content
stringlengths 5
1.05M
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local get_req_ssl, get_req_ssl_ctx
local get_socket_ssl, get_socket_ssl_ctx
local pok, nginx_c = pcall(require, "resty.openssl.auxiliary.nginx_c")
if pok and not os.getenv("CI_SKIP_NGINX_C") then
get_req_ssl = nginx_c.get_req_ssl
get_req_ssl_ctx = nginx_c.get_req_ssl
get_socket_ssl = nginx_c.get_socket_ssl
get_socket_ssl_ctx = nginx_c.get_socket_ssl
else
local ffi = require "ffi"
ffi.cdef [[
typedef long off_t;
typedef unsigned int socklen_t; // windows uses int, same size
typedef unsigned short in_port_t;
typedef struct ssl_st SSL;
typedef struct ssl_ctx_st SSL_CTX;
typedef long (*ngx_recv_pt)(void *c, void *buf, size_t size);
typedef long (*ngx_recv_chain_pt)(void *c, void *in,
off_t limit);
typedef long (*ngx_send_pt)(void *c, void *buf, size_t size);
typedef void *(*ngx_send_chain_pt)(void *c, void *in,
off_t limit);
typedef struct {
size_t len;
void *data;
} ngx_str_t;
typedef struct {
SSL *connection;
SSL_CTX *session_ctx;
// trimmed
} ngx_ssl_connection_s;
]]
local ngx_version = ngx.config.nginx_version
if ngx_version == 1015008 then
-- 1.15.8
ffi.cdef [[
typedef struct {
void *data;
void *read;
void *write;
int fd;
ngx_recv_pt recv;
ngx_send_pt send;
ngx_recv_chain_pt recv_chain;
ngx_send_chain_pt send_chain;
void *listening;
off_t sent;
void *log;
void *pool;
int type;
void *sockaddr;
socklen_t socklen;
ngx_str_t addr_text;
ngx_str_t proxy_protocol_addr;
in_port_t proxy_protocol_port;
ngx_ssl_connection_s *ssl;
// trimmed
} ngx_connection_s;
]]
elseif ngx_version == 1017008 or ngx_version == 1019003 then
-- 1.17.8, 1.19.3
ffi.cdef [[
typedef struct {
ngx_str_t src_addr;
ngx_str_t dst_addr;
in_port_t src_port;
in_port_t dst_port;
} ngx_proxy_protocol_t;
typedef struct {
void *data;
void *read;
void *write;
int fd;
ngx_recv_pt recv;
ngx_send_pt send;
ngx_recv_chain_pt recv_chain;
ngx_send_chain_pt send_chain;
void *listening;
off_t sent;
void *log;
void *pool;
int type;
void *sockaddr;
socklen_t socklen;
ngx_str_t addr_text;
// https://github.com/nginx/nginx/commit/be932e81a1531a3ba032febad968fc2006c4fa48
ngx_proxy_protocol_t *proxy_protocol;
ngx_ssl_connection_s *ssl;
// trimmed
} ngx_connection_s;
]]
else
error("resty.openssl.auxiliary.nginx doesn't support Nginx version " .. ngx_version, 2)
end
ffi.cdef [[
typedef struct {
ngx_connection_s *connection;
// trimmed
} ngx_stream_lua_request_s;
typedef struct {
unsigned int signature; /* "HTTP" */
ngx_connection_s *connection;
// trimmed
} ngx_http_request_s;
]]
local get_request
do
local ok, exdata = pcall(require, "thread.exdata")
if ok and exdata then
function get_request()
local r = exdata()
if r ~= nil then
return r
end
end
else
local getfenv = getfenv
function get_request()
return getfenv(0).__ngx_req
end
end
end
local SOCKET_CTX_INDEX = 1
local NO_C_MODULE_WARNING_MSG_SHOWN = false
local NO_C_MODULE_WARNING_MSG = "note resty.openssl.auxiliary.nginx is using plain FFI " ..
"and it's only intended to be used in development, " ..
"consider using lua-resty-openssl.aux-module in production."
local function get_ngx_ssl_from_req()
if not NO_C_MODULE_WARNING_MSG_SHOWN then
ngx.log(ngx.WARN, NO_C_MODULE_WARNING_MSG)
NO_C_MODULE_WARNING_MSG_SHOWN = true
end
local c = get_request()
if ngx.config.subsystem == "stream" then
c = ffi.cast("ngx_stream_lua_request_s*", c)
else -- http
c = ffi.cast("ngx_http_request_s*", c)
end
local ngx_ssl = c.connection.ssl
if ngx_ssl == nil then
return nil, "c.connection.ssl is nil"
end
return ngx_ssl
end
get_req_ssl = function()
local ssl, err = get_ngx_ssl_from_req()
if err then
return nil, err
end
return ssl.connection
end
get_req_ssl_ctx = function()
local ssl, err = get_ngx_ssl_from_req()
if err then
return nil, err
end
return ssl.session_ctx
end
ffi.cdef[[
typedef struct ngx_http_lua_socket_tcp_upstream_s
ngx_http_lua_socket_tcp_upstream_t;
typedef struct {
ngx_connection_s *connection;
// trimmed
} ngx_peer_connection_s;
typedef
int (*ngx_http_lua_socket_tcp_retval_handler_masked)(void *r,
void *u, void *L);
typedef void (*ngx_http_lua_socket_tcp_upstream_handler_pt_masked)
(void *r, void *u);
typedef
int (*ngx_stream_lua_socket_tcp_retval_handler)(void *r,
void *u, void *L);
typedef void (*ngx_stream_lua_socket_tcp_upstream_handler_pt)
(void *r, void *u);
typedef struct {
ngx_stream_lua_socket_tcp_retval_handler read_prepare_retvals;
ngx_stream_lua_socket_tcp_retval_handler write_prepare_retvals;
ngx_stream_lua_socket_tcp_upstream_handler_pt read_event_handler;
ngx_stream_lua_socket_tcp_upstream_handler_pt write_event_handler;
void *socket_pool;
void *conf;
void *cleanup;
void *request;
ngx_peer_connection_s peer;
// trimmed
} ngx_stream_lua_socket_tcp_upstream_s;
]]
if ngx.config
and ngx.config.ngx_lua_version
and ngx.config.ngx_lua_version >= 10019
then
ffi.cdef[[
typedef struct {
ngx_http_lua_socket_tcp_retval_handler_masked read_prepare_retvals;
ngx_http_lua_socket_tcp_retval_handler_masked write_prepare_retvals;
ngx_http_lua_socket_tcp_upstream_handler_pt_masked read_event_handler;
ngx_http_lua_socket_tcp_upstream_handler_pt_masked write_event_handler;
void *udata_queue; // 0.10.19
void *socket_pool;
void *conf;
void *cleanup;
void *request;
ngx_peer_connection_s peer;
// trimmed
} ngx_http_lua_socket_tcp_upstream_s;
]]
else
-- the struct doesn't seem to get changed a long time since birth
ffi.cdef[[
typedef struct {
ngx_http_lua_socket_tcp_retval_handler_masked read_prepare_retvals;
ngx_http_lua_socket_tcp_retval_handler_masked write_prepare_retvals;
ngx_http_lua_socket_tcp_upstream_handler_pt_masked read_event_handler;
ngx_http_lua_socket_tcp_upstream_handler_pt_masked write_event_handler;
void *socket_pool;
void *conf;
void *cleanup;
void *request;
ngx_peer_connection_s peer;
// trimmed
} ngx_http_lua_socket_tcp_upstream_s;
]]
end
local function get_ngx_ssl_from_socket_ctx(sock)
if not NO_C_MODULE_WARNING_MSG_SHOWN then
ngx.log(ngx.WARN, NO_C_MODULE_WARNING_MSG)
NO_C_MODULE_WARNING_MSG_SHOWN = true
end
local u = sock[SOCKET_CTX_INDEX]
if u == nil then
return nil, "lua_socket_tcp_upstream_t not found"
end
if ngx.config.subsystem == "stream" then
u = ffi.cast("ngx_stream_lua_socket_tcp_upstream_s*", u)
else -- http
u = ffi.cast("ngx_http_lua_socket_tcp_upstream_s*", u)
end
local p = u.peer
if p == nil then
return nil, "u.peer is nil"
end
local uc = p.connection
if uc == nil then
return nil, "u.peer.connection is nil"
end
local ngx_ssl = uc.ssl
if ngx_ssl == nil then
return nil, "u.peer.connection.ssl is nil"
end
return ngx_ssl
end
get_socket_ssl = function(sock)
local ssl, err = get_ngx_ssl_from_socket_ctx(sock)
if err then
return nil, err
end
return ssl.connection
end
get_socket_ssl_ctx = function(sock)
local ssl, err = get_ngx_ssl_from_socket_ctx(sock)
if err then
return nil, err
end
return ssl.session_ctx
end
end
return {
get_req_ssl = get_req_ssl,
get_req_ssl_ctx = get_req_ssl_ctx,
get_socket_ssl = get_socket_ssl,
get_socket_ssl_ctx = get_socket_ssl_ctx,
}
|
#!/bin/env lua
local commander = require "commander"
commander.add_description = "Add numbers a and b and print the output"
commander.add_usage = "a b [--subtract, -s]"
function commander:add(a, b)
if self.subtract or self.s then
print(a - b)
return
end
print(a + b)
end
commander:run()
|
local ltask = require "ltask"
local S = {}
local lables = {}
local command = {}
local tasks = {}
local function querylabel(id)
if not id then
return "unknown"
end
if id == 0 then
return "system"
end
if lables[id] then
return lables[id]
end
return "unknown"
end
local function service(id)
return ("(%s:%d)"):format(querylabel(id), id)
end
function command.startup(id, label)
lables[id] = label
return service(id) .. " startup."
end
function command.quit(id)
tasks[#tasks+1] = function ()
lables[id] = nil
end
return service(id) .. " quit."
end
function command.service(_, id)
id = tonumber(id)
return service(id)
end
local function parse(id, s)
local name, args = s:match "^([^:]*):(.*)$"
if not name then
name = s
args = nil
end
local f = command[name]
if f then
return f(id, args)
end
return s
end
local function runtask()
if #tasks > 0 then
for i = 1, #tasks do
tasks[i]()
end
tasks = {}
end
end
local function writelog()
local flush
while true do
local ti, id, msg, sz = ltask.poplog()
if ti == nil then
if flush then
io.flush()
end
break
end
local tsec = ti // 100
local msec = ti % 100
local t = table.pack(ltask.unpack_remove(msg, sz))
local str = {}
for i = 1, t.n do
str[#str+1] = tostring(t[i])
end
local message = table.concat(str, "\t")
message = string.gsub(message, "%$%{([^}]*)%}", function (s)
return parse(id, s)
end)
io.write(string.format("[%s.%02d : %-10s]\t%s\n", os.date("%c", tsec), msec, querylabel(id), message))
flush = true
end
runtask()
end
ltask.fork(function()
while true do
writelog()
ltask.sleep(100)
end
end)
function S.quit()
writelog()
end
function S.labels()
return lables
end
return S
|
function requestHttp( url)
http = Http();
http:get(url,
function ( response )
local str = tostring( response:data() );
local f = loadstring(str, url);
f();
end)
end
requestHttp("http://g.tbcdn.cn/ju/lua-ppt/1.0.12/test.js");
|
return ARGV[1]
|
local teleportToCreature = TalkAction("/goto")
function teleportToCreature.onSay(player, words, param)
if not player:getGroup():getAccess() or player:getAccountType() < ACCOUNT_TYPE_GOD then
return true
end
if param == "" then
player:sendCancelMessage("Command param required.")
return false
end
local target = Creature(param)
if target then
player:teleportTo(target:getPosition())
else
player:sendCancelMessage("Creature not found.")
end
return false
end
teleportToCreature:separator(" ")
teleportToCreature:register()
|
-- x64 syscall numbers
local nr = {
SYS = {
read = 0,
write = 1,
open = 2,
close = 3,
stat = 4,
fstat = 5,
lstat = 6,
poll = 7,
lseek = 8,
mmap = 9,
mprotect = 10,
munmap = 11,
brk = 12,
rt_sigaction = 13,
rt_sigprocmask = 14,
rt_sigreturn = 15,
ioctl = 16,
pread64 = 17,
pwrite64 = 18,
readv = 19,
writev = 20,
access = 21,
pipe = 22,
select = 23,
sched_yield = 24,
mremap = 25,
msync = 26,
mincore = 27,
madvise = 28,
shmget = 29,
shmat = 30,
shmctl = 31,
dup = 32,
dup2 = 33,
pause = 34,
nanosleep = 35,
getitimer = 36,
alarm = 37,
setitimer = 38,
getpid = 39,
sendfile = 40,
socket = 41,
connect = 42,
accept = 43,
sendto = 44,
recvfrom = 45,
sendmsg = 46,
recvmsg = 47,
shutdown = 48,
bind = 49,
listen = 50,
getsockname = 51,
getpeername = 52,
socketpair = 53,
setsockopt = 54,
getsockopt = 55,
clone = 56,
fork = 57,
vfork = 58,
execve = 59,
exit = 60,
wait4 = 61,
kill = 62,
uname = 63,
semget = 64,
semop = 65,
semctl = 66,
shmdt = 67,
msgget = 68,
msgsnd = 69,
msgrcv = 70,
msgctl = 71,
fcntl = 72,
flock = 73,
fsync = 74,
fdatasync = 75,
truncate = 76,
ftruncate = 77,
getdents = 78,
getcwd = 79,
chdir = 80,
fchdir = 81,
rename = 82,
mkdir = 83,
rmdir = 84,
creat = 85,
link = 86,
unlink = 87,
symlink = 88,
readlink = 89,
chmod = 90,
fchmod = 91,
chown = 92,
fchown = 93,
lchown = 94,
umask = 95,
gettimeofday = 96,
getrlimit = 97,
getrusage = 98,
sysinfo = 99,
times = 100,
ptrace = 101,
getuid = 102,
syslog = 103,
getgid = 104,
setuid = 105,
setgid = 106,
geteuid = 107,
getegid = 108,
setpgid = 109,
getppid = 110,
getpgrp = 111,
setsid = 112,
setreuid = 113,
setregid = 114,
getgroups = 115,
setgroups = 116,
setresuid = 117,
getresuid = 118,
setresgid = 119,
getresgid = 120,
getpgid = 121,
setfsuid = 122,
setfsgid = 123,
getsid = 124,
capget = 125,
capset = 126,
rt_sigpending = 127,
rt_sigtimedwait = 128,
rt_sigqueueinfo = 129,
rt_sigsuspend = 130,
sigaltstack = 131,
utime = 132,
mknod = 133,
uselib = 134,
personality = 135,
ustat = 136,
statfs = 137,
fstatfs = 138,
sysfs = 139,
getpriority = 140,
setpriority = 141,
sched_setparam = 142,
sched_getparam = 143,
sched_setscheduler = 144,
sched_getscheduler = 145,
sched_get_priority_max = 146,
sched_get_priority_min = 147,
sched_rr_get_interval = 148,
mlock = 149,
munlock = 150,
mlockall = 151,
munlockall = 152,
vhangup = 153,
modify_ldt = 154,
pivot_root = 155,
_sysctl = 156,
prctl = 157,
arch_prctl = 158,
adjtimex = 159,
setrlimit = 160,
chroot = 161,
sync = 162,
acct = 163,
settimeofday = 164,
mount = 165,
umount2 = 166,
swapon = 167,
swapoff = 168,
reboot = 169,
sethostname = 170,
setdomainname = 171,
iopl = 172,
ioperm = 173,
create_module = 174,
init_module = 175,
delete_module = 176,
get_kernel_syms = 177,
query_module = 178,
quotactl = 179,
nfsservctl = 180,
getpmsg = 181,
putpmsg = 182,
afs_syscall = 183,
tuxcall = 184,
security = 185,
gettid = 186,
readahead = 187,
setxattr = 188,
lsetxattr = 189,
fsetxattr = 190,
getxattr = 191,
lgetxattr = 192,
fgetxattr = 193,
listxattr = 194,
llistxattr = 195,
flistxattr = 196,
removexattr = 197,
lremovexattr = 198,
fremovexattr = 199,
tkill = 200,
time = 201,
futex = 202,
sched_setaffinity = 203,
sched_getaffinity = 204,
set_thread_area = 205,
io_setup = 206,
io_destroy = 207,
io_getevents = 208,
io_submit = 209,
io_cancel = 210,
get_thread_area = 211,
lookup_dcookie = 212,
epoll_create = 213,
epoll_ctl_old = 214,
epoll_wait_old = 215,
remap_file_pages = 216,
getdents64 = 217,
set_tid_address = 218,
restart_syscall = 219,
semtimedop = 220,
fadvise64 = 221,
timer_create = 222,
timer_settime = 223,
timer_gettime = 224,
timer_getoverrun = 225,
timer_delete = 226,
clock_settime = 227,
clock_gettime = 228,
clock_getres = 229,
clock_nanosleep = 230,
exit_group = 231,
epoll_wait = 232,
epoll_ctl = 233,
tgkill = 234,
utimes = 235,
vserver = 236,
mbind = 237,
set_mempolicy = 238,
get_mempolicy = 239,
mq_open = 240,
mq_unlink = 241,
mq_timedsend = 242,
mq_timedreceive = 243,
mq_notify = 244,
mq_getsetattr = 245,
kexec_load = 246,
waitid = 247,
add_key = 248,
request_key = 249,
keyctl = 250,
ioprio_set = 251,
ioprio_get = 252,
inotify_init = 253,
inotify_add_watch = 254,
inotify_rm_watch = 255,
migrate_pages = 256,
openat = 257,
mkdirat = 258,
mknodat = 259,
fchownat = 260,
futimesat = 261,
newfstatat = 262,
unlinkat = 263,
renameat = 264,
linkat = 265,
symlinkat = 266,
readlinkat = 267,
fchmodat = 268,
faccessat = 269,
pselect6 = 270,
ppoll = 271,
unshare = 272,
set_robust_list = 273,
get_robust_list = 274,
splice = 275,
tee = 276,
sync_file_range = 277,
vmsplice = 278,
move_pages = 279,
utimensat = 280,
epoll_pwait = 281,
signalfd = 282,
timerfd_create = 283,
eventfd = 284,
fallocate = 285,
timerfd_settime = 286,
timerfd_gettime = 287,
accept4 = 288,
signalfd4 = 289,
eventfd2 = 290,
epoll_create1 = 291,
dup3 = 292,
pipe2 = 293,
inotify_init1 = 294,
preadv = 295,
pwritev = 296,
rt_tgsigqueueinfo = 297,
perf_event_open = 298,
recvmmsg = 299,
fanotify_init = 300,
fanotify_mark = 301,
prlimit64 = 302,
name_to_handle_at = 303,
open_by_handle_at = 304,
clock_adjtime = 305,
syncfs = 306,
sendmmsg = 307,
setns = 308,
getcpu = 309,
process_vm_readv = 310,
process_vm_writev = 311,
}
}
nr.SYS.fstatat = nr.SYS.newfstatat
return nr
|
-- Word Buster Delete Word command file (v1.0)
-- Copyright (c) 2022, Jericho Crosby <jericho.crosby227@gmail.com>
local Command = {
name = 'wb_del_word',
description = 'Delete a word from lang file',
admin_level = 4,
help = 'Syntax: /$cmd (word) (lang)',
no_perm = 'You need to be level $lvl or higher to use this command.'
}
local lines = io.lines
function Command:Run(Ply, Args)
local word = Args[2]
local lang = Args[3]
local dir = self.settings.lang_directory
local file = self.settings.languages[lang]
if (self.permission(Ply, self.admin_level, self.no_perm)) then
if (not word) then
self.send(Ply, 'No word defined.')
self.send(Ply, self.help)
elseif (not lang) then
self.send(Ply, 'Invalid lang file.')
self.send(Ply, self.help)
elseif (file == nil) then
self.send(Ply, 'Lang file not found.')
elseif (file == false) then
self.send(Ply, 'Sorry, that lang file is disabled.')
else
local words = {}
local success = pcall(function()
for line in lines(dir .. lang) do
if (line ~= word) then
words[#words + 1] = line
end
end
end)
if (not success) then
self.send(Ply, 'Error. File not found.')
else
self.write(dir .. lang, table.concat(words, '\n'))
self.send(Ply, 'Deleting "' .. word .. '" from ' .. lang)
end
end
end
return false
end
return Command
|
local make_router = require "make_router"
local gateway_config = require "gateway"
local router = make_router(gateway_config)
local ENV = os.getenv("SPACER_ENV")
local INTERNAL_TOKEN = require "internal_token"
local temp = {}
local run = function (func_path, params)
temp.func_path = func_path
end
router.handler = function (func_path, params)
run(func_path, params)
end
local uri = ngx.var.uri
-- remove trailing slash
if string.sub(uri, -1) == '/' then
uri = string.sub(uri, 0, -2)
end
local params = {}
-- check if this is an internal request
if ngx.req.get_uri_args()["spacer_internal_token"] == INTERNAL_TOKEN then
-- if it's an internal request, skip router and call the specified function directly
run(ngx.var.uri, params)
return temp.func_path
elseif string.sub(ngx.var.uri, 0, 8) == '/private' then
-- also skip router if it's a private path (protected by nginx)
run(ngx.var.uri, params)
return temp.func_path
else
local ok, errmsg = router:route(
ngx.var.request_method,
uri,
ngx.req.get_uri_args(), -- all these parameters
params) -- into a single "params" table
if not ok then
return "not found"
end
return temp.func_path
end
|
local o = WardrobeHelper
if o.customCategories == nil then o.customCategories = {} end
local c = o.customCategories
---------------------------------------------------------------
-- Tier 15 - Normal
---------------------------------------------------------------
c["Tier 15"] = {}
c["Tier 15"]["#allSources"] = true
c["Tier 15"]["Normal"] = {}
c["Tier 15"]["Normal"][LOCALIZED_CLASS_NAMES_MALE["DEATHKNIGHT"]] = {
{ id = 95232,
visualID = 20311, },
{ id = 95234,
visualID = 20431, },
{ id = 95230,
visualID = 20424, },
{ id = 95231,
visualID = 20480, },
{ id = 95233,
visualID = 20427, },
}
c["Tier 15"]["Normal"][LOCALIZED_CLASS_NAMES_MALE["DRUID"]] = {
{ id = 95246,
visualID = 19858, },
{ id = 95249,
visualID = 19861, },
{ id = 95248,
visualID = 19860, },
{ id = 95245,
visualID = 19857, },
{ id = 95247,
visualID = 19859, },
}
c["Tier 15"]["Normal"][LOCALIZED_CLASS_NAMES_MALE["HUNTER"]] = {
{ id = 95257,
visualID = 19920, },
{ id = 95259,
visualID = 19922, },
{ id = 95255,
visualID = 19918, },
{ id = 95256,
visualID = 19919, },
{ id = 95258,
visualID = 19921, },
}
c["Tier 15"]["Normal"][LOCALIZED_CLASS_NAMES_MALE["MAGE"]] = {
{ id = 95261,
visualID = 20212, },
{ id = 95264,
visualID = 20208, },
{ id = 95263,
visualID = 20210, },
{ id = 95260,
visualID = 20211, },
{ id = 95262,
visualID = 20213, },
}
c["Tier 15"]["Normal"][LOCALIZED_CLASS_NAMES_MALE["PALADIN"]] = {
{ id = 95287,
visualID = 19935, },
{ id = 95289,
visualID = 19937, },
{ id = 95285,
visualID = 19933, },
{ id = 95286,
visualID = 19934, },
{ id = 95288,
visualID = 19936, },
}
c["Tier 15"]["Normal"][LOCALIZED_CLASS_NAMES_MALE["PRIEST"]] = {
{ id = 95296,
visualID = 20058, },
{ id = 95299,
visualID = 20054, },
{ id = 95298,
visualID = 20056, },
{ id = 95295,
visualID = 20057, },
{ id = 95297,
visualID = 20059, },
}
c["Tier 15"]["Normal"][LOCALIZED_CLASS_NAMES_MALE["ROGUE"]] = {
{ id = 95307,
visualID = 20082, },
{ id = 95309,
visualID = 20087, },
{ id = 95305,
visualID = 20084, },
{ id = 95306,
visualID = 20085, },
{ id = 95308,
visualID = 20086, },
}
c["Tier 15"]["Normal"][LOCALIZED_CLASS_NAMES_MALE["SHAMAN"]] = {
{ id = 95322,
visualID = 20313, },
{ id = 95324,
visualID = 20509, },
{ id = 95320,
visualID = 20344, },
{ id = 95321,
visualID = 20341, },
{ id = 95323,
visualID = 20342, },
}
c["Tier 15"]["Normal"][LOCALIZED_CLASS_NAMES_MALE["WARLOCK"]] = {
{ id = 95326,
visualID = 20156, },
{ id = 95329,
visualID = 20159, },
{ id = 95328,
visualID = 20158, },
{ id = 95325,
visualID = 20155, },
{ id = 95327,
visualID = 20157, },
}
c["Tier 15"]["Normal"][LOCALIZED_CLASS_NAMES_MALE["WARRIOR"]] = {
{ id = 95330,
visualID = 20168, },
{ id = 95334,
visualID = 20170, },
{ id = 95331,
visualID = 20166, },
{ id = 95332,
visualID = 20167, },
{ id = 95333,
visualID = 20169, },
}
c["Tier 15"]["Normal"][LOCALIZED_CLASS_NAMES_MALE["MONK"]] = {
{ id = 95277,
visualID = 20241, },
{ id = 95279,
visualID = 20246, },
{ id = 95275,
visualID = 20243, },
{ id = 95276,
visualID = 20244, },
{ id = 95278,
visualID = 20245, },
}
---------------------------------------------------------------
-- Tier 15 - Heroic
---------------------------------------------------------------
c["Tier 15"]["Heroic"] = {}
c["Tier 15"]["Heroic"][LOCALIZED_CLASS_NAMES_MALE["DEATHKNIGHT"]] = {
{ id = 96576,
visualID = 20126, },
{ id = 96578,
visualID = 20128, },
{ id = 96574,
visualID = 20124, },
{ id = 96575,
visualID = 20125, },
{ id = 96577,
visualID = 20127, },
}
c["Tier 15"]["Heroic"][LOCALIZED_CLASS_NAMES_MALE["DRUID"]] = {
{ id = 96590,
visualID = 19840, },
{ id = 96593,
visualID = 19842, },
{ id = 96592,
visualID = 19844, },
{ id = 96589,
visualID = 19839, },
{ id = 96591,
visualID = 19841, },
}
c["Tier 15"]["Heroic"][LOCALIZED_CLASS_NAMES_MALE["HUNTER"]] = {
{ id = 96628,
visualID = 19928, },
{ id = 96630,
visualID = 19930, },
{ id = 96626,
visualID = 19926, },
{ id = 96627,
visualID = 19927, },
{ id = 96629,
visualID = 19929, },
}
c["Tier 15"]["Heroic"][LOCALIZED_CLASS_NAMES_MALE["MAGE"]] = {
{ id = 96635,
visualID = 20221, },
{ id = 96638,
visualID = 20217, },
{ id = 96637,
visualID = 20219, },
{ id = 96634,
visualID = 20220, },
{ id = 96636,
visualID = 20222, },
}
c["Tier 15"]["Heroic"][LOCALIZED_CLASS_NAMES_MALE["PALADIN"]] = {
{ id = 96661,
visualID = 19943, },
{ id = 96663,
visualID = 19945, },
{ id = 96659,
visualID = 19941, },
{ id = 96660,
visualID = 19942, },
{ id = 96662,
visualID = 19944, },
}
c["Tier 15"]["Heroic"][LOCALIZED_CLASS_NAMES_MALE["PRIEST"]] = {
{ id = 96670,
visualID = 20040, },
{ id = 96673,
visualID = 20036, },
{ id = 96672,
visualID = 20038, },
{ id = 96669,
visualID = 20039, },
{ id = 96671,
visualID = 20041, },
}
c["Tier 15"]["Heroic"][LOCALIZED_CLASS_NAMES_MALE["ROGUE"]] = {
{ id = 96681,
visualID = 20090, },
{ id = 96683,
visualID = 20095, },
{ id = 96679,
visualID = 20092, },
{ id = 96680,
visualID = 20093, },
{ id = 96682,
visualID = 20094, },
}
c["Tier 15"]["Heroic"][LOCALIZED_CLASS_NAMES_MALE["SHAMAN"]] = {
{ id = 96696,
visualID = 20350, },
{ id = 96698,
visualID = 20573, },
{ id = 96694,
visualID = 20353, },
{ id = 96695,
visualID = 20349, },
{ id = 96697,
visualID = 20351, },
}
c["Tier 15"]["Heroic"][LOCALIZED_CLASS_NAMES_MALE["WARLOCK"]] = {
{ id = 96726,
visualID = 19972, },
{ id = 96729,
visualID = 19975, },
{ id = 96728,
visualID = 19974, },
{ id = 96725,
visualID = 19971, },
{ id = 96727,
visualID = 19973, },
}
c["Tier 15"]["Heroic"][LOCALIZED_CLASS_NAMES_MALE["WARRIOR"]] = {
{ id = 96730,
visualID = 20176, },
{ id = 96734,
visualID = 20178, },
{ id = 96731,
visualID = 20174, },
{ id = 96732,
visualID = 20175, },
{ id = 96733,
visualID = 20177, },
}
c["Tier 15"]["Heroic"][LOCALIZED_CLASS_NAMES_MALE["MONK"]] = {
{ id = 96651,
visualID = 20249, },
{ id = 96653,
visualID = 20254, },
{ id = 96649,
visualID = 20251, },
{ id = 96650,
visualID = 20252, },
{ id = 96652,
visualID = 20253, },
}
---------------------------------------------------------------
-- Tier 15 - Looking For Raid
---------------------------------------------------------------
c["Tier 15"]["Looking For Raid"] = {}
c["Tier 15"]["Looking For Raid"][LOCALIZED_CLASS_NAMES_MALE["DEATHKNIGHT"]] = {
{ id = 95832,
visualID = 20476, },
{ id = 95834,
visualID = 20478, },
{ id = 95830,
visualID = 20474, },
{ id = 95831,
visualID = 20475, },
{ id = 95833,
visualID = 20477, },
}
c["Tier 15"]["Looking For Raid"][LOCALIZED_CLASS_NAMES_MALE["DRUID"]] = {
{ id = 95846,
visualID = 19849, },
{ id = 95849,
visualID = 19852, },
{ id = 95848,
visualID = 19851, },
{ id = 95845,
visualID = 19848, },
{ id = 95847,
visualID = 19850, },
}
c["Tier 15"]["Looking For Raid"][LOCALIZED_CLASS_NAMES_MALE["HUNTER"]] = {
{ id = 95884,
visualID = 19912, },
{ id = 95886,
visualID = 19914, },
{ id = 95882,
visualID = 19910, },
{ id = 95883,
visualID = 19911, },
{ id = 95855,
visualID = 19913, },
}
c["Tier 15"]["Looking For Raid"][LOCALIZED_CLASS_NAMES_MALE["MAGE"]] = {
{ id = 95891,
visualID = 20203, },
{ id = 95894,
visualID = 20199, },
{ id = 95893,
visualID = 20201, },
{ id = 95890,
visualID = 20202, },
{ id = 95892,
visualID = 20204, },
}
c["Tier 15"]["Looking For Raid"][LOCALIZED_CLASS_NAMES_MALE["PALADIN"]] = {
{ id = 95917,
visualID = 19952, },
{ id = 95919,
visualID = 19954, },
{ id = 95915,
visualID = 19950, },
{ id = 95916,
visualID = 19951, },
{ id = 95918,
visualID = 19953, },
}
c["Tier 15"]["Looking For Raid"][LOCALIZED_CLASS_NAMES_MALE["PRIEST"]] = {
{ id = 95926,
visualID = 20049, },
{ id = 95929,
visualID = 20045, },
{ id = 95928,
visualID = 20047, },
{ id = 95925,
visualID = 20048, },
{ id = 95927,
visualID = 20050, },
}
c["Tier 15"]["Looking For Raid"][LOCALIZED_CLASS_NAMES_MALE["ROGUE"]] = {
{ id = 95937,
visualID = 20098, },
{ id = 95939,
visualID = 20103, },
{ id = 95935,
visualID = 20100, },
{ id = 95936,
visualID = 20101, },
{ id = 95938,
visualID = 20102, },
}
c["Tier 15"]["Looking For Raid"][LOCALIZED_CLASS_NAMES_MALE["SHAMAN"]] = {
{ id = 95952,
visualID = 20359, },
{ id = 95954,
visualID = 20562, },
{ id = 95950,
visualID = 20362, },
{ id = 95951,
visualID = 20358, },
{ id = 95953,
visualID = 20360, },
}
c["Tier 15"]["Looking For Raid"][LOCALIZED_CLASS_NAMES_MALE["WARLOCK"]] = {
{ id = 95982,
visualID = 19964, },
{ id = 95985,
visualID = 19960, },
{ id = 95984,
visualID = 19962, },
{ id = 95981,
visualID = 19963, },
{ id = 95983,
visualID = 19965, },
}
c["Tier 15"]["Looking For Raid"][LOCALIZED_CLASS_NAMES_MALE["WARRIOR"]] = {
{ id = 95986,
visualID = 20077, },
{ id = 95990,
visualID = 20079, },
{ id = 95987,
visualID = 20075, },
{ id = 95988,
visualID = 20076, },
{ id = 95989,
visualID = 20078, },
}
c["Tier 15"]["Looking For Raid"][LOCALIZED_CLASS_NAMES_MALE["MONK"]] = {
{ id = 95907,
visualID = 20257, },
{ id = 95909,
visualID = 20262, },
{ id = 95905,
visualID = 20259, },
{ id = 95906,
visualID = 20260, },
{ id = 95908,
visualID = 20261, },
}
|
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"/esoui/art/icons/achievement_update11_dungeons_016.dds",
"/esoui/art/icons/achievement_update11_dungeons_017.dds",
"/esoui/art/icons/achievement_update11_dungeons_018.dds",
"/esoui/art/icons/achievement_update11_dungeons_019.dds",
"/esoui/art/icons/achievement_update11_dungeons_020.dds",
"/esoui/art/icons/achievement_update11_dungeons_021.dds",
"/esoui/art/icons/achievement_update11_dungeons_022.dds",
"/esoui/art/icons/achievement_update11_dungeons_023.dds",
"/esoui/art/icons/achievement_update11_dungeons_024.dds",
"/esoui/art/icons/achievement_update11_dungeons_025.dds",
"/esoui/art/icons/achievement_update11_dungeons_026.dds",
"/esoui/art/icons/achievement_update11_dungeons_027.dds",
"/esoui/art/icons/achievement_update11_dungeons_028.dds",
"/esoui/art/icons/achievement_update11_dungeons_029.dds",
"/esoui/art/icons/achievement_update11_dungeons_030.dds",
"/esoui/art/icons/achievement_update11_dungeons_031.dds",
"/esoui/art/icons/achievement_update11_dungeons_032.dds",
"/esoui/art/icons/achievement_update11_dungeons_033.dds",
"/esoui/art/icons/achievement_update11_dungeons_034.dds",
"/esoui/art/icons/achievement_update11_dungeons_035.dds",
"/esoui/art/icons/achievement_update11_dungeons_036.dds",
"/esoui/art/icons/achievement_update12_dungeons_001.dds",
"/esoui/art/icons/achievement_update12_dungeons_002.dds",
"/esoui/art/icons/achievement_update15_001.dds",
"/esoui/art/icons/achievement_update15_002.dds",
"/esoui/art/icons/achievement_update15_003.dds",
"/esoui/art/icons/achievement_update15_004.dds",
"/esoui/art/icons/achievement_update15_005.dds",
"/esoui/art/icons/achievement_update15_006.dds",
"/esoui/art/icons/achievement_update15_007.dds",
"/esoui/art/icons/achievement_update15_008.dds",
"/esoui/art/icons/achievement_update15_009.dds",
"/esoui/art/icons/achievement_update15_010.dds",
"/esoui/art/icons/achievement_update15_011.dds",
"/esoui/art/icons/achievement_update15_012.dds",
"/esoui/art/icons/achievement_update15_013.dds",
"/esoui/art/icons/achievement_update15_014.dds",
"/esoui/art/icons/achievement_update15_015.dds",
"/esoui/art/icons/achievement_update15_016.dds",
"/esoui/art/icons/achievement_update15_017.dds",
"/esoui/art/icons/achievement_update15_018.dds",
"/esoui/art/icons/achievement_update15_019.dds",
"/esoui/art/icons/achievement_update15_020.dds",
"/esoui/art/icons/achievement_update15_021.dds",
"/esoui/art/icons/achievement_update15_022.dds",
"/esoui/art/icons/achievement_update15_023.dds",
"/esoui/art/icons/achievement_update15_024.dds",
"/esoui/art/icons/achievement_update15_024a.dds",
"/esoui/art/icons/achievement_update15_024b.dds",
"/esoui/art/icons/achievement_update15_025.dds",
"/esoui/art/icons/achievement_update15_026.dds",
"/esoui/art/icons/achievement_update15_027.dds",
"/esoui/art/icons/achievement_update15_028.dds",
"/esoui/art/icons/achievement_update15_029.dds",
"/esoui/art/icons/achievement_update15_030.dds",
"/esoui/art/icons/achievement_update15_031.dds",
"/esoui/art/icons/achievement_update15_032.dds",
"/esoui/art/icons/achievement_update15_033.dds",
"/esoui/art/icons/achievement_update15_034.dds",
"/esoui/art/icons/achievement_update15_034a.dds",
"/esoui/art/icons/achievement_update15_034b.dds",
"/esoui/art/icons/achievement_update15_035.dds",
"/esoui/art/icons/achievement_update15_036.dds",
"/esoui/art/icons/achievement_update15_037.dds",
"/esoui/art/icons/achievement_update15_038.dds",
"/esoui/art/icons/achievement_update15_039.dds",
"/esoui/art/icons/achievement_update15_040.dds",
"/esoui/art/icons/achievement_update15_041.dds",
"/esoui/art/icons/achievement_update16_001.dds",
"/esoui/art/icons/achievement_update16_002.dds",
"/esoui/art/icons/achievement_update16_003.dds",
"/esoui/art/icons/achievement_update16_004.dds",
"/esoui/art/icons/achievement_update16_005.dds",
"/esoui/art/icons/achievement_update16_006.dds",
"/esoui/art/icons/achievement_update16_007.dds",
"/esoui/art/icons/achievement_update16_008.dds",
"/esoui/art/icons/achievement_update16_009.dds",
"/esoui/art/icons/achievement_update16_010.dds",
"/esoui/art/icons/achievement_update16_011.dds",
"/esoui/art/icons/achievement_update16_012.dds",
"/esoui/art/icons/achievement_update16_013.dds",
"/esoui/art/icons/achievement_update16_014.dds",
"/esoui/art/icons/achievement_update16_015.dds",
"/esoui/art/icons/achievement_update16_016.dds",
"/esoui/art/icons/achievement_update16_017.dds",
"/esoui/art/icons/achievement_update16_018.dds",
"/esoui/art/icons/achievement_update16_019.dds",
"/esoui/art/icons/achievement_update16_020.dds",
"/esoui/art/icons/achievement_update16_021.dds",
"/esoui/art/icons/achievement_update16_022.dds",
"/esoui/art/icons/achievement_update16_023.dds",
"/esoui/art/icons/achievement_update16_024.dds",
"/esoui/art/icons/achievement_update16_025.dds",
"/esoui/art/icons/achievement_update16_026.dds",
"/esoui/art/icons/achievement_update16_027.dds",
"/esoui/art/icons/achievement_update16_029.dds",
"/esoui/art/icons/achievement_update16_030.dds",
"/esoui/art/icons/achievement_update16_031.dds",
"/esoui/art/icons/achievement_update16_032.dds",
"/esoui/art/icons/achievement_update16_033.dds",
"/esoui/art/icons/achievement_update16_034.dds",
"/esoui/art/icons/achievement_update16_035.dds",
"/esoui/art/icons/achievement_update16_036.dds",
"/esoui/art/icons/achievement_update16_037.dds",
"/esoui/art/icons/achievement_update16_038.dds",
"/esoui/art/icons/achievement_update16_039.dds",
"/esoui/art/icons/achievement_update16_040.dds",
"/esoui/art/icons/achievement_update16_041.dds",
"/esoui/art/icons/achievement_update16_042.dds",
"/esoui/art/icons/achievement_vvardenfel_001.dds",
"/esoui/art/icons/achievement_vvardenfel_002.dds",
"/esoui/art/icons/achievement_vvardenfel_003.dds",
"/esoui/art/icons/achievement_vvardenfel_004.dds",
"/esoui/art/icons/achievement_vvardenfel_005.dds",
"/esoui/art/icons/achievement_vvardenfel_006.dds",
"/esoui/art/icons/achievement_vvardenfel_007.dds",
"/esoui/art/icons/achievement_vvardenfel_008.dds",
"/esoui/art/icons/achievement_vvardenfel_009.dds",
"/esoui/art/icons/achievement_vvardenfel_010.dds",
"/esoui/art/icons/achievement_vvardenfel_011.dds",
"/esoui/art/icons/achievement_vvardenfel_012.dds",
"/esoui/art/icons/achievement_vvardenfel_013.dds",
"/esoui/art/icons/achievement_vvardenfel_014.dds",
"/esoui/art/icons/achievement_vvardenfel_015.dds",
"/esoui/art/icons/achievement_vvardenfel_016.dds",
"/esoui/art/icons/achievement_vvardenfel_017.dds",
"/esoui/art/icons/achievement_vvardenfel_018.dds",
"/esoui/art/icons/achievement_vvardenfel_019.dds",
"/esoui/art/icons/achievement_vvardenfel_020.dds",
"/esoui/art/icons/achievement_vvardenfel_021.dds",
"/esoui/art/icons/achievement_vvardenfel_022.dds",
"/esoui/art/icons/achievement_vvardenfel_023.dds",
"/esoui/art/icons/achievement_vvardenfel_024.dds",
"/esoui/art/icons/achievement_vvardenfel_025.dds",
"/esoui/art/icons/achievement_vvardenfel_026.dds",
"/esoui/art/icons/achievement_vvardenfel_027.dds",
"/esoui/art/icons/achievement_vvardenfel_028.dds",
"/esoui/art/icons/achievement_vvardenfel_029.dds",
"/esoui/art/icons/achievement_vvardenfel_030.dds",
"/esoui/art/icons/achievement_vvardenfel_031.dds",
"/esoui/art/icons/achievement_vvardenfel_032.dds",
"/esoui/art/icons/achievement_vvardenfel_033.dds",
"/esoui/art/icons/achievement_vvardenfel_034.dds",
"/esoui/art/icons/achievement_vvardenfel_035.dds",
"/esoui/art/icons/achievement_vvardenfel_036.dds",
"/esoui/art/icons/achievement_vvardenfel_037.dds",
"/esoui/art/icons/achievement_vvardenfel_038.dds",
"/esoui/art/icons/achievement_vvardenfel_039.dds",
"/esoui/art/icons/achievement_vvardenfel_040.dds",
"/esoui/art/icons/achievement_vvardenfel_041.dds",
"/esoui/art/icons/achievement_vvardenfel_042.dds",
"/esoui/art/icons/achievement_vvardenfel_043.dds",
"/esoui/art/icons/achievement_vvardenfel_044.dds",
"/esoui/art/icons/achievement_vvardenfel_045.dds",
"/esoui/art/icons/achievement_vvardenfel_046.dds",
"/esoui/art/icons/achievement_vvardenfel_047.dds",
"/esoui/art/icons/achievement_vvardenfel_048.dds",
"/esoui/art/icons/achievement_vvardenfel_049.dds",
"/esoui/art/icons/achievement_vvardenfel_050.dds",
"/esoui/art/icons/achievement_vvardenfel_051.dds",
"/esoui/art/icons/achievement_vvardenfel_052.dds",
"/esoui/art/icons/achievement_vvardenfel_053.dds",
"/esoui/art/icons/achievement_vvardenfel_054.dds",
"/esoui/art/icons/achievement_vvardenfel_055.dds",
"/esoui/art/icons/achievement_vvardenfel_056.dds",
"/esoui/art/icons/achievement_vvardenfel_057.dds",
"/esoui/art/icons/achievement_vvardenfel_058.dds",
"/esoui/art/icons/achievement_vvardenfel_059.dds",
"/esoui/art/icons/achievement_vvardenfel_060.dds",
"/esoui/art/icons/achievement_vvardenfel_061.dds",
"/esoui/art/icons/achievement_vvardenfel_062.dds",
"/esoui/art/icons/achievement_vvardenfel_063.dds",
"/esoui/art/icons/achievement_vvardenfel_064.dds",
"/esoui/art/icons/achievement_vvardenfel_065.dds",
"/esoui/art/icons/achievement_vvardenfel_066.dds",
"/esoui/art/icons/achievement_vvardenfel_067.dds",
"/esoui/art/icons/achievement_vvardenfel_068.dds",
"/esoui/art/icons/achievement_vvardenfell_027.dds",
"/esoui/art/icons/achievement_witchesfestival_00.dds",
"/esoui/art/icons/achievement_witchesfestival_01.dds",
"/esoui/art/icons/achievement_witchesfestival_02.dds",
"/esoui/art/icons/achievement_witchesfestival_03.dds",
"/esoui/art/icons/achievement_witchesfestival_04.dds",
"/esoui/art/icons/achievement_witchesfestival_05.dds",
"/esoui/art/icons/achievement_witchesfestival_06.dds",
"/esoui/art/icons/achievement_witchesfestival_07.dds",
"/esoui/art/icons/achievement_worldboss_dragon1.dds",
"/esoui/art/icons/achievement_worldboss_dragon2.dds",
"/esoui/art/icons/achievement_worldboss_dragon3.dds",
"/esoui/art/icons/achievement_worldboss_dragon4.dds",
"/esoui/art/icons/achievement_worldboss_dragon5.dds",
"/esoui/art/icons/achievement_worldboss_dragon6.dds",
"/esoui/art/icons/achievement_worldboss_dragon7.dds",
"/esoui/art/icons/achievement_worldboss_dragon8.dds",
"/esoui/art/icons/achievement_wrathstone_both_normal_complete.dds",
"/esoui/art/icons/achievement_wrathstone_both_vet_complete.dds",
"/esoui/art/icons/achievement_wrathstone_dlc.dds",
"/esoui/art/icons/achievement_wrathstone_explorer.dds",
"/esoui/art/icons/achievement_wrothgar_001.dds",
"/esoui/art/icons/achievement_wrothgar_002.dds",
"/esoui/art/icons/achievement_wrothgar_003.dds",
"/esoui/art/icons/achievement_wrothgar_004.dds",
"/esoui/art/icons/achievement_wrothgar_005.dds",
"/esoui/art/icons/achievement_wrothgar_006.dds",
"/esoui/art/icons/achievement_wrothgar_007.dds",
"/esoui/art/icons/achievement_wrothgar_008.dds",
"/esoui/art/icons/achievement_wrothgar_009_a.dds",
"/esoui/art/icons/achievement_wrothgar_009_b.dds",
"/esoui/art/icons/achievement_wrothgar_009_c.dds",
"/esoui/art/icons/achievement_wrothgar_009_d.dds",
"/esoui/art/icons/achievement_wrothgar_009_e.dds",
"/esoui/art/icons/achievement_wrothgar_010.dds",
"/esoui/art/icons/achievement_wrothgar_011.dds",
"/esoui/art/icons/achievement_wrothgar_012.dds",
"/esoui/art/icons/achievement_wrothgar_013.dds",
"/esoui/art/icons/achievement_wrothgar_014.dds",
"/esoui/art/icons/achievement_wrothgar_015.dds",
"/esoui/art/icons/achievement_wrothgar_016.dds",
"/esoui/art/icons/achievement_wrothgar_017.dds",
"/esoui/art/icons/achievement_wrothgar_018.dds",
"/esoui/art/icons/achievement_wrothgar_019.dds",
"/esoui/art/icons/achievement_wrothgar_020.dds",
"/esoui/art/icons/achievement_wrothgar_021.dds",
"/esoui/art/icons/achievement_wrothgar_022.dds",
"/esoui/art/icons/achievement_wrothgar_023.dds",
"/esoui/art/icons/achievement_wrothgar_024.dds",
"/esoui/art/icons/achievement_wrothgar_025.dds",
"/esoui/art/icons/achievement_wrothgar_026.dds",
"/esoui/art/icons/achievement_wrothgar_027.dds",
"/esoui/art/icons/achievement_wrothgar_028.dds",
"/esoui/art/icons/achievement_wrothgar_029.dds",
"/esoui/art/icons/achievement_wrothgar_030.dds",
"/esoui/art/icons/achievement_wrothgar_031.dds",
"/esoui/art/icons/achievement_wrothgar_032.dds",
"/esoui/art/icons/achievement_wrothgar_033.dds",
"/esoui/art/icons/achievement_wrothgar_034.dds",
"/esoui/art/icons/achievement_wrothgar_035.dds",
"/esoui/art/icons/achievement_wrothgar_036.dds",
"/esoui/art/icons/achievement_wrothgar_037.dds",
"/esoui/art/icons/achievement_wrothgar_038.dds",
"/esoui/art/icons/achievement_wrothgar_039.dds",
"/esoui/art/icons/achievement_wrothgar_040.dds",
"/esoui/art/icons/achievement_wrothgar_041.dds",
"/esoui/art/icons/achievement_wrothgar_042.dds",
"/esoui/art/icons/achievement_wrothgar_043.dds",
"/esoui/art/icons/achievement_wrothgar_044.dds",
"/esoui/art/icons/achievement_wrothgar_045.dds",
"/esoui/art/icons/achievement_wrothgar_046.dds",
"/esoui/art/icons/achievement_wrothgar_047.dds",
"/esoui/art/icons/achievements_indexicon_alliancewar_down.dds",
"/esoui/art/icons/achievements_indexicon_alliancewar_over.dds",
"/esoui/art/icons/achievements_indexicon_alliancewar_up.dds",
"/esoui/art/icons/achievements_indexicon_collections_down.dds",
"/esoui/art/icons/achievements_indexicon_collections_over.dds",
"/esoui/art/icons/achievements_indexicon_collections_up.dds",
"/esoui/art/icons/achievements_indexicon_crafting_down.dds",
"/esoui/art/icons/achievements_indexicon_crafting_over.dds",
"/esoui/art/icons/achievements_indexicon_crafting_up.dds",
"/esoui/art/icons/achievements_indexicon_darkanchors_down.dds",
"/esoui/art/icons/achievements_indexicon_darkanchors_over.dds",
"/esoui/art/icons/achievements_indexicon_darkanchors_up.dds",
"/esoui/art/icons/achievements_indexicon_dungeons_down.dds",
"/esoui/art/icons/achievements_indexicon_dungeons_over.dds",
"/esoui/art/icons/achievements_indexicon_dungeons_up.dds",
"/esoui/art/icons/achievements_indexicon_exploration_down.dds",
"/esoui/art/icons/achievements_indexicon_exploration_over.dds",
"/esoui/art/icons/achievements_indexicon_exploration_up.dds",
"/esoui/art/icons/achievements_indexicon_fishing_down.dds",
"/esoui/art/icons/achievements_indexicon_fishing_over.dds",
"/esoui/art/icons/achievements_indexicon_fishing_up.dds",
"/esoui/art/icons/achievements_indexicon_general_down.dds",
"/esoui/art/icons/achievements_indexicon_general_over.dds",
"/esoui/art/icons/achievements_indexicon_general_up.dds",
"/esoui/art/icons/achievements_indexicon_quests_down.dds",
"/esoui/art/icons/achievements_indexicon_quests_over.dds",
"/esoui/art/icons/achievements_indexicon_quests_up.dds",
"/esoui/art/icons/achievements_indexicon_skyshards_down.dds",
"/esoui/art/icons/achievements_indexicon_skyshards_over.dds",
"/esoui/art/icons/achievements_indexicon_skyshards_up.dds",
"/esoui/art/icons/achievements_indexicon_summary_down.dds",
"/esoui/art/icons/achievements_indexicon_summary_over.dds",
"/esoui/art/icons/achievements_indexicon_summary_up.dds",
}
ESOPIE_ICON_LIBRARY_DEFAULT = ESOPIE_ICON_LIBRARY[1]
|
require("tk.lsp.handlers").setup()
require("tk.lsp.servers")
|
local Cube
local particle
function DestroyJetpack()
if Cube then
if Cube:IsValid() then
Cube:Destroy()
end
Cube = nil
end
particle = nil
end
Input.Bind("Jump", InputEvent.Pressed, function()
--print("Jump")
local ply = Client.GetLocalPlayer()
if ply then
local char = ply:GetControlledCharacter()
if char then
DestroyJetpack()
if not char:IsInRagdollMode() then
if ((char:GetFallDamageTaken() == 0 and char:GetFallingMode() == FallingMode.HighFalling) or char:GetFallingMode() == FallingMode.Falling) then
Cube = StaticMesh(
Vector(0, 0, 0),
Rotator(0, 0, 0),
"nanos-world::SM_Cube"
)
Cube:SetScale(Vector(0.1, 0.1, 0.1))
Cube:AttachTo(char, AttachmentRule.SnapToTarget, "", 0)
Cube:SetRelativeLocation(Vector(0, 0, -100))
Cube:SetVisibility(false)
particle = Particle(
Vector(0, 0, 0),
Rotator(0, 0, 0),
"nanos-world::P_Fire",
false,
true
)
particle:AttachTo(Cube, AttachmentRule.SnapToTarget, "", 0)
particle:SetRelativeRotation(Rotator(180, 0, 0))
end
end
end
end
end)
Input.Bind("Jump", InputEvent.Released, DestroyJetpack)
|
ammo = class("ammo")
ammos = {}
local ammoImage = love.graphics.newImage("assets/gfx/sprites/ammo.png")
local ammoSpawnTimer = 0
function ammo:initialize()
self.x = math.random(765, 2330)
self.y = math.random(830, 2030)
self.width = 20
self.height = 28
self.type = "ammo"
self.id = #ammos + 1
collisionWorld:add(self, self.x, self.y, self.width, self.height)
local actualX, actualY, cols, len = collisionWorld:move(self, self.x, self.y) --Moves the ammo if it spawns inside another solid (a wall)
self.x = actualX
self.y = actualY
table.insert(ammos, self)
end
function ammo:draw()
love.graphics.setColor(1,1,1)
love.graphics.draw(ammoImage, self.x, self.y, 0, 2, 2)
end
function ammo:destroy()
collisionWorld:remove(self)
ammos[self.id] = nil
end
function drawAmmo()
for i,v in pairs(ammos) do
v:draw()
end
end
function spawnAmmo(dt)
if #ammos <= 3 then
ammoSpawnTimer = ammoSpawnTimer + dt
if ammoSpawnTimer >= 6.5 then
ammo:new()
ammoSpawnTimer = 0
end
end
end
|
local process = require "nvim-lsp-installer.core.process"
local path = require "nvim-lsp-installer.core.path"
local spawn = require "nvim-lsp-installer.core.spawn"
local a = require "nvim-lsp-installer.core.async"
local Optional = require "nvim-lsp-installer.core.optional"
local installer = require "nvim-lsp-installer.core.installer"
local client = require "nvim-lsp-installer.core.managers.cargo.client"
---@param crate string
local function with_receipt(crate)
return function()
local ctx = installer.context()
ctx.receipt:with_primary_source(ctx.receipt.cargo(crate))
end
end
local M = {}
---@async
---@param crate string The crate to install.
---@param opts {git:boolean, features:string|nil}
function M.crate(crate, opts)
return function()
return M.install(crate, opts).with_receipt()
end
end
---@async
---@param crate string The crate to install.
---@param opts {git:boolean, features:string|nil}
function M.install(crate, opts)
local ctx = installer.context()
opts = opts or {}
ctx.requested_version:if_present(function()
assert(not opts.git, "Providing a version when installing a git crate is not allowed.")
end)
local final_crate = crate
if opts.git then
final_crate = { "--git" }
if type(opts.git) == "string" then
table.insert(final_crate, opts.git)
end
table.insert(final_crate, crate)
end
ctx.spawn.cargo {
"install",
"--root",
".",
"--locked",
ctx.requested_version
:map(function(version)
return { "--version", version }
end)
:or_else(vim.NIL),
opts.features and { "--features", opts.features } or vim.NIL,
final_crate,
}
return {
with_receipt = with_receipt(crate),
}
end
---@param output string @The `cargo install --list` output.
---@return table<string, string> @Key is the crate name, value is its version.
function M.parse_installed_crates(output)
local installed_crates = {}
for _, line in ipairs(vim.split(output, "\n")) do
local name, version = line:match "^(.+)%s+v([.%S]+)[%s:]"
if name and version then
installed_crates[name] = version
end
end
return installed_crates
end
---@async
---@param receipt InstallReceipt
---@param install_dir string
function M.check_outdated_primary_package(receipt, install_dir)
return M.get_installed_primary_package_version(receipt, install_dir):map_catching(function(installed_version)
---@type CrateResponse
local crate_response = client.fetch_crate(receipt.primary_source.package):get_or_throw()
if installed_version ~= crate_response.crate.max_stable_version then
return {
name = receipt.primary_source.package,
current_version = installed_version,
latest_version = crate_response.crate.max_stable_version,
}
else
error "Primary package is not outdated."
end
end)
end
---@async
---@param receipt InstallReceipt
---@param install_dir string
function M.get_installed_primary_package_version(receipt, install_dir)
return spawn.cargo({
"install",
"--list",
"--root",
".",
cwd = install_dir,
}):map_catching(function(result)
local installed_crates = M.parse_installed_crates(result.stdout)
if vim.in_fast_event() then
a.scheduler() -- needed because vim.fn.* call
end
local package = vim.fn.fnamemodify(receipt.primary_source.package, ":t")
return Optional.of_nilable(installed_crates[package]):or_else_throw "Failed to find cargo package version."
end)
end
---@param install_dir string
function M.env(install_dir)
return {
PATH = process.extend_path { path.concat { install_dir, "bin" } },
}
end
return M
|
local ROUND_BASED_LIBRARY_STARS = {}
local ENTITIES = require "defs.entity_defs"
local ENTITY_KIND = require "defs.entity_kind_defs"
local CHIP_DATA = require "defs.chip_data_defs"
local CHIP = require "defs.chip_defs"
local randomchoice_key = require "randomchoice_key"
local gauntlet_data = require "gauntlet_data"
function library_chips(library_number)
local library_chip_data = {}
for key, value in pairs(CHIP_DATA) do
if value.LIBRARY_STARS == library_number then
library_chip_data[key] = value
end
end
return library_chip_data
end
local library_chip_data = {}
function ROUND_BASED_LIBRARY_STARS.generate_drops(battle_data, current_round, number_of_drops)
-- TODO: access the drop table of each entity that is a Virus, compute random values, determine drops.
