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stringlengths 5
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---------------------------------------------------------------------------------------------------
-- Proposal:https://github.com/smartdevicelink/sdl_evolution/blob/master/proposals/0249-Persisting-HMI-Capabilities-specific-to-headunit.md
--
-- Description: Check that SDL updates "hmi_capabilities_cache.json" file if HMI sends
-- TTS/VR/UI.OnLanguageChange notification with appropriate language
--
-- Preconditions:
-- 1 Value of HMICapabilitiesCacheFile parameter is defined (hmi_capabilities_cache.json) in smartDeviceLink.ini file
-- 2. HMI capabilities cache file (hmi_capabilities_cache.json) doesn't exist on file system
-- 3. SDL and HMI are started
-- 4. HMI sends all HMI capabilities to SDL
-- 5. SDL persists capabilities to HMI capabilities cache file (hmi_capabilities_cache.json) in AppStorageFolder
-- Sequence:
-- 1. HMI sends "TTS/VR/UI.OnLanguageChange" notifications with language to SDL
-- a. SDL overrides TTS/VR/UI.language in HMI capabilities cache file (hmi_capabilities_cache.json)
---------------------------------------------------------------------------------------------------
--[[ Required Shared libraries ]]
local common = require('test_scripts/Capabilities/PersistingHMICapabilities/common')
--[[ Local Variables ]]
local language = { "FR-FR", "DE-DE", "EN-US" }
--[[ Scenario ]]
common.Title("Preconditions")
common.Step("Clean environment", common.preconditions)
common.Step("Start SDL, HMI", common.start, { common.updateHMILanguageCapability("EN-US") })
common.Title("Test")
for _, pLanguage in pairs(language) do
common.Step("OnLanguageChange notification " .. pLanguage , common.changeLanguage, { pLanguage })
common.Step("Check stored value to cache file", common.checkLanguageCapabilityInCache, { pLanguage })
end
common.Title("Postconditions")
common.Step("Stop SDL", common.postconditions)
|
DefineClass.Milestone = {
__parents = { "Preset" },
properties = {
{ id = "display_name", name = T(1153, "Display Name"), editor = "text", default = "", translate = true, },
{ id = "base_score", name = T(1154, "Base Score"), editor = "number", default = 1000, },
{ id = "bonus_score", name = T(1155, "Bonus Score"), editor = "number", default = 1000, },
{ id = "bonus_score_expiration", name = T(1156, "Bonus score expiration Sols"), editor = "number", default = 10, },
{ id = "reward_research", name = T(11714, "Reward (RP)"), editor = "number", default = 250, },
{ id = "trigger_fireworks", name = T(11412, "Trigger fireworks"), editor = "bool", default = false, },
{ id = "Complete", name = T(1157, "Complete thread"), editor = "func" },
{ id = "GetScore", name = T(1158, "Custom score"), editor = "func", },
},
PropertyTranslation = true,
HasSortKey = true,
EditorMenubarName = "Milestones",
EditorMenubar = "Editors.Game",
}
function Milestone:Complete()
print("Milestone without a complete func", self.id)
end
-- nil means not-yet, false means failed, X means completed with score X
function Milestone:GetScore()
local time = MilestoneCompleted[self.id]
local expiration_days = self.bonus_score_expiration
-- give full score on day 1
return time and (self.base_score + Max(0, MulDivTrunc(self.bonus_score, expiration_days - (TimeToDayHour(time) - 1), expiration_days)))
end
function Milestone:GetChallengeScore()
local score = self:GetScore()
return score and MulDivRound(score, ChallengeRating, 100)
end
-- nil means not-yet, false means failed, X means completed on sol X
function Milestone:CompleteSol(milestone)
local time = MilestoneCompleted[self.id]
return time and ((time + City.hour * const.HourDuration) / const.DayDuration + 1)
end
function Milestone:GetCompleteText()
local sol = self:CompleteSol()
if sol then
return T{1159, "<display_name> - Sol <sol>", self, sol = sol}
elseif sol == false then
local enactor = MilestoneEnactors[self.id]
if enactor and enactor ~= UICity then
return T{11675, "<display_name> - <enactor>", self, enactor = enactor.display_name}
end
end
return self.display_name
end
GlobalVar("MilestoneCompleted", {})
GlobalVar("MilestoneThreads", {})
GlobalVar("MilestoneEnactors", {})
GlobalVar("ChallengeRating", 100)
function OnMsg.NewDay()
-- update challenge raiting in case it was affcted by later events
ChallengeRating = 100 + CalcChallengeRating()
end
function MilestoneRestartThreads()
if g_Tutorial then return end
local all_milestones = {}
local completed_milestones = {}
local score_sum = 0
for _, milestone in ipairs(Presets.Milestone.Default) do
local id = milestone.id
if MilestoneCompleted[id] == nil then
DeleteThread(MilestoneThreads[id])
completed_milestones[id] = true
MilestoneThreads[id] = CreateGameTimeThread(function(id)
local milestone = Presets.Milestone.Default[id]
local res = milestone:Complete(UICity)
MilestoneThreads[id] = nil
if milestone and MilestoneCompleted[id] ~= false then -- some milestones might have disappeared (loadgame after patch) or could have already been failed
all_milestones[id] = true
MilestoneCompleted[id] = res and GameTime() or false
MilestoneEnactors[id] = UICity
Msg("MilestoneCompleted", id)
if res then
AddOnScreenNotification("MilestoneComplete", function() OpenDialog("Milestones") end, {
display_name = milestone.display_name,
reward_research = milestone.reward_research,
score = milestone:GetScore()
})
if milestone.trigger_fireworks then
TriggerFireworks()
end
score_sum = score_sum + milestone:GetScore()
local sponsor = GetMissionSponsor()
local commander = GetCommanderProfile()
if id == "Evaluation" and sponsor.goal == "" then
WaitPopupNotification(sponsor.goal_completed_message, { params = { sponsor_name = sponsor.display_name, commander_profile = commander.display_name, score = milestone:GetScore() } })
end
if #completed_milestones > 0 and #completed_milestones == #all_milestones then
WaitPopupNotification("AllMilestonesCompleted", { params = { sponsor = sponsor.display_name, commander = commander.display_name, sol = UICity.day, score = score_sum } })
end
end
ObjModified(MilestoneCompleted)
end
end, id)
end
end
end
function OnMsg.GameTimeStart()
MilestoneRestartThreads()
end
-- start threads for milestones that may have appeared after the game was saved
-- restart all others to test if they work if started later
function OnMsg.LoadGame()
MilestoneRestartThreads()
end
GlobalVar("g_PopulationHighWatermark", 0)
function UpdatePopulationHighWatermark()
CreateGameTimeThread(function()
local population = #(UICity.labels.Colonist or empty_table)
if population > g_PopulationHighWatermark then
g_PopulationHighWatermark = population
Msg("PopulationHighWatermark")
end
end)
end
OnMsg.ColonistArrived = UpdatePopulationHighWatermark
OnMsg.ColonistBorn = UpdatePopulationHighWatermark
function Milestone_Population(pop)
while true do
if g_PopulationHighWatermark >= pop then return true end
WaitMsg("PopulationHighWatermark")
end
end
function Milestone_Building(class)
while true do
local ok, bld = WaitMsg("ConstructionComplete")
if ok and (bld:IsKindOf(class) or bld.template_name == class) then
return true
end
end
end
function Milestone_Wonder()
while true do
local ok, bld = WaitMsg("ConstructionComplete")
if ok and BuildingTemplates[bld.template_name] and BuildingTemplates[bld.template_name].wonder then
return true
end
end
end
function Milestone_AllSectorsScanned()
local n = const.SectorCount
while true do
WaitMsg("SectorScanned")
local scanned = true
for x = 1, n do
if not scanned then break end
for y = 1, n do
if g_MapSectors[x][y].status == "unexplored" then
scanned = false
break
end
end
end
if scanned then
return true
end
end
end
function Milestone_WorkshopWorkersPercent(city, percent)
while true do
Sleep(5000)
if city and city:GetWorkshopWorkersPercent() >= percent then
return true
end
end
end
function OnMsg.MilestoneCompleted(milestone_id)
local enactor = MilestoneEnactors[milestone_id]
local research = Presets.Milestone.Default[milestone_id].reward_research
if enactor == UICity then
GrantResearchPoints(research)
else
enactor.resources.research = enactor.resources.research + research
end
end
|
return {
armblastwing = {
acceleration = 0.142,
blocking = false,
brakerate = 0.385,
buildcostenergy = 1370,
buildcostmetal = 75,
builder = false,
buildpic = "armblastwing.dds",
buildtime = 2150,
canattack = true,
canfly = true,
canguard = true,
canmove = true,
canpatrol = true,
category = "ALL MOBILE VTOL",
collide = false,
cruisealt = "32",
description = "Kamikaze EMP Bomb Drone",
downloadable = 1,
explodeas = "armblastwing",
firestandorders = 1,
footprintx = 3,
footprintz = 3,
hoverattack = true,
idleautoheal = 5,
idletime = 1800,
kamikaze = "1",
kamikazedistance = "64",
losemitheight = 3,
maneuverleashlength = 80,
mass = 75,
maxdamage = 125,
maxslope = 10,
maxvelocity = 9,
maxwaterdepth = 0,
mobilestandorders = 1,
name = "blastwing",
noautofire = false,
objectname = "armblastwing",
selfdestructas = "armblastwing",
selfdestructcountdown = 1,
sightdistance = 400,
standingfireorder = 2,
standingmoveorder = 1,
steeringmode = 1,
turninplaceanglelimit = 360,
turninplacespeedlimit = 5.94,
turnrate = 1144,
unitname = "armblastwing",
usesmoothmesh = 0,
customparams = {
buildpic = "armblastwing.dds",
faction = "ARM",
},
sfxtypes = {
pieceexplosiongenerators = {
[1] = "piecetrail0",
[2] = "piecetrail1",
[3] = "piecetrail2",
[4] = "piecetrail3",
[5] = "piecetrail4",
[6] = "piecetrail6",
},
},
sounds = {
canceldestruct = "cancel2",
underattack = "warning1",
cant = {
[1] = "cantdo4",
},
count = {
[1] = "count6",
[2] = "count5",
[3] = "count4",
[4] = "count3",
[5] = "count2",
[6] = "count1",
},
ok = {
[1] = "vtolarmv",
},
select = {
[1] = "vtolarac",
},
},
},
}
|
object_tangible_item_item_outbreak_tie_helmet_hidden_content = object_tangible_item_shared_item_outbreak_tie_helmet_hidden_content:new {
}
ObjectTemplates:addTemplate(object_tangible_item_item_outbreak_tie_helmet_hidden_content, "object/tangible/item/item_outbreak_tie_helmet_hidden_content.iff")
|
local vstruct = require('vstruct')
local zlib = require('zlib')
local function crc32(...)
local c = zlib.crc32()
for i = 1, select('#', ...) do
c = zlib.crc32(c, select(i, ...))
end
return c
end
local chunks = {
IDAT = vstruct.compile('s'),
IEND = vstruct.compile(''),
IHDR = vstruct.compile([[>
width: u4
height: u4
bitDepth: u1
colorType: u1
compressionMethod: u1
filterMethod: u1
interlaceMethod: u1
]]),
}
local function toChunk(type, data)
local str = chunks[type]:write('', data)
local fmt = ('> u4 s4 s%d u4'):format(#str)
return vstruct.write(fmt, '', { #str, type, str, crc32(type, str) })
end
local function write(width, height, rgba)
local t = {}
table.insert(t, '\137PNG\r\n\26\n')
table.insert(
t,
toChunk('IHDR', {
width = width,
height = height,
bitDepth = 8,
colorType = 6,
compressionMethod = 0,
filterMethod = 0,
interlaceMethod = 0,
})
)
local lines = {}
for i = 1, height do
table.insert(lines, '\0')
table.insert(lines, rgba:sub((i - 1) * width * 4 + 1, i * width * 4))
end
table.insert(t, toChunk('IDAT', { zlib.compress(table.concat(lines, '')) }))
table.insert(t, toChunk('IEND', {}))
return table.concat(t, '')
end
return {
write = write,
}
|
-- evp.h
local EVP_PKEY_ALG_CTRL = require("resty.openssl.include.evp").EVP_PKEY_ALG_CTRL
return {
EVP_PKEY_CTRL_TLS_MD = EVP_PKEY_ALG_CTRL,
EVP_PKEY_CTRL_TLS_SECRET = EVP_PKEY_ALG_CTRL + 1,
EVP_PKEY_CTRL_TLS_SEED = EVP_PKEY_ALG_CTRL + 2,
EVP_PKEY_CTRL_HKDF_MD = EVP_PKEY_ALG_CTRL + 3,
EVP_PKEY_CTRL_HKDF_SALT = EVP_PKEY_ALG_CTRL + 4,
EVP_PKEY_CTRL_HKDF_KEY = EVP_PKEY_ALG_CTRL + 5,
EVP_PKEY_CTRL_HKDF_INFO = EVP_PKEY_ALG_CTRL + 6,
EVP_PKEY_CTRL_HKDF_MODE = EVP_PKEY_ALG_CTRL + 7,
EVP_PKEY_CTRL_PASS = EVP_PKEY_ALG_CTRL + 8,
EVP_PKEY_CTRL_SCRYPT_SALT = EVP_PKEY_ALG_CTRL + 9,
EVP_PKEY_CTRL_SCRYPT_N = EVP_PKEY_ALG_CTRL + 10,
EVP_PKEY_CTRL_SCRYPT_R = EVP_PKEY_ALG_CTRL + 11,
EVP_PKEY_CTRL_SCRYPT_P = EVP_PKEY_ALG_CTRL + 12,
EVP_PKEY_CTRL_SCRYPT_MAXMEM_BYTES = EVP_PKEY_ALG_CTRL + 13,
EVP_PKEY_HKDEF_MODE_EXTRACT_AND_EXPAND = 0,
EVP_PKEY_HKDEF_MODE_EXTRACT_ONLY = 1,
EVP_PKEY_HKDEF_MODE_EXPAND_ONLY = 2,
}
|
include('shared.lua')
print("pd_bank/cl_init.lua")
function ENT:drawBankInfo()
surface.SetDrawColor(Colours.filla)
surface.DrawRect(32, 0, 508, 164)
draw.SimpleTextOutlined( "Government", "Common_Font_86", 286, 0, Colours.text, TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP, 2, Colours.outline)
draw.SimpleTextOutlined( "Bank Vault", "Common_Font_86", 286, 68, Colours.text, TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP, 2, Colours.outline)
surface.SetDrawColor(Colours.filla)
surface.DrawRect(32, 180, 508, 135)
draw.SimpleTextOutlined( "City Income:", "Common_Font_38", 64, 180, Colours.text, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP, 2, Colours.outline)
draw.SimpleTextOutlined( "+"..DarkRP.formatMoney(self:GetCityIncome() or 0), "Common_Font_38", 508, 180, Colours.positive, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP, 2, Colours.outline)
draw.SimpleTextOutlined( "Police Expense:", "Common_Font_38", 64, 225, Colours.text, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP, 2, Colours.outline)
draw.SimpleTextOutlined( "-"..DarkRP.formatMoney(self:GetPoliceExpense() or 0), "Common_Font_38", 508, 225, Colours.negative, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP, 2, Colours.outline)
draw.SimpleTextOutlined( "Total Profit:", "Common_Font_38", 64, 270, Colours.text, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP, 2, Colours.outline)
local totalProfit = (self:GetTotalProfit() or 0)
local cashCol = Colours.positive
local modifierStr = "+"
if totalProfit == 0 then
cashCol = Colours.neutral
modifierStr = ""
elseif totalProfit < 0 then
cashCol = Colours.negative
totalProfit = -totalProfit
modifierStr = "-"
end
draw.SimpleTextOutlined( modifierStr..DarkRP.formatMoney(totalProfit), "Common_Font_38", 508, 270, cashCol, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP, 2, Colours.outline)
surface.SetDrawColor(Colours.filla)
surface.DrawRect(32, 331, 508, 45)
draw.SimpleTextOutlined( "Cash Stored:", "Common_Font_38", 64, 331, Colours.text, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP, 2, Colours.outline)
draw.SimpleTextOutlined( DarkRP.formatMoney(self:GetCashStored() or 0), "Common_Font_38", 508, 331, Colours.text, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP, 2, Colours.outline)
surface.SetDrawColor(Colours.filla)
surface.DrawRect(32, 392, 508, 120)
local robStatus = self:GetRobState()
if robStatus == ROBSTATE_ROBBABLE then
draw.SimpleTextOutlined( "The Bank can be robbed!", "Common_Font_46", 286, 425, Colours.text, TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP, 2, Colours.outline)
elseif robStatus == ROBSTATE_COOLDOWN then
draw.SimpleTextOutlined( "Bank can be robbed in:", "Common_Font_46", 286, 400, Colours.text, TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP, 2, Colours.outline)
elseif robStatus == ROBSTATE_BEINGROBBED then
draw.SimpleTextOutlined( "The Bank is being robbed!", "Common_Font_46", 286, 400, Colours.negative, TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP, 2, Colours.outline)
end
if robStatus == ROBSTATE_COOLDOWN or robStatus == ROBSTATE_BEINGROBBED then
local minutes = ""..math.floor(self:GetRobTimer()/60)
if #minutes == 1 then minutes = "0"..minutes end
local seconds = ""..math.floor(self:GetRobTimer()%60)
if #seconds == 1 then seconds = "0"..seconds end
local tmpCol = Colours.text
if robStatus == ROBSTATE_BEINGROBBED then tmpCol = Colours.negative end
draw.SimpleTextOutlined( minutes..":"..seconds, "Common_Font_46", 286, 450, tmpCol, TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP, 2, Colours.outline)
end
end
function ENT:Draw()
self:DrawModel()
-- width,height = 572,572 half:286
cam.Start3D2D(self:LocalToWorld(Vector(31.5,-29.6,61.5)), self:LocalToWorldAngles(Angle(0,90,90)), 0.1)
self:drawBankInfo()
cam.End3D2D()
--[[
local cornerMult = 1.2
local locCorner = Vector(self:OBBMaxs().x*cornerMult,self:OBBMaxs().y*cornerMult,self:OBBMaxs().z*cornerMult)
local positiveCorner = self:LocalToWorld(locCorner)
local negativeCorner = self:LocalToWorld(Vector(locCorner.x*-1,locCorner.y*-1,0))
cam.Start3D(EyePos(), EyeAngles())
render.SetMaterial(Material("particle/Particle_Glow_05"))
render.DrawQuadEasy(positiveCorner, EyeAngles():Forward() * -1, 64, 64, Colours.positive, 90)
render.DrawQuadEasy(negativeCorner, EyeAngles():Forward() * -1, 64, 64, Colours.positive, 90)
cam.End3D()]]
end
net.Receive("SendPlayerNotifMessage",function(len)
chat.AddText(unpack(net.ReadTable()))
end)
|
--[[
TheNexusAvenger
Class representing a view for adding files.
--]]
local NexusGit = require(script.Parent.Parent.Parent.Parent):GetContext(script)
local GitAddRequest = NexusGit:GetResource("NexusGitRequest.PostRequest.GitAddRequest")
local Directory = NexusGit:GetResource("NexusGitRequest.File.Directory")
local NexusWrappedInstance = NexusGit:GetResource("NexusPluginFramework.Base.NexusWrappedInstance")
local FileSelectionFrame = NexusGit:GetResource("UI.Frame.FileSelection.FileSelectionFrame")
local NexusEnums = NexusGit:GetResource("NexusPluginFramework.Data.Enum.NexusEnumCollection").GetBuiltInEnums()
local GitAddView = NexusWrappedInstance:Extend()
GitAddView:SetClassName("GitAddView")
GitAddView:Implements(NexusGit:GetResource("UI.View.Frame.IViewFrame"))
--[[
Creates an git add view object.
--]]
function GitAddView:__new(Files,Host)
self:InitializeSuper("Frame")
--Store the host.
self:__SetChangedOverride("Host",function() end)
self.Host = Host
--Create the list frame.
local FilterdFiles = Directory.FilterFiles(Files,{NexusEnums.FileStatus.Untracked})
local ListFrame = FileSelectionFrame.new(FilterdFiles)
ListFrame.BorderSizePixel = 1
ListFrame.Size = UDim2.new(1,0,1,-30)
ListFrame.Parent = self
self:__SetChangedOverride("ListFrame",function() end)
self.ListFrame = ListFrame
--Create the buttons.
local CancelButton = NexusWrappedInstance.GetInstance("TextButton")
CancelButton.Size = UDim2.new(0,84,0,22)
CancelButton.Position = UDim2.new(1,-88,1,-26)
CancelButton.BackgroundColor3 = "DialogButton"
CancelButton.TextColor3 = "DialogButtonText"
CancelButton.Text = "Cancel"
CancelButton.Parent = self
self:__SetChangedOverride("CancelButton",function() end)
self.CancelButton = CancelButton
local AddButton = NexusWrappedInstance.GetInstance("TextButton")
AddButton.Size = UDim2.new(0,84,0,22)
AddButton.Position = UDim2.new(1,-176,1,-26)
AddButton.BackgroundColor3 = "DialogMainButton"
AddButton.TextColor3 = "DialogMainButtonText"
AddButton.Text = "Add"
AddButton.Parent = self
self:__SetChangedOverride("AddButton",function() end)
self.AddButton = AddButton
--Set up the clicked events.
local DB = true
AddButton.MouseButton1Down:Connect(function()
if DB then
DB = false
self.object:AddFiles(ListFrame:GetSelectedFiles())
end
end)
CancelButton.MouseButton1Down:Connect(function()
if DB then
DB = false
self.object:Close()
end
end)
end
--[[
Sends a git request to add a file.
--]]
function GitAddView:SendAddRequest(Files)
GitAddRequest.new(self.Host,Files):SendRequest()
end
--[[
Sends add requests to the server.
--]]
function GitAddView:AddFiles(SelectedFiles)
--Convert the files to a list.
local FilesList = {}
--[[
Adds a file to the list.
--]]
local function AddFileToList(File,FileBase)
if FileBase ~= "" then
FileBase = FileBase.."/"
end
FileBase = FileBase..File:GetFileName()
if File:IsA("Directory") then
for _,SubFile in pairs(File:GetFiles()) do
AddFileToList(SubFile,FileBase)
end
else
table.insert(FilesList,FileBase)
end
end
--Add the files.
for _,File in pairs(SelectedFiles) do
AddFileToList(File,"")
end
--Send the network requests to add the files.
local Worked,Return = pcall(function()
for i,FileString in pairs(FilesList) do
self:UpdateAddStatus((i - 1)/#FilesList,"Adding "..tostring(FileString).."...")
self:SendAddRequest({FileString})
end
end)
--Show either a success or failure.
if Worked then
if #FilesList == 1 then
self:UpdateAddStatus(true,"1 file is now tracked.")
else
self:UpdateAddStatus(true,tostring(#FilesList).." files are now tracked.")
end
else
self:UpdateAddStatus(false,"Add failed.")
warn("Add request failed because "..tostring(Return))
end
end
--[[
Updates the status of the add.
--]]
function GitAddView:UpdateAddStatus(Percent,StatusText)
if self ~= self.object then
self.object:UpdateAddStatus(Percent,StatusText)
end
end
--[[
Closes the view.
--]]
function GitAddView:Close()
self:Destroy()
end
return GitAddView
|
function Log (msg)
DebugPrint ( '[zonecontrol/test] ' .. msg )
end
-- Taken from bb template
if ZoneControlTest == nil then
Log('zone control tester is enabled!!' )
Log('zone control tester is enabled!!' )
Log('zone control tester is enabled!!' )
ZoneControlTest = class({})
end
function ZoneControlTest:Init ()
Log('starting up zone control tests')
ZoneControlTest.lockIn = ZoneControl:CreateZone('lock_in', {
mode = ZONE_CONTROL_EXCLUSIVE_IN,
players = {
[0] = true,
[1] = true,
[2] = true,
[3] = true,
[4] = true,
[5] = true,
[6] = true,
[7] = true,
[8] = true,
[9] = true
}
})
ZoneControlTest.lockOut = ZoneControl:CreateZone('lock_out', {
mode = ZONE_CONTROL_EXCLUSIVE_OUT,
players = {
[0] = true,
[1] = true,
[2] = true,
[3] = true,
[4] = true,
[5] = true,
[6] = true,
[7] = true,
[8] = true,
[9] = true
}
})
ZoneControl:DisableZone(ZoneControlTest.lockIn)
-- ZoneControl:DisableZone(ZoneControlTest.lockOut)
ChatCommand:LinkCommand("-enable_lock_in", Dynamic_Wrap(ZoneControlTest, "EnableLockIn"), ZoneControlTest)
ChatCommand:LinkCommand("-enable_lock_out", Dynamic_Wrap(ZoneControlTest, "EnableLockOut"), ZoneControlTest)
end
function ZoneControlTest:EnableLockIn ()
Log('Enabling lock in!')
local lockIn = ZoneControlTest.lockIn
local lockOut = ZoneControlTest.lockOut
lockOut.disable()
lockIn.enable()
end
function ZoneControlTest:EnableLockOut ()
Log('Enabling lock out!')
local lockIn = ZoneControlTest.lockIn
local lockOut = ZoneControlTest.lockOut
lockIn.disable()
lockOut.enable()
end
|
RegisterNetEvent('chatCommandEntered')
local guiEnabled = false
function DisplayNotification(text)
SetNotificationTextEntry("STRING")
AddTextComponentString(text)
DrawNotification(false, false)
end
function PrintChatMessage(text)
TriggerEvent('chatMessage', "system", { 255, 0, 0 }, text)
end
function EnableGui(enable)
SetNuiFocus(enable)
guiEnabled = enable
SendNUIMessage({
type = "enableui",
enable = enable
})
end
AddEventHandler('chatCommandEntered', function(commands, player)
PrintChatMessage(json.encode(commands))
if commands[1] == "/test" then
EnableGui(true)
end
end)
RegisterNUICallback('escape', function(data, cb)
EnableGui(false)
cb('ok')
end)
RegisterNUICallback('login', function(data, cb)
PrintChatMessage(data.username .. " - " .. data.password)
cb('ok')
end)
Citizen.CreateThread(function()
while true do
if guiEnabled then
DisableControlAction(0, 1, guiEnabled) -- LookLeftRight
DisableControlAction(0, 2, guiEnabled) -- LookUpDown
DisableControlAction(0, 142, guiEnabled) -- MeleeAttackAlternate
DisableControlAction(0, 106, guiEnabled) -- VehicleMouseControlOverride
if IsDisabledControlJustReleased(0, 142) then -- MeleeAttackAlternate
SendNUIMessage({
type = "click"
})
end
end
Citizen.Wait(0)
end
end)
|
-- Implement static global utiity functions
function write ( sText )
io.write(sText)
end
function clear ( )
if os.getenv("TERM") then os.execute("clear") end
end
-- Load a table from a file
function table.load ( sPath )
local func,err = loadfile(tostring(sPath))
if err then return nil end
return func()
end
-- Copy a table.
function deepcopy (orig)
local orig_type = type(orig)
local copy
if orig_type == 'table' then
copy = {}
for orig_key, orig_value in next, orig, nil do
copy[deepcopy(orig_key)] = deepcopy(orig_value)
end
setmetatable(copy, deepcopy(getmetatable(orig)))
else -- number, string, boolean, etc
copy = orig
end
return copy
end
|
return {
require("plugin/misc/comment"),
require("plugin/misc/nvim_notify"),
{ "moll/vim-bbye" },
{ "tpope/vim-repeat" },
-- { "godlygeek/tabular" }
}
|
--[[
Author: MouJiaoZi
Email: moujiaozi@gmail.com / ww64646464@vip.qq.com
usage:
To set an ability as charge-type:
AbilityChargeController:AbilityChargeInitialize(hAbility, fChargeTime, iMaxCharges, iChargeCost, bResetByRefresh, bCDR)
hAbility: the ability you want to set
fChargeTime: the cooldown of charge
iMaxCharges: the maximum charge points
iChargeCost(optional): the cost of the ability, eg set it to 2 will cost 2 point when trigger cost
bResetByRefresh(optional): should we set the ability to full points when use refresher or tinker's rearm
bCDR(optional): if this charge can reduce the charge time by CoolDown Reduction
To trigger the ability's cost:
bool AbilityChargeController:CostCharge(hAbility, iCost, bIncreaseType)
hAbility: the ability you want to trigger the cost
iCost(optional): how many cost do you want to spend? default is the iChargeCost set by AbilityChargeInitialize function
this can be a negative number, to increase the charge point
bIncreaseType(optional x 2): if you set iCost a negative number, this will determin how we increase the charges
if it's true, then we will remove the cooldown buffs which is the longest duration
if it's false, we will remove that shortest buffs
**IMPORTANT**
this function will return a bool to let you know if it runs successfully, if it returns false, that means no hAbility recieved or no enough charge to cost, if it returns true, all work fine!
you needn't to get this bool studiously, when there is no charge, the ability will go into cooldown automatically
**IMPORTANT**
To change the setting of a charge-type ability:
AbilityChargeController:ChangeChargeAbilityConfig(hAbility, fChargeTime, iMaxCharges, iChargeCost, bResetByRefresh, bCDR)
same as AbilityChargeInitialize function, but only hAbility is necessary, others are all optional
if set one, it will overwrite previous setting
API:
bool AbilityChargeController:IsChargeTypeAbility(hAbility) : is this ability a charge-type ability?
handle AbilityChargeController:GetChargeModifier(hAbility) : Get an ability's charge controller modifier, the abiliy must be a charge-type ability firstly
in this way you can get this charge-type ability's setting, all are in below:
handle buff.ability
handle buff.caster
float buff.chargetime
int buff.maxcharges
int buff.chargecost
bool buff.refresh
bool buff.getcdr
]]
AbilityChargeController = AbilityChargeController or class({})
LinkLuaModifier("modifier_imba_ability_charge", "libraries/abilitychargecontroller.lua", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_imba_ability_charge_cd_dummy", "libraries/abilitychargecontroller.lua", LUA_MODIFIER_MOTION_NONE)
modifier_imba_ability_charge = modifier_imba_ability_charge or class({})
modifier_imba_ability_charge_cd_dummy = modifier_imba_ability_charge_cd_dummy or class({})
function modifier_imba_ability_charge:IsDebuff() return false end
function modifier_imba_ability_charge:IsHidden() return false end
function modifier_imba_ability_charge:IsPurgable() return false end
function modifier_imba_ability_charge:IsPurgeException() return false end
function modifier_imba_ability_charge:IsStunDebuff() return false end
function modifier_imba_ability_charge:RemoveOnDeath() return false end
function modifier_imba_ability_charge:GetAttributes() return MODIFIER_ATTRIBUTE_MULTIPLE end
function modifier_imba_ability_charge:DestroyOnExpire() return false end
function modifier_imba_ability_charge:OnCreated(keys)
self.ability = self:GetAbility()
self.caster = self:GetCaster()
self.chargetime = keys.chargetime
self.maxcharges = keys.maxcharges
self.chargecost = keys.chargecost
if keys.refresh == 1 then
self.refresh = true
else
self.refresh = false
end
if keys.getcdr == 1 then
self.getcdr = true
else
self.getcdr = false
end
self:StartIntervalThink(0.1)
end
function modifier_imba_ability_charge:OnIntervalThink()
if not self.caster:HasAbility(self.ability:GetAbilityName()) then
self:Destroy()
end
if self:GetStackCount() > self.maxcharges then
self:SetStackCount(self.maxcharges)
end
local cd_buff_number = 0
local my_cd_buff = {}
local cd_buffs = self.caster:FindAllModifiersByName("modifier_imba_ability_charge_cd_dummy")
for _, cd_buff in pairs(cd_buffs) do
if cd_buff.ability == self.ability then
cd_buff_number = cd_buff_number + 1
table.insert(my_cd_buff, cd_buff)
end
end
local shortest_cd = 9999
for _,buff in pairs(my_cd_buff) do
local duration = buff:GetRemainingTime()
if duration < shortest_cd then
shortest_cd = duration
end
end
if cd_buff_number > 0 and self:GetDuration() == -1 then
self:SetDuration(shortest_cd, true)
end
if cd_buff_number == 0 and self:GetDuration() ~= -1 then
self:SetDuration(-1, true)
end
self:SetStackCount(math.max((self.maxcharges - cd_buff_number), 0))
if self.maxcharges - cd_buff_number > 0 then
self.ability:EndCooldown()
elseif self.ability:IsCooldownReady() or self.ability:GetCooldownTimeRemaining() > self:GetRemainingTime()+0.2 then
self.ability:EndCooldown()
self.ability:StartCooldown(self:GetRemainingTime())
end
end
function modifier_imba_ability_charge:DeclareFunctions()
local funcs = {
MODIFIER_EVENT_ON_ABILITY_FULLY_CAST
}
return funcs
end
function modifier_imba_ability_charge:OnAbilityFullyCast( keys )
if keys.unit == self.caster and keys.ability:GetAbilityName() == "item_refresher" or keys.ability:GetAbilityName() == "item_imba_refresher" or keys.ability:GetAbilityName() == "tinker_rearm" or keys.ability:GetAbilityName() == "imba_tinker_rearm" then
if self.refresh then
local cd_buffs = self.caster:FindAllModifiersByName("modifier_imba_ability_charge_cd_dummy")
for _, cd_buff in pairs(cd_buffs) do
if cd_buff.ability == self.ability then
cd_buff:Destroy()
end
end
end
end
end
function modifier_imba_ability_charge_cd_dummy:IsDebuff() return false end
function modifier_imba_ability_charge_cd_dummy:IsHidden() return true end
function modifier_imba_ability_charge_cd_dummy:IsPurgable() return false end
function modifier_imba_ability_charge_cd_dummy:IsPurgeException() return false end
function modifier_imba_ability_charge_cd_dummy:IsStunDebuff() return false end
function modifier_imba_ability_charge_cd_dummy:RemoveOnDeath() return false end
function modifier_imba_ability_charge_cd_dummy:GetAttributes() return MODIFIER_ATTRIBUTE_MULTIPLE end
function modifier_imba_ability_charge_cd_dummy:OnCreated()
self.ability = self:GetAbility()
end
function modifier_imba_ability_charge_cd_dummy:OnDestroy()
self.chargebuff:SetDuration(-1, true)
end
function AbilityChargeController:AbilityChargeInitialize(hAbility, fChargeTime, iMaxCharges, iChargeCost, bResetByRefresh, bCDR)
if not hAbility or not fChargeTime or not iMaxCharges then
print("parameter error! please check your code!!")
return
end
if iChargeCost < 0 or iMaxCharges <= 0 or fChargeTime <= 0 then
print("Number error, what are you doing?")
return
end
local caster = hAbility:GetCaster()
local bRefresh = 1
local bGetCDR = 0
if not bResetByRefresh or bResetByRefresh == true then
bRefresh = 1
else
bRefresh = 0
end
if not bCDR or bCDR == false then
bGetCDR = 0
else
bGetCDR = 1
end
local charge_buffs = caster:FindAllModifiersByName("modifier_imba_ability_charge")
for _,charge_buff in pairs(charge_buffs) do
if charge_buff.ability == hAbility then
print("Already has charge buff!!")
return nil
end
end
caster:AddNewModifier(caster, hAbility, "modifier_imba_ability_charge", {chargetime = fChargeTime, maxcharges = iMaxCharges, chargecost = iChargeCost, refresh = bRefresh, getcdr = bGetCDR})
end
function AbilityChargeController:CostCharge(hAbility, iCost, bIncreaseType) --bIncreaseType: true is destroy the longest duration buff, false is shortest, default is shortest.
if not hAbility then
return false
end
local ability = hAbility
local caster = ability:GetCaster()
local control_buffs = caster:FindAllModifiersByName("modifier_imba_ability_charge")
local control_buff = nil
for _, buff in pairs(control_buffs) do
if buff.ability == ability then
control_buff = buff
break
end
end
if not control_buff then
print("No charge buff found! Does this ability have any charge?")
return false
end
local cost = iCost or control_buff.chargecost
local charge_time = control_buff.chargetime
local current_charge = control_buff:GetStackCount()
if cost >= 0 then
if control_buff.getcdr then
charge_time = charge_time * ((100 - caster:GetCooldownReduction()) / 100)
end
if current_charge >= cost then
for i=1,cost do
local cdbuff = caster:AddNewModifier(caster, ability, "modifier_imba_ability_charge_cd_dummy", {duration = charge_time})
cdbuff.chargebuff = control_buff
end
else
return false
end
else -- cost<0
local incre = bIncreaseType or false
cost = 0 - cost
local cd_buff = {}
local buffs = caster:FindAllModifiersByName("modifier_imba_ability_charge_cd_dummy")
for _, buff in pairs(buffs) do
if buff:GetAbility() == control_buff.ability then
table.insert(cd_buff, buff)
end
end
if control_buff.maxcharges - control_buff:GetStackCount() < cost then
for _,buff in pairs(cd_buff) do
buff:Destroy()
end
else
if incre then
for j=1,cost do
local pin = 0
local longest = nil
local longesttime = 0
for k=1, #cd_buff do
if cd_buff[k]:GetRemainingTime() > longesttime then
longesttime = cd_buff[k]:GetRemainingTime()
longest = cd_buff[k]
pin = k
end
end
longest:Destroy()
table.remove(cd_buff, pin)
end
else
for j=1,cost do
local pin = 0
local shortest = nil
local shortesttime = 99999
for k=1, #cd_buff do
if cd_buff[k]:GetRemainingTime() < shortesttime then
shortesttime = cd_buff[k]:GetRemainingTime()
shortest = cd_buff[k]
pin = k
end
end
shortest:Destroy()
table.remove(cd_buff, pin)
end
end
end
end
return true
end
function AbilityChargeController:ChangeChargeAbilityConfig(hAbility, fChargeTime, iMaxCharges, iChargeCost, bResetByRefresh, bCDR)
if not hAbility then return end
if not AbilityChargeController:IsChargeTypeAbility(hAbility) then
print("Not a charge type ability!")
return
end
local buff = AbilityChargeController:GetChargeModifier(hAbility)
if iChargeCost < 0 or iMaxCharges <= 0 or fChargeTime <= 0 then
print("Number error, what are you doing?")
return
end
self.chargetime = fChargeTime or self.chargetime
self.maxcharges = iMaxCharges or self.chargetime
self.chargecost = iChargeCost or self.chargetime
self.refresh = bResetByRefresh or self.chargetime
self.getcdr = bCDR or self.chargetime
end
function AbilityChargeController:IsChargeTypeAbility(hAbility)
if not hAbility then return end
local ability = hAbility
local caster = ability:GetCaster()
local control_buffs = caster:FindAllModifiersByName("modifier_imba_ability_charge")
local control_buff = nil
for _, buff in pairs(control_buffs) do
if buff.ability == ability then
control_buff = buff
return true
end
end
return false
end
function AbilityChargeController:GetChargeModifier(hAbility)
if not hAbility then
return
end
if not AbilityChargeController:IsChargeTypeAbility(hAbility) then return nil end
local ability = hAbility
local caster = ability:GetCaster()
local control_buffs = caster:FindAllModifiersByName("modifier_imba_ability_charge")
local control_buff = nil
for _, buff in pairs(control_buffs) do
if buff.ability == ability then
control_buff = buff
return control_buff
end
end
return nil
end
|
local M = {}
local function onVehicleSwitched(_, _, _)
guihooks.trigger("_Radar_VehicleSwitch")
end
M.onVehicleSwitched = onVehicleSwitched
return M
|
function test()
c = a .. b
end
function test2()
test()
end
test2()
|
local states = require("states")
local button = require("button")
local hexfieldModel = require("models/hexfieldModel")
local overwrite = {}
local filetointeract
function overwrite.open(params)
filetointeract = params.filetointeract
end
function overwrite.draw()
love.graphics.setColor(1,1,1)
love.graphics.setFont(largefont)
love.graphics.printf("You are going to overwrite:\n"..filetointeract,width/2-200,height/2-100,400,"center")
love.graphics.setFont(smallfont)
button({x=width/3-75,y=height/2+100,width=150,height=50,lineWidth=3,text='OK'})
button({x=2*width/3-75,y=height/2+100,width=150,height=50,lineWidth=3,text='Cancel'})
button({x=width-225,y=height-125,width=150,height=50,lineWidth=3,text='Delete',colorBasic={120,0,0},colorHighlit={255,0,0}})
end
function overwrite.keypressed(key,scancode)
if key == "escape" then
states.switch("map")
end
end
function overwrite.mousepressed( x, y, button )
if button==1 and y<height/2+150 and y>height/2+100 and x>width/3-75 and x<width/3+75 then
hexfieldModel.save(filetointeract)
states.switch("map")
elseif button==1 and y<height/2+150 and y>height/2+100 and x>2*width/3-75 and x<2*width/3+75 then
states.switch("map")
elseif button==1 and y<height-75 and y>height-125 and x>width-225 and x<width-75 then
love.filesystem.remove("maps/"..filetointeract)
states.switch("map")
end
end
return overwrite
|
include("shared.lua")
function ENT:Initialize()
end
local mat = Material("vgui/circle")
local mat2 = Material("vgui/dashed_line")
local mat3 = Material("stormfox/models/clock_mini_material")
function ENT:Draw()
render.MaterialOverrideByIndex( 0, mat3 )
self:DrawModel()
render.MaterialOverrideByIndex( )
if ( halo.RenderedEntity() == self ) then return end
if not StormFox then return end
if not StormFox.GetTime then return end
local t = StormFox.GetTime()
local h = math.floor(t / 60) -- 0 - 24
local m = t - h * 60 -- 0 - 60
cam.Start3D2D(self:LocalToWorld(Vector(-1,0,0.5)),self:LocalToWorldAngles(Angle(0,270,90)),0.1)
surface.SetMaterial(mat)
surface.SetDrawColor(0,0,0)
surface.DrawTexturedRect(-2,-2,4,4)
surface.SetMaterial(mat2)
-- hour arm
local ang = h * 30 + m / 2 + 90
surface.DrawTexturedRectRotated(0,0,30,1,-ang)
-- min arm
local ang = m * 6 + 90
surface.DrawTexturedRectRotated(0,0,40,1,-ang)
cam.End3D2D()
cam.Start3D2D(self:LocalToWorld(Vector(1,0,0.5)),self:LocalToWorldAngles(Angle(0,90,90)),0.1)
surface.SetMaterial(mat)
surface.SetDrawColor(0,0,0)
surface.DrawTexturedRect(-2,-2,4,4)
surface.SetMaterial(mat2)
-- hour arm
local ang = h * 30 + m / 2 + 90
surface.DrawTexturedRectRotated(0,0,30,1,-ang)
-- min arm
local ang = m * 6 + 90
surface.DrawTexturedRectRotated(0,0,40,1,-ang)
cam.End3D2D()
end
|
-----------------------------------
-- Area: Den of Rancor
-- NPC: Lantern (SE)
-- !pos -59 45 24 160
-----------------------------------
require("scripts/zones/Den_of_Rancor/globals")
-----------------------------------
function onTrade(player,npc,trade)
DEN_OF_RANCOR.onTradeLanternChamber(player, npc, trade)
end
function onTrigger(player,npc)
DEN_OF_RANCOR.onTriggerLantern(player, npc)
end
|
-- Meant for naval surface or submarine vehicles with yaw + propulsion
-- control.
