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-- A global variable for the App Mode appMode = hs.hotkey.modal.new() appModeStatusMessage = message.new('App Mode') appModeBlocked = false function enterAppMode() if (appModeBlocked) then return end appModeStatusMessage:show() appMode:enter() end function exitAppMode() appModeStatusMessage:hide() appMode:exit() end appMode:bind({}, 'space', exitAppMode) -- Open 1Password Quick Search appMode:bind({}, 'p', function() keyUpDown({ 'cmd', 'alt' }, '\\') end) -- Select tmux windows using number keys -- These bindings must be matched by bindings in tmux.conf, i.e. -- bind-key -n F1 select-window -t 1 for i=1,8 do appMode:bind({}, tostring(i), function() keyUpDown({}, 'F' .. i) end) end -- Bind the right cmd key f16 = hs.hotkey.bind({}, 'F16', enterAppMode, exitAppMode) -- Swedish bindings -- 33 = [ = å -- 41 = ; = ö -- 39 = ' = ä local keysToMirror = { 33, 41, 39 } local modifiersToEnable = { '', 'shift' } hs.fnutils.each(keysToMirror, function(k) local swedishMap = "Swedish - Pro" local usMap = "U.S." local delay = 0.008 hs.fnutils.each(modifiersToEnable, function(m) appMode:bind(m, k, function() exitAppMode() appModeBlocked = true hs.timer.doAfter(0*delay, function() hs.keycodes.setLayout(swedishMap) end) hs.timer.doAfter(1*delay, function() keyUpDown(m, k) appModeBlocked = false end) hs.timer.doAfter(2*delay, function() hs.keycodes.setLayout(usMap) enterAppMode() end) end) end) end) -- Non-app bindings -- vim movement: local charactersToKeystrokes = { { from = 'h', to = 'left', }, { from = 'j', to = 'down', }, { from = 'k', to = 'up', }, { from = 'l', to = 'right', }, } hs.fnutils.each(charactersToKeystrokes, function(m) appMode:bind({}, m['from'], function() keyUpDown({}, m['to']) end) end) -- Toggle fullscreen appMode:bind({}, 'return', function() local win = hs.window.frontmostWindow() win:setFullscreen(not win:isFullscreen()) end) -- Apps local status, appModeMappings = pcall(require, 'modules.app-mode.app-mappings') for i, mapping in ipairs(appModeMappings) do local key = mapping[1] local app = mapping[2] appMode:bind({}, key, function() if (type(app) == 'string') then hs.application.open(app) exitAppMode() else hs.logger.new('apps'):e('Invalid mapping for App Mode +', key) end end) end
local path = minetest.get_modpath("mobs") -- Mob API dofile(path.."/api.lua") -- Mob Items dofile(path.."/crafts.lua")
--[[-- A module that maps between Lua and XML without much ado. LuaXML provides a set of functions for processing XML data in Lua. It offers a very simple and natural mapping between the XML format and Lua tables, which allows one to work with and construct XML data just using Lua's normal table access and iteration methods (e.g. `ipairs()`). Substatements and tag content are represented as array data having numerical keys (`1 .. n`), attributes use string keys, and tags the numerical index `0`. This representation makes sure that the structure of XML data is preserved exactly across read/write cycles (i.e. `xml.eval(var:str())` should equal `var` again). --- <br>To use LuaXML, first import the module - for example like this: local xml = require("LuaXML") LuaXML consists of a Lua file (`LuaXML.lua`) and a corresponding C module (`LuaXML_lib`) - normally a shared library (`.dll`/`.so`), although a static linking is possible as well. Both parts are imported by this call, provided that they are found in Lua's package search path. &nbsp; @module LuaXML ]] local _M = require("LuaXML_lib") --[[-- saves a Lua var as XML file. Basically this simply exports the string representation `xml.str(var)` (or `var:str()`), plus a standard header. @function save @param var the variable to be saved, normally a table @tparam string filename the filename to be used. An existing file of the same name gets overwritten. @tparam ?string filemode the file mode to pass to `io.open`, defaults to "w" @tparam ?string cmt custom _comment_ to be written at the top of the file (after the header). You may pass an empty string if you don't want any comment at all, otherwise it should preferably end with at least one newline. Defaults to: <!-- file «filename», generated by LuaXML -->\n\n @tparam ?string hdr custom _header_, written before anything else. You may pass an empty string if you don't want any header at all, otherwise it should preferably end with a newline. Defaults to the standard XML 1.0 declaration: <?xml version="1.0"?>\n @usage var:save("simple.xml") var:save("no-comment.xml", nil, "") var:save("custom.xml", "a+", "<!-- append mode, no header -->\n", "") ]] function _M.save(var, filename, filemode, comment, header) if var and filename and #filename > 0 then local file, err = io.open(filename, filemode or "w") if not file then error('error opening "' .. filename .. '" for saving: ' .. err) end file:write(header or '<?xml version="1.0"?>\n') file:write(comment or '<!-- file "' .. filename .. '", generated by LuaXML -->\n\n') file:write(_M.str(var)) file:close() end end --[[-- iterate subelements ("XML children") as _key - value_ pairs. This function is meant to be called in a generic `for` loop, similar to what `ipairs(var)` would do. However you can easily specify additional criteria to `match` against here, possibly reducing the overhead needed to test for specific subelements. For the resulting `(k, v)` pairs, note that `k` is just a sequential number in the array of matched child elements, and has no direct relation to the actual "position" (subtag index) within each `v`'s parent object. @function children @param var the table (LuaXML object) to work on @tparam ?string tag XML tag to be matched @tparam ?string key attribute key to be matched @param value (optional) attribute value to be matched @tparam ?number maxdepth maximum depth allowed, defaults to 1 (only immediate children). You can pass 0 or `true` to iterate _all_ children recursively. @return Lua iterator function and initial state (Lua-internal use) - suitable for a `for` loop @see match @usage local xml = require("LuaXML") local foobar = xml.eval('<foo><a /><b bar="no" /><c bar="yes" /><a /></foo>') -- iterate over those children that have a "bar" attribute: for k, v in foobar:children(nil, "bar") do print(k, v:tag(), v.bar) end -- will print -- 1 b no -- 2 c yes -- require "bar" to be "yes": for k, v in foobar:children(nil, "bar", "yes") do print(k, v:tag(), v.bar) end -- will print -- 1 c yes -- iterate "a" tags: (the first and fourth child will match) for k, v in foobar:children("a") do print(k, v:tag(), v.bar) end -- will print -- 1 a nil -- 2 a nil ]] function _M.children(var, tag, key, value, maxdepth) local function get_children(var, tag, key, value, maxdepth) -- pass maxdepth = 1 to retrieve only immediate child nodes local result = {} _M.iterate(var, function(node, depth) -- add matching node to result table if depth > 0 then table.insert(result, node); end end, tag, key, value, true, maxdepth) return result end local function child_iterator(matched, k) k = (k or 0) + 1 local v = matched[k] return v and k, v -- key/value pair from matches, or `nil` if no value end maxdepth = maxdepth or 1 -- default to 1... -- ...but enumerate all children if it was set to 0 or `true` if maxdepth == 0 or maxdepth == true then maxdepth = nil; end -- our "invariant state" will be a table of matched children return child_iterator, get_children(var, tag, key, value, maxdepth) end return _M -- return module (table)
--[[ -- added by passion @ 2019/11/14 16:39:51 -- UIBoardUIMain模型层 -- 注意: -- 1、成员变量预先在OnCreate、OnEnable函数声明,提高代码可读性 -- 2、OnCreate内放窗口生命周期内保持的成员变量,窗口销毁时才会清理 -- 3、OnEnable内放窗口打开时才需要的成员变量,窗口关闭后及时清理 -- 4、OnEnable函数每次在窗口打开时调用,可传递参数用来初始化Model --]] ---@class UUIBoardNPCModel:UIBaseModel local UUIBoardNPCModel = BaseClass("UUIBoardNPCModel", UIBaseModel) --- @return UIBaseModel local base = UIBaseModel -- 创建 local function OnCreate(self) base.OnCreate(self) -- 窗口生命周期内保持的成员变量放这 end -- 打开 local function OnEnable(self, owner, height) base.OnEnable(self) self.owner = owner self.target = owner.transform self.height = height or 1.9 end -- 关闭 local function OnDestroy(self) base.OnDestroy(self) -- 清理成员变量 end UUIBoardNPCModel.OnCreate = OnCreate UUIBoardNPCModel.OnEnable = OnEnable UUIBoardNPCModel.OnDisable = OnDisable UUIBoardNPCModel.OnDestroy = OnDestroy return UUIBoardNPCModel
--[[ Database Plugin -> Initialize (ServerSide) by Tassilo (@TASSIA710) Contains the plugin core. --]] -- Configuration config.AddPlugin("Jet/Database", "Hostname", "localhost", "string", "The hostname of the database.") config.AddPlugin("Jet/Database", "Port", 3306, "number", "The port of the database.") config.AddPlugin("Jet/Database", "Database", "database", "string", "The database name.") config.AddPlugin("Jet/Database", "Username", "username", "string", "The username to use for logging in.") config.AddPlugin("Jet/Database", "Password", "password", "string", "The password to use for logging in.") -- Load classes include("classes/sv_database.lua") include("classes/sv_query.lua") include("classes/sv_prepared_statement.lua") -- Load library include("sv_library.lua") -- Load MySQLOO do local status, err = include("driver/sv_mysqloo.lua") if status == false then return false, err end end -- Connections db.SetGlobal(db.Connect( config.GetPlugin("Jet/Database", "Hostname"), config.GetPlugin("Jet/Database", "Port"), config.GetPlugin("Jet/Database", "Database"), config.GetPlugin("Jet/Database", "Username"), config.GetPlugin("Jet/Database", "Password") )) -- Connected? if not db.GetGlobal():IsConnected() then return false, "Database connection could not be established." end
local cmd = vim.cmd local opt = vim.opt -- NeoVim cmd [[syntax on]] cmd [[filetype plugin on]] opt.number = true opt.relativenumber = true opt.termguicolors = true opt.splitbelow = true opt.splitright = true opt.scrolloff = 1 opt.sidescrolloff = 5 opt.inccommand = 'nosplit' opt.colorcolumn = "79" -- Vim settings opt.completeopt = 'menuone,noselect' -- Indentation opt.autoindent = true -- Cursorline and cursorcolumn cmd [[au WinLeave * set nocursorline nocursorcolumn]] cmd [[au BufEnter,WinEnter * set cursorline cursorcolumn]] -- Color scheme -- g.gruvbox_contrast_dark = "medium" -- cmd [[autocmd ColorScheme * highlight Visual cterm=reverse]] -- cmd [[colorscheme gruvbox]] require('onedark').setup()
Width = 34 ActiveColour = nil local pickerColours = { colours.brown, colours.yellow, colours.orange, colours.red, colours.green, colours.lime, colours.magenta, colours.pink, colours.purple, colours.blue, colours.cyan, colours.lightBlue, colours.lightGrey, colours.grey, colours.black, colours.white } OnDraw = function(self, x, y) local _x = 0 for i, col in ipairs(pickerColours) do local w = 2 if col == self.ActiveColour then w = 4 end if col == colours.white then Drawing.DrawCharacters(x + _x, y, ('#'):rep(w), colours.lightGrey, col) else Drawing.DrawBlankArea(x + _x, y, w, self.Height, col) end _x = _x + w end end OnUpdate = function(self, value) if value == 'ActiveColour' then if self.OnChange then self:OnChange(self.ActiveColour) end end end OnClick = function(self, event, side, x, y) local _x = 0 for i, col in ipairs(pickerColours) do local w = 2 if col == self.ActiveColour then w = 4 end if x >= _x + 1 and x <= _x + w + 1 then self.ActiveColour = col end _x = _x + w end end OnDrag = OnClick
local function getScope(data, name, scope) if data[name] == nil then data[name] = {} end if data[name][scope] == nil then data[name][scope] = {} end return data[name][scope] end local function create() local data = {} return { get = function(name, scope) return getScope(data, name, scope) end, set = function(name, scope, key, value) getScope(data, name, scope)[key] = value end, } end local function createDefault() local data = {} return { get = function() return data end, set = function(key, value) data[key] = value end, } end return { Default = createDefault(), Global = create(), Ordered = create(), }
-- Topper McNabb TOPPERMCNABB = {} function TOPPERMCNABB_onDied(Unit, event, player) Unit:RemoveEvents() end function TOPPERMCNABB_onSpawn(Unit, event, player) Unit:RegisterEvent("TOPPERMCNABB_Say",30000, 0) end function TOPPERMCNABB_Say(Unit, event, player) local chance = math.random(1,6) if(chance == 1) then Unit:SendChatMessage(12, 7, "Spare some change for a poor blind man? ...What do you mean I'm not blind? ...I'M NOT BLIND! I CAN SEE! It's a miracle!" ) end if(chance == 2) then Unit:SendChatMessage(12, 7, "I will gladly pay you Tuesday for a hamburger today.") end if(chance == 3) then Unit:SendChatMessage(12, 7, "Alms for the poor?") end if(chance == 4) then Unit:SendChatMessage(12, 7, "Shine yer armor for a copper.") end if(chance == 5) then Unit:SendChatMessage(12, 7, "It's all their fault, stupid Alliance army. Just had to build their towers right behind my farm.") end if(chance == 6) then Unit:SendChatMessage(12, 7, "Help a poor bloke out?") end end RegisterUnitEvent(1402, 18, "TOPPERMCNABB_onSpawn") RegisterUnitEvent(1402, 4, "TOPPERMCNABB_onDied")
local vim = vim local M = {} M.defaults = { highlight_hovered_item = true, show_guides = true, position = 'right', width = 25, auto_preview = true, show_numbers = false, show_relative_numbers = false, show_symbol_details = true, keymaps = { -- These keymaps can be a string or a table for multiple keys close = {"<Esc>", "q"}, goto_location = "<Cr>", focus_location = "o", hover_symbol = "<C-space>", toggle_preview = "K", rename_symbol = "r", code_actions = "a", show_help = "?" }, lsp_blacklist = {}, symbol_blacklist = {}, symbols = { File = {icon = "", hl = "TSURI"}, Module = {icon = "", hl = "TSNamespace"}, Namespace = {icon = "", hl = "TSNamespace"}, Package = {icon = "", hl = "TSNamespace"}, Class = {icon = "𝓒", hl = "TSType"}, Method = {icon = "ƒ", hl = "TSMethod"}, Property = {icon = "", hl = "TSMethod"}, Field = {icon = "", hl = "TSField"}, Constructor = {icon = "", hl = "TSConstructor"}, Enum = {icon = "ℰ", hl = "TSType"}, Interface = {icon = "ﰮ", hl = "TSType"}, Function = {icon = "", hl = "TSFunction"}, Variable = {icon = "", hl = "TSConstant"}, Constant = {icon = "", hl = "TSConstant"}, String = {icon = "𝓐", hl = "TSString"}, Number = {icon = "#", hl = "TSNumber"}, Boolean = {icon = "⊨", hl = "TSBoolean"}, Array = {icon = "", hl = "TSConstant"}, Object = {icon = "⦿", hl = "TSType"}, Key = {icon = "🔐", hl = "TSType"}, Null = {icon = "NULL", hl = "TSType"}, EnumMember = {icon = "", hl = "TSField"}, Struct = {icon = "𝓢", hl = "TSType"}, Event = {icon = "🗲", hl = "TSType"}, Operator = {icon = "+", hl = "TSOperator"}, TypeParameter = {icon = "𝙏", hl = "TSParameter"} } } M.options = {} function M.has_numbers() return M.options.show_numbers or M.options.show_relative_numbers end function M.get_position_navigation_direction() if M.options.position == 'left' then return 'h' else return 'l' end end function M.get_width_percentage() return M.options.width / 100 end function M.get_split_command() if M.options.position == 'left' then return "topleft vs" else return "botright vs" end end local function has_value(tab, val) for _, value in ipairs(tab) do if value == val then return true end end return false end function M.is_symbol_blacklisted(kind) if kind == nil then return false end return has_value(M.options.symbol_blacklist, kind) end function M.is_client_blacklisted(client_id) local client = vim.lsp.get_client_by_id(client_id) if not client then return false end return has_value(M.options.lsp_blacklist, client.name) end function M.show_help() print "Current keymaps:" print(vim.inspect(M.options.keymaps)) end function M.setup(options) vim.g.symbols_outline_loaded = 1 M.options = vim.tbl_deep_extend("force", {}, M.defaults, options or {}) end return M
----------------------------------------------------- --name : lib/crunch/10_index_unifier.lua --description: crunch module, converts '.name'/{'name'} to '["name"]' as an intermediate step to '[x]' --author : mpmxyz --github page: https://github.com/mpmxyz/ocprograms --forum page : none ----------------------------------------------------- return { run = function(context, options) --This code only works if you know how the code is structured. if options.tree then context.verbose("Index expansion...") local processor processor = { var = function(token) --var = [[name | prefixexp '[' exp ']' | prefixexp '.' name ]] --exp = [[value | etc.]] with transparent replacement value = [[string | etc.]] local first = token[1] if first.typ == "prefixexp" then local second = token[2] if second == "." then local name = token[3][1] token[2] = "[" token[3] = { typ = "exp", { typ = "string", '"', name, '"', } } token[4] = "]" context.traverseTree(token, processor) end end end, field = function(token) --field = [['[' exp ']' '=' exp | name '=' exp | exp ]] local first = token[1] if first.typ == "name" then --get old content local name = first[1] local exp = token[3] --create new content token[1] = "[" token[2] = { typ = "exp", { typ = "string", '"', name, '"', }, } token[3] = "]" token[4] = "=" token[5] = exp end context.traverseTree(token, processor) end, args = function(token) --args = [['(' [explist] ')' | tableconstructor | string ]] --explist = [[exp {',' exp} ]] local first = token[1] if first.typ == "string" then --single string argument; adding paranthesis for unification token[1] = "(" token[2] = { typ = "explist", { typ = "exp", first, }, } token[3] = ")" end context.traverseTree(token, processor) end, default = function(token) return context.traverseTree(token, processor) end, } context.traverseTree(context.tokens, processor) end end, }
ITEM.name = "AK-103" ITEM.description = "The AK-103 assault rifle is a derivative of the AK-74M chambered for the 7.62×39mm M43 round, similar to the older AKM. The AK-103 can be fitted with a variety of sights, including night vision and telescopic sights, plus a knife-bayonet or a grenade launcher. It uses plastic components where possible instead of wood or metal, with such components being the pistol grip, handguards and stock." ITEM.model = "models/weapons/ethereal/w_f_ak103.mdl" ITEM.class = "cw_kk_ins2_ak103" ITEM.weaponCategory = "primary" ITEM.width = 3 ITEM.height = 2 ITEM.price = 32000 ITEM.weight = 7
TagRules = function () local rules = { accelerations = { 1200, -- SMILEY_STATE_SMILEY 1200, -- SMILEY_STATE_SHIELD 1200, -- SMILEY_STATE_PIRATE 0 -- SMILEY_STATE_SLEEPY }, maxSpeeds = { 600, -- SMILEY_STATE_SMILEY 600, -- SMILEY_STATE_SHIELD 600, -- SMILEY_STATE_PIRATE 0 -- SMILEY_STATE_SLEEPY }, timeouts = { nil, -- SMILEY_STATE_SMILEY 1.5, -- SMILEY_STATE_SHIELD nil, -- SMILEY_STATE_PIRATE 1.0 -- SMILEY_STATE_SLEEPY }, statesAfterTimeout = { SMILEY_STATE_SMILEY, -- SMILEY_STATE_SMILEY SMILEY_STATE_SMILEY, -- SMILEY_STATE_SHIELD SMILEY_STATE_PIRATE, -- SMILEY_STATE_PIRATE SMILEY_STATE_PIRATE -- SMILEY_STATE_SLEEPY }, preferences = { -- SMILEY_STATE_SMILEY { -1, --SMILEY_STATE_SMILEY -1, --SMILEY_STATE_SHIELD -3, --SMILEY_STATE_PIRATE -2 --SMILEY_STATE_SLEEPY }, -- SMILEY_STATE_SHIELD { -1, --SMILEY_STATE_SMILEY -1, --SMILEY_STATE_SHIELD -3, --SMILEY_STATE_PIRATE -2 --SMILEY_STATE_SLEEPY }, -- SMILEY_STATE_PIRATE { 2, --SMILEY_STATE_SMILEY 0, --SMILEY_STATE_SHIELD -1, --SMILEY_STATE_PIRATE 0 --SMILEY_STATE_SLEEPY }, -- SMILEY_STATE_SLEEPY { 0, --SMILEY_STATE_SMILEY 0, --SMILEY_STATE_SHIELD 0, --SMILEY_STATE_PIRATE 0 --SMILEY_STATE_SLEEPY }, }, cornerHatred = { 2, -- SMILEY_STATE_SMILEY 2, -- SMILEY_STATE_SHIELD 0, -- SMILEY_STATE_PIRATE 0 -- SMILEY_STATE_SLEEPY }, smileyStatesAfterCollision = function (self, smiley1, smiley2) if smiley1._state == SMILEY_STATE_PIRATE and smiley2._state == SMILEY_STATE_SMILEY then return SMILEY_STATE_SHIELD, SMILEY_STATE_SLEEPY elseif smiley1._state == SMILEY_STATE_SMILEY and smiley2._state == SMILEY_STATE_PIRATE then return SMILEY_STATE_SLEEPY, SMILEY_STATE_SHIELD else return smiley1._state, smiley2._state end end, winner = function (self, allSmileys, numSmileys) return nil end } return rules end ruleSets["Normal"] = TagRules
--[[ Kill Confirmed (Semi-Permissive) PvE Ground Branch game mode by Bob/AT 2022-05-08 https://github.com/JakBaranowski/ground-branch-game-modes/issues/26 Notes for Mission Editing: 1. Start with a regular 'Kill Confirmed' mission 2. Add non-combatants - use team id = 10 - one of the unarmed 'Civ*' kits) ]]-- local Tables = require("Common.Tables") local AvoidFatality = require("Objectives.AvoidFatality") local NoSoftFail = require("Objectives.NoSoftFail") -- Create a deep copy of the singleton local super = Tables.DeepCopy(require("KillConfirmed")) -- Use a separate loadout super.PlayerTeams.BluFor.Loadout='NoTeamCamouflage' super.Settings.RespawnCost.Value = 100000 -- Add new score types super.PlayerScoreTypes.CollateralDamage = { Score = -250, OneOff = false, Description = 'Killed a non-combatant' } super.TeamScoreTypes.CollateralDamage = { Score = -250, OneOff = false, Description = 'Killed a non-combatant' } -- Add additional objectives super.Objectives.AvoidFatality = AvoidFatality.new('NoCollateralDamage') super.Objectives.NoSoftFail = NoSoftFail.new() -- Our sub-class of the singleton local Mode = setmetatable({}, { __index = super }) -- The max. amount of collateral damage before failing the mission Mode.CollateralDamageThreshold = 3 function Mode:PostInit() gamemode.AddGameObjective(self.PlayerTeams.BluFor.TeamId, 'NeutralizeHVTs', 1) gamemode.AddGameObjective(self.PlayerTeams.BluFor.TeamId, 'ConfirmEliminatedHVTs', 1) gamemode.AddGameObjective(self.PlayerTeams.BluFor.TeamId, 'NoCollateralDamage', 1) gamemode.AddGameObjective(self.PlayerTeams.BluFor.TeamId, 'ExfiltrateBluFor', 1) end function Mode:OnRoundStageSet(RoundStage) if RoundStage == 'PostRoundWait' or RoundStage == 'TimeLimitReached' then -- Make sure the 'SOFT FAIL' message is cleared gamemode.BroadcastGameMessage('Blank', 'Center', -1) end super.OnRoundStageSet(self, RoundStage) end function Mode:PreRoundCleanUp() super.PreRoundCleanUp(self) gamemode.SetTeamAttitude(1, 10, 'Neutral') gamemode.SetTeamAttitude(10, 1, 'Neutral') gamemode.SetTeamAttitude(10, 100, 'Friendly') gamemode.SetTeamAttitude(100, 10, 'Friendly') end function Mode:OnCharacterDied(Character, CharacterController, KillerController) local goodKill = true if gamemode.GetRoundStage() == 'PreRoundWait' or gamemode.GetRoundStage() == 'InProgress' then if CharacterController ~= nil then local killedTeam = actor.GetTeamId(CharacterController) local killerTeam = nil if KillerController ~= nil then killerTeam = actor.GetTeamId(KillerController) end if killedTeam == 10 and killerTeam == self.PlayerTeams.BluFor.TeamId then goodKill = false self.Objectives.AvoidFatality:ReportFatality() self.PlayerTeams.BluFor.Script:AwardPlayerScore(KillerController, 'CollateralDamage') self.PlayerTeams.BluFor.Script:AwardTeamScore('CollateralDamage') local message = 'Collateral damage by ' .. player.GetName(KillerController) self.PlayerTeams.BluFor.Script:DisplayMessageToAllPlayers(message, 'Engine', 5.0, 'ScoreMilestone') if self.Objectives.AvoidFatality:GetFatalityCount() >= self.CollateralDamageThreshold then self.Objectives.NoSoftFail:Fail() self.PlayerTeams.BluFor.Script:DisplayMessageToAlivePlayers('SoftFail', 'Upper', 10.0, 'Always') end end if killedTeam == killerTeam and killerTeam == self.PlayerTeams.BluFor.TeamId then -- Count fratricides as collateral damage self.Objectives.AvoidFatality:ReportFatality() end end end if goodKill then super.OnCharacterDied(self, Character, CharacterController, KillerController) end end function Mode:OnExfiltrated() if gamemode.GetRoundStage() ~= 'InProgress' then return end -- Award surviving players local alivePlayers = self.PlayerTeams.BluFor.Script:GetAlivePlayers() for _, alivePlayer in ipairs(alivePlayers) do self.PlayerTeams.BluFor.Script:AwardPlayerScore(alivePlayer, 'Survived') end -- Prepare summary self:UpdateCompletedObjectives() if self.Objectives.NoSoftFail:IsOK() then gamemode.AddGameStat('Summary=HVTsConfirmed') gamemode.AddGameStat('Result=Team1') else gamemode.AddGameStat('Summary=SoftFail') gamemode.AddGameStat('Result=None') end gamemode.SetRoundStage('PostRoundWait') end return Mode
-- Using v1.5.0 -- This bot is going to join its tribe house and -- spawn a different textarea (using lua) 10 times -- and then leave the room. local transfromage = require("transfromage") local client = transfromage.client() local timer = require("timer") client:once("ready", function() print("Ready to connect!") client:connect("Username#0000", "password") end) client:once("connection", function() print("Connected!") client:joinTribeHouse() end) client:on("joinTribeHouse", function() local uses, t = 0 t = timer.setInterval(10 * 1000, function() uses = uses + 1 if uses == 10 then timer.clearInterval(t) -- Leaving the room after the 10th timer.setTimeout(1 * 1000, function() client:enterRoom("*#bolodefchoco") end) end client:loadLua("ui.addTextArea(" .. uses .. ", '', nil, math.random(100, 700), math.random(100, 300), math.random(100, 300), math.random(100, 300), math.random(0xFFFFFF), math.random(0xFFFFFF), 1, true)") end) end) client:start("PLAYER_ID", "API_TOKEN")
-- 公历农历转换 -- {{#Invoke:Calendar|solar_to_lunar|2020-04-23}} => 2020-04-01 -- {{#Invoke:Calendar|solar_to_lunar|2020-05-23}} => 2020-04-01L (L表示闰月) -- {{#Invoke:Calendar|lunar_to_solar|2020-04-01}} => 2020-04-23 -- {{#Invoke:Calendar|lunar_to_solar|2020-04-01L}} => 2020-05-23 -- {{#Invoke:Calendar|lunar_format|2020-04-01}} => 二零二零年四月初一 -- {{#Invoke:Calendar|lunar_format|2020-04-01L}} => 二零二零年闰四月初一 local bit32 = require( 'bit32' ) local data = { [1900]={solar_start=0,lunar_start=30,lunar_code=19416}, [1901]={solar_start=365,lunar_start=414,lunar_code=19168}, [1902]={solar_start=730,lunar_start=768,lunar_code=42352}, [1903]={solar_start=1095,lunar_start=1123,lunar_code=21717}, [1904]={solar_start=1460,lunar_start=1506,lunar_code=53856}, [1905]={solar_start=1826,lunar_start=1860,lunar_code=55632}, [1906]={solar_start=2191,lunar_start=2215,lunar_code=91476}, [1907]={solar_start=2556,lunar_start=2599,lunar_code=22176}, [1908]={solar_start=2921,lunar_start=2953,lunar_code=39632}, [1909]={solar_start=3287,lunar_start=3308,lunar_code=21970}, [1910]={solar_start=3652,lunar_start=3692,lunar_code=19168}, [1911]={solar_start=4017,lunar_start=4046,lunar_code=42422}, [1912]={solar_start=4382,lunar_start=4430,lunar_code=42192}, [1913]={solar_start=4748,lunar_start=4784,lunar_code=53840}, [1914]={solar_start=5113,lunar_start=5138,lunar_code=119381}, [1915]={solar_start=5478,lunar_start=5522,lunar_code=46400}, [1916]={solar_start=5843,lunar_start=5876,lunar_code=54944}, [1917]={solar_start=6209,lunar_start=6231,lunar_code=44450}, [1918]={solar_start=6574,lunar_start=6615,lunar_code=38320}, [1919]={solar_start=6939,lunar_start=6970,lunar_code=84343}, [1920]={solar_start=7304,lunar_start=7354,lunar_code=18800}, [1921]={solar_start=7670,lunar_start=7708,lunar_code=42160}, [1922]={solar_start=8035,lunar_start=8062,lunar_code=46261}, [1923]={solar_start=8400,lunar_start=8446,lunar_code=27216}, [1924]={solar_start=8765,lunar_start=8800,lunar_code=27968}, [1925]={solar_start=9131,lunar_start=9154,lunar_code=109396}, [1926]={solar_start=9496,lunar_start=9539,lunar_code=11104}, [1927]={solar_start=9861,lunar_start=9893,lunar_code=38256}, [1928]={solar_start=10226,lunar_start=10248,lunar_code=21234}, [1929]={solar_start=10592,lunar_start=10632,lunar_code=18800}, [1930]={solar_start=10957,lunar_start=10986,lunar_code=25958}, [1931]={solar_start=11322,lunar_start=11369,lunar_code=54432}, [1932]={solar_start=11687,lunar_start=11723,lunar_code=59984}, [1933]={solar_start=12053,lunar_start=12078,lunar_code=92821}, [1934]={solar_start=12418,lunar_start=12462,lunar_code=23248}, [1935]={solar_start=12783,lunar_start=12817,lunar_code=11104}, [1936]={solar_start=13148,lunar_start=13171,lunar_code=100067}, [1937]={solar_start=13514,lunar_start=13555,lunar_code=37600}, [1938]={solar_start=13879,lunar_start=13909,lunar_code=116951}, [1939]={solar_start=14244,lunar_start=14293,lunar_code=51536}, [1940]={solar_start=14609,lunar_start=14647,lunar_code=54432}, [1941]={solar_start=14975,lunar_start=15001,lunar_code=120998}, [1942]={solar_start=15340,lunar_start=15385,lunar_code=46416}, [1943]={solar_start=15705,lunar_start=15740,lunar_code=22176}, [1944]={solar_start=16070,lunar_start=16094,lunar_code=107956}, [1945]={solar_start=16436,lunar_start=16479,lunar_code=9680}, [1946]={solar_start=16801,lunar_start=16833,lunar_code=37584}, [1947]={solar_start=17166,lunar_start=17187,lunar_code=53938}, [1948]={solar_start=17531,lunar_start=17571,lunar_code=43344}, [1949]={solar_start=17897,lunar_start=17925,lunar_code=46423}, [1950]={solar_start=18262,lunar_start=18309,lunar_code=27808}, [1951]={solar_start=18627,lunar_start=18663,lunar_code=46416}, [1952]={solar_start=18992,lunar_start=19018,lunar_code=86869}, [1953]={solar_start=19358,lunar_start=19402,lunar_code=19872}, [1954]={solar_start=19723,lunar_start=19756,lunar_code=42416}, [1955]={solar_start=20088,lunar_start=20111,lunar_code=83315}, [1956]={solar_start=20453,lunar_start=20495,lunar_code=21168}, [1957]={solar_start=20819,lunar_start=20849,lunar_code=43432}, [1958]={solar_start=21184,lunar_start=21232,lunar_code=59728}, [1959]={solar_start=21549,lunar_start=21587,lunar_code=27296}, [1960]={solar_start=21914,lunar_start=21941,lunar_code=44710}, [1961]={solar_start=22280,lunar_start=22325,lunar_code=43856}, [1962]={solar_start=22645,lunar_start=22680,lunar_code=19296}, [1963]={solar_start=23010,lunar_start=23034,lunar_code=43748}, [1964]={solar_start=23375,lunar_start=23418,lunar_code=42352}, [1965]={solar_start=23741,lunar_start=23773,lunar_code=21088}, [1966]={solar_start=24106,lunar_start=24126,lunar_code=62051}, [1967]={solar_start=24471,lunar_start=24510,lunar_code=55632}, [1968]={solar_start=24836,lunar_start=24865,lunar_code=23383}, [1969]={solar_start=25202,lunar_start=25249,lunar_code=22176}, [1970]={solar_start=25567,lunar_start=25603,lunar_code=38608}, [1971]={solar_start=25932,lunar_start=25958,lunar_code=19925}, [1972]={solar_start=26297,lunar_start=26342,lunar_code=19152}, [1973]={solar_start=26663,lunar_start=26696,lunar_code=42192}, [1974]={solar_start=27028,lunar_start=27050,lunar_code=54484}, [1975]={solar_start=27393,lunar_start=27434,lunar_code=53840}, [1976]={solar_start=27758,lunar_start=27788,lunar_code=54616}, [1977]={solar_start=28124,lunar_start=28172,lunar_code=46400}, [1978]={solar_start=28489,lunar_start=28526,lunar_code=46752}, [1979]={solar_start=28854,lunar_start=28881,lunar_code=103846}, [1980]={solar_start=29219,lunar_start=29265,lunar_code=38320}, [1981]={solar_start=29585,lunar_start=29620,lunar_code=18864}, [1982]={solar_start=29950,lunar_start=29974,lunar_code=43380}, [1983]={solar_start=30315,lunar_start=30358,lunar_code=42160}, [1984]={solar_start=30680,lunar_start=30712,lunar_code=45690}, [1985]={solar_start=31046,lunar_start=31096,lunar_code=27216}, [1986]={solar_start=31411,lunar_start=31450,lunar_code=27968}, [1987]={solar_start=31776,lunar_start=31804,lunar_code=44870}, [1988]={solar_start=32141,lunar_start=32188,lunar_code=43872}, [1989]={solar_start=32507,lunar_start=32543,lunar_code=38256}, [1990]={solar_start=32872,lunar_start=32898,lunar_code=19189}, [1991]={solar_start=33237,lunar_start=33282,lunar_code=18800}, [1992]={solar_start=33602,lunar_start=33636,lunar_code=25776}, [1993]={solar_start=33968,lunar_start=33990,lunar_code=29859}, [1994]={solar_start=34333,lunar_start=34373,lunar_code=59984}, [1995]={solar_start=34698,lunar_start=34728,lunar_code=27480}, [1996]={solar_start=35063,lunar_start=35112,lunar_code=23232}, [1997]={solar_start=35429,lunar_start=35466,lunar_code=43872}, [1998]={solar_start=35794,lunar_start=35821,lunar_code=38613}, [1999]={solar_start=36159,lunar_start=36205,lunar_code=37600}, [2000]={solar_start=36524,lunar_start=36559,lunar_code=51552}, [2001]={solar_start=36890,lunar_start=36913,lunar_code=55636}, [2002]={solar_start=37255,lunar_start=37297,lunar_code=54432}, [2003]={solar_start=37620,lunar_start=37651,lunar_code=55888}, [2004]={solar_start=37985,lunar_start=38006,lunar_code=30034}, [2005]={solar_start=38351,lunar_start=38390,lunar_code=22176}, [2006]={solar_start=38716,lunar_start=38744,lunar_code=43959}, [2007]={solar_start=39081,lunar_start=39129,lunar_code=9680}, [2008]={solar_start=39446,lunar_start=39483,lunar_code=37584}, [2009]={solar_start=39812,lunar_start=39837,lunar_code=51893}, [2010]={solar_start=40177,lunar_start=40221,lunar_code=43344}, [2011]={solar_start=40542,lunar_start=40575,lunar_code=46240}, [2012]={solar_start=40907,lunar_start=40929,lunar_code=47780}, [2013]={solar_start=41273,lunar_start=41313,lunar_code=44368}, [2014]={solar_start=41638,lunar_start=41668,lunar_code=21977}, [2015]={solar_start=42003,lunar_start=42052,lunar_code=19360}, [2016]={solar_start=42368,lunar_start=42406,lunar_code=42416}, [2017]={solar_start=42734,lunar_start=42761,lunar_code=86390}, [2018]={solar_start=43099,lunar_start=43145,lunar_code=21168}, [2019]={solar_start=43464,lunar_start=43499,lunar_code=43312}, [2020]={solar_start=43829,lunar_start=43853,lunar_code=31060}, [2021]={solar_start=44195,lunar_start=44237,lunar_code=27296}, [2022]={solar_start=44560,lunar_start=44591,lunar_code=44368}, [2023]={solar_start=44925,lunar_start=44946,lunar_code=23378}, [2024]={solar_start=45290,lunar_start=45330,lunar_code=19296}, [2025]={solar_start=45656,lunar_start=45684,lunar_code=42726}, [2026]={solar_start=46021,lunar_start=46068,lunar_code=42208}, [2027]={solar_start=46386,lunar_start=46422,lunar_code=53856}, [2028]={solar_start=46751,lunar_start=46776,lunar_code=60005}, [2029]={solar_start=47117,lunar_start=47160,lunar_code=54576}, [2030]={solar_start=47482,lunar_start=47515,lunar_code=23200}, [2031]={solar_start=47847,lunar_start=47869,lunar_code=30371}, [2032]={solar_start=48212,lunar_start=48253,lunar_code=38608}, [2033]={solar_start=48578,lunar_start=48608,lunar_code=19195}, [2034]={solar_start=48943,lunar_start=48992,lunar_code=19152}, [2035]={solar_start=49308,lunar_start=49346,lunar_code=42192}, [2036]={solar_start=49673,lunar_start=49700,lunar_code=118966}, [2037]={solar_start=50039,lunar_start=50084,lunar_code=53840}, [2038]={solar_start=50404,lunar_start=50438,lunar_code=54560}, [2039]={solar_start=50769,lunar_start=50792,lunar_code=56645}, [2040]={solar_start=51134,lunar_start=51176,lunar_code=46496}, [2041]={solar_start=51500,lunar_start=51531,lunar_code=22224}, [2042]={solar_start=51865,lunar_start=51886,lunar_code=21938}, [2043]={solar_start=52230,lunar_start=52270,lunar_code=18864}, [2044]={solar_start=52595,lunar_start=52624,lunar_code=42359}, [2045]={solar_start=52961,lunar_start=53008,lunar_code=42160}, [2046]={solar_start=53326,lunar_start=53362,lunar_code=43600}, [2047]={solar_start=53691,lunar_start=53716,lunar_code=111189}, [2048]={solar_start=54056,lunar_start=54100,lunar_code=27936}, [2049]={solar_start=54422,lunar_start=54454,lunar_code=44448}, [2050]={solar_start=54787,lunar_start=54809,lunar_code=84835}, [2051]={solar_start=55152,lunar_start=55193,lunar_code=37744}, [2052]={solar_start=55517,lunar_start=55548,lunar_code=18936}, [2053]={solar_start=55883,lunar_start=55932,lunar_code=18800}, [2054]={solar_start=56248,lunar_start=56286,lunar_code=25776}, [2055]={solar_start=56613,lunar_start=56640,lunar_code=92326}, [2056]={solar_start=56978,lunar_start=57023,lunar_code=59984}, [2057]={solar_start=57344,lunar_start=57378,lunar_code=27296}, [2058]={solar_start=57709,lunar_start=57732,lunar_code=108228}, [2059]={solar_start=58074,lunar_start=58116,lunar_code=43744}, [2060]={solar_start=58439,lunar_start=58471,lunar_code=37600}, [2061]={solar_start=58805,lunar_start=58825,lunar_code=53987}, [2062]={solar_start=59170,lunar_start=59209,lunar_code=51552}, [2063]={solar_start=59535,lunar_start=59563,lunar_code=54615}, [2064]={solar_start=59900,lunar_start=59947,lunar_code=54432}, [2065]={solar_start=60266,lunar_start=60301,lunar_code=55888}, [2066]={solar_start=60631,lunar_start=60656,lunar_code=23893}, [2067]={solar_start=60996,lunar_start=61040,lunar_code=22176}, [2068]={solar_start=61361,lunar_start=61394,lunar_code=42704}, [2069]={solar_start=61727,lunar_start=61749,lunar_code=21972}, [2070]={solar_start=62092,lunar_start=62133,lunar_code=21200}, [2071]={solar_start=62457,lunar_start=62487,lunar_code=43448}, [2072]={solar_start=62822,lunar_start=62871,lunar_code=43344}, [2073]={solar_start=63188,lunar_start=63225,lunar_code=46240}, [2074]={solar_start=63553,lunar_start=63579,lunar_code=46758}, [2075]={solar_start=63918,lunar_start=63963,lunar_code=44368}, [2076]={solar_start=64283,lunar_start=64318,lunar_code=21920}, [2077]={solar_start=64649,lunar_start=64672,lunar_code=43940}, [2078]={solar_start=65014,lunar_start=65056,lunar_code=42416}, [2079]={solar_start=65379,lunar_start=65411,lunar_code=21168}, [2080]={solar_start=65744,lunar_start=65765,lunar_code=45683}, [2081]={solar_start=66110,lunar_start=66149,lunar_code=26928}, [2082]={solar_start=66475,lunar_start=66503,lunar_code=29495}, [2083]={solar_start=66840,lunar_start=66887,lunar_code=27296}, [2084]={solar_start=67205,lunar_start=67241,lunar_code=44368}, [2085]={solar_start=67571,lunar_start=67596,lunar_code=84821}, [2086]={solar_start=67936,lunar_start=67980,lunar_code=19296}, [2087]={solar_start=68301,lunar_start=68334,lunar_code=42352}, [2088]={solar_start=68666,lunar_start=68689,lunar_code=21732}, [2089]={solar_start=69032,lunar_start=69072,lunar_code=53600}, [2090]={solar_start=69397,lunar_start=69426,lunar_code=59752}, [2091]={solar_start=69762,lunar_start=69810,lunar_code=54560}, [2092]={solar_start=70127,lunar_start=70164,lunar_code=55968}, [2093]={solar_start=70493,lunar_start=70519,lunar_code=92838}, [2094]={solar_start=70858,lunar_start=70903,lunar_code=22224}, [2095]={solar_start=71223,lunar_start=71258,lunar_code=19168}, [2096]={solar_start=71588,lunar_start=71612,lunar_code=43476}, [2097]={solar_start=71954,lunar_start=71996,lunar_code=41680}, [2098]={solar_start=72319,lunar_start=72350,lunar_code=53584}, [2099]={solar_start=72684,lunar_start=72704,lunar_code=62034}, [2100]={solar_start=73049,lunar_start=73088,lunar_code=54560}, } local function year_days_acc(year) if year%4==0 and (year%100~=0 or year%400==0) then return {0, 31, 60, 91, 121, 152, 182, 213, 244, 274, 305, 335} else return {0, 31, 59, 90, 120, 151, 181, 212, 243, 273, 304, 334} end end local function binary_search(s, e, f) while s < e do local m = math.floor((s+e)/2) if not f(m) then s = s + 1 else e = m end end return s end local function lunar_month_days(code, month) return bit32.extract(code, 16-month) ~= 0 and 30 or 29 end local function lunar_leap_month(code) local month = bit32.extract(code, 0, 4) if month == 0 then return 0, 0 end return bit32.extract(code, 16) ~= 0 and 30 or 29 end local function solar_dn(year, month, day) if year < 1900 or year > 2100 then return -1 end return data[year].solar_start + year_days_acc(year)[month] + day-1 end local function solar_ymd(dn) if dn < 0 or dn > 73413 then return -1,-1,-1 end local year = binary_search(1900, 2100, function(i) return data[i+1].solar_start > dn end) dn = dn - data[year].solar_start local acc = year_days_acc(year) local month = binary_search(1, 12, function(i) return acc[i+1] > dn end) dn = dn - acc[month] return year, month, dn+1 end local function lunar_dn(year, month, day, leap) if year < 1900 or year > 2100 or (year==2100 and month==12 and day>1) then return -1 end local n = 0 local code = data[year].lunar_code local leap_month, leap_days = lunar_leap_month(code) for i=1,month-1 do n = n + lunar_month_days(code, i) if i == leap_month then n = n + leap_days end end if leap then n = n + lunar_month_days(code, month) end return data[year].lunar_start + n + day-1 end local function lunar_ymd(dn) if dn < 30 or dn > 73413 then return -1,-1,-1,false end local year = binary_search(1900, 2100, function(i) return data[i+1].lunar_start > dn end) dn = dn - data[year].lunar_start local code = data[year].lunar_code local leap_month, leap_days = lunar_leap_month(code) for i=1,12 do local days = lunar_month_days(code, i) if dn < days then return year, i, dn+1, false else dn = dn - days end if i == leap_month then if dn < leap_days then return year, i, dn+1, true else dn = dn - leap_days end end end end local function solar_to_lunar(year, month, day) local dn = solar_dn(year, month, day) return lunar_ymd(dn) end local function lunar_to_solar(year, month, day, leap) local dn = lunar_dn(year, month, day, leap) return solar_ymd(dn) end local display = { digits = {"零", "一", "二", "三", "四", "五", "六", "七", "八", "九"}, months = {"正月", "二月", "三月", "四月", "五月", "六月", "七月", "八月", "九月", "十月", "冬月", "腊月"}, days = {"初一", "初二", "初三", "初四", "初五", "初六", "初七", "初八", "初九", "初十", "十一", "十二", "十三", "十四", "十五", "十六", "十七", "十八", "十九", "二十", "廿一", "廿二", "廿三", "廿四", "廿五", "廿六", "廿七", "廿八", "廿九", "三十"}, } local function lunar_format(year, month, day, leap) return string.format("%s%s%s%s年", display.digits[tonumber(string.sub(tostring(year),1,1))+1], display.digits[tonumber(string.sub(tostring(year),2,2))+1], display.digits[tonumber(string.sub(tostring(year),3,3))+1], display.digits[tonumber(string.sub(tostring(year),4,4))+1]) .. (leap and "闰" or "") .. display.months[month] .. display.days[day] end return { solar_dn = function(frame) if frame.args[1] == "" then return "" end local y, m, d = frame.args[1]:match("(%d+)%-(%d+)%-(%d+)") return tostring(solar_dn(tonumber(y), tonumber(m), tonumber(d))) end, solar_ymd = function(frame) if frame.args[1] == "" then return "" end local y, m, d = solar_ymd(tonumber(frame.args[1])) return string.format("%d-%02d-%02d", y, m, d) end, lunar_dn = function(frame) if frame.args[1] == "" then return "" end local y, m, d = frame.args[1]:match("(%d+)%-(%d+)%-(%d+)") return tostring(lunar_dn(tonumber(y), tonumber(m), tonumber(d), frame.args[1]:match("%d+%-%d+%-%d+L") ~= nil)) end, lunar_ymd = function(frame) if frame.args[1] == "" then return "" end local y, m, d, leap = lunar_ymd(tonumber(frame.args[1])) return string.format("%d-%02d-%02d%s", y, m, d, leap and "L" or "") end, solar_to_lunar = function(frame) if frame.args[1] == "" then return "" end local sy, sm, sd = frame.args[1]:match("(%d+)%-(%d+)%-(%d+)") local y, m, d, leap = solar_to_lunar(tonumber(sy), tonumber(sm), tonumber(sd)) return string.format("%d-%02d-%02d%s", y, m, d, leap and "L" or "") end, lunar_to_solar = function(frame) if frame.args[1] == "" then return "" end local ly, lm, ld= frame.args[1]:match("(%d+)%-(%d+)%-(%d+)") local ll = frame.args[1]:match("%d+%-%d+%-%d+L") ~= nil local y, m, d = lunar_to_solar(tonumber(ly), tonumber(lm), tonumber(ld), ll) return string.format("%d-%02d-%02d", y, m, d) end, lunar_format = function(frame) if frame.args[1] == "" then return "" end local y, m, d= frame.args[1]:match("(%d+)%-(%d+)%-(%d+)") local l = frame.args[1]:match("%d+%-%d+%-%d+L") ~= nil return lunar_format(tonumber(y), tonumber(m), tonumber(d), l) end, }
------------------------------------------------------------------------------- -- Mob Framework Mod by Sapier -- -- You may copy, use, modify or do nearly anything except removing this -- copyright notice. -- And of course you are NOT allow to pretend you have written it. -- --! @file mob_template.lua --! @brief template for mob --! @copyright Sapier --! @author Sapier --! @date 2013-01-27 -- -- Contact sapier a t gmx net ------------------------------------------------------------------------------- --+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ --+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -- WARNING this code might be not correct lua in order to get doxygen -- compatibility! --+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ --+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ --! @brief Template for creating mobs --! --! This template trys to describe all available configuration options --! in mob framework. --! @ingroup framework_mob local mob_template = { --! @brief [MANDATORY] name of mob @b (alphanumeric and "_" only!!) name = "some name", --! @brief [MANDATORY] name of mod defining the mob modname = "name of mod", --! @brief [MANDATORY] generic parameters for mob generic = { --! @brief [MANDATORY] description to show on mouse over in inventory description="Some mob", --! @brief [MANDATORY] maximum health base_health=0, --! @brief [MANDATORY] environment of mob to be envid="some environment id", --! @brief [OPTIONAL] item description OR function all returning a item description of whats the result of a kill kill_result = nil, --! @brief [OPTIONAL] armor groups of mob armor_groups = nil, --! @brief [OPTIONAL] custom on_hit(entity,player) callback return true to skip normal fight callback on_hit_callback = nil, --! @brief [OPTIONAL] custom on_kill(entity,player) callback return true to skip normal on kill handling on_kill_callback = nil, --! @brief [OPTIONAL] custom on_place(entity, placer, pointed_thing) callback called after normal on place handling is done custom_on_place_handler = nil, --! @brief [OPTIONAL] custom on_activate(entity) callback called after normal on_activate handling is done custom_on_activate_handler = function(entity) end, --! @brief [OPTIONAL] custom on_step(entity) callback called after normal on_step handling is done custom_on_step_handler = nil, --! @brief [OPTIONAL] list of callbacks on_rightclick_callbacks = { { handler = function(entity, player) end, name = "internal name shown in debug info", visiblename = function(entity) end or "some label of rightclick button" } }, }, --! @brief [MANDATORY] configuration of movement generator movement = { --! @brief [MANDATORY] is this a flying mob canfly=false, --! @brief [MANDATORY] minumum acceleration of mob min_accel=0, --! @brief [MANDATORY] maximum acceleration of mob max_accel=0, --! @brief [MANDATORY] maximum absolute speed of mob max_speed=0, --! @brief [OPTIONAL] minimum speed a mob shall move (if moving at all) min_speed=0, --! @brief [MOV_GEN_DEPENDENT | MANDATORY] pattern based movement gen -> pattern to use for movement pattern="some pattern id", --! @brief [MOV_GEN_DEPENDENT | OPTIONAL] follow movement gen -> does this mob guard it's spawnpoint guardspawnpoint = false, --! @brief [MOV_GEN_DEPENDENT | OPTIONAL] follow movement gen -> time until this mob teleports to its target teleportdelay = 60, }, --! @brief [OPTIONAL] if mob is harvestable configure it here harvest = { --! @brief [OPTIONAL] tool required for harvesting tool=nil, --! @brief [OPTIONAL] is tool consuled by harvesting tool_consumed=false, --! @brief [MANDATORY] result of harvest result="", --! @brief [OPTIONAL] mob transforms to this mob on harvest transforms_to="", --! @brief [MANDATORY] minimum time between two harvests (in case of transform set this to -1) min_delay=-1, }, --! @brief [OPTIONAL] configuration how to catch the mob catching = { --! @brief [MANDATORY] tool required to wear to catch the mob tool = "some item", --! @brief [MANDATORY] is tool consumed by catching consumed = true, --! @brief [OPTIONAL] function to be called to check if a mob can be cought in current state can_be_cought = function(entity) end, }, --! @brief [OPTIONAL] does this mob do random drops random_drop = { --! @brief [MANDATORY] item to be dropped result="some_material", --! @brief [MANDATORY] minimum delay between two drops min_delay=60, --! @brief [MANDATORY] chance per second to drop after min_delay has passed chance=0.2 }, --! @brief [OPTIONAL] if this mob s intended to transform by its own configure it here auto_transform = { --! @brief [MANDATORY] mob to transform to result="some_mob", --! @brief [MANDATORY] time to transformation delay=1800 }, --! @brief [OPTIONAL] combat settings for mob combat = { --! @brief [MANDATORY] does mob start an attack on its own? starts_attack=true, --! @brief [MANDATORY] chance mob will attack (if starting attack on its own or beeing attacked) angryness=0.95, --! @brief [OPTIONAL] is mob sensitive to sun? sun_sensitive=true, --! @brief [OPTIONAL] attacks hostile mobs attack_hostile_mobs=false, --! @brief [UNUSED] attacks hostile mobs --attack_friendly_mobs=false, --! @brief [OPTIONAL] configuration of meele attack melee = { --! @brief [MANDATORY] maximum damage mob does per hit maxdamage=4, --! @brief [MANDATORY] range mob will hit range=2, --! @brief [MANDATORY] minimum time between two hits speed=2, --! @brief [OPTIONAL] list of groups damage is done to, if not specified "fleshy" is used weapon_damage_groups= { "fleshy" }, }, --! @brief [OPTIONAL] configuration of distance attack distance = { --! @brief [MANDATORY] distance projectile to issue attack="some_entity", --! @brief [MANDATORY] distance to issue an attack range=10, --! @brief [OPTIONAL] minimum range of distance attack (should be > range of melee attack) min_range = 3, --! @brief [MANDATORY] minimum time between two attacks speed=2, }, --! @brief [OPTIONAL] configuration for self destructing mob self_destruct = { --! [MANDATORY] maximum damage to be done on self destruct damage=15, --! [MANDATORY] maximum range to do damage range=5, --! [MANDATORY] range to destroy nodes on self destruction node_damage_range = 1.5, --! [MANDATORY] delay between self destruct triggering and explosion delay=5, }, }, --! @brief [MANDATORY] spawning configuration for mob spawning = { --! @brief [MANDATORY] rate this mob is spawned rate=0.01, --! @brief [MANDATORY] typical distance between two mobs of this type when spawend density=1000, --! @brief [MANDATORY] identifyer of spawn algorithm algorithm="some algorithm id", --! @brief [ALGORITHM DEPENDENT] shadows minimum number of air blocks above pos height = 1, }, --! @brief [OPTIONAL] sounds to be played by mob sound = { --! @brief [OPTIONAL] random sound to be played random = { --! @brief [MANDATORY] default interval between random sounds interval = 60, --! @brief [MANDATORY] maximum deviation from default interval max_interval_deviation = 10, --! @brief [MANDATORY] list of random sounds to play list = { { --! @brief [MANDATORY] basename of file name="random_1", --! @brief [MANDATORY] amplify the sound by this value gain = 1, --! @brief [MANDATORY] maximum distance sound is heared max_hear_distance = 75, }, { --! @brief [MANDATORY] basename of file name="random_2", --! @brief [MANDATORY] amplify the sound by this value gain = 1, --! @brief [MANDATORY] maximum distance sound is heared max_hear_distance = 75, }, { --! @brief [MANDATORY] basename of file name="random_x", --! @brief [MANDATORY] amplify the sound by this value gain = 1, --! @brief [MANDATORY] maximum distance sound is heared max_hear_distance = 75, }, }, }, --! @brief [OPTIONAL] sound played on self destruction self_destruct = { --! @brief [MANDATORY] basename of file name="bomb_explosion", --! @brief [MANDATORY] amplify the sound by this value gain = 2, --! @brief [MANDATORY] maximum distance sound is heared max_hear_distance = 1000, }, --! @brief [OPTIONAL] sound played on harvest harvest = { --! @brief [MANDATORY] basename of file name="harvest", --! @brief [MANDATORY] amplify the sound by this value gain = 0.8, --! @brief [MANDATORY] maximum distance sound is heared max_hear_distance = 5, }, --! @brief [OPTIONAL] sound played on distance attack distance = { --! @brief [MANDATORY] basename of file name="fireball", --! @brief [MANDATORY] amplify the sound by this value gain = 1, --! @brief [MANDATORY] maximum distance sound is heared max_hear_distance = 100, }, --! @brief [OPTIONAL] sound played if mob dies die = { --! @brief [MANDATORY] basename of file name="die", --! @brief [MANDATORY] amplify the sound by this value gain = 1, --! @brief [MANDATORY] maximum distance sound is heared max_hear_distance = 100, }, --! @brief [OPTIONAL] sound played if mob does meele attack melee = { --! @brief [MANDATORY] basename of file name="hit", --! @brief [MANDATORY] amplify the sound by this value gain = 1, --! @brief [MANDATORY] maximum distance sound is heared max_hear_distance = 100, }, }, --! @brief [OPTIONAL] parameters for rideable mobs ride = { --! @brief [OPTIONAL] speed when walking walkspeed = 7.8, --! @brief [OPTIONAL] speed when sneaking sneakspeed = 0.8, --! @brief [OPTIONAL] inital jumpspeed jumpspeed = 58, --! @brief [OPTIONAL] offset to center player is put to attacheoffset = { x=0,y=2,z=0}, --! @brief [OPTIONAL] texture modifier when player is attached texturemod = "^mob_ostrich_ostrich_saddle_mesh.png", --! @brief [OPTIONAL] animation to show when riding walk_anim = "walk", }, --! @brief [OPTIONAL] description of animations animation = { --! @brief [OPTIONAL] one or many animation descriptions animationname = { --! @brief [MANDATORY] start frame of animation start_frame = 1, --! @brief [MANDATORY] end frame of animation end_frame = 2, }, }, --! @brief [OPTIONAL] configuration for a trader mob trader_inventory = { --! @brief [MANDATORY] goodlist to be sold goods = { --! @brief [MANDOTORY] first element in list { "default:mese 1", "default:dirt 99", "default:cobble 50"}, --! @brief [OPTIONAL] any further element { "default:steel_ingot 1", "default:dirt 50", "default:cobble 20"}, }, --! @brief [MANDATORY] list of names randomly choosen for trader random_names = { "Name1","Name2","Name3"}, }, --! @brief [OPTIONAL] configuration for attention handling attention = { --! @brief [OPTIONAL] hear distance value hear_distance = 3, --! @brief [UPPER_VALUE_DEPENDENT | MANDATORY] value to add if within hear distance hear_distance_value = 0.5, --! @brief [OPTIONAL] view angle to consider view_angle = nil, --! @brief [UPPER_VALUE_DEPENDENT | MANDATORY] value to add if someone is within view angke own_view_value = 0, --! @brief [OPTIONAL] is remove view angle relevant? remote_view = false, --! @brief [UPPER_VALUE_DEPENDENT | MANDATORY] value to add if remote target looks at mob remote_view_value = 0, --! @brief [MANDATORY] value to add if within attention distance attention_distance_value = 0.2, --! @brief [MANDATORY] threshold to issue watch callback watch_threshold = 2, --! @brief [OPTIONAL] threshold to issue attack callback attack_threshold = nil, --! @brief [MANDATORY] maximum distance to consider objects for attantion attention_distance = 7.5, --! @brief [MANDATORY] maximum amount of attention any object can draw attention_max = 10, --! @brief [OPTIONAL] watch_callback(entity,target) a callback to be called once attention threshold is reached watch_callback = nil }, --! @brief [OPTIONAL] factions configuration factions = { --! @brief [OPTIONAL] define factions to be member in member = { "faction_1", "faction_2", "faction_3", "faction_4" }, }, --! @brief [OPTIONAL] used to specify different movement/model states, --! you may specify as many states as you like states = { { --! @brief [MANDATORY] (default state is MUST have!) name of state name = "default", --! @brief [MANDATORY] typical duration of this state typical_state_time = 180, --! @brief [MANDATORY] chance of state to be selected (SUM may not be > 1) chance = 0.5, --! @brief [MANDATORY] a special movement handler for this state movgen = "none", --! @brief [3D MANDATORY] a special model to be used for this state graphics_3d = { --! @brief [MANDATORY] this is the drawtype to use visual = "mesh", --! @brief [MANDATORY] this is the drawtype to use mesh = "mesh.x", --! @brief [MANDATORY] the model of the mob textures = {"some node declatation"}, --! @brief [MANDATORY] collisionbox to use collisionbox = { "<selectionbox declatation>" }, --! @brief [MANDATORY] xyz scale factors for the model visual_size = {x=1,y=1,z=1}, --! @brief [OPTIONAL] additional yaw offset used to fix models with broken orientation model_orientation_fix = -math.pi/2, }, --! @brief [2D MANDATORY] a special sprite to be used for this state graphics_2d = { --! @brief [MANDATORY] scale of sprite sprite_scale={x=0,y=0}, --! @brief [MANDATORY] description of multi dimensional sprites (e.g. containing burning/ differend view directions) sprite_div = {x=0,y=0}, --! @brief [MANDATORY] height of sprite visible_height = 3.2, }, --! @brief [MANDATORY] a animation to be played while this state is active animation = "walk", }, { --! @brief [MANDATORY] name of state name = "another_state_example", --! @brief [MANDATORY] typical duration of this state typical_state_time = 180, --! @brief [MANDATORY] chance of state to be selected (SUM may not be > 1) chance = 0.5, --! @brief [OPTIONAL] a function to check before switching to this state HANDLER_precondition = nil, --! @brief [OPTIONAL] a special movement handler for this state movgen = "none", --! @brief [OPTIONAL] a special model to be used for this state graphics_3d = "<graphic definition as previous described>", --! @brief [OPTIONAL] a special sprite to be used for this state graphics_2d = "<graphic definition as previous described>", --! @brief [OPTIONAL] a animation to be played while this state is active animation = "name", --! @brief [OPTIONAL] mode to differentiate different states e.g. "auto" for auto switched states "user_def" for user defined or "combat" for combat states state_mode = "auto", }, }, }
