
if not class_filter or not query or not matched then
class_filter = false
query = nil
end
end
-- Remove results update action if there is one
if state.update_results_ident then
on_tick_n.remove(state.update_results_ident)
state.update_results_ident = nil
end
if query then
-- Fuzzy search
if player_table.settings.general.search.fuzzy_search then
query = string.gsub(query, ".", "%1.*")
end
-- Input sanitization
for pattern, replacement in pairs(constants.input_sanitizers) do
query = string.gsub(query, pattern, replacement)
end
-- Save query
state.search_query = query
state.class_filter = class_filter
-- Update in a while
state.update_results_ident = on_tick_n.add(
game.tick + constants.search_timeout,
{gui = "search", action = "update_search_results", player_index = data.e.player_index}
)
refs.search_textfield.style = "rb_search_textfield"
else
state.search_query = ""
refs.search_textfield.style = "rb_search_invalid_textfield"
end
end
function actions.update_search_results(data)
local player = data.player
local player_table = data.player_table
local state = data.state
local refs = data.refs
-- Data
local player_data = formatter.build_player_data(player, player_table)
local show_fluid_temperatures = player_table.settings.general.search.show_fluid_temperatures
local search_type = player_table.settings.general.search.search_type
-- Update results based on query
local i = 0
local pane = refs.search_results_pane
local children = pane.children
local max = constants.search_results_limit
local class_filter = state.class_filter
local query = state.search_query
if class_filter ~= false and (class_filter or #query >= 2) then
for class in pairs(constants.pages) do
if not class_filter or class_filter == class then
for internal, translation in pairs(player_table.translations[class]) do
-- Match against search string
local matched
if search_type == "both" then
matched = string.find(string.lower(internal), query) or string.find(string.lower(translation), query)
elseif search_type == "internal" then
matched = string.find(string.lower(internal), query)
elseif search_type == "localised" then
matched = string.find(string.lower(translation), query)
end
if matched then
local obj_data = recipe_book[class][internal]
-- Check temperature settings
if obj_data.class == "fluid" then
local temperature_ident = obj_data.temperature_ident
if temperature_ident then
local is_range = temperature_ident.min ~= temperature_ident.max
if is_range then
if show_fluid_temperatures ~= "all" then
goto continue
end
else
if show_fluid_temperatures == "off" then
goto continue
end
end
end
end
local info = formatter(obj_data, player_data)
if info then
i = i + 1
local style = info.researched and "rb_list_box_item" or "rb_unresearched_list_box_item"
local item = children[i]
if item then
item.style = style
item.caption = info.caption
item.tooltip = info.tooltip
item.enabled = info.enabled
gui.update_tags(item, {context = {class = class, name = internal}})
else
gui.add(pane, {
type = "button",
style = style,
caption = info.caption,
tooltip = info.tooltip,
enabled = info.enabled,
mouse_button_filter = {"left", "middle"},
tags = {
context = {class = class, name = internal},
},
actions = {
on_click = {gui = "search", action = "open_object"},
},
})
if i >= max then
break
end
end
end
end
::continue::
end
end
if i >= max then
break
end
end
end
-- Destroy extraneous items
for j = i + 1, #children do
children[j].destroy()
end
end
function actions.open_object(data)
local context = gui_util.navigate_to(data.e)
if context then
local attach = data.player_table.settings.general.interface.attach_search_results
local sticky = attach and data.e.button == defines.mouse_button_type.left
shared.open_page(data.player, data.player_table, context, sticky)
if not sticky and data.player_table.settings.general.interface.close_search_gui_after_selection then
actions.close(data)
end
end
end
function actions.update_favorites(data)
root.update_favorites(data.player, data.player_table)
end
function actions.update_history(data)