-- we might want to balance out the drops so each virus drops one chip? For now - random.
-- If the drop table does not exist, drop based on Library Stars.
local virus_entities = {}
local counter = 1
for key, value in pairs(battle_data.ENTITIES) do
if value.BATTLE_DATA.KIND == ENTITY_KIND.Virus then
virus_entities[counter] = value
counter = counter + 1
end
end
--print(virus_entities)
-- Now that we got all Virus-entities, we can randomly select one, and roll from its drop table (if it exists)
local dropped_chips = {}
for drop_index = 1, number_of_drops do
local virus_entity_data = virus_entities[gauntlet_data.math.random_named("CHIP_REWARDS", #virus_entities)]
local rng = gauntlet_data.math.random_named("CHIP_REWARDS", 100)
local library_stars = (current_round - 1)
if rng <= 10 then
library_stars = library_stars - 1
elseif rng <= 20 then
library_stars = library_stars + 1
end
if library_stars < 0 then
library_stars = 0
elseif library_stars > 4 then
library_stars = 4
end
local current_round_chips = library_chips(library_stars)
--print(current_round_chips)
local random_chip_id = randomchoice_key(current_round_chips, "CHIP_REWARDS")
--print("RAND ID: ", random_chip_id)
dropped_chips[drop_index] = CHIP.new_chip_with_random_code(random_chip_id)
end
return dropped_chips
end
function ROUND_BASED_LIBRARY_STARS.activate()
-- Probably doesn't need to do anything, possibly compute some stuff
end
ROUND_BASED_LIBRARY_STARS.NAME = "Tiered Drops"
ROUND_BASED_LIBRARY_STARS.DESCRIPTION = "Every 10 battles, drop rarity increases!"
return ROUND_BASED_LIBRARY_STARS
|
-- Date: 2021-09-08 22:34:29
-- LastEditTime: 2021-09-08 22:45:49
-- Description: 自动切换输入法
--
local Chinese = function()
hs.keycodes.currentSourceID('com.sogou.inputmethod.sogou.pinyin')
end
local English = function() hs.keycodes
.currentSourceID('com.apple.keylayout.ABC') end
local ImeConfig = {
{'/Applications/iTerm.app', 'English'},
{'/Applications/Visual Studio Code.app', 'English'},
{'/Applications/Google Chrome.app', 'English'},
{'/Applications/Google Chrome Beta.app', 'English'},
{'/Applications/GitHub Desktop.app', 'English'},
{'/Applications/EasyConnect.app', 'English'},
{'/Applications/Postman.app', 'English'},
{'/Applications/Alfred.app', 'English'},
{'/Applications/喜马拉雅.app', 'Chinese'},
{'/Applications/TickTick.app', 'Chinese'},
{'/Applications/DingTalk.app', 'Chinese'},
{'/Applications/WeChat.app', 'Chinese'}, {'/Applications/QQ.app', 'Chinese'}
}
local switchFocusAppIme = function()
local focusAppPath = hs.window.frontmostWindow():application():path()
for _, app in pairs(ImeConfig) do
local appPath = app[1]
local expectedIme = app[2]
if focusAppPath == appPath then
if expectedIme == 'English' then
English()
else
Chinese()
end
break
end
end
end
local applicationWatcher = function(appName, eventType)
if (eventType == hs.application.watcher.activated) then
switchFocusAppIme()
end
end
local appWatcher = hs.application.watcher.new(applicationWatcher)
appWatcher:start()
|
--
-- hud_fs: Render formspecs into HUDs
--
-- This is the fallback parser for ColorStrings when modlib isn't installed.
--
-- From https://www.w3.org/TR/css-color-3/#svg-color
local lookup_table = {
aliceblue = 0xf0f8ff,
antiquewhite = 0xfaebd7,
aqua = 0x00ffff,
aquamarine = 0x7fffd4,
azure = 0xf0ffff,
beige = 0xf5f5dc,
bisque = 0xffe4c4,
black = 0x000000,
blanchedalmond = 0xffebcd,
blue = 0x0000ff,
blueviolet = 0x8a2be2,
brown = 0xa52a2a,
burlywood = 0xdeb887,
cadetblue = 0x5f9ea0,
chartreuse = 0x7fff00,
chocolate = 0xd2691e,
coral = 0xff7f50,
cornflowerblue = 0x6495ed,
cornsilk = 0xfff8dc,
crimson = 0xdc143c,
cyan = 0x00ffff,
darkblue = 0x00008b,
darkcyan = 0x008b8b,
darkgoldenrod = 0xb8860b,
darkgray = 0xa9a9a9,
darkgreen = 0x006400,
darkgrey = 0xa9a9a9,
darkkhaki = 0xbdb76b,
darkmagenta = 0x8b008b,
darkolivegreen = 0x556b2f,
darkorange = 0xff8c00,
darkorchid = 0x9932cc,
darkred = 0x8b0000,
darksalmon = 0xe9967a,
darkseagreen = 0x8fbc8f,
darkslateblue = 0x483d8b,
darkslategray = 0x2f4f4f,
darkslategrey = 0x2f4f4f,
darkturquoise = 0x00ced1,
darkviolet = 0x9400d3,
deeppink = 0xff1493,
deepskyblue = 0x00bfff,
dimgray = 0x696969,
dimgrey = 0x696969,
dodgerblue = 0x1e90ff,
firebrick = 0xb22222,
floralwhite = 0xfffaf0,
forestgreen = 0x228b22,
fuchsia = 0xff00ff,
gainsboro = 0xdcdcdc,
ghostwhite = 0xf8f8ff,
gold = 0xffd700,
goldenrod = 0xdaa520,
gray = 0x808080,
green = 0x008000,
greenyellow = 0xadff2f,
grey = 0x808080,
honeydew = 0xf0fff0,
hotpink = 0xff69b4,
indianred = 0xcd5c5c,
indigo = 0x4b0082,
ivory = 0xfffff0,
khaki = 0xf0e68c,
lavender = 0xe6e6fa,
lavenderblush = 0xfff0f5,
lawngreen = 0x7cfc00,
lemonchiffon = 0xfffacd,
lightblue = 0xadd8e6,
lightcoral = 0xf08080,
lightcyan = 0xe0ffff,
lightgoldenrodyellow = 0xfafad2,
lightgray = 0xd3d3d3,
lightgreen = 0x90ee90,
lightgrey = 0xd3d3d3,
lightpink = 0xffb6c1,
lightsalmon = 0xffa07a,
lightseagreen = 0x20b2aa,
lightskyblue = 0x87cefa,
lightslategray = 0x778899,
lightslategrey = 0x778899,
lightsteelblue = 0xb0c4de,
lightyellow = 0xffffe0,
lime = 0x00ff00,
limegreen = 0x32cd32,
linen = 0xfaf0e6,
magenta = 0xff00ff,
maroon = 0x800000,
mediumaquamarine = 0x66cdaa,
mediumblue = 0x0000cd,
mediumorchid = 0xba55d3,
mediumpurple = 0x9370db,
mediumseagreen = 0x3cb371,
mediumslateblue = 0x7b68ee,
mediumspringgreen = 0x00fa9a,
mediumturquoise = 0x48d1cc,
mediumvioletred = 0xc71585,
midnightblue = 0x191970,
mintcream = 0xf5fffa,
mistyrose = 0xffe4e1,
moccasin = 0xffe4b5,
navajowhite = 0xffdead,
navy = 0x000080,
oldlace = 0xfdf5e6,
olive = 0x808000,
olivedrab = 0x6b8e23,
orange = 0xffa500,
orangered = 0xff4500,
orchid = 0xda70d6,
palegoldenrod = 0xeee8aa,
palegreen = 0x98fb98,
paleturquoise = 0xafeeee,
palevioletred = 0xdb7093,
papayawhip = 0xffefd5,
peachpuff = 0xffdab9,
peru = 0xcd853f,
pink = 0xffc0cb,
plum = 0xdda0dd,
powderblue = 0xb0e0e6,
purple = 0x800080,
rebeccapurple = 0x663399,
red = 0xff0000,
rosybrown = 0xbc8f8f,
royalblue = 0x4169e1,
saddlebrown = 0x8b4513,
salmon = 0xfa8072,
sandybrown = 0xf4a460,
seagreen = 0x2e8b57,
seashell = 0xfff5ee,
sienna = 0xa0522d,
silver = 0xc0c0c0,
skyblue = 0x87ceeb,
slateblue = 0x6a5acd,
slategray = 0x708090,
slategrey = 0x708090,
snow = 0xfffafa,
springgreen = 0x00ff7f,
steelblue = 0x4682b4,
tan = 0xd2b48c,
teal = 0x008080,
thistle = 0xd8bfd8,
tomato = 0xff6347,
turquoise = 0x40e0d0,
violet = 0xee82ee,
wheat = 0xf5deb3,
white = 0xffffff,
whitesmoke = 0xf5f5f5,
yellow = 0xffff00,
yellowgreen = 0x9acd32,
}
return function(col)
if col:byte(1) == 35 then
-- Convert #123 to #112233
if #col < 7 then
col = col:gsub("[^#]", "%1%1")
end
-- Remove the alpha channel and convert to a number
return tonumber(col:sub(2, 7), 16)
end
-- Try the lookup table
return lookup_table[col:lower():match('^[^#]+')]
end
|
Script.ReloadScript("Scripts/Entities/AI/Shared/BasicAITable.lua");
Script.ReloadScript("Scripts/Entities/AI/Shared/BasicAIEvent.lua");
Script.ReloadScript("Scripts/Entities/AI/AITerritory.lua");
Script.ReloadScript("Scripts/AI/Anchor.lua");
BasicAI = {
ai = 1,
IsAIControlled = function()
return true
end,
primaryWeapon = "FY71",
secondaryWeapon = "SOCOM",
auxiliarWeapon = "",
Server = {},
Client = {},
Editor = {
Icon = "User.bmp",
IconOnTop = 1,
},
}
function BasicAI:OnPropertyChange()
--do not rephysicalize at each property change
local forceResetAI = System.IsEditor();
self:RegisterAI(forceResetAI);
self:OnReset();
end
----------------------------------------------------------------------------------------------------
function BasicAI:OnLoadAI(saved)
self.AI = {};
if(saved.AI) then
self.AI = saved.AI;
end
if(saved.Events) then
self.Events = {};
local evts = self.Events;
for name, data in pairs(saved.Events) do
local eventTargets = saved.Events[name];
if not evts[name] then evts[name] = {} end
for i, target in pairs(eventTargets) do
local TargetId = target[1];
local TargetEvent = target[2];
table.insert(evts[name], {TargetId, TargetEvent})
end
end
else
self.Events = nil;
end
if(saved.spawnedEntity) then
self.spawnedEntity = saved.spawnedEntity;
else
self.spawnedEntity = nil;
end
if(saved.lastSpawnedEntity) then
self.lastSpawnedEntity = saved.lastSpawnedEntity;
else
self.lastSpawnedEntity = nil;
end
if(saved.InitialPosition) then
self.InitialPosition = saved.InitialPosition;
else
self.InitialPosition = nil;
end
end
----------------------------------------------------------------------------------------------------
function BasicAI:OnSaveAI(save)
if(self.AI) then
save.AI = self.AI;
end
if(self.Events) then
save.Events = {};
local evtsSaved = save.Events
for name, data in pairs(self.Events) do
if not evtsSaved[name] then evtsSaved[name] = {} end
for i, target in pairs(data) do
local TargetId = target[1];
local TargetEvent = target[2];
table.insert(evtsSaved[name], {TargetId, TargetEvent})
end
end
end
if(self.spawnedEntity) then
save.spawnedEntity = self.spawnedEntity;
end
if(self.lastSpawnedEntity) then
save.lastSpawnedEntity = self.lastSpawnedEntity;
end
if(self.InitialPosition) then
save.InitialPosition = self.InitialPosition;
end
end
-----------------------------------------------------------------------------------------------------
function BasicAI:RegisterAI(bForce)
-- (KEVIN) Don't re-register if already has an AI and not forced
-- This is so an entity container reused doesn't create a new AI object
if (not bForce or bForce == false) then
if (CryAction.HasAI(self.id)) then
return;
end
end
if (self ~= g_localActor) then
if ( self.AIType == nil ) then
CryAction.RegisterWithAI(self.id, AIOBJECT_ACTOR, self.Properties, self.PropertiesInstance, self.AIMovementAbility,self.melee);
else
CryAction.RegisterWithAI(self.id, self.AIType, self.Properties, self.PropertiesInstance, self.AIMovementAbility,self.melee);
end
AI.ChangeParameter(self.id,AIPARAM_COMBATCLASS,AICombatClasses.Infantry);
AI.ChangeParameter(self.id,AIPARAM_FORGETTIME_TARGET,self.forgetTimeTarget);
AI.ChangeParameter(self.id,AIPARAM_FORGETTIME_SEEK,self.forgetTimeSeek);
AI.ChangeParameter(self.id,AIPARAM_FORGETTIME_MEMORY,self.forgetTimeMemory);
self._enabled=true;
-- If the entity is hidden during
if (self:IsHidden()) then
AI.LogEvent(self:GetName()..": The entity is hidden during init -> disable AI.");
self:TriggerEvent(AIEVENT_DISABLE);
self._enabled=false;
end
end
end
function BasicAI:ResetAIParameters(bFromInit, bIsReload)
--Log("%s:ResetAIParameters(%s, %s)", self:GetName(), tostring(bFromInit), tostring(bIsReload))
if ((not bFromInit) or bIsReload) then
AI.ResetParameters(self.id, bIsReload, self.Properties, self.PropertiesInstance, self.AIMovementAbility, self.melee)
self._enabled = true
if (self:IsHidden()) then
AI.LogEvent(self:GetName()..": The entity is hidden during init -> disable AI.")
self:TriggerEvent(AIEVENT_DISABLE)
self._enabled = false
end
end
AI.ChangeParameter(self.id,AIPARAM_COMBATCLASS, AICombatClasses.Infantry);
AI.ChangeParameter(self.id,AIPARAM_FORGETTIME_TARGET, self.forgetTimeTarget);
AI.ChangeParameter(self.id,AIPARAM_FORGETTIME_SEEK, self.forgetTimeSeek);
AI.ChangeParameter(self.id,AIPARAM_FORGETTIME_MEMORY, self.forgetTimeMemory);
end
-----------------------------------------------------------------------------------------------------
function BasicAI:OnReset(bFromInit, bIsReload)
-- In some cases we want to perform a clean-up on the entity
-- (stopping effects, kill timers, etc.). This function will
-- allow us to do this, without running the risk of loosing
-- table self.AI and such).
if (self.OnPreReset ~= nil) then
self:OnPreReset(bFromInit, bIsReload)
end
if (self.ResetOnUsed) then
self:ResetOnUsed();
end
self.ignorant = nil;
self.isFallen = nil;
local Properties = self.Properties;
local PropertiesInstance = self.PropertiesInstance;
if AI then
-- Reset all properties to editor set values.
self:ResetAIParameters(bFromInit, bIsReload);
-- free mounted weapon
if (self.AI.current_mounted_weapon) then
self.AI.current_mounted_weapon.reserved = nil;
self.AI.current_mounted_weapon.listPotentialUsers = nil;
self.AI.current_mounted_weapon = nil;
end
if (PropertiesInstance and PropertiesInstance.bAlarmed ~= 0) then
AI.SetAlarmed(self.id);
end
end
if (self.AI.bIsLeader) then
AI.SetLeader(self.id);
AI.Signal(SIGNALFILTER_SENDER, 0, "REQUEST_JOIN_TEAM",self.id);
end
self:NetPresent(1);
self.UpdateTime = 0.05;
self:SetScriptUpdateRate(self.UpdateTime);
self.useAction = AIUSEOP_NONE;
self.groupid = self.PropertiesInstance.groupid;
-- now the same for special fire animations
BasicActor.Reset(self, bFromInit, bIsReload);
self:AssignPrimaryWeapon();
-- Register with target tracks
local Perception = self.Properties.Perception;
if (Perception.config and Perception.config ~= "") then
local TargetTracks = Perception.TargetTracks;
AI.RegisterTargetTrack(self.id, Perception.config, TargetTracks.targetLimit, TargetTracks.classThreat);
end
if (self.OnResetCustom) then
self:OnResetCustom(bFromInit, bIsReload)
end
if (self.OnEnabled) then
self:OnEnabled()
end
self.AI.theVehicle = nil;
self.AI.NextWeaponAccessory = nil;
self.AI.WeaponAccessoryMountType = nil;
self.AI.MountingAccessory = nil;
self:CheckWeaponAttachments();
if AI then
AI.EnableWeaponAccessory(self.id, AIWEPA_LASER, true);
end
self:SetColliderMode(Properties.eiColliderMode);
-- To support spawn at the initial (rather than current) position
self.InitialPosition = self:GetPos();
self.AI.invulnerable = self.Properties.bInvulnerable ~= 0;
self:CheckShaderParamCallbacks();
if (self.aiSequenceUser) then
AI.SetBehaviorVariable(self.id, "ExecuteSequence", false)
AI.SetBehaviorVariable(self.id, "ExecuteInterruptibleSequence", false)
end
end
---------------------------------------------------------------------
function BasicAI:OnModularBehaviorTreeInitialized()
-- Warning! The AIActor is still being constructed/serialized
-- when this function is called. Be careful with what you call.
-- The modular behavior tree and its variables have been setup
-- at this point so you can safely set/get variables.
if (self.OnResetSavedAssignment ~= nil) then
self:OnResetSavedAssignment()
end
end
---------------------------------------------------------------------
function BasicAI:OnSpawn(bIsReload)
-- System.Log("BasicAI.Server:OnSpawn()"..self:GetName());
-- Register with AI
self:RegisterAI(not bIsReload);
end
---------------------------------------------------------------------
function BasicAI:OnBeingReused()
self:Event_Disabled(self);
end
---------------------------------------------------------------------
function BasicAI:GetReturnToPoolWeight(isUrgent)
-- Don't consider me if I'm not dead unless its urgent
local isDead = self:IsDead();
if (not isDead and not isUrgent) then
return 0;
end
local weight = 0.0;
-- Add large bonus if dead
if (isDead) then
weight = weight + 1000.0;
end
-- Add distance from player
if (g_localActor) then
local distance = self:GetDistance(g_localActor.id);
weight = weight + distance;
end
return weight;
end
---------------------------------------------------------------------
function BasicAI:OnGetPoolSignature(signature)
if (self.AIType) then
signature.AIType = self.AIType;
end
end
--------------------------------------------------------------------------------------------------------
function BasicAI.Server:OnInit(bIsReload)
--Log("%s.Server:OnInit(%s)", self:GetName(), tostring(bIsReload));
if (not self.AI) then
self.AI = {};
end
self:OnReset(true, bIsReload);
-- Go back to wave if being reloaded
if (bIsReload and self.SetupTerritoryAndWave) then
self:SetupTerritoryAndWave();
end
-- Output via FG node that I'm enabled if I was reloaded and not in a wave
if (bIsReload and not self.AI.Wave) then
self:Event_Enabled(self);
end
end
function BasicAI.Server:OnInitClient( channelId )
if (self._enabled) then
self.onClient:ClAIEnable(channelId);
else
self.onClient:ClAIDisable(channelId);
end
end
function BasicAI.Client:ClAIEnable()
if (not CryAction.IsServer()) then
self:Hide(0)
self:Event_Enabled(self);
end
end
function BasicAI.Client:ClAIDisable()
if (not CryAction.IsServer()) then
self:Hide(1)
self:TriggerEvent(AIEVENT_DISABLE);
end
end
--------------------------------------------------------------------------------------------------------
function BasicAI.Client:OnShutDown()
BasicActor.ShutDown(self);
end
--------------------------------------------------------------------------------------------------------
function BasicAI:MakeAlerted( noDrawWeapon )
if(noDrawWeapon~=nil) then return end
self:DrawWeaponNow( );
end
--------------------------------------------------------------------------------------------------------
function BasicAI:MakeIdle( holsterWeapon )
-- Make this guy idle
AI.ChangeParameter(self.id,AIPARAM_SIGHTRANGE,self.Properties.Perception.sightrange);
AI.ChangeParameter(self.id,AIPARAM_FOVPRIMARY,self.Properties.Perception.FOVPrimary);
--self:SelectPipe(0,"stand_only");
--self:InsertSubpipe(0,"setup_idle");
--self:InsertSubpipe(0,"clear_all"); -- to allow receive again onplayerseen
self:SelectPipe(0,"do_nothing");
if (holsterWeapon) then
self.actor:HolsterItem(true);
end
end
--------------------------------------------------------------------------------------------------------
function BasicAI:InitAIRelaxed(forceWeaponHolster)
self:MakeIdle(forceWeaponHolster);
AI.SetStance(self.id, STANCE_RELAXED);
end
--------------------------------------------------------------------------------------------------------
function BasicAI:AssignPrimaryWeapon()
-- this is the new way of equiping actors
local equipmentPack = self.Properties.equip_EquipmentPack;
if (equipmentPack and equipmentPack ~= "") then
self.primaryWeapon = ItemSystem.GetPackPrimaryItem(equipmentPack) or "";
-- get secondary weapon
if (ItemSystem.GetPackNumItems(equipmentPack)>1) then
self.secondaryWeapon = ItemSystem.GetPackItemByIndex(equipmentPack, 1) or "";
-- make sure any kind of grenades are not considered as secondary weapon
if( self.secondaryWeapon == "AIFlashbangs" or
self.secondaryWeapon == "AISmokeGrenades" or
self.secondaryWeapon == "AIGrenades" or
self.secondaryWeapon == "AIEMPGrenades" ) then
self.secondaryWeapon = "";
end
--Log("%s has secondary weapon %s", self:GetName(), self.secondaryWeapon);
end
-- get third/auxiliar weapon
if (ItemSystem.GetPackNumItems(equipmentPack)>2) then
self.auxiliarWeapon = ItemSystem.GetPackItemByIndex(equipmentPack, 2) or "";
--Log("%s has secondary weapon %s", self:GetName(), self.secondaryWeapon);
end
end
--Log("%s:AssignPrimaryWeapon(): %s", self:GetName(), tostring(self.primaryWeapon));
end
--------------------------------------------------------------------------------------------------------
function BasicAI:DrawWeaponNow( skipCheck )
if ( skipCheck~=1 and self.inventory:GetCurrentItem() ) then
-- there is something in his hands - don't change weapon, just make sure it's out
return
end
local weapon = self.inventory:GetCurrentItem();
-- make sure we select primary weapon
if (weapon==nil or weapon.class~=self.primaryWeapon) then
self.actor:SelectItemByName(self.primaryWeapon);
end
-- lets set burst fire mode - only Kuang has it currently
weapon = self.inventory:GetCurrentItem();
if(weapon~=nil and weapon.weapon~=nil and weapon.class==self.primaryWeapon) then
weapon.weapon:SetCurrentFireMode("burst");
end
-- self:UseLAM("FlashLight",true);
-- self:UseLAM("Laser",true);
end
--
--------------------------------------------------------------------------------------------------------
-- check selected weapon
-- returns nil if no weapon selected, 0 if primary weapon selected, 1 if secondary
--
function BasicAI:CheckCurWeapon( checkDistance )
if(checkDistance~=nil) then
local targetDist = AI.GetAttentionTargetDistance(self.id);
if(targetDist and targetDist>10.5) then return nil end
end
local currentWeapon = self.inventory:GetCurrentItem();
if(currentWeapon==nil) then return nil end
if(currentWeapon.class==self.primaryWeapon) then return 0 end
if(currentWeapon.class==self.secondaryWeapon) then return 1 end
end
--------------------------------------------------------------------------------------------------------
function BasicAI:HasSecondaryWeapon()
local secondaryWeaponId=self.inventory:GetItemByClass(self.secondaryWeapon);
-- see if secondary weapon is awailable
if(secondaryWeaponId==nil) then return nil end
do return 1 end
end
--------------------------------------------------------------------------------------------------------
function BasicAI:SelectSecondaryWeapon()
if(self:IsOnVehicle()) then
return nil;
end
local secondaryWeaponId=self.inventory:GetItemByClass(self.secondaryWeapon);
-- see if secondary weapon is awailable
if(secondaryWeaponId==nil) then return nil end
-- see if it is already selected
local currentWeapon = self.inventory:GetCurrentItem();
--AI.LogComment(entity:GetName().." ScoutIdle:Constructor weapon = "..weapon.class);
if(currentWeapon~=nil and currentWeapon.class==self.secondaryWeapon) then return nil end
self.actor:SelectItemByName( self.secondaryWeapon );
do return 1 end
end
--------------------------------------------------------------------------------------------------------
function BasicAI:SelectAuxiliarWeapon()
if(self:IsOnVehicle()) then
return nil;
end
local auxiliarWeaponId=self.inventory:GetItemByClass(self.auxiliarWeapon);
-- see if auxiliar weapon is awailable
if(auxiliarWeaponId==nil) then return nil end
-- see if it is already selected
local currentWeapon = self.inventory:GetCurrentItem();
--AI.LogComment(entity:GetName().." ScoutIdle:Constructor weapon = "..weapon.class);
if(currentWeapon~=nil and currentWeapon.class==self.auxiliarWeapon) then return 1 end
self.actor:SelectItemByName( self.auxiliarWeapon );
do return 1 end
end
--------------------------------------------------------------------------------------------------------
function BasicAI:SelectPrimaryWeapon(forceFastSelect)
--Log("%s: SelectPrimaryWeapon() %s", self:GetName(), self.primaryWeapon)
if (not self:IsOnVehicle()) then
self.actor:SelectItemByName(self.primaryWeapon, forceFastSelect)
end
end
--------------------------------------------------------------------------------------------------------
function BasicAI:Reload()
local weapon = self.inventory:GetCurrentItem();
if(weapon~=nil and weapon.weapon~=nil) then
weapon.weapon:Reload();
else
AI.LogEvent(">>>>"..self:GetName().." FAILED TO RELOAD WEAPON!");
end
end
-----------------------------------------------------------------------------------
function BasicAI:DropItem()
local item = self.inventory:GetCurrentItem();
if (item) then
item:Drop();
end
end
-----------------------------------------------------------------------------------
function BasicAI:IsOnVehicle()
if (self.vehicleId) then
return true;
end
return false;
end
-----------------------------------------------------------------------------------
function BasicAI:AnimationEvent(event,value)
--Log("BasicAI:AnimationEvent "..event.." "..value);
if ( event == "useObject" ) then
local navObject = AI.GetLastUsedSmartObject( self.id );
if ( navObject and navObject.OnUsed ) then
navObject:OnUsed( self, 2 );
AI.SmartObjectEvent( "OnUsed", navObject.id, self.id );
end
elseif ( event == "dropItem" ) then
self:DropItem();
elseif ( event == "kickObject" ) then
local navObject = AI.GetLastUsedSmartObject( self.id );
if ( navObject ) then
if ( navObject.BreachDoor ) then
navObject:BreachDoor();
else
navObject:AddImpulse( -1, nil, self:GetDirectionVector(1), self:GetMass(), 1 );
end
end
-- elseif ( event == "ThrowGrenade" ) then
elseif ( BasicActor.AnimationEvent ) then
BasicActor.AnimationEvent(self,event,value);
end
end
--------------------------------------------------------------------------------
function BasicAI:CreateFormation(otherLeader, bPersistent )
local target;
if(g_StringTemp1) then
target = System.GetEntityByName(g_StringTemp1);
end
g_SignalData.point = g_SignalData_point;
if(target~=nil) then
CopyVector(g_SignalData.point, target:GetWorldPos());
g_SignalData.point.z = self:GetWorldPos().z;
else
CopyVector(g_SignalData.point, g_Vectors.v000);
end
if(otherLeader and not otherLeader:IsDead()) then
g_SignalData.id = otherLeader.id;
else
g_SignalData.id = self.id;
end
if(bPersistent) then
g_SignalData.fValue = 1;
else
g_SignalData.fValue = 0;
end
g_SignalData.iValue = AI.GetGroupOf(self.id);
self.AI.Follow = true;
AI.Signal(SIGNALFILTER_LEADER,0,"ORD_FOLLOW",self.id,g_SignalData);
g_StringTemp1 = ""; -- safer for further calls, since it's an optional parameter
end
--------------------------------------------------------------------------------
function BasicAI:JoinFormation(groupid)
g_SignalData.iValue = groupid;
self.AI.Follow = true;
AI.Signal(SIGNALFILTER_LEADER,0,"ORD_FOLLOW",self.id,g_SignalData);
end
function BasicAI.OnDeath( entity )
AI.SetSmartObjectState( entity.id, "Dead" );
-- notify spawner - so it counts down and updates
if(entity.AI.spawnerListenerId) then
local spawnerEnt = System.GetEntity(entity.AI.spawnerListenerId);
if(spawnerEnt) then
spawnerEnt:UnitDown();
end
end
if(entity.AI.theVehicle and entity.AI.theVehicle:IsDriver(entity.id)) then
-- disable vehicle's AI
if (entity.AI.theVehicle.AIDriver) then
entity.AI.theVehicle:AIDriver(0);
end
entity.AI.theVehicle=nil;
end
GameAI.UnregisterWithAllModules(entity.id);
AI.UnregisterTargetTrack(entity.id);
if(entity.Event_Dead) then
entity:Event_Dead(entity);
end
-- free mounted weapon
if (entity.AI.current_mounted_weapon) then
if (entity.AI.current_mounted_weapon.item:GetOwnerId() == entity.id) then
entity.AI.current_mounted_weapon.item:Use( entity.id );--Stop using
entity.AI.current_mounted_weapon.reserved = nil;
AI.ModifySmartObjectStates(entity.AI.current_mounted_weapon.id,"Idle,-Busy");
end
entity.AI.current_mounted_weapon.listPotentialUsers = nil;
entity.AI.current_mounted_weapon = nil;
AI.ModifySmartObjectStates(entity.id,"-Busy");
end
-- check ammo count modifier
if(entity.AI.AmmoCountModifier and entity.AI.AmmoCountModifier>0) then
entity:ModifyAmmo();
end
end
----------------------------------------------------------------------------------
function BasicAI:ModifyAmmo(multiplier)
local item = self.inventory:GetCurrentItem();
if(item) then
local currWeapon = item.weapon;
if(currWeapon ) then
if(multiplier) then
local ammoCount = currWeapon:GetClipSize();
currWeapon:SetAmmoCount(nil, ammoCount*multiplier)
elseif(self.AI.AmmoCountModifier) then
if( self.AI.AmmoCountModifier==0) then
self.AI.AmmoCountModifier=1;
end
local ammoCount = currWeapon:GetAmmoCount();
currWeapon:SetAmmoCount(nil, ammoCount/self.AI.AmmoCountModifier);
end
self.AI.AmmoCountModifier = multiplier;
end
end
end
----------------------------------------------------------------------------------
function BasicAI:Expose()
Net.Expose{
Class = self,
ClientMethods = {
ClAIEnable={ RELIABLE_ORDERED, PRE_ATTACH },
ClAIDisable={ RELIABLE_ORDERED, PRE_ATTACH },
},
ServerMethods = {
},
ServerProperties = {
}
};
end
----------------------------------------------------------------------------------
function BasicAI:CheckWeaponAttachments()
self:CheckSingleWeaponAttachment("SCARAB", "LaserSight", true)
self:CheckSingleWeaponAttachment("CellSCARAB", "LaserSight", true)
self:CheckSingleWeaponAttachment("SCAR", "LaserSight", true)
self:CheckSingleWeaponAttachment("CellSCAR", "LaserSight", true)
self:CheckSingleWeaponAttachment("Mk60", "LaserSight", true)
self:CheckSingleWeaponAttachment("Feline", "LaserSight", true)
self:CheckSingleWeaponAttachment("CellFeline", "LaserSight", true)
self:CheckSingleWeaponAttachment("AY69", "PistolLaserSight", true)
self:CheckSingleWeaponAttachment("Nova", "PistolLaserSight", true)
self:CheckSingleWeaponAttachment("Hammer", "PistolLaserSight", true)
self:CheckSingleWeaponAttachment("CellHammer", "PistolLaserSight", true)
self:CheckSingleWeaponAttachment("SCAR", "Reflex", true)
self:CheckSingleWeaponAttachment("CellSCAR", "Reflex", true)
self:CheckSingleWeaponAttachment("SCARAB", "Reflex", true)
self:CheckSingleWeaponAttachment("CellSCARAB", "Reflex", true)
self:CheckSingleWeaponAttachment("Marshall", "Reflex", true)
self:CheckSingleWeaponAttachment("Feline", "Reflex", true)
self:CheckSingleWeaponAttachment("CellFeline", "Reflex", true)
self:CheckSingleWeaponAttachment("DSG1", "Reflex", true)
self:CheckSingleWeaponAttachment("Grendel", "Reflex", true)
self:CheckSingleWeaponAttachment("Gauss", "Reflex", true)
self:CheckSingleWeaponAttachment("CellGauss", "Reflex", true)
self:CheckSingleWeaponAttachment("AY69", "Reflex", true)
self:CheckSingleWeaponAttachment("K-Volt", "Reflex", true)
self:CheckSingleWeaponAttachment("CellK-Volt", "Reflex", true)
self:CheckSingleWeaponAttachment("Majestic", "AssaultScope", true)
self:CheckSingleWeaponAttachment("SCAR", "AssaultScope", true)
self:CheckSingleWeaponAttachment("CellSCAR", "AssaultScope", true)
self:CheckSingleWeaponAttachment("DSG1", "AssaultScope", true)
self:CheckSingleWeaponAttachment("Gauss", "AssaultScope", true)
self:CheckSingleWeaponAttachment("CellGauss", "AssaultScope", true)
self:CheckSingleWeaponAttachment("Mk60", "AssaultScope", true)
self:CheckSingleWeaponAttachment("Grendel", "AssaultScope", true)
self:CheckSingleWeaponAttachment("K-Volt", "AssaultScope", true)
self:CheckSingleWeaponAttachment("CellK-Volt", "AssaultScope", true)
self:CheckSingleWeaponAttachment("DSG1", "SniperScope", true)
self:CheckSingleWeaponAttachment("Gauss", "SniperScope", true)
self:CheckSingleWeaponAttachment("CellGauss", "SniperScope", true)
self:CheckSingleWeaponAttachment("Nova", "SilencerPistol", true)
self:CheckSingleWeaponAttachment("Hammer", "SilencerPistol", true)
self:CheckSingleWeaponAttachment("CellHammer", "SilencerPistol", true)
self:CheckSingleWeaponAttachment("Marshall", "Silencer", true)
self:CheckSingleWeaponAttachment("Feline", "Silencer", true)
self:CheckSingleWeaponAttachment("CellFeline", "Silencer", true)
self:CheckSingleWeaponAttachment("SCARAB", "Silencer", true)
self:CheckSingleWeaponAttachment("CellSCARAB", "Silencer", true)
self:CheckSingleWeaponAttachment("DSG1", "Silencer", true)
self:CheckSingleWeaponAttachment("SCAR", "GrenadeLauncher", true)
self:CheckSingleWeaponAttachment("CellSCAR", "GrenadeLauncher", true)
self:CheckSingleWeaponAttachment("Grendel", "GrenadeLauncher", true)
self:CheckSingleWeaponAttachment("SCARAB", "LightShotgun", true)
self:CheckSingleWeaponAttachment("CellSCARAB", "LightShotgun", true)
self:CheckSingleWeaponAttachment("Grendel", "LightShotgun", true)
self:CheckSingleWeaponAttachment("AY69", "ExtendedClip", true)
self:CheckSingleWeaponAttachment("Jackal", "ExtendedClip", true)
self:CheckSingleWeaponAttachment("Feline", "ExtendedClip", true)
self:CheckSingleWeaponAttachment("CellFeline", "ExtendedClip", true)
self:CheckSingleWeaponAttachment("SCARAB", "ExtendedClip", true)
self:CheckSingleWeaponAttachment("CellSCARAB", "ExtendedClip", true)
self:CheckSingleWeaponAttachment("Mk60", "ExtendedClip", true)
self:CheckSingleWeaponAttachment("SCAR", "GaussAttachment", true)
self:CheckSingleWeaponAttachment("CellSCAR", "GaussAttachment", true)
end
----------------------------------------------------------------------------------
function BasicAI:CheckSingleWeaponAttachment(weaponClass,attachmentClass,attach)
local itemId = self.inventory:GetItemByClass(weaponClass);
if (itemId) then
local item = System.GetEntity(itemId);
local att = self.inventory:HasAccessory(attachmentClass);
if(item and att) then
local currWeapon = item.weapon;
local attached = item.item:HasAccessory(attachmentClass);
if(currWeapon and currWeapon:SupportsAccessory(attachmentClass) and not attached) then
currWeapon:SwitchAccessory(attachmentClass);
end
end
end
end
----------------------------------------------------------------------------------
function BasicAI.Client:OnPreparedFromPool()
if (self.AI.Wave) then
wave = GetAIWaveFromName( self.AI.Wave );
if (wave) then
wave:OnEntityPreparedFromPool( self );
end
end
end
function BasicAI:IsInvulnerable()
return self.AI.invulnerable
end
----------------------------------------------------------------------------------
function CreateAI(child)
local newt={}
mergef(newt,child,1);
mergef(newt,BasicAI,1);
mergef(newt,BasicAIEvent,1);
mergef(newt,BasicAITable,1);
MakeSpawnable(newt)
return newt;
end
----------------------------------------------------------------------------------
|
local E, C, L = select(2, ...):unpack()
if C.tooltip.enable ~= true or C.tooltip.talents ~= true then return end
----------------------------------------------------------------------------------------
-- Target Talents(TipTacTalents by Aezay)
----------------------------------------------------------------------------------------
---
local _G = _G
local CreateFrame = CreateFrame
local GetInspectSpecialization, GetSpecializationInfoByID = GetInspectSpecialization, GetSpecializationInfoByID
local GetSpecialization, GetSpecializationInfo = GetSpecialization, GetSpecializationInfo
local UnitGUID, UnitName, UnitIsPlayer = UnitGUID, UnitName, UnitIsPlayer
local UnitLevel, UnitIsUnit = UnitLevel, UnitIsUnit
local CopyTable, GetTime = CopyTable, GetTime
local NotifyInspect, CanInspect = NotifyInspect, CanInspect
local GetMouseFocus = GetMouseFocus
local tremove, wipe = tremove, wipe
local GameTooltip = GameTooltip
-- Constants
local TALENTS_PREFIX = SPECIALIZATION..":|cffffffff "
local CACHE_SIZE = 25
local INSPECT_DELAY = 0.2
local INSPECT_FREQ = 1.5
-- Variables
local ttt = CreateFrame("Frame", "TipTacTalents")
local cache = {}
local current = {}
-- Time of the last inspect reuqest. Init this to zero, just to make sure. This is a global so other addons could use this variable as well
local lastInspectRequest = 0
-- Allow these to be accessed through other addons
ttt.cache = cache
ttt.current = current
ttt:Hide()
----------------------------------------------------------------------------------------
-- Gather Talents
----------------------------------------------------------------------------------------
local function GatherTalents(mouseover)
if mouseover == 1 then
local id = GetInspectSpecialization("mouseover")
local currentSpecName = id and select(2, GetSpecializationInfoByID(id)) or L.TOOLTIP_LOADING
current.tree = currentSpecName
else
local currentSpec = GetSpecialization()
local currentSpecName = currentSpec and select(2, GetSpecializationInfo(currentSpec)) or L.TOOLTIP_NO_TALENT
current.tree = currentSpecName
end
-- Set the tips line output, for inspect, only update if the tip is still showing a unit
if mouseover == 0 then
GameTooltip:AddLine(TALENTS_PREFIX..current.tree)
elseif GameTooltip:GetUnit() then
for i = 2, GameTooltip:NumLines() do
if (_G["GameTooltipTextLeft"..i]:GetText() or ""):match("^"..TALENTS_PREFIX) then
_G["GameTooltipTextLeft"..i]:SetFormattedText("%s%s", TALENTS_PREFIX, current.tree)
break
end
end
end
-- Organise Cache
local cacheSize = CACHE_SIZE
for i = #cache, 1, -1 do
if current.name == cache[i].name then
tremove(cache, i)
break
end
end
if #cache > cacheSize then
tremove(cache, 1)
end
-- Cache the new entry
if cacheSize > 0 then
cache[#cache + 1] = CopyTable(current)
end
GameTooltip:Show()
end
----------------------------------------------------------------------------------------
-- Event Handling
----------------------------------------------------------------------------------------
-- OnEvent
ttt:SetScript("OnEvent", function(self, event, guid)
self:UnregisterEvent(event)
if guid == current.guid then
GatherTalents(1)
end
end)
-- OnUpdate
ttt:SetScript("OnUpdate", function(self, elapsed)
self.nextUpdate = (self.nextUpdate - elapsed)
if self.nextUpdate <= 0 then
self:Hide()
-- Make sure the mouseover unit is still our unit
if UnitGUID("mouseover") == current.guid then
if (InspectFrame and InspectFrame:IsVisible()) then return end
lastInspectRequest = GetTime()
self:RegisterEvent("INSPECT_READY")
NotifyInspect(current.unit)
end
end
end)
-- HOOK: OnTooltipSetUnit
GameTooltip:HookScript("OnTooltipSetUnit", function(self)
-- Abort any delayed inspect in progress
ttt:Hide()
-- Get the unit -- Check the UnitFrame unit if this tip is from a concated unit, such as "targettarget".
local _, unit = self:GetUnit()
if not unit then
local mFocus = GetMouseFocus()
if mFocus and mFocus.unit then
unit = mFocus.unit
end
end
-- No Unit or not a Player
if not unit or not UnitIsPlayer(unit) then
return
end
-- Only bother for players over level 9
local level = UnitLevel(unit)
if level > 9 or level == -1 then
-- Wipe Current Record
wipe(current)
current.unit = unit
current.name = UnitName(unit)
current.guid = UnitGUID(unit)
-- No need for inspection on the player
if UnitIsUnit(unit, "player") then
GatherTalents(0)
return
end
-- Show Cached Talents, If Available
local isInspectOpen = (InspectFrame and InspectFrame:IsShown()) or (Examiner and Examiner:IsShown())
local cacheLoaded = false
for _, entry in ipairs(cache) do
if current.name == entry.name and not isInspectOpen then
self:AddLine(TALENTS_PREFIX..entry.tree)
current.tree = entry.tree
cacheLoaded = true
break
end
end
-- Queue an inspect request
if CanInspect(unit) and not isInspectOpen then
local lastInspectTime = GetTime() - lastInspectRequest
ttt.nextUpdate = (lastInspectTime > INSPECT_FREQ) and INSPECT_DELAY or (INSPECT_FREQ - lastInspectTime + INSPECT_DELAY)
ttt:Show()
if not cacheLoaded then
self:AddLine(TALENTS_PREFIX..L.TOOLTIP_LOADING)
end
elseif isInspectOpen then
self:AddLine(TALENTS_PREFIX..L.TOOLTIP_INSPECT_OPEN)
end
end
end)
|
-- Copyright 2006-2017 Mitchell mitchell.att.foicica.com. See LICENSE.
-- Ruby LPeg lexer.
local l = require('lexer')
local token, word_match = l.token, l.word_match
local P, R, S = lpeg.P, lpeg.R, lpeg.S
local M = {_NAME = 'ruby'}
-- Whitespace.
local ws = token(l.WHITESPACE, l.space^1)
-- Comments.
local line_comment = '#' * l.nonnewline_esc^0
local block_comment = l.starts_line('=begin') * (l.any - l.newline * '=end')^0 *
(l.newline * '=end')^-1
local comment = token(l.COMMENT, block_comment + line_comment)
local delimiter_matches = {['('] = ')', ['['] = ']', ['{'] = '}'}
local literal_delimitted = P(function(input, index)
local delimiter = input:sub(index, index)
if not delimiter:find('[%w\r\n\f\t ]') then -- only non alpha-numerics
local match_pos, patt
if delimiter_matches[delimiter] then
-- Handle nested delimiter/matches in strings.
local s, e = delimiter, delimiter_matches[delimiter]
patt = l.delimited_range(s..e, false, false, true)
else
patt = l.delimited_range(delimiter)
end
match_pos = lpeg.match(patt, input, index)
return match_pos or #input + 1
end
end)
-- Strings.
local cmd_str = l.delimited_range('`')
local lit_cmd = '%x' * literal_delimitted
local lit_array = '%w' * literal_delimitted
local sq_str = l.delimited_range("'")
local dq_str = l.delimited_range('"')
local lit_str = '%' * S('qQ')^-1 * literal_delimitted
local heredoc = '<<' * P(function(input, index)
local s, e, indented, _, delimiter =
input:find('(%-?)(["`]?)([%a_][%w_]*)%2[\n\r\f;]+', index)
if s == index and delimiter then
local end_heredoc = (#indented > 0 and '[\n\r\f]+ *' or '[\n\r\f]+')
local _, e = input:find(end_heredoc..delimiter, e)
return e and e + 1 or #input + 1
end
end)
-- TODO: regex_str fails with `obj.method /patt/` syntax.
local regex_str = #P('/') * l.last_char_includes('!%^&*([{-=+|:;,?<>~') *
l.delimited_range('/', true, false) * S('iomx')^0
local lit_regex = '%r' * literal_delimitted * S('iomx')^0
local string = token(l.STRING, (sq_str + dq_str + lit_str + heredoc + cmd_str +
lit_cmd + lit_array) * S('f')^-1) +
token(l.REGEX, regex_str + lit_regex)
local word_char = l.alnum + S('_!?')
-- Numbers.
local dec = l.digit^1 * ('_' * l.digit^1)^0 * S('ri')^-1
local bin = '0b' * S('01')^1 * ('_' * S('01')^1)^0
local integer = S('+-')^-1 * (bin + l.hex_num + l.oct_num + dec)
-- TODO: meta, control, etc. for numeric_literal.
local numeric_literal = '?' * (l.any - l.space) * -word_char
local number = token(l.NUMBER, l.float * S('ri')^-1 + integer + numeric_literal)
-- Keywords.
local keyword = token(l.KEYWORD, word_match({
'BEGIN', 'END', 'alias', 'and', 'begin', 'break', 'case', 'class', 'def',
'defined?', 'do', 'else', 'elsif', 'end', 'ensure', 'false', 'for', 'if',
'in', 'module', 'next', 'nil', 'not', 'or', 'redo', 'rescue', 'retry',
'return', 'self', 'super', 'then', 'true', 'undef', 'unless', 'until', 'when',
'while', 'yield', '__FILE__', '__LINE__'
}, '?!'))
-- Functions.
local func = token(l.FUNCTION, word_match({
'at_exit', 'autoload', 'binding', 'caller', 'catch', 'chop', 'chop!', 'chomp',
'chomp!', 'eval', 'exec', 'exit', 'exit!', 'fail', 'fork', 'format', 'gets',
'global_variables', 'gsub', 'gsub!', 'iterator?', 'lambda', 'load',
'local_variables', 'loop', 'open', 'p', 'print', 'printf', 'proc', 'putc',
'puts', 'raise', 'rand', 'readline', 'readlines', 'require', 'select',
'sleep', 'split', 'sprintf', 'srand', 'sub', 'sub!', 'syscall', 'system',
'test', 'trace_var', 'trap', 'untrace_var'
}, '?!')) * -S('.:|')
-- Identifiers.
local word = (l.alpha + '_') * word_char^0
local identifier = token(l.IDENTIFIER, word)
-- Variables.
local global_var = '$' * (word + S('!@L+`\'=~/\\,.;<>_*"$?:') + l.digit + '-' *
S('0FadiIKlpvw'))
local class_var = '@@' * word
local inst_var = '@' * word
local variable = token(l.VARIABLE, global_var + class_var + inst_var)
-- Symbols.
local symbol = token('symbol', ':' * P(function(input, index)
if input:sub(index - 2, index - 2) ~= ':' then return index end
end) * (word_char^1 + sq_str + dq_str))
-- Operators.
local operator = token(l.OPERATOR, S('!%^&*()[]{}-=+/|:;.,?<>~'))
M._rules = {
{'whitespace', ws},
{'keyword', keyword},
{'function', func},
{'identifier', identifier},
{'comment', comment},
{'string', string},
{'number', number},
{'variable', variable},
{'symbol', symbol},
{'operator', operator},
}
M._tokenstyles = {
symbol = l.STYLE_CONSTANT
}
local function disambiguate(text, pos, line, s)
return line:sub(1, s - 1):match('^%s*$') and
not text:sub(1, pos - 1):match('\\[ \t]*\r?\n$') and 1 or 0
end
M._foldsymbols = {
_patterns = {'%l+', '[%(%)%[%]{}]', '=begin', '=end', '#'},
[l.KEYWORD] = {
begin = 1, class = 1, def = 1, ['do'] = 1, ['for'] = 1, ['module'] = 1,
case = 1,
['if'] = disambiguate, ['while'] = disambiguate,
['unless'] = disambiguate, ['until'] = disambiguate,
['end'] = -1
},
[l.OPERATOR] = {
['('] = 1, [')'] = -1, ['['] = 1, [']'] = -1, ['{'] = 1, ['}'] = -1
},
[l.COMMENT] = {
['=begin'] = 1, ['=end'] = -1, ['#'] = l.fold_line_comments('#')
}
}
return M
|
do
--region Initialization
local common = PLSL.common
local Class = PLSL.Class
local Interface = PLSL.Interface
local Method = Interface.Method
local CB = {}
--endregion
CB.Callable = Interface('Callable', true, {__call = Method('self, ...', true)})
CB.SupportsLessThan = Interface('SupportsLessThan', true, {__lt = Method('self, other', true)})
CB.Container = Interface('Container', true, {__contains = Method('self, value', false)})
CB.Iterable = Interface('Iterable', true, {__iter = Method('self', false)})
CB.Reversible = Interface('Reversible', true, {__reverse = Method('self', false)})
CB.Hashable = Interface('Hashable', true, {__hash = Method('self', false)})
CB.SupportsPrettyString = Interface(
'SupportsPrettyString',
true,
{__str = Method('self', false)}
)
CB.SupportsGetNumericKey = Interface(
'SupportsGetNumericKey',
true,
{__get_numeric_key = Method('self, key', false)}
)
CB.SupportsSetNumericKey = Interface(
'SupportsSetNumericKey',
true,
{__set_numeric_key = Method('self, key, value', false)}
)
local default_len = Class('temp1', {}).__meta.__len
local function sized_check_imp_absence(func)
return func == default_len or (func ~= nil and type(func) ~= 'function')
end
CB.Sized = Interface('Sized', true, {__len = Method('self', true, nil, sized_check_imp_absence)})
local function iterator_iter(self) return self end
local function iterator_call(self)
-- rewrite __call in meta so that next call will use __inext directly
local inext = self.__class.__inext
self.__class.__meta.__call = inext
return inext(self)
end
CB.Iterator = Interface(
'Iterator',
true, {
__iter = Method('self', false, iterator_iter),
__call = Method('self', true, iterator_call),
__inext = Method('self', false),
},
CB.Iterable,
CB.Callable
)
CB.Collection = Interface('Collection', true, {}, CB.Container, CB.Iterable, CB.Sized)
CB.OrderedCollection = Interface('OrderedCollection', true, {}, CB.Collection, CB.Reversible)
PLSL.CommonBases = setmetatable(CB, common.generate_module_metatable('PLSL.CommonBases'))
end
|
--New
object_static_worldbuilding_decal_shared_mun_decal_blast_lg = SharedStaticObjectTemplate:new {
clientTemplateFileName = "object/static/worldbuilding/decal/shared_mun_decal_blast_lg.iff"
}
ObjectTemplates:addClientTemplate(object_static_worldbuilding_decal_shared_mun_decal_blast_lg, "object/static/worldbuilding/decal/shared_mun_decal_blast_lg.iff")
--**********************************************************************************************************************************
object_static_worldbuilding_decal_shared_mun_decal_blast_main = SharedStaticObjectTemplate:new {
clientTemplateFileName = "object/static/worldbuilding/decal/shared_mun_decal_blast_main.iff"
}
ObjectTemplates:addClientTemplate(object_static_worldbuilding_decal_shared_mun_decal_blast_main, "object/static/worldbuilding/decal/shared_mun_decal_blast_main.iff")
--**********************************************************************************************************************************
object_static_worldbuilding_decal_shared_mun_decal_blast_sm = SharedStaticObjectTemplate:new {
clientTemplateFileName = "object/static/worldbuilding/decal/shared_mun_decal_blast_sm.iff"
}
ObjectTemplates:addClientTemplate(object_static_worldbuilding_decal_shared_mun_decal_blast_sm, "object/static/worldbuilding/decal/shared_mun_decal_blast_sm.iff")
--**********************************************************************************************************************************
object_static_worldbuilding_decal_shared_puddle_s01 = SharedStaticObjectTemplate:new {
clientTemplateFileName = "object/static/worldbuilding/decal/shared_puddle_s01.iff"
}
ObjectTemplates:addClientTemplate(object_static_worldbuilding_decal_shared_puddle_s01, "object/static/worldbuilding/decal/shared_puddle_s01.iff")
--**********************************************************************************************************************************
object_static_worldbuilding_decal_shared_puddle_s02 = SharedStaticObjectTemplate:new {
clientTemplateFileName = "object/static/worldbuilding/decal/shared_puddle_s02.iff"
}
ObjectTemplates:addClientTemplate(object_static_worldbuilding_decal_shared_puddle_s02, "object/static/worldbuilding/decal/shared_puddle_s02.iff")
--**********************************************************************************************************************************
object_static_worldbuilding_decal_shared_puddle_s03 = SharedStaticObjectTemplate:new {
clientTemplateFileName = "object/static/worldbuilding/decal/shared_puddle_s03.iff"
}
ObjectTemplates:addClientTemplate(object_static_worldbuilding_decal_shared_puddle_s03, "object/static/worldbuilding/decal/shared_puddle_s03.iff")
--**********************************************************************************************************************************
|
local _USAGE = {
'KEYS[1] - index sorted set key',
'KEYS[2] - index hash key',
'ARGV[1] - command. Can be:',
' create - create an index with ARGV[2] as dimension and ARGV[3] as precision',
' drop - drops an index',
' index - index an element ARGV[2] with ARGV[3]..ARGV[3+dimension] values',
' unindex - unindex an element ARGV[2] with ARGV[3]..ARGV[3+dimension] values',
' unindex_by_id - unindex an element by id ARGV[2]',
' update - update an element ARGV[2] with ARGV[3]..ARGV[3+dimension] values',
' query - query using ranges ARGV[2], ARGV[3]..ARGV[2+dimension-1], ARGV[2+dimension]',
' fuzzy_test - fuzzily tests the library on ARGV[2] dimension with ARGV[3] items using ARGV[4] queries',
}
local _dim -- index's dimension
local _prec -- index's precision
local _MAX_PREC = 56
local bin2hex = {
['0000'] = '0',
['0001'] = '1',
['0010'] = '2',
['0011'] = '3',
['0100'] = '4',
['0101'] = '5',
['0110'] = '6',
['0111'] = '7',
['1000'] = '8',
['1001'] = '9',
['1010'] = 'A',
['1011'] = 'B',
['1100'] = 'C',
['1101'] = 'D',
['1110'] = 'E',
['1111'] = 'F'
}
local function load_meta()
_dim = tonumber(redis.call('HGET', KEYS[2], '_dim'))
_prec = tonumber(redis.call('HGET', KEYS[2], '_prec'))
if not _dim or not _prec then
error('failed to load index meta data')
end
end
local function check_dims(vars)
if #vars ~= _dim then
error('wrong number of values for this index')
end
end
-- Encode N variables into the bits-interleaved representation.
local function encode(...)
local comb = {}
for i = 1, #arg do
local b = arg[i]
for j = 1, _prec do
b = bit.rol(b, 1)
if comb[j] then
comb[j] = comb[j] .. bit.band(b, 1)
else
table.insert(comb, bit.band(b, 1))
end
end
end
local bs = table.concat(comb)
local l = string.len(bs)
local rem = l % 4
local hs = ''
local b = ''
l = l - 1
if (rem > 0) then
bs = string.rep('0', 4 - rem) .. bs
end
for i = 1, l, 4 do
hs = hs .. bin2hex[string.sub(bs, i, i+3)]
end
hs = string.rep('0', _prec*_dim/4-hs:len()) .. hs:sub(3):lower()
return hs
end
-- Encode an element coordinates and ID as the whole string to add
-- into the sorted set.
local function elestring(vars, id)
check_dims(vars)
local ele = encode(unpack(vars))
for _, v in pairs(vars) do
ele = ele .. ':' .. v
end
ele = ele .. ':' .. id
return ele
end
-- Add a variable with associated data 'id'
local function index(vars, id)
local ele = elestring(vars, id)
-- TODO: remove this debug helper
if redis == nil then
print(ele)
return
end
redis.call('ZADD', KEYS[1], 0, ele)
redis.call('HSET', KEYS[2], id, ele)
end
-- ZREM according to current position in the space and ID.
local function unindex(vars,id)
redis.call('ZREM', KEYS[1], elestring(vars,id))
end
-- Unidex by just ID in case @hashkey is set to true in order to take
-- an associated Redis hash with ID -> current indexed representation,
-- so that the user can unindex easily.
local function unindex_by_id(id)
local ele = redis.call('HGET', KEYS[2], id)
redis.call('ZREM', KEYS[1], ele)
redis.call('HDEL', KEYS[2], id)
end
-- Like index but makes sure to remove the old index for the specified
-- id. Requires hash mapping enabled.
local function update(vars,id)
local ele = elestring(vars,id)
local oldele = redis.call('HGET', KEYS[2], id)
redis.call('ZREM', KEYS[1], oldele)
redis.call('HDEL', KEYS[2], id)
redis.call('ZADD', KEYS[1], 0, ele)
redis.call('HSET', KEYS[2], id, ele)
end
--- exp is the exponent of two that gives the size of the squares
-- we use in the range query. N times the exponent is the number
-- of bits we unset and set to get the start and end points of the range.
local function query_raw(vrange,exp)
local vstart = {}
local vend = {}
-- We start scaling our indexes in order to iterate all areas, so
-- that to move between N-dimensional areas we can just increment
-- vars.
for _, v in pairs(vrange) do
table.insert(vstart, math.floor(v[1]/(2^exp)))
table.insert(vend, math.floor(v[2]/(2^exp)))
end
-- Visit all the sub-areas to cover our N-dim search region.
local ranges = {}
local vcurrent = {}
for i = 1, #vstart do
table.insert(vcurrent, vstart[i])
end
local notdone = true
while notdone do
-- For each sub-region, encode all the start-end ranges
-- for each dimension.
local vrange_start = {}
local vrange_end = {}
for i = 1, _dim do
table.insert(vrange_start, vcurrent[i]*(2^exp))
table.insert(vrange_end, bit.bor(vrange_start[i],(2^exp)-1))
end
-- Now we need to combine the ranges for each dimension
-- into a single lexicographcial query, so we turn
-- the ranges it into interleaved form.
local s = encode(unpack(vrange_start))
-- Now that we have the start of the range, calculate the end
-- by replacing the specified number of bits from 0 to 1.
local e = encode(unpack(vrange_end))
table.insert(ranges, { '['..s, '['..e..':\255' })
-- Increment to loop in N dimensions in order to visit
-- all the sub-areas representing the N dimensional area to
-- query.
for i = 1, _dim do
if vcurrent[i] ~= vend[i] then
vcurrent[i] = vcurrent[i] + 1
break
elseif i == _dim then
notdone = false -- Visited everything!
else
vcurrent[i] = vstart[i]
end
end
end
-- Perform the ZRANGEBYLEX queries to collect the results from the
-- defined ranges. Use pipelining to speedup.
local allres = {}
for _, v in pairs(ranges) do
local res = redis.call('ZRANGEBYLEX', KEYS[1], v[1], v[2])
for _, r in pairs(res) do
table.insert(allres, r)
end
end
-- Filter items according to the requested limits. This is needed
-- since our sub-areas used to cover the whole search area are not
-- perfectly aligned with boundaries, so we also retrieve elements
-- outside the searched ranges.
local items = {}
for _, v in pairs(allres) do
local fields = {}
v:gsub('([^:]+)', function(f) table.insert(fields, f) end)
local skip = false
for i = 1, _dim do
if tonumber(fields[i+1]) < vrange[i][1] or
tonumber(fields[i+1]) > vrange[i][2]
then
skip = true
break
end
end
if not skip then
table.remove(fields, 1)
table.insert(items, fields)
end
end
return items
end
-- Like query_raw, but before performing the query makes sure to order
-- parameters so that x0 < x1 and y0 < y1 and so forth.