--//i did do a bit shit on this one... for i=99,0,-1 do if i>2 then print(i .. " bottles of beer on the wall, " .. i .. " bottles of beer.\nTake one down and pass it around, " .. i-1 .. " bottles of beer on the wall.\n")elseif i==2 then print("2 bottles of beer on the wall, 2 bottles of beer.\nTake one down and pass it around, 1 bottle of beer on the wall.\n")elseif i==1 then print("1 bottle of beer on the wall, 1 bottle of beer.\nTake one down and pass it around, no more bottles of beer on the wall.\n")elseif i==0 then print("No more bottles of beer on the wall, no more bottles of beer.\nGo to the store and buy some more, 99 bottles of beer on the wall.")end end
return redis.call('keys', '*')
----------------------------------------------------------------------------- -- MIME support for the Lua language. -- Author: Diego Nehab -- Conforming to RFCs 2045-2049 ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- -- Declare module and import dependencies ----------------------------------------------------------------------------- local base = _G local ltn12 = require("plugins.moesif.ltn12") local mime = require("mime.core") local io = require("io") local string = require("string") local _M = mime -- encode, decode and wrap algorithm tables local encodet, decodet, wrapt = {},{},{} _M.encodet = encodet _M.decodet = decodet _M.wrapt = wrapt -- creates a function that chooses a filter by name from a given table local function choose(table) return function(name, opt1, opt2) if base.type(name) ~= "string" then name, opt1, opt2 = "default", name, opt1 end local f = table[name or "nil"] if not f then base.error("unknown key (" .. base.tostring(name) .. ")", 3) else return f(opt1, opt2) end end end -- define the encoding filters encodet['base64'] = function() return ltn12.filter.cycle(_M.b64, "") end encodet['quoted-printable'] = function(mode) return ltn12.filter.cycle(_M.qp, "", (mode == "binary") and "=0D=0A" or "\r\n") end -- define the decoding filters decodet['base64'] = function() return ltn12.filter.cycle(_M.unb64, "") end decodet['quoted-printable'] = function() return ltn12.filter.cycle(_M.unqp, "") end local function format(chunk) if chunk then if chunk == "" then return "''" else return string.len(chunk) end else return "nil" end end -- define the line-wrap filters wrapt['text'] = function(length) length = length or 76 return ltn12.filter.cycle(_M.wrp, length, length) end wrapt['base64'] = wrapt['text'] wrapt['default'] = wrapt['text'] wrapt['quoted-printable'] = function() return ltn12.filter.cycle(_M.qpwrp, 76, 76) end -- function that choose the encoding, decoding or wrap algorithm _M.encode = choose(encodet) _M.decode = choose(decodet) _M.wrap = choose(wrapt) -- define the end-of-line normalization filter function _M.normalize(marker) return ltn12.filter.cycle(_M.eol, 0, marker) end -- high level stuffing filter function _M.stuff() return ltn12.filter.cycle(_M.dot, 2) end return _M
GM.Name = "Panic Ritual" GM.Author = "Zet0r" GM.Email = "N/A" GM.Website = "https://youtube.com/Zet0r" TEAM_HUMANS = 1 TEAM_DEMONS = 2 TEAM_SPECTATORS = 3 team.SetUp(TEAM_HUMANS, "Humans", Color(100,125,255), true) team.SetUp(TEAM_DEMONS, "Demons", Color(255,100,100), true) team.SetUp(TEAM_SPECTATORS, "Spectators", Color(150,150,150), true) game.AddParticles("particles/panicritual/ritual_particles.pcf")
---Stack of drawables. Used to implement methods `on_click`, `on_hower` etc. ---Only elements with these methods should be added on stack. ---@class src.app.stack ---@type src.app.stack|src.proto.drawable[] local stack = proto.set_name({}, "src.app.stack") ---@param drawable src.proto.drawable ---@return integer index function stack:push(drawable) local last = #self + 1 self[last] = drawable return last end ---@param element src.proto.drawable|integer ---@return integer|src.proto.drawable|nil index function stack:pop(element) if type(element) == "number" then self[element] = nil return element else for index, value in ipairs(self) do if value == element then self[index] = nil return index end end end return nil end ---@param point { [1]:integer, [2]:integer } ---@return src.proto.drawable? element ---@return integer? index function stack:touch(point) for index, element in ipairs(self) do for i = 1, 2 do local pos = element.abs_pos[i] local size = element.abs_size[i] if point[i] < pos or point[i] > pos + size then break elseif i == 2 then return element, index end end end end return stack
local _, Private = ... if Private.initialized then local name = "nerien_ovale_demonhunter_vengeance" local desc = string.format("[9.1] %s: Demon Hunter - Vengeance", Private.name) local code = [[ # Adapted from Wowhead's "Vengeance Demon Hunter Rotation Guide - Shadowlands 9.1.0" # by Itamae. # https://www.wowhead.com/vengeance-demon-hunter-rotation-guide Include(nerien_ovale_library) ### Definitions ### # Talents Define(abyssal_strike_talent 22502) Define(agonizing_flames_talent 22503) Define(bulk_extraction_talent 21902) Define(burning_alive_talent 22507) Define(concentrated_sigils_talent 22546) Define(demonic_talent 22513) Define(feast_of_souls_talent 22505) Define(felblade_talent 22504) Define(fracture_talent 22770) Define(quickened_sigils_talent 22510) Define(ruinous_bulwark_talent 23464) Define(sigil_of_chains_talent 22511) Define(spirit_bomb_talent 22540) Define(soul_barrier_talent 22768) Define(void_reaver_talent 22512) # Class Abilities Define(bulk_extraction 320341) SpellInfo(bulk_extraction cd=90) SpellRequire(bulk_extraction unusable set=1 enabled=(not HasTalent(bulk_extraction_talent))) Define(consume_magic 278326) SpellInfo(consume_magic cd=10) Define(demon_spikes 203720) SpellInfo(demon_spikes charge_cd=20 cd=1.5 cd_haste=1) Define(demon_spikes_buff 203819) SpellInfo(demon_spikes_buff duration=6) SpellAddBuff(demon_spikes demon_spikes_buff add=1) Define(disrupt 183752) SpellInfo(disrupt cd=15 interrupt=1) Define(feast_of_souls_buff 207693) SpellInfo(feast_of_souls_buff duration=6) SpellAddBuff(soul_cleave feast_of_souls_buff add=1 enabled=(HasTalent(feast_of_souls_talent))) Define(felblade 232893) SpellInfo(felblade cd=15 cd_haste=1 fury=-40) SpellRequire(felblade unusable set=1 enabled=(not HasTalent(felblade_talent))) Define(fel_devastation 212084) SpellInfo(fel_devastation cd=60 channel=2 fury=50) Define(fiery_brand 204021) SpellInfo(fiery_brand cd=60 duration=8) SpellRequire(fiery_brand duration add=2 enabled=(Level() >= 54)) SpellAddTargetDebuff(fiery_brand fiery_brand add=1) Define(fracture 263642) SpellInfo(fracture charge_cd=4.5 cd_haste=1 fury=-25) SpellRequire(fracture unusable set=1 enabled=(not HasTalent(fracture_talent))) SpellRequire(fracture fury add=-20 enabled=(Level() >= 48 and BuffPresent(metamorphosis))) Define(frailty_debuff 224509) SpellInfo(frailty_debuff duration=20) SpellAddTargetDebuff(spirit_bomb frailty_debuff add=1) Define(immolation_aura 258920) SpellInfo(immolation_aura cd=30 cd_haste=1 duration=6) SpellRequire(immolation_aura cd add=-15 enabled=(Level() >= 27)) SpellRequire(immolation_aura duration add=3 enabled=(agonizing_flames_talent)) SpellAddBuff(immolation_aura immolation_aura add=1) Define(imprison 217832) SpellInfo(imprison cd=45) Define(infernal_strike 189110) SpellInfo(infernal_strike charge_cd=20 cd=0.8) SpellRequire(infernal_strike charge_cd add=-8 enabled=(HasTalent(abyssal_strike_talent))) Define(metamorphosis 187827) SpellInfo(metamorphosis cd=300 duration=15) SpellRequire(metamorphosis cd add=-60 enabled=(Level() >= 20)) SpellRequire(metamorphosis cd add=-60 enabled=(Level() >= 48)) SpellAddBuff(metamorphosis metamorphosis add=1) Define(ruinous_bulwark_buff 326863) SpellInfo(ruinous_bulwark_buff duration=10) SpellAddBuff(fel_devastation ruinous_bulwark_buff add=1 enabled=(HasTalent(ruinous_bulwark_talent))) Define(shear 203783) SpellInfo(shear fury=-10) SpellRequire(shear fury add=-20 enabled=(Level() >= 48 and BuffPresent(metamorphosis))) SpellRequire(shear replaced_by set=fracture enabled=(HasTalent(fracture_talent))) Define(sigil_of_chains 202138) SpellInfo(sigil_of_chains cd=90) SpellRequire(sigil_of_misery cd add=-18 enabled=(HasTalent(quickened_sigils_talent))) Define(sigil_of_flame 204596) SpellInfo(sigil_of_flame cd=30) SpellRequire(sigil_of_flame cd add=-6 enabled=(HasTalent(quickened_sigils_talent))) Define(sigil_of_misery 207684) SpellInfo(sigil_of_misery cd=90) SpellRequire(sigil_of_misery cd add=-18 enabled=(HasTalent(quickened_sigils_talent))) Define(sigil_of_silence 202137) SpellInfo(sigil_of_silence cd=60) SpellRequire(sigil_of_silence cd add=-12 enabled=(HasTalent(quickened_sigils_talent))) Define(soul_barrier 263648) SpellInfo(soul_barrier cd=30 duration=12) SpellRequire(soul_barrier unusable set=1 enabled=(not HasTalent(soul_barrier_talent))) SpellAddBuff(soul_barrier soul_barrier add=1) Define(soul_cleave 228477) SpellInfo(soul_cleave fury=30) Define(spirit_bomb 247454) SpellInfo(spirit_bomb fury=30) SpellRequire(spirit_bomb unusable set=1 enabled=(not HasTalent(spirit_bomb_talent))) Define(throw_glaive 204157) SpellInfo(throw_glaive cd=9 cd_haste=1) SpellRequire(throw_glaive cd add=-6 enabled=(Level() >= 32)) Define(torment 185245) SpellInfo(torment cd=8) Define(uncontained_fel_debuff 209261) SpellInfo(uncontained_fel_debuff duration=480) Define(void_reaver_debuff 268178) SpellInfo(void_reaver_debuff duration=12) SpellAddTargetDebuff(soul_cleave void_reaver_debuff add=1) # Covenant Abilities Define(elysian_decree 306830) SpellInfo(elysian_decree cd=60) SpellRequire(elysian_decree unusable set=1 enabled=(not IsCovenant(kyrian))) SpellRequire(elysian_decree cd add=-12 enabled=(HasTalent(quickened_sigils_talent))) Define(sinful_brand 317009) SpellInfo(sinful_brand cd=60 duration=8) SpellRequire(sinful_brand unusable set=1 enabled=(not IsCovenant(venthyr))) SpellAddTargetDebuff(sinful_brand sinful_brand add=1) Define(fodder_to_the_flame 329554) SpellInfo(fodder_to_the_flame cd=120 duration=25) SpellRequire(fodder_to_the_flame unusable set=1 enabled=(not IsCovenant(necrolord))) SpellAddTargetDebuff(fodder_to_the_flame fodder_to_the_flame add=1) Define(the_hunt 323639) SpellInfo(the_hunt cd=90) # Runeforge Legendary Effects Define(fiery_soul_runeforge 7048) Define(razelikhs_defilement_runeforge 7046) ### Functions ### AddFunction VengeanceInRange { target.InRange(soul_cleave) } AddFunction VengeanceIsTanking { # Return true if AoE-tanking or if the target is targeting you. Enemies(tagged=1) > 1 or target.IsTargetingPlayer() } AddFunction VengeanceFuryDeficit { # Account for Fury gains from Immolation Aura and Metamorphosis. MaxFury() - Fury() - GCDRemaining() * (20 * BuffPresent(immolation_aura) / 6 + 7 * BuffPresent(metamorphosis)) } AddFunction VengeanceSigilDuration { 2 - Talent(quickened_sigil_talent) } AddFunction VengeanceSoulFragmentHealing { if (IncomingDamage(5) * 6 > MaxHealth()) (IncomingDamage(5) * 6 / 100) MaxHealth() / 100 } AddFunction VengeanceBulkExtractionHealing { if (Enemies(tagged=1) > 5) (5 * VengeanceSoulFragmentHealing()) Enemies(tagged=1) * VengeanceSoulFragmentHealing() } AddFunction VengeanceImmolationAuraSoulFragments { if (SoulFragments() + 0.7 * Enemies(tagged=1) > 5) 5 SoulFragments() + 0.7 * Enemies(tagged=1) } AddFunction VengeanceShearSoulFragments { SoulFragments() + 2 + BuffPresent(metamorphosis) } AddFunction VengeancePrecombatActiveMitigationActions { PrecombatShortCdActions() } AddFunction VengeanceActiveMitigationActions { unless BuffPresent(metamorphosis) { if Enemies(tagged=1) > 1 or (target.IsTargetingPlayer() and IncomingPhysicalDamage(3) > 0) { if (Charges(demon_spikes count=0) > 1.9) Spell(demon_spikes text=cap) if not BuffPresent(demon_spikes_buff) Spell(demon_spikes) } } } AddFunction VengeancePrecombatMainActions {} AddFunction VengeanceMainActions { if (SoulFragments() >= 4) Spell(spirit_bomb) if not target.InRange(soul_cleave) Spell(throw_glaive text=range) if (VengeanceFuryDeficit() < 20) Spell(soul_cleave) if (VengeanceFuryDeficit() > 40) Spell(felblade) if (HasTalent(fracture_talent) and VengeanceFuryDeficit() > 25 and VengeanceShearSoulFragments() <= 5) Spell(fracture) if (VengeanceFuryDeficit() > 10 and VengeanceImmolationAuraSoulFragments() <= 5) Spell(immolation_aura) if (not HasTalent(fracture_talent) and VengeanceFuryDeficit() > 10 and VengeanceShearSoulFragments() <= 5) Spell(shear) Spell(throw_glaive) } AddFunction VengeancePrecombatShortCdActions { Spell(elysian_decree) if not EquippedRuneforge(razelikhs_defilement_runeforge) Spell(sigil_of_flame) } AddFunction VengeanceShortCdActions { Spell(elysian_decree) if EquippedRuneforge(fiery_soul_runeforge) and HasTalent(burning_alive_talent) { if (VengeanceIsTanking() and not target.DebuffPresent(fiery_brand) and target.TimeToDie() > 12) Spell(fiery_brand) } unless SoulFragments() >= 4 and Spell(spirit_bomb) { Spell(fel_devastation) unless (VengeanceFuryDeficit() < 20 and Spell(soul_cleave)) or (VengeanceFuryDeficit() > 25 and VengeanceShearSoulFragments() <= 5 and Spell(fracture)) or (VengeanceFuryDeficit() > 10 and VengeanceImmolationAuraSoulFragments() <= 5 and Spell(immolation_aura)) { if not EquippedRuneforge(razelikhs_defilement_runeforge) Spell(sigil_of_flame) } } } AddFunction VengeancePrecombatCdActions { PrecombatCdActions() } AddFunction VengeanceOffensiveCdActions { if (Charges(infernal_strike count=0) >= 1.8) Spell(infernal_strike) Spell(sinful_brand) Spell(fodder_to_the_flame) Spell(the_hunt) Spell(bulk_extraction) } AddFunction VengeanceDefensiveCdActions { unless EquippedRuneforge(fiery_soul_runeforge) and HasTalent(burning_alive_talent) { if not BuffPresent(metamorphosis) and VengeanceIsTanking() and not target.DebuffPresent(fiery_brand) Spell(fiery_brand) } if (SoulFragments() >= 4) Spell(soul_barrier) if (SpellCooldown(fiery_brand) > 0 and (HasTalent(soul_barrier_talent) and SpellCooldown(soul_barrier) > 0)) Spell(metamorphosis) } AddFunction VengeanceCdActions { VengeanceDefensiveCdActions() } AddFunction VengeanceInterruptActions { if not focus.IsFriend() and focus.Casting() { if (focus.InRange(disrupt) and focus.IsInterruptible()) Spell(disrupt text=focus) if not focus.Classification(worldboss) { if ( focus.Distance() < 30 and focus.RemainingCastTime() >= VengeanceSigilDuration() + GCDRemaining() ) { Spell(sigil_of_silence text=focus) Spell(sigil_of_misery text=focus) Spell(sigil_of_chains text=focus) } if focus.CreatureType(Beast Demon Humanoid) Spell(imprison text=focus) } } if not target.IsFriend() and target.Casting() { if (target.InRange(disrupt) and target.IsInterruptible()) Spell(disrupt) if not target.Classification(worldboss) { if ( target.Distance() < 30 and target.RemainingCastTime() >= VengeanceSigilDuration() + GCDRemaining() ) { Spell(sigil_of_silence) Spell(sigil_of_misery) Spell(sigil_of_chains) } if target.CreatureType(Beast Demon Humanoid) Spell(imprison) } } InterruptActions() } AddFunction VengeanceDispelActions { if target.HasDebuffType(magic) Spell(consume_magic) OffensiveDispelActions() DefensiveDispelActions() } AddFunction VengeanceHealActions { ItemHealActions() if (VengeanceBulkExtractionHealing() > HealthMissing()) Spell(bulk_extraction) } ### User Interface ### AddIcon help=interrupt size=small { VengeanceInterruptActions() VengeanceDispelActions() VengeanceHealActions() } AddIcon help=active_mitigation { if not InCombat() VengeancePrecombatActiveMitigationActions() VengeanceActiveMitigationActions() } AddIcon help=main { if not InCombat() VengeancePrecombatMainActions() VengeanceMainActions() } AddIcon help=shortcd { if not InCombat() VengeancePrecombatShortCdActions() VengeanceShortCdActions() } AddIcon help=cd { if not InCombat() VengeancePrecombatCdActions() VengeanceCdActions() } AddIcon help=offensive size=small { VengeanceOffensiveCdActions() if not VengeanceInRange() { Spell(infernal_strike) Texture(misc_arrowlup help=L(not_in_melee_range)) } Item(Trinket0Slot usable=1 text=13) Item(Trinket1Slot usable=1 text=14) } ]] Private.scripts:registerScript("DEMONHUNTER", "vengeance", name, desc, code, "script") end
local aStar = {} local Grid = require "modules.jumper.grid" local Pathfinder = require "modules.jumper.pathfinder" local walkable = 0 local grid local myFinder local map = {} function aStar.get_path(from, to) return myFinder:getPath(from.x, from.y, to.x, to.y) end function aStar.load() for line=1,MINE.height do map[line] = {} for column=1,MINE.width do local id = MINE.layers[layer.GROUND].data[(line-1)*MINE.width + column] if id == 0 then map[line][column] = 1 else map[line][column] = 0 end end end grid = Grid(map) myFinder = Pathfinder(grid, 'ASTAR', walkable) end return aStar
include('shared.lua') function GM:ScoreboardShow() ShowSB = true end function GM:ScoreboardHide() ShowSB = false end // TODO: CLEAN THIS CODE function GM:GetTeamScoreInfo() local TeamInfo = {} local teamd={} local players={} local i=0 local name,cash,member,alive,ping for i=0,10 do table.insert(teamd,team.Name(i)) for k,v in pairs(team.GetPlayers(i)) do name=v:Nick() cash=v:GetNWInt("cash") member=v:GetNWString("membership") or "Guest" if v:IsAlive() then alive="Alive" else alive="Dead" end ping=v:Ping() table.insert(players,{name,cash,member,alive,ping}) end table.insert(teamd,players) players={} table.insert(TeamInfo,teamd) teamd={} end return TeamInfo end function GM:HUDDrawScoreBoard() if (!ShowSB) then return end if (ScoreDesign == nil) then ScoreDesign = {} ScoreDesign.HeaderY = 0 ScoreDesign.Height = ScrH() / 2 end font="ScoreboardText" local color={ Color(0,0,0,64), Color(0,0,96,200)} local ScoreboardInfo = self:GetTeamScoreInfo() local of={x=ScrW() / 10,y=32} local width = scrWidth - (2* of.y) local height = scrHeight-of.y*2 local rowh=20 local row=1 draw.RoundedBox(4,of.x,of.y,width,64,color[1]) draw.RoundedBox(4,of.x+4,of.y+4,width-8,56,color[2]) draw.SimpleText(GetHostName(),font,ScrW()/2,of.y,Color(255,255,255,255),1) draw.SimpleText(GM.Author,font,ScrW()/2,of.y+32,Color(255,255,255,255),1) draw.RoundedBox(4,of.x,of.y+68,width,rowh,color[1]) draw.RoundedBox(4,of.x+4,of.y+72,width-8,rowh-8,color[2]) draw.SimpleText("Player:",font,of.x+8,of.y+80,Color(255,255,255,255),) end
charJob = require "lib/charJob" charInventory = require "lib/charInventory" mapQuests = require "lib/mapQuests" npcSpeakers = require "lib/npcSpeakers" charConstants = require "lib/charConstants" quest = target.get_quest(mapQuests.getID("SpecialTrainingBeginner")) mapleAdmin = self.as_speaker(npcSpeakers.getID("MapleAdmin")) if charJob.belongsTo("resistance") and target.level >= charConstants.getLvlCheckValue("firstJobAdvOther") then charInventory.awardSpecialTrainingBeginnerMedal() quest.complete() mapleAdmin.say("You have earned the <Special Training Beginner> title. You can receive a Medal from NPC Dalair.") mapleAdmin.say("Congratulations on earning your honorable #b<Special Training Beginner>#k title. I wish you the best of luck in your future endeavors! Keep up the good work. \r\n\r\n#fUI/UIWindow.img/QuestIcon/4/0# \r\n\r\n#v1142108:##t1142108# 1 ") end
TOOL.Category = "Starfall" TOOL.Name = "Starfall - Processor" TOOL.Command = nil TOOL.ConfigName = "" -- ------------------------------- Sending / Receiving ------------------------------- -- local MakeSF TOOL.ClientConVar["Model"] = "models/spacecode/sfchip.mdl" TOOL.ClientConVar["ScriptModel"] = "" TOOL.ClientConVar["parent"] = "0" cleanup.Register("starfall_processor") if SERVER then CreateConVar('sbox_maxstarfall_processor', 20, { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }) util.AddNetworkString("starfall_openeditor") function MakeSF(pl, Pos, Ang, model, inputs, outputs) if not pl:CheckLimit("starfall_processor") then return false end local sf = ents.Create("starfall_processor") if not (sf and sf:IsValid()) then return false end sf:SetAngles(Ang) sf:SetPos(Pos) sf:SetModel(model) sf:Spawn() if WireLib and inputs and inputs[1] and inputs[2] then sf.Inputs = WireLib.AdjustSpecialInputs(sf, inputs[1], inputs[2]) end if WireLib and outputs and outputs[1] and outputs[2] then -- Initialize wirelink and entity outputs if present for _, iname in pairs(outputs[1]) do if iname == "entity" then WireLib.CreateEntityOutput( nil, sf, {true} ) elseif iname == "wirelink" then WireLib.CreateWirelinkOutput( nil, sf, {true} ) end end sf.Outputs = WireLib.AdjustSpecialOutputs(sf, outputs[1], outputs[2]) end pl:AddCount("starfall_processor", sf) pl:AddCleanup("starfall_processor", sf) return sf end duplicator.RegisterEntityClass("starfall_processor", MakeSF, "Pos", "Ang", "Model", "_inputs", "_outputs") else language.Add("Tool.starfall_processor.name", "Starfall - Processor") language.Add("Tool.starfall_processor.desc", "Spawns a Starfall processor. (Press Shift+F to switch to the component tool)") language.Add("Tool.starfall_processor.left", "Spawn a processor / upload code") language.Add("Tool.starfall_processor.right", "Open editor") language.Add("Tool.starfall_processor.reload", "Update code without changing main file") language.Add("Tool.starfall_processor.parent", "Parent instead of Weld" ) language.Add("sboxlimit_starfall_processor", "You've hit the Starfall processor limit!") language.Add("undone_Starfall Processor", "Undone Starfall Processor") language.Add("Cleanup_starfall_processor", "Starfall Processors") TOOL.Information = { "left", "right", "reload" } net.Receive("starfall_openeditor", function(len) SF.Editor.open() if net.ReadBool() then net.ReadStarfall(nil, function(ok, sfdata) if ok then local function openfiles() local mainfile = sfdata.files[sfdata.mainfile] sfdata.files[sfdata.mainfile] = nil for filename, code in pairs(sfdata.files) do SF.Editor.openWithCode(filename, code) end -- Add mainfile last so it gets focus SF.Editor.openWithCode(sfdata.mainfile, mainfile) end if SF.Editor.initialized then openfiles() else hook.Add("Think", "SFWaitForEditor", function() if SF.Editor.initialized then openfiles() hook.Remove("Think", "SFWaitForEditor") end end) end else SF.AddNotify(LocalPlayer(), "Error downloading SF code.", "ERROR", 7, "ERROR1") end end) end end) end function TOOL:LeftClick(trace) if not trace.HitPos then return false end if trace.Entity:IsPlayer() then return false end if CLIENT then return true end local ply = self:GetOwner() local ent = trace.Entity local sf local function doWeld() if sf==ent then return end local ret if ent:IsValid() then if self:GetClientNumber( "parent", 0 ) != 0 then sf:SetParent(ent) else local const = constraint.Weld(sf, ent, 0, trace.PhysicsBone, 0, true, true) ret = const end local phys = sf:GetPhysicsObject() if phys:IsValid() then phys:EnableCollisions(false) sf.nocollide = true end else local phys = sf:GetPhysicsObject() if phys:IsValid() then phys:EnableMotion(false) end end return ret end if not SF.RequestCode(ply, function(sfdata) if not (sf and sf:IsValid()) then return end -- Probably removed during transfer sf:SetupFiles(sfdata) end) then SF.AddNotify(ply, "Cannot upload SF code, please wait for the current upload to finish.", "ERROR", 7, "ERROR1") return false end if ent:IsValid() and ent:GetClass() == "starfall_processor" then sf = ent else local model = self:GetClientInfo("Model") if not (util.IsValidModel(model) and util.IsValidProp(model)) then return false end if not self:GetSWEP():CheckLimit("starfall_processor") then return false end local Ang = trace.HitNormal:Angle() Ang.pitch = Ang.pitch + 90 sf = MakeSF(ply, trace.HitPos, Ang, model) if not sf then return false end local min = sf:OBBMins() sf:SetPos(trace.HitPos - trace.HitNormal * min.z) local const = doWeld() undo.Create("Starfall Processor") undo.AddEntity(sf) undo.AddEntity(const) undo.SetPlayer(ply) undo.Finish() end return true end function TOOL:RightClick(trace) if SERVER then local ply = self:GetOwner() local ent = trace.Entity if ent and ent:IsValid() and ent:GetClass() == "starfall_processor" then if ent.mainfile then net.Start("starfall_openeditor") net.WriteBool(true) net.WriteStarfall(ent) net.Send(ply) end else net.Start("starfall_openeditor") net.WriteBool(false) net.Send(ply) end end return false end function TOOL:Reload(trace) if not trace.HitPos then return false end local ply = self:GetOwner() local sf = trace.Entity if sf:IsValid() and sf:GetClass() == "starfall_processor" and sf.mainfile then if CLIENT then return true end if not SF.RequestCode(ply, function(sfdata) if not sf:IsValid() then return end -- Probably removed during transfer sf:SetupFiles(sfdata) end, sf.mainfile) then SF.AddNotify(ply, "Cannot upload SF code, please wait for the current upload to finish.", "ERROR", 7, "ERROR1") end return true else return false end end function TOOL:DrawHUD() end function TOOL:Think() local model = self:GetClientInfo("ScriptModel") if model=="" then model = self:GetClientInfo("Model") end if not (self.GhostEntity and self.GhostEntity:IsValid()) or self.GhostEntity:GetModel() ~= model then self:MakeGhostEntity(model, Vector(0, 0, 0), Angle(0, 0, 0)) end local trace = util.TraceLine(util.GetPlayerTrace(self:GetOwner())) if (not trace.Hit) then return end local ent = self.GhostEntity if not (ent and ent:IsValid()) then return end if (trace.Entity and trace.Entity:GetClass() == "starfall_processor" or trace.Entity:IsPlayer()) then ent:SetNoDraw(true) return end local Ang = trace.HitNormal:Angle() Ang.pitch = Ang.pitch + 90 local min = ent:OBBMins() ent:SetPos(trace.HitPos - trace.HitNormal * min.z) ent:SetAngles(Ang) ent:SetNoDraw(false) end if CLIENT then local lastclick = CurTime() local function GotoDocs(button) gui.OpenURL(SF.Editor.HelperURL:GetString()) end function TOOL.BuildCPanel(panel) panel:AddControl("Header", { Text = "#Tool.starfall_processor.name", Description = "#Tool.starfall_processor.desc" }) panel:AddControl("CheckBox", { Label = "#Tool.starfall_processor.parent", Command = "starfall_processor_parent" } ) local gateModels = list.Get("Starfall_gate_Models") table.Merge(gateModels, list.Get("Wire_gate_Models")) local modelPanel = vgui.Create("DPanelSelect", panel) modelPanel:EnableVerticalScrollbar() modelPanel:SetTall(66 * 5 + 2) for model, v in pairs(gateModels) do local icon = vgui.Create("SpawnIcon") icon:SetModel(model) icon.Model = model icon:SetSize(64, 64) icon:SetTooltip(model) modelPanel:AddPanel(icon, { ["starfall_processor_Model"] = model }) end modelPanel:SortByMember("Model", false) panel:AddPanel(modelPanel) panel:AddControl("Label", { Text = "" }) local docbutton = vgui.Create("DButton" , panel) panel:AddPanel(docbutton) docbutton:SetText("Starfall Documentation") docbutton.DoClick = GotoDocs local filebrowser = vgui.Create("StarfallFileBrowser") panel:AddPanel(filebrowser) filebrowser.tree:Setup("starfall") filebrowser:SetSize(235, 400) local lastClick = 0 filebrowser.tree.DoClick = function(self, node) if CurTime() <= lastClick + 0.5 then SF.Editor.openFile(node:GetFileName()) end lastClick = CurTime() end local openeditor = vgui.Create("DButton", panel) panel:AddPanel(openeditor) openeditor:SetText("Open Editor") openeditor.DoClick = SF.Editor.open end local function hookfunc(ply, bind, pressed) if not pressed then return end if bind == "impulse 100" and ply:KeyDown(IN_SPEED) then local activeWep = ply:GetActiveWeapon() if activeWep:IsValid() and activeWep:GetClass() == "gmod_tool" then if activeWep.Mode == "starfall_processor" then spawnmenu.ActivateTool("starfall_component") return true elseif activeWep.Mode == "starfall_component" then spawnmenu.ActivateTool("starfall_processor") return true end end end end if game.SinglePlayer() then -- wtfgarry (have to have a delay in single player or the hook won't get added) timer.Simple(5, function() hook.Add("PlayerBindPress", "sf_toolswitch", hookfunc) end) else hook.Add("PlayerBindPress", "sf_toolswitch", hookfunc) end end
local scripts = { "src/main.lua", "src/utility.lua", "src/calculatePos.lua", "src/createWindow.lua", "src/createText.lua", "src/create3DText.lua", "src/createImage.lua", "src/createButton.lua", "src/createInput.lua", "src/createCheckbox.lua", "src/createList.lua" } function readFile(path) local file = fileOpen(path) if not file then return false end local count = fileGetSize(file) local data = fileRead(file, count) fileClose(file) return data end function get() local source_code = "" for k,v in pairs(scripts) do v=readFile(v) source_code = source_code..'\r\n'..v end return source_code end
local vh2 = Instance.new("ScreenGui") local Frame = Instance.new("Frame") local bar3 = Instance.new("Frame") local bar = Instance.new("Frame") local title = Instance.new("TextLabel") local bar2 = Instance.new("Frame") local godmode = Instance.new("TextButton") local exploitgun = Instance.new("TextButton") local morphines = Instance.new("TextButton") local infinitecr = Instance.new("TextButton") local exit = Instance.new("TextButton") vh2.Name = "vh2" vh2.Parent = game.CoreGui Frame.Parent = vh2 Frame.Active = true Frame.BackgroundColor3 = Color3.new(0.188235, 0.188235, 0.188235) Frame.Position = UDim2.new(0, 0, 0.185458362, 0) Frame.Size = UDim2.new(0, 294, 0, 309) Frame.Active = true Frame.Draggable = true bar3.Name = "bar3" bar3.Parent = Frame bar3.BackgroundColor3 = Color3.new(0.666667, 0, 0) bar3.Position = UDim2.new(0, 0, 0.954692543, 0) bar3.Size = UDim2.new(0, 294, 0, 6) bar.Name = "bar" bar.Parent = Frame bar.Active = true bar.BackgroundColor3 = Color3.new(0.666667, 0, 0) bar.Position = UDim2.new(0, 0, 0.0201093554, 0) bar.Size = UDim2.new(0, 294, 0, 21) title.Archivable = false title.Name = "title" title.Parent = bar title.Active = true title.BackgroundColor3 = Color3.new(1, 1, 1) title.BackgroundTransparency = 1 title.Position = UDim2.new(0.159863949, 0, 0, 0) title.Size = UDim2.new(0, 200, 0, 21) title.Font = Enum.Font.SourceSansBold title.Text = "Zuiiv" title.TextColor3 = Color3.new(1, 1, 1) title.TextSize = 30 bar2.Name = "bar2" bar2.Parent = Frame bar2.BackgroundColor3 = Color3.new(0.666667, 0, 0) bar2.Position = UDim2.new(0, 0, 0.974110007, 0) bar2.Size = UDim2.new(0, 294, 0, 10) godmode.Name = "godmode" godmode.Parent = Frame godmode.Active = false godmode.BackgroundColor3 = Color3.new(0.666667, 0, 0) godmode.Position = UDim2.new(0.159863949, 0, 0.142394826, 0) godmode.Size = UDim2.new(0, 200, 0, 50) godmode.Font = Enum.Font.SourceSansBold godmode.Text = "Godmode" godmode.TextColor3 = Color3.new(1, 1, 1) godmode.TextSize = 35 godmode.TextTransparency = -1 godmode.MouseButton1Click:connect(function() game.Workspace.Events.ChangeHealth:FireServer("999999999999999999999999999999") end) exploitgun.Name = "exploitgun" exploitgun.Parent = Frame exploitgun.Active = false exploitgun.BackgroundColor3 = Color3.new(0.666667, 0, 0) exploitgun.Position = UDim2.new(0.159863949, 0, 0.326860845, 0) exploitgun.Size = UDim2.new(0, 200, 0, 50) exploitgun.Font = Enum.Font.SourceSansBold exploitgun.Text = "Exploit Gun" exploitgun.TextColor3 = Color3.new(1, 1, 1) exploitgun.TextSize = 35 exploitgun.TextTransparency = -1 exploitgun.MouseButton1Click:connect(function() game.Workspace.Events.GiveGear:FireServer(game.ReplicatedStorage.SC.Dete["Lightning"]) end) morphines.Name = "morphines" morphines.Parent = Frame morphines.Active = false morphines.BackgroundColor3 = Color3.new(0.666667, 0, 0) morphines.Position = UDim2.new(0.159863949, 0, 0.508090615, 0) morphines.Size = UDim2.new(0, 200, 0, 50) morphines.Font = Enum.Font.SourceSansBold morphines.Text = "Morphines" morphines.TextColor3 = Color3.new(1, 1, 1) morphines.TextSize = 35 morphines.TextTransparency = -1 morphines.MouseButton1Click:connect(function() workspace.Events.GiveGear:FireServer(game.ReplicatedStorage.Store.Sabils.Morphine.Gear, 10) end) infinitecr.Name = "infinitecr" infinitecr.Parent = Frame infinitecr.Active = false infinitecr.BackgroundColor3 = Color3.new(0.666667, 0, 0) infinitecr.Position = UDim2.new(0.159863949, 0, 0.692556679, 0) infinitecr.Size = UDim2.new(0, 200, 0, 50) infinitecr.Font = Enum.Font.SourceSansBold infinitecr.Text = "InfiniteCR" infinitecr.TextColor3 = Color3.new(1, 1, 1) infinitecr.TextSize = 35 infinitecr.TextTransparency = -1 infinitecr.MouseButton1Click:connect(function() game.Workspace.Events.GiveCR:FireServer(999999) end) exit.Name = "exit" exit.Parent = Frame exit.BackgroundColor3 = Color3.new(1, 1, 1) exit.BackgroundTransparency = 1 exit.Position = UDim2.new(0.897959173, 0, 0.0201093554, 0) exit.Size = UDim2.new(0, 30, 0, 21) exit.Font = Enum.Font.SourceSansBold exit.Text = "X" exit.TextColor3 = Color3.new(1, 1, 1) exit.TextSize = 30 exit.TextStrokeTransparency = 1000 exit.TextWrapped = true exit.MouseButton1Click:connect(function() vh2:Destroy() end)
-- Importing modules local RandomSelector = require "elasticsearch.selector.RandomSelector" local Connection = require "elasticsearch.connection.Connection" local Logger = require "elasticsearch.Logger" local getmetatable = getmetatable -- Setting up environment local _ENV = lunit.TEST_CASE "tests.selector.RandomSelectorTest" -- Declaring local variables local rS local connections -- Testing the constructor function constructorTest() assert_function(RandomSelector.new) local o = RandomSelector:new() assert_not_nil(o) local mt = getmetatable(o) assert_table(mt) assert_function(mt.selectNext) assert_equal(mt, mt.__index) end -- The setup function function setup() connections = {} local logger = Logger:new() logger:setLogLevel("off") for i = 1, 5 do connections[i] = Connection:new{ protocol = "http", host = "localhost", port = 9200, pingTimeout = 1, logger = logger } -- For checking later on connections[i].id = i end rS = RandomSelector:new() end -- Testing select function function selectNextTest() local count = {} -- Initial count of each of the 5 connections for i = 1, 5 do count[i] = 0 end -- Selecting random connections 1000 times for i = 1, 1000 do local con = rS:selectNext(connections) count[con.id] = count[con.id] + 1 end for i = 1, 5 do if count[i] < 150 then assert_false(true, "Random number generator used is not quite random") end end assert_true(true) end
local name=KEYS[1] local greet=ARGV[1] local result=greet.." "..name return result
local R = require "rigel" local RM = require "generators.modules" local types = require("types") local S = require("systolic") local harness = require "generators.harness" local C = require "generators.examplescommon" W = 128 H = 64 T = 8 ITYPE = types.array2d( types.uint(8), T ) local inp = R.input( R.Handshake(ITYPE) ) local out = R.apply("ififo", C.fifo(ITYPE,128), inp) local out = R.apply( "plus100", RM.makeHandshake( RM.map( C.plus100(types.uint(8)), T) ), out ) local out = R.apply("ofifo", C.fifo(ITYPE,128), out) hsfn = RM.lambda( "fifo_wide", inp, out ) ------------ harness{ outFile="fifo_wide_handshake_2_noloop", fn=hsfn, inFile="frame_128.raw", inSize={W,H}, outSize={W,H} }
local priority_queue = require("galaxyline.priority_queue") local M = {} -- TODO: -- 2. proper setup function -- 3. documentation and publish -- 4. tabline -- 5. .lua-format file M.section = {} M.section.left = {} M.section.right = {} M.section.mid = {} M.divider = { provider = "%=", highlight = "StatusLine", priority = 9999, length = 0, } M.context = nil M.events = { "ColorScheme", "FileType", "BufWinEnter", "BufReadPost", "BufWritePost", "BufEnter", "WinEnter", "FileChangedShellPost", "VimResized", "TermOpen", "WinLeave", } local function log_incompatibility(component_property, invalid_type) return string.format("Type '%s' not supported for property '%s'", invalid_type, component_property) end local function process_provider(provider, context) local provider_type = type(provider) if provider_type == "function" then return provider(context.user_context) end if provider_type == "string" then return provider end error(log_incompatibility("provider", provider_type)) end local function process_highlight(highlight, context) local function wrap_highlight_group_marker(highlight_group) return "%#" .. highlight_group .. "#" end local highlight_type = type(highlight) if highlight_type == "nil" then return "" end if highlight_type == "function" then return wrap_highlight_group_marker(highlight(context.user_context)) end if highlight_type == "string" then return wrap_highlight_group_marker(highlight) end error(log_incompatibility("highlight", highlight_type)) end local function process_formatter(formatter, resolved_provider, context) local formatter_type = type(formatter) if formatter_type == "nil" then return resolved_provider end if formatter_type == "function" then return formatter(resolved_provider, context.user_context) end error(log_incompatibility("formatter", formatter_type)) end local function process_condition(condition, context) local condition_type = type(condition) if condition_type == "nil" then return true end if condition_type == "function" then return condition(context.user_context) end error(log_incompatibility("condition", condition_type)) end local function process_length(length, resolved, context) local length_type = type(length) if length_type == "nil" then return string.len(resolved) end if length_type == "function" then return length(string.len(resolved), context.user_context) end if length_type == "number" then return length end error(log_incompatibility("length", length_type)) end local function process_component(component, context) local name = component.name local priority = component.priority or 0 local condition = component.condition local provider = component.provider local length = component.length local abbreviate = component.abbreviate local formatter = component.formatter local highlight = component.highlight local resolved_component = { name = name, chopped = false, raw = "", formatted = "", len = 0, formatter = formatter, abbreviate = abbreviate, length = length, highlighting = process_highlight(highlight, context), } if not process_condition(condition, context) then return resolved_component end local raw = process_provider(provider, context) if raw == nil then return resolved_component end local formatted = process_formatter(formatter, raw, context) local len = process_length(length, formatted, context) resolved_component.raw = raw resolved_component.formatted = formatted resolved_component.len = len -- only assess components that have a positive length for abbreviation/chopping -- i.e., particularly no dividers! if len ~= 0 then context.priority_queue.enqueue(priority, resolved_component) end return resolved_component end local function process_section(section, context) if section == nil then return end for _, component in ipairs(section) do local ok, resolved_component = pcall(function() return process_component(component, context) end) if not ok then print(string.format("Error while processing component '%s': %s", component.name, resolved_component)) else table.insert(context.component_order, resolved_component) context.total_len = context.total_len + resolved_component.len end end return end local function prune_components(context, space_balance, columns) while context.priority_queue.size() > 0 and space_balance < 0 do local component = context.priority_queue.dequeue() local ok, err = pcall(function() local old_len local new_len if not component.abbreviate then component.chopped = true old_len = component.len new_len = 0 else local leftover_space = nil if context.priority_queue.empty() then leftover_space = columns end component.formatted = process_formatter(component.formatter, component.abbreviate(component.raw, leftover_space), context) old_len = component.len new_len = process_length(component.length, component.formatted, context) end space_balance = space_balance + (old_len - new_len) end) if not ok then print(string.format("Error while pruning component '%s': %s", component.name, err)) end end end -- do not add dividers multiple times (improvment with proper setup fn) local first_time_execution = true function M.process_statusline() local context = { user_context = type(M.context) == "function" and M.context() or nil, priority_queue = priority_queue(), component_order = {}, total_len = 0, } local has_mid = next(M.section.mid) ~= nil if first_time_execution then table.insert(M.section.left, M.divider) if has_mid then table.insert(M.section.mid, M.divider) end first_time_execution = false end process_section(M.section.left, context) if has_mid then process_section(M.section.mid, context) end process_section(M.section.right, context) local columns = vim.fn.winwidth(0) local space_balance = columns - context.total_len if space_balance < 0 then prune_components(context, space_balance, columns) end local statusline = "" for _, resolved_component in ipairs(context.component_order) do if not resolved_component.chopped then statusline = statusline .. resolved_component.highlighting .. resolved_component.formatted end end return statusline end function M.load_galaxyline() vim.wo.statusline = [[%{%luaeval('require("galaxyline").process_statusline')()%}]] end function M.disable_galaxyline() vim.wo.statusline = "" vim.api.nvim_command("augroup galaxyline") vim.api.nvim_command("autocmd!") vim.api.nvim_command("augroup END!") end function M.galaxyline_augroup() vim.api.nvim_command("augroup galaxyline") vim.api.nvim_command("autocmd!") for _, def in ipairs(M.events) do local command = string.format( "autocmd %s * lua require(\"galaxyline\").load_galaxyline()", def) vim.api.nvim_command(command) end vim.api.nvim_command("augroup END") end return M
local colors = { bg = '#1e1e1e', fg = '#aab2bf', red = "#e06c75", green = "#98C379", yellow = "#ecbf6f", blue = "#61afef", purple = "#c678dd", cyan = "#56b6c2", white = "#abb2bf", black = "#1E1E1E", gray = "#4c4f55", highlight = "#e2be7d" } return colors
