content
stringlengths 5
1.05M
|
|---|
local garbage = {
{-194053.0625, -44136.609375, 1151.7413330078},
{-194469.140625, -44692.0546875, 1148.1514892578},
{-194456.3125, -46672.43359375, 1148.1514892578},
{-195033.765625, -47723.33203125, 1148.1505126953},
{-193969.0625, -48198.5859375, 1148.1505126953},
{-188525.78125, -47113.9140625, 1148.1505126953},
{-186823.390625, -48089.51171875, 1148.1505126953},
{-185500.203125, -47879.328125, 1149.2749023438},
{-188907.484375, -45118.65625, 1148.1513671875},
{-188907.4375, -44785.44140625, 1148.1511230469},
{-187602.71875, -35908.48046875, 1148.1502685547},
{-185509.0625, -35852.6484375, 1148.1502685547},
{-183735.515625, -40732.31640625, 1148.1510009766},
{-183735.1875, -41032.85546875, 1148.1513671875},
{-181748.671875, -42604.5546875, 1148.1510009766},
{-174117.25, -64476.62890625, 1148.1500244141},
{-173928.5625, -65023.953125, 1148.1500244141},
{-171019.53125, -64636.78515625, 1147.9018554688},
{-171019.515625, -64289.4765625, 1147.9018554688},
{-177116.421875, -66945.5078125, 1147.8018798828},
{-177256.546875, -67133.3984375, 1147.8018798828},
{-177254.53125, -67421.0859375, 1147.8018798828},
{-177313.078125, -67631.65625, 1147.8018798828},
{-178402.5, -65967.1484375, 1147.8018798828},
{-178402.609375, -66264.390625, 1147.8018798828},
{-181053.5625, -67383.1796875, 1152.0147705078},
{-181692.828125, -67535.34375, 1147.8939208984},
{-182089.484375, -67001.578125, 1158.0418701172},
{-182054.15625, -66423.890625, 1147.7019042969},
{-169279.421875, -45646.53125, 1149.9621582031},
{-169674.1875, -44335.6953125, 1148.1510009766},
{-173141.53125, -41913.3671875, 1148.1510009766},
{-174834.375, -41834.4609375, 1148.1510009766},
{-174729.078125, -36123.36328125, 1148.1505126953},
{-177445.0625, -36783.41796875, 1148.1502685547},
{-177951.09375, -37955.8359375, 1148.1520996094},
{-183322.484375, -47967.45703125, 1153.2230224609},
{-186047.5625, -52065.39453125, 1146.94921875}
}
AddEvent("OnPlayerStartEnterVehicle", function(vehicle)
if GetVehiclePropertyValue(vehicle, "owner") == 0 then
if GetVehiclePropertyValue(vehicle, "garbage_bags") ~= nil then
if GetPlayerPropertyValue(GetPlayerId(), "job") ~= "GARBAGE" then
return false
end
end
if GetVehiclePropertyValue(vehicle, "delivery_packages") ~= nil then
if GetPlayerPropertyValue(GetPlayerId(), "job") ~= "DELIVERY" then
return false
end
end
end
end)
AddEvent("OnKeyPress", function(key)
if key == "E" then
if GetPlayerPropertyValue(GetPlayerId(), "job") == "GARBAGE" then
local px, py, pz = GetPlayerLocation()
for i=1,#garbage do
if GetDistance3D(px, py, pz, garbage[i][1], garbage[i][2], garbage[i][3]) < 100 then
CallRemoteEvent("GarbageCollect", i)
return
end
end
end
end
end)
|
Material{ name="Kevlar", density=1.44e+3, Spull=3.6e+9, Spush=0.0, Kpull=154.0e+9, Kpush=0.0, reflectivity=0.6, Tmelt=350 }
Material{ name="Steel" , density=7.89e+3, Spull=1.2e+9, Spush=0.0, Kpull=200.0e+9, Kpush=0.0, reflectivity=0.85, Tmelt=800 }
--Material{ name="Titanium" , density=7.89e+3, Spull=3.6e+9, Spush=0.0, Kpull=154.0e+9, Kpush=0.0, reflectivity=0.7, Tmelt=450 }
origin = {0.0,0.0,0.0}
xvec = {1.0,0.0,0.0}
yvec = {0.0,1.0,0.0}
zvec = {0.0,0.0,1.0}
function tanks( n,aOff, R, r, L, z0 )
for i=1,n do
local a = (i/n + aOff)*2*math.pi
Tank( {math.cos(a)*R,math.sin(a)*R,z0}, zvec, {r,r,L}, "H2")
end
end
function girderFan( n, aOff, w, h, z0,z1, nseg, thick, shielded )
local tipNode = Node({0.0,0.0,z1});
local a = aOff*2*math.pi
local gd0 = Girder( tipNode, Node({math.cos(a)*w,math.sin(a)*h,z0}), xvec, nseg, 2, {thick,thick}, "steel")
local ogd = gd0;
for i=1,n do
local gd=gd0
if i<n then
local a = (i/n + aOff)*2*math.pi
gd = Girder( tipNode, Node({math.cos(a)*w,math.sin(a)*h,z0}), xvec, nseg, 2, {thick,thick}, "steel" )
end
if shielded then Shield( ogd,0.0,1.0, gd,0.0,1.0 ) end
ogd = gd;
end
end
|
class 'Bind'
local toBind = nil
local binds = {}
local unbind = false
local color = Color( 240, 195, 55 )
function Bind:__init()
self.cooldown = 1
timer = Timer()
self.cooltime = 0
Events:Subscribe( "LocalPlayerChat", self, self.LocalPlayerChat )
Events:Subscribe( "KeyDown", self, self.KeyDown )
end
function Bind:LocalPlayerChat( args )
if string.sub(args.text,1,6) == "/bind " then
toBind = string.sub(args.text, 7)
if string.sub(toBind,1,1) == "/" then
Chat:Print( "[Привязка] ", Color.White, "Нажмите клавишу, которую вы хотите связать с командой " .. toBind, Color.Red )
end
elseif string.sub(args.text,1,5) == "/bind" then
Chat:Print( "[Привязка] ", Color.White, "Пример использования:", color, " /bind /jesus", Color.White )
Chat:Print( "[Привязка] ", Color.White, "Вам будет предложено нажать клавишу для привязки команды.", color )
Chat:Print( "[Привязка] ", Color.White, "Другие команды:", color, " /unbind, /unbindall, /list", Color.White )
elseif args.text == "/unbindall" then
binds = {}
Chat:Print( "[Привязка] ", Color.White, "Все клавиши отвязаны.", color )
UpdateKeys()
elseif string.sub(args.text,1,7) == "/unbindall" then
Chat:Print( "[Привязка] ", Color.White, "Введите /unbindall, чтобы отвязать все клавиши.", color )
elseif args.text == "/unbind" then
unbind = true
Chat:Print ("[Привязка] ", Color.White, "Нажмите клавишу, которую вы хотели бы отвязать.", color )
elseif string.sub(args.text,1,7) == "/unbind" then
Chat:Print( "[Привязка] ", Color.White, "Введите /unbind, чтобы отвязать клавишу", color )
elseif args.text == "/list" then
for k,v in pairs(binds) do
Chat:Print( "[Привязка] ", Color.White, k .. " (" .. string.char(k) .. ") делает " .. v, color )
end
end
end
function Bind:KeyDown( args )
local time = Client:GetElapsedSeconds()
if unbind then
if binds[args.key] then
Chat:Print( "[Привязка] ", Color.White, "Команда " .. binds[args.key] .. " отвязана от " .. args.key .. " ("..string.char(args.key) .. ")", color )
binds[args.key] = nil
unbind = false
UpdateKeys()
else
Chat:Print( "[Привязка] ", Color.White, "Никакая команда не была связана с кнопкой " .. args.key .. " (" .. string.char(args.key) .. ")", color )
unbind = false
end
elseif toBind then
if string.sub(toBind,1,1) == "/" then
local message = ""
if string.sub(toBind,1,1) == "/" then
message = message .. "Команда "
end
message = message .. toBind .. " привязана к клавише " .. args.key .. " ("..string.char(args.key)..")"
if binds[args.key] then message = message .. ", изменено на " .. binds[args.key] end
binds[args.key] = toBind
Chat:Print( "[Привязка] ", Color.White, message, color )
toBind = nil
UpdateKeys()
end
elseif binds[args.key] then
if time < self.cooltime then return end
Events:Fire("LocalPlayerChat", {text=binds[args.key]})
Network:Send("SimulateCommand", binds[args.key])
self.cooltime = time + self.cooldown
end
end
function UpdateKeys()
Network:Send( "SQLSave", binds )
end
Network:Subscribe( "SQLLoad", function( args )
binds = args
if next(binds) == nil then
else
print( "Привязка клавиш загружена!" )
end
end )
bind = Bind()
|
-- Submodule for emulating the control of a script as a process.
local time = require 'concurrent.time'
local process = require 'concurrent.process'
local message = require 'concurrent.message'
local scheduler = require 'concurrent.scheduler'
local concurrent
process.processes[0] = 0 -- Root process has PID of 0.
message.mailboxes[0] = {} -- Root process mailbox.
-- The existing versions of these functions are renamed before replacing them.
process._self = process.self
process._isalive = process.isalive
scheduler._wait_yield = scheduler.wait_yield
scheduler._sleep_yield = scheduler.sleep_yield
-- Returns 0 if the process is not a coroutine.
function process.self()
return process._self() or 0
end
-- The root process is always alive.
function process.isalive(pid)
if pid ~= 0 then return process._isalive(pid) end
return true
end
-- Special care must be taken if the root process is blocked.
function scheduler.wait_yield()
concurrent = concurrent or require 'concurrent'
local s = concurrent.self()
if s ~= 0 then return scheduler._wait_yield() end
while true do
if scheduler.barriers[s] then break end
concurrent.step()
concurrent.tick()
end
end
-- Special care must be taken if the root process is sleeping.
function scheduler.sleep_yield()
concurrent = concurrent or require 'concurrent'
local timeouts = scheduler.timeouts
local mailboxes = message.mailboxes
local s = concurrent.self()
if s ~= 0 then return scheduler._sleep_yield() end
while true do
if #mailboxes[s] > 0 then break end
if timeouts[s] and time.time() - timeouts[s] >= 0 then
timeouts[s] = nil
return
end
concurrent.step()
concurrent.tick()
end
end
return process
|
local msg = require('virgo/protocol/messages')
local sigar = require('sigar')
--[[ Manifest.get ]]--
local Manifest = msg.Request:extend()
function Manifest:initialize()
msg.Request.initialize(self)
self.method = 'check_schedule.get'
end
function Manifest:serialize(msgId)
self.params.blah = 1
return msg.Request.serialize(self, msgId)
end
--[[ System Info ]]--
local SystemInfoResponse = msg.Response:extend()
function SystemInfoResponse:initialize(replyToMsg, result)
msg.Response.initialize(self, replyToMsg)
local s = sigar:new()
local cpus = s:cpus()
local netifs = s:netifs()
self.sysinfo = s:sysinfo()
self.netifs = {}
self.cpus = {}
for i=1,#cpus do
self.cpus[i] = {}
self.cpus[i].info = cpus[i]:info()
self.cpus[i].data = cpus[i]:data()
end
for i=1,#netifs do
self.netifs[i] = {}
self.netifs[i].info = netifs[i]:info()
self.netifs[i].usage = netifs[i]:usage()
end
end
function SystemInfoResponse:serialize(msgId)
self.result.sysinfo = self.sysinfo
self.result.cpus = self.cpus
self.result.netifs = self.netifs
return msg.Response.serialize(self, msgId)
end
--[[ Metrics Request ]]--
local MetricsRequest = msg.Request:extend()
function MetricsRequest:initialize(check, checkResult)
msg.Request.initialize(self)
self.check = check
self.checkResult = checkResult
self.method = 'check_metrics.post'
end
function MetricsRequest:serialize(msgId)
self.params.state = self.checkResult:getState()
self.params.status = self.checkResult:getStatus()
self.params.metrics = self.checkResult:serialize()
self.params.timestamp = self.checkResult:getTimestamp()
self.params.min_check_period = self.checkResult:getMinimumCheckPeriod()
self.params.check_id = self.check.id
self.params.check_type = self.check.getType()
return msg.Request.serialize(self, msgId)
end
--[[ ScheduleChangeAck ]]--
local ScheduleChangeAck = msg.Response:extend()
function ScheduleChangeAck:initialize(replyTo)
msg.Response.initialize(self, replyTo)
end
function ScheduleChangeAck:serialize(msgId)
return msg.Response.serialize(self, msgId)
end
--[[ HostInfoTypesResponse ]]--
local HostInfoTypesResponse = msg.Response:extend()
function HostInfoTypesResponse:initialize(replyTo, types)
msg.Response.initialize(self, replyTo)
self.result = {types = types}
end
function HostInfoTypesResponse:serialize(msgId)
return msg.Response.serialize(self, msgId)
end
--[[ HostInfoResponse ]]--
local HostInfoResponse = msg.Response:extend()
function HostInfoResponse:initialize(replyTo, info)
msg.Response.initialize(self, replyTo)
self.result = info
end
function HostInfoResponse:serialize(msgId)
return msg.Response.serialize(self, msgId)
end
--[[ CheckTestResponse ]]--
local CheckTestResponse = msg.Response:extend()
function CheckTestResponse:initialize(replyTo, result)
msg.Response.initialize(self, replyTo)
self.result.metrics = result:serialize()
self.result.state = result:getState()
self.result.status = result:getStatus()
end
function CheckTestResponse:serialize(msgId)
return msg.Response.serialize(self, msgId)
end
--[[ CheckTargetsResponse ]]--
local CheckTargetsResponse = msg.Response:extend()
function CheckTargetsResponse:initialize(replyTo, targets)
msg.Response.initialize(self, replyTo)
self.result.targets = targets
end
function CheckTargetsResponse:serialize(msgId)
return msg.Response.serialize(self, msgId)
end
--[[ Config File Post ]]--
local ConfigFilePost = msg.Request:extend()
function ConfigFilePost:initialize(files)
msg.Request.initialize(self)
self.files = files
self.method = 'config_file.post'
end
function ConfigFilePost:serialize(msgId)
if next(self.files) ~= nil then
self.params.config_data = self.files
else
-- this forces the params to be treated as a hash
self.params.dummy = 1
end
return msg.Request.serialize(self, msgId)
end
local exports = {}
exports.Manifest = Manifest
exports.MetricsRequest = MetricsRequest
exports.SystemInfoResponse = SystemInfoResponse
exports.ScheduleChangeAck = ScheduleChangeAck
exports.HostInfoTypesResponse = HostInfoTypesResponse
exports.HostInfoResponse = HostInfoResponse
exports.CheckTestResponse = CheckTestResponse
exports.CheckTargetsResponse = CheckTargetsResponse
exports.ConfigFilePost = ConfigFilePost
return exports
|
local pricing = {
gunstore = {
wp_beretta = 1000,
wp_glock17 = 1000,
mag_pistol = 100,
wp_pumpgun = 2000,
wp_m16 = 5000,
mag_rifle = 200
}
}
local function getPrice(store, item)
if pricing[store] == nil then
return 0
end
if pricing[store][item] == nil then
return 0
end
return pricing[store][item]
end
AddRemoteEvent("StoreBuyItem", function(player, store, item, amount)
local price = getPrice(store, item) * amount
if price == 0 then
return
end
if GetPlayerCash(player) < price then
AddPlayerChat(player, _("not_enough_cash"))
return
end
SetPlayerCash(player, GetPlayerCash(player) - price)
AddPlayerInventoryItem(player, item, amount)
end)
AddRemoteEvent("StoreSellItem", function(player, store, item, amount)
local price = getPrice(store, item) * amount
if price == 0 then
return
end
if GetPlayerInventoryItemAmount(player, item) < amount then
AddPlayerChat(_("not_enough_items", _("item_"..item)))
return
end
SetPlayerCash(player, GetPlayerCash(player) + price)
RemovePlayerInventoryItem(player, item, amount)
end)
|
local altars = {
Position(32777, 31982, 9),
Position(32779, 31977, 9),
Position(32781, 31982, 9)
}
function onUse(player, item, fromPosition, target, toPosition, isHotkey)
if player:getStorageValue(Storage.TheInquisition.Questline) == 8 then
player:setStorageValue(Storage.TheInquisition.Questline, 9)
player:setStorageValue(Storage.TheInquisition.Mission03, 4) -- The Inquisition Questlog- "Mission 3: Vampire Hunt"
local k = {}
for i = 1, #altars do
local tmp = Tile(altars[i]):getItemById(2199)
if not tmp then
Game.createMonster("The Count", toPosition)
return true
else
k[#k + 1] = tmp
end
end
for i = 1, #k do
k[i]:remove()
end
Game.createMonster("The Weakened Count", toPosition)
return true
end
end
|
local Mob = require('mob')
local Maph = require('maph')
local DeathPoof = require('mob.particle.death_poof')
local sin, cos, pi = math.sin, math.cos, math.pi
local DarterDart = {}
DarterDart.__index = DarterDart
setmetatable(DarterDart, {__index = Mob})
function DarterDart.new(sprite)
local self = setmetatable(Mob.new(), DarterDart)
self.tags.darter_dart = true
self.sprite = sprite
--- The number of seconds left before the mob disappears.
self.life_time = 10
--- The distance at which the dart hurts enemies.
self.enemy_hurt_dist = 16
--- The distance at which the dart hurts players.
self.player_hurt_dist = 12
--- Then amount of damage the dart deals to mobs.
self.damage = 100
--- Whether or not the dart was hit back.
--- Is toggled to `true` when the player smacks it.
self.was_hit = false
return self
end
function DarterDart:tick(dt, game)
self.x = self.x + self.xspd * dt
self.y = self.y + self.yspd * dt
-- update angle
self.angle = Maph.angle(self.xspd, self.yspd) - math.pi
-- hurt players
for mob in pairs(game.world:tagged('player')) do
if Maph.distance(self.x, self.y, mob.x, mob.y) < self.player_hurt_dist then
if mob.hurt then
mob:hurt(game, self.damage, self)
game.world:addMob(DeathPoof.new(game.assets, self.x, self.y))
self.is_alive = false
return nil
end
end
end
-- hurt enemies
if self.was_hit then
for mob in pairs(game.world:tagged('enemy')) do
if Maph.distance(self.x, self.y, mob.x, mob.y) <
self.enemy_hurt_dist then
if mob.hurt then
mob:hurt(game, self.damage, self)
game.world:addMob(DeathPoof.new(game.assets, self.x, self.y))
self.is_alive = false
return nil
end
end
end
end
-- destroy when hitting walls
local xx, yy = game.map:posToIdx(self.x, self.y)
if xx and yy and game.map:isSolid(xx, yy) then
game.world:addMob(DeathPoof.new(game.assets, self.x, self.y))
self.is_alive = false
return nil
end
-- destroy when expired
self.life_time = self.life_time - dt
if self.life_time <= 0 then
game.world:addMob(DeathPoof.new(game.assets, self.x, self.y))
self.is_alive = false
return nil
end
end
function DarterDart:hitBack(other, angle)
if not self.was_hit then
local speed = Maph.hypot(self.xspd, self.yspd)
self.xspd = sin(angle) * speed
self.yspd = -cos(angle) * speed
self.was_hit = true
end
end
return DarterDart
|
--Parse Table
for i in ipairs (drinks.drink_table) do
local desc = drinks.drink_table[i][1]
local craft = drinks.drink_table[i][2]
local color = drinks.drink_table[i][3]
local health = drinks.drink_table[i][4]
health = health or 1
-- The color of the drink is all done in code, so we don't need to have multiple images.
--Actual Node registration
minetest.register_node('drinks:jbu_'..desc..'', {
description = 'Bucket of '..craft..' Juice',
drawtype = "plantlike",
tiles = {'bucket.png^(drinks_bucket_contents.png^[colorize:'..color..':200)'},
inventory_image = 'bucket.png^(drinks_bucket_contents.png^[colorize:'..color..':200)',
wield_image = 'bucket.png^(drinks_bucket_contents.png^[colorize:'..color..':200)',
paramtype = "light",
juice_type = craft,
is_ground_content = false,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.25, -0.5, -0.25, 0.25, 0.4, 0.25}
},
groups = {vessel=1,dig_immediate=3,attached_node=1, drink = 1},
sounds = default.node_sound_defaults(),
})
drinks.register_item('drinks:jcu_'..desc, 'vessels:drinking_glass', {
description = 'Cup of '..craft..' Juice',
groups = {drink=1},
juice_type = craft,
inventory_image = 'drinks_glass_contents.png^[colorize:'..color..':200^drinks_drinking_glass.png',
on_use = function(itemstack, user, pointed_thing)
thirsty.drink(user, 4, 20)
local eat_func = minetest.item_eat(health, 'vessels:drinking_glass')
return eat_func(itemstack, user, pointed_thing)
end,
})
drinks.register_item('drinks:jbo_'..desc, 'vessels:glass_bottle',{
description = 'Bottle of '..craft..' Juice',
groups = {drink = 1},
juice_type = craft,
inventory_image = 'drinks_bottle_contents.png^[colorize:'..color..':200^drinks_glass_bottle.png',
on_use = function(itemstack, user, pointed_thing)
thirsty.drink(user, 8, 20)
local eat_func = minetest.item_eat((health*2), 'vessels:glass_bottle')
return eat_func(itemstack, user, pointed_thing)
end,
})
drinks.register_item('drinks:jsb_'..desc, 'vessels:steel_bottle',{
description = 'Heavy Steel Bottle ('..craft..' Juice)',
groups = {drink = 1},
juice_type = craft,
inventory_image = 'vessels_steel_bottle.png',
on_use = function(itemstack, user, pointed_thing)
thirsty.drink(user, 8, 20)
local eat_func = minetest.item_eat((health*2), 'vessels:steel_bottle')
return eat_func(itemstack, user, pointed_thing)
end,
})
end
|
addon.name = 'pouches';
addon.author = 'getawaycoxn';
addon.version = '1.0';
addon.desc = 'Uses any silt and bead pouches in your main inventory';
addon.link = 'https://github.com/GetAwayCoxn/Pouches';
--[[
1.0 - Creation
Known Issues
- Quick/repeated use of start after stop will result in command line chat message errors in game and not using all items
Worse with more pouches available for use due to how I implemented use_pouches() with :repeating, best to let it finish
once it has started for now.
]]
require('common');
local chat = require('chat');
local active = false;
local silt_total = 0;
local bead_total = 0;
local total = 0;
ashita.events.register('command', 'command_cb', function (e)
local args = e.command:args();
if (#args == 0) then
return;
end
if (args[1] ~= '/pouches') then
return;
end
e.blocked = true;
if (args[2] == 'help') then
print(chat.header(addon.name) .. chat.message('Pouches will use silt pouches and bead pouches from your inventory bag'));
print(chat.header(addon.name) .. chat.message('The only commands are [start] and [stop]'));
elseif (args[2] == 'start') then
active = true;
count_pouches();
if total == 0 then
print(chat.header(addon.name) .. chat.message('No pouches found, process aborted.'));
return;
end
print(chat.header(addon.name) .. chat.message('Pouches starting ... ' .. silt_total .. ' silt pouches and ' .. bead_total .. ' bead pouches. Use "/pouches stop" to abort.'));
use_pouches:repeating(0, total, 5);
elseif (args[2] == 'stop') then
active = false;
print(chat.header(addon.name) .. chat.message('Pouches stopped.'));
end
end);
function count_pouches()
silt_total = 0;
bead_total = 0;
local silt = AshitaCore:GetResourceManager():GetItemByName('Silt Pouch',0);
local bead = AshitaCore:GetResourceManager():GetItemByName('Bead Pouch',0);
local inventory = AshitaCore:GetMemoryManager():GetInventory();
for x = 0, inventory:GetContainerCountMax(0) do
local item = inventory:GetContainerItem(0, x);
if (item ~= nil and item.Id == silt.Id) then
silt_total = silt_total + item.Count;
end
end
for x = 0, inventory:GetContainerCountMax(0) do
local item = inventory:GetContainerItem(0, x);
if (item ~= nil and item.Id == bead.Id) then
bead_total = bead_total + item.Count;
end
end
total = silt_total + bead_total;
end
function use_pouches()
if active ~= true then return end
if (silt_total > 0) then
AshitaCore:GetChatManager():QueueCommand(1, '/item "Silt Pouch" <me>');
silt_total = silt_total -1;
elseif (bead_total > 0) then
AshitaCore:GetChatManager():QueueCommand(1, '/item "Bead Pouch" <me>');
bead_total = bead_total - 1;
end
if silt_total == 0 and bead_total == 0 then
active = false;
print(chat.header(addon.name) .. chat.message('Pouches complete.'));
end
end
|
ENT.Type = "point"
ENT.Base = "base_point"
ENT.Spawnable = false
function ENT:SetupDataTables()
self:NetworkVar("String", 0, "DTName")
self:NetworkVar("String", 1, "DTDesc")
self:NetworkVar("String", 2, "DTOwner")
self:NetworkVar("Int", 0, "DTPrice")
end
|
--[[
PERKS LootboxWheel - README
v 0.1.0 - 2020/12/16
by:
Estlogic (META) (https://www.coregames.com/user/385b45d7abdb499f8664c6cb01df521b)
WitcherSilver (META) (https://www.coregames.com/user/e730c40ae54d4c588658667927acc6d8)
Morticai (META) (https://www.coregames.com/user/d1073dbcc404405cbef8ce728e53d380)
This package is a work in progress.
Description:
PERKS LootboxWheel is a component that allows creators to set up a loot table and easily implement an in-game interface for
players to roll for random loot, visualize the odds and the result of the roll, and view a satisfying animation that reveals
the reward.
This component comes with:
1) LootboxGenerator
2) LootboxSpawner
3) DropRateSign
4) DropTable
5) Loot Machine Animation Fantasy
6) Lootbox Wheel Shuffler Scripts
7) SpinWheel
8) Display
Setup
=====
1. To begin adjusting this component, first select the LootboxGenerator.lua found under the PERKS_LootboxWheel folder.
2. Once selected, there are several custom properties but the two you'll want to focus on are:
1) CurrencyName - The name of the resource, players will spend to spin the wheel. (Ex => "gold", "coins", etc)
2) RollCost - Is the cost of how much a player will spend to spin the wheel each time (Ex => 50 "gold")
Prize Settings
==============
To adjust the visuals of of the lootboxes select the LootboxSpawner.lua it has several custom properties:
1, ChangePrizeCamera - When enabled, the "ChangePrizeCamera" property will override the player camera during
the loot box reveal animation.
2, Loot_Box - The next five custom properties are all of the asset refrences to the various lootboxes that will
change visually based on the rarity of the lootbox the player has won.
3. ChestSpawnMarker - This is an object that must be in your game, it's currently found in the Loot Machine Animation
Fantasy(Client Context). The chest will spawn from this objects world position.
4. LootboxGenerator - Is a Core Object Refrence to the LootboxGenerator.lua script in your heirarchy
5. Loot_Machine - A Core Object Refrence to your Loot_Machine found under the Loot Machine Animation Fantasy
(Client Context) To customize your Loot Machine please refrence "Customizing Loot Machine" found further in this ReadMe.
Customizing Loot Machine
========================
Any of these templates are interchangeable; shout out to @AwkwardGameDev and @Mucusinator for their contribution!
All these templates are animated with the script "Loot_Box_Animation_Fantasy". reach out to @WitcherSilver for help
with animations.
1. There are several examples of loot boxes that can be easily assigned to different rarities of the loot machine.
These are all found in the Project Content and follow the naming convention: "Loot_Box_rarity_theme".
2. To assign a different loot box visual, find the template in Project Contect, then select the Loot_Box_Spawner script in the hierarchy.
Drag the desired template into the custom property of the desired rarity, and that loot box will appear when that rarity is rolled.
3. Replacing the geometry on the loot machine is fairly simple. The animation is looking for the groups called "left_door", "right_door",
and "platform", so you can replace the geometry *inside* these groups. Any other static geometry can be replaced at your discretion.
4. Replacing the geometry on the loot boxes is a bit more complicated. The animation is looking for specific groups, so the geometry inside
can be replaced without too much issue. Check out the script "Loot_Box_Animation_Fantasy" for more information about the animation sequence.
For more information about loot box animations, reach out to @WitcherSilver#0787 on Discord.
Adding / Changing Rewards
=========================
To add or modify the rewards players can earn, there are two places needing to be adjusted.
1. First open the DropTable group found inside of the PERKS_LootboxWheel folder.
2. Click on the drop down arrow next to DropTable to reveal the children of the group.
3. You'll find Common, Uncommon, Rare, Epic and Legendary as further nested groups. Depending on the rarity of the item you'd like
choose the apporiate group and click the drop down narrow to reveal the groups children.
4. To modify an item click an exsisting Prize_ItemInfo.lua under the apporiate rarity group to edit the items info. There you'll
find the following custom properties:
1) ID - Unique ID of the item
2) Name - Name of the folder found under => Loot Machine Animation Fantasy => Reward
3) Cost - Leave as 0
4) MUID - Not needed
5. You'll also need to be sure the client side model is found inside of the Reward group which is a child of
Loot Machine Animation Fantasy.
6. Select on of the folders with the prefix STORE_, you'll find STORE_Iteminfo.lua as a child of each folder.
To edit this info please refrence the META_CosmeticStore_README.lua
]]--
|
local player, red, blue, orange, green, map, colors, GNL, positions, graphics, sounds, points, rollControl, options, _loc, flags, randomValue, menu, game, gameFunc
game = {}
gameFunc = {}
local loc_startingLevel
function game.load(loc_startingLevelw)
main.difficulty = 1
loc_startingLevel = loc_startingLevelw
options = {
gridMode = "fill"
}
randomValue = {}
_loc = {
levelCheck = {
claimed = 0
},
quake = 0,
quakeTime = 0.5,
cellSize = 32,
scoreAcc = 10,
labelLine = 30,
scoreTileIndex = 1,
point_rot = 0,
colorChange = 10,
newMapCheck = 0,
levelColorCheck = 0,
levelColorCheckMult = 15,
levelTransition_count = 3,
randomCounter = 0,
moveCounter = 0,
deathAnim = 0,
usernameIndex = 1,
username = {"","","","","",""}
}
if main.difficulty >= 1 then
_loc.scoreAcc = 50
elseif main.difficulty >= 2 then
_loc.scoreAcc = 80
elseif main.difficulty >= 3 then
_loc.scoreAcc = 120
end
flags = {
debug = {
doAutoMove = true,
canDie = true
},
sound = {
upScore = false,
downScore = false,
normal = true,
song = true,
death = false
},
playerAct = false,
paused = false,
reload = true,
rollPoints = true,
restartRollControl = true,
newPoint = true,
newDest = false,
scoreTileUp = true,
changeStageColor = true,
renewTime = false,
quake = false,
ghostOut = false,
levelTransition = false,
restart = false,
quit = false,
gameover = false,
submit = false
}
local sprite_sheet = extensions.anim8.newGrid(22, 22, 154, 115)
player = {
grid_x = 160,
grid_y = 288,
act_x = 200,
act_y = 200,
speed = 10,
orientation = "left",
level = 1,
score = 0,
scorePrint = 0,
time = 15,
dead = false,
lives = 3
}
red = {
grid_x = 736,
grid_y = 224,
act_x = 200,
act_y = 200,
speed = 10,
destPoint = 1
}
blue = {
grid_x = 736,
grid_y = 256,
act_x = 200,
act_y = 200,
speed = 10,
destPoint = 1
}
orange = {
grid_x = 736,
grid_y = 288,
act_x = 200,
act_y = 200,
speed = 10,
destPoint = 1
}
green = {
grid_x = 736,
grid_y = 320,
act_x = 200,
act_y = 200,
speed = 10,
destPoint = 1
}
map = {
{n,n,n,n,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{n,n,n,n,1,6,0,0,0,0,6,0,0,0,6,0,0,0,6,1},
{n,n,n,n,1,0,1,1,1,1,0,1,1,1,0,1,1,1,0,1},
{n,n,n,n,2.2,6,0,0,0,0,6,0,0,0,6,0,0,0,6,2.0},
{n,n,n,n,1,0,1,1,0,1,0,1,1,1,0,1,1,1,0,1},
{n,n,n,n,1,0,1,1,0,1,0,1,1,1,0,1,1,1,0,1,n,3,3,3},
{n,n,n,n,1,6,0,0,6,0,6,0,0,0,6,0,6,1,0,1,n,3,4,3},
{n,n,n,n,1,0,1,1,1,1,0,1,1,1,1,1,0,1,0,1,n,3,4,3},
{n,n,n,n,1,0,1,0,0,1,0,1,0,0,0,1,0,1,0,1,n,3,4,3},
{n,n,n,n,1,0,1,1,1,1,0,1,1,1,1,1,0,1,0,1,n,3,4,3},
{n,n,n,n,1,0,1,1,6,0,6,0,0,0,0,0,6,1,0,1,n,3,3,3},
{n,n,n,n,1,0,1,1,0,1,0,1,1,1,0,1,0,1,0,1},
{n,n,n,n,2.1,6,0,0,6,1,0,1,0,1,0,1,6,0,6,2.3},
{n,n,n,n,1,0,1,1,1,1,0,1,1,1,0,1,1,1,0,1},
{n,n,n,n,1,6,0,0,0,0,6,0,0,0,6,0,0,0,6,1},
{n,n,n,n,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
}
colors = {
stage = {0, 115, 239},
ghostWall = {255, 140, 16},
ghostFloor = {148, 84, 25},
warpColor = {18, 11, 55},
warpColor2 = {81, 11, 55},
default = {225, 225, 225, 255},
number = {0, 115, 239},
redGhost = {204, 51, 51},
blueGhost = {51, 204, 204},
orangeGhost = {204, 102, 102},
greenGhost = {204, 204, 51},
scoreColor = {200, 200, 200, 255},
scoreTile = {0, 0, 16},
levelColor = {255, 255, 255},
menu = {
normal = {15, 133, 220},
selected = {243, 208, 42}
}
}
_loc.actStageColor = colors.stage
GNL = {
problems = {},
answers = {},
color = {},
current = 1
}
positions = {
X = {
[1] = 192,
[2] = 352,
[3] = 480,
[4] = 608,
[5] = 192,
[6] = 352,
[7] = 480,
[8] = 608,
[9] = 192,
[10] = 288,
[11] = 352,
[12] = 480,
[13] = 544,
[14] = 288,
[15] = 352,
[16] = 544,
[17] = 192,
[18] = 288,
[19] = 544,
[20] = 608,
[21] = 192,
[22] = 352,
[23] = 480,
[24] = 608
},
Y = {
[1] = 64,
[2] = 64,
[3] = 64,
[4] = 64,
[5] = 128,
[6] = 128,
[7] = 128,
[8] = 128,
[9] = 224,
[10] = 224,
[11] = 224,
[12] = 224,
[13] = 224,
[14] = 352,
[15] = 352,
[16] = 352,
[17] = 416,
[18] = 416,
[19] = 416,
[20] = 416,
[21] = 480,
[22] = 480,
[23] = 480,
[24] = 480,
}
}
rollControl = {}
graphics = {
sprites = love.graphics.newImage("assets/graphics/pacghost.png"),
pacman_anim = extensions.anim8.newAnimation(sprite_sheet("1-2", 1), 0.009),
pacman_death1 = extensions.anim8.newAnimation(sprite_sheet("3-7", 1, "1-7", 2), 0.09),
red_anim = extensions.anim8.newAnimation(sprite_sheet(1, 3), 1),
blue_anim = extensions.anim8.newAnimation(sprite_sheet(1, 3), 1),
orange_anim = extensions.anim8.newAnimation(sprite_sheet(1, 3), 1),
green_anim = extensions.anim8.newAnimation(sprite_sheet(1, 3), 1),
pac_point = extensions.anim8.newAnimation(sprite_sheet(2, 3), 1),
levelTransition_image = love.graphics.newImage("assets/graphics/levelTransition.png")
}
graphics.levelTransition = love.graphics.newParticleSystem(graphics.levelTransition_image, 1000)
graphics.levelTransition:setParticleLifetime(1,10)
graphics.levelTransition:setEmissionRate(500)
graphics.levelTransition:setSizeVariation(1)
graphics.levelTransition:setLinearAcceleration(-250, -250, 250, 250)
sounds = {
chomp = love.audio.newSource("assets/sounds/pacman_chomp.wav"),
chomp_count = 0.3,
loading = love.audio.newSource("assets/sounds/pacman_loading.wav"),
loaded = love.audio.newSource("assets/sounds/pacman_loaded.wav"),
death = love.audio.newSource("assets/sounds/pacman_death.wav"),
death_count = 1.3,
scoreIncrease = love.audio.newSource("assets/sounds/scoreUp.mp3"),
scoreDecrease = love.audio.newSource("assets/sounds/scoreDown.mp3")
}
points = {
true, true, true, true, true, true, true, true, true,
true, true, true, true, true, true, true, true, true,
true, true, true, true, true, true, true, true
}
menu = {
pause = {
index = 1,
cursorPos = {
((main.graphics.buttonLine * 2) - 48/2),
((main.graphics.buttonLine * 3) - 48/2),
((main.graphics.buttonLine * 4) - 48/2)
}
},
gameover = {
index = 1,
cursorPos = {
((main.graphics.buttonLine * 2) - 48/2),
((main.graphics.buttonLine * 3) - 48/2),
}
}
}
if loc_startingLevel then
gameFunc.newLevel(loc_startingLevel)
end
end
function game.update(dt)
if player.level > 7 then colors.stage = {0, 115, 239} end
dt = dt * 1
if flags.restart then return "restart" end
if flags.quit then return "quit" end
_loc.dt = dt
randomValue[1] = map[(player.grid_y / _loc.cellSize)][(player.grid_x / _loc.cellSize)]
randomValue[2] = player.grid_y.."|"..player.grid_x
randomValue[3] = nil
randomValue[4] = _loc.levelCheck.claimed
randomValue[5] = nil
if flags.paused then
menu.pause.selected = menu.pause.index
elseif flags.reload then
local rollControl_index = 0
local tempGNL = {}
if main.difficulty <= 2 then
GNL.color = {
[1] = {gameRandom(1, 255, 34), gameRandom(1, 255, 455), gameRandom(1, 255, 321)},
[2] = {gameRandom(1, 255, 45), gameRandom(1, 255, 54), gameRandom(1, 255, 564)},
[3] = {gameRandom(1, 255, 67), gameRandom(1, 255, 564), gameRandom(1, 255, 531)},
[4] = {gameRandom(1, 255, 85), gameRandom(1, 255, 665), gameRandom(1, 255, 564)},
[5] = {gameRandom(1, 255, 26), gameRandom(1, 255, 452), gameRandom(1, 255, 231)},
[6] = {gameRandom(1, 255, 78), gameRandom(1, 255, 564), gameRandom(1, 255, 22)},
[7] = {gameRandom(1, 255, 10), gameRandom(1, 255, 564), gameRandom(1, 255, 564)},
[8] = {gameRandom(1, 255, 5), gameRandom(1, 255, 564), gameRandom(1, 255, 85)},
[9] = {gameRandom(1, 255, 32), gameRandom(1, 255, 564), gameRandom(1, 255, 86)},
[10] = {gameRandom(1, 255, 123), gameRandom(1, 255, 546), gameRandom(1, 255, 54)},
[11] = {gameRandom(1, 255, 243), gameRandom(1, 255, 45), gameRandom(1, 255, 864)},
[12] = {gameRandom(1, 255, 69), gameRandom(1, 255, 666), gameRandom(1, 255, 69)},
[13] = {gameRandom(1, 255, 96), gameRandom(1, 255, 54), gameRandom(1, 255, 87)},
[14] = {gameRandom(1, 255, 52), gameRandom(1, 255, 752), gameRandom(1, 255, 645)},
[15] = {gameRandom(1, 255, 47), gameRandom(1, 255, 321), gameRandom(1, 255, 645)},
[16] = {gameRandom(1, 255, 21), gameRandom(1, 255, 322), gameRandom(1, 255, 666)},
[17] = {gameRandom(1, 255, 6), gameRandom(1, 255, 585), gameRandom(1, 255, 45)},
[18] = {gameRandom(1, 255, 2), gameRandom(1, 255, 84), gameRandom(1, 255, 4568)},
[19] = {gameRandom(1, 255, 4), gameRandom(1, 255, 645), gameRandom(1, 255, 545)},
[20] = {gameRandom(1, 255, 122), gameRandom(1, 255, 64), gameRandom(1, 255, 546)},
[21] = {gameRandom(1, 255, 91), gameRandom(1, 255, 684), gameRandom(1, 255, 458)},
[22] = {gameRandom(1, 255, 111), gameRandom(1, 255, 514), gameRandom(1, 255, 125)},
[23] = {gameRandom(1, 255, 223), gameRandom(1, 255, 864), gameRandom(1, 255, 333)},
[24] = {gameRandom(1, 255, 36), gameRandom(1, 255, 352), gameRandom(1, 255, 254)}
}
else
GNL.color = {}
local index = 1
while index <= 24 do
GNL.color[index] = colors.number
index = index + 1
end
end
if flags.restartRollControl then
rollControl[1] = true
rollControl[2] = true
rollControl[3] = true
rollControl[4] = true
rollControl[5] = true
rollControl[6] = true
rollControl[7] = true
rollControl[8] = true
rollControl[9] = true
rollControl[10] = true
rollControl[11] = true
rollControl[12] = true
rollControl[13] = true
rollControl[14] = true
rollControl[15] = true
rollControl[16] = true
rollControl[17] = true
rollControl[18] = true
rollControl[19] = true
rollControl[20] = true
rollControl[21] = true
rollControl[22] = true
rollControl[23] = true
rollControl[24] = true
flags.restartRollControl = false
end
if rollControl[1] then
tempGNL.GNL1_A = gameRandom(-10, 10, 544, main.difficulty)
tempGNL.GNL1_B = gameRandom(-5, 13, 197, main.difficulty)
rollControl[1] = false
GNL.problems[1] = tostring(tempGNL.GNL1_A.."+"..tempGNL.GNL1_B)
GNL.answers[1] = tempGNL.GNL1_A + tempGNL.GNL1_B
end
if rollControl[2] then
tempGNL.GNL2_A = gameRandom(-5, 5, 543, main.difficulty)
tempGNL.GNL2_B = gameRandom(1, 16, 546, main.difficulty)
rollControl[2] = false
GNL.problems[2] = tostring(tempGNL.GNL2_A.."-"..tempGNL.GNL2_B)
GNL.answers[2] = tempGNL.GNL2_A -tempGNL.GNL2_B
end
if rollControl[3] then
tempGNL.GNL3_A = gameRandom(-7, 5, 5455, main.difficulty)
tempGNL.GNL3_B = gameRandom(-64, 55, 53415, main.difficulty)
rollControl[3] = false
GNL.problems[3] = tostring(tempGNL.GNL3_A.."+"..tempGNL.GNL3_B)
GNL.answers[3] = tempGNL.GNL3_A + tempGNL.GNL3_B
end
if rollControl[4] then
tempGNL.GNL4_A = gameRandom(-14, 15, 654, main.difficulty)
tempGNL.GNL4_B = gameRandom(3, 8, 64546, main.difficulty)
rollControl[4] = false
GNL.problems[4] = tostring(tempGNL.GNL4_A.."-"..tempGNL.GNL4_B)
GNL.answers[4] = tempGNL.GNL4_A - tempGNL.GNL4_B
end
if rollControl[5] then
tempGNL.GNL5_A = math.floor(main.difficulty * math.random(-9, 2))
math.randomseed((os.clock() + main.randomEnsurer)*7)
tempGNL.GNL5_B = math.floor(main.difficulty * math.random(-2, 16))
math.randomseed((os.clock() + main.randomEnsurer)*8)
rollControl[5] = false
GNL.problems[5] = tostring(tempGNL.GNL5_A.."+"..tempGNL.GNL5_B)
GNL.answers[5] = tempGNL.GNL5_A + tempGNL.GNL5_B
end
if rollControl[6] then
tempGNL.GNL6_A = math.floor(main.difficulty * math.random(-5, 10))
math.randomseed((os.clock() + main.randomEnsurer)*9)
tempGNL.GNL6_B = math.floor(main.difficulty * math.random(1, 16))
math.randomseed((os.clock() + main.randomEnsurer)/2)
rollControl[6] = false
GNL.problems[6] = tostring(tempGNL.GNL6_A.."x"..tempGNL.GNL6_B)
GNL.answers[6] = tempGNL.GNL6_A * tempGNL.GNL6_B
end
if rollControl[7] then
tempGNL.GNL7_A = math.floor(main.difficulty * math.random(-2, 21))
math.randomseed((os.clock() + main.randomEnsurer)/3)
tempGNL.GNL7_B = math.floor(main.difficulty * math.random(-2, 10))
math.randomseed((os.clock() + main.randomEnsurer)/4)
rollControl[7] = false
GNL.problems[7] = tostring(tempGNL.GNL7_A.."x"..tempGNL.GNL7_B)
GNL.answers[7] = tempGNL.GNL7_A * tempGNL.GNL7_B
end
if rollControl[8] then
tempGNL.GNL8_A = math.floor(main.difficulty * math.random(-2, 15))
math.randomseed((os.clock() + main.randomEnsurer)/5)
tempGNL.GNL8_B = math.floor(main.difficulty * math.random(3, 8))
math.randomseed((os.clock() + main.randomEnsurer)/6)
rollControl[8] = false
GNL.problems[8] = tostring(tempGNL.GNL8_A.."x"..tempGNL.GNL8_B)
GNL.answers[8] = tempGNL.GNL8_A * tempGNL.GNL8_B
end
if rollControl[9] then
tempGNL.GNL9_A = math.floor(main.difficulty * math.random(-5, 5))
math.randomseed((os.clock() + main.randomEnsurer)/7)
tempGNL.GNL9_B = math.floor(main.difficulty * math.random(0, 2))
math.randomseed((os.clock() + main.randomEnsurer)/8)
rollControl[9] = false
GNL.problems[9] = tostring(tempGNL.GNL9_A.."x"..tempGNL.GNL9_B)
GNL.answers[9] = tempGNL.GNL9_A * tempGNL.GNL9_B
end
if rollControl[10] then
tempGNL.GNL10_A = math.floor(main.difficulty * math.random(-2, 3))
math.randomseed((os.clock() + main.randomEnsurer)/9)
tempGNL.GNL10_B = math.floor(main.difficulty * math.random(4, 5))
math.randomseed((os.clock() + main.randomEnsurer)+12)
rollControl[10] = false
GNL.problems[10] = tostring(tempGNL.GNL10_A.."x"..tempGNL.GNL10_B)
GNL.answers[10] = tempGNL.GNL10_A * tempGNL.GNL10_B
end
if rollControl[11] then
tempGNL.GNL11_A = math.floor(main.difficulty * math.random(-1, 9))
math.randomseed((os.clock() + main.randomEnsurer)+13)
tempGNL.GNL11_B = math.floor(main.difficulty * math.random(1, 6))
math.randomseed((os.clock() + main.randomEnsurer)+14)
rollControl[11] = false
GNL.problems[11] = tostring(tempGNL.GNL11_A.."x"..tempGNL.GNL11_B)
GNL.answers[11] = tempGNL.GNL11_A * tempGNL.GNL11_B
end
if rollControl[12] then
tempGNL.GNL12_A = math.floor(main.difficulty * math.random(1, 5))
math.randomseed((os.clock() + main.randomEnsurer)+15)
tempGNL.GNL12_B = math.floor(main.difficulty * math.random(0, 3))
math.randomseed((os.clock() + main.randomEnsurer)+16)
rollControl[12] = false
GNL.problems[12] = tostring(tempGNL.GNL12_A.."x"..tempGNL.GNL12_B)
GNL.answers[12] = tempGNL.GNL12_A * tempGNL.GNL12_B
end
if rollControl[13] then
tempGNL.GNL13_A = math.floor(main.difficulty * math.random(1, 9))
math.randomseed((os.clock() + main.randomEnsurer)+17)
tempGNL.GNL13_B = math.floor(main.difficulty * math.random(1, 3))
math.randomseed((os.clock() + main.randomEnsurer)+18)
rollControl[13] = false
GNL.problems[13] = tostring(tempGNL.GNL13_A.."x"..tempGNL.GNL13_B)
GNL.answers[13] = tempGNL.GNL13_A * tempGNL.GNL13_B
end
if rollControl[14] then
tempGNL.GNL14_A = math.floor(main.difficulty * math.random(-1, 10))
math.randomseed((os.clock() + main.randomEnsurer)+19)
tempGNL.GNL14_B = math.floor(main.difficulty * math.random(1, 10))
math.randomseed((os.clock() + main.randomEnsurer)-10)
rollControl[14] = false
GNL.problems[14] = tostring(tempGNL.GNL14_A.."x"..tempGNL.GNL14_B)
GNL.answers[14] = tempGNL.GNL14_A * tempGNL.GNL14_B
end
if rollControl[15] then
tempGNL.GNL15_A = math.floor(main.difficulty * math.random(7, 10))
math.randomseed((os.clock() + main.randomEnsurer)-20)
tempGNL.GNL15_B = math.floor(main.difficulty * math.random(2, 8))
math.randomseed((os.clock() + main.randomEnsurer)-30)
rollControl[15] = false
GNL.problems[15] = tostring(tempGNL.GNL15_A.."x"..tempGNL.GNL15_B)
GNL.answers[15] = tempGNL.GNL15_A * tempGNL.GNL15_B
end
if rollControl[16] then
tempGNL.GNL16_A = math.floor(main.difficulty * math.random(3, 6))
math.randomseed((os.clock() + main.randomEnsurer)-40)
tempGNL.GNL16_B = math.floor(main.difficulty * math.random(-6, 10))
math.randomseed((os.clock() + main.randomEnsurer)-50)
rollControl[16] = false
GNL.problems[16] = tostring(tempGNL.GNL16_A.."/"..tempGNL.GNL16_B)
GNL.answers[16] = math.floor(tempGNL.GNL16_A / tempGNL.GNL16_B)
end
if rollControl[17] then
tempGNL.GNL17_A = math.floor(main.difficulty * math.random(-2, 9))
math.randomseed((os.clock() + main.randomEnsurer)-60)
tempGNL.GNL17_B = math.floor(main.difficulty * math.random(3, 56))
math.randomseed((os.clock() + main.randomEnsurer)-70)
rollControl[17] = false
GNL.problems[17] = tostring(tempGNL.GNL17_A.."/"..tempGNL.GNL17_B)
GNL.answers[17] = math.floor(tempGNL.GNL17_A / tempGNL.GNL17_B)
end
if rollControl[18] then
tempGNL.GNL18_A = math.floor(main.difficulty * math.random(-5, 11))
math.randomseed((os.clock() + main.randomEnsurer)-80)
tempGNL.GNL18_B = math.floor(main.difficulty * math.random(10, 13))
math.randomseed((os.clock() + main.randomEnsurer)-90)
rollControl[18] = false
GNL.problems[18] = tostring(tempGNL.GNL18_A.."/"..tempGNL.GNL18_B)
GNL.answers[18] = math.floor(tempGNL.GNL18_A / tempGNL.GNL18_B)
end
if rollControl[19] then
tempGNL.GNL19_A = math.floor(main.difficulty * math.random(4, 10))
math.randomseed((os.clock() + main.randomEnsurer)+10)
tempGNL.GNL19_B = math.floor(main.difficulty * math.random(1, 10))
math.randomseed((os.clock() + main.randomEnsurer)+20)
rollControl[19] = false
GNL.problems[19] = tostring(tempGNL.GNL19_A.."/"..tempGNL.GNL19_B)
GNL.answers[19] = math.floor(tempGNL.GNL19_A / tempGNL.GNL19_B)
end
if rollControl[20] then
tempGNL.GNL20_A = math.floor(main.difficulty * math.random(1, 16))
math.randomseed((os.clock() + main.randomEnsurer)+30)
tempGNL.GNL20_B = math.floor(main.difficulty * math.random(0, 1))
math.randomseed((os.clock() + main.randomEnsurer)+40)
rollControl[20] = false
GNL.problems[20] = tostring(tempGNL.GNL20_A.."/"..tempGNL.GNL20_B)
GNL.answers[20] = math.floor(tempGNL.GNL20_A / tempGNL.GNL20_B)
end
if rollControl[21] then
tempGNL.GNL21_A = math.floor(main.difficulty * math.random(-1, 13))
math.randomseed((os.clock() + main.randomEnsurer)+50)
tempGNL.GNL21_B = math.floor(main.difficulty * math.random(1, 4))
math.randomseed((os.clock() + main.randomEnsurer)+560)
rollControl[21] = false
GNL.problems[21] = tostring(tempGNL.GNL21_A.."x"..tempGNL.GNL21_B)
GNL.answers[21] = tempGNL.GNL21_A * tempGNL.GNL21_B
end
if rollControl[22] then
tempGNL.GNL22_A = math.floor(main.difficulty * math.random(-7, 12))
math.randomseed((os.clock() + main.randomEnsurer)+6)
tempGNL.GNL22_B = math.floor(main.difficulty * math.random(1, 20))
math.randomseed((os.clock() + main.randomEnsurer)+60)
rollControl[22] = false
GNL.problems[22] = tostring(tempGNL.GNL22_A.."-"..tempGNL.GNL22_B)
GNL.answers[22] = tempGNL.GNL22_A - tempGNL.GNL22_B
end
if rollControl[23] then
tempGNL.GNL23_A = math.floor(main.difficulty * math.random(30, 60))
math.randomseed((os.clock() + main.randomEnsurer)+70)
tempGNL.GNL23_B = math.floor(main.difficulty * math.random(-5, 30))
math.randomseed((os.clock() + main.randomEnsurer)+80)
rollControl[23] = false
GNL.problems[23] = tostring(tempGNL.GNL23_A.."-"..tempGNL.GNL23_B)
GNL.answers[23] = tempGNL.GNL23_A - tempGNL.GNL23_B
end
if rollControl[24] then
tempGNL.GNL24_A = math.floor(main.difficulty * math.random(-1, 3))
math.randomseed((os.clock() + main.randomEnsurer)+90)
tempGNL.GNL24_B = math.floor(main.difficulty * math.random(1, 10))
math.randomseed((os.clock() + main.randomEnsurer)*10)
rollControl[24] = false
GNL.problems[24] = tostring(tempGNL.GNL24_A.."x"..tempGNL.GNL24_B)
GNL.answers[24] = tempGNL.GNL24_A * tempGNL.GNL24_B
end
flags.reload = false
elseif player.dead then
if _loc.deathAnim <= 1 then
graphics.pacman_death1:update(dt)
_loc.deathAnim = _loc.deathAnim + dt
else
flags.gameover = true
end
menu.gameover.selected = menu.gameover.index
if main.flags.debug.tools then
_loc.randomCounter = _loc.randomCounter + 1
end
if flags.confirmSubmit then
local file_scores = love.filesystem.newFile("scores")
file_scores:open("a")
file_scores:write((_loc.username[1].._loc.username[2].._loc.username[3].._loc.username[4].._loc.username[5].._loc.username[6].."\n"..player.score))
file_scores:close()
return "quit"
end
else
graphics.pacman_anim:update(dt)
player.act_y = player.act_y - math.floor(((player.act_y - player.grid_y)) * player.speed * dt)
player.act_x = player.act_x - math.floor(((player.act_x - player.grid_x)) * player.speed * dt)
red.act_y = red.act_y - ((red.act_y - red.grid_y) * red.speed * dt)
red.act_x = red.act_x - ((red.act_x - red.grid_x) * red.speed * dt)
blue.act_y = blue.act_y - ((blue.act_y - blue.grid_y) * blue.speed * dt)
blue.act_x = blue.act_x - ((blue.act_x - blue.grid_x) * blue.speed * dt)
orange.act_y = orange.act_y - ((orange.act_y - orange.grid_y) * orange.speed * dt)
orange.act_x = orange.act_x - ((orange.act_x - orange.grid_x) * orange.speed * dt)
green.act_y = green.act_y - ((green.act_y - green.grid_y) * green.speed * dt)
green.act_x = green.act_x - ((green.act_x - green.grid_x) * green.speed * dt)
if player.scorePrint < player.score then
player.scorePrint = player.scorePrint + _loc.scoreAcc
elseif player.scorePrint > player.score then
player.scorePrint = player.scorePrint - _loc.scoreAcc
end
if _loc.levelCheck.claimed >= 24 then
_loc.levelCheck.claimed = 0
gameFunc.newLevel()
end
if player.score == 0 then
colors.scoreColor = {200, 200, 200, 255}
elseif player.score < 0 then
colors.scoreColor = {239, 64, 35, 255}
elseif player.score > 0 then
colors.scoreColor = {67, 120, 188, 255}
end
if flags.changeStageColor then
if main.difficulty <= 3 then colors.stage = GNL.color[GNL.current] end
if _loc.actStageColor[1] < colors.stage[1] then _loc.actStageColor[1] = _loc.actStageColor[1] + _loc.colorChange else _loc.actStageColor[1] = _loc.actStageColor[1] - _loc.colorChange end
if _loc.actStageColor[2] < colors.stage[2] then _loc.actStageColor[2] = _loc.actStageColor[2] + _loc.colorChange else _loc.actStageColor[2] = _loc.actStageColor[2] - _loc.colorChange end
if _loc.actStageColor[3] < colors.stage[3] then _loc.actStageColor[3] = _loc.actStageColor[3] + _loc.colorChange else _loc.actStageColor[3] = _loc.actStageColor[3] - _loc.colorChange end
end
if flags.newPoint then
GNL.current = gameFunc.newPoint()
local a = 1
local isNumber = false
if type(GNL.current) == type(a) then isNumber = true end
assert(isNumber, "No new number issued.")
