content
stringlengths 5
1.05M
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Queue = {
attempts = {},
banned = {},
bans = {},
connecting = {},
whitelist = {},
}
--[[ Functions ]]--
function Queue:Init()
self.banned.tokens = {}
-- Cache bans.
local bans = exports.GHMattiMySQL:QueryResult("SELECT * FROM `bans` WHERE `unbanned`=0")
for index, row in ipairs(bans) do
self:AddBan(row)
end
-- Cache users.
local users = exports.GHMattiMySQL:QueryResult("SELECT * FROM `users` WHERE `priority`>-128")
for index, row in ipairs(users) do
if row.steam then
self.whitelist[row.steam] = true
end
end
-- Final init.
self.init = true
end
function Queue:AddBan(info)
local index = #self.bans + 1
-- Update identifiers.
for __, key in ipairs(Server.Identifiers) do
local value = info[key]
if value ~= nil then
if self.banned[key] == nil then
self.banned[key] = {}
end
self.banned[key][value] = index
end
end
-- Update tokens.
local tokens = info.tokens
if tokens ~= nil then
tokens = json.decode(tokens)
for _, token in ipairs(tokens) do
self.banned.tokens[token] = index
end
end
-- Get end time.
local endTime = (info.duration == 0 and 0) or (info.start_time / 1000.0 + info.duration * 3600.0)
info.endTime = endTime
-- Cache ban.
self.bans[index] = info
end
function Queue:RemoveBan(info)
for key, value in pairs(info) do
local banned = self.banned[key]
if banned then
local index = banned[value]
if index then
self.bans[index] = nil
self.banned[key][value] = nil
end
end
end
end
function Queue:Connect(source, name, setKickReason, deferrals)
-- Update deferral.
deferrals.update("Connecting...")
deferrals.defer()
Citizen.Wait(0)
-- Get endpoint.
local endpoint = GetPlayerEndpoint(source)
if not endpoint then
print(("no endpoint for [%s]"):format(source))
return
end
-- Check tries.
local tries = self.attempts[endpoint] or 0
if tries > Server.MaxTries then
deferrals.done(Server.Deferrals.Blocked)
return false
end
-- Update tries.
tries = tries + 1
self.attempts[endpoint] = tries
-- Basic log.
print(("Checking %s"):format(endpoint))
-- Get data.
local data = Main:GetData(source)
-- Check bans.
local banTime, banReason = self:GetBanned(data.identifiers, data.tokens)
if banTime == 0 then
deferrals.done(Server.Deferrals.BannedForever:format(banReason or "No reason specified"))
return false
elseif banTime then
deferrals.done(Server.Deferrals.Banned:format(banReason or "No reason specified", math.floor(banTime / 3600.0), math.floor(banTime / 3600.0 % 1.0 * 60.0)))
return false
end
-- Check identifiers.
for key, text in pairs(Server.Deferrals.Licenses) do
if data.identifiers[key] == nil then
deferrals.done(text)
return false
end
end
-- Check whitelist.
if Server.EnableWhitelist then
if not self.whitelist[data.identifiers.steam] then
deferrals.done(Server.Deferrals.Whitelist)
return false
end
end
-- Check name.
if name:gsub("[\128-\255]", "") ~= name then
deferrals.done(Server.Deferrals.InvalidName)
return false
end
-- Create user.
local user = User:Create(data)
if not user then
deferrals.done(Server.Deferrals.UserFailed)
return false
end
-- Set deferral.
user.deferrals = deferrals
-- Add to queue.
local waitingCount = #self.connecting
local position = waitingCount + 1
local priority = self.priority or 0
for k, queued in ipairs(self.connecting) do
if priority > (queued.priority or -1) then
position = k
end
end
print(("Queue: %s@steam:%s@ip:%s joined - position %s/%s"):format(data.identifiers.name or "?", data.identifiers.steam or "?", data.identifiers.endpoint or "?", position, waitingCount + 1))
table.insert(self.connecting, position, user)
-- Finish.
deferrals.update("Waiting for queue...")
end
function Queue:Update()
local waitingCount = #self.connecting
-- Get random emoji.
math.randomseed(math.floor(os.clock() * 1000))
local emoji = Server.Emoji[math.random(1, #Server.Emoji)]
-- Update queue.
for position = #self.connecting, 1, -1 do
local user = self.connecting[position]
local lastMsg = GetPlayerLastMsg(user.source)
if lastMsg > 60000 then
table.remove(self.connecting, position)
print(("Queue: steam:%s removed - position %s/%s"):format(user.identifiers.steam, position, waitingCount))
user.deferrals.done(Server.Deferrals.Timeout)
else
user.deferrals.update(("Your position in queue: %s/%s — %s"):format(position, waitingCount, emoji))
end
end
-- Get first user.
local user = self.connecting[1]
if user == nil then return end
-- Check players.
local playerCount = GetNumPlayerIndices()
local maxPlayers = GetConvarInt("sv_maxClients", 1)
if playerCount >= maxPlayers then return end
-- Let user in.
user.deferrals.done()
print(("Queue: %s@steam:%s@ip:%s connected"):format(user.identifiers.name or "?", user.identifiers.steam or "?", user.identifiers.endpoint or "?"))
table.remove(self.connecting, 1)
end
function Queue:Count()
return #self.connecting
end
function Queue:CheckBan(index)
local banned = self.bans[index or false]
if banned ~= nil and (banned.endTime == 0 or (banned.endTime or 0) > os.time()) then
return (banned.endTime == 0 and 0) or (banned.endTime - os.time()), banned.reason
end
end
function Queue:GetBanned(identifiers, tokens)
-- Check identifiers.
for _, key in ipairs(Server.Identifiers) do
local value = identifiers[key]
if value ~= nil and self.banned[key] ~= nil then
local timeLeft, reason = self:CheckBan(self.banned[key][value])
if timeLeft ~= nil then
return timeLeft, reason
end
end
end
-- Check tokens.
for _, token in ipairs(tokens) do
local timeLeft, reason = self:CheckBan(self.banned.tokens[token])
if timeLeft ~= nil then
return timeLeft, reason
end
end
-- Not banned.
return false
end
--[[ Events ]]--
AddEventHandler(Main.event.."start", function()
Queue:Init()
end)
AddEventHandler("playerConnecting", function(name, setKickReason, deferrals)
local source = source
Queue:Connect(source, name, setKickReason, deferrals)
end)
--[[ Threads ]]--
Citizen.CreateThread(function()
while true do
Queue:Update()
Citizen.Wait(2000)
end
end)
--[[ Commands ]]--
RegisterCommand("togglequeue", function(source, args, rawcommand)
if source ~= 0 then return end
Server.EnableWhitelist = not Server.EnableWhitelist
print("Queue "..(Server.EnableWhitelist and "enabled" or "disabled").."!")
end, true)
|
-- Imugi Show Hide Window With Command
-- William R. Good 03-22-19
if not SUPPORTS_FLOATING_WINDOWS then
-- to make sure the script doesn't stop old FlyWithLua versions
logMsg("imgui not supported by your FlyWithLua version")
return
end
function ishwwc_on_build(ishwwc_wnd, x, y)
imgui.TextUnformatted("This is a test window")
end
ishwwc_wnd = nil
function ishwwc_show_wnd()
ishwwc_wnd = float_wnd_create(640, 480, 1, true)
float_wnd_set_title(ishwwc_wnd, "Imgui Show Hide Window With Command")
float_wnd_set_imgui_builder(ishwwc_wnd, "ishwwc_on_build")
end
function ishwwc_hide_wnd()
if ishwwc_wnd then
float_wnd_destroy(ishwwc_wnd)
end
end
ishwwc_show_only_once = 0
ishwwc_hide_only_once = 0
function toggle_imgui_show_hide_window_with_command()
ishwwc_show_window = not ishwwc_show_window
if ishwwc_show_window then
if ishwwc_show_only_once == 0 then
ishwwc_show_wnd()
ishwwc_show_only_once = 1
ishwwc_hide_only_once = 0
end
else
if ishwwc_hide_only_once == 0 then
ishwwc_hide_wnd()
ishwwc_hide_only_once = 1
ishwwc_show_only_once = 0
end
end
end
add_macro("Imgui Show Hide Window With Command: open/close", "ishwwc_show_wnd()", "ishwwc_hide_wnd()", "deactivate")
create_command("FlyWithLua/imgui-show-hide-window-with-command/show_toggle", "open/close umgui show hide window", "toggle_imgui_show_hide_window_with_command()", "", "")
|
-- ***************************************************************
--
-- Copyright 2017 by Sean Conner. All Rights Reserved.
--
-- This library is free software; you can redistribute it and/or modify it
-- under the terms of the GNU Lesser General Public License as published by
-- the Free Software Foundation; either version 3 of the License, or (at your
-- option) any later version.
--
-- This library is distributed in the hope that it will be useful, but
-- WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
-- or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public
-- License for more details.
--
-- You should have received a copy of the GNU Lesser General Public License
-- along with this library; if not, see <http://www.gnu.org/licenses/>.
--
-- Comments, questions and criticisms can be sent to: sean@conman.org
--
-- ********************************************************************
-- luacheck: globals null
-- luacheck: ignore 611
local lpeg = require "lpeg"
local utf8
if _VERSION < "Lua 5.3" then
local char = require "string".char
local floor = require "math".floor
local select = select
utf8 =
{
char = function(...)
local function onechar(n)
if n < 0x80 then
return char(n)
elseif n < 0x800 then
return char(
floor(n / 2^6) + 0xC0,
(n % 0x40) + 0x80
)
else
return char(
(floor(n / 2^12) + 0xE0),
(floor(n / 2^ 6) % 0x40) + 0x80,
(n % 0x40) + 0x80
)
end
end
local res = ""
for i = 1 , select('#',...) do
local c = select(i,...)
res = res .. onechar(c,16)
end
return res
end
}
else
utf8 = require "utf8"
end
-- ********************************************************************
local jsonS do
local Cc = lpeg.Cc
local Cp = lpeg.Cp
local Cs = lpeg.Cs
local Ct = lpeg.Ct
local P = lpeg.P
local R = lpeg.R
local S = lpeg.S
local int = P"0"
+ R"19" * R"09"^0
local frac = P"." * R"09"^1
local exp = S"Ee" * S"+-"^-1 * R"09"^1
local number = (P"-"^-1 * int * frac^-1 * exp^-1)
/ tonumber
local unescaped = R(" !","#[","]~","\128\255")
local char = unescaped
+ P[[\"]] / [["]]
+ P[[\\]] / [[\]]
+ P[[\b]] / "\b"
+ P[[\f]] / "\f"
+ P[[\n]] / "\n"
+ P[[\r]] / "\r"
+ P[[\t]] / "\t"
+ P[[\/]] / "/"
+ P[[\u]]
* (
R("09","AF","af")
* R("09","AF","af")
* R("09","AF","af")
* R("09","AF","af")
)
/ function(c)
return utf8.char(tonumber(c:sub(3,-1),16))
end
local string = P'"' * Cs(char^0) * P'"'
local ws = S"\t\r\n "^0
local array = ws * P"[" * ws * #P(1)
local object = ws * P"{" * ws * #P(1)
local NAME = ws * P":" * ws * #P(1)
local VALUE = ws * P"," * ws * #P(1)
local ARRAY = ws * P"]" * ws
local OBJECT = ws * P"}" * ws
jsonS = Cc('string') * string * Cp()
+ Cc('number') * number * Cp() * #(VALUE + ARRAY + OBJECT)
+ P'false' * Cc('boolean') * Cc(false) * Cp()
+ P'true' * Cc('boolean') * Cc(true) * Cp()
+ P'null' * Cc('null') * Cc(null) * Cp()
+ array * Cc('array') * Ct("") * Cp()
+ object * Cc('object') * Ct("") * Cp()
+ ARRAY * Cc('ARRAY') * Cc(nil) * Cp()
+ OBJECT * Cc('OBJECT') * Cc(nil) * Cp()
+ NAME * Cc('NAME') * Cc(nil) * Cp()
+ VALUE * Cc('VALUE') * Cc(nil) * Cp()
end
-- **********************************************************************
-- Usage: json = jsonS:match(fundat)
-- Desc: Return a Lua table populated from JSON data. This uses
-- a streaming method that is more resource lean than my
-- other JSON decoder.
-- Input: fundat(string function) if a string, JSON encoded data.
-- | if a function, it should return the next chunk
-- | to parse; otherwise it should return nil or an
-- | empty string to indicate no more data.
-- Return: json (table) JSON data parsed as Lua data.
--
-- Note: The JSON "null" value will be returned as a Lua nil. If
-- you want a custom null value, define a global variable
-- named "null" with the sentinel value you want.
--
-- Always returning a single character from fundat() will
-- cause issues with parsing.
-- **********************************************************************
local function match(_,fundat)
-- -----------------------------------------------------------------------
-- To be a drop-in replacement for my original JSON decoder, the fundat
-- parameter can be a string. If it is, then replace it with a function
-- that just returns said string. Otherwise, we have a function that will
-- return the next chunk of data to read.
-- -----------------------------------------------------------------------
if type(fundat) == 'string' then
local data = fundat
fundat = function()
local d = data
data = nil
return d
end
end
local data
local pos
local result
local okay
local array -- forward function reference
local object -- forward function reference
-- -----------------------------------------------------------------------
local function next_token(list)
local token,val,newpos = jsonS:match(data,pos)
if not token then
local new = fundat()
if new == nil or new == "" then error "parse" end
data = data:sub(pos,-1) .. new
pos = 1
return next_token(list)
else
for _,isthis in ipairs(list) do
if isthis == token then
return token,val,newpos
end
end
error "parse"
end
end
-- -----------------------------------------------------------------------
-- JSON arrays and objects are mapped to Lua tables. During processing,
-- the current array/object is stored in result. To help keep track of
-- things, the following are temporarily stored during processing:
--
-- result[false] -> parent node
-- result[true] -> function to call for processing next token
--
-- They are removed once an array/object is finished processing.
-- -----------------------------------------------------------------------
local function insert_list(token,key,value,resume)
result[key] = value
result[true] = resume
if token == 'array' then
value[false] = result
value[true] = array
result = value
elseif token == 'object' then
value[false] = result
value[true] = object
result = value
end
return result[true]()
end
-- -----------------------------------------------------------------------
local end_list do
-- ---------------------------------------------------------
-- Sigh---the things I do to follow the letter of the spec.
-- ---------------------------------------------------------
local SPACE = lpeg.S"\t\r\n "^0 * lpeg.P(-1)
local function drain(d)
local extra = fundat()
if not extra or extra == "" then
return d
else
return drain(d .. extra)
end
end
end_list = function()
local parent = result[false]
result[true] = nil
result[false] = nil
result = parent or result
if not parent then
if pos > #data then
local extra = drain("")
if SPACE:match(extra) then
return result
end
end
return nil
else
return result[true]()
end
end
end
-- -----------------------------------------------------------------------
local token
local value
local function array_value()
token,value,pos = next_token { 'ARRAY' , 'VALUE' }
if token == 'ARRAY' then
return end_list()
else
assert(token == 'VALUE')
token,value,pos = next_token { 'string' , 'number' , 'boolean' , 'null' , 'array' , 'object' }
return insert_list(token,#result + 1,value,array_value)
end
end
array = function()
token,value,pos = next_token { 'string' , 'number' , 'boolean' , 'null' , 'array' , 'object' , 'ARRAY' }
if token == 'ARRAY' then return end_list() end
return insert_list(token,#result + 1,value,array_value)
end
-- -----------------------------------------------------------------------
local function object_value()
token,value,pos = next_token { 'VALUE','OBJECT'}
if token == 'OBJECT' then
return end_list()
else
assert(token == 'VALUE')
token,value,pos = next_token { 'string' }
local name = value
token,value,pos = next_token { 'NAME' }
token,value,pos = next_token { 'string' , 'number' , 'boolean' , 'null' , 'array' , 'object' }
return insert_list(token,name,value,object_value)
end
end
object = function()
token,value,pos = next_token { 'string' , 'OBJECT' }
if token == 'OBJECT' then return end_list() end
local name = value
token,value,pos = next_token { 'NAME' }
token,value,pos = next_token { 'string' , 'number' , 'boolean' , 'null' , 'array' , 'object' }
return insert_list(token,name,value,object_value)
end
-- ------------------------------------------------------------------
okay,result = pcall(function()
data = fundat()
pos = 1
if data == nil or data == "" then return nil end
token,result,pos = next_token { 'array' , 'object' }
if token == 'array' then
return array()
elseif token == 'object' then
return object()
end
end)
return okay and result or nil
end
-- **********************************************************************
return { match = match }
|
local eventName = "garageBreakVehicles"
local function CreateEvent()
local function StartTouch(ent, chance)
if not ent:IsVehicle() or CGM13.Vehicle:IsBroken(ent) then return end
if math.random(1, 100) <= chance then
timer.Simple(math.random(2, 6), function()
if not ent:IsValid() then return end
CGM13.Vehicle:Break(ent, true)
if math.random(1, 100) <= 50 then
local explo = ents.Create("env_explosion")
explo:SetPos(ent:GetPos())
explo:Spawn()
explo:Fire("Explode")
explo:SetKeyValue("IMagnitude", 20)
ent:Ignite(15, 30)
end
end)
end
end
local breakVehiclesGarage = ents.Create("gm13_trigger")
breakVehiclesGarage:Setup(eventName, "breakVehiclesGarage", Vector(-2809.4, -1064.7, 207.9), Vector(-1056.9, -1919, -143.9))
local breakVehiclesDarkroom = ents.Create("gm13_trigger")
breakVehiclesDarkroom:Setup(eventName, "breakVehiclesDarkroom", Vector(-5252.1, -2571.6, 138.1), Vector(-3263.6, -1071.8, -102.9))
function breakVehiclesGarage:StartTouch(ent)
StartTouch(ent, 40)
end
function breakVehiclesDarkroom:StartTouch(ent)
StartTouch(ent, 75)
end
return true
end
GM13.Event:SetCall(eventName, CreateEvent)
|
local F, C, L = unpack(select(2, ...))
local module = F:GetModule("Misc")
local menuFrame = CreateFrame("Frame", "aSettingsMarkingFrame", UIParent, "UIDropDownMenuTemplate")
local menuList = {
{text = "Clear", func = function() SetRaidTarget("target", 0) end},
{text = "Skull", func = function() SetRaidTarget("target", 8) end},
{text = "|cffff0000Cross|r", func = function() SetRaidTarget("target", 7) end},
{text = "|cff00ffffSquare|r", func = function() SetRaidTarget("target", 6) end},
{text = "|cffC7C7C7Moon|r", func = function() SetRaidTarget("target", 5) end},
{text = "|cff00ff00Triangle|r", func = function() SetRaidTarget("target", 4) end},
{text = "|cff912CEEDiamond|r", func = function() SetRaidTarget("target", 3) end},
{text = "|cffFF8000Circle|r", func = function() SetRaidTarget("target", 2) end},
{text = "|cffffff00Star|r", func = function() SetRaidTarget("target", 1) end},
}
function module:Marker()
if not C.general.marker then return end
WorldFrame:HookScript("OnMouseDown", function(self, button)
if button == "LeftButton" and IsAltKeyDown() and UnitExists("mouseover") then
local inRaid = IsInRaid()
if (inRaid and (UnitIsGroupLeader("player") or UnitIsGroupAssistant("player"))) or not inRaid then
EasyMenu(menuList, menuFrame, "cursor", 0, 0, "MENU", 1)
end
end
end)
end
|
local class = require "utils.class"
local OrderQueue = class({})
-- table.unpack = table.unpack or unpack;
-- table.pack = table.pack or function(...) return {...} end
function OrderQueue:_init_()
self.queue = {}
self.notify = {}
end
function OrderQueue:Pop(order)
local o = self.queue[1];
if o and o.order <= order then
table.remove(self.queue, 1)
-- print("%d %s", o.tick, o.event);
return o.order, o.event, o.data;
end
end
function OrderQueue:Append(order, event, data)
local o = {order = order, event = event, data = data }
self:Add(o);
end
function OrderQueue:Add(o)
local n = #self.queue;
for i = n, 1, -1 do
local v = self.queue[i];
if v.order <= o.order then
return self:insert(i+1, o)
end
end
self:insert(1, o)
end
function OrderQueue:insert(k, o)
table.insert(self.queue, k, o)
end
return OrderQueue;
|
return {
name = "james2doyle/rndm",
version = "0.0.2",
description = "random string generator",
tags = { "rndm", "random", "string", "generator" },
license = "MIT",
author = { name = "james2doyle", email = "james2doyle@gmail.com" },
homepage = "https://github.com/james2doyle/lit-rndm",
dependencies = {
"luvit/buffer@1.0.1-3"
},
files = {
"**.lua",
"!test.lua"
}
}
|
-- prints to stdout file ready to be `require`d in your game
local file = arg[1]
if not file then
print("usage: lua " .. arg[0] .. " ./tiles_list")
os.exit()
end
local data = {}
local fmt = ' %s = { x=%d, y=%d, w=%d, h=%d, animLen=%d, isAnim=%s },'
local tn = tonumber
local fp, err = io.open(arg[1], 'r')
if not fp then
print(err)
os.exit()
end
local pattern = '([a-z_]+)' .. (' ([0-9]+)'):rep(4) .. ' *([0-9+]?)'
for line in fp:lines() do
--local name, x, y, w, h, anim_len = line:match('([a-z_]+)')
local name, x, y, w, h, animLen = line:match(pattern)
if name then
data[#data+1] = fmt:format(
name, tn(x), tn(y), tn(w), tn(h), tn(animLen == '' and 1 or animLen), animLen ~= '')
end
end
fp:close()
table.sort(data)
io.write('return {\n', table.concat(data, '\n'), '\n}\n')
|
--[[Author: Pizzalol
Date: 11.01.2015.
Checks if it is night time to see if it should apply the night modifier
If it is day then it removes it if the caster has the night modifier]]
function HunterInTheNight( keys )
local caster = keys.caster
local ability = keys.ability
local modifier = keys.modifier
if not GameRules:IsDaytime() then
ability:ApplyDataDrivenModifier(caster, caster, modifier, {})
else
if caster:HasModifier(modifier) then caster:RemoveModifierByName(modifier) end
end
end
|
Zones = {
{
Coords = vector3(229.4284, -418.1848, 48.09515),
Radius = 0.8,
},
{
Coords = vector3(236.0107, -420.9793, 48.09515),
Radius = 0.8,
},
{
Coords = vector3(1843.076, 2585.989, 46.01429),
Radius = 1.0,
},
{
Coords = vector3(1834.164, 2594.318, 46.0143),
Radius = 1.0,
},
}
|
require("config")
require("framework.init")
-- define global module
game = {}
function game.startup()
game.showDemoScene()
end
function game.exit()
--cc.Director:getInstance():endToLua()
os.exit()
end
function game.showDemoScene()
display.replaceScene(require("MainScene").new(), "fade", 0.6, display.COLOR_WHITE)
end
|
-- Safe Data Store
-- Crazyman32
-- February 3, 2017
--[[
Works exactly like the real DataStore.
safeDataStore.Failed(method, key, errorMessage)
--]]
local SafeDataStore = {}
SafeDataStore.__index = SafeDataStore
local MAX_ATTEMPTS = 5
local ATTEMPT_INTERVAL = 2
local dataStoreService = game:GetService("DataStoreService")
if (game.PlaceId == 0) then
dataStoreService = require(script.Parent:WaitForChild("MockDataStoreService"))
end
local modulesFolder = game:GetService("ReplicatedStorage"):WaitForChild("Aero"):WaitForChild("Modules")
local Aero = require(modulesFolder:WaitForChild("Aero"))
-- Map DataStoreService methods to associated RequestTypes:
local requestTypes = {
GetAsync = Enum.DataStoreRequestType.GetAsync;
SetAsync = Enum.DataStoreRequestType.SetIncrementAsync;
RemoveAsync = Enum.DataStoreRequestType.SetIncrementAsync;
OnUpdate = Enum.DataStoreRequestType.OnUpdate;
IncrementAsync = Enum.DataStoreRequestType.SetIncrementAsync;
}
local function GetBudget(method)
return dataStoreService:GetRequestBudgetForRequestType(requestTypes[method])
end
function SafeDataStore.new(name, scope)
local self = setmetatable({
DataStore = dataStoreService:GetDataStore(name, scope);
}, SafeDataStore)
self.Failed = Aero.Event.new()
return self
end
function SafeDataStore:Try(method, k, v)
local budget = GetBudget(method)
if (budget == 0) then
-- Do something in later implementation
end
local value = nil
for i = 1,MAX_ATTEMPTS do
local success
success, v = pcall(function()
return self.DataStore[method](self.DataStore, k, v)
end)
if (success) then
value = v
break
elseif (i == MAX_ATTEMPTS) then
warn("DataStore " .. method .. " failed: " .. tostring(v))
self.Failed:Fire(method, k, tostring(v))
else
wait(ATTEMPT_INTERVAL)
end
end
return value
end
function SafeDataStore:OnUpdate(key, callback)
return self.DataStore:OnUpdate(key, callback)
end
function SafeDataStore:GetAsync(key)
return self:Try("GetAsync", key)
end
function SafeDataStore:IncrementAsync(key, delta)
return self:Try("IncrementAsync", key, delta)
end
function SafeDataStore:SetAsync(key, value)
return self:Try("SetAsync", key, value)
end
function SafeDataStore:RemoveAsync(key)
return self:Try("RemoveAsync", key)
end
function SafeDataStore:UpdateAsync(key, transformFunction)
return self:Try("UpdateAsync", key, transformFunction)
end
return SafeDataStore
|
if not matches[2] then
dx.mining:showConfigs()
return
end
local val = matches[4]
if val == "true" or val == "yes" or val == "on" then val = true end
if val == "false" or val == "no" or val == "off" then val = false end
local numberVal = tonumber(val)
val = numberVal and numberVal or val
dx.mining:toggle(matches[3], val)
|
--[[local spam = {}
function antiSpam()
if (spam[source]) then
spam[source] = 1
elseif (spam[source] >= 5) then
cancelEvent()
exports.UDCdx:new(source, "Refrain from command spamming, please")
else
spam[source] = spam[source] + 1
end
end
addEventHandler("onPlayerCommand", root, antiSpam)
function clearAntiSpam()
spam = {}
end
setTimer(clearAntiSpam, 1000, 0)
--]]
|
-- =======================================================================================
-- Plugin: fileFinder.lua
-- Programmer: Cooper Santillan
-- Last Modified: October 18, 2021 10:10am
-- =======================================================================================
-- Description: Find files in determined path (and ALL subfolders) in search for all
-- files with certain extension. Only works for onPC systems.
-- =======================================================================================
-- =======================================================================================
-- ==== MAIN: fileFinder =================================================================
-- =======================================================================================
-- https://stackoverflow.com/questions/1426954/split-string-in-lua
local function mysplit (inputstr, sep)
if sep == nil then
sep = "%s"
end
local t={}
for str in string.gmatch(inputstr, "([^"..sep.."]+)") do
table.insert(t, str)
end
return t
end
-- https://stackoverflow.com/questions/1410862/concatenation-of-tables-in-lua
local function TableConcat(t1,t2)
for i=1,#t2 do
t1[#t1+1] = t2[i]
end
return t1
end
local function tableCat(t1, t2)
if t1 == nil then
return t2
end
for k,v in pairs(t2) do
t1[k] = v
end
return t1
end
-- purpose: append the path to a batch of files in table
local function tableAppend(t1, descript)
local t2 = {}
for i=1, #t1 do
t2[t1[i]] = descript
end
return t2
end
local function fileFinder(path, ext)
local aFiles = {}
local luas = io.popen("dir \"" ..path .."\\*." ..ext .."\" /b") --finds all files with this extension in folder
if luas then
aFiles = luas:read("*a")
aFiles = mysplit(aFiles)
if (aFiles ~= nil) then
aFiles = tableAppend(aFiles, path)
end
local newDir = io.popen("dir \"" ..path .."\" /b /ad") --finds all folders in the directory
if newDir then
local newDirRead = newDir:read("*a")
if newDirRead ~= "" then
local dirTable = mysplit(newDirRead)
for i=1, #dirTable do
aFiles = tableCat(aFiles, fileFinder(path .."\\"..dirTable[i], ext))
end
end
end
end
return aFiles
end
local caller = select(2,...):gsub("%d+$", "") -- label of the plugin
local callerNumber = select(2,...):match("%d+$") -- number of the plugin
local function foo()
local pluginPath = gma.show.getvar("PLUGINPATH")
local githubFolder = "gma2-maker"
local f = fileFinder(pluginPath .."\\" ..githubFolder, "lua") -- returns a table of all lua files
local c = callerNumber + 1
-- gma2 doesn't want to use this command :/
-- for k, v in pairs(f) do
-- gma.cmd("Import \"" ..k .."\" At Plugin " ..c .." /nc /p=\"" ..v .."\"")
-- c = c + 1
-- end
end
return foo
-- =======================================================================================
-- ==== END OF fileFinder ================================================================
-- =======================================================================================
|
local Popup = require("nui.popup")
local Text = require("nui.text")
local defaults = require("nui.utils").defaults
local is_type = require("nui.utils").is_type
local event = require("nui.utils.autocmd").event
local function init(class, popup_options, options)
popup_options.enter = true
popup_options.buf_options = defaults(popup_options.buf_options, {})
popup_options.buf_options.buftype = "prompt"
if not is_type("table", popup_options.size) then
popup_options.size = {
width = popup_options.size,
}
end
popup_options.size.height = 1
local self = class.super.init(class, popup_options)
local props = {
default_value = defaults(options.default_value, ""),
prompt = Text(defaults(options.prompt, "")),
}
self.input_props = props
props.on_submit = function(value)
local prompt_normal_mode = vim.fn.mode() == "n"
self:unmount()
vim.schedule(function()
if prompt_normal_mode then
-- NOTE: on prompt-buffer normal mode <CR> causes neovim to enter insert mode.
-- ref: https://github.com/neovim/neovim/blob/d8f5f4d09078/src/nvim/normal.c#L5327-L5333
vim.api.nvim_command("stopinsert")
end
if options.on_submit then
options.on_submit(value)
end
end)
end
props.on_close = function()
self:unmount()
vim.schedule(function()
if vim.fn.mode() == "i" then
vim.api.nvim_command("stopinsert")
end
if options.on_close then
options.on_close()
end
end)
end
if options.on_change then
props.on_change = function()
local value_with_prompt = vim.api.nvim_buf_get_lines(self.bufnr, 0, 1, false)[1]
local value = string.sub(value_with_prompt, props.prompt:length() + 1)
options.on_change(value)
end
end
return self
end
local Input = setmetatable({
name = "Input",
super = Popup,
}, {
__index = Popup.__index,
})
function Input:init(popup_options, options)
return init(self, popup_options, options)
end
function Input:mount()
local props = self.input_props
self.super.mount(self)
if props.on_change then
vim.api.nvim_buf_attach(self.bufnr, false, {
on_lines = props.on_change,
})
end
if #props.default_value then
self:on(event.InsertEnter, function()
vim.api.nvim_feedkeys(props.default_value, "n", false)
end, { once = true })
end
vim.fn.prompt_setprompt(self.bufnr, props.prompt:content())
if props.prompt:length() > 0 then
vim.schedule(function()
props.prompt:highlight(self.bufnr, self.ns_id, 1, 0)
end)
end
vim.fn.prompt_setcallback(self.bufnr, props.on_submit)
vim.fn.prompt_setinterrupt(self.bufnr, props.on_close)
vim.api.nvim_command("startinsert!")
end
local InputClass = setmetatable({
__index = Input,
}, {
__call = init,
__index = Input,
})
return InputClass
|
mg.write("HTTP/1.0 200 OK\r\n")
mg.write("Content-Type: text/html\r\n")
mg.write("\r\n")
mg.write([[<html><body>
<p>This is Lua script example 2, served by the
<a href="https://github.com/civetweb/civetweb">CivetWeb web server</a>,
version ]] .. mg.version .. [[.
</p><p>
The following features are available:
<ul>
]])
demo_data_for_xml = {}
demo_data_for_json = {}
function print_if_available(tab, name)
if tab then
mg.write("<li>" .. name .. " available</li>\n")
if type(tab)=="table" then
demo_data_for_xml[name] = {}
demo_data_for_xml[name][0] = name
demo_data_for_json[name] = {}
for nname,nval in pairs(tab) do
demo_data_for_xml[name][nname] = type(nval)
demo_data_for_json[name][nname] = type(nval)
end
else
demo_data_for_xml[name] = type(tab)
demo_data_for_json[name] = type(tab)
end
else
mg.write("<li>" .. name .. " not available</li>\n")
end
end
function recurse(tab, excl)
excl = excl or {}
mg.write("<ul>\n")
for k,v in pairs(tab) do
if type(v) == "table" then
mg.write("<li>" .. tostring(k) .. ":</li>\n")
if excl[v] then
-- cyclic
else
excl[v] = true
recurse(v, excl)
excl[v] = false
end
else
mg.write("<li>" .. tostring(k) .. " = " .. tostring(v) .. "</li>\n")
end
end
mg.write("</ul>\n")
end
-- Print Lua version and available libraries
mg.write("<li>" .. _VERSION .. " with the following standard libraries</li>\n")
mg.write("<ul>\n")
libs = {"string", "math", "table", "io", "os", "bit32", "utf8", "package", "coroutine", "debug"};
for _,n in ipairs(libs) do
print_if_available(_G[n], n);
end
mg.write("</ul>\n")
print_if_available(sqlite3, "SQLite3 binding (sqlite3)")
print_if_available(lfs, "LuaFileSystem (lfs)")
print_if_available(json, "JSON binding (json)")
print_if_available(xml, "LuaXML (xml)")
print_if_available(shared, "Lua shared data (shared)")
--recurse(_G)
-- Print mg library
libname = "mg"
print_if_available(_G[libname], libname .. " library")
recurse(_G[libname])
-- Print connect function
print_if_available(connect, "connect function")
-- Get all server options
mg.write("<li>server options</li>\n")
recurse(mg.get_option())
-- Print some data from random generators
if mg.uuid then
mg.write("<li>random data</li>\n")
local t = {GUID = mg.uuid(), random = mg.random()}
recurse(t)
end
-- Print loaded packages known to Lua
if package and (type(package.loaded)=="table") then
if #package.loaded > 0 then
mg.write("<li>loaded packages</li>\n")
recurse(package.loaded)
else
mg.write("<li>loaded packages: none</li>\n")
end
end
-- Load path
mg.write("<li>Package search path: " .. package.path .. "</li>\n");
-- End of list
mg.write("</ul></p>\n");
-- Current date/time
mg.write("\n<hr/>\n")
mg.write("<p>Today is " .. os.date("%A") .. "</p>\n");
-- Request content
mg.write("\n<hr/>\n")
l = mg.request_info.content_length
if l then
mg.write("<p>Content-Length = "..l..":<br>\n<pre>\n")
mg.write(mg.read())
mg.write("\n</pre>\n</p>\n")
else
mg.write("<p>no request content available for " .. mg.request_info.request_method .. " method</p>\n")
end
-- Directory listing
mg.write("\n<hr/>\n")
mg.write("<p>\n");
if not lfs then
mg.write("lfs not available\n")
else
mg.write("Files in " .. lfs.currentdir())
mg.write("\n<ul>\n")
local cnt = 0
for f in lfs.dir(".") do
cnt = cnt + 1
if (cnt < 6) then
local mime = mg.get_mime_type(f)
mg.write("<li>" .. f .. " (" .. mime .. ")</li>\n")
local at = lfs.attributes(f);
recurse(at)
end
end
mg.write("</ul>\n")
mg.write(string.format("<ul>%u files total</ul>\n", cnt))
end
mg.write("</p>\n")
function htmlEsc(txt)
s = txt:gsub("%&", "&")
s = s:gsub("%<", "<")
s = s:gsub("%>", ">")
return (s)
end
function printTable(tab, indent)
indent = indent or 0
for k,v in pairs(tab) do
if (type(v)=="table") then
mg.write(string.rep(" ", indent) .. tostring(k) .. ":\n")
printTable(v, indent + 1)
else
mg.write(string.rep(" ", indent) .. tostring(k) .. "\t" .. tostring(v) .. "\n")
end
end
end
-- xml test
if (xml) then
mg.write("\n<hr/>\n")
mg.write("<p>xml2lua:<br>\n<pre>\n");
xmlstr = [[<obj attr="a"><sub1 attr="suba">sub1val</sub1><sub2 attr="suba2" /><sub3></sub3><sub4><subsub>subsubval</subsub></sub4></obj>]]
xmlev = xml.eval(xmlstr)
mg.write(htmlEsc(xmlstr))
mg.write("\n-->\n")
mg.write(type(xmlev) .. ":\n")
mg.write(printTable(xmlev, 1))
mg.write("</pre>\n</p>\n")
mg.write("<p>lua2xml:<br>\n<pre>\n");
mg.write(htmlEsc(xml.str(xmlev, 1, "xml")))
mg.write("</pre>\n</p>\n")
mg.write("<p>lua2xml:<br>\n<pre>\n");
mg.write(htmlEsc(xml.str(demo_data_for_xml, 1, "xml")))
mg.write("</pre>\n</p>\n")
end
-- json test
current_script_path = mg.script_name:match("(.*[%/%\\]).*%.lua")
script_search_path = current_script_path .. "?.lua"
package.path = script_search_path .. ";" .. package.path
json = require "json"
mg.write("\n<hr/>\n")
mg.write("<p>json2lua:<br>\n<pre>\n");
-- JSON example from https://en.wikipedia.org/wiki/JSON#Example
jsonstr = [[{
"firstName": "John",
"lastName": "Smith",
"isAlive": true,
"age": 27,
"address": {
"streetAddress": "21 2nd Street",
"city": "New York",
"state": "NY",
"postalCode": "10021-3100"
},
"phoneNumbers": [
{
"type": "home",
"number": "212 555-1234"
},
{
"type": "office",
"number": "646 555-4567"
},
{
"type": "mobile",
"number": "123 456-7890"
}
],
"children": [],
"spouse": null
}]]
jsonev = json.decode(jsonstr)
mg.write(htmlEsc(jsonstr))
mg.write("\n-->\n")
mg.write(type(jsonev) .. ":\n")
mg.write(printTable(jsonev, 1))
mg.write("</pre>\n</p>\n")
mg.write("<p>lua2json:<br>\n<pre>\n");
mg.write(htmlEsc(json.encode(jsonev)))
mg.write("</pre>\n</p>\n")
mg.write("<p>lua2json:<br>\n<pre>\n");
mg.write(htmlEsc(json.encode(demo_data_for_json)))
mg.write("</pre>\n</p>\n")
-- Next section ...