-- Also calculates the exponent for the query_raw masking.
local function query(vrange)
check_dims(vrange)
local deltas = {}
for i, v in ipairs(vrange) do
if v[1] > v[2] then
vrange[i][1], vrange[i][2] = vrange[i][2], vrange[i][1]
end
table.insert(deltas, vrange[i][2]-vrange[i][1]+1)
end
local delta = deltas[1]
for _, v in pairs(deltas) do
if v < delta then
delta = v
end
end
local exp = 1
while delta > 2 do
delta = math.floor(delta / 2)
exp = exp + 1
end
-- If ranges for different dimensions are extremely different in span,
-- we may end with a too small exponent which will result in a very
-- big number of queries in order to be very selective. This is most
-- of the times not a good idea, so at the cost of querying larger
-- areas and filtering more, we scale 'exp' until we can serve this
-- request with less than 20 ZRANGEBYLEX commands.
--
-- Note: the magic "20" depends on the number of items inside the
-- requested range, since it's a tradeoff with filtering items outside
-- the searched area. It is possible to improve the algorithm by using
-- ZLEXCOUNT to get the number of items.
while true do
for i, v in ipairs(vrange) do
deltas[i] = (v[2]/(2^exp))-(v[1]/(2^exp))+1
end
local ranges = 1
for _, v in pairs(deltas) do
ranges = ranges*v
end
if ranges < 20 then
break
end
exp = exp + 1
end
return query_raw(vrange,exp)
end
-- Similar to query but takes just the center of the query area and a
-- radius, and automatically filters away all the elements outside the
-- specified circular area.
local function query_radius(x,y,exp,radius)
-- TODO
end
-- drops an index
local function drop()
redis.call('DEL', KEYS[1], KEYS[2])
end
-- creates an index with dimension d and precision p
local function create(d, p)
drop()
redis.call('HMSET', KEYS[2], '_dim', d, '_prec', p)
end
-- parse arguments
if #ARGV == 0 or #KEYS ~= 2 then
return(_USAGE)
end
local cmd = ARGV[1]:lower()
if cmd == 'create' then
local dim, prec = tonumber(ARGV[2]), tonumber(ARGV[3])
if dim == nil or prec == nil then
error('index dimension and precision are must be numbers')
end
if dim < 1 then
error('index dimension has to be at least 1')
end
if prec < 1 or prec > _MAX_PREC then
error('index precision has to be between 1 and ' .. _MAX_PREC)
end
create(dim, prec)
return({dim, prec})
end
if cmd == 'drop' then
drop()
return('dropped.')
end
-- not really fuzzy w/o changing replication mode and using real randoms
if cmd == 'fuzzy_test' then
local dim, items, queries = tonumber(ARGV[2]), tonumber(ARGV[3]), tonumber(ARGV[4])
local timings = {}
local avgt = 0.0
drop()
create(dim, _MAX_PREC)
load_meta()
local id = 0
local dataset = {}
for i = 1, items do
local vars = {}
for j = 1, dim do
table.insert(vars, math.random(1000))
end
index(vars, id)
table.insert(vars, tostring(id))
table.insert(dataset, vars)
id = id + 1
end
for i = 1, queries do
local random = {}
for j = 1, dim do
local s = math.random(1000)
local e = math.random(1000)
if e < s then
s, e = e, s
end
table.insert(random, { s, e })
end
local start_t = redis.call('TIME')
local res1 = query(random)
local end_t = redis.call('TIME')
-- some type conversions
for i1, v1 in ipairs(res1) do
for i2 = 1, dim do
res1[i1][i2] = tonumber(res1[i1][i2])
end
end
start_t[1], start_t[2] = tonumber(start_t[1]), tonumber(start_t[2])
end_t[1], end_t[2] = tonumber(end_t[1]), tonumber(end_t[2])
if end_t[2] > start_t[2] then
table.insert(timings, { end_t[1] - start_t[1], end_t[2] - start_t[2] })
else
table.insert(timings, { end_t[1] - start_t[1] - 1, math.abs(end_t[2] - start_t[2]) })
end
avgt = (avgt * (#timings - 1) + tonumber(string.format('%d.%06d', timings[#timings][1], timings[#timings][2]))) / #timings
local res2 = {}
for _, v in pairs(dataset) do
local included = true
for j = 1, dim do
if v[j] < random[j][1] or v[j] > random[j][2] then
included = false
end
end
if included then
table.insert(res2, v)
end
end
if #res1 ~= #res2 then
error('ERROR ' .. #res1 .. ' VS ' .. #res2)
end
-- table sorting is so much FUN!
local function cmp(a, b, depth)
depth = depth or 1
if depth > dim + 1 then
return false
end
if a[depth] < b[depth] then
return true
end
if a[depth] == b[depth] then
return cmp(a, b, depth + 1)
end
if a[depth] > b[depth] then
return false
end
end
table.sort(res1, cmp)
table.sort(res2, cmp)
for i1, r1 in ipairs(res1) do
for i2 = 1, dim+1 do
if r1[i2] ~= res2[i1][i2] then
error('ERROR ' .. i2 .. ': ' .. r1[i2] .. ' ~= ' .. res2[i1][i2])
end
end
end
end
-- housekeeping drop() can't be called unless replication mode is changed
return({ 'fuzzily tested.', {dim, items, queries, 'avg query time (sec): ' .. tostring(avgt)}})
end
load_meta()
if cmd == 'index' or cmd == 'unindex' or cmd == 'update' then
local id = ARGV[2]
local vars = {}
for i = 3,#ARGV do
table.insert(vars, tonumber(ARGV[i]))
end
if cmd == 'index' then
index(vars, id)
return('indexed.')
elseif cmd == 'unindex' then
unindex(vars, id)
return('unindexed.')
else
update(vars, id)
return('updated.')
end
end
if cmd == 'unindex_by_id' then
local id = ARGV[2]
unindex_by_id(id)
return('unindexed by id.')
end
if cmd == 'query' then
local vranges = {}
for i = 1, _dim do
table.insert(vranges, {tonumber(ARGV[i*2]), tonumber(ARGV[i*2+1])})
end
return query(vranges)
end
return(_USAGE)
|
local ls = require("luasnip")
-- some shorthands...
local s = ls.snippet
local sn = ls.snippet_node
local t = ls.text_node
local i = ls.insert_node
local f = ls.function_node
local c = ls.choice_node
local d = ls.dynamic_node
local l = require("luasnip.extras").lambda
local r = require("luasnip.util.functions").rep
local p = require("luasnip.util.functions").partial
ls.snippets = {
go = {
s("func", {
t("func "), i(1, "name"), t("("), i(2), t(") "), i(3), t({"{", ""}),
t("\t"), i(0),
t({"", "}"})
}),
s("for", {
t("for "), i(1, "i"), t(" := "), i(2, "0"), t("; "),
f(function(args) return args[1][1] .. " " end, {1}),
i(3, "< count"),
t("; "),
d(4, function(args)
return sn(nil, {
i(1, args[1][1] .. "++"),
})
end, {1}),
t({" {", "\t"}), i(0), t({"", "}"})
}),
s("forr", {
t("for "), i(1, "i"), t(", "), i(2, "v"),
t(" := range "), i(3, "arr"),
t({" {", "\t"}), i(0), t({ "", "}"})
}),
},
typescript = {
s("fn", {
t("function "), i(1, "function_name"), t("("), i(2), t(") "), i(3), t({"{", ""}),
t("\t"), i(0),
t({"", "}"})
}),
},
}
--[[
--]]
|
echo("\n")
lotj.galaxyMap.log("Error gathering galaxy map data. Please fix the problem and try again.")
disableTrigger("galaxy-map-refresh")
|
--
-- Tool for identifying elements in an application that might be of interest...
--
-- example use -- install this file in your ~/.hammerspoon directorym then, in the
-- Hammerspoon console type: dofile("axtypeMarker.lua").markApplication("Finder", "AXButton")
--
-- The finder will be brought forward and a few seconds later red rectangles will be drawn
-- around all the identified elements of the type specified.
--
-- To clear the frames, tap the escape key.
--
local module = {}
local axuielement = require("hs.axuielement")
local canvas = require("hs.canvas")
local hotkey = require("hs.hotkey")
local screen = require("hs.screen")
local timer = require("hs.timer")
local axmetatable = hs.getObjectMetatable("hs.axuielement")
module.markWindow = function(win, axtype, pattern)
local axwin
if getmetatable(win) == axmetatable then
if win.AXRole == "AXWindow" then
axwin = win
else
axwin = win.AXWindow
end
else
axwin = axuielement.windowElement(win)
end
assert(axwin, "unable to identify window from '" .. tostring(win) .. "'")
return module.markElement(axwin, axtype, pattern)
end
module.markApplication = function(app, axtype, pattern)
local axapp
if getmetatable(app) == axmetatable then
if app.AXRole == "AXApplication" then
axapp = app
else
axapp = axuielement.applicationElementForPID(app:pid())
end
else
axapp = axuielement.applicationElement(app)
end
hs.assert(axapp, "unable to identify application from '" .. tostring(app) .. "'")
return module.markElement(axapp, axtype, pattern)
end
module.markElement = function(element, axtype, pattern)
assert(getmetatable(element) == axmetatable, "element is not an hs.axuielement object")
if type(pattern) == "nil" then pattern = true end
pattern = pattern and true or false
axtype = tostring(axtype)
if element.AXRole == "AXApplication" then element:asHSApplication():activate(true) end
if element.AXRole == "AXWindow" then element:asHSWindow():focus() end
local sframe = screen.mainScreen():fullFrame()
local markers = {}
local pleaseWait = canvas.new{
x = sframe.x + 100,
y = sframe.y + 100,
w = sframe.w - 200,
h = 54
}:appendElements{
{
id = "box",
type = "rectangle",
fillColor = { red = 0.5, alpha = 0.5 },
strokeColor = { white = 1.0, alpha = 0.5 }
},
{
id = "text",
type = "text",
text = "Please wait...",
textColor = { white = 1 },
textSize = 48,
textAlignment = "center",
}
}:show()
return element:elementSearch(function(msg, elements)
if #elements > 0 then
local escapeClause
escapeClause = hotkey.bind({}, "escape", nil, function()
pleaseWait["box"].fillColor = { red = 0.5, alpha = 0.5 }
pleaseWait["text"].text = "Clearing frames..."
local clearing
clearing = timer.doAfter(0.001, function()
for i,v in ipairs(markers) do v:delete() end
escapeClause:disable()
clearing:stop() -- unnecessary, but makes it an upvalue so it won't be collected if we take too long
clearing = nil
pleaseWait:delete()
end)
end)
local noFrameLabel = "~f"
for i,v in ipairs(elements) do
local cf = v.AXFrame
hs.printf("%4d. %" .. tostring(#noFrameLabel) .. "s - %s", i, (cf and "" or noFrameLabel), tostring(v.AXTitle or v.AXValueDescription or v.AXDescription or v.AXRoleDescription))
if (cf) then
table.insert(markers,
canvas.new(cf):appendElements{
{
type = "rectangle",
action = "stroke",
strokeColor = { red = 1 },
strokeWidth = 2,
}, {
type = "text",
text = tostring(i),
textSize = math.min(cf.h, cf.w) - 8,
textColor = { white = 1.0 },
textAlignment = "center",
}
}:show()
)
-- no easy way to vertically align text, so move its box instead
local mc = markers[#markers]
mc[2].frame.y = (cf.h - mc:minimumTextSize(2, tostring(i)).h) / 2
end
end
pleaseWait["box"].fillColor = { green = 0.5, alpha = 0.5 }
pleaseWait["text"].text = "Press ESC to clear."
else
hs.printf("** no elements of type %s found for %s", axtype, tostring(app))
pleaseWait:delete()
end
end, axuielement.searchCriteriaFunction{ attribute = "AXRole", value = axtype, pattern = true })
end
return module
|
NDefines.NCharacter.MAX_CHILD_BIRTH_AGE = 2000 -- Handle menopause manually with a trait, so different races have different ages
NDefines.NCharacter.FEMALE_ATTRACTION_CUTOFF = 2000
NDefines.NCharacter.MALE_ATTRACTION_CUTOFF = 2000
|
--!A cross-platform build utility based on Lua
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
--
-- Copyright (C) 2015-present, TBOOX Open Source Group.
--
-- @author ruki
-- @file table.lua
--
-- define module: table
local table = table or {}
-- import jit function
table.clear = require("table.clear")
table.new = require("table.new")
-- move values of table(a1) to table(a2)
--
-- disable the builtin implementation for android termux/arm64, it will crash when calling `table.move({1, 1}, 1, 2, 1, {})`
--
-- @see https://github.com/xmake-io/xmake/pull/667#issuecomment-575859604
--
if xmake._ARCH:startswith("arm") then
function table.move(a1, f, e, t, a2)
if a2 == nil then a2 = a1 end
assert(a1)
assert(a2)
if e >= f then
local d = t - f
if t > e or t <= f or a2 ~= a1 then
for i = f, e do a2[i + d] = a1[i] end
else
for i = e, f, -1 do a2[i + d] = a1[i] end
end
end
return a2
end
end
-- join all objects and tables
function table.join(...)
local result = {}
for _, t in ipairs({...}) do
if type(t) == "table" then
for k, v in pairs(t) do
if type(k) == "number" then table.insert(result, v)
else result[k] = v end
end
else
table.insert(result, t)
end
end
return result
end
-- join all objects and tables to self
function table.join2(self, ...)
for _, t in ipairs({...}) do
if type(t) == "table" then
for k, v in pairs(t) do
if type(k) == "number" then table.insert(self, v)
else self[k] = v end
end
else
table.insert(self, t)
end
end
return self
end
-- swap items in array
function table.swap(array, i, j)
local val = array[i]
array[i] = array[j]
array[j] = val
end
-- append all objects to array
function table.append(array, ...)
for _, value in ipairs({...}) do
table.insert(array, value)
end
return array
end
-- copy the table to self
function table.copy(copied)
local result = {}
copied = copied or {}
for k, v in pairs(table.wrap(copied)) do
result[k] = v
end
return result
end
-- copy the table to self
function table.copy2(self, copied)
-- clear self first
table.clear(self)
-- copy it
copied = copied or {}
for k, v in pairs(table.wrap(copied)) do
self[k] = v
end
end
-- inherit interfaces and create a new instance
function table.inherit(...)
local classes = {...}
local instance = {}
local metainfo = {}
for _, clasz in ipairs(classes) do
for k, v in pairs(clasz) do
if type(v) == "function" then
if k:startswith("__") then
if metainfo[k] == nil then
metainfo[k] = v
end
else
if instance[k] == nil then
instance[k] = v
else
instance["_super_" .. k] = v
end
end
end
end
end
setmetatable(instance, metainfo)
return instance
end
-- inherit interfaces from the given class
function table.inherit2(self, ...)
local classes = {...}
local metainfo = getmetatable(self) or {}
for _, clasz in ipairs(classes) do
for k, v in pairs(clasz) do
if type(v) == "function" then
if k:startswith("__") then
if metainfo[k] == nil then
metainfo[k] = v
end
else
if self[k] == nil then
self[k] = v
else
self["_super_" .. k] = v
end
end
end
end
end
return self
end
-- slice table array
function table.slice(self, first, last, step)
local sliced = {}
for i = first or 1, last or #self, step or 1 do
sliced[#sliced + 1] = self[i]
end
return sliced
end
-- is array?
function table.is_array(array)
return type(array) == "table" and array[1] ~= nil
end
-- is dictionary?
function table.is_dictionary(dict)
return type(dict) == "table" and dict[1] == nil
end
-- read data from iterator, push them to an array
-- usage: table.to_array(ipairs("a", "b")) -> {{1,"a",n=2},{2,"b",n=2}},2
-- usage: table.to_array(io.lines("file")) -> {"line 1","line 2", ... , "line n"},n
function table.to_array(iterator, state, var)
assert(iterator)
local result = {}
local count = 0
while true do
local data = table.pack(iterator(state, var))
if data[1] == nil then break end
var = data[1]
if data.n == 1 then
table.insert(result, var)
else
table.insert(result, data)
end
count = count + 1
end
return result, count
end
-- unwrap object if be only one
function table.unwrap(object)
if type(object) == "table" then
if #object == 1 then
return object[1]
end
end
return object
end
-- wrap object to table
function table.wrap(object)
-- no object?
if nil == object then
return {}
end
-- wrap it if not table
if type(object) ~= "table" then
return {object}
end
-- ok
return object
end
-- remove repeat from the given array
function table.unique(array, barrier)
if table.is_array(array) then
if table.getn(array) ~= 1 then
local exists = {}
local unique = {}
for _, v in ipairs(array) do
-- exists barrier? clear the current existed items
if barrier and barrier(v) then
exists = {}
end
-- add unique item
if not exists[v] then
-- v will not be nil
exists[v] = true
table.insert(unique, v)
end
end
array = unique
end
end
return array
end
-- pack arguments into a table
-- polyfill of lua 5.2, @see https://www.lua.org/manual/5.2/manual.html#pdf-table.pack
function table.pack(...)
return { n = select("#", ...), ... }
end
-- unpack table values
-- polyfill of lua 5.2, @see https://www.lua.org/manual/5.2/manual.html#pdf-table.unpack
table.unpack = unpack
-- get keys of a table
function table.keys(tab)
assert(tab)
local keyset = {}
local n = 0
for k, _ in pairs(tab) do
n = n + 1
keyset[n] = k
end
return keyset, n
end
-- get order keys of a table
function table.orderkeys(tab)
local keys = table.keys(tab)
table.sort(keys)
return keys
end
-- get values of a table
function table.values(tab)
assert(tab)
local valueset = {}
local n = 0
for _, v in pairs(tab) do
n = n + 1
valueset[n] = v
end
return valueset, n
end
-- map values to a new table
function table.map(tab, mapper)
assert(tab)
assert(mapper)
local newtab = {}
for k, v in pairs(tab) do
newtab[k] = mapper(k, v)
end
return newtab
end
-- map values to a new array
function table.imap(arr, mapper)
assert(arr)
assert(mapper)
local newarr = {}
for k, v in ipairs(arr) do
table.insert(newarr, mapper(k, v))
end
return newarr
end
-- reverse table values
function table.reverse(arr)
assert(arr)
local revarr = {}
local l = #arr
for i = 1, l do
revarr[i] = arr[l - i + 1]
end
return revarr
end
-- return module: table
return table
|
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
ENT.BogeyDistance = 650 -- Needed for gm trainspawner
--------------------------------------------------------------------------------
function ENT:Initialize()
-- Defined train information
self.SubwayTrain = {
Type = "81",
Name = "81-717",
}
-- Set model and initialize
self.TrainModel = 1
self:SetModel("models/metrostroi/81/81-717a.mdl")
self.BaseClass.Initialize(self)
self:SetPos(self:GetPos() + Vector(0,0,140))
-- Create seat entities
self.DriverSeat = self:CreateSeat("driver",Vector(410,0,-23+2.5))
self.InstructorsSeat = self:CreateSeat("instructor",Vector(420,50,-28+3),Angle(0,270,0))
self.ExtraSeat1 = self:CreateSeat("instructor",Vector(410,-40,-28+1))
self.ExtraSeat2 = self:CreateSeat("instructor",Vector(415,-50,-43),Angle(0,180,0),"models/vehicles/prisoner_pod_inner.mdl")
self.ExtraSeat3 = self:CreateSeat("instructor",Vector(392,50,-43),Angle(0,-40+90,0),"models/vehicles/prisoner_pod_inner.mdl")
-- Hide seats
self.DriverSeat:SetColor(Color(0,0,0,0))
self.DriverSeat:SetRenderMode(RENDERMODE_TRANSALPHA)
self.ExtraSeat1:SetColor(Color(0,0,0,0))
self.ExtraSeat1:SetRenderMode(RENDERMODE_TRANSALPHA)
self.ExtraSeat2:SetColor(Color(0,0,0,0))
self.ExtraSeat2:SetRenderMode(RENDERMODE_TRANSALPHA)
self.ExtraSeat3:SetColor(Color(0,0,0,0))
self.ExtraSeat3:SetRenderMode(RENDERMODE_TRANSALPHA)
-- Create bogeys
self.FrontBogey = self:CreateBogey(Vector( 325-20,0,-80),Angle(0,180,0),true)
self.RearBogey = self:CreateBogey(Vector(-325-10,0,-80),Angle(0,0,0),false)
-- Initialize key mapping
self.KeyMap = {
[KEY_1] = "KVSetX1",
[KEY_2] = "KVSetX2",
[KEY_3] = "KVSetX3",
[KEY_4] = "KVSet0",
[KEY_5] = "KVSetT1",
[KEY_6] = "KVSetT1A",
[KEY_7] = "KVSetT2",
[KEY_8] = "KRP",
[KEY_EQUAL] = "R_Program1Set",
[KEY_MINUS] = "R_Program2Set",
[KEY_G] = "VozvratRPSet",
[KEY_0] = "KVReverserUp",
[KEY_9] = "KVReverserDown",
[KEY_W] = "KVUp",
[KEY_S] = "KVDown",
[KEY_F] = "PneumaticBrakeUp",
[KEY_R] = "PneumaticBrakeDown",
[KEY_A] = "KDL",
[KEY_D] = "KDP",
[KEY_V] = "VUD1Set",
[KEY_L] = "HornEngage",
[KEY_N] = "VZ1Set",
[KEY_SPACE] = "PBSet",
[KEY_BACKSPACE] = "EmergencyBrake",
[KEY_LSHIFT] = {
[KEY_W] = "KVUp_Unlocked",
[KEY_A] = "DURASelectAlternate",
[KEY_D] = "DURASelectMain",
[KEY_V] = "DURAToggleChannel",
[KEY_1] = "DIPonSet",
[KEY_2] = "DIPoffSet",
[KEY_L] = "DriverValveDisconnectToggle",
[KEY_7] = "KVWrenchNone",
[KEY_8] = "KVWrenchKRU",
[KEY_9] = "KVWrenchKV",
[KEY_0] = "KVWrench0",
},
[KEY_RSHIFT] = {
[KEY_7] = "KVWrenchNone",
[KEY_8] = "KVWrenchKRU",
[KEY_9] = "KVWrenchKV",
[KEY_0] = "KVWrench0",
},
}
self.InteractionZones = {
{ Pos = Vector(458,-30,-55),
Radius = 16,
ID = "FrontBrakeLineIsolationToggle" },
{ Pos = Vector(458, 30,-55),
Radius = 16,
ID = "FrontTrainLineIsolationToggle" },
{ Pos = Vector(-482,30,-55),
Radius = 16,
ID = "RearBrakeLineIsolationToggle" },
{ Pos = Vector(-482, -30,-55),
Radius = 16,
ID = "RearTrainLineIsolationToggle" },
{ Pos = Vector(154,62.5,-65),
Radius = 16,
ID = "GVToggle" },
{ Pos = Vector(398.0,-56.0+1.5,25.0),
Radius = 20,
ID = "VBToggle" },
{ Pos = Vector(-180,68.5,-50),
Radius = 20,
ID = "AirDistributorDisconnectToggle" },
}
-- Lights
local vX = Angle(0,-90-0.2,56.3):Forward() -- For ARS panel
local vY = Angle(0,-90-0.2,56.3):Right()
self.Lights = {
-- Headlight glow
[1] = { "headlight", Vector(465,0,-20), Angle(0,0,0), Color(216,161,92), fov = 100 },
-- Head (type 1)
[2] = { "glow", Vector(460, 51,-23), Angle(0,0,0), Color(255,220,180), brightness = 1, scale = 1.0 },
[3] = { "glow", Vector(460,-51,-23), Angle(0,0,0), Color(255,220,180), brightness = 1, scale = 1.0 },
[4] = { "glow", Vector(460, 6, 55), Angle(0,0,0), Color(255,220,180), brightness = 1, scale = 1.0 },
[5] = { "glow", Vector(460,-4, 55), Angle(0,0,0), Color(255,220,180), brightness = 1, scale = 1.0 },
[6] = { "glow", Vector(460, 40, -23), Angle(0,0,0),Color(255,220,180), brightness = 1, scale = 1.0 },
[7] = { "glow", Vector(460,-40, -23), Angle(0,0,0),Color(255,220,180), brightness = 1, scale = 1.0 },
-- Head (type 2)
[92] = { "glow", Vector(460, 51,-23), Angle(0,0,0), Color(255,220,180), brightness = 1, scale = 1.0 },
[93] = { "glow", Vector(460,-51,-23), Angle(0,0,0), Color(255,220,180), brightness = 1, scale = 1.0 },
[94] = { "glow", Vector(460,-18,-23), Angle(0,0,0), Color(255,220,180), brightness = 1, scale = 1.0 },
[95] = { "glow", Vector(460,-7, -23), Angle(0,0,0), Color(255,220,180), brightness = 1, scale = 1.0 },
[96] = { "glow", Vector(460, 7, -23), Angle(0,0,0), Color(255,220,180), brightness = 1, scale = 1.0 },
[97] = { "glow", Vector(460, 18,-23), Angle(0,0,0), Color(255,220,180), brightness = 1, scale = 1.0 },
-- Reverse
[8] = { "light", Vector(458,-45, 55), Angle(0,0,0), Color(255,0,0), brightness = 10, scale = 1.0 },
[9] = { "light", Vector(458, 45, 55), Angle(0,0,0), Color(255,0,0), brightness = 10, scale = 1.0 },
-- Cabin
[10] = { "dynamiclight", Vector( 420, 0, 35), Angle(0,0,0), Color(255,255,255), brightness = 0.1, distance = 550 },
-- Interior
[11] = { "dynamiclight", Vector( 250, 0, 5), Angle(0,0,0), Color(255,255,255), brightness = 3, distance = 400 },
[12] = { "dynamiclight", Vector( 0, 0, 5), Angle(0,0,0), Color(255,255,255), brightness = 3, distance = 400 },
[13] = { "dynamiclight", Vector(-350, 0, 5), Angle(0,0,0), Color(255,255,255), brightness = 3, distance = 400 },
-- Side lights
[14] = { "light", Vector(-50, 68, 53.7), Angle(0,0,0), Color(255,0,0), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" },
[15] = { "light", Vector(6, 68, 53.7), Angle(0,0,0), Color(150,255,255), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" },
[16] = { "light", Vector(3, 68, 53.7), Angle(0,0,0), Color(50,255,0), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" },
[17] = { "light", Vector(-0, 68, 53.7), Angle(0,0,0), Color(255,255,0), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" },
[18] = { "light", Vector(-50, -69, 53.7), Angle(0,0,0), Color(255,0,0), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" },
[19] = { "light", Vector(6, -69, 53.7), Angle(0,0,0), Color(150,255,255), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" },
[20] = { "light", Vector(3, -69, 53.7), Angle(0,0,0), Color(50,255,0), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" },
[21] = { "light", Vector(-0, -69, 53.7), Angle(0,0,0), Color(255,255,0), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" },
-- Green RP
[22] = { "light", Vector(439.8,12.5+1.5-9.6,-6.1), Angle(0,0,0), Color(0,255,0), brightness = 1.0, scale = 0.020 },
-- AVU
[23] = { "light", Vector(441.6,12.5+1.5-20.3,-4.15), Angle(0,0,0), Color(255,40,0), brightness = 1.0, scale = 0.020 },
-- LKVP
[24] = { "light", Vector(441.6,12.5+1.5-23.0,-4.15), Angle(0,0,0), Color(255,160,0), brightness = 1.0, scale = 0.020 },
-- Pneumatic brake
[25] = { "light", Vector(438.7,-26.1,-5.35), Angle(0,0,0), Color(255,160,0), brightness = 1.0, scale = 0.020 },
-- Cabin heating
[26] = { "light", Vector(438.7,-21.1,-5.35), Angle(0,0,0), Color(255,160,0), brightness = 1.0, scale = 0.020 },
-- Door left open (#1)
[27] = { "light", Vector(437.8,4.4,-8.0), Angle(0,0,0), Color(255,160,0), brightness = 1.0, scale = 0.024 },
-- Door left open (#2)
[28] = { "light", Vector(437.8,10.8,-8.0), Angle(0,0,0), Color(255,160,0), brightness = 1.0, scale = 0.024 },
-- Door right open
[29] = { "light", Vector(438.7,-23.3,-5.35), Angle(0,0,0), Color(255,160,0), brightness = 1.0, scale = 0.024 },
-- Cabin texture light
[30] = { "headlight", Vector(390.0,16,45), Angle(60,-50,0), Color(176,161,132), farz = 128, nearz = 1, shadows = 0, brightness = 0.20, fov = 140 },
-- Manometers
[31] = { "headlight", Vector(450.00,5,3.0), Angle(0,-90,0), Color(216,161,92), farz = 32, nearz = 1, shadows = 0, brightness = 0.4, fov = 30 },
-- Voltmeter
[32] = { "headlight", Vector(449.00,10,7.0), Angle(28,90,0), Color(216,161,92), farz = 16, nearz = 1, shadows = 0, brightness = 0.4, fov = 40 },
-- Ampermeter
[33] = { "headlight", Vector(445.0,-35,9.0), Angle(-90,0,0), Color(216,161,92), farz = 10, nearz = 1, shadows = 0, brightness = 4.0, fov = 60 },
-- Voltmeter
[34] = { "headlight", Vector(445.0,-35,13.0), Angle(-90,0,0), Color(216,161,92), farz = 10, nearz = 1, shadows = 0, brightness = 4.0, fov = 60 },
-- Custom D
[35] = { "light", Vector(443.2,25.0-1.8*0,1.15), Angle(0,0,0), Color(255,0,0), brightness = 1.0, scale = 0.020 },
-- Custom E
[36] = { "light", Vector(443.2,25.0-1.8*1,1.15), Angle(0,0,0), Color(255,255,255), brightness = 1.0, scale = 0.020 },
-- Custom F
[37] = { "light", Vector(443.2,25.0-1.8*2,1.15), Angle(0,0,0), Color(255,160,0), brightness = 1.0, scale = 0.020 },
-- Custom G
[38] = { "light", Vector(443.2,25.0-1.8*3,1.15), Angle(0,0,0), Color(100,255,0), brightness = 1.0, scale = 0.020 },
-- LSP
[39] = { "light", Vector(444.55,11.3-23.0,-1.45), Angle(0,0,0), Color(255,0,0), brightness = 1.0, scale = 0.020 },
-- ARS panel lights
[40] = { "light", Vector(448.26,11.0,7.84)+vY*5.15+vX*3.14, Angle(0,0,0), Color(160,255,0), brightness = 1.0, scale = 0.008 },
[41] = { "light", Vector(448.26,11.0,7.84)+vY*5.15+vX*4.28, Angle(0,0,0), Color(160,255,0), brightness = 1.0, scale = 0.008 },
[42] = { "light", Vector(448.26,11.0,7.84)+vY*5.18+vX*5.49, Angle(0,0,0), Color(255,190,0), brightness = 1.0, scale = 0.008 },
[43] = { "light", Vector(448.26,11.0,7.84)+vY*5.22+vX*7.74, Angle(0,0,0), Color(255,30, 0), brightness = 1.0, scale = 0.008 },
[44] = { "light", Vector(448.26,11.0,7.84)+vY*5.23+vX*11.07, Angle(0,0,0), Color(255,30, 0), brightness = 1.0, scale = 0.008 },
[45] = { "light", Vector(448.26,11.0,7.84)+vY*2.63+vX*(5.52+1.10*0), Angle(0,0,0), Color(255,30, 0), brightness = 1.0, scale = 0.008 },
[46] = { "light", Vector(448.26,11.0,7.84)+vY*2.63+vX*(5.52+1.10*1), Angle(0,0,0), Color(255,30, 0), brightness = 1.0, scale = 0.008 },
[47] = { "light", Vector(448.26,11.0,7.84)+vY*2.63+vX*(5.52+1.10*2), Angle(0,0,0), Color(255,190,0), brightness = 1.0, scale = 0.008 },
[48] = { "light", Vector(448.26,11.0,7.84)+vY*2.63+vX*(5.52+1.10*3), Angle(0,0,0), Color(160,255,0), brightness = 1.0, scale = 0.008 },
[49] = { "light", Vector(448.26,11.0,7.84)+vY*2.63+vX*(5.52+1.10*4), Angle(0,0,0), Color(160,255,0), brightness = 1.0, scale = 0.008 },
[50] = { "light", Vector(448.26,11.0,7.84)+vY*2.63+vX*(5.52+1.10*5), Angle(0,0,0), Color(160,255,0), brightness = 1.0, scale = 0.008 },
[51] = { "light", Vector(448.26,11.0,7.84)+vY*(1.37+1.29*0)+vX*12.70, Angle(0,0,0), Color(160,255,0), brightness = 1.0, scale = 0.008 },
[52] = { "light", Vector(448.26,11.0,7.84)+vY*(1.37+1.29*1)+vX*12.71, Angle(0,0,0), Color(160,255,0), brightness = 1.0, scale = 0.008 },
[53] = { "light", Vector(448.26,11.0,7.84)+vY*(1.37+1.29*2)+vX*12.72, Angle(0,0,0), Color(255,30, 0), brightness = 1.0, scale = 0.008 },
[54] = { "light", Vector(448.26,11.0,7.84)+vY*(1.37+1.29*3)+vX*12.73, Angle(0,0,0), Color(160,255,0), brightness = 1.0, scale = 0.008 },
[55] = { "light", Vector(448.26,11.0,7.84)+vY*(1.37+1.29*0)+vX*16.05, Angle(0,0,0), Color(255,30, 0), brightness = 1.0, scale = 0.008 },
[56] = { "light", Vector(448.26,11.0,7.84)+vY*(1.37+1.29*1)+vX*16.06, Angle(0,0,0), Color(160,255,0), brightness = 1.0, scale = 0.008 },
[57] = { "light", Vector(448.26,11.0,7.84)+vY*(1.37+1.29*2)+vX*16.07, Angle(0,0,0), Color(160,255,0), brightness = 1.0, scale = 0.008 },
[58] = { "light", Vector(448.26,11.0,7.84)+vY*(1.37+1.29*3)+vX*16.08, Angle(0,0,0), Color(160,255,0), brightness = 1.0, scale = 0.008 },
-- Interior lights
[60+0] = { "headlight", Vector(290-130*0,0,70), Angle(90,0,0), Color(255,255,255), farz = 150, nearz = 1, shadows = 0, brightness = 0.1, fov = 160 },
[60+1] = { "headlight", Vector(290-130*1,0,70), Angle(90,0,0), Color(255,255,255), farz = 150, nearz = 1, shadows = 0, brightness = 0.1, fov = 160 },
[60+2] = { "headlight", Vector(290-130*2,0,70), Angle(90,0,0), Color(255,255,255), farz = 150, nearz = 1, shadows = 0, brightness = 0.1, fov = 160 },
[60+3] = { "headlight", Vector(290-130*3,0,70), Angle(90,0,0), Color(255,255,255), farz = 150, nearz = 1, shadows = 0, brightness = 0.1, fov = 160 },
[60+4] = { "headlight", Vector(290-130*4,0,70), Angle(90,0,0), Color(255,255,255), farz = 150, nearz = 1, shadows = 0, brightness = 0.1, fov = 160 },
[60+5] = { "headlight", Vector(290-130*5,0,70), Angle(90,0,0), Color(255,255,255), farz = 150, nearz = 1, shadows = 0, brightness = 0.1, fov = 160 },
[60+6] = { "headlight", Vector(270-230*0,0,20), Angle(-90,0,0), Color(255,255,255), farz = 120, nearz = 1, shadows = 0, brightness = 0.1, fov = 170 },
[60+7] = { "headlight", Vector(270-230*1,0,20), Angle(-90,0,0), Color(255,255,255), farz = 120, nearz = 1, shadows = 0, brightness = 0.1, fov = 170 },
[60+8] = { "headlight", Vector(270-230*2,0,20), Angle(-90,0,0), Color(255,255,255), farz = 120, nearz = 1, shadows = 0, brightness = 0.1, fov = 170 },
[60+9] = { "headlight", Vector(270-230*3,0,20), Angle(-90,0,0), Color(255,255,255), farz = 120, nearz = 1, shadows = 0, brightness = 0.1, fov = 170 },
}
-- Cross connections in train wires
self.TrainWireCrossConnections = {
[5] = 4, -- Reverser F<->B
[31] = 32, -- Doors L<->R
}
-- Setup door positions
self.LeftDoorPositions = {}
self.RightDoorPositions = {}
for i=0,3 do
table.insert(self.LeftDoorPositions,Vector(353.0 - 35*0.5 - 231*i,65,-1.8))
table.insert(self.RightDoorPositions,Vector(353.0 - 35*0.5 - 231*i,-65,-1.8))
end
-- KV wrench mode
self.KVWrenchMode = 0
-- BPSN type
self.BPSNType = 2+math.floor(Metrostroi.PeriodRandomNumber()*5+0.5)
self:SetNWInt("BPSNType",self.BPSNType)
-- ARS type
self.ARSType = 1
self:SetNWInt("ARSType",1)
end
--------------------------------------------------------------------------------
function ENT:Think()
self.RetVal = self.BaseClass.Think(self)
-- Check if wrench was pulled out
if self.DriversWrenchPresent then
self.KV:TriggerInput("Enabled",self:IsWrenchPresent() and 1 or 0)
end
-- Set wrench sounds
if not self.DriversWrenchSoundsInit then
self.KV:TriggerInput("Type",2)
self.DriversWrenchSoundsInit = true
end
-- Headlights
local brightness = (math.min(1,self.Panel["HeadLights1"])*0.50 +
math.min(1,self.Panel["HeadLights2"])*0.25 +
math.min(1,self.Panel["HeadLights3"])*0.25)
self:SetLightPower(1, (self.Panel["HeadLights3"] > 0.5) and (self.L_4.Value > 0.5),brightness)
if self.TrainModel == 2 then
self:SetLightPower(2, (self.Panel["HeadLights1"] > 0.5) and (self.L_4.Value > 0.5))
self:SetLightPower(3, (self.Panel["HeadLights2"] > 0.5) and (self.L_4.Value > 0.5))
self:SetLightPower(4, (self.Panel["HeadLights1"] > 0.5) and (self.L_4.Value > 0.5))
self:SetLightPower(5, (self.Panel["HeadLights2"] > 0.5) and (self.L_4.Value > 0.5))
self:SetLightPower(6, (self.Panel["HeadLights2"] > 0.5) and (self.L_4.Value > 0.5))
self:SetLightPower(7, (self.Panel["HeadLights1"] > 0.5) and (self.L_4.Value > 0.5))
self:SetLightPower(92, false)
self:SetLightPower(93, false)
self:SetLightPower(94, false)
self:SetLightPower(95, false)
self:SetLightPower(96, false)
self:SetLightPower(97, false)
else
self:SetLightPower(92, (self.Panel["HeadLights1"] > 0.5) and (self.L_4.Value > 0.5))
self:SetLightPower(93, (self.Panel["HeadLights2"] > 0.5) and (self.L_4.Value > 0.5))
self:SetLightPower(94, (self.Panel["HeadLights2"] > 0.5) and (self.L_4.Value > 0.5))
self:SetLightPower(95, (self.Panel["HeadLights1"] > 0.5) and (self.L_4.Value > 0.5))
self:SetLightPower(96, (self.Panel["HeadLights2"] > 0.5) and (self.L_4.Value > 0.5))
self:SetLightPower(97, (self.Panel["HeadLights1"] > 0.5) and (self.L_4.Value > 0.5))
self:SetLightPower(2, false)
self:SetLightPower(3, false)
self:SetLightPower(4, false)
self:SetLightPower(5, false)
self:SetLightPower(6, false)
self:SetLightPower(7, false)
end
-- Reverser lights
self:SetLightPower(8, self.Panel["RedLightRight"] > 0.5)
self:SetLightPower(9, self.Panel["RedLightLeft"] > 0.5)
-- Interior/cabin lights
self:SetLightPower(10, (self.Panel["CabinLight"] > 0.5) and (self.L_2.Value > 0.5))
self:SetLightPower(30, (self.Panel["CabinLight"] > 0.5), 0.03 + 0.97*self.L_2.Value)
local lightsActive1 = (self.PowerSupply.XT3_4 > 65.0) and
((self:ReadTrainWire(33) > 0) or (self:ReadTrainWire(34) > 0))
local lightsActive2 = (self.PowerSupply.XT3_4 > 65.0) and
(self:ReadTrainWire(33) > 0)
self:SetLightPower(11, lightsActive1, 0.2*self:ReadTrainWire(34) + 0.8*self:ReadTrainWire(33))
self:SetLightPower(12, lightsActive2, 0.2*self:ReadTrainWire(34) + 0.8*self:ReadTrainWire(33))
self:SetLightPower(13, lightsActive1, 0.2*self:ReadTrainWire(34) + 0.8*self:ReadTrainWire(33))
--[[self:SetLightPower(12, (self.Panel["EmergencyLight"] > 0.5) and ((self.L_1.Value > 0.5) or (self.L_5.Value > 0.5)),
0.5*self.L_5.Value + ((self.PowerSupply.XT3_4 > 65.0) and 0.5 or 0))]]
--[[for i=60,69 do
self:SetLightPower(i,
(self.Panel["EmergencyLight"] > 0.5) and ((self.L_1.Value > 0.5) or (self.L_5.Value > 0.5)),
0.1*self.L_5.Value + ((self.PowerSupply.XT3_4 > 65.0) and 1 or 0))
end]]--
--self:SetLightPower(12, self.Panel["EmergencyLight"] > 0.5)
--self:SetLightPower(13, self.PowerSupply.XT3_4 > 65.0)
self:SetLightPower(31, (self.Panel["CabinLight"] > 0.5) and (self.L_3.Value > 0.5))
self:SetLightPower(32, (self.Panel["CabinLight"] > 0.5) and (self.L_3.Value > 0.5))
self:SetLightPower(33, (self.Panel["CabinLight"] > 0.5) and (self.L_3.Value > 0.5))
self:SetLightPower(34, (self.Panel["CabinLight"] > 0.5) and (self.L_3.Value > 0.5))
-- Door button lights
self:SetLightPower(27, (self.Panel["HeadLights2"] > 0.5) and (self.DoorSelect.Value == 0))
self:SetLightPower(28, (self.Panel["HeadLights2"] > 0.5) and (self.DoorSelect.Value == 0))
self:SetLightPower(29, (self.Panel["HeadLights2"] > 0.5) and (self.DoorSelect.Value == 1))
-- Side lights
self:SetLightPower(15, self.Panel["TrainDoors"] > 0.5)
self:SetLightPower(19, self.Panel["TrainDoors"] > 0.5)
self:SetLightPower(16, self.Panel["GreenRP"] > 0.5)
self:SetLightPower(20, self.Panel["GreenRP"] > 0.5)
self:SetLightPower(17, self.Panel["TrainBrakes"] > 0.5)
self:SetLightPower(21, self.Panel["TrainBrakes"] > 0.5)
self:SetLightPower(25, self.Panel["TrainBrakes"] > 0.5)
-- Switch and button states
self:SetPackedBool(0,self:IsWrenchPresent())
self:SetPackedBool(1,self.VUS.Value == 1.0)
self:SetPackedBool(2,self.VozvratRP.Value == 1.0)
self:SetPackedBool(3,self.DIPon.Value == 1.0)
self:SetPackedBool(4,self.DIPoff.Value == 1.0)
self:SetPackedBool(5,self.GV.Value == 1.0)
self:SetPackedBool(6,self.DriverValveDisconnect.Value == 1.0)
self:SetPackedBool(7,self.VB.Value == 1.0)
self:SetPackedBool(8,self.RezMK.Value == 1.0)
self:SetPackedBool(9,self.VMK.Value == 1.0)
self:SetPackedBool(10,self.VAH.Value == 1.0)
self:SetPackedBool(11,self.VAD.Value == 1.0)
self:SetPackedBool(12,self.VUD1.Value == 1.0)
self:SetPackedBool(13,self.VUD2.Value == 1.0)
self:SetPackedBool(14,self.VDL.Value == 1.0)
self:SetPackedBool(15,self.KDL.Value == 1.0)
self:SetPackedBool(16,self.KDP.Value == 1.0)
self:SetPackedBool(17,self.KRZD.Value == 1.0)
self:SetPackedBool(18,self.KSN.Value == 1.0)
self:SetPackedBool(19,self.OtklAVU.Value == 1.0)
self:SetPackedBool(20,self.Pneumatic.Compressor == 1.0)
self:SetPackedBool(21,self.Pneumatic.LeftDoorState[1] > 0.5)
self:SetPackedBool(22,self.Pneumatic.ValveType == 2)
--23
self:SetPackedBool(24,self.DURA.Power ~= 0)
self:SetPackedBool(25,self.Pneumatic.RightDoorState[1] > 0.5)
self:SetPackedBool(27,self.KVWrenchMode == 2)
self:SetPackedBool(28,self.KVT.Value == 1.0)
self:SetPackedBool(29,self.DURA.SelectAlternate == false)
self:SetPackedBool(30,self.DURA.SelectAlternate == true)
self:SetPackedBool(31,self.DURA.Channel == 2)
self:SetPackedBool(56,self.ARS.Value == 1.0)
self:SetPackedBool(57,self.ALS.Value == 1.0)
self:SetPackedBool(58,(self.Panel["CabinLight"] > 0.5) and (self.L_2.Value > 0.5))
self:SetPackedBool(59,self.BPSNon.Value == 1.0)
self:SetPackedBool(60,self.L_1.Value == 1.0)
self:SetPackedBool(61,self.L_2.Value == 1.0)
self:SetPackedBool(62,self.L_3.Value == 1.0)
self:SetPackedBool(63,self.L_4.Value == 1.0)
self:SetPackedBool(53,self.L_5.Value == 1.0)
self:SetPackedBool(55,self.DoorSelect.Value == 1.0)
self:SetPackedBool(112,(self.RheostatController.Velocity ~= 0.0))
self:SetPackedBool(113,self.KRP.Value == 1.0)
self:SetPackedBool(114,self.Custom1.Value == 1.0)
self:SetPackedBool(115,self.Custom2.Value == 1.0)
self:SetPackedBool(116,self.Custom3.Value == 1.0)
self:SetPackedBool(117,self.Custom4.Value == 1.0)
self:SetPackedBool(118,self.Custom5.Value == 1.0)
self:SetPackedBool(119,self.Custom6.Value == 1.0)
self:SetPackedBool(120,self.Custom7.Value == 1.0)
self:SetPackedBool(121,self.Custom8.Value == 1.0)
self:SetPackedBool(122,self.CustomA.Value == 1.0)
self:SetPackedBool(123,self.CustomB.Value == 1.0)
self:SetPackedBool(124,self.CustomC.Value == 1.0)
self:SetLightPower(35,self.CustomD.Value == 1.0)
self:SetLightPower(36,self.CustomE.Value == 1.0)
self:SetLightPower(37,self.CustomF.Value == 1.0)
self:SetLightPower(38,self.CustomG.Value == 1.0)
self:SetPackedBool(125,self.R_G.Value == 1.0)
self:SetPackedBool(126,self.R_Radio.Value == 1.0)
self:SetPackedBool(127,self.R_ZS.Value == 1.0)
self:SetPackedBool(128,self.R_Program1.Value == 1.0)
self:SetPackedBool(129,self.R_Program2.Value == 1.0)
self:SetPackedBool(130,self.RC1.Value == 1.0)
self:SetPackedBool(132,self:ReadTrainWire(48) ~= -1)
self:SetPackedBool(134,self.UOS.Value == 1.0)
self:SetPackedBool(135,self.BPS.Value == 1.0)
self:SetPackedBool(150,self.ARS13.Value == 1.0)
self:SetPackedBool(151,self.Radio13.Value == 1.0)
-- Signal if doors are open or no to platform simulation
self.LeftDoorsOpen =
(self.Pneumatic.LeftDoorState[1] > 0.5) or
(self.Pneumatic.LeftDoorState[2] > 0.5) or
(self.Pneumatic.LeftDoorState[3] > 0.5) or
(self.Pneumatic.LeftDoorState[4] > 0.5)
self.RightDoorsOpen =
(self.Pneumatic.RightDoorState[1] > 0.5) or
(self.Pneumatic.RightDoorState[2] > 0.5) or
(self.Pneumatic.RightDoorState[3] > 0.5) or
(self.Pneumatic.RightDoorState[4] > 0.5)
-- DIP/power
self:SetPackedBool(32,self.Panel["V1"] > 0.5)
-- LxRK
self:SetPackedBool(33,self:ReadTrainWire(2) > 0.5)--self.RheostatController.MotorCoilState ~= 0.0)
-- NR1
self:SetPackedBool(34,(self.NR.Value == 1.0) or (self.RPU.Value == 1.0))
-- Red RP
self.RTW18 = self:GetTrainWire18Resistance()
if (self.KV.ControllerPosition == 0) or (self.Panel["V1"] < 0.5) then self.RTW18 = 1e9 end
self:SetPackedBool(35,self.RTW18 < 0.40)
self:SetPackedBool(131,self.RTW18 < 100)
-- Green RP
self:SetPackedBool(36,self.Panel["GreenRP"] > 0.5)
self:SetLightPower(22,self.Panel["GreenRP"] > 0.5)
-- Cabin heating
self:SetPackedBool(37,self.Panel["KUP"] > 0.5)
self:SetLightPower(26,self.Panel["KUP"] > 0.5)
-- AVU
self:SetPackedBool(38,self.Panel["AVU"] > 0.5)
self:SetLightPower(23,self.Panel["AVU"] > 0.5)
-- Ring
self:SetPackedBool(39,self.Panel["Ring"] > 0.5)
-- SD
self:SetPackedBool(40,self.Panel["SD"] > 0.5)
-- OCh
self:SetPackedBool(41,self.ALS_ARS.NoFreq)
-- 0
self:SetPackedBool(42,self.ALS_ARS.Signal0)
-- 40
self:SetPackedBool(43,self.ALS_ARS.Signal40)
-- 60
self:SetPackedBool(44,self.ALS_ARS.Signal60)
-- 75
self:SetPackedBool(45,self.ALS_ARS.Signal70)
-- 80
self:SetPackedBool(46,self.ALS_ARS.Signal80)
-- KT
self:SetPackedBool(47,self.ALS_ARS.LKT)
-- KVD
self:SetPackedBool(48,self:ReadTrainWire(21) > 0.5)--self.ALS_ARS.LVD)
-- LST
self:SetPackedBool(49,self:ReadTrainWire(6) > 0.5)
-- LVD
self:SetPackedBool(50,self:ReadTrainWire(1) > 0.5)
-- LKVC
self:SetPackedBool(51,self.KVC.Value < 0.5)
-- BPSN
self:SetLightPower(24,(self.PowerSupply.XT3_1 > 0) and (self.Panel["V1"] > 0.5))
self:SetPackedBool(52,self.PowerSupply.XT3_1 > 0)
-- LRS
self:SetPackedBool(54,(self.Panel["V1"] > 0.5) and
(self.ALS.Value > 0.5) and
(self.ALS_ARS.NextLimit >= self.ALS_ARS.SpeedLimit))
-- AV states
for i,v in ipairs(self.Panel.AVMap) do
if tonumber(v)
then self:SetPackedBool(64+(i-1),self["A"..v].Value == 1.0)
else self:SetPackedBool(64+(i-1),self[v].Value == 1.0)
end
end
-- Non-standard ARS logic
self:SetBodygroup(2,(self.ARSType or 1)-1)
if self.ARSType == 2 then
-- LSD
self:SetLightPower(40,self:GetPackedBool(40) and self:GetPackedBool(32))
self:SetLightPower(41,self:GetPackedBool(40) and self:GetPackedBool(32))
-- LHRK
self:SetLightPower(42,self:GetPackedBool(33) and self:GetPackedBool(32))
-- RP LSN
self:SetLightPower(43,self:GetPackedBool(35) and self:GetPackedBool(32))
self:SetLightPower(44,self:GetPackedBool(131) and self:GetPackedBool(32))
--self:SetLightPower(43,(self:GetPackedBool(35) or self:GetPackedBool(131)) and self:GetPackedBool(32),self:GetPackedBool(35) and 1 or 0.35)
--self:SetLightPower(44,self:GetPackedBool(131) and self:GetPackedBool(32))
-- Och
self:SetLightPower(45,self:GetPackedBool(41) and self:GetPackedBool(32))
-- 0
self:SetLightPower(46,self:GetPackedBool(42) and self:GetPackedBool(32))
-- 40
self:SetLightPower(47,self:GetPackedBool(43) and self:GetPackedBool(32))
-- 60
self:SetLightPower(48,self:GetPackedBool(44) and self:GetPackedBool(32))
-- 70
self:SetLightPower(49,self:GetPackedBool(45) and self:GetPackedBool(32))
-- 80
self:SetLightPower(50,self:GetPackedBool(46) and self:GetPackedBool(32))
-- LEKK
self:SetLightPower(51,false)
-- LN
self:SetLightPower(52,false)
-- LKVD
self:SetLightPower(53,self:GetPackedBool(48) and self:GetPackedBool(32))
-- LKT
self:SetLightPower(54,self:GetPackedBool(47) and self:GetPackedBool(32))
-- LKVC
self:SetLightPower(55,self:GetPackedBool(51) and self:GetPackedBool(32))
-- LRS
self:SetLightPower(56,self:GetPackedBool(54) and self:GetPackedBool(32))
-- LVD
self:SetLightPower(57,self:GetPackedBool(50) and self:GetPackedBool(32))
-- LST
self:SetLightPower(58,self:GetPackedBool(49) and self:GetPackedBool(32))
else
for i=40,58 do
self:SetLightPower(i,false)
end
end
-- Total temperature
local IGLA_Temperature = math.max(self.Electric.T1,self.Electric.T2)
-- Feed packed floats
self:SetPackedRatio(0, 1-self.Pneumatic.DriverValvePosition/7)
self:SetPackedRatio(1, (self.KV.ControllerPosition+3)/7)
if self.KVWrenchMode == 2 then
self:SetPackedRatio(2, self.KRU.Position)
else
self:SetPackedRatio(2, 1-(self.KV.ReverserPosition+1)/2)
end
if self.Pneumatic.ValveType == 1 then
self:SetPackedRatio(4, self.Pneumatic.ReservoirPressure/16.0)
else
self:SetPackedRatio(4, self.Pneumatic.BrakeLinePressure/16.0)
end
self:SetPackedRatio(5, self.Pneumatic.TrainLinePressure/16.0)
self:SetPackedRatio(6, math.min(2.7,self.Pneumatic.BrakeCylinderPressure)/6.0)
self:SetPackedRatio(7, self.Electric.Power750V/1000.0)
self:SetPackedRatio(8, 0.5 + 0.5*(self.Electric.I24/500.0))
if self.Pneumatic.TrainLineOpen then
self:SetPackedRatio(9, (self.Pneumatic.TrainLinePressure_dPdT or 0)*6)
else
self:SetPackedRatio(9, self.Pneumatic.BrakeLinePressure_dPdT or 0)
end
if (self.ARS13) and (self.ARS13.Value > 0) then
local EnableARS = (self.ARS.Value == 1.0) and (self.VB.Value == 1.0) and (self.KV.ReverserPosition ~= 0.0)
self:SetPackedRatio(10,(EnableARS and 13.0 or 0.0) / 150.0)
elseif (self.Radio13) and (self.Radio13.Value > 0) then
self:SetPackedRatio(10,0.0)
else
self:SetPackedRatio(10,(self.Panel["V1"] * self.Battery.Voltage) / 150.0)
end
self:SetPackedRatio(11,IGLA_Temperature)
self:SetLightPower(39,(self.Electric.Overheat1 > 0) or (self.Electric.Overheat2 > 0))
-- Update ARS system
self:SetPackedRatio(3, self.ALS_ARS.Speed/100.0)
if (self.ALS_ARS.Ring == true) or (self:ReadTrainWire(21) > 0) or
((IGLA_Temperature > 500) and ((CurTime() % 2.0) > 1.0) and self.A63.Value == 1) then
self:SetPackedBool(39,true)
end
-- RUT test
local weightRatio = 2.00*math.max(0,math.min(1,(self:GetPassengerCount()/300)))
if math.abs(self:GetAngles().pitch) > 2.5 then weightRatio = weightRatio + 1.00 end
self.YAR_13A:TriggerInput("WeightLoadRatio",math.max(0,math.min(2.50,weightRatio)))
-- Exchange some parameters between engines, pneumatic system, and real world
self.Engines:TriggerInput("Speed",self.Speed)
if IsValid(self.FrontBogey) and IsValid(self.RearBogey) then
self.FrontBogey.MotorForce = 35300
self.FrontBogey.Reversed = (self.RKR.Value > 0.5)
self.RearBogey.MotorForce = 35300
self.RearBogey.Reversed = (self.RKR.Value < 0.5)
-- These corrections are required to beat source engine friction at very low values of motor power
local A = 2*self.Engines.BogeyMoment
local P = math.max(0,0.04449 + 1.06879*math.abs(A) - 0.465729*A^2)
if math.abs(A) > 0.4 then P = math.abs(A) end
if math.abs(A) < 0.05 then P = 0 end
if self.Speed < 10 then P = P*(1.0 + 0.5*(10.0-self.Speed)/10.0) end
self.RearBogey.MotorPower = P*0.5*((A > 0) and 1 or -1)
self.FrontBogey.MotorPower = P*0.5*((A > 0) and 1 or -1)
--self.RearBogey.MotorPower = P*0.5
--self.FrontBogey.MotorPower = P*0.5
--self.Acc = (self.Acc or 0)*0.95 + self.Acceleration*0.05
--print(self.Acc)
-- Apply brakes
self.FrontBogey.PneumaticBrakeForce = 40000.0
self.FrontBogey.BrakeCylinderPressure = self.Pneumatic.BrakeCylinderPressure
self.FrontBogey.BrakeCylinderPressure_dPdT = -self.Pneumatic.BrakeCylinderPressure_dPdT
self.RearBogey.PneumaticBrakeForce = 40000.0
self.RearBogey.BrakeCylinderPressure = self.Pneumatic.BrakeCylinderPressure
self.RearBogey.BrakeCylinderPressure_dPdT = -self.Pneumatic.BrakeCylinderPressure_dPdT
end
-- Generate bogey sounds
local jerk = math.abs((self.Acceleration - (self.PrevAcceleration or 0)) / self.DeltaTime)
self.PrevAcceleration = self.Acceleration
if jerk > (2.0 + self.Speed/15.0) then
self.PrevTriggerTime1 = self.PrevTriggerTime1 or CurTime()
self.PrevTriggerTime2 = self.PrevTriggerTime2 or CurTime()
if ((math.random() > 0.00) or (jerk > 10)) and (CurTime() - self.PrevTriggerTime1 > 1.5) then
self.PrevTriggerTime1 = CurTime()
self.FrontBogey:EmitSound("subway_trains/chassis_"..math.random(1,3)..".wav", 70, math.random(90,110))
end
if ((math.random() > 0.00) or (jerk > 10)) and (CurTime() - self.PrevTriggerTime2 > 1.5) then
self.PrevTriggerTime2 = CurTime()
self.RearBogey:EmitSound("subway_trains/chassis_"..math.random(1,3)..".wav", 70, math.random(90,110))
end
end
if self:EntIndex() == 2561 then
--print(Format("Train Wire 18 R=%.3f Ohm",RTW18)) --self:GetTrainWire18Resistance()))
end
-- Temporary hacks
--self:SetNWFloat("V",self.Speed)
--self:SetNWFloat("A",self.Acceleration)
--print(self.Electric.RPSignalResistor)
-- Send networked variables
self:SendPackedData()
return self.RetVal
end
--------------------------------------------------------------------------------
function ENT:OnButtonPress(button)
if button == "AirDistributorDisconnectToggle" then return end
if button == "NextSign" then
self:PrepareSigns()
self.SignsIndex = self.SignsIndex + 1
if self.SignsIndex > #self.SignsList then self.SignsIndex = 1 end
self:SetNWString("FrontText",self.SignsList[self.SignsIndex])
end
if button == "PrevSign" then
self:PrepareSigns()
self.SignsIndex = self.SignsIndex - 1
if self.SignsIndex < 1 then self.SignsIndex = #self.SignsList end
self:SetNWString("FrontText",self.SignsList[self.SignsIndex])
end
if button == "KVUp" then
if self.KV.ControllerPosition ~= -1 then
self.KV:TriggerInput("ControllerUp",1.0)
end
end
if button == "KVUp_Unlocked" then
self.KV:TriggerInput("ControllerUp",1.0)
end
if button == "KVDown" then
self.KV:TriggerInput("ControllerDown",1.0)
end
if (self.KVWrenchMode == 2) and (button == "KVReverserUp") then
self.KRU:TriggerInput("Up",1)
self:OnButtonPress("KRUUp")
end
if (self.KVWrenchMode == 2) and (button == "KVReverserDown") then
self.KRU:TriggerInput("Down",1)
self:OnButtonPress("KRUDown")
end
if (self.KVWrenchMode == 2) and (button == "KVSetX1") then
self.KRU:TriggerInput("SetX1",1)
self:OnButtonPress("KRUSetX1")
end
if (self.KVWrenchMode == 2) and (button == "KVSetX2") then
self.KRU:TriggerInput("SetX2",1)
self:OnButtonPress("KRUSetX2")
end
if (self.KVWrenchMode == 2) and (button == "KVSetX3") then
self.KRU:TriggerInput("SetX3",1)
self:OnButtonPress("KRUSetX3")
end
if (self.KVWrenchMode == 2) and (button == "KVSet0") then
self.KRU:TriggerInput("Set0",1)
self:OnButtonPress("KRUSet0")
end
if button == "KVSetT1A" then
if self.KV.ControllerPosition == -2 then
self.KV:TriggerInput("ControllerSet",-1)
timer.Simple(0.20,function()
self.KV:TriggerInput("ControllerSet",-2)
end)
end
end
if button == "KVWrench0" then
if self.KVWrenchMode == 3 or self.KVWrenchMode == 1 then
if self.KVWrenchMode ~= 1 then
self:PlayOnce("revers_in","cabin",0.7)
end
self.KVWrenchMode = 0
self.DriversWrenchPresent = false
self.DriversWrenchMissing = false
self.KV:TriggerInput("Enabled",1)
self.KRU:TriggerInput("Enabled",0)
end
end
if button == "KVWrenchKV" then
if self.KVWrenchMode == 3 or self.KVWrenchMode == 0 then
if self.KVWrenchMode ~= 0 then
self:PlayOnce("revers_in","cabin",0.7)
end
self.KVWrenchMode = 1
self.DriversWrenchPresent = true
self.DriversWrenchMissing = false
self.KV:TriggerInput("Enabled",1)
self.KRU:TriggerInput("Enabled",0)
end
end
if button == "KVWrenchKRU" then
if self.KVWrenchMode == 3 then
self:PlayOnce("kru_in","cabin",0.7)
self.KVWrenchMode = 2
self.DriversWrenchPresent = false
self.DriversWrenchMissing = true
self.KV:TriggerInput("Enabled",0)
self.KRU:TriggerInput("Enabled",1)
self.KRU:TriggerInput("LockX3",1)
end
end
if button == "KVWrenchNone" then
if self.KVWrenchMode ~= 3 then
if self.KVWrenchMode == 2 then
self:PlayOnce("kru_out","cabin",0.7,120.0)
else
self:PlayOnce("revers_out","cabin",0.7,120.0)
end
self.KVWrenchMode = 3
self.DriversWrenchPresent = false
self.DriversWrenchMissing = true
self.KV:TriggerInput("Enabled",0)
self.KRU:TriggerInput("Enabled",0)
end
end
if button == "KVT2Set" then self.KVT:TriggerInput("Close",1) end
if button == "KDL" then self.KDL:TriggerInput("Close",1) self:OnButtonPress("KDLSet") end
if button == "KDP" then self.KDP:TriggerInput("Close",1) self:OnButtonPress("KDPSet") end
if button == "VDL" then self.VDL:TriggerInput("Close",1) self:OnButtonPress("VDLSet") end
if button == "KRP" then
self.KRP:TriggerInput("Set",1)
self:OnButtonPress("KRPSet")
end
if button == "EmergencyBrake" then
self.KV:TriggerInput("ControllerSet",-3)
self.Pneumatic:TriggerInput("BrakeSet",7)
self.DriverValveDisconnect:TriggerInput("Set",1)
return
end
-- Special logic
if (button == "VDL") or (button == "KDL") or (button == "KDP") then
self.VUD1:TriggerInput("Open",1)
--self.VUD2:TriggerInput("Open",1)
end
if (button == "VDL") or (button == "KDL") then
self.DoorSelect:TriggerInput("Open",1)
end
if (button == "KDP") then
self.DoorSelect:TriggerInput("Close",1)
end
if (button == "VUD1Set") or (button == "VUD1Toggle") or
(button == "VUD2Set") or (button == "VUD2Toggle") then
self.VDL:TriggerInput("Open",1)
self.KDL:TriggerInput("Open",1)
self.KDP:TriggerInput("Open",1)
end
-- Special sounds
if (button == "VUToggle") or ((string.sub(button,1,1) == "A") and (tonumber(string.sub(button,2,2)))) then
local name = string.sub(button,1,(string.find(button,"Toggle") or 0)-1)
if self[name] then
if self[name].Value > 0.5 then
self:PlayOnce("av_off","cabin")
else
self:PlayOnce("av_on","cabin")
end
end
return
end
if button == "PBSet" then self:PlayOnce("switch6","cabin",0.55,100) return end
if button == "GVToggle" then
if self.GV.Value > 0.5 then
self:PlayOnce("revers_f",nil,0.7)
else
self:PlayOnce("revers_b",nil,0.7)
end
return
end
if button == "VUD1Toggle" then
if self.VUD1.Value > 0.5 then
self:PlayOnce("vu22_off","cabin")
else
self:PlayOnce("vu22_on","cabin")
end
return
end
if button == "VUD2Toggle" then
if self.VUD2.Value > 0.5 then
self:PlayOnce("vu22_off","instructor")
else
self:PlayOnce("vu22_on","instructor")
end
return
end
if button == "VUD1Set" then
self:PlayOnce("vu22_on","cabin")
return
end
if button == "VUD2Set" then
self:PlayOnce("vu22_on","instructor")
return
end
if button == "VDLSet" then
self:PlayOnce("vu22_on","instructor")
return
end
if button == "DriverValveDisconnectToggle" then
if self.DriverValveDisconnect.Value == 1.0 then
if self.Pneumatic.ValveType == 2 then
self:PlayOnce("pneumo_disconnect2","cabin",0.9)
end
else
self:PlayOnce("pneumo_disconnect1","cabin",0.9)
end
return
end
if (not string.find(button,"KVT")) and string.find(button,"KV") then return end
if string.find(button,"KRU") then return end
if button == "R_Program1Helper" then
self.R_Program1:TriggerInput("Set",1)
self:PlayOnce("inf_on","instructor",0.7)
return
end
if button == "R_Program2Helper" then
self.R_Program2:TriggerInput("Set",1)
self:PlayOnce("inf_on","instructor",0.7)
return
end
if string.find(button,"R_Program") then
self:PlayOnce("inf_on","cabin",0.7)
return
end
-- Generic button or switch sound
if string.find(button,"Set") or string.find(button,"DURASelect") then
self:PlayOnce("button_press","cabin")
end
if string.find(button,"Toggle") then
self:PlayOnce("switch2","cabin",0.7)
end
end
function ENT:OnButtonRelease(button)
if button == "KVT2Set" then self.KVT:TriggerInput("Open",1) end
if button == "KDL" then self.KDL:TriggerInput("Open",1) self:OnButtonRelease("KDLSet") end
if button == "KDP" then self.KDP:TriggerInput("Open",1) self:OnButtonRelease("KDPSet") end
if button == "VDL" then self.VDL:TriggerInput("Open",1) self:OnButtonRelease("VDLSet") end
if button == "KRP" then
self.KRP:TriggerInput("Set",0)
self:OnButtonRelease("KRPSet")
end
if button == "PBSet" then self:PlayOnce("switch6_off","cabin",0.55,100) return end
--[[
if (button == "PneumaticBrakeDown") and (self.Pneumatic.DriverValvePosition == 1) then
self.Pneumatic:TriggerInput("BrakeSet",2)
end
if self.Pneumatic.ValveType == 1 then
if (button == "PneumaticBrakeUp") and (self.Pneumatic.DriverValvePosition == 5) then
self.Pneumatic:TriggerInput("BrakeSet",4)
end
end
]]
if button == "VUD1Set" then
self:PlayOnce("vu22_off","cabin")
return
end
if button == "VUD2Set" then
self:PlayOnce("vu22_off","cabin")
return
end
if button == "VDLSet" then
self:PlayOnce("vu22_off","instructor")
return
end
if (not string.find(button,"KVT")) and string.find(button,"KV") then return end
if string.find(button,"KRU") then return end
if button == "R_Program1Helper" then
self.R_Program1:TriggerInput("Set",0)
self:PlayOnce("inf_off","instructor",0.7)
return
end
if button == "R_Program2Helper" then
self.R_Program2:TriggerInput("Set",0)
self:PlayOnce("inf_off","instructor",0.7)
return
end
if string.find(button,"R_Program") then
self:PlayOnce("inf_off","cabin",0.7)
return
end
if string.find(button,"Set") or string.find(button,"DURASelect") then
self:PlayOnce("button_release","cabin")
end
end
function ENT:OnCouple(train,isfront)
self.BaseClass.OnCouple(self,train,isfront)
if isfront
then self.FrontBrakeLineIsolation:TriggerInput("Open",1.0)
else self.RearBrakeLineIsolation:TriggerInput("Open",1.0)
end
end
function ENT:OnTrainWireError(k)
if k == 4 then
--self.VU:TriggerInput("Open",1.0)
--self:PlayOnce("av_off","cabin")
end
end
|
tzofs = 3600 * 0; -- DISTANCE FROM PST. EST = 3
timeto = 1293416391;
require "x_functions";
if not x_requires then
-- Sanity check. If they require a newer version, let them know.