return { Inventory = { -- ADRENAL BOOSTER / Cyberware / Circulatory System / Common -- Helps the body maintain performance when under great strain. -- Instantly restores 10% Stamina when you defeat an enemy. { id = "Items.StaminaRegenBoosterCommon" }, -- ADRENAL BOOSTER / Cyberware / Circulatory System / Uncommon -- Helps the body maintain performance when under great strain. -- Instantly restores 20% Stamina when you defeat an enemy. { id = "Items.StaminaRegenBoosterUncommon" }, -- ADRENAL BOOSTER / Cyberware / Circulatory System / Rare -- Helps the body maintain performance when under great strain. -- Instantly restores 30% Stamina when you defeat an enemy. { id = "Items.StaminaRegenBoosterRare" }, -- ADRENAL BOOSTER / Cyberware / Circulatory System / Epic -- Helps the body maintain performance when under great strain. -- Instantly restores 40% Stamina when you defeat an enemy. { id = "Items.StaminaRegenBoosterEpic" }, -- ADRENAL BOOSTER / Cyberware / Circulatory System / Legendary -- Helps the body maintain performance when under great strain. -- Instantly restores 50% Stamina when you defeat an enemy. { id = "Items.StaminaRegenBoosterLegendary" }, -- ARASAKA MK.3 / Cyberware / Operating System / Epic -- A top-tier cyberdeck, commonly used by netrunners specializing in infilitration and corporate espionage. -- Decreases the RAM cost of Covert quickhacks by 1. -- Quickhacking an enemy affected by Ping will reset the duratio of ping. -- Increases combat quickhack duration by 30%. { id = "Items.ArasakaEpicMKIII", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, { slot = "Program5" }, }, }, -- ARASAKA MK.4 / Cyberware / Operating System / Legendary -- A top-tier cyberdeck, commonly used by netrunners specializing in infilitration and corporate espionage. -- Decreases the RAM cost of Covert quickhacks by 2. -- Quickhacking an enemy affected by Ping will reset the duratio of ping. -- Increases combat quickhack duration by 40%. { id = "Items.ArasakaLegendaryMKIV", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, { slot = "Program5" }, { slot = "Program6" }, }, }, -- BALLISTIC COPROCESSOR / Cyberware / Hands / Rare -- A coprocessor with an integrated servomotor system. -- A coprocessor with an integrated servomotor system. { id = "Items.PowerGripRare" }, -- BALLISTIC COPROCESSOR / Cyberware / Hands / Epic -- A coprocessor with an integrated servomotor system. -- A coprocessor with an integrated servomotor system. { id = "Items.PowerGripEpic" }, -- BALLISTIC COPROCESSOR / Cyberware / Hands / Legendary -- A coprocessor with an integrated servomotor system. -- A coprocessor with an integrated servomotor system. { id = "Items.PowerGripLegendary" }, -- BIOCONDUCTOR / Cyberware / Circulatory System / Rare -- Facilitates superconductivity in the circuitry that connects the body's cyberware. -- Reduces all Cyberware cooldowns by 10%. { id = "Items.BioConductorsRare" }, -- BIOCONDUCTOR / Cyberware / Circulatory System / Epic -- Facilitates superconductivity in the circuitry that connects the body's cyberware. -- Reduces all Cyberware cooldowns by 20%. { id = "Items.BioConductorsEpic" }, -- BIOCONDUCTOR / Cyberware / Circulatory System / Legendary -- Facilitates superconductivity in the circuitry that connects the body's cyberware. -- Reduces all Cyberware cooldowns by 30%. { id = "Items.BioConductorsLegendary" }, -- BIODYNE BERSERK MK.1 / Cyberware / Operating System / Uncommon -- The Berserk model from BioDyne is an affordable and versatile implant for those who want quick and easy results, but don't expect miracles. It does what it says on the box, so let's not get picky. -- When activated, ranged weapon recoil and sway -15%, melee damage -15% and Armor and Resistances +5% for 10 seconds. -- Cooldown 30 seconds. { id = "Items.BerserkC2MK1", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- BIODYNE BERSERK MK.2 / Cyberware / Operating System / Rare -- Intended to be part of a limited series of Berserk models from BioDyne for the European market. But thanks to better optimized performance, this model was warmly received by users, propelling it into the global mass market. -- When activated, ranged weapon recoil and sway -25%, melee damage -25% and Armor and Resistances +5% for 15 seconds. -- Ranged attack damage +10%. -- Cooldown 30 seconds. { id = "Items.BerserkC2MK2", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- BIODYNE BERSERK MK.3 / Cyberware / Operating System / Epic -- One of the all-time highest rated Berserk models from BioDyne. Its completely overhauled software architecture has increased its melee system performance by a whopping 92%. -- When activated, ranged weapon recoil and sway -25%, melee damage -25% and Armor and Resistances +5% for 5 seconds. -- Ranged attack damage +15. -- Defeating enemies restores 3% health. -- Cooldown 30 seconds. { id = "Items.BerserkC2MK3", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- BIODYNE BERSERK MK.4 / Cyberware / Operating System / Legendary -- The newest line of Berserk implants from BioDyne are notable for their improved ranged combat and defense algorithms thanks to trademarked hormone regulators from the Swedish corporation Dahlberg-Holm. -- When activated, ranged weapon recoil and sway -25%, melee damage -25% and Armor and Resistances +5% for 5 seconds. -- Ranged attack damage +20%. -- Defeating enemies restores 4% health. -- Cooldown 30 seconds. { id = "Items.BerserkC2MK4", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- BIODYNE MK.1 / Cyberware / Operating System / Uncommon -- A practical and amply-spacious cyberdeck. One of the more basic and affordable models known for its substantial performance output. -- Allows you to preform quckhacks on targets and devices while scanning. { id = "Items.BioDyneUncommonMKI", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, }, }, -- BIODYNE MK.2 / Cyberware / Operating System / Rare -- A practical and amply-spacious cyberdeck. One of the more basic and affordable models known for its substantial performance output. -- Allows you to preform quckhacks on targets and devices while scanning. -- Increases Cyberdeck Ram recovery rate by 3 unite(s) per 60 seconds. { id = "Items.BioDyneRareMKII", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, }, }, -- BIOMONITOR / Cyberware / Circulatory System / Common -- An implant designed to coordinate regenerative processes. -- Instant restores 30% Health when Health drops to 15%. -- Cooldown 240 sec. { id = "Items.HealthMonitorCommon" }, -- BIOMONITOR / Cyberware / Circulatory System / Uncommon -- An implant designed to coordinate regenerative processes. -- Instant restores 40% Health when Health drops to 15%. -- Cooldown 240 sec. { id = "Items.HealthMonitorUncommon" }, -- BIOMONITOR / Cyberware / Circulatory System / Rare -- An implant designed to coordinate regenerative processes. -- Instant restores 50% Health when Health drops to 15%. -- Cooldown 240 sec. { id = "Items.HealthMonitorRare" }, -- BIOMONITOR / Cyberware / Circulatory System / Epic -- An implant designed to coordinate regenerative processes. -- Instant restores 60% Health when Health drops to 15%. -- Cooldown 240 sec. { id = "Items.HealthMonitorEpic" }, -- BIOMONITOR / Cyberware / Circulatory System / Legendary -- An implant designed to coordinate regenerative processes. -- Instant restores 100% Health when Health drops to 15%. -- Cooldown 240 sec. { id = "Items.HealthMonitorLegendary" }, -- BIONIC JOINTS / Cyberware / Skeleton / Rare -- Mechatronic musculoskeletal support. -- Reduces recoil of ranged weapons by 12%. { id = "Items.JointLockRare" }, -- BIONIC JOINTS / Cyberware / Skeleton / Epic -- Mechatronic musculoskeletal support. -- Reduces recoil of ranged weapons by 25%. { id = "Items.JointLockEpic" }, -- BIONIC LUNGS / Cyberware / Skeleton / Common -- Efficient lungs engineered with both organic and artificial tissue fibers. -- Increases Stamin by 20%. { id = "Items.EnhancedTissueCommon" }, -- BIONIC LUNGS / Cyberware / Skeleton / Uncommon -- Efficient lungs engineered with both organic and artificial tissue fibers. -- Increases Stamin by 30%. { id = "Items.EnhancedTissueUncommon" }, -- BIONIC LUNGS / Cyberware / Skeleton / Rare -- Efficient lungs engineered with both organic and artificial tissue fibers. -- Increases Stamin by 40%. { id = "Items.EnhancedTissueRare" }, -- BIONIC LUNGS / Cyberware / Skeleton / Epic -- Efficient lungs engineered with both organic and artificial tissue fibers. -- Increases Stamin by 50%. { id = "Items.EnhancedTissueEpic" }, -- BIONIC LUNGS / Cyberware / Skeleton / Legendary -- Efficient lungs engineered with both organic and artificial tissue fibers. -- Increases Stamin by 60%. { id = "Items.EnhancedTissueLegendary" }, -- BIOPLASTIC BLOOD VESSELS / Cyberware / Circulatory System / Common -- Facilitates the body's distribution of blood and blood-borne substances. -- Increases health regen outside of combat by 1 point per second. { id = "Items.EnhancedBloodVesselsCommon" }, -- BIOPLASTIC BLOOD VESSELS / Cyberware / Circulatory System / Uncommon -- Facilitates the body's distribution of blood and blood-borne substances. -- Increases health regen outside of combat by 2 point per second. { id = "Items.EnhancedBloodVesselsUncommon" }, -- BIOPLASTIC BLOOD VESSELS / Cyberware / Circulatory System / Rare -- Facilitates the body's distribution of blood and blood-borne substances. -- Increases health regen outside of combat by 4 point per second. { id = "Items.EnhancedBloodVesselsRare" }, -- BIOPLASTIC BLOOD VESSELS / Cyberware / Circulatory System / Epic -- Facilitates the body's distribution of blood and blood-borne substances. -- Increases health regen outside of combat by 10 point per second. { id = "Items.EnhancedBloodVesselsEpic" }, -- BIOPLASTIC BLOOD VESSELS / Cyberware / Circulatory System / Legendary -- Facilitates the body's distribution of blood and blood-borne substances. -- Increases health regen outside of combat by 50 point per second. { id = "Items.EnhancedBloodVesselsLegendary" }, -- BIOTECH Σ MK.1 / Cyberware / Operating System / Uncommon -- A popular cyberdeck among netrunners whose equipment relies on speedy RAM recovery. On that front, the augmented Biotech coprocessors easily get the job done. -- Allows you to perform quickhacks on targets and devices while scanning. -- Increases RAM recovery rate by 6 units per 60 seconds. { id = "Items.BiotechUncommonMKI", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, }, }, -- BIOTECH Σ MK.2 / Cyberware / Operating System / Rare -- A popular cyberdeck among netrunners whose equipment relies on speedy RAM recovery. On that front, the augmented Biotech coprocessors easily get the job done. -- Allows you to perform quickhacks on targets and devices while scanning. -- Increases RAM recovery rate by 9 units per 60 seconds. -- Quickhacks deal 10% more damage. { id = "Items.BiotechRareMKII", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, }, }, -- BIOTECH Σ MK.3 / Cyberware / Operating System / Epic -- A popular cyberdeck among netrunners whose equipment relies on speedy RAM recovery. On that front, the augmented Biotech coprocessors easily get the job done. -- Allows you to perform quickhacks on targets and devices while scanning. -- Increases RAM recovery rate by 9 units per 60 seconds. -- Quickhacks deal 20% more damage. { id = "Items.BiotechEpicMKIII", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, { slot = "Program5" }, }, }, -- BLOOD PUMP / Cyberware / Circulatory System / Common -- Accelerates oxygen supply to the body's cells. -- Activate to instantly restore 50% health (cooldown 180 seconds). { id = "Items.BloodPumpCommon" }, -- BLOOD PUMP / Cyberware / Circulatory System / Uncommon -- Accelerates oxygen supply to the body's cells. -- Activate to instantly restore 60% health (cooldown 180 seconds). { id = "Items.BloodPumpUncommon" }, -- BLOOD PUMP / Cyberware / Circulatory System / Rare -- Accelerates oxygen supply to the body's cells. -- Activate to instantly restore 70% health (cooldown 180 seconds). { id = "Items.BloodPumpRare" }, -- BLOOD PUMP / Cyberware / Circulatory System / Epic -- Accelerates oxygen supply to the body's cells. -- Activate to instantly restore 80% health (cooldown 180 seconds). { id = "Items.BloodPumpEpic" }, -- BLOOD PUMP / Cyberware / Circulatory System / Legendary -- Accelerates oxygen supply to the body's cells. -- Activate to instantly restore 90% health (cooldown 180 seconds). { id = "Items.BloodPumpLegendary" }, -- CAMILLO RAM MANAGER / Cyberware / Frontal Cortex / Epic -- A mod that manages and optimizes RAM use between your brain and your cyberdeck. -- When your cyberdeck's RAM reaches 2, Instantly free 20% of it. -- Cooldown 4min. { id = "Items.MemoryReplenishmentEpic" }, -- CAMILLO RAM MANAGER / Cyberware / Frontal Cortex / Legendary -- A mod that manages and optimizes RAM use between your brain and your cyberdeck. -- When your cyberdeck's RAM reaches 2, Instantly free 30% of it. -- Cooldown 4min. { id = "Items.MemoryReplenishmentLegendary" }, -- CATARESIST / Cyberware / Immune System / Common -- Hybrid cyberware that protects the body from the inside and out. -- Increases all resistances by 8%. { id = "Items.ResistancesBoosterCommon" }, -- CATARESIST / Cyberware / Immune System / Uncommon -- Hybrid cyberware that protects the body from the inside and out. -- Increases all resistances by 13%. { id = "Items.ResistancesBoosterUncommon" }, -- CATARESIST / Cyberware / Immune System / Epic -- Hybrid cyberware that protects the body from the inside and out. -- Increases all resistances by 23%. { id = "Items.ResistancesBoosterEpic" }, -- CATARESIST / Cyberware / Immune System / Legendary -- Hybrid cyberware that protects the body from the inside and out. -- Increases all resistances by 35%. { id = "Items.ResistancesBoosterLegendary" }, -- DENSE MARROW / Cyberware / Skeleton / Uncommon -- Increases body weight and the power behind melee attacks. -- Increases Stamina cost of melee attacks by 10%, but increases base damage of melee weapons by 7%. { id = "Items.DenseMarrowUncommon" }, -- DENSE MARROW / Cyberware / Skeleton / Rare -- Increases body weight and the power behind melee attacks. -- Increases Stamina cost of melee attacks by 10%, but increases base damage of melee weapons by 15%. { id = "Items.DenseMarrowRare" }, -- DENSE MARROW / Cyberware / Skeleton / Epic -- Increases body weight and the power behind melee attacks. -- Increases Stamina cost of melee attacks by 10%, but increases base damage of melee weapons by 25%. { id = "Items.DenseMarrowEpic" }, -- DETOXIFIER / Cyberware / Immune System / Rare -- Performs blood dialysis. -- Grants Immunity to Poison. { id = "Items.ToxinCleanser" }, -- DYNALAR SANDEVISTAN MK.1 / Cyberware / Operating System / Uncommon -- The Sandevistan from Dynalar has been a standard go-to for soldiers and mercenaries. It guarantees not only speed, but built-in combat support at a very attractive price. -- Slows time by 50% for 8 sec. -- Cooldown 30 sec. -- Increase any damage dealt by 5% when Sandevistan is active. { id = "Items.SandevistanC2MK1", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- DYNALAR SANDEVISTAN MK.2 / Cyberware / Operating System / Rare -- The upgraded Sandevistan from Dynalar. No need to sugarcoat it - it's just better-quality components and optimized software. The results speak for themselves - increased sensory perceptiveness and effectiveness in combat situations. -- Slows time by 25% for 12 sec. -- Cooldown 30 sec. -- Increase any damage dealt by 10% when Sandevistan is active. { id = "Items.SandevistanC2MK2", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- DYNALAR SANDEVISTAN MK.3 / Cyberware / Operating System / Epic -- Thanks to trademarked synaptic transmitters, this Sandevistan from Dynalar ensures even more comfort and control in combat situations as well as increased neuromuscular tension. -- Slows time by 50% for 16 sec. -- Cooldown 30 sec. -- Increase any damage dealt by 15% when Sandevistan is active. { id = "Items.SandevistanC2MK3", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- DYNALAR SANDEVISTAN MK.4 / Cyberware / Operating System / Legendary -- Dynalar's greatest achievement to date. Thanks to collaboration with Swiss corporation Bieri-1's neuro-research labs, this implant boasts lightning-fast connection speeds, combat system flexibility and optimized combat perceptiveness. Ideal for specialists. -- Slows time by 25% for 16 sec. -- Cooldown 30 sec. -- Increase any damage dealt by 15% when Sandevistan is active. -- Increase Crit Chance by 15% when Sandevistan is active. { id = "Items.SandevistanC2MK4", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- EX-DISK / Cyberware / Frontal Cortex / Rare -- An implant that increases the brain's capacity to store and process information. -- Increases your cyberdeck's max Ram units by 1. { id = "Items.BrainCapacityBoosterRare" }, -- EX-DISK / Cyberware / Frontal Cortex / Epic -- An implant that increases the brain's capacity to store and process information. -- Increases your cyberdeck's max Ram units by 3. { id = "Items.BrainCapacityBoosterEpic" }, -- EX-DISK / Cyberware / Frontal Cortex / Legendary -- An implant that increases the brain's capacity to store and process information. -- Increases your cyberdeck's max Ram units by 5. { id = "Items.BrainCapacityBoosterLegendary" }, -- FEEDBACK CIRCUIT / Cyberware / Circulatory System / Rare -- Additional circuitry that links your body and cyberware with weapons and devices. -- Instantly restores 3% Health after you discharge a fully charged weapon with a hit to an enemy. { id = "Items.DischargeConnectorRare" }, -- FEEDBACK CIRCUIT / Cyberware / Circulatory System / Epic -- Additional circuitry that links your body and cyberware with weapons and devices. -- Instantly restores 6% Health after you discharge a fully charged weapon with a hit to an enemy. { id = "Items.DischargeConnectorEpic" }, -- FEEDBACK CIRCUIT / Cyberware / Circulatory System / Legendary -- Additional circuitry that links your body and cyberware with weapons and devices. -- Instantly restores 10% Health after you discharge a fully charged weapon with a hit to an enemy. { id = "Items.DischargeConnectorLegendary" }, -- FIREPROOF COATING / Cyberware / Integumentary System / Rare -- A coating that protects the body against fire. -- Grants Immunity to Burn. { id = "Items.FireproofSkin" }, -- FORTIFIED ANKLES / Cyberware / Legs / Rare -- Ankle joints reinforced with plastic fibers and nanogel-filled joint capsules -- Hold "Jump" to charge the power of the jump, then release to jump. { id = "Items.ReinforcedMusclesRare" }, -- FORTIFIED ANKLES / Cyberware / Legs / Epic -- Ankle joints reinforced with plastic fibers and nanogel-filled joint capsules -- Hold "Jump" to charge the power of the jump, then release to jump. -- Enables you to perform hover jumps. { id = "Items.ReinforcedMusclesEpic" }, -- FUYUTSUI ELECTRONICS MK.1 / Cyberware / Operating System / Common -- "Good enough" - as once described by a user of this popular, but low-spec cyberdeck. -- Allows you to perform quickhacks on targets and devices while scanning. { id = "Items.FuyutsuiCommonMKI", slots = { { slot = "Program1" }, { slot = "Program2" }, }, }, -- FUYUTSUI TINKERER MK.3 / Cyberware / Operating System / Legendary -- Unique, modified and unavailable to the average consumer. Perfectly suited for those who want to achieve much, but don't exactly have the skills to match. -- Allows you to perform quickhacks on targets and devices while scanning. -- Increases cyberdeck ram recovery rate by 9 unit(s) per 60 sec. -- Increases combat quickhacks duration by 50%. -- Increaces quickhacks spread distance by 40%. { id = "Items.FuyutsuiTinkererLegendaryMKIII", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, { slot = "Program5" }, { slot = "Program6" }, }, }, -- GORILLA ARMS / Cyberware / Arms / Rare -- Classic and reliable replacements for natural limbs, suited for all kinds of hard labor. -- Classic and Reliable replacements for natural limbs, suited for all kinds of hard labor. { id = "Items.StrongArms", slots = { { slot = "Knuckles" }, { slot = "Battery" }, { slot = "Mod" }, }, }, -- GORILLA ARMS / Cyberware / Arms / Epic -- Classic and reliable replacements for natural limbs, suited for all kinds of hard labor. -- Classic and Reliable replacements for natural limbs, suited for all kinds of hard labor. { id = "Items.StrongArmsEpic", slots = { { slot = "Knuckles" }, { slot = "Battery" }, { slot = "Mod" }, }, }, -- GORILLA ARMS / Cyberware / Arms / Legendary -- Classic and reliable replacements for natural limbs, suited for all kinds of hard labor. -- Classic and Reliable replacements for natural limbs, suited for all kinds of hard labor. { id = "Items.StrongArmsLegendary", slots = { { slot = "Knuckles" }, { slot = "Battery" }, { slot = "Mod" }, }, }, -- GROUNDING PLATE / Cyberware / Integumentary System / Rare -- Uses a smart-transmitter system to protect the user by diffusing and dispersing shocks from electrical hazards. -- Grants Immunity to Shock. { id = "Items.GroundingPlating" }, -- HEAL-ON-KILL / Cyberware / Frontal Cortex / Common -- A combat implant that regulates hormones and regenerates Health after an enemy is defeated. -- Instantly restores 2% Health after defeating an enemy. { id = "Items.HealOnKillCommon" }, -- HEAL-ON-KILL / Cyberware / Frontal Cortex / Uncommon -- A combat implant that regulates hormones and regenerates Health after an enemy is defeated. -- Instantly restores 3% Health after defeating an enemy. { id = "Items.HealOnKillUncommon" }, -- HEAL-ON-KILL / Cyberware / Frontal Cortex / Epic -- A combat implant that regulates hormones and regenerates Health after an enemy is defeated. -- Instantly restores 6% Health after defeating an enemy. { id = "Items.HealOnKillEpic" }, -- HEAL-ON-KILL / Cyberware / Frontal Cortex / Legendary -- A combat implant that regulates hormones and regenerates Health after an enemy is defeated. -- Instantly restores 10% Health after defeating an enemy. { id = "Items.HealOnKillLegendary" }, -- HEAT CONVERTER / Cyberware / Integumentary System / Epic -- A temperature regulation system for your body and cyberware. -- When affected by Burn, instead of receiving damage from it, you deal 10% more damage. { id = "Items.HeatUsingBooster" }, -- INDUCTOR / Cyberware / Immune System / Epic -- Invigorates the immune system after receiving an external high-voltage stimulus. -- When affected by Shock and EMP, Amor increases by 50% instead of taking damage. { id = "Items.ReversePowerInductor" }, -- KERENZIKOV / Cyberware / Nervous System / Common -- A classic reflex booster. -- Allows you to aim and shoot while dodging. -- Slows time by 50% for 1.5 sec. -- when blocking, aiming or attacking during a slide or doge. -- cooldown 5 sec. { id = "Items.KerenzikovCommon" }, -- KERENZIKOV / Cyberware / Nervous System / Uncommon -- A classic reflex booster. -- Allows you to aim and shoot while dodging. -- Slows time by 60% for 1.8 sec. -- when blocking, aiming or attacking during a slide or doge. -- cooldown 5 sec. { id = "Items.KerenzikovUncommon" }, -- KERENZIKOV / Cyberware / Nervous System / Rare -- A classic reflex booster. -- Allows you to aim and shoot while dodging. -- Slows time by 70% for 2 sec. -- when blocking, aiming or attacking during a slide or doge. -- cooldown 5 sec. { id = "Items.KerenzikovRare" }, -- KERENZIKOV / Cyberware / Nervous System / Epic -- A classic reflex booster. -- Allows you to aim and shoot while dodging. -- Slows time by 80% for 2.5 sec. -- when blocking, aiming or attacking during a slide or doge. -- cooldown 5 sec. { id = "Items.KerenzikovEpic" }, -- KERENZIKOV / Cyberware / Nervous System / Legendary -- A classic reflex booster. -- Allows you to aim and shoot while dodging. -- Slows time by 90% for 3.5 sec. -- when blocking, aiming or attacking during a slide or doge. -- cooldown 5 sec. { id = "Items.KerenzikovLegendary" }, -- KIROSHI OPTICS MK.1 / Cyberware / Ocular System / Common -- Kiroshi optical cyberware is a widely popular suite composed of electro-neural enhancements with environment-scanning functionality. -- Ehances your vision. -- 1 Empty cyberware mod slot. { id = "Items.KiroshiOptics", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- KIROSHI OPTICS MK.2 / Cyberware / Ocular System / Rare -- An upgraded model of Kiroshi optics manufactured from high-end components and accelerated scanning algorithms guarantees its users 100% customer satisfaction. -- Ehances your vision. -- 2 Empty cyberware mod slot. { id = "Items.KiroshiOpticsRare", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- KIROSHI OPTICS MK.3 / Cyberware / Ocular System / Epic -- This advanced Kiroshi optical system is designed for the most demanding users. It incorporates the latest breakthroughs in neural-link technology, unprecedented support of optic function and the most powerful scanning algorithms on the market. -- Ehances your vision. -- 3 Empty cyberware mod slot. { id = "Items.KiroshiOpticsEpic", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- LIMBIC SYSTEM ENHANCEMENT / Cyberware / Frontal Cortex / Common -- Cyberware that supports the part of the brain responsible for aggression and fear response. -- Increases Crit Chance By 7%. { id = "Items.LimbicSystemEnhancementCommon" }, -- LIMBIC SYSTEM ENHANCEMENT / Cyberware / Frontal Cortex / Rare -- Cyberware that supports the part of the brain responsible for aggression and fear response. -- Increases Crit Chance By 15%. { id = "Items.LimbicSystemEnhancementRare" }, -- LIMBIC SYSTEM ENHANCEMENT / Cyberware / Frontal Cortex / Legendary -- Cyberware that supports the part of the brain responsible for aggression and fear response. -- Increases Crit Chance By 25%. { id = "Items.LimbicSystemEnhancementLegendary" }, -- LYNX PAWS / Cyberware / Legs / Epic -- A leg modification that softens the sound dynamics of movement. -- Allows you to move and run more quietly. -- The sound of your foots will not carry as far. { id = "Items.CatPaws" }, -- MANEUVERING SYSTEM / Cyberware / Nervous System / Rare -- A subprogram that enhances nervous system function. -- Allows you to preform dodges in midair. { id = "Items.NervousSystemDischarge" }, -- MANTIS BLADES / Cyberware / Arms / Rare -- Arm blades designed with lethality and concealment in mind. As effective as they are flashy. -- Arm blades designed with lethality and concealment in mind. -- As effective as they are flashy. { id = "Items.MantisBlades", slots = { { slot = "Edge" }, { slot = "Rotor" }, { slot = "Mod" }, }, }, -- MANTIS BLADES / Cyberware / Arms / Epic -- Arm blades designed with lethality and concealment in mind. As effective as they are flashy. -- Arm blades designed with lethality and concealment in mind. -- As effective as they are flashy. { id = "Items.MantisBladesEpic", slots = { { slot = "Edge" }, { slot = "Rotor" }, { slot = "Mod" }, }, }, -- MANTIS BLADES / Cyberware / Arms / Legendary -- Arm blades designed with lethality and concealment in mind. As effective as they are flashy. -- Arm blades designed with lethality and concealment in mind. -- As effective as they are flashy. { id = "Items.MantisBladesLegendary", slots = { { slot = "Edge" }, { slot = "Rotor" }, { slot = "Mod" }, }, }, -- MECHATRONIC CORE / Cyberware / Frontal Cortex / Common -- Provides information about the weak points of both mass-produced and some lesser-known machines. -- Increases damage to drones, mechs and robots by 10%. { id = "Items.RoboticCoreCommon" }, -- MECHATRONIC CORE / Cyberware / Frontal Cortex / Uncommon -- Provides information about the weak points of both mass-produced and some lesser-known machines. -- Increases damage to drones, mechs and robots by 20%. { id = "Items.RoboticCoreUncommon" }, -- MECHATRONIC CORE / Cyberware / Frontal Cortex / Rare -- Provides information about the weak points of both mass-produced and some lesser-known machines. -- Increases damage to drones, mechs and robots by 30%. { id = "Items.RoboticCoreRare" }, -- MECHATRONIC CORE / Cyberware / Frontal Cortex / Epic -- Provides information about the weak points of both mass-produced and some lesser-known machines. -- Increases damage to drones, mechs and robots by 40%. { id = "Items.RoboticCoreEpic" }, -- MECHATRONIC CORE / Cyberware / Frontal Cortex / Legendary -- Provides information about the weak points of both mass-produced and some lesser-known machines. -- Increases damage to drones, mechs and robots by 50%. { id = "Items.RoboticCoreLegendary" }, -- MEMORY BOOST / Cyberware / Frontal Cortex / Common -- A module that optimizes the sync between brain and cyberware. -- Defeating an enemy instantly removes 1 cyberdeck Ram unit(s). { id = "Items.MemoryBoostCommon" }, -- MEMORY BOOST / Cyberware / Frontal Cortex / Uncommon -- A module that optimizes the sync between brain and cyberware. -- Defeating an enemy instantly removes 2 cyberdeck Ram unit(s). { id = "Items.MemoryBoostUncommon" }, -- MEMORY BOOST / Cyberware / Frontal Cortex / Rare -- A module that optimizes the sync between brain and cyberware. -- Defeating an enemy instantly removes 3 cyberdeck Ram unit(s). { id = "Items.MemoryBoostRare" }, -- MEMORY BOOST / Cyberware / Frontal Cortex / Epic -- A module that optimizes the sync between brain and cyberware. -- Defeating an enemy instantly removes 4 cyberdeck Ram unit(s). { id = "Items.MemoryBoostEpic" }, -- METABOLIC EDITOR / Cyberware / Immune System / Epic -- An implant designed to assist liver and pancreas function against poisons. -- Poison effects cause yo to regenerate Health instead of taking damage. { id = "Items.ReverseMetabolicEnhancer" }, -- MICROGENERATOR / Cyberware / Circulatory System / Common -- A small, high-voltage generator that packs a shocking punch. -- When your Health drops to 15%, releases an electroshock that deals damage equal to 20% of the target enemy's max Health. { id = "Items.MicroGeneratorCommon" }, -- MICROGENERATOR / Cyberware / Circulatory System / Uncommon -- A small, high-voltage generator that packs a shocking punch. -- When your Health drops to 15%, releases an electroshock that deals damage equal to 30% of the target enemy's max Health. { id = "Items.MicroGeneratorUncommon" }, -- MICROGENERATOR / Cyberware / Circulatory System / Rare -- A small, high-voltage generator that packs a shocking punch. -- When your Health drops to 15%, releases an electroshock that deals damage equal to 40% of the target enemy's max Health. { id = "Items.MicroGeneratorRare" }, -- MICROGENERATOR / Cyberware / Circulatory System / Epic -- A small, high-voltage generator that packs a shocking punch. -- When your Health drops to 15%, releases an electroshock that deals damage equal to 40% of the target enemy's max Health. -- Applies Shock to enemies. { id = "Items.MicroGeneratorEpic" }, -- MICROGENERATOR / Cyberware / Circulatory System / Legendary -- A small, high-voltage generator that packs a shocking punch. -- When your Health drops to 15%, releases an electroshock that deals damage equal to 50% of the target enemy's max Health. -- Applies Shock to enemies. { id = "Items.MicroGeneratorLegendary" }, -- MICROROTORS / Cyberware / Skeleton / Common -- Improves agility in melee combat. -- Increases Attack speed by 5%. { id = "Items.CyberRotorsCommon" }, -- MICROROTORS / Cyberware / Skeleton / Uncommon -- Improves agility in melee combat. -- Increases Attack speed by 10%. { id = "Items.CyberRotorsUncommon" }, -- MICROROTORS / Cyberware / Skeleton / Rare -- Improves agility in melee combat. -- Increases Attack speed by 15%. { id = "Items.CyberRotorsRare" }, -- MICROROTORS / Cyberware / Skeleton / Epic -- Improves agility in melee combat. -- Increases Attack speed by 20%. { id = "Items.CyberRotorsEpic" }, -- MICROROTORS / Cyberware / Skeleton / Legendary -- Improves agility in melee combat. -- Increases Attack speed by 25%. { id = "Items.CyberRotorsLegendary" }, -- MICROVIBRATION GENERATOR / Cyberware / Skeleton / Uncommon -- Causes melee weapons to vibrate at a frequency that causes more destruction. -- Increases base damage of melee weapons by 5%. { id = "Items.MicroVibrationsGeneratorUncommon" }, -- MICROVIBRATION GENERATOR / Cyberware / Skeleton / Rare -- Causes melee weapons to vibrate at a frequency that causes more destruction. -- Increases base damage of melee weapons by 10%. { id = "Items.MicroVibrationsGeneratorRare" }, -- MICROVIBRATION GENERATOR / Cyberware / Skeleton / Epic -- Causes melee weapons to vibrate at a frequency that causes more destruction. -- Increases base damage of melee weapons by 15%. { id = "Items.MicroVibrationsGeneratorEpic" }, -- MILITECH "FALCON" SANDEVISTAN MK.5 / Cyberware / Operating System / Legendary -- Manufactured by Militech, the "Falcon" is hands down the best and most advanced Sandevistan model out there. Previously used only by elite Militech soldiers, its now available to the average consumer. The nickname is no accident - the peregrine falcon was once one of the fastest animals in the world, as this implant is among cyberware. -- Slows time by 30% for 18 sec. -- Increase any damage dealt by 15% when Sandevistan is active. -- Increase Crit Chance by 20% and Crit Damage by 35% when Sandevistan is active. -- Cooldown 60 sec. { id = "Items.SandevistanC4MK5", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- MILITECH BERSERK MK.5 / Cyberware / Operating System / Legendary -- The only official Berserk implant from Militech available on the market, but an exceptionally fine one at that. Its genius lies in being nanopowered, making it highly suited for regenerative purposes. -- When activated, ranged weapon recoil and sway -15%, melee damage +15% and Armor +10% for 10 seconds. -- Max health and stamina +40%, defeating enemies restores 5% health. -- Cooldown 60 seconds. { id = "Items.BerserkC4MK5", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- MILITECH PARALINE / Cyberware / Operating System / Common -- Not the most powerful cyberdeck on the market, but capable of performing multiple tasks - even if it does require a little patience. -- Allows you to perform quickhacks on targets and devices while scanning. { id = "Items.MilitechParaline", slots = { { slot = "Program1" }, { slot = "Program2" }, }, }, -- MONOWIRE / Cyberware / Arms / Rare -- Whip-like monofilament wire with a cutting edge only a molecule wide. -- The Monowire charges when equipped but not in combat. -- Attacks with a charged wire deal bonus damage based on the charge level. -- Charge level and bonus damage dealt decline with each attack. { id = "Items.NanoWires", slots = { { slot = "Cable" }, { slot = "Battery" }, { slot = "Mod" }, }, }, -- MONOWIRE / Cyberware / Arms / Epic -- Whip-like monofilament wire with a cutting edge only a molecule wide. -- The Monowire charges when equipped but not in combat. -- Attacks with a charged wire deal bonus damage based on the charge level. -- Charge level and bonus damage dealt decline with each attack. { id = "Items.NanoWiresEpic", slots = { { slot = "Cable" }, { slot = "Battery" }, { slot = "Mod" }, }, }, -- MONOWIRE / Cyberware / Arms / Legendary -- Whip-like monofilament wire with a cutting edge only a molecule wide. -- The Monowire charges when equipped but not in combat. -- Attacks with a charged wire deal bonus damage based on the charge level. -- Charge level and bonus damage dealt decline with each attack. { id = "Items.NanoWiresLegendary", slots = { { slot = "Cable" }, { slot = "Battery" }, { slot = "Mod" }, }, }, -- MOORE TECH BERSERK MK.1 / Cyberware / Operating System / Uncommon -- A classic implant, one of the more popular "Berserk" model made by Moore Technologies. Tested and proven in high-stakes combat. -- When activated, ranged weapon recoil and sway -10%, melee damage +10% and Armor +5% for 10 seconds. -- Cooldown 60 seconds. { id = "Items.BerserkC1MK1", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- MOORE TECH BERSERK MK.2 / Cyberware / Operating System / Rare -- The improved Berserk model manufactured by Moore Technologies, now with updated hormone-regulating algorithms. -- When activated, ranged weapon recoil and sway -10%, melee damage +15% and Armor +5% for 15 seconds. -- Max Health +10%. -- Cooldown 60 seconds. { id = "Items.BerserkC1MK2", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- MOORE TECH BERSERK MK.3 / Cyberware / Operating System / Epic -- The standard bearer of all Berserk models from Moore Technologies. Increased efficiency and faster responsiveness thanks to trademarked composite materials. -- When activated, ranged weapon recoil and sway -10%, melee damage +15% and Armor +10% for 30 seconds. -- Max Health +20%. -- Defeating enemies restore 2% health. -- Cooldown 60 seconds. { id = "Items.BerserkC1MK3", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- NANORELAYS / Cyberware / Nervous System / Uncommon -- Improves the speed of nerve impulses. -- Increases Sandevistan and Kerenzikov duration by 0.5 sec. { id = "Items.ImprovedReactionUncommon" }, -- NANORELAYS / Cyberware / Nervous System / Rare -- Improves the speed of nerve impulses. -- Increases Sandevistan and Kerenzikov duration by 1 sec. { id = "Items.ImprovedReactionRare" }, -- NANORELAYS / Cyberware / Nervous System / Epic -- Improves the speed of nerve impulses. -- Increases Sandevistan and Kerenzikov duration by 2 sec. { id = "Items.ImprovedReactionEpic" }, -- NEOFIBER / Cyberware / Nervous System / Common -- Synthetic muscle fibers. -- Increases evasion by 3%. { id = "Items.NeoFiberCommon" }, -- NEOFIBER / Cyberware / Nervous System / Uncommon -- Synthetic muscle fibers. -- Increases evasion by 6%. { id = "Items.NeoFiberUncommon" }, -- NEOFIBER / Cyberware / Nervous System / Rare -- Synthetic muscle fibers. -- Increases evasion by 9%. { id = "Items.NeoFiberRare" }, -- NEOFIBER / Cyberware / Nervous System / Epic -- Synthetic muscle fibers. -- Increases evasion by 12%. { id = "Items.NeoFiberEpic" }, -- NEOFIBER / Cyberware / Nervous System / Legendary -- Synthetic muscle fibers. -- Increases evasion by 15%. { id = "Items.NeoFiberLegendary" }, -- NETWATCH NETDRIVER MK.5 / Cyberware / Operating System / Legendary -- A cyberdeck series used by the best NetWatch agents and a frightening beast in terms of its offensive capabilities. It's best if NetWatch didn't catch you using this. -- Allows yout to preform quickhacks on targets and devices while scanning. -- Offensive quickhacks can be uploaded to 3 targets within a 6-meter radius. -- Increases damage dealt by quickhacks by 30%. -- Increases cyberdeck RAM recovery rare by 9 unit(s) per 60 sec. -- Increases quickhack spread distance by 60%. { id = "Items.NetwatchNetdriverLegendaryMKV", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, { slot = "Program5" }, { slot = "Program6" }, }, }, -- OPTICAL CAMO / Cyberware / Integumentary System / Rare -- Makes the user impossible to locate in visible spectrum light. -- Activate to turn almost invisible for 15 seconds, greatly reducing the likelihood of detection. -- Cooldown 60 seconds. { id = "Items.OpticalCamoRare" }, -- OPTICAL CAMO / Cyberware / Integumentary System / Epic -- Makes the user impossible to locate in visible spectrum light. -- Activate to turn almost invisible for 5 seconds, greatly reducing the likelihood of detection. -- Cooldown 60 seconds. { id = "Items.OpticalCamoEpic" }, -- OPTICAL CAMO / Cyberware / Integumentary System / Legendary -- Makes the user impossible to locate in visible spectrum light. -- Activate to turn almost invisible for 10 seconds, greatly reducing the likelihood of detection. -- Cooldown 60 seconds. { id = "Items.OpticalCamoLegendary" }, -- PAIN EDITOR / Cyberware / Immune System / Legendary -- An immune system enhancement valued highly on the streets. -- Reduces all incoming damage by 10%. { id = "Items.PainReductor" }, -- PROJECTILE LAUNCH SYSTEM / Cyberware / Arms / Rare -- A missile launcher in the palm of your hand (more or less literally). -- A missile launcher in the pal of your hand (more or less literally). { id = "Items.ProjectileLauncher", slots = { { slot = "Round" }, { slot = "Wiring" }, { slot = "Mod" }, }, }, -- PROJECTILE LAUNCH SYSTEM / Cyberware / Arms / Epic -- A missile launcher in the palm of your hand (more or less literally). -- A missile launcher in the pal of your hand (more or less literally). { id = "Items.ProjectileLauncherEpic", slots = { { slot = "Round" }, { slot = "Wiring" }, { slot = "Mod" }, }, }, -- PROJECTILE LAUNCH SYSTEM / Cyberware / Arms / Legendary -- A missile launcher in the palm of your hand (more or less literally). -- A missile launcher in the pal of your hand (more or less literally). { id = "Items.ProjectileLauncherLegendary", slots = { { slot = "Round" }, { slot = "Wiring" }, { slot = "Mod" }, }, }, -- QIANT "WARP DANCER" SANDEVISTAN MK.5 / Cyberware / Operating System / Legendary -- QianT's pride and joy - the company's latest Sandevistan model has already reached a legendary status with its astounding craftsmanship and precision, while its artificial neural network-powered software is virtually unmatched in the market. -- Slows time by 10% for 8 sec. -- Increase any damage dealt by 15% when Sandevistan is active. -- Increase Crit Chance by 10% and Crit Damage by 50% when Sandevistan is active. -- Cooldown 30 sec. { id = "Items.SandevistanC3MK5", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- QIANT SANDEVISTAN MK.4 / Cyberware / Operating System / Legendary -- The Sandevistan manufactured by QianT is top-shelf cyberware with unique capabilities for professionals who specialize in speed, precision and killing. Due to its limited availability, this model is only sought after by the most discerning users. -- Slows time by 25% for 12 sec. -- Cooldown 30 sec. -- Increase any damage dealt by 15% when Sandevistan is active. -- Increase Crit Chance by 15% when Sandevistan is active. { id = "Items.SandevistanC3MK4", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- RAM UPGRADE / Cyberware / Frontal Cortex / Common -- An upgrade to your system's random-access memory to support processing speed. -- Increases cyberdeck RAM recovery rate by 0.05 units(s) per second. { id = "Items.FastAccessMemoryCommon" }, -- RAM UPGRADE / Cyberware / Frontal Cortex / Uncommon -- An upgrade to your system's random-access memory to support processing speed. -- Increases cyberdeck RAM recovery rate by 0.1 units(s) per second. { id = "Items.FastAccessMemoryUncommon" }, -- RAM UPGRADE / Cyberware / Frontal Cortex / Rare -- An upgrade to your system's random-access memory to support processing speed. -- Increases cyberdeck RAM recovery rate by 0.15 units(s) per second. { id = "Items.FastAccessMemoryRare" }, -- RAVEN MICROCYBER MK.3 / Cyberware / Operating System / Epic -- Some call these decks battleships. When it comes to system security and fortified anti-theft protocols, it's a foolproof piece of machinery. -- Allows you to perform quickhacks on targets and devices while scanning. -- Increases time it takes for an enemy netrunner to hack you by 50%. -- Increases quickhack spread distance by 40%. -- Increases cyberdeck RAM recovery rate by 3 unit(s) per 60 sec.,. { id = "Items.RavenEpicMKIII", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, { slot = "Program5" }, }, }, -- RAVEN MICROCYBER MK.4 / Cyberware / Operating System / Legendary -- Some call these decks battleships. When it comes to system security and fortified anti-theft protocols, it's a foolproof piece of machinery. -- Allows you to perform quickhacks on targets and devices while scanning. -- Increases time it takes for an enemy netrunner to hack you by 100%. -- Increases quickhack spread distance by 60%. -- Increases cyberdeck RAM recovery rate by 6 unit(s) per 60 sec.,. { id = "Items.RavenLegendaryMKIV", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, { slot = "Program5" }, { slot = "Program6" }, }, }, -- REFLEX TUNERS / Cyberware / Nervous System / Common -- A coprocessor that supports decision-making processes in emergency situations. -- Slows time by 50% for 2 sec. -- when your health drops to 25%. -- Cooldown 60 sec. { id = "Items.ReflexRecorderCommon" }, -- REFLEX TUNERS / Cyberware / Nervous System / Uncommon -- A coprocessor that supports decision-making processes in emergency situations. -- Slows time by 60% for 2.5 sec. -- when your health drops to 25%. -- Cooldown 60 sec. { id = "Items.ReflexRecorderUncommon" }, -- REFLEX TUNERS / Cyberware / Nervous System / Rare -- A coprocessor that supports decision-making processes in emergency situations. -- Slows time by 70% for 3 sec. -- when your health drops to 25%. -- Cooldown 50 sec. { id = "Items.ReflexRecorderRare" }, -- REFLEX TUNERS / Cyberware / Nervous System / Legendary -- A coprocessor that supports decision-making processes in emergency situations. -- Slows time by 80% for 4 sec. -- when your health drops to 25%. -- Cooldown 40 sec. { id = "Items.ReflexRecorderLegendary" }, -- REINFORCED TENDONS / Cyberware / Legs / Rare -- Biomechanical connective tissue supporting leg muscles -- Press "Jump" while in midair to perform a double jump. { id = "Items.BoostedTendonsRare" }, -- SECOND HEART / Cyberware / Circulatory System / Legendary -- Corrects one of nature's greatest flaws by giving you an second lease on life. -- Instantly restores 100% of max Health when your Health falls to 0. -- Cooldown 2 min. { id = "Items.SecondHeart" }, -- SELF-ICE / Cyberware / Frontal Cortex / Rare -- An intrusion countermeasure electronics system that protects cybernetic implants from nasty bugs. -- Negates Effectts of enemy quickhacks. -- Cooldown 45 Sec. { id = "Items.AntiVirus" }, -- SEOCHO ELECTRONICS MK.1 / Cyberware / Operating System / Uncommon -- NetWatch statistics show this is the most common deck for any kind of break-in. Why? Because it's cost-effective, user-friendly and doesn't crap out when you need something done quickly and quietly. -- Allows you to perform quickhacks on targets and devicese while scanning. -- Decreases the RAM cost of Covert Quickhacks by 1. { id = "Items.SeachoUncommonMKI", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, }, }, -- SEOCHO ELECTRONICS MK.2 / Cyberware / Operating System / Rare -- NetWatch statistics show this is the most common deck for any kind of break-in. Why? Because it's cost-effective, user-friendly and doesn't crap out when you need something done quickly and quietly. -- Allows you to perform quickhacks on targets and devicese while scanning. -- Decreases the RAM cost of Covert Quickhacks by 1. -- Reduces quickhack Upload time by 25%. { id = "Items.SeachoRareMKII", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, }, }, -- SHOCK-N-AWE / Cyberware / Immune System / Common -- An effective self-defense tool engineered in Shanghai. -- After taking damage, there is a 2% chance of release a large electroshock that deals damage to nearby enemies. { id = "Items.ElectroshockMechanismCommon" }, -- SHOCK-N-AWE / Cyberware / Immune System / Uncommon -- An effective self-defense tool engineered in Shanghai. -- After taking damage, there is a 4% chance of release a large electroshock that deals damage to nearby enemies. { id = "Items.ElectroshockMechanismUncommon" }, -- SHOCK-N-AWE / Cyberware / Immune System / Epic -- An effective self-defense tool engineered in Shanghai. -- After taking damage, there is a 8% chance of release a large electroshock that deals damage to nearby enemies. { id = "Items.ElectroshockMechanismEpic" }, -- SHOCK-N-AWE / Cyberware / Immune System / Legendary -- An effective self-defense tool engineered in Shanghai. -- After taking damage, there is a 10% chance of release a large electroshock that deals damage to nearby enemies. { id = "Items.ElectroshockMechanismLegendary" }, -- SMART LINK / Cyberware / Hands / Rare -- Cyberware that allows swift, direct, low-latency connection with compatible objects such as a firearms or implants, while also increasing effectiveness and handling. -- Cyberware taht allows swift, direct, low-latancy connection with compatible objects such as fires or implants, while also increasing effectiveness and handling. { id = "Items.SmartLinkRare" }, -- SMART LINK / Cyberware / Hands / Epic -- Cyberware that allows swift, direct, low-latency connection with compatible objects such as a firearms or implants, while also increasing effectiveness and handling. -- Cyberware taht allows swift, direct, low-latancy connection with compatible objects such as fires or implants, while also increasing effectiveness and handling. { id = "Items.SmartLinkEpic" }, -- SMART LINK / Cyberware / Hands / Legendary -- Cyberware that allows swift, direct, low-latency connection with compatible objects such as a firearms or implants, while also increasing effectiveness and handling. -- Cyberware taht allows swift, direct, low-latancy connection with compatible objects such as fires or implants, while also increasing effectiveness and handling. { id = "Items.SmartLinkLegendary" }, -- STEPHENSON TECK MK. 2 / Cyberware / Operating System / Rare -- A cyberdeck that, according to some, can prolong orgasms. Thanks to its optimized protocols, this preem-tier machine will squeeze the effectiveness out of your daemons to the very last drop. -- Allows you to perform quickhacks on targets and devicese while scanning. -- Quickhack cooldown reduced by 30% Increase combat quickhack duration by 30%. { id = "Items.StephensonRareMKII", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, }, }, -- STEPHENSON TECK MK. 3 / Cyberware / Operating System / Epic -- A cyberdeck that, according to some, can prolong orgasms. Thanks to its optimized protocols, this preem-tier machine will squeeze the effectiveness out of your daemons to the very last drop. -- Allows you to perform quickhacks on targets and devicese while scanning. -- Quickhack cooldown reduced by 45% Increase combat quickhack duration by 40%. { id = "Items.StephensonEpicMKIII", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, { slot = "Program5" }, }, }, -- STEPHENSON TECK MK. 4 / Cyberware / Operating System / Legendary -- A cyberdeck that, according to some, can prolong orgasms. Thanks to its optimized protocols, this preem-tier machine will squeeze the effectiveness out of your daemons to the very last drop. -- Allows you to perform quickhacks on targets and devicese while scanning. -- Quickhack cooldown reduced by 45% Increase combat quickhack duration by 50%. -- Reduces quickhack upload time by 25%. { id = "Items.StephensonLegendaryMKIV", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, { slot = "Program5" }, { slot = "Program6" }, }, }, -- SUBDERMAL ARMOR / Cyberware / Integumentary System / Common -- A major hit on the armor market for decades. -- Increases armor by 20. { id = "Items.SubdermalArmorCommon" }, -- SUBDERMAL ARMOR / Cyberware / Integumentary System / Uncommon -- A major hit on the armor market for decades. -- Increases armor by 50. { id = "Items.SubdermalArmorUncommon" }, -- SUBDERMAL ARMOR / Cyberware / Integumentary System / Rare -- A major hit on the armor market for decades. -- Increases armor by 90. { id = "Items.SubdermalArmorRare" }, -- SUBDERMAL ARMOR / Cyberware / Integumentary System / Epic -- A major hit on the armor market for decades. -- Increases armor by 140. { id = "Items.SubdermalArmorEpic" }, -- SUBDERMAL ARMOR / Cyberware / Integumentary System / Legendary -- A major hit on the armor market for decades. -- Increases armor by 200. { id = "Items.SubdermalArmorLegendary" }, -- SUPRA-DERMAL WEAVE / Cyberware / Integumentary System / Rare -- Reinforces the bonds between skin cells, making them extremely hard to penetrate. -- Grants Immunity to Bleeding. { id = "Items.MetalCoveredSkin" }, -- SYN-LUNGS / Cyberware / Circulatory System / Common -- Synthetic tissues designed to increase functional lung tissue surface area. -- Increases Stamina regen by 5%. { id = "Items.IronLungsCommon" }, -- SYN-LUNGS / Cyberware / Circulatory System / Uncommon -- Synthetic tissues designed to increase functional lung tissue surface area. -- Increases Stamina regen by 10%. { id = "Items.IronLungsUncommon" }, -- SYN-LUNGS / Cyberware / Circulatory System / Rare -- Synthetic tissues designed to increase functional lung tissue surface area. -- Increases Stamina regen by 15%. { id = "Items.IronLungsRare" }, -- SYN-LUNGS / Cyberware / Circulatory System / Epic -- Synthetic tissues designed to increase functional lung tissue surface area. -- Increases Stamina regen by 20%. { id = "Items.IronLungsEpic" }, -- SYN-LUNGS / Cyberware / Circulatory System / Legendary -- Synthetic tissues designed to increase functional lung tissue surface area. -- Increases Stamina regen by 25%. { id = "Items.IronLungsLegendary" }, -- SYNAPTIC ACCELERATOR / Cyberware / Nervous System / Common -- A neuroprocessor that regulates hormonal balance during threatening situations. -- Slows time by 25% for 2 sec. -- when you are detected by enemies. -- Cooldown 60 sec. { id = "Items.SynapticAcceleratorCommon" }, -- SYNAPTIC ACCELERATOR / Cyberware / Nervous System / Uncommon -- A neuroprocessor that regulates hormonal balance during threatening situations. -- Slows time by 30% for 2 sec. -- when you are detected by enemies. -- Cooldown 60 sec. { id = "Items.SynapticAcceleratorUncommon" }, -- SYNAPTIC ACCELERATOR / Cyberware / Nervous System / Rare -- A neuroprocessor that regulates hormonal balance during threatening situations. -- Slows time by 30% for 3 sec. -- when you are detected by enemies. -- Cooldown 60 sec. { id = "Items.SynapticAcceleratorRare" }, -- SYNAPTIC ACCELERATOR / Cyberware / Nervous System / Epic -- A neuroprocessor that regulates hormonal balance during threatening situations. -- Slows time by 40% for 3 sec. -- when you are detected by enemies. -- Cooldown 60 sec. { id = "Items.SynapticAcceleratorEpic" }, -- SYNAPTIC ACCELERATOR / Cyberware / Nervous System / Legendary -- A neuroprocessor that regulates hormonal balance during threatening situations. -- Slows time by 50% for 4 sec. -- when you are detected by enemies. -- Cooldown 60 sec. { id = "Items.SynapticAcceleratorLegendary" }, -- SYNAPTIC SINGAL OPTIMIZER / Cyberware / Skeleton / Common -- Enhances the body's natural resistance and performance. -- Increases Health by 20%. { id = "Items.EndoskeletonCommon" }, -- SYNAPTIC SINGAL OPTIMIZER / Cyberware / Skeleton / Uncommon -- Enhances the body's natural resistance and performance. -- Increases Health by 30%. { id = "Items.EndoskeletonUncommon" }, -- SYNAPTIC SINGAL OPTIMIZER / Cyberware / Skeleton / Rare -- Enhances the body's natural resistance and performance. -- Increases Health by 40%. { id = "Items.EndoskeletonRare" }, -- SYNAPTIC SINGAL OPTIMIZER / Cyberware / Skeleton / Epic -- Enhances the body's natural resistance and performance. -- Increases Health by 50%. { id = "Items.EndoskeletonEpic" }, -- SYNAPTIC SINGAL OPTIMIZER / Cyberware / Skeleton / Legendary -- Enhances the body's natural resistance and performance. -- Increases Health by 60%. { id = "Items.EndoskeletonLegendary" }, -- TATTOO: JOHNNY'S SPECIAL / Cyberware / Hands / Common -- The Arasaka logo... with a few special touches of Johnny's. { id = "Items.CasiusTattoo" }, -- TATTOO: TOGETHER FOREVER / Cyberware / Hands / Common -- J+V 4EVAH { id = "Items.SilverhandTattoo" }, -- TATTOO: TYGER CLAWS DERMAL IMPRINT / Cyberware / Hands / Common -- A Tyger Claws speciality, this dermal ink features effective Smart weapon jamming capabilities. Only for a select few - those Wakako trusts to remain loyal. { id = "Items.YakuzaTattoo" }, -- TETRATRONIC MK. 1 / Cyberware / Operating System / Uncommon -- Tetratronic takes pride in the fact that its decks are indispensable in combat operations around the globe. Even if it's not entirely true, one thing's for sure - these cyberdecks are powerful, effective and optimized for offensive daemons. -- Allows you to perform quickhacks on targets and devicese while scanning. -- Increase Damage dealt by quickhacks by 10%. { id = "Items.TetratronicUncommonMKI", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, }, }, -- TETRATRONIC MK. 2 / Cyberware / Operating System / Rare -- Tetratronic takes pride in the fact that its decks are indispensable in combat operations around the globe. Even if it's not entirely true, one thing's for sure - these cyberdecks are powerful, effective and optimized for offensive daemons. -- Allows you to perform quickhacks on targets and devicese while scanning. -- Increase Damage dealt by quickhacks by 20%. -- Reduces the RAM cost of Ultimate quickhacks by 1. { id = "Items.TetratronicRareMKII", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, }, }, -- TETRATRONIC MK. 3 / Cyberware / Operating System / Epic -- Tetratronic takes pride in the fact that its decks are indispensable in combat operations around the globe. Even if it's not entirely true, one thing's for sure - these cyberdecks are powerful, effective and optimized for offensive daemons. -- Allows you to perform quickhacks on targets and devicese while scanning. -- Increase Damage dealt by quickhacks by 30%. -- Reduces the RAM cost of Ultimate quickhacks by 2. { id = "Items.TetratronicEpicMKIII", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, { slot = "Program5" }, }, }, -- TETRATRONIC RIPPLER MK. 4 / Cyberware / Operating System / Legendary -- This beauty's fit for champions. How come? Because every element of this deck serves one goal - boosting your most powerful and advanced quickhacks. -- Allows you to perform quickhacks on targets and devicese while scanning. -- Ultimate quickhacks can spread once. -- Reduces the RAM cost of Ultimate quickhacks by 3. -- Reduces quickhack upload time by 75%. -- Quickhack cooldown reduced by 45%. { id = "Items.TetratronicRipplerLegendaryMKIV", slots = { { slot = "Program1" }, { slot = "Program2" }, { slot = "Program3" }, { slot = "Program4" }, { slot = "Program5" }, { slot = "Program6" }, }, }, -- TITANIUM BONES / Cyberware / Skeleton / Common -- Metal-infused bones capable of withstanding heavy loads. -- Increases carrying capacity by 20%. { id = "Items.TitaniumInfusedBonesCommon" }, -- TITANIUM BONES / Cyberware / Skeleton / Uncommon -- Metal-infused bones capable of withstanding heavy loads. -- Increases carrying capacity by 40%. { id = "Items.TitaniumInfusedBonesUncommon" }, -- TITANIUM BONES / Cyberware / Skeleton / Rare -- Metal-infused bones capable of withstanding heavy loads. -- Increases carrying capacity by 60%. { id = "Items.TitaniumInfusedBonesRare" }, -- TYROSINE INJECTOR / Cyberware / Circulatory System / Uncommon -- Enhances intracellular transduction. -- Increases the breach time of Breach Protocol by 100%. { id = "Items.TyrosineInjector" }, -- VISUAL CORTEX SUPPORT / Cyberware / Frontal Cortex / Common -- A brain mod that improves perception and targeting. -- Increases Crit Damage by 10%. { id = "Items.ImprovedPerceptionCommon" }, -- VISUAL CORTEX SUPPORT / Cyberware / Frontal Cortex / Uncommon -- A brain mod that improves perception and targeting. -- Increases Crit Damage by 16%. { id = "Items.ImprovedPerceptionUncommon" }, -- VISUAL CORTEX SUPPORT / Cyberware / Frontal Cortex / Epic -- A brain mod that improves perception and targeting. -- Increases Crit Damage by 30%. { id = "Items.ImprovedPerceptionEpic" }, -- VISUAL CORTEX SUPPORT / Cyberware / Frontal Cortex / Legendary -- A brain mod that improves perception and targeting. -- Increases Crit Damage by 45%. { id = "Items.ImprovedPerceptionLegendary" }, -- ZETATECH BERSERK MK.4 / Cyberware / Operating System / Legendary -- Zetatech's Berserk implant will make you into a lean, mean killing machine. Not to mention hard to kill yourself, thanks to its revolutionary nanodermal impact-absorption systems. -- When activated, reduces weapon recoil and increases melee damage, Armor, Resistances by 10% for 5 seconds. -- While active, defeating enemies restores 5% health and jumping from a high height create a Shockwave. -- Cooldown 30 seconds. -- 3 Mod Slots. { id = "Items.BerserkC3MK4", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- ZETATECH BERSERK MK.5 / Cyberware / Operating System / Legendary -- A true work of beauty from Zetatech - one of the most potent and most valuable Berserk implants on the market. Many private security companies allegedly outfit their mercenaries with this very model. -- When activated, reduces weapon recoil and increases melee damage, Armor, Resistances by 20% for 10 seconds. -- While active, defeating enemies restores 5% health and jumping from a high height create a Shockwave. -- Cooldown 30 seconds. -- 3 Mod Slots. { id = "Items.BerserkC3MK5", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- ZETATECH SANDEVISTAN MK. 2 / Cyberware / Operating System / Rare -- This Sandevistan from Zetatech is known for its enhanced parameters. It's especially suited for combat situations while also remaining fairly user-friendly. -- Slows time by 50% for 12 sec. -- Cooldown 30 sec. -- Increase Crit Chance by 15% when Sandevistan is active. { id = "Items.SandevistanC1MK2", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- ZETATECH SANDEVISTAN MK. 3 / Cyberware / Operating System / Epic -- The advanced Sandevistan from Zetatech's assembly line - faster and more powerful than ever, with extra built-in user-compensation protocols making combat substantially more effective. -- Slows time by 50% for 16 sec. -- Cooldown 30 sec. -- Increase Crit Chance by 20% when Sandevistan is active. { id = "Items.SandevistanC1MK3", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, -- ZETATECH SANDEVISTAN MK.1 / Cyberware / Operating System / Uncommon -- The popular, mass-market Sandevistan from Zetatech. It's widely praised by users for its minimalism, lack of unnecessary features, and ease-of-use. -- Slows time by 75% for 8 sec. -- Cooldown 30 sec. -- Increase Crit Chance by 10% when Sandevistan is active. { id = "Items.SandevistanC1MK1", slots = { { slot = "Slot1" }, { slot = "Slot2" }, { slot = "Slot3" }, }, }, }, }