-- Should have hydrofoils in front of and behind the CoM, otherwise use
-- a different script (utility-ai.lua, utility.lua).
-- Should have material gatherers and/or plenty of cargo space depending on
-- configuration.
-- CONFIGURATION
-- Activate on these AI modes. Valid keys are "off", "on", "combat",
-- "patrol", and "fleetmove".
ActivateWhen = {
-- on = true,
combat = true,
fleetmove = true,
}
-- How often to run. At 1, it will run every update. At 10,
-- it will run every 10th update. The lower it is, the more
-- responsive it will be, but it will also take more processing time.
AI_UpdateRate = 4
DepthControl_UpdateRate = 4
DockManager_UpdateRate = nil
ShieldManager_UpdateRate = nil
|
local bit = require "bit32"
local masks = {
"128.0.0.0",
"192.0.0.0",
"224.0.0.0",
"240.0.0.0",
"248.0.0.0",
"252.0.0.0",
"254.0.0.0",
"255.0.0.0",
"255.128.0.0",
"255.192.0.0",
"255.224.0.0",
"255.240.0.0",
"255.248.0.0",
"255.252.0.0",
"255.254.0.0",
"255.255.0.0",
"255.255.128.0",
"255.255.192.0",
"255.255.224.0",
"255.255.240.0",
"255.255.248.0",
"255.255.252.0",
"255.255.254.0",
"255.255.255.0",
"255.255.255.128",
"255.255.255.192",
"255.255.255.224",
"255.255.255.240",
"255.255.255.248",
"255.255.255.252",
"255.255.255.254",
"255.255.255.255"
}
local bin_mask, bin_not_mask = {}, {}
local function ip2octets(s)
local a, b, c, d = string.match(s, "^(%d+)%.(%d+)%.(%d+)%.(%d+)$")
a,b,c,d = tonumber(a),tonumber(b),tonumber(c),tonumber(d)
if not a then return end
if a > 255 or b > 255 or c > 255 or d > 255 then
return
end
return a, b, c, d
end
local function ip2int(s)
local a, b, c, d = ip2octets(s)
if not a then return end
return a * (256 ^ 3) + b * (256 ^ 2) + c * (256 ^ 1) + d
end
local tmp = {}
local function int2ip(s)
if s < 0 or s > 0xFFFFFFFF then
return
end
for i = 4,1,-1 do
tmp[i] = math.mod(s, 256);
s = math.floor( s / 256 );
end
return table.concat(tmp, '.')
end
for i = 1, #masks do
bin_mask[i] = ip2int(masks[i])
bin_not_mask[i] = 0xFFFFFFFF - bin_mask[i]
bin_mask[tostring(i)] = bin_mask[i]
bin_not_mask[tostring(i)] = bin_not_mask[i]
end
local function cidr2range(s)
local a, b, c, d, cidr = string.match(s, "^(%d+)%.(%d+)%.(%d+)%.(%d+)/(%d+)$")
a,b,c,d = tonumber(a),tonumber(b),tonumber(c),tonumber(d)
if not a then return end
if a > 255 or b > 255 or c > 255 or d > 255 then
return
end
local mask, not_mask = bin_mask[cidr], bin_not_mask[cidr]
if not mask then
return
end
local net = a * (256 ^ 3) + b * (256 ^ 2) + c * (256 ^ 1) + d
local low, hi = bit.band(net, mask), bit.bor(net, not_mask)
return low, hi
end
local function load_cidrs(s)
local t = {ip={}}
for i = 1, #s do
local ip = ip2int(s[i])
if ip then t.ip[s[i]] = true
else
local low, hi = cidr2range(s[i])
if low then
t[#t+1] = {low, hi, s[i]}
end
end
end
table.sort(t, function(lhs, rhs)
if lhs[1] == rhs[1] then
return lhs[2] < rhs[2]
end
return lhs[1] < rhs[1]
end)
return t
end
local function find_cidr(ip, s)
if s.ip[ip] then return ip end
local bin, i, n = ip2int(ip), 1, #s
if bin then
while (i <= n) and (bin >= s[i][1]) do
if bin <= s[i][2] then return s[i][3] end
i = i + 1
end
end
end
local function cidr2mask(s)
local ip = cidr2range(s)
if not ip then return end
local cidr = string.match(s, "^%d+%.%d+%.%d+%.%d+/(%d+)$")
return int2ip(ip), masks[tonumber(cidr)]
end
return {
load_cidrs = load_cidrs;
cidr2mask = cidr2mask;
cidr2range = cidr2mask;
ip2int = ip2int;
int2ip = int2ip;
find_cidr = find_cidr;
}
|
print(type("hello world"))
print(type(print))
print(type(true))
print(type(360.0))
print(type(nil))
-- string
-- function
-- boolean
-- number
-- nil
|
local L = require( "lpeg" )
local LU = require( "adoc_cmd_ext.lpeg_util" )
local P = require( "adoc_cmd_ext.pattern" )
local U = require( "adoc_cmd_ext.util" )
--------------------------------------------------------------------------------
local function tokenize_table( adocFileStr )
local p = LU.list_pattern( P.cmdIns )
return p:match( adocFileStr ) or { adocFileStr }
end
local function scan_parameter_value( para )
local extractor = LU.extract_pattern( P.paraBegin, P.paraEnd )
local relevant = extractor:match( para )
if relevant == nil then return "" else return U.trim( relevant ) end
end
local function scan_command_instance( ins )
local p = L.Ct( L.P"/:" * L.C( P.cmdName ) * L.C( P.cmdInsPara )^1 )
local values = p:match( ins )
local name = values[ 1 ]
local paras = U.slice( values, 2 )
local res = {}
res.name = name
res.para = {}
for k,v in ipairs( paras ) do
local i = scan_parameter_value( v )
table.insert( res.para, i )
end
return res
end
local function scan_adoc( adocFileStr )
local t = tokenize_table( adocFileStr )
return U.modify_even_entries( t, function( e )
return scan_command_instance( e )
end )
end
--------------------------------------------------------------------------------
-- Lua module with util functions that allow to scan an asciidoc file string
-- with command instances in it.
--
-- Function: scan_adoc
-- The result structure of the main function scan_adoc is a table-array where
-- on each odd position plain asciidoc is that will be not touched, and on each
-- even position are table-objects that represent a command instance that should
-- be replaced.
--
-- Example:
-- 1 = "This is a simple "
-- 2 = { name = "topic", para = { "Example" } }
-- 3 = " to show the power. "
-- 3 = { name = "author", para = { "AIQ", "Alexander" } }
-- 4 = ""
--
-- The other functions are just public for the testing of the module interface
-- and will be used internal from the scan_adoc function.
--------------------------------------------------------------------------------
return {
tokenize_table = tokenize_table,
scan_parameter_value = scan_parameter_value,
scan_command_instance = scan_command_instance,
scan_adoc = scan_adoc
}
|
UIMenuColouredItem = setmetatable({}, UIMenuColouredItem)
UIMenuColouredItem.__index = UIMenuColouredItem
UIMenuColouredItem.__call = function() return "UIMenuItem", "UIMenuColouredItem" end
function UIMenuColouredItem.New(Text, Description, MainColour, HighlightColour)
if type(Colour) ~= "table" then Colour = {R = 0, G = 0, B = 0, A = 255} end
if type(HighlightColour) ~= "table" then Colour = {R = 255, G = 255, B = 255, A = 255} end
local _UIMenuColouredItem = {
Base = UIMenuItem.New(Text or "", Description or ""),
Rectangle = UIResRectangle.New(0, 0, 431, 38, MainColour.R, MainColour.G, MainColour.B, MainColour.A),
MainColour = MainColour,
HighlightColour = HighlightColour,
Activated = function(menu, item) end,
}
_UIMenuColouredItem.Base.SelectedSprite:Colour(HighlightColour.R, HighlightColour.G, HighlightColour.B, HighlightColour.A)
return setmetatable(_UIMenuColouredItem, UIMenuColouredItem)
end
function UIMenuColouredItem:SetParentMenu(Menu)
if Menu() == "UIMenu" then
self.Base.ParentMenu = Menu
else
return self.Base.ParentMenu
end
end
function UIMenuColouredItem:Position(Y)
if tonumber(Y) then
self.Base:Position(Y)
self.Rectangle:Position(self.Base._Offset.X, Y + 144 + self.Base._Offset.Y)
end
end
function UIMenuColouredItem:Selected(bool)
if bool ~= nil then
self.Base._Selected = tobool(bool)
else
return self.Base._Selected
end
end
function UIMenuColouredItem:Hovered(bool)
if bool ~= nil then
self.Base._Hovered = tobool(bool)
else
return self.Base._Hovered
end
end
function UIMenuColouredItem:Enabled(bool)
if bool ~= nil then
self.Base._Enabled = tobool(bool)
else
return self.Base._Enabled
end
end
function UIMenuColouredItem:Description(str)
if tostring(str) and str ~= nil then
self.Base._Description = tostring(str)
else
return self.Base._Description
end
end
function UIMenuColouredItem:Offset(X, Y)
if tonumber(X) or tonumber(Y) then
if tonumber(X) then
self.Base._Offset.X = tonumber(X)
end
if tonumber(Y) then
self.Base._Offset.Y = tonumber(Y)
end
else
return self.Base._Offset
end
end
function UIMenuColouredItem:Text(Text)
if tostring(Text) and Text ~= nil then
self.Base.Text:Text(tostring(Text))
else
return self.Base.Text:Text()
end
end
function UIMenuColouredItem:RightLabel(Text, MainColour, HighlightColour)
if tostring(Text) and Text ~= nil then
if type(MainColour) == "table" then
self.Base.Label.MainColour = MainColour
end
if type(HighlightColour) == "table" then
self.Base.Label.HighlightColour = HighlightColour
end
self.Base.Label.Text:Text(tostring(Text))
else
return self.Base.Label.Text:Text()
end
end
function UIMenuColouredItem:SetLeftBadge(Badge)
if tonumber(Badge) then
self.Base.LeftBadge.Badge = tonumber(Badge)
end
end
function UIMenuColouredItem:SetRightBadge(Badge)
if tonumber(Badge) then
self.Base.RightBadge.Badge = tonumber(Badge)
end
end
function UIMenuColouredItem:Draw()
self.Rectangle:Size(431 + self.ParentMenu.WidthOffset, self.Rectangle.Height)
self.Rectangle:Draw()
self.Base:Draw()
end
|
local Quality = {}
--Quality.__index = Quality
local qualityNames = {
'Common', -- 1
'Uncommon', -- 2
'Rare', -- 3
'Epic', -- 4
'Legendary', -- 5
}
local qualityValues = {
['Common'] = 1,
['Uncommon'] = 2,
['Rare'] = 3,
['Epic'] = 4,
['Legendary'] = 5,
}
local qualityColors = {
['Common'] = 0xffcccccc,
['Uncommon'] = 0xff85ed1e, -- #1eed85
['Rare'] = 0xffff9936,
['Epic'] = 0xffff42bd, -- #a537ff
['Legendary'] = 0xff3195fa,
}
--function Quality:new(value)
-- local this = { value = value }
--
-- setmetatable(this, self)
--
-- return this
--end
function Quality.toName(value)
return qualityNames[value]
end
function Quality.toValue(name)
return qualityValues[name]
end
function Quality.maxValue()
return #qualityNames
end
function Quality.toColor(name)
return qualityColors[name]
end
function Quality.all()
return qualityNames
end
function Quality.upTo(max)
local list = {}
for _, quality in ipairs(qualityNames) do
table.insert(list, quality)
if quality == max then
break
end
end
return list
end
function Quality.min(quality, max)
if Quality.toValue(quality) > Quality.toValue(max) then
return max
end
return quality
end
return Quality
|
local function _classify(z_A, z_B, ground_truth, thresh)
local _classify_res = 1;
if z_A - z_B > thresh then
_classify_res = 1
elseif z_A - z_B < -thresh then
_classify_res = -1
elseif z_A - z_B <= thresh and z_A - z_B >= -thresh then
_classify_res = 0;
end
if _classify_res == ground_truth then
return true
else
return false
end
end
local function _count_correct(output, target, record)
for point_idx = 1, target.n_point do
x_A = target.x_A[point_idx]
y_A = target.y_A[point_idx]
x_B = target.x_B[point_idx]
y_B = target.y_B[point_idx]
z_A = output[{1, 1, y_A, x_A}]
z_B = output[{1, 1, y_B, x_B}]
assert(x_A ~= x_B or y_A ~= y_B)
ground_truth = target.ordianl_relation[point_idx]; -- the ordinal_relation is in the form of 1 and -1 and 0
for tau_idx = 1 , record.n_thresh do
if _classify(z_A, z_B, ground_truth, record.thresh[tau_idx]) then
if ground_truth == 0 then
record.eq_correct_count[tau_idx] = record.eq_correct_count[tau_idx] + 1;
elseif ground_truth == 1 or ground_truth == -1 then
record.not_eq_correct_count[tau_idx] = record.not_eq_correct_count[tau_idx] + 1;
end
end
end
if ground_truth == 0 then
record.eq_count = record.eq_count + 1
elseif ground_truth == 1 or ground_truth == -1 then
record.not_eq_count = record.not_eq_count + 1
end
end
end
local _eval_record = {}
_eval_record.n_thresh = 15;
_eval_record.eq_correct_count = torch.Tensor(_eval_record.n_thresh )
_eval_record.not_eq_correct_count = torch.Tensor(_eval_record.n_thresh )
_eval_record.not_eq_count = 0;
_eval_record.eq_count = 0;
_eval_record.thresh = torch.Tensor(_eval_record.n_thresh )
_eval_record.WKDR = torch.Tensor(_eval_record.n_thresh , 4)
for i = 1, _eval_record.n_thresh do
_eval_record.thresh[i] = i * 0.1;
end
local function reset_record(record)
record.eq_correct_count:fill(0)
record.not_eq_correct_count:fill(0)
record.WKDR:fill(0)
record.not_eq_count = 0
record.eq_count = 0
-- print(record.eq_correct_count)
-- print(record.not_eq_correct_count)
-- print(record.not_eq_count)
-- print(record.eq_count)
-- io.read()
end
function evaluate( data_loader, model, criterion, max_n_sample )
print('>>>>>>>>>>>>>>>>>>>>>>>>> Valid Crit Threshed: Evaluating on validation set...');
print("Evaluate() Switch On!!!")
model:evaluate() -- this is necessary
-- reset the record
reset_record(_eval_record)
local total_validation_loss = 0;
local n_iters = math.min(data_loader.n_relative_depth_sample, max_n_sample);
local n_total_point_pair = 0;
print(string.format("Number of samples we are going to examine: %d", n_iters))
for iter = 1, n_iters do
-- Get sample one by one
local batch_input, batch_target = data_loader:load_indices(torch.Tensor({iter}), nil)
-- The the relative depth target. Since there is only one sample, we just take its first component.
local relative_depth_target = batch_target[1]
-- forward
local batch_output = model:forward(batch_input)
local batch_loss = criterion:forward(batch_output, batch_target);
local output_depth = get_depth_from_model_output(batch_output)
-- count the number of correct point pairs.
_count_correct(output_depth, relative_depth_target, _eval_record)
-- get relative depth loss
total_validation_loss = total_validation_loss + batch_loss * relative_depth_target.n_point --
-- update the number of point pair
n_total_point_pair = n_total_point_pair + relative_depth_target.n_point
collectgarbage()
end
print("Evaluate() Switch Off!!!")
model:training()
local max_min = 0;
local max_min_i = 1;
for tau_idx = 1 , _eval_record.n_thresh do
_eval_record.WKDR[{tau_idx, 1}] = _eval_record.thresh[tau_idx]
_eval_record.WKDR[{tau_idx, 2}] = (_eval_record.eq_correct_count[tau_idx] + _eval_record.not_eq_correct_count[tau_idx]) / (_eval_record.eq_count + _eval_record.not_eq_count)
_eval_record.WKDR[{tau_idx, 3}] = _eval_record.eq_correct_count[tau_idx] / _eval_record.eq_count
_eval_record.WKDR[{tau_idx, 4}] = _eval_record.not_eq_correct_count[tau_idx] / _eval_record.not_eq_count
if math.min(_eval_record.WKDR[{tau_idx,3}], _eval_record.WKDR[{tau_idx,4}]) > max_min then
max_min = math.min(_eval_record.WKDR[{tau_idx,3}], _eval_record.WKDR[{tau_idx,4}])
max_min_i = tau_idx;
end
end
print(_eval_record.WKDR)
print(_eval_record.WKDR[{{max_min_i}, {}}])
print(string.format("\tEvaluation Completed. Loss = %f, WKDR = %f", total_validation_loss, 1 - max_min))
--Return the loss per point pair, and ERROR ratio
return total_validation_loss / n_total_point_pair, 1 - max_min
end
|
oxomoco = {
core = require 'oxomoco.core',
units = {}
}
--- Scientific notation with default base 10.
-- Base can be changed (eg 1000 / 1024 for prefixes)
oxomoco.units.scinot = function(value, base)
base = base or 10
local mg = 0
repeat
if value < 1 then
mg = mg - 1
value = value * base
elseif value > 10 then
mg = mg + 1
value = value / base
end
until (1 < value) and (value < base)
return value, mg
end
oxomoco.units.SI = {
base = 1000,
{-8,'y', 'yocto'},
{-7,'z', 'zepto'},
{-6,'a', 'atto'},
{-5,'f', 'femto'},
{-4,'p', 'pico'},
{-3,'n', 'nano'},
{-2,'µ', 'micro'},
{-1,'m', 'milli'},
{1, 'k', 'kilo'},
{2, 'M', 'mega'},
{3, 'G', 'giga'},
{4, 'T', 'tera'},
{5, 'P', 'peta'},
{6, 'E', 'exa'},
{7, 'Z', 'zetta'},
{8, 'Y', 'yotta'},
}
oxomoco.units.IEC = {
base = 1024,
{1, 'Ki', 'kibi'},
{2, 'Mi', 'mebi'},
{3, 'Gi', 'gibi'},
{4, 'Ti', 'tebi'},
{5, 'Pi', 'pebi'},
{6, 'Ei', 'ebi'},
{7, 'Zi', 'zibi'},
{8, 'Yi', 'yibi'},
}
oxomoco.units.prefix = function(number, digits, longForm, system)
digits = digits or 3
system = system or oxomoco.units.SI
longForm = longForm or false
local value, mg = oxomoco.units.scinot(number, system.base)
value = string.format('%.' .. tostring(digits) .. 'f', value)
if system then
for i, p in ipairs(system) do
local magnitude, prefix, long = p
if mg == magnitude then
if longForm then
prefix = long
end
return value .. ' ' .. prefix
end
end
end
return value .. '×' .. system.base .. '^' .. mg
end
oxomoco.units.scientific = function(number, digits)
local value, mg = oxomoco.units.scinot(number, system.base)
value = string.format('%.' .. tostring(digits) .. 'f', value)
return value ..'×10^' .. mg
end
return oxomoco.units
|
VERSION = "1.0.1"
MakeCommand("wc", "wc.wordCount", 0)
function wordCount ()
buffer = CurView().Buf --Pulls working screen buffer from editor view
charCount = buffer:len() --Finds length of buffer
bufstr = tostring(buffer)
local _ , wordCount = bufstr:gsub("%S+","") --Lua patterns, see: lua.org/pil/20.2.html
messenger:Message("Words:"..wordCount.." Characters:"..charCount)
end
AddRuntimeFile("wc", "help", "help/wc.md")
BindKey("F5", "wc.wordCount")
|
--[[
This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:26' 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.
****************************************************************************
]]
------------------
-- Guild Finder --
------------------
ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_ENTRY_TEMPLATE =
{
COMBOBOX = 1,
COMBOBOX_STATUS = 2,
COMBOBOX_START_TIME = 3,
COMBOBOX_END_TIME = 4,
CHECKBOX = 5,
CHECKBOX_END = 6,
EDITBOX = 7,
DESCRIPTION_EDITBOX = 8,
ROLE_SELECTOR = 9,
ROLE_SELECTOR_END = 10,
SINGLE_LINE_EDITBOX = 11,
}
ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_NOT_LISTED_DIALOG_NAME = "GAMEPAD_GUILD_LISTING_NOT_LISTED_PROMPT"
ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_UNLISTED_DIALOG_NAME = "GAMEPAD_GUILD_LISTING_UNLISTED_PROMPT"
ZO_GuildRecruitment_GuildListing_Gamepad = ZO_Object.MultiSubclass(ZO_GuildRecruitment_GuildListing_Shared, ZO_GuildFinder_Panel_GamepadBehavior)
function ZO_GuildRecruitment_GuildListing_Gamepad:New(...)
return ZO_GuildFinder_Panel_GamepadBehavior.New(self, ...)
end
function ZO_GuildRecruitment_GuildListing_Gamepad:Initialize(control)
local templateData =
{
gridListClass = ZO_GridScrollList_Gamepad,
gridHighlightTemplate = "ZO_GuildRecruitment_GuildListing_Gamepad_Highlight_Template",
headerTemplate = "ZO_GuildRecruitment_GuildListing_Gamepad_Header_Template",
headerHeight = ZO_GRID_SCROLL_LIST_DEFAULT_HEADER_TEMPLATE_HEIGHT,
gridPaddingY = 10,
attributeSelection =
{
entryTemplate = "ZO_GuildRecruitment_AttributeSelectionTile_Gamepad_Control",
dimensionsX = ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_COLUMN_WIDTH,
dimensionsY = ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_COMBOBOX_ENTRY_HEIGHT,
statusEntryTemplate = "ZO_GuildRecruitment_StatusSelectionTile_Gamepad_Control",
startTimeEntryTemplate = "ZO_GuildRecruitment_StartTimeSelectionTile_Gamepad_Control",
endTimeEntryTemplate = "ZO_GuildRecruitment_EndTimeSelectionTile_Gamepad_Control",
startTimeDimensionsX = ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_START_TIME_COMBOBOX_ENTRY_WIDTH,
timeDimensionsY = ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_COMBOBOX_ENTRY_HEIGHT,
statusDimensionsX = ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_COMBOBOX_LONG_ENTRY_WIDTH,
recruitmentHeaderText = GetString("SI_GUILDMETADATAATTRIBUTE", GUILD_META_DATA_ATTRIBUTE_RECRUITMENT_STATUS),
primaryFocusHeaderText = GetString("SI_GUILDMETADATAATTRIBUTE", GUILD_META_DATA_ATTRIBUTE_PRIMARY_FOCUS),
secondaryFocusHeaderText = GetString("SI_GUILDMETADATAATTRIBUTE", GUILD_META_DATA_ATTRIBUTE_SECONDARY_FOCUS),
personalityHeaderText = GetString("SI_GUILDMETADATAATTRIBUTE", GUILD_META_DATA_ATTRIBUTE_PERSONALITIES),
languageHeaderText = GetString("SI_GUILDMETADATAATTRIBUTE", GUILD_META_DATA_ATTRIBUTE_LANGUAGES),
timeRangeHeaderText = GetString(SI_GUILD_FINDER_CORE_HOURS_LABEL),
gridPaddingX = 20,
gridPaddingY = 10,
},
activityCheckbox =
{
entryTemplate = "ZO_CheckboxTile_Gamepad_Control",
dimensionsX = ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_COLUMN_WIDTH,
dimensionsY = ZO_CHECKBOX_TILE_GAMEPAD_HEIGHT,
endEntryTemplate = "ZO_GuildRecruitment_ActivityCheckboxEndTile_Gamepad_Control",
endDimensionsY = ZO_CHECKBOX_TILE_GAMEPAD_HEIGHT,
gridPaddingX = 20,
gridPaddingY = 0,
headerText = GetString(SI_GAMEPAD_GUILD_RECRUITMENT_ADDITIONAL_ACTIVITIES_HEADER),
},
headlineEditBox =
{
entryTemplate = "ZO_GuildRecruitment_EditBoxTile_Gamepad_Control",
dimensionsX = ZO_GUILD_RECRUITMENT_EDITBOX_GAMEPAD_WIDTH,
dimensionsY = ZO_GUILD_RECRUITMENT_EDITBOX_GAMEPAD_HEADLINE_HEIGHT,
headerText = GetString("SI_GUILDMETADATAATTRIBUTE", GUILD_META_DATA_ATTRIBUTE_HEADER_MESSAGE),
gridPaddingY = 10,
},
descriptionEditBox =
{
entryTemplate = "ZO_GuildRecruitment_EditBoxTile_Description_Gamepad_Control",
dimensionsX = ZO_GUILD_RECRUITMENT_EDITBOX_GAMEPAD_WIDTH,
dimensionsY = ZO_GUILD_RECRUITMENT_EDITBOX_GAMEPAD_DESCRIPTION_HEIGHT,
headerText = GetString("SI_GUILDMETADATAATTRIBUTE", GUILD_META_DATA_ATTRIBUTE_RECRUITMENT_MESSAGE),
gridPaddingY = 10,
},
roleSelector =
{
entryTemplate = "ZO_GuildRecruitment_RoleSelectorTile_Gamepad_Control",
endEntryTemplate = "ZO_GuildRecruitment_RoleSelectorEndTile_Gamepad_Control",
headerText = GetString("SI_GUILDMETADATAATTRIBUTE", GUILD_META_DATA_ATTRIBUTE_ROLES),
dimensionsX = ZO_GUILD_RECRUITMENT_ROLE_GAMEPAD_WIDTH,
dimensionsY = ZO_GUILD_RECRUITMENT_ROLE_SELECTOR_GAMEPAD_HEIGHT,
endDimensionsX = ZO_GUILD_RECRUITMENT_ROLE_END_GAMEPAD_WIDTH,
gridPaddingY = 0,
},
minimumCP =
{
entryTemplate = "ZO_GuildRecruitment_NumericEditBoxTile_Gamepad_Control",
headerText = GetString("SI_GUILDMETADATAATTRIBUTE", GUILD_META_DATA_ATTRIBUTE_MINIMUM_CP),
dimensionsX = ZO_GUILD_RECRUITMENT_NUMERIC_EDITBOX_GAMEPAD_WIDTH,
dimensionsY = ZO_GUILD_RECRUITMENT_NUMERIC_EDITBOX_GAMEPAD_ENTRY_HEIGHT,
gridPaddingY = 10,
},
}
ZO_GuildRecruitment_GuildListing_Shared.Initialize(self, control, templateData)
ZO_GuildFinder_Panel_GamepadBehavior.Initialize(self, control)
self:InitializeGuildNotListedDialog()
self:InitializeGuildUnlistedDialog()
end
function ZO_GuildRecruitment_GuildListing_Gamepad:InitializeGridList()
ZO_GuildRecruitment_GuildListing_Shared.InitializeGridList(self)
self.gridList:SetOnSelectedDataChangedCallback(function(...) self:OnGridSelectionChanged(...) end)
end
function ZO_GuildRecruitment_GuildListing_Gamepad:UpdateAlert(previousData, selectedData)
if self:GetFragment():IsShowing() then
GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_RIGHT_TOOLTIP)
local numMembers, _, _, numInvitees = GetGuildInfo(self.guildId)
if numMembers + numInvitees >= MAX_GUILD_MEMBERS then
GAMEPAD_TOOLTIPS:LayoutGuildAlert(GAMEPAD_RIGHT_TOOLTIP, GetString(SI_GUILD_RECRUITMENT_GUILD_LISTING_FULL_GUILD_ALERT))
elseif GetGuildFinderNumGuildApplications(self.guildId) >= MAX_PENDING_APPLICATIONS_PER_GUILD then
GAMEPAD_TOOLTIPS:LayoutGuildAlert(GAMEPAD_RIGHT_TOOLTIP, GetString(SI_GUILD_RECRUITMENT_GUILD_LISTING_APPLICATIONS_FULL_GUILD_ALERT))
end
end
end
function ZO_GuildRecruitment_GuildListing_Gamepad:OnGridSelectionChanged(oldSelectedData, selectedData)
-- Deselect previous tile
if oldSelectedData and oldSelectedData.dataEntry then
oldSelectedData.isSelected = false
end
-- Select newly selected tile.
if selectedData and selectedData.dataEntry then
selectedData.isSelected = true
if oldSelectedData and oldSelectedData.dataEntry then
self.currentGridListSelectedData = self.gridList:GetSelectedData()
end
end
self.gridList:RefreshGridList()
end
function ZO_GuildRecruitment_GuildListing_Gamepad:OnShowing()
ZO_GuildRecruitment_GuildListing_Shared.OnShowing(self)
end
function ZO_GuildRecruitment_GuildListing_Gamepad:OnHidden()
ZO_GuildRecruitment_GuildListing_Shared.OnHidden(self)
GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_RIGHT_TOOLTIP)
end
function ZO_GuildRecruitment_GuildListing_Gamepad:Activate()
ZO_GuildFinder_Panel_GamepadBehavior.Activate(self)
self.gridList:Activate()
end
function ZO_GuildRecruitment_GuildListing_Gamepad:Deactivate()
ZO_GuildFinder_Panel_GamepadBehavior.Deactivate(self)
if self.currentActiveGridListEntry then
self.currentActiveGridListEntry:Deactivate()
self.currentActiveGridListEntry = nil
end
self.currentGridListSelectedData = nil
self.gridList:Deactivate()
self:Save()
end
function ZO_GuildRecruitment_GuildListing_Gamepad:Save(onRecruitmentStatusChanged)
if self:CanSave() then
local desiredRecruitmentStatus = self.attributeSelectionData.recruitmentStatus.currentValue
local remainingRequiredFields = { SaveGuildRecruitmentPendingChanges(self.guildId) }
PlaySound(SOUNDS.GUILD_RANK_SAVED)
if desiredRecruitmentStatus == GUILD_RECRUITMENT_STATUS_ATTRIBUTE_VALUE_LISTED and #remainingRequiredFields > 0 then
self:RefreshData()
if onRecruitmentStatusChanged then
ZO_Dialogs_ShowPlatformDialog(ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_NOT_LISTED_DIALOG_NAME, remainingRequiredFields)
else
ZO_Dialogs_ShowPlatformDialog(ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_UNLISTED_DIALOG_NAME, remainingRequiredFields)
end
elseif onRecruitmentStatusChanged then
local guildName = ZO_WHITE:Colorize(GetGuildName(self.guildId))
local decoratedGuildName = ZO_AllianceIconNameFormatter(GetGuildAlliance(self.guildId), guildName)
if desiredRecruitmentStatus == GUILD_RECRUITMENT_STATUS_ATTRIBUTE_VALUE_LISTED then
ZO_Dialogs_ShowPlatformDialog("GUILD_FINDER_SAVE_FROM_RECRUITMENT_STATUS_LISTED", nil, { mainTextParams = { decoratedGuildName } })
else
ZO_Dialogs_ShowPlatformDialog("GUILD_FINDER_SAVE_FROM_RECRUITMENT_STATUS_UNLISTED", nil, { mainTextParams = { decoratedGuildName } })
end
end
KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
end
end
function ZO_GuildRecruitment_GuildListing_Gamepad:InitializeKeybinds()
ZO_GuildFinder_Panel_GamepadBehavior.InitializeKeybinds(self)
self.keybindsNeededInActiveAttributes = {}
for i, data in pairs(self.keybindStripDescriptor) do
if i ~= "alignment" then
table.insert(self.keybindsNeededInActiveAttributes, data)
end
end
table.insert(self.keybindStripDescriptor,
-- select
{
name = GetString(SI_GAMEPAD_SELECT_OPTION),
keybind = "UI_SHORTCUT_PRIMARY",
callback = function()
local selectedData = self.gridList:GetSelectedData()
if selectedData then
if selectedData.dataEntry.typeId == ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_ENTRY_TEMPLATE.CHECKBOX or
selectedData.dataEntry.typeId == ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_ENTRY_TEMPLATE.CHECKBOX_END then
selectedData.dataEntry.control.object:OnCheckboxToggle()
elseif selectedData.dataEntry.typeId == ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_ENTRY_TEMPLATE.ROLE_SELECTOR or
selectedData.dataEntry.typeId == ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_ENTRY_TEMPLATE.ROLE_SELECTOR_END then
selectedData.dataEntry.control.object:OnRoleToggle()
else
self.currentGridListSelectedData = selectedData
self.gridList:Deactivate()
local function DeactivateCallback()
self.gridList:Activate()
self.currentActiveGridListEntry = nil
end
self.currentActiveGridListEntry = selectedData.dataEntry.control.object
self.currentActiveGridListEntry:SetDeactivateCallback(DeactivateCallback)
self.currentActiveGridListEntry:Activate()
end
end
end,
}
)
end
function ZO_GuildRecruitment_GuildListing_Gamepad:BuildGridList()
ZO_GuildRecruitment_GuildListing_Shared.BuildGridList(self)
if self.currentGridListSelectedData then
self.gridList:SelectData(self.currentGridListSelectedData)
end
end
do
local BULLET_ICON = "EsoUI/Art/Miscellaneous/Gamepad/gp_bullet.dds"
local BULLET_ICON_SIZE = 32
function ZO_GuildRecruitment_GuildListing_Gamepad:InitializeGuildNotListedDialog()
local function ReleaseDialog()
GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_LEFT_TOOLTIP)
ZO_Dialogs_ReleaseDialogOnButtonPress(ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_NOT_LISTED_DIALOG_NAME)
end
ZO_Dialogs_RegisterCustomDialog(ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_NOT_LISTED_DIALOG_NAME,
{
blockDialogReleaseOnPress = true,
canQueue = true,
gamepadInfo = {
dialogType = GAMEPAD_DIALOGS.STATIC_LIST,
allowShowOnNextScene = true,
},
setup = function(dialog)
dialog:setupFunc()
end,
title =
{
text = SI_GUILD_RECRUITMENT_NOT_LISTED_DIALOG_TITLE,
},
mainText =
{
text = SI_GUILD_RECRUITMENT_NOT_LISTED_DIALOG_DESCRIPTION,
},
itemInfo = function(dialog)
local bulletListTable = {}
for i, attribute in ipairs(dialog.data) do
table.insert(bulletListTable,
{
icon = BULLET_ICON,
iconSize = BULLET_ICON_SIZE,
label = GetString("SI_GUILDMETADATAATTRIBUTE", attribute),
})
end
return bulletListTable
end,
buttons =
{
-- Exit Button
{
keybind = "DIALOG_NEGATIVE",
text = SI_GAMEPAD_BACK_OPTION,
callback = function(dialog)
ReleaseDialog()
end,
},
}
})
end
function ZO_GuildRecruitment_GuildListing_Gamepad:InitializeGuildUnlistedDialog()
local function ReleaseDialog()
GAMEPAD_TOOLTIPS:ClearLines(GAMEPAD_LEFT_TOOLTIP)
ZO_Dialogs_ReleaseDialogOnButtonPress(ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_UNLISTED_DIALOG_NAME)
end
ZO_Dialogs_RegisterCustomDialog(ZO_GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD_UNLISTED_DIALOG_NAME,
{
blockDialogReleaseOnPress = true,
canQueue = true,
gamepadInfo = {
dialogType = GAMEPAD_DIALOGS.STATIC_LIST,
allowShowOnNextScene = true,
},
setup = function(dialog)
dialog:setupFunc()
end,
title =
{
text = SI_GUILD_RECRUITMENT_LISTING_FAILED_DIALOG_TITLE,
},
mainText =
{
text = SI_GUILD_RECRUITMENT_LISTING_FAILED_DIALOG_DESCRIPTION,
},
itemInfo = function(dialog)
local bulletListTable = {}
for i, attribute in ipairs(dialog.data) do
table.insert(bulletListTable,
{
icon = BULLET_ICON,
iconSize = BULLET_ICON_SIZE,
label = GetString("SI_GUILDMETADATAATTRIBUTE", attribute),
})
end
return bulletListTable
end,
buttons =
{
-- Exit Button
{
keybind = "DIALOG_NEGATIVE",
text = SI_GAMEPAD_BACK_OPTION,
callback = function(dialog)
ReleaseDialog()
end,
},
}
})
end
end
-- XML functions
----------------
function ZO_GuildRecruitment_GuildListing_Gamepad_OnInitialized(control)
GUILD_RECRUITMENT_GUILD_LISTING_GAMEPAD = ZO_GuildRecruitment_GuildListing_Gamepad:New(control)
end
|
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
include("server/autotaunt.lua")
function GM:PlayerInitialSpawn(ply)
ply:SetTeam(TEAM_SPECTATOR)
player_manager.SetPlayerClass(ply, "player_spectator")
if (ply:IsBot()) then
-- Auto add bots to the smaller team for testing.
SetTeam(ply, TEAM_ANY)
end
ply:SetCustomCollisionCheck(true)
net.Start("Class Selection")
-- Just used as a hook
net.Send(ply)
end
-- Add command to hunter blindness for testing.
-- This is a huge hack but it is only needed for testing.
concommand.Add("testmode", function (ply)
if IsValid(ply) then return end -- Bail if this is sent from a player.