mg.write("\n<hr/>\n")
mg.write([[
</body></html>
]])
|
local colors = {
bg = "#202328",
fg = "#bbc2cf",
aqua = "#3affdb",
beige = "#f5c06f",
blue = "#51afef",
brown = "#905532",
cyan = "#008080",
darkblue = "#081633",
darkorange = "#f16529",
green = "#98be65",
grey = "#8c979a",
lightblue = "#5fd7ff",
lightgreen = "#31b53e",
magenta = "#c678dd",
orange = "#d4843e",
pink = "#cb6f6f",
purple = "#834f79",
red = "#ae403f",
salmon = "#ee6e73",
violet = "#a9a1e1",
white = "#eff0f1",
yellow = "#f09f17",
black = "#202328"
}
local icons = {
-- system icons
linux = " ",
macos = " ",
windows = " ",
-- diagnostic icons
error = " ",
warning = " ",
info = " ",
hint = " ",
-- lsp = " ",
lsp = " ",
line = "☰",
-- git icons
git = "",
-- git = "",
unstaged = "●",
staged = "✓",
unmerged = "",
renamed = "➜",
untracked = "★",
deleted = "",
ignored = "◌",
-- file icons
arrow_open = "",
arrow_closed = "",
default = "",
open = "",
empty = "",
empty_open = "",
symlink = "",
symlink_open = "",
file = "",
symlink = ""
}
return {
colors = colors,
icons = icons
}
|
AddCSLuaFile()
DEFINE_BASECLASS( "base_wire_entity" )
ENT.PrintName = "Wire Extended Bus"
ENT.WireDebugName = "Extended Bus"
if CLIENT then return end -- No more client
function ENT:Initialize()
self:PhysicsInit( SOLID_VPHYSICS)
self:SetMoveType( MOVETYPE_VPHYSICS)
self:SetSolid( SOLID_VPHYSICS)
self:SetUseType( SIMPLE_USE)
self.Outputs = Wire_CreateOutputs(self, {"Memory"})
self.Inputs = Wire_CreateInputs(self,{"Memory1","Memory2","Memory3","Memory4","Memory5","Memory6","Memory7","Memory8"})
self.DataRate = 0
self.DataBytes = 0
self.PerformRecursiveScan = 1
self.ControlDataSize = 32
self.ControlData = {}
self.Memory = {}
self.MemStart = {}
self.MemEnd = {}
for i = 1,8 do
self.Memory[i] = nil
self.MemStart[i] = 0
self.MemEnd[i] = 0
end
self:SetOverlayText("Data rate: 0 bps")
end
function ENT:Think()
BaseClass.Think(self)
self.DataRate = self.DataBytes
self.DataBytes = 0
Wire_TriggerOutput(self, "Memory", self.DataRate)
self:SetOverlayText("Data rate: "..math.floor(self.DataRate*2).." bps")
self:NextThink(CurTime()+0.5)
end
function ENT:ReadCell(Address)
Address = math.floor(Address)
if (Address >= 0) and (Address < self.ControlDataSize) then
if Address < 16 then
if Address % 2 == 0 then
return self.MemStart[Address/2+1]
else
return self.MemEnd[(Address-1)/2+1]
end
elseif Address == 16 then
return self.ControlDataSize
elseif Address == 18 then
return self.DataRate
elseif Address == 20 then
return self.PerformRecursiveScan
elseif Address >= 32 then
return self.ControlData[Address-31] or 0
end
return 0
else
for i = 1,8 do
if (Address-self.ControlDataSize >= self.MemStart[i]) and
(Address-self.ControlDataSize <= self.MemEnd[i]) then
if self.Memory[i] then
if self.Memory[i].ReadCell then
self.DataBytes = self.DataBytes + 1
local val = self.Memory[i]:ReadCell(Address-self.ControlDataSize-self.MemStart[i])
return val or 0
end
else
return 0
end
end
end
end
return nil
end
local recursiveCounter = 0
function ENT:GetDeviceInfo(deviceEnt)
local deviceType = CPULib.GetDeviceType(deviceEnt:GetClass())
if deviceEnt.Socket then
if deviceEnt.Socket.Inputs.Memory.Src then
self:GetDeviceInfo(deviceEnt.Socket.Inputs.Memory.Src)
else
table.insert(self.ControlData,14)
end
return
elseif deviceEnt.Plug then
if deviceEnt.Plug.Inputs.Memory.Src then
self:GetDeviceInfo(deviceEnt.Plug.Inputs.Memory.Src)
else
table.insert(self.ControlData,13)
end
return
end
table.insert(self.ControlData,deviceType)
if self.PerformRecursiveScan >= 1 then
recursiveCounter = recursiveCounter + 1
if recursiveCounter < 256 then
if (deviceEnt:GetClass() == "gmod_wire_addressbus") or
(deviceEnt:GetClass() == "gmod_wire_extbus") then
for i = 1,8 do
if deviceEnt.Memory[i] then
self:GetDeviceInfo(deviceEnt.Memory[i])
else
table.insert(self.ControlData,0)
end
end
end
end
end
end
function ENT:WriteCell(Address, Value)
Address = math.floor(Address)
if (Address >= 0) and (Address < self.ControlDataSize) then
-- [0..15] Address bus settings
-- [16] Control data area size
-- [17] Write to request device info
-- [18] Data transfer rate
-- [19] Override returned device type (0: no override)
-- [20] Perform recursive scan
-- [32..] Device types
if Address < 16 then
if Address % 2 == 0 then
self.MemStart[Address/2+1] = math.floor(Value)
else
self.MemEnd[(Address-1)/2+1] = math.floor(Value)
end
elseif Address == 16 then
self.ControlDataSize = math.max(32,math.floor(Value))
elseif Address == 17 then
recursiveCounter = 0
self.ControlData = {}
for i = 1,8 do
if self.Memory[i] then
self:GetDeviceInfo(self.Memory[i])
else
table.insert(self.ControlData,0)
end
end
elseif Address == 20 then
self.PerformRecursiveScan = Value
end
return true
else
local res = false
for i = 1,8 do
if (Address-self.ControlDataSize >= self.MemStart[i]) and
(Address-self.ControlDataSize <= self.MemEnd[i]) then
if self.Memory[i] then
if self.Memory[i].WriteCell then
self.Memory[i]:WriteCell(Address-self.ControlDataSize-self.MemStart[i], Value)
end
end
self.DataBytes = self.DataBytes + 1
res = true
end
end
return res
end
end
function ENT:TriggerInput(iname, value)
for i = 1,8 do
if iname == "Memory"..i then
self.Memory[i] = self.Inputs["Memory"..i].Src
end
end
end
duplicator.RegisterEntityClass("gmod_wire_extbus", WireLib.MakeWireEnt, "Data")
|
local match_signup_tips=
{
name="match_signup_tips",type=0,typeName="View",time=0,report=0,x=0,y=0,width=1280,height=720,visible=1,fillParentWidth=1,fillParentHeight=1,nodeAlign=kAlignCenter,
{
name="background",type=1,typeName="Image",time=72841520,report=0,x=0,y=0,width=1280,height=720,visible=1,fillParentWidth=1,fillParentHeight=1,nodeAlign=kAlignCenter,file="isolater/bg_shiled.png"
},
{
name="tipsBg",type=1,typeName="Image",time=72841572,report=0,x=0,y=0,width=810,height=480,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignCenter,file="isolater/popupWindow/popupWindow_bg_55_55_55_55.png",gridLeft=55,gridRight=55,gridTop=55,gridBottom=55,
{
name="titleBg",type=1,typeName="Image",time=72841802,report=0,x=0,y=-55,width=617,height=190,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignTop,file="isolater/popupWindow/popupWindow_title.png",
{
name="txtTitle",type=4,typeName="Text",time=72841867,report=0,x=0,y=-8,width=200,height=50,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignCenter,fontSize=36,textAlign=kAlignCenter,colorRed=255,colorGreen=245,colorBlue=204,string=[[报名须知]]
}
},
{
name="btnClose",type=2,typeName="Button",time=72848740,report=0,x=-15,y=-15,width=60,height=60,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignTopRight,file="isolater/popupWindow/popupWindow_close.png"
},
{
name="startView",type=0,typeName="View",time=0,x=0,y=10,width=800,height=390,visible=0,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignBottom,
{
name="contentView",type=0,typeName="View",time=0,x=5,y=44,width=789,height=111,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignTopLeft
},
{
name="timeStr",type=4,typeName="Text",time=0,x=-61,y=185,width=160,height=38,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignBottom,fontSize=32,textAlign=kAlignRight,colorRed=143,colorGreen=92,colorBlue=31,string=[[距离开赛]],colorA=1
},
{
name="timeVal",type=4,typeName="Text",time=0,x=88,y=185,width=120,height=32,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignBottom,fontSize=32,textAlign=kAlignLeft,colorRed=219,colorGreen=135,colorBlue=25,colorA=1
},
{
name="btnOK",type=2,typeName="Button",time=72842325,report=0,x=0,y=66,width=295,height=90,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignBottom,file="isolater/btns/btn_green_164x89_l25_r25_t25_b25.png",gridLeft=30,gridRight=30,gridTop=30,gridBottom=30,
{
name="text",type=4,typeName="Text",time=72842394,report=0,x=1,y=0,width=295,height=90,visible=1,fillParentWidth=1,fillParentHeight=1,nodeAlign=kAlignCenter,fontSize=34,textAlign=kAlignCenter,colorRed=255,colorGreen=245,colorBlue=204,string=[[现在进入]],colorA=1
}
}
},
{
name="tipsView",type=0,typeName="View",time=0,x=0,y=10,width=800,height=390,visible=0,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignBottom,
{
name="txtTips",type=5,typeName="TextView",time=72863226,report=0,x=0,y=-55,width=650,height=200,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignCenter,fontSize=34,textAlign=kAlignLeft,colorRed=157,colorGreen=92,colorBlue=22,colorA=1
},
{
name="notNow",type=2,typeName="Button",time=72842325,report=0,x=80,y=38,width=250,height=82,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignBottomLeft,file="isolater/btns/btn_green_164x89_l25_r25_t25_b25.png",gridLeft=30,gridRight=30,gridTop=30,gridBottom=30,
{
name="text",type=4,typeName="Text",time=72842394,report=0,x=1,y=0,width=250,height=82,visible=1,fillParentWidth=1,fillParentHeight=1,nodeAlign=kAlignCenter,fontSize=34,textAlign=kAlignCenter,colorRed=255,colorGreen=245,colorBlue=204,string=[[暂不报名]],colorA=1
}
},
{
name="continue",type=2,typeName="Button",time=72842325,report=0,x=80,y=38,width=250,height=82,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignBottomRight,file="isolater/btns/btn_green_164x89_l25_r25_t25_b25.png",gridLeft=30,gridRight=30,gridTop=30,gridBottom=30,
{
name="text",type=4,typeName="Text",time=72842394,report=0,x=1,y=0,width=250,height=82,visible=1,fillParentWidth=1,fillParentHeight=1,nodeAlign=kAlignCenter,fontSize=34,textAlign=kAlignCenter,colorRed=255,colorGreen=245,colorBlue=204,string=[[继续报名]]
}
},
{
name="btnOK",type=2,typeName="Button",time=72842325,report=0,x=0,y=38,width=250,height=82,visible=0,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignBottom,file="isolater/btns/btn_green_164x89_l25_r25_t25_b25.png",gridLeft=30,gridRight=30,gridTop=30,gridBottom=30,
{
name="text",type=4,typeName="Text",time=72842394,report=0,x=1,y=0,width=250,height=82,visible=1,fillParentWidth=1,fillParentHeight=1,nodeAlign=kAlignCenter,fontSize=34,textAlign=kAlignCenter,colorRed=255,colorGreen=245,colorBlue=204,string=[[确定]],colorA=1
}
}
},
{
name="successView",type=0,typeName="View",time=0,x=0,y=10,width=800,height=390,visible=0,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignBottom,
{
name="timeStr",type=4,typeName="Text",time=0,x=180,y=73,width=210,height=49,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignTopLeft,fontSize=42,textAlign=kAlignLeft,colorRed=143,colorGreen=92,colorBlue=31,string=[[比赛时间:]],colorA=1
},
{
name="timeVal",type=4,typeName="Text",time=0,x=378,y=70,width=240,height=48,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignTopLeft,fontSize=48,textAlign=kAlignLeft,colorRed=249,colorGreen=96,colorBlue=13,colorA=1
},
{
name="tips",type=5,typeName="TextView",time=0,x=0,y=190,width=760,height=60,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignBottom,fontSize=28,textAlign=kAlignCenter,colorRed=143,colorGreen=92,colorBlue=31,colorA=1
},
{
name="tips2",type=4,typeName="Text",time=0,x=0,y=150,width=760,height=30,visible=0,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignBottom,fontSize=24,textAlign=kAlignCenter,colorRed=138,colorGreen=118,colorBlue=94,string=[[【报名成功的比赛在已报名比赛列表查看】]],colorA=1
},
{
name="btnOK",type=2,typeName="Button",time=72842325,report=0,x=0,y=38,width=250,height=82,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignBottom,file="isolater/btns/btn_green_164x89_l25_r25_t25_b25.png",gridLeft=30,gridRight=30,gridTop=30,gridBottom=30,
{
name="text",type=4,typeName="Text",time=72842394,report=0,x=1,y=0,width=250,height=82,visible=1,fillParentWidth=1,fillParentHeight=1,nodeAlign=kAlignCenter,fontSize=34,textAlign=kAlignCenter,colorRed=255,colorGreen=245,colorBlue=204,string=[[知道了]],colorA=1
}
}
}
}
}
return match_signup_tips;
|
local family = "Courier New"
local size = 10
if platform == "mac" then
family = "Menlo"
size = 12
elseif platform == "win" then
family = "Consolas"
elseif platform == "x11" then
family = "Monospace"
end
return {
font = {
family = family,
size = size
},
indent = {
tabs = true,
width = 4,
tabwidth = 4
},
blame = {
heatmap = true
}
}
|
local u = require("utils")
local lsp = vim.lsp
local M = {}
M.format_async = function(err, _, result, _, bufnr)
if err ~= nil or result == nil then return end
if not vim.api.nvim_buf_get_option(bufnr, "modified") then
local view = vim.fn.winsaveview()
lsp.util.apply_text_edits(result, bufnr)
vim.fn.winrestview(view)
if bufnr == vim.api.nvim_get_current_buf() then
vim.api.nvim_command("noautocmd :update")
end
end
end
M.set_highlights = function()
u.exec([[
function! LspHighlights() abort
hi def link LspDiagnosticsDefaultError ErrorMsg
hi def link LspDiagnosticsDefaultWarning WarningMsg
hi def link LspDiagnosticsDefaultInformation Title
hi def linkLspDiagnosticsDefaultHint EndOfBuffer
hi def link LspDiagnosticsUnderlineError ErrorMsg
hi def link LspDiagnosticsUnderlineWarning WarningMsg
hi def link LspDiagnosticsUnderlineInformation Title
hi def link LspDiagnosticsUnderlineHint EndOfBuffer
endfunction
augroup LspHighlights
autocmd!
autocmd ColorScheme * call LspHighlights()
augroup END
]])
end
return M
|
local npairs = require('nvim-autopairs')
local utils = require('../utils')
local lsp = require('lspconfig')
function completion_confirm()
if vim.fn.pumvisible() ~= 0 then
if vim.fn.complete_info()['selected'] ~= -1 then
return vim.fn['compe#confirm'](npairs.esc('<cr>'))
else
return npairs.esc('<cr>')
end
else
return npairs.autopairs_cr()
end
end
-- diagnostic
local filetypes = {
typescript = "eslint",
typescriptreact = "eslint",
}
local linters = {
eslint = {
sourceName = "eslint",
command = "eslint_d",
rootPatterns = {".eslintrc.js", "package.json"},
debounce = 100,
args = {"-stdin", "stdin-filename", "%filepath", "--format", "json"},
parseJson = {
errorsRoot = "[0].messages",
line = "line",
column = "column",
endLine = "endLine",
endColumn = "endColumn",
message = "${message} [${ruleId}]",
security = "severity"
},
securities = {[2] = "error", [1] = "warning"}
}
}
local formatters = {
prettier = {command = "prettier", args = {"--stdin-filepath", "%filepath"}}
}
local formatFileTypes = {
typescript = "prettier",
typescriptreact = "prettier",
}
local noremap = {
noremap = true,
silent = true,
}
local capabilities = vim.lsp.protocol.make_client_capabilities()
capabilities.textDocument.completion.completionItem.snippetSupport = true
capabilities.textDocument.completion.completionItem.resolveSupport = {
properties = {
"documentation",
"detail",
"additionalTextEdits",
},
}
local noremap_expr = vim.tbl_extend('force', noremap, {expr = true})
utils.set_globals {
completion_matching_strategy_list = {'exact', 'substring', 'fuzzy', 'all'},
}
local on_attach = function (client, bufnr)
vim.api.nvim_buf_set_option(bufnr, 'omnifunc', 'v:lua.vim.lsp.omnifunc')
if client.resolved_capabilities.document_formatting then
utils.remap {
n = {{'<leader>f', '<cmd>lua vim.lsp.buf.formatting()<CR>', noremap}}
}
end
if client.resolved_capabilities.document_range_formatting then
utils.remap {
v = {{'<leader>f', '<cmd>lua vim.lsp.buf.range_formatting()<CR>', noremap}}
}
end
if client.resolved_capabilities.document_highlight then
vim.cmd[[
augroup lsp_document_highlight
autocmd! * <buffer>
autocmd CursorHold <buffer> Lspsaga show_cursor_diagnostics
autocmd CursorHold <buffer> lua vim.lsp.buf.document_highlight()
autocmd CursorMoved <buffer> lua vim.lsp.buf.clear_references()
augroup END
]]
end
end
local servers = {
'cmake',
'vimls',
'gopls',
'jsonls',
'texlab',
'clangd',
'tsserver',
'elixirls',
'rust_analyzer',
'java_language_server',
}
local servers_settings = {
rust_analyzer = {
updates = {
channel = "nightly"
},
},
elixirls = {
projectDir = ".",
},
sumneko_lua = {
Lua = {
runtime = {
version = 'LuaJIT',
path = vim.split(package.path, ';'),
},
diagnostics = {
globals = {'vim', 'use', 'use_rocks'},
},
workspace = {
library = {
[vim.fn.expand('$VIMRUNTIME/lua')] = true,
[vim.fn.expand('$VIMRUNTIME/lua/vim/lsp')] = true,
}
},
telemetry = {
enable = false,
}
}
},
texlab = {
bibtex = {
formatting = {
lineLength = 80,
},
},
texlab = {
build = {
args = {
"-xelatex",
"-synctex=1",
"-shell-escape",
"-interaction=nonstopmode",
"-output-directory=build",
"%f"
},
onSave = true,
outputDirectory = "build",
},
lint = {
onChange = true,
},
rootDirectory = ".",
}
},
gopls = {
analyses = {
unusedparams = true,
},
staticcheck = true,
},
diagnosticls = {
filetypes = vim.tbl_keys(filetypes),
init_options = {
filetypes = filetypes,
linters = linters,
formatters = formatters,
formatFileTypes = formatFileTypes
}
}
}
local commands = {
elixirls = { '/usr/local/bin/elixir-ls/language_server.sh' },
java_language_server = { '/Users/iago/Projects/java/java-language-server/dist/lang_server_mac.sh' },
gopls = {vim.fn.expand('~/go/bin/gopls'), 'serve'},
}
for _, server in pairs(servers) do
lsp[server].setup {
on_attach = on_attach,
settings = servers_settings[server],
capabilities = capabilities,
cmd = commands[server],
}
end
utils.remap {
n = {
{'<F2>', '<cmd>lua vim.lsp.buf.rename()<CR>', noremap},
{'<leader>f', '<cmd>lua vim.lsp.buf.formatting()<CR>', noremap},
{'<leader>sd', '<cmd>lua vim.lsp.diagnostic.show_line_diagnostics()<CR>', noremap},
{'K', '<cmd>lua vim.lsp.buf.hover()<CR>', noremap},
{'[d', '<cmd>lua vim.lsp.diagnostic.goto_prev()<CR>', noremap},
{']d', '<cmd>lua vim.lsp.diagnostic.goto_next()<CR>', noremap},
{'g0', '<cmd>lua vim.lsp.buf.document_symbol()<CR>', noremap},
{'gW', '<cmd>lua vim.lsp.buf.workspace_symbol()<CR>', noremap},
{'gd', '<cmd>lua vim.lsp.buf.declaration()<CR>', noremap},
{'gd', '<cmd>lua vim.lsp.buf.declaration()<CR>', noremap},
{'gd', '<cmd>lua vim.lsp.buf.definition()<CR>', noremap},
{'gi', '<cmd>lua vim.lsp.buf.implementation()<CR>', noremap},
{'gr', '<cmd>lua vim.lsp.buf.references()<CR>', noremap},
{'gs', '<cmd>lua vim.lsp.buf.signature_help()<CR>', noremap},
{'gy', '<cmd>lua vim.lsp.buf.type_definition()<CR>', noremap},
{'<leader>q', '<cmd>lua vim.lsp.diagnostic.set_loclist()<CR>', noremap},
{'<leader>wa', '<cmd>lua vim.lsp.buf.add_workspace_folder()<CR>', noremap},
{'<leader>wr', '<cmd>lua vim.lsp.buf.remove_workspace_folder()<CR>', noremap},
},
i = {
{'<cr>', 'v:lua.completion_confirm()', noremap_expr},
{'<tab>', 'pumvisible() ? "<C-n>" : "<tab>"', noremap_expr},
{'<S-tab>', 'pumvisible() ? "<C-p>" : "<S-tab>"', noremap_expr},
}
}
|
local M = {}
local u = require("util")
function M.config()
local ok, dap = pcall(function()
return require("dap")
end)
if not ok then
return
end
-- Configurations
dap.adapters.lldb = {
type = "executable",
command = "/usr/bin/lldb-vscode",
name = "lldb",
}
dap.configurations.cpp = {
{
name = "Launch",
type = "lldb",
request = "launch",
program = function()
return vim.fn.input(
"Path to executable: ",
vim.fn.getcwd() .. "/",
"file"
)
end,
cwd = "${workspaceFolder}",
stopOnEntry = false,
args = {},
runInTerminal = false,
},
}
dap.configurations.c = dap.configurations.cpp
-- Autocompletion
vim.cmd([[
augroup dap-repl
autocmd!
autocmd FileType dap-repl lua require("dap.ext.autocompl").attach()
augroup END
]])
-- Visuals
vim.fn.sign_define(
"DapBreakpoint",
{ text = " ", texthl = "DiagnosticError", linehl = "", numhl = "" }
)
vim.fn.sign_define("DapBreakpointRejected", {
text = " ",
texthl = "Ignore",
linehl = "",
numhl = "",
})
vim.fn.sign_define(
"DapLogPoint",
{ text = "ﯽ ", texthl = "DiagnosticInfo", linehl = "", numhl = "" }
)
vim.fn.sign_define("DapStopped", {
text = " ",
texthl = "TSCharacter",
linehl = "",
numhl = "",
})
-- Mappings.
local opts = { noremap = true, silent = true }
u.map(
"n",
"<Leader>b",
"<Cmd>lua require('dap').toggle_breakpoint()<Cr>",
opts
)
u.map(
"n",
"<Leader>bl",
"<Cmd>lua require('dap').set_breakpoint(nil, nil, vim.fn.input('Log point message: '))<Cr>",
opts
)
u.map("n", "<Leader>dr", "<Cmd>lua require('dap').repl.toggle()<Cr>", opts)
end
return M
|
local getDescendantsWhichIsA = require(script.Parent.getDescendantsWhichIsA)
local function clearAllDescendantsWhichIsA(parent: Instance, className: string)
for _, descendant in getDescendantsWhichIsA(parent, className) do
descendant:Destroy()
end
end
return clearAllDescendantsWhichIsA
|
--
-- Copyright (c) 2014, Facebook, Inc.
-- All rights reserved.
--
-- This source code is licensed under the BSD-style license found in the
-- LICENSE file in the root directory of this source tree. An additional grant
-- of patent rights can be found in the PATENTS file in the same directory.
-- Rudimentary complex number support, building on top of LuaJIT's already
-- existing support (1+2i is parsed correctly and produces a boxed double
-- _Complex value)
--
-- This provides basic mathematical operations and wrappers for the functions
-- in <complex.h>
local ffi = require('ffi')
local M = {}
local mt = {}
local complex
-- Ensure a number is of the complex type
local function tocomplex(a)
if ffi.istype(complex, a) then
return a
elseif type(a) == 'number' then
return complex(a, 0)
else
error('Invalid type, numeric type expected')
end
end
M.tocomplex = tocomplex
-- Wrappers around <complex.h> functions
local one_operand = {
'abs', 'acos', 'acosh', 'arg', 'asin', 'asinh', 'atan', 'atanh', 'cos',
'cosh', 'exp', 'log', 'sin', 'sinh', 'sqrt', 'tan', 'tanh',
}
local two_operand = {
'pow',
}
for _, fn in ipairs(one_operand) do
local cname = 'c' .. fn
ffi.cdef(string.format('double _Complex %s(double _Complex)', cname))
M[fn] = function(a)
return ffi.C[cname](tocomplex(a))
end
end
for _, fn in ipairs(two_operand) do
local cname = 'c' .. fn
ffi.cdef(string.format(
'double _Complex %s(double _Complex, double _Complex)', cname))
M[fn] = function(a, b)
return ffi.C[cname](tocomplex(a), tocomplex(b))
end
end
function M.conj(a)
a = tocomplex(a)
return complex(a.re, -a.im)
end
function mt.__add(a, b)
a, b = tocomplex(a), tocomplex(b)
return complex(a.re + b.re, a.im + b.im)
end
function mt.__sub(a, b)
a, b = tocomplex(a), tocomplex(b)
return complex(a.re - b.re, a.im - b.im)
end
function mt.__mul(a, b)
a, b = tocomplex(a), tocomplex(b)
return complex(a.re * b.re - a.im * b.im,
a.re * b.im + a.im * b.re)
end
function mt.__div(a, b)
a, b = tocomplex(a), tocomplex(b)
local d = b.re * b.re + b.im * b.im
return complex((a.re * b.re + a.im * b.im) / d,
(a.im * b.re - a.re * b.im) / d)
end
mt.__pow = M.pow
function mt.__unm(a)
a = tocomplex(a)
return complex(-a.re, -a.im)
end
complex = ffi.metatype('double _Complex', mt)
return M
|
help([[
Exposes a python instance running 3.9.7 for rivanna.
]])
local workspace = "/project/ds6011-sp22-002"
local name = myModuleName()
local version = myModuleVersion()
local base = pathJoin(workspace, "python/base")
prepend_path("PATH", pathJoin(base, 'versions', version, 'bin'))
setenv("LD_LIBRARY_PATH", pathJoin(base, 'ssl/lib'))
set_alias("python", "python3.9")
whatis("Name: ".. name)
whatis("Version: ".. version)
whatis("Description: ".. "Portable Python 3.9.7 for Rivanna")
|
DefineClass.EffectDepositMarker = {
__parents = { "DepositMarker" },
properties = {
{ category = "Deposit", name = T(11450, "Deposit Type"), id = "deposit_type", editor = "combo", items = ClassDescendantsCombo("EffectDeposit"), default = "" },
},
new_pos_if_obstruct = false,
}
function EffectDepositMarker:SpawnDeposit()
if not g_Classes[self.deposit_type] then
StoreErrorSource("silent", self, "Trying to place non-existing effect deposit:", self.deposit_type)
return
end
local dep = PlaceObject(self.deposit_type)
dep:SetCollectionIndex(self:GetCollectionIndex())
return dep
end
--This is not an explorable or minable deposit.
--Instead it gives a ceterain effect to surrounding buildings.
--`EffectDeposit:AffectBuilding()` will be automatically called once for each building that is in range.
DefineClass.EffectDeposit = {
__parents = { "SubsurfaceDeposit" },
building_class = "Building",
fx_actor_class = "SubsurfaceAnomaly",
city_label = "EffectDeposit",
ip_template = "ipEffectDeposit",
list_as_sector_expected = false,
sector_expected_name = "",
ConstructionStatusName = false,
ResourceName = "",
show_pin_toggle = false,
}
function GetBuildingAffectRange(building)
if IsKindOfClasses(building, "Dome", "LowGLab") then
return building:GetSelectionRadiusScale()
end
return 0
end
local function GameInit_ForEachFn(building, deposit)
if deposit:CanAffectBuilding(building) then
local hex_dist = HexAxialDistance(deposit, building)
local range = GetBuildingAffectRange(building)
if hex_dist <= range then
deposit:AffectBuilding(building)
end
end
end
function EffectDeposit:GetConstructionStatusText(building, all_deposits)
end
function EffectDeposit:GameInit()
MapForEach("map", self.building_class, GameInit_ForEachFn, self)
end
function EffectDeposit:CanAffectBuilding(building)
return IsKindOf(building, self.building_class)
end
function EffectDeposit:AffectBuilding(building)
end
local function ConstructionComplete_ForEachFn(deposit, building)
if deposit:CanAffectBuilding(building) then
deposit:AffectBuilding(building)
end
end
function OnMsg.ConstructionComplete(building, dome)
local range = GetBuildingAffectRange(building)
MapForEach(building, "hex", range, "EffectDeposit", ConstructionComplete_ForEachFn, building)
end
function EffectDeposit:GetInfopanelDetails()
return ""
end
DefineClass.PrefabFeatureChar_Effect = {
__parents = { "PrefabFeatureChar" },
properties = {
{ category = "Effect", id = "EffectType", name = "Effect Type", editor = "combo", items = ClassDescendantsCombo("EffectDeposit"), default = "" },
}
}
function PrefabFeatureChar_Effect:GetDescription()
return (self.EffectType ~= "") and self.EffectType or "Effect Deposit"
end
function PlaceEffectDeposit(effect_type, params)
local classdef = g_Classes[effect_type]
if IsKindOf(classdef, "EffectDeposit") then
return classdef:new(params)
end
end
----
DefineClass.BeautyEffectDeposit = {
__parents = { "EffectDeposit" },
building_class = "Dome",
modifier = false,
comfort_increase = 10 * const.Scale.Stat,
ConstructionStatusName = "BeautyDepositNearby",
resource = "Beauty",
display_name = T(11458, "Vista"),
IPDescription = T(11459, "Improves the Comfort of all residences when in the radius of a Dome."),
display_icon = "UI/Icons/bmb_demo.tga",
entity = "SignBeautyDeposit",
}
function BeautyEffectDeposit:GetInfopanelDetails()
return T{11460, "Comfort boost<right><resource(comfort_increase)>", self}
end
function BeautyEffectDeposit:Init()
self.encyclopedia_id = "Colonist"
self.modifier = Modifier:new{
prop = "dome_comfort",
amount = self.comfort_increase,
percent = 0,
id = "Beauty Effect Deposit",
}
end
function BeautyEffectDeposit:AffectBuilding(building)
building:UpdateModifier("add", self.modifier, self.modifier.amount, self.modifier.percent)
end
function BeautyEffectDeposit:GetConstructionStatusText(building, all_deposits)
local sum = 0
for i,deposit in ipairs(all_deposits) do
sum = sum + deposit.comfort_increase / const.Scale.Stat
end
return T{12263, "Vista - Comfort of residences will be boosted by <sum>", sum = sum}
end
----
DefineClass.ResearchEffectDeposit = {
__parents = { "EffectDeposit" },
modifier = false,
research_increase = 10,
research_increase_options = { 10, 15, 20 },
ConstructionStatusName = "ResearchDepositNearby",
list_as_sector_expected = true,
sector_expected_name = T(311, "Research"),
resource = "Research",
display_name = T(11461, "Research Site"),
IPDescription = T(11462, "Boosts research production when in radius of a Dome or outside research facility."),
display_icon = "UI/Icons/bmb_demo.tga",
entity = "SignResearchDeposit",
}
function ResearchEffectDeposit:GetInfopanelDetails()
return T{11463, "Research boost<right><percent(research_increase)>", self}
end
function ResearchEffectDeposit:Init()
self.research_increase = table.rand(self.research_increase_options)
self.modifier = Modifier:new{
prop = "ResearchPointsPerDay",
amount = 0,
percent = self.research_increase,
id = "Research Effect Deposit",
}
end
function ResearchEffectDeposit:CanAffectBuilding(building)
return (IsKindOf(building, "ResearchBuilding") and not building.dome_required) or IsKindOf(building, "Dome")
end
function ResearchEffectDeposit:AffectBuilding(building)
if IsKindOf(building, "ResearchBuilding") and not building.dome_required then
building:UpdateModifier("add", self.modifier, self.modifier.amount, self.modifier.percent)
elseif IsKindOf(building, "Dome") then
building:SetLabelModifier("ResearchBuildings", self, self.modifier, false)
end
end
function ResearchEffectDeposit:GetConstructionStatusText(building, all_deposits)
local sum = 0
for i,deposit in ipairs(all_deposits) do
sum = sum + deposit.research_increase
end
return T{12264, "Research Site - all Research will be boosted by <percent(sum)>.", sum = sum}
end
|
setenv("B","1.0b")
set_alias("BB","bb")
|
AddCSLuaFile()
ENT.Base = "bw_base"
ENT.Type = "anim"
ENT.PrintName = "Base Electricals"
ENT.Model = "models/props_c17/metalPot002a.mdl"
ENT.Skin = 0
ENT.IsElectronic = true
ENT.PowerRequired = 5
ENT.PowerCapacity = 1000
function ENT:DrainPower(val)
if not self:IsPowered(val) then return false end
self:SetPower(self:GetPower() - (val or self.PowerRequired))
return true
end
function ENT:IsPowered(val)
return self:GetPower() >= (val or self.PowerRequired)
end
if SERVER then
function ENT:Think()
self:ThinkFuncBypass()
if self:IsPowered() and self:BadlyDamaged() and math.random(0, 11) == 0 then
self:Spark()
end
if self:WaterLevel() > 0 and not self:GetWaterProof() then
if not self.FirstTime and self:Health() > 25 then
self:SetHealth(25)
self:Spark()
self.FirstTime = true
end
if self.rtb == 2 then
self.rtb = 0
self:TakeDamage(1)
else
self.rtb = self.rtb + 1
end
else
self.FirstTime = false
end
if not self:DrainPower() or self:BadlyDamaged() then
if self:GetUsable() then self:SetUsable(false) end
return end
local Res = self:CheckUsable()
local State = Res ~= false
if State ~= self:GetUsable() then
self:SetUsable(State)
end
self:ThinkFunc()
end
function ENT:CheckUsable()
end
function ENT:Use(activator, caller, usetype, value)
self:UseFuncBypass(activator, caller, usetype, value)
if not self:GetUsable() then return end
if self:CheckUsable() == false then return end
if not self:IsPowered() or self:BadlyDamaged() then
self:EmitSound("buttons/button10.wav")
return end
self:UseFunc(activator, caller, usetype, value)
end
end
|
if select(1,...) == "-?" then
printUsage("version","Print the current version number.")
return
end
color(11) print("LIKO-12 V".._LIKO_Version)
if old then
color(6) print("Updated from: V".._LIKO_Old)
end
|
-- must be a set of ids
local idSet = KEYS[1];
-- must be a key, which holds metadata for a given id, with a `*` as a substitute for an id from idSet. Optional
local metadataKey = KEYS[2];
-- hashKey to use for sorting, which is taken from `metadataKey` hash, Optional.
local hashKey = ARGV[1];
-- ASC / DESC
local order = ARGV[2];
-- stringified instructions for filtering
local filter = ARGV[3];
-- current time
local curTime = ARGV[4];
-- pagination offset
local offset = tonumber(ARGV[5] or 0);
-- limit of items to return in a single call
local limit = tonumber(ARGV[6] or 10);
-- caching time
local expiration = tonumber(ARGV[7] or 30000);
-- return the key only
local returnKeyOnly = ARGV[8] or false;
-- local caches
local tempKeysSet = getIndexTempKeys(idSet);
local strlower = string.lower;
local strfind = string.find;
local tinsert = table.insert;
local tconcat = table.concat;
local tsort = table.sort;
local rcall = redis.call;
local unpack = unpack;
local pairs = pairs;
-- declaring to use later
local filterType;
local function catch(what)
return what[1]
end
local function try(what)
local status, result = pcall(what[1]);
if not status then
return what[2](result);
end
return result;
end
local function isempty(s)
return s == nil or s == '' or s == false;
end
local function isnumber(a)
return try {
function()
local num = tonumber(a);
return num ~= nil and num or tonumber(cjson.decode(a));
end,
catch {
function()
return nil;
end
}
}
end
local function subrange(t, first, last)
local sub = {};
for i=first + 1,last do
sub[#sub + 1] = t[i];
end
return sub;
end
local function massive_redis_command(command, key, t)
local i = 1;
local temp = {};
while (i <= #t) do
tinsert(temp, t[i]);
tinsert(temp, t[i + 1]);
if #temp >= 1000 then
rcall(command, key, unpack(temp));
temp = {};
end
i = i + 2;
end
if #temp > 0 then
rcall(command, key, unpack(temp));
end
end
local function hashmapSize(table)
local numItems = 0;
for k,v in pairs(table) do
numItems = numItems + 1;
end
return numItems;
end
local function storeCacheBuster(key)
local tempKeyTTL = curTime + expiration;
-- store key in temporary zset
rcall("PEXPIRE", tempKeysSet, expiration);
rcall("ZADD", tempKeysSet, tempKeyTTL, key);
end
local function updateExpireAndReturnWithSize(key)
-- stores key for cache busting
storeCacheBuster(key);
-- lengthens cache
rcall("PEXPIRE", key, expiration);
-- returns either results or key where it's stored
if returnKeyOnly ~= false then
return key;
end
local ret = rcall("LRANGE", key, offset, offset + limit - 1);
tinsert(ret, rcall("LLEN", key));
return ret;
end
-- create filtered list name
local finalFilteredListKeys = { idSet };
local preSortedSetKeys = { idSet };
-- decoded filters
local jsonFilter = cjson.decode(filter);
local totalFilters = hashmapSize(jsonFilter);
-- order always exists
tinsert(finalFilteredListKeys, order);
tinsert(preSortedSetKeys, order);
if isempty(metadataKey) == false then
if isempty(hashKey) == false then
tinsert(finalFilteredListKeys, metadataKey);
tinsert(finalFilteredListKeys, hashKey);
tinsert(preSortedSetKeys, metadataKey);
tinsert(preSortedSetKeys, hashKey);
end
-- do we have filter?
if totalFilters > 0 then
tinsert(finalFilteredListKeys, filter);
end
elseif totalFilters >= 1 and type(jsonFilter["#"]) == "string" then
-- the rest of the filters are ignored, since we cant access them!
tinsert(finalFilteredListKeys, "{\"#\":" .. jsonFilter["#"] .. "}");
end
-- get final filtered key set
local FFLKey = tconcat(finalFilteredListKeys, ":");
local PSSKey = tconcat(preSortedSetKeys, ":");
-- do we have existing filtered set?
if rcall("EXISTS", FFLKey) == 1 then
-- also extend live of the underlaying key
rcall("PEXPIRE", PSSKey, expiration);
storeCacheBuster(PSSKey);
-- and ready from existing key now
return updateExpireAndReturnWithSize(FFLKey);
end
-- do we have an existing sorted set?
local valuesToSort;
if rcall("EXISTS", PSSKey) == 0 then
valuesToSort = rcall("SMEMBERS", idSet);
-- if we sort the given set
if isempty(metadataKey) == false and isempty(hashKey) == false then
local arr = {};
for i,v in pairs(valuesToSort) do
local metaKey = metadataKey:gsub("*", v, 1);
-- defaults to empty string to avoid sorting problems
arr[v] = rcall("HGET", metaKey, hashKey) or '';
end
-- false implies that items stay in place
-- means when they are the same - they must return false
local function sortFuncASC(a, b)
local sortA = arr[a];
local sortB = arr[b];
if isempty(sortA) and isempty(sortB) then
return false;
elseif isempty(sortA) then
return false;
elseif isempty(sortB) then
return true;
else
local numA = isnumber(sortA);
local numB = isnumber(sortB);
if numA ~= nil and numB ~= nil then
return numA < numB;
end
return strlower(sortA) < strlower(sortB);
end
end
local function sortFuncDESC(a, b)
local sortA = arr[a];
local sortB = arr[b];
if isempty(sortA) and isempty(sortB) then
return false;
elseif isempty(sortA) then
return true;
elseif isempty(sortB) then
return false;
else
local numA = isnumber(sortA);
local numB = isnumber(sortB);
if numA ~= nil and numB ~= nil then
return numA > numB;
end
return strlower(sortA) > strlower(sortB);
end
end
if order == "ASC" then
tsort(valuesToSort, sortFuncASC);
else
tsort(valuesToSort, sortFuncDESC);
end
else
if order == "ASC" then
tsort(valuesToSort, function (a, b) return a < b end);
else
tsort(valuesToSort, function (a, b) return a > b end);
end
end
if #valuesToSort > 0 then
massive_redis_command("RPUSH", PSSKey, valuesToSort);
rcall("PEXPIRE", PSSKey, expiration);
storeCacheBuster(PSSKey);
else
-- returns either results or key where it's stored
if returnKeyOnly ~= false then
return PSSKey;
end
return {0};
end
if FFLKey == PSSKey then
-- returns either results or key where it's stored
if returnKeyOnly ~= false then
return PSSKey;
end
-- early return if we have no filter
local ret = subrange(valuesToSort, offset, offset + limit);
tinsert(ret, #valuesToSort);
return ret;
end
else
if FFLKey == PSSKey then
-- early return if we have no filter
return updateExpireAndReturnWithSize(PSSKey);
end
-- populate in-memory data
-- update expiration timer
rcall("PEXPIRE", PSSKey, expiration);
storeCacheBuster(PSSKey);
valuesToSort = rcall("LRANGE", PSSKey, 0, -1);
end
-- filtered list holder
local output = {};
-- filter function
local function filterString(value, filter)
if isempty(value) then
return false;
end
return strfind(strlower(value), strlower(filter)) ~= nil;
end
-- filter: eq
local function eq(value, filter)
return value == filter;
end
-- filter: some
local function some(value, filter)
if isempty(value) then
return false;
end
for _, fieldValue in pairs(filter) do
if eq(value, fieldValue) then
return true
end
end
return false;
end
-- filter: gte
local function gte(value, filter)
if isempty(value) then
return false;
end
return isnumber(value) >= filter;
end
-- filter: lte
local function lte(value, filter)
if isempty(value) then
return false;
end
return isnumber(value) <= filter;
end
-- filter: not equal
local function ne(value, filter)
return value ~= filter;
end
-- filter: exists
local function exists(value, filter)
return isempty(value) == false;
end
-- filter: any
local function any(fieldValue, filter)
for _, filterValue in pairs(filter) do
if filterType[type(filterValue)](fieldValue, filterValue) then
return true;
end
end
return false;
end
-- supported op type table
local opType = {
gte = gte,
lte = lte,
match = filterString,
eq = eq,
ne = ne,
exists = exists,
isempty = isempty,
some = some,
any = any,
};
function filter(op, opFilter, fieldValue)
local thunk = opType[op];
if type(thunk) ~= "function" then
return error("not supported op: " .. op);
end
return thunk(fieldValue, opFilter);
end
-- when we match against a table
local function tableFilter(valueToFilter, filterValue)
for op, opFilter in pairs(filterValue) do
if filter(op, opFilter, valueToFilter) ~= true then
return false;
end
end
return true;
end
filterType = {
table = tableFilter,
string = filterString
};
-- if no metadata key, but we are still here
if isempty(metadataKey) then
-- only sort by value, which is id
local filterValue = jsonFilter["#"];
-- iterate over filtered set
for i, idValue in pairs(valuesToSort) do
-- compare strings and insert if they match
if filterString(idValue, filterValue) then
tinsert(output, idValue);
end
end
-- we actually have metadata
else
for i, idValue in pairs(valuesToSort) do
local metaKey = metadataKey:gsub("*", idValue, 1);
local matched = true;
for fieldName, filterValue in pairs(jsonFilter) do
if fieldName == '#multi' then
local fieldValues = rcall('hmget', metaKey, unpack(filterValue["fields"]));
local anyMatched = false;
local matchValue = filterValue["match"];
for _, fieldValue in pairs(fieldValues) do
if filterString(fieldValue, matchValue) then
anyMatched = true;
break;
end
end
if anyMatched == false then
matched = false;
break;
end
else
-- get data that we are filter
local fieldValue = (fieldName == "#") and idValue or rcall("hget", metaKey, fieldName);
-- traverse filter types and perform filtering
if filterType[type(filterValue)](fieldValue, filterValue) ~= true then
matched = false;
break;
end
end
end
if matched then
tinsert(output, idValue);
end
end
end
-- if output is more tha 0 - save data and return it
if #output > 0 then
massive_redis_command("RPUSH", FFLKey, output);
return updateExpireAndReturnWithSize(FFLKey);
end
-- returns either results or key where it's stored
if returnKeyOnly ~= false then
return FFLKey;
end
return {0};
|
return {
CORE = require("CORE/core"),
UTILS = require("UTILS/utils"),
TYPES = require("TYPES/types")
}
|
--[[
Sklepy z odzieza
@author Jakub 'XJMLN' Starzak <jack@pszmta.pl
@package PSZMTA.gracz-sklep_odziezowy
@copyright Jakub 'XJMLN' Starzak <jack@pszmta.pl>
@contents Kacper "SzaG" Budak <szag@pszmta.pl>
Nie mozesz uzywac tego skryptu bez mojej zgody. Napisz - byc moze sie zgodze na uzycie.