timer = 1;
while (true) do
timer = timer + 1;
for i = 0, 32 do
gui.drawbox( 6, 28 + i, 250, 92 - i, "#000000");
end;
gui.text( 10, 32, string.format("This Lua script requires the x_functions library."));
gui.text( 53, 42, string.format("It appears you do not have it."));
gui.text( 39, 58, "Please get the x_functions library at");
gui.text( 14, 69, "http://xkeeper.shacknet.nu/");
gui.text(114, 78, "emu/nes/lua/x_functions.lua");
warningboxcolor = string.format("%02X", math.floor(math.abs(30 - math.fmod(timer, 60)) / 30 * 0xFF));
gui.drawbox(7, 29, 249, 91, "#ff" .. warningboxcolor .. warningboxcolor);
FCEU.frameadvance();
end;
else
x_requires(4);
end;
require 'ul_time';
ys = 8;
dots = {};
--[[
for i = 1, 255 do
dots[i] = {
x = i,
xs = math.random(25) / 100 + .25;
y = math.random(198);
ys = math.random(300) / 100 + 1;
c = math.random(50);
}
--]]
--[[
for i = 9, 198 do
dots[i] = {
y = i,
ys = 0;
x = math.random(256);
xs = -1 * (math.random(500) / (1000 + (i + 2) * 50)) - (0.3 - i * 0.001);
c = math.random(50);
}
--]]
for i = 0, 200 do
dots[i] = {
y = math.random(198),
ys = math.random(1000) / 2500 + 0.05,
x = math.random(256),
xs = math.random(1000) / 2500 + 0.05,
c = math.random(200) + 150;
}
end;
function dodots()
--[[
for k, v in pairs(dots) do
v['y'] = math.fmod(198 + v['y'] + v['ys'], 198);
v['x'] = math.fmod(255 + v['x'] + v['xs'], 255);
pixel(v['x'], v['y'], "#4444ff");
pixel(v['x'], v['y'], "#ffffff");
end;
--]]
for k, v in pairs(dots) do
if v['y'] >= 198 then
v['c'] = v['c'] - 1;
if v['c'] == 0 then
v['y'] = -1;
v['ys'] = math.random(1000) / 2500 + 0.05;
v['x'] = math.random(256);
v['xs'] = math.random(1000) / 2500 + 0.05;
v['c'] = math.random(200) + 150;
end;
else
v['y'] = v['y'] + v['ys'];
v['x'] = v['x'] + v['xs'];
if v['x'] < 0 then
v['x'] = 255;
elseif v['x'] >= 256 then
v['x'] = 0;
end;
end;
-- pixel(v['x'], v['y'], "#4444ff");
local col = "white";
if v['c'] < 150 then
col = "#8888ff";
end;
if v['c'] < 50 then
col = "#4444ff";
end;
pixel(v['x'], v['y'], col);
end;
end;
local balls = {}
local ballsptr=1
function doballs()
count = 0;
for k, v in pairs(balls) do
v['x'] = v['x'] + v['xs'];
v['y'] = v['y'] + v['ys'];
if(v.id~=1) then
v['ys'] = v['ys'] * 0.95 + 0.02;
v['xs'] = v['xs'] * 0.95;
end
v['life'] = v['life'] - 1;
-- if v['x'] < 0 or v['x'] > 254 or v['y'] < 0 or v['y'] > 243 then
if v['x'] < 0 or v['x'] > 254 then
balls[k] = nil;
elseif v['life'] < 0 then
balls[k] = nil
else
balls[k] = v;
colkey = math.ceil(255 * (5 - math.max(math.min(5, (v['life'] / 15)), 0)) / 5);
if(v.id==1) then
color = "white"
elseif v['c'] <= 10 then
color = string.format("#%02XFF00", (v['c']) * 25);
elseif v['c'] <= 20 then
color = string.format("#00%02XFF", (v['c'] - 10) * 15 + 100);
elseif v['c'] <= 30 then
color = string.format("#FF%02X%02X", (v['c'] - 20) * 10 + 150, (v['c'] - 20) * 10 + 150);
elseif v['c'] <= 40 then
color = string.format("#%02X%02X%02X", (v['c'] - 30) * 10 + 150, (v['c'] - 30) * 10 + 150, (v['c'] - 30) * 10 + 150);
else
color = string.format("#%02XFF00", v['c'] * -1);
end;
if v['life'] > 10 or v.id==1 then
box(v['x'], v['y'], v['x'] + 1, v['y'] + 1, color);
else
pixel(v['x'], v['y'], color);
end;
count = count + 1;
end;
end;
return count;
end;
function spawnfireworkx(x, y, p, l, a)
return 0;
end;
function spawnfirework(x, y, p, l, a)
fw = fw + 1;
-- x = math.random(20, 230);
-- y = math.random(30, 150);
-- p = p + 0.2;
-- a = a + 100;
local px = x
local py = y + 30
c = math.random(0, 3) * 10;
local pow = math.random(0, 5);
for i = 1,a do
local temp = math.random(0, 200000) / 100000 * math.pi * 2;
local temp2 = math.random(0 + pow * 45, 250) / 100;
local xs = math.sin(temp) * temp2 * p;
local ys = math.cos(temp) * temp2 * p - 4 * p;
balls[ballsptr] = {id=0, x = px, y = py, xs = xs, ys = ys, life = math.random(70, 120) * l, c = c + math.random(0, 9)}
ballsptr = ballsptr + 1
end;
end;
ms3 = 999;
ms2 = 999;
ms1 = 999;
s2 = 999;
s1 = 999;
m2 = 999;
m1 = 999;
h2 = 999;
h1 = 999;
zt = 0;
dts = 0;
fw = 0;
last = 0;
hide = 0;
mode = 0;
introdelay = 180;
barwidth = 120;
lpadding = 0;
lastfwork = 0;
function magic()
lastfwork = lastfwork + 1;
if introdelay > 0 then
if introdelay < 10 then
text( 50, 10 - (10 - introdelay), "Press [ or ] to hide/reveal timer.");
for i = 1, 9 do
line(50, i, 210, i, "clear");
end;
else
if mode == 1 and introdelay > 10 then
introdelay = 10
end;
text( 50, 10, "Press [ or ] to hide/reveal timer.");
end;
introdelay = introdelay - 1;
end;
t, t2 = time.sec_usec();
tt = t + t2 / 1000000 + tzofs;
tl = math.floor((timeto - tt) * 10000) / 10000;
-- text(8, 8, tl);
if tl < 0 then
mode = 1;
tl = 0;
zt = zt + 1;
if (dts < 1500 and lastfwork > 0) or dts < 750 then
spawnfirework(math.random(20, 230), math.random(40, 170), 1.1, 0.8, math.random(200, 400));
last = zt;
lastfwork = math.random(-20, -5);
end;
end;
inkey = input.get();
if inkey['leftbracket'] then
mode = 1;
elseif inkey['rightbracket'] then
mode = 0;
end;
if mode == 0 and hide > 0 then
hide = hide - 1;
elseif mode == 1 and hide < 72 then
hide = hide + 1;
end;
barwidth = math.max(0, 120 - math.pow(hide, 2) / 25);
lpadding = 60 - (barwidth / 120 * 60) + math.min(5, math.max(0, (hide - 55) * 1.25));
oldms3 = ms3;
oldms2 = ms2;
oldms1 = ms1;
olds2 = s2;
olds1 = s1;
oldm2 = m2;
oldm1 = m1;
oldh2 = h2;
oldh1 = h1;
ms3 = math.fmod(math.floor(tl * 1000), 10);
ms2 = math.fmod(math.floor(tl * 100), 10) + ms3 / 10;
ms1 = math.fmod(math.floor(tl * 10), 10) + ms2 / 10;
s2 = math.fmod(math.floor(tl / 1), 10) + ms1 / 10;
s1 = math.fmod(math.floor(tl / 10), 6) + s2 / 10;
m2 = math.fmod(math.floor(tl / 60), 10) + s1 / 6;
m1 = math.fmod(math.floor(tl / 600), 6) + m2 / 10;
-- h2 = math.fmod(math.floor(tl / 3600), 10) + m1 / 6;
-- h1 = math.floor(tl / 36000) + h2 / 10;
h2 = math.fmod(math.floor(math.fmod(tl, 86400) / 3600), 10) + m1 / 6;
h1 = math.floor(math.fmod(tl, 86400) / 36000) + h2 / 10;
times = math.floor(math.fmod(tl * 100, 6000)) / 100;
timem = math.fmod(math.floor(tl / 60), 60);
timeh = math.fmod(math.floor(tl / 3600), 24);
timed = math.floor(tl / 86400);
-- line( 86, 166, 162, 166, "blue");
-- line( 86, 174, 162, 174, "blue");
if hide <= 70 then
cv = tl;
vp = -1;
for i = 1, 8 do
p = math.pow(10, (i - 3))
v = cv / p;
v = v - math.floor(v / 10) * 10;
for ii = -2, 1 do
if i > 2 then
ip = 2
else
ip = 0;
end;
if i <= 2 then --and v < 10 then
vp = 172 - (math.fmod(v * 100, 100) / 100 * 8) + 8;
elseif i == 3 and math.fmod(v * 10, 10) <= 1 then
vp = 172 - (math.fmod(v * 100, 10) / 10 * 8) + 8;
elseif math.fmod(v * 10, 10) >= 1 then
vp = 172 - (math.fmod(0, 100) / 100 * 8);
end;
text(160 - 8 * i - ip, vp + ii * 8 - 7, string.format("%d", math.fmod(v + ii + 10, 10)));
end;
end;
for i = 8, 20 do
line( 80, 170 - i, 160, 170 - i, "clear");
line( 80, 170 + i, 160, 170 + i, "clear");
end;
text(162, 164, "sec");
if hide >= 63 then
box(92, 162 + (hide - 62), 162, 178 - (hide - 62), "#4444ff");
for i = 0, (hide - 63) do
line(92, 162 + i, 182, 162 + i, "clear");
line(92, 178 - i, 182, 178 - i, "clear");
end;
else
box(92, 162, 162, 178, "#4444ff");
end;
if (tl > 86400) then
d1 = math.floor(tl / 86400 / 10);
d2 = math.floor(tl / 86400);
text( 60 + lpadding, 3 * ys, string.format("%d", d1));
text( 60 + lpadding, 4 * ys, string.format("%d", d2));
lifebar( 70 + lpadding, 3 * ys + 2, barwidth, 12, (tl - 86400) / 86400, 14, "#ffffff", "#000066", "#4444ff", "black");
end;
text( 60 + lpadding, 6 * ys, string.format("%d", h1));
text( 60 + lpadding, 7 * ys, string.format("%d", h2));
lifebar( 70 + lpadding, 6 * ys + 2, barwidth, 12, h1 * 10, 24, "#ffffff", "#000066", "#4444ff", "black");
text( 60 + lpadding, 9 * ys, string.format("%d", m1));
lifebar( 70 + lpadding, 9 * ys + 2, barwidth, 2, m1, 6, "#cccccc", "#000066", "#4444ff", "black");
text( 60 + lpadding, 10 * ys, string.format("%d", m2));
lifebar( 70 + lpadding, 10 * ys + 2, barwidth, 2, m2, 10, "#cccccc", "#000066", "#4444ff", "black");
text( 60 + lpadding, 12 * ys, string.format("%d", s1));
lifebar( 70 + lpadding, 12 * ys + 2, barwidth, 2, s1, 6, "#8888ff", "#000066", "#4444ff", "black");
text( 60 + lpadding, 13 * ys, string.format("%d", s2));
lifebar( 70 + lpadding, 13 * ys + 2, barwidth, 2, s2, 10, "#8888ff", "#000066", "#4444ff", "black");
text( 60 + lpadding, 15 * ys, string.format("%d", ms1));
lifebar( 70 + lpadding, 15 * ys + 2, barwidth, 2, ms1, 10, "#4444ff", "#000066", "#4444ff", "black");
text( 60 + lpadding, 16 * ys, string.format("%d", ms2));
lifebar( 70 + lpadding, 16 * ys + 2, barwidth, 2, ms2, 10, "#4444ff", "#000066", "#4444ff", "black");
text( 60 + lpadding, 17 * ys, string.format("%d", ms3));
lifebar( 70 + lpadding, 17 * ys + 2, barwidth, 2, ms3, 10, "#4444ff", "#000066", "#4444ff", "black");
--]]
if hide >= 55 and hide <= 70 then
for i = 0, math.min((hide - 55) * 2, 14) do
-- line( 115 + i, 3 * ys, 115 + i, 18 * ys + 4, "red");
line( 139 - i, 3 * ys, 139 - i, 18 * ys + 4, "clear");
end;
elseif hide >= 70 then
hide = 69;
end;
end;
if hide > 60 then
timet = string.format("%2dd %02d:%02d:%04.1f ", timed, timeh, timem, times);
if tl == 0 then
timet = string.format(" %4d particles ", dts);
end;
if hide < 71 then
text( 88, 217 - (70 - hide), timet)
for i = 0, 10 - (hide - 60) do
line(88, 217 - i, 170, 217 - i, "clear");
end;
else
text( 88, 218, timet);
if tl == 0 then
line( 90, 229, 169, 229, "blue");
line( 90 + 66, 229, 169, 229, "#4444ff");
local bs = (dts / 1800 * 79);
line( 90, 229, 90 + bs, 229, "#8888ff");
if (bs > 66) then
line( 90 + 66, 229, 90 + bs, 229, "white");
end;
end;
end;
end;
groundcol = "#000088";
line(0, 198, 255, 198, groundcol);
line(0, 199, 255, 199, groundcol);
line(0, 201, 255, 201, groundcol);
line(0, 203, 255, 203, groundcol);
line(0, 206, 255, 206, groundcol);
line(0, 210, 255, 210, groundcol);
line(0, 216, 255, 216, groundcol);
dodots();
dts = doballs();
-- text(187, 188 - math.max(3 - (zt - last) * 2, 0), string.format("%5d hanabi!", fw));
-- text(199, 7, string.format("%5d dots", dts));
--[[
if h2 > oldh2 then spawnfirework(64, 5 * ys + 4, 1.5, 1.5, 500); end;
if m1 > oldm1 then spawnfirework(64, 6 * ys + 4, 1.5, 1.5, 400); end;
if m2 > oldm2 then spawnfirework(64, 8 * ys + 4, 1.2, 1.2, 300); end;
if s1 > olds1 then spawnfirework(64, 9 * ys + 4, 1.0, 1.1, 200); end;
if s2 > olds2 then spawnfirework(64, 11 * ys + 4, .8, 1.0, 100); end;
if ms1 > oldms1 then spawnfirework(64, 12 * ys + 4, .5, 0.8, 50); end;
if ms2 > oldms2 then spawnfirework(64, 14 * ys + 4, .3, .3, 10); end;
--]]
end;
gui.register(magic);
while true do
FCEU.frameadvance();
end;
|
local propLimitConfig = nil;
local Type = {
Hero_Level = 1,
Weapon_Level = 2,
Weapon_Star = 3,
Equip_Level = 4,
Equip_Adv = 5,
Inscription = 6,
}
local function LoadLevelupConfig(type)
if propLimitConfig == nil then
propLimitConfig = {};
DATABASE.ForEach("propertyLimit", function(row)
if propLimitConfig[row.limitType] == nil then
propLimitConfig[row.limitType] = {};
setmetatable(propLimitConfig[row.limitType], {__index = function ( t,k )
print(k.."属性在propertyLimit中不存在")
return 1;
end })
end
propLimitConfig[row.limitType][row.type0] = row.value0;
end)
end
if type ~= nil then
return propLimitConfig[type];
end
return propLimitConfig;
end
return {
Get = LoadLevelupConfig,
Type = Type
}
|
-- ----------------------------------------------------------------------------
-- FORMATTERS
-- ----------------------------------------------------------------------------
-- https://github.com/Koihik/LuaFormatter
local luaFormat = {
formatStdin = true,
formatCommand = "lua-format --config=$DOTFILES/Formatters/.lua-format -i",
env = { [[PRETTIERD_DEFAULT_CONFIG="$DOTFILES/Formatters/prettier.json"]] },
}
-- https://github.com/fsouza/prettierd
-- https://github.com/mikew/prettier_d_slim
local prettier = {
formatCommand = "prettier_d_slim --stdin --stdin-filepath=${INPUT}",
formatStdin = true,
}
-- https://github.com/mvdan/sh
local shfmt = {
formatCommand = "shfmt -i=0 -ci -s -bn -sr -kp",
formatStdin = true,
}
-- https://github.com/dprint/dprint
local dprint = {
formatStdin = true,
formatCommand = "dprint fmt --stdin ${INPUT}",
}
-- ----------------------------------------------------------------------------
-- LINTERS
-- ----------------------------------------------------------------------------
-- https://github.com/jo-sm/stylelint_d
local stylelint = {
lintStdin = true,
lintCommand = "stylelint_d --formatter=unix --stdin --stdin-filename=${INPUT}",
lintFormats = { "%f:%l:%c: %m [%tarning]", "%f:%l:%c: %m [%rror]" },
lintIgnoreExitCode = true,
formatCommand = "stylelint_d --fix --stdin --stdin-filename=${INPUT}",
formatStdin = true,
}
-- https://github.com/mantoni/eslint_d.js
local eslint = {
lintStdin = true,
lintCommand = "eslint_d --format=visualstudio --stdin --stdin-filename=${INPUT}",
lintFormats = { "%f(%l,%c): %tarning %m", "%f(%l,%c): %rror %m" },
lintIgnoreExitCode = true,
formatCommand = "eslint_d --fix-to-stdout --stdin --stdin-filename=${INPUT}",
formatStdin = true,
}
-- https://github.com/igorshubovych/markdownlint-cli
local markdownlint = {
lintStdin = true,
lintCommand = "markdownlint --stdin",
lintFormats = { "%f:%l %m", "%f:%l:%c %m", "%f: %l: %m" },
}
-- https://github.com/koalaman/shellcheck
local shellcheck = {
-- lintStdin = true,
lintCommand = "shellcheck --format=gcc --external-sources",
lintSource = "shellcheck",
lintFormats = {
"%f:%l:%c: %trror: %m",
"%f:%l:%c: %tarning: %m",
"%f:%l:%c: %tote: %m",
},
}
-- https://github.com/koalaman/shellcheck
-- FIXME: Is there a way to format stdin?
-- local dotenvLinter = {
-- -- lintStdin = true,
-- lintCommand = "dotenv-linter",
-- lintSource = "dotenv-linter",
-- lintFormats = { "%f:%l %m" },
-- --[[ formatStdin = true,
-- formatCommand = "dotenv-linter fix", ]]
-- }
-- ----------------------------------------------------------------------------
-- EFM-LANGSERVER
-- ----------------------------------------------------------------------------
return {
cmd = { "efm-langserver" },
init_options = {
gotoDefinition = false,
documentFormatting = true,
hover = true,
documentSymbol = true,
codeAction = true,
completion = true,
},
filetypes = {
"lua",
"sh",
"html",
"markdown",
"css",
"scss",
"javascript",
"javascriptreact",
"typescript",
"typescriptreact",
"json",
"yaml",
"svelte",
-- "dotenv",
},
rootMarkers = { "package.json", ".git" },
settings = {
languages = {
lua = { luaFormat },
-- javascript = { eslint, dprint },
javascript = { eslint, prettier },
-- javascriptreact = { eslint, dprint },
javascriptreact = { eslint, prettier },
-- typescript = { eslint, dprint },
typescript = { eslint, prettier },
-- typescriptreact = { eslint, dprint },
typescriptreact = { eslint, prettier },
svelte = { eslint, stylelint, prettier },
json = { dprint },
yaml = { prettier },
css = { stylelint, prettier },
scss = { stylelint, prettier },
markdown = { markdownlint, dprint },
html = { stylelint, eslint, prettier },
sh = { shellcheck, shfmt },
-- FIXME: Doesn't work yet.
-- dotenv = { dotenvLinter },
},
},
}
|
---@class LibStub
LibStub = {}
--- @param major string @ the major version of the library
--- @param minor string|number @ the minor version of the library
--- @return nil|table, string major, oldMinor @ if a newer or same version of the lib is already present and library object or old library object if upgrade is needed
function LibStub:NewLibrary(major, minor)
assert(type(major) == "string", "Bad argument #2 to `NewLibrary' (string expected)")
minor = assert(tonumber(strmatch(minor, "%d+")), "Minor version must either be a number or contain a number.")
local oldminor = self.minors[major]
if oldminor and oldminor >= minor then return nil end
self.minors[major], self.libs[major] = minor, self.libs[major] or {}
return self.libs[major], oldminor
end
--- @param major string @ the major version of the library
--- @param silent boolean @ if true, library is optional, silently return nil if its not found
--- throws an error if the library can not be found (except silent is set)
--- @return table library @ the library object if found
function LibStub:GetLibrary(major, silent)
if not self.libs[major] and not silent then
error(("Cannot find a library instance of %q."):format(tostring(major)), 2)
end
return self.libs[major], self.minors[major]
end
--- @return iterator iterator @ an iterator for the currently registered libraries
function LibStub:IterateLibraries()
return pairs(self.libs)
end
|
display.setStatusBar( display.HiddenStatusBar )
-- standard tvshader setup stuff
local TVShader = require("TVShader")
local contentGroup = display.newGroup()
local effectGroup = display.newGroup()
local tvshader = TVShader({ contentGroup=contentGroup, effectGroup=effectGroup })
-- debug stuff
-- keep this stuff out of, and above, contentGroup/effectGroup
local debugGroup = display.newGroup()
local debugText = display.newText({ parent=debugGroup, text="TOUCH/TAP WILL BE REPORTED HERE", x=10, y=10, font=native.systemFontBold, fontSize=10 })
debugText.anchorX = 0
debugText:setFillColor(1,1,0)
debugText.alpha = 0.3
-- demo content
local DemoContent = require("DemoContent")
DemoContent:create(contentGroup, debugText)
-- you should check it out, lots of transforms to both the group and the objects, pretty tricky
-- TEST #1
-- COMMENT OUT TEST #2 BELOW
-- VERIFY THAT EVERYTHING IS UNTOUCHABLE
-- (or skip this step if you already "know" that it'll be untouchable)
-- TEST #2
-- UNCOMMENT NEXT SECTION
-- VERIFY THAT EVERYTHING IS PROPERLY TOUCHABLE
-- (if the opacity is hard to determine who's on top, just remember: bigger numbers are on top)
-- (you may want to zero-out the pincushion effect while testing this to get better precision)
--
-- even rect #'s have touch listeners, odd rect #'s have tap listeners
-- overlapping touches will be properly handled by topmost (fe, try #18 where it overlaps #14)
-- overlapping taps will be properly handled by topmost (fe, try #13 where it overlaps #9)
-- note that handling a touch does NOT handle its tap (fe, try #14 where it overlaps #3, or #16 where it overlaps #15), this is intentional
--
local touchGroup = display.newGroup() -- on top of everything
local TouchSupport = require("TouchSupport") -- the class
local touchSupport = TouchSupport({ touchGroup=touchGroup, contentGroup=contentGroup }) -- an instance
|
chatCommands.update = {
permissions = {'admin'},
event = function(player, args)
if not syncData.connected then return chatMessage('<fc>[•] Failed to update. Reason: Data not synced.', player) end
local msg = args[1] and table_concat(args, ' ') or ''
syncData.updating.updateMessage = msg
saveGameData('Sharpiebot#0000')
chatMessage('<fc>[•] Update requested. Message: '..msg, player)
end
}
|
-- Bicycle profile
api_version = 4
Set = require('lib/set')
Sequence = require('lib/sequence')
Handlers = require("lib/way_handlers")
find_access_tag = require("lib/access").find_access_tag
limit = require("lib/maxspeed").limit
Measure = require("lib/measure")
function setup()
local default_speed = 15
local walking_speed = 4
return {
properties = {
u_turn_penalty = 20,
traffic_light_penalty = 2,
--weight_name = 'cyclability',
weight_name = 'duration',
process_call_tagless_node = false,
max_speed_for_map_matching = 110/3.6, -- kmph -> m/s
use_turn_restrictions = false,
continue_straight_at_waypoint = false,
mode_change_penalty = 30,
},
default_mode = mode.cycling,
default_speed = default_speed,
walking_speed = walking_speed,
oneway_handling = true,
turn_penalty = 6,
turn_bias = 1.4,
use_public_transport = true,
allowed_start_modes = Set {
mode.cycling
},
barrier_blacklist = Set {
'yes',
'wall',
'fence',
'gate',
},
access_tag_whitelist = Set {
'yes',
'permissive',
'designated'
},
access_tag_blacklist = Set {
'no',
'private',
'agricultural',
'forestry',
'delivery',
-- When a way is tagged with `use_sidepath` a parallel way suitable for
-- cyclists is mapped and must be used instead (by law). This tag is
-- used on ways that normally may be used by cyclists, but not when
-- a signposted parallel cycleway is available. For purposes of routing
-- cyclists, this value should be treated as 'no access for bicycles'.
'use_sidepath'
},
restricted_access_tag_list = Set { },
restricted_highway_whitelist = Set { },
-- tags disallow access to in combination with highway=service
service_access_tag_blacklist = Set { },
construction_whitelist = Set {
'no',
'widening',
'minor',
},
access_tags_hierarchy = Sequence {
'bicycle',
'vehicle',
'access'
},
restrictions = Set {
'bicycle'
},
cycleway_tags = Set {
'track',
'lane',
'share_busway',
'sharrow',
'shared',
'shared_lane'
},
opposite_cycleway_tags = Set {
'opposite',
'opposite_lane',
'opposite_track',
},
-- reduce the driving speed by 30% for unsafe roads
-- only used for cyclability metric
unsafe_highway_list = {
trunk = 0.4,
primary = 0.5,
secondary = 0.65,
tertiary = 0.8,
primary_link = 0.5,
secondary_link = 0.65,
tertiary_link = 0.8,
},
service_penalties = {
alley = 0.5,
},
bicycle_speeds = {
trunk = default_speed,
trunk_link = default_speed,
cycleway = default_speed,
primary = default_speed,
primary_link = default_speed,
secondary = default_speed,
secondary_link = default_speed,
tertiary = default_speed,
tertiary_link = default_speed,
residential = default_speed,
unclassified = default_speed,
living_street = default_speed,
road = default_speed,
service = default_speed,
track = 12,
path = 12
},
assumed_surfaced_highways = Set {
'trunk',
'trunk_link',
'primary',
'primary_link',
'secondary',
'secondary_link',
'tertiary',
'tertiary_link',
'residential',
'unclassified',
'living_street',
'road',
},
pedestrian_speeds = {
footway = walking_speed,
pedestrian = walking_speed,
steps = 2
},
railway_speeds = {
train = 10,
railway = 10,
subway = 10,
light_rail = 10,
monorail = 10,
tram = 10
},
platform_speeds = {
platform = walking_speed
},
amenity_speeds = {
parking = 10,
parking_entrance = 10
},
man_made_speeds = {
pier = walking_speed
},
route_speeds = {
ferry = 5
},
bridge_speeds = {
movable = 5
},
surface_speeds = {
asphalt = default_speed,
concrete = default_speed,
paved = default_speed,
["cobblestone:flattened"] = 10,
["concrete:lanes"] = 10,
["concrete:plates"] = 10,
paving_stones = 10,
compacted = 10,
fine_gravel = 10,
metal = 10
},
classes = Sequence {
'ferry', 'tunnel'
},
-- Which classes should be excludable
-- This increases memory usage so its disabled by default.
excludable = Sequence {
-- Set {'ferry'}
},
tracktype_speeds = {
},
smoothness_speeds = {
},
avoid = Set {
'impassable',
'construction'
}
}
end
function process_node(profile, node, result)
-- parse access and barrier tags
local highway = node:get_value_by_key("highway")
local is_crossing = highway and highway == "crossing"
local access = find_access_tag(node, profile.access_tags_hierarchy)
if access and access ~= "" then
-- access restrictions on crossing nodes are not relevant for
-- the traffic on the road
if profile.access_tag_blacklist[access] and not is_crossing then
result.barrier = true
end
else
local barrier = node:get_value_by_key("barrier")
if barrier and "" ~= barrier then
if profile.barrier_blacklist[barrier] then
result.barrier = true
end
end
end
-- check if node is a traffic light
local tag = node:get_value_by_key("highway")
if tag and "traffic_signals" == tag then
result.traffic_lights = true
end
end
function handle_bicycle_tags(profile,way,result,data)
-- initial routability check, filters out buildings, boundaries, etc
data.route = way:get_value_by_key("route")
data.man_made = way:get_value_by_key("man_made")
data.railway = way:get_value_by_key("railway")
data.amenity = way:get_value_by_key("amenity")
data.public_transport = way:get_value_by_key("public_transport")
data.bridge = way:get_value_by_key("bridge")
if (not data.highway or data.highway == '') and
(not data.route or data.route == '') and
(not profile.use_public_transport or not data.railway or data.railway=='') and
(not data.amenity or data.amenity=='') and
(not data.man_made or data.man_made=='') and
(not data.public_transport or data.public_transport=='') and
(not data.bridge or data.bridge=='')
then
return false
end
-- access
data.access = find_access_tag(way, profile.access_tags_hierarchy)
if data.access and profile.access_tag_blacklist[data.access] then
return false
end
-- other tags
data.junction = way:get_value_by_key("junction")
data.maxspeed = Measure.get_max_speed(way:get_value_by_key ("maxspeed")) or 0
data.maxspeed_forward = Measure.get_max_speed(way:get_value_by_key("maxspeed:forward")) or 0
data.maxspeed_backward = Measure.get_max_speed(way:get_value_by_key("maxspeed:backward")) or 0
data.barrier = way:get_value_by_key("barrier")
data.oneway = way:get_value_by_key("oneway")
data.oneway_bicycle = way:get_value_by_key("oneway:bicycle")
data.cycleway = way:get_value_by_key("cycleway")
data.cycleway_left = way:get_value_by_key("cycleway:left")
data.cycleway_right = way:get_value_by_key("cycleway:right")
data.duration = way:get_value_by_key("duration")
data.service = way:get_value_by_key("service")
data.foot = way:get_value_by_key("foot")
data.foot_forward = way:get_value_by_key("foot:forward")
data.foot_backward = way:get_value_by_key("foot:backward")
data.bicycle = way:get_value_by_key("bicycle")
speed_handler(profile,way,result,data)
oneway_handler(profile,way,result,data)
cycleway_handler(profile,way,result,data)
--bike_push_handler(profile,way,result,data)
-- not called (we're too posh to push)
-- maxspeed
limit( result, data.maxspeed, data.maxspeed_forward, data.maxspeed_backward )
if data.maxspeed > 110 then -- don't allow routing down motorways, or de-facto motorways
result.forward_speed = 1
result.backward_speed = 1
elseif data.maxspeed >= 95 then
local restriction = way:get_value_by_key('restriction')
if restriction == 'no_stopping' and data.highway == 'trunk' then
-- a trunk road with restriction='no_stopping' and speed limit 60mph still fairly unpleasant, e.g. the A9
result.forward_speed = 1
result.backward_speed = 1
end
end
-- not routable if no speed assigned
-- this avoid assertions in debug builds
if result.forward_speed <= 0 and result.duration <= 0 then
result.forward_mode = mode.inaccessible
end
if result.backward_speed <= 0 and result.duration <= 0 then
result.backward_mode = mode.inaccessible
end
safety_handler(profile,way,result,data)
end
function speed_handler(profile,way,result,data)
data.way_type_allows_pushing = false
-- speed
local bridge_speed = profile.bridge_speeds[data.bridge]
if (bridge_speed and bridge_speed > 0) then
data.highway = data.bridge
if data.duration and durationIsValid(data.duration) then
result.duration = math.max( parseDuration(data.duration), 1 )
end
result.forward_speed = bridge_speed
result.backward_speed = bridge_speed
data.way_type_allows_pushing = true
elseif profile.route_speeds[data.route] then
-- ferries (doesn't cover routes tagged using relations)
result.forward_mode = mode.ferry
result.backward_mode = mode.ferry
if data.duration and durationIsValid(data.duration) then
result.duration = math.max( 1, parseDuration(data.duration) )
else
result.forward_speed = profile.route_speeds[data.route]
result.backward_speed = profile.route_speeds[data.route]
end
-- railway platforms (old tagging scheme)
elseif data.railway and profile.platform_speeds[data.railway] then
result.forward_speed = profile.platform_speeds[data.railway]
result.backward_speed = profile.platform_speeds[data.railway]
data.way_type_allows_pushing = true
-- public_transport platforms (new tagging platform)
elseif data.public_transport and profile.platform_speeds[data.public_transport] then
result.forward_speed = profile.platform_speeds[data.public_transport]
result.backward_speed = profile.platform_speeds[data.public_transport]
data.way_type_allows_pushing = true
-- railways
elseif profile.use_public_transport and data.railway and profile.railway_speeds[data.railway] and profile.access_tag_whitelist[data.access] then
result.forward_mode = mode.train
result.backward_mode = mode.train
result.forward_speed = profile.railway_speeds[data.railway]
result.backward_speed = profile.railway_speeds[data.railway]
elseif data.amenity and profile.amenity_speeds[data.amenity] then
-- parking areas
result.forward_speed = profile.amenity_speeds[data.amenity]
result.backward_speed = profile.amenity_speeds[data.amenity]
data.way_type_allows_pushing = true
elseif profile.bicycle_speeds[data.highway] then
-- regular ways
result.forward_speed = profile.bicycle_speeds[data.highway]
result.backward_speed = profile.bicycle_speeds[data.highway]
data.way_type_allows_pushing = true
elseif data.access and profile.access_tag_whitelist[data.access] then
-- unknown way, but valid access tag
result.forward_speed = profile.default_speed
result.backward_speed = profile.default_speed
data.way_type_allows_pushing = true
end
end
function oneway_handler(profile,way,result,data)
-- oneway
data.implied_oneway = data.junction == "roundabout" or data.junction == "circular" or data.highway == "motorway"
data.reverse = false
if data.oneway_bicycle == "yes" or data.oneway_bicycle == "1" or data.oneway_bicycle == "true" then
result.backward_mode = mode.inaccessible
elseif data.oneway_bicycle == "no" or data.oneway_bicycle == "0" or data.oneway_bicycle == "false" then
-- prevent other cases
elseif data.oneway_bicycle == "-1" then
result.forward_mode = mode.inaccessible
data.reverse = true
elseif data.oneway == "yes" or data.oneway == "1" or data.oneway == "true" then
result.backward_mode = mode.inaccessible
elseif data.oneway == "no" or data.oneway == "0" or data.oneway == "false" then
-- prevent other cases
elseif data.oneway == "-1" then
result.forward_mode = mode.inaccessible
data.reverse = true
elseif data.implied_oneway then
result.backward_mode = mode.inaccessible
end
end
function cycleway_handler(profile,way,result,data)
-- cycleway
data.has_cycleway_forward = false
data.has_cycleway_backward = false
data.is_twoway = result.forward_mode ~= mode.inaccessible and result.backward_mode ~= mode.inaccessible and not data.implied_oneway
-- cycleways on normal roads
if data.is_twoway then
if data.cycleway and profile.cycleway_tags[data.cycleway] then
data.has_cycleway_backward = true
data.has_cycleway_forward = true
end
if (data.cycleway_right and profile.cycleway_tags[data.cycleway_right]) or (data.cycleway_left and profile.opposite_cycleway_tags[data.cycleway_left]) then
data.has_cycleway_forward = true
end
if (data.cycleway_left and profile.cycleway_tags[data.cycleway_left]) or (data.cycleway_right and profile.opposite_cycleway_tags[data.cycleway_right]) then
data.has_cycleway_backward = true
end
else
local has_twoway_cycleway = (data.cycleway and profile.opposite_cycleway_tags[data.cycleway]) or (data.cycleway_right and profile.opposite_cycleway_tags[data.cycleway_right]) or (data.cycleway_left and profile.opposite_cycleway_tags[data.cycleway_left])
local has_opposite_cycleway = (data.cycleway_left and profile.opposite_cycleway_tags[data.cycleway_left]) or (data.cycleway_right and profile.opposite_cycleway_tags[data.cycleway_right])
local has_oneway_cycleway = (data.cycleway and profile.cycleway_tags[data.cycleway]) or (data.cycleway_right and profile.cycleway_tags[data.cycleway_right]) or (data.cycleway_left and profile.cycleway_tags[data.cycleway_left])
-- set cycleway even though it is an one-way if opposite is tagged
if has_twoway_cycleway then
data.has_cycleway_backward = true
data.has_cycleway_forward = true
elseif has_opposite_cycleway then
if not data.reverse then
data.has_cycleway_backward = true
else
data.has_cycleway_forward = true
end
elseif has_oneway_cycleway then
if not data.reverse then
data.has_cycleway_forward = true
else
data.has_cycleway_backward = true
end
end
end
if data.has_cycleway_backward then
result.backward_mode = mode.cycling
result.backward_speed = profile.bicycle_speeds["cycleway"]
end
if data.has_cycleway_forward then
result.forward_mode = mode.cycling
result.forward_speed = profile.bicycle_speeds["cycleway"]
end
end
function bike_push_handler(profile,way,result,data)
-- not called
-- pushing bikes - if no other mode found
if result.forward_mode == mode.inaccessible or result.backward_mode == mode.inaccessible or
result.forward_speed == -1 or result.backward_speed == -1 then
if data.foot ~= 'no' then
local push_forward_speed = nil
local push_backward_speed = nil
if profile.pedestrian_speeds[data.highway] then
push_forward_speed = profile.pedestrian_speeds[data.highway]
push_backward_speed = profile.pedestrian_speeds[data.highway]
elseif data.man_made and profile.man_made_speeds[data.man_made] then
push_forward_speed = profile.man_made_speeds[data.man_made]
push_backward_speed = profile.man_made_speeds[data.man_made]
else
if data.foot == 'yes' then
push_forward_speed = profile.walking_speed
if not data.implied_oneway then
push_backward_speed = profile.walking_speed
end
elseif data.foot_forward == 'yes' then
push_forward_speed = profile.walking_speed
elseif data.foot_backward == 'yes' then
push_backward_speed = profile.walking_speed
elseif data.way_type_allows_pushing then
push_forward_speed = profile.walking_speed
if not data.implied_oneway then
push_backward_speed = profile.walking_speed
end
end
end
if push_forward_speed and (result.forward_mode == mode.inaccessible or result.forward_speed == -1) then
result.forward_mode = mode.pushing_bike
result.forward_speed = push_forward_speed
end
if push_backward_speed and (result.backward_mode == mode.inaccessible or result.backward_speed == -1)then
result.backward_mode = mode.pushing_bike
result.backward_speed = push_backward_speed
end
end
end
-- dismount
if data.bicycle == "dismount" then
result.forward_mode = mode.pushing_bike
result.backward_mode = mode.pushing_bike
result.forward_speed = profile.walking_speed
result.backward_speed = profile.walking_speed
end
end
function safety_handler(profile,way,result,data)
-- convert duration into cyclability
if profile.properties.weight_name == 'cyclability' then
local safety_penalty = profile.unsafe_highway_list[data.highway] or 1.
local is_unsafe = safety_penalty < 1
-- primaries that are one ways are probably huge primaries where the lanes need to be separated
if is_unsafe and data.highway == 'primary' and not data.is_twoway then
safety_penalty = safety_penalty * 0.5
end
if is_unsafe and data.highway == 'secondary' and not data.is_twoway then
safety_penalty = safety_penalty * 0.6
end
local forward_is_unsafe = is_unsafe and not data.has_cycleway_forward
local backward_is_unsafe = is_unsafe and not data.has_cycleway_backward
local is_undesireable = data.highway == "service" and profile.service_penalties[data.service]
local forward_penalty = 1.
local backward_penalty = 1.
if forward_is_unsafe then
forward_penalty = math.min(forward_penalty, safety_penalty)
end
if backward_is_unsafe then
backward_penalty = math.min(backward_penalty, safety_penalty)
end
if is_undesireable then
forward_penalty = math.min(forward_penalty, profile.service_penalties[data.service])
backward_penalty = math.min(backward_penalty, profile.service_penalties[data.service])
end
if result.forward_speed > 0 then
-- convert from km/h to m/s
result.forward_rate = result.forward_speed / 3.6 * forward_penalty
end
if result.backward_speed > 0 then
-- convert from km/h to m/s
result.backward_rate = result.backward_speed / 3.6 * backward_penalty
end
if result.duration > 0 then
result.weight = result.duration / forward_penalty
end
if data.highway == "bicycle" then
safety_bonus = safety_bonus + 0.2
if result.forward_speed > 0 then
-- convert from km/h to m/s
result.forward_rate = result.forward_speed / 3.6 * safety_bonus
end
if result.backward_speed > 0 then
-- convert from km/h to m/s
result.backward_rate = result.backward_speed / 3.6 * safety_bonus
end
if result.duration > 0 then
result.weight = result.duration / safety_bonus
end
end
end
end
function process_way(profile, way, result)
-- the initial filtering of ways based on presence of tags
-- affects processing times significantly, because all ways
-- have to be checked.
-- to increase performance, prefetching and initial tag check
-- is done directly instead of via a handler.
-- in general we should try to abort as soon as
-- possible if the way is not routable, to avoid doing
-- unnecessary work. this implies we should check things that
-- commonly forbids access early, and handle edge cases later.
-- data table for storing intermediate values during processing
local data = {
-- prefetch tags
highway = way:get_value_by_key('highway'),
route = nil,
man_made = nil,
railway = nil,
amenity = nil,
public_transport = nil,
bridge = nil,
access = nil,
junction = nil,
maxspeed = nil,
maxspeed_forward = nil,
maxspeed_backward = nil,
barrier = nil,
oneway = nil,
oneway_bicycle = nil,
cycleway = nil,
cycleway_left = nil,
cycleway_right = nil,
duration = nil,
service = nil,
foot = nil,
foot_forward = nil,
foot_backward = nil,
bicycle = nil,
way_type_allows_pushing = false,
has_cycleway_forward = false,
has_cycleway_backward = false,
is_twoway = true,
reverse = false,
implied_oneway = false
}
local handlers = Sequence {
-- set the default mode for this profile. if can be changed later
-- in case it turns we're e.g. on a ferry
WayHandlers.default_mode,
-- check various tags that could indicate that the way is not
-- routable. this includes things like status=impassable,
-- toll=yes and oneway=reversible
WayHandlers.blocked_ways,
-- our main handler
handle_bicycle_tags,
-- compute speed taking into account way type, maxspeed tags, etc.
WayHandlers.surface,
-- handle turn lanes and road classification, used for guidance
WayHandlers.classification,
-- handle allowed start/end modes
WayHandlers.startpoint,
-- handle roundabouts
WayHandlers.roundabouts,
-- set name, ref and pronunciation
WayHandlers.names,
-- set classes
WayHandlers.classes,
-- set weight properties of the way
WayHandlers.weights
}
WayHandlers.run(profile, way, result, data, handlers)
end
function process_turn(profile, turn)
-- compute turn penalty as angle^2, with a left/right bias
local normalized_angle = turn.angle / 90.0
if normalized_angle >= 0.0 then
turn.duration = normalized_angle * normalized_angle * profile.turn_penalty / profile.turn_bias
else
turn.duration = normalized_angle * normalized_angle * profile.turn_penalty * profile.turn_bias
end
if turn.is_u_turn then
turn.duration = turn.duration + profile.properties.u_turn_penalty
end
if turn.has_traffic_light then
turn.duration = turn.duration + profile.properties.traffic_light_penalty
end
if profile.properties.weight_name == 'cyclability' then
turn.weight = turn.duration
end
if turn.source_mode == mode.cycling and turn.target_mode ~= mode.cycling then
turn.weight = turn.weight + profile.properties.mode_change_penalty
end
end
return {
setup = setup,
process_way = process_way,
process_node = process_node,
process_turn = process_turn
}
|
local doorIds = {}
for index, value in ipairs(CustomDoorTable) do
if not table.contains(doorIds, value.openDoor) then
table.insert(doorIds, value.openDoor)
end
if not table.contains(doorIds, value.closedDoor) then
table.insert(doorIds, value.closedDoor)
end
end
local customDoor = Action()
function customDoor.onUse(player, item, fromPosition, target, toPosition, isHotkey)
if Creature.isInsideDoor(player, toPosition) then
return true
end
for index, value in ipairs(CustomDoorTable) do
if value.closedDoor == item.itemid then
item:transform(value.openDoor)
return true
end
end
for index, value in ipairs(CustomDoorTable) do
if value.openDoor == item.itemid then
item:transform(value.closedDoor)
return true
end
end
return true
end
for index, value in ipairs(doorIds) do
customDoor:id(value)
end
customDoor:register()
|
return
{
'cd.lua',
'config.lua',
'copy.lua',
'forget.lua',
'open.lua',
'term.lua',
'signal.lua',
'view.lua',
'repeat.lua',
'env.lua',
'trigger.lua',
-- 'views/wrap.lua'
}
|
local E = require 'ta.loot'
function ta_loot_gen(self)
E.Run(self)
end
|
-- Calls the Redis command: ZRANGEBYSCORE key min max
-- for each {key, min, max} given in the input arguments. Returns
-- the set intersection of the results
local function intersect_range_index_sets(set, tuples)
for _, redis_key in ipairs(tuples) do
local key, min, max = unpack(redis_key)
local ids = redis.call('zrangebyscore', key, min, max)
set = set_list_intersect(set, ids)
end
return set
end
-- Runs a query against a sorted set, extracts ids.