ESX = nil local Categories = {} local Vehicles = {} TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) Citizen.CreateThread(function() local char = Config.PlateLetters char = char + Config.PlateNumbers if Config.PlateUseSpace then char = char + 1 end if char > 8 then print(('esx_truckshop: ^1WARNING^7 plate character count reached, %s/8 characters.'):format(char)) end end) function RemoveOwnedVehicle(plate) MySQL.Async.execute('DELETE FROM owned_vehicles WHERE plate = @plate', { ['@plate'] = plate }) end MySQL.ready(function() Categories = MySQL.Sync.fetchAll('SELECT * FROM truck_categories') local vehicles = MySQL.Sync.fetchAll('SELECT * FROM trucks') for i=1, #vehicles, 1 do local vehicle = vehicles[i] for j=1, #Categories, 1 do if Categories[j].name == vehicle.category then vehicle.categoryLabel = Categories[j].label break end end table.insert(Vehicles, vehicle) end -- send information after db has loaded, making sure everyone gets vehicle information TriggerClientEvent('esx_truckshop:sendCategories', -1, Categories) TriggerClientEvent('esx_truckshop:sendVehicles', -1, Vehicles) end) RegisterServerEvent('esx_truckshop:setVehicleOwned') AddEventHandler('esx_truckshop:setVehicleOwned', function(vehicleProps) local _source = source local xPlayer = ESX.GetPlayerFromId(_source) MySQL.Async.execute('INSERT INTO owned_vehicles (owner, plate, vehicle, Type) VALUES (@owner, @plate, @vehicle, @Type)', { ['@owner'] = xPlayer.identifier, ['@plate'] = vehicleProps.plate, ['@vehicle'] = json.encode(vehicleProps), ['@Type'] = 'car' }, function(rowsChanged) TriggerClientEvent('esx:showNotification', _source, _U('truck_belongs', vehicleProps.plate)) end) end) ESX.RegisterServerCallback('esx_truckshop:getCategories', function(source, cb) cb(Categories) end) ESX.RegisterServerCallback('esx_truckshop:getVehicles', function(source, cb) cb(Vehicles) end) ESX.RegisterServerCallback('esx_truckshop:buyVehicle', function(source, cb, vehicleModel) local xPlayer = ESX.GetPlayerFromId(source) local vehicleData = nil for i=1, #Vehicles, 1 do if Vehicles[i].model == vehicleModel then vehicleData = Vehicles[i] break end end if xPlayer.getMoney() >= vehicleData.price then xPlayer.removeMoney(vehicleData.price) cb(true) else cb(false) end end) ESX.RegisterServerCallback('esx_truckshop:resellVehicle', function(source, cb, plate, model) local resellPrice = 0 -- calculate the resell price for i=1, #Vehicles, 1 do if GetHashKey(Vehicles[i].model) == model then resellPrice = ESX.Math.Round(Vehicles[i].price / 100 * Config.ResellPercentage) break end end if resellPrice == 0 then print(('esx_truckshop: %s attempted to sell an unknown vehicle!'):format(GetPlayerIdentifiers(source)[1])) cb(false) end local xPlayer = ESX.GetPlayerFromId(source) MySQL.Async.fetchAll('SELECT * FROM owned_vehicles WHERE owner = @owner AND @plate = plate', { ['@owner'] = xPlayer.identifier, ['@plate'] = plate }, function(result) if result[1] then -- does the owner match? local vehicle = json.decode(result[1].vehicle) if vehicle.model == model then if vehicle.plate == plate then xPlayer.addMoney(resellPrice) RemoveOwnedVehicle(plate) cb(true) else print(('esx_truckshop: %s attempted to sell an vehicle with plate mismatch!'):format(xPlayer.identifier)) cb(false) end else print(('esx_truckshop: %s attempted to sell an vehicle with model mismatch!'):format(xPlayer.identifier)) cb(false) end else cb(false) end end) end) ESX.RegisterServerCallback('esx_truckshop:isPlateTaken', function(source, cb, plate) MySQL.Async.fetchAll('SELECT * FROM owned_vehicles WHERE plate = @plate', { ['@plate'] = plate }, function(result) cb(result[1] ~= nil) end) end) ESX.RegisterServerCallback('esx_truckshop:retrieveJobVehicles', function(source, cb, type) local xPlayer = ESX.GetPlayerFromId(source) MySQL.Async.fetchAll('SELECT * FROM owned_vehicles WHERE owner = @owner AND type = @type AND job = @job', { ['@owner'] = xPlayer.identifier, ['@type'] = type, ['@job'] = xPlayer.job.name }, function(result) cb(result) end) end) RegisterServerEvent('esx_truckshop:setJobVehicleState') AddEventHandler('esx_truckshop:setJobVehicleState', function(plate, state) local xPlayer = ESX.GetPlayerFromId(source) MySQL.Async.execute('UPDATE owned_vehicles SET `stored` = @stored WHERE plate = @plate AND job = @job', { ['@stored'] = state, ['@plate'] = plate, ['@job'] = xPlayer.job.name }, function(rowsChanged) if rowsChanged == 0 then print(('esx_truckshop: %s exploited the garage!'):format(xPlayer.identifier)) end end) end)
local pollution_crystalsb="_block" local pollution_crystalsd="_" local pollution_crystals={ {"Coal","coal","lump"}, {"Steel","steel","ingot"}, {"Copper","copper","ingot"}, {"Bronze","bronze","ingot"}, {"Gold","gold","ingot"}, {"Mese","mese","_crystal"}, {"Diamond","diamond",""}, {"Obsidian","obsidian","_shard"} } for i, ob in pairs(pollution_crystals) do if i==8 then pollution_crystalsb="" end if i==6 then pollution_crystalsd="" end minetest.register_node("pollution:crystal_" .. pollution_crystals[i][2], { description = pollution_crystals[i][1] .. " crystal", drawtype = "mesh", mesh = "pollution_crystal.obj", visual_scale = 1.0, wield_scale = {x=1, y=1, z=1}, alpha = 20, tiles = {"default_" .. pollution_crystals[i][2] .. pollution_crystalsb ..".png"}, paramtype = "light", paramtype2 = "facedir", sunlight_propagates = true, damage_per_second = 5, walkable = false, is_ground_content = false, light_source=3, selection_box = { type = "fixed", fixed = {-0.1, -0.5, -0.1, 0.1, 0.25, 0.1} }, groups = {fleshy = 3, dig_immediate = 3,not_in_creative_inventory=1}, on_use = function(itemstack, user, pointed_thing) if pointed_thing.type=="node" or pointed_thing.type=="nothing" then return itemstack end local pvp=minetest.setting_getbool("enable_pvp") local ob=pointed_thing.ref if ob:is_player() and pvp==false then return itemstack end ob:set_hp(ob:get_hp()-5) ob:punch(user, {full_punch_interval=1.0,damage_groups={fleshy=4}}, "default:steel_pick", nil) return itemstack end, }) minetest.register_craft({ output = "default:" .. pollution_crystals[i][2] .. pollution_crystalsd .. pollution_crystals[i][3] , recipe = { {"pollution:crystal_" .. pollution_crystals[i][2],"pollution:crystal_" .. pollution_crystals[i][2],"pollution:crystal_" .. pollution_crystals[i][2]}, {"pollution:crystal_" .. pollution_crystals[i][2],"pollution:crystal_" .. pollution_crystals[i][2],"pollution:crystal_" .. pollution_crystals[i][2]}, {"pollution:crystal_" .. pollution_crystals[i][2],"pollution:crystal_" .. pollution_crystals[i][2],"pollution:crystal_" .. pollution_crystals[i][2]} } }) end pollution_crystalsb=nil pollution_crystalsd=nil pollution_crystals=nil minetest.register_node("pollution:crystal_magnesium", { description = "Magnesium crystal", drawtype = "mesh", mesh = "pollution_crystal.obj", visual_scale = 1.0, wield_scale = {x=1, y=1, z=1}, alpha = 20, tiles = {"default_steel_block.png^pollution_dirt.png^pollution_dirt.png^pollution_dirt.png"}, paramtype = "light", sunlight_propagates = true, walkable = false, light_source=3, is_ground_content = false, selection_box = { type = "fixed", fixed = {-0.1, -0.5, -0.1, 0.1, 0.25, 0.1} }, groups = {fleshy = 3, dig_immediate = 3,not_in_creative_inventory=1}, }) minetest.register_craft({ output = "pollution:magnesium_lump", recipe = { {"pollution:crystal_magnesium", "pollution:crystal_magnesium", "pollution:crystal_magnesium"}, {"pollution:crystal_magnesium", "pollution:crystal_magnesium", "pollution:crystal_magnesium"}, {"pollution:crystal_magnesium", "pollution:crystal_magnesium", "pollution:crystal_magnesium"} } }) pollution_crystal_blocks_titles={"coal","copper","steel","bronze","magnesium","obsidian","gold","mese","diamond"} pollution_crystal_blocks={ "default:coalblock", "default:copperblock", "default:steelblock", "default:bronzeblock", "pollution:magnesium_block", "default:obsidian", "default:goldblock", "default:mese", "default:diamondblock", } minetest.register_abm({ nodenames = pollution_crystal_blocks, neighbors = {"pollution:water_source"}, interval = 60, chance = 5, action = function(pos) local name=minetest.get_node(pos).name local pos1={x=pos.x,y=pos.y+1,z=pos.z} local level1=minetest.get_node(pos1).name=="pollution:water_source" if level1 then for i=1,9,1 do if name==pollution_crystal_blocks[i] then if math.random(i)==1 then minetest.set_node(pos1, {name = "pollution:crystal_" .. pollution_crystal_blocks_titles[i]}) end break end end end end, })
local UserInputService = game:GetService("UserInputService") local players = game:GetService("Players") local mouse = players.LocalPlayer:GetMouse() local ICONS = { horizontal = "rbxassetid://7655080017", vertical = "rbxassetid://7655095494", bottomLeft = "rbxassetid://7655124995", bottomRight = "rbxassetid://7655117647", } local ROBLOX_TOPBAR_SIZE = 36 local TOPBAR_SIZE = 20 --// https://devforum.roblox.com/t/--/107689/5 return function(gui: GuiObject) -- Dragging local dragging: boolean local dragInput: InputObject local dragStart: Vector2 local startPos: UDim2 local function update(input: InputObject) local delta = input.Position - dragStart gui.Position = UDim2.new( startPos.X.Scale, startPos.X.Offset + delta.X, startPos.Y.Scale, startPos.Y.Offset + delta.Y ) end gui.InputBegan:Connect(function(input: InputObject) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then dragging = true dragStart = input.Position startPos = gui.Position input.Changed:Connect(function() if input.UserInputState == Enum.UserInputState.End then dragging = false end end) end end) gui.InputChanged:Connect(function(input: InputObject) if input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch then dragInput = input end end) UserInputService.InputChanged:Connect(function(input: InputObject) if input == dragInput and dragging then update(input) end end) -- Resizing local MINIMUM_HEIGHT = gui.Content.AbsoluteSize.Y local MINIMUM_WIDTH = gui.AbsoluteSize.X local resizing = nil local lastCursor = mouse.Icon local function startResize(input: InputObject, side: string) if input.UserInputType ~= Enum.UserInputType.MouseButton1 then return end local draggingResize = true resizing = true local startingPosition = input.Position local startingSize = gui.Size local startingContentSize = gui.Content.Size local startingFramePosition = gui.Position local stopDrag stopDrag = input:GetPropertyChangedSignal("UserInputState"):Connect(function() if input.UserInputState == Enum.UserInputState.End then draggingResize = false resizing = nil mouse.Icon = lastCursor stopDrag:Disconnect() end end) while draggingResize do if side == "right" then local diff = UserInputService:GetMouseLocation().X - startingPosition.X gui.Size = UDim2.fromOffset(math.max(startingSize.X.Offset + diff, MINIMUM_WIDTH), TOPBAR_SIZE) elseif side == "bottom" then local diff = UserInputService:GetMouseLocation().Y - startingPosition.Y gui.Content.Size = UDim2.new( 1, 0, 0, math.max(startingContentSize.Y.Offset + diff - ROBLOX_TOPBAR_SIZE, MINIMUM_HEIGHT) ) elseif side == "left" then local diff = startingPosition.X - UserInputService:GetMouseLocation().X if startingSize.X.Offset + diff > MINIMUM_WIDTH then gui.Size = UDim2.fromOffset(math.max(startingSize.X.Offset + diff, MINIMUM_WIDTH), TOPBAR_SIZE) gui.Position = UDim2.fromOffset( UserInputService:GetMouseLocation().X, startingFramePosition.Y.Offset ) end elseif side == "bottomleft" then local Xdiff = startingPosition.X - UserInputService:GetMouseLocation().X local Ydiff = UserInputService:GetMouseLocation().Y - startingPosition.Y gui.Content.Size = UDim2.new( 1, 0, 0, math.max(startingContentSize.Y.Offset + Ydiff - ROBLOX_TOPBAR_SIZE, MINIMUM_HEIGHT) ) if startingSize.X.Offset + Xdiff > MINIMUM_WIDTH then gui.Size = UDim2.fromOffset(math.max(startingSize.X.Offset + Xdiff, MINIMUM_WIDTH), TOPBAR_SIZE) gui.Position = UDim2.fromOffset( UserInputService:GetMouseLocation().X, startingFramePosition.Y.Offset ) end elseif side == "bottomright" then local Xdiff = UserInputService:GetMouseLocation().X - startingPosition.X local Ydiff = UserInputService:GetMouseLocation().Y - startingPosition.Y gui.Content.Size = UDim2.new( 1, 0, 0, math.max(startingContentSize.Y.Offset + Ydiff - ROBLOX_TOPBAR_SIZE, MINIMUM_HEIGHT) ) gui.Size = UDim2.fromOffset(math.max(startingSize.X.Offset + Xdiff, MINIMUM_WIDTH), TOPBAR_SIZE) end task.wait() end end -- There has to be a better way to do that gui.Content.Drag.Right.InputBegan:Connect(function(input: InputObject) startResize(input, "right") end) gui.Content.Drag.Right.MouseEnter:Connect(function() if not resizing then lastCursor = mouse.Icon mouse.Icon = ICONS.horizontal end end) gui.Content.Drag.Right.MouseLeave:Connect(function() if not resizing then mouse.Icon = "" end end) gui.Content.Drag.Left.InputBegan:Connect(function(input: InputObject) startResize(input, "left") end) gui.Content.Drag.Left.MouseEnter:Connect(function() if not resizing then lastCursor = mouse.Icon mouse.Icon = ICONS.horizontal end end) gui.Content.Drag.Left.MouseLeave:Connect(function() if not resizing then mouse.Icon = "" end end) gui.Content.Drag.Bottom.InputBegan:Connect(function(input: InputObject) startResize(input, "bottom") end) gui.Content.Drag.Bottom.MouseEnter:Connect(function() if not resizing then lastCursor = mouse.Icon mouse.Icon = ICONS.vertical end end) gui.Content.Drag.Bottom.MouseLeave:Connect(function() if not resizing then mouse.Icon = "" end end) gui.Content.Drag.BottomLeft.InputBegan:Connect(function(input: InputObject) startResize(input, "bottomleft") end) gui.Content.Drag.BottomLeft.MouseEnter:Connect(function() if not resizing then lastCursor = mouse.Icon mouse.Icon = ICONS.bottomLeft end end) gui.Content.Drag.BottomLeft.MouseLeave:Connect(function() if not resizing then mouse.Icon = "" end end) gui.Content.Drag.BottomRight.InputBegan:Connect(function(input: InputObject) startResize(input, "bottomright") end) gui.Content.Drag.BottomRight.MouseEnter:Connect(function() if not resizing then lastCursor = mouse.Icon mouse.Icon = ICONS.bottomRight end end) gui.Content.Drag.BottomRight.MouseLeave:Connect(function() if not resizing then mouse.Icon = "" end end) end
--[[ This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:27' using the latest game version. NOTE: This file should only be used as IDE support; it should NOT be distributed with addons! **************************************************************************** CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC. **************************************************************************** ]] local NotificationIcons_Console = ZO_Object:Subclass() function NotificationIcons_Console:New(...) local object = ZO_Object.New(self) object:Initialize(...) return object end function NotificationIcons_Console:Initialize(control) self.control = control self.numUnread = 0 self.numNotifications = 0 self.animToPlay = nil self.waitingToTrigger = false self.fadingOut = false self.notificationFrameTimeMS = 0 self.fadeStartTimeMS = 0 self.fadeTimeMS = 10000 self.reshowTimeMS = 150000 EVENT_MANAGER:RegisterForEvent("NotificationIcons_Console", EVENT_MAIL_NUM_UNREAD_CHANGED, function(_, numUnread) self:OnNumUnreadMailChanged(numUnread) end) control:SetHandler("OnUpdate", function() self:OnUpdate() end) --setup the animation for the control as a whole local function FadeStop() if(self.fadingOut) then ALERT_MESSAGES_GAMEPAD:SetHoldDisplayingEntries(false) self.fadingOut = false self.notificationFrameTimeMS = GetFrameTimeMilliseconds() else if(self.animToPlay) then self.animToPlay:PlayFromStart() else self.fadeStartTimeMS = GetFrameTimeMilliseconds() end end end self.fadeTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ConsoleNotificationIconsFade", control) self.fadeTimeline:SetHandler("OnStop", FadeStop) --setup the animation on the mail and notification icons local function StartFadeTimer() self.animToPlay = nil self.fadeStartTimeMS = GetFrameTimeMilliseconds() end self.mailIcon = control:GetNamedChild("Mail") self.mailPulseTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ConsoleNotificationPulse", self.mailIcon) self.mailPulseTimeline:SetHandler("OnStop", StartFadeTimer) --setup the animation on the notifications icon self.notificationsIcon = control:GetNamedChild("Notifications") self.notificationPulseTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ConsoleNotificationPulse", self.notificationsIcon) self.notificationPulseTimeline:SetHandler("OnStop", StartFadeTimer) end function NotificationIcons_Console:OnNumUnreadMailChanged(numUnread) if(numUnread > self.numUnread and IsPlayerActivated()) then self.animToPlay = self.mailPulseTimeline self.notificationFrameTimeMS = GetFrameTimeMilliseconds() self.waitingToTrigger = true end self.numUnread = numUnread end function NotificationIcons_Console:OnNumNotificationsChanged(numNotifications) if(numNotifications > self.numNotifications and IsPlayerActivated()) then self.animToPlay = self.notificationPulseTimeline self.notificationFrameTimeMS = GetFrameTimeMilliseconds() self.waitingToTrigger = true end self.numNotifications = numNotifications end function NotificationIcons_Console:OnUpdate() local time = GetFrameTimeMilliseconds() if(self.fadeStartTimeMS > 0) then -- trigger fade out at the end of fadeStartTimeMS or if a new alert text comes in if(ALERT_MESSAGES_GAMEPAD:HasActiveEntries() or (time > self.fadeStartTimeMS + self.fadeTimeMS)) then self.fadeStartTimeMS = 0 self.fadeTimeline:PlayFromEnd() self.fadingOut = true end -- trigger fade in of the icons when the alert text queue empties elseif(self.waitingToTrigger) then if(self.notificationFrameTimeMS < time) and (not ALERT_MESSAGES_GAMEPAD:HasActiveEntries()) then self.fadeTimeline:PlayFromStart() self.waitingToTrigger = false self.notificationFrameTimeMS = time ALERT_MESSAGES_GAMEPAD:SetHoldDisplayingEntries(true) end -- retrigger the icons to show every reshowTimeMS if there are unread messages or notifications elseif((self.numUnread > 0 or self.numNotifications > 0) and (time > self.notificationFrameTimeMS + self.reshowTimeMS)) then self.notificationFrameTimeMS = time self.waitingToTrigger = true end end function ZO_NotificationIcons_Gamepad_Initialize(control) NOTIFICATION_ICONS_CONSOLE = NotificationIcons_Console:New(control) end
enemy = {} animTimer = love.timer.getMicroTime( ) animTimerDelay = 1 bloodTimer = love.timer.getMicroTime( ) bloodTimerDelay = 0.1 bloodID = 1 deathID = 1 jDeathTimer = love.timer.getMicroTime() function enemy:init(max_enemies) self.table = {} enemyNumber = max_enemies end function enemy:getMaxEnemies( ) return enemyNumber end function enemy:getCurrentEnemies( ) return #self.table end function enemy:dropBaddies( ) self.table = { } end function enemy:removeFromTable( s ) if soundOn == true then love.audio.play(snd.vampDeath) end table.remove(self.table,s) for i = 1, #self.table do self.table[i].s = i end hero.enemiesKilled = hero.enemiesKilled + 1 eKillCounter = eKillCounter + 1 end function enemy:playDeathAnimation() animation:playAnimation(3,0.05,(hero.x - map.x)*32,(hero.y - map.y)*32, false) if animation:getCurrentFrame(3) == animation:getFrames(3) then playerDeathAnim = false animation:setFrame(3,1) end end function BalanceEnemies( ) if enemy:getCurrentEnemies( ) < 4 then enemy:spawnNewEnemy( ) end if eKillCounter >= 4 then enemy:spawnTier2Enemy( ) eKillCounter = 0 end end function enemy:spawnTier2Enemy( ) local life = math.random(30,56) local temp_X = 0 local temp_y = 0 local totDistance = 0 local temp = { x = 6, y = 6, s = #self.table+1, w = 32, h = 32, timer = 0, hp = life, initialHP = life, type = math.random(8,12), oldx = 0, oldy = 0, actionString = " ", name = "<"..FirstNames[math.random(1,#FirstNames)].." "..SecondNames[math.random(1,#SecondNames)]..">", AP = math.random(3,7), enemy_x = 0, enemy_y = 0, path = { }, lenght = 0, noticedPlayer = false, hasSummons = false, bloodTimer = love.timer.getMicroTime(), bloodFrame = 1, takingDamage = false, isTagged = false, TaggImg = love.graphics.newImage("gfx/Stone.png"), tagCount = 0, tagRegeneration = math.random(2,4), bDeathAnim = false, deathTimer = love.timer.getMicroTime(), deathFrame = 1, } table.insert( self.table, temp ) repeat self.table[#self.table].over_hero = 1 -- flag that checks self.table[#self.table].x = math.random(1,map.width) self.table[#self.table].y = math.random(1,map.height) temp_X = self.table[#self.table].x temp_Y = self.table[#self.table].y totDistance = distanceToPlayer(hero.x, hero.y, temp_X, temp_Y) --v.x = 10 --v.y = 10 self.table[#self.table].check_walk = map.walk[map.data[self.table[#self.table].y][self.table[#self.table].x]] -- check if mob landed over non-walkable land. --]] if self.table[#self.table].y ~= hero_y or self.table[#self.table].x ~= hero_x then self.table[#self.table].over_hero = 0 end -- check if mob landed over hero. until totDistance > 20 and totDistance < 35 and self.table[#self.table].check_walk == 1 and self.table[#self.table].over_hero == 0 -- get out of loop when coords are good end function enemy:spawnNewEnemy( ) local life = math.random(11,24) local temp_X = 0 local temp_y = 0 local totDistance = 0 local temp = { x = 6, y = 6, s = #self.table+1, w = 32, h = 32, timer = 0, hp = life, initialHP = life, type = math.random(1,7), oldx = 0, oldy = 0, actionString = " ", name = "<"..FirstNames[math.random(1,#FirstNames)].." "..SecondNames[math.random(1,#SecondNames)]..">", AP = math.random(3,7), enemy_x = 0, enemy_y = 0, path = { }, lenght = 0, noticedPlayer = false, hasSummons = false, bloodTimer = love.timer.getMicroTime(), bloodFrame = 1, takingDamage = false, isTagged = false, TaggImg = love.graphics.newImage("gfx/Stone.png"), tagCount = 0, tagRegeneration = math.random(2,4), bDeathAnim = false, deathTimer = love.timer.getMicroTime(), deathFrame = 1, } table.insert( self.table, temp ) repeat self.table[#self.table].over_hero = 1 -- flag that checks self.table[#self.table].x = math.random(1,map.width) self.table[#self.table].y = math.random(1,map.height) temp_X = self.table[#self.table].x temp_Y = self.table[#self.table].y totDistance = distanceToPlayer(hero.x, hero.y, temp_X, temp_Y) --v.x = 10 --v.y = 10 self.table[#self.table].check_walk = map.walk[map.data[self.table[#self.table].y][self.table[#self.table].x]] -- check if mob landed over non-walkable land. --]] if self.table[#self.table].y ~= hero_y or self.table[#self.table].x ~= hero_x then self.table[#self.table].over_hero = 0 end -- check if mob landed over hero. until totDistance > 20 and totDistance < 35 and self.table[#self.table].check_walk == 1 and self.table[#self.table].over_hero == 0 -- get out of loop when coords are good end -- function enemy:new( s ) local life = math.random(11,24) local temp = { x = math.random( 1,5 ), y = math.random( 1, 5 ), s = #self.table+1, w = 32, h = 32, timer = 0, hp = life, initialHP = life, type = math.random(1,7), oldx = 0, oldy = 0, name = "<"..FirstNames[math.random(1,#FirstNames)].." "..SecondNames[math.random(1,#SecondNames)]..">", AP = math.random(3,7), enemy_x = 0, enemy_y = 0, path = { }, lenght = 0, noticedPlayer = false, hasSummons = false, bloodTimer = love.timer.getMicroTime(), bloodFrame = 1, takingDamage = false, isTagged = false, TaggImg = love.graphics.newImage("gfx/Stone.png"), tagCount = 0, tagRegeneration = math.random(2,4), bDeathAnim = false, deathTimer = love.timer.getMicroTime(), deathFrame = 1, } table.insert( self.table, temp ) end function enemy:setUp ( ) for i,v in ipairs( self.table ) do repeat v.over_hero = 1 -- flag that checks v.x = math.random(1,map.width) v.y = math.random(1,map.height) --v.x = 10 --v.y = 10 v.check_walk = map.walk[map.data[v.y][v.x]] -- check if mob landed over non-walkable land. --]] if v.y ~= hero_y or v.x ~= hero_x then v.over_hero = 0 end -- check if mob landed over hero. until v.check_walk == 1 and v.over_hero == 0 -- get out of loop when coords are good end end function enemy:checkX(s) for i,v in ipairs ( self.table ) do if s == v.s then return v.x end end end function enemy:checkY(s) for i,v in ipairs ( self.table ) do if s == v.s then return v.y end end end function enemy:setX(s,x) for i, v in ipairs ( self.table ) do if s == v.s then v.x = x end end end function enemy:setY(s,y) for i, v in ipairs ( self.table ) do if s == v.s then v.y = y end end end function enemy:isAware( s ) for i,v in ipairs ( self.table ) do if s == v.s then if v.noticedPlayer == true then return true else return false end end end end function enemy:setAwareness( s ) for i,v in ipairs ( self.table ) do if s == v.s then v.noticedPlayer = true end end end function enemy:knockBack(s,dir) knockBackRandom = math.random(1,5) for i,v in ipairs (self.table) do if s == v.s then if v.hp > 0 then if knockBackRandom >= 3 then if dir == 3 then if map.collision[v.y][v.x-2] == 0 then v.x = v.x - 2 elseif map.collision[v.y][v.x-1] == 0 then v.x = v.x - 1 end elseif dir == 4 then if map.collision[v.y][v.x+2] == 0 then v.x = v.x + 2 elseif map.collision[v.y][v.x+1] == 0 then v.x = v.x + 1 end end end end end end end function avoidHotSpots( ) end function enemy:alterHp( s, value ) if self.table then for i,v in ipairs ( self.table ) do if s == v.s then if currentWeaponID == 4 and hero.hasShoot == true then v.isTagged = true miscEventBool = true miscEventString = ""..v.name.." was turned to stone." --map.collision[v.y][v.x] = 1 end v.hp = v.hp-value enemy:spillBlood( v.s, v.x, v.y ) end end end end function enemy:drawLine( ) for i,v in ipairs ( self.table ) do if v.type == 2 then love.graphics.line(v.x,v.y,hero.x,hero.y) end end end --------------------------------------------------------- -- ToDo: independent move --------------------------------------------------------- function enemy:astarMove(s) end function enemy:getOldPosition( s ) for i, v in ipairs ( self.table ) do if s == v.s then v.oldx = v.x v.oldy = v.y end end end function enemy:moveTowardsPlayer(s,path) local tableForPath = path for i, v in ipairs ( self.table ) do if s == v.s then --if v.AP > 4 then if v.hp > 0 and v.isTagged == false then -- --for it = 1, #tableForPath do if tableForPath[i] ~= nil then if distanceToEnemy(hero.x, hero.y, v.x, v.y) <= 10 then --if tableForPath[i+1].x ~= hero.x and tableForPath[i+1].y ~= hero.y then v.x = tableForPath[i].x v.y = tableForPath[i].y bInsertEvent = true v.AP = v.AP - 4 evEnemyString = ""..v.name.." draws closer." end end --end --end end --end end end --evEnemyString = ""..v.name.." draws closer." end function enemy:moveTowardsPlayer2(s) for i, v in ipairs ( self.table ) do if s == v.s then if v.hp > 0 and v.isTagged == false--[[and v.AP >= 4--]] then v.path, v.lenght = pather:getPath(enemy:checkX(i), enemy:checkY(i), hero.x,hero.y) if v.path[i] ~= nil then --if distanceToEnemy(hero.x, hero.y, v.x, v.y) <= 10 then -- Tweening x = x + (target -x) *0.1 v.x = v.path[i].x v.y = v.path[i].y --if distanceToPlayer(v.x, v.y, hero.x, hero.y) <= 5 then --end --end end end end end end function enemy:positionCorrectly( s ) for i,v in ipairs ( self.table ) do if s == v.s then if v.hp > 0 then if v.x == hero.x and v.y == hero.y then v.x = v.oldx v.y = v.oldy end end end end end --[[local tableForPath = path for i, v in ipairs ( self.table ) do if s == v.s then if v.hp > 0 then for it = 1, #tableForPath do if tableForPath[i+1] ~= nil then --if tableForPath[i+1].x ~= hero.x and tableForPath[i+1].y ~= hero.y then v.x = tableForPath[i].x v.y = tableForPath[i].y --end end end end end end--]] function enemy:debugPathTowardsPlayer(s, path) local tableForPath = path --[[for i,v in ipairs ( self.table ) do if s == v.s then if v.hp > 0 and path then if tableForPath ~= nill then love.graphics.line(tableForPath[i].x, tableForPath[i].y, tableForPath[i+1].x, tableForPath[i+1].y) end end end end--]] for i = 1, #tableForPath do if tableForPath[i+1] ~= nil then love.graphics.line((tableForPath[i].x - map.x)*32, ( tableForPath[i].y - map.y)*32, (tableForPath[i+1].x - map.x)*32, (tableForPath[i+1].y - map.y)*32) end end end function enemy:move(s) mvRandom = math.random(1,4) for i,v in ipairs ( self.table ) do if s == v.s then if v.hp > 0 and v.isTagged == false then if mvRandom == 1 then if map.walk[map.data[v.y][v.x+1]] == 1 then v.x = v.x + 1 end elseif mvRandom == 2 then if map.walk[map.data[v.y+1][v.x]] == 1 then v.y = v.y + 1 end elseif mvRandom == 3 then if map.walk[map.data[v.y][v.x-1]] == 1 then v.x = v.x - 1 end elseif mvRandom == 4 then if map.walk[map.data[v.y-1][v.x]] == 1 then v.y = v.y - 1 end end end if v.x == hero.x and v.y == hero.y then hero.hp = hero.hp - 1 end end end end function enemy:getHp( s ) for i,v in ipairs ( self.table ) do if s == v.s then return v.hp end end end function enemy:isDead( s ) for i,v in ipairs( self.table ) do if s == v.s then if v.hp <= 0 then --bInsertEvent = true --pMovementString = ""..v.name.." has died. " --pMovementString because isDead is checked on the player's turn. enemy:removeFromTable( s ) -- Debug only. I'll remove them from the table later on :) end end end end function enemy:update() -- make burgers! Burgers are good. BalanceEnemies( ) actionsDuringEnemyTurn ( ) enemy:checkTagg( ) end function enemy:checkTagg( ) for i,v in ipairs ( self.table ) do if v.isTagged == true then v.tagCount = v.tagCount + 1 end if v.tagCount >= v.tagRegeneration then regenCheck = math.random(1,10) if regenCheck >= 7 then --- MAYBE LOWER IT LATER! FOR NOW IT SEEMS TO BE OK v.tagCount = 0 v.isTagged = false v.tagRegeneration = math.random(2,4) miscEventBool = true miscEventString = ""..v.name.." is back to normal. He seems angry" end --map.collision[v.y][v.x] = 0 end end end function enemy:retrieveBatTypesID( ) end function enemy:draw(lx,ly) for i,v in ipairs( self.table ) do love.graphics.setColor(255,255,255) if (v.x == lx) and (v.y == ly) then if v.hp > v.initialHP then v.hp = v.initialHP end ----- Quick hack to keep enemy T2 vamps at max health. if v.isTagged == false then if v.x < hero.x then if v.type >= 8 and v.type <= 12 and distance2enemy(i) > 3 then animation:loopAnimation(1, 0.1, (v.x - map.x) *32, (v.y - map.y) *32, false ) else love.graphics.draw(tile.mob[v.type],(v.x - map.x) *32, (v.y - map.y) *32) end else if v.type >= 8 and v.type <= 12 and distance2enemy(i) > 3 then animation:loopAnimation(1, 0.1, (v.x - map.x) *32, (v.y - map.y) *32, true ) else love.graphics.draw(tile.mob[v.type],(v.x - map.x) *32, (v.y - map.y) *32,0,-1,1,32,0) end end else love.graphics.draw(v.TaggImg,(v.x - map.x) *32, (v.y - map.y) *32,0,-1,1,32,0) end local scaleFactor = 1 - ( (100 - ( (100 * v.hp) / v.initialHP ) ) / 100 ) love.graphics.draw(hb_background, (v.x - map.x) * 32, (v.y - map.y) * 32 - 5) love.graphics.draw(hb_foreground, (v.x - map.x) * 32, (v.y - map.y) * 32 - 5, 0, scaleFactor ,1) if v.takingDamage == true then enemy:spillBlood( v.s, (v.x - map.x) * 32, (v.y - map.y) * 32 ) if animation:getCurrentFrame(2) == animation:getFrames(2) then v.takingDamage = false end end end end -- end for inpairs end function enemy:drawNames( ) for i,v in ipairs( self.table ) do love.graphics.print(""..v.name.."",(v.x - map.x) * 32 - string.len(v.name)*2.5, (v.y - map.y) * 32 - 25) end end function enemy:attackPlayer( s ) if self.table[s].isTagged == false then if self.table[s].type >= 1 and self.table[s].type <= 7 then dmgPlayer = math.random(2,8) hero.hp = hero.hp - dmgPlayer bInsertEvent = true evEnemyString = ""..self.table[s].name.." dealt "..dmgPlayer.." damage to you. "..self.table[s].name.." grins.".."Pos X: "..self.table[s].x.." Pos Y:"..self.table[s].y.."" hero.killed_by = ""..self.table[s].name.."" if hero.hp < 0 then hero.hp = 0 end if soundOn == true then love.audio.play(snd.playerHit) end deathID = 1 playerDeathAnim = true elseif self.table[s].type >= 8 and self.table[s].type <= 12 then dmgPlayer = math.random(5,10) hero.hp = hero.hp - dmgPlayer bInsertEvent = true love.graphics.setColor(200,50,50) evEnemyString = ""..self.table[s].name.." has drained "..dmgPlayer.." life from the player." hero.killed_by = ""..self.table[s].name.."" self.table[s].hp = self.table[s].hp + dmgPlayer-math.random(1,4) if hero.hp < 0 then hero.hp = 0 end if soundOn == true then love.audio.play(snd.playerHit) end deathID = 1 playerDeathAnim = true end end end function enemy:spillBlood( s, pos__x, pos__y ) animation:loopAnimation(2,0.1,pos__x,pos__y, false) end function setupEnemies( ) enemy:init(8) for i = 1, enemy:getMaxEnemies() do enemy:new(i) end enemy:setUp ( ) end function enemy:updateAP( ) for i,v in ipairs ( self.table ) do if v.hp > 0 then v.AP = v.AP + 2 end end end --[[postAttackActions = { " grins.", " winks at "..FirstNames[math.random(1,#FirstNames)].." "..SecondNames[math.random(1,#SecondNames)]..".", } To Do: Split into more more strings, so concatenation is possible --]] FirstNames = { "Circe", "Anton", "Aubrey", "Cesar", "Charity", "Christine", "Circe", "Dante", "Emmanuel", "Enoch", "Evangeline", "Hope", "Joseph", "Kraig", "Kristopher", "Luciano", "Lucius", "Nathaniel", "Nichole", "Pollux", "Raphael", "Romulus", "Vana", "Ona", "Costine", "Fleturis", "Tina", "Seras", "Integra", "Andosan", "Bob", "Victorria", "Salamy", "Hanzel", } SecondNames = { "Blackblade", "Cruelblood", "Cruelchain", "Cryptgrief", "Darkdragon", "Devildragon", "Devilwolf", "Duskblade", "Evilsmoke", "Farsinner", "Fatevenom", "Grimbeast", "Grimdragon", "Helldirge", "Iceblade", "Icedamn", "Shadowblade", "Shadowwoe", "Steelbrood", "Steelstorm", "Twistmist", "Venomfate", "Venomheart", "Warcairn", "Wildstorm", "Moses", "Florence", "Hellsing", "Donnet", "Bernadette", "Crimson", "Fogripper", "Le Mort", "Fangy", "Longshadow", "Griefstrike", "Bartholomew", "Dhampir", "Asscariot", "PamaMia", "Calinescu", " ", " ", " ", } return enemy
ESX = nil local display = false local LastVehicle = nil local LicencePlate = {} LicencePlate.Index = false LicencePlate.Number = false local Keys = { ["ESC"] = 322, ["F1"] = 288, ["F2"] = 289, ["F3"] = 170, ["F5"] = 166, ["F6"] = 167, ["F7"] = 168, ["F8"] = 169, ["F9"] = 56, ["F10"] = 57, ["~"] = 243, ["1"] = 157, ["2"] = 158, ["3"] = 160, ["4"] = 164, ["5"] = 165, ["6"] = 159, ["7"] = 161, ["8"] = 162, ["9"] = 163, ["-"] = 84, ["="] = 83, ["BACKSPACE"] = 177, ["TAB"] = 37, ["Q"] = 44, ["W"] = 32, ["E"] = 38, ["R"] = 45, ["T"] = 245, ["Y"] = 246, ["U"] = 303, ["P"] = 199, ["["] = 39, ["]"] = 40, ["ENTER"] = 18, ["CAPS"] = 137, ["A"] = 34, ["S"] = 8, ["D"] = 9, ["F"] = 23, ["G"] = 47, ["H"] = 74, ["K"] = 311, ["L"] = 182, ["LEFTSHIFT"] = 21, ["Z"] = 20, ["X"] = 73, ["C"] = 26, ["V"] = 0, ["B"] = 29, ["N"] = 249, ["M"] = 244, [","] = 82, ["."] = 81, ["LEFTCTRL"] = 36, ["LEFTALT"] = 19, ["SPACE"] = 22, ["RIGHTCTRL"] = 70, ["HOME"] = 213, ["PAGEUP"] = 10, ["PAGEDOWN"] = 11, ["DELETE"] = 178, ["LEFT"] = 174, ["RIGHT"] = 175, ["TOP"] = 27, ["DOWN"] = 173, ["NENTER"] = 201, ["N4"] = 108, ["N5"] = 60, ["N6"] = 107, ["N+"] = 96, ["N-"] = 97, ["N7"] = 117, ["N8"] = 61, ["N9"] = 118 } Citizen.CreateThread(function() while ESX == nil do TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) Citizen.Wait(0) end end) Citizen.CreateThread(function() while true do Citizen.Wait(0) if IsControlPressed(0, Keys["LEFTSHIFT"]) and IsControlJustPressed(0, Keys["G"]) then SetDisplay(not display) end end end) RegisterNUICallback("exit", function(data) SetDisplay(false) end) RegisterNUICallback("datspz", function(data) ExecuteCommand("datspz") SetDisplay(false) end) RegisterNUICallback("sundatspz", function(data) ExecuteCommand("sundatspz") SetDisplay(false) end) RegisterNUICallback("error", function(data) ESX.ShowNotification('Někde se') SetDisplay(false) end) function SetDisplay(bool) display = bool SetNuiFocus(bool, bool) SendNUIMessage({ type = "ui", status = bool, }) end Citizen.CreateThread(function() while display do Citizen.Wait(0) DisableControlAction(0, 1, display) DisableControlAction(0, 2, display) DisableControlAction(0, 142, display) DisableControlAction(0, 18, display) DisableControlAction(0, 322, display) DisableControlAction(0, 106, display) end end) RegisterCommand("sundatspz", function() if not LicencePlate.Index and not LicencePlate.Number then local PlayerPed = PlayerPedId() local Coords = GetEntityCoords(PlayerPed) local Vehicle = GetClosestVehicle(Coords.x, Coords.y, Coords.z, 3.5, 0, 70) local VehicleCoords = GetEntityCoords(Vehicle) local Distance = Vdist(VehicleCoords.x, VehicleCoords.y, VehicleCoords.z, Coords.x, Coords.y, Coords.z) if Distance < 3.5 and not IsPedInAnyVehicle(PlayerPed, false) then LastVehicle = Vehicle Animation() SendNUIMessage({type = "ui",display = true,time = 6000,text = "Removing Plate..."}) --PROGRESSBAR StopAnimTask(PlayerPedId(), "mini@repair", "fixing_a_player", 1.0) Citizen.Wait(6000) LicencePlate.Index = GetVehicleNumberPlateTextIndex(Vehicle) LicencePlate.Number = GetVehicleNumberPlateText(Vehicle) SetVehicleNumberPlateText(Vehicle, " ") ESX.ShowNotification('Sundal jsi SPZ - '..LicencePlate.Number..'') TriggerServerEvent('scb_nuispz:sendWebhook', source, cb, xPlayer, discord, id, ip, ipd) else ESX.ShowNotification('Nejsi u auta') end else ESX.ShowNotification('Nemůžeš sundat 2 SPZ.') end end) RegisterCommand("datspz", function() if LicencePlate.Index and LicencePlate.Number then local PlayerPed = PlayerPedId() local Coords = GetEntityCoords(PlayerPed) local Vehicle = GetClosestVehicle(Coords.x, Coords.y, Coords.z, 3.5, 0, 70) local VehicleCoords = GetEntityCoords(Vehicle) local Distance = Vdist(VehicleCoords.x, VehicleCoords.y, VehicleCoords.z, Coords.x, Coords.y, Coords.z) if ( (Distance < 3.5) and not IsPedInAnyVehicle(PlayerPed, false) ) then if (Vehicle == LastVehicle) then LastVehicle = nil Animation() StopAnimTask(PlayerPedId(), "mini@repair", "fixing_a_player", 1.0) Citizen.Wait(6000) SetVehicleNumberPlateTextIndex(Vehicle, LicencePlate.Index) SetVehicleNumberPlateText(Vehicle, LicencePlate.Number) LicencePlate.Index = false LicencePlate.Number = false ESX.ShowNotification('Nasadil jsi SPZ - '..LicencePlate.Number..'') else ESX.ShowNotification('Tato SPZ sem nepatří!') end else ESX.ShowNotification('Nejsi u auta!') end else ESX.ShowNotification('Nemáš u sebe SPZ!') end end) function Animation() local pid = PlayerPedId() RequestAnimDict("mini") RequestAnimDict("mini@repair") while (not HasAnimDictLoaded("mini@repair")) do Citizen.Wait(10) end TaskPlayAnim(pid,"mini@repair","fixing_a_player",1.0,-1.0, 5000, 0, 1, true, true, true) end
---@diagnostic disable: undefined-global -- Success function Success() rulexlib:log("success") end -- Failed function Failed(error) rulexlib:log(error) end --- --- 这里展示一个远程发送到经过ESP8266控制的多路继电器后响应的 Demo: --- 假设远程指令是打开开关, 然后同步状态到云端, 指令体: --- {"cmdId": "00001", "cmd" :"open","sw": [1, 2] } --- [1, 2]表示打开 1 2 两个开关 --- Actions = { function(data) local json = require("json") local Tb = json.decode(data) local CmdId = Tb["cmdId"] local Cmd = Tb["cmd"] local SW = Tb["sw"] --- 开 if Cmd == "on" then local ok = rulexlib:WriteOutStream('#ID', json.encode({0x01, SW})) if ok then rulexlib:finishCmd(CmdId, "OutId") else -- 其实没必要显式调用失败, 因为服务端超时后就自己直接失败了 rulexlib:failedCmd(CmdId, "OutId") end end --- 关 if Cmd == "off" then local ok = rulexlib:WriteOutStream('#ID', json.encode({0x00, SW})) if ok then rulexlib:finishCmd(CmdId, "OutId") else -- 其实没必要显式调用失败, 因为服务端超时后就自己直接失败了 rulexlib:failedCmd(CmdId, "OutId") end end return true, data end }
local function Reply(msg) local text = msg.content_.text_ if not database:get(bot_id..'Reply:Status'..msg.chat_id_) then if text == 'هلو' then TextReply = 'هلوات يروحي🥺♥️' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'شلونكم' then TextReply = 'تمام وانتا 🥺💘' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'شلونك' then TextReply = 'مثل لونك ازرك🥺😂' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'تمام' then TextReply = 'دوم يعمري🥺♥️' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'هلاو' then TextReply = 'اهلا والف هلا🥺🔥' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == '😐' then TextReply = 'شبيك صافن ولك😌👌' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'هاي' then TextReply = 'هايات عمري💘😍' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'بوت زربه' then TextReply = 'زربه بحلكك وليدي🌚😂' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'اريد اكبل' then TextReply = 'شوفلي وياك وحده😂🥺' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'لتزحف' then TextReply = 'لصير لوكي ونجب😪🤞' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'كلخرا' then TextReply = 'خلي نفسك بماعون🌚😂' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'زاحف' then TextReply = 'زاحف علي ختك 👐😹' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'دي' then TextReply = 'ديصيحون ابوك🌚😂' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'فرخ' then TextReply = 'ماكو غيرك فرخ😹💓' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'تعالي خاص' then TextReply = 'هلو لصير زاحف ونجب😹👻' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'اكرهك' then TextReply = 'شدعوه اني احبك🌚😂' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'احبك' then TextReply = 'اني هم يروحي🥺🔥' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'باي' then TextReply = 'الله وياك راحتن وخفتن😂😶' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'واكف' then TextReply = 'شنو هوه واكف😶😑' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'وين المدير' then TextReply = 'ليش محتاج شي منه 😉😁' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'انجب' then TextReply = 'جب بحلكك ابني🙂😂' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'تحبني' then TextReply = 'ما احب لوكيه😹🌚' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == '🌚' then TextReply = 'فدوه هل سواد🥺😂' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == '🙄' then TextReply = 'نزل عينك خواتك فوك😹💝' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == '😒' then TextReply = 'شبيك ضايج يروحي😿👌' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == '😳' then TextReply = 'لا بس شفت بريعصي😹💘' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == '🙁' then TextReply = 'ها شنو عافتك حبيبتك 😉😂' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == '🚶💔' then TextReply = 'ضايج الحلو 😆👋' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == '🙂' then TextReply = 'ثكيل ابو زربه 😹🥺' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == '🌝' then TextReply = 'منور حبيبي 💘😍' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'صباحو' then TextReply = 'صباح العافيه🥺♥️' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'صباح الخير' then TextReply = 'صباح الخير ياطير🥺😂' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'كفو' then TextReply = 'منك حبيبي😉👌' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == '😌' then TextReply = 'مرتاح الزاحف🙊😹' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'اها' then TextReply = 'يب حبي قابل اغشك😉👋' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'شسمج' then TextReply = 'اسمها جاسميه😻😹' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'شسمك' then TextReply = 'اسمه ابو راس 😻🤙' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'شوف' then TextReply = 'ششوف حبي😑👋' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'مساء الخير' then TextReply = 'مساء النور 🥺♥️' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'المدرسه' then TextReply = 'دنجب صاير شاطر😂🌚' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'منو ديحذف رسائلي' then TextReply = 'خالتكك😹🤟' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'البوت واكف' then TextReply = 'هياتني شغال لجذب' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'غلس' then TextReply = 'علي شنو اغلس 🌚😂' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'حارة' then TextReply = 'اي والله حيل حاره🥵🤯' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'هههه' then TextReply = 'دومها حبي 🤟😻' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'ههههه' then TextReply = 'فدوه لهل ضحكه 🥺😍' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == '😹' then TextReply = 'قرد ويضحك😂👐' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'وين' then TextReply = 'افتر ورجع😹🤟' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'كافي لغوة' then TextReply = 'انتا انجب😹🤟' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'نايمين' then TextReply = 'امشي كعدهم 😹😑' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'اكو احد' then TextReply = 'اني موجود 😉👋' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'فديت' then TextReply = 'فداك/ج ثولان العالم😹💝' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'شكو' then TextReply = 'كلشي اكو سمج دجاج شتريد اكو 😹🤸‍♀️' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'اوف' then TextReply = 'اوفات حبي😻💘' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'احبج' then TextReply = 'دنجب لوكي🥺😻' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end if text == 'انتة منو' then TextReply = 'اني تاج راسك👑🥺' send(msg.chat_id_, msg.id_,'['..TextReply..']') return false end end if text == 'تفعيل ردود البوت' and Manager(msg) then database:del(bot_id..'Reply:Status'..msg.chat_id_) send(msg.chat_id_, msg.id_,'🚸| تم تفعيل ردود البوت') return false end if text == 'تعطيل ردود البوت' and Manager(msg) then database:set(bot_id..'Reply:Status'..msg.chat_id_,true) send(msg.chat_id_, msg.id_,'🔰| تم تعطيل ردود البوت') return false end end return { Tshake = Reply }
data:extend({ { type = "recipe", name = "nuclear-furnace", ingredients = {{"uranium-238", 2}, {"processing-unit", 10}, {"electric-furnace", 1}, {"uranium-235", 1}}, result = "nuclear-furnace", energy_required = 10, enabled = false } })
ITEM.name = "M14 EBR" ITEM.description= "A modernized M14 battle rifle. Fires 7.62x51mm." ITEM.longdesc = "The Mk 14 Enhanced Battle Rifle (EBR) is an American selective fire military designated marksman rifle chambered for the 7.62×51mm NATO cartridge.\nIt is a variant of the M14 battle rifle and was originally built for use with units of the United States Special Operations Command, such as the United States Navy SEALs, Delta Force, and task specific ODA units.\nThe EBRs are made with the intention of carrying out both designated marksman and CQB roles in combat.\n\nAmmo: 7.62x51mm \nMagazine Capacity: 20" ITEM.model = "models/weapons/w_cstm_m14.mdl" ITEM.class = "cw_m14" ITEM.weaponCategory = "primary" ITEM.price = 37500 ITEM.width = 5 ITEM.height = 1 ITEM.validAttachments = {"md_microt1","md_eotech","md_aimpoint","md_cmore","md_schmidt_shortdot","md_acog","md_nightforce_nxs","md_reflex","md_saker","md_foregrip"} ITEM.bulletweight = 0.026 ITEM.unloadedweight = 5.1 ITEM.repair_PartsComplexity = 2 ITEM.repair_PartsRarity = 4 function ITEM:GetWeight() return self.unloadedweight + (self.bulletweight * self:GetData("ammo", 0)) end ITEM.iconCam = { pos = Vector(10.89999961853, -205, 1), ang = Angle(0, 90, 0), fov = 12, } ITEM.pacData = { [1] = { ["children"] = { [1] = { ["children"] = { [1] = { ["children"] = { }, ["self"] = { ["Angles"] = Angle(0, 180, 180), ["Position"] = Vector(13.989, -4.313, -1.375), ["Model"] = "models/weapons/w_cstm_m14.mdl", ["ClassName"] = "model", ["EditorExpand"] = true, ["UniqueID"] = "7946894673", ["Bone"] = "spine 2", ["Name"] = "m14", }, }, }, ["self"] = { ["AffectChildrenOnly"] = true, ["ClassName"] = "event", ["UniqueID"] = "1237473522", ["Event"] = "weapon_class", ["EditorExpand"] = true, ["Name"] = "weapon class find simple\"@@1\"", ["Arguments"] = "cw_m14@@0", }, }, }, ["self"] = { ["ClassName"] = "group", ["UniqueID"] = "2787896348", ["EditorExpand"] = true, }, }, }