root.update_history(data.player, data.player_table)
end
function actions.delete_favorites(data)
data.player_table.favorites = {}
actions.update_favorites(data)
end
function actions.delete_history(data)
data.player_table.global_history = {}
actions.update_history(data)
end
return actions
|
return Def.ActorFrame{
Def.Quad{
InitCommand=cmd(FullScreen,diffuse,color("0,0,0,1"))
};
LoadActor("bg")..{
InitCommand=cmd(CenterX;valign,0;y,SCREEN_TOP);
};
LoadActor("base")..{
InitCommand=cmd(Center;diffusealpha,0);
};
};
|
--[[
Upbit Open API
## REST API for Upbit Exchange - Base URL: [https://api.upbit.com] - Official Upbit API Documents: [https://docs.upbit.com] - Official Support email: [open-api@upbit.com]
OpenAPI spec version: 1.0.0
Contact: ujhin942@gmail.com
Generated by: https://github.com/swagger-api/swagger-codegen.git
]]
--[[
Unit tests for swagger-client.model.withdraw
Automatically generated by swagger-codegen (github.com/swagger-api/swagger-codegen)
Please update as you see appropriate
]]
describe("withdraw", function()
local swagger-client_withdraw = require "swagger-client.model.withdraw"
-- unit tests for the property 'type'
describe("property type test", function()
it("should work", function()
-- TODO assertion here: http://olivinelabs.com/busted/#asserts
end)
end)
-- unit tests for the property 'uuid'
describe("property uuid test", function()
it("should work", function()
-- TODO assertion here: http://olivinelabs.com/busted/#asserts
end)
end)
-- unit tests for the property 'currency'
describe("property currency test", function()
it("should work", function()
-- TODO assertion here: http://olivinelabs.com/busted/#asserts
end)
end)
-- unit tests for the property 'txid'
describe("property txid test", function()
it("should work", function()
-- TODO assertion here: http://olivinelabs.com/busted/#asserts
end)
end)
-- unit tests for the property 'state'
describe("property state test", function()
it("should work", function()
-- TODO assertion here: http://olivinelabs.com/busted/#asserts
end)
end)
-- unit tests for the property 'created_at'
describe("property created_at test", function()
it("should work", function()
-- TODO assertion here: http://olivinelabs.com/busted/#asserts
end)
end)
-- unit tests for the property 'done_at'
describe("property done_at test", function()
it("should work", function()
-- TODO assertion here: http://olivinelabs.com/busted/#asserts
end)
end)
-- unit tests for the property 'amount'
describe("property amount test", function()
it("should work", function()
-- TODO assertion here: http://olivinelabs.com/busted/#asserts
end)
end)
-- unit tests for the property 'fee'
describe("property fee test", function()
it("should work", function()
-- TODO assertion here: http://olivinelabs.com/busted/#asserts
end)
end)
-- unit tests for the property 'transaction_type'
describe("property transaction_type test", function()
it("should work", function()
-- TODO assertion here: http://olivinelabs.com/busted/#asserts
end)
end)
end)
|
local _M = {}
local templates = require "openresty_org.templates"
local i18n = require "openresty_org.i18n"
local c = {}
function _M.process(key, stash, i18n)
stash.c = c
c.l = i18n.translate
return templates.process(key, stash)
end
return _M
|
---
-- @module RoduxActions
-- @author Quenty
local require = require(game:GetService("ReplicatedStorage"):WaitForChild("Nevermore"))
local RoduxActionFactory = require("RoduxActionFactory")
local Table = require("Table")
local RoduxActions = {}
RoduxActions.ClassName = "RoduxActions"
function RoduxActions.new(initFunction)
local self = setmetatable({}, RoduxActions)
self._initFunction = initFunction or error("No initFunction")
return self
end
function RoduxActions:Init()
assert(not rawget(self, "_actionFactories"), "Already initialized")
self._actionFactories = {}
self._initFunction(self)
end
function RoduxActions:CreateReducer(initialState, handlers)
assert(type(handlers) == "table")
for actionType, func in pairs(handlers) do