]]--
local sklepy = {
-- x, y, z, i, vw, type = 1 - sklep odziezowy; type = 2 - sklep z bronia
{207.12,-129.18,1002.5,3,0},
}
local function onPlayerHitShopMarker(el,md)
if (not md) or getElementType(el)~="player" then return end
if (getElementInterior(source)~=getElementInterior(el)) then return end
local type = getElementData(source,"wear_shop")
if (not type) then return end
triggerClientEvent(el,"onPlayerHitShopMarker", el)
end
for i,v in ipairs(sklepy) do
sklepy[i].marker = createMarker(v[1],v[2],v[3],"cylinder",1.2,255,255,0,100)
setElementInterior(sklepy[i].marker,v[4])
setElementDimension(sklepy[i].marker,v[5])
setElementData(sklepy[i].marker,"wear_shop",true)
addEventHandler("onMarkerHit", sklepy[i].marker, onPlayerHitShopMarker)
end
--triggerServerEvent("onPlayerRequestEnd",getRootElement(), plr, tonumber(sid))
addEvent("onPlayerRequestEnd",true)
addEventHandler("onPlayerRequestEnd", getRootElement(), function(plr,model)
if model then
local auid = getElementData(plr,"auth:uid") or 0
local query = string.format("UPDATE psz_postacie SET skin=%d, vipskin= NULL WHERE id=%d LIMIT 1",model,auid)
exports['psz-mysql']:zapytanie(query)
end
end)
|
--[[
author by soniceryd
Date:2016/07/09
Desc: urlmapping configuration
]]--
local urlmapping = {
v1 = {}
}
urlmapping.v1.GET = {
{pattern="/default",controller="luaweb.api.default.Contoller",action="index"}
}
return urlmapping
|
---@class CS.UnityEngine.Canvas : CS.UnityEngine.Behaviour
---@field public renderMode number
---@field public isRootCanvas boolean
---@field public pixelRect CS.UnityEngine.Rect
---@field public scaleFactor number
---@field public referencePixelsPerUnit number
---@field public overridePixelPerfect boolean
---@field public pixelPerfect boolean
---@field public planeDistance number
---@field public renderOrder number
---@field public overrideSorting boolean
---@field public sortingOrder number
---@field public targetDisplay number
---@field public sortingLayerID number
---@field public cachedSortingLayerValue number
---@field public additionalShaderChannels number
---@field public sortingLayerName string
---@field public rootCanvas CS.UnityEngine.Canvas
---@field public worldCamera CS.UnityEngine.Camera
---@field public normalizedSortingGridSize number
---@type CS.UnityEngine.Canvas
CS.UnityEngine.Canvas = { }
---@return CS.UnityEngine.Canvas
function CS.UnityEngine.Canvas.New() end
---@param value (fun():void)
function CS.UnityEngine.Canvas.add_willRenderCanvases(value) end
---@param value (fun():void)
function CS.UnityEngine.Canvas.remove_willRenderCanvases(value) end
---@return CS.UnityEngine.Material
function CS.UnityEngine.Canvas.GetDefaultCanvasMaterial() end
---@return CS.UnityEngine.Material
function CS.UnityEngine.Canvas.GetETC1SupportedCanvasMaterial() end
function CS.UnityEngine.Canvas.ForceUpdateCanvases() end
return CS.UnityEngine.Canvas
|
return
{
[11] = {id=11,title='测试1',sender='系统',content='测试内容1',award={1,},},
[12] = {id=12,title='测试2',sender='系统',content='测试内容2',award={1,},},
[13] = {id=13,title='测试3',sender='系统',content='测试内容3',award={1,2,3,},},
[14] = {id=14,title='测试4',sender='系统',content='测试内容4',award={2,3,},},
[15] = {id=15,title='测试5',sender='系统',content='测试内容5',award={1,},},
}
|
--[[
Made by Fenrier.
]]
Player=game:GetService("Players").LocalPlayer
Character=Player.Character
PlayerGui=Player.PlayerGui
Backpack=Player.Backpack
Torso=Character.Torso
Head=Character.Head
Humanoid=Character.Humanoid
LeftArm=Character["Left Arm"]
LeftLeg=Character["Left Leg"]
RightArm=Character["Right Arm"]
RightLeg=Character["Right Leg"]
LS=Torso["Left Shoulder"]
LH=Torso["Left Hip"]
RS=Torso["Right Shoulder"]
RH=Torso["Right Hip"]
Neck=Torso.Neck
it=Instance.new
vt=Vector3.new
cf=CFrame.new
euler=CFrame.fromEulerAnglesXYZ
angles=CFrame.Angles
necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)
LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0)
RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0)
RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0)
RootPart=Character.HumanoidRootPart
RootJoint=RootPart.RootJoint
RootCF=euler(-1.57,0,3.14)
attack=false
attackdebounce=false
MMouse=nil
combo=0
mana=0
heatcooldown=false
aimrailgun=false
aimcannon=false
RailgunTarget=RootPart
CannonTarget=RootPart
changetarget=false
local circle=0
bladeattack=false
local con1=nil
local con2=nil
local con3=nil
--player
player=nil
--save shoulders
RSH, LSH=nil, nil
--welds
RW, LW=Instance.new("Weld"), Instance.new("Weld")
RW.Name="Right Shoulder" LW.Name="Left Shoulder"
LH=Torso["Left Hip"]
RH=Torso["Right Hip"]
Asset="http://www.roblox.com/asset/?id="
function swait(num)
if num==0 or num==nil then
game:service'RunService'.RenderStepped:wait()
else
for i=0,num do
game:service'RunService'.RenderStepped:wait()
end
end
end
if Character:findFirstChild("Railgun",true) ~= nil then
Character:findFirstChild("Railgun",true).Parent = nil
end
if Character:findFirstChild("Plasma Cannon",true) ~= nil then
Character:findFirstChild("Plasma Cannon",true).Parent = nil
end
if Character:findFirstChild("Vanguard Blades",true) ~= nil then
Character:findFirstChild("Vanguard Blades",true).Parent = nil
end
if Player.PlayerGui:findFirstChild("WeaponGUI",true) ~= nil then
Player.PlayerGui:findFirstChild("WeaponGUI",true).Parent = nil
end
function NoOutline(Part)
Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
end
function part(formfactor,parent,reflectance,transparency,brickcolor,name,size)
local fp=it("Part")
fp.formFactor=formfactor
fp.Parent=parent
fp.Reflectance=reflectance
fp.Transparency=transparency
fp.CanCollide=false
fp.Locked=true
fp.BrickColor=brickcolor
fp.Name=name
fp.Size=size
fp.Position=Torso.Position
NoOutline(fp)
fp.Material="SmoothPlastic"
fp:BreakJoints()
return fp
end
function mesh(Mesh,part,meshtype,meshid,offset,scale)
local mesh=it(Mesh)
mesh.Parent=part
if Mesh=="SpecialMesh" then
mesh.MeshType=meshtype
mesh.MeshId=meshid
end
mesh.Offset=offset
mesh.Scale=scale
return mesh
end
function weld(parent,part0,part1,c0)
local weld=it("Weld")
weld.Parent=parent
weld.Part0=part0
weld.Part1=part1
weld.C0=c0
return weld
end
local fengui=it("GuiMain")
fengui.Parent=Player.PlayerGui
fengui.Name="WeaponGUI"
local Color1=BrickColor.new("Bright orange")
local Color2=BrickColor.new("Really black")
local Color3=BrickColor.new("Really black")
local model1=Instance.new("Model")
model1.Parent=Character
model1.Name="Railgun"
Railgun={}
RailgunWelds={}
local model2=Instance.new("Model")
model2.Parent=Character
model2.Name="Plasma Cannon"
Plasma={}
PlasmaWelds={}
local model3=Instance.new("Model")
model3.Parent=Character
model3.Name="Vanguard Blades"
prt1=part(3,model1,0,0,Color1,"Part1",vt())
prt2=part(3,model1,0,0,Color2,"Part2",vt())
prt3=part(3,model1,0,0,Color2,"Part3",vt())
prt4=part(3,model1,0,0,Color2,"Part4",vt())
prt5=part(3,model1,0,0,Color2,"Part5",vt())
prt6=part(3,model1,0,0,Color2,"Part6",vt())
prt7=part(3,model1,0,0,Color1,"Part7",vt())
prt8=part(3,model1,0,0,Color3,"Part8",vt())
prt9=part(3,model1,0,0,Color1,"Part9",vt())
prt10=part(3,model1,0,0,Color1,"Part10",vt())
prt11=part(3,model1,0,0,Color1,"Part11",vt())
prt12=part(3,model1,0,0,Color1,"Part12",vt())
prt13=part(3,model1,0,0,Color1,"Part13",vt())
prt14=part(3,model1,0,0,Color1,"Part14",vt())
prt15=part(3,model1,0,0,Color1,"Part15",vt())
prt16=part(3,model1,0,0,Color1,"Part16",vt())
prt17=part(3,model1,0,0,Color1,"Part17",vt())
prt18=part(3,model1,0,0,Color2,"Part18",vt())
prt19=part(3,model1,0,0,Color2,"Part19",vt())
prt20=part(3,model1,0.2,0,Color1,"Part20",vt())
prt21=part(3,model1,0.2,0,Color1,"Part21",vt())
prt22=part(3,model1,0.5,0,Color1,"Part22",vt())
prt23=part(3,model1,0.5,0,Color1,"Part23",vt())
prt24=part(3,model1,0,0,Color2,"Part24",vt())
prt25=part(3,model1,0,0,Color2,"Part25",vt())
prt26=part(3,model1,0.2,0,Color1,"Part26",vt())
prt27=part(3,model1,0.2,0,Color1,"Part27",vt())
prt28=part(3,model1,0.5,0,Color1,"Part28",vt())
prt29=part(3,model1,0.5,0,Color1,"Part29",vt())
prt30=part(3,model1,0,0,Color2,"Part30",vt())
prt31=part(3,model1,0,0,Color2,"Part31",vt())
prt32=part(3,model1,0.2,0,Color1,"Part32",vt())
prt33=part(3,model1,0.2,0,Color1,"Part33",vt())
prt34=part(3,model1,0.5,0,Color1,"Part34",vt())
prt35=part(3,model1,0.5,0,Color1,"Part35",vt())
for _,c in pairs(model1:children()) do
table.insert(Railgun,c)
end
--
aprt1=part(3,model2,0,0,Color1,"aPart1",vt())
aprt2=part(3,model2,0,0,Color2,"aPart2",vt())
aprt3=part(3,model2,0,0,Color2,"aPart3",vt())
aprt4=part(3,model2,0,0,Color2,"aPart4",vt())
aprt5=part(3,model2,0,0,Color2,"aPart5",vt())
aprt6=part(3,model2,0,0,Color2,"aPart6",vt())
aprt7=part(3,model2,0,0,Color2,"aPart7",vt())
aprt8=part(3,model2,0,0,Color1,"aPart8",vt())
aprt9=part(3,model2,0,0,Color1,"aPart9",vt())
aprt10=part(3,model2,0,0,Color3,"aPart10",vt())
aprt11=part(3,model2,0,0,Color3,"aPart11",vt())
aprt12=part(3,model2,0,0,Color1,"aPart12",vt())
aprt13=part(3,model2,0,0,Color1,"aPart13",vt())
aprt14=part(3,model2,0,0,Color1,"aPart14",vt())
aprt15=part(3,model2,0,0,Color1,"aPart15",vt())
aprt16=part(3,model2,0,0,Color1,"aPart16",vt())
aprt17=part(3,model2,0,0,Color1,"aPart17",vt())
aprt18=part(3,model2,0,0,Color1,"aPart18",vt())
aprt19=part(3,model2,0,0,Color2,"aPart19",vt())
aprt20=part(3,model2,0,0,Color2,"aPart20",vt())
aprt21=part(3,model2,0.2,0,Color1,"aPart21",vt())
aprt22=part(3,model2,0.2,0,Color1,"aPart22",vt())
aprt23=part(3,model2,0.5,0,Color1,"aPart23",vt())
aprt24=part(3,model2,0.5,0,Color1,"aPart24",vt())
aprt25=part(3,model2,0,0,Color2,"aPart25",vt())
aprt26=part(3,model2,0,0,Color2,"aPart26",vt())
aprt27=part(3,model2,0.2,0,Color1,"aPart27",vt())
aprt28=part(3,model2,0.2,0,Color1,"aPart28",vt())
aprt29=part(3,model2,0.5,0,Color1,"aPart29",vt())
aprt30=part(3,model2,0.5,0,Color1,"aPart30",vt())
aprt31=part(3,model2,0,0,Color2,"aPart31",vt())
aprt32=part(3,model2,0,0,Color2,"aPart32",vt())
aprt33=part(3,model2,0.2,0,Color1,"aPart33",vt())
aprt34=part(3,model2,0.2,0,Color1,"aPart34",vt())
aprt35=part(3,model2,0.5,0,Color1,"aPart35",vt())
aprt36=part(3,model2,0.5,0,Color1,"aPart36",vt())
aprt37=part(3,model2,0,0,Color2,"aPart37",vt())
aprt38=part(3,model1,0,0,Color1,"aPart38",vt())
aprt39=part(3,model1,0,0,Color1,"aPart39",vt())
for _,c in pairs(model2:children()) do
table.insert(Plasma,c)
end
--
bref=part(3,model3,0,1,Color3,"bRef",vt())
bprt1=part(3,model3,0,1,Color1,"bPart1",vt())
bprt2=part(3,model3,0,0,Color1,"bPart2",vt())
bprt3=part(3,model3,0,0,Color2,"bPart3",vt())
bprt4=part(3,model3,0.8,0,Color1,"bPart4",vt())
bprt5=part(3,model3,0.8,0,Color1,"bPart5",vt())
bprt6=part(3,model3,0.8,0,Color1,"bPart6",vt())
bprt7=part(3,model3,0,1,Color1,"bPart7",vt())
bprt8=part(3,model3,0,0,Color1,"bPart8",vt())
bprt9=part(3,model3,0,0,Color2,"bPart9",vt())
bprt10=part(3,model3,0.8,0,Color1,"bPart10",vt())
bprt11=part(3,model3,0.8,0,Color1,"bPart11",vt())
bprt12=part(3,model3,0.8,0,Color1,"bPart12",vt())
bprt13=part(3,model3,0,1,Color1,"bPart13",vt())
bprt14=part(3,model3,0,0,Color1,"bPart14",vt())
bprt15=part(3,model3,0,0,Color2,"bPart15",vt())
bprt16=part(3,model3,0.8,0,Color1,"bPart16",vt())
bprt17=part(3,model3,0.8,0,Color1,"bPart17",vt())
bprt18=part(3,model3,0.8,0,Color1,"bPart18",vt())
msh1=mesh("BlockMesh",prt1,"","",vt(0,0,0),vt(1,1,1))
msh2=mesh("BlockMesh",prt2,"","",vt(0,0,0),vt(1.3,2.5,10))
msh3=mesh("BlockMesh",prt3,"","",vt(0,0,0),vt(1.49,2.5,5))
msh4=mesh("BlockMesh",prt4,"","",vt(0,0,0),vt(1.51,2.5,3))
msh5=mesh("CylinderMesh",prt5,"","",vt(0,0,0),vt(2.5,1,2.5))
msh6=mesh("CylinderMesh",prt6,"","",vt(0,0,0),vt(1.5,16,1.5))
msh7=mesh("CylinderMesh",prt7,"","",vt(0,0,0),vt(1.6,1,1.6))
msh8=mesh("CylinderMesh",prt8,"","",vt(0,0,0),vt(1.4,1.01,1.4))
msh9=mesh("BlockMesh",prt9,"","",vt(0,0,0),vt(1.4,14,2))
msh10=mesh("SpecialMesh",prt10,"Wedge","",vt(0,0,0),vt(1.3,4,3))
msh11=mesh("SpecialMesh",prt11,"Wedge","",vt(0,0,0),vt(1.3,2,3))
msh12=mesh("SpecialMesh",prt12,"Wedge","",vt(0,0,0),vt(1.7,3,3.5))
msh13=mesh("BlockMesh",prt13,"","",vt(0,0,0),vt(1.5,1.5,1.5))
msh14=mesh("BlockMesh",prt14,"","",vt(0,0,0),vt(1.6,4.5,2))
msh15=mesh("BlockMesh",prt15,"","",vt(0,0,0),vt(1.6,3.6,2))
msh16=mesh("SpecialMesh",prt16,"Wedge","",vt(0,0,0),vt(0.5,3,3.5))
msh17=mesh("SpecialMesh",prt17,"Wedge","",vt(0,0,0),vt(0.5,2,4))
msh19=mesh("SpecialMesh",prt19,"Sphere","",vt(0,0,0),vt(1.5,1.5,1.5))
msh20=mesh("SpecialMesh",prt20,"Wedge","",vt(0,0,0),vt(0.2,8,0.5))
msh21=mesh("SpecialMesh",prt21,"Wedge","",vt(0,0,0),vt(0.2,8,0.5))
msh22=mesh("SpecialMesh",prt22,"Wedge","",vt(0,0,0),vt(0.3,7,0.7))
msh23=mesh("SpecialMesh",prt23,"Wedge","",vt(0,0,0),vt(0.3,7,0.7))
msh25=mesh("SpecialMesh",prt25,"Sphere","",vt(0,0,0),vt(1.5,1.5,1.5))
msh26=mesh("SpecialMesh",prt26,"Wedge","",vt(0,0,0),vt(0.2,8,0.5))
msh27=mesh("SpecialMesh",prt27,"Wedge","",vt(0,0,0),vt(0.2,8,0.5))
msh28=mesh("SpecialMesh",prt28,"Wedge","",vt(0,0,0),vt(0.3,7,0.7))
msh29=mesh("SpecialMesh",prt29,"Wedge","",vt(0,0,0),vt(0.3,7,0.7))
msh31=mesh("SpecialMesh",prt31,"Sphere","",vt(0,0,0),vt(1.5,1.5,1.5))
msh32=mesh("SpecialMesh",prt32,"Wedge","",vt(0,0,0),vt(0.2,8,0.5))
msh33=mesh("SpecialMesh",prt33,"Wedge","",vt(0,0,0),vt(0.2,8,0.5))
msh34=mesh("SpecialMesh",prt34,"Wedge","",vt(0,0,0),vt(0.3,7,0.7))
msh35=mesh("SpecialMesh",prt35,"Wedge","",vt(0,0,0),vt(0.3,7,0.7))
--
msh1=mesh("BlockMesh",aprt1,"","",vt(0,0,0),vt(1,1,1))
msh2=mesh("BlockMesh",aprt2,"","",vt(0,0,0),vt(2,1.3,5))
msh3=mesh("SpecialMesh",aprt3,"Wedge","",vt(0,0,0),vt(2,2,1))
msh4=mesh("BlockMesh",aprt4,"","",vt(0,0,0),vt(2,2,6))
msh5=mesh("BlockMesh",aprt5,"","",vt(0,0,0),vt(2,2,2))
msh6=mesh("CylinderMesh",aprt6,"","",vt(0,0,0),vt(2,5,2))
msh7=mesh("CylinderMesh",aprt7,"","",vt(0,0,0),vt(2,5,2))
msh8=mesh("CylinderMesh",aprt8,"","",vt(0,0,0),vt(2.1,1,2.1))
msh9=mesh("CylinderMesh",aprt9,"","",vt(0,0,0),vt(2.1,1,2.1))
msh10=mesh("CylinderMesh",aprt10,"","",vt(0,0,0),vt(1.9,1.01,1.9))
msh11=mesh("CylinderMesh",aprt11,"","",vt(0,0,0),vt(1.9,1.01,1.9))
msh12=mesh("CylinderMesh",aprt12,"","",vt(0,0,0),vt(2.2,5.5,2.2))
msh13=mesh("SpecialMesh",aprt13,"Wedge","",vt(0,0,0),vt(1.7,3,3.5))
msh14=mesh("BlockMesh",aprt14,"","",vt(0,0,0),vt(1.5,1.5,1.5))
msh15=mesh("BlockMesh",aprt15,"","",vt(0,0,0),vt(1.6,4.5,2))
msh16=mesh("BlockMesh",aprt16,"","",vt(0,0,0),vt(1.6,3.6,2))
msh17=mesh("SpecialMesh",aprt17,"Wedge","",vt(0,0,0),vt(0.5,3,3.5))
msh18=mesh("SpecialMesh",aprt18,"Wedge","",vt(0,0,0),vt(0.5,2,4))
msh20=mesh("SpecialMesh",aprt20,"Sphere","",vt(0,0,0),vt(1.5,1.5,1.5))
msh21=mesh("SpecialMesh",aprt21,"Wedge","",vt(0,0,0),vt(0.2,8,0.5))
msh22=mesh("SpecialMesh",aprt22,"Wedge","",vt(0,0,0),vt(0.2,8,0.5))
msh23=mesh("SpecialMesh",aprt23,"Wedge","",vt(0,0,0),vt(0.3,7,0.7))
msh24=mesh("SpecialMesh",aprt24,"Wedge","",vt(0,0,0),vt(0.3,7,0.7))
msh26=mesh("SpecialMesh",aprt26,"Sphere","",vt(0,0,0),vt(1.5,1.5,1.5))
msh27=mesh("SpecialMesh",aprt27,"Wedge","",vt(0,0,0),vt(0.2,8,0.5))
msh28=mesh("SpecialMesh",aprt28,"Wedge","",vt(0,0,0),vt(0.2,8,0.5))
msh29=mesh("SpecialMesh",aprt29,"Wedge","",vt(0,0,0),vt(0.3,7,0.7))
msh30=mesh("SpecialMesh",aprt30,"Wedge","",vt(0,0,0),vt(0.3,7,0.7))
msh32=mesh("SpecialMesh",aprt32,"Sphere","",vt(0,0,0),vt(1.5,1.5,1.5))
msh33=mesh("SpecialMesh",aprt33,"Wedge","",vt(0,0,0),vt(0.2,8,0.5))
msh34=mesh("SpecialMesh",aprt34,"Wedge","",vt(0,0,0),vt(0.2,8,0.5))
msh35=mesh("SpecialMesh",aprt35,"Wedge","",vt(0,0,0),vt(0.3,7,0.7))
msh36=mesh("SpecialMesh",aprt36,"Wedge","",vt(0,0,0),vt(0.3,7,0.7))
msh37=mesh("BlockMesh",aprt37,"","",vt(0,0,0),vt(1.51,2.5,3))
msh38=mesh("SpecialMesh",aprt38,"Wedge","",vt(0,0,0),vt(1.3,4,3))
msh39=mesh("SpecialMesh",aprt39,"Wedge","",vt(0,0,0),vt(1.3,2,3))
--
msh2=mesh("CylinderMesh",bprt2,"","",vt(0,0,0),vt(3,1,3))
msh3=mesh("CylinderMesh",bprt3,"","",vt(0,0,0),vt(2.5,1.01,2.5))
msh4=mesh("BlockMesh",bprt4,"","",vt(0,0,0),vt(7,0.5,1.5))
msh5=mesh("SpecialMesh",bprt5,"Wedge","",vt(0,0,0),vt(0.5,1.5,10))
msh6=mesh("SpecialMesh",bprt6,"Wedge","",vt(0,0,0),vt(0.3,3,4))
msh8=mesh("CylinderMesh",bprt8,"","",vt(0,0,0),vt(3,1,3))
msh9=mesh("CylinderMesh",bprt9,"","",vt(0,0,0),vt(2.5,1.01,2.5))
msh10=mesh("BlockMesh",bprt10,"","",vt(0,0,0),vt(7,0.5,1.5))
msh11=mesh("SpecialMesh",bprt11,"Wedge","",vt(0,0,0),vt(0.5,1.5,10))
msh12=mesh("SpecialMesh",bprt12,"Wedge","",vt(0,0,0),vt(0.3,3,4))
msh14=mesh("CylinderMesh",bprt14,"","",vt(0,0,0),vt(3,1,3))
msh15=mesh("CylinderMesh",bprt15,"","",vt(0,0,0),vt(2.5,1.01,2.5))
msh16=mesh("BlockMesh",bprt16,"","",vt(0,0,0),vt(7,0.5,1.5))
msh17=mesh("SpecialMesh",bprt17,"Wedge","",vt(0,0,0),vt(0.5,1.5,10))
msh18=mesh("SpecialMesh",bprt18,"Wedge","",vt(0,0,0),vt(0.3,3,4))
--wld1=weld(prt1,prt1,Torso,euler(0.5,-3.14,0)*cf(2,-2,-2))
wld1=weld(prt1,prt1,Torso,euler(2.4,0,0)*cf(2,-2,-2))
wld2=weld(prt1,prt2,prt1,euler(0,0,0)*cf(0,0,0))
wld3=weld(prt1,prt3,prt2,euler(-0.3,0,0)*cf(0,0.05,-1))
wld4=weld(prt1,prt4,prt2,euler(-0.5,0,0)*cf(0,0.1,-0.3))
wld5=weld(prt1,prt5,prt4,euler(1.57+0.5,0,0)*cf(0,-0.2,0))
wld6=weld(prt1,prt6,prt2,euler(1.57,0,0)*cf(0,-0.11,1.1))
wld7=weld(prt1,prt7,prt6,euler(0,0,0)*cf(0,-1.6,0))
wld8=weld(prt1,prt8,prt7,euler(0,0,0)*cf(0,0,0))
wld9=weld(prt1,prt9,prt6,euler(0,0,0)*cf(0,-0.3,0.2))
wld10=weld(prt1,prt10,prt9,euler(0,0,0)*cf(0,1.2,0.4))
wld11=weld(prt1,prt11,prt10,euler(0,0,3.14)*cf(0,0.6,0))
wld12=weld(prt1,prt12,prt5,euler(3.14,0,0)*cf(0,-0.2,-0.55))
wld13=weld(prt1,prt13,prt12,euler(0.785,0,0)*cf(0,0.2,-0.4))
wld14=weld(prt1,prt14,prt12,euler(0,0,0)*cf(0,-0.4,-0.2))
wld15=weld(prt1,prt15,prt14,euler(-0.8,0,0)*cf(0,-0.55,-0.2))
wld16=weld(prt1,prt16,prt14,euler(0,0,3.14)*cf(0,-0.15,0.5))
wld17=weld(prt1,prt17,prt16,euler(0,0,3.14)*cf(0,0.5,-0.3))
wld18=weld(prt1,prt18,prt2,euler(0,0,0)*cf(0.2,0,0)) --1
wld19=weld(prt1,prt19,prt18,euler(0,0,0.5)*cf(0,0,0))
wld20=weld(prt1,prt20,prt19,euler(3.14,3.14,0)*cf(0,0.8,0.05))
wld21=weld(prt1,prt21,prt19,euler(3.14,0,0)*cf(0,0.8,-0.05))
wld22=weld(prt1,prt22,prt20,euler(0,0,0)*cf(0,-0.5,0.02))
wld23=weld(prt1,prt23,prt21,euler(0,0,0)*cf(0,-0.5,0.02))
wld24=weld(prt1,prt24,prt2,euler(0,0,0)*cf(0.2,-0.1,-0.3)) --2
wld25=weld(prt1,prt25,prt24,euler(0.3,0,0.6)*cf(0,0,0))
wld26=weld(prt1,prt26,prt25,euler(3.14,3.14,0)*cf(0,0.8,0.05))
wld27=weld(prt1,prt27,prt25,euler(3.14,0,0)*cf(0,0.8,-0.05))
wld28=weld(prt1,prt28,prt26,euler(0,0,0)*cf(0,-0.5,0.02))
wld29=weld(prt1,prt29,prt27,euler(0,0,0)*cf(0,-0.5,0.02))
wld30=weld(prt1,prt30,prt2,euler(0,0,0)*cf(0.2,-0.2,-0.6)) --3
wld31=weld(prt1,prt31,prt30,euler(0.6,0,0.7)*cf(0,0,0))
wld32=weld(prt1,prt32,prt31,euler(3.14,3.14,0)*cf(0,0.8,0.05))
wld33=weld(prt1,prt33,prt31,euler(3.14,0,0)*cf(0,0.8,-0.05))
wld34=weld(prt1,prt34,prt32,euler(0,0,0)*cf(0,-0.5,0.02))
wld35=weld(prt1,prt35,prt33,euler(0,0,0)*cf(0,-0.5,0.02))
for _,c in pairs(prt1:children()) do
if c.className=="Weld" then
table.insert(RailgunWelds,c)
end
end
--
--awld1=weld(aprt1,aprt1,Torso,euler(0.5,3.14,0)*cf(-2,-2,-2))
awld1=weld(aprt1,aprt1,Torso,euler(2.4,0,0)*cf(-2,-2,-2))
awld2=weld(aprt1,aprt2,aprt1,euler(0,0,0)*cf(0,0,0))
awld3=weld(aprt1,aprt3,aprt2,euler(0,3.14,0)*cf(0,-0.3,-0.4))
awld4=weld(aprt1,aprt4,aprt2,euler(0,0,0)*cf(0,-0.3,0.3))
awld5=weld(aprt1,aprt5,aprt4,euler(0,0,0)*cf(0,-0.3,0.2))
awld6=weld(aprt1,aprt6,aprt4,euler(1.57,0,0)*cf(0,-0.02,0.7))
awld7=weld(aprt1,aprt7,aprt4,euler(1.57,0,0)*cf(0,0.02,0.7))
awld8=weld(aprt1,aprt8,aprt6,euler(0,0,0)*cf(0,-0.5,0))
awld9=weld(aprt1,aprt9,aprt7,euler(0,0,0)*cf(0,-0.5,0))
awld10=weld(aprt1,aprt10,aprt8,euler(0,0,0)*cf(0,0,0))
awld11=weld(aprt1,aprt11,aprt9,euler(0,0,0)*cf(0,0,0))
awld12=weld(aprt1,aprt12,aprt4,euler(1.57,0,0)*cf(0,0.2,0.75))
awld13=weld(aprt1,aprt13,aprt5,euler(-1.57,0,0)*cf(0,-0.3,0))
awld14=weld(aprt1,aprt14,aprt13,euler(0.785,0,0)*cf(0,0.2,-0.4))
awld15=weld(aprt1,aprt15,aprt13,euler(0,0,0)*cf(0,-0.4,-0.2))
awld16=weld(aprt1,aprt16,aprt15,euler(-0.8,0,0)*cf(0,-0.55,-0.2))
awld17=weld(aprt1,aprt17,aprt15,euler(0,0,3.14)*cf(0,-0.15,0.5))
awld18=weld(aprt1,aprt18,aprt17,euler(0,0,3.14)*cf(0,0.5,-0.3))
awld19=weld(aprt1,aprt19,aprt2,euler(0,0,0)*cf(-0.2,-0.2,0.7)) --1
awld20=weld(aprt1,aprt20,aprt19,euler(0,0,-0.5)*cf(0,0,0))
awld21=weld(aprt1,aprt21,aprt20,euler(3.14,3.14,0)*cf(0,0.8,0.05))
awld22=weld(aprt1,aprt22,aprt20,euler(3.14,0,0)*cf(0,0.8,-0.05))
awld23=weld(aprt1,aprt23,aprt21,euler(0,0,0)*cf(0,-0.5,0.02))
awld24=weld(aprt1,aprt24,aprt22,euler(0,0,0)*cf(0,-0.5,0.02))
awld25=weld(aprt1,aprt25,aprt2,euler(0,0,0)*cf(-0.2,-0.3,0.4)) --2
awld26=weld(aprt1,aprt26,aprt25,euler(0.3,0,-0.6)*cf(0,0,0))
awld27=weld(aprt1,aprt27,aprt26,euler(3.14,3.14,0)*cf(0,0.8,0.05))
awld28=weld(aprt1,aprt28,aprt26,euler(3.14,0,0)*cf(0,0.8,-0.05))
awld29=weld(aprt1,aprt29,aprt27,euler(0,0,0)*cf(0,-0.5,0.02))
awld30=weld(aprt1,aprt30,aprt28,euler(0,0,0)*cf(0,-0.5,0.02))
awld31=weld(aprt1,aprt31,aprt2,euler(0,0,0)*cf(-0.2,-0.4,0.1)) --3
awld32=weld(aprt1,aprt32,aprt31,euler(0.6,0,-0.7)*cf(0,0,0))
awld33=weld(aprt1,aprt33,aprt32,euler(3.14,3.14,0)*cf(0,0.8,0.05))
awld34=weld(aprt1,aprt34,aprt32,euler(3.14,0,0)*cf(0,0.8,-0.05))
awld35=weld(aprt1,aprt35,aprt33,euler(0,0,0)*cf(0,-0.5,0.02))
awld36=weld(aprt1,aprt36,aprt34,euler(0,0,0)*cf(0,-0.5,0.02))
awld37=weld(aprt1,aprt37,aprt2,euler(-0.5,0,0)*cf(0,-0.05,-0.1))
awld38=weld(aprt1,aprt38,aprt37,euler(-1.57,3.14,0)*cf(0,0.2,0.15))
awld39=weld(aprt1,aprt339,aprt39,euler(0,0,3.14)*cf(0,0.6,0))
for _,c in pairs(aprt1:children()) do
if c.className=="Weld" then
table.insert(PlasmaWelds,c)
end
end
--
brefwld=weld(bref,bref,Torso,euler(0,0,0)*cf(0,0,0))
bwld1=weld(bprt1,bprt1,bref,euler(0,0,0)*cf(1,-0.6,-2)) --1
bwld2=weld(bprt1,bprt2,bprt1,euler(0,0.5,1.57+0.4)*cf(0,0,0))
bwld3=weld(bprt1,bprt3,bprt2,euler(0,0,0)*cf(0,0,0))
bwld4=weld(bprt1,bprt4,bprt2,euler(0,0,0)*cf(-0.8,0,0))
bwld5=weld(bprt1,bprt5,bprt2,euler(-1.57,0,1.57)*cf(-0.8,0,-0.35))
bwld6=weld(bprt1,bprt6,bprt4,euler(-1.57,0,1.57)*cf(-1.1,0,-0.15))
bwld7=weld(bprt1,bprt7,bref,euler(0,0,0)*cf(0,-0.6,-2)) --2
bwld8=weld(bprt1,bprt8,bprt7,euler(0,0.5,1.57)*cf(0,0,0))
bwld9=weld(bprt1,bprt9,bprt8,euler(0,0,0)*cf(0,0,0))
bwld10=weld(bprt1,bprt10,bprt8,euler(0,0,0)*cf(-0.8,0,0))
bwld11=weld(bprt1,bprt11,bprt8,euler(-1.57,0,1.57)*cf(-0.8,0,-0.35))
bwld12=weld(bprt1,bprt12,bprt10,euler(-1.57,0,1.57)*cf(-1.1,0,-0.15))
bwld13=weld(bprt1,bprt13,bref,euler(0,0,0)*cf(-1,-0.6,-2)) --3
bwld14=weld(bprt1,bprt14,bprt13,euler(0,0.5,1.57-0.4)*cf(0,0,0))
bwld15=weld(bprt1,bprt15,bprt14,euler(0,0,0)*cf(0,0,0))
bwld16=weld(bprt1,bprt16,bprt14,euler(0,0,0)*cf(-0.8,0,0))
bwld17=weld(bprt1,bprt17,bprt14,euler(-1.57,0,1.57)*cf(-0.8,0,-0.35))
bwld18=weld(bprt1,bprt18,bprt16,euler(-1.57,0,1.57)*cf(-1.1,0,-0.15))
local hitbox1=part(3,nil,0,1,BrickColor.new("Black"),"Hitbox",vt(1,1,1))
local hitbox2=part(3,nil,0,1,BrickColor.new("Black"),"Hitbox",vt(1,1,1))
local hitbox3=part(3,nil,0,1,BrickColor.new("Black"),"Hitbox",vt(1,1,1))
if (script.Parent.className~="HopperBin") then
Tool=Instance.new("HopperBin")
Tool.Parent=Backpack
Tool.Name="Vanguard Gauntlets"
script.Parent=Tool
end
Bin=script.Parent
--Bin=Tool
local bodvel=Instance.new("BodyVelocity")
local bg=Instance.new("BodyGyro")
so = function(id,par,vol,pit)
coroutine.resume(coroutine.create(function()
local sou = Instance.new("Sound",par or workspace)
sou.Volume=vol
sou.Pitch=pit or 1
sou.SoundId=id
swait()
sou:play()
game:GetService("Debris"):AddItem(sou,6)
end))
end
function clerp(a,b,t)
local qa = {QuaternionFromCFrame(a)}
local qb = {QuaternionFromCFrame(b)}
local ax, ay, az = a.x, a.y, a.z
local bx, by, bz = b.x, b.y, b.z
local _t = 1-t
return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
end
function QuaternionFromCFrame(cf)
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
local trace = m00 + m11 + m22
if trace > 0 then
local s = math.sqrt(1 + trace)
local recip = 0.5/s
return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
else
local i = 0
if m11 > m00 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then
i = 2
end
if i == 0 then
local s = math.sqrt(m00-m11-m22+1)
local recip = 0.5/s
return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
elseif i == 1 then
local s = math.sqrt(m11-m22-m00+1)
local recip = 0.5/s
return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
elseif i == 2 then
local s = math.sqrt(m22-m00-m11+1)
local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
end
end
end
function QuaternionToCFrame(px, py, pz, x, y, z, w)
local xs, ys, zs = x + x, y + y, z + z
local wx, wy, wz = w*xs, w*ys, w*zs
local xx = x*xs
local xy = x*ys
local xz = x*zs
local yy = y*ys
local yz = y*zs
local zz = z*zs
return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
end
function QuaternionSlerp(a, b, t)
local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
local startInterp, finishInterp;
if cosTheta >= 0.0001 then
if (1 - cosTheta) > 0.0001 then
local theta = math.acos(cosTheta)
local invSinTheta = 1/math.sin(theta)
startInterp = math.sin((1-t)*theta)*invSinTheta
finishInterp = math.sin(t*theta)*invSinTheta
else
startInterp = 1-t
finishInterp = t
end
else
if (1+cosTheta) > 0.0001 then
local theta = math.acos(-cosTheta)
local invSinTheta = 1/math.sin(theta)
startInterp = math.sin((t-1)*theta)*invSinTheta
finishInterp = math.sin(t*theta)*invSinTheta
else
startInterp = t-1
finishInterp = t
end
end
return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
end
function hideanim()
equipped=false
n=2
for i=0,1,0.05 do
swait()
--[[Torso.Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*euler(0,0,0)
RW.C0=cf(1.5,0.5,0)*euler(0,0,0.5-0.5*i*n)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(0,0,-0.5+0.5*i*n)
LW.C1=cf(0,0.5,0)*euler(0,0,0)]]
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.4)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,0),.4)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,0),.4)
wld1.C0=clerp(wld1.C0,euler(2.4,0,0)*cf(2,-2,-2),.4)
awld1.C0=clerp(awld1.C0,euler(2.4,0,0)*cf(-2,-2,-2),.4)
bwld1.C0=clerp(bwld1.C0,euler(0,0,0)*cf(1,-0.6,-2),.4)
bwld7.C0=clerp(bwld7.C0,euler(0,0,0)*cf(0,-0.6,-2),.4)
bwld13.C0=clerp(bwld13.C0,euler(0,0,0)*cf(-1,-0.6,-2),.4)
bwld2.C0=clerp(bwld2.C0,euler(0,0.5,1.57+0.4)*cf(0,0,0),.4)
bwld8.C0=clerp(bwld8.C0,euler(0,0.5,1.57)*cf(0,0,0),.4)
bwld14.C0=clerp(bwld14.C0,euler(0,0.5,1.57-0.4)*cf(0,0,0),.4)
brefwld.C0=clerp(brefwld.C0,euler(0,0,0)*cf(0,0,0),.4)
n=n-0.1
end
Torso.Neck.C0=necko
Torso.Neck.C1=necko2
RootJoint.C0=RootCF
RW.C0=cf(1.5,0.5,0)*euler(0,0,0)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(0,0,0)
LW.C1=cf(0,0.5,0)*euler(0,0,0)
RH.C0=RHC0
RH.C1=RHC1
LH.C0=LHC0
LH.C1=LHC1
end
function equipanim()
equipped=true
circle=0
n=2
for i=0,1,0.1 do
swait()
--[[Torso.Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*euler(0,0,0)
RW.C0=cf(1.5,0.5,0)*euler(0,0,0.5*i*n)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(0,0,-0.5*i*n)
LW.C1=cf(0,0.5,0)*euler(0,0,0)]]
wld1.C0=clerp(wld1.C0,euler(-0.2,0,0)*cf(3,-1,-0.2),.4)
awld1.C0=clerp(awld1.C0,euler(-0.2,0,0)*cf(-3,-1,-0.2),.4)
bwld1.C0=clerp(bwld1.C0,euler(0,0,0)*cf(2,-0.6,-2),.4)
bwld7.C0=clerp(bwld7.C0,euler(0,0,0)*cf(0,-0.6,-2),.4)
bwld13.C0=clerp(bwld13.C0,euler(0,0,0)*cf(-2,-0.6,-2),.4)
bwld2.C0=clerp(bwld2.C0,euler(3.14,-2,1.57-0.4)*cf(0,0,0),.4)
bwld8.C0=clerp(bwld8.C0,euler(3.14,-2,1.57)*cf(0,0,0),.4)
bwld14.C0=clerp(bwld14.C0,euler(3.14,-2,1.57+0.4)*cf(0,0,0),.4)
brefwld.C0=clerp(brefwld.C0,euler(0,0,0)*cf(0,-2,0),.4)
n=n-0.1
end
--[[Torso.Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*euler(0,0,0)
RW.C0=cf(1.5,0.5,0)*euler(0,0,0.5)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(0,0,-0.5)
LW.C1=cf(0,0.5,0)*euler(0,0,0)]]
end
function AimRailGun()
for i=0,1,0.1 do
swait()
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.57,0,0),.4)
end
coroutine.resume(coroutine.create(function(Weld)
while aimrailgun==true do
wait()
--[[local pos=Vector3.new(MMouse.Hit.p.x,MMouse.Hit.p.y,MMouse.Hit.p.z)
offset=(RootPart.Position.y-MMouse.Hit.p.y)/60
offset2=(RootPart.Position.x-MMouse.Hit.p.x)/60
mag=(RootPart.Position-MMouse.Hit.p).magnitude/80
offset=offset/mag
offset2=offset2/mag ]]
--[[cff=cf(prt2.CFrame.p,MMouse.Hit.p)
local HitPos=cff.p
local CJ=cf(HitPos)
local C0=cff:inverse() *CJ
local C1=prt2.CFrame:inverse() * CJ
wld1.Part1=RootPart]]
--[[Weld.C0=euler(0,0,0)*cf(3,-1,-0.2)
wld2.C0=CFrame.Angles(math.asin(MMouse.Hit.p.x),math.rad(0),math.atan2(MMouse.Hit.p.z,MMouse.Hit.p.x))]]
local mpos = prt1.CFrame*euler(0,0,0)--*CFrame.new(3,-1,-0.2) -- thx doogle <3
local cff = CFrame.new(mpos.p,MMouse.Hit.p) * CFrame.Angles(math.pi/2,0,0)
local x,y,z = prt1.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
wld1.Part1=RailgunTarget
wld1.C0=euler(0,0,0)*cf(3,-1,-0.2)
wld2.Part0=prt1
wld2.Part1=prt2
wld2.C0=clerp(wld2.C0,CFrame.Angles(x,y,z)*euler(-1.57,0,0),.3)
end
end),wld1)
end
function UnAimRailGun()
for i=0,1,0.1 do
swait()
--LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-0.5),.4)
--[[wld2.Part0=prt2
wld2.Part1=prt1]]
wld1.Part1=RailgunTarget.Parent.Torso
wld1.C0=clerp(wld1.C0,euler(-0.2,0,0)*cf(3,-1,-0.2),.5)
wld2.C0=clerp(wld2.C0,euler(0,0,0)*cf(0,0,0),.5)
--wld1.C0=euler(-0.2,-0.3,0)*cf(3,-1,-0.2)
end
attack=false
end
function AimCannon()
for i=0,1,0.1 do
swait()
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.57,0,0),.4)
end
coroutine.resume(coroutine.create(function(Weld)
while aimcannon==true do
wait()
--[[local pos=Vector3.new(MMouse.Hit.p.x,MMouse.Hit.p.y,MMouse.Hit.p.z)
offset=(RootPart.Position.y-MMouse.Hit.p.y)/60
offset2=(RootPart.Position.x-MMouse.Hit.p.x)/60
mag=(RootPart.Position-MMouse.Hit.p).magnitude/80
offset=offset/mag
offset2=offset2/mag ]]
--[[cff=cf(prt2.CFrame.p,MMouse.Hit.p)
local HitPos=cff.p
local CJ=cf(HitPos)
local C0=cff:inverse() *CJ
local C1=prt2.CFrame:inverse() * CJ
wld1.Part1=RootPart]]
--[[Weld.C0=euler(0,0,0)*cf(3,-1,-0.2)
wld2.C0=CFrame.Angles(math.asin(MMouse.Hit.p.x),math.rad(0),math.atan2(MMouse.Hit.p.z,MMouse.Hit.p.x))]]
local mpos = aprt1.CFrame*euler(0,0,0)--*CFrame.new(3,-1,-0.2) -- thx doogle <3
local cff = CFrame.new(mpos.p,MMouse.Hit.p) * CFrame.Angles(math.pi/2,0,0)
local x,y,z = aprt1.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
awld1.Part1=CannonTarget
awld1.C0=euler(0,0,0)*cf(-3,-1,-0.2)
awld2.Part0=aprt1
awld2.Part1=aprt2
awld2.C0=clerp(awld2.C0,CFrame.Angles(x,y,z)*euler(-1.57,0,0),.3)
end
end),wld1)
end
function UnAimCannon()
for i=0,1,0.1 do
swait()
--RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,0.5),.4)
--[[awld2.Part0=aprt2
awld2.Part1=aprt1]]
awld1.Part1=CannonTarget.Parent.Torso
awld1.C0=clerp(awld1.C0,euler(-0.2,0,0)*cf(-3,-1,-0.2),.5)
awld2.C0=clerp(awld2.C0,euler(0,0,0)*cf(0,0,0),.5)
--awld1.C0=euler(-0.2,0.3,0)*cf(-3,-1,-0.2)
end
end
function ShootRailGun()
so(Asset.."169380505",prt8,.5,1)
local MouseLook=cf((prt8.Position+MMouse.Hit.p)/2,MMouse.Hit.p)
local hit,pos = rayCast(prt8.Position,MouseLook.lookVector,999,RailgunTarget.Parent)
local mag=(prt8.Position-pos).magnitude
MagicCylinder(BrickColor.new("Cyan"),CFrame.new((prt8.Position+pos)/2,pos)*angles(1.57,0,0),1,mag*5,1,1.2,0,1.2,0.1)
if hit~=nil then
ref=part(3,workspace,0,1,Color3,"Reference",vt())
ref.Anchored=true
ref.CFrame=cf(pos)
game:GetService("Debris"):AddItem(ref,1)
so(Asset.."153092334",ref,.5,1.5)
so(Asset.."169380505",ref,.5,1.5)
MagicCircle(BrickColor.new("Cyan"),cf(pos),10,10,10,1,1,1,0.07)
Damagefunc(hit,100,150,99,"Normal",RootPart,0)
end
end
function ShootCannon()
so(Asset.."161006069",hit,.5,1)
local MainPos=aprt8.Position
local MainPos2=MMouse.Hit.p
local MouseLook=cf((MainPos+MainPos2)/2,MainPos2)
--[[local mag=(MainPos-pos).magnitude
MagicCylinder(BrickColor.new("Really black"),CFrame.new((MainPos+pos)/2,pos)*angles(1.57,0,0),1,mag*5,1,0.5,0,0.5,0.05)]]
num=30
coroutine.resume(coroutine.create(function()
repeat
wait()
local hit,pos = rayCast(MainPos,MouseLook.lookVector,10,CannonTarget.Parent)
local mag=(MainPos-pos).magnitude
MagicCylinder2(BrickColor.new("Really black"),CFrame.new((MainPos+pos)/2,pos)*angles(1.57,0,0),3,mag*5,3,1.5,0,1.5,0.1)
MainPos=MainPos+(MouseLook.lookVector*10)
num=num-1
if hit~=nil then
num=0
Damagefunc(hit,2000,3000,990,"Normal",RootPart,.2)
ref=part(3,workspace,0,1,Color3,"Reference",vt())
ref.Anchored=true
ref.CFrame=cf(pos)
so(Asset.."169445602",ref,1,0.8)
so(Asset.."153092334",ref,1,0.8)
MagicBlock(BrickColor.new("Really black"),cf(pos),20,20,20,5,5,5,0.05)
game:GetService("Debris"):AddItem(ref,1)
MagniDamage(ref,15,10,20,0,"Normal")
end
until num<=0
end))
end
function ChangeTargetPose()
for i=0,1,0.05 do
swait()
wld1.C0=clerp(wld1.C0,euler(-0.2,0,-0.3)*cf(4,-1,-0.2),.4)
awld1.C0=clerp(awld1.C0,euler(-0.2,0,0.3)*cf(-4,-1,-0.2),.4)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.2,0,0),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,1.57),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-1.57),.3)
end
end
function ChangeRailgunTarget()
Targ=MMouse.Target
