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require(PluginPath..'/scripts/gen_setting') require(PluginPath..'/scripts/code_writer') require(PluginPath..'/scripts/gen_lua') App.consoleView:Clear() ---@param handler CS.FairyEditor.PublishHandler function onPublish(handler) local setting = GenSetting.new() if setting:IsGenLua() then handler.genCode = false local gen_lua = GenLua.new(handler,setting) gen_lua:GenCode() end end
-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec -- Command line: A:\Steam\twd-definitive\scripteditor-10-31-20\definitive_lighting_improvements\WDC_pc_WalkingDead201_data\Episode_temp.lua -- params : ... -- function num : 0 , upvalues : _ENV Episode_Init = function() -- function num : 0_0 , upvalues : _ENV DebugMenu_AddButton(1, "Act I") DebugMenu_AddButton(1, "Previously On", "PreviouslyOn") DebugMenu_AddButton(1, "Truck Stop", "TruckStopBathroom") DebugMenu_AddButton(1, "Campfire", "ClearingCampfire") DebugMenu_AddButton(1, "Campfire Backpack", "ClearingCampfire", "LogicSet( \"1Campfire - Reached Campfire\", true );") DebugMenu_AddButton(1, "River Woods", "RiverWoods") DebugMenu_AddButton(1, "River Woods Action", "RiverWoods", "LogicSet( \"1RiverWoods - Winston Fight Stage\", 10 );") DebugMenu_AddButton(1, "River Shore", "RiverShore") DebugMenu_AddButton(1, "River Shore Path", "RiverShore", "LogicSet( \"1RiverShore - Used Stairs\", true );") DebugMenu_AddButton(1, "River Shore Forest", "RiverShore", "LogicSet( \"1RiverShore - Current Trail Path\", 2 );") DebugMenu_AddButton(2, "Act II") DebugMenu_AddButton(2, "River Camp", "RiverCamp") DebugMenu_AddButton(2, "River Camp Fight", "RiverCamp", "LogicSet( \"2Camp - Dog Attacked\", true );") DebugMenu_AddButton(2, "River Camp Walk", "RiverCamp", "LogicSet( \"2Camp - Dog Attacked\", true ); LogicSet( \"2Camp - Killed Dog\", true )") DebugMenu_AddButton(2, "Cabin Exterior I", "CabinExterior") DebugMenu_AddButton(2, "Cabin Shed I", "CabinShedInterior") DebugMenu_AddButton(2, "Cabin Exterior II", "CabinExterior", "LogicSet( \"bEnteredCabinExterior\", true );") DebugMenu_AddButton(2, "Cabin Interior I", "CabinInterior", "LogicSet( \"bEnteredCabinExterior\", true );") DebugMenu_AddButton(3, "Act III") DebugMenu_AddButton(3, "Cabin Shed II", "CabinShedInterior", "LogicSet( \"Act\", 3 );") DebugMenu_AddButton(3, "Cabin Shed Fight", "CabinShedInterior", "LogicSet( \"Act\", 3 ); LogicSet( \"3Shed - Bandaged Arm\", true )") DebugMenu_AddButton(3, "Cabin Interior II", "CabinInterior", "LogicSet( \"Act\", 3 );") DebugMenu_AddButton(3, "Backwoods Stream", "BackwoodsStream") DebugMenu_AddButton(3, "Stream Sandbar", "BackwoodsStream", "LogicSet( \"3BackwoodsStream - Reached the Sandbar\", true );") DebugMenu_AddButton(3, "Stream Walkers", "BackwoodsStream", "LogicSet( \"3BackwoodsStream - Pete Bitten\", true );") DebugMenu_AddButton(3, "Next Time On", "NextTimeOn") DebugMenu_AddButton(3, "Credits", nil, "DebugMenu_ToggleButtons( nil, true ); Credits( 1, true );") if not IsDebugBuild() then return end if not Game_GetScene() then GameMode() DebugMenu_ToggleButtons() end end Callback_OnGameSceneOpen:Add(Episode_Init)
include("shared.lua") function ENT:Draw() self:DrawModel() local drone = self:GetNWEntity("DronesRewriteDrone") if drone:IsValid() then local ang = (self:GetPos() - LocalPlayer():GetPos()):Angle() ang.p = 0 ang:RotateAroundAxis(ang:Up(), -90) ang:RotateAroundAxis(ang:Forward(), 90) cam.Start3D2D(self:GetPos() + vector_up * 15, ang, 0.1) surface.SetDrawColor(Color(0, 150, 255)) surface.DrawOutlinedRect(-100, -30, 200, 70) local fuel = (drone:GetFuel() / drone.MaxFuel) * 200 surface.DrawRect(-95, -25, fuel - 10, 60) draw.SimpleText("FUEL " .. math.floor(drone:GetFuel()) .. " / " .. drone.MaxFuel, "DronesRewrite_font1", 110, -5, nil, TEXT_ALIGN_LEFT) if drone:GetFuel() < drone.MaxFuel then draw.SimpleText("REFUELING...", "DronesRewrite_font1", 110, -35, nil, TEXT_ALIGN_LEFT) else draw.SimpleText("FULL", "DronesRewrite_font1", 110, -35, nil, TEXT_ALIGN_LEFT) end draw.SimpleText("To stop refueling move your drone away", "DronesRewrite_font4", 110, 35, nil, TEXT_ALIGN_LEFT) cam.End3D2D() end end
--[[--ldoc desc @module CardBase @author KevinZhang Date 2018-06-20 18:06:56 Last Modified by VincentZhang Last Modified time 2018-09-03 18:17:20 ]]--出牌规则库基类 local CardBase = class(LibBase, "CardBase") local __defaultTab = { __index = function (t,k) local v = {}; rawset(t,k,v); return v; end } local __defaultSize = { __index = function (t,k) assert(type(k) == "number", "invalid byte : "..k); local byte = k; if Card.isLaiziByte(byte) then byte = Card.getNormalByte2(k); end if Card.isTributeByte(byte) then byte = Card.getTributeOrigByte(byte); end local size = rawget(t, byte); if size then rawset(t, k, size); return size; end rawset(t,k,0); return 0; end } local __getter = { byteToSize = function (t,k) if t.m_byteToSize and not t:isSizeDirty() then return t.m_byteToSize; end t:updateSizeInfo(); return t.m_byteToSize; end, sizeToByte = function (t,k) if t.m_sizeToByte and not t:isSizeDirty() then return t.m_sizeToByte; end t:updateSizeInfo(); return t.m_sizeToByte; end, } --[[ onlyId 可视化的唯一id,目前用于机器人好牌换牌的牌型查找 name 牌型名称 typeId 对应牌型规则库ID uniqueId 对应游戏牌型编号(唯一id) args 这个牌型配置的参数 sortRule.id 牌点大小规则id sortRule.args 牌点大小规则id的参数 enableLaiZi 是否启用癞子 0:未启用 1:启用 larger 包含可以压制的牌型(这里是牌型编号){[2] = true} less 包含可以压制我这个牌型的所有牌型uniqueId {1,2,3,4,5} mainType 主牌型 部分牌型才有,例如 三打一 四带二 subType 副牌型 minNum 最小张数,牌型根据自身特征去设置 offset 偏移数,每组偏移的牌张数,牌型根据自身特征去设置 ]] function CardBase:ctor(data, ruleDao) self.ruleDao = ruleDao; self.name = data.name self.onlyId = data.id self.typeId = data.typeRule.id; self.uniqueId = data.uniqueId; self.args = data.typeRule.args; self.sortRule = data.sortRule self.enableLaiZi= data.enableLaiZi self.priority = data.priority or self.uniqueId; self.less = data.less self.larger = data.larger self.mainType = data.mainType or -1; self.subType = data.subType or -1; self.minNum = 0; self.offset = 0; self.m_byteToSize = nil; self.m_sizeToByte = nil; local mt = getmetatable(self); setmetatable(self, { __index = function (t,k) local func = __getter[k]; if func then return func(t,k); end return mt and mt.__index[k] or nil; end }) end -- 待废除,新牌型不要使用此方法,请使用CardStack function CardBase:sort(data) if self:isSizeDirty() then self:updateSizeInfo(); end local sortSize = data.cardInfo.byteToSize if self.byteToSize ~= sortSize then table.sort(data.cardInfo.cardList, function(c1, c2) local s1 = self.byteToSize[c1.byte] local s2 = self.byteToSize[c2.byte] if s1 == s2 then return Card.getNormalByte(c1) > Card.getNormalByte(c2) end return s1 > s2 end) end data.cardInfo.byteToSize = self.byteToSize data.cardInfo.size = self.sortRule.args end -- 对副牌的牌组进行排序 -- (对于三带二,四带一这种牌型,针对某些牌点不能加入主牌,副牌又可以加入的情况,对副牌按照单牌牌点大小进行排序) function CardBase:sortBySingleCardSize(data) if self:isSizeDirty() then self:updateSizeInfo(); end local singleCard if type(g_GameConst.CARD_TYPE.SINGLE) == 'string' then singleCard = self.ruleDao:getCardRuleByName(g_GameConst.CARD_TYPE.SINGLE) else singleCard = self.ruleDao:getCardRuleById(g_GameConst.CARD_TYPE.SINGLE) end table.sort(data.cardInfo.cardList, function(c1, c2) local s1 = singleCard.byteToSize[c1.byte] local s2 = singleCard.byteToSize[c2.byte] if s1 == s2 then return Card.getNormalByte(c1) > Card.getNormalByte(c2) end return s1 > s2 end) data.cardInfo.byteToSize = singleCard.byteToSize data.cardInfo.size = singleCard.sortRule.args end -- 牌型通用方法,从牌列表中找出所有这个牌型有效的牌 function CardBase:getValidCard(srcCardList) local validCards, invalidCards = {}, {}; for i,card in ipairs(srcCardList) do if self.byteToSize[card.byte] > 0 then table.insert(validCards, card) else table.insert(invalidCards, card) end end return validCards, invalidCards; end function CardBase:isValidCard(card) return self.byteToSize[card.byte] > 0; end --[[检查是否符合牌型 需要用到的参数: ruleDao 数据对象,为客户端也能通用算法库,代替db的职责 outCardInfo { cardList = {card1, card2, ...} -- 根据牌型需要,可以往这里插入需要的字段 } return 校验结果(true or false), byte用于判断大小的牌 ]] function CardBase:check(data) Log.i("Not Implemented") end --[[牌型比较 需要用到的参数: ruleDao 数据对象,为客户端也能通用算法库,代替db的职责 outCardInfo { cardList = {card1, card2, ...}, cardByte = byte, } targetCardInfo { cardList = {card1, card2, ...}, cardByte = byte, } return true or false ]] function CardBase:compare(data) Log.i("Not Implemented") end --[[查找符合牌型的手牌,以及移除掉手牌后剩下的牌 需要用到的参数: ruleDao 数据对象,为客户端也能通用算法库,代替db的职责 srcCardStack 从CardStack内找牌 targetCardInfo = { cardByte = card.byte, cardList = {}, -- 以及 check 方法新增的字段 } queue, -- 按照这个队列方式找牌 (默认)0:从前到后,即大到小 1:从后到前,即小到大 ignoreContext, -- 满足特殊保牌需求,忽略上下文环境找牌(如忻州踹牌的44、444牌型),找到的牌cardType固定设置为-1; return { cardList = {}, cardByte = byte, cardType = self.uniqueId, } ]] function CardBase:find(data) Log.i("Not Implemented") end function CardBase:isSizeDirty() return self.m_isSizeDirty; end function CardBase:setSizeDirty(isDirty) self.m_isSizeDirty = isDirty; end function CardBase:updateSizeInfo(sizeInfo) if sizeInfo then self.m_byteToSize = {} for k,v in pairs(sizeInfo) do self.m_byteToSize[k] = v; end setmetatable(self.m_byteToSize, __defaultSize); elseif self.sortRule and #self.sortRule > 0 then self.m_byteToSize = CardUtils.getLogicValue({ruleDao = self.ruleDao, rule = self.sortRule}); setmetatable(self.m_byteToSize, __defaultSize); end if self.m_byteToSize then local sizeToByte = {}; setmetatable(sizeToByte, __defaultTab) local maxSize = 0-math.huge; local minSize = math.huge; for k,v in pairs(self.m_byteToSize) do table.insert(sizeToByte[v], k); if v > maxSize then maxSize = v; end if v < minSize then minSize = v; end end sizeToByte.maxSize = maxSize; sizeToByte.minSize = minSize; self.m_sizeToByte = sizeToByte; self:setSizeDirty(false); end end function CardBase:combination(data) -- body end return CardBase;
function vector_magnitude(v) return sqrt(v[1] * v[1] + v[2] * v[2]) end function vector_normalize(v) m = vector_magnitude(v) if (m == 0) then return v end return { v[1] / m, v[2] / m } end function vector_scale(v, s) return { v[1] * s, v[2] * s } end function vector_add(v1, v2) return { v1[1] + v2[1], v1[2] + v2[2] } end function vector_subtract(v1, v2) return { v1[1] - v2[1], v1[2] - v2[2] } end
local app = app local Env = require "Env" local Class = require "Base.Class" local Object = require "Base.Object" local off = 0 local fg = 1 local bg = 2 local MuteGroup = Class {} MuteGroup:include(Object) function MuteGroup:init() self:setClassName("MuteGroup") self.channels = {} self.soloist = nil end function MuteGroup:add(o) self.channels[o] = false o:onMuteStateChanged(false, self.soloist) end function MuteGroup:remove(o) if self.channels[o] == nil then return end if self.soloist == o then self:unsolo() end self.channels[o] = nil end function MuteGroup:solo(o) if self.channels[o] == nil then return end self.soloist = o for ch, muted in pairs(self.channels) do ch:onMuteStateChanged(muted, self.soloist) end end function MuteGroup:unsolo() self.soloist = nil for ch, muted in pairs(self.channels) do ch:onMuteStateChanged(muted, nil) end end function MuteGroup:toggleSolo(o) if self.channels[o] == nil then return end if self.soloist == nil then self:solo(o) elseif self.soloist == o then self:unsolo() else self:unsolo() self:solo(o) end end function MuteGroup:mute(o) if self.channels[o] == nil then return end self.channels[o] = true o:onMuteStateChanged(true, self.soloist) end function MuteGroup:unmute(o) if self.channels[o] == nil then return end self.channels[o] = false o:onMuteStateChanged(false, self.soloist) end function MuteGroup:toggleMute(o) if self.channels[o] == nil then return end if self.channels[o] then self:unmute(o) else self:mute(o) end end return MuteGroup
------------------ -- Window class -- ------------------ require "lfs" -- Window class table window = {} -- List of active windows by window widget window.bywidget = setmetatable({}, { __mode = "k" }) -- Widget construction aliases local function entry() return widget{type="entry"} end local function eventbox() return widget{type="eventbox"} end local function hbox() return widget{type="hbox"} end local function label() return widget{type="label"} end local function notebook() return widget{type="notebook"} end local function vbox() return widget{type="vbox"} end -- Build and pack window widgets function window.build() -- Create a table for widgets and state variables for a window local w = { win = widget{type="window"}, ebox = eventbox(), layout = vbox(), paned = widget{type="vpaned"}, tabs = notebook(), -- Tablist widget tablist = lousy.widget.tablist(), -- Status bar widgets sbar = { layout = hbox(), ebox = eventbox(), -- Left aligned widgets l = { layout = hbox(), ebox = eventbox(), uri = label(), hist = label(), }, -- Fills space between the left and right aligned widgets sep = eventbox(), -- Right aligned widgets r = { layout = hbox(), ebox = eventbox(), buf = label(), loaded = label(), ssl = label(), tabi = label(), scroll = label(), }, }, -- Vertical menu window widget (completion results, bookmarks, qmarks, ..) menu = lousy.widget.menu(), -- Input bar widgets ibar = { layout = hbox(), ebox = eventbox(), prompt = label(), input = entry(), }, closed_tabs = {} } -- Assemble window w.ebox.child = w.paned w.paned:pack1(w.layout) w.win.child = w.ebox -- Pack tablist w.layout:pack(w.tablist.widget) -- Pack notebook w.layout:pack(w.tabs, { expand = true, fill = true }) -- Pack left-aligned statusbar elements local l = w.sbar.l l.layout:pack(l.uri) l.layout:pack(l.hist) l.ebox.child = l.layout -- Pack right-aligned statusbar elements local r = w.sbar.r r.layout:pack(r.buf) r.layout:pack(r.ssl) r.layout:pack(r.loaded) r.layout:pack(r.tabi) r.layout:pack(r.scroll) r.ebox.child = r.layout -- Pack status bar elements local s = w.sbar s.layout:pack(l.ebox) s.layout:pack(s.sep, { expand = true, fill = true }) s.layout:pack(r.ebox) s.ebox.child = s.layout w.layout:pack(s.ebox) -- Pack menu widget w.layout:pack(w.menu.widget) w.menu:hide() -- Pack input bar local i = w.ibar i.layout:pack(i.prompt) i.layout:pack(i.input, { expand = true, fill = true }) i.ebox.child = i.layout w.layout:pack(i.ebox) -- Other settings i.input.show_frame = false w.tabs.show_tabs = false r.loaded:hide() l.hist:hide() l.uri.selectable = true r.ssl:hide() -- Allows indexing of window struct by window widget window.bywidget[w.win] = w return w end -- Table of functions to call on window creation. Normally used to add signal -- handlers to the new windows widgets. window.init_funcs = { -- Attach notebook widget signals notebook_signals = function (w) w.tabs:add_signal("page-added", function (nbook, view, idx) luakit.idle_add(function () w:update_tab_count() w:update_tablist() return false end) end) w.tabs:add_signal("switch-page", function (nbook, view, idx) w.view = nil w:set_mode() -- Update widgets after tab switch luakit.idle_add(function () w:update_tab_count() w:update_win_title() w:update_uri() w:update_progress() w:update_tablist() w:update_buf() w:update_ssl() w:update_hist() return false end) end) w.tabs:add_signal("page-reordered", function (nbook, view, idx) w:update_tab_count() w:update_tablist() end) end, last_win_check = function (w) w.win:add_signal("destroy", function () -- call the quit function if this was the last window left if #luakit.windows == 0 then luakit.quit() end if w.close_win then w:close_win() end end) end, key_press_match = function (w) w.win:add_signal("key-press", function (_, mods, key) -- Match & exec a bind local success, match = xpcall( function () return w:hit(mods, key) end, function (err) w:error(debug.traceback(err, 3)) end) if success and match then return true end end) end, tablist_tab_click = function (w) w.tablist:add_signal("tab-clicked", function (_, index, mods, button) if button == 1 then w.tabs:switch(index) return true elseif button == 2 then w:close_tab(w.tabs[index]) return true end end) end, apply_window_theme = function (w) local s, i = w.sbar, w.ibar -- Set foregrounds for wi, v in pairs({ [s.l.uri] = theme.uri_sbar_fg, [s.l.hist] = theme.hist_sbar_fg, [s.r.loaded] = theme.sbar_loaded_fg, [s.r.buf] = theme.buf_sbar_fg, [s.r.tabi] = theme.tabi_sbar_fg, [s.r.scroll] = theme.scroll_sbar_fg, [i.prompt] = theme.prompt_ibar_fg, [i.input] = theme.input_ibar_fg, }) do wi.fg = v end -- Set backgrounds for wi, v in pairs({ [s.l.ebox] = theme.sbar_bg, [s.r.ebox] = theme.sbar_bg, [s.sep] = theme.sbar_bg, [s.ebox] = theme.sbar_bg, [i.ebox] = theme.ibar_bg, [i.input] = theme.input_ibar_bg, }) do wi.bg = v end -- Set fonts for wi, v in pairs({ [s.l.uri] = theme.uri_sbar_font, [s.l.hist] = theme.hist_sbar_font, [s.r.loaded] = theme.sbar_loaded_font, [s.r.buf] = theme.buf_sbar_font, [s.r.ssl] = theme.ssl_sbar_font, [s.r.tabi] = theme.tabi_sbar_font, [s.r.scroll] = theme.scroll_sbar_font, [i.prompt] = theme.prompt_ibar_font, [i.input] = theme.input_ibar_font, }) do wi.font = v end end, set_default_size = function (w) local size = globals.default_window_size or "800x600" if string.match(size, "^%d+x%d+$") then w.win:set_default_size(string.match(size, "^(%d+)x(%d+)$")) else warn("E: window.lua: invalid window size: %q", size) end end, set_window_icon = function (w) local path = (luakit.dev_paths and os.exists("./extras/luakit.png")) or os.exists("/usr/share/pixmaps/luakit.png") if path then w.win.icon = path end end, clear_urgency_hint = function (w) w.win:add_signal("focus", function () w.win.urgency_hint = false end) end, } -- Helper functions which operate on the window widgets or structure. window.methods = { -- Wrapper around the bind plugin's hit method hit = function (w, mods, key, opts) local opts = lousy.util.table.join(opts or {}, { enable_buffer = w:is_mode("normal"), buffer = w.buffer, }) local caught, newbuf = lousy.bind.hit(w, w.binds, mods, key, opts) if w.win then -- Check binding didn't cause window to exit w.buffer = newbuf w:update_buf() end return caught end, -- Wrapper around the bind plugin's match_cmd method match_cmd = function (w, buffer) return lousy.bind.match_cmd(w, get_mode("command").binds, buffer) end, -- enter command or characters into command line enter_cmd = function (w, cmd, opts) w:set_mode("command") w:set_input(cmd, opts) end, -- run command as if typed into the command line run_cmd = function (w, cmd, opts) w:enter_cmd(cmd, opts) w:activate() end, -- insert a string into the command line at the current cursor position insert_cmd = function (w, str) if not str then return end local i = w.ibar.input local text = i.text local pos = i.position local left, right = string.sub(text, 1, pos), string.sub(text, pos+1) i.text = left .. str .. right i.position = pos + #str end, -- Emulates pressing the Return key in input field activate = function (w) w.ibar.input:emit_signal("activate") end, del_word = function (w) local i = w.ibar.input local text = i.text local pos = i.position if text and #text > 1 and pos > 1 then local left, right = string.sub(text, 2, pos), string.sub(text, pos+1) if not string.find(left, "%s") then left = "" elseif string.find(left, "%w+%s*$") then left = string.sub(left, 0, string.find(left, "%w+%s*$") - 1) elseif string.find(left, "%W+%s*$") then left = string.sub(left, 0, string.find(left, "%W+%s*$") - 1) end i.text = string.sub(text, 1, 1) .. left .. right i.position = #left + 1 end end, del_line = function (w) local i = w.ibar.input if not string.match(i.text, "^[:/?]$") then i.text = string.sub(i.text, 1, 1) i.position = -1 end end, del_backward_char = function (w) local i = w.ibar.input local text = i.text local pos = i.position if pos > 1 then i.text = string.sub(text, 0, pos - 1) .. string.sub(text, pos + 1) i.position = pos - 1 end end, del_forward_char = function (w) local i = w.ibar.input local text = i.text local pos = i.position i.text = string.sub(text, 0, pos) .. string.sub(text, pos + 2) i.position = pos end, beg_line = function (w) local i = w.ibar.input i.position = 1 end, end_line = function (w) local i = w.ibar.input i.position = -1 end, forward_char = function (w) local i = w.ibar.input i.position = i.position + 1 end, backward_char = function (w) local i = w.ibar.input local pos = i.position if pos > 1 then i.position = pos - 1 end end, forward_word = function (w) local i = w.ibar.input local text = i.text local pos = i.position if text and #text > 1 then local right = string.sub(text, pos+1) if string.find(right, "%w+") then local _, move = string.find(right, "%w+") i.position = pos + move end end end, backward_word = function (w) local i = w.ibar.input local text = i.text local pos = i.position if text and #text > 1 and pos > 1 then local left = string.reverse(string.sub(text, 2, pos)) if string.find(left, "%w+") then local _, move = string.find(left, "%w+") i.position = pos - move end end end, -- Shows a notification until the next keypress of the user. notify = function (w, msg, set_mode) if set_mode ~= false then w:set_mode() end w:set_prompt(msg, { fg = theme.notif_fg, bg = theme.notif_bg }) end, warning = function (w, msg, set_mode) if set_mode ~= false then w:set_mode() end w:set_prompt(msg, { fg = theme.warning_fg, bg = theme.warning_bg }) end, error = function (w, msg, set_mode) if set_mode ~= false then w:set_mode() end w:set_prompt("Error: "..msg, { fg = theme.error_fg, bg = theme.error_bg }) end, -- Set and display the prompt set_prompt = function (w, text, opts) local prompt, ebox, opts = w.ibar.prompt, w.ibar.ebox, opts or {} prompt:hide() -- Set theme fg, bg = opts.fg or theme.ibar_fg, opts.bg or theme.ibar_bg if prompt.fg ~= fg then prompt.fg = fg end if ebox.bg ~= bg then ebox.bg = bg end -- Set text or remain hidden if text then prompt.text = lousy.util.escape(text) prompt:show() end end, -- Set display and focus the input bar set_input = function (w, text, opts) local input, opts = w.ibar.input, opts or {} input:hide() -- Set theme fg, bg = opts.fg or theme.ibar_fg, opts.bg or theme.ibar_bg if input.fg ~= fg then input.fg = fg end if input.bg ~= bg then input.bg = bg end -- Set text or remain hidden if text then input.text = "" input:show() input:focus() input.text = text input.position = opts.pos or -1 end end, -- GUI content update functions update_tab_count = function (w) w.sbar.r.tabi.text = string.format("[%d/%d]", w.tabs:current(), w.tabs:count()) end, update_win_title = function (w) local uri, title = w.view.uri, w.view.title title = "luakit" .. ((title and " - " .. title) or "") local max = globals.max_title_len or 80 if #title > max then title = string.sub(title, 1, max) .. "..." end w.win.title = title end, update_uri = function (w, link) w.sbar.l.uri.text = lousy.util.escape((link and "Link: " .. link) or (w.view and w.view.uri) or "about:blank") end, update_progress = function (w) local p = w.view.progress local loaded = w.sbar.r.loaded if not w.view:loading() or p == 1 then loaded:hide() else loaded:show() loaded.text = string.format("(%d%%)", p * 100) end end, update_scroll = function (w) local scroll, label = w.view.scroll, w.sbar.r.scroll local y, max, text = scroll.y, scroll.ymax if max == 0 then text = "All" elseif y == 0 then text = "Top" elseif y == max then text = "Bot" else text = string.format("%2d%%", (y / max) * 100) end if label.text ~= text then label.text = text end end, update_ssl = function (w) local trusted = w.view:ssl_trusted() local ssl = w.sbar.r.ssl if trusted ~= nil and not w.checking_ssl then ssl.fg = theme.notrust_fg ssl.text = "(nocheck)" ssl:show() elseif trusted == true then ssl.fg = theme.trust_fg ssl.text = "(trust)" ssl:show() elseif trusted == false then ssl.fg = theme.notrust_fg ssl.text = "(notrust)" ssl:show() else ssl:hide() end end, update_hist = function (w) local hist = w.sbar.l.hist local back, forward = w.view:can_go_back(), w.view:can_go_forward() local s = (back and "+" or "") .. (forward and "-" or "") if s ~= "" then hist.text = '['..s..']' hist:show() else hist:hide() end end, update_buf = function (w) local buf = w.sbar.r.buf if w.buffer then buf.text = lousy.util.escape(string.format(" %-3s", w.buffer)) buf:show() else buf:hide() end end, update_binds = function (w, mode) -- Generate the list of active key & buffer binds for this mode w.binds = lousy.util.table.join((get_mode(mode) or {}).binds or {}, get_mode('all').binds or {}) -- Clear & hide buffer w.buffer = nil w:update_buf() end, update_tablist = function (w) local current = w.tabs:current() local fg, bg, nfg, snfg = theme.tab_fg, theme.tab_bg, theme.tab_ntheme, theme.selected_ntheme local lfg, bfg, gfg = theme.tab_loading_fg, theme.tab_notrust_fg, theme.tab_trust_fg local escape = lousy.util.escape local tabs, tfmt = {}, ' <span foreground="%s">%s</span> %s' for i, view in ipairs(w.tabs.children) do -- Get tab number theme local ntheme = nfg if view:loading() then -- Show loading on all tabs ntheme = lfg elseif current == i then -- Show ssl trusted/untrusted on current tab local trusted = view:ssl_trusted() ntheme = snfg if trusted == false or (trusted ~= nil and not w.checking_ssl) then ntheme = bfg elseif trusted then ntheme = gfg end end local title = view.title or view.uri or "(Untitled)" tabs[i] = { title = string.format(tfmt, ntheme or fg, i, escape(title)), fg = (current == i and theme.tab_selected_fg) or fg, bg = (current == i and theme.tab_selected_bg) or bg, } end if #tabs < 2 then tabs, current = {}, 0 end w.tablist:update(tabs, current) end, new_tab = function (w, arg, switch, order) local view -- Use blank tab first if w.has_blank and w.tabs:count() == 1 and w.tabs[1].uri == "about:blank" then view = w.tabs[1] end w.has_blank = nil -- Make new webview widget if not view then view = webview.new(w) -- Get tab order function if not order and taborder then order = (switch == false and taborder.default_bg) or taborder.default end pos = w.tabs:insert((order and order(w, view)) or -1, view) if switch ~= false then w.tabs:switch(pos) end end -- Load uri or webview history table if type(arg) == "string" then view.uri = arg elseif type(arg) == "table" then view.history = arg end -- Update statusbar widgets w:update_tab_count() w:update_tablist() return view end, -- close the current tab close_tab = function (w, view, blank_last) view = view or w.view -- Treat a blank last tab as an empty notebook (if blank_last=true) if blank_last ~= false and w.tabs:count() == 1 then if not view:loading() and view.uri == "about:blank" then return end w:new_tab("about:blank", false) w.has_blank = true end -- Save tab history local tab = {hist = view.history,} -- And relative location local index = w.tabs:indexof(view) if index ~= 1 then tab.after = w.tabs[index-1] end table.insert(w.closed_tabs, tab) view:destroy() w:update_tab_count() w:update_tablist() end, close_win = function (w, force) -- Ask plugins if it's OK to close last window if not force and (#luakit.windows == 1) then local emsg = luakit.emit_signal("can-close", w) if emsg then assert(type(emsg) == "string", "invalid exit error message") w:error(string.format("Can't close luakit: %s (force close " .. "with :q! or :wq!)", emsg)) return false end end w:emit_signal("close") -- Close all tabs while w.tabs:count() ~= 0 do w:close_tab(nil, false) end -- Destroy tablist w.tablist:destroy() -- Remove from window index window.bywidget[w.win] = nil -- Clear window struct w = setmetatable(w, {}) -- Recursively remove widgets from window local children = lousy.util.recursive_remove(w.win) -- Destroy all widgets for i, c in ipairs(lousy.util.table.join(children, {w.win})) do if c.hide then c:hide() end c:destroy() end -- Remove all window table vars for k, _ in pairs(w) do w[k] = nil end -- Quit if closed last window if #luakit.windows == 0 then luakit.quit() end end, -- Navigate current view or open new tab navigate = function (w, uri, view) view = view or w.view if view then local js = string.match(uri, "^javascript:(.+)$") if js then return view:eval_js(luakit.uri_decode(js)) end view.uri = uri else return w:new_tab(uri) end end, -- Save, restart luakit and reload session. restart = function (w) -- Generate luakit launch command. local args = {({string.gsub(luakit.execpath, " ", "\\ ")})[1]} if luakit.verbose then table.insert(args, "-v") end -- Relaunch without libunique bindings? if luakit.nounique then table.insert(args, "-U") end -- Get new config path local conf if luakit.confpath ~= "/etc/xdg/luakit/rc.lua" and os.exists(luakit.confpath) then conf = luakit.confpath table.insert(args, string.format("-c %q", conf)) end -- Check config has valid syntax local cmd = table.concat(args, " ") if luakit.spawn_sync(cmd .. " -k") ~= 0 then return w:error("Cannot restart, syntax error in configuration file"..((conf and ": "..conf) or ".")) end -- Save session. local wins = {} for _, w in pairs(window.bywidget) do table.insert(wins, w) end session.save(wins) -- Replace current process with new luakit instance. luakit.exec(cmd) end, -- Intelligent open command which can detect a uri or search argument. search_open = function (w, arg) local lstring = lousy.util.string local match, find = string.match, string.find -- Detect blank uris if not arg or match(arg, "^%s*$") then return "about:blank" end -- Strip whitespace and split by whitespace into args table local args = lstring.split(lstring.strip(arg)) -- Guess if first argument is an address, search engine, file if #args == 1 then local uri = args[1] if uri == "about:blank" then return uri end -- Check if search engine name if search_engines[uri] then return string.format(search_engines[uri], "") end -- Navigate if . or / in uri (I.e. domains, IP's, scheme://) if find(uri, "%.") or find(uri, "/") then return uri end -- Navigate if this is a javascript-uri if find(uri, "^javascript:") then return uri end -- Valid hostnames to check local hosts = { "localhost" } if globals.load_etc_hosts ~= false then hosts = lousy.util.get_etc_hosts() end -- Check hostnames for _, h in pairs(hosts) do if h == uri or match(uri, "^"..h..":%d+$") then return uri end end -- Check for file in filesystem if globals.check_filepath ~= false then if lfs.attributes(uri) then return "file://" .. uri end end end -- Find search engine (or use search_engines.default) local engine = "default" if args[1] and search_engines[args[1]] then engine = args[1] table.remove(args, 1) end -- URI encode search terms local terms = luakit.uri_encode(table.concat(args, " ")) return string.format(search_engines[engine], terms) end, -- Increase (or decrease) the last found number in the current uri inc_uri = function (w, arg) local uri = string.gsub(w.view.uri, "(%d+)([^0-9]*)$", function (num, rest) return string.format("%0"..#num.."d", tonumber(num) + (arg or 1)) .. rest end) return uri end, -- Tab traversing functions next_tab = function (w, n) w.tabs:switch((((n or 1) + w.tabs:current() -1) % w.tabs:count()) + 1) end, prev_tab = function (w, n) w.tabs:switch(((w.tabs:current() - (n or 1) -1) % w.tabs:count()) + 1) end, goto_tab = function (w, n) if n and (n == -1 or n > 0) then return w.tabs:switch((n <= w.tabs:count() and n) or -1) end end, -- For each tab, switches to that tab and calls the given function passing -- it the view contained in the tab. each_tab = function (w, fn) for index = 1, w.tabs:count() do w:goto_tab(index) fn(w.tabs[index]) end end, -- If argument is form-active or root-active, emits signal. Ignores all -- other signals. emit_form_root_active_signal = function (w, s) if s == "form-active" then w.view:emit_signal("form-active") elseif s == "root-active" then w.view:emit_signal("root-active") end end, } -- Ordered list of class index functions. Other classes (E.g. webview) are able -- to add their own index functions to this list. window.indexes = { -- Find function in window.methods first function (w, k) return window.methods[k] end } -- Create new window function window.new(uris) local w = window.build() -- Set window metatable setmetatable(w, { __index = function (_, k) -- Check widget structure first local v = rawget(w, k) if v then return v end -- Call each window index function for _, index in ipairs(window.indexes) do v = index(w, k) if v then return v end end end, }) -- Setup window widget for signals lousy.signal.setup(w) -- Call window init functions for _, func in pairs(window.init_funcs) do func(w) end -- Populate notebook with tabs for _, uri in ipairs(uris or {}) do w:new_tab(w:search_open(uri), false) end -- Make sure something is loaded if w.tabs:count() == 0 then w:new_tab(w:search_open(globals.homepage), false) end -- Set initial mode w:set_mode() -- Show window w.win:show() return w end -- vim: et:sw=4:ts=8:sts=4:tw=80
--[[ (C) Copyright 2014 William Dyce All rights reserved. This program and the accompanying materials are made available under the terms of the GNU Lesser General Public License (LGPL) version 2.1 which accompanies this distribution, and is available at http://www.gnu.org/licenses/lgpl-2.1.html This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. --]] local state = gamestate.new() --[[------------------------------------------------------------ Defines --]]-- local img_coast = nil local spawn_t = nil local spawn_positions = useful.deck() for i = 1, 9 do spawn_positions.stack(i*0.1*WORLD_H) end local active_soldier = nil local active_citizen = nil local hovered_tile = nil local selected_tile = nil local active_missile = nil local active_option = nil base_grid = nil n_unmolested = 0 img_bubble = nil img_bubble_eat = nil img_bubble_convert = nil img_bubble_police = nil img_bubble_ammo = nil img_bubble_build = nil local gameover_t = nil local game_t = nil local building_menu = nil time_left = nil --[[------------------------------------------------------------ Gamestate navigation --]]-- function state:init() img_coast = love.graphics.newImage("assets/coast.png") img_bubble = love.graphics.newImage("assets/popup.png") img_bubble_eat = love.graphics.newImage("assets/popup_eat.png") img_bubble_convert = love.graphics.newImage("assets/popup_convert.png") img_bubble_police = love.graphics.newImage("assets/popup_police.png") img_bubble_ammo = love.graphics.newImage("assets/popup_ammo.png") img_bubble_build = love.graphics.newImage("assets/popup_build.png") for name, t in pairs(Building.types) do local icon = love.graphics.newImage(t.icon) t.menuOption = { type = t, draw = function(self, x, y) local scale = 1 local black = false if active_option == t.menuOption then scale = 2 love.graphics.setLineWidth(4) love.graphics.printf(t.name, x - 200, y + 32, 400, "center") else black = true end love.graphics.draw(icon, x, y, 0, scale, scale, 16, 16) if black then useful.bindBlack() end love.graphics.circle("line", x, y, scale*16) useful.bindWhite() if DEBUG then love.graphics.setColor(0, 0, 255) love.graphics.printf(t.name, x, y, 0, "center") if active_option == t.menuOption then love.graphics.circle("line", x, y, 28) else love.graphics.circle("line", x, y, 24) end useful.bindWhite() end love.graphics.setLineWidth(1) end } end end function state:enter() if playing_music_menu then music_game:play() music_game:seek(music_menu:tell()) music_menu:pause() playing_music_menu = false end spawn_t = 0 wave = 1 gameover_t = 0 game_t = 0 time_left = 305 base_grid = CollisionGrid(BaseSlot, TILE_W, TILE_H, N_TILES_ACROSS, N_TILES_DOWN, GRID_X, GRID_Y) base_grid:map(function(t) local m = RadialMenu(32, t.x + t.w*0.5, t.y + t.w*0.5) m:addOption(Building.Farm.menuOption, 0) m:addOption(Building.Church.menuOption, math.pi*0.5) m:addOption(Building.Base.menuOption, math.pi) m:addOption(Building.Prison.menuOption, math.pi*1.5) t.menu = m end) selected_tile = nil active_soldier = nil active_citizen = nil hovered_tile = nil active_missile = nil -- spawn initial units for i = 1, 3 do Peep(LAND_W + useful.signedRand(4), WORLD_H*0.5 + useful.signedRand(4), Peep.Citizen) end for i = 1, 9 do Food(LAND_W + useful.signedRand(4), WORLD_H*0.5 + useful.signedRand(4)) end end function state:leave() GameObject.purgeAll() SHADOW_CANVAS:clear() WORLD_CANVAS:clear() end --[[------------------------------------------------------------ Callbacks --]]-- function state:keypressed(key, uni) if key == "escape" then gamestate.switch(title) end end function state:mousepressed(x, y) if x > LAND_W + 32 then if active_soldier then active_missile = active_soldier:fireAt(x, y) active_missile.homing = true end selected_tile = nil if selected_tile then audio:play_sound("menu_close") end else if active_option then selected_tile.building = Building(selected_tile, active_option.type) selected_tile = nil audio:play_sound("select") elseif active_citizen then local t = base_grid:pixelToTile(x, y) if t and not t.building then selected_tile = t audio:play_sound("menu_open") else selected_tile = nil if selected_tile then audio:play_sound("menu_close") end end else selected_tile = nil if selected_tile then audio:play_sound("menu_close") end end end end function state:mousereleased() if active_missile then active_missile.homing = false active_missile = nil end end function state:update(dt) local n_boats = GameObject.countOfTypeSuchThat("Boat") local mx, my = love.mouse.getPosition() GameObject.updateAll(dt, { oblique = VIEW_OBLIQUE }) -- highlight active objects active_soldier = GameObject.getNearestOfType("Peep", mx, my, function(peep) return peep:canFireAt(mx, my) end) active_citizen = GameObject.getNearestOfType("Peep", mx, my, function(peep) return peep:isPeepType("Citizen") and (peep.hunger < 1) end) if selected_tile then selected_tile.menu:setPosition(0, 0) active_option = selected_tile.menu:pick(mx, my) else active_option = nil end if active_option then hovered_tile = selected_tile else hovered_tile = base_grid:pixelToTile(mx, my) if hovered_tile ~= selected_tile then if selected_tile then audio:play_sound("menu_close") end selected_tile = nil end if hovered_tile and hovered_tile.building then hovered_tile = nil end end -- count time game_t = game_t + dt time_left = math.max(0, time_left - dt) if (time_left <= 0) then -- and (n_boats <= 0) then local n_prisons = GameObject.countOfTypeSuchThat("Building", function(b) return b:isBuildingType("Prison") end) local n_churches = GameObject.countOfTypeSuchThat("Building", function(b) return b:isBuildingType("Church") end) local n_bases = GameObject.countOfTypeSuchThat("Building", function(b) return b:isBuildingType("Base") end) local n_farms = GameObject.countOfTypeSuchThat("Building", function(b) return b:isBuildingType("Farm") end) local n_total = n_prisons + n_farms + n_bases + n_churches log:write(n_prisons, "prisons") log:write(n_churches, "churches") log:write(n_bases, "bases") log:write(n_farms, "farms") log:write(n_total, "total") n_prisons = n_prisons/(n_total - n_farms) n_bases = n_bases/(n_total - n_farms) n_farms = n_farms/n_total n_churches = n_churches/(n_total - n_farms) if n_prisons > 0.5 then ending_title = "A Police State" ending_description = "'Being poor's against the laws!'" elseif n_bases > 0.5 then ending_title = "A Military Despotism" ending_description = "'Might is right!'" elseif n_farms > 0.9 then ending_title = "An Agrarian Utopia" ending_description = "'Imagine all the people...'" elseif n_churches > 0.5 then ending_title = "A Totalitarian Theocracy" ending_description = "'Strength Through Unity, Unity Through Faith'" else ending_title = "A Pie Refuge" ending_description = "'Only pastries are welcome here...'" end gamestate.switch(win) return end -- spawn boats if (gameover_t <= 0) and (time_left > 0) then spawn_t = spawn_t + dt if spawn_t > math.max(0.5, (5*time_left/300)*(0.5 + 0.5*(1 + math.cos(game_t / 10)))) then local max_boats = (game_t/300)*20 if n_boats <= max_boats then Boat(WORLD_W + 128, spawn_positions.draw(), math.random(3)) spawn_t = 0 else spawn_t = -3 end end end -- close menus base_grid:map(function(t) if t == selected_tile then t.menu:open(3*dt) else t.menu:close(3*dt) end end) -- gameover ? if gameover_t > 0 then gameover_t = gameover_t + dt if gameover_t > 3 then gamestate.switch(gameover) end else local citizens = GameObject.countOfTypeSuchThat("Peep", function(peep) return (not peep:isPeepType("Beggar") and (peep.hunger < 1)) end) if citizens <= 0 then -- fail! if not GameObject.getObjectOfType("Food") then gameover_t = gameover_t + dt end end end -- clean if active_soldier and active_soldier.purge then active_soldier = nil end if active_citizen and active_citizen.purge then active_citizen = nil end if active_missile and active_missile.purge then active_missile = nil end -- count beggars n_unmolested = GameObject.countOfTypeSuchThat("Peep", function(peep) return peep:isPeepType("Beggar") and (not peep.brutaliser) and (not peep.convertor) and (peep.state.name ~= "in_prison") end) end function state:draw() -- clear local mx, my = love.mouse.getPosition() local cursor_drawn = false UI_CANVAS:clear() -- sea love.graphics.setColor(10, 162, 200) love.graphics.rectangle("fill", LAND_W, 0, WORLD_W - LAND_W, WORLD_H) useful.bindWhite() -- land love.graphics.setColor(200, 100, 10) love.graphics.rectangle("fill", 0, 0, LAND_W, WORLD_H) love.graphics.draw(img_coast, LAND_W, 0) useful.bindWhite() -- shadows useful.bindWhite(128) love.graphics.draw(SHADOW_CANVAS, 0, 0) SHADOW_CANVAS:clear() useful.bindWhite(255) -- objects fudge.set( { current = foregroundb } ) GameObject.drawAll(self.view) love.graphics.draw(foregroundb) foregroundb.batch:clear() -- interface overlay useful.pushCanvas(UI_CANVAS) love.graphics.setLineWidth(2) if mx > LAND_W + 32 then if active_missile then love.graphics.setColor(255, 100, 255) love.graphics.circle("fill", mx, my, 10) love.graphics.circle("fill", active_missile.x, active_missile.y, 6) love.graphics.line(active_missile.x, active_missile.y, mx, my) love.graphics.setBlendMode("subtractive") love.graphics.circle("fill", mx, my, 8) love.graphics.circle("fill", active_missile.x, active_missile.y, 4) love.graphics.setBlendMode("alpha") love.graphics.line(mx, my - 4, mx, my - 12) love.graphics.line(mx - 4, my, mx - 12, my) love.graphics.line(mx + 4, my, mx + 12, my) love.graphics.line(mx, my + 4, mx, my + 12) cursor_drawn = true useful.bindWhite() elseif active_soldier then love.graphics.setColor(255, 50, 50) love.graphics.circle("fill", mx, my, 10) love.graphics.rectangle("fill", active_soldier.x - 16, active_soldier.y - 40, 32, 50) love.graphics.line(active_soldier.x, active_soldier.y, mx, my) love.graphics.setBlendMode("subtractive") love.graphics.circle("fill", mx, my, 8) love.graphics.rectangle("fill", active_soldier.x - 14, active_soldier.y - 38, 28, 46) love.graphics.setBlendMode("alpha") love.graphics.line(mx, my - 4, mx, my - 12) love.graphics.line(mx - 4, my, mx - 12, my) love.graphics.line(mx + 4, my, mx + 12, my) love.graphics.line(mx, my + 4, mx, my + 12) cursor_drawn = true useful.bindWhite() end else if active_citizen and hovered_tile and (not selected_tile) then love.graphics.setColor(255, 255, 50) local hx, hy = hovered_tile.x + hovered_tile.w*0.5, hovered_tile.y + hovered_tile.h*0.5 love.graphics.rectangle("fill", hx - 24, hy - 24, 48, 48) love.graphics.rectangle("fill", active_citizen.x - 16, active_citizen.y - 40, 32, 50) love.graphics.line(active_citizen.x, active_citizen.y, hx, hy) love.graphics.setBlendMode("subtractive") love.graphics.rectangle("fill", hx - 22, hy - 22, 44, 44) love.graphics.rectangle("fill", active_citizen.x - 14, active_citizen.y - 38, 28, 46) love.graphics.setBlendMode("alpha") cursor_drawn = true useful.bindWhite() end end love.graphics.setLineWidth(1) base_grid:map(function(t) t.menu:draw() end) if not cursor_drawn then love.graphics.setLineWidth(2) love.graphics.line(mx, my - 8, mx, my + 8) love.graphics.line(mx - 8, my, mx + 8, my) love.graphics.setLineWidth(1) end useful.popCanvas(UI_CANVAS) love.graphics.draw(UI_CANVAS) local offset = 8*math.sin(2*game_t) if game_t < 5 then love.graphics.setFont(FONT_BIG) love.graphics.printf("Protect your pie!", (VIEW_W*0.5 - VIEW_W*0.05)/VIEW_SCALE, (VIEW_H*0.3 + offset)/VIEW_SCALE, VIEW_W*0.1/VIEW_SCALE, "center") else love.graphics.setFont(FONT_MEDIUM) local minutes_left = math.floor(time_left/60) local seconds_left = math.floor(time_left - 60*minutes_left) local format = string.format("%02d : %02d", minutes_left, seconds_left) love.graphics.printf(format, (VIEW_W*0.5 - VIEW_W*0.05)/VIEW_SCALE, (VIEW_H*0.05 + offset*0.5)/VIEW_SCALE, VIEW_W*0.1/VIEW_SCALE, "center") end end --[[------------------------------------------------------------ EXPORT --]]------------------------------------------------------------ return state
function onCreate() makeLuaSprite("Sky","hell", -200,-150) addLuaSprite("Sky",false) setLuaSpriteScrollFactor("Sky", 0.2,0.2); makeLuaSprite("Sky2","middlethinghellbob", -200,-150) addLuaSprite("Sky2",false) setLuaSpriteScrollFactor("Sky2", 0.3,0.3); makeLuaSprite("Sky3","theydead", -200,-150) addLuaSprite("Sky3",false) setLuaSpriteScrollFactor("Sky3", 0.5,0.5); makeLuaSprite("Ground","groundhellbob", -600,-300) addLuaSprite("Ground",false) setLuaSpriteScrollFactor("Ground", 0.8,0.8); end
---------------------------------------------------------------------------------------------------- -- -- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or -- its licensors. -- -- For complete copyright and license terms please see the LICENSE at the root of this -- distribution (the "License"). All use of this software is governed by the License, -- or, if provided, by the license below or the license accompanying this file. Do not -- remove or modify any license notices. This file is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- -- ---------------------------------------------------------------------------------------------------- local DisplayMouseCursor = { Properties = { }, } function DisplayMouseCursor:OnActivate() -- Display the mouse cursor LyShineLua.ShowMouseCursor(true) end function DisplayMouseCursor:OnDeactivate() -- Hide the mouse cursor LyShineLua.ShowMouseCursor(false) end return DisplayMouseCursor
-- Block kills/Unkills for 1.3 second local function SetCooldown(curChar) local player = curChar:GetPlayer() if not player then return end player:SetValue("LL_KillCoolDown", true) _Timer.Simple(1.3, function() player:SetValue("LL_KillCoolDown", false) end) end -- Unkill player local function Unkill(player) if not player:GetValue("LL_KillCoolDown") then Package.Call("sandbox", "SpawnPlayer", player) Events.CallRemote("LL_SetSandboxChar", player) end end -- Kill player local function Kill(player) -- Get the current char local killedChar = player:GetControlledCharacter() -- Check if the current char is dead or if we are cooling down if killedChar:GetHealth() <= 0 or player:GetValue("LL_KillCoolDown") then return end -- Reset kill cooldown and our current char table entry SetCooldown(killedChar) -- Kill the current char killedChar:ApplyDamage(killedChar:GetHealth(), "", DamageType.Unknown, Vector(0, 0 ,0), player) -- Check if the player is still dead after 4.7 seconds (Sandbox uses 5s), respawn him and delete the killed char _Timer.Simple(4.8, function() local curChar = player:GetControlledCharacter() if curChar == killedChar then killedChar:Respawn() else killedChar:Destroy() end end) end -- Hook kill Events.Subscribe("LL_Unkill", Unkill) -- Hook Unkill Events.Subscribe("LL_Kill", Kill) -- Deal with normal deaths Character.Subscribe("Death", SetCooldown)
local K, C, L = unpack(select(2, ...)) local Module = K:GetModule("Automation") local _G = _G local IsInInstance = _G.IsInInstance local C_DeathInfo_GetSelfResurrectOptions = _G.C_DeathInfo.GetSelfResurrectOptions local C_Map_GetBestMapForUnit = _G.C_Map.GetBestMapForUnit local function PLAYER_DEAD() -- If player has ability to self-resurrect (soulstone, reincarnation, etc), do nothing and quit if C_DeathInfo_GetSelfResurrectOptions() and #C_DeathInfo_GetSelfResurrectOptions() > 0 then return end -- Resurrect if player is in a battleground local InstStat, InstType = IsInInstance() if InstStat and InstType == "pvp" then RepopMe() return end -- Resurrect if playuer is in a PvP location local areaID = C_Map_GetBestMapForUnit("player") or 0 if areaID == 123 -- Wintergrasp or areaID == 244 -- Tol Barad (PvP) or areaID == 588 -- Ashran or areaID == 622 -- Stormshield or areaID == 624 -- Warspear then RepopMe() return end return end function Module:CreateAutoRelease() if C["Automation"].AutoRelease == true then K:RegisterEvent("PLAYER_DEAD", PLAYER_DEAD) else K:UnregisterEvent("PLAYER_DEAD", PLAYER_DEAD) end end
local bundle = require('luvi').bundle local fs = require('fs') local los = require('los') local path = require('luvi').path function fs.extname(filename) return filename:match('%.[^./]+$') or '' end function fs.basename(filename) return filename:match('[^/]+$'):sub(1, -#fs.extname(filename) - 1) end local function load_fixtures(dir, is_json) local files, filePath, fileData, tbl tbl = {} -- Convert the \ to / so path.posix works if los.type() == 'win32' then dir = dir:gsub("\\", "/") end files = fs.readdirSync(dir) for _, v in ipairs(files) do filePath = path.join(dir, v) fileData = fs.readFileSync(filePath) if fileData then if is_json then fileData = fileData:gsub("\n", " ") end tbl[fs.basename(filePath)] = fileData end end return tbl end local base = path.join('tests', 'deps', 'fixtures', 'protocol') for k, v in pairs(load_fixtures(base, true)) do exports[k] = v end exports['invalid-version'] = load_fixtures(path.join(base, 'invalid-version'), true) exports['invalid-process-version'] = load_fixtures(path.join(base, 'invalid-process-version'), true) exports['invalid-bundle-version'] = load_fixtures(path.join(base, 'invalid-bundle-version'), true)
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{0x1cafc2, {304.976, 26.406}, 1.257}, {0x1cafc2, {321.058, -4.271}}, {0x1cafc7, {295.155, 48.541}, 3.142}, {0x1cafc2, {304.976, 52.586}, 1.257}, {0x1cafc7, {310.544, 43.541}, 3.142}, {0x1cafc2, {289.588, -31.406}, -1.257}, {0x1cafc7, {295.155, -22.361}, 3.142}, {0x1cafc2, {289.588, -13.316}, -1.885}, {0x1cafc1, {297.282, -10.816}, 0.628}, {0x1cafc2, {304.976, -16.406}, -1.257}, {0x1cafc2, {304.976, -26.406}, -1.257}, {0x1cafc7, {299.409, -35.451}, 2.513}, {0x1cafc7, {310.544, -43.541}, 3.142}, {0x1cafc2, {304.976, -52.586}, -1.257}, {0x1cafc7, {295.155, -48.541}, 3.142}, {0x1cafc1, {309.732, -9.861}, 1.257}, {0x1cafc2, {319.242, -9.861}, -0.628}, {0x1cafc2, {325.12, -17.951}, -0.628}, {0x1cafc7, {325.932, -28.541}, 3.142}, {0x1cafc2, {315.609, -31.041}, -0.628}, {0x1cafc7, {314.797, -20.451}, 2.513}, {0x1cafc7, {339.696, -28.541}, -2.513}, {0x1cafc2, {340.508, -39.131}, -0.628}, {0x1cafc2, {346.386, -47.221}, -0.628}, {0x1cafc2, {355.897, -50.312}, -0.628}, {0x1cafc2, {361.775, -58.402}, -0.628}, {0x1cafc2, {371.285, -61.492}, -0.628}, {0x1cafc2, {365.407, -53.402}, -0.628}, {0x1cafe0, {381.608, -58.992}, 0.628}, {0x1cafc2, {350.019, -42.221}, -0.628}, {0x1cafc7, {330.185, -41.631}, -2.513}, {0x1cafc2, {340.508, -17.951}, 0.628}, {0x1cafc7, {350.831, -20.451}, -1.885}, {0x1cafc2, {357.713, -12.361}}, {0x1cafc7, {364.595, -20.451}, -1.257}, {0x1cafc7, {375.73, -28.541}, 0.628}, {0x1cafc2, {374.918, -17.951}, -0.628}, {0x1cafc1, {374.918, -9.861}, -1.257}, {0x1cafc7, {385.241, -15.451}, -1.885}, {0x1cafc1, {390.306, -26.041}, 1.257}, {0x1cafc1, {398.001, -20.451}, -3.142}, {0x1cafc2, {395.062, -11.406}, 1.257}, {0x1cafc2, {405.695, -17.951}, 2.513}, {0x1cafc7, {416.018, -15.451}, -1.885}, {0x1cafc7, {420.271, -28.541}, -1.257}, {0x1cafc2, {413.389, -36.631}}, {0x1cafc7, {420.271, -44.721}}, {0x1cafc1, {428.777, -52.812}, -3.142}, {0x1cafc7, {437.284, -60.902}, -0.628}, {0x1cafc1, {448.921, -59.357}, -0.628}, {0x1cafc2, {456.615, -53.767}, 1.257}, {0x1cafc7, {426.149, -68.992}, -2.513}, {0x1cafc7, {421.896, -82.082}, -3.142}, {0x1cafc1, {413.389, -90.172}}, {0x1cafc3, {408.526, -10.008}, -0.628}, {0x1cafc2, {410.45, -64.947}, 1.257}, {0x1cafc7, {400.629, -68.992}, -3.142}, {0x1cafc1, {405.695, -58.402}, -1.257}, {0x1cafc1, {398.001, -52.812}}, {0x1cafc7, {406.507, -44.721}, 3.142}, {0x1cafc7, {395.372, -36.631}, -1.257}, {0x1cafc2, {385.551, -32.586}, -1.257}, {0x1cafc7, {379.983, -41.631}}, {0x1cafc7, {406.507, -28.541}, -1.885}, {0x1cafc2, {413.389, -52.812}}, {0x1cafc1, {421.083, -58.402}, 1.257}, {0x1cafc2, {416.328, -64.947}, 1.885}, {0x1cafc1, {413.389, -73.992}}, {0x1cafc6, {404.882, 82.082}}, {0x1cafcc, {391.119, 82.082}, -0.628}}}
local class = require("pl.class") local tablex = require("pl.tablex") ---@class CommandManager : Class local M = class() function M:_init() self.commands = {} end function M:get(command) return self.commands[command] end function M:add(command) self.commands[command.name] = command if command.aliases then tablex.foreachi(command.aliases, function(alias, _) self.commands[alias] = command end) end end function M:remove(command) self.commands[command.name] = nil end function M:find(search, returnAlias) for name, command in pairs(self.commands) do if name:find(search) == 1 then return returnAlias and { command = command, alias = name } or command end end end return M