flags.newPoint = false
end
if flags.newDest then
red.grid_x = positions.X[red.destPoint]
red.grid_y = positions.Y[red.destPoint]
blue.grid_x = positions.X[blue.destPoint]
blue.grid_y = positions.Y[blue.destPoint]
orange.grid_x = positions.X[orange.destPoint]
orange.grid_y = positions.Y[orange.destPoint]
green.grid_x = positions.X[green.destPoint]
green.grid_y = positions.Y[green.destPoint]
red.destPoint, blue.destPoint, orange.destPoint, green.destPoint = gameFunc.newGhostDest()
local a = 1
local isNumber = false
if type(red.destPoint) == type(a) then isNumber = true
if type(blue.destPoint) == type(a) then isNumber = true
if type(orange.destPoint) == type(a) then isNumber = true
if type(green.destPoint) == type(a) then isNumber = true
else isNumber = false end
else isNumber = false end
else isNumber = false end
else isNumber = false end
assert(isNumber, "No new number issued.")
flags.newDest = false
end
if _loc.scoreTileIndex == 10 and flags.scoreTileUp then
_loc.scoreTileIndex = 1
flags.scoreTileUp = false
elseif _loc.scoreTileIndex == 10 and not flags.scoreTileUp then
_loc.scoreTileIndex = 1
flags.scoreTileUp = true
end
if flags.scoreTileUp then
_loc.scoreTileIndex = _loc.scoreTileIndex + 1
colors.scoreTile[1] = colors.scoreTile[1] + 4
colors.scoreTile[2] = colors.scoreTile[2] + 8
colors.scoreTile[3] = colors.scoreTile[3] + 16
else
_loc.scoreTileIndex = _loc.scoreTileIndex + 1
colors.scoreTile[1] = colors.scoreTile[1] - 4
colors.scoreTile[2] = colors.scoreTile[2] - 8
colors.scoreTile[3] = colors.scoreTile[3] - 16
end
if _loc.point_rot > 6 then _loc.point_rot = 0 end
_loc.point_rot = _loc.point_rot + (6 * dt)
if flags.renewTime then
gameFunc.renewTime()
flags.renewTime = false
end
player.time = player.time - dt
if player.time <= 0 then flags.renewTime = true end
if flags.quake then
gameFunc.funcQuake()
if _loc.quakeTime <= 0 then
flags.quake = false
_loc.quake = 0
end
end
if flags.debug.canDie then
if player.grid_y == red.grid_y then
if player.grid_x == red.grid_x then
player.dead = true
end
elseif player.grid_y == blue.grid_y then
if player.grid_x == blue.grid_x then
player.dead = true
end
elseif player.grid_y == orange.grid_y then
if player.grid_x == orange.grid_x then
player.dead = true
end
elseif player.grid_y == green.grid_y then
if player.grid_x == green.grid_x then
player.dead = true
end
end
end
if flags.ghostOut then
if _loc.newMapCheck == 0 then
map = {
{n,n,n,n,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{n,n,n,n,1,6,0,0,0,0,6,0,0,0,6,0,0,0,6,1},
{n,n,n,n,1,0,1,1,1,1,0,1,1,1,0,1,1,1,0,1},
{n,n,n,n,2.2,6,0,0,0,0,6,0,0,0,6,0,0,0,6,2.0},
{n,n,n,n,1,0,1,1,0,1,0,1,1,1,0,1,1,1,0,1},
{n,n,n,n,1,0,1,1,0,1,0,1,1,1,0,1,1,1,0,1},
{n,n,n,n,1,6,0,0,6,0,6,0,0,0,6,0,6,1,0,1},
{n,n,n,n,1,0,1,1,1,1,0,1,1,1,1,1,0,1,0,1},
{n,n,n,n,1,0,1,0,0,1,0,1,0,0,0,1,0,1,0,1},
{n,n,n,n,1,0,1,1,1,1,0,1,1,1,1,1,0,1,0,1},
{n,n,n,n,1,0,1,1,6,0,6,0,0,0,0,0,6,1,0,1},
{n,n,n,n,1,0,1,1,0,1,0,1,1,1,0,1,0,1,0,1},
{n,n,n,n,2.1,6,0,0,6,1,0,1,0,1,0,1,6,0,6,2.3},
{n,n,n,n,1,0,1,1,1,1,0,1,1,1,0,1,1,1,0,1},
{n,n,n,n,1,6,0,0,0,0,6,0,0,0,6,0,0,0,6,1},
{n,n,n,n,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
}
_loc.newMapCheck = 1
end
end
if _loc.levelColor == 1 then
colors.levelColor = {gameRandom((127-(_loc.levelColorCheck*_loc.levelColorCheckMult)),(127+(_loc.levelColorCheck*_loc.levelColorCheckMult)), 54+funcVar.game.gameRandom_calls), gameRandom((127-(_loc.levelColorCheck*_loc.levelColorCheckMult)),(127+(_loc.levelColorCheck*_loc.levelColorCheckMult)), 697+funcVar.game.gameRandom_calls), gameRandom((127-(_loc.levelColorCheck*_loc.levelColorCheckMult)),(127+(_loc.levelColorCheck*_loc.levelColorCheckMult)), 6452+funcVar.game.gameRandom_calls)}
end
if flags.levelTransition then
graphics.levelTransition:update(dt)
graphics.levelTransition:setColors(255, 255, 255, 255, 255, 255, 255, 0)
end
if _loc.levelTransition_count > 0 then
_loc.levelTransition_count = _loc.levelTransition_count -dt
else
_loc.levelTransition_count = 0
flags.levelTransition = false
graphics.levelTransition:reset()
end
if flags.debug.doAutoMove then
if _loc.moveCounter >= 0.2 then
player.act_y = player.grid_y
player.act_x = player.grid_x
_loc.moveCounter = 0
end
if flags.playerMoved then
if player.grid_y == player.act_y then
if player.grid_x == player.act_x then
if player.orientation == "up" then
if mathMap(0, -1) then
player.grid_y = player.grid_y - _loc.cellSize
flags.playerMoved = true
end
elseif player.orientation == "down" then
if mathMap(0, 1) then
player.grid_y = player.grid_y + _loc.cellSize
flags.playerMoved = true
end
elseif player.orientation == "left" then
if mathMap(-1, 0) then
player.grid_x = player.grid_x - _loc.cellSize
flags.playerMoved = true
end
elseif player.orientation == "right" then
if mathMap(1, 0) then
player.grid_x = player.grid_x + _loc.cellSize
flags.playerMoved = true
end
end
end
end
end
_loc.moveCounter = _loc.moveCounter + dt
end
end
end
function game.draw()
if flags.paused then
love.graphics.setFont(main.graphics.fonts.SGtitle)
love.graphics.setColor(255, 216, 0, 255)
love.graphics.printf("PAUSED", 0, 40, 800, "center")
love.graphics.setFont(main.graphics.fonts.SGheader2)
if menu.pause.selected == 1 then love.graphics.setColor(colors.menu.selected) else love.graphics.setColor(colors.menu.normal) end
love.graphics.printf("RESUME", 0, main.graphics.buttonLine * 2, 800, "center")
if menu.pause.selected == 2 then love.graphics.setColor(colors.menu.selected) else love.graphics.setColor(colors.menu.normal) end
love.graphics.printf("RESTART", 0, main.graphics.buttonLine * 3, 800, "center")
if menu.pause.selected == 3 then love.graphics.setColor(colors.menu.selected) else love.graphics.setColor(colors.menu.normal) end
love.graphics.printf("QUIT", 0, main.graphics.buttonLine * 4, 800, "center")
love.graphics.setColor(main.colors.cursor)
main.graphics.menuCursor:draw(main.graphics.miscSprites, 200, menu.pause.cursorPos[menu.pause.index], 0, 1.5, 1.5)
elseif flags.reload then
elseif player.dead and not flags.gameover then
graphics.pacman_death1:draw(graphics.sprites, main.window_middleX, main.window_middleY, 0, 5,5, 22/2, 22/2)
elseif flags.gameover then
love.graphics.setFont(main.graphics.fonts.SGtitle)
love.graphics.setColor(156, 54, 33)
love.graphics.printf("GAME OVER", 0, 40, 800, "center")
love.graphics.setFont(main.graphics.fonts.SGheader2)
if menu.gameover.selected == 1 then love.graphics.setColor(colors.menu.selected) else love.graphics.setColor(colors.menu.normal) end
love.graphics.printf("RESTART", 0, main.graphics.buttonLine * 2, 800, "center")
if menu.gameover.selected == 2 then love.graphics.setColor(colors.menu.selected) else love.graphics.setColor(colors.menu.normal) end
love.graphics.printf("SUBMIT", 0, main.graphics.buttonLine * 3, 800, "center")
love.graphics.setColor(151, 27, 30)
main.graphics.menuCursor:draw(main.graphics.miscSprites, 200, menu.gameover.cursorPos[menu.gameover.index], 0, 1.5, 1.5)
if flags.submit then
love.graphics.setColor(colors.default)
love.graphics.setFont(main.graphics.fonts.SGheader)
love.graphics.printf(_loc.username[1].._loc.username[2].._loc.username[3].._loc.username[4].._loc.username[5].._loc.username[6] or "", -30, main.graphics.buttonLine * 4, 800, "center")
love.graphics.printf("PRESS ENTER TO SUBMIT!", 30, main.graphics.buttonLine * 5, 800, "center")
end
else
love.graphics.setColor(_loc.actStageColor, 255)
for y=1, #map do
for x=1, #map[y] do
if map[y][x] == 1 then
love.graphics.rectangle(options.gridMode, (x * _loc.cellSize)+_loc.quake, (y * _loc.cellSize)-_loc.quake, _loc.cellSize, _loc.cellSize)
end
end
end
love.graphics.setColor(_loc.actStageColor[1], _loc.actStageColor[2], _loc.actStageColor[3], 4)
for y=1, #map do
for x=1, #map[y] do
if map[y][x] == 0 or map[y][x] == 6 then
love.graphics.rectangle(options.gridMode, (x * _loc.cellSize)-_loc.quake, (y * _loc.cellSize)+_loc.quake, _loc.cellSize, _loc.cellSize)
end
end
end
love.graphics.setColor(colors.ghostWall, 255)
for y=1, #map do
for x=1, #map[y] do
if map[y][x] == 3 then
love.graphics.rectangle("fill", (x * _loc.cellSize)-_loc.quake, (y * _loc.cellSize)-_loc.quake, _loc.cellSize, _loc.cellSize)
end
end
end
love.graphics.setColor(colors.ghostFloor, 255)
for y=1, #map do
for x=1, #map[y] do
if map[y][x] == 4 then
love.graphics.rectangle(options.gridMode, (x * _loc.cellSize)-_loc.quake, (y * _loc.cellSize)+_loc.quake, _loc.cellSize, _loc.cellSize)
end
end
end
love.graphics.setColor(colors.warpColor, 255)
for y=1, #map do
for x=1, #map[y] do
if map[y][x] == 2.0 or map[y][x] == 2.1 then
love.graphics.rectangle(options.gridMode, (x * _loc.cellSize)+(_loc.quake*-1), (y * _loc.cellSize)-_loc.quake, _loc.cellSize, _loc.cellSize)
end
end
end
love.graphics.setColor(colors.warpColor2, 255)
for y=1, #map do
for x=1, #map[y] do
if map[y][x] == 2.2 or map[y][x] == 2.3 then
love.graphics.rectangle(options.gridMode, (x * _loc.cellSize)+(_loc.quake*-1), (y * _loc.cellSize)-_loc.quake, _loc.cellSize, _loc.cellSize)
end
end
end
love.graphics.setColor(colors.scoreTile, 255)
for y=1, #map do
for x=1, #map[y] do
if map[y][x] == 5 then
love.graphics.rectangle(options.gridMode, (x * _loc.cellSize)+_loc.quake, (y * _loc.cellSize)-_loc.quake, _loc.cellSize, _loc.cellSize)
end
end
end
if true then
local index = 1
while index <= 24 do
if points[index] then
love.graphics.setColor(colors.scoreTile)
graphics.pac_point:draw(graphics.sprites, positions.X[index]+16, positions.Y[index]+20, _loc.point_rot, 2,2, 22/2,22/2)
love.graphics.setColor(GNL.color[index], 255)
love.graphics.print(GNL.answers[index], positions.X[index], positions.Y[index], 0, 1, 1)
else
love.graphics.setColor(GNL.color[index][1], GNL.color[index][2],GNL.color[index][3], 10)
love.graphics.print(GNL.answers[index], positions.X[index], positions.Y[index], 0, 1, 1)
end
index = index +1
end
end
love.graphics.setColor(colors.default)
love.graphics.setColor(colors.scoreColor)
love.graphics.print("Score: "..math.floor(player.scorePrint), 5, (_loc.labelLine * 2))
love.graphics.setColor(GNL.color[GNL.current][1]-80,GNL.color[GNL.current][2]+80,GNL.color[GNL.current][3]-20,255)
love.graphics.rectangle("fill", main.window_middleX-240, -40, 16*32, 80)
love.graphics.setColor(GNL.color[GNL.current],255)
love.graphics.setFont(main.graphics.fonts.REGheader)
love.graphics.printf("Answer = "..GNL.problems[GNL.current], 0, (_loc.labelLine * 0.3), 800, "center")
love.graphics.setFont(main.graphics.fonts.REGnormal)
love.graphics.setColor(colors.levelColor)
love.graphics.print("Level: "..player.level, 5, (_loc.labelLine * 1))
love.graphics.setColor(colors.default)
love.graphics.print("Time left: "..math.ceil(player.time), 5, (_loc.labelLine * 3))
if main.difficulty == 1 then
love.graphics.setColor(colors.redGhost, 255)
love.graphics.print("Watch for: ", 5, (_loc.labelLine * 4))
love.graphics.setColor(GNL.color[red.destPoint], 255)
love.graphics.print(GNL.answers[red.destPoint], 40, (_loc.labelLine * 5))
love.graphics.setColor(colors.blueGhost, 255)
love.graphics.print("Watch for: ", 5, (_loc.labelLine * 6))
love.graphics.setColor(GNL.color[blue.destPoint], 255)
love.graphics.print(GNL.answers[blue.destPoint], 40, (_loc.labelLine * 7))
love.graphics.setColor(colors.orangeGhost, 255)
love.graphics.print("Watch for: ", 5, (_loc.labelLine * 8))
love.graphics.setColor(GNL.color[orange.destPoint], 255)
love.graphics.print(GNL.answers[orange.destPoint], 40, (_loc.labelLine * 9))
love.graphics.setColor(colors.greenGhost, 255)
love.graphics.print("Watch for: ", 5, (_loc.labelLine * 10))
love.graphics.setColor(GNL.color[green.destPoint], 255)
love.graphics.print(GNL.answers[green.destPoint], 40, (_loc.labelLine * 11))
else
love.graphics.setColor(colors.redGhost, 255)
love.graphics.print("Watch for: ", 5, (_loc.labelLine * 5))
love.graphics.setColor(GNL.color[red.destPoint], 255)
love.graphics.print(GNL.problems[red.destPoint], 40, (_loc.labelLine * 6))
love.graphics.setColor(colors.blueGhost, 255)
love.graphics.print("Watch for: ", 5, (_loc.labelLine * 7))
love.graphics.setColor(GNL.color[blue.destPoint], 255)
love.graphics.print(GNL.problems[blue.destPoint], 40, (_loc.labelLine * 8))
love.graphics.setColor(colors.orangeGhost, 255)
love.graphics.print("Watch for: ", 5, (_loc.labelLine * 9))
love.graphics.setColor(GNL.color[orange.destPoint], 255)
love.graphics.print(GNL.problems[orange.destPoint], 40, (_loc.labelLine * 10))
love.graphics.setColor(colors.greenGhost, 255)
love.graphics.print("Watch for: ", 5, (_loc.labelLine * 11))
love.graphics.setColor(GNL.color[green.destPoint], 255)
love.graphics.print(GNL.problems[green.destPoint], 40, (_loc.labelLine * 12))
end
--
love.graphics.setColor(colors.default)
if player.orientation == "up" then
graphics.pacman_anim:draw(graphics.sprites, player.act_x-2, player.act_y-2, 1.58, main.actor_scaleX, main.actor_scaleY, 0, 22)
elseif player.orientation == "down" then
graphics.pacman_anim:draw(graphics.sprites, player.act_x-2, player.act_y-2, -1.58, main.actor_scaleX, main.actor_scaleY, 22, 0)
elseif player.orientation == "left" then
graphics.pacman_anim:draw(graphics.sprites, player.act_x-2, player.act_y-2, 0, main.actor_scaleX, main.actor_scaleY)
elseif player.orientation == "right" then
graphics.pacman_anim:draw(graphics.sprites, player.act_x-2, player.act_y-2, math.pi, main.actor_scaleX, main.actor_scaleY, 22, 22)
end
--
love.graphics.setColor(colors.redGhost)
graphics.red_anim:draw(graphics.sprites, red.act_x, red.act_y, 0, main.actor_scaleX, main.actor_scaleY)
love.graphics.setColor(colors.blueGhost)
graphics.blue_anim:draw(graphics.sprites, blue.act_x, blue.act_y, 0, main.actor_scaleX, main.actor_scaleY)
love.graphics.setColor(colors.orangeGhost)
graphics.orange_anim:draw(graphics.sprites, orange.act_x, orange.act_y, 0, main.actor_scaleX, main.actor_scaleY)
love.graphics.setColor(colors.greenGhost)
graphics.green_anim:draw(graphics.sprites, green.act_x, green.act_y, 0, main.actor_scaleX, main.actor_scaleY)
--
if flags.levelTransition then
love.graphics.setColor(colors.levelColor)
love.graphics.draw(graphics.levelTransition, love.graphics.getWidth() * 0.5, love.graphics.getHeight() * 0.5, _loc.point_rot)
end
end
love.graphics.setColor(colors.default)
love.graphics.setFont(main.graphics.fonts.REGnormal)
if main.flags.debug.tools then love.graphics.print("Temp monitor: "..tostring(randomValue[1]).."|"..tostring(randomValue[2]).."|"..tostring(randomValue[3]).."|"..tostring(randomValue[4]).."|"..tostring(randomValue[5]), 0, 1) end
end
function game.keypressed(key)
if not flags.submit then
if flags.paused then
if key == "down" then
if menu.pause.index < 3 then
menu.pause.index = menu.pause.index + 1
end
elseif key == "up" then
if menu.pause.index > 1 then
menu.pause.index = menu.pause.index - 1
end
end
if key == "return" then
if menu.pause.index == 1 then
flags.paused = false
elseif menu.pause.index == 2 then
flags.restart = true
elseif menu.pause.index == 3 then
flags.quit = true
end
end
elseif flags.reload then
elseif flags.gameover then
if key == "down" then
if menu.gameover.index < 2 then
menu.gameover.index = menu.gameover.index + 1
end
elseif key == "up" then
if menu.gameover.index > 1 then
menu.gameover.index = menu.gameover.index - 1
end
end
if key == "return" then
if menu.gameover.index == 1 then
flags.restart = true
elseif menu.gameover.index == 2 then
flags.submit = true
end
end
else
if key == "up" then
if mathMap(0, -1) then
player.grid_y = player.grid_y - _loc.cellSize
player.orientation = "up"
flags.playerMoved = true
end
elseif key == "down" then
if mathMap(0, 1) then
player.grid_y = player.grid_y + _loc.cellSize
player.orientation = "down"
flags.playerMoved = true
end
elseif key == "left" then
if mathMap(-1, 0) then
player.grid_x = player.grid_x - _loc.cellSize
player.orientation = "left"
flags.playerMoved = true
end
elseif key == "right" then
if mathMap(1, 0) then
player.grid_x = player.grid_x + _loc.cellSize
player.orientation = "right"
flags.playerMoved = true
end
end
if key == "space" then
local act = playerAct()
if main.flags.debug.tools then
_loc.act = act
end
if act == "right" then
flags.newPoint = true
flags.sound.upScore = true
gameFunc.playSound()
if main.difficulty == 1 then
player.score = player.score + 500
elseif main.difficulty == 2 then
player.score = player.score + 800
elseif main.difficulty == 3 then
player.score = player.score + 1200
end
elseif act == "wrong" then
flags.newDest = true
flags.renewTime = true
flags.quake = true
_loc.quakeTime = 10
flags.sound.downScore = true
gameFunc.playSound()
if main.difficulty >= 1 then
player.score = player.score - 250
elseif main.difficulty >= 2 then
player.score = player.score - 400
elseif main.difficulty >= 3 then
player.score = player.score - 600
end
end
end
if main.flags.debug.tools then
if key == "q" then
player.dead = false
end
if love.keyboard.isDown("lctrl") or love.keyboard.isDown("rctrl") then
if key == "up" then
_loc.levelCheck.claimed = _loc.levelCheck.claimed + 1
elseif key == "down" then
_loc.levelCheck.claimed = _loc.levelCheck.claimed - 1
end
end
end
if key == "return" then
flags.renewTime = true
end
if key == "escape" then
if flags.paused then
flags.paused = false
else
flags.paused = true
end
end
end
else
if key == "backspace" then
_loc.username[_loc.usernameIndex] = ""
if _loc.usernameIndex > 1 then
_loc.usernameIndex = _loc.usernameIndex - 1
end
elseif key == "return" then
flags.confirmSubmit = true
else
local keyConverted
local key = string.upper(key)
_loc.username[_loc.usernameIndex] = key
if _loc.usernameIndex < 6 then
_loc.usernameIndex = _loc.usernameIndex + 1
end
end
end
end
function mathMap(x, y)
funcVar.game.mathMap_calls = funcVar.game.mathMap_calls + 1
if map[(player.grid_y / _loc.cellSize) + y][(player.grid_x / _loc.cellSize) + x] == 0 or map[(player.grid_y / _loc.cellSize) + y][(player.grid_x / _loc.cellSize) + x] == 6 then
return true
elseif map[(player.grid_y / _loc.cellSize) + y][(player.grid_x / _loc.cellSize) + x] == 2.0 then
player.grid_y = 128
player.grid_x = 640
elseif map[(player.grid_y / _loc.cellSize) + y][(player.grid_x / _loc.cellSize) + x] == 2.1 then
player.grid_y = 128
player.grid_x = 160
elseif map[(player.grid_y / _loc.cellSize) + y][(player.grid_x / _loc.cellSize) + x] == 2.2 then
player.grid_y = 416
player.grid_x = 640
elseif map[(player.grid_y / _loc.cellSize) + y][(player.grid_x / _loc.cellSize) + x] == 2.3 then
player.grid_y = 416
player.grid_x = 160
end
return false
end
function gameRandom(x, y, z, w)
math.randomseed(69 * os.clock() + main.randomEnsurer * z)
local a
if w then
a = math.floor(math.random(x, y) * w)
else
a = math.random(x, y)
end
funcVar.game.gameRandom_calls = funcVar.game.gameRandom_calls + 1
return a
end
function playerAct()
if player.grid_x == positions.X[GNL.current] then
if player.grid_y == positions.Y[GNL.current] then
points[GNL.current] = false
_loc.levelCheck.claimed = _loc.levelCheck.claimed + 1
return "right"
end
elseif map[(player.grid_y / _loc.cellSize)][(player.grid_x / _loc.cellSize)] == 6 then
return "wrong"
end
return "not"
end
function game.unload()
end
function gameFunc.newPoint()
funcVar.game.newPoint_calls = funcVar.game.newPoint_calls + 1
_loc.a = 0
local count = 1
while count <= 29 do
count = count + 1
_loc.a = gameRandom(1, 24, funcVar.game.gameRandom_calls)
if points[_loc.a] then
return _loc.a
end
end
return false
end
function gameFunc.newGhostDest()
funcVar.game.newGhostDest_calls = funcVar.game.newGhostDest_calls + 1
local r, b, o, g
r = gameRandom(1, 24, funcVar.game.newGhostDest_calls+1)
b = gameRandom(1, 24, funcVar.game.newGhostDest_calls/2)
o = gameRandom(1, 24, funcVar.game.newGhostDest_calls*3)
g = gameRandom(1, 24, funcVar.game.newGhostDest_calls-4)
return r, b, o, g
end
function gameFunc.renewTime()
flags.newDest = true
if main.difficulty >= 1 then
player.time = 30
end
if main.difficulty >= 2 then
player.time = 20
end
if main.difficulty >= 3 then
player.time = 10
end
if not flags.ghostOut then
flags.ghostOut = true
end
end
function gameFunc.funcQuake()
funcVar.game.funcQuake_calls = funcVar.game.funcQuake_calls + 1
_loc.quake = gameRandom(-15, 15, funcVar.game.funcQuake_calls)
_loc.quakeTime = _loc.quakeTime - 1
end
function gameFunc.playSound()
if main.flags.options.playSounds then
if flags.sound.normal then
end
if flags.sound.upScore then
sounds.scoreIncrease:play()
flags.sound.upScore = false
end
if flags.sound.downScore then
sounds.scoreDecrease:play()
flags.sound.downScore = false
end
if flags.sound.death then
sounds.death:play()
flags.sound.death = false
end
end
if main.flags.options.playMusic then
if flags.sound.song then
end
end
end
function gameFunc.newLevel(x)
if not x then
x = 2
flags.levelTransition = true
_loc.levelTransition_count = 3
main.difficulty = main.difficulty + 0.2
flags.reload = true
flags.rollPoints = true
flags.restartRollControl = true
flags.newPoint = true
end
while 1 < x do
player.level = player.level + 1
_loc.levelColor = 1
_loc.levelColorCheck = _loc.levelColorCheck + 2
flags.reload = true
main.difficulty = main.difficulty + 0.2
x = x - 1
end
local index = 24
while index > 0 do
points[index] = true
index = index - 1
end
end
return game
|
local aa = class("aa",cc.Node);
function aa:ctor()
self:init();
end
function aa:init()
local layer = cc.Layer:create();
self:addChild(layer);
local title = cc.Label:createWithSystemFont("demoaaaaaaaaaa","",36);
title:setPosition(display.cx,display.height-70);
layer:add(title);
local bb = require(".b.bb")
self:addChild(bb:create())
end
return aa;
|
-- TODO: finish datastore
local package = {
Name = "BanUtil",
Description = "A plugin that adds a ban system to Commander, meant to be used with the command",
Author = "7kayoh",
Class = "Plugin",
Category = "Server",
Target = {}
}
function package.Target.extenderFunction(player, wrapper)
end
function package.Target:Init()
package.Target.Settings = require(package.Core.Settings)
package.API.extendPlayerWrapper(package.Target.extenderFunction)
end
return package
|
math.randomseed(getTickCount())
local magnetSlowDownTime = 7000
local markersRespawn = 5000
local marker = {}
local markerTimer = {}
local powerTypes = {}
local fullPowerTypesList = {
"repair",
"spikes",
"boost",
"oil",
"hay",
"barrels",
"ramp",
"rocket",
"magnet",
"jump",
"rock",
"smoke",
"nitro",
"speed",
"fly",
"kmz",
"minigun",
}
------------------------
-- Gamemode Detection --
------------------------
addEvent('onMapStarting')
addEventHandler('onMapStarting', resourceRoot,
function(mapInfo, mapOptions, gameOptions)
currentMap = mapInfo.resname
currentGameMode = string.upper(mapInfo.modename)
if currentGameMode == "DESTRUCTION DERBY" then
powerTypes = {
"repair",
"spikes",
--"boost",
"oil",
"hay",
"barrels",
"ramp",
"rocket",
--"magnet",
"jump",
"rock",
--"smoke",
"nitro",
--"speed",
--"fly",
--"kmz",
"minigun",
}
elseif currentGameMode == "FREEROAM" then --race
powerTypes = {
"repair",
"spikes",
"boost",
"oil",
"hay",
"barrels",
"ramp",
"rocket",
"magnet",
--"jump",
"rock",
"smoke",
"nitro",
"speed",
"fly",
"kmz",
"minigun",
}
elseif currentGameMode == "SPRINT" then --also race
powerTypes = {
"repair",
"spikes",
"boost",
"oil",
"hay",
"barrels",
"ramp",
"rocket",
"magnet",
--"jump",
"rock",
"smoke",
"nitro",
"speed",
"fly",
"kmz",
"minigun",
}
elseif currentGameMode == "CAPTURE THE FLAG" then
powerTypes = {
"repair",
"spikes",
"boost",
"oil",
"hay",
"barrels",
"ramp",
"rocket",
"magnet",
"jump",
"rock",
"smoke",
"nitro",
"speed",
"fly",
"kmz",
"minigun",
}
elseif currentGameMode == "REACH THE FLAG" then
powerTypes = {
"repair",
"spikes",
"boost",
"oil",
"hay",
"barrels",
"ramp",
"rocket",
"magnet",
"jump",
"rock",
"smoke",
"nitro",
"speed",
"fly",
--"kmz",
"minigun",
}
elseif currentGameMode == "NEVER THE SAME" then
powerTypes = {
--"repair",
"spikes",
"boost",
"oil",
"hay",
"barrels",
"ramp",
"rocket",
"magnet",
--"jump",
"rock",
"smoke",
--"nitro",
"speed",
"fly",
"kmz",
"minigun",
}
elseif currentGameMode == "SHOOTER" then
powerTypes = {
"repair",
"spikes",
"boost",
"oil",
"hay",
"barrels",
"ramp",
"rocket",
"magnet",
"jump",
"rock",
"smoke",
"nitro",
"speed",
"fly",
--"kmz",
"minigun",
}
end
local powerTypes2 = checkItemsListInMapSettings()
if powerTypes2 then
powerTypes = powerTypes2
end
triggerClientEvent(root, "getAllowedPowerTypes", resourceRoot, powerTypes)
end
)
function checkItemsListInMapSettings()
local powerTypesList = get(currentMap..".coremarkers_items")
if powerTypesList then
local powerTypesTemp = {}
for power in string.gmatch(powerTypesList, '([^,]+)') do
--outputChatBox(power)
local isPower = false
for i=1, #fullPowerTypesList do
if power == fullPowerTypesList[i] then
isPower = true
end
end
if isPower then
--outputChatBox(power.." - checked, correct")
table.insert(powerTypesTemp, power)
else
--outputChatBox("You have incorrect item '"..power.."' in your list, default items list will be used")
return false
end
end
if #powerTypesTemp ~= 0 then
return powerTypesTemp
end
end
end
addEvent("requestAllowedPowerTypes", true)
addEventHandler("requestAllowedPowerTypes", resourceRoot,
function()
triggerClientEvent(client, "getAllowedPowerTypes", resourceRoot, powerTypes)
end
)
--------------------
-- Initialization --
--------------------
addEventHandler("onResourceStart", resourceRoot,
function()
outputChatBox( '#ffffff"Core Markers" by #00dd22AleksCore #fffffflaunched.', root, 255, 0, 0, true)
showText_Create()
showText( 54, 201, 46, "Pick-up markers (boxes)\n @\nPress LMB or LCTRL button", 12000, all)
setTimer(
function()
textItemSetColor(showText_Text, 54, 201, 46, 255)
setTimer(
function()
textItemSetColor(showText_Text, 255, 255, 255, 255)
end
, 600, 1)
end
, 1000, 11)
local coremarkers = getElementsByType("coremarker")
if #coremarkers > 0 then --new way, coremarkers as elements placed into .map file using mrgreen map editor plugin
for _, element in ipairs(coremarkers) do
if getElementType(getElementParent(element)) == "map" then --for map editor. 'mapContainer' parent means objects created by map editor, ignore them
local x, y, z = getElementPosition(element)
spawnPickup(element, x, y, z)
end
end
else --old way, coremarkers as solid boxes
for _, object in ipairs(getElementsByType("object")) do
if getElementModel(object) == 3798 then
local x, y, z = getElementPosition(object)
spawnPickup(object, x, y, z)
end
end
end
end
)
---------------------------
-- Spawn Pickups Handler --
---------------------------
function spawnPickup(object, x, y, z, isRespawn)
if not z then return end --for tests
if object == nil or getElementType(object) == "coremarker" then
object = createObject(3798, x, y, z+0.3)
end
local marker = createMarker(x, y, z-2.75, "cylinder", 3.3, 0, 255, 0, 255)
local col = createColSphere(x, y, z, 3.7)
setElementParent(object, col)
setElementParent(marker, col)
setObjectScale(object, 0.6)
setElementCollisionsEnabled(object, false)
addEventHandler("onColShapeHit", col, getRandomPower)
------------------------
-- Floating Animation --
------------------------
local animationSpeed = 1 --the more the slower
local box_posZ = 0.3
local amplitude = 0.1
local easing = "InOutQuad"
moveObject(object, animationSpeed*1000, x, y, z+box_posZ+amplitude, 0, 0, 0, easing)
setTimer(
function()
if isElement(object) then
moveObject(object, animationSpeed*1000, x, y, z+box_posZ-amplitude, 0, 0, 0, easing)
end
end
, animationSpeed*1000, 1)
setTimer(
function()
if isElement(object) then
moveObject(object, animationSpeed*1000, x, y, z+box_posZ+amplitude, 0, 0, 0, easing)
setTimer(
function()
if isElement(object) then
moveObject(object, animationSpeed*1000, x, y, z+box_posZ-amplitude, 0, 0, 0, easing)
end
end, animationSpeed*1000, 1)
end
end
, animationSpeed*2000, 0)
end
---------------------------------------------
-- Markers/Pickups Handler - onColShapeHit --
---------------------------------------------
function getRandomPower(thePlayer) --onColShapeHit
if getElementType(thePlayer) == "player" then
if getElementData(thePlayer, "coremarkers_powerType") == false then
setElementData(thePlayer, "coremarkers_powerType", true)
triggerClientEvent(thePlayer, "getRandomPower", resourceRoot)
if not source then return end --ignore markers respawn if getRandomPower triggered using bind (for tests only)
---------------------
-- Markers Respawn --
---------------------
local x, y, z = getElementPosition(source)
if currentMap and get(currentMap..".coremarkers_respawn") ~= false and type(get(currentMap..".coremarkers_respawn")) == "number" and get(currentMap..".coremarkers_respawn") >= 0 then
setTimer(spawnPickup, get(currentMap..".coremarkers_respawn"), 1, nil, x, y, z, true)
else
setTimer(spawnPickup, markersRespawn, 1, nil, x, y, z, true)
end
removeEventHandler("onColShapeHit", source, getRandomPower)
destroyElement(source)
end
end
end
--[[For tests only
for k,v in pairs(getElementsByType("player")) do
bindKey(v, "mouse5", "down", getRandomPower)
end
]]
-----------------------
-- Drop Spikes Event --
-----------------------
addEvent("dropSpikes", true)
addEventHandler("dropSpikes", resourceRoot,
function (x, y, z, rz)
local spikes = createObject(2892, 0, 0, -200, 0, 0, rz+90)
setObjectScale(spikes, 0.5)
setElementPosition(spikes, x, y, z+0.1)
local spikesCol = createColSphere(x, y, z, 2.6)
setElementParent(spikes, spikesCol)
addEventHandler("onColShapeHit", spikesCol,
function(thePlayer)
if getElementType(thePlayer) == "player" then
if not getElementData(thePlayer, "coremarkers_isPlayerRektBySpikes") then
local _, _, pz = getElementPosition(thePlayer) --player posZ
local _, _, sz = getElementPosition(source) --spikes posZ
if pz >= sz then
setVehicleWheelStates(getPedOccupiedVehicle(thePlayer), 1, 1, 1, 1)
setElementData(thePlayer, "coremarkers_isPlayerRektBySpikes", true, true)
triggerClientEvent(thePlayer, "spikesTimerFunction", resourceRoot)
destroyElement(source)
end
end
end
end
)
end
)
addEvent("onPlayerPickUpRacePickup", true)
addEventHandler("onPlayerPickUpRacePickup", resourceRoot,
function(pickupID, pickupType)
if pickupType == "repair" then
setElementData(source, "coremarkers_isPlayerRektBySpikes", false, true)
end
end
)
---------------------
--- Drop Hay Event --
---------------------
addEvent("dropHay", true)
addEventHandler("dropHay", resourceRoot,
function (x, y, z, rz)
createObject(3374, x, y, z+1.5, 0, 0, rz+90)
end
)
----------------------
--- Drop Rock Event --
----------------------
addEvent("dropRock", true)
addEventHandler("dropRock", resourceRoot,
function (x, y, z, rz)
createObject(1305, x, y, z+1.5, 0, 0, rz+90)
end
)
------------------
--- Smoke Event --
------------------
addEvent("doSmoke", true)
addEventHandler("doSmoke", resourceRoot,
function (x, y, z, rz)
local theVehicle = getPedOccupiedVehicle(client)
triggerClientEvent(root, "createSmokeEffect", resourceRoot, x, y, z, rz, theVehicle)
end
)
----------------------
--- Drop Ramp Event --
----------------------
droppedRampTimer = {}
addEvent("dropRamp", true)
addEventHandler("dropRamp", resourceRoot,
function (x, y, z, rz)
local ramp = createObject(13645, x, y, z+0.4, 4, 0, rz)
local rampCol = createColSphere(x, y, z+0.4, 4)
attachElements(rampCol, ramp, 0, 1.5, 0)
setElementParent(ramp, rampCol)
addEventHandler("onColShapeHit", rampCol,
function(hitElement)
if getElementType(hitElement) == "player" then
if not isTimer(droppedRampTimer[source]) then
droppedRampTimer[source] = setTimer(
function(col)
if isElement(col) then
destroyElement(col)
end
end
, 30000, 1, source)
end
end
end
)
end
)
--------------------------
--- Drop Barrels Events --
--------------------------
barrelCreator = {}
addEvent("dropBarrels", true)
addEventHandler("dropBarrels", resourceRoot,
function (x, y, z, rz)
local barrels = {}
barrels[1] = createObject(1225, x, y, z+0.4)
barrels[2] = createObject(1225, x+0.5, y+0.5, z+0.4)
barrels[3] = createObject(1225, x-0.5, y-0.5, z+0.4)
barrels[4] = createObject(1225, x+0.5, y-0.5, z+0.4)
barrels[5] = createObject(1225, x-0.5, y+0.5, z+0.4)
for _, barrel in ipairs(barrels) do
barrelCreator[barrel] = client
end
end
)
addEvent("destroyBarrel", true)
addEventHandler("destroyBarrel", resourceRoot,
function(barrel)
if barrelCreator and barrelCreator[barrel] and isElement(barrelCreator[barrel]) then
destroyElement(barrel)
end
end
)
----------------------------
-- Rocket Launcher Events --
----------------------------
local rocketLauncher = {}
addEvent("createRocketLauncher", true)
addEventHandler("createRocketLauncher", resourceRoot,
function(maxY)
local theVehicle = getPedOccupiedVehicle(client)
rocketLauncher[client] = createObject(360, 0, 0, -50)
attachElements(rocketLauncher[client], theVehicle, -0.04, maxY-0.3, -0.14, 0, 0, 270)
end
)
addEvent("removeRocketLauncher", true)
addEventHandler("removeRocketLauncher", resourceRoot,
function()
if rocketLauncher and isElement(rocketLauncher[client]) then destroyElement(rocketLauncher[client]) end
end
)
function vehicleChange(oldModel, newModel)
if getElementType(source) == "vehicle" then
local thePlayer = getVehicleOccupant(source)
if isElement(thePlayer) and getElementData(thePlayer, "coremarkers_powerType") == "rocket" then
local _, _, _, _, maxY, _ = getVehicleBoundingBox(newModel)
attachElements(rocketLauncher[thePlayer], source, -0.04, maxY-0.3, -0.14, 0, 0, 270)
end
end
end
addEventHandler("onElementModelChange", resourceRoot, vehicleChange)
---------------------
--- Drop Oil Event --
---------------------
addEvent("dropOil", true)
addEventHandler("dropOil", resourceRoot,
function (x, y, z, rz)
local oil = createObject(2717, x, y, z, 90, 0, 0)
setObjectScale(oil, 2)
local oilCol = createColSphere(x, y, z+0.4, 2)
setElementParent(oil, oilCol)
setElementData(oilCol, "creator", client) --temporary protection for creator from oil
setTimer( --remove protection after 2s
function()
if isElement(oilCol) then
setElementData(oilCol, "creator", nil)
end
end
, 2000, 1)
addEventHandler("onColShapeHit", oilCol,
function(thePlayer)
if getElementType(thePlayer) == "player" then
if getElementData(source, "creator") == thePlayer then return end
if math.random(2) == 1 then
setElementAngularVelocity(getPedOccupiedVehicle(thePlayer),0, 0, 0.146)
else
setElementAngularVelocity(getPedOccupiedVehicle(thePlayer),0, 0, -0.146)
end
destroyElement(source)
end
end
)
end
)
--------------------
-- Kamikaze Event --
--------------------
kamikazeTimer = {}
preKamikazeTimer = {}
addEvent("kamikazeMode", true)
addEventHandler("kamikazeMode", resourceRoot,
function()
local theVehicle = getPedOccupiedVehicle(client)
local marker = attachMarker(theVehicle, 6000, 255, 0, 0, 80)
triggerClientEvent(root, "create3DSound", resourceRoot, theVehicle, "kmz.mp3")
if isElement(kamikazeTimer[client]) then killTimer(kamikazeTimer[client]) end
kamikazeTimer[client] = setTimer(
function(theVehicle, thePlayer)
if not isElement(theVehicle) then return end
setElementData(thePlayer, "kamikaze", true, true)
local x, y, z = getElementPosition(theVehicle)
createExplosion(x, y, z, 10, thePlayer)
createExplosion(x+3, y, z, 10, thePlayer)
createExplosion(x-3, y, z, 10, thePlayer)
createExplosion(x, y+3, z, 10, thePlayer)
createExplosion(x, y-3, z, 10, thePlayer)
blowVehicle(theVehicle, true)
----
setTimer(
function(thePlayer)
setElementData(thePlayer, "kamikaze", false, true)
end
, 5000, 1, thePlayer)
----
end
, kmzItemTime, 1, theVehicle, client)
if isElement(preKamikazeTimer[client]) then killTimer(preKamikazeTimer[client]) end
preKamikazeTimer[client] = setTimer(
function(marker)
setTimer(
function(marker)
if isElement(marker) then
setMarkerColor(marker, 255, 255, 255, 255)
local size = getMarkerSize(marker)
setMarkerSize(marker, size+0.5)
end
end
, 50, 20, marker)
end
, 4800, 1, marker)
end
)
--------------------
-- Speed X2 Event --
--------------------
local speedMarkerColorTimer = {}
addEvent("speedMode", true)
addEventHandler("speedMode", resourceRoot,
function(speedItemTime)
local theVehicle = getPedOccupiedVehicle(client)
local marker = attachMarker(theVehicle, speedItemTime+200, 255, 125, 0, 80)
speedMarkerColorTimer[client] = setTimer(
function(marker)
if isElement(marker) then
local r, g, b = getMarkerColor(marker)
if g == 125 then
setMarkerColor(marker, 255, 0, 255, 80)
else
setMarkerColor(marker, 255, 125, 0, 80)
end
end
end
, 200, (speedItemTime/200)+1, marker)
end
)
---------------
-- Fly Event --
---------------
addEvent("flyMode", true)
addEventHandler("flyMode", resourceRoot,
function(flyItemTime)
local theVehicle = getPedOccupiedVehicle(client)
attachMarker(theVehicle, flyItemTime+200, 125, 0, 125, 80)
end
)
------------------
-- Magnet Event --
------------------
addEvent("doMagnet", true)
addEventHandler("doMagnet", resourceRoot,
function()
-----------for tests
--[[for k, victim in ipairs(getElementsByType("player")) do
setElementData(victim, "coremarkers_isPlayerSlowedDown", true, true)
triggerClientEvent(victim, "slowDownPlayer", resourceRoot, magnetSlowDownTime)
attachMarker(getPedOccupiedVehicle(victim), magnetSlowDownTime, 0, 0, 255, 80)
sendClientMessage('#FFFFFF'..getPlayerName(client)..'#00DDFF slows down #FFFFFF'..getPlayerName(victim)..'.', root, 255, 255, 255, "bottom")
end]]
----------------------------------
local killer_rank = getElementData(client, "race rank")
if type(killer_rank) == "number" and killer_rank >= 2 then
for k, victim in ipairs(getElementsByType("player")) do
local rank = getElementData(victim, "race rank")
if type(rank) == "number" then
if rank == 1 and getElementData(victim, "state") == "alive" then
setElementData(victim, "coremarkers_isPlayerSlowedDown", true, true)
triggerClientEvent(victim, "slowDownPlayer", resourceRoot, magnetSlowDownTime)
attachMarker(getPedOccupiedVehicle(victim), magnetSlowDownTime, 0, 0, 255, 80)
sendClientMessage('#FFFFFF'..getPlayerName(client)..'#00DDFF slows down #FFFFFF'..getPlayerName(victim)..'.', root, 255, 255, 255, "bottom")
if speedMarkerColorTimer and isTimer(speedMarkerColorTimer[victim]) then killTimer(speedMarkerColorTimer[victim]) end
triggerClientEvent(root, "stop3DSound", resourceRoot, getPedOccupiedVehicle(victim))
end
end
end
elseif killer_rank == 1 then
sendClientMessage("Magnet slows down only 1st player, you can't use it against yourself", client, 255, 0, 0, "bottom")
end
end
)
---------------------------------------
-- Reset Everything On Death/Respawn --
---------------------------------------
function resetAllTheStuff()
if getElementType(source) == "player" then
player = source
elseif getElementType(source) == "vehicle" then
player = getVehicleOccupant(source)
end
setElementData(player, "coremarkers_isPlayerSlowedDown", false, true)
setElementData(player, "coremarkers_isPlayerRektBySpikes", false, true)
triggerClientEvent(player, "removePower", resourceRoot)
triggerClientEvent(player, "hideSpikesRepairHUD", resourceRoot)
triggerClientEvent(player, "stopSpeed", resourceRoot)
triggerClientEvent(player, "stopFly", resourceRoot)
if isTimer(kamikazeTimer[player]) then killTimer(kamikazeTimer[player]) end
if isTimer(preKamikazeTimer[player]) then killTimer(preKamikazeTimer[player]) end
if isElement(marker[player]) then destroyElement(marker[player]) end
if isTimer(markerTimer[player]) then killTimer(markerTimer[player]) end
if rocketLauncher and isElement(rocketLauncher[player]) then destroyElement(rocketLauncher[player]) end
unbindKey(player, "mouse1", "both", preShootMinigun)
unbindKey(player, "lctrl", "both", preShootMinigun)
end
addEvent("onPlayerRaceWasted", true)
addEventHandler("onPlayerRaceWasted", root, resetAllTheStuff)
addEventHandler ("onVehicleEnter", root, resetAllTheStuff)
addEventHandler("onElementDataChange", root,
function(dataName,oldValue)
if dataName == "state" then
if getElementData(source, dataName) == "spectating" or getElementData(source, dataName) ~= "alive"then
resetAllTheStuff(source)
end
end
end
)
--------------------------
-- Repair Vehicle Event --
--------------------------
addEvent("fixVehicle", true)
addEventHandler("fixVehicle", resourceRoot,
function(fix)
local theVehicle = getPedOccupiedVehicle(client)
if fix then
fixVehicle(theVehicle)
end
setVehicleWheelStates(theVehicle, 0, 0, 0, 0)
setElementData(client, "coremarkers_isPlayerRektBySpikes", false, true)
playSoundFrontEnd(client, 46)
end
)
-----------------
-- Nitro Event --
-----------------
addEvent("giveNitro", true)
addEventHandler("giveNitro", resourceRoot,
function()
local theVehicle = getPedOccupiedVehicle(client)
addVehicleUpgrade(theVehicle, 1010)
playSoundFrontEnd(client, 46)
end
)
----------------
-- Jump Event --
----------------
addEvent("doJump", true)
addEventHandler("doJump", resourceRoot,
function()
local theVehicle = getPedOccupiedVehicle(client)
local x, y, z = getElementVelocity(theVehicle)
setElementVelocity(theVehicle, x, y, z+0.3)
end
)
-----------------------------
-- Function: Attach Marker --
-----------------------------
function attachMarker(theVehicle, timer, r, g, b, a)
local player = theVehicle and getVehicleOccupant(theVehicle) or client
local vehicle = theVehicle or getPedOccupiedVehicle(client)
if isElement(marker[player]) then destroyElement(marker[player]) end
marker[player] = createMarker( 0, 0, -200, 'corona', 2, r, g, b, 80)
attachElements(marker[player], vehicle)
markerTimer[player] = setTimer(function(marker) if isElement(marker) then destroyElement(marker) end end, timer, 1, marker[player])
return marker[player]
end
addEvent("attachMarker", true)
addEventHandler("attachMarker", resourceRoot, attachMarker)
-----------------------
-- Kills Information --
-----------------------
addEvent("Kill", true)
addEventHandler("Kill", root,
function (killer)
if getElementType(killer) == "vehicle" then killer = getVehicleOccupant(killer) end
if getElementType(killer) == "object" then
if barrelCreator[killer] then
killer = barrelCreator[killer]
else
return
end
end
local victim = client
local a = string.gsub (getElementData(victim, 'vip.colorNick') or getPlayerName(victim), '#%x%x%x%x%x%x', '' )
local b = string.gsub (getElementData(killer, 'vip.colorNick') or getPlayerName(killer), '#%x%x%x%x%x%x', '' )
sendClientMessage(a .. " was killed by " .. b, root, 255, 255, 255, "bottom")
end
)
------------------------------
-- Function: Start Sound 3D --
------------------------------
function startSound3D(sound)
local theVehicle = getPedOccupiedVehicle(client)
triggerClientEvent(root, "create3DSound", resourceRoot, theVehicle, sound)
end
addEvent("startSound3D", true)
addEventHandler("startSound3D", resourceRoot, startSound3D)
-------------
-- Minigun --
-------------
function preShootMinigun(thePlayer, key, keyState)
if keyState == "down" then
triggerClientEvent(root, "startShootMinigun", resourceRoot, thePlayer)
else
triggerClientEvent(root, "stopShootMinigun", resourceRoot, thePlayer)
end
end
function preGiveMinigun()
local theVehicle = getPedOccupiedVehicle(client)
triggerClientEvent(root, "giveMinigun", resourceRoot, theVehicle)
bindKey(client, "mouse1", "both", preShootMinigun)
bindKey(client, "lctrl", "both", preShootMinigun)
end
addEvent("preGiveMinigun", true)
addEventHandler("preGiveMinigun", resourceRoot, preGiveMinigun)
function removeMinigun()
unbindKey(client, "mouse1", "both", preShootMinigun)
unbindKey(client, "lctrl", "both", preShootMinigun)
end
addEvent("removeMinigun", true)
addEventHandler("removeMinigun", resourceRoot, removeMinigun)
--------------------------------------------
-- Force CoreMarkers to stop on map stops --
--------------------------------------------
addEvent('onGamemodeMapStop', true)
addEventHandler('onGamemodeMapStop', root,
function()
if getResourceState(resource) == "running" then
stopResource(resource)
end
end
)
|
addSearchPath(moduleDirectory .. "/acars/")
|
local path = (...):gsub("[^%.]*$", "")
local M = require(path .. 'master')
local CyclicList, Vec2
CyclicList, Vec2 = M.CyclicList, M.Vec2
local dot, wedge
dot, wedge = Vec2.dot, Vec2.wedge
local clamp, sgn
do
local _obj_0 = M.math
clamp, sgn = _obj_0.clamp, _obj_0.sgn
end
local geometry = { }
geometry.closest_edge_point = function(P, A, B)
local u = B - A
local t = clamp(dot(P - A, u) / u:lenS(), 0, 1)
return A + t * u
end
geometry.bounding_box = function(points)
local minx, miny, maxx, maxy = math.huge, math.huge, -math.huge, -math.huge
for _index_0 = 1, #points do
local v = points[_index_0]
minx = math.min(minx, v.x)
miny = math.min(miny, v.y)
maxx = math.max(maxx, v.x)
maxy = math.max(maxy, v.y)
end
return {
x = minx,
y = miny
}, {
x = maxx,
y = maxy
}
end
geometry.is_point_in_triangle = function(P, A, B, C)
local sda = wedge(A - C, B - C)
local s = sgn(sda)
local a = wedge(P - C, B - C)
local b = wedge(P - C, C - A)
return s * a >= 0 and s * b >= 0 and s * (a + b) <= math.abs(sda)
end
geometry.centroid = function(points)
local P = CyclicList(points)
local W = 0
local C = Vec2()
for i = 1, #points do
local tmp = wedge(P[i], P[i + 1])
W = W + tmp
C = C + ((P[i] + P[i + 1]) * tmp)
end
return C / (3 * W)
end
return geometry
|
local att = {}
att.name = "md_muzl"
att.displayName = "Enhanced Muzzlebrake"
att.displayNameShort = "Mzlbrake"
att.statModifiers = {RecoilMult = -.2,
AimSpreadMult = .5,
OverallMouseSensMult = -0.05,
MaxSpreadIncMult = 0.25
}
if CLIENT then
att.displayIcon = surface.GetTextureID("atts/md_muzl")
att.description = {[1] = {t = "Decreases recoil.", c = CustomizableWeaponry.textColors.POSITIVE}}
end
function att:attachFunc()
end
function att:detachFunc()
end
CustomizableWeaponry:registerAttachment(att)
|
local function get_options(player, is_alt)
local player_settings = settings.get_player_settings(player)
local prefix = "yastool_" .. (is_alt and "alt_" or "normal_")
local options = {}
for _, option_name in ipairs({
"snap_to_grid", "resolution_limit", "pixels_per_tile_limit", "show_gui", "show_entity_info", "anti_alias", "path"
}) do
options[option_name] = player_settings[prefix .. option_name].value
end
return options
end
local function normalize_coordinate(options, value)
if options.snap_to_grid then
return math.floor(value + 0.5)
else
return value
end
end
local function on_selection(event)
if event.item ~= "yastool" then
return
end
local player = game.players[event.player_index]
local is_alt = event.name == defines.events.on_player_alt_selected_area
local options = get_options(player, is_alt)
local left_top_x = normalize_coordinate(options, event.area.left_top.x)
local left_top_y = normalize_coordinate(options, event.area.left_top.y)
local right_bottom_x = normalize_coordinate(options, event.area.right_bottom.x)
local right_bottom_y = normalize_coordinate(options, event.area.right_bottom.y)
local center_x = (left_top_x + right_bottom_x) / 2
local center_y = (left_top_y + right_bottom_y) / 2
local tile_width = right_bottom_x - left_top_x
local tile_height = right_bottom_y - left_top_y
-- Figure out resolution (image size in pixels).
-- It has to be a multiple of area size in tiles.
-- The higher the multiplier, the higher the quality of the resulting image.
-- However, there should be some limits.
-- Resolution shouldn't be higher than some limit (e.g. 4096) in each dimension.
-- The multiplier itself shouldn't be too high either - doesn't make sense
-- to make 4096x4096 screenshot of a single tile.
-- First, try pinning resolution for the longer dimension of the area to maximum allowed value.