BroadcastLua("OBJHUNT_HIDE_TIME = 1")
OBJHUNT_HIDE_TIME = 1
print("Test mode enabled.")
end)
-- [[ Class Selection ]] --
function GM:ShowTeam(ply) -- This hook is called everytime F2 is pressed.
net.Start("Class Selection")
-- Just used as a hook
net.Send(ply)
end
function GM:ShowHelp(ply)
net.Start("Help")
-- Just used as a hook
net.Send(ply)
end
function SetTeam(ply, chosen)
local playerTable = {}
local oldTeam = ply:Team()
if chosen == ply:Team() then
ply:ChatPrint("You are already on that team.")
return end
if chosen == TEAM_SPECTATOR then
player_manager.SetPlayerClass(ply, "player_spectator")
end
playerTable[ TEAM_PROPS ] = team.NumPlayers(TEAM_PROPS)
playerTable[ TEAM_HUNTERS ] = team.NumPlayers(TEAM_HUNTERS)
playerTable[ TEAM_SPECTATOR ] = team.NumPlayers(TEAM_SPECTATOR)
playerTable[ ply:Team() ] = playerTable[ ply:Team() ] - 1
if chosen == TEAM_ANY then
if playerTable[ TEAM_PROPS ] > playerTable[ TEAM_HUNTERS ] then
chosen = TEAM_HUNTERS
else
chosen = TEAM_PROPS
end
end
if math.abs(playerTable[ TEAM_PROPS ] - playerTable[ TEAM_HUNTERS ]) >= MAX_TEAM_NUMBER_DIFFERENCE then
if playerTable[ chosen ] == math.max(playerTable[ TEAM_PROPS ], playerTable[ TEAM_HUNTERS ]) then
ply:ChatPrint("Sorry, that team is currently full.")
return end
end
ply:SetTeam(chosen)
if (chosen == TEAM_PROPS) then
player_manager.SetPlayerClass(ply, "player_prop")
elseif (chosen == TEAM_HUNTERS) then
player_manager.SetPlayerClass(ply, "player_hunter")
end
PrintMessage(HUD_PRINTTALK, ply:Nick() .. " moved from " .. TeamString(oldTeam) .. " to " .. TeamString(ply:Team()))
RemovePlayerProp(ply)
ply:KillSilent()
--ply:Spawn()
end
-- [[ Taunts ]] --
function SendTaunt(ply, taunt, pitch)
-- Checks: the player has to be allowed to make a taunt right now, and the
-- server has to know about the taunt they want to play.
local now = CurTime()
if !IsValid(ply) or !ply:CanTauntAt(now) then return end
if (ply:Team() == TEAM_PROPS and !table.HasValue(PROP_TAUNTS, taunt)) then return end
if (ply:Team() == TEAM_HUNTERS and !table.HasValue(HUNTER_TAUNTS, taunt)) then return end
-- NOTE: `NewSoundDuration` uses the "GAME" search path, which includes our
-- game mode's content/ folder. The taunt itself is relative to
-- content/sound/, so we have to extend the path with the sound/ prefix.
-- Normally, sound-specific APIs don't need to adjust the path in this way;
-- for instance, clients won't have to do this when playing the sound.
local duration = NewSoundDuration("sound/" .. taunt)
-- Bail out if the duration could not be determined or is nonsensical.
-- NewSoundDuration's fallback to the built in SoundDuration can return
-- junk values if it can't parse a sound file. This is game-breaking so
-- bail if that happens. For more details see:
-- https://github.com/Facepunch/garrysmod-issues/issues/936
if (!duration or duration <= 0 or duration >= 50) then
if (!duration) then duration = "nil" end
print("[ERROR] Taunt '" .. taunt .. "' has bad duration '" .. duration .. "'")
return
end
print("Taunt: " .. taunt .. " from " .. ply:Nick() .. " at pitch " .. tostring(pitch) .. "; pre-pitch-adjusted duration is " .. duration .. "s" )
local adjustedDuration = duration * (100 / pitch)
ply:SetLastTauntTime(now)
ply:SetLastTauntDuration(adjustedDuration)
-- NOTE: +1 on the modifier to ensure that the previous taunt doesn't count
-- against the player's time, even if the modifier is 0.
ply:SetNextAutoTauntDelay(
(OBJHUNT_AUTOTAUNT_DURATION_MODIFIER + 1) * adjustedDuration +
OBJHUNT_AUTOTAUNT_BASE_INTERVAL
)
net.Start("Taunt Selection BROADCAST")
net.WriteString(taunt)
net.WriteUInt(pitch, 8)
net.WriteUInt(ply:EntIndex(), 8)
net.Broadcast()
if (!ply.tauntHistory) then
ply.tauntHistory = EmptySet()
end
SetAdd(ply.tauntHistory, taunt)
end
function GM:PlayerSetModel(ply)
local class = player_manager.GetPlayerClass(ply)
if (class == "player_hunter") then
ply:SetModel(TEAM_HUNTERS_DEFAULT_MODEL)
elseif (class == "player_prop") then
ply:SetModel(TEAM_PROPS_DEFAULT_MODEL)
else
return
end
end
-- disable the regular damage system
function GM:PlayerShouldTakeDamage(victim, attacker)
return false
end
function BroadcastPlayerDeath(ply)
net.Start("Player Death")
-- the player who died, so sad, too bad.
net.WriteUInt(ply:EntIndex(), 8)
net.Broadcast()
-- remove ragdoll
local ragdoll = ply:GetRagdollEntity()
-- ideally this ragdoll stays around the same amount of time as a prop can play dead for
SafeRemoveEntityDelayed(ragdoll, PROP_RAGDOLL_DURATION)
end
function AnnouncePlayerDeath(ply, attacker)
net.Start("Death Notice")
net.WriteString(attacker:Nick())
net.WriteUInt(attacker:Team(), 16)
net.WriteString("found")
net.WriteString(ply:Nick())
net.WriteUInt(ply:Team(), 16)
net.Broadcast()
end
function PayRespects(ply)
local victim = GetLatestVictim()
-- can't pay respects to yourself or without a victim
if (victim == ply or victim == nil) then return end
local display_string = RESPECTS_VERBS[math.random(#RESPECTS_VERBS)]
net.Start("Display Respects")
net.WriteString(ply:Nick())
net.WriteUInt(ply:Team(), 16)
net.WriteString(display_string)
net.WriteString(victim:Nick())
net.WriteUInt(victim:Team(), 16)
net.Broadcast()
end
-- NOTE: damage from hunters should go through HurtProp, which first rewards
-- the attacker based on damage dealt and then calls this procedure. This
-- procedure merely:
-- - deals the damage
-- - performs prop-specific on-death effects if new health <= 0
function HurtPropAndCheckForDeath(ply, dmg, attacker)
ply:SetHealth(ply:Health() - dmg)
if (ply:Health() < 1 and ply:Alive()) then
ply:PropDeath(attacker)
end
end
-- how damage to props is handled
local function HurtProp(ply, dmg, attacker)
if (attacker:Alive()) then
local gain = math.min(ply:Health(), dmg)
gain = gain / 2
local newHP = math.Clamp(attacker:Health() + gain, 0, 100)
attacker:SetHealth(newHP)
end
HurtPropAndCheckForDeath(ply, dmg, attacker)
end
-- new damage system
local function DamageHandler(target, dmgInfo)
local attacker = dmgInfo:GetAttacker()
-- dynamic damage
local dmg = dmgInfo:GetDamage()
if (attacker:IsPlayer()) then
if (attacker:Team() == TEAM_HUNTERS) then
-- since player_prop_ent isn't in USABLE_PROP_ENTS this is sufficient logic to prevent
-- player owned props from getting hurt
if (!target:IsPlayer() and table.HasValue(USABLE_PROP_ENTITIES, target:GetClass()) and attacker:Alive()) then
-- disable stepping on bottles to hurt
local dmgType = dmgInfo:GetDamageType()
if (dmgType == DMG_CRUSH) then return end
-- static damage
if (HUNTER_DAMAGE_PENALTY > 0) then
dmg = HUNTER_DAMAGE_PENALTY
end
attacker:SetHealth(attacker:Health() - dmg)
if (attacker:Health() < 1) then
attacker:Kill()
-- default suicide notice
end
elseif (target:GetOwner():IsPlayer() and target:GetOwner():Team() == TEAM_PROPS and !target:GetOwner():ObjIsPlaydead()) then
local ply = target:GetOwner()
if (ply:ObjGetPlaydeadCallback()) then
ply:ObjGetPlaydeadCallback():AbilityTrigger()
else
HurtProp(ply, dmg, attacker)
end
elseif (target:IsPlayer() and target:Team() == TEAM_PROPS and !target:ObjIsPlaydead()) then
local ply = target
if (ply:ObjGetPlaydeadCallback()) then
ply:ObjGetPlaydeadCallback():AbilityTrigger()
else
HurtProp(ply, dmg, attacker)
end
elseif (target:IsPlayer() and target:Team() == TEAM_HUNTERS and IsHunterFriendlyFireEnabled()) then
target:SetHealth(target:Health() - dmg)
if (target:Health() < 1) then
target:KillSilent()
AnnouncePlayerDeath(target, attacker)
end
end
end
end
end
hook.Add("EntityTakeDamage", "forward dmg to new system", function(target, dmg)
DamageHandler(target, dmg)
end)
--[[ Door Exploit fix ]]--
function GM:PlayerUse(ply, ent)
if (table.HasValue(DOORS, ent:GetClass()) and CurTime() < ply:GetTimeOfNextDoorOpen()) then
return false
else
ply:SetTimeOfNextDoorOpen(CurTime() + 0.5 + math.random())
return true
end
end
--[[ sets the players prop, run PlayerCanBeEnt before using this ]]--
function SetPlayerProp(ply, ent, scale, revert)
ply.lastChange = CurTime()
-- The player's prop entity will be adjusted in-place to look like `ent`.
local prop = ply:GetProp()
if (!revert) then
ResetPrevVals(ply)
ply.prevPropModel = prop:GetModel()
ply.prevPropSkin = prop:GetSkin()
ply.prevPropMass = ply:GetPhysicsObject():GetMass()
ply.prevPropVMesh = ply:GetPhysicsObject():GetMeshConvexes()
ply.prevPropScale = prop:GetModelScale()
ply.prevPos = ply:GetPos()
ply.prevAngle = ply:GetAngles()
ply.prevLockedAngle = ply:GetPropLockedAngle()
ply.prevRollAngle = ply:GetPropRollAngle()
end
-- scaling
if (revert and ply.prevPropScale) then
prop:SetModelScale(ply.prevPropScale, 0)
else
prop:SetModelScale(scale, 0)
end
if (revert and ply.prevPropModel) then
prop:SetModel(ply.prevPropModel)
else
prop:SetModel(ent:GetModel())
end
if (revert and ply.prevPropSkin) then
prop:SetSkin(ply.prevPropSkin)
else
prop:SetSkin(ent:GetSkin())
end
prop:SetSolid(SOLID_VPHYSICS)
-- We will reset the roll and pitch of a Prop when changing to make for easier escapes
if (revert and ply.prevLockedAngle) then
ply:SetPropLockedAngle(ply.prevLockedAngle)
else
local lockedAngle = ply:GetPropLockedAngle()
local newAngle = Angle(0, lockedAngle.y, 0)
ply:SetPropLockedAngle(newAngle)
end
if (revert and ply.prevRollAngle) then
ply:SetPropRollAngle(ply.prevRollAngle)
else
ply:SetPropRollAngle(0)
end
local tHitboxMin, tHitboxMax = PropHitbox(ply)
if (revert and ply.prevPos) then
ply:SetPos(ply.prevPos)
else
--Adjust Position for no stuck
ply:SetPos(FindSpotFor(ply, tHitboxMin, tHitboxMax))
end
UpdatePlayerPropHitbox(ply, tHitboxMin, tHitboxMax)
local tHeight = tHitboxMax.z - tHitboxMin.z
-- scale steps to prop size
ply:SetStepSize(math.Round(4 + tHeight / 4))
-- give bigger props a bonus for being big
ply:SetJumpPower(PROP_DEFAULT_JUMP_POWER + math.sqrt(tHeight))
if (prop == ent) then
-- In the case of the first Prop let's leave the Last Change Time at 0 so no cooldown
ply:SetPropLastChange(0)
else
ply:SetPropLastChange(CurTime())
end
local volume = (tHitboxMax.x - tHitboxMin.x) * (tHitboxMax.y - tHitboxMin.y) * (tHitboxMax.z - tHitboxMin.z)
ply.propSize = volume ^ (1 / 3)
ply:SetupPropHealth()
ply:SetupPropSpeed()
-- Update the player's mass to be something more reasonable to the prop
if (revert and ply.prevPropMass) then
ply:GetPhysicsObject():SetMass(ply.prevPropMass)
if (ply.prevPropVMesh) then
prop:PhysicsInitMultiConvex(ply.prevPropVMesh)
end
else
local phys = ent:GetPhysicsObject()
if IsValid(ent) and phys:IsValid() then
ply:GetPhysicsObject():SetMass(phys:GetMass())
-- vphysics
local vPhysMesh = phys:GetMeshConvexes()
prop:PhysicsInitMultiConvex(vPhysMesh)
else
-- Entity doesn't have a physics object so calculate mass
local density = PROP_DEFAULT_DENSITY
local mass = volume * density
mass = math.Clamp(mass, 0, 100)
ply:GetPhysicsObject():SetMass(mass)
end
end
if (!ply.propHistory) then
ply.propHistory = EmptySet()
end
SetAdd(ply.propHistory, ent:GetModel())
end
function UpdatePlayerPropHitbox(ply, hbMin, hbMax)
ply:SetHull(hbMin, hbMax)
ply:SetHullDuck(hbMin, hbMax)
local height = hbMax.z - hbMin.z
-- match the view offset for calcviewing to the height
ply:SetViewOffset(Vector(0,0,height))
net.Start("Prop Update")
net.WriteVector(hbMax)
net.WriteVector(hbMin)
net.Send(ply)
end
function RevertProp(ply)
if (
!ply:Alive() or
!ply.lastChange or
!ply.prevPos or
!ply.prevAngle or
!ply.prevLockedAngle or
!ply.prevRollAngle or
CurTime() > ply.lastChange + 3 * PROP_CHOOSE_COOLDOWN
) then
return
end
if (ply.prevPropModel) then
SetPlayerProp(
ply,
ply:GetProp(),
ply:GetProp():GetModelScale(),
true
)
else
ply:SetPos(ply.prevPos)
ply:SetAngles(ply.prevAngle)
if (ply.prevAngleLockChange) then
ply:SetPropAngleLocked(!ply:GetPropAngleLocked())
end
ply:SetPropLockedAngle(ply.prevLockedAngle)
ply:SetPropRollAngle(ply.prevRollAngle)
local tHitboxMin, tHitboxMax = PropHitbox(ply)
UpdatePlayerPropHitbox(ply, tHitboxMin, tHitboxMax)
end
ResetPrevVals(ply)
end
function ResetPrevVals(ply)
ply.prevPropModel = nil
ply.prevPropSkin = nil
ply.prevPropMass = nil
ply.prevPropVMesh = nil
ply.prevPropScale = nil
ply.prevPos = nil
ply.prevAngle = nil
ply.prevAngleLockChange = false
ply.prevLockedAngle = nil
ply.prevRollAngle = nil
end
function ResetPropToProp(ply)
ResetPrevVals(ply)
ply.lastChange = CurTime()
ply.prevPos = ply:GetPos()
ply.prevAngle = ply:GetAngles()
ply.prevLockedAngle = ply:GetPropLockedAngle()
ply.prevRollAngle = ply:GetPropRollAngle()
local tHitboxMin, tHitboxMax = PropHitbox(ply)
--Adjust Position for no stuck
local foundSpot = FindSpotFor(ply, tHitboxMin, tHitboxMax)
ply:SetPos(foundSpot)
UpdatePlayerPropHitbox(ply, tHitboxMin, tHitboxMax)
end
function UnstickPlayer(ply, searchMultplier)
local tHitboxMin, tHitboxMax
if (ply:Team() == TEAM_PROPS) then
ply.lastChange = CurTime()
ResetPrevVals(ply)
ply.prevPos = ply:GetPos()
ply.prevAngle = ply:GetAngle()
ply.prevLockedAngle = ply:GetPropLockedAngle()
ply.prevRollAngle = ply:GetPropRollAngle()
tHitboxMin, tHitboxMax = PropHitbox(ply)
elseif (ply:Team() == TEAM_HUNTERS) then
tHitboxMin, tHitboxMax = GetHitBoxInModelCoordinates(ply)
else
return
end
--Adjust Position for no stuck
local foundSpot = FindSpotFor(ply, tHitboxMin, tHitboxMax, searchMultplier)
ply:SetPos(foundSpot)
UpdatePlayerPropHitbox(ply, tHitboxMin, tHitboxMax)
end
function GetNumValidPropsOnMap()
local numProps = 0
local allEnts = ents.GetAll()
for _, someEnt in pairs( allEnts ) do
if (
IsValid(someEnt) and
table.HasValue(USABLE_PROP_ENTITIES, someEnt:GetClass()) and
IsValid(someEnt:GetPhysicsObject()) and
someEnt:GetClass() and
someEnt:GetModel()
) then
numProps = numProps + 1
end
end
print(numProps)
return numProps
end
hook.Add("InitPostEntity", "Entities ready, count props", function ()
SetGlobalInt("NumPropsOnMap", GetNumValidPropsOnMap())
end)
--[[ When a player on team_props spawns ]]--
hook.Add("PlayerSpawn", "Set ObjHunt model", function (ply)
-- default prop should be able to step wherever
ply:SetStepSize(20)
ply:SetNotSolid(false)
if (ply:Team() == TEAM_PROPS) then
ply.propSize = 100
ply:SetupPropHealth()
ply:SetupPropSpeed()
-- make the player invisible
ply:SetRenderMode(RENDERMODE_NONE)
ply:SetBloodColor(DONT_BLEED)
timer.Simple(0.5, function()
ply:SetProp(ents.Create("player_prop_ent"))
ply:GetProp():Spawn()
ply:GetProp():SetOwner(ply)
-- custom initial hb (REMVOED): PROP_DEFAULT_HB_MIN, PROP_DEFAULT_HB_MAX
SetPlayerProp(ply, ply:GetProp(), PROP_DEFAULT_SCALE)
end)
-- this fixes ent culling when head in ceiling
-- should be based on default hit box!
ply:SetViewOffset(Vector(0,0,35))
elseif (ply:Team() == TEAM_HUNTERS) then
ply:SetRenderMode(RENDERMODE_NORMAL)
ply:SetColor(Color(255,255,255,255))
-- default
ply:SetViewOffset(Vector(0,0,64))
end
end)
hook.Add("PlayerDisconnected", "Remove ent prop on dc", function(ply)
RemovePlayerProp(ply)
end)
hook.Add("PlayerDeath", "Remove ent prop on death", function(ply)
BroadcastPlayerDeath(ply)
RemovePlayerProp(ply)
if (ply:IsFrozen()) then
ply:Freeze(false)
end
ply:SetTimeOfDeath(CurTime())
end)
--[[ remove the ent prop ]]--
function RemovePlayerProp(ply)
if (ply.GetProp and IsValid(ply:GetProp())) then
ply:GetProp():Remove()
ply:SetProp(nil)
end
ply:ResetHull()
net.Start("Reset Prop")
-- empty, just used for the hook
net.Send(ply)
end
function GM:PlayerSelectSpawn(ply)
local spawns = team.GetSpawnPoints(ply:Team())
if (!spawns) then return false end
local ret, _ = table.Random(spawns)
return ret
end
function GM:PlayerCanSeePlayersChat(text, teamOnly, listener, speaker)
if (DISABLE_GLOBAL_CHAT) then
if (speaker:IsAdmin()) then
return true
end
if (listener:Team() != speaker:Team()) then
return false
end
end
if (teamOnly) then
if (listener:Team() != speaker:Team()) then
return false
end
end
return true
end
function GM:PlayerCanPickupWeapon(ply, wep)
return ply:Team() == TEAM_HUNTERS or (ply:Team() == TEAM_PROPS and wep:IsScripted())
end
function GM:AllowPlayerPickup(ply, ent)
return (OBJHUNT_TEAM_HUNTERS_CAN_MOVE_PROPS and ply:Team() == TEAM_HUNTERS and ply.pickupProp) or
(OBJHUNT_TEAM_PROPS_CAN_MOVE_PROPS and ply:Team() == TEAM_PROPS and ply.pickupProp)
end
function GM:PlayerButtonDown(ply, button)
if (button == KEY_LCONTROL) then
ply.pickupProp = true
end
end
function GM:PlayerButtonUp(ply, button)
if (button == KEY_LCONTROL) then
ply.pickupProp = false
end
end
-- Q-menu (Taunt Selection) Anti Abuse --
function QMenuAntiAbuse(ply)
if (!QMENU_ANTI_ABUSE or ply:Team() != TEAM_PROPS) then
return false
end
local tauntRepeatsModifier = math.max(1, SetCountGetMax(ply.tauntHistory) - 2)
if (math.random() * QMENU_CONSEQUENCE_ODDS / tauntRepeatsModifier < 1.0) then
if (ply:Alive()) then
ply:SetRenderMode(RENDERMODE_NORMAL)
ply:CreateRagdoll()
RemovePlayerProp(ply)
ply:KillSilent()
BroadcastPlayerDeath(ply)
net.Start("Death Notice")
net.WriteString("QAnon")
net.WriteUInt(TEAM_HUNTERS, 16)
net.WriteString("found")
net.WriteString(ply:Nick())
net.WriteUInt(ply:Team(), 16)
net.Broadcast()
end
return true;
end
return false
end
|
gameState = "play"
--libs
local bump = require 'lib.bump'
local inspect = require 'lib.inspect'
local class = require 'lib.middleclass'
local gamera = require 'lib.gamera'
local txt = require 'lib.txt'
-- source files
local Player = require 'src.player'
local MapSystem = require 'src.mapsystem'
local LevelManager = require 'src.levelmanager'
local Blocks = require 'src.blocks'
local Quads = require 'src.quads'
local Entity = require 'src.entity'
local Enemy = require 'src.enemy'
local map = txt.parseMap('levels/level_' .. tostring(LevelManager.currLevel-1) .. '.txt')
local world = bump.newWorld()
-- ** tilesets **
local tileset = love.graphics.newImage('images/solid_tileset2.png')
local tilesetW, tilesetH = tileset:getWidth(), tileset:getHeight()
-- camera
-- local Camera = class('Camera')
-- function Camera:initialize(tileW, tileH, mapW, mapH, windowWidth, windowHeight)
-- cam = gamera.new(0, 0, windowWidth, windowHeight)
-- cam:setWorld(0, 0, mapW*tileW, mapH*tileH)
-- end
function love.load()
local tileswide = tilesetW/map.tilewidth
local tileshigh = tilesetH/map.tileheight
cam = gamera.new(0, 0, love.graphics.getWidth(), love.graphics.getHeight())
cam:setWorld(0, 0, map.w*map.tilewidth, map.h*map.tileheight)
Enemy:initialize(world)
Blocks:initialize(world)
Quads.quadInfo = Quads:loadQuadInfo(map.tilewidth, map.tileheight,
tilesetW/map.tilewidth, tilesetH/map.tileheight)
Quads.quads = Quads:loadQuads(map.tilewidth, map.tileheight,
tilesetW, tilesetH)
MapSystem:loadMap(map)
LevelManager:initialize(world)
LevelManager:loadLevels("levels")
love.graphics.setBackgroundColor(53,118,143)
font = love.graphics.newFont('fonts/font.ttf', 48)
local PlayerLoadX, PlayerLoadY = MapSystem:returnTileCoors(4)
Player:initialize(world, PlayerLoadX, PlayerLoadY, 32, 32)
end
function love.update(dt)
if gameState == 'play' then
Enemy:update(dt, Player.x, Player.y)
Player:update(dt)
Player:canPassLevel(MapSystem.itemCount)
local width, height = MapSystem.tilewidth*MapSystem.mapwidth, MapSystem.tileheight*MapSystem.mapheight
cam:setWorld(0, 0, width, height)
debugX = cam:getCameraX() - cam.w / 2
debugY = cam:getCameraY() - cam.h / 2
local var = Player:canPassLevel(MapSystem.itemCount)
-- print(Player.keyCount, var, MapSystem.itemCount)
end
end
function love.draw()
cam:draw(function(l,t,w,h)
Player:drawPlayer()
MapSystem:drawTiles(tileset, Quads.quadInfo, Quads.quads)
-- Player:drawDebugStrings(debugX, debugY)
Enemy:drawEnemies()
end)
if gameState == "dead" then
love.graphics.setColor(255,255,255)
love.graphics.setFont(font)
love.graphics.print("YOU'RE DEAD KIDDO", cam:getCameraX()-120, cam:getCameraY())
end
end
function love.keypressed(key)
if key == 'escape' then
love.event.quit()
end
if key == 'r' then
local var = Player:canPassLevel(MapSystem.itemCount)
if var then
LevelManager:nextLevel(MapSystem.data)
print(var, MapSystem.itemCount)
local PlayerLoadX, PlayerLoadY = MapSystem:returnTileCoors(4)
world:update(Player, PlayerLoadX, PlayerLoadY)
Player:resetPlayer(PlayerLoadX, PlayerLoadY)
end
end
Player:jump(key)
end
|
local P = require 'posix'
local fd1 = P.open(arg[1], P.O_RDONLY)
local fd2 = P.open(arg[2], P.O_RDONLY)
local fds = {
[fd1] = { events = {IN=true} },
[fd2] = { events = {IN=true} }
}
while true do
P.poll(fds,-1)
for fd in pairs(fds) do
if fds[fd].revents.IN then
local res = P.read(fd,1024)
P.write(1,res);
end
if fds[fd].revents.HUP then
P.close(fd)
fds[fd] = nil
if not next(fds) then return end
end
end
end
|
local stat = {
{
_id = "life",
elona_id = 2,
calc_final = function(level)
return { level = level, potential = 100 }
end
},
{
_id = "mana",
elona_id = 3,
calc_final = function(level)
return { level = level, potential = 100 }
end
},
{
_id = "strength",
elona_id = 10,
},
{
_id = "constitution",
elona_id = 11,
},
{
_id = "dexterity",
elona_id = 12,
},
{
_id = "perception",
elona_id = 13,
},
{
_id = "learning",
elona_id = 14,
},
{
_id = "will",
elona_id = 15,
},
{
_id = "magic",
elona_id = 16,
},
{
_id = "charisma",
elona_id = 17,
},
{
_id = "speed",
elona_id = 18,
calc_initial_level = function(level, chara)
return math.floor(level * (100 * chara.level * 2) / 100)
end
},
{
_id = "luck",
elona_id = 19,
calc_final = function(level)
return { level = level, potential = 100 }
end
}
}
data:add_multi("base.stat", stat)
|
local JoinController= require(game.ServerScriptService.kwatworks.Base.BaseController):extend()
local Players = game:GetService("Players")
local Player = require(game.ServerScriptService.kwatworks.Core.PlayerObject)
local PlayerController = require(game.ServerScriptService.kwatworks.Core.PlayerController)
function JoinController:Activate(customFunction)
Players.PlayerAdded:Connect(function(player)
local playerObj = Player(player,player.Name)
self:Handle(playerObj)
customFunction(playerObj)
end)
end
function JoinController:Handle(playerObj)
PlayerController:Add(playerObj)
end
return JoinController
|
-- ===========================================================================
-- CivicsTree
-- Tabs set to 4 spaces retaining tab.
--
-- Items exist in one of 7 "rows" that span horizontally and within a
-- "column" based on the era and cost.
--
-- Rows Start Eras->
-- -3 _____ _____
-- -2 /-|_____|----/-|_____|
-- -1 | _____ | Nodes
-- 0 O----%-|_____|----'
-- 1
-- 2
-- 3
--
-- ===========================================================================
include( "InstanceManager" );
include( "SupportFunctions" );
include( "Civ6Common" ); -- Tutorial check support
include( "TechAndCivicSupport" );
include( "TechFilterFunctions" );
include( "ModalScreen_PlayerYieldsHelper" );
-- ===========================================================================
-- DEBUG
-- Toggle these for temporary debugging help.
-- ===========================================================================
local m_debugFilterEraMaxIndex :number = -1; -- (-1 default) Only load up to a specific ERA (Value less than 1 to disable)
local m_debugOutputTechInfo :boolean= false; -- (false default) Send to console detailed information on tech?
local m_debugShowIDWithName :boolean= false; -- (false default) Show the ID before the name in each node.
local m_debugShowAllMarkers :boolean= false; -- (false default) Show all player markers in the timline; even if they haven't been met.
-- ===========================================================================
-- CONSTANTS
-- ===========================================================================
-- Graphic constants
local PIC_BOLT_OFF :string = "Controls_BoltOff";
local PIC_BOLT_ON :string = "Controls_BoltOn";
local PIC_BOOST_OFF :string = "BoostTech";
local PIC_BOOST_ON :string = "BoostTechOn";
local PIC_DEFAULT_ERA_BACKGROUND:string = "CivicsTree_BGAncient";
local PIC_MARKER_PLAYER :string = "Tree_TimePipPlayer";
local PIC_MARKER_OTHER :string = "Controls_TimePip";
local PIC_METER_BACK :string = "Tree_Meter_GearBack";
local PIC_METER_BACK_DONE :string = "TechTree_Meter_Done";
local SIZE_ART_ERA_OFFSET_X :number = 40; -- How far to push each era marker
local SIZE_ART_ERA_START_X :number = 40; -- How far to set the first era marker
local SIZE_GOVTPANEL_HEIGHT :number = 220;
local SIZE_MARKER_PLAYER_X :number = 122; -- Marker of player
local SIZE_MARKER_PLAYER_Y :number = 42; -- "
local SIZE_MARKER_OTHER_X :number = 34; -- Marker of other players
local SIZE_MARKER_OTHER_Y :number = 37; -- "
local SIZE_NODE_X :number = 460; -- Item node dimensions
local SIZE_NODE_Y :number = 84;
local SIZE_NODE_LARGE_Y :number = 140; -- "
local SIZE_OPTIONS_X :number = 200;
local SIZE_OPTIONS_Y :number = 150;
local SIZE_PATH :number = 40;
local SIZE_PATH_HALF :number = 20;
local SIZE_TIMELINE_AREA_Y :number = 41;
local SIZE_TOP_AREA_Y :number = 60;
local SIZE_WIDESCREEN_HEIGHT :number = 768;
local PATH_MARKER_OFFSET_X :number = 20;
local PATH_MARKER_OFFSET_Y :number = 50;
local PATH_MARKER_NUMBER_0_9_OFFSET :number = 20;
local PATH_MARKER_NUMBER_10_OFFSET :number = 15;
-- Other constants
local COLUMN_WIDTH :number = 250; -- Space of node and line(s) after it to the next node
local COLUMNS_NODES_SPAN :number = 2; -- How many colunms do the nodes span
local DATA_FIELD_GOVERNMENT :string = "_GOVERNMENT"; --holds players govt and policies
local DATA_FIELD_LIVEDATA :string = "_LIVEDATA"; -- The current status of an item.
local DATA_FIELD_PLAYERINFO :string = "_PLAYERINFO";-- Holds a table with summary information on that player.
local DATA_FIELD_UIOPTIONS :string = "_UIOPTIONS"; -- What options the player has selected for this screen.
local DATA_ICON_PREFIX :string = "ICON_";
local DATA_ICON_UNAVAILABLE :string = "_FOW";
local ITEM_STATUS :table = {
BLOCKED = 1,
READY = 2,
CURRENT = 3,
RESEARCHED = 4,
};
local LINE_LENGTH_BEFORE_CURVE :number = 20; -- How long to make a line before a node before it curves
local LINE_VERTICAL_OFFSET :number = 0;
local PADDING_TIMELINE_LEFT :number = 250;
local PADDING_NODE_STACK_Y :number = 20;
local PARALLAX_SPEED :number = 1.1; -- Speed for how much slower background moves (1.0=regular speed, 0.5=half speed)
local PARALLAX_ART_SPEED :number = 1.2; -- Speed for how much slower background moves (1.0=regular speed, 0.5=half speed)
local PREREQ_ID_TREE_START :string = "_TREESTART"; -- Made up, unique value, to mark a non-node tree start
local ROW_MAX :number = 3; -- Highest level row above 0
local ROW_MIN :number = -3; -- Lowest level row below 0
local STATUS_ART :table = {};
local STATUS_ART_LARGE :table = {};
local TREE_START_ROW :number = -999; -- Which virtual "row" does tree start on? (or -999 for first node)
local TREE_START_COLUMN :number = 0; -- Which virtual "column" does tree start on? (Can be negative!)
local TREE_START_NONE_ID :number = -999; -- Special, unique value, to mark no special tree start node.
local TXT_BOOSTED :string = Locale.Lookup("LOC_BOOST_BOOSTED");
local TXT_TO_BOOST :string = Locale.Lookup("LOC_BOOST_TO_BOOST");
local VERTICAL_CENTER :number = (SIZE_NODE_Y) / 2;
local MAX_BEFORE_TRUNC_GOV_TITLE :number = 165;
local MAX_BEFORE_TRUNC_TO_BOOST :number = 385;
-- CQUI CONSTANTS
local CQUI_STATUS_MESSAGE_CIVIC :number = 3; -- Number to distinguish civic messages
STATUS_ART[ITEM_STATUS.BLOCKED] = { Name="BLOCKED", TextColor0=0xff202726, TextColor1=0x00000000, FillTexture="CivicsTree_GearButtonTile_Disabled.dds",BGU=0,BGV=(SIZE_NODE_Y*3), HideIcon=true, IsButton=false, BoltOn=false, IconBacking=PIC_METER_BACK };
STATUS_ART[ITEM_STATUS.READY] = { Name="READY", TextColor0=0xaaffffff, TextColor1=0x88000000, FillTexture=nil, BGU=0,BGV=0, HideIcon=true, IsButton=true, BoltOn=false, IconBacking=PIC_METER_BACK };
STATUS_ART[ITEM_STATUS.CURRENT] = { Name="CURRENT", TextColor0=0xaaffffff, TextColor1=0x88000000, FillTexture=nil, BGU=0,BGV=(SIZE_NODE_Y*4), HideIcon=false, IsButton=false, BoltOn=true, IconBacking=PIC_METER_BACK };
STATUS_ART[ITEM_STATUS.RESEARCHED] = { Name="RESEARCHED", TextColor0=0xaaffffff, TextColor1=0x88000000, FillTexture="CivicsTree_GearButtonTile_Done.dds", BGU=0,BGV=(SIZE_NODE_Y*5), HideIcon=false, IsButton=false, BoltOn=true, IconBacking=PIC_METER_BACK_DONE };
STATUS_ART_LARGE[ITEM_STATUS.BLOCKED] = { Name="LARGEBLOCKED", TextColor0=0xff202726, TextColor1=0x00000000, FillTexture="CivicsTree_GearButton2Tile_Disabled.dds",BGU=0,BGV=(SIZE_NODE_LARGE_Y*3), HideIcon=true, IsButton=false, BoltOn=false, IconBacking=PIC_METER_BACK };
STATUS_ART_LARGE[ITEM_STATUS.READY] = { Name="LARGEREADY", TextColor0=0xaaffffff, TextColor1=0x88000000, FillTexture=nil, BGU=0,BGV=0, HideIcon=true, IsButton=true, BoltOn=false, IconBacking=PIC_METER_BACK };
STATUS_ART_LARGE[ITEM_STATUS.CURRENT] = { Name="LARGECURRENT", TextColor0=0xaaffffff, TextColor1=0x88000000, FillTexture=nil, BGU=0,BGV=(SIZE_NODE_LARGE_Y*4), HideIcon=false, IsButton=false, BoltOn=true, IconBacking=PIC_METER_BACK };
STATUS_ART_LARGE[ITEM_STATUS.RESEARCHED] = { Name="LARGERESEARCHED", TextColor0=0xaaffffff, TextColor1=0x88000000, FillTexture="CivicsTree_GearButton2Tile_Completed.dds", BGU=0,BGV=(SIZE_NODE_LARGE_Y*5),HideIcon=false, IsButton=false, BoltOn=true, IconBacking=PIC_METER_BACK_DONE };
-- ===========================================================================
-- MEMBERS / VARIABLES
-- ===========================================================================
local m_kNodeIM :table = InstanceManager:new( "NodeInstance", "Top", Controls.NodeScroller );
local m_kLargeNodeIM :table = InstanceManager:new( "LargeNodeInstance", "Top", Controls.NodeScroller );
local m_kLineIM :table = InstanceManager:new( "LineImageInstance", "LineImage",Controls.NodeScroller );
local m_kEraArtIM :table = InstanceManager:new( "EraArtInstance", "Top", Controls.FarBackArtScroller );
local m_kEraLabelIM :table = InstanceManager:new( "EraLabelInstance", "Top", Controls.ArtScroller );
local m_kEraDotIM :table = InstanceManager:new( "EraDotInstance", "Dot", Controls.ScrollbarBackgroundArt );
local m_kMarkerIM :table = InstanceManager:new( "PlayerMarkerInstance", "Top", Controls.TimelineScrollbar );
local m_kSearchResultIM :table = InstanceManager:new( "SearchResultInstance", "Root", Controls.SearchResultsStack);
local m_kDiplomaticPolicyIM :table = InstanceManager:new( "DiplomaticPolicyInstance", "DiplomaticPolicy", Controls.DiplomaticStack );
local m_kEconomicPolicyIM :table = InstanceManager:new( "EconomicPolicyInstance", "EconomicPolicy", Controls.EconomicStack );
local m_kMilitaryPolicyIM :table = InstanceManager:new( "MilitaryPolicyInstance", "MilitaryPolicy", Controls.MilitaryStack );
local m_kWildcardPolicyIM :table = InstanceManager:new( "WildcardPolicyInstance", "WildcardPolicy", Controls.WildcardStack );
local m_kPathMarkerIM :table = InstanceManager:new( "ResearchPathMarker", "Top", Controls.NodeScroller);
local m_kUnlocksIM :table = {};
local m_width :number= 1024; -- Screen Width (default / min spec)
local m_height :number= 768; -- Screen Height (default / min spec)
local m_scrollWidth :number= 1024; -- Width of the scroll bar (default to screen min_spec until set)
local m_kEras :table = {}; -- type to costs
local m_maxColumns :number= 0; -- # of columns (highest column #)
local m_ePlayer :number= -1;
local m_kAllPlayersTechData :table = {}; -- All data for local players.
local m_kCurrentData :table = {}; -- Current set of data.
local m_kItemDefaults :table = {}; -- Static data about items
local m_kNodeGrid :table = {}; -- Static data about node location once it's laid out
local m_uiNodes :table = {};
local m_uiConnectorSets :table = {};
local m_kFilters :table = {};
local m_ToggleCivicsTreeId = Input.GetActionId("ToggleCivicsTree"); -- Hot key to toggle screen open/close.
local m_kGovernments :table = {};
local m_kPolicyCatalogData :table;
local m_shiftDown :boolean = false;
-- CQUI variables
local CQUI_halfwayNotified :table = {};
-- ===========================================================================
-- Return string respresenation of a prereq table
-- ===========================================================================
function GetPrereqsString( prereqs:table )
local out:string = "";
for _,prereq in pairs(prereqs) do
if prereq == PREREQ_ID_TREE_START then
out = "n/a ";
else
out = out .. m_kItemDefaults[prereq].Type .. " "; -- Add space between techs
end
end
return "[" .. string.sub(out,1,string.len(out)-1) .. "]"; -- Remove trailing space
end
-- ===========================================================================
function SetCurrentNode( hash )
if hash ~= nil then
local localPlayerCulture = Players[Game.GetLocalPlayer()]:GetCulture();
-- Get the complete path to the tech
local pathToCivic = localPlayerCulture:GetCivicPath( hash );
local tParameters = {};
tParameters[PlayerOperations.PARAM_CIVIC_TYPE] = pathToCivic;
if m_shiftDown then
tParameters[PlayerOperations.PARAM_INSERT_MODE] = PlayerOperations.VALUE_APPEND;
else
tParameters[PlayerOperations.PARAM_INSERT_MODE] = PlayerOperations.VALUE_EXCLUSIVE;
end
UI.RequestPlayerOperation(Game.GetLocalPlayer(), PlayerOperations.PROGRESS_CIVIC, tParameters);
UI.PlaySound("Confirm_Civic_CivicsTree");
else
UI.DataError("Attempt to change current tree item with NIL hash!");
end
end
-- ===========================================================================
-- If the next item isn't immediate, show a path of #s traversing the tree
-- to the desired node.
-- ===========================================================================
function RealizePathMarkers()
local pCulture :table = Players[Game.GetLocalPlayer()]:GetCulture();
local kNodeIds :table = pCulture:GetCivicQueue(); -- table: index, IDs
m_kPathMarkerIM:ResetInstances();
for i,nodeNumber in pairs(kNodeIds) do
local pathPin = m_kPathMarkerIM:GetInstance();
if(i < 10) then
pathPin.NodeNumber:SetOffsetX(PATH_MARKER_NUMBER_0_9_OFFSET);
else
pathPin.NodeNumber:SetOffsetX(PATH_MARKER_NUMBER_10_OFFSET);
end
pathPin.NodeNumber:SetText(tostring(i));
for j,node in pairs(m_kItemDefaults) do
if node.Index == nodeNumber then
local x:number = m_uiNodes[node.Type].x;
local y:number = m_uiNodes[node.Type].y;
pathPin.Top:SetOffsetX(x-PATH_MARKER_OFFSET_X);
pathPin.Top:SetOffsetY(y-PATH_MARKER_OFFSET_Y);
end
end
end
end
-- ===========================================================================
-- Convert a virtual column # and row # to actual pixels within the
-- scrollable tree area.