local upgradeButton1Z = { state = false, object = Find("Skill 1 - Upgrade 1"), unlocked = true, id = 11 } local upgradeButton2Z = { state = false, object = Find("Skill 1 - Upgrade 2"), unlocked = false, id = 12 } local upgradeButton3Z = { state = false, object = Find("Skill 1 - Upgrade 3"), unlocked = false, id = 13 } local upgradeButton4Z = { state = false, object = Find("Skill 2 - Upgrade 1"), unlocked = true, id = 21 } local upgradeButton5Z = { state = false, object = Find("Skill 2 - Upgrade 2"), unlocked = false, id = 22 } local upgradeButton6Z = { state = false, object = Find("Skill 2 - Upgrade 3"), unlocked = false, id = 23 } local upgradeButton7Z = { state = false, object = Find("Skill 3 - Upgrade 1"), unlocked = true, id = 31 } local upgradeButton8Z = { state = false, object = Find("Skill 3 - Upgrade 2"), unlocked = false, id = 32 } local upgradeButton9Z = { state = false, object = Find("Skill 3 - Upgrade 3"), unlocked = false, id = 33 } local upgradeButton10Z = { state = false, object = Find("Passive - Upgrade 1"), unlocked = true, id = 41 } local upgradeButton11Z = { state = false, object = Find("Passive - Upgrade 2"), unlocked = false, id = 42 } local upgradeButton12Z = { state = false, object = Find("Passive - Upgrade 3"), unlocked = false, id = 43 } --NERALA local upgradeButton1N = { state = false, object = Find("Skill 1 - Upgrade 1"), unlocked = true, id = 51 } local upgradeButton2N = { state = false, object = Find("Skill 1 - Upgrade 2"), unlocked = false, id = 52 } local upgradeButton3N = { state = false, object = Find("Skill 1 - Upgrade 3"), unlocked = false, id = 53 } local upgradeButton4N = { state = false, object = Find("Skill 2 - Upgrade 1"), unlocked = true, id = 61 } local upgradeButton5N = { state = false, object = Find("Skill 2 - Upgrade 2"), unlocked = false, id = 62 } local upgradeButton6N = { state = false, object = Find("Skill 2 - Upgrade 3"), unlocked = false, id = 63 } local upgradeButton7N = { state = false, object = Find("Skill 3 - Upgrade 1"), unlocked = true, id = 71 } local upgradeButton8N = { state = false, object = Find("Skill 3 - Upgrade 2"), unlocked = false, id = 72 } local upgradeButton9N = { state = false, object = Find("Skill 3 - Upgrade 3"), unlocked = false, id = 73 } local upgradeButton10N = { state = false, object = Find("Passive - Upgrade 1"), unlocked = true, id = 81 } local upgradeButton11N = { state = false, object = Find("Passive - Upgrade 2"), unlocked = false, id = 82 } local upgradeButton12N = { state = false, object = Find("Passive - Upgrade 3"), unlocked = false, id = 83 } --OMOZRA local upgradeButton1O = { state = false, object = Find("Skill 1 - Upgrade 1"), unlocked = true, id = 91 } local upgradeButton2O = { state = false, object = Find("Skill 1 - Upgrade 2"), unlocked = false, id = 92 } local upgradeButton3O = { state = false, object = Find("Skill 1 - Upgrade 3"), unlocked = false, id = 93 } local upgradeButton4O = { state = false, object = Find("Skill 2 - Upgrade 1"), unlocked = true, id = 1011 } local upgradeButton5O = { state = false, object = Find("Skill 2 - Upgrade 2"), unlocked = false, id = 1012 } local upgradeButton6O = { state = false, object = Find("Skill 2 - Upgrade 3"), unlocked = false, id = 1013 } local upgradeButton7O = { state = false, object = Find("Skill 3 - Upgrade 1"), unlocked = true, id = 1021 } local upgradeButton8O = { state = false, object = Find("Skill 3 - Upgrade 2"), unlocked = false, id = 1022 } local upgradeButton9O = { state = false, object = Find("Skill 3 - Upgrade 3"), unlocked = false, id = 1023 } local upgradeButton10O = { state = false, object = Find("Passive - Upgrade 1"), unlocked = true, id = 1031 } local upgradeButton11O = { state = false, object = Find("Passive - Upgrade 2"), unlocked = false, id = 1032 } local upgradeButton12O = { state = false, object = Find("Passive - Upgrade 3"), unlocked = false, id = 1033 } local id = -1 local src = " " local description = " " local isStarting = true local changedCharacter = false local upgradeArray = {upgradeButton1Z, upgradeButton2Z, upgradeButton3Z, upgradeButton4Z, upgradeButton5Z, upgradeButton6Z, upgradeButton7Z, upgradeButton8Z, upgradeButton9Z, upgradeButton10Z, upgradeButton11Z, upgradeButton12Z} local path = "Assets/Descriptions/SceneTransitionDescriptions.json" local primaryLvl1Cost = 200 local ultimateLvl1Cost = 300 function calcAbilityCost(level, flags) if (flags == "ultimate") then return math.floor(2 ^ level * 150) elseif (flags == "passive") then return math.floor(2 ^ level * 50) end return math.floor(2 ^ level * 100) end ------------ Dialogue Manager ------------ function Start() SpiceAmountText = Find("SpiceAmount") LoadJsonFile(path) skillUiArray = {1, 2, 3, 101} upgradeArray = {upgradeButton1Z, upgradeButton2Z, upgradeButton3Z, upgradeButton4Z, upgradeButton5Z, upgradeButton6Z, upgradeButton7Z, upgradeButton8Z, upgradeButton9Z, upgradeButton10Z, upgradeButton11Z, upgradeButton12Z} dialogueGo = Find("Dialogue") firstSkillButton = Find("Button") secondSkillButton = Find("Button (1)") thirdSkillButton = Find("Button (2)") fourthSkillButton = Find("Button (3)") rightArrow = Find("RightArrow") leftArrow = Find("LeftArrow") omozraTransition = Find("omozra_transition") neralaTransition = Find("nerala_transition") id = 0 end function Update(dt) if (isStarting == true) then -- Deactivate the characters that are not available if (GetVariable("UI_GameState.lua", "omozra_available", INSPECTOR_VARIABLE_TYPE.INSPECTOR_BOOL) == false) then rightArrow:Active(false) omozraTransition:Active(false) end if (GetVariable("UI_GameState.lua", "nerala_available", INSPECTOR_VARIABLE_TYPE.INSPECTOR_BOOL) == false) then leftArrow:Active(false) neralaTransition:Active(false) end UpdateUI() SpiceCost(-8500) isStarting = false end if (firstSkillButton == nil) then Log("No button") end if (firstSkillButton:GetButton():IsIdle() == false and firstSkillButton:GetButton():IsPressed() == false) then SetDialogValue(1) elseif (secondSkillButton:GetButton():IsIdle() == false and secondSkillButton:GetButton():IsPressed() == false) then SetDialogValue(2) elseif (thirdSkillButton:GetButton():IsIdle() == false and thirdSkillButton:GetButton():IsPressed() == false) then SetDialogValue(3) elseif (fourthSkillButton:GetButton():IsIdle() == false and fourthSkillButton:GetButton():IsPressed() == false) then SetDialogValue(4) -- Skill Buttons else SetDialogValue(0) end -- PRIMARY ABILITY : LEVEL 1 if (upgradeArray[1].object:GetButton():IsPressed() == true and upgradeArray[1].unlocked == true) then Log("PRESSING") if (upgradeArray[1].state == false) then Log("leveling up") if (LevelUp(id, "primary", 1, true) ~= false) then upgradeArray[1].state = true upgradeArray[1].object:GetChildren()[1]:Active(true) -- Unlock upgradeArray[2].unlocked = true end else Log("leveling up") if upgradeArray[2].state == false then upgradeArray[1].state = false upgradeArray[1].object:GetChildren()[1]:Active(false) upgradeArray[2].unlocked = false LevelUp(id, "primary", 1, false) end end elseif (upgradeArray[1].object:GetButton():IsIdle() == false and upgradeArray[1].object:GetButton():IsPressed() == false and upgradeArray[1].unlocked == true) then SetDialogValue(5) -- PRIMARY ABILITY : LEVEL 2 elseif (upgradeArray[2].object:GetButton():IsPressed() == true and upgradeArray[2].unlocked == true) then if (upgradeArray[2].state == false) then if (LevelUp(id, "primary", 2, true) ~= false) then upgradeArray[2].state = true upgradeArray[2].object:GetChildren()[1]:Active(true) -- Unlock upgradeArray[3].unlocked = true end else if upgradeArray[3].state == false then upgradeArray[2].state = false upgradeArray[2].object:GetChildren()[1]:Active(false) upgradeArray[3].unlocked = false LevelUp(id, "primary", 2, false) end end elseif (upgradeArray[2].object:GetButton():IsIdle() == false and upgradeArray[2].object:GetButton():IsPressed() == false and upgradeArray[2].unlocked == true) then SetDialogValue(6) -- PRIMARY ABILITY : LEVEL 3 elseif (upgradeArray[3].object:GetButton():IsPressed() == true and upgradeArray[3].unlocked == true) then if (upgradeArray[3].state == false) then if (LevelUp(id, "primary", 3, true) ~= false) then upgradeArray[3].state = true upgradeArray[3].object:GetChildren()[1]:Active(true) end else upgradeArray[3].state = false upgradeArray[3].object:GetChildren()[1]:Active(false) LevelUp(id, "primary", 3, false) end elseif (upgradeArray[3].object:GetButton():IsIdle() == false and upgradeArray[3].object:GetButton():IsPressed() == false and upgradeArray[3].unlocked == true) then SetDialogValue(7) -- SECONDARY ABILITY : LEVEL 1 elseif (upgradeArray[4].object:GetButton():IsPressed() == true and upgradeArray[4].unlocked == true) then if (upgradeArray[4].state == false) then if (LevelUp(id, "secondary", 1, true) ~= false) then upgradeArray[4].state = true upgradeArray[4].object:GetChildren()[1]:Active(true) -- Unlock upgradeArray[5].unlocked = true end else if upgradeArray[5].state == false then upgradeArray[4].state = false upgradeArray[4].object:GetChildren()[1]:Active(false) upgradeArray[5].unlocked = false LevelUp(id, "secondary", 1, false) end end elseif (upgradeArray[4].object:GetButton():IsIdle() == false and upgradeArray[4].object:GetButton():IsPressed() == false and upgradeArray[4].unlocked == true) then SetDialogValue(8) -- SECONDARY ABILITY : LEVEL 2 elseif (upgradeArray[5].object:GetButton():IsPressed() == true and upgradeArray[5].unlocked == true) then if (upgradeArray[5].state == false) then if (LevelUp(id, "secondary", 2, true) ~= false) then upgradeArray[5].state = true upgradeArray[5].object:GetChildren()[1]:Active(true) -- Unlock upgradeArray[6].unlocked = true end else if upgradeArray[6].state == false then upgradeArray[5].state = false upgradeArray[5].object:GetChildren()[1]:Active(false) upgradeArray[6].unlocked = false LevelUp(id, "secondary", 2, false) end end elseif (upgradeArray[5].object:GetButton():IsIdle() == false and upgradeArray[5].object:GetButton():IsPressed() == false and upgradeArray[5].unlocked == true) then SetDialogValue(9) -- SECONDARY ABILITY : LEVEL 3 elseif (upgradeArray[6].object:GetButton():IsPressed() == true and upgradeArray[6].unlocked == true) then if (upgradeArray[6].state == false) then if (LevelUp(id, "secondary", 3, true) ~= false) then upgradeArray[6].state = true upgradeArray[6].object:GetChildren()[1]:Active(true) end else upgradeArray[6].state = false upgradeArray[6].object:GetChildren()[1]:Active(false) LevelUp(id, "secondary", 3, false) end elseif (upgradeArray[6].object:GetButton():IsIdle() == false and upgradeArray[6].object:GetButton():IsPressed() == false and upgradeArray[6].unlocked == true) then SetDialogValue(10) -- ULTIMATE ABILITY : LEVEL 1 elseif (upgradeArray[7].object:GetButton():IsPressed() == true and upgradeArray[7].unlocked == true) then if (upgradeArray[7].state == false) then if (LevelUp(id, "ultimate", 1, true) ~= false) then upgradeArray[7].state = true upgradeArray[7].object:GetChildren()[1]:Active(true) -- Unlock upgradeArray[8].unlocked = true end else if upgradeArray[8].state == false then upgradeArray[7].state = false upgradeArray[7].object:GetChildren()[1]:Active(false) upgradeArray[8].unlocked = false LevelUp(id, "ultimate", 1, false) end end elseif (upgradeArray[7].object:GetButton():IsIdle() == false and upgradeArray[7].object:GetButton():IsPressed() == false and upgradeArray[7].unlocked == true) then SetDialogValue(11) -- ULTIMATE ABILITY : LEVEL 2 elseif (upgradeArray[8].object:GetButton():IsPressed() == true and upgradeArray[8].unlocked == true) then if (upgradeArray[8].state == false) then if (LevelUp(id, "ultimate", 2, true) ~= false) then upgradeArray[8].state = true upgradeArray[8].object:GetChildren()[1]:Active(true) -- Unlock upgradeArray[9].unlocked = true end else if upgradeArray[9].state == false then upgradeArray[8].state = false upgradeArray[8].object:GetChildren()[1]:Active(false) upgradeArray[9].unlocked = false LevelUp(id, "ultimate", 2, false) end end elseif (upgradeArray[8].object:GetButton():IsIdle() == false and upgradeArray[8].object:GetButton():IsPressed() == false and upgradeArray[8].unlocked == true) then SetDialogValue(12) -- ULTIMATE ABILITY : LEVEL 3 elseif (upgradeArray[9].object:GetButton():IsPressed() == true and upgradeArray[9].unlocked == true) then if (upgradeArray[9].state == false) then if (LevelUp(id, "ultimate", 3, true) ~= false) then upgradeArray[9].state = true upgradeArray[9].object:GetChildren()[1]:Active(true) end else upgradeArray[9].state = false upgradeArray[9].object:GetChildren()[1]:Active(false) LevelUp(id, "ultimate", 3, false) end elseif (upgradeArray[9].object:GetButton():IsIdle() == false and upgradeArray[9].object:GetButton():IsPressed() == false and upgradeArray[9].unlocked == true) then SetDialogValue(13) -- PASSIVE ABILITY : LEVEL 1 elseif (upgradeArray[10].object:GetButton():IsPressed() == true and upgradeArray[10].unlocked == true) then if (upgradeArray[10].state == false) then if (LevelUp(id, "passive", 1, true) ~= false) then upgradeArray[10].state = true upgradeArray[10].object:GetChildren()[1]:Active(true) -- Unlock upgradeArray[11].unlocked = true end else if upgradeArray[11].state == false then upgradeArray[10].state = false upgradeArray[10].object:GetChildren()[1]:Active(false) upgradeArray[11].unlocked = false LevelUp(id, "passive", 1, false) end end elseif (upgradeArray[10].object:GetButton():IsIdle() == false and upgradeArray[10].object:GetButton():IsPressed() == false and upgradeArray[10].unlocked == true) then SetDialogValue(14) -- PASSIVE ABILITY : LEVEL 2 elseif (upgradeArray[11].object:GetButton():IsPressed() == true and upgradeArray[11].unlocked == true) then if (upgradeArray[11].state == false) then if (LevelUp(id, "passive", 2, true) ~= false) then upgradeArray[11].state = true upgradeArray[11].object:GetChildren()[1]:Active(true) -- Unlock upgradeArray[12].unlocked = true end else if upgradeArray[12].state == false then upgradeArray[11].state = false upgradeArray[11].object:GetChildren()[1]:Active(false) upgradeArray[12].unlocked = false LevelUp(id, "passive", 2, false) end end elseif (upgradeArray[11].object:GetButton():IsIdle() == false and upgradeArray[11].object:GetButton():IsPressed() == false and upgradeArray[11].unlocked == true) then SetDialogValue(15) -- PASSIVE ABILITY : LEVEL 3 elseif (upgradeArray[12].object:GetButton():IsPressed() == true and upgradeArray[12].unlocked == true) then if (upgradeArray[12].state == false) then if (LevelUp(id, "passive", 3, true) ~= false) then upgradeArray[12].state = true upgradeArray[12].object:GetChildren()[1]:Active(true) end else upgradeArray[12].state = false upgradeArray[12].object:GetChildren()[1]:Active(false) LevelUp(id, "passive", 3, false) end elseif (upgradeArray[12].object:GetButton():IsIdle() == false and upgradeArray[12].object:GetButton():IsPressed() == false and upgradeArray[12].unlocked == true) then SetDialogValue(16) end end function EventHandler(key, fields) if (key == "TransitionedFromLastCharacter") then -- fields[1] -> go; id = fields[1] changedCharacter = true UpdateUI() elseif (key == "Gamestate_Loaded") then UpdateState() end end ------------ Dialogue ------------ function UpdateUI() if (changedCharacter == true) then if (id == 0) then skillUiArray = {1, 2, 3, 101} upgradeArray = {upgradeButton1Z, upgradeButton2Z, upgradeButton3Z, upgradeButton4Z, upgradeButton5Z, upgradeButton6Z, upgradeButton7Z, upgradeButton8Z, upgradeButton9Z, upgradeButton10Z, upgradeButton11Z, upgradeButton12Z} elseif (id == 1) then skillUiArray = {4, 5, 6, 102} upgradeArray = {upgradeButton1N, upgradeButton2N, upgradeButton3N, upgradeButton4N, upgradeButton5N, upgradeButton6N, upgradeButton7N, upgradeButton8N, upgradeButton9N, upgradeButton10N, upgradeButton11N, upgradeButton12N} elseif (id == 2) then skillUiArray = {7, 8, 9, 103} upgradeArray = {upgradeButton1O, upgradeButton2O, upgradeButton3O, upgradeButton4O, upgradeButton5O, upgradeButton6O, upgradeButton7O, upgradeButton8O, upgradeButton9O, upgradeButton10O, upgradeButton11O, upgradeButton12O} end SetSkillsValue() end end function SetSkillsValue() -- Get Dialogue Values From JSON -- print("setting Values") src = GetTransString("src", skillUiArray[1]) src2 = GetTransString("src", skillUiArray[2]) src3 = GetTransString("src", skillUiArray[3]) src4 = GetTransString("src", skillUiArray[4]) -- Set Values To The Prefab Find("SkillOneUI"):GetImage():SetTexture(src) Find("feedbackOne"):GetImage():SetTexture(src) Find("SkillTwoUI"):GetImage():SetTexture(src2) Find("feedbackTwo"):GetImage():SetTexture(src2) Find("SkillThreeUI"):GetImage():SetTexture(src3) Find("feedbackThree"):GetImage():SetTexture(src3) Find("PassiveUI"):GetImage():SetTexture(src4) for i = 1, #upgradeArray do if upgradeArray[i].state == false then upgradeArray[i].object:GetChildren()[1]:Active(false) else upgradeArray[i].object:GetChildren()[1]:Active(true) end end changedCharacter = false; end function SetDialogValue(index) -- Get Dialogue Values From JSON -- print("setting Values") if (index == 1) then dialogueGo:Active(true) dialog = GetTransString("description1", skillUiArray[1]) dialog1 = GetTransString("description2", skillUiArray[1]) dialog2 = GetTransString("description3", skillUiArray[1]) dialog3 = GetTransString("description4", skillUiArray[1]) dialog4 = GetTransString("description5", skillUiArray[1]) dialog5 = GetTransString("description6", skillUiArray[1]) elseif (index == 2) then dialogueGo:Active(true) dialog = GetTransString("description1", skillUiArray[2]) dialog1 = GetTransString("description2", skillUiArray[2]) dialog2 = GetTransString("description3", skillUiArray[2]) dialog3 = GetTransString("description4", skillUiArray[2]) dialog4 = GetTransString("description5", skillUiArray[2]) dialog5 = GetTransString("description6", skillUiArray[2]) elseif (index == 3) then dialogueGo:Active(true) dialog = GetTransString("description1", skillUiArray[3]) dialog1 = GetTransString("description2", skillUiArray[3]) dialog2 = GetTransString("description3", skillUiArray[3]) dialog3 = GetTransString("description4", skillUiArray[3]) dialog4 = GetTransString("description5", skillUiArray[3]) dialog5 = GetTransString("description6", skillUiArray[3]) elseif (index == 4) then dialogueGo:Active(true) dialog = GetTransString("description1", skillUiArray[4]) dialog1 = GetTransString("description2", skillUiArray[4]) dialog2 = GetTransString("description3", skillUiArray[4]) dialog3 = GetTransString("description4", skillUiArray[4]) dialog4 = GetTransString("description5", skillUiArray[4]) dialog5 = GetTransString("description6", skillUiArray[4]) elseif (index == 5) then dialogueGo:Active(true) dialog = GetTransString("description1", upgradeArray[index - 4].id) dialog1 = GetTransString("description2", upgradeArray[index - 4].id) dialog2 = GetTransString("description3", upgradeArray[index - 4].id) dialog3 = GetTransString("description4", upgradeArray[index - 4].id) dialog4 = GetTransString("description5", upgradeArray[index - 4].id) dialog5 = GetTransString("description6", upgradeArray[index - 4].id) elseif (index == 6) then dialogueGo:Active(true) dialog = GetTransString("description1", upgradeArray[index - 4].id) dialog1 = GetTransString("description2", upgradeArray[index - 4].id) dialog2 = GetTransString("description3", upgradeArray[index - 4].id) dialog3 = GetTransString("description4", upgradeArray[index - 4].id) dialog4 = GetTransString("description5", upgradeArray[index - 4].id) dialog5 = GetTransString("description6", upgradeArray[index - 4].id) elseif (index == 7) then dialogueGo:Active(true) dialog = GetTransString("description1", upgradeArray[index - 4].id) dialog1 = GetTransString("description2", upgradeArray[index - 4].id) dialog2 = GetTransString("description3", upgradeArray[index - 4].id) dialog3 = GetTransString("description4", upgradeArray[index - 4].id) dialog4 = GetTransString("description5", upgradeArray[index - 4].id) dialog5 = GetTransString("description6", upgradeArray[index - 4].id) elseif (index == 8) then dialogueGo:Active(true) dialog = GetTransString("description1", upgradeArray[index - 4].id) dialog1 = GetTransString("description2", upgradeArray[index - 4].id) dialog2 = GetTransString("description3", upgradeArray[index - 4].id) dialog3 = GetTransString("description4", upgradeArray[index - 4].id) dialog4 = GetTransString("description5", upgradeArray[index - 4].id) dialog5 = GetTransString("description6", upgradeArray[index - 4].id) elseif (index == 9) then dialogueGo:Active(true) dialog = GetTransString("description1", upgradeArray[index - 4].id) dialog1 = GetTransString("description2", upgradeArray[index - 4].id) dialog2 = GetTransString("description3", upgradeArray[index - 4].id) dialog3 = GetTransString("description4", upgradeArray[index - 4].id) dialog4 = GetTransString("description5", upgradeArray[index - 4].id) dialog5 = GetTransString("description6", upgradeArray[index - 4].id) elseif (index == 10) then dialogueGo:Active(true) dialog = GetTransString("description1", upgradeArray[index - 4].id) dialog1 = GetTransString("description2", upgradeArray[index - 4].id) dialog2 = GetTransString("description3", upgradeArray[index - 4].id) dialog3 = GetTransString("description4", upgradeArray[index - 4].id) dialog4 = GetTransString("description5", upgradeArray[index - 4].id) dialog5 = GetTransString("description6", upgradeArray[index - 4].id) elseif (index == 11) then dialogueGo:Active(true) dialog = GetTransString("description1", upgradeArray[index - 4].id) dialog1 = GetTransString("description2", upgradeArray[index - 4].id) dialog2 = GetTransString("description3", upgradeArray[index - 4].id) dialog3 = GetTransString("description4", upgradeArray[index - 4].id) dialog4 = GetTransString("description5", upgradeArray[index - 4].id) dialog5 = GetTransString("description6", upgradeArray[index - 4].id) elseif (index == 12) then dialogueGo:Active(true) dialog = GetTransString("description1", upgradeArray[index - 4].id) dialog1 = GetTransString("description2", upgradeArray[index - 4].id) dialog2 = GetTransString("description3", upgradeArray[index - 4].id) dialog3 = GetTransString("description4", upgradeArray[index - 4].id) dialog4 = GetTransString("description5", upgradeArray[index - 4].id) dialog5 = GetTransString("description6", upgradeArray[index - 4].id) elseif (index == 13) then dialogueGo:Active(true) dialog = GetTransString("description1", upgradeArray[index - 4].id) dialog1 = GetTransString("description2", upgradeArray[index - 4].id) dialog2 = GetTransString("description3", upgradeArray[index - 4].id) dialog3 = GetTransString("description4", upgradeArray[index - 4].id) dialog4 = GetTransString("description5", upgradeArray[index - 4].id) dialog5 = GetTransString("description6", upgradeArray[index - 4].id) elseif (index == 14) then dialogueGo:Active(true) dialog = GetTransString("description1", upgradeArray[index - 4].id) dialog1 = GetTransString("description2", upgradeArray[index - 4].id) dialog2 = GetTransString("description3", upgradeArray[index - 4].id) dialog3 = GetTransString("description4", upgradeArray[index - 4].id) dialog4 = GetTransString("description5", upgradeArray[index - 4].id) dialog5 = GetTransString("description6", upgradeArray[index - 4].id) elseif (index == 15) then dialogueGo:Active(true) dialog = GetTransString("description1", upgradeArray[index - 4].id) dialog1 = GetTransString("description2", upgradeArray[index - 4].id) dialog2 = GetTransString("description3", upgradeArray[index - 4].id) dialog3 = GetTransString("description4", upgradeArray[index - 4].id) dialog4 = GetTransString("description5", upgradeArray[index - 4].id) dialog5 = GetTransString("description6", upgradeArray[index - 4].id) elseif (index == 16) then dialogueGo:Active(true) dialog = GetTransString("description1", upgradeArray[index - 4].id) dialog1 = GetTransString("description2", upgradeArray[index - 4].id) dialog2 = GetTransString("description3", upgradeArray[index - 4].id) dialog3 = GetTransString("description4", upgradeArray[index - 4].id) dialog4 = GetTransString("description5", upgradeArray[index - 4].id) dialog5 = GetTransString("description6", upgradeArray[index - 4].id) else dialogueGo:Active(false) dialog = " " dialog1 = " " dialog2 = " " dialog3 = " " dialog4 = " " dialog5 = " " end -- Set Values To The Dialogue Find("Text"):GetText():SetTextValue(dialog) Find("Text (1)"):GetText():SetTextValue(dialog1) Find("Text (2)"):GetText():SetTextValue(dialog2) Find("Text (3)"):GetText():SetTextValue(dialog3) Find("Text (4)"):GetText():SetTextValue(dialog4) Find("Text (5)"):GetText():SetTextValue(dialog5) end function SpiceCost(amount) newSpice = GetVariable("UI_GameState.lua", "spice", INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) - amount SpiceAmountText:GetText():SetTextValue(newSpice) SetVariable(newSpice, "UI_GameState.lua", "spice", INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) end function SetSpiceAmount(amount) SpiceAmountText:GetText():SetTextValue(amount) SetVariable(amount, "UI_GameState.lua", "spice", INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) end function LevelUp(characterID, skill, skillLevel, direction) local characterName if (characterID == 0) then characterName = "zhib" elseif (characterID == 1) then characterName = "nerala" elseif (characterID == 2) then characterName = "omozra" end local characterAbilityName local abilityCost = calcAbilityCost(skillLevel) if (skill == "primary") then characterAbilityName = characterName .. "_primary_level" elseif (skill == "secondary") then characterAbilityName = characterName .. "_secondary_level" elseif (skill == "ultimate") then abilityCost = calcAbilityCost(skillLevel, skill) characterAbilityName = characterName .. "_ultimate_level" elseif (skill == "passive") then abilityCost = calcAbilityCost(skillLevel, skill) characterAbilityName = characterName .. "_passive_level" end if (direction == true) then if (GetVariable("UI_GameState.lua", "spice", INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) < abilityCost) then return false end elseif (direction == false) then abilityCost = -(abilityCost) skillLevel = skillLevel - 1 end SpiceCost(abilityCost) SetVariable(skillLevel, "UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) DispatchEvent("Save_Game", {}) end function UpdateState() local characterName local characterAbilityName for i = 1, 3 do if (i == 1) then characterName = "zhib" upgradeArray = {upgradeButton1Z, upgradeButton2Z, upgradeButton3Z, upgradeButton4Z, upgradeButton5Z, upgradeButton6Z, upgradeButton7Z, upgradeButton8Z, upgradeButton9Z, upgradeButton10Z, upgradeButton11Z, upgradeButton12Z} elseif (i == 2) then characterName = "nerala" upgradeArray = {upgradeButton1N, upgradeButton2N, upgradeButton3N, upgradeButton4N, upgradeButton5N, upgradeButton6N, upgradeButton7N, upgradeButton8N, upgradeButton9N, upgradeButton10N, upgradeButton11N, upgradeButton12N} elseif (i == 3) then characterName = "omozra" upgradeArray = {upgradeButton1O, upgradeButton2O, upgradeButton3O, upgradeButton4O, upgradeButton5O, upgradeButton6O, upgradeButton7O, upgradeButton8O, upgradeButton9O, upgradeButton10O, upgradeButton11O, upgradeButton12O} end for j = 1, #upgradeArray do if (j < 4) then characterAbilityName = characterName .. "_primary_level" offset = 0 elseif (j < 7 and j > 3) then characterAbilityName = characterName .. "_secondary_level" offset = 3 elseif (j < 10 and j > 6) then characterAbilityName = characterName .. "_ultimate_level" offset = 6 else characterAbilityName = characterName .. "_passive_level" offset = 9 end if ((offset + GetVariable("UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT)) ~= (offset)) then upgradeArray[offset + GetVariable("UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT)] .unlocked = true upgradeArray[offset + GetVariable("UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT)].state = true end if (GetVariable("UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) == 3) then upgradeArray[offset + GetVariable("UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) - 1] .unlocked = true upgradeArray[offset + GetVariable("UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) - 1] .state = true upgradeArray[offset + GetVariable("UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) - 2] .unlocked = true upgradeArray[offset + GetVariable("UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) - 2] .state = true elseif (GetVariable("UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) == 2) then upgradeArray[offset + GetVariable("UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) - 1] .unlocked = true upgradeArray[offset + GetVariable("UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) - 1] .state = true upgradeArray[offset + GetVariable("UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) + 1] .unlocked = true upgradeArray[offset + GetVariable("UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) + 1] .state = false elseif (GetVariable("UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) == 1) then upgradeArray[offset + GetVariable("UI_GameState.lua", characterAbilityName, INSPECTOR_VARIABLE_TYPE.INSPECTOR_INT) + 1] .unlocked = true end end end end print("sceneTransitionManager.lua compiled successfully!")
local weapon_class = 'weapon_quest_structure_tool' sgui.RouteRegister('qsystem/editor/quest/structures', function(quest) net.Start('sv_qsystem_open_structure_editor') net.SendToServer() local is_back = true local frame = vgui.Create('DFrame') frame:SetPos(20, 20) frame:SetSize(550, 350) frame:SetTitle('Select structure') frame:MakePopup() frame:Center() frame.OnClose = function(self) if not is_back then return end net.Start('sv_qsystem_close_structure_editor') net.SendToServer() sgui.route('qsystem/editor/quest', quest) end local QuestList = vgui.Create('DListView', frame) QuestList:Dock(FILL) QuestList:SetMultiSelect(false) QuestList:AddColumn('Id') QuestList:AddColumn('Zone') QuestList:AddColumn('Props count') local exists_names = {} for _, step in pairs(quest.steps) do if step.structures ~= nil then for name, _ in pairs(step.structures) do if not table.HasValue(exists_names, name) then local line = QuestList:AddLine(name) QuestSystem:GetStorage('structure'):Read(quest.id, name, function(ply, data) local zone = data.Zone if zone ~= nil then local vec1 = zone.vec1 local vec2 = zone.vec2 if vec1 ~= nil and vec2 ~= nil then line:SetColumnText(2, 'X - ' .. tostring(vec1) .. '; Y - ' .. tostring(vec2)) end end line:SetColumnText(3, tostring(table.Count(data.Props))) end) table.insert(exists_names, name) end end end end QuestList.OnRowSelected = function(lst, index, pnl) if not LocalPlayer():HasWeapon(weapon_class) then return end timer.Simple(0.1, function() sgui.route('qsystem/editor/quest/structures/select', quest, pnl:GetColumnText(1)) is_back = false frame:Close() end) end end, { isAdmin = true}) sgui.RouteRegister('qsystem/editor/quest/structures/select', function(quest, structure_name) local weapon = LocalPlayer():GetWeapon(weapon_class) QuestSystem:GetStorage('structure'):Read(quest.id, structure_name, function(ply, data) if IsValid(weapon) and data ~= nil then weapon.StructureZone = data.Zone end end) local spawn_id = nil local zone = nil local PanelManager = DFCL:New('qsystem_structure_editor') PanelManager:AddMouseClickListener() PanelManager:AddContextMenuListener() PanelManager:AddFocusName('DTextEntry') local InfoPanel = vgui.Create('DFrame') InfoPanel:MakePopup() InfoPanel:SetSize(230, 260) InfoPanel:SetPos(100, ScrH() / 2 - 10) InfoPanel:SetTitle('Structure editor') InfoPanel:SetSizable(false) InfoPanel:SetDraggable(true) InfoPanel:ShowCloseButton(false) InfoPanel:SetKeyboardInputEnabled(false) InfoPanel:SetMouseInputEnabled(false) InfoPanel:SetVisible(true) InfoPanel.Paint = function(self, width, height) draw.RoundedBox(0, 0, 0, width, height, Color(33, 29, 46, 255)) if zone ~= nil then surface.SetFont('Trebuchet18') surface.SetTextColor(255, 255, 255, 255) surface.SetTextPos(15, 25) surface.DrawText('Zone:') surface.SetTextPos(15, 40) surface.SetTextColor(94, 220, 255, 255) surface.SetFont('Default') if zone.vec1 ~= nil then surface.SetTextPos(15, 55) surface.DrawText(tostring(zone.vec1)) end if zone.vec2 ~= nil then surface.SetTextPos(15, 65) surface.DrawText(tostring(zone.vec2)) end end if IsValid(weapon) then zone = weapon.StructureZone else self:Close() end end InfoPanel.OnClose = function() if spawn_id ~= nil then net.Start('sv_qsystem_structure_remove') net.WriteString(spawn_id) net.SendToServer() end weapon:ClearZonePositions() sgui.route('qsystem/editor/quest/structures', quest) PanelManager:Destruct() end PanelManager:AddPanel(InfoPanel, true) local CreatePropsButton = vgui.Create('DButton') CreatePropsButton:SetParent(InfoPanel) CreatePropsButton:SetText('Create props') CreatePropsButton:SetPos(15, 100) CreatePropsButton:SetSize(200, 30) CreatePropsButton.DoClick = function() if spawn_id ~= nil then surface.PlaySound('Resource/warning.wav') else snet.RegisterCallback('spawn_structure_editor', function(ply, id) spawn_id = id end) net.Start('sv_qsystem_structure_spawn') net.WriteString(quest.id) net.WriteString(structure_name) net.SendToServer() end end PanelManager:AddPanel(CreatePropsButton) local RemovePropsButton = vgui.Create('DButton') RemovePropsButton:SetParent(InfoPanel) RemovePropsButton:SetText('Remove props') RemovePropsButton:SetPos(15, 140) RemovePropsButton:SetSize(200, 30) RemovePropsButton.DoClick = function() if spawn_id ~= nil then net.Start('sv_qsystem_structure_remove') net.WriteString(spawn_id) net.SendToServer() spawn_id = nil end end PanelManager:AddPanel(RemovePropsButton) local InfoButtonYes = vgui.Create('DButton') InfoButtonYes:SetParent(InfoPanel) InfoButtonYes:SetText('Save') InfoButtonYes:SetPos(15, 180) InfoButtonYes:SetSize(200, 30) InfoButtonYes.DoClick = function() local props = weapon:GetPropsOnZone() local new_data = { Zone = zone, Props = {} } for _, ent in ipairs(props) do if string.find(ent:GetClass(), 'prop_*') then local prop_data = { class = ent:GetClass(), model = ent:GetModel(), color = ent:GetColor(), material = ent:GetMaterial(), pos = ent:GetPos(), ang = ent:GetAngles() } table.insert(new_data.Props, prop_data) end end if structure_name ~= nil and new_data.Zone ~= nil and table.Count(new_data.Props) ~= 0 then QuestSystem:GetStorage('structure'):Save(quest.id, structure_name, new_data) surface.PlaySound('buttons/blip1.wav') else surface.PlaySound('Resource/warning.wav') end end PanelManager:AddPanel(InfoButtonYes) local InfoButtonNo = vgui.Create('DButton') InfoButtonNo:SetParent(InfoPanel) InfoButtonNo:SetText('Exit') InfoButtonNo:SetPos(15, 220) InfoButtonNo:SetSize(200, 30) InfoButtonNo.DoClick = function() InfoPanel:Close() end PanelManager:AddPanel(InfoButtonNo) end, { isAdmin = true})
-- Additional recipes if Space Exploration mod is enabled local util = require("__bztitanium__.data-util"); if mods["space-exploration"] then se_delivery_cannon_recipes["titanium-ore"] = {name= "titanium-ore"} se_delivery_cannon_recipes[util.titanium_plate] = {name= util.titanium_plate} if mods["Krastorio2"] then data:extend({ { type = "recipe", name = "enriched-titanium-smelting-vulcanite", category = "smelting", order = "d[titanium-plate]", energy_required = 24, enabled = false, always_show_made_in = true, allow_as_intermediate = false, ingredients = { {name = "enriched-titanium", amount = 8}, {name = "se-vulcanite-block", amount = 1}, }, results = { {name = util.titanium_plate, amount = 6}, }, icons = { { icon = "__bztitanium__/graphics/icons/titanium-plate.png", icon_size = 64, icon_mipmaps = 3 }, { icon = "__space-exploration-graphics__/graphics/icons/vulcanite-block.png", icon_size = 64, scale=0.25, shift= {-10, -10}}, }, }, }) table.insert(data.raw.technology["se-processing-vulcanite"].effects, {type = "unlock-recipe", recipe= "enriched-titanium-smelting-vulcanite"}) table.insert(data.raw.technology["se-processing-vulcanite"].prerequisites, "enriched-titanium") data.raw.recipe["enriched-titanium-plate"].order= "d[titanium-plate]" se_delivery_cannon_recipes["enriched-titanium"] = {name= "enriched-titanium"} else data:extend({ { type = "recipe", name = "titanium-smelting-vulcanite", category = "smelting", order = "d[titanium-plate]", energy_required = 48, enabled = false, always_show_made_in = true, allow_as_intermediate = false, ingredients = { {name = "titanium-ore", amount = 20}, {name = "se-vulcanite-block", amount = 1}, }, results = { {name = util.titanium_plate, amount = 6}, }, icons = { { icon = "__bztitanium__/graphics/icons/titanium-plate.png", icon_size = 64, icon_mipmaps = 3,}, { icon = "__space-exploration-graphics__/graphics/icons/vulcanite-block.png", icon_size = 64, scale=0.25, shift= {-10, -10}}, }, }, }) table.insert(data.raw.technology["se-processing-vulcanite"].effects, {type = "unlock-recipe", recipe= "titanium-smelting-vulcanite"}) util.add_titanium_prerequisite(data.raw.technology["se-processing-vulcanite"]) end end
local cjson = require "cjson" local utils = require "kong.tools.utils" local responses = require "kong.tools.responses" local app_helpers = require "lapis.application" local decode_base64 = ngx.decode_base64 local encode_base64 = ngx.encode_base64 local encode_args = ngx.encode_args local tonumber = tonumber local ipairs = ipairs local next = next local type = type local function post_process_row(row, post_process) return type(post_process) == "function" and post_process(row) or row end local _M = {} --- Will look up a value in the dao. -- Either by `id` field or by the field named by 'alternate_field'. If the value -- is NOT a uuid, then by the 'alternate_field'. If it is a uuid then it will -- first try the `id` field, if that doesn't yield anything it will try again -- with the 'alternate_field'. -- @param dao the specific dao to search -- @param filter filter table to use, tries will add to this table -- @param value the value to look up -- @param alternate_field the field to use if it is not a uuid, or not found in `id` function _M.find_by_id_or_field(dao, filter, value, alternate_field) filter = filter or {} local is_uuid = utils.is_valid_uuid(value) filter[is_uuid and "id" or alternate_field] = value local rows, err = dao:find_all(filter) if err then return nil, err end if is_uuid and not next(rows) then -- it's a uuid, but yielded no results, so retry with the alternate field filter.id = nil filter[alternate_field] = value rows, err = dao:find_all(filter) if err then return nil, err end end return rows end function _M.find_api_by_name_or_id(self, dao_factory, helpers) local rows, err = _M.find_by_id_or_field(dao_factory.apis, {}, self.params.api_name_or_id, "name") if err then return helpers.yield_error(err) end self.params.api_name_or_id = nil -- We know name and id are unique for APIs, hence if we have a row, it must be the only one self.api = rows[1] if not self.api then return helpers.responses.send_HTTP_NOT_FOUND() end end function _M.find_plugin_by_filter(self, dao_factory, filter, helpers) local rows, err = dao_factory.plugins:find_all(filter) if err then return helpers.yield_error(err) end -- We know the id is unique, so if we have a row, it must be the only one self.plugin = rows[1] if not self.plugin then return helpers.responses.send_HTTP_NOT_FOUND() end end function _M.find_consumer_by_username_or_id(self, dao_factory, helpers) local rows, err = _M.find_by_id_or_field(dao_factory.consumers, {}, self.params.username_or_id, "username") if err then return helpers.yield_error(err) end self.params.username_or_id = nil -- We know username and id are unique, so if we have a row, it must be the only one self.consumer = rows[1] if not self.consumer then return helpers.responses.send_HTTP_NOT_FOUND() end end function _M.find_upstream_by_name_or_id(self, dao_factory, helpers) local rows, err = _M.find_by_id_or_field(dao_factory.upstreams, {}, self.params.upstream_name_or_id, "name") if err then return helpers.yield_error(err) end self.params.upstream_name_or_id = nil -- We know name and id are unique, so if we have a row, it must be the only one self.upstream = rows[1] if not self.upstream then return helpers.responses.send_HTTP_NOT_FOUND() end end -- this function will return the exact target if specified by `id`, or just -- 'any target entry' if specified by target (= 'hostname:port') function _M.find_target_by_target_or_id(self, dao_factory, helpers) local rows, err = _M.find_by_id_or_field(dao_factory.targets, {}, self.params.target_or_id, "target") if err then return helpers.yield_error(err) end self.params.target_or_id = nil -- if looked up by `target` property we can have multiple targets here, but -- anyone will do as they all have the same 'target' field, so just pick -- the first self.target = rows[1] if not self.target then return helpers.responses.send_HTTP_NOT_FOUND() end end function _M.paginated_set(self, dao_collection, post_process) local size = self.params.size and tonumber(self.params.size) or 100 local offset = self.params.offset and decode_base64(self.params.offset) self.params.size = nil self.params.offset = nil local filter_keys = next(self.params) and self.params local rows, err, offset = dao_collection:find_page(filter_keys, offset, size) if err then return app_helpers.yield_error(err) end local total_count, err = dao_collection:count(filter_keys) if err then return app_helpers.yield_error(err) end local next_url if offset then offset = encode_base64(offset) next_url = self:build_url(self.req.parsed_url.path, { port = self.req.parsed_url.port, query = encode_args { offset = offset, size = size } }) end local data if #rows == 0 then -- FIXME: remove and stick to previous `empty_array_mt` metatable -- assignment once https://github.com/openresty/lua-cjson/pull/16 -- is included in the OpenResty release we use. data = cjson.empty_array else data = rows if type(post_process) == "function" then for i, row in ipairs(rows) do data[i] = post_process(row) end end end return responses.send_HTTP_OK { data = data, total = total_count, offset = offset, ["next"] = next_url } end -- Retrieval of an entity. -- The DAO requires to be given a table containing the full primary key of the entity function _M.get(primary_keys, dao_collection, post_process) local row, err = dao_collection:find(primary_keys) if err then return app_helpers.yield_error(err) elseif row == nil then return responses.send_HTTP_NOT_FOUND() else return responses.send_HTTP_OK(post_process_row(row, post_process)) end end --- Insertion of an entity. function _M.post(params, dao_collection, post_process) local data, err = dao_collection:insert(params) if err then return app_helpers.yield_error(err) else return responses.send_HTTP_CREATED(post_process_row(data, post_process)) end end --- Partial update of an entity. -- Filter keys must be given to get the row to update. function _M.patch(params, dao_collection, filter_keys, post_process) if not next(params) then return responses.send_HTTP_BAD_REQUEST("empty body") end local updated_entity, err = dao_collection:update(params, filter_keys) if err then return app_helpers.yield_error(err) elseif updated_entity == nil then return responses.send_HTTP_NOT_FOUND() else return responses.send_HTTP_OK(post_process_row(updated_entity, post_process)) end end -- Full update of an entity. -- First, we check if the entity body has primary keys or not, -- if it does, we are performing an update, if not, an insert. function _M.put(params, dao_collection, post_process) local new_entity, err local model = dao_collection.model_mt(params) if not model:has_primary_keys() then -- If entity body has no primary key, deal with an insert new_entity, err = dao_collection:insert(params) if not err then return responses.send_HTTP_CREATED(post_process_row(new_entity, post_process)) end else -- If entity body has primary key, deal with update new_entity, err = dao_collection:update(params, params, {full = true}) if not err then return responses.send_HTTP_OK(post_process_row(new_entity, post_process)) end end if err then return app_helpers.yield_error(err) end end --- Delete an entity. -- The DAO requires to be given a table containing the full primary key of the entity function _M.delete(primary_keys, dao_collection) local ok, err = dao_collection:delete(primary_keys) if not ok then if err then return app_helpers.yield_error(err) else return responses.send_HTTP_NOT_FOUND() end else return responses.send_HTTP_NO_CONTENT() end end return _M
-------------------------------- -- @module TransitionSlideInR -- @extend TransitionSlideInL -- @parent_module cc -------------------------------- -- returns the action that will be performed by the incoming and outgoing scene -- @function [parent=#TransitionSlideInR] action -- @param self -- @return ActionInterval#ActionInterval ret (return value: cc.ActionInterval) -------------------------------- -- -- @function [parent=#TransitionSlideInR] create -- @param self -- @param #float t -- @param #cc.Scene scene -- @return TransitionSlideInR#TransitionSlideInR ret (return value: cc.TransitionSlideInR) return nil
function getDataFromSettings () setElementData(localPlayer, "DENsettings.helmetenabled", exports.DENsettings:getPlayerSetting("helmetenabled")) end addEvent("AURhelmet.getDataFromSettings", true) addEventHandler("AURhelmet.getDataFromSettings", localPlayer, getDataFromSettings)
-- 3D UI classes -- Assumes pl, ent and mode are in namespace namespace "standard" local DebugHand = require "app.debug.hand" local ui3 = {} -- This "magic" value is set to the surface being processed whenever ui3 synthesizes a click. -- A ui2 can use this to learn the "true" source of an event was ui3. ui3.surfaceWithin = false -- Points to Surface ui3.surfaceWithinHand = false -- Points to controller name ui3.surfaceWithinHandObject = false -- Clumsy global signal that all ui3 Hands should not show a line for a moment. -- Currently is true/false, if contention occurs later could make it a number ui3.suppressGuideline = {} local function within(self, hand, f) ui3.surfaceWithin = self ui3.surfaceWithinHand = hand f() ui3.surfaceWithin = false ui3.surfaceWithinHand = false end local function ui3Mode() -- FIXME: Should live in mode.lua? ent.mode = "ui3" lovr.graphics.setShader() lovr.graphics.setDepthTest(nil) -- TODO: Test if necessary end -- Create either a ui2 layout or a ui3 layout, depending on whether the surface exists. function ui3.makeLayout(surface, layoutClass, ...) if surface then return surface:makeLayout(layoutClass, ...) end return layoutClass(...) end -- Load the SurfaceEnt and Hand for this ent, UNLESS force2d is true. function ui3.loadSurfaceAndHand(self, force2d) if force2d then return end if not self.surface3 then self.surface3 = ui3.SurfaceEnt{}:insert(self) end if not self.hand then self.hand = ui3.Hand{doHover=true}:insert(self) end end -- This is a container for ui2 objects *specifically*. The "2" has been omitted. -- It can be moved (and scaled), but note once "makeLayout" is called, it cannot be resized. -- spec: -- at [Loc]: Location to center on -- screenSize [vec3]: Screen size to emulate ui3.SurfaceEnt = classNamed("SurfaceEnt", Ent) -- TODO: Support non-pixel-based ways of specifying size, support yfactor>1 function ui3.SurfaceEnt:_init(spec) self:super(spec) if not self.transform then self.transform = Loc(vec3(0,1,-2)) end if not self.screenSize then self.screenSize = vec2(1280, 720) end -- TODO various ways to input self.aspect = self.screenSize.x/self.screenSize.y -- Currently unused self.yfactor = 1 -- Currently unused self.lastDownAt = {} self.lastHoverAt = {} end -- To make this work, all layout classes must be created through this function. -- constructorSpec will be modified, ... will be passed in as addl constructor arguments -- parent in spec will be overloaded function ui3.SurfaceEnt:makeLayout(layoutClass, constructorSpec, ...) constructorSpec.parent = self return layoutClass(constructorSpec, ...) end local hoverColor = {1,1,0} local downColor = {1,0,0} function ui3.SurfaceEnt:onDraw() self.transform:push() ui3Mode() self.insideRoute = true self:route("onMirror") local function draw(v, color) if v then lovr.graphics.setColor(unpack(color)) local x,y,z = v:unpack() lovr.graphics.plane('fill',x,y,z,1/16,1/16,self.transform.rotate:unpack()) end end for i,v in pairs(self.lastDownAt) do draw(v, downColor) end for i,v in pairs(self.lastHoverAt) do if not self.lastDownAt[i] then draw(v, hoverColor) end end self.insideRoute = false lovr.graphics.pop() end function ui3.SurfaceEnt:onMirror() if not self.insideRoute then return route_terminate -- Must prevent ui2 children from actually drawing their mirrors at mirror time end end function ui3.SurfaceEnt:transformToSurface(controllerTransform) local a = controllerTransform.at local b = forwardLine(a, controllerTransform.rotate) local at = a local v = (b - a):normalize() local normal = self.transform:applyToVector(vec3.unit_z) local distanceDenominator = v:dot(normal) local downAt = nil local pointAtGlobal = nil if distanceDenominator ~= 0 then local anchor = self.transform.at -- Because screen transform is centered, can avoid some math here local distance = (anchor-at):dot(normal)/distanceDenominator pointAtGlobal = at + v*distance local unloc = self.transform:inverse() local pointAtLocal = unloc:apply(pointAtGlobal) --print(pointAtGlobal, pointAtLocal) -- Top left will be 1, -aspect downAt = vec2(pointAtLocal) end return downAt, pointAtGlobal end -- Mostly a copypaste from LevelIntersectEnt:onDraw -- The "spooky action at a distance" communication between Hand and Surface here is to support -- a hypothetical future time when there are multiple surfaces at once function ui3.SurfaceEnt:onPress3(i, controllerName, controllerTransform) local downAt = self:transformToSurface(controllerTransform) if downAt then within(self, controllerName, function() self:route("onPress", downAt) end) end self.lastDownAt[i] = downAt end function ui3.SurfaceEnt:onRelease3(i, controllerName, controllerTransform) local lastDownAt = self.lastDownAt[i] if lastDownAt then within(self, controllerName, function() self:route("onRelease", lastDownAt) -- Notice down location is where edge was, not the true location end) self.lastDownAt[i] = false end end function ui3.SurfaceEnt:onHoverImpl(i, controllerName, controllerTransform) local downAt, pointAtGlobal = self:transformToSurface(controllerTransform) local result if downAt then within(self, controllerName, function() result = self:routeFirstValue("onHoverSearch", downAt) end) end self.lastHoverAt[i] = result and downAt or false -- Lua ternary behavior intentional return result, result and pointAtGlobal end -- Annoying duplication is because routeFirstValue cannot return multiple values yet (FIXME?) function ui3.SurfaceEnt:onHover3Search(...) local result, _ = self:onHoverImpl(...) return result end function ui3.SurfaceEnt:onContact3Search(...) local _, result = self:onHoverImpl(...) return result end -- This serves the function of lovr-mouse.lua when doing UI3 UI. ui3.Hand = classNamed("ui3.Hand", DebugHand) local hoverColor = {0.5, 0.5, 0.5} function ui3.Hand:guideline(i, controllerName) if ui3.suppressGuideline[controllerName] then return false end if self.trigger and self.trigger[i] then return true, self.guidelineTerminate[i] end if self.hover and self.hover[i] then return hoverColor, self.guidelineTerminate[i] end return false end local function routeGlobal(...) ent.root:route(...) end function ui3.Hand:onUpdate() ui3.surfaceWithinHandObject = self for i,controllerName in ipairs(lovr.headset.getHands()) do local transform = Loc(unpackPose(controllerName)) if self.trackingPress and self.trackingPress[controllerName] then for surface,callbackList in pairs(self.trackingPress[controllerName]) do local point = surface:transformToSurface(transform) for _,callback in ipairs(callbackList) do callback(point) end end end if lovr.headset.isDown(controllerName, "trigger") then self.edge = self.edge or {} self.trigger = self.trigger or {} local triggerWas = self.trigger[i] local edge = not triggerWas self.trigger[i] = controllerName self.edge[i] = edge if edge then routeGlobal("onPress3", i, controllerName, transform) end else if self.trigger then self.trigger[i] = false routeGlobal("onRelease3", i, controllerName, transform) end if self.doHover then self.hover = self.hover or {} self.hover[i] = ent.root:routeFirstValue("onHover3Search", i, controllerName, transform) end if self.edge then self.edge[i] = false end -- TODO: Handle controller disconnect if self.trackingPress then self.trackingPress[controllerName] = nil end end if (self.trigger and self.trigger[i]) or (self.hover and self.hover[i]) then self.guidelineTerminate = self.guidelineTerminate or {} self.guidelineTerminate[i] = ent.root:routeFirstValue("onContact3Search", i, controllerName, transform) end end ui3.surfaceWithinHandObject = false end function ui3.Hand:trackPress(hand, callback) -- Note ui2.trackPress behavior is split across ui2.trackPress and this function if not self.trackingPress then self.trackingPress = {} end if not self.trackingPress[hand] then self.trackingPress[hand] = {} end local surface = ui3.surfaceWithin if not self.trackingPress[hand][surface] then self.trackingPress[hand][surface] = {} end table.insert(self.trackingPress[hand][surface], callback) end -- ui2 variants local ui2 = require "ent.ui2" function ui3.trackPress(callback, initial, ...) if not ui3.surfaceWithinHandObject then return end if callback then ui3.surfaceWithinHandObject:trackPress(ui3.surfaceWithinHand, callback) if initial then callback(initial, ...) end end end local function trackPressForward(_, ...) ui3.trackPress(...) end ui3.trackPressForward = trackPressForward function ui3.makeSliderEnt(spec, force2d) if not force2d then spec.trackPress = trackPressForward end return ui2.SliderEnt(spec) end function ui3.makeSliderTripletEnt(spec, force2d) if not force2d then if not spec.sliderSpec then spec.sliderSpec = {} end spec.sliderSpec.trackPress = trackPressForward end return ui2.SliderTripletEnt(spec) end return ui3