assert(type(func) == "function")
if not self:Get(actionType) then
error(("[RoduxActions.CreateReducer] - %q type is not registered"):format(tostring(actionType)), 2)
end
end
return function(state, action)
if state == nil then
state = initialState
end
local handler = handlers[action.type]
if handler then
local validator = self:Get(action.type) or error("No validator")
assert(validator:Validate(action))
return handler(state, Table.readonly(Table.copy(action)))
end
return state
end
end
function RoduxActions:Validate(action)
assert(type(action) == "table")
assert(type(action.type) == "string")
local actionFactory = self:Get(action.type)
if not actionFactory then
return false, ("%q is not a valid action type"):format(tostring(action.type))
end
return actionFactory:Validate(action)
end
function RoduxActions:Get(actionName)
local actionFactories = rawget(self, "_actionFactories")
assert(actionFactories, "Not initialized yet")
return actionFactories[actionName]
end
function RoduxActions:Add(actionName, typeTable)
local actionFactories = rawget(self, "_actionFactories")
assert(actionFactories, "Not initialized yet")
assert(actionFactories[actionName] == nil, "Duplicate action already exists")
actionFactories[actionName] = RoduxActionFactory.new(actionName, typeTable)
end
function RoduxActions:__index(index)
if RoduxActions[index] then
return RoduxActions[index]
end
local actionFactories = rawget(self, "_actionFactories")
assert(actionFactories, "Not initialized yet")
if actionFactories[index] then
return actionFactories[index]
else
error(("%q Not a valid index"):format(tostring(index)))
end
end
return RoduxActions
|
local apps = require('configuration.apps')
local filesystem = require('gears.filesystem')
-- List of apps to start once on start-up
return {
run_on_start_up = {
-- compositer
'picom --config ' .. '~/.config/picom/picom.conf',
-- Network Manager Applet
--'nm-applet --indicator', -- wifi
-- Bluetooth
'blueman-applet', -- bluetooth tray
-- Media controller daemon
"playerctld daemon",
}
}
|
-- is.lua - Type checking for Lua
-- Copyright 2016 Jack Wilsdon
--
-- 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.
IS = {}
--- Throw an error caused by invalid arguments.
-- @param count The index of the invalid argument.
-- @param fname The name of the function that the invalid argument was passed to.
-- @param extype The expected type being passed.
-- @param actype The actual type passed.
function IS.arg_error(count, fname, extype, actype)
if type(count) ~= 'number' then
IS.arg_error(1, 'arg_error', 'number', type(count))
end
if type(fname) ~= 'string' then
IS.arg_error(2, 'arg_error', 'string', type(fname))
end
if type(extype) ~= 'string' then
IS.arg_error(3, 'arg_error', 'string', type(extype))
end
if type(actype) ~= 'string' then
IS.arg_error(4, 'arg_error', 'string', type(actype))
end
local msg = string.format('bad argument #%d to \'%s\' (%s expected, got %s)', count, fname, extype, actype)
error(msg)
end
--- Throw an argument error if two types do not match.
-- @param count The index of the invalid argument.
-- @param fname The name of the function that the invalid argument was passed to.
-- @param extype The expected type being passed.
-- @param actype The actual type passed.
function IS.enforce_arg(count, fname, extype, actype)
if type(count) ~= 'number' then
IS.arg_error(1, 'enforce_arg', 'number', type(count))
end
if type(fname) ~= 'string' then
IS.arg_error(2, 'enforce_arg', 'string', type(fname))
end
if type(extype) ~= 'string' then
IS.arg_error(3, 'enforce_arg', 'string', type(extype))
end
if type(actype) ~= 'string' then
IS.arg_error(4, 'enforce_arg', 'string', type(actype))
end
if extype ~= actype then
IS.arg_error(count, fname, extype, actype)
end
end
--- Throw an argument error if all of the values in a table do not match the type provided.
-- @param count The index of the invalid argument.
-- @param fname The name of the function that the invalid argument was passed to.
-- @param extype The expected type being passed.