-- ===========================================================================
function ColumnRowToPixelXY( column:number, row:number)
local horizontal :number = ((column-1) * COLUMNS_NODES_SPAN * COLUMN_WIDTH) + PADDING_TIMELINE_LEFT;
local vertical :number = PADDING_NODE_STACK_Y + (SIZE_WIDESCREEN_HEIGHT / 2) + (row * SIZE_NODE_Y);
return horizontal, vertical;
end
-- ===========================================================================
-- Get the width of the scroll panel
-- ===========================================================================
function GetMaxScrollWidth()
return m_maxColumns + (m_maxColumns * COLUMN_WIDTH) + PADDING_TIMELINE_LEFT;
end
-- ===========================================================================
-- Take the default item data and build the nodes that work with it.
-- One time creation, any dynamic pieces should be
--
-- No state specific data (e.g., selected node) should be set here in order
-- to reuse the nodes across viewing other players' trees for single seat
-- multiplayer or if a (spy) game rule allows looking at another's tree.
-- ===========================================================================
function AllocateUI()
m_uiNodes = {};
m_kNodeIM:ResetInstances();
m_kLargeNodeIM:ResetInstances();
m_uiConnectorSets = {};
m_kLineIM:ResetInstances();
-- By era, layout all items in single "sort" row
local eraGrids:table = {}; -- each era has it's own "grid" of items to layout
for _,item in pairs(m_kItemDefaults) do
-- Create any data structures related to this era/row that don't exist:
if eraGrids[item.EraType] == nil then
eraGrids[item.EraType] = { rows={}, sortRow={ columns={} } };
for i= ROW_MIN, ROW_MAX, 1 do
eraGrids[item.EraType].rows[i] = { columns={} };
end
end
-- For first placement, ignore row and place everything in the middle (row 0)
local pos:number = table.count(eraGrids[item.EraType].sortRow.columns) + 1;
eraGrids[item.EraType].sortRow.columns[pos] = item.Type;
end
-- Manually sort based on prereqs, 2(N log N)
for eraType,grid in pairs(eraGrids) do
local numEraItems:number = table.count(grid.sortRow.columns);
if numEraItems > 1 then
for pass=1,2,1 do -- Make 2 passes so the first swapped item is checked.
for a=1,numEraItems do
for b=a,numEraItems do
if a ~= b then
for _,prereq in ipairs(m_kItemDefaults[grid.sortRow.columns[a] ].Prereqs) do
if prereq == grid.sortRow.columns[b] then
grid.sortRow.columns[a], grid.sortRow.columns[b] = grid.sortRow.columns[b], grid.sortRow.columns[a]; -- swap LUA style
end
end
end
end
end
end
end
end
-- Unflatten single, traversing each era grid from left to right, pushing the item to the right if it hits a prereq
for eraType,grid in pairs(eraGrids) do
local maxColumns:number = table.count(grid.sortRow.columns); -- Worst case, straight line
while ( table.count(grid.sortRow.columns) > 0 ) do
local typeName :string = table.remove( grid.sortRow.columns, 1); -- Rip off first item in sort row (next item to place)
local item :table = m_kItemDefaults[typeName];
local pos :number = 1;
-- No prereqs? Just put at start, otherwise push forward past them all.
if item.Prereqs ~= nil then
for _,prereq in ipairs(item.Prereqs) do -- For every prereq
local isPrereqMatched :boolean = false;
for x=pos,maxColumns,1 do -- For every column (from last highest found start position)
for y=ROW_MIN, ROW_MAX,1 do -- For every row in the column
if grid.rows[y].columns[x] ~= nil then -- Is a prereq in that position of the grid?
if prereq == grid.rows[y].columns[x] then -- And is it a prereq for this item?
pos = x + 1; -- If so, this item can only exist at least 1 column further over from the prereq
isPrereqMatched = true;
break;
end
end
end
if isPrereqMatched then
-- Ensuring this node wasn't just placed on top of another:
while( grid.rows[item.UITreeRow].columns[pos] ~= nil ) do
pos = pos + 1;
end
break;
end
end
end
end
grid.rows[item.UITreeRow].columns[pos] = typeName; -- Set for future lookups.
item.Column = pos; -- Set which column within era item exists.
if pos > m_kEras[item.EraType].NumColumns then
m_kEras[item.EraType].NumColumns = pos;
end
end
end
-- Determine total # of columns prior to a given era, and max columns overall.
local priorColumns:number = 0;
m_maxColumns = 0;
for i=1,table.count(m_kEras),1 do
for era,eraData in pairs(m_kEras) do
if eraData.Index == i then -- Ensure indexed order
eraData.PriorColumns = priorColumns;
priorColumns = priorColumns + eraData.NumColumns + 1; -- Add one for era art between
if i==table.count(m_kEras) then -- Last era determins total # of columns in tree
m_maxColumns = priorColumns;
end
break;
end
end
end
-- Create grid used to route lines, determine maximum number of columns.
m_kNodeGrid = {};
for i = ROW_MIN,ROW_MAX,1 do
m_kNodeGrid[i] = {};
end
for _,item in pairs(m_kItemDefaults) do
local era :table = m_kEras[item.EraType];
local columnNum :number = era.PriorColumns + item.Column;
m_kNodeGrid[item.UITreeRow][columnNum] = true;
end
-- Era divider information
m_kEraArtIM:ResetInstances();
m_kEraLabelIM:ResetInstances();
m_kEraDotIM:ResetInstances();
for era,eraData in pairs(m_kEras) do
local instArt :table = m_kEraArtIM:GetInstance();
if eraData.BGTexture ~= nil then
instArt.BG:SetTexture( eraData.BGTexture );
else
UI.DataError("Civic tree is unable to find an EraCivicBackgroundTexture entry for era '"..eraData.Description.."'; using a default.");
instArt.BG:SetTexture(PIC_DEFAULT_ERA_BACKGROUND);
end
local startx, _ = ColumnRowToPixelXY( eraData.PriorColumns + 1, 0);
instArt.Top:SetOffsetX( (startx ) * (1/PARALLAX_ART_SPEED) );
instArt.Top:SetOffsetY( (SIZE_WIDESCREEN_HEIGHT * 0.5) - (instArt.BG:GetSizeY()*0.5) );
instArt.Top:SetSizeVal(eraData.NumColumns*SIZE_NODE_X, 600);
local inst:table = m_kEraLabelIM:GetInstance();
local eraMarkerx, _ = ColumnRowToPixelXY( eraData.PriorColumns + 1, 0);
inst.Top:SetOffsetX( (eraMarkerx - (SIZE_NODE_X*0.5)) * (1/PARALLAX_SPEED) );
inst.EraTitle:SetText( Locale.Lookup("LOC_GAME_ERA_DESC",eraData.Description) );
-- Dots on scrollbar
local markerx:number = (eraData.PriorColumns / m_maxColumns) * Controls.ScrollbarBackgroundArt:GetSizeX();
if markerx > 0 then
local inst:table = m_kEraDotIM:GetInstance();
inst.Dot:SetOffsetX(markerx);
end
end
local playerId = Game.GetLocalPlayer();
if (playerId == -1) then
return;
end
-- Actually build UI nodes
for _,item in pairs(m_kItemDefaults) do
local civic = GameInfo.Civics[item.Index];
local civicType = civic and civic.CivicType;
local unlockableTypes = GetUnlockablesForCivic_Cached(civicType, playerId);
local node :table;
local numUnlocks :number = 0;
if unlockableTypes ~= nil then
for _, unlockItem in ipairs(unlockableTypes) do
local typeInfo = GameInfo.Types[unlockItem[1]];
if typeInfo.Kind == "KIND_GOVERNMENT" then
numUnlocks = numUnlocks + 4; -- 4 types of policy slots
else
numUnlocks = numUnlocks + 1;
end
end
end
-- Create node based on # of unlocks for this civic.
if numUnlocks <= 8 then
node = m_kNodeIM:GetInstance();
else
node = m_kLargeNodeIM:GetInstance();
node.IsLarge = true;
end
node.Top:SetTag( item.Hash ); -- Set the hash of the civic to the tag of the node (for tutorial to be able to callout)
local era:table = m_kEras[item.EraType];
-- Horizontal # = All prior nodes across all previous eras + node position in current era (based on cost vs. other nodes in that era)
local horizontal, vertical = ColumnRowToPixelXY(era.PriorColumns + item.Column, item.UITreeRow );
-- Add data fields to UI component
node.Type = civicType; -- Dynamically add "Type" field to UI node for quick look ups in item data table.
node.x = horizontal; -- Granted x,y can be looked up via GetOffset() but caching the values here for
node.y = vertical - VERTICAL_CENTER; -- other LUA functions to use removes the necessity of a slow C++ roundtrip.
if node["unlockIM"] ~= nil then
node["unlockIM"]:DestroyInstances()
end
node["unlockIM"] = InstanceManager:new( "UnlockInstance", "UnlockIcon", node.UnlockStack );
if node["unlockGOV"] ~= nil then
node["unlockGOV"]:DestroyInstances()
end
node["unlockGOV"] = InstanceManager:new( "GovernmentIcon", "GovernmentInstanceGrid", node.UnlockStack );
PopulateUnlockablesForCivic(playerId, item.Index, node["unlockIM"], node["unlockGOV"], function() SetCurrentNode(item.Hash); end);
-- What happens when clicked
function OpenPedia()
LuaEvents.OpenCivilopedia(civicType);
end
node.NodeButton:RegisterCallback( Mouse.eLClick, function() SetCurrentNode(item.Hash); end);
node.OtherStates:RegisterCallback( Mouse.eLClick, function() SetCurrentNode(item.Hash); end);
-- Only wire up Civilopedia handlers if not in a on-rails tutorial.
if IsTutorialRunning()==false then
node.NodeButton:RegisterCallback( Mouse.eRClick, OpenPedia);
node.OtherStates:RegisterCallback( Mouse.eRClick, OpenPedia);
end
-- Set position and save.
node.Top:SetOffsetVal( horizontal, vertical);
m_uiNodes[item.Type] = node;
end
if Controls.TreeStart ~= nil then
local h,v = ColumnRowToPixelXY( TREE_START_COLUMN, TREE_START_ROW );
Controls.TreeStart:SetOffsetVal( h,v );
end
-- Determine the lines between nodes.
-- NOTE: Potentially move this to view, since lines are constantly change in look, but
-- it makes sense to have at least the routes computed here since they are
-- consistent regardless of the look.
local spaceBetweenColumns:number = COLUMN_WIDTH - SIZE_NODE_X;
for _,item in pairs(m_kItemDefaults) do
local node:table = m_uiNodes[item.Type];
for _,prereqId in pairs(item.Prereqs) do
local previousRow :number = 0;
local previousColumn:number = 0;
if prereqId == PREREQ_ID_TREE_START then
previousRow = TREE_START_ROW;
previousColumn = TREE_START_COLUMN;
else
local prereq :table = m_kItemDefaults[prereqId];
previousRow = prereq.UITreeRow;
previousColumn = m_kEras[prereq.EraType].PriorColumns + prereq.Column;
end
local startColumn :number = m_kEras[item.EraType].PriorColumns + item.Column;
local column :number = startColumn - 1; -- start one back
while m_kNodeGrid[item.UITreeRow][column] == nil and column > previousColumn do -- keep working backwards until hitting a node
column = column - 1;
end
if previousRow == TREE_START_NONE_ID then
-- Nothing goes before this, not even a fake start area.
elseif previousRow < item.UITreeRow or previousRow > item.UITreeRow then
-- Obtain the line objects
local inst :table = m_kLineIM:GetInstance();
local line1 :table = inst.LineImage; inst = m_kLineIM:GetInstance();
local line2 :table = inst.LineImage; inst = m_kLineIM:GetInstance();
local line3 :table = inst.LineImage; inst = m_kLineIM:GetInstance();
local line4 :table = inst.LineImage; inst = m_kLineIM:GetInstance();
local line5 :table = inst.LineImage;
-- Find all the empty space before the node before to make a bend.
local LineStartX:number = node.x;
local LineEndX1 :number = (node.x - LINE_LENGTH_BEFORE_CURVE ) ;
local LineEndX2, _ = ColumnRowToPixelXY( column, item.UITreeRow );
LineEndX2 = LineEndX2 + SIZE_NODE_X;
local LineY1 :number;
local LineY2 :number;
if previousRow < item.UITreeRow then
LineY2 = node.y-((item.UITreeRow-previousRow)*SIZE_NODE_Y)+ LINE_VERTICAL_OFFSET;-- above
LineY1 = node.y -LINE_VERTICAL_OFFSET;
else
LineY2 = node.y+((previousRow-item.UITreeRow)*SIZE_NODE_Y)- LINE_VERTICAL_OFFSET;-- below
LineY1 = node.y +LINE_VERTICAL_OFFSET;
end
line1:SetOffsetVal(LineEndX1 + SIZE_PATH_HALF, LineY1 - SIZE_PATH_HALF);
line1:SetSizeVal( LineStartX - LineEndX1 - SIZE_PATH_HALF, SIZE_PATH);
line2:SetOffsetVal(LineEndX1 - SIZE_PATH_HALF, LineY1 - SIZE_PATH_HALF);
line2:SetSizeVal( SIZE_PATH, SIZE_PATH);
if previousRow < item.UITreeRow then
line2:SetTexture("Controls_TreePathDashSE");
else
line2:SetTexture("Controls_TreePathDashNE");
end
line3:SetOffsetVal(LineEndX1 - SIZE_PATH_HALF, math.min(LineY1 + SIZE_PATH_HALF, LineY2 + SIZE_PATH_HALF) );
line3:SetSizeVal( SIZE_PATH, math.abs(LineY1 - LineY2) - SIZE_PATH );
line3:SetTexture("Controls_TreePathDashNS");
line4:SetOffsetVal(LineEndX1 - SIZE_PATH_HALF, LineY2 - SIZE_PATH_HALF);
line4:SetSizeVal( SIZE_PATH, SIZE_PATH);
if previousRow < item.UITreeRow then
line4:SetTexture("Controls_TreePathDashES");
else
line4:SetTexture("Controls_TreePathDashEN");
end
line5:SetSizeVal( LineEndX1 - LineEndX2 - SIZE_PATH_HALF, SIZE_PATH );
line5:SetOffsetVal(LineEndX2, LineY2 - SIZE_PATH_HALF);
-- Directly store the line (not instance) with a key name made up of this type and the prereq's type.
m_uiConnectorSets[item.Type..","..prereqId] = {line1,line2,line3,line4,line5};
else
-- Prereq is on the same row
local inst:table = m_kLineIM:GetInstance();
local line:table = inst.LineImage;
local end1, _ = ColumnRowToPixelXY( column, item.UITreeRow );
end1 = end1 + SIZE_NODE_X;
line:SetOffsetVal(end1, node.y - SIZE_PATH_HALF);
line:SetSizeVal( node.x - end1, SIZE_PATH);
-- Directly store the line (not instance) with a key name made up of this type and the prereq's type.
m_uiConnectorSets[item.Type..","..prereqId] = {line};
end
end
end
Controls.NodeScroller:CalculateSize();
Controls.NodeScroller:ReprocessAnchoring();
Controls.ArtScroller:CalculateSize();
Controls.FarBackArtScroller:CalculateSize();
Controls.NodeScroller:RegisterScrollCallback( OnScroll );
-- We use a separate BG within the PeopleScroller control since it needs to scroll with the contents
Controls.ModalBG:SetHide(true);
Controls.ModalScreenClose:RegisterCallback(Mouse.eLClick, OnClose);
Controls.ModalScreenTitle:SetText(Locale.ToUpper(Locale.Lookup("LOC_CIVICS_TREE_HEADER")));
end
-- ===========================================================================
-- UI Event
-- Callback when the main scroll panel is scrolled.
-- ===========================================================================
function OnScroll( control:table, percent:number )
-- Parallax
-- ??TRON re-examine:
--Controls.ArtScroller:SetScrollValue( percent * PARALLAX_SPEED);
--Controls.FarBackArtScroller:SetScrollValue( percent * PARALLAX_ART_SPEED);
Controls.ArtScroller:SetScrollValue( percent );
Controls.FarBackArtScroller:SetScrollValue( percent );
-- Audio
if percent==0 or percent==1.0 then
UI.PlaySound("UI_TechTree_ScrollTick_End");
else
UI.PlaySound("UI_TechTree_ScrollTick");
end
end
-- ===========================================================================
-- Display the state of the tree (filter, node display, etc...) based on the
-- active player's item data.
-- Viewxx
-- ===========================================================================
function View( playerTechData:table )
-- Output the node states for the tree
for _,node in pairs(m_uiNodes) do
local item :table = m_kItemDefaults[node.Type]; -- static item data
local live :table = playerTechData[DATA_FIELD_LIVEDATA][node.Type]; -- live (changing) data
local artInfo :table = (node.IsLarge) and STATUS_ART_LARGE[live.Status] or STATUS_ART[live.Status];
if(live.Status == ITEM_STATUS.RESEARCHED) then
for _,prereqId in pairs(item.Prereqs) do
if(prereqId ~= PREREQ_ID_TREE_START) then
local prereq :table = m_kItemDefaults[prereqId];
local previousRow :number = prereq.UITreeRow;
local previousColumn:number = m_kEras[prereq.EraType].PriorColumns;
for lineNum,line in pairs(m_uiConnectorSets[item.Type..","..prereqId]) do
if(lineNum == 1 or lineNum == 5) then
line:SetTexture("Controls_TreePathEW");
end
if( lineNum == 3) then
line:SetTexture("Controls_TreePathNS");
end
if(lineNum==2)then
if previousRow < item.UITreeRow then
line:SetTexture("Controls_TreePathSE");
else
line:SetTexture("Controls_TreePathNE");
end
end
if(lineNum==4)then
if previousRow < item.UITreeRow then
line:SetTexture("Controls_TreePathES");
else
line:SetTexture("Controls_TreePathEN");
end
end
end
end
end
end
node.NodeName:SetColor( artInfo.TextColor0, 0 );
node.NodeName:SetColor( artInfo.TextColor1, 1 );
if m_debugShowIDWithName then
node.NodeName:SetText( tostring(item.Index).." "..Locale.Lookup(item.Name) ); -- Debug output
else
node.NodeName:SetText( Locale.ToUpper( Locale.Lookup(item.Name) )); -- Normal output
end
if live.Turns > 0 then
node.Turns:SetHide( false );
node.Turns:SetColor( artInfo.TextColor0, 0 );
node.Turns:SetColor( artInfo.TextColor1, 1 );
node.Turns:SetText( Locale.Lookup("LOC_TECH_TREE_TURNS",live.Turns) );
else
node.Turns:SetHide( true );
end
if item.IsBoostable and live.Status ~= ITEM_STATUS.RESEARCHED then
node.BoostIcon:SetHide( false );
node.BoostText:SetHide( false );
node.BoostText:SetColor( artInfo.TextColor0, 0 );
node.BoostText:SetColor( artInfo.TextColor1, 1 );
local boostText:string;
if live.IsBoosted then
boostText = TXT_BOOSTED.." "..item.BoostText;
node.BoostIcon:SetTexture( PIC_BOOST_ON );
node.BoostMeter:SetHide( false );
else
boostText = TXT_TO_BOOST.." "..item.BoostText;
node.BoostedBack:SetHide( true );
node.BoostIcon:SetTexture( PIC_BOOST_OFF );
node.BoostMeter:SetHide( false );
local boostAmount = (item.BoostAmount*.01) + (live.Progress/ live.Cost);
node.BoostMeter:SetPercent( boostAmount );
end
TruncateStringWithTooltip(node.BoostText, MAX_BEFORE_TRUNC_TO_BOOST, boostText);
else
node.BoostIcon:SetHide( true );
node.BoostText:SetHide( true );
node.BoostedBack:SetHide( true );
node.BoostMeter:SetHide( true );
end
if live.Status == ITEM_STATUS.CURRENT then
node.GearAnim:SetHide( false );
else
node.GearAnim:SetHide( true );
end
if live.Progress > 0 then
node.ProgressMeter:SetHide( false );
node.ProgressMeter:SetPercent(live.Progress / live.Cost);
else
node.ProgressMeter:SetHide( true );
end
-- Set art for icon area
if(item.Type ~= nil) then
local iconName :string = DATA_ICON_PREFIX .. item.Type;
if (artInfo.Name == "BLOCKED" or artInfo.Name == "LARGEBLOCKED") then
node.IconBacking:SetHide(true);
iconName = iconName .. "_FOW";
node.BoostMeter:SetColor(0x66ffffff);
node.BoostIcon:SetColor(0x66000000);
else
node.IconBacking:SetHide(false);
iconName = iconName;
node.BoostMeter:SetColor(0xffffffff);
node.BoostIcon:SetColor(0xffffffff);
end
local textureOffsetX, textureOffsetY, textureSheet = IconManager:FindIconAtlas(iconName,42);
if (textureOffsetX ~= nil) then
node.Icon:SetTexture( textureOffsetX, textureOffsetY, textureSheet );
end
end
if artInfo.IsButton then
node.OtherStates:SetHide( true );
node.NodeButton:SetTextureOffsetVal( artInfo.BGU, artInfo.BGV );
else
node.OtherStates:SetHide( false );
node.OtherStates:SetTextureOffsetVal( artInfo.BGU, artInfo.BGV );
end
if artInfo.FillTexture ~= nil then
node.FillTexture:SetHide( false );
node.FillTexture:SetTexture( artInfo.FillTexture );
else
node.FillTexture:SetHide( true );
end
if artInfo.BoltOn then
node.Bolt:SetTexture(PIC_BOLT_ON);
else
node.Bolt:SetTexture(PIC_BOLT_OFF);
end
node.NodeButton:SetToolTipString(ToolTipHelper.GetToolTip(item.Type, Game.GetLocalPlayer()));
node.IconBacking:SetTexture(artInfo.IconBacking);
-- Darken items not making it past filter.
local currentFilter:table = playerTechData[DATA_FIELD_UIOPTIONS].filter;
if currentFilter == nil or currentFilter.Func == nil or currentFilter.Func( item.Type ) then
node.FilteredOut:SetHide( true );
else
node.FilteredOut:SetHide( false );
end
-- Show/Hide Recommended Icon
if live.IsRecommended and live.AdvisorType ~= nil then
node.RecommendedIcon:SetIcon(live.AdvisorType);
node.RecommendedIcon:SetHide(false);
else
node.RecommendedIcon:SetHide(true);
end
end
-- Fill in where the markers (representing players) are at:
m_kMarkerIM:ResetInstances();
local PADDING :number = 24;
local thisPlayerID :number = Game.GetLocalPlayer();
local markers :table = m_kCurrentData[DATA_FIELD_PLAYERINFO].Markers;
for _,markerStat in ipairs( markers ) do
-- Only build a marker if a player has started researching...
if markerStat.HighestColumn ~= -1 then
local instance :table = m_kMarkerIM:GetInstance();
if markerStat.IsPlayerHere then
-- Representing the player viewing the tree
instance.Portrait:SetHide( true );
instance.TurnGrid:SetHide( false );
instance.TurnLabel:SetText( Locale.Lookup("LOC_TECH_TREE_TURN_NUM" ));
instance.TurnNumber:SetText( tostring(Game.GetCurrentGameTurn()) );
local turnLabelWidth = PADDING + instance.TurnLabel:GetSizeX() + instance.TurnNumber:GetSizeX();
instance.TurnGrid:SetSizeX( turnLabelWidth );
instance.Marker:SetTexture( PIC_MARKER_PLAYER );
instance.Marker:SetSizeVal( SIZE_MARKER_PLAYER_X, SIZE_MARKER_PLAYER_Y );
else
-- An other player
instance.TurnGrid:SetHide( true );
instance.Marker:SetTexture( PIC_MARKER_OTHER );
instance.Marker:SetSizeVal( SIZE_MARKER_OTHER_X, SIZE_MARKER_OTHER_Y );
end
-- Different content in marker based on if there is just 1 player in the column, or more than 1
local tooltipString :string = Locale.Lookup("LOC_TREE_ERA", Locale.Lookup(GameInfo.Eras[markerStat.HighestEra].Name) ).."[NEWLINE]";
local numOfPlayersAtThisColumn :number = table.count(markerStat.PlayerNums);
if numOfPlayersAtThisColumn < 2 then
instance.Num:SetHide( true );
local playerNum :number = markerStat.PlayerNums[1];
local pPlayerConfig :table = PlayerConfigurations[playerNum];
tooltipString = tooltipString.. Locale.Lookup(pPlayerConfig:GetPlayerName()); -- TODO: Temporary using player name until leaderame is fixed
if not markerStat.IsPlayerHere then
local iconName:string = "ICON_"..pPlayerConfig:GetLeaderTypeName();
instance.Portrait:SetHide( false );
instance.Portrait:SetIcon( iconName );
end
else
instance.Portrait:SetHide( true );
instance.Num:SetHide( false );
instance.Num:SetText(tostring(numOfPlayersAtThisColumn));
for i,playerNum in ipairs(markerStat.PlayerNums) do
local pPlayerConfig :table = PlayerConfigurations[playerNum];
--[[ TODO: The human player, player 0, has whack values! No leader name coming from engine!
local name = pPlayerConfig:GetPlayerName();
local nick = pPlayerConfig:GetNickName();
local leader = pPlayerConfig:GetLeaderName();
local civ = pPlayerConfig:GetCivilizationTypeName();
local isHuman = pPlayerConfig:IsHuman();
print("debug info:",name,nick,leader,civ,isHuman);
]]
--tooltipString = tooltipString.. Locale.Lookup(pPlayerConfig:GetLeaderName());
tooltipString = tooltipString.. Locale.Lookup(pPlayerConfig:GetPlayerName()); -- TODO:: Temporary using player name until leaderame is fixed
if i < numOfPlayersAtThisColumn then
tooltipString = tooltipString.."[NEWLINE]";
end
end
end
instance.Marker:SetToolTipString( tooltipString );
local MARKER_OFFSET_START:number = 20;
local markerPercent :number = math.clamp( markerStat.HighestColumn / m_maxColumns, 0, 1 );
local markerX :number = MARKER_OFFSET_START + (markerPercent * m_scrollWidth );
instance.Top:SetOffsetVal(markerX ,0);
end
end
RealizePathMarkers();
RealizeFilterPulldown();
RealizeKeyPanel();
RealizeGovernmentPanel();
end
--
--
--
function GetPlayerGovernment(ePlayer:number)
local kPlayer :table = Players[ePlayer];
local playerCulture :table = kPlayer:GetCulture();
local kCurrentGovernment:table;
local kGovernmentInfo:table = {};
local governmentRowId :number = playerCulture:GetCurrentGovernment();
if governmentRowId ~= -1 then
kCurrentGovernment = GameInfo.Governments[governmentRowId];
kGovernmentInfo["NAMES"] = Locale.Lookup(kCurrentGovernment.Name);
end
kGovernmentInfo["DIPLOMATIC"] = 0;
kGovernmentInfo["ECONOMIC"] = 0;
kGovernmentInfo["WILDCARD"] = 0;
kGovernmentInfo["MILITARY"] = 0;
kGovernmentInfo["DIPLOMATICPOLICIES"] = {};
kGovernmentInfo["ECONOMICPOLICIES"] = {};
kGovernmentInfo["MILITARYPOLICIES"] = {};
kGovernmentInfo["WILDCARDPOLICIES"] = {};
local numSlots:number = playerCulture:GetNumPolicySlots();
for i = 0, numSlots-1, 1 do
local iSlotType :number = playerCulture:GetSlotType(i);
local iSlotPolicy :number= playerCulture:GetSlotPolicy(i);
local rowSlotType :string = GameInfo.GovernmentSlots[iSlotType].GovernmentSlotType;
if rowSlotType == "SLOT_DIPLOMATIC" then
kGovernmentInfo["DIPLOMATIC"] = kGovernmentInfo["DIPLOMATIC"]+1;
table.insert(kGovernmentInfo["DIPLOMATICPOLICIES"], iSlotPolicy);
elseif rowSlotType == "SLOT_ECONOMIC" then
kGovernmentInfo["ECONOMIC"] = kGovernmentInfo["ECONOMIC"]+1;
table.insert(kGovernmentInfo["ECONOMICPOLICIES"], iSlotPolicy);
elseif rowSlotType == "SLOT_MILITARY" then
kGovernmentInfo["MILITARY"] = kGovernmentInfo["MILITARY"]+1;
table.insert(kGovernmentInfo["MILITARYPOLICIES"], iSlotPolicy);
elseif rowSlotType == "SLOT_WILDCARD" then
kGovernmentInfo["WILDCARD"] = kGovernmentInfo["WILDCARD"]+1;
table.insert(kGovernmentInfo["WILDCARDPOLICIES"], iSlotPolicy);
else
UI.DataError("On initialization; unhandled slot type for a policy '"..rowSlotType.."'");
end
end
return kGovernmentInfo;
end
-- ===========================================================================
-- Load all the 'live' data for a player.
-- ===========================================================================
function GetLivePlayerData( ePlayer:number, eCompletedCivic:number )
-- If first time, initialize player data tables.
local data :table = m_kAllPlayersTechData[ePlayer];
if data == nil then
-- Initialize player's top level tables:
data = {};
data[DATA_FIELD_LIVEDATA] = {};
data[DATA_FIELD_PLAYERINFO] = {};
data[DATA_FIELD_UIOPTIONS] = {};
data[DATA_FIELD_GOVERNMENT] = {};
-- Initialize data, and sub tables within the top tables.
data[DATA_FIELD_PLAYERINFO].Player = ePlayer; -- Number of this player
data[DATA_FIELD_PLAYERINFO].Markers = {}; -- Hold a condenced, UI-ready version of stats
data[DATA_FIELD_PLAYERINFO].Stats = {}; -- Hold stats on where each player is (based on what this player can see)
end
local kPlayer :table = Players[ePlayer];
local playerCulture :table = kPlayer:GetCulture();
local currentTechID :number = playerCulture:GetProgressingCivic();
-- DEBUG: Output header to console.
if m_debugOutputTechInfo then
print(" Item Id Status Progress $ Era Prereqs");
print("------------------------------ --- ---------- --------- --- ---------------- --------------------------");
end
-- Loop through all items and place in appropriate buckets as well
-- read in the associated information for it.
for type,item in pairs(m_kItemDefaults) do
local status :number = ITEM_STATUS.BLOCKED;
local turnsLeft :number = 0;
if eCompletedCivic == item.Index or playerCulture:HasCivic(item.Index) then
status = ITEM_STATUS.RESEARCHED;
elseif item.Index == currentTechID then
status = ITEM_STATUS.CURRENT;
turnsLeft = playerCulture:GetTurnsLeft();
elseif playerCulture:CanProgress(item.Index) then
status = ITEM_STATUS.READY;
turnsLeft = playerCulture:GetTurnsToProgressCivic(item.Index);
else
turnsLeft = playerCulture:GetTurnsToProgressCivic(item.Index);
end
data[DATA_FIELD_LIVEDATA][type] = {
Cost = playerCulture:GetCultureCost(item.Index),
IsBoosted = playerCulture:HasBoostBeenTriggered(item.Index),
Progress = playerCulture:GetCulturalProgress(item.Index),
Status = status,
Turns = turnsLeft
}
-- DEBUG: Output to console detailed information about the tech.
if m_debugOutputTechInfo then
local this:table = data[DATA_FIELD_LIVEDATA][type];
print( string.format("%30s %-3d %-10s %4d/%-4d %3d %-16s %s",
type,item.Index,
STATUS_ART[status].Name,
this.Progress,
this.Cost,
this.Turns,
item.EraType,
GetPrereqsString(item.Prereqs)
));
end
end
local players = Game.GetPlayers{Major = true};
-- Determine where all players are.
local playerVisibility = PlayersVisibility[ePlayer];
if playerVisibility ~= nil then
for i, otherPlayer in ipairs(players) do
local playerID :number = otherPlayer:GetID();
local playerCulture :table = players[i]:GetCulture();
local currentCivic :number = playerCulture:GetProgressingCivic();
data[DATA_FIELD_PLAYERINFO].Stats[playerID] = {
CurrentID = currentCivic,
HasMet = kPlayer:GetDiplomacy():HasMet(playerID) or playerID==ePlayer or m_debugShowAllMarkers;
HighestColumn = -1, -- where they are in the timeline
HighestEra = ""
};
-- The latest tech a player may be researching may not be the one
-- furthest along in time; so go through ALL the techs and track
-- the highest column of all researched tech.
local highestColumn :number = -1;
local highestEra :string = "";
for _,item in pairs(m_kItemDefaults) do
if playerCulture:HasCivic(item.Index) then
local column:number = item.Column + m_kEras[item.EraType].PriorColumns;
if column > highestColumn then
highestColumn = column;
highestEra = item.EraType;
end
end
end
data[DATA_FIELD_PLAYERINFO].Stats[playerID].HighestColumn = highestColumn;
data[DATA_FIELD_PLAYERINFO].Stats[playerID].HighestEra = highestEra;
end
end
-- All player data is added.. build markers data based on player data.
local checkedID:table = {};
data[DATA_FIELD_PLAYERINFO].Markers = {};
for playerID:number, targetPlayer:table in pairs(data[DATA_FIELD_PLAYERINFO].Stats) do
-- Only look for IDs that haven't already been merged into a marker.
if checkedID[playerID] == nil and targetPlayer.HasMet then
checkedID[playerID] = true;
local markerData:table = {};
if data[DATA_FIELD_PLAYERINFO].Markers[playerID] ~= nil then
markerData = data[DATA_FIELD_PLAYERINFO].Markers[playerID];
markerData.HighestColumn = targetPlayer.HighestColumn;
markerData.HighestEra = targetPlayer.HighestEra;
markerData.IsPlayerHere = (playerID == ePlayer);
else
markerData = {
HighestColumn = targetPlayer.HighestColumn, -- Which column this marker should be placed
HighestEra = targetPlayer.HighestEra,
IsPlayerHere = (playerID == ePlayer),
PlayerNums = {playerID}} -- All players who share this marker spot
table.insert( data[DATA_FIELD_PLAYERINFO].Markers, markerData );
end
-- SPECIAL CASE: Current player starts at column 0 so it's immediately visible on timeline:
if playerID == ePlayer and markerData.HighestColumn == -1 then
markerData.HighestColumn = 0;
local firstEra:table = nil;
for _,era in pairs(m_kEras) do
if firstEra == nil or era.Index < firstEra.Index then
firstEra = era;
end
end
markerData.HighestEra = firstEra.Index;
end
-- Traverse all the IDs and merge them with this one.
for anotherID:number, anotherPlayer:table in pairs(data[DATA_FIELD_PLAYERINFO].Stats) do
-- Don't add if: it's outself, if hasn't researched at least 1 tech, if we haven't met
if playerID ~= anotherID and anotherPlayer.HighestColumn > -1 and anotherPlayer.HasMet then
if markerData.HighestColumn == data[DATA_FIELD_PLAYERINFO].Stats[anotherID].HighestColumn then
checkedID[anotherID] = true;
-- Need to do this check if player's ID didn't show up first in the list in creating the marker.
if anotherID == ePlayer then
markerData.IsPlayerHere = true;
end
local foundAnotherID:boolean = false;
for _, playernumsID in pairs(markerData.PlayerNums) do
if not foundAnotherID and playernumsID == anotherID then
foundAnotherID = true;
end
end
if not foundAnotherID then
table.insert( markerData.PlayerNums, anotherID );
end
end
end
end
end
end
data[DATA_FIELD_GOVERNMENT] = GetPlayerGovernment(ePlayer);
return data;
end
-- ===========================================================================
function OnGovernmentChanged()
local ePlayer :number = Game.GetLocalPlayer();
if ePlayer ~= -1 then
if m_ePlayer ~= ePlayer then
m_ePlayer = ePlayer;
m_kCurrentData = GetLivePlayerData( ePlayer, -1 );
end
end
end
-- ===========================================================================
function OnGovernmentPolicyChanged()
local ePlayer :number = Game.GetLocalPlayer();
if ePlayer ~= -1 then
if m_ePlayer ~= ePlayer then
m_ePlayer = ePlayer;
m_kCurrentData = GetLivePlayerData( ePlayer, -1 );
end
end
end
-- ===========================================================================
function OnLocalPlayerTurnBegin()
local ePlayer :number = Game.GetLocalPlayer();
if ePlayer ~= -1 then
if m_ePlayer ~= ePlayer then
m_ePlayer = ePlayer;
m_kCurrentData = GetLivePlayerData( ePlayer, -1 );
end
--------------------------------------------------------------------------
-- CQUI Check for Civic Progress
-- Get the current tech
local kPlayer :table = Players[ePlayer];
local playerCivics :table = kPlayer:GetCulture();
local currentCivicID :number = playerCivics:GetProgressingCivic();
local isCurrentBoosted :boolean = playerCivics:HasBoostBeenTriggered(currentCivicID);
-- Make sure there is a civic selected before continuing with checks
if currentCivicID ~= -1 then
local civicName = GameInfo.Civics[currentCivicID].Name;
local civicType = GameInfo.Civics[currentCivicID].Type;
local currentCost = playerCivics:GetCultureCost(currentCivicID);
local currentProgress = playerCivics:GetCulturalProgress(currentCivicID);
local currentYield = playerCivics:GetCultureYield();
local percentageToBeDone = (currentProgress + currentYield) / currentCost;
local percentageNextTurn = (currentProgress + currentYield*2) / currentCost;
local CQUI_halfway:number = .5;
-- Finds boost amount, always 50 in base game, China's +10% modifier is not applied here
for row in GameInfo.Boosts() do
if(row.CivicType == civicType) then
CQUI_halfway = (100 - row.Boost) / 100;
break;
end
end
--If playing as china, apply boost modifier. Not sure where I can query this value...
if(PlayerConfigurations[Game.GetLocalPlayer()]:GetCivilizationTypeName() == "CIVILIZATION_CHINA") then
CQUI_halfway = CQUI_halfway - .1;
end
-- Is it greater than 50% and has yet to be displayed?
if isCurrentBoosted then
CQUI_halfwayNotified[civicName] = true;
elseif percentageNextTurn >= CQUI_halfway and CQUI_halfwayNotified[civicName] ~= true then
LuaEvents.CQUI_AddStatusMessage("The current Civic, " .. Locale.Lookup( civicName ) .. ", is one turn away from maximum Inspiration potential.", 10, CQUI_STATUS_MESSAGE_CIVIC);
CQUI_halfwayNotified[civicName] = true;
end
end -- end of if currentCivivID ~= -1
--------------------------------------------------------------------------
end -- end of ePlayer ~= -1
end
-- ===========================================================================
-- EVENT
-- Player turn is ending
-- ===========================================================================
function OnLocalPlayerTurnEnd()
-- If current data set is for the player, save back any changes into
-- the table of player tables.
local ePlayer :number = Game.GetLocalPlayer();
if ePlayer ~= -1 then
if m_kCurrentData[DATA_FIELD_PLAYERINFO].Player == ePlayer then
m_kAllPlayersTechData[ePlayer] = m_kCurrentData;
end
end
if(GameConfiguration.IsHotseat()) then
Close();
end
end
-- ===========================================================================
function OnCivicChanged( ePlayer:number, eTech:number )
if ePlayer == Game.GetLocalPlayer() then
m_ePlayer = ePlayer;
m_kCurrentData = GetLivePlayerData( m_ePlayer, -1 );
if not ContextPtr:IsHidden() then
View( m_kCurrentData );
end
end
end
-- ===========================================================================
function OnCivicComplete( ePlayer:number, eTech:number)
if ePlayer == Game.GetLocalPlayer() then
m_ePlayer = ePlayer;
m_kCurrentData = GetLivePlayerData( m_ePlayer, eTech );
if not ContextPtr:IsHidden() then
View( m_kCurrentData );
end
--------------------------------------------------------------------------
-- CQUI Civic Complete
-- Get the current tech
local kPlayer :table = Players[ePlayer];
local currentCivicID :number = eTech;
-- Make sure there is a civic selected before continuing with checks
if currentCivicID ~= -1 then
local civicName = GameInfo.Civics[currentCivicID].Name;
LuaEvents.CQUI_AddStatusMessage(Locale.Lookup("LOC_CIVIC_BOOST_COMPLETE", civicName), 10, CQUI_STATUS_MESSAGE_CIVIC);
end -- end of if currentCivivID ~= -1
--------------------------------------------------------------------------
end
end
-- ===========================================================================
-- Initially size static UI elements
-- (or re-size if screen resolution changed)
-- ===========================================================================
function Resize()
m_width, m_height = UIManager:GetScreenSizeVal(); -- Cache screen dimensions
m_scrollWidth = m_width - 80; -- Scrollbar area (where markers are placed) slightly smaller than screen width
local keyHeight:number = SIZE_WIDESCREEN_HEIGHT - (SIZE_OPTIONS_Y + SIZE_TIMELINE_AREA_Y + SIZE_TOP_AREA_Y);
if not Controls.GovernmentPanel:IsHidden() then
keyHeight = keyHeight - SIZE_GOVTPANEL_HEIGHT;
end
Controls.KeyPanel:SetSizeY(keyHeight);
Controls.KeyScroll:SetSizeY(keyHeight-20);
if(Controls.KeyPanel:IsHidden()) then
Controls.GovernmentPanel:SetOffsetY(-87);
else
Controls.GovernmentPanel:SetOffsetY(keyHeight - 90);
end
-- Determine how far art will span.