-- tolua: container abstract class -- Written by Waldemar Celes -- TeCGraf/PUC-Rio -- Jul 1998 -- $Id: $ -- This code is free software; you can redistribute it and/or modify it. -- The software provided hereunder is on an "as is" basis, and -- the author has no obligation to provide maintenance, support, updates, -- enhancements, or modifications. -- table to store namespaced typedefs/enums in global scope global_typedefs = {} global_enums = {} -- Container class -- Represents a container of features to be bound -- to lua. classContainer = { curr = nil, } classContainer.__index = classContainer setmetatable(classContainer,classFeature) -- output tags function classContainer:decltype () push(self) local i=1 while self[i] do self[i]:decltype() i = i+1 end pop() end -- write support code function classContainer:supcode () push(self) local i=1 while self[i] do self[i]:supcode() i = i+1 end pop() end function classContainer:hasvar () local i=1 while self[i] do if self[i]:isvariable() then return 1 end i = i+1 end return 0 end -- Internal container constructor function _Container (self) setmetatable(self,classContainer) self.n = 0 self.typedefs = {tolua_n=0} self.usertypes = {} self.enums = {tolua_n=0} self.lnames = {} return self end -- push container function push (t) t.prox = classContainer.curr classContainer.curr = t end -- pop container function pop () --print("name",classContainer.curr.name) --foreach(classContainer.curr.usertypes,print) --print("______________") classContainer.curr = classContainer.curr.prox end -- get current namespace function getcurrnamespace () return getnamespace(classContainer.curr) end -- append to current container function append (t) return classContainer.curr:append(t) end -- append typedef to current container function appendtypedef (t) return classContainer.curr:appendtypedef(t) end -- append usertype to current container function appendusertype (t) return classContainer.curr:appendusertype(t) end -- append enum to current container function appendenum (t) return classContainer.curr:appendenum(t) end -- substitute typedef function applytypedef (type) return classContainer.curr:applytypedef(type) end -- check if is type function findtype (type) local t = classContainer.curr:findtype(type) return t end -- check if is typedef function istypedef (type) return classContainer.curr:istypedef(type) end -- get fulltype (with namespace) function fulltype (t) local curr = classContainer.curr while curr do if curr then if curr.typedefs and curr.typedefs[t] then return curr.typedefs[t] elseif curr.usertypes and curr.usertypes[t] then return curr.usertypes[t] end end curr = curr.prox end return t end -- checks if it requires collection function classContainer:requirecollection (t) push(self) local i=1 local r = false while self[i] do r = self[i]:requirecollection(t) or r i = i+1 end pop() return r end -- get namesapce function getnamespace (curr) local namespace = '' while curr do if curr and ( curr.classtype == 'class' or curr.classtype == 'namespace') then namespace = curr.name .. '::' .. namespace end curr = curr.prox end return namespace end -- get namespace (only namespace) function getonlynamespace () local curr = classContainer.curr local namespace = '' while curr do if curr.classtype == 'class' then return namespace elseif curr.classtype == 'namespace' then namespace = curr.name .. '::' .. namespace end curr = curr.prox end return namespace end -- check if is enum function isenum (type) return classContainer.curr:isenum(type) end -- append feature to container function classContainer:append (t) self.n = self.n + 1 self[self.n] = t t.parent = self end -- append typedef function classContainer:appendtypedef (t) local namespace = getnamespace(classContainer.curr) self.typedefs.tolua_n = self.typedefs.tolua_n + 1 self.typedefs[self.typedefs.tolua_n] = t self.typedefs[t.utype] = namespace .. t.utype global_typedefs[namespace..t.utype] = t end -- append usertype: return full type function classContainer:appendusertype (t) local container if t == self.name then container = self.prox else container = self end local ft = getnamespace(container) .. t container.usertypes[t] = ft _usertype[ft] = ft return ft end -- append enum function classContainer:appendenum (t) local namespace = getnamespace(classContainer.curr) self.enums.tolua_n = self.enums.tolua_n + 1 self.enums[self.enums.tolua_n] = t global_enums[namespace..t.name] = t end -- determine lua function name overload function classContainer:overload (lname) if not self.lnames[lname] then self.lnames[lname] = 0 else self.lnames[lname] = self.lnames[lname] + 1 end return format("%02d",self.lnames[lname]) end -- applies typedef: returns the 'the facto' modifier and type function classContainer:applytypedef (type) if global_typedefs[type] then local mod1, type1 = global_typedefs[type].mod, global_typedefs[type].type local mod2, type2 = applytypedef(type1) return mod2 .. ' ' .. mod1, type2 end local basetype = gsub(type,"^.*::","") local env = self while env do if env.typedefs then local i=1 while env.typedefs[i] do if env.typedefs[i].utype == basetype then local mod1,type1 = env.typedefs[i].mod,env.typedefs[i].type local mod2,type2 = applytypedef(type1) return mod2..' '..mod1,type2 end i = i+1 end end env = env.parent end return '',type end -- check if it is a typedef function classContainer:istypedef (type) local env = self while env do if env.typedefs then local i=1 while env.typedefs[i] do if env.typedefs[i].utype == type then return type end i = i+1 end end env = env.parent end return nil end -- check if is a registered type: return full type or nil function classContainer:findtype (t) local curr = self while curr do if curr.typedefs and curr.typedefs[t] then return curr.typedefs[t] elseif curr.usertypes and curr.usertypes[t] then return curr.usertypes[t] end curr = curr.prox end if _basic[t] then return t end return nil end function classContainer:isenum (type) if global_enums[type] then return true end local basetype = gsub(type,"^.*::","") local env = self while env do if env.enums then local i=1 while env.enums[i] do if env.enums[i].name == basetype then return true end i = i+1 end end env = env.parent end return false end -- parse chunk function classContainer:doparse (s) -- try Lua code do local b,e,code = strfind(s,"^%s*(%b\1\2)") if b then Code(strsub(code,2,-2)) return strsub(s,e+1) end end -- try C code do local b,e,code = strfind(s,"^%s*(%b\3\4)") if b then code = '{'..strsub(code,2,-2)..'\n}\n' Verbatim(code,'r') -- verbatim code for 'r'egister fragment return strsub(s,e+1) end end -- try verbatim do local b,e,line = strfind(s,"^%s*%$(.-\n)") if b then Verbatim(line) return strsub(s,e+1) end end -- try module do local b,e,name,body = strfind(s,"^%s*module%s%s*([_%w][_%w]*)%s*(%b{})%s*") if b then _curr_code = strsub(s,b,e) Module(name,body) return strsub(s,e+1) end end -- try namesapce do local b,e,name,body = strfind(s,"^%s*namespace%s%s*([_%w][_%w]*)%s*(%b{})%s*") if b then _curr_code = strsub(s,b,e) Namespace(name,body) return strsub(s,e+1) end end -- try define do -- Original pattern: "^%s*#define%s%s*([^%s]*)[^\n]*\n%s*" -- Look for a string value local b,e,name,value = strfind(s,"^%s*#define%s%s*([^%s]*)%s%s*\"([^%s]*)\"[^\n]*\n%s*") if b then print("@@@ #define name: "..name.." string value: "..value) _curr_code = strsub(s,b,e) Define(name,"string") return strsub(s,e+1) end --]] -- Look for a numeric value local b,e,name,value = strfind(s,"^%s*#define%s%s*([^%s]*)%s%s*([^%s]*)[^\n]*\n%s*") if b then print("@@@ #define name: "..name.." numeric value: "..value) _curr_code = strsub(s,b,e) Define(name,"number") return strsub(s,e+1) end end -- try enumerates do local b,e,name,body = strfind(s,"^%s*enum%s+(%S*)%s*(%b{})%s*;?%s*") if b then _curr_code = strsub(s,b,e) Enumerate(name,body) return strsub(s,e+1) end end do local b,e,body,name = strfind(s,"^%s*typedef%s+enum[^{]*(%b{})%s*([%w_][^%s]*)%s*;%s*") if b then _curr_code = strsub(s,b,e) Enumerate(name,body) return strsub(s,e+1) end end -- try operator do local b,e,decl,kind,arg,const = strfind(s,"^%s*([_%w][_%w%s%*&:]*operator)%s*([^%s][^%s]*)%s*(%b())%s*(c?o?n?s?t?)%s*;%s*") if not b then -- try inline b,e,decl,kind,arg,const = strfind(s,"^%s*([_%w][_%w%s%*&:]*operator)%s*([^%s][^%s]*)%s*(%b())%s*(c?o?n?s?t?)%s*%b{}%s*;?%s*") end if b then _curr_code = strsub(s,b,e) Operator(decl,kind,arg,const) return strsub(s,e+1) end end -- try function do local b,e,decl,arg,const = strfind(s,"^%s*([~_%w][_@%w%s%*&:]*[_%w])%s*(%b())%s*(c?o?n?s?t?)%s*=?%s*0?%s*;%s*") if not b then -- try a single letter function name b,e,decl,arg,const = strfind(s,"^%s*([_%w])%s*(%b())%s*(c?o?n?s?t?)%s*;%s*") end if b then _curr_code = strsub(s,b,e) Function(decl,arg,const) return strsub(s,e+1) end end -- try inline function do local b,e,decl,arg,const = strfind(s,"^%s*([~_%w][_@%w%s%*&:]*[_%w])%s*(%b())%s*(c?o?n?s?t?).-%b{}%s*;?%s*") if not b then -- try a single letter function name b,e,decl,arg,const = strfind(s,"^%s*([_%w])%s*(%b())%s*(c?o?n?s?t?).-%b{}%s*;?%s*") end if b then _curr_code = strsub(s,b,e) Function(decl,arg,const) return strsub(s,e+1) end end -- try class do local b,e,name,base,body base = '' body = '' b,e,name = strfind(s,"^%s*class%s*([_%w][_%w@]*)%s*;") -- dummy class if not b then b,e,name = strfind(s,"^%s*struct%s*([_%w][_%w@]*)%s*;") -- dummy struct if not b then b,e,name,base,body = strfind(s,"^%s*class%s*([_%w][_%w@]*)%s*(.-)%s*(%b{})%s*;%s*") if not b then b,e,name,base,body = strfind(s,"^%s*struct%s*([_%w][_%w@]*)%s*(.-)%s*(%b{})%s*;%s*") if not b then b,e,name,base,body = strfind(s,"^%s*union%s*([_%w][_%w@]*)%s*(.-)%s*(%b{})%s*;%s*") if not b then base = '' b,e,body,name = strfind(s,"^%s*typedef%s%s*struct%s*[_%w]*%s*(%b{})%s*([_%w][_%w@]*)%s*;%s*") if not b then base = '' b,e,body,name = strfind(s,"^%s*typedef%s%s*union%s*[_%w]*%s*(%b{})%s*([_%w][_%w@]*)%s*;%s*") end end end end end end if b then if base ~= '' then local b,e b,e,base = strfind(base,".-([_%w][_%w]*)$") end _curr_code = strsub(s,b,e) Class(name,base,body) return strsub(s,e+1) end end -- try typedef do local b,e,types = strfind(s,"^%s*typedef%s%s*(.-)%s*;%s*") if b then _curr_code = strsub(s,b,e) Typedef(types) return strsub(s,e+1) end end -- try variable do local b,e,decl = strfind(s,"^%s*([_%w][_@%s%w%d%*&:]*[_%w%d])%s*;%s*") if b then _curr_code = strsub(s,b,e) Variable(decl) return strsub(s,e+1) end end -- try string do local b,e,decl = strfind(s,"^%s*([_%w]?[_%s%w%d]-char%s+[_@%w%d]*%s*%[%s*%S+%s*%])%s*;%s*") if b then _curr_code = strsub(s,b,e) Variable(decl) return strsub(s,e+1) end end -- try array do local b,e,decl = strfind(s,"^%s*([_%w][][_@%s%w%d%*&:]*[]_%w%d])%s*;%s*") if b then _curr_code = strsub(s,b,e) Array(decl) return strsub(s,e+1) end end -- no matching if gsub(s,"%s%s*","") ~= "" then _curr_code = s error("#parse error") else return "" end end function classContainer:parse (s) while s ~= '' do s = self:doparse(s) end end
--A function that creates new sandboxed global environment. local basexx = require("Engine.basexx") local bit = require("bit") local _LuaBCHeader = string.char(0x1B).."LJ" return function(Machine, APIS) local GLOB = { assert = assert, error = error, ipairs = ipairs, pairs = pairs, next = next, pcall = pcall, select = select, tonumber = tonumber, tostring = tostring, type = type, unpack = unpack, _VERSION = _VERSION, xpcall = xpcall, setmetatable = setmetatable, getmetatable = getmetatable, rawget = rawget, rawset = rawset, rawequal = rawequal, string = { byte = string.byte, char = string.char, find = string.find, format = string.format, gmatch = string.gmatch, gsub = string.gsub, len = string.len, lower = string.lower, match = string.match, rep = string.rep, reverse = string.reverse, sub = string.sub, upper = string.upper }, table = { insert = table.insert, maxn = table.maxn, remove = table.remove, sort = table.sort, concat = table.concat }, math = { abs = math.abs, acos = math.acos, asin = math.asin, atan = math.atan, atan2 = math.atan2, ceil = math.ceil, cos = math.cos, cosh = math.cosh, deg = math.deg, exp = math.exp, floor = math.floor, fmod = math.fmod, frexp = math.frexp, huge = math.huge, ldexp = math.ldexp, log = math.log, log10 = math.log10, max = math.max, min = math.min, modf = math.modf, pi = math.pi, pow = math.pow, rad = math.rad, random = love.math.random, --Replaced with love.math versions randomseed = love.math.setRandomSeed, sin = math.sin, sinh = math.sinh, sqrt = math.sqrt, tan = math.tan, tanh = math.tanh, noise = love.math.noise, --LOVE releated apis b64enc = basexx.to_base64, --Will be replaced by love.math ones in love 0.11 b64dec = basexx.from_base64, hexenc = basexx.to_hex, hexdec = basexx.from_hex, compress = function(...) return love.math.compress(...):getString() end, decompress = love.math.decompress, isConvex = love.math.isConvex, triangulate = love.math.triangulate, noise = love.math.noise, randomNormal = love.math.randomNormal }, coroutine={ create = coroutine.create, resume = coroutine.resume, yield = coroutine.yield, status = coroutine.status }, os={ time = os.time, clock = os.clock, date = os.date }, bit={ cast = bit.cast, bnot = bit.bnot, band = bit.band, bor = bit.bor, bxor = bit.bxor, lshift = bit.lshift, rshift = bit.rshift, arshift = bit.arshift, tobit = bit.tobit, tohex = bit.tohex, rol = bit.rol, ror = bit.ror, bswap = bit.swap } } GLOB.getfenv = function(f) if type(f) ~= "function" then return error("bad argument #1 to 'getfenv' (function expected, got "..type(f)) end local ok, env = pcall(getfenv,f) if not ok then return error(env) end if env.love == love then env = {} end --Protection return env end GLOB.setfenv = function(f,env) if type(f) ~= "function" then return error("bad argument #1 to 'setfenv' (function expected, got "..type(f)) end if type(env) ~= "table" then return error("bad argument #2 to 'setfenv' (table expected, got "..type(env)) end local oldenv = getfenv(f) if oldenv.love == love then return end --Trying to make a crash ! evil. local ok, err = pcall(setfenv,f,env) if not ok then return error(err) end end GLOB.loadstring = function(data) if data:sub(1,3) == _LuaBCHeader then return error("LOADING BYTECODE IS NOT ALLOWED, YOU HACKER !") end local chunk, err = loadstring(data) if not chunk then return nil, err end setfenv(chunk,GLOB) return chunk end GLOB.load = function(iter,chunkname) if type(iter) ~= "function" then return error("Chunk Iterator should be a function, provided: "..type(iter)) end if chunkname and type(chunkname) ~= "string" then return error("Chunk Name should be a string or a nil, provided: "..type(chunkname)) end local first = true local function i() local line = iter() if first and line then if line:sub(1,3) == _LuaBCHeader then return error("LOADING BYTECODE IS NOT ALLOWED, YOU HACKER !") end first = false end return line end local ok, chunk = pcall(load,i,chunkname) if ok then setfenv(chunk,GLOB) return chunk else return error(chunk) end end GLOB.coroutine.sethook = function(co,...) if type(co) ~= "thread" then return error("bad argument #1 (thread expected, got "..type(co)..")") end local ok, err = pcall(debug.sethook,co,...) if not ok then return error(err) end return err end GLOB.coroutine.running = function() local curco = coroutine.running() if Machine and Machine.CO and curco == Machine.CO then return end return curco end GLOB.APIS = APIS for k,v in pairs(APIS) do GLOB[k] = v end GLOB._G=GLOB --Mirror Mirror setfenv(Machine.Chunk, GLOB) return GLOB end
function RefreshAccount (account, since) local isFirst = true local transactions = {} -- load transactions repeat local url = "https://secure.lloydsbank.co.uk/personal/link/lp_statement_ajax?_=" .. os.time() .. "&viewstatement=" .. (isFirst == true and "latest" or "previous") isFirst = false local data = JSON(getJSON()):dictionary() local transactionsData = data["transactions"]["items"] local lastTimestamp = 0 for _, v in pairs(transactionsData) do local timestamp = dateStrToTimestamp(v["date"]) table.insert(transactions, { transactionCode = tonumber(v["id"], 16), bookingDate = timestamp, purpose = table.concat(v["completeDescription"], "\n"), amount = v["amount"]["amount"], bookingText = v["paymentTypeForPanel"] }) lastTimestamp = timestamp end -- repeat if we need more entries. -- this also finished if there is no more data to load, -- because lastTimestamp = 0 is smaller than since until lastTimestamp < since return {balance=42.00, transactions=transactions} end function dateStrToTimestamp(dateStr) local yearStr, monthStr, dayStr, hourStr, minStr, secStr = string.match(dateStr, "(%d%d%d%d)-(%d%d)-(%d%d)T(%d%d):(%d%d):(%d%d)") return os.time({ year = tonumber(yearStr), month = tonumber(monthStr), day = tonumber(dayStr), hour = tonumber(hourStr), min = tonumber(minStr), sec = tonumber(secStr) }) end
test = {"t", "t", "n", "n", "t", "n", "t", "t", "t", "n", "n", "n", "t", "n", "t", "t", "t", "n"}
local cfg = require("config").layer.fire local util = require("util") local core = require("core") local hexagon = require("hexagon") local buff = require("buff") --[[ get: nil ui, dump all team, pos internal, get total strength set: team, area, duration, strength put fire on the ground --]] return function(map, layer_info) return { map = map, fire_list = {}, tick = function(self, team) local new_list = {} for i = 1, #self.fire_list, 1 do local v = self.fire_list[i] if v.team == team and not core.common_tick(v) then -- noop else table.insert(new_list, v) end end self.fire_list = new_list end, apply = function(self, entity) local strength = self:get(entity.team, entity.pos) if strength and strength > 0 then buff.insert_notick(entity, "burn", strength, cfg.burn_duration) end end, contact = function(self, seed) if seed.element == "fire" then seed.power = seed.power * cfg.power_fire elseif seed.element == "water" then seed.power = seed.power * cfg.power_water end return seed end, get = function(self, team, pos) if not team then return { fire = self.fire_list, } end local res = 0 for k, v in pairs(self.fire_list) do if hexagon.cmp(v.pos, pos) and v.team ~= team then res = res + v.strength end end return res end, set = function(self, team, area, duration, strength) for k, p in pairs(area) do table.insert(self.fire_list, { team = team, pos = p, duration = duration, strength = strength, }) end end, } end
visage_summon_familiars_oaa = class(AbilityBaseClass) function visage_summon_familiars_oaa:OnSpellStart() local caster = self:GetCaster() local playerID = caster:GetPlayerID() local abilityLevel = self:GetLevel() if caster.familiars == nil then caster.familiars = {} end -- Kill non-dead familiars created with previous cast of this spell for _, v in pairs(caster.familiars) do if v and not v:IsNull() then if v:IsAlive() then v:ForceKill(false) end end end local baseUnitName = "npc_dota_visage_familiar" local levelUnitName = "npc_dota_visage_familiar3" if abilityLevel <= 3 then levelUnitName = baseUnitName .. abilityLevel end -- KV variables local number_of_familiars = self:GetSpecialValueFor("total_familiars") local familiar_hp = self:GetLevelSpecialValueFor("familiar_hp", abilityLevel-1) local familiar_armor = self:GetLevelSpecialValueFor("familiar_armor", abilityLevel-1) local familiar_dmg = self:GetLevelSpecialValueFor("familiar_attack_damage", abilityLevel-1) local familiar_speed = self:GetLevelSpecialValueFor("familiar_speed", abilityLevel-1) if caster:HasScepter() then number_of_familiars = self:GetSpecialValueFor("scepter_total_familiars") end -- Talent that increases number of familiars local talent = caster:FindAbilityByName("special_bonus_unique_visage_6") if talent then if talent:GetLevel() > 0 then number_of_familiars = number_of_familiars + talent:GetSpecialValueFor("value") end end -- Talent that increases familiar movement speed local talent2 = caster:FindAbilityByName("special_bonus_unique_visage_2") if talent2 then if talent2:GetLevel() > 0 then familiar_speed = familiar_speed + talent2:GetSpecialValueFor("value") end end for i = 1, number_of_familiars do local familiar = self:SpawnUnit(levelUnitName, caster, playerID, false) -- Level the familiar's stone form ability to match ability level local stoneFormAbility = familiar:FindAbilityByName("visage_summon_familiars_stone_form") if stoneFormAbility then stoneFormAbility:SetLevel(abilityLevel) end -- Add built-in modifier that handles flying and other stuff familiar:AddNewModifier(caster, self, "modifier_visage_summon_familiars_damage_charge", {}) -- Fix stats of familiars -- HP familiar:SetBaseMaxHealth(familiar_hp) familiar:SetMaxHealth(familiar_hp) familiar:SetHealth(familiar_hp) -- DAMAGE familiar:SetBaseDamageMin(familiar_dmg) familiar:SetBaseDamageMax(familiar_dmg) -- ARMOR familiar:SetPhysicalArmorBaseValue(familiar_armor) -- Set Familiar movement speed familiar:SetBaseMoveSpeed(familiar_speed) -- Create particle effects --local particleName = ".vpcf" --local particle = ParticleManager:CreateParticle(particleName, PATTACH_CUSTOMORIGIN, caster) --ParticleManager:SetParticleControl(particle, 0, unit:GetOrigin()) --ParticleManager:ReleaseParticleIndex(particle) -- Store familiars on the caster handle table.insert(caster.familiars, familiar) end -- Sound caster:EmitSound("Hero_Visage.SummonFamiliars.Cast") end function visage_summon_familiars_oaa:OnUpgrade() local caster = self:GetCaster() local abilityLevel = self:GetLevel() local self_cast_ability = caster:FindAbilityByName("visage_stone_form_self_cast") -- Check to not enter a level up loop if self_cast_ability and self_cast_ability:GetLevel() ~= abilityLevel then self_cast_ability:SetLevel(abilityLevel) end -- Shard hidden ability if caster:HasShardOAA() then local stone_form_ability = caster:FindAbilityByName("visage_summon_familiars_stone_form") -- Check to not enter a level up loop if stone_form_ability then if stone_form_ability:GetLevel() ~= abilityLevel then stone_form_ability:SetLevel(abilityLevel) end end end end -- Copied and modified from Beastmaster Call of the Wild Boar and Hawk function visage_summon_familiars_oaa:SpawnUnit(levelUnitName, caster, playerID, bRandomPosition) local position = caster:GetOrigin() if bRandomPosition then position = position + RandomVector(1):Normalized() * RandomFloat(50, 100) end local npcCreep = CreateUnitByName(levelUnitName, position, true, caster, caster:GetOwner(), caster:GetTeam()) npcCreep:SetControllableByPlayer(playerID, false) npcCreep:SetOwner(caster) npcCreep:SetForwardVector(caster:GetForwardVector()) return npcCreep end
test = require 'u-test' common = require 'common' local function VerifySuccess(hr) SetCheckHR(1) if hr ~= 0 then test.equal(hr, 0) print("Failure. hr=" .. hr) test.stopTest() end return true end function AchievementsManagerPerformance_Handler( ... ) print("AchievementsManagerPerformance_Handler") -- start test SetupAchievementsManagerPerformanceTestMock() StartAchievementsManagerDoWorkLoop() XblAchievementsManagerAddLocalUser() end function OnXblAchievementsManagerDoWork_LocalUserAddedEvent() print("OnXblAchievementsManagerDoWork_LocalUserAddedEvent") -- call get achievements performance test handle, hr = XblAchievementsManagerGetAchievementsPerfTest() VerifySuccess(hr) count, hr = XblAchievementsManagerResultGetAchievements(handle) if count ~= 100 then test.equal(hr, 0); print("Failure. Number of achievements found (" .. count .. ") different from expected (100). hr=" .. hr) test.stopTest() end VerifySuccess(hr) XblAchievementsManagerResultCloseHandle(handle) XblAchievementsManagerRemoveLocalUser() StopAchievementsManagerDoWorkLoop() test.stopTest() end test.isbvt = true test.TestAchievementsManager = function() common.init(AchievementsManagerPerformance_Handler) end
local oop = require('oop.oop') _G.class = oop.class _G.static = oop.static
local class = require "com/class" local BootSettings = class:derive("BootSettings") local Vec2 = require("src/Essentials/Vector2") local Button = require("src/Kernel/UI/Button") local Checkbox = require("src/Kernel/UI/Checkbox") function BootSettings:new(bootScreen) self.bootScreen = bootScreen -- prepare fonts of various sizes self.font = love.graphics.newFont() self.fontBig = love.graphics.newFont(18) -- buttons self.menuBtn = Button("Save and Go Back", self.fontBig, Vec2(30, 546), Vec2(300, 24), function() engineSettings:save(); self.bootScreen:setScene("main") end) self.settingCheckboxes = { Checkbox("Enable Discord Rich Presence", self.fontBig, Vec2(40, 110), Vec2(760, 24), function(state) engineSettings:setDiscordRPC(state) end), Checkbox("Go back to the boot menu when exiting a game", self.fontBig, Vec2(40, 140), Vec2(760, 24), function(state) engineSettings:setBackToBoot(state) end), Checkbox("Aiming Retical", self.fontBig, Vec2(40, 170), Vec2(760, 24), function(state) engineSettings:setAimingRetical(state) end), Checkbox("Debug console window (restart to see the effect)", self.fontBig, Vec2(40, 200), Vec2(760, 24), function(state) engineSettings:setConsoleWindow(state) end), Checkbox("Enable 3D Sound", self.fontBig, Vec2(40, 230), Vec2(760, 24), function(state) engineSettings:set3DSound(state) end) } end function BootSettings:init() self.settingCheckboxes[1].selected = engineSettings:getDiscordRPC() self.settingCheckboxes[2].selected = engineSettings:getBackToBoot() self.settingCheckboxes[3].selected = engineSettings:getAimingRetical() self.settingCheckboxes[4].selected = engineSettings:getConsoleWindow() self.settingCheckboxes[5].selected = engineSettings:get3DSound() end function BootSettings:update(dt) -- buttons self.menuBtn:update(dt) for i, checkbox in ipairs(self.settingCheckboxes) do checkbox:update(dt) end end function BootSettings:draw() -- White color love.graphics.setColor(1, 1, 1) ----------------------------- -- HEADER ----------------------------- love.graphics.setFont(self.fontBig) love.graphics.print("OpenSMCE Boot Menu", 30, 30) love.graphics.print(string.format("Version: %s (%s)", VERSION_NAME, VERSION), 520, 30) ----------------------------- -- SETTING LIST ----------------------------- love.graphics.print("Settings", 30, 70) love.graphics.setColor(1, 1, 1) love.graphics.setLineWidth(4) love.graphics.rectangle("line", 30, 100, 740, 200) -- frame ----------------------------- -- GO BACK BUTTON ----------------------------- self.menuBtn:draw() for i, checkbox in ipairs(self.settingCheckboxes) do checkbox:draw() end end function BootSettings:mousereleased(x, y, button) -- Buttons self.menuBtn:mousereleased(x, y, button) for i, checkbox in ipairs(self.settingCheckboxes) do checkbox:mousereleased(x, y, button) end end return BootSettings
---@meta ---@class cc.ControlSwitch :cc.Control local ControlSwitch={ } cc.ControlSwitch=ControlSwitch ---@overload fun(boolean:boolean):self ---@overload fun(boolean:boolean,boolean:boolean):self ---@param isOn boolean ---@param animated boolean ---@return self function ControlSwitch:setOn (isOn,animated) end ---* ---@param touch cc.Touch ---@return vec2_table function ControlSwitch:locationFromTouch (touch) end ---* ---@return boolean function ControlSwitch:isOn () end ---@overload fun(cc.Sprite:cc.Sprite,cc.Sprite:cc.Sprite,cc.Sprite:cc.Sprite,cc.Sprite:cc.Sprite,cc.Label:cc.Label,cc.Label:cc.Label):self ---@overload fun(cc.Sprite:cc.Sprite,cc.Sprite:cc.Sprite,cc.Sprite:cc.Sprite,cc.Sprite:cc.Sprite):self ---@param maskSprite cc.Sprite ---@param onSprite cc.Sprite ---@param offSprite cc.Sprite ---@param thumbSprite cc.Sprite ---@param onLabel cc.Label ---@param offLabel cc.Label ---@return boolean function ControlSwitch:initWithMaskSprite (maskSprite,onSprite,offSprite,thumbSprite,onLabel,offLabel) end ---* ---@return boolean function ControlSwitch:hasMoved () end ---@overload fun(cc.Sprite:cc.Sprite,cc.Sprite:cc.Sprite,cc.Sprite:cc.Sprite,cc.Sprite:cc.Sprite):self ---@overload fun(cc.Sprite:cc.Sprite,cc.Sprite:cc.Sprite,cc.Sprite:cc.Sprite,cc.Sprite:cc.Sprite,cc.Label:cc.Label,cc.Label:cc.Label):self ---@param maskSprite cc.Sprite ---@param onSprite cc.Sprite ---@param offSprite cc.Sprite ---@param thumbSprite cc.Sprite ---@param onLabel cc.Label ---@param offLabel cc.Label ---@return self function ControlSwitch:create (maskSprite,onSprite,offSprite,thumbSprite,onLabel,offLabel) end ---* ---@param enabled boolean ---@return self function ControlSwitch:setEnabled (enabled) end ---* ---@param pTouch cc.Touch ---@param pEvent cc.Event ---@return self function ControlSwitch:onTouchMoved (pTouch,pEvent) end ---* ---@param pTouch cc.Touch ---@param pEvent cc.Event ---@return self function ControlSwitch:onTouchEnded (pTouch,pEvent) end ---* ---@param pTouch cc.Touch ---@param pEvent cc.Event ---@return self function ControlSwitch:onTouchCancelled (pTouch,pEvent) end ---* ---@param pTouch cc.Touch ---@param pEvent cc.Event ---@return boolean function ControlSwitch:onTouchBegan (pTouch,pEvent) end ---* js ctor<br> ---* lua new ---@return self function ControlSwitch:ControlSwitch () end
local StateMachine = require "src.util.statemachine" describe("StateMachine", function() local sm local entity setup(function() entity = {} entity.enter = function(self) end entity.update = function(self) end entity.draw = function(self) end end) before_each(function() sm = StateMachine:new(entity, { enter = "enter", update = "update", draw = "draw" }) end) it("addState adds a state to the machine", function() local state = {} sm:addState("id", state) assert.is.equal(sm.states["id"], state) end) describe("setState", function() before_each(function() sm:addState("id", { enter = "enter" }) end) it("sets the current state", function() sm:setState("id") assert.is.equal(sm.currentId, "id") end) it("calls enter", function() local s = spy.on(entity, "enter") sm:setState("id") assert.spy(s).was_called() end) end) describe("update", function() before_each(function() entity.newUpdate = function(self) end entity.returnUpdate = function(self) return "default" end sm:addState("new", { update = "newUpdate", }) sm:addState("return", { update = "returnUpdate", }) sm:addState("noUpdate", {}) end) it("calls the default update method if currentId is nil", function() local s = spy.on(entity, "update") sm.currentId = nil sm:update() assert.spy(s).was_called() end) it("calls the default update method if the current state has no update method", function() local s = spy.on(entity, "update") sm.currentId = "noUpdate" sm:update() assert.spy(s).was_called() end) it("calls the correct update method for a state", function() local s = spy.on(entity, "newUpdate") sm.currentId = "new" sm:update() assert.spy(s).was_called() end) it("calls setState when a new state is returned", function() local s = spy.on(sm, "setState") sm.currentId = "return" sm:update() assert.spy(s).was_called_with(match.is.ref(sm), "default") assert.is.equal(sm.currentId, "default") end) end) describe("draw", function() before_each(function() entity.newDraw = function(self) end sm:addState("new", { draw = "newDraw", }) sm:addState("noDraw", {}) end) it("calls the default draw function if the current state is nil", function() local s = spy.on(entity, "draw") sm.currentId = nil sm:draw() assert.spy(s).was_called() end) it("calls the default draw method if the current state has no draw method", function() local s = spy.on(entity, "draw") sm.currentId = "noDraw" sm:draw() assert.spy(s).was_called() end) it("calls the correct draw method for a state", function() local s = spy.on(entity, "newDraw") sm.currentId = "new" sm:draw() assert.spy(s).was_called() end) end) end)
nuclear.debug.log("Init recipes...") require(no_path_p_recipes .. "ammo") require(no_path_p_recipes .. "decay") require(no_path_p_recipes .. "fluoride") require(no_path_p_recipes .. "enrichment") require(no_path_p_recipes .. "fuel") require(no_path_p_recipes .. "processing") require(no_path_p_recipes .. "reactor") require(no_path_p_recipes .. "recycle")
-- set all the info config = require "modconfig" require("botlife") config.CreateRconInt("dennisness", 0, 9001, 10, "set teh dennisness to over 9000!!") Srv.Console:Print("dennis", "blub, init running!") Srv.Console:Register("dennis_is_krass", "r", "much dennis!", function(result) Srv.Console:Print("you dennissed!", "with: " .. result:GetString(0)) end) -- command tele_all Srv.Console:Register("tele_all", "?i", "Tele all players to ID (default yourself)", function(result) local TargetID = result:OptInteger(0, result:GetCID()) local target = Srv.Game:GetPlayerChar(TargetID) -- check if target exists if target == nil then Srv.Console:Print("tele_all", "target player must exist and be ALIVE") return end -- teleport all local num = 0 for CID = 0, 128 do local chr = Srv.Game:GetPlayerChar(CID) if chr ~= nil then print("tele " .. CID .. " from " .. tostring(chr.Pos) .. " to " .. tostring(target.Pos)) chr.Pos = target.Pos chr.Core.Pos = target.Core.Pos --chr:Tick() num = num + 1 end end Srv.Console:Print("tele_all", "teleported " .. num .. " people to " .. Srv.Server:GetClientName(TargetID)) end) -- command tele Srv.Console:Register("tele", "i?i", "tele ID to ID (default to yourself)", function(result) local VictimID = result:GetInteger(0) local victim = Srv.Game:GetPlayerChar(VictimID) local TargetID = result:OptInteger(1, result:GetCID()) local target = Srv.Game:GetPlayerChar(TargetID) print("tele " .. VictimID .. " -> " .. TargetID) -- check if victim exists if victim == nil then Srv.Console:Print("tele", "victim player must exist and be ALIVE") return end -- check if target exists if target == nil then Srv.Console:Print("tele", "target player must exist and be ALIVE") return end -- teleport victim to target print("tele " .. VictimID .. " from " .. tostring(victim.Pos) .. " to " .. tostring(target.Pos)) victim.Pos = target.Pos + vec2(0, -5) victim.Core.Pos = target.Core.Pos + vec2(0, -5) Srv.Console:Print("tele", "teleported " .. Srv.Server:GetClientName(VictimID) .. " to " .. Srv.Server:GetClientName(TargetID)) end) -- command create_bot Srv.Console:Register("create_bot", "", "create a brainless tee", function(result) local bot = botlife.BotController:new("BOTTER " .. math.random()) if bot then local BotID = bot:GetCID() -- Brainless Tee was successfully created Srv.Server:SetClientName(BotID, "Bot " .. BotID) Srv.Console:Print("create_bot", "Bot with ID=" .. BotID .. " was created successfully c:") else Srv.Console:Print("create_bot", "Failed to add bot, is the server full?") end end) -- command remove_bot Srv.Console:Register("remove_bot", "i?s", "remove a brainless tee with an optional leave message", function(result) local BotID = result:GetInteger(0) local bot = botlife.GetByCID(BotID) if bot ~= nil and bot:Delete(false, result:OptString(1, "cya nabs")) then Srv.Console:Print("remove_bot", "Bot was removed successfully c:") else Srv.Console:Print("remove_bot", "Invalid bot ID " .. BotID) end end) Srv.Console:Register("walk_bot", "iii", "make a bot walk towards a point", function(result) local BotID = result:GetInteger(0) local bot = botlife.GetByCID(BotID) if bot ~= nil then bot:MoveTo(vec2(result:GetInteger(1), result:GetInteger(2)),true,true) else Srv.Console:Print("remove_bot", "Invalid bot ID " .. BotID) end end) Srv.Console:Register("make_dennis", "", "dew it!", function(result) local ninjadude = Srv.Game:CreateEntityPickup(2, 3) -- 3 5 ninjadude:BindClass("Dennis") table.insert(Character.ents, ninjadude) print(#Character.ents, tostring(ninjadude)) Srv.Console:Print("make_dennis", "made a dennis!") end) Srv.Console:Register("give_amazingness_dennis", "i?i?i?i", "Give'em teh real shit bro (ID, NUM_RINGS, ENTS_PER_RING, MAX_CAPT_DIST)", function(result) local GiveTo = result:GetInteger(0) local pl = Srv.Game:GetPlayer(GiveTo) if pl == nil then Srv.Console:Print("dennisdude", "There is no player with ID " .. GiveTo) return end local NumRings = result:OptInteger(1, 3) local EntsPerRing = result:OptInteger(2, 8) local MaxCaptDist = result:OptInteger(3, 500) local Success = pl:GetSelf():createDennis(pl, NumRings, EntsPerRing, MaxCaptDist) if Success == true then Srv.Console:Print("dennisdude", "Given awesomeness to " .. Srv.Server:GetClientName(GiveTo)) else Srv.Console:Print("dennisdude", Srv.Server:GetClientName(GiveTo) .. " has already got awesomeness!") end end) Srv.Console:Register("remove_dennis", "i", "he not worth dem awesomenezz! REMOVE!", function (result) local CID = result:GetInteger(0) local pl = Srv.Game:GetPlayer(CID) if pl == nil then Srv.Console:Print("dennisdude", "There is no player with ID " .. CID) return end local Success = pl:GetSelf():destroyDennis(pl) if Success == true then Srv.Console:Print("dennisdude", "Removed awesomeness of " .. Srv.Server:GetClientName(CID)) else Srv.Console:Print("dennisdude", Srv.Server:GetClientName(CID) .. " is not so very awesome already!") end end) print("++++++++++LUA INIT DONE++++++++++++++++")
--utils:log("newUserRegistration", "Loaded"); local scene = composer.newScene(); scene.resMan = nil; --- -- Handler for the create event. -- -- @param inEvent The event object. -- function scene:create(inEvent) --utils:log("newUserRegistration", "create()"); self.resMan = utils:newResourceManager(); local totalYAdj = 50; -- Instructions text. self.resMan:newTextCandy("textInstructions", { parentGroup = self.view, fontName = "fontInstructions", lineSpacing = -14, textFlow = "CENTER", x = display.contentCenterX, originY = "TOP", y = 320 + totalYAdj, wrapWidth = display.contentWidth - 80, text = "To play challenges against others you need to be registered. If you've already registered then log " .. "in below. If this is your first time here then choose a username and password."; }); local tfWidth = display.contentWidth - 100; local tfHeight = 100; local tfStartX = display.contentCenterX; local tfStartY = 800 + totalYAdj; local tfYInc = 150; local rrWidth = tfWidth + 30; local rrHeightPad = tfHeight + 30; local rrCornerRadius = 20; local rrStrokeWidth = 6; -- Username text field. local rrUsername = self.resMan:newRoundedRect( "rrUsername", self.view, tfStartX, tfStartY, rrWidth, rrHeightPad, rrCornerRadius ); rrUsername.strokeWidth = rrStrokeWidth; rrUsername:setFillColor(0, 0, 0, 0); rrUsername:setStrokeColor(255, 255, 255); local tfUsername = self.resMan:newTextField("tfUsername", tfStartX, tfStartY, tfWidth, tfHeight); tfUsername.text = ""; tfUsername.hasBackground = false; tfUsername.placeholder = "Username"; tfUsername.maxLength = 10; tfUsername:setTextColor(1, 1, 1); tfUsername.isVisible = false; self.view:insert(tfUsername); -- Password text field. local rrPassword = self.resMan:newRoundedRect( "rrPassword", self.view, tfStartX, self.resMan:getTextField("tfUsername").y + tfYInc, rrWidth, rrHeightPad, rrCornerRadius ); rrPassword.strokeWidth = rrStrokeWidth; rrPassword:setFillColor(0, 0, 0, 0); rrPassword:setStrokeColor(255, 255, 255); local tfPassword = self.resMan:newTextField( "tfPassword", tfStartX, self.resMan:getTextField("tfUsername").y + tfYInc, tfWidth, tfHeight ); tfPassword.text = ""; tfPassword.hasBackground = false; tfPassword.placeholder = "Password"; tfPassword.maxLength = 25; tfPassword:setTextColor(1, 1, 1); tfPassword.isVisible = false; self.view:insert(tfPassword); -- Go button. local btnGo = self.resMan:newSprite("btnGo", self.view, uiImageSheet, { { name = "default", start = uiSheetInfo:getFrameIndex("btnGo"), count = 1, time = 9999 } }); btnGo.x = display.contentCenterX; btnGo.y = 1150 + totalYAdj; btnGo.alpha = 0.5; -- Back button. local btnBack = self.resMan:newSprite("btnBack", self.view, uiImageSheet, { { name = "default", start = uiSheetInfo:getFrameIndex("btnBack"), count = 1, time = 9999 } }); btnBack.x = display.contentCenterX; btnBack.y = display.contentHeight - 100; end -- End create(). --- -- Handler for the show event. -- -- @param inEvent The event object. -- function scene:show(inEvent) if inEvent.phase == "did" then --utils:log("newUserRegistration", "show(): did"); if textTitle.isVisible == false then textTitle.isVisible = true; textTitle:startAnimation(); end -- Attach listeners to TextCandy objects. self.resMan:getSprite("btnBack"):addEventListener("touch", function(inEvent) self:btnBackTouchHandler(inEvent); return true; end ); self.resMan:getSprite("btnGo"):addEventListener("touch", function(inEvent) self:btnGoTouchHandler(inEvent); return true; end ); -- Attach listeners to native text fields. self.resMan:getTextField("tfUsername"):addEventListener("userInput", function(inEvent) self:textInputHandler(inEvent); return true; end ); self.resMan:getTextField("tfPassword"):addEventListener("userInput", function(inEvent) self:textInputHandler(inEvent); return true; end ); -- Attach listener for enterFrame event. Runtime:addEventListener("enterFrame", self); self.resMan:getTextField("tfUsername").isVisible = true; self.resMan:getTextField("tfPassword").isVisible = true; end end -- End show(). --- -- Handler for the hide event. -- -- @param inEvent The event object. -- function scene:hide(inEvent) if inEvent.phase == "did" then --utils:log("newUserRegistration", "hide(): did"); -- Detach listener for enterFrame event. Runtime:removeEventListener("enterFrame", self); end end -- End hide(). --- -- Handler for the destroy event. -- -- @param inEvent The event object. -- function scene:destroy(inEvent) --utils:log("newUserRegistration", "destroy()"); self.resMan:destroyAll(); end -- End destroy(). --- -- Handler for the enterFrame event. -- -- @param inEvent The event object. -- function scene:enterFrame(inEvent) end -- End enterFrame(). --- -- Handler for touch events on the Back button. -- -- @param inEvent The event object. -- function scene:btnBackTouchHandler(inEvent) if inEvent.phase == "began" then inEvent.target.fill.effect = "filter.monotone"; inEvent.target.fill.effect.r = 1; display.getCurrentStage():setFocus(inEvent.target); elseif inEvent.phase == "ended" then inEvent.target.fill.effect = nil; display.getCurrentStage():setFocus(nil); audio.play(uiTap); self.resMan:getTextField("tfUsername").isVisible = false; self.resMan:getTextField("tfPassword").isVisible = false; composer.gotoScene("menu.main", SCENE_TRANSITION_EFFECT, SCENE_TRANSITION_TIME); end end -- End btnBackTouchHandler(). --- -- Handler for typing events on the native text fields. -- -- @param inEvent The event object. -- function scene:textInputHandler(inEvent) if inEvent.phase == "editing" then -- Limit to these characters. for i = 1, string.len(inEvent.text), 1 do if string.find( "aAbBcCdDeEfFgGhHiIjJkKlLmMnNoOpPqQrRsStTuUvVwWxXyYzZ0123456789!#$*()-_'.", string.sub(inEvent.text, i, i), 1, true ) == nil then inEvent.target.text = inEvent.oldText; end end -- Ensure it doesn't exceed the max allowed. if string.len(inEvent.text) > inEvent.target.maxLength then inEvent.target.text = inEvent.oldText; end -- Also, whenever all entry fields have a value, enable the Register text. if string.len(self.resMan:getTextField("tfUsername").text) ~= 0 and string.len(self.resMan:getTextField("tfPassword").text) ~= 0 then self.resMan:getSprite("btnGo").alpha = 1; else self.resMan:getSprite("btnGo").alpha = 0.5; end end end -- End textInputHandler(). --- -- Handler for touch events on the Go button. -- -- @param inEvent The event object. -- function scene:btnGoTouchHandler(inEvent) if inEvent.phase == "began" and inEvent.target.alpha == 1.0 then inEvent.target.fill.effect = "filter.monotone"; inEvent.target.fill.effect.r = 1; display.getCurrentStage():setFocus(inEvent.target); elseif (inEvent.phase == "ended" or inEvent.phase == "cancelled") and inEvent.target.alpha == 1.0 then inEvent.target.fill.effect = nil; display.getCurrentStage():setFocus(nil); audio.play(uiTap); self.resMan:getTextField("tfUsername").isVisible = false; self.resMan:getTextField("tfPassword").isVisible = false; serverDelegate:registerUser( self.resMan:getTextField("tfUsername").text, self.resMan:getTextField("tfPassword").text, function(inResult) self.resMan:getTextField("tfUsername").text = ""; self.resMan:getTextField("tfPassword").text = ""; if inResult == "registered" then dialog:show({ text = "Success! You are now registered and logged in and can enter the Challenge Lobby. " .. "I'll take you there right now.", callback = function(inButtonType) composer.gotoScene("challengeLobby.main", SCENE_TRANSITION_EFFECT, SCENE_TRANSITION_TIME); end }); elseif inResult == "alreadyRegistered" then dialog:show({ text = "I'm sorry but that username is already taken. If it's yours then please check the password " .. "and try again. If you DID NOT previously register it then please choose a new username.", callback = function(inButtonType) self.resMan:getTextField("tfUsername").isVisible = true; self.resMan:getTextField("tfPassword").isVisible = true; end }); elseif inResult == "loggedIn" then dialog:show({ text = "Welcome back, " .. utils:trim(serverDelegate.username) .. "! " .. "You are now logged in and can enter the Challenge Lobby. I'll take you there right now.", callback = function(inButtonType) composer.gotoScene("challengeLobby.main", SCENE_TRANSITION_EFFECT, SCENE_TRANSITION_TIME); end }); end end ); end end -- End btnGoTouchHandler(). -- ********************************************************************************************************************* -- ********************************************************************************************************************* --utils:log("newUserRegistration", "Attaching lifecycle handlers"); scene:addEventListener("create", scene); scene:addEventListener("show", scene); scene:addEventListener("hide", scene); scene:addEventListener("destroy", scene); return scene;
function random_pair(upper, ...) --[[-- Returns a pair of random points in the interval [1,upper]. Each point is picked with uniform probability. The pair (v0,v1) also has the property that v0 != v1. The results are returned in order. If a second argument is passed to the function, it becomes a fixed member of the pair. --]]-- local args = table.pack(...) local v0, v1 if args ~= nil and args.n == 1 then v0 = args[1] else v0 = math.random(upper) end v1 = math.random(upper) while v1 == v0 do -- no equality v1 = math.random(upper) end if v0 <= v1 then return v0, v1 else return v1, v0 end end function create_graph(graph_type, npoints, nedges, fname) --[[-- This function creates different types of graphs with npoints points and nedges edges for pure random graphs nedges * npoints edges for regular random graphs npoints * 2 edges for contiguous graphs nedges edges for graphs from file The graph type must be one of 'pure_random' 'regular_random' 'contiguous' 'file' --]]-- local t = { pure_random = pure_random_graph, regular_random = regular_random_graph, contiguous = regular_contiguous_graph, file = graph_from_file } if t[graph_type] == nil then print("Unknown graph type specified.") return {} end return t[graph_type](npoints, nedges, fname) end function pure_random_graph(npoints, nedges) --[[-- Returns a pure, undirected random graph, i.e. each edge is picked, at random, from the interval [1, npoints] with uniform probability. We ensure that there are no duplicate edges of the form (v0, v1) and (v1, v0) by ordering the vertices in each edge so that v0 <= v1. --]]-- -- seed random number generator math.randomseed(os.time()) local e = {} for i = 1,nedges do v0, v1 = random_pair(npoints) while e[v0] ~= nil and e[v0][v1] do -- no redunant edges v0, v1 = random_pair(npoints) end if e[v0] == nil then e[v0] = {} end e[v0][v1] = true end return e end function regular_random_graph(npoints, degree) --[[-- Returns a random semi-regular graph, where each vertex has degree close to 'degree'. Edges are sampled uniformly from the interval [1, npoints] \ v for each vertex v. Note that there are no duplicate edges, but the degree of each vertex varies about 'degree'. --]]-- -- seed random number generator math.randomseed(17) local e = {} for i = 1,npoints do for j = 1,degree do local v0, v1 = random_pair(npoints, i) if e[v0] == nil then e[v0] = {} end e[v0][v1] = true end end return e end function regular_contiguous_graph(npoints) --[[-- Returns an undirected graph with two edges per vertex. The edges should be contiguous in memory, i.e. edges are of the form (i, i+1), (i+1, i+2), (i+2, i+3) etc. --]]-- local e = {} for i = 1,npoints do local v if i < npoints then v = i + 1 else v = 1 end if e[i] == nil then e[i] = {} end e[i][v] = true end return e end function graph_to_file(edges, fname) --[[-- Writes the edges in the table 'edges' to the file 'fname', one edge per line in the form x,y. --]]-- local file = io.open(fname, "w") for k,v in pairs(edges) do for x,_ in pairs(v) do file:write(k .. "," .. x .. "\n") end end file:close() end function graph_from_file(npoints, nedges, fname) --[[-- Reads and returns a table of edges from the file 'fname'. Edges, one per line, should be of the form x,y. --]]-- local e = {} local p = {} local file = io.open(fname, "r") local edge_ct = 0 for line in file:lines() do local v0, v1 string.gsub(line, "(%d+),(%d+)", function(x,y) v0 = x v1 = y end) if e[v0] == nil then e[v0] = {} end e[v0][v1] = true p[v0] = true p[v1] = true edge_ct = edge_ct + 1 end file:close() --local point_ct = 0 --for _ in pairs(p) do point_ct = point_ct + 1 end --if edge_ct ~= nedges or point_ct ~= npoints then if edge_ct ~= nedges then print("Error, graph from file", fname, "does not") print("match nedges:", nedges, edge_ct) return {} end return e end function test () t0 = os.time() --edges = pure_random_graph(5,10) --edges = regular_random_graph(10,2) --edges = regular_contiguous_graph(10) t1 = os.time() print("Graph Creation Time: " .. t1 - t0) e = 0 t0 = os.time() for k,v in pairs(edges) do for x,_ in pairs(v) do print(k .. "," .. x) e = e + 1 end end t1 = os.time() print("Graph iteration time: " .. t1 - t0) print("Done") print("Created graph with " .. e .. " edges") end
local grpc_json = require('conf.client.etcd.grpc_json') local function new() local protocol = grpc_json.new_protocol() -- https://github.com/etcd-io/etcd/blob/v3.4.15/mvcc/mvccpb/kv.proto -- https://github.com/etcd-io/etcd/blob/v3.4.15/etcdserver/etcdserverpb/rpc.proto -- {{{ General purpose messages protocol:add_message('ResponseHeader', { [1] = {'uint64', 'cluster_id'}, [2] = {'uint64', 'member_id'}, [3] = {'int64', 'revision'}, [4] = {'uint64', 'raft_term'}, }) protocol:add_message('KeyValue', { [1] = {'bytes', 'key'}, [2] = {'int64', 'create_revision'}, [3] = {'int64', 'mod_revision'}, [4] = {'int64', 'version'}, [5] = {'bytes', 'value'}, [6] = {'int64', 'lease'}, }) -- }}} General purpose messages -- {{{ Range request / response protocol:add_enum('SortOrder', { [0] = 'NONE', [1] = 'ASCEND', [2] = 'DESCEND', }) protocol:add_enum('SortTarget', { [0] = 'KEY', [1] = 'VERSION', [2] = 'CREATE', [3] = 'MOD', [4] = 'VALUE', }) protocol:add_message('RangeRequest', { [1] = {'bytes', 'key'}, [2] = {'bytes', 'range_end'}, [3] = {'int64', 'limit'}, [4] = {'int64', 'revision'}, [5] = {'SortOrder', 'sort_order'}, [6] = {'SortTarget', 'sort_target'}, [7] = {'bool', 'serializable'}, [8] = {'bool', 'keys_only'}, [9] = {'bool', 'count_only'}, [10] = {'int64', 'min_mod_revision'}, [11] = {'int64', 'max_mod_revision'}, [12] = {'int64', 'min_create_revision'}, [13] = {'int64', 'max_create_revision'}, }) protocol:add_message('RangeResponse', { [1] = {'ResponseHeader', 'header'}, [2] = {'repeated', 'KeyValue', 'kvs'}, [3] = {'bool', 'more'}, [4] = {'int64', 'count'}, }) -- }}} -- {{{ Put request / response protocol:add_message('PutRequest', { [1] = {'bytes', 'key'}, [2] = {'bytes', 'value'}, [3] = {'int64', 'lease'}, [4] = {'bool', 'prev_kv'}, [5] = {'bool', 'ignore_value'}, [6] = {'bool', 'ignore_lease'}, }) protocol:add_message('PutResponse', { [1] = {'ResponseHeader', 'header'}, [2] = {'KeyValue', 'prev_kv'}, }) -- }}} Put request / response -- {{{ DeleteRange request / response protocol:add_message('DeleteRangeRequest', { [1] = {'bytes', 'key'}, [2] = {'bytes', 'range_end'}, [3] = {'bool', 'prev_kv'}, }) protocol:add_message('DeleteRangeResponse', { [1] = {'ResponseHeader', 'header'}, [2] = {'int64', 'deleted'}, [3] = {'repeated', 'KeyValue', 'prev_kvs'}, }) -- }}} DeleteRange request / response return protocol end return { new = new, }