local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB local S = E:GetModule('Skins') --Lua functions local _G = _G local unpack = unpack --WoW API / Variables local CreateFrame = CreateFrame local hooksecurefunc = hooksecurefunc local function LoadSkin() if E.private.skins.blizzard.enable ~= true or E.private.skins.blizzard.trade ~= true then return end local TradeFrame = _G.TradeFrame S:HandlePortraitFrame(TradeFrame, true) TradeFrame.RecipientOverlay.portrait:SetAlpha(0) TradeFrame.RecipientOverlay.portraitFrame:SetAlpha(0) S:HandleButton(_G.TradeFrameTradeButton, true) S:HandleButton(_G.TradeFrameCancelButton, true) S:HandleEditBox(_G.TradePlayerInputMoneyFrameGold) S:HandleEditBox(_G.TradePlayerInputMoneyFrameSilver) S:HandleEditBox(_G.TradePlayerInputMoneyFrameCopper) _G.TradeRecipientItemsInset:Kill() _G.TradePlayerItemsInset:Kill() _G.TradePlayerInputMoneyInset:Kill() _G.TradePlayerEnchantInset:Kill() _G.TradeRecipientEnchantInset:Kill() _G.TradeRecipientMoneyInset:Kill() _G.TradeRecipientMoneyBg:Kill() for i = 1, _G.MAX_TRADE_ITEMS do local player = _G["TradePlayerItem"..i] local recipient = _G["TradeRecipientItem"..i] local player_button = _G["TradePlayerItem"..i.."ItemButton"] local recipient_button = _G["TradeRecipientItem"..i.."ItemButton"] local player_button_icon = _G["TradePlayerItem"..i.."ItemButtonIconTexture"] local recipient_button_icon = _G["TradeRecipientItem"..i.."ItemButtonIconTexture"] if player_button and recipient_button then player:StripTextures() recipient:StripTextures() player_button:StripTextures() recipient_button:StripTextures() player_button_icon:SetInside(player_button) player_button_icon:SetTexCoord(unpack(E.TexCoords)) player_button:SetTemplate(nil, true) player_button:StyleButton() player_button.IconBorder:SetAlpha(0) player_button.bg = CreateFrame("Frame", nil, player_button) player_button.bg:SetTemplate() player_button.bg:Point("TOPLEFT", player_button, "TOPRIGHT", 4, 0) player_button.bg:Point("BOTTOMRIGHT", _G["TradePlayerItem"..i.."NameFrame"], "BOTTOMRIGHT", 0, 14) player_button.bg:SetFrameLevel(player_button:GetFrameLevel() - 3) player_button:SetFrameLevel(player_button:GetFrameLevel() - 1) recipient_button_icon:SetInside(recipient_button) recipient_button_icon:SetTexCoord(unpack(E.TexCoords)) recipient_button:SetTemplate(nil, true) recipient_button:StyleButton() recipient_button.IconBorder:SetAlpha(0) recipient_button.bg = CreateFrame("Frame", nil, recipient_button) recipient_button.bg:SetTemplate() recipient_button.bg:Point("TOPLEFT", recipient_button, "TOPRIGHT", 4, 0) recipient_button.bg:Point("BOTTOMRIGHT", _G["TradeRecipientItem"..i.."NameFrame"], "BOTTOMRIGHT", 0, 14) recipient_button.bg:SetFrameLevel(recipient_button:GetFrameLevel() - 3) recipient_button:SetFrameLevel(recipient_button:GetFrameLevel() - 1) -- Player Icon Border hooksecurefunc(player_button.IconBorder, 'SetVertexColor', function(self, r, g, b) self:GetParent():SetBackdropBorderColor(r, g, b) self:SetTexture() end) hooksecurefunc(player_button.IconBorder, 'Hide', function(self) self:GetParent():SetBackdropBorderColor(unpack(E.media.bordercolor)) end) -- Recipient Icon Border hooksecurefunc(recipient_button.IconBorder, 'SetVertexColor', function(self, r, g, b) self:GetParent():SetBackdropBorderColor(r, g, b) self:SetTexture() end) hooksecurefunc(recipient_button.IconBorder, 'Hide', function(self) self:GetParent():SetBackdropBorderColor(unpack(E.media.bordercolor)) end) end end _G.TradeHighlightPlayerTop:SetColorTexture(0, 1, 0, 0.2) _G.TradeHighlightPlayerBottom:SetColorTexture(0, 1, 0, 0.2) _G.TradeHighlightPlayerMiddle:SetColorTexture(0, 1, 0, 0.2) _G.TradeHighlightPlayer:SetFrameStrata("HIGH") _G.TradeHighlightPlayerEnchantTop:SetColorTexture(0, 1, 0, 0.2) _G.TradeHighlightPlayerEnchantBottom:SetColorTexture(0, 1, 0, 0.2) _G.TradeHighlightPlayerEnchantMiddle:SetColorTexture(0, 1, 0, 0.2) _G.TradeHighlightPlayerEnchant:SetFrameStrata("HIGH") _G.TradeHighlightRecipientTop:SetColorTexture(0, 1, 0, 0.2) _G.TradeHighlightRecipientBottom:SetColorTexture(0, 1, 0, 0.2) _G.TradeHighlightRecipientMiddle:SetColorTexture(0, 1, 0, 0.2) _G.TradeHighlightRecipient:SetFrameStrata("HIGH") _G.TradeHighlightRecipientEnchantTop:SetColorTexture(0, 1, 0, 0.2) _G.TradeHighlightRecipientEnchantBottom:SetColorTexture(0, 1, 0, 0.2) _G.TradeHighlightRecipientEnchantMiddle:SetColorTexture(0, 1, 0, 0.2) _G.TradeHighlightRecipientEnchant:SetFrameStrata("HIGH") end S:AddCallback("Trade", LoadSkin)
-- Handles populating the recipe picker dialog function open_recipe_picker_dialog(flow_modal_dialog) local player = game.get_player(flow_modal_dialog.player_index) local ui_state = get_ui_state(player) local product = ui_state.selected_object flow_modal_dialog.parent.caption = {"fp.add_recipe"} flow_modal_dialog.style.bottom_margin = 8 -- Result is either the single possible recipe_id, or a table of relevant recipes local result, error, show = run_preliminary_checks(player, product, ui_state.modal_data.production_type) local function refresh_unfiltered_dialog() picker.refresh_filter_conditions(flow_modal_dialog, show.disabled, show.hidden) picker.refresh_search_bar(flow_modal_dialog, product.proto.name, false) picker.refresh_warning_label(flow_modal_dialog, "") picker.refresh_picker_panel(flow_modal_dialog, "recipe", true) end if error ~= nil then ui_util.message.enqueue(player, error, "error", 2) -- lifetime of 2 so it survives the first refresh exit_modal_dialog(player, "cancel", {}) else -- If 1 relevant, enabled, non-duplicate recipe is found, add it immediately and exit dialog if type(result) == "number" then local line = Line.init(player, Recipe.init_by_id(result, ui_state.modal_data.production_type), nil) -- If line is false, no compatible machine has been found (ingredient limit) if line == false then ui_util.message.enqueue(player, {"fp.error_no_compatible_machine"}, "error", 2) else Floor.add(ui_state.context.floor, line) calculation.update(player, ui_state.context.subfactory, false) if show.message ~= nil then ui_util.message.enqueue(player, show.message.text, show.message.type, 1) end end refresh_unfiltered_dialog() -- already create it here so auto_center works correctly exit_modal_dialog(player, "cancel", {}) else -- Otherwise, show the appropriately filtered dialog refresh_unfiltered_dialog() ui_state.modal_data.recipes = result picker.apply_filter(player, "recipe", nil) end end end -- Reacts to either the disabled or hidden switches being flicked function handle_filter_switch_flick(player, type, state) local ui_state = get_ui_state(player) -- Remember the user selection for this type of filter ui_state.recipe_filter_preferences[type] = ui_util.switch.convert_to_boolean(state) picker.apply_filter(player, "recipe", nil) end -- Reacts to a picker recipe button being pressed function handle_picker_recipe_click(player, button) local ui_state = get_ui_state(player) local recipe_id = tonumber(string.match(button.name, "%d+")) local line = Line.init(player, Recipe.init_by_id(recipe_id, ui_state.modal_data.production_type), nil) if line == false then ui_util.message.enqueue(player, {"fp.error_no_compatible_machine"}, "error", 2) else Floor.add(ui_state.context.floor, line) calculation.update(player, ui_state.context.subfactory, false) end exit_modal_dialog(player, "cancel", {}) end -- Serves the dual-purpose of determining the appropriate settings for the recipe picker filter and, -- if there is only one that matches, to return a recipe name that can be added directly without the modal dialog function run_preliminary_checks(player, product, production_type) local force_recipes = player.force.recipes local relevant_recipes = {} local counts = { disabled = 0, hidden = 0, disabled_hidden = 0 } local map = recipe_maps[production_type][product.proto.type][product.proto.name] if map ~= nil then -- this being nil means that the item has no recipes local preferences = get_preferences(player) for recipe_id, _ in pairs(map) do local recipe = global.all_recipes.recipes[recipe_id] local force_recipe = force_recipes[recipe.name] -- Add custom recipes by default if recipe.custom then table.insert(relevant_recipes, recipe) -- Only add recipes that exist on the current force (and aren't preferenced-out) elseif force_recipe ~= nil and not ((preferences.ignore_barreling_recipes and recipe.barreling) or (preferences.ignore_recycling_recipes and recipe.recycling)) then table.insert(relevant_recipes, recipe) if not force_recipe.enabled and force_recipe.hidden then counts.disabled_hidden = counts.disabled_hidden + 1 elseif not force_recipe.enabled then counts.disabled = counts.disabled + 1 elseif force_recipe.hidden then counts.hidden = counts.hidden + 1 end end end end -- Set filters to try and show at least one recipe, should one exist, incorporating user preferences -- (This logic is probably inefficient, but it's clear and way faster than the loop above anyways) local show = {} local user_prefs = get_ui_state(player).recipe_filter_preferences local relevant_recipes_count = table_size(relevant_recipes) if relevant_recipes_count - counts.disabled - counts.hidden - counts.disabled_hidden > 0 then show.disabled = user_prefs.disabled or false show.hidden = user_prefs.hidden or false elseif relevant_recipes_count - counts.hidden - counts.disabled_hidden > 0 then show.disabled = true show.hidden = user_prefs.hidden or false else show.disabled = true show.hidden = true end -- Return result, format: return recipe, error-message, show if relevant_recipes_count == 0 then return nil, {"fp.error_no_relevant_recipe"}, show elseif relevant_recipes_count == 1 then local chosen_recipe = relevant_recipes[1] -- Show hint if adding unresearched recipe (no hints on custom recipes) if not chosen_recipe.custom and not force_recipes[chosen_recipe.name].enabled then show.message={text={"fp.hint_disabled_recipe"}, type="warning"} end return chosen_recipe.id, nil, show else -- 2+ relevant recipes return relevant_recipes, nil, show end end
local BRACKET = { ['['] = ']', ['{'] = '}', ["'"] = "'", ['"'] = '"', } local pprint = require('pprint') if not unpack then unpack = table.unpack end -- time to reinvent the wheel... local deque = require('deque') local function remove_item(array, value) for i, v in ipairs(array) do if v == value then array[i] = nil end end end local function extend(l, r) for _, v in ipairs(r) do l[#l+1] = v end end function Tree(is_rooted) local tree = { is_rooted = is_rooted, root = Node(), } function tree.traverse_leaves(self) return self.root:traverse_leaves() end function tree.traverse_preorder(self, a, b) return self.root:traverse_preorder(a, b) end function tree.copy(self) return self:extract_tree(nil, false, false) end function tree.extract_subtree(self, node) local r = self.root self.root = node local o = self:copy() self.root = r return o end function tree.suppress_unifurcations(self) local q = deque.new() q:push_right(self.root) while q:length() > 0 do local node = q:pop_left() if #node ~= 1 then extend(q, node) else -- no continue in lua local child = table.remove(node) if node:is_root() then self.root = child child.parent = nil else local parent = node.parent remove_item(parent, node) parent:add_child(child) end if node.edge_length then if child.edge_length then child.edge_length = 0 end child.edge_length = child.edge_length + node.edge_length end if child.label and node.label then child.label = node.label end q:push_right(child) end end end function tree.newick(self) local suffix = '' if self.root.edge_length then suffix = suffix..string.format(":%s", tostring(self.root.edge_length)) end if self.root.edge_params then suffix = suffix..string.format("[%s]", self.root.edge_length) end suffix=suffix..";" if self.is_rooted then return string.format('[&R] %s%s', self.root:newick(), suffix) else return string.format('%s%s', self.root:newick(), suffix) end end function tree.extract_tree(self, labels, without, suppress_unifurcations) -- pprint({labels, without}) if suppress_unifurcations == nil then suppress_unifurcations = true end if labels and #labels > 0 then local nl = {} for _,v in ipairs(labels) do nl[v] = true end labels = nl end local label2leaf = {} local keep = {} for node in self:traverse_leaves() do label2leaf[node:newick()] = node if labels == nil or (without and not labels[tostring(node)]) or (not without and labels[tostring(node)]) then keep[node] = true end end -- local n = 0 -- for node, _ in pairs(keep) do -- print(node) -- n = n + 1 -- end -- print("N="..n) local newkeep = {} for node,v in pairs(keep) do -- print(v) -- print(node) for a in node:traverse_ancestors(false) do -- if not keep[a] then -- print(a) -- end newkeep[a] = true end end for a,_ in pairs(newkeep) do keep[a] = true end -- print("loop ended") -- pprint(keep) local out = Tree() out.root.label = self.root.label out.root.edge_length = self.root.edge_length local q_old = deque.new() local q_new = deque.new() q_old:push_right(self.root) q_new:push_right(out.root) while q_old:length() > 0 do local n_old = q_old:pop_left() local n_new = q_new:pop_left() for _, c_old in ipairs(n_old) do if keep[c_old] then local c_new = Node(tostring(c_old), c_old.edge_length) n_new:add_child(c_new) q_old:push_right(c_old) q_new:push_right(c_new) end end end if suppress_unifurcations then out:suppress_unifurcations() end return out end function tree.reroot(self, node, length, branch_support) if length and length > 0 then local newnode = Node(nil, node.edge_length-length) node.edge_length = node.edge_length - length if not node:is_root() then local p = node.parent remove_item(p, node) p:add_child(newnode) end newnode:add_child(node) node = newnode end if node:is_root() then return elseif self.root.edge_length then -- this is weird local newnode = Node('ROOT') newnode:add_child(self.root) self.root = newnode end local ancestors = {} for a in node:traverse_ancestors(true) do if not a:is_root() then ancestors[#ancestors+1] = a end end for i=#ancestors,1,-1 do local curr = ancestors[i] curr.parent.edge_length = curr.edge_length curr.edge_length = nil if branch_support then curr.parent.label = curr.label curr.label = nil end remove_item(curr.parent, curr) curr:add_child(curr.parent) curr.parent = nil end self.root = node self.is_rooted = true end -- setmetatable(tree, { -- __index = function (tbl, k) -- return function (self, ...) -- tbl.root[k](self.root, unpack(arg)) -- end -- end -- }) return tree end function Node(label, edge_length) local node = { parent = nil, label = label, edge_length = edge_length, add_child = function (self, child) table.insert(self, child) child.parent = self end, } function node.is_leaf(self) return #self == 0 end function node.is_root(self) return self.parent == nil end function node.resolve_polytomies(self) local q = deque.new() q:push_right(self) while q:length() > 0 do local node = q:pop_left() while #node > 2 do local c1 = table.remove(node) local c2 = table.remove(node) local nn = Node(nil, 0) node:add_child(nn) nn:add_child(c1) nn:add_child(c2) end for _, v in ipairs(node) do q:push_right(v) end end end function node.traverse_ancestors(self, include_self) -- local function gen() if include_self == nil then include_self=true end local c = nil if include_self then c = self else c = self.parent end return function() if c then local p = c c = c.parent return p end end -- while c do -- coroutine.yield(c) -- c = c.parent -- end -- if -- end -- return coroutine.wrap(gen) end function node.traverse_leaves(self) return self:traverse_preorder(true, false) end function node.traverse_preorder(self, leaves, internal) local function gen() local s = {} s[#s+1] = self while #s > 0 do local n = table.remove(s) if (leaves and n:is_leaf()) or (internal and not n:is_leaf()) then coroutine.yield(n) end for _, v in ipairs(n) do s[#s+1] = v end end end return coroutine.wrap(gen) end function node.contract(self) if self:is_root() then return end for _, c in ipairs(self) do if self.edge_length and c.edge_length then c.edge_length = c.edge_length + self.edge_length end self.parent:add_child(c) end remove_item(self.parent, self) end function node.traverse_postorder(self, leaves, internal) local function gen() if leaves == nil then leaves = true end if internal == nil then internal = true end local s1 = {} local s2 = {} s1[#s1+1] = self while #s1 > 0 do local n = table.remove(s1) s2[#s2+1] = n for _, v in ipairs(n) do s1[#s1+1] = v end end while #s2 > 0 do local n = table.remove(s2) if (leaves and n:is_leaf()) or (internal and not n:is_leaf()) then coroutine.yield(n) end end end return coroutine.wrap(gen) end function node.newick(self) local node2str = {} for n in self:traverse_postorder() do if #n == 0 then if not n.label then node2str[n] = '' else node2str[n] = tostring(n.label) end else local out = {'('} for _, c in ipairs(n) do out[#out+1] = node2str[c] if c.edge_length then out[#out+1] = ':'..tostring(c.edge_length) end if c.edge_params then out[#out+1] = '['..tostring(c.edge_params)..']' end out[#out+1] = ',' node2str[c] = nil end table.remove(out) out[#out+1] = ')' if n.label then out[#out+1] = tostring(n.label) end node2str[n] = table.concat(out,'') end end return node2str[self] end setmetatable(node, { __tostring = function (self) if self.label == nil then return '' else return tostring(self.label) end end }) return node end function read_tree_newick(newick) local t = Tree() local n = t.root local i = 1 local parse_length = false local ts = newick while i <= #ts do local tsi = string.sub(ts, i, i) if tsi == ";" then if i ~= #ts or n ~= t.root then error("invalid newick") end elseif tsi == "(" then local c = Node() n:add_child(c) n = c elseif tsi == ")" then n = n.parent elseif tsi == "," then n = n.parent local c = Node() n:add_child(c) n = c elseif tsi == "[" then local count = 0 local start_ind = i while true do if tsi == '[' then count = count + 1 elseif tsi == ']' then count = count - 1 if count == 0 then break end end end n.edge_params = string.sub(start_ind + 1, i - 1) elseif tsi == ":" then parse_length = true elseif parse_length then local ls = {} while tsi ~= ',' and tsi ~= ')' and tsi ~= ';' and tsi ~= '[' do ls[#ls+1] = tsi i = i + 1 tsi = string.sub(ts, i, i) end n.edge_length = tonumber(table.concat(ls, '')) i = i - 1 tsi = string.sub(ts, i, i) parse_length = false else local label = {} local bracket = nil while bracket or BRACKET[tsi] or (tsi ~= ':' and tsi ~= ',' and tsi ~= ';' and tsi ~= ')') do if BRACKET[tsi] and bracket == nil then bracket = tsi elseif bracket and tsi == BRACKET[bracket] then bracket = nil end label[#label+1] = tsi i = i + 1 tsi = string.sub(ts, i, i) end i = i - 1 n.label = table.concat(label, '') end i = i + 1 end return t end
local config = require("rust-tools.config") local inlay = require("rust-tools/inlay_hints") local M = {} function M.handler(_, result) if result.quiescent and not M.ran_once then if config.options.tools.autoSetHints then inlay.set_inlay_hints() inlay.setup_autocmd() end if config.options.tools.on_initialized then config.options.tools.on_initialized(result) end M.ran_once = true end end return M
-- imgui demo script -- Folke Will 2018-07-15 -- It is suggested to look at the window created by this script while reading this. if not SUPPORTS_FLOATING_WINDOWS then -- to make sure the script doesn't stop old FlyWithLua versions logMsg("imgui not supported by your FlyWithLua version") return end -- imgui only works inside a floating window, so we need to create one first: demo_wnd = float_wnd_create(800, 450, 1, true) -- The first two parameters specify the size of the window in boxels. Boxels are -- scalable pixes. If the UI scale is set to 100% in the settings, a boxel equals -- a pixel. However, if the user sets the UI scale to more than 100%, a boxel will -- be scaled to span multiple pixels. -- The third parameter specifies the window decoration. The following decorations are possible: -- 0: "X-Plane will draw no decoration for your window, and apply no automatic click handlers. -- The window will not stop click from passing through its bounds. This is suitable for "windows" -- which request, say, the full screen bounds, then only draw in a small portion of the available area." -- 1: "The default decoration for "native" windows, like the map. Provides a solid background, -- as well as click handlers for resizing and dragging the window." -- 2: "X-Plane will draw no decoration for your window, nor will it provide resize handlers for your -- window edges, but it will stop clicks from passing through your windows bounds." -- 3: "Like 2, but with resizing; X-Plane will draw no decoration for your window, but it will stop -- clicks from passing through your windows bounds, and provide automatic mouse handlers for resizing." -- The last parameter configures whether you want to use imgui for the floating window. -- The return value is a handle to the window that can be used to configure additional things. -- This function sets the title of the window if it has a decoration: float_wnd_set_title(demo_wnd, "imgui Demo") -- The first parameter must be a handle to a window previously created with float_wnd_create and the -- second parameter is the title of the window. -- imgui GUIs are built each frame. You will need to supply a function that is called every frame: float_wnd_set_imgui_builder(demo_wnd, "build_demo") -- The first parameter must be a handle to a window previously created with float_wnd_create and the -- second parameter must be the name of a function. Note that unlike other function in FlyWithLua, you -- can only pass the name of a function here, not an arbitrary lua string. This function will be called -- for every frame while the window is visible, so you don't need an additional do_every_frame unless you -- also need to do things while the window is closed. -- If the window has a decoration with a close button (like decoration 1), you might need a way to know -- when the users closes the window. This function can be used to setup a function to be called when the -- user closes the window: float_wnd_set_onclose(demo_wnd, "closed_demo") -- The first parameter must be a handle to a window previously created with float_wnd_create and the -- second parameter must be the name of a function. Note that unlike other function in FlyWithLua, you -- can only pass the name of a function here, not an arbitrary lua string. This function will be called -- when the user closes the window. After the window is closed, its builder function will not be called -- again and it is illegal to use the window handle variable returned by float_wnd_create, e.g. it is illegal -- to set the window title after it was closed. -- imgui supports drawing images, so let's load one. The images must always be loaded globally to make sure they -- are only loaded once per script! image_id = float_wnd_load_image(SCRIPT_DIRECTORY .. "/imgui_demo.jpg") -- imgui widgets have no state, that means we need to store -- states of checkboxes, radio buttons etc. globally makeRed = false sliderVal = 0 choice = 1 angle = 0 text = "" function build_demo(wnd, x, y) -- This function is called for every frame. Use this function to create your GUI. -- The first parameter (wnd) is the handle of the window. It is the same handle as the one returned -- by float_wnd_create. It is required if you have multiple windows that use the same builder function -- so you know which of these windows is currently being built. -- The x and y parameters are the current position of the window in OpenGL coordinates, i.e. the position -- of the lower left corner in global screen coordinates. These coordinates are only needed for using the -- graphics module on top of the imgui GUI. If you only use imgui, these coordinates are not required because -- imgui has its own coordinate system inside the window. -- If you additionally need the current width and height of the window, use these functions: local win_width = imgui.GetWindowWidth() local win_height = imgui.GetWindowHeight() -- These function return the window's width and height in boxels. -- The easiest thing we can do in imgui is drawing text. The function is called TextUnformatted because -- it doesn't support C-style format strings. imgui has a function called Text() that does support these -- format strings, but it is not supported in lua. imgui.TextUnformatted("Hello, World!") -- Since TextUnformatted does not support format strings, you can use lua to create a string on the fly: imgui.TextUnformatted("Window size: " .. win_width .. ", " .. win_height) -- imgui automatically arranges all widgets from top to bottom, so the following text is drawn below: imgui.TextUnformatted("Two Widgets") -- It is possible to put a widget on the same line, i.e. avoiding the automatic line feed: imgui.SameLine() imgui.TextUnformatted("One Line.") -- To maintain a tidy layout, let's show the next windows grouped in tree nodes. -- The user can collapse or expand these nodes to show or hide the content. -- It is not required to put widgets into tree nodes, this is just an example. if imgui.TreeNode("Styling Widgets") then -- The TreeNode function creates such a tree node. The parameter is the label of the node. -- The function returns true if the node is currently opened, so the if statement takes care -- that the contained widgets are only drawn if the node is currently expanded. -- It is possible to place widgets at arbitrary coordinates by manipulating the draw cursor's position. -- Let's center a text horizontally by first measuring its size and then putting it at the center of the line: local text = "Centered Text" local text_width, text_height = imgui.CalcTextSize(text) imgui.SetCursorPos(win_width / 2 - text_width / 2, imgui.GetCursorPosY()) imgui.TextUnformatted(text) -- CalcTextSize returns the width and height of a text in boxels without drawing it. -- GetCursorPosX and GetCursorPosY return the position where the next widget will be placed. -- SetCursorPos can be used to manipulate this position. -- imgui's coordinates have the origin in the upper left and the axes grow to the right and to the bottom. -- The following function changes the color of all widgets until PopStyleColor is called. -- The format is AABBGGRR where A is alpha and B, G and R are blue, green and red. -- So if you have an HTML color like #2B65EC (ocean blue), swap the first two and last two hex digits -- and prefix it with FF to use it: imgui.PushStyleColor(imgui.constant.Col.Text, 0xFFEC652B) imgui.TextUnformatted("Ocean Blue Text") imgui.TextUnformatted("Also Ocean Blue") -- In this example we changed the value of imgui.constant.Col.Text which is the foreground text -- color. For other supported style colors that can be changed, see footnote [1] below. -- Restore the previous style, this _must_ be called after each pushed style: imgui.PopStyleColor() imgui.TextUnformatted("No longer Ocean Blue") -- This function must be called at the end of every tree node to tell imgui that the code after -- it is not part of the TreeNode anymore. imgui.TreePop() end if imgui.TreeNode("Buttons") then -- The following function creates a button: if imgui.Button("Push Me") then -- The Button function creates a button with the given label. It returns true in the -- moment where the button is released, i.e. the if statement is used to check whether -- the action behind the button should now be executed. Let's make the button toggle a variable: makeRed = not makeRed end -- Use the variable to change the color of the text if makeRed then imgui.PushStyleColor(imgui.constant.Col.Text, 0xFF0000FF) else imgui.PushStyleColor(imgui.constant.Col.Text, 0xFF00FF00) end imgui.TextUnformatted("Some Text") imgui.PopStyleColor() -- If you want to trigger the action while the button is clicked and not only when it is released: imgui.Button("Click and hold") if imgui.IsItemActive() then makeRed = not makeRed end -- Radio buttons: Specify whether the choice is currently active as parameter. -- Returns true when the choice is selected. if imgui.RadioButton("Choice 1", choice == 1) then choice = 1 end if imgui.RadioButton("Choice 2", choice == 2) then choice = 2 end if imgui.RadioButton("Choice 3", choice == 3) then choice = 3 end imgui.TreePop() end if imgui.TreeNode("Checkboxes") then -- The following function creates a checkbox: local changed, newVal = imgui.Checkbox("Make text red", makeRed) -- The first parameter is the caption of the checkbox, it will be displayed right of the checkbox. -- The second parameter is the current boolean value. -- The function returns two values: a bool to indicate whether the value was changed and the new value. if changed then makeRed = newVal end if makeRed then imgui.PushStyleColor(imgui.constant.Col.Text, 0xFF0000FF) else imgui.PushStyleColor(imgui.constant.Col.Text, 0xFF00FF00) end imgui.TextUnformatted("Some Text") imgui.PopStyleColor() imgui.TreePop() end if imgui.TreeNode("Sliders") then -- The following function creates a slider: local changed, newVal = imgui.SliderFloat("Slider Caption", sliderVal, 0, 100000, "Value: %.2f") -- The first parameter is the caption of the slider, it will be displayed right of the slider. -- The second parameter is the current position. Pass the variable that should be changed by the slider. -- The third and fourth parameter specify the range of the slider, i.e. the min and max value. -- The fourth parameter is a format string to show on the slider. Must contain a variant of "%f" in the text. -- The example format string rounds the value to two decimal places and prefixes the value with "Value: " on the slider. -- The function returns two values: a bool to indicate whether the value was changed and the new value. You must copy -- the new value into the slider variable if the value changed: if changed then sliderVal = newVal end -- Additionally, it is possible to create a non-linear slider by specifying the power of the slider: local changed, newVal = imgui.SliderFloat("Power Slider", sliderVal, 0, 100000, "Value: %.2f", 3.0) if changed then sliderVal = newVal end -- For non-decimals: local changed, newVal = imgui.SliderInt("Int Slider", sliderVal, 0, 100000, "Value: %.0f") if changed then sliderVal = newVal end -- For angles: local changed, newVal = imgui.SliderAngle("Angle Slider", angle, -180, 180) if changed then angle = newVal end imgui.TreePop() end if imgui.TreeNode("ComboBox") then local choices = {"Choice 1", "Choice 2", "Choice 3"} -- BeginCombo starts a combo box. The first parameter is the label, the -- second parameter the text of the currently selected choice. if imgui.BeginCombo("Combo Box", choices[choice]) then -- Loop over all choices for i = 1, #choices do -- The Selectable function adds a choice to a combobox. -- The first parameter is the label, the second one -- should be true if this choice is currently selected. if imgui.Selectable(choices[i], choice == i) then -- Selectable returns true when a new choice was selected, -- we should then copy the choice into our choice variable choice = i end end -- _Must_ be called if and only if BeginCombo returns true, i.e. -- when the combobox is currently open imgui.EndCombo() end -- Here is an easier example to understand the loop above if imgui.BeginCombo("Combo Box 2", "", imgui.constant.ComboFlags.NoPreview) then if imgui.Selectable("Choice A", choice == 1) then choice = 1 end if imgui.Selectable("Choice B", choice == 2) then choice = 2 end if imgui.Selectable("Choice C", choice == 3) then choice = 3 end imgui.EndCombo() end imgui.TreePop() end if imgui.TreeNode("Drag Controls") then -- These are somewhat similar to sliders but you can drag them multiple -- times at the same position to continously increase or decrease the value local changed, newVal = imgui.DragFloat("Drag Float", sliderVal, 1.0, 0, 1000, "%.2f", 1.0) -- Parameters: Label, value, speed, min, max, caption, power if changed then sliderVal = newVal end local changed, newVal = imgui.DragInt("Drag Int", sliderVal, 1.0, 0, 1000, "%.2f", 1.0) if changed then sliderVal = newVal end imgui.TreePop() end if imgui.TreeNode("Plots") then -- demo data local values = {1, 3, 2, 5, 0, 6, -3} -- the following function creates a graphical plot of the values: imgui.PlotLines("Value Plot", values, #values) -- The first parameter is the caption -- The second parameters is the value array -- The third parameter is the number of values to plot (here: all values). -- The next parameters are optional: -- 4: offset into the array to indicate where to start -- 5: overlay text to show on the plot -- 6: minimum y value for scaling. Pass FLT_MAX for auto-scale -- 7: maximum y value for scaling. Pass FLT_MAX for auto-scale -- 8: graph size width -- 9: graph size height imgui.PlotLines("", values, #values - 1, 1, "Plot", -10, FLT_MAX, win_width, 100) -- Now the plot goes from -10 to the max value in the array and uses the full window width. -- The first value is ignored since we use 1 as offset and only go to num - 1 -- Instead of using a line plot, it's also possible to use histogram bins. The parameters are the same. imgui.PlotHistogram("Value Histogram", values, #values) -- Note that you will have to calculate the actual histogram yourself, this histogram function simply -- uses bars instead of lines but doesn't do the histogram calculation. -- See the FPS example for an actual histogram and plotting of live data. imgui.TreePop() end if imgui.TreeNode("Input") then -- Allow the user to input text local changed, newText = imgui.InputText("Text", text, 255) -- Parameters: Label, current text, maximum number of allowed characters if changed then text = newText end -- Allow the user to input an integer, either using the keyboard or by clicking + / - local changed, newInt = imgui.InputInt("Input int", sliderVal) if changed then sliderVal = newInt end -- The +/- steps can optionally be changed: local changed, newInt = imgui.InputInt("Input int2", sliderVal, 10) if changed then sliderVal = newInt end imgui.TreePop() end if imgui.TreeNode("Drawing") then local cx, cy = imgui.GetCursorScreenPos() -- Create a kind of canvas of size 100x100. -- The previous variable remembers the top left -- edge of the canvas so we can use it as relative -- coordinates to draw inside the widget using -- absolute coordinates. imgui.Dummy(100, 100) -- Parameters: x1, y1, x2, y2, color, thickness imgui.DrawList_AddLine(cx, cy, cx + 20, cy + 20, 0xFF0000FF, 2) imgui.DrawList_AddLine(cx, cy + 20, cx + 20, cy, 0xFF0000FF, 2) -- Prameters: x1, y1, x2, y2, color, roundness imgui.DrawList_AddRect(cx, cy, cx + 20, cy + 20, 0xFFFF0000, 0.5) -- Prameters: x1, y1, x2, y2, color, roundness imgui.DrawList_AddRectFilled(cx + 20, cy, cx + 40, cy + 20, 0xFFFF0000, 0.5) -- Parameters: x1, y1, x2, y2, x3, y3, color imgui.DrawList_AddTriangle(cx, cy + 50, cx + 40, cy + 50, cx + 20, cy + 20, 0xFF00FF00) -- Parameters: x1, y1, x2, y2, x3, y3, color imgui.DrawList_AddTriangleFilled(cx + 40, cy + 50, cx + 80, cy + 50, cx + 40, cy + 20, 0xFF00FF00) -- Parameters: x1, y1, r, color imgui.DrawList_AddCircle(cx + 80, cy + 20, 20, 0xFF00FF00) -- Parameters: x1, y1, r, color imgui.DrawList_AddCircleFilled(cx + 80, cy + 20, 10, 0xFF00FF00) imgui.TreePop() end if imgui.TreeNode("Images") then -- Draw a previously loaded image imgui.Image(image_id, win_width, 450 / 800 * win_width) -- Prameters: image id returned by float_wnd_load_image, diplay width, display height imgui.TreePop() end if imgui.TreeNode("Misc") then -- Create a bullet style enumeration imgui.Bullet(); imgui.TextUnformatted("Bullet") imgui.Bullet(); imgui.TextUnformatted("Style") imgui.Bullet(); imgui.TextUnformatted("Enumeration") -- Draw a separation line imgui.Separator() -- Show a progress bar, 1 = 100% imgui.ProgressBar(0.5) _, makeRed = imgui.Checkbox("Complicated Item", makeRed) if imgui.IsItemActive() then -- We can create a tooltip that is shown while the item is being clicked (click & hold): imgui.BeginTooltip() -- This function configures the wrapping inside the toolbox and thereby its width imgui.PushTextWrapPos(imgui.GetFontSize() * 10) imgui.TextUnformatted("Here's a long explanation text that describes the purpose of this widget") -- Reset the wrapping, this must always be done if you used PushTextWrapPos imgui.PopTextWrapPos() imgui.EndTooltip() end -- Note that caption strings must be unique inside a window! If you need to have -- multiple widgets with the same caption, append ## followed by a unique id for an -- invisible caption extension: imgui.Button("Button##1") imgui.Button("Button##2") -- Another variant: Create a custom ID namespace using PushID and PopID in case you want to create -- widgets from inside a loop for i = 1, 5 do imgui.PushID(i) imgui.Button("Button") imgui.PopID() end imgui.TreePop() end end function closed_demo(wnd) -- This function is called when the user closes the window. Drawing or calling imgui -- functions is not allowed in this function as the window is already destroyed. end -- Footnotes: -- [1]: Colors that can be changed with PushStyleColor: -- Text, TextDisabled, TextSelectedBg, -- WindowBg, ChildBg, PopupBg, -- Border, BorderShadow, -- FrameBg, FrameBgHovered, FrameBgActive, -- TitleBg, TitleBgActive, TitleBgCollapsed, -- MenuBarBg, -- ScrollbarBg, ScrollbarGrab, ScrollbarGrabHovered, ScrollbarGrabActive, -- CheckMark, SliderGrab, SliderGrabActive, -- Button, ButtonHovered, ButtonActive, -- Header, HeaderHovered, HeaderActive, -- Separator, SeparatorHovered, SeparatorActive, -- ResizeGrip, ResizeGripHovered, ResizeGripActive, -- PlotLines, PlotLinesHovered, PlotHistogram, PlotHistogramHovered, -- ModalWindowDarkening
require "busted.runner"() describe("Warnning", function() _G.print = function() end describe("Nil", function() it("should have an warn message", function() local warning = require "ptable.warning" spy.on(_G, "print") warning.Nil("test", nil) assert.spy(_G.print).was.called() end) it("should have an warnning message", function() local warning = require "ptable.warning" spy.on(_G, "print") warning.Nil("test", "value not nil") assert.spy(_G.print).was_not.called() end) end) end)
-- server-only mod, exit early on client if not GLOBAL.TheNet:GetIsServer() then do return end end local json = require("json") modimport("lib/const") -- imports "C" modimport("lib/util") -- imports "util" modimport("lib/logging") -- imports "Log" modimport("client/discord") -- imports "DiscordClient" -- convenient aliases and simple helpers local _G = GLOBAL local TheNet = _G.TheNet -- configuration options local CFG_INCLUDE_DAY = GetModConfigData("include_day") local CFG_INCLUDE_DEATH_LOCATION = GetModConfigData("include_death_location") -- wrapper function to display arbitrary messages, word-wrapped. local function print_to_player(msg) if type(msg) == "table" then msg = table.concat(msg, "\n") else msg = tostring(msg) end TheNet:SystemMessage(util.reflow(msg, 88)) end local function getConfigNameForPrefab(prefab) return C.ANNOUNCE_MOBS_TO_CONFIG_NAME_MAP[prefab] or prefab end -- obtain effective announcement flags for a prefab, considering a possible "DEFAULT" setting local function getAnnounceChannels(prefab, event) -- map multiple prefab variants to single config name, f. ex. koalefant_summer/_winter to just koalefant local config_name = getConfigNameForPrefab(prefab) or prefab -- get individual setting of prefab for event local prefab_setting = GetModConfigData(tostring(event).."_"..tostring(config_name)) or C.AnnounceChannelEnum.DISABLED -- if individual setting is DEFAULT, set it to the global event default setting if util.FlagIsSet(C.AnnounceChannelEnum.DEFAULT, prefab_setting) then prefab_setting = GetModConfigData("announce_"..tostring(event)) or C.AnnounceChannelEnum.DISABLED end return prefab_setting end -- construct list of enabled announcement channels local function announceChannelList(announce_channels) if not announce_channels then return {} end local channelList = {} for k, v in pairs(C.AnnounceChannelEnum) do if util.FlagIsSet(v, announce_channels) then table.insert(channelList, k) end end return channelList end local function CATest() local msg = ("This is a test message from the %s mod for Don't Starve Together!"):format(_G.GetModFancyName(modname)) if TheNet then TheNet:Announce(msg, nil, nil, "mod") else local error = "TheNet not initialized, cannot announce test message on server." Log:Warn("CATest() "..error) print_to_player(error) end if DiscordClient.ok and DiscordClient.webhook then msg = msg.." Using Discord Webhook `"..tostring(DiscordClient.webhook.name).."`." DiscordClient:Announce(msg, C.CHARACTER_ICON[(_G.ThePlayer and _G.ThePlayer.prefab or "unknown")]) else local error = "DiscordClient not initialized, cannot announce test message on Discord." Log:Warn("CATest() "..error) print_to_player(error) end end local function CAHelp() local msg = { "Set a Discord Webhook URL for the current shard with CASetDiscordURL(<URL>).", "Make sure the URL is enclosed in double quotes, and you are running the command in the Remote console instead of Local.", "Tap the Ctrl key to switch between Remote and Local console input.", "Example:", "CASetDiscordURL(\"https://discord.com/api/webhooks/734950925428326401/3ni3djnasd\")" } print_to_player(msg) end local function CAStatus() local msg = { "Current Configuration Status", ("Append Day is %s -- Append Location is %s"):format( CFG_INCLUDE_DAY and "ENABLED" or "DISABLED", CFG_INCLUDE_DEATH_LOCATION and "ENABLED" or "DISABLED" ) } if DiscordClient.ok and DiscordClient.webhook then msg[#msg+1] = ("Discord is configured on this shard, using webhook `%s`."):format( tostring(DiscordClient.webhook.name) ) else msg[#msg+1] = "Discord is NOT configured on this shard. Run CAHelp() for instructions." end print_to_player(msg) end local function CASetDiscordURL(webhook_url) if type(webhook_url) ~= "string" then local msg = "CASetDiscordURL() called without required URL argument." Log:Warn(msg) print_to_player("ERROR "..msg) return end webhook_url = util.trim(webhook_url) Log:Trace("CASetDiscordURL() setting Discord Webhook URL: `%s'", webhook_url) DiscordClient:SetWebhookURL(webhook_url, function(error) local msg = {} if error then msg = "ERROR "..tostring(error) Log:Warn("CASetDiscordURL() "..msg:gsub("\n","\\n")) else msg = {"SUCCESS setting Discord Webhook URL"} if DiscordClient.ok and DiscordClient.webhook then Log:Trace("CASetDiscordURL() successfully set webhook url: DiscordClient = %s - ok = %s - webhook = %s", tostring(DiscordClient), tostring(DiscordClient.ok), util.table2str(DiscordClient.webhook) ) msg[#msg+1] = ("Discord is set up to announce to Webhook `%s` on this shard."):format(DiscordClient.webhook.name) if type(msg) == "table" then msg = table.concat(msg, "\n") else msg = tostring(msg) end Log:Info("CASetDiscordURL() "..msg:gsub("\n","\\n")) else msg = "ERROR setting Discord Webhook URL, state is inconsistent. Things might still work, though." Log:Warn("CASetDiscordURL() successfully set webhook url, but DiscordClient is not set accordingly: DiscordClient = %s - ok = %s - webhook = %s", tostring(DiscordClient), tostring(DiscordClient.ok), util.table2str(DiscordClient.webhook) ) end end print_to_player(msg) end) end local function health_override(instance) local function decorated_health_DoDelta(f) local function func(...) local args = {...} --[[ store last hit information on health component, iff damage is not caused by oldager_component ]] local inst = args[1] local amount = args[2] local cause = args[4] local afflicter = args[6] if inst and cause ~= "oldager_component" then inst.CA_lasthit = { amount = amount, cause = cause, afflicter = afflicter, time = _G.GetTime() } Log:Trace("stored last hit info: "..util.table2str(inst.CA_lasthit)) end f(...) end return func end if instance.components.health then instance.components.health.DoDelta = decorated_health_DoDelta(instance.components.health.DoDelta) end end -- attached to all configured monster death events, and player death local function death_handler(instance) instance:ListenForEvent("death", function(inst, data) --[[ Overwrite death cause and afflicter by who attacked the entity within the last 5 seconds to count as the actual killer. Also take any lasthit cause/afflicter not older than 5 seconds if oldager_component was the death cause, to display the actual _cause_ for aging to death. This is applied to all deaths now, as it is quite nice to see what _really_ killed an entity, but in particular works around Wanda always dying to "passage of time", independent of who or what dealt fatal damage. --]] local lasthit = inst.components and inst.components.health.CA_lasthit or nil local last_attacker = inst.components and inst.components.combat and inst.components.combat.lastattacker or nil local last_attacked_time = inst.components and inst.components.combat and inst.components.combat.lastwasattackedtime or 0 Log:Trace("death_handler dmg info: "..util.table2str({lasthit=util.table2str(lasthit), last_attacker=last_attacker, last_attacked_time=last_attacked_time, gettime=_G.GetTime()})) if last_attacker and _G.GetTime() < last_attacked_time + 5 then data.afflicter = last_attacker or data.afflicter data.cause = tostring(last_attacker.prefab) Log:Trace(string.format("death_handler setting last attacker afflicter %s, cause %s", tostring(data.afflicter), tostring(data.cause) )) elseif data.cause == "oldager_component" and lasthit and _G.GetTime() < lasthit.time + 5 then data.afflicter = lasthit.afflicter or data.afflicter data.cause = lasthit.afflicter and tostring(lasthit.afflicter.prefab) or (lasthit.cause and lasthit.cause or data.cause) Log:Trace(string.format("death_handler setting last hit afflicter %s, cause %s", tostring(data.afflicter), tostring(data.cause) )) end -- code for announcement string yoinked from scripts/player_common_extensions.lua:134 inst.deathcause = data ~= nil and data.cause or "unknown" if data == nil or data.afflicter == nil then inst.deathpkname = nil elseif data.afflicter.overridepkname ~= nil then inst.deathpkname = data.afflicter.overridepkname inst.deathbypet = data.afflicter.overridepkpet else local killer = data.afflicter.components.follower ~= nil and data.afflicter.components.follower:GetLeader() or nil if killer ~= nil and killer.components.petleash ~= nil and killer.components.petleash:IsPet(data.afflicter) then inst.deathbypet = true else killer = data.afflicter end inst.deathpkname = killer:HasTag("player") and killer:GetDisplayName() or nil end local announcement_string = _G.GetNewDeathAnnouncementString(inst, inst.deathcause, inst.deathpkname, inst.deathbypet) -- if requested, add location of death to announcement if CFG_INCLUDE_DEATH_LOCATION and _G.TheWorld then local location = _G.TheWorld:HasTag("cave") and "Caves" or "Overworld" announcement_string = announcement_string.." Died in the "..location.."." end -- if requested, add cycle counter with decimal remainder of day to announcement if CFG_INCLUDE_DAY and _G.TheWorld then local day = util.round(1 + _G.TheWorld.state.cycles + _G.TheWorld.state.time, 2) announcement_string = announcement_string.." (Day "..day..")" end -- use the "virtual" prefab name "player" if the killed instance was any player character, instead of its specific name like "wes". local selected_announce_channels = getAnnounceChannels(inst:HasTag("player") and "player" or inst.prefab, C.AnnounceEventsEnum.DEATH) -- @todo: convert conditionals to command table if util.FlagIsSet(C.AnnounceChannelEnum.SERVER, selected_announce_channels) then Log:Info("announcing %s death on server: %s", inst.prefab, announcement_string ) TheNet:Announce(announcement_string, nil, nil, "death") end if util.FlagIsSet(C.AnnounceChannelEnum.DISCORD, selected_announce_channels) then local icon_name = inst.prefab or "unknown" -- special handling of individual icons for shadow_FOO_level1-3 prefabs if inst.level then icon_name = inst.prefab.."_level"..inst.level end DiscordClient:Announce(announcement_string, C.CHARACTER_ICON[icon_name]) end end) end -- auto settings for debugging and testing local function debugsettings(player) player.components.combat.damagemultiplier = 2000 _G.c_supergodmode(player) end local function main() Log:Info("starting initialization") -- DDD apply player settings for testing, remove before release -- AddPlayerPostInit(debugsettings) -- [[ initialize chat applications ]] -- AddGamePostInit(DiscordClient:Init()) -- [[ install event handlers ]] -- -- monster death announcements Log:Info("installing monster death announcement handlers") for _,mob in pairs(C.ANNOUNCE_MOBS) do local selected_announce_channels = getAnnounceChannels(mob, C.AnnounceEventsEnum.DEATH) -- skip handler installation if particular mob death announcement is disabled if util.FlagIsSet(C.AnnounceChannelEnum.DISABLED, selected_announce_channels) then Log:Debug("not announcing %s death", mob) else Log:Debug("announce %s death on %s", mob, table.concat(announceChannelList(selected_announce_channels), ", ") ) AddPrefabPostInit(mob, death_handler) end end -- player death announcement Log:Info("installing player death announcement handler") do local selected_announce_channels = getAnnounceChannels("player", C.AnnounceEventsEnum.DEATH) if util.FlagIsSet(C.AnnounceChannelEnum.DISABLED, selected_announce_channels) then Log:Debug("not announcing player death") else Log:Debug("announce player death on %s", table.concat(announceChannelList(selected_announce_channels), ", ") ) AddPlayerPostInit(death_handler) AddPlayerPostInit(health_override) end end -- @todo: add monster spawn announcement handler -- @todo: add monster despawn announcement handler -- @todo: add player resurrect announcement handler Log:Info("finished initialization") end -- export callables to console _G.CAHelp = CAHelp -- display help message for setup _G.CASetDiscordURL = CASetDiscordURL -- set Discord webhook URL on current shard _G.CAStatus = CAStatus -- display current configuration and Discord setup status _G.CATest = CATest -- send test message on all possible channels main()
PROJECT_NAME = path.getname(os.getcwd()) minko.project.library("minko-plugin-" .. PROJECT_NAME) minko.plugin.enable { "ssl" } files { "include/**.hpp", "src/**.cpp", "src/**.hpp" } includedirs { "include", "src" } configuration { "html5" } excludes { "src/minko/net/NativeWebSocketImpl.hpp", "src/minko/net/NativeWebSocketImpl.cpp" } files { "src/minko/net/EmscriptenWebSocketImpl.hpp", "src/minko/net/EmscriptenWebSocketImpl.cpp" } configuration { "not html5" } excludes { "src/minko/net/EmscriptenWebSocketImpl.hpp", "src/minko/net/EmscriptenWebSocketImpl.cpp" } -- websocket++ files { "lib/websocketpp/**.hpp", "lib/websocketpp/**.hpp" } includedirs { "lib/websocketpp", } -- asio files { "lib/asio/include/**.hpp", } includedirs { "lib/asio/include" } defines { "ASIO_STANDALONE", } configuration { "windows" } buildoptions { "/bigobj" } -- websocket++ defines { "_WEBSOCKETPP_CPP11_INTERNAL_", } -- asio defines { "_WIN32_WINNT=0x0501" }
object_static_structure_content_meatlump_sewer_pipe_single_2ends_s03 = object_static_structure_content_meatlump_shared_sewer_pipe_single_2ends_s03:new { } ObjectTemplates:addTemplate(object_static_structure_content_meatlump_sewer_pipe_single_2ends_s03, "object/static/structure/content/meatlump/sewer_pipe_single_2ends_s03.iff")
--------------------------------------------------------------------------------- -- @author dreamlover -- @brief This is a sample lua file with comments. --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- -- This SomeEnum structure. SomeEnum = { Enum1 = 1, --- This is Enum1. Enum2 = 2, --- This is Enum2. Enum3 = 3, --- This is Enum3. } --- This is global variable gVar1. gVar1 = 1 gVar2 = 2 --- This is global variable gVar2. --------------------------------------------------------------------------------- -- This is funcT. -- @param arg1 This is arg1. -- @param arg2 This is arg2. -- @return Return something. function funcT(arg1, arg2) end --------------------------------------------------------------------------------- -- This is a class. CClass = newClass() --------------------------------------------------------------------------------- -- This is CClass's member property prop1. CClass.prop1 = nil CClass.prop2 = nil --- This is CClass's member property prop2. --------------------------------------------------------------------------------- -- This is CClass's member function func1. -- @param arg1 This is arg1. -- @param arg2 This is arg2. -- @return Return something. function CClass:func1(arg1, arg2) print(tostring(arg1)) print(tostring(arg2)) end --------------------------------------------------------------------------------- -- This is CClass's member function func2. -- @param arg1 This is arg1. -- @param arg2 This is arg2. -- @return Return something. function CClass:func2(arg1, arg2) return tonumber(arg1) + tonumber(arg2) end
local checkpoints = require("Checkpoints/checkpoints") local nocrap = require("Modules.Dregu.no_crap") local timed_doors = require("Modules.GetimOliver.timed_door") local neobabylon2 = { identifier = "neobabylon 2", title = "Neo Babylon1 2: Emergency Access Doors", theme = THEME.NEO_BABYLON, width = 8, height = 2, file_name = "neob-2.lvl", world = 6, level = 2, } local level_state = { loaded = false, callbacks = {}, } neobabylon2.load_level = function() if level_state.loaded then return end level_state.loaded = true timed_doors.activate(level_state, 180) modify_sparktraps(0.1, 1.1) checkpoints.activate() if not checkpoints.get_saved_checkpoint() then toast(neobabylon2.title) end end neobabylon2.unload_level = function() if not level_state.loaded then return end checkpoints.deactivate() timed_doors.deactivate() local callbacks_to_clear = level_state.callbacks level_state.loaded = false level_state.callbacks = {} for _,callback in ipairs(callbacks_to_clear) do clear_callback(callback) end end return neobabylon2