-- First obtain the size of the tree by taking the visible size and multiplying it by the ratio of the full content
local scrollPanelX:number = (Controls.NodeScroller:GetSizeX() / Controls.NodeScroller:GetRatio());
local artAndEraScrollWidth:number = scrollPanelX * (1/PARALLAX_SPEED);
Controls.ArtParchmentDecoTop:SetSizeX( artAndEraScrollWidth );
Controls.ArtParchmentDecoBottom:SetSizeX( artAndEraScrollWidth );
Controls.ArtParchmentRippleTop:SetSizeX( artAndEraScrollWidth );
Controls.ArtParchmentRippleBottom:SetSizeX( artAndEraScrollWidth );
Controls.ForceSizeX:SetSizeX( artAndEraScrollWidth );
Controls.ArtScroller:CalculateSize();
Controls.ArtCornerGrungeTR:ReprocessAnchoring();
Controls.ArtCornerGrungeBR:ReprocessAnchoring();
local PADDING_DUE_TO_LAST_BACKGROUND_ART_IMAGE:number = 100;
local backArtScrollWidth:number = scrollPanelX * (1/PARALLAX_ART_SPEED);
Controls.Background:SetSizeX( backArtScrollWidth + PADDING_DUE_TO_LAST_BACKGROUND_ART_IMAGE );
Controls.Background:SetSizeY( SIZE_WIDESCREEN_HEIGHT - (SIZE_TIMELINE_AREA_Y-8) );
Controls.FarBackArtScroller:CalculateSize();
Controls.KeyScroll:CalculateSize();
end
-- ===========================================================================
function OnUpdateUI( type:number, tag:string, iData1:number, iData2:number, strData1:string)
if type == SystemUpdateUI.ScreenResize then
Resize();
end
end
-- ===========================================================================
-- Obtain the data from the DB that doesn't change
-- Base costs and relationships (prerequisites)
-- RETURN: A table of node data (techs/civics/etc...) with a prereq for each entry.
-- ===========================================================================
function PopulateItemData( tableName:string, tableColumn:string, prereqTableName:string, itemColumn:string, prereqColumn:string)
-- Build main item table.
m_kItemDefaults = {};
local index :number = 0;
function GetHash(t)
local r = GameInfo.Types[t];
if(r) then
return r.Hash;
else
return 0;
end
end
for row:table in GameInfo[tableName]() do
local entry:table = {};
entry.Type = row[tableColumn];
entry.Name = row.Name;
entry.BoostText = "";
entry.Column = -1; -- Dynamically computed during UI layout
entry.Cost = row.Cost;
entry.Description = row.Description and Locale.Lookup( row.Description );
entry.EraType = row.EraType;
entry.Hash = GetHash(entry.Type);
entry.Index = index;
entry.IsBoostable = false;
entry.Prereqs = {};
entry.UITreeRow = row.UITreeRow;
entry.Unlocks = {}; -- Each unlock has: unlockType, iconUnavail, iconAvail, tooltip
-- Boost?
for boostRow in GameInfo.Boosts() do
if boostRow.CivicType == entry.Type then
entry.BoostText = Locale.Lookup( boostRow.TriggerDescription );
entry.IsBoostable = true;
entry.BoostAmount = boostRow.Boost;
break;
end
end
for prereqRow in GameInfo[prereqTableName]() do
if prereqRow[itemColumn] == entry.Type then
table.insert( entry.Prereqs, prereqRow[prereqColumn] );
end
end
-- If no prereqs were found, set item to special tree start value
if table.count(entry.Prereqs) == 0 then
table.insert(entry.Prereqs, PREREQ_ID_TREE_START);
end
-- Warn if DB has an out of bounds entry.
if entry.UITreeRow < ROW_MIN or entry.UITreeRow > ROW_MAX then
UI.DataError("UITreeRow for '"..entry.Type.."' has an out of bound UITreeRow="..tostring(entry.UITreeRow).." MIN="..tostring(ROW_MIN).." MAX="..tostring(ROW_MAX));
end
-- Only build up a limited number of eras if debug information is forcing a subset.
if m_debugFilterEraMaxIndex < 1 or ( m_debugFilterEraMaxIndex ~= -1 and m_kEras[entry.EraType] ~= nil ) then
m_kItemDefaults[entry.Type] = entry;
index = index + 1;
end
end
end
-- ===========================================================================
-- Create a hash table of EraType to its chronological index.
-- ===========================================================================
function PopulateEraData()
m_kEras = {};
for row:table in GameInfo.Eras() do
if m_debugFilterEraMaxIndex < 1 or row.ChronologyIndex <= m_debugFilterEraMaxIndex then
m_kEras[row.EraType] = {
BGTexture = row.EraCivicBackgroundTexture,
NumColumns = 0,
Description = Locale.Lookup(row.Name),
Index = row.ChronologyIndex,
PriorColumns= -1 -- Will not be known until UI is laid out
}
end
end
end
-- ===========================================================================
--
-- ===========================================================================
function PopulateFilterData()
-- Filters.
m_kFilters = {};
table.insert( m_kFilters, { Func=nil, Description="LOC_TECH_FILTER_NONE", Icon=nil } );
table.insert( m_kFilters, { Func=g_TechFilters["TECHFILTER_FOOD"], Description="LOC_TECH_FILTER_FOOD", Icon="[ICON_FOOD]" });
table.insert( m_kFilters, { Func=g_TechFilters["TECHFILTER_SCIENCE"], Description="LOC_TECH_FILTER_SCIENCE", Icon="[ICON_SCIENCE]" });
table.insert( m_kFilters, { Func=g_TechFilters["TECHFILTER_PRODUCTION"], Description="LOC_TECH_FILTER_PRODUCTION", Icon="[ICON_PRODUCTION]" });
table.insert( m_kFilters, { Func=g_TechFilters["TECHFILTER_CULTURE"], Description="LOC_TECH_FILTER_CULTURE", Icon="[ICON_CULTURE]" });
table.insert( m_kFilters, { Func=g_TechFilters["TECHFILTER_GOLD"], Description="LOC_TECH_FILTER_GOLD", Icon="[ICON_GOLD]" });
table.insert( m_kFilters, { Func=g_TechFilters["TECHFILTER_UNITS"], Description="LOC_TECH_FILTER_UNITS", Icon="[ICON_UNITS]" });
table.insert( m_kFilters, { Func=g_TechFilters["TECHFILTER_IMPROVEMENTS"], Description="LOC_TECH_FILTER_IMPROVEMENTS", Icon="[ICON_IMPROVEMENTS]" });
table.insert( m_kFilters, { Func=g_TechFilters["TECHFILTER_WONDERS"], Description="LOC_TECH_FILTER_WONDERS", Icon="[ICON_WONDERS]" });
for i,filter in ipairs(m_kFilters) do
local filterLabel = Locale.Lookup( filter.Description );
local filterIconText = filter.Icon;
local controlTable = {};
Controls.FilterPulldown:BuildEntry( "FilterItemInstance", controlTable );
-- If a text icon exists, use it and bump the label in the button over.
--[[ TODO: Uncomment if icons are added.
if filterIconText ~= nil and filterIconText ~= "" then
controlTable.IconText:SetText( Locale.Lookup(filterIconText) );
controlTable.DescriptionText:SetOffsetX(24);
else
controlTable.IconText:SetText( "" );
controlTable.DescriptionText:SetOffsetX(4);
end
]]
controlTable.DescriptionText:SetOffsetX(8);
controlTable.DescriptionText:SetText( filterLabel );
-- Callback
controlTable.Button:RegisterCallback( Mouse.eLClick, function() OnFilterClicked(filter); end );
end
Controls.FilterPulldown:CalculateInternals();
end
-- ===========================================================================
-- Populate Full Text Search
-- ===========================================================================
function PopulateSearchData()
local searchContext = "Civics";
if(Search.CreateContext(searchContext, "[COLOR_LIGHTBLUE]", "[ENDCOLOR]", "...")) then
for row in GameInfo.Civics() do
local description = row.Description and Locale.Lookup(row.Description) or "";
Search.AddData(searchContext, row.CivicType, Locale.Lookup(row.Name), description);
end
for row in GameInfo.Improvements() do
if(row.PrereqCivic) then
Search.AddData(searchContext, row.PrereqCivic, Locale.Lookup(GameInfo.Civics[row.PrereqCivic].Name), Locale.Lookup(row.Name));
end
end
for row in GameInfo.Units() do
if(row.PrereqCivic) then
Search.AddData(searchContext, row.PrereqCivic, Locale.Lookup(GameInfo.Civics[row.PrereqCivic].Name), Locale.Lookup(row.Name));
end
end
for row in GameInfo.Buildings() do
if(row.PrereqCivic) then
Search.AddData(searchContext, row.PrereqCivic, Locale.Lookup(GameInfo.Civics[row.PrereqCivic].Name), Locale.Lookup(row.Name));
end
end
for row in GameInfo.Districts() do
if(row.PrereqCivic) then
Search.AddData(searchContext, row.PrereqCivic, Locale.Lookup(GameInfo.Civics[row.PrereqCivic].Name), Locale.Lookup(row.Name));
end
end
for row in GameInfo.Resources() do
if(row.PrereqCivic) then
Search.AddData(searchContext, row.PrereqCivic, Locale.Lookup(GameInfo.Civics[row.PrereqCivic].Name), Locale.Lookup(row.Name));
end
end
for row in GameInfo.Policies() do
if(row.PrereqCivic) then
Search.AddData(searchContext, row.PrereqCivic, Locale.Lookup(GameInfo.Civics[row.PrereqCivic].Name), Locale.Lookup(row.Name));
end
end
Search.Optimize(searchContext);
end
end
-- ===========================================================================
-- Update the Filter text with the current label.
-- ===========================================================================
function RealizeFilterPulldown()
local pullDownButton = Controls.FilterPulldown:GetButton();
if m_kCurrentData[DATA_FIELD_UIOPTIONS].filter == nil or m_kCurrentData[DATA_FIELD_UIOPTIONS].filter.Func== nil then
pullDownButton:SetText( " "..Locale.Lookup("LOC_TREE_FILTER_W_DOTS"));
else
local description:string = m_kCurrentData[DATA_FIELD_UIOPTIONS].filter.Description;
pullDownButton:SetText( " "..Locale.Lookup( description ));
end
end
-- ===========================================================================
-- filterLabel, Readable lable of the current filter.
-- filterFunc, The funciton filter to apply to each node as it's built,
-- nil will reset the filters to none.
-- ===========================================================================
function OnFilterClicked( filter )
m_kCurrentData[DATA_FIELD_UIOPTIONS].filter = filter;
View( m_kCurrentData )
end
-- ===========================================================================
function OnOpen()
if (Game.GetLocalPlayer() == -1) then
return
end
UI.PlaySound("UI_Screen_Open");
View( m_kCurrentData );
ContextPtr:SetHide(false);
-- From ModalScreen_PlayerYieldsHelper
RefreshYields();
-- From Civ6_styles: FullScreenVignetteConsumer
Controls.ScreenAnimIn:SetToBeginning();
Controls.ScreenAnimIn:Play();
LuaEvents.CivicsTree_OpenCivicsTree();
Controls.SearchEditBox:TakeFocus();
end
-- ===========================================================================
-- Show the Key panel based on the state
-- ===========================================================================
function RealizeKeyPanel()
if UserConfiguration.GetShowCivicsTreeKey() then
Controls.KeyPanel:SetHide( false );
UI.PlaySound("UI_TechTree_Filter_Open");
else
if Controls.KeyPanel:IsHidden() then
UI.PlaySound("UI_TechTree_Filter_Closed");
end
Controls.KeyPanel:SetHide( true );
end
if Controls.KeyPanel:IsHidden() then
Controls.ToggleKeyButton:SetText(Locale.Lookup("LOC_TREE_SHOW_KEY"));
Controls.ToggleKeyButton:SetSelected(false);
else
Controls.ToggleKeyButton:SetText(Locale.Lookup("LOC_TREE_HIDE_KEY"));
Controls.ToggleKeyButton:SetSelected(true);
end
end
-- ===========================================================================
function OnClickCurrentPolicy(clickedPolicy:number)
local percent:number = 0;
local prereqCivic:string = GameInfo.Policies[clickedPolicy].PrereqCivic;
percent = (m_uiNodes[prereqCivic].x - PADDING_TIMELINE_LEFT)/(m_maxColumns * COLUMN_WIDTH);
Controls.NodeScroller:SetScrollValue(percent);
end
-- ===========================================================================
-- Show the Key panel based on the state
-- ===========================================================================
function RealizeGovernmentPanel()
m_kDiplomaticPolicyIM:DestroyInstances();
m_kEconomicPolicyIM:DestroyInstances();
m_kMilitaryPolicyIM:DestroyInstances();
m_kWildcardPolicyIM:DestroyInstances();
m_kDiplomaticPolicyIM = InstanceManager:new( "DiplomaticPolicyInstance", "DiplomaticPolicy", Controls.DiplomaticStack );
m_kEconomicPolicyIM = InstanceManager:new( "EconomicPolicyInstance", "EconomicPolicy", Controls.EconomicStack );
m_kMilitaryPolicyIM = InstanceManager:new( "MilitaryPolicyInstance", "MilitaryPolicy", Controls.MilitaryStack );
m_kWildcardPolicyIM = InstanceManager:new( "WildcardPolicyInstance", "WildcardPolicy", Controls.WildcardStack );
if UserConfiguration.GetShowCivicsTreeGovernment() then
Controls.GovernmentPanel:SetHide( false );
UI.PlaySound("UI_TechTree_Filter_Open");
else
if Controls.GovernmentPanel:IsHidden() then
UI.PlaySound("UI_TechTree_Filter_Closed");
end
Controls.GovernmentPanel:SetHide( true );
end
if Controls.GovernmentPanel:IsHidden() then
Controls.ToggleGovernmentButton:SetText(Locale.Lookup("LOC_TREE_SHOW_GOVERNMENT"));
Controls.ToggleGovernmentButton:SetSelected(false);
else
Controls.ToggleGovernmentButton:SetText(Locale.Lookup("LOC_TREE_HIDE_GOVERNMENT"));
Controls.ToggleGovernmentButton:SetSelected(true);
end
TruncateStringWithTooltip( Controls.GovernmentTitle, MAX_BEFORE_TRUNC_GOV_TITLE, Locale.ToUpper(m_kCurrentData[DATA_FIELD_GOVERNMENT]["NAMES"]));
Controls.DiplomaticIconCount:SetText(tostring(m_kCurrentData[DATA_FIELD_GOVERNMENT]["DIPLOMATIC"]));
Controls.EconomicIconCount:SetText(tostring(m_kCurrentData[DATA_FIELD_GOVERNMENT]["ECONOMIC"]));
Controls.MilitaryIconCount:SetText(tostring(m_kCurrentData[DATA_FIELD_GOVERNMENT]["MILITARY"]));
Controls.WildcardIconCount:SetText(tostring(m_kCurrentData[DATA_FIELD_GOVERNMENT]["WILDCARD"]));
local int numDiploResults = #m_kCurrentData[DATA_FIELD_GOVERNMENT]["DIPLOMATICPOLICIES"];
for i,policy in ipairs(m_kCurrentData[DATA_FIELD_GOVERNMENT]["DIPLOMATICPOLICIES"]) do
if(policy ~= -1) then
local diploInst:table = m_kDiplomaticPolicyIM:GetInstance();
local policyType:string = GameInfo.Policies[policy].Name;
if numDiploResults > 3 then
diploInst.DiplomaticPolicy:SetSizeVal(111/numDiploResults, 44 * (3/numDiploResults));
end
diploInst.DiplomaticPolicy:SetToolTipString(m_kPolicyCatalogData[policyType].Name .. ": " .. m_kPolicyCatalogData[policyType].Description);
diploInst.DiplomaticPolicy:RegisterCallback( Mouse.eLClick, function() OnClickCurrentPolicy(policy) end );
end
end
local int numEcoResults = #m_kCurrentData[DATA_FIELD_GOVERNMENT]["ECONOMICPOLICIES"];
for i,policy in ipairs(m_kCurrentData[DATA_FIELD_GOVERNMENT]["ECONOMICPOLICIES"]) do
if(policy ~= -1) then
local ecoInst:table = m_kEconomicPolicyIM:GetInstance();
local policyType:string = GameInfo.Policies[policy].Name
if numEcoResults > 3 then
ecoInst.EconomicPolicy:SetSizeVal(111/numEcoResults, 44 * (3/numEcoResults));
end
local description:string = m_kPolicyCatalogData[policyType].Name .. ": " .. m_kPolicyCatalogData[policyType].Description
ecoInst.EconomicPolicy:SetToolTipString(description);
ecoInst.EconomicPolicy:RegisterCallback( Mouse.eLClick, function() OnClickCurrentPolicy(policy) end );
end
end
local int numMilResults = #m_kCurrentData[DATA_FIELD_GOVERNMENT]["MILITARYPOLICIES"];
for i,policy in ipairs(m_kCurrentData[DATA_FIELD_GOVERNMENT]["MILITARYPOLICIES"]) do
if(policy ~= -1) then
local milInst:table = m_kMilitaryPolicyIM:GetInstance();
local policyType:string = GameInfo.Policies[policy].Name
if numMilResults > 3 then
milInst.MilitaryPolicy:SetSizeVal(111/numMilResults, 44 * (3/numMilResults));
end
milInst.MilitaryPolicy:SetToolTipString(m_kPolicyCatalogData[policyType].Name .. ": " .. m_kPolicyCatalogData[policyType].Description);
milInst.MilitaryPolicy:RegisterCallback( Mouse.eLClick, function() OnClickCurrentPolicy(policy) end );
end
end
local int numWildResults = #m_kCurrentData[DATA_FIELD_GOVERNMENT]["WILDCARDPOLICIES"];
for i,policy in ipairs(m_kCurrentData[DATA_FIELD_GOVERNMENT]["WILDCARDPOLICIES"]) do
if(policy ~= -1) then
local wildInst:table = m_kWildcardPolicyIM:GetInstance();
local policyType:string = GameInfo.Policies[policy].Name;
local slotType:string = GameInfo.Policies[policy].GovernmentSlotType;
if numWildResults > 3 then
wildInst.WildcardPolicy:SetSizeVal(111/numWildResults, 44 * (3/numWildResults));
end
if slotType == "SLOT_DIPLOMATIC" then
wildInst.WildcardPolicy:SetTexture("Governments_DiplomacyCard_Small");
else
if slotType == "SLOT_ECONOMIC" then
wildInst.WildcardPolicy:SetTexture("Governments_EconomicCard_Small");
else
if slotType == "SLOT_MILITARY" then
wildInst.WildcardPolicy:SetTexture("Governments_MilitaryCard_Small");
end
end
end
wildInst.WildcardPolicy:SetToolTipString(m_kPolicyCatalogData[policyType].Name .. ": " .. m_kPolicyCatalogData[policyType].Description);
wildInst.WildcardPolicy:RegisterCallback( Mouse.eLClick, function() OnClickCurrentPolicy(policy) end );
end
end
end
-- ===========================================================================
-- Fill the catalog with the static (unchanging) policy data used by
-- all players when viewing the screen.
-- ===========================================================================
function PopulateStaticData()
-- Fill in the complete catalog of policies.
m_kPolicyCatalogData = {};
for row in GameInfo.Policies() do
local policyTypeRow :table = GameInfo.Types[row.PolicyType];
local policyName :string = Locale.Lookup(row.Name);
local policyTypeHash :number = policyTypeRow.Hash;
local slotType :string = row.GovernmentSlotType;
local description :string = Locale.Lookup(row.Description);
--local draftCost :number = kPlayerCulture:GetEnactPolicyCost(policyTypeHash); --Move to live data
m_kPolicyCatalogData[row.Name] = {
Description = description,
Name = policyName,
PolicyHash = policyTypeHash,
SlotType = slotType, -- SLOT_MILITARY, SLOT_ECONOMIC, SLOT_DIPLOMATIC, SLOT_WILDCARD, (SLOT_GREAT_PERSON)
UniqueID = row.Index -- the row this policy exists in, is guaranteed to be unique (as-is the house, but these are readable. ;) )
};
end
-- Fill in governments
m_kGovernments = {};
for row in GameInfo.Governments() do
local government :table = GameInfo.Types[row.GovernmentType];
local slotMilitary :number = 0;
local slotEconomic :number = 0;
local slotDiplomatic :number = 0;
local slotWildcard :number = 0;
for entry in GameInfo.Government_SlotCounts() do
if row.GovernmentType == entry.GovernmentType then
local slotType = entry.GovernmentSlotType;
for i = 1, entry.NumSlots, 1 do
if slotType == "SLOT_MILITARY" then slotMilitary = slotMilitary + 1;
elseif slotType == "SLOT_ECONOMIC" then slotEconomic = slotEconomic + 1;
elseif slotType == "SLOT_DIPLOMATIC" then slotDiplomatic = slotDiplomatic + 1;
elseif slotType == "SLOT_WILDCARD" or slotType=="SLOT_GREAT_PERSON" then slotWildcard = slotWildcard + 1;
end
end
end
end
m_kGovernments[row.Name] = {
BonusAccumlatedText = row.AccumulatedBonusDesc,
BonusInherentText = row.InherentBonusDesc,
BonusType = row.BonusType,
Hash = government.Hash,
Index = row.Index,
Name = row.Name,
NumSlotMilitary = slotMilitary,
NumSlotEconomic = slotEconomic,
NumSlotDiplomatic = slotDiplomatic,
NumSlotWildcard = slotWildcard
}
end
end
-- ===========================================================================
-- Show/Hide key panel
-- ===========================================================================
function OnClickToggleKey()
if Controls.KeyPanel:IsHidden() then
UserConfiguration.SetShowCivicsTreeKey(true);
else
UI.PlaySound("UI_TechTree_Filter_Closed");
UserConfiguration.SetShowCivicsTreeKey(false);
end
RealizeKeyPanel();
end
Controls.ToggleKeyButton:RegisterCallback(Mouse.eLClick, OnClickToggleKey);
function OnClickToggleGovernment()
if Controls.GovernmentPanel:IsHidden() then
UserConfiguration.SetShowCivicsTreeGovernment(true);
else
UI.PlaySound("UI_TechTree_Filter_Closed");
UserConfiguration.SetShowCivicsTreeGovernment(false);
end
RealizeGovernmentPanel();
end
Controls.ToggleGovernmentButton:RegisterCallback(Mouse.eLClick, OnClickToggleGovernment);
function OnClickToggleFilter()
if Controls.FilterPulldown:IsOpen() then
UI.PlaySound("UI_TechTree_Filter_Open");
else
UI.PlaySound("UI_TechTree_Filter_Closed");
end
end
-- ===========================================================================
-- Main close function all exit points should call.
-- ===========================================================================
function Close()
UI.PlaySound("UI_Screen_Close");
ContextPtr:SetHide(true);
LuaEvents.CivicsTree_CloseCivicsTree();
Controls.SearchResultsPanelContainer:SetHide(true);
end
-- ===========================================================================
-- Close via click
-- ===========================================================================
function OnClose()
Close();
end
-- ===========================================================================
-- Input
-- UI Event Handler
-- ===========================================================================
function KeyDownHandler( key:number )
if key == Keys.VK_SHIFT then
m_shiftDown = true;
-- let it fall through
end
return false;
end
function KeyUpHandler( key:number )
if key == Keys.VK_SHIFT then
m_shiftDown = false;
-- let it fall through
end
if key == Keys.VK_ESCAPE then
Close();
return true;
end
if key == Keys.VK_RETURN then
-- Don't let enter propigate or it will hit action panel which will raise a screen (potentially this one again) tied to the action.
return true;
end
return false;
end
function OnInputHandler( pInputStruct:table )
local uiMsg = pInputStruct:GetMessageType();
if uiMsg == KeyEvents.KeyDown then return KeyDownHandler( pInputStruct:GetKey() ); end
if uiMsg == KeyEvents.KeyUp then return KeyUpHandler( pInputStruct:GetKey() ); end
return false;
end
function OnSearchBarGainFocus()
Controls.SearchEditBox:ClearString();
end
function OnSearchBarLoseFocus()
Controls.SearchEditBox:SetText(Locale.Lookup("LOC_TREE_SEARCH_W_DOTS"));
end
-- ===========================================================================
-- UI Event Handler
-- ===========================================================================
function OnShutdown()
-- Clean up events
LuaEvents.CivicsPanel_RaiseCivicsTree.Remove( OnOpen );
LuaEvents.LaunchBar_RaiseCivicsTree.Remove( OnOpen );
LuaEvents.LaunchBar_CloseCivicsTree.Remove( OnClose );
Events.GovernmentChanged.Remove( OnGovernmentChanged );
Events.GovernmentPolicyChanged.Remove( OnGovernmentPolicyChanged );
Events.GovernmentPolicyObsoleted.Remove( OnGovernmentPolicyChanged );
Events.LocalPlayerTurnBegin.Remove( OnLocalPlayerTurnBegin );
Events.LocalPlayerTurnEnd.Remove( OnLocalPlayerTurnEnd );
Events.CivicChanged.Remove( OnCivicChanged );
Events.CivicCompleted.Remove( OnCivicComplete );
Events.SystemUpdateUI.Remove( OnUpdateUI );
Search.DestroyContext("Civics");
end
-- ===========================================================================
-- Centers scroll panel (if possible) on a specfic type.
-- ===========================================================================
function ScrollToNode( typeName:string )
local percent:number = 0;
local x = m_uiNodes[typeName].x - ( m_width * 0.5);
local size = (m_width / Controls.NodeScroller:GetRatio()) - m_width;
percent = math.clamp( x / size, 0, 1);
Controls.NodeScroller:SetScrollValue(percent);
m_kSearchResultIM:DestroyInstances();
Controls.SearchResultsPanelContainer:SetHide(true);
end
-- ===========================================================================
-- Input Hotkey Event
-- ===========================================================================
function OnInputActionTriggered( actionId )
if m_ToggleCivicsTreeId ~= nil and actionId == m_ToggleCivicsTreeId then
UI.PlaySound("Play_UI_Click");
if(ContextPtr:IsHidden()) then
LuaEvents.CivicsChooser_RaiseCivicsTree();
else
OnClose();
end
end
end
-- ===========================================================================
-- UI Callback
-- ===========================================================================
function OnSearchCharCallback()
local has_found = {};
local str = Controls.SearchEditBox:GetText();
if str ~= nil and str ~= Locale.Lookup("LOC_TREE_SEARCH_W_DOTS") then
local results = Search.Search("Civics", str);
if (results and #results > 0) then
m_kSearchResultIM:DestroyInstances();
for i, v in ipairs(results) do
-- v[1]chnologyType
-- v[2] == Name of Technology w/ search term highlighted.
-- v[3] == Snippet of Technology description w/ search term highlighted.
if has_found[v[1]] == nil then
local instance = m_kSearchResultIM:GetInstance();
local civicID:number;
local i:number = 0;
for row in GameInfo.Civics() do
if row.CivicType == v[1] then
civicID = i;
end
i = i + 1;
end
local iconName :string = DATA_ICON_PREFIX .. v[1];
instance.SearchIcon:SetIcon(iconName);
-- Search results already localized.
instance.Name:SetText(v[2]);
instance.Button:RegisterCallback(Mouse.eLClick, function() ScrollToNode(v[1]); end );
instance.Button:SetToolTipString(ToolTipHelper.GetToolTip(v[1], Game.GetLocalPlayer()));
has_found[v[1]] = true;
end
end
Controls.SearchResultsStack:CalculateSize();
Controls.SearchResultsStack:ReprocessAnchoring();
Controls.SearchResultsPanel:CalculateSize();
Controls.SearchResultsPanelContainer:SetHide(false);
else
Controls.SearchResultsPanelContainer:SetHide(true);
end
end
end
-- ===========================================================================
function OnCityInitialized(owner, ID)
if (owner == m_ePlayer) then
m_kCurrentData = GetLivePlayerData( m_ePlayer, -1 );
end
end
-- ===========================================================================
function OnBuildingChanged( plotX:number, plotY:number, buildingIndex:number, playerID:number, iPercentComplete:number )
if playerID == m_ePlayer then
m_kCurrentData = GetLivePlayerData( m_ePlayer, -1 ); -- Buildings can change culture/science yield which can effect "turns to complete" values
end
end
-- ===========================================================================
-- Load all static information as well as display information for the
-- current local player.
-- ===========================================================================
function Initialize()
PopulateStaticData();
PopulateEraData();
PopulateItemData("Civics","CivicType","CivicPrereqs","Civic","PrereqCivic");
PopulateFilterData();
PopulateSearchData();
AllocateUI();
-- May be observation mode.
m_ePlayer = Game.GetLocalPlayer();
if (m_ePlayer == -1) then
return;
end
Resize(); -- Now that view has been called once, size of tree is known.
m_kCurrentData = GetLivePlayerData( m_ePlayer, -1 );
View( m_kCurrentData );
-- UI Events
ContextPtr:SetInputHandler( OnInputHandler, true );
ContextPtr:SetShutdown( OnShutdown );
Controls.SearchEditBox:RegisterStringChangedCallback(OnSearchCharCallback);
Controls.SearchEditBox:RegisterHasFocusCallback( OnSearchBarGainFocus);
Controls.SearchEditBox:RegisterCommitCallback( OnSearchBarLoseFocus);
local pullDownButton = Controls.FilterPulldown:GetButton();
pullDownButton:RegisterCallback(Mouse.eLClick, OnClickToggleFilter);
-- LUA Events
LuaEvents.CivicsChooser_RaiseCivicsTree.Add( OnOpen );
LuaEvents.LaunchBar_RaiseCivicsTree.Add( OnOpen );
LuaEvents.LaunchBar_CloseCivicsTree.Add( OnClose );
-- Game engine Event
Events.CityInitialized.Add( OnCityInitialized );
Events.BuildingChanged.Add( OnBuildingChanged );
Events.CivicChanged.Add( OnCivicChanged );
Events.CivicCompleted.Add( OnCivicComplete );
Events.GovernmentChanged.Add( OnGovernmentChanged );
Events.GovernmentPolicyChanged.Add( OnGovernmentPolicyChanged );
Events.GovernmentPolicyObsoleted.Add( OnGovernmentPolicyChanged );
Events.InputActionTriggered.Add( OnInputActionTriggered );
Events.LocalPlayerTurnBegin.Add( OnLocalPlayerTurnBegin );
Events.LocalPlayerTurnEnd.Add( OnLocalPlayerTurnEnd );
Events.LocalPlayerChanged.Add(AllocateUI);
Events.SystemUpdateUI.Add( OnUpdateUI );
-- CQUI add exceptions to the 50% notifications by putting civics into the CQUI_halfwayNotified table
CQUI_halfwayNotified["LOC_CIVIC_CODE_OF_LAWS_NAME"] = true;
end
Initialize();
|
require 'keycodes'
local BLIP_WAYPOINT = 8
local want_teleport = false
local current_position = nil
function OnScriptTick()
current_position = entity.GET_ENTITY_COORDS(player.PLAYER_PED_ID(), 1)
if want_teleport then
local blip_id = ui.GET_FIRST_BLIP_INFO_ID(BLIP_WAYPOINT)
if blip_id > 0 then
local target = ui.GET_BLIP_INFO_ID_COORD(blip_id)
--streaming.LOAD_SCENE(target.x, target.y, target.z)
entity.SET_ENTITY_COORDS(player.PLAYER_PED_ID(), target.x, target.y, 1000, 1, 1, 1, 1)
local new_z = gameplay.GET_GROUND_Z_FOR_3D_COORD(target.x, target.y, 1000)
entity.SET_ENTITY_COORDS(player.PLAYER_PED_ID(), target.x, target.y, new_z, 1, 1, 1, 1)
end
end
want_teleport = false
end
function OnDrawTick()
if gui.TreeNode("Teleport") then
gui.Text(current_position.x .. " " .. current_position.y .. " " .. current_position.z)
if gui.Button("Teleport") then
want_teleport = true
end
gui.TreePop()
end
end
function Initialize()
end
|
if not modules then modules = { } end modules ['util-sql-users'] = {
version = 1.001,
comment = "companion to lmx-*",
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
-- This is experimental code and currently part of the base installation simply
-- because it's easier to dirtribute this way. Eventually it will be documented
-- and the related scripts will show up as well.