-- If the multiplier is too large, set it to its limit.
local max_tile_size = math.max(tile_width, tile_height)
local pixels_per_tile = options.resolution_limit / max_tile_size
if pixels_per_tile > options.pixels_per_tile_limit then
pixels_per_tile = options.pixels_per_tile_limit
end
local pixel_width = math.floor(tile_width * pixels_per_tile)
local pixel_height = math.floor(tile_height * pixels_per_tile)
if pixel_width < 1 or pixel_height < 1 then
player.print(("Screenshot area is too small - calculated resolution is %dx%d, should be at least 1x1"):format(
pixel_width, pixel_height))
return
end
local size_limit = options.anti_alias and 8192 or 16384
if pixel_width > size_limit or pixel_height > size_limit then
player.print(("Screenshot area is too large - calculated resolution is %dx%d, should be at most %dx%d"):format(
pixel_width, pixel_height, size_limit, size_limit))
return
end
local zoom = pixels_per_tile / 32
local path = options.path:gsub("{tick}", ("%d"):format(event.tick))
player.print(("Saving a screenshot (%.10gx%.10g tiles, %dx%d pixels) to %s"):format(
tile_width, tile_height, pixel_width, pixel_height, path))
game.take_screenshot({
player = player,
by_player = player,
position = {x = center_x, y = center_y},
resolution = {x = pixel_width, y = pixel_height},
zoom = zoom,
show_gui = options.show_gui,
show_entity_info = options.show_entity_info,
anti_alias = options.anti_alias,
path = path
})
end
script.on_event({defines.events.on_player_selected_area, defines.events.on_player_alt_selected_area}, on_selection)
|
-- this file includes the whole library
--
-- it tries to handle dependencies and makes sure higher order modules are included
-- before modules that depend on it.
local myPackages = {
"lively_epsilon/src/cron.lua",
"lively_epsilon/src/event_handler.lua",
"lively_epsilon/src/util.lua",
"utils.lua",
"lively_epsilon/src/utility/ee.lua",
"lively_epsilon/src/utility/log.lua",
"lively_epsilon/src/utility/lua.lua",
"lively_epsilon/src/utility/type_inspect.lua",
"lively_epsilon/src/utility/comms.lua",
"lively_epsilon/src/shim.lua",
"lively_epsilon/src/chat/chatter.lua",
"lively_epsilon/src/chat/chat_factory.lua",
"lively_epsilon/src/chat/chat_noise.lua",
"lively_epsilon/src/menu/menu.lua",
"lively_epsilon/src/menu/menu_item.lua",
"lively_epsilon/src/menu/gm_menu.lua",
"lively_epsilon/src/domain/trait/generic/tags.lua",
"lively_epsilon/src/domain/product.lua",
"lively_epsilon/src/domain/person.lua",
"lively_epsilon/src/domain/ship_template_based.lua",
"lively_epsilon/src/domain/trait/shipTemplateBased/storage_rooms.lua",
"lively_epsilon/src/domain/trait/shipTemplateBased/comms.lua",
"lively_epsilon/src/domain/trait/shipTemplateBased/crew.lua",
"lively_epsilon/src/domain/trait/shipTemplateBased/events.lua",
"lively_epsilon/src/domain/trait/shipTemplateBased/mission_broker.lua",
"lively_epsilon/src/domain/trait/shipTemplateBased/upgrade_broker.lua",
"lively_epsilon/src/domain/station.lua",
"lively_epsilon/src/domain/trait/station/merchant.lua",
"lively_epsilon/src/comms/merchant.lua",
"lively_epsilon/src/comms/mission_broker.lua",
"lively_epsilon/src/comms/upgrade_broker.lua",
"lively_epsilon/src/domain/trait/station/production.lua",
"lively_epsilon/src/domain/mission.lua",
"lively_epsilon/src/domain/mission_all_of.lua",
"lively_epsilon/src/domain/mission_chain.lua",
"lively_epsilon/src/domain/trait/mission/broker.lua",
"lively_epsilon/src/domain/trait/mission/for_player.lua",
"lively_epsilon/src/domain/trait/mission/time_limit.lua",
"lively_epsilon/src/domain/fleet.lua",
"lively_epsilon/src/domain/ship.lua",
"lively_epsilon/src/domain/trait/ship/crew.lua",
"lively_epsilon/src/domain/trait/ship/events.lua",
"lively_epsilon/src/domain/trait/ship/fleet.lua",
"lively_epsilon/src/orders/generic.lua",
"lively_epsilon/src/orders/attack.lua",
"lively_epsilon/src/orders/defend.lua",
"lively_epsilon/src/orders/dock.lua",
"lively_epsilon/src/orders/fly_to.lua",
"lively_epsilon/src/orders/order_queue.lua",
"lively_epsilon/src/orders/roaming.lua",
"lively_epsilon/src/orders/use.lua",
"lively_epsilon/src/domain/player.lua",
"lively_epsilon/src/domain/trait/player/menu.lua",
"lively_epsilon/src/domain/trait/player/mission_tracker.lua",
"lively_epsilon/src/domain/trait/player/mission_display.lua",
"lively_epsilon/src/domain/trait/player/power_presets.lua",
"lively_epsilon/src/domain/trait/player/quick_dial.lua",
"lively_epsilon/src/domain/trait/player/storage.lua",
"lively_epsilon/src/domain/trait/player/storage_display.lua",
"lively_epsilon/src/domain/trait/player/upgrade_tracker.lua",
"lively_epsilon/src/domain/trait/player/upgrade_display.lua",
"lively_epsilon/src/domain/broker_upgrade.lua",
"lively_epsilon/src/behaviors/miner.lua",
"lively_epsilon/src/behaviors/trader.lua",
"lively_epsilon/src/missions/answer.lua",
"lively_epsilon/src/missions/bring_product.lua",
"lively_epsilon/src/missions/capture.lua",
"lively_epsilon/src/missions/crew_for_rent.lua",
"lively_epsilon/src/missions/disable.lua",
"lively_epsilon/src/missions/destroy.lua",
"lively_epsilon/src/missions/destroy_raging_miner.lua",
"lively_epsilon/src/missions/pick_up.lua",
"lively_epsilon/src/missions/scan.lua",
"lively_epsilon/src/missions/transport_token.lua",
"lively_epsilon/src/missions/transport_product.lua",
"lively_epsilon/src/missions/visit.lua",
"lively_epsilon/src/missions/way_points.lua",
"lively_epsilon/src/tools/story_comms.lua",
"lively_epsilon/src/tools/comms.lua",
"lively_epsilon/src/translator/inspector.lua",
"lively_epsilon/src/translator/translator.lua",
}
if package ~= nil and package.path ~= nil then
local basePath = debug.getinfo(1).source
if basePath:sub(1,1) == "@" then basePath = basePath:sub(2) end
if basePath:sub(-8) == "init.lua" then basePath = basePath:sub(1, -9) end
basePath = "./" .. basePath
package.path = package.path .. ";" .. basePath .. "?.lua"
-- when running tests
local prefix = "lively_epsilon/"
for _, package in pairs(myPackages) do
if package:sub(1, prefix:len()) == prefix then
package = package:sub(prefix:len() + 1)
end
local name = package:match("^(.+).lua$")
require(name)
end
else
-- within empty epsilon
for _, package in pairs(myPackages) do
require(package)
end
end
|
-----------------------------------
-- Area: Southern San d'Oria
-- NPC: Chat Manual
-- Type: Tutorial NPC
-- !pos -68.800 2.000 -46.560 230
-----------------------------------
function onTrade(player,npc,trade)
end;
function onTrigger(player,npc)
player:startEvent(6106);
end;
function onEventUpdate(player,csid,option)
end;
function onEventFinish(player,csid,option)
end;
|
-- Created by LuaView.
-- Copyright (c) 2017, Alibaba Group. All rights reserved.
--
-- This source code is licensed under the MIT.
-- For the full copyright and license information,please view the LICENSE file in the root directory of this source tree.
--1. 普通设置url,size,center
view = Image()
view.frame(0, 0, 200, 200)
view.backgroundColor(0xffaa0000)
--view.image("animate1")
--2. 普通构造传url
bmp = Bitmap("https://gju1.alicdn.com/bao/uploaded/i4/100000120700895002/TB2Qu0_fXXXXXb9XpXXXXXXXXXX_!!0-0-juitemmedia.jpg_560x560Q90.jpg", function(ok)
if(ok) then
view.image(bmp)
else
view.image("animate1")
end
end)
spriteBmp = function(t)
local w, h = t.size()
t.sprite(0, 0, w / 2, h / 2, function(newBmp)
view.image(newBmp)
bmp = newBmp
end)
Toast("width = " .. w .. " height = " .. h)
end
view.callback(function()
spriteBmp(bmp)
end)
view2 = Image()
view2.frame(0, 200, 200, 200)
bmp2 = Bitmap("animate1", function(ok)
view2.image(ok and bmp2)
end)
view2.callback(function()
local n = 5;
local w, h = bmp2.size()
local sw = w / 5;
local vw = view2.width() / 5
local x = 0
local vx = 0;
for i = 1, n do
x = (i - 1) * sw
vx = (i - 1) * vw + (i - 1) * 2
local v = Image()
v.frame(vx, 403, vw, h)
v.image(bmp2.sprite(x, 0, sw, h))
end
end)
|
meshes = {
{
vertexes = {{-13,-2},{-13,2},{-12,3},{-8,3},{-7,2},{-7,-2},{-8,-3},{-12,-3}, {-13,-8},{-6,-8},{-2,-3},{-2,3},{-6,8},{-13,8},{-5,15},{8,15},{14,8},{2,8},{5,3},{15,0},{5,-3},{2,-8},{14,-8},{8,-15},{-5,-15}},
colors = {0xff0000ff, 0xff0000ff, 0xff0000ff, 0x454545ff, 0x454545ff, 0x454545ff, 0x454545ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0x454545ff, 0x454545ff, 0x454545ff, 0x454545ff, 0x454545ff, 0xff0000ff, 0xff0000ff, 0xff0000ff},
segments = {{0,1,2,3,4,5,6,7,0}, {8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,8}}
}
}
|
return {'acda'}
|
-- Widget is based on the AceGUIWidget-DropDown.lua supplied with AceGUI-3.0
-- Widget created by Yssaril
LoadAddOn("LibSharedMedia-3.0")
local AceGUI = LibStub("AceGUI-3.0")
local Media = LibStub("LibSharedMedia-3.0")
AceGUISharedMediaWidgets = {}
do
AceGUIWidgetLSMlists = {
['font'] = Media:HashTable("font"),
['sound'] = Media:HashTable("sound"),
['statusbar'] = Media:HashTable("statusbar"),
['border'] = Media:HashTable("border"),
['background'] = Media:HashTable("background"),
}
local min, max, floor = math.min, math.max, math.floor
local function fixlevels(parent,...)
local i = 1
local child = select(i, ...)
while child do
child:SetFrameLevel(parent:GetFrameLevel()+1)
fixlevels(child, child:GetChildren())
i = i + 1
child = select(i, ...)
end
end
local function OnItemValueChanged(this, event, checked)
local self = this.userdata.obj
if self.multiselect then
self:Fire("OnValueChanged", this.userdata.value, checked)
else
if checked then
self:SetValue(this.userdata.value)
self:Fire("OnValueChanged", this.userdata.value)
else
this:SetValue(true)
end
self.pullout:Close()
end
end
local function SetValue(self, value)
if value then
self:SetText(value or "")
end
self.value = value
end
AceGUISharedMediaWidgets.fixlevels = fixlevels
AceGUISharedMediaWidgets.OnItemValueChanged = OnItemValueChanged
AceGUISharedMediaWidgets.SetValue = SetValue
end
|
local Module = require"Toolbox.Import.Module"
return {
Basic = Module.Child"Basic";
Aliasable = Module.Child"Aliasable";
Templates = Module.Child"Templates";
}
|
local granite = {
{"granite", "Granite grey"},
{"graniteR", "Granite corten"},
{"graniteA", "Granite avory"},
{"graniteP", "Granite pink"},
{"graniteB", "Granite black"},
{"graniteBC", "Granite black center"},
}
local stairs_mod = minetest.get_modpath("stairs")
local stairsplus_mod = minetest.get_modpath("moreblocks")
and minetest.global_exists("stairsplus")
for _, granite in pairs(granite) do
if stairsplus_mod then
stairsplus:register_all("summer", granite[1], "summer:" .. granite[1], {
description = granite[2] .. " Summer",
tiles = {granite[1] .. ".png"},
groups = {cracky = 3},
sounds = default.node_sound_stone_defaults(),
})
stairsplus:register_alias_all("summer", granite[1], "summer", granite[1])
minetest.register_alias("stairs:slab_summer_".. granite[1], "summer:slab_baked_granite_" .. granite[1])
minetest.register_alias("stairs:stair_summer_".. granite[1], "summer:stair_baked_granite_" .. granite[1])
-- register all stair types for stairs redo
elseif stairs_mod and stairs.mod then
stairs.register_all("summer_" .. granite[1], "summer:" .. granite[1],
{cracky = 3},
{granite[1] .. ".png"},
granite[2] .. " Summer",
default.node_sound_stone_defaults())
-- register stair and slab using default stairs
elseif stairs_mod then
stairs.register_stair_and_slab("summer_".. granite[1], "summer:".. granite[1],
{cracky = 3},
{granite[1] .. ".png"},
granite[2] .. " Summer Stair",
granite[2] .. " Summer Slab",
default.node_sound_stone_defaults())
end
end
--GRANITE
minetest.register_node("summer:granite", {
description = "Granite",
tiles = {"granite.png"},
material = minetest.digprop_constanttime(1),
groups = {cracky = 3, stone = 1},
--drop ='"summer:mattoneG" 9',
stack_max = 9999,
--legacy_mineral = true,
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("summer:graniteA", {
description = "GraniteA",
tiles = {"graniteA.png"},
material = minetest.digprop_constanttime(1),
groups = {cracky = 3, stone = 1},
--drop ='"summer:mattoneA" 9',
stack_max = 9999,
--legacy_mineral = true,
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("summer:graniteP", {
description = "GraniteP",
tiles = {"graniteP.png"},
material = minetest.digprop_constanttime(1),
groups = {cracky = 3, stone = 1},
--drop ='"summer:mattoneP" 9',
stack_max = 9999,
--legacy_mineral = true,
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("summer:graniteR", {
description = "GraniteR",
tiles = {"graniteR.png"},
material = minetest.digprop_constanttime(1),
groups = {cracky = 3, stone = 1},
--drop ='summer:mattoneR 9',
stack_max = 9999,
--legacy_mineral = true,
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("summer:graniteBC", {
description = "Granite",
tiles = {"graniteBC.png"},
material = minetest.digprop_constanttime(1),
groups = {cracky = 3, stone = 1},
--drop ='"summer:mattoneG" 9',
stack_max = 9999,
--legacy_mineral = true,
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("summer:graniteB", {
description = "Granite",
tiles = {"graniteB.png"},
material = minetest.digprop_constanttime(1),
groups = {cracky = 3, stone = 1},
--drop ='"summer:mattoneG" 9',
stack_max = 9999,
--legacy_mineral = true,
sounds = default.node_sound_stone_defaults(),
})
--craft GRANITE
minetest.register_craft({
output = '"summer:graniteBC" 5',
recipe = {
{ "", "", "" },
{ "summer:pietraA", "", "" },
{ "summer:graniteB", "", "" },
},
})
minetest.register_craft({
output = '"summer:graniteB" 5',
recipe = {
{ "", "", "" },
{ "summer:graniteP", "summer:graniteA", "" },
{ "summer:graniteR", "summer:graniteG", "" },
},
})
minetest.register_craft({
output = '"summer:graniteR" 5',
recipe = {
{ "summer:mattoneR", "summer:mattoneR", "summer:mattoneR" },
{ "summer:mattoneR", "summer:mattoneR", "summer:mattoneR" },
{ "summer:mattoneR", "summer:mattoneR", "summer:mattoneR" },
},
})
minetest.register_craft({
output = '"summer:graniteA" 5',
recipe = {
{ "summer:mattoneA", "summer:mattoneA", "summer:mattoneA" },
{ "summer:mattoneA", "summer:mattoneA", "summer:mattoneA" },
{ "summer:mattoneA", "summer:mattoneA", "summer:mattoneA" },
},
})
minetest.register_craft({
output = '"summer:granite" 5',
recipe = {
{ "summer:mattoneG", "summer:mattoneG", "summer:mattoneG" },
{ "summer:mattoneG", "summer:mattoneG", "summer:mattoneG" },
{ "summer:mattoneG", "summer:mattoneG", "summer:mattoneG" },
},
})
minetest.register_craft({
output = '"summer:graniteP" 5',
recipe = {
{ "summer:mattoneP", "summer:mattoneP", "summer:mattoneP" },
{ "summer:mattoneP", "summer:mattoneP", "summer:mattoneP" },
{ "summer:mattoneP", "summer:mattoneP", "summer:mattoneP" },
},
})
|
local ffi = require "ffi"
local ffi_new = ffi.new
local ffi_gc = ffi.gc
local ffi_str = ffi.string
local ffi_copy = ffi.copy
local C = ffi.C
local setmetatable = setmetatable
local _M = { _VERSION = '0.10' }
local mt = { __index = _M }
ffi.cdef[[
typedef struct engine_st ENGINE;
typedef struct evp_cipher_st EVP_CIPHER;
typedef struct evp_cipher_ctx_st
{
const EVP_CIPHER *cipher;
ENGINE *engine;
int encrypt;
int buf_len;
unsigned char oiv[16];
unsigned char iv[16];
unsigned char buf[32];
int num;
void *app_data;
int key_len;
unsigned long flags;
void *cipher_data;
int final_used;
int block_mask;
unsigned char final[32];
} EVP_CIPHER_CTX;
const EVP_CIPHER *EVP_get_cipherbyname(const char *name);
EVP_CIPHER_CTX *EVP_CIPHER_CTX_new(void);
int EVP_CipherInit_ex(EVP_CIPHER_CTX *ctx, const EVP_CIPHER *type,
ENGINE *impl, unsigned char *key, unsigned char *iv, int enc);
int EVP_CipherUpdate(EVP_CIPHER_CTX *ctx, unsigned char *out,
int *outl, unsigned char *in, int inl);
int EVP_CIPHER_CTX_cleanup(EVP_CIPHER_CTX *a);
void EVP_CIPHER_CTX_free(EVP_CIPHER_CTX *ctx);
]]
local buf_size = 2048
local buf = ffi_new("unsigned char[?]", buf_size)
local function c_uchar(s)
local c_s = ffi_new("unsigned char[?]", #s)
ffi_copy(c_s, s)
return c_s
end
function cleanup(ctx)
C.EVP_CIPHER_CTX_cleanup(ctx)
C.EVP_CIPHER_CTX_free(ctx)
end
function _M:new(cipher_name, key, iv, op)
local o = {
["_cipher"] = C.EVP_get_cipherbyname(cipher_name),
["_ctx"] = C.EVP_CIPHER_CTX_new()
}
if (not o._cipher) or (not o._ctx) then
ngx.log(ngx.INFO, "openssl failed to create cipher or ctx ", cipher_name)
return nil
end
setmetatable(o, mt)
local r = C.EVP_CipherInit_ex(o._ctx, o._cipher, nil, c_uchar(key), c_uchar(iv), op)
if r == 0 then
ngx.log(ngx.INFO, "openssl failed to call EVP_CipherInit_ex ", cipher_name, " ", key, " ", iv)
return nil
end
ffi_gc(o._ctx, cleanup)
return o
end
function _M:update(data)
local out_len = ffi_new("int[1]")
local l = #data
if buf_size < l then
buf_size = l * 2
buf = ffi_new("unsigned char[?]", buf_size)
end
if C.EVP_CipherUpdate(self._ctx, buf, out_len, c_uchar(data), l) == 0 then
ngx.log(ngx.INFO, "openssl failed to call EVP_CipherUpdate")
return nil
end
return ffi_str(buf, out_len[0])
end
function _M:encrypt(data)
return self:update(data)
end
function _M:decrypt(data)
return self:update(data)
end
local function create_cipher(alg, key, iv, op)
return _M:new(alg, key, iv, op)
end
_M.ciphers = {
["aes-128-cfb"] = {16, 16, create_cipher},
["aes-192-cfb"] = {24, 16, create_cipher},
["aes-256-cfb"] = {32, 16, create_cipher},
["aes-128-ofb"] = {16, 16, create_cipher},
["aes-192-ofb"] = {24, 16, create_cipher},
["aes-256-ofb"] = {32, 16, create_cipher},
["aes-128-ctr"] = {16, 16, create_cipher},
["aes-192-ctr"] = {24, 16, create_cipher},
["aes-256-ctr"] = {32, 16, create_cipher},
["aes-128-cfb8"] = {16, 16, create_cipher},
["aes-192-cfb8"] = {24, 16, create_cipher},
["aes-256-cfb8"] = {32, 16, create_cipher},
["aes-128-cfb1"] = {16, 16, create_cipher},
["aes-192-cfb1"] = {24, 16, create_cipher},
["aes-256-cfb1"] = {32, 16, create_cipher},
["bf-cfb"] = {16, 8, create_cipher},
["camellia-128-cfb"] = {16, 16, create_cipher},
["camellia-192-cfb"] = {24, 16, create_cipher},
["camellia-256-cfb"] = {32, 16, create_cipher},
["cast5-cfb"] = {16, 8, create_cipher},
["des-cfb"] = {8, 8, create_cipher},
["idea-cfb"] = {16, 8, create_cipher},
["rc2-cfb"] = {16, 8, create_cipher},
["rc4"] = {16, 0, create_cipher},
["seed-cfb"] = {16, 16, create_cipher}
}
return _M
|
local function reverse(arr)
local len = #arr
local max = math.floor(len / 2)
for i=1, max do
local idx = len + 1 - i
arr[i], arr[idx] = arr[idx], arr[i]
end
end
local start = os.clock()
local N = 20000000
local list = {}
for i=1, N do
list[i] = i
end
reverse(list)
local seconds = os.clock() - start
print('elapsed: ' .. seconds .. 's')
|
SPELL.Name = "Air Blast"
SPELL.Combo = "wind shield"
SPELL.Icon = Material("magic/spell_icons/airblast")
SPELL.Description = "Throws away everything that is in front of you"
PrecacheParticleSystem("airblast")
if SERVER
then
function SPELL:OnCasted(ply)
ply:EmitSound("^weapons/underwater_explode3.wav")
local eyeAngles = ply:EyeAngles()
local forward = eyeAngles:Forward()
ParticleEffect("airblast", ply:EyePos() + forward * 50, eyeAngles, ply)
for k,v in ipairs(ents.FindInSphere(ply:EyePos() + forward * 100, 150))
do
if !v:IsSolid() or v == ply then continue end
local phys = v:GetPhysicsObject()
if v:IsPlayer()
then
v:SetVelocity(forward * 1000)
elseif v:IsNPC()
then
v:SetVelocity(forward * 10000)
else
local phys = v:GetPhysicsObject()
if IsValid(phys)
then
phys:SetVelocity(forward * 2000)
end
end
end
end
else
end
|
local standards = require "luacheck.standards"
local builtin_standards = {}
local function def_to_std(def)
return {read_globals = def.fields}
end
local function add_defs(...)
local res = {}
for _, def in ipairs({...}) do
standards.add_std_table(res, def_to_std(def))
end
return res
end
local empty = {}
local function def_fields(...)
local fields = {}
for _, field in ipairs({...}) do
fields[field] = empty
end
return {fields = fields}
end
local string_defs = {}
string_defs.min = def_fields("byte", "char", "dump", "find", "format", "gmatch",
"gsub", "len", "lower", "match", "rep", "reverse", "sub", "upper")
string_defs.lua51 = add_defs(string_defs.min, def_fields("gfind"))
string_defs.lua52 = string_defs.min
string_defs.lua53 = add_defs(string_defs.min, def_fields("pack", "packsize", "unpack"))
string_defs.luajit = string_defs.lua51
local file_defs = {}
file_defs.min = {
fields = {
__gc = empty,
__index = {other_fields = true},
__tostring = empty,
close = empty,
flush = empty,
lines = empty,
read = empty,
seek = empty,
setvbuf = empty,
write = empty
}
}
file_defs.lua51 = file_defs.min
file_defs.lua52 = file_defs.min
file_defs.lua53 = add_defs(file_defs.min, {fields = {__name = string_defs.lua53}})
file_defs.luajit = file_defs.min
local function make_min_def(method_defs)
local string_def = string_defs[method_defs]
local file_def = file_defs[method_defs]
return {
fields = {
_G = {other_fields = true, read_only = false},
_VERSION = string_def,
arg = {other_fields = true},
assert = empty,
collectgarbage = empty,
coroutine = def_fields("create", "resume", "running", "status", "wrap", "yield"),
debug = def_fields("debug", "gethook", "getinfo", "getlocal", "getmetatable", "getregistry",
"getupvalue", "sethook", "setlocal", "setmetatable", "setupvalue", "traceback"),
dofile = empty,
error = empty,
getmetatable = empty,
io = {
fields = {
close = empty,
flush = empty,
input = empty,
lines = empty,
open = empty,
output = empty,
popen = empty,
read = empty,
stderr = file_def,
stdin = file_def,
stdout = file_def,
tmpfile = empty,
type = empty,
write = empty
}
},
ipairs = empty,
load = empty,
loadfile = empty,
math = def_fields("abs", "acos", "asin", "atan", "ceil", "cos",
"deg", "exp", "floor", "fmod", "huge", "log",
"max", "min", "modf", "pi", "rad", "random", "randomseed",
"sin", "sqrt", "tan"),
next = empty,
os = def_fields("clock", "date", "difftime", "execute", "exit", "getenv",
"remove", "rename", "setlocale", "time", "tmpname"),
package = {
fields = {
config = string_def,
cpath = {fields = string_def.fields, read_only = false},
loaded = {other_fields = true, read_only = false},
loadlib = empty,
path = {fields = string_def.fields, read_only = false},
preload = {other_fields = true, read_only = false}
}
},
pairs = empty,
pcall = empty,
print = empty,
rawequal = empty,
rawget = empty,
rawset = empty,
require = empty,
select = empty,
setmetatable = empty,
string = string_def,
table = def_fields("concat", "insert", "remove", "sort"),
tonumber = empty,
tostring = empty,
type = empty,
xpcall = empty
}
}
end
local bit32_def = def_fields("arshift", "band", "bnot", "bor", "btest", "bxor", "extract",
"lrotate", "lshift", "replace", "rrotate", "rshift")
local lua_defs = {}
lua_defs.min = make_min_def("min")
lua_defs.lua51 = add_defs(make_min_def("lua52"), {
fields = {
debug = def_fields("getfenv", "setfenv"),
getfenv = empty,
loadstring = empty,
math = def_fields("atan2", "cosh", "frexp", "ldexp", "log10", "pow", "sinh", "tanh"),
module = empty,
newproxy = empty,
package = {
fields = {
loaders = {other_fields = true, read_only = false},
seeall = empty
}
},
setfenv = empty,
table = def_fields("maxn"),
unpack = empty
}
})
lua_defs.lua51c = add_defs(lua_defs.lua51, make_min_def("lua51"), {
fields = {
gcinfo = empty,
math = def_fields("mod"),
table = def_fields("foreach", "foreachi", "getn", "setn")
}
})
lua_defs.lua52 = add_defs(make_min_def("lua52"), {
fields = {
_ENV = {other_fields = true, read_only = false},
bit32 = bit32_def,
debug = def_fields("getuservalue", "setuservalue", "upvalueid", "upvaluejoin"),
math = def_fields("atan2", "cosh", "frexp", "ldexp", "pow", "sinh", "tanh"),
package = {
fields = {
searchers = {other_fields = true, read_only = false},
searchpath = empty
}
},
rawlen = empty,
table = def_fields("pack", "unpack")
}
})
lua_defs.lua52c = add_defs(lua_defs.lua52, {
fields = {
loadstring = empty,
math = def_fields("log10"),
module = empty,
package = {
fields = {
loaders = {other_fields = true, read_only = false},
seeall = empty
}
},
table = def_fields("maxn"),
unpack = empty
}
})
lua_defs.lua53 = add_defs(make_min_def("lua53"), {
fields = {
_ENV = {other_fields = true, read_only = false},
coroutine = def_fields("isyieldable"),
debug = def_fields("getuservalue", "setuservalue", "upvalueid", "upvaluejoin"),
math = def_fields("maxinteger", "mininteger", "tointeger", "type", "ult"),
package = {
fields = {
searchers = {other_fields = true, read_only = false},
searchpath = empty
}
},
rawlen = empty,
table = def_fields("move", "pack", "unpack"),
utf8 = {
fields = {
char = empty,
charpattern = string_defs.lua53,
codepoint = empty,
codes = empty,
len = empty,
offset = empty
}
}
}
})
lua_defs.lua53c = add_defs(lua_defs.lua53, {
fields = {
bit32 = bit32_def,
math = def_fields("atan2", "cosh", "frexp", "ldexp", "log10", "pow", "sinh", "tanh")
}
})
lua_defs.luajit = add_defs(make_min_def("luajit"), {
fields = {
bit = def_fields("arshift", "band", "bnot", "bor", "bswap", "bxor", "lshift", "rol", "ror",
"rshift", "tobit", "tohex"),
coroutine = def_fields("isyieldable"),
debug = def_fields("getfenv", "setfenv", "upvalueid", "upvaluejoin"),
gcinfo = empty,
getfenv = empty,
jit = {other_fields = true},
loadstring = empty,
math = def_fields("atan2", "cosh", "frexp", "ldexp", "log10", "mod", "pow", "sinh", "tanh"),
module = empty,
newproxy = empty,
package = {
fields = {
loaders = {other_fields = true, read_only = false},
searchpath = empty,
seeall = empty
}
},
setfenv = empty,
table = def_fields("clear", "foreach", "foreachi", "getn", "maxn", "move", "new"),
unpack = empty
}
})
lua_defs.ngx_lua = add_defs(lua_defs.luajit, {
fields = {
ngx = {other_fields = true, read_only = false},
ndk = {other_fields = true}
}
})
lua_defs.max = add_defs(lua_defs.lua51c, lua_defs.lua52c, lua_defs.lua53c, lua_defs.luajit)
for name, def in pairs(lua_defs) do
builtin_standards[name] = def_to_std(def)
end
local function detect_default_std()
if rawget(_G, "jit") then
return "luajit"
elseif _VERSION == "Lua 5.1" then
return "lua51c"
elseif _VERSION == "Lua 5.2" then
return "lua52c"
elseif _VERSION == "Lua 5.3" then
return "lua53c"
else
return "max"
end
end
builtin_standards._G = builtin_standards[detect_default_std()]
builtin_standards.busted = {
read_globals = {
"describe", "insulate", "expose", "it", "pending", "before_each", "after_each",
"lazy_setup", "lazy_teardown", "strict_setup", "strict_teardown", "setup", "teardown",
"context", "spec", "test", "assert", "spy", "mock", "stub", "finally"
}
}
builtin_standards.rockspec = {
globals = {
"rockspec_format", "package", "version", "description", "supported_platforms",
"dependencies", "external_dependencies", "source", "build"
}
}
builtin_standards.none = {}
return builtin_standards
|
function class(kls, base)
if not base then
base = { }
end
kls.__index = function (self, key)
local get = function (this, key)
local t = rawget(this, key)
if t then return t end
t = kls[key]
if t then return t end
return base[key]
end
local t = get(self, 'get_' .. key)
if t then return t(self) end
return get(self, key)
end
kls.__newindex = function (self, key, value)
local t = rawget(self, 'set_' .. key)
if t then return t(self, value) end
rawset(self, key, value)
end
setmetatable(kls, base)
return kls
end
function new(kls, ...)
local obj = { }
setmetatable(obj, kls)
obj:new(...)
return obj
end
function is(obj, kls)
repeat
if obj == kls then
return true
end
obj = getmetatable(obj)
until not obj
return false
end
function call(fn, ...)
return fn(...)
end
function apply(fn, ...)
return fn(...)
end
function length(obj)
return #obj
end
|
workspace "Learn Vulkan"
configurations {"Debug", "Release"}
architecture "x64"
project "Learn Vulkan"
location "Learn Vulkan"
kind "ConsoleApp"
language "C++"
targetdir "bin/%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}/%{prj.name}"
objdir "bin-int/%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}/%{prj.name}"
files
{
"%{prj.name}/src/**.hpp",
"%{prj.name}/src/**.cpp"
}
libdirs {"libs", "C:/VulkanSDK/1.2.176.1/Lib"}
links {"glfw3", "vulkan-1"}
includedirs {"vendor/GLFW/include", "vendor/GLM/glm", "C:/VulkanSDK/1.2.176.1/Include"}
filter "configurations:Debug"
symbols "On"
filter "configurations:Release"
optimize "On"
filter "system:windows"
cppdialect "C++17"
systemversion "10.0.19041.0"
|
return {
money = {e={["bg"]={255,0,0,255},["justify"]=3},
resize=function(self)
local d = self.d
local p=self.p
local w=200
self.h = 30
self.w = w
self.x = p.x + p.w - w
self.y = p.y
end
},
}
|
--------------------------------------------------------------------------------
local tostrlib = {}
local done = {}
local stack = {}
local depth = 0
local tostring = tostring
local apitype = common.GetApiType
local FromWs = userMods.FromWString
local s_format = string.format
local s_rep = string.rep
local s_sub = string.sub
local t_insert = table.insert
local t_remove = table.remove
local t_concat = table.concat
local t_sort = table.sort
local t_getn = table.getn
local m_floor = math.floor
--------------------------------------------------------------------------------
local function comp( tab )
local v1, v2, tv1, tv2, tk1, tk2
return function( k1, k2 )
v1, v2 = tab[ k1 ], tab[ k2 ]
tv1, tv2 = apitype( v1 ), apitype( v2 )
tk1, tk2 = apitype( k1 ), apitype( k2 )
if tv1 ~= tv2 then return tv1 < tv2 end
if tk1 ~= tk2 then return tk1 < tk2 end
if tk1 == "number" or tk1 == "string" then
return k1 < k2
else
return tostring( k1 ) < tostring( k2 )
end
end
end
--------------------------------------------------------------------------------
local function sortpairs( tab )
local list = {}
for k, _ in pairs( tab ) do t_insert( list, k ) end
t_sort( list, comp( tab ) )
local first = list[ 1 ]
local keys = {}
for i, k in pairs( list ) do keys[ k ] = list[ i + 1 ] end
return function( tab, key )
key = key == nil and first or keys[ key ]
return key, key and tab[ key ]
end, tab, nil
end
--------------------------------------------------------------------------------
function advtostring( val, flat, brief )
if val ~= nil then
flat = flat ~= false
local method = tostrlib[ apitype( val ) ] or tostrlib[ type( val ) ]
return method( val, flat, brief )
end
return tostring( val )
end
--------------------------------------------------------------------------------
local advtostring = advtostring
--------------------------------------------------------------------------------
tostrlib[ "table" ] = function( val, flat, brief )
if brief and brief <= depth then return tostring( val ) end
local out = {}
local nosub, count = true, 0
for k, v in pairs( val ) do
count = count + 1
if ( type( v ) == "table" and next( v ) ~= nil and ( not brief or brief > ( depth + 1 ) ) and stack[ v ] == nil ) or count > 8 then
nosub = false
break
end
end
if not done[ val ] then done[ val ] = "self" end
if not stack[ val ] then stack[ val ] = done[ val ] end
depth = depth + 1
local prefix = ( flat or nosub ) and " " or ( "\n" .. s_rep( "\t", depth ) )
local key, t
for k, v in sortpairs( val ) do
t = type( k )
key = s_format( t == "string" and ((string.find(k, ' ')) and "[ '%s' ] = " or "%s = ") or "[ %s ] = ", t == "string" and k or advtostring( k, true, 0 ) )
--key = s_format( t == "string" and "%s = " or "[ %s ] = ", t == "string" and k or advtostring( k, true, 0 ) )
if done[ v ] == nil then
if type( v ) == "table" then
done[ v ] = s_format( t == "string" and "%s.%s" or "%s[ %s ]", done[ val ], tostring( k ) )
end
end
if stack[ v ] == nil then
t_insert( out, s_format( "%s%s%s", prefix, key, advtostring( v, flat, brief ) ) )
else
t_insert( out, s_format( "%s%s%s", prefix, key, stack[ v ] ) )
end
t_insert( out, "," )
end
depth = depth - 1
prefix = ( flat or nosub ) and " " or ( "\n" .. s_rep( "\t", depth ) )
stack[ val ] = nil
if depth == 0 then done = {} end
if t_getn( out ) == 0 then
t_insert( out, "{}" )
else
t_remove( out )
t_insert( out, 1, "{" )
t_insert( out, prefix .. "}" )
end
return t_concat( out )
end
--------------------------------------------------------------------------------
tostrlib[ "number" ] = function( val )
return tostring( m_floor( val * 1000 + 0.5 ) / 1000 )
end
--------------------------------------------------------------------------------
tostrlib[ "string" ] = function( val )
return s_format( "\"%s\"", val )
end
--------------------------------------------------------------------------------
tostrlib[ "WString" ] = function( val )
return s_format( "WString: [[%s]]", FromWs( val ) )
end
--------------------------------------------------------------------------------
local function GetFullName( widget )
local stack = {}
repeat
t_insert( stack, 1, widget:GetName() )
t_insert( stack, 1, "." )
widget = widget:GetParent()
until widget == nil
t_remove( stack, 1 )
return t_concat( stack )
end
--------------------------------------------------------------------------------
local function widgettostring( widget )
local apitype = apitype( widget )
return s_format( "%s: %s [[%s]]: \"%s\"", apitype, s_sub( tostring( widget ), -8 ), widget:__towatch(), GetFullName( widget ) )
end
--------------------------------------------------------------------------------
tostrlib[ "FormSafe" ] = widgettostring
tostrlib[ "PanelSafe" ] = widgettostring
tostrlib[ "ButtonSafe" ] = widgettostring
tostrlib[ "TextViewSafe" ] = widgettostring
tostrlib[ "ScrollableContainerSafe" ] = widgettostring
--------------------------------------------------------------------------------
tostrlib[ "ValuedObjectLua" ] = function( val )
return s_format( "ValuedObjectLua: [[%s]]", FromWs( val:GetText() ) )
end
--------------------------------------------------------------------------------
local a_GetCurrencyInfo = avatar.GetCurrencyInfo
tostrlib[ "CurrencyId" ] = function( val )
local currency = a_GetCurrencyInfo( val )
return s_format( "CurrencyId: [[%s]] %d", FromWs( currency.name ), currency.value )
end
--------------------------------------------------------------------------------
local c_GetTexturePath = common.GetTexturePath
tostrlib[ "TextureId" ] = function( val )
return s_format( "TextureId: \"%s\"", c_GetTexturePath( val ) )
end
--------------------------------------------------------------------------------
local a_GetSpellInfo = spellLib.GetDescription
tostrlib[ "SpellId" ] = function( val )
local _t = a_GetSpellInfo( val )
return s_format( "SpellId: \"%s\"", FromWs( _t and _t.name or 'nil' ) )
end
--------------------------------------------------------------------------------
local a_GetActionGroupInfo = avatar.GetActionGroupInfo
tostrlib[ "ActionGroupId" ] = function( val )
return s_format( "ActionGroupId: [[%s]]", FromWs( a_GetActionGroupInfo( val ).name ) )
end
--------------------------------------------------------------------------------
local c_ExtractWStringFromValuedText = common.ExtractWStringFromValuedText
tostrlib[ "ValuedText" ] = function( val )
return s_format( "ValuedText: [[%s]]", FromWs( c_ExtractWStringFromValuedText( val ) ) )
end
--------------------------------------------------------------------------------
tostrlib[ "BuffId" ] = function( val )
return s_format( "BuffId: %s [[%s]]", s_sub( tostring( val ), -8 ), val:__towatch() )
end
--------------------------------------------------------------------------------
tostrlib[ "function" ] = tostring
tostrlib[ "boolean" ] = tostring
--------------------------------------------------------------------------------
tostrlib[ "userdata" ] = function( val )
return s_format( "%s: %s", apitype( val ), s_sub( tostring( val ), -8 ) )
end
--------------------------------------------------------------------------------
|
--region LuaCodeWriter
local LuaCodeWriter = fclass()
function LuaCodeWriter:ctor(config)
config = config or {}
self.blockStart = config.blockStart or '{'
self.blockEnd = config.blockEnd or '}'
self.blockFromNewLine = config.blockFromNewLine
if self.blockFromNewLine == nil then
self.blockFromNewLine = true
end
if config.usingTabs then
self.indentStr = '\t'
else
self.indentStr = ' '
end
self.usingTabs = config.usingTabs
self.endOfLine = config.endOfLine or '\n'
self.lines = {}
self.indent = 0
self:writeMark()
end
function LuaCodeWriter:writeMark()
table.insert(self.lines, '--- This is an automatically generated class by FairyGUI. Please do not modify it. ---')
table.insert(self.lines, '')
end
function LuaCodeWriter:writeln(format, ...)
if not format then
table.insert(self.lines, '')
return
end
local str = ''
for i = 0, self.indent - 1 do
str = str .. self.indentStr
end
str = str .. string.format(format, ...)
table.insert(self.lines, str)
return self
end
function LuaCodeWriter:startBlock()
if self.blockFromNewLine or #self.lines == 0 then
self:writeln(self.blockStart)
else
local str = self.lines[#self.lines]
self.lines[#self.lines] = str .. ' ' .. self.blockStart
end
self.indent = self.indent + 1
return self
end
function LuaCodeWriter:endBlock()
self.indent = self.indent - 1
self:writeln(self.blockEnd)
return self
end
function LuaCodeWriter:incIndent()
self.indent = self.indent + 1
return self
end
function LuaCodeWriter:decIndent()
self.indent = self.indent - 1
return self
end
function LuaCodeWriter:reset()
if #self.lines > 0 then
self.lines = {}
end
self.indent = 0
self:writeMark()
end
function LuaCodeWriter:tostring()
return table.concat(self.lines, self.endOfLine)
end
function LuaCodeWriter:save(filePath)
local str = table.concat(self.lines, self.endOfLine)
CS.System.IO.File.WriteAllText(filePath, str)
end
--endregion
local projectCustomPropertiesDic;
local customPropKeys = {
key_gen_lua = { name = "key_gen_lua", default_value = "true" },
key_lua_file_extension_name = { name = "key_lua_file_extension_name", default_value = "lua" },
key_lua_path_root = { name = "key_lua_path_root", default_value = "UIGenCode/" },
key_wrapper_namespace = { name = "key_wrapper_namespace", default_value = "CS.FairyGUI" },
}
local function get_project_custom_property_value(key_name)
if (projectCustomPropertiesDic and projectCustomPropertiesDic:ContainsKey(key_name)) then
return projectCustomPropertiesDic:get_Item(key_name);
else
return customPropKeys[key_name].default_value;
end
end
function onPublish(handler)
if not handler.genCode or handler.publishDescOnly then
return
end
projectCustomPropertiesDic = App.project:GetSettings("CustomProperties").elements;
local gen_lua = get_project_custom_property_value(customPropKeys.key_gen_lua.name);
if (gen_lua == "true") then
handler.genCode = false --prevent default output
App.consoleView:Clear();
fprint("Handling gen lua code in plugin.")
genCode(handler)
end
end
function genCode(handler)
local settings = handler.project:GetSettings("Publish").codeGeneration
local codePkgName = handler:ToFilename(handler.pkg.name); --convert chinese to pinyin, remove special chars etc.
local exportCodePath = handler.exportCodePath .. '/' .. codePkgName
local lua_file_extension_name = get_project_custom_property_value(customPropKeys.key_lua_file_extension_name.name);
local lua_path_root = get_project_custom_property_value(customPropKeys.key_lua_path_root.name);
lua_path_root = string.gsub(lua_path_root, "/", ".");
lua_path_root = string.gsub(lua_path_root, "\\", ".");
local namespaceName = codePkgName
local key_wrapper_namespace = get_project_custom_property_value(customPropKeys.key_wrapper_namespace.name);
if settings.packageName ~= nil and settings.packageName ~= '' then
namespaceName = settings.packageName .. '.' .. namespaceName;
end
--CollectClasses(stripeMemeber, stripeClass, fguiNamespace)
local classes = handler:CollectClasses(settings.ignoreNoname, settings.ignoreNoname, key_wrapper_namespace)
handler:SetupCodeFolder(exportCodePath, lua_file_extension_name) --check if target folder exists, and delete old files
local getMemberByName = settings.getMemberByName
local classTemplateTxt = CS.System.IO.File.ReadAllText(PluginPath .. "/component_template.txt");
if (classTemplateTxt == "") then
fprint("component_template.txt content null.")
return ;
end
local classCnt = classes.Count
local writer = LuaCodeWriter.new({ blockFromNewLine = false, usingTabs = true })
for i = 0, classCnt - 1 do
local _classTemplateTxt = classTemplateTxt;
local classInfo = classes[i]
local members = classInfo.members
writer:reset()
_classTemplateTxt = string.gsub(_classTemplateTxt, "$className", classInfo.className);
_classTemplateTxt = string.gsub(_classTemplateTxt, "$superClassName", classInfo.superClassName);
if (key_wrapper_namespace ~= "") then
_classTemplateTxt = string.gsub(_classTemplateTxt, "$namespace", key_wrapper_namespace .. ".");
else
_classTemplateTxt = string.gsub(_classTemplateTxt, "$namespace", "");
end
local _classFieldAnnotation = string.format('---@field public %s %s\n', "__ui", classInfo.superClassName);
local memberCnt = members.Count
for j = 0, memberCnt - 1 do
if (j > 0) then
_classFieldAnnotation = _classFieldAnnotation .. "\n";
end
local memberInfo = members[j]
_classFieldAnnotation = _classFieldAnnotation .. string.format('---@field public %s %s', memberInfo.varName, memberInfo.type);
end
_classTemplateTxt = string.gsub(_classTemplateTxt, "$classFieldAnnotation", _classFieldAnnotation);
local _childClassConstructors = "---@sub item class constructor\n"
local findCustomUI = false
for j = 0, memberCnt - 1 do
if (j > 0) then
_childClassConstructors = _childClassConstructors .. "\n";
end
local memberInfo = members[j]
if string.find(memberInfo.type, "UI_") then
findCustomUI = true
_childClassConstructors = _childClassConstructors .. string.format('local class_%s\n', memberInfo.type)
_childClassConstructors = _childClassConstructors .. string.format('if %s then\n', memberInfo.type)
_childClassConstructors = _childClassConstructors .. string.format(' class_%s = %s\n', memberInfo.type, memberInfo.type)
_childClassConstructors = _childClassConstructors .. string.format('else\n')
_childClassConstructors = _childClassConstructors .. string.format(' class_%s = require("%s%s.%s")\n', memberInfo.type, lua_path_root, codePkgName, memberInfo.type)
_childClassConstructors = _childClassConstructors .. "end"
end
end
if not findCustomUI then
_childClassConstructors = ""
end
_classTemplateTxt = string.gsub(_classTemplateTxt, "$childClassConstructors", _childClassConstructors);
local _urlValue = string.format('"ui://%s%s"', handler.pkg.id, classInfo.classId)
_classTemplateTxt = string.gsub(_classTemplateTxt, "$urlValue", _urlValue);
_classTemplateTxt = string.gsub(_classTemplateTxt, "$uiPackageName", handler.pkg.name);
_classTemplateTxt = string.gsub(_classTemplateTxt, "$uiResName", classInfo.resName);
local _classFieldInstatiation = "";
for j = 0, memberCnt - 1 do
local memberInfo = members[j]
if j > 0 then
_classFieldInstatiation = _classFieldInstatiation .. "\n";
end
_classFieldInstatiation = _classFieldInstatiation .. "\t";
if memberInfo.group == 0 then
local getChildString = ""
if getMemberByName then
getChildString = string.format('GetChild("%s")', memberInfo.name)
else
getChildString = string.format('GetChildAt("%s")', memberInfo.index)
end
if string.find(memberInfo.type, "UI_") then
_classFieldInstatiation = _classFieldInstatiation .. string.format('self.%s = class_%s.CreateFromInst(self.__ui:%s);', memberInfo.varName, memberInfo.type, getChildString);
else
_classFieldInstatiation = _classFieldInstatiation .. string.format('self.%s = self.__ui:%s;', memberInfo.varName, getChildString);
end
elseif memberInfo.group == 1 then
if getMemberByName then
_classFieldInstatiation = _classFieldInstatiation .. string.format('self.%s = self.__ui:GetController("%s");', memberInfo.varName, memberInfo.name);
else
_classFieldInstatiation = _classFieldInstatiation .. string.format('self.%s = self.__ui:GetControllerAt("%s");', memberInfo.varName, memberInfo.index);
end
else
if getMemberByName then
_classFieldInstatiation = _classFieldInstatiation .. string.format('self.%s = self.__ui:GetTransition("%s");', memberInfo.varName, memberInfo.name);
else
_classFieldInstatiation = _classFieldInstatiation .. string.format('self.%s = self.__ui:GetTransitionAt("%s");', memberInfo.varName, memberInfo.index);
end
end
end
_classTemplateTxt = string.gsub(_classTemplateTxt, "$classFieldInstantiation", _classFieldInstatiation);
writer:writeln('%s', _classTemplateTxt);
writer:save(exportCodePath .. '/' .. classInfo.className .. '.' .. lua_file_extension_name)
end
writer:reset()
local binderTemplateTxt = CS.System.IO.File.ReadAllText(PluginPath .. "/binder_template.txt");
if (binderTemplateTxt == "") then
fprint("binder_template.txt content null.")
return ;
end
local binderName = codePkgName .. 'Binder'
local _requireStatement = "";
for i = 0, classCnt - 1 do
if (i > 0) then
_requireStatement = _requireStatement .. "\n";
end
local classInfo = classes[i]
_requireStatement = _requireStatement .. string.format('_G.%s = require("%s%s.%s");', classInfo.className, lua_path_root, codePkgName, classInfo.className);
end
binderTemplateTxt = string.gsub(binderTemplateTxt, "$requireStatement", _requireStatement);
binderTemplateTxt = string.gsub(binderTemplateTxt, "$binderClassName", binderName);
local _bindStatement = "";
for i = 0, classCnt - 1 do
if (i > 0) then
_bindStatement = _bindStatement .. "\n";
end
local classInfo = classes[i]
_bindStatement = _bindStatement .. "\t";
if (key_wrapper_namespace ~= "") then
_bindStatement = _bindStatement .. string.format('%sUIObjectFactory.SetPackageItemExtension(%s.URL, typeof(%s));', key_wrapper_namespace .. ".", classInfo.className, classInfo.className);
else
_bindStatement = _bindStatement .. string.format('UIObjectFactory.SetPackageItemExtension(%s.URL,typeof(%s));', classInfo.className, classInfo.className);
end
end
binderTemplateTxt = string.gsub(binderTemplateTxt, "$bindStatement", _bindStatement);
writer:writeln('%s', binderTemplateTxt);
writer:save(exportCodePath .. '/' .. binderName .. '.' .. lua_file_extension_name)
writer:reset()
local _readSuccess, _initTxt = pcall(function()
return CS.System.IO.File.ReadAllText(handler.exportCodePath .. "/init.lua");
end);
if(not _readSuccess) then
_initTxt = "";
end
local _requireStatement = string.format('local %s = require("%s%s.%s");',binderName, lua_path_root,codePkgName, binderName);
_requireStatement = _requireStatement .. string.format('\n%s:BindAll();',binderName);
if(string.find(_initTxt,_requireStatement,1,true) == nil) then
_requireStatement = _requireStatement .. "\n";
_initTxt = _initTxt .. _requireStatement;
CS.System.IO.File.WriteAllText(handler.exportCodePath .. "/init.lua", _initTxt);
end
end
|
DifferentialType = {}
---@type number
DifferentialType.Open_4W = 3
---@type number
DifferentialType.Open_RearDrive = 5
---@type number
DifferentialType.LimitedSlip_FrontDrive = 1
---@type number
DifferentialType.LimitedSlip_RearDrive = 2
---@type number
DifferentialType.LimitedSlip_4W = 0
---@type number
DifferentialType.Open_FrontDrive = 4
|
-- Note: starting with Redis 5, the replication method described in this section (scripts effects replication) is the default and does not need to be explicitly enabled.
redis.replicate_commands();
local namespace = KEYS[1];
local configId = ARGV[1];
local targetVersion = ARGV[2];
local op = 'rollback';
local versionField = "version";
local hashField = "hash";
local configIdxKey = namespace .. ":cfg_idx";
local configHistoryIdxKey = namespace .. ":cfg_htr_idx:" .. configId;
local configKey = namespace .. ":cfg:" .. configId;
local function getConfigHistoryKey(version)
return namespace .. ":cfg_htr:" .. configId .. ":" .. tostring(version);
end
local targetConfigHistoryKey = getConfigHistoryKey(targetVersion);
local targetHistoryConfigArray = redis.call("hgetall", targetConfigHistoryKey)
if #targetHistoryConfigArray == 0 then
return 0;
end
local function arrayToDictionary(arrayTable)
local dicTable = {};
for idx, val in ipairs(arrayTable) do
if idx % 2 == 1 then
dicTable[val] = arrayTable[idx + 1]
end
end
return dicTable;
end
local function addHistory(currentVersion, configKey, op)
local configHistoryKey = getConfigHistoryKey(currentVersion);
redis.call("zadd", configHistoryIdxKey, currentVersion, configHistoryKey);
redis.call("rename", configKey, configHistoryKey);
local opTime = redis.call('time')[1];
return redis.call("hmset", configHistoryKey, 'op', op, "opTime", opTime);
end
local targetHistoryConfig = arrayToDictionary(targetHistoryConfigArray);
local targetHash = targetHistoryConfig[hashField];
local currentHash = redis.call("hget", configKey, hashField)
if (currentHash ~= nil) and (currentHash == targetHash) then
return 0;
end
redis.call("sadd", configIdxKey, configKey, configKey)
local currentVersion = redis.call("hget", configKey, versionField)
local nextVersion = currentVersion + 1;
addHistory(currentVersion, configKey, op)
local data = targetHistoryConfig["data"];
local createTime = redis.call('time')[1];
local result = redis.call("hmset", configKey, "configId", configId, "data", data, hashField, targetHash, versionField, nextVersion, "createTime", createTime);
redis.call("publish", configKey, op);
return result;
|
if not modules then modules = { } end modules ['mtx-server'] = {
version = 1.001,
comment = "companion to mtxrun.lua",
author = "Hans Hagen & Taco Hoekwater",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
local helpinfo = [[
<?xml version="1.0"?>
<application>
<metadata>
<entry name="name">mtx-server</entry>
<entry name="detail">Simple Webserver For Helpers</entry>
<entry name="version">0.10</entry>
</metadata>
<flags>
<category name="basic">
<subcategory>
<flag name="start"><short>start server</short></flag>
<flag name="port"><short>port to listen to</short></flag>
<flag name="root"><short>server root</short></flag>
<flag name="scripts"><short>scripts sub path</short></flag>
<flag name="index"><short>index file</short></flag>
<flag name="auto"><short>start on own path</short></flag>
</subcategory>
</category>
</flags>
</application>
]]
local application = logs.application {
name = "mtx-server",
banner = "Simple Webserver For Helpers 0.10",
helpinfo = helpinfo,
}
local tonumber, tostring, loadfile, type = tonumber, tostring, loadfile, type
local find, gsub = string.find, string.gsub
local joinpath, filesuffix, dirname, is_qualified_path = file.join, file.suffix, file.dirname, file.is_qualified_path
local loaddata = io.loaddata
local P, C, patterns, lpegmatch = lpeg.P, lpeg.C, lpeg.patterns, lpeg.match
local formatters = string.formatters
local urlhashed, urlquery = url.hashed, url.query
local report = application.report
local gettime = os.gettimeofday or os.clock
scripts = scripts or { }
scripts.webserver = scripts.webserver or { }
dofile(resolvers.findfile("luat-soc.lua","tex"))
local socket = socket or require("socket")
----- http = http or require("socket.http") -- not needed
-- The following two lists are taken from webrick (ruby) and
-- extended with a few extra suffixes.