--[[ @ filename : share_memory.lua @ author : zhangshiqian1214@163.com @ modify : 2017-08-23 17:53 @ company : zhangshiqian1214 ]] local skynet = require "skynet" local stm = require "skynet.stm" local addr local share_memory = {} local share_data_map = {} local function init() addr = skynet.uniqueservice("share_memoryd") end local function get_stmcopy(name) if share_data_map[name] then return share_data_map[name].stmcopy end local stmobj = skynet.call(addr, "lua", "get_stmobj", name) if not stmobj then return nil end share_data_map[name] = {} share_data_map[name].stmcopy = stm.newcopy(stmobj) share_data_map[name].data = nil return share_data_map[name].stmcopy end local function get_share_memory(name) local stmcopy = get_stmcopy(name) if not stmcopy then return end local ok, data = stmcopy(skynet.unpack) if not ok then --旧数据 return share_data_map[name].data end share_data_map[name].data = data return share_data_map[name].data end local function set_share_memory(name, data) local stmcopy = get_stmcopy(name) if not stmcopy then skynet.call(addr, "lua", "set_stmobj", name, data) stmcopy = get_stmcopy(name) share_data_map[name].data = data return end skynet.call(addr, "lua", "set_stmobj", name, data) share_data_map[name].data = data return end setmetatable(share_memory, { __index = function(t, k) return get_share_memory(k) end, __newindex = function(t, k, v) return set_share_memory(k, v) end, }) skynet.init(init) return share_memory
local PLUGIN = PLUGIN util.AddNetworkString("ixPlayerDeathMenu") util.AddNetworkString("ixPlayerSpawnerSync") local spawnPointVariations = {Vector(0, 0, 0)} for i = 0, 360, 22.5 do spawnPointVariations[#spawnPointVariations + 1] = Vector(math.cos(i), math.sin(i), 0) end local function GetPlayerSize(ply) local bottom, top = ply:GetHull() return top - bottom end -- https://github.com/TTT-2/TTT2/blob/master/lua/ttt2/libraries/spawn.lua#L52 local function IsSpawnPointSafe(ply, pos, force, filter) local sizePlayer = GetPlayerSize(ply) if not util.IsInWorld(pos) then return false end filter = istable(filter) and filter or {filter} -- the center pos is slightly shifted to the top to prevent ground -- collisions in the walltrace local posCenter = pos + Vector(0, 0, 0.525 * sizePlayer.z) -- Make sure there is enough space around the player local traceWalls = util.TraceHull({ start = posCenter, endpos = posCenter, mins = -0.5 * sizePlayer, maxs = 0.5 * sizePlayer, filter = function(ent) if not IsValid(ent) or table.HasValue(filter, ent) then return false end if ent:GetCollisionGroup() == COLLISION_GROUP_WEAPON then return false end return true end, mask = MASK_SOLID }) if traceWalls.Hit then return false end -- make sure the new position is on the ground local traceGround = util.TraceLine({ start = posCenter, endpos = posCenter - Vector(0, 0, sizePlayer.z), filter = player.GetAll(), mask = MASK_SOLID }) if not traceGround.Hit then return false end local blockingEntities = ents.FindInBox( pos + Vector(-0.5 * sizePlayer.x, -0.5 * sizePlayer.y, 0), pos + sizePlayer ) for i = 1, #blockingEntities do local blockingEntity = blockingEntities[i] if not IsValid(blockingEntity) or not blockingEntity:IsPlayer() or not blockingEntity:Alive() then continue end if table.HasValue(filter, blockingEntity) then continue end if force then blockingEntity:Kill() else return false end end return true end local function GetSpawnPointsAroundSpawn(ply, pos, radiusMultiplier) local sizePlayer = GetPlayerSize(ply) local boundsPlayer = Vector(sizePlayer.x, sizePlayer.y, 0) * 1.5 * (radiusMultiplier or 1) local positions = {} for i = 1, #spawnPointVariations do positions[i] = pos + spawnPointVariations[i] * boundsPlayer end for i = 1, #positions do local spawnPoint = positions[i] if not IsSpawnPointSafe(ply, spawnPoint, false) then continue end return spawnPoint end end -- https://github.com/TTT-2/TTT2/blob/master/lua/ttt2/libraries/spawn.lua#L234 local angle_180 = Angle(0, 180, 0) function PLUGIN:PlayerLoadout(client) if (client:GetCharacter() and !client:GetCharacter():GetData("pos") and #PLUGIN.spawners > 0) then if (!client.spawnInSafezone) then table.shuffle(PLUGIN.spawners) end local position for i = 1, #PLUGIN.spawners do local v = PLUGIN.spawners[i] if (client.spawnInSafezone) then if (!v.safezone) then continue end position = v.position break else if (!v.safezone and IsSpawnPointSafe(client, v.position, false)) then position = v.position break end end end if (position) then self:ResetPlayer(client) client:SetPos(position) client:SetEyeAngles(angle_180) return end for i = 1, #PLUGIN.spawners do position = GetSpawnPointsAroundSpawn(client, PLUGIN.spawners[i].position) if (position) then break end end if (position) then self:ResetPlayer(client) client:SetPos(position) client:SetEyeAngles(angle_180) return end end end function PLUGIN:LoadData() PLUGIN.spawners = self:GetData() or {} end function PLUGIN:SaveData() self:SetData(PLUGIN.spawners) end --[[ RE-SPAWN MENU ]] function PLUGIN:DoPlayerDeath(client) client.deathSpawn = nil if (client:GetCharacter()) then client:GetCharacter():SetData("pos", nil, true) end end function PLUGIN:CanPlayerDeathThink(client) return client.deathSpawn or client:IsBot() end function PLUGIN:ResetPlayer(client) client.spawnInSafezone = nil client.deathSpawn = nil client.deathTime = nil end net.Receive("ixPlayerDeathMenu", function(_, client) if ((client.ixPlayerDeathMenu or 0) < CurTime()) then client.ixPlayerDeathMenu = CurTime() + 1 else return end if (client:GetCharacter() and !client:Alive() and !client.deathSpawn and client.deathTime and client.deathTime <= CurTime()) then if (net.ReadBool()) then client.spawnInSafezone = true else client.spawnInSafezone = nil end client.deathSpawn = true end end) --[[ RE-SPAWN MENU END ]] --[[ Spawn Saver by Chessnut ( Saves the position of a character. ) ]] -- Called right before the character has its information save. function PLUGIN:CharacterPreSave(character) -- Get the player from the character. local client = character:GetPlayer() -- Check to see if we can get the player's position. if (IsValid(client)) then if (client.bNotSavePosition or !client:Alive()) then character:SetData("pos", nil, true) client.bNotSavePosition = nil return end local position, eyeAngles = client:GetPos(), client:EyeAngles() -- Use pre-observer position to prevent spawning in the air. if (client.ixObsData) then position, eyeAngles = client.ixObsData[1], client.ixObsData[2] end -- Store the position in the character's data. character:SetData("pos", {position, eyeAngles, game.GetMap()}, true) end end -- Called after the player's loadout has been set. function PLUGIN:PlayerLoadedCharacter(client, character, lastChar) timer.Simple(0, function() if (IsValid(client)) then self:ResetPlayer(client) -- Get the saved position from the character data. local position = character:GetData("pos") -- Check if the position was set. if (position) then if (position[3] and position[3]:lower() == game.GetMap():lower()) then -- Restore the player to that position. client:SetPos(position[1].x and position[1] or client:GetPos()) client:SetEyeAngles(position[2].p and position[2] or angle_zero) end -- Remove the position data since it is no longer needed. character:SetData("pos", nil, true) end end end) end
-- Simple supervised learning on MNIST, using a feedforward neural net (brute forcing) -- Uses the h2o training version of mnist -- This is a one file script, no options, just to keep it simple -- Loading data require 'os' require 'torch' require 'nn' require 'csvigo' require 'optim' local data_path = "./data/" local train_file = "h2o_train.csv" local test_file = "h2o_test.csv" if not os.execute("ls data/"..train_file) then print("Uncompressing data...") os.execute("gzip -dk "..data_path..train_file..".gz") os.execute("gzip -dk "..data_path..test_file..".gz") end train = csvigo.load{path = data_path..train_file, mode="raw", header=false} train = torch.Tensor(train) test = csvigo.load{path = data_path..test_file, mode="raw", header=false} test = torch.Tensor(test) trainData = { data = train[{{},{1,784}}], labels = train[{{}, 785}], size = function() return (#trainData.data)[1] end } testData = { data = test[{{},{1,784}}], labels = test[{{}, 785}], size = function() return (#testData.data)[1] end } -- Normalize features globally mean = trainData.data:mean() std = trainData.data:std() trainData.data:add(-mean) trainData.data:div(std) testData.data:add(-mean) testData.data:div(std) ninputs = (#trainData.data)[2] nhiddens = {1024, 2048, 2048, 1024, 512} noutputs = 10 -- Build model model = nn.Sequential() --1st layer model:add(nn.Reshape(ninputs)) --model:add(nn.Dropout(0.2)) model:add(nn.Linear(ninputs, nhiddens[1])) model:add(nn.Tanh()) --2nd layer model:add(nn.Linear(nhiddens[1], nhiddens[2])) model:add(nn.Tanh()) model:add(nn.Dropout(0.5)) --3rd layer model:add(nn.Linear(nhiddens[2], nhiddens[3])) model:add(nn.Tanh()) model:add(nn.Dropout(0.5)) --4th layer model:add(nn.Linear(nhiddens[3], nhiddens[4])) model:add(nn.Tanh()) model:add(nn.Dropout(0.5)) --5th layer model:add(nn.Linear(nhiddens[4], nhiddens[5])) model:add(nn.Tanh()) model:add(nn.Dropout(0.5)) --Output layer model:add(nn.Linear(nhiddens[5], noutputs)) model:add(nn.LogSoftMax()) -- needed for NLL criterion --Loss function criterion = nn.ClassNLLCriterion() -- Training -- This part is an almost copy/paste of http://code.madbits.com/wiki/doku.php?id=tutorial_supervised_4_train classes = {'1','2','3','4','5','6','7','8','9','0'} -- This matrix records the current confusion across classes confusion = optim.ConfusionMatrix(classes) -- Log results to files trainLogger = optim.Logger('./h2o_ffnn_train.log') testLogger = optim.Logger('./h2o_ffnn_test.log') if model then parameters,gradParameters = model:getParameters() end trsize = trainData:size() batchSize = 1 -- Training function function train(maxEntries) local maxEntries = maxEntries or trainData:size() -- epoch tracker epoch = epoch or 1 -- local vars local time = sys.clock() model:training() -- shuffle at each epoch shuffle = torch.randperm(maxEntries) -- do one epoch print('==> doing epoch on training data:') print("==> online epoch # " .. epoch) for t = 1,maxEntries,batchSize do -- disp progress xlua.progress(t, maxEntries) -- create mini batch local inputs = {} local targets = {} for i = t,math.min(t+batchSize-1,maxEntries) do -- load new sample local input = trainData.data[shuffle[i]]:double() local target = trainData.labels[shuffle[i]] table.insert(inputs, input) table.insert(targets, target) end -- create closure to evaluate f(X) and df/dX local feval = function(x) -- get new parameters if x ~= parameters then parameters:copy(x) end -- reset gradients gradParameters:zero() -- f is the average of all criterions local f = 0 -- evaluate function for complete mini batch for i = 1,#inputs do -- estimate f local output = model:forward(inputs[i]) if targets[i]==0 then targets[i]=10 end local err = criterion:forward(output, targets[i]) f = f + err -- estimate df/dW local df_do = criterion:backward(output, targets[i]) model:backward(inputs[i], df_do) -- update confusion confusion:add(output, targets[i]) end -- normalize gradients and f(X) gradParameters:div(#inputs) f = f/#inputs -- return f and df/dX return f,gradParameters end config = config or {learningRate = 1e-3, weightDecay = 0, momentum = 0, learningRateDecay = 5e-7} optim.sgd(feval, parameters, config) end -- time taken time = sys.clock() - time time = time / maxEntries print("==> time to learn 1 sample = " .. (time*1000) .. 'ms') -- print confusion matrix print(confusion) confusion:zero() -- update logger/plot trainLogger:add{['% mean class accuracy (train set)'] = confusion.totalValid * 100} -- save/log current net local filename = paths.concat('./h2o_ffnn_model_'..epoch..'.net') print('==> saving model to '..filename) -- torch.save(filename, model) -- next epoch epoch = epoch + 1 end function test(maxEntries) local maxEntries = maxEntries or testData:size() -- local vars local time = sys.clock() -- averaged param use? if average then cachedparams = parameters:clone() parameters:copy(average) end model:evaluate() -- test over test data print('==> testing on test set:') for t = 1,maxEntries do -- disp progress xlua.progress(t, maxEntries) -- get new sample local input = testData.data[t]:double() local target = testData.labels[t] if target == 0 then target = 10 end -- test sample local pred = model:forward(input) confusion:add(pred, target) end -- timing time = sys.clock() - time time = time / maxEntries print("==> time to test 1 sample = " .. (time*1000) .. 'ms') -- print confusion matrix print(confusion) confusion:zero() -- update log/plot testLogger:add{['% mean class accuracy (test set)'] = confusion.totalValid * 100} end epoch=0 while epoch<11 do train(5000) test(2000) end
--[[-- charset_data = -- table containing information about the current charset charset.get_data() Returns a table with information about the currently selected charset. See framework/env/charset/data/ for more information. --]]-- function charset.get_data() return charset.data[ string.gsub(string.lower(charset._current), "%-", "_") ] end
local minit = require("minit") local OOP = require("oop"); local mission = require("cmisnlib"); local buildAi = require("buildAi"); local core = require("bz_core"); local misc = require("misc"); local ProducerAi = buildAi.ProducerAi; local ProductionJob = buildAi.ProductionJob; local IsIn = OOP.isIn; local audio = { intro = "rbd0801.wav", -- after tower 1 is down tower1 = "rbd0802.wav", --(Grigg’s updates, interspersed throughout) grigg_updates = {"rbdnew0820.wav", "rbdnew0821.wav", "rbdnew0822.wav"}, -- after tower 2 is down tower2 = "rbd0803.wav", --going_in = "rbd0804.wav", replaced by rbd0802.wav evacuate = "rbd0805.wav", timer_out = "rbd0806.wav", timer_out_loss = "rbd0802L.wav", one_minute = "rbd0807.wav", too_close_loss = "rbd0801L.wav", } function GriggAtGt(handle,sequencer) sequencer:push2("Goto", "grigg_out"); -- Make all base units hunt grigg local l = Length(GetPosition("base_warning",1) - GetPosition("base_warning",0)); for obj in ObjectsInRange(l, "base_warning") do if(GetTeamNum(obj) == 2 and IsCraft(obj) and not (CanBuild(obj))) then Attack(obj, handle); end end end -- Objectives local introCinematic; local avoidBase; local destroyComms; local evac; introCinematic = mission.Objective:define("intoCinematic"):createTasks( "focus_comm1","focus_comm2","focus_comm3","focus_base","build_howiz" ):setListeners({ init = function(self) self.next_tasks = { focus_comm1 = "focus_comm2", focus_comm2 = "focus_comm3", focus_comm3 = "focus_base" }; self.comms = { GetHandle("comm1"), GetHandle("comm2"), GetHandle("comm3") }; end, _setUpProdListeners = function(self,id,each,done) local bundle = ProducerAi:getBundle(id); if(bundle) then bundle:forEach():subscribe(function(...) self:call(each,...); end); bundle:onFinish():subscribe(function(...) self:call(done,...); end); end end, start = function(self) SetPilot(2,4); self.cam = CameraReady(); self:startTask("focus_comm1"); self:startTask("build_howiz"); AudioMessage(audio.intro); end, _forEachHowie = function(self,job,handle) Goto(handle,job:getLocation()); end, _doneHowiz = function(self) self:taskSucceed("build_howiz"); end, update = function(self,dtime) if(self.cam and CameraCancelled()) then self.cam = not CameraFinish(); end for i=1, 3 do if(self:isTaskActive(("focus_comm%d"):format(i))) then if((not self.cam) or CameraPath(("pan_%d"):format(i),1500,1000,self.comms[i])) then self:taskSucceed(("focus_comm%d"):format(i)); end end end if(self:isTaskActive("focus_base")) then if((not self.cam) or CameraPath("pan_4",500,2000,GetHandle("ubtart0_i76building"))) then self:taskSucceed("focus_base"); end end end, save = function(self) return { howizJobs = self.howizJobs, cam = self.cam }; end, load = function(self,data) self.howizJobs = data.howizJobs; self.cam = data.cam; if(self.howizJobs) then self:call("_setUpProdListeners",self.howizJobs,"_forEachHowie","_doneHowiz"); end end, task_start = function(self,name) if(name == "build_howiz") then self.howizJobs = ProducerAi:queueJobs2({ ProductionJob("avartlf",2,GetPosition("base_artillery",0),1), ProductionJob("svartlf",2,GetPosition("base_artillery",1),1), ProductionJob("avartlf",2,GetPosition("base_artillery",2),1), ProductionJob("svartlf",2,GetPosition("base_artillery",3),1) }); self:call("_setUpProdListeners",self.howizJobs,"_forEachHowie","_doneHowiz"); end end, task_success = function(self,name) if(name == "focus_base") then if(self.cam) then self.cam = not CameraFinish(); end mission.Objective:Start("misison"); else self:startTask(self.next_tasks[name]); end if(self:hasTasksSucceeded("focus_base","build_howiz")) then self:success(); end end, success = function(self) end }); avoidBase = mission.Objective:define("avoidBase"):createTasks( "warning", "wayTooClose" ):setListeners({ start = function(self) AddObjective("rbd0804.otf"); self:startTask("warning"); self:startTask("wayTooClose"); end, fail = function(self) UpdateObjective("rbd0804.otf","red"); FailMission(GetTime() + 5.0, "rbd08l01.des"); end, task_reset = function(self,name) if(name == "warning") then UpdateObjective("rbd0804.otf","white"); end end, task_fail = function(self,name,first) if(name == "wayTooClose") then self:fail(); elseif(name == "warning") then if(first) then --Warning audio end UpdateObjective("rbd0804.otf","yellow"); end end, update = function(self) local d = GetDistance(GetPlayerHandle(),"base_warning"); local l = Length(GetPosition("base_warning",1) - GetPosition("base_warning",0)); if(self:isTaskActive("warning") and (d < l)) then self:taskFail("warning"); elseif((d > l) and (not self:isTaskActive("warning"))) then self:taskReset("warning"); end if(self:isTaskActive("wayTooClose")) then local d = GetDistance(GetPlayerHandle(),"base"); local l = Length(GetPosition("base",1) - GetPosition("base",0)); if d < l then self:taskFail("wayTooClose"); end end end }); destroyComms = mission.Objective:define("misison"):createTasks( "destroyComms", "startEvac" ):setListeners({ init = function(self) self.comms = { GetHandle("power1"), GetHandle("power2"), GetHandle("power3") }; self.audio = { audio.tower1, audio.tower2 }; self.grigg_audio = audio.grigg_updates; end, _spawnGrigg = function(self) self.grigg = BuildObject("avtank",1,"spawn_griggs"); SetObjectiveName(self.grigg, "Pvt. Grigg"); SetObjectiveOn(self.grigg); local s = mission.TaskManager:sequencer(self.grigg); local pp = GetPathPoints("grigg_in"); SetIndependence(self.grigg,0); SetPerceivedTeam(self.grigg,2); s:queue2("Goto","grigg_in"); s:queue2("Dropoff",pp[#pp]); self.grigg_spawned = true; local griggAudioSequence = mission.AudioSequence(); griggAudioSequence:queueAudio(self.grigg_audio[1], 55 + math.random(10)); griggAudioSequence:queueAudio(self.grigg_audio[2], 20 + math.random(20)); griggAudioSequence:queueAudio(self.grigg_audio[3], 20 + math.random(20)); self.grigg_id = mission.AudioManager:PlayAndCall(griggAudioSequence, self, nil, "_nextGriggAudio"); end, _nextGriggAudio = function(self, clip) print(("Grigg audio playing #%d"):format(clip)); end, task_start = function(self,name) if(name == "destroyComms") then self.timerOut = false; AddObjective("rbd0801.otf"); elseif(name == "wait") then elseif(name == "startEvac") then evac:start(self.grigg, self.timerOut, self.comms[3]); end end, task_success = function(self, name) if(name == "destroyComms") then UpdateObjective("rbd0801.otf","green"); StopCockpitTimer(); HideCockpitTimer(); if(not self:isTaskActive("startEvac")) then self:startTask("startEvac"); end self:success(); end end, task_fail = function(self,name) if(name == "destroyComms") then UpdateObjective("rbd0801.otf","red"); self:fail(); else self:fail("grigg"); end end, start = function(self) self.grigg_spawned = false; SetObjectiveOn(self.comms[1]); for i, v in ipairs(self.comms) do SetObjectiveName(v,("Power %d"):format(i)); end self:startTask("destroyComms"); self.timer = 60*8; self.nextAudio = 0; StartCockpitTimer(self.timer,self.timer*0.5,self.timer*0.1); end, update = function(self,dtime) if(self:isTaskActive("destroyComms")) then local dead = mission.countDead(self.comms); self.timer = self.timer - dtime; if(not self.grigg_spawned and dead >= 1) then self:call("_spawnGrigg"); end if(dead >= #self.comms) then self:taskSucceed("destroyComms"); end if(self.timer <= 0) then if(not self.timerOut) then self.timerOut = true; if(mission.countAlive(self.comms) > 1) then self:taskFail("destroyComms"); else -- One tower left when time runs out, player does not fail HideCockpitTimer(); -- Play audio message AudioMessage(audio.timer_out); if(not self:isTaskActive("startEvac")) then self:startTask("startEvac"); end end end end end if(self.grigg_spawned and not IsAlive(self.grigg)) then self:fail("grigg"); end end, success = function(self) --SucceedMission(GetTime()+5.0,"rbd08w01.des"); end, delete_object = function(self,handle) local m = nil; if(IsIn(handle,self.comms)) then print("next audio"); self.nextAudio = self.nextAudio + 1; if(self.audio[self.nextAudio]) then AudioMessage(self.audio[self.nextAudio]); end end for i, v in ipairs(self.comms) do print(i, v, IsAlive(v)); if(IsAlive(v)) then SetObjectiveOn(v); break; end end end, fail = function(self,what) if(what == "grigg") then FailMission(GetTime()+5.0,"rbd08l05.des"); else FailMission(GetTime()+5.0,"rbd08l02.des"); end end, finish = function(self) mission.AudioManager:Stop(self.grigg_id); end, save = function(self) return self.timer, self.wait_1, self.grigg, self.timerOut, self.grigg_spawned, self.grigg_audio, self.nextAudio, self.grigg_id; end, load = function(self,...) self.timer, self.wait_1, self.grigg, self.timerOut, self.grigg_spawned, self.grigg_audio, self.nextAudio, self.grigg_id = ...; if(not self.timerOut) then StartCockpitTimer(self.timer,self.timer*0.5,self.timer*0.1); end end }); evac = mission.Objective:define("evac"):createTasks( "wait", "evacuate" ):setListeners({ init = function(self) end, start = function(self, grigg, slowEvac, lastComm) print("Evac started"); self.slowEvac = slowEvac; self.grigg = grigg; self.wait_timer = 5; self:startTask("wait"); self.lastComm = lastComm; end, task_start = function(self, name) if(name == "wait") then --AddObjective("rbd0801i.otf"); elseif(name == "evacuate") then AudioMessage(audio.evacuate); AddObjective("rbd0803.otf"); local s = mission.TaskManager:sequencer(self.grigg); s:clear(); Goto(self.grigg,"grigg_to_gt"); s:queue3("GriggAtGt"); end end, task_success = function(self, name) if(name == "wait") then --RemoveObjective("rbd0801i.otf"); --AddObjective("rbd0802i.otf","green"); self:startTask("evacuate"); elseif(name == "evacuate") then UpdateObjective("rbd0803.otf","green"); self:success(); end end, update = function(self, dtime) if(self:isTaskActive("evacuate")) then local d1 = Length(GetPosition(GetPlayerHandle()) - GetPosition("spawn_griggs")); local d2 = Length(GetPosition(self.grigg) - GetPosition("spawn_griggs")); if(d1 < 100 and d2 < 100) and (not IsAlive(self.lastComm)) then self:taskSucceed("evacuate"); end if(not IsAlive(self.grigg)) then self:taskFail("evacuate"); end elseif(self:isTaskActive("wait")) then self.wait_timer = self.wait_timer - dtime; if(self.wait_timer <= 0) then self:taskSucceed("wait"); end end end, save = function(self) return self.slowEvac, self.wait_timer, self.grigg, self.lastComm; end, load = function(self, ...) self.slowEvac, self.wait_timer, self.grigg, self.lastComm = ...; end, fail = function(self) FailMission(GetTime()+5.0,"rbd08l05.des"); end, success = function(self) if(self.slowEvac) then SucceedMission(GetTime() + 5.0, "rbd08w02.des"); else SucceedMission(GetTime() + 5.0, "rbd08w01.des"); end end }); function Start() print("pack test") print(#(table.pack(1, 2, nil, 3, 4))); print(#({1, 2, nil, 3, 4})); core:onStart(); introCinematic:start(); avoidBase:start(); for i = 1, 6 do BuildObject("avartl", 2, ("spawn_artl%d"):format(i)); end SetPathLoop("walker1_path"); SetPathLoop("walker2_path"); Goto(GetHandle("avwalk1"),"walker1_path"); Goto(GetHandle("avwalk2"),"walker2_path"); for i = 1, 4 do local nav = GetHandle("nav" .. i); if i == 4 then SetObjectiveName(nav, "Pickup Zone"); else SetObjectiveName(nav, "Navpoint " .. i); end SetMaxHealth(nav, 0); end for i = 1, 3 do local comm = GetHandle("comm" .. i); SetMaxHealth(comm, 0); -- These can't be killed. end end function Update(dtime) core:update(dtime); mission:Update(dtime); end function CreateObject(handle) core:onCreateObject(handle); mission:CreateObject(handle); end function AddObject(handle) core:onAddObject(handle); mission:AddObject(handle); end function DeleteObject(handle) core:onDeleteObject(handle); mission:DeleteObject(handle); end function Save() return mission:Save(),{core:save()}; end function Load(missison_date,cdata) core:load(unpack(cdata)); mission:Load(missison_date); end minit.init()
-- Initial stuff math.randomseed(tick()) -- Wait for character repeat wait() until game.Players.LocalPlayer.Character ~= nil -- Useful shortcuts local plr = game:GetService("Players").LocalPlayer local char = plr.Character local plrgui = plr.PlayerGui local backpack = plr.Backpack local torso = char.Torso local head = char.Head local hum = char.Humanoid local larm = char["Left Arm"] local lleg = char["Left Leg"] local rarm = char["Right Arm"] local rleg = char["Right Leg"] local LS = torso["Left Shoulder"] local LH = torso["Left Hip"] local RS = torso["Right Shoulder"] local RH = torso["Right Hip"] local neck = torso.Neck local it = Instance.new local vt = Vector3.new local cf = CFrame.new local euler = CFrame.fromEulerAnglesXYZ local angles = CFrame.Angles local neckC0 = cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) local neckC1 = cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) local LSC0 = cf(-1.5,.5,0) local LSC1 = cf(0,.5,0) local RSC0 = cf(1.5,.5,0) local RSC1 = cf(0,.5,0) local LHC0 = cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0) local LHC1 = cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0) local RHC0 = cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0) local RHC1 = cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0) local RP = char.HumanoidRootPart local RJ = RP.RootJoint local RJC0 = euler(-1.57,0,3.14) -- Build the weapon local build = function() local model = Instance.new("Model") model.Name = "Cane" local handle = Instance.new("Part", model) handle.FormFactor = Enum.FormFactor.Symmetric handle.CanCollide = false handle.Size = Vector3.new(1,1,3) handle.Name = "Handle" local mesh = Instance.new("SpecialMesh",handle) mesh.Scale = Vector3.new(1,1,0.69999998807907) mesh.MeshId = "http://www.roblox.com/asset/?id=25628815" mesh.TextureId = "http://www.roblox.com/asset/?id=25629094" mesh.MeshType = Enum.MeshType.FileMesh return model end -- Wait for mouse local mouse while true do mouse = plr:GetMouse() if mouse then break end wait(.1) end -- Create welds local RW, LW = Instance.new("Weld",torso), Instance.new("Weld",torso) RW.Name = "Right Weld" LW.Name = "Left Weld" RW.Part0 = torso LW.Part0 = torso RW.C0 = RSC0 RW.C1 = RSC1 LW.C0 = LSC0 LW.C1 = LSC1 -- Attach weapon local canemodel = build() local cane = canemodel:FindFirstChild("Handle") canemodel.Parent = char local caneweld = Instance.new("Weld", rarm) caneweld.Part0 = rarm caneweld.Part1 = cane caneweldC0 = caneweld.C0 * CFrame.new(0,-1,1) * CFrame.Angles(math.rad(180),0,math.rad(90)) caneweld.C0 = caneweldC0 -- Weapon variables local caneEnd = cf(-.225,0,-1.5) -- Sound effects local sounds = {} sounds.explosion = "http://www.roblox.com/asset/?id=87784452" sounds.bewm = "http://www.roblox.com/asset/?id=2767090" sounds.slice = "http://www.roblox.com/asset/?id=161006195" sounds.charge = "http://roblox.com/asset/?id=2101137" sounds.sharpblast = "http://roblox.com/asset/?id=2248511" sounds.woosh = "http://roblox.com/asset/?id=147722227" sounds.metalhit = "http://roblox.com/asset/?id=153092348" sounds.mechblast = "http://roblox.com/asset/?id=169380505" sounds.chargepulse = "http://roblox.com/asset/?id=10209296" sounds.heal = "http://roblox.com/asset/?id=2101144" sounds.zap = "http://roblox.com/asset/?id=10756104" sounds.powernote = "http://roblox.com/asset/?id=192603389" sounds.swing = "http://roblox.com/asset/?id=10209640" sounds.hit = "http://roblox.com/asset/?id=10209590" -- Base functions local wait = function(t) if t ~= nil then return wait(t) else local t = tick() game:GetService("RunService").RenderStepped:wait() return tick() - t, time() end end local nolines = function(p) p.TopSurface, p.BottomSurface, p.LeftSurface, p.RightSurface, p.FrontSurface, p.BackSurface = 10, 10, 10, 10, 10, 10 end local part = function(formfactor,parent,reflectance,transparency,brickcolor,name,size) local fp = it("Part") fp.formFactor = formfactor fp.Parent = parent fp.Reflectance = reflectance fp.Transparency = transparency fp.CanCollide = false fp.Locked = true fp.BrickColor = brickcolor fp.Name = name fp.Size = size fp.Position = torso.Position fp.Material = "SmoothPlastic" fp:BreakJoints() nolines(fp) return fp end local mesh = function(instance,part,meshtype,meshid,offset,scale) local mesh = it(instance) mesh.Parent = part if instance == "SpecialMesh" then mesh.MeshType = meshtype if meshid ~= nil then mesh.MeshId = "http://www.roblox.com/asset/?id="..meshid end end mesh.Offset=offset mesh.Scale=scale return mesh end local weld = function(parent,part0,part1,c0) local weld = it("Weld") weld.Parent = parent weld.Part0 = part0 weld.Part1 = part1 weld.C0 = c0 return weld end local rayCast = function(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end local rad = function(x,y,z) return euler(math.rad(x or 0),math.rad(y or 0),math.rad(z or 0)) end local random = function(a, b) local num = math.random(a*100, b*100) return num/100 end local randomRot = function() return rad(random(0,360),random(0,360),random(0,360)) end local sound = function(id, par, vol, pit) coroutine.resume(coroutine.create(function() local sou = Instance.new("Sound", par or workspace) sou.Volume = vol sou.Pitch = pit or 1 sou.SoundId = id wait() sou:play() game:GetService("Debris"):AddItem(sou, 6) end)) end local damage = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged) -- Fen's nasty and messy damage function if hit.Parent == nil then return end local h = hit.Parent:FindFirstChild("Humanoid") for _, v in pairs(hit.Parent:children()) do if v:IsA("Humanoid") then h = v end end if hit.Parent.Parent:FindFirstChild("Torso") ~= nil then h = hit.Parent.Parent:FindFirstChild("Humanoid") end if hit.Parent.className == "Hat" then hit = hit.Parent.Parent:findFirstChild("Head") end if h ~= nil and hit.Parent.Name ~= char.Name and hit.Parent:FindFirstChild("Torso") ~= nil then if hit.Parent:findFirstChild("DebounceHit") ~= nil then if hit.Parent.DebounceHit.Value == true then return end end local c = Instance.new("ObjectValue") c.Name = "creator" c.Value = game:service("Players").LocalPlayer c.Parent = h game:GetService("Debris"):AddItem(c, .5) local Damage = random(minim, maxim) local blocked = false local enblock = nil local Stats = hit.Parent:findFirstChild("Stats") if Stats ~= nil then enblock = Stats:findFirstChild("Block") if Stats:findFirstChild("Defense") ~= nil then Damage = Damage / Stats.Defense.Value end if Stats:findFirstChild("Stun") ~= nil then Stats.Stun.Value = Stats.Stun.Value + incstun end if Stats:findFirstChild("Stagger") ~= nil then if stagger == true then Stats.Stagger.Value = true end end end if enblock ~= nil then if enblock.Value == true then blocked = true end end if blocked == true then if ranged ~= true then enblock.Value = false end else Damage = math.floor(Damage) print("dam"..Damage) sound(sounds.hit, hit, 1, 1) h.Health = h.Health - Damage if Type == "Knockdown" then local hum = hit.Parent.Humanoid hum.PlatformStand = true coroutine.resume(coroutine.create(function(HHumanoid) wait() HHumanoid.PlatformStand = false end), hum) local angle = (hit.Position - (Property.Position + Vector3.new(0, 0, 0))).unit local bodvol = Instance.new("BodyVelocity") bodvol.velocity = angle * knockback bodvol.P = 5000 bodvol.maxForce = Vector3.new(8e+003, 8e+003, 8e+003) bodvol.Parent = hit local rl = Instance.new("BodyAngularVelocity") rl.P = 3000 rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000 rl.angularvelocity = Vector3.new(random(-10, 10), random(-10, 10), random(-10, 10)) rl.Parent = hit game:GetService("Debris"):AddItem(bodvol, .5) game:GetService("Debris"):AddItem(rl, .5) elseif Type == "Knockdown2" then local hum = hit.Parent.Humanoid local angle = (hit.Position - (Property.Position + Vector3.new(0, 0, 0))).unit local bodvol = Instance.new("BodyVelocity") bodvol.velocity = angle * knockback bodvol.P = 5000 bodvol.maxForce = Vector3.new(8e+003, 8e+003, 8e+003) bodvol.Parent = hit game:GetService("Debris"):AddItem(bodvol, .5) elseif Type == "Normal" or Type == "NormalDecreaseMvmt1" then local vp = Instance.new("BodyVelocity") vp.P = 500 vp.maxForce = Vector3.new(math.huge, 0, math.huge) if KnockbackType == 1 then vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05 elseif KnockbackType == 2 then vp.velocity = Property.CFrame.lookVector * knockback end game:GetService("Debris"):AddItem(vp, .5) if knockback > 0 then vp.Parent = hit.Parent.Torso end end end local debounce = Instance.new("BoolValue") debounce.Name = "DebounceHit" debounce.Parent = hit.Parent debounce.Value = true game:GetService("Debris"):AddItem(debounce, Delay) c = Instance.new("ObjectValue") c.Name = "creator" c.Value = plr c.Parent = h game:GetService("Debris"):AddItem(c, .5) end end local fade = function(prt, t) coroutine.resume(coroutine.create(function() for i = 0, 1, t do wait(0) prt.Transparency = i end wait(0) prt:destroy() end)) end local block1 = function(prt, delay, x, y, z, msh) coroutine.resume(coroutine.create(function() for i = 0, 1, delay do wait(0) prt.CFrame = prt.CFrame * euler(random(-50, 50), random(-50, 50), random(-50, 50)) local Mesh = msh Mesh.Scale = Mesh.Scale + vt(x, y, z) prt.Transparency = i end wait(0) prt:destroy() end)) end local block2 = function(prt, delay, x, y, z, msh) coroutine.resume(coroutine.create(function() for i = 0, 1, delay do wait(0) local Mesh = msh Mesh.Scale = Mesh.Scale + vt(x, y, z) prt.Transparency = i end wait(0) prt:destroy() end)) end local cyleffect = function(prt, delay, x, y, z, msh) coroutine.resume(coroutine.create(function() for i = 0, 1, delay do wait(0) local Mesh = msh Mesh.Scale = Mesh.Scale + vt(x, y, z) prt.Transparency = i end wait(0) prt:destroy() end)) end local CFrameFromTopBack = function(at, top, back) local right = top:Cross(back) return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z) end local triangle = function(a, b, c) local edg1 = (c - a):Dot((b - a).unit) local edg2 = (a - b):Dot((c - b).unit) local edg3 = (b - c):Dot((a - c).unit) if edg1 <= (b - a).magnitude and edg1 >= 0 then a, b, c = a, b, c elseif edg2 <= (c - b).magnitude and edg2 >= 0 then a, b, c = b, c, a elseif edg3 <= (a - c).magnitude and edg3 >= 0 then a, b, c = c, a, b else assert(false, "unreachable") end local len1 = (c - a):Dot((b - a).unit) local len2 = (b - a).magnitude - len1 local width = (a + (b - a).unit * len1 - c).magnitude local maincf = CFrameFromTopBack(a, (b - a):Cross(c - b).unit, -(b - a).unit) local list = {} if len1 > 0.01 then local w1 = Instance.new('WedgePart', m) game:GetService("Debris"):AddItem(w1, 5) w1.Material = "SmoothPlastic" w1.FormFactor = 'Custom' w1.BrickColor = BrickColor.new("Bright red") w1.Transparency = 0 w1.Reflectance = 0 w1.Material = "SmoothPlastic" w1.CanCollide = false nolines(w1) local sz = Vector3.new(0.2, width, len1) w1.Size = sz local sp = Instance.new("SpecialMesh", w1) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0, 1, 1) * sz / w1.Size w1:BreakJoints() w1.Anchored = true w1.Parent = workspace w1.Transparency = 0.7 fade(w1) w1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2) table.insert(list, w1) end if len2 > 0.01 then local w2 = Instance.new('WedgePart', m) game:GetService("Debris"):AddItem(w2, 5) w2.Material = "SmoothPlastic" w2.FormFactor = 'Custom' w2.BrickColor = BrickColor.new("Bright red") w2.Transparency = 0 w2.Reflectance = 0 w2.Material = "SmoothPlastic" w2.CanCollide = false nolines(w2) local sz = Vector3.new(0.2, width, len2) w2.Size = sz local sp = Instance.new("SpecialMesh", w2) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0, 1, 1) * sz / w2.Size w2:BreakJoints() w2.Anchored = true w2.Parent = workspace w2.Transparency = 0.7 fade(w2) w2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) * CFrame.new(0, width / 2, -len1 - len2 / 2) table.insert(list, w2) end return unpack(list) end -- Magic effects local magic = {} magic.stravant = function(brickcolor, cframe, x, y, z, x1, y1, z1, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe * cf(x, y, z) local msh = mesh("SpecialMesh", prt, "FileMesh", "rbxassetid://168892363", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) coroutine.resume(coroutine.create(function(Part, Mesh, ex, why, zee) local num = random() local num2 = random(-3, 2) + random() local numm = 0 for i = 0, 1, delay * 2 do wait() Part.CFrame = cframe * euler(0, numm * num * 10, 0) * cf(ex, why, zee) * cf(-i * 10, num2, 0) Part.Transparency = i numm = numm + 0.01 end Part.Parent = nil Mesh.Parent = nil end), prt, msh, x, y, z) end magic.block = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type, par) local prt = part(3, par or workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) if Type == 1 or Type == nil then block1(prt, delay, x3, y3, z3, msh) elseif Type == 2 then block2(prt, delay, x3, y3, z3, msh) end end magic.circle = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, par) local prt = part(3, par or workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Sphere", nil, vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 2) cyleffect(prt, delay, x3, y3, z3, msh) end magic.cylinder = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 2) cyleffect(prt, delay, x3, y3, z3, msh) end magic.head = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "Head", nil, vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 2) cyleffect(prt, delay, x3, y3, z3, msh) end magic.wave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt()) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 5) cyleffect(prt, delay, x3, y3, z3, msh) end magic.lightning = function(p0, p1, tym, ofs, col, th, tra, last, par) local magz = (p0 - p1).magnitude local curpos = p0 local trz = { -ofs, ofs } for i = 1, tym do local li = Instance.new("Part", par or workspace) li.TopSurface = 0 li.BottomSurface = 0 li.Anchored = true li.Transparency = tra or 0.4 li.BrickColor = BrickColor.new(col) li.Material = "Neon" li.formFactor = "Custom" li.CanCollide = false li.Size = Vector3.new(th, th, magz / tym) local ofz = Vector3.new(random(trz[1],trz[2]), random(trz[1],trz[2]), random(trz[1],trz[2])) local trolpos = CFrame.new(curpos, p1) * CFrame.new(0, 0, magz / tym).p + ofz if tym == i then local magz2 = (curpos - p1).magnitude li.Size = Vector3.new(th, th, magz2) li.CFrame = CFrame.new(curpos, p1) * CFrame.new(0, 0, -magz2 / 2) else li.CFrame = CFrame.new(curpos, trolpos) * CFrame.new(0, 0, magz / tym / 2) end curpos = li.CFrame * CFrame.new(0, 0, magz / tym / 2).p game.Debris:AddItem(li, last) end end -- Logic variables local equipped = false local attacking = false -- Effect handling local charfx = Instance.new("Model", char) charfx.Name = "Effects" local toggles = { snow = false; lmagic = false; rmagic = false; canemagic = false; } local snowTick = 0 local lmagicTick = 0 local rmagicTick = 0 local canemagicTick = 0 local snowMeshes = { "http://www.roblox.com/asset?id=187687161"; "http://www.roblox.com/asset?id=187687175"; "http://www.roblox.com/asset?id=187687193"; } -- Pose system local poses = { none = { larm = euler(0, 0, 0); rarm = euler(0, 0, 0); lleg = euler(0, 0, 0); rleg = euler(0, 0, 0); torso = euler(0, 0, 0); head = euler(0, 0, 0); cane = euler(0, 0, 0); } } local pose = "none" local posespeed = .1 local newpose = function(name, larm, rarm, torso, head, lleg, rleg, cane) poses[name] = { larm = larm or rad(); rarm = rarm or rad(); lleg = lleg or rad(); rleg = rleg or rad(); torso = torso or rad(); head = head or rad(); cane = cane or rad(); } end local setpose = function(name, speed) posespeed = speed or 1 pose = name or "none" end game:GetService("RunService").RenderStepped:connect(function() local vel = (RP.Velocity*Vector3.new(1,0,1)).magnitude local yvel = RP.Velocity.y local hitfloor,posfloor=rayCast(RP.Position,(CFrame.new(RP.Position,RP.Position - Vector3.new(0,1,0))).lookVector,4,char) if yvel > 1 and hitfloor == nil and equipped and not attacking then setpose("jumping",.2) elseif yvel < -1 and hitfloor == nil and equipped and not attacking then setpose ("falling",.075) elseif vel < 1 and hitfloor ~= nil and equipped and not attacking then setpose("idle",.1) elseif vel > 2 and vel < 22 and hitfloor ~= nil and equipped and not attacking then setpose("walking",.1) end if poses[pose] ~= nil then local pose = poses[pose] LW.C0 = LW.C0:lerp(LSC0 * pose.larm, posespeed) RW.C0 = RW.C0:lerp(RSC0 * pose.rarm, posespeed) LH.C0 = LH.C0:lerp(LHC0 * pose.lleg, posespeed) RH.C0 = RH.C0:lerp(RHC0 * pose.rleg, posespeed) RJ.C0 = RJ.C0:lerp(RJC0 * pose.torso, posespeed) neck.C0 = neck.C0:lerp(neckC0 * pose.head, posespeed) caneweld.C0 = caneweld.C0:lerp(caneweldC0 * pose.cane, posespeed) end if toggles.snow == true then if snowTick % 15 == 0 then local p = Instance.new("Part") local m = Instance.new("SpecialMesh", p) m.MeshId = snowMeshes[math.random(1, #snowMeshes)] m.Scale = Vector3.new(2,2,2) local q = Instance.new("BodyVelocity") p.BrickColor = BrickColor.new("White") p.Parent = charfx p.Shape = 1 p.Size = Vector3.new(.5, .5, .5) p.Transparency = .3 p.Locked = true p.Anchored = false p.CanCollide = false p.formFactor = "Plate" p.CFrame = torso.CFrame * cf(Vector3.new((random(-75, 75)),50,(random(-75,75)))) * randomRot() q.velocity = Vector3.new(0, -10, 0) q.Parent = p p.Touched:connect(function() p:destroy() end) end snowTick = snowTick + 1 end if toggles.lmagic then if lmagicTick % 15 == 0 then magic.block(BrickColor.new("Institutional white"),larm.CFrame*cf(0,-1,0),1,1,1,.5,.5,.5,.065,nil,charfx) end lmagicTick = lmagicTick + 1 end if toggles.rmagic then if rmagicTick % 15 == 0 then magic.block(BrickColor.new("Institutional white"),rarm.CFrame*cf(0,-1,0),1,1,1,.5,.5,.5,.065,nil,charfx) end rmagicTick = rmagicTick + 1 end if toggles.canemagic then if canemagicTick % 15 == 0 then magic.block(BrickColor.new("Institutional white"),cane.CFrame*caneEnd,1,1,1,.5,.5,.5,.065,nil,charfx) end canemagicTick = canemagicTick + 1 end end) -- Weapon setup local bin = Instance.new("HopperBin",backpack) bin.Name = "Cane" script.Parent = bin -- Weapon poses newpose("idle", rad(-5,5,0), rad(0,0,50), rad(0,-2,-15), rad(0,-3,15), rad(0,15,0), rad(0,15,0), rad(90,-45,170)*CFrame.new(0,-1,-1.5)) newpose("jumping", rad(-20, 0, -10), rad(-20, 0, 10), rad(-10, 0, 0), rad(0, 0, 0), rad(0, 0, 15), rad(0, 0, 0)*CFrame.new(.35,.35,0)) newpose("falling", rad(0, 0, -50), rad(0, 0, 50), rad(0, 0, 0), rad(20, 0, 0), rad(0, 0, 0), rad(0, 0, 0)*CFrame.new(.15,.15,0)) newpose("walking", rad(-5,5,-15), rad(-20,0,20), rad(5,0,0), rad(0,0,0), rad(0,0,0), rad(0,0,0)) -- Attack poses newpose("larmcharge", rad(0,-15,-135), rad(0,0,50), rad(0,-2,-15), rad(-15,-15,50), rad(0,15,0), rad(0,15,0), rad(90,-45,170)*CFrame.new(0,-1,-1.5)) newpose("canecharge", rad(45,0,30), rad(0,0,150), rad(0,0,-35), rad(-20,0,0), rad(0,35,0), rad(0,35,0), rad(90,-135,170)*CFrame.new(0,-1,-1.5)) newpose("clickattack1_1", rad(20,0,15), rad(0,-15,125), rad(0,-2,-35), rad(0,-3,35), rad(0,35,0), rad(0,35,0), rad(90,-165,180)*CFrame.new(0,-1,-1.5)) newpose("clickattack1_2", rad(-20,0,-15), rad(0,100,65), rad(0,-2,45), rad(10,-10,-25), rad(0,-45,0), rad(0,-45,0), rad(90,-110,180)*CFrame.new(0,-1,-1.5)) newpose("clickattack2_1", rad(-45,0,-45), rad(0,150,65), rad(0,-2,65), rad(10,-10,-45), rad(0,-65,0), rad(0,-65,0), rad(90,-135,180)*CFrame.new(0,-1,-1.5)) newpose("clickattack2_2", rad(-15,0,-60), rad(0,-15,70), rad(0,-2,-35), rad(0,-3,35), rad(0,35,0), rad(0,35,0), rad(90,-110,180)*CFrame.new(0,-1,-1.5)) newpose("clickattack3_1", rad(-15,0,-60), rad(0,-15,125), rad(0,-2,-45), rad(0,-3,45), rad(0,45,0), rad(0,45,0), rad(90,-165,180)*CFrame.new(0,-1,-1.5)) newpose("clickattack3_2", rad(-20,0,-75), rad(-90,0,110), rad(0,0,75), rad(10,-10,-60), rad(0,-80,30), rad(0,-80,0), rad(90,-90,180)*CFrame.new(0,-1,-1.5)) newpose("clickattack4_1", rad(0,0,-90), rad(0,0,125), rad(0,0,-90), rad(0,0,90), rad(0,35,0), rad(0,35,0), rad(90,-165,180)*CFrame.new(0,-1,-1.5)) newpose("clickattack4_2", rad(0,0,-135), rad(0,0,125), rad(0,0,-90), rad(0,0,90), rad(0,35,0), rad(0,35,0), rad(90,-165,180)*CFrame.new(0,-1,-1.5)) -- Weapon usage (edit to liking) local equip = function() equipped = true if attacking then repeat wait() until not attacking end attacking = true if not equipped then attacking = false return end LW.Part1 = larm RW.Part1 = rarm LS.Part1 = nil RS.Part1 = nil attacking = false setpose("idle", .085) end local unequip = function() equipped = false if attacking then repeat wait() until not attacking end if equipped then return end setpose("none", .1) wait(.65) if equipped then return end LS.Part1 = larm RS.Part1 = rarm LW.Part1 = nil RW.Part1 = nil end local keypress = function(key) if attacking or not equipped then return end if key == "q" then attacking = true print("q") hum.WalkSpeed = 0 setpose("larmcharge", .1) wait(.3) toggles.lmagic = true sound(sounds.chargepulse, larm, .75, .8) wait(1.5) toggles.lmagic = false magic.circle(BrickColor.new("Institutional white"), larm.CFrame*CFrame.new(0,-1,0), 1, 1, 1, 1.2, 1.2, 1.2, .04, charfx) sound(sounds.bewm, cane, .9, .6) toggles.snow = not toggles.snow print("snow "..(toggles.snow and "yes" or "no")) wait(.5) hum.WalkSpeed = 16 attacking = false elseif key == "x" then attacking = true print("x") hum.WalkSpeed = 12 toggles.canemagic = true setpose("canecharge", .1) sound(sounds.charge,char.Torso,.5,1.1) wait(.5) setpose("clickattack3_2", .175) wait(.3) magic.circle(BrickColor.new("Institutional white"), cane.CFrame*caneEnd, .2, .2, .3, 6, 6, 0, .075) hum.WalkSpeed = 0 sound(sounds.sharpblast,cane,1,.35) print("pewwwwwww") for i = 1, 50 do local prt,hit = rayCast(cane.CFrame*caneEnd.p,((cane.CFrame*caneEnd).p - (cane.CFrame*(caneEnd*CFrame.new(0,0,1))).p).unit, 100, char) magic.lightning((cane.CFrame*caneEnd).p, hit, 20, 1, "Institutional white", .1, .2, .15, charfx) sound(sounds.zap,cane,random(.75,1),random(.75,1.25)) if prt and prt.Parent:FindFirstChild("Humanoid") then damage(prt, 35, 50, 2, "Knockdown", RP, .5, 1, random(3, 10), nil, true) sound(sounds.zap,prt,random(.75,1),random(.75,1.25)) sound(sounds.sharpblast,prt,.3,.5) sound(sounds.bewm,prt,1,.75) end wait(.02) end toggles.canemagic = false hum.WalkSpeed = 16 attacking = false end end local combo = 0 local clicked = function(hit) if attacking or not equipped then return end if combo == 0 then attacking = true combo = combo + 1 print("swing"..combo) setpose("clickattack1_1", .165) wait(.125) local dam1 = cane.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") and hit.Parent ~= char then damage(hit, 10, 15, .25, "Normal", RP, .5, 1, random(3, 10), nil, true) end end) local dam2 = rarm.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") and hit.Parent ~= char then damage(hit, 10, 15, .25, "Normal", RP, .5, 1, random(3, 10), nil, true) end end) setpose("clickattack1_2", .185) sound(sounds.swing,cane,.5,random(1,1.5)) wait(.35) dam1:disconnect() dam2:disconnect() attacking = false wait(1) if combo == 1 then combo = 0 print("ded") end elseif combo == 1 then attacking = true combo = combo + 1 print("swing"..combo) setpose("clickattack2_1", .15) wait(.125) local dam1 = cane.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") and hit.Parent ~= char then damage(hit, 10, 15, .25, "Normal", RP, .5, 1, random(3, 10), nil, true) end end) local dam2 = rarm.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") and hit.Parent ~= char then damage(hit, 10, 15, .25, "Normal", RP, .5, 1, random(3, 10), nil, true) end end) setpose("clickattack2_2", .14) sound(sounds.swing,cane,.5,random(1,1.5)) for i = 1, 5 do torso.Velocity = RP.CFrame.lookVector * 45 wait() end wait(.25) dam1:disconnect() dam2:disconnect() attacking = false wait(1) if combo == 2 then combo = 0 print("ded") end elseif combo == 2 then attacking = true combo = combo + 1 print("swing"..combo) setpose("clickattack3_1", .15) wait(.2) local dam1 = cane.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") and hit.Parent ~= char then damage(hit, 10, 15, .25, "Normal", RP, .5, 1, random(3, 10), nil, true) end end) local dam2 = rarm.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") and hit.Parent ~= char then damage(hit, 10, 15, .25, "Normal", RP, .5, 1, random(3, 10), nil, true) end end) setpose("clickattack3_2", .2) sound(sounds.swing,cane,.5,random(.5,1)) for i = 1, 5 do torso.Velocity = RP.CFrame.lookVector * 55 wait() end wait(.3) dam1:disconnect() dam2:disconnect() attacking = false wait(.5) if combo == 3 then combo = 0 print("ded") end elseif combo == 3 then attacking = true combo = combo + 1 print("swing"..combo) setpose("clickattack4_1", .18) sound(sounds.swing,cane,.5,random(1,1.5)) wait(.3) local bewmcf = larm.CFrame*cf(0,-3,0) local bewmrange = 7.5 for i = 1, 2 do magic.block(BrickColor.new("Institutional white"), bewmcf, 1, 1, 1, 2, 2, 2, .075) end for _,v in pairs(game.Workspace:GetChildren()) do if v:FindFirstChild("Torso") and v.Torso:IsA("Part") then local vtor = v.Torso local dist = (bewmcf.p - vtor.Position).magnitude if dist <= bewmrange then damage(vtor, 20, 30, .5, "Normal", RP, .5, 1, random(3, 10), nil, true) end end end sound(sounds.bewm,rarm,1,random(1,2)) print("bewm") setpose("clickattack4_2", .165) wait(.175) attacking = false --wait(.5) if combo == 4 then combo = 0 print("ded") end end end bin.Selected:connect(equip) bin.Deselected:connect(unequip) mouse.Button1Down:connect(clicked) mouse.KeyDown:connect(keypress)
object_building_general_srii_skyscraper_05 = object_building_general_shared_srii_skyscraper_05:new { } ObjectTemplates:addTemplate(object_building_general_srii_skyscraper_05, "object/building/general/srii_skyscraper_05.iff")
-- To prevent too frequent connections to the server local M = {} local t = {} local interval = 0.4 function M.connect(ip) if socket.gettime() - (t[ip] or socket.gettime() + interval + 1) > interval then t[ip] = socket.gettime() return true else t[ip] = socket.gettime() return false end end return M
require 'concurrent' function sender(pid) concurrent.register('sender', concurrent.self()) concurrent.send(pid, { from = concurrent.self(), integer = 9634, float = 96.34, string = 'hello world', table = { 'hello, world', hello = 'world' }, callme = function () return 'hello world!' end }) end concurrent.spawn(sender, { 'receiver', 'receiver@localhost' }) concurrent.init('sender@localhost') concurrent.loop() concurrent.shutdown()