local sql = utilities.sql
local find, topattern = string.find, string.topattern
local sumHEXA = md5.sumHEXA
local toboolean = string.toboolean
local lpegmatch = lpeg.match
local sql = require("util-sql") -- utilities.sql
local users = { }
sql.users = users
local trace_sql = false trackers.register("sql.users.trace", function(v) trace_sql = v end)
local report = logs.reporter("sql","users")
local split = lpeg.splitat(":")
local valid = nil
local hash = function(s) return "MD5:" .. sumHEXA(s) end
if LUAVERSION >= 5.3 then
local sha2 = require("util-sha")
local HASH224 = sha2.HASH224
local HASH256 = sha2.HASH256
local HASH384 = sha2.HASH384
local HASH512 = sha2.HASH512
valid = {
MD5 = hash,
SHA224 = function(s) return "SHA224:" .. HASH224(s) end,
SHA256 = function(s) return "SHA256:" .. HASH256(s) end,
SHA384 = function(s) return "SHA384:" .. HASH384(s) end,
SHA512 = function(s) return "SHA512:" .. HASH512(s) end,
}
else
valid = {
MD5 = hash,
SHA224 = hash,
SHA256 = hash,
SHA384 = hash,
SHA512 = hash,
}
end
local function encryptpassword(str,how)
if not str or str == "" then
return ""
end
local prefix, rest = lpegmatch(split,str)
if prefix and rest and valid[prefix] then
return str
end
return (how and valid[how] or valid.MD5)(str)
end
local function cleanuppassword(str)
local prefix, rest = lpegmatch(split,str)
if prefix and rest and valid[prefix] then
return rest
end
return str
end
local function samepasswords(one,two)
if not one or not two then
return false
end
return encryptpassword(one) == encryptpassword(two)
end
local function validaddress(address,addresses)
if address and addresses and address ~= "" and addresses ~= "" then
if find(address,topattern(addresses,true,true)) then
return true, "valid remote address"
end
return false, "invalid remote address"
else
return true, "no remote address check"
end
end
users.encryptpassword = encryptpassword
users.cleanuppassword = cleanuppassword
users.samepasswords = samepasswords
users.validaddress = validaddress
-- print(users.encryptpassword("test")) -- MD5:098F6BCD4621D373CADE4E832627B4F6
local function checkeddb(presets,datatable)
return sql.usedatabase(presets,datatable or presets.datatable or "users")
end
users.usedb = checkeddb
local groupnames = { }
local groupnumbers = { }
local function registergroup(name)
local n = #groupnames + 1
groupnames [n] = name
groupnames [tostring(n)] = name
groupnames [name] = name
groupnumbers[n] = n
groupnumbers[tostring(n)] = n
groupnumbers[name] = n
return n
end
registergroup("superuser")
registergroup("administrator")
registergroup("user")
registergroup("guest")
users.groupnames = groupnames
users.groupnumbers = groupnumbers
-- password 'test':
--
-- INSERT insert into users (`name`,`password`,`group`,`enabled`) values ('...','MD5:098F6BCD4621D373CADE4E832627B4F6',1,1) ;
--
-- MD5:098F6BCD4621D373CADE4E832627B4F6
-- SHA224:90A3ED9E32B2AAF4C61C410EB925426119E1A9DC53D4286ADE99A809
-- SHA256:9F86D081884C7D659A2FEAA0C55AD015A3BF4F1B2B0B822CD15D6C15B0F00A08
-- SHA384:768412320F7B0AA5812FCE428DC4706B3CAE50E02A64CAA16A782249BFE8EFC4B7EF1CCB126255D196047DFEDF17A0A9
-- SHA512:EE26B0DD4AF7E749AA1A8EE3C10AE9923F618980772E473F8819A5D4940E0DB27AC185F8A0E1D5F84F88BC887FD67B143732C304CC5FA9AD8E6F57F50028A8FF
-- old values (a name can have utf and a password a long hash):
--
-- name 80, fullname 80, password 50
local template = [[
CREATE TABLE `users` (
`id` int(11) NOT NULL AUTO_INCREMENT,
`name` varchar(100) NOT NULL,
`fullname` varchar(100) NOT NULL,
`password` varchar(200) DEFAULT NULL,
`group` int(11) NOT NULL,
`enabled` int(11) DEFAULT '1',
`email` varchar(80) DEFAULT NULL,
`address` varchar(256) DEFAULT NULL,
`theme` varchar(50) DEFAULT NULL,
`data` longtext,
PRIMARY KEY (`id`),
UNIQUE KEY `name_unique` (`name`)
) DEFAULT CHARSET = utf8 ;
]]
local sqlite_template = [[
CREATE TABLE `users` (
`id` INTEGER PRIMARY KEY AUTOINCREMENT,
`name` TEXT NOT NULL,
`fullname` TEXT NOT NULL,
`password` TEXT DEFAULT NULL,
`group` INTEGER NOT NULL,
`enabled` INTEGER DEFAULT '1',
`email` TEXT DEFAULT NULL,
`address` TEXT DEFAULT NULL,
`theme` TEXT DEFAULT NULL,
`data` TEXT DEFAULT NULL
) ;
]]
local converter, fields = sql.makeconverter {
{ name = "id", type = "number" },
{ name = "name", type = "string" },
{ name = "fullname", type = "string" },
{ name = "password", type = "string" },
{ name = "group", type = groupnames },
{ name = "enabled", type = "boolean" },
{ name = "email", type = "string" },
{ name = "address", type = "string" },
{ name = "theme", type = "string" },
{ name = "data", type = "deserialize" },
}
function users.createdb(presets,datatable)
local db = checkeddb(presets,datatable)
db.execute {
template = db.usedmethod == "sqlite" and sqlite_template or template,
variables = {
basename = db.basename,
},
}
report("datatable %a created in %a",db.name,db.base)
return db
end
local template =[[
SELECT
%fields%
FROM
%basename%
WHERE
`name` = '%[name]%'
AND
`password` = '%[password]%'
;
]]
local template =[[
SELECT
%fields%
FROM
%basename%
WHERE
`name` = '%[name]%'
;
]]
function users.valid(db,username,password,address)
local data = db.execute {
template = template,
converter = converter,
variables = {
basename = db.basename,
fields = fields,
name = username,
},
}
local data = data and data[1]
if not data then
return false, "unknown user"
elseif not data.enabled then
return false, "disabled user"
elseif data.password ~= encryptpassword(password) then
return false, "wrong password"
elseif not validaddress(address,data.address) then
return false, "invalid address"
else
data.password = nil
return data, "okay"
end
end
local template =[[
INSERT INTO %basename% (
`name`,
`fullname`,
`password`,
`group`,
`enabled`,
`email`,
`address`,
`theme`,
`data`
) VALUES (
'%[name]%',
'%[fullname]%',
'%[password]%',
'%[group]%',
'%[enabled]%',
'%[email]%',
'%[address]%',
'%[theme]%',
'%[data]%'
) ;
]]
function users.add(db,specification)
local name = specification.username or specification.name
if not name or name == "" then
return
end
local data = specification.data
db.execute {
template = template,
variables = {
basename = db.basename,
name = name,
fullname = name or fullname,
password = encryptpassword(specification.password or ""),
group = groupnumbers[specification.group] or groupnumbers.guest,
enabled = toboolean(specification.enabled) and "1" or "0",
email = specification.email,
address = specification.address,
theme = specification.theme,
data = type(data) == "table" and db.serialize(data,"return") or "",
},
}
end
local template =[[
SELECT
%fields%
FROM
%basename%
WHERE
`name` = '%[name]%' ;
]]
function users.getbyname(db,name)
local data = db.execute {
template = template,
converter = converter,
variables = {
basename = db.basename,
fields = fields,
name = name,
},
}
return data and data[1] or nil
end
local template =[[
SELECT
%fields%
FROM
%basename%
WHERE
`id` = '%id%' ;
]]
local function getbyid(db,id)
local data = db.execute {
template = template,
converter = converter,
variables = {
basename = db.basename,
fields = fields,
id = id,
},
}
return data and data[1] or nil
end
users.getbyid = getbyid
local template =[[
UPDATE
%basename%
SET
`fullname` = '%[fullname]%',
`password` = '%[password]%',
`group` = '%[group]%',
`enabled` = '%[enabled]%',
`email` = '%[email]%',
`address` = '%[address]%',
`theme` = '%[theme]%',
`data` = '%[data]%'
WHERE
`id` = '%id%'
;
]]
function users.save(db,id,specification)
id = tonumber(id)
if not id then
return
end
local user = getbyid(db,id)
if tonumber(user.id) ~= id then
return
end
local fullname = specification.fullname == nil and user.fulname or specification.fullname
local password = specification.password == nil and user.password or specification.password
local group = specification.group == nil and user.group or specification.group
local enabled = specification.enabled == nil and user.enabled or specification.enabled
local email = specification.email == nil and user.email or specification.email
local address = specification.address == nil and user.address or specification.address
local theme = specification.theme == nil and user.theme or specification.theme
local data = specification.data == nil and user.data or specification.data
db.execute {
template = template,
variables = {
basename = db.basename,
id = id,
fullname = fullname,
password = encryptpassword(password),
group = groupnumbers[group],
enabled = toboolean(enabled) and "1" or "0",
email = email,
address = address,
theme = theme,
data = type(data) == "table" and db.serialize(data,"return") or "",
},
}
return getbyid(db,id)
end
local template =[[
DELETE FROM
%basename%
WHERE
`id` = '%id%' ;
]]
function users.remove(db,id)
db.execute {
template = template,
variables = {
basename = db.basename,
id = id,
},
}
end
local template =[[
SELECT
%fields%
FROM
%basename%
ORDER BY
`name` ;
]]
function users.collect(db) -- maybe also an id/name only variant
local records, keys = db.execute {
template = template,
converter = converter,
variables = {
basename = db.basename,
fields = fields,
},
}
return records, keys
end
|
-- Generator general menu
--- @author Alexandr Mikhailenko a.k.a. Alex M.A.K. <alex-m.a.k@yandex.kz>
local menugen = require("core.modules.menugen")
mythememenu = {}
function removeOldTheme()
local cfg_path = _Awesome.config
local cmd = "ls -1 " .. cfg_path .. "/themes/.usedTheme/"
local f = io.popen(cmd)
for l in f:lines() do
_Awesome.awful.util.spawn("rm " .. cfg_path .. "/themes/.usedTheme/"..l)
end
f:close()
end
function theme_load(theme)
_Awesome._settings.themes = theme
_Awesome.String2File(_Awesome.config .. '/config.json', _Awesome._settings)
_Awesome.awful.util.spawn("xrdb -load " .. _Awesome.config .. "/themes/"..theme..'/Xdefaults')
awesome.restart()
end
function theme_menu()
-- List your theme files and feed the menu table
local cmd = "ls -1 "
.. _Awesome.config
.. "/themes/"
local f = io.popen(cmd)
for l in f:lines() do
if l ~= 'icons' and l ~= 'init.lua' and not string.find(l, 'Xdefaults')
then
table.insert(
mythememenu,
{
l,
function ()
theme_load(l)
end
}
)
end
end
f:close()
end
-- Generate your table at startup or restart
theme_menu()
-- {{{ Auto-genereate menu from Awesome configs and plugins
local function createEditConfigurationsFileFromAwesome(name)
local i, t, popen = 0, {}, io.popen
for filename in popen ('ls '..name):lines()
do
i = i + 1
t[i] = {
[filename] = name.."/"..filename
}
end
return t
end
local ConfigFiles,ThemesFiles, UserWidgetsFiles, GlobalWidgetsFiles = {}, {}, {}, {}
local function genMenu(array, path, prefix, exe)
for k, v in pairs(createEditConfigurationsFileFromAwesome(path))
do
for kk, vv in pairs(v)
do
if prefix ~= nil and string.find(vv, prefix)
then
if string.find(vv, ".png")
then
command = "sxiv " .. vv
else
command = _Awesome.applications.editor .. " " .. vv
end
table.insert(
array,
{
kk,
command,
_Awesome.beautiful.file
}
)
elseif prefix == nil and prefix == '' and exe ~= nil and exe ~= ''
then
local command = _Awesome.applications.editor .. " " .. vv .. '/init.lua'
table.insert(
array,
{
kk,
command,
_Awesome.beautiful.file
}
)
else
if string.find(vv, ".png")
then
command = "sxiv " .. vv
else
command = _Awesome.applications.editor .. " " .. vv
end
table.insert(
array,
{
kk,
command,
_Awesome.beautiful.file
}
)
end
end
end
return array
end
function generateMenu()
-- Autogen Menu
mymainmenu = _Awesome.awful.menu.new(
{
theme =
{
height = 22,
width = 240,
border_width = 3,
border_color = '#7788af'
},
{
"Awesome",
{
{
"Manual from Awesome",
'urxvt', --_Awesome.userConfig.terminal.command .. " -e man awesome",
_Awesome.beautiful.awesomeManual
},
{ "", },
{
"Edit Base Config",
genMenu(
ConfigFiles,
_Awesome.config
..'/core/root'
),
_Awesome.beautiful.sourceEdit
},
{
"Edit Theme Config",
genMenu(
ThemesFiles,
_Awesome.config
..'/themes/'
.._Awesome.themename
..'/',
'.lua'
),
_Awesome.beautiful.sourceEdit
},
{
"Edit User Widgets Config",
genMenu(
UserWidgetsFiles,
_Awesome.config
..'/core/widgets/',
nil,
true
),
_Awesome.beautiful.sourceEdit
},
{
"Edit Global Widgets Config",
genMenu(
GlobalWidgetsFiles,
_Awesome.config
..'/core/modules/lain/widgets/'
),
_Awesome.beautiful.sourceEdit
},
{ "", },
{
"Update MultiColor",
'cd '
.. _Awesome.config
.. '; git pull;',
_Awesome.beautiful.updateAwesome
},
{ "", },
{
"Awesome Themes",
mythememenu,
_Awesome.beautiful.themesAwesome
},
{
"Awesome Restart",
awesome.restart,
_Awesome.beautiful.restart
}
},
_Awesome.beautiful.awesomewm
},
{ "" },
{
"Browser",
_Awesome.applications.browser--_Awesome.applications.browser
.. ' https://duckduckgo.com/',
_Awesome.beautiful.browser,
},
{
"Terminal",
_Awesome.applications.terminal, --_Awesome.userConfig.terminal.command,
_Awesome.beautiful.console,
},
{
"IM Client",
_Awesome.applications.im, --_Awesome.userConfig.imclient.command,
_Awesome.beautiful.im
},
{},
{
"Music Online",
{
{
"Yandex.Radio",
{
{
"Main",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz"',
nil,
},
{
"Metal",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/metal"',
nil,
},
{
"Alternative",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/alternative"',
nil,
},
{
"Blues",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/blues"',
nil,
},
{
"SKA",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/ska"',
nil,
},
{
"Estrada",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/estrada"',
nil,
},
{
"Shanson",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/shanson"',
nil,
},
{
"Country",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/country"',
nil,
},
{
"Children",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/children"',
nil,
},
{
"Electronics",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/electronics"',
nil,
},
{
"Dubstep",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/dubstep"',
nil,
},
{
"Industrial",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/industrial"',
nil,
},
{
"Experimental",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/experimental"',
nil,
},
{
"Dance",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/dance"',
nil,
},
{
"House",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/house"',
nil,
},
{
"Techno",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/techno"',
nil,
},
{
"Trance",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/trance"',
nil,
},
{
"DNB",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/dnb"',
nil,
},
{
"Relax",
_Awesome.applications.browser
.. ' "https://radio.yandex.kz/genre/relax"',
nil,
},
},
_Awesome.beautiful.radio_yandex
},
{
"Yandex.Music",
_Awesome.applications.browser
.. ' "https://music.yandex.kz"',
_Awesome.beautiful.music_yandex,
},
{
"101",
_Awesome.applications.browser
.. ' "https://101.ru"',
_Awesome.beautiful.ru101,
},
{
"DI",
_Awesome.applications.browser
.. ' "https://di.fm"',
_Awesome.beautiful.di,
},
},
_Awesome.beautiful.music
},
{ "", },
{
"Applications",
menugen.build_menu(),
_Awesome.beautiful.applications
},
{
"Google Applications",
{
{
"Create spreadsheet",
_Awesome.applications.browser
.. ' "https://docs.google.com/spreadsheet/ccc?new"',
_Awesome.beautiful.play_sheets
},
{
"Create document",
_Awesome.applications.browser
.. ' "https://docs.google.com/document/create"',
_Awesome.beautiful.play_docs
},
{
"Create presentation",
_Awesome.applications.browser
.. ' "https://docs.google.com/presentation/create"',
_Awesome.beautiful.play_slides
},
{
"Create draw",
_Awesome.applications.browser
.. ' "https://docs.google.com/drawings/create?usp=drive_web"',
_Awesome.beautiful.play_drawings
},
{
"Create form",
_Awesome.applications.browser
.. ' "https://docs.google.com/forms/create"',
_Awesome.beautiful.play_forms
},
{ "", },
{
"Google Sheets",
_Awesome.applications.browser
.. ' "https://docs.google.com/spreadsheets/u/0/"',
_Awesome.beautiful.play_sheets
},
{
"Google Docs",
_Awesome.applications.browser
.. ' "https://docs.google.com/document/u/0/"',
_Awesome.beautiful.play_docs
},
{
"Google Disk",
_Awesome.applications.browser
.. ' "https://drive.google.com/drive/u/0/"',
_Awesome.beautiful.play_drive
},
{
"Google Hangouts",
_Awesome.applications.browser
.. ' "https://hangouts.google.com/"',
_Awesome.beautiful.play_hangouts
},
{
"Google Calendar",
_Awesome.applications.browser
.. ' "https://calendar.google.com/calendar/"',
_Awesome.beautiful.play_calendar
},
{
"Google Contacts",
_Awesome.applications.browser
.. ' "https://contacts.google.com/u/0/preview/all"',
_Awesome.beautiful.play_contacts
},
{
"Google Books",
_Awesome.applications.browser
.. ' "https://play.google.com/books?source=gbs_lp_bookshelf_list"',
_Awesome.beautiful.play_books
},
{
"Google News",
_Awesome.applications.browser
.. ' "https://news.google.com/nwshp?hl=ru"',
_Awesome.beautiful.play_news
},
{
"Google Inbox",
_Awesome.applications.browser
.. ' "https://inbox.google.com/u/0/"',
_Awesome.beautiful.play_inbox
}
},
_Awesome.beautiful.google_apps
},
{
"Develop",
{
{
"AwesomeWM ApiDoc",
_Awesome.applications.browser
.. "http://new.awesomewm.org/apidoc/"
},
{
"Lua Functions",
{
{
"5.1",
_Awesome.applications.browser
.. ' "http://www.lua.org/manual/5.1/index.html#index"'
},
{
"5.2",
_Awesome.applications.browser
.. ' "http://www.lua.org/manual/5.2/index.html#index"'
},
{
"5.3",
_Awesome.applications.browser
.. ' "http://www.lua.org/manual/5.3/index.html#index"'
}
},
_Awesome.beautiful.lualogo
},
{
"A curated list of quality Lua packages and resources",
_Awesome.applications.browser
.. ' "https://github.com/LewisJEllis/awesome-lua"',
_Awesome.beautiful.lualogo
},
{
"Cloud9",
_Awesome.applications.browser
.. ' "https://ide.c9.io/"',
_Awesome.beautiful.cloud9
}
},
_Awesome.beautiful.develop
},
{ "", },
{
"Backup configuration",
awesome.restart,
},
{
"Restart",
'systemctl restart -i',
_Awesome.beautiful.restart
},
{
"Poweroff",
'systemctl poweroff -i',
_Awesome.beautiful.poweroff
},
}
)
mylauncher = _Awesome.awful.widget.launcher(
{
icon = _Awesome.beautiful.awesome_icon,
menu = mymainmenu
}
)
return mymainmenu, mylauncher
end
-- }}}
|
-- Jambo animations
-- Performance bindings
local newImage = love.graphics.newImage
-- Imports
local Media = require("scripts.media")
-- Sprite geometry
local sprite_width = 26
local sprite_height = 22
-- Resources path file
local path = "res/gfx/SpriteSheets/player/"
-- Animation spritesheets
local idle = "john_idle_ng.png"
local run = "john_run_ng.png"
local crouch = "john_crouch_ng.png"
local jump = "john_jump_ng.png"
local looking_up = "john_stand_looking_up.png"
local running_updiag = "john_run_up_diag.png"
local looking_downdiag = "john_stand_looking_down_diag.png"
local jump_aimdiagdown = "john_jump_ng_aimdiagdown.png"
local jump_aimdiagup = "john_jump_ng_aimdiagup.png"
local jump_aimdown = "john_jump_ng_aimdown.png"
local jump_aimup = "john_jump_ng_aimup.png"
-- Load images
local jambo_idle = newImage(path .. idle)
local jambo_run = newImage(path .. run)
local jambo_crouch = newImage(path .. crouch)
local jambo_jump = newImage(path .. jump)
local jambo_lookup = newImage(path .. looking_up)
local jambo_runupdiag = newImage(path .. running_updiag)
local jambo_lookdowndiag = newImage(path .. looking_downdiag)
local jambo_jumpaimdiagdown = newImage(path .. jump_aimdiagdown)
local jambo_jumpaimdiagup = newImage(path .. jump_aimdiagup)
local jambo_jumpaimdown = newImage(path .. jump_aimdown)
local jambo_jumpaimup = newImage(path .. jump_aimup)
-- Animations
return {
idle_animation = Media.newAnimation(jambo_idle, sprite_width, sprite_height, 1, false),
run_animation = Media.newAnimation(jambo_run, sprite_width, sprite_height, 1, false),
crouch_animation = Media.newAnimation(jambo_crouch, sprite_width, sprite_height, 0.1, true),
jump_animation = Media.newAnimation(jambo_jump, sprite_width, sprite_height, 0.8, true),
lookup_animation = Media.newAnimation(jambo_lookup, sprite_width, sprite_height, 1, false),
runupdiag_animation = Media.newAnimation(jambo_runupdiag, sprite_width, sprite_height, 1, false),
lookdowndiag_animation = Media.newAnimation(jambo_lookdowndiag, sprite_width, sprite_height, 1, false),
jumpaimdiagdown_animation = Media.newAnimation(jambo_jumpaimdiagdown, sprite_width, 26, 1, true), -- Non-standard height
jumpaimdiagup_animation = Media.newAnimation(jambo_jumpaimdiagup, sprite_width, sprite_height, 1, true),
jumpaimdown_animation = Media.newAnimation(jambo_jumpaimdown, sprite_width, 26, 0.5, true), -- Non-standard height
jumpaimup_animation = Media.newAnimation(jambo_jumpaimup, sprite_width, 26, 1, true), -- Non-standard height
}
|
function UITextField()
local self = UIElement()
self.options.multiline = false
self.options.template = [[
<input <% if (typeof hideinput != 'undefined' && hideinput == true) { %>type="password"<% } %> id="<%- id %>" class="ui-framework-parent textfield" spellcheck="false" value="<%- value %>" placeholder="<%- placeholder %>" style="<% if (typeof css != 'undefined') { %><%- css %><% } %>">
]]
function self.setHideInput(value)
self.options.hideinput = value
end
function self.setPlaceholder(placeholder)
self.options.placeholder = placeholder
end
function self.getPlaceholder()
return self.options.placeholder;
end
return self
end
|
--[[
File : /lua/AI/AIBuilders/DilliFactoryBuilders.lua
Author : Softles
Summary :
Factory Builders for Dilli.
If a factory is making units, that behaviour is controlled here.
]]
local UCBC = '/lua/editor/UnitCountBuildConditions.lua'
local TBC = '/lua/editor/ThreatBuildConditions.lua'
local EBC = '/lua/editor/EconomyBuildConditions.lua'
local SIBC = '/lua/editor/SorianInstantBuildConditions.lua'
local SBC = '/lua/editor/SorianBuildConditions.lua'
BuilderGroup {
BuilderGroupName = 'DilliT1GenericFactory',
BuildersType = 'FactoryBuilder',
--[[
Initial T1 Engineer Builders
]]
Builder {
BuilderName = 'DilliFactoryInitialT1Engineer',
PlatoonTemplate = 'T1BuildEngineer',
Priority = 2000,
BuilderConditions = {
{ UCBC, 'HaveLessThanUnitsWithCategory', { 2, categories.ENGINEER - categories.COMMAND } },
},
BuilderType = 'All',
},
Builder {
BuilderName = 'DilliFactorySecondaryT1Engineer',
PlatoonTemplate = 'T1BuildEngineer',
Priority = 1800,
BuilderConditions = {
{ UCBC, 'HaveLessThanUnitsWithCategory', { 5, categories.ENGINEER - categories.COMMAND } },
},
BuilderType = 'All',
},
Builder {
BuilderName = 'DilliFactoryT1LandEngineer',
PlatoonTemplate = 'T1BuildEngineer',
Priority = 1500,
BuilderConditions = {
{ UCBC, 'HaveUnitRatio', { 0.05, categories.ENGINEER, '<=', categories.LAND * categories.MOBILE - categories.ENGINEER } },
},
BuilderType = 'All',
},
Builder {
BuilderName = 'DilliFactoryT1LandEngineerAlt',
PlatoonTemplate = 'T1BuildEngineer',
Priority = 1500,
BuilderConditions = {
{ UCBC, 'HaveUnitRatio', { 2.0, categories.ENGINEER, '<', categories.FACTORY * categories.LAND } },
{ UCBC, 'LocationFactoriesBuildingLess', { 'LocationType', 1, categories.LAND * categories.ENGINEER } },
},
BuilderType = 'All',
}
}
BuilderGroup {
BuilderGroupName = 'DilliT2GenericFactory',
BuildersType = 'FactoryBuilder',
--[[
Initial T2 Engineer Builders
]]
Builder {
BuilderName = 'DilliFactoryInitialT2Engineer',
PlatoonTemplate = 'T2BuildEngineer',
Priority = 3000,
BuilderConditions = {
{ UCBC, 'HaveLessThanUnitsWithCategory', { 1, categories.ENGINEER * categories.TECH2 - categories.COMMAND } },
},
BuilderType = 'All',
},
}
--[[
Land Factory Builders
]]
BuilderGroup {
BuilderGroupName = 'DilliT1LandFactory',
BuildersType = 'FactoryBuilder',
--[[
Initial Land Builders
]]
Builder {
BuilderName = 'DilliFactoryInitialT1Tanks',
PlatoonTemplate = 'T1LandDFTank',
Priority = 1900,
BuilderConditions = {
{ UCBC, 'HaveLessThanUnitsWithCategory', { 3, categories.LAND * categories.DIRECTFIRE - categories.SCOUT } },
},
BuilderType = 'Land',
},
Builder {
BuilderName = 'DilliFactoryInitialT1Scouts',
PlatoonTemplate = 'T1LandScout',
Priority = 1950,
BuilderConditions = {
{ UCBC, 'HaveLessThanUnitsWithCategory', { 3, categories.LAND * categories.SCOUT } },
{ UCBC, 'HaveUnitRatio', { 0.5, categories.LAND * categories.SCOUT, '<', categories.LAND * categories.DIRECTFIRE * categories.MOBILE - categories.SCOUT } },
{ UCBC, 'LocationFactoriesBuildingLess', { 'LocationType', 1, categories.LAND * categories.SCOUT } },
{ UCBC, 'HaveGreaterThanUnitsWithCategory', { 1, categories.LAND * categories.DIRECTFIRE - categories.SCOUT } },
},
BuilderType = 'Land',
},
--[[
High Priority Builders
]]
Builder {
BuilderName = 'DilliFactoryHiPriT1AA',
PlatoonTemplate = 'T1LandAA',
Priority = 2100,
BuilderConditions = {
{ TBC, 'EnemyThreatGreaterThanValueAtBase', { 'LocationType', 0, 'Air', 1 } },
{ UCBC, 'HaveLessThanUnitsWithCategory', { 4, categories.LAND * categories.ANTIAIR * categories.MOBILE } },
},
BuilderType = 'Land',
},
--[[
Regular Spam Builders
]]
Builder {
BuilderName = 'DilliFactorySpamT1Tank',
PlatoonTemplate = 'T1LandDFTank',
Priority = 1000,
BuilderConditions = {
{ SIBC, 'GreaterThanEconIncome', { 6, 70 } },
{ SIBC, 'HaveGreaterThanUnitsWithCategory', { 0, 'FACTORY TECH2' } },
},
BuilderType = 'Land'
},
Builder {
BuilderName = 'DilliFactorySpamT1TankAlt',
PlatoonTemplate = 'T1LandDFTank',
Priority = 1000,
BuilderConditions = {
{ SIBC, 'HaveLessThanUnitsWithCategory', { 1, 'FACTORY TECH2' } },
},
BuilderType = 'Land'
},
Builder {
BuilderName = 'DilliFactorySpamT1AA',
PlatoonTemplate = 'T1LandAA',
Priority = 1500,
BuilderConditions = {
{ TBC, 'EnemyThreatGreaterThanValueAtBase', { 'LocationType', 0, 'Air', 1 } },
{ UCBC, 'LocationFactoriesBuildingLess', { 'LocationType', 2, categories.LAND * categories.ANTIAIR * categories.MOBILE } },
{ UCBC, 'HaveUnitRatio', { 0.15, categories.LAND * categories.ANTIAIR * categories.MOBILE, '<', categories.LAND * categories.DIRECTFIRE * categories.MOBILE - categories.SCOUT } },
},
BuilderType = 'Land'
},
Builder {
BuilderName = 'DilliFactorySpamT1Arty',
PlatoonTemplate = 'T1LandArtillery',
Priority = 1500,
BuilderConditions = {
{ UCBC, 'HaveUnitRatio', { 0.22, categories.LAND * categories.INDIRECTFIRE * categories.MOBILE, '<', categories.LAND * categories.DIRECTFIRE * categories.MOBILE - categories.SCOUT } },
{ UCBC, 'LocationFactoriesBuildingLess', { 'LocationType', 2, categories.LAND * categories.INDIRECTFIRE * categories.MOBILE } },
{ UCBC, 'HaveGreaterThanUnitsWithCategory', { 8, categories.LAND * categories.MOBILE * categories.DIRECTFIRE } },
},
BuilderType = 'Land',
},
Builder {
BuilderName = 'DilliFactorySpamT1Scout',
PlatoonTemplate = 'T1LandScout',
Priority = 1500,
BuilderConditions = {
{ UCBC, 'HaveUnitRatio', { 0.075, categories.LAND * categories.SCOUT, '<', categories.LAND * categories.DIRECTFIRE * categories.MOBILE - categories.SCOUT } },
{ UCBC, 'LocationFactoriesBuildingLess', { 'LocationType', 1, categories.LAND * categories.SCOUT } },
},
BuilderType = 'Land',
},
Builder {
BuilderName = 'DilliFactorySpamT1Scout',
PlatoonTemplate = 'T1LandScout',
Priority = 1500,
BuilderConditions = {
{ UCBC, 'HaveUnitRatio', { 0.25, categories.LAND * categories.SCOUT, '<', categories.LAND * categories.DIRECTFIRE * categories.MOBILE - categories.SCOUT } },
{ UCBC, 'LocationFactoriesBuildingLess', { 'LocationType', 1, categories.LAND * categories.SCOUT } },
{ UCBC, 'HaveLessThanUnitsWithCategory', { 30, categories.LAND * categories.MOBILE * categories.DIRECTFIRE } },
},
BuilderType = 'Land',
},
}
BuilderGroup {
BuilderGroupName = 'DilliT2LandFactory',
BuildersType = 'FactoryBuilder',
--[[
High Priority Builders
]]
Builder {
BuilderName = 'DilliFactoryHiPriT1AA',
PlatoonTemplate = 'T2LandAA',
Priority = 2200,
BuilderConditions = {
{ TBC, 'EnemyThreatGreaterThanValueAtBase', { 'LocationType', 0, 'Air', 1 } },
{ UCBC, 'HaveLessThanUnitsWithCategory', { 4, categories.LAND * categories.ANTIAIR * categories.MOBILE } },
},
BuilderType = 'Land'
},
--[[
Regular Spam Builders
]]
Builder {
BuilderName = 'DilliFactorySpamT2Tank',
PlatoonTemplate = 'T2LandDFTank',
Priority = 1100,
BuilderConditions = { },
BuilderType = 'Land'
},
Builder {
BuilderName = 'DilliFactorySpamT2AA',
PlatoonTemplate = 'T2LandAA',
Priority = 1600,
BuilderConditions = {
{ TBC, 'EnemyThreatGreaterThanValueAtBase', { 'LocationType', 0, 'Air', 1 } },
{ UCBC, 'LocationFactoriesBuildingLess', { 'LocationType', 2, categories.LAND * categories.ANTIAIR * categories.MOBILE } },
{ UCBC, 'HaveUnitRatio', { 0.1, categories.LAND * categories.ANTIAIR * categories.MOBILE, '<', categories.LAND * categories.SCOUT } },
},
BuilderType = 'Land'
},
Builder {
BuilderName = 'DilliFactorySpamT2Arty',
PlatoonTemplate = 'T2LandArtillery',
Priority = 1600,
BuilderConditions = {
{ UCBC, 'HaveUnitRatio', { 0.05, categories.LAND * categories.INDIRECTFIRE * categories.MOBILE * categories.TECH2, '<', categories.LAND * categories.DIRECTFIRE * categories.MOBILE * categories.TECH2 } },
{ UCBC, 'LocationFactoriesBuildingLess', { 'LocationType', 2, categories.LAND * categories.INDIRECTFIRE * categories.MOBILE } },
},
BuilderType = 'Land',
},
}
--[[
Land Factory Upgrades
]]
BuilderGroup {
BuilderGroupName = 'DilliUpgradeLandFactory',
BuildersType = 'PlatoonFormBuilder',
Builder {
BuilderName = 'DilliFactoryInitialUpgradeLand',
PlatoonTemplate = 'T1LandFactoryUpgrade',
InstanceCount = 1,
Priority = 2100,
BuilderConditions = {
{ SIBC, 'GreaterThanEconIncome', { 6, 50 } },
{ UCBC, 'HaveLessThanUnitsInCategoryBeingBuilt', { 1, 'FACTORY TECH2' } },
{ SIBC, 'HaveGreaterThanUnitsWithCategory', { 2, 'MASSEXTRACTION TECH2' } },
{ SIBC, 'HaveGreaterThanUnitsWithCategory', { 5, 'FACTORY TECH1' } },
},
BuilderType = 'Any',
},
Builder {
BuilderName = 'DilliFactoryMainUpgradeLand',
PlatoonTemplate = 'T1LandFactoryUpgrade',
InstanceCount = 1,
Priority = 2000,
BuilderConditions = {
{ SIBC, 'GreaterThanEconIncome', { 6, 50 } },
{ SIBC, 'HaveGreaterThanUnitsWithCategory', { 2, 'MASSEXTRACTION TECH2' } },
{ SIBC, 'HaveGreaterThanUnitsWithCategory', { 0, 'FACTORY TECH2' } },
},
BuilderType = 'Any',
},
}
--[[
Air Factory Builders
]]
BuilderGroup {
BuilderGroupName = 'DilliT1AirFactory',
BuildersType = 'FactoryBuilder',
--[[
Initial T1 Air Builders
]]
Builder {
BuilderName = 'DilliFactoryInitialT1AirScouts',
PlatoonTemplate = 'T1AirScout',
Priority = 1950,
BuilderConditions = {
{ UCBC, 'HaveLessThanUnitsWithCategory', { 3, categories.AIR * categories.SCOUT } },
{ UCBC, 'LocationFactoriesBuildingLess', { 'LocationType', 1, categories.AIR * categories.SCOUT } },
},
BuilderType = 'Air',
},
Builder {
BuilderName = 'DilliFactoryT1Bombers',
PlatoonTemplate = 'T1AirBomber',
Priority = 100,
BuilderConditions = {
{ EBC, 'GreaterThanEconStorageRatio', { 0.0, 0.7}},
},
BuilderType = 'Air',
},
--[[
Regular Spam Builders
]]
Builder {
BuilderName = 'DilliFactoryT1Inties',
PlatoonTemplate = 'T1AirFighter',
Priority = 200,
BuilderConditions = {
{ SBC, 'HaveRatioUnitsWithCategoryAndAlliance', { false, 1.5, categories.AIR * categories.ANTIAIR, categories.AIR * categories.MOBILE, 'Enemy'}},
{ EBC, 'GreaterThanEconStorageRatio', { 0.0, 0.7}},
},
BuilderType = 'Air',
},
Builder {
BuilderName = 'DilliFactoryT1AirScouts',
PlatoonTemplate = 'T1AirScout',
Priority = 250,
BuilderConditions = {
{ UCBC, 'HaveGreaterThanUnitsWithCategory', { 8, categories.AIR } },
{ UCBC, 'HaveLessThanUnitsWithCategory', { 6, categories.AIR * categories.SCOUT } },
{ UCBC, 'LocationFactoriesBuildingLess', { 'LocationType', 1, categories.AIR * categories.SCOUT } },
},
BuilderType = 'Air',
},
}
|
require "Items/SuburbsDistributions"
require "Items/ProceduralDistributions"
-- ITEMS
--- CocoLiquidOverhaulItems.Coco_LargeEmptyPetrolCan
--- CocoLiquidOverhaulItems.Coco_LargePetrolCan
-- LOCATIONS
--- all
--- shed
--- garagestorage
--- garage
--- storageunit
--- gasstore
--- gasstorage
--- armyhanger
--- armyhanger
--- ProceduralDistributions
-- StoreShelfMechanics
table.insert(ProceduralDistributions.list.StoreShelfMechanics.items, "CocoLiquidOverhaulItems.Coco_LargeEmptyPetrolCan")
table.insert(ProceduralDistributions.list.StoreShelfMechanics.items, 5)
-- GarageMechanic
table.insert(ProceduralDistributions.list.GarageMechanic.items, "CocoLiquidOverhaulItems.Coco_LargeEmptyPetrolCan")
table.insert(ProceduralDistributions.list.GarageMechanic.items, 3)
--- SuburbsDistributions
-- all
table.insert(SuburbsDistributions["all"]["bin"].items, "CocoLiquidOverhaulItems.Coco_LargeEmptyPetrolCan")
table.insert(SuburbsDistributions["all"]["bin"].items, 0.5)
-- storageunit
table.insert(SuburbsDistributions["storageunit"]["all"].items, "CocoLiquidOverhaulItems.Coco_LargeEmptyPetrolCan")
table.insert(SuburbsDistributions["storageunit"]["all"].items, 2)
table.insert(SuburbsDistributions["storageunit"]["all"].items, "CocoLiquidOverhaulItems.Coco_LargePetrolCan")
table.insert(SuburbsDistributions["storageunit"]["all"].items, 1.5)
-- armyhanger
table.insert(SuburbsDistributions["armyhanger"]["metal_shelves"].items, "CocoLiquidOverhaulItems.Coco_LargePetrolCan")
table.insert(SuburbsDistributions["armyhanger"]["metal_shelves"].items, 1)
|
local say
say = function(text)
local espeak_cmd = [[espeak --stdout -s250 -k18 -a50 -v female2 | play -t wav - \
gain 10
]]
do
local _with_0 = io.popen(espeak_cmd, "w")
_with_0:write(text)
_with_0:close()
return _with_0
end
end
return {
say = say
}
|
-- Crafting recipes for pipes
minetest.register_craft( {
output = "pipeworks:pipe_1_empty 12",
recipe = {
{ "default:steel_ingot", "default:steel_ingot", "default:steel_ingot" },
{ "", "", "" },
{ "default:steel_ingot", "default:steel_ingot", "default:steel_ingot" }
},
})
minetest.register_craft( {
output = "pipeworks:straight_pipe_empty 3",
recipe = {
{ "pipeworks:pipe_1_empty", "pipeworks:pipe_1_empty", "pipeworks:pipe_1_empty" },
},
})
minetest.register_craft( {
output = "pipeworks:spigot 3",
recipe = {
{ "pipeworks:pipe_1_empty", "" },
{ "", "pipeworks:pipe_1_empty" },
},
})
minetest.register_craft( {
output = "pipeworks:entry_panel_empty 2",
recipe = {
{ "", "default:steel_ingot", "" },
{ "", "pipeworks:pipe_1_empty", "" },
{ "", "default:steel_ingot", "" },
},
})
-- Various ancillary pipe devices
minetest.register_craft( {
output = "pipeworks:pump_off 2",
recipe = {
{ "default:stone", "default:steel_ingot", "default:stone" },
{ "default:copper_ingot", "default:mese_crystal_fragment", "default:copper_ingot" },
{ "default:steel_ingot", "default:steel_ingot", "default:steel_ingot" }
},
})
minetest.register_craft( {
output = "pipeworks:valve_off_empty 2",
recipe = {
{ "", "group:stick", "" },
{ "default:steel_ingot", "default:steel_ingot", "default:steel_ingot" },
{ "", "default:steel_ingot", "" }
},
})
minetest.register_craft( {
output = "pipeworks:storage_tank_0 2",
recipe = {
{ "", "default:steel_ingot", "default:steel_ingot" },
{ "default:steel_ingot", "default:glass", "default:steel_ingot" },
{ "default:steel_ingot", "default:steel_ingot", "" }
},
})
minetest.register_craft( {
output = "pipeworks:grating 2",
recipe = {
{ "default:steel_ingot", "", "default:steel_ingot" },
{ "", "pipeworks:pipe_1_empty", "" },
{ "default:steel_ingot", "", "default:steel_ingot" }
},
})
minetest.register_craft( {
output = "pipeworks:flow_sensor_empty 2",
recipe = {
{ "pipeworks:pipe_1_empty", "mesecons:mesecon", "pipeworks:pipe_1_empty" },
},
})
minetest.register_craft( {
output = "pipeworks:fountainhead 2",
recipe = {
{ "pipeworks:pipe_1_empty" },
{ "pipeworks:pipe_1_empty" }
},
})
|
local skynet = require "skynet"
local sc = require "skynet.socketchannel"
local socket = require "skynet.socket"
local cluster = require "skynet.cluster.core"
local channel
local session = 1
local node, nodename = ...
local command = {}
local waiting = {}
local function send_request(addr, msg, sz)
-- msg is a local pointer, cluster.packrequest will free it
local current_session = session
local request, new_session, padding = cluster.packrequest(addr, session, msg, sz)
session = new_session
local tracetag = skynet.tracetag()
if tracetag then
if tracetag:sub(1,1) ~= "(" then
-- add nodename
local newtag = string.format("(%s-%s-%d)%s", nodename, node, session, tracetag)
skynet.tracelog(tracetag, string.format("session %s", newtag))
tracetag = newtag
end
skynet.tracelog(tracetag, string.format("cluster %s", node))
channel:request(cluster.packtrace(tracetag))
end
return channel:request(request, current_session, padding)
end
local function wait()
local co = coroutine.running()
table.insert(waiting, co)
skynet.wait(co)
end
function command.req(...)
if channel == nil then
wait()
end
local ok, msg = pcall(send_request, ...)
if ok then
if type(msg) == "table" then
skynet.ret(cluster.concat(msg))
else
skynet.ret(msg)
end
else
skynet.error(msg)
skynet.response()(false)
end
end
function command.push(addr, msg, sz)
if channel == nil then
wait()
end
local request, new_session, padding = cluster.packpush(addr, session, msg, sz)
if padding then -- is multi push
session = new_session
end
channel:request(request, nil, padding)
end
local function read_response(sock)
local sz = socket.header(sock:read(2))
local msg = sock:read(sz)
return cluster.unpackresponse(msg) -- session, ok, data, padding
end
function command.changenode(host, port)
local c = sc.channel {
host = host,
port = tonumber(port),
response = read_response,
nodelay = true,
}
local succ, err = pcall(c.connect, c, true)
if channel then
channel:close()
end
if succ then
channel = c
for k, co in ipairs(waiting) do
waiting[k] = nil
skynet.wakeup(co)
end
skynet.ret(skynet.pack(nil))
else
channel = nil -- reset channel
skynet.response()(false)
end
end
skynet.start(function()
skynet.dispatch("lua", function(session , source, cmd, ...)
local f = assert(command[cmd])
f(...)
end)
end)
|
-- See LICENSE for terms
-- local some globals
local type = type
local UIL_Measure = UIL.MeasureImage
-- called below, image should be a string path that we can validate (otherwise return as is)
local function FixPath(image)
-- not everything sent from below is an image str (in-game paths all use tga, mods can use png but it can't hurt to check)
if not image or type(image) == "string" and not (image:find_lower(".tga") or image:find_lower(".png")) then
-- send back it
return image
end
-- If w and h are over 0 then it's a valid image
local w, h = UIL_Measure(image)
if w > 0 and h > 0 then
return image
end
-- need to reverse string so it finds the last one, since find looks ltr
local last = image:reverse():find("/IU/", 1, true)
if last then
-- we need a neg number for sub + 1 to remove the slash
return "UI/" .. image:sub((last * -1) + 1)
end
-- make sure we don't blank out the icon... If there's some weird issue (Sir McKaby, Destroyer of Mods)
return image
end
function OnMsg.ModsReloaded()
-- of course ClassTemplates...
local ct = ClassTemplates.Building
for _, item in pairs(ct) do
item.icon = FixPath(item.icon)
item.display_icon = FixPath(item.display_icon)
item.encyclopedia_image = FixPath(item.encyclopedia_image)
item.upgrade1_icon = FixPath(item.upgrade1_icon)
item.upgrade2_icon = FixPath(item.upgrade2_icon)
item.upgrade3_icon = FixPath(item.upgrade3_icon)
end
-- loop through all the mods and test all the icon paths
local ModsLoaded = ModsLoaded
for i = 1, #ModsLoaded do
local mod_def = ModsLoaded[i]
-- no items, no paths to fix up (though my mods are probably the only ones with no items)
local items = mod_def.items
if items then
for j = 1, #items do
local item = items[j]
if item then
-- start fixing paths
item.icon = FixPath(item.icon)
item.display_icon = FixPath(item.display_icon)
item.encyclopedia_image = FixPath(item.encyclopedia_image)
item.upgrade1_icon = FixPath(item.upgrade1_icon)
item.upgrade2_icon = FixPath(item.upgrade2_icon)
item.upgrade3_icon = FixPath(item.upgrade3_icon)
-- It can happen (I check if it's an image path above)
item.value = FixPath(item.value)
-- sponsors
for k = 1, 5 do
local image = "goal_image_" .. k
item[image] = FixPath(item[image])
end
for k = 1, 5 do
local image = "goal_pin_image_" .. k
item[image] = FixPath(item[image])
end
end
end
end
end
end
|
local L = BigWigs:NewBossLocale("The Black Morass Trash", "itIT")
if not L then return end
if L then
--L.wave = "Wave Warnings"
--L.wave_desc = "Announce approximate warning messages for the waves."
L.medivh = "Medivh"
end
|
local count = 0
while true do
local val = redis.call("LPOP", KEYS[1])
if val then
count = count + 1
redis.call("RPUSH", KEYS[2], val)
else
return count
end
end
|
--
-- Created by IntelliJ IDEA.
-- User: Noneatme
-- Date: 09.02.2015
-- Time: 23:33
-- To change this template use File | Settings | File Templates.
--
--
-- Created by IntelliJ IDEA.