if Targ~=nil and Targ.Parent:findFirstChild("Humanoid")~=nil and Targ.Parent:findFirstChild("Torso")~=nil and Targ.Parent:findFirstChild("HumanoidRootPart")~=nil then
RailgunTarget=Targ.Parent.HumanoidRootPart
wld1.Part1=RailgunTarget.Parent.Torso
local Dur=RailgunTarget
local Hum=RailgunTarget.Parent.Humanoid
local WalkSpeed=16
if Hum.WalkSpeed>16 then
WalkSpeed=WalkSpeed*1.2
else
WalkSpeed=Hum.WalkSpeed*1.2
end
coroutine.resume(coroutine.create(function(Model)
while RailgunTarget==Model do
if Hum.WalkSpeed>5 then
Hum.WalkSpeed=WalkSpeed
end
MagicCircle(BrickColor.new("Bright orange"),cf(Model.Parent.HumanoidRootPart.Position)*cf(math.random(-200,200)/100,-2.5,math.random(-200,200)/100),.5,1,.5,.3,4,.3,0.05)
wait(.8)
end
Hum.WalkSpeed=16
end),Dur)
end
end
function ChangeCannonTarget()
Targ=MMouse.Target
if Targ~=nil and Targ.Parent:findFirstChild("Humanoid")~=nil and Targ.Parent:findFirstChild("Torso")~=nil and Targ.Parent:findFirstChild("HumanoidRootPart")~=nil then
CannonTarget=Targ.Parent.HumanoidRootPart
awld1.Part1=CannonTarget.Parent.Torso
local Dur=CannonTarget
local Hum=CannonTarget.Parent.Humanoid
Hum.MaxHealth=Hum.MaxHealth+50
Hum.Health=Hum.Health+50
coroutine.resume(coroutine.create(function(Model)
while CannonTarget==Model do
MagicCircle(BrickColor.new("Bright orange"),cf(Model.Parent.HumanoidRootPart.Position)*cf(math.random(-200,200)/100,-2.5,math.random(-200,200)/100),.5,1,.5,.3,4,.3,0.05)
wait(1)
end
if Hum.MaxHealth>150 then
Hum.MaxHealth=Hum.MaxHealth-50
Hum.Health=Hum.Health-50
else
Hum.MaxHealth=100
end
end),Dur)
end
end
function BackToMe()
model1.Parent=Character
model2.Parent=Character
for i=1,#Railgun do
Railgun[i].Parent=model1
RailgunWelds[i].Parent=Railgun[1]
end
for i=1,#Plasma do
Plasma[i].Parent=model2
PlasmaWelds[i].Parent=Plasma[1]
end
RailgunTarget=RootPart
CannonTarget=RootPart
wld1.Part1=RailgunTarget.Parent.Torso
awld1.Part1=CannonTarget.Parent.Torso
end
function attackone()
attack=true bladeattack=true
--bprt4, bprt10, bprt16
for i=0,1,0.1 do
swait()
brefwld.C0=clerp(brefwld.C0,euler(0,0,0)*cf(0,-2.5,2),.4)
bwld1.C0=clerp(bwld1.C0,euler(0,0,0)*cf(3,-0.6,-2),.4)
bwld7.C0=clerp(bwld7.C0,euler(0,0,0)*cf(0,-0.6,-2),.4)
bwld13.C0=clerp(bwld13.C0,euler(0,0,0)*cf(-3,-0.6,-2),.4)
bwld2.C0=clerp(bwld2.C0,euler(3.14,-1.5,1)*cf(0,0,0),.4)
bwld8.C0=clerp(bwld8.C0,euler(3.14,-1.5,1.57)*cf(0,0,0),.4)
bwld14.C0=clerp(bwld14.C0,euler(3.14,-1.5,2)*cf(0,0,0),.4)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.3,0,0),.4)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(3,0,-0.2),.4)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(3,0,0.2),.4)
end
BladesDamage(math.random(100,200)/100)
for i=0,1,0.2 do
swait()
brefwld.C0=clerp(brefwld.C0,euler(1.57,0,0)*cf(0,1.5,3),i)
bwld2.C0=clerp(bwld2.C0,euler(3.14,-1.5,1.57)*cf(0,0,0),i)
bwld8.C0=clerp(bwld8.C0,euler(3.14,-1.5,1.57)*cf(0,0,0),i)
bwld14.C0=clerp(bwld14.C0,euler(3.14,-1.5,1.57)*cf(0,0,0),i)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.3,0,0),i)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1,0,0.2),i)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1,0,-0.2),i)
end
for i=0,1,0.1 do
swait()
brefwld.C0=clerp(brefwld.C0,euler(1.7,0,0)*cf(0,2,3),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.4,0,0),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.5,0,0.2),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.5,0,-0.2),.3)
end
attack=false bladeattack=false
--equipanim()
end
function attacktwo()
attack=true bladeattack=true
for i=0,1,0.1 do
swait()
brefwld.C0=clerp(brefwld.C0,euler(0,-1,0)*cf(6,1,3),.4)
bwld1.C0=clerp(bwld1.C0,euler(0,-0.5,0)*cf(2,-0.6,-2),.4)
bwld7.C0=clerp(bwld7.C0,euler(0,0,0)*cf(0,-0.6,-2),.4)
bwld13.C0=clerp(bwld13.C0,euler(0,0.5,0)*cf(-2,-0.6,-2),.4)
bwld2.C0=clerp(bwld2.C0,euler(4.71,-1.57,1.57)*cf(0,0,0),.4)
bwld8.C0=clerp(bwld8.C0,euler(4.71,-1.57,1.57)*cf(0,0,0),.4)
bwld14.C0=clerp(bwld14.C0,euler(4.71,-1.57,1.57)*cf(0,0,0),.4)
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0.6),.4)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,-0.6),.4)
RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(1.57,0,-1),.4)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0.1,-1.57),.4)
end
BladesDamage(math.random(80,150)/100)
for i=0,1,0.15 do
swait()
brefwld.C0=clerp(brefwld.C0,euler(0,1,0)*cf(-6,1,3),i)
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-0.6),.4)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0.6),.4)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,-0.1,1.57),.4)
LW.C0=clerp(LW.C0,cf(-1,0.5,-0.5)*euler(1.57,0,1),.4)
end
for i=0,1,0.1 do
swait()
brefwld.C0=clerp(brefwld.C0,euler(0,1.7,0)*cf(-6,1,-1),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,-0.3,1.57),.3)
LW.C0=clerp(LW.C0,cf(-1,0.5,-0.5)*euler(1.57,0,1.3),.3)
end
attack=false bladeattack=false
end
function attackthree()
attack=true bladeattack=true
for i=0,1,0.09 do
swait()
bwld1.C0=clerp(bwld1.C0,cf(0,-4,-2)*euler(0,0,2.09),.4)
bwld7.C0=clerp(bwld7.C0,cf(0,-4,-2)*euler(0,0,2.09*2),.4)
bwld13.C0=clerp(bwld13.C0,cf(0,-4,-2)*euler(0,0,2.09*3),.4)
bwld2.C0=clerp(bwld2.C0,euler(3.14,-1.3,1.57)*cf(0,0,0),.4)
bwld8.C0=clerp(bwld8.C0,euler(3.14,-1.3,1.57)*cf(0,0,0),.4)
bwld14.C0=clerp(bwld14.C0,euler(3.14,-1.3,1.57)*cf(0,0,0),.4)
brefwld.C0=clerp(brefwld.C0,euler(0,0,0)*cf(0,0,-2),.4)
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,1.57),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-1.57),.3)
end
BladesDamage(math.random(100,200)/100)
n=math.random(-50,50)
for i=0,1,0.2 do
swait()
bwld1.C0=clerp(bwld1.C0,cf(0,-1.2,-2)*euler(0,0,2.09),.4)
bwld7.C0=clerp(bwld7.C0,cf(0,-1.2,-2)*euler(0,0,2.09*2),.4)
bwld13.C0=clerp(bwld13.C0,cf(0,-1.2,-2)*euler(0,0,2.09*3),.4)
bwld2.C0=clerp(bwld2.C0,euler(3.14,-1.3,1.57)*cf(0,0,0),.4)
bwld8.C0=clerp(bwld8.C0,euler(3.14,-1.3,1.57)*cf(0,0,0),.4)
bwld14.C0=clerp(bwld14.C0,euler(3.14,-1.3,1.57)*cf(0,0,0),.4)
brefwld.C0=clerp(brefwld.C0,euler(0,0,n)*cf(0,0,6),.4)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,2,1.57),.4)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,-2,-1.57),.4)
end
n=math.random(-50,50)
for i=0,1,0.1 do
swait()
bwld1.C0=clerp(bwld1.C0,cf(0,-1,-2)*euler(0,0,2.09),.3)
bwld7.C0=clerp(bwld7.C0,cf(0,-1,-2)*euler(0,0,2.09*2),.3)
bwld13.C0=clerp(bwld13.C0,cf(0,-1,-2)*euler(0,0,2.09*3),.3)
brefwld.C0=clerp(brefwld.C0,euler(0,0,n)*cf(0,0,7),.3)
end
attack=false bladeattack=false
end
function attackfour()
attack=true bladeattack=true
for i=0,1,0.09 do
swait()
bwld1.C0=clerp(bwld1.C0,cf(0,-1,0)*euler(0,0,2.09),.4)
bwld7.C0=clerp(bwld7.C0,cf(0,-1,0)*euler(0,0,2.09*2),.4)
bwld13.C0=clerp(bwld13.C0,cf(0,-1,0)*euler(0,0,2.09*3),.4)
bwld2.C0=clerp(bwld2.C0,euler(1.57,0,-1.57)*cf(0,0,0),.4)
bwld8.C0=clerp(bwld8.C0,euler(1.57,0,-1.57)*cf(0,0,0),.4)
bwld14.C0=clerp(bwld14.C0,euler(1.57,0,-1.57)*cf(0,0,0),.4)
brefwld.C0=clerp(brefwld.C0,euler(-1.57,0,0)*cf(-5,-0.5,0),.4)
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-1),.4)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,1),.4)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,1.57),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.4,0,0),.3)
end
BladesDamage(math.random(40,80)/100)
for i=0,1,0.25 do
swait()
bwld1.C0=clerp(bwld1.C0,cf(0,-1,0)*euler(0,0,(2.09)+3.1),.3)
bwld7.C0=clerp(bwld7.C0,cf(0,-1,0)*euler(0,0,(2.09*2)+3.1),.3)
bwld13.C0=clerp(bwld13.C0,cf(0,-1,0)*euler(0,0,(2.09*3)+3.1),.3)
brefwld.C0=clerp(brefwld.C0,euler(-1.57,0,0)*cf(0,-0.5,8),.5)
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.5)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.5)
RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(0,2,1.57),.5)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.4,0,-0.2),.5)
end
for i=0,1,0.2 do
swait()
bwld1.C0=clerp(bwld1.C0,cf(0,-1,0)*euler(0,0,(2.09)+5),.3)
bwld7.C0=clerp(bwld7.C0,cf(0,-1,0)*euler(0,0,(2.09*2)+5),.3)
bwld13.C0=clerp(bwld13.C0,cf(0,-1,0)*euler(0,0,(2.09*3)+5),.3)
brefwld.C0=clerp(brefwld.C0,euler(-1.57,0,0)*cf(0,-0.5,20),.3)
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.3)
RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(0,2.5,1.57),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.4,0,-0.2),.3)
end
for i=0,1,0.2 do
swait()
brefwld.C0=clerp(brefwld.C0,euler(-1.57,0,0)*cf(0,-2,0),.5)
bwld1.C0=clerp(bwld1.C0,cf(0,-1,0)*euler(0,0,(2.09)),.3)
bwld7.C0=clerp(bwld7.C0,cf(0,-1,0)*euler(0,0,(2.09*2)),.3)
bwld13.C0=clerp(bwld13.C0,cf(0,-1,0)*euler(0,0,(2.09*3)),.3)
end
attack=false bladeattack=false
end
function BladesDamage(pitch)
so("http://www.roblox.com/asset/?id=161006195",bprt1,.6,pitch)
so("http://www.roblox.com/asset/?id=161006195",bprt7,.6,pitch)
so("http://www.roblox.com/asset/?id=161006195",bprt13,.6,pitch)
hitbox1.Parent=Character
hitbox1.Size=vt(1,2,1)
hitbox1.CFrame=bprt4.CFrame*euler(0,0,1.57)
hitbox1.Transparency=1
hitbox2.Parent=Character
hitbox2.Size=vt(1,2,1)
hitbox2.CFrame=bprt10.CFrame*euler(0,0,1.57)
hitbox3.Parent=Character
hitbox3.Size=vt(1,2,1)
hitbox3.CFrame=bprt16.CFrame*euler(0,0,1.57)
con1=hitbox1.Touched:connect(function(hit) Damagefunc(hit,10,20,math.random(1,5),"Normal",RootPart,.5,1) end)
con2=hitbox2.Touched:connect(function(hit) Damagefunc(hit,10,20,math.random(1,5),"Normal",RootPart,.5,1) end)
con3=hitbox3.Touched:connect(function(hit) Damagefunc(hit,10,20,math.random(1,5),"Normal",RootPart,.5,1) end)
coroutine.resume(coroutine.create(function()
while attack==true do
swait()
hitbox1.CFrame=bprt4.CFrame*euler(0,0,1.57)
hitbox2.CFrame=bprt10.CFrame
hitbox3.CFrame=bprt16.CFrame
end
con1:disconnect()
con2:disconnect()
con3:disconnect()
hitbox1.Parent=nil
hitbox2.Parent=nil
hitbox3.Parent=nil
end))
end
function MagniDamage(Part,magni,mindam,maxdam,knock,Type)
for _,c in pairs(workspace:children()) do
local hum=c:findFirstChild("Humanoid")
if hum~=nil then
local head=c:findFirstChild("Torso")
if head~=nil then
local targ=head.Position-Part.Position
local mag=targ.magnitude
if mag<=magni and c.Name~=Player.Name then
if c~=CannonTarget.Parent or c~=RailgunTarget.Parent then
Damagefunc(head,mindam,maxdam,knock,Type,RootPart,.2,1,nil,1)
end
end
end
end
end
end
function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
end
local Point=Torso.CFrame*cf(0,Torso.Size.Y,0)
LastPoint=Point
function effect(Color,Ref,LP,P1,returnn)
local effectsmsh=Instance.new("CylinderMesh")
effectsmsh.Scale=Vector3.new(0.2,1,0.2)
effectsmsh.Name="Mesh"
local effectsg=Instance.new("Part")
effectsg.formFactor=3
effectsg.CanCollide=false
effectsg.Name="Eff"
effectsg.Locked=true
effectsg.Anchored=true
effectsg.Size=Vector3.new(0.5,1,0.5)
effectsg.Parent=workspace
effectsmsh.Parent=effectsg
effectsg.BrickColor=BrickColor.new(Color)
effectsg.Reflectance=Ref
local point1=P1
local mg=(LP.p - point1.p).magnitude
effectsg.Size=Vector3.new(0.5,mg,0.5)
effectsg.CFrame=cf((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0)
effectsmsh.Scale=Vector3.new(0.2,1,0.2)
game:GetService("Debris"):AddItem(effectsg,2)
if returnn then return effectsg end
coroutine.resume(coroutine.create(function(Part,Mesh)
if not returnn then
for i=0,1,0.05 do
wait()
Part.Transparency=1*i
Mesh.Scale=Vector3.new(0.5-0.5*i,1,0.5-0.5*i)
end
Part.Parent=nil
end
end),effectsg,effectsmsh)
end
local function CFrameFromTopBack(at, top, back)
local right = top:Cross(back)
return CFrame.new(at.x, at.y, at.z,
right.x, top.x, back.x,
right.y, top.y, back.y,
right.z, top.z, back.z)
end
function Triangle(a, b, c)
local edg1 = (c-a):Dot((b-a).unit)
local edg2 = (a-b):Dot((c-b).unit)
local edg3 = (b-c):Dot((a-c).unit)
if edg1 <= (b-a).magnitude and edg1 >= 0 then
a, b, c = a, b, c
elseif edg2 <= (c-b).magnitude and edg2 >= 0 then
a, b, c = b, c, a
elseif edg3 <= (a-c).magnitude and edg3 >= 0 then
a, b, c = c, a, b
else
assert(false, "unreachable")
end
local len1 = (c-a):Dot((b-a).unit)
local len2 = (b-a).magnitude - len1
local width = (a + (b-a).unit*len1 - c).magnitude
local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit)
local list = {}
if len1 > 0.01 then
local w1 = Instance.new('WedgePart', m)
w1.Material = "SmoothPlastic"
w1.FormFactor = 'Custom'
w1.BrickColor = BrickColor.new("Bright orange")
w1.Transparency = 0
w1.Reflectance = 0
w1.Material = "SmoothPlastic"
w1.CanCollide = false
NoOutline(w1)
local sz = Vector3.new(0.2, width, len1)
w1.Size = sz
local sp = Instance.new("SpecialMesh",w1)
sp.MeshType = "Wedge"
sp.Scale = Vector3.new(0,1,1) * sz/w1.Size
w1:BreakJoints()
w1.Anchored = true
w1.Parent = workspace
w1.Transparency = 0.7
coroutine.resume(coroutine.create(function(Part)
for i=0,1,0.1 do
wait()
Part.Transparency=Part.Transparency+0.03
end
end),w1)
w1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2)
table.insert(list,w1)
end
if len2 > 0.01 then
local w2 = Instance.new('WedgePart', m)
w2.Material = "SmoothPlastic"
w2.FormFactor = 'Custom'
w2.BrickColor = BrickColor.new("Bright orange")
w2.Transparency = 0
w2.Reflectance = 0
w2.Material = "SmoothPlastic"
w2.CanCollide = false
NoOutline(w2)
local sz = Vector3.new(0.2, width, len2)
w2.Size = sz
local sp = Instance.new("SpecialMesh",w2)
sp.MeshType = "Wedge"
sp.Scale = Vector3.new(0,1,1) * sz/w2.Size
w2:BreakJoints()
w2.Anchored = true
w2.Parent = workspace
w2.Transparency = 0.7
coroutine.resume(coroutine.create(function(Part)
for i=0,1,0.1 do
wait()
Part.Transparency=Part.Transparency+0.03
end
end),w2)
w2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2)
table.insert(list,w2)
end
return unpack(list)
end
--[[
Things for effects
put the variables in one table
like effect={brick,interval,i}
]]
local Effects={}
function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,5)
table.insert(Effects,{prt,"Block1",delay,x3,y3,z3}) --part, type, delay
--[[coroutine.resume(coroutine.create(function(Part,Mesh,dur)
for i=0,1,delay do
wait()
Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)]]
end
function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,5)
table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3})
--[[coroutine.resume(coroutine.create(function(Part,Mesh)
local wld=nil
for i=0,1,delay do
wait()
Part.CFrame=Part.CFrame
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)]]
end
function MagicRing(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,Type,parent)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt())
if Type~=2 then
prt.Anchored=true
end
prt.CFrame=cframe
local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=3270017",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,5)
coroutine.resume(coroutine.create(function(Part,Mesh,dur)
local wld=nil
if dur==2 then
wld=weld(Part,Part,parent,euler(0,0,0)*cf(0,0,0))
end
for i=0,1,delay do
wait()
if dur==1 then
Part.CFrame=Part.CFrame
elseif dur==2 then
wld.C0=cframe
end
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh,Type)
end
function MagicWaveThing(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=1051557",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,5)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
wait()
Part.CFrame=Part.CFrame*euler(0,0.7,0)
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function WaveEffect(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay,mshtype)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt())
prt.Anchored=true
prt.CFrame=cframe
local thetype=""
if mshtype==1 then
thetype="http://www.roblox.com/asset/?id=20329976"
elseif mshtype==2 then
thetype="http://www.roblox.com/asset/?id=1323306"
end
msh=mesh("SpecialMesh",prt,"FileMesh",thetype,vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
wait()
Part.CFrame=Part.CFrame*cf(0,y3/2,0)
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function MagicCylinder(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,Character,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))
prt.Anchored=true
prt.CFrame=cframe
msh=mesh("SpecialMesh",prt,"Head","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,5)
--table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3})
Effects[#Effects+1]={prt,"Cylinder",delay,x3,y3,z3} --part, type, delay
--[[coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
wait()
Part.CFrame=Part.CFrame
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)]]
end
function MagicCylinder2(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,Character,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2))
prt.Anchored=true
prt.CFrame=cframe
msh=mesh("CylinderMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,5)
--table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3})
Effects[#Effects+1]={prt,"Cylinder",delay,x3,y3,z3} --part, type, delay
--[[coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
wait()
Part.CFrame=Part.CFrame
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)]]
end
function ElecEffect(cff,x,y,z)
local prt=part(3,workspace,0,0,BrickColor.new("Bright orange"),"Part",vt(1,1,1))
prt.Anchored=true
prt.CFrame=cf(cff)*cf(math.random(-x,x),math.random(-y,y),math.random(-z,z))
game:GetService("Debris"):AddItem(prt,2)
xval=math.random()/2
yval=math.random()/2
zval=math.random()/2
msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(xval,yval,zval))
Effects[#Effects+1]={prt,"Elec",0.1,x,y,z,xval,yval,zval} --part, type, delay
--[[coroutine.resume(coroutine.create(function(Part,Mesh,Frame,xvaal,yvaal,zvaal)
Part.CFrame=cf(Frame)*cf(math.random(-x,x),math.random(-y,y),math.random(-z,z))
for i=0,1,0.05 do
swait()
xvaal=xvaal-0.1
yvaal=yvaal-0.1
zvaal=zvaal-0.1
Mesh.Scale=vt(xvaal,yvaal,zvaal)
Part.Transparency=i
end
Part.Parent=nil
end),prt,msh,cff,xval,yval,zval)]]
end
Damagefunc=function(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,decreaseblock)
if hit.Parent==nil then
return
end
h=hit.Parent:FindFirstChild("Humanoid")
for _,v in pairs(hit.Parent:children()) do
if v:IsA("Humanoid") then
h=v
end
end
if hit.Parent.Parent:FindFirstChild("Torso")~=nil then
h=hit.Parent.Parent:FindFirstChild("Humanoid")
end
if hit.Parent.className=="Hat" then
hit=hit.Parent.Parent:findFirstChild("Head")
end
-- and hit.Parent~=CannonTarget.Parent or hit.Parent~=RailgunTarget.Parent
if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
if hit.Parent~=CannonTarget.Parent and hit.Parent~=RailgunTarget.Parent then
if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end
--[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
return
end]]
-- hs(hit,1.2)
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=game:service("Players").LocalPlayer
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
Damage=math.random(minim,maxim)
-- h:TakeDamage(Damage)
blocked=false
block=hit.Parent:findFirstChild("Block")
if block~=nil then
print(block.className)
if block.className=="NumberValue" then
if block.Value>0 then
blocked=true
if decreaseblock==nil then
block.Value=block.Value-1
end
end
end
if block.className=="IntValue" then
if block.Value>0 then
blocked=true
if decreaseblock~=nil then
block.Value=block.Value-1
end
end
end
end
if blocked==false then
-- h:TakeDamage(Damage)
h.Health=h.Health-Damage
showDamage(hit.Parent,Damage,.50,BrickColor:Red())
else
h.Health=h.Health-(Damage/50)
showDamage(hit.Parent,Damage/100,.50,BrickColor.new("Really black"))
end
if Type=="Knockdown" then
hum=hit.Parent.Humanoid
hum.PlatformStand=true
coroutine.resume(coroutine.create(function(HHumanoid)
swait(1)
HHumanoid.PlatformStand=false
end),hum)
local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit
--hit.CFrame=cf(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
local bodvol=Instance.new("BodyVelocity")
bodvol.velocity=angle*knockback
bodvol.P=5000
bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
bodvol.Parent=hit
rl=Instance.new("BodyAngularVelocity")
rl.P=3000
rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10))
rl.Parent=hit
game:GetService("Debris"):AddItem(bodvol,.5)
game:GetService("Debris"):AddItem(rl,.5)
elseif Type=="Normal" then
vp=Instance.new("BodyVelocity")
vp.P=500
vp.maxForce=Vector3.new(math.huge,0,math.huge)
-- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
if KnockbackType==1 then
vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05
elseif KnockbackType==2 then
vp.velocity=Property.CFrame.lookVector*knockback
end
if knockback>0 then
vp.Parent=hit.Parent.Torso
end
game:GetService("Debris"):AddItem(vp,.5)
elseif Type=="Up" then
local bodyVelocity=Instance.new("BodyVelocity")
bodyVelocity.velocity=vt(0,30,0)
bodyVelocity.P=5000
bodyVelocity.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
bodyVelocity.Parent=hit
game:GetService("Debris"):AddItem(bodyVelocity,1)
rl=Instance.new("BodyAngularVelocity")
rl.P=3000
rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
rl.angularvelocity=Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5))
rl.Parent=hit
game:GetService("Debris"):AddItem(rl,.5)
elseif Type=="Snare" then
bp=Instance.new("BodyPosition")
bp.P=2000
bp.D=100
bp.maxForce=Vector3.new(math.huge,math.huge,math.huge)
bp.position=hit.Parent.Torso.Position
bp.Parent=hit.Parent.Torso
game:GetService("Debris"):AddItem(bp,1)
elseif Type=="Charge" then
Charge=Charge+1
coroutine.resume(coroutine.create(function(Part)
swait(30)
for i=1,5 do
swait(5)
so("rbxasset://sounds\\unsheath.wav",hit,1,2)
MagicCircle(BrickColor.new("Bright red"),hit.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.2,2,.1,.2,8,.1,0.05)
newdam=math.random(1,5)
if blocked==false then
h:TakeDamage(newdam)
showDamage(hit.Parent,newdam,.5,BrickColor:Red())
else
h:TakeDamage(newdam/2)
showDamage(hit.Parent,newdam,.5,BrickColor.new("Really black"))
end
end
end),hit)
end
debounce=Instance.new("BoolValue")
debounce.Name="DebounceHit"
debounce.Parent=hit.Parent
debounce.Value=true
game:GetService("Debris"):AddItem(debounce,Delay)
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=Player
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
CRIT=false
hitDeb=true
AttackPos=6
end
end
end
showDamage=function(Char,Dealt,du,Color)
m=Instance.new("Model")
m.Name=tostring(Dealt)
h=Instance.new("Humanoid")
h.Health=0
h.MaxHealth=0
h.Parent=m
c=Instance.new("Part")
c.Transparency=0
c.BrickColor=Color
c.Name="Head"
c.TopSurface=0
c.BottomSurface=0
c.formFactor="Plate"
c.Size=Vector3.new(1,.4,1)
ms=Instance.new("CylinderMesh")
ms.Scale=Vector3.new(.8,.8,.8)
if CRIT==true then
ms.Scale=Vector3.new(1,1.25,1)
end
ms.Parent=c
c.Reflectance=0
Instance.new("BodyGyro").Parent=c
c.Parent=m
if Char:findFirstChild("Head")~=nil then
c.CFrame=cf(Char["Head"].CFrame.p+Vector3.new(0,1.5,0))
elseif Char.Parent:findFirstChild("Head")~=nil then
c.CFrame=cf(Char.Parent["Head"].CFrame.p+Vector3.new(0,1.5,0))
end
f=Instance.new("BodyPosition")
f.P=2000
f.D=100
f.maxForce=Vector3.new(math.huge,math.huge,math.huge)
f.position=c.Position+Vector3.new(0,3,0)
f.Parent=c
game:GetService("Debris"):AddItem(m,.5+du)
c.CanCollide=false
m.Parent=workspace
c.CanCollide=false
end
combo=0
local hold=false
local railgunshoot=true
local cannonshoot=true
function ob1d(mouse)
hold=true
if attack==true then return end
coroutine.resume(coroutine.create(function()
while hold==true do
wait()
if aimrailgun==true and railgunshoot==true then
railgunshoot=false
coroutine.resume(coroutine.create(function()
wait(.8)
railgunshoot=true
end))
ShootRailGun()
end
if aimcannon==true and cannonshoot==true then
cannonshoot=false
coroutine.resume(coroutine.create(function()
wait(2.1)
cannonshoot=true
end))
ShootCannon()
end
end
end))
if aimrailgun==true or aimcannon==true then return end
if bladeattack==true then return end
--attackfour()
if combo==0 then
combo=1
attackone()
elseif combo==1 then
combo=2
attacktwo()
elseif combo==2 then
combo=3
attackthree()
elseif combo==3 then
combo=4
attackfour()
elseif combo==4 then
combo=0
end
coroutine.resume(coroutine.create(function()
for i=1,20 do
if attack==false then
swait()
end
end
if attack==false then
combo=0
equipanim()
end
end))
end
function ob1u(mouse)
hold = false
end
buttonhold = false
eul=0
holdx=false
equipped=false
function key(key)
if key=="g" and aimrailgun==false and aimcannon==false and equipped==true then
if changetarget==false then
attack=true
changetarget=true
coroutine.resume(coroutine.create(function()
while changetarget==true do
ElecEffect(prt1.Position,1,1,1)
wait(.1)
ElecEffect(aprt1.Position,1,1,1)
wait(.1)
end
end))
ChangeTargetPose()
else
attack=false
changetarget=false
for i=0,1,0.05 do
swait()
wld1.C0=clerp(wld1.C0,euler(-0.2,0,0)*cf(3,-1,-0.2),.4)
awld1.C0=clerp(awld1.C0,euler(-0.2,0,0)*cf(-3,-1,-0.2),.4)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.3)
--[[RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,0.5),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-0.5),.3)]]
--[[Torso.Neck.C0=necko*euler(0,0,0)
RootJoint.C0=RootCF*euler(0,0,0)
RW.C0=cf(1.5,0.5,0)*euler(0,0,0.5)
RW.C1=cf(0,0.5,0)*euler(0,0,0)
LW.C0=cf(-1.5,0.5,0)*euler(0,0,-0.5)
LW.C1=cf(0,0.5,0)*euler(0,0,0)]]
end
end
end
if changetarget==true and aimrailgun==false and aimcannon==false then
if key=="z" then
ChangeRailgunTarget()
end
if key=="x" then
ChangeCannonTarget()
end
if key=="c" then
BackToMe()
end
end
if attack==true then return end
if key=="f" then
attack=true
if equipped==false then
equipped=true
RSH=ch.Torso["Right Shoulder"]
LSH=ch.Torso["Left Shoulder"]
--
RSH.Parent=nil
LSH.Parent=nil
--
RW.Name="Right Shoulder"
RW.Part0=ch.Torso
RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
RW.C1=cf(0, 0.5, 0)
RW.Part1=ch["Right Arm"]
RW.Parent=ch.Torso
--
LW.Name="Left Shoulder"
LW.Part0=ch.Torso
LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
LW.C1=cf(0, 0.5, 0)
LW.Part1=ch["Left Arm"]
LW.Parent=ch.Torso
--
equipanim()
else
changetarget=false
equipped=false
hideanim()
swait(0)
RW.Parent=nil
LW.Parent=nil
RSH.Parent=player.Character.Torso
LSH.Parent=player.Character.Torso
end
attack=false
end
if equipped==false then return end
if changetarget==true then return end
if key=="0" then
Humanoid.WalkSpeed=(16*1.5)
end
if key=="z" then
if aimrailgun==false then
aimrailgun=true
AimRailGun()
else
aimrailgun=false
UnAimRailGun()
end
end
if key=="x" then
if aimcannon==false then
aimcannon=true
AimCannon()
else
aimcannon=false
UnAimCannon()
end
end
end
function key2(key)
if key=="0" then
Humanoid.WalkSpeed=16
end
end
function s(mouse)
mouse.Button1Down:connect(function() ob1d(mouse) end)
mouse.Button1Up:connect(function() ob1u(mouse) end)
mouse.KeyDown:connect(key)
mouse.KeyUp:connect(key2)
player=Player
ch=Character
MMouse=mouse
end
function ds(mouse)
end
Bin.Selected:connect(s)
Bin.Deselected:connect(ds)
print("Vanguard Gauntlet loaded.")
local Anim="Idle"
local idleanim=0
local idleanim2=false
while true do
swait()
local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude
if equipped==true then
if idleanim>=0.5 then
idleanim2=true
elseif idleanim<=0 then
idleanim2=false
end
if idleanim2==false then
idleanim=idleanim+0.002
else
idleanim=idleanim-0.002
end
if bladeattack==false then
brefwld.C0=clerp(brefwld.C0,euler(0,0,0)*cf(0,-2+idleanim,0),.4)
bwld1.C0=clerp(bwld1.C0,euler(0,0,0)*cf(2,-0.6,-2),.4)
bwld7.C0=clerp(bwld7.C0,euler(0,0,0)*cf(0,-0.6,-2),.4)
bwld13.C0=clerp(bwld13.C0,euler(0,0,0)*cf(-2,-0.6,-2),.4)
bwld2.C0=clerp(bwld2.C0,euler(3.14,-2-(idleanim/2),1.57-0.4)*cf(0,0,0),.4)
bwld8.C0=clerp(bwld8.C0,euler(3.14,-2-(idleanim/2),1.57)*cf(0,0,0),.4)
bwld14.C0=clerp(bwld14.C0,euler(3.14,-2-(idleanim/2),1.57+0.4)*cf(0,0,0),.4)
end
if RootPart.Velocity.y > 2 then
Anim="Jump"
if changetarget==false and bladeattack==false then
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.1,0,0),.2)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.4,0,0),.2)
RH.C0=clerp(RH.C0,cf(1,-0.5,-1)*euler(-0.5,1.57,0),.2)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.7,-1.57,0),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-0.2,0,0.3),.2)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.2,0,-0.3),.2)
end
elseif RootPart.Velocity.y < -2 then
Anim="Fall"
if changetarget==false and bladeattack==false then
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(-0.1,0,0),.2)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.4,0,0),.2)
RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0.4,1.57,0),.2)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.2,-1.57,0),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0.4,0,0.1),.2)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0.4,0,-0.1),.2)
end
elseif torvel<1 then
Anim="Idle"
--idleanim=idleanim+0.005
--[[if idleanim>=0.5 then
idleanim=0
end]]
RH.C0=clerp(RH.C0,RHC0,.2)
LH.C0=clerp(LH.C0,LHC0,.2)
--[[RH.C0=RHC0
RH.C1=RHC1
LH.C0=LHC0
LH.C1=LHC1]]
if changetarget==false and bladeattack==false then
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.2)
end
if aimcannon==false and attack==false then
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(idleanim,0,0.5-idleanim),.2)
end
if aimrailgun==false and attack==false then
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(idleanim,0,-0.5+idleanim),.2)
end
--elseif torvel>=22 then
elseif torvel>2 and torvel<22 then
Anim="Walk"
if changetarget==false and bladeattack==false then
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.2)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.2)
end
--RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0.5),.4)
if aimcannon==false and changetarget==false and bladeattack==false then
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-0.5,0,0),.2)
end
if aimrailgun==false and changetarget==false and bladeattack==false then
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.5,0,0),.2)
end
elseif torvel>=22 then
--elseif torvel>2 and torvel<22 then
Anim="Run"
--print("runnin'")
if changetarget==false and bladeattack==false then
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.5,0,0),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.3,0,0),.3)
end
if aimcannon==false and changetarget==false and bladeattack==false then
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-1,0,0),.3)
end
if aimrailgun==false and changetarget==false and bladeattack==false then
LW.C0=clerp(LW.C0,cf(-1,0.5,-0.5)*euler(1.57,0,1),.3)
end
end
end
--[[if torvel<19 then
Anim="Walk"
coroutine.resume(coroutine.create(function()
for i=0,1,0.1 do
swait()
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-0.2,0,0),.4)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.2,0,0),.4)
end
end))
elseif torvel<1 then
Anim="Idle"
coroutine.resume(coroutine.create(function()
for i=0,1,0.1 do
swait()
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,0.5),.4)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-0.5),.4)
end
end))
end]]
--[[if equipped==true and bladeattack==false then
brefwld.C0=clerp(brefwld.C0,euler(0,0,circle)*cf(0,-2,-2),.4)
circle=circle-0.1
end]]
if #Effects>0 then
--table.insert(Effects,{prt,"Block1",delay})
for e=1,#Effects do
if Effects[e]~=nil then
--for j=1,#Effects[e] do
local Thing=Effects[e]
if Thing~=nil then
local Part=Thing[1]
local Mode=Thing[2]
local Delay=Thing[3]
local IncX=Thing[4]
local IncY=Thing[5]
local IncZ=Thing[6]
if Thing[1].Transparency<=1 then
if Thing[2]=="Block1" then
Thing[1].CFrame=Thing[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
Mesh=Thing[1].Mesh
Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Cylinder" then
--local TheCF=Thing[1].CFrame
--Thing[1].CFrame=TheCF
Mesh=Thing[1].Mesh
Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6])
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
elseif Thing[2]=="Elec" then
Mesh=Thing[1].Mesh
Mesh.Scale=Mesh.Scale+vt(Thing[7],Thing[8],Thing[9])
--Thing[3]=Thing[3]+Delay
Thing[1].Transparency=Thing[1].Transparency+Thing[3]
--print(Thing[1].Transparency)
--[[local prt=part(3,workspace,0,0,BrickColor.new("Bright orange"),"Part",vt(1,1,1))
prt.Anchored=true
game:GetService("Debris"):AddItem(prt,2)
xval=math.random()
yval=math.random()
zval=math.random()
msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(xval,yval,zval))
Effects[#Effects+1]={prt,"Elec",0.05,x,y,z,xval,yval,zval}]]
--[[coroutine.resume(coroutine.create(function(Part,Mesh,Frame,xvaal,yvaal,zvaal)
Part.CFrame=cf(Frame)*cf(math.random(-x,x),math.random(-y,y),math.random(-z,z))
for i=0,1,0.05 do
swait()
xvaal=xvaal-0.1
yvaal=yvaal-0.1
zvaal=zvaal-0.1
Mesh.Scale=vt(xvaal,yvaal,zvaal)
Part.Transparency=i
end
Part.Parent=nil
end),prt,msh,cff,xval,yval,zval)]]
end
else
Part.Parent=nil
table.remove(Effects,e)
end
end
--end
end
end
end
end
--[[
Copyrighted (C) Fenrier 2014
]]
|
--- Provide a mini validation library based on lua type and presence.
local validator = {}
function validator.present_string(name)
return {name = name, kind = "string"}
end
function validator.present_number(name)
return {name = name, kind = "number"}
end
function validator.present_function(name)
return {name = name, kind = "function"}
end
function validator.present_table(name)
return {name = name, kind = "table"}
end
--- Validation function.