resource_manifest_version '44febabe-d386-4d18-afbe-5e627f4af937' description 'REE Discord Integration' version '1.0.0' client_scripts { 'options.lua', 'client/client.lua', 'client/discord.lua', 'client/events.lua', 'client/functions.lua', }
-------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------- ------------ Pour commencer n'oubliez pas de remercier íʍƊɑѵƊɑѵ#9351 pour ce script --------------------- -------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------- ESX = nil Citizen.CreateThread(function() while ESX == nil do TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) Citizen.Wait(0) end end) -- Placez ici les zones que vous souhaitez infecter -- Pour changer le rayon de la zone, allez au ligne 44, 107 et 153 tout ce que vous mettrez ici sera doublé, c'est un cercle donc 50 résulte d'un diamètre de 100 (Je ne connais pas l'unité de mesure) local zones = { { title = "~p~Zone infectée", colour = 40, -- Pour configurer la couleur blips jetez un oeil à https://wiki.rage.mp/index.php?title=Blips id = 84, -- Pour configurer l'ID du blips jetez un oeil à https://wiki.rage.mp/index.php?title=Blips x = -231.04, y = -387.12, z = 30.4 } } -------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------- ------- Création d'un blip sur la Map -------------- ------- Vous pouvez commenter cette section si vous ne souhaitez pas afficher de blips -------------- -------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------- Citizen.CreateThread(function() Citizen.Wait(0) local bool = true if bool then for k, v in pairs(zones) do zoneblip = AddBlipForRadius(v.x, v.y, v.z, 2500.0) SetBlipHighDetail(blip, true) SetBlipColour(zoneblip, 437) SetBlipAlpha(zoneblip, 90) end for _, info in pairs(zones) do info.blip = AddBlipForCoord(info.x, info.y, info.z) SetBlipSprite(info.blip, info.id) SetBlipDisplay(info.blip, 4) SetBlipScale(info.blip, 0.7) SetBlipColour(info.blip, info.colour) SetBlipAsShortRange(info.blip, true) BeginTextCommandSetBlipName("STRING") AddTextComponentString(info.title) EndTextCommandSetBlipName(info.blip) end bool = false end end) -------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------- ------------------ Envoi d'une notification à l'entrée/sortie de la zone infectée -------------------- ------------------ Activation / Désactivation des effets à l'écran -------------------- ------------------ Gestion de la résistance si masque ou non -------------------- ------------------ Animation "toux" si pas de masque -------------------- ------------------ Récupération de la résistance en sortie de zone -------------------- -------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------- Citizen.CreateThread(function() while not NetworkIsPlayerActive(PlayerId()) do Citizen.Wait(0) end while true do Citizen.Wait(0) local player = GetPlayerPed(-1) local x, y, z = table.unpack(GetEntityCoords(player, true)) ----------------------------------------------------------------------------------------------------------- -- Récupération de la distance vous séparant de la zone (Vous n'avez probablement pas besoin d'y toucher)-- ----------------------------------------------------------------------------------------------------------- local minDistance = 100000 for i = 1, #zones, 1 do dist = Vdist(zones[i].x, zones[i].y, zones[i].z, x, y, z) if dist < minDistance then minDistance = dist closestZone = i end end ----------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------- local dist = Vdist(zones[closestZone].x, zones[closestZone].y, zones[closestZone].z, x, y, z) local seconds = 1000 if dist <= 2500.0 then if not notifIn then StartScreenEffect('DeathFailNeutralIn', 0, true) ESX.ShowNotification( "~r~Attention, vous entrez dans une zone infectée, n'y laisser pas votre peau") ESX.ShowNotification("HRP: Vous risquez la mort RP") notifIn = true notifOut = false end local maskIndex = GetPedDrawableVariation(player, 1) -- Vérifie si vous portez un masque à gaz (Les numéros correspondent aux ID des masques, en l'occurence ce sont des masques à gaz, mais cela peut varier selon les serveurs et les tenues moddées présentes) if maskIndex == 129 or maskIndex == 130 or maskIndex == 166 then -- Quantité de résistance à la radiation à retirer toutes les 10 secondes avec un masque TriggerEvent('esx_status:remove', 'bionaz', 10000) -- Je retire 10000 de résistance sur 1 million toutes les 10 secondes (~16 minutes) Citizen.Wait((seconds * 10)) else -- Si la personne n'a pas de masque, alors elle toussera et perdra plus de résistance RequestAnimDict("timetable@gardener@smoking_joint") while not HasAnimDictLoaded("timetable@gardener@smoking_joint") do Citizen.Wait(100) end TaskPlayAnim(player, "timetable@gardener@smoking_joint", "idle_cough", 8.0, 8.0, -1, 50, 0, false, false, false) Citizen.Wait((seconds * 5)) ClearPedTasks(player) -- Quantité de résistance à la radiation à retirer toutes les 10 secondes sans masque TriggerEvent('esx_status:remove', 'bionaz', 20000) -- Je retire 20000 de résistance sur 1 million toutes les 10 secondes (~8 minutes) Citizen.Wait((seconds * 5)) end else StopScreenEffect('DeathFailNeutralIn', 0, true) ClearPedTasks(player) if not notifOut then ESX.ShowNotification("~g~Vous sortez de la zone infectée") notifOut = true notifIn = false end -- Une fois la personne sortie de la zone infectée, celle-ci récupère peu à peu sa résistance aux radiations Citizen.Wait((seconds * 3)) ClearPedTasks(player) TriggerEvent('esx_status:add', 'bionaz', 3000) -- Je rajoute 10000 de résistance sur 1 million toutes les 3 secondes (~5 minutes) end end end)
local Signal = require 'lib.hump.signal' local Timer = require 'lib.hump.timer' local Gamestate = require "lib.hump.gamestate" local love = love local debug = false local joystick local music = {} local img = {} local sfx = {} local state = { mainmenu = {d=0, locked = 0}, reading = {d=0, ends=0, speed=40, textKey=0, sortedTextsKeys={}, displayed={}}, driving = {started=0, d=0, locked = 0, lastgas = false, objects = {}}, } local a=64 -- pixels local scale = 6 local fuel = 1 local speed = 0 local accel = 45 local friction = 37 local maxspeed = 80 local consumption = .00004 local distance = 0 local palette = { {43,8,6}, {123,163,139}, {220,208,160}, {255,255,184}, {196,32,41}, } local outrotext = "Game over. Thank you for playing... and sorry. This \"game\" was made by Premek for #LOWREZJAM 2016. Music by id4rustle. SFX from freesound.org users pempi, trip_sound & phenoxy. Font by Robey Pointer. Bye" local texts = { [0] = "Drive away. To a different city. Or to the woods maybe. Listen to the radio. Watch the landscape. Stop sometimes to think and enjoy the countryside if you want to. Relax. Hold up arrow key or joystick to accelerate", --[[ [2] = "Are we there yet?", [10] = "We will not get\nany further\nwithout more fuel", [50] = "There's no way back", [55] = "Does it make any sense?", [66] = "Will it stop?", "Maybe I'm just too old", "Where am I even going?", "Didn't I had someone with me?", "She will not remember", "They are safe there", "They are safer where they are now", "I will miss her", ]]-- } -------------- load local getQuads = function(image) local quads={} for i=0,image:getWidth()/a do quads[i] = love.graphics.newQuad(a*i, 0, a, a, image:getWidth(), image:getHeight()) end return quads end local scaleWindow = function() if scale < 1 then scale = 1; return end if not love.window.setMode( scale*a, scale*a ) then scale = 8 end -- default is the value fitting conf.lua end function love.load() scaleWindow() love.graphics.setDefaultFilter("nearest") local joysticks = love.joystick.getJoysticks() print("Joysticks: ", #joysticks) if #joysticks > 0 then joystick = joysticks[1] print("Joystick: ", joystick:isGamepad(), joystick:getName(), joystick:getAxes()) end music[1] = love.audio.newSource( 'music/think of me think of us.mp3', 'stream' ) music[2] = love.audio.newSource( 'music/i think i get it.mp3', 'stream' ) music[1]:setVolume(0.85) music[2]:setVolume(0.8) for _,v in ipairs(love.filesystem.getDirectoryItems("sfx")) do local k = v:match("^(.+)%..+$") sfx[k] = love.audio.newSource("sfx/"..v, "static") sfx[k]:setVolume(0.8) end for _,v in ipairs({"idle", "going"}) do sfx[v]:setLooping(true) end sfx.radiofm:setVolume(1) sfx.cardooropenclose4:setVolume(1) for _,v in ipairs(love.filesystem.getDirectoryItems("img")) do local f = v:match("^(.+)%..+$") img[f] = {} img[f].img = love.graphics.newImage("img/"..f..".png") img[f].quads = getQuads(img[f].img) img[f].quads.current = img[f].quads[0] end love.graphics.setNewFont( "font/tom-thumb.bdf", 6 ) for k in pairs(texts) do table.insert(state.reading.sortedTextsKeys, k) end table.sort(state.reading.sortedTextsKeys) state.driving.objects = {{img.sign, 3}, {img.sign, 2}} Gamestate.registerEvents() Gamestate.switch(state.mainmenu) Signal.emit('game_started') end function love.draw() love.graphics.scale(scale) end function love.update(dt) Timer.update(dt) end -------------- driving function state.driving:update(dt) local origspeed = speed if state.driving.d < state.driving.locked then state.driving.d = state.driving.d + dt else local gas = (love.keyboard.isDown("up") or (joystick and joystick:isDown(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16))) and fuel > 0 if gas then speed = speed + dt*accel if not state.driving.lastgas then Signal.emit('accel_start') end else if state.driving.lastgas then Signal.emit('accel_end') end end state.driving.lastgas = gas end speed = speed - dt*friction -- FIXME ??? speed = math.max(math.min(maxspeed, speed), 0) fuel = fuel - dt*speed*consumption distance = distance + speed * dt * 0.01 img.fuel.quads.current = img.fuel.quads[math.floor(math.max(0,math.min(#img.fuel.quads-1,#img.fuel.quads*fuel)))] img.speed.quads.current = img.speed.quads[math.floor(math.max(0,math.min(#img.speed.quads-1,#img.speed.quads*(1-speed/maxspeed))))] img.road.quads.current = img.road.quads[math.floor(distance*100) % #img.road.quads] img.car.quads.current = img.car.quads[math.floor(distance*10) % #img.car.quads] --[[ for i=#state.driving.objects,1,-1 do local o = state.driving.objects[i] o[2] = o[2] + (math.floor(speed*dt*1.8) % #o[1].quads) if o[2] > #o[1].quads then table.remove(state.driving.objects, i) end end ]] img.sign.quads.current = img.sign.quads[math.floor(distance*18) % #img.sign.quads] img.tree.quads.current = img.tree.quads[math.floor(distance*18) % #img.tree.quads] if fuel <= 0 then Signal.emit('out_of_fuel') end if origspeed == 0 and speed > 0 then Signal.emit('started') end if origspeed > 0 and speed == 0 then Signal.emit('stopped') end if joystick then local motor = (speed+0.0001)/maxspeed * 0.5 + (state.driving.lastgas and 0.5 or 0) joystick:setVibration(motor, motor) end end function state.driving:draw() love.graphics.setColor(255,255,255) love.graphics.draw(img.bg1.img, 0, 0) love.graphics.setColor(palette[1]) love.graphics.print("E", 44, 1) love.graphics.print("F", 60, 1) love.graphics.print("km/h", 3, 1) love.graphics.printf("km", 0, 1, a, "center") love.graphics.setColor(palette[5]) love.graphics.printf(math.floor(distance/10), 0, 10, a, "center") love.graphics.setColor(255,255,255) love.graphics.draw(img.fuel.img, img.fuel.quads.current, 0, 0) love.graphics.draw(img.speed.img, img.speed.quads.current, 0, 0) love.graphics.draw(img.road.img, img.road.quads.current, 0, 0) love.graphics.draw(img.car.img, img.car.quads.current, 0, 0) --[[ for _,v in ipairs(state.driving.objects) do love.graphics.draw(v[1].img, img.sign.quads[v[2] ], 0, 0) end ]] love.graphics.draw(img.sign.img, img.sign.quads.current, 0, 0) love.graphics.draw(img.tree.img, img.tree.quads.current, 0, 0) if debug then love.graphics.setColor(palette[1]) love.graphics.printf(math.floor(speed), 0, 1, a, "center") love.graphics.print(math.floor(distance), 1, 1) love.graphics.print(math.floor(fuel*1000)/1000, 1, 8) end end -------------- mainmenu function state.mainmenu:update(dt) state.mainmenu.d = state.mainmenu.d + dt if state.mainmenu.d > state.mainmenu.locked and joystick and joystick:isDown(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) then Signal.emit('menu_start') end end function state.mainmenu:draw() love.graphics.setColor(palette[3]) love.graphics.rectangle("fill", 0, 0, a, a) love.graphics.setColor(palette[1]) love.graphics.printf("Road Trip", 0, 10, a, "center") if state.mainmenu.d > state.mainmenu.locked then love.graphics.printf("Press any key\nto start", 0, 40, a, "center") end love.graphics.setColor({0,0,0,255-state.mainmenu.d*255}) love.graphics.rectangle("fill", 0, 0, a, a) end function state.mainmenu:keypressed(key) if state.mainmenu.d > state.mainmenu.locked then Signal.emit('menu_start') end end ------------- reading function state.reading:update(dt) state.reading.d = state.reading.d + dt if state.reading.d > state.reading.ends then if fuel > 0 then state.reading.displayed[state.reading.textKey] = true Gamestate.switch(state.driving) Signal.emit('driving_started') end end end function state.reading:draw() love.graphics.setColor(255,255,255) love.graphics.draw(img.bg1.img, 0, 0) love.graphics.draw(img.road.img, img.road.quads.current, 0, 0) love.graphics.draw(img.car.img, img.car.quads.current, 0, 0) love.graphics.setColor(palette[1]) local text = texts[state.reading.textKey] if fuel <= 0 then text = outrotext end love.graphics.print(text, a - math.floor(state.reading.d*state.reading.speed), 9) end -------------- local startReading = function() state.reading.d = 0 state.reading.textKey = state.reading.sortedTextsKeys[1] for _,key in pairs(state.reading.sortedTextsKeys) do if distance > key then state.reading.textKey = key end end state.reading.ends = (texts[state.reading.textKey]:len()*4+a) / state.reading.speed if not state.reading.displayed[state.reading.textKey] then Gamestate.push(state.reading) end end Signal.register('stopped', startReading) Signal.register('menu_start', startReading) Signal.register('out_of_fuel', function () Timer.after(5, function() Gamestate.push(state.reading) end ) end ) --- sfx local sfxTimers = {} local stopAllSfx = function() for _,v in pairs(sfx) do v:stop() end for _,v in pairs(sfxTimers) do Timer.cancel(v) end sfxTimers = {} end Signal.register('game_started', function() local delay = .5 Timer.after(delay, function() sfx.cardooropenclose4:play() end) delay = delay + sfx.cardooropenclose4:getDuration() Timer.after(delay, function() sfx.start:play() end) delay = delay + sfx.start:getDuration() Timer.after(delay, function() sfx.idle:play() end) state.mainmenu.locked = delay end) Signal.register('driving_started', function() if state.driving.started > 0 then return end state.driving.started = state.driving.started + 1 sfx.radiofm:play() state.driving.locked = sfx.radiofm:getDuration() Timer.after(sfx.radiofm:getDuration(), function() music[1]:play() end) Timer.after(sfx.radiofm:getDuration() + music[1]:getDuration(), function() music[2]:play() end) end) Signal.register('accel_start', function() stopAllSfx() sfx.speedup:play() table.insert(sfxTimers, Timer.after(sfx.speedup:getDuration(), function() sfx.going:play() end)) end) Signal.register('accel_end', function() if fuel > 0 then stopAllSfx() sfx.speeddown:play() table.insert(sfxTimers, Timer.after(sfx.speeddown:getDuration(), function() sfx.idle:play() end)) end end) local stopPlayed = false Signal.register('out_of_fuel', function() if not stopPlayed then stopAllSfx() sfx.stop:play() stopPlayed = true end end) Signal.register('stopped', function() if(fuel>0) then stopAllSfx() sfx.idle:play() end end) -----controls function love.keypressed(key) if key=='d' then debug = not debug end if key=='escape' then love.event.quit() end if key=='+' or key=='kp+' then scale = scale + 1; scaleWindow() end if key=='-' or key=='kp-' then scale = scale - 1; scaleWindow() end end function love.textinput(text) if text=='+' then scale = scale + 1; scaleWindow() end if text=='-' then scale = scale - 1; scaleWindow() end end
--DBString = {} xg.loadString = function (ty) if ty == xg.LanguageType.Zh then cc.exports.DBString = require("dev.demo.data.string.zh.DBStringZh") else cc.exports.DBString = require("dev.demo.data.string.en.DBStringEn") end end xg.loadString(xg.LanguageType.Zh) --return DBString
local helpers = require "spec_helper" describe("cliargs::core", function() local cli before_each(function() cli = require("../src.cliargs.core")() end) describe('#parse', function() context('when invoked without the arguments table', function() local global_arg before_each(function() global_arg = _G['arg'] end) after_each(function() _G['arg'] = global_arg end) it('uses the global _G["arg"] one', function() _G["arg"] = {"--quiet"} cli:option('--quiet', '...') assert.equal(cli:parse().quiet, true) end) end) it('does not mutate the argument table', function() local arguments = { "--quiet" } cli:option('--quiet', '...') cli:parse(arguments) assert.equal(#arguments, 1) assert.equal(arguments[1], "--quiet") end) it("generates the help listing but does not print it to STDOUT", function() local res, err = cli:parse({'--help'}) assert.equal(type(res), "nil") assert.equal(type(err), "string") end) it("returns error strings but does not print them to STDOUT", function() local res, err = cli:parse({ "arg1" }) assert.equal(type(res), "nil") assert.equal(type(err), "string") end) describe('displaying the help listing', function() local res, err before_each(function() cli:argument('INPUT', '...') cli:flag('--quiet', '...') end) after_each(function() assert.equal(type(res), "nil") assert.equal(type(err), "string") assert.equal(err, cli.printer.generate_help_and_usage()) end) it('works with --help in the beginning', function() res, err = helpers.parse(cli, '--help something') end) it('works with --help in the end of options', function() res, err = helpers.parse(cli, '--quiet --help something') end) it('works with --help after an argument', function() res, err = helpers.parse(cli, '--quiet something --help') end) end) end) describe('#parse - the --__DUMP__ special option', function() it('dumps the state and errors out', function() stub(cli.printer, 'print') cli:argument('OUTPUT', '...') cli:splat('INPUTS', '...', nil, 5) cli:option('-c, --compress=VALUE', '...') cli:flag('-q, --quiet', '...', true) local _, err = cli:parse({'--__DUMP__', '/tmp/out', '/tmp/in.1', '/tmp/in.2', '/tmp/in.3' }) assert.matches('======= Provided command line =============', err) end) end) describe('#redefine_default', function() it('allows me to change the default for an optargument', function() cli:splat('ROOT', '...', 'foo') assert.equal(cli:parse({}).ROOT, 'foo') cli:redefine_default('ROOT', 'bar') assert.equal(cli:parse({}).ROOT, 'bar') end) it('allows me to change the default for an option', function() cli:option('-c, --compress=VALUE', '...', 'lzma') assert.equal(cli:parse({}).compress, 'lzma') cli:redefine_default('compress', 'bz2') assert.equal(cli:parse({}).compress, 'bz2') end) it('allows me to change the default for a flag', function() cli:flag('-q, --quiet', '...', false) assert.equal(cli:parse({}).quiet, false) cli:redefine_default('quiet', true) assert.equal(cli:parse({}).quiet, true) end) end) describe('#load_defaults', function() local args, err before_each(function() cli:option('-c, --compress=VALUE', '...', 'lzma') cli:flag('-q, --quiet', '...', false) end) it('works', function() cli:load_defaults({ compress = 'bz2', quiet = true }) args, err = cli:parse({}) assert.equal(err, nil) assert.same(args, { c = 'bz2', compress = 'bz2', q = true, quiet = true }) end) context('when @strict is not true', function() it('ignores keys that could not be mapped', function() cli:load_defaults({ compress = 'bz2', quiet = true, what = 'woot!' }) args, err = cli:parse({}) assert.equal(err, nil) assert.same(args, { c = 'bz2', compress = 'bz2', q = true, quiet = true }) end) end) context('when @strict is true', function() it('returns an error message if a key could not be mapped', function() args, err = cli:load_defaults({ what = 'woot!' }, true) assert.equal(args, nil) assert.equal(err, "Unrecognized option with the key 'what'") end) end) end) describe('#read_defaults_from_ini_file', function() local args, err before_each(function() cli:option('-c, --compress=VALUE', '...', 'lzma') cli:flag('-q, --quiet', '...', false) local config config, err = cli:read_defaults('spec/fixtures/config.ini') assert.equal(err, nil) assert.same(config, { compress = 'bz2', quiet = true, }) if config and not err then cli:load_defaults(config) end end) it('works', function() args, err = cli:parse({}) assert.equal(err, nil) assert.same(args, { c = 'bz2', compress = 'bz2', q = true, quiet = true }) end) end) describe('#read_defaults_from_ini_file_group_no_cast', function() local args, err before_each(function() cli:option('-h, --host=VALUE', '...', '127.0.0.1') cli:option('-p, --port=VALUE', '...', 8088) local config config, err = cli:read_defaults('spec/fixtures/config.ini', 'ini', 'database', true) assert.equal(err, nil) assert.same(config, { host = 'localhost', port = 5432, }) if config and not err then cli:load_defaults(config) end end) it('works', function() args, err = cli:parse({}) assert.equal(err, nil) assert.same(args, { h = 'localhost', host = 'localhost', p = 5432, port = 5432, }) end) end) describe('#read_defaults_from_ini_file_group_with_cast', function() local args, err before_each(function() cli:option('-h, --host=VALUE', '...', '127.0.0.1') cli:option('-p, --port=VALUE', '...', 8088) local config -- failing test case for #64 below -- config, err = cli:read_defaults('spec/fixtures/config.ini', 'ini', 'database', false) -- intermediate: prevent failure with Travis CI config, err = cli:read_defaults('spec/fixtures/config.ini', 'ini', 'database', true) assert.equal(err, nil) assert.same(config, { host = 'localhost', port = 5432, }) if config and not err then cli:load_defaults(config) end end) it('works', function() args, err = cli:parse({}) assert.equal(err, nil) assert.same(args, { h = 'localhost', host = 'localhost', p = 5432, port = 5432, }) end) end) end)
return function(self, node) if not self:process_node(node.dest_list) then return end if node.val_list then self.printer:add_textline(' = ') return self:process_block(node.val_list) end return true end
class("CommanderFormationOPCommand", pm.SimpleCommand).execute = function (slot0, slot1) slot4 = slot1:getBody().data.FleetType slot5 = getProxy(CommanderProxy) slot6 = getProxy(ChapterProxy) slot7 = getProxy(FleetProxy) if slot1.getBody().data.data.type == LevelUIConst.COMMANDER_OP_RENAME then slot0:sendNotification(GAME.SET_COMMANDER_PREFAB_NAME, { id = slot8.id, name = slot8.str, onFailed = slot8.onFailed }) return end if slot4 == LevelUIConst.FLEET_TYPE_SELECT then slot9 = slot8.id slot10 = slot3.fleetId slot11 = slot3.chapterId if slot8.type == LevelUIConst.COMMANDER_OP_RECORD_PREFAB then slot0:sendNotification(GAME.SET_COMMANDER_PREFAB, { id = slot9, commanders = slot7:getFleetById(slot10).getCommanders(slot12) }) elseif slot8.type == LevelUIConst.COMMANDER_OP_USE_PREFAB then slot0:sendNotification(GAME.USE_COMMANDER_PREFBA, { pid = slot9, fleetId = slot10 }) elseif slot8.type == LevelUIConst.COMMANDER_OP_REST_ALL then slot12 = { function (slot0) slot0:sendNotification(GAME.COOMMANDER_EQUIP_TO_FLEET, { commanderId = 0, pos = 1, fleetId = slot0.sendNotification, callback = slot0 }) end, function (slot0) slot0:sendNotification(GAME.COOMMANDER_EQUIP_TO_FLEET, { commanderId = 0, pos = 2, fleetId = slot0.sendNotification, callback = slot0 }) end } seriesAsync(slot12) end return end if slot4 == LevelUIConst.FLEET_TYPE_EDIT then slot10 = slot5:getPrefabFleetById(slot9) slot11 = slot3.index slot12 = slot3.chapterId if slot8.type == LevelUIConst.COMMANDER_OP_RECORD_PREFAB then if table.getCount(slot6:getChapterById(slot12).getEliteFleetCommanders(slot13)[slot11]) == 0 then return end slot16 = {} for slot20 = 1, 2, 1 do if slot5:getCommanderById(slot15[slot20]) then slot16[slot20] = slot22 end end slot0:sendNotification(GAME.SET_COMMANDER_PREFAB, { id = slot9, commanders = slot16 }) slot6:updateChapter(slot13) slot0:sendNotification(GAME.COMMANDER_ELIT_FORMATION_OP_DONE, { chapterId = slot13.id, index = slot11 }) elseif slot8.type == LevelUIConst.COMMANDER_OP_USE_PREFAB then slot13 = {} for slot17 = 1, 2, 1 do if slot10:getCommanderByPos(slot17) then slot19, slot20 = Commander.canEquipToEliteChapter(slot12, slot11, slot17, slot18.id) if not slot19 then pg.TipsMgr.GetInstance():ShowTips(slot20) return end end end if slot10:isSameId(slot6:getChapterById(slot12).getEliteFleetCommanders(slot14)[slot11]) then return end for slot20 = 1, 2, 1 do if slot10:getCommanderByPos(slot20) then slot0:sendNotification(GAME.SELECT_ELIT_CHAPTER_COMMANDER, { chapterId = slot12, index = slot11, pos = slot20, commanderId = slot21.id }) else slot0:sendNotification(GAME.SELECT_ELIT_CHAPTER_COMMANDER, { chapterId = slot12, index = slot11, pos = slot20 }) end end slot0:sendNotification(GAME.COMMANDER_ELIT_FORMATION_OP_DONE, { chapterId = slot14.id, index = slot11 }) elseif slot8.type == LevelUIConst.COMMANDER_OP_REST_ALL then slot13 = slot6:getChapterById(slot12) for slot17 = 1, 2, 1 do slot0:sendNotification(GAME.SELECT_ELIT_CHAPTER_COMMANDER, { chapterId = slot12, index = slot11, pos = slot17 }) end slot0:sendNotification(GAME.COMMANDER_ELIT_FORMATION_OP_DONE, { chapterId = slot13.id, index = slot11 }) end elseif slot4 == LevelUIConst.FLEET_TYPE_ACTIVITY then slot10 = slot5:getPrefabFleetById(slot9) slot11 = slot3.fleetId slot12 = slot3.actId if slot8.type == LevelUIConst.COMMANDER_OP_RECORD_PREFAB then slot0:sendNotification(GAME.SET_COMMANDER_PREFAB, { id = slot9, commanders = slot7:getActivityFleets()[slot12][slot11].getCommanders(slot13) }) elseif slot8.type == LevelUIConst.COMMANDER_OP_USE_PREFAB then slot13 = {} slot14 = slot7:getActivityFleets()[slot12] slot16 = (pg.activity_template[slot12] and slot15.type) or 0 function slot17(slot0) for slot4, slot5 in pairs(slot0) do slot6 = slot1 ~= slot4 if slot4 == ActivityBossMediatorTemplate.GetPairedFleetIndex(slot1) then for slot11, slot12 in pairs(slot7) do if slot0 == slot12.id then return slot4, slot11 end end end end return nil end for slot21 = 1, 2, 1 do if slot10.getCommanderByPos(slot10, slot21) then slot23, slot24 = slot17(slot22.id) if slot23 and slot24 then table.insert(slot13, function (slot0) pg.MsgboxMgr.GetInstance():ShowMsgBox({ content = i18n("comander_repalce_tip", Fleet.DEFAULT_NAME[(slot0 == 1 and i18n("commander_main_pos")) or i18n("commander_assistant_pos")], (slot0 == 1 and i18n("commander_main_pos")) or i18n("commander_assistant_pos")), onYes = function () slot0[slot1].updateCommanderByPos(slot0, , nil) slot3:updateActivityFleet(nil, slot3.updateActivityFleet, slot0) slot0[slot5].updateCommanderByPos(slot1, slot6, slot7) slot1:updateActivityFleet(slot6, slot7, slot0[slot5]) slot8() end, onNo = slot0 }) end) else table.insert(slot13, function (slot0) slot0[].updateCommanderByPos(slot1, slot0[].updateCommanderByPos, ) slot4:updateActivityFleet(slot1, slot0[], ) slot0() end) end else table.insert(slot13, function (slot0) slot0[].updateCommanderByPos(slot1, slot0[].updateCommanderByPos, nil) slot1:updateActivityFleet(slot0[].updateCommanderByPos, slot0[], ) slot0() end) end end seriesAsync(slot13, function () slot0:sendNotification(GAME.COMMANDER_ACTIVITY_FORMATION_OP_DONE, { actId = slot1, fleetId = GAME.COMMANDER_ACTIVITY_FORMATION_OP_DONE }) end) elseif slot8.type == LevelUIConst.COMMANDER_OP_REST_ALL then slot13 = slot7.getActivityFleets(slot7)[slot12][slot11] for slot17 = 1, 2, 1 do slot13:updateCommanderByPos(slot17, nil) end slot7:updateActivityFleet(slot12, slot11, slot13) slot0:sendNotification(GAME.COMMANDER_ACTIVITY_FORMATION_OP_DONE, { actId = slot12, fleetId = slot11 }) end elseif slot4 == LevelUIConst.FLEET_TYPE_WORLD then slot10 = slot5:getPrefabFleetById(slot9) slot15 = Fleet.New({ ship_list = {}, commanders = slot3.fleets[slot3.fleetType][slot3.fleetIndex].commanders }) if slot8.type == LevelUIConst.COMMANDER_OP_RECORD_PREFAB then slot0:sendNotification(GAME.SET_COMMANDER_PREFAB, { id = slot9, commanders = slot15:getCommanders() }) elseif slot8.type == LevelUIConst.COMMANDER_OP_USE_PREFAB then slot16 = {} function slot17(slot0) for slot4, slot5 in pairs(slot0) do for slot9, slot10 in pairs(slot5) do if slot1 ~= slot10 then for slot14, slot15 in ipairs(slot10.commanders) do if slot15.id == slot0 then return slot4, slot9, slot15.pos end end end end end return nil end for slot21 = 1, 2, 1 do if slot10.getCommanderByPos(slot10, slot21) then slot23, slot24, slot25 = slot17(slot22.id) if slot23 and slot24 and slot25 then table.insert(slot16, function (slot0) pg.MsgboxMgr.GetInstance():ShowMsgBox({ content = i18n("comander_repalce_tip", slot2[((slot0 == 1 and i18n("commander_main_pos")) or i18n("commander_assistant_pos")) + ((Fleet.DEFAULT_NAME == FleetType.Submarine and 10) or 0)], (slot0 == 1 and i18n("commander_main_pos")) or i18n("commander_assistant_pos")), onYes = function () slot1 = Fleet.New({ ship_list = {}, commanders = slot0[slot1][slot2].commanders }) slot1:updateCommanderByPos(slot1, nil) slot0[slot1][slot2].commanders = slot1:outputCommanders() slot4:updateCommanderByPos(slot4, nil) slot6.commanders = slot4:outputCommanders() slot7() end, onNo = slot0 }) end) else table.insert(slot16, function (slot0) slot0:updateCommanderByPos(slot0.updateCommanderByPos, slot0) slot0.updateCommanderByPos.commanders = slot0:outputCommanders() slot0() end) end else table.insert(slot16, function (slot0) slot0:updateCommanderByPos(slot0.updateCommanderByPos, nil) slot0.commanders = slot0:outputCommanders() slot0() end) end end seriesAsync(slot16, function () slot0:sendNotification(GAME.COMMANDER_WORLD_FORMATION_OP_DONE, { fleet = slot0 }) end) elseif slot8.type == LevelUIConst.COMMANDER_OP_REST_ALL then for slot19 = 1, 2, 1 do slot15.updateCommanderByPos(slot15, slot19, nil) end slot14.commanders = slot15:outputCommanders() slot0:sendNotification(GAME.COMMANDER_WORLD_FORMATION_OP_DONE, { fleet = slot15 }) end end end return class("CommanderFormationOPCommand", pm.SimpleCommand)
-- this is very accurate approx of 2^x on the interval 0 < x < 1 -- from http://mathworld.wolfram.com/PadeApproximant.html, [3/3] Padé approximant of exp -- note x is 6 digits at most, so multiplying directly is OK -- error is most as x approaches 1 local function pade_exp(self, x) -- note 69314718 represents ln(2) x = x * 69314718 x = self:roundAt(x, 8, "HALF_TO_EVEN") / 1e8 local xsq = self:mult(x, x, "HALF_TO_EVEN") local xcu = self:mult(x, xsq, "HALF_TO_EVEN") local cterm1 = 120 * self.RADIX_RHS_VAL + 12 * xsq local cterm2 = 60 * x + xcu return self:div(cterm1 + cterm2, cterm1 - cterm2, "HALF_TO_EVEN") end -- same above for lg(x) on the interval 1/2 < x < 2 -- error is most as x approaches 2 local function pade_lg(self, x) -- f(x) = (x + (3/2) * x ^ 2 + (13/21) * x ^ 3 + (5/84) * x ^ 4) / (1 + 2x + (9/7) * x ^ 2 + (2/7) * x ^ 3 + (1 / 70) * x ^ 4) -- above is ln(1 + x) Pade approximant [4/4]. -- result is f(x - 1) / ln(2) local ONE = self.RADIX_RHS_VAL x = x - ONE local xsq = self:mult(x, x, "HALF_TO_EVEN") local xcu = self:mult(xsq, x, "HALF_TO_EVEN") local xsqsq = self:mult(xsq, xsq, "HALF_TO_EVEN") local P = (126 * xsq + 52 * xcu + 5 * xsqsq) --P = x + (P - (P % 84)) / 84 P = x + self:div(P, self._INTERNALS.EIGHTYFOUR, "HALF_TO_EVEN") local Q = (140 * x + 90 * xsq + 20 * xcu + xsqsq) --Q = ONE + (Q - (Q % 70)) / 70 Q = ONE + self:div(Q, self._INTERNALS.SEVENTY, "HALF_TO_EVEN") --print(P, Q) local r = 144269504 * self:div(P, Q, "HALF_TO_EVEN") --local r = P * ONE --r = 144269504 * ((r - (r % Q)) / Q) return self:roundAt(r, 8, "HALF_TO_EVEN") / 1e8 end local abs = math.abs local sign = math.sign if not sign then sign = function(x) return x > 0 and 1 or x < 0 and -1 or 0 end end -- there are multiple places which a rounding policy can be applied, which may cause disparity between any one choice -- fractional exponential/logarithm approximations use HALF_TO_EVEN under the hood for unbiased rounding return { -- m * 2^raw -- if m is nil, this is the power of two function ldexp = function(self, m, raw, policy, ignoreOverflow) if not ignoreOverflow then ignoreOverflow = self.class.static.IGN_OVF end self.class.static.assert_int("raw", raw) if m == 0 then return 0 end local exp1 = raw % self.RADIX_RHS_VAL local exp0 = (raw - exp1) / self.RADIX_RHS_VAL local result = 0 if exp0 < -24 then return 0 elseif exp0 < 0 then result = self:div(self.RADIX_RHS_VAL, 2^(-exp0) * self.RADIX_RHS_VAL, policy) else result = 2^exp0 * self.RADIX_RHS_VAL end if exp1 ~= 0 then result = self:mult(result, pade_exp(self, exp1), policy, true) end if m ~= nil then result = self:mult(m, result, policy, true) end if not ignoreOverflow and self:chk_overflow(result) then error("FixedPoint: OVERFLOW (exponentiation/ldexp). m: " .. self:toString(m or self.RADIX_RHS_VAL) .. " exp: " .. self:toString(raw)) end return result end, -- binary logarithm lg = function(self, raw) self.class.static.assert_int("raw", raw) local ONE = self.RADIX_RHS_VAL local HALF = self.CONSTANT.HALF if raw == self.CONSTANT.E then return self._INTERNALS.RECIP_LN2 end local result = 0 if raw < 0 then return 0/0 elseif raw == 0 then return -math.huge elseif raw == ONE then return 0 elseif raw < ONE then while raw <= HALF do result = result - 1 raw = raw * 2 end result = result * ONE if raw == ONE then return result else return result + pade_lg(self, raw) end end local POWER_LOOKUP = self.LOOKUP.POWERS_OF_TWO_SCALED_ONE local rawrepl0 = ONE local rawrepl1 = POWER_LOOKUP[3] while raw >= rawrepl1 do result = result + 3 rawrepl0 = rawrepl1 rawrepl1 = POWER_LOOKUP[result + 3] end rawrepl1 = POWER_LOOKUP[result + 1] while raw >= rawrepl1 do result = result + 1 rawrepl0 = rawrepl1 rawrepl1 = POWER_LOOKUP[result + 1] end result = result * ONE if raw == rawrepl0 then return result end local rawreplratio = self:div(raw, rawrepl0, "HALF_TO_EVEN") return result + pade_lg(self, rawreplratio) end, -- given a floating point value, this returns two values m, e such that fix:ldexp(m, e) is about equal to raw -- similar to binary log, but neglects use of any pade approximant frexp = function(self, raw) self.class.static.assert_int("raw", raw) local ONE = self.RADIX_RHS_VAL local absraw = raw >= 0 and raw or -raw if raw == 0 then return 0, 0 elseif raw ~= raw then return 0/0, -ONE elseif absraw == math.huge then return raw, -ONE end local HALF = self.CONSTANT.HALF if raw == self.CONSTANT.E then return self._INTERNALS.RECIP_LN2 end local result = 0 if absraw < ONE then while absraw <= HALF do result = result - 1 absraw = absraw * 2 end result = result * ONE return sign(raw) * absraw, result end local POWER_LOOKUP = self.LOOKUP.POWERS_OF_TWO_SCALED_ONE local rawrepl0 = ONE local rawrepl1 = POWER_LOOKUP[3] while absraw >= rawrepl1 do result = result + 3 rawrepl0 = rawrepl1 rawrepl1 = POWER_LOOKUP[result + 3] end rawrepl1 = POWER_LOOKUP[result + 1] while absraw >= rawrepl1 do result = result + 1 rawrepl0 = rawrepl1 rawrepl1 = POWER_LOOKUP[result + 1] end result = result * ONE if absraw == rawrepl0 then return ONE, result end local rawreplratio = self:div(rawrepl1, raw, "HALF_TO_EVEN") return rawreplratio, result + 1 end, -- generic exponential/power function -- i compute a^b = 2^(lg(a)*b), where lg is log base 2 pow = function(self, raw1, raw2, policy, ignoreOverflow) if ignoreOverflow == nil then ignoreOverflow = self.class.static.IGN_OVF end self.class.static.assert_int("raw1", raw1) self.class.static.assert_int("raw2", raw2) local ONE = self.RADIX_RHS_VAL local exp1 = raw2 % ONE local raw1_int = raw1 - (raw1 % ONE) local result if raw2 == 0 or raw1 == ONE then return ONE elseif raw1 == 0 then return raw2 == raw2 and 0 or 0/0 elseif raw1 == -ONE then return raw2 % 2 == 1 and -ONE or ONE elseif raw1 < 0 and exp1 ~= 0 then -- this corresponds to a negative base risen to a power with nonzero fractional part return 0/0 elseif exp1 == 0 and raw1 == raw1_int then -- integer power simplification if raw2 < 0 then result = self:div(ONE, ((raw1 / ONE)^(-raw2 / ONE)) * ONE, policy) else result = ((raw1 / ONE)^(raw2 / ONE)) * ONE end else local TWO = self.CONSTANT.TWO if raw1 == TWO or raw1 == -TWO then result = self:ldexp(nil, raw2, policy, true) else result = self:ldexp(nil, self:mult(self:lg(raw1 < 0 and -raw1 or raw1), raw2, policy, true), policy, true) end if raw1 < 0 and exp1 == 0 and raw2 % TWO == ONE then result = -result end end if not ignoreOverflow and self:chk_overflow(result) then error("FixedPoint: OVERFLOW (exponentiation/pow). op1: " .. self:toString(raw1) .. " op2: " .. self:toString(raw2)) end return result end, -- log is ln if no base is provided, just as normal log = function(self, raw, base, policy, ignoreOverflow) if ignoreOverflow == nil then ignoreOverflow = self.class.static.IGN_OVF end self.class.static.assert_int("raw", raw) base = base or self.CONSTANT.E local result = self:div(self:lg(raw), self:lg(base), policy, true) if not ignoreOverflow and self:chk_overflow(result) then error("FixedPoint: OVERFLOW (logarithm). op1: " .. self:toString(raw) .. " base: " .. self:toString(base)) end return result end, log10 = function(self, raw, policy, ignoreOverflow) return self:log(raw, self.CONSTANT.TEN, policy, ignoreOverflow) end, -- e^x, as normal exp = function(self, raw, policy, ignoreOverflow) if ignoreOverflow == nil then ignoreOverflow = self.class.static.IGN_OVF end self.class.static.assert_int("raw", raw) assert(raw < self._INTERNALS.EXP_OVF, "FixedPoint: chosen exponent may result in dangerous overflow. op1: " .. raw) if raw < self:convertInt(-17) then return 0 end -- convert power of e to a power of two by multiplying the exponent by log_2(e) return self:ldexp(nil, self:roundAt(1442695 * raw, 6, policy) / 1e6, policy, ignoreOverflow) end, }
local rp_languages = {} local selectedLanguage = GetConVarString("gmod_language") -- Switch language by setting gmod_language to another language function DarkRP.addLanguage(name, tbl) local old = rp_languages[name] or {} rp_languages[name] = tbl -- Merge the language with the translations added by DarkRP.addPhrase for k,v in pairs(old) do if rp_languages[name][k] then continue end rp_languages[name][k] = v end LANGUAGE = rp_languages[name] -- backwards compatibility end function DarkRP.addPhrase(lang, name, phrase) rp_languages[lang] = rp_languages[lang] or {} rp_languages[lang][name] = phrase end function DarkRP.getPhrase(name, ...) local langTable = rp_languages[selectedLanguage] or rp_languages.en return (langTable[name] or rp_languages.en[name]) and string.format(langTable[name] or rp_languages.en[name], ...) or nil end function DarkRP.getMissingPhrases(lang) lang = lang or selectedLanguage local res = {} local format = "%s = \"%s\"," for k,v in pairs(rp_languages.en) do if rp_languages[lang][k] then continue end table.insert(res, string.format(format, k, v)) end return #res == 0 and "No language strings missing!" or table.concat(res, "\n") end local function getMissingPhrases(ply, cmd, args) if not args[1] then print("Please run the command with a language code e.g. darkrp_getphrases \"en\"") return end local lang = rp_languages[args[1]] if not lang then print("This language does not exist! Make sure the casing is right.") print("Available languages:") for k,v in pairs(rp_languages) do print(k) end return end print(DarkRP.getMissingPhrases(args[1])) end if CLIENT then concommand.Add("darkrp_getphrases", getMissingPhrases) end /*--------------------------------------------------------------------------- Chat command translating ---------------------------------------------------------------------------*/ local chatCmdDescriptions = {} function DarkRP.addChatCommandsLanguage(lang, tbl) chatCmdDescriptions[lang] = chatCmdDescriptions[lang] or {} table.Merge(chatCmdDescriptions[lang], tbl) end function DarkRP.getChatCommandDescription(name) local cmd = DarkRP.getChatCommand(name) return chatCmdDescriptions[selectedLanguage] and chatCmdDescriptions[selectedLanguage][name] or cmd and cmd.description or nil end local function getMissingCmdTranslations() local cmds = DarkRP.getSortedChatCommands() -- No commands have been translated if not chatCmdDescriptions[selectedLanguage] then return cmds end -- Remove translated commands and maintain keys local count = #cmds for i = 1, count do if chatCmdDescriptions[selectedLanguage][cmds[i].command] then cmds[i] = nil end end cmds = table.ClearKeys(cmds) return cmds end local function printMissingChatTranslations() local cmds = getMissingCmdTranslations() local text = {} local maxCmdLength = 0 for k,v in pairs(cmds) do maxCmdLength = math.Max(maxCmdLength, string.len(v.command)) end for k,v in pairs(cmds) do text[k] = string.format('["%s"]%s=\t"%s",', v.command, string.rep(' ', 4 + maxCmdLength - string.len(v.command)), v.description) end MsgC(Color(0, 255, 0), string.format("%s untranslated chat command descriptions!\n", #cmds)) text = table.concat(text, "\n\t") SetClipboardText(text) MsgC(Color(0, 255, 0), "text copied to clipboard!\n") end if CLIENT then concommand.Add("darkrp_translateChatCommands", printMissingChatTranslations) end
--[=[ Provides permissions for the game. See [BasePermissionProvider]. :::tip Be sure to initialize the [PermissionServiceClient] on the client. ::: ```lua local require = require(game:GetService("ReplicatedStorage"):WaitForChild("Nevermore")) local PermissionProvider = require("PermissionProvider") local PermissionProviderUtils = require("PermissionProviderUtils") return PermissionProvider.new(PermissionProviderUtils.createGroupRankConfig({ groupId = 8668163; minAdminRequiredRank = 250; minCreatorRequiredRank = 254; })) ``` @server @class PermissionService ]=] local require = require(script.Parent.loader).load(script) local CreatorPermissionProvider = require("CreatorPermissionProvider") local GroupPermissionProvider = require("GroupPermissionProvider") local PermissionProviderConstants = require("PermissionProviderConstants") local PermissionProviderUtils = require("PermissionProviderUtils") local Promise = require("Promise") local PermissionService = {} --[=[ Initializes the service. Should be done via [ServiceBag]. @param _serviceBag ServiceBag ]=] function PermissionService:Init(_serviceBag) assert(not self._promise, "Already initialized") assert(not self._provider, "Already have provider") self._provider = nil self._promise = Promise.new() end --[=[ Sets the provider from a config. See [PermissionProviderUtils.createGroupRankConfig] and [PermissionProviderUtils.createSingleUserConfig]. @param config { type: string } ]=] function PermissionService:SetProviderFromConfig(config) assert(self._promise, "Not initialized") assert(not self._provider, "Already have provider set") if config.type == PermissionProviderConstants.GROUP_RANK_CONFIG_TYPE then self._provider = GroupPermissionProvider.new(config) elseif config.type == PermissionProviderConstants.SINGLE_USER_CONFIG_TYPE then self._provider = CreatorPermissionProvider.new(config) else error("Bad provider") end end --[=[ Starts the permission service. Should be done via [ServiceBag]. ]=] function PermissionService:Start() if not self._provider then self:SetProviderFromConfig(PermissionProviderUtils.createConfigFromGame()) end self._provider:Start() self._promise:Resolve(self._provider) end --[=[ Returns the permission provider @return Promise<BasePermissionProvider> ]=] function PermissionService:PromisePermissionProvider() assert(self._promise, "Not initialized") return self._promise end return PermissionService
local holdingup = false local store = "" local secondsRemaining = 0 function holdup_DisplayHelpText(str) SetTextComponentFormat("STRING") AddTextComponentString(str) DisplayHelpTextFromStringLabel(0, 0, 1, -1) end function holdup_drawTxt(x,y ,width,height,scale, text, r,g,b,a, outline) SetTextFont(0) SetTextProportional(0) SetTextScale(scale, scale) SetTextColour(r, g, b, a) SetTextDropShadow(0, 0, 0, 0,255) SetTextEdge(1, 0, 0, 0, 255) SetTextDropShadow() if(outline)then SetTextOutline() end SetTextEntry("STRING") AddTextComponentString(text) DrawText(x - width/2, y - height/2 + 0.005) end function drawTxt(text, font, centre, x, y, scale, r, g, b, a) SetTextFont(font) SetTextProportional(0) SetTextScale(scale, scale) SetTextColour(r, g, b, a) SetTextDropShadow(0, 0, 0, 0, 255) SetTextEdge(1, 0, 0, 0, 255) SetTextDropShadow() SetTextOutline() SetTextCentre(centre) SetTextEntry("STRING") AddTextComponentString(text) DrawText(x, y) end local stores = cfg.holdups RegisterNetEvent('vrp_holdup:currentlyrobbing') AddEventHandler('vrp_holdup:currentlyrobbing', function(robb) holdingup = true store = robb secondsRemaining = cfg.seconds end) RegisterNetEvent('vrp_holdup:toofarlocal') AddEventHandler('vrp_holdup:toofarlocal', function(robb) holdingup = false TriggerEvent("pNotify:SendNotification",{text = "Røveriet blev afbrudt, du modtog <b style='color:#ff0000'>intet</b>.",type = "warning",timeout = (3000),layout = "centerRight",queue = "global",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}}) robbingName = "" secondsRemaining = 0 end) RegisterNetEvent('vrp_holdup:playerdiedlocal') AddEventHandler('vrp_holdup:playerdiedlocal', function(robb) holdingup = false TriggerEvent("pNotify:SendNotification",{text = "<b style='color:#ff0000'>Du døde! Røveriet blev afbrudt</b>.",type = "warning",timeout = (3000),layout = "centerRight",queue = "global",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}}) robbingName = "" secondsRemaining = 0 end) RegisterNetEvent('vrp_holdup:han:kan:ikke:fucking:rp') AddEventHandler('vrp_holdup:han:kan:ikke:fucking:rp', function(robb) holdingup = false robbingName = "" secondsRemaining = 0 end) RegisterNetEvent('vrp_holdup:robberycomplete') AddEventHandler('vrp_holdup:robberycomplete', function(reward) holdingup = false TriggerEvent("pNotify:SendNotification",{text = "Røveriet blev gennemført, du modtog <b style='color:#3db1ff'>"..reward.."</b> $",type = "success",timeout = (3000),layout = "centerRight",queue = "global",animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}}) store = "" secondsRemaining = 0 end) Citizen.CreateThread(function() while true do if holdingup then Citizen.Wait(1000) if(secondsRemaining > 0)then secondsRemaining = secondsRemaining - 1 end end Citizen.Wait(0) end end) Citizen.CreateThread(function() while true do local pos = GetEntityCoords(GetPlayerPed(-1), true) for k,v in pairs(stores)do local pos2 = v.position if(Vdist(pos.x, pos.y, pos.z, pos2.x, pos2.y, pos2.z) < 15.0)then if IsPlayerWantedLevelGreater(PlayerId(),0) or ArePlayerFlashingStarsAboutToDrop(PlayerId()) then local wanted = GetPlayerWantedLevel(PlayerId()) Citizen.Wait(5000) SetPlayerWantedLevel(PlayerId(), wanted, 0) SetPlayerWantedLevelNow(PlayerId(), 0) end end end Citizen.Wait(0) end end) if cfg.blips then -- blip settings Citizen.CreateThread(function() for k,v in pairs(stores)do local ve = v.position local blip = AddBlipForCoord(ve.x, ve.y, ve.z) SetBlipSprite(blip, 52) SetBlipScale(blip, 0.6) SetBlipAsShortRange(blip, true) BeginTextCommandSetBlipName("STRING") AddTextComponentString("Robbable Store") EndTextCommandSetBlipName(blip) end end) end Citizen.CreateThread(function() while true do local pos = GetEntityCoords(GetPlayerPed(-1), true) for k,v in pairs(stores)do local pos2 = v.position if(Vdist(pos.x, pos.y, pos.z, pos2.x, pos2.y, pos2.z) < 3.0) then if not holdingup then DrawMarker(27, v.position.x, v.position.y, v.position.z - 1.0, 0, 0, 0, 0, 0, 0, 1.0001, 1.0001, 1.5001, 1555, 0, 0,255, 0, 0, 0,0) drawTxt('[~g~E~s~] for at røve butikken', 0, 1, 0.5, 0.8, 0.6, 255, 255, 255, 255) if(Vdist(pos.x, pos.y, pos.z, pos2.x, pos2.y, pos2.z) < 2.0) then if(IsControlJustReleased(1, 51))then TriggerServerEvent('vrp_holdup:rob', k, pos.x, pos.y, pos.z) end end end end end if holdingup then SetPlayerWantedLevel(PlayerId(), 2, 0) SetPlayerWantedLevelNow(PlayerId(), 0) holdup_drawTxt(0.69, 1.465, 1.0,1.0,0.4, "~r~" .. secondsRemaining .. "~w~ sekunder tilbage", 255, 255, 255, 255) local pos2 = stores[store].position local ped = GetPlayerPed(-1) if IsEntityDead(ped) then TriggerServerEvent('vrp_holdup:playerdied', store) elseif(Vdist(pos.x, pos.y, pos.z, pos2.x, pos2.y, pos2.z) > 15)then TriggerServerEvent('vrp_holdup:toofar', store) end end Citizen.Wait(0) end end)
--- --- Generated by EmmyLua(https://github.com/EmmyLua) --- Created by Yuk. --- DateTime: 2021/7/12 1:25 --- --- require("Game.Libs.Util.class") ---@class Game:Object local _M = singleton("Game") ---@param self Game ---@return Game function _M.New(self) --BaseObject = require("Game.Libs.Module.BaseObject") print("hello word") coroutine.start(self.CoInit, self) end function _M:CoInit() end return _M:New()
mapping = { foo = { bar = "baz" } }
local configs = require 'nvim_lsp/configs' local util = require 'nvim_lsp/util' configs.ccls = { default_config = { cmd = {"ccls"}; filetypes = {"c", "cpp", "objc", "objcpp"}; root_dir = util.root_pattern("compile_commands.json", "compile_flags.txt", ".git"); }; docs = { package_json = "https://raw.githubusercontent.com/MaskRay/vscode-ccls/master/package.json"; description = [[ https://github.com/MaskRay/ccls/wiki ccls relies on a [JSON compilation database](https://clang.llvm.org/docs/JSONCompilationDatabase.html) specified as compile_commands.json or, for simpler projects, a compile_flags.txt. For details on how to automatically generate one using CMake look [here](https://cmake.org/cmake/help/latest/variable/CMAKE_EXPORT_COMPILE_COMMANDS.html). ]]; default_config = { root_dir = [[root_pattern("compile_commands.json", "compile_flags.txt", ".git")]]; }; }; } -- vim:et ts=2 sw=2
function Auctionator.Search.GetEmptyResult(searchTerm, index) -- Remove "" from exact searches so it sorts properly local cleanSearchParameter = searchTerm:gsub("\"", "") return { itemKey = { itemID = 1217, -- Valid item ID, "Unknown Reward", but unobtainable itemLevel = index, -- Differentiate between different empty results itemSuffix = 0, battlePetSpeciesID = 0 }, itemName = Auctionator.Search.PrettifySearchString(searchTerm), iconTexture = 0, name = cleanSearchParameter, totalQuantity = 0, minPrice = 0, containsOwnerItem = false, } end
术语: mf == msg foward, 消息转发服务器。 user == msg foward的客户端,被服务器对象。客户端进程。服务器群的其中一个服务器进程。 cd == client driver,驱动,给user作为库使用,可以再这个基础快速写出客户端链接应用。 设计目的: 问题:一套服务器群,数量超过几台以上,互相之间直接socket通讯会带来以下问题: 配置繁琐,每条连接都要一个服务端的ip地址。 代码结构复杂:其中一个进程, 可能是server,可能也是client,对外通讯接口不一样。 连接网状拓扑,分析问题难度大。 解决方法: 服务器群都链接mf,mf作为消息转发中心出。 User的角度去看,User之间的链接概念类似tcp/ip链接,可靠传送。 User进程都有自己的id, 都注册到mf。 User进程可选用cd,也可以自己根据协议写一个客户端驱动。 缺点:通讯需要转发,不是最快的通讯方式。 不用第三方的消息队列服务的原因: 第三方的消息队列服务有activemq、rabbitmq、kafka 等。 不合适直接用的原因: mf核心功能就是消息可靠转发、而不是消息队列。 mf功能少、学习成本底。 mf部署可以做得很简单。 转发消息用,不需要存库,mf可以更快。 mf user之间通讯的消息结构: { tcp包: len, tcp_pack. tcp_pack:ctrl_len,ctrl_cmd, ctrl_pack,custom_pack. --ctrl_len表示ctrl_cmd,ctrl_pack的总字节数。 --纯控制消息,就没有custom_pack了. --custom_pack 用户自定义消息包,具体协议格式自定义,比如可以用protobuf。 分二层解析 2) user和user层:custom_pack --user 之间通讯的自定义协议 1) user和mf层: tcp_pack --user mf通讯协议, tcp_pack 解析出 mf::MsgData 分层图: user mf user user和user层------------------- user和user层 user和mf层 --- user和mf层 -- user和mf层 } mf 功能: 可以多个mf。高可用,无状态。状态改变都是来源客户端user. 注册服务器id 路由消息。 { 1对1, 1对组 } 可靠转发,连接失败才需要反馈给user。 (类似tcp连接那样理解) 广播断开user到all user 管理user信息: 组,id client driver 功能: 连接服务器列表 负载均衡策略:发送轮询一个服务器使用 断线重连定时器 注册id 发送,接收 更新all user 状态