-- User: Noneatme
-- Date: 09.02.2015
-- Time: 23:31
-- To change this template use File | Settings | File Templates.
--
cAirBreak = {};
--[[
]]
-- ///////////////////////////////
-- ///// New //////
-- ///// Returns: Object //////
-- ///////////////////////////////
function cAirBreak:new(...)
local obj = setmetatable({}, {__index = self});
if obj.constructor then
obj:constructor(...);
end
return obj;
end
-- ///////////////////////////////
-- ///// ToggleAirbreak //////
-- ///// Returns: void //////
-- ///////////////////////////////
function cAirBreak:toggleAirbreak()
self.m_bAirbreakEnabled = not(self.m_bAirbreakEnabled);
if(self.m_bAirbreakEnabled) then
addEventHandler("onClientRender", getRootElement(), self.m_funcRender);
for index, ctrl in pairs(self.m_tblControlsToBind) do
bindKey(ctrl, "both", self.m_funcRegisterKey)
self.m_tblStates[ctrl] = "false"
end
self.startTick = getTickCount()
if(getControlState("forwards")) then
self.m_tblStates["forwards"] = "down"
end
if(getControlState("accelerate")) then
self.m_tblStates["accelerate"] = "down"
end
else
removeEventHandler("onClientRender", getRootElement(), self.m_funcRender);
for index, ctrl in pairs(self.m_tblControlsToBind) do
unbindKey(ctrl, "both", self.m_funcRegisterKey)
end
local uElement = localPlayer
if(isPedInVehicle(localPlayer)) then
uElement = getPedOccupiedVehicle(localPlayer)
end
setElementFrozen(uElement, false)
setElementCollisionsEnabled(uElement, true)
local x, y = self.lastVX/1.5, self.lastVY/1.5
setElementVelocity(uElement, x*1/getGameSpeed(), y*1/getGameSpeed(), self.lastVZ/1000)
end
end
-- ///////////////////////////////
-- ///// registerKey //////
-- ///// Returns: void //////
-- ///////////////////////////////
function cAirBreak:registerKey(key, state)
self.m_tblStates[key] = state;
end
-- ///////////////////////////////
-- ///// isAnyKeyPressed //////
-- ///// Returns: void //////
-- ///////////////////////////////
function cAirBreak:isAnyKeyPressed()
for index, state in pairs(self.m_tblStates) do
if(state == "down") then
return true;
end
end
return false;
end
-- ///////////////////////////////
-- ///// render //////
-- ///// Returns: void //////
-- ///////////////////////////////
function cAirBreak:render()
if(self.m_bAirbreakEnabled) then
local uElement = localPlayer
if(isPedInVehicle(localPlayer)) then
uElement = getPedOccupiedVehicle(localPlayer)
end
local x, y, z = getElementPosition(uElement);
local rx, ry, rot = getElementRotation(getCamera())
local addx, addy = 0, 0;
local value = 5
if not(self:isAnyKeyPressed()) then
self.startTick = getTickCount()
end
local val = (getTickCount()-self.startTick)/1000;
if(val > 1) then val = 1 end
local progress = getEasingValue(val, "OutQuad");
if(progress > 1) then progress = 1 end
value = value*progress;
if(self.m_tblStates["forwards"] == "down") or (self.m_tblStates["accelerate"] == "down") then
local x1, y1 = getPointFromDistanceRotation(x, y, value, (rot*-1)+180)
addx, addy = addx+x-x1, addy+y-y1;
end
if(self.m_tblStates["backwards"] == "down") or (self.m_tblStates["brake_reverse"] == "down") then
local x1, y1 = getPointFromDistanceRotation(x, y, -value, (rot*-1)+180)
addx, addy = addx+x-x1, addy+y-y1;
end
if(self.m_tblStates["left"] == "down") or (self.m_tblStates["vehicle_left"] == "down") then
local x1, y1 = getPointFromDistanceRotation(x, y, value, (rot*-1)+90)
addx, addy = addx+x-x1, addy+y-y1;
end
if(self.m_tblStates["right"] == "down") or (self.m_tblStates["vehicle_right"] == "down") then
local x1, y1 = getPointFromDistanceRotation(x, y, value, (rot*-1)+270)
addx, addy = addx+x-x1, addy+y-y1;
end
if(self.m_tblStates["lshift"] == "down") then
z = z+value
end
if(self.m_tblStates["lctrl"] == "down") then
z = z-value
end
x, y = x+addx, y+addy
setElementFrozen(uElement, true)
setElementPosition(uElement, x, y, z)
if(getElementType(uElement) == "player") then
setElementRotation(uElement, 0, 0, (rot*-1))
else
setElementRotation(uElement, 0, 0, rot)
end
self.lastVX, self.lastVY, self.lastVZ = addx, addy, z
-- setElementCollisionsEnabled(uElement, false)
else
self:toggleAirbreak();
end
end
-- ///////////////////////////////
-- ///// Constructor //////
-- ///// Returns: void //////
-- ///////////////////////////////
function cAirBreak:constructor(...)
-- Klassenvariablen --
addEvent("onAirbreakToggle", true)
self.m_bAirbreakEnabled = false;
self.m_tblStates = {}
self.m_tblControlsToBind =
{
"forwards", "backwards", "left", "right", "lshift", "lctrl", "accelerate", "brake_reverse", "vehicle_left", "vehicle_right"
}
-- Funktionen --
self.m_funcToggleAirbreak = function(...) self:toggleAirbreak(...) end
self.m_funcRender = function(...) self:render(...) end
-- KEYS --
self.m_funcRegisterKey = function(key, state) self:registerKey(key, state) end
-- Events --
addEventHandler("onAirbreakToggle", getLocalPlayer(), self.m_funcToggleAirbreak)
end
-- EVENT HANDLER --
|
local E, L, V, P, G, _ = unpack(select(2, ...)); --Inport: Engine, Locales, PrivateDB, ProfileDB, GlobalDB, Localize Underscore
local DT = E:GetModule('DataTexts')
local LO = E:GetModule('Layout');
local floor = math.floor
local join = string.join
local IsInRaid = IsInRaid
local IsInGroup = IsInGroup
local SendChatMessage = SendChatMessage
local UnitName = UnitName
local UnitHealth = UnitHealth
local UnitHealthMax = UnitHealthMax
local GetRealZoneText = GetRealZoneText
local ToggleFrame = ToggleFrame
local displayString = ""
local inRestrictedArea = false
local function Click(self, button)
if button == 'LeftButton' then
local chattype = "SAY"
if IsInRaid() then
chattype = "RAID"
elseif IsInGroup() then
chattype = "PARTY"
end
local targetStr, current = '', '';
if UnitName('target') then
targetStr = UnitName('target').. '@ '
current = E:GetFormattedText('CURRENT_PERCENT', UnitHealth('target'), UnitHealthMax('target'))
end
local msg = targetStr.. GetRealZoneText()..": ".. self.loc.. " - ".. current;
if ChatFrame1EditBox:IsShown() then
ChatFrame1EditBox:Insert(msg);
else
SendChatMessage(msg, chattype)
end
elseif button == 'RightButton' then
ToggleFrame(WorldMapFrame)
end
end
local function OnEnter(self)
DT:SetupTooltip(self)
DT.tooltip:AddDoubleLine(L["Left button:"], L["Send player's coord to chatframe"], 0.69, 0.31, 0.31,0.84, 0.75, 0.65)
DT.tooltip:AddDoubleLine(L["Right button:"], L["Open world map"], 0.69, 0.31, 0.31,0.84, 0.75, 0.65)
DT.tooltip:Show()
end
local function OnLeave(self)
DT.tooltip:Hide()
end
local function Update(self, elapsed)
if inRestrictedArea or not E.MapInfo.coordsWatching then return end
self.timeSinceUpdate = (self.timeSinceUpdate or 0) + elapsed
if self.timeSinceUpdate > 0.2 then
self.text:SetFormattedText(displayString, E.MapInfo.xText or 0, E.MapInfo.yText or 0)
self.timeSinceUpdate = 0
end
end
local function OnEvent(self)
E:MapInfo_Update()
if E.MapInfo.x and E.MapInfo.y then
inRestrictedArea = false
self.text:SetFormattedText(displayString, E.MapInfo.xText or 0, E.MapInfo.yText or 0)
else
inRestrictedArea = true
self.text:SetText("N/A")
end
end
local function ValueColorUpdate(hex)
displayString = join("", hex, "%.0f|r", " , ", hex, "%.0f|r")
end
E['valueColorUpdateFuncs'][ValueColorUpdate] = true
DT:RegisterDatatext('E_Coord', {"ZONE_CHANGED","ZONE_CHANGED_INDOORS","ZONE_CHANGED_NEW_AREA"}, OnEvent, Update, Click, OnEnter, OnLeave)
|
local basexx = require 'basexx'
local utils = require 'jwt.utils'
local pkey = utils.pkey
local json = utils.json
local HMAC = utils.HMAC
local DIGEST = utils.DIGEST
local data = {}
local function tohex(s)
local result = ""
for i = 1, #s do
result = result..string.format("%.2x", string.byte(s, i))
end
return result
end
data.sign = {
['HS256'] = function(data, key) return HMAC.SHA256(key, data, true) end,
['HS384'] = function(data, key) return HMAC.SHA384(key, data, true) end,
['HS512'] = function(data, key) return HMAC.SHA512(key, data, true) end,
['RS256'] = function(data, key)
assert(type(key) == "string")
local ok, result = pcall(function()
return pkey.sign('SHA256', key, data)
end)
if not ok then return nil, result end
return result
end,
}
data.verify = {
['HS256'] = function(data, signature, key) return signature == HMAC.SHA256(key, data, true) end,
['HS384'] = function(data, signature, key) return signature == HMAC.SHA384(key, data, true) end,
['HS512'] = function(data, signature, key) return signature == HMAC.SHA512(key, data, true) end,
['RS256'] = function(data, signature, key)
assert(type(key) == "string")
local ok, result = pcall(function()
return pkey.verify('SHA256', key, signature, data)
end)
if not ok then return nil, result end
return result
end,
}
function data:encode(header, claims, options)
if not options then error("options are required") end
if not options.keys then error("keys are required") end
local envelope = basexx.to_url64(json.encode(header)).."."..basexx.to_url64(json.encode(claims))
local signature, err = self.sign[header.alg](envelope, options.keys.private)
if not signature then error('failed to generate signature') end
return envelope ..'.'..basexx.to_url64(signature)
end
function data:decode(header, str, options)
local dotFirst = str:find(".", nil, true)
local signature
local bodyStr
local rawHeader = str:sub(1, dotFirst-1)
local str = str:sub(dotFirst+1)
local dotSecond = str:find(".", nil, true)
if dotSecond then
bodyStr = str:sub(1, dotSecond-1)
if options and options.keys and options.keys.public then
signature = basexx.from_url64(str:sub(dotSecond+1))
end
else
if options and options.keys and options.keys.public then
return nil, "Invalid token"
end
bodyStr = str
end
local message = basexx.from_url64(bodyStr)
if signature then
if not self.verify[header.alg](rawHeader.."."..bodyStr, signature, options.keys.public) then
return nil, "Invalid token"
end
end
return json.decode(message)
end
return data
|
--[[
luapoly by David Gayerie
]]--
require "circular_table"
local new_poly = require "poly"
local msg = ""
local shape = {}
local function parse_args(args)
local vertices_chain={}
if args[2] then
local f = io.open(args[2])
if io.type(f) == "file" then
for line in f:lines() do
for t in string.gmatch(line, "([%d%.]+)[,%w]?") do
table.insert(vertices_chain, tonumber(t))
end
end
f:close()
else
for t in string.gmatch(args[2], "([%d%.]+)[,]?") do
table.insert(vertices_chain, tonumber(t))
end
end
end
return vertices_chain
end
function love.load(args)
love.graphics.setBackgroundColor(250,250,250)
love.graphics.setColor(60,60,60)
shape.poly = new_poly(parse_args(args))
end
function love.mousepressed(x, y, button)
if button == 'l' and shape.is_cw_winding == nil then
shape.poly:push_coord(x, y)
elseif button == 'r' then
shape.poly:close()
if shape.poly:is_closed() then
shape.is_convex = shape.poly:is_convex()
shape.is_cw_winding = shape.poly:is_cw()
shape.triangles = shape.poly:get_triangles()
print("triangulation of (".. table.concat(shape.poly, ",")..")")
for _,triangle in ipairs(shape.triangles) do
print("("..table.concat(triangle,",")..")")
end
end
end
end
function love.keypressed(key, isrepeat)
if key == "backspace" or key == "delete" then
shape.poly:pop_coord()
shape.is_convex = nil
shape.is_cw_winding = nil
shape.triangles = nil
end
end
function love.update(dt)
if shape.is_cw_winding == nil then
msg = "Add points (left click)"
if shape.poly:get_coord_count() > 2 then
msg = msg .. " or close the polygon (right click to close)"
end
else
msg = shape.is_convex and "Convex polygon" or "Concave polygon"
msg = msg .. (shape.is_cw_winding and " (clockwise winding)" or " (counterclockwise winding)")
end
end
local color_components = to_circular_table{255,0,0, 125, 125, 0, 80, 175, 0}
function love.draw()
if shape.triangles then
local color = {love.graphics.getColor()}
local color_index=1
for _,triangle in ipairs(shape.triangles) do
love.graphics.setColor(color_components[color_index], color_components[color_index+1], color_components[color_index+2], 150)
color_index = color_index + 1
local x1, y1 = shape.poly:get_coord(triangle[1])
local x2, y2 = shape.poly:get_coord(triangle[2])
local x3, y3 = shape.poly:get_coord(triangle[3])
love.graphics.polygon("fill", x1, y1, x2, y2, x3, y3)
end
love.graphics.setColor(color)
end
local coord_count = shape.poly:get_coord_count()
if coord_count == 1 then
love.graphics.point(shape.poly:get_coord(1))
elseif coord_count > 1 then
love.graphics.line(shape.poly)
end
love.graphics.print(msg, 10, 10)
end
|
local Entity = FindMetaTable 'Entity'
local encode = util.TableToJSON -- Can be spon.encode, pon2.encode or some other encoding method ( table to string )
local decode = util.JSONToTable -- Can be spon.decode, pon2.decode or some other decoding method ( string to table )
function Entity:SetNWTable( key, tbl )
self:SetNWString( key, encode( tbl ) )
end
function Entity:GetNWTable( key )
return decode( self:GetNWString( key ) ) or {}
end
function Entity:SetNW2Table( key, tbl )
self:SetNW2String( key, encode( tbl ) )
end
function Entity:GetNW2Table( key )
return decode( self:GetNW2String( key ) ) or {}
end
function SetGlobalTable( index, tbl )
SetGlobalString( index, encode( tbl ) )
end
function GetGlobalTable( index )
return decode( GetGlobalString( index ) ) or {}
end
|
-- Run all unit tests in 'unit' directory
local telescope = require "telescope"
require "rspamd_assertions"
local loaded, luacov = pcall(require, 'luacov.runner')
if not loaded then
luacov = {
init = function() end,
shutdown = function() end,
run_report = function() end
}
end
luacov.init()
local contexts = {}
for _,t in ipairs(tests_list) do
telescope.load_contexts(t, contexts)
end
local function test_filter(test)
return test.name:match(test_pattern)
end
if not test_pattern then
test_filter = function(_) return true end
end
local buffer = {}
local results = telescope.run(contexts, callbacks, test_filter)
local summary, data = telescope.summary_report(contexts, results)
table.insert(buffer, telescope.test_report(contexts, results))
table.insert(buffer, summary)
local report = telescope.error_report(contexts, results)
if report then
table.insert(buffer, "")
table.insert(buffer, report)
end
if #buffer > 0 then print(table.concat(buffer, "\n")) end
for _, v in pairs(results) do
if v.status_code == telescope.status_codes.err or
v.status_code == telescope.status_codes.fail then
os.exit(1)
end
end
luacov:shutdown()
luacov:run_report()
|
--
local M = {}
local copy = require('mx_py.copy')
local ctypes = require('ctypes')
local base = require('mx.base')
local _LIB, mx_uint, NDArrayHandle, ExecutorHandle, py_str, mx_int, check_call, c_handle_array, c_array_buf, c_str_array = base._LIB, base.mx_uint, base.NDArrayHandle, base.ExecutorHandle, base.py_str, base.mx_int, base.check_call, base.c_handle_array, base.c_array_buf, base.c_str_array
local __ndarray = require('mx.ndarray.__init__')
local NDArray = __ndarray.NDArray
local _ndarray_cls = __ndarray._ndarray_cls
local function _monitor_callback_wrapper(callback)
return function(name, array, _)
callback(name, array)
end
end
---@class mx.executor.Executor
---@field arg_dict table<string, mx.ndarray.NDArray>
---@field grad_dict table<string, mx.ndarray.NDArray>
---@field aux_dict table<string, mx.ndarray.NDArray>
---@field output_dict table<string, mx.ndarray.NDArray>
local Executor = class('mx.executor.Executor')
M.Executor = Executor
function Executor:ctor(handle, symbol, ctx, grad_req, group2ctx)
--if not isinstance(handle, ExecutorHandle) then
if not ctypes.is_ctype(handle) then
print(handle, type(handle), type(handle.value))
raise('TypeError', 'Handle type error')
end
self.handle = handle
self.arg_arrays = {}
self.grad_arrays = {}
self.aux_arrays = {}
self.outputs = self:_get_outputs()
self._symbol = copy.deepcopy(symbol)
self._optimized_symbol = None
self._arg_dict = None
self._grad_dict = None
self._aux_dict = None
self._output_dict = None
self._monitor_callback = None
self._ctx = copy.deepcopy(ctx)
self._grad_req = copy.deepcopy(grad_req)
self._group2ctx = copy.deepcopy(group2ctx)
end
function Executor:dtor()
check_call(_LIB.MXExecutorFree(self.handle))
end
function Executor._get_dict(names, ndarrays)
local nset = {}
for _, nm in ipairs(names) do
if nset[nm] then
raise('ValueError', 'Duplicate names detected: ' .. nm)
end
nset[nm] = true
end
local ret = {}
for i = 1, #names do
ret[names[i]] = ndarrays[i]
end
return ret
end
function Executor:_get_outputs()
local out_size = mx_uint()
local handles = ctypes.POINTER(NDArrayHandle)()
check_call(_LIB.MXExecutorOutputs(self.handle,
ctypes.byref(out_size), ctypes.byref(handles)))
local num_output = out_size.value
local outputs = {}
for i = 1, num_output do
table.insert(outputs, _ndarray_cls(NDArrayHandle(handles[i - 1])))
end
return outputs
end
function Executor:forward(is_train, kwargs)
is_train = default(is_train, false)
if kwargs and not table.empty(kwargs) then
local arg_dict = self.arg_dict
for name, array in pairs(kwargs) do
if not isinstance(array, NDArray) then
raise('ValueError', 'only accept keyword argument of NDArrays')
end
if not arg_dict[name] then
raise('TypeError', 'Unknown argument ' .. name)
end
if not table.equal(arg_dict[name], array.shape) then
raise('ValueError', 'shape not match')
end
arg_dict[name][{}] = array
end
end
check_call(_LIB.MXExecutorForward(
self.handle,
ctypes.c_int(is_train)))
self.outputs = self:_get_outputs()
return self.outputs
end
function Executor:backward(out_grads, is_train)
is_train = default(is_train, true)
if isnone(out_grads) then
out_grads = {}
elseif isinstance(out_grads, NDArray) then
out_grads = { out_grads }
elseif #out_grads == 0 then
-- is dict
local tmp = {}
for _, k in ipairs(self._symbol:list_outputs()) do
table.insert(tmp, out_grads[k])
end
out_grads = tmp
end
for _, v in ipairs(out_grads) do
if not isinstance(v, NDArray) then
raise('TypeError', 'inputs must be NDArray')
end
end
local arr = c_handle_array(out_grads)
check_call(_LIB.MXExecutorBackwardEx(
self.handle,
mx_uint(len(out_grads)),
arr,
ctypes.c_int(is_train)))
end
function Executor:set_monitor_callback(callback, monitor_all)
monitor_all = default(monitor_all, false)
--cb_type = ctypes.CFUNCTYPE(None, ctypes.c_char_p, NDArrayHandle, ctypes.c_void_p)
--self._monitor_callback = cb_type(_monitor_callback_wrapper(callback))
self._monitor_callback = ffi.cast('void(*)(const char*, void*, void*)',
_monitor_callback_wrapper(callback))
check_call(_LIB.MXExecutorSetMonitorCallbackEX(
self.handle,
self._monitor_callback,
nil,
ctypes.c_int(monitor_all)))
end
function Executor:__arg_dict()
if isnone(self._arg_dict) then
self._arg_dict = Executor._get_dict(
self._symbol:list_arguments(), self.arg_arrays)
end
return self._arg_dict
end
function Executor:__grad_dict()
if isnone(self._grad_dict) then
self._grad_dict = Executor._get_dict(
self._symbol:list_arguments(), self.grad_arrays)
end
return self._grad_dict
end
function Executor:__aux_dict()
if isnone(self._aux_dict) then
self._aux_dict = Executor._get_dict(
self._symbol:list_auxiliary_states(), self.aux_arrays)
end
return self._aux_dict
end
function Executor:__output_dict()
if isnone(self._output_dict) then
self._output_dict = Executor._get_dict(
self._symbol:list_outputs(), self.outputs)
end
return self._output_dict
end
function Executor:copy_params_from(arg_params, aux_params, allow_extra_params)
allow_extra_params = default(allow_extra_params, false)
for name, array in pairs(arg_params) do
if self.arg_dict[name] then
local dst = self.arg_dict[name]
array:astype(dst.dtype):copyto(dst)
elseif not allow_extra_params then
raise('ValueError', ('name %s is not in the arguments'):format(name))
end
end
if isnone(aux_params) then
return
end
for name, array in pairs(aux_params) do
if self.aux_dict[name] then
local dst = self.aux_dict[name]
array:astype(dst.dtype):copyto(dst)
elseif not allow_extra_params then
raise('ValueError', ('name %s is not in the auxiliary states'):format(name))
end
end
end
function Executor:reshape(partial_shaping, allow_up_sizing, kwargs)
partial_shaping, allow_up_sizing, kwargs = default(
partial_shaping, false, allow_up_sizing, false, kwargs, {})
local provided_arg_shape_data = {} -- shape data
-- argument shape index in sdata,
-- e.g. [sdata[indptr[0]], sdata[indptr[1]]) is the shape of the first arg
local provided_arg_shape_idx = { 0 }
local provided_arg_shape_names = {} -- provided argument names
for k, v in pairs(kwargs) do
if islist(v) then
table.insret(provided_arg_shape_names, k)
table.append(provided_arg_shape_data, v)
table.insret(provided_arg_shape_idx, #provided_arg_shape_data)
end
end
local ctx_map_keys = {}
local ctx_map_dev_types = {}
local ctx_map_dev_ids = {}
if self._group2ctx then
for key, val in pairs(self._group2ctx) do
table.insret(ctx_map_keys, key)
table.insret(ctx_map_dev_types, val.device_typeid)
table.insret(ctx_map_dev_ids, val.device_id)
end
end
local handle = ExecutorHandle()
local shared_handle = self.handle
local num_in_args = ctypes.c_uint()
local in_arg_handles = ctypes.POINTER(NDArrayHandle)()
local arg_grad_handles = ctypes.POINTER(NDArrayHandle)()
local num_aux_states = ctypes.c_uint()
local aux_state_handles = ctypes.POINTER(NDArrayHandle)()
check_call(_LIB.MXExecutorReshapeEx(ctypes.c_int(partial_shaping),
ctypes.c_int(allow_up_sizing),
ctypes.c_int(self._ctx.device_typeid),
ctypes.c_int(self._ctx.device_id),
mx_uint(len(ctx_map_keys)),
c_str_array(ctx_map_keys),
c_array_buf(ctypes.c_int,
ctx_map_dev_types),
c_array_buf(ctypes.c_int,
ctx_map_dev_ids),
mx_uint(len(provided_arg_shape_names)),
c_str_array(provided_arg_shape_names),
c_array_buf(mx_int,
provided_arg_shape_data),
c_array_buf(mx_uint,
provided_arg_shape_idx),
ctypes.byref(num_in_args),
ctypes.byref(in_arg_handles),
ctypes.byref(arg_grad_handles),
ctypes.byref(num_aux_states),
ctypes.byref(aux_state_handles),
shared_handle,
ctypes.byref(handle)))
local arg_arrays = table.arange(function(i)
return _ndarray_cls(NDArrayHandle(in_arg_handles[i - 1]))
end, num_in_args.value)
local grad_arrays = table.arange(function(i)
local hdl = arg_grad_handles[i]
if ffi.isnullptr(hdl) then
return None
else
return _ndarray_cls(hdl)
end
end, num_in_args.value)
local aux_arrays = table.arange(function(i)
return _ndarray_cls(NDArrayHandle(aux_state_handles[i - 1]))
end, num_aux_states.value)
local executor = Executor(handle, self._symbol, self._ctx, self._grad_req, self._group2ctx)
executor.arg_arrays = arg_arrays
executor.grad_arrays = grad_arrays
executor.aux_arrays = aux_arrays
return executor
end
function Executor:debug_str()
local debug_str = ctypes.c_char_p()
check_call(_LIB.MXExecutorPrint(
self.handle, ctypes.byref(debug_str)))
return py_str(debug_str.value)
end
local _field = {
arg_dict = Executor.__arg_dict,
grad_dict = Executor.__grad_dict,
aux_dict = Executor.__aux_dict,
output_dict = Executor.__output_dict,
}
function Executor:__index(k)
local tk = type(k)
if tk == 'string' then
if _field[k] then
return _field[k](self)
elseif not isnone(Executor[k]) then
return Executor[k]
end
end
return rawget(self, k)
end
return M
|
local _ = require "lib.lume"
local Entity = require "core.entity"
local Tile = Entity:extend()
local TileMap = Entity:extend()
function Tile:new(filename, tilesize, index, cache)
Tile.super.new(self)
if cache then
self.image = cache.image
self.frames = cache.frames
self.width, self.height = tilesize, tilesize
else
self:loadImage(filename, tilesize, tilesize)
end
self.frame = index
self.solid = true
self.moves = false
end
TileMap.Tile = Tile
function TileMap:new()
TileMap.super.new(self)
self.solid = false
end
function TileMap:loadArray(array, width, imageFile, tileSize)
if #array % width ~= 0 then
error("expected array to be divisible by width")
end
self.data = _.clone(array)
self.widthInTiles = width
self.heightInTiles = #array / width
self.tileSize = tileSize
self.tiles = {}
local cache = Tile(imageFile, tileSize, 1)
for i = 1, math.huge do
local tile = Tile(imageFile, tileSize, i, cache)
table.insert(self.tiles, tile)
if i == #tile.frames then
break
end
end
self.width = self.widthInTiles * self.tileSize
self.height = self.heightInTiles * self.tileSize
end
function TileMap:loadTMX(filename, imageFile)
local text = sol.fs.read(filename)
local ptn = '"csv">(.-)<'
local s = text:match(ptn)
print(s)
assert(s, "tile layer does not exist")
local data = _.map(_.split(s, ","), tonumber)
local width = tonumber(text:match('width="(.-)"'))
local tileSize = tonumber(text:match('tilewidth="(.-)"'))
if not imageFile then
imageFile = text:match('image source="(.-)"'):gsub("%.%.", "data")
end
self:loadArray(data, width, imageFile, tileSize)
return self
end
function TileMap:getTile(x, y)
local t = self.tiles[self.data[x + y * self.widthInTiles + 1]]
if t then
t.x, t.y = x * self.tileSize + self.x, y * self.tileSize + self.y
return t
end
end
function TileMap:eachOverlappingTile(r, fn, revx, revy, ...)
local sx = math.floor((r:left() - self.x) / self.tileSize)
local sy = math.floor((r:top() - self.y) / self.tileSize)
local ex = math.floor((r:right() - self.x) / self.tileSize)
local ey = math.floor((r:bottom() - self.y) / self.tileSize)
sx, sy = math.max(sx, 0), math.max(sy, 0)
ex = math.min(ex, self.widthInTiles - 1)
ey = math.min(ey, self.heightInTiles - 1)
if revx then sx, ex = ex, sx end
if revy then sy, ey = ey, sy end
for y = sy, ey, (revy and -1 or 1) do
for x = sx, ex, (revx and -1 or 1) do
local t = self:getTile(x, y)
if t then fn(t, ...) end
end
end
end
function TileMap:update(dt)
TileMap.super.update(self, dt)
_.each(self.tiles, "update", dt)
end
function TileMap:draw()
-- self:eachOverlappingTile(Tile.draw)
end
return TileMap
|
-- KEYS[1]: the job data hash
-- KEYS[2]: the active job list
-- KEYS[3]: the signal list
-- ARGV[1]: the job ID
-- ARGV[2]: the serialized job data
-- Returns: 1 if the job was newly enqueued, 0 if it already exists
-- Set job data in hash
local set = redis.call("hsetnx", KEYS[1], ARGV[1], ARGV[2])
if set == 1 then
-- If it was set, push the job on to the active list
redis.call("rpush", KEYS[2], ARGV[1])
-- Signal that there are jobs in the queue
redis.call("del", KEYS[3])
redis.call("lpush", KEYS[3], 1)
end
return set
|
function foo()
for i = 1, 10 do
print(i)
coroutine.wait(1)
end
end
local co= coroutine.start(foo)
|
-- this file is generated by xresloader, please don't edit it.
return {
[1] = {
count = 5,
data_source = {
{
file = "资源转换示例.xlsx",
sheet = "test_oneof",
},
},
data_ver = "1.0.0.0",
description = "Test event_cfg with oneof fields",
hash_code = "no hash code",
xres_ver = "2.10.2",
},
[2] = "event_cfg",
event_cfg = {
{
item = {
item_id = 1511,
item_count = 1512,
nested_note = "啦啦啦",
},
process = 1,
id = 50001,
rule = {
nested_note = "内嵌one of文本",
rule_id = 511,
rule_param = 512,
},
specify_field = {
nested_enum_type = 10001,
},
test_arr = {
{
nested_note = "内嵌one of文本",
rule_id = 711,
rule_param = 712,
},
},
},
{
process = 2,
id = 50002,
rule = {
rule_id = 521,
rule_param = 522,
nested_enum_type = 10001,
},
specify_field = {
nested_enum_type = 10001,
},
test_arr = {
{
rule_id = 721,
rule_param = 722,
nested_enum_type = 10001,
},
{
rule_id = 821,
rule_param = 822,
nested_enum_type = 10101,
},
{
nested_note = "数组嵌套one of",
rule_param = 822,
rule_id = 921,
},
},
user_exp = 1473624235014785965,
},
{
process = 3,
enum_type = 10001,
id = 50003,
rule = {
rule_id = 531,
rule_param = 532,
nested_enum_type = 10101,
},
specify_field = {
nested_enum_type = 10101,
},
},
{
note = "",
process = 4,
id = 50004,
rule = {
rule_id = 541,
rule_param = 542,
},
},
{
process = 5,
id = 50005,
rule = {
rule_id = 551,
rule_param = 552,
},
},
},
}
|
local spacing = 60
local bar_height = 8
local bar_width = 45
local flow_height = 48
local flow_width = 600
local nps_baseline = 600
local nps_scale = -0.09
local flow_baseline = 0
local flow_scale = 1
local flow_mark = 12
local bound_mark = 4
local arrow_offset = 20
local data_width = (30 + bar_width + 40 + bar_width)
local text_width = 300
FlowDJ.flow_width = flow_width
FlowDJ.NpsScale = function(x) return (x * nps_scale + 1) * flow_width end
return Def.ActorFrame {
Name = "song list item", InitCommand = function(self)
self.SetSelection = function(self, sel, n, f, flow, current)
self:xy(0, n*spacing)
self:visible(true)
local brightness = 0.5
if current then
brightness = 1
end
local x = flow_width
local y = -spacing * 0.2
x = x + 30
local meter_text = self:GetChild("meter text")
meter_text:settext(sel.meter)
meter_text:xy(x - meter_text:GetWidth()*0.5, y)
x = x + 5
local meter_bar = self:GetChild("meter bar")
meter_bar:setsize(sel.meter / 15 * bar_width, bar_height)
meter_bar:xy(x + sel.meter / 15 * bar_width / 2, y)
x = x + bar_width
x = flow_width
y = spacing * 0.2
x = x + 55
local nps_text = self:GetChild("nps text")
nps_text:settextf("%0.1f", sel.nps)
nps_text:xy(x - nps_text:GetWidth()*0.5, y)
x = x + 5
local nps_bar = self:GetChild("nps bar")
nps_bar:setsize(sel.nps / 10 * bar_width, bar_height)
nps_bar:xy(x + sel.nps / 10 * bar_width / 2, y)
x = x + bar_width
x = 0
y = -spacing * 0.2
local title = self:GetChild("title")
title:settext(sel.song:GetDisplayFullTitle())
title:xy(x + 10 + title:GetWidth()*0.5, y)
x = 10
y = spacing * 0.2
local artist = self:GetChild("artist")
artist:settext(sel.song:GetDisplayArtist())
artist:xy(x + 10 + artist:GetWidth()*0.5, y)
x = -50
y = -spacing * 0.2
local group = self:GetChild("group")
group:settext(sel.song:GetGroupName())
group:xy(x + 10 - group:GetWidth()*0.5, y)
x = -60
y = spacing * 0.2
local author = self:GetChild("step author")
author:settext(sel.steps:GetAuthorCredit())
author:xy(x + 10 - author:GetWidth()*0.5, y)
local flow_backdrop = self:GetChild("flow backdrop")
flow_backdrop:setsize(flow_width, flow_height)
if SL then
flow_backdrop:diffuserightedge(Alpha(Color.White, 0.4))
flow_backdrop:diffuseleftedge(Alpha(Color.White, 0.1))
else
if current then
flow_backdrop:diffuserightedge(Alpha(Color.Black, 0.8))
flow_backdrop:diffuseleftedge(Alpha(Color.Black, 0.2))
else
flow_backdrop:diffuserightedge(Alpha(Color.Black, 0.5))
flow_backdrop:diffuseleftedge(Alpha(Color.Black, 0.1))
end
end
local group_backdrop = self:GetChild("group backdrop")
group_backdrop:setsize(flow_width, flow_height)
if SL then
group_backdrop:diffuserightedge(Alpha(Color.Black, 0.4))
group_backdrop:diffuseleftedge(Alpha(Color.Black, 0.00))
else
if current then
group_backdrop:diffuserightedge(Alpha(Color.Black, 0.8))
group_backdrop:diffuseleftedge(Alpha(Color.Black, 0.0))
else
group_backdrop:diffuserightedge(Alpha(Color.Black, 0.5))
group_backdrop:diffuseleftedge(Alpha(Color.Black, 0.0))
end
end
local left_arrow = self:GetChild("left wiggle")
local flow_range = self:GetChild("flow range")
if left_arrow:GetVisible() then
flow_range:visible(true)
local range_left = flow.wiggle_base(f) * flow_width
local range_right = (flow.wiggle_base(f) + flow.wiggle_range(f)) * flow_width
flow_range:setsize(range_right - range_left, flow_height)
flow_range:xy(range_left + (range_right - range_left)/2, 0)
flow_range:diffuse(Brightness(Color.White, 0.5 * brightness))
if current then
flow_range:glowshift()
flow_range:effectcolor1(Brightness(Color.White, 0.6))
flow_range:effectcolor2(Brightness(Color.White, 0.8))
flow_range:effectperiod(2)
end
left_arrow:xy(range_right - arrow_offset, 0)
local right_arrow = self:GetChild("right wiggle")
right_arrow:xy(range_right + arrow_offset, 0)
else
flow_range:visible(false)
end
local score_bound = self:GetChild("score bound")
score_bound:setsize(bound_mark, flow_height)
score_bound:xy(flow.score_bound(f) * flow_width, 0)
score_bound:diffuse(Brightness(Color.White, 0.5 * brightness))
if current then
score_bound:glowshift()
score_bound:effectcolor1(Brightness(Color.White, 0.6))
score_bound:effectcolor2(Brightness(Color.White, 0.8))
score_bound:effectperiod(2)
end
local nps_mark = self:GetChild("nps lower bound")
if nps_mark:GetVisible() and sel.nps_bottom and sel.nps_top then
nps_mark:setsize(bound_mark, flow_height)
local x = FlowDJ.NpsScale(flow.nps_lower_bound(f))
nps_mark:xy(x, 0)
nps_mark:diffuse(Brightness(Color.Red, brightness))
if current then
nps_mark:glowshift()
nps_mark:effectcolor1(Brightness(Color.Red, 0.8))
nps_mark:effectcolor2(Brightness(Color.Red, 1.0))
nps_mark:effectperiod(2)
end
local left_arrow = self:GetChild("left slowest")
left_arrow:xy(x - arrow_offset, 0)
local right_arrow = self:GetChild("right slowest")
right_arrow:xy(x + arrow_offset, 0)
end
--[[
local nps_mark = self:GetChild("nps upper bound")
nps_mark:setsize(bound_mark, flow_height)
nps_mark:xy(FlowDJ.NpsScale(flow.nps_upper_bound(f)), 0)
nps_mark:diffuse(Brightness(Color.Red, brightness))
if current then
nps_mark:glowshift()
nps_mark:effectcolor1(Brightness(Color.Red, 0.8))
nps_mark:effectcolor2(Brightness(Color.Red, 1.0))
nps_mark:effectperiod(2)
end
]]
local nps_mark = self:GetChild("nps mark")
nps_mark:setsize(flow_mark, flow_height)
nps_mark:xy(FlowDJ.NpsScale(sel.nps), 0)
nps_mark:diffuse(Brightness(Color.Red, brightness))
if current then
nps_mark:glowshift()
nps_mark:effectcolor1(Brightness(Color.Red, 0.8))
nps_mark:effectcolor2(Brightness(Color.Red, 1.0))
nps_mark:effectperiod(2)
end
local predicted_score = self:GetChild("predicted score")
predicted_score:setsize(flow_mark, flow_height)
predicted_score:xy(sel.predicted_score * flow_width, 0)
predicted_score:diffuse(Brightness(Color.Blue, brightness))
if current then
predicted_score:glowshift()
predicted_score:effectcolor1(Brightness(Color.Blue, 0.8))
predicted_score:effectcolor2(Brightness(Color.Blue, 1.0))
predicted_score:effectperiod(2)
end
if sel.score ~= 0 then
local actual_score = self:GetChild("actual score")
actual_score:setsize(flow_mark, flow_height)
actual_score:xy(sel.score * flow_width, 0)
actual_score:diffuse(Brightness(Color.White, brightness))
if current then
actual_score:glowshift()
actual_score:effectcolor1(Brightness(Color.White, 0.8))
actual_score:effectcolor2(Brightness(Color.White, 1.0))
actual_score:effectperiod(2)
end
end
local score_text = self:GetChild("score text")
score_text:settextf("%2d", math.floor(sel.effective_score * 100))
score_text:xy(flow_width - 10 - score_text:GetWidth()*0.5, 0)
end
self.DifficultyArrowsOn = function(self, flow, range)
local left_arrow = self:GetChild("left arrow")
left_arrow:xy((flow - range * 2) * flow_width, 0)
left_arrow:visible(true)
local right_arrow = self:GetChild("right arrow")
right_arrow:xy((flow + range * 2) * flow_width, 0)
right_arrow:visible(true)
end
self.DifficultyArrowsOff = function(self)
local left_arrow = self:GetChild("left arrow")
left_arrow:visible(false)
local right_arrow = self:GetChild("right arrow")
right_arrow:visible(false)
end
self.ScoreMarkOn = function(self)
local score_bound = self:GetChild("score bound")
score_bound:visible(true)
end
self.ScoreMarkOff = function(self)
local score_bound = self:GetChild("score bound")
score_bound:visible(false)
end
self.WiggleArrowsOn = function(self, flow)
local left_arrow = self:GetChild("left wiggle")
left_arrow:visible(true)
local right_arrow = self:GetChild("right wiggle")
right_arrow:visible(true)
end
self.WiggleArrowsOff = function(self)
local left_arrow = self:GetChild("left wiggle")
left_arrow:visible(false)
local right_arrow = self:GetChild("right wiggle")
right_arrow:visible(false)
end
self.StagesArrowsOn = function(self)
local up_arrow = self:GetChild("up arrow")
up_arrow:xy(flow_width, -spacing)
up_arrow:visible(true)
local down_arrow = self:GetChild("down arrow")
down_arrow:xy(flow_width, spacing)
down_arrow:visible(true)
end
self.StagesArrowsOff = function(self)
local up_arrow = self:GetChild("up arrow")
up_arrow:visible(false)
local down_arrow = self:GetChild("down arrow")
down_arrow:visible(false)
end
self.SlowestArrowsOn = function(self, flow)
--local left_arrow = self:GetChild("left slowest")
--left_arrow:visible(true)
--local right_arrow = self:GetChild("right slowest")
--right_arrow:visible(true)
local nps_mark = self:GetChild("nps lower bound")
nps_mark:visible(true)
end
self.SlowestArrowsOff = function(self)
local left_arrow = self:GetChild("left slowest")
left_arrow:visible(false)
local right_arrow = self:GetChild("right slowest")
right_arrow:visible(false)
local nps_mark = self:GetChild("nps lower bound")
nps_mark:visible(false)
end
end,
Def.Quad{
Name= "flow backdrop", InitCommand = function(self)
self:setsize(0, 0)
self:xy(flow_width/2, 0)
end,
},
Def.Quad{
Name= "group backdrop", InitCommand = function(self)
self:setsize(0, 0)
self:xy(-flow_width/2 - 30, 0)
end,
},
Def.BitmapText{
Name = "up arrow", Font = "Common Normal", InitCommand = function(self)
self:visible(false)
self:settext("&MENUUP;")
self:zoom(2)
end,
},
Def.BitmapText{
Name = "down arrow", Font = "Common Normal", InitCommand = function(self)
self:visible(false)
self:settext("&MENUDOWN;")
self:zoom(2)
end,
},
Def.Quad{
Name= "flow range"
},
Def.Quad{
Name= "score bound"
},
Def.Quad{
Name= "nps lower bound"
},
Def.Quad{
Name= "nps upper bound"
},
Def.BitmapText{
Name = "left arrow", Font = "Common Normal", InitCommand = function(self)
self:visible(false)
self:settext("&MENULEFT;")
end,
},
Def.BitmapText{
Name = "right arrow", Font = "Common Normal", InitCommand = function(self)
self:visible(false)
self:settext("&MENURIGHT;")
end,
},
Def.Quad{
Name= "nps mark"
},
Def.Quad{
Name= "predicted score"
},
Def.Quad{
Name= "actual score"
},
Def.BitmapText{
Name = "left wiggle", Font = "Common Normal", InitCommand = function(self)
self:visible(false)
self:settext("&MENULEFT;")
end,
},
Def.BitmapText{
Name = "right wiggle", Font = "Common Normal", InitCommand = function(self)
self:visible(false)
self:settext("&MENURIGHT;")
end,
},
Def.BitmapText{
Name = "left slowest", Font = "Common Normal", InitCommand = function(self)
self:visible(false)
self:settext("&MENULEFT;")
end,
},
Def.BitmapText{
Name = "right slowest", Font = "Common Normal", InitCommand = function(self)
self:visible(false)
self:settext("&MENURIGHT;")
end,
},
Def.BitmapText{
Name = "title", Font = "Common Normal"
},
Def.BitmapText{
Name = "artist", Font = "Common Normal"
},
Def.BitmapText{
Name = "group", Font = "Common Normal"
},
Def.BitmapText{
Name = "step author", Font = "Common Normal"
},
Def.BitmapText{
Name = "score text", Font = "Common Normal"
},
Def.BitmapText{
Name = "meter text", Font = "Common Normal"
},
Def.Quad{
Name= "meter bar"
},
Def.BitmapText{
Name = "nps text", Font = "Common Normal"
},
Def.Quad{
Name= "nps bar"
},
}
|
return {
second = 1,
minute = 60,
hour = 3600,
day = 86400,
month = 2592000,
year = 31536000,
}
|
object_static_structure_dathomir_biohazard_sign_03 = object_static_structure_dathomir_shared_biohazard_sign_03:new {
}
ObjectTemplates:addTemplate(object_static_structure_dathomir_biohazard_sign_03, "object/static/structure/dathomir/biohazard_sign_03.iff")
|
local skynet = require "skynet"
local cls = class("online")
function cls:ctor(context, ... )
-- body
cls.super.ctor(self, context)
return self
end
function cls:login()
-- body
local uid = self.context.uid
local subid = self.context.subid
local ok = skynet.call(".ONLINE_MGR", "lua", "login", uid, subid, skynet.self())
end
function cls:logout()
-- body
local uid = self.context.uid
local subid = self.context.subid
skynet.call(".ONLINE_MGR", "lua", "logout", uid, subid)
end
function cls:authed(args)
-- body
local fd = assert(args.client)
local uid = self.context.uid
local subid = self.context.subid
skynet.call(".ONLINE_MGR", "lua", "authed", uid, subid, fd)
end
function cls:afk( ... )
-- body
local uid = self.context.uid
local subid = self.context.subid
skynet.call(".ONLINE_MGR", "lua", "afk", uid, subid)
end
return cls
|
local CorePackages = game:GetService("CorePackages")
local CoreGui = game:GetService("CoreGui")
local Players = game:GetService("Players")
local GuiService = game:GetService("GuiService")
local RunService = game:GetService("RunService")
local Roact = require(CorePackages.Roact)
local RoactRodux = require(CorePackages.RoactRodux)
local Components = script.Parent.Parent
local PlayerList = Components.Parent
local ClosePlayerDropDown = require(PlayerList.Actions.ClosePlayerDropDown)
local SetPlayerListVisibility = require(PlayerList.Actions.SetPlayerListVisibility)
local isNewInGameMenuEnabled = require(CoreGui.RobloxGui.Modules.isNewInGameMenuEnabled)
local FFlagXboxReportPlayerLocFix = require(CoreGui.RobloxGui.Modules.Flags.FFlagXboxReportPlayerLocFix)
local RobloxGui = CoreGui:WaitForChild("RobloxGui")
local TenFootSideBar = Roact.PureComponent:extend("TenFootSideBar")
local function openPlatformProfileUI(platformId)
pcall(function()
local platformService = game:GetService("PlatformService")
if platformId and #platformId > 0 then
platformService:PopupProfileUI(Enum.UserInputType.Gamepad1, platformId)
end
end)
end
function TenFootSideBar:init()
self.sideBar = nil
end
function TenFootSideBar:render()
return nil
end
function TenFootSideBar:shouldShowSidebar(player, platformId)
if RunService:IsStudio() then
--Don't show sidebar in xbox emulator in studio.