-- @param rules table - the rules to apply
-- @param tbl table - the table to be validated
-- @return bool - status - if it's a success or not
-- @return string - when there's an error this is the error message
function validator.valid(rules, tbl)
for _, v in pairs(rules) do
if not tbl[v.name] or type(tbl[v.name]) ~= v.kind then
return false, string.format("the property %s must be a %s", v.name, v.kind)
end
end
return true, nil
end
return validator
|
local lib = require "resty.libxl.library"
local setmetatable = setmetatable
local ffi = require "ffi"
local ffi_new = ffi.new
local r = ffi_new("int[1]", 0)
local g = ffi_new("int[1]", 0)
local b = ffi_new("int[1]", 0)
local color = {}
color.__index = color
function color.new(opts)
return setmetatable(opts, color)
end
function color:pack(r, g, b)
return lib.xlBookColorPackA(self.context, r or 0, g or 0, b or 0)
end
function color:unpack(value)
lib.xlBookColorUnpackA(self.context, value, r, g, b)
return r[0], g[0], b[0]
end
return color
|
ITEM.name = "S&W M10 Revolver"
ITEM.description = "The Smith & Wesson Model 10 is a revolver of worldwide popularity. It was the successor to the Smith & Wesson .32 Hand Ejector Model of 1896 and was the first Smith & Wesson revolver to feature a cylinder release latch on the left side of the frame like the Colt M1889. In production since 1899, it is a six-shot double-action .38 revolver with fixed sights."
ITEM.model = "models/weapons/ethereal/w_38rev.mdl"
ITEM.class = "cw_kk_ins2_revolver"
ITEM.weaponCategory = "secondary"
ITEM.width = 1
ITEM.height = 1
ITEM.price = 800
ITEM.weight = 2
|
--------------------------------------------------------------------------------
--<[ Общие события ]>-----------------------------------------------------------
--------------------------------------------------------------------------------
addEvent( "Character.onCharacterSpawn", false ) -- Персонаж заспавнен ( player playerElement, number characterID )
addEvent( "Character.onCharacterDespawn", false ) -- Персонаж деспавнен - выбран другой персноаж, игрок вышел в лобби или вышел из сервера ( player playerElement, number characterID )
addEvent( "Character.onCharacterDead", false ) -- Персонаж умер - здоровье установлено в 0 ( player playerElement, number characterID )
--------------------------------------------------------------------------------
--<[ Внутренние события ]>------------------------------------------------------
--------------------------------------------------------------------------------
addEvent( "Character.onClientRequestCharacters", true ) -- Клиент запросил список своих персонажей ( string requestID )
addEvent( "Character.onClientRequestCharacterSpawn", true ) -- Клиент запрашивает спавн персонажа в игру ( number characterID )
addEvent( "Character.onClientRequestCharacterDespawn", true ) -- Клиент запрашивает деспавн персонажа из игры ()
--------------------------------------------------------------------------------
--<[ Модуль Character ]>--------------------------------------------------------
--------------------------------------------------------------------------------
Character = {
-- TODO перенести в объект персонажа
satietyReductionInterval = 6500;
satietyReductionValue = 0.1;
playTimeExperienceAddInterval = 15000; -- 15 секунд (1 игровая минута) - интервал добавления 1ед в Objective.playOneHour
zeroSatietyDamage = 1.0;
despawnedPlayerPos = { x = 1732.2823; y = -1930.5439; z = 13.3563; };
characters = {}; -- Информация о персонажах по игрокам (playerElement => characters array)
currentCharacters = {}; -- ID текущего персонажа (playerElement => characterID)
currentByID = {}; -- Элемент игрока по текущему ID персонажа
init = function()
addEventHandler( "Main.onServerLoad", root, Character.onServerLoad )
Main.setModuleLoaded( "Character", 1 )
end;
onServerLoad = function()
addEventHandler( "Character.onClientRequestCharacters", resourceRoot, Character.onClientRequestCharacters )
addEventHandler( "Character.onClientRequestCharacterSpawn", resourceRoot, Character.onClientRequestCharacterSpawn )
addEventHandler( "Character.onClientRequestCharacterDespawn", resourceRoot, Character.onClientRequestCharacterDespawn )
addEventHandler( "Account.onPlayerLogOut", resourceRoot, Character.onPlayerLogOut )
-- Запускаем таймер обработки голода
setTimer( Character._handleSatietyTimer, Character.satietyReductionInterval, 0 )
-- Добавляем опыт за время игры
setTimer( Character._handlePlayTimeExperience, Character.playTimeExperienceAddInterval, 0 )
end;
----------------------------------------------------------------------------
-- Заспавнить персонаж (установить текущим персонажем игрока). Возвращает false, если персонаж не принадлежит этому игроку или не вошел в аккаунт
-- > playerElement player
-- > characterID number
-- = bool spawnResult
spawn = function( playerElement, characterID )
if not validVar( playerElement, "playerElement", "player" ) then return nil end
if not validVar( characterID, "characterID", "number" ) then return nil end
if ( not Account.isLogined( playerElement ) ) then
-- Еще не вошел в аккаунт
Debug.error( "Player didn't loged in into account to spwn character " .. characterID )
return false
end
local characterData = Character.getPlayerCharacters( playerElement )[ characterID ]
if ( characterData == nil ) then
-- Такого персонажа нет у игрока
Debug.error( "Player hasn't character " .. characterID )
return false
else
-- Персонаж принадлежит игроку
Debug.info( "Current character set: " .. characterID )
Character.currentCharacters[ playerElement ] = characterID
Character.currentByID[ characterID ] = playerElement
if ( characterData.health ~= 0 ) then
-- У игрока есть здоровье
local dim = Dimension.get( characterData.dimension_name, characterData.dimension_id )
spawnPlayer( playerElement, characterData.x, characterData.y, characterData.z, characterData.angle, characterData.skin, 0, dim )
setElementHealth( playerElement, characterData.health )
fadeCamera( playerElement, true )
setCameraTarget( playerElement, playerElement )
-- Установка данных на клиента
triggerClientEvent( playerElement, "Character.onServerSetCurrentCharacter", resourceRoot, characterData )
-- Вызов события "персонаж заспавнен"
triggerEvent( "Character.onCharacterSpawn", resourceRoot, playerElement, characterID )
else
-- У игрока здоровье на 0
Debug.info( "Character health is zero, making him dead and respawning" )
triggerEvent( "Character.onCharacterDead", resourceRoot, playerElement, characterID )
end
return true
end
end;
-- Убрать (деспавнить) текущего персонажа
-- > playerElement player
-- = void
despawn = function( playerElement )
if ( Character.currentCharacters[ playerElement ] ~= nil ) then
-- Персонаж был заспавнен, убираем его
local characterID = Character.currentCharacters[ playerElement ]
triggerEvent( "Character.onCharacterDespawn", resourceRoot, playerElement, characterID )
Character.save( playerElement )
Character.currentByID[ characterID ] = nil
Character.currentCharacters[ playerElement ] = nil
Debug.info( "Curent character set to nil" )
--[[
Игрок никуда не перемещается (так как попадает либо в лобби, либо выходит)
setTimer( function()
setElementPosition( playerElement, Character.despawnedPlayerPos.x, Character.despawnedPlayerPos.y, Character.despawnedPlayerPos.z )
end, 200, 1 )
--]]
setElementDimension( playerElement, Dimension.get( "Lobby" ) )
setElementPosition( playerElement, Character.despawnedPlayerPos.x, Character.despawnedPlayerPos.y, Character.despawnedPlayerPos.z )
-- Установка данных на клиента
triggerClientEvent( playerElement, "Character.onServerSetCurrentCharacter", resourceRoot, nil )
end
end;
-- Возвращает true, есл игрок выбрал персонаж (у игрока есть заспавненный персонаж)
-- > playerElement player
-- = bool characterIsSelected
isSelected = function( playerElement )
return Character.currentCharacters[ playerElement ] ~= nil
end;
-- Получить ID текущего персонажа игрока или nil, если персонаж не выбран
-- > playerElement player
-- = number / nil characterID
getID = function( playerElement )
if ( Character.isSelected( playerElement ) ) then
return Character.currentCharacters[ playerElement ]
else
return nil
end
end;
-- Получить playerElement по ID текущего персонажа или nil, если игрока с таким ID персонажа нет в игре
-- > characterID number
-- = player / nil characterOwner
getPlayerElement = function( characterID )
return Character.currentByID[ characterID ]
end;
-- Получить данные о текущем персонаже (например, health). Если key не указан, возвращаются все данные в виде таблицы. Если игрок не выбрал персонаж, возвращает nil
-- > playerElement player
-- > key string / nil - если указан nil, будет возвращена таблица со всеми данными
-- = mixed / table/ nil characterData
getData = function( playerElement, key )
if ( Character.isSelected( playerElement ) ) then
if ( key == nil ) then
return Character.characters[ playerElement ][ Character.currentCharacters[ playerElement ] ]
else
return Character.characters[ playerElement ][ Character.currentCharacters[ playerElement ] ][ key ]
end
else
return nil
end
end;
-- Установить данные текущего персонажа
-- > playerElement player
-- > key string
-- > value mixed
-- = void
setData = function( playerElement, key, value )
if not validVar( key, "key", "string" ) then return nil end
if not validVar( value, "value", { "string", "number" } ) then return nil end
if ( Character.currentCharacters[ playerElement ] ~= nil ) then
Character.characters[ playerElement ][ Character.currentCharacters[ playerElement ] ][ key ] = value
else
return nil
end
end;
-- Сохранить текущие данные персонажа в базу
-- > playerElement player
-- = void
save = function( playerElement )
-- TODO (с флажком 'changed') - создать таблицу ключей измененных полей
Debug.info( "Saving player character", playerElement )
if ( Character.isSelected( playerElement ) ) then
-- Позиция
local x, y, z = getElementPosition( playerElement )
Character.setData( playerElement, "x", x )
Character.setData( playerElement, "y", y )
Character.setData( playerElement, "z", z )
local _, _, angle = getElementRotation( playerElement )
Character.setData( playerElement, "angle", angle )
-- Сохранение
local q = "\
UPDATE mtaw.character \
SET \
x = " .. x .. ", \
y = " .. y .. ", \
z = " .. z .. ", \
angle = " .. angle .. ", \
health = " .. Character.getHealth( playerElement ) .. ", \
satiety = " .. Character.getSatiety( playerElement ) .. ", \
skin = " .. Character.getData( playerElement, "skin" ) .. ", \
experience = " .. Character.getData( playerElement, "experience" ) .. " \
WHERE id = " .. Character.getData( playerElement, "id" );
DB.syncQuery( q )
else
Debug.info( "Player didn't select a character" )
end
end;
-- Возвращает имя персонажа, очищенное от запрещенных символов
-- > name string - неочищенное имя
-- = string validName
filterCharacterName = function( name )
local ret = ""
for i = 1, utfLen( name ) do
local chr = utfSub( name, i, i )
local chrCode = utfCode( chr )
if (
( chrCode >= 1040 and chrCode <= 1103 ) -- а-Я
or ( chrCode == 1025 or chrCode == 1105 ) -- ё Ё
--or ( chrCode >= 65 and chrCode <= 90 ) -- A-Z
--or ( chrCode >= 97 and chrCode <= 122 ) -- a-z
--or chrCode == 1108 -- є
--or chrCode == 1110 -- і
--or chrCode == 1111 -- ї
or chrCode == 45 -- -
or chrCode == 32 -- пробел
) then ret = ret .. utfChar( chrCode ) end
end
return ret
end;
-- Прверка валидности имени и фамилии персонажа
-- > str string - имя или фамилия персонажа
-- = bool isValid
isNameValid = function( str )
if ( utfLen( str ) < 2 or utfLen( str ) >= 24 ) then
return false
end
return Character.filterCharacterName( str ) == str
end;
-- Создать нового персонажа. Возвращает true и ID Нового персонажа или false и текст ошибки
-- > playerElement player - игрок, для которого будет создан персонаж
-- > name string - имя персонажа
-- > surname string - фамилия персонажа
-- > gender string - пол персонажа (male/female)
-- > skin number - ID модели скина персонажа
-- > avatar string / nil - аватарка персонажа, по умолчанию генерируется случайная
-- = bool isCreated, number / string characterIdOrError
create = function( playerElement, name, surname, gender, skin, avatar )
if not validVar( playerElement, "playerElement", "player" ) then return nil end
if not validVar( name, "name", "string" ) then return nil end
if not validVar( surname, "surname", "string" ) then return nil end
if not validVar( gender, "gender", "string" ) then return nil end
if not validVar( skin, "number", "string" ) then return nil end
if not validVar( avatar, "avatar", { "string", "nil" } ) then return nil end
if ( Account.isLogined( playerElement ) ) then
-- Игрок вошел в аккаунт
local accountID = Account.getData( playerElement, "id" )
local slotStatistic = Character.getSlotStatistic( playerElement )
if ( slotStatistic.total > slotStatistic.used ) then
-- Есть свободные слоты для персонажей
-- Валидация
if ( gender ~= "male" and gender ~= "female" ) then
-- Неверно указан пол
return false, "Неверно указан пол"
end
if ( not Character.isNameValid( name ) ) then
return false, "Неверный формат имени"
end
if ( not Character.isNameValid( surname ) ) then
return false, "Неверный формат фамилии"
end
if ( ARR.characterCreatorSkins[ gender ][ tostring( skin ) ] == nil ) then
return false, "Невозможно выбрать скин " .. skin
end
if ( avatar == nil ) then
-- Генерация алиаса аватарки
avatar = Avatar.generateAvatarAlias()
end
-- Запись в базу нового персонажа и обновления списка персонажей на клиенте
local spawnAlias = Spawn.getNearestSpawnAlias( 0, 0, 0 )
local spawnData = Spawn.getSpawnInfo( spawnAlias )
local angle = 0
local q = "\
INSERT INTO mtaw.character ( account, x, y, z, angle, name, surname, gender, created, avatar, skin ) VALUES (\
" .. accountID .. ",\
" .. spawnData.x .. ",\
" .. spawnData.y .. ",\
" .. spawnData.z .. ",\
" .. angle .. ",\
'" .. sql_escape_string( name ) .. "',\
'" .. sql_escape_string( surname ) .. "',\
'" .. sql_escape_string( gender ) .. "',\
" .. Time.getServerTimestamp() .. ",\
'" .. sql_escape_string( avatar ) .. "',\
" .. skin .. "\
)\
"
local isSuccess, result, num_affected_rows, last_insert_id = DB.syncQuery( q )
if ( not isSuccess ) then return nil end
Debug.info( tostring( result ) .. " " .. tostring( num_affected_rows ) .. " " .. tostring( last_insert_id ) )
if ( result ) then
local isSuccess, newCharacterResult = DB.syncQuery( "SELECT * FROM mtaw.character WHERE id = " .. last_insert_id )
if ( not isSuccess ) then return nil end
for k, v in pairs( newCharacterResult ) do
local data = {}
for kk, vv in pairs( v ) do
data[ kk ] = vv
end
Character.characters[ playerElement ][ data.id ] = data
end
return true, last_insert_id
else
return false, "Ошибка при создании записи в базе данных"
end
else
return false, "Нет свободных слотов для создания персонажа"
end
else
return false, "Необходимо войти в аккаунт"
end
end;
setPosition = function( playerElement, x, y, z )
if not validVar( playerElement, "playerElement", "player" ) then return nil end
if not validVar( x, "x", "number" ) then return nil end
if not validVar( y, "y", "number" ) then return nil end
if not validVar( z, "z", "number" ) then return nil end
local characterID = Character.currentCharacters[ playerElement ]
if ( characterID ~= nil ) then
Character.characters[ playerElement ][ characterID ].x = x
Character.characters[ playerElement ][ characterID ].y = y
Character.characters[ playerElement ][ characterID ].z = z
setElementPosition( playerElement, x, y, z )
else
Debug.error( "Character is not selected" )
end
end;
setDimension = function( playerElement, dimensionName, dimensionID )
if not validVar( playerElement, "playerElement", "player" ) then return nil end
if not validVar( dimensionName, "dimensionName", "string" ) then return nil end
if not validVar( dimensionID, "dimensionID", { "number", "nil" } ) then return nil end
local characterID = Character.currentCharacters[ playerElement ]
if ( characterID ~= nil ) then
if ( dimensionID == nil ) then dimensionID = 0 end -- Номер измерения не указан - значит, он не имеет значения
Character.setData( playerElement, "dimension_name", dimensionName )
Character.setData( playerElement, "dimension_id", dimensionID )
setElementDimension( playerElement, Dimension.get( dimensionName, dimensionID ) )
else
Debug.error( "Character is not selected" )
end
end;
-- Возвращает текущую сытость персонажа (0-100) или nil, если персонаж не выбран
-- > playerElement player
-- = number / nil characterSatiety
getSatiety = function( playerElement )
if not validVar( playerElement, "playerElement", "player" ) then return nil end
if ( Character.currentCharacters[ playerElement ] ~= nil ) then
return Character.getData( playerElement, "satiety" )
else
return nil
end
end;
-- Установить сытость персонажа (0-100). Возвращает false, если персонаж не выбран
-- Если указана сытость <0, установит 0. Если больше 100, установит 100
-- > playerElement player
-- > satiety number
-- = bool isSet
setSatiety = function( playerElement, satiety )
if not validVar( playerElement, "playerElement", "player" ) then return nil end
if not validVar( satiety, "satiety", "number" ) then return nil end
if ( Character.currentCharacters[ playerElement ] ~= nil ) then
if ( satiety < 0 ) then
satiety = 0
elseif ( satiety > 100 ) then
satiety = 100
end
if ( Character.getData( playerElement, "satiety" ) ~= satiety ) then
Character.setData( playerElement, "satiety", satiety )
Character.updateClientData( playerElement, {
["satiety"] = satiety;
} )
end
return true
else
Debug.info( "Character is not selected!" )
return false
end
end;
-- Возвращает текущее здоровье персонажа (0-100) или nil, если персонаж не выбран
-- > playerElement player
-- = number characterHealth
getHealth = function( playerElement )
if not validVar( playerElement, "playerElement", "player" ) then return nil end
if ( Character.currentCharacters[ playerElement ] ~= nil ) then
return Character.getData( playerElement, "health" )
else
return nil
end
end;
-- Установить текущее здоровье персонажа (0-100), возвращает false, если персонаж не выбран
-- > playerElement player
-- > health number
-- = bool isSet
setHealth = function( playerElement, health )
if not validVar( playerElement, "playerElement", "player" ) then return nil end
if not validVar( health, "health", "number" ) then return nil end
if ( Character.currentCharacters[ playerElement ] ~= nil ) then
if ( health < 0 ) then
health = 0
elseif ( health > 100 ) then
health = 100
end
if ( Character.getData( playerElement, "health" ) ~= health ) then
Character.setData( playerElement, "health", health )
if ( health == 0 ) then
-- Умер
triggerEvent( "Character.onCharacterDead", resourceRoot, playerElement, Character.getData( playerElement, "id" ) )
else
-- Еще не умер
Character.updateClientData( playerElement, {
["health"] = health;
} )
end
end
return true
else
Debug.info( "Character is not selected!" )
return false
end
end;
-- Возвращает текущую сумму наличных денег персонажа (>=0) или nil, если персонаж не выбран
-- > playerElement player
-- = number / nil characterMoney
getMoney = function( playerElement )
if not validVar( playerElement, "playerElement", "player" ) then return nil end
if ( Character.currentCharacters[ playerElement ] ~= nil ) then
return Character.getData( playerElement, "money" )
else
return nil
end
end;
-- Установить текущую сумму наличных персонажу (>=0), возвращает false, если персонаж не выбран
-- > playerElement player
-- > money naumber
-- = bool isSet
setMoney = function( playerElement, money )
if not validVar( playerElement, "playerElement", "player" ) then return nil end
if not validVar( money, "money", "number" ) then return nil end
if ( Character.currentCharacters[ playerElement ] ~= nil ) then
Character.setData( playerElement, "money", money )
Character.updateClientData( playerElement, {
["money"] = money;
} )
return true
else
Debug.info( "Character is not selected!" )
return false
end
end;
-- Возвращает суммарный опыт персонажа (>=0) или nil, если персонаж не выбран
-- > playerElement player
-- = number experience / nil
getExperience = function( playerElement )
if not validVar( playerElement, "playerElement", "player" ) then return nil end
if ( Character.currentCharacters[ playerElement ] ~= nil ) then
return Character.getData( playerElement, "experience" )
else
return nil
end
end;
-- Установить суммарный опыт персонажа (>=0), возвращает nil, если персонаж не выбран
-- > playerElement player
-- > experience number
-- = bool isSet
setExperience = function( playerElement, experience )
if not validVar( playerElement, "playerElement", "player" ) then return nil end
if not validVar( experience, "experience", "number" ) then return nil end
if ( Character.currentCharacters[ playerElement ] ~= nil ) then
Character.setData( playerElement, "experience", experience )
Character.updateClientData( playerElement, {
["experience"] = experience;
} )
return true
else
Debug.info( "Character is not selected!" )
return false
end
end;
-- Добавить к суммарному опыту персонажа (>0)
-- > playerElement player
-- > addedExperience number
-- = void
addExperience = function( playerElement, addedExperience )
if not validVar( playerElement, "playerElement", "player" ) then return nil end
if not validVar( addedExperience, "addedExperience", "number" ) then return nil end
if ( addedExperience < 1 ) then
Debug.error( "Invalid experience amount: " .. addedExperience )
return nil
end
Character.setExperience( playerElement, Character.getData( playerElement, "experience" ) + addedExperience )
end;
-- Обновить данные о персонаже на стороне клиента - отправляет все данные на клиент
-- > playerElement player
-- > newData table - таблица с данными персонажа, которые нужно установить на клиенте
-- = void
updateClientData = function( playerElement, newData )
if not validVar( newData, "newData", "table" ) then return nil end
triggerClientEvent( playerElement, "Character.onServerUpdateCharacterData", resourceRoot, newData )
end;
-- Возвращает таблицу всех персонажей игрока или nil, если не вошел в аккаунт
-- > playerElement player
-- = table / nil playerCharacters
getPlayerCharacters = function( playerElement )
if ( Account.isLogined( playerElement ) ) then
if ( Character.characters[ playerElement ] == nil ) then
local isSuccess, result = DB.syncQuery( "SELECT * FROM mtaw.character WHERE account = " .. Account.getAccountID( playerElement ) )
if ( not isSuccess ) then return nil end
Character.characters[ playerElement ] = {}
for k, v in pairs( result ) do
local data = {}
for kk, vv in pairs( v ) do
data[ kk ] = vv
end
Character.characters[ playerElement ][ data.id ] = data
end
end
return Character.characters[ playerElement ]
else
return nil
end
end;
-- Возвращает количество занятых и всего слотов под персонажи игрока или nil, если не вошел в аккаунт
-- > playerElement player
-- = table / nil slotStatistic
getSlotStatistic = function( playerElement )
if ( Account.isLogined( playerElement ) ) then
local playerCharacters = Character.getPlayerCharacters( playerElement )
local totalExp = 0
local usedSlots = 0
for characterID, characterData in pairs( playerCharacters ) do
totalExp = totalExp + characterData.experience
usedSlots = usedSlots + 1
end
local availableSlots = 0
local nextSlotExp = 0
local prevSlotExp = 0
for k, v in pairs( ARR.characterSlotsByTotalExp ) do
if ( totalExp >= v[ 1 ] ) then
availableSlots = v[ 2 ]
else
if ( k ~= 0 ) then
prevSlotExp = ARR.characterSlotsByTotalExp[ k - 1 ][ 1 ]
end
nextSlotExp = v[ 1 ]
break
end
end
return {
total = availableSlots;
used = usedSlots;
totalExp = totalExp;
prevSlotExp = prevSlotExp;
nextSlotExp = nextSlotExp;
}
else
return nil
end
end;
-- Получить информацию о текущем уровне и оставшемся опыте для перехода на следующий уровень
-- > totalExperience number
-- = table levelInfo
getLevelInfo = function( totalExperience )
if not validVar( totalExperience, "experience", "number" ) then return nil end
local level, levelExp, nextLevelExp
local expSum = 0
for k, v in pairs( ARR.expByLevel ) do
level = k
if ( expSum + v > totalExperience ) then
levelExp = totalExperience - expSum
nextLevelExp = v
break
end
expSum = expSum + v
end
local ret = {}
ret.level = level
ret.levelExp = levelExp
ret.nextLevelExp = nextLevelExp
return ret
end;
-- Обработка уменьшения сытости
_handleSatietyTimer = function()
local players = getElementsByType( "player" )
for _, playerElement in pairs( players ) do
if ( Character.isSelected( playerElement ) ) then
Character.setSatiety( playerElement, Character.getData( playerElement, "satiety" ) - Character.satietyReductionValue )
if ( Character.getData( playerElement, "satiety" ) == 0 ) then
-- Сытость на нуле
Character.setHealth( playerElement, Character.getHealth( playerElement ) - Character.zeroSatietyDamage )
end
end
end
end;
-- Добавление 1 очка в Objective.playOneHour всем заспавненным персонажам
_handlePlayTimeExperience = function()
local players = getElementsByType( "player" )
for _, playerElement in pairs( players ) do
if ( Character.isSelected( playerElement ) ) then
Objective.progress( Character.getID( playerElement ), "playOneHour" )
end
end
end;
----------------------------------------------------------------------------
--<[ Обработчики событий ]>-------------------------------------------------
----------------------------------------------------------------------------
-- Клиент запросил список своих персонажей
onClientRequestCharacters = function( requestID )
local characterList = Character.getPlayerCharacters( client )
triggerClientEvent( client, "Character.onServerSentCharacters", resourceRoot, characterList, requestID )
end;
-- Клиент запросил спавн персонажа
onClientRequestCharacterSpawn = function( characterID )
Character.spawn( client, characterID )
end;
-- Клиент запросил деспавн персонажа
onClientRequestCharacterDespawn = function()
Character.despawn( client )
end;
-- Клиент вышел из аккаунта
onPlayerLogOut = function( playerElement )
-- Так как персонажи не могут существовать без аккаунтов, деспавним персонаж
if ( Character.isSelected( playerElement ) ) then
-- Перенести в Character
Character.despawn( playerElement )
end
end;
};
addEventHandler( "onResourceStart", resourceRoot, Character.init )
|
local input = io.open('1SonarSweep.txt', 'r')
function SonarSweeps(input)
local prev = 9999999999
local change = {}
local count = 0
for line in input:lines() do
local current = tonumber(line)
if (current > prev) then
count = count + 1
end
prev = current
end
print("part 1: " .. count)
end
function SonarSweeps2(input)
local buffer = {9999999, 9999999, 9999999}
local change = {}
local count = 0
input = io.open("1SonarSweep.txt")
for line in input:lines() do
local current = tonumber(line)
local total = current + buffer[1] + buffer[2]
local prevTotal = buffer[1] + buffer[2] + buffer[3]
local test = "decrease";
if (total > prevTotal) then
count = count + 1
test = "increase"
elseif (total == prevTotal) then
test = "same"
end
buffer[3] = buffer[2]
buffer[2] = buffer[1]
buffer[1] = current
end
print("part2: ".. count)
end
SonarSweeps(input)
SonarSweeps2(input)
|
--This script builds a tree from a Lua table and puts the child nodes in parenthesis to the node if child nodes are not http site adresses
--1. read input tree
dofile("C:\\Tree\\html_Tree\\Tree_Baum_node_content.lua")
--test with: print(Tree[1][1][2])
outputfile1=io.open("C:\\Tree\\html_Tree\\Tree_Baum_node_content.html","w")
outputfile1:write('<font size="5"> ')
--2.1 function to build recursively the tree
function readTreetohtmlRecursive(TreeTable)
if TreeTable.branchname:match("^http")==nil then
AusgabeTabelle[TreeTable.branchname]=TreeTable.branchname .. " ("
end --if TreeTable.branchname:match("^http")==nil then
for k,v in ipairs(TreeTable) do
if type(v)=="table" then
if TreeTable.branchname:match("^http")==nil and v.branchname:match("^http")==nil then
AusgabeTabelle[TreeTable.branchname]=AusgabeTabelle[TreeTable.branchname] .. v.branchname .. ", "
end --if TreeTable.branchname:match("^http")==nil then
else
if TreeTable.branchname:match("^http")==nil and v:match("^http")==nil then
AusgabeTabelle[TreeTable.branchname]=AusgabeTabelle[TreeTable.branchname] .. v .. ", "
end --if TreeTable.branchname:match("^http")==nil then
end --if type(v)=="table" then
end --for k, v in ipairs(TreeTable) do
--write modified or unmodified branchname
if AusgabeTabelle[TreeTable.branchname] and AusgabeTabelle[TreeTable.branchname]:match("%($")==nil then
outputfile1:write("<ul><li>" ..
tostring(AusgabeTabelle[TreeTable.branchname]:gsub(", $",")"):gsub("([^%(]*)(%(.*%))","<b>%1</b><i>%2</i>"))
:gsub("ä","ä")
:gsub("ä","ä")
:gsub("Ä","Ä")
:gsub("Ä","Ä")
:gsub("ö","ö")
:gsub("ö","ö")
:gsub("Ö","Ö")
:gsub("Ö","Ö")
:gsub("ü","ü")
:gsub("ü","ü")
:gsub("Ü","Ü")
:gsub("Ü","Ü")
:gsub("ß","ß")
:gsub("ß","ß")
.. "\n")
else
local TreeTable_branchname_link=TreeTable.branchname
if TreeTable.branchname:match("^http") then TreeTable_branchname_link='<a href="' .. TreeTable.branchname .. '">' .. TreeTable.branchname .. '</a>' end
outputfile1:write("<ul><li>" ..
tostring(TreeTable_branchname_link)
:gsub("ä","ä")
:gsub("ä","ä")
:gsub("Ä","Ä")
:gsub("Ä","Ä")
:gsub("ö","ö")
:gsub("ö","ö")
:gsub("Ö","Ö")
:gsub("Ö","Ö")
:gsub("ü","ü")
:gsub("ü","ü")
:gsub("Ü","Ü")
:gsub("Ü","Ü")
:gsub("ß","ß")
:gsub("ß","ß")
.. "\n")
end --if AusgabeTabelle[TreeTable.branchname]:match("%($")==nil then
--go to the recursion
for k,v in ipairs(TreeTable) do
if type(v)=="table" then
readTreetohtmlRecursive(v)
else
local v_link=v
if v:match("^http") then v_link='<a href="' .. v .. '">' .. v .. '</a>' end
outputfile1:write("<ul><li>" .. v_link
:gsub("ä","ä")
:gsub("ä","ä")
:gsub("Ä","Ä")
:gsub("Ä","Ä")
:gsub("ö","ö")
:gsub("ö","ö")
:gsub("Ö","Ö")
:gsub("Ö","Ö")
:gsub("ü","ü")
:gsub("ü","ü")
:gsub("Ü","Ü")
:gsub("Ü","Ü")
:gsub("ß","ß")
:gsub("ß","ß")
.. "</li></ul>" .. "\n")
end --if type(v)=="table" then
end --for k, v in ipairs(TreeTable) do
outputfile1:write("</li></ul>" .. "\n")
end --readTreetohtmlRecursive(TreeTable)
--2.2 apply the recursive function and build html file
AusgabeTabelle={}
readTreetohtmlRecursive(Tree)
outputfile1:close()
|
--[[
--This file implements orthognoal linear module, which wraps orthogonal weight normalization
--into the linear module for 2D input used in MLP architecture.
--
-------------------------------------------------------------------
--Author: Lei Huang
--mail: huanglei@nlsde.buaa.edu.cn
---
--]]
local Linear_Weight_DBN_Row_Group, parent = torch.class('nn.Linear_Weight_DBN_Row_Group', 'nn.Module')
function Linear_Weight_DBN_Row_Group:__init(inputSize,outputSize,m_perGroup,unitLength_flag)
parent.__init(self)
self.weight = torch.Tensor( outputSize,inputSize) --make sure the weight is symetric and semi-definite
-- self.bias = torch.Tensor(outputSize)
self.gradWeight = torch.Tensor(outputSize, inputSize)
-- self.gradBias = torch.Tensor(outputSize)
if unitLength_flag ~= nil then
assert(type(unitLength_flag) == 'boolean', 'unitLength_flag has to be true/false')
self.unitLength_flag = unitLength_flag
else
self.unitLength_flag = true
end
self.eps=1e-7
self.threshold=0
self.debug=false
if m_perGroup~=nil then
self.m_perGroup = m_perGroup > inputSize and inputSize or m_perGroup
else
self.m_perGroup = inputSize
end
self:reset()
end
function Linear_Weight_DBN_Row_Group:reset(stdv)
if stdv then
stdv = stdv * math.sqrt(3)
else
stdv = 1./math.sqrt(self.weight:size(2))
end
self.weight:uniform(-stdv, stdv)
-- self.weight:randn(self.weight:size(1),self.weight:size(2))
-- self.bias:uniform(-stdv, stdv)
return self
end
function Linear_Weight_DBN_Row_Group:reset_orthogonal()
local initScale = 1.1 -- math.sqrt(2)
local M1 = torch.randn(self.weight:size(1), self.weight:size(1))
local M2 = torch.randn(self.weight:size(2), self.weight:size(2))
local n_min = math.min(self.weight:size(1), self.weight:size(2))
-- QR decomposition of random matrices ~ N(0, 1)
local Q1, R1 = torch.qr(M1)
local Q2, R2 = torch.qr(M2)
self.weight:copy(Q1:narrow(2,1,n_min) * Q2:narrow(1,1,n_min)):mul(initScale)
-- self.bias:zero()
end
function Linear_Weight_DBN_Row_Group:updateOutput(input)
assert(input:dim() == 2, 'only mini-batch supported (2D tensor), got '
.. input:dim() .. 'D tensor instead')
function updateOutput_perGroup(weight_perGroup,groupId)
local n_output=weight_perGroup:size(1)
local n_input=weight_perGroup:size(2)
local n_output=weight_perGroup:size(1)
local n_input=weight_perGroup:size(2)
local scale=weight_perGroup.new()
local centered = weight_perGroup.new()
self.W_perGroup=self.W_perGroup or input.new()
self.W_perGroup:resizeAs(weight_perGroup)
self.buffer:mean(weight_perGroup, 2)
centered:add(weight_perGroup, -1, self.buffer:expandAs(weight_perGroup))
----------------------calcualte the projection matrix----------------------
self.buffer_1:resize(weight_perGroup:size(1),weight_perGroup:size(1))
self.buffer_1:addmm(0,self.buffer_1,1/n_input,centered,centered:t()) --buffer_1 record correlation matrix
self.buffer_1:add(self.eps,torch.eye(self.buffer_1:size(1)))
-----------------------matrix decomposition-------------
local rotation,eig,_=torch.svd(self.buffer_1)
if self.debug then
print(eig)
end
scale:resizeAs(eig)
scale:copy(eig)
scale:pow(-1/2) --scale=eig^(-1/2)
self.buffer_1:diag(scale) --self.buffer_1 cache the scale matrix
self.buffer_2:resizeAs(rotation)
self.buffer_2:mm(self.buffer_1,rotation:t()) --U= Eighta^(-1/2)*D^T
self.buffer_1:mm(rotation,self.buffer_2)
self.W_perGroup:mm(self.buffer_1,centered)
if self.unitLength_flag then
self.W_perGroup:mul(math.sqrt(1/n_input))
end
----------------record the results of per groupt--------------
table.insert(self.eigs, eig)
table.insert(self.scales, scale)
table.insert(self.rotations, rotation)
table.insert(self.centereds, centered)
return self.W_perGroup
end
--------------------------------update main function----------------------
local nframe = input:size(1)
local nElement = self.output:nElement()
local n_output=self.weight:size(1)
local n_input=self.weight:size(2)
self.output:resize(nframe, n_output)
if self.output:nElement() ~= nElement then
self.output:zero()
end
self.W=self.W or input.new()
self.W:resizeAs(self.weight)
self.buffer = self.buffer or input.new()
self.buffer_1 = self.buffer_1 or input.new()
self.buffer_2 = self.buffer_2 or input.new()
local groups=torch.floor((n_output-1)/self.m_perGroup)+1
-------------- initalize the group parameters---------------
self.eigs={}
self.scales={}
self.rotations={}
self.centereds={}
for i=1,groups do
local start_index=(i-1)*self.m_perGroup+1
local end_index=math.min(i*self.m_perGroup,n_output)
self.W[{{start_index,end_index},{}}]=updateOutput_perGroup(self.weight[{{start_index,end_index},{}}],i)
end
if input:dim() == 2 then
self.output:addmm(0, self.output, 1, input, self.W:t())
-- self.output:addr(1, self.addBuffer, self.bias) --for cudnn, the bias is usually omited for efficiency
else
error('input must be vector or matrix')
end
return self.output
end
function Linear_Weight_DBN_Row_Group:updateGradInput(input, gradOutput)
if self.gradInput then
local nElement = self.gradInput:nElement()
self.gradInput:resizeAs(input)
if self.gradInput:nElement() ~= nElement then
self.gradInput:zero()
end
if input:dim() == 2 then
self.gradInput:addmm(0, 1, gradOutput, self.W)
else
error('input must be vector or matrix')
end
return self.gradInput
end
end
function Linear_Weight_DBN_Row_Group:accGradParameters(input, gradOutput, scale)
------------------calculate the K matrix---------------------
function getK_new(eig)
local revised=1e-45 --used for div 0, in case of that there are tow eigenValuse is the same (It's almost impossible)
local K=torch.Tensor(eig:size(1),eig:size(1)):fill(revised)
local b_1=torch.Tensor(eig:size(1),eig:size(1)):repeatTensor(eig, eig:size(1), 1)
local b_2=torch.eye(eig:size(1)):add(b_1:t()):add(-1,b_1):add(K)
K:fill(1):cdiv(b_2):add(-1, torch.eye(eig:size(1))*(1+revised))
return K
end
---------------------------------------------------------
function updateAccGradParameters_perGroup(gradW_perGroup, groupId)
local n_output=gradW_perGroup:size(1)
local n_input=gradW_perGroup:size(2)
local eig=self.eigs[groupId]
local scale=self.scales[groupId]
local rotation=self.rotations[groupId]
local centered=self.centereds[groupId]
self.gradWeight_perGroup=self.gradWeight_perGroup or gradW_perGroup.new()
self.gradWeight_perGroup:resizeAs(gradW_perGroup)
self.hat_x=self.hat_x or gradW_perGroup.new()
self.S=self.S or gradW_perGroup.new()
self.M=self.M or gradW_perGroup.new()
self.U=self.U or gradW_perGroup.new()
self.f=self.f or gradW_perGroup.new()
self.FC=self.FC or gradW_perGroup.new()
self.d_hat_x=self.d_hat_x or gradW_perGroup.new()
self.hat_x:resizeAs(centered)
self.d_hat_x:resizeAs(centered)
self.U:resizeAs(rotation)
self.M:resizeAs(rotation)
self.S:resizeAs(rotation)
self.FC:resizeAs(rotation)
self.buffer:diag(scale)
self.U:mm( self.buffer,rotation:t())
self.hat_x:mm( self.U,centered)
self.d_hat_x:mm(rotation:t(),gradW_perGroup)
self.FC:addmm(0, self.FC, 1/n_input, self.d_hat_x, self.hat_x:t())
self.f:mean(self.d_hat_x, 2)
local sz = (#self.FC)[1]
local temp_diag=torch.diag(self.FC) --get the diag element of d_EighTa
self.M:diag(temp_diag) --matrix form
--------------------------------calculate S-----------------------------
self.S:cmul(self.FC:t(), eig:view(sz, 1):expandAs(self.FC))
self.buffer:resizeAs(eig):copy(eig):pow(1/2)
self.buffer_1:cmul(self.FC, self.buffer:view(sz, 1):expandAs(self.FC))
self.buffer_2:cmul(self.buffer_1, self.buffer:view(1, sz):expandAs(self.buffer_1))
self.S:add(self.buffer_2)
self.buffer=getK_new(eig)
self.S:cmul(self.buffer:t())
self.buffer:copy(self.S)
self.S:add(self.buffer, self.buffer:t())
self.S:add(-1, self.M) -- S-M
self.buffer_1:resizeAs(self.d_hat_x)
self.buffer_1:mm( self.S:t(),self.hat_x) --(S-M)*self.hat_x
self.buffer_1:add(self.d_hat_x):add(-1, self.f:expandAs(self.d_hat_x))
self.gradWeight_perGroup:mm( self.U:t(),self.buffer_1)
if self.unitLength_flag then
self.gradWeight_perGroup:mul(math.sqrt(1/n_input))
end
return self.gradWeight_perGroup
end
-------------------------------------main function of accGrad------------
assert(input:dim() == 2, 'only mini-batch supported')
assert(gradOutput:dim() == 2, 'only mini-batch supported')
local n_output=self.weight:size(1)
self.gradW=self.gradW or input.new()
self.gradW:resize(gradOutput:size(2),input:size(2))
self.gradW:mm(gradOutput:t(), input) --dL/dW
local groups=torch.floor((n_output-1)/self.m_perGroup)+1
for i=1,groups do
local start_index=(i-1)*self.m_perGroup+1
local end_index=math.min(i*self.m_perGroup,n_output)
self.gradWeight[{{start_index,end_index},{}}]=updateAccGradParameters_perGroup(self.gradW[{{start_index,end_index},{}}],i)
end
end
-- we do not need to accumulate parameters when sharing
Linear_Weight_DBN_Row_Group.sharedAccUpdateGradParameters = Linear_Weight_DBN_Row_Group.accUpdateGradParameters
function Linear_Weight_DBN_Row_Group:__tostring__()
return torch.type(self) ..