-- @param tbl The table of valuess to compare.
function IS.enforce_arg_table(count, fname, extype, tbl)
if type(count) ~= 'number' then
IS.arg_error(1, 'enforce_all_values', 'number', type(count))
end
if type(fname) ~= 'string' then
IS.arg_error(2, 'enforce_all_values', 'string', type(fname))
end
if type(extype) ~= 'string' then
IS.arg_error(3, 'enforce_all_values', 'string', type(extype))
end
if type(tbl) ~= 'table' then
IS.arg_error(4, 'enforce_all_values', 'table', type(tbl))
end
for _, v in pairs(tbl) do
if not IS.is(v, extype) then
IS.arg_error(count, fname, extype, type(v))
end
end
end
--- Check whether obj is of type typename.
-- @param obj The object to check.
-- @param typename The type(s) to check against.
-- @return Whether obj is of type typename.
function IS.is(obj, typename)
if type(typename) ~= 'string' and type(typename) ~= 'table' then
IS.arg_error(2, 'is', 'string or table', type(typename))
end
if type(typename) == 'table' then
for _, v in pairs(typename) do
if type(v) ~= 'string' then
IS.arg_error(2, 'is', 'string', type(v))
end
if type(obj) == v then return true end
end
else
if type(obj) == typename then return true end
end
return false
end
--- Check whether all values are of type typename.
-- @param tbl The table to check.
-- @param typename The type(s) to check against.
-- @return Whether all of tbl's values are of type typename.
function IS.is_all_values(tbl, typename)
if type(tbl) ~= 'table' then
IS.arg_error(1, 'is_all_values', 'table', type(tbl))
end
if type(typename) ~= 'string' and type(typename) ~= 'table' then
IS.arg_error(2, 'is_all_values', 'string or table', type(typename))
end
for _, v in pairs(tbl) do
if not IS.is(v, typename) then return false end
end
return true
end
|
Player = {}
PlayerState = {
Idle = 0,
Accelerating = 1,
HoveringLeft = 2,
HoveringRight = 3,
AcceleratingHoveringLeft = 4,
AcceleratingHoveringRight = 5
}
-- Player constructor
function Player.new()
local self = {}
local bullets = {}
local sprites = {
idle = love.graphics.newImage('resources/sprites/player-idle.png'),
accelerating = love.graphics.newImage('resources/sprites/player-accelerating.png'),
hovering_left = love.graphics.newImage('resources/sprites/player-hovering-left.png'),
hovering_right = love.graphics.newImage('resources/sprites/player-hovering-right.png'),
accelerating_hovering_left = love.graphics.newImage('resources/sprites/player-accelerating-hovering-left.png'),
accelerating_hovering_right = love.graphics.newImage('resources/sprites/player-accelerating-hovering-right.png')
}
local state = nil
self.position = {
x = 400 - sprites.idle:getWidth() * 0.5,
y = 300 - sprites.idle:getHeight() * 0.5,
w = sprites.idle:getWidth(),
h = sprites.idle:getHeight()
}
self.health = 10
local yaw = math.rad(270)
self.lookAt = {
x = math.sin(yaw),
y = math.cos(yaw)
}
function self.load()
state = PlayerState.Idle
end
function self.update(dt)
state = PlayerState.Idle
if (love.keyboard.isDown('a') or love.keyboard.isDown('left')) and (love.keyboard.isDown('w') or love.keyboard.isDown('up')) then
state = PlayerState.AcceleratingHoveringLeft
yaw = yaw + math.rad(2.0)
self.lookAt.x, self.lookAt.y = math.sin(yaw), -math.cos(yaw)
self.position.x, self.position.y = self.position.x + self.lookAt.x * 3, self.position.y + self.lookAt.y * 3
elseif (love.keyboard.isDown('d') or love.keyboard.isDown('right')) and (love.keyboard.isDown('w') or love.keyboard.isDown('up')) then
state = PlayerState.AcceleratingHoveringRight
yaw = yaw - math.rad(2.0)