local mimetypes = {
ai = 'application/postscript',
asc = 'text/plain',
avi = 'video/x-msvideo',
bin = 'application/octet-stream',
bmp = 'image/bmp',
bz2 = 'application/x-bzip2',
cer = 'application/pkix-cert',
class = 'application/octet-stream',
crl = 'application/pkix-crl',
crt = 'application/x-x509-ca-cert',
css = 'text/css',
dms = 'application/octet-stream',
doc = 'application/msword',
dvi = 'application/x-dvi',
eps = 'application/postscript',
etx = 'text/x-setext',
exe = 'application/octet-stream',
gif = 'image/gif',
gz = 'application/x-tar',
hqx = 'application/mac-binhex40',
htm = 'text/html',
html = 'text/html',
jpe = 'image/jpeg',
jpeg = 'image/jpeg',
jpg = 'image/jpeg',
lha = 'application/octet-stream',
lzh = 'application/octet-stream',
mov = 'video/quicktime',
mpe = 'video/mpeg',
mpeg = 'video/mpeg',
mpg = 'video/mpeg',
pbm = 'image/x-portable-bitmap',
pdf = 'application/pdf',
pgm = 'image/x-portable-graymap',
png = 'image/png',
pnm = 'image/x-portable-anymap',
ppm = 'image/x-portable-pixmap',
ppt = 'application/vnd.ms-powerpoint',
ps = 'application/postscript',
qt = 'video/quicktime',
ras = 'image/x-cmu-raster',
rb = 'text/plain',
rd = 'text/plain',
rgb = 'image/x-rgb',
rtf = 'application/rtf',
sgm = 'text/sgml',
sgml = 'text/sgml',
snd = 'audio/basic',
tar = 'application/x-tar',
tgz = 'application/x-tar',
tif = 'image/tiff',
tiff = 'image/tiff',
txt = 'text/plain',
xbm = 'image/x-xbitmap',
xls = 'application/vnd.ms-excel',
xml = 'text/xml',
xpm = 'image/x-xpixmap',
xwd = 'image/x-xwindowdump',
zip = 'application/zip',
}
local messages = {
[100] = 'Continue',
[101] = 'Switching Protocols',
[200] = 'OK',
[201] = 'Created',
[202] = 'Accepted',
[203] = 'Non-Authoritative Information',
[204] = 'No Content',
[205] = 'Reset Content',
[206] = 'Partial Content',
[300] = 'Multiple Choices',
[301] = 'Moved Permanently',
[302] = 'Found',
[303] = 'See Other',
[304] = 'Not Modified',
[305] = 'Use Proxy',
[307] = 'Temporary Redirect',
[400] = 'Bad Request',
[401] = 'Unauthorized',
[402] = 'Payment Required',
[403] = 'Forbidden',
[404] = 'Not Found',
[405] = 'Method Not Allowed',
[406] = 'Not Acceptable',
[407] = 'Proxy Authentication Required',
[408] = 'Request Timeout',
[409] = 'Conflict',
[410] = 'Gone',
[411] = 'Length Required',
[412] = 'Precondition Failed',
[413] = 'Request Entity Too Large',
[414] = 'Request-URI Too Large',
[415] = 'Unsupported Media Type',
[416] = 'Request Range Not Satisfiable',
[417] = 'Expectation Failed',
[500] = 'Internal Server Error',
[501] = 'Not Implemented',
[502] = 'Bad Gateway',
[503] = 'Service Unavailable',
[504] = 'Gateway Timeout',
[505] = 'HTTP Version Not Supported',
}
local f_content_length = formatters["Content-Length: %s\r\n"]
local f_content_type = formatters["Content-Type: %s\r\n"]
local f_error_title = formatters["<head><title>%s %s</title></head><html><h2>%s %s</h2></html>"]
local handlers = { }
local function errormessage(client,configuration,n)
local data = f_error_title(n,messages[n],n,messages[n])
report("handling error %s: %s",n,messages[n])
handlers.generic(client,configuration,data,nil,true)
end
local validpaths, registered = { }, { }
function scripts.webserver.registerpath(name)
if not registered[name] then
local cleanname = gsub(name,"%.%.","deleted-parent")
report("registering path: %s",cleanname)
validpaths[#validpaths+1] = cleanname
registered[name] = true
end
end
function handlers.generic(client,configuration,data,suffix,iscontent)
local name = data
if not iscontent then
report("requested file: %s",name)
local fullname = joinpath(configuration.root,name)
data = loaddata(fullname) or ""
if data == "" then
for n=1,#validpaths do
local fullname = joinpath(validpaths[n],name)
data = loaddata(fullname) or ""
if data ~= "" then
report("sending generic file: %s",fullname)
break
end
end
else
report("sending generic file: %s",fullname)
end
end
if data and data ~= "" then
client:send("HTTP/1.1 200 OK\r\n")
client:send("Connection: close\r\n")
client:send(f_content_length(#data))
client:send(f_content_type(suffix and mimetypes[suffix] or "text/html"))
client:send("Cache-Control: no-cache, no-store, must-revalidate, max-age=0\r\n")
client:send("\r\n")
client:send(data)
client:send("\r\n")
else
report("unknown file: %s",tostring(name))
errormessage(client,configuration,404)
end
end
-- return os.date()
-- return { content = "crap" }
-- return function(configuration,filename)
-- return { content = filename }
-- end
local loaded = { }
function handlers.lua(client,configuration,filename,suffix,iscontent,hashed) -- filename will disappear, and become hashed.filename
local filename = joinpath(configuration.scripts,filename)
if not is_qualified_path(filename) then
filename = joinpath(configuration.root,filename)
end
-- todo: split url in components, see l-url; rather trivial
local result, keep = loaded[filename], false
if result then
report("reusing script: %s",filename)
else
report("locating script: %s",filename)
if lfs.isfile(filename) then
report("loading script: %s",filename)
result = loadfile(filename)
report("return type: %s",type(result))
if result and type(result) == "function" then
-- result() should return a table { [type=,] [length=,] content= }, function or string
result, keep = result()
if keep then
report("saving script: %s",type(result))
loaded[filename] = result
end
end
else
report("problematic script: %s",filename)
errormessage(client,configuration,404)
end
end
if result then
if type(result) == "function" then
report("running script: %s",filename)
result = result(configuration,filename,hashed) -- second argument will become query
end
if result and type(result) == "string" then
result = { content = result }
end
if result and type(result) == "table" then
if result.content then
local suffix = result.type or "text/html"
local action = handlers[suffix] or handlers.generic
action(client,configuration,result.content,suffix,true) -- content
elseif result.filename then
local suffix = filesuffix(result.filename) or "text/html"
local action = handlers[suffix] or handlers.generic
action(client,configuration,result.filename,suffix,false) -- filename
else
report("no content of filename in result")
errormessage(client,configuration,404)
end
else
report("no valid result")
errormessage(client,configuration,500)
end
else
report("no result")
errormessage(client,configuration,404)
end
end
handlers.luc = handlers.lua
handlers.html = handlers.htm
local indices = { "index.htm", "index.html" }
local portnumber = 8088
local newline = patterns.newline
local spacer = patterns.spacer
local whitespace = patterns.whitespace
local method = P("GET")
+ P("POST")
local identify = (1-method)^0
* C(method)
* spacer^1
* C((1-spacer)^1)
* spacer^1
* P("HTTP/")
* (1-whitespace)^0
* C(P(1)^0)
function scripts.webserver.run(configuration)
-- check configuration
configuration.port = tonumber(configuration.port or os.getenv("MTX_SERVER_PORT") or portnumber) or portnumber
if not configuration.root or not lfs.isdir(configuration.root) then
configuration.root = os.getenv("MTX_SERVER_ROOT") or "."
end
-- locate root and index file in tex tree
if not lfs.isdir(configuration.root) then
for i=1,#indices do
local name = indices[i]
local root = resolvers.resolve("path:" .. name) or ""
if root ~= "" then
configuration.root = root
configuration.index = configuration.index or name
break
end
end
end
configuration.root = dir.expandname(configuration.root)
if not configuration.index then
for i=1,#indices do
local name = indices[i]
if lfs.isfile(joinpath(configuration.root,name)) then
configuration.index = name -- we will prepend the rootpath later
break
end
end
configuration.index = configuration.index or "unknown"
end
if not configuration.scripts or configuration.scripts == "" then
configuration.scripts = dir.expandname(joinpath(configuration.root or ".",configuration.scripts or "."))
end
-- so far for checks
report("running at port: %s",configuration.port)
report("document root: %s",configuration.root or resolvers.ownpath)
report("main index file: %s",configuration.index)
report("scripts subpath: %s",configuration.scripts)
report("context services: http://localhost:%s/mtx-server-ctx-startup.lua",configuration.port)
local server = assert(socket.bind("*", configuration.port))
local script = configuration.script
while true do -- blocking
-- local start = gettime()
local client = server:accept()
client:settimeout(configuration.timeout or 60)
local request, e = client:receive()
if e then
-- probably a time out
-- errormessage(client,configuration,404)
else
local from = client:getpeername()
report("request from: %s",tostring(from))
report("request data: %s",tostring(request))
-- local fullurl = match(request,"(GET) (.+) HTTP/.*$") or "" -- todo: more clever / post
-- if fullurl == "" then
local method, fullurl, body = lpegmatch(identify,request)
if method == "" or fullurl == "" then
report("no url")
errormessage(client,configuration,404)
else
-- todo: method: POST
fullurl = url.unescapeget(fullurl)
report("requested url: %s",fullurl)
-- fullurl = socket.url.unescape(fullurl) -- happens later
local hashed = urlhashed(fullurl)
local query = urlquery(hashed.query)
local filename = hashed.path -- hm, not query?
hashed.body = body
if script then
filename = script
report("forced script: %s",filename)
local suffix = filesuffix(filename)
local action = handlers[suffix] or handlers.generic
if action then
report("performing action: %s",filename)
action(client,configuration,filename,suffix,false,hashed) -- filename and no content
else
report("invalid action: %s",filename)
errormessage(client,configuration,404)
end
elseif filename then
local rawname = socket.url.unescape(filename)
filename = rawname
report("requested action: %s",filename or "?")
if find(filename,"%.%.") then
filename = nil -- invalid path
end
if filename == nil or filename == "" or filename == "/" then
filename = configuration.index
report("invalid filename, forcing: %s",filename)
end
local suffix = filesuffix(filename)
local action = handlers[suffix] or handlers.generic
if action then
report("performing action: %s",filename or "?")
action(client,configuration,filename,suffix,false,hashed) -- filename and no content
else
report("invalid action: %s",filename or "?")
errormessage(client,configuration,404)
end
else
report("invalid request")
errormessage(client,configuration,404)
end
end
end
client:close()
-- report("time spent with client: %0.03f seconds",gettime()-start)
end
end
if environment.argument("auto") then
local path = resolvers.findfile("mtx-server.lua") or "."
scripts.webserver.run {
port = environment.argument("port"),
root = environment.argument("root") or dirname(path) or ".",
scripts = environment.argument("scripts") or dirname(path) or ".",
script = environment.argument("script"),
}
elseif environment.argument("start") then
scripts.webserver.run {
port = environment.argument("port"),
root = environment.argument("root") or ".", -- "e:/websites/www.pragma-ade.com",
index = environment.argument("index"),
scripts = environment.argument("scripts"),
script = environment.argument("script"),
}
elseif environment.argument("exporthelp") then
application.export(environment.argument("exporthelp"),environment.files[1])
else
application.help()
end
-- mtxrun --script server --start => http://localhost:8088/mtx-server-ctx-startup.lua
|
return {'osogovgebergte'}
|
local M = {}
M.user_mgr = nil
M.common_handler = nil
return M
|
local ffi = require 'ffi'
require 'exports.mswindows.guids'
ffi.cdef [[
typedef struct WAVEFORMATEX {
uint16_t wFormatTag;
uint16_t nChannels;
uint32_t nSamplesPerSec;
uint32_t nAvgBytesPerSec;
uint16_t nBlockAlign;
uint16_t wBitsPerSample;
uint16_t cbSize;
} WAVEFORMATEX;
#pragma pack(1)
typedef struct WAVEFORMATEXTENSIBLE {
uint16_t wFormatTag;
uint16_t nChannels;
uint32_t nSamplesPerSec;
uint32_t nAvgBytesPerSec;
uint16_t nBlockAlign;
uint16_t wBitsPerSample;
uint16_t cbSize;
uint16_t wValidBitsPerSample;
uint32_t dwChannelMask;
GUID SubFormat;
} WAVEFORMATEXTENSIBLE;
#pragma pack(pop)
enum {
WAVE_FORMAT_PCM = 0x0001,
WAVE_FORMAT_EXTENSIBLE = 0xFFFE
};
]]
return ffi.C
|
require "scripts.GameUtils"
require "scripts/library/timers"
--require("gamemode.spark.abilities...runes.bounty_rune")
local Rune =
{
Properties =
{
rune_type = {default = "bounty_rune", description = ""},
},
}
function Rune:OnActivate()
Debug.Log("Rune:OnActivate")
CreateTimer(function()
self:Init()
end,0.1);
end
function Rune:Init()
self.rightClickHandler = OnRightClickedNotificationBus.Connect(self,self.entityId)
self.pickupAbility = CreateAbility("runes/"..self.Properties.rune_type)
end
function Rune:OnRightClickedFilter()
Debug.Log("Rune:OnRightClicked()");
FilterResult(FilterResult.FILTER_PREVENT);
local unitId = SelectionRequestBus.Broadcast.GetMainSelectedUnit()
if not HasTag(unitId,"hero") then return end
local castContext = CastContext()
castContext.Caster = unitId
castContext.Target = self.entityId
castContext.Ability = GetId(self.pickupAbility)
castContext.BehaviorUsed = CastingBehavior(CastingBehavior.UNIT_TARGET)
UnitRequestBus.Event.NewOrder(unitId,CastOrder(castContext),false);
end
function Rune:OnDeactivate()
if self.pickupAbility then
self.pickupAbility:DetachAndDestroy();
self.rightClickHandler:Disconnect()
end
end
return Rune;
|
local room_max_players = 12
onEvent("PacketReceived", function(channel, id, packet)
if channel ~= "bots" then return end
if id == 0 then
if packet == room.shortName then
tfm.exec.setRoomMaxPlayers(room_max_players + 10)
addNewTimer(15000, tfm.exec.setRoomMaxPlayers, room_max_players)
end
end
end)
|
local openssl = require'openssl'
local ssl,pkey,x509 = openssl.ssl,openssl.pkey,openssl.x509
local M = {}
local function load(path)
local f = assert(io.open(path,'r'))
if f then
local c = f:read('*all')
f:close()
return c
end
end
function M.new(params)
local protocol = params.protocol and string.upper(string.sub(params.protocol,1,3))
..string.sub(params.protocol,4,-1) or 'TLSv1_2'
local ctx = ssl.ctx_new(protocol,params.ciphers)
local xkey = nil
if (type(params.password)=='nil') then
xkey = assert(pkey.read(load(params.key),true,'pem'))
elseif (type(params.password)=='string') then
xkey = assert(pkey.read(load(params.key),true,'pem',params.password))
elseif (type(params.password)=='function') then
local p = assert(params.password())
xkey = assert(pkey.read(load(params.key),true,'pem',p))
end
assert(xkey)
local xcert = nil
if (params.certificate) then
xcert = assert(x509.read(load(params.certificate)))
end
assert(ctx:use( xkey, xcert))
if(params.cafile or params.capath) then
ctx:verify_locations(params.cafile,params.capath)
end
unpack = unpack or table.unpack
if(params.verify) then
ctx:verify_mode(params.verify)
end
if params.options then
local args = {}
for i=1,#params.options do
table.insert(args,params.options[i])
end
ctx:options(unpack(args))
end
if params.verifyext then
for k,v in pairs(params.verifyext) do
params.verifyext[k] = string.gsub(v,'lsec_','')
end
ctx:set_cert_verify(params.verifyext)
end
if params.dhparam then
ctx:set_tmp('dh',params.dhparam)
end
if params.curve then
ctx:set_tmp('ecdh',params.curve)
end
return ctx
end
return M
|
class("HarvestResourceCommand", pm.SimpleCommand).execute = function (slot0, slot1)
slot3 = id2res(slot2)
slot5 = getProxy(PlayerProxy).getData(slot4)
slot6 = nil
if slot1:getBody() == 1 then
slot6 = slot5:getLevelMaxGold()
elseif slot2 == 2 then
slot6 = slot5:getLevelMaxOil()
end
if slot6 <= slot5[slot3] then
pg.TipsMgr.GetInstance():ShowTips(i18n("player_harvestResource_error_fullBag"))
return
end
pg.ConnectionMgr.GetInstance():Send(11013, {
number = 0,
type = slot2
}, 11014, function (slot0)
if slot0.result == 0 then
if slot0 - slot1[] < slot1[slot2 .. "Field"] then
slot1:addResources({
[slot2] = slot1
})
slot1[slot2 .. "Field"] = slot1[slot2 .. "Field"] - slot1
else
slot1:addResources({
[slot1[slot2 .. "Field"]] = slot1[slot2 .. "Field"]
})
slot1[slot2 .. "Field"] = 0
end
slot3:updatePlayer(slot1)
slot3:sendNotification(GAME.HARVEST_RES_DONE, {
type = GAME.HARVEST_RES_DONE,
outPut = slot2
})
pg.CriMgr.GetInstance():PlaySoundEffect_V3(SFX_UI_ACADEMY_GETMATERIAL)
else
pg.TipsMgr.GetInstance():ShowTips(errorTip("player_harvestResource", slot0.result))
end
end)
end
return class("HarvestResourceCommand", pm.SimpleCommand)
|
X = {}
local IBUtil = require(GetScriptDirectory() .. "/ItemBuildlogic");
local npcBot = GetBot();
local talents = IBUtil.FillTalenTable(npcBot);
local skills = IBUtil.FillSkillTable(npcBot, IBUtil.GetSlotPattern(3));
X["items"] = {
"item_poor_mans_shield",
"item_boots",
"item_magic_wand",
"item_phase_boots",
"item_desolator",
"item_sange_and_yasha",
"item_silver_edge",
"item_blink",
"item_monkey_king_bar"
};
X["skills"] = IBUtil.GetBuildPattern(
"normal",
{1,2,1,2,1,4,1,2,2,3,4,3,3,3,4}, skills,
{2,4,5,8}, talents
);
return X
|
name = "Dig"
author = "MeltWS"
description = [[Dig Maps]]
local pf = require "Pathfinder/MoveToApp" -- requesting table with methods
local map = nil
local DigMaps = {
"Route 15",
"Route 14",
}
function onPathAction()
map = getMapName()
if not pf.moveTo(map, DigMaps[1]) then
table.remove(DigMaps, 1)
if DigMaps[1] then
log("Map " .. map .. ", no more dig to do, moving to:" .. tostring(DigMaps[1]))
pf.moveTo(map, DigMaps[1])
else fatal("No more maps to dig")
end
end
end
function onBattleAction()
run()
end
|
-- Called on Spell Start
-- Blinks the target to the target point, if the point is beyond max blink range then blink the maximum range]]
function Blink(keys)
local point = keys.target_points[1]
local caster = keys.caster
local casterPos = caster:GetAbsOrigin()
local difference = point - casterPos
difference.z = 0.0
local difference_norm_vector = difference:Normalized()
local ability = keys.ability
local ability_level = ability:GetLevel() - 1
local range = ability:GetLevelSpecialValueFor("blink_range", ability_level)
if difference:Length2D() > range then
point = casterPos + difference_norm_vector * range
end
-- Start Particle
local blinkIndex = ParticleManager:CreateParticle("particles/items_fx/blink_dagger_start.vpcf", PATTACH_ABSORIGIN, caster)
Timers:CreateTimer( 1, function()
ParticleManager:DestroyParticle(blinkIndex, false)
ParticleManager:ReleaseParticleIndex(blinkIndex)
return nil
end
)
-- Teleporting caster and preventing getting stuck
FindClearSpaceForUnit(caster, point, false)
-- Disjoint disjointable/dodgeable projectiles
ProjectileManager:ProjectileDodge(caster)
-- End Particle
local blink_end_index = ParticleManager:CreateParticle("particles/items_fx/blink_dagger_end.vpcf", PATTACH_ABSORIGIN, caster)
ParticleManager:ReleaseParticleIndex(blink_end_index)
end
|
--!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 has_flags.lua
--
-- imports
import("core.base.option")
import("core.project.config")
import("lib.detect.cache")
import("lib.detect.find_tool")
-- has the given flags for the current tool?
--
-- @param name the tool name
-- @param flags the flags
-- @param opt the argument options, .e.g {verbose = false, program = "", toolkind = "[cc|cxx|ld|ar|sh|gc|rc|dc|mm|mxx]"}
--
-- @return true or false
--
-- @code
-- local ok = has_flags("clang", "-g")
-- local ok = has_flags("clang", {"-g", "-O0"}, {program = "xcrun -sdk macosx clang"})
-- local ok = has_flags("clang", "-g", {toolkind = "cxx"})
-- @endcode
--
function main(name, flags, opt)
-- init options
opt = opt or {}
-- find tool program and version first
opt.version = true
local tool = find_tool(name, opt)
if not tool then
return false
end
-- wrap flags
flags = table.wrap(flags)
-- split flag group, .e.g "-I /xxx" => {"-I", "/xxx"}
local results = {}
for _, flag in ipairs(flags) do
flag = flag:trim()
if #flag > 0 then
if flag:find(" ", 1, true) then
table.join2(results, os.argv(flag))
else
table.insert(results, flag)
end
end
end
flags = results
-- init tool
opt.toolname = tool.name
opt.program = tool.program
opt.programver = tool.version
-- get tool arch
--
-- some tools select arch by path environment, not be flags, .e.g cl.exe of msvc)
-- so, it will affect the cache result
--
local arch = config.get("arch") or os.arch()
-- init cache key
local key = tool.program .. "_" .. (tool.version or "") .. "_" .. (opt.toolkind or "") .. "_" .. table.concat(flags, " ") .. "_" .. arch
-- @note avoid detect the same program in the same time if running in the coroutine (.e.g ccache)
local coroutine_running = coroutine.running()
if coroutine_running then
while _g._checking ~= nil and _g._checking == key do
local curdir = os.curdir()
coroutine.yield()
os.cd(curdir)
end
end
-- attempt to get result from cache first
local cacheinfo = cache.load("lib.detect.has_flags")
local result = cacheinfo[key]
if result ~= nil then
return result
end
-- detect.tools.xxx.has_flags(flags, opt)?
_g._checking = ifelse(coroutine_running, key, nil)
local hasflags = import("detect.tools." .. tool.name .. ".has_flags", {try = true})
local errors = nil
if hasflags then
result, errors = hasflags(flags, opt)
else
result = try { function () os.runv(tool.program, flags); return true end, catch { function (errs) errors = errs end }}
end
_g._checking = nil
-- trace
if option.get("verbose") or opt.verbose then
cprint("checking for the flags(%s) %s ... %s", path.filename(tool.program), table.concat(flags, " "), ifelse(result, "${green}ok", "${red}no"))
if errors and #errors > 0 then
cprint("${dim red}check error:${clear}${dim} %s", errors:trim())
end
end
-- save result to cache
cacheinfo[key] = ifelse(result, result, false)
cache.save("lib.detect.has_flags", cacheinfo)
-- ok?
return result
end
|
--[[
This code is not injected into Discordia;
It is identical to the one used in Discordia, only defined here for ease of access.
Code below is copied from SinisterRectus/Discordia with minor modifications,
All rights reserved for the original maintainer.
--]]
local fs = require("fs")
local Resolver = require("client/Resolver")
local splitPath = require("pathjoin").splitPath
local function parseFile(obj, files)
local obj_type = type(obj)
if obj_type == "string" then
local data, err = fs.readFileSync(obj)
if not data then
return nil, err
end
files = files or {}
table.insert(files, {table.remove(splitPath(obj)), data})
elseif obj_type == "table" and type(obj[1]) == "string" and type(obj[2]) == "string" then
files = files or {}
table.insert(files, obj)
else
return nil, "Invalid file object: " .. tostring(obj)
end
return files
end
local function parseMention(obj, mentions)
if type(obj) == "table" and obj.mentionString then
mentions = mentions or {}
table.insert(mentions, obj.mentionString)
else
return nil, "Unmentionable object: " .. tostring(obj)
end
return mentions
end
local blacklisted_fields = {
content = true, code = true, mention = true,
mentions = true, file = true, files = true,
reference = true, payload_json = true,
}
local function parseMessage(content)
local err
if type(content) == "table" then
---@type table
local tbl = content
content = tbl.content
if type(tbl.code) == "string" then
content = string.format("```%s\n%s\n```", tbl.code, content)
elseif tbl.code == true then
content = string.format("```\n%s\n```", content)
end
local mentions
if tbl.mention then
mentions, err = parseMention(tbl.mention)
if err then
return nil, err
end
end
if type(tbl.mentions) == "table" then
for _, mention in ipairs(tbl.mentions) do
mentions, err = parseMention(mention, mentions)
if err then
return nil, err
end
end
end
if mentions then
table.insert(mentions, content)
content = table.concat(mentions, ' ')
end
local files
if tbl.file then
files, err = parseFile(tbl.file)
if err then
return nil, err
end
end
if type(tbl.files) == "table" then
for _, file in ipairs(tbl.files) do
files, err = parseFile(file, files)
if err then
return nil, err
end
end
end
local refMessage, refMention
if tbl.reference then
refMessage = {message_id = Resolver.messageId(tbl.reference.message)}
refMention = {
parse = {"users", "roles", "everyone"},
replied_user = not not tbl.reference.mention,
}
end
local result = {
content = content,
message_reference = tbl.message_reference or refMessage,
allowed_mentions = tbl.allowed_mentions or refMention,
}
for k, v in pairs(tbl) do
if not blacklisted_fields[k] then
result[k] = v
end
end
return result, files
else
return {content = content}
end
end
return {
parseMessage = parseMessage,
}
|
object_tangible_loot_npc_loot_cloth_box_generic = object_tangible_loot_npc_loot_shared_cloth_box_generic:new {
}
ObjectTemplates:addTemplate(object_tangible_loot_npc_loot_cloth_box_generic, "object/tangible/loot/npc/loot/cloth_box_generic.iff")
|
local default = require 'lib.gui.default'
local Class=require 'lib.hc.class'
local Container = require 'lib.gui.container'
local MouseManager = require 'lib.gui.mouseManager'
local ZoneClicker = require 'lib.gui.zoneClicker'
local lg = love.graphics
local Window=Class{inherits={Container},name="Window"}
local WindowComp=Class {name='WindowComp'}
local WindowDragger=Class {inherits={MouseManager}}
function Window:construct(title,w,h)
local wcomp = WindowComp(title)
local mw,mh = wcomp:getMinDimension()
if mw > w then w = mw end
if mh > h then h = mh end
Container.construct(self,w,h,wcomp)
end
function WindowDragger:construct(window,ox,oy)
self.w = window
self.ox,self.oy=ox,oy
end
function WindowDragger:move(x,y)
local dx,dy = x-self.ox,y-self.oy
self.w:move(dx,dy)
self:add(dx,dy)
end
function WindowDragger:unclick(left,x,y)
if left then
return true
end
end
function WindowComp:construct(title)
self.title = title
self.tw = default.titleFont:getWidth(title)
self.th = default.titleFont:getHeight() + 4
self.bw = default.titleFont:getWidth("X")+4
end
function WindowComp:getMinDimension()
return self.tw+self.bw+15,self.th+5
end
function WindowComp:draw(sx,sy)
lg.setColor(default.bgColor)
lg.rectangle('fill',sx,sy,self.w,self.h)
lg.setColor(default.fgColor)
lg.rectangle('line',sx,sy,self.w,self.h)
lg.line(sx,sy+self.th,sx+self.w-1,sy+self.th)
lg.line(sx+self.w-self.bw,sy,sx+self.w-self.bw,sy+self.th)
lg.setFont(default.titleFont)
lg.printf(self.title,sx,sy+2,self.w-self.bw,'center')
if self.active then
lg.rectangle('fill',sx+self.w-self.bw,sy,self.bw,self.th)
lg.setColor(default.bgColor)
end
lg.printf("X",sx+self.w-self.bw,sy+2,self.bw,'center')
end
function WindowComp:click(left,x,y)
self.parent.parent:top(self.parent)
if left then
if y < self.th and x >= self.w - self.bw then
local zc = ZoneClicker(self,self.w-self.bw,0,self.bw,self.th,true)
zc.ackCB = function (v)
self.active=false;
if v then
local cb = self.closeCB or self.parent.closeCB
if cb then cb() end
end
end
return zc
else
return WindowDragger(self.parent,x,y)
end
end
end
function Window:setMainComponent(comp)
self.children={comp}
comp.parent=self
local mw,mh = self.background:getMinDimension()
if mw < comp.w+10 then mw = comp.w +10 end
local fh = mh + comp.h+10
comp.x = math.floor((mw - comp.w)/2)
comp.y = mh + 2
self:setDimension(mw,fh)
end
return Window
|
-- Created by Lef, UnifyID
-- Handle your ML state here.
-- Local module
local M ={}
function M.handleOutputFile(filename, content)
-- TODO: Placeholder for real ML processing
-- Dear ML Engineer who's gonna read this,
-- Feel free to use your model to return the
-- output vector of your model.
print("Output file: " .. filename .. "...")
return 42
end
function M.handleTrainFile(filename, content)
-- TODO: Placeholder for real ML processing per row
-- Dear ML Engineer who's gonna read this,
-- Feel free to train your model inside this function.
-- Each file will be received, printing them will show
-- their format.
print("Training file: " .. filename .. "...")
print(filecontent)
end
function M.handleInputFile(filename, content)
-- TODO: Placeholder for real ML processing per row
-- Dear ML Engineer who's gonna read this,
-- Feel free to train your model inside this function.
-- Each file will be received, printing them will show
-- their format.
print("Input file: " .. filename .. "...")
print(filecontent)
end
return M
|
local oldvguicreate = vgui.Create
function vgui.Create(...)
print(arg[1])
return oldvguicreate(unpack(arg))
end
|
local h = require('helpful')
vim.api.nvim_exec('filetype plugin indent on', true)
vim.api.nvim_exec('syntax enable', true)
local indent = 2
h.setoption {
scrolloff = 3,
sidescrolloff = 5,
mouse = 'a',
termguicolors = true,
guifont = 'FiraCode NF',
laststatus = 2,
showtabline = 2,
signcolumn = 'yes',
number = true,
cursorline = true,
showmode = false,
list = true,
listchars = 'tab:>-,trail:·,eol:↲', -- ↵↲⏎
foldmethod = 'expr',
foldexpr = 'nvim_treesitter#foldexpr()',
foldlevel = 99,
wrap = false,
linebreak = true,
breakindent = true,
breakindentopt = 'shift:2',
showbreak = '> ',
tabstop = indent,
softtabstop = indent,
shiftwidth = indent,
smartindent = true,
copyindent = false,
expandtab = true,
incsearch = true,
hlsearch = true,
ignorecase = true,
smartcase = true,
updatetime = 100,
backspace = 'indent,eol,start',
splitbelow = true,
splitright = true,
completeopt ='menuone,noinsert,noselect',
}
-- reassign in buffer and window scope because nvim
vim.bo.tabstop = indent
vim.bo.softtabstop = indent
vim.bo.shiftwidth = indent
vim.bo.smartindent = true
vim.bo.expandtab = true
vim.wo.signcolumn = 'yes'
vim.wo.number = true
vim.wo.cursorline = true
vim.wo.foldmethod = 'expr'
vim.wo.foldexpr = 'nvim_treesitter#foldexpr()'
vim.wo.foldlevel = 99
vim.wo.list = true
vim.wo.wrap = false
vim.wo.linebreak = true
vim.wo.breakindent = true
vim.wo.breakindentopt = 'shift:2'
vim.api.nvim_exec([[set shortmess+=c]], true)
h.setglobal {
netrw_banner = 0,
netrw_liststyle = 3,
netrw_browse_split = 4,
netrw_winsize = 20,
netrw_home = vim.fn.stdpath('data'),
vimsyn_embed = 'lPr',
}
-- vim.api.nvim_exec([[autocmd! User GoyoEnter Limelight]], true)
-- vim.api.nvim_exec([[autocmd! User GoyoLeave Limelight!]], true)
|
local BasePlugin = require "kong.plugins.base_plugin"
local body_modifier = require "kong.plugins.reskeymod.body_modifier"
local concat = table.concat
local lower = string.lower
local find = string.find
local kong = kong
local ngx = ngx
-- Check if rename_body_key is enabled
-- Return True or False
local function is_body_transform_set(conf)
return #conf.rename_body_key.json > 0
end
-- Check if content_type is application/json
-- Return True of False
local function is_json_body(content_type)
return content_type and find(lower(content_type), "application/json", nil, true)
end
local ResKeyModHandler = BasePlugin:extend()
function ResKeyModHandler:new()
ResKeyModHandler.super.new(self, "reskeymod")
end
function ResKeyModHandler:body_filter(conf)
ResKeyModHandler.super.body_filter(self)
if is_body_transform_set(conf) and is_json_body(kong.response.get_header("Content-Type")) then
local ctx = ngx.ctx
local chunk, eof = ngx.arg[1], ngx.arg[2]
ctx.rt_body_chunks = ctx.rt_body_chunks or {}
ctx.rt_body_chunk_number = ctx.rt_body_chunk_number or 1
if eof then
local chunks = concat(ctx.rt_body_chunks)
local body = body_modifier.modify_json_body(conf, chunks)
ngx.arg[1] = body or chunks
else
ctx.rt_body_chunks[ctx.rt_body_chunk_number] = chunk
ctx.rt_body_chunk_number = ctx.rt_body_chunk_number + 1
ngx.arg[1] = nil
end
end
end
ResKeyModHandler.PRIORITY = 800
ResKeyModHandler.VERSION = "1.0.0"
return ResKeyModHandler
|
local route_2_0 = DoorSlot("route_2","0")
local route_2_0_hub = DoorSlotHub("route_2","0",route_2_0)
route_2_0:setHubIcon(route_2_0_hub)
local route_2_1 = DoorSlot("route_2","1")
local route_2_1_hub = DoorSlotHub("route_2","1",route_2_1)
route_2_1:setHubIcon(route_2_1_hub)
local route_2_2 = DoorSlot("route_2","2")
local route_2_2_hub = DoorSlotHub("route_2","2",route_2_2)
route_2_2:setHubIcon(route_2_2_hub)
local route_2_3 = DoorSlot("route_2","3")
local route_2_3_hub = DoorSlotHub("route_2","3",route_2_3)
route_2_3:setHubIcon(route_2_3_hub)
local route_2_4 = DoorSlot("route_2","4")
local route_2_4_hub = DoorSlotHub("route_2","4",route_2_4)
route_2_4:setHubIcon(route_2_4_hub)
local route_2_5 = DoorSlot("route_2","5")
local route_2_5_hub = DoorSlotHub("route_2","5",route_2_5)
route_2_5:setHubIcon(route_2_5_hub)
|
--
-- Register biomes
--
-- All mapgens except mgv6
function terrain.register_biomes(upper_limit)
--[[
minetest.register_biome({
name = "icesheet",
node_dust = "default:snowblock",
node_top = "default:snowblock",
depth_top = 1,
node_filler = "default:snowblock",
depth_filler = 3,
node_stone = "default:cave_ice",
node_water_top = "default:ice",
depth_water_top = 10,
node_river_water = "default:ice",
node_riverbed = "default:gravel",
depth_riverbed = 2,
y_max = upper_limit,
y_min = -8,
heat_point = 0,
humidity_point = 73,
})
minetest.register_biome({
name = "icesheet_ocean",
node_dust = "default:snowblock",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 3,
node_water_top = "default:ice",
depth_water_top = 10,
y_max = -9,
y_min = -112,
heat_point = 0,
humidity_point = 73,
})
-- Tundra
minetest.register_biome({
name = "tundra_highland",
node_dust = "default:snow",
node_riverbed = "default:gravel",
depth_riverbed = 2,
y_max = upper_limit,
y_min = 47,
heat_point = 0,
humidity_point = 40,
})
minetest.register_biome({
name = "tundra",
node_top = "default:permafrost_with_stones",
depth_top = 1,
node_filler = "default:permafrost",
depth_filler = 1,
node_riverbed = "default:gravel",
depth_riverbed = 2,
vertical_blend = 4,
y_max = 46,
y_min = 2,
heat_point = 0,
humidity_point = 40,
})
]]--
minetest.register_biome({
name = "tundra_beach",
node_top = "rock:gravel",
depth_top = 1,
node_filler = "rock:gravel",
depth_filler = 2,
node_riverbed = "rock:gravel",
depth_riverbed = 2,
vertical_blend = 1,
y_max = 1,
y_min = -3,
heat_point = 0,
humidity_point = 40,
})
minetest.register_biome({
name = "tundra_ocean",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 3,
node_riverbed = "rock:gravel",
depth_riverbed = 2,
vertical_blend = 1,
y_max = -4,
y_min = -112,
heat_point = 0,
humidity_point = 40,
})
-- Taiga
--[[
minetest.register_biome({
name = "taiga",
node_dust = "default:snow",
node_top = "soil:dirt_with_snow",
depth_top = 1,
node_filler = "soil:dirt",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = upper_limit,
y_min = 4,
heat_point = 25,
humidity_point = 70,
})
minetest.register_biome({
name = "taiga_ocean",
node_dust = "default:snow",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
vertical_blend = 1,
y_max = 3,
y_min = -112,
heat_point = 25,
humidity_point = 70,
})
-- Snowy grassland
minetest.register_biome({
name = "snowy_grassland",
node_dust = "default:snow",
node_top = "soil:dirt_with_snow",
depth_top = 1,
node_filler = "soil:dirt",
depth_filler = 1,
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = upper_limit,
y_min = 4,
heat_point = 20,
humidity_point = 35,
})
minetest.register_biome({
name = "snowy_grassland_ocean",
node_dust = "default:snow",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
vertical_blend = 1,
y_max = 3,
y_min = -112,
heat_point = 20,
humidity_point = 35,
})
]]--
-- Grassland
minetest.register_biome({
name = "grassland",
node_top = "soil:grass",
depth_top = 1,
node_filler = "soil:dirt",
depth_filler = 1,
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = upper_limit,
y_min = 6,
heat_point = 50,
humidity_point = 35,
})
minetest.register_biome({
name = "grassland_dunes",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 2,
node_riverbed = "sand:sand",
depth_riverbed = 2,
vertical_blend = 1,
y_max = 5,
y_min = 4,
heat_point = 50,
humidity_point = 35,
})
minetest.register_biome({
name = "grassland_ocean",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = 3,
y_min = -112,
heat_point = 50,
humidity_point = 35,
})
-- Coniferous forest
--[[
minetest.register_biome({
name = "coniferous_forest",
node_top = "soil:dirt_with_coniferous_litter",
depth_top = 1,
node_filler = "soil:dirt",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = upper_limit,
y_min = 6,
heat_point = 45,
humidity_point = 70,
})
]]--
minetest.register_biome({
name = "coniferous_forest_dunes",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
vertical_blend = 1,
y_max = 5,
y_min = 4,
heat_point = 45,
humidity_point = 70,
})
minetest.register_biome({
name = "coniferous_forest_ocean",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = 3,
y_min = -112,
heat_point = 45,
humidity_point = 70,
})
-- Deciduous forest
minetest.register_biome({
name = "deciduous_forest",
node_top = "soil:grass",
depth_top = 1,
node_filler = "soil:dirt",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = upper_limit,
y_min = 1,
heat_point = 60,
humidity_point = 68,
})
minetest.register_biome({
name = "deciduous_forest_shore",
node_top = "soil:dirt",
depth_top = 1,
node_filler = "soil:dirt",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = 0,
y_min = -1,
heat_point = 60,
humidity_point = 68,
})
minetest.register_biome({
name = "deciduous_forest_ocean",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
vertical_blend = 1,
y_max = -2,
y_min = -112,
heat_point = 60,
humidity_point = 68,
})
-- Desert
minetest.register_biome({
name = "desert",
node_top = "sand:desert",
depth_top = 1,
node_filler = "sand:desert",
depth_filler = 1,
node_stone = "rock:desert",
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = upper_limit,
y_min = 4,
heat_point = 92,
humidity_point = 16,
})
minetest.register_biome({
name = "desert_ocean",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 3,
node_stone = "rock:desert",
node_riverbed = "sand:sand",
depth_riverbed = 2,
vertical_blend = 1,
y_max = 3,
y_min = -112,
heat_point = 92,
humidity_point = 16,
})
-- Sandstone desert
minetest.register_biome({
name = "sandstone_desert",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 1,
node_stone = "sand:stone",
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = upper_limit,
y_min = 4,
heat_point = 60,
humidity_point = 0,
})
minetest.register_biome({
name = "sandstone_desert_ocean",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 3,
node_stone = "sand:stone",
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = 3,
y_min = -112,
heat_point = 60,
humidity_point = 0,
})
-- Cold desert
--[[
minetest.register_biome({
name = "cold_desert",
node_top = "default:silver_sand",
depth_top = 1,
node_filler = "default:silver_sand",
depth_filler = 1,
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = upper_limit,
y_min = 4,
heat_point = 40,
humidity_point = 0,
})
]]--
minetest.register_biome({
name = "cold_desert_ocean",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
vertical_blend = 1,
y_max = 3,
y_min = -112,
heat_point = 40,
humidity_point = 0,
})
-- Savanna
minetest.register_biome({
name = "savanna",
node_top = "soil:grass_dry",
depth_top = 1,
node_filler = "soil:dirt",
depth_filler = 1,
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = upper_limit,
y_min = 1,
heat_point = 89,
humidity_point = 42,
})
minetest.register_biome({
name = "savanna_shore",
node_top = "soil:dirt",
depth_top = 1,
node_filler = "soil:dirt",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = 0,
y_min = -1,
heat_point = 89,
humidity_point = 42,
})
minetest.register_biome({
name = "savanna_ocean",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
vertical_blend = 1,
y_max = -2,
y_min = -112,
heat_point = 89,
humidity_point = 42,
})
-- Rainforest
minetest.register_biome({
name = "rainforest",
node_top = "soil:rainforest",
depth_top = 1,
node_filler = "soil:dirt",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = upper_limit,
y_min = 1,
heat_point = 86,
humidity_point = 65,
})
minetest.register_biome({
name = "rainforest_swamp",
node_top = "soil:dirt",
depth_top = 1,
node_filler = "soil:dirt",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
y_max = 0,
y_min = -1,
heat_point = 86,
humidity_point = 65,
})
minetest.register_biome({
name = "rainforest_ocean",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 3,
node_riverbed = "sand:sand",
depth_riverbed = 2,
vertical_blend = 1,
y_max = -2,
y_min = -112,
heat_point = 86,
humidity_point = 65,
})
-- Underground
minetest.register_biome({
name = "underground",
y_max = -113,
y_min = -31000,
heat_point = 50,
humidity_point = 50,
})
end
-- Biomes for floatlands
-- TODO Temporary simple biomes to be replaced by special floatland biomes later.
function terrain.register_floatland_biomes(floatland_level, shadow_limit)
minetest.register_biome({
name = "floatland_grassland",
node_top = "soil:grass",
depth_top = 1,
node_filler = "soil:dirt",
depth_filler = 1,
y_max = 31000,
y_min = floatland_level + 2,
heat_point = 50,
humidity_point = 25,
})
--[[
minetest.register_biome({
name = "floatland_coniferous_forest",
node_top = "soil:dirt_with_coniferous_litter",
depth_top = 1,
node_filler = "soil:dirt",
depth_filler = 3,
y_max = 31000,
y_min = floatland_level + 2,
heat_point = 50,
humidity_point = 75,
})
]]--
minetest.register_biome({
name = "floatland_ocean",
node_top = "sand:sand",
depth_top = 1,
node_filler = "sand:sand",
depth_filler = 3,
y_max = floatland_level + 1,
y_min = shadow_limit,
heat_point = 50,
humidity_point = 50,
})
end
|
mission_proto = {
[1] = { type = 1, sontype = 1, missiontype = 2, param = { {10}, }, reward = { {1, 5, 100}, }, funcid = 5, times = 1, },
[2] = { type = 1, sontype = 1, missiontype = 2, param = { {20}, }, reward = { {1, 5, 100}, }, funcid = 5, times = 1, },
[3] = { type = 1, sontype = 1, missiontype = 2, param = { {30}, }, reward = { {1, 5, 100}, }, funcid = 5, times = 1, },
[4] = { type = 1, sontype = 1, missiontype = 2, param = { {40}, }, reward = { {1, 5, 100}, }, funcid = 5, times = 1, },
[5] = { type = 1, sontype = 1, missiontype = 2, param = { {50}, }, reward = { {1, 5, 100}, }, funcid = 5, times = 1, },
[6] = { type = 1, sontype = 1, missiontype = 2, param = { {60}, }, reward = { {1, 5, 100}, }, funcid = 5, times = 1, },
[7] = { type = 1, sontype = 1, missiontype = 2, param = { {70}, }, reward = { {1, 5, 100}, }, funcid = 5, times = 1, },
[8] = { type = 1, sontype = 1, missiontype = 2, param = { {80}, }, reward = { {1, 5, 100}, }, funcid = 5, times = 1, },
[9] = { type = 1, sontype = 1, missiontype = 2, param = { {90}, }, reward = { {1, 5, 100}, }, funcid = 5, times = 1, },
[10] = { type = 1, sontype = 1, missiontype = 2, param = { {100}, }, reward = { {1, 5, 100}, }, funcid = 5, times = 1, },
}
return mission_proto
|
--[[
Copyright 2015 vurtual
VurtualRuler98@gmail.com
vurtual.org
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.
]]--
if (SERVER) then
AddCSLuaFile("shared.lua")
end
if (CLIENT) then
SWEP.PrintName = "ins2 'M91/30 Tranquilizer'"
SWEP.Author = "vurtual"
SWEP.Slot = 2
SWEP.SlotPos = 0
end
SWEP.Anims=SWEP.Anims or {}
SWEP.IronSightHeight=1
SWEP.Category = "KSwep Special"
SWEP.Base = "weapon_kswep_tranqbase"
SWEP.Primary.Delay = 0.8
SWEP.Primary.Damage = 0
SWEP.Primary.Spread = 0.003
SWEP.Spawnable = true
SWEP.DefaultZero=100
SWEP.DefaultBattlesightZero=0
SWEP.DefaultZerodata = {
mils=false,
bc=0.1,
min=100,
max=2000,
step=0,
default=100,
battlesight=false
}
SWEP.MuzzleVelMod=1.04
SWEP.MagClass="Box"
SWEP.DrawOnce=false
SWEP.SingleReloadFiringPin=false
SWEP.AdminSpawnable = true
SWEP.ViewModel = "models/weapons/v_mosin.mdl"
SWEP.WorldModel = "models/weapons/w_snip_awp.mdl"
SWEP.FlashlightModel="models/weapons/upgrades/a_flashlight_band.mdl"
SWEP.LaserModel="models/weapons/upgrades/a_laser_band.mdl"
SWEP.UseHands = false
SWEP.MagSize = 1
SWEP.MaxMags = 5
SWEP.MaxMagsBonus=20
SWEP.Primary.ClipSize = SWEP.MagSize
SWEP.Caliber = "vammo_762x54t"
SWEP.MagType = "box_762x54t"
SWEP.SingleClips=true
SWEP.ReloadClipSize=20
SWEP.Primary.Sound = Sound("Weapon_tmosin.Single")
SWEP.Primary.SoundEmpty = Sound("weapon_mosin.Empty")
SWEP.ViewModelFlip = false
SWEP.Secondary.Ammo = ""
SWEP.CurrentlyReloading=0
SWEP.ReloadAnimTime=0
SWEP.RecoilMassModifier=1
SWEP.HandlingModifier=180
SWEP.InsAnims=true
SWEP.Auto=false
SWEP.Firemode=true
SWEP.HoldType="ar2"
SWEP.HoldOpen=false
SWEP.Length=48
SWEP.OpenBolt=true
SWEP.LengthSup=0
SWEP.Suppressable=false
SWEP.SuppressorModel=nil
SWEP.MuzzleVelModSup= 1
SWEP.RecoilModSup=1
SWEP.SpreadModSup=0
SWEP.IdleType="passive"
SWEP.SelectFire=false
--SWEP.MidReloadAnimEmpty=ACT_VM_RELOAD_INSERT_PULL
SWEP.Anims.StartReloadAnim = ACT_VM_RELOAD
SWEP.Anims.MidReloadAnim = ACT_VM_RELOAD_INSERT
SWEP.Anims.EndReloadAnim = ACT_VM_RELOAD_END
--SWEP.MidReloadAnimEmpty=ACT_VM_RELOADEMPTY
--SWEP.SafetyAnim=ACT_VM_FIREMODE
--SWEP.SingleReloadChambers=true
SWEP.SingleReloadChambers=false
SWEP.SingleReload=true
SWEP.HoldOpen=true
SWEP.IronSightsPos = Vector(-2.81, -7, 1.455)
SWEP.IronSightsAng = Vector(0, 0, 0)
SWEP.ScopeOffsetPos=Vector(0,-5,-1.72)
SWEP.ScopeOffsetAng=Vector(0,0,0)
SWEP.InsNoIronAnim=true
SWEP.MergeAttachments = {
}
SWEP.OpticMountModel = "models/weapons/upgrades/a_modkit_mosin.mdl"
SWEP.DefaultSight=nil
SWEP.NoDefaultSightModel=true
SWEP.InsAttachments=true
SWEP.Anims.InitialDrawAnim=ACT_VM_READY
SWEP.CanFlashlight=true
SWEP.WaitShot=true
SWEP.SingleShotChambers=true
SWEP.TranqMultiplier=1.5
SWEP.Anims.ShootLastAnim=ACT_VM_SHOOTLAST
SWEP.Anims.IronShootLastAnim=ACT_VM_ISHOOT_LAST
SWEP.EmptyAnims=true
SWEP.Anims.IdleAnimEmpty=ACT_VM_IDLE_EMPTY
SWEP.Anims.IronAnimEmpty=ACT_VM_IIDLE_EMPTY
function SWEP:ReloadAct(force)
self:ReloadTube()
end
function SWEP:DiscoverModelAnims()
self:SetAnim("ShootAnim",self:DiscoverAnim("ACT_VM_PRIMARYATTACK_START"))
self:SetAnim("IronShootAnim",self:DiscoverAnim("ACT_VM_ISHOOT_START"))
self:SetAnim("RunAnim",self:DiscoverAnim("ACT_VM_SPRINT"))
end
|
--[[
Copyright 2019 Matix8981 <biuro@devlogic.pl> <mateusz8981@gmail.com>
]]
function ReadFile(path)
local file = fileOpen(path)
if not file then
return false
end
local data = fileRead(file, fileGetSize(file))
fileClose(file)
return data
end
function WriteFile(path, text)
if fileExists(path) then
fileDelete(path)
end
local file = fileCreate(path)
local result = fileWrite(text)
fileClose(file)
return result
end
local Variables = fromJSON(ReadFile("variables.json"))
function GetVariable(table, row)
if table == nil and row == nil then
return Variables
elseif row == nil then
return Variables[table]
else
return Variables[table][row]
end
end
function SetVariable(table, row, value)
if not table then return false end
if not row or not not Variables[table] then
Variables[table] = {} -- Czyszczenie tablicy
else
if isElement(value) then return false end
Variables[table][row] = value
end
WriteFile("variables.json", toJSON(value))
end
|
--[[
This code is a heavily modified version of and based on the code found in
https://github.com/anibali/infogan
]]--
-------------------------------------------------
--
-- MAIN CODE & TRAINING
--
-------------------------------------------------
-- STANDARD PACKAGES
require('torch')
require('image')
require('nn')
require('optim')
-- NON-STANDARD PACKAGES
-- Bindings to CUDA
require('cutorch')
require('cunn')
require('cudnn')
-- Plotting library
require 'gnuplot'
pl = require('pl.import_into')()
tnt = require('torchnet')
nninit = require('nninit')
-- CUSTOM SCRIPTS
-- Contains all parameters and paths
require 'configuration'
-- Contains helper functions for training and evaluation
require 'helper_functions'
-- Creates the model and criterion functions
require 'model_and_criterion'
-- Contains functions for plotting and synthetic image creation
require 'plotting_and_image_creation'
-- Creates a dataset object to return labeled and unlabeled training batches
dataset = require('dataset')
--[[
INITIATLISATION
]]
if classifier_set then
C1 = torch.load(classifier_path):cuda()
end
train_data = dataset.new(dataset_train_path, unlabelled_percentage, dataset_test_path)
train_iter_labelled = train_data:make_iterator(batch_size)
train_iter_unlabelled = train_data:make_iterator_unlabelled(batch_size)
-- Save the current parameters
params = {}
params.n_epochs = n_epochs
params.n_updates_per_epoch = n_updates_per_epoch
params.batch_size = batch_size
params.info_reg_sup_coef_learn = info_reg_sup_coef_learn
params.info_reg_sup_coef_train = info_reg_sup_coef_train
params.info_reg_unsup_coef_learn = info_reg_unsup_coef_learn
params.info_reg_unsup_coef_train = info_reg_unsup_coef_train
params.disc_learning_rate = disc_learning_rate
params.gen_learning_rate = gen_learning_rate
params.rng_seed = rng_seed
params.n_cont_vars = n_cont_vars
params.n_noise_vars = n_noise_vars
params.n_classes_per_lc = n_classes_per_lc
params.unlabelled_percentage = unlabelled_percentage
params.unlabelled_sampling_prob = unlabelled_sampling_prob
params.additive_prob_growth = additive_prob_growth
params.sampling_prob_growth = tostring(sampling_prob_growth)
params.instance_noise_std = instance_noise_std
params.instance_noise_annealing = instance_noise_annealing
params.G = tostring(generator)
params.D = tostring(discriminator)
torch.save(outFolder .. 'params.t7', params)
--[[
LOGGING
]]
log_text = require('torchnet.log.view.text')
log_keys = {'epoch', 'fake_loss', 'info_loss_semsup','info_loss_unsup',
'real_loss', 'gen_loss', 'time'}
log = tnt.Log{
keys = log_keys,
onFlush = {
log_text{
keys = log_keys,
format = {'epoch=%3d', 'fake_loss=%8.5f', 'info_loss_semsup=%8.6f', 'info_loss_unsup=%8.6f',
'real_loss=%8.6f', 'gen_loss=%8.6f', 'time=%5.2fs'}
}
}
}
--[[
TRAINING
]]
real_input = torch.CudaTensor()
gen_input = torch.CudaTensor()
fake_input = torch.CudaTensor()
disc_target = torch.CudaTensor()
target = torch.CudaTensor()
disc_params, disc_grad_params = discriminator:getParameters()
gen_params, gen_grad_params = generator:getParameters()
fake_loss_meter = tnt.AverageValueMeter()
info_loss_semsup_meter = tnt.AverageValueMeter()
info_loss_unsup_meter = tnt.AverageValueMeter()
real_loss_meter = tnt.AverageValueMeter()
gen_loss_meter = tnt.AverageValueMeter()
time_meter = tnt.TimeMeter()
mean_class_losses_1 = torch.Tensor(n_epochs)
infoHead_performance = torch.Tensor(n_epochs, 3)
gradient_norms = torch.Tensor(n_epochs, 3)
-- Calculate outputs and gradients for the discriminator
do_discriminator_step = function(new_params)
if new_params ~= disc_params then
disc_params:copy(new_params)
end
disc_grad_params:zero()
local loss_real = 0
local loss_fake = 0
local loss_info = 0
local loss_info_unsup = 0
local loss_info_semsup_real = 0
local loss_info_semsup_fake = 0
local ri_size = real_input:size()
-- Add instance noise to real input
if (instance_noise_std > 0) then
real_input:add(torch.Tensor(real_input:size()):typeAs(real_input):normal(0, instance_noise_std))
end
-- Train with real images (from dataset)
local batch_size = real_input:size(1)
disc_target:resize(batch_size, 1)
local dbodyout = discriminator_body:forward(real_input)
local dheadout = discriminator_head:forward(dbodyout)
disc_target:fill(1)
loss_real = disc_head_criterion:forward(dheadout, disc_target)
local dloss_ddheadout = disc_head_criterion:backward(dheadout, disc_target)
local dloss_ddheadin = discriminator_head:backward(dbodyout, dloss_ddheadout)
discriminator_body:backward(real_input, dloss_ddheadin)
if labelled_batch then
-- Train info_head_semsup with real labeled images
local iheadout_semsup_real = info_head_semsup:forward(dbodyout)
local info_target_semsup_real = target
loss_info_semsup = info_head_semsup_crit:forward(iheadout_semsup_real, info_target_semsup_real) * info_reg_sup_coef_train
local dloss_diheadout_semsup_real = info_head_semsup_crit:backward(iheadout_semsup_real, info_target_semsup_real)
dloss_diheadout_semsup_real:mul(info_reg_sup_coef_train)
local dloss_diheadin_semsup_real = info_head_semsup:backward(dbodyout, dloss_diheadout_semsup_real)
discriminator_body:backward(real_input, dloss_diheadin_semsup_real)
end
gen_input:resize(ri_size[1], n_gen_inputs)
-- Train with fake images (from generator)
for i = 1, #n_classes_per_lc do
random_one_hot(gen_input:narrow(2, c_offset[i], n_classes_per_lc[i]))
end
if n_cont_vars > 0 then
gen_input:narrow(2, c_offset[#c_offset], n_cont_vars):uniform(-1, 1)
end
gen_input:narrow(2, n_salient_vars + 1, n_noise_vars):normal(0, 1)
generator:forward(gen_input)
fake_input:resizeAs(generator.output):copy(generator.output)
-- Add instance noise to fake_input
if (instance_noise_std > 0) then
fake_input:add(torch.Tensor(fake_input:size()):typeAs(fake_input):normal(0, instance_noise_std))
end
local dbodyout = discriminator_body:forward(fake_input)
-- Train discriminator head with fake images
local dheadout = discriminator_head:forward(dbodyout)
disc_target:fill(0)
loss_fake = disc_head_criterion:forward(dheadout, disc_target)
local dloss_ddheadout = disc_head_criterion:backward(dheadout, disc_target)
local dloss_ddheadin = discriminator_head:backward(dbodyout, dloss_ddheadout)
discriminator_body:backward(fake_input, dloss_ddheadin)
if unlabelled_percentage == 1 then
-- Train info_head_semsup with fake images
local iheadout_semsup_fake = info_head_semsup:forward(dbodyout)
local info_target_semsup_fake = salient_input_to_target(gen_input:narrow(2, 1, n_salient_vars), true)
loss_info_semsup = info_head_semsup_crit:forward(iheadout_semsup_fake, info_target_semsup_fake) * info_reg_sup_coef_train
local dloss_diheadout_semsup_real = info_head_semsup_crit:backward(iheadout_semsup_fake, info_target_semsup_fake)
dloss_diheadout_semsup_real:mul(info_reg_sup_coef_train)
local dloss_diheadin_semsup_fake = info_head_semsup:backward(dbodyout, dloss_diheadout_semsup_real)
discriminator_body:backward(fake_input, dloss_diheadin_semsup_fake)
end
-- Train info_head_unsup with fake images
loss_info_unsup = 0
if info_head_unsup ~= nil then
local iheadout_unsup = info_head_unsup:forward(dbodyout)
local info_target_unsup = salient_input_to_target(gen_input:narrow(2, 1, n_salient_vars), false)
loss_info_unsup = info_head_unsup_crit:forward(iheadout_unsup, info_target_unsup) * info_reg_unsup_coef_train
local dloss_diheadout_unsup = info_head_unsup_crit:backward(iheadout_unsup, info_target_unsup)
for i, t in ipairs(dloss_diheadout_unsup) do
t:mul(info_reg_unsup_coef_train)
end
local dloss_diheadin_unsup = info_head_unsup:backward(dbodyout, dloss_diheadout_unsup)
discriminator_body:backward(fake_input, dloss_diheadin_unsup)
end
loss_info = loss_info_unsup + loss_info_semsup
-- Update average value meters
real_loss_meter:add(loss_real)
fake_loss_meter:add(loss_fake)
info_loss_semsup_meter:add(loss_info_semsup)
info_loss_unsup_meter:add(loss_info_unsup)
-- Calculate combined loss
local loss = loss_real + loss_fake + loss_info
-- Anneal instance noise
instance_noise_std = instance_noise_std * instance_noise_annealing
return loss, disc_grad_params
end
-- Calculate outputs and gradients for the generator
do_generator_step = function(new_params)
if new_params ~= gen_params then
gen_params:copy(new_params)
end
gen_grad_params:zero()
disc_target:fill(1)
fake_input:resizeAs(generator.output):copy(generator.output)
local dbodyout = discriminator_body:forward(fake_input)
-- Train discriminator head with fake images
local dheadout = discriminator_head:forward(dbodyout)
-- Disc_head
gen_loss = disc_head_criterion:forward(dheadout, disc_target)
local dloss_ddheadout = disc_head_criterion:updateGradInput(dheadout, disc_target)
local dloss_ddheadin = discriminator_head:updateGradInput(dbodyout, dloss_ddheadout)
dloss_dgout = discriminator_body:updateGradInput(fake_input, dloss_ddheadin)
gen_loss_meter:add(gen_loss)
generator:backward(gen_input, dloss_dgout)
-- Semsup_head
local iheadout_semsup_fake = info_head_semsup:forward(dbodyout)
local info_target_semsup_fake = salient_input_to_target(gen_input:narrow(2, 1, n_salient_vars), true)
loss_info_semsup_fake = info_head_semsup_crit:forward(iheadout_semsup_fake, info_target_semsup_fake) * info_reg_sup_coef_learn
local dloss_diheadout_semsup_fake = info_head_semsup_crit:updateGradInput(iheadout_semsup_fake, info_target_semsup_fake)
dloss_diheadout_semsup_fake:mul(info_reg_sup_coef_learn)
local dloss_diheadin_semsup_fake = info_head_semsup:updateGradInput(dbodyout, dloss_diheadout_semsup_fake)
-- Unsup_head
local dloss_diheadin_unsup = torch.zeros(dloss_ddheadin:size()):typeAs(dloss_ddheadin)
if info_head_unsup ~= nil then
local iheadout_unsup = info_head_unsup:forward(dbodyout)
local info_target_unsup = salient_input_to_target(gen_input:narrow(2, 1, n_salient_vars), false)
loss_info_unsup = info_head_unsup_crit:forward(iheadout_unsup, info_target_unsup) * info_reg_unsup_coef_learn
local dloss_diheadout_unsup = info_head_unsup_crit:updateGradInput(iheadout_unsup, info_target_unsup)
for i, t in ipairs(dloss_diheadout_unsup) do
t:mul(info_reg_unsup_coef_learn)
end
dloss_diheadin_unsup = info_head_unsup:updateGradInput(dbodyout, dloss_diheadout_unsup)
end
dloss_dgout = discriminator_body:updateGradInput(fake_input, dloss_diheadin_semsup_fake + dloss_diheadin_unsup)
gen_loss_meter:add(gen_loss)
generator:backward(gen_input, dloss_dgout)
return gen_loss, gen_grad_params
end
-- Discriminator optimiser
disc_optimiser = {
method = optim.adam,
config = {
epsilon = 1e-8,
learningRate = disc_learning_rate,
beta1 = 0.5
},
state = {}
}
-- Generator optimiser
gen_optimiser = {
method = optim.adam,
config = {
epsilon = 1e-8,
learningRate = gen_learning_rate,
beta1 = 0.5
},
state = {}
}
iter_inst_labelled = train_iter_labelled()
iter_inst_unlabelled = train_iter_unlabelled()
fake_losses = {}
info_losses_semsup = {}
info_losses_unsup = {}
real_losses = {}
gen_losses = {}
curr_epoch = 0
-- Training loop
for epoch = 1, n_epochs do
fake_loss_meter:reset()
info_loss_semsup_meter:reset()
info_loss_unsup_meter:reset()
real_loss_meter:reset()
gen_loss_meter:reset()
time_meter:reset()
curr_epoch = epoch
local n_labelled_sampled = 0
local n_unlabelled_sampled = 0
discriminator:training()
generator:training()
-- Do training iterations for the epoch
for iteration = 1, n_updates_per_epoch do
local sample
-- Biased coin toss to decide if we sampling from labelled or unlabelled data
if torch.bernoulli(unlabelled_sampling_prob) == 0 then
sample = iter_inst_labelled()
n_labelled_sampled = n_labelled_sampled + 1
labelled_batch = true
else
sample = iter_inst_unlabelled()
n_unlabelled_sampled = n_unlabelled_sampled + 1
labelled_batch = false
end
if not sample or sample.input:size(1) < batch_size then
-- Restart iterator
if labelled_batch then
iter_inst_labelled = train_iter_labelled()
sample = iter_inst_labelled()
else
iter_inst_unlabelled = train_iter_unlabelled()
sample = iter_inst_unlabelled()
end
end
-- Copy real inputs from the dataset onto the GPU
input = sample.input
real_input:resize(input:size()):copy(input)
target:resize(sample.target:size()):copy(sample.target)
-- Update the discriminator network
disc_optimiser.method(
do_discriminator_step,
disc_params,
disc_optimiser.config,
disc_optimiser.state
)
-- Update the generator network
gen_optimiser.method(
do_generator_step,
gen_params,
gen_optimiser.config,
gen_optimiser.state
)
end
print('unlabelled_sampling_prob: ' .. unlabelled_sampling_prob .. ' n_labelled_sampled: ' .. n_labelled_sampled .. ' n_unlabelled_sampled: ' .. n_unlabelled_sampled)
if sampling_prob_growth then
-- Grow the unlabelled sampling probability
if unlabelled_sampling_prob < unlabelled_percentage then
unlabelled_sampling_prob = unlabelled_sampling_prob + additive_prob_growth
end
if unlabelled_sampling_prob > unlabelled_percentage then
unlabelled_sampling_prob = unlabelled_percentage
end
end
fake_images = create_images()
-- Update log
log:set{
epoch = epoch,
fake_loss = fake_loss_meter:value(),
info_loss_semsup = info_loss_semsup_meter:value(),
info_loss_unsup = info_loss_unsup_meter:value(),
real_loss = real_loss_meter:value(),
gen_loss = gen_loss_meter:value(),
time = time_meter:value()
}
log:flush()
-- Save metrics
info_losses_semsup[#info_losses_semsup+1] = info_loss_semsup_meter:value()
info_losses_unsup[#info_losses_unsup+1] = info_loss_unsup_meter:value()
real_losses[#real_losses+1] = real_loss_meter:value()
gen_losses[#gen_losses+1] = gen_loss_meter:value()
fake_losses[#fake_losses+1] = fake_loss_meter:value()
infoHead_performance[{{epoch}, {1}}] = evaluate_infoHead_real(discriminator)
infoHead_performance[{{epoch}, {2}}], infoHead_performance[{{epoch}, {3}}] = evaluate_infoHead_fake(generator, discriminator)
if classifier_set then
mean_class_losses_1[epoch] = test_signal(generator, C1)
end
-- Save the discriminator and generator models
local model_dir = pl.path.join(outFolder, 'models')
pl.dir.makepath(model_dir)
discriminator:clearState()
local model_disc_file = pl.path.join(model_dir, 'infogan_svhn_disc.t7')
torch.save(model_disc_file, discriminator)
generator:clearState()
local model_gen_file = pl.path.join(model_dir, 'infogan_svhn_gen.t7')
torch.save(model_gen_file, generator)
-- Save images every 10 epochs
local image_dir = pl.path.join(outFolder, 'images')
pl.dir.makepath(image_dir)
if epoch % 10 == 0 then
for i = 1, #fake_images do
local image_basename = string.format('fake_images_%d_%04d.png', i, epoch)
image.save(pl.path.join(image_dir, image_basename), fake_images[i])
image_basename = string.format('final_fake_images_%d.png', i, epoch)
image.save(pl.path.join(image_dir, image_basename), fake_images[i])
end
end
collectgarbage()
end
plot_final_metrics()
|
-- Generated from template
if BattleArena == nil then
BattleArena = class({})
end
require("game_setup")
function Precache( context )
--[[
Precache things we know we'll use. Possible file types include (but not limited to):
PrecacheResource( "model", "*.vmdl", context )
PrecacheResource( "soundfile", "*.vsndevts", context )
PrecacheResource( "particle", "*.vpcf", context )
PrecacheResource( "particle_folder", "particles/folder", context )
]]
PrecacheResource( "particle", "particles/econ/items/mirana/mirana_crescent_arrow/mirana_spell_crescent_arrow.vpcf", context )
end
require("game_setup")
-- Create the game mode when we activate
function Activate()
GameRules.AddonTemplate = BattleArena()
GameRules.AddonTemplate:InitGameMode()
end
function BattleArena:InitGameMode()
print( "Template addon is loaded." )
GameRules:GetGameModeEntity():SetThink( "OnThink", self, "GlobalThink", 2 )
GameSetup:init()
CreateUnitByName("johnboy", Vector(0,1300,0), true, nil, nil, DOTA_TEAM_BADGUYS)
end
-- Evaluate the state of the game
function BattleArena:OnThink()
if GameRules:State_Get() == DOTA_GAMERULES_STATE_GAME_IN_PROGRESS then
--print( "Template addon script is running." )
elseif GameRules:State_Get() >= DOTA_GAMERULES_STATE_POST_GAME then
return nil
end
return 1
end
|
CMD.name = 'SetRank'
CMD.description = 'command.setrank.description'
CMD.syntax = 'command.setrank.syntax'
CMD.permission = 'assistant'
CMD.category = 'permission.categories.character_management'
CMD.arguments = 2
CMD.player_arg = 1
CMD.aliases = { 'plysetrank', 'charsetrank' }
function CMD:on_run(player, targets, rank)
rank = tonumber(rank)
if !rank then
player:notify('error.invalid_value')
return
end
self:notify_staff('command.setrank.message', {
player = get_player_name(player),
target = util.player_list_to_string(targets),
rank = rank
})
for k, v in ipairs(targets) do
local faction_table = v:get_faction()
local rank_table = faction_table:get_rank(rank)
if rank_table then
v:set_rank(rank)
v:notify('notification.rank_changed', { rank = rank_table.id })
end
end
end
|
--[[headerData = {
type = "header",
name = "My Header", -- or string id or function returning a string
width = "full", --or "half" (optional)
reference = "MyAddonHeader" -- unique global reference to control (optional)
} ]]
local widgetVersion = 7
local LAM = LibStub("LibAddonMenu-2.0")
if not LAM:RegisterWidget("header", widgetVersion) then return end
local wm = WINDOW_MANAGER
local tinsert = table.insert
local function UpdateValue(control)
control.header:SetText(LAM.util.GetStringFromValue(control.data.name))
end
local MIN_HEIGHT = 30
function LAMCreateControl.header(parent, headerData, controlName)
local control = LAM.util.CreateBaseControl(parent, headerData, controlName)
local isHalfWidth = control.isHalfWidth
local width = control:GetWidth()
control:SetDimensions(isHalfWidth and width / 2 or width, MIN_HEIGHT)
control.divider = wm:CreateControlFromVirtual(nil, control, "ZO_Options_Divider")
local divider = control.divider
divider:SetWidth(isHalfWidth and width / 2 or width)
divider:SetAnchor(TOPLEFT)
control.header = wm:CreateControlFromVirtual(nil, control, "ZO_Options_SectionTitleLabel")
local header = control.header
header:SetAnchor(TOPLEFT, divider, BOTTOMLEFT)
header:SetAnchor(BOTTOMRIGHT)
header:SetText(LAM.util.GetStringFromValue(headerData.name))
control.UpdateValue = UpdateValue
if control.panel.data.registerForRefresh or control.panel.data.registerForDefaults then --if our parent window wants to refresh controls, then add this to the list
tinsert(control.panel.controlsToRefresh, control)
end
return control
end
|
local g2d = {}
local g = lovr.graphics
local tbl_add, min, sin,cos, rad = table.insert, math.min, math.sin,math.cos, math.rad
local base = ...