object_tangible_food_generic_dish_meat_jerky = object_tangible_food_generic_shared_dish_meat_jerky:new { } ObjectTemplates:addTemplate(object_tangible_food_generic_dish_meat_jerky, "object/tangible/food/generic/dish_meat_jerky.iff")
return function(x, y) local sprite = component.sprite.new() sprite.name = 'red_beetle' local transform = component.transform.new() transform.pos.x = x transform.pos.y = y local body = component.body.new() body.type = 2 body.layer = 5 body.left = -0.25 body.right = 0.25 body.bottom = -0.25 body.top = 0.25 body.collides_with[1] = true body.collides_with[2] = true body.collides_with[3] = true body.events_with[1] = true body.events_with[3] = true body.events_with[7] = true body.pass_through = true local script = component.script.new() script.name = 'red_beetle' local targeting = component.targeting.new() local health = component.health.new() health.current = 3 health.max = 3 health.anim = true local eid = entities:create_entity() entities:add_component(eid, sprite) entities:add_component(eid, transform) entities:add_component(eid, body) entities:add_component(eid, script) entities:add_component(eid, targeting) entities:add_component(eid, health) end
-- Import SM for statusbar-textures, font-styles and border-types local SharedMedia = LibStub("LibSharedMedia-3.0"); -- Import translation local L = WeakAuras.L; -- Create region options table local function createOptions(id, data) -- Region options local options = { texture = { type = "select", dialogControl = "LSM30_Statusbar", order = 0, width = "double", name = L["Bar Texture"], values = AceGUIWidgetLSMlists.statusbar }, icon = { type = "toggle", name = L["Icon"], order = 2 }, auto = { type = "toggle", name = L["Auto"], desc = L["Choose whether the displayed icon is automatic or defined manually"], order = 4, disabled = function() return not WeakAuras.CanHaveAuto(data); end, get = function() return WeakAuras.CanHaveAuto(data) and data.auto end }, displayIcon = { type = "input", name = L["Display Icon"], hidden = function() return WeakAuras.CanHaveAuto(data) and data.auto; end, disabled = function() return not data.icon end, order = 5, get = function() if(data.displayIcon) then return data.displayIcon:sub(17); else return nil; end end, set = function(info, v) data.displayIcon = "Interface\\Icons\\"..v; WeakAuras.Add(data); WeakAuras.SetThumbnail(data); WeakAuras.SetIconNames(data); end }, displaySpace = { type = "execute", name = "", width = "half", hidden = function() return WeakAuras.CanHaveAuto(data) and data.auto; end, image = function() return data.displayIcon or "", 18, 18 end, order = 6 }, chooseIcon = { type = "execute", name = L["Choose"], width = "half", hidden = function() return WeakAuras.CanHaveAuto(data) and data.auto; end, disabled = function() return not data.icon end, order = 7, func = function() WeakAuras.OpenIconPick(data, "displayIcon"); end }, displayTextLeft = { type = "input", name = function() if(data.orientation == "HORIZONTAL") then return L["Left Text"]; elseif(data.orientation == "HORIZONTAL_INVERSE") then return L["Right Text"]; elseif(data.orientation == "VERTICAL") then return L["Bottom Text"]; else return L["Top Text"]; end end, desc = L["Dynamic text tooltip"], order = 9 }, displayTextRight = { type = "input", name = function() if(data.orientation == "HORIZONTAL") then return L["Right Text"]; elseif(data.orientation == "HORIZONTAL_INVERSE") then return L["Left Text"]; elseif(data.orientation == "VERTICAL") then return L["Top Text"]; else return L["Bottom Text"]; end end, desc = L["Dynamic text tooltip"], order = 10 }, customTextUpdate = { type = "select", width = "double", hidden = function() return not ( data.displayTextLeft:find("%%c") or data.displayTextRight:find("%%c") ); end, name = L["Update Custom Text On..."], values = WeakAuras.text_check_types, order = 10.1 }, customText = { type = "input", width = "normal", hidden = function() return not ( data.displayTextLeft:find("%%c") or data.displayTextRight:find("%%c") ); end, multiline = true, name = L["Custom Function"], order = 10.2 }, customText_expand = { type = "execute", order = 10.3, name = L["Expand Text Editor"], func = function() WeakAuras.TextEditor(data, {"customText"}) end, hidden = function() return not ( data.displayTextLeft:find("%%c") or data.displayTextRight:find("%%c") ); end }, progressPrecision = { type = "select", order = 11, name = L["Remaining Time Precision"], values = WeakAuras.precision_types, get = function() return data.progressPrecision or 1 end, hidden = function() return not ( data.displayTextLeft:find("%%p") or data.displayTextLeft:find("%%t") or data.displayTextRight:find("%%p") or data.displayTextRight:find("%%t") ); end, disabled = function() return not ( data.displayTextLeft:find("%%p") or data.displayTextRight:find("%%p") ); end, }, totalPrecision = { type = "select", order = 11.5, name = L["Total Time Precision"], values = WeakAuras.precision_types, get = function() return data.totalPrecision or 1 end, hidden = function() return not ( data.displayTextLeft:find("%%p") or data.displayTextLeft:find("%%t") or data.displayTextRight:find("%%p") or data.displayTextRight:find("%%t") ); end, disabled = function() return not ( data.displayTextLeft:find("%%t") or data.displayTextRight:find("%%t") ); end, }, icon_side = { type = "select", name = L["Icon"], values = WeakAuras.icon_side_types, hidden = function() return data.orientation:find("VERTICAL") end, order = 19, }, icon_side2 = { type = "select", name = L["Icon"], values = WeakAuras.rotated_icon_side_types, hidden = function() return data.orientation:find("HORIZONTAL") end, order = 19, get = function() return data.icon_side; end, set = function(info, v) data.icon_side = v; WeakAuras.Add(data); WeakAuras.SetThumbnail(data); WeakAuras.SetIconNames(data); end }, desaturate = { type = "toggle", name = L["Desaturate"], order = 19.25, }, rotateText = { type = "select", name = L["Rotate Text"], values = WeakAuras.text_rotate_types, order = 19.5 }, orientation = { type = "select", name = L["Orientation"], order = 25, values = WeakAuras.orientation_types, set = function(info, v) if( ( data.orientation:find("INVERSE") and not v:find("INVERSE") ) or ( v:find("INVERSE") and not data.orientation:find("INVERSE") ) ) then data.icon_side = data.icon_side == "LEFT" and "RIGHT" or "LEFT"; end if( ( data.orientation:find("HORIZONTAL") and v:find("VERTICAL") ) or ( data.orientation:find("VERTICAL") and v:find("HORIZONTAL") ) ) then local temp = data.width; data.width = data.height; data.height = temp; data.icon_side = data.icon_side == "LEFT" and "RIGHT" or "LEFT"; if(data.rotateText == "LEFT" or data.rotateText == "RIGHT") then data.rotateText = "NONE"; elseif(data.rotateText == "NONE") then data.rotateText = "LEFT" end end data.orientation = v; WeakAuras.Add(data); WeakAuras.SetThumbnail(data); WeakAuras.SetIconNames(data); WeakAuras.ResetMoverSizer(); end }, inverse = { type = "toggle", name = L["Inverse"], order = 35 }, stickyDuration = { type = "toggle", name = L["Sticky Duration"], desc = L["Prevents duration information from decreasing when an aura refreshes. May cause problems if used with multiple auras with different durations."], order = 36 }, useTooltip = { type = "toggle", name = L["Tooltip on Mouseover"], hidden = function() return not WeakAuras.CanHaveTooltip(data) end, order = 37 }, bar_header = { type = "header", name = L["Bar Color Settings"], order = 38 }, barColor = { type = "color", name = L["Bar Color"], hasAlpha = true, order = 39 }, backgroundColor = { type = "color", name = L["Background Color"], hasAlpha = true, order = 40 }, alpha = { type = "range", name = L["Bar Alpha"], order = 41, min = 0, max = 1, bigStep = 0.01, isPercent = true }, border_header = { type = "header", name = L["Border Settings"], order = 46.0 }, barInFront = { type = "toggle", name = L["Bar in Front"], order = 46.7, disabled = function() return not data.border end, }, text_header = { type = "header", name = L["Text Settings"], order = 47 }, textColor = { type = "color", name = L["Text Color"], hasAlpha = true, order = 48, disabled = function() return not data.text end, }, textFont = { type = "select", dialogControl = "LSM30_Font", name = L["Font Type"], order = 49, values = AceGUIWidgetLSMlists.font, disabled = function() return not data.text end, }, textSize = { type = "range", name = L["Font Size"], order = 50, min = 6, max = 25, step = 1, disabled = function() return not data.text end, }, textFlags = { type = "select", name = L["Font Flags"], order = 51, values = WeakAuras.font_flags, disabled = function() return not data.text end, }, text = { type = "toggle", name = L["Text"], order = 51.5 }, timer_header = { type = "header", name = L["Timer Settings"], order = 52 }, timerColor = { type = "color", name = L["Text Color"], hasAlpha = true, order = 53, disabled = function() return not data.timer end, }, timerFont = { type = "select", dialogControl = "LSM30_Font", name = L["Font Type"], order = 54, values = AceGUIWidgetLSMlists.font, disabled = function() return not data.timer end, }, timerSize = { type = "range", name = L["Font Size"], order = 55, min = 6, max = 25, step = 1, disabled = function() return not data.timer end, }, timerFlags = { type = "select", name = L["Font Flags"], order = 56, values = WeakAuras.font_flags, disabled = function() return not data.timer end, }, timer = { type = "toggle", name = L["Timer"], order = 56.5 }, stacks_header = { type = "header", name = L["Stacks Settings"], order = 57.1 }, stacksColor = { type = "color", name = L["Text Color"], hasAlpha = true, order = 57.3, disabled = function() return not data.stacks end, }, stacksFont = { type = "select", dialogControl = "LSM30_Font", name = L["Font Type"], order = 57.4, values = AceGUIWidgetLSMlists.font, disabled = function() return not data.stacks end, }, stacksSize = { type = "range", name = L["Font Size"], order = 57.5, min = 6, max = 25, step = 1, disabled = function() return not data.stacks end, }, stacksFlags = { type = "select", name = L["Font Flags"], order = 57.6, values = WeakAuras.font_flags, disabled = function() return not data.stacks end, }, stacks = { type = "toggle", name = L["Stacks"], order = 57.7 }, spacer = { type = "header", name = "", order = 58 }, }; -- Positioning options options = WeakAuras.AddPositionOptions(options, id, data); -- Border options options = WeakAuras.AddBorderOptions(options, id, data); -- Return options return options; end -- Create preview thumbnail local function createThumbnail(parent, fullCreate) -- Preview frame local borderframe = CreateFrame("FRAME", nil, parent); borderframe:SetWidth(32); borderframe:SetHeight(32); -- Preview border local border = borderframe:CreateTexture(nil, "OVERLAY"); border:SetAllPoints(borderframe); border:SetTexture("Interface\\BUTTONS\\UI-Quickslot2.blp"); border:SetTexCoord(0.2, 0.8, 0.2, 0.8); -- Main region local region = CreateFrame("FRAME", nil, borderframe); borderframe.region = region; region:SetWidth(32); region:SetHeight(32); -- Status-bar frame local bar = CreateFrame("FRAME", nil, region); borderframe.bar = bar; -- Fake status-bar local texture = bar:CreateTexture(nil, "OVERLAY"); borderframe.texture = texture; -- Fake icon local icon = region:CreateTexture(); borderframe.icon = icon; icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark"); -- Return preview return borderframe; end -- Modify preview thumbnail local function modifyThumbnail(parent, borderframe, data, fullModify, width, height) -- Localize local region, bar, texture, icon = borderframe.region, borderframe.bar, borderframe.texture, borderframe.icon; -- Defaut size width = width or 26; height = height or 15; -- Fake orientation (main region) if(data.orientation:find("HORIZONTAL")) then region:SetWidth(width); region:SetHeight(height); region:ClearAllPoints(); if(data.orientation == "HORIZONTAL_INVERSE") then region:SetPoint("RIGHT", borderframe, "RIGHT", -2, 0); else region:SetPoint("LEFT", borderframe, "LEFT", 2, 0); end else region:SetWidth(height); region:SetHeight(width); region:ClearAllPoints(); if(data.orientation == "VERTICAL_INVERSE") then region:SetPoint("TOP", borderframe, "TOP", 0, -2); else region:SetPoint("BOTTOM", borderframe, "BOTTOM", 0, 2); end end -- Fake bar alpha region:SetAlpha(data.alpha); -- Fake status-bar style texture:SetTexture(SharedMedia:Fetch("statusbar", data.texture)); texture:SetVertexColor(data.barColor[1], data.barColor[2], data.barColor[3], data.barColor[4]); -- Fake icon size local iconsize = height; icon:SetWidth(iconsize); icon:SetHeight(iconsize); -- Fake layout variables local percent, length; if(data.icon) then length = width - height; percent = 1 - (width / 100); else length = width; percent = 1 - (width / 100); end -- Reset region members icon:ClearAllPoints(); bar:ClearAllPoints(); texture:ClearAllPoints(); -- Fake orientation (region members) if(data.orientation == "HORIZONTAL_INVERSE") then icon:SetPoint("LEFT", region, "LEFT"); bar:SetPoint("BOTTOMRIGHT", region, "BOTTOMRIGHT"); if(data.icon) then bar:SetPoint("TOPLEFT", icon, "TOPRIGHT"); else bar:SetPoint("TOPLEFT", region, "TOPLEFT"); end texture:SetPoint("BOTTOMRIGHT", bar, "BOTTOMRIGHT"); texture:SetPoint("TOPRIGHT", bar, "TOPRIGHT"); texture:SetTexCoord(1, 0, 1, 1, percent, 0, percent, 1); texture:SetWidth(length); elseif(data.orientation == "HORIZONTAL") then icon:SetPoint("RIGHT", region, "RIGHT"); bar:SetPoint("BOTTOMLEFT", region, "BOTTOMLEFT"); if(data.icon) then bar:SetPoint("TOPRIGHT", icon, "TOPLEFT"); else bar:SetPoint("TOPRIGHT", region, "TOPRIGHT"); end texture:SetPoint("BOTTOMLEFT", bar, "BOTTOMLEFT"); texture:SetPoint("TOPLEFT", bar, "TOPLEFT"); texture:SetTexCoord(percent, 0, percent, 1, 1, 0, 1, 1); texture:SetWidth(length); elseif(data.orientation == "VERTICAL_INVERSE") then icon:SetPoint("BOTTOM", region, "BOTTOM"); bar:SetPoint("TOPLEFT", region, "TOPLEFT"); if(data.icon) then bar:SetPoint("BOTTOMRIGHT", icon, "TOPRIGHT"); else bar:SetPoint("BOTTOMRIGHT", region, "BOTTOMRIGHT"); end texture:SetPoint("TOPLEFT", bar, "TOPLEFT"); texture:SetPoint("TOPRIGHT", bar, "TOPRIGHT"); texture:SetTexCoord(percent, 0, 1, 0, percent, 1, 1, 1); texture:SetHeight(length); elseif(data.orientation == "VERTICAL") then icon:SetPoint("TOP", region, "TOP"); bar:SetPoint("BOTTOMRIGHT", region, "BOTTOMRIGHT"); if(data.icon) then bar:SetPoint("TOPLEFT", icon, "BOTTOMLEFT"); else bar:SetPoint("TOPLEFT", region, "TOPLEFT"); end texture:SetPoint("BOTTOMLEFT", bar, "BOTTOMLEFT"); texture:SetPoint("BOTTOMRIGHT", bar, "BOTTOMRIGHT"); texture:SetTexCoord(1, 0, percent, 0, 1, 1, percent, 1); texture:SetHeight(length); end -- Fake icon (code) if(data.icon) then function borderframe:SetIcon(path) local success = icon:SetTexture(data.auto and path or data.displayIcon) and (data.auto and path or data.displayIcon); if not(success) then icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark"); end end icon:Show(); else icon:Hide(); end end -- Create "new region" preview local function createIcon() -- Default data local data = { icon = true, auto = true, texture = "Runes", orientation = "HORIZONTAL", alpha = 1.0, barColor = {1, 0, 0, 1} }; -- Create and configure thumbnail local thumbnail = createThumbnail(UIParent); modifyThumbnail(UIParent, thumbnail, data, nil, 32, 18); thumbnail:SetIcon("Interface\\Icons\\INV_Sword_122"); -- Return thumbnail return thumbnail; end -- Register new region type options with WeakAuras WeakAuras.RegisterRegionOptions("aurabar", createOptions, createIcon, L["Progress Bar"], createThumbnail, modifyThumbnail, L["Shows a progress bar with name, timer, and icon"]);
 require "c2xa.extend" require "c2xa.moving" action = action or {} function action.create_enemy( setting ) return cc.CallFunc:create(function() local enemy local default = { duration = 10.0, point = 1000, fire = nil, } setting = extend_deep( {}, default, setting ) enemy = c2xa.create_enemy( setting ) c2xa.enemies:addChild( enemy ) end) end function action.wait( time ) return cc.DelayTime:create( time * c2xa.get_magnification() ) end function action.call( func ) return cc.CallFunc:create( func ) end function action.sequence( seq ) return cc.Sequence:create( seq ) end
local key = KEYS[1] local value = ARGV[1] redis.replicate_commands() if (redis.call('exists', key) == 1 and redis.call('get', key) == value) then return redis.call('del', key) end return 0
data:extend({ { type = "string-setting", name = "robots-help", setting_type = "startup", default_value = "No", allowed_values = {"Yes", "No"} }, { type = "string-setting", name = "alternative-science-r1", setting_type = "startup", default_value = "No", allowed_values = {"Yes", "No"} } })
local args = ({...})[1] local tickPos = args.PositionX local diff = args.Difficulty local trackPN = args.TrackPN local FindSteps = function(song) return song:GetOneSteps(GAMESTATE:GetCurrentStyle():GetStepsType(), diff) end if trackPN then FindSteps = function() local steps = GetCurrentStepsPossiblyCPU(trackPN) if steps and steps:GetDifficulty() == diff then return steps end return nil end end local diffColor local hardXColor = DDRDiffList.HardXColor local lightXColor = DDRDiffList.LightXColor local darkXColor = DDRDiffList.DarkXColor --[[TICKS UNDERLAY]] local ticksUnder = Def.Sprite{ Name="TicksUnder", Texture="ticks", InitCommand = function(self) self:halign(0):diffuse(DiffHelpers.DiffToColor(diff,true)) end, } DDRDiffList.MessageHandlers(ticksUnder, function(self, _, XMode) if XMode then --do x position for X mode self:x(tickPos-62) else --do x position for SN mode self:x(tickPos-80) end local diffColor = XMode and darkXColor or DiffHelpers.DiffToColor(diff, true) local song = GAMESTATE:GetCurrentSong() if song then local steps = FindSteps(song) if steps then local meter = steps:GetMeter() if meter > 10 and XMode then --this only happens in X mode so no need to pick an alternative self:diffuse(lightXColor):cropleft(math.min(1,(meter-10)/10)) else self:diffuse(diffColor):cropleft(math.min(1,meter/10)) end else self:diffuse(diffColor):cropleft(0) end else self:diffuse(diffColor):cropleft(0) end end) --[[END TICKS UNDERLAY]] --[[TICKS OVERLAY]] local ticksOver = Def.Sprite{ Name = "TicksOver", Texture = "ticks", InitCommand = function(self) self:diffuse(DiffHelpers.DiffToColor(diff)):halign(0):cropright(1) end, } DDRDiffList.MessageHandlers(ticksOver, function(self, songChanged, XMode) --standard mode switching crapola if XMode then self:x(tickPos-62) else self:x(tickPos-80) end local diffColor = XMode and lightXColor or DiffHelpers.DiffToColor(diff) local song = GAMESTATE:GetCurrentSong() if song then if songChanged then self:stopeffect() end local steps = FindSteps(song) if steps then local meter = steps:GetMeter() if meter > 10 then if XMode then self:diffuse(hardXColor):cropright(math.max(0,1-(meter-10)/10)) else self:diffuse(diffColor):cropright(0):glowshift():effectcolor1(color "#FFFFFF00"):effectcolor2(color "#FFFFFFFF") end else self:diffuse(diffColor):stopeffect():cropright(1-meter/10) end else self:stopeffect():cropright(1) end else self:stopeffect():cropright(1) end end) --[[END TICKS OVERLAY]] --[[METER NUMBER]] local meter = Def.BitmapText{ Font="_handelgothic bt 20px"; InitCommand=function(self) self:x(tickPos-78):diffuse{0.5,0.5,0.5,1}:zoom(0.75) end } DDRDiffList.MessageHandlers(meter, function(self, _, XMode) if XMode then self:visible(true) else self:visible(false) return --no use doing anything when it won't be used at all end local song = GAMESTATE:GetCurrentSong() if song then local steps = FindSteps(song) if steps then local meter = steps:GetMeter() if DiffHelpers.AnyPlayerSelected(diff) then if meter > 10 then self:diffuse(hardXColor) else self:diffuse(lightXColor) end self:settext(tostring(meter)) else self:diffuse{1,1,1,1} self:settext(tostring(meter)) end else self:settext "" end else self:settext "" end end) return Def.ActorFrame{ticksUnder,ticksOver,meter}
local key = require('lib/keybindings') key.map('n', '<leader>ff', "<cmd>lua require('telescope.builtin').find_files()<CR>", { noremap = true }) key.map('n', '<leader>fg', "<cmd>lua require('telescope.builtin').live_grep()<CR>", { noremap = true }) key.map('n', '<leader>fb', "<cmd>lua require('telescope.builtin').buffers()<CR>", { noremap = true }) key.map('n', '<leader>fh', "<cmd>lua require('telescope.builtin').help_tags()<CR>", { noremap = true }) key.map('n', '<leader>fa', "<cmd>lua require('telescope.builtin').lsp_code_actions()<CR>", { noremap = true }) key.map('n', '<leader>fd', "<cmd>lua require('telescope.builtin').lsp_definitions()<CR>", { noremap = true })
--[[ Copyright (c) 2016-2018 Calvin Rose and contributors 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. ]] -- Make global variables local. local setmetatable = setmetatable local getmetatable = getmetatable local type = type local assert = assert local pairs = pairs local ipairs = ipairs local tostring = tostring local unpack = unpack or table.unpack -- -- Main Types and support functions -- local function deref(self) return self[1] end local SYMBOL_MT = { 'SYMBOL', __tostring = deref } local EXPR_MT = { 'EXPR', __tostring = deref } local VARARG = setmetatable({ '...' }, { 'VARARG', __tostring = deref }) local LIST_MT = { 'LIST', __tostring = function (self) local strs = {} for _, s in ipairs(self) do table.insert(strs, tostring(s)) end return '(' .. table.concat(strs, ', ', 1, #self) .. ')' end } -- Load code with an environment in all recent Lua versions local function loadCode(code, environment, filename) environment = environment or _ENV or _G if setfenv and loadstring then local f = assert(loadstring(code, filename)) setfenv(f, environment) return f else return assert(load(code, filename, "t", environment)) end end -- Create a new list local function list(...) return setmetatable({...}, LIST_MT) end -- Create a new symbol local function sym(str, scope, meta) local s = {str, scope = scope} if meta then for k, v in pairs(meta) do if type(k) == 'string' then s[k] = v end end end return setmetatable(s, SYMBOL_MT) end -- Create a new expr -- etype should be one of -- "literal", -- literals like numbers, strings, nil, true, false -- "expression", -- Complex strings of Lua code, may have side effects, etc, but is an expression -- "statement", -- Same as expression, but is also a valid statement (function calls). -- "vargs", -- varargs symbol -- "sym", -- symbol reference local function expr(strcode, etype) return setmetatable({ strcode, type = etype }, EXPR_MT) end local function varg() return VARARG end local function isVarg(x) return x == VARARG and x end -- Checks if an object is a List. Returns the object if is a List. local function isList(x) return type(x) == 'table' and getmetatable(x) == LIST_MT and x end -- Checks if an object is a symbol. Returns the object if it is a symbol. local function isSym(x) return type(x) == 'table' and getmetatable(x) == SYMBOL_MT and x end -- Checks if an object any kind of table, EXCEPT list or symbol local function isTable(x) return type(x) == 'table' and x ~= VARARG and getmetatable(x) ~= LIST_MT and getmetatable(x) ~= SYMBOL_MT and x end -- -- Parser -- -- Convert a stream of chunks to a stream of bytes. -- Also returns a second function to clear the buffer in the byte stream local function granulate(getchunk) local c = '' local index = 1 local done = false return function () if done then return nil end if index <= #c then local b = c:byte(index) index = index + 1 return b else c = getchunk() if not c or c == '' then done = true return nil end index = 2 return c:byte(1) end end, function () c = '' end end -- Convert a string into a stream of bytes local function stringStream(str) local index = 1 return function() local r = str:byte(index) index = index + 1 return r end end -- Table of delimiter bytes - (, ), [, ], {, } -- Opener keys have closer as the value, and closers keys -- have true as their value. local delims = { [40] = 41, -- ( [41] = true, -- ) [91] = 93, -- [ [93] = true, -- ] [123] = 125, -- { [125] = true -- } } local function iswhitespace(b) return b == 32 or (b >= 9 and b <= 13) or b == 44 end local function issymbolchar(b) return b > 32 and not delims[b] and b ~= 127 and b ~= 34 and b ~= 39 and b ~= 59 and b ~= 44 end -- Parse one value given a function that -- returns sequential bytes. Will throw an error as soon -- as possible without getting more bytes on bad input. Returns -- if a value was read, and then the value read. Will return nil -- when input stream is finished. local function parser(getbyte, filename) -- Stack of unfinished values local stack = {} -- Provide one character buffer and keep -- track of current line and byte index local line = 1 local byteindex = 0 local lastb local function ungetb(ub) if ub == 10 then line = line - 1 end byteindex = byteindex - 1 lastb = ub end local function getb() local r if lastb then r, lastb = lastb, nil else r = getbyte() end byteindex = byteindex + 1 if r == 10 then line = line + 1 end return r end -- Parse stream return function () -- Dispatch when we complete a value local done, retval local function dispatch(v) if #stack == 0 then retval = v done = true else table.insert(stack[#stack], v) end end -- The main parse loop repeat local b -- Skip whitespace repeat b = getb() until not b or not iswhitespace(b) if not b then if #stack > 0 then error 'unexpected end of source' end return nil end if b == 59 then -- ; Comment repeat b = getb() until not b or b == 10 -- newline elseif type(delims[b]) == 'number' then -- Opening delimiter table.insert(stack, setmetatable({ closer = delims[b], line = line, filename = filename, bytestart = byteindex }, LIST_MT)) elseif delims[b] then -- Closing delimiter if #stack == 0 then error 'unexpected closing delimiter' end local last = stack[#stack] local val if last.closer ~= b then error('unexpected delimiter ' .. string.char(b) .. ', expected ' .. string.char(last.closer)) end last.byteend = byteindex -- Set closing byte index if b == 41 then -- ) val = last elseif b == 93 then -- ] val = {} for i = 1, #last do val[i] = last[i] end else -- } if #last % 2 ~= 0 then error('expected even number of values in table literal' .. ' on line ' .. line .. ' of ' .. filename) end val = {} for i = 1, #last, 2 do val[last[i]] = last[i + 1] end end stack[#stack] = nil dispatch(val) elseif b == 34 or b == 39 then -- Quoted string local start = b local state = "base" local chars = {start} repeat b = getb() chars[#chars + 1] = b if state == "base" then if b == 92 then state = "backslash" elseif b == start then state = "done" end else -- state == "backslash" state = "base" end until not b or (state == "done") if not b then error 'unexpected end of source' end local raw = string.char(unpack(chars)) local loadFn = loadCode(('return %s'):format(raw), nil, filename) dispatch(loadFn()) else -- Try symbol local chars = {} local bytestart = byteindex repeat chars[#chars + 1] = b b = getb() until not b or not issymbolchar(b) if b then ungetb(b) end local rawstr = string.char(unpack(chars)) if rawstr == 'true' then dispatch(true) elseif rawstr == 'false' then dispatch(false) elseif rawstr == '...' then dispatch(VARARG) elseif rawstr:match('^:.+$') then -- keyword style strings dispatch(rawstr:sub(2)) else local forceNumber = rawstr:match('^%d') local x if forceNumber then x = tonumber(rawstr) or error('could not read token "' .. rawstr .. '"') else x = tonumber(rawstr) or sym(rawstr, nil, { line = line, filename = filename, bytestart = bytestart, byteend = byteindex }) end dispatch(x) end end until done return true, retval end end -- -- Compilation -- -- Create a new Scope, optionally under a parent scope. Scopes are compile time constructs -- that are responsible for keeping track of local variables, name mangling, and macros. -- They are accessible to user code via the '*compiler' special form (may change). They -- use metatables to implement nesting via inheritance. local function makeScope(parent) return { unmanglings = setmetatable({}, { __index = parent and parent.unmanglings }), manglings = setmetatable({}, { __index = parent and parent.manglings }), specials = setmetatable({}, { __index = parent and parent.specials }), symmeta = setmetatable({}, { __index = parent and parent.symmeta }), parent = parent, vararg = parent and parent.vararg, depth = parent and ((parent.depth or 0) + 1) or 0 } end -- Assert a condition and raise a compile error with line numbers. The ast arg -- should be unmodified so that its first element is the form being called. local function assertCompile(condition, msg, ast) -- if we use regular `assert' we can't provide the `level' argument of zero if not condition then error(string.format("Compile error in '%s' %s:%s: %s", ast[1][1], ast.filename or "unknown", ast.line or '?', msg), 0) end return condition end local GLOBAL_SCOPE = makeScope() local SPECIALS = GLOBAL_SCOPE.specials local COMPILER_SCOPE = makeScope(GLOBAL_SCOPE) local luaKeywords = { 'and', 'break', 'do', 'else', 'elseif', 'end', 'false', 'for', 'function', 'if', 'in', 'local', 'nil', 'not', 'or', 'repeat', 'return', 'then', 'true', 'until', 'while' } for i, v in ipairs(luaKeywords) do luaKeywords[v] = i end local function isValidLuaIdentifier(str) return (str:match('^[%a_][%w_]*$') and not luaKeywords[str]) end -- Allow printing a string to Lua, also keep as 1 line. local serializeSubst = { ['\a'] = '\\a', ['\b'] = '\\b', ['\f'] = '\\f', ['\n'] = 'n', ['\t'] = '\\t', ['\v'] = '\\v' } local function serializeString(str) local s = ("%q"):format(str) s = s:gsub('.', serializeSubst):gsub("[\128-\255]", function(c) return "\\" .. c:byte() end) return s end -- A multi symbol is a symbol that is actually composed of -- two or more symbols using the dot syntax. The main differences -- from normal symbols is that they cannot be declared local, and -- they may have side effects on invocation (metatables) local function isMultiSym(str) if type(str) ~= 'string' then return end local parts = {} for part in str:gmatch('[^%.]+') do parts[#parts + 1] = part end return #parts > 0 and str:match('%.') and (not str:match('%.%.')) and str:byte() ~= string.byte '.' and str:byte(-1) ~= string.byte '.' and parts end -- Mangler for global symbols. Does not protect against collisions, -- but makes them unlikely. This is the mangling that is exposed to -- to the world. local function globalMangling(str) if isValidLuaIdentifier(str) then return str end -- Use underscore as escape character return '__fnl_global__' .. str:gsub('[^%w]', function (c) return ('_%02x'):format(c:byte()) end) end -- Reverse a global mangling. Takes a Lua identifier and -- returns the fennel symbol string that created it. local function globalUnmangling(identifier) local rest = identifier:match('^__fnl_global__(.*)$') if rest then return rest:gsub('_[%da-f][%da-f]', function (code) return string.char(tonumber(code:sub(2), 16)) end) else return identifier end end -- Creates a symbol from a string by mangling it. -- ensures that the generated symbol is unique -- if the input string is unique in the scope. local function localMangling(str, scope) if scope.manglings[str] then return scope.manglings[str] end local append = 0 local mangling = str if isMultiSym(str) then error 'did not expect a multi symbol' end -- Mapping mangling to a valid Lua identifier if luaKeywords[mangling] or mangling:match('^%d') then mangling = '_' .. mangling end mangling = mangling:gsub('-', '_') mangling = mangling:gsub('[^%w_]', function (c) return ('_%02x'):format(c:byte()) end) local raw = mangling while scope.unmanglings[mangling] do mangling = raw .. append append = append + 1 end scope.unmanglings[mangling] = str scope.manglings[str] = mangling return mangling end -- Combine parts of a symbol local function combineParts(parts, scope) local ret = scope.manglings[parts[1]] or globalMangling(parts[1]) for i = 2, #parts do if isValidLuaIdentifier(parts[i]) then ret = ret .. '.' .. parts[i] else ret = ret .. '[' .. serializeString(parts[i]) .. ']' end end return ret end -- Generates a unique symbol in the scope. local function gensym(scope) local mangling local append = 0 repeat mangling = '_' .. append .. '_' append = append + 1 until not scope.unmanglings[mangling] scope.unmanglings[mangling] = true return mangling end -- Declare a local symbol local function declareLocal(symbol, meta, scope, ast) local name = symbol[1] assertCompile(not isMultiSym(name), "did not expect mutltisym", ast) local mangling = localMangling(name, scope) scope.symmeta[name] = meta return mangling end -- Convert symbol to Lua code. Will only work for local symbols -- if they have already been declared via declareLocal local function symbolToExpression(symbol, scope) local name = symbol[1] local parts = isMultiSym(name) or {name} local etype = (#parts > 1) and "expression" or "sym" return expr(combineParts(parts, scope), etype) end -- Emit Lua code local function emit(chunk, out, ast) if type(out) == 'table' then table.insert(chunk, out) else table.insert(chunk, {leaf = out, ast = ast}) end end -- Do some peephole optimization. local function peephole(chunk) if chunk.leaf then return chunk end -- Optimize do ... end in some cases. if #chunk == 3 and chunk[1].leaf == 'do' and not chunk[2].leaf and chunk[3].leaf == 'end' then return peephole(chunk[2]) end -- Recurse for i, v in ipairs(chunk) do chunk[i] = peephole(v) end return chunk end -- Flatten a tree of indented Lua source code lines. -- Tab is what is used to indent a block. local function flattenChunk(sm, chunk, tab, depth) if type(tab) == 'boolean' then tab = tab and ' ' or '' end if chunk.leaf then local code = chunk.leaf local info = chunk.ast -- Just do line info for now to save memory if sm then sm[#sm + 1] = info and info.line or -1 end return code else local parts = {} for i = 1, #chunk do -- Ignore empty chunks if chunk[i].leaf or #(chunk[i]) > 0 then local sub = flattenChunk(sm, chunk[i], tab, depth + 1) if depth > 0 then sub = tab .. sub:gsub('\n', '\n' .. tab) end table.insert(parts, sub) end end return table.concat(parts, '\n') end end -- Some global state for all fennel sourcemaps. For the time being, -- this seems the easiest way to store the source maps. -- Sourcemaps are stored with source being mapped as the key, prepended -- with '@' if it is a filename (like debug.getinfo returns for source). -- The value is an array of mappings for each line. local fennelSourcemap = {} -- TODO: loading, unloading, and saving sourcemaps? local function makeShortSrc(source) source = source:gsub('\n', ' ') if #source <= 49 then return '[fennel "' .. source .. '"]' else return '[fennel "' .. source:sub(1, 46) .. '..."]' end end -- Return Lua source and source map table local function flatten(chunk, options) local sm = options.sourcemap and {} chunk = peephole(chunk) local ret = flattenChunk(sm, chunk, options.indent, 0) if sm then local key, short_src if options.filename then short_src = options.filename key = '@' .. short_src else key = ret short_src = makeShortSrc(options.source or ret) end sm.short_src = short_src sm.key = key fennelSourcemap[key] = sm end return ret, sm end -- Convert expressions to Lua string local function exprs1(exprs) local t = {} for _, e in ipairs(exprs) do t[#t + 1] = e[1] end return table.concat(t, ', ') end -- Compile side effects for a chunk local function keepSideEffects(exprs, chunk, start, ast) start = start or 1 for j = start, #exprs do local se = exprs[j] -- Avoid the rogue 'nil' expression (nil is usually a literal, -- but becomes an expression if a special form -- returns 'nil'.) if se.type == 'expression' and se[1] ~= 'nil' then emit(chunk, ('do local _ = %s end'):format(tostring(se)), ast) elseif se.type == 'statement' then emit(chunk, tostring(se), ast) end end end -- Does some common handling of returns and register -- targets for special forms. Also ensures a list expression -- has an acceptable number of expressions if opts contains the -- "nval" option. local function handleCompileOpts(exprs, parent, opts, ast) if opts.nval then local n = opts.nval if n ~= #exprs then local len = #exprs if len > n then -- Drop extra keepSideEffects(exprs, parent, n + 1, ast) for i = n, len do exprs[i] = nil end else -- Pad with nils for i = #exprs + 1, n do exprs[i] = expr('nil', 'literal') end end end end if opts.tail then emit(parent, ('return %s'):format(exprs1(exprs)), ast) end if opts.target then emit(parent, ('%s = %s'):format(opts.target, exprs1(exprs)), ast) end if opts.tail or opts.target then -- Prevent statements and expression from being used twice if they -- have side-effects. Since if the target or tail options are set, -- the expressions are already emitted, we should not return them. This -- is fine, as when these options are set, the caller doesn't need the result -- anyways. exprs = {} end return exprs end -- Compile an AST expression in the scope into parent, a tree -- of lines that is eventually compiled into Lua code. Also -- returns some information about the evaluation of the compiled expression, -- which can be used by the calling function. Macros -- are resolved here, as well as special forms in that order. -- the 'ast' param is the root AST to compile -- the 'scope' param is the scope in which we are compiling -- the 'parent' param is the table of lines that we are compiling into. -- add lines to parent by appending strings. Add indented blocks by appending -- tables of more lines. -- the 'opts' param contains info about where the form is being compiled. -- Options include: -- 'target' - mangled name of symbol(s) being compiled to. -- Could be one variable, 'a', or a list, like 'a, b, _0_'. -- 'tail' - boolean indicating tail position if set. If set, form will generate a return -- instruction. local function compile1(ast, scope, parent, opts) opts = opts or {} local exprs = {} -- Compile the form if isList(ast) then -- Function call or special form local len = #ast assert(len > 0, "expected a function to call") -- Test for special form local first = ast[1] if isSym(first) then -- Resolve symbol first = first[1] end local special = scope.specials[first] if special and isSym(ast[1]) then -- Special form exprs = special(ast, scope, parent, opts) or expr('nil', 'literal') -- Be very accepting of strings or expression -- as well as lists or expressions if type(exprs) == 'string' then exprs = expr(exprs, 'expression') end if getmetatable(exprs) == EXPR_MT then exprs = {exprs} end -- Unless the special form explicitly handles the target, tail, and nval properties, -- (indicated via the 'returned' flag, handle these options. if not exprs.returned then exprs = handleCompileOpts(exprs, parent, opts, ast) elseif opts.tail or opts.target then exprs = {} end exprs.returned = true return exprs else -- Function call local fargs = {} local fcallee = compile1(ast[1], scope, parent, { nval = 1 })[1] assert(fcallee.type ~= 'literal', 'cannot call literal value') fcallee = tostring(fcallee) for i = 2, len do local subexprs = compile1(ast[i], scope, parent, { nval = i ~= len and 1 or nil }) fargs[#fargs + 1] = subexprs[1] or expr('nil', 'literal') if i == len then -- Add sub expressions to function args for j = 2, #subexprs do fargs[#fargs + 1] = subexprs[j] end else -- Emit sub expression only for side effects keepSideEffects(subexprs, parent, 2, ast[i]) end end local call = ('%s(%s)'):format(tostring(fcallee), exprs1(fargs)) exprs = handleCompileOpts({expr(call, 'statement')}, parent, opts, ast) end elseif isVarg(ast) then exprs = handleCompileOpts({expr('...', 'varg')}, parent, opts, ast) elseif isSym(ast) then local e -- Handle nil as special symbol - it resolves to the nil literal rather than -- being unmangled. Alternatively, we could remove it from the lua keywords table. if ast[1] == 'nil' then e = expr('nil', 'literal') else e = symbolToExpression(ast, scope) end exprs = handleCompileOpts({e}, parent, opts, ast) elseif type(ast) == 'nil' or type(ast) == 'boolean' then exprs = handleCompileOpts({expr(tostring(ast), 'literal')}, parent, opts) elseif type(ast) == 'number' then local n = ('%.17g'):format(ast) exprs = handleCompileOpts({expr(n, 'literal')}, parent, opts) elseif type(ast) == 'string' then local s = serializeString(ast) exprs = handleCompileOpts({expr(s, 'literal')}, parent, opts) elseif type(ast) == 'table' then local buffer = {} for i = 1, #ast do -- Write numeric keyed values. buffer[#buffer + 1] = tostring(compile1(ast[i], scope, parent, {nval = 1})[1]) end local keys = {} for k, _ in pairs(ast) do -- Write other keys. if type(k) ~= 'number' or math.floor(k) ~= k or k < 1 or k > #ast then local kstr if type(k) == 'string' and isValidLuaIdentifier(k) then kstr = k else kstr = '[' .. tostring(compile1(k, scope, parent, {nval = 1})[1]) .. ']' end table.insert(keys, { kstr, k }) end end table.sort(keys, function (a, b) return a[1] < b[1] end) for _, k in ipairs(keys) do local v = ast[k[2]] buffer[#buffer + 1] = ('%s = %s'):format( k[1], tostring(compile1(v, scope, parent, {nval = 1})[1])) end local tbl = '({' .. table.concat(buffer, ', ') ..'})' exprs = handleCompileOpts({expr(tbl, 'expression')}, parent, opts, ast) else error('could not compile value of type ' .. type(ast)) end exprs.returned = true return exprs end -- SPECIALS -- -- For statements and expressions, put the value in a local to avoid -- double-evaluating it. local function once(val, ast, scope, parent) if val.type == 'statement' or val.type == 'expression' then local s = gensym(scope) emit(parent, ('local %s = %s'):format(s, tostring(val)), ast) return expr(s, 'sym') else return val end end -- Implements destructuring for forms like let, bindings, etc. -- Takes a number of options to control behavior. -- var: Whether or not to mark symbols as mutable -- declaration: begin each assignment with 'local' in output -- nomulti: disallow multisyms in the destructuring. Used for (local) and (global). -- noundef: Don't set undefined bindings. (set) -- forceglobal: Don't allow local bindings local function destructure(to, from, ast, scope, parent, opts) opts = opts or {} local isvar = opts.isvar local declaration = opts.declaration local nomulti = opts.nomulti local noundef = opts.noundef local forceglobal = opts.forceglobal local setter = declaration and "local %s = %s" or "%s = %s" -- Get Lua source for symbol, and check for errors local function getname(symbol, up1) local raw = symbol[1] assertCompile(not (nomulti and isMultiSym(raw)), 'did not expect multisym', up1) if declaration then return declareLocal(symbol, {var = isvar}, scope, symbol) else local parts = isMultiSym(raw) or {raw} local meta = scope.symmeta[parts[1]] if #parts == 1 then assertCompile(not(forceglobal and meta), 'expected global, found var', up1) assertCompile(meta or not noundef, 'expected local var ' .. parts[1], up1) assertCompile(not (meta and not meta.var), 'expected local var', up1) end return symbolToExpression(symbol, scope)[1] end end -- Recursive auxiliary function local function destructure1(left, rightexprs, up1) if isSym(left) and left[1] ~= "nil" then emit(parent, setter:format(getname(left, up1), exprs1(rightexprs)), left) elseif isTable(left) then -- table destructuring local s = gensym(scope) emit(parent, ("local %s = %s"):format(s, exprs1(rightexprs)), left) for i, v in ipairs(left) do if isSym(left[i]) and left[i][1] == "&" then assertCompile(not left[i+2], "expected rest argument in final position", left) local subexpr = expr(('{(table.unpack or unpack)(%s, %s)}'):format(s, i), 'expression') destructure1(left[i+1], {subexpr}, left) return else local subexpr = expr(('%s[%d]'):format(s, i), 'expression') destructure1(v, {subexpr}, left) end end elseif isList(left) then -- values destructuring local leftNames, tables = {}, {} for i, name in ipairs(left) do local symname if isSym(name) then -- binding directly to a name symname = getname(name, up1) else -- further destructuring of tables inside values symname = gensym(scope) tables[i] = {name, expr(symname, 'sym')} end table.insert(leftNames, symname) end emit(parent, setter: format(table.concat(leftNames, ", "), exprs1(rightexprs)), left) for _, pair in pairs(tables) do -- recurse if left-side tables found destructure1(pair[1], {pair[2]}, left) end else assertCompile(false, 'unable to destructure ' .. tostring(left), up1) end end local rexps = compile1(from, scope, parent) local ret = destructure1(to, rexps, ast) return ret end -- Unlike most expressions and specials, 'values' resolves with multiple -- values, one for each argument, allowing multiple return values. The last -- expression, can return multiple arguments as well, allowing for more than the number -- of expected arguments. local function values(ast, scope, parent) local len = #ast local exprs = {} for i = 2, len do local subexprs = compile1(ast[i], scope, parent, {}) exprs[#exprs + 1] = subexprs[1] or expr('nil', 'literal') if i == len then for j = 2, #subexprs do exprs[#exprs + 1] = subexprs[j] end else -- Emit sub expression only for side effects keepSideEffects(subexprs, parent, 2, ast) end end return exprs end -- Compile a list of forms for side effects local function compileDo(ast, scope, parent, start) start = start or 2 local len = #ast local subScope = makeScope(scope) for i = start, len do compile1(ast[i], subScope, parent, { nval = 0 }) end end -- Implements a do statement, starting at the 'start' element. By default, start is 2. local function doImpl(ast, scope, parent, opts, start, chunk, subScope) start = start or 2 subScope = subScope or makeScope(scope) chunk = chunk or {} local len = #ast local outerTarget = opts.target local outerTail = opts.tail local retexprs = {returned = true} -- See if we need special handling to get the return values -- of the do block if not outerTarget and opts.nval ~= 0 and not outerTail then if opts.nval then -- Generate a local target local syms = {} for i = 1, opts.nval do local s = gensym(scope) syms[i] = s retexprs[i] = expr(s, 'sym') end outerTarget = table.concat(syms, ', ') emit(parent, ('local %s'):format(outerTarget), ast) emit(parent, 'do', ast) else -- We will use an IIFE for the do local fname = gensym(scope) emit(parent, ('local function %s()'):format(fname), ast) retexprs = expr(fname .. '()', 'statement') outerTail = true outerTarget = nil end else emit(parent, 'do', ast) end -- Compile the body if start > len then -- In the unlikely case we do a do with no arguments. compile1(nil, subScope, chunk, { tail = outerTail, target = outerTarget }) -- There will be no side effects else for i = start, len do local subopts = { nval = i ~= len and 0 or opts.nval, tail = i == len and outerTail or nil, target = i == len and outerTarget or nil } local subexprs = compile1(ast[i], subScope, chunk, subopts) if i ~= len then keepSideEffects(subexprs, parent, nil, ast[i]) end end end emit(parent, chunk, ast) emit(parent, 'end', ast) return retexprs end SPECIALS['do'] = doImpl SPECIALS['values'] = values -- The fn special declares a function. Syntax is similar to other lisps; -- (fn optional-name [arg ...] (body)) -- Further decoration such as docstrings, meta info, and multibody functions a possibility. SPECIALS['fn'] = function(ast, scope, parent) local fScope = makeScope(scope) local fChunk = {} local index = 2 local fnName = isSym(ast[index]) local isLocalFn if fnName and fnName[1] ~= 'nil' then isLocalFn = not isMultiSym(fnName[1]) if isLocalFn then fnName = declareLocal(fnName, {}, scope, ast) else fnName = symbolToExpression(fnName, scope)[1] end index = index + 1 else isLocalFn = true fnName = gensym(scope) end local argList = assertCompile(isTable(ast[index]), 'expected vector arg list [a b ...]', ast) local argNameList = {} for i = 1, #argList do if isVarg(argList[i]) then argNameList[i] = '...' fScope.vararg = true elseif isSym(argList[i]) and argList[i][1] ~= "nil" and not isMultiSym(argList[i][1]) then argNameList[i] = declareLocal(argList[i], {}, fScope, ast) else assertCompile(false, 'expected symbol for function parameter', ast) end end for i = index + 1, #ast do compile1(ast[i], fScope, fChunk, { tail = i == #ast, nval = i ~= #ast and 0 or nil }) end if isLocalFn then emit(parent, ('local function %s(%s)') :format(fnName, table.concat(argNameList, ', ')), ast) else emit(parent, ('%s = function(%s)') :format(fnName, table.concat(argNameList, ', ')), ast) end emit(parent, fChunk, ast) emit(parent, 'end', ast) return fnName end SPECIALS['luaexpr'] = function(ast) return tostring(ast[2]) end SPECIALS['luastatement'] = function(ast) return expr(tostring(ast[2]), 'statement') end -- Wrapper for table access SPECIALS['.'] = function(ast, scope, parent) local len = #ast assertCompile(len > 1, "expected table argument", ast) local lhs = compile1(ast[2], scope, parent, {nval = 1}) if len == 2 then return tostring(lhs[1]) else local indices = {} for i = 3, len do local index = ast[i] if type(index) == 'string' and isValidLuaIdentifier(index) then table.insert(indices, '.' .. index) else index = compile1(index, scope, parent, {nval = 1})[1] table.insert(indices, '[' .. tostring(index) .. ']') end end return tostring(lhs[1]) .. table.concat(indices) end end SPECIALS['global'] = function(ast, scope, parent) assertCompile(#ast == 3, "expected name and value", ast) destructure(ast[2], ast[3], ast, scope, parent, { nomulti = true, forceglobal = true }) end SPECIALS['set'] = function(ast, scope, parent) assertCompile(#ast == 3, "expected name and value", ast) destructure(ast[2], ast[3], ast, scope, parent, { noundef = true }) end SPECIALS['local'] = function(ast, scope, parent) assertCompile(#ast == 3, "expected name and value", ast) destructure(ast[2], ast[3], ast, scope, parent, { declaration = true, nomulti = true }) end SPECIALS['var'] = function(ast, scope, parent) assertCompile(#ast == 3, "expected name and value", ast) destructure(ast[2], ast[3], ast, scope, parent, { declaration = true, nomulti = true, isvar = true }) end SPECIALS['let'] = function(ast, scope, parent, opts) local bindings = ast[2] assertCompile(isList(bindings) or isTable(bindings), 'expected table for destructuring', ast) assertCompile(#bindings % 2 == 0, 'expected even number of name/value bindings', ast) assertCompile(#ast >= 3, 'missing body expression', ast) local subScope = makeScope(scope) local subChunk = {} for i = 1, #bindings, 2 do destructure(bindings[i], bindings[i + 1], ast, subScope, subChunk, { declaration = true, nomulti = true }) end return doImpl(ast, scope, parent, opts, 3, subChunk, subScope) end -- For setting items in a table SPECIALS['tset'] = function(ast, scope, parent) local root = compile1(ast[2], scope, parent, {nval = 1})[1] local keys = {} for i = 3, #ast - 1 do local key = compile1(ast[i], scope, parent, {nval = 1})[1] keys[#keys + 1] = tostring(key) end local value = compile1(ast[#ast], scope, parent, {nval = 1})[1] emit(parent, ('%s[%s] = %s'):format(tostring(root), table.concat(keys, ']['), tostring(value)), ast) end -- The if special form behaves like the cond form in -- many languages SPECIALS['if'] = function(ast, scope, parent, opts) local doScope = makeScope(scope) local branches = {} local elseBranch = nil -- Calculate some external stuff. Optimizes for tail calls and what not local outerTail = true local outerTarget = nil local wrapper = 'iife' if opts.tail then wrapper = 'none' end -- Compile bodies and conditions local bodyOpts = { tail = outerTail, target = outerTarget } local function compileBody(i) local chunk = {} local cscope = makeScope(doScope) compile1(ast[i], cscope, chunk, bodyOpts) return { chunk = chunk, scope = cscope } end for i = 2, #ast - 1, 2 do local condchunk = {} local cond = compile1(ast[i], doScope, condchunk, {nval = 1}) local branch = compileBody(i + 1) branch.cond = cond branch.condchunk = condchunk branch.nested = i ~= 2 and next(condchunk, nil) == nil table.insert(branches, branch) end local hasElse = #ast > 3 and #ast % 2 == 0 if hasElse then elseBranch = compileBody(#ast) end -- Emit code local s = gensym(scope) local buffer = {} local lastBuffer = buffer for i = 1, #branches do local branch = branches[i] local fstr = not branch.nested and 'if %s then' or 'elseif %s then' local condLine = fstr:format(tostring(branch.cond[1])) if branch.nested then emit(lastBuffer, branch.condchunk, ast) else for _, v in ipairs(branch.condchunk) do emit(lastBuffer, v, ast) end end emit(lastBuffer, condLine, ast) emit(lastBuffer, branch.chunk, ast) if i == #branches then if hasElse then emit(lastBuffer, 'else', ast) emit(lastBuffer, elseBranch.chunk, ast) end emit(lastBuffer, 'end', ast) elseif not branches[i + 1].nested then emit(lastBuffer, 'else', ast) local nextBuffer = {} emit(lastBuffer, nextBuffer, ast) emit(lastBuffer, 'end', ast) lastBuffer = nextBuffer end end if wrapper == 'iife' then emit(parent, ('local function %s()'):format(tostring(s)), ast) emit(parent, buffer, ast) emit(parent, 'end', ast) return expr(('%s()'):format(tostring(s)), 'statement') elseif wrapper == 'none' then -- Splice result right into code for i = 1, #buffer do emit(parent, buffer[i], ast) end return {returned = true} end end -- (each [k v (pairs t)] body...) => [] SPECIALS['each'] = function(ast, scope, parent) local binding = assertCompile(isTable(ast[2]), 'expected binding table', ast) local iter = table.remove(binding, #binding) -- last item is