self.lookAt.x, self.lookAt.y = math.sin(yaw), -math.cos(yaw)
self.position.x, self.position.y = self.position.x + self.lookAt.x * 3, self.position.y + self.lookAt.y * 3
elseif love.keyboard.isDown('a') or love.keyboard.isDown('left') then
state = PlayerState.HoveringLeft
yaw = yaw + math.rad(2.0)
self.lookAt.x, self.lookAt.y = math.sin(yaw), -math.cos(yaw)
elseif love.keyboard.isDown('d') or love.keyboard.isDown('right') then
state = PlayerState.HoveringRight
yaw = yaw - math.rad(2.0)
self.lookAt.x, self.lookAt.y = math.sin(yaw), -math.cos(yaw)
elseif love.keyboard.isDown('w') or love.keyboard.isDown('up') then
state = PlayerState.Accelerating
self.position.x, self.position.y = self.position.x + self.lookAt.x * 3, self.position.y + self.lookAt.y * 3
end
local width, height, _ = love.window.getMode()
if self.position.x >= width then
self.position.x = self.position.w
elseif self.position.x <= 0 then
self.position.x = width - self.position.w
end
if self.position.y >= height then
self.position.y = self.position.h
elseif self.position.y <= 0 then
self.position.y = height - self.position.h
end
end
function self.draw()
if state == PlayerState.Idle then
love.graphics.draw(
sprites.idle,
self.position.x - sprites.idle:getWidth() * 0.5,
self.position.y - sprites.idle:getHeight() * 0.5,
yaw
)
elseif state == PlayerState.Accelerating then
love.graphics.draw(
sprites.accelerating,
self.position.x - sprites.accelerating:getWidth() * 0.5,
self.position.y - sprites.accelerating:getHeight() * 0.5,
yaw
)
elseif state == PlayerState.HoveringLeft then
love.graphics.draw(
sprites.hovering_left,
self.position.x - sprites.hovering_left:getWidth() * 0.5,
self.position.y - sprites.hovering_left:getHeight() * 0.5,
yaw
)
elseif state == PlayerState.HoveringRight then
love.graphics.draw(
sprites.hovering_right,
self.position.x - sprites.hovering_right:getWidth() * 0.5,
self.position.y - sprites.hovering_right:getHeight() * 0.5,
yaw
)
elseif state == PlayerState.AcceleratingHoveringLeft then
love.graphics.draw(
sprites.accelerating_hovering_left,
self.position.x - sprites.accelerating_hovering_left:getWidth() * 0.5,
self.position.y - sprites.accelerating_hovering_left:getHeight() * 0.5,
yaw
)
elseif state == PlayerState.AcceleratingHoveringRight then
love.graphics.draw(
sprites.accelerating_hovering_right,
self.position.x - sprites.accelerating_hovering_right:getWidth() * 0.5,
self.position.y - sprites.accelerating_hovering_right:getHeight() * 0.5,
yaw
)
end
end
return self
end
return Player
|
return Def.ActorFrame {
LoadActor("pay") .. {
Condition = GAMESTATE:GetCoinMode() == "CoinMode_Pay",
OnCommand = function(self)
self
:xy(SCREEN_CENTER_X, SCREEN_CENTER_Y + 120)
:diffuseshift()
:effectcolor1(0.5, 0.5, 0.5, 1)
:effectcolor2(1, 1, 1, 1)
end
},
LoadActor("free") .. {
Condition = GAMESTATE:GetCoinMode() == "CoinMode_Free",
OnCommand = function(self)
self
:xy(SCREEN_CENTER_X, SCREEN_CENTER_Y - 60)
:diffuseshift()
:effectcolor1(0.5, 0.5, 0.5, 1)
:effectcolor2(1, 1, 1, 1)
end
},
LoadActor("jp") .. {
Condition = GAMESTATE:GetPremium() == "Premium_2PlayersFor1Credit",
Stretch = 1,
NumTilesHigh = 1,
TilesStartY = 380,
TilesSpacingX = 10000,
TileVelocityX = -300,
OnCommand = function(self)
self:xy(SCREEN_CENTER_X, SCREEN_CENTER_Y + 50)
end
},
LoadActor("dp") .. {
Condition = GAMESTATE:GetPremium() == "Premium_DoubleFor1Credit",
Stretch = 1,
NumTilesHigh = 1,
TilesStartY = 380,
TilesSpacingY = 10000,
TileVelocityX = -300,
OnCommand = function(self)
