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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, }, }
ESOPIE_ICON_LIBRARY = { "/esoui/art/icons/crafting_dwemer_shiny_cog.dds", "/esoui/art/battlegrounds/battlegrounds_tabicon_battlegrounds_up.dds", "/esoui/art/battlegrounds/battlegrounds_scoreicon_capturepoint_neutral.dds", "/esoui/art/battlegrounds/battlegrounds_scoreicon_capturepoint_green.dds", "/esoui/art/battlegrounds/battlegrounds_scoreicon_capturepoint_orange.dds", "/esoui/art/battlegrounds/battlegrounds_scoreicon_capturepoint_purple.dds", "/esoui/art/battlegrounds/battlegrounds_scoreicon_flag_green.dds", "/esoui/art/battlegrounds/battlegrounds_scoreicon_flag_orange.dds", "/esoui/art/battlegrounds/battlegrounds_scoreicon_flag_purple.dds", "/esoui/art/battlegrounds/battlegrounds_teamicon_green_64.dds", "/esoui/art/battlegrounds/battlegrounds_teamicon_orange_64.dds", "/esoui/art/battlegrounds/battlegrounds_teamicon_purple_64.dds", "/esoui/art/icons/housing_bre_inc_musicdrum001.dds", "/esoui/art/icons/housing_bre_inc_musicdrum001.dds", 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"/esoui/art/icons/emote_lineinsand.dds", "/esoui/art/icons/emote_marshmallow.dds", "/esoui/art/icons/emote_midyearbanners.dds", "/esoui/art/icons/emote_mimeropepull.dds", "/esoui/art/icons/emote_mimewall.dds", "/esoui/art/icons/emote_mistletoe.dds", "/esoui/art/icons/emote_mistletoepost.dds", "/esoui/art/icons/emote_mistletoeposterior.dds", "/esoui/art/icons/emote_monkkata1.dds", "/esoui/art/icons/emote_monkkata2.dds", "/esoui/art/icons/emote_monkkata3.dds", "/esoui/art/icons/emote_morthalbanner.dds", "/esoui/art/icons/emote_needdirections.dds", "/esoui/art/icons/emote_offerweapon.dds", "/esoui/art/icons/emote_ownthethrown.dds", "/esoui/art/icons/emote_paper.dds", "/esoui/art/icons/emote_peddlerbeckoning.dds", "/esoui/art/icons/emote_pedlarbekoning.dds", "/esoui/art/icons/emote_playdragonkazoo.dds", "/esoui/art/icons/emote_playqanun.dds", "/esoui/art/icons/emote_polishdragontrophy.dds", "/esoui/art/icons/emote_politeteabag.dds", "/esoui/art/icons/emote_psijicrave.dds", "/esoui/art/icons/emote_psijicsparkle.dds", "/esoui/art/icons/emote_racestart.dds", "/esoui/art/icons/emote_ragnarthered.dds", "/esoui/art/icons/emote_rock.dds", "/esoui/art/icons/emote_rockpaperscissors_pack.dds", "/esoui/art/icons/emote_rollingpin.dds", "/esoui/art/icons/emote_sadface.dds", "/esoui/art/icons/emote_salty.dds", "/esoui/art/icons/emote_scarecrowtpose.dds", "/esoui/art/icons/emote_scissors.dds", "/esoui/art/icons/emote_showtime.dds", "/esoui/art/icons/emote_skullponder.dds", "/esoui/art/icons/emote_snowman.dds", "/esoui/art/icons/emote_soccer1.dds", "/esoui/art/icons/emote_soccer2.dds", "/esoui/art/icons/emote_soccer3.dds", "/esoui/art/icons/emote_solitutebanner.dds", "/esoui/art/icons/emote_spicysoup.dds", "/esoui/art/icons/emote_spiderback.dds", "/esoui/art/icons/emote_sweetroll.dds", "/esoui/art/icons/emote_tada.dds", "/esoui/art/icons/emote_talkhand.dds", "/esoui/art/icons/emote_tamelightning.dds", "/esoui/art/icons/emote_terrorbird.dds", 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"/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