local ffi = require 'ffi'
local C = ffi.os == 'Windows' and ffi.load('glfw3') or ffi.C
local C_str = ffi.string
ffi.cdef [[
typedef struct GLFWwindow GLFWwindow;
GLFWwindow* glfwGetCurrentContext(void);
typedef void(*GLFWwindowsizefun) (GLFWwindow*, int, int);
GLFWwindowsizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWwindowsizefun callback);
]]
local p_proj = lovr.math.newMat4() -- perspective projection matrix
local o_proj = lovr.math.newMat4() -- orthographic projection matrix
local Z_NEAR, Z_FAR = -1, 1
local function updProj( w,h )
o_proj:set(
2/w, 0, 0, 0,
0, 2/-h, 0, 0,
0, 0, -2/(Z_FAR-Z_NEAR), 0,
-w/w, 1, -(Z_FAR+Z_NEAR)/(Z_FAR-Z_NEAR), 1
)
end
local W = C.glfwGetCurrentContext()
C.glfwSetFramebufferSizeCallback(W, function( _, w,h )
updProj(w,h)
end)
---------------------------------------------------------------------------------------------------------------
local max_vertices, max_indices
local batch, varr, vertices
local vmap, indices
ffi.cdef([[
struct vertex {
float position[2];
uint8_t color[4];
};
]])
local ct_vertex = ffi.typeof("struct vertex")
local vCount = 0 -- current vertex count
local mIndex = 0 -- vertex map last index
local imgMat = lovr.graphics.newMaterial()
local imgMesh = g.newMesh( {{"lovrPosition", "float", 2}, {"lovrTexCoord", "float", 2}}, 4, "triangles", 'static', false)
imgMesh:setVertexMap({1,2,3, 3,4,1})
imgMesh:setMaterial(imgMat)
---------------------------------------------------------------------------------------------------------------
local basicFont
local lStack = {} -- lua stack for fonts and shaders
local stack, maxStack
local curstack = 0
ffi.cdef([[
typedef struct {
uint8_t color[4];
uint16_t lineWidth;
uint16_t pointSize;
bool wireframe;
// font
// shader
} stackData;
]])
-- struct to keep lovr graphics stack
local gStack = {
r=1, g=1, b=1, a=1,
wireframe = false
}
---------------------------------------------------------------------------------------------------------------
function g2d.init( maxTriangles, stackSize, zNear, zFar, useVeraSans )
max_vertices = maxTriangles and maxTriangles*3 or 15000 -- by default maximum is 5k triangles
max_indices = maxTriangles and maxTriangles*6 or 30000
-- vertex buffer
batch = g.newMesh( {{"lovrPosition", "float", 2}, {"lovrVertexColor", "ubyte", 4}}, max_vertices, "triangles", 'dynamic', false)
varr = lovr.data.newBlob(max_vertices * ffi.sizeof(ct_vertex), "varr")
vertices = ffi.cast("struct vertex*", varr:getPointer())
-- vertex map
vmap = lovr.data.newBlob(max_indices * ffi.sizeof("uint16_t"), "vmap")
indices = ffi.cast("uint16_t*", vmap:getPointer())
-- stack
maxStack = stackSize or 64
curstack = 0
stack = ffi.new("stackData["..maxStack.."]")
-- stack setup
stack[0].color[0] = 255
stack[0].color[1] = 255
stack[0].color[2] = 255
stack[0].color[3] = 255
stack[0].lineWidth = 1
stack[0].pointSize = 1
stack[0].wireframe = false
basicFont = useVeraSans and g.newFont(base .. "/Vera.ttf", 12, 5, 100) or g.newFont(12, 10, 5)
basicFont:setPixelDensity(1)
basicFont:setFlipEnabled(true)
lStack[0] = {font = basicFont}
-- projection
Z_NEAR = zNear or -1
Z_FAR = zFar or 1
updProj(g.getDimensions())
return g2d
end
---------------------------------------------------------------------------------------------------------------
local function flushBatch()
if vCount > 0 then
batch:setVertices(varr, 1, vCount)
batch:setVertexMap(vmap, 2)
batch:setDrawRange(1, mIndex)
g.setColor(1,1,1)
batch:draw()
g.flush()
end
vCount = 0
mIndex = 0
end
local function makeLine( ... )
local arg = type(...) == "table" and (...) or {...}
local lastindex = math.min( #arg-2, (max_vertices-vCount)*0.5 )
local lW = stack[curstack].lineWidth*0.5
local x1,y1,x2,y2, nx,ny, len
for i=1, lastindex, 2 do
x1,y1 = arg[i], arg[i+1]
x2,y2 = arg[i+2], arg[i+3]
nx,ny = y1-y2, x2-x1
len = (nx*nx + ny*ny)^0.5 + 0.000001
nx,ny = nx/len, ny/len -- not protected from division by zero
-- vertex 1
vertices[vCount].position[0] = x1-nx*lW
vertices[vCount].position[1] = y1-ny*lW
-- vertex 2
vertices[vCount+1].position[0] = x2-nx*lW
vertices[vCount+1].position[1] = y2-ny*lW
-- vertex 3
vertices[vCount+2].position[0] = x2+nx*lW
vertices[vCount+2].position[1] = y2+ny*lW
-- vertex 4
vertices[vCount+3].position[0] = x1+nx*lW
vertices[vCount+3].position[1] = y1+ny*lW
-- set vertex color from current stack
ffi.copy(vertices[vCount].color, stack[curstack].color, 4)
ffi.copy(vertices[vCount+1].color, stack[curstack].color, 4)
ffi.copy(vertices[vCount+2].color, stack[curstack].color, 4)
ffi.copy(vertices[vCount+3].color, stack[curstack].color, 4)
-- add indices to vertex map
indices[mIndex] = vCount
indices[mIndex+1] = vCount+1
indices[mIndex+2] = vCount+2
indices[mIndex+3] = vCount+2
indices[mIndex+4] = vCount+3
indices[mIndex+5] = vCount
vCount = vCount + 4
mIndex = mIndex + 6
end
if lastindex < #arg-2 then
flushBatch()
makeLine( select(lastindex+1, unpack(arg)) )
end
end
local function makeRect( x,y, w,h )
if vCount + 4 > max_vertices or mIndex + 6 > max_indices then
flushBatch()
end
-- vertex 1
vertices[vCount].position[0] = x
vertices[vCount].position[1] = y
-- vertex 2
vertices[vCount+1].position[0] = x+w
vertices[vCount+1].position[1] = y
-- vertex 3
vertices[vCount+2].position[0] = x+w
vertices[vCount+2].position[1] = y+h
-- vertex 4
vertices[vCount+3].position[0] = x
vertices[vCount+3].position[1] = y+h
-- set vertex color from current stack
ffi.copy(vertices[vCount].color, stack[curstack].color, 4)
ffi.copy(vertices[vCount+1].color, stack[curstack].color, 4)
ffi.copy(vertices[vCount+2].color, stack[curstack].color, 4)
ffi.copy(vertices[vCount+3].color, stack[curstack].color, 4)
-- add indices to vertex map
indices[mIndex] = vCount
indices[mIndex+1] = vCount+1
indices[mIndex+2] = vCount+2
indices[mIndex+3] = vCount+2
indices[mIndex+4] = vCount+3
indices[mIndex+5] = vCount
vCount = vCount + 4
mIndex = mIndex + 6
end
local function makeCircle( x,y, r, s )
if vCount + s+1 > max_vertices or mIndex + s*3 > max_indices then
flushBatch()
end
local first = vCount
vertices[vCount].position[0] = x
vertices[vCount].position[1] = y
-- copy color from stack
ffi.copy(vertices[vCount].color, stack[curstack].color, 4)
vCount = vCount + 1
for i=0, 360, 360/s do
vertices[vCount].position[0] = x + cos(rad(i))*r
vertices[vCount].position[1] = y + sin(rad(i))*r
-- copy color from stack
ffi.copy(vertices[vCount].color, stack[curstack].color, 4)
vCount = vCount + 1
end
for i=first, first+s-1 do
indices[mIndex] = first
indices[mIndex+1] = i
indices[mIndex+2] = i+1
mIndex = mIndex + 3
end
indices[mIndex] = first
indices[mIndex+1] = first+s
indices[mIndex+2] = first+1
mIndex = mIndex + 3
end
-- API --------------------------------------------------------------------------------------------------------
function g2d.points( ... )
local arg = type(...) == "table" and (...) or {...}
local lastindex = min( #arg, (max_vertices-vCount)*0.5 )
local pS = stack[curstack].pointSize*0.5
for j=1, lastindex, 2 do
local x,y = arg[j]+0.5, arg[j+1]+0.5
-- vertex 1
vertices[vCount].position[0] = x-pS
vertices[vCount].position[1] = y-pS
-- vertex 2
vertices[vCount+1].position[0] = x+pS
vertices[vCount+1].position[1] = y-pS
-- vertex 3
vertices[vCount+2].position[0] = x+pS
vertices[vCount+2].position[1] = y+pS
-- vertex 4
vertices[vCount+3].position[0] = x-pS
vertices[vCount+3].position[1] = y+pS
-- set vertex color from current stack
ffi.copy(vertices[vCount].color, stack[curstack].color, 4)
ffi.copy(vertices[vCount+1].color, stack[curstack].color, 4)
ffi.copy(vertices[vCount+2].color, stack[curstack].color, 4)
ffi.copy(vertices[vCount+3].color, stack[curstack].color, 4)
-- add indices to vertex map
indices[mIndex] = vCount
indices[mIndex+1] = vCount+1
indices[mIndex+2] = vCount+2
indices[mIndex+3] = vCount+2
indices[mIndex+4] = vCount+3
indices[mIndex+5] = vCount
vCount = vCount + 4
mIndex = mIndex + 6
end
if lastindex < #arg then
flushBatch()
g2d.points(select(lastindex+1, unpack(arg)))
end
end
function g2d.print( text, x,y, r, halign, valign )
g.setColor( stack[curstack].color[0]/255,
stack[curstack].color[1]/255,
stack[curstack].color[2]/255,
stack[curstack].color[3]/255)
g.print(text, x or 0, y or 0, 0, 1, r or 0, 0,0,1, 0, halign or "left", valign or "top")
g.setColor(1,1,1)
end
function g2d.line( ... )
makeLine( ... )
end
function g2d.rectangle( mode, x,y, w,h )
if mode == "fill" then
makeRect(x,y, w,h)
elseif mode == "line" then
makeLine(x,y, x+w,y, x+w,y+h, x,y+h, x,y)
end
end
function g2d.circle( mode, x,y, radius, segments )
segments = segments or 30
if mode == "fill" then
makeCircle( x,y, radius, segments )
elseif mode == "line" then
local pts = {}
for i=0, 360, 360/segments do
table.insert(pts, x + cos( rad(i))*radius )
table.insert(pts, y + sin( rad(i))*radius )
end
makeLine(unpack(pts))
end
end
function g2d.draw( texture, x,y, r )
x,y,r = x or 0, y or 0, r or 0
local w,h = texture:getDimensions()
imgMat:setColor(stack[curstack].color[0]/255,
stack[curstack].color[1]/255,
stack[curstack].color[2]/255,
stack[curstack].color[3]/255)
imgMat:setTexture(texture)
imgMesh:setVertices( {{0,0, 0,1}, {w,0, 1,1}, {w,h, 1,0}, {0,h, 0,0}} )
imgMesh:draw(x,y,0, 1, r, 0,0,1)
end
---------------------------------------------------------------------------------------------------------------
function g2d.reset()
g.setShader()
g.setColor(1,1,1)
g.setFont( basicFont )
stack[curstack].color[0] = 255
stack[curstack].color[1] = 255
stack[curstack].color[2] = 255
stack[curstack].color[3] = 255
stack[curstack].lineWidth = 1
stack[curstack].pointSize = 1
stack[curstack].wireframe = false
lStack[curstack] = {font = basicFont}
end
function g2d.set()
-- save current stack
p_proj = g.getProjection(1, p_proj)
gStack.r, gStack.g, gStack.b, gStack.a = g.getColor()
gStack.wireframe = g.isWireframe()
gStack.shader = g.getShader()
gStack.font = g.getFont()
-- set orthographic projection
g.push()
g.origin()
g.setColor(1,1,1)
g.setProjection(1, o_proj)
g.setFont(lStack[curstack].font)
end
function g2d.unset()
-- draw everything last in the batch on the screen
flushBatch()
-- turn back lovr stack
g.pop()
g.setProjection(1, p_proj)
g.setColor(gStack.r, gStack.g, gStack.b, gStack.a)
g.setWireframe(gStack.wireframe)
g.setShader(gStack.shader)
g.setFont(gStack.font)
end
function g2d.push()
curstack = curstack + 1
if curstack >= maxStack then error("Stack is too deep! ("..maxStack..")", 2) end
lStack[curstack] = {font = basicFont}
ffi.copy(stack[curstack], stack[curstack-1], ffi.sizeof("stackData"))
end
function g2d.pop()
if curstack == 0 then error("Too much pop() calls!", 2) end
curstack = curstack - 1
-- change font and shader
g.setFont(lStack[curstack].font)
end
---------------------------------------------------------------------------------------------------------------
function g2d.setFont( font )
lStack[curstack].font = font or basicFont
lStack[curstack].font:setPixelDensity(1)
lStack[curstack].font:setFlipEnabled(true)
g.setFont(lStack[curstack].font)
end
function g2d.getFont()
return lStack[curstack].font
end
function g2d.setShader( s )
flushBatch()
lStack[curstack].shader = s
g.setShader(s)
end
function g2d.getShader()
return lStack[curstack].shader
end
function g2d.setColor( r, _g, b, a )
stack[curstack].color[0] = r*255
stack[curstack].color[1] = _g*255
stack[curstack].color[2] = b*255
stack[curstack].color[3] = a and a*255 or 255
end
function g2d.getColor()
return stack[curstack].color[0]/255,
stack[curstack].color[1]/255,
stack[curstack].color[2]/255,
stack[curstack].color[3]/255
end
function g2d.setWireframe( enable )
flushBatch()
g.setWireframe(enable)
stack[curstack].wireframe = enable
end
function g2d.isWireframe()
return stack[curstack].wireframe
end
function g2d.setLineWidth( val )
stack[curstack].lineWidth = val
end
function g2d.getLineWidth()
return stack[curstack].lineWidth
end
function g2d.setPointSize( val )
stack[curstack].pointSize = val
end
function g2d.getPointSize()
return stack[curstack].pointSize
end
---------------------------------------------------------------------------------------------------------------
return g2d
|
local Slot = require('motras_slot')
local t = require('motras_types')
local Station = require('motras_station')
local AssetSlotCache = require('motras_asset_slot_cache')
describe('AssetSlotCache', function ()
local assetSlotId = Slot.makeId({type = t.UNDERPASS, gridX = 1, gridY = 2, assetId = 3})
local assetSlot = Slot:new{id = assetSlotId}
local station = Station:new{}
local platform = station:initializeAndRegister(Slot.makeId({type = t.PLATFORM, gridX = 1, gridY = 2}))
describe('addAssetSlot', function ()
it ('adds asset slot to cache', function ()
local assetSlotCache = AssetSlotCache:new{}
assetSlotCache:addAssetSlot(assetSlot)
assert.are.equal(assetSlot, assetSlotCache.assetSlots[1][2][1])
end)
end)
describe('getAllAssetSlotsForGridElement', function ()
it ('gets all slots for specific grid element', function ()
local assetSlotCache = AssetSlotCache:new{}
assetSlotCache:addAssetSlot(assetSlot)
assert.are.same({
assetSlot
}, assetSlotCache:getAllAssetSlotsForGridElement(platform))
end)
it ('returns empty table, when no asset slot is added for this element', function ()
local assetSlotCache = AssetSlotCache:new{}
local otherPlatform = station:initializeAndRegister(Slot.makeId({type = t.PLATFORM, gridX = 0, gridY = 0}))
assert.are.same({}, assetSlotCache:getAllAssetSlotsForGridElement(otherPlatform))
end)
end)
describe('bindAssetSlotsToGridElement', function ()
it ('binds asset slots to grid element', function ()
local assetSlotCache = AssetSlotCache:new{}
assetSlotCache:addAssetSlot(assetSlot)
assetSlotCache:bindAssetSlotsToGridElement(platform)
assert.are.equal(assetSlotId, platform:getAsset(3):getSlotId())
end)
end)
end)
|
-- Copyright (c) 2020 Reese Danzer
-- This software is released under the MIT License.
-- https://opensource.org/licenses/MIT
-- This module supplys the file-management functions to init.lua,
-- specifically: creation of output paths, map paths, and tagging of paths,
-- as well as retagging on death. These functions will only work if
-- they were initialized on startup while the noita api was still available.
--SOURCE
--https://stackoverflow.com/questions/1340230/check-if-directory-exists-in-lua
--check if a file or directory exists in this path
function exists(file)
local ok, err, code = os.rename(file, file)
if not ok then
if code == 13 then
-- Permission denied, but it exists
return true
end
end
return ok
end
function pathMaster(seedstr)
--takes seedstr, makes either new seed dir or new batch dir within seed dir
ngp = SessionNumbersGetValue('NEW_GAME_PLUS_COUNT')
ngstr = ''
if ngp ~= '0' then
ngstr = '[NG' .. ngp .. ']_'
end
drstr = ''
if GameIsDailyRun() then
drstr = '[DR]_'
end
dprstr = ''
if ModIsEnabled('daily_practice') then
dprstr = '[DPR]_'
end
ntmrstr = ''
if ModIsEnabled('nightmare') then
ntmrstr = '[NTMR]_'
end
mapName = ngstr .. drstr .. dprstr .. ntmrstr .. seedstr
rawPath = 'mods\\advanced_cartography\\raws\\' .. mapName .. '\\'
if not exists(rawPath) then
os.execute('mkdir ' .. rawPath)
end
mapPath = 'mods\\advanced_cartography\\maps\\' .. mapName .. '\\'
if not exists(mapPath) then
os.execute('mkdir ' .. mapPath)
end
local cnt = 0
local photoPath = ''
repeat
photoPath = rawPath .. cnt .. '\\'
cnt = cnt + 1
until not exists(photoPath)
os.execute ('mkdir ' .. photoPath)
if not exists(photoPath) then
print('AC Error: file path not initialized\n')
end
print('AC: Screenshot Directory: ' .. photoPath)
return photoPath
end
function death()
--when the player dies, this function gets called
--and marks the seed dir with [DEAD]
if exists(rawPath) then
local deadPath = '[DEAD]_' .. mapName
if exists('mods\\advanced_cartography\\raws\\' .. deadPath) then
local cnt = 2
repeat
deadPath = '[DEAD' .. cnt .. 'x]_' .. mapName
cnt = cnt + 1
until not exists('mods\\advanced_cartography\\raws\\' .. deadPath)
end
print('AC: Death: map name changed to ' .. deadPath)
os.execute('rename ' .. rawPath .. ' ' .. deadPath)
os.execute('rename ' .. mapPath .. ' ' .. deadPath)
else
print("AC Error: you appear to have died in a world that doesn't exist")
end
end
function delete(path)
print('AC: attempting to delete ' .. path)
os.execute('del ' .. '"' .. path .. '"')
end
|
--[[ Gastric - SlaveScripts.lua
Provides spells, events, and movement for mobs between
entries 70005 and 70007. Designed for the ACDB
project!
-- By Gastricpenguin ]]
-- Master's Slave
function mSlave_Plague(Unit)
player = Unit:getClosestPlayer ()
Unit:CastSpellOnTarget (16458, player)
end
function mSlave_OnLeaveCombat(Unit)
Unit:RemoveEvents()
end
function mSlave_OnCombat(Unit, Event)
Unit:RegisterEvent("mSlave_Plague",10000, 0)
end
RegisterUnitEvent(70005, 1, "mSlave_OnCombat")
RegisterUnitEvent(70005, 2, "mSlave_OnLeaveCombat")
--Slave Driver
function dSlave_Buff(Unit)
Unit:CastSpell(42084)
end
function dSlave_OnLeaveCombat(Unit)
Unit:RemoveEvents()
end
function dSlave_OnCombat(Unit, Event)
Unit:CastSpell(33079)
Unit:RegisterEvent("dSlave_Buff",10000, 0)
end
RegisterUnitEvent(70006, 1, "dSlave_OnCombat")
RegisterUnitEvent(70006, 2, "dSlave_OnLeaveCombat")
--Pet Fido : CHECK TO SEE IF THIS FIGHT WORKS!
function FidoCheckA(Unit)
if Unit:GetHealthPct() < 75 then
Unit:RemoveEvents()
Unit:CastSpell(32651)
end
end
function Fido_Bite(Unit)
player = Unit:getClosestPlayer ()
Unit:CastSpellOnTarget (30113, player)
end
function Fido_OnLeaveCombat(Unit)
Unit:RemoveEvents()
end
function Fido_OnCombat(Unit, Event)
Unit:RegisterEvent("FidoCheckA",1000, 0)
Unit:RegisterEvent("Fido_Bite",10000, 0)
end
RegisterUnitEvent(70008, 1, "Fido_OnCombat")
RegisterUnitEvent(70008, 2, "Fido_OnLeaveCombat")
--Slave Overlord
function OverlordCheckA(Unit)
x = Unit:GetX()
y = Unit:GetY()
z = Unit:GetZ()
o = Unit:GetO()
if Unit:GetHealthPct() < 40 then
Unit:SpawnCreature(70005, x, y, z, o, 17, 10000);
end
end
function Overlord_Cleave(Unit)
player = Unit:getClosestPlayer ()
Unit:CastSpellOnTarget (15579, player)
end
function Overlord_OnCombat(Unit, Event)
Unit:SendChatMessage (12, 0, "Taste my blade!")
Unit:RegisterEvent("OverlordCheckA",12000, 0)
Unit:RegisterEvent("Overlord_Cleave",10000, 0)
end
function Overlord_OnLeaveCombat(Unit)
Unit:RemoveEvents()
end
function Overlord_OnDeath(Unit)
Unit:SendChatMessage (12, 0, "What? Impossible!")
Unit:RemoveEvents()
end
RegisterUnitEvent(70007, 1, "Overlord_OnCombat")
RegisterUnitEvent(70007, 4, "Overlord_OnDeath")
RegisterUnitEvent(70007, 2, "Overlord_OnLeaveCombat")
|
local AddonName, AddonTable = ...
-- Raid: Sunwell Plateau (25 Normal)
AddonTable.sp = {
-- Shared Boss Loot
34664, -- Sunmote
34848, -- Bracers of the Forgotton Conqueror
34851, -- Bracers of the Forgotton Protector
34852, -- Bracers of the Forgotton Vanquisher
34853, -- Belt of the Forgotton Conqueror
34854, -- Belt of the Forgotton Protector
34855, -- Belt of the Forgotton Vanquisher
34856, -- Boots of the Forgotton Conqueror
34857, -- Boots of the Forgotton Protector
34858, -- Boots of the Forgotton Vanquisher
-- Kalecgos
34164, -- Dragonscale-Encrusted Longblade
34165, -- Fang of Kalecgos
34169, -- Breeches of Natural Aggression
34167, -- Legplates of the Holy Juggernaut
34170, -- Pantaloons of Calming Strife
34168, -- Starstalker Legguards
34166, -- Band of Lucent Beams
-- Brutallus
34176, -- Reign of Misery
34179, -- Heart of the Pit
34177, -- Clutch of Demise
34178, -- Collar of the Pit Lord
34180, -- Felfury Legplates
34181, -- Legplates of Calamity
-- Felmyst
34182, -- Grand Magister's Staff of Torrents
34185, -- Sword Breaker's Bulwark
34184, -- Brooch of the Highborne
35352, -- Borderland Fortress Grips
34186, -- Chain Links of the Tumultuous Storm
34188, -- Leggings of the Immortal Night
-- The Eredar Twins
34198, -- Stanchion of Primal Instinct
34199, -- Archon's Gavel
34203, -- Grip of Mannoroth
34197, -- Shiv of Exsanguination
34196, -- Golden Bow of Quel'Thalas
34206, -- Book of Highborne Hymns
34204, -- Amulet of Unfettered Magics
35290, -- Sin'dorei Pendant of Conquest
35291, -- Sin'dorei Pendant of Salvation
35292, -- Sin'dorei Pendant of Triumph
34210, -- Amice of the Convoker
34208, -- Equilibrium Epaulets
34194, -- Mantle of the Golden Forest
34192, -- Pauldrons of Perseverance
34202, -- Shawl of Wonderment
34195, -- Shoulderpads of Vehemence
34209, -- Spaulders of Reclamation
34193, -- Spaulders of the Thalassian Savior
34190, -- Crimson Paragon's Cover
34205, -- Shroud of Redeemed Souls
34189, -- Band of Ruinous Delight
-- M'uru
34214, -- Muramasa,
34231, -- Aegis of Angelic Fortune
34232, -- Fel Conqueror Raiments
34229, -- Garments of Serene Shores
34211, -- Harness of Carnal Instinct
34216, -- Heroic Judicator's Chestguard
34233, -- Robes of Faltered Light
34212, -- Sunglow Vest
34228, -- Vicious Hawkstrider Hauberk
34215, -- Warharness of Reckless Fury
34240, -- Gauntlets of the Soothed Soul
34234, -- Shadowed Gauntlets of Paroxysm
34213, -- Ring of Hardened Resolve
34230, -- Ring of Omnipotence
35282, -- Sin'dorei Band of Dominance
35283, -- Sin'dorei Band of Salvation
35284, -- Sin'dorei Band of Triumph
34427, -- Blackended Naaru Sliver
34430, -- Glimmering Naaru Sliver
34429, -- Shifting Naaru Sliver
34428, -- Steely Naaru Sliver
-- Kil'jaeden
34247, -- Apolyon, the Soul-Render
34337, -- Golden Staff of the Sin'dorei
34329, -- Crux of the Apocalypse
34335, -- Hammer of Sanctification
34331, -- Hand of the Deceiver
34336, -- Sunflare
34334, -- Thori'dal, the Stars' Fury
34333, -- Coif of Alleria
34245, -- Cover of Ursol the Wise
34332, -- Cowl of Gul'dan
34339, -- Cowl of Light's Purity
34345, -- Crown of Anasterian
34340, -- Dark Conjuror's Collar
34244, -- Duplicitous Guise
34243, -- Helm of Burning Righteousness
34241, -- Cloak of Unforgivable Sin
34242, -- Tattered Cape of Antonidas
34341, -- Borderland Paingrips
34344, -- Handguards of Defiled Worlds
34342, -- Handguards of the Dawn
34343, -- Thalassian Ranger Gauntlets
}
|
local camera = {}
camera.x = 0
camera.y = 0
camera.scaleX = 1
camera.scaleY = 1
camera.rotation = 0
camera.isVector = true
function camera:set()
love.graphics.push()
love.graphics.rotate(-self.rotation)
love.graphics.scale(1 / self.scaleX, 1 / self.scaleY)
love.graphics.translate(-self.x, -self.y)
end
function camera:unset()
love.graphics.pop()
end
function camera:move(dx, dy)
self.x = self.x + (dx or 0)
self.y = self.y + (dy or 0)
end
function camera:rotate(dr)
self.rotation = self.rotation + dr
end
function camera:scale(sx, sy)
sx = sx or 1
self.scaleX = self.scaleX * sx
self.scaleY = self.scaleY * (sy or sx)
end
function camera:setPosition(x, y)
self.x = x or self.x
self.y = y or self.y
end
function camera:setScale(sx, sy)
self.scaleX = sx or self.scaleX
self.scaleY = sy or self.scaleY
end
return camera
|
data:extend(
{
{
type = "item",
name = "blueprint-deployer",
icon = "__recursive-blueprints__/graphics/blueprint-deployer-icon.png",
flags = {"goes-to-quickbar"},
subgroup = "tool",
order = "c[automated-construction]-c[blueprint-deployer]",
place_result = "blueprint-deployer",
stack_size = 50
},
{
type = "item",
name = "blueprint-digitizer",
icon = "__recursive-blueprints__/graphics/blueprint-deployer-icon.png",
flags = {"goes-to-quickbar"},
subgroup = "tool",
order = "c[automated-construction]-c[blueprint-digitizer]",
place_result = "blueprint-digitizer",
stack_size = 50
},
{
type = "item",
name = "blueprint-printer",
icon = "__recursive-blueprints__/graphics/blueprint-printer-icon.png",
flags = {"goes-to-quickbar"},
subgroup = "tool",
order = "c[automated-construction]-c[blueprint-printer]",
place_result = "blueprint-printer",
stack_size = 50
},
}
)
|
player_manager.AddValidModel( "PMC2_11", "models/player/PMC_2/PMC__11.mdl" ) list.Set( "PlayerOptionsModel", "PMC2_11", "models/player/PMC_2/PMC__11.mdl" )
|
local gtable = require("gears.table")
local musicbus = {
callbacks = {}
}
-- Connect to dbus and wait for invocations of
-- org.awesomewm.awful.Playback.Status. Registered callbacks are then called
-- with the transmitted data. Primarily this allows external processes to send
-- currently played music metadata to the awesome music widget in a simple
-- manner.
dbus.connect_signal("org.awesomewm.awful.Playback", function(data, status)
if data.member == "Status" then
for _, callback in ipairs(musicbus.callbacks) do
callback(status)
end
end
end)
-- register a new callback
function musicbus.connect(callback)
table.insert(musicbus.callbacks, callback)
end
-- remove an existing callback
function musicbus.disconnect(callback)
table.remove(musicbus.callbacks, gtable.hasitem(musicbus.callbacks, callback))
end
return musicbus
|
-- Generated by LairTool
rori_vrobal_bull_lair_neutral_medium = Lair:new {
mobiles = {{"vrobal_bull",1},{"vrobal_sow",1}},
spawnLimit = 15,
buildingsVeryEasy = {"object/tangible/lair/base/poi_all_lair_brambles_large.iff"},
buildingsEasy = {"object/tangible/lair/base/poi_all_lair_brambles_large.iff"},
buildingsMedium = {"object/tangible/lair/base/poi_all_lair_brambles_large.iff"},
buildingsHard = {"object/tangible/lair/base/poi_all_lair_brambles_large.iff"},
buildingsVeryHard = {"object/tangible/lair/base/poi_all_lair_brambles_large.iff"}
}
addLairTemplate("rori_vrobal_bull_lair_neutral_medium", rori_vrobal_bull_lair_neutral_medium)
|
--[[
@author Sebastian "CrosRoad95" Jura <sebajura1234@gmail.com>
@copyright 2011-2021 Sebastian Jura <sebajura1234@gmail.com>
@license MIT
]]--
local function follow()
local dokogo=getElementData(localPlayer,"kajdanki")
if (not dokogo or not isElement(dokogo)) then
setElementData(localPlayer,"kajdanki", nil)
removeEventHandler("onClientPreRender", root, follow)
triggerServerEvent("setPedAnimation", localPlayer)
return
end
-- setElementInterior(localPlayer, getElementInterior(dokogo))
-- setElementDimension(localPlayer, getElementDimension(dokogo))
if (getPedOccupiedVehicle(dokogo) or getElementInterior(dokogo)~=getElementInterior(localPlayer) or getElementDimension(dokogo)~=getElementDimension(localPlayer)) then
setElementData(localPlayer,"kajdanki", nil)
removeEventHandler("onClientPreRender", root, follow)
triggerServerEvent("setPedAnimation", localPlayer)
return
end
local x,y,z=getElementPosition(dokogo)
local x2,y2,z2=getElementPosition(localPlayer)
local kat=0
kat=math.deg(math.atan(-1*(x2-x)/(y2-y)))
if (y2-y)<0 then
kat=kat+180.0
end
kat=(kat+180)%360
-- rx,ry,rz=getElementRotation(localPlayer)
-- setElementRotation(localPlayer, rx,ry,kat)
setPedRotation(localPlayer, kat)
local dist=getDistanceBetweenPoints3D(x,y,z,x2,y2,z2)
if (dist<1) then
setControlState("forwards", false)
else
setControlState("forwards", true)
end
if (dist>30) then
setElementPosition(localPlayer, x+math.random(-1,1), y+math.random(-1,1), z+math.random(0,10)/10)
return
end
if (dist>2) then
setControlState("sprint", true)
setControlState("walk", false)
else
setControlState("walk", true)
setControlState("sprint", false)
end
-- setPedAnimation(localPlayer, "ped" ,"WALK_csaw", 0, true, true, true )
-- triggerServerEvent("spac", localPlayer)
end
----
function menu_zakuj(args)
local x,y,z=getElementPosition(localPlayer)
local x2,y2,z2=getElementPosition(args.with)
if (getDistanceBetweenPoints3D(x,y,z,x2,y2,z2)>5) then
outputChatBox("Podejdź bliżej.", 255,0,0,true)
return
end
triggerServerEvent("onKajdankiZakuj", resourceRoot, localPlayer, args.with)
end
addEvent("onKajdankiZakuj", true)
addEventHandler("onKajdankiZakuj", resourceRoot, function(kto)
local obecnie=getElementData(localPlayer, "kajdanki")
if (obecnie and obecnie==kto) then
setElementData(localPlayer,"kajdanki", false)
removeEventHandler("onClientPreRender", root, follow)
triggerServerEvent("setPedAnimation", localPlayer)
outputChatBox(getPlayerName(kto):gsub("#%x%x%x%x%x%x","") .. " zdejmuje z Ciebie kajdanki.",0,0,255)
return
end
outputChatBox(getPlayerName(kto):gsub("#%x%x%x%x%x%x","") .. " zakuwa Cię w kajdanki.",0,0,255)
setElementData(localPlayer,"kajdanki", kto)
addEventHandler("onClientPreRender", root, follow)
end)
-------------------------------
local obecnie=getElementData(localPlayer, "kajdanki")
if (obecnie and isElement(obecnie)) then
addEventHandler("onClientPreRender", root, follow)
end
|
function create()
local progress = {}
local progressBars = {}
function progress.newBar(x, y, width, height, colour, vertical)
if not height then
height = 25
end
if not colour then
colour = {0.02, 1, 0.06}
end
progressBars[#progressBars+1] = {x=x, y=y, width=width, height=height, colour=colour, vertical=vertical, progress=0}
return #progressBars
end
function progress.drawPBars()
for id, bar in ipairs(progressBars) do
local w, h = bar.width, bar.height
if bar.vertical then
local t = h
h = w
w = t
end
love.graphics.setColor(bar["colour"][1]+0.8, bar["colour"][2]+0.8, bar["colour"][3]+0.8)
love.graphics.rectangle("fill", bar.x, bar.y, w, h)
local w, h = bar.progress*(bar.width-4), bar.height-4
if bar.vertical then
local t = h
h = w
w = t
end
love.graphics.setColor(bar["colour"][1]*0.95, bar["colour"][2]*0.95, bar["colour"][3]*0.95)
love.graphics.rectangle("fill", bar.x+2, bar.y+2, w, h)
end
end
function progress.setProgress(id, progress)
progressBars[id]["progress"] = progress
end
function progress.delete(id)
progressBars[id] = nil
end
return progress
end
return create
|
gt_frame=Class{}
function gt_frame:init(x, y, w, h, col, outline)
self.x=x
self.y=y
self.width=w
self.height=h
self.col=col
self.hidden=false
self.outline=outline
end
function gt_frame:draw()
if(self.hidden) then return end
love.graphics.setLineStyle("rough")
love.graphics.setColor(self.col.r/255, self.col.g/255, self.col.b/255, self.col.alpha/100)
love.graphics.rectangle("fill", self.x, self.y, self.width, self.height)
love.graphics.setColor(self.outline.r/255, self.outline.g/255, self.outline.b/255, self.outline.alpha/100)
-- RIGHT HAND SIDE
love.graphics.line(self.x+self.width, self.y+1, self.x+self.width, self.y+self.height-1)
-- TOP
love.graphics.line(self.x+1, self.y, self.x+self.width-1, self.y)
--BOTTOM
love.graphics.line(self.x+1, self.y+self.height, self.x+self.width-1, self.y+self.height)
-- LEFT HAND SIDE
love.graphics.line(self.x, self.y+1, self.x, self.y+self.height-1)
love.graphics.setPointSize(3)
--pixel top left hand side
love.graphics.points(self.x+.5, self.y+.5)
--pixel top right hand side
love.graphics.points(self.x+((self.width)-.5), self.y+.5)
--pixel bottom right hand side
love.graphics.points(self.x+.5, self.y+(self.height)-0.5)
--pixel top bottom hand left side
love.graphics.points(self.x+((self.width)-.5), self.y+(self.height)-0.5)
love.graphics.setLineStyle("smooth")
love.graphics.setColor(255/255, 255/255, 255/255, 100/100)
end
|
-- Install packer
local install_path = vim.fn.stdpath 'data' .. '/site/pack/packer/start/packer.nvim'
if vim.fn.empty(vim.fn.glob(install_path)) > 0 then
vim.fn.system({'git', 'clone', '--depth=1', 'https://github.com/wbthomason/packer.nvim', install_path})
end
vim.api.nvim_exec(
[[
augroup Packer
autocmd!
autocmd BufWritePost init.lua PackerCompile
augroup end
]],
false
)
local use = require('packer').use
require('packer').startup(function()
use 'wbthomason/packer.nvim' -- Package manager
use 'tpope/vim-sleuth'
use 'tpope/vim-sensible'
use 'tpope/vim-fugitive' -- Git commands in nvim
use 'tpope/vim-rhubarb' -- Fugitive-companion to interact with github
use 'tpope/vim-commentary' -- "gc" to comment visual regions/lines
use 'ludovicchabant/vim-gutentags' -- Automatic tags management
-- UI to select things (files, grep results, open buffers...)
use { 'nvim-telescope/telescope.nvim', requires = { 'nvim-lua/plenary.nvim' } }
use 'danilo-augusto/vim-afterglow'
-- use 'joshdick/onedark.vim'
use 'itchyny/lightline.vim' -- Fancier statusline
-- Add indentation guides even on blank lines
use 'lukas-reineke/indent-blankline.nvim'
-- Add git related info in the signs columns and popups
use { 'lewis6991/gitsigns.nvim', requires = { 'nvim-lua/plenary.nvim' } }
-- Highlight, edit, and navigate code using a fast incremental parsing library
use 'nvim-treesitter/nvim-treesitter'
-- Additional textobjects for treesitter
use 'nvim-treesitter/nvim-treesitter-textobjects'
use 'neovim/nvim-lspconfig' -- Collection of configurations for built-in LSP client
use 'hrsh7th/nvim-cmp' -- Autocompletion plugin
use 'hrsh7th/cmp-nvim-lsp'
use 'saadparwaiz1/cmp_luasnip'
use 'L3MON4D3/LuaSnip' -- Snippets plugin
use 'fatih/vim-go'
end)
-- Omat
vim.o.tabstop = 4
vim.o.softtabstop = 4
vim.o.shiftwidth = 4
vim.o.smarttab = true
vim.g.netrw_banner = 0
vim.g.netrw_liststyle = 3
vim.g.netrw_browse_split = 4
vim.g.netrw_altv = 1
vim.g.netrw_winsize = 25
vim.api.nvim_exec(
[[
augroup ProjectDrawer
autocmd!
autocmd VimEnter * :Vexplore
augroup end
]],
false
)
--Incremental live completion (note: this is now a default on master)
vim.o.inccommand = 'nosplit'
--Set highlight on search
vim.o.hlsearch = false
--Make line numbers default
vim.wo.number = true
--Do not save when switching buffers (note: this is now a default on master)
vim.o.hidden = true
--Enable mouse mode
vim.o.mouse = 'a'
--Enable break indent
vim.o.breakindent = true
--Save undo history
vim.opt.undofile = true
--Case insensitive searching UNLESS /C or capital in search
vim.o.ignorecase = true
vim.o.smartcase = true
--Decrease update time
vim.o.updatetime = 250
vim.wo.signcolumn = 'yes'
--Set colorscheme (order is important here)
vim.o.termguicolors = true
vim.g.afterglow_italic_comments = 1
vim.cmd [[colorscheme afterglow]]
-- vim.cmd [[colorscheme onedark]]
--Set statusbar
vim.g.lightline = {
colorscheme = 'one',
active = { left = { { 'mode', 'paste' }, { 'gitbranch', 'readonly', 'filename', 'modified' } } },
component_function = { gitbranch = 'fugitive#head' },
}
--Remap space as leader key
vim.api.nvim_set_keymap('', '<Space>', '<Nop>', { noremap = true, silent = true })
vim.g.mapleader = ' '
vim.g.maplocalleader = ' '
--Remap for dealing with word wrap
vim.api.nvim_set_keymap('n', 'k', "v:count == 0 ? 'gk' : 'k'", { noremap = true, expr = true, silent = true })
vim.api.nvim_set_keymap('n', 'j', "v:count == 0 ? 'gj' : 'j'", { noremap = true, expr = true, silent = true })
-- Highlight on yank
vim.api.nvim_exec(
[[
augroup YankHighlight
autocmd!
autocmd TextYankPost * silent! lua vim.highlight.on_yank()
augroup end
]],
false
)
-- Y yank until the end of line (note: this is now a default on master)
vim.api.nvim_set_keymap('n', 'Y', 'y$', { noremap = true })
-- Tabs
--Map blankline
vim.g.indent_blankline_char = '┊'
vim.g.indent_blankline_filetype_exclude = { 'help', 'packer' }
vim.g.indent_blankline_buftype_exclude = { 'terminal', 'nofile' }
vim.g.indent_blankline_char_highlight = 'LineNr'
vim.g.indent_blankline_show_trailing_blankline_indent = false
-- Gitsigns
require('gitsigns').setup {
signs = {
add = { hl = 'GitGutterAdd', text = '+' },
change = { hl = 'GitGutterChange', text = '~' },
delete = { hl = 'GitGutterDelete', text = '_' },
topdelete = { hl = 'GitGutterDelete', text = '‾' },
changedelete = { hl = 'GitGutterChange', text = '~' },
},
}
-- Telescope
require('telescope').setup {
defaults = {
mappings = {
i = {
['<C-u>'] = false,
['<C-d>'] = false,
},
},
},
}
--Add leader shortcuts
vim.api.nvim_set_keymap('n', '<leader><space>', [[<cmd>lua require('telescope.builtin').buffers()<CR>]], { noremap = true, silent = true })
vim.api.nvim_set_keymap('n', '<leader>sf', [[<cmd>lua require('telescope.builtin').find_files({previewer = false})<CR>]], { noremap = true, silent = true })
vim.api.nvim_set_keymap('n', '<leader>sb', [[<cmd>lua require('telescope.builtin').current_buffer_fuzzy_find()<CR>]], { noremap = true, silent = true })
vim.api.nvim_set_keymap('n', '<leader>sh', [[<cmd>lua require('telescope.builtin').help_tags()<CR>]], { noremap = true, silent = true })
vim.api.nvim_set_keymap('n', '<leader>st', [[<cmd>lua require('telescope.builtin').tags()<CR>]], { noremap = true, silent = true })
vim.api.nvim_set_keymap('n', '<leader>sd', [[<cmd>lua require('telescope.builtin').grep_string()<CR>]], { noremap = true, silent = true })
vim.api.nvim_set_keymap('n', '<leader>sp', [[<cmd>lua require('telescope.builtin').live_grep()<CR>]], { noremap = true, silent = true })
vim.api.nvim_set_keymap('n', '<leader>so', [[<cmd>lua require('telescope.builtin').tags{ only_current_buffer = true }<CR>]], { noremap = true, silent = true })
vim.api.nvim_set_keymap('n', '<leader>?', [[<cmd>lua require('telescope.builtin').oldfiles()<CR>]], { noremap = true, silent = true })
-- Treesitter configuration
-- Parsers must be installed manually via :TSInstall
require('nvim-treesitter.configs').setup {
highlight = {
enable = true, -- false will disable the whole extension
},
incremental_selection = {
enable = true,
keymaps = {
init_selection = 'gnn',
node_incremental = 'grn',
scope_incremental = 'grc',
node_decremental = 'grm',
},
},
indent = {
enable = true,
},
textobjects = {
select = {
enable = true,
lookahead = true, -- Automatically jump forward to textobj, similar to targets.vim
keymaps = {
-- You can use the capture groups defined in textobjects.scm
['af'] = '@function.outer',
['if'] = '@function.inner',
['ac'] = '@class.outer',
['ic'] = '@class.inner',
},
},
move = {
enable = true,
set_jumps = true, -- whether to set jumps in the jumplist
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',
},
},
},
}
-- LSP settings
local nvim_lsp = require 'lspconfig'
local on_attach = function(_, bufnr)
vim.api.nvim_buf_set_option(bufnr, 'omnifunc', 'v:lua.vim.lsp.omnifunc')
local opts = { noremap = true, silent = true }
vim.api.nvim_buf_set_keymap(bufnr, 'n', 'gD', '<cmd>lua vim.lsp.buf.declaration()<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', 'gd', '<cmd>lua vim.lsp.buf.definition()<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', 'K', '<cmd>lua vim.lsp.buf.hover()<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', 'gi', '<cmd>lua vim.lsp.buf.implementation()<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<C-k>', '<cmd>lua vim.lsp.buf.signature_help()<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<leader>wa', '<cmd>lua vim.lsp.buf.add_workspace_folder()<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<leader>wr', '<cmd>lua vim.lsp.buf.remove_workspace_folder()<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<leader>wl', '<cmd>lua print(vim.inspect(vim.lsp.buf.list_workspace_folders()))<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<leader>D', '<cmd>lua vim.lsp.buf.type_definition()<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<leader>rn', '<cmd>lua vim.lsp.buf.rename()<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', 'gr', '<cmd>lua vim.lsp.buf.references()<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<leader>ca', '<cmd>lua vim.lsp.buf.code_action()<CR>', opts)
-- vim.api.nvim_buf_set_keymap(bufnr, 'v', '<leader>ca', '<cmd>lua vim.lsp.buf.range_code_action()<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<leader>e', '<cmd>lua vim.lsp.diagnostic.show_line_diagnostics()<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '[d', '<cmd>lua vim.lsp.diagnostic.goto_prev()<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', ']d', '<cmd>lua vim.lsp.diagnostic.goto_next()<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<leader>q', '<cmd>lua vim.lsp.diagnostic.set_loclist()<CR>', opts)
vim.api.nvim_buf_set_keymap(bufnr, 'n', '<leader>so', [[<cmd>lua require('telescope.builtin').lsp_document_symbols()<CR>]], opts)
vim.cmd [[ command! Format execute 'lua vim.lsp.buf.formatting()' ]]
end
-- nvim-cmp supports additional completion capabilities
local capabilities = vim.lsp.protocol.make_client_capabilities()
capabilities = require('cmp_nvim_lsp').update_capabilities(capabilities)
-- Enable the following language servers
local servers = { 'pylsp', 'gopls' }
for _, lsp in ipairs(servers) do
nvim_lsp[lsp].setup {
on_attach = on_attach,
capabilities = capabilities,
}
end
-- require'lspconfig'.gopls.setup{}
-- Example custom server
local sumneko_root_path = vim.fn.getenv 'HOME' .. '/.local/bin/sumneko_lua' -- Change to your sumneko root installation
local sumneko_binary = sumneko_root_path .. '/bin/linux/lua-language-server'
-- Make runtime files discoverable to the server
local runtime_path = vim.split(package.path, ';')
table.insert(runtime_path, 'lua/?.lua')
table.insert(runtime_path, 'lua/?/init.lua')
require('lspconfig').sumneko_lua.setup {
cmd = { sumneko_binary, '-E', sumneko_root_path .. '/main.lua' },
on_attach = on_attach,
capabilities = capabilities,
settings = {
Lua = {
runtime = {
-- Tell the language server which version of Lua you're using (most likely LuaJIT in the case of Neovim)
version = 'LuaJIT',
-- Setup your lua path
path = runtime_path,
},
diagnostics = {
-- Get the language server to recognize the `vim` global
globals = { 'vim' },
},
workspace = {
-- Make the server aware of Neovim runtime files
library = vim.api.nvim_get_runtime_file('', true),
},
-- Do not send telemetry data containing a randomized but unique identifier
telemetry = {
enable = false,
},
},
},
}
-- Set completeopt to have a better completion experience
vim.o.completeopt = 'menuone,noselect'
-- luasnip setup
local luasnip = require 'luasnip'
-- nvim-cmp setup
local cmp = require 'cmp'
cmp.setup {
snippet = {
expand = function(args)
require('luasnip').lsp_expand(args.body)
end,
},
mapping = {
['<C-p>'] = cmp.mapping.select_prev_item(),
['<C-n>'] = cmp.mapping.select_next_item(),
['<C-d>'] = cmp.mapping.scroll_docs(-4),
['<C-f>'] = cmp.mapping.scroll_docs(4),
['<C-Space>'] = cmp.mapping.complete(),
['<C-e>'] = cmp.mapping.close(),
['<CR>'] = cmp.mapping.confirm {
behavior = cmp.ConfirmBehavior.Replace,
select = true,
},
['<Tab>'] = function(fallback)
if vim.fn.pumvisible() == 1 then
vim.fn.feedkeys(vim.api.nvim_replace_termcodes('<C-n>', true, true, true), 'n')
elseif luasnip.expand_or_jumpable() then
vim.fn.feedkeys(vim.api.nvim_replace_termcodes('<Plug>luasnip-expand-or-jump', true, true, true), '')
else
fallback()
end
end,
['<S-Tab>'] = function(fallback)
if vim.fn.pumvisible() == 1 then
vim.fn.feedkeys(vim.api.nvim_replace_termcodes('<C-p>', true, true, true), 'n')
elseif luasnip.jumpable(-1) then
vim.fn.feedkeys(vim.api.nvim_replace_termcodes('<Plug>luasnip-jump-prev', true, true, true), '')
else
fallback()
end
end,
},
sources = {
{ name = 'nvim_lsp' },
{ name = 'luasnip' },
},
}
|
-----------------------------------
-- Area: Leujaoam Sanctum (Leujaoam Cleansing)
-- Mob: Leujaoam Worm
-----------------------------------
function onMobDeath(mob, player, isKiller)
end
function onMobDespawn(mob)
local instance = mob:getInstance()
instance:setProgress(instance:getProgress() + 1)
end
|
local _, ns = ...