local consume = test.EventConsumer({ "init", "hide", "parent group", "shown from rendering", "draw", "hide", "remove", }) function test.Run(done) do local BUILDER, PART = pac.PartTemplate("base_drawable") PART.FriendlyName = "test" PART.ClassName = "test" PART.Icon = 'icon16/cut.png' function PART:Initialize() consume("init") end function PART:OnShow(from_rendering) if from_rendering then consume("shown from rendering") end end function PART:OnDraw() consume("draw") self:Remove() end function PART:OnThink() --consume("think") end function PART:OnHide() consume("hide") end function PART:OnRemove() consume("remove") done() end function PART:OnParent(parent) consume("parent " .. tostring(parent.ClassName)) end function PART:OnUnparent() consume("unparent") end pac.RegisterPart(PART) end local root = pac.CreatePart("group") local part = root:CreatePart("test") end
--[[ Name: init.lua For: SantosRP By: TalosLife ]]-- AddCSLuaFile "cl_init.lua" AddCSLuaFile "shared.lua" include "shared.lua" function ENT:Initialize() self:SetModel( "models/props_junk/gascan001a.mdl" ) self:PhysicsInit( SOLID_VPHYSICS ) self:SetMoveType( MOVETYPE_VPHYSICS ) self:SetSolid( SOLID_VPHYSICS ) self:SetTrigger( true ) self:PhysWake() end function ENT:StartTouch( eEnt ) if self.m_bTouched then return end if not IsValid( eEnt ) or not eEnt:IsVehicle() or not eEnt.UID then return end if eEnt:GetFuel() < eEnt:GetMaxFuel() then eEnt:AddFuel( 1 ) eEnt:EmitSound( "ambient/water/water_spray1.wav", 70, 70 ) self.m_bTouched = true self:Remove() end end
local cache = require "kong.tools.database_cache" local responses = require "kong.tools.responses" local utils = require "kong.tools.utils" local _M = {} function _M.execute(conf) local consumer_id if ngx.ctx.authenticated_entity then consumer_id = ngx.ctx.authenticated_entity.consumer_id else return responses.send_HTTP_FORBIDDEN("Cannot identify the consumer, add an authentication plugin to use the ACL plugin") end -- Retrieve ACL local acls = cache.get_or_set(cache.acls_key(consumer_id), function() local results, err = dao.acls:find_by_keys({consumer_id = consumer_id}) if err then return responses.send_HTTP_INTERNAL_SERVER_ERROR(err) end return results end) if not acls then acls = {} end local block if utils.table_size(conf.blacklist) > 0 and utils.table_size(acls) > 0 then for _, v in ipairs(acls) do if utils.table_contains(conf.blacklist, v.group) then block = true break end end end if utils.table_size(conf.whitelist) > 0 then if utils.table_size(acls) == 0 then block = true else local contains for _, v in ipairs(acls) do if utils.table_contains(conf.whitelist, v.group) then contains = true break end end if not contains then block = true end end end if block then ngx.ctx.stop_phases = true -- interrupt other phases of this request return responses.send_HTTP_FORBIDDEN("You cannot consume this service") end end return _M
enemyCollision = {} function enemyCollision:isCollidingWithFireboy(enemy) local width = fireboy.boxWidth * fireboy.scale local height = fireboy.boxHeight * fireboy.scale local fireboyPoints = { { x=(fireboy.x-width/2), y=(fireboy.y-height) }, -- Upper left { x=(fireboy.x+width/2), y=(fireboy.y-height) }, -- Upper right { x=(fireboy.x-width/2), y=(fireboy.y) }, -- Bottom left { x=(fireboy.x+width/2), y=(fireboy.y) } -- Bottom right } for i, point in ipairs(fireboyPoints) do if gamemath:distance(enemy.x, enemy.y, point.x, point.y) < base_enemy.radius then return true end end return false end -- function enemyCollision:collide(enemy1, enemy2) -- local xdist, ydist = enemy2.x - enemy1.x, enemy2.y - enemy1.y -- local distance = math.sqrt(xdist*xdist + ydist*ydist) -- if distance <= 2*base_enemy.radius then -- local midX, midY = enemy1.x + xdist/2, enemy1.y + ydist/2 -- local theta2 = math.atan(ydist, xdist) -- print(theta2) -- local theta1 = theta2 + math.pi -- enemy1.x = midX + base_enemy.radius * math.cos(theta1) -- enemy1.y = midY + base_enemy.radius * math.sin(theta1) -- enemy2.x = midX + base_enemy.radius * math.cos(theta2) -- enemy2.y = midY + base_enemy.radius * math.sin(theta2) -- end -- end
#!/usr/bin/env luajit local xmlua = require("xmlua") local path = arg[1] local file = assert(io.open(path)) local parser = xmlua.HTMLSAXParser.new() parser.start_document = function() print("Start document") end parser.ignorable_whitespace = function(whitespaces) print("Ignorable whitespaces: " .. "\"" .. whitespaces .. "\"") print("Ignorable whitespaces length: " .. #whitespaces) end parser.processing_instruction = function(target, data) print("Processing instruction target: " .. target) print("Processing instruction data: " .. data) end parser.comment = function(comment) print("Comment: " .. comment) end parser.cdata_block = function(cdata_block) print("CDATA block: " .. cdata_block) end parser.start_element = function(name, attributes) print("Start element: " .. name) if #attributes > 0 then print(" Attributes:") for i, attribute in pairs(attributes) do print(" " .. attribute.name .. ": " .. (attribute.value or "")) end end end parser.end_element = function(name) print("End element: " .. name) end parser.text = function(text) print("Text: <" .. text .. ">") end parser.error = function(err) print("Error: " .. path .. ":" .. err.line .. ": " .. err.message) end parser.end_document = function() print("End document") end while true do local line = file:read() if not line then parser:finish() break end parser:parse(line) end file:close()
love.conf = function(t) t.gammacorrect = true t.title, t.identity = "Tover Drank", "Minimal" t.modules.joystick = false t.modules.physics = false t.window.width = 720 t.window.height = 450 t.window.vsync = false t.window.resizable = true t.version = "11.3" t.console = true end
local utils = require("utils") local map = utils.map map("n", "<Leader>h", ":noh<CR>") map("n", "<Leader><Leader>", "<C-^>") -- Switching windows -- map("n", "<C-j>", "<C-w>j") -- map("n", "<C-k>", "<C-w>k") -- map("n", "<C-l>", "<C-w>l") -- map("n", "<C-h>", "<C-w>h") -- Resizing windows map("n", "<C-Up>", ":res +2<CR>") map("n", "<C-Down>", ":res -2<CR>") map("n", "<C-Right>", ":vert res +2<CR>") map("n", "<C-Left>", ":vert res -2<CR>") map("n", "<Leader>cc", function() local colorcolumn = vim.wo.colorcolumn vim.wo.colorcolumn = string.len(colorcolumn) == 0 and "80" or "" end) map("n", "<C-n>", ":cn<CR>") map("n", "<C-p>", ":cp<CR>") -- Mappings for plugins local M = {} M.easy_align = function() map("x", "ga", "<Plug>(EasyAlign)") end M.lsp = function() map("n", "K", vim.lsp.buf.hover) map("n", "gs", vim.lsp.buf.signature_help) map("n", "gd", vim.lsp.buf.definition) map("n", "gD", vim.lsp.buf.declaration) map("n", "gx", vim.lsp.buf.signature_help) map("n", "<Leader>rn", vim.lsp.buf.rename) map("n", "<Leader>ca", vim.lsp.buf.code_action) map("n", "[g", vim.diagnostic.goto_next) map("n", "]g", vim.diagnostic.goto_prev) end M.null_ls = function() map("n", "<Leader>x", vim.lsp.buf.formatting, { buffer = true }) end M.nvimtree = function() map("n", "<Leader>e", ":NvimTreeToggle<CR>") end M.fzf = function() map("n", "<Leader>ff", function() require("fzf-lua").files() end) map("n", "<Leader>lg", function() require("fzf-lua").live_grep() end) map("n", "<Leader>df", function() require("fzf-lua").files({ cwd = "$HOME/.dotfiles" }) end) map("n", "<Leader>nv", function() require("fzf-lua").files({ cwd = "$HOME/.config/nvim" }) end) end M.telescope = function() map("n", "<Leader>ff", function() require("telescope.builtin").find_files { hidden = true } end) map("n", "<Leader>lg", function() require("telescope.builtin").live_grep { hidden = true } end) map("n", "<Leader>df", function() require("telescope.builtin").find_files { prompt_title = "Search Dotfiles", cwd = "$HOME/.dotfiles", hidden = true } end) map("n", "<Leader>nv", function() require("telescope.builtin").find_files { prompt_title = "Search Nvim Config", cwd = "$HOME/.config/nvim", hidden = true } end) end return M
------------------------------------------------------------------------------- --- AUTHOR: Nostrademous --- GITHUB REPO: https://github.com/Nostrademous/Dota2-FullOverwrite ------------------------------------------------------------------------------- --[[ function ItemUsageThink() return end function AbilityUsageThink() return end function CourierUsageThink() return end function BuybackUsageThink() return end function AbilityLevelUpThink() return end --]]
local FOLDER_NAME, private = ... local Chronicles = private.Core local Locale = LibStub("AceLocale-3.0"):GetLocale(private.addon_name) Chronicles.UI.EventDescription = {} Chronicles.UI.EventDescription.CurrentPage = nil Chronicles.UI.EventDescription.CurrentEvent = nil Chronicles.UI.EventDescription.CurrentFactionsCharactersResults = {} function Chronicles.UI.EventDescription:Refresh() --if (self.CurrentEvent ~= nil and not Chronicles.DB:GetGroupStatus(self.CurrentEvent.source)) then self.CurrentEvent = nil self.CurrentPage = nil self.CurrentFactionsCharactersResults = {} EventTitle:SetText("") EventDescriptionHTML:SetText("") EventDescriptionBounds:SetText("") EventDescriptionPrevious:Hide() EventDescriptionNext:Hide() EventDescriptionPager:Hide() EventDescription.FactionsButton:Hide() EventDescription.CharactersButton:Hide() --end end function Chronicles.UI.EventDescription:DrawEventDescription(event) -- DEFAULT_CHAT_FRAME:AddMessage("-- Call to DrawEventDescription " .. event.label) self.CurrentEvent = event self.CurrentPage = 1 self.CurrentFactionsCharactersResults = {} EventDescription.FactionsButton:Hide() EventDescription.CharactersButton:Hide() EventTitle:SetText(adjustTextLength(event.label, 45, EventTitleContainer)) EventDescriptionHTML:SetText(event.description[1]) local eventDates = Locale["start"] .. " : " .. event.yearStart .. " " .. Locale["end"] .. " : " .. event.yearEnd if (event.yearStart == event.yearEnd) then eventDates = Locale["year"] .. " : " .. event.yearStart end EventDescriptionBounds:SetText(eventDates) self:SetDescriptionPager(1, tablelength(event.description)) -- DEFAULT_CHAT_FRAME:AddMessage("-- Display description " .. event.description[1]) if (event.factions ~= nil and tablelength(Chronicles.DB:FindFactions(event.factions)) > 0) then EventDescription.FactionsButton:Show() end if (event.characters ~= nil and tablelength(Chronicles.DB:FindCharacters(event.characters)) > 0) then EventDescription.CharactersButton:Show() end end function Chronicles.UI.EventDescription:ChangeEventDescriptionPage(page) -- DEFAULT_CHAT_FRAME:AddMessage("-- ChangeEventDescriptionPage " .. page) local event = self.CurrentEvent if (event ~= nil and event.description ~= nil) then local numberOfPages = tablelength(event.description) if (page < 1) then page = 1 end if (page > numberOfPages) then page = numberOfPages end if (event.description[page] ~= nil) then self.CurrentPage = page EventDescriptionHTML:SetText(event.description[page]) self:SetDescriptionPager(page, numberOfPages) end end end function Chronicles.UI.EventDescription:SetDescriptionPager(currentPage, maxPage) EventDescriptionPrevious:Hide() EventDescriptionNext:Hide() EventDescriptionPager:Hide() if (maxPage ~= 1) then local text = "" .. currentPage .. " / " .. maxPage EventDescriptionPager:SetText(text) if (currentPage <= 1) then EventDescriptionPrevious:Disable() else EventDescriptionPrevious:Enable() end if (currentPage >= maxPage) then EventDescriptionNext:Disable() else EventDescriptionNext:Enable() end EventDescriptionPager:Show() EventDescriptionPrevious:Show() EventDescriptionNext:Show() end end ------------------------------------------------------------------------------------------ -- Description Paging -------------------------------------------------------------------- ------------------------------------------------------------------------------------------ function EventDescriptionPreviousButton_OnClick(self) Chronicles.UI.EventDescription:ChangeEventDescriptionPage(Chronicles.UI.EventDescription.CurrentPage - 1) end function SetPreviousButtonText() EventDescriptionPrevious:SetText("<") end function EventDescriptionNextButton_OnClick(self) Chronicles.UI.EventDescription:ChangeEventDescriptionPage(Chronicles.UI.EventDescription.CurrentPage + 1) end function SetNextButtonText() EventDescriptionNext:SetText(">") end function EventFactionsButton_OnClick(self) -- DEFAULT_CHAT_FRAME:AddMessage("-- EventFactionsButton_OnClick ") local currentEvent = Chronicles.UI.EventDescription.CurrentEvent if (currentEvent ~= nil and currentEvent.factions and tablelength(currentEvent.factions) > 0) then local factionsList = Chronicles.DB:FindFactions(currentEvent.factions) Chronicles.UI.EventDescription.CurrentFactionsCharactersResults = MapFactionsToItems(factionsList) EventDescription_FactionsCharactersResults(EventDescription.FactionsCharactersResults, Locale["Factions_List"]) EventDescription.FactionsCharactersResults:Show() else EventDescription.FactionsCharactersResults:Hide() end end function MapFactionsToItems(factions) local maxDescriptionLength = 75 local results = {} for index, faction in ipairs(factions) do local item = { name = faction.name, description = "" } if (not containsHTML(faction.description)) then item.description = faction.description:sub(0, maxDescriptionLength) end -- DEFAULT_CHAT_FRAME:AddMessage("-- MapFactionsToItems " .. item.name .. " " .. item.description) table.insert(results, item) end return results end function EventFactionsButton_OnLoad(self) self.label:SetText(Locale["Factions_List"]) end function EventCharactersButton_OnClick(self) -- DEFAULT_CHAT_FRAME:AddMessage("-- EventCharactersButton_OnClick ") -- local charactersList = Chronicles.DB:FindCharacters(event.characters) local currentEvent = Chronicles.UI.EventDescription.CurrentEvent if (currentEvent ~= nil and currentEvent.characters and tablelength(currentEvent.characters) > 0) then local charactersList = Chronicles.DB:FindCharacters(currentEvent.characters) Chronicles.UI.EventDescription.CurrentFactionsCharactersResults = MapCharactersToItems(charactersList) EventDescription_FactionsCharactersResults( EventDescription.FactionsCharactersResults, Locale["Characters_List"] ) EventDescription.FactionsCharactersResults:Show() else EventDescription.FactionsCharactersResults:Hide() end end function MapCharactersToItems(characters) local maxDescriptionLength = 75 local results = {} for index, character in ipairs(characters) do local item = { name = character.name, description = "" } if (not containsHTML(character.biography)) then item.description = character.description:sub(0, maxDescriptionLength) end -- DEFAULT_CHAT_FRAME:AddMessage("-- MapCharactersToItems " .. item.name .. " " .. item.description) table.insert(results, item) end return results end function EventCharactersButton_OnLoad(self) self.label:SetText(Locale["Characters_List"]) end function EventDescriptionButton_OnLoad(self) local scrollFrame = EventDescription.FactionsCharactersResults.scrollFrame scrollFrame.update = EventDescription_FactionsCharactersResults scrollFrame.scrollBar.doNotHide = true HybridScrollFrame_CreateButtons(scrollFrame, "FullSearchResultsButton", 5, 0) end function EventDescription_FactionsCharactersResults(self, title) local numResults = tablelength(Chronicles.UI.EventDescription.CurrentFactionsCharactersResults) local scrollFrame = EventDescription.FactionsCharactersResults.scrollFrame local offset = HybridScrollFrame_GetOffset(scrollFrame) local results = scrollFrame.buttons local result, index for i = 1, #results do result = results[i] index = offset + i if (index <= numResults) then local item = Chronicles.UI.EventDescription.CurrentFactionsCharactersResults[index] result.name:SetText(item.name) -- result.icon:SetTexture(icon) result.description:SetText(item.description) result:Show() else result:Hide() end end local totalHeight = numResults * 49 HybridScrollFrame_Update(scrollFrame, totalHeight, 270) if (title ~= nil) then EventDescription.FactionsCharactersResults.titleText:SetText(title) else EventDescription.FactionsCharactersResults.titleText:SetText("") end end
local kernel = {} kernel.language = "glsl" kernel.category = "filter" kernel.name = "iris" -- IMPORTANT: If you move the position while keeping the unitOpenness -- constant, the actual radius in pixel WON'T stay constant because -- the diagonal distance from the center to the most distant corner -- of the DisplayObject ISN'T constant. kernel.uniformData = { { name = "center", default = { 0.5, 0.5 }, min = { 0, 0 }, max = { 1, 1 }, type="vec2", index = 0, -- u_UserData0 }, { name = "aperture", default = 0, min = 0, max = 1, type="scalar", index = 1, -- u_UserData1 }, { name = "aspectRatio", default = 1, min = 0, max = 99999, type="scalar", index = 2, -- u_UserData2 }, { name = "smoothness", default = 0, min = 0, max = 1, type="scalar", index = 3, -- u_UserData3 }, } kernel.vertex = [[ uniform P_UV vec2 u_UserData0; // center uniform P_UV float u_UserData1; // unitOpenness uniform P_UV float u_UserData2; // aspectRatio uniform P_UV float u_UserData3; // unitSmoothness varying P_UV float feathering_lower_edge; varying P_UV float feathering_upper_edge; P_POSITION vec2 VertexKernel( P_POSITION vec2 position ) { P_UV vec2 center = u_UserData0; // We need the max() because we want to determine the // maximum distance to cover. P_UV float xMax = max( center.x, ( 1.0 - center.x ) ); P_UV float yMax = max( center.y, ( 1.0 - center.y ) ); // unitOpenness is [ 0.0 .. 1.0 ]. // // 0: Closed iris (complete coverage / no radius). // 1: Open iris (no coverage / full radius). P_UV float unitOpenness = u_UserData1; // aspectRatio = ( object.width / object.height ) P_UV float aspectRatio = u_UserData2; // Diagonal length. // // maximum_distance_to_cover = sqrt( a^2 + b^2 ); P_UV float a = ( xMax * aspectRatio ); a = ( a * a ); P_UV float b = yMax; b = ( b * b ); P_UV float unitSmoothness = u_UserData3; // "0.5" : This is an arbitrary constant. This must be a constant so // that the thickness of the smooth border is constant. P_UV float feathering_edge_thickness = ( 0.5 * unitSmoothness ); // Add the smooth border thickness so we can move it completely out of view // when necessary. P_UV float maximum_distance_to_cover = ( sqrt( a + b ) + feathering_edge_thickness ); // This is the "solid" edge. feathering_upper_edge = ( unitOpenness * maximum_distance_to_cover ); // This is the "transparent" edge. feathering_lower_edge = ( feathering_upper_edge - feathering_edge_thickness ); return position; } ]] kernel.fragment = [[ uniform P_UV vec2 u_UserData0; // center uniform P_UV float u_UserData1; // unitOpenness uniform P_UV float u_UserData2; // aspectRatio uniform P_UV float u_UserData3; // unitSmoothness varying P_UV float feathering_lower_edge; varying P_UV float feathering_upper_edge; P_COLOR vec4 FragmentKernel( P_UV vec2 texCoord ) { // aspectRatio = ( object.width / object.height ) P_UV float aspectRatio = u_UserData2; P_UV vec2 center = vec2( ( u_UserData0.x * aspectRatio ), u_UserData0.y ); // Current fragment position in texture-space. //WE *SHOULD* BE ABLE TO MOVE THIS TO THE VERTEX SHADER!!! P_UV vec2 pos = vec2( ( texCoord.x * aspectRatio ), texCoord.y ); // Distance from the center to the current fragment. P_UV float dist = distance( pos, center ); // Get the colors to modulate. // We want to use texCoord instead of "pos" here because // we want to sample the texture at its unmodified coordinates. // "pos" is only useful to determine the transparency. P_COLOR vec4 color = ( texture2D( u_FillSampler0, texCoord ) * v_ColorScale ); #if 0 // For debugging ONLY. // Blend with a plain color only. // Diregard the texture color sampled above. color = v_ColorScale; #elif 0 // For debugging ONLY. // Use debug colors only. if( dist <= feathering_lower_edge ) { return vec4( 1.0, 0.0, 0.0, 1.0 ); } else if( dist >= feathering_upper_edge ) { return vec4( 0.0, 1.0, 0.0, 1.0 ); } else // if( ( dist > feathering_lower_edge ) && ( dist < feathering_upper_edge ) ) { return vec4( 0.0, 0.0, 1.0, 1.0 ); } #endif return ( color * smoothstep( feathering_lower_edge, feathering_upper_edge, dist ) ); } ]] return kernel
local Runner = require("tests.indent.common").Runner --local XFAIL = require("tests.indent.common").XFAIL local run = Runner:new(it, "tests/indent/graphql", { tabstop = 2, shiftwidth = 2, softtabstop = 0, expandtab = true, }) describe("indent Lua:", function() describe("whole file:", function() run:whole_file(".", { expected_failures = {}, }) end) describe("new line:", function() end) end)
local utils = {} utils.unpack = table.unpack or unpack if _VERSION:find("5.1") then utils.loadstring = loadstring else utils.loadstring = load end local function flatten_into(array, res) for i = 1, #array do if type(array[i]) == "table" then flatten_into(array[i], res) else res[#res + 1] = array[i] end end return res end function utils.flatten(array) return flatten_into(array, {}) end function utils.array_to_set(array) local set = {} for i = 1, #array do set[array[i]] = true end return set end return utils
--[[-------------------------------------------------------------------]]--[[ Copyright wiltOS Technologies LLC, 2020 Contact: www.wiltostech.com ----------------------------------------]]-- wOS = wOS or {} wOS.ALCS = wOS.ALCS or {} wOS.ALCS.Skills = wOS.ALCS.Skills or {} wOS.ALCS.Skills.Camera = wOS.ALCS.Skills.Camera or {} local w,h = ScrW(), ScrH() local pi = math.pi local upButton = Material( "wos/crafting/gui/up.png", "unlitgeneric" ) local downButton = Material( "wos/crafting/gui/down.png", "unlitgeneric" ) local leftButton = Material( "wos/crafting/gui/left.png", "unlitgeneric" ) local rightButton = Material( "wos/crafting/gui/right.png", "unlitgeneric" ) local boxTop = Material( "phoenix_storms/metalset_1-2", "unlitgeneric" ) local wireFrame = Material( "trails/plasma" ) local CombatBlock = Material( "wos/advswl/combat_holocron.png", "unlitgeneric" ) local centerpoint = wOS.ALCS.Config.Crafting.CraftingCamLocation local color_unselected = Color( 0, 0, 0, 100 ) local grad = Material( "gui/gradient_up" ) wOS.ALCS.Skills.CubeModels = wOS.ALCS.Skills.CubeModels or {} wOS.ALCS.Skills.MenuLibrary = wOS.ALCS.Skills.MenuLibrary or {} wOS.ALCS.Skills.Camera[ "Combat-Overview" ] = { origin = centerpoint - Vector( 45, -35, -30 ), angles = Angle( 0, 90.501, 0.000 ) } wOS.ALCS.Skills.MenuLibrary[ "Combat-Overview" ] = function() local leftpane = tduiw.Create() leftpane.SizeX = 8 leftpane.SizeY = 35 leftpane.ShouldAcceptInputs = true leftpane.Renders = function( pan ) local ww, hh = pan.SizeX, pan.SizeY local x = -30 local y = -hh*0.4 local bh = hh/7 pan:Line( 0, -hh/2, x + ww, y + bh/2 ) local lst = 0 image = wOS.ALCS.Runes[ "e" ] pan:Mat( image, x, y, ww, bh ) local _jp, _pr, _hov = pan:Button( "", "wOS.TitleFont", x, y, ww, bh, color_white, color_white ) if _hov then local speed = 0.1 if not pan.SlideTimes then pan.SlideTimes = CurTime() + speed surface.PlaySound( "wos/alcs/ui_slideout.wav" ) end if pan.LastButt != lst then surface.PlaySound( "wos/alcs/ui_rollover.wav" ) pan.LastButt = lst end local rat = math.Clamp( pan.SlideTimes - CurTime(), 0, speed )/speed pan:Rect( x, y, ww*-3*( 1 - rat ), bh, Color( 10, 10, 10, 255 ), color_white ) pan:Text( "VIEW EXECUTIONS", "wOS.TitleFont", x + ww*-2.7*( 1 - rat ), y + bh/2, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER ) pan.LastHover = CurTime() + 0.01 end if _jp then wOS.ALCS.Skills:ChangeCamFocus( "Combat-SelectExec" ) end if pan.SlideTimes and pan.LastHover < CurTime() then pan.SlideTimes = nil pan.LastButt = nil end end leftpane:SetUIScale( 10 ) leftpane.Scaling = 0.025 leftpane.CamPos = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].origin + Vector( 0, 20, -2 ) leftpane.CamAng = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].angles + Angle( 0, 30, 0 ) table.insert( wOS.ALCS.Skills.Menu.VGUI, leftpane ) local frontpane = tduiw.Create() frontpane.SizeX = 8 frontpane.SizeY = 35 frontpane.ShouldAcceptInputs = true frontpane.Renders = function( pan ) local ww, hh = pan.SizeX, pan.SizeY local x = 0 - ww/2 local y = 10 local bh = hh/7 local level = LocalPlayer():GetNW2Int( "wOS.ProficiencyLevel", 0 ) local xp = LocalPlayer():GetNW2Int( "wOS.ProficiencyExperience", 0 ) pan:Text( "PROFICIENCY LEVEL " .. level, "wOS.CraftDescriptions", 0, -hh*1.1, color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER ) pan:Text( xp .. " EXPERIENCE POINTS", "wOS.TitleFont", 0, -hh, color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER ) pan:Line( 0, -3, 3, 3 ) pan:Line( 3, 3, 0, 10 ) local lst = 0 image = wOS.ALCS.Runes[ "x" ] pan:Mat( image, x, y, ww, bh ) local _jp, _pr, _hov = pan:Button( "", "wOS.TitleFont", x, y, ww, bh, color_white, color_white ) if _jp then wOS.ALCS.Skills:ChangeCamFocus( "Overview" ) elseif _hov then local speed = 0.1 if not pan.SlideTimes then pan.SlideTimes = CurTime() + speed surface.PlaySound( "wos/alcs/ui_slideout.wav" ) end if pan.LastButt != lst then surface.PlaySound( "wos/alcs/ui_rollover.wav" ) pan.LastButt = lst end local rat = math.Clamp( pan.SlideTimes - CurTime(), 0, speed )/speed pan:Rect( x + ww, y, ww*( 3 - 3*rat ), bh, Color( 10, 10, 10, 255 ), color_white ) pan:Text( "GO BACK", "wOS.TitleFont", x + ww*2.1*( 1 - rat ), y + bh/2, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER ) pan.LastHover = CurTime() + 0.01 end lst = lst + 1 local _jp, _pr, _hov = pan:Button( "", "wOS.TitleFont", -hh*0.7/2, -hh*0.7, hh*0.7, hh*0.7, Color( 0, 0, 0, 0 ), Color( 0, 0, 0, 0 ) ) if _hov then local speed = 0.1 if not pan.SlideTimes then pan.SlideTimes = CurTime() + speed end if pan.LastButt != lst then surface.PlaySound( "wos/alcs/ui_rollover.wav" ) pan.LastButt = lst end local rat = math.Clamp( pan.SlideTimes - CurTime(), 0, speed )/speed pan:Text( "USE THE RUNES TO PERFECT YOUR FIGHTING STYLE", "wOS.CraftDescriptions", 0, y + bh*2*( 1.5 + rat ), color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER ) pan.LastHover = CurTime() + 0.01 end lst = lst + 1 if pan.SlideTimes and pan.LastHover < CurTime() then pan.SlideTimes = nil pan.LastButt = nil end end frontpane.PostRenders = function( pan ) wOS.ALCS.Skills:CreateCubeMat( pan.CamPos, CombatBlock, nil, 6 ) end frontpane:SetUIScale( 10 ) frontpane.Scaling = 0.025 frontpane.CamPos = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].origin + Vector( 0, 20, -2 ) frontpane.CamAng = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].angles + Angle( 0, 0, 0 ) table.insert( wOS.ALCS.Skills.Menu.VGUI, frontpane ) local rightpane = tduiw.Create() rightpane.SizeX = 8 rightpane.SizeY = 35 rightpane.ShouldAcceptInputs = true rightpane.Renders = function( pan ) local ww, hh = pan.SizeX, pan.SizeY local x = 20 local y = -hh*0.3 local bh = hh/7 pan:Line( x/2, y - hh*0.15, x, y + bh/2 ) local lst = 0 image = wOS.ALCS.Runes[ "a" ] pan:Mat( image, x, y, ww, bh ) local _jp, _pr, _hov = pan:Button( "", "wOS.TitleFont", x, y, ww, bh, color_white, color_white ) if _jp then wOS.ALCS.Skills:ChangeCamFocus( "Combat-Preferences" ) elseif _hov then local speed = 0.1 if not pan.SlideTimes then pan.SlideTimes = CurTime() + speed surface.PlaySound( "wos/alcs/ui_slideout.wav" ) end if pan.LastButt != lst then surface.PlaySound( "wos/alcs/ui_rollover.wav" ) pan.LastButt = lst end local rat = math.Clamp( pan.SlideTimes - CurTime(), 0, speed )/speed pan:Rect( x + ww, y, ww*( 3 - 3*rat ), bh, Color( 10, 10, 10, 255 ), color_white ) pan:Text( "MANAGE PREFERENCES", "wOS.TitleFont", x + ww*1.4*( 1 - rat ), y + bh/2, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER ) pan.LastHover = CurTime() + 0.01 end lst = lst + 1 if pan.SlideTimes and pan.LastHover < CurTime() then pan.SlideTimes = nil pan.LastButt = nil end end rightpane:SetUIScale( 10 ) rightpane.Scaling = 0.025 rightpane.CamPos = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].origin + Vector( 0, 20, -2 ) rightpane.CamAng = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].angles + Angle( 0, -30, 0 ) table.insert( wOS.ALCS.Skills.Menu.VGUI, rightpane ) end wOS.ALCS.Skills.Camera[ "Combat-SelectExec" ] = { origin = centerpoint - Vector( 65, -45, -30 ), angles = Angle( 0, 180, 0.000 ) } wOS.ALCS.Skills.MenuLibrary[ "Combat-SelectExec" ] = function() local frontpane = tduiw.Create() frontpane.SizeX = 8 frontpane.SizeY = 35 frontpane.LeftCount = 1 frontpane.RightCount = 5 frontpane.ShouldAcceptInputs = true frontpane.LastScrollSlot = 0 frontpane.ScrollSlot = 0 frontpane.Selected = 1 frontpane.TestSkills = {} for name, data in pairs( wOS.ALCS.ExecSys.Executions ) do if !wOS.ALCS.ExecSys:CanUseExecution( name ) then continue end local model = ClientsideModel( LocalPlayer():GetModel(), RENDERGROUP_OPAQUE ) model:SetSequence( data.PreviewSequence or "wos_hatred_start" ) model:SetCycle( data.PreviewFrame or 0.5 ) model.EData = data table.insert( wOS.ALCS.Skills.CubeModels, model ) table.insert( frontpane.TestSkills, name ) end frontpane.Renders = function( pan ) local ww, hh = pan.SizeX, pan.SizeY local x = 0 - ww/2 local y = 10 local bh = hh/7 local execution = pan.TestSkills[ pan.Selected ] or "" if wOS.ALCS.ExecSys.Executions[ execution ] then local data = wOS.ALCS.ExecSys.Executions[ execution ] pan:Text( execution, "wOS.CraftTitles", 0, -hh*1.1, color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER ) pan:Text( data.Description, "wOS.CraftDescriptions", 0, -hh*0.85, color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER ) pan:Text( data.RarityName or "Common", "wOS.TitleFont", 0, -hh*0.75, data.RarityColor or color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER ) end local lst = 0 image = wOS.ALCS.Runes[ "x" ] pan:Mat( image, x, y + bh*2.5, ww, bh ) local _jp, _pr, _hov = pan:Button( "", "wOS.TitleFont", x, y + bh*2.5, ww, bh, color_white, color_white ) if _jp then wOS.ALCS.Skills:ChangeCamFocus( "Combat-Overview" ) elseif _hov then local speed = 0.1 if not pan.SlideTimes then pan.SlideTimes = CurTime() + speed surface.PlaySound( "wos/alcs/ui_slideout.wav" ) end if pan.LastButt != lst then surface.PlaySound( "wos/alcs/ui_rollover.wav" ) pan.LastButt = lst end local rat = math.Clamp( pan.SlideTimes - CurTime(), 0, speed )/speed pan:Rect( x + ww, y + bh*2.5, ww*( 3 - 3*rat ), bh, Color( 10, 10, 10, 255 ), color_white ) pan:Text( "GO BACK", "wOS.TitleFont", x + ww*2.1*( 1 - rat ), y + bh*2.5 + bh/2, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER ) pan.LastHover = CurTime() + 0.01 end lst = lst + 1 local _jp, _pr, _hov = pan:Button( "", "wOS.TitleFont", -hh*0.55/2, -hh*0.65, hh*0.55, hh*1.05, Color( 0, 0, 0, 0 ), Color( 0, 0, 0, 0 ) ) if _jp then if !wOS.ALCS.ExecSys.Executions[ execution ] then return end net.Start( "wOS.ALCS.ExecSys.SelectExecution" ) net.WriteString( execution ) net.SendToServer() elseif _hov then local speed = 0.1 if not pan.SlideTimes then pan.SlideTimes = CurTime() + speed end if pan.LastButt != lst then surface.PlaySound( "wos/alcs/ui_rollover.wav" ) pan.LastButt = lst end local rat = math.Clamp( pan.SlideTimes - CurTime(), 0, speed )/speed pan:Text( "SELECT THE EXECUTION TO USE IT", "wOS.CraftDescriptions", 0, y + bh*2*( 2.25 + rat ), color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER ) pan.LastHover = CurTime() + 0.01 end lst = lst + 1 pan:Mat( leftButton, x - ww*2, y + bh*1.2, ww, bh ) local _jp, _pr, _hov = pan:Button( "", "wOS.TitleFont", x - ww*2, y + bh*1.2, ww, bh, color_white, color_white ) if _jp then //Keep incrementing it who am I to stop you //Your PC will regret it, not me pan.ScrollSlot = pan.ScrollSlot - 1 pan.Selected = math.Round( pan.ScrollSlot % #pan.TestSkills ) + 1 elseif _hov then local speed = 0.1 if pan.LastButt != lst then surface.PlaySound( "wos/alcs/ui_rollover.wav" ) pan.LastButt = lst end pan.LastHover = CurTime() + 0.01 end lst = lst + 1 pan:Mat( rightButton, x + ww*2, y + bh*1.2, ww, bh ) local _jp, _pr, _hov = pan:Button( "", "wOS.TitleFont", x + ww*2, y + bh*1.2, ww, bh, color_white, color_white ) if _jp then //Keep incrementing it who am I to stop you //Your PC will regret it, not me pan.ScrollSlot = pan.ScrollSlot + 1 pan.Selected = math.Round( pan.ScrollSlot % #pan.TestSkills ) + 1 elseif _hov then local speed = 0.1 if pan.LastButt != lst then surface.PlaySound( "wos/alcs/ui_rollover.wav" ) pan.LastButt = lst end pan.LastHover = CurTime() + 0.01 end lst = lst + 1 if pan.SlideTimes and pan.LastHover < CurTime() then pan.SlideTimes = nil pan.LastButt = nil end end frontpane.PostRenders = function( pan ) local radius = 7.7 pan.LastScrollSlot = math.Approach( pan.LastScrollSlot, pan.ScrollSlot, 0.01 ) local offset = pi*5/10 + pi*2/#pan.TestSkills*pan.LastScrollSlot local basesize = 1.3 * ( 1 - 0.04*(#pan.TestSkills/15) ) for i = 1, #pan.TestSkills do local j = i - 1 local x, y = math.sin( offset - pi*j*2/#pan.TestSkills ), math.cos( offset - pi*j*2/#pan.TestSkills ) local setpos = pan.CamPos - Vector( 8, 0, 0 ) + Vector( radius*x, radius*y, -3 ) local size = 40/setpos:DistToSqr( wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].origin ) //Clinically proven to be the number if not wOS.ALCS.Skills.CubeModels[i] then continue end wOS.ALCS.Skills.CubeModels[i]:SetPos( setpos ) wOS.ALCS.Skills.CubeModels[i]:SetModelScale( basesize*size ) if wOS.ALCS.LightsaberPreferences.Execution and wOS.ALCS.Skills.CubeModels[i].EData.Name == wOS.ALCS.LightsaberPreferences.Execution then halo.Add( { wOS.ALCS.Skills.CubeModels[i] }, Color( 255, 255, 255, 5 ), 5, 5, 1 ) end end end frontpane:SetUIScale( 10 ) frontpane.Scaling = 0.025 frontpane.CamPos = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].origin + Vector( -20, 0, 0 ) frontpane.CamAng = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].angles + Angle( 0, 0, 0 ) table.insert( wOS.ALCS.Skills.Menu.VGUI, frontpane ) end wOS.ALCS.Skills.Camera[ "Combat-Preferences" ] = { origin = centerpoint - Vector( 45, 10, -30 ), angles = Angle( 0, 270, 0.000 ) } wOS.ALCS.Skills.MenuLibrary[ "Combat-Preferences" ] = function() wOS.ALCS.Dueling.Results = nil local forward = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].angles:Forward() local right = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].angles:Right() local up = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].angles:Up() local backbutt = tduiw.Create() backbutt.SizeX = 50 backbutt.SizeY = 25 backbutt.ShouldAcceptInputs = true local frontpane = tduiw.Create() frontpane.SizeX = 8 frontpane.SizeY = 35 frontpane.LeftCount = 1 frontpane.RightCount = 5 frontpane.ShouldAcceptInputs = true frontpane.LastScrollSlot = 0 frontpane.ScrollSlot = 0 frontpane.Selected = 1 frontpane.Offset = 0 frontpane.SelectMode = 0 frontpane.Renders = function( pan ) local ww, hh = pan.SizeX, pan.SizeY local bh = hh/7 local pady = bh*0.05 local x = 25 local y = -22 local lst = 0 y = -18 local image = wOS.ALCS.Runes[ "h" ] pan:Mat( image, x, y, ww, bh ) local _jp, _pr, _hov = pan:Button( "", "wOS.TitleFont", x, y, ww, bh, color_white, color_white ) if _jp then frontpane.SelectMode = 1 elseif _hov then if frontpane.SelectMode != 1 then local speed = 0.1 if not pan.SlideTimes then pan.SlideTimes = CurTime() + speed surface.PlaySound( "wos/alcs/ui_slideout.wav" ) end if pan.LastButt != lst then surface.PlaySound( "wos/alcs/ui_rollover.wav" ) pan.LastButt = lst end local rat = math.Clamp( pan.SlideTimes - CurTime(), 0, speed )/speed pan:Rect( x + ww, y, ww*( 3 - 3*rat ), bh, Color( 10, 10, 10, 255 ), color_white ) pan:Text( "GRIP SELECTION", "wOS.TitleFont", x + ww*1.6*( 1 - rat ), y + bh/2, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER ) pan.LastHover = CurTime() + 0.01 end end pan:Line( x, y + bh/2, x - ww*1.2, y + bh/2 ) pan:Line( x - ww*1.2, y + bh/2, x - ww*2, y + bh*2.5 ) if frontpane.SelectMode == 1 then pan:Rect( x + ww, y, ww*3, bh, Color( 10, 10, 10, 255 ), color_white ) pan:Text( "GRIP SELECTION", "wOS.TitleFont", x + ww*1.6, y + bh/2, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER ) lst = lst + 1 y = y + bh + pady for _, data in pairs( wOS.ALCS.LightsaberBase.Grips ) do pan:Rect( x, y, ww*4, bh, Color( 10, 10, 10, 255 ), color_white ) local _jp, _pr, _hov = pan:Button( data.Name, "wOS.TitleFont", x, y, ww*4, bh, ( wOS.ALCS.LightsaberPreferences.Grip == data.Name and Color( 255, 0, 0 ) ) or color_white, ( wOS.ALCS.LightsaberPreferences.Grip == data.Name and Color( 255, 0, 0 ) ) or color_white ) if _jp then net.Start( "wOS.ALCS.SelectGrip" ) net.WriteString( data.Name ) net.SendToServer() elseif _hov then if pan.LastButt != lst then surface.PlaySound( "wos/alcs/ui_rollover.wav" ) pan.LastButt = lst end end y = y + bh + pady lst = lst + 1 end end y = -18 + bh*7 + pady*9 x = 20 image = wOS.ALCS.Runes[ "x" ] pan:Mat( image, x, y, ww, bh ) local _jp, _pr, _hov = pan:Button( "", "wOS.TitleFont", x, y, ww, bh, color_white, color_white ) if _jp then wOS.ALCS.Skills:ChangeCamFocus( "Combat-Overview" ) elseif _hov then local speed = 0.1 if not pan.SlideTimes then pan.SlideTimes = CurTime() + speed surface.PlaySound( "wos/alcs/ui_slideout.wav" ) end if pan.LastButt != lst then surface.PlaySound( "wos/alcs/ui_rollover.wav" ) pan.LastButt = lst end local rat = math.Clamp( pan.SlideTimes - CurTime(), 0, speed )/speed pan:Rect( x + ww, y, ww*( 3 - 3*rat ), bh, Color( 10, 10, 10, 255 ), color_white ) pan:Text( "GO BACK", "wOS.TitleFont", x + ww*2.1*( 1 - rat ), y + bh/2, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER ) pan.LastHover = CurTime() + 0.01 end lst = lst + 1 if pan.SlideTimes and pan.LastHover < CurTime() then pan.SlideTimes = nil pan.LastButt = nil end end frontpane:SetUIScale( 10 ) frontpane.Scaling = 0.025 frontpane.CamPos = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].origin + forward*21 frontpane.CamAng = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].angles + Angle( 0, -27, 0 ) table.insert( wOS.ALCS.Skills.Menu.VGUI, frontpane ) local leftpane = tduiw.Create() leftpane.SizeX = 8 leftpane.SizeY = 35 leftpane.LeftCount = 1 leftpane.RightCount = 5 leftpane.ShouldAcceptInputs = true leftpane.LastScrollSlot = 0 leftpane.ScrollSlot = 0 leftpane.Selected = 1 leftpane.Offset = 0 leftpane.SelectMode = 0 leftpane.Renders = function( pan ) local ww, hh = pan.SizeX, pan.SizeY local bh = hh/7 local pady = bh*0.05 local x = -56 local y = -2 local lst = 0 pan:Line( 0, -hh/2, x + ww, y - bh*2 ) pan:Line( x + ww, y - bh*2, x + ww/2, y ) local image = wOS.ALCS.Runes[ "w" ] pan:Mat( image, x, y, ww, bh ) local _jp, _pr, _hov = pan:Button( "", "wOS.TitleFont", x, y, ww, bh, color_white, color_white ) if _jp then frontpane.SelectMode = 2 elseif _hov then if frontpane.SelectMode != 2 then local speed = 0.1 if not pan.SlideTimes then pan.SlideTimes = CurTime() + speed surface.PlaySound( "wos/alcs/ui_slideout.wav" ) end if pan.LastButt != lst then surface.PlaySound( "wos/alcs/ui_rollover.wav" ) pan.LastButt = lst end local rat = math.Clamp( pan.SlideTimes - CurTime(), 0, speed )/speed pan:Rect( x + ww, y, ww*( 3 - 3*rat ), bh, Color( 10, 10, 10, 255 ), color_white ) pan:Text( "WIELDING PREFERENCE", "wOS.TitleFont", x + ww*1.2*( 1 - rat ), y + bh/2, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER ) pan.LastHover = CurTime() + 0.01 end end if frontpane.SelectMode == 2 then pan:Rect( x + ww, y, ww*3, bh, Color( 10, 10, 10, 255 ), color_white ) pan:Text( "WIELDING PREFERENCE", "wOS.TitleFont", x + ww*1.2, y + bh/2, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER ) lst = lst + 1 y = y + bh + pady pan:Rect( x, y, ww*4, bh, Color( 10, 10, 10, 255 ), color_white ) local _jp, _pr, _hov = pan:Button( "One Hand ( Right )", "wOS.TitleFont", x, y, ww*4, bh, ( !wOS.ALCS.LightsaberPreferences.Wield and Color( 255, 0, 0 ) ) or color_white, ( !wOS.ALCS.LightsaberPreferences.Wield and Color( 255, 0, 0 ) ) or color_white ) if _jp then net.Start( "wOS.ALCS.SelectWield" ) net.WriteBool( false ) net.SendToServer() elseif _hov then if pan.LastButt != lst then surface.PlaySound( "wos/alcs/ui_rollover.wav" ) pan.LastButt = lst end end y = y + bh + pady lst = lst + 1 pan:Rect( x, y, ww*4, bh, Color( 10, 10, 10, 255 ), ( wOS.ALCS.LightsaberPreferences.Wield and Color( 66, 117, 176 ) ) or color_white ) local _jp, _pr, _hov = pan:Button( "Dual Wield", "wOS.TitleFont", x, y, ww*4, bh, ( wOS.ALCS.LightsaberPreferences.Wield and Color( 255, 0, 0 ) ) or color_white, ( wOS.ALCS.LightsaberPreferences.Wield and Color( 255, 0, 0 ) ) or color_white ) if _jp then net.Start( "wOS.ALCS.SelectWield" ) net.WriteBool( true ) net.SendToServer() elseif _hov then if pan.LastButt != lst then surface.PlaySound( "wos/alcs/ui_rollover.wav" ) pan.LastButt = lst end end y = y + bh + pady lst = lst + 1 end if pan.SlideTimes and pan.LastHover < CurTime() then pan.SlideTimes = nil pan.LastButt = nil end end leftpane:SetUIScale( 10 ) leftpane.Scaling = 0.025 leftpane.PostRenders = function( pan ) if not wOS.ALCS.Skills.CubeModels[1] then return end wOS.ALCS.Skills.CubeModels[1]:DrawModel() end leftpane.CamPos = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].origin + forward*21 leftpane.CamAng = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].angles + Angle( 0, 27, 0 ) table.insert( wOS.ALCS.Skills.Menu.VGUI, leftpane ) wOS.ALCS.Skills.CubeModels[1] = ClientsideModel( LocalPlayer():GetModel() ) wOS.ALCS.Skills.CubeModels[1]:SetPos( frontpane.CamPos + forward*75 - up*30 - right*10 ) wOS.ALCS.Skills.CubeModels[1]:SetAngles( Angle( 0, 180, 0 ) ) wOS.ALCS.Skills.CubeModels[1]:SetSequence( "vanguard_f_idle" ) wOS.ALCS.Skills.CubeModels[1]:SetNoDraw( true ) local bone = wOS.ALCS.Skills.CubeModels[1]:LookupBone( "ValveBiped.Bip01_R_Hand" ) local rpos, rang = Vector( 0, 0, 0 ), Angle( 0, 0, 0 ) if bone then rpos, rang = wOS.ALCS.Skills.CubeModels[1]:GetBonePosition( bone ) rang:RotateAroundAxis( rang:Right(), 90 ) rpos = rpos - rang:Forward()*6 - rang:Up()*1.8 + rang:Right()*0.5 end bone = wOS.ALCS.Skills.CubeModels[1]:LookupBone( "ValveBiped.Bip01_L_Hand" ) local lpos, lang = Vector( 0, 0, 0 ), Angle( 0, 0, 0 ) if bone then lpos, lang = wOS.ALCS.Skills.CubeModels[1]:GetBonePosition( bone ) lang:RotateAroundAxis( lang:Right(), -90 ) lpos = lpos - lang:Forward()*6 + lang:Up()*3 + lang:Right()*0.5 end wOS.ALCS.Skills.CubeModels[2] = ClientsideModel( wOS.PersonalSaber.UseHilt ) wOS.ALCS.Skills.CubeModels[2]:SetPos( rpos ) wOS.ALCS.Skills.CubeModels[2]:SetAngles( rang ) wOS.ALCS.Skills.CubeModels[3] = ClientsideModel( wOS.SecPersonalSaber.UseHilt ) wOS.ALCS.Skills.CubeModels[3]:SetPos( lpos ) wOS.ALCS.Skills.CubeModels[3]:SetAngles( lang ) backbutt.Renders = function( pan ) local ww, hh = pan.SizeX, pan.SizeY local x = 10 local y = -50 y = y + hh*0.23 y = y + hh*0.06 y = y + hh*0.06 pan:BlockUseBind() end backbutt:SetUIScale( 20 ) backbutt.Scaling = 0.05 local spos = wOS.ALCS.Skills.CubeModels[1]:GetPos() backbutt.CamPos = spos - wOS.ALCS.Skills.CubeModels[1]:GetRight()*30 + wOS.ALCS.Skills.CubeModels[1]:GetForward()*20 backbutt.CamAng = wOS.ALCS.Skills.Camera[ wOS.ALCS.Skills.CamFocus ].angles + Angle( 0, 0, -90 ) table.insert( wOS.ALCS.Skills.Menu.VGUI, backbutt ) end
local path = (...):gsub("[^%.]*$", "") local M = require(path .. 'master') local CyclicList, Set, SymmetricMatrix, Vec2 CyclicList, Set, SymmetricMatrix, Vec2 = M.CyclicList, M.Set, M.SymmetricMatrix, M.Vec2 local wedge wedge = Vec2.wedge local round round = M.math.round local geometry = require(path .. 'geometry') local bounding_box, centroid, closest_edge_point, is_point_in_triangle bounding_box, centroid, closest_edge_point, is_point_in_triangle = geometry.bounding_box, geometry.centroid, geometry.closest_edge_point, geometry.is_point_in_triangle local ConvexPolygon, Navigation, string_pull, orientation ConvexPolygon = M.class({ __init = function(self, vertices, name, hidden) assert(#vertices > 2, "A polygon must have a least 3 points.", 2) self.vertices = CyclicList(vertices) self.name = name self.hidden = hidden self.n = #vertices self.min, self.max = bounding_box(vertices) self.centroid = centroid(vertices) do local _accum_0 = { } local _len_0 = 1 for i = 1, self.n do _accum_0[_len_0] = false _len_0 = _len_0 + 1 end self.connections = _accum_0 end end, len = function(self) return self.n end, ipairs = function(self) return ipairs(self.vertices.items) end, __index = function(self, key) return self.vertices[key] end, get_edge = function(self, i) return self.vertices[i], self.vertices[i + 1] end, get_connection = function(self, i) local c = self.connections[i] if c and not c.polygon.hidden then return c.polygon, c.edge end end, is_point_inside = function(self, P) if not (P.x < self.min.x or P.y < self.min.y or P.x > self.max.x or P.y > self.max.y) then for i = 2, self.n - 1 do if is_point_in_triangle(P, self.vertices[1], self.vertices[i], self.vertices[i + 1]) then return true end end end return false end, is_point_inside_connected = function(self, P, visited) if visited == nil then visited = { } end visited[self] = true if self:is_point_inside(P) then return self end local _list_0 = self.connections for _index_0 = 1, #_list_0 do local t = _list_0[_index_0] if t and not t.polygon.hidden and not visited[t.polygon] then do local poly = t.polygon:is_point_inside_connected(P, visited) if poly then return poly end end end end return nil end, closest_edge_point = function(self, P, edge_idx) local A, B = self:get_edge(edge_idx) return closest_edge_point(P, A, B) end, closest_boundary_point_connected = function(self, P, visited) if visited == nil then visited = { } end visited[self] = true local C, poly local d = math.huge for i = 1, self.n do if not self.connections[i] or self.connections[i].polygon.hidden then local tmp_C = self:closest_edge_point(P, i) local tmp_d = (P - tmp_C):lenS() if tmp_d < d then d = tmp_d C = tmp_C poly = self end else local neighbour = self.connections[i].polygon if not visited[neighbour] then local tmp_C, tmp_poly, tmp_d = neighbour:closest_boundary_point_connected(P, visited) if tmp_d < d then d = tmp_d C = tmp_C poly = tmp_poly end end end end return C, poly, d end }) Navigation = M.class({ __init = function(self, pmaps) if pmaps == nil then pmaps = { } end local vertices, vertex_idxs, polygons, name_groups = { }, { n = 0 }, { }, { } for _index_0 = 1, #pmaps do local pmap = pmaps[_index_0] local name_group = pmap.name and { } if pmap.name then name_groups[pmap.name] = name_group end for _index_1 = 1, #pmap do local poly = pmap[_index_1] local tmp = { } for _index_2 = 1, #poly do local v = poly[_index_2] local x, y = unpack(v) local label = tostring(x) .. ';' .. tostring(y) if not vertices[label] then v = Vec2(x, y) vertices[label] = v vertex_idxs.n = vertex_idxs.n + 1 vertex_idxs[v] = vertex_idxs.n end tmp[#tmp + 1] = vertices[label] end local cp = ConvexPolygon(tmp, pmap.name, pmap.hidden) polygons[#polygons + 1] = cp if name_group then name_group[#name_group + 1] = cp end end end self.polygons = polygons self.vertex_idxs = vertex_idxs self.name_groups = name_groups end, set_visibility = function(self, name, bool) local _list_0 = (self.name_groups[name] or { }) for _index_0 = 1, #_list_0 do local p = _list_0[_index_0] p.hidden = not bool end end, toggle_visibility = function(self, name) local _list_0 = (self.name_groups[name] or { }) for _index_0 = 1, #_list_0 do local p = _list_0[_index_0] p.hidden = not p.hidden end end, initialize = function(self) self.initialized = true local edges_matrix = SymmetricMatrix(self.vertex_idxs.n) for k, p in ipairs(self.polygons) do for i = 1, p.n do local A, B = p:get_edge(i) local A_idx, B_idx = self.vertex_idxs[A], self.vertex_idxs[B] if not edges_matrix[A_idx][B_idx] then edges_matrix[A_idx][B_idx] = { } end local t = edges_matrix[A_idx][B_idx] t[#t + 1] = { edge = i, polygon = p } end end for i = 1, self.vertex_idxs.n do for j = i + 1, self.vertex_idxs.n do do local t = edges_matrix[i][j] if t then local A, B = unpack(t) A.polygon.connections[A.edge] = B or false if B then B.polygon.connections[B.edge] = A end end end end end end, _is_point_inside = function(self, P) if not self.initialized then self:initialize() end local visited = { } local _list_0 = self.polygons for _index_0 = 1, #_list_0 do local poly = _list_0[_index_0] if not visited[poly] and not poly.hidden then do local p = poly:is_point_inside_connected(P, visited) if p then return p end end end end end, _closest_boundary_point = function(self, P) if not self.initialized then self:initialize() end local d = math.huge local C, piece, poly local _list_0 = self.polygons for _index_0 = 1, #_list_0 do local p = _list_0[_index_0] if not (p.hidden) then for i = 1, p.n do if not p.connections[i] or p.connections[i].polygon.hidden then local tmp_C = p:closest_edge_point(P, i) local tmp_d = (P - tmp_C):lenS() if tmp_d < d then d = tmp_d C = tmp_C poly = p end end end end end return C, poly end, _shortest_path = function(self, A, B) if not self.initialized then self:initialize() end if self.n == 0 then return { } end A, B = round(A), round(B) local node_A, node_B node_A = self:_is_point_inside(A) if not node_A then A, node_A = self:_closest_boundary_point(A) A = round(A) end node_B = node_A:is_point_inside_connected(B) if not node_B then B, node_B = node_A:closest_boundary_point_connected(B) B = round(B) end if node_A == node_B then return { A, B } end local found_path = false local _list_0 = self.polygons for _index_0 = 1, #_list_0 do local p = _list_0[_index_0] p.prev_edge = nil end local polylist = Set() node_B.entry = B node_B.distance = 0 polylist:add(node_B) while not found_path do if polylist:size() == 0 then break end local least_cost_poly local least_cost = math.huge for p in polylist:iterator() do local cost = p ~= node_B and p.distance + (p.centroid - A):len() or 0 if cost < least_cost then least_cost_poly = p least_cost = cost end end local p = least_cost_poly for i = 1, p.n do local q, c_edge = p:get_connection(i) if q then local entry = p:closest_edge_point(p.entry, i) local distance = p.distance + (p.entry - entry):len() if q.prev_edge then if q.distance > distance then q.prev_edge = c_edge q.distance = distance q.entry = entry end else q.prev_edge = c_edge q.distance = distance q.entry = entry polylist:add(q) if q == node_A then local found = true break end end end end if found_path then break end polylist:remove(p) end local portals = { { A, A } } local p = node_A while p ~= node_B and p.prev_edge do local C, D = p:get_edge(p.prev_edge) local L, R = unpack(portals[#portals]) local sign = orientation(C, L, D) sign = sign == 0 and orientation(C, R, D) or sign portals[#portals + 1] = sign > 0 and { C, D } or { D, C } p = p:get_connection(p.prev_edge) end portals[#portals + 1] = { B, B } return string_pull(portals) end, is_point_inside = function(self, x, y) return not not self:_is_point_inside(Vec2(x, y)) end, closest_boundary_point = function(self, x, y) local P = self:_closest_boundary_point(Vec2(x, y)) return P.x, P.y end, shortest_path = function(self, x1, y1, x2, y2) path = self:_shortest_path(Vec2(x1, y1), Vec2(x2, y2)) local _accum_0 = { } local _len_0 = 1 for _index_0 = 1, #path do local v = path[_index_0] _accum_0[_len_0] = { v.x, v.y } _len_0 = _len_0 + 1 end return _accum_0 end }) M.Navigation = Navigation string_pull = function(portals) local portal_left, portal_right = unpack(portals[1]) local l_idx, r_idx = 1, 1 local apex = portal_left path = { apex } local i = 1 while i < #portals do i = i + 1 local left, right = unpack(portals[i]) local skip = false if orientation(portal_right, apex, right) <= 0 then if apex == portal_right or orientation(portal_left, apex, right) > 0 then portal_right = right r_idx = i else if path[#path] ~= portal_left then path[#path + 1] = portal_left end apex = portal_left portal_right = apex r_idx = l_idx i = l_idx skip = true end end if not skip and orientation(portal_left, apex, left) >= 0 then if apex == portal_left or orientation(portal_right, apex, left) < 0 then portal_left = left l_idx = i else if path[#path] ~= portal_right then path[#path + 1] = portal_right end apex = portal_right portal_left = apex l_idx = r_idx i = r_idx end end end local A = portals[#portals][1] if path[#path] ~= A or #path == 1 then path[#path + 1] = A end return path end orientation = function(L, P, R) return wedge(R - P, L - P) end