string.format('(%d -> %d)', self.weight:size(2), self.weight:size(1))
end
|
-- Natural Selection League Plugin
-- Source located at - https://github.com/xToken/NSL
-- lua/NSL/nsl_predict.lua
-- - Dragon
-- Load shared defs
Script.Load("lua/NSL/nsl_shared.lua")
-- Load predict defs
|
Scene = {}
function newScene(t)
self = t or {}
setmetatable(self, Scene)
Scene.__index = Scene
return self
end
function Scene.start(...)
end
function Scene.draw()
end
function Scene.update(dt)
return true
end
function Scene.mousemoved(x, y)
end
function Scene.mousepressed(x, y, button)
end
function Scene.mousereleased(x, y, button)
end
function Scene.keypressed(key)
end
function Scene.textinput(text)
end
|
local _, ns = ...
local B, C, L, DB, P = unpack(ns)
local AB = P:GetModule("ActionBar")
local Bar = B:GetModule("Actionbar")
-----------------
-- Credit: ElvUI
-----------------
local function ClearTimers(object)
if object.delayTimer then
P:CancelTimer(object.delayTimer)
object.delayTimer = nil
end
end
local function DelayFadeOut(frame, timeToFade, startAlpha, endAlpha)
ClearTimers(frame)
if AB.db["Delay"] > 0 then
frame.delayTimer = P:ScheduleTimer(P.UIFrameFadeOut, AB.db["Delay"], P, frame, timeToFade, startAlpha, endAlpha)
else
P:UIFrameFadeOut(frame, timeToFade, startAlpha, endAlpha)
end
end
function AB:FadeBlingTexture(cooldown, alpha)
if not cooldown then return end
cooldown:SetBlingTexture(alpha > 0.5 and [[Interface\Cooldown\star4]] or P.Blank)
end
function AB:FadeBlings(alpha)
for _, button in pairs(Bar.buttons) do
AB:FadeBlingTexture(button.cooldown, alpha)
end
end
function AB:Button_OnEnter()
if not AB.fadeParent.mouseLock then
ClearTimers(AB.fadeParent)
P:UIFrameFadeIn(AB.fadeParent, .2, AB.fadeParent:GetAlpha(), 1)
AB:FadeBlings(1)
end
end
function AB:Button_OnLeave()
if not AB.fadeParent.mouseLock then
DelayFadeOut(AB.fadeParent, .38, AB.fadeParent:GetAlpha(), AB.db["Alpha"])
AB:FadeBlings(AB.db["Alpha"])
end
end
function AB:FadeParent_OnEvent(event)
if
(event == "ACTIONBAR_SHOWGRID") or
(AB.db["Combat"] and UnitAffectingCombat("player")) or
(AB.db["Target"] and UnitExists("target")) or
(AB.db["Casting"] and (UnitCastingInfo("player") or UnitChannelInfo("player"))) or
(AB.db["Health"] and (UnitHealth("player") ~= UnitHealthMax("player")))
then
self.mouseLock = true
ClearTimers(AB.fadeParent)
P:UIFrameFadeIn(self, .2, self:GetAlpha(), 1)
AB:FadeBlings(1)
else
self.mouseLock = false
DelayFadeOut(self, .38, self:GetAlpha(), AB.db["Alpha"])
AB:FadeBlings(AB.db["Alpha"])
end
end
local options = {
Combat = {
enable = function(self)
self:RegisterEvent("PLAYER_REGEN_ENABLED")
self:RegisterEvent("PLAYER_REGEN_DISABLED")
self:RegisterUnitEvent("UNIT_FLAGS", "player")
end,
events = {"PLAYER_REGEN_ENABLED", "PLAYER_REGEN_DISABLED", "UNIT_FLAGS"}
},
Target = {
enable = function(self)
self:RegisterEvent("PLAYER_TARGET_CHANGED")
end,
events = {"PLAYER_TARGET_CHANGED"}
},
Casting = {
enable = function(self)
self:RegisterUnitEvent("UNIT_SPELLCAST_START", "player")
self:RegisterUnitEvent("UNIT_SPELLCAST_STOP", "player")
self:RegisterUnitEvent("UNIT_SPELLCAST_CHANNEL_START", "player")
self:RegisterUnitEvent("UNIT_SPELLCAST_CHANNEL_STOP", "player")
end,
events = {"UNIT_SPELLCAST_START", "UNIT_SPELLCAST_STOP", "UNIT_SPELLCAST_CHANNEL_START", "UNIT_SPELLCAST_CHANNEL_STOP"}
},
Health = {
enable = function(self)
self:RegisterUnitEvent("UNIT_HEALTH", "player")
end,
events = {"UNIT_HEALTH"}
},
}
function AB:UpdateFaderSettings()
for key, option in pairs(options) do
if AB.db[key] then
if option.enable then
option.enable(AB.fadeParent)
end
else
if option.events and next(option.events) then
for _, event in ipairs(option.events) do
AB.fadeParent:UnregisterEvent(event)
end
end
end
end
end
local NDui_ActionBar = {
["Bar1"] = "NDui_ActionBar1",
["Bar2"] = "NDui_ActionBar2",
["Bar3"] = "NDui_ActionBar3",
["Bar4"] = "NDui_ActionBar4",
["Bar5"] = "NDui_ActionBar5",
["CustomBar"] = "NDui_ActionBarX",
["PetBar"] = "NDui_ActionBarPet",
["StanceBar"] = "NDui_ActionBarStance",
["AspectBar"] = "NDuiHunterAspectFrame",
["MageBarFade"] = "NDuiPlus_MageBar",
}
local function updateAfterCombat(event)
AB:UpdateFaderState()
B:UnregisterEvent(event, updateAfterCombat)
end
function AB:UpdateFaderState()
if InCombatLockdown() then
B:RegisterEvent("PLAYER_REGEN_ENABLED", updateAfterCombat)
return
end
for key, name in pairs(NDui_ActionBar) do
local bar = _G[name]
if bar then
bar:SetParent(AB.db[key] and AB.fadeParent or UIParent)
end
end
if not AB.isHooked then
for _, button in ipairs(Bar.buttons) do
button:HookScript("OnEnter", AB.Button_OnEnter)
button:HookScript("OnLeave", AB.Button_OnLeave)
end
AB.isHooked = true
end
end
do
if Bar.CreateAspectButton then
hooksecurefunc(Bar, "CreateAspectButton", function (self, _, index)
local button = _G["NDuiHunterAspectFrameButton"..index]
if button and AB.db["GlobalFade"] then
button:HookScript("OnEnter", AB.Button_OnEnter)
button:HookScript("OnLeave", AB.Button_OnLeave)
end
end)
end
end
function AB:GlobalFade()
if not AB.db["GlobalFade"] then return end
AB.fadeParent = CreateFrame("Frame", "NDuiPlus_Fader", _G.UIParent, "SecureHandlerStateTemplate")
RegisterStateDriver(AB.fadeParent, "visibility", "[petbattle] hide; show")
AB.fadeParent:SetAlpha(AB.db["Alpha"])
AB.fadeParent:RegisterEvent("ACTIONBAR_SHOWGRID")
AB.fadeParent:RegisterEvent("ACTIONBAR_HIDEGRID")
AB.fadeParent:SetScript("OnEvent", AB.FadeParent_OnEvent)
AB:UpdateFaderSettings()
AB:UpdateFaderState()
end
|
local oakrouting = require("resty.oakrouting")
local match_count = 100000
local table_insert = table.insert
local match_path
local routers = {}
for i = 1, match_count do
table_insert(routers, {
path = "/bench/" .. ngx.md5(i) .. "/{name}",
method = "GET",
handler = function() end
})
if i == match_count then
match_path = "/bench/" .. ngx.md5(i) .. "/apioak"
end
end
local oak_routing = oakrouting.new(routers)
ngx.update_time()
local begin_time = ngx.now()
local succeed = oak_routing:dispatch(match_path, "GET")
ngx.update_time()
local used_time = ngx.now() - begin_time
ngx.say("matched succeed : ", succeed)
ngx.say("matched count : ", match_count)
ngx.say("matched time : ", used_time, " sec")
ngx.say("QPS : ", math.floor(match_count / used_time))
|
-----------------------------------------------------------------------------
-- An icon representing a diff.
-----------------------------------------------------------------------------
module(..., package.seeall)
NODE = {
prototype = "@Image",
file_name = "diff.png",
copyright = "Yuri Takhteyev",
title = "Diff Icon",
file_type = "image/png",
}
NODE.content = [[
iVBORw0KGgoAAAANSUhEUgAAABYAAAAWCAYAAADEtGw7AAAABmJLR0QA/wD/AP+gvaeTAAAACXBIW
XMAAAsSAAALEgHS3X78AAAAB3RJTUUH2QIQAxQTe2rLagAAAEBJREFUOMtj/P//PwMtAOPQNbizs5
MqNpSXlzMO8aC4x8hIFRuU/v8f6kHBeI86QfFfacgHxWgGGQ2K0aCgo8EA+q5Z1fsvGuwAAAAASUV
ORK5CYII=
]]
|
local blips = {
-- Example {title="", colour=, id=, x=, y=, z=},
-- Postes de polices
{title="Дървар", colour=21, id=285, x=-582.984375, y=5359.9150390625, z=70.242919921875}, -- -582.984375,5359.9150390625,70.242919921875
{title="Дървар", colour=21, id=285, x=-580.0170288086, y=5276.4233398438, z=70.264877319336}, -- -580.0170288086,5276.4233398438,70.264877319336
{title="Дървар", colour=21, id=285, x=-497.21310424804, y=5299.390625, z=80.610038757324} -- -497.21310424804,5299.390625,80.610038757324
}
Citizen.CreateThread(function()
for _, info in pairs(blips) do
info.blip = AddBlipForCoord(info.x, info.y, info.z)
SetBlipSprite(info.blip, info.id)
SetBlipDisplay(info.blip, 4)
SetBlipScale(info.blip, 1.0)
SetBlipColour(info.blip, info.colour)
SetBlipAsShortRange(info.blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(info.title)
EndTextCommandSetBlipName(info.blip)
end
end)
local blips = {
-- Example {title="", colour=, id=, x=, y=, z=},
-- Postes de polices
{title="San Andreas Gang", colour=84, id=441, x=1365.5704345703, y=-577.87469482422, z=74.380264282227},
{title="Vagos Gang", colour=84, id=441, x=333.71691894531, y=-2037.8930664063, z=21.097738265991},
{title="Mafia Соленцево", colour=47, id=84, x=-1805.7919921875, y=433.7053527832, z=138.06114196777}, -- -1805.7919921875,433.7053527832,138.06114196777
{title="Rich Gang", colour=84, id=441, x=-927.61187744141, y=175.60478210449, z=66.497741699219}, -- -927.61187744141,175.60478210449,66.497741699219
{title="Factory Gang", colour=84, id=441, x=1155.3002929688, y=-1326.6574707031, z=34.731269836426} -- 1155.3002929688,-1326.6574707031,34.731269836426
}
Citizen.CreateThread(function()
for _, info in pairs(blips) do
info.blip = AddBlipForCoord(info.x, info.y, info.z)
SetBlipSprite(info.blip, info.id)
SetBlipDisplay(info.blip, 4)
SetBlipScale(info.blip, 1.9)
SetBlipColour(info.blip, info.colour)
SetBlipAsShortRange(info.blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(info.title)
EndTextCommandSetBlipName(info.blip)
end
end)
local blips = {
-- Example {title="", colour=, id=, x=, y=, z=},
-- Postes de polices
{title="Zone", colour=2, id=1, x=1365.5704345703, y=-577.87469482422, z=74.380264282227},
{title="Zone", colour=2, id=1, x=333.71691894531, y=-2037.8930664063, z=21.097738265991},
{title="Mafia Zone", colour=1, id=1, x=-1805.7919921875, y=433.7053527832, z=138.06114196777},
{title="Zone", colour=2, id=1, x=-927.61187744141, y=175.60478210449, z=66.497741699219},
{title="Zone", colour=2, id=1, x=1155.3002929688, y=-1326.6574707031, z=34.731269836426}
}
Citizen.CreateThread(function()
for _, info in pairs(blips) do
info.blip = AddBlipForCoord(info.x, info.y, info.z)
SetBlipSprite(info.blip, info.id)
SetBlipDisplay(info.blip, 4)
SetBlipScale(info.blip, 3.9)
SetBlipColour(info.blip, info.colour)
SetBlipAsShortRange(info.blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(info.title)
EndTextCommandSetBlipName(info.blip)
end
end)
local blips = {
-- Example {title="", colour=, id=, x=, y=, z=},
-- Postes de polices
{title="Тунинг Сервиз", colour=75, id=72, x=-210.4983215332, y=-1317.3449707031, z=43.427940368652}
}
Citizen.CreateThread(function()
for _, info in pairs(blips) do
info.blip = AddBlipForCoord(info.x, info.y, info.z)
SetBlipSprite(info.blip, info.id)
SetBlipDisplay(info.blip, 4)
SetBlipScale(info.blip, 0.9)
SetBlipColour(info.blip, info.colour)
SetBlipAsShortRange(info.blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(info.title)
EndTextCommandSetBlipName(info.blip)
end
end)
local blips = {
-- Example {title="", colour=, id=, x=, y=, z=},
-- Postes de polices
{title="Тунинг Сервиз", colour=42, id=72, x=732.64373779297, y=-1089.0834960938, z=29.699953079224}
}
Citizen.CreateThread(function()
for _, info in pairs(blips) do
info.blip = AddBlipForCoord(info.x, info.y, info.z)
SetBlipSprite(info.blip, info.id)
SetBlipDisplay(info.blip, 4)
SetBlipScale(info.blip, 0.9)
SetBlipColour(info.blip, info.colour)
SetBlipAsShortRange(info.blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(info.title)
EndTextCommandSetBlipName(info.blip)
end
end)
local blips = {
-- Example {title="", colour=, id=, x=, y=, z=},
-- Postes de polices
{title="Тунинг Сервиз", colour=42, id=72, x=-336.18408203125, y=-137.22038269043, z=60.444530487061}
}
Citizen.CreateThread(function()
for _, info in pairs(blips) do
info.blip = AddBlipForCoord(info.x, info.y, info.z)
SetBlipSprite(info.blip, info.id)
SetBlipDisplay(info.blip, 4)
SetBlipScale(info.blip, 0.9)
SetBlipColour(info.blip, info.colour)
SetBlipAsShortRange(info.blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(info.title)
EndTextCommandSetBlipName(info.blip)
end
end)
local blips = {
-- Example {title="", colour=, id=, x=, y=, z=},
-- Postes de polices
{title="Тунинг Сервиз", colour=42, id=72, x=-1155.6254882813, y=-2007.1301269531, z=18.504007339478}
}
Citizen.CreateThread(function()
for _, info in pairs(blips) do
info.blip = AddBlipForCoord(info.x, info.y, info.z)
SetBlipSprite(info.blip, info.id)
SetBlipDisplay(info.blip, 4)
SetBlipScale(info.blip, 0.9)
SetBlipColour(info.blip, info.colour)
SetBlipAsShortRange(info.blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(info.title)
EndTextCommandSetBlipName(info.blip)
end
end)
local blips = {
-- Example {title="", colour=, id=, x=, y=, z=},
-- Postes de polices
{title="Тунинг Сервиз", colour=42, id=72, x=1178.8117675781, y=2638.3559570313, z=44.118740081787}
}
Citizen.CreateThread(function()
for _, info in pairs(blips) do
info.blip = AddBlipForCoord(info.x, info.y, info.z)
SetBlipSprite(info.blip, info.id)
SetBlipDisplay(info.blip, 4)
SetBlipScale(info.blip, 0.9)
SetBlipColour(info.blip, info.colour)
SetBlipAsShortRange(info.blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(info.title)
EndTextCommandSetBlipName(info.blip)
end
end)
local blips = {
-- Example {title="", colour=, id=, x=, y=, z=},
-- Postes de polices
{title="Тунинг Сервиз", colour=42, id=72, x=110.12259674072, y=6627.2524414063, z=31.787244796753}
}
Citizen.CreateThread(function()
for _, info in pairs(blips) do
info.blip = AddBlipForCoord(info.x, info.y, info.z)
SetBlipSprite(info.blip, info.id)
SetBlipDisplay(info.blip, 4)
SetBlipScale(info.blip, 0.9)
SetBlipColour(info.blip, info.colour)
SetBlipAsShortRange(info.blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(info.title)
EndTextCommandSetBlipName(info.blip)
end
end)
local blips = {
-- Example {title="", colour=, id=, x=, y=, z=},
-- Postes de polices
{title="Летище", colour=26, id=43, x=-1454.3540039063, y=-2482.4790039063, z=31.787244796753}
}
Citizen.CreateThread(function()
for _, info in pairs(blips) do
info.blip = AddBlipForCoord(info.x, info.y, info.z)
SetBlipSprite(info.blip, info.id)
SetBlipDisplay(info.blip, 4)
SetBlipScale(info.blip, 0.9)
SetBlipColour(info.blip, info.colour)
SetBlipAsShortRange(info.blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(info.title)
EndTextCommandSetBlipName(info.blip)
end
end)
|
local skynet = require "skynet"
local ini = require "utils.inifile"
local validator = require "utils.validator"
local text = require("text").app
local log = require "log"
local sys = require "sys"
local api = require "api"
local running = false
local frpcini = sys.run_root.."/frpc.ini"
local svc = "frpc"
local localhost = "127.0.0.1"
local frpcconf = {
common = {
log_file = "logs/frpc.log",
pool_count = 2,
admin_addr = "127.0.0.1",
admin_port = 7400
}
}
local proxylist = {
ssh = {
name = "ssh",
type = "tcp",
local_port = sys.ssh_port
},
console = {
name = "console",
type = "tcp",
local_port = sys.console_port
},
ws = {
name = "ws",
type = "tcp",
local_port = sys.ws_port
},
vnc = {
name = "vnc",
type = "tcp",
},
vpn = {
name = "vpn",
}
}
local cfg_schema = {
server_addr = validator.ipv4,
server_port = validator.port,
token = validator.string,
protocol = validator.vals("tcp", "kcp")
}
local p_schema = {
name = validator.string,
type = validator.vals("tcp", "udp"),
local_ip = validator.ipv4,
local_port = validator.port,
remote_port = validator.port
}
local vnc_schema = {
local_ip = validator.ipv4,
local_port = validator.port,
remote_port = validator.port
}
local vpn_type = {
tcp = "stcp",
udp = "sudp"
}
local default_vpn_type = "sudp"
local cmd_desc = {
open_console = "<remote_port>",
close_console = "Close console port",
open_ssh = "<remote_port>",
close_ssh = "Close ssh port",
open_ws = "<remote_port>",
close_ws = "Close websocket port",
open_vpn = "<token>",
close_vpn = "<token>",
open_vnc = "{ local_ip=<string>, local_port=<number>, remote_port=<number> }",
close_vnc = "<remote_port>",
open_proxy = "{ name=<string>, type=<string>, local_ip=<string>, local_port=<number>, remote_port=<number> }",
close_proxy = "<name>",
list_proxy = "list all opened proxy"
}
local function reg_cmd()
for k, v in pairs(cmd_desc) do
api.reg_cmd(k, v)
end
end
local function init_proxylist(conf)
for k, v in pairs(conf) do
if v.name ~= "vpn" then
local p = proxylist[v.name]
if p then
p.remote_port = v.remote_port
end
end
end
end
local function init_conf(cfg)
local ok, conf = pcall(ini.parse, frpcini)
if ok then
frpcconf = conf
init_proxylist(conf)
end
frpcconf.common.server_addr = cfg.server_addr
frpcconf.common.server_port = cfg.server_port
frpcconf.common.token = cfg.token
frpcconf.common.protocol = cfg.protocol
local err
ok, err = pcall(ini.save, frpcini, frpcconf)
if not ok then
log.error(err)
return ok
end
ok, err = sys.start_svc(svc)
if ok then
log.info(err)
else
log.error(err)
end
if ok then
ok, err = sys.enable_svc(svc)
if ok then
log.info(err)
else
log.error(err)
end
running = true
end
return ok
end
local function dup(proxy)
for name, p in pairs(frpcconf) do
if proxy.name == name or
(proxy.type == p.type and proxy.remote_port == p.remote_port) then
return true
end
end
return false
end
local function get_vpninfo()
return api.external_request(api.vpnappid, "vpn_info")
end
local function reload()
ini.save(frpcini, frpcconf)
local ok, err = sys.reload_svc(svc)
if ok then
log.info(err)
else
log.error(err)
end
return ok, err
end
local function make_name(prefix, remote_port)
return string.format("%s-%d", prefix, remote_port)
end
local function do_open(proxy, remote_port)
if not running then
return false, text.app_stopped
end
local p = tonumber(remote_port)
if not p then
return false, text.invalid_arg
end
local name = make_name(proxy.name, p)
if frpcconf[name] then
return false, text.invalid_arg
end
proxy.local_ip = localhost
proxy.remote_port = p
frpcconf[name] = proxy
return reload()
end
local function do_close(proxy)
if not running then
return false, text.app_stopped
end
local name
if type(proxy) == "string" then
name = proxy
else
name = make_name(proxy.name, proxy.remote_port)
end
if frpcconf[name] then
frpcconf[name] = nil
return reload()
else
return false, text.invalid_arg
end
end
function open_console(port)
return do_open(proxylist.console, port)
end
function close_console()
return do_close(proxylist.console)
end
function open_ssh(port)
return do_open(proxylist.ssh, port)
end
function close_ssh()
return do_close(proxylist.ssh)
end
function open_ws(port)
return do_open(proxylist.ws, port)
end
function close_ws()
return do_close(proxylist.ws)
end
function open_vnc(vnc)
if not running then
return false, text.app_stopped
end
local ok = pcall(validator.check, vnc, vnc_schema)
vnc.name = make_name(proxylist.vnc.name, vnc.remote_port)
vnc.type = proxylist.vnc.type
if ok and not dup(vnc) then
local k = vnc.name
vnc.name = proxylist.vnc.name
frpcconf[k] = vnc
return reload()
else
return false, text.invalid_arg
end
end
function close_vnc(port)
local p = tonumber(port)
if p then
local name = make_name(proxylist.vnc.name, p)
return do_close(name)
else
return false, text.invalid_arg
end
end
function open_proxy(proxy)
if not running then
return false, text.app_stopped
end
local ok = pcall(validator.check, proxy, p_schema)
if ok and not dup(proxy) then
frpcconf[proxy.name] = proxy
return reload()
else
return false, text.invalid_arg
end
end
function close_proxy(name)
if type(name) == "string" then
return do_close(name)
else
return false, text.invalid_arg
end
end
function open_vpn(token)
if not running then
return false, text.app_stopped
end
if type(token) == "string" then
local vpn = get_vpninfo()
if vpn.running then
frpcconf[token] = {
local_port = vpn.listenport,
name = proxylist.vpn.name,
local_ip = localhost,
type = vpn_type[vpn.proto] or default_vpn_type,
sk = token
}
return reload()
else
return false, text.app_stopped
end
else
return false, text.invalid_arg
end
end
function close_vpn(token)
if type(token) == "string" then
return do_close(token)
else
return false, text.invalid_arg
end
end
function list_proxy()
if not running then
return false, text.app_stopped
end
local ret = {}
for k, v in pairs(frpcconf) do
if k ~= "common" then
ret[k] = v
end
end
return ret
end
function on_conf(cfg)
if cfg.server_addr == '' then
-- init config
return true
else
local ok = pcall(validator.check, cfg, cfg_schema)
if ok then
return init_conf(cfg)
else
return false, text.invalid_conf
end
end
end
reg_cmd()
|
local M = {}
M.base_30 = {
white = "#b0b0b0",
darker_black = "#151b21",
black = "#1a2026", -- nvim bg
black2 = "#20262c",
one_bg = "#242a30",
one_bg2 = "#292f35",
one_bg3 = "#2e343a",
grey = "#42484e",
grey_fg = "#474d53",
grey_fg2 = "#50565c",
light_grey = "#565c62",
red = "#ac8a8c",
baby_pink = "#de878f",
pink = "#e89199",
line = "#2d3339", -- for lines like vertsplit
green = "#8aac8b",
vibrant_green = "#9ec49f",
blue = "#6b8bab",
nord_blue = "#7797b7",
yellow = "#c4c19e",
sun = "#aca98a",
purple = "#a39ec4",
dark_purple = "#8f8aac",
teal = "#7c9cbc",
orange = "#C9938A",
cyan = "#9aafe6",
statusline_bg = "#1e242a",
lightbg = "#2d3339",
pmenu_bg = "#8aac8b",
folder_bg = "#6b8bab",
}
M.base_16 = {
base00 = "#1a2026",
base01 = "#242a30",
base02 = "#292f35",
base03 = "#2e343a",
base04 = "#42484e",
base05 = "#bebebe",
base06 = "#bbbbbb",
base07 = "#b0b0b0",
base08 = "#ac8a8c",
base09 = "#C9938A",
base0A = "#aca98a",
base0B = "#8aac8b",
base0C = "#8aabac",
base0D = "#7797b7",
base0E = "#948fb1",
base0F = "#ac8a8c",
}
M.type = "dark"
M = require("base46").override_theme(M, "chadtain")
return M
|
require 'user/plugins/packer'
require 'user/plugins/treesitter'
require 'user/plugins/git-signs'
require 'user/plugins/indent-blank-line'
require 'user/plugins/null-ls'
require 'user/plugins/nvim-tree'
require 'user/plugins/telescope'
require 'user/plugins/harpoon'
require 'user/plugins/nvim-dashboard'
require 'user/plugins/lua-line'
require 'user/plugins/lua-snip'
require 'user/plugins/lsp-saga'
require 'user/plugins/lsp-cmp'
|
if ACF.Version then --fallback to old acf, its not set in acf3
function ACF_DefineEngineold(id,data)
ACF_DefineEngine(id,data)
end
else
local class = "zACFE B"
local typeoverwrite = nil
-- Flat 2 engines
ACF.RegisterEngineClass(class, {
Name = "ACFE Flat Engines",
})
do
function ACF_DefineEngineold(id,data)
local Fueltype = {}
if data.fuel == "Petrol" then Fueltype = { Petrol = true } end
if data.fuel == "Diesel" then Fueltype = { Diesel = true } end
if data.fuel == "Multifuel" then Fueltype = { Petrol = true, Diesel = true } end
if data.fuel == "Electric" then Fueltype = { Electric = true } end
ACF.RegisterEngine(id, class, {
Name = data.name,
Description = data.desc,
Model = data.model,
Sound = data.sound,
Fuel = Fueltype,
Type = typeoverwrite or data.enginetype,
Mass = data.weight,
Torque = data.torque,
FlywheelMass = data.flywheelmass,
RPM = {
Idle = data.idlerpm,
PeakMin = data.peakminrpm,
PeakMax = data.peakmaxrpm,
Limit = data.limitrpm,
},
})
end
end
end
-- boxer 2 engines
ACF_DefineEngineold( "B2-1.2", {
name = "B2 1.2L Flat 2 Petrol",
desc = "[ACFE] bike sized flat two engine, sporty and light",
model = "models/engines/b2s.mdl",
sound = "acf_engines/b2s.wav",
category = "B",
fuel = "Petrol",
enginetype = "GenericPetrol",
weight = 35,
torque = 120,
flywheelmass = 0.08,
idlerpm = 750,
peakminrpm = 5500,
peakmaxrpm = 7500,
limitrpm = 8500
} )
ACF_DefineEngineold( "B2-2.3", {
name = "B2 2.3L Flat 2 Petrol",
desc = "[ACFE] car grade flat two, cuz it looks cool",
model = "models/engines/b2m.mdl",
sound = "acf_engines/b2m.wav",
category = "B",
fuel = "Petrol",
enginetype = "GenericPetrol",
weight = 75,
torque = 290,
flywheelmass = 0.1,
idlerpm = 900,
peakminrpm = 4300,
peakmaxrpm = 6500,
limitrpm = 7200
} )
ACF_DefineEngineold( "B2-4.6", {
name = "B2 4.6L Flat 2 Petrol",
desc = "[ACFE] Aircraft grade boxer",
model = "models/engines/b2l.mdl",
sound = "acf_engines/b2l.wav",
category = "B",
fuel = "Petrol",
enginetype = "GenericPetrol",
weight = 160,
torque = 480,
flywheelmass = 0.7,
idlerpm = 620,
peakminrpm = 2800,
peakmaxrpm = 5200,
limitrpm = 6000
} )
|
local module = {}
-- CONFIG
cfg_wifi = require("CFG_wifi")
local mod_timer -- dynamic timer object
local mod_callback = nil
local function wifi_wait_ip()
if wifi.sta.getip()== nil then
print("IP?")
else
mod_timer:unregister()
mod_timer = nil
print("IP: "..wifi.sta.getip())
-- print("MAC: " .. wifi.ap.getmac())
if mod_callback ~= nil then
mod_callback()
end
end
end
function module.init(cb)
mod_callback = cb
wifi.setmode(wifi.STATION)
wifi.sta.config(cfg_wifi.WIFICFG)
mod_timer = tmr.create()
mod_timer:alarm(1000, tmr.ALARM_AUTO, wifi_wait_ip)
end
return module
|
local function explosion_effects(pos,strength)
minetest.sound_play("td_explosion", {pos = pos, gain = strength/100, max_hear_distance = 60,}, true)
minetest.add_particlespawner({
amount = 20,
time = 0.1,
minpos = vector.add(pos,{x=-0.5,y=-0.5,z=-0.5}),
maxpos = vector.add(pos,{x=0.5,y=0.5,z=0.5}),
minvel = {x=-2,y=-2,z=-2},
maxvel = {x=2,y=2,z=2},
minacc = {x=0,y=0,z=0},
maxacc = {x=0,y=0,z=0},
minexptime = 0.5,
maxexptime = 1,
minsize = 5,
maxsize = 10,
collisiondetection = false,
collision_removal = false,
object_collision = false,
texture = "tower_defense_explosion_smoke.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1,
},
})
end
function tower_defense.explode_nodes(base_pos,base_strength)
local visited = {}
local neighbors = {
{x=-1,y=0,z=0},
{x=1,y=0,z=0},
{x=0,y=-1,z=0},
{x=0,y=1,z=0},
{x=0,y=0,z=-1},
{x=0,y=0,z=1},
}
local function boom(pos,strength)
visited[pos.x.." "..pos.y.." "..pos.z] = true
local node = minetest.get_node(pos)
if node.name == "air" then
strength = strength - 5
else
local def = minetest.registered_nodes[node.name]
if def and def.groups and def.groups.health then
local meta = minetest.get_meta(pos)
local health = meta:get_int("td_health")
if health == 0 then health = def.groups.health end
health = health - strength
if health == 0 then
strength = 0
minetest.set_node(pos,{name="air"})
elseif health > 0 then
strength = 0
meta:set_int("td_health", health)
elseif health < 0 then
strength = math.abs(health)
minetest.set_node(pos,{name="air"})
end
else
strength = 0
end
end
if strength > 0 then
for _,neighbor in pairs(neighbors) do
local n_pos = vector.add(pos,neighbor)
if not visited[n_pos.x.." "..n_pos.y.." "..n_pos.z] then
boom(n_pos,strength)
end
end
end
end
boom(base_pos,base_strength)
explosion_effects(base_pos,base_strength)
end
function tower_defense.explode_tanks(pos,strength)
local ents = minetest.get_objects_inside_radius(pos,strength/25)
for _, ent in ipairs(ents) do
if ent:get_luaentity() and ent:get_luaentity()._is_tank then
local t_pos = ent:get_pos()
local dist = vector.distance(pos,t_pos)
local punch_strength = math.max(strength - dist*25,0)
if punch_strength > 0 then
ent:punch(ent, 1, {damage_groups = {armored = punch_strength},full_punch_interval = 0.5})
end
end
end
explosion_effects(pos,strength)
end
|
-- This is an example showing how to configure analog input settings on
-- on T-Series devices.
print("Configure & Read Analog Input")
ainChannels = {0,1} -- Read AIN0 and AIN1
ainRange = 10 -- +/-10V
ainResolution = 1 -- Fastest
ainSettling = 0 -- Default
-- This function can be used to configure general analog input settings such as
-- Range, Resolution, and Settling. More information about these settings can
-- be found on the LabJack website under the AIN section:
-- https://labjack.com/support/datasheets/t-series/ain
function ainChConfig(ainChNum, range, resolution, settling, isDifferential)
MB.W(40000 + ainChNum * 2, 3, range) -- Set AIN Range
MB.W(41500 + ainChNum * 1, 0, resolution) -- Set Resolution Index
MB.W(42000 + ainChNum * 2, 3, settling) -- Set Settling US
dt = MB.R(60000, 3) -- Read device type
if isDifferential and (ainChNum%2 == 0) and (dt == 7) then
-- The negative channels setting is only valid for even
-- analog input channels and is not valid for the T4.
if (ainChNum < 14) then
-- The negative channel is 1+ the channel for AIN0-13 on the T7
MB.W(41000 + ainChNum, 0, ainChNum + 1)
elseif (ainChNum > 47) then
-- The negative channel is 8+ the channel for AIN48-127 on the T7
-- when using a Mux80.
-- https://labjack.com/support/datasheets/accessories/mux80
MB.W(41000 + ainChNum, 0, ainChNum + 8)
else
print(string.format("Can not set negative channel for AIN%d",ainChNum))
end
end
end
-- Configure each analog input
for i=1,table.getn(ainChannels) do
ainChConfig(ainChannels[i], ainRange, ainResolution, ainSettling)
end
LJ.IntervalConfig(0, 500) -- Configure interval
local checkInterval=LJ.CheckInterval
while true do
if checkInterval(0) then -- interval finished
-- Read & Print out each read AIN channel
for i=1, table.getn(ainChannels) do
ainVal = MB.R(ainChannels[i] * 2, 3)
print(string.format("AIN%d: %.3f", ainChannels[i], ainVal))
end
end
end
|
function _G.stringify(data)
if data == nil then
return "nil"
end
return tostring(data)
end
function _G.listToString(data)
local s = "{"
for k, v in pairs(data) do
local toAppend = stringify(v)
if type(v) == "table" then
toAppend = listToString(v)
end
s = s .. stringify(k) .. ": " .. toAppend .. ", "
end
return s .. "}"
end
-- ToDo:
-- Fire rate etc. not determined by host
-- Custom laser color for sentry
--
Hooks:PostHook(SentryGunWeapon, "setup", "opsentry_init",
function (self, unit)
if OpSentriesMenu:enabled() then
log("Sentry init")
self._auto_reload = true
self._shot_cooldown = OpSentriesMenu:shot_cooldown()
end
end
)
Hooks:PostHook(SentryGunWeapon, "_set_fire_mode", "opsentry_change_firerate",
function (self, unit)
if OpSentriesMenu:enabled() then
self._fire_rate_reduction = self._shot_cooldown
end
end
)
Hooks:PostHook(SentryGunWeapon, "fire", "opsentry_no_ammo_usage",
function (self, blanks, expend_ammo, shoot_player, target_unit)
if expend_ammo then
if not OpSentriesMenu:use_ammo() then
self:change_ammo(1)
end
end
end
)
|
function SpawnPoints()
return {
constructionworker = {
{ worldX = 41, worldY = 15, posX = 212, posY = 3, posZ = 0 }
},
fireofficer = {
{ worldX = 41, worldY = 15, posX = 212, posY = 3, posZ = 0 }
},
parkranger = {
{ worldX = 41, worldY = 15, posX = 212, posY = 3, posZ = 0 }
},
policeofficer = {
{ worldX = 41, worldY = 15, posX = 212, posY = 3, posZ = 0 }
},
securityguard = {
{ worldX = 41, worldY = 15, posX = 212, posY = 3, posZ = 0 }
},
unemployed = {
{ worldX = 41, worldY = 15, posX = 212, posY = 3, posZ = 0 }
}
}
end
|
local body_data = require("app.public.data.body_data")
local global_data = {}
function global_data.load()
--读取全局变量
g_data = {}
g_data.player = {[1]=body_data.new()}
g_data.language = 0--默认中文
g_data.gate_id = 1--当前关卡
g_data.wait_time = 3--找怪等待时间
end
return global_data
|
local web = require 'lj.web'
web.route {'/', function(req, resp, param)
resp:say {'hello, resty web!'}
end}
web.route {'/baidu', function(req, resp, param)
local http = require "resty.http"
local hc = http:new()
local ok, code, headers, status, body = hc:request { url = "http://www.baidu.com/", }
resp:say {ok, code, body}
end}
web.route {'/hello/:name', function(req, resp, param)
resp:printf {'hello, %s!\n', param.name or 'nil'}
print 'abc end'
end}
web.run()
|
-- A lualine theme that infers palette from the current style.
local palette = require('monarized.palette')
local M = {
normal = {
a = {bg = palette.accent0, fg = palette.bg0, gui = 'bold'},
b = {bg = palette.bg1, fg = palette.fg0},
c = {bg = palette.bg1, fg = palette.fg1}
},
insert = {
a = {bg = palette.accent1, fg = palette.bg0, gui = 'bold'},
b = {bg = palette.bg1, fg = palette.fg0},
c = {bg = palette.bg1, fg = palette.fg1}
},
replace = {
a = {bg = palette.hl0, fg = palette.bg0, gui = 'bold'},
b = {bg = palette.bg1, fg = palette.fg0},
c = {bg = palette.bg1, fg = palette.fg1}
},
visual = {
a = {bg = palette.hl1, fg = palette.bg0, gui = 'bold'},
b = {bg = palette.bg1, fg = palette.fg0},
c = {bg = palette.bg1, fg = palette.fg1}
},
command = {
a = {bg = palette.hl1, fg = palette.bg0, gui = 'bold'},
b = {bg = palette.bg1, fg = palette.fg0},
c = {bg = palette.bg1, fg = palette.fg1}
}
}
M.terminal = M.command
M.inactive = M.normal
return M
|
--local expect = require("cc.expect").expect -- Init ComputerCraft built-in expect function.