-- Response from redis: attr_value:[attr_value ...]:id
-- Returns a set of ids.
local function get_id_set_from_custom_index(set, query)
local ids = {}
local index_strings = {}
local sep = ':'
local id = ''
local key, min, max = unpack(query)
index_strings = redis.call('zrangebylex', key, min, max)
for _, index_string in ipairs(index_strings) do
id = string.match(index_string, '[^' .. sep .. ']+$')
table.insert(ids, id)
end
set = to_set(ids)
return set
end
-- Gets the hash of all the ids given. Returns the results in a
-- table, as well as any ids not found in Redis as a separate table
local function batch_hget(model, ids_set, ...)
local res, stale_ids = {}, {}
for id, _ in pairs(ids_set) do
local instance = nil
if #{...}> 0 then
local values = redis.call('hmget', model .. ':id:' .. id, ...)
-- HMGET returns the value in the order of the fields given. Map back to
-- field value [field value ..]
instance = {}
for i, field in ipairs({...}) do
if not values[i] then
instance = nil
break
end
table.insert(instance, field)
table.insert(instance, values[i])
end
else
-- HGETALL returns the value as field value [field value ..]
instance = redis.call('hgetall', model .. ':id:' .. id)
end
-- Only add to result if entry is not stale (if query to hgetall is not empty)
if instance and #instance > 0 then
-- We cannot return a Lua table to Redis as a hash. Return result as a flattened
-- array instead
table.insert(res, id)
table.insert(res, instance)
else
table.insert(stale_ids, id)
end
end
return {res, stale_ids}
end
-- Returns the number of ids which exist in the given ids_set
local function batch_exists(model, ids_set)
local id_keys = {}
for id, _ in pairs(ids_set) do
table.insert(id_keys, model .. ':id:' .. id)
end
if #id_keys == 0 then
return 0
end
return redis.call('exists', unpack(id_keys))
end
-- Validate that each item in the attr_vals table is not nil
local function validate_attr_vals(attr_key, attr_vals)
if not attr_vals or #attr_vals == 0 then
error('Invalid value given for attribute : ' .. attr_key)
end
for _, val in ipairs(attr_vals) do
if not val then
error('Invalid value given for attribute : ' .. attr_key)
end
end
end
-- Validate the query conditions by checking if the attributes queried for are indexed
-- attributes. Parse query conditions into two separate tables:
-- 1. index_sets formatted as the id set keys in Redis '#{Model.name}:#{attr_key}:#{attr_val}'
-- 2. range_index_sets formatted as a tuple {id set key, min, max} => { '#{Model.name}:#{attr_key}' min max }
local function validate_and_parse_query_conditions(hash_tag, model, index_attrs, range_index_attrs, ...)
-- Iterate through the arguments of the script to form the redis keys at which the
-- indexed id sets are stored.
local index_sets, range_index_sets = {}, {}
local i = 1
while i <= #arg do
local attr_key, attr_val = arg[i], arg[i+1]
if index_attrs[attr_key] then
validate_attr_vals(attr_key, {attr_val})
-- For normal index attributes, keys are stored at "#{Model.name}:#{attr_key}:#{attr_val}"
table.insert(index_sets, model .. ':' .. attr_key .. ':' .. attr_val .. hash_tag)
i = i + 2
elseif range_index_attrs[attr_key] then
-- For range attributes, nil values are stored as normal sets
if attr_val == "" then
table.insert(index_sets, model .. ':' .. attr_key .. ':' .. attr_val .. hash_tag)
i = i + 2
else
local min, max = arg[i+1], arg[i+2]
validate_attr_vals(attr_key, {min, max})
-- For range index attributes, they are stored at "#{Model.name}:#{attr_key}"
table.insert(range_index_sets, {model .. ':' .. attr_key .. hash_tag, min, max})
i = i + 3
end
else
error(attr_key .. ' is not an indexed attribute')
end
end
return {index_sets, range_index_sets}
end
-- Validates that attributes in query are in correct order and range condition is applied only on the last attribute.
-- '~' is used as a character that is lexicographically greater than any alphanumerical. '[' makes range inclusive (exclusive are not yet supported)
-- Returns a table {index_key, min_string, max_string} to be used for index query.
local function validate_and_parse_query_conditions_custom(hash_tag, model, index_name, custom_index_attrs, args)
if #custom_index_attrs == 0 then
error('Index ' .. index_name .. ' does not exist')
end
local sep = ':'
local i = 1
local j = 1
local min, value_string_min, query_string_min = '', '', ''
local max, value_string_max, query_string_max = '', '', ''
local is_prev_attr_query_range = false
while i <= #args do
if is_prev_attr_query_range then
error('Range can be applied to the last attribute of query only')
end
local attr_key = args[i]
if custom_index_attrs[j] == attr_key then
min, max = args[i+1], args[i+2]
if j > 1 then
query_string_min = query_string_min .. sep
query_string_max = query_string_max .. sep
else
query_string_min = query_string_min .. '['
query_string_max = query_string_max .. '['
end
if min ~= '-inf' then
value_string_min = adjust_string_length(min)
query_string_min = query_string_min .. value_string_min
end
if max ~= '+inf' then
value_string_max = adjust_string_length(max)
query_string_max = query_string_max .. value_string_max
else
query_string_max = query_string_max .. '~'
end
if min ~= max then
is_prev_attr_query_range = true
end
j = j + 1
i = i + 3
else
error(attr_key .. ' in position ' .. j .. ' is not supported by index ' .. index_name)
end
end
query_string_max = query_string_max .. sep .. '~'
return {model .. sep .. 'custom_index' .. sep .. index_name .. hash_tag, query_string_min, query_string_max}
end
|
--
-- Created by IntelliJ IDEA.
-- User: vimfung
-- Date: 2017/7/5
-- Time: 下午4:38
-- To change this template use File | Settings | File Templates.
--
function Resume(func)
coroutine.resume(func)
end
function Test()
logic = coroutine.create(function()
while true do
local value = GetValue() --返回function?
print ("------ value = ", value);
local r, g, b = GetPixel(1000, 1200) --返回1000, 1200
print ("------ r, g, b = ", r, g, b);
coroutine.yield()
end
end)
Resume(logic);
end
function TestModuleFunc()
local tfunc = coroutine.create(function()
print (LogModule.test("111", "2222"));
coroutine.yield()
end)
coroutine.resume(tfunc);
end
function TestClassFunc()
local tfunc = coroutine.create(function()
print ("+++++++++++++");
local p = Person.create();
print (p);
p:speak();
p = Person.createPerson();
print (p);
p:setName("vim");
print (p:name());
Person.printPersonName(p);
coroutine.yield()
end)
coroutine.resume(tfunc);
end
function TestClassImportFunc()
local tfunc = coroutine.create(function()
local NativePerson = ClassImport('cn.vimfung.luascriptcore.sample.NativeData');
local Person = ClassImport('cn.vimfung.luascriptcore.sample.Person');
print(Person, NativePerson);
local p = NativePerson.createPerson();
print(p);
p:setName('abc');
p:speak();
coroutine.yield()
end)
coroutine.resume(tfunc);
end
Test();
TestModuleFunc();
TestClassFunc();
TestClassImportFunc();
|
object_building_kashyyyk_decd_wroshyr_root_s01 = object_building_kashyyyk_shared_decd_wroshyr_root_s01:new {
}
ObjectTemplates:addTemplate(object_building_kashyyyk_decd_wroshyr_root_s01, "object/building/kashyyyk/decd_wroshyr_root_s01.iff")
|
function split( str, delimiter )
local t = {};
string.gsub( str, delimiter .. "([_a-zA-Z0-9]+)", function( s )
table.insert( t, s );
end);
return t;
end
function getXTableElement( filename, key )
local tName = dofile( filename );
local ret;
local keyArray = split( key, "/" );
for i = 1, #keyArray do
local key = keyArray[i];
local numberKey = tonumber( key );
if numberKey then
key = numberKey;
end
if i == 1 then
ret = tName[key];
else
ret = ret[key];
end
end
return ret;
end
function str_repeat( str, repeatNum )
ret = "";
repeatNum = tonumber( repeatNum );
for i = 1, repeatNum do
ret = ret .. str;
end
return ret;
end
function print_r ( ... )
for _,v in ipairs( {...} ) do
if type( v ) == "table" then
_print_r( v );
else
print( v );
end
end
end
function _print_r( o, depth )
if not depth then
depth = 0;
end
if type( o ) == "number" then
print( o );
elseif type( o ) == "string" then
print( string.format( "%q", o ) );
elseif type( o ) == "boolean" then
print( o );
elseif type( o ) == "table" then
local repeatStr = str_repeat( " ", depth );
local repeatStr1 = str_repeat( " ", depth + 1 );
print( repeatStr .. "{" );
for k, v in pairs( o ) do
if type( v ) == "table" then
print( repeatStr1 .. "[" .. k .. "] => " );
_print_r( v, depth + 1 );
else
print( repeatStr1 .. "[" .. k .. "]" .. " => " .. tostring( v ) );
end
end
print( repeatStr .. "}" );
end
end
|
-- Only load the FFI library once! (otherwise creates weird segfaults)
ffi = require 'ffi'
|
-- Pawn by Vger-Azjol-Nerub
-- www.vgermods.com
-- © 2006-2018 Green Eclipse. This mod is released under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 license.
-- See Readme.htm for more information.
--
-- Spanish (European and Latin American) resources
-- See special cases at the end of the file!
------------------------------------------------------------
local function PawnUseThisLocalization()
PawnLocal =
{
["AverageItemLevelIgnoringRarityTooltipLine"] = "Nivel medio de objeto",
["BackupCommand"] = "backup",
["BaseValueWord"] = "base",
["CopyScaleEnterName"] = "Introduce un nombre para tu nueva escala, una copia de %s:",
["DebugOffCommand"] = "debug off",
["DebugOnCommand"] = "debug on",
["DecimalSeparator"] = ".",
["DeleteScaleConfirmation"] = "¿Está seguro de que desea eliminar %s? Esta acción no se puede deshacer. Escriba \"%s\" para confirmar:",
["DidntUnderstandMessage"] = " (?) No entendo \"%s\".",
["EnchantedStatsHeader"] = "(Valor actual)",
["EngineeringName"] = "Ingeniería",
["ExportAllScalesMessage"] = "Pulse Ctrl+C para copiar sus etiquetas de escala, cree un fichero en su ordenador donde guardarlas como copia de seguridad, y pulse Ctrl+V para pegarlas. ",
["ExportScaleMessage"] = "Pulse Ctrl+C para copiar la siguiente etiqueta de escala para |cffffffff%s|r, y luego pulse Ctrl+V para pegarla.",
["FailedToGetItemLinkMessage"] = " No se ha podido obtener el enlace al objeto desde el tooltip. Esto puede ser debido a un conflicto entre accesorios.",
["FailedToGetUnenchantedItemMessage"] = " No se han podido obtener los valores base del objeto. Esto puede ser debido a un conflicto entre accesorios.",
["FoundStatMessage"] = " %d %s",
["GemList2"] = "%s o %s",
["GemListMany"] = "%d posibilidades (haz click al boton Pawn para ver mas detalles)",
["GenericGemLink"] = "|Hitem:%d|h[Gema %d]|h",
["GenericGemName"] = "(Gema %d)",
["HiddenScalesHeader"] = "Otras escalas",
["ImportScaleMessage"] = "Pulsa Ctrl+V para pegar aquí una etiqueta de escala que ha copiado de otra fuente: ",
["ImportScaleTagErrorMessage"] = "Pawn no entiende esa etiqueta de escala. ¿Ha copiado la etiqueta entera? Intente copiarla y pegarla de nuevo:",
["ItemIDTooltipLine"] = "ID de objeto",
["ItemLevelTooltipLine"] = "Nivel de objeto",
["LootUpgradeAdvisorHeader"] = "Pulse para comparar con sus objetos.|n",
["LootUpgradeAdvisorHeaderMany"] = "|TInterface\\AddOns\\Pawn\\Textures\\UpgradeArrow:0|t Este objeto es una mejora para %d escalas. Pulse para comparar con sus objetos.",
["MissocketWorthwhileMessage"] = " -- Pero es mejor usar sólo gemas %s:",
["NeedNewerVgerCoreMessage"] = "Pawn necesita una versión más reciente de VgerCore. Por favor utilice la versión de VgerCore que vino con Pawn. ",
["NewScaleDuplicateName"] = "Ya existe una escala con ese nombre. Introduzca un nombre para su escala: ",
["NewScaleEnterName"] = "Introduzca un nombre para su escala: ",
["NewScaleNoQuotes"] = "Una escala no puede tener \" en su nombre. Introduzca un nombre para su escala: ",
["NormalizationMessage"] = " ---- Normalizado dividiendo por %g",
["NoScale"] = "(ninguna)",
["NoScalesDescription"] = "Para empezar, importe una escala o comience una nueva. ",
["NoStatDescription"] = "Elija un atributo de la lista de la izquierda. ",
["Or"] = "o ",
["RenameScaleEnterName"] = "Escribe un nuevo nombre para %s:",
["SocketBonusValueCalculationMessage"] = " -- La ranura extra valdrá: %g",
["StatNameText"] = "1 de |cffffffff%s|r vale:",
["ThousandsSeparator"] = ",",
["TooltipBestAnnotation"] = "%s |cff8ec3e6(El mejor)|r",
["TooltipBestAnnotationSimple"] = "%s El mejor",
["TooltipBigUpgradeAnnotation"] = "%s |TInterface\\AddOns\\Pawn\\Textures\\UpgradeArrow:0|t|cff00ff00 mejora%s|r",
["TooltipDowngradeAnnotation"] = "degradar",
--Translation missing
["TooltipRelicUpgradeAnnotation"] = "%s |TInterface\\AddOns\\Pawn\\Textures\\UpgradeArrow:0|t|cff00ff00+%d |4level:levels;%s|r",
["TooltipSecondBestAnnotation"] = "%s |cff8ec3e6(El segundo mejor)|r",
["TooltipSecondBestAnnotationSimple"] = "%s El segundo mejor",
["TooltipUpgradeAnnotation"] = "%s |TInterface\\AddOns\\Pawn\\Textures\\UpgradeArrow:0|t|cff00ff00+%.0f%% mejora%s|r",
["TooltipUpgradeFor1H"] = " para armas 1H",
["TooltipUpgradeFor2H"] = " para armas 2H",
["TooltipUpgradeNeedsEnhancementsAnnotation"] = "%s |TInterface\\AddOns\\Pawn\\Textures\\UpgradeArrow:0|t|cff00ff00+%.0f%% mejora potencial%s|r",
["TooltipVersusLine"] = "%s|n vs. |c%s%s|r",
["TotalValueMessage"] = " ---- Total: %g",
["UnenchantedStatsHeader"] = "(Valor base)",
["Unusable"] = "(No utilizable)",
["UnusableStatMessage"] = " -- %s no es utilizable, parando.",
["Usage"] = [=[
Pawn by Vger-Azjol-Nerub
www.vgermods.com
/pawn -- Mostrar u ocultar la interfaz de Pawn
/pawn debug [ on | off ] -- Envía mensajes de depuracion a la consola
/pawn backup -- Crea un backup de tus escalas
Para más información sobre como personalizar Pawn, por favor lee el archivo (Readme.htm) que viene con el Addon.
]=],
["ValueCalculationMessage"] = " %g %s x %g = %g",
["VisibleScalesHeader"] = "Escalas de %s",
["Stats"] = {
["AgilityInfo"] = "Agilidad. Aumenta el poder de ataque en algunas clases.",
["ArmorInfo"] = "Armadura base. No incluye la armadura extra recibida de los objetos especificos de tanque.",
["ArmorTypes"] = "Tipos de armadura",
["AvoidanceInfo"] = "Eludir. Reduce el daño que recibes de ataques de área de efecto.",
["Cloth"] = "Tela",
["ClothInfo"] = "Puntos que asignar si el objeto es de Tela.",
["Crit"] = "Crit",
["CritInfo"] = "Golpe crítico. Aumenta la probabilidad de que tus ataques y hechizos de curación sean más efectivos.",
["DpsInfo"] = "Daño por segundo del arma. (Si quieres valorar el DPS de forma diferente para los distintos tipos de armas, mira la sección \"Atributos especiales de arma\".)",
["HasteInfo"] = "Celeridad. Aumenta la velocidad de ataque y de lanzamiento de hechizos y la regeneracion de energía o enfoque.",
["IndestructibleInfo"] = "Indestructible. Hace que el objeto no reciba daño de durabilidad.",
["IndestructibleIs"] = "Ser |cffffffffindestructible|r vale:",
["IntellectInfo"] = "Intelecto. Aumenta el poder de hechizo para algunas clases.",
["Leather"] = "Cuero",
["LeatherInfo"] = "Puntos que asignar si el objeto es de Cuero",
["LeechInfo"] = "Restitución. Te devuelve como sanación el daño que infliges o la sanación que realizas.",
["Mail"] = "Malla",
["MailInfo"] = "Puntos que asignar si el objeto es de malla.",
["MasteryInfo"] = "Maestría. Mejora un bonus único para tu especialización.",
["MinorStats"] = "Estadísticas menores",
["MovementSpeedInfo"] = "Velocidad de movimiento. Hace que tu personaje corra más rápido.",
["Plate"] = "Placas",
["PlateInfo"] = "Puntos que asignar si el objeto es de Placas.",
["Shield"] = "Escudo",
["ShieldInfo"] = "Puntos que asignar si el objeto es un Escudo",
["Sockets"] = "Ranuras",
["SpecialWeaponStats"] = "Atributos especiales de arma",
["SpeedBaseline"] = "Velocidad base",
["SpeedBaselineInfo"] = "No es un atributo que aparezca en armas, este número se resta de el atributo de Velocidad antes de multiplicarlo por el valor de la escala.",
["SpeedBaselineIs"] = "|cffffffffVelocidad base|r es:",
["SpeedInfo"] = "Velocidad de arma, en segundos por golpe. (Si prefieres armas rápidas, éste número a de ser negativo. Ver también: \"velocidad base\" en la sección \"Atributos especiales de arma\".)",
["SpeedIs"] = "1 segundo |cffffffffswing speed|r vale:",
["StaminaInfo"] = "Aguante. Aumenta tu vida.",
["StrengthInfo"] = "Fuerza. Aumenta el poder de ataque de algunas clases.",
["VersatilityInfo"] = "Versatilidad. Aumenta el daño infligido para personajes DPS, la sanación realizada para personajes sanadores, y reduce el daño recibido para personajes tanque.",
["WeaponMainHandDps"] = "Mano Derecha: DPS",
["WeaponMainHandDpsInfo"] = "Daño del arma por segundo, sólo para armas de mano derecha.",
["WeaponMainHandMaxDamage"] = "Mano Derecha: daño máximo",
["WeaponMainHandMaxDamageInfo"] = "Daño máximo del arma, sólo para armas de mano derecha.",
["WeaponMainHandMinDamage"] = "Mano Derecha: daño mínimo",
["WeaponMainHandMinDamageInfo"] = "Daño mínimo del arma, sólo para armas de mano derecha.",
["WeaponMainHandSpeed"] = "Mano Derecha: velocidad",
["WeaponMainHandSpeedInfo"] = "Velocidad del arma, sólo para armas de mano derecha.",
["WeaponMaxDamage"] = "Daño máximo",
["WeaponMaxDamageInfo"] = "Daño máximo del arma.",
["WeaponMeleeDps"] = "DPS Cuerpo a Cuerpo",
["WeaponMeleeDpsInfo"] = "Daño del arma por segundo, sólo para armas cuerpo a cuerpo.",
["WeaponMeleeMaxDamage"] = "Cuerpo a Cuerpo: Daño máximo",
["WeaponMeleeMaxDamageInfo"] = "Daño máximo del arma, sólo para armas cuerpo a cuerpo.",
["WeaponMeleeMinDamage"] = "Cuerpo a Cuerpo: daño mínimo",
["WeaponMeleeMinDamageInfo"] = "Daño mínimo del arma, sólo para armas cuerpo a cuerpo.",
["WeaponMeleeSpeed"] = "Cuerpo a Cuerpo: velocidad",
["WeaponMeleeSpeedInfo"] = "Velocidad del arma, sólo para armas cuerpo a cuerpo.",
["WeaponMinDamage"] = "Daño mínimo",
["WeaponMinDamageInfo"] = "Daño mínimo del arma.",
["WeaponOffHandDps"] = "Mano Izquierda: DPS",
["WeaponOffHandDpsInfo"] = "Daño del arma por segundo, sólo para armas de mano izquierda.",
["WeaponOffHandMaxDamage"] = "Mano Izquierda: daño máximo",
["WeaponOffHandMaxDamageInfo"] = "Daño máximo del arma, sólo para armas de mano izquierda.",
["WeaponOffHandMinDamage"] = "Mano Izquierda: daño mínimo",
["WeaponOffHandMinDamageInfo"] = "Daño mínimo del arma, sólo para armas de mano izquierda.",
["WeaponOffHandSpeed"] = "Mano Izquierda: velocidad",
["WeaponOffHandSpeedInfo"] = "Velocidad del arma, sólo para armas de mano izquierda.",
["WeaponOneHandDps"] = "Una Mano: DPS",
["WeaponOneHandDpsInfo"] = "Daño del arma por segundo, sólo para armas de Una Mano, sin incluir armas de Mano Derecha o Mano Izquierda",
["WeaponOneHandMaxDamage"] = "Una Mano: daño máximo",
["WeaponOneHandMaxDamageInfo"] = "Daño máximo del arma, sólo para armas de Una Mano, sin incluir armas de Mano Derecha o Mano Izquierda.",
["WeaponOneHandMinDamage"] = "Una Mano: daño mínimo",
["WeaponOneHandMinDamageInfo"] = "Daño mínimo del arma, sólo para armas de Una Mano, sin incluir armas de Mano Derecha o Mano Izquierda.",
["WeaponOneHandSpeed"] = "Una Mano: velocidad",
["WeaponOneHandSpeedInfo"] = "Velocidad de arma, sólo para armas de Una Mano, sin incluir armas de Mano Derecha o Mano Izquierda.",
["WeaponRangedDps"] = "A Distancia: DPS",
["WeaponRangedDpsInfo"] = "Daño del arma por segundo, sólo para armas a distancia.",
["WeaponRangedMaxDamage"] = "A Distancia: daño máximo",
["WeaponRangedMaxDamageInfo"] = "Daño máximo del arma, sólo para armas a distancia.",
["WeaponRangedMinDamage"] = "A Distancia: daño mínimo",
["WeaponRangedMinDamageInfo"] = "Daño mínimo del arma, sólo para armas a distancia.",
["WeaponRangedSpeed"] = "A Distancia: velocidad",
["WeaponRangedSpeedInfo"] = "Velocidad de arma, sólo para armas a distancia.",
["WeaponStats"] = "Atributos de arma",
["WeaponTwoHandDps"] = "Dos Manos: DPS",
["WeaponTwoHandDpsInfo"] = "Daño del arma por segundo, sólo para armas a dos manos.",
["WeaponTwoHandMaxDamage"] = "Dos Manos: daño máximo",
["WeaponTwoHandMaxDamageInfo"] = "Daño máximo del arma, sólo para armas a dos manos.",
["WeaponTwoHandMinDamage"] = "Dos Manos: daño mínimo",
["WeaponTwoHandMinDamageInfo"] = "Daño mínimo del arma, sólo para armas a dos manos.",
["WeaponTwoHandSpeed"] = "Dos Manos: velocidad",
["WeaponTwoHandSpeedInfo"] = "Velocidad de arma, sólo para armas a dos manos.",
["WeaponType1HAxe"] = "Hacha: Una Mano",
["WeaponType1HAxeInfo"] = "Puntos que asignar si el objeto es un hacha de una mano.",
["WeaponType1HMace"] = "Maza: Una Mano",
["WeaponType1HMaceInfo"] = "Puntos que asignar si el objeto es una maza de una mano.",
["WeaponType1HSword"] = "Espada: Una Mano",
["WeaponType1HSwordInfo"] = "Puntos que asignar si el objeto es una espada de una mano.",
["WeaponType2HAxe"] = "Hacha: Dos Manos",
["WeaponType2HAxeInfo"] = "Puntos que asignar si el objeto es un hacha de dos manos.",
["WeaponType2HMace"] = "Maza: Dos Manos",
["WeaponType2HMaceInfo"] = "Puntos que asignar si el objeto es una maza de dos manos.",
["WeaponType2HSword"] = "Espada: Dos Manos",
["WeaponType2HSwordInfo"] = "Puntos que asignar si el objeto es una espada de dos manos.",
["WeaponTypeBow"] = "Arco",
["WeaponTypeBowInfo"] = "Puntos que asignar si el objeto es un arcos.",
["WeaponTypeCrossbow"] = "Ballesta",
["WeaponTypeCrossbowInfo"] = "Puntos que asignar si el objeto es una ballesta.",
["WeaponTypeDagger"] = "Daga",
["WeaponTypeDaggerInfo"] = "Puntos que asignar si el objeto es una daga.",
["WeaponTypeFistWeapon"] = "Arma de puño",
["WeaponTypeFistWeaponInfo"] = "Puntos que asignar si el objeto es un arma de puño.",
["WeaponTypeFrill"] = "Cosillas de mano izquierda",
["WeaponTypeFrillInfo"] = "Puntos que asignar si el objeto es un objeto de taumaturgo \"sostener en mano izquierda\". No aplica a escudos o armas.",
["WeaponTypeGun"] = "Arma de fuego",
["WeaponTypeGunInfo"] = "Puntos que asignar si el objeto es un arma de fuego.",
["WeaponTypeOffHand"] = "Arma de mano izquierda",
["WeaponTypeOffHandInfo"] = "Puntos que asignar si el objeto es cualquier arma que sólo puede ser sostenida en la mano izquierda. No aplica a objetos \"cosillas\" de (taumaturgo), escudos, o armas que pueden ser sostenidas en cualquier mano.",
["WeaponTypePolearm"] = "Arma de asta",
["WeaponTypePolearmInfo"] = "Puntos que asignar si el objeto es un arma de asta.",
["WeaponTypes"] = "Tipos de armas",
["WeaponTypeStaff"] = "Vara",
["WeaponTypeStaffInfo"] = "Puntos que asignar si el objeto es una vara.",
["WeaponTypeWand"] = "Varita",
["WeaponTypeWandInfo"] = "Puntos que asignar si el objeto es una varita.",
["WeaponTypeWarglaive"] = "Guja de Guerra",
["WeaponTypeWarglaiveInfo"] = "Puntos que seran asignados si el objetos es una guja de guerra"
},
["TooltipParsing"] = {
["Agility"] = "^%+?([-%d%. NBSP,]+) agilidad$",
["AllStats"] = "^%+?([%d%. NBSP,]+) todas las estadísticas$",
["Ap"] = "^%+?([%d%. NBSP,]+) [Pp]oder de ataque$",
["Armor"] = "^%+?([%d%. NBSP,]+) p. de armadura$",
["Armor2"] = "^UNUSED$",
["Avoidance"] = "^%+([%d%. NBSP,]+) elusión$",
["Axe"] = "^Hacha$",
["BagSlots"] = "^%d+ casillas .+$",
["Bow"] = "^Arco$",
["ChanceOnHit"] = "Probabilidad al acertar:",
["Charges"] = "^.+ cargas?$",
["Cloth"] = "^Tela$",
["CooldownRemaining"] = "^Tiempo de reutilización restante:",
["Crit"] = "^%+?([%d%. NBSP,]+) golpe crítico%.?$",
["Crit2"] = "^UNUSED$",
["Crossbow"] = "^Ballesta$",
["Dagger"] = "^Daga$",
["DisenchantingRequires"] = "^Desencantar requiere",
["Dodge"] = "^%+?([%d%. NBSP,]+) esquivar$",
["Dodge2"] = "^UNUSED$",
["Dps"] = "^%(([%d%. NBSP,]+) p. de daño por segundo%)$",
["DpsAdd"] = "^Añade ([%d%. NBSP,]+) p. de daño por segundo$",
["Duration"] = "^Duración:",
["Elite"] = "^Élite$",
["EnchantmentArmorKit"] = "^Reforzado %(%+([%d%. NBSP,]+) armadura%)$",
["EnchantmentCounterweight"] = "^Contrapeso %(%+([%d%. NBSP,]+) celeridad%)",
["EnchantmentFieryWeapon"] = "^Arma ígnea$",
["EnchantmentHealth"] = "^%+([%d%. NBSP,]+) HP$",
["EnchantmentHealth2"] = "^%+([%d%. NBSP,]+) salud$",
["EnchantmentLivingSteelWeaponChain"] = "^Cadena$ de Acero Vivo",
["EnchantmentPyriumWeaponChain"] = "^Cadena$ de Pirium",
["EnchantmentTitaniumWeaponChain"] = "^Cadena$ de Titanio",
["Equip"] = "Equipar:",
["FistWeapon"] = "^Arma de puño$",
["Flexible"] = "^Flexible$",
["Gun"] = "^Arma de fuego$",
["Haste"] = "^%+?([%d%. NBSP,]+) celeridad$",
["Haste2"] = "^UNUSED$",
["HaventCollectedAppearance"] = "^Aun no has recogido este aspecto$",
["HeirloomLevelRange"] = "^Requiere un nivel entre %d+ y (%d+)",
["HeirloomXpBoost"] = "^Equipar: La experiencia obtenida",
["HeirloomXpBoost2"] = "^UNUSED$",
["Heroic"] = "^Heroico$",
["HeroicElite"] = "^Heroico de élite$",
["HeroicThunderforged"] = "^Heroico Forjas del Trueno$",
["HeroicWarforged"] = "^Heroico Forjas de la guerra$",
["Hp5"] = "^([%d%. NBSP,]+) Salud cada 5 s%.$",
["Hp52"] = "^Equipar: Restaura ([%d%. NBSP,]+) de vida cada 5 segundos%.$",
["Hp53"] = "^Restaura %+?([%d%. NBSP,]+) [vV]ida [cC]ada 5 [sS]egundos%.?$",
["Hp54"] = "^UNUSED$",
["Intellect"] = "^%+?([-%d%. NBSP,]+) intelecto$",
["Leather"] = "^Cuero$",
["Leech"] = "^%+([%d%. NBSP,]+) restitución$",
["Mace"] = "^Maza$",
["Mail"] = "^Malla$",
["Mastery"] = "^%+?([%d%. NBSP,]+) maestría$",
["Mastery2"] = "^UNUSED$",
["MetaGemRequirements"] = "|cff%x%x%x%x%x%xRequiere",
["MovementSpeed"] = "^%+([%d%. NBSP,]+) velocidad$",
["MultiStatHeading"] = "^Estadisticas multiples$",
["MultiStatSeparator1"] = "y",
["Multistrike"] = "^%+([%d%. NBSP,]+) multigolpe$",
["NormalizationEnchant"] = "^Encantado: (.*)$",
["Parry"] = "^%+?([%d%. NBSP,]+) parada$",
["Parry2"] = "^UNUSED$",
["Plate"] = "^Placas$",
["Polearm"] = "^Arma de asta$",
["PvPPower"] = "^%+?([%d%. NBSP,]+) poder JcJ$",
["RaidFinder"] = "^Buscador de bandas$",
["Requires2"] = "^Necesitas ser de nivel [%d%. NBSP,]+$",
["Resilience"] = "^%+?([%d%. NBSP,]+) temple JcJ$",
["Resilience2"] = "^UNUSED$",
["Scope"] = "^Mira %(%+([%d%. NBSP,]+) daño%)$",
["ScopeCrit"] = "^Scope %(%+([%d%. NBSP,]+) Critical Strike%)$",
["ScopeRangedCrit"] = "^%+?([%d%. NBSP,]+) Golpe Crítico a distancia$",
["Shield"] = "^Escudo$",
["SocketBonusPrefix"] = "Bonus ranura: ",
["Speed"] = "^Velocidad ([%d%. NBSP,]+)$",
["Speed2"] = "^UNUSED$",
["SpellPower"] = "^%+?([%d%. NBSP,]+) poder con hechizos$",
["Spirit"] = "^%+?([-%d%. NBSP,]+) espíritu$",
["Staff"] = "^Bastón$",
["Stamina"] = "^%+?([-%d%. NBSP,]+) aguante$",
["Strength"] = "^%+?([-%d%. NBSP,]+) fuerza$",
["Sword"] = "^Espada$",
["TemporaryBuffMinutes"] = "^.+%(%d+ min%)$",
["TemporaryBuffSeconds"] = "^.+%(%d+ seg%)$",
["Thunderforged"] = "^Forjas del Trueno$",
["Timeless"] = "^Sin tiempo$",
["Titanforged"] = "^Forjadoporlostitanes$",
["UpgradeLevel"] = "^Nivel de Mejora:",
["Use"] = "Usar:",
["Versatility"] = "^%+([%d%. NBSP,]+) versatilidad$",
["Wand"] = "^Varita$",
["Warforged"] = "^Forjas de la guerra$",
["Warglaives"] = "^Gujas de Guerra$",
["WeaponDamage"] = "^([%d%. NBSP,]+) %- ([%d%. NBSP,]+) p. de daño$",
["WeaponDamageArcane"] = "^%+?([%d%. NBSP,]+) %- ([%d%. NBSP,]+) p. de daño de Arcano$",
["WeaponDamageArcaneExact"] = "^%+?([%d%. NBSP,]+) p. de daño de Arcano$",
["WeaponDamageEnchantment"] = "^%+?([%d%. NBSP,]+) daño con arma$",
["WeaponDamageEquip"] = "^Equipar: %+?([%d%. NBSP,]+) p. de daño con arma%.$",
["WeaponDamageExact"] = "^%+?([%d%. NBSP,]+) p. de daño$",
["WeaponDamageFire"] = "^%+?([%d%. NBSP,]+) %- ([%d%. NBSP,]+) p. de daño de Fuego$",
["WeaponDamageFireExact"] = "^%+?([%d%. NBSP,]+) p. de daño de Fuego$",
["WeaponDamageFrost"] = "^%+?([%d%. NBSP,]+) %- ([%d%. NBSP,]+) p. de daño de Escarcha$",
["WeaponDamageFrostExact"] = "^%+?([%d%. NBSP,]+) p. de daño de Escarcha$",
["WeaponDamageHoly"] = "^%+?([%d%. NBSP,]+) %- ([%d%. NBSP,]+) p. de daño de Sagrado$",
["WeaponDamageHolyExact"] = "^%+?([%d%. NBSP,]+) p. de daño de Sagrado$",
["WeaponDamageNature"] = "^%+?([%d%. NBSP,]+) %- ([%d%. NBSP,]+) p. de daño de Naturaleza$",
["WeaponDamageNatureExact"] = "^%+?([%d%. NBSP,]+) p. de daño de Naturaleza$",
["WeaponDamageShadow"] = "^%+?([%d%. NBSP,]+) %- ([%d%. NBSP,]+) p. de daño de Sombras$",
["WeaponDamageShadowExact"] = "^%+?([%d%. NBSP,]+) p. de daño de Sombras$"
},
["UI"] = {
["AboutHeader"] = "Acerca de Pawn",
--Translation missing
["AboutMrRobot"] = "Default stat weights are provided by the generous Mr. Robot. They’re a great starting point for characters with typical talents and artifact traits in typical fights. You can get more accurate, customized stat weights for your character using the Ask Mr. Robot simulator at askmrrobot.com.",
["AboutReadme"] = "Nuevo en Pawn? Mira la pestaña de primeros pasos para una introducción básica.",
["AboutTab"] = "Acerca de",
["AboutTranslation"] = "Traducción al Castellano por Minimoncho y Grimngor",
["AboutVersion"] = "Versión %s",
["AboutWebsite"] = "Para otros addons de Vger, visita vgermods.com.",
--Translation missing
["AskMrRobotProvider"] = "Ask Mr. Robot scales",
["CompareClearItems"] = "Limpiar",
["CompareClearItemsTooltip"] = "Quitar ambos objetos de la comparación.",
["CompareColoredSockets"] = "Ranuras de color",
["CompareEquipped"] = "Equipado",
["CompareGemTotalValue"] = "Valor de gemas",
["CompareHeader"] = "Compara objetos usando %s",
["CompareOtherHeader"] = "Otro",
["CompareSlotEmpty"] = "(vacío)",
["CompareSocketBonus"] = "Bonus de ranura",
["CompareSocketsHeader"] = "Ranuras",
["CompareSpecialEffects"] = "Efectos especiales",
["CompareSwap"] = "‹ Cambiar ›",
["CompareSwapTooltip"] = "Cambia el objeto de la izquierda por el de la derecha.",
["CompareTab"] = "Comparar",
["CompareVersus"] = "—vs.—",
["CompareWelcomeRight"] = [=[Despues, coloca un objeto en ésta caja.
Puedes compararlo contra tus objetos existentes usando los iconos en la esquina inferior izquierda.]=],
["CompareYourBest"] = "El mejor",
["GemsColorHeader"] = "Gemas %s",
["GemsHeader"] = "Gemas para %s",
["GemsNoneFound"] = "No se encontraron gemas adecuadas.",
["GemsQualityLevel"] = "Nivel de calidad de la gema",
["GemsQualityLevelTooltip"] = [=[Nivel de objeto para el que sugerir gemas.
Por ejemplo, si "463", entonces Pawn mostrará gemas adecuadas para objetos de nivel 463: Botín de mazmorra heroica de Mists of Pandaria.]=],
["GemsShowBest"] = "Muestra las mejores gemas disponibles",
["GemsShowBestTooltip"] = "Muestra las mejores gemas que hay disponibles para la escala seleccionada actualmente. Algunas de éstas gemas serán demasiado poderosas para encrustarlas en objetos viejos y de baja calidad.",
["GemsShowForItemLevel"] = "Muestra las gemas recomendadas para un nivel de objeto:",
["GemsShowForItemLevelTooltip"] = "Muestra las gemas que Pawn recomienda para la escala que está seleccionada actualmente y un objeto de un nivel específico.",
["GemsTab"] = "Gemas",
["GemsWelcome"] = "Selecciona una escala a la izquierda para ver las gemas que Pawn recomienda.",
["HelpHeader"] = "Bienvenido a Pawn!",
["HelpTab"] = "Primeros pasos",
["HelpText"] = [=[Pawn calcula el valor del objeto según los atributos del objeto. Después utiliza estos valores para determinar cuales de tus objetos son los mejores, y identificar objetos que mejorarían tu equipamiento.
Cada objeto recibirá una puntuación por cada "escala" que esté activa para tu personaje. Una escala enumera los atributos que son importantes para ti, y cuantos puntos vale cada atributo. Normalmente dispones de una escala para cada uno de los roles o especializaciones de clase. Las puntuaciones están escondidas por defecto, pero puedes ver como se calcula la puntuación de un objeto en la pestaña de Comparar.
• Puedes activar o desactivar una escala haciendo shift-click en ella en la lista de la pestaña de Escalas.
Pawn viene con escalas pre-fabricadas para cada clase y especialización. También puedes crear tu propia escala asignandole valores a cada atributo, importar escalas de internet o herramientas de simulación, o compartir escalas con compañeros de hermandad.
|cff8ec3e6Prueba estás características una vez aprendas los básico:|r
• Compara las estadñisticas de dos objetos usando la pestaña de Comparar de Pawn.
• Haz click-derecho en la ventana de link al chat de un objeto para ver la comparación con tu objeto actual.
• Haz una copia de una de tus escalas en la pestaña de Escalas, y personaliza los valores de los atributos en la pesaña de Valores.
• Busca más escalas para tu clase en internet.
• Echa un vistazo al archivo leeme para aprender más acerca de las características avanzadas de Pawn.]=],
["InterfaceOptionsBody"] = "Haz click en el botón de Pawn para ir allí. También puedes abrir Pawn desde tu ventana de personaje, o estableciendo un atajo de teclado a Pawn.",
["InterfaceOptionsWelcome"] = "Las opciones de Pawn se encuentran en la IU de Pawn.",
["InventoryButtonTooltip"] = "Haz click para abrir Pawn.",
["InventoryButtonTotalsHeader"] = "Totales para todos los objetos equipados:",
["KeyBindingCompareItemLeft"] = "Comparar objeto (izquierda)",
["KeyBindingCompareItemRight"] = "Comparar objeto (derecha)",
["KeyBindingShowUI"] = "Enciende/Apaga la IU de Pawn",
["OptionsAdvisorHeader"] = "Opciones del consejero",
["OptionsAlignRight"] = "Alinea los valores al lado derecho del tooltip",
["OptionsAlignRightTooltip"] = "Activa ésta opción para alinear tus valores de Pawn y la información de mejora al lado derecho del tooltip en vez de al izquierdo.",
--Translation missing
["OptionsBagUpgradeAdvisor"] = "Show bag upgrade advisor",
--Translation missing
["OptionsBagUpgradeAdvisorTooltip"] = [=[Enable this option to have Pawn take over the in-bag upgrade arrows.
If checked, Pawn will find upgrades in your bags and mark items that are an upgrade for any of your active scales with green arrows.
If unchecked, WoW will mark items with a higher item level than what you're currently wearing, and Pawn will not interfere with the built-in feature.]=],
["OptionsBlankLine"] = "Añade una línea en blanco antes de los valores",
["OptionsBlankLineTooltip"] = "Mantén tus tooltips de objetos super ordenados activando ésta opción, que añade una línea en blanco antes de los valores de Pawn.",
["OptionsButtonHidden"] = "Esconder",
["OptionsButtonHiddenTooltip"] = "No mostrar el botón de Pawn en la ventana de Información de Personaje.",
["OptionsButtonPosition"] = "Mostrar el botón de Pawn:",
["OptionsButtonPositionLeft"] = "A la izquierda",
["OptionsButtonPositionLeftTooltip"] = "Muestra el botón de Pawn en la esquina inferior izquierda de la ventana de Información de Personaje.",
["OptionsButtonPositionRight"] = "A la derecha",
["OptionsButtonPositionRightTooltip"] = "Muestra el botón de Pawn en la esquina inferior derecha de la ventana de Información de Personaje.",
["OptionsColorBorder"] = "Colorear el borde del tooltip de mejoras",
["OptionsColorBorderTooltip"] = "Activa ésta opción para cambiar el color del borde del tooltip de objetos a partir de los verdes. Desactiva ésta opción si interfiere con otros addons que cambian los bordes de los tooltips.",
["OptionsCurrentValue"] = "Muestra tanto los valores base como los actuales",
["OptionsCurrentValueTooltip"] = [=[Activa ésta opción para que Pawn muestre dos valores para objetos: el valor actual, que refleja el estado actual de un objeto con las gemas y encantamientos actuales, sin que las ranuras vacias den beneficio, y el valor base, que es lo que Pawn muestra normalmente. Ésta opción no tiene efecto salvo que actives mostrar valor de objetos en tooltip.
Deberías seguir usando el valor base para decidir entre dos objetos cuando llegues al "endgame", pero el valor actual puede ser de ayuda mientras subes de nivel y para que sea más fácil decidir si merece la pena equipar un objeto nuevo inmediatamente antes de que tenga gemas o encantamientos.]=],
["OptionsDebug"] = "Muestra la información de debug",
["OptionsDebugTooltip"] = [=[Si no estás seguro de como Pawn está calculando los valores de un objeto en particular, habilita ésta opción para que Pawn muestre todo yipo de datos "útiles" en la consola de chat cada vez que pongas el ratón sobre un objeto. Ésta informacion incluye los atributos que Pawn cree que tiene el objeto, que partes del objeto Pawn no entiende, y como tiene cada uno de los atributos en cuenta para cada una de tus escalas.
Ésta opción llenará tu registro de chat bastante rapido, te recomendamos apagarla cuando hayas terminado de hacer pruebas.
Atajos:
/pawn debug on
/pawn debug off]=],
["OptionsHeader"] = "Ajusta las opciones de Pawn",
["OptionsIgnoreGemsWhileLevelingCheck"] = "Ignorar ranuras en objetos de bajo nivel",
["OptionsIgnoreGemsWhileLevelingCheckTooltip"] = [=[Habilita ésta opción para que Pawn ignore las ranuras en objetos de bajo nivel al calcular los valores de objetos, dado que la mayoría de la gente no dedica tiempo a incrustar objetos cuando aún está levelando. Un objeto de "bajo nivel" es aquel peor que el que puede obtenerse en una mazmorra heroica en el nivel máximo.
Si está seleccionado, el asistente de ranuras de Pawn sugerira gemas apropriadas para objetos de bajo nivel, pero algunas ranuras serán ignoradas en los calculos y los objetos con incrustaciones no se mostrarán como mejoras con tanta frecuancia.
Si está deseleccionado, Pawn calculará valores para objetos como si tuvieran las incrustaciones que maximizan el valor del objeto, independientemente del nivel del objeto.]=],
["OptionsIgnoreItemUpgradesCheck"] = "Ignorar las mejoras de valor y torvos",
["OptionsIgnoreItemUpgradesCheckTooltip"] = [=[Activa esta opción para que Pawn ignore el potencial para las mejoras de Valor y los objetos Torvos Mejorados cuando calcule el valor de los objetos.
Si esta marcado, Pawn tratará los objetos mejorables como son actualmente y no asumirá que usarás Valor y Fragmentos Apexis Mejorados para mejorar el objeto al determinar si el objeto es mejor que el que tienes actualmente.
Si no esta marcado, Pawn tratará esos objetos asumiendo que maximizaras su potencial con Valor y Fragmentos Apexis Mejorados. Esto podría causar que un objeto torvo de nivel 650 apareciera como una mejora notable respecto a un objeto nivel 670 de Fundición Rocanegra, ya que el objeto torvo podría mejorarse potencialmente hasta el nivel 705 a través de Valor y Apexis.]=],
["OptionsInventoryIcon"] = "Mostrar iconos de inventario",
["OptionsInventoryIconTooltip"] = "Habilita ésta opción para mostrar el incono de los objetos enlazados en el chat.",
["OptionsItemIDs"] = "Mostrar IDs de objetos",
["OptionsItemIDsTooltip"] = [=[Habilita ésta opción para uqe Pawn muestre los números de ID de todos los objetos que encuentres, asi como las IDs de todos los encantamientos y gemas.
Todo objeto en World of Warcraft tiene un número de ID asociado. Normalmente ésta información sólo es útil para desarrolladores de addons.]=],
["OptionsLootAdvisor"] = "Mostrar asistente de mejora en botín",
["OptionsLootAdvisorTooltip"] = "Cuando el botín de una mazmorra suponga una mejora, Pawn mostrará un popup anclado a la ventana de botín informándote de la mejora.",
["OptionsOtherHeader"] = "Otras opciones",
["OptionsQuestUpgradeAdvisor"] = "Mostrar asistente de mejora en misión",
["OptionsQuestUpgradeAdvisorTooltip"] = "En tu registro de misiones y en las conversaciones con PNJs, si una de las opciones de recompensa de la misión es una mejora para tu equipamiento actual, Pawn mostrará un icono de flecha verde en ese objeto. SI ninguno de los objetos son una mejora, Pawn mostrará un montón de monedas en el objeto que valga más al venderlo a un comerciante.",
--Translation missing
["OptionsShowRelicUpgrades"] = "Show relic upgrades",
--Translation missing
["OptionsShowRelicUpgradesTooltip"] = "Pawn will show you when a relic would increase the item level of one of your artifact weapons. (This works differently from other upgrade features, since it's based on item level, not stats.)",
["OptionsResetUpgrades"] = "Re-escanear equipo",
["OptionsResetUpgradesTooltip"] = [=[Pawn olvidará lo que sabe sobre los mejores objetos que has equipado en el pasado y re-escaneará tu equipamiento para mostrar información de mejoras más relevante en el futuro.
Usa ésta característica si crees que Pawn está haciendo malas sugerencias de mejora como resultado de objetos que has vendido, destruido, o que de otra forma ya no usas. Ésto afectará a todos tus personajes que usen Pawn.]=],
["OptionsSocketingAdvisor"] = "Mostrar asistente de ranuras",
["OptionsSocketingAdvisorTooltip"] = "Cuando se añaden gemas a un objeto, Pawn mostrará un popup sugiriendo las gemas que puedes añadir al objeto para maximizar su poder. (Para ver la lista completa de sugerencias de gemas para cada color, ve a la pestaña de Gemas, donde además podrás personalizar la calidad de las gemas que usar.)",
["OptionsTab"] = "Opciones",
["OptionsTooltipHeader"] = "Opciones de Tooltips",
["OptionsTooltipSpecIcon"] = "Mostrar iconos de especializacion",
["OptionsTooltipSpecIconTooltip"] = "Activar esta opcion para mostrar iconos de especializacion al lado de los nombres de las escalas en la descripcion emergente",
["OptionsTooltipUpgradesOnly"] = "Muestra sólo mejoras",
["OptionsTooltipUpgradesOnlyTooltip"] = [=[Ésta es la opción más simple. Sólo muestra porcentajes de mejora para objetos que son una mejora de tu equipamiento actual, y indica cuales de tus objetos son los mejores para cada escala. No muestra nada en absoluto para los objetos inferiores.
|cff8ec3e6Fuego:|r |TInterface\AddOns\Pawn\Textures\UpgradeArrow:0|t |cff00ff00+10% mejora|r
...o...
|cff8ec3e6Fuego: el mejor|r]=],
["OptionsTooltipValuesAndUpgrades"] = "Muestra los valores de las escalas y los valores %",
["OptionsTooltipValuesAndUpgradesTooltip"] = [=[Muestra valores de Pawn para todas tus escalas visibles en todos los objetos, excepto aquellos que tienen un valor de cero. Además, indicar que objetos son una mejora para tu equipamiento actual.
|cff8ec3e6Escarcha: 123.4
Fire: 156.7 |TInterface\AddOns\Pawn\Textures\UpgradeArrow:0|t |cff00ff00+10% mejora|r]=],
["OptionsTooltipValuesOnly"] = "Muestra sólo los valores de las escalas, no mejoras %",
["OptionsTooltipValuesOnlyTooltip"] = [=[Muestra valores de Pawn para todas tus escalas visibles en todos los objetos, excepto aquellos que tienen un valor de cero. No indicar que objetos son una mejora para tu equipamiento actual. Ésta opción refleja el comportamiento por defecto en versiones antiguas de Pawn.
|cff8ec3e6Escarcha: 123.4
Fuego: 156.7|r]=],
["OptionsUpgradeHeader"] = "Muestra |TInterface\\AddOns\\Pawn\\Textures\\UpgradeArrow:0|t mejoras en los tooltips:",
--Translation missing
["OptionsUpgradeSettingsHeader"] = "Upgrade options",
["OptionsUpgradesForBothWeaponTypes"] = "Muestra mejoras para Una Mano y Dos Manos",
["OptionsUpgradesForBothWeaponTypesTooltip"] = [=[El asistente de mejoras de Pawn buscarán y mostrarán mejoras para tus armas de dos manos y tus armas de doble empuñadura (o para taumaturgos, cosilla de mano derecha y mano izquierda) de forma independiente.
Si está seleccionado, podrás estar usando un arma de dos manos y aún asi ver armas de una mano claramente inferiores como mejoras si son mejores que la última arma de una mano mejor (o segunda mejor) que tuviste, porque Pawn está buscando mejoras de forma independiente para ambos sets de armas.
Si está deseleccionado, equipar un arma de dos manos evitará que Pawn te muestre mejoras para armas de una mano y vice-versa.]=],
["OptionsUpgradeTrackingHeader"] = "Comparacion de mejoras",
["OptionsUpgradeTrackingOff"] = "Comparado con el equipo equipado (recomendado)",
["OptionsUpgradeTrackingOffTooltip"] = "Pawn mostrara el equipamiento que suponga una mejora respecto al que tengas equipado actualmente",
["OptionsUpgradeTrackingOn"] = "Rastrear para cada escala (avanzado)",
["OptionsUpgradeTrackingOnTooltip"] = "(Para usuarios avanzados.) Pawn tratara de rastrear el mejor equipamiento que te hayas equipado, independientemente de cada escala que hayas habilitado, y te mostrara el equipamiento que sea una mejora respecto a estos.",
["OptionsWelcome"] = "Configura Pawn a tu gusto. Los cambios se mostrarán de forma inmediata.",
["ScaleAutoOff"] = "Manual",
["ScaleAutoOff2"] = "Permitirme manejar las escalas",
["ScaleAutoOffTooltip"] = "Pawn te permitira elegir manualmente que escalas usar para sus calculos, haciendo posible activar mas de una escala cada vez, añadir escalas personalizadas, y mas.",
["ScaleAutoOn"] = "Automatico",
["ScaleAutoOn2"] = "Solo mostrar mi especializacion actual",
["ScaleAutoOnTooltip"] = "Pawn mostrara automaticamente tu especializacion actual en la descripcion emergente del equipamiento, y lo usara para hacer recomendaciones y sugerir mejoras.",
["ScaleAutoWelcome"] = [=[Pawn mostrara sugerencias para tu especializacion actual
Si prefieres gestionar las cosas por tu cuenta, haz click en el boton Manual de debajo]=],
["ScaleChangeColor"] = "Cambiar color",
["ScaleChangeColorTooltip"] = "Cambia el color en el que aparecen el nombre y el valor de ésta escala en los tooltips de objetos.",
["ScaleCopy"] = "Copiar",
["ScaleCopyTooltip"] = "Crea una nueva escala haciendo una copia de ésta.",
["ScaleDefaults"] = "Predeterminados",
["ScaleDefaultsTooltip"] = "Crea una nueva escala haciendo una copia de los valores por defecto",
["ScaleDeleteTooltip"] = [=[Delete this scale.
This ¡el comando no se puede deshacer!]=],
["ScaleEmpty"] = "Vacío",
["ScaleEmptyTooltip"] = "Crea una nueva escala de cero.",
["ScaleExport"] = "Exportar",
["ScaleExportTooltip"] = "Comparte tu escala con otros en internet.",
["ScaleHeader"] = "Gestiona tus escalas de Pawn",
["ScaleImport"] = "Importar",
["ScaleImportTooltip"] = "Añade una nueva escala copiando una etiqueta de escala de internet.",
["ScaleNewHeader"] = "Crear una nueva escala",
["ScaleRename"] = "Renombrar",
["ScaleRenameTooltip"] = "Renombra ésta escala.",
["ScaleSelectorHeader"] = "Selecciona una escala:",
["ScaleSelectorShowingSuggestionsFor"] = "Mostrando sugerencias para",
["ScaleSelectorShowScale"] = "Muestra ésta escala en tooltips",
["ScaleSelectorShowScaleTooltip"] = [=[Cuando esta opción está activada, los valores de ésta escala se mostrarán en los tooltips de objetos de éste personaje. Cada escala se puede mostrar para uno de tus personajes, varios personajes, o ningún personaje.
Atajo: Shift+click en una escala]=],
["ScaleShareHeader"] = "Compartir tus escalas",
["ScaleTab"] = "Escala",
["ScaleTypeNormal"] = "Puedes modificar ésta escala en la pestaña Valores.",
["ScaleTypeReadOnly"] = "Tienes que hacer una copia de ésta escala para poder personalizarla.",
["ScaleWelcome"] = "Las Escalas son conjuntos de atributos y valores que se usan para asignar puntos de valor a los objetos. Puedes personalizar tu propia escala y sus valores, o usar los que han creado otros.",
["SocketingAdvisorButtonTooltip"] = "Haz click para abrir la pestaña de Gemas de Pawn, en la que podrás ver más información sobre las gemas que Pawn recomienda.",
["SocketingAdvisorHeader"] = "El asesor de ranuras de Pawn sugiere:",
["SocketingAdvisorIgnoreThisItem"] = "No merece la pena añadir gemas a éste objeto de bajo nivel. Pero si lo haces, usa éstas:",
["StarterProvider"] = "Escalas por defecto",
["ValuesDoNotShowUpgradesFor1H"] = "No mostrar mejoras para objectos de Una Mano",
["ValuesDoNotShowUpgradesFor2H"] = "No mostrar mejoras para objetos de Dos Manos",
["ValuesDoNotShowUpgradesTooltip"] = "Habilita ésta opción para no mostrar las mejoras de este tipo de objeto. Por ejemplo, aunque los tanques paladín pueden usar armas de dos manos, un arma de dos manos nunca en una \"mejora\" para un set de paladín tanque, de forma que Pawn no debería mostrar notificaciones de mejora para esas armas. De forma similar, los paladines reprensión pueden usar armas de una mano, pero éstas nunca son mejoras.",
["ValuesFollowSpecialization"] = "Sólo mostrar mejoras para mi especialización de armadura tras el nivel 50",
["ValuesFollowSpecializationTooltip"] = "Habilita ésta opción para no mostrar mejoras para armaduras que no se corresponden con la especialización de tu clase tras el nivel 50. Por ejemplo. al nivel 50 los paladines sagrados aprenden Especialización en Placas, que incrementa su intelecto un 5% cuando equipan sólo armaduras de placas. Cuando se elige ésta opción Pawn nunca considerará tela, cuero o malla como mejoras para paladines sagrados de nivel 50 o más.",
["ValuesHeader"] = "Valores de escala para %s",
["ValuesIgnoreStat"] = "Los objetos con éste atributo son inutilizables",
["ValuesIgnoreStatTooltip"] = "Habilita ésta opción para que cualquier objeto con éste atributo no tenga un valor para ésta escala. Por ejemplo, los chamanes no pueden equipar placas, asi que en una escala diseñada para un chaman se podría marcar placas como inutilizable de forma que las armaduras de placas no reciban un valor para esa escala.",
["ValuesNormalize"] = "Normalizar valores (como en Wowhead)",
["ValuesNormalizeTooltip"] = [=[Habilita ésta opción para dividir el cálculo del valor final para un objeto entre la suma de todos los valores de atributo en tu escala, como se hace en WowHead y Lootzor. Esto ayuda a compensar situaciones como que una escala tenga valores cercanos a 1 y otra cercanos a 5. También ayuda a mantener los numeros más cortos y manejables.
Para más información sobre éstas opciones, consulta el archivo leeme.]=],
["ValuesRemove"] = "Borrar",
["ValuesRemoveTooltip"] = "Borra éste atributo de la escala.",
["ValuesTab"] = "Valores",
["ValuesWelcome"] = "Puedes personalizar los valores asignados a cada atributo para ésta escala. Para administrar tus escalas o añadir nuevas escalas, usa la pestaña de Escala.",
["ValuesWelcomeNoScales"] = "No has seleccionado ninguna escala. Para comenzar, ve a la pestaña de Escala y crea una nueva escala o cópiala de internet.",
["ValuesWelcomeReadOnly"] = "La escala que has seleccionado no se puede modificar. Para cambiar estos valores, ve a la pestaña de Escala y haz una copia de ésta escala o crea una escala nueva."
