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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)
|
{data={name="133T-5G61L", author="7paperplane"}, blocks={
{0x1cafc0, {48.174, 0}, command={faction=1880}},
{0x1cafc7, {122.871, 24.27}, 1.257},
{0x1cafc7, {122.871, 40.451}, 1.257},
{0x1cafc7, {117.85, 132.082}},
{0x1cafc7, {113.597, 118.992}, 0.628},
{0x1cafc2, {112.785, 108.402}, 0.628},
{0x1cafc2, {106.907, 100.311}, 0.628},
{0x1cafc2, {115.295, 75.676}, -1.885},
{0x1cafc7, {125.116, 79.721}},
{0x1cafc7, {120.862, 66.631}, 0.628},
{0x1cafc7, {109.727, 58.541}, 1.257},
{0x1cafc2, {120.05, 56.041}, 0.628},
{0x1cafc2, {129.561, 59.131}, 0.628},
{0x1cafc1, {132.5, 68.176}, -0.628},
{0x1cafc2, {135.439, 77.221}, 0.628},
{0x1cafc7, {136.251, 87.811}, -1.885},
{0x1cafc1, {118.234, 92.811}, -3.142},
{0x1cafc2, {125.928, 90.311}, -2.513},
{0x1cafc7, {126.74, 100.902}, 0.628},
{0x1cafc2, {116.417, 103.402}, 0.628},
{0x1cafc2, {122.295, 111.492}, 0.628},
{0x1cafc1, {125.234, 120.537}, -0.628},
{0x1cafc2, {128.173, 129.582}, 0.628},
{0x1cafc7, {128.985, 140.172}, -1.885},
{0x1cafc7, {153.884, 148.262}, 0.628},
{0x1cafc7, {155.893, 122.082}, -1.257},
{0x1cafc7, {167.028, 130.172}, 0.628},
{0x1cafc2, {156.705, 132.672}, 0.628},
{0x1cafc2, {162.583, 140.762}, -2.513},
{0x1cafc2, {153.072, 137.672}, 0.628},
{0x1cafc7, {142.749, 140.172}, -1.257},
{0x1cafc1, {137.684, 129.582}, 1.885},
{0x1cafc2, {147.194, 129.582}, -2.513},
{0x1cafc1, {144.255, 120.537}, 2.513},
{0x1cafc1, {134.745, 120.537}, 0.628},
{0x1cafc1, {131.806, 111.492}, 1.885},
{0x1cafc2, {141.316, 111.492}, 0.628},
{0x1cafc7, {151.639, 108.992}, -1.885},
{0x1cafc7, {140.504, 100.902}},
{0x1cafc2, {150.827, 98.402}, 0.628},
{0x1cafc7, {161.15, 95.902}, -1.885},
{0x1cafc7, {208.703, 72.811}, 0.628},
{0x1cafc2, {163.97, 80.311}, 0.628},
{0x1cafc7, {163.158, 69.721}, -1.257},
{0x1cafc1, {158.092, 37.951}, -1.885},
{0x1cafc2, {148.582, 59.131}, 0.628},
{0x1cafc2, {140.888, 40.451}, 3.142},
{0x1cafc7, {147.77, 48.541}},
{0x1cafc2, {158.092, 46.041}, -2.513},
{0x1cafc7, {158.905, 56.631}, -1.885},
{0x1cafc7, {172.669, 56.631}},
{0x1cafc7, {168.415, 43.541}, 0.628},
{0x1cafc2, {167.603, 32.951}, 0.628},
{0x1cafc2, {161.725, 24.861}, 0.628},
{0x1cafc2, {171.236, 27.951}, 0.628},
{0x1cafc2, {177.114, 36.041}, 0.628},
{0x1cafc1, {180.052, 45.086}, -0.628},
{0x1cafc2, {196.135, 36.041}, 0.628},
{0x1cafc2, {202.013, 54.131}, -2.513},
{0x1cafc1, {199.074, 45.086}, 2.513},
{0x1cafc1, {189.563, 45.086}, 0.628},
{0x1cafc1, {186.624, 36.041}, 1.885},
{0x1cafc7, {181.559, 25.451}, 0.628},
{0x1cafc7, {195.322, 25.451}},
{0x1cafc7, {206.458, 33.541}, -1.885},
{0x1cafc7, {210.711, 46.631}, -1.257},
{0x1cafc7, {221.846, 54.721}, 0.628},
{0x1cafc2, {211.523, 57.221}, 0.628},
{0x1cafc2, {217.401, 65.311}, -2.513},
{0x1cafc2, {207.89, 62.221}, 0.628},
{0x1cafc7, {197.568, 64.721}, -1.257},
{0x1cafc1, {192.502, 54.131}, 1.885},
{0x1cafc2, {182.991, 54.131}, 0.628},
{0x1cafc7, {183.804, 64.721}, -1.885},
{0x1cafc2, {173.481, 67.221}, 0.628},
{0x1cafc7, {174.293, 77.811}, -1.885},
{0x1cafc1, {179.359, 88.402}, 1.885},