--^^^ Not available in os.loadAPI() ^^^
--local function expectColor(var)
--
--end
function drawpixel(x,y,c)
--expect(1, x, "number")
--expect(2, y, "number")
term.setPixel(x,y,c)
end
function drawRect(x,y,x2,y2,c)
--expect(1, x, "number")
--expect(2, y, "number")
--expect(3, x2, "number")
--expect(4, y2, "number")
local oldColor = term.getTextColor()
local cOk, cErr = pcall(term.setTextColor, c)
if cOk then
term.setTextColor(oldColor)
else
error(cErr, 2)
end
for i = x,x2,1 do
for o = y,y2,1 do
graphics.drawpixel(i,o,c)
end
end
end
function getSize()
local w, h = term.getSize()
return w * 6, h * 9
end
function enableGraphicsMode(cn)
--expect(1, cn, "number")
if cn == 16 then
term.setGraphicsMode(1)
elseif cn == 256 then
term.setGraphicsMode(2)
else
error("Graphics mode not supported")
end
end
function disableGraphicsMode()
term.setGraphicsMode(0)
end
function screenshot()
term.screenshot()
end
|
function dump(o)
if type(o) == 'table' then
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. dump(v) .. ','
end
return s .. '} '
else
return tostring(o)
end
end
function file_exists(name)
local f=io.open(name,"r")
if f~=nil then io.close(f) return true else return false end
end
return {
{
Pandoc = function(pdoc)
entry = string.format(" - [%s](/%s/index.html) - %s\n", pandoc.utils.stringify(pdoc.meta.title), string.gsub(PANDOC_STATE.input_files[1],"%..*",""), pandoc.utils.stringify(pdoc.meta.date))
if not file_exists("post_list.md") then
file = io.open("post_list.md", "w")
io.output(file)
io.write("---\ntitle: \"Archive\"\n---\n");
io.close(file)
end
file = io.open("post_list.md","a")
io.output(file)
io.write(entry)
io.close(file)
return pandoc.Pandoc({})
end,
}
}
|
local tArgs, installer, err = {...}, nil, nil
local response = http.get("https://raw.githubusercontent.com/blunty666/CC-Programs-and-APIs/master/installer/main.lua")
if response then installer = response.readAll() response.close() else printError("Failed to download installer script") return end
installer, err = load(installer, "githubInstaller", "t", _G)
if not installer then printError("Error loading installer script: "..err) return end
installer, err = pcall(installer, unpack(tArgs))
if not installer then printError(err) end
|
Panel = g_panel_mgr.new_panel_class('editor/uieditor/uieditor_action_demon')
-- overwrite
function Panel:init_panel(actionName)
self:updateAction(actionName)
end
function Panel:updateAction(actionName)
if actionName == self.actionName then
self:close_panel()
else
self.actionName = actionName
local __temp_path = string.format("%s/action_demon_config/__temp_generate_%s.txt", g_fileUtils:getWritablePath(), actionName)
if g_fileUtils:isFileExist(__temp_path) then
local info_list = table.read_from_file(__temp_path)
self:_drawActionByActionConfig(info_list)
else
editor_utils_generate_action_info(actionName, true, function(info_list)
self:_drawActionByActionConfig(info_list)
end)
end
end
end
function Panel:_drawActionByActionConfig(posList)
if not self:get_layer():IsValid() then
return
end
local drawNode = cc.DrawNode:create()
self.node:AddChild(nil, drawNode)
local lastPosition = posList[1]
for _, pos in ipairs(posList) do
drawNode:drawSegment(lastPosition, pos, 2, cc.c4f(0, 1, 0, 1))
lastPosition = pos
end
end
|
project "Utils-RapidJSON"
AddModuleConfig()
uuid "6F48D799-73F6-4581-AC7D-1A5A322A21AB"
pchheader "stdafx_RapidJSON.h"
pchsource "../src/stdafx_RapidJSON.cpp"
defines
{
"RAPIDJSON_HAS_STDSTRING=0",
"RAPIDJSON_SSE2",
}
includedirs
{
"../Externals/rapidjson/include",
}
|
local playsession = {
{"ruetama", {759638}},
{"waxman", {268447}},
{"drill95", {263569}},
{"WorldofWarIII", {826616}},
{"remarkablysilly", {613986}},
{"tykak", {168265}},
{"belbo", {636652}},
{"Flashbacks", {796974}},
{"Sharuh", {695439}},
{"akrause", {262840}},
{"Krengrus", {818580}},
{"sjonny87", {777417}},
{"Dimava", {243315}},
{"Nate66873", {804280}},
{"StarPirate", {287796}},
{"wekkka", {559501}},
{"NoGames", {768183}},
{"KIRkomMAX", {281494}},
{"SuchRandom", {2144}},
{"wildgrim", {752640}},
{"IvnSoft", {747856}},
{"Scuideie-Guy", {549448}},
{"redlabel", {739008}},
{"Deadycool", {291325}},
{"mar123322", {101774}},
{"albo", {184906}},
{"Farglon", {314217}},
{"Duncaniax", {648858}},
{"Marwonline", {617710}},
{"Order", {10955}},
{"svjatosha", {2792}},
{"beggs2k", {622245}},
{"cogito123", {306196}},
{"SiddCon", {141685}},
{"tyce1234", {17385}},
{"EPO666", {577969}},
{"LT.Jack", {61890}},
{"stead08", {553095}},
{"Patchouli.K", {13141}},
{"Zorky", {542823}},
{"xmicx22", {2961}},
{"sivael", {219101}},
{"Bucheron09", {236685}},
{"Yoy3k", {74613}},
{"beranabus", {348006}},
{"rew5huerherw98zzuh", {19380}},
{"ZeroBeta", {45049}},
{"Mr.Pestilence", {4527}},
{"JuanMore", {820}},
{"beol", {489}},
{"lthcweb", {9793}},
{"littleminion007", {3087}},
{"Taylor3", {1811}},
{"maximuskylus", {273926}},
{"michielvermaat01", {155943}},
{"FireFox736", {256707}},
{"Krono", {8531}},
{"DKarma", {235166}},
{"LymBAOBEI", {18056}},
{"zaxb5357915", {6612}},
{"Gerkiz", {190143}},
{"D0pex", {183796}},
{"Ruslan_kc", {16379}},
{"raskl", {175}},
{"Kimerss", {645}},
{"keysersoyze", {142073}},
{"Idefix88", {100362}},
{"danyal_knights", {57510}},
{"Drakelor", {47061}},
{"die_ott", {94859}},
{"Headscrew", {52743}},
{"opt_natter", {2737}},
{"jagger23", {30513}},
{"bgs187", {19433}},
{"Notandor", {54310}},
{"Kalkune", {6683}},
{"Esik", {225}},
{"fqbbq", {6774}},
{"crusher_sut", {9314}},
{"Guitoune", {7149}}
}
return playsession
|
local BulletKonkie = Projectile:extend("BulletKonkie")
function BulletKonkie:new(x, y, angle)
BulletKonkie.super.new(self, x, y)
self:setImage("bosses/lekkerchat/konkie")
self.solid = 0
self:addIgnoreOverlap(LekkerChat, SolidTile)
self.autoFlip.x = false
self.speed = 700
self.velocity.x = -self.speed
self.damaging = true
self.scale:set(0)
self.flux:to(self.scale, 0.3, {x = 1, y = 1})
end
function BulletKonkie:update(dt)
BulletKonkie.super.update(self, dt)
end
function BulletKonkie:draw()
BulletKonkie.super.draw(self)
end
return BulletKonkie
|
--[[
s:UI NPC Scan
Martin Karer / Sezz, 2014
http://www.sezz.at
--]]
local S = Apollo.GetPackage("Gemini:Addon-1.1").tPackage:GetAddon("SezzUI");
local M = S:CreateSubmodule("NPCScan");
local Apollo = Apollo;
local log;
-----------------------------------------------------------------------------
-- Initialization
-----------------------------------------------------------------------------
function M:OnInitialize()
log = S.Log;
end
function M:OnEnable()
Apollo.RegisterTimerHandler("SezzUITimer_NPCScan", "RestoreVolume", self);
self:RegisterEvent("UnitCreated");
end
function M:OnDisable()
self:UnregisterEvent("UnitCreated");
end
-----------------------------------------------------------------------------
-- Code
-----------------------------------------------------------------------------
local fVolumeMaster = Apollo.GetConsoleVariable("sound.volumeMaster");
local tWatchedUnits = {
["Goldensun Dawngrazer"] = true,
["Scorchwing"] = true,
["Subject K - Brute"] = true,
["Subject V - Tempest"] = true,
["Subject Tau"] = true,
["Subject J - Fiend"] = true,
-- ["Softsnow Jabbit"] = true,
};
function M:UnitCreated(event, unit)
if (unit and unit:IsValid() and not unit:IsACharacter()) then
local strName = unit:GetName();
if (strName and tWatchedUnits[strName] and S.bCharacterLoaded and unit ~= S.myCharacter:GetAlternateTarget()) then
Print(string.format("Found Unit: %s", strName));
S.myCharacter:SetAlternateTarget(unit);
if (not self.bAlertPlaying) then
self.bAlertPlaying = true;
fVolumeMaster = Apollo.GetConsoleVariable("sound.volumeMaster");
Apollo.SetConsoleVariable("sound.volumeMaster", 1);
Sound.Play(Sound.PlayUISoldierHoldoutAchieved);
Apollo.CreateTimer("SezzUITimer_NPCScan", 1, false);
end
-- Sound.Play(Sound.PlayUIStoryPanelUrgent);
end
end
end
function M:RestoreVolume()
self.bAlertPlaying = false;
Apollo.SetConsoleVariable("sound.volumeMaster", fVolumeMaster);
end
|
-- +-- lolwut
-- V
local Path_PATH=({...})[1]:gsub("[%.\\/]path$", "") .. '/'
local class =require (Path_PATH .. 'vendor/30log')
local Path=class { _toX, _toY, _fromX, _fromY, _passableCallback, _options, _dirs}
function Path:__init(toX, toY, passableCallback, options)
self._toX =toX
self._toY =toY
self._fromX=nil
self._fromY=nil
self._passableCallback=passableCallback
self._options= { topology=8 }
if options then for k,_ in pairs(options) do self._options[k]=options[k] end end
self._dirs= self._options.topology==8 and ROT.DIRS.EIGHT or ROT.DIRS.FOUR
end
function Path:compute(fromX, fromY, callback) end
function Path:_getNeighbors(cx, cy)
local result={}
for i=1,#self._dirs do
local dir=self._dirs[i]
local x=cx+dir[1]
local y=cy+dir[2]
if self._passableCallback(x, y) then
table.insert(result, {x, y})
end
end
return result
end
return Path
|
local helper = require("curstr.lib.testlib.helper")
local curstr = helper.require("curstr")
describe("vim/search", function()
before_each(helper.before_each)
after_each(helper.after_each)
it("file_one", function()
curstr.setup({
sources = {["vim/search"] = {opts = {source_pattern = "\\v\\k+", search_pattern = "\\1:\\1"}}},
})
helper.open_new_file("entry", [[
hoge
hoge:hoge]])
helper.cd()
curstr.execute("vim/search")
assert.current_row(3)
assert.current_line("hoge:hoge")
end)
it("not_found", function()
helper.open_new_file("entry")
curstr.execute("vim/search")
assert.current_row(1)
end)
end)
|
require "conf"
require "audio"
require "Screens/menu"
require "Game/game"
require "Screens/gameover"
--require "PUC_Logo/PUC_Logo"
require "RPG_Full_Logo/RPG_Logo"
require "inputData"
--io.stdout:setvbuf("no")
local gameState = RPG_Logo--PUC_Logo
local goToState
function love.load()
menu.load()
audio.load()
game.load()
gameover.load()
RPG_Logo.load(1.2,1.5,1.2,love.returnToMenu)--PUC_Logo.load(1,1,1,1,love.returnToMenu)
audio.play(audio.stageMusic)
gameState.start()
inputData.start()
end
function love.keypressed(key)
gameState.keypressed(key)
end
function love.gamepadpressed(joy,but)
if gameState.gamepadpressed ~= nil then gameState.gamepadpressed(joy,but) end
end
function love.mousepressed(x,y,button)
gameState.mousepressed(x,y,button)
end
function love.update(dt)
gameState.update(dt)
end
function love.startGame(data)
goToState(game,data)
end
function love.returnToMenu()
goToState(menu,data)
end
function love.gameover()
goToState(gameover)
end
function goToState(s,data)
gameState = s
--gameState.start(data)
gameState.start(data)
end
function love.draw()
gameState.draw()
end
|
--[[
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
-- its licensors.
--
-- For complete copyright and license terms please see the LICENSE at the root of this
-- distribution (the "License"). All use of this software is governed by the License,
-- or, if provided, by the license below or the license accompanying this file. Do not
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
--]]
local weaponswitcher =
{
Properties =
{
Events =
{
ControlsEnabled = { default = "EnableControlsEvent", description = "If passed '1.0' it will enable controls, oherwise it will disable them." },
EnableWeapon = { default = "EventEnableWeapon", description = "Sent with the name of the weapon in ofder to switch the weapon selection on." },
},
-- The weapons to be used.
Weapons =
{
Pistol =
{
Weapon = {default = EntityId()},
Enabled = { default = true, description = "am i available to the player?" },
},
Grenade =
{
Weapon = {default = EntityId()},
Enabled = { default = false, description = "am i available to the player?" },
},
},
WeaponSetup =
{
GenericEvents =
{
Activate = "EventActivate";
},
-- The bone that the weapons will attach to.
-- This may need to become weapon-specific if we end up having weird weapons (e.g. shoulder-mounted).
Bone = { default = "r_handProp", description = "The bone to attach the weapon to." },
},
Audio =
{
WpnSwitchSound = { default = "Play_HUD_wpn_switch", description = "Weapon Switch Sound" },
},
},
}
--------------------------------------------------
-- Component behavior
--------------------------------------------------
function weaponswitcher:OnActivate()
--Debug.Log("weaponswitcher entityId: ".. tostring(self.entityId))
-- Play the specified Audio Trigger (wwise event) on this component
AudioTriggerComponentRequestBus.Event.Play(self.entityId);
-- Enable and disable events
self.enableEventId = GameplayNotificationId(self.entityId, "Enable", "float");
self.enableHandler = GameplayNotificationBus.Connect(self, self.enableEventId);
self.disableEventId = GameplayNotificationId(self.entityId, "Disable", "float");
self.disableHandler = GameplayNotificationBus.Connect(self, self.disableEventId);
self.setVisibleEventId = GameplayNotificationId(self.entityId, "SetVisible", "float");
self.setVisibleHandler = GameplayNotificationBus.Connect(self, self.setVisibleEventId);
-- Input listeners (weapon).
self.weaponSwitchEventId = GameplayNotificationId(self.entityId, "WeaponSwitch", "float");
self.weaponSwitchHandler = GameplayNotificationBus.Connect(self, self.weaponSwitchEventId);
self.enableWeaponEventId = GameplayNotificationId(self.entityId, self.Properties.Events.EnableWeapon, "float");
self.enableWeaponHandler = GameplayNotificationBus.Connect(self, self.enableWeaponEventId);
-- Set the weapon information.
Debug.Assert(self.Properties.Weapons.Pistol.Weapon ~= 0 and self.Properties.Weapons.Pistol.Weapon);
Debug.Assert(self.Properties.Weapons.Grenade.Weapon ~= 0 and self.Properties.Weapons.Grenade.Weapon);
self.varWpnSwitchSound = self.Properties.Audio.WpnSwitchSound;
-- Tick needed to detect aim timeout
self.tickBusHandler = TickBus.Connect(self);
self.enabled = true;
self.controlsDisabledCount = 0;
self.controlsEnabled = true;
self.controlsEnabledEventId = GameplayNotificationId(self.entityId, self.Properties.Events.ControlsEnabled, "float");
self.controlsEnabledHandler = GameplayNotificationBus.Connect(self, self.controlsEnabledEventId);
--Debug.Log("weaponswitcher:OnActivate " .. tostring(self.controlsEnabledEventId));
end
function weaponswitcher:OnDeactivate()
self.weaponSwitchHandler:Disconnect();
self.weaponSwitchHandler = nil;
self.enableWeaponHandler:Disconnect();
self.enableWeaponHandler = nil;
if(self.tickBusHandler ~= nil) then
self.tickBusHandler:Disconnect();
self.tickBusHandler = nil;
end
if (self.enableHandler ~= nil) then
self.enableHandler:Disconnect();
self.enableHandler = nil;
end
if (self.disableHandler ~= nil) then
self.disableHandler:Disconnect();
self.disableHandler = nil;
end
if (self.setVisibleHandler ~= nil) then
self.setVisibleHandler:Disconnect();
self.setVisibleHandler = nil;
end
end
function weaponswitcher:ChangeWeapon()
if (self.activeWeapon == nil) then
self.activeWeapon = self.Properties.Weapons[1];
self:SetupNewWeapon();
else
local foundExisting = false;
local foundNext = false;
local newWeapon = nil;
for key,value in pairs(self.Properties.Weapons) do
if (value == self.activeWeapon) then
foundExisting = true;
elseif (foundExisting and (not foundNext) and value.Enabled) then
foundNext = true;
newWeapon = value;
break;
end
end
-- if i have not found the next one to use do a search from the beginning till our current to wrap our search
if (foundExisting and (not foundNext)) then
for key,value in pairs(self.Properties.Weapons) do
if (value == self.activeWeapon) then
-- i have done a full loop, so bail
break;
elseif (value.Enabled) then
foundNext = true;
newWeapon = value;
break;
end
end
end
if(foundExisting and foundNext) then
-- Detach the old weapon.
AttachmentComponentRequestBus.Event.Detach(self.activeWeapon.Weapon);
MeshComponentRequestBus.Event.SetVisibility(self.activeWeapon.Weapon, false);
-- fire an event off to tell the current weapon that we are not using it anymore
GameplayNotificationBus.Event.OnEventBegin(self.activeWeaponActivateEventId, 0);
AudioTriggerComponentRequestBus.Event.ExecuteTrigger(self.entityId, self.varWpnSwitchSound);
self.activeWeapon = newWeapon;
self:SetupNewWeapon();
end
end
-- if (self.activeWeapon == self.Properties.Weapons.Pistol) then
-- self.activeWeapon = self.Properties.Weapons.Grenade;
-- elseif (self.activeWeapon == self.Properties.Weapons.Grenade) then
-- self.activeWeapon = self.Properties.Weapons.Pistol;
-- else
-- self.activeWeapon = self.Properties.Weapons.Pistol;
-- end
end
function weaponswitcher:SetupNewWeapon()
Debug.Assert(self.activeWeapon ~= 0 and self.activeWeapon);
local tm = TransformBus.Event.GetWorldTM(self.activeWeapon.Weapon);
local scale = tm:ExtractScale();
tm = Transform:CreateIdentity();
tm:MultiplyByScale(scale);
MeshComponentRequestBus.Event.SetVisibility(self.activeWeapon.Weapon, true);
AttachmentComponentRequestBus.Event.Attach(self.activeWeapon.Weapon, self.entityId, self.Properties.WeaponSetup.Bone, tm);
self.activeWeaponActivateEventId = GameplayNotificationId(self.activeWeapon.Weapon, self.Properties.WeaponSetup.GenericEvents.Activate, "float");
GameplayNotificationBus.Event.OnEventBegin(self.activeWeaponActivateEventId, 1);
local onSetupNewWeaponEventId = GameplayNotificationId(self.entityId, "OnSetupNewWeapon", "float");
GameplayNotificationBus.Event.OnEventBegin(onSetupNewWeaponEventId, self.activeWeapon.Weapon);
end
function weaponswitcher:OnTick(deltaTime, timePoint)
-- First update initialisation
self.activeWeapon = self.Properties.Weapons.Pistol;
self:SetupNewWeapon();
self.tickBusHandler:Disconnect();
self.tickBusHandler = nil;
end
function weaponswitcher:SetControlsEnabled(newControlsEnabled)
self.controlsEnabled = newControlsEnabled;
end
function weaponswitcher:EnableWeapon(weapon)
for key,value in pairs(self.Properties.Weapons) do
if (key == weapon) then
value.Enabled = true;
return;
end
end
end
function weaponswitcher:OnEventBegin(value)
local busId = GameplayNotificationBus.GetCurrentBusId();
--Debug.Log("weaponswitcher:OnEventBegin " .. tostring(busId) .. " " .. tostring(value));
if (busId == self.controlsEnabledEventId) then
--Debug.Log("weaponswitcher:controlsEnabledEventId " .. tostring(value));
if (value == 1.0) then
self.controlsDisabledCount = self.controlsDisabledCount - 1;
else
self.controlsDisabledCount = self.controlsDisabledCount + 1;
end
if (self.controlsDisabledCount < 0) then
Debug.Log("[Warning] WeaponSwitcher: controls disabled ref count is less than 0. Probable enable/disable mismatch.");
self.controlsDisabledCount = 0;
end
local newEnabled = self.controlsDisabledCount == 0;
if (self.controlsEnabled ~= newEnabled) then
self:SetControlsEnabled(newEnabled);
end
end
if (self.controlsEnabled) then
-- Player controls.
if ((busId == self.weaponSwitchEventId) and (self.enabled)) then
self:ChangeWeapon();
end
end
if (busId == self.enableEventId) then
self:OnEnable();
elseif (busId == self.disableEventId) then
self:OnDisable();
elseif (busId == self.setVisibleEventId) then
MeshComponentRequestBus.Event.SetVisibility(self.activeWeapon.Weapon, value);
elseif (busId == self.enableWeaponEventId) then
self:EnableWeapon(value);
end
end
function weaponswitcher:OnEnable()
self.enabled = true;
MeshComponentRequestBus.Event.SetVisibility(self.activeWeapon.Weapon, true);
-- We don't want to re-join the tick bus because it's only meant to be for setup;
-- which should have been done when we were disabled. If we perform the tick again
-- then it may forcibly reset values (such as the active weapon).
--self.tickBusHandler = TickBus.Connect(self);
end
function weaponswitcher:OnDisable()
self.enabled = false;
-- If the active weapon hasn't been assigned yet then it means we haven't ticked but
-- something else has in order to send us a 'disable' message. Therefore, assume that
-- enough things have been setup by now for the tick function to process things
-- correctly.
if (self.activeWeapon == nil) then
self:OnTick(0, 0);
end
MeshComponentRequestBus.Event.SetVisibility(self.activeWeapon.Weapon, false);
if (self.tickBusHandler ~= nil) then
self.tickBusHandler:Disconnect();
end
end
return weaponswitcher;
|
local _2afile_2a = "fnl/conjure/event.fnl"
local _0_
do
local name_0_ = "conjure.event"
local module_0_
do
local x_0_ = package.loaded[name_0_]
if ("table" == type(x_0_)) then
module_0_ = x_0_
else
module_0_ = {}
end
end
module_0_["aniseed/module"] = name_0_
module_0_["aniseed/locals"] = ((module_0_)["aniseed/locals"] or {})
do end (module_0_)["aniseed/local-fns"] = ((module_0_)["aniseed/local-fns"] or {})
do end (package.loaded)[name_0_] = module_0_
_0_ = module_0_
end
local autoload
local function _1_(...)
return (require("conjure.aniseed.autoload")).autoload(...)
end
autoload = _1_
local function _2_(...)
local ok_3f_0_, val_0_ = nil, nil
local function _2_()
return {autoload("conjure.aniseed.core"), autoload("conjure.client"), autoload("conjure.aniseed.nvim"), autoload("conjure.aniseed.string"), autoload("conjure.text")}
end
ok_3f_0_, val_0_ = pcall(_2_)
if ok_3f_0_ then
_0_["aniseed/local-fns"] = {autoload = {a = "conjure.aniseed.core", client = "conjure.client", nvim = "conjure.aniseed.nvim", str = "conjure.aniseed.string", text = "conjure.text"}}
return val_0_
else
return print(val_0_)
end
end
local _local_0_ = _2_(...)
local a = _local_0_[1]
local client = _local_0_[2]
local nvim = _local_0_[3]
local str = _local_0_[4]
local text = _local_0_[5]
local _2amodule_2a = _0_
local _2amodule_name_2a = "conjure.event"
do local _ = ({nil, _0_, nil, {{}, nil, nil, nil}})[2] end
local emit
do
local v_0_
do
local v_0_0
local function emit0(...)
do
local names = a.map(text["upper-first"], {...})
local function _3_()
while not a["empty?"](names) do
nvim.ex.doautocmd("User", ("Conjure" .. str.join(names)))
table.remove(names)
end
return nil
end
client.schedule(_3_)
end
return nil
end
v_0_0 = emit0
_0_["emit"] = v_0_0
v_0_ = v_0_0
end
local t_0_ = (_0_)["aniseed/locals"]
t_0_["emit"] = v_0_
emit = v_0_
end
return nil
|
object_mobile_dressed_officer_merc5 = object_mobile_shared_dressed_officer_merc5:new {
}
ObjectTemplates:addTemplate(object_mobile_dressed_officer_merc5, "object/mobile/dressed_officer_merc5.iff")
|
package("lzo")
set_homepage("http://www.oberhumer.com/opensource/lzo")
set_description("LZO is a portable lossless data compression library written in ANSI C.")
set_license("GPL-2.0")
add_urls("http://www.oberhumer.com/opensource/lzo/download/lzo-$(version).tar.gz")
add_versions("2.10", "c0f892943208266f9b6543b3ae308fab6284c5c90e627931446fb49b4221a072")
add_deps("cmake")
on_install(function (package)
local configs = {}
table.insert(configs, "-DENABLE_SHARED=" .. (package:config("shared") and "ON" or "OFF"))
table.insert(configs, "-DENABLE_STATIC=" .. (package:config("shared") and "OFF" or "ON"))
table.insert(configs, "-DCMAKE_BUILD_TYPE=" .. (package:debug() and "Debug" or "Release"))
import("package.tools.cmake").install(package, configs)
end)
on_test(function (package)
assert(package:has_cfuncs("lzo_version", {includes = "lzo/lzo1x.h"}))
end)
|
-- nil, significa "sin referencia"
nombre = "Mucha informacion"
if nombre == nil then
print("No tiene referencia")
else
print("con referencia")
end
nombre = nil -- aquí elmino la referencia
-- libero memoria
if nombre == nil then
print("No tiene referencia")
else
print("con referencia")
end
---
|
package.path = "../?.lua;"..package.path;
local winman = require("WinMan")
local spiroapp = require("BEST_spiroapp")
local framestatapp = require("BEST_framestat")
local keyboardapp = require("BEST_CompKeyboard")
local GImage = require("GIMage")
local GRandomLines = require("GRandomlines")
local desktopWidth = 1024
local desktopHeight = 768
local liner = GRandomLines:new({frame={width=desktopWidth, height=desktopHeight}})
local img, err = BLImageCodec:readImageFromFile("resources/kibera_1.jpg")
--print("readImage: ", img, err)
local bkgnd, err = GImage:new({image = img, frame = BLRect({0,0,desktopWidth, desktopHeight})})
--print("bkgnd: ", bkgnd, err)
--WMSetWallpaper(bkgnd)
WMSetWallpaper(liner)
local function startup()
spawn(framestatapp, {frame = {x=0, y=40, width=desktopWidth, height=40}})
spawn(spiroapp,{frame = {x=100, y=100, width=640, height=480}})
spawn(keyboardapp, {frame = {x= 280, y = 600, width=640, height=360}})
end
winman {width = desktopWidth, height=desktopHeight, startup = startup, frameRate=30}
|
-- add / change settings in here too
aliveai.team_fight=true --attacking members from other teams
aliveai.set_bones=true --set bones on death
aliveai.constant_node_testing=false -- constantly checks if bots can use nodes / vehicles, usefull for test vehilces
aliveai.check_spawn_space=true -- e.g.g check if the bot spawns in air, and not in the ground
aliveai.enable_build=true -- makes bots can build
aliveai.status=false -- show bot status/dev mode (using more cpy) /aliveai status=true /aliveai status=false
aliveai.tools=0 -- hide bot tools
aliveai.get_everything_to_build_chance=50 -- get everything bots need to build chance
aliveai.get_random_stuff_chance=50 -- get random stuff on spawn (npc only)
aliveai.max_delay=100 -- max bot delay/lag
aliveai.max_new_bots=10 -- max spawning new bots, will be called old if they has been inactive
aliveai.lifetimer=60 -- remove unbehavior none nps
aliveai.default_team="Sam"
furnishings= {"default:torch","default:chest","default:furnace","default:chest_locked","default:sign_wall_wood","default:sign_wall_steel","vessels:steel_bottle","vessels:drinking_glass","vessels:glass_bottle","aliveai:bed","aliveai:bed_blue","aliveai:chair"}
aliveai.windows= {"default:glass","default:glass"}
aliveai.ladders= {"default:ladder_wood","default:ladder_steel"}
aliveai.beds= {"aliveai:bed","aliveai:bed_blue","beds:bed","beds:fancy_bed"}
aliveai.tools_handler["default"]={ -- see extras.lua for use
try_to_craft=true,
use=false,
tools={"pick_wood","pick_stone","steel_steel","pick_mese","pick_diamond","sword_steel","sword_mese","sword_diamond"},
}
aliveai.tools_handler["aliveai"]={
try_to_craft=true,
use=false,
tools={"cudgel"},
}
aliveai.nodes_handler={ -- dig, mesecon_on, mesecon_off, punch, function
["default:apple"]="dig",["aliveai_ants:antbase"]="dig",["tnt:tnt"]="dig",["tnt:tnt_burning"]="dig",["fire:basic_flame"]="dig",
}
minetest.register_craft({ -- right click to see
output = "aliveai:protector",
recipe = {
{"default:steel_ingot"},
{"default:bronzeblock"},
{"default:steel_ingot"},
}
})
minetest.register_craft({ --punch bot from another team to become their member
output = "aliveai:team_gift",
recipe = {
{"","default:bronze_ingot",""},
{"default:mese_crystal","default:diamond","default:steel_ingot"},
{"","default:gold_ingot",""},
}
})
minetest.register_craft({ --give to a laying bot
output = "aliveai:relive 6",
recipe = {
{"default:apple","default:iron_lump","farming:bread"},
{"vessels:glass_bottle","vessels:glass_bottle","vessels:glass_bottle"},
{"vessels:glass_bottle","vessels:glass_bottle","vessels:glass_bottle"},
}
})
minetest.register_craft({ --give to a laying bot
output = "aliveai:hypnotics 6",
recipe = {
{"default:apple","default:tin_lump","farming:bread"},
{"vessels:glass_bottle","vessels:glass_bottle","vessels:glass_bottle"},
{"vessels:glass_bottle","vessels:glass_bottle","vessels:glass_bottle"},
}
})
minetest.register_craft({ --punch bot from another team to become their member
output = "aliveai:cudgel",
recipe = {
{"","default:stick"},
{"","default:stick"},
}
})
minetest.register_craft({
type = "fuel",
recipe = "aliveai:cudgel",
burntime = 4,
})
minetest.register_craft({
output = "aliveai:bed",
recipe = {
{"wool:red","wool:red","wool:red"},
{"group:wood","group:wood","group:wood"},
}
})
minetest.register_craft({
output = "aliveai:bed_blue",
recipe = {
{"wool:blue","wool:blue","wool:blue"},
{"group:wood","group:wood","group:wood"},
}
})
minetest.register_craft({
output = "aliveai:chair",
recipe = {{"group:stick","",""},
{"group:wood","",""},
{"group:stick","",""},
}
})
minetest.register_craft({
type = "fuel",
recipe = "aliveai:bed",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "aliveai:bed_blue",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "aliveai:chair",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "aliveai_aliens:ozer_sword",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "aliveai_aliens:alien_nrifle",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "aliveai_aliens:alien_rifle",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "aliveai_aliens:alien_homing_rifle",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "aliveai_aliens:vexcazer",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "aliveai_threats:mind_manipulator",
burntime = 10,
})
aliveai.make_door({
name="wood",
description = "Wooden door",
texture="default_wood.png",
material="default:wood",
craft={
{"default:wood","",""},
{"default:wood","",""},
{"default:wood","",""}
}
})
aliveai.make_door({
name="acacia",
description = "Wooden acacia door",
texture="default_acacia_wood.png",
material="default:acacia_wood",
craft={
{"default:acacia_wood","",""},
{"default:acacia_wood","",""},
{"default:acacia_wood","",""}
}
})
aliveai.make_door({
name="jungle",
description = "Wooden jungle door",
texture="default_junglewood.png",
material="default:junglewood",
craft={
{"default:junglewood","",""},
{"default:junglewood","",""},
{"default:junglewood","",""}
}
})
aliveai.make_door({
name="aspen",
description = "Wooden aspen door",
texture="default_aspen_wood.png",
material="default:aspen_wood",
craft={
{"default:aspen_wood","",""},
{"default:aspen_wood","",""},
{"default:aspen_wood","",""}
}
})
aliveai.make_door({
name="pine",
description = "Wooden pine door",
texture="default_pine_wood.png",
material="default:pine_wood",
craft={
{"default:pine_wood","",""},
{"default:pine_wood","",""},
{"default:pine_wood","",""}
}
})
aliveai.make_door({
name="glass",
description = "Glass door",
texture="default_glass.png",
material="default:glass",
craft={
{"default:glass","",""},
{"default:glass","",""},
{"default:glass","",""}
}
})
aliveai.make_door({
name="ice",
description = "Ice door",
texture="default_ice.png",
material="default:ice",
craft={
{"default:ice","",""},
{"default:ice","",""},
{"default:ice","",""}
}
})
aliveai.make_door({
name="steel",
description = "Steel door",
texture="default_steel_block.png",
material="default:steelblock",
craft={
{"default:steelblock","",""},
{"default:steelblock","",""},
{"default:steelblock","",""}
}
})
if minetest.get_modpath("kpgmobs") then
aliveai.nodes_handler["default:grass_1"]={func=aliveai.drive_vehicle,item="kpgmobs:horseh1",pos={x=0,y=20,z=0}}
aliveai.nodes_handler["default:grass_2"]={func=aliveai.drive_vehicle,item="kpgmobs:horsearah1",pos={x=0,y=20,z=0}}
aliveai.nodes_handler["default:grass_3"]={func=aliveai.drive_vehicle,item="kpgmobs:horsepegh1",pos={x=0,y=20,z=0}}
end
|
---@class CS.UnityEngine.BuoyancyEffector2D : CS.UnityEngine.Effector2D
---@field public surfaceLevel number
---@field public density number
---@field public linearDrag number
---@field public angularDrag number
---@field public flowAngle number
---@field public flowMagnitude number
---@field public flowVariation number
---@type CS.UnityEngine.BuoyancyEffector2D
CS.UnityEngine.BuoyancyEffector2D = { }
---@return CS.UnityEngine.BuoyancyEffector2D
function CS.UnityEngine.BuoyancyEffector2D.New() end
return CS.UnityEngine.BuoyancyEffector2D
|
require ('prototypes.animations.travel-worm')
local travel_worm_sounds = require('prototypes.entity.travel-worm-sounds')
local movement_triggers = require('__base__.prototypes.entity.movement-triggers')
local hit_effects = require ('__base__.prototypes.entity.hit-effects')
local sounds = require('__base__.prototypes.entity.sounds')
local tank_shift_y = 6
function travel_worm(tier)
return {
type = 'car',
name = 'nm-travel-worm-'..tier,
icon = '__nauvis-melange__/graphics/icons/'..tier..'-travel-worm.png',
icon_size = 64, icon_mipmaps = 4,
flags = {'placeable-neutral', 'player-creation', 'placeable-off-grid', 'not-flammable'},
minable = {mining_time = 0.4, result = 'nm-travel-worm-'..tier},
mined_sound = travel_worm_sounds.mined,
max_health = health_worm(tier),
corpse = ''..tier..'-worm-corpse',
dying_explosion = ''..tier..'-worm-die',
alert_icon_shift = util.by_pixel(0, -13),
energy_per_hit_point = 1,
crash_trigger = crash_trigger(),
resistances = resistances_worm(tier),
collision_box = collision_box_worm(tier),
selection_box = collision_box_worm(tier),
damaged_trigger_effect = hit_effects.entity(),
effectivity = 0.5,
braking_power = '400kW',
consumption = '50kW',
terrain_friction_modifier = 0.2,
friction = 0.002,
render_layer = 'object',
animation = worm_start_attack_animation(scale_worm(tier), tint_worm(tier)),
energy_source = {
type = 'void'
},
working_sound = {
sound = travel_worm_sounds.working,
activate_sound = travel_worm_sounds.starting,
--deactivate_sound = travel_worm_sounds.stopping,
idle_sound = travel_worm_sounds.idling,
match_speed_to_activity = true
},
stop_trigger_speed = 0.15,
stop_trigger = {
{
type = 'play-sound',
sound = travel_worm_sounds.stopping
}
},
sound_minimum_speed = 0.25,
vehicle_impact_sound = travel_worm_sounds.impact,
open_sound = travel_worm_sounds.slimy,
close_sound = travel_worm_sounds.slimy,
rotation_speed = 0.025,
weight = 700,
turret_rotation_speed = 0,
turret_return_timeout = 0,
--guns = { 'travel-worm-gun' },
guns = {},
inventory_size = 0,
}
end
function worm_change_pos_animation(tier, direction)
local playback = {submerge = 'backward', emerge = 'forward'}
return {
type = 'corpse',
name = 'nm-'..direction..'-animation-'..tier,
icon = '__nauvis-melange__/graphics/icons/'..tier..'-travel-worm.png',
icon_size = 64, icon_mipmaps = 4,
time_before_removed = 60 * 8,
dying_speed = 1.0,
time_before_shading_off = 60 * 0,
animation = worm_preparing_animation(scale_worm[tier], tint_worm[tier], playback[direction])
}
end
data:extend({
travel_worm('small'),
travel_worm('medium'),
travel_worm('big'),
travel_worm('behemoth'),
{
type = 'car',
name = 'nm-d-u-n-e', -- Deison United - Newton Extractor
icon = '__base__/graphics/icons/tank.png',
icon_size = 64, icon_mipmaps = 4,
flags = {'placeable-neutral', 'player-creation', 'placeable-off-grid', 'not-flammable'},
minable = {mining_time = 0.5, result = 'tank'},
mined_sound = {filename = '__core__/sound/deconstruct-large.ogg',volume = 0.8},
max_health = 2000,
corpse = 'tank-remnants',
dying_explosion = 'tank-explosion',
alert_icon_shift = util.by_pixel(0, -13),
immune_to_tree_impacts = true,
immune_to_rock_impacts = true,
energy_per_hit_point = 0.5,
resistances = {},
collision_box = {{-0.9, -1.3}, {0.9, 1.3}},
selection_box = {{-0.9, -1.3}, {0.9, 1.3}},
damaged_trigger_effect = hit_effects.entity(),
drawing_box = {{-1.8, -1.8}, {1.8, 1.5}},
effectivity = 0.9,
braking_power = '800kW',
burner =
{
fuel_category = 'chemical',
effectivity = 1,
fuel_inventory_size = 2,
smoke =
{
{
name = 'tank-smoke',
deviation = {0.25, 0.25},
frequency = 50,
position = {0, 1.5},
starting_frame = 0,
starting_frame_deviation = 60
}
}
},
consumption = '600kW',
terrain_friction_modifier = 0.2,
friction = 0.002,
light =
{
{
type = 'oriented',
minimum_darkness = 0.3,
picture =
{
filename = '__core__/graphics/light-cone.png',
priority = 'extra-high',
flags = { 'light' },
scale = 2,
width = 200,
height = 200
},
shift = {-0.1, -14 + tank_shift_y / 32},
size = 2,
intensity = 0.8,
color = {r = 1.0, g = 1.0, b = 0.8},
source_orientation_offset = -0.02
},
{
type = 'oriented',
minimum_darkness = 0.3,
picture =
{
filename = '__core__/graphics/light-cone.png',
priority = 'extra-high',
flags = { 'light' },
scale = 2,
width = 200,
height = 200
},
shift = {0.1, -14 + tank_shift_y / 32},
size = 2,
intensity = 0.8,
color = {r = 1.0, g = 1.0, b = 0.8},
source_orientation_offset = 0.02
}
},
light_animation =
{
filename = '__base__/graphics/entity/tank/tank-light.png',
priority = 'low',
blend_mode = 'additive',
draw_as_glow = true,
width = 132,
height = 108,
line_length = 8,
direction_count = 64,
shift = util.by_pixel(-2, -18 + 6),
repeat_count = 2,
hr_version =
{
filename = '__base__/graphics/entity/tank/hr-tank-light.png',
priority = 'low',
blend_mode = 'additive',
draw_as_glow = true,
width = 260,
height = 210,
line_length = 8,
direction_count = 64,
scale = 0.5,
shift = util.by_pixel(-1, -17 + 6),
repeat_count = 2,
}
},
animation =
{
layers =
{
{
priority = 'low',
width = 136,
height = 106,
frame_count = 2,
direction_count = 64,
shift = util.by_pixel(0, -16 + tank_shift_y),
animation_speed = 8,
max_advance = 1,
stripes =
{
{
filename = '__base__/graphics/entity/tank/tank-base-1.png',
width_in_frames = 2,
height_in_frames = 16
},
{
filename = '__base__/graphics/entity/tank/tank-base-2.png',
width_in_frames = 2,
height_in_frames = 16
},
{
filename = '__base__/graphics/entity/tank/tank-base-3.png',
width_in_frames = 2,
height_in_frames = 16
},
{
filename = '__base__/graphics/entity/tank/tank-base-4.png',
width_in_frames = 2,
height_in_frames = 16
}
},
hr_version =
{
priority = 'low',
width = 270,
height = 212,
frame_count = 2,
direction_count = 64,
shift = util.by_pixel(0, -16 + tank_shift_y),
animation_speed = 8,
max_advance = 1,
stripes =
{
{
filename = '__base__/graphics/entity/tank/hr-tank-base-1.png',
width_in_frames = 2,
height_in_frames = 16
},
{
filename = '__base__/graphics/entity/tank/hr-tank-base-2.png',
width_in_frames = 2,
height_in_frames = 16
},
{
filename = '__base__/graphics/entity/tank/hr-tank-base-3.png',
width_in_frames = 2,
height_in_frames = 16
},
{
filename = '__base__/graphics/entity/tank/hr-tank-base-4.png',
width_in_frames = 2,
height_in_frames = 16
}
},
scale = 0.5
}
},
{
priority = 'low',
width = 104,
height = 83,
frame_count = 2,
apply_runtime_tint = true,
direction_count = 64,
shift = util.by_pixel(0, -27.5 + tank_shift_y),
max_advance = 1,
line_length = 2,
stripes = util.multiplystripes(2,
{
{
filename = '__base__/graphics/entity/tank/tank-base-mask-1.png',
width_in_frames = 1,
height_in_frames = 22
},
{
filename = '__base__/graphics/entity/tank/tank-base-mask-2.png',
width_in_frames = 1,
height_in_frames = 22
},
{
filename = '__base__/graphics/entity/tank/tank-base-mask-3.png',
width_in_frames = 1,
height_in_frames = 20
}
}),
hr_version =
{
priority = 'low',
width = 208,
height = 166,
frame_count = 2,
apply_runtime_tint = true,
direction_count = 64,
shift = util.by_pixel(0, -27.5 + tank_shift_y),
max_advance = 1,
line_length = 2,
stripes = util.multiplystripes(2,
{
{
filename = '__base__/graphics/entity/tank/hr-tank-base-mask-1.png',
width_in_frames = 1,
height_in_frames = 22
},
{
filename = '__base__/graphics/entity/tank/hr-tank-base-mask-2.png',
width_in_frames = 1,
height_in_frames = 22
},
{
filename = '__base__/graphics/entity/tank/hr-tank-base-mask-3.png',
width_in_frames = 1,
height_in_frames = 20
}
}),
scale = 0.5
}
},
{
priority = 'low',
width = 151,
height = 98,
frame_count = 2,
draw_as_shadow = true,
direction_count = 64,
shift = util.by_pixel(22.5, 1 + tank_shift_y),
max_advance = 1,
stripes = util.multiplystripes(2,
{
{
filename = '__base__/graphics/entity/tank/tank-base-shadow-1.png',
width_in_frames = 1,
height_in_frames = 16
},
{
filename = '__base__/graphics/entity/tank/tank-base-shadow-2.png',
width_in_frames = 1,
height_in_frames = 16
},
{
filename = '__base__/graphics/entity/tank/tank-base-shadow-3.png',
width_in_frames = 1,
height_in_frames = 16
},
{
filename = '__base__/graphics/entity/tank/tank-base-shadow-4.png',
width_in_frames = 1,
height_in_frames = 16
}
}),
hr_version =
{
priority = 'low',
width = 302,
height = 194,
frame_count = 2,
draw_as_shadow = true,
direction_count = 64,
shift = util.by_pixel(22.5, 1 + tank_shift_y),
max_advance = 1,
stripes = util.multiplystripes(2,
{
{
filename = '__base__/graphics/entity/tank/hr-tank-base-shadow-1.png',
width_in_frames = 1,
height_in_frames = 16
},
{
filename = '__base__/graphics/entity/tank/hr-tank-base-shadow-2.png',
width_in_frames = 1,
height_in_frames = 16
},
{
filename = '__base__/graphics/entity/tank/hr-tank-base-shadow-3.png',
width_in_frames = 1,
height_in_frames = 16
},
{
filename = '__base__/graphics/entity/tank/hr-tank-base-shadow-4.png',
width_in_frames = 1,
height_in_frames = 16
}
}),
scale = 0.5
}
}
}
},
turret_rotation_speed = 0,
turret_return_timeout = 0,
sound_no_fuel =
{
{
filename = '__base__/sound/fight/tank-no-fuel-1.ogg',
volume = 0.4
}
},
sound_minimum_speed = 0.2,
sound_scaling_ratio = 0.8,
vehicle_impact_sound = sounds.generic_impact,
working_sound =
{
sound =
{
filename = '__base__/sound/fight/tank-engine.ogg',
volume = 0.37
},
activate_sound =
{
filename = '__base__/sound/fight/tank-engine-start.ogg',
volume = 0.37
},
deactivate_sound =
{
filename = '__base__/sound/fight/tank-engine-stop.ogg',
volume = 0.37
},
match_speed_to_activity = true
},
stop_trigger_speed = 0.1,
stop_trigger =
{
{
type = 'play-sound',
sound =
{
{
filename = '__base__/sound/fight/tank-brakes.ogg',
volume = 0.3
}
}
}
},
open_sound = { filename = '__base__/sound/fight/tank-door-open.ogg', volume=0.48 },
close_sound = { filename = '__base__/sound/fight/tank-door-close.ogg', volume = 0.43 },
rotation_speed = 0.0035,
tank_driving = true,
weight = 20000,
inventory_size = 80,
track_particle_triggers = movement_triggers.tank,
guns = {},
water_reflection = {
pictures = {
filename = '__base__/graphics/entity/car/car-reflection.png',
priority = 'extra-high',
width = 20,
height = 24,
shift = util.by_pixel(0, 35),
variation_count = 1,
scale = 5 * 1.2
},
rotate = true,
orientation_to_variation = false
}
}
})
|
id = 'V-38686'
severity = 'medium'
weight = 10.0
title = 'The systems local firewall must implement a deny-all, allow-by-exception policy for forwarded packets.'