iterator call local bindVars = {} for _, v in ipairs(binding) do assertCompile(isSym(v), 'expected iterator symbol', ast) table.insert(bindVars, declareLocal(v, {}, scope, ast)) end emit(parent, ('for %s in %s do'):format( table.concat(bindVars, ', '), tostring(compile1(iter, scope, parent, {nval = 1})[1])), ast) local chunk = {} compileDo(ast, scope, chunk, 3) emit(parent, chunk, ast) emit(parent, 'end', ast) end -- (while condition body...) => [] SPECIALS['while'] = function(ast, scope, parent) local len1 = #parent local condition = compile1(ast[2], scope, parent, {nval = 1})[1] local len2 = #parent local subChunk = {} if len1 ~= len2 then -- Compound condition emit(parent, 'while true do', ast) -- Move new compilation to subchunk for i = len1 + 1, len2 do subChunk[#subChunk + 1] = parent[i] parent[i] = nil end emit(parent, ('if %s then break end'):format(condition[1]), ast) else -- Simple condition emit(parent, 'while ' .. tostring(condition) .. ' do', ast) end compileDo(ast, makeScope(scope), subChunk, 3) emit(parent, subChunk, ast) emit(parent, 'end', ast) end SPECIALS['for'] = function(ast, scope, parent) local ranges = assertCompile(isTable(ast[2]), 'expected binding table', ast) local bindingSym = assertCompile(isSym(table.remove(ast[2], 1)), 'expected iterator symbol', ast) local rangeArgs = {} for i = 1, math.min(#ranges, 3) do rangeArgs[i] = tostring(compile1(ranges[i], scope, parent, {nval = 1})[1]) end emit(parent, ('for %s = %s do'):format( declareLocal(bindingSym, {}, scope, ast), table.concat(rangeArgs, ', ')), ast) local chunk = {} compileDo(ast, scope, chunk, 3) emit(parent, chunk, ast) emit(parent, 'end', ast) end SPECIALS[':'] = function(ast, scope, parent) assertCompile(#ast >= 3, 'expected at least 3 arguments', ast) -- Compile object local objectexpr = compile1(ast[2], scope, parent, {nval = 1})[1] -- Compile method selector local methodstring local methodident = false if type(ast[3]) == 'string' and isValidLuaIdentifier(ast[3]) then methodident = true methodstring = ast[3] else methodstring = tostring(compile1(ast[3], scope, parent, {nval = 1})[1]) objectexpr = once(objectexpr, ast[2], scope, parent) end -- Compile arguments local args = {} for i = 4, #ast do local subexprs = compile1(ast[i], scope, parent, { nval = i ~= #ast and 1 or nil }) for j = 1, #subexprs do args[#args + 1] = tostring(subexprs[j]) end end local fstring if methodident then fstring = objectexpr.type == 'literal' and '(%s):%s(%s)' or '%s:%s(%s)' else -- Make object first argument table.insert(args, 1, tostring(objectexpr)) fstring = objectexpr.type == 'sym' and '%s[%s](%s)' or '(%s)[%s](%s)' end return expr(fstring:format( tostring(objectexpr), methodstring, table.concat(args, ', ')), 'statement') end local function defineArithmeticSpecial(name, unaryPrefix) local paddedOp = ' ' .. name .. ' ' SPECIALS[name] = function(ast, scope, parent) local len = #ast if len == 1 then return unaryPrefix or '0' else local operands = {} for i = 2, len do local subexprs = compile1(ast[i], scope, parent, { nval = (i == 1 and 1 or nil) }) for j = 1, #subexprs do operands[#operands + 1] = tostring(subexprs[j]) end end if #operands == 1 and unaryPrefix then return '(' .. unaryPrefix .. paddedOp .. operands[1] .. ')' else return '(' .. table.concat(operands, paddedOp) .. ')' end end end end defineArithmeticSpecial('+') defineArithmeticSpecial('..') defineArithmeticSpecial('^') defineArithmeticSpecial('-', '') defineArithmeticSpecial('*') defineArithmeticSpecial('%') defineArithmeticSpecial('/', 1) defineArithmeticSpecial('//', 1) defineArithmeticSpecial('or') defineArithmeticSpecial('and') local function defineComparatorSpecial(name, realop) local op = realop or name SPECIALS[name] = function(ast, scope, parent) assertCompile(#ast > 2, 'expected at least two arguments', ast) local lhs = compile1(ast[2], scope, parent, {nval = 1})[1] local lastval = compile1(ast[3], scope, parent, {nval = 1})[1] -- avoid double-eval by introducing locals for possible side-effects if #ast > 3 then lastval = once(lastval, ast[3], scope, parent) end local out = ('(%s) %s (%s)'): format(tostring(lhs), op, tostring(lastval)) for i = 4, #ast do -- variadic comparison local nextval = once(compile1(ast[i], scope, parent, {nval = 1})[1], ast[i], scope, parent) out = (out .. " and ((%s) %s (%s))"): format(tostring(lastval), op, tostring(nextval)) lastval = nextval end return out end end defineComparatorSpecial('>') defineComparatorSpecial('<') defineComparatorSpecial('>=') defineComparatorSpecial('<=') defineComparatorSpecial('=', '==') defineComparatorSpecial('~=') local function defineUnarySpecial(op, realop) SPECIALS[op] = function(ast, scope, parent) assertCompile(#ast == 2, 'expected one argument', ast) local tail = compile1(ast[2], scope, parent, {nval = 1}) return (realop or op) .. tostring(tail[1]) end end defineUnarySpecial('not', 'not ') defineUnarySpecial('#') -- Covert a macro function to a special form local function macroToSpecial(mac) return function(ast, scope, parent, opts) local ok, transformed = pcall(mac, unpack(ast, 2)) assertCompile(ok, transformed, ast) return compile1(transformed, scope, parent, opts) end end local function compile(ast, options) options = options or {} if options.indent == nil then options.indent = ' ' end local chunk = {} local scope = options.scope or makeScope(GLOBAL_SCOPE) local exprs = compile1(ast, scope, chunk, {tail = true}) keepSideEffects(exprs, chunk, nil, ast) return flatten(chunk, options) end local function compileStream(strm, options) options = options or {} if options.indent == nil then options.indent = ' ' end local scope = options.scope or makeScope(GLOBAL_SCOPE) local vals = {} for ok, val in parser(strm, options.filename) do if not ok then break end vals[#vals + 1] = val end local chunk = {} for i = 1, #vals do local exprs = compile1(vals[i], scope, chunk, { tail = i == #vals }) keepSideEffects(exprs, chunk, nil, vals[i]) end return flatten(chunk, options) end local function compileString(str, options) local strm = stringStream(str) return compileStream(strm, options) end --- --- Evaluation --- -- A custom traceback function for Fennel that looks similar to -- the Lua's debug.traceback. -- Use with xpcall to produce fennel specific stacktraces. local function traceback(msg, start) local level = start or 2 -- Can be used to skip some frames local lines = {} if msg then table.insert(lines, msg) end table.insert(lines, 'stack traceback:') while true do local info = debug.getinfo(level, "Sln") if not info then break end local line if info.what == "C" then if info.name then line = (' [C]: in function \'%s\''):format(info.name) else line = ' [C]: in ?' end else local remap = fennelSourcemap[info.source] if remap and remap[info.currentline] then -- And some global info info.short_src = remap.short_src local mapping = remap[info.currentline] -- Overwrite info with values from the mapping (mapping is now just integer, -- but may eventually be a table info.currentline = mapping end if info.what == 'Lua' then local n = info.name and ("'" .. info.name .. "'") or '?' line = (' %s:%d: in function %s'):format(info.short_src, info.currentline, n) elseif info.short_src == '(tail call)' then line = ' (tail call)' else line = (' %s:%d: in main chunk'):format(info.short_src, info.currentline) end end table.insert(lines, line) level = level + 1 end return table.concat(lines, '\n') end local function eval(str, options, ...) options = options or {} local luaSource = compileString(str, options) local loader = loadCode(luaSource, options.env, options.filename and ('@' .. options.filename) or str) return loader(...) end local function dofile_fennel(filename, options, ...) options = options or {sourcemap = true} local f = assert(io.open(filename, "rb")) local source = f:read("*all") f:close() options.filename = options.filename or filename return eval(source, options, ...) end -- Implements a configurable repl local function repl(options) local opts = options or {} local env = opts.env or setmetatable({}, { __index = _ENV or _G }) local function defaultReadChunk() io.write('>> ') io.flush() local input = io.read() return input and input .. '\n' end local function defaultOnValues(xs) io.write(table.concat(xs, '\t')) io.write('\n') end local function defaultOnError(errtype, err, luaSource) if (errtype == 'Lua Compile') then io.write('Bad code generated - likely a bug with the compiler:\n') io.write('--- Generated Lua Start ---\n') io.write(luaSource .. '\n') io.write('--- Generated Lua End ---\n') end if (errtype == 'Runtime') then io.write(traceback(err, 4)) io.write('\n') else io.write(('%s error: %s\n'):format(errtype, tostring(err))) end end -- Read options local readChunk = opts.readChunk or defaultReadChunk local onValues = opts.onValues or defaultOnValues local onError = opts.onError or defaultOnError local pp = opts.pp or tostring -- Make parser local bytestream, clearstream = granulate(readChunk) local chars = {} local read = parser(function() local c = bytestream() chars[#chars + 1] = c return c end) -- REPL loop while true do chars = {} local ok, parseok, x = pcall(read) local srcstring = string.char(unpack(chars)) if not ok then onError('Parse', parseok) clearstream() else if not parseok then break end -- eof local compileOk, luaSource = pcall(compile, x, { sourcemap = opts.sourcemap, source = srcstring }) if not compileOk then clearstream() onError('Compile', luaSource) -- luaSource is error message in this case else local luacompileok, loader = pcall(loadCode, luaSource, env) if not luacompileok then clearstream() onError('Lua Compile', loader, luaSource) else local loadok, ret = xpcall(function () return {loader()} end, function (runtimeErr) onError('Runtime', runtimeErr) end) if loadok then env._ = ret[1] env.__ = ret for i = 1, #ret do ret[i] = pp(ret[i]) end onValues(ret) end end end end end end local module = { parser = parser, granulate = granulate, stringStream = stringStream, compile = compile, compileString = compileString, compileStream = compileStream, compile1 = compile1, mangle = globalMangling, unmangle = globalUnmangling, list = list, sym = sym, varg = varg, scope = makeScope, gensym = gensym, eval = eval, repl = repl, dofile = dofile_fennel, path = "./?.fnl;./?/init.fnl", traceback = traceback } local function searchModule(modulename) modulename = modulename:gsub("%.", "/") for path in string.gmatch(module.path..";", "([^;]*);") do local filename = path:gsub("%?", modulename) local file = io.open(filename, "rb") if(file) then file:close() return filename end end end -- This will allow regular `require` to work with Fennel: -- table.insert(package.loaders, fennel.searcher) module.searcher = function(modulename) local filename = searchModule(modulename) if filename then return function(modname) return dofile_fennel(filename, nil, modname) end end end local function makeCompilerEnv(ast, scope, parent) return setmetatable({ -- State of compiler if needed _SCOPE = scope, _CHUNK = parent, _AST = ast, _IS_COMPILER = true, _SPECIALS = SPECIALS, _VARARG = VARARG, -- Expose the module in the compiler fennel = module, -- Useful for macros and meta programming. All of Fennel can be accessed -- via fennel.myfun, for example (fennel.eval "(print 1)"). list = list, sym = sym, [globalMangling("list?")] = isList, [globalMangling("multi-sym?")] = isMultiSym, [globalMangling("sym?")] = isSym, [globalMangling("table?")] = isTable, [globalMangling("varg?")] = isVarg, }, { __index = _ENV or _G }) end SPECIALS['require-macros'] = function(ast, scope, parent) for i = 2, #ast do local filename = assertCompile(searchModule(ast[i]), ast[i] .. " not found.", ast) local mod = dofile_fennel(filename, {env=makeCompilerEnv(ast, scope, parent)}) for k, v in pairs(assertCompile(isTable(mod), 'expected ' .. ast[i] .. 'module to be table', ast)) do scope.specials[k] = macroToSpecial(v) end end end SPECIALS['eval-compiler'] = function(ast, scope, parent) local oldFirst = ast[1] ast[1] = sym('do') local luaSource = compile(ast, { scope = makeScope(COMPILER_SCOPE) }) ast[1] = oldFirst local loader = loadCode(luaSource, makeCompilerEnv(ast, scope, parent)) loader() end -- Load standard macros local stdmacros = [===[ {"->" (fn [val ...] (var x val) (each [_ elt (ipairs [...])] (table.insert elt 2 x) (set x elt)) x) "->>" (fn [val ...] (var x val) (each [_ elt (pairs [...])] (table.insert elt x) (set x elt)) x) :defn (fn [name args ...] (assert (sym? name) "defn: function names must be symbols") (let [op (if (multi-sym? (. name 1)) :set :local)] (list (sym op) name (list (sym :fn) args ...)))) :when (fn [condition body1 ...] (assert body1 "expected body") (list (sym 'if') condition (list (sym 'do') body1 ...))) :partial (fn [f ...] (let [body (list f ...)] (table.insert body _VARARG) (list (sym "fn") [_VARARG] body))) :lambda (fn [...] (let [args [...] has-internal-name? (sym? (. args 1)) arglist (if has-internal-name? (. args 2) (. args 1)) arity-check-position (if has-internal-name? 3 2)] (assert (> (# args) 1) "missing body expression") (each [i arg (ipairs arglist)] (if (and (not (: (tostring arg) :match "^?")) (~= (tostring arg) "...")) (table.insert args arity-check-position (list (sym "assert") (list (sym "~=") (sym "nil") arg) (: "Missing argument %s on %s:%s" :format (tostring arg) (or arg.filename "unknown") (or arg.line "?")))))) (list (sym "fn") ((or unpack table.unpack) args)))) } ]===] for name, fn in pairs(eval(stdmacros, { env = makeCompilerEnv(nil, GLOBAL_SCOPE, {}) })) do SPECIALS[name] = macroToSpecial(fn) end SPECIALS['λ'] = SPECIALS['lambda'] return module
-- LPSConfig Keymaps local opts = { noremap=true, silent=true } local map = vim.api.nvim_set_keymap -- map('n', '<space>e', '<Cmd>lua vim.diagnostic.open_float()<CR>', opts) -- map('n', '[d', '<Cmd>lua vim.diagnostic.goto_prev()<CR>', opts) -- map('n', ']d', '<Cmd>lua vim.diagnostic.goto_next()<CR>', opts) -- map('n', '<space>q', '<Cmd>lua vim.diagnostic.setloclist()<CR>', opts) -- HSLLens Keymaps map('n', 'n', [[<Cmd>execute('normal! ' . v:count1 . 'n')<CR><Cmd>lua require('hlslens').start()<CR>]], opts) map('n', 'N', [[<Cmd>execute('normal! ' . v:count1 . 'N')<CR><Cmd>lua require('hlslens').start()<CR>]], opts) map('n', '*', [[*<Cmd>lua require('hlslens').start()<CR>]], opts) map('n', '#', [[#<Cmd>lua require('hlslens').start()<CR>]], opts) map('n', 'g*', [[g*<Cmd>lua require('hlslens').start()<CR>]], opts) map('n', 'g#', [[g#<Cmd>lua require('hlslens').start()<CR>]], opts) map('x', '*', [[*<Cmd>lua require('hlslens').start()<CR>]], opts) map('x', '#', [[#<Cmd>lua require('hlslens').start()<CR>]], opts) map('x', 'g*', [[g*<Cmd>lua require('hlslens').start()<CR>]], opts) map('x', 'g#', [[g#<Cmd>lua require('hlslens').start()<CR>]], opts) map('n', '<Leader>l', ':noh<CR>', opts) -- FTerm Keymaps map('n', '<A-i>', '<Cmd>lua require("FTerm").toggle()<CR>', opts) map('t', '<A-i>', '<C-\\><C-n><Cmd>lua require("FTerm").toggle()<CR>', opts) -- TroubleToggle Keymaps map('n', '<leader>xx', '<Cmd>TroubleToggle<CR>', opts) map('n', '<leader>xw', '<Cmd>TroubleToggle workspace_diagnostics<CR>', opts) map('n', '<leader>xd', '<Cmd>TroubleToggle document_diagnostics<CR>', opts) -- map('n', 'gR', '<Cmd>TroubleToggle lsp_references<CR>', opts) -- nnoremap <leader>xq <cmd>TroubleToggle quickfix<cr> -- nnoremap <leader>xl <cmd>TroubleToggle loclist<cr> -- BufferLine Keymaps -- These commands will navigate through buffers in order regardless of which mode you are using -- e.g. if you change the order of buffers :bnext and :bprevious will not respect the custom ordering map('n', '<A-]>', '<Cmd>BufferLineCycleNext<CR>', opts) map('n', '<A-[>', '<Cmd>BufferLineCyclePrev<CR>', opts) -- These commands will move the current buffer backwards or forwards in the bufferline map('n', '<mymap>', '<Cmd>BufferLineMoveNext<CR>', opts) map('n', '<mymap>' , '<Cmd>BufferLineMovePrev<CR>', opts) -- Nvim Tree Keymaps map('n', '<C-t>', '<Cmd>NvimTreeToggle<CR>', opts) -- Glow map('n', '<A-p>', '<Cmd>Glow<CR>', opts) -- Gitsigns map('n', '<leader>td', '<Cmd>Gitsigns toggle_deleted<CR>', opts) map('n', '<leader>tD', '<Cmd>Gitsigns diffthis<CR>', opts) -- Others map('n', '<A-q>', '<Cmd>bd<CR>', opts) map('n', '!<A-q>', '<Cmd>bd!<CR>', opts)
object_tangible_loot_generic_usable_stim_syringe_generic_lt_4 = object_tangible_loot_generic_usable_shared_stim_syringe_generic_lt_4:new { } ObjectTemplates:addTemplate(object_tangible_loot_generic_usable_stim_syringe_generic_lt_4, "object/tangible/loot/generic/usable/stim_syringe_generic_lt_4.iff")
-- ********************************************************* -- ** Deadly Boss Mods - GUI ** -- ** http://www.deadlybossmods.com ** -- ********************************************************* -- -- This addon is written and copyrighted by: -- * Paul Emmerich (Tandanu @ EU-Aegwynn) (DBM-Core) -- * Martin Verges (Nitram @ EU-Azshara) (DBM-GUI) -- -- The localizations are written by: -- * enGB/enUS: Tandanu http://www.deadlybossmods.com -- * deDE: Tandanu http://www.deadlybossmods.com -- * zhCN: Diablohu http://wow.gamespot.com.cn -- * ruRU: BootWin bootwin@gmail.com -- * zhTW: Hman herman_c1@hotmail.com -- * zhTW: Azael/kc10577 kc10577@hotmail.com -- * koKR: BlueNyx/nBlueWiz bluenyx@gmail.com / everfinale@gmail.com -- * esES: Interplay/1nn7erpLaY http://www.1nn7erpLaY.com -- -- Special thanks to: -- * Arta (DBM-Party) -- * Omegal @ US-Whisperwind (some patches, and DBM-Party updates) -- * Tennberg (a lot of fixes in the enGB/enUS localization) -- -- -- The code of this addon is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. (see license.txt) -- All included textures and sounds are copyrighted by their respective owners, license information for these media files can be found in the modules that make use of them. -- -- -- You are free: -- * to Share - to copy, distribute, display, and perform the work -- * to Remix - to make derivative works -- Under the following conditions: -- * Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work). (A link to http://www.deadlybossmods.com is sufficient) -- * Noncommercial. You may not use this work for commercial purposes. -- * Share Alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one. -- do local MAX_BUTTONS = 10 local BackDropTable = { bgFile = "" } local L = DBM_GUI_Translations local TabFrame1 = CreateFrame("Frame", "DBM_GUI_DropDown", UIParent) local ClickFrame = CreateFrame("Button", nil, UIParent) TabFrame1:SetBackdrop({ bgFile="Interface\\DialogFrame\\UI-DialogBox-Background", edgeFile="Interface\\DialogFrame\\UI-DialogBox-Border", tile=1, tileSize=32, edgeSize=32, insets={left=11, right=12, top=12, bottom=11} }); TabFrame1:EnableMouseWheel(1) TabFrame1:SetScript("OnMouseWheel", function(self, delta) if delta > 0 then -- scroll up self.offset = self.offset - 1 if self.offset < 0 then self.offset = 0 end else -- scroll down self.offset = self.offset + 1 end self:Refresh() end) TabFrame1:Hide() TabFrame1:SetParent( DBM_GUI_OptionsFrame ) TabFrame1:SetFrameStrata("TOOLTIP") TabFrame1.offset = 0 TabFrame1.buttons = {} TabFrame1.fontbuttons = {} local buttonTable = {"buttons", "fontbuttons"} for i=1, MAX_BUTTONS, 1 do for _, buttonName in ipairs(buttonTable) do TabFrame1[buttonName][i] = CreateFrame("Button", TabFrame1:GetName().."Button"..buttonName..i, TabFrame1, "DBM_GUI_DropDownMenuButtonTemplate") if i == 1 then TabFrame1[buttonName][i]:SetPoint("TOPLEFT", TabFrame1, "TOPLEFT", 11, -13) else TabFrame1[buttonName][i]:SetPoint("TOPLEFT", TabFrame1[buttonName][i-1], "BOTTOMLEFT", 0,0) end TabFrame1[buttonName][i]:SetScript("OnClick", function(self) self:GetParent():HideMenu() self:GetParent().dropdown.value = self.entry.value self:GetParent().dropdown.text = self.entry.text if self.entry.sound then DBM:PlaySoundFile(self.entry.value) end if self.entry.func then self.entry.func(self.entry.value) end if self:GetParent().dropdown.callfunc then self:GetParent().dropdown.callfunc(self.entry.value) end _G[self:GetParent().dropdown:GetName().."Text"]:SetText(self.entry.text)--Menu refresh end) end end local default_button_width = TabFrame1.buttons[1]:GetWidth() TabFrame1:SetWidth(default_button_width+22) TabFrame1:SetHeight(MAX_BUTTONS*TabFrame1.buttons[1]:GetHeight()+24) TabFrame1.text = TabFrame1:CreateFontString(TabFrame1:GetName().."Text", 'BACKGROUND') TabFrame1.text:SetPoint('CENTER', TabFrame1, 'BOTTOM', 0, 0) TabFrame1.text:SetFontObject('GameFontNormalSmall') TabFrame1.text:SetText("scroll with mouse") TabFrame1.text:Hide() function TabFrame1:ShowMenu(values) self:Show() if self.offset > #values-MAX_BUTTONS then self.offset = #values-MAX_BUTTONS end if self.offset < 0 then self.offset = 0 end if #values > MAX_BUTTONS then self:SetHeight(MAX_BUTTONS*TabFrame1.buttons[1]:GetHeight()+24) self.text:Show() elseif #values == MAX_BUTTONS then self:SetHeight(MAX_BUTTONS*TabFrame1.buttons[1]:GetHeight()+24) self.text:Hide() elseif #values < MAX_BUTTONS then self:SetHeight( #values * self.buttons[1]:GetHeight() + 24) self.text:Hide() end for i=1, MAX_BUTTONS, 1 do if i + self.offset <= #values then local ind = " " if values[i+self.offset].value == TabFrame1.dropdown.value then ind = "|TInterface\\Buttons\\UI-CheckBox-Check:0|t" end _G[self.buttons[i]:GetName().."NormalText"]:SetFontObject(GameFontHighlightSmall) self.buttons[i]:SetText(ind..values[i+self.offset].text) self.buttons[i].entry = values[i+self.offset] if values[i+self.offset].texture then BackDropTable.bgFile = values[i+self.offset].texture self.buttons[i]:SetBackdrop(BackDropTable) end self.buttons[i]:Show() else self.buttons[i]:Hide() end end local width = self.buttons[1]:GetWidth() local bwidth = 0 for k, button in pairs(self.buttons) do bwidth = button:GetTextWidth() if bwidth > width then TabFrame1:SetWidth(bwidth+32) width = bwidth end end for k, button in pairs(self.buttons) do button:SetWidth(width) end ClickFrame:Show() end function TabFrame1:ShowFontMenu(values) self:Show() if self.offset > #values-MAX_BUTTONS then self.offset = #values-MAX_BUTTONS end if self.offset < 0 then self.offset = 0 end if #values > MAX_BUTTONS then self:SetHeight(MAX_BUTTONS*TabFrame1.fontbuttons[1]:GetHeight()+24) self.text:Show() elseif #values == MAX_BUTTONS then self:SetHeight(MAX_BUTTONS*TabFrame1.fontbuttons[1]:GetHeight()+24) self.text:Hide() elseif #values < MAX_BUTTONS then self:SetHeight( #values * self.fontbuttons[1]:GetHeight() + 24) self.text:Hide() end for i=1, MAX_BUTTONS, 1 do if i + self.offset <= #values then local ind = " " if values[i+self.offset].value == TabFrame1.dropdown.value then ind = "|TInterface\\Buttons\\UI-CheckBox-Check:0|t" end _G[self.fontbuttons[i]:GetName().."NormalText"]:SetFont(values[i+self.offset].font, values[i+self.offset].fontsize or 14) self.fontbuttons[i]:SetText(ind..values[i+self.offset].text) self.fontbuttons[i].entry = values[i+self.offset] self.fontbuttons[i]:Show() else self.fontbuttons[i]:Hide() end end local width = self.fontbuttons[1]:GetWidth() local bwidth = 0 for k, button in pairs(self.fontbuttons) do bwidth = button:GetTextWidth() if bwidth > width then TabFrame1:SetWidth(bwidth+32) width = bwidth end end for k, button in pairs(self.fontbuttons) do button:SetWidth(width) end ClickFrame:Show() end function TabFrame1:HideMenu() for i=1, MAX_BUTTONS, 1 do self.buttons[i]:Hide() self.buttons[i]:SetBackdrop(nil) self.buttons[i]:SetWidth(default_button_width) _G[self.buttons[i]:GetName().."NormalText"]:SetFontObject(GameFontHighlightSmall) self.fontbuttons[i]:Hide() self.fontbuttons[i]:SetWidth(default_button_width) end self:SetWidth(default_button_width+22) self:Hide() self.text:Hide() ClickFrame:Hide() end function TabFrame1:Refresh() if self.dropdown.values[1].font then self:ShowFontMenu(self.dropdown.values) else self:ShowMenu(self.dropdown.values) end end ClickFrame:SetAllPoints(DBM_GUI_OptionsFrame) ClickFrame:SetFrameStrata("TOOLTIP") ClickFrame:RegisterForClicks("AnyDown") ClickFrame:Hide() ClickFrame:SetScript("OnClick", function() TabFrame1:HideMenu() end) ------------------------------------------------------------------------------------------ local dropdownPrototype = CreateFrame("Frame") function dropdownPrototype:SetSelectedValue(selected) if selected and self.values and type(self.values) == "table" then for k,v in next, self.values do if v.value ~= nil and v.value == selected or v.text == selected then _G[self:GetName().."Text"]:SetText(v.text) self.value = v.value self.text = v.text end end end end function DBM_GUI:CreateDropdown(title, values, vartype, var, callfunc, width, height, parent) local FrameTitle = "DBM_GUI_DropDown" -- Check Values if type(values) == "table" then for _,entry in next,values do entry.text = entry.text or "Missing entry.text" entry.value = entry.value or entry.text end end -- Create the Dropdown Frame local dropdown = CreateFrame("Frame", FrameTitle..self:GetNewID(), parent or self.frame, "DBM_GUI_DropDownMenuTemplate") dropdown.creator = self dropdown.values = values dropdown.callfunc = callfunc if not width then width = 120 -- minimum size if title ~= L.Warn_FontType then--Force font menus to always be fixed 120 width for i, v in ipairs(values) do _G[dropdown:GetName().."Text"]:SetText(v.text) width = math.max(width, _G[dropdown:GetName().."Text"]:GetStringWidth()) end end end dropdown:SetWidth(width + 30) -- required to fix some setpoint problems dropdown:SetHeight(height or 32) _G[dropdown:GetName().."Text"]:SetWidth(width + 30) _G[dropdown:GetName().."Text"]:SetJustifyH("LEFT") _G[dropdown:GetName().."Middle"]:SetWidth(width + 30) _G[dropdown:GetName().."Button"]:SetScript("OnClick", function(self) DBM:PlaySound(856) if TabFrame1:IsShown() then TabFrame1:HideMenu() TabFrame1.dropdown = nil else TabFrame1:ClearAllPoints() TabFrame1:SetPoint("TOPRIGHT", self, "BOTTOMRIGHT", 0, -3) TabFrame1.dropdown = self:GetParent() if values[1].font then TabFrame1:ShowFontMenu(self:GetParent().values) else TabFrame1:ShowMenu(self:GetParent().values) end end end) if not (not title or title == "") then dropdown.titletext = dropdown:CreateFontString(FrameTitle..self:GetCurrentID().."Text", 'BACKGROUND') dropdown.titletext:SetPoint('BOTTOMLEFT', dropdown, 'TOPLEFT', 21, 1) dropdown.titletext:SetFontObject('GameFontNormalSmall') dropdown.titletext:SetText(title) end local obj = setmetatable(dropdown, {__index = dropdownPrototype}) if vartype and vartype == "DBM" and DBM.Options[var] ~= nil then dropdown:SetScript("OnShow", function() dropdown:SetSelectedValue(DBM.Options[var]) end) elseif vartype and vartype == "DBT" then dropdown:SetScript("OnShow", function() dropdown:SetSelectedValue(DBM.Bars:GetOption(var)) end) elseif vartype then dropdown:SetScript("OnShow", function() dropdown:SetSelectedValue(vartype.Options[var]) end) else--For external modules like DBM-RaidLeadTools for k,v in next, dropdown.values do if v.value ~= nil and v.value == var or v.text == var then _G[dropdown:GetName().."Text"]:SetText(v.text) dropdown.value = v.value dropdown.text = v.text end end end return obj end end
-- -- Implementation of the command line interface as called by 'lua-mud(1)' -- local lua_mud = require 'mud.mud' local iptables_rb = require("mud.rulebuilders.iptables") local mud_cli = {} -- -- internal functions -- function help(rcode, error_msg) if error_msg ~= nil then print("Error: " .. error_msg) print("") end print("Usage: lua-mud-cli-rulebuilder <mudfile> [options]") print("Reads <mudfile>, outputs iptables commands (work in progress)") print("") print("Options:") print("-h: show this help") os.exit(rcode) end function parse_args(args) local mudfile = nil -- set skip to true in the loop when encountering a flag that has -- an argument skip = false for i = 1,table.getn(args) do if skip then skip = false elseif arg[i] == "-h" then help() else if mudfile == nil then mudfile = arg[i] else help(1, "Too many arguments at " .. table.getn(args)) end end end if mudfile == nil then help(1, "Missing argument: <mudfile>") end return mudfile end -- -- external functions -- function main(args) mudfile = parse_args(args) local mud = lua_mud.mud:create() mud:parseFile(mudfile) --local mud, err = lua_mud.mud_create_from_file(mudfile) builder = iptables_rb.create_rulebuilder() local rules = builder:build_rules(mud) for i, rule in pairs(rules) do print(rule) end end mud_cli.main = main return mud_cli
-- -- http://p-monster.hatenablog.com/entry/2013/02/22/215402 -- -- Const = require "const" -- test = Const:new{"aa", "bb", cc = 100} -- print(test.aa) --> "aa" -- print(test.bb) --> "bb" -- print(test.cc) --> 100 -- print(#test) --> 0 (Lua5.1) or 3 (Lua5.2) -- print(test:len()) --> 3 --print(test.dd) --> error : "dd" is undefined constrator. --test.aa = 10 --> error : Enum is read-only. -- -- local Const = {} local lenKey = "len" local _ = {} setmetatable(_, {__mode = "k"}) function Const:__len() local i = 0 for k, v in pairs(_[self]) do if k ~= lenKey then i = i + 1 end end return i end function Const:new(o) local t = {} _[t] = {[lenKey] = Const.__len} for k, v in pairs(o) do -- print (k, v) if _[t][v] ~= nil then error('"' .. v .. '" can not be set.', 2) end _[t][v] = v end t.attrs = o return setmetatable(t, self) end function Const:__index(k) if _[self][k] == nil then error('"' .. k .. '" is undefined constrator.', 2) end return _[self][k] end function Const:__newindex() error("Const is read-only.", 2) end function Const:getValue(table) local t = {} for pos,val in pairs(_[table]) do if (type(val)=="table") then table.print(val) end end return t end return Const
project "Premake" kind "Utility" targetdir(TARGET_DIR) objdir(OBJ_DIR) files{ "%{wks.location}/**premake5.lua" } postbuildmessage "Regenerating project files with Premake5!" postbuildcommands{ "\"%{prj.location}bin/premake5\" %{_ACTION} --file=\"%{wks.location}premake5.lua\"" }
--[[ Write a function to compute the volume of a right circular cone, given its height and the angle between a generatrix and the axis. ]] function conevolume(h, theta) r = h * math.tan(theta) return math.pi * r^2 * h / 3 end print(conevolume(1, math.rad(45))) --> 1.0471975511966
--- -- Trouble in Terrorist Town 2 include("ttt2/libraries/spawn.lua") include("ttt2/libraries/entity_outputs.lua") ttt_include("sh_init") ttt_include("sh_cvar_handler") ttt_include("sh_sprint") ttt_include("sh_main") ttt_include("sh_shopeditor") ttt_include("sh_network_sync") ttt_include("sh_door") ttt_include("sh_voice") ttt_include("sh_printmessage_override") ttt_include("sh_speed") ttt_include("sv_network_sync") ttt_include("sv_hud_manager") ttt_include("sv_shopeditor") ttt_include("sv_karma") ttt_include("sv_entity") ttt_include("sv_inventory") ttt_include("sh_scoring") ttt_include("sv_admin") ttt_include("sv_networking") ttt_include("sv_propspec") ttt_include("sv_shop") ttt_include("sv_weaponry") ttt_include("sv_gamemsg") ttt_include("sv_voice") ttt_include("sv_ent_replace") ttt_include("sv_scoring") ttt_include("sv_corpse") ttt_include("sv_status") ttt_include("sv_loadingscreen") ttt_include("sv_eventpopup") ttt_include("sv_armor") ttt_include("sh_armor") ttt_include("sh_player_ext") ttt_include("sv_player_ext") ttt_include("sv_player") ttt_include("sv_weapon_pickup") ttt_include("sv_addonchecker") ttt_include("sv_roleselection") ttt_include("sh_rolelayering") -- Localize stuff we use often. It's like Lua go-faster stripes. local math = math local table = table local net = net local player = player local pairs = pairs local timer = timer local util = util local IsValid = IsValid local hook = hook --- -- @realm server local roundtime = CreateConVar("ttt_roundtime_minutes", "10", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local preptime = CreateConVar("ttt_preptime_seconds", "30", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local posttime = CreateConVar("ttt_posttime_seconds", "30", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local firstpreptime = CreateConVar("ttt_firstpreptime", "60", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local ttt_haste = CreateConVar("ttt_haste", "1", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local haste_starting = CreateConVar("ttt_haste_starting_minutes", "5", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server CreateConVar("ttt_haste_minutes_per_death", "0.5", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local spawnwaveint = CreateConVar("ttt_spawn_wave_interval", "0", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) -- Credits --- -- @realm server CreateConVar("ttt_credits_starting", "2", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server CreateConVar("ttt_credits_award_pct", "0.35", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server CreateConVar("ttt_credits_award_size", "1", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server CreateConVar("ttt_credits_award_repeat", "1", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server CreateConVar("ttt_credits_detectivekill", "1", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server CreateConVar("ttt_credits_alonebonus", "1", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local round_limit = CreateConVar("ttt_round_limit", "6", SERVER and {FCVAR_NOTIFY, FCVAR_ARCHIVE, FCVAR_REPLICATED} or FCVAR_REPLICATED) --- -- @realm server local time_limit = CreateConVar("ttt_time_limit_minutes", "75", SERVER and {FCVAR_NOTIFY, FCVAR_ARCHIVE, FCVAR_REPLICATED} or FCVAR_REPLICATED) --- -- @realm server local idle_enabled = CreateConVar("ttt_idle", "1", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local idle_time = CreateConVar("ttt_idle_limit", "180", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local voice_drain = CreateConVar("ttt_voice_drain", "0", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local voice_drain_normal = CreateConVar("ttt_voice_drain_normal", "0.2", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local voice_drain_admin = CreateConVar("ttt_voice_drain_admin", "0.05", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local voice_drain_recharge = CreateConVar("ttt_voice_drain_recharge", "0.05", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local namechangekick = CreateConVar("ttt_namechange_kick", "1", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local namechangebtime = CreateConVar("ttt_namechange_bantime", "10", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local ttt_detective = CreateConVar("ttt_sherlock_mode", "1", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local ttt_minply = CreateConVar("ttt_minimum_players", "2", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server CreateConVar("ttt2_prep_respawn", "0", {FCVAR_NOTIFY, FCVAR_ARCHIVE}, "Respawn if dead in preparing time") --- -- @realm server local map_switch_delay = CreateConVar("ttt2_map_switch_delay", "15", {FCVAR_NOTIFY, FCVAR_ARCHIVE}, "Time that passes before the map is changed after the last round ends or the timer runs out", 0) --- -- @realm server CreateConVar("ttt_identify_body_woconfirm", "1", {FCVAR_NOTIFY, FCVAR_ARCHIVE}, "Toggles whether ragdolls should be confirmed in DetectiveMode() without clicking on confirm espacially") --- -- @realm server local confirm_team = CreateConVar("ttt2_confirm_team", "0", {FCVAR_NOTIFY, FCVAR_ARCHIVE}, "Show team of confirmed player") --- -- @realm server CreateConVar("ttt2_confirm_killlist", "1", {FCVAR_NOTIFY, FCVAR_ARCHIVE}, "Confirm players in kill list") --- -- @realm server CreateConVar("ttt_enforce_playermodel", "1", {FCVAR_NOTIFY, FCVAR_ARCHIVE}, "Whether or not to enforce terrorist playermodels. Set to 0 for compatibility with Enhanced Playermodel Selector") --- -- @realm server local ttt_dbgwin = CreateConVar("ttt_debug_preventwin", "0", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) --- -- @realm server local ttt_newroles_enabled = CreateConVar("ttt_newroles_enabled", "1", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) -- Pool some network names. util.AddNetworkString("TTT_RoundState") util.AddNetworkString("TTT_RagdollSearch") util.AddNetworkString("TTT_GameMsg") util.AddNetworkString("TTT_GameMsgColor") util.AddNetworkString("TTT_RoleChat") util.AddNetworkString("TTT_RoleVoiceState") util.AddNetworkString("TTT_LastWordsMsg") util.AddNetworkString("TTT_RadioMsg") util.AddNetworkString("TTT_ReportStream") util.AddNetworkString("TTT_LangMsg") util.AddNetworkString("TTT_ServerLang") util.AddNetworkString("TTT_Equipment") util.AddNetworkString("TTT_Credits") util.AddNetworkString("TTT_Bought") util.AddNetworkString("TTT_BoughtItem") util.AddNetworkString("TTT_InterruptChat") util.AddNetworkString("TTT_PlayerSpawned") util.AddNetworkString("TTT_PlayerDied") util.AddNetworkString("TTT_CorpseCall") util.AddNetworkString("TTT_ClearClientState") util.AddNetworkString("TTT_PerformGesture") util.AddNetworkString("TTT_Role") util.AddNetworkString("TTT_RoleList") util.AddNetworkString("TTT_RoleReset") util.AddNetworkString("TTT_ConfirmUseTButton") util.AddNetworkString("TTT_C4Config") util.AddNetworkString("TTT_C4DisarmResult") util.AddNetworkString("TTT_C4Warn") util.AddNetworkString("TTT_ScanResult") util.AddNetworkString("TTT_FlareScorch") util.AddNetworkString("TTT_Radar") util.AddNetworkString("TTT_Spectate") util.AddNetworkString("TTT2TestRole") util.AddNetworkString("TTT2SyncShopsWithServer") util.AddNetworkString("TTT2DevChanges") util.AddNetworkString("TTT2SyncDBItems") util.AddNetworkString("TTT2ReceiveTBEq") util.AddNetworkString("TTT2ReceiveGBEq") util.AddNetworkString("TTT2ResetTBEq") util.AddNetworkString("TTT2PlayerAuthedShared") util.AddNetworkString("TTT2ActivateTButton") util.AddNetworkString("TTT2ToggleTButton") util.AddNetworkString("TTT2SendTButtonConfig") util.AddNetworkString("TTT2RequestTButtonConfig") util.AddNetworkString("TTT2OrderEquipment") util.AddNetworkString("TTT2RoleGlobalVoice") util.AddNetworkString("TTT2MuteTeam") util.AddNetworkString("TTT2UpdateHoldAimConvar") fileloader.LoadFolder("terrortown/gamemode/client/cl_help/", false, CLIENT_FILE) fileloader.LoadFolder("terrortown/autorun/client/", false, CLIENT_FILE, function(path) MsgN("Marked TTT2 client autorun file for distribution: ", path) end) fileloader.LoadFolder("terrortown/autorun/shared/", false, SHARED_FILE, function(path) MsgN("Marked and added TTT2 shared autorun file for distribution: ", path) end) fileloader.LoadFolder("terrortown/autorun/server/", false, SERVER_FILE, function(path) MsgN("Added TTT2 server autorun file: ", path) end) CHANGED_EQUIPMENT = {} --- -- Called after the gamemode loads and starts. -- @hook -- @realm server -- @ref https://wiki.facepunch.com/gmod/GM:Initialize -- @local function GM:Initialize() MsgN("Trouble In Terrorist Town 2 gamemode initializing...") ShowVersion() --- -- @realm shared hook.Run("TTT2Initialize") --- -- @realm shared hook.Run("TTT2FinishedLoading") -- check for language files to mark them as downloadable for clients fileloader.LoadFolder("lang/", true, CLIENT_FILE, function(path) MsgN("[DEPRECATION WARNING]: Loaded language file from 'lang/', this folder is deprecated. Please switch to 'terrortown/lang/'") MsgN("Added TTT2 language file: ", path) end) fileloader.LoadFolder("terrortown/lang/", true, CLIENT_FILE, function(path) MsgN("Added TTT2 language file: ", path) end) -- load vskin files fileloader.LoadFolder("terrortown/gamemode/shared/vskins/", false, CLIENT_FILE, function(path) MsgN("Added TTT2 vskin file: ", path) end) fileloader.LoadFolder("terrortown/vskin/", false, CLIENT_FILE, function(path) MsgN("Added TTT2 vskin file: ", path) end) roleselection.LoadLayers() ShopEditor.SetupShopEditorCVars() ShopEditor.CreateShopDBs() -- Force friendly fire to be enabled. If it is off, we do not get lag compensation. RunConsoleCommand("mp_friendlyfire", "1") -- Default crowbar unlocking settings, may be overridden by config entity self.crowbar_unlocks = { [OPEN_DOOR] = true, [OPEN_ROT] = true, [OPEN_BUT] = true, [OPEN_NOTOGGLE] = true } -- More map config ent defaults self.force_plymodel = "" self.propspec_allow_named = true self.MapWin = WIN_NONE self.AwardedCredits = false self.AwardedCreditsDead = 0 self.round_state = ROUND_WAIT self.FirstRound = true self.RoundStartTime = 0 self.roundCount = 0 self.DamageLog = {} self.LastRole = {} self.playermodel = GetRandomPlayerModel() self.playercolor = COLOR_WHITE -- Delay reading of cvars until config has definitely loaded self.cvar_init = false SetGlobalFloat("ttt_round_end", -1) SetGlobalFloat("ttt_haste_end", -1) -- For the paranoid math.randomseed(os.time()) math.random(); math.random(); math.random() -- warming up WaitForPlayers() if cvars.Number("sv_alltalk", 0) > 0 then ErrorNoHalt("TTT2 WARNING: sv_alltalk is enabled. Dead players will be able to talk to living players. TTT2 will now attempt to set sv_alltalk 0.\n") RunConsoleCommand("sv_alltalk", "0") end if not IsMounted("cstrike") then ErrorNoHalt("TTT2 WARNING: CS:S does not appear to be mounted by GMod. Things may break in strange ways. Server admin? Check the TTT readme for help.\n") end --- -- @realm shared hook.Run("PostInitialize") end --- -- This hook is called to initialize the ConVars. -- @note Used to do this in Initialize, but server cfg has not always run yet by that point. -- @hook -- @realm server function GM:InitCvars() MsgN("TTT2 initializing ConVar settings...") -- Initialize game state that is synced with client SetGlobalInt("ttt_rounds_left", round_limit:GetInt()) self:SyncGlobals() KARMA.InitState() self.cvar_init = true end --- -- Called when the game(server) needs to update the text shown in the server browser as the gamemode. -- @return string The text to be shown in the server browser as the gamemode -- @hook -- @realm server -- @ref https://wiki.facepunch.com/gmod/GM:GetGameDescription -- @local function GM:GetGameDescription() return self.Name end --- -- This hook is used to initialize @{ITEM}s, @{Weapon}s and the shops. -- Called after all the entities are initialized. -- @note At this point the client only knows about the entities that are within the spawnpoints' PVS. -- For instance, if the server sends an entity that is not within this -- <a href="https://en.wikipedia.org/wiki/Potentially_visible_set">PVS</a>, -- the client will receive it as NULL entity. -- @hook -- @realm server -- @ref https://wiki.facepunch.com/gmod/GM:InitPostEntity -- @local function GM:InitPostEntity() self:InitCvars() MsgN("[TTT2][INFO] Client post-init...") --- -- @realm shared hook.Run("TTTInitPostEntity") items.MigrateLegacyItems() items.OnLoaded() InitDefaultEquipment() local itms = items.GetList() local sweps = weapons.GetList() -- load and initialize all SWEPs and all ITEMs from database if sql.CreateSqlTable("ttt2_items", ShopEditor.savingKeys) then for i = 1, #itms do local eq = itms[i] ShopEditor.InitDefaultData(eq) local name = GetEquipmentFileName(WEPS.GetClass(eq)) local loaded, changed = sql.Load("ttt2_items", name, eq, ShopEditor.savingKeys) if not loaded then sql.Init("ttt2_items", name, eq, ShopEditor.savingKeys) elseif changed then CHANGED_EQUIPMENT[#CHANGED_EQUIPMENT + 1] = {name, eq} end end for i = 1, #sweps do local wep = sweps[i] ShopEditor.InitDefaultData(wep) local name = GetEquipmentFileName(WEPS.GetClass(wep)) local loaded, changed = sql.Load("ttt2_items", name, wep, ShopEditor.savingKeys) if not loaded then sql.Init("ttt2_items", name, wep, ShopEditor.savingKeys) elseif changed then CHANGED_EQUIPMENT[#CHANGED_EQUIPMENT + 1] = {name, wep} end end end for i = 1, #itms do local itm = itms[i] CreateEquipment(itm) -- init items itm.CanBuy = {} -- reset normal items equipment itm:Initialize() end for i = 1, #sweps do local wep = sweps[i] CreateEquipment(wep) -- init weapons wep.CanBuy = {} -- reset normal weapons equipment end -- init hudelements fns local hudElems = hudelements.GetList() for i = 1, #hudElems do local hudelem = hudElems[i] if not hudelem.togglable then continue end local nm = "ttt2_elem_toggled_" .. hudelem.id --- -- @name ttt2_elem_toggled_[HUDELEMENT_NAME] -- @realm server local ret = CreateConVar(nm, "1", {FCVAR_NOTIFY, FCVAR_ARCHIVE}) SetGlobalBool(nm, ret:GetBool()) cvars.AddChangeCallback(nm, function(cvarName, old, new) SetGlobalBool(cvarName, tobool(new)) end, "CVAR_" .. nm) end -- initialize fallback shops InitFallbackShops() --- -- @realm server hook.Run("PostInitPostEntity") --- -- @realm server hook.Run("InitFallbackShops") --- -- @realm server hook.Run("LoadedFallbackShops") -- initialize the equipment LoadShopsEquipment() MsgN("[TTT2][INFO] Shops initialized...") WEPS.ForcePrecache() timer.Simple(0, function() addonChecker.Check() end) end --- -- Called when a map I/O event occurs. -- @param Entity ent Entity that receives the input -- @param string input The input name. Is not guaranteed to be a valid input on the entity. -- @param Entity activator Activator of the input -- @param Entity caller Caller of the input -- @param any data Data provided with the input -- @return boolean Return true to prevent this input from being processed. -- @ref https://wiki.facepunch.com/gmod/GM:AcceptInput -- @hook -- @realm server function GM:AcceptInput(ent, name, activator, caller, data) return door.AcceptInput(ent, name, activator, caller, data) end --- -- This hook is used to sync the global networked vars. -- @note ConVar replication is broken in GMod, so we do this. -- I don't like it any more than you do, dear reader. -- @hook -- @realm server function GM:SyncGlobals() SetGlobalBool("ttt_detective", ttt_detective:GetBool()) SetGlobalBool(ttt_haste:GetName(), ttt_haste:GetBool()) SetGlobalInt(time_limit:GetName(), time_limit:GetInt()) SetGlobalInt(idle_time:GetName(), idle_time:GetInt()) SetGlobalBool(idle_enabled:GetName(), idle_enabled:GetBool()) SetGlobalBool(voice_drain:GetName(), voice_drain:GetBool()) SetGlobalFloat(voice_drain_normal:GetName(), voice_drain_normal:GetFloat()) SetGlobalFloat(voice_drain_admin:GetName(), voice_drain_admin:GetFloat()) SetGlobalFloat(voice_drain_recharge:GetName(), voice_drain_recharge:GetFloat()) local rlsList = roles.GetList() for i = 1, #rlsList do local abbr = rlsList[i].abbr SetGlobalString("ttt_" .. abbr .. "_shop_fallback", GetConVar("ttt_" .. abbr .. "_shop_fallback"):GetString()) end SetGlobalBool("ttt2_confirm_team", confirm_team:GetBool()) --- -- @realm server hook.Run("TTT2SyncGlobals") end cvars.AddChangeCallback(ttt_detective:GetName(), function(cv, old, new) SetGlobalBool("ttt_detective", tobool(tonumber(new))) end) cvars.AddChangeCallback(ttt_haste:GetName(), function(cv, old, new) SetGlobalBool(ttt_haste:GetName(), tobool(tonumber(new))) end) cvars.AddChangeCallback(time_limit:GetName(), function(cv, old, new) SetGlobalInt(time_limit:GetName(), tonumber(new)) end) cvars.AddChangeCallback(idle_time:GetName(), function(cv, old, new) SetGlobalInt(idle_time:GetName(), tonumber(new)) end) cvars.AddChangeCallback(idle_enabled:GetName(), function(cv, old, new) SetGlobalBool(idle_enabled:GetName(), tobool(tonumber(new))) end) cvars.AddChangeCallback(voice_drain:GetName(), function(cv, old, new) SetGlobalBool(voice_drain:GetName(), tobool(tonumber(new))) end) cvars.AddChangeCallback(voice_drain_normal:GetName(), function(cv, old, new) SetGlobalFloat(voice_drain_normal:GetName(), tonumber(new)) end) cvars.AddChangeCallback(voice_drain_admin:GetName(), function(cv, old, new) SetGlobalFloat(voice_drain_admin:GetName(), tonumber(new)) end) cvars.AddChangeCallback(voice_drain_recharge:GetName(), function(cv, old, new) SetGlobalFloat(voice_drain_recharge:GetName(), tonumber(new)) end) --- -- This @{function} is used to load the shop equipments -- @realm server -- @internal function LoadShopsEquipment() -- initialize shop equipment local rlsList = roles.GetList() for i = 1, #rlsList do local roleData = rlsList[i] local shopFallback = GetConVar("ttt_" .. roleData.abbr .. "_shop_fallback"):GetString() if shopFallback ~= roleData.name then continue end LoadSingleShopEquipment(roleData) end end local function TTT2SyncShopsWithServer(len, ply) -- at first, sync items for i = 1, #CHANGED_EQUIPMENT do local tbl = CHANGED_EQUIPMENT[i] ShopEditor.WriteItemData("TTT2SyncDBItems", tbl[1], tbl[2]) end -- reset and set if it's a fallback net.Start("shopFallbackReset") net.Send(ply) SyncEquipment(ply) -- sync bought sweps if BUYTABLE then for id in pairs(BUYTABLE) do net.Start("TTT2ReceiveGBEq") net.WriteString(id) net.Send(ply) end end if TEAMBUYTABLE then local team = ply:GetTeam() if team and team ~= TEAM_NONE and not TEAMS[team].alone and TEAMBUYTABLE[team] then local filter = GetTeamFilter(team) for id in pairs(TEAMBUYTABLE[team]) do net.Start("TTT2ReceiveTBEq") net.WriteString(id) net.Send(filter) end end end end net.Receive("TTT2SyncShopsWithServer", TTT2SyncShopsWithServer) --- -- This @{function} is used to trigger the round syncing -- @param number state the round state -- @param[opt] Player ply if nil, this will broadcast to every connected @{PLayer} -- @realm server function SendRoundState(state, ply) net.Start("TTT_RoundState") net.WriteUInt(state, 3) if IsValid(ply) then net.Send(ply) else net.Broadcast() end end --- -- Sets the current round state -- @note Round state is encapsulated by set/get so that it can easily be changed to -- eg. a networked var if this proves more convenient -- @param number state -- @realm server function SetRoundState(state) GAMEMODE.round_state = state events.Trigger(EVENT_GAME, state) SendRoundState(state) end --- -- Returns the current round state -- @note Round state is encapsulated by set/get so that it can easily be changed to -- eg. a networked var if this proves more convenient -- @return number -- @realm server function GetRoundState() return GAMEMODE.round_state end local function EnoughPlayers() local ready = 0 -- only count truly available players, i.e. no forced specs local plys = player.GetAll() for i = 1, #plys do local ply = plys[i] if not IsValid(ply) or not ply:ShouldSpawn() then continue end ready = ready + 1 end return ready >= ttt_minply:GetInt() end --- -- This @{function} is used to create the timers that checks -- whether is the round is able to start (enough players?) -- @note Used to be in Think/Tick, now in a timer -- @note this stops @{WaitForPlayers} -- @realm server -- @see WaitForPlayers -- @internal function WaitingForPlayersChecker() if GetRoundState() ~= ROUND_WAIT or not EnoughPlayers() then return end timer.Create("wait2prep", 1, 1, PrepareRound) timer.Stop("waitingforply") end --- -- Start waiting for players -- @realm server -- @see WaitingForPlayersChecker -- @internal function WaitForPlayers() SetRoundState(ROUND_WAIT) if timer.Start("waitingforply") then return end timer.Create("waitingforply", 2, 0, WaitingForPlayersChecker) end --- -- Fixes a spectator bug in the beginning -- @note When a player initially spawns after mapload, everything is a bit strange -- just making him spectator for some reason does not work right. Therefore, -- we regularly check for these broken spectators while we wait for players -- and immediately fix them. -- @realm server -- @internal function FixSpectators() local plys = player.GetAll() for i = 1, #plys do local ply = plys[i] if not ply:IsSpec() or ply:GetRagdollSpec() or ply:GetMoveType() >= MOVETYPE_NOCLIP then continue end ply:Spectate(OBS_MODE_ROAMING) end end --- -- This is the win condition checker -- @note Used to be in think, now a timer -- @realm server -- @internal local function WinChecker() if GetRoundState() ~= ROUND_ACTIVE then return end if CurTime() > GetGlobalFloat("ttt_round_end", 0) then EndRound(WIN_TIMELIMIT) elseif not ttt_dbgwin:GetBool() then --- -- @realm server win = hook.Run("TTT2PreWinChecker") --- -- @realm server win = win or hook.Run("TTTCheckForWin") if win == WIN_NONE then return end EndRound(win) end end local function NameChangeKick() if not namechangekick:GetBool() then timer.Remove("namecheck") return end if GetRoundState() ~= ROUND_ACTIVE then return end local hmns = player.GetHumans() for i = 1, #hmns do local ply = hmns[i] if not ply.spawn_nick then ply.spawn_nick = ply:Nick() continue end --- -- @realm server if not ply.has_spawned or ply.spawn_nick == ply:Nick() or hook.Run("TTTNameChangeKick", ply) then continue end local t = namechangebtime:GetInt() local msg = "Changed name during a round" if t > 0 then ply:KickBan(t, msg) else ply:Kick(msg) end end end --- -- This @{function} is used to install a timer that checks for name changes -- and kicks @{Player} if it's activated -- @realm server -- @internal function StartNameChangeChecks() if not namechangekick:GetBool() then return end -- bring nicks up to date, may have been changed during prep/post local plys = player.GetAll() for i = 1, #plys do local ply = plys[i] ply.spawn_nick = ply:Nick() end if not timer.Exists("namecheck") then timer.Create("namecheck", 3, 0, NameChangeKick) end end --- -- This function install the win condition checker (with a timer) -- @realm server -- @internal -- @see StopWinChecks function StartWinChecks() if not timer.Start("winchecker") then timer.Create("winchecker", 1, 0, WinChecker) end end --- -- This function stops the win condition checker (the timer) -- @realm server -- @internal -- @see StartWinChecks function StopWinChecks() timer.Stop("winchecker") end --- -- Called right before the map cleans up (usually because @{game.CleanUpMap} was called) -- @hook -- @realm server -- @ref https://wiki.facepunch.com/gmod/GM:PreCleanupMap -- @local function GM:PreCleanupMap() ents.TTT.FixParentedPreCleanup() entityOutputs.CleanUp() end --- -- Called right after the map has cleaned up (usually because