self:xy(SCREEN_CENTER_X, SCREEN_CENTER_Y + 50)
end
},
}
|
object_tangible_storyteller_prop_pr_lambda_shuttle_static_s01 = object_tangible_storyteller_prop_shared_pr_lambda_shuttle_static_s01:new {
}
ObjectTemplates:addTemplate(object_tangible_storyteller_prop_pr_lambda_shuttle_static_s01, "object/tangible/storyteller/prop/pr_lambda_shuttle_static_s01.iff")
|
local api = vim.api
local ts = vim.treesitter
local configs = require "nvim-treesitter.configs"
local parsers = require "nvim-treesitter.parsers"
local queries = require'nvim-treesitter.query'
local locals = require'nvim-treesitter.locals'
local ts_utils = require'nvim-treesitter.ts_utils'
local M = {}
function M.select_textobject(query_string)
local bufnr = vim.api.nvim_get_current_buf()
local ft = api.nvim_buf_get_option(bufnr, "ft")
if not ft then return end
local lang = parsers.ft_to_lang(ft)
local row, col = unpack(vim.api.nvim_win_get_cursor(0))
row = row - 1
local matches = {}
if string.match(query_string, '^@.*') then
matches = locals.get_capture_matches(bufnr, query_string, 'textobjects')
else
local parser = parsers.get_parser(bufnr, lang)
local root = parser:parse():root()
local start_row, _, end_row, _ = root:range()
local query = ts.parse_query(lang, query_string)
for m in queries.iter_prepared_matches(query, root, bufnr, start_row, end_row) do
for _, n in pairs(m) do
if n.node then
table.insert(matches, n)
end
end
end
end
local match_length
local smallest_range
local earliest_start
for _, m in pairs(matches) do
if ts_utils.is_in_node_range(m.node, row, col) then
local length = ts_utils.node_length(m.node)
if not match_length or length < match_length then
smallest_range = m
match_length = length
end
-- for nodes with same length take the one with earliest start
if match_length and length == smallest_range then
local start = m.start
if start then
local _, _, start_byte = m.start.node:start()
if not earliest_start or start_byte < earliest_start then
smallest_range = m
match_length = length
earliest_start = start_byte
end
end
end
end
end
if smallest_range then
if smallest_range.start then
local start_range = {smallest_range.start.node:range()}
local node_range = {smallest_range.node:range()}
ts_utils.update_selection(bufnr, {start_range[1], start_range[2], node_range[3], node_range[4]})
else
ts_utils.update_selection(bufnr, smallest_range.node)
end
end
end
function M.attach(bufnr, lang)
local buf = bufnr or api.nvim_get_current_buf()
local config = configs.get_module("textobjects")
local lang = lang or parsers.ft_to_lang(api.nvim_buf_get_option(bufnr, "ft"))
for mapping, query in pairs(config.keymaps) do
if type(query) == 'table' then
query = query[lang]
elseif not queries.get_query(lang, 'textobjects') then
query = nil
end
if query then
local cmd = ":lua require'nvim-treesitter.textobjects'.select_textobject('"..query.."')<CR>"
api.nvim_buf_set_keymap(buf, "o", mapping, cmd, {silent = true})
api.nvim_buf_set_keymap(buf, "v", mapping, cmd, {silent = true})
end
end
end
function M.detach(bufnr)
local buf = bufnr or api.nvim_get_current_buf()
local config = configs.get_module("textobjects")
local lang = parsers.ft_to_lang(api.nvim_buf_get_option(bufnr, "ft"))
for mapping, query in pairs(config.keymaps) do
if type(query) == 'table' then
query = query[lang]
elseif not queries.get_query(lang, 'textobjects') then
query = nil
end
if query then
api.nvim_buf_del_keymap(buf, "o", mapping)
api.nvim_buf_del_keymap(buf, "v", mapping)
end
end
end
return M
|
function template()
local extension = vim.fn.expand('%:e')