}
}
end
if GetLocale() == "esES" then
PawnUseThisLocalization()
PawnLocal.ThousandsSeparator = "."
PawnLocal.DecimalSeparator = ","
elseif GetLocale() == "esMX" then
PawnUseThisLocalization()
PawnLocal.ThousandsSeparator = ","
PawnLocal.DecimalSeparator = "."
end
-- After using this localization or deciding that we don't need it, remove it from memory.
PawnUseThisLocalization = nil
|
PLUGIN.name = "ServerGuard Support"
PLUGIN.author = "Sample Name"
PLUGIN.desc = "Proper ServerGuard support"
-- We don't want the code below to run when ServerGuard isn't installed
if (!serverguard) then return end
-- ServerGuard's restrictions plugin was created to limit toolgun possibilies, but using it with NutScript
-- prevents any admins from using any of the tools, which is obviousbly a bug. NutScript utilizes flag system to limit toolgun usage,
-- so simply disabling this ServerGuard plugin will solve the problem.
serverguard.plugin:Toggle("restrictions", false)
|
---------------------------------------------------------------------------------------------------
---capture_rate
---author: Karl
---date created: 2021.8.9
---desc: Manages recording capture rates for all the attacks; implements some interfaces for attack
--- card capture rate read/increment; here capture rate refers to the ordered pair of number of
--- captures and number of attempts to a specific attack
---------------------------------------------------------------------------------------------------
---@class CaptureRate
local M = {}
local _save_file_mirror = require("BHElib.unclassified.save_file_mirror")
---------------------------------------------------------------------------------------------------
---cache variables and functions
local pairs = pairs
---------------------------------------------------------------------------------------------------
function M:clear()
_save_file_mirror:getContent().capture_rate = {}
_save_file_mirror:syncToFile()
end
---------------------------------------------------------------------------------------------------
---interfaces
local function GetStrListing(difficulty, attack_id, player_id)
local listing = "-difficulty: "..tostring(difficulty)..
"\n-attack_id: "..tostring(attack_id)..
"\n-player_id: "..tostring(player_id)
return listing
end
local function CheckInputNonNil(difficulty, attack_id, player_id)
local is_good = difficulty and attack_id and player_id
if not is_good then
local report = GetStrListing(difficulty, attack_id, player_id)
error("Error: Invalid parameters for querying capture rate. \nparameters received: \n"..
report.."\n")
end
end
---get capture rate of spell card(s) for a given user; guarantees not modifying the capture rate table
---@param difficulty number difficulty value; if nil, return the sum of all
---@param attack_id string id of the spell; if nil, return the sum of all
---@param player_id string id of the player; if nil, return the sum of all
---@return number,number num_capture, num_attempt
function M:getCaptureRate(difficulty, attack_id, player_id)
local content = _save_file_mirror:getContent()
local capture_rate_table = content.capture_rate or {}
content.capture_rate = capture_rate_table
if difficulty == nil then
local total_capture, total_attempt = 0, 0
for k, v in pairs(capture_rate_table) do
local num_capture, num_attempt = self:getCaptureRate(v, attack_id, player_id)
total_capture = total_capture + num_capture
total_attempt = total_attempt + num_attempt
end
return total_capture, total_attempt
end
local records = capture_rate_table[difficulty]
if not records then return 0, 0 end
if attack_id == nil then
local total_capture, total_attempt = 0, 0
for k, v in pairs(records) do
local num_capture, num_attempt = self:getCaptureRate(difficulty, v, player_id)
total_capture = total_capture + num_capture
total_attempt = total_attempt + num_attempt
end
return total_capture, total_attempt
end
records = records[attack_id]
if not records then return 0, 0 end
if player_id == nil then
local total_capture, total_attempt = 0, 0
for k, v in pairs(records) do
local num_capture, num_attempt = self:getCaptureRate(difficulty, attack_id, v)
total_capture = total_capture + num_capture
total_attempt = total_attempt + num_attempt
end
return total_capture, total_attempt
else
local capture_rate = records[player_id]
if capture_rate then
assert(capture_rate[1] and capture_rate[2], "Error: Invalid capture rate detected!")
return capture_rate[1], capture_rate[2]
else
return 0, 0
end
end
end
---set the capture rate of a spell card for given player and user
---@param difficulty number difficulty value
---@param attack_id string id of the spell
---@param player_id string id of the player
---@param capture_rate table an ordered pair {num_capture, num_attempt}
function M:setCaptureRate(difficulty, attack_id, player_id, capture_rate)
CheckInputNonNil(difficulty, attack_id, player_id)
local content = _save_file_mirror:getContent()
local capture_rate_table = content.capture_rate or {}
content.capture_rate = capture_rate_table
local difficulty_table = capture_rate_table[difficulty] or {}
capture_rate_table[difficulty] = difficulty_table
local attack_table = difficulty_table[attack_id] or {}
difficulty_table[attack_id] = attack_table
attack_table[player_id] = {capture_rate[1], capture_rate[2]}
_save_file_mirror:syncToFile()
end
---increment the capture number for the attack by 1
function M:incCaptureNum(difficulty, attack_id, player_id)
CheckInputNonNil(difficulty, attack_id, player_id)
local num_capture, num_attempt = self:getCaptureRate(difficulty, attack_id, player_id)
self:setCaptureRate(difficulty, attack_id, player_id, {num_capture + 1, num_attempt})
end
---increment the attempt number for the attack by 1
function M:incAttemptNum(difficulty, attack_id, player_id)
CheckInputNonNil(difficulty, attack_id, player_id)
local num_capture, num_attempt = self:getCaptureRate(difficulty, attack_id, player_id)
self:setCaptureRate(difficulty, attack_id, player_id, {num_capture, num_attempt + 1})
end
return M
|
if need_table(in_domain({'domain_switch'}), nil, false) then
need_domain_name(in_domain({'domain_switch', 'target_domain'}))
need_number(in_domain({'domain_switch', 'switch_after_offline_mins'}))
need_number(in_domain({'domain_switch', 'switch_time'}))
need_string_array_match(in_domain({'domain_switch', 'connection_check_targets'}), '^[%x:]+$')
end
|
------------------------
-- Color class.
-- For bringing color to your life.
--
-- Derived from @{Object}.
-- @cl Color
local Color = class('Color')
function Color:initialize( r, g, b, a )
self.r = r or 255
self.g = g or 255
self.b = b or 255
self.a = a or 255
end
function Color:copy()
return Color( self.r, self.g, self.b, self.a )
end
local RGBtoHSV = function(r, g, b, a)
r, g, b = r / 255, g / 255, b / 255
local max, min = math.max(r, g, b), math.min(r, g, b)
local h, s, v
v = max
local d = max - min
if max == 0 then s = 0 else s = d / max end
if max == min then
h = 0 -- achromatic
else
if max == r then
h = (g - b) / d
if g < b then h = h + 6 end
elseif max == g then
h = (b - r) / d + 2
elseif max == b then
h = (r - g) / d + 4
end
h = h / 6
end
return h * 255, s * 255, v * 255, a
end
local HSVtoRGB = function(h, s, v, a)
local h, s, v = h / 255, s / 255, v / 255
local r, g, b
local i = math.floor(h * 6)
local f = h * 6 - i
local p = v * (1 - s)
local q = v * (1 - f * s)
local t = v * (1 - (1 - f) * s)
i = i % 6
if i == 0 then r, g, b = v, t, p
elseif i == 1 then r, g, b = q, v, p
elseif i == 2 then r, g, b = p, v, t
elseif i == 3 then r, g, b = p, q, v
elseif i == 4 then r, g, b = t, p, v
elseif i == 5 then r, g, b = v, p, q
end
return r * 255, g * 255, b * 255, a
end
function Color:toHex()
local hexadecimal = "" --'0X'
for key, value in pairs({self.r, self.g, self.b}) do
local hex = ''
while(value > 0)do
local index = math.fmod(value, 16) + 1
value = math.floor(value / 16)
hex = string.sub('0123456789ABCDEF', index, index) .. hex
end
if(string.len(hex) == 0)then
hex = '00'
elseif(string.len(hex) == 1)then
hex = '0' .. hex
end
hexadecimal = hexadecimal .. hex
end
return hexadecimal
end
function Color:toHexNumber()
return self.r * 0x10000 + self.g * 0x100 + self.b
end
function Color:getTable()
return { self.r, self.g, self.b, self.a }
end
function Color:unpack()
return self.r, self.g, self.b, self.a
end
function Color:negative()
self.r = 255 - self.r
self.g = 255 - self.g
self.b = 255 - self.b
return self
end
function Color:invert()
local h, s, v = Color:getHSV()
self.r, self.g, self.b = Color.HSVtoRGB( 255 - h, s, v )
return self
end
function Color:getHSV()
return RGBtoHSV( self.r, self.g, self.b, self.a )
end
function Color:__concat( a )
return tostring(self)..tostring(a)
end
function Color:__tostring()
return "Color( "..self.r..", "..self.g..", "..self.b..", "..self.a.." )"
end
-- credits to ivan from Love2D forum
Color.static.fromHexNumber = function( rgb )
-- clamp between 0x000000 and 0xffffff
rgb = rgb % 0x1000000 -- 0xffffff + 1
-- extract each color
local b = rgb % 0x100 -- 0xff + 1 or 256
local g = (rgb - b) % 0x10000 -- 0xffff + 1
local r = (rgb - g - b)
-- shift right
g = g / 0x100 -- 0xff + 1 or 256
r = r / 0x10000 -- 0xffff + 1
return r, g, b
end
Color.static.fromHex = function( hex )
hex = hex:gsub("#","")
assert(string.len(hex) == 6, "Invalid hexadecimal color value!")
--return Color(tonumber("0x"..hex:sub(1,2)), tonumber("0x"..hex:sub(3,4)), tonumber("0x"..hex:sub(5,6)))
return Color.fromHexNumber( tonumber(hex) )
end
Color.static.fromHSV = function(h, s, v, a)
return Color(HSVtoRGB(h, s, v, a))
end
Color.static.lerp = function( color1, color2, frac )
local new_r = color1.r + (color2.r - color1.r) * frac
local new_g = color1.g + (color2.g - color1.g) * frac
local new_b = color1.b + (color2.b - color1.b) * frac
local new_a = color1.a + (color2.a - color1.a) * frac
return Color(new_r, new_g, new_b, new_a)
end
-- HTML colors: http://www.w3schools.com/html/html_colornames.asp --
local colors = {}
colors.AliceBlue = { 240, 248, 255 }
colors.AntiqueWhite = { 250, 235, 215 }
colors.Aqua = { 0, 255, 255 }
colors.Aquamarine = { 127, 255, 212 }
colors.Azure = { 240, 255, 255 }
colors.Beige = { 245, 245, 220 }
colors.Bisque = { 255, 228, 196 }
colors.Black = { 0, 0, 0 }
colors.BlanchedAlmond = { 255, 235, 205 }
colors.Blue = { 0, 0, 255 }
colors.BlueViolet = { 138, 43, 226 }
colors.Brown = { 165, 42, 42 }
colors.Burlywood = { 222, 184, 135 }
colors.CadetBlue = { 95, 158, 160 }
colors.Chartreuse = { 127, 255, 0 }
colors.Chocolate = { 210, 105, 30 }
colors.Coral = { 255, 127, 80 }
colors.CornflowerBlue = { 100, 149, 237 }
colors.Cornsilk = { 255, 248, 220 }
colors.Crimson = { 220, 20, 60 }
colors.Cyan = { 0, 255, 255 }
colors.DarkBlue = { 0, 0, 139 }
colors.DarkCyan = { 0, 139, 139 }
colors.DarkGoldenrod = { 184, 134, 11 }
colors.DarkGray = { 169, 169, 169 }
colors.DarkGreen = { 0, 100, 0 }
colors.DarkGrey = { 169, 169, 169 }
colors.DarkKhaki = { 189, 183, 107 }
colors.DarkMagenta = { 139, 0, 139 }
colors.DarkOliveGreen = { 85, 107, 47 }
colors.Darkorange = { 255, 140, 0 }
colors.DarkOrchid = { 153, 50, 204 }
colors.DarkRed = { 139, 0, 0 }
colors.Darksalmon = { 233, 150, 122 }
colors.DarkSeaGreen = { 143, 188, 143 }
colors.DarkSlateBlue = { 72, 61, 139 }
colors.DarkSlateGray = { 47, 79, 79 }
colors.DarkSlateGrey = { 47, 79, 79 }
colors.DarkTurquoise = { 0, 206, 209 }
colors.DarkViolet = { 148, 0, 211 }
colors.DeepPink = { 255, 20, 147 }
colors.DeepSkyBlue = { 0, 191, 255 }
colors.DimGray = { 105, 105, 105 }
colors.DimGrey = { 105, 105, 105 }
colors.DodgerBlue = { 30, 144, 255 }
colors.Firebrick = { 178, 34, 34 }
colors.FloralWhite = { 255, 250, 240 }
colors.ForestGreen = { 34, 139, 34 }
colors.Fuchsia = { 255, 0, 255 }
colors.Gainsboro = { 220, 220, 220 }
colors.GhostWhite = { 248, 248, 255 }
colors.Gold = { 255, 215, 0 }
colors.Goldenrod = { 218, 165, 32 }
colors.Gray = { 128, 128, 128 }
colors.Green = { 0, 128, 0 }
colors.GreenYellow = { 173, 255, 47 }
colors.Grey = { 128, 128, 128 }
colors.Honeydew = { 240, 255, 240 }
colors.HotPink = { 255, 105, 180 }
colors.IndianRed = { 205, 92, 92 }
colors.Indigo = { 75, 0, 130 }
colors.Ivory = { 255, 255, 240 }
colors.Khaki = { 240, 230, 140 }
colors.Lavender = { 230, 230, 250 }
colors.LavenderBlush = { 255, 240, 245 }
colors.LawnGreen = { 124, 252, 0 }
colors.LemonChiffon = { 255, 250, 205 }
colors.LightBlue = { 173, 216, 230 }
colors.Lightcoral = { 240, 128, 128 }
colors.LightCyan = { 224, 255, 255 }
colors.LightGoldenrodYellow = { 250, 250, 210 }
colors.LightGray = { 211, 211, 211 }
colors.LightGreen = { 144, 238, 144 }
colors.LightGrey = { 211, 211, 211 }
colors.LightPink = { 255, 182, 193 }
colors.Lightsalmon = { 255, 160, 122 }
colors.LightSeaGreen = { 32, 178, 170 }
colors.LightSkyBlue = { 135, 206, 250 }
colors.LightSlateGray = { 119, 136, 153 }
colors.LightSlateGrey = { 119, 136, 153 }
colors.LightsteelBlue = { 176, 196, 222 }
colors.LightYellow = { 255, 255, 224 }
colors.Lime = { 0, 255, 0 }
colors.LimeGreen = { 50, 205, 50 }
colors.Linen = { 250, 240, 230 }
colors.Magenta = { 255, 0, 255 }
colors.Maroon = { 128, 0, 0 }
colors.MediumAquamarine = { 102, 205, 170 }
colors.MediumBlue = { 0, 0, 205 }
colors.MediumOrchid = { 186, 85, 211 }
colors.MediumPurple = { 147, 112, 219 }
colors.MediumSeaGreen = { 60, 179, 113 }
colors.MediumSlateBlue = { 123, 104, 238 }
colors.MediumSpringGreen = { 0, 250, 154 }
colors.MediumTurquoise = { 72, 209, 204 }
colors.MediumVioletRed = { 199, 21, 133 }
colors.MidnightBlue = { 25, 25, 112 }
colors.MintCream = { 245, 255, 250 }
colors.MistyRose = { 255, 228, 225 }
colors.Moccasin = { 255, 228, 181 }
colors.NavajoWhite = { 255, 222, 173 }
colors.Navy = { 0, 0, 128 }
colors.OldLace = { 253, 245, 230 }
colors.Olive = { 128, 128, 0 }
colors.OliveDrab = { 107, 142, 35 }
colors.Orange = { 255, 165, 0 }
colors.OrangeRed = { 255, 69, 0 }
colors.Orchid = { 218, 112, 214 }
colors.PaleGoldenrod = { 238, 232, 170 }
colors.PaleGreen = { 152, 251, 152 }
colors.PaleTurquoise = { 175, 238, 238 }
colors.PaleVioletRed = { 219, 112, 147 }
colors.Papayawhip = { 255, 239, 213 }
colors.Peachpuff = { 255, 218, 185 }
colors.Peru = { 205, 133, 63 }
colors.Pink = { 255, 192, 203 }
colors.Plum = { 221, 160, 221 }
colors.PowderBlue = { 176, 224, 230 }
colors.Purple = { 128, 0, 128 }
colors.Red = { 255, 0, 0 }
colors.RosyBrown = { 188, 143, 143 }
colors.RoyalBlue = { 65, 105, 225 }
colors.SaddleBrown = { 139, 69, 19 }
colors.Salmon = { 250, 128, 114 }
colors.SandyBrown = { 244, 164, 96 }
colors.SeaGreen = { 46, 139, 87 }
colors.Seashell = { 255, 245, 238 }
colors.Sienna = { 160, 82, 45 }
colors.Silver = { 192, 192, 192 }
colors.SkyBlue = { 135, 206, 235 }
colors.SlateBlue = { 106, 90, 205 }
colors.SlateGray = { 112, 128, 144 }
colors.SlateGrey = { 112, 128, 144 }
colors.Snow = { 255, 250, 250 }
colors.SpringGreen = { 0, 255, 127 }
colors.SteelBlue = { 70, 130, 180 }
colors.Tan = { 210, 180, 140 }
colors.Teal = { 0, 128, 128 }
colors.Thistle = { 216, 191, 216 }
colors.Tomato = { 255, 99, 71 }
colors.Turquoise = { 64, 224, 208 }
colors.Violet = { 238, 130, 238 }
colors.Wheat = { 245, 222, 179 }
colors.White = { 255, 255, 255 }
colors.WhiteSmoke = { 245, 245, 245 }
colors.Yellow = { 255, 255, 0 }
colors.YellowGreen = { 154, 205, 50 }
Color.static.get = function( name )
assert(colors[name] ~= nil, "Color does not exist in this list, use the HTML color table!")
return Color(unpack(colors[name]))
end
Color.static.getRGB = function( name )
assert(colors[name] ~= nil, "Color does not exist in this list, use the HTML color table!")
return unpack(colors[name])
end
return Color
|
local Files = require('orgmode.parser.files')
local Help = require('orgmode.objects.help')
local config = require('orgmode.config')
local utils = require('orgmode.utils')
local EditSpecial = {
context_var = '__org_edit_special_ctx',
aborted_var = '__org_edit_special_aborted',
block_types = {
SRC = require('orgmode.objects.edit_special.types.src'),
src = require('orgmode.objects.edit_special.types.src'),
},
}
function EditSpecial:new()
local o = {}
setmetatable(o, self)
self.__index = self
return o
end
function EditSpecial:_parse_position()
local nearest_block_node_info = utils.get_nearest_block_node(self.file, self.org_pos, true)
if not nearest_block_node_info then
utils.echo_warning('No block node found near cursor')
self.block_type = nil
return
end
self.block_type = nearest_block_node_info.children.name.text:upper()
if not self.block_types[self.block_type] then
utils.echo_warning(string.format([[Edit special for block of type '%s' is not supported]], self.block_type))
return
end
return nearest_block_node_info
end
function EditSpecial:_set_context(bufnr, ctx)
vim.api.nvim_buf_set_var(bufnr, self.context_var, ctx)
end
function EditSpecial:get_context(bufnr)
local exists, ctx = pcall(vim.api.nvim_buf_get_var, bufnr or self.org_bufnr, self.context_var)
if not exists then
error({ message = 'Unable to find context for edit special action' })
end
if not vim.api.nvim_buf_is_valid(ctx.org_bufnr) then
error({ message = 'Org buffer associated with edit special no longer valid' })
end
ctx.file = Files.get(ctx.filename)
if not ctx.file then
error({ message = 'Edit special callback with invalid file: ' .. (ctx.filename or '?') })
end
ctx.start_extmark_pos = vim.api.nvim_buf_get_extmark_by_id(ctx.org_bufnr, ctx.extmark_ns, ctx.start_extmark, {})
ctx.end_extmark_pos = vim.api.nvim_buf_get_extmark_by_id(ctx.org_bufnr, ctx.extmark_ns, ctx.end_extmark, {})
return ctx
end
function EditSpecial:init_in_org_buffer()
self.org_bufnr = vim.api.nvim_get_current_buf()
self.org_pos = vim.api.nvim_win_get_cursor(0)
self.file = Files.get_current_file()
end
function EditSpecial:init()
local position_info = self:_parse_position()
if not position_info then
return
end
local bufnr, ctx = self.block_types[self.block_type]
:new({
file = self.file,
org_bufnr = self.org_bufnr,
org_pos = self.org_pos,
position_info = position_info,
})
:init()
self:_set_context(bufnr, ctx)
utils.buf_keymap(
bufnr,
'n',
config.mappings.edit_src.org_edit_src_abort,
string.format([[<Cmd>let b:%s = v:true | q!<CR>]], self.aborted_var)
)
utils.buf_keymap(
bufnr,
'n',
config.mappings.edit_src.org_edit_src_save,
[[<Cmd>lua require('orgmode.objects.edit_special'):new():write()<CR>]]
)
utils.buf_keymap(
bufnr,
'n',
config.mappings.edit_src.org_edit_src_show_help,
[[<Cmd>lua require('orgmode.objects.help').show({ type = 'edit_src' })<CR>]]
)
local edit_special_augroup = vim.api.nvim_create_augroup('org_edit_special', { clear = true })
vim.api.nvim_create_autocmd('BufWipeout', {
buffer = bufnr,
group = edit_special_augroup,
callback = function()
require('orgmode').action('org_mappings._edit_special_callback')
end,
once = true,
})
end
function EditSpecial:write()
local ctx = self:get_context(vim.api.nvim_get_current_buf())
self.block_types[ctx.block_type]
:new({
org_bufnr = ctx.org_bufnr,
org_pos = ctx.org_pos,
file = ctx.file,
})
:write(ctx)
end
function EditSpecial:done()
local wiped_bufnr = vim.api.nvim_get_current_buf()
local ctx = self:get_context(wiped_bufnr)
vim.api.nvim_buf_del_extmark(ctx.org_bufnr, ctx.extmark_ns, ctx.start_extmark)
vim.api.nvim_buf_del_extmark(ctx.org_bufnr, ctx.extmark_ns, ctx.end_extmark)
local block = self.block_types[ctx.block_type]:new({
org_bufnr = ctx.org_bufnr,
org_pos = ctx.org_pos,
file = ctx.file,
})
local ok, aborted = pcall(vim.api.nvim_buf_get_var, ctx.bufnr, self.aborted_var)
if ok and aborted then
block:abort()
utils.echo_info('Aborting SRC block edits')
return
end
block:write(ctx)
vim.schedule(function()
local winid = vim.fn.bufwinid(ctx.org_bufnr)
if winid == -1 then
return
end
if vim.api.nvim_win_get_tabpage(winid) == vim.api.nvim_get_current_tabpage() then
vim.api.nvim_set_current_win(winid)
end
end)
end
EditSpecial.show_help = function()
Help.show_help()
end
return EditSpecial
|
--[[
© 2020 TERRANOVA do not share, re-distribute or modify
without permission of its author.
--]]
ITEM.name = "Bootleg Beer";
ITEM.model = "models/props_junk/garbage_glassbottle003a.mdl";
ITEM.width = 1;
ITEM.height = 2;
ITEM.description = "It's grimy, bitter and flat. It's also beer, alcoholic and cheap.";
ITEM.permit = "consumables";
ITEM.price = 4;
ITEM.capacity = 600
ITEM.restoreStamina = 10;
ITEM.category = "Alcohol"
ITEM.flag = "M"
ITEM.dropSound = {
"terranova/ui/movingalcohol1.wav",
"terranova/ui/movingalcohol2.wav",
"terranova/ui/movingalcohol3.wav",
}
|
--------------------------------------------------------------------------------
-- Copyright (c) 2015 , 蒙占志(topameng) topameng@gmail.com
-- All rights reserved.
-- Use, modification and distribution are subject to the "MIT License"
--------------------------------------------------------------------------------
-- added by wsh @ 2017-12-28
-- 注意:
-- 1、已经被修改,别从tolua轻易替换来做升级
local math = math
local sin = math.sin
local cos = math.cos
local acos = math.acos
local asin = math.asin
local sqrt = math.sqrt
local min = math.min
local max = math.max
local sign = math.sign
local atan2 = math.atan2
local clamp = Mathf.Clamp
local abs = math.abs
local setmetatable = setmetatable
local getmetatable = getmetatable
local rawget = rawget
local rawset = rawset
local Vector3 = Vector3
local rad2Deg = Mathf.Rad2Deg
local halfDegToRad = 0.5 * Mathf.Deg2Rad
local _forward = Vector3.forward
local _up = Vector3.up
local _next = { 2, 3, 1 }
local Quaternion = {}
local _getter = {}
local unity_quaternion = CS.UnityEngine.Quaternion
Quaternion.__index = function(t, k)
local var = rawget(Quaternion, k)
if var ~= nil then
return var
end
var = rawget(_getter, k)
if var ~= nil then
return var(t)
end
return rawget(unity_quaternion, k)
end
Quaternion.__newindex = function(t, name, k)
if name == "eulerAngles" then
t:SetEuler(k)
else
rawset(t, name, k)
end
end
function Quaternion.New(x, y, z, w)
local t = {x = x or 0, y = y or 0, z = z or 0, w = w or 0}
setmetatable(t, Quaternion)
return t
end
local _new = Quaternion.New
Quaternion.__call = function(t, x, y, z, w)
local t = {x = x or 0, y = y or 0, z = z or 0, w = w or 0}
setmetatable(t, Quaternion)
return t
end
function Quaternion:Set(x,y,z,w)
self.x = x or 0
self.y = y or 0
self.z = z or 0
self.w = w or 0
end
function Quaternion:Clone()
return _new(self.x, self.y, self.z, self.w)
end
function Quaternion:Get()
return self.x, self.y, self.z, self.w
end
function Quaternion.Dot(a, b)
return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w
end
function Quaternion.Angle(a, b)
local dot = Quaternion.Dot(a, b)
if dot < 0 then dot = -dot end
return acos(min(dot, 1)) * 2 * 57.29578
end
function Quaternion.AngleAxis(angle, axis)
local normAxis = axis:Normalize()
angle = angle * halfDegToRad
local s = sin(angle)
local w = cos(angle)
local x = normAxis.x * s
local y = normAxis.y * s
local z = normAxis.z * s
return _new(x,y,z,w)
end
function Quaternion.Equals(a, b)
return a.x == b.x and a.y == b.y and a.z == b.z and a.w == b.w
end
function Quaternion.Euler(x, y, z)
x = x * 0.0087266462599716
y = y * 0.0087266462599716
z = z * 0.0087266462599716
local sinX = sin(x)
x = cos(x)
local sinY = sin(y)
y = cos(y)
local sinZ = sin(z)
z = cos(z)
local q = {x = y * sinX * z + sinY * x * sinZ, y = sinY * x * z - y * sinX * sinZ, z = y * x * sinZ - sinY * sinX * z, w = y * x * z + sinY * sinX * sinZ}
setmetatable(q, Quaternion)
return q
end
function Quaternion:SetEuler(x, y, z)
if y == nil and z == nil then
y = x.y
z = x.z
x = x.x
end
x = x * 0.0087266462599716
y = y * 0.0087266462599716
z = z * 0.0087266462599716
local sinX = sin(x)
local cosX = cos(x)
local sinY = sin(y)
local cosY = cos(y)
local sinZ = sin(z)
local cosZ = cos(z)
self.w = cosY * cosX * cosZ + sinY * sinX * sinZ
self.x = cosY * sinX * cosZ + sinY * cosX * sinZ
self.y = sinY * cosX * cosZ - cosY * sinX * sinZ
self.z = cosY * cosX * sinZ - sinY * sinX * cosZ
return self
end
function Quaternion:Normalize()
local quat = self:Clone()
quat:SetNormalize()
return quat
end
function Quaternion:SetNormalize()
local n = self.x * self.x + self.y * self.y + self.z * self.z + self.w * self.w
if n ~= 1 and n > 0 then
n = 1 / sqrt(n)
self.x = self.x * n
self.y = self.y * n
self.z = self.z * n
self.w = self.w * n
end
end
--产生一个新的从from到to的四元数
function Quaternion.FromToRotation(from, to)
local quat = Quaternion.New()
quat:SetFromToRotation(from, to)
return quat
end
--设置当前四元数为 from 到 to的旋转, 注意from和to同 forward平行会同unity不一致
function Quaternion:SetFromToRotation1(from, to)
local v0 = from:Normalize()
local v1 = to:Normalize()
local d = Vector3.Dot(v0, v1)
if d > -1 + 1e-6 then
local s = sqrt((1+d) * 2)
local invs = 1 / s
local c = Vector3.Cross(v0, v1) * invs
self:Set(c.x, c.y, c.z, s * 0.5)
elseif d > 1 - 1e-6 then
return _new(0, 0, 0, 1)
else
local axis = Vector3.Cross(Vector3.right, v0)
if axis:SqrMagnitude() < 1e-6 then
axis = Vector3.Cross(Vector3.forward, v0)
end
self:Set(axis.x, axis.y, axis.z, 0)
return self
end
return self
end
local function MatrixToQuaternion(rot, quat)
local trace = rot[1][1] + rot[2][2] + rot[3][3]
if trace > 0 then
local s = sqrt(trace + 1)
quat.w = 0.5 * s
s = 0.5 / s
quat.x = (rot[3][2] - rot[2][3]) * s
quat.y = (rot[1][3] - rot[3][1]) * s
quat.z = (rot[2][1] - rot[1][2]) * s
quat:SetNormalize()
else
local i = 1
local q = {0, 0, 0}
if rot[2][2] > rot[1][1] then
i = 2
end
if rot[3][3] > rot[i][i] then
i = 3
end
local j = _next[i]
local k = _next[j]
local t = rot[i][i] - rot[j][j] - rot[k][k] + 1
local s = 0.5 / sqrt(t)
q[i] = s * t
local w = (rot[k][j] - rot[j][k]) * s
q[j] = (rot[j][i] + rot[i][j]) * s
q[k] = (rot[k][i] + rot[i][k]) * s
quat:Set(q[1], q[2], q[3], w)
quat:SetNormalize()
end
end
function Quaternion:SetFromToRotation(from, to)
from = from:Normalize()
to = to:Normalize()
local e = Vector3.Dot(from, to)
if e > 1 - 1e-6 then
self:Set(0, 0, 0, 1)
elseif e < -1 + 1e-6 then
local left = {0, from.z, from.y}
local mag = left[2] * left[2] + left[3] * left[3] --+ left[1] * left[1] = 0
if mag < 1e-6 then
left[1] = -from.z
left[2] = 0
left[3] = from.x
mag = left[1] * left[1] + left[3] * left[3]
end
local invlen = 1/sqrt(mag)
left[1] = left[1] * invlen
left[2] = left[2] * invlen
left[3] = left[3] * invlen
local up = {0, 0, 0}
up[1] = left[2] * from.z - left[3] * from.y
up[2] = left[3] * from.x - left[1] * from.z
up[3] = left[1] * from.y - left[2] * from.x
local fxx = -from.x * from.x
local fyy = -from.y * from.y
local fzz = -from.z * from.z
local fxy = -from.x * from.y
local fxz = -from.x * from.z
local fyz = -from.y * from.z
local uxx = up[1] * up[1]
local uyy = up[2] * up[2]
local uzz = up[3] * up[3]
local uxy = up[1] * up[2]
local uxz = up[1] * up[3]
local uyz = up[2] * up[3]
local lxx = -left[1] * left[1]
local lyy = -left[2] * left[2]
local lzz = -left[3] * left[3]
local lxy = -left[1] * left[2]
local lxz = -left[1] * left[3]
local lyz = -left[2] * left[3]
local rot =
{
{fxx + uxx + lxx, fxy + uxy + lxy, fxz + uxz + lxz},
{fxy + uxy + lxy, fyy + uyy + lyy, fyz + uyz + lyz},
{fxz + uxz + lxz, fyz + uyz + lyz, fzz + uzz + lzz},
}
MatrixToQuaternion(rot, self)
else
local v = Vector3.Cross(from, to)
local h = (1 - e) / Vector3.Dot(v, v)
local hx = h * v.x
local hz = h * v.z
local hxy = hx * v.y
local hxz = hx * v.z
local hyz = hz * v.y
local rot =
{
{e + hx*v.x, hxy - v.z, hxz + v.y},
{hxy + v.z, e + h*v.y*v.y, hyz-v.x},
{hxz - v.y, hyz + v.x, e + hz*v.z},
}
MatrixToQuaternion(rot, self)
end
end
function Quaternion:Inverse()
local quat = Quaternion.New()
quat.x = -self.x
quat.y = -self.y
quat.z = -self.z
quat.w = self.w
return quat
end
function Quaternion.Lerp(q1, q2, t)
t = clamp(t, 0, 1)
local q = {x = 0, y = 0, z = 0, w = 1}
if Quaternion.Dot(q1, q2) < 0 then
q.x = q1.x + t * (-q2.x -q1.x)
q.y = q1.y + t * (-q2.y -q1.y)
q.z = q1.z + t * (-q2.z -q1.z)
q.w = q1.w + t * (-q2.w -q1.w)
else
q.x = q1.x + (q2.x - q1.x) * t
q.y = q1.y + (q2.y - q1.y) * t
q.z = q1.z + (q2.z - q1.z) * t
q.w = q1.w + (q2.w - q1.w) * t
end
Quaternion.SetNormalize(q)
setmetatable(q, Quaternion)
return q
end
function Quaternion.LookRotation(forward, up)
local mag = forward:Magnitude()
if mag < 1e-6 then
error("error input forward to Quaternion.LookRotation"..tostring(forward))
return nil
end
forward = forward / mag
up = up or _up
local right = Vector3.Cross(up, forward)
right:SetNormalize()
up = Vector3.Cross(forward, right)
right = Vector3.Cross(up, forward)
--[[ local quat = _new(0,0,0,1)
local rot =
{
{right.x, up.x, forward.x},
{right.y, up.y, forward.y},
{right.z, up.z, forward.z},
}
MatrixToQuaternion(rot, quat)
return quat--]]
local t = right.x + up.y + forward.z
if t > 0 then
local x, y, z, w
t = t + 1
local s = 0.5 / sqrt(t)
w = s * t
x = (up.z - forward.y) * s
y = (forward.x - right.z) * s
z = (right.y - up.x) * s
local ret = _new(x, y, z, w)
ret:SetNormalize()
return ret
else
local rot =
{
{right.x, up.x, forward.x},
{right.y, up.y, forward.y},
{right.z, up.z, forward.z},
}
local q = {0, 0, 0}
local i = 1
if up.y > right.x then
i = 2
end
if forward.z > rot[i][i] then
i = 3
end
local j = _next[i]
local k = _next[j]
local t = rot[i][i] - rot[j][j] - rot[k][k] + 1
local s = 0.5 / sqrt(t)
q[i] = s * t
local w = (rot[k][j] - rot[j][k]) * s
q[j] = (rot[j][i] + rot[i][j]) * s
q[k] = (rot[k][i] + rot[i][k]) * s
local ret = _new(q[1], q[2], q[3], w)
ret:SetNormalize()
return ret
end
end
function Quaternion:SetIdentity()
self.x = 0
self.y = 0
self.z = 0
self.w = 1
end
local function UnclampedSlerp(q1, q2, t)
local dot = q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w
if dot < 0 then
dot = -dot
q2 = setmetatable({x = -q2.x, y = -q2.y, z = -q2.z, w = -q2.w}, Quaternion)
end
if dot < 0.95 then
local angle = acos(dot)
local invSinAngle = 1 / sin(angle)
local t1 = sin((1 - t) * angle) * invSinAngle
local t2 = sin(t * angle) * invSinAngle
q1 = {x = q1.x * t1 + q2.x * t2, y = q1.y * t1 + q2.y * t2, z = q1.z * t1 + q2.z * t2, w = q1.w * t1 + q2.w * t2}
setmetatable(q1, Quaternion)
return q1
else
q1 = {x = q1.x + t * (q2.x - q1.x), y = q1.y + t * (q2.y - q1.y), z = q1.z + t * (q2.z - q1.z), w = q1.w + t * (q2.w - q1.w)}
Quaternion.SetNormalize(q1)
setmetatable(q1, Quaternion)
return q1
end
end
function Quaternion.Slerp(from, to, t)
if t < 0 then
t = 0
elseif t > 1 then
t = 1
end
return UnclampedSlerp(from, to, t)
end
function Quaternion.RotateTowards(from, to, maxDegreesDelta)
local angle = Quaternion.Angle(from, to)
if angle == 0 then
return to
end
local t = min(1, maxDegreesDelta / angle)
return UnclampedSlerp(from, to, t)
end
local function Approximately(f0, f1)
return abs(f0 - f1) < 1e-6
end
function Quaternion:ToAngleAxis()
local angle = 2 * acos(self.w)
if Approximately(angle, 0) then
return angle * 57.29578, Vector3.New(1, 0, 0)
end
local div = 1 / sqrt(1 - sqrt(self.w))
return angle * 57.29578, Vector3.New(self.x * div, self.y * div, self.z * div)
end
local pi = Mathf.PI
local half_pi = pi * 0.5
local two_pi = 2 * pi
local negativeFlip = -0.0001
local positiveFlip = two_pi - 0.0001
local function SanitizeEuler(euler)
if euler.x < negativeFlip then
euler.x = euler.x + two_pi
elseif euler.x > positiveFlip then
euler.x = euler.x - two_pi
end
if euler.y < negativeFlip then
euler.y = euler.y + two_pi
elseif euler.y > positiveFlip then
euler.y = euler.y - two_pi
end
if euler.z < negativeFlip then
euler.z = euler.z + two_pi
elseif euler.z > positiveFlip then
euler.z = euler.z + two_pi
end
end
--from http://www.geometrictools.com/Documentation/EulerAngles.pdf
--Order of rotations: YXZ
function Quaternion:ToEulerAngles()
local x = self.x
local y = self.y
local z = self.z
local w = self.w
local check = 2 * (y * z - w * x)
if check < 0.999 then
if check > -0.999 then
local v = Vector3.New( -asin(check),
atan2(2 * (x * z + w * y), 1 - 2 * (x * x + y * y)),
atan2(2 * (x * y + w * z), 1 - 2 * (x * x + z * z)))
SanitizeEuler(v)
v:Mul(rad2Deg)
return v
else
local v = Vector3.New(half_pi, atan2(2 * (x * y - w * z), 1 - 2 * (y * y + z * z)), 0)
SanitizeEuler(v)
v:Mul(rad2Deg)
return v
end
else
local v = Vector3.New(-half_pi, atan2(-2 * (x * y - w * z), 1 - 2 * (y * y + z * z)), 0)
SanitizeEuler(v)
v:Mul(rad2Deg)
return v
end
end
function Quaternion:Forward()
return self:MulVec3(_forward)
end
function Quaternion.MulVec3(self, point)
local vec = Vector3.New()
local num = self.x * 2
local num2 = self.y * 2
local num3 = self.z * 2
local num4 = self.x * num
local num5 = self.y * num2
local num6 = self.z * num3
local num7 = self.x * num2
local num8 = self.x * num3
local num9 = self.y * num3
local num10 = self.w * num
local num11 = self.w * num2
local num12 = self.w * num3
vec.x = (((1 - (num5 + num6)) * point.x) + ((num7 - num12) * point.y)) + ((num8 + num11) * point.z)
vec.y = (((num7 + num12) * point.x) + ((1 - (num4 + num6)) * point.y)) + ((num9 - num10) * point.z)
vec.z = (((num8 - num11) * point.x) + ((num9 + num10) * point.y)) + ((1 - (num4 + num5)) * point.z)
return vec
end
Quaternion.__mul = function(lhs, rhs)
if Quaternion == getmetatable(rhs) then
return Quaternion.New((((lhs.w * rhs.x) + (lhs.x * rhs.w)) + (lhs.y * rhs.z)) - (lhs.z * rhs.y), (((lhs.w * rhs.y) + (lhs.y * rhs.w)) + (lhs.z * rhs.x)) - (lhs.x * rhs.z), (((lhs.w * rhs.z) + (lhs.z * rhs.w)) + (lhs.x * rhs.y)) - (lhs.y * rhs.x), (((lhs.w * rhs.w) - (lhs.x * rhs.x)) - (lhs.y * rhs.y)) - (lhs.z * rhs.z))
elseif Vector3 == getmetatable(rhs) then
return lhs:MulVec3(rhs)
end
end
Quaternion.__unm = function(q)
return Quaternion.New(-q.x, -q.y, -q.z, -q.w)
end
Quaternion.__eq = function(lhs,rhs)
return Quaternion.Dot(lhs, rhs) > 0.999999
end
Quaternion.__tostring = function(self)
return "["..self.x..","..self.y..","..self.z..","..self.w.."]"
end
_getter.identity = function() return _new(0, 0, 0, 1) end
_getter.eulerAngles = Quaternion.ToEulerAngles
Quaternion.unity_quaternion = CS.UnityEngine.Quaternion
CS.UnityEngine.Quaternion = Quaternion
setmetatable(Quaternion, Quaternion)
return Quaternion
|
local fireball = {}
fireball.name = "fireBall"
fireball.depth = 0
fireball.nodeLineRenderType = "line"
fireball.texture = "objects/fireball/fireball01"
fireball.nodeLimits = {0, -1}
fireball.placements = {
name = "fireball",
data = {
amount = 3,
offset = 0,
speed = 1,
notCoreMode = false
}
}
return fireball
|
local Throttle = {
counters = {}
}
local RequestCounter = {}
RequestCounter.__index = RequestCounter
function RequestCounter.new()
local self = {
counter = {}
}
return setmetatable(self, RequestCounter)
end
function RequestCounter:Get(player)
local counter = self.counter
local playerQueue = counter[player.UserId]
return playerQueue or 0
end
function RequestCounter:Increment(player)
local counter = self.counter
local playerQueue = counter[player.UserId]
if not counter[player.UserId] then
counter[player.UserId] = 1
else
counter[player.UserId] = playerQueue + 1
end
end
function RequestCounter:__tostring()
return "RequestCounter"
end
function RequestCounter:ClearAll()
self.counter = {}
end
function Throttle:Get(name)
local existing = self.counters[name]
if (existing) then
return existing
else
local newCounter = RequestCounter.new()
self.counters[name] = newCounter
return newCounter
end
end
function Throttle:Clear()
for _, counter in pairs(self.counters) do
counter:ClearAll()
end
end
return Throttle
|
local Token = require 'utils.token'
local Global = require 'utils.global'
local Event = require 'utils.event'
local Game = require 'utils.game'
local Timestamp = require 'utils.timestamp'
local Print = require('utils.print_override')
local serialize = serpent.serialize
local concat = table.concat
local remove = table.remove
local tostring = tostring
local raw_print = Print.raw_print
local serialize_options = {sparse = true, compact = true}
local Public = {}
local server_time = {secs = nil, tick = 0}
Global.register(
server_time,
function(tbl)
server_time = tbl
end
)
local discord_tag = '[DISCORD]'
local discord_raw_tag = '[DISCORD-RAW]'
local discord_bold_tag = '[DISCORD-BOLD]'
local discord_admin_tag = '[DISCORD-ADMIN]'
local discord_admin_raw_tag = '[DISCORD-ADMIN-RAW]'
local discord_embed_tag = '[DISCORD-EMBED]'
local discord_embed_raw_tag = '[DISCORD-EMBED-RAW]'
local discord_admin_embed_tag = '[DISCORD-ADMIN-EMBED]'
local discord_admin_embed_raw_tag = '[DISCORD-ADMIN-EMBED-RAW]'
local start_scenario_tag = '[START-SCENARIO]'
local ping_tag = '[PING]'
local data_set_tag = '[DATA-SET]'
local data_get_tag = '[DATA-GET]'
local data_get_all_tag = '[DATA-GET-ALL]'
local data_tracked_tag = '[DATA-TRACKED]'
local ban_sync_tag = '[BAN-SYNC]'
local unbanned_sync_tag = '[UNBANNED-SYNC]'
local query_players_tag = '[QUERY-PLAYERS]'
local player_join_tag = '[PLAYER-JOIN]'
local player_leave_tag = '[PLAYER-LEAVE]'
Public.raw_print = raw_print
local data_set_handlers = {}
--- The event id for the on_server_started event.
-- The event is raised whenever the server goes from the starting state to the running state.
-- It provides a good opportunity to request data from the web server.
-- Note that if the server is stopped then started again, this event will be raised again.
-- @usage
-- local Server = require 'utils.server'
-- local Event = require 'utils.event'
--
-- Event.add(Server.events.on_server_started,
-- function()
-- Server.try_get_all_data('regulars', callback)
-- end)
Public.events = {on_server_started = script.generate_event_name()}
--- Sends a message to the linked discord channel. The message is sanitized of markdown server side.
-- @param message<string> message to send.
-- @usage
-- local Server = require 'utils.server'
-- Server.to_discord('Hello from scenario script!')
function Public.to_discord(message)
raw_print(discord_tag .. message)
end
--- Sends a message to the linked discord channel. The message is not sanitized of markdown.
-- @param message<string> message to send.
function Public.to_discord_raw(message)
raw_print(discord_raw_tag .. message)
end
--- Sends a message to the linked discord channel. The message is sanitized of markdown server side, then made bold.
-- @param message<string> message to send.
function Public.to_discord_bold(message)
raw_print(discord_bold_tag .. message)
end
--- Sends a message to the linked admin discord channel. The message is sanitized of markdown server side.
-- @param message<string> message to send.
function Public.to_admin(message)
raw_print(discord_admin_tag .. message)
end
--- Sends a message to the linked admin discord channel. The message is not sanitized of markdown.
-- @param message<string> message to send.
function Public.to_admin_raw(message)
raw_print(discord_admin_raw_tag .. message)
end
--- Sends a embed message to the linked discord channel. The message is sanitized of markdown server side.
-- @param message<string> the content of the embed.
function Public.to_discord_embed(message)
raw_print(discord_embed_tag .. message)
end
--- Sends a embed message to the linked discord channel. The message is not sanitized of markdown.
-- @param message<string> the content of the embed.
function Public.to_discord_embed_raw(message)
raw_print(discord_embed_raw_tag .. message)
end
--- Sends a embed message to the linked admin discord channel. The message is sanitized of markdown server side.
-- @param message<string> the content of the embed.
function Public.to_admin_embed(message)
raw_print(discord_admin_embed_tag .. message)
end
--- Sends a embed message to the linked admin discord channel. The message is not sanitized of markdown.
-- @param message<string> the content of the embed.
function Public.to_admin_embed_raw(message)
raw_print(discord_admin_embed_raw_tag .. message)
end
--- Stops and saves the factorio server and starts the named scenario.
-- @param scenario_name<string> The name of the scenario as appears in the scenario table on the panel.
-- @usage
-- local Server = require 'utils.server'
-- Server.start_scenario('my_scenario_name')
function Public.start_scenario(scenario_name)
if type(scenario_name) ~= 'string' then
game.print('start_scenario - scenario_name ' .. tostring(scenario_name) .. ' must be a string.')
return
end
local message = start_scenario_tag .. scenario_name
raw_print(message)
end
local default_ping_token =
Token.register(
function(sent_tick)
local now = game.tick
local diff = now - sent_tick
local message = concat({'Pong in ', diff, ' tick(s) ', 'sent tick: ', sent_tick, ' received tick: ', now})
game.print(message)
end
)
--- Pings the web server.
-- @param func_token<token> The function that is called when the web server replies.
-- The function is passed the tick that the ping was sent.
function Public.ping(func_token)
local message = concat({ping_tag, func_token or default_ping_token, ' ', game.tick})
raw_print(message)
end
local function double_escape(str)
-- Excessive escaping because the data is serialized twice.
return str:gsub('\\', '\\\\\\\\'):gsub('"', '\\\\\\"'):gsub('\n', '\\\\n')
end
--- Sets the web server's persistent data storage. If you pass nil for the value removes the data.
-- Data set this will by synced in with other server if they choose to.
-- There can only be one key for each data_set.
-- @param data_set<string>
-- @param key<string>
-- @param value<nil|boolean|number|string|table> Any type that is not a function. set to nil to remove the data.
-- @usage
-- local Server = require 'utils.server'
-- Server.set_data('my data set', 'key 1', 123)
-- Server.set_data('my data set', 'key 2', 'abc')
-- Server.set_data('my data set', 'key 3', {'some', 'data', ['is_set'] = true})
--
-- Server.set_data('my data set', 'key 1', nil) -- this will remove 'key 1'
-- Server.set_data('my data set', 'key 2', 'def') -- this will change the value for 'key 2' to 'def'
function Public.set_data(data_set, key, value)
if type(data_set) ~= 'string' then
error('data_set must be a string', 2)
end
if type(key) ~= 'string' then
error('key must be a string', 2)
end
data_set = double_escape(data_set)
key = double_escape(key)
local message
local vt = type(value)
if vt == 'nil' then
message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '"}'})
elseif vt == 'string' then
value = double_escape(value)
message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '",value:"\\"', value, '\\""}'})
elseif vt == 'number' then
message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '",value:"', value, '"}'})
elseif vt == 'boolean' then
message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '",value:"', tostring(value), '"}'})
elseif vt == 'function' then
error('value cannot be a function', 2)
else -- table
value = serialize(value, serialize_options)
-- Less escaping than the string case as serpent provides one level of escaping.
-- Need to escape single quotes as serpent uses double quotes for strings.
value = value:gsub('\\', '\\\\'):gsub("'", "\\'")
message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, "\",value:'", value, "'}"})
end
raw_print(message)
end
--- Gets data from the web server's persistent data storage.
-- The callback is passed a table {data_set: string, key: string, value: any}.
-- If the value is nil, it means there is no stored data for that data_set key pair.
-- @param data_set<string>
-- @param key<string>
-- @param callback_token<token>
-- @usage
-- local Server = require 'utils.server'
-- local Token = require 'utils.token'
--
-- local callback =
-- Token.register(
-- function(data)
-- local data_set = data.data_set
-- local key = data.key
-- local value = data.value -- will be nil if no data
--
-- game.print(data_set .. ':' .. key .. ':' .. tostring(value))
-- end
-- )
--
-- Server.try_get_data('my data set', 'key 1', callback)
function Public.try_get_data(data_set, key, callback_token)
if type(data_set) ~= 'string' then
error('data_set must be a string', 2)
end
if type(key) ~= 'string' then
error('key must be a string', 2)
end
if type(callback_token) ~= 'number' then
error('callback_token must be a number', 2)
end
data_set = double_escape(data_set)
key = double_escape(key)
local message = concat {data_get_tag, callback_token, ' {', 'data_set:"', data_set, '",key:"', key, '"}'}
raw_print(message)
end
--- Gets all the data for the data_set from the web server's persistent data storage.
-- The callback is passed a table {data_set: string, entries: {dictionary key -> value}}.
-- If there is no data stored for the data_set entries will be nil.
-- @param data_set<string>
-- @param callback_token<token>
-- @usage
-- local Server = require 'utils.server'
-- local Token = require 'utils.token'
--
-- local callback =
-- Token.register(
-- function(data)
-- local data_set = data.data_set
-- local entries = data.entries -- will be nil if no data
-- local value2 = entries['key 2']
-- local value3 = entries['key 3']
-- end
-- )
--
-- Server.try_get_all_data('my data set', callback)
function Public.try_get_all_data(data_set, callback_token)
if type(data_set) ~= 'string' then
error('data_set must be a string', 2)
end
if type(callback_token) ~= 'number' then
error('callback_token must be a number', 2)
end
data_set = double_escape(data_set)
local message = concat {data_get_all_tag, callback_token, ' {', 'data_set:"', data_set, '"}'}
raw_print(message)
end
local function data_set_changed(data)
local handlers = data_set_handlers[data.data_set]
if handlers == nil then
return
end
if _DEBUG then
for _, handler in ipairs(handlers) do
local success, err = pcall(handler, data)
if not success then
log(err)
error(err, 2)
end
end
else
for _, handler in ipairs(handlers) do
local success, err = pcall(handler, data)
if not success then
log(err)
end
end
end
end
--- Register a handler to be called when the data_set changes.
-- The handler is passed a table {data_set:string, key:string, value:any}
-- If value is nil that means the key was removed.
-- The handler may be called even if the value hasn't changed. It's up to the implementer
-- to determine if the value has changed, or not care.
-- To prevent desyncs the same handlers must be registered for all clients. The easiest way to do this
-- is in the control stage, i.e before on_init or on_load would be called.
-- @param data_set<string>
-- @param handler<function>
-- @usage
-- local Server = require 'utils.server'
-- Server.on_data_set_changed(
-- 'my data set',
-- function(data)
-- local data_set = data.data_set
-- local key = data.key
-- local value = data.value -- will be nil if data was removed.
-- end
-- )
function Public.on_data_set_changed(data_set, handler)
if _LIFECYCLE == _STAGE.runtime then
error('cannot call during runtime', 2)
end
if type(data_set) ~= 'string' then
error('data_set must be a string', 2)
end
local handlers = data_set_handlers[data_set]
if handlers == nil then
handlers = {handler}
data_set_handlers[data_set] = handlers
else
handlers[#handlers + 1] = handler
end
end
--- Called by the web server to notify the client that a data_set has changed.
Public.raise_data_set = data_set_changed
--- Called by the web server to determine which data_sets are being tracked.
function Public.get_tracked_data_sets()
local message = {data_tracked_tag, '['}
for k, _ in pairs(data_set_handlers) do
k = double_escape(k)
local message_length = #message
message[message_length + 1] = '"'
message[message_length + 2] = k
message[message_length + 3] = '"'
message[message_length + 4] = ','
end
if message[#message] == ',' then
remove(message)
end
message[#message + 1] = ']'
message = concat(message)
raw_print(message)
end
local function escape(str)
return str:gsub('\\', '\\\\'):gsub('"', '\\"')
end
--- If the player exists bans the player.
-- Regardless of whether or not the player exists the name is synchronized with other servers
-- and stored in the database.
-- @param username<string>
-- @param reason<string?> defaults to empty string.
-- @param admin<string?> admin's name, defaults to '<script>'
function Public.ban_sync(username, reason, admin)
if type(username) ~= 'string' then
error('username must be a string', 2)
end
if reason == nil then
reason = ''
elseif type(reason) ~= 'string' then
error('reason must be a string or nil', 2)
end
if admin == nil then
admin = '<script>'
elseif type(admin) ~= 'string' then
error('admin must be a string or nil', 2)
end
-- game.ban_player errors if player not found.
-- However we may still want to use this function to ban player names.
local player = game.players[username]
if player then
game.ban_player(player, reason)
end
username = escape(username)
reason = escape(reason)
admin = escape(admin)
local message = concat({ban_sync_tag, '{username:"', username, '",reason:"', reason, '",admin:"', admin, '"}'})
raw_print(message)
end
--- If the player exists bans the player else throws error.
-- The ban is not synchronized with other servers or stored in the database.
-- @param PlayerSpecification
-- @param reason<string?> defaults to empty string.
function Public.ban_non_sync(PlayerSpecification, reason)
game.ban_player(PlayerSpecification, reason)
end
--- If the player exists unbans the player.
-- Regardless of whether or not the player exists the name is synchronized with other servers
-- and removed from the database.
-- @param username<string>
-- @param admin<string?> admin's name, defaults to '<script>'. This name is stored in the logs for who removed the ban.
function Public.unban_sync(username, admin)
if type(username) ~= 'string' then
error('username must be a string', 2)
end
if admin == nil then
admin = '<script>'
elseif type(admin) ~= 'string' then
error('admin must be a string or nil', 2)
end
-- game.unban_player errors if player not found.
-- However we may still want to use this function to unban player names.
local player = game.players[username]
if player then
game.unban_player(username)
end
username = escape(username)
admin = escape(admin)
local message = concat({unbanned_sync_tag, '{username:"', username, '",admin:"', admin, '"}'})
raw_print(message)
end
--- If the player exists unbans the player else throws error.
-- The ban is not synchronized with other servers or removed from the database.
-- @param PlayerSpecification
function Public.unban_non_sync(PlayerSpecification)
game.unban_player(PlayerSpecification)
end
--- Called by the web server to set the server time.
-- @param secs<number> unix epoch timestamp
function Public.set_time(secs)
server_time.secs = secs
server_time.tick = game.tick
end
--- Gets a table {secs:number?, tick:number} with secs being the unix epoch timestamp
-- for the server time and ticks the number of game ticks ago it was set.
-- @return table
function Public.get_time_data_raw()
return server_time
end
--- Gets an estimate of the current server time as a unix epoch timestamp.
-- If the server time has not been set returns nil.
-- The estimate may be slightly off if within the last minute the game has been paused, saving or overwise,
-- or the game speed has been changed.
-- @return number?
function Public.get_current_time()
local secs = server_time.secs
if secs == nil then
return nil
end
local diff = game.tick - server_time.tick
return math.floor(secs + diff / game.speed / 60)
end
--- Called be the web server to re sync which players are online.
function Public.query_online_players()
local message = {query_players_tag, '['}
for _, p in ipairs(game.connected_players) do
message[#message + 1] = '"'
local name = escape(p.name)
message[#message + 1] = name
message[#message + 1] = '",'
end
if message[#message] == '",' then
message[#message] = '"'
end
message[#message + 1] = ']'
message = concat(message)
raw_print(message)
end
--- The [JOIN] nad [LEAVE] messages Factorio sends to stdout aren't sent in all cases of
-- players joining or leaving. So we send our own [PLAYER-JOIN] and [PLAYER-LEAVE] tags.