description = 'In "iptables" the default policy is applied only after all the applicable rules in the table are examined for a match. Setting the default policy to "DROP" implements proper design for a firewall, i.e., any packets which are not explicitly permitted should not be accepted.'
fixtext = [=[To set the default policy to DROP (instead of ACCEPT) for the built-in FORWARD chain which processes packets that will be forwarded from one interface to another, add or correct the following line in "/etc/sysconfig/iptables":
:FORWARD DROP [0:0]]=]
checktext = [=[Run the following command to ensure the default "FORWARD" policy is "DROP":
grep ":FORWARD" /etc/sysconfig/iptables
The output must be the following:
# grep ":FORWARD" /etc/sysconfig/iptables
:FORWARD DROP [0:0]
If it is not, this is a finding.]=]
function test()
end
function fix()
end
|
if not table.pack then
function table.pack (...)
return {n=select('#',...), ...}
end
end
if not table.unpack then
table.unpack = unpack
end
function memoize( fn )
local function fnKey( ... )
local key = ""
local args = table.pack( ... )
for i = 1, args.n do
key = key .. "[" .. tostring( args[ i ] ) .. "]"
end
return key
end
local object = {
__call = function( targetTable, ... )
local key = fnKey( ... )
local values = targetTable.__memoized[ key ]
if ( values == nil ) then
values = table.pack( fn( ... ) )
targetTable.__memoized[ key ] = values
end
if ( values.n > 0 ) then
return table.unpack( values )
end
return nil
end,
__forget = function( self ) self.__memoized = {} end,
__memoized = {},
__mode = "v",
}
return setmetatable( object, object )
end
local function fn1(...)
return ...
end
local m1 = memoize( fn1 )
local t = m1( 1, 2, 3 )
print( m1(1, 2, 3) )
|
local usingStroke = false;
local usingFill = true;
local function randomColor()
local r = random(30,255)
local g = random(30,255)
local b = random(30,255)
return color(r,g,b,0x7f)
end
function setup()
background(0x80)
end
function draw()
if not usingStroke then
noStroke()
else
stroke(randomColor())
end
if not usingFill then
noFill()
end
for i=1,500 do
local x = random(0,width-10)
local y = random(0, height-10)
local w = 20;
local h = 20;
if usingFill then
local c = randomColor()
fill(c)
end
rect(x,y, w,h)
end
end
local T_S = string.byte("S")
local T_F = string.byte("F")
function keyTyped(event)
--print("keyTyped: ", keyCode, T_S, T_F)
if keyCode == T_S then
usingStroke = not usingStroke
end
if keyCode == T_F then
usingFill = not usingFill
end
end
go()
|
-- Matter recipes for Krastorio2
if mods["Krastorio2"] then
local util = require("data-util");
local matter = require("__Krastorio2__/lib/public/data-stages/matter-util")
data:extend(
{
{
type = "technology",
name = "aluminum-matter-processing",
icons =
{
{
icon = util.k2assets().."/technologies/matter-coal.png",
icon_size = 256,
},
{
icon = "__bzaluminum__/graphics/icons/aluminum-ore.png",
icon_size = 64,
scale = 1.4,
}
},
prerequisites = {"kr-matter-processing"},
unit =
{
count = 350,
ingredients =
{
{"production-science-pack", 1},
{"utility-science-pack", 1},
{"matter-tech-card", 1}
},
time = 45
}
},
})
local flake_graphite_matter =
{
item_name = "aluminum-ore",
minimum_conversion_quantity = 10,
matter_value = 5,
energy_required = 1,
need_stabilizer = false,
unlocked_by_technology = "aluminum-matter-processing"
}
matter.createMatterRecipe(flake_graphite_matter)
local graphite_matter =
{
item_name = "alumina",
minimum_conversion_quantity = 10,
matter_value = 7.5,
energy_required = 2,
only_deconversion = true,
need_stabilizer = true,
unlocked_by_technology = "aluminum-matter-processing"
}
matter.createMatterRecipe(graphite_matter)
local graphite_matter =
{
item_name = "aluminum-plate",
minimum_conversion_quantity = 10,
matter_value = 10,
energy_required = 3,
only_deconversion = true,
need_stabilizer = true,
unlocked_by_technology = "aluminum-matter-processing"
}
matter.createMatterRecipe(graphite_matter)
end
|
local vigenere = require("vigenere")
local secretKey = "iLoveLua"
local text = "Hello, World!"
local encrypted = vigenere.encrypt(text, secretKey)
local decrypted = vigenere.decrypt(encrypted, secretKey)
print("Original Text: " .. text)
print("Encrypted Text: " .. encrypted)
print("Decrypted Text: " .. decrypted)
assert(text == decrypted)
do
local key = "testkey1234567890"
local text = "Encrypted Text"
assert(vigenere.decrypt(vigenere.encrypt(text, key), key) == text)
end
do
local key = "abcdefghijklmnopqrstuvwxyz"
local text = "abcdefghijklmnopqrstuvwxyz"
assert(vigenere.decrypt(vigenere.encrypt(text, key), key) == text)
end
print("Tests Passed")
|
local utils = require('/usr/local/openresty/nginx/lua/utils')
local json_decode = utils.json_decode
local limit_req = require "resty.limit.req"
local lim, err = limit_req.new("mylimit", 5000, 2000)
if err ~= nil then
ngx.log(ngx.ERR,"limit_req.new fail: ", err)
end
local balance_table = require("/usr/local/openresty/nginx/lua/chainnode/config_rules");
local data = ngx.req.get_body_data()
local t = json_decode(data)
-- 如果请求没有传值则报错 416 且打印出 error 日志
if not t then
ngx.log(ngx.ERR, "request no values")
return ngx.exit(416)
end
-- 如果解析请求后是数组类型则使用泛型方式进行取值
if t[1] ~= nil then
for i, w in ipairs(t) do
local method = w.method
local host = balance_table[method]
ngx.var.balance_host = host
ngx.var.json_method = method
if not host then
ngx.log(ngx.ERR, "balance host not found", host )
return ngx.exit(500)
end
local delay, err = lim:incoming(method, true)
if not delay then
if err == "rejected" then
ngx.log(ngx.ERR, "regulation array-method too many requests: ", err)
return ngx.exit(429)
end
ngx.log(ngx.ERR, "regulation array-method not delay but not rejected: ", err)
return ngx.exit(500)
end
end
-- 如果解析请求后是表类型则直接取值
elseif t ~= nil then
local method = t.method
local host = balance_table[method]
ngx.var.balance_host = host
ngx.var.json_method = method
if not host then
ngx.log(ngx.ERR, "balance host not found", host )
return ngx.exit(500)
end
local delay, err = lim:incoming(method, true)
if not delay then
if err == "rejected" then
ngx.log(ngx.ERR, "regulation json-method too many requests: ", err)
return ngx.exit(429)
end
ngx.log(ngx.ERR, "regulation json-method not delay but not rejected: ", err)
return ngx.exit(500)
end
-- 暂时走不到这一步,需要看明确需求
else
local delay, err = lim:incoming(ngx.var.binary_remote_addr, true)
if not delay then
if err == "rejected" then
ngx.log(ngx.ERR, "remote-ip too many requests: ", err)
return ngx.exit(429)
end
ngx.log(ngx.ERR, "remote-ip not delay but not rejected: ", err)
return ngx.exit(500)
end
end
|
t={}
t[10001] = {
hp = 100,
name = "a",
def = 5,
atk = 10
}
t[10002] = {
hp = 100,
name = "b",
def = 6,
atk = 11
}
t[10003] = {
hp = 100,
name = "c",
def = 7,
atk = 12
}
t[10004] = {
hp = 100,
name = "d",
def = 8,
atk = 13
}
t[10005] = {
hp = 100,
name = "e",
def = 9,
atk = 14
}
t[10006] = {
hp = 100,
name = "f",
def = 10,
atk = 15
}
t[10007] = {
hp = 100,
name = "g",
def = 11,
atk = 16
}
t[10008] = {
hp = 100,
name = "h",
def = 12,
atk = 17
}
t[10009] = {
hp = 100,
name = "i",
def = 13,
atk = 18
}
|
local Modules = script.Parent.Parent.Parent
local Roact = require(Modules.Roact)
local RoactRodux = require(Modules.RoactRodux)
local Input = require(Modules.Plugin.Components.Input)
local Data = require(Modules.Plugin.Components.Data)
local Info = require(Modules.Plugin.Components.Info)
local PickerMenu = require(Modules.Plugin.Components.PickerMenu)
local function MainFrame(props)
return Roact.createElement("Frame", {
Size = UDim2.new(1, 0, 1, 0),
Active = true,
BackgroundColor3 = Color3.fromRGB(255, 255, 255),
BorderSizePixel = 0,
}, {
InputFrame = Roact.createElement("Frame", {
Position = UDim2.new(0, 0, 0, 0),
Size = UDim2.new(1, 0, 0, 50),
BackgroundTransparency = 1.0,
ZIndex = 2,
}, {
Input = Roact.createElement(Input, {
Position = UDim2.new(0, 7, 0, 7),
Size = UDim2.new(1, -30, 1, -14),
}),
Picker = Roact.createElement(PickerMenu, {
Position = UDim2.new(1, -6, 0, 6),
AnchorPoint = Vector2.new(1, 0),
}),
}),
Body = Roact.createElement("Frame", {
Size = UDim2.new(1, 0, 1, -50),
Position = UDim2.new(0, 0, 0, 50),
BackgroundTransparency = 1.0,
}, {
UIListLayout = Roact.createElement("UIListLayout", {
SortOrder = Enum.SortOrder.LayoutOrder,
FillDirection = Enum.FillDirection.Horizontal,
}),
Data = Roact.createElement(Data, {
Size = props.selected and UDim2.new(1, -250, 1, 0) or UDim2.new(1, 0, 1, 0),
}),
Info = Roact.createElement(Info, {
Size = props.selected and UDim2.new(0, 250, 1, 0) or UDim2.new(0, 0, 0, 0),
}),
})
})
end
local function mapStateToProps(state)
return {
selected = state.selected,
}
end
MainFrame = RoactRodux.connect(mapStateToProps)(MainFrame)
return MainFrame
|
-- hiscore.lua
-- by borgar@borgar.net, CC0 license
--
-- This uses MAME's built-in Lua scripting to implement
-- high-score saving with hiscore.dat infom just as older
-- builds did in the past.
--
local exports = {
name = 'hiscore',
version = '1.0.1',
description = 'Hiscore',
license = 'CC0',
author = { name = 'borgar@borgar.net' } }
local hiscore = exports
local hiscore_plugin_path = ""
function hiscore.set_folder(path)
hiscore_plugin_path = path
end
function hiscore.startplugin()
local function get_data_path()
return emu.subst_env(manager.machine.options.entries.homepath:value():match('([^;]+)')) .. '/hiscore'
end
-- configuration
local config_read = false
local timed_save = true
-- read configuration file from data directory
local function read_config()
if config_read then
return true
end
local filename = get_data_path() .. '/plugin.cfg'
local file = io.open(filename, 'r')
if file then
local json = require('json')
local parsed_settings = json.parse(file:read('a'))
file:close()
if parsed_settings then
if parsed_settings.only_save_at_exit and (parsed_settings.only_save_at_exit ~= 0) then
timed_save = false
end
-- TODO: other settings? maybe path overrides for hiscore.dat or the hiscore data?
config_read = true
return true
else
emu.print_error(string.format('Error loading hiscore plugin settings: error parsing file "%s" as JSON', filename))
end
end
return false
end
-- save configuration file
local function save_config()
local path = get_data_path()
local attr = lfs.attributes(path)
if not attr then
lfs.mkdir(path)
elseif attr.mode ~= 'directory' then
emu.print_error(string.format('Error saving hiscore plugin settings: "%s" is not a directory', path))
return
end
local settings = { only_save_at_exit = not timed_save }
-- TODO: other settings?
local filename = path .. '/plugin.cfg'
local json = require('json')
local data = json.stringify(settings, { indent = true })
local file = io.open(filename, 'w')
if not file then
emu.print_error(string.format('Error saving hiscore plugin settings: error opening file "%s" for writing', filename))
return
end
file:write(data)
file:close()
end
-- build menu
local function populate_menu()
local items = { }
local setting = timed_save and _p('plugin-hiscore', 'When updated') or _p('plugin-hiscore', 'On exit')
table.insert(items, { _p('plugin-hiscore', 'Hiscore Support Options'), '', 'off' })
table.insert(items, { '---', '', '' })
table.insert(items, { _p('plugin-hiscore', 'Save scores'), setting, timed_save and 'l' or 'r' })
return items
end
-- handle menu events
local function handle_menu(index, event)
if event == 'left' then
timed_save = false
return true
elseif event == 'right' then
timed_save = true
return true
end
return false
end
local hiscoredata_path = "hiscore.dat";
local current_checksum = 0;
local default_checksum = 0;
local scores_have_been_read = false;
local mem_check_passed = false;
local found_hiscore_entry = false;
local delaytime = 0;
local function parse_table ( dsting )
local _table = {}
for line in string.gmatch(dsting, '([^\n]+)') do
local delay = line:match('^@delay=([.%d]*)')
if delay and #delay > 0 then
delaytime = emu.time() + tonumber(delay)
else
local cpu, mem;
local cputag, space, offs, len, chk_st, chk_ed, fill = string.match(line, '^@([^,]+),([^,]+),([^,]+),([^,]+),([^,]+),([^,]+),?(%x?%x?)');
cpu = manager.machine.devices[cputag];
if not cpu then
error(cputag .. " device not found")
end
local rgnname, rgntype = space:match("([^/]*)/?([^/]*)")
if rgntype == "share" then
mem = manager.machine.memory.shares[rgnname]
else
mem = cpu.spaces[space]
end
if not mem then
error(space .. " space not found")
end
_table[ #_table + 1 ] = {
mem = mem,
addr = tonumber(offs, 16),
size = tonumber(len, 16),
c_start = tonumber(chk_st, 16),
c_end = tonumber(chk_ed, 16),
fill = tonumber(fill, 16)
};
end
end
return _table;
end
local function read_hiscore_dat ()
local file = io.open( hiscoredata_path, "r" );
local rm_match;
if not file then
file = io.open( hiscore_plugin_path .. "/hiscore.dat", "r" );
end
if emu.softname() ~= "" then
local soft = emu.softname():match("([^:]*)$")
rm_match = '^' .. emu.romname() .. ',' .. soft .. ':';
else
rm_match = '^' .. emu.romname() .. ':';
end
local cluster = "";
local current_is_match = false;
if file then
repeat
line = file:read("*l");
if line then
-- remove comments
line = line:gsub( '[ \t\r\n]*;.+$', '' );
-- handle lines
if string.find(line, '^@') then -- data line
if current_is_match then
cluster = cluster .. "\n" .. line;
end
elseif string.find(line, rm_match) then --- match this game
current_is_match = true;
elseif string.find(line, '^[a-z0-9_]+:') then --- some game
if current_is_match and string.len(cluster) > 0 then
break; -- we're done
end
else --- empty line or garbage
-- noop
end
end
until not line;
file:close();
end
return cluster;
end
local function check_mem ( posdata )
if #posdata < 1 then
return false;
end
for ri,row in ipairs(posdata) do
-- must pass mem check
if row["c_start"] ~= row["mem"]:read_u8(row["addr"]) then
return false;
end
if row["c_end"] ~= row["mem"]:read_u8(row["addr"]+row["size"]-1) then
return false;
end
end
return true;
end
local function get_file_name()
local r;
if emu.softname() ~= "" then
local soft = emu.softname():match("([^:]*)$")
r = get_data_path() .. '/' .. emu.romname() .. "_" .. soft .. ".hi";
else
r = get_data_path() .. '/' .. emu.romname() .. ".hi";
end
return r;
end
local function write_scores ( posdata )
emu.print_verbose("hiscore: write_scores")
local output = io.open(get_file_name(), "wb");
if not output then
-- attempt to create the directory, and try again
lfs.mkdir(get_data_path());
output = io.open(get_file_name(), "wb");
end
emu.print_verbose("hiscore: write_scores output")
if output then
for ri,row in ipairs(posdata) do
t = {}
for i=0,row["size"]-1 do
t[i+1] = row["mem"]:read_u8(row["addr"] + i)
end
output:write(string.char(table.unpack(t)));
end
output:close();
end
emu.print_verbose("hiscore: write_scores end")
end
local function read_scores ( posdata )
local input = io.open(get_file_name(), "rb");
if input then
for ri,row in ipairs(posdata) do
local str = input:read(row["size"]);
for i=0,row["size"]-1 do
local b = str:sub(i+1,i+1):byte();
row["mem"]:write_u8( row["addr"] + i, b );
end
end
input:close();
return true;
end
return false;
end
local function check_scores ( posdata )
local r = 0;
for ri,row in ipairs(posdata) do
for i=0,row["size"]-1 do
r = r + row["mem"]:read_u8( row["addr"] + i );
end
end
return r;
end
local function init ()
if not scores_have_been_read then
if (delaytime <= emu.time()) and check_mem( positions ) then
default_checksum = check_scores( positions );
if read_scores( positions ) then
emu.print_verbose( "hiscore: scores read OK" );
else
-- likely there simply isn't a .hi file around yet
emu.print_verbose( "hiscore: scores read FAIL" );
end
scores_have_been_read = true;
current_checksum = check_scores( positions );
mem_check_passed = true;
else
-- memory check can fail while the game is still warming up
-- TODO: only allow it to fail N many times
end
end
end
local last_write_time = -10;
local function tick ()
-- set up scores if they have been
init();
-- only allow save check to run when
if mem_check_passed and timed_save then
-- The reason for this complicated mess is that
-- MAME does expose a hook for "exit". Once it does,
-- this should obviously just be done when the emulator
-- shuts down (or reboots).
local checksum = check_scores( positions );
if checksum ~= current_checksum and checksum ~= default_checksum then
-- 5 sec grace time so we don't clobber io and cause
-- latency. This would be bad as it would only ever happen
-- to players currently reaching a new highscore
if emu.time() > last_write_time + 5 then
write_scores( positions );
current_checksum = checksum;
last_write_time = emu.time();
-- emu.print_verbose( "SAVE SCORES EVENT!", last_write_time );
end
end
end
end
local function reset()
-- the notifier will still be attached even if the running game has no hiscore.dat entry
if mem_check_passed and found_hiscore_entry then
local checksum = check_scores(positions)
if checksum ~= current_checksum and checksum ~= default_checksum then
write_scores(positions)
end
end
found_hiscore_entry = false
mem_check_passed = false
scores_have_been_read = false;
end
emu.register_start(function()
found_hiscore_entry = false
mem_check_passed = false
scores_have_been_read = false;
last_write_time = -10
emu.print_verbose("Starting " .. emu.gamename())
read_config();
local dat = read_hiscore_dat()
if dat and dat ~= "" then
emu.print_verbose( "hiscore: found hiscore.dat entry for " .. emu.romname() );
res, positions = pcall(parse_table, dat);
if not res then
emu.print_error("hiscore: hiscore.dat parse error " .. positions);
return;
end
for i, row in pairs(positions) do
if row.fill then
for i=0,row["size"]-1 do
row["mem"]:write_u8(row["addr"] + i, row.fill)
end
end
end
found_hiscore_entry = true
end
end)
emu.register_frame(function()
if found_hiscore_entry then
tick()
end
end)
emu.register_stop(function()
reset()
save_config()
end)
emu.register_prestart(function()
reset()
end)
emu.register_menu(handle_menu, populate_menu, _p('plugin-hiscore', 'Hiscore Support'))
end
return exports
|
require "socket"
math.randomseed(socket.gettime()*1000)
math.random(); math.random(); math.random()
random_string = "adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00adsadasd00"
local function get_user()
local id = math.random(0, 500)
local user_name = "Cornell_" .. tostring(id)
local pass_word = ""
for i = 0, 9, 1 do
pass_word = pass_word .. tostring(id)
end
return user_name, pass_word
end
local function user_login()
local user_name, password = get_user()
local method = "GET"
local path = "http://localhost:5000/user?username=" .. user_name .. "&password=" .. password
local headers = {}
-- headers["Content-Type"] = "application/x-www-form-urlencoded"
return wrk.format(method, path, headers, random_string)
end
request = function()
return user_login()
end
|
module 'mock_edit'
--------------------------------------------------------------------
EditorEntity = mock.EditorEntity
|
--[[
Name: "sh_citizen.lua".
Product: "nexus".
--]]
local CLASS = {};
CLASS.color = Color(150, 100, 50, 255);
CLASS.factions = {FACTION_CITIZEN};
CLASS.isDefault = true;
CLASS.description = "A regular Citizen living in the city.";
CLASS_CITIZEN = nexus.class.Register(CLASS, "Citizen");
|
local condition = Condition(CONDITION_DROWN)
condition:setParameter(CONDITION_PARAM_DELAYED, true)
condition:addDamage(20, 5000, -20)
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
combat:setArea(createCombatArea(AREA_SQUAREWAVE7))
combat:setCondition(condition)
function onCastSpell(creature, variant)
return combat:execute(creature, variant)
end
|
XYZ_HITMAN = {}
XYZ_HITMAN.Config = {}
XYZ_HITMAN.Core = {}
XYZ_HITMAN.Core.ActiveHits = {}
XYZ_HITMAN.Core.ClaimedHits = {}
XYZ_HITMAN.Phones = {}
print("Loading Hitman System")
local path = "xyz_hitman/"
if SERVER then
local files, folders = file.Find(path .. "*", "LUA")
for _, folder in SortedPairs(folders, true) do
print("Loading folder:", folder)
for b, File in SortedPairs(file.Find(path .. folder .. "/sh_*.lua", "LUA"), true) do
print("Loading file:", File)
AddCSLuaFile(path .. folder .. "/" .. File)
include(path .. folder .. "/" .. File)
end
for b, File in SortedPairs(file.Find(path .. folder .. "/sv_*.lua", "LUA"), true) do
print("Loading file:", File)
include(path .. folder .. "/" .. File)
end
for b, File in SortedPairs(file.Find(path .. folder .. "/cl_*.lua", "LUA"), true) do
print("Loading file:", File)
AddCSLuaFile(path .. folder .. "/" .. File)
end
end
end
if CLIENT then
local files, folders = file.Find(path .. "*", "LUA")
for _, folder in SortedPairs(folders, true) do
print("Loading folder:", folder)
for b, File in SortedPairs(file.Find(path .. folder .. "/sh_*.lua", "LUA"), true) do
print("Loading file:", File)
include(path .. folder .. "/" .. File)
end
for b, File in SortedPairs(file.Find(path .. folder .. "/cl_*.lua", "LUA"), true) do
print("Loading file:", File)
include(path .. folder .. "/" .. File)
end
end
end
print("Loaded Hitman System")
|
RenderModel = function(model , pos , angle , color)
for n = 1 , #model do
if #model[n] == 3 then
Render:FillTriangle(
angle * model[n][1] + pos ,
angle * model[n][2] + pos ,
angle * model[n][3] + pos ,
color
)
elseif #model[n] == 2 then
Render:DrawLine(
angle * model[n][1] + pos ,
angle * model[n][2] + pos ,
color
)
end
end
end
Models = {}
-- Checkpoint pointer arrow.
local arrowWidth = 0.18
local arrowLength = 0.58
local arrowHead = 0.70
local arrowHeadWidthMult = 3
local arrowHeight = 0.0375
do
local X = arrowWidth
local Y = arrowHeight
local Z = arrowLength
Models.arrowTriangles = {
-- Bottom
{
Vector3(-X , -Y , Z) ,
Vector3(X , -Y , Z) ,
Vector3(X , -Y , -Z)
} ,
{
Vector3(-X , -Y , Z) ,
Vector3(X , -Y , -Z) ,
Vector3(-X , -Y , -Z)
} ,
{
Vector3(-X*arrowHeadWidthMult , -Y , -Z) ,
Vector3(X*arrowHeadWidthMult , -Y , -Z) ,
Vector3(0 , -Y , -Z - arrowHead)
} ,
-- Top
{
Vector3(-X , Y , Z) ,
Vector3(X , Y , Z) ,
Vector3(X , Y , -Z)
} ,
{
Vector3(-X , Y , Z) ,
Vector3(X , Y , -Z) ,
Vector3(-X , Y , -Z)
} ,
{
Vector3(-X*arrowHeadWidthMult , Y , -Z) ,
Vector3(X*arrowHeadWidthMult , Y , -Z) ,
Vector3(0 , Y , -Z - arrowHead)
} ,
-- Back
{
Vector3(-X , -Y , Z) ,
Vector3(X , -Y , Z) ,
Vector3(X , Y , Z)
} ,
{
Vector3(-X , -Y , Z) ,
Vector3(X , Y , Z) ,
Vector3(-X , Y , Z)
} ,
-- Front
{
Vector3(-X*arrowHeadWidthMult , -Y , -Z) ,
Vector3(X*arrowHeadWidthMult , -Y , -Z) ,
Vector3(X*arrowHeadWidthMult , Y , -Z)
} ,
{
Vector3(-X*arrowHeadWidthMult , -Y , -Z) ,
Vector3(X*arrowHeadWidthMult , Y , -Z) ,
Vector3(-X*arrowHeadWidthMult , Y , -Z)
} ,
-- Left
{
Vector3(-X , -Y , Z) ,
Vector3(-X , -Y , -Z) ,
Vector3(-X , Y , -Z)
} ,
{
Vector3(-X , -Y , Z) ,
Vector3(-X , Y , -Z) ,
Vector3(-X , Y , Z)
} ,
-- Right
{
Vector3(X , -Y , Z) ,
Vector3(X , -Y , -Z) ,
Vector3(X , Y , -Z)
} ,
{
Vector3(X , -Y , Z) ,
Vector3(X , Y , -Z) ,
Vector3(X , Y , Z)
} ,
-- Front left
{
Vector3(-X*arrowHeadWidthMult , -Y , -Z) ,
Vector3(-X*arrowHeadWidthMult , Y , -Z) ,
Vector3(0 , Y , -Z - arrowHead)
} ,
{
Vector3(-X*arrowHeadWidthMult , -Y , -Z) ,
Vector3(0 , -Y , -Z - arrowHead) ,
Vector3(0 , Y , -Z - arrowHead)
} ,
-- Front right
{
Vector3(X*arrowHeadWidthMult , -Y , -Z) ,
Vector3(X*arrowHeadWidthMult , Y , -Z) ,
Vector3(0 , Y , -Z - arrowHead)
} ,
{
Vector3(X*arrowHeadWidthMult , -Y , -Z) ,
Vector3(0 , -Y , -Z - arrowHead) ,
Vector3(0 , Y , -Z - arrowHead)
}
}
end
-- Flat version. Just in case the solid version is horribly slow.
do
local X = arrowWidth
local Z = arrowLength
Models.arrowTrianglesFast = {
{
Vector3(-X , 0 , Z) ,
Vector3(X , 0 , Z) ,
Vector3(X , 0 , -Z)
} ,
{
Vector3(-X , 0 , Z) ,
Vector3(X , 0 , -Z) ,
Vector3(-X , 0 , -Z)
} ,
{
Vector3(-X*arrowHeadWidthMult , 0 , -Z) ,
Vector3(X*arrowHeadWidthMult , 0 , -Z) ,
Vector3(0 , 0 , -Z - arrowHead)
} ,
}
end
-- Checkpoint
do
local Y = 0.75
local Z = 1.35
local arrowHead = 3.75
Models.nextCPArrowTriangles = {
{
Vector3(0 , -Y , Z + arrowHead*0.25) ,
Vector3(0 , Y , Z + arrowHead*0.25) ,
Vector3(0 , Y , -Z)
} ,
{
Vector3(0 , -Y , Z + arrowHead*0.25) ,
Vector3(0 , Y , -Z) ,
Vector3(0 , -Y , -Z)
} ,
{
Vector3(0 , -Y*arrowHeadWidthMult , -Z) ,
Vector3(0 , Y*arrowHeadWidthMult , -Z) ,
Vector3(0 , 0 , -Z - arrowHead*0.5)
} ,
}
end
----------------------------------------------------------------------------------------------------
-- Course editor
----------------------------------------------------------------------------------------------------
-- Object spawner gizmo, used for the course editor.
do
local radius = 1
local height = 3.5
local numSegments = 7
local segmentAngle = (math.pi*2) / numSegments
Models.objectSpawnerGizmo = {}
for n = 0 , numSegments - 1 do
local angle1 = segmentAngle * n
local angle2 = segmentAngle * (n + 1)
table.insert(
Models.objectSpawnerGizmo ,
{
Vector3(0 , 0 , 0) ,
Vector3(math.cos(angle1) * radius , height , math.sin(angle1) * radius) ,
Vector3(math.cos(angle2) * radius , height , math.sin(angle2) * radius)
}
)
end
end
-- Used for the course editor's checkpoint spawner gizmo.
do
local radius = 9.5
local numSegments = 13
local segmentAngle = (math.pi*2) / numSegments
Models.checkpoint = {}
for n = 0 , numSegments - 1 do
local angle1 = segmentAngle * n
local angle2 = segmentAngle * (n + 1)
local angleMid = math.lerp(angle1 , angle2 , 0.5)
local pos1 = Angle.AngleAxis(angle1 , Vector3(0 , 0 , -1)) * Vector3(radius , 0 , 0)
local pos2 = Angle.AngleAxis(angleMid , Vector3(0 , 0 , -1)) * Vector3(radius*1.15 , 0 , 0)
local pos3 = Angle.AngleAxis(angle2 , Vector3(0 , 0 , -1)) * Vector3(radius , 0 , 0)
table.insert(
Models.checkpoint ,
{
pos1 ,
pos2 ,
pos3
}
)
end
end
-- Vehicle spawn gizmo.
do
local width = 3
local length = 5.25
local height = 0.3333
Models.vehicleSpawn = {}
local Line = function(a , b)
table.insert(
Models.vehicleSpawn ,
{a , b , b + Vector3(0 , height , 0)}
)
table.insert(
Models.vehicleSpawn ,
{a , a + Vector3(0 , height , 0) , b + Vector3(0 , height , 0)}
)
end
-- Create the box.
Line(
Vector3(width * -0.5 , 0 , length * 0.5) ,
Vector3(width * -0.5 , 0 , length * -0.5)
)
Line(
Vector3(width * -0.5 , 0 , length * -0.5) ,
Vector3(width * 0.5 , 0 , length * -0.5)
)
Line(
Vector3(width * 0.5 , 0 , length * -0.5) ,
Vector3(width * 0.5 , 0 , length * 0.5)
)
Line(
Vector3(width * 0.5 , 0 , length * 0.5) ,
Vector3(width * -0.5 , 0 , length * 0.5)
)
-- Create the arrow.
Line(
Vector3(0 , 1 , length * 0.3333) ,
Vector3(0 , 1 , length * -0.3333)
)
Line(
Vector3(0 , 1 , length * -0.3333) ,
Vector3(width * 0.3333 , 1 , length * -0.075)
)
Line(
Vector3(0 , 1 , length * -0.3333) ,
Vector3(width * -0.3333 , 1 , length * -0.075)
)
end
|
TestUtil = {}
function TestUtil:testIntToPos()
local edge = math.floor(0xFFFF / 2)
local subjects = {
vector.new(edge, edge, edge),
vector.new(-edge, -edge, -edge),
vector.new(0, 0, 0),
vector.new(1, 1, 1),
vector.new(-1, -1, -1)
}
for _, pos in pairs(subjects) do
local int = stm.pos_to_int(pos)
local result = stm.int_to_pos(int)
assert(vector.distance(pos, result) == 0)
end
end
|
local desc_EN = [[Platform Signs is a mod to demostrate the Livetext mod, which permets any mods to put dynamically generated text on game scene.
Though, this mod is still a very interesting one to use mod.
The Livetext mod must be activated to use this mod.
There are two types of signs in this mod: 1. Station name sign 2. Combined text sign, you can find them in the depot menu.
Usage:
1. Station Name Sign
Place a Station Name Sign around a station, by default there is a snapping track to help you align the sign onto the platform, use offset and distance options to place it accurately, choose the font and style before finish it.
Use the Platform Signs finalizer when everything is done, the finalizer will inject the station name onto the sign. The name injected is the closest staion to the sign.
If you want to place the station name sign on a combined sign, please uncheck the pole option.
Renaming the sign and start with #, that will force the finalizer to inject any text you want on the sign
2. Combined Sign
A combined sign permets you have multiple signs on a same pole, you can have one or some rows of signs and in each row you have can zero to two signs.
Rename the sign to prepare the text to inject:
- The name of the sign should be started with #
- "|" means a new row
- Use comma "," to seperate the two signs in the same row
- E.g #|1,2|3|4,|,5 ->
* The most top row will be empty
* The second row will be "1" on the left and "2" on the right
* The third row will be a "3" in the middle
* The forth row will have an empty right side
* The fifth row will have an empty left side
Use the finalizer to inject the designated text on the sign.
You can hide off the poles to make signs combined on other poles.
3. Remover
The remove helps you removing all signs, since the models will be broken into many pieces once finished.
Place a remover around the area to clean, and reclick on the remover icon to remove signs around it.
The font support comes with Livetext mod, there are two fonts supplied with Livetext mod: Lato (game build-in font) and Alte DIN 1451 Mittelschrift font which is free to use.
The Livetext mod use unicode, the following charset are supported:
- ASCII and Latin, Latin Supplement and Latin Extended A + B
- Cyrilic and Cyrilic Supplement
- Greek
- Math signs, Arrow signs and per mille sign
Attention: not all glyphs are present in DIN 1451 font
To extend the charset to other languages or other fonts, for example CJK, a generator will be supplied later for Livetext mod.
Changelog
1.4
* Added text option in strip decoration
* Order change to avoid mixed with Track Design Patterns
1.3
* Added strip decoration
* Added possibilty to have two poles on the sides
* Unlocked bold style for DIN font
1.2
* Fixed crash when there's no station close to the sign
* Fixed crash when there're more than one station close to the sign
* Fixed incorrect station name injection when there is depot close to the sign
* Chinese and French UI translations
1.1
* Fixed crashes linked to the params failure
* Improved the materials
* Improved the usage of remover
* Corrected the station name capture when the station has any subfix or have been renamed
]]
function data()
return {
en = {
["name"] = "Platform Signs",
["desc"] = desc_EN,
},
fr = {
["name"] = "Panneau du Quai",
["desc"] = desc_EN,
["Font"] = "Police",
["Text Weight"] = "Poids",
["Upper case"] = "Majuscule",
["Outline"] = "Contour",
["Pole Type"] = "Type de pôle",
["Sign Color"] = "Couleur du panneau",
["Text Color"] = "Couleur des caractères",
["Outline Color"] = "Couleur du contour",
["Distance to track"] = "Distance vers la voie d'aide",
["Height Adjustment"] = "Ajustement d'hauteur",
["Offset Adjustment"] = "Décalage",
["Orientation"] = "Orientation",
["Default"] = "Défault",
["Regular"] = "Ordinaire",
["Bold"] = "Gras",
["Cylinder"] = "Cylindre",
["Prism"] = "Prisme",
["No Pole"] = "Sans",
["White"] = "Blanc",
["D.Blue"] = "Marine",
["Blue"] = "Bleu",
["Azur"] = "Azure",
["Black"] = "Noir",
["Text"] = "Script",
["Strip"] = "Bande",
["Decoration"] = "Décoration",
["Decoration Color"] = "Couleur de déco",
["Pole Count"] = "Nombre de pôle",
["Single"] = "Simple",
["Double"] = "Double",
["None"] = "Aucun",
["Track Snapping"] = "Voie d'aide magnétique"
},
zh_CN = {
["name"] = "站台牌",
["desc"] = desc_EN,
["Font"] = "字体",
["Text Weight"] = "字重",
["Upper case"] = "全大写",
["Outline"] = "外廓线",
["Pole Type"] = "支撑杆类型",
["Sign Color"] = "站牌颜色",
["Text Color"] = "文字颜色",
["Outline Color"] = "外廓线颜色",
["Distance to track"] = "到辅助轨道距离",
["Height Adjustment"] = "高度调整",
["Offset Adjustment"] = "平移调整",
["Orientation"] = "指向",
["Track Snapping"] = "辅助吸附轨道",
["Default"] = "默认",
["Regular"] = "普通",
["Bold"] = "粗体",
["Cylinder"] = "圆柱",
["Prism"] = "方柱",
["No Pole"] = "无",
["White"] = "白色",
["D.Blue"] = "海蓝",
["Blue"] = "蓝色",
["Azur"] = "天蓝",
["Black"] = "黑色",
["Text"] = "文字",
["Station Name Sign"] = "站台牌",
["Strip"] = "色带",
["Decoration"] = "装饰",
["Decoration Color"] = "装饰颜色",
["Pole Count"] = "支撑杆数量",
["Single"] = "单",
["Double"] = "双",
["None"] = "无",
["Combined Signs"] = "组合指示牌"
},
zh_TW = {
["name"] = "站台牌",
["desc"] = desc_EN,
["Font"] = "字體",
["Text Weight"] = "字重",
["Upper case"] = "全大寫",
["Outline"] = "外廓線",
["Pole Type"] = "支撐桿類型",
["Sign Color"] = "站牌顏色",
["Text Color"] = "文字顏色",
["Outline Color"] = "外廓線顏色",
["Distance to track"] = "到輔助軌道距離",
["Height Adjustment"] = "高度調整",
["Offset Adjustment"] = "平移調整",
["Orientation"] = "指向",
["Track Snapping"] = "輔助吸附軌道",
["Default"] = "默認",
["Regular"] = "普通",
["Bold"] = "粗體",
["Cylinder"] = "圓柱",
["Prism"] = "方柱",
["No Pole"] = "無",
["White"] = "白色",
["D.Blue"] = "海藍",
["Blue"] = "藍色",
["Azur"] = "天藍",
["Black"] = "黑色",
["Text"] = "文字",
["Station Name Sign"] = "站台牌",
["Strip"] = "色帶",
["Decoration"] = "裝飾",
["Decoration Color"] = "裝飾顏色",
["Pole Count"] = "支撐桿數量",
["Single"] = "單",
["Double"] = "雙",
["None"] = "無",
["Combined Signs"] = "組合指示牌",
["Strip Color"] = "色带颜色"
}
}
end
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