local check_file = templates.."skel."..extension
local file = io.open(check_file, "r")
if file ~= nil then
io.close(file)
local command = "read "..check_file
vim.cmd(command)
else
print("Template doesn't exist")
end
end
|
hook.Add("xWarnLoaded", "xWarnLoadedWOB", function(admin, target)
if xWarn.Config.WarnOnBan then
hook.Add("xAdminPlayerBanned", "xWarnHandleBan", function(target, admin, reason, time, archiveEntryId)
if time == 0 then return end -- No need to do this for permabans
xWarn.Database.CreateWarn((type(target) == "Player" and target:SteamID64()) or target, (type(target) == "Player" and target:Name()) or "Unknown", 0, "xWarn", "Banned", archiveEntryId)
hook.Run("xWarnWarnOnBan", (type(target) == "Player" and target:SteamID64()) or target, (type(target) == "Player" and target:Name()) or "Unknown", time, archiveEntryId)
end)
hook.Add("xAdminCanUnBan", "xWarnHandleUnBan", function(admin, target)
xAdmin.Database.IsBanned(target, function(data)
if data[1] then
xAdmin.Database.LastBan(target, function(lastban)
if lastban[1] then
xWarn.Database.DestroyBanWarn(lastban[1].id)
end
end)
end
end)
end)
hook.Add("xWarnCanDeleteWarning", "xWarnHandleDeleteWarn", function(admin, warn)
if warn.banid and not admin:IsSuperAdmin() then
return false, "This is an automatically applied warning due to a ban. It cannot be deleted by you."
end
end)
end
end )
|
local Unit = require("engine.unit.Unit")
local Mine = {}
function Mine.create(group, x, y, options)
local newMine = Unit.create("Mine", group, x, y, options)
return newMine
end
return Mine
|
local status_ok, _ = pcall(require, "null-ls")
if not status_ok then
return
end
local null_ls = require("null-ls")
local formatting = null_ls.builtins.formatting
local codeActions = null_ls.builtins.code_actions
local completion = null_ls.builtins.completion
-- register any number of sources simultaneously
local sources = {
-- Formatting
formatting.autopep8, -- not necessary if pylsp
formatting.stylua,
formatting.clang_format,
formatting.fourmolu,
--formatting.prettier,
codeActions.gitsigns,
-- null_ls.builtins.diagnostics.write_good,
completion.luasnip,
}
null_ls.setup({
sources = sources,
-- you can reuse a shared lspconfig on_attach callback here
-- on_attach = function(client)
-- if client.resolved_capabilities.document_formatting then
-- vim.cmd("autocmd BufWritePre <buffer> lua vim.lsp.buf.formatting_sync()")
-- end
-- end,
})
|
table.insert(data.raw.technology["laser-rifle-1"].effects,{
type = "unlock-recipe",
recipe = "electric-vehicles-lo-voltage-transformer"
})
table.insert(data.raw.technology["laser-rifle-1"].effects,{
type = "unlock-recipe",
recipe = "electric-vehicles-regen-brake-controller"
})
table.insert(data.raw.technology["laser-rifle-2"].effects,{
type = "unlock-recipe",
recipe = "electric-vehicles-hi-voltage-transformer"
})
|
local Condition = require "condition"
local BaffledBrute = Condition:extend()
BaffledBrute.name = "Baffled Brute"
BaffledBrute.description = "You are not smart, but at least you're strong. +2 ATK -2 MGK"
function BaffledBrute:getATK()
return 2
end
function BaffledBrute:getMGK()
return -2
end
return BaffledBrute
|
ENT.Type = "anim"
ENT.Base = "base_gmodentity"
ENT.Author = "baristaner."
ENT.Spawnable = true
ENT.AdminOnly = true
ENT.PrintName = "Koruyucu Kalkan"
ENT.Category = "Abluka Sistemi"
ENT.Can = abluka.kalkancan
function ENT:SetupDataTables()
self:NetworkVar( "Bool", 0, "PlayerRepairing" )
end
|
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