Event.add(
defines.events.on_player_joined_game,
function(event)
local player = Game.get_player_by_index(event.player_index)
if not player then
return
end
raw_print(player_join_tag .. player.name)
end
)
Event.add(
defines.events.on_player_left_game,
function(event)
local player = Game.get_player_by_index(event.player_index)
if not player then
return
end
raw_print(player_leave_tag .. player.name)
end
)
return Public
|
-- https://github.com/ImagicTheCat/vRP
-- MIT license (see LICENSE or vrp/vRPShared.lua)
local Luang = module("vrp", "lib/Luang")
local vRPShared = module("vrp", "vRPShared")
-- Server vRP
local vRP = class("vRP", vRPShared)
-- SUBCLASSES
vRP.DBDriver = class("vRP.DBDriver")
-- called when the driver is initialized (connection), should return true on success
-- db_cfg: cfg/base.lua .db config
function vRP.DBDriver:onInit(db_cfg)
return false
end
-- should prepare the query (@param notation)
function vRP.DBDriver:onPrepare(name, query)
end
-- should execute the prepared query
-- params: map of parameters
-- mode:
--- "query": should return rows, affected
--- "execute": should return affected
--- "scalar": should return a scalar
function vRP.DBDriver:onQuery(name, params, mode)
if mode == "query" then
return {}, 0
elseif mode == "execute" then
return 0
elseif mode == "scalar" then
return 0
end
end
-- STATIC
-- return identification string for a specific source
function vRP.getSourceIdKey(source)
return table.concat(GetPlayerIdentifiers(source) or {}, ";")
end
function vRP.getPlayerEndpoint(player)
return GetPlayerEP(player) or "0.0.0.0"
end
function vRP.getPlayerName(player)
return GetPlayerName(player) or "unknown"
end
-- METHODS
function vRP:__construct()
vRPShared.__construct(self)
-- load config
self.cfg = module("vrp", "cfg/base")
self.log_level = self.cfg.log_level
-- load language
self.luang = Luang()
self.luang:loadLocale(self.cfg.lang, module("cfg/lang/"..self.cfg.lang) or {})
self.lang = self.luang.lang[self.cfg.lang]
self.users = {} -- map of id => User
self.pending_users = {} -- pending user source update (first spawn), map of ids key => user
self.users_by_source = {} -- map of source => user
self.users_by_cid = {} -- map of character id => user
-- db/SQL API
self.db_drivers = {}
self.db_driver = nil
self.cached_prepares = {}
self.cached_queries = {}
self.prepared_queries = {}
self.db_initialized = false
-- DB driver error/warning
if not self.cfg.db or not self.cfg.db.driver then
self:error("Missing DB config driver.")
end
-- DB driver check thread
Citizen.CreateThread(function()
while not self.db_initialized do
self:log("DB driver \""..self.cfg.db.driver.."\" not initialized yet ("..#self.cached_prepares.." prepares cached, "..#self.cached_queries.." queries cached).")
Citizen.Wait(5000)
end
end)
-- other tasks
local function task_save()
SetTimeout(self.cfg.save_interval*1000, task_save)
self:save()
end
task_save()
if self.cfg.ping_check_interval > 0 then
local function task_timeout()
SetTimeout(self.cfg.ping_check_interval*1000, task_timeout)
self:checkTimeout()
end
task_timeout()
end
end
-- register a DB driver
-- db_driver: DBDriver class
function vRP:registerDBDriver(db_driver)
if class.is(db_driver, vRP.DBDriver) then
local name = class.name(db_driver)
if not self.db_drivers[name] then
self.db_drivers[name] = db_driver
if name == self.cfg.db.driver then -- use/init driver
self.db_driver = self.db_drivers[name]() -- init driver
local ok = self.db_driver:onInit(self.cfg.db)
if ok then
self:log("Connected to DB using driver \""..name.."\".")
self.db_initialized = true
-- execute cached prepares
for _, prepare in pairs(self.cached_prepares) do
self.db_driver:onPrepare(table.unpack(prepare))
end
-- execute cached queries
for _, query in pairs(self.cached_queries) do
query[2](self.db_driver:onQuery(table.unpack(query[1])))
end
self.cached_prepares = nil
self.cached_queries = nil
else
self:error("Connection to DB failed using driver \""..name.."\".")
end
end
else
self:error("DB driver \""..name.."\" already registered.")
end
else
self:error("Not a DBDriver class.")
end
end
-- prepare a query
--- name: unique name for the query
--- query: SQL string with @params notation
function vRP:prepare(name, query)
if self.log_level > 0 then
self:log("prepare "..name.." = \""..query.."\"")
end
self.prepared_queries[name] = true
if self.db_initialized then -- direct call
self.db_driver:onPrepare(name, query)
else
table.insert(self.cached_prepares, {name, query})
end
end
-- execute a query
--- name: unique name of the query
--- params: map of parameters
--- mode: default is "query"
---- "query": should return rows (list of map of parameter => value), affected
---- "execute": should return affected
---- "scalar": should return a scalar
function vRP:query(name, params, mode)
if not mode then mode = "query" end
if not self.prepared_queries[name] then
self:error("query "..name.." doesn't exist.")
end
if self.log_level > 0 then
self:log("query "..name.." ("..mode..") params = "..json.encode(params or {}))
end
if self.db_initialized then -- direct call
return self.db_driver:onQuery(name, params or {}, mode)
else -- async call, wait query result
local r = async()
table.insert(self.cached_queries, {{name, params or {}, mode}, r})
return r:wait()
end
end
-- shortcut for vRP.query with "execute"
function vRP:execute(name, params)
return self:query(name, params, "execute")
end
-- shortcut for vRP.query with "scalar"
function vRP:scalar(name, params)
return self:query(name, params, "scalar")
end
-- identification system
-- return user id or nil in case of error (if not found, will create it)
function vRP:getUserIdByIdentifiers(ids)
if ids and #ids then
-- search identifiers
for i=1,#ids do
if not self.cfg.ignore_ip_identifier or (string.find(ids[i], "ip:") == nil) then -- ignore ip identifier
local rows = self:query("vRP/userid_byidentifier", {identifier = ids[i]})
if #rows > 0 then -- found
return rows[1].user_id
end
end
end
-- no ids found, create user
local rows, affected = self:query("vRP/create_user", {})
if #rows > 0 then
local user_id = rows[1].id
-- add identifiers
for l,w in pairs(ids) do
if not self.cfg.ignore_ip_identifier or (string.find(w, "ip:") == nil) then -- ignore ip identifier
self:execute("vRP/add_identifier", {user_id = user_id, identifier = w})
end
end
return user_id
end
end
end
function vRP:isBanned(user_id)
local rows = self:query("vRP/get_banned", {user_id = user_id})
if #rows > 0 then
return rows[1].banned
else
return false
end
end
function vRP:setBanned(user_id,banned)
self:execute("vRP/set_banned", {user_id = user_id, banned = banned})
end
function vRP:isWhitelisted(user_id)
local rows = self:query("vRP/get_whitelisted", {user_id = user_id})
if #rows > 0 then
return rows[1].whitelisted
else
return false
end
end
function vRP:setWhitelisted(user_id,whitelisted)
self:execute("vRP/set_whitelisted", {user_id = user_id, whitelisted = whitelisted})
end
-- user data
-- value: binary string
function vRP:setUData(user_id,key,value)
self:execute("vRP/set_userdata", {user_id = user_id, key = key, value = tohex(value)})
end
function vRP:getUData(user_id,key)
local rows = self:query("vRP/get_userdata", {user_id = user_id, key = key})
if #rows > 0 then
return rows[1].dvalue
else
return ""
end
end
-- character data
-- value: binary string
function vRP:setCData(character_id,key,value)
self:execute("vRP/set_characterdata", {character_id = character_id, key = key, value = tohex(value)})
end
function vRP:getCData(character_id,key)
local rows = self:query("vRP/get_characterdata", {character_id = character_id, key = key})
if #rows > 0 then
return rows[1].dvalue
else
return ""
end
end
-- server data
-- value: binary string
function vRP:setSData(key,value,id)
if not id then id = self.cfg.server_id end
self:execute("vRP/set_serverdata", {key = key, value = tohex(value), id = id})
end
function vRP:getSData(key,id)
if not id then id = self.cfg.server_id end
local rows = self:query("vRP/get_serverdata", {key = key, id = id})
if #rows > 0 then
return rows[1].dvalue
else
return ""
end
end
-- global data
-- value: binary string
function vRP:setGData(key,value)
self:execute("vRP/set_globaldata", {key = key, value = tohex(value)})
end
function vRP:getGData(key)
local rows = self:query("vRP/get_globaldata", {key = key})
if #rows > 0 then
return rows[1].dvalue
else
return ""
end
end
-- drop vRP player/user (internal usage)
function vRP:dropPlayer(source)
local ids_key = vRP.getSourceIdKey(source)
local user = self.users_by_source[source]
local pending = false
if not user then -- pending user check
user = self.pending_users[ids_key]
pending = true
end
if user then
-- remove player from connected clients
self.EXT.Base.remote._removePlayer(-1, user.source)
self:triggerEventSync("characterUnload", user)
self:triggerEventSync("playerLeave", user)
-- save user
user:save()
self:log(user.name.." ("..user.endpoint..") disconnected (user_id = "..user.id..")")
self.users[user.id] = nil
self.users_by_source[user.source] = nil
if pending then
self.pending_users[ids_key] = nil
end
end
end
function vRP:ban(user,reason)
self:setBanned(user.id,true)
self:kick(user, "[Banned] "..reason)
end
function vRP:kick(user,reason)
DropPlayer(user.source,reason)
end
function vRP:save()
self:triggerEvent("save")
if self.log_level > 0 then
self:log("save users")
end
for k,user in pairs(self.users) do
user:save()
end
end
function vRP:checkTimeout()
for id,user in pairs(self.users) do
if GetPlayerPing(user.source) <= 0 then -- ping miss
user.ping_misses = user.ping_misses+1
if user.ping_misses >= self.cfg.ping_timeout_misses then
self:kick(user,"[vRP] Ping timeout.")
self:dropPlayer(user.source)
end
else
user.ping_misses = 0 -- reset ping misses
end
end
end
-- events
function vRP:onPlayerConnecting(source, name, setMessage, deferrals)
deferrals.defer()
local ids = GetPlayerIdentifiers(source)
if ids ~= nil and #ids > 0 then
deferrals.update("Checking identifiers...")
local user_id = self:getUserIdByIdentifiers(ids)
-- if user_id ~= nil and vRP.rusers[user_id] == nil then -- check user validity and if not already connected (old way, disabled until playerDropped is sure to be called)
if user_id then -- check user validity
deferrals.update("Checking banned...")
if not self:isBanned(user_id) then
deferrals.update("Checking whitelisted...")
if not self.cfg.whitelist or self:isWhitelisted(user_id) then
if not self.users[user_id] then -- not present on the server, init user
-- load user data table
deferrals.update("Loading user...")
local sdata = self:getUData(user_id, "vRP:datatable")
-- User class deferred loading
if not self.User then self.User = module("vrp", "User") end
local user = self.User(source, user_id)
self.users[user_id] = user
self.users_by_source[source] = user
self.pending_users[table.concat(ids, ";")] = user
user.spawns = 0
user.ping_misses = 0
user.name = name
-- set endpoint
local ep = vRP.getPlayerEndpoint(source)
user.endpoint = ep
if sdata and string.len(sdata) > 0 then
local data = msgpack.unpack(sdata)
if type(data) == "table" then user.data = data end
end
deferrals.update("Loading character...")
if not user:useCharacter(user.data.current_character or 0) then -- use last used character
local characters = user:getCharacters()
if #characters > 0 then -- use existing character
user:useCharacter(characters[1])
else -- use new character
local cid = user:createCharacter()
if cid then
user:useCharacter(cid)
else
self:error("couldn't create user ("..user.id.." character")
end
end
end
user.last_login = user.data.last_login or ""
user.data.last_login = os.date("%H:%M:%S %d/%m/%Y")
-- trigger join
self:log(user.name.." ("..user.endpoint..") joined (user_id = "..user.id..")")
self:triggerEvent("playerJoin", user)
deferrals.done()
else -- already connected
self:log(user.name.." ("..user.endpoint..") re-joined (user_id = "..user.id..")")
self.users_by_source[user.source] = nil -- remove old entry
user.source = source -- update source
self.users_by_source[source] = user -- new entry
-- reset first spawn
user.spawns = 0
self:triggerEvent("playerRejoin", user)
deferrals.done()
end
else
self:log(name.." ("..vRP.getPlayerEndpoint(source)..") rejected: not whitelisted (user_id = "..user_id..")")
Citizen.Wait(1000)
deferrals.done("Not whitelisted (user_id = "..user_id..").")
end
else
self:log(name.." ("..vRP.getPlayerEndpoint(source)..") rejected: banned (user_id = "..user_id..")")
Citizen.Wait(1000)
deferrals.done("Banned (user_id = "..user_id..").")
end
else
self:log(name.." ("..vRP.getPlayerEndpoint(source)..") rejected: identification error")
Citizen.Wait(1000)
deferrals.done("Identification error.")
end
else
self:log(name.." ("..vRP.getPlayerEndpoint(source)..") rejected: missing identifiers")
Citizen.Wait(1000)
deferrals.done("Missing identifiers.")
end
end
function vRP:onPlayerSpawned(source)
local ids_key = vRP.getSourceIdKey(source)
local user = self.users_by_source[source]
local pending = false
if not user then -- pending user check
user = self.pending_users[ids_key]
pending = true
end
if user then
if pending then
self.users_by_source[user.source] = nil -- remove old entry
user.source = source -- update source
self.users_by_source[source] = user -- new entry
self.pending_users[ids_key] = nil -- remove from pending
end
user.spawns = user.spawns+1
local first_spawn = (user.spawns == 1)
if first_spawn then
-- first spawn, reference player
-- send players to new player
for k,v in pairs(self.users) do
self.EXT.Base.remote._addPlayer(source,v.source)
end
-- send new player to all players
self.EXT.Base.remote._addPlayer(-1,user.source)
-- set client tunnel delay at first spawn
Tunnel.setDestDelay(user.source, self.cfg.load_delay)
self:triggerEvent("playerDelay", user, true)
SetTimeout(2000, function()
SetTimeout(self.cfg.load_duration*1000, function() -- set client delay to normal delay
Tunnel.setDestDelay(user.source, self.cfg.global_delay)
self:triggerEvent("playerDelay", user, false)
end)
end)
end
SetTimeout(2000, function() -- trigger spawn event
self:triggerEvent("playerSpawn", user, first_spawn)
end)
end
end
function vRP:onPlayerDropped(source)
self:dropPlayer(source)
end
function vRP:onPlayerDied(source)
local user = self.users_by_source[source]
if user then
self:triggerEvent("playerDeath", user)
end
end
return vRP
|
TCG = {}
TCG.Items = {
["tcgbinder"] = {
price = 250,
},
["tcgpack_ogs"] = {
price = 50,
},
}
TCG.Cards = {
["playboicarti"] = {
name = "Playboi Carti",
description = "She my best friend yeah we not a couple",
image = "https://i.imgur.com/8YJz7yA.png",
},
["kanyewest"] = {
name = "Kanye West",
description = "Today I thought about killing you, premeditated murder",
image = "https://i.imgur.com/jmjqSXW.png",
},
["ghostfacekillah"] = {
name = "Ghostface Killah",
description = "Sometimes I look up at the stars and analyze the sky and ask myself was I meant to be here... why?",
image = "https://i.imgur.com/K2FrQJu.png",
},
["nlechoppa"] = {
name = "NLE Choppa",
description = "I am a menace keep me a rack just like tennis",
image = "https://i.imgur.com/rY6diby.png",
},
["lilnasx"] = {
name = "Lil Nax X",
description = "I got hos on hoes and they out of control",
image = "https://i.imgur.com/ir9x26b.png",
},
["asaprocky"] = {
name = "A$AP Rocky",
description = "I praise the Lord then break the law",
image = "https://i.imgur.com/ZnI21yE.png",
},
["bhadbabie"] = {
name = "Bhad Bhabie",
description = "I just do not care what people have to say",
image = "https://i.imgur.com/pOAsnGQ.png",
},
["cardib"] = {
name = "Cardi B",
description = "Knock me down 9 times but i get up 10",
image = "https://i.imgur.com/hBWBDzz.png",
},
["childishgambino"] = {
name = "Childish Gambino",
description = "Being happy is the goal but greatness is my vision",
image = "https://i.imgur.com/biuSXNW.png",
},
["dababy"] = {
name = "DaBaby",
description = "Anything i do i am doing it for a reason",
image = "https://i.imgur.com/FfHyq3j.png",
},
["desiigner"] = {
name = "Desiigner",
description = "The biggest challenge for me is just knowing how to calm down",
image = "https://i.imgur.com/w9IuHol.png",
},
["dojacat"] = {
name = "Doja Cat",
description = "I really pull from everyone i am absorbent",
image = "https://i.imgur.com/QKPdSb1.png",
},
["drake"] = {
name = "Drake",
description = "Everybody has an addiction mine happens to be success",
image = "https://i.imgur.com/pIJRKj9.png",
},
["fettywap"] = {
name = "Fetty Wap",
description = "This is something you should know i do not ever chase no hoes",
image = "https://i.imgur.com/OFV6CqY.png",
},
["future"] = {
name = "Future",
description = "I know i have not always done things the right way",
image = "https://i.imgur.com/oTHZGT3.png",
},
["juicewrld"] = {
name = "Juice Wrld",
description = "You found another one but i am the better one",
image = "https://i.imgur.com/0ubR8oW.png",
},
["kayflock"] = {
name = "Kay Flock",
description = "Like every opp shot nigga",
image = "https://i.imgur.com/ixaCNUn.png",
},
["kendricklamar"] = {
name = "Kendrick Lamar",
description = "Live your life live it right",
image = "https://i.imgur.com/xUNYlUk.png",
},
["kodakblack"] = {
name = "Kodak Black",
description = "Adults think it is disrespectful when you do not let them disrespect you",
image = "https://i.imgur.com/pkszDPt.png",
},
["lildurk"] = {
name = "Lil Durk",
description = "You aint get back for your mans you in the club like he aint dead",
image = "https://i.imgur.com/0sZK1YN.png",
},
["lilloaded"] = {
name = "Lil Loaded",
description = "Keep me on the block block baby block.",
image = "https://i.imgur.com/uSHSrjn.png",
},
["lilpeep"] = {
name = "Lil Peep",
description = "She said i am a crybaby i can not be up lately",
image = "https://i.imgur.com/mVQMiFu.png",
},
["lilpump"] = {
name = "Lil Pump",
description = "Spend three racks on a new chain",
image = "https://i.imgur.com/z5RnEnW.png",
},
["liluzivert"] = {
name = "Lil Uzi Vert",
description = "I am just doing me and to me that is what got me this far",
image = "https://i.imgur.com/US0UzTn.png",
},
["lilwayne"] = {
name = "Lil Wayne",
description = "Love me or hate me i swear it will not make or break me",
image = "https://i.imgur.com/pIONqTL.png",
},
["macmiller"] = {
name = "Mac Miller",
description = "They are gonna try to tell you no, shatter all your dreams",
image = "https://i.imgur.com/qEATNdb.png",
},
["metroboomin"] = {
name = "Metro Boomin",
description = "Big white mansion my habitat",
image = "https://i.imgur.com/vEFqmyX.png",
},
["nbayoungboy"] = {
name = "NBA YoungBoy",
description = "O block pack get rolled up",
image = "https://i.imgur.com/4XcjEPi.png",
},
["nickiminaj"] = {
name = "Nicki Minaj",
description = "Stay in school",
image = "https://i.imgur.com/hMfxqKx.png",
},
["offset"] = {
name = "Offset",
description = "You can never forget God",
image = "https://i.imgur.com/vx1R3Uq.png",
},
["postmalone"] = {
name = "Post Malone",
description = "Me and kurt feel the same too much pleasure is pain",
image = "https://i.imgur.com/UfSWQ46.png",
},
["pushat"] = {
name = "Pusha T",
description = "Pain is joy when it cries, it is my smile in disguise.",
image = "https://i.imgur.com/1aRYVYU.png",
},
["rickross"] = {
name = "Rick Ross",
description = "Every day is a new opportunity to reach that goal",
image = "https://i.imgur.com/0lDS49E.png",
},
["roddyricch"] = {
name = "Roddy Ricch",
description = "I do not follow nobody path i did it my own way",
image = "https://i.imgur.com/IWpqUmX.png",
},
["21savage"] = {
name = "21 Savage",
description = "Never stop hustling",
image = "https://i.imgur.com/H0ONNGz.png",
},
["snoopdogg"] = {
name = "Snoop Dogg",
description = "If the ride is more fly then you must buy",
image = "https://i.imgur.com/lCaG44J.png",
},
["travisscott"] = {
name = "Travis Scott",
description = "Who left her hometown world all for that alley",
image = "https://i.imgur.com/iEVpzEc.png",
},
["trippered"] = {
name = "Trippie Red",
description = "Maybe you should wish it more",
image = "https://i.imgur.com/VAlhRfB.png",
},
["tylerthecreator"] = {
name = "Tyler, the Creator",
description = "I never want to grow up",
image = "https://i.imgur.com/dOjRxJk.png",
},
["wizkhalifa"] = {
name = "Wiz Khalifa",
description = "You do not need to many people to be happy",
image = "https://i.imgur.com/QJQ9BTj.png",
},
["xxxtentacion"] = {
name = "XXXTentacion",
description = "You ever seen a nigga hung with a gold chain?",
image = "https://i.imgur.com/AfKCzkg.png",
},
["ybncordae"] = {
name = "YBN Cordae",
description = "Do not let nobody tell you can not do whatever the fuck you put your mind too",
image = "https://i.imgur.com/CRKyY9F.png",
},
["ybnnahmir"] = {
name = "YBN Nahmir",
description = "I am trying to spread peac low key",
image = "https://i.imgur.com/bNEKgce.png",
},
["ynwmelly"] = {
name = "YNW Melly",
description = "I wake up in the morning i got murder on my mind",
image = "https://i.imgur.com/yZoyeNX.png",
},
["youngthug"] = {
name = "Young Thug",
description = "First you get that money then you get that power",
image = "https://i.imgur.com/kKzmZ74.png",
},
["50cent"] = {
name = "50 Cent",
description = "Wise men listen and laugh, while fools tak",
image = "https://i.imgur.com/OohG2dz.png",
},
["biddaddykane"] = {
name = "Big Daddy Kane",
description = "if you are what you eat then feed me dope",
image = "https://i.imgur.com/bHXj4NM.png",
},
["dmx"] = {
name = "DMX",
description = "Every day i get closer to God",
image = "https://i.imgur.com/by8hH90.png",
},
["drdre"] = {
name = "Dr. Dre",
description = "Still D.R.E",
image = "https://i.imgur.com/dOTZfWX.png",
},
["eazye"] = {
name = "Eazy-E",
description = "The boys in the hood are always hard",
image = "https://i.imgur.com/Xx1piQJ.png",
},
["eminem"] = {
name = "Eminem",
description = "A lot of my rhymes are just to get chuckles out of people",
image = "https://i.imgur.com/0Y2TveX.png",
},
["icecube"] = {
name = "Ice Cube",
description = "I think, to me, reality is better than being fake",
image = "https://i.imgur.com/mppyvzh.png",
},
["jayz"] = {
name = "Jay Z",
description = "Only God can judge me so i am gone, either love me or leave me alone",
image = "https://i.imgur.com/Su1niBX.png",
},
}
TCG.Packs = {
["tcgpack_ogs"] = {
"playboicarti",
"kanyewest",
"ghostfacekillah",
"nlechoppa",
"lilnasx",
"asaprocky",
"bhadbabie",
"cardib",
"childishgambino",
"dababy",
"desiigner",
"dojacat",
"drake",
"fettywap",
"future",
"juicewrld",
"kayflock",
"kendricklamar",
"kodakblack",
"lildurk",
"lilloaded",
"lilpeep",
"lilpump",
"liluzivert",
"lilwayne",
"macmiller",
"nbayoungboy",
"nickiminaj",
"offset",
"postmalone",
"pushat",
"rickross",
"roddyricch",
"21savage",
"snoopdogg",
"travisscott",
"trippered",
"tylerthecreator",
"wizkhalifa",
"xxxtentacion",
"ybncordae",
"ybnnahmir",
"ynwmelly",
"youngthug",
"50cent",
"biddaddykane",
"dmx",
"drdre",
"eazye",
"eminem",
"icecube",
"jayz",
},
}
|
markerFile="NONE"
if false then
Start(
"../Resource/jae/human/humanHanyang_T.wrl", -- 종아리 짧음
--"../Resource/jae/human/humanHanyang_T_male.mesh.wrl",
"../Resource/jae/human/humanHanyang_T_humanHanyang.dof",
--"../Resource/jae/human/humanHanyang_T.dof",
0.0
)
else
Start(
--"../Resource/jae/human/humanHanyang_T.wrl", -- 종아리 짧음
"../Resource/motion/humanHanyang/humanHanyang_T.wrl", -- 정상 비율
--"../Resource/jae/human/humanHanyang_T_male.mesh.wrl",
"../Resource/motion/humanHanyang/humanHanyang_T.dof",
--"../Resource/jae/human/humanHanyang_T_locomotion_hl_upperbody.dof",
0.0
)
end
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local LocalPlayer = game:GetService("Players").LocalPlayer
local lib = ReplicatedStorage:WaitForChild("lib")
local common = ReplicatedStorage:WaitForChild("common")
local Roact = require(lib:WaitForChild("Roact"))
local RoactRodux = require(lib:WaitForChild("RoactRodux"))
local Selectors = require(common:WaitForChild("Selectors"))
local Dictionary = require(common:WaitForChild("Dictionary"))
local component = script.Parent
local StatsFrame = require(component:WaitForChild("StatsFrame"))
local ChangelogView = require(component:WaitForChild("ChangelogView"))
local SettingsView = require(component:WaitForChild("SettingsView"))
local InventoryView = require(component:WaitForChild("InventoryView"))
local DevProductShopView = require(component:WaitForChild("DevProductShopView"))
local ShadowedTextLabel = require(component:WaitForChild("ShadowedTextLabel"))
local ShopView = require(component:WaitForChild("ShopView"))
local SideMenu = require(component:WaitForChild("SideMenu"))
local VersionLabel = require(component:WaitForChild("VersionLabel"))
local App = Roact.Component:extend("App")
function App:init(props)
end
function App:didMount()
end
function App:render()
local views = {
changelog = Roact.createElement(ChangelogView, self.props),
settings = Roact.createElement(SettingsView, self.props),
inventory = Roact.createElement(InventoryView, {clientApi = self.props.clientApi, viewportSize = self.props.viewportSize}),
devproducts = Roact.createElement(DevProductShopView, {clientApi = self.props.clientApi, viewportSize = self.props.viewportSize, view = self.props.view}),
shop = Roact.createElement(ShopView, {clientApi = self.props.clientApi, viewportSize = self.props.viewportSize}),
}
return Roact.createElement("ScreenGui", {
Name = "gameGui",
ResetOnSpawn = false,
ZIndexBehavior = Enum.ZIndexBehavior.Sibling,
}, Dictionary.join({
statframe = Roact.createElement(StatsFrame, self.props),
sideMenu = Roact.createElement(SideMenu, self.props),
versionLabel = Roact.createElement(VersionLabel, self.props),
likesLabel = Roact.createElement(ShadowedTextLabel, {
AnchorPoint = Vector2.new(1,1),
Position = UDim2.new(1,-16,1,-16),
Size = UDim2.new(1/3,0,1/15,0),
BackgroundTransparency = 1,
TextStrokeTransparency = 0,
Text = "Enjoying the game? Leave a like 👍!",
Font = Enum.Font.GothamBlack,
TextScaled = true,
TextXAlignment = Enum.TextXAlignment.Right,
TextYAlignment = Enum.TextYAlignment.Bottom,
})
}, views)
)
end
local function mapStateToProps(state,props)
return {
view = Selectors.getUIView(state),
}
end
return RoactRodux.connect(mapStateToProps,nil)(App)
|
-- plugins.lua
vim.cmd [[packadd packer.nvim]]
return require('packer').startup(function()
use 'wbthomason/packer.nvim'
-- clolortheme
use 'shaeinst/roshnivim-cs'
use 'folke/tokyonight.nvim'
-- use 'norcalli/nvim-colorizer.lua'
-- dashboard
use {
'kyazdani42/nvim-tree.lua',
requires = {
'kyazdani42/nvim-web-devicons', -- optional, for file icon
},
config = function() require'nvim-tree'.setup {} end
}
use 'romgrk/barbar.nvim'
-- nvim-cmp
use 'hrsh7th/cmp-nvim-lsp' -- { name = nvim_lsp }
use 'hrsh7th/cmp-buffer' -- { name = 'buffer' },
use 'hrsh7th/cmp-path' -- { name = 'path' }
use 'hrsh7th/cmp-cmdline' -- { name = 'cmdline' }
use 'hrsh7th/nvim-cmp'
-- vsnip
use 'hrsh7th/cmp-vsnip' -- { name = 'vsnip' }
use 'hrsh7th/vim-vsnip'
use 'rafamadriz/friendly-snippets'
-- lsp
use 'neovim/nvim-lspconfig'
use 'williamboman/nvim-lsp-installer'
use 'ray-x/go.nvim'
-- rust
use 'simrat39/rust-tools.nvim'
-- lspkind
use 'onsails/lspkind-nvim'
--line theme
use {
'nvim-lualine/lualine.nvim',
requires = { 'kyazdani42/nvim-web-devicons', opt = true }
}
-- file explorer
use 'kyazdani42/nvim-tree.lua'
-- search
-- use 'ibhagwan/fzf-lua'
use 'nvim-telescope/telescope.nvim'
use 'nvim-treesitter/nvim-treesitter'
use 'nvim-lua/plenary.nvim'
-- buffer
use 'akinsho/bufferline.nvim'
-- git
use 'lewis6991/gitsigns.nvim'
-- terminal
use 'akinsho/toggleterm.nvim'
--window
use { "beauwilliams/focus.nvim", config = function() require("focus").setup() end }
use 'windwp/nvim-autopairs'
use 'phaazon/hop.nvim'
-- use 'simrat39/symbols-outline.nvim'
use 'preservim/tagbar'
-- git
use 'f-person/git-blame.nvim'
end)
|
generic_opts_any = require('keymappings.common').generic_opts_any
vim.api.nvim_set_keymap('n', '<C-n>', ':NvimTreeToggle<CR>', generic_opts_any)
|
-- if using zsh, always output newline for ac
local h = require("cphelper.helpers")
local M = {}
-- Run a test case
--- @param case number #Case no.
--- @param cmd string #Command for running the test
--- @return table, number #The result to display and whether or not the test passed
function M.run_test(case, cmd)
local case_no = string.sub(case, 6)
local timeout = 2000
local status = 0 -- status is 1 on correct answer, 0 otherwise
local result = { "Case #" .. case_no }
local input_arr = vim.fn.readfile(case)
local exp_out_arr = vim.fn.readfile("output" .. case_no)
vim.list_extend(result, { "Input:" })
vim.list_extend(result, input_arr)
vim.list_extend(result, { "Expected output:" })
vim.list_extend(result, exp_out_arr)
local output_arr = {}
local err_arr = {}
local job_id = vim.fn.jobstart(cmd, {
on_stdout = function(_, data, _)
vim.list_extend(output_arr, data)
output_arr[#output_arr] = nil
end,
on_stderr = function(_, data, _)
vim.list_extend(err_arr, data)
end,
on_exit = function(_, exit_code, _)
if #output_arr ~= 0 then
vim.list_extend(result, { "Received output:" })
vim.list_extend(result, output_arr)
end
if #err_arr ~= 1 then
vim.list_extend(result, { "Error:" })
vim.list_extend(result, err_arr)
vim.list_extend(result, { "Exit code " .. exit_code })
end
if exit_code == 0 then
if h.comparetables(output_arr, exp_out_arr) then
vim.list_extend(result, { "Status: AC" })
status = 1
else
vim.list_extend(result, { "Status: WA" })
end
else
vim.list_extend(result, { "Status: RTE" })
vim.list_extend(result, { "Exit code " .. exit_code })
end
end,
})
vim.fn.chansend(job_id, vim.list_extend(vim.fn.readfile(case), { "" }))
local len = vim.fn.jobwait({ job_id }, timeout)
if len[1] == -1 then
vim.list_extend(result, { string.format("Status: Timed out after %d ms", timeout) })
vim.fn.jobstop(job_id)
end
return result, status
end
return M
|
--[[
BEGIN_SCRIPT_CLASS(super, CSuper)
DEFINE_CLASS_FUNCTION(getMsg, std::string, ())
{
if(!obj)
{
return 0;
}
r = obj->m_strSupMsg;
std::cout<< "super::getMsg\n";
return 1;
}
DEFINE_CLASS_FUNCTION(superFunc, int, ())
{
if(!obj)
{
return 0;
}
std::cout<< "super::superFunc\n";
return 1;
}
END_SCRIPT_CLASS()
BEGIN_SCRIPT_CLASS(sub, CSub)
SUPER_CLASS(super, CSuper)
DEFINE_CLASS_FUNCTION(getMsg, std::string, ())
{
if(!obj)
{
return 0;
}
r = obj->m_strSubMsg;
std::cout<< "sub::getMsg\n";
return 1;
}
DEFINE_CLASS_FUNCTION(subFunc, int, ())
{
if(!obj)
{
return 0;
}
std::cout<< "sub::subFunc\n";
return 1;
}
END_SCRIPT_CLASS()
BEGIN_SCRIPT_CLASS(subsub, CSubSub)
SUPER_CLASS(sub, CSub)
DEFINE_CLASS_FUNCTION(getMsg, std::string, ())
{
if(!obj)
{
return 0;
}
r = obj->m_strSubSubMsg;
std::cout<< "subsub::getMsg\n";
return 1;
}
DEFINE_CLASS_FUNCTION(subsubFunc, int, ())
{
if(!obj)
{
return 0;
}
r = 0;
std::cout<< "subsub::subsubFunc\n";
return 1;
}
END_SCRIPT_CLASS()
ASSERT0(ScriptExporterManager().ExportClass("super", scriptHandle));
ASSERT0(ScriptExporterManager().ExportClass("sub", scriptHandle));
ASSERT0(ScriptExporterManager().ExportClass("subsub", scriptHandle));
]]
local type_super = bin_types.super
local type_sub = bin_types.sub
local type_subsub = bin_types.subsub
local function newType(name, super)
local type_new = {}
type_new.__index = type_new -- support inherited by others
type_new.super = super -- support inherited by others
type_new.type = "class"
type_new.name = name
setmetatable(type_new, super)
return type_new
end
local type_scriptSub = newType("type_scriptSub", type_super)
function type_scriptSub:getScriptMessage()
return "type_scriptSub"
end
function type_scriptSub:getScriptSubMessage()
return "type_scriptSub"
end
local type_scriptSubSub = newType("type_scriptSub", type_scriptSub)
function type_scriptSubSub:getScriptMessage()
return "type_scriptSubSub"
end
function core.newScriptSub()
local obj = core.newSuper()
if obj then
setmetatable(obj.__bin_objtable, type_scriptSub)
end
return obj
end
function core.newScriptSubSub()
local obj = core.newScriptSub()
if obj then
setmetatable(obj.__bin_objtable, type_scriptSubSub)
end
return obj
end
local type_scriptSubSub_subsub = newType("type_scriptSubSub_subs", type_subsub)
function type_scriptSubSub_subsub:getMsg()
return "type_scriptSubSub_subsub"
end
function core.newScriptSubSub_subsub()
local obj = core.newSubSub()
if obj then
setmetatable(obj.__bin_objtable, type_scriptSubSub_subsub)
end
return obj
end
|
-----------------------------------
-- Area: Davoi
-- NPC: Hide Flap
-- Involved in Quest: The Doorman, The First Meeting
-- !pos 293 3 -213 149 (WAR)(K-9)
-- !pos -124 3 -43 149 (MNK)(F-7)
-----------------------------------
local ID = require("scripts/zones/Davoi/IDs")
require("scripts/globals/keyitems")
require("scripts/globals/npc_util")
require("scripts/globals/quests")
-----------------------------------
function onTrade(player,npc,trade)
end
function onTrigger(player,npc)
local offset = npc:getID() - ID.npc.HIDE_FLAP_OFFSET
-- THE DOORMAN
if offset == 0 and player:getQuestStatus(BASTOK, tpz.quest.id.bastok.THE_DOORMAN) == QUEST_ACCEPTED and not player:hasKeyItem(tpz.ki.SWORD_GRIP_MATERIAL) then
if player:getCharVar("theDoormanKilledNM") >= 2 then
npcUtil.giveKeyItem(player, tpz.ki.SWORD_GRIP_MATERIAL)
player:setCharVar("theDoormanMyMob", 0)
player:setCharVar("theDoormanKilledNM", 0)
elseif not GetMobByID(ID.mob.GAVOTVUT):isSpawned() and not GetMobByID(ID.mob.BARAKBOK):isSpawned() then
SpawnMob(ID.mob.GAVOTVUT):updateClaim(player)
SpawnMob(ID.mob.BARAKBOK):updateClaim(player)
player:setCharVar("theDoormanMyMob", 1)
end
-- THE FIRST MEETING
elseif offset == 1 and player:getQuestStatus(BASTOK, tpz.quest.id.bastok.THE_FIRST_MEETING) == QUEST_ACCEPTED and not player:hasKeyItem(tpz.ki.SANDORIAN_MARTIAL_ARTS_SCROLL) then
if player:getCharVar("theFirstMeetingKilledNM") >= 2 then
npcUtil.giveKeyItem(player, tpz.ki.SANDORIAN_MARTIAL_ARTS_SCROLL)
player:setCharVar("theFirstMeetingKilledNM",0)
elseif not GetMobByID(ID.mob.BILOPDOP):isSpawned() and not GetMobByID(ID.mob.DELOKNOK):isSpawned() then
SpawnMob(ID.mob.BILOPDOP):updateClaim(player)
SpawnMob(ID.mob.DELOKNOK):updateClaim(player)
end
-- DEFAULT DIALOG
else
player:messageSpecial(ID.text.YOU_SEE_NOTHING)
end
end
function onEventUpdate(player,csid,option)
end
function onEventFinish(player,csid,option)
end
|
return {
name = "luvit/secure-socket",
version = "1.2.1",
homepage = "https://github.com/luvit/luvit/blob/master/deps/secure-socket",
description = "Wrapper for luv streams to apply ssl/tls",
dependencies = {
"luvit/resource@2.1.0"
},
tags = {"ssl", "socket","tls"},
license = "Apache 2",
author = { name = "Tim Caswell" }
}
|
-----------------------------------
-- Area: Windurst Woods
-- NPC: Hayah Dahbalesahma
-- Type: Standard NPC
-- !pos -50.363 -1.292 -147.883 241
-----------------------------------
function onTrade(player,npc,trade)
end
function onTrigger(player,npc)
player:startEvent(263)
end
function onEventUpdate(player,csid,option)
end
function onEventFinish(player,csid,option)
end
|
local helpers = require "spec.helpers"
local cjson = require "cjson"
local function createConsumer(name, apikey)
local consumer = assert(helpers.dao.consumers:insert {
custom_id = name
})
assert(helpers.dao.keyauth_credentials:insert {
key = apikey,
consumer_id = consumer.id
})
return {
consumer = consumer,
key = apikey
}
end
local function addConsumerQuota(consumer, api, quota)
helpers.dao.consumerratelimiting_quotas:insert({
consumer_id = consumer.consumer.id,
api_id = api,
quota = quota
})
end
local function makeApiCall(consumer, api)
return assert(helpers.proxy_client():send {
method = "GET",
path = "/get?apikey="..consumer.key,
headers = {
["Host"] = api.hosts
}
})
end
describe("User Rate Limiting plugin", function()
before_each(function()
helpers.kill_all()
helpers.dao:drop_schema()
helpers.run_migrations()
tested_plugin = assert(helpers.dao.plugins:insert {
name = "consumer-rate-limiting",
})
assert(helpers.dao.apis:insert {
name = "openapi",
hosts = { "openapi.org" },
upstream_url = "http://localhost:8080"
})
api = assert(helpers.dao.apis:insert {
name = "1httpbin-1",
hosts = { "1httpbin.org" },
upstream_url = "http://localhost:8080"
})
api2 = assert(helpers.dao.apis:insert {
name = "2httpbin",
hosts = { "2httpbin.org" },
upstream_url = "http://localhost:8080"
})
matching_api = assert(helpers.dao.apis:insert {
name = "zeppelin123",
hosts = { "zeppelin.org" },
upstream_url = "http://localhost:8080"
})
assert(helpers.dao.plugins:insert {
name = "key-auth",
api_id = api.id
})
assert(helpers.dao.plugins:insert {
name = "key-auth",
api_id = api2.id
})
assert(helpers.dao.plugins:insert {
name = "key-auth",
api_id = matching_api.id
})
user1 = createConsumer("user1", "apikey1")
user2 = createConsumer("user2", "apikey2")
limitUser = createConsumer("user3", "apikey3")
addConsumerQuota(user1, api.name, 100)
addConsumerQuota(user1, api2.name, 100)
addConsumerQuota(user2, api.name, 100)
addConsumerQuota(user2, api2.name, 100)
assert(helpers.start_kong {custom_plugins = "consumer-rate-limiting"})
end)
after_each(function()
helpers.stop_kong()
helpers.dao:drop_schema()
end)
it("unauthenticated user should be proxied", function()
local res = assert(helpers.proxy_client():send {
method = "GET",
path = "/get",
headers = {
["Host"] = "openapi.org"
}
})
assert.equals(200, res.status)
end)
describe("counting", function()
it("should store current quota in X-ConsumerRateLimiting header", function()
for i = 1, 5 do
local res = makeApiCall(user1, api)
local bodyStr, err = res:read_body()
local body = cjson.decode(bodyStr)
assert.equals(tostring(i), body.headers["X-Consumer-Rate-Limiting"])
end
end)
it("each user should have own quota count", function()
for i = 1, 2 do
local res = assert(helpers.proxy_client():send {
method = "GET",
path = "/get?apikey=apikey"..i,
headers = {
["Host"] = "1httpbin.org"
}
})
local bodyStr, err = res:read_body()
local body = cjson.decode(bodyStr)
assert.equals("1", body.headers["X-Consumer-Rate-Limiting"])
end
end)
it("each api has a own quota count", function()
for i = 1, 2 do
local res = assert(helpers.proxy_client():send {
method = "GET",
path = "/get?apikey=apikey1",
headers = {
["Host"] = i.."httpbin.org"
}
})
local bodyStr, err = res:read_body()
local body = cjson.decode(bodyStr)
assert.equals("1", body.headers["X-Consumer-Rate-Limiting"])
end
end)
end)
describe("limiting", function()
it("should pass if quota in not available", function()
local res = makeApiCall(limitUser, api)
assert.equals(200, res.status)
end)
it("should return 429, if quota is exceeded", function()
addConsumerQuota(limitUser, api.name, 1)
local res = makeApiCall(limitUser, api)
assert.equals(200, res.status)
local res = makeApiCall(limitUser, api)
assert.equals(429, res.status)
end)
it("should use default quotas if user quota is not available", function()
addConsumerQuota({consumer = {id = "default"}}, api.name, 0)
addConsumerQuota(limitUser, api2.name, 1)
local res = makeApiCall(limitUser, api)
assert.equals(429, res.status)
end)
end)
describe("api matching", function()
it("should be matched if api in quota is substring of api name", function()
addConsumerQuota(limitUser, "zeppelin", 1)
local res = makeApiCall(limitUser, matching_api)
assert.equals(200, res.status)
local res = makeApiCall(limitUser, matching_api)
assert.equals(429, res.status)
end)
end)
end)
|
local product = arg[1] or 'wow'
local dbtoexport = arg[2]
local handle, version = (function()
local casc = require('casc')
local url = 'http://us.patch.battle.net:1119/' .. product
local bkey, cdn, ckey, version = casc.cdnbuild(url, 'us')
assert(bkey)
print('loading ' .. version)
local handle = casc.open({
bkey = bkey,
cache = 'cache',
cacheFiles = true,
cdn = cdn,
ckey = ckey,
locale = casc.locale.US,
log = print,
})
return handle, version
end)()
local dbds = require('luadbd').dbds
local function process(dbd, cb)
local tn = dbd.name
local data = handle:readFile(dbd.fdid)
if not data then
print('no data for ' .. tn)
return
end
local build = dbd:build(version)
if not build then
print('no build for ' .. tn)
return
end
print('reading '.. tn .. ':' .. build.sig .. ':' .. dbd.fdid)
local success, iterfn, iterdata = pcall(function()
return build:rows(data)
end)
if not success then
print('failed to get row iterator on ' .. tn .. ': ' .. iterfn)
return
end
local itersuccess, err = pcall(function()
local rows = 0
for t in iterfn, iterdata do
rows = rows + 1
cb(build.fields, t)
end
print(rows .. ' rows')
end)
if not itersuccess then
print('failed to iterate through ' .. tn .. ': ' .. err)
return
end
end
if dbtoexport then
process(dbds[dbtoexport], function(fields, t)
local toprint = {}
for f, i in pairs(fields) do
toprint[f] = t[i]
end
require('pl.pretty').dump(toprint)
end)
else
for _, dbd in pairs(dbds) do
process(dbd, function() end)
end
end
|
ACF.RegisterWeaponClass("FGL", {
Name = "Flare Launcher",
Description = "Flare Launchers can fire flares much more rapidly than other launchers, but can't load any other ammo types.",
MuzzleFlash = "gl_muzzleflash_noscale",
ROFMod = 0.6,
Spread = 1.5,
Sound = "acf_missiles/missiles/flare_launch.mp3",
Cleanup = "acf_flarelauncher",
Blacklist = { "AP", "APHE", "FL", "HE", "HEAT", "HP", "SM" },
LimitConVar = {
Name = "_acf_flarelauncher",
Amount = 4,
Text = "Maximum amount of ACF Flare Launchers a player can create."
},
Caliber = {
Min = 25,
Max = 40,
},
})
ACF.RegisterWeapon("40mmFGL", "FGL", {
Name = "40mm Flare Launcher",
Description = "Put on an all-American fireworks show with this flare launcher: high fire rate, low distraction rate. Fill the air with flare. Careful of your reload time.",
Model = "models/missiles/blackjellypod.mdl",
Caliber = 40,
Mass = 75,
Year = 1970,
MagSize = 30,
MagReload = 20,
Cyclic = 300,
Round = {
MaxLength = 9,
PropMass = 0.007,
}
})
ACF.SetCustomAttachment("models/missiles/blackjellypod.mdl", "muzzle", Vector(6, 0, 3.2))
cleanup.Register("acf_flarelauncher")
if SERVER then return end
language.Add("Cleanup_acf_flarelauncher", "ACF Flare Launchers")
language.Add("Cleaned_acf_flarelauncher", "Cleaned up all ACF Flare Launchers")
language.Add("SBoxLimit__acf_flarelauncher", "You've reached the ACF Flare Launcher limit!")
|
function changeLine(x)
if ((x % 2) == 1) then
turtle.turnLeft();
forwardTurtle()
turtle.turnLeft();
else
turtle.turnRight();
forwardTurtle()
turtle.turnRight();
end
end
function returnToStartPoint(width, height)
if (width % 2) == 1 then
turtle.turnLeft();
turtle.turnLeft();
for y=1, (height - 1) do
forwardTurtle()
end
end
turtle.turnLeft();
for x=1, (width - 1) do
forwardTurtle()
end
turtle.turnLeft();
end
function digOneLevel(width, height)
for x=1, width do
for y=1, (height + 1) do
checkEnd()
turtle.digDown()
if y < height then
forwardTurtle()
end
end
if x < width then
changeLine(x)
end
end
returnToStartPoint(width, height)
end
|
require("isolater/common/commonController");
require("hall/groupGame/data/groupGameInterface");
GroupGameController = class(CommonController)
GroupGameController.s_cmds =
{
Back = 1,
};
GroupGameController.s_ActivityListTimeOut = 1;
GroupGameController.s_timeOutTime = 6000;
GroupGameController.ctor = function(self, state, viewClass, viewConfig)
self.m_state = state;
end
GroupGameController.run = function(self)
CommonController.run(self);
end
GroupGameController.stop = function(self)
CommonController.stop(self);
LoadingView.getInstance():hidden();
NativeEvent.getInstance():HideLoadingDialog();
end
-- 活动需要实时获取数据
GroupGameController.resume = function(self)
CommonController.resume(self);
end
GroupGameController.pause = function(self)
CommonController.pause(self);
end
GroupGameController.dtor = function(self)
LoadingView.getInstance():hidden();
self.m_state = nil;
end
GroupGameController.onBack = function(self)
if NativeEvent.s_platform ~= kPlatformAndroid then
self:onGoBackWebView();
else
NativeEvent.getInstance():GoBackWebView();
end
end
GroupGameController.onGoBackWebView = function(self, status, jsonTable)
StateMachine.getInstance():popState();
end
GroupGameController.onWebviewCall = function(self, status, jsonTable)
if table.isEmpty(jsonTable) then return; end
if status and jsonTable then
-- CMD_GET_USERDATA = 1001; //获取用户资料 -- java或ios做
-- CMD_SEND_DOWNLOAD = 1002; //下载 -- java或ios做
-- CMD_SEND_QUIT = 1003; //退出应用
-- CMD_SEND_GOTO_LOGIN = 1004; //跳转至登录界面
-- CMD_SEND_GOTO_PROFILE = 1005; //跳转至个人资料界面
-- CMD_SEND_GOTO_HALL = 1006; //跳转至大厅界面
-- CMD_SEND_GOTO_GAME = 1007; //快速进入游戏
-- CMD_SEND_GOTO_SHOP = 1008; //跳转至商城界面
-- CMD_SEND_GOTO_TASK = 1009; //跳转至任务界面
-- CMD_SEND_GOTO_RANK = 1010; //跳转至排行榜界面
-- CMD_SEND_GOTO_FRIENDS = 1011; //跳转至好友界面
-- CMD_SEND_ADD_COINS = 1012; //加银币返回
local cmd = number.valueOf(GetStrFromJsonTable(jsonTable, "cmd"));
Log.v("wanpg","---------活动js回调-------status:", status);
Log.v("wanpg","---------活动js回调-------cmd:", cmd);
if cmd == 1003 then
elseif cmd == 1004 then
elseif cmd == 1005 then
self.m_state:pushState(States.UserInfo);
elseif cmd == 1006 then
self:onGoBackWebView();
elseif cmd == 1007 then
--此处去游戏
local gameId = number.valueOf(GetStrFromJsonTable(jsonTable, "gameid"));
local levelId = number.valueOf(GetStrFromJsonTable(jsonTable, "level"));
local tableId = number.valueOf(GetStrFromJsonTable(jsonTable, "tableid"));
if gameId > 0 and levelId > 0 and tableId > 0 then
elseif gameId > 0 and levelId > 0 then
elseif gameId > 0 then
self:onToGame(gameId);
else
end
elseif cmd == 1008 then
self.m_state:pushState(States.Recharge);
elseif cmd == 1009 then
self.m_state:pushState(States.Task);
elseif cmd == 1010 then
self.m_state:pushState(States.RankList);
elseif cmd == 1011 then
elseif cmd == 1012 then
local money = number.valueOf(GetStrFromJsonTable(jsonTable, "money"));
Log.v("wanpg","---------活动js回调-------money:", money);
if money and money>0 then
kUserInfoData:setMoney(money);
end
end
end
end
GroupGameController.onToGame = function(self, gameId,levelId)
--0:敬请期待(游戏占位符) 1:无变化 2:可安装 3:可更新
local state = HallUpdateConfig.getInstance():getGameStatus(gameId);
local data = kGameManager:getGameConfigById(gameId);
data.status = state; -- 加入状态信息
data.levelId = levelId;
EventDispatcher.getInstance():dispatch(HallController.s_eventGoToGameDirect,data);
end
GroupGameController.s_nativeEventFuncMap = {
["GoBackWebViewUrl"] = GroupGameController.onGoBackWebView;
["OnWebViewCall"] = GroupGameController.onWebviewCall;
}
GroupGameController.s_cmdConfig =
{
[GroupGameController.s_cmds.Back] = GroupGameController.onBack,
}
|
local PANEL = {}
function PANEL:Init()
self.model = vgui.Create("DModelPanel", self)
self.model:SetPaintBackground(false)
self:SetMouseInputEnabled(true)
self:SetTall(74)
self:SetCursor("hand")
end
function PANEL:SetItem(item, sellData)
self.Item = item
self.SellData = sellData
local panel = self
self.model:SetPos(0, 0)
self.model:SetSize(74, 74)
self.model:SetMouseInputEnabled(true)
self.model:SetModel(item.Model)
self.model:SetFOV(item.FOV or 35)
function self.model:LayoutEntity(ent)
ent:SetAngles(Angle(0, 90, 0))
if panel.Item.Material then
ent:SetMaterial(panel.Item.Material)
end
if not item.NoCenter then
self:SetLookAt(Vector(0, 0, 0))
end
if item.Skin then
ent:SetSkin(item.Skin)
end
end
function self.model:DoClick()
panel:OnMousePressed()
end
local camPos = self.model.Entity:GetPos()
camPos:Add(Vector(0, 25, 25))
local min, max = self.model.Entity:GetRenderBounds()
if item.CamPos then
self.model:SetCamPos(item.CamPos)
else
self.model:SetCamPos(camPos - Vector(10, 0, 16))
end
self.model:SetLookAt((max + min) / 2)
end
function PANEL:Think()
if self.ItemID then
local inv = impulse.Inventory.Data[0][1]
if not inv[self.ItemID] then
self:Remove()
end
end
end
function PANEL:OnMousePressed()
if self.Selling then
net.Start("impulseVendorSell")
net.WriteUInt(self.ItemID, 16)
net.SendToServer()
else
net.Start("impulseVendorBuy")
net.WriteString(self.Item.UniqueID)
net.SendToServer()
end
end
local activeCol = Color(35, 35, 35, 88)
local hoverCol = Color(120, 120, 120, 88)
local disabledCol = Color(15, 15, 15, 150)
local grey = Color(170, 170, 170, 150)
function PANEL:Paint(w, h)
local col = activeCol
local cost = self.SellData.Cost
local max = self.SellData.Max
local hasItem, amount = LocalPlayer():HasInventoryItem(impulse.Inventory.ClassToNetID(self.Item.UniqueID))
local disabled = false
local maxed = false
if (cost and cost > LocalPlayer():GetMoney()) or (self.SellData.CanBuy and self.SellData.CanBuy(LocalPlayer()) == false) then
col = disabledCol
disabled = true
end
if max and hasItem and amount >= max then
col = disabledCol
disabled = true
maxed = true
end
surface.SetDrawColor(col)
surface.DrawRect(0, 0, w, h)
if self:IsHovered() then
if disabled then
surface.SetDrawColor(disabledCol)
else
surface.SetDrawColor(hoverCol)
end
surface.DrawRect(0, 0, w, h)
end
draw.SimpleText(self.Item.Name, "Impulse-Elements18-Shadow", 80, 10, (disabled and grey) or color_white)
local desc = ""
if cost then
desc = cost.." "..impulse.Config.CurrencyName
else
desc = "Free"
end
if self.SellData.Desc then
desc = desc.." ("..self.SellData.Desc..")"
end
draw.SimpleText(desc, "Impulse-Elements17-Shadow", 80, 30, grey)
if max then
draw.SimpleText((amount or 0).."/"..max.." (max limit)", "Impulse-Elements17-Shadow", 80, 45, grey)
end
end
vgui.Register("impulseVendorItem", PANEL, "DPanel")
|
--[[
License : GLPv3, see LICENCE in root of repository
Authors : Nikolay Fiykov, v1
--]]
local nodemcu = require("nodemcu-module")
local inspect = require("inspect")
local contains = require("contains")
local pinState = require("gpio_pin_state")
gpio = {}
gpio.__index = gpio
gpio.INT = 1
gpio.INPUT = 2
gpio.OUTPUT = 3
gpio.OPENDRAIN = 4
gpio.PULLUP = 5
gpio.FLOAT = 6
gpio.HIGH = 1
gpio.LOW = 0
local pullupEnum = {gpio.PULLUP, gpio.FLOAT}
local modeEnum = {gpio.INT, gpio.INPUT, gpio.OUTPUT, gpio.OPENDRAIN}
local trigTypeEnum = {"none", "up", "down", "both", "high", "low"}
--- gpio.mode is stock nodemcu API
gpio.mode = function(pin, mode, pullup)
local p = nodemcu.assertPinRange(pin)
assert(contains(modeEnum, mode), "expects mode " .. inspect(modeEnum) .. " but found " .. mode)
if pullup ~= nil then
assert(contains(pullupEnum, pullup), "expects pullup " .. inspect(pullupEnum) .. " but found " .. pullup)
end
p.mode = mode
p.pullup = pullup or gpio.FLOAT
end
--- gpio.trig is stock nodemcu API
gpio.trig = function(pin, what, callback)
local p = nodemcu.assertPinRange(pin)
assert(type(what) == "string", "what must be string")
assert(contains(trigTypeEnum, what), "expects what " .. inspect(trigTypeEnum) .. " but found " .. what)
if callback ~= nil then
assert(type(callback) == "function", "callback must be a function")
end
p.trigWhat = what
if what == "none" then
p.trigCb = defaultTrigCb
else
p.trigCb = callback or defaultTrigCb
end
end
--- gpio.write is stock nodemcu API
gpio.write = function(pin, val)
local p = nodemcu.assertPinRange(pin)
assert(contains(pinState.writeEnum, val), "expects pin value " .. inspect(pinState.writeEnum) .. " but found " .. tostring(val))
p.cbGetValue = function()
return val
end
p.cbOnWrite(pin, val)
end
--- gpio.read is stock nodemcu API
gpio.read = function(pin)
local p = nodemcu.assertPinRange(pin)
assert(p.mode == gpio.INPUT, "expects pin mode = INPUT but found " .. p.mode)
return p.cbGetValue(pin)
end
return gpio
|
--[[
------------------------------------
Description: HPC BeaverCreek Messages, Phasor V2+
Copyright (c) 2016-2018
* Author: Jericho Crosby
* IGN: Chalwk
* Written and Created by Jericho Crosby
-----------------------------------
]]--
-- Settings
local message1 = "On this map you start wihout a weapon."
local message2 = "Each player will have to find a weapon every time you spawn."
function GetRequiredVersion()
return
200
end
function OnScriptLoad(processId, game, persistent)
end
function OnNewGame(map)
gamemap = map
if player ~= nil then
if gamemap == "beavercreek" then
privatesay(player, message1, false)
privatesay(player, message2, false)
end
end
return false
end
function OnPlayerJoin(player)
gamemap = map
if player ~= nil then
if gamemap == "beavercreek" then
privatesay(player, message1, message2, false)
privatesay(player, message2, false)
end
end
end
|
require('utils')
require('plugins')
|
local M = {}
function M.refactor_perform(command, ctx)
local client = vim.lsp.get_client_by_id(ctx.client_id)
local prompt
local default
local kind = command.arguments[1]
if kind == "EXTRACT_METHOD" then
prompt = "Enter a name for the method: "
default = "newMethod"
elseif kind == "EXTRACT_WIDGET" then
prompt = "Enter a name for the widget: "
default = "NewWidget"
elseif kind == "EXTRACT_LOCAL_VARIABLE" then
prompt = "Enter a name for the variable: "
default = "newVariable"
else
client.request("workspace/executeCommand", command)
return
end
local opts = {
prompt = prompt,
default = default,
}
local on_confirm = function(name)
if name == nil then
return
end
-- The 6th argument is the additional options of the refactor command.