local B, C, L, DB, P = unpack(ns)
local oUF = _G.oUF or ns.oUF
local UF = P:RegisterModule("UnitFrames")
local NUF = B:GetModule("UnitFrames")
function UF:SetTag(frame)
local name = frame.nameText
local mystyle = frame.mystyle
local colorStr = UF.db["NameColor"] and frame.Health.colorClass and "" or "[color]"
if name then
if mystyle == "player" then
frame:Tag(name, " "..colorStr.."[name]")
elseif mystyle == "target" then
frame:Tag(name, "[fulllevel] "..colorStr.."[name][afkdnd]")
elseif mystyle == "focus" then
frame:Tag(name, colorStr.."[name][afkdnd]")
elseif mystyle == "arena" then
frame:Tag(name, "[arenaspec] "..colorStr.."[name]")
elseif mystyle == "raid" and C.db["UFs"]["SimpleMode"] and C.db["UFs"]["ShowTeamIndex"] and not frame.isPartyPet and not frame.isPartyFrame then
frame:Tag(name, "[group]."..colorStr.."[name]")
elseif mystyle ~= "nameplate" then
frame:Tag(name, colorStr.."[name]")
end
name:UpdateTag()
end
end
function UF:UpdateNameText()
for _, frame in pairs(oUF.objects) do
UF:SetTag(frame)
end
end
function UF:SetNameTextHook()
hooksecurefunc(NUF, "CreateHealthText", function(self, frame)
UF:SetTag(frame)
end)
end
function UF:SetupNameText()
UF:SetNameTextHook()
UF:UpdateNameText()
hooksecurefunc(NUF, "UpdateTextScale", UF.UpdateNameText)
hooksecurefunc(NUF, "UpdateRaidTextScale", UF.UpdateNameText)
end
function UF:OnLogin()
P:Delay(1, function()
UF:SetupNameText()
UF:SetRoleIconsHook()
UF:UpdateRoleIcons()
UF:UpdateUFsFader()
UF:UpdateAurasFilter()
end)
end
|
require("rest-nvim").setup({
result_split_horizontal = false,
skip_ssl_verification = false,
highlight = {
enabled = true,
timeout = 150,
},
jump_to_request = false,
})
vim.cmd[[
nmap <C-r> <Plug>RestNvim
]]
|
-- // Dependencies
local Library = loadstring(game:HttpGet("https://pastebin.com/raw/PTrFUueU"))()
local ESP = loadstring(game:HttpGet("https://kiriot22.com/releases/ESP.lua"))()
-- // UI Theme
Library.theme.accentcolor = Color3.new(0.011764, 0.521568, 1)
Library.theme.background = "rbxassetid://2151741365"
Library.theme.tilesize = 0.77
-- [[ INFO: Gun mods by Stefanuk12 and Viktor Reznov on v3rm! ]] --
-- // Initalize ESP
ESP.Players = false
ESP.TeamColor = true
ESP:Toggle(true)
-- // Configuration
local Configuration = {
AReload = 0,
RecoilControl = 0,
EReload = 0,
SReload = 0,
ReloadTime = 0,
EquipTime = 0,
Spread = 10,
MaxSpread = 10,
Range = 1000,
Auto = true,
FireRate = 0.8,
BFireRate = 0.8,
UnlimitedAmmo = true
}
-- // Services
local runService = game:GetService("RunService")
local replicatedStorage = game:GetService("ReplicatedStorage")
local players = game:GetService("Players")
-- // Loop through every weapon
local function modifyWeapons()
for _, weapon in ipairs(replicatedStorage.Weapons:GetChildren()) do
-- // lol
for _, config in ipairs(weapon:GetChildren()) do
-- // Disable "Anti Cheat"
for _, conn in ipairs(getconnections(config.Changed)) do
conn:Disable()
end
-- // Set according to Configuration, making sure it exists
local modConfig = Configuration[config.Name]
if modConfig then
config.Value = modConfig
end
end
end
end
-- // Variables
local localPlayer = players.LocalPlayer
local PlayerGui = localPlayer.PlayerGui
local Variables = PlayerGui.GUI.Client.Variables
-- // UI Components
local Window = Library:CreateWindow("Floppa Hub", Vector2.new(492, 598), Enum.KeyCode.RightShift)
do
local visualsTab = Window:CreateTab("Visuals")
do
local espSec = visualsTab:CreateSector("ESP", "left")
do
espSec:AddToggle(
"Enabled",
false,
function(bool)
ESP.Players = bool
end
)
espSec:AddToggle(
"Team Color",
true,
function(bool)
ESP.TeamColor = bool
end
)
espSec:AddToggle(
"Tracers",
false,
function(bool)
ESP.Tracers = bool
end
)
espSec:AddToggle(
"Boxes",
true,
function(bool)
ESP.Boxes = bool
end
)
espSec:AddToggle(
"Names",
true,
function(bool)
ESP.Names = bool
end
)
end
local mainTab = Window:CreateTab("Arsenal")
do
local modsSec = mainTab:CreateSector("Gun Mods", "left")
do
modsSec:AddToggle(
"Infinite Ammo",
false,
function(bool)
Configuration.UnlimitedAmmo = bool
modifyWeapons()
end
)
modsSec:AddToggle(
"Always Automatic",
false,
function(bool)
Configuration.Auto = bool
modifyWeapons()
end
)
modsSec:AddToggle(
"Infinite Ammo",
false,
function(bool)
Configuration.UnlimitedAmmo = bool
modifyWeapons()
end
)
modsSec:AddToggle(
"Infinite Ammo",
false,
function(bool)
Configuration.UnlimitedAmmo = bool
modifyWeapons()
end
)
modsSec:AddToggle(
"Fast Equip",
false,
function(bool)
Configuration.EquipTime = 0
modifyWeapons()
end
)
modsSec:AddToggle(
"No Reload Time",
false,
function(bool)
Configuration.ReloadTime = 0
modifyWeapons()
end
)
modsSec:AddToggle(
"Fast Fire Rate",
false,
function(bool)
Configuration.FireRate = 0.000001
modifyWeapons()
end
)
end
end
end
local settingsTab = Window:CreateTab("Settings")
do
if syn then
settingsTab:CreateConfigSystem("left")
else
print("Your exploit doesnt support this.")
end
end
end
task.spawn(
function()
while task.wait() do
-- // Make sure is enabled
if Configuration.UnlimitedAmmo then
-- // Set
Variables.ammocount.Value = 300
Variables.ammocount2.Value = 300
Variables.primarystored.Value = 300
Variables.secondarystored.Value = 300
end
end
end
)
|
object_tangible_meatlump_event_meatlump_food_palette_01_11 = object_tangible_meatlump_event_shared_meatlump_food_palette_01_11:new {
}
ObjectTemplates:addTemplate(object_tangible_meatlump_event_meatlump_food_palette_01_11, "object/tangible/meatlump/event/meatlump_food_palette_01_11.iff")
|
local ran_before
return function(options)
if ran_before then
ngx.log(ngx.WARN, debug.traceback("attempt to re-run the globalpatches", 2))
return
end
ngx.log(ngx.DEBUG, "installing the globalpatches")
ran_before = true
options = options or {}
local meta = require "kong.meta"
_G._KONG = {
_NAME = meta._NAME,
_VERSION = meta._VERSION
}
if options.cli then
ngx.IS_CLI = true
-- luacheck: globals ngx.exit
ngx.exit = function() end
end
do -- deal with ffi re-loading issues
if options.rbusted then
-- pre-load the ffi module, such that it becomes part of the environment
-- and Busted will not try to GC and reload it. The ffi is not suited
-- for that and will occasionally segfault if done so.
local ffi = require "ffi"
-- Now patch ffi.cdef to only be called once with each definition
local old_cdef = ffi.cdef
local exists = {}
ffi.cdef = function(def)
if exists[def] then
return
end
exists[def] = true
return old_cdef(def)
end
end
end
do -- implement `sleep` in the `init_worker` context
-- initialization code regularly uses the shm and locks.
-- the resty-lock is based on sleeping while waiting, but that api
-- is unavailable. Hence we implement a BLOCKING sleep, only in
-- the init_worker context.
local get_phase= ngx.get_phase
local ngx_sleep = ngx.sleep
local alternative_sleep = require("socket").sleep
-- luacheck: globals ngx.sleep
ngx.sleep = function(s)
if get_phase() == "init_worker" then
ngx.log(ngx.WARN, "executing a blocking 'sleep' (", s, " seconds)")
return alternative_sleep(s)
end
return ngx_sleep(s)
end
end
do -- implement a Lua based shm for: cli (and hence rbusted)
if options.cli then
-- ngx.shared.DICT proxy
-- https://github.com/bsm/fakengx/blob/master/fakengx.lua
-- with minor fixes and addtions such as exptime
--
-- See https://github.com/openresty/resty-cli/pull/12
-- for a definitive solution of using shms in CLI
local SharedDict = {}
local function set(data, key, value)
data[key] = {
value = value,
info = {expired = false}
}
end
function SharedDict:new()
return setmetatable({data = {}}, {__index = self})
end
function SharedDict:get(key)
return self.data[key] and self.data[key].value, nil
end
SharedDict.get_stale = SharedDict.get
function SharedDict:set(key, value)
set(self.data, key, value)
return true, nil, false
end
SharedDict.safe_set = SharedDict.set
function SharedDict:add(key, value, exptime)
if self.data[key] ~= nil then
return false, "exists", false
end
if exptime then
ngx.timer.at(exptime, function()
self.data[key] = nil
end)
end
set(self.data, key, value)
return true, nil, false
end
SharedDict.safe_add = SharedDict.add
function SharedDict:replace(key, value)
if self.data[key] == nil then
return false, "not found", false
end
set(self.data, key, value)
return true, nil, false
end
function SharedDict:delete(key)
if self.data[key] ~= nil then
self.data[key] = nil
end
return true
end
function SharedDict:incr(key, value, init)
if not self.data[key] then
if not init then
return nil, "not found"
else
self.data[key] = { value = init }
end
elseif type(self.data[key].value) ~= "number" then
return nil, "not a number"
end
self.data[key].value = self.data[key].value + value
return self.data[key].value, nil
end
function SharedDict:flush_all()
for _, item in pairs(self.data) do
item.info.expired = true
end
end
function SharedDict:flush_expired(n)
local data = self.data
local flushed = 0
for key, item in pairs(self.data) do
if item.info.expired then
data[key] = nil
flushed = flushed + 1
if n and flushed == n then
break
end
end
end
self.data = data
return flushed
end
function SharedDict:get_keys(n)
n = n or 1024
local i = 0
local keys = {}
for k in pairs(self.data) do
keys[#keys+1] = k
i = i + 1
if n ~= 0 and i == n then
break
end
end
return keys
end
-- hack
_G.ngx.shared = setmetatable({}, {
__index = function(self, key)
local shm = rawget(self, key)
if not shm then
shm = SharedDict:new()
rawset(self, key, shm)
end
return shm
end
})
end
end
do -- randomseeding patch for: cli, rbusted and OpenResty
--- Seeds the random generator, use with care.
-- Once - properly - seeded, this method is replaced with a stub
-- one. This is to enforce best-practices for seeding in ngx_lua,
-- and prevents third-party modules from overriding our correct seed
-- (many modules make a wrong usage of `math.randomseed()` by calling
-- it multiple times or by not useing unique seeds for Nginx workers).
--
-- This patched method will create a unique seed per worker process,
-- using a combination of both time and the worker's pid.
local util = require "kong.tools.utils"
local seeds = {}
local randomseed = math.randomseed
_G.math.randomseed = function()
local seed = seeds[ngx.worker.pid()]
if not seed then
if not options.cli and ngx.get_phase() ~= "init_worker" then
ngx.log(ngx.WARN, debug.traceback("math.randomseed() must be " ..
"called in init_worker context", 2))
end
local bytes, err = util.get_rand_bytes(8)
if bytes then
ngx.log(ngx.DEBUG, "seeding PRNG from OpenSSL RAND_bytes()")
local t = {}
for i = 1, #bytes do
local byte = string.byte(bytes, i)
t[#t+1] = byte
end
local str = table.concat(t)
if #str > 12 then
-- truncate the final number to prevent integer overflow,
-- since math.randomseed() could get cast to a platform-specific
-- integer with a different size and get truncated, hence, lose
-- randomness.
-- double-precision floating point should be able to represent numbers
-- without rounding with up to 15/16 digits but let's use 12 of them.
str = string.sub(str, 1, 12)
end
seed = tonumber(str)
else
ngx.log(ngx.ERR, "could not seed from OpenSSL RAND_bytes, seeding ",
"PRNG with time and worker pid instead (this can ",
"result to duplicated seeds): ", err)
seed = ngx.now()*1000 + ngx.worker.pid()
end
ngx.log(ngx.DEBUG, "random seed: ", seed, " for worker nb ",
ngx.worker.id())
if not options.cli then
local ok, err = ngx.shared.kong:safe_set("pid: " .. ngx.worker.pid(), seed)
if not ok then
ngx.log(ngx.WARN, "could not store PRNG seed in kong shm: ", err)
end
end
randomseed(seed)
seeds[ngx.worker.pid()] = seed
else
ngx.log(ngx.DEBUG, debug.traceback("attempt to seed random number " ..
"generator, but already seeded with: " .. tostring(seed), 2))
end
return seed
end
end
do -- cosockets connect patch for dns resolution for: cli, rbusted and OpenResty
local sub = string.sub
--- Patch the TCP connect and UDP setpeername methods such that all
-- connections will be resolved first by the internal DNS resolver.
-- STEP 1: load code that should not be using the patched versions
require "resty.dns.resolver" -- will cache TCP and UDP functions
-- STEP 2: forward declaration of locals to hold stuff loaded AFTER patching
local toip
-- STEP 3: store original unpatched versions
local old_tcp = ngx.socket.tcp
local old_udp = ngx.socket.udp
local old_tcp_connect
local old_udp_setpeername
-- need to do the extra check here: https://github.com/openresty/lua-nginx-module/issues/860
local function strip_nils(first, second)
if second then
return first, second
elseif first then
return first
end
end
local function resolve_connect(f, sock, host, port, opts)
if sub(host, 1, 5) ~= "unix:" then
host, port = toip(host, port)
if not host then
return nil, "[toip() name lookup failed]: " .. tostring(port)
end
end
return f(sock, host, strip_nils(port, opts))
end
local function tcp_resolve_connect(sock, host, port, opts)
return resolve_connect(old_tcp_connect, sock, host, port, opts)
end
local function udp_resolve_setpeername(sock, host, port)
return resolve_connect(old_udp_setpeername, sock, host, port)
end
-- STEP 4: patch globals
_G.ngx.socket.tcp = function(...)
local sock = old_tcp(...)
if not old_tcp_connect then
old_tcp_connect = sock.connect
end
sock.connect = tcp_resolve_connect
return sock
end
_G.ngx.socket.udp = function(...)
local sock = old_udp(...)
if not old_udp_setpeername then
old_udp_setpeername = sock.setpeername
end
sock.setpeername = udp_resolve_setpeername
return sock
end
-- STEP 5: load code that should be using the patched versions, if any (because of dependency chain)
toip = require("resty.dns.client").toip -- this will load utils and penlight modules for example
end
end
|
http://piratepad.net/0XP4FyvShw
|
-- compatible CUDA
require 'torch'
require 'nn'
local GlobalkMaxPooling, parent = torch.class('nn.GlobalkMaxPooling', 'nn.Module')
function GlobalkMaxPooling:__init(nMax)
parent.__init(self)
self.nMax = nMax or 1
self.output = torch.Tensor()
self.indices = torch.Tensor()
end
function GlobalkMaxPooling:updateOutput(input)
local batchSize = 0
local numChannels = 0
local h = 0
local w = 0
if input:dim() == 4 then -- batch
batchSize = input:size(1)
numChannels = input:size(2)
h = input:size(3)
w = input:size(4)
elseif input:dim() == 3 then -- image
batchSize = 1
numChannels = input:size(1)
h = input:size(2)
w = input:size(3)
else
print('error in GlobalkMaxPooling:updateOutput - incorrect input size')
end
local nMax = self.nMax
if nMax <= 0 then
nMax = math.max(1, math.floor(h * w))
elseif nMax < 1 then
nMax = math.max(1, math.floor(nMax * h * w))
end
self.output:typeAs(input):resize(batchSize, numChannels, 1, 1)
local x = input:view(batchSize, numChannels, h*w)
-- sort scores by decreasing order
local scoreSorted, indices = torch.sort(x, x:size():size(), true)
-- compute top max
self.indices = indices[{{},{},{1,nMax}}]
torch.sum(self.output, scoreSorted[{{},{},{1,nMax}}], 3)
self.output:div(nMax)
if input:dim() == 4 then
self.output = self.output:view(batchSize, numChannels, 1, 1)
elseif input:dim() == 3 then
self.output = self.output:view(numChannels, 1, 1)
end
return self.output
end
function GlobalkMaxPooling:updateGradInput(input, gradOutput)
if input:dim() == 4 then -- batch
batchSize = input:size(1)
numChannels = input:size(2)
h = input:size(3)
w = input:size(4)
elseif input:dim() == 3 then -- image
batchSize = 1
numChannels = input:size(1)
h = input:size(2)
w = input:size(3)
else
print('error in GlobalkMaxPooling:updateGradInput - incorrect input size')
end
local nMax = self.nMax
if nMax <= 0 then
nMax = math.max(1, math.floor(h * w))
elseif nMax < 1 then
nMax = math.max(1, math.floor(nMax * h * w))
end
local yMax = torch.expand(gradOutput:clone():view(batchSize, numChannels, 1), batchSize, numChannels, nMax)
local z = torch.zeros(batchSize, numChannels, h*w):typeAs(input)
self.gradInput = z:scatter(3, self.indices, yMax):div(nMax)
if input:dim() == 4 then
self.gradInput = self.gradInput:view(batchSize, numChannels, h, w)
elseif input:dim() == 3 then
self.gradInput = self.gradInput:view(numChannels, h, w)
end
return self.gradInput
end
function GlobalkMaxPooling:empty()
self.gradInput:resize()
self.gradInput:storage():resize(0)
self.output:resize()
self.output:storage():resize(0)
self.indices:resize()
self.indices:storage():resize(0)
end
function GlobalkMaxPooling:__tostring__()
local s = string.format('%s(nMax=%d)', torch.type(self), self.nMax)
return s
end
|
-- parseit.lua INCOMPLETE
-- Glenn G. Chappell
-- 2021-02-17
--
-- For CS F331 / CSCE A331 Spring 2021
-- Solution to Assignment 4, Exercise 1
-- Requires lexit.lua
-- Changed made by Luke Underwood
-- Updated: 2/22/2021
-- Completed: 2/24/2021
local lexit = require "lexit"
-- *********************************************************************
-- Module Table Initialization
-- *********************************************************************
local parseit = {} -- Our module
-- *********************************************************************
-- Variables
-- *********************************************************************
-- For lexer iteration
local iter -- Iterator returned by lexit.lex
local state -- State for above iterator (maybe not used)
local lexer_out_s -- Return value #1 from above iterator
local lexer_out_c -- Return value #2 from above iterator
-- For current lexeme
local lexstr = "" -- String form of current lexeme
local lexcat = 0 -- Category of current lexeme:
-- one of categories below, or 0 for past the end
-- *********************************************************************
-- Symbolic Constants for AST
-- *********************************************************************
local STMT_LIST = 1
local WRITE_STMT = 2
local RETURN_STMT = 3
local ASSN_STMT = 4
local FUNC_CALL = 5
local FUNC_DEF = 6
local IF_STMT = 7
local FOR_LOOP = 8
local STRLIT_OUT = 9
local CR_OUT = 10
local DQ_OUT = 11
local CHAR_CALL = 12
local BIN_OP = 13
local UN_OP = 14
local NUMLIT_VAL = 15
local BOOLLIT_VAL = 16
local READNUM_CALL = 17
local SIMPLE_VAR = 18
local ARRAY_VAR = 19
-- *********************************************************************
-- Utility Functions
-- *********************************************************************
-- advance
-- Go to next lexeme and load it into lexstr, lexcat.
-- Should be called once before any parsing is done.
-- Function init must be called before this function is called.
local function advance()
-- Advance the iterator
lexer_out_s, lexer_out_c = iter(state, lexer_out_s)
-- If we're not past the end, copy current lexeme into vars
if lexer_out_s ~= nil then
lexstr, lexcat = lexer_out_s, lexer_out_c
else
lexstr, lexcat = "", 0
end
end
-- init
-- Initial call. Sets input for parsing functions.
local function init(prog)
iter, state, lexer_out_s = lexit.lex(prog)
advance()
end
-- atEnd
-- Return true if pos has reached end of input.
-- Function init must be called before this function is called.
local function atEnd()
return lexcat == 0
end
-- matchString
-- Given string, see if current lexeme string form is equal to it. If
-- so, then advance to next lexeme & return true. If not, then do not
-- advance, return false.
-- Function init must be called before this function is called.
local function matchString(s)
if lexstr == s then
advance()
return true
else
return false
end
end
-- matchCat
-- Given lexeme category (integer), see if current lexeme category is
-- equal to it. If so, then advance to next lexeme & return true. If
-- not, then do not advance, return false.
-- Function init must be called before this function is called.
local function matchCat(c)
if lexcat == c then
advance()
return true
else
return false
end
end
-- *********************************************************************
-- "local" Statements for Parsing Functions
-- *********************************************************************
local parse_program
local parse_stmt_list
local parse_simple_stmt
local parse_complex_stmt
local parse_write_arg
local parse_expr
local parse_compare_expr
local parse_arith_expr
local parse_term
local parse_factor
-- *********************************************************************
-- The Parser: Function "parse" - EXPORTED
-- *********************************************************************
-- parse
-- Given program, initialize parser and call parsing function for start
-- symbol. Returns pair of booleans & AST. First boolean indicates
-- successful parse or not. Second boolean indicates whether the parser
-- reached the end of the input or not. AST is only valid if first
-- boolean is true.
function parseit.parse(prog)
-- Initialization
init(prog)
-- Get results from parsing
local good, ast = parse_program() -- Parse start symbol
local done = atEnd()
-- And return them
return good, done, ast
end
-- *********************************************************************
-- Parsing Functions
-- *********************************************************************
-- Each of the following is a parsing function for a nonterminal in the
-- grammar. Each function parses the nonterminal in its name and returns
-- a pair: boolean, AST. On a successul parse, the boolean is true, the
-- AST is valid, and the current lexeme is just past the end of the
-- string the nonterminal expanded into. Otherwise, the boolean is
-- false, the AST is not valid, and no guarantees are made about the
-- current lexeme. See the AST Specification near the beginning of this
-- file for the format of the returned AST.
-- NOTE. Declare parsing functions "local" above, but not below. This
-- allows them to be called before their definitions.
-- parse_program
-- Parsing function for nonterminal "program".
-- Function init must be called before this function is called.
function parse_program()
-- function simplified to point out its uselessness
-- like honestly why is statement list even a part of the grammar?
-- we have a single nonterminal going to a single nonterminal
-- why??
return parse_stmt_list()
end
-- parse_stmt_list
-- Parsing function for nonterminal "stmt_list".
-- Function init must be called before this function is called.
function parse_stmt_list()
local good, ast1, ast2
ast1 = { STMT_LIST }
while true do
if lexstr == "write" -- simple statements
or lexstr == "return"
or lexcat == lexit.ID then
good, ast2 = parse_simple_stmt()
if not good then
return false, nil
end
if not matchString(";") then
return false, nil
end
elseif lexstr == "def" -- complex statements
or lexstr == "if"
or lexstr == "for" then
good, ast2 = parse_complex_stmt()
if not good then
return false, nil
end
else
break
end
table.insert(ast1, ast2)
end
return true, ast1
end
-- parse_simple_stmt
-- Parsing function for nonterminal "simple_stmt".
-- Function init must be called before this function is called.
function parse_simple_stmt()
local good, ast1, ast2, savelex, arrayflag
if matchString("write") then -- write statements
if not matchString("(") then
return false, nil
end
if matchString(")") then
return true, { WRITE_STMT }
end
good, ast1 = parse_write_arg()
if not good then
return false, nil
end
ast2 = { WRITE_STMT, ast1 }
while matchString(",") do
good, ast1 = parse_write_arg()
if not good then
return false, nil
end
table.insert(ast2, ast1)
end
if not matchString(")") then
return false, nil
end
return true, ast2
elseif matchString("return") then -- return statements
good, ast1 = parse_expr()
if not good then
return false, nil
end
return true, { RETURN_STMT, ast1 }
elseif lexcat == lexit.ID then -- statements starting with an ID
savelex = lexstr
advance()
if matchString("(") then
if not matchString(")") then
return false, nil
end
return true, { FUNC_CALL, savelex }
end
if matchString("[") then
good, ast1 = parse_expr()
if not good then
return false, nil
end
if not matchString("]") then
return false, nil
end
ast1 = { ASSN_STMT, { ARRAY_VAR, savelex, ast1 } }
else
ast1 = { ASSN_STMT, { SIMPLE_VAR, savelex } }
end
if matchString("=") then
good, ast2 = parse_expr()
if not good then
return false, nil
end
table.insert(ast1, ast2)
return true, ast1
else
return false, nil
end
else
return false, nil
end
end
-- parse_complex_stmt
-- Parsing function for nonterminal "complex_stmt".
-- Function init must be called before this function is called.
function parse_complex_stmt()
local good, ast1, ast2, ast3, ast4, savelex
if matchString("def") then -- function definitions
savelex = lexstr
if not matchCat(lexit.ID) then
return false, nil
end
if not( matchString("(") and matchString(")") and matchString ("{") ) then
return false, nil
end
good, ast1 = parse_stmt_list()
if not good then
return false, nil
end
if not matchString ("}") then
return false, nil
end
return true, { FUNC_DEF, savelex, ast1 }
elseif matchString("if") then -- if statements
ast1 = { IF_STMT }
good, ast2 = parse_expr()
if not good then
return false, nil
end
table.insert(ast1, ast2)
if not matchString("{") then
return false, nil
end
good, ast2 = parse_stmt_list()
if not good then
return false, nil
end
if not matchString("}") then
return false, nil
end
table.insert(ast1, ast2)
while true do
if not matchString("elseif") then
break
end
good, ast2 = parse_expr()
if not good then
return false, nil
end
table.insert(ast1, ast2)
if not matchString("{") then
return false, nil
end
good, ast2 = parse_stmt_list()
if not good then
return false, nil
end
if not matchString("}") then
return false, nil
end
table.insert(ast1, ast2)
end
if matchString("else") then
if not matchString("{") then
return false, nil
end
good, ast2 = parse_stmt_list()
if not good then
return false, nil
end
if not matchString("}") then
return false, nil
end
table.insert(ast1, ast2)
end
return true, ast1
elseif matchString("for") then -- for loops
if not matchString("(") then
return false, nil
end
if matchString(";") then
ast1 = {}
else
good, ast1 = parse_simple_stmt()
if not good then
return false, nil
end
if not matchString(";") then
return false, nil
end
end
if matchString(";") then
ast2 = {}
else
good, ast2 = parse_expr()
if not good then
return false, nil
end
if not matchString(";") then
return false, nil
end
end
if matchString(")") then
ast3 = {}
else
good, ast3 = parse_simple_stmt()
if not good then
return false, nil
end
if not matchString(")") then
return false, nil
end
end
if not matchString("{") then
return false, nil
end
good, ast4 = parse_stmt_list()
if not good then
return false, nil
end
if not matchString("}") then
return false, nil
end
return true, { FOR_LOOP, ast1, ast2, ast3, ast4 }
else -- make sure we don't run off end
return false, nil
end
end
-- parse_write_arg
-- Parsing function for nonterminal "write_arg".
-- Function init must be called before this function is called.
function parse_write_arg()
local savelex, good, ast1
savelex = lexstr
if matchCat(lexit.STRLIT) then -- string literal
return true, { STRLIT_OUT, savelex }
elseif matchString("cr") then -- carriage return
return true, { CR_OUT }
elseif matchString("dq") then -- double quote
return true, { DQ_OUT }
elseif matchString("char") then -- char call
if not matchString("(") then
return false, nil
end
good, ast1 = parse_expr()
if not good then
return false, nil
end
if not matchString(")") then
return false, nil
end
return true, { CHAR_CALL, ast1 }
else -- expression
return parse_expr()
end
end
-- parse_expr
-- Parsing function for nonterminal "expr".
-- Function init must be called before this function is called.
function parse_expr()
local good, ast1, ast2, ast3, savelex
good, ast1 = parse_compare_expr() -- first term
if not good then
return false, nil
end
while true do -- add the rest of the terms
savelex = lexstr
if not ( matchString("and") or matchString("or") ) then
break
end
good, ast2 = parse_compare_expr()
if not good then
return false, nil
end
ast1 = { { BIN_OP, savelex }, ast1, ast2 }
end
return true, ast1
end
-- parse_compare_expr
-- Parsing function for nonterminal "compare_expr".
-- Function init must be called before this function is called.
function parse_compare_expr()
local good, ast1, ast2, ast3, savelex
good, ast1 = parse_arith_expr() -- first term
if not good then
return false, nil
end
while true do -- add the rest of the terms
savelex = lexstr
if not ( matchString("==") or matchString("!=")
or matchString("<") or matchString("<=")
or matchString(">") or matchString(">=") ) then
break
end
good, ast2 = parse_arith_expr()
if not good then
return false, nil
end
ast1 = { { BIN_OP, savelex }, ast1, ast2 }
end
return true, ast1
end
-- parse_arith_expr
-- Parsing function for nonterminal "arith_expr".
-- Function init must be called before this function is called.
function parse_arith_expr()
local good, ast1, ast2, ast3, savelex
good, ast1 = parse_term() -- first term
if not good then
return false, nil
end
while true do -- add the rest of the terms
savelex = lexstr
if not ( matchString("+") or matchString("-") ) then
break
end
good, ast2 = parse_term()
if not good then
return false, nil
end
ast1 = { { BIN_OP, savelex }, ast1, ast2 }
end
if binop then
return true, ast3
else
return true, ast1
end
end
-- parse_term
-- Parsing function for nonterminal "term".
-- Function init must be called before this function is called.
function parse_term()
local good, ast1, ast2, ast3, savelex
good, ast1 = parse_factor() -- first term
if not good then
return false, nil
end
while true do -- add the rest of the terms
savelex = lexstr
if not ( matchString("*") or matchString("/") or matchString("%") ) then
break
end
good, ast2 = parse_factor()
if not good then
return false, nil
end
ast1 = { { BIN_OP, savelex }, ast1, ast2 }
end
return true, ast1
end
-- parse_factor
-- Parsing function for nonterminal "factor".
-- Function init must be called before this function is called.
function parse_factor()
local good, ast1, ast2, savelex
savelex = lexstr
-- parenthesized expression
if matchString("(") then
good, ast1 = parse_expr()
if not good then
return false, nil
end
if not matchString(")") then
return false, nil
end
return true, ast1
-- unary operators
elseif matchString("+") or matchString("-") or matchString("not") then
good, ast1 = parse_factor()
if not good then
return false, nil
end
return true, { { UN_OP, savelex}, ast1 }
-- numeric literal
elseif matchCat(lexit.NUMLIT) then
return true, { NUMLIT_VAL, savelex }
-- boolean literal
elseif matchString("true") or matchString("false") then
return true, { BOOLLIT_VAL, savelex }
-- readnum call
elseif matchString("readnum") and matchString("(") and matchString(")") then
return true, { READNUM_CALL }
-- factors starting with an identifier
elseif matchCat(lexit.ID) then
if matchString("(") and matchString(")") then
return true, { FUNC_CALL, savelex }
elseif matchString("[") then
good, ast1 = parse_expr()
if not good then
return nil, false
end
if not matchString("]") then
return nil, false
end
return true, { ARRAY_VAR, savelex, ast1 }
else
return true, { SIMPLE_VAR, savelex }
end
-- make sure we don't run off end
else
return false, nil
end
end
-- *********************************************************************
-- Module Table Return
-- *********************************************************************
return parseit
|
#!/usr/bin/env lua
--------------------------------------------------------------------------------
-- NOTE: this script is functionally equivalent to bin/mac/CompileScripts.sh
-- If you are changing this one, you probably want to change the other.
--------------------------------------------------------------------------------
local args = {...}
--------------------------------------------------------------------------------
-- Functions
--------------------------------------------------------------------------------
local function fileExists( path )
local f = io.open( path, "r" )
if f then
f:close()
return true
end
return false
end
local function checkError( passesCheck, msg )
if not passesCheck then
if not msg then msg = "Exiting due to errors (above)." end
print( "ERROR: ", msg )
-- os.exit( -1 )
end
end
local function execute( ... )
local args = { ... }
local cmd = table.concat( args, ' ' )
local f = io.popen( cmd )
local result = f:read( "*a" )
f:close()
return result
end
local function os_execute( ... )
local args = { ... }
local cmd = table.concat( args, ' ' )
local rc = os.execute( cmd )
print("execute: ", cmd, "retcode: ", rc)
return rc
end
local function touch( path )
io.open( path, "w" ):close()
end
local function escape( param )
return '"' .. param .. '"'
end
--------------------------------------------------------------------------------
-- Arguments
--------------------------------------------------------------------------------
local PLATFORM
local CORONA_ROOT
if args then
PLATFORM = args[1]
CORONA_ROOT = args[2]
end
--[[
-- Platform of caller
local PLATFORM
if os.getenv("WINDIR") then
PLATFORM = "win32"
else
local ostype = os.getenv( "OSTYPE" )
print( "OSTYPE,", ostype)
if nil ~= string.find( ostype:lower(), "darwin", 1, true ) then
PLATFORM = "mac"
end
end
checkError( PLATFORM, "Could not determine platform." )
--]]
-- Location of CoronaEnterprise directory
checkError( PLATFORM, "Could not determine the OS this script is running on." )
checkError( CORONA_ROOT, "Could not determine path to 'Native' directory." )
local BIN_DIR = CORONA_ROOT .. "/Corona/" .. PLATFORM .. "/bin"
if PLATFORM == "win" then
BIN_DIR = CORONA_ROOT .. "\\Corona\\" .. PLATFORM .. "\\bin"
end
local BUILDER_PATH = BIN_DIR .. "/CoronaBuilder.app/Contents/MacOS/CoronaBuilder"
if PLATFORM == "win" then
BUILDER_PATH = BIN_DIR .. "\\CoronaBuilder.exe"
end
checkError( fileExists( BUILDER_PATH ), "Required CoronaBuilder tool not found at (" .. BUILDER_PATH .. ")" )
--------------------------------------------------------------------------------
-- Environment variables
--------------------------------------------------------------------------------
-- [Required]
TARGET_PLATFORM = os.getenv( "TARGET_PLATFORM" )
checkError( TARGET_PLATFORM, "Missing target device platform." )
-- [Required] Optional on iOS/Mac
PROJECT_DIR = os.getenv( "PROJECT_DIR" )
checkError( PROJECT_DIR, "Missing environment variable 'PROJECT_DIR'." )
-- [Required] Optional on iOS/Mac
CONFIGURATION = os.getenv( "CONFIGURATION" )
if not CONFIGURATION then
CONFIGURATION = "debug"
print( "WARNING: Defaulting to 'debug' configuration." )
end
checkError( CONFIGURATION )
-- [Optional] Assuming you're okay with defaults
CORONA_ASSETS_DIR = os.getenv( "CORONA_ASSETS_DIR" )
if not CORONA_ASSETS_DIR then
CORONA_ASSETS_DIR = PROJECT_DIR .. "/../Corona"
if PLATFORM == "win" then
CORONA_ASSETS_DIR = PROJECT_DIR .. "\\..\\Corona"
end
end
-- [Required] Optional on iOS/Mac
CORONA_TARGET_RESOURCES_DIR = os.getenv( "CORONA_TARGET_RESOURCES_DIR" )
if not CORONA_TARGET_RESOURCES_DIR then
if "ios" == TARGET_PLATFORM or "mac" == TARGET_PLATFORM then
-- $TARGET_BUILD_DIR/$UNLOCALIZED_RESOURCES_FOLDER_PATH
TARGET_BUILD_DIR = os.getenv( "TARGET_BUILD_DIR" )
UNLOCALIZED_RESOURCES_FOLDER_PATH = os.getenv( "UNLOCALIZED_RESOURCES_FOLDER_PATH" )
if TARGET_BUILD_DIR and UNLOCALIZED_RESOURCES_FOLDER_PATH then
CORONA_TARGET_RESOURCES_DIR = TARGET_BUILD_DIR .. '/' .. UNLOCALIZED_RESOURCES_FOLDER_PATH
end
end
end
checkError( CORONA_TARGET_RESOURCES_DIR, "Missing target build resources directory." )
-- [Required] Optional on iOS/Mac
CORONA_TARGET_EXECUTABLE_DIR = os.getenv( "CORONA_TARGET_EXECUTABLE_DIR" )
if not CORONA_TARGET_EXECUTABLE_DIR then
if "ios" == TARGET_PLATFORM or "mac" == TARGET_PLATFORM then
-- $TARGET_BUILD_DIR/$EXECUTABLE_FOLDER_PATH
TARGET_BUILD_DIR = os.getenv( "TARGET_BUILD_DIR" )
EXECUTABLE_FOLDER_PATH = os.getenv( "EXECUTABLE_FOLDER_PATH" )
if TARGET_BUILD_DIR and EXECUTABLE_FOLDER_PATH then
CORONA_TARGET_EXECUTABLE_DIR = TARGET_BUILD_DIR .. '/' .. EXECUTABLE_FOLDER_PATH
end
end
end
checkError( CORONA_TARGET_EXECUTABLE_DIR, "Missing target build executable directory." )
-- [Required] Optional on iOS/Mac
BUNDLE_ID = os.getenv( "BUNDLE_ID" )
if not BUNDLE_ID then
if "ios" == TARGET_PLATFORM or "mac" == TARGET_PLATFORM then
--
local cmd = '/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$TARGET_BUILD_DIR/$INFOPLIST_PATH"'
BUNDLE_ID = execute( cmd )
end
end
-- Remove trailing whitespace (including newline)
if BUNDLE_ID then
BUNDLE_ID = BUNDLE_ID:gsub( '%s', "" )
end
-- [Required] Optional on iOS/Mac
local APP_ID = os.getenv( "APP_ID" )
if not APP_ID then
if "ios" == TARGET_PLATFORM or "mac" == TARGET_PLATFORM then
local cmd = '/usr/libexec/PlistBuddy -c "Print :CoronaAppId" "$TARGET_BUILD_DIR/$INFOPLIST_PATH" 2>/dev/null'
APP_ID = execute( cmd )
end
end
-- Assign if all else fails
if "" == APP_ID or not APP_ID then
if BUNDLE_ID then
APP_ID = BUNDLE_ID
end
end
-- Remove trailing whitespace (including newline)
if APP_ID then
APP_ID = APP_ID:gsub( '%s', "" )
end
-- Ignore the given Bundle ID and App ID for Android Enterprise builds.
-- This is because most enterprise users do not know to set the package name in the "build.xml" file.
if "android" == TARGET_PLATFORM then
BUNDLE_ID = nil
APP_ID = nil
end
local RESOURCE_EXT = ".car"
if "ios" == TARGET_PLATFORM then
RESOURCE_EXT = ".corona-archive"
end
-- [Optional]
USER_ID = os.getenv( "USER_ID" )
if not USER_ID then
USER_ID = '345'
end
if BUNDLE_ID then
print( "Using Bundle Id: (" .. BUNDLE_ID .. ")" )
end
if APP_ID then
print( "Using AppId: (" .. APP_ID .. ")" )
end
--------------------------------------------------------------------------------
-- Main
--------------------------------------------------------------------------------
-- Copy project resources, compile Lua scripts, etc
-- "$BIN_DIR/CopyResources.sh" $CONFIGURATION "$CORONA_ASSETS_DIR" "$CORONA_TARGET_RESOURCES_DIR" "$BIN_DIR"
local CopyResourcesScript = escape( BIN_DIR .. "/CopyResources.sh" )
if PLATFORM == "win" then
CopyResourcesScript = 'cmd /Q/C "'
.. escape( BIN_DIR .. "\\CopyResources.bat" ) .. ' '
.. CONFIGURATION .. ' '
.. escape( CORONA_ASSETS_DIR ) .. ' '
.. escape( CORONA_TARGET_RESOURCES_DIR ) .. ' '
.. escape( BIN_DIR )
.. '"'
local result = os_execute(CopyResourcesScript)
checkError( 0 == tonumber( result ) )
else
local result = os_execute(
CopyResourcesScript,
CONFIGURATION,
escape( CORONA_ASSETS_DIR ),
escape( CORONA_TARGET_RESOURCES_DIR ),
escape( BIN_DIR ) )
checkError( 0 == tonumber( result ) )
end
-- Config.lua
TMP_FILE = os.tmpname()
if PLATFORM == "win" then
TMP_FILE = os.getenv('TMP')..TMP_FILE
end
CONFIG_META = TMP_FILE -- "$TARGET_BUILD_DIR/config.metadata.lua"
local pl = require "pl"
local pl_dir = require "pl.dir"
local pl_path = require "pl.path"
local pl_file = require "pl.file"
PROJECT_NAME = pl_path.basename( PROJECT_DIR ) -- `basename "$PROJECT_DIR"`
MODE="distribution"
if nil ~= string.find( CONFIGURATION:lower(), "Debug", 1, true ) then
MODE="developer"
end
print("Creating application.metadata ...")
local config_meta_format = [[
-- Ensure existence of "application" table
if not application or type( application ) ~= "table" then
application = {}
end
application.metadata = {
appName = "%s",
appVersion = "1.0",
%s
%s
userId = "%s",
mode = "%s",
}
]]
local bundleIdTableEntry = ""
if BUNDLE_ID then
bundleIdTableEntry = 'appPackageId = "' .. tostring(BUNDLE_ID) .. '",'
end
local appIdTableEntry = ""
if APP_ID then
appIdTableEntry = 'appId = "' .. tostring(APP_ID) .. '",'
end
local config_meta = string.format( config_meta_format, PROJECT_NAME, bundleIdTableEntry, appIdTableEntry, USER_ID, MODE )
local config_meta_file = io.open( CONFIG_META, "w+" )
print("CONFIG_META=", CONFIG_META, "config_meta_file=", config_meta_file, config_meta)
config_meta_file:write( config_meta )
config_meta_file:close()
-- Concatenate config.metadata.lua into config.lu overwriting original config.lu
CONFIG_DST = CORONA_TARGET_EXECUTABLE_DIR .. "/config.lu"
CONFIG_SRC = CORONA_TARGET_EXECUTABLE_DIR .. "/config.orig.lu"
if not fileExists( CONFIG_DST ) then
touch( CONFIG_SRC )
else
pl_file.move( CONFIG_DST, CONFIG_SRC )
end
-- "$LUAC" -s -o "$CONFIG_DST" "$CONFIG_SRC" "$CONFIG_META"
if PLATFORM == "win" then
LUAC = 'cmd /Q/C "'
.. escape( BIN_DIR .. "\\luac.exe" ) .. ' '
.. '-s -o' .. ' '
.. escape( CONFIG_DST ) .. ' '
.. escape( CONFIG_SRC ) .. ' '
.. escape( CONFIG_META )
.. '"'
local result = os_execute(LUAC)
checkError( 0 == result, "Failed to compile Lua files." )
else
LUAC = BIN_DIR .. "/luac"
local result = os_execute(
escape(LUAC),
'-s -o',
escape( CONFIG_DST ),
escape( CONFIG_SRC ),
escape( CONFIG_META ) )
checkError( 0 == result, "Failed to compile Lua files." )
end
pl_file.delete( CONFIG_SRC )
pl_file.delete( CONFIG_META )
-- Create resource.{car,corona-archive} from *.lu
-- "$BUILDER_PATH" car "$CORONA_TARGET_EXECUTABLE_DIR/resource.corona-archive" "$CORONA_TARGET_EXECUTABLE_DIR"/*.lu
print( 'Archiving ' .. CORONA_TARGET_EXECUTABLE_DIR ..'/*.lu into ' .. CORONA_TARGET_EXECUTABLE_DIR .. '/resource' .. RESOURCE_EXT )
if PLATFORM == "win" then
local result = os_execute(
'cmd /Q/C "dir /s/b',
escape( CORONA_TARGET_EXECUTABLE_DIR .. "\\*.lu"),
'|',
escape( BUILDER_PATH ),
'car',
'-f -', -- read file list from stdin
escape( CORONA_TARGET_EXECUTABLE_DIR .. "/resource" .. RESOURCE_EXT ),
'"')
checkError( 0 == result, "Failed to generate resource" .. RESOURCE_EXT )
else
local result = os_execute(
'find -H',
escape( CORONA_TARGET_EXECUTABLE_DIR ),
'-maxdepth 1 -name "*.lu" -print', -- avoid cmd line length issues with "*.lu"
'|',
escape( BUILDER_PATH ),
'car',
'-f -', -- read file list from stdin
escape( CORONA_TARGET_EXECUTABLE_DIR .. "/resource" .. RESOURCE_EXT ) )
checkError( 0 == result, "Failed to generate resource" .. RESOURCE_EXT )
end
-- rm -f "$CORONA_TARGET_EXECUTABLE_DIR"/*.lu
if PLATFORM == "win" then
print( 'Removing: ' .. CORONA_TARGET_EXECUTABLE_DIR .. '\\*.lu' )
local result = os_execute('del', CORONA_TARGET_EXECUTABLE_DIR .. "\\*.lu")
else
print( 'Removing: ' .. CORONA_TARGET_EXECUTABLE_DIR .. '/*.lu' )
local result = os_execute(
'find -H',
escape( CORONA_TARGET_EXECUTABLE_DIR ),
'-maxdepth 1 -name "*.lu" -exec rm -f {} \\;')
end
|
AddCSLuaFile()
AddCSLuaFile("sh_sounds.lua")
include("sh_sounds.lua")
if CLIENT then
SWEP.DrawCrosshair = false
SWEP.PrintName = "Winchester 1895"
SWEP.CSMuzzleFlashes = true
SWEP.ViewModelMovementScale = 1.15
SWEP.IconLetter = "i"
SWEP.MuzzleEffect = "muzzleflash_SR25"
SWEP.MuzzleAttachmentName = "muzzle"
SWEP.PosBasedMuz = true
SWEP.SnapToGrip = true
SWEP.ShellScale = 0.7
SWEP.ShellOffsetMul = 2
SWEP.ShellPosOffset = {x = 5, y = -200, z = 0}
SWEP.ForeGripOffsetCycle_Draw = 0
SWEP.ForeGripOffsetCycle_Reload = 0.9
SWEP.ForeGripOffsetCycle_Reload_Empty = 0.8
SWEP.ShellDelay = 0.8
SWEP.FireMoveMod = 0.6
SWEP.IronsightPos = Vector(-2.05, 0.839, 0.757)
SWEP.IronsightAng = Vector(-0.094, -0.013, 0.28)
SWEP.EoTechPos = Vector(-3.24, -12, 0.22)
SWEP.EoTechAng = Vector(-0.15, 0.02, 0)
SWEP.AimpointPos = Vector(-3.23, -12, 0.34)
SWEP.AimpointAng = Vector(-0.15, 0.02, 0)
SWEP.MicroT1Pos = Vector(-3.24, 0, 0.47)
SWEP.MicroT1Ang = Vector(-0.15, 0.02, 0)
SWEP.ReflexPos = Vector(-3.22, -12, 0.6)
SWEP.ReflexAng = Vector(-0.15, 0.02, 0)
SWEP.CmorePos = Vector(-3.21, -12, 0.5)
SWEP.CmoreAng = Vector(-0.15, 0.02, 0)
SWEP.ShortDotPos = Vector(-3.22, -17, 0.435)
SWEP.ShortDotAng = Vector(-0.15, 0.02, 0)
SWEP.SchmidtShortDotAxisAlign = {right = 0, up = 0.02, forward = 0}
SWEP.NXSPos = Vector(-3.25, -14, 0.325)
SWEP.NXSAng = Vector(-0.15, 0.02, 0)
SWEP.NXSAlign = {right = 0, up = 0.02, forward = 0}
SWEP.SprintPos = Vector(3.029, -0.805, -2.201)
SWEP.SprintAng = Vector(-4.926, 38.693, -18.292)
SWEP.CustomizePos = Vector(5.519, 0, -1.601)
SWEP.CustomizeAng = Vector(21.106, 25.326, 10.553)
SWEP.SightWithRail = true
//SWEP.DisableSprintViewSimulation = true
SWEP.AttachmentModelsVM = {
}
SWEP.LuaVMRecoilAxisMod = {vert = 0.5, hor = 1, roll = 1, forward = 0.5, pitch = 0.5}
SWEP.LaserPosAdjust = Vector(0, 0, 0)
SWEP.LaserAngAdjust = Angle(0, 179.5, 0)
SWEP.WS_PistolLaserPosAdjust = Vector(0, 0, 0)
SWEP.WS_PistolLaserAngAdjust = Angle(0, 0, 0)
end
SWEP.LuaViewmodelRecoil = false
SWEP.Attachments = {
["+reload"] = {header = "Ammo", offset = {800, 150}, atts = {"am_hollowpoint", "am_armorpiercing"}}
}
SWEP.Animations = {
fire = {"shoot"},
reload_start = "reload_start_empty",
insert = "reload_insert",
reload_end = "reload_end_empty",
idle = "idle", //base_idle
draw = "draw"}
SWEP.Sounds = {
reload_start_empty = {[1] = {time = 0.5, sound = "CW_W9422_BOLTBACK"}},
reload_insert = {[1] = {time = 0.4, sound = "CW_W9422_INSERT"}},
reload_end_empty = {[1] = {time = 0.3, sound = "CW_W9422_BOLTFORWORD"}},
shoot = {
[1] = {time = 0.6, sound = "CW_W9422_BOLTBACK"},
[2] = {time = 0.8, sound = "CW_W9422_BOLTFORWORD"}}}
SWEP.SpeedDec = 20
SWEP.ADSFireAnim = true
SWEP.BipodFireAnim = true
SWEP.UseHands = true
SWEP.Slot = 3
SWEP.SlotPos = 0
SWEP.HoldType = "ar2"
SWEP.NormalHoldType = "ar2"
SWEP.RunHoldType = "crossbow"
SWEP.FireModes = {"bolt"}
SWEP.Base = "cw_base"
SWEP.Category = "STALKER Weapons"
SWEP.Author = "gumlefar & verne"
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = ""
SWEP.WearDamage = 0.05
SWEP.WearEffect = 0.02
SWEP.ViewModelFOV = 70
SWEP.ViewModelFlip = false
SWEP.ViewModel = "models/weapons/c_rif_win1895.mdl"
SWEP.WorldModel = "models/weapons/w_rif_win1895.mdl"
SWEP.DrawTraditionalWorldModel = false
SWEP.WM = "models/weapons/w_rif_win1895.mdl"
SWEP.WMPos = Vector(-1, 10, 1.5)
SWEP.WMAng = Vector(-9,1,180)
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.Primary.ClipSize = 5
SWEP.Primary.DefaultClip = 0
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "7.62x54MMR"
SWEP.FireDelay = 1.45
SWEP.FireSound = "CW_W9422_FIRE"
SWEP.FireSoundSuppressed = "CW_WS_MOSIN_SUB"
SWEP.Recoil = 3.1
SWEP.AimViewModelFOV = 50
SWEP.CustomizationMenuScale = 0.018
SWEP.ForceBackToHipAfterAimedShot = true
SWEP.GlobalDelayOnShoot = 1.1
SWEP.HipSpread = 0.15
SWEP.AimSpread = 0.005
SWEP.VelocitySensitivity = 5
SWEP.MaxSpreadInc = 0.4
SWEP.SpreadPerShot = 0.3
SWEP.SpreadCooldown = 0.4
SWEP.Shots = 1
SWEP.Damage = 158
SWEP.DeployTime = 1
/*
SWEP.ReloadSpeed = 1
SWEP.ReloadTime = 2.4
SWEP.ReloadTime_Empty = 3.8
SWEP.ReloadHalt = 2.7
SWEP.ReloadHalt_Empty = 4.1
*/
SWEP.ReloadStartTime = 0.6
SWEP.InsertShellTime = 1
SWEP.ReloadFinishWait = 1
SWEP.ShotgunReload = true
SWEP.Chamberable = false
|
return {
version = "1.1",
luaversion = "5.1",
tiledversion = "0.16.0",
orientation = "orthogonal",
renderorder = "right-down",
width = 24,
height = 24,
tilewidth = 16,
tileheight = 16,
nextobjectid = 38,
properties = {},
tilesets = {
{
name = "tileset",
firstgid = 1,
filename = "../../tileset.tsx",
tilewidth = 16,
tileheight = 16,
spacing = 0,
margin = 0,
image = "../art/tileset.png",
imagewidth = 320,
imageheight = 320,
tileoffset = {
x = 0,
y = 0
},
properties = {},
terrains = {
{
name = "Wall",
tile = 0,
properties = {}
},
{
name = "Markings",
tile = 40,
properties = {}
},
{
name = "Plain Wall",
tile = 80,
properties = {}
}
},
tilecount = 400,
tiles = {
{
id = 0,
terrain = { -1, -1, -1, 0 }
},
{
id = 1,
terrain = { -1, -1, 0, -1 }
},
{
id = 2,
terrain = { -1, 0, 0, 0 }
},
{
id = 3,
terrain = { 0, -1, 0, 0 }
},
{
id = 4,
terrain = { -1, -1, 0, 0 }
},
{
id = 5,
terrain = { 0, -1, 0, -1 }
},
{
id = 7,
terrain = { 0, 0, 0, 0 }
},
{
id = 20,
terrain = { -1, 0, -1, -1 }
},
{
id = 21,
terrain = { 0, -1, -1, -1 }
},
{
id = 22,
terrain = { 0, 0, -1, 0 }
},
{
id = 23,
terrain = { 0, 0, 0, -1 }
},
{
id = 24,
terrain = { -1, 0, -1, 0 }
},
{
id = 25,
terrain = { 0, 0, -1, -1 }
},
{
id = 40,
terrain = { 2, 2, 2, 1 }
},
{
id = 41,
terrain = { 2, 2, 1, 2 }
},
{
id = 42,
terrain = { 2, 2, 1, 1 }
},
{
id = 43,
terrain = { 1, 2, 1, 2 }
},
{
id = 44,
terrain = { 2, 1, 1, 1 }
},
{
id = 45,
terrain = { 1, 2, 1, 1 }
},
{
id = 60,
terrain = { 2, 1, 2, 2 }
},
{
id = 61,
terrain = { 1, 2, 2, 2 }
},
{
id = 62,
terrain = { 2, 1, 2, 1 }
},
{
id = 63,
terrain = { 1, 1, 2, 2 }
},
{
id = 64,
terrain = { 1, 1, 2, 1 }
},
{
id = 65,
terrain = { 1, 1, 1, 2 }
},
{
id = 80,
terrain = { 2, 2, 2, 2 }
},
{
id = 81,
terrain = { 1, 1, 1, 1 }
},
{
id = 100,
terrain = { 2, 2, 2, 2 }
},
{
id = 101,
terrain = { 2, 2, 2, 2 }
},
{
id = 120,
terrain = { 2, 2, 2, 2 }
},
{
id = 121,
terrain = { 2, 2, 2, 2 }
}
}
}
},
layers = {
{
type = "tilelayer",
name = "background",
x = 0,
y = 0,
width = 24,
height = 24,
visible = true,
opacity = 1,
offsetx = 0,
offsety = 0,
properties = {},
encoding = "lua",
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},
{
type = "tilelayer",
name = "decor",
x = 0,
y = 0,
width = 24,
height = 24,
visible = true,
opacity = 1,
offsetx = 0,
offsety = 0,
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encoding = "lua",
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},
{
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width = 24,
height = 24,
visible = true,
opacity = 1,
offsetx = 0,
offsety = 0,
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}
},
{
type = "tilelayer",
name = "walls",
x = 0,
y = 0,
width = 24,
height = 24,
visible = true,
opacity = 1,
offsetx = 0,
offsety = 0,
properties = {},
encoding = "lua",
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},
{
type = "tilelayer",
name = "overlay",
x = 0,
y = 0,
width = 24,
height = 24,
visible = true,
opacity = 1,
offsetx = 0,
offsety = 0,
properties = {},
encoding = "lua",
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},
{
type = "objectgroup",
name = "objects",
visible = true,
opacity = 1,
offsetx = 0,
offsety = 0,
properties = {},
objects = {
{
id = 11,
name = "initial_spawn",
type = "spawn",
shape = "rectangle",
x = 128,
y = 80,
width = 16,
height = 32,
rotation = 0,
visible = true,
properties = {}
},
{
id = 16,
name = "into_pyramid",
type = "exit",
shape = "rectangle",
x = 368,
y = 320,
width = 32,
height = 48,
rotation = 0,
visible = true,
properties = {
["target"] = "shaft.from_entrance"
}
},
{
id = 22,
name = "tutorial",
type = "trigger",
shape = "rectangle",
x = 230,
y = 55,
width = 146,
height = 171,
rotation = 0,
visible = true,
properties = {
["data"] = "drop"
}
},
{
id = 25,
name = "lore",
type = "trigger",
shape = "rectangle",
x = 64,
y = 256,
width = 128,
height = 112,
rotation = 0,
visible = true,
properties = {
["data"] = "entry_hiero",
["on_contains"] = true
}
},
{
id = 33,
name = "tutorial",
type = "trigger",
shape = "rectangle",
x = 40,
y = 34.5,
width = 189.5,
height = 84,
rotation = 0,
visible = true,
properties = {
["data"] = "movement"
}
},
{
id = 35,
name = "",
type = "crate",
shape = "rectangle",
x = 344,
y = 352,
width = 16,
height = 16,
rotation = 0,
visible = true,
properties = {}
},
{
id = 37,
name = "tutorial",
type = "trigger",
shape = "rectangle",
x = 306.667,
y = 288,
width = 85.5,
height = 84,
rotation = 0,
visible = true,
properties = {
["data"] = "jump"
}
}
}
}
}
}
|
require "vstudio"
local android = premake.extensions.android
local vstudio = premake.vstudio
local vs2010 = vstudio.vs2010
--
-- Fix file extensions for packaging projects when generating project files
--
premake.override(vs2010, "generateProject", function(base, prj)
if prj.system == android._ANDROID and android.isPackaging(prj.kind) then
premake.eol("\r\n")
premake.indent(" ")
premake.escaper(vs2010.esc)
local prjModified = premake.generate(prj, android._ANDROIDPROJ, android.androidproj.generate)
-- Skip generation of empty user files
local user = premake.capture(function()
vstudio.vc2010.generateUser(prj)
end)
if #user > 0 then
premake.generate(prj, android._ANDROIDPROJ .. ".user", function()
premake.outln(user)
end)
end
-- Only generate a filters file if the source tree actually has subfolders
if premake.tree.hasbranches(premake.project.getsourcetree(prj)) then
if premake.generate(prj, android._ANDROIDPROJ .. ".filters", vstudio.vc2010.generateFilters) == true and prjModified == false then
-- vs workaround for issue where if only the .filters file is modified, VS doesn't automatically trigger a reload
premake.touch(prj, android._ANDROIDPROJ)
end
end
else
base(prj)
end
end)
--
-- Fix VS tool for packaging projects
--
premake.override(vstudio, "tool", function(base, prj)
if prj.system == android._ANDROID and android.isPackaging(prj.kind) then
return "39E2626F-3545-4960-A6E8-258AD8476CE5"
else
return base(prj)
end
end)
--
-- Fix file extensions for packaging projects when generating file paths
--
premake.override(vstudio, "projectfile", function(base, prj)
if prj.system == android._ANDROID and android.isPackaging(prj.kind) then
return premake.filename(prj, android._ANDROIDPROJ)
else
return base(prj)
end
end)
--
-- Project platform
--
premake.override(vstudio, "projectPlatform", function(base, cfg)
if cfg.system == android._ANDROID then
return cfg.buildcfg
else
return base(cfg, win32)
end
end)
--
-- Arch from config
--
premake.override(vstudio, "archFromConfig", function(base, cfg, win32)
if cfg.system == android._ANDROID then
return cfg.architecture
else
return base(cfg, win32)
end
end)
|
local API = {}; ImmersionAPI = API;
-- Version
local IS_VANILLA = WOW_PROJECT_ID == WOW_PROJECT_CLASSIC or nil;
local IS_RETAIL = WOW_PROJECT_ID == WOW_PROJECT_MAINLINE or nil;
local IS_CLASSIC = WOW_PROJECT_ID == WOW_PROJECT_BURNING_CRUSADE_CLASSIC or nil;
function API:IsVanilla() return IS_VANILLA end
function API:IsRetail() return IS_RETAIL end
function API:IsClassic() return IS_CLASSIC end
function API:IsClassicOrVanilla() return IS_CLASSIC or IS_VANILLA end
API.ITERATORS = {
GOSSIP = (IS_VANILLA or IS_CLASSIC) and 2 or IS_RETAIL and 2;
ACTIVE = (IS_VANILLA or IS_CLASSIC) and 6 or IS_RETAIL and 7;
AVAILABLE = (IS_VANILLA or IS_CLASSIC) and 7 or IS_RETAIL and 8;
}
-- Chunk iterators
function API:GetGossipOptionIterator(...) return self.ITERATORS.GOSSIP end
function API:GetActiveQuestIterator(...) return self.ITERATORS.ACTIVE end
function API:GetAvailableQuestIterator(...) return self.ITERATORS.AVAILABLE end
-- Map select to table values
local function map(lambda, step, ...)
local data = {}
for i = 1, select('#', ...), step do
data[#data + 1] = lambda(nil, i, ...)
end
return data
end
function API:MapGossipAvailableQuests(i, ...)