game.CleanUpMap was called) -- @hook -- @realm server -- @ref https://wiki.facepunch.com/gmod/GM:PostCleanupMap -- @local function GM:PostCleanupMap() ents.TTT.FixParentedPostCleanup() entityOutputs.SetUp() --- -- @realm server hook.Run("TTT2PostCleanupMap") door.SetUp() end --- -- Called if CheckForMapSwitch has determined that a map change should happen -- @note Can be used for custom map voting system. Just hook this and return true to override. -- @param string nextmap next map that would be loaded according to the file that is set by the mapcyclefile convar -- @param number rounds_left number of rounds left before the next map switch -- @param number time_left time left before the next map switch in seconds -- @hook -- @realm server function GM:TTT2LoadNextMap(nextmap, rounds_left, time_left) if rounds_left <= 0 then LANG.Msg("limit_round", {mapname = nextmap}) elseif time_left <= 0 then LANG.Msg("limit_time", {mapname = nextmap}) end timer.Simple(map_switch_delay:GetFloat(), game.LoadNextMap) end local function CleanUp() game.CleanUpMap() -- Strip players now, so that their weapons are not seen by ReplaceEntities local plys = player.GetAll() for i = 1, #plys do local v = plys[i] v:StripWeapons() v:SetRole(ROLE_NONE) -- will reset team automatically end -- a different kind of cleanup hook.Remove("PlayerSay", "ULXMeCheck") end local function SpawnEntities() local et = ents.TTT -- Spawn weapons from script if there is one local import = et.CanImportEntities(game.GetMap()) if import then et.ProcessImportScript(game.GetMap()) else -- Replace HL2DM/ZM ammo/weps with our own et.ReplaceEntities() -- Populate CS:S/TF2 maps with extra guns et.PlaceExtraWeapons() end -- Finally, get players in there SpawnWillingPlayers() end local function StopRoundTimers() -- remove all timers timer.Stop("wait2prep") timer.Stop("prep2begin") timer.Stop("end2prep") timer.Stop("winchecker") end -- Make sure we have the players to do a round, people can leave during our -- preparations so we'll call this numerous times local function CheckForAbort() if not EnoughPlayers() then LANG.Msg("round_minplayers") StopRoundTimers() WaitForPlayers() return true end return false end --- -- Sets the global round end time var -- @param number endtime time -- @realm server -- @internal function SetRoundEnd(endtime) SetGlobalFloat("ttt_round_end", endtime) end --- -- Increases the global round end time var -- @param number endtime time (addition) -- @realm server -- @internal function IncRoundEnd(incr) SetRoundEnd(GetGlobalFloat("ttt_round_end", 0) + incr) end --- -- Adds a delay before the round begings. This is called before @{hooks/GLOBAL/TTTPrepareRound} -- @note Can be used for custom voting systems -- @return boolean whether there should be a delay -- @return number delay in seconds -- @hook -- @realm server function GM:TTTDelayRoundStartForVote() --return true, 30 return false end --- -- This @{function} calls @{GM:TTTPrepareRound} and is used to prepare the round -- @realm server -- @internal function PrepareRound() -- Check playercount if CheckForAbort() then return end --- -- @realm server local delay_round, delay_length = hook.Run("TTTDelayRoundStartForVote") if delay_round then delay_length = delay_length or 30 LANG.Msg("round_voting", {num = delay_length}) timer.Create("delayedprep", delay_length, 1, PrepareRound) return end -- Cleanup if GAMEMODE.FirstRound then -- if we are going to import entities, it's no use replacing HL2DM ones as -- soon as they spawn, because they'll be removed anyway ents.TTT.SetReplaceChecking(not ents.TTT.CanImportEntities(game.GetMap())) end CleanUp() GAMEMODE.roundCount = GAMEMODE.roundCount + 1 GAMEMODE.MapWin = WIN_NONE GAMEMODE.AwardedCredits = false GAMEMODE.AwardedCreditsDead = 0 events.Reset() -- Update damage scaling KARMA.RoundBegin() -- New look. Random if no forced model set. GAMEMODE.playermodel = GAMEMODE.force_plymodel == "" and GetRandomPlayerModel() or GAMEMODE.force_plymodel --- -- @realm server GAMEMODE.playercolor = hook.Run("TTTPlayerColor", GAMEMODE.playermodel) if CheckForAbort() then return end -- Schedule round start local ptime = preptime:GetInt() if GAMEMODE.FirstRound then ptime = firstpreptime:GetInt() GAMEMODE.FirstRound = false end -- remove decals util.ClearDecals() -- Piggyback on "round end" time global var to show end of phase timer SetRoundEnd(CurTime() + ptime) timer.Simple(1, function() SetRoundEnd(CurTime() + ptime - 1) end) timer.Create("prep2begin", ptime, 1, BeginRound) -- Mute for a second around traitor selection, to counter a dumb exploit -- related to traitor's mics cutting off for a second when they're selected. timer.Create("selectmute", ptime - 1, 1, function() MuteForRestart(true) end) LANG.Msg("round_begintime", {num = ptime}) SetRoundState(ROUND_PREP) -- Delay spawning until next frame to avoid ent overload timer.Simple(0.01, SpawnEntities) -- Undo the roundrestart mute, though they will once again be muted for the -- selectmute timer. timer.Create("restartmute", 1, 1, function() MuteForRestart(false) end) net.Start("TTT_ClearClientState") net.Broadcast() -- In case client's cleanup fails, make client set all players to innocent role timer.Simple(1, SendRoleReset) local plys = player.GetAll() for i = 1, #plys do local ply = plys[i] ply:SetTargetPlayer(nil) ply:ResetRoundDeathCounter() ply:SetActiveInRound(false) ply:CancelRevival(nil, true) ply:SendRevivalReason(nil) end --- -- Tell hooks and map we started prep -- @realm server hook.Run("TTTPrepareRound") ents.TTT.TriggerRoundStateOutputs(ROUND_PREP) end local function TraitorSorting(a, b) return a and b and a:upper() < b:upper() end --- -- Tells the Traitors about their team mates -- @realm server function TellTraitorsAboutTraitors() local traitornicks = {} local plys = player.GetAll() for i = 1, #plys do local v = plys[i] if v:GetTeam() ~= TEAM_TRAITOR then continue end traitornicks[#traitornicks + 1] = v:Nick() end for i = 1, #plys do local v = plys[i] if v:GetTeam() ~= TEAM_TRAITOR then continue end local tmp = table.Copy(traitornicks) --- -- @realm server local shouldShow = hook.Run("TTT2TellTraitors", tmp, v) if shouldShow == false or tmp == nil or #tmp == 0 then continue end if #tmp == 1 then LANG.Msg(v, "round_traitors_one", nil, MSG_MSTACK_ROLE) return end if #tmp >= 3 then table.sort(tmp, TraitorSorting) end local names = "" for k = 1, #tmp do local name = tmp[k] if name == v:Nick() then continue end names = names .. name .. ", " end names = string.sub(names, 1, -3) LANG.Msg(v, "round_traitors_more", {names = names}, MSG_MSTACK_ROLE) end end --- -- Spawns all @{Player}s -- @param boolean dead_only -- @realm server function SpawnWillingPlayers(dead_only) local plys = player.GetAll() local wave_delay = spawnwaveint:GetFloat() -- simple method, should make this a case of the other method once that has -- been tested. if wave_delay <= 0 or dead_only then for i = 1, #plys do plys[i]:SpawnForRound(dead_only) end else -- wave method local num_spawns = #spawn.GetPlayerSpawnEntities() local to_spawn = {} for _, ply in RandomPairs(plys) do if ply:ShouldSpawn() then to_spawn[#to_spawn + 1] = ply GAMEMODE:PlayerSpawnAsSpectator(ply) end end local sfn = function() local c = 0 -- fill the available spawnpoints with players that need -- spawning while c < num_spawns and #to_spawn > 0 do for k = 1, #to_spawn do local ply = to_spawn[k] if IsValid(ply) and ply:SpawnForRound() then -- a spawn ent is now occupied c = c + 1 end -- Few possible cases: -- 1) player has now been spawned -- 2) player should remain spectator after all -- 3) player has disconnected -- In all cases we don't need to spawn them again. table.remove(to_spawn, k) -- all spawn ents are occupied, so the rest will have -- to wait for next wave if c >= num_spawns then break end end end MsgN("Spawned " .. c .. " players in spawn wave.") if #to_spawn == 0 then timer.Remove("spawnwave") MsgN("Spawn waves ending, all players spawned.") end end MsgN("Spawn waves starting.") timer.Create("spawnwave", wave_delay, 0, sfn) -- already run one wave, which may stop the timer if everyone is spawned -- in one go sfn() end end local function InitRoundEndTime() -- Init round values local endtime = CurTime() + roundtime:GetInt() * 60 if HasteMode() then endtime = CurTime() + haste_starting:GetInt() * 60 -- this is a "fake" time shown to innocents, showing the end time if no -- one would have been killed, it has no gameplay effect SetGlobalFloat("ttt_haste_end", endtime) end SetRoundEnd(endtime) end --- -- This @{function} calls @{GM:TTTBeginRound} and is used to start the round -- @realm server -- @internal function BeginRound() GAMEMODE:SyncGlobals() if CheckForAbort() then return end InitRoundEndTime() if CheckForAbort() then return end -- Respawn dumb people who died during prep SpawnWillingPlayers(true) -- Remove their ragdolls ents.TTT.RemoveRagdolls(true) -- remove decals util.ClearDecals() if CheckForAbort() then return end -- Select traitors & co. This is where things really start so we can't abort -- anymore. roleselection.SelectRoles() LANG.Msg("round_selected") -- Edge case where a player joins just as the round starts and is picked as -- traitor, but for whatever reason does not get the traitor state msg. So -- re-send after a second just to make sure everyone is getting it. -- TODO improve timer.Simple(1, SendFullStateUpdate) timer.Simple(10, SendFullStateUpdate) -- Give the StateUpdate messages ample time to arrive timer.Simple(1.5, TellTraitorsAboutTraitors) timer.Simple(2.5, ShowRoundStartPopup) -- Start the win condition check timer StartWinChecks() StartNameChangeChecks() timer.Create("selectmute", 1, 1, function() MuteForRestart(false) end) GAMEMODE.DamageLog = {} GAMEMODE.RoundStartTime = CurTime() -- Sound start alarm SetRoundState(ROUND_ACTIVE) LANG.Msg("round_started") ServerLog("Round proper has begun...\n") events.Trigger(EVENT_SELECTED) GAMEMODE:UpdatePlayerLoadouts() -- needs to happen when round_active ARMOR:InitPlayerArmor() local plys = player.GetAll() for i = 1, #plys do local ply = plys[i] ply:ResetRoundDeathCounter() -- a player should be considered "was active in round" if they received a role ply:SetActiveInRound(ply:Alive() and ply:IsTerror()) end --- -- @realm server hook.Run("TTTBeginRound") ents.TTT.TriggerRoundStateOutputs(ROUND_BEGIN) end --- -- Prints round results / win conditions to the server log -- @param string result the winner team -- @realm server -- @internal function PrintResultMessage(result) ServerLog("Round ended.\n") if result == WIN_TIMELIMIT then LANG.Msg("win_time") ServerLog("Result: timelimit reached, traitors lose.\n") return elseif result == WIN_NONE or result == TEAM_NONE then LANG.Msg("win_nones") ServerLog("Result: No-one wins.\n") return else if isnumber(result) then if result == WIN_TRAITOR then result = TEAM_TRAITOR elseif result == WIN_INNOCENT then result = TEAM_INNOCENT end end LANG.Msg("win_" .. result) -- TODO translation ServerLog("Result: " .. result .. " wins.\n") -- TODO translation return end ServerLog("Result: unknown victory condition!\n") end --- -- Checks whether the map is able to switch based on round limits and time limits -- @realm server -- @internal function CheckForMapSwitch() -- Check for mapswitch local rounds_left = math.max(0, GetGlobalInt("ttt_rounds_left", 6) - 1) SetGlobalInt("ttt_rounds_left", rounds_left) local time_left = math.max(0, time_limit:GetInt() * 60 - CurTime()) local nextmap = string.upper(game.GetMapNext()) if rounds_left <= 0 or time_left <= 0 then timer.Stop("end2prep") SetRoundEnd(CurTime()) --- -- @realm server hook.Run("TTT2LoadNextMap", nextmap, rounds_left, time_left) else LANG.Msg("limit_left", {num = rounds_left, time = math.ceil(time_left / 60)}) end end --- -- This @{function} calls @{GM:TTTEndRound} and is used to end the round -- @param string result The winning team / result / condition -- @realm server -- @internal function EndRound(result) PrintResultMessage(result) KARMA.RoundEnd() events.Trigger(EVENT_FINISH, result) SetRoundState(ROUND_POST) local ptime = math.max(5, posttime:GetInt()) LANG.Msg("win_showreport", {num = ptime}) timer.Create("end2prep", ptime, 1, PrepareRound) -- Piggyback on "round end" time global var to show end of phase timer SetRoundEnd(CurTime() + ptime) timer.Create("restartmute", ptime - 1, 1, function() MuteForRestart(true) end) -- Stop checking for wins StopWinChecks() -- send each client the role setup, reveal every player local rlsList = roles.GetList() for i = 1, #rlsList do SendSubRoleList(rlsList[i].index) end -- We may need to start a timer for a mapswitch, or start a vote CheckForMapSwitch() events.UpdateScoreboard() -- send the clients the round log, players will be shown the report events.StreamToClients() --- -- server plugins might want to start a map vote here or something -- these hooks are not used by TTT internally -- possible incompatibility for other addons -- @realm server hook.Run("TTTEndRound", result) ents.TTT.TriggerRoundStateOutputs(ROUND_POST, result) end --- -- Called when gamemode has been reloaded by auto refresh. -- @hook -- @realm server -- @ref https://wiki.facepunch.com/gmod/GM:OnReloaded function GM:OnReloaded() -- load all roles roles.OnLoaded() --- -- @realm shared hook.Run("TTT2RolesLoaded") --- -- @realm shared hook.Run("TTT2BaseRoleInit") end --- -- Called if the map triggers the end based on some defined win or end conditions -- @param string wintype -- @hook -- @realm server function GM:MapTriggeredEnd(wintype) if wintype ~= WIN_NONE then self.MapWin = wintype else -- print alert and hint for contact print("\n\nCalled hook 'GM:MapTriggeredEnd' with incorrect wintype\n\n") end end --- -- Win checker hook to add your own win conditions -- @note The most basic win check is whether both sides have one dude alive -- @hook -- @realm server function GM:TTTCheckForWin() if not ttt_dbgwin or ttt_dbgwin:GetBool() then return WIN_NONE end if self.MapWin ~= WIN_NONE then -- a role wins local mw = self.MapWin self.MapWin = WIN_NONE return mw end local alive = {} local plys = player.GetAll() for i = 1, #plys do local v = plys[i] local tm = v:GetTeam() if (v:IsTerror() or v:IsBlockingRevival()) and not v:GetSubRoleData().preventWin and tm ~= TEAM_NONE then alive[#alive + 1] = tm end end --- -- @realm server hook.Run("TTT2ModifyWinningAlives", alive) local checkedTeams = {} local b = 0 for i = 1, #alive do local team = alive[i] if team == TEAM_NONE then continue end if not checkedTeams[team] or TEAMS[team].alone then -- prevent win of custom role -> maybe own win conditions b = b + 1 -- check checkedTeams[team] = true end -- if 2 teams alive if b == 2 then break end end if b > 1 then -- if >= 2 teams alive: no one wins return WIN_NONE -- early out elseif b == 1 then -- just 1 team is alive return alive[1] else -- rare case: nobody is alive, e.g. because of an explosion return TEAM_NONE -- none_win end end hook.Add("PlayerAuthed", "TTT2PlayerAuthedSharedHook", function(ply, steamid, uniqueid) net.Start("TTT2PlayerAuthedShared") net.WriteString(not ply:IsBot() and util.SteamIDTo64(steamid) or "") net.WriteString((ply and ply:Nick()) or "UNKNOWN") net.Broadcast() end) local function ttt_roundrestart(ply, command, args) -- ply is nil on dedicated server console if not IsValid(ply) or ply:IsAdmin() or ply:IsSuperAdmin() or cvars.Bool("sv_cheats", 0) then LANG.Msg("round_restart") StopRoundTimers() -- do prep PrepareRound() else ply:PrintMessage(HUD_PRINTCONSOLE, "You must be a GMod Admin or SuperAdmin on the server to use this command, or sv_cheats must be enabled.") end end concommand.Add("ttt_roundrestart", ttt_roundrestart) --- -- Version announce also used in Initialize -- @param Player ply -- @realm server function ShowVersion(ply) local text = Format("This is [TTT2] Trouble in Terrorist Town 2 (Advanced Update) - by the TTT2 Dev Team (v%s)\n", GAMEMODE.Version) if IsValid(ply) then ply:PrintMessage(HUD_PRINTNOTIFY, text) else Msg(text) end end concommand.Add("ttt_version", ShowVersion) local function ttt_toggle_newroles(ply) if not ply:IsAdmin() then return end local b = not ttt_newroles_enabled:GetBool() ttt_newroles_enabled:SetBool(b) local word = "enabled" if not b then word = "disabled" end ply:PrintMessage(HUD_PRINTNOTIFY, "You " .. word .. " the new roles for TTT!") end concommand.Add("ttt_toggle_newroles", ttt_toggle_newroles)
--glue library, see http://code.google.com/p/lua-files/wiki/glue local glue = {} function glue.index(t) local dt={} for k,v in pairs(t) do dt[v]=k end return dt end function glue.keys(t) local dt={} for k in pairs(t) do dt[#dt+1]=k end return dt end function glue.update(dt,...) for i=1,select('#',...) do local t=select(i,...) if t ~= nil then for k,v in pairs(t) do dt[k]=v end end end return dt end function glue.merge(dt,...) for i=1,select('#',...) do local t=select(i,...) if t ~= nil then for k,v in pairs(t) do if dt[k] == nil then dt[k]=v end end end end return dt end --TODO: document and test this if it's a keeper function glue.sortedpairs(t, cmp) local kt = glue.keys(t) table.sort(kt, cmp) local i = 0 return function() i = i + 1 return kt[i], t[kt[i]] end end function glue.extend(dt,...) for j=1,select('#',...) do local t=select(j,...) if t ~= nil then for i=1,#t do dt[#dt+1]=t[i] end end end return dt end function glue.append(dt,...) for i=1,select('#',...) do dt[#dt+1] = select(i,...) end end --TODO: document and test this if it's a keeper function glue.insert(dest, idest, src, isrc, nsrc) isrc = isrc or 1 local iend if not nsrc then nsrc = #src iend = #src else iend = isrc + min(nsrc-1,#src-isrc) end if dest == src then -- special case if idest > isrc and iend >= idest then -- overlapping ranges src = tablex.sub(src,isrc,nsrc) isrc = 1; iend = #src end end for i = isrc,iend do dest[idest] = src[i] idest = idest + 1 end if clean_tail then tablex.clear(dest,idest) end return dest end function glue.pluck(t,key) local dt={} for i=1,#t do dt[#dt+1]=t[i][key] end return dt end function glue.min(t,cmp) local n=t[1] if cmp then for i=2,#t do if cmp(t[i], n) then n=t[i] end end else for i=2,#t do if t[i] < n then n=t[i] end end end return n end function glue.max(t,cmp) local n=t[1] if cmp then for i=2,#t do if cmp(n, t[i]) then n=t[i] end end else for i=2,#t do if n < t[i] then n=t[i] end end end return n end function glue.sum(t,key) local n=0 if key then for i=1,#t do n=n+(t[i][key] or 0) end else for i=1,#t do n=n+(t[i] or 0) end end return n end function glue.reverse(t) for i=1,#t/2 do t[#t-i+1],t[i]=t[i],t[#t-i+1] end return t end function glue.lerp(x, x0, x1, y0, y1) return y0 + (x-x0) * ((y1-y0) / (x1 - x0)) end glue.string = {} getmetatable''.__mod = function(s,v) if type(v) == 'table' then return string.format(s, unpack(v)) else return string.format(s, v) end end function glue.string.gsplit(s, sep, start, plain) start = start or 1 plain = plain or false local done = false local function pass(i, j, ...) if i then local seg = s:sub(start, i - 1) start = j + 1 return seg, ... else done = true return s:sub(start) end end return function() if done then return end if sep == '' then done = true return s end return pass(s:find(sep, start, plain)) end end function glue.string.trim(s) local from = s:match('^[%s]*()') return from > #s and '' or s:match('.*[^%s]', from) end local function format_ci_pat(c) return string.format('[%s%s]', c:lower(), c:upper()) end function glue.string.escape(s, mode) if mode == '*i' then s = s:gsub('[%a]', format_ci_pat) end return (s:gsub('%%','%%%%'):gsub('%z','%%z') :gsub('([%^%$%(%)%.%[%]%*%+%-%?])', '%%%1')) end function glue.string.tohex(s, upper) if type(s) == 'number' then return string.format(upper and '%08.8X' or '%08.8x', s) end if upper then return (s:gsub('.', function(c) return string.format('%02X', string.byte(c)) end)) else return (s:gsub('.', function(c) return string.format('%02x', string.byte(c)) end)) end end function glue.string.fromhex(s) return (s:gsub('..', function(cc) return string.char(tonumber(cc, 16)) end)) end glue.update(glue, glue.string) local function select_at(i,...) return ...,select(i,...) end local function collect_at(i,f,s,v) local t = {} repeat v,t[#t+1] = select_at(i,f(s,v)) until v == nil return t end local function collect_first(f,s,v) local t = {} repeat v = f(s,v); t[#t+1] = v until v == nil return t end function glue.collect(n,...) if type(n) == 'number' then return collect_at(n,...) else return collect_first(n,...) end end function glue.ipcall(f,s,v) local function pass(ok,v1,...) v = v1 return v and ok,v,... end return function() return pass(pcall(f,v)) end end function glue.pass(...) return ... end local function index_parents(t,k) local parents = getmetatable(t).__parents for i=1,#parents do if parents[i][k] ~= nil then return parents[i][k] end end end local function setmeta(t,__index,__parents) local meta = getmetatable(t) if not meta then if not __index and not __parents then return t end meta = {} setmetatable(t, meta) end meta.__index = __index meta.__parents = __parents return t end function glue.inherit(t,...) local n=select('#',...) if n==0 then error('parent expected', 2) end if n==1 then return setmeta(t,...,nil) end local parents={} for i=1,n do parents[#parents+1]=select(i,...) --ignore nils end if #parents < 2 then return setmeta(t,parents[1],nil) end setmeta(t,index_parents,parents) return t end function glue.fileexists(name) local f = io.open(name, 'rb') if f then f:close() end return f ~= nil and name or nil end function glue.readfile(name, format) local f = assert(io.open(name, format=='t' and 'r' or 'rb')) local s = f:read'*a' f:close() return s end function glue.writefile(name, s, format) local f = assert(io.open(name, format=='t' and 'w' or 'wb')) f:write(s) f:close() end function glue.assert(v,err,...) if v then return v,err,... end err = err or 'assertion failed!' if select('#',...) > 0 then err = string.format(err,...) end error(err, 2) end function glue.unprotect(ok,result,...) if not ok then return nil,result,... end if result == nil then result = true end return result,... end local function pcall_error(e) return tostring(e) .. '\n' .. debug.traceback() end function glue.pcall(f, ...) --luajit and lua 5.2 only! return xpcall(f, pcall_error, ...) end function glue.fpcall(f,...) --bloated: 2 tables, 4 closures. can we reduce the overhead? local fint, errt = {}, {} local function finally(f) fint[#fint+1] = f end local function onerror(f) errt[#errt+1] = f end local function err(e) for i=#errt,1,-1 do errt[i]() end for i=#fint,1,-1 do fint[i]() end return tostring(e) .. '\n' .. debug.traceback() end local function pass(ok,...) if ok then for i=#fint,1,-1 do fint[i]() end end return glue.unprotect(ok,...) end return pass(xpcall(f, err, finally, onerror, ...)) end function glue.fcall(f,...) return assert(glue.fpcall(f,...)) end if not ... then require'glue_test' end return glue
local t = Def.ActorFrame{}; if GAMESTATE:IsPlayerEnabled('PlayerNumber_P1') then --P1 Score Frame t[#t+1]=Def.ActorFrame{ InitCommand=cmd(addy,-14); LoadActor("MIXScoreFrame")..{ InitCommand=cmd(x,THEME:GetMetric(Var "LoadingScreen","PlayerP1OnePlayerOneSideX")); }; }; end; if GAMESTATE:IsPlayerEnabled('PlayerNumber_P2') then t[#t+1]=Def.ActorFrame{ InitCommand=cmd(addy,-14); LoadActor("MIXScoreFrame")..{ InitCommand=cmd(x,THEME:GetMetric(Var "LoadingScreen","PlayerP2OnePlayerOneSideX")); }; }; end; local PLAYER = GAMESTATE:GetMasterPlayerNumber(); t[#t+1] = Def.Sprite{ Texture="DIFF"; InitCommand=cmd(pause;setstate,0;addy,-40;CenterX;queuecommand,"Set"); SetCommand=function(self) local diff = GAMESTATE:GetCurrentSteps(PLAYER):GetDifficulty(); if diff == 'Difficulty_Easy' then self:visible(true) self:setstate(0); elseif diff == 'Difficulty_Medium' then self:visible(true) self:setstate(1); elseif diff == 'Difficulty_Hard' then self:visible(true) self:setstate(2); else self:visible(false) end; end; }; t[#t+1] = Def.Sprite{ InitCommand=cmd(CenterX;queuecommand,"Set"); SetCommand=function(s) local style = GAMESTATE:GetCurrentStyle():GetStyleType() if style == 'StyleType_OnePlayerOneSide' then s:Load(THEME:GetPathG("","_shared2ndMIX/Styles/single")); elseif style == 'StyleType_TwoPlayersTwoSides' then s:Load(THEME:GetPathG("","_shared2ndMIX/Styles/versus")); elseif style == 'StyleType_OnePlayerTwoSides' then s:Load(THEME:GetPathG("","_shared2ndMIX/Styles/double")); elseif style == 'StyleType_TwoPlayersSharedSides' then s:Load(THEME:GetPathB("","_shared2ndMIX/Styles/couple")); end; end; }; return t;
local ENUM_METATABLE = {} ENUM_METATABLE.__index = ENUM_METATABLE return function(rawEnum, api) local self = { _api = api, Name = rawEnum.Name, } return setmetatable(self, ENUM_METATABLE) end
positions = {} rmarkers = {} rblips = {} mType = "" mSize = 0 currentMarkerIndex = 0 rType = 0 function raceMarkerHit(hitElement, sameDim) if (hitElement == localPlayer and sameDim) then if (currentMarkerIndex < #positions) then currentMarkerIndex = currentMarkerIndex + 1 if (rType == 1) then showNextMarker() end else triggerServerEvent("AURevents.SetRaceWinner", root) end destroyElement(source) end end function showNextMarker() if (rType == 1) then local marker = createMarker(positions[currentMarkerIndex][1], positions[currentMarkerIndex][2], positions[currentMarkerIndex][3], mType, mSize, 0, 0, 255, 120) setElementDimension(marker, 336) addEventHandler("onClientMarkerHit", marker, raceMarkerHit) if (currentMarkerIndex < #positions) then local blip = createBlipAttachedTo(marker, 0, 2, 0, 0, 255) setMarkerTarget(marker, positions[currentMarkerIndex + 1][1], positions[currentMarkerIndex + 1][2], positions[currentMarkerIndex + 1][3]) addEventHandler("onClientElementDestroy", marker, function() destroyElement(blip) end) elseif (currentMarkerIndex == #positions) then local blip = createBlipAttachedTo(marker, 53) if (mType == "checkpoint") then setMarkerIcon(marker, "finish") else setMarkerTarget(marker, positions[currentMarkerIndex - 1][1], positions[currentMarkerIndex - 1][2], positions[currentMarkerIndex - 1][3]) end addEventHandler("onClientElementDestroy", marker, function() destroyElement(blip) end) end elseif (rType == 2) then for k,v in ipairs(positions) do local marker = createMarker(v[1], v[2], v[3], mType, mSize, 0, 0, 255, 120) setElementDimension(marker, 336) setMarkerColor(marker, 0, 255, 0, 255) addEventHandler("onClientMarkerHit", marker, raceMarkerHit) local blip = createBlipAttachedTo(marker, 0, 2, 0, 255, 0) addEventHandler("onClientElementDestroy", marker, function() destroyElement(blip) end) end end end function addRaceStuff(pos, markerType, markerSize, raceType) mType = markerType mSize = markerSize rType = raceType destroyRaceStuff() positions = pos currentMarkerIndex = 1 showNextMarker() end addEvent("AURevents.CreateRaceStuff", true) addEventHandler("AURevents.CreateRaceStuff", root, addRaceStuff) function destroyRaceStuff() for k,v in ipairs(getElementsByType("marker", resourceRoot)) do destroyElement(v) end for k,v in ipairs(getElementsByType("bllip", resourceRoot)) do destroyElement(v) end rmarkers = {} rblips = {} end addEvent("AURevents.DestroyRaceStuff", true) addEventHandler("AURevents.DestroyRaceStuff", root, destroyRaceStuff) function updateBlipColors(total) local n = 255 / total for k,v in ipairs(rblips) do setBlipColor(v, 255 - (n*k), 255 - (n*k), 255, 255) end end function updateMarkers(pos, markerType, markerSize) mType = markerType mSize = markerSize destroyRaceStuff() local n = 255 / #pos for k,v in ipairs(pos) do rmarkers[k] = createMarker(pos[k][1], pos[k][2], pos[k][3], markerType, markerSize, 0, 0, 255, 120) setElementDimension(rmarkers[k], 336) rblips[k] = createBlipAttachedTo(rmarkers[k], 0, 2, 255 - (n*k), 255 - (n*k), 255) addEventHandler("onClientElementDestroy", rmarkers[k], function() destroyElement(rblips[k]) end) if (k < #pos) then setMarkerTarget(rmarkers[k], pos[k + 1][1], pos[k + 1][2], pos[k + 1][3]) elseif (k == #pos) then if (mType == "checkpoint") then setMarkerIcon(rmarkers[k], "finish") else setMarkerTarget(rmarkers[k], pos[k - 1][1], pos[k - 1][2], pos[k - 1][3]) end end end end addEvent("AURevents.UpdateMarkers", true) addEventHandler("AURevents.UpdateMarkers", root, updateMarkers) function addCheck(pos, markerType, markerSize) mType = markerType mSize = markerSize rmarkers[pos[1]] = createMarker(pos[2], pos[3], pos[4], markerType, markerSize, 0, 0, 255, 120) setElementDimension(rmarkers[pos[1]], 336) rblips[pos[1]] = createBlipAttachedTo(rmarkers[pos[1]], 0, 2) if (mType == "checkpoint") then setMarkerIcon(rmarkers[pos[1]], "finish") else if (pos[1] > 1) then local x, y, z = getElementPosition(rmarkers[pos[1] - 1]) setMarkerTarget(rmarkers[pos[1]], x, y, z) end end if (pos[1] > 1) then setMarkerIcon(rmarkers[pos[1] - 1], "none") setMarkerTarget(rmarkers[pos[1] - 1], pos[2], pos[3], pos[4]) end addEventHandler("onClientElementDestroy", rmarkers[pos[1]], function() destroyElement(rblips[pos[1]]) end) updateBlipColors(#rmarkers) end addEvent("AURevents.AddCheck", true) addEventHandler("AURevents.AddCheck", root, addCheck) function delCheck() destroyElement(rmarkers[#rmarkers]) rmarkers[#rmarkers] = nil if (isElement(rmarkers[#rmarkers])) then setMarkerIcon(rmarkers[#rmarkers], "finish") end end addEvent("AURevents.DelPrevCheck", true) addEventHandler("AURevents.DelPrevCheck", root, delCheck) --test
local M = {} local config = require("coverage.config") local signs = require("coverage.signs") local highlight = require("coverage.highlight") local summary = require("coverage.summary") local report = require("coverage.report") --- Setup the coverage plugin. -- Also defines signs, creates highlight groups. -- @param config options M.setup = function(user_opts) config.setup(user_opts) signs.setup() highlight.setup() -- add commands if config.opts.commands then vim.cmd([[ command! Coverage lua require('coverage').load(true) command! CoverageLoad lua require('coverage').load() command! CoverageShow lua require('coverage').show() command! CoverageHide lua require('coverage').hide() command! CoverageToggle lua require('coverage').toggle() command! CoverageClear lua require('coverage').clear() command! CoverageSummary lua require('coverage').summary() ]]) end end --- Loads a coverage report but does not place signs. -- @param place (bool) true to immediately place signs M.load = function(place) local ftype = vim.bo.filetype local ok, lang = pcall(require, "coverage.languages." .. ftype) if not ok then vim.notify("Coverage report not available for filetype " .. ftype) return end signs.clear() lang.load(function(result) report.cache(result, ftype) local sign_list = lang.sign_list(result) if place then signs.place(sign_list) else signs.cache(sign_list) end end) end -- Shows signs, if loaded. M.show = signs.show -- Hides signs. M.hide = signs.unplace --- Toggles signs. M.toggle = signs.toggle --- Hides and clears cached signs. M.clear = signs.clear --- Displays a pop-up with a coverage summary report. M.summary = summary.show return M
function onEnterTrigger(context, trigger, collider) DisableMovementInput(context); DisableAbilityInput(context); player = GetPlayerCharacter(context); PlaySound(context, "kid_help_1.adpcm"); DisplayTextbox(context, "Crusader", "What's that noise?"); YieldUntilInput(trigger); PlaySound(context, "kid_help_2.adpcm"); DisplayTextbox(context, "Crusader", "Sounds like someone is in trouble..."); YieldUntilInput(trigger); sheep = CreateEnemy(context, 1, 66, 15); -- create shepherd at 68, 15 shepherd = CreateEnemy(context, 5, 68, 15); CameraMoveTo(context, 62, 14, 1.5); MoveTo(sheep, 65, 15, 1.5); Yield(trigger, 1.5); PlaySound(context, "kid_help_3.adpcm"); DisplayTextbox(context, "Shepherd Boy", "Ah! Help!"); YieldUntilInput(trigger); x, y = GetPosition(player); CameraMoveTo(context, x, y, 1.5); Yield(trigger, 1.5); DisplayTextbox(context, "Crusader", "By the light of Harventus, what manner of foul demon is that?!"); YieldUntilInput(trigger); DisplayTextbox(context, "Crusader", "Regardless, that poor child is in danger! I must save him."); YieldUntilInput(trigger); --remove shepherd DestroyEnemy(sheep); DestroyEnemy(shepherd); CameraFollowPlayer(context); EnableMovementInput(context); EnableAbilityInput(context); DeactivateTrigger(trigger); end function onExitTrigger(context, trigger, collider) end
--New object_tangible_storyteller_prop_base_shared_storyteller_prop_base = SharedTangibleObjectTemplate:new { clientTemplateFileName = "object/tangible/storyteller/prop/base/shared_storyteller_prop_base.iff" } ObjectTemplates:addClientTemplate(object_tangible_storyteller_prop_base_shared_storyteller_prop_base, "object/tangible/storyteller/prop/base/shared_storyteller_prop_base.iff") --**********************************************************************************************************************************
require'devices.GenericDevice' DarkskySensor = {props = {}} function DarkskySensor:new(o, opt) local self = GenericDevice:new(o, opt) self:extend(DarkskySensor) self.props.value = "" return self end function DarkskySensor:onWeatherData(eventParam) self:onChangeProp({name = "value", value = eventParam.value}) end
local base = (...):gsub('%.?init$', '') cpml = require(base.."/cpml") iqm = require(base.."/iqm") obj_reader = require(base.."/obj_reader") ffi = require "ffi" --anim9 = require "quinta/anim9" local quinta = { _LICENSE = "Quinta 3D is distributed under the terms of the MIT license. See LICENSE.", _URL = "https://github.com/excessive/iqm", _VERSION = "0.0.1", _DESCRIPTION = "A simple 3d engine for LÖVE.", } --We borrow intersection math from cpml quinta.intersect = cpml.intersect quinta.cpml = cpml local DEFAULT_SHADER = nil local DEFAULT_DISTORTION = nil local DEFAULT_TEXTURE = nil --we create a default cube mesh to show aabb local DEFAULT_CUBE_MODEL = nil local DEFAULT_PLANE_MODEL = nil --any small bost of speed is welcome... --CPMLF = Cirno Perfect Math Library Function local CPMLF_IDENTITY_MATRIX = cpml.mat4.identity local CPMLF_VEC3_DIST2 = cpml.vec3.dist2 local CPMLF_TRANSPOSE_MATRIX = cpml.mat4.transpose local CPMLF_NEW_MATRIX = cpml.mat4.new local CPMLF_INVERT_MATRIX = cpml.mat4.invert local CPMLF_VEC2_ANGLE2 = cpml.vec2.angle_to local CPMLF_VEC2_DIST = cpml.vec2.dist local CPMLF_NEW_VEC2 = cpml.vec2 local CPMLF_NEW_VEC3 = cpml.vec3 -- local CPMLC_UNIT_V3_X = cpml.vec3.unit_x local CPMLC_UNIT_V3_Y = cpml.vec3.unit_y local CPMLC_UNIT_V3_Z = cpml.vec3.unit_z local MAX = math.max local MIN = math.min --local UPDIR = CPMLF_NEW_VEC3(0,0,1) local function table_append(i_table, ...) --create a copy of the table... local o_table = {} for k,v in pairs(i_table) do o_table[k] = v end for _,v in pairs({...}) do o_table[#o_table+1] = v end return o_table end local function startupRender() print(base) DEFAULT_SHADER = love.graphics.newShader(base..'/render_shader.glsl') local temp_canvas = love.graphics.newCanvas(16,16) love.graphics.setCanvas(temp_canvas) love.graphics.clear(0.5,0.5,0.5,1) love.graphics.setCanvas() DEFAULT_DISTORTION = love.graphics.newImage(temp_canvas:newImageData()) temp_canvas = nil temp_canvas = love.graphics.newCanvas(16,16) love.graphics.setCanvas(temp_canvas) love.graphics.clear(1,1,1,1) love.graphics.setCanvas() DEFAULT_TEXTURE = love.graphics.newImage(temp_canvas:newImageData()) temp_canvas = nil DEFAULT_CUBE_MODEL = quinta.newModel(quinta.pCubeDF(1,1,1)) DEFAULT_PLANE_MODEL = quinta.newModel(quinta.pPlaneDF(1,1)) end local function TransposeMatrix(mat) local m = CPMLF_NEW_MATRIX() return CPMLF_TRANSPOSE_MATRIX(m, mat) end local function InvertMatrix(mat) local m = CPMLF_NEW_MATRIX() return CPMLF_INVERT_MATRIX(m, mat) end -- Cheap Heap implementation. -- Is build to be data agnostic, so it can work comparing -- arbitrary data types. -- Is used for the priority queue local function CHeap() local self = {} local last = 0 --the id of the last inserted item local container = {} function self.compare(a,b) return a <= b end function self.clear() container = {} last = 0 end local function getParentOf(id) if math.fmod(id,2) == 0 then return id/2 end return (id-1)/2 end function self.push(data) --is first element. if last <= 1 then container[1] = data last = 2 return nil end local heap_property = false local current = last local parent = 0 container[current] = data while not heap_property do parent = getParentOf(current) if self.compare( container[current], container[parent] ) then --swap current and parent container[current] = container[parent] container[parent] = data current = parent else heap_property = true end if current <= 1 then heap_property = true end end last = last+1 end function self.pop() --sawp first and last value local top = container[1] container[1] = container[last-1] container[last-1] = nil local current = 1 local heap_property = false --print('*** START ***') while not heap_property do local left = 2*current local right = 2*current + 1 local choosed = current -- Exist the right node? if container[right] then if self.compare(container[left], container[right]) then choosed = left else choosed = right end if self.compare(container[choosed],container[current]) then --swap the value local temp = container[choosed] container[choosed] = container[current] container[current] = temp current = choosed else heap_property = true end -- Exist the left node? elseif container[left] then if self.compare(container[left],container[current]) then --swap the value choosed = left local temp = container[choosed] container[choosed] = container[current] container[current] = temp current = choosed else heap_property = true end else heap_property = true end end last = math.max(last-1,0) return top end function self.peek() return container[1] end function self.getSize() return last end return self end local function loadObj(path) local obj = obj_reader.load(path) local faces = {} local verts = {} for _,v in ipairs(obj.v) do table.insert(verts, {v.x,v.y,v.z}) end for _, vrtx in ipairs(obj.f) do --add the first 3 vertices local j = 1 while j < 4 do local x, y, z = verts[vrtx[j].v][1], verts[vrtx[j].v][2], verts[vrtx[j].v][3] local u, v = obj.vt[vrtx[j].vt].u, obj.vt[vrtx[j].vt].v local nx, ny, nz = obj.vn[vrtx[j].vn].x, obj.vn[vrtx[j].vn].y, obj.vn[vrtx[j].vn].z -- {position, uv, rgb, normal} table.insert(faces, {x,y,z, u,v, 1,1,1, nx,ny,nz}) j=j+1 end end return faces, obj.mtl end function quinta.ObjToColTriangles(path) local obj = obj_reader.load(path) local triangles = {} local verts = {} for _,v in ipairs(obj.v) do table.insert(verts, {v.x,v.y,v.z}) end local vertex = {} for _, vrtx in ipairs(obj.f) do --add the first 3 vertices local j = 1 while j < 4 do vertex[j] = CPMLF_NEW_VEC3(verts[vrtx[j].v][1]*(-1), verts[vrtx[j].v][2], verts[vrtx[j].v][3]) j=j+1 end --.colTriangleMStatic table.insert(triangles, quinta.colTriangle(vertex[1],vertex[2],vertex[3]) ) end return triangles end local function validateTextureData(texture_data) if type(texture_data) == "string" then local texture = love.graphics.newImage(texture_data, { mipmaps = true }) texture:setFilter("nearest", "nearest") texture:setWrap("repeat","repeat") return texture end return texture_data end function quinta.Material3D(diffuse,normal,distortion, layer) local self = {} self.diffuse = validateTextureData(diffuse) or DEFAULT_TEXTURE self.distortion = validateTextureData(distortion) or DEFAULT_DISTORTION self.normal = validateTextureData(normal) self.render_layer = layer or 1 self.wired = false --print('new material diffuse is:', self.diffuse) return self end function quinta.newMesh(vertex_data) local mesh_format = { {"VertexPosition", "float", 3}, {"VertexTexCoord", "float", 2}, {"VertexColor", "float", 3}, {"VertexNormal", "float", 3} } if #vertex_data > 0 then for i=1, #vertex_data do --uv coords ? if #vertex_data[i] < 5 then vertex_data[i][4] = love.math.random(0,1) vertex_data[i][5] = love.math.random(0,1) end --vertex color ? if #vertex_data[i] < 6 then vertex_data[i][6] = 1 vertex_data[i][7] = 1 vertex_data[i][8] = 1 end -- normals? if #vertex_data[i] < 9 then local normal_vector = CPMLF_NEW_VEC3.normalize( CPMLF_NEW_VEC3( vertex_data[i][1], vertex_data[i][2], vertex_data[i][3]) ) vertex_data[i][9] = normal_vector.x vertex_data[i][10] = normal_vector.y vertex_data[i][11] = normal_vector.z end end return love.graphics.newMesh(mesh_format, vertex_data, "triangles") end return nil end function quinta.newModel(vertex_data,material_data) local model = {} model.mesh = nil model.meshes = {} if not material_data then --create a empty material data local temp = {} temp.first = 1 --the first vertex that uses that material.... temp.count = math.floor(#vertex_data) --the number of vertex that use that material temp.last = temp.first + temp.count temp.material = "Material_0" temp.name = "UserMesh "..tostring(model) table.insert(model.meshes,temp) else local i = 1 while material_data[i] do local temp = {} temp.first = material_data[i+1] --the first vertex that uses that material.... temp.count = material_data[i+2] --the number of vertex that use that material temp.last = material_data[i+3] temp.material = material_data[i] temp.name = material_data[i]..'.mesh' table.insert(model.meshes,temp) i=i+4 end end --print('num faces = ', #vertex_data) model.mesh = quinta.newMesh(vertex_data) return model end --the basic description of location, rotation and scale of a object in 3d Space function quinta.Space3D() local self = {} self.pos = CPMLF_NEW_VEC3(0,0,0) self.rot = CPMLF_NEW_VEC3(0,0,0) self.scale = CPMLF_NEW_VEC3(1,1,1) function self.getPosAsVector() return self.pos end function self.getPos() return self.pos.x, self.pos.y, self.pos.z end function self.getRotAsVector() return self.rot end function self.getRot() return self.rot.x, self.rot.y, self.rot.z end function self.getScaleAsVector() return self.scale end function self.getScale() return self.scale.x, self.scale.y, self.scale.z end function self.setPos(x,y,z) if x then self.pos.x = x end if y then self.pos.y = y end if z then self.pos.z = z end self.calculateTransform() end function self.setRot(x,y,z) if x then self.rot.x = x end if y then self.rot.y = y end if z then self.rot.z = z end self.calculateTransform() end function self.setScale(x,y,z) if x then self.scale.x = x end if y then self.scale.y = y end if z then self.scale.z = z end self.calculateTransform() end return self end function quinta.pTriangleFromVectors(vA,vB,vC) --a cube is composed of 12 triangles --and 8 vertex, and later append their uv coords local face_list = {} local A = {vA.x, vA.y, vA.z} local B = {vB.x, vB.y, vB.z} local C = {vC.x, vC.y, vC.z} face_list[#face_list+1] = table_append(A,0,0) face_list[#face_list+1] = table_append(B,1,0) face_list[#face_list+1] = table_append(C,1,1) return face_list end function quinta.pPlaneFromVectors(vA,vB,vC,vD) local face_list = {} local A = {vA.x, vA.y, vA.z} local B = {vB.x, vB.y, vB.z} local C = {vC.x, vC.y, vC.z} local D = {vD.x, vD.y, vD.z} face_list[#face_list+1] = table_append(A,0,0) face_list[#face_list+1] = table_append(B,1,0) face_list[#face_list+1] = table_append(C,1,1) face_list[#face_list+1] = table_append(C,1,1) face_list[#face_list+1] = table_append(D,0,1) face_list[#face_list+1] = table_append(A,0,0) return face_list end function quinta.pPlane(sw,sh) --a cube is composed of 12 triangles --and 8 vertex, and later append their uv coords local face_list = {} local x0,y0,z0 = -sw/2, -sh/2, 0 local x1,y1,z1 = sw/2, sh/2, 0 local B = {x0, y0, z1} local C = {x1, y0, z1} local F = {x0, y1, z1} local G = {x1, y1, z1} face_list[#face_list+1] = table_append(C,0,0) face_list[#face_list+1] = table_append(B,1,0) face_list[#face_list+1] = table_append(F,1,1) face_list[#face_list+1] = table_append(F,1,1) face_list[#face_list+1] = table_append(G,0,1) face_list[#face_list+1] = table_append(C,0,0) return face_list end --build a cube from their min and max vectors function quinta.pCubeMinMax(x0,y0,z0,x1,y1,z1) --a cube is composed of 12 triangles --and 8 vertex, and later append their uv coords local face_list = {} local A = {x0, y0, z0} local B = {x0, y0, z1} local C = {x1, y0, z1} local D = {x1, y0, z0} local E = {x0, y1, z0} local F = {x0, y1, z1} local G = {x1, y1, z1} local H = {x1, y1, z0} face_list[#face_list+1] = table_append(A,1,1) face_list[#face_list+1] = table_append(B,1,0) face_list[#face_list+1] = table_append(C,0,0) face_list[#face_list+1] = table_append(C,0,0) face_list[#face_list+1] = table_append(D,0,1) face_list[#face_list+1] = table_append(A,1,1) face_list[#face_list+1] = table_append(A,0,1) face_list[#face_list+1] = table_append(E,1,1) face_list[#face_list+1] = table_append(F,1,0) face_list[#face_list+1] = table_append(F,1,0) face_list[#face_list+1] = table_append(B,0,0) face_list[#face_list+1] = table_append(A,0,1) face_list[#face_list+1] = table_append(D,1,1) face_list[#face_list+1] = table_append(C,1,0) face_list[#face_list+1] = table_append(G,0,0) face_list[#face_list+1] = table_append(G,0,0) face_list[#face_list+1] = table_append(H,0,1) face_list[#face_list+1] = table_append(D,1,1) face_list[#face_list+1] = table_append(E,0,1) face_list[#face_list+1] = table_append(H,1,1) face_list[#face_list+1] = table_append(G,1,0) face_list[#face_list+1] = table_append(G,1,0) face_list[#face_list+1] = table_append(F,0,0) face_list[#face_list+1] = table_append(E,0,1) face_list[#face_list+1] = table_append(H,0,0) face_list[#face_list+1] = table_append(E,1,0) face_list[#face_list+1] = table_append(A,1,1) face_list[#face_list+1] = table_append(A,1,1) face_list[#face_list+1] = table_append(D,0,1) face_list[#face_list+1] = table_append(H,0,0) face_list[#face_list+1] = table_append(C,0,0) face_list[#face_list+1] = table_append(B,1,0) face_list[#face_list+1] = table_append(F,1,1) face_list[#face_list+1] = table_append(F,1,1) face_list[#face_list+1] = table_append(G,0,1) face_list[#face_list+1] = table_append(C,0,0) return face_list end function quinta.pCube(sw,sh,sd) return quinta.pCubeMinMax( -sw/2, -sh/2, -sd/2, --min sw/2, sh/2, sd/2 --max ) end local function createDoubleFaced(face_list) local i = 1 local initial_face_num = #face_list --to create the inside part, we just change the --face vertex order from ccw to cw while i < initial_face_num do face_list[#face_list+1] = face_list[i] face_list[#face_list+1] = face_list[i+2] face_list[#face_list+1] = face_list[i+1] i=i+3 end return face_list end function quinta.pPlaneDF(sw,sh) --a cube is composed of 12 triangles --and 8 vertex, and later append their uv coords local face_list = createDoubleFaced(quinta.pPlane(sw,sh)) return face_list end --a cube that is render also inside... --DF is for Double Faced function quinta.pCubeDF(sw,sh,sd) --a cube is composed of 12 triangles --and 8 vertex, and later append their uv coords local face_list = createDoubleFaced(quinta.pCube(sw,sh,sd)) return face_list end function quinta.colAABB(sw,sh,sd) local self = quinta.Space3D() self.pos = CPMLF_NEW_VEC3(0,0,0) self.scale = CPMLF_NEW_VEC3(sw,sh,sd) --the size of the bounding box is equal to the scale self.offset = CPMLF_NEW_VEC3(0,0,0) self.transform = nil self.color = {1,0,0,1} self.orig_min = CPMLF_NEW_VEC3(-sw/2, -sh/2, -sd/2) self.orig_max = CPMLF_NEW_VEC3(sw/2, sh/2, sd/2) self.min = self.orig_min self.max = self.orig_max self.is_on_chunks = {} self.cube_mesh = nil self.second_color = {0,1,1,1} function self.setSecondColor(r,g,b,a) self.second_color[1] = r or 1 self.second_color[2] = g or 1 self.second_color[3] = b or 1 self.second_color[4] = a or 0.5 end function self.buildNewCubeMesh() self.cube_mesh = quinta.newMesh( quinta.pCubeMinMax(self.min.x*(-1),self.min.y,self.min.z, self.max.x*(-1),self.max.y,self.max.z) ) end function self.setColor(r,g,b,a) self.color[1] = r or 1 self.color[2] = g or 1 self.color[3] = b or 1 self.color[4] = a or 0.5 end function self.calculateTransform() --move the model... local new_transform = nil new_transform = CPMLF_IDENTITY_MATRIX() new_transform:scale(new_transform, self.scale) new_transform:translate(new_transform, CPMLF_NEW_VEC3(self.pos.x,self.pos.y,self.pos.z)) self.transform = TransposeMatrix(new_transform) self.min = (new_transform*self.orig_min) self.max = (new_transform*self.orig_max) end self.calculateTransform() function self.intersectAABB(other) return cpml.intersect.aabb_aabb(self,other) end --this is similar to the renderMe method on the instance 3D, but more simple function self.renderMe(shader, renderWidth,renderHeight) local mesh = DEFAULT_CUBE_MODEL.meshes[1] love.graphics.setColor(self.color[1],self.color[2],self.color[3],self.color[4]) love.graphics.setMeshCullMode('back') --back love.graphics.setWireframe(true) --self.wireframe if not self.cube_mesh then shader:send("Model_Matrix", self.transform) --render only the vertex of the material... DEFAULT_CUBE_MODEL.mesh:setDrawRange(mesh.first, mesh.last) love.graphics.draw(DEFAULT_CUBE_MODEL.mesh, -renderWidth/2, -renderHeight/2) else shader:send("Model_Matrix", CPMLF_IDENTITY_MATRIX()) self.cube_mesh:setDrawRange(mesh.first, mesh.last) love.graphics.draw(self.cube_mesh, -renderWidth/2, -renderHeight/2) end love.graphics.setMeshCullMode("none") love.graphics.setWireframe(false) end return self end --A samll triange for colision detection --this is for static bodys function quinta.colTriangleMStatic(new_a,new_b,new_c) local self = {} self.triangle = {new_b,new_a,new_c} local min_x = MIN(MIN(new_a.x,new_b.x),new_c.x) local min_y = MIN(MIN(new_a.y,new_b.y),new_c.y) local min_z = MIN(MIN(new_a.z,new_b.z),new_c.z) local max_x = MAX(MAX(new_a.x,new_b.x),new_c.x) local max_y = MAX(MAX(new_a.y,new_b.y),new_c.y) local max_z = MAX(MAX(new_a.z,new_b.z),new_c.z) self.min = CPMLF_NEW_VEC3(min_x,min_y,min_z) self.max = CPMLF_NEW_VEC3(max_x,max_y,max_z) function self.intersectAABB(other) return cpml.intersect.aabb_aabb(self,other) end return self end function quinta.colTriangle(vertex_a,vertex_b, vertex_c) local self = quinta.colAABB(1,1,1) self.transform = nil self.color = {1,0,1,1} --a cube is composed of 12 triangles --and 8 vertex, and later append their uv coords self.triangle = {vertex_a,vertex_b,vertex_c} function self.buildNewTriangleMesh() local a = self.triangle[1] local b = self.triangle[2] local c = self.triangle[3] a.x = a.x*(-1) b.x = b.x*(-1) c.x = c.x*(-1) self.triangle_mesh = quinta.newMesh( quinta.pTriangleFromVectors(a,b,c) ) a.x = a.x*(-1) b.x = b.x*(-1) c.x = c.x*(-1) end function self.calculateTransform() --move the model... local new_transform = nil new_transform = CPMLF_IDENTITY_MATRIX() new_transform:scale(new_transform, self.scale) new_transform:rotate(new_transform, self.rot.z , CPMLC_UNIT_V3_Z) new_transform:rotate(new_transform, -self.rot.y , CPMLC_UNIT_V3_Y) new_transform:rotate(new_transform, self.rot.x , CPMLC_UNIT_V3_X) new_transform:translate(new_transform, CPMLF_NEW_VEC3(self.pos.x,self.pos.y,self.pos.z)) self.transform = TransposeMatrix(new_transform) local new_a = (new_transform*vertex_a) local new_b = (new_transform*vertex_b) local new_c = (new_transform*vertex_c) self.triangle = {new_b,new_a,new_c} --calculate a new bounding box for the plane local min_x = MIN(MIN(new_a.x,new_b.x),new_c.x) local min_y = MIN(MIN(new_a.y,new_b.y),new_c.y) local min_z = MIN(MIN(new_a.z,new_b.z),new_c.z) local max_x = MAX(MAX(new_a.x,new_b.x),new_c.x) local max_y = MAX(MAX(new_a.y,new_b.y),new_c.y) local max_z = MAX(MAX(new_a.z,new_b.z),new_c.z) self.min = CPMLF_NEW_VEC3(min_x,min_y,min_z) self.max = CPMLF_NEW_VEC3(max_x,max_y,max_z) --flip the x value for the render... end self.calculateTransform() --self.buildNewTriangleMesh() --this is similar to the renderMe method on the instance 3D, but more simple local old_renderMe = self.renderMe self.renderMe = function(shader, renderWidth,renderHeight) self.buildNewTriangleMesh() --create a new mesh for the triangle self.buildNewCubeMesh() old_renderMe(shader, renderWidth,renderHeight) local mesh = DEFAULT_PLANE_MODEL.meshes[1] --this is horrible... love.graphics.setMeshCullMode('back') --back shader:send("Model_Matrix", CPMLF_IDENTITY_MATRIX()) self.triangle_mesh:setDrawRange(mesh.first, mesh.last) love.graphics.setWireframe(true) --self.wireframe love.graphics.setColor(self.second_color[1],self.second_color[2],self.second_color[3],self.second_color[4]) love.graphics.draw(self.triangle_mesh, -renderWidth/2, -renderHeight/2) love.graphics.setMeshCullMode("none") love.graphics.setWireframe(false) end return self end --we use the reiange colision function quinta.colPlane(sw,sh) local self = quinta.colAABB(sw,sh,1) self.transform = nil self.color = {0,1,0,0.25} --a cube is composed of 12 triangles --and 8 vertex, and later append their uv coords self.triangles = {} self.plane_mesh = nil local x0,y0 = -0.5, -0.5 local x1,y1,z1 = 0.5, 0.5, 0 local vertex_a = CPMLF_NEW_VEC3(x1, y0, z1) local vertex_b = CPMLF_NEW_VEC3(x0, y0, z1) local vertex_c = CPMLF_NEW_VEC3(x0, y1, z1) local vertex_d = CPMLF_NEW_VEC3(x1, y1, z1) self.triangles[1] = {vertex_b,vertex_a,vertex_c} self.triangles[2] = {vertex_d,vertex_c,vertex_a} function self.buildNewPlaneMesh() local a = self.triangles[1][3] local b = self.triangles[1][2] local c = self.triangles[1][1] local d = self.triangles[2][2] a.x = a.x*(-1) b.x = b.x*(-1) c.x = c.x*(-1) d.x = d.x*(-1) self.plane_mesh = quinta.newMesh( createDoubleFaced(quinta.pPlaneFromVectors(a,b,c,d)) ) a.x = a.x*(-1) b.x = b.x*(-1) c.x = c.x*(-1) d.x = d.x*(-1) end function self.calculateTransform() --move the model... local new_transform = nil new_transform = CPMLF_IDENTITY_MATRIX() new_transform:scale(new_transform, self.scale) new_transform:rotate(new_transform, self.rot.z , CPMLC_UNIT_V3_Z) new_transform:rotate(new_transform, -self.rot.y , CPMLC_UNIT_V3_Y) new_transform:rotate(new_transform, self.rot.x , CPMLC_UNIT_V3_X) new_transform:translate(new_transform, CPMLF_NEW_VEC3(self.pos.x,self.pos.y,self.pos.z)) self.transform = TransposeMatrix(new_transform) local new_a = (new_transform*vertex_a) local new_b = (new_transform*vertex_b) local new_c = (new_transform*vertex_c) local new_d = (new_transform*vertex_d) self.triangles[1] = {new_c,new_b,new_a} self.triangles[2] = {new_a,new_d,new_c} --calculate a new bounding box for the plane local min_x = MIN(MIN(MIN(new_a.x,new_b.x),new_c.x),new_d.x) local min_y = MIN(MIN(MIN(new_a.y,new_b.y),new_c.y),new_d.y) local min_z = MIN(MIN(MIN(new_a.z,new_b.z),new_c.z),new_d.z) local max_x = MAX(MAX(MAX(new_a.x,new_b.x),new_c.x),new_d.x) local max_y = MAX(MAX(MAX(new_a.y,new_b.y),new_c.y),new_d.y) local max_z = MAX(MAX(MAX(new_a.z,new_b.z),new_c.z),new_d.z) self.min = CPMLF_NEW_VEC3(min_x,min_y,min_z) self.max = CPMLF_NEW_VEC3(max_x,max_y,max_z) --create a new box for the cube end self.calculateTransform() --this is similar to the renderMe method on the instance 3D, but more simple local old_renderMe = self.renderMe self.renderMe = function(shader, renderWidth,renderHeight) self.buildNewPlaneMesh() self.buildNewCubeMesh() old_renderMe(shader, renderWidth,renderHeight) local mesh = DEFAULT_PLANE_MODEL.meshes[1] --this is horrible... love.graphics.setMeshCullMode('back') --back shader:send("Model_Matrix", CPMLF_IDENTITY_MATRIX()) self.plane_mesh:setDrawRange(mesh.first, mesh.last) love.graphics.setWireframe(true) --self.wireframe love.graphics.setColor(self.second_color[1],self.second_color[2],self.second_color[3],self.second_color[4]) love.graphics.draw(self.plane_mesh, -renderWidth/2, -renderHeight/2) love.graphics.setMeshCullMode("none") love.graphics.setWireframe(false) end return self end function quinta.Camera(camera_type, renderWidth, renderHeight) local self = quinta.Space3D() local fov = 60 local nearClip = 0.0001 local farClip = 1000 local width, height = love.window.getMode( ) self.renderHeight = renderHeight or height self.renderWidth = renderWidth or width self.direction = CPMLF_NEW_VEC3(0,0,-1) --by default, the camera is downward self.camera_dir_transform = nil self.scale = CPMLF_NEW_VEC3(1,1,1) self.camera_view = cpml.mat4() self.camera_inverse = InvertMatrix(self.camera_view) if not camera_type or camera_type == 'perspective' then self.type = 'perspective' self.matrix = TransposeMatrix( cpml.mat4.from_perspective(fov, (self.renderWidth/self.renderHeight), nearClip, farClip) ) else self.type = 'ortho' local ratio = (self.renderWidth/self.renderHeight) self.matrix = TransposeMatrix(cpml.mat4.from_ortho(-10,10,5*ratio,-5*ratio,0.0001,10)) end --we override the calculte transform of space3D function self.calculateTransform() --move the model... local new_transform = nil new_transform = CPMLF_IDENTITY_MATRIX() -- apply rotations new_transform:scale(new_transform, self.scale) new_transform:rotate(new_transform, self.rot.z , CPMLC_UNIT_V3_Z) new_transform:rotate(new_transform, self.rot.y , CPMLC_UNIT_V3_Y) new_transform:rotate(new_transform, self.rot.x , CPMLC_UNIT_V3_X) new_transform:translate(new_transform, CPMLF_NEW_VEC3(self.pos.x,self.pos.y,self.pos.z)) self.camera_dir_transform = TransposeMatrix(new_transform) new_transform = CPMLF_IDENTITY_MATRIX() new_transform:translate(new_transform, CPMLF_NEW_VEC3(0,0,0)) -- apply rotations new_transform:rotate(new_transform, -self.rot.x , CPMLC_UNIT_V3_X) new_transform:rotate(new_transform, self.rot.y , CPMLC_UNIT_V3_Y) new_transform:rotate(new_transform, self.rot.z , CPMLC_UNIT_V3_Z) --]] self.direction = (new_transform*(CPMLF_NEW_VEC3(0,0,-1))) end self.calculateTransform() function self.lookAt(target) local v2d_1 = CPMLF_NEW_VEC2(self.pos.x,self.pos.y) local v2d_trg = CPMLF_NEW_VEC2(target.pos.x,target.pos.y) local angle = CPMLF_VEC2_ANGLE2(v2d_1,v2d_trg ) local angle2 = math.atan2( CPMLF_VEC2_DIST(v2d_1,v2d_trg), self.pos.z-target.pos.z ) self.rot.z = angle-math.rad(90) self.rot.x = angle2 end function self.calculateViewMatrix() self.camera_view = cpml.mat4() self.camera_view:translate(self.camera_view, CPMLF_NEW_VEC3(self.pos.x,-self.pos.y,-self.pos.z)) self.camera_view:rotate(self.camera_view, self.rot.z, CPMLC_UNIT_V3_Z) self.camera_view:rotate(self.camera_view, self.rot.y, CPMLC_UNIT_V3_Y) self.camera_view:rotate(self.camera_view, self.rot.x, CPMLC_UNIT_V3_X) self.camera_view = TransposeMatrix(self.camera_view) end return self end function quinta.Instance3D() local self = quinta.Space3D() self.model = nil self.culling = 'back' self.materials = nil self.transform = nil self.model_rot_transform = nil self.wireframe = false self.color = {1,1,1,1} self.animation = nil --this sets the color of tint, it does not change the vertex color function self.setColor(r,g,b,a) self.color[1] = r or 1 self.color[2] = g or 1 self.color[3] = b or 1 self.color[4] = a or 1 end function self.setWireframe(val) self.wireframe = val or false end --we defined this function is to tranform the mesh to be draw function self.calculateTransform() --move the model... local new_transform = nil new_transform = CPMLF_IDENTITY_MATRIX() -- apply rotations new_transform:scale(new_transform, self.scale) new_transform:rotate(new_transform, self.rot.z , CPMLC_UNIT_V3_Z) new_transform:rotate(new_transform, self.rot.y , CPMLC_UNIT_V3_Y) new_transform:rotate(new_transform, self.rot.x , CPMLC_UNIT_V3_X) new_transform:translate(new_transform, CPMLF_NEW_VEC3(-self.pos.x,self.pos.y,self.pos.z)) self.transform = TransposeMatrix(new_transform) new_transform = CPMLF_IDENTITY_MATRIX() new_transform:translate(new_transform, CPMLF_NEW_VEC3(0,0,0)) -- apply rotations new_transform:rotate(new_transform, -self.rot.x , CPMLC_UNIT_V3_X) new_transform:rotate(new_transform, -self.rot.y , CPMLC_UNIT_V3_Y) new_transform:rotate(new_transform, -self.rot.z , CPMLC_UNIT_V3_Z) self.model_rot_transform = new_transform --]] end self.calculateTransform() function self.renderMe(shader, renderWidth,renderHeight, layer) for _, mesh in ipairs(self.layer_meshes[layer]) do --this is horrible... shader:send("Model_Matrix", self.transform) --shader:send("Model_Rot_Matrix", self.model_rot_transform) --shader:send("use_vertex_color", (self.materials[mesh.material] == nil)) --shader:send("use_animation",false) self.model.mesh:setTexture(self.materials[mesh.material].diffuse) shader:send("distortion_map",self.materials[mesh.material].distortion) local tw, th = self.materials[mesh.material].diffuse:getDimensions( ) shader:send("texture_size",{tw,th}) love.graphics.setMeshCullMode(self.culling) --back love.graphics.setWireframe(self.materials[mesh.material].wired) --self.wireframe --render only the vertex of the material... self.model.mesh:setDrawRange(mesh.first, mesh.last) love.graphics.setColor(self.color[1],self.color[2],self.color[3],self.color[4]) love.graphics.draw(self.model.mesh, -renderWidth/2, -renderHeight/2) love.graphics.setMeshCullMode("none") end love.graphics.setWireframe(false) end function self.getVertexAttributes(vertex_num, attributeindex) if not attributeindex then return self.model.mesh:getVertex(vertex_num) end return self.model.mesh:getVertexAttribute(vertex_num,attributeindex) end function self.setVertexAttribute(vertex_num, attributeindex,values) self.model.mesh:setVertexAttribute(vertex_num,attributeindex,unpack(values)) end function self.getMeshByMaterial(material_name) local mesh_list = {} if not self.materials[material_name] then --material not even exist!!! return mesh_list end for _,mesh in pairs(self.model.meshes) do if mesh.material == material_name then table.insert(mesh_list, mesh) end end return mesh_list end function self.composedBillboardTo(target) local v2d_1 = CPMLF_NEW_VEC2(self.pos.x,self.pos.y) local v2d_trg = CPMLF_NEW_VEC2(target.pos.x,target.pos.y) local angle2 = math.atan2( CPMLF_VEC2_DIST(v2d_1,v2d_trg), target.pos.z-self.pos.z ) local new_transform = CPMLF_IDENTITY_MATRIX() --I hate the Gimbal lock problem... new_transform:rotate(new_transform, self.rot.y , CPMLC_UNIT_V3_Y) new_transform:rotate(new_transform, self.rot.x + angle2, CPMLC_UNIT_V3_X) new_transform:rotate(new_transform, self.rot.z + target.rot.z, CPMLC_UNIT_V3_Z) new_transform:translate(new_transform, CPMLF_NEW_VEC3(-self.pos.x,self.pos.y,self.pos.z)) self.transform = TransposeMatrix(new_transform) end function self.billboardTo(target,angle) local angle = angle or 0 self.rot.z = angle-target.rot.z self.calculateTransform() end function self.faceTo(target,nangle) local nangle = nangle or 0 local angle = CPMLF_VEC2_ANGLE2(CPMLF_NEW_VEC2(self.pos.x,-self.pos.y),CPMLF_NEW_VEC2(target.pos.x,-target.pos.y)) self.setRot(nil,nil,nangle-angle) end function self.lookAt(target) local v2d_1 = CPMLF_NEW_VEC2(self.pos.x,self.pos.y) local v2d_trg = CPMLF_NEW_VEC2(target.pos.x,target.pos.y) local angle = CPMLF_VEC2_ANGLE2(v2d_1,v2d_trg ) local angle2 = math.atan2( CPMLF_VEC2_DIST(v2d_1,v2d_trg), self.pos.z-target.pos.z ) local new_transform = CPMLF_IDENTITY_MATRIX() --if x then self.rot.x = x end --if y then self.rot.y = y end --if z then self.rot.z = z end --self.rot.z = angle--math.rad(90) --self.rot.x = angle2---math.rad(90) --I hate the Gimbal lock problem... new_transform:rotate(new_transform, self.rot.y , CPMLC_UNIT_V3_Y) new_transform:rotate(new_transform, self.rot.x-angle2 , CPMLC_UNIT_V3_X) new_transform:rotate(new_transform, self.rot.z-angle , CPMLC_UNIT_V3_Z) new_transform:translate(new_transform, CPMLF_NEW_VEC3(-self.pos.x,self.pos.y,self.pos.z)) self.transform = TransposeMatrix(new_transform) end return self end function quinta.Object3D(data,texture_data) local self = quinta.Instance3D() if type(data) == 'string' then --check the file extension if string.sub(data, -3) == 'obj' then --is a obj file.. self.model = quinta.newModel(loadObj(data)) --self.culling = 'front' else self.model = iqm.load(data,false,true) self.bound = self.model.bounds[#self.model.bounds] --[[ for k,v in pairs(self.model.bounds) do for k1,v1 in pairs(v) do print('--->',k1,v1[1],v1[2],v1[3]) end print('::',k) end --]] --self.animation = anim9(iqm.load_anims(data)) end else --we asumed is not a path, but user mesh data self.model = quinta.newModel(data) end print(data) self.materials = {} self.layer_meshes = {} self.layer_meshes[1] = {} self.layer_meshes[2] = {} self.layer_meshes[3] = {} local texture = nil --local material = nil if type(texture_data) == "string" then texture = love.graphics.newImage(texture_data, { mipmaps = true }) texture:setFilter("nearest", "nearest") texture:setWrap("repeat","repeat") end if type(texture_data) == "table" then if texture_data.diffuse then --is a single material... for _,mesh in pairs(self.model.meshes) do if not self.materials[mesh.material] then self.materials[mesh.material] = texture_data end local layer = self.materials[mesh.material].render_layer table.insert(self.layer_meshes[layer], mesh) end else --is a list of materials local i = 1 local n_texture = nil for _,mesh in pairs(self.model.meshes) do if not self.materials[mesh.material] then if type(texture_data[i]) == "string" then --load a new texture if i <= #texture_data then n_texture = love.graphics.newImage(texture_data[i], { mipmaps = true }) n_texture:setFilter("nearest", "nearest") n_texture:setWrap("repeat","repeat") end print('>>',mesh.material,texture_data[i]) self.materials[mesh.material] = quinta.Material3D(n_texture) elseif type(texture_data[i]) == "table" then --asume is a material self.materials[mesh.material] = texture_data[i] else --asume is a Love 2d Image self.materials[mesh.material] = quinta.Material3D(texture_data[i]) end end --add this mesh to the layer that is on the material local layer = self.materials[mesh.material].render_layer print(">>> added to layer "..tostring(layer)) table.insert(self.layer_meshes[layer], mesh) if i <= #texture_data then i=i+1 end end end else -- [[ --print('else') for _,mesh in pairs(self.model.meshes) do --print(mesh.material,texture_data, k) if not self.materials[mesh.material] then self.materials[mesh.material] = quinta.Material3D(texture) end local layer = self.materials[mesh.material].render_layer table.insert(self.layer_meshes[layer], mesh) end --]] end function self.newInstance() local new_instance = quinta.Instance3D() new_instance.model = self.model new_instance.materials = self.materials new_instance.layer_meshes = self.layer_meshes new_instance.culling = self.culling return new_instance end return self end --The only job of this class is render the objects, nothing more --use it to render a single object, or add objects to be render on a single pass --needs a camera to render function quinta.Renderer(resolution_x,resolution_y) local self = {} --local camTransform = cpml.mat4() local obj_pos2d = CPMLF_NEW_VEC2.new(0,0) local cam_dir2d = CPMLF_NEW_VEC2(0,0) local love_width, love_height = love.graphics.getDimensions( ) local renderWidth = resolution_x or love_width local renderHeight = resolution_y or love_height self.camera = quinta.Camera('perspective',renderWidth,renderHeight) self.shader = nil self.canvas = love.graphics.newCanvas( self.camera.renderWidth, self.camera.renderHeight) startupRender() self.shader = DEFAULT_SHADER local object_list = {} --this list is to add the aabb to be rendered local collition_list = {} --local light_list = {} --local ambientLight = 0.25 self.light = {} self.light.pos = {0,0,0} self.light.color = {1,1,1} self.bgcolor = {0,0,0,1} self.offset_d = 0 self.render_percent = 0 self.heap = CHeap() self.heap.compare = function(a,b) local distance_a = CPMLF_VEC3_DIST2(self.camera.pos, a.pos) local distance_b = CPMLF_VEC3_DIST2(self.camera.pos, b.pos) return distance_a >= distance_b end function self.startUp() end --function self.addLight(light) -- table.insert(object_list,object) --end function self.addObject(object) local i = 1 while object_list[i] do if object_list[i] == object then return end i=i+1 end table.insert(object_list,object) --print(#object_list) end function self.removeObject(model) local i = 1 while object_list[i] do if object_list[i] == model then table.remove(object_list, i) break end i=i+1 end end --clear all the objects of the current render list function self.clearObjects() object_list = {} end function self.setCamera(new_camera) self.camera = new_camera end function self.setCameraPos(x,y,z) self.camera.setPos(x,y,z) end function self.setCameraRot(x,y,z) self.camera.setRot(x,y,z) end function self.rotateCamera(dx,dy,dz) self.camera.rot.x = self.camera.rot.x + (dx or 0) self.camera.rot.y = self.camera.rot.y + (dy or 0) self.camera.rot.z = self.camera.rot.z + (dz or 0) end function self.setCameraLookAt(target) self.camera.lookAt(target) end function self.setShader() -- body end --function self.renderAll(shader) -- --end function self.setBackgroundColor(r,g,b,a) self.bgcolor[1] = r or 0 self.bgcolor[2] = g or 0 self.bgcolor[3] = b or 0 self.bgcolor[4] = a or 1 end function self.render() love.graphics.setCanvas({self.canvas, depth=true}) love.graphics.clear(self.bgcolor[1],self.bgcolor[2],self.bgcolor[3],self.bgcolor[4]) love.graphics.setColor(1,1,1) love.graphics.setDepthMode("lequal", true) love.graphics.setShader(self.shader) self.camera.calculateViewMatrix() local MVP = self.camera.camera_view * self.camera.matrix self.camera.camera_inverse = InvertMatrix(MVP) self.shader:send("offset_d", self.offset_d) self.shader:send("MVP", MVP) --self.shader:send("camPos", {self.camera.pos.x,self.camera.pos.y,self.camera.pos.z}) --self.shader:send("lightPos",self.light.pos,{0,0,0}) self.heap.clear() cam_dir2d.x = math.sin(self.camera.rot.z) cam_dir2d.y = -math.cos(self.camera.rot.z) local i = 1 while object_list[i] do --the objet is marked as "above all", then render it here and now --else, treat it as every other object --check it it is on front of the camera, -- in this case, from a ray 2 units behind the plane of the camera --if it is inside, then add to the short --obj_pos2d.x = object_list[i].pos.x-self.camera.pos.x+cam_dir2d.x*2 --obj_pos2d.y = object_list[i].pos.y-self.camera.pos.y+cam_dir2d.y*2 --if math.deg(cam_dir2d:angle_between(obj_pos2d)) < 60 then self.heap.push(object_list[i]) --end i=i+1 end local num_obj_to_render = self.heap.getSize() if num_obj_to_render > 0 then self.render_percent = (num_obj_to_render/i)*100 else self.render_percent = 0 end local object_to_render = self.heap.pop() while object_to_render do --layer one for solid object_to_render.renderMe(self.shader, self.camera.renderWidth, self.camera.renderHeight, 1) --layer two for translucid object_to_render.renderMe(self.shader, self.camera.renderWidth, self.camera.renderHeight, 2) object_to_render = self.heap.pop() end love.graphics.setShader() love.graphics.setCanvas() love.graphics.setColor(1,1,1) --this is the cheap way to have a resisable window, just scale the canvas to the window size --this not respect aspec ratio... love_width, love_height = love.graphics.getDimensions( ) local factor_x = love_width/self.camera.renderWidth local factor_y = love_height/self.camera.renderHeight local canvas_size_x = (self.camera.renderWidth*factor_x)/2 local canvas_size_y = (self.camera.renderHeight*factor_y)/2 love_width = love_width/2 love_height = love_height/2 love.graphics.draw(self.canvas, love_width-canvas_size_x, love_height-canvas_size_y, 0, factor_x, factor_y) self.offset_d = self.offset_d +love.timer.getDelta( ) if self.offset_d > 5 then self.offset_d = 0 end end return self end return quinta
local ViewBase = require("games/common2/module/viewBase"); local MatchTipsView = class(ViewBase,false); MatchTipsView.s_controls = { txtNotification = 1; bg = 2; } MatchTipsView.ctor = function ( self,seat,viewConfig) super(self, viewConfig); self.m_ctrls = MatchTipsView.s_controls; self:setFillParent(true,true); self:_initViews(); end MatchTipsView.dtor = function ( self ) end MatchTipsView.parseConfig = function(self, config) config = table.verify(config); if config.align then self.m_bg:setAlign(config.align); end if config.x or config.y then self.m_bg:setPos(config.x,config.y); end self.m_isShow = config.isShow; self.m_color = table.verify(config.color); end --------------------------------------------------------------------------- MatchTipsView.showMatchBaseChipInfo = function(self,seat,uid,info,isFast) info = table.verify(info); if info.isShow ~= 0 then local msg = ""; if MatchIsolater.getInstance():getIsJustStart() then msg = string.concat("当前底注:", info.baseScore, ",低于", info.weedOutScore, "将被淘汰。"); MatchIsolater.getInstance():setIsJustStart(false); else msg = string.concat("底注将增长至", info.baseScore, ",低于", info.weedOutScore, "将被淘汰。"); end self:_showText(msg); end end MatchTipsView.hideMatchTips = function(self) self:_showText(""); end ------------------------------------------------------------------------ MatchTipsView._initViews = function ( self) self.m_r, self.m_g, self.m_b = 254, 207, 141; self.m_bg = self:findViewById(self.m_ctrls.bg); self.m_txtNotification = self:findViewById(self.m_ctrls.txtNotification); self.m_bg:setAlign(kAlignTop); self.m_bg:setPos(nil,80); self:hideMatchTips(); end MatchTipsView._showText = function ( self, text ) local color = {self.m_r, self.m_g, self.m_b}; if not table.isEmpty(self.m_color) then color = self.m_color; end self.m_txtNotification:setText(text or "", nil, nil,unpack(color)); if text and text ~= "" and self.m_isShow then self.m_bg:setVisible(true); else self.m_bg:setVisible(false); end end ---------------------------------------------------------------------------- MatchTipsView.s_controlConfig = { [MatchTipsView.s_controls.bg] = {"bg"}; [MatchTipsView.s_controls.txtNotification] = {"bg", "txtNotification"}; }; MatchTipsView.s_actionFuncMap = { [MatchMechineConfig.ACTION_START] = "hideMatchTips"; [MatchMechineConfig.ACTION_GET_BASECHIP_INFO] = "showMatchBaseChipInfo"; }; return MatchTipsView;
if not(pcall(require, "aniseed.compile")) then vim.api.nvim_command("PlugInstall") end local dir = vim.api.nvim_call_function("stdpath", {"config"}) require("aniseed.compile").glob("**/*.fnl", dir .. "/fnl", dir .. "/lua") require("config")
return { version = "1.5", luaversion = "5.1", tiledversion = "1.6.0", name = "page01_img", tilewidth = 54, tileheight = 54, spacing = 0, margin = 0, columns = 0, objectalignment = "unspecified", tileoffset = { x = 0, y = 0 }, grid = { orientation = "orthogonal", width = 1, height = 1 }, properties = {}, wangsets = {}, tilecount = 2, tiles = { { id = 0, image = "../../assets/images/p1/block.png", width = 54, height = 54, objectGroup = { type = "objectgroup", draworder = "index", id = 2, name = "", visible = true, opacity = 1, offsetx = 0, offsety = 0, parallaxx = 1, parallaxy = 1, properties = {}, objects = { { id = 1, name = "", type = "", shape = "polygon", x = 16.0828, y = 0.982153, width = 0, height = 0, rotation = 0, visible = true, polygon = { { x = 0, y = 0 }, { x = 23.5717, y = 0.368307 }, { x = 37.3218, y = 14.9778 }, { x = 37.9357, y = 38.0584 }, { x = 21.8529, y = 52.9135 }, { x = -0.982153, y = 52.5452 }, { x = -15.5917, y = 37.5674 }, { x = -15.4689, y = 14.364 } }, properties = {} }, { id = 2, name = "", type = "", shape = "polyline", x = 15.7144, y = 1.22769, width = 0, height = 0, rotation = 0, visible = true, polyline = { { x = 0, y = 0 }, { x = -0.368307, y = -0.122769 } }, properties = {} } } } }, { id = 3, image = "../../assets/images/p1/walker.png", width = 16, height = 16 } } }
local utils = require('metrics.utils') local ok, membership = pcall(require, 'membership') if not ok then return { update = function() end } end local collectors_list = {} -- from https://github.com/tarantool/cartridge/blob/cc607f5a6508449608f3953a3f93669e8c8c4ab0/cartridge/issues.lua#L375 local function update_clock_metrics() local min_delta = 0 local max_delta = 0 for _, member in membership.pairs() do if member and member.status == 'alive' and member.clock_delta ~= nil then if member.clock_delta < min_delta then min_delta = member.clock_delta end if member.clock_delta > max_delta then max_delta = member.clock_delta end end end collectors_list.clock_delta = utils.set_gauge('clock_delta', 'Clock difference', min_delta * 1e-6, {delta = 'min'}) collectors_list.clock_delta = utils.set_gauge('clock_delta', 'Clock difference', max_delta * 1e-6, {delta = 'max'}) end return { update = update_clock_metrics, list = collectors_list, }
includeFile("tangible/collection/reward/buddy_painting_02.lua") includeFile("tangible/collection/reward/col_reward_tatooine_vistas_painting.lua") includeFile("tangible/collection/reward/buddy_painting_01.lua") includeFile("tangible/collection/reward/datapad_painting_reward.lua") includeFile("tangible/collection/reward/com_link_painting_reward.lua") includeFile("tangible/collection/reward/buddy_painting_03.lua") includeFile("tangible/collection/reward/cyborg_headband.lua") includeFile("tangible/collection/reward/gem_collection_reward_01.lua")
se_weapons = { EnergyBlaster = { Name = "Energy Blaster", Damage = 5, Shots = 3, Charge = 0, IgnoreShileds = false, ShotChanse = 70, MaxCharge = 10 }, SimpleMissle = { Name = "Simple Missle", Damage = 20, Shots = 1, Charge = 0, IgnoreShileds = true, ShotChanse = 50, MaxCharge = 20 }, TripleMissle = { Name = "Triple Missle", Damage = 10, Shots = 3, Charge = 0, IgnoreShileds = true, ShotChanse = 50, MaxCharge = 40 }, MegaBlaster = { Name = "Mega Blaster", Damage = 5, Shots = 7, Charge = 0, IgnoreShileds = false, ShotChanse = 50, MaxCharge = 30 }, DevilGun = { Name = "Devil Gun", Damage = 40, Shots = 2, Charge = 0, IgnoreShileds = false, ShotChanse = 50, MaxCharge = 50 }, MegaDevilGun = { Name = "Mega Devil Gun", Damage = 40, Shots = 4, Charge = 0, IgnoreShileds = false, ShotChanse = 50, MaxCharge = 50 }, } function se_damage_players_ship_with_weapon(weapon, module) timer.Create("se_weapon_shoot_main", 0.5, weapon.Shots, function() if players_spaceship.shields > 20 and !weapon.IgnoreShileds then players_spaceship.modules.Shields.ent:EmitSound("ambient/explosions/exp"..math.random(1, 4)..".wav") players_spaceship.shields = players_spaceship.shields - weapon.Damage else local hit = weapon.ShotChanse < math.random(0, 100) if hit then players_spaceship.modules[module].ent:EmitSound("ambient/explosions/explode_"..math.random(1, 9)..".wav") players_spaceship.health = players_spaceship.health - (weapon.Damage / 3) players_spaceship.modules[module].health = players_spaceship.modules[module].health - weapon.Damage se_send_event_broadcast(3) if math.random(0, 100) > 91 then se_ship_ignite_random_module() end end end end) end -- Damage ship with specific weapon function se_damage_enemy_ship_with_weapon(weapon, module) timer.Create("se_weapon_shoot_main", 0.5, weapon.Shots, function() players_spaceship.modules.Weapons.ent:EmitSound("weapons/ar2/fire1.wav") if enemy_spaceship.shields > 20 and !weapon.IgnoreShileds then enemy_spaceship.shields = enemy_spaceship.shields - weapon.Damage else local hit = weapon.ShotChanse < math.random(0, 100) if hit then enemy_spaceship.health = enemy_spaceship.health - weapon.Damage enemy_spaceship.modules[module].health = enemy_spaceship.modules[module].health - weapon.Damage end end se_update_enemy_sprite(true, enemy_spaceship.shields, enemy_spaceship.health) end) end
local Data = require('__stdlib__/stdlib/data/data') Data{ type = 'sound', name = 'nano-sound-build-tiles', aggregation = {max_count = 3, remove = true, count_already_playing = true}, variations = { {filename = '__base__/sound/walking/grass-01.ogg', volume = 1.0}, {filename = '__base__/sound/walking/grass-02.ogg', volume = 1.0}, {filename = '__base__/sound/walking/grass-03.ogg', volume = 1.0}, {filename = '__base__/sound/walking/grass-04.ogg', volume = 1.0} } }
mini_rosh_root = class(AbilityBaseClass) LinkLuaModifier("modifier_mini_rosh_root_applier", "abilities/neutrals/oaa_mini_rosh_root.lua", LUA_MODIFIER_MOTION_NONE) LinkLuaModifier("modifier_mini_rosh_root_effect", "abilities/neutrals/oaa_mini_rosh_root.lua", LUA_MODIFIER_MOTION_NONE) function mini_rosh_root:GetIntrinsicModifierName() return "modifier_mini_rosh_root_applier" end function mini_rosh_root:ShouldUseResources() return true end -------------------------------------------------------------------------------- modifier_mini_rosh_root_applier = class(ModifierBaseClass) function modifier_mini_rosh_root_applier:IsHidden() return true end function modifier_mini_rosh_root_applier:IsDebuff() return false end function modifier_mini_rosh_root_applier:IsPurgable() return false end function modifier_mini_rosh_root_applier:OnCreated() local ability = self:GetAbility() if ability and not ability:IsNull() then self.chance = ability:GetSpecialValueFor("root_chance") self.damage = ability:GetSpecialValueFor("bonus_damage") self.duration = ability:GetSpecialValueFor("root_duration") else self.chance = 25 self.damage = 50 self.duration = 1.65 end end modifier_mini_rosh_root_applier.OnRefresh = modifier_mini_rosh_root_applier.OnCreated function modifier_mini_rosh_root_applier:DeclareFunctions() local funcs = { MODIFIER_EVENT_ON_ATTACK_LANDED, } return funcs end function modifier_mini_rosh_root_applier:OnAttackLanded(event) if not IsServer() then return end local ability = self:GetAbility() local attacker = event.attacker local target = event.target local parent = self:GetParent() if not attacker or attacker:IsNull() then return end if parent ~= attacker then return end -- No root while broken or illusion if parent:PassivesDisabled() or parent:IsIllusion() then return end -- To prevent crashes: if not target or target:IsNull() then return end -- Check for existence of GetUnitName method to determine if target is a unit or an item (or rune) -- items don't have that method -> nil; if the target is an item, don't continue if target.GetUnitName == nil then return end -- Don't affect buildings, wards and invulnerable units. if target:IsTower() or target:IsBarracks() or target:IsBuilding() or target:IsOther() or target:IsInvulnerable() then return end if not ability or ability:IsNull() then return end -- Don't root while on cooldown if not ability:IsCooldownReady() then return end local chance = self.chance / 100 local damage = self.damage -- Get number of failures local prngMult = self:GetStackCount() + 1 if RandomFloat(0.0, 1.0) <= (PrdCFinder:GetCForP(chance) * prngMult) then -- Reset failure count self:SetStackCount(0) -- Apply root target:AddNewModifier(attacker, self:GetAbility(), "modifier_mini_rosh_root_effect", {duration = self.duration}) -- Sound parent:EmitSound("n_creep_TrollWarlord.Ensnare") -- Damage table local damage_table = {} damage_table.attacker = parent damage_table.damage_type = ability:GetAbilityDamageType() damage_table.ability = ability damage_table.damage = damage damage_table.victim = target -- Apply bonus damage ApplyDamage(damage_table) -- Start cooldown respecting cooldown reductions ability:UseResources(true, true, true) else -- Increment number of failures self:SetStackCount(prngMult) end end -------------------------------------------------------------------------------- modifier_mini_rosh_root_effect = class(ModifierBaseClass) function modifier_mini_rosh_root_effect:IsHidden() return false end function modifier_mini_rosh_root_effect:IsDebuff() return true end function modifier_mini_rosh_root_effect:IsPurgable() return true end function modifier_mini_rosh_root_effect:GetEffectName() return "particles/neutral_fx/dark_troll_ensnare.vpcf" end function modifier_mini_rosh_root_effect:CheckState() local state = { [MODIFIER_STATE_ROOTED] = true, } return state end
local boxWidth = SCREEN_CENTER_X*0.9 local boxHeight = SCREEN_HEIGHT*0.1 local boxColor = color("0,0,0.625,0.375") return Def.Quad{ InitCommand=cmd(zoomto,boxWidth,boxHeight;diffuse,boxColor;diffusebottomedge,Brightness(boxColor,0.5)); };
-- Author : Ahmed A. Khfagy -- done in CS50 intorduction to game Design course -- this is the class for the entering high score state EnterHighScoreState = Class{__includes = BasicState} local chars = { [1] = 65, [2] = 65, [3] = 65 } local highlightedChar = 1 function EnterHighScoreState:enter(params) self.highscore = params.highscore self.score = params.score self.scoreIndex = params.scoreIndex end function EnterHighScoreState:update(dt) if love.keyboard.wasPressed('enter') or love.keyboard.wasPressed('return') then local name = string.char(chars[1]) .. string.char(chars[2]) .. string.char(chars[3]) for i = 10, self.scoreIndex - 1 do self.highscore[i + 1] = { name = self.highscore[i].name, score = self.highscore[i].score } end self.highscore[self.scoreIndex].name = name self.highscore[self.scoreIndex].score = self.score local scoresStr = '' for i = 1, 10 do scoresStr = scoresStr .. self.highscore[i].name .. '\n' scoresStr = scoresStr .. tostring(self.highscore[i].score) .. '\n' end love.filesystem.write('breakout.lst', scoresStr) gStateMachine:change('high-score',{ highscore = self.highscore }) end if love.keyboard.wasPressed('left') and highlightedChar > 1 then highlightedChar = highlightedChar - 1 gSounds['select']:play() elseif love.keyboard.wasPressed('right') and highlightedChar < 3 then highlightedChar = highlightedChar + 1 gSounds['select']:play() end if love.keyboard.wasPressed('up') then chars[highlightedChar] = chars[highlightedChar] + 1 if chars[highlightedChar] > 90 then chars[highlightedChar] = 65 end elseif love.keyboard.wasPressed('down') then chars[highlightedChar] = chars[highlightedChar] - 1 if chars[highlightedChar] < 65 then chars[highlightedChar] = 90 end end end function EnterHighScoreState:render() love.graphics.setFont(gFonts['medium']) love.graphics.printf('Your score: ' .. tostring(self.score), 0, 30, VIRTUAL_WIDTH, 'center') love.graphics.setFont(gFonts['large']) if highlightedChar == 1 then love.graphics.setColor(103 / 255, 1, 1, 1) end love.graphics.print(string.char(chars[1]), VIRTUAL_WIDTH / 2 - 28, VIRTUAL_HEIGHT / 2) love.graphics.setColor(1, 1, 1, 1) if highlightedChar == 2 then love.graphics.setColor(103 / 255, 1, 1, 1) end love.graphics.print(string.char(chars[2]), VIRTUAL_WIDTH / 2 - 6, VIRTUAL_HEIGHT / 2) love.graphics.setColor(1, 1, 1, 1) if highlightedChar == 3 then love.graphics.setColor(103 / 255, 1, 1, 1) end love.graphics.print(string.char(chars[3]), VIRTUAL_WIDTH / 2 + 20, VIRTUAL_HEIGHT / 2) love.graphics.setColor(1, 1, 1, 1) love.graphics.setFont(gFonts['small']) love.graphics.printf('Press Enter to confirm..!', 0, VIRTUAL_HEIGHT - 18, VIRTUAL_WIDTH, 'center') end function EnterHighScoreState:exit() end
script_name = "Em-dash" script_description = "I do not have an em-dash key on my keyboard" script_author = "garret" script_version = "2021-04-05" em = "—" function append(sub, sel) for si, li in ipairs(sel) do local line = sub[li] line.text = line.text..em sub[li] = line end aegisub.set_undo_point(script_name) end function replace(sub, sel) for si, li in ipairs(sel) do local line = sub[li] local text = sub[li].text text = text:gsub("%-%-",em) line.text=text sub[li] = line end aegisub.set_undo_point(script_name) end aegisub.register_macro(script_name.."/Append", "Appends an Em-dash to the selected line(s)", append) aegisub.register_macro(script_name.."/Replace", "Replaces -- with "..em, replace)
local HUD = Ambi.Base.HUD HUD.Add( 0, 'Nothing' )
getgenv().Aimbot.Settings = { SendNotifications = true, SaveSettings = true, -- Re-execute upon changing ReloadOnTeleport = true, Enabled = true, TeamCheck = false, AliveCheck = true, WallCheck = false, -- Laggy Sensitivity = 0, -- Animation length (in seconds) before fully locking onto target TriggerKey = "MouseButton2", Toggle = false, LockPart = "Head" -- Body part to lock on } getgenv().Aimbot.FOVSettings = { Enabled = true, Visible = true, Amount = 90, Color = "255, 255, 255", LockedColor = "255, 70, 70", Transparency = 0.5, Sides = 60, Thickness = 1, Filled = false }
#!/usr/bin/env lua -- MoonODE example: mass.lua local ode = require("moonode") local glmath = require("moonglmath") ode.glmath_compat(true) local vec3, mat3 = glmath.vec3, glmath.mat3 -- add metamethods for printing masses: local mt = getmetatable(ode.mass()) mt.__tostring = function(m) return "total="..m.total.." center="..m.center.." inertia="..m.inertia.. (m:check() and " (valid)" or " (not valid)") end mt.__concat = function(a, b) return tostring(a)..tostring(b) end local m m = ode.mass() print(m) m = ode.mass(78.5) print(m) m = ode.mass(80.5, {1, 1, 1}, {{1, 0, 0},{0, 1, 0}, {0, 0, 1}}) print(m) --> not valid m = ode.mass(80.5, {0, 0, 0}, {{1, 0, 0},{0, 1, 0}, {0, 0, 1}}) m:translate({1,1,1}) print(m) --> valid m = m:translate({1, 1, 1}) print(m) --> valid m = ode.mass(80.5, {0, 0, 0}, {{1, 0, 0},{0, 1, 0}, {0, 0, 1}}) print(m) m = ode.mass_sphere(1, 10) print(m) m = ode.mass(123.4, vec3(), mat3()) print(m) m = ode.mass(10) print(m) m = m:add(ode.mass(20)) print(m) m = ode.mass_box(1, .4, .4, .4) print(m) m = m:adjust(1) print(m) m = ode.mass_box(1, .4, .4, .4, 1) print(m)
-- !! Global changes !! function string:split(sep) local sep, fields = sep or ":", {} local pattern = string.format("([^%s]+)", sep) self:gsub(pattern, function(c) fields[#fields+1] = c end) return fields end function string:chomp() local output = self:gsub("\n$", "") return output end function string:titleCase() return (self:gsub('^%l', string.upper)) end
K9_Config = {} K9_Config = setmetatable(K9_Config, {}) K9_Config.DogModel = "A_C_Rottweiler" -- Set dog model of your choice K9_Config.PedRestricted = true -- [true means the menu is restricted to cop peds. false means the menu can be used by everyone.] K9_Config.VehicleRestricted = true -- [true means the dog can only get into police vehicles listed. false means he can enter any vehicle told to.] K9_Config.GodmodeDog = true -- [true means the dog can NOT die. false means the dog CAN die.] K9_Config.SearchSetting = "random" -- [random means it randomly generates items in the vehicle.] K9_Config.PedList = { -- Police -- "s_m_y_cop_01", "s_f_y_cop_01", -- Highway -- "s_m_y_hwaycop_01", -- Sheriff -- "s_m_y_sheriff_01", "s_f_y_sheriff_01", -- SWAT -- "s_m_y_swat_01", -- Ranger -- "s_m_y_ranger_01", "s_f_y_ranger_01" } K9_Config.VehicleList = { "POLICET", -- 456714581 "FBI", -- FBI "FBI2", -- FBI2 "POLICE", -- Police "POLICE2", -- Police2 "POLICE3", -- POlice3 "POLICE4", -- Police4 "PRANGER", -- Pranger "RIOT", -- Riot "SHERIFF", -- Sheriff "SHERIFF2" -- Sheriff2 } K9_Config.Items = { illegal = { "Meth", "Marijuana", "Crack Cocaine", "Bath Salts", "Heroin" }, suspicious = { "Open Alcahol Container(s)", "Marijuana Seed(s)", "Marijuana Stem(s)", "Large Wad of Cash", "Scale", "Small Baggies" }, legal = { "Dirty Socks", "Bag(s) of candy", "Empty Food Wrapper(s)", "Empty Cup(s)", "Change" }, }
local dbug = true local function dprint(...) if dbug then print(...) end end dprint("Loading libraries") local lfs = require("lfs") local modules = {} for item in lfs.dir("libraries") do if not item:match("^%.") and item:match("%..lua$") then modules[item:match("^.+%.lua$"):lower()] = require(item) -- This shows up as the name with the first character capitalized unless -- you give a .title() method end end library = assert(loadfile("lib.lua")) -- Just to test dprint("Running server functions") srv.Use(mw.Logger()) srv.GET("/", mw.new(function() lib = require("lib") return lib.page("Yay") end)) srv.GET("/:page", mw.new(function() lib = require("lib") return lib.genpage() end))
--- === plugins.finalcutpro.preferences.general === --- --- Final Cut Pro General Preferences local require = require local fcp = require "cp.apple.finalcutpro" local html = require "cp.web.html" local i18n = require "cp.i18n" local execute = os.execute local plugin = { id = "finalcutpro.preferences.general", group = "finalcutpro", dependencies = { ["finalcutpro.preferences.manager"] = "prefs", } } function plugin.init(deps) -------------------------------------------------------------------------------- -- Only load plugin if FCPX is supported: -------------------------------------------------------------------------------- if not fcp:isSupported() then return end -------------------------------------------------------------------------------- -- Setup Preferences Panel: -------------------------------------------------------------------------------- local panel = deps.prefs.panel if panel then panel -------------------------------------------------------------------------------- -- Two Columns: -------------------------------------------------------------------------------- :addContent(0.1, [[ <style> .fcpPrefsRow { display: flex; } .fcpPrefsColumn { flex: 50%; } </style> <div class="fcpPrefsRow"> <div class="fcpPrefsColumn"> ]], false) :addHeading(1, i18n("general")) :addContent(2100, [[ </div> <div class="fcpPrefsColumn"> ]], false) :addHeading(2200, i18n("hiddenFinalCutProPreferences")) :addParagraph(2201, html.span { class="tbTip" } ( i18n("advancedFeaturesWarning") .. "<br /><br />", false ).. "\n\n") :addContent(8998, "<br />", false) :addButton(8999, { label = i18n("moveableMarkers") .. "?", width = 250, onclick = function() execute('open "https://help.commandpost.io/getting-started/faq#why-did-you-remove-moveable-markers"') end, }) :addButton(8999.1, { label = i18n("showTimelineInViewers") .. "?", width = 250, onclick = function() execute('open "https://help.commandpost.io/getting-started/faq#why-did-you-remove-show-timeline-in-viewers"') end, }) :addButton(8999.2, { label = i18n("hiddenFCPXMLImportExportOptions") .. "?", width = 250, onclick = function() execute('open "https://help.commandpost.io/getting-started/faq#why-did-you-remove-the-hidden-fcpxml-import-export-option"') end, }) :addContent(9000, [[ </div> </div> ]], false) end end return plugin
-- -- Copyright (c) 2016, Facebook, Inc. -- All rights reserved. -- -- This source code is licensed under the BSD-style license found in the -- LICENSE file in the root directory of this source tree. An additional grant -- of patent rights can be found in the PATENTS file in the same directory. -- local M = { } function M.parse(arg) local cmd = torch.CmdLine() cmd:text() cmd:text('Torch-7 ') cmd:text() cmd:text('Options:') ------------ General options -------------------- cmd:option('-data', '', 'Path to dataset') cmd:option('-dataset', 'cvppp', 'Options: [cvppp | kitti]') cmd:option('-manualSeed', 128, 'Manually set RNG seed') cmd:option('-nGPU', 1, 'Number of GPUs to use by default') cmd:option('-gpu_id', 1, 'Number of GPUs to use by default') cmd:option('-backend', 'cudnn', 'Options: cudnn | cunn') cmd:option('-cudnn', 'deterministic', 'Options: fastest | default | deterministic') cmd:option('-gen', 'gen', 'Path to save generated files') cmd:option('-height', 530, 'Height of the resized images') cmd:option('-width', 500, 'Width of the resized images') cmd:option('-loadLast', false, 'Load last seq_length instances (train time)') cmd:option('-loadLastTest', false, 'Load last seq_length instances (test time)') cmd:option('-seq_length', 21, 'Max. length of the sequence') cmd:option('-seq_length_test', 0, 'Length of the sequence at test time') cmd:option('-max_seq_length', 21, 'Max. length of the sequence') cmd:option('-vhigh', false, 'Visualise Results in High Quality') cmd:option('-loss', 'bce', 'Mask Loss (bce|dice)') cmd:option('-optimActor', 'adam', 'Optimisation algorithm for actor') cmd:option('-optimCritic','adam', 'Optimisation algorithm for critic') ------------- Data options ------------------------ cmd:option('-nThreads', 4, 'number of data loading threads') ------------- Math MNIST options ------------------------ cmd:option('-nums', 4, '# numbers in the expression') cmd:option('-maxNum', 100, 'Maximum number in the expression') cmd:option('-learnOp', false, 'Learning the output prediction') cmd:option('-betaOp', 1, 'Trade-off between instance segmentation and regresion') cmd:option('-betaOrder', 1, 'Trade-off between instance segmentation and regresion') cmd:option('-gammaOp', 1, 'Trade-off between instance segmentation and regresion') ------------- Training options -------------------- cmd:option('-nEpochs', 10000, 'Number of total epochs to run') cmd:option('-epochNumber', 1, 'Manual epoch number (useful on restarts)') cmd:option('-batch_size', 16, 'mini-batch size (1 = pure stochastic)') cmd:option('-nSamples', 16, 'Number of samples to draw from N(0, I)') cmd:option('-noSampling', false, 'Number of samples to draw from N(0, I)') cmd:option('-criticGT', false, 'Critic has context from ground-truth') cmd:option('-criticTime', false, 'Critic has timestep as input') cmd:option('-criticNoise', 0, 'Add noise for critic training') cmd:option('-actorNoise', 0, 'Add noise for actor training') cmd:option('-actorBN', false, 'Switching the batchnorm for actor') cmd:option('-realNoise', 0, 'Inserting GT masks for the critic batch') cmd:option('-iter_size', 1, 'Quasi batch size') cmd:option('-summary_after', 16, 'Doing a summary of performance after this number of iterations') cmd:option('-checkpoint_after', 100, 'Saving the model (interval in epochs)') cmd:option('-validation_after', 10, 'Saving the model (interval in epochs)') cmd:option('-valTrain', false, 'Run validation analysis on training') cmd:option('-dump', false, 'Save the results (used with -checkOnly)') cmd:option('-semSeg', false, 'Semantic segmentation mode (net predicts numClasses channels)') cmd:option('--save-stat', false, 'Save various statistic for analysis') ------------- Checkpointing options --------------- cmd:option('-model_id', '', 'Identification of the models') cmd:option('-save', 'checkpoints', 'Directory in which to save checkpoints') cmd:option('-continue', '', 'Snapshot path (e.g. VER/EPOCH)') cmd:option('-ctl', '', 'Snapshot path to ControlNet (e.g. VER/EPOCH)') cmd:option('-optimState', 'none', 'Path to an optimState to reload from') cmd:option('-use_pretrained', false, 'Using pretrained model') ---------- Optimization options ---------------------- cmd:option('-learning_rate', 1e-4, 'initial learning rate') cmd:option('-learning_rate_decay', 0.0, 'learning rate decay') cmd:option('-momentum', 0.9, 'momentum') cmd:option('-weightDecay', 1e-4, 'weight decay') cmd:option('-gamma', 1.0, 'Discount for Q-learning') cmd:option('-alpha', 0.99, 'Exp Run Avg coefficient for the Baseline') cmd:option('-betaCritic', 10, 'Critic update rate') cmd:option('-betaCNN', 1, 'CNN update rate') cmd:option('-betaCxt', 1, 'Context update rate') cmd:option('-betaBCE', 1, 'Weight of the BCE loss') cmd:option('-betaCTL', 1, 'Weight of the control loss') cmd:option('-betaGradCTL', 1, 'Weight of the control loss') cmd:option('-betaDec', 0.1, 'Weight of the control loss') cmd:option('-withLSTM', false, 'Use RNN inputs [debug]') cmd:option('-subGt', false, 'Substitute prediction with GT mask [debug]') cmd:option('-subLastMask',false, 'Substitute prediction with last GT mask [debug]') cmd:option('-reset_buffer', false, 'Constructing the buffer from scratch') cmd:option('-reset_context', false, 'Re-initialised context from scratch') cmd:option('-reset_critic', false, 'Re-initialised critic from scratch') cmd:option('-reset_control', false, 'Re-initialise control network') cmd:option('-critic_warmup', 512, 'Min. size of replay buffer') cmd:option('-critic_iter', 1, 'Min. size of replay buffer') cmd:option('-buffer_size', 1024, 'Max. size of replay buffer') cmd:option('-lambda', 0, 'Hyperparameter pondering the classification accuracy term.') cmd:option('-lambdaKL', 1, 'Scaler for KL divergence term') cmd:option('-sigma', 0, 'Scaler for KL divergence term') cmd:option('-actionY', 3, 'Action dimension (height)') cmd:option('-actionX', 3, 'Action dimension (width)') cmd:option('-contextType', 'max', 'Type of context (max | angles)') cmd:option('-contextDim', 3, 'Dimension of the learned memory') cmd:option('-decoder', '', 'Decoder network') cmd:option('-preproc', '', 'Preprocess network') cmd:option('-preproc_mode', false, 'Mode: training preprocess network') cmd:option('-preproc_save', false, 'Mode: saving results from preprocess network') cmd:option('-preproc_epoch', 15, 'Number of epochs for pre-processed augmentation') cmd:option('-dropRate', 0, 'Droput Rate') cmd:option('-numClasses', 1, 'Number of semantic classes') cmd:option('-numAngles', 8, 'Number of channels in the extmem') cmd:option('-numTestRuns', 1, 'Running validation on the held-out set # times') cmd:option('-numTrainRuns', 1, 'Running validation on the training set # times') cmd:option('-gradClip', 0, 'Gradient clipping for RNN') cmd:option('-bceCoeff', 1, 'BCE coefficient (used with -withBCELoss)') cmd:option('-withBCELoss', false, 'Use BCE Loss with the Actor-Critic') cmd:option('-normScore', false, 'Normalsed matching score') cmd:option('-enableContext', false, 'Propagate gradient to the action?') cmd:option('-withContext', false, 'Learning the context representation') cmd:option('-ignoreBg', false, 'Ignore background predictions [only with -predictFg]') cmd:option('-fgThreshold', 1e-3, 'Threshold for binarising FG prediction [only with -predictFg]') cmd:option('-ignoreMem', false, 'Ignore predictions of memory pixels (already predicted)') cmd:option('-ignoreMemThreshold', 0.5, 'Do not propagate errors on pixels with MEM set higher than that') cmd:option('-learnDecoder', false, 'Learn the decoder') cmd:option('-learnControl', false, 'Learning the control network') cmd:option('-oldControl', false, 'Specifies a standalone control net') cmd:option('-discreteLoss', false, 'Direct Loss Minisation (+AP)') cmd:option('-criticLoss', 'dice', 'Critic loss (dice|iou)') cmd:option('-maskNoise', 0, 'Random max() initialisation') cmd:option('-markov', false, 'Truncated RNN unrolling (only 2 steps)') cmd:option('-withVal', false, 'Include the validation set in the training') cmd:option('-markovCritic', false, 'Truncated unrolling for RNN critic (only 2 steps)') cmd:option('-maxEpochSize', 3200, 'Maximum epoch size') ---------- Model options ---------------------------------- cmd:option('-checkOnly', false, 'No training; just validate and exit') cmd:option('-noEnc', false, 'Do not use encoder [pretraining-only]') cmd:option('-noise', 0, 'STD for white noise at bottleneck [pretraining-only]. 0 means no noise.') cmd:option('-logReward', false, 'Use log-scale rewards') cmd:option('-logRewardNorm', false, 'Use log-scale rewards log(1 + b*x)') cmd:option('-logRewardNormB', 0.01, 'Normaliser for -logRewardNorm') cmd:option('-invMask', false, 'Inverted Mask for prediction') cmd:option('-pyramidImage', false, 'Predict angles for pre-processing') cmd:option('-pyramidAngles', false, 'Predict angles for pre-processing') cmd:option('-pyramidFg', false, 'Predict foreground for pre-processing') cmd:option('-predictAngles', false, 'Predict angles for pre-processing') cmd:option('-predictFg', false, 'Predict foreground for pre-processing') cmd:option('-blockExtMem', false, 'Block external memory') cmd:option('-blockHidden', false, 'Block hidden LSTM/RNN state') cmd:option('-bottleneck', 'fc', 'Bottleneck architecture [fc|conv]') cmd:option('-sampler', 'vae', 'Sampler to use (vae|kernel)') cmd:option('-samplerAct', '', 'Use activation after sampler') cmd:option('-kernelSigmaL', 1, 'Location strength in the kernel sampler') cmd:option('-kernelSigmaF', 0.1, 'Feature strength in the kernel sampler') cmd:option('-reduction', 0.5, 'Reduction Factor after a Dense Block') cmd:option('-rnn_layers', 1, 'Number of layers of the rnn') cmd:option('-rnn_channels', 30, 'Number of channels of the rnn state') cmd:option('-latentSize', 16, 'Latent Size') cmd:option('-featureSize', 256, 'Feature Size') cmd:option('-rnnSize', 256, 'RNN Size') cmd:option('-criticMem', 3, 'Number of channels for critic memory') cmd:option('-criticDim', 32, 'Latent Size') cmd:option('-criticVer', 'simple', 'Version of the critic architecture (simple | densenet)') cmd:option('-criticType', 'fc', 'Type of the critic global pooling (max | avg | softmax_cmul | fc)') cmd:option('-contextVer', 'simple', 'Version of the context net') cmd:option('-actorVer', 'simple', 'Version of the actor architecture (simple | densenet)') cmd:option('-decVer', 'simple', 'Version of the decoder architecture (simple | resnet | densenet | softmax)') cmd:option('-actType', 'simple', 'Version of the actor bottleneck (simple | softmax | softmax_cmul)') cmd:option('-decVerMod', 'none', 'Sub-Version of the decoder architecture (extra | none)') cmd:option('-decVerUp', 'deconv', 'Upsampling version of the decoder architecture (deconv | nn | bilinear)') cmd:option('-rewardVer', 'match', 'Version of the immediate reward (greedy | match)') cmd:option('-grad', 'ac', 'Type of the gradient (ac | reinforce | fixed)') cmd:option('-orderby', 'hung', 'If grad == fixed, order by [hung|size|greedy]') cmd:option('-matchNoise', 0.0, 'If > 0, adds Gaussian noise to the matching matrix') cmd:option('-hyperFile', '', 'filename to write the result for Bayesian optimisation') -- -- crayon visualisation -- cmd:option('-crayonHost', 'localhost', 'Address to crayon server') cmd:option('-crayonPort', 6039, 'Port to crayon server') cmd:text() -- parse input params opt = cmd:parse(arg) opt.tensorType = 'torch.CudaTensor' opt.optMemory = 3 opt.imageCh = 3 if opt.dataset == 'cvppp' then print('Using CVPPP dataset') if opt.withVal then print('>>> Validation Set Included <<<') opt.data = 'data/cvppp/A1_ALL/' opt.gen = 'gen_all' else if opt.preproc_mode then opt.data = 'data/cvppp/A1_RAW/' else opt.data = 'data/cvppp/A1_AUG/' end end if opt.actorVer == 'resnet_dense' then opt.actionX = 14 opt.actionY = 14 else opt.actionX = 7 opt.actionY = 7 end opt.Size = 224 opt.imHeight = 224 opt.imWidth = 224 opt.Crop = 224 opt.xSize = 224 opt.ySize = 237 -- 224 opt.featureSize = 256 opt.numClasses = 2 opt.growthRate = 32 opt.maxEpochSize = 256 opt.max_seq_length = 21 elseif opt.dataset == 'kitti' then print('Using KITTI dataset') if opt.preproc_mode then opt.data = 'data/kitti' else opt.data = 'data/kitti_aug' end opt.actionX = 24 opt.actionY = 8 opt.Size = 256 opt.imHeight = 256 --512 opt.imWidth = 768--1024 opt.ySize = 256 -- 370 opt.xSize = 768 -- 1224 opt.latentSize = 64 opt.featureSize = 512 --256 opt.numClasses = 2 opt.growthRate = 16 opt.dropRate = 0 opt.max_seq_length = 16 else cmd:error('unknown dataset: ' .. opt.dataset) end if opt.seq_length_test == 0 then opt.seq_length_test = opt.max_seq_length end opt.loadSeqLength = opt.seq_length opt.loadSeqLengthTest = opt.seq_length_test if opt.loadLast then opt.loadSeqLength = -opt.loadSeqLength end if opt.loadLastTest then opt.loadSeqLengthTest = -opt.loadSeqLengthTest end print('-- Dataset: ' .. opt.dataset) print('-- learning rate: ' .. opt.learning_rate) print('-- Q-Gamma: ' .. opt.gamma) print('-- Latent Size: ' .. opt.latentSize) print('-- Batch Size: ' .. opt.batch_size) print('---------------------------------') print(opt) print('---------------------------------') print(string.format('-- Action: %dx%d', opt.actionY, opt.actionX)) local model_id = opt.model_id or os.date('%Y%m%d%H%M%S', os.time()) opt.config_id = string.format('%s_%s', opt.dataset, model_id) opt.save_dir = opt.save opt.save = paths.concat(opt.save, opt.config_id) if not paths.dirp(opt.save) and not paths.mkdir(opt.save) then cmd:error('Options: Unable to create checkpoint directory: ' .. opt.save .. '\n') end local cxtManager = ContextManager(opt) if opt.contextType == 'max' then -- applying pixelwise max with the memory and the mask opt.cxtSize = 1 elseif opt.contextType == 'angles' then -- merging the mask in 2-dimensional angle representation (x,y) opt.cxtSize = 2 else cmd:error('Options: Unknown context representation: ' .. opt.contextType) end return opt end return M