-- For the extract method/local variable/widget commands, we can specify an optional `name` option.
-- see more: https://github.com/dart-lang/sdk/blob/e995cb5f7cd67d39c1ee4bdbe95c8241db36725f/pkg/analysis_server/lib/src/lsp/handlers/commands/perform_refactor.dart#L53
local optionsIndex = 6
command.arguments[optionsIndex] = {
name = name,
}
client.request("workspace/executeCommand", command)
end
if vim.ui and vim.ui.input then
vim.ui.input(opts, on_confirm)
else
local input = vim.fn.input(opts)
if #input > 0 then
on_confirm(input)
end
end
end
return M
|
local S = SERVICE_MODULE("mark")
S:require_sound_bank('mark')
S:require_sound_bank('sewer')
S:set_idle_tick_during(PHONE_STATE_IDLE, PHONE_STATE_DIAL_TONE)
-- TODO: Implement "slow idle" mode for services
-- S:use_slow_idle()
local talked_during_call = false
-- args.path: path to this script file
function S.load(args)
end
S:state(SERVICE_STATE_IDLE, {
enter = function(self)
while true do
service.wait(120.0 + rand_float(0.0, 60.0))
if chance(0.02) then
service.start_call()
end
end
end,
})
S:state(SERVICE_STATE_CALL_OUT, {
enter = function(self)
service.wait(rand_float(15.0, 30.0))
service.end_call()
end
})
S:state(SERVICE_STATE_CALL, {
enter = function(self)
-- Start soundscape
sound.play("$sewer/amb_drips", CHAN_PHONE2, { volume = 0.25, looping = true })
sound.play("$sewer/amb_flies", CHAN_PHONE3, { volume = 0.05, looping = true })
sound.play("$sewer/amb_hum", CHAN_PHONE4, { volume = 0.01, looping = true })
sound.play("$sewer/amb_pain", CHAN_PHONE4, { volume = 0.1, looping = true })
self.talked_during_call = false
-- Say a few things
for i = 1, rand_int(2, 4) do
sound.wait(CHAN_PHONE1)
service.wait(rand_float(4.0, 7.0))
sound.play("$mark/*", CHAN_PHONE1, { volume = 0.9 })
self.talked_during_call = true
if i == 1 or chance(0.7) then
S:send('denise', i == 1 and 'mark_start' or 'mark_talk')
end
end
-- Pause briefly and hang up
service.wait(rand_float(4.0, 8.0))
service.end_call()
end,
exit = function(self)
if self.talked_during_call == true then
S:send('denise', 'mark_end')
end
end
})
return S
|
return {
request = {
{'username', 'string'},
{'superpassword', 'string'},
{'password', 'string'},
{'ip', 'string'},
{'email', 'string'},
},
response = {
{'username', 'string'},
{'result', 'uint8'},
},
id = 0xf1,
}
|
resource_manifest_version "44febabe-d386-4d18-afbe-5e627f4af937"
-- Example custom radios
supersede_radio "RADIO_02_POP" { url = "https://revolutionradio.ru:8443/live.ogg", volume = 0.2 }
supersede_radio "RADIO_03_HIPHOP_NEW" { url = "http://stream.radioreklama.bg/nrj.ogg", volume = 0.2 }
files {
"index.html"
}
ui_page "index.html"
client_scripts {
"data.js",
"client.js"
}
|
local map = vim.api.nvim_set_keymap
local function silent_map(mode, shortcut, command)
map(mode, shortcut, command, { noremap = true, silent = true })
end
local function fast_map(mode, shortcut, command)
map(mode, shortcut, command, { noremap = true, silent = true, nowait = true })
end
-- WORKAROUND: remove in neovim 0.7
-- see: https://github.com/neovim/neovim/issues/13628
map("c", "bd", "silent! bd", { noremap = true })
fast_map("n", "<leader>bd", "<cmd>silent! bd<cr>")
map("c", "bw", "silent! bw", { noremap = true })
fast_map("n", "<leader>bw", "<cmd>silent! bw<cr>")
-- [ contextual ] {{{
silent_map("i", "jk", "<esc>")
map("n", "<space><space>", ":", { noremap = true, nowait = true })
map("n", "q<space>", "q:", { noremap = true, nowait = true })
map("n", "<leader>l", ":lua ", { noremap = true })
-- clear trailing whitespace
local clean_trailing_ws = [[:let _s=@/<Bar>:%s/\s\+$//e<Bar>:let @/=_s<Bar>:nohl<CR>:retab<cr>]]
fast_map("n", "<F5>", clean_trailing_ws)
fast_map("n", "<localleader>w", clean_trailing_ws)
fast_map("i", "<F1>", "<esc>")
fast_map("v", "<F1>", "<esc>")
fast_map("n", "<F1>", "<cmd>map<cr>")
-- system yank/paste interaction
fast_map("v", "<leader>y", [["+y]])
fast_map("v", "<leader>d", [["+d]])
fast_map("n", "<leader>p", [["+p]])
fast_map("n", "<leader>P", [["+P]])
fast_map("v", "<leader>p", [["+p]])
fast_map("v", "<leader>P", [["+P]])
-- command-line-mode navigation
--
-- TODO: not working. Use `q:` instead
-- map("c", "<C-a", "<Home>", { noremap = true, nowait = true })
-- map("c", "<C-e", "<End>", { noremap = true, nowait = true })
-- map("c", "<C-l", "<S-Right>", { noremap = true, nowait = true })
-- map("c", "<C-h", "<S-Left>", { noremap = true, nowait = true })
map("c", "<C-k>", "<Up>", { noremap = true , nowait = true })
map("c", "<C-j>", "<Down>", { noremap = true , nowait = true })
-- buffer navigation
fast_map("n", "<S-l>", ":bnext<cr>")
fast_map("n", "<S-h>", ":bprevious<cr>")
-- clear highlights
fast_map('n', '<C-l>', '<cmd>noh<CR>')
-- very magic regex
map("", "/", [[/\v]], { noremap = true })
map("", "?", [[?\v]], { noremap = true })
-- keep visual mode afer indentating
silent_map("v", "<", "<gv")
silent_map("v", ">", ">gv")
-- move lines up and down
map("n", "<A-j>", ":m .+1<CR>==", { noremap = true})
map("n", "<A-k>", ":m .-2<CR>==", { noremap = true})
map("i", "<A-j>", "<Esc>:m .+1<CR>==gi", { noremap = true})
map("i", "<A-k>", "<Esc>:m .-2<CR>==gi", { noremap = true})
map("v", "<A-j>", ":m \'>+1<CR>gv=gv", { noremap = true})
map("v", "<A-k>", ":m \'<-2<CR>gv=gv", { noremap = true})
-- }}}
-- [ lsp ] {{{
fast_map('n', '[d', '<cmd>lua vim.diagnostic.goto_prev()<CR>')
fast_map('n', ']d', '<cmd>lua vim.diagnostic.goto_next()<CR>')
fast_map('n', '<space>e', '<cmd>lua vim.diagnostic.open_float()<CR>')
fast_map('n', '<space>q', '<cmd>lua vim.diagnostic.setloclist()<CR>')
-- XXX: See `my-lsp.lua:55` for more buffer-based mappings.
-- }}}
-- [ telescope ] {{{
fast_map("n", "<localleader>f", "<cmd>Telescope find_files<cr>")
fast_map("n", "<localleader>b", "<cmd>Telescope buffers<cr>")
fast_map("n", "<localleader>s", "<cmd>Telescope live_grep<cr>")
silent_map("n", "<localleader>h", "<cmd>Telescope help_tags<cr>")
fast_map("n", "<localleader>t", "<cmd>Telescope<cr>")
-- }}}
-- [ easyalign ] {{{
map("v", "<Enter>", "<Plug>(EasyAlign)", {})
-- }}}
-- [ undotree ] {{{
map("n", "<localleader>u", "<cmd>UndotreeToggle<cr>", {})
-- }}}
|
local Plugin = script.Parent.Parent.Parent.Parent.Parent.Parent
local Libs = Plugin.Libs
local Roact = require(Libs.Roact)
local Constants = require(Plugin.Core.Util.Constants)
local ContextGetter = require(Plugin.Core.Util.ContextGetter)
local ContextHelper = require(Plugin.Core.Util.ContextHelper)
local getMainManager = ContextGetter.getMainManager
local withMainManager = ContextHelper.withMainManager
local withTheme = ContextHelper.withTheme
local Components = Plugin.Core.Components
local Foundation = Components.Foundation
local CollapsibleTitledSection = require(Foundation.CollapsibleTitledSection)
local VerticalList = require(Foundation.VerticalList)
local ThemedTextBox = require(Foundation.ThemedTextBox)
local PreciseButton = require(Foundation.PreciseButton)
local PresetList = require(script.PresetList)
local ThemedAutoWidthLineCheckbox = require(Foundation.ThemedAutoWidthLineCheckbox)
local Presets = Roact.PureComponent:extend("Presets")
function Presets:init()
local mainManager = getMainManager(self)
self.newTextValidateCallback = function(t)
return t:len() <= 32
end
self.onInputChanged = function(t)
mainManager:SetPresetsFilterString(t)
end
self.state = {
clearButtonHovered = false
}
self.onMouseEnter = function()
self:setState {
clearButtonHovered = true
}
end
self.onMouseLeave = function()
self:setState {
clearButtonHovered = false
}
end
self.clearFilter = function()
mainManager:SetPresetsFilterString("")
end
self.toggleHideBuiltins = function()
mainManager:SetHideBuiltinPresets(not mainManager:GetHideBuiltinPresets())
end
self.togglePresetsSection = function()
mainManager:ToggleCollapsibleSection("Presets")
end
end
function Presets:render()
return withTheme(
function(theme)
return withMainManager(
function(mainManager)
local filterString = mainManager:GetPresetsFilterString()
-- local hideBuiltins = mainManager:GetHideBuiltinPresets()
return Roact.createElement(
CollapsibleTitledSection,
{
title = "Presets",
LayoutOrder = self.props.LayoutOrder,
collapsed = mainManager:IsSectionCollapsed("Presets"),
onCollapseToggled = self.togglePresetsSection
},
{
List = Roact.createElement(
VerticalList,
{
width = UDim.new(1, 0),
Visible = not mainManager:IsSectionCollapsed("Presets"),
PaddingLeftPixel = 0,
PaddingRightPixel = 0,
PaddingBottomPixel = 0,
PaddingTopPixel = 0,
ElementPaddingPixel = 0
},
{
FilterBox = Roact.createElement(
VerticalList,
{
BackgroundTransparency = 1,
width = UDim.new(1, 0),
LayoutOrder = 1,
ElementPaddingPixel = 4,
PaddingTopPixel = 4,
PaddingBottomPixel = 4,
PaddingRightPixel = 4,
PaddingLeftPixel = 4
},
{
FilterFrame = Roact.createElement(
"Frame",
{
Size = UDim2.new(1, 0, 0, 24),
BackgroundTransparency = 1,
LayoutOrder = 1
},
{
FilterInput = Roact.createElement(
ThemedTextBox,
{
Size = UDim2.new(1, 0, 1, 0),
Position = UDim2.new(0, 0, 0, 0),
placeholderText = "Filter...",
textInput = filterString,
newTextValidateCallback = self.newTextValidateCallback,
onInputChanged = self.onInputChanged
}
),
ClearButton = filterString:len() > 0 and
Roact.createElement(
PreciseButton,
{
Size = UDim2.new(0, 24, 0, 24),
Position = UDim2.new(1, 0, 0.5, 0),
AnchorPoint = Vector2.new(1, 0.5),
BackgroundTransparency = 1,
[Roact.Event.MouseEnter] = self.onMouseEnter,
[Roact.Event.MouseLeave] = self.onMouseLeave,
[Roact.Event.MouseButton1Down] = self.clearFilter
},
{
Image = Roact.createElement(
"ImageLabel",
{
Image = self.state.clearButtonHovered and Constants.FILTER_CLEAR_ICON_HOVER or Constants.FILTER_CLEAR_ICON,
ImageColor3 = self.state.clearButtonHovered and theme.filterBox.clearButtonHovered or
theme.filterBox.clearButtonDefault,
Size = UDim2.new(0, 14, 0, 14),
Position = UDim2.new(0.5, 0, 0.5, 0),
AnchorPoint = Vector2.new(0.5, 0.5),
BackgroundTransparency = 1
}
)
}
)
}
),
CheckboxFrame = Roact.createElement(
"Frame",
{
Size = UDim2.new(1, 0, 0, 16),
BackgroundTransparency = 1,
LayoutOrder = 2
},
{
Checkbox = Roact.createElement(
ThemedAutoWidthLineCheckbox,
{
Position = UDim2.new(0, 0, 0, 0),
AnchorPoint = Vector2.new(0, 0),
checked = mainManager:GetHideBuiltinPresets(),
onToggle = self.toggleHideBuiltins,
label = "Hide Built-in Presets",
height = UDim.new(0, 16)
}
)
}
)
}
),
FilterSep = Roact.createElement(
"Frame",
{
BorderSizePixel = 0,
Size = UDim2.new(1, 0, 0, 1),
BackgroundColor3 = theme.borderColor,
LayoutOrder = 2
}
),
PresetBox = Roact.createElement(
"Frame",
{
BackgroundTransparency = 1,
Size = UDim2.new(1, 0, 0, 320 + 8),
LayoutOrder = 3
},
{
PresetList = Roact.createElement(
PresetList,
{
Size = UDim2.new(1, -8, 1, -8),
Position = UDim2.new(0, 4, 0, 4),
LayoutOrder = 4
}
)
}
)
}
)
}
)
end
)
end
)
end
return Presets
|
-- Spawns a new thread without waiting one step
-- @author Databrain
local FastSpawnerEvent = Instance.new("BindableEvent")
FastSpawnerEvent.Event:Connect(function(callback, argsPointer)
callback(argsPointer())
end)
local function FastSpawn(callback, ...)
local n = select("#", ...)
local args = { ... }
FastSpawnerEvent:Fire(callback, function() return unpack(args, 1, n) end)
end
return FastSpawn
|
local SakuraEmpireUI = {};
local firstPromotion: number = 0;
local firstPromotMK1: number = 0;
function OnGovernorPromoted(ePlayer, governorID, ePromotion)
local governorDefinition = GameInfo.Governors[governorID]; -- Check if Governor is Akashi
if (Players[ePlayer] and governorDefinition and governorDefinition.GovernorType == "GOVERNOR_AZUR_LANE_AKASHI") then
local pGovernor = SakuraEmpireUI.GetAppointedGovernor(ePlayer, governorID);
if (not pGovernor) then return; end -- Check if Akashi is Established
local pAssignedCity = SakuraEmpireUI.GetAssignedCity(pGovernor);
if (not pAssignedCity) then pAssignedCity = Players[ePlayer]:GetCities():GetCapitalCity(); end
local promotionDefinition = GameInfo.GovernorPromotions[ePromotion];
if (not promotionDefinition) then return; end -- Akashi Grant Bulin in Assigned City or Capital
if (firstPromotion == 0 and promotionDefinition.GovernorPromotionType ~= "GOVERNOR_PROMOTION_SHOPKEEPER_KANBAN") then
if (promotionDefinition.GovernorPromotionType == "GOVERNOR_PROMOTION_PROJECT_RESEARCH" or
promotionDefinition.GovernorPromotionType == "GOVERNOR_PROMOTION_WISDOM_QUBE_STUDY") then
UnitManager.InitUnit(ePlayer, "UNIT_BULIN_MK2", pAssignedCity:GetX(), pAssignedCity:GetY());
else
UnitManager.InitUnit(ePlayer, "UNIT_BULIN_MK1", pAssignedCity:GetX(), pAssignedCity:GetY());
end
return;
end -- Delay Initial Bulin Grant on Appointment
firstPromotion = firstPromotion + 1; -- (warning: reload before assignment will cause Bulin loss)
if (promotionDefinition.GovernorPromotionType ~= "GOVERNOR_PROMOTION_PROJECT_RESEARCH" and
promotionDefinition.GovernorPromotionType ~= "GOVERNOR_PROMOTION_WISDOM_QUBE_STUDY") then
firstPromotMK1 = firstPromotMK1 + 1;
end
end
end
function OnGovernorAssigned(cityPlayer, cityID, ePlayer, governorID)
if (firstPromotion == 0 or not Players[ePlayer]) then return; end
local governorDefinition = GameInfo.Governors[governorID]; -- Check if Governor is Akashi
if (governorDefinition and governorDefinition.GovernorType == "GOVERNOR_AZUR_LANE_AKASHI") then
local pCity = Players[ePlayer]:GetCities():FindID(cityID);
if (not pCity) then return; end -- Grant Bulin in Assigned City after Appointment
repeat
if (firstPromotMK1 > 0) then
UnitManager.InitUnit(ePlayer, "UNIT_BULIN_MK1", pCity:GetX(), pCity:GetY());
firstPromotMK1 = firstPromotMK1 - 1;
else
UnitManager.InitUnit(ePlayer, "UNIT_BULIN_MK2", pCity:GetX(), pCity:GetY());
end
firstPromotion = firstPromotion - 1;
until (firstPromotion == 0);
end
end
Events.GovernorPromoted.Add(OnGovernorPromoted);
Events.GovernorAssigned.Add(OnGovernorAssigned);
--------------------------------------------------------------
function initializeFunctions() -- Get Exposed UI Governor Functions
if (ExposedMembers.SakuraEmpireUI_Initialized) then
SakuraEmpireUI = ExposedMembers.SakuraEmpireUI;
Events.GameCoreEventPublishComplete.Remove(initializeFunctions);
end
end
Events.GameCoreEventPublishComplete.Add(initializeFunctions);
|
PipeManager = {
}
function PipeManager:OnInit()
Log("PipeManager: Creating goal pipes");
self:ReloadScripts();
self:CreateGoalPipes();
Log("PipeManager: Finished creating goal pipes!");
end
function PipeManager:ReloadScripts()
Script.LoadScript("Scripts/AI/GoalPipes/PipeManagerShared.lua", true, true);
Script.LoadScript("Scripts/AI/GoalPipes/PMReusable.lua", true, true);
Script.LoadScript("Scripts/AI/GoalPipes/PMSingle.lua", true, true);
Script.LoadScript("Scripts/AI/GoalPipes/PipeManagerVehicle.lua", true, true);
Script.LoadScript("Scripts/AI/GoalPipes/PipeManagerCover2.lua", true, true);
Script.LoadScript("Scripts/AI/GoalPipes/PipeManagerExamples.lua", true, true);
end
function PipeManager:CreateGoalPipes()
-- Specific (Lua)
PipeManager:OnInitShared();
PipeManager:InitReusable();
PipeManager:OnInitSingle();
PipeManager:OnInitVehicle();
PipeManager:OnInitCover2();
PipeManager:OnInitExamples();
-- Specific (Xml)
AI.LoadGoalPipes("Scripts/AI/GoalPipes/GoalPipesFogOfWar.xml");
AI.LoadGoalPipes("Scripts/AI/GoalPipes/GoalPipesBasicAI.xml");
AI.LoadGoalPipes("Scripts/AI/GoalPipes/GoalPipesCivilian.xml");
self:CreateAISystemGoalPipes();
end
function PipeManager:CreateAISystemGoalPipes()
-- TODO: Investigate if we need the following goal pipes! /Jonas
-- goal pipe used as inserted pipe while executing actions. used to temporary suspend previous pipe.
-- it never ends, but will be forced to end by AI Action system after action execution
AI.CreateGoalPipe("_action_");
AI.PushGoal("_action_","timeout",1,0.1);
AI.PushGoal("_action_","branch",1,-1,BRANCH_ALWAYS);
-- Goal pipe is used by hit reaction system - suspends any pipework and will be removed by hit reaction system
-- Note: Should be created in Code by System?
AI.CreateGoalPipe("_SETINCODE_HIT_REACT_");
AI.PushGoal("_SETINCODE_HIT_REACT_","timeout",1,0.1);
AI.PushGoal("_SETINCODE_HIT_REACT_","branch",1,-1,BRANCH_ALWAYS);
-- need this to let the AISystem know - all the later created pipes are dynamic, need to be saved
AI.CreateGoalPipe("_last_");
end
|
-- Lua 5.2-compatible shim
bit = {}
bit._and = bit32.band
bit._not = bit32.bnot
bit._or = bit32.bor
bit._xor = bit32.bxor
bit._shl = bit32.lshift
bit._shr = bit32.rshift
|
--[[
--MIT License
--
--Copyright (c) 2019 manilarome
--Copyright (c) 2020 Tom Meyers
--
--Permission is hereby granted, free of charge, to any person obtaining a copy
--of this software and associated documentation files (the "Software"), to deal
--in the Software without restriction, including without limitation the rights
--to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
--copies of the Software, and to permit persons to whom the Software is
--furnished to do so, subject to the following conditions:
--
--The above copyright notice and this permission notice shall be included in all
--copies or substantial portions of the Software.
--
--THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
--IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
--FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
--AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
--LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
--OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
--SOFTWARE.
]]
---------------------------------------------------------------------------
-- This module handles translation inside of TDE
--
-- You can use the default translations of TDE inside of our plugin.
-- Alternativly you can add more translations into tde, which is useful if your translations don't exist yet
--
-- -- i18n is exposed to the plugin authors without needing to redeclare it
-- -- They can already use default translations
-- i18n.translate("Calculator")
-- -- They can also add custom translations to the current language
-- if i18n.system_language() == "nl_be" then
-- i18n.custom_translations({
-- hello = "hallo",
-- day = "dag",
-- })
-- else if i18n.system_language() == "fr"
-- i18n.custom_translations({
-- hello = "bonjour",
-- day = "journée",
-- })
-- end
-- -- If the locale is dutch it becomes -> dag
-- -- If the locale is french it becomes -> journée
-- -- If it is any other language it becomes -> day (default)
-- i18n.translate("day")
--
--
-- @author Tom Meyers
-- @copyright 2020 Tom Meyers
-- @tdemod lib-tde.i18n
---------------------------------------------------------------------------
local filehandle = require("lib-tde.file")
local common = require("lib-tde.function.common")
local gears = require("gears")
local err = "\27[0;31m[ ERROR "
local warn = "\27[0;33m[ WARN "
local system_language = "en"
local translations = {}
local init_loaded = false
local translationsPath = gears.filesystem.get_configuration_dir() .. "/lib-tde/translations"
local function detect_system_language()
local envLang = os.getenv("LANG") or "en_US.UTF-8"
if envLang == "" then
system_language = "en"
else
system_language = common.split(envLang, "_")[1] or "en"
end
end
local function _init(default)
local translation_file = translationsPath .. "/" .. system_language .. ".lua"
local translation_file_default = translationsPath .. "/" .. default .. ".lua"
if filehandle.exists(translation_file) then
translations = require(system_language)
elseif filehandle.exists(translation_file_default) then
print("I18N - translation file " .. tostring(translation_file) .. " doesn't exist, can't initialize", err)
translations = require(default)
else
print(
"I18N - translation file " ..
tostring(translation_file_default) .. " doesn't exist (fallback), can't initialize",
err
)
return false
end
return true
end
--- Used to initialize i18n, (detect system language and load in translations)
-- @tparam string default The default language to use in case no translations exist for the system language
-- @staticfct init
-- @usage -- Initialize i18n if the system language is not found default to english
-- i18n.init("en")
local function init(default)
if init_loaded then
print("I18N - already initialized, aborting", err)
return false
end
detect_system_language()
local res = _init(default)
if not res then
return res
end
init_loaded = true
return true
end
--- Used to translate the line into the user language
-- @tparam string str The string to translate
-- @staticfct translate
-- @usage -- translate the word hello to the native language of the user
-- i18n.translate("hello") -- becomes hallo if the system language is dutch
local function translate(str)
if not init_loaded then
print("I18N - Cannot translate before initializing i18n use i18n.init() ", warn)
end
-- TDE treads all input strings into translation as english
-- We always translate from english to an unknown language
-- This statement bypasses the overhead of translating (because we don't need to translate)
if system_language == "en" then
return str
end
if translations then
local translation = translations[str]
if translation == nil then
print("I18N - cannot find translation for '" .. str .. "'", warn)
return str
end
return translation
end
return str
end
--- Add custom translations into the translation lookup table
-- @tparam table table The table holding key value pairs containing the new translations
-- @staticfct custom_translations
-- @usage -- add the translation hello -> hi
-- i18n.custom_translations({hello="hi"})
-- i18n.translate("hello") -- returns hi
local function custom_translations(table)
for k, v in pairs(table) do
translations[k] = v
end
end
--- Get the active system language
-- @staticfct system_language
-- @usage -- Returns the current active translation language
-- i18n.system_language() -- returns the system language
local function getLanguage()
return system_language
end
--- Change the system language to a new value (reloading the translation table, all old custom translations become lost)
-- @tparam string lang The new language to use
-- @staticfct set_system_language
-- @usage -- Update the language to english
-- i18n.set_system_language("en")
local function set_system_language(lang)
print("I18N - setting system language to " .. lang)
system_language = lang
_init(system_language)
end
-- Undocumented function (don't show this to the user)
-- This disables the colored output so that
local function _disable_color()
err = "[ ERROR "
warn = "[ WARN "
end
return {
init = init,
translate = translate,
custom_translations = custom_translations,
system_language = getLanguage,
set_system_language = set_system_language,
_disable_color = _disable_color
}
|
-- Copyright (c) 2020 Trevor Redfern
--
-- This software is released under the MIT License.
-- https://opensource.org/licenses/MIT
local components = require "moonpie.ui.components"
local connect = require "moonpie.redux.connect"
local empty_view = { id = "empty_view" }
local game_view = components("game_view", function(props)
return {
view = props.view or empty_view,
render = function(self)
return self.view
end
}
end)
return connect(game_view, function(state)
if not state.game_view then return end
return { view = state.game_view.current }
end)
|
--[[
#example.lua
---
The Lua interface for MidiMutt exposes the following global variables:
1. key
2. mouse
3. wait
#key
---
key.press(key) e.g. key.press("a"), key.press("PrintScreen")
key.hold(key) e.g. key.hold("left")
key.release(key) e.g. key.release("left")
key.type(text, charDelay) e.g. key.type("Bark bark, woof woof!", 5)
(see the dropdown of keys in the Output-->Key Action menu for valid names of keys - case insensitive)
#mouse
---
mouse.click(buttonID, x, y) e.g. mouse.click(2), mouse.click(0, -425, 604)
mouse.hold(buttonID, x, y) e.g. mouse.hold(1, 960, 5)
mouse.release(buttonID, x, y) e.g. mouse.release(1)
mouse.scroll(direction, amount, x, y) e.g. mouse.scroll(-1, 50), mouse.scroll(1, 7, -40, 541),
mouse.move(dx, dy, x, y) e.g. mouse.move(5, 5), mouse.move(-6, 540, 966, 0)
(buttonIDs : 0=LeftButton, 1=Rightbutton, 2=MiddleButton)
#wait
---
wait(milliseconds) e.g. wait(50), wait(1024)
--]]
-- Example:
-- Lua script that moves the mouse -5px in the X axis 15 times with a 6 millisecond delay,
-- then clicks the left mouse button, presses Ctrl+A, presses Up, and then types "Caw, caw!"
for i=1, 15 do
mouse.move(-5, 0)
wait(6)
end
mouse.click(0)
wait(50)
key.hold("ctrl")
key.press("a")
key.release("ctrl")
wait(300)
key.press("up")
wait(50)
key.type("Caw, caw!")
|
DxElement = {}
-- *************************************************
function DxElement:new(...)
return new(self, ...)
end
function DxElement:delete(...)
for i=#self.children,1,-1 do
self.children[i]:delete()
end
self.terminated = true
self:setParent(false)
if(self.destruct) then
self:destruct()
end
if(DxInfo.draggingElement == self) then
DxInfo.draggingElement = false
end
removeEventHandler("onClientRender", root, getPrivateMethod(self, "render"))
removeEventHandler("onClientPreRender", root, getPrivateMethod(self, "prerender"))
removeEventHandler("onClientClick", root, getPrivateMethod(self, "click"))
removeEventHandler("onClientCursorMove", root, getPrivateMethod(self, "cursorMove"))
for i, element in ipairs(DxElements) do
if(element == self) then
table.remove(DxElements, i)
end
end
return delete(self, ...)
end
--Alias
function DxElement:destroy(...)
return self:delete(...)
end
-- **************************************************************************
function DxElement:virtual_constructor(x, y, width, height)
self.uid = string.random(6) .. getTickCount()
self.baseX, self.baseY = x, y
self.previousBaseX, self.previousBaseY = x, y
self.x, self.y = x, y
self.previousX, self.previousY = x, y
self.width, self.height = width, height
self.previousWidth, self.previousHeight = width, height
self.index = #DxElements+1
self.alpha = 255
self.visible = true
self.type = "dx-element"
self.align = {
x = "top",
y = "left"
}
self.color = getPrimaryColor()
self.primaryColor = getPrimaryColor()
self.hoverColor = getPrimaryColor()
self.hoverColor.a = getStyleSetting("general", "hover_color").a
self.hover = true
self.hovering = false
self.parent = false
self.children = {}
self.renderFunctions = {
normal = {},
prerender = {}
}
self.clickFunctions = {}
self.properties = deepcopy(DxProperties)
self.bounds = {
min = {
x = 0,
y = 0
},
max = {
x = 0,
y = 0
}
}
self.dragging = false
self.dragArea = {
x = 0,
y = 0,
width = self.width,
height = self.height
}
self.canvas = {
state = false
}
self.mask = {
state = false,
shader = false,
texture = false
}
local textColor = getStyleSetting("general", "text_color")
self.textColor = {
r = textColor.r,
g = textColor.g,
b = textColor.b,
a = textColor.a
}
self.initTime = getTickCount()
addEventHandler("onClientClick", root, getPrivateMethod(self, "click"))
addEventHandler("onClientCursorMove", root, getPrivateMethod(self, "cursorMove"))
self:addRenderFunction(getPrivateMethod(self, "drag"), true)
self:addRenderFunction(getPrivateMethod(self, "updateInheritedBounds"))
self:addRenderFunction(getPrivateMethod(self, "forceInBounds"), true)
self:addRenderFunction(getPrivateMethod(self, "updateCachedTextures"))
self:addRenderFunction(getPrivateMethod(self, "draw"))
self:addRenderFunction(getPrivateMethod(self, "drawCanvas"))
self:addRenderFunction(getPrivateMethod(self, "drawBounds"))
self:addRenderFunction(getPrivateMethod(self, "updatePreviousDimensions"))
self:addRenderFunction(getPrivateMethod(self, "updateShaderTexture"))
addEventHandler("onClientRender", root, getPrivateMethod(self, "render"))
addEventHandler("onClientPreRender", root, getPrivateMethod(self, "prerender"))
DxElements[self.index] = self
self:bringToFront()
return self
end
-- **************************************************************************
function DxElement:createCanvas()
if(not self.canvas.texture) then
self.canvas.state = true
self.canvas.texture = dxCreateRenderTarget(self.width, self.height, true)
self.canvas.width, self.canvas.height = self.width, self.height
end
return self.canvas.texture and true or false
end
function DxElement:setCanvasState(state)
self.canvas.state = state and true or false
end
function DxElement:getCanvas()
return self.canvas.texture or false
end
function DxElement:isCanvasEnabled()
return self.canvas.state
end
function DxElement:inCanvas(parent)
parent = parent or self:getParent()
if(parent) then
if(parent:isCanvasEnabled()) then
return true
else
if(parent:hasParent()) then
return self:inCanvas(parent:getParent())
end
end
end
return false
end
-- **************************************************************************
function DxElement:getTexture()
if(not self.cachedTexture) then
self.cachedTexture = dxCreateRenderTarget(self.width, self.height, true)
end
dxSetRenderTarget(self.cachedTexture, true)
self:dx(0, 0)
callPrivateMethod(self, "draw_internal", self:getChildren(), true)
dxSetRenderTarget()
return self.cachedTexture
end
--Needs to be separate for mask
function DxElement:getMaskTexture()
if(not self.cachedMaskTexture) then
self.cachedMaskTexture = dxCreateRenderTarget(self.width, self.height, true)
end
if(not self.mask.backgroundTexture) then
self.mask.backgroundTexture = dxCreateTexture(self.width, self.height)
local pixels = dxGetTexturePixels(self.mask.backgroundTexture)
for y=0,self.height-1 do
for x=0, self.width-1 do
dxSetPixelColor(pixels, x, y, 255, 255, 255, 255)
end
end
dxSetTexturePixels(self.mask.backgroundTexture, pixels)
end
dxSetRenderTarget(self.cachedMaskTexture, true)
dxDrawImage(0, 0, self.width, self.height, self.mask.backgroundTexture)
self:dx(0, 0)
callPrivateMethod(self, "draw_internal", self:getChildren(), true)
dxSetRenderTarget()
return self.cachedMaskTexture
end
-- **************************************************************************
function DxElement:applyMask(mask)
if(not self.mask.shader) then
self.mask.shader = dxCreateShader("assets/shaders/mask.fx")
end
self.mask.texture = mask
if(not isElement(self.mask.texture)) then
self.mask.texture = dxCreateTexture(self.mask.texture, "argb", true, "clamp")
end
dxSetShaderValue(self.mask.shader, "ScreenTexture", self:getTexture())
dxSetShaderValue(self.mask.shader, "MaskTexture", self.mask.texture)
self.mask.state = true
return true
end
function DxElement:isMaskEnabled()
return self.mask.state
end
function DxElement:setMaskEnabled(state)
self.mask.state = state and true or false
return true
end
function DxElement:drawMask(x, y)
x, y = x or self.x, y or self.y
if(not self:isMaskEnabled()) then
return false
end
dxDrawImage(x, y, self.width, self.height, self.mask.shader)
end
-- **************************************************************************
function DxElement:addRenderFunction(func, prerender)
if(type(func) ~= "function") then
return false
end
if(not isPrivateMethodFunctionBound(self, func)) then
func = bind(func, self)
end
local tbl = self.renderFunctions.normal
if(prerender) then
tbl = self.renderFunctions.prerender
end
for i, boundFunc in ipairs(tbl) do
if(boundFunc == func) then
return false
end
end
table.insert(tbl, func)
return true
end
function DxElement:removeRenderFunction(func)
if(type(func) ~= "function") then
return false
end
local tbl = self.renderFunctions.normal
for i=#tbl,1,-1 do
local f = tbl[i]
if(f == func) then
table.remove(tbl, i)
return true
end
end
tbl = self.renderFunctions.prerender
for i=#tbl,1,-1 do
local f = tbl[i]
if(f == func) then
table.remove(tbl, i)
return true
end
end
return false
end
-- **************************************************************************
function DxElement:addClickFunction(func)
if(type(func) ~= "function") then
return false
end
return table.insert(self.clickFunctions, func)
end
function DxElement:removeClickFunction(func)
if(type(func) ~= "function") then
return false
end
for i=#self.clickFunctions,1,-1 do
local f = self.clickFunctions[i]
if(f == func) then
return table.remove(self.clickFunctions, i)
end
end
return false
end
-- **************************************************************************
function DxElement:setDragArea(x, y, width, height)
self.dragArea.x, self.dragArea.y = x and x or self.dragArea.x, y and y or self.dragArea.y
self.dragArea.width, self.dragArea.height = width and width or self.dragArea.width, height and height or self.dragArea.height
end
function DxElement:setDraggingEnabled(x, y)
if(x ~= nil) then
self:setProperty("allow_drag_x", x and true or false)
end
if(y ~= nil) then
self:setProperty("allow_drag_y", y and true or false)
end
return true
end
-- **************************************************************************
function DxElement:isMouseOverElement()
if(isMouseInPosition(self.x, self.y, self.width, self.height)) then
return true
end
return false
end
function DxElement:isObstructed(cursorX, cursorY)
return self:getObstructingElement(cursorX, cursorY) and true or false
end
function DxElement:isObstructedByElement(cursorX, cursorY, element)
if(not element:getProperty("obstruct")) then
return false
end
if(element ~= self) then
if(element.visible) then
if(cursorX >= element.x and cursorX <= element.x + element.width and cursorY >= element.y and cursorY <= element.y + element.height) then
if(self:isChild(element)) then
return element
elseif(element:getParent() == self:getParent()) then
if(element.index < self.index) then
return element
end
else
if(self:getRootElement().index > element:getRootElement().index) then
return element
end
end
end
end
end
return false
end
function DxElement:getObstructingElement(cursorX, cursorY)
for i, element in ipairs(DxElements) do
if(self:isObstructedByElement(cursorX, cursorY, element)) then
return element
end
end
return false
end
-- **************************************************************************
function DxElement:getInheritedBounds()
local bounds = {
min = {
x = 0,
y = 0
},
max = {
x = self.width,
y = self.height
}
}
if(not self:isCanvasEnabled()) then
for i,element in ipairs(self:getInheritedChildren()) do
local x, y = element.x - self.x, element.y - self.y
if(x < bounds.min.x) then
bounds.min.x = x
end
if(y < bounds.min.y) then
bounds.min.y = y
end
if((x + element.width) > bounds.max.x) then
bounds.max.x = (x + element.width)
end
if((y + element.height) > bounds.max.y) then
bounds.max.y = (y + element.height)
end
end
end
return bounds.min.x, bounds.min.y, bounds.max.x, bounds.max.y
end
function DxElement:getBounds(relative)
return (not relative and self.x or 0), (not relative and self.y or 0), (not relative and self.x + self.width or self.width), (not relative and self.y + self.height or self.height)
end
-- **************************************************************************
function DxElement:isParent(element)
return self.parent == element
end
function DxElement:setParent(parent)
if(self:isParent(parent)) then
return false
end
if(self:hasParent()) then
for i=#self.parent.children,1,-1 do
if(self.parent.children[i] == self) then
table.remove(self.parent.children, i)
end
end
end
if(parent) then
table.insert(parent.children, self)
end
self.parent = parent
self:setIndex(1)
callPrivateMethod(self, "updateInheritedBounds")
return true
end
function DxElement:getInheritedParents(parents)
if(not parents) then
parents = {}
end
if(self:hasParent()) then
parents[#parents+1] = self.parent
return self.parent:getInheritedParents(parents)
end
return parents
end
function DxElement:getParent()
return self.parent
end
function DxElement:hasParent()
if(self.parent) then
return true
end
return false
end
-- **************************************************************************
function DxElement:isChild(element)
for i,e in ipairs(self.children) do
if(element == e) then
return true
end
end
return false
end
function DxElement:getTopLevelChildren(parent)
parent = parent or self:getParent()
if(not parent) then
return self
end
local elements = {}
if(not parent:hasParent()) then
for i, child in ipairs(parent:getChildren()) do
table.insert(elements, element)
end
return elements
end
return self:getTopLevelChildren(parent:getParent())
end
-- **************************************************************************
function DxElement:getInheritedBasePosition(parent, baseX, baseY)
baseX, baseY = baseX or self.baseX, baseY or self.baseY
parent = parent or self:getParent()
if(parent) and (not parent:isRootElement()) then
baseX, baseY = baseX + parent.baseX, baseY + parent.baseY
if(parent:hasParent()) then
return self:getInheritedBasePosition(parent:getParent(), baseX, baseY)
end
end
return baseX, baseY
end
-- **************************************************************************
function DxElement:getRootElement(hasCanvas)
if(self:hasParent()) then
if(hasCanvas) then
if(self.parent:hasCanvas()) then
return self.parent:getRootElement(hasCanvas)
else
return self
end
else
return self.parent:getRootElement()
end
end
return self
end
function DxElement:isRootElement()
if(self == self:getRootElement()) then
return true
end
return false
end
function DxElement:getRootWithCanvas()
if(self:hasParent()) then
return self.parent:getRootElement()
end
return self
end
-- **************************************************************************
function DxElement:getInheritedChildren()
local children = {}
for i, child in ipairs(self.children) do
table.insert(children, child)
for i, grandChild in ipairs(child:getInheritedChildren()) do
table.insert(children, grandChild)
end
end
return children
end
function DxElement:isInheritedChild(element)
for i,e in pairs(self:getInheritedChildren()) do
if(element == e) then
return true
end
end
return false
end
function DxElement:getInheritedChildrenByType(elementType)
local children = {}
for i, element in ipairs(self:getInheritedChildren()) do
if(element.type == elementType) then
table.insert(children, element)
end
end
return children
end
-- **************************************************************************
function DxElement:getChildren()
return self.children
end
function DxElement:getChildrenByType(elementType)
local children = {}
for i, element in ipairs(self:getChildren()) do
if(element.type == elementType) then
table.insert(children, element)
end
end
return children
end
-- **************************************************************************
function DxElement:getType()
return self.type
end
-- **************************************************************************
function DxElement:addProperty(property, value)
if(self.properties[property] ~= nil) then
return false
end
self.properties[property] = value
return true
end
function DxElement:removeProperty(property)
if(self.properties[property] == nil) then
return false
end
self.properties[property] = nil
return true
end
-- **************************************************************************
function DxElement:setProperty(property, value)
if(self.properties[property] == nil) then
return false
end
if(type(value) ~= type(self.properties[property])) then
return false
end
self.properties[property] = value
return true
end
function DxElement:getProperty(property)
return self.properties[property]
end
-- **************************************************************************
function DxElement:setAlpha(alpha)
if(not tonumber(alpha)) then
return false
end
self.color.a = tonumber(alpha)
return true
end
function DxElement:getAlpha()
return self.alpha
end
-- **************************************************************************
function DxElement:setVisible(bool)
if(type(bool) ~= "boolean") then
return false
end
self.visible = bool
return true
end
function DxElement:isVisible()
return self.visible
end
-- **************************************************************************
function DxElement:setColor(r, g, b, a)
r, g, b, a = tonumber(r), tonumber(g), tonumber(b), tonumber(a)
if(r) then
self.primaryColor.r = (r >= 0 and r <= 255) and r or self.primaryColor.r
self.hoverColor.r = self.primaryColor.r
end
if(g) then
self.primaryColor.g = (g >= 0 and g <= 255) and g or self.primaryColor.g
self.hoverColor.g = self.primaryColor.g
end
if(b) then
self.primaryColor.b = (b >= 0 and b <= 255) and b or self.primaryColor.b
self.hoverColor.b = self.primaryColor.b
end
if(a) then
self.primaryColor.a = (a >= 0 and a <= 255) and a or self.primaryColor.a
end
if(not self.hovering) then
self.color = self.primaryColor
end
return true
end
function DxElement:getColor()
return self.primaryColor.r, self.primaryColor.g, self.primaryColor.b, self.primaryColor.a
end
-- **************************************************************************
function DxElement:setHoverColor(r, g, b, a)
r, g, b, a = tonumber(r), tonumber(g), tonumber(b), tonumber(a)
if(r) then
self.hoverColor.r = (r >= 0 and r <= 255) and r or self.hoverColor.r
end
if(g) then
self.hoverColor.g = (g >= 0 and g <= 255) and g or self.hoverColor.g
end
if(b) then
self.hoverColor.b = (b >= 0 and b <= 255) and b or self.hoverColor.b
end
if(a) then
self.hoverColor.a = (a >= 0 and a <= 255) and a or self.hoverColor.a
end
return true
end
function DxElement:getHoverColor()
return self.hoverColor.r, self.hoverColor.g, self.hoverColor.b, self.hoverColor.a
end
-- **************************************************************************
function DxElement:setTextColor(r, g, b, a)
r, g, b, a = tonumber(r), tonumber(g), tonumber(b), tonumber(a)
if(r) then
self.textColor.r = (r >= 0 and r <= 255) and r or self.textColor.r
end
if(g) then
self.textColor.g = (g >= 0 and g <= 255) and g or self.textColor.g
end
if(b) then
self.textColor.b = (b >= 0 and b <= 255) and b or self.textColor.b
end
if(a) then
self.textColor.a = (a >= 0 and a <= 255) and a or self.textColor.a
end
return true
end
function DxElement:getTextColor()
return self.textColor.r, self.textColor.g, self.textColor.b, self.textColor.a
end
-- **************************************************************************
function DxElement:setPosition(x, y)
x, y = tonumber(x), tonumber(y)
self.baseX, self.baseY = x and x or self.baseX, y and y or self.baseY
if(not self:hasParent()) then
self.x, self.y = self.baseX, self.baseY
end
return true
end
function DxElement:getPosition()
return self.x, self.y
end
function DxElement:isPositionUpdated()
if(self.baseX ~= self.previousBaseX) or (self.baseY ~= self.previousBaseY) then
return true
end
return false
end
-- **************************************************************************
function DxElement:setSize(width, height)
width, height = tonumber(width), tonumber(height)
self.width, self.height = width and width or self.width, height and height or self.height
return true
end
function DxElement:getSize()
return self.width, self.height
end
function DxElement:isSizeUpdated()
if(self.width ~= self.previousWidth) or (self.height ~= self.previousHeight) then
return true
end
return false
end
-- **************************************************************************
function DxElement:setText(text)
if(type(text) ~= "string") then
return false
end
self.text = text
return true
end
function DxElement:getText()
return self.text
end
-- **************************************************************************
function DxElement:getRelativePositionFromAbsolute(x, y)
local rootWidth, rootHeight = SCREEN_WIDTH, SCREEN_HEIGHT
if(self:hasParent()) then
rootWidth, rootHeight = self.parent.width, self.parent.height
end
return x / rootWidth, y / rootHeight
end
function DxElement:getAbsolutePositionFromRelative(x, y)
local rootWidth, rootHeight = SCREEN_WIDTH, SCREEN_HEIGHT
if(self:hasParent()) then
rootWidth, rootHeight = self.parent.width, self.parent.height
end
return x * rootWidth, y * rootHeight
end
function DxElement:getRelativeSizeFromAbsolute(width, height)
local rootWidth, rootHeight = SCREEN_WIDTH, SCREEN_HEIGHT
if(self:hasParent()) then
rootWidth, rootHeight = self.parent.width, self.parent.height
end
return width / rootWidth, height / rootHeight
end
function DxElement:getAbsoluteSizeFromRelative(width, height)
local rootWidth, rootHeight = SCREEN_WIDTH, SCREEN_HEIGHT
if(self:hasParent()) then
rootWidth, rootHeight = self.parent.width, self.parent.height
end
return width * rootWidth, height * rootHeight
end
-- **************************************************************************
function DxElement:isTerminated()
local rootElement = self:getRootElement()
if(self.terminated) then
return true
end
for i, parent in ipairs(self:getInheritedParents()) do
if(parent.terminated) then
return true
end
end
return false
end
-- **************************************************************************
function DxElement:setIndex(index)
local tbl = self.parent and self.parent.children or DxElements
if(index > #tbl) or (index < 1) then
return false
end
--Update the current index, important.
callPrivateMethod(self, "refreshIndex")
local currentIndex = self:getIndex()
table.insert(tbl, index, table.remove(tbl, currentIndex))
for i=#DxElements,1,-1 do
local element = DxElements[i]
if(element:isRootElement()) then
callPrivateMethod(element, "refreshIndex")
callPrivateMethod(element, "refreshEventHandlers")
local children = element:getInheritedChildren()
for i=1, #children do
local child = children[i]
callPrivateMethod(child, "refreshIndex")
callPrivateMethod(child, "refreshEventHandlers")
end
end
end
return true
end
function DxElement:getIndex()
return self.index
end
-- **************************************************************************
function DxElement:getRootElements()
local elements = {}
for i, element in ipairs(DxElements) do
if(element:isRootElement()) then
table.insert(elements, element)
end
end
return elements
end
function DxElement:getNonRootElements()
local elements = {}
for i, element in ipairs(DxElements) do
if(not element:isRootElement()) then
table.insert(elements, element)
end
end
return elements
end
-- **************************************************************************
function DxElement:bringToFront()
self:setIndex(1)
if(self:hasParent()) then
self.parent:bringToFront()
end
end
function DxElement:sendToBack()
self:setIndex(#DxElements)
end
function DxElement:isFront()
if(self.index == 1) then
return true
end
return false
end
-- **************************************************************************
function DxElement:setCentered(horizontal, vertical)
local width, height = self:hasParent() and self:getParent().width or SCREEN_WIDTH, self:hasParent() and self:getParent().height or SCREEN_HEIGHT
if(horizontal) then
local x = (width / 2) - (self.width / 2)
self:setPosition(x)
end
if(vertical) then
local y = (height / 2) - (self.height / 2)
self:setPosition(nil, y)
end
end
|
local ffi = require 'ffiex.init'
-- ffi.__DEBUG_CDEF__ = true
local pt
if ffi.os == 'OSX' then
ffi.search("/Applications/Xcode.app/Contents/Developer/usr", "stdarg.h", true)
pt = ffi.C
elseif ffi.os == 'Linux' then
pt = ffi.load('pthread')
end
ffi.cdef [[
#include <pthread.h>
#include <memory.h>
#include <stdlib.h>
#include <stdio.h>
#include <sys/socket.h>
#include <arpa/inet.h>
]]
assert(pt.pthread_join)
assert(ffi.C.malloc)
assert(ffi.C.connect)
assert(ffi.C.inet_ntoa)
ffi.path "/usr/local/include/luajit-2.0"
ffi.path "/Applications/Xcode.app/Contents/Developer/usr/lib/llvm-gcc/4.2.1/include"
ffi.cdef "#include <lauxlib.h>"
assert(ffi.C.luaL_newstate, "could not parse lauxlib.h correctly")
return true
|
--Lists the folders and files at the current directory.
--The same of dir.lua
if select(1,...) == "-?" then
printUsage(
"ls","Lists the files and folders in the current directory"
)
return
end
local term = require("terminal") --Require the terminal api.
local path = term.getpath() --Get the current active directory.
local files = fs.directoryItems(path) --Returns a table containing the names of folders and files in the given directory
for k, f in ipairs(files) do
color(fs.isFile(path..f) and 7 or 11)
print(f.." ",false)
end
print("")
|
--require('components/startingitems/startingitems')
|
local format = {
[font1] = {name="font1",describe="常用字体",value="黑体"},
[size1] = {name="size1",describe="基本字体小",value=25},
[size2] = {name="size2",describe="基本字体中",value=30},
[size3] = {name="size3",describe="基本字体大",value=35},
[white] = {name="white",describe="白",value="255;255;255"},
[black] = {name="black",describe="黑",value="000;000;000"},
[gray] = {name="gray",describe="灰",value="166;166;166"},
[red] = {name="red",describe="红",value="255;000;000"},
[yellow] = {name="yellow",describe="黄",value="255;255;000"},
[green] = {name="green",describe="绿",value="73;254;85"},
[blue] = {name="blue",describe="蓝",value="47;215;255"},
[purple] = {name="purple",describe="紫",value="255;102;255"},
[orange] = {name="orange",describe="橙",value="254;90;000"},
[gold] = {name="gold",describe="金",value="255;252;030"},
[silver] = {name="silver",describe="银",value="255;146;254"},
[lanhui] = {name="lanhui",describe="蓝灰",value="72;130;249"},
[qianlan] = {name="qianlan",describe="浅蓝",value="52;226;254"},
[mainRoleName] = {name="mainRoleName",describe="主角名字的颜色",value="255;255;000"},
[playName] = {name="playName",describe="玩家名字的颜色",value="255;255;255"},
[npcName] = {name="npcName",describe="NPC名字的颜色",value="73;254;85"},
[nameFontSize] = {name="nameFontSize",describe="模型名字大小",value=21},
[marqueeNormal] = {name="marqueeNormal",describe="跑马灯普通文字颜色",value="135;255;254"},
[skillgreen ] = {name="skillgreen",describe="技能文字绿色",value="0;255;0"},
[skillyellow] = {name="skillyellow",describe="技能文字黄",value="255;255;27"},
[bagcolor] = {name="bagcolor",describe="背包通用颜色",value="255;124;0"},
[newhandwhite] = {name="newhandwhite",describe="新手引导白",value="255;254;202"},
[newhandyellow] = {name="newhandyellow",describe="新手引导浅黄",value="255;226;108"},
[newhandgray] = {name="newhandgray",describe="新手引导灰",value="50;50;50"},
[duihuaorange] = {name="duihuaorange",describe="引导对话橙色",value="214;101;43"},
[duihuawhite] = {name="duihuawhite",describe="引导对话白色",value="255;243;210"},
}
return format
|
local meta = FindMetaTable("Player")
function meta:AttachModel(ID,BoneID,offpos,offang,scale,Model)
if (!self._AM) then self._AM = {} end
if (self._AM[ID] and IsValid(self._AM[ID].CEnt)) then self._AM[ID].CEnt:Remove() end
self._AM[ID] = {CEnt = ClientsideModel(Model), BID = BoneID,}
self._AM[ID].CEnt:SetModelScale(scale)
self._AM[ID].CEnt:FollowBone(self,BoneID)
self._AM[ID].CEnt:SetLocalPos(offpos)
self._AM[ID].CEnt:SetLocalAngles(offang)
end
function meta:DetachModel(ID)
if (!self._AM) then return end
if (self._AM[ID] and IsValid(self._AM[ID].CEnt)) then self._AM[ID].CEnt:Remove() end
self._AM[ID] = nil
end
function meta:GetModelByID(ID)
if (!self._AM) then return NULL end
return self._AM[ID]
end
function meta:GetModels()
return self._AM or {}
end
|
slot0 = class("AutoSubCommand", pm.SimpleCommand)
slot0.execute = function (slot0, slot1)
slot4 = slot1:getBody().toggle
PlayerPrefs.SetInt("autoSubIsAcitve" .. slot0.GetAutoSubMark(slot5), (not slot1.getBody().isActiveSub and 1) or 0)
end
slot0.GetAutoSubMark = function (slot0)
if slot0 == SYSTEM_WORLD then
return "_" .. slot0
else
return ""
end
end
return slot0
|
place = {
" Krugovi nemaju zajedničkih tačaka, ",
" Krugovi se dodiruju spolja, ",
" Krugovi se dodiruju iznutra, ",
" Krugovi se seku, ",
" Manji krug je ceo sadržan u većem, ",
" Krugovi su koncentrični, "
}
|
local unban = TalkAction("/unban")
function unban.onSay(player, words, param)
if not player:getGroup():getAccess() or player:getAccountType() < ACCOUNT_TYPE_GOD then
return true
end
if param == "" then
player:sendCancelMessage("Command param required.")
return false
end
local resultId = db.storeQuery("SELECT `account_id`, `lastip` FROM `players` WHERE `name` = " .. db.escapeString(param))
if resultId == false then
return false
end
db.asyncQuery("DELETE FROM `account_bans` WHERE `account_id` = " .. result.getNumber(resultId, "account_id"))
db.asyncQuery("DELETE FROM `ip_bans` WHERE `ip` = " .. result.getNumber(resultId, "lastip"))
result.free(resultId)
player:sendTextMessage(MESSAGE_LOOK, param .. " has been unbanned.")
return false
end
unban:separator(" ")
unban:register()
|
#!/usr/bin/lua
--[[
Automated test suite for the fbclient Lua binding.
Before reporting a bug, make sure this script doesn't break for you.
Read README.TXT before running this script.
]]
local config = require 'test_config'
total_ok_num = 0
total_fail_num = 0
local function add(ok_num,fail_num)
total_ok_num = total_ok_num + ok_num
total_fail_num = total_fail_num + fail_num
end
--local included_comb={{lib='fbclient',ver='2.5.0',server_ver='2.5.0'}}
add(config.run('test_binding.lua',included_comb)) --pass
add(config.run('test_wrapper.lua',included_comb)) --pass
add(config.run('test_class.lua',included_comb)) --pass
add(config.run('test_xsqlvar.lua',included_comb)) --pass
add(config.run('test_blob.lua',included_comb)) --pass
add(config.run('test_service_wrapper.lua',included_comb)) --pass
add(config.run('test_service_class.lua',included_comb)) --pass
print(('Grand total for all tests: %d ok, %d failed'):format(total_ok_num,total_fail_num))
|
-----------------------------------
-- Area: Windurst Woods
-- NPC: Hauh Colphioh
-- Type: Guildworker's Union Representative
-- !pos -38.173 -1.25 -113.679 241
-----------------------------------
local ID = require("scripts/zones/Windurst_Woods/IDs")
require("scripts/globals/crafting")
require("scripts/globals/keyitems")
-----------------------------------
local keyitems = {
[0] = {
id = tpz.ki.CLOTH_PURIFICATION,
rank = 3,
cost = 40000
},
[1] = {
id = tpz.ki.CLOTH_ENSORCELLMENT,
rank = 3,
cost = 40000
},
[2] = {
id = tpz.ki.SPINNING,
rank = 3,
cost = 10000
},
[3] = {
id = tpz.ki.FLETCHING,
rank = 3,
cost = 10000
},
[4] = {
id = tpz.ki.WAY_OF_THE_WEAVER,
rank = 9,
cost = 20000
}
}
local items = {
[0] = {
id = 15447, -- Weaver's Belt
rank = 4,
cost = 10000
},
[1] = {
id = 13946, -- Magnifying Spectacles
rank = 6,
cost = 70000
},
[2] = {
id = 14395, -- Weaver's Apron
rank = 7,
cost = 100000
},
[3] = {
id = 198, -- Gilt Tapestry
rank = 9,
cost = 150000
},
[4] = {
id = 337, -- Weaver's Signboard
rank = 9,
cost = 200000
},
[5] = {
id = 15822, -- Tailor's Ring
rank = 6,
cost = 80000
},
[6] = {
id = 3665, -- Spinning Wheel
rank = 7,
cost = 50000
},
[7] = {
id = 3327, -- Weavers' Emblem
rank = 9,
cost = 15000
}
}
function onTrade(player, npc, trade)
unionRepresentativeTrade(player, npc, trade, 10025, 4)
end
function onTrigger(player, npc)
unionRepresentativeTrigger(player, 4, 10024, "guild_weaving", keyitems)
end
function onEventUpdate(player, csid, option, target)
if csid == 10024 then
unionRepresentativeTriggerFinish(player, option, target, 4, "guild_weaving", keyitems, items)
end
end
function onEventFinish(player, csid, option, target)
if csid == 10024 then
unionRepresentativeTriggerFinish(player, option, target, 4, "guild_weaving", keyitems, items)
elseif csid == 10025 then
player:messageSpecial(ID.text.GP_OBTAINED, option)
end
end
|
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