--local titleText, level, isTrivial, frequency, isRepeatable, isLegendary, isIgnored = select(i, ...);
local title, level, trivial, frequency, repeatable, legendary, id = select(i, ...)
return {
title = title,
questLevel = level,
isTrivial = trivial,
frequency = frequency,
repeatable = repeatable,
isLegendary = legendary,
questID = id,
}
end
function API:MapGossipActiveQuests(i, ...)
local title, level, trivial, complete, legendary, id = select(i, ...)
return {
title = title,
questLevel = level,
isTrivial = trivial,
isComplete = complete,
isLegendary = legendary,
questID = id,
}
end
function API:MapGossipOptions(i, ...)
local name, icon = select(i, ...)
return {
name = name,
type = icon,
}
end
-- Quest pickup API
function API:CloseQuest(...)
return CloseQuest and CloseQuest(...)
end
function API:GetGreetingText(...)
return GetGreetingText and GetGreetingText(...)
end
function API:GetTitleText(...)
return GetTitleText and GetTitleText(...)
end
function API:GetProgressText(...)
return GetProgressText and GetProgressText(...)
end
function API:GetRewardText(...)
return GetRewardText and GetRewardText(...)
end
function API:GetQuestText(...)
return GetQuestText and GetQuestText(...)
end
function API:QuestGetAutoAccept(...)
return QuestGetAutoAccept and QuestGetAutoAccept(...)
end
function API:QuestIsFromAdventureMap(...)
return QuestIsFromAdventureMap and QuestIsFromAdventureMap(...)
end
function API:QuestIsFromAreaTrigger(...)
return QuestIsFromAreaTrigger and QuestIsFromAreaTrigger(...)
end
function API:QuestFlagsPVP(...)
return QuestFlagsPVP and QuestFlagsPVP(...)
end
function API:GetQuestIconOffer(quest)
if QuestUtil and QuestUtil.GetQuestIconOffer then
return QuestUtil.GetQuestIconOffer(
quest.isLegendary,
quest.frequency,
quest.repeatable,
QuestUtil.ShouldQuestIconsUseCampaignAppearance(quest.questID)
)
end
local icon =
( quest.isLegendary and 'AvailableLegendaryQuestIcon') or
( quest.frequency and quest.frequency > 1 and 'DailyQuestIcon') or
( quest.repeatable and 'DailyActiveQuestIcon') or
( 'AvailableQuestIcon' )
return ([[Interface\GossipFrame\%s]]):format(icon)
end
function API:GetQuestIconActive(quest)
if QuestUtil and QuestUtil.GetQuestIconActive then
return QuestUtil.GetQuestIconActive(
quest.isComplete,
quest.isLegendary,
quest.frequency,
quest.repeatable,
QuestUtil.ShouldQuestIconsUseCampaignAppearance(quest.questID)
)
end
local icon =
( quest.isComplete ) and (
( quest.isLegendary and 'ActiveLegendaryQuestIcon') or
( quest.isComplete and 'ActiveQuestIcon')
) or ( 'InCompleteQuestIcon' )
return ([[Interface\GossipFrame\%s]]):format(icon)
end
-- Quest content API
function API:GetSuggestedGroupNum(...)
return GetSuggestedGroupNum and GetSuggestedGroupNum(...) or 0
end
function API:GetNumQuestRewards(...)
return GetNumQuestRewards and GetNumQuestRewards(...) or 0
end
function API:GetNumQuestChoices(...)
return GetNumQuestChoices and GetNumQuestChoices(...) or 0
end
function API:GetNumRewardCurrencies(...)
return GetNumRewardCurrencies and GetNumRewardCurrencies(...) or 0
end
function API:GetRewardMoney(...)
return GetRewardMoney and GetRewardMoney(...) or 0
end
function API:GetRewardSkillPoints(...)
return GetRewardSkillPoints and GetRewardSkillPoints(...) or 0
end
function API:GetRewardXP(...)
return GetRewardXP and GetRewardXP(...) or 0
end
function API:GetRewardArtifactXP(...)
return GetRewardArtifactXP and GetRewardArtifactXP(...) or 0
end
function API:GetRewardHonor(...)
return GetRewardHonor and GetRewardHonor(...) or 0
end
function API:GetRewardTitle(...)
return GetRewardTitle and GetRewardTitle(...)
end
function API:GetNumRewardSpells(...)
return GetNumRewardSpells and GetNumRewardSpells(...) or 0
end
function API:GetMaxRewardCurrencies(...)
return GetMaxRewardCurrencies and GetMaxRewardCurrencies(...) or 0
end
function API:GetNumQuestItems(...)
return GetNumQuestItems and GetNumQuestItems(...) or 0
end
function API:GetQuestMoneyToGet(...)
return GetQuestMoneyToGet and GetQuestMoneyToGet(...) or 0
end
function API:GetNumQuestCurrencies(...)
return GetNumQuestCurrencies and GetNumQuestCurrencies(...) or 0
end
function API:GetSuperTrackedQuestID(...)
return C_SuperTrack and C_SuperTrack.GetSuperTrackedQuestID(...)
end
function API:GetAvailableQuestInfo(...)
if GetAvailableQuestInfo then
return GetAvailableQuestInfo(...)
end
return IsAvailableQuestTrivial(...)
end
function API:IsActiveQuestLegendary(...)
return IsActiveQuestLegendary and IsActiveQuestLegendary(...)
end
function API:IsQuestCompletable(...)
return IsQuestCompletable and IsQuestCompletable(...)
end
-- Gossip API
function API:CloseGossip(...)
if CloseGossip then return CloseGossip(...) end
return C_GossipInfo.CloseGossip(...)
end
function API:ForceGossip(...)
if ForceGossip then return ForceGossip(...) end
return C_GossipInfo.ForceGossip(...)
end
function API:CanAutoSelectGossip(dontAutoSelect)
local gossip = self:GetGossipOptions()
if ( #gossip > 0 and gossip[1].type:lower() ~= 'gossip') then
if not dontAutoSelect then
self:SelectGossipOption(1)
end
return true
end
end
function API:GetGossipText(...)
if GetGossipText then return GetGossipText(...) end
return C_GossipInfo.GetText()
end
function API:GetNumGossipAvailableQuests(...)
if GetNumGossipAvailableQuests then return GetNumGossipAvailableQuests(...) end
return C_GossipInfo.GetNumAvailableQuests(...)
end
function API:GetNumGossipActiveQuests(...)
if GetNumGossipActiveQuests then return GetNumGossipActiveQuests(...) end
return C_GossipInfo.GetNumActiveQuests(...)
end
function API:GetNumGossipOptions(...)
if GetNumGossipOptions then return GetNumGossipOptions(...) end
return C_GossipInfo.GetNumOptions(...)
end
function API:GetGossipAvailableQuests(...)
if GetGossipAvailableQuests then
return map(
API.MapGossipAvailableQuests,
API:GetAvailableQuestIterator(),
GetGossipAvailableQuests(...)
)
end
return C_GossipInfo.GetAvailableQuests(...)
end
function API:GetGossipActiveQuests(...)
if GetGossipActiveQuests then
return map(
API.MapGossipActiveQuests,
API:GetActiveQuestIterator(),
GetGossipActiveQuests(...)
)
end
return C_GossipInfo.GetActiveQuests(...)
end
function API:GetGossipOptions(...)
if GetGossipOptions then
return map(
API.MapGossipOptions,
API:GetGossipOptionIterator(),
GetGossipOptions(...)
)
end
return C_GossipInfo.GetOptions(...)
end
-- Gossip/quest selectors API
function API:SelectActiveQuest(...)
if SelectActiveQuest then return SelectActiveQuest(...) end
end
function API:SelectAvailableQuest(...)
if SelectAvailableQuest then return SelectAvailableQuest(...) end
end
function API:SelectGossipOption(...)
if SelectGossipOption then return SelectGossipOption(...) end
return C_GossipInfo.SelectOption(...)
end
function API:SelectGossipActiveQuest(...)
if SelectGossipActiveQuest then return SelectGossipActiveQuest(...) end
return C_GossipInfo.SelectActiveQuest(...)
end
function API:SelectGossipAvailableQuest(...)
if SelectGossipAvailableQuest then return SelectGossipAvailableQuest(...) end
return C_GossipInfo.SelectAvailableQuest(...)
end
-- Misc
function API:GetUnitName(...)
return GetUnitName and GetUnitName(...)
end
function API:GetFriendshipReputation(...)
if GetFriendshipReputation then
return GetFriendshipReputation(...)
end
return 0
end
function API:GetPortraitAtlas()
if GetAtlasInfo and GetAtlasInfo('TalkingHeads-PortraitFrame') then
return 'TalkingHeads-PortraitFrame';
end
return 'TalkingHeads-Alliance-PortraitFrame';
end
function API:IsAzeriteItem(...)
if C_AzeriteEmpoweredItem then
return C_AzeriteEmpoweredItem.IsAzeriteEmpoweredItemByID(...) and
C_AzeriteEmpoweredItem.IsAzeritePreviewSourceDisplayable(...)
end
end
function API:IsCharacterNewlyBoosted(...)
return IsCharacterNewlyBoosted and IsCharacterNewlyBoosted(...)
end
function API:IsFollowerCollected(...)
return C_Garrison and C_Garrison.IsFollowerCollected(...)
end
function API:GetNamePlateForUnit(...)
return C_NamePlate and C_NamePlate.GetNamePlateForUnit(...)
end
function API:GetCreatureID(unit)
local guid = unit and UnitGUID(unit)
return guid and select(6, strsplit('-', guid))
end
function API:CloseItemText(...)
if CloseItemText then return CloseItemText(...) end
end
function API:GetQuestDetailsTheme(...)
if C_QuestLog and C_QuestLog.GetQuestDetailsTheme then
return C_QuestLog.GetQuestDetailsTheme(...)
end
end
function API:GetQuestItemInfoLootType(...)
if GetQuestItemInfoLootType then
return GetQuestItemInfoLootType(...)
end
end
|
return {
sound = {
move = love.audio.newSource( "assets/wav/move3.wav", "static" ),
move_water = love.audio.newSource( "assets/wav/move_water.wav", "static" ),
serpent_move = love.audio.newSource( "assets/wav/move1.wav", "static" ),
serpent_growl = love.audio.newSource( "assets/wav/serpent_growl.wav", "static" ),
frog_jump = love.audio.newSource( "assets/wav/frog_jump.wav", "static" ),
deer_jump = love.audio.newSource( "assets/wav/deer_jump.wav", "static" ),
oh = love.audio.newSource( "assets/wav/oh.wav", "static" ),
},
play = function( sound, volume )
sound:setVolume( volume and volume or 1 )
sound:play()
end,
play_positional = function( sound, volume, game_state, pos )
local dist_sq = game_state.player.camera_pos:distance_squared(pos)
local max_dist = 20
if dist_sq < max_dist then
local gain = ( volume and volume or 1 ) * ( 1 - dist_sq / max_dist );
sound:setVolume( gain )
sound:play()
end
end,
}
|
-----------------------------------------------------------------------------------------------
-- Client Lua Script for HousingDecorSetManager
-- Copyright (c) NCsoft. All rights reserved
-----------------------------------------------------------------------------------------------
require "Window"
require "HousingLib"
-----------------------------------------------------------------------------------------------
-- HousingDecorSetManager Module Definition
-----------------------------------------------------------------------------------------------
local HousingDecorSetManager = {}
-----------------------------------------------------------------------------------------------
-- Constants
-----------------------------------------------------------------------------------------------
local knSaveVersion = 1
local knTimerDelay = 0.1
local knTimerDelayShort = 0.05
local knDecorListItemsPerLoad = 10
local ktInteriorZones = {412, 434, 435, 436, 437, 438, 439, 440, 441}
local knMaxTextLength = 30720
-----------------------------------------------------------------------------------------------
-- Initialization
-----------------------------------------------------------------------------------------------
function HousingDecorSetManager:new(o)
o = o or {}
setmetatable(o, self)
self.__index = self
-- initialize variables here
o.tSavedData = {
nSaveVersion = knSaveVersion,
tDecorSets = {},
}
return o
end
function HousingDecorSetManager:Init()
Apollo.RegisterAddon(self)
end
function HousingDecorSetManager:OnSave(eType)
if eType ~= GameLib.CodeEnumAddonSaveLevel.Account then
return
end
return self.tSavedData
end
function HousingDecorSetManager:OnRestore(eType, tSavedData)
if tSavedData and tSavedData.nSaveVersion == knSaveVersion then
self.tSavedData = tSavedData
end
end
-----------------------------------------------------------------------------------------------
-- HousingDecorSetManager OnLoad
-----------------------------------------------------------------------------------------------
function HousingDecorSetManager:OnLoad()
-- load our form file
self.xmlDoc = XmlDoc.CreateFromFile("HousingDecorSetManager.xml")
self.xmlDoc:RegisterCallback("OnDocLoaded", self)
end
-----------------------------------------------------------------------------------------------
-- HousingDecorSetManager OnDocLoaded
-----------------------------------------------------------------------------------------------
function HousingDecorSetManager:OnDocLoaded()
if self.xmlDoc ~= nil and self.xmlDoc:IsLoaded() then
self.wndMain = Apollo.LoadForm(self.xmlDoc, "HousingDecorSetManagerForm", nil, self)
if self.wndMain == nil then
Apollo.AddAddonErrorText(self, "Could not load the main window for some reason.")
return
end
self.wndNewSet = Apollo.LoadForm(self.xmlDoc, "CreateDecorSetForm", nil, self)
self.wndCopySet = Apollo.LoadForm(self.xmlDoc, "CopySetForm", nil, self)
self.wndLoadSet = Apollo.LoadForm(self.xmlDoc, "LoadSetForm", nil, self)
self.wndPlaceAll = Apollo.LoadForm(self.xmlDoc, "PlaceAllForm", nil, self)
self.wndPlugWarningPopup = Apollo.LoadForm(self.xmlDoc, "PopupPlugMismatchWarning", nil, self)
self.wndAddDecorPopup = Apollo.LoadForm(self.xmlDoc, "PopupAddGroup", nil, self)
self.wndMain:Show(false, true)
self.wndNewSet:Show(false, true)
self.wndCopySet:Show(false, true)
self.wndLoadSet:Show(false, true)
self.wndPlaceAll:Show(false, true)
self.wndPlugWarningPopup:Show(false, true)
self.wndAddDecorPopup:Show(false, true)
-- if the xmlDoc is no longer needed, you should set it to nil
self.xmlDoc = nil
-- Register handlers for events, slash commands and timer, etc.
Apollo.RegisterEventHandler("HousingPanelControlOpen", "OnPropertyEnter", self)
Apollo.RegisterEventHandler("HousingPanelControlClose", "OnPropertyExit", self)
Apollo.RegisterEventHandler("PlayerCurrencyChanged", "OnPlayerCurrencyChanged", self)
Apollo.RegisterSlashCommand("DecorSetMgr", "OnHousingDecorSetManagerOn", self)
Apollo.RegisterSlashCommand("dsm", "OnHousingDecorSetManagerOn", self)
self.wndDecorSetListFrame = self.wndMain:FindChild("DecorSetListFrame")
self.wndDecorListFrame = self.wndMain:FindChild("DecorListFrame")
self.wndOptionsFrame = self.wndMain:FindChild("OptionsFrame")
self.wndOptionsMinimizeBtn = self.wndOptionsFrame:FindChild("OptionsMinimizeBtn")
self.wndOptionsPropertyFrame = self.wndOptionsFrame:FindChild("LandscapeOptionsFrame")
self.wndOptionsCustomizationFrame = self.wndOptionsFrame:FindChild("CustomizationOptionsFrame")
self.wndInteriorOptionsFrame = self.wndOptionsCustomizationFrame:FindChild("InteriorCustomizationOptionsFrame")
self.wndExteriorOptionsFrame = self.wndOptionsCustomizationFrame:FindChild("ExteriorCustomizationOptionsFrame")
self.wndOptionsTooltip = self.wndMain:FindChild("LandscapeRemodelTooltip")
self.wndCashCredit = self.wndMain:FindChild("CashWindowCredit")
self.wndCashCredit:SetMoneySystem(Money.CodeEnumCurrencyType.Credits)
self.wndCashCredit:SetAmount(GameLib.GetPlayerCurrency(Money.CodeEnumCurrencyType.Credits), true)
self.wndCashRenown = self.wndMain:FindChild("CashWindowRenown")
self.wndCashRenown:SetMoneySystem(Money.CodeEnumCurrencyType.Renown)
self.wndCashRenown:SetAmount(GameLib.GetPlayerCurrency(Money.CodeEnumCurrencyType.Renown), true)
self.wndShareSetBtn = self.wndMain:FindChild("ShareSetBtn")
self.wndShareSetBtn:Enable(false)
self.wndDeleteSetBtn = self.wndMain:FindChild("DeleteSetBtn")
self.wndDeleteSetBtn:Enable(false)
self.wndDecorListFrame = self.wndMain:FindChild("DecorListFrame")
self.wndDecorList = self.wndDecorListFrame:FindChild("DecorList")
self.wndDecorLoadingText = self.wndDecorListFrame:FindChild("LoadingText")
self.wndDecorListBlocker = self.wndDecorListFrame:FindChild("WindowBlocker")
self.wndOptionsMinimizeBtn:SetCheck(true)
Apollo.RegisterTimerHandler("DecorListLoadTimer", "OnLoadNextDecorListItems", self)
Apollo.RegisterTimerHandler("DecorPlacementTimer", "OnUpdatePlaceDecor", self)
Apollo.RegisterTimerHandler("PlaceAllUpdateTimer", "OnUpdatePlaceAllDecor", self)
Apollo.RegisterTimerHandler("PlaceAllUpdateTimerShort", "OnUpdatePlaceAllDecor", self)
Apollo.CreateTimer("DecorListLoadTimer", knTimerDelayShort, false)
Apollo.CreateTimer("DecorPlacementTimer", knTimerDelay, false)
Apollo.CreateTimer("PlaceAllUpdateTimer", knTimerDelay, false)
Apollo.CreateTimer("PlaceAllUpdateTimerShort", knTimerDelayShort, false)
Apollo.StopTimer("DecorListLoadTimer")
Apollo.StopTimer("DecorPlacementTimer")
Apollo.StopTimer("PlaceAllUpdateTimer")
Apollo.StopTimer("PlaceAllUpdateTimerShort")
end
end
-----------------------------------------------------------------------------------------------
-- HousingDecorSetManager Functions
-----------------------------------------------------------------------------------------------
-- Define general functions here
-- on SlashCommand "/DecorSetMgr"
function HousingDecorSetManager:OnHousingDecorSetManagerOn()
self.wndMain:Invoke() -- show the window
HousingLib.SetEditMode(true)
local wndSetList = self.wndDecorSetListFrame:FindChild("DecorSetList")
self:ShowDecorSetListItems(wndSetList, self.tSavedData.tDecorSets)
local wndList = self.wndDecorListFrame:FindChild("DecorList")
wndList:DeleteAll()
self.wndMain:FindChild("HousingDecorSetForm"):FindChild("BG_ArtHeader"):SetText("")
local nPlotCount = HousingLib.GetResidence():GetPlotCount()
for idx = 1, nPlotCount do
self.wndOptionsPropertyFrame:FindChild("Plot"..idx):Enable(false)
self.wndOptionsPropertyFrame:FindChild("OccupiedSprite."..idx):Show(false)
self.wndOptionsPropertyFrame:FindChild("WarningSprite."..idx):Show(false)
end
self:OnPlayerCurrencyChanged()
HousingLib:RefreshUI()
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:OnPropertyEnter(idPropertyInfo, idZone, bPlayerIsInside)
if HousingLib.IsHousingWorld() then
self.bOnProperty = true
self.bPlayerIsInside = bPlayerIsInside == true --make sure we get true/false
self.nIdZone = idZone
local wndList = self.wndDecorSetListFrame:FindChild("DecorSetList")
local nRow = wndList:GetCurrentRow()
if nRow ~= nil then
local tDecorSetData = wndList:GetCellData( nRow, 1 )
self:ShowLandscapeOptions(tDecorSetData.plots)
self:ShowRemodelOptions(tDecorSetData.intOptions, tDecorSetData.extOptions)
local wndDecorList = self.wndDecorListFrame:FindChild("DecorList")
self:ShowDecorListItems(wndDecorList, tDecorSetData.decor)
else
self:ShowRemodelOptions(nil, nil)
end
end
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:OnPropertyExit()
self.bOnProperty = false -- you've left your property!
self:OnCloseHousingDecorSetManagerWindow()
end
function HousingDecorSetManager:OnPlayerCurrencyChanged()
if not self.wndMain or not self.wndMain:IsShown() then
return
end
self.wndCashCredit:SetAmount(GameLib.GetPlayerCurrency(Money.CodeEnumCurrencyType.Credits), true)
self.wndCashRenown:SetAmount(GameLib.GetPlayerCurrency(Money.CodeEnumCurrencyType.Renown), true)
end
-----------------------------------------------------------------------------------------------
-- HousingDecorSetManagerForm Functions
-----------------------------------------------------------------------------------------------
-- when the OK button is clicked
function HousingDecorSetManager:OnOK()
self.wndMain:Close() -- hide the window
end
-- when the Cancel button is clicked
function HousingDecorSetManager:OnCancel()
self.wndMain:Close() -- hide the window
end
function HousingDecorSetManager:OnCloseHousingDecorSetManagerWindow()
self.wndDecorSetListFrame:FindChild("DecorSetList"):SetCurrentRow(0)
self.wndDecorListFrame:FindChild("DecorList"):SetCurrentRow(0)
if self.decorSelection ~= nil then
self.decorSelection:CancelTransform()
self.decorSelection = nil
end
self.wndNewSet:Show(false, true)
self.wndCopySet:Show(false, true)
self.wndLoadSet:Show(false, true)
self.wndPlaceAll:Show(false, true)
self.wndPlugWarningPopup:Show(false, true)
self.wndAddDecorPopup:Show(false, true)
Apollo.StopTimer("DecorPlacementTimer")
self.wndMain:Close() -- hide the window
end
function HousingDecorSetManager:OnRestoreOptions( wndHandler, wndControl, eMouseButton )
local nLeft, nTop, nRight, nBottom = self.wndOptionsFrame:GetAnchorOffsets()
self.wndOptionsFrame:SetAnchorOffsets(nLeft, nTop, nRight, nTop + 238)
--This is a little hack to make it update the size of the DecorListFrame correctly
local nLeft, nTop, nRight, nBottom = self.wndMain:GetAnchorOffsets()
self.wndMain:SetAnchorOffsets(nLeft, nTop, nRight, nBottom)
end
function HousingDecorSetManager:OnMinimizeOptions( wndHandler, wndControl, eMouseButton )
local nLeft, nTop, nRight, nBottom = self.wndOptionsFrame:GetAnchorOffsets()
self.wndOptionsFrame:SetAnchorOffsets(nLeft, nTop, nRight, nTop + 37)
--This is a little hack to make it update the size of the DecorListFrame correctly
local nLeft, nTop, nRight, nBottom = self.wndMain:GetAnchorOffsets()
self.wndMain:SetAnchorOffsets(nLeft, nTop, nRight, nBottom)
end
function HousingDecorSetManager:OnOpenCreateNewSetWindow(wndHandler, wndControl)
self.wndNewSet:Show(true, true)
self.wndNewSet:ToFront()
local wndSettingsFrame = self.wndNewSet:FindChild("SettingsFrame")
wndSettingsFrame:SetRadioSel("IncludeDecorRadioGroup", 1)
end
function HousingDecorSetManager:OnPlaceBtn(wndHandler, wndControl)
local wndList = self.wndDecorListFrame:FindChild("DecorList")
local nRow = wndList:GetCurrentRow()
if nRow ~= nil then
local tDecorData = wndList:GetCellData( nRow, 1 )
if self:IsDecorAvailable(tDecorData) then
self:PlaceDecor(tDecorData)
end
end
end
function HousingDecorSetManager:OnRemoveFromSetBtn(wndHandler, wndControl)
local wndSetList = self.wndDecorSetListFrame:FindChild("DecorSetList")
local nRow = wndSetList:GetCurrentRow()
if nRow ~= nil then
local tDecorSetData = wndSetList:GetCellData( nRow, 1 )
local wndList = self.wndDecorListFrame:FindChild("DecorList")
local nRow = wndList:GetCurrentRow()
if nRow ~= nil then
local tDecorData = wndList:GetCellData( nRow, 1 )
for idx = 1, #tDecorSetData.decor do
if tDecorSetData.decor[idx].name == tDecorData.name then
table.remove(tDecorSetData.decor, idx)
break
end
end
end
local wndDecorList = self.wndDecorListFrame:FindChild("DecorList")
self:ShowDecorListItems(wndDecorList, tDecorSetData.decor)
end
end
function HousingDecorSetManager:OnAddToSetBtn(wndHandler, wndControl)
local decorSelection = HousingLib.GetResidence():GetSelectedDecor()
if decorSelection ~= nil then
if decorSelection:IsParent() then
self.wndAddDecorPopup:Show(true)
self.wndAddDecorPopup:ToFront()
return
else
local wndSetList = self.wndDecorSetListFrame:FindChild("DecorSetList")
local nRow = wndSetList:GetCurrentRow()
if nRow ~= nil then
local tDecorSetData = wndSetList:GetCellData( nRow, 1 )
local tNewDecorEntry = {}
local tDecorIconInfo = decorSelection:GetDecorIconInfo()
if tDecorIconInfo ~= nil then
local tNewDecorEntry = {}
tNewDecorEntry.name = decorSelection:GetName()
tNewDecorEntry.index = nDecorCount
tNewDecorEntry.decorIdLow, tNewDecorEntry.decorIdHi = decorSelection:GetId()
tNewDecorEntry.positionX = tDecorIconInfo.fWorldPosX
tNewDecorEntry.positionY = tDecorIconInfo.fWorldPosY
tNewDecorEntry.positionZ = tDecorIconInfo.fWorldPosZ
tNewDecorEntry.pitch = tDecorIconInfo.fPitch
tNewDecorEntry.roll = tDecorIconInfo.fRoll
tNewDecorEntry.yaw = tDecorIconInfo.fYaw
tNewDecorEntry.scale = tDecorIconInfo.fScaleCurrent
table.insert(tDecorSetData.decor, tNewDecorEntry)
end
local wndDecorList = self.wndDecorListFrame:FindChild("DecorList")
self:ShowDecorListItems(wndDecorList, tDecorSetData.decor)
end
end
end
end
function HousingDecorSetManager:OnAddDecorCancel(wndHandler, wndControl)
self.wndAddDecorPopup:Show(false)
end
function HousingDecorSetManager:OnAddGroup(wndHandler, wndControl)
local decorSelection = HousingLib.GetResidence():GetSelectedDecor()
if decorSelection ~= nil then
local tdecorChildren = decorSelection:GetChildren()
local wndSetList = self.wndDecorSetListFrame:FindChild("DecorSetList")
local nRow = wndSetList:GetCurrentRow()
if nRow ~= nil then
local tDecorSetData = wndSetList:GetCellData( nRow, 1 )
-- Add the parent
local tNewDecorEntry = {}
local nParentIndex = 0
local tDecorIconInfo = decorSelection:GetDecorIconInfo()
if tDecorIconInfo ~= nil then
local tNewDecorEntry = {}
tNewDecorEntry.name = decorSelection:GetName()
tNewDecorEntry.index = nDecorCount
tNewDecorEntry.decorIdLow, tNewDecorEntry.decorIdHi = decorSelection:GetId()
tNewDecorEntry.positionX = tDecorIconInfo.fWorldPosX
tNewDecorEntry.positionY = tDecorIconInfo.fWorldPosY
tNewDecorEntry.positionZ = tDecorIconInfo.fWorldPosZ
tNewDecorEntry.pitch = tDecorIconInfo.fPitch
tNewDecorEntry.roll = tDecorIconInfo.fRoll
tNewDecorEntry.yaw = tDecorIconInfo.fYaw
tNewDecorEntry.scale = tDecorIconInfo.fScaleCurrent
table.insert(tDecorSetData.decor, tNewDecorEntry)
nParentIndex = #tDecorSetData.decor
end
-- Add all the children
for idx = 1, #tdecorChildren do
local tNewDecorEntry = {}
local tDecorIconInfo = tdecorChildren[idx]:GetDecorIconInfo()
if tDecorIconInfo ~= nil then
local tNewDecorEntry = {}
tNewDecorEntry.name = tdecorChildren[idx]:GetName()
tNewDecorEntry.index = nDecorCount
tNewDecorEntry.decorIdLow, tNewDecorEntry.decorIdHi = tdecorChildren[idx]:GetId()
tNewDecorEntry.positionX = tDecorIconInfo.fWorldPosX
tNewDecorEntry.positionY = tDecorIconInfo.fWorldPosY
tNewDecorEntry.positionZ = tDecorIconInfo.fWorldPosZ
tNewDecorEntry.pitch = tDecorIconInfo.fPitch
tNewDecorEntry.roll = tDecorIconInfo.fRoll
tNewDecorEntry.yaw = tDecorIconInfo.fYaw
tNewDecorEntry.scale = tDecorIconInfo.fScaleCurrent
tNewDecorEntry.parent = nParentIndex
table.insert(tDecorSetData.decor, tNewDecorEntry)
end
end
local wndDecorList = self.wndDecorListFrame:FindChild("DecorList")
self:ShowDecorListItems(wndDecorList, tDecorSetData.decor)
end
end
end
function HousingDecorSetManager:OnAddSingle(wndHandler, wndControl)
local decorSelection = HousingLib.GetResidence():GetSelectedDecor()
if decorSelection ~= nil then
local wndSetList = self.wndDecorSetListFrame:FindChild("DecorSetList")
local nRow = wndSetList:GetCurrentRow()
if nRow ~= nil then
local tDecorSetData = wndSetList:GetCellData( nRow, 1 )
local tNewDecorEntry = {}
local tDecorIconInfo = decorSelection:GetDecorIconInfo()
if tDecorIconInfo ~= nil then
local tNewDecorEntry = {}
tNewDecorEntry.name = decorSelection:GetName()
tNewDecorEntry.index = nDecorCount
tNewDecorEntry.decorIdLow, tNewDecorEntry.decorIdHi = decorSelection:GetId()
tNewDecorEntry.positionX = tDecorIconInfo.fWorldPosX
tNewDecorEntry.positionY = tDecorIconInfo.fWorldPosY
tNewDecorEntry.positionZ = tDecorIconInfo.fWorldPosZ
tNewDecorEntry.pitch = tDecorIconInfo.fPitch
tNewDecorEntry.roll = tDecorIconInfo.fRoll
tNewDecorEntry.yaw = tDecorIconInfo.fYaw
tNewDecorEntry.scale = tDecorIconInfo.fScaleCurrent
table.insert(tDecorSetData.decor, tNewDecorEntry)
end
local wndDecorList = self.wndDecorListFrame:FindChild("DecorList")
self:ShowDecorListItems(wndDecorList, tDecorSetData.decor)
end
end
end
function HousingDecorSetManager:OnPlaceAllBtn(wndHandler, wndControl)
local wndList = self.wndDecorListFrame:FindChild("DecorList")
local monPlayerCash = GameLib.GetPlayerCurrency(Money.CodeEnumCurrencyType.Credits):GetAmount()
local monPlayerRenown = GameLib.GetPlayerCurrency(Money.CodeEnumCurrencyType.Renown):GetAmount()
local monTotalCash = 0
local monTotalRenown = 0
if not self.confirmedPlaceAll then
local residence = HousingLib.GetResidence()
if residence == nil then
return
end
local wndSetList = self.wndDecorSetListFrame:FindChild("DecorSetList")
local nRow = wndSetList:GetCurrentRow()
if nRow ~= nil then
local tDecorSetData = wndSetList:GetCellData( nRow, 1 )
if tDecorSetData.plots ~= nil and tDecorSetData.plots ~= {} then
local nPlotCount = HousingLib.GetResidence():GetPlotCount()
for idx = 1, nPlotCount do
local nPlugItemId = tDecorSetData.plots[idx]
local pltPlot = HousingLib.GetPlot(idx)
if pltPlot ~= nil and pltPlot:GetPlugItemId() ~= nPlugItemId then
self.wndPlugWarningPopup:Show(true)
self.wndPlugWarningPopup:ToFront()
return
end
end
end
end
end
local nDecorCount = wndList:GetRowCount()
if nDecorCount ~= 0 then
local nPlacedDecor = 0
self.tPlaceAllDecorList = {}
local nCantPlace = 0
local tCantPlaceList = {}
local tDecorCrateList = HousingLib.GetResidence():GetDecorCrateList()
for idx = 1, nDecorCount do
--local tDecorData = wndList:GetCellData( idx, 1 )
local tDecorData = self.tCurrentDecorList[idx]
local tCrateDecorData = nil
if tDecorCrateList ~= nil and #tDecorCrateList ~= 0 then
for idy = 1, #tDecorCrateList do
local tData = tDecorCrateList[idy]
if tData.strName == tDecorData.name then
local tDecorIdData = table.remove(tDecorCrateList[idy].tDecorItems)
if tDecorIdData ~= nil then
tCrateDecorData = {}
tCrateDecorData.strName = tData.strName
tCrateDecorData.tDecorItems = {}
tCrateDecorData.tDecorItems[1] = {}
tCrateDecorData.tDecorItems[1].nDecorId = tDecorIdData.nDecorId
tCrateDecorData.tDecorItems[1].nDecorIdHi = tDecorIdData.nDecorIdHi
end
if #tDecorCrateList[idy].tDecorItems == 0 then
table.remove(tDecorCrateList, idy)
end
break
end
end
end
local tVendorDecorData = wndList:GetCellData( idx, 2 )
--if (tDecorData.positionY < -80 and self.bPlayerIsInside) or (tDecorData.positionY >= -80 and not self.bPlayerIsInside) then
if tCrateDecorData ~= nil then
nPlacedDecor = nPlacedDecor + 1
self.tPlaceAllDecorList[nPlacedDecor] = {}
self.tPlaceAllDecorList[nPlacedDecor].tCrateDecorData = tCrateDecorData
self.tPlaceAllDecorList[nPlacedDecor].tVendorDecorData = nil
self.tPlaceAllDecorList[nPlacedDecor].tDecorData = tDecorData
elseif tVendorDecorData ~= nil then
local bCanAfford = false
if tVendorDecorData.eCurrencyType == Money.CodeEnumCurrencyType.Credits then
monTotalCash = monTotalCash + tVendorDecorData.nCost
if monTotalCash <= monPlayerCash then
bCanAfford = true
end
elseif tVendorDecorData.eCurrencyType == Money.CodeEnumCurrencyType.Renown then
monTotalRenown = monTotalRenown + tVendorDecorData.nCost
if monTotalRenown <= monPlayerRenown then
bCanAfford = true
end
end
if bCanAfford then
nPlacedDecor = nPlacedDecor + 1
self.tPlaceAllDecorList[nPlacedDecor] = {}
self.tPlaceAllDecorList[nPlacedDecor].tCrateDecorData = nil
self.tPlaceAllDecorList[nPlacedDecor].tVendorDecorData = tVendorDecorData
self.tPlaceAllDecorList[nPlacedDecor].tDecorData = tDecorData
else
nCantPlace = nCantPlace + 1
tCantPlaceList[nCantPlace] = tVendorDecorData
end
else
nCantPlace = nCantPlace + 1
tCantPlaceList[nCantPlace] = tDecorData
end
--else
--nCantPlace = nCantPlace + 1
--tCantPlaceList[nCantPlace] = tDecorData
--end
end
self.wndPlaceAll:Show(true, true)
self.wndPlaceAll:ToFront()
local wndVerifyForm = self.wndPlaceAll:FindChild("VerifyPlaceAllForm")
wndVerifyForm:Show(true)
local wndProgressForm = self.wndPlaceAll:FindChild("PlaceAllProgressForm")
wndProgressForm:Show(false)
local wndCashTotal = self.wndPlaceAll:FindChild("CashWindowCreditTotal")
wndCashTotal:SetMoneySystem(Money.CodeEnumCurrencyType.Credits)
wndCashTotal:SetAmount(monTotalCash, true)
local wndRenownTotal = self.wndPlaceAll:FindChild("CashWindowRenownTotal")
wndRenownTotal:SetMoneySystem(Money.CodeEnumCurrencyType.Renown)
wndRenownTotal:SetAmount(monTotalRenown, true)
local wndCashYours = self.wndPlaceAll:FindChild("CashWindowCreditYours")
wndCashYours:SetMoneySystem(Money.CodeEnumCurrencyType.Credits)
wndCashYours:SetAmount(monPlayerCash, true)
local wndRenownYours = self.wndPlaceAll:FindChild("CashWindowRenownYours")
wndRenownYours:SetMoneySystem(Money.CodeEnumCurrencyType.Renown)
wndRenownYours:SetAmount(monPlayerRenown, true)
local wndDecorList = self.wndPlaceAll:FindChild("DecorList")
self:ShowPlaceAllListItems(wndDecorList, tCantPlaceList)
end
end
function HousingDecorSetManager:OnCancelPlaceAllBtn(wndHandler, wndControl)
self.wndPlaceAll:Show(false, true)
Apollo.StopTimer("PlaceAllUpdateTimer")
end
function HousingDecorSetManager:OnConfirmPlaceAllBtn(wndHandler, wndControl)
local wndVerifyForm = self.wndPlaceAll:FindChild("VerifyPlaceAllForm")
wndVerifyForm:Show(false)
local wndProgressForm = self.wndPlaceAll:FindChild("PlaceAllProgressForm")
wndProgressForm:Show(true)
local wndProgressBar = wndProgressForm:FindChild("ProgressBar")
local nTotalDecor = #self.tPlaceAllDecorList
wndProgressBar:SetMax(nTotalDecor)
wndProgressBar:SetProgress(0)
self.nPlaceAllProgress = 1
self.nPlaceAllPass = 1
self.tPlacedDecorList = {}
self.wndPlaceAll:FindChild("CurrentPassLabel"):SetText("Placing Decor...")
self.tCurrentDecorData = nil
Apollo.StartTimer("PlaceAllUpdateTimer")
end
function HousingDecorSetManager:OnCancelPlaceAllProgressBtn(wndHandler, wndControl)
Apollo.StopTimer("PlaceAllUpdateTimer")
if self.decorSelection ~= nil then
self.decorSelection:CancelTransform()
self.decorSelection = nil
end
self:OnPlaceAllBtn()
end
function HousingDecorSetManager:OnPlaceAllWarningContinue(wndHandler, wndControl)
self.wndPlugWarningPopup:Show(false)
self.confirmedPlaceAll = true
self:OnPlaceAllBtn()
end
function HousingDecorSetManager:OnPlaceAllWarningCancel(wndHandler, wndControl)
self.wndPlugWarningPopup:Show(false)
end
function HousingDecorSetManager:OnCloseCreateNewDecorSetWindow()
self.wndNewSet:Show(false, true)
end
function HousingDecorSetManager:OnCancelCreateBtn()
self.wndNewSet:Show(false, true)
end
function HousingDecorSetManager:OnCreateNewSetBtn(wndHandler, wndControl)
local wndSettingsFrame = self.wndNewSet:FindChild("SettingsFrame")
local wndNameEntry = wndSettingsFrame:FindChild("NewNameEntry")
local strName = wndNameEntry:GetText()
local nSaveOptions = wndSettingsFrame:GetRadioSel("IncludeDecorRadioGroup")
local nNumSavedSets = #self.tSavedData.tDecorSets
self.tSavedData.tDecorSets[nNumSavedSets+1] = {}
self.tSavedData.tDecorSets[nNumSavedSets+1].name = strName
self.tSavedData.tDecorSets[nNumSavedSets+1].decor = {}
self.tSavedData.tDecorSets[nNumSavedSets+1].plots = {}
self.tSavedData.tDecorSets[nNumSavedSets+1].intOptions = {}
self.tSavedData.tDecorSets[nNumSavedSets+1].extOptions = {}
if wndSettingsFrame:FindChild("IncludeLandscapeOptionsBtn"):IsChecked() then
local residence = HousingLib.GetResidence()
if residence == nil then
return
end
local nPlotCount = HousingLib.GetResidence():GetPlotCount()
for idx = 1, nPlotCount do
local pltPlot = HousingLib.GetPlot(idx)
if pltPlot ~= nil then
self.tSavedData.tDecorSets[nNumSavedSets+1].plots[idx] = pltPlot:GetPlugItemId()
else
self.tSavedData.tDecorSets[nNumSavedSets+1].plots[idx] = 0
end
end
end
if wndSettingsFrame:FindChild("IncludeRemodelOptionsBtn"):IsChecked() then
local residence = HousingLib.GetResidence()
if residence == nil then
return
end
local tExtRemodelValues = {}
for eType = HousingLib.RemodelOptionTypeExterior.Roof, HousingLib.RemodelOptionTypeExterior.Ground do
tExtRemodelValues[eType] = nil
end
local tBakedList = {}
tBakedList = residence:GetBakedDecorDetails()
for key, tData in pairs(tBakedList) do
if tData.eHookType ~= nil and tData.eHookType == HousingLib.CodeEnumDecorHookType.Roof then
tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Roof] = {nId = tData.nId, strName = tData.strName}
elseif tData.eType ~= nil and tData.eType == HousingLib.RemodelOptionTypeExterior.Wallpaper then
tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Wallpaper] = {nId = tData.nId, strName = tData.strName}
elseif tData.eHookType ~= nil and tData.eHookType == HousingLib.CodeEnumDecorHookType.Entryway then
tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Entry] = {nId = tData.nId, strName = tData.strName}
elseif tData.eHookType ~= nil and tData.eHookType == HousingLib.CodeEnumDecorHookType.Door then
tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Door] = {nId = tData.nId, strName = tData.strName}
elseif tData.eType ~= nil and tData.eType == HousingLib.RemodelOptionTypeExterior.Sky then
tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Sky] = {nId = tData.nId, strName = tData.strName}
elseif tData.eType ~= nil and tData.eType == HousingLib.RemodelOptionTypeExterior.Music then
tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Music] = {nId = tData.nId, strName = tData.strName}
elseif tData.eType ~= nil and tData.eType == HousingLib.RemodelOptionTypeExterior.Ground then
tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Ground] = {nId = tData.nId, strName = tData.strName}
end
end
self.tSavedData.tDecorSets[nNumSavedSets+1].extOptions = tExtRemodelValues
for idx = 1, #ktInteriorZones do
local tIntRemodelValues = {}
local tSectorDecorList = residence:GetDecorDetailsBySector(ktInteriorZones[idx])
for key, tData in pairs(tSectorDecorList) do
tIntRemodelValues[tData.eType] = {nId = tData.nId, strName = tData.strName}
end
self.tSavedData.tDecorSets[nNumSavedSets+1].intOptions[idx] = tIntRemodelValues
end
end
if nSaveOptions ~= 4 then
local tDecorParentList = {}
local tDecorList = HousingLib.GetResidence():GetPlacedDecorList()
if tDecorList ~= nil then
local nDecorCount = 1
for idx = 1, #tDecorList do
local decorCurrent = tDecorList[idx]
local tDecorIconInfo = decorCurrent:GetDecorIconInfo()
if tDecorIconInfo ~= nil then
if (nSaveOptions ~= 3 and tDecorIconInfo.fWorldPosY < -80) or (nSaveOptions ~= 2 and tDecorIconInfo.fWorldPosY >= -80) then
local tNewDecorEntry = {}
tNewDecorEntry.name = decorCurrent:GetName()
tNewDecorEntry.index = nDecorCount
tNewDecorEntry.decorIdLow, tNewDecorEntry.decorIdHi = decorCurrent:GetId()
tNewDecorEntry.positionX = tDecorIconInfo.fWorldPosX
tNewDecorEntry.positionY = tDecorIconInfo.fWorldPosY
tNewDecorEntry.positionZ = tDecorIconInfo.fWorldPosZ
tNewDecorEntry.pitch = tDecorIconInfo.fPitch
tNewDecorEntry.roll = tDecorIconInfo.fRoll
tNewDecorEntry.yaw = tDecorIconInfo.fYaw
tNewDecorEntry.scale = tDecorIconInfo.fScaleCurrent
tNewDecorEntry.parent = 0
tDecorParentList[nDecorCount] = decorCurrent:GetParent() and decorCurrent:GetParent():GetHandle() or 0
self.tSavedData.tDecorSets[nNumSavedSets+1].decor[nDecorCount] = tNewDecorEntry
nDecorCount = nDecorCount + 1
end
end
end
for idx = 1, #self.tSavedData.tDecorSets[nNumSavedSets+1].decor do
local nHandle = tDecorParentList[idx]
local decor = HousingLib.GetResidence():GetDecorByHandle(nHandle)
if decor ~= nil then
for idy = 1, #self.tSavedData.tDecorSets[nNumSavedSets+1].decor do
local decorIdLow = self.tSavedData.tDecorSets[nNumSavedSets+1].decor[idy].decorIdLow
local decorIdHi = self.tSavedData.tDecorSets[nNumSavedSets+1].decor[idy].decorIdHi
local decorIdLow2, decorIdHi2 = decor:GetId()
if decorIdLow == decorIdLow2 and decorIdHi == decorIdHi2 then
self.tSavedData.tDecorSets[nNumSavedSets+1].decor[idx].parent = idy
break
end
end
end
end
end
end
if decorSelection ~= nil then
decorSelection:Deselect()
end
local wndList = self.wndDecorSetListFrame:FindChild("DecorSetList")
self:ShowDecorSetListItems(wndList, self.tSavedData.tDecorSets)
self.wndNewSet:Show(false, true)
end
function HousingDecorSetManager:OnDeleteSetBtn(wndHandler, wndControl)
local wndList = self.wndDecorSetListFrame:FindChild("DecorSetList")
local nRow = wndList:GetCurrentRow()
if nRow ~= nil then
local tCurrentDecorSetData = wndList:GetCellData( nRow, 1 )
for idx = 1, #self.tSavedData.tDecorSets do
local tDecorSetData = self.tSavedData.tDecorSets[idx]
if tDecorSetData == tCurrentDecorSetData then
table.remove(self.tSavedData.tDecorSets, idx)
break
end
end
end
local wndSetList = self.wndDecorSetListFrame:FindChild("DecorSetList")
self:ShowDecorSetListItems(wndList, self.tSavedData.tDecorSets)
wndSetList:SetCurrentRow(0)
local wndList = self.wndDecorListFrame:FindChild("DecorList")
wndList:DeleteAll()
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:OnDecorSetListItemChange(wndControl, wndHandler, nX, nY)
-- Preview the selected item
local nRow = wndControl:GetCurrentRow()
if nRow ~= nil then
local wndList = self.wndDecorSetListFrame:FindChild("DecorSetList")
local tDecorSetData = wndList:GetCellData( nRow, 1 )
self:ShowLandscapeOptions(tDecorSetData.plots)
self:ShowRemodelOptions(tDecorSetData.intOptions, tDecorSetData.extOptions)
local wndList = self.wndDecorListFrame:FindChild("DecorList")
self:ShowDecorListItems(wndList, tDecorSetData.decor)
self.wndMain:FindChild("HousingDecorSetForm"):FindChild("BG_ArtHeader"):SetText(tDecorSetData.name)
self.wndShareSetBtn:Enable(true)
self.wndDeleteSetBtn:Enable(true)
self.confirmedPlaceAll = false
end
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:OnDecorListItemChange(wndControl, wndHandler, nX, nY)
-- Preview the selected item
local nRow = wndControl:GetCurrentRow()
if nRow ~= nil then
local wndList = self.wndDecorListFrame:FindChild("DecorList")
local tItemData = wndList:GetCellData( nRow, 1 )
local tVendorDecorData = wndList:GetCellData( nRow, 2 )
local wndBuyBtn = self.wndMain:FindChild("BuyBtn")
local wndPlaceBtn = self.wndMain:FindChild("PlaceBtn")
if tVendorDecorData ~= nil and tVendorDecorData ~= {} then
wndBuyBtn:Show(true)
wndBuyBtn:Enable(true)
wndPlaceBtn:Show(false)
local eCurrencyType = tVendorDecorData.eCurrencyType
local eGroupCurrencyType = tVendorDecorData.eGroupCurrencyType
local monCash = GameLib.GetPlayerCurrency(eCurrencyType, eGroupCurrencyType):GetAmount()
wndBuyBtn:Enable(tVendorDecorData.nCost < monCash)
else
wndBuyBtn:Show(false)
wndPlaceBtn:Show(true)
end
self.wndMain:FindChild("RemoveFromSetBtn"):Enable(true)
end
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:OnOnlyShowToggle()
local wndList = self.wndDecorSetListFrame:FindChild("DecorSetList")
local nRow = wndList:GetCurrentRow()
if nRow ~= nil then
local tDecorSetData = wndList:GetCellData( nRow, 1 )
local wndDecorList = self.wndDecorListFrame:FindChild("DecorList")
self:ShowDecorListItems(wndDecorList, tDecorSetData.decor)
end
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:IsDecorAvailable(tDecorData)
-- first check the crate
if self:IsDecorAvailableInCrate(tDecorData) == true then
return true
end
-- if they dont have that item in their crate, check if it's purchaseable from the vendor
if self:IsDecorAvailableOnVendor(tDecorData) == true then
return true
end
return false
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:IsDecorAvailableInCrate(tDecorData)
local tDecorCrateList = HousingLib.GetResidence():GetDecorCrateList()
if tDecorCrateList ~= nil then
for idx = 1, #tDecorCrateList do
local tCratedDecorData = tDecorCrateList[idx]
if tCratedDecorData.strName == tDecorData.name then
return true
end
end
end
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:IsDecorAvailableOnVendor(tDecorData)
local tDecorVendorList = HousingLib.GetDecorCatalogList()
if tDecorVendorList ~= nil then
for idx = 1, #tDecorVendorList do
local tVendorDecorData = tDecorVendorList[idx]
if tVendorDecorData.strName == tDecorData.name then
return true
end
end
end
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:GetCrateDecorData(tDecorData)
local tDecorCrateList = HousingLib.GetResidence():GetDecorCrateList()
if tDecorCrateList ~= nil then
for idx = 1, #tDecorCrateList do
local tCratedDecorData = tDecorCrateList[idx]
if tCratedDecorData.strName == tDecorData.name then
return tCratedDecorData
end
end
end
return nil
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:GetVendorDecorData(tDecorData)
local tDecorVendorList = HousingLib.GetDecorCatalogList()
if tDecorVendorList ~= nil then
for idx = 1, #tDecorVendorList do
local tVendorDecorData = tDecorVendorList[idx]
if tVendorDecorData.strName == tDecorData.name then
return tVendorDecorData
end
end
end
return nil
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:PlaceDecor(tDecorData)
-- first check the crate
local tDecorCrateList = HousingLib.GetResidence():GetDecorCrateList()
if tDecorCrateList ~= nil then
for idx = 1, #tDecorCrateList do
local tCratedDecorData = tDecorCrateList[idx]
if tCratedDecorData.strName == tDecorData.name then
self.decorSelection = HousingLib.PreviewCrateDecorAtLocation(tCratedDecorData.tDecorItems[1].nDecorId, tCratedDecorData.tDecorItems[1].nDecorIdHi, tDecorData.positionX, tDecorData.positionY, tDecorData.positionZ, tDecorData.pitch, tDecorData.roll, tDecorData.yaw, tDecorData.scale)
self.tCurrentDecorData = tDecorData
self.bFromCrate = true
Apollo.StartTimer("DecorPlacementTimer")
return
end
end
end
-- if they dont have that item in their crate, check if it's purchaseable from the vendor
local tVendorDecorData = self:GetVendorDecorData(tDecorData)
if tVendorDecorData ~= nil then
local eCurrencyType = tVendorDecorData.eCurrencyType
local eGroupCurrencyType = tVendorDecorData.eGroupCurrencyType
local monCash = GameLib.GetPlayerCurrency(eCurrencyType, eGroupCurrencyType):GetAmount()
if tVendorDecorData.nCost <= monCash then
self.decorSelection = HousingLib.PreviewVendorDecorAtLocation(tVendorDecorData.nId, tDecorData.positionX, tDecorData.positionY, tDecorData.positionZ, tDecorData.pitch, tDecorData.roll, tDecorData.yaw, tDecorData.scale)
self.tCurrentDecorData = tDecorData
self.bFromCrate = false
Apollo.StartTimer("DecorPlacementTimer")
return
else
Print("Error! Could not purchase decor. Insufficient funds")
end
end
end
function HousingDecorSetManager:OnUpdatePlaceDecor()
if self.decorSelection == nil then
return
end
self.decorSelection:Place()
self.tCurrentDecorData = nil
self.decorSelection = nil
end
function HousingDecorSetManager:OnUpdatePlaceAllDecor()
if self.nPlaceAllPass == 1 then
if self.tCurrentDecorData ~= nil and self.decorSelection ~= nil then
self.tPlacedDecorList[self.nPlaceAllProgress] = {}
self.tPlacedDecorList[self.nPlaceAllProgress].nDecorIdLow, self.tPlacedDecorList[self.nPlaceAllProgress].nDecorIdHi = self.decorSelection:GetId()
self.decorSelection:Place()
local wndProgressForm = self.wndPlaceAll:FindChild("PlaceAllProgressForm")
local wndProgressBar = wndProgressForm:FindChild("ProgressBar")
self.nPlaceAllProgress = self.nPlaceAllProgress + 1
wndProgressBar:SetProgress(self.nPlaceAllProgress)
end
if self.nPlaceAllProgress <= #self.tPlaceAllDecorList then
local tDecorDataSet = self.tPlaceAllDecorList[self.nPlaceAllProgress]
self.tCurrentDecorData = tDecorDataSet.tDecorData
if tDecorDataSet.tCrateDecorData ~= nil then
self.bFromCrate = true
self.decorSelection = HousingLib.PreviewCrateDecorAtLocation(tDecorDataSet.tCrateDecorData.tDecorItems[1].nDecorId, tDecorDataSet.tCrateDecorData.tDecorItems[1].nDecorIdHi, self.tCurrentDecorData.positionX, self.tCurrentDecorData.positionY, self.tCurrentDecorData.positionZ, self.tCurrentDecorData.pitch, self.tCurrentDecorData.roll, self.tCurrentDecorData.yaw, self.tCurrentDecorData.scale)
elseif tDecorDataSet.tVendorDecorData ~= nil then
self.bFromCrate = false
self.decorSelection = HousingLib.PreviewVendorDecorAtLocation(tDecorDataSet.tVendorDecorData.nId, self.tCurrentDecorData.positionX, self.tCurrentDecorData.positionY, self.tCurrentDecorData.positionZ, self.tCurrentDecorData.pitch, self.tCurrentDecorData.roll, self.tCurrentDecorData.yaw, self.tCurrentDecorData.scale)
end
self.decorSelection:SetPosition(self.tCurrentDecorData.positionX, self.tCurrentDecorData.positionY, self.tCurrentDecorData.positionZ)
if self.decorSelection == nil then
Print("Decor preview failed! Skipping this decor.")
self.tCurrentDecorData = nil
end
Apollo.StartTimer("PlaceAllUpdateTimer")
return
else
self.nPlaceAllPass = 2
self.nPlaceAllProgress = 1
self.wndPlaceAll:FindChild("CurrentPassLabel"):SetText("Setting up links...")