object_building_kashyyyk_frn_kash_hospital_bed = object_building_kashyyyk_shared_frn_kash_hospital_bed:new { } ObjectTemplates:addTemplate(object_building_kashyyyk_frn_kash_hospital_bed, "object/building/kashyyyk/frn_kash_hospital_bed.iff")
local base = require("kong.plugins.mtls_certs_manager.base") local _M = base:extend() local consumers = kong.db.consumers function _M:check_instance_exists(instance_name) local consumer = consumers:select_by_username(instance_name) return consumer ~= nil end function _M:get_consumer(instance_name, description) local _tags = {"instance-admin-client"} if description ~= nil and description:match("%S") ~= nil then table.insert(_tags, "description-" .. description:gsub("%s+", "_")) end local consumer_data = { username = instance_name, tags = _tags } return consumers:insert(consumer_data) end function _M:hasValidationErrors() local request_body = kong.request.get_body() local instance_name = request_body.instance.name local consumer = consumers:select_by_username(instance_name) if consumer ~= nil then return "Instance already exists", 401 end return self.super:hasValidationErrors() end return _M
data:extend( { { type = "item", name = "arithmetic-combinator", icon = "__base__/graphics/icons/arithmetic-combinator.png", flags = { "goes-to-quickbar" }, subgroup = "logics", place_result="arithmetic-combinator", order = "b[combinators]-a[arithmetic-combinator]", stack_size= 50, }, { type = "recipe", name = "arithmetic-combinator", enabled = "false", ingredients = { {"copper-cable", 5}, {"small-ai", 2}, }, result = "arithmetic-combinator" }, { type = "item", name = "decider-combinator", icon = "__base__/graphics/icons/decider-combinator.png", flags = { "goes-to-quickbar" }, subgroup = "logics", place_result="decider-combinator", order = "b[combinators]-b[decider-combinator]", stack_size= 50, }, { type = "recipe", name = "decider-combinator", enabled = "false", ingredients = { {"copper-cable", 5}, {"small-ai", 1}, }, result = "decider-combinator" }, { type = "item", name = "constant-combinator", icon = "__base__/graphics/icons/constant-combinator.png", flags = { "goes-to-quickbar" }, subgroup = "logics", place_result="constant-combinator", order = "b[combinators]-c[constant-combinator]", stack_size= 50, }, { type = "recipe", name = "constant-combinator", enabled = "false", ingredients = { {"copper-cable", 5}, {"small-ai", 1}, }, result = "constant-combinator" }, } )
SauroConf.stuff = {} SauroConf.stuff.sweet = false SauroConf.numbs = {} SauroConf.numbs.wat = "TESTERINO" SauroConf.numbs[1] = 5 --table.insert(SauroConf.numbs, "WAT") SauroConf[1] = {} SauroConf[1].wat = "TEST"
local EntityComponent = require "smee.game_core.entitycomponent" local Table = require "sandbox.utl.table" local UnitComponent = EntityComponent:subclass("UnitComponent") function UnitComponent:initialize(owner) EntityComponent.initialize(self, owner) self.max = {} self.base = {} self.current = {} self.effects = {} end function UnitComponent:init(owner, unitStatics) EntityComponent.init(self, owner) self.type = unitStatics.name self.name = unitStatics.name for k, v in pairs(unitStatics) do self.max[k] = v self.base[k] = v self.current[k] = v end self.base.actionPts = 0 -- self.health = unitStatics.health -- self.damage = unitStatics.damage -- self.attackRange = unitStatics.attackRange -- self.defense = unitStatics.defense -- self.walkRate = unitStatics.walkRate -- self.initiative = unitStatics.initiative -- self.baseActionPts = unitStatics.baseActionPts -- self.maxActionPts = unitStatics.maxActionPts -- self.initialHealth = unitStatics.health -- self.initialDamage = unitStatics.damage -- self.initialAttackRange = unitStatics.attackRange -- self.initialDefense = unitStatics.defense -- self.initialWalkRate = unitStatics.walkRate end function UnitComponent:update(dt) self:updateStats() -- Check alive if self.current.health <= 0 then -- Remove entity from battlefield component. self.dead = true end end function UnitComponent:getCur(key) return self.current[key] end function UnitComponent:getInitial(key) return self.max[key] end function UnitComponent:getMaxMoveDistance() return (self.current.walkRate or 0) * (self.base.actionPts or 0) end function UnitComponent:payAP(num) if (self.base.actionPts - num) >= 0 then self.base.actionPts = self.base.actionPts - num return true else return false end end function UnitComponent:updateStats() for k, v in pairs(self.current) do self.current[k] = self.base[k] end for i = 1, #self.effects do local effect = effects[i] end end return UnitComponent
sptbl["gen_sinesum"] = { files = { module = "ftbl.c", header = "ftbl.h", example = "ex_gen_sinesum.c", }, func = { name = "sp_gen_sinesum", }, params = { { name = "argstring", type = "char *", description = [[A list of amplitudes, in the range 0-1, separated by spaces.Each position coordinates to their partial number. Position 1 is the fundamental amplitude (1 * freq). Position 2 is the first overtone (2 * freq), 3 is the second (3 * freq), etc...]], default = "1 0.5 0.25" }, }, modtype = "gen", description = [[Waveform as a sum of harmonically related sine waves ]], }
local currentFires = {} RegisterNetEvent("thermite:StartClientFires") AddEventHandler("thermite:StartClientFires", function(x,y,z,arg1,arg2) if #(vector3(x,y,z) - GetEntityCoords(PlayerPedId())) < 100 then local fire = StartScriptFire(x,y,z,arg1,arg2) currentFires[#currentFires+1]=fire end end) RegisterNetEvent("thermite:StopFiresClient") AddEventHandler("thermite:StopFiresClient", function() for p,j in ipairs(currentFires) do RemoveScriptFire(j) end end) function startFireAtLocation(x,y,z,time) local rand = math.random(7,11) for j=1,rand do local randy = randomFloat(0,0.4,5) local randx = randomFloat(0,0.4,5) if math.random(1,2) == 2 then y = y + randy else y = y - randy end if math.random(1,2) == 2 then x = x + randx else x = x - randx end TriggerServerEvent("thermite:StartFireAtLocation",x,y,z,24,false) end Citizen.Wait(time) TriggerServerEvent("thermite:StopFires") end function randomFloat(min, max, precision) local range = max - min local offset = range * math.random() local unrounded = min + offset if not precision then return unrounded end local powerOfTen = 10 ^ precision return math.floor(unrounded * powerOfTen + 0.5) / powerOfTen end local currentlyInGame = false local passed = false; ----------------- -- dropAmount , the amount of letters to drop for completion -- Letter , the letter set , letterset 1 = [q,w,e] letterset 2 = [q,w,e,j,k,l] , the set is used to determain what letters will drop -- speed , the speed that the letters move on the screen -- inter , interval , the time between letter drops ---------------- function startGame(dropAmount,letter,speed,inter) openGui() play(dropAmount,letter,speed,inter) currentlyInGame = true while currentlyInGame do Wait(400) if exports["isPed"]:isPed("dead") then closeGui() end end return passed; end local gui = false function openGui() gui = true SetNuiFocus(true,true) SendNUIMessage({openPhone = true}) end function play(dropAmount,letter,speed,inter) SendNUIMessage({openSection = "playgame", amount = dropAmount,letterSet = letter,speed = speed,interval = inter}) end function CloseGui() currentlyInGame = false gui = false SetNuiFocus(false,false) SendNUIMessage({openPhone = false}) end -- NUI Callback Methods RegisterNUICallback('close', function(data, cb) CloseGui() cb('ok') end) RegisterNUICallback('failure', function(data, cb) passed = false CloseGui() cb('ok') end) RegisterNUICallback('complete', function(data, cb) passed = true CloseGui() cb('ok') end)
-- Simple frame rate overlay -- (C) Nick Smith 2014 frameRateOverlay = {} function frameRateOverlay.update(event) local fps = 1 / system.deltaTime if frameRateOverlay.count == 5 then frameRateOverlay.average = frameRateOverlay.total / 5 frameRateOverlay.count = 0 frameRateOverlay.total = 0 end frameRateOverlay.count = frameRateOverlay.count + 1 frameRateOverlay.total = frameRateOverlay.total + fps frameRateOverlay.label.text = string.format("FPS: %d (%.1f)", frameRateOverlay.average, fps) end function frameRateOverlay.showFrameRate(x, y, width, boxColor) x = x or 0 y = y or 0 width = width or 150 boxColor = boxColor or {0,255,0} frameRateOverlay.box = director:createRectangle({zOrder=10, x=x, y=y, w=150, h=24, color=boxColor, alpha=0.7, strokeWidth=1, strokeColor=color.white, strokeAlpha=1}) frameRateOverlay.label = director:createLabel({zOrder=11, x=6, y=3, w=200, h=20, color=color.black, text="fps: ?", xScale=0.7, yScale=0.7}) frameRateOverlay.box:addChild(frameRateOverlay.label) local scale = width/150 frameRateOverlay.box.xScale = scale frameRateOverlay.box.yScale = scale frameRateOverlay.count = 0 frameRateOverlay.total = 0 frameRateOverlay.average = 0 system:addEventListener({"update"}, frameRateOverlay) end function frameRateOverlay.hideFrameRate() if frameRateOverlay.box then system:removeEventListener({"update"}, frameRateOverlay) frameRateOverlay.box:removeFromParent() frameRateOverlay.label:removeFromParent() frameRateOverlay.box = nil frameRateOverlay.label = nil end end
--- === cp.apple.compressor.app === --- --- The `cp.app` for Apple's Compressor. local require = require local app = require("cp.app") local fcpApp = app.forBundleID("com.apple.Compressor") return fcpApp
require('lsp.cmp').setup() local lsp_installer = require 'nvim-lsp-installer' local installer_config = require 'lsp.config' local lspconfig = require 'lsp.lspconfig' local icons = require 'lsp.icons' local null_ls = require 'lsp.null-ls' local nlspsettings = require 'lsp.nlspsettings' local capabilities = vim.lsp.protocol.make_client_capabilities() capabilities = require('cmp_nvim_lsp').update_capabilities(capabilities) capabilities.textDocument.completion.completionItem.snippetSupport = true lspconfig.maps() icons.lsp_icons() icons.lsp_status_icons() null_ls.setup() nlspsettings.setup() installer_config.setup() local server_opts = {} server_opts.sumneko_lua = { settings = { Lua = { workspace = { library = { [vim.fn.expand '$VIMRUNTIME/lua'] = true, [vim.fn.stdpath 'config' .. '/lua'] = true, }, }, }, }, } lsp_installer.on_server_ready(function(server) local opts = { -- on_attach = lspconfig.maps(), capabilities = capabilities, } if server_opts[server.name] then opts = vim.tbl_deep_extend('force', opts, server_opts[server.name]) end server:setup(opts) vim.cmd [[ do User LspAttachBuffers ]] end)
function PANEL:Init() self.PerformLayoutFrame = vgui.GetControlTable("DFrame").PerformLayout local parent = self:GetParent() local menu_bar = parent:Find("DMenuBar") if menu_bar then self:SetPos(parent:GetWide() - 160, menu_bar.y + menu_bar:GetTall()) else self:SetPos(parent:GetWide() - 160, parent:GetTall() - 24) end self:SetSize(160, 24) self:SetTitle("Pyrition Menu") self.btnMaxim:SetEnabled(true) self.btnMinim:SetVisible(false) function self.btnMaxim:DoClick() local frame = self:GetParent() local menu_panel = frame.Menu frame.Menu = nil menu_panel.MenuMinimized = nil menu_panel:SetVisible(true) menu_panel:MakeContextMenuAttachedClickable() frame:Remove() end end function PANEL:OnRemove() if self.Menu then self.Menu:Remove() end end --post return "PyritionMenuMinimized", "!!!INTERNAL!!! Don't touch unless you know what you're doing!", "DFrame"
--*********************************************************** --** THE INDIE STONE ** --** Author: turbotutone ** --*********************************************************** require "DebugUIs/DebugMenu/Base/ISDebugSubPanelBase"; ---@class NewFogDebug : ISDebugSubPanelBase NewFogDebug = ISDebugSubPanelBase:derive("NewFogDebug"); function NewFogDebug:initialise() ISPanel.initialise(self); end function NewFogDebug:createChildren() ISPanel.createChildren(self); local clim = getClimateManager(); self.clim = clim; self.newFogID = 5; self.allOptions = {}; self.floats = {}; self.colors = {}; self.bools = {}; self.floatOptions = {}; local v, obj; local x,y,w = 10,10,self.width-30; self:initHorzBars(x,w); y, obj = ISDebugUtils.addLabel(self,"float_title",x+(w/2),y,"Fog intensity", UIFont.Medium); obj.center = true; y = ISDebugUtils.addHorzBar(self,y+5)+5; local barMod = 3; --print("w = "..tostring(w)) v = clim:getClimateFloat(self.newFogID); y, obj = self:addFloatOptionAuto(v:getName(),v,x,y,w) --print(v:getName()); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addBoolOption("RenderOnlyOneRow",x,y,w); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addBoolOption("RenderDebugColors",x,y,w); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addBoolOption("RenderCurrentLayerOnly",x,y,w); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addFloatOption("ColorR",x,y,w, 0,1, 0.05); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addFloatOption("ColorG",x,y,w, 0,1, 0.05); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addFloatOption("ColorB",x,y,w, 0,1, 0.05); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addBoolOption("HighQuality",x,y,w); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addBoolOption("EnableLockedEditing",x,y,w); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = ISDebugUtils.addLabel(self,"float_title2",x+(w/2),y,"Locked params:", UIFont.Medium); obj.center = true; y = ISDebugUtils.addHorzBar(self,y+5)+5; y, obj = self:addFloatOption("BaseAlpha",x,y,w, 0,1, 0.01); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addFloatOption("RenderXrow",x,y,w, 1,10, 1); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addFloatOption("RenderXrowFromCenter",x,y,w, 0,20, 1); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addFloatOption("SecondLayerAlpha",x,y,w, 0,1, 0.05); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addFloatOption("TopAlphaHeight",x,y,w, 0.0,1.0, 0.01); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addFloatOption("BottomAlphaHeight",x,y,w, 0.0,1.0, 0.01); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; --y, obj = self:addFloatOption("Octaves",x,y,w, 1,6, 1); --y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addFloatOption("CircleAlpha",x,y,w, 0,1, 0.01); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addFloatOption("CircleRadius",x,y,w, 0,4, 0.01); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = ISDebugUtils.addLabel(self,"float_title3",x+(w/2),y,"Other debug:", UIFont.Medium); obj.center = true; y = ISDebugUtils.addHorzBar(self,y+5)+5; y, obj = self:addFloatOption("minXOffset",x,y,w, -20,20, 1); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addFloatOption("maxXOffset",x,y,w, -20,20, 1); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addFloatOption("maxYOffset",x,y,w, -20,20, 1); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; y, obj = self:addBoolOption("RenderEndOnly",x,y,w); y = ISDebugUtils.addHorzBar(self,y+barMod)+barMod; self:setScrollHeight(y+10); end function NewFogDebug:addFloatOption(_id,_x,_y,_w,_min,_max,_stepsize) local y,obj = ISDebugUtils.addLabel(self,_id,_x,_y,_id, UIFont.Small, true); local y2,obj2 = ISDebugUtils.addLabel(self,_id,_x+(_w/2)-20,_y,"0", UIFont.Small, false); local y3, obj3 = ISDebugUtils.addSlider(self,_id,_x+(_w/2),_y,_w/2, 18,NewFogDebug.onSliderChange); obj3.valueLabel = obj2; obj3:setValues(_min or 0, _max or 1, _stepsize or 0.01, _stepsize or 0.01); obj3:setCurrentValue(0); self.floatOptions[_id] = { title = obj, label = obj2, slider = obj3 }; self.allOptions[_id] = self.floats[_id]; return y2>y3 and y2 or y3; end function NewFogDebug:addBoolOption(_id,_x,_y,_w) local y,obj = ISDebugUtils.addLabel(self,_id,_x,_y,_id, UIFont.Small, true); local tickOptions = {}; table.insert(tickOptions, { text = "Enabled", ticked = false }); local y2,obj2 = ISDebugUtils.addTickBox(self,_id,_x+(_w/2),_y,_w/2,ISDebugUtils.FONT_HGT_SMALL,_id,tickOptions,NewFogDebug.onTickedValue); --obj2.changeOptionMethod = ClimateOptionsDebug.onTickedValue; self.bools[_id] = { title = obj, tickboxValue = obj2 }; self.allOptions[_id] = self.bools[_id]; return y; end function NewFogDebug:addFloatOptionAuto(_id,_float,_x,_y,_w) local tickOptions = {}; table.insert(tickOptions, { text = _id, ticked = false }); local y, obj = ISDebugUtils.addTickBox(self,_id,_x,_y,(_w/2)-30,ISDebugUtils.FONT_HGT_SMALL,_id,tickOptions,NewFogDebug.onTicked); local y2,obj2 = ISDebugUtils.addLabel(self,_id,_x+(_w/2)-20,_y,"0", UIFont.Small, false); local y3, obj3 = ISDebugUtils.addSlider(self,_id,_x+(_w/2),_y,_w/2, 18,NewFogDebug.onSliderChange); obj3.valueLabel = obj2; obj3:setValues(_float:getMin(), _float:getMax(), 0.01, 0.01); obj3:setCurrentValue(0); self.floats[_id] = { option = _float, tickbox = obj, label = obj2, slider = obj3 }; self.allOptions[_id] = self.floats[_id]; return y>y3 and y or y3; end function NewFogDebug:prerender() ISDebugSubPanelBase.prerender(self); for k,o in pairs(self.floats) do o.tickbox.selected[1] = o.option:isEnableAdmin(); o.slider:setCurrentValue(o.option:getAdminValue()); end for k,o in pairs(self.floatOptions) do if k=="BaseAlpha" then o.slider:setCurrentValue(ImprovedFog.getBaseAlpha()); elseif k=="RenderXrow" then o.slider:setCurrentValue(ImprovedFog.getRenderEveryXRow()); elseif k=="RenderXrowFromCenter" then o.slider:setCurrentValue(ImprovedFog.getRenderXRowsFromCenter()); elseif k=="SecondLayerAlpha" then o.slider:setCurrentValue(ImprovedFog.getSecondLayerAlpha()); elseif k=="TopAlphaHeight" then o.slider:setCurrentValue(ImprovedFog.getTopAlphaHeight()); elseif k=="BottomAlphaHeight" then o.slider:setCurrentValue(ImprovedFog.getBottomAlphaHeight()); elseif k=="Octaves" then o.slider:setCurrentValue(ImprovedFog.getOctaves()); elseif k=="CircleAlpha" then o.slider:setCurrentValue(ImprovedFog.getAlphaCircleAlpha()); elseif k=="CircleRadius" then o.slider:setCurrentValue(ImprovedFog.getAlphaCircleRad()); elseif k=="ColorR" then o.slider:setCurrentValue(ImprovedFog.getColorR()); elseif k=="ColorG" then o.slider:setCurrentValue(ImprovedFog.getColorG()); elseif k=="ColorB" then o.slider:setCurrentValue(ImprovedFog.getColorB()); elseif k=="minXOffset" then o.slider:setCurrentValue(ImprovedFog.getMinXOffset()); elseif k=="maxXOffset" then o.slider:setCurrentValue(ImprovedFog.getMaxXOffset()); elseif k=="maxYOffset" then o.slider:setCurrentValue(ImprovedFog.getMaxYOffset()); end end for k,o in pairs(self.bools) do if k=="RenderOnlyOneRow" then o.tickboxValue.selected[1] = ImprovedFog.isRenderOnlyOneRow(); elseif k=="RenderDebugColors" then o.tickboxValue.selected[1] = ImprovedFog.isDrawDebugColors(); elseif k=="RenderCurrentLayerOnly" then o.tickboxValue.selected[1] = ImprovedFog.isRenderCurrentLayerOnly(); elseif k=="EnableLockedEditing" then o.tickboxValue.selected[1] = ImprovedFog.isEnableEditing(); elseif k=="HighQuality" then o.tickboxValue.selected[1] = ImprovedFog.isHighQuality(); elseif k=="RenderEndOnly" then o.tickboxValue.selected[1] = ImprovedFog.isRenderEndOnly(); end end end function NewFogDebug:onSliderChange(_newval, _slider) local s = self.floatOptions[_slider.customData]; if s then if s.slider.pretext then s.label:setName(s.slider.pretext..ISDebugUtils.printval(_newval,3)); else s.label:setName(ISDebugUtils.printval(_newval,3)); end if _slider.customData=="BaseAlpha" then ImprovedFog.setBaseAlpha(s.slider:getCurrentValue()); elseif _slider.customData=="RenderXrow" then ImprovedFog.setRenderEveryXRow(s.slider:getCurrentValue()); elseif _slider.customData=="RenderXrowFromCenter" then ImprovedFog.setRenderXRowsFromCenter(s.slider:getCurrentValue()); elseif _slider.customData=="SecondLayerAlpha" then ImprovedFog.setSecondLayerAlpha(s.slider:getCurrentValue()); elseif _slider.customData=="TopAlphaHeight" then ImprovedFog.setTopAlphaHeight(s.slider:getCurrentValue()); elseif _slider.customData=="BottomAlphaHeight" then ImprovedFog.setBottomAlphaHeight(s.slider:getCurrentValue()); elseif _slider.customData=="Octaves" then ImprovedFog.setOctaves(s.slider:getCurrentValue()); elseif _slider.customData=="CircleAlpha" then ImprovedFog.setAlphaCircleAlpha(s.slider:getCurrentValue()); elseif _slider.customData=="CircleRadius" then ImprovedFog.setAlphaCircleRad(s.slider:getCurrentValue()); elseif _slider.customData=="ColorR" then ImprovedFog.setColorR(s.slider:getCurrentValue()); elseif _slider.customData=="ColorG" then ImprovedFog.setColorG(s.slider:getCurrentValue()); elseif _slider.customData=="ColorB" then ImprovedFog.setColorB(s.slider:getCurrentValue()); elseif _slider.customData=="minXOffset" then ImprovedFog.setMinXOffset(s.slider:getCurrentValue()); elseif _slider.customData=="maxXOffset" then ImprovedFog.setMaxXOffset(s.slider:getCurrentValue()); elseif _slider.customData=="maxYOffset" then ImprovedFog.setMaxYOffset(s.slider:getCurrentValue()); end return; end local s = self.floats[_slider.customData]; if s then if s.slider.pretext then s.label:setName(s.slider.pretext..ISDebugUtils.printval(_newval,3)); else s.label:setName(ISDebugUtils.printval(_newval,3)); end s.option:setAdminValue(s.slider:getCurrentValue()); return; end s = self.colors[_slider.customData]; if s then s.option:setAdminValue(s.sliderR:getCurrentValue(),s.sliderG:getCurrentValue(),s.sliderB:getCurrentValue(),s.sliderA:getCurrentValue(), s.sliderR_int:getCurrentValue(),s.sliderG_int:getCurrentValue(),s.sliderB_int:getCurrentValue(),s.sliderA_int:getCurrentValue()); s.labelR:setName(s.sliderR.pretext..ISDebugUtils.printval(s.sliderR:getCurrentValue(),3)); s.labelG:setName(s.sliderG.pretext..ISDebugUtils.printval(s.sliderG:getCurrentValue(),3)); s.labelB:setName(s.sliderB.pretext..ISDebugUtils.printval(s.sliderB:getCurrentValue(),3)); s.labelA:setName(s.sliderA.pretext..ISDebugUtils.printval(s.sliderA:getCurrentValue(),3)); s.labelR_int:setName(s.sliderR_int.pretext..ISDebugUtils.printval(s.sliderR_int:getCurrentValue(),3)); s.labelG_int:setName(s.sliderG_int.pretext..ISDebugUtils.printval(s.sliderG_int:getCurrentValue(),3)); s.labelB_int:setName(s.sliderB_int.pretext..ISDebugUtils.printval(s.sliderB_int:getCurrentValue(),3)); s.labelA_int:setName(s.sliderA_int.pretext..ISDebugUtils.printval(s.sliderA_int:getCurrentValue(),3)); return; end end function NewFogDebug:onTicked(_index, _selected, _arg1, _arg2, _tickbox) local s = self.allOptions[_tickbox.customData]; if s.option:isEnableAdmin() then s.option:setEnableAdmin(false); else s.option:setEnableAdmin(true); end end function NewFogDebug:onTickedValue(_index, _selected, _arg1, _arg2, _tickbox) local s = self.allOptions[_tickbox.customData]; if s then if _tickbox.customData=="RenderOnlyOneRow" then ImprovedFog.setRenderOnlyOneRow(not ImprovedFog.isRenderOnlyOneRow()); elseif _tickbox.customData=="RenderDebugColors" then ImprovedFog.setDrawDebugColors(not ImprovedFog.isDrawDebugColors()); elseif _tickbox.customData=="RenderCurrentLayerOnly" then ImprovedFog.setRenderCurrentLayerOnly(not ImprovedFog.isRenderCurrentLayerOnly()); elseif _tickbox.customData=="EnableLockedEditing" then ImprovedFog.setEnableEditing(not ImprovedFog.isEnableEditing()); elseif _tickbox.customData=="HighQuality" then ImprovedFog.setHighQuality(not ImprovedFog.isHighQuality()); elseif _tickbox.customData=="RenderEndOnly" then ImprovedFog.setRenderEndOnly(not ImprovedFog.isRenderEndOnly()); end end end function NewFogDebug:update() ISPanel.update(self); end function NewFogDebug:new(x, y, width, height, doStencil) local o = {}; o = ISDebugSubPanelBase:new(x, y, width, height, doStencil); setmetatable(o, self); self.__index = self; return o; end
function AsProcessMsg(player) local pdata = Player.fromEl(player) local spamInterval = Settings.spam_interval local ticks = getTickCount() if(pdata.lastMsg and (ticks - pdata.lastMsg) < spamInterval) then local name = getPlayerName(player) if(pdata.antispamWarning and (ticks - pdata.antispamWarning) < spamInterval) then if(Settings.spammer_kick) then scriptMsg("%s has been kicked for spamming.", name) kickPlayer(player, 'Spam') else local sec = 60 if(pdata:mute(sec, 'Spam')) then outputMsg(g_Root, Styles.red, "%s has been muted for spamming.", pdata:getName(true)) end end return true else if(Settings.spammer_kick) then privMsg(player, "Do not spam %s! Otherwise you will get kicked.", name) else privMsg(player, "Do not spam %s! Otherwise you will get muted.", name) end pdata.antispamWarning = ticks end end pdata.lastMsg = ticks return false end function AsCanPlayerChangeNick(player, newNick, oldNick) oldNick = oldNick and oldNick:gsub('#%x%x%x%x%x%x', '') newNick = newNick:gsub('#%x%x%x%x%x%x', '') if(oldNick ~= newNick) then local pdata = Player.fromEl(player) local minDelay = Settings.min_nick_change_delay local ticks = getTickCount() if(pdata.lastNickChange and minDelay > 0 and (ticks - pdata.lastNickChange) < minDelay*1000) then privMsg(player, "Nick change spam! Wait %u seconds and try again.", minDelay - (ticks - pdata.lastNickChange)/1000) return false end end return true end function AsNotifyOfNickChange(player) local pdata = Player.fromEl(player) pdata.lastNickChange = getTickCount() end
local function populateAPI(t) local api = {} for k,v in pairs(t) do api[k] = { type = (type(v) == "function" and "function" or "value"), description = "", returns = "", } end return api end return { wx = { type = "lib", description = "wx lib", childs = populateAPI(wx), }, wxstc = { type = "lib", description = "wxSTC lib", childs = populateAPI(wxstc), }, }
--[[ /*===========================================================================* * Arch Engine - "Testers/windowConfig.lua" * * * * This is a tester script. It's purpose is to test some functionalities, * * thus should be removed from releases. * * Expect some hard coded, bizarre stuff. You've been warned ;) * * * * Marcelo de Matos Menezes - marcelodmmenezes@gmail.com * * Created: 25/04/2018 * * Last Modified: 18/05/2018 * *===========================================================================*/ ]] title = "ArchEngine" -- Window position and size pos_x = -1 -- -1 for SDL_WINDOWPOS_CENTERED pos_y = -1 -- -1 for SDL_WINDOWPOS_CENTERED width = 800 height = 600 --width = 1920 --height = 1080 -- Color bits r_size = 8 g_size = 8 b_size = 8 a_size = 8 -- Buffers size depth_size = 8 stencil_size = 8 vsync = false -- Just a hint, the driver does what it wants fullscreen = false -- Antialiasing ms_n_buffers = 1 ms_n_samples = 4 -- Supported OpenGL context context_major_version = 3 context_minor_version = 3 -- SDL Config sdl_flags = { "SDL_WINDOW_OPENGL", "SDL_WINDOW_RESIZABLE" } -- Mouse capture capture_mouse = true -- Window hot reload hot_reload = true
-- luasnip setup local luasnip = require("luasnip") local lspconfig = require("lspconfig") local lspkind = require("lspkind") local M = {} function M.setup() local t = function(str) return vim.api.nvim_replace_termcodes(str, true, true, true) end local check_backspace = function() local col = vim.fn.col(".") - 1 return col == 0 or vim.fn.getline("."):sub(col, col):match("%s%") ~= nil end local cmp = require("cmp") cmp.setup({ snippet = { expand = function(args) luasnip.lsp_expand(args.body) -- for luasnip -- vim.fn["vsnip#anonymous"](args.body) -- for vsnip end, }, mapping = { ["<C-p>"] = cmp.mapping.select_prev_item(), ["<C-n>"] = cmp.mapping.select_next_item(), ["<C-d>"] = cmp.mapping.scroll_docs(-4), ["<C-f>"] = cmp.mapping.scroll_docs(4), ["<C-Space>"] = cmp.mapping.complete(), ["<C-e>"] = cmp.mapping.close(), ["<CR>"] = cmp.mapping.confirm({ behavior = cmp.ConfirmBehavior.Replace, select = true, }), ["<C-j>"] = function(fallback) if cmp.visible() then cmp.select_next_item() elseif luasnip and luasnip.expand_or_jumpable() then vim.fn.feedkeys(t("<Plug>luasnip-expand-or-jump"), "") elseif check_backspace() then vim.fn.feedkeys(t("<Tab>"), "") else fallback() end end, ["<C-k>"] = function(fallback) if cmp.visible() then cmp.select_prev_item() elseif luasnip and luasnip.jumpable(-1) then vim.fn.feedkeys(t("<Plug>luasnip-jump-prev"), "") else fallback() end end, }, sources = cmp.config.sources({ { name = "luasnip" }, { name = "nvim_lsp" }, -- { name = "vsnip" }, { name = "treesitter" }, { name = "path" }, { name = "buffer" }, }), completion = { completeopt = "menu,menuone,noinsert" }, }) -- Autopairs local cmp_autopairs = require("nvim-autopairs.completion.cmp") cmp.event:on("confirm_done", cmp_autopairs.on_confirm_done()) --lspkind cmp.setup({ formatting = { format = lspkind.cmp_format({ with_text = true, -- do not show text alongside icons maxwidth = 50, -- prevent the popup from showing more than provided characters (e.g 50 will not show more than 50 characters) symbol_map = { Text = "", Method = "", Function = "", Constructor = "", Field = "ﰠ", Variable = "", Class = "ﴯ", Interface = "", Module = "", Property = "ﰠ", Unit = "塞", Value = "", Enum = "", Keyword = "", Snippet = "", Color = "", File = "", Reference = "", Folder = "", EnumMember = "", Constant = "", Struct = "פּ", Event = "", Operator = "", TypeParameter = "", }, -- The function below will be called before any actual modifications from lspkind -- so that you can provide more controls on popup customization. (See [#30](https://github.com/onsails/lspkind-nvim/pull/30)) before = function(entry, vim_item) return vim_item end, }), }, }) -- lsp servers local lsp_servers = { "clangd", "pyright", "rust_analyzer", "gopls", "tsserver", "cssls", "sumneko_lua", "vuels", "yamlls", "vimls", "tailwindcss", "svelte", "jsonls", "dockerls", "html", } local cmp_nvim_lsp = require("cmp_nvim_lsp") for _, server in ipairs(lsp_servers) do lspconfig[server].setup({ capabilities = cmp_nvim_lsp.update_capabilities(vim.lsp.protocol.make_client_capabilities()), }) end end return M
if redis.call('get', KEYS[1]) == ARGV[1] then redis.call('pexpire', KEYS[1], ARGV[2]) return true end return false
--print("Reloading SectorMapScreenMajor") gametypeScope = "major" dofilepath("data:scripts\\utilfunc.lua") dofilepath("data:scripts\\TMG_objectdata.lua") dofilepath("data:scripts\\TMG_initialstate.lua") dofilepath("data:scripts\\TMG_initialfleet.lua") dofilepath("player:TestMissionGrid\\TMG_savegame.lua") dofilepath("player:TestMissionGrid\\TMG_tempsquadmenu.lua") dofilepath("player:TestMissionGrid\\TMG_tempsectormap.lua") dofilepath("data:scripts\\TMG_sectormap_proto.lua") --dofilepath("data:scripts\\TMG_interfacescripts.lua") -- already loaded padAmount = 8 labelWid = 24 headerHgh = 36 sectionWidRgt = 256 - padAmount * 2 sectionWidRgtInnr = sectionWidRgt - padAmount * 2 buttonsWid = {labelWid, 50, 75, 75} enter_bool = 0 locationText = "LOCATION: SECTOR " .. colLabels[currentSectorCol] .. currentSectorRow SquadButtonFrame = { type = "Frame", name = "frmSquadButtonFrame", Layout = { pivot_XY = { 0.0, 0.0 }, pos_XY = { x = 0.0, y = 0.0, xr = "px", yr = "px" }, size_WH = {w = sectionWidRgt, h = 0, wr = "px", hr = "px",}, pad_LT = {l = padAmount, t = padAmount, lr = "px", tr = "px"}, pad_RB = {r = padAmount, b = padAmount, rr = "px", br = "px"}, }, autosize = 1, autoarrange = 1, arrangetype = "vert", } -- HEADER FRAME SquadButtonFrame[1] = { type = "Frame", name = "blah", Layout = { pivot_XY = {0.0, 0.0}, pos_XY = {x = 0.0, y = 0.0, xr = "px", yr = "px",}, size_WH = {w = sectionWidRgtInnr, h = 30, wr = "px", hr = "px",}, }, autosize = 1, autoarrange = 1, arrangetype = "horiz", } -- HEADER INDEX SquadButtonFrame[1][1] = { type = "TextLabel", name = "lblIndex_" .. 0, Layout = { pivot_XY = { 0.0, 0.0 }, pos_XY = { x = 0.0, y = 0.0, xr = "px", yr = "px" }, size_WH = { w = buttonsWid[1], h = 30, wr = "px", hr = "px" }, }, Text = { text = "", font = "ListBoxItemFont", hAlign = "Center", vAlign = "Center", color = {255,255,255,255}, }, } -- HEADER LOCATION SquadButtonFrame[1][2] = { type = "TextLabel", name = "lblTitle", Layout = { pivot_XY = {0.0, 0.0}, pos_XY = {x = 0, y = 0, xr="px", yr="px",}, size_WH = {w = buttonsWid[2], h = 30, wr = "px", hr = "px",}, }, Text = { text = "Loc", textStyle = "IGHeading1", color = {255,255,255,255}, hAlign = "Center", vAlign = "Center", }, } -- HEADER MOVE TO SquadButtonFrame[1][3] = { type = "TextLabel", name = "lblTitle", Layout = { pivot_XY = {0.0, 0.0}, pos_XY = {x = 0, y = 0, xr="px", yr="px",}, size_WH = {w = buttonsWid[3], h = 30, wr = "px", hr = "px",}, }, Text = { text = "Move", textStyle = "IGHeading1", color = {255,255,255,255}, hAlign = "Center", vAlign = "Center", }, } -- HEADER STOP SquadButtonFrame[1][4] = { type = "TextLabel", name = "lblTitle", Layout = { pivot_XY = {0.0, 0.0}, pos_XY = {x = 0, y = 0, xr="px", yr="px",}, size_WH = {w = buttonsWid[4], h = 30, wr = "px", hr = "px",}, }, Text = { text = "Stop", textStyle = "IGHeading1", color = {255,255,255,255}, hAlign = "Center", vAlign = "Center", }, } local player_index = 0 local this_player = squadShips[player_index + 1] for i = 1, squadMax do local this_squad = this_player[i] -- FRAME SquadButtonFrame[i+1] = { type = "Frame", name = "blah", Layout = { pivot_XY = {0.0, 0.0}, pos_XY = {x = 0.0, y = 0.0, xr = "px", yr = "px",}, size_WH = {w = sectionWidRgt, h = 30, wr = "px", hr = "px",}, }, autosize = 1, autoarrange = 1, arrangetype = "horiz", } -- INDEX SquadButtonFrame[i+1][1] = { type = "TextLabel", name = "lblIndex_" .. i, Layout = { pivot_XY = { 0.0, 0.0 }, pos_XY = { x = 0.0, y = 0.0, xr = "px", yr = "px" }, size_WH = { w = buttonsWid[1], h = 30, wr = "px", hr = "px" }, }, Text = { text = i .. ". ", font = "ListBoxItemFont", hAlign = "Center", vAlign = "Center", color = {255,255,255,255}, }, } if (this_squad ~= nil) then local this_path = this_squad.travel.path local this_destination = this_path[1] local this_destination_row = this_destination[1] local this_destination_col = this_destination[2] local this_inhyperspace = this_squad.travel.inhyperspace local this_escaping = this_squad.travel.escaping local this_canhyperspace = this_squad.travel.cantravel local this_intransit = this_squad.travel.intransit local this_count_ships = getn(this_squad.ships) local this_location_txt = "" if ((this_destination_row > 0) and (this_destination_col > 0)) then this_location_txt = colLabels[this_destination_col] .. this_destination_row else this_location_txt = "--" end local move_bool = 0 local stop_bool = 0 if ((this_destination_row == currentSectorRow) and (this_destination_col == currentSectorCol) and (this_escaping == 0) and (this_count_ships > 0)) then if (this_intransit == 0) then if (this_canhyperspace == 1) then move_bool = 1 end enter_bool = 1 else stop_bool = 1 end end -- LOCATION SquadButtonFrame[i+1][2] = { type = "TextLabel", name = "lblTitle", Layout = { pivot_XY = {0.0, 0.0}, pos_XY = {x = 0, y = 0, xr="px", yr="px",}, size_WH = {w = buttonsWid[2], h = 30, wr = "px", hr = "px",}, }, BackgroundGraphic = BORDER_GRAPHIC_BUTTON_OUTLINE, Text = { text = this_location_txt, textStyle = "IGHeading1", color = {255,255,255,255}, hAlign = "Center", vAlign = "Center", }, } -- MOVE TO (BLUE) SquadButtonFrame[i+1][3] = { type = "TextButton", name = "btnMoveBlu_" .. i, buttonStyle = "FEButtonStyle1_Outlined_Chipped", Layout = { pivot_XY = { 0.0, 0.0 }, pos_XY = {x = 0.0, y = 0.0, xr="px", yr="px",}, size_WH = {w = buttonsWid[3], h = 30, wr = "px", hr = "px"}, }, helpTip = "Move the squad to a different sector.", helpTipTextLabel = "txtLblHELPTEXT", Text = { text = "To", }, onMouseClicked = "MainUI_ScarEvent(\"MouseClickMoveButton(" .. i .. ")\")", enabled = move_bool, ignored = 1, visible = 1, } -- MOVE TO (RED) SquadButtonFrame[i+1][4] = { type = "TextButton", name = "btnMoveRed_" .. i, buttonStyle = "FEButtonStyle1_Alert_Outlined_Chipped", Layout = { pivot_XY = { 0.0, 0.0 }, pos_XY = {x = 0.0, y = 0.0, xr="px", yr="px",}, size_WH = {w = buttonsWid[3], h = 30, wr = "px", hr = "px"}, }, helpTip = "Move the squad to a different sector.", helpTipTextLabel = "txtLblHELPTEXT", Text = { text = "To", }, onMouseClicked = "MainUI_ScarEvent(\"MouseClickMoveButton(" .. i .. ")\")", enabled = move_bool, ignored = 1, visible = 0, } -- STOP SquadButtonFrame[i+1][5] = { type = "TextButton", name = "btnStop_" .. i, buttonStyle = "FEButtonStyle1_Outlined_Chipped", Layout = { pivot_XY = { 0.0, 0.0 }, pos_XY = {x = 0.0, y = 0.0, xr="px", yr="px",}, size_WH = {w = buttonsWid[4], h = 30, wr = "px", hr = "px"}, }, helpTip = "Stop moving forward and return to the previous sector.", helpTipTextLabel = "txtLblHELPTEXT", Text = { text = "Stop", }, onMouseClicked = "MainUI_ScarEvent(\"MouseClickStopButton(" .. i .. ")\")", enabled = stop_bool, ignored = 1, visible = 1, } end end SectorMapScreenMajor = { stylesheet = "HW2StyleSheet", onShow = UpdateTimeLabel, soundOnShow = "SFX_ObjectiveMenuONOFF", -- soundOnHide = "SFX_ObjectiveMenuONOFF", Layout = { pos_XY = {x = 0.5, y = 0.5, xr = "scr", yr = "scr",}, pivot_XY = { 0.5, 0.5 }, size_WH = {w = 1.0, h = 1.0, wr = "scr", hr = "scr",}, }, pixelUVCoords = 1, ; { type = "Frame", name = "frmTheRoot", Layout = { pivot_XY = {0.5, 0.5}, pos_XY = {x = 0.5, y = 0.5, xr = "par", yr = "par",}, size_WH = {w = 1.0, h = 1.0, wr = "scr", hr = "scr",}, }, BackgroundGraphic = { type = "Graphic", --size = {2048, 1024}, --textureUV = { 0, 0, 2048, 1024}, uvRect = { 0, 1, 1, 0 }, texture = "Data:UI\\NewUI\\Background\\main_bg.tga", -- multires texture }, autosize = 0, ; { type = "Frame", name = "frmTheRoot", Layout = { pivot_XY = {0.5, 0.5}, pos_XY = {x = 0.5, y = 0.5, xr = "par", yr = "par",}, size_WH = {w = outerWid, h = outerHgh, wr = "px", hr = "px",}, }, backgroundColor = "FEColorBackground2", autosize = 0, ; { type = "Frame", name = "blah", Layout = { pivot_XY = {0.5, 0.5}, pos_XY = {x = 0.5, y = 0.5, xr = "par", yr = "par",}, size_WH = {w = innerWid, h = innerHgh, wr = "px", hr = "px",}, }, autosize = 0, ; ------------------------------------------------------------------------------------ -- START MAP GRID ------------------------------------------------------------------------------------ { type = "Frame", name = "frmRootMissionBox", backgroundColor = "IGColorButton", Layout = { pivot_XY = {0.0, 0.5}, pos_XY = {x = 0, y = 0.5, xr="px", yr="par",}, size_WH = {w = innerHgh, h = innerHgh, wr = "px", hr = "px",}, }, ; listHead, listBot, listShd, listSel, listTxt, listPip, listArrw, listLine, listWarn, listBut, }, ------------------------------------------------------------------------------------ -- END MAP GRID ------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------ -- START RIGHT SIDE FRAME ------------------------------------------------------------------------------------ { type = "Frame", name = "frmRightSide", Layout = { pivot_XY = {0.0, 0.5}, pos_XY = {x = innerHgh + padAmount * 2, y = 0.5, xr = "px", yr = "par",}, size_WH = {w = 256 - padAmount * 2, h = innerHgh, wr = "px", hr = "px",}, }, BackgroundGraphic = BORDER_GRAPHIC_FRAME, backgroundColor = COLOR_BACKGROUND_PANEL, autoarrange = 1, arrangetype = "vert", ; -- START LOCATION TEXT { type = "TextLabel", name = "lblLocationLabel", Layout = { pivot_XY = {0.0, 0.0}, pos_XY = {x = 0, y = 0, xr="px", yr="px",}, size_WH = {w = sectionWidRgt, h = headerHgh, wr = "px", hr = "px",}, pad_LT = {l = padAmount, t = padAmount, lr = "px", tr = "px"}, pad_RB = {r = padAmount, b = padAmount, rr = "px", br = "px"}, }, Text = { text = locationText, textStyle = "IGHeading1", color = {255,255,255,255}, hAlign = "Left", vAlign = "Top", }, }, -- END LOCATION TEXT -- START SQUAD LIST SquadButtonFrame, -- END SQUAD LIST -- START BUTTONS { type = "Frame", name = "frmRightSideButtons", Layout = { pivot_XY = {0.0, 0.0}, pos_XY = {x = 0, y = 0, xr = "px", yr = "px",}, size_WH = {w = sectionWidRgt, h = 0, wr = "px", hr = "px",}, pad_LT = {l = padAmount, t = padAmount, lr = "px", tr = "px"}, pad_RB = {r = padAmount, b = padAmount, rr = "px", br = "px"}, }, autosize = 1, autoarrange = 1, arrangetype = "vert", ; -- ENTER SECTOR { type = "TextButton", name = "m_btnLeaveMap", buttonStyle = "FEButtonStyle1_Alert_Outlined_Chipped", Layout = { pivot_XY = { 0.5, 0.0 }, pos_XY = {x = 0.5, y = 0, xr="par", yr="px",}, size_WH = {w = sectionWidRgtInnr, h = 36, wr = "px", hr = "px"}, }, helpTip = "Enter the selected sector.", helpTipTextLabel = "txtLblHELPTEXT", Text = { text = "Enter Sector", }, onMouseClicked = "MainUI_ScarEvent(\"EnterSectorFromGalaxyMap()\")", enabled = enter_bool, }, -- SQUAD MANAGER { type = "TextButton", name = "m_btnSquadMan", buttonStyle = "FEButtonStyle1_Outlined_Chipped", Layout = { pivot_XY = { 0.5, 0.0 }, pos_XY = {x = 0.5, y = 0, xr="par", yr="px",}, size_WH = {w = sectionWidRgtInnr, h = 36, wr = "px", hr = "px"}, }, helpTip = "Switch to the fleet management screen. (BACKSLASH)", helpTipTextLabel = "txtLblHELPTEXT", Text = { text = "Fleet Manager", }, hotKeyID = 177, -- doesn't work onMouseClicked = SectorMapSquadMenuSwitch, }, -- MAIN MENU { type = "TextButton", name = "m_btnMainMenu", buttonStyle = "FEButtonStyle1_Outlined", Layout = { pivot_XY = { 0.5, 0.0 }, pos_XY = {x = 0.5, y = 0, xr="par", yr="px",}, size_WH = {w = sectionWidRgtInnr, h = 36, wr = "px", hr = "px"}, }, helpTip = "Open the main menu.", helpTipTextLabel = "txtLblHELPTEXT", Text = { text = "Main Menu", }, onMouseClicked = "MainUI_UserEvent(eMenu)", }, -- SAVE GAME { type = "TextButton", name = "m_btnSaveGame", buttonStyle = "FEButtonStyle1_Outlined", Layout = { pivot_XY = { 0.5, 0.0 }, pos_XY = {x = 0.5, y = 0, xr="par", yr="px",}, size_WH = {w = sectionWidRgtInnr, h = 36, wr = "px", hr = "px"}, }, helpTip = "Save the game.", helpTipTextLabel = "txtLblHELPTEXT", Text = { text = "Save Game", }, onMouseClicked = SaveGameMouseClick, }, -- RELOAD GAME { type = "TextButton", name = "m_btnReloadGame", buttonStyle = "FEButtonStyle1_Outlined", Layout = { pivot_XY = { 0.5, 0.0 }, pos_XY = {x = 0.5, y = 0, xr="par", yr="px",}, size_WH = {w = sectionWidRgtInnr, h = 36, wr = "px", hr = "px"}, }, helpTip = "Reload the game from the last save.", helpTipTextLabel = "txtLblHELPTEXT", Text = { text = "Reload Game", }, onMouseClicked = LoadGameMouseClick, }, -- -- TEST BUTTON -- { -- type = "TextButton", -- name = "m_btnTestButton", -- buttonStyle = "FEButtonStyle1_Outlined", -- Layout = -- { -- pivot_XY = { 0.5, 0.0 }, -- pos_XY = {x = 0.5, y = 0, xr="par", yr="px",}, -- size_WH = {w = sectionWidRgtInnr, h = 36, wr = "px", hr = "px"}, -- }, -- helpTip = "Runs some test code for testing purposes.", -- helpTipTextLabel = "txtLblHELPTEXT", -- Text = -- { -- text = "Test Button", -- }, -- onMouseClicked = -- [[ -- MainUI_ScarEvent("GUITestButtonAction()") -- ]], -- }, -- RELOAD SCREEN { type = "TextButton", name = "m_btnReloadScreen", buttonStyle = "FEButtonStyle1_Outlined", Layout = { pivot_XY = { 0.5, 0.0 }, pos_XY = {x = 0.5, y = 0, xr="par", yr="px",}, size_WH = {w = sectionWidRgtInnr, h = 36, wr = "px", hr = "px"}, }, helpTip = "Reloads the current screen for testing purposes.", helpTipTextLabel = "txtLblHELPTEXT", Text = { text = "Reload Screen", }, onMouseClicked = "MainUI_ScarEvent(\"ReloadVisibleScreens()\")", }, }, -- END BUTTONS -- START GAME TIME { type = "Frame", name = "frmRightSideTimeControls", Layout = { pivot_XY = {0.0, 0.0}, pos_XY = {x = 0, y = 0, xr = "px", yr = "px",}, size_WH = {w = sectionWidRgt, h = 0, wr = "px", hr = "px",}, pad_LT = {l = padAmount, t = 0, lr = "px", tr = "px"}, pad_RB = {r = padAmount, b = 0, rr = "px", br = "px"}, }, autosize = 1, autoarrange = 1, arrangetype = "vert", ; -- CURRENT TIME DISPLAY { type = "TextLabel", name = "txtGameTimer", Layout = { pivot_XY = {0.0, 0.0}, pos_XY = {x = 0, y = 0, xr = "px", yr = "px",}, size_WH = {w = 1.0, h = 48, wr = "par", hr = "px",}, pad_LT = {l = 16, t = 0, lr = "px", tr = "px"}, pad_RB = {r = 16, b = 0, rr = "px", br = "px"}, }, autosize = 0, Text = { text = "GAME TIME: " .. disp_time(currentGameTime, 1), textStyle = "FEButtonTextStyle", color = {255,255,255,255}, hAlign = "Center", vAlign = "Center", }, }, -- TIME BUTTONS { type = "Frame", name = "txtTimerButtons", Layout = { pivot_XY = {0.0, 0.0}, pos_XY = {x = 0, y = 0, xr = "px", yr = "px",}, size_WH = {w = 1.0, h = 48, wr = "par", hr = "px",}, pad_LT = {l = 16, t = 0, lr = "px", tr = "px"}, pad_RB = {r = 16, b = 0, rr = "px", br = "px"}, }, autoarrange = 1, arrangetype = "horiz", ; -- TIME PAUSE { type = "Button", name = "m_btnTimePause", buttonStyle = "", Layout = { pivot_XY = { 0.0, 0.0 }, pos_XY = {x = 0, y = 0, xr="px", yr="px",}, size_WH = {w = 32, h = 32, wr = "px", hr = "px"}, }, BackgroundGraphic = { type = "Graphic", texture = [[data:ui\newui\ingameicons\time_pause_normal.tga]], textureUV = {0,0,256,256}, }, OverGraphic = { type = "Graphic", texture = [[data:ui\newui\ingameicons\time_pause_over.tga]], textureUV = {0,0,256,256}, }, PressedGraphic = { type = "Graphic", texture = [[data:ui\newui\ingameicons\time_pause_pressed.tga]], textureUV = {0,0,256,256}, }, helpTip = "Pause time.", helpTipTextLabel = "txtLblHELPTEXT", soundOnClicked = "SFX_MissionSelectClick", onMouseClicked = GameTimePauseClick, }, -- TIME SLOWER { type = "Button", name = "m_btnTimeSlower", buttonStyle = "", Layout = { pivot_XY = { 0.0, 0.0 }, pos_XY = {x = 0, y = 0, xr="px", yr="px",}, size_WH = {w = 32, h = 32, wr = "px", hr = "px"}, }, BackgroundGraphic = { type = "Graphic", texture = [[data:ui\newui\ingameicons\time_reverse_normal.tga]], textureUV = {0,0,256,256}, }, OverGraphic = { type = "Graphic", texture = [[data:ui\newui\ingameicons\time_reverse_over.tga]], textureUV = {0,0,256,256}, }, PressedGraphic = { type = "Graphic", texture = [[data:ui\newui\ingameicons\time_reverse_pressed.tga]], textureUV = {0,0,256,256}, }, helpTip = "Slow down time.", helpTipTextLabel = "txtLblHELPTEXT", soundOnClicked = "SFX_MissionSelectClick", onMouseClicked = GameTimeSlowDownClick, }, -- TIME RATE DISPLAY { type = "TextLabel", name = "txtTimeShowRate", Layout = { pivot_XY = {0.0, 0.0}, pos_XY = {x = 0, y = 0, xr = "px", yr = "px",}, size_WH = {w = 96, h = 32, wr = "px", hr = "px",}, }, autosize = 0, Text = { text = "", textStyle = "FEButtonTextStyle", color = {255,255,255,255}, hAlign = "Center", vAlign = "Center", }, }, -- TIME FASTER { type = "Button", name = "m_btnTimeFaster", buttonStyle = "", Layout = { pivot_XY = { 0.0, 0.0 }, pos_XY = {x = 0, y = 0, xr="px", yr="px",}, size_WH = {w = 32, h = 32, wr = "px", hr = "px"}, }, BackgroundGraphic = { type = "Graphic", texture = [[data:ui\newui\ingameicons\time_forward_normal.tga]], textureUV = {0,0,256,256}, }, OverGraphic = { type = "Graphic", texture = [[data:ui\newui\ingameicons\time_forward_over.tga]], textureUV = {0,0,256,256}, }, PressedGraphic = { type = "Graphic", texture = [[data:ui\newui\ingameicons\time_forward_pressed.tga]], textureUV = {0,0,256,256}, }, helpTip = "Speed up time.", helpTipTextLabel = "txtLblHELPTEXT", soundOnClicked = "SFX_MissionSelectClick", onMouseClicked = GameTimeSpeedUpClick, }, }, }, -- END GAME TIME }, ------------------------------------------------------------------------------------ -- END RIGHT SIDE FRAME ------------------------------------------------------------------------------------ }, }, }, }
return {'apegapen','apekool','apelazarus','apenbroodboom','apengeslacht','apengezicht','apenhaar','apenjaren','apenkolonie','apenkooi','apenkooien','apenkop','apenland','apenliefde','apennoot','apenpak','apenrots','apensoort','apenspel','apenstaart','apenstaartje','apenstreek','apentuin','aperij','aperitief','aperitiefconcert','aperitieven','apert','apertuur','apercu','apetrots','apex','apezat','apezuur','apenbos','apengedrag','apenvlees','apenfamilie','apenhuis','apeldoorn','apeldoornaar','apeldoorner','apeldoorns','apeldorenaar','apennijn','apennijnen','apennijner','apennijns','apen','apenbroodbomen','apengezichten','apenkoppen','apenkuren','apennootje','apennootjes','apennoten','apenstreken','aperijen','aperitiefje','aperitiefjes','aperte','apenpakken','apensoorten','aperitiefconcerten','apetrotse','apenstaartjes','apenkolonies','apenrotsen','aperturen','apercus','apercuutje','apezatte','apeldoornse','apenlandje','apenpakje','apenpakjes','apenlanden','apeldoorners'}
module(...,package.seeall) local app = require("core.app") local freelist = require("core.freelist") local packet = require("core.packet") local link = require("core.link") local transmit, receive = link.transmit, link.receive local ffi = require("ffi") local C = ffi.C --- # `Source` app: generate synthetic packets Source = {} function Source:new(size) size = tonumber(size) or 60 local data = ffi.new("char[?]", size) local p = packet.from_pointer(data, size) return setmetatable({size=size, packet=p}, {__index=Source}) end function Source:pull () for _, o in ipairs(self.output) do for i = 1, link.nwritable(o) do transmit(o, packet.clone(self.packet)) end end end function Source:stop () packet.free(self.packet) end --- # `Join` app: Merge multiple inputs onto one output Join = {} function Join:new() return setmetatable({}, {__index=Join}) end function Join:push () for _, inport in ipairs(self.input) do for n = 1,math.min(link.nreadable(inport), link.nwritable(self.output.out)) do transmit(self.output.out, receive(inport)) end end end --- ### `Split` app: Split multiple inputs across multiple outputs -- For each input port, push packets onto outputs. When one output -- becomes full then continue with the next. Split = {} function Split:new () return setmetatable({}, {__index=Split}) end function Split:push () for _, i in ipairs(self.input) do for _, o in ipairs(self.output) do for _ = 1, math.min(link.nreadable(i), link.nwritable(o)) do transmit(o, receive(i)) end end end end --- ### `Sink` app: Receive and discard packets Sink = {} function Sink:new () return setmetatable({}, {__index=Sink}) end function Sink:push () for _, i in ipairs(self.input) do for _ = 1, link.nreadable(i) do local p = receive(i) packet.free(p) end end end --- ### `Tee` app: Send inputs to all outputs Tee = {} function Tee:new () return setmetatable({}, {__index=Tee}) end function Tee:push () noutputs = #self.output if noutputs > 0 then local maxoutput = link.max for _, o in ipairs(self.output) do maxoutput = math.min(maxoutput, link.nwritable(o)) end for _, i in ipairs(self.input) do for _ = 1, math.min(link.nreadable(i), maxoutput) do local p = receive(i) maxoutput = maxoutput - 1 do local output = self.output for k = 1, #output do transmit(output[k], k == #output and p or packet.clone(p)) end end end end end end --- ### `Repeater` app: Send all received packets in a loop Repeater = {} function Repeater:new () return setmetatable({index = 1, packets = {}}, {__index=Repeater}) end function Repeater:push () local i, o = self.input.input, self.output.output for _ = 1, link.nreadable(i) do local p = receive(i) table.insert(self.packets, p) end local npackets = #self.packets if npackets > 0 then for i = 1, link.nwritable(o) do assert(self.packets[self.index]) transmit(o, packet.clone(self.packets[self.index])) self.index = (self.index % npackets) + 1 end end end function Repeater:stop () for i = 1, #self.packets do packet.free(self.packets[i]) end end
function importTextures2() txd = engineLoadTXD ( "dust2.txd" ) engineImportTXD ( txd, 13051 ) col = engineLoadCOL ( "dust2.col" ) dff = engineLoadDFF ( "dust2.dff", 0 ) engineReplaceCOL ( col, 13051 ) engineReplaceModel ( dff, 13051 ) engineSetModelLODDistance(13051, 2000) end setTimer ( importTextures2, 1000, 1) --addCommandHandler("replace",importTextures2) addEventHandler("onClientResourceStop", getResourceRootElement(getThisResource()), function() engineRestoreCOL(13051) engineRestoreModel(13051) destroyElement(dff) destroyElement(col) destroyElement(txd) end )
local Lib = {} Lib.FileCache = {}; -- Summary file: -- dd/mm/yy -> day -- Others could possibly be stored to... (week/month/year) but is that really necessary? Nah. --Lib.SummaryFileName = "Summary.txt" -- Unused local JSON = require "cjson" function Lib:Unpack(target) for i,v in pairs(self) do if target[v] then error("Cannot unpack: target key is already set. Key is: "..tostring(i)); end target[i] = self[i] -- link together; end end -- Convert a number (string) to a number we can save to a file. -- This is a TODO as there's a lot of space used now for data.. function Lib:NumberEncode(Number) return Number end -- Convert a string back to the original number. -- so Lib:NumberEncode(Lib:NumberDecode(Number)) = Number = Lib:NumberDecode(Lib:NumberEncode(Number)) function Lib:NumberDecode(String) return String end function Lib:WriteNumber(number,file) assert(number, "no number given") assert(file, "no file given") local fname=file; local file = self.FileCache[file] or io.open(file, "a+"); local wr = self:NumberEncode(number); file:write(wr.."\n") -- write to file + seperator; file:flush() -- save changes. self.FileCache[fname] = file; -- Have only one file open at a time. for i,v in pairs(self.FileCache) do if i ~= fname then v:close() self.FileCache[i] = nil end end end -- Doesn't check for multiples!! function Lib:WriteSummary(Identifier, Data, Filename) if string.match(Identifier, ": ") then error("Invalid identifier string: " .. tostring(Identifier)); end if Lib:GetSummary(Identifier, Filename) then print("Data is already present. No update functionality is present. Needs a manual update") return false, "Data Identifier non-unique" end local f = io.open(Filename, "a+") -- open in append mode; local str = Identifier.. ": " .. JSON.encode(Data) .. "\n"; f:write(str); f:flush() f:close() return true end function Lib:GetSummary(Identifier, Filename) if string.match(Identifier, ": ") then error("Invalid identifier string: " .. tostring(Identifier)); end for line in io.lines(Filename) do if line:match("^"..Identifier) then local data = line:match("^"..Identifier..": (.*)"); return JSON.decode(data) end end end return Lib