{0x1cafc1, {182.298, 97.447}, -2.513},
{0x1cafc1, {172.787, 97.447}, 2.513},
{0x1cafc2, {169.848, 88.402}, -2.513},
{0x1cafc2, {160.338, 85.311}, 0.628},
{0x1cafc7, {150.015, 87.811}, -1.257},
{0x1cafc1, {144.949, 77.221}, 1.885},
{0x1cafc2, {154.46, 77.221}, -2.513},
{0x1cafc1, {151.521, 68.176}, 2.513},
{0x1cafc1, {142.01, 68.176}, 0.628},
{0x1cafc1, {139.071, 59.131}, 1.885},
{0x1cafc7, {134.006, 48.541}, 0.628},
{0x1cafc2, {123.683, 51.041}, 0.628},
{0x1cafc2, {114.172, 47.951}, 0.628},
{0x1cafc1, {111.233, 38.906}, 2.513},
{0x1cafc2, {115.989, 32.361}, 3.142},
{0x1cafc7, {109.107, 24.27}, -1.885},
{0x1cafc2, {115.989, 16.18}},
{0x1cafc7, {122.871, 8.09}, 1.257},
{0x1cafc2, {115.989, 0}},
{0x1cafc7, {134.006, 16.18}, 0.628},
{0x1cafc2, {140.888, 24.27}, 3.142},
{0x1cafc7, {183.804, 0}, -1.885},
{0x1cafc2, {190.686, 8.09}},
{0x1cafc2, {200.196, 5}},
{0x1cafc7, {207.078, 13.09}, -2.513},
{0x1cafc2, {217.401, 10.59}, 0.628},
{0x1cafc7, {218.213, 21.18}, -1.885},
{0x1cafc7, {243.112, 13.09}, -0.628},
{0x1cafc7, {231.977, 21.18}, -1.257},
{0x1cafc7, {243.112, 29.27}, -0.628},
{0x1cafc7, {247.365, 42.361}},
{0x1cafc7, {258.501, 50.451}, -0.628},
{0x1cafc2, {268.322, 46.406}, 1.885},
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{0x1cafc2, {283.71, 51.406}, 1.885},
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{0x1cafc1, {254.056, 90.311}, 1.885},
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{0x1cafc2, {249.3, 104.947}, -1.257},
{0x1cafc7, {239.48, 108.992}, -0.628},
{0x1cafc2, {233.912, 99.947}, 1.885},
{0x1cafc1, {226.218, 102.447}, -0.628},
{0x1cafc7, {228.344, 90.902}, 1.257},
{0x1cafc7, {214.581, 90.902}, 3.142},
{0x1cafc2, {204.258, 93.402}, -2.513},
{0x1cafc7, {193.935, 95.902}},
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{0x1cafc2, {244.545, 142.672}, -2.513},
{0x1cafc1, {252.239, 140.172}, 3.142},
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{0x1cafc1, {259.934, 145.762}, 1.257},
{0x1cafc2, {270.567, 134.217}, 1.885},
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{0x1cafc2, {328.488, 179.668}, 1.257},
{0x1cafc2, {322.61, 171.578}, 1.257},
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{0x1cafc1, {304.282, 133.262}, 3.142},
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{0x1cafc2, {352.264, 150.033}, 0.628},
{0x1cafc2, {361.775, 153.123}, 0.628},
{0x1cafc2, {355.897, 145.033}, 0.628},
{0x1cafc2, {346.386, 141.943}, 0.628},
{0x1cafc7, {336.063, 144.443}, -1.257},
{0x1cafc7, {341.321, 95.902}, -1.885},
{0x1cafc2, {357.713, 107.082}},
{0x1cafc2, {367.224, 103.992}},
{0x1cafc2, {357.713, 100.902}},
{0x1cafc2, {348.203, 103.992}},
{0x1cafc7, {341.321, 112.082}, -1.885},
{0x1cafc1, {306.099, 109.582}, 1.885},
{0x1cafc2, {336.876, 69.131}, -0.628},
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{0x1cafc2, {340.08, -4.271}},
{0x1cafc2, {340.08, 4.27}},
{0x1cafc2, {302.037, -4.271}, 3.142},
{0x1cafc2, {330.569, 7.361}},
{0x1cafc2, {330.569, -7.361}},
{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
|
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