Apollo.StartTimer("PlaceAllUpdateTimer")
return
end
elseif self.nPlaceAllPass == 2 then
if self.nPlaceAllProgress <= #self.tPlaceAllDecorList then
local tDecorDataSet = self.tPlaceAllDecorList[self.nPlaceAllProgress]
self.tCurrentDecorData = tDecorDataSet.tDecorData
local nParentIndex = self.tCurrentDecorData.parent
if nParentIndex ~= 0 and self.tPlacedDecorList[nParentIndex] ~= nil then
local decorParent = HousingLib.GetResidence():GetDecorById(self.tPlacedDecorList[nParentIndex].nDecorIdLow, self.tPlacedDecorList[nParentIndex].nDecorIdHi)
local decorChild = HousingLib.GetResidence():GetDecorById(self.tPlacedDecorList[self.nPlaceAllProgress].nDecorIdLow, self.tPlacedDecorList[self.nPlaceAllProgress].nDecorIdHi)
if decorChild ~= nil and decorParent ~= nil then
decorChild:Link(decorParent)
end
end
local wndProgressForm = self.wndPlaceAll:FindChild("PlaceAllProgressForm")
local wndProgressBar = wndProgressForm:FindChild("ProgressBar")
self.nPlaceAllProgress = self.nPlaceAllProgress + 1
wndProgressBar:SetProgress(self.nPlaceAllProgress)
Apollo.StartTimer("PlaceAllUpdateTimer")
return
end
end
self.tCurrentDecorData = nil
self.decorSelection = nil
local wndProgressForm = self.wndPlaceAll:FindChild("PlaceAllProgressForm")
wndProgressForm:Show(false, true)
self:OnCancelPlaceAllBtn()
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:ShowDecorSetListItems(wndListControl, tSetList)
if wndListControl ~= nil then
wndListControl:DeleteAll()
end
if tSetList ~= nil and wndListControl ~= nil then
-- populate the buttons with the item data
for idx = 1, #tSetList do
local tSetData = tSetList[idx]
wndListControl:AddRow(" " .. tSetData.name, "", tSetData)
end
end
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:ShowLandscapeOptions(tLandscapeOptions)
if tLandscapeOptions == nil or tLandscapeOptions[1] == nil or tLandscapeOptions == {} then
local nPlotCount = HousingLib.GetResidence():GetPlotCount()
for idx = 1, nPlotCount do
self.wndOptionsPropertyFrame:FindChild("Plot"..idx):Enable(false)
--self.wndOptionsPropertyFrame:FindChild("Plot"..idx):SetTooltip("")
self.wndOptionsPropertyFrame:FindChild("OccupiedSprite."..idx):Show(false)
self.wndOptionsPropertyFrame:FindChild("WarningSprite."..idx):Show(false)
end
return
end
local residence = HousingLib.GetResidence()
if residence == nil then
return
end
local nPlotCount = HousingLib.GetResidence():GetPlotCount()
for idx = 1, nPlotCount do
local nPlugItemId = tLandscapeOptions[idx]
self.wndOptionsPropertyFrame:FindChild("OccupiedSprite."..idx):Show(nPlugItemId ~= nil and nPlugItemId ~= 0)
local pltPlot = HousingLib.GetPlot(idx)
self.wndOptionsPropertyFrame:FindChild("WarningSprite."..idx):Show(pltPlot ~= nil and pltPlot:GetPlugItemId() ~= nPlugItemId)
self.wndOptionsPropertyFrame:FindChild("Plot"..idx):Enable(nPlugItemId ~= 0 or (pltPlot ~= nil and pltPlot:GetPlugItemId() ~= nPlugItemId))
--[[local tPlugItemData = HousingLib.GetPlugItem(nPlugItemId)
if tPlugItemData ~= nil then
local tCurrentPlugItemData = HousingLib.GetPlugItem(pltPlot:GetPlugItemId())
self.wndOptionsPropertyFrame:FindChild("Plot"..idx):SetTooltip("Saved Enhancement: "..tPlugItemData.strName)
else
self.wndOptionsPropertyFrame:FindChild("Plot"..idx):SetTooltip("")
end--]]
end
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:ShowRemodelOptions(tIntRemodelOptionsList, tExtRemodelOptions)
local wndIntCustomizationFrame = self.wndOptionsCustomizationFrame:FindChild("InteriorCustomizationOptionsFrame")
local wndExtCustomizationFrame = self.wndOptionsCustomizationFrame:FindChild("ExteriorCustomizationOptionsFrame")
wndIntCustomizationFrame:Show(self.bPlayerIsInside)
wndExtCustomizationFrame:Show(not self.bPlayerIsInside)
if self.bPlayerIsInside and tIntRemodelOptionsList ~= nil then
local nInteriorZoneIndex = 0
for idx = 1, #ktInteriorZones do
if ktInteriorZones[idx] == self.nIdZone then
nInteriorZoneIndex = idx
end
end
local tIntRemodelValues = {}
local tSectorDecorList = HousingLib.GetResidence():GetDecorDetailsBySector(self.nIdZone)
for key, tData in pairs(tSectorDecorList) do
tIntRemodelValues[tData.eType] = tData
end
local tIntRemodelOptions = tIntRemodelOptionsList[nInteriorZoneIndex]
if tIntRemodelOptions ~= nil then
if tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Ceiling] ~= nil then
wndIntCustomizationFrame:FindChild("CeilingWindow"):FindChild("Description"):SetText(tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Ceiling].strName)
if tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Ceiling] ~= nil and tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Ceiling].nId ~= tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Ceiling].nId then
wndIntCustomizationFrame:FindChild("CeilingWindow"):FindChild("WarningSprite"):Show(true)
elseif tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Ceiling] == nil then
wndIntCustomizationFrame:FindChild("CeilingWindow"):FindChild("WarningSprite"):Show(true)
else
wndIntCustomizationFrame:FindChild("CeilingWindow"):FindChild("WarningSprite"):Show(false)
end
else
wndIntCustomizationFrame:FindChild("CeilingWindow"):FindChild("Description"):SetText(Apollo.GetString("CRB_Default_Ceiling"))
if tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Ceiling] ~= nil then
wndIntCustomizationFrame:FindChild("CeilingWindow"):FindChild("WarningSprite"):Show(true)
end
end
if tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Trim] ~= nil then
wndIntCustomizationFrame:FindChild("TrimWindow"):FindChild("Description"):SetText(tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Trim].strName)
if tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Trim] ~= nil and tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Trim].nId ~= tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Trim].nId then
wndIntCustomizationFrame:FindChild("TrimWindow"):FindChild("WarningSprite"):Show(true)
elseif tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Trim] == nil then
wndIntCustomizationFrame:FindChild("TrimWindow"):FindChild("WarningSprite"):Show(true)
else
wndIntCustomizationFrame:FindChild("TrimWindow"):FindChild("WarningSprite"):Show(false)
end
else
wndIntCustomizationFrame:FindChild("TrimWindow"):FindChild("Description"):SetText(Apollo.GetString("CRB_Default_Trim"))
if tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Trim] ~= nil then
wndIntCustomizationFrame:FindChild("TrimWindow"):FindChild("WarningSprite"):Show(true)
end
end
if tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Wallpaper] ~= nil then
wndIntCustomizationFrame:FindChild("WallpaperWindow"):FindChild("Description"):SetText(tIntRemodelOptions[HousingLib.CodeEnumDecorHookType.Wallpaper].strName)
if tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Wallpaper] ~= nil and tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Wallpaper].nId ~= tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Wallpaper].nId then
wndIntCustomizationFrame:FindChild("WallpaperWindow"):FindChild("WarningSprite"):Show(true)
elseif tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Wallpaper] == nil then
wndIntCustomizationFrame:FindChild("WallpaperWindow"):FindChild("WarningSprite"):Show(true)
else
wndIntCustomizationFrame:FindChild("WallpaperWindow"):FindChild("WarningSprite"):Show(false)
end
else
wndIntCustomizationFrame:FindChild("WallpaperWindow"):FindChild("Description"):SetText(Apollo.GetString("CRB_Default_Wallpaper"))
if tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Wallpaper] ~= nil then
wndIntCustomizationFrame:FindChild("WallpaperWindow"):FindChild("WarningSprite"):Show(true)
end
end
if tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Floor] ~= nil then
wndIntCustomizationFrame:FindChild("FloorWindow"):FindChild("Description"):SetText(tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Floor].strName)
if tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Floor] ~= nil and tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Floor].nId ~= tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Floor].nId then
wndIntCustomizationFrame:FindChild("FloorWindow"):FindChild("WarningSprite"):Show(true)
elseif tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Floor] == nil then
wndIntCustomizationFrame:FindChild("FloorWindow"):FindChild("WarningSprite"):Show(true)
else
wndIntCustomizationFrame:FindChild("FloorWindow"):FindChild("WarningSprite"):Show(false)
end
else
wndIntCustomizationFrame:FindChild("FloorWindow"):FindChild("Description"):SetText(Apollo.GetString("CRB_Default_Flooring"))
if tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Floor] ~= nil then
wndIntCustomizationFrame:FindChild("FloorWindow"):FindChild("WarningSprite"):Show(true)
end
end
if tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Lighting] ~= nil then
wndIntCustomizationFrame:FindChild("LightingWindow"):FindChild("Description"):SetText(tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Lighting].strName)
if tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Lighting] ~= nil and tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Lighting].nId ~= tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Lighting].nId then
wndIntCustomizationFrame:FindChild("LightingWindow"):FindChild("WarningSprite"):Show(true)
elseif tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Lighting] == nil then
wndIntCustomizationFrame:FindChild("LightingWindow"):FindChild("WarningSprite"):Show(true)
else
wndIntCustomizationFrame:FindChild("LightingWindow"):FindChild("WarningSprite"):Show(false)
end
else
wndIntCustomizationFrame:FindChild("LightingWindow"):FindChild("Description"):SetText("Default Lighting")
if tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Lighting] ~= nil then
wndIntCustomizationFrame:FindChild("LightingWindow"):FindChild("WarningSprite"):Show(true)
end
end
if tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Music] ~= nil then
wndIntCustomizationFrame:FindChild("MusicWindow"):FindChild("Description"):SetText(tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Music].strName)
if tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Music] ~= nil and tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Music].nId ~= tIntRemodelOptions[HousingLib.RemodelOptionTypeInterior.Music].nId then
wndIntCustomizationFrame:FindChild("MusicWindow"):FindChild("WarningSprite"):Show(true)
elseif tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Music] == nil then
wndIntCustomizationFrame:FindChild("MusicWindow"):FindChild("WarningSprite"):Show(true)
else
wndIntCustomizationFrame:FindChild("MusicWindow"):FindChild("WarningSprite"):Show(false)
end
else
wndIntCustomizationFrame:FindChild("MusicWindow"):FindChild("Description"):SetText("Default Music")
if tIntRemodelValues[HousingLib.RemodelOptionTypeInterior.Music] ~= nil then
wndIntCustomizationFrame:FindChild("MusicWindow"):FindChild("WarningSprite"):Show(true)
end
end
end
end
if not self.bPlayerIsInside and tExtRemodelOptions ~= nil then
local tExtRemodelValues = {}
for eType = HousingLib.RemodelOptionTypeExterior.Roof, HousingLib.RemodelOptionTypeExterior.Ground do
tExtRemodelValues[eType] = nil
end
local tBakedList = {}
tBakedList = HousingLib.GetResidence():GetBakedDecorDetails()
for key, tData in pairs(tBakedList) do
if tData.eHookType ~= nil and tData.eHookType == HousingLib.CodeEnumDecorHookType.Roof then
tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Roof] = tData
elseif tData.eType ~= nil and tData.eType == HousingLib.RemodelOptionTypeExterior.Wallpaper then
tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Wallpaper] = tData
elseif tData.eHookType ~= nil and tData.eHookType == HousingLib.CodeEnumDecorHookType.Entryway then
tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Entry] = tData
elseif tData.eHookType ~= nil and tData.eHookType == HousingLib.CodeEnumDecorHookType.Door then
tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Door] = tData
elseif tData.eType ~= nil and tData.eType == HousingLib.RemodelOptionTypeExterior.Sky then
tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Sky] = tData
elseif tData.eType ~= nil and tData.eType == HousingLib.RemodelOptionTypeExterior.Music then
tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Music] = tData
elseif tData.eType ~= nil and tData.eType == HousingLib.RemodelOptionTypeExterior.Ground then
tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Ground] = tData
end
end
if tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Roof] ~= nil then
wndExtCustomizationFrame:FindChild("RoofWindow"):FindChild("Description"):SetText(tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Roof].strName)
if tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Roof] ~= nil and tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Roof].nId ~= tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Roof].nId then
wndExtCustomizationFrame:FindChild("RoofWindow"):FindChild("WarningSprite"):Show(true)
elseif tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Roof] == nil then
wndExtCustomizationFrame:FindChild("RoofWindow"):FindChild("WarningSprite"):Show(true)
else
wndExtCustomizationFrame:FindChild("RoofWindow"):FindChild("WarningSprite"):Show(false)
end
else
wndExtCustomizationFrame:FindChild("RoofWindow"):FindChild("Description"):SetText(Apollo.GetString("CRB_Default_Roof"))
if tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Roof] ~= nil then
wndExtCustomizationFrame:FindChild("RoofWindow"):FindChild("WarningSprite"):Show(true)
end
end
if tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Wallpaper] ~= nil then
wndExtCustomizationFrame:FindChild("WallsWindow"):FindChild("Description"):SetText(tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Wallpaper].strName)
if tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Wallpaper] ~= nil and tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Wallpaper].nId ~= tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Wallpaper].nId then
wndExtCustomizationFrame:FindChild("WallsWindow"):FindChild("WarningSprite"):Show(true)
elseif tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Wallpaper] == nil then
wndExtCustomizationFrame:FindChild("WallsWindow"):FindChild("WarningSprite"):Show(true)
else
wndExtCustomizationFrame:FindChild("WallsWindow"):FindChild("WarningSprite"):Show(false)
end
else
wndExtCustomizationFrame:FindChild("WallsWindow"):FindChild("Description"):SetText(Apollo.GetString("CRB_Default_Wallpaper"))
if tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Wallpaper] ~= nil then
wndExtCustomizationFrame:FindChild("WallsWindow"):FindChild("WarningSprite"):Show(true)
end
end
if tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Entryway] ~= nil then
wndExtCustomizationFrame:FindChild("EntryWindow"):FindChild("Description"):SetText(tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Entryway].strName)
if tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Entryway] ~= nil and tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Entryway].nId ~= tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Entryway].nId then
wndExtCustomizationFrame:FindChild("EntryWindow"):FindChild("WarningSprite"):Show(true)
elseif tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Entryway] == nil then
wndExtCustomizationFrame:FindChild("EntryWindow"):FindChild("WarningSprite"):Show(true)
else
wndExtCustomizationFrame:FindChild("EntryWindow"):FindChild("WarningSprite"):Show(false)
end
else
wndExtCustomizationFrame:FindChild("EntryWindow"):FindChild("Description"):SetText(Apollo.GetString("CRB_Default_Entryway"))
if tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Entryway] ~= nil then
wndExtCustomizationFrame:FindChild("EntryWindow"):FindChild("WarningSprite"):Show(true)
end
end
if tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Door] ~= nil then
wndExtCustomizationFrame:FindChild("DoorWindow"):FindChild("Description"):SetText(tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Door].strName)
if tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Door] ~= nil and tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Door].nId ~= tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Door].nId then
wndExtCustomizationFrame:FindChild("DoorWindow"):FindChild("WarningSprite"):Show(true)
elseif tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Door] == nil then
wndExtCustomizationFrame:FindChild("DoorWindow"):FindChild("WarningSprite"):Show(true)
else
wndExtCustomizationFrame:FindChild("DoorWindow"):FindChild("WarningSprite"):Show(false)
end
else
wndExtCustomizationFrame:FindChild("DoorWindow"):FindChild("Description"):SetText("Default Door")
if tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Door] ~= nil then
wndExtCustomizationFrame:FindChild("DoorWindow"):FindChild("WarningSprite"):Show(true)
end
end
if tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Sky] ~= nil then
wndExtCustomizationFrame:FindChild("SkyWindow"):FindChild("Description"):SetText(tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Sky].strName)
if tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Sky] ~= nil and tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Sky].nId ~= tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Sky].nId then
wndExtCustomizationFrame:FindChild("SkyWindow"):FindChild("WarningSprite"):Show(true)
elseif tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Sky] == nil then
wndExtCustomizationFrame:FindChild("SkyWindow"):FindChild("WarningSprite"):Show(true)
else
wndExtCustomizationFrame:FindChild("SkyWindow"):FindChild("WarningSprite"):Show(false)
end
else
wndExtCustomizationFrame:FindChild("SkyWindow"):FindChild("Description"):SetText("Default Sky")
if tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Sky] ~= nil then
wndExtCustomizationFrame:FindChild("SkyWindow"):FindChild("WarningSprite"):Show(true)
end
end
if tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Music] ~= nil then
wndExtCustomizationFrame:FindChild("MusicWindow"):FindChild("Description"):SetText(tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Music].strName)
if tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Music] ~= nil and tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Music].nId ~= tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Music].nId then
wndExtCustomizationFrame:FindChild("MusicWindow"):FindChild("WarningSprite"):Show(true)
elseif tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Music] == nil then
wndExtCustomizationFrame:FindChild("MusicWindow"):FindChild("WarningSprite"):Show(true)
else
wndExtCustomizationFrame:FindChild("MusicWindow"):FindChild("WarningSprite"):Show(false)
end
else
wndExtCustomizationFrame:FindChild("MusicWindow"):FindChild("Description"):SetText("Default Music")
if tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Music] ~= nil then
wndExtCustomizationFrame:FindChild("MusicWindow"):FindChild("WarningSprite"):Show(true)
end
end
if tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Ground] ~= nil then
wndExtCustomizationFrame:FindChild("GroundWindow"):FindChild("Description"):SetText(tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Ground].strName)
if tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Ground] ~= nil and tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Ground].nId ~= tExtRemodelOptions[HousingLib.RemodelOptionTypeExterior.Ground].nId then
wndExtCustomizationFrame:FindChild("GroundWindow"):FindChild("WarningSprite"):Show(true)
elseif tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Ground] == nil then
wndExtCustomizationFrame:FindChild("GroundWindow"):FindChild("WarningSprite"):Show(true)
else
wndExtCustomizationFrame:FindChild("GroundWindow"):FindChild("WarningSprite"):Show(false)
end
else
wndExtCustomizationFrame:FindChild("GroundWindow"):FindChild("Description"):SetText(Apollo.GetString("CRB_Default_Ground"))
if tExtRemodelValues[HousingLib.RemodelOptionTypeExterior.Ground] ~= nil then
wndExtCustomizationFrame:FindChild("GroundWindow"):FindChild("WarningSprite"):Show(true)
end
end
end
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:ShowDecorListItems(wndListControl, tDecorList)
if wndListControl ~= nil then
wndListControl:DeleteAll()
end
if tDecorList ~= nil and wndListControl ~= nil then
self.wndDecorLoadingText:Show(true)
self.wndDecorListBlocker:Show(true)
wndListControl:Enable(false)
self.tCurrentDecorList = tDecorList
self.nDecorListLoadIndex = 1
self:OnLoadNextDecorListItems()
end
end
function HousingDecorSetManager:OnLoadNextDecorListItems()
local wndListControl = self.wndDecorList
if self.tCurrentDecorList ~= nil and wndListControl ~= nil then
for idx = self.nDecorListLoadIndex, self.nDecorListLoadIndex + knDecorListItemsPerLoad do
local tDecorData = self.tCurrentDecorList[idx]
if tDecorData ~= nil then
self.nDecorListLoadIndex = self.nDecorListLoadIndex + 1
local bPrune = false
local bIsInCrate = self:IsDecorAvailableInCrate(tDecorData)
local tVendorDecorData = self:GetVendorDecorData(tDecorData)
local bFilterNotOwned = self.wndDecorListFrame:FindChild("ShowOwnedOnlyBtn"):IsChecked()
if bFilterNotOwned and not bIsInCrate then
bPrune = true
end
if self.nDecorListFilter == 2 and tDecorData.positionY >= -80 then
-- Interior Only
bPrune = true
elseif self.nDecorListFilter == 3 and tDecorData.positionY < -80 then
-- Exterior only
bPrune = true
end
if not bPrune then
wndListControl:AddRow(" " .. tDecorData.name, "", tDecorData )
--if (tDecorData.positionY < -80 and not self.bPlayerIsInside) or (tDecorData.positionY >= -80 and self.bPlayerIsInside) then
--wndListControl:EnableRow(idx, false)
--end
wndListControl:SetCellData(idx, 2, "", "", tVendorDecorData)
if not bIsInCrate and tVendorDecorData ~= nil then
local eCurrencyType = tVendorDecorData.eCurrencyType
local eGroupCurrencyType = tVendorDecorData.eGroupCurrencyType
local monCash = GameLib.GetPlayerCurrency(eCurrencyType, eGroupCurrencyType):GetAmount()
self.wndCashCredit:SetMoneySystem(eCurrencyType, eGroupCurrencyType)
if tVendorDecorData.nCost > monCash then
strDoc = self.wndCashCredit:GetAMLDocForAmount(tVendorDecorData.nCost, true, crRed)
else
strDoc = self.wndCashCredit:GetAMLDocForAmount(tVendorDecorData.nCost, true, crWhite)
end
wndListControl:SetCellDoc(idx, 2, strDoc)
self.wndCashCredit:SetMoneySystem(Money.CodeEnumCurrencyType.Credits, 0)
elseif not bIsInCrate and tVendorDecorData == nil then
wndListControl:EnableRow(idx, false)
end
end
end
if self.nDecorListLoadIndex > #self.tCurrentDecorList then
break
end
end
if self.nDecorListLoadIndex <= #self.tCurrentDecorList then
Apollo.StartTimer("DecorListLoadTimer")
else
self.wndDecorLoadingText:Show(false)
self.wndDecorListBlocker:Show(false)
wndListControl:Enable(true)
Apollo.StopTimer("DecorListLoadTimer")
end
end
end
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:ShowPlaceAllListItems(wndListControl, tDecorList)
if wndListControl ~= nil then
wndListControl:DeleteAll()
end
if tDecorList~= nil and wndListControl ~= nil then
-- populate the buttons with the item data
for idx = 1, #tDecorList do
local tDecorData = tDecorList[idx]
if tDecorData.name ~= nil then
wndListControl:AddRow(" " .. tDecorData.name, "", tDecorData )
if (tDecorData.positionY < -80 and not self.bPlayerIsInside) or (tDecorData.positionY >= -80 and self.bPlayerIsInside) then
wndListControl:EnableRow(idx, false)
end
elseif tDecorData.eCurrencyType == nil then
wndListControl:AddRow(" " .. tDecorData.strName, "", tDecorData )
elseif tDecorData.strName ~= nil then
wndListControl:AddRow(" " .. tDecorData.strName, "", tDecorData )
local eCurrencyType = tDecorData.eCurrencyType
local eGroupCurrencyType = tDecorData.eGroupCurrencyType
local wndCash = self.wndPlaceAll:FindChild("CashWindowCreditTotal")
wndCash:SetMoneySystem(eCurrencyType, eGroupCurrencyType)
strDoc = wndCash:GetAMLDocForAmount(tDecorData.nCost, true, crRed)
wndListControl:SetCellDoc(idx, 2, strDoc)
wndCash:SetMoneySystem(Money.CodeEnumCurrencyType.Credits, 0)
end
end
end
end
---------------------------------------------------------------------------------------------------
-- CopySetForm Functions
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:OnShareSetBtn(wndHandler, wndControl)
local wndList = self.wndDecorSetListFrame:FindChild("DecorSetList")
local nRow = wndList:GetCurrentRow()
if nRow ~= nil then
self.wndCopySet:Show(true, true)
self.wndCopySet:ToFront()
local wndTextBox = self.wndCopySet:FindChild("TextEditBox")
local tDecorSetData = wndList:GetCellData( nRow, 1 )
tDecorSetData = self:ConvertSaveToSimpleData(tDecorSetData)
local strEncodedSet = self:SaveTable(tDecorSetData)
self.nCurrentPage = 1
self.nNumPages = 1
self.strEncodedSetPageList = {}
if string.len(strEncodedSet) > knMaxTextLength then
local nNumPages = 1
local nStrIndex = 1
local strEncodedSetPageList = {}
while string.len(strEncodedSet) > knMaxTextLength do
local pageText = string.sub(strEncodedSet, 1, knMaxTextLength)
strEncodedSetPageList[nNumPages] = pageText
nNumPages = nNumPages + 1
strEncodedSet = string.sub(strEncodedSet, knMaxTextLength + 1)
end
strEncodedSetPageList[nNumPages] = strEncodedSet
self.nNumPages = nNumPages
self.strEncodedSetPageList = strEncodedSetPageList
wndTextBox:SetText(strEncodedSetPageList[1])
self.wndCopySet:FindChild("CurrentPageText"):SetText(self.nCurrentPage.."/"..self.nNumPages)
self.wndCopySet:FindChild("PrevBtn"):Enable(false)
self.wndCopySet:FindChild("NextBtn"):Enable(true)
else
wndTextBox:SetText(strEncodedSet)
self.wndCopySet:FindChild("CurrentPageText"):SetText("1/1")
self.wndCopySet:FindChild("PrevBtn"):Enable(false)
self.wndCopySet:FindChild("NextBtn"):Enable(false)
end
end
end
function HousingDecorSetManager:OnCloseCopySetWindow(wndHandler, wndControl)
self.wndCopySet:Show(false, true)
end
function HousingDecorSetManager:OnPrevBtn(wndHandler, wndControl)
self.nCurrentPage = self.nCurrentPage - 1
if self.nCurrentPage == 1 then
self.wndCopySet:FindChild("PrevBtn"):Enable(false)
end
self.wndCopySet:FindChild("NextBtn"):Enable(true)
self.wndCopySet:FindChild("CurrentPageText"):SetText(self.nCurrentPage.."/"..self.nNumPages)
self.wndCopySet:FindChild("TextEditBox"):SetText(self.strEncodedSetPageList[self.nCurrentPage])
end
function HousingDecorSetManager:OnNextBtn(wndHandler, wndControl)
self.nCurrentPage = self.nCurrentPage + 1
if self.nCurrentPage >= self.nNumPages then
self.wndCopySet:FindChild("NextBtn"):Enable(false)
end
self.wndCopySet:FindChild("PrevBtn"):Enable(true)
self.wndCopySet:FindChild("CurrentPageText"):SetText(self.nCurrentPage.."/"..self.nNumPages)
self.wndCopySet:FindChild("TextEditBox"):SetText(self.strEncodedSetPageList[self.nCurrentPage])
end
---------------------------------------------------------------------------------------------------
-- LoadSetForm Functions
---------------------------------------------------------------------------------------------------
function HousingDecorSetManager:OnOpenSetBtn(wndHandler, wndControl)
self.wndLoadSet:Show(true, true)
self.wndLoadSet:ToFront()
local wndTextBox = self.wndLoadSet:FindChild("TextEditBox")
wndTextBox:SetText("")
local wndCreateBtn = self.wndLoadSet:FindChild("CreateSetBtn")
wndCreateBtn:Enable(false)
local wndNameEntry = self.wndLoadSet:FindChild("NewNameEntry")
wndNameEntry:SetText("")
wndNameEntry:Enable(false)
self.wndLoadSet:FindChild("PrevBtn"):Enable(false)
self.wndLoadSet:FindChild("NextBtn"):Enable(false)
self.wndLoadSet:FindChild("CurrentPageText"):SetText("1/1")
self.nCurrentPage = 1
self.nNumPages = 1
self.strEncodedSetPageList = {}
end
function HousingDecorSetManager:OnCancelLoadSetBtn(wndHandler, wndControl)
self.wndLoadSet:Show(false, true)
end
function HousingDecorSetManager:OnLoadSetEditBoxChanged( wndHandler, wndControl, strText )
local wndTextBox = self.wndCopySet:FindChild("TextEditBox")
if strText ~= nil and strText ~= "" then
local wndCreateBtn = self.wndLoadSet:FindChild("CreateSetBtn")
wndCreateBtn:Enable(true)
self.strEncodedSetPageList[self.nCurrentPage] = strText
local wndNameEntry = self.wndLoadSet:FindChild("NewNameEntry")
wndNameEntry:Enable(true)
--[[local tDecodedTable = self:LoadTable(strText)
if tDecodedTable ~= nil then
tDecodedTable = self:ConvertSimpleToSaveData(tDecodedTable)
if tDecodedTable.name ~= nil then
local wndNameEntry = self.wndLoadSet:FindChild("NewNameEntry")
wndNameEntry:SetText(tDecodedTable.name)
wndNameEntry:Enable(true)
end
end--]]
end
end
function HousingDecorSetManager:OnCreateSetBtn(wndHandler, wndControl)
local nNumSavedSets = #self.tSavedData.tDecorSets
self.tSavedData.tDecorSets[nNumSavedSets+1] = {}
local strText = ""
for idx = 1, self.nNumPages do
strText = strText .. self.strEncodedSetPageList[idx]
end
--local wndTextBox = self.wndLoadSet:FindChild("TextEditBox")
--local strText = wndTextBox:GetText()
local tDecodedTable = self:LoadTable(strText)
if tDecodedTable ~= nil then
tDecodedTable = self:ConvertSimpleToSaveData(tDecodedTable)
self.tSavedData.tDecorSets[nNumSavedSets+1] = tDecodedTable
local wndNameEntry = self.wndLoadSet:FindChild("NewNameEntry")
local strName = wndNameEntry:GetText()
self.tSavedData.tDecorSets[nNumSavedSets+1].name = strName
end
local wndList = self.wndDecorSetListFrame:FindChild("DecorSetList")
self:ShowDecorSetListItems(wndList, self.tSavedData.tDecorSets)
self.wndLoadSet:Show(false, true)
end
function HousingDecorSetManager:OnLoadSetPrevBtn(wndHandler, wndControl)
self.nCurrentPage = self.nCurrentPage - 1
if self.nCurrentPage == 1 then
self.wndLoadSet:FindChild("PrevBtn"):Enable(false)
end
self.wndLoadSet:FindChild("NextBtn"):Enable(true)
self.wndLoadSet:FindChild("CurrentPageText"):SetText(self.nCurrentPage.."/"..self.nNumPages)
self.wndLoadSet:FindChild("TextEditBox"):SetText(self.strEncodedSetPageList[self.nCurrentPage])
end
function HousingDecorSetManager:OnLoadSetNextBtn(wndHandler, wndControl)
self.nCurrentPage = self.nCurrentPage + 1
if self.nCurrentPage >= self.nNumPages then
self.wndLoadSet:FindChild("NextBtn"):Enable(false)
end
self.wndLoadSet:FindChild("PrevBtn"):Enable(true)
self.wndLoadSet:FindChild("CurrentPageText"):SetText(self.nCurrentPage.."/"..self.nNumPages)
self.wndLoadSet:FindChild("TextEditBox"):SetText(self.strEncodedSetPageList[self.nCurrentPage])
end
function HousingDecorSetManager:OnAddPageBtn(wndHandler, wndControl)
self.nNumPages = self.nNumPages + 1
self.nCurrentPage = self.nCurrentPage + 1
self.wndLoadSet:FindChild("PrevBtn"):Enable(true)
self.wndLoadSet:FindChild("CurrentPageText"):SetText(self.nCurrentPage.."/"..self.nNumPages)
self.wndLoadSet:FindChild("TextEditBox"):SetText("")
end
function HousingDecorSetManager:OnMouseEnterPlot(wndHandler, wndControl, x, y)
local nPlotCount = HousingLib.GetResidence():GetPlotCount()
for idx = 1, nPlotCount do
if wndControl == self.wndOptionsPropertyFrame:FindChild("Plot"..idx) then
local pltPlot = HousingLib.GetPlot(idx)
local tPlugData = pltPlot ~= nil and HousingLib.GetPlugItem(pltPlot:GetPlugItemId()) or nil
local wndList = self.wndDecorSetListFrame:FindChild("DecorSetList")
local nRow = wndList:GetCurrentRow()
if nRow ~= nil then
local tDecorSetData = wndList:GetCellData( nRow, 1 )
local tPlugItemData = HousingLib.GetPlugItem(tDecorSetData.plots[idx])
self.wndOptionsTooltip:FindChild("SavedLandscapeOptionText"):SetText(tPlugItemData ~= nil and tPlugItemData.strName or "[Empty]")
--[[local strCurrentPlugText = ""
if tDecorSetData.plots[idx] ~= pltPlot:GetPlugItemId() then
strCurrentPlugText = string.format("<T TextColor=\"UI_WindowTextRed\">%s</T>", tPlugData ~= nil and tPlugData.strName or "[Empty]")
else
strCurrentPlugText = string.format("<T TextColor=\"UI_WindowTextDefault\">%s</T>", tPlugData ~= nil and tPlugData.strName or "[Empty]")
end--]]
self.wndOptionsTooltip:FindChild("CurrentLandscapeOptionText"):SetText(tPlugData ~= nil and tPlugData.strName or "[Empty]")
self.wndOptionsTooltip:Show(true)
local tMousePos = Apollo.GetMouse()
self.wndOptionsTooltip:Move(tMousePos.x/2, tMousePos.y/2, self.wndOptionsTooltip:GetWidth(), self.wndOptionsTooltip:GetHeight())
end
return
end
end
end
function HousingDecorSetManager:OnMouseExitPlot(wndHandler, wndControl, x, y)
local nPlotCount = HousingLib.GetResidence():GetPlotCount()
for idx = 1, nPlotCount do
if wndControl == self.wndOptionsPropertyFrame:FindChild("Plot"..idx) then
if not self.wndOptionsPropertyFrame:FindChild("Plot"..idx):ContainsMouse() then
self.wndOptionsTooltip:Show(false)
return
end
end
end
end
function HousingDecorSetManager:OnViewDropdownBtnCheck( wndHandler, wndControl, eMouseButton )
self.wndDecorListFrame:FindChild("ViewDropdownWindow"):Show(true)
end
function HousingDecorSetManager:OnViewDropdownBtnUncheck( wndHandler, wndControl, eMouseButton )
self.wndDecorListFrame:FindChild("ViewDropdownWindow"):Show(false)
end
function HousingDecorSetManager:OnViewBtnChecked( wndHandler, wndControl, eMouseButton )
local wndDropdown = self.wndDecorListFrame:FindChild("ViewDropdownWindow")
self.nDecorListFilter = wndDropdown:GetRadioSel("ViewSettingsBtn")
self.wndDecorListFrame:FindChild("ViewDropdownLabel"):SetText("View: "..wndDropdown:FindChild("ViewBtn"..self.nDecorListFilter):GetText())
self.wndDecorListFrame:FindChild("ViewDropdownBtn"):SetCheck(false)
wndDropdown:Show(false)
local wndList = self.wndDecorSetListFrame:FindChild("DecorSetList")
local nRow = wndList:GetCurrentRow()
if nRow ~= nil then
local tDecorSetData = wndList:GetCellData( nRow, 1 )
local wndDecorList = self.wndDecorListFrame:FindChild("DecorList")
self:ShowDecorListItems(wndDecorList, tDecorSetData.decor)
end
return true
end
-----------------------------------------------------------------------------------------------
-- Initialization of CassPkg to encode and decode tables with base64
-- Credit to "Casstiel" on official wildstar forums
-----------------------------------------------------------------------------------------------
-- from http://help.interfaceware.com/kb/112
function HousingDecorSetManager:SaveTable(Table)
local savedTables = {} -- used to record tables that have been saved, so that we do not go into an infinite recursion
local outFuncs = {
['string'] = function(value) return string.format("%q",value) end;
['boolean'] = function(value) if (value) then return 'true' else return 'false' end end;
['number'] = function(value) if (math.floor(value) == value) then return string.format('%u',math.floor(value)) else return string.format('%.3f',value) end end;
['userdata'] = function(value) return 'nil' end;
}
local outFuncsMeta = {
__index = function(t,k) error('Invalid Type For SaveTable: '..k ) end
}
setmetatable(outFuncs,outFuncsMeta)
local tableOut = function(value)
if (savedTables[value]) then
error('There is a cyclical reference (table value referencing another table value) in this set.');
end
local outValue = function(value) return outFuncs[type(value)](value) end
local out = '{'
for i,v in pairs(value) do out = out..'['..outValue(i)..']='..outValue(v)..',' end
savedTables[value] = true; --record that it has already been saved
return out..'}'
end
outFuncs['table'] = tableOut;
--return self:ascii_encode(tableOut(Table))
return tableOut(Table)
end
function HousingDecorSetManager:LoadTable(Input)
-- note that this does not enforce anything, for simplicity
--local decoded = self:ascii_decode(Input)
return assert(loadstring('return '.. Input ))()
end
-- converting
function HousingDecorSetManager:ConvertSaveToSimpleData(tSaveData)
tSimpleData = {}
local tStringMap = {}
local tNameHeaderData = {}
local index = 1
for idx = 1, #tSaveData.decor do
if tStringMap[tSaveData.decor[idx].name] == nil then
tStringMap[tSaveData.decor[idx].name] = index
tNameHeaderData[index] = tSaveData.decor[idx].name
index = index + 1
end
end
tSimpleData.name = tSaveData.name
tSimpleData.text = tNameHeaderData
tSimpleData.plugs = tSaveData.plots
tSimpleData.extOptions = tSaveData.extOptions
tSimpleData.intOptions = tSaveData.intOptions
tSimpleData.decor = {}
for idx = 1, #tSaveData.decor do
tSimpleData.decor[idx] = {}
tSimpleData.decor[idx].n = tStringMap[tSaveData.decor[idx].name]
tSimpleData.decor[idx].x = tSaveData.decor[idx].positionX
tSimpleData.decor[idx].y = tSaveData.decor[idx].positionY
tSimpleData.decor[idx].z = tSaveData.decor[idx].positionZ
if math.abs(tSaveData.decor[idx].pitch) >= 0.001 then
tSimpleData.decor[idx].p = tSaveData.decor[idx].pitch
end
if math.abs(tSaveData.decor[idx].roll) >= 0.001 then
tSimpleData.decor[idx].r = tSaveData.decor[idx].roll
end
if math.abs(tSaveData.decor[idx].yaw) >= 0.001 then
tSimpleData.decor[idx].ya = tSaveData.decor[idx].yaw
end
if math.abs(tSaveData.decor[idx].scale - 1.0) >= 0.001 then
tSimpleData.decor[idx].s = tSaveData.decor[idx].scale
end
end
return tSimpleData
end
function HousingDecorSetManager:ConvertSimpleToSaveData(tSimpleData)
tSaveData = {}
local tNameHeaderData = tSimpleData.text
tSaveData.name = tSimpleData.name
tSaveData.plots = tSimpleData.plugs
tSaveData.extOptions = tSimpleData.extOptions
tSaveData.intOptions = tSimpleData.intOptions
tSaveData.decor = {}
for idx = 1, #tSimpleData.decor do
tSaveData.decor[idx] = {}
tSaveData.decor[idx].name = tNameHeaderData[tSimpleData.decor[idx].n]
tSaveData.decor[idx].positionX = tSimpleData.decor[idx].x
tSaveData.decor[idx].positionY = tSimpleData.decor[idx].y
tSaveData.decor[idx].positionZ = tSimpleData.decor[idx].z
if tSimpleData.decor[idx].p ~= nil then
tSaveData.decor[idx].pitch = tSimpleData.decor[idx].p
else
tSaveData.decor[idx].pitch = 0.0
end
if tSimpleData.decor[idx].r ~= nil then
tSaveData.decor[idx].roll = tSimpleData.decor[idx].r
else
tSaveData.decor[idx].roll = 0.0
end
if tSimpleData.decor[idx].ya ~= nil then
tSaveData.decor[idx].yaw = tSimpleData.decor[idx].ya
else
tSaveData.decor[idx].yaw = 0.0
end
if tSimpleData.decor[idx].s ~= nil then
tSaveData.decor[idx].scale = tSimpleData.decor[idx].s
else
tSaveData.decor[idx].scale = 1.0
end
end
return tSaveData
end
--====================================================================--
-- Module: Ascii 85 Encoding in Pure Lua
-- Author : Satheesh
--
-- License: MIT
--====================================================================--
function HousingDecorSetManager:decimalToBase85(num)
local base = 85
local final = {}
while num > 0 do
table.insert(final,1,num % base)
num = math.floor(num / base)
end
while #final < 5 do
table.insert(final,1,0)
end
return final
end
function HousingDecorSetManager:base85ToDecimal(b85)
local base = 85
local l = #b85
local final = 0
for i=l,1,-1 do
local digit = b85[i]
local val = digit * base^(l-i)
final = final + val
end
return final
end
function HousingDecorSetManager:decimalToBinary(num)
local base = 2
local bits = 8
local final = ""
while num > 0 do
final = "" .. (num % base ) .. final
num = math.floor(num / base)
end
local l = final:len()
if l == 0 then
final = "0"..final
end
while final:len()%8 ~=0 do
final = "0"..final
end
return final
end
function HousingDecorSetManager:binaryToDecimal(bin)
local base = 2
local l = bin:len()
local final = 0
for i=l,1,-1 do
local digit = bin:sub(i,i)
local val = digit * base^(l-i)
final = final + val
end
return final
end
function HousingDecorSetManager:encode(substr)
local l = substr:len()
local combine = ""
for i=1,l do
local char = substr:sub(i,i)
local byte = char:byte()
local bin = self:decimalToBinary(byte)
combine = combine..bin
end
local num = self:binaryToDecimal(combine)
local b85 = self:decimalToBase85(num)
local final = ""
for i=1,#b85 do
local char = tostring(b85[i]+33)
final = final .. char:char()
end
if final == "!!!!!" then
final = "z"
end
return final
end
function HousingDecorSetManager:decode(substr)
local final = ""
local l = substr:len()
local combine = {}
for i=1,l do
local char = substr:sub(i,i)
local byte = char:byte()
byte = byte - 33
combine[i] = byte
end
local num = self:base85ToDecimal(combine)
local bin = self:decimalToBinary(num)
while bin:len() < 32 do
bin = "0"..bin
end
local l = bin:len()
local split = 8
for i=1,l,split do
local sub = bin:sub(i,i+split-1)
local byte = self:binaryToDecimal(sub)
local char = tostring(byte):char()
final = final..char
end
return final
end
function HousingDecorSetManager:ascii_encode(str)
local final = ""
local noOfZeros = 0
while str:len()%4~=0 do
noOfZeros = noOfZeros + 1
str = str.."\0"
end
local l = str:len()
for i=1,l,4 do
local sub = str:sub(i,i+3)
final = final .. self:encode(sub)
end
final = final:sub(1,-noOfZeros-1)
final = "<~"..final.."~>"
return final
end
function HousingDecorSetManager:ascii_decode(str)
local final = ""
str = str:sub(3,-3)
str = str:gsub("z","!!!!!")
local c = 5
local noOfZeros = 0
while str:len()%c~=0 do
noOfZeros = noOfZeros + 1
str = str.."u"
end
local l = str:len()
for i=1,l,c do
local sub = str:sub(i,i+c-1)
final = final .. self:decode(sub)
end
final = final:sub(1,-noOfZeros-1)
return final
end
-----------------------------------------------------------------------------------------------
-- HousingDecorSetManager Instance
-----------------------------------------------------------------------------------------------
local HousingDecorSetManagerInst = HousingDecorSetManager:new()
HousingDecorSetManagerInst:Init()
|
---date created: 2021.8.4
---reference: THlib/background/icepool/icepool.lua
local BackgroundSession = require("BHElib.background.background_session")
---@class background.NightPassage:Prefab.Background
local M = LuaClass("background.NightPassage", BackgroundSession)
local Coordinates = require("BHElib.unclassified.coordinates_and_screen")
---------------------------------------------------------------------------------------------------
local Vec3 = math.Vec3
---------------------------------------------------------------------------------------------------
local _image_road = "image:background_night_passage_road"
local _image_pillar = "image:background_night_passage_pillar"
local _image_ground = "image:background_night_passage_ground"
LoadImageFromFile(_image_road, "THlib/background/temple/road.png")
LoadImageFromFile(_image_pillar, "THlib/background/temple/pillar.png")
LoadImageFromFile(_image_ground, "THlib/background/temple/ground.png")
local _image_road_sprite = FindResSprite(_image_road)
---------------------------------------------------------------------------------------------------
function M.__create(stage)
local self = BackgroundSession.__create(stage, "3d", LAYER_BG)
self.camera_target_pos = Vec3(0, 0, 0) -- where camera looks at
self.camera_offset = Vec3(-2.2, 0, 1)
self.camera_forward_speed = 0.013
self.fog_color = Color(255, 40, 0, 20)
self.repeat_dx = 1
self.d = 0
self.c_x = 0
self.c_y = 0
return self
end
function M:ctor()
self:update()
end
---------------------------------------------------------------------------------------------------
function M:update(dt)
BackgroundSession.update(self, dt)
local view3d = Coordinates.getView3d()
self.d = self.d + self.camera_forward_speed
local d = self.d - math.floor(self.d, self.repeat_dx)
self.c_x = self.c_x + 0.03
self.c_y = 0
local camera_target_pos = self.camera_target_pos
camera_target_pos.x = d
local camera_eye_pos = (camera_target_pos + self.camera_offset)
view3d.eye = {camera_eye_pos.x, camera_eye_pos.y, camera_eye_pos.z}
view3d.at = {camera_target_pos.x, camera_target_pos.y, camera_target_pos.z}
view3d.z = {0.5, 5}
view3d.up = {camera_target_pos.x, camera_target_pos.y, camera_target_pos.z + 1}
view3d.fovy = 0.7
view3d.fog = {3, 5, self.fog_color}
view3d.dirty = true
end
local function TileHorizontallyWithImage(image_name, dx, z, xi_range, yi_range, base_x, base_y, flipped)
local size = FindResSprite(image_name):getSprite():getContentSize()
local scale = dx / size.height
local width, height = dx, size.height * scale
for j = xi_range[1], xi_range[2] do
local xmin = base_x + j * width
local xmax = xmin + width
for i = yi_range[1], yi_range[2] do
local ymin = base_y + i * height
local ymax = ymin + height
if not flipped then
Render4V(image_name,
xmax, ymin, z,
xmax, ymax, z,
xmin, ymax, z,
xmin, ymin, z)
else
Render4V(image_name,
xmax, ymax, z,
xmax, ymin, z,
xmin, ymin, z,
xmin, ymax, z)
end
end
end
end
local function RenderPillars(image_name, dx, y, pillar_height, xi_range, base_x, base_y, base_z, radius, imin, light_angle)
local top_z = base_z + pillar_height
for j = xi_range[2], xi_range[1], -1 do
local pillar_x = base_x + j * dx
local pillar_y = base_y + y
local imax, di = imin + 7, 1
for i = imin, imax, di do
-- compute two base points of the rectangles that touch the ground
local angle1 = i * 45 - 22.5
local x1, y1 = pillar_x + radius * cos(angle1), pillar_y + radius * sin(angle1)
local angle2 = angle1 + 45
local x2, y2 = pillar_x + radius * cos(angle2), pillar_y + radius * sin(angle2)
local dot = cos(angle1) * cos(light_angle) + sin(angle1) * sin(light_angle)
local brightness = 125 + 125 * dot
SetImageState(image_name, "mul+alpha", Color(255, brightness, brightness, brightness))
Render4V(image_name,
x2, y2, top_z,
x1, y1, top_z,
x1, y1, base_z,
x2, y2, base_z)
end
end
end
function M:render()
self:preRender()
RenderClear(self.fog_color) -- clear the view port
local repeat_dx = self.repeat_dx
local c_x = self.c_x - math.floor(self.c_x, repeat_dx) - 0.5
local c_y = self.c_y - math.floor(self.c_y, repeat_dx) - 0.5
local alpha = self.timer * 1
if alpha > 255 then
alpha = 255
end
TileHorizontallyWithImage(_image_ground, repeat_dx, 0, {-2, 2}, {-1, -1}, 0, -0.5 * repeat_dx, false)
TileHorizontallyWithImage(_image_ground, repeat_dx, 0, {-2, 2}, {1, 1}, 0, -0.5 * repeat_dx, true)
TileHorizontallyWithImage(_image_road, repeat_dx, 0, {-2, 2}, {0, 0}, 0, -0.5 * repeat_dx, true)
local size = _image_road_sprite:getSprite():getContentSize()
local pillar_y = repeat_dx / size.height * size.width * 0.5
RenderPillars(_image_pillar, repeat_dx, pillar_y, 1, {-1, 3}, 0, 0, 0, 0.13, -1, 225)
RenderPillars(_image_pillar, repeat_dx, -pillar_y, 1, {-1, 3}, 0, 0, 0, 0.13, -2, 225)
self:postRender()
end
return M
|
-- two implementations of a sort function
-- this is an example only. Lua has now a built-in function "sort"
-- extracted from Programming Pearls, page 110
function qsort(x,l,u,f)
if l<u then
local m=random(u-(l-1))+l-1 -- choose a random pivot in range l..u
x[l],x[m]=x[m],x[l] -- swap pivot to first position
local t=x[l] -- pivot value
m=l
local i=l+1
while i<=u do
-- invariant: x[l+1..m] < t <= x[m+1..i-1]
if f(x[i],t) then
m=m+1
x[m],x[i]=x[i],x[m] -- swap x[i] and x[m]
end
i=i+1
end
x[l],x[m]=x[m],x[l] -- swap pivot to a valid place
-- x[l+1..m-1] < x[m] <= x[m+1..u]
qsort(x,l,m-1,f)
qsort(x,m+1,u,f)
end
end
function selectionsort(x,n,f)
local i=1
while i<=n do
local m,j=i,i+1
while j<=n do
if f(x[j],x[m]) then m=j end
j=j+1
end
x[i],x[m]=x[m],x[i] -- swap x[i] and x[m]
i=i+1
end
end
function show(m,x)
write(m,"\n\t")
local i=1
while x[i] do
write(x[i])
i=i+1
if x[i] then write(",") end
end
write("\n")
end
function testsorts(x)
local n=1
while x[n] do n=n+1 end; n=n-1 -- count elements
show("original",x)
qsort(x,1,n,function (x,y) return x<y end)
show("after quicksort",x)
selectionsort(x,n,function (x,y) return x>y end)
show("after reverse selection sort",x)
qsort(x,1,n,function (x,y) return x<y end)
show("after quicksort again",x)
end
-- array to be sorted
x={"Jan","Feb","Mar","Apr","May","Jun","Jul","Aug","Sep","Oct","Nov","Dec"}
testsorts(x)
|
data:extend({
-- Sodium flouride
{
type = "item",
name = "solid-sodium-floride",
icon = "__extendedangels__/graphics/icons/solid-sodium-floride.png",
icon_size = 32,
subgroup = "petrochem-sodium",
order = "j",
stack_size = 200
},
-- Argon
{
type = "fluid",
name = "gas-argon",
icon = "__extendedangels__/graphics/icons/gas-argon.png",
icon_size = 32,
default_temperature = 100,
heat_capacity = "0KJ",
base_color = {r = 0/255, g = 0/255, b = 0/255},
flow_color = {r = 30/255, g = 143/255, b = 216/255},
max_temperature = 100,
pressure_to_speed_ratio = 0.4,
flow_to_energy_ratio = 0.59,
},
})
if mods["Clowns-Processing"] then
data:extend({
-- Disodium phosphate
{
type = "item",
name = "solid-disodium-phosphate",
icon = "__Clowns-Processing__/graphics/icons/solid-white-phosphorus.png",
icon_size = 32,
subgroup = "petrochem-sodium",
order = "k",
stack_size = 200
},
-- Tetrasodium pyrophosphate
{
type = "item",
name = "solid-tetrasodium-pyrophosphate",
icon = "__Clowns-Processing__/graphics/icons/solid-white-phosphorus.png",
icon_size = 32,
subgroup = "petrochem-sodium",
order = "l",
stack_size = 200
},
})
end
|
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