return false, false
end
local addReportItem = false
if player ~= Players.LocalPlayer then
addReportItem = true
end
local addGamerCardItem = false
if platformId and #platformId > 0 then
addGamerCardItem = true
end
return addReportItem, addGamerCardItem
end
function TenFootSideBar:openSidebar(player)
local platformId
pcall(function()
local platformService = game:GetService("PlatformService")
platformId = platformService:GetPlatformId(player.UserId)
end)
local addReportItem, addGamerCardItem = self:shouldShowSidebar(player, platformId)
if not (addReportItem or addGamerCardItem) then
self.props.closeSideBar()
return
end
local savedSelectedGuiObject = GuiService.SelectedCoreObject
local screenManagerModule = RobloxGui.Modules:FindFirstChild("ScreenManager") or RobloxGui.Modules.Shell.ScreenManager
local ScreenManager = require(screenManagerModule)
local stringsModule = RobloxGui.Modules:FindFirstChild("LocalizedStrings") or RobloxGui.Modules.Shell.LocalizedStrings
local Strings = require(stringsModule)
self.sideBar:RemoveAllItems()
if addGamerCardItem then
self.sideBar:AddItem(Strings:LocalizedString("ViewGamerCardWord"), function()
openPlatformProfileUI(platformId)
end)
end
--Remove with FIntNewInGameMenuPercentRollout
local ReportAbuseMenu = require(RobloxGui.Modules.Settings.Pages.ReportAbuseMenu)
--We can't report guests/localplayer
if addReportItem then
local loc_text = FFlagXboxReportPlayerLocFix
and Strings:LocalizedString("ReportPlayer")
or Strings:LocalizedString("Report Player")
self.sideBar:AddItem(loc_text, function()
--Force closing player list before open the report tab
self.props.closePlayerList()
GuiService.SelectedCoreObject = nil
if isNewInGameMenuEnabled() then
-- todo: move InGameMenu to a script global when removing isNewInGameMenuEnabled
local InGameMenu = require(RobloxGui.Modules.InGameMenu)
InGameMenu.openReportDialog(player)
else
ReportAbuseMenu:ReportPlayer(player)
end
end)
end
local closedCon = nil
--Will fire when sidebar closes, fires before the item callback
closedCon = self.sideBar.Closed:connect(function()
closedCon:disconnect()
self.props.closeSideBar()
if self.props.playerListVisible then
if savedSelectedGuiObject and savedSelectedGuiObject.Parent then
GuiService.SelectedCoreObject = savedSelectedGuiObject
else
--Toogle menu to reselect local players frame.
self.props.closePlayerList()
self.props.openPlayerList()
end
end
end)
ScreenManager:OpenScreen(self.sideBar, false)
end
function TenFootSideBar:didMount()
if not RunService:IsStudio() then
local sideBarModule = RobloxGui.Modules:FindFirstChild("SideBar") or RobloxGui.Modules.Shell.SideBar
local createSideBarFunc = require(sideBarModule)
self.sideBar = createSideBarFunc()
end
if self.props.sideBarVisible then
self:openSidebar(self.props.selectedPlayer)
end
end
function TenFootSideBar:didUpdate(prevProps)
if self.props.sideBarVisible and self.props.sideBarVisible ~= prevProps.sideBarVisible then
self:openSidebar(self.props.selectedPlayer)
end
end
local function mapStateToProps(state)
return {
selectedPlayer = state.playerDropDown.selectedPlayer,
sideBarVisible = state.displayOptions.isTenFootInterface and state.playerDropDown.isVisible,
playerListVisible = state.displayOptions.isVisible,
}
end
local function mapDispatchToProps(dispatch)
return {
closeSideBar = function()
return dispatch(ClosePlayerDropDown())
end,
closePlayerList = function()
return dispatch(SetPlayerListVisibility(false))
end,
openPlayerList = function()
return dispatch(SetPlayerListVisibility(true))
end,
}
end
return RoactRodux.UNSTABLE_connect2(mapStateToProps, mapDispatchToProps)(TenFootSideBar)
|
local helpers = require "spec.helpers"
local admin_api = require "spec.fixtures.admin_api"
local cjson = require "cjson"
for _, strategy in helpers.each_strategy() do
describe("Plugin: upstream-basic-auth (invalidations) [#" .. strategy .. "]", function()
local admin_client
local proxy_client
local db
lazy_setup(function()
_, db = helpers.get_db_utils(strategy, {
"routes",
"services",
"consumers",
"plugins",
"basicauth_credentials",
"upstreambasicauth_credentials",
}, {"upstream-basic-auth"})
assert(helpers.start_kong({
database = strategy,
plugins = "bundled,upstream-basic-auth",
nginx_conf = "spec/fixtures/custom_nginx.template",
}))
end)
lazy_teardown(function()
helpers.stop_kong()
end)
local service
local route
local basic_auth_plugin
local upstream_basic_auth_plugin
local consumer
local credential
local upstream_credential
before_each(function()
proxy_client = helpers.proxy_client()
admin_client = helpers.admin_client()
if not service then
service = admin_api.services:insert {
path = "/request",
}
end
if not route then
route = admin_api.routes:insert {
hosts = { "basic-auth.com" },
service = { id = service.id },
}
end
if not basic_auth_plugin then
basic_auth_plugin = admin_api.plugins:insert {
name = "basic-auth",
route = { id = route.id },
}
end
if not upstream_basic_auth_plugin then
upstream_basic_auth_plugin = admin_api.plugins:insert {
name = "upstream-basic-auth",
route = { id = route.id },
}
end
if not consumer then
consumer = admin_api.consumers:insert {
username = "bob",
}
end
if not credential then
credential = admin_api.basicauth_credentials:insert {
username = "bob",
password = "kong",
consumer = { id = consumer.id },
}
end
if not upstream_credential then
upstream_credential = assert(db.upstreambasicauth_credentials:insert {
username = "king",
password = "kong",
consumer = { id = consumer.id },
})
-- NOTE: since 1) Kong caches negative responses
-- and 2) direct DB manipulations from this unit test don't trigger cache invalidation,
-- we have to explicitly invalidate cache
helpers.wait_until(function()
local cache_key = db.upstreambasicauth_credentials:cache_key(consumer.id)
local res = assert(admin_client:send {
method = "DELETE",
path = "/cache/" .. cache_key
})
res:read_body()
return res.status == 204
end)
end
end)
after_each(function()
if admin_client and proxy_client then
admin_client:close()
proxy_client:close()
end
end)
it("invalidates credentials when the Consumer is deleted", function()
-- populate cache
local res = assert(proxy_client:send {
method = "GET",
path = "/",
headers = {
["Authorization"] = "Basic Ym9iOmtvbmc=",
["Host"] = "basic-auth.com"
}
})
local body = assert.res_status(200, res)
local json = cjson.decode(body)
local consumer_id = json.headers["x-consumer-id"]
-- ensure cache is populated
local cache_key = db.upstreambasicauth_credentials:cache_key(consumer_id)
res = assert(admin_client:send {
method = "GET",
path = "/cache/" .. cache_key
})
assert.res_status(200, res)
-- delete Consumer entity
res = assert(admin_client:send {
method = "DELETE",
path = "/consumers/bob"
})
assert.res_status(204, res)
consumer = nil
credential = nil
upstream_credential = nil
-- ensure cache is invalidated
helpers.wait_until(function()
local res = assert(admin_client:send {
method = "GET",
path = "/cache/" .. cache_key
})
res:read_body()
return res.status == 404
end)
res = assert(proxy_client:send {
method = "GET",
path = "/",
headers = {
["Authorization"] = "Basic Ym9iOmtvbmc=",
["Host"] = "basic-auth.com"
}
})
assert.res_status(403, res)
end)
it("invalidates credentials from cache when deleted", function()
-- populate cache
local res = assert(proxy_client:send {
method = "GET",
path = "/",
headers = {
["Authorization"] = "Basic Ym9iOmtvbmc=",
["Host"] = "basic-auth.com"
}
})
local body = assert.res_status(200, res)
local json = cjson.decode(body)
local consumer_id = json.headers["x-consumer-id"]
-- ensure cache is populated
local cache_key = db.upstreambasicauth_credentials:cache_key(consumer_id)
res = assert(admin_client:send {
method = "GET",
path = "/cache/" .. cache_key
})
local body = assert.res_status(200, res)
local credential = cjson.decode(body)
-- delete credential entity
res = assert(admin_client:send {
method = "DELETE",
path = "/consumers/bob/upstream-basic-auth/" .. credential.id
})
assert.res_status(204, res)
upstream_credential = nil
-- ensure cache is invalidated
helpers.wait_until(function()
local res = assert(admin_client:send {
method = "GET",
path = "/cache/" .. cache_key
})
res:read_body()
return res.status == 404
end)
res = assert(proxy_client:send {
method = "GET",
path = "/",
headers = {
["Authorization"] = "Basic Ym9iOmtvbmc=",
["Host"] = "basic-auth.com"
}
})
local body = assert.res_status(403, res)
local json = cjson.decode(body)
assert.same({ message = "no basic auth credentials available for consumer" }, json)
end)
it("invalidated credentials from cache when updated", function()
-- populate cache
local res = assert(proxy_client:send {
method = "GET",
path = "/",
headers = {
["Authorization"] = "Basic Ym9iOmtvbmc=",
["Host"] = "basic-auth.com"
}
})
local body = assert.res_status(200, res)
local json = cjson.decode(body)
local consumer_id = json.headers["x-consumer-id"]
-- ensure cache is populated
local cache_key = db.upstreambasicauth_credentials:cache_key(consumer_id)
res = assert(admin_client:send {
method = "GET",
path = "/cache/" .. cache_key
})
local body = assert.res_status(200, res)
local credential = cjson.decode(body)
-- delete credential entity
res = assert(admin_client:send {
method = "PATCH",
path = "/consumers/bob/upstream-basic-auth/" .. credential.id,
body = {
username = "king",
password = "kong-updated"
},
headers = {
["Content-Type"] = "application/json"
}
})
assert.res_status(200, res)
upstream_credential = nil
-- ensure cache is invalidated
helpers.wait_until(function()
local res = assert(admin_client:send {
method = "GET",
path = "/cache/" .. cache_key
})
res:read_body()
return res.status == 404
end)
res = assert(proxy_client:send {
method = "GET",
path = "/",
headers = {
["Authorization"] = "Basic Ym9iOmtvbmc=",
["Host"] = "basic-auth.com"
}
})
local body = assert.res_status(200, res)
local json = cjson.decode(body)
assert.is_string(json.headers["x-consumer-id"])
assert.equal("bob", json.headers["x-consumer-username"])
assert.equal("Basic a2luZzprb25nLXVwZGF0ZWQ=", json.headers["authorization"])
end)
end)
end
|
-- Heavily derived from `diffview.nvim`:
-- https://github.com/sindrets/diffview.nvim/blob/main/lua/diffview/file-entry.lua
local config = require "octo.config"
local gh = require "octo.gh"
local graphql = require "octo.gh.graphql"
local signs = require "octo.ui.signs"
local utils = require "octo.utils"
local M = {}
---@type table
M._null_buffer = {}
---@class GitStats
---@field additions integer
---@field deletions integer
---@field changes integer
---@class FileEntry
---@field path string
---@field previous_path string
---@field basename string
---@field extension string
---@field pull_request PullRequest
---@field status string
---@field patch string
---@field stats GitStats
---@field left_binary boolean|nil
---@field right_binary boolean|nil
---@field left_bufid integer
---@field right_bufid integer
---@field left_lines string[]
---@field right_lines string[]
---@field left_winid number
---@field right_winid number
---@field left_comment_ranges table
---@field right_comment_ranges table
---@field associated_bufs integer[]
---@field diffhunks string[]
---@field viewed_state string
local FileEntry = {}
FileEntry.__index = FileEntry
FileEntry.winopts = {
foldmethod = "diff",
foldlevel = 0,
}
---FileEntry constructor
---@param opt table
---@return FileEntry
function FileEntry:new(opt)
local pr = opt.pull_request
local diffhunks, left_ranges, right_ranges
if opt.patch then
diffhunks, left_ranges, right_ranges = utils.process_patch(opt.patch)
end
local this = {
path = opt.path,
previous_path = opt.previous_path,
patch = opt.patch,
basename = utils.path_basename(opt.path),
extension = utils.path_extension(opt.path),
pull_request = pr,
status = opt.status,
stats = opt.stats,
left_comment_ranges = left_ranges,
right_comment_ranges = right_ranges,
left_binary = opt.left_binary,
right_binary = opt.right_binary,
diffhunks = diffhunks,
associated_bufs = {},
viewed_state = pr.files[opt.path],
}
if not this.status then
this.status = " "
end
setmetatable(this, self)
return this
end
---FileEntry toggle_viewed
function FileEntry:toggle_viewed()
local query, next_state
if self.viewed_state == "VIEWED" then
query = graphql("unmark_file_as_viewed_mutation", self.path, self.pull_request.id)
next_state = "UNVIEWED"
elseif self.viewed_state == "UNVIEWED" then
query = graphql("mark_file_as_viewed_mutation", self.path, self.pull_request.id)
next_state = "VIEWED"
elseif self.viewed_state == "DISMISSED" then
query = graphql("mark_file_as_viewed_mutation", self.path, self.pull_request.id)
next_state = "VIEWED"
end
gh.run {
args = { "api", "graphql", "-f", string.format("query=%s", query) },
cb = function(output, stderr)
if stderr and not utils.is_blank(stderr) then
vim.api.nvim_err_writeln(stderr)
elseif output then
--local resp = vim.fn.json_decode(output)
self.viewed_state = next_state
local current_review = require("octo.reviews").get_current_review()
if current_review then
current_review.layout.file_panel:render()
current_review.layout.file_panel:redraw()
end
end
end,
}
end
---FileEntry finalizer
function FileEntry:destroy()
self:detach_buffers()
for _, bn in ipairs(self.associated_bufs) do
pcall(vim.api.nvim_buf_delete, bn, { force = true })
end
end
---Get the window id for the alternative side of the provided buffer
---@param split string
---@return integer
function FileEntry:get_alternative_win(split)
if split:lower() == "left" then
return self.right_winid
elseif split:lower() == "right" then
return self.left_winid
end
end
---Get the buffer id for the alternative side of the provided buffer
---@param split string
---@return integer
function FileEntry:get_alternative_buf(split)
if split:lower() == "left" then
return self.right_bufid
elseif split:lower() == "right" then
return self.left_bufid
end
end
---Get the window id for the side of the provided buffer
---@param split string
---@return integer
function FileEntry:get_win(split)
if split:lower() == "left" then
return self.left_winid
elseif split:lower() == "right" then
return self.right_winid
end
end
---Get the buffer id for the side of the provided buffer
---@param split string
---@return integer
function FileEntry:get_buf(split)
if split:lower() == "left" then
return self.left_bufid
elseif split:lower() == "right" then
return self.right_bufid
end
end
---Fetch file content locally or from GitHub.
function FileEntry:fetch()
local right_path = self.path
local left_path = self.path
local current_review = require("octo.reviews").get_current_review()
local right_sha = current_review.layout.right.commit
local left_sha = current_review.layout.left.commit
local right_abbrev = current_review.layout.right:abbrev()
local left_abbrev = current_review.layout.left:abbrev()
-- handle renamed files
if self.status == "R" and self.previous_path then
left_path = self.previous_path
end
-- fetch right version
if self.pull_request.local_right then
utils.get_file_at_commit(right_path, right_sha, function(lines)
self.right_lines = lines
end)
else
utils.get_file_contents(self.pull_request.repo, right_abbrev, right_path, function(lines)
self.right_lines = lines
end)
end
-- fetch left version
if self.pull_request.local_left then
utils.get_file_at_commit(left_path, left_sha, function(lines)
self.left_lines = lines
end)
else
utils.get_file_contents(self.pull_request.repo, left_abbrev, left_path, function(lines)
self.left_lines = lines
end)
end
-- wait until we have both versions
return vim.wait(5000, function()
return self.left_lines and self.right_lines
end)
end
---Load the buffers.
---@param left_winid integer
---@param right_winid integer
function FileEntry:load_buffers(left_winid, right_winid)
local empty_files = #self.left_lines == 0 and #self.right_lines == 0
local splits = {
{
winid = left_winid,
bufid = self.left_bufid,
lines = self.left_lines,
pos = "left",
binary = self.left_binary == true or empty_files,
},
{
winid = right_winid,
bufid = self.right_bufid,
lines = self.right_lines,
pos = "right",
binary = self.right_binary == true or empty_files,
},
}
-- configure diff buffers
for _, split in ipairs(splits) do
if not split.bufid or not vim.api.nvim_buf_is_loaded(split.bufid) then
local use_local = false
if split.pos == "right" and utils.in_pr_branch(self.pull_request.bufnr) then
use_local = true
end
-- create buffer
split.bufid = M._create_buffer {
status = self.status,
show_diff = self.patch ~= nil,
path = self.path,
split = split.pos,
binary = split.binary,
lines = split.lines,
repo = self.pull_request.repo,
use_local = use_local,
}
-- register new buffer
table.insert(self.associated_bufs, split.bufid)
self[split.pos .. "_bufid"] = split.bufid
self[split.pos .. "_winid"] = split.winid
end
M._configure_buffer(split.bufid)
vim.api.nvim_win_set_buf(split.winid, split.bufid)
end
-- show thread signs and virtual text
self:place_signs()
-- configure windows
M._configure_windows(left_winid, right_winid)
-- activate diff
for _, split in ipairs(splits) do
vim.api.nvim_buf_call(split.bufid, function()
vim.cmd [[filetype detect]]
vim.cmd [[doau BufEnter]]
vim.cmd [[diffthis]]
-- Scroll to trigger the scrollbind and sync the windows. This works more
-- consistently than calling `:syncbind`.
vim.cmd [[exec "normal! \<c-y>"]]
end)
end
end
function FileEntry:attach_buffers()
if self.left_bufid then
M._configure_buffer(self.left_bufid)
end
if self.right_bufid then
M._configure_buffer(self.right_bufid)
end
end
function FileEntry:detach_buffers()
if self.left_bufid then
M._detach_buffer(self.left_bufid)
end
if self.right_bufid then
M._detach_buffer(self.right_bufid)
end
end
---Compare against another FileEntry.
---@param other FileEntry
---@return boolean
function FileEntry:compare(other)
if self.stats and not other.stats then
return false
end
if not self.stats and other.stats then
return false
end
if self.stats and other.stats then
if self.stats.additions ~= other.stats.additions or self.stats.deletions ~= other.stats.deletions then
return false
end
end
return (self.path == other.path and self.status == other.status)
end
---Update thread signs in diff buffers.
function FileEntry:place_signs()
local current_review = require("octo.reviews").get_current_review()
local review_level = current_review:get_level()
local splits = {
{
bufnr = self.left_bufid,
comment_ranges = self.left_comment_ranges,
commit = current_review.layout.left:abbrev(),
},
{
bufnr = self.right_bufid,
comment_ranges = self.right_comment_ranges,
commit = current_review.layout.right:abbrev(),
},
}
for _, split in ipairs(splits) do
signs.unplace(split.bufnr)
-- place comment range signs
if split.comment_ranges then
for _, range in ipairs(split.comment_ranges) do
for line = range[1], range[2] do
signs.place("octo_comment_range", split.bufnr, line - 1)
end
end
end
-- place thread comments signs and virtual text
local threads = vim.tbl_values(current_review.threads)
for _, thread in ipairs(threads) do
local line = thread.line
if review_level == "COMMIT" then
line = thread.originalLine
end
local sign = "octo_thread"
if thread.isOutdated then
sign = sign .. "_outdated"
elseif thread.isResolved then
sign = sign .. "_resolved"
end
for _, comment in ipairs(thread.comments.nodes) do
if comment.state == "PENDING" then
sign = sign .. "_pending"
end
if
review_level == "PR" and utils.is_thread_placed_in_buffer(thread, split.bufnr)
or review_level == "COMMIT" and split.commit == comment.originalCommit.abbreviatedOid
then
-- sign
signs.place(sign, split.bufnr, line - 1)
-- virtual text
local last_date = comment.lastEditedAt ~= vim.NIL and comment.lastEditedAt or comment.createdAt
local vt_msg = string.format(" %d comments (%s)", #thread.comments.nodes, utils.format_date(last_date))
vim.api.nvim_buf_set_virtual_text(split.bufnr, -1, line - 1, { { vt_msg, "Comment" } }, {})
end
end
end
end
end
function M._create_buffer(opts)
local current_review = require("octo.reviews").get_current_review()
local bufnr
--if opts.use_local then
-- TODO: should we use the file from the file system
-- Pros: LSP powered
-- Cons: we need to change to the commit branch
-- For now, lets just load the contents from git object (`git show commit:path`)
--bufnr = vim.fn.bufadd(opts.path)
--else
bufnr = vim.api.nvim_create_buf(false, false)
local bufname = string.format(
"octo://%s/review/%s/file/%s/%s",
opts.repo,
current_review.id,
string.upper(opts.split),
opts.path
)
vim.api.nvim_buf_set_name(bufnr, bufname)
if opts.binary then
vim.api.nvim_buf_set_option(bufnr, "modifiable", true)
vim.api.nvim_buf_set_lines(bufnr, 0, -1, false, { "Binary file" })
elseif opts.status == "R" and not opts.show_diff then
vim.api.nvim_buf_set_option(bufnr, "modifiable", true)
vim.api.nvim_buf_set_lines(bufnr, 0, -1, false, { "Renamed" })
elseif opts.lines then
vim.api.nvim_buf_set_option(bufnr, "modifiable", true)
vim.api.nvim_buf_set_lines(bufnr, 0, -1, false, opts.lines)
end
--end
vim.api.nvim_buf_set_option(bufnr, "modified", false)
vim.api.nvim_buf_set_option(bufnr, "modifiable", false)
vim.api.nvim_buf_set_var(bufnr, "octo_diff_props", {
path = opts.path,
split = string.upper(opts.split),
})
return bufnr
end
function M.load_null_buffers(left_winid, right_winid)
M.load_null_buffer(left_winid)
M.load_null_buffer(right_winid)
end
function M.load_null_buffer(winid)
local bn = M._get_null_buffer()
if vim.api.nvim_win_is_valid(winid) then
vim.api.nvim_win_set_buf(winid, bn)
end
M._configure_buffer(bn)
end
function M._get_null_buffer()
local msg = "Loading ..."
local bn = M._null_buffer[msg]
if not bn or vim.api.nvim_buf_is_loaded(bn) then
local nbn = vim.api.nvim_create_buf(false, false)
vim.api.nvim_buf_set_lines(nbn, 0, -1, false, { msg })
local bufname = utils.path_join { "octo", "null" }
vim.api.nvim_buf_set_option(nbn, "modified", false)
vim.api.nvim_buf_set_option(nbn, "modifiable", false)
local ok = pcall(vim.api.nvim_buf_set_name, nbn, bufname)
if not ok then
utils.wipe_named_buffer(bufname)
vim.api.nvim_buf_set_name(nbn, bufname)
end
M._null_buffer[msg] = nbn
end
return M._null_buffer[msg]
end
function M._configure_windows(left_winid, right_winid)
for _, id in ipairs { left_winid, right_winid } do
for k, v in pairs(FileEntry.winopts) do
vim.api.nvim_win_set_option(id, k, v)
end
end
end
function M._configure_buffer(bufid)
local conf = config.get_config()
for action, value in pairs(conf.mappings.review_diff) do
local mappings = require "octo.mappings"
local mapping_opts = { silent = true, noremap = true, buffer = bufid, desc = value.desc }
vim.keymap.set("n", value.lhs, mappings[action], mapping_opts)
end
-- TODO: use vim.keymap.set
vim.cmd(string.format("nnoremap %s :OctoAddReviewComment<CR>", conf.mappings.review_thread.add_comment))
vim.cmd(string.format("vnoremap %s :OctoAddReviewComment<CR>", conf.mappings.review_thread.add_comment))
vim.cmd(string.format("nnoremap %s :OctoAddReviewSuggestion<CR>", conf.mappings.review_thread.add_suggestion))
vim.cmd(string.format("vnoremap %s :OctoAddReviewSuggestion<CR>", conf.mappings.review_thread.add_suggestion))
end
function M._detach_buffer(bufid)
local conf = config.get_config()
for _, lhs in pairs(conf.mappings.review_diff) do
pcall(vim.keymap.del, "n", lhs, { buffer = bufid })
end
end
M.FileEntry = FileEntry
return M
|
require("bufferline").setup({
options = {
show_close_icon = true,
diagnostics = "nvim_lsp",
always_show_bufferline = true,
diagnostics_indicator = function(_, _, diagnostics_dict)
local s = " "
for e, n in pairs(diagnostics_dict) do
local sym = e == "error" and " "
or (e == "warning" and " " or "")
s = s .. sym .. n
end
return s
end,
},
})
|
isStarting = true
default = "Assets/New UI/checkbox_a_default.png"
checked = "Assets/New UI/checkbox_a_checked_1.png"
image1 = default
image2 = default
image3 = default
-- Called each loop iteration
function UpdateUI(dt)
if (gameObject.active == true) then
if (isStarting == true) then
image2 = checked
pos1 = Find("30 Button")
pos2 = Find("60 Button")
pos3 = Find("120 Button")
sb1 = Find("FPS SB 1")
sb2 = Find("FPS SB 2")
sb3 = Find("FPS SB 3")
pos1:GetButton():SetIdleTexture(image1)
pos2:GetButton():SetIdleTexture(image2)
pos3:GetButton():SetIdleTexture(image3)
isStarting = false
end
if (sb1:GetButton():IsPressed() == true) then
image1 = checked
image2 = default
image3 = default
SetFPS(30)
pos1:GetButton():SetIdleTexture(image1)
pos2:GetButton():SetIdleTexture(image2)
pos3:GetButton():SetIdleTexture(image3)
elseif (sb2:GetButton():IsPressed() == true) then
image1 = default
image2 = checked
image3 = default
SetFPS(60)
pos1:GetButton():SetIdleTexture(image1)
pos2:GetButton():SetIdleTexture(image2)
pos3:GetButton():SetIdleTexture(image3)
elseif (sb3:GetButton():IsPressed() == true) then
image1 = default
image2 = default
image3 = checked
SetFPS(120)
pos1:GetButton():SetIdleTexture(image1)
pos2:GetButton():SetIdleTexture(image2)
pos3:GetButton():SetIdleTexture(image3)
end
end
end
print("UI_FPS.lua compiled succesfully")
|
---------------------------------------------------------------------------
-- Find connected regions in a Mesh
---------------------------------------------------------------------------
-- Load a point cloud
local pointCloud = PointCloud.load("resources/Box.ply")
-- Reconstruct a mesh
local mesh = Mesh.createFromPointCloud(pointCloud)
print("Complete mesh: " .. mesh:toString())
-- Separate meshes
local components = Mesh.findConnected(mesh)
print("Number of separate meshes found:" .. #components)
-- View result
decoration1 = View.MeshDecoration.create()
decoration1:setSurfaceColor(200, 100, 30)
decoration2 = View.MeshDecoration.create()
decoration2:setSurfaceColor(100, 200, 30)
decoration3 = View.MeshDecoration.create()
decoration3:setSurfaceColor(30, 100, 200)
local viewer = View.create()
viewer:clear()
viewer:addMesh(components[1], decoration1)
viewer:addMesh(components[2], decoration2)
viewer:addMesh(components[3], decoration3)
viewer:present()
|
local screenWidth = 800
local screenHeight = 450
rl.SetConfigFlags(rl.FLAG_VSYNC_HINT)
rl.InitWindow(screenWidth, screenHeight, "raylua [models] example - geometric shapes")
local camera = rl.new("Camera", {
position = rl.new("Vector3", 0, 10, 10),
target = rl.new("Vector3", 0, 0, 0),
up = rl.new("Vector3", 0, 1, 0),
fovy = 45,
type = rl.CAMERA_PERSPECTIVE
})
while not rl.WindowShouldClose() do
rl.BeginDrawing()
rl.ClearBackground(rl.RAYWHITE)
rl.BeginMode3D(camera)
-- Ideally, you should cache Vector3 structures to avoid reallocating them
-- over and over. For readability here, they are inlined to the code.
rl.DrawCube(rl.new("Vector3", -4, 0, 2), 2, 5, 2, rl.RED)
rl.DrawCubeWires(rl.new("Vector3", -4, 0, 2), 2, 5, 2, rl.GOLD)
rl.DrawCubeWires(rl.new("Vector3", -4, 0, -2), 3, 6, 2, rl.MAROON)
rl.DrawSphere(rl.new("Vector3", 1, 0, -2), 1, rl.GREEN)
rl.DrawSphereWires(rl.new("Vector3", 1, 0, 2), 2, 16, 16, rl.LIME)
rl.DrawCylinder(rl.new("Vector3", 4, 0, -2), 1, 2, 3, 4, rl.SKYBLUE)
rl.DrawCylinderWires(rl.new("Vector3", 4, 0, -2), 1, 2, 3, 4, rl.DARKBLUE)
rl.DrawCylinderWires(rl.new("Vector3", 4.5, -1, 2), 1, 1, 2, 6, rl.BROWN)
rl.DrawCylinder(rl.new("Vector3", 1, 0, -4), 0, 1.5, 3, 8, rl.GOLD)
rl.DrawCylinderWires(rl.new("Vector3", 1, 0, -4), 0, 1.5, 3, 8, rl.PINK)
rl.DrawGrid(10, 1)
rl.EndMode3D()
rl.DrawFPS(10, 10)
rl.EndDrawing()
end
rl.CloseWindow()
|
return {'afwaaien','afwaarderen','afwaardering','afwaarts','afwachten','afwachting','afwaggelen','afwandelen','afwas','afwasautomaat','afwasbaar','afwasbak','afwasborstel','afwaskom','afwaskwast','afwasmachine','afwasmiddel','afwassen','afwasser','afwassing','afwaswater','afwateren','afwatering','afwateringsgaatje','afwateringskanaal','afwateringsput','afwateringsputten','afwateringssysteem','afweegfactor','afweer','afweerapparaat','afweerbaar','afweerder','afweergeschut','afweerkanon','afweermechanisme','afweermiddel','afweerraket','afweerreactie','afweerstof','afweersysteem','afweervuur','afwegen','afweging','afwegingsproces','afweiden','afweken','afweking','afwenden','afwending','afwennen','afwenning','afwentelen','afwenteling','afweren','afwering','afwerken','afwerker','afwerkfase','afwerking','afwerkingen','afwerklaag','afwerkplaats','afwerkplamuur','afwerkplek','afwerkster','afwerkstroken','afwerkstrook','afwerpen','afwerping','afweten','afwezen','afwezend','afwezende','afwezendheid','afwezig','afwezige','afwezigheid','afwijken','afwijking','afwijkingsmogelijkheid','afwijzen','afwijzend','afwijzing','afwijzingsbeslissing','afwijzingsbrief','afwijzingsgesprek','afwikkelen','afwikkeling','afwikkelingskosten','afwimpelen','afwimpeling','afwinden','afwinding','afwinnen','afwippen','afwisselen','afwisselend','afwisseling','afwissen','afwonen','afwrijven','afwringen','afwasteil','afweerhouding','afwezigheidslijst','afwerkvloer','afwijzingsgrond','afwikkelingsvergoeding','afweerstelsel','afwegingskader','afwerkingskwaliteit','afwerkingslaag','afwerkingsniveau','afwerkingsfase','afwezigheidstoezicht','afwashulp','afwijkingsbevoegdheid','afwikkelingsdatum','afwaai','afwaaide','afwaaiden','afwaait','afwaartse','afwacht','afwachtend','afwachtende','afwachtte','afwachtten','afwandel','afwandelde','afwandelden','afwandelt','afwasautomaten','afwasbakken','afwasbare','afwaskwasten','afwasmachines','afwasmiddelen','afwassingen','afwast','afwaste','afwasten','afwater','afwaterde','afwaterden','afwaterend','afwaterende','afwateringen','afwateringsgaatjes','afwateringskanalen','afwatert','afweeg','afweegt','afweek','afweekt','afweerde','afweerden','afweerkanonnen','afweermechanismen','afweermiddelen','afweerstoffen','afweert','afwees','afwegend','afwegingen','afweidt','afwen','afwend','afwendde','afwendden','afwende','afwendingen','afwendt','afwent','afwentel','afwentelde','afwentelden','afwentelt','afwerend','afwerende','afwerk','afwerkers','afwerklagen','afwerksters','afwerkt','afwerkte','afwerkten','afwerp','afwerpt','afwezigen','afwierp','afwierpen','afwies','afwijk','afwijkend','afwijkende','afwijkingen','afwijkt','afwijs','afwijst','afwijzende','afwijzingen','afwijzingsgesprekken','afwikkel','afwikkelde','afwikkelden','afwikkelt','afwimpel','afwimpelde','afwimpelden','afwimpelt','afwindt','afwint','afwipt','afwis','afwissel','afwisselde','afwisselden','afwisselende','afwisselender','afwisselendere','afwisselendst','afwisselendste','afwisselingen','afwisselt','afwist','afwiste','afwisten','afwoei','afwogen','afwon','afwond','afwoog','afwoon','afwoonde','afwoonden','afwoont','afwreef','afwrijf','afwrijft','afwrijvingen','afwaarderingen','afwassers','afweerraketten','afweerreacties','afwegende','afwerkplaatsen','afwerkplekken','afwezigheden','afwijzingsbrieven','afwikkelingen','afwasteiltje','afwasborstels','afwasborsteltje','afwasteilen','afwezigheidslijsten','afweersystemen','afwasbakje','afwegingskaders','afwateringssystemen','afwijzingsgronden','afwerkingsniveaus','afwegingsprocessen','afwerkvloeren'}
|
local comm = require "comm"
local ldap = require "ldap"
local nmap = require "nmap"
local shortport = require "shortport"
local stdnse = require "stdnse"
local string = require "string"
description = [[
Retrieves the LDAP root DSA-specific Entry (DSE)
]]
---
--
-- @usage
-- nmap -p 389 --script ldap-rootdse <host>
--
-- @output
-- PORT STATE SERVICE
-- 389/tcp open ldap
-- | ldap-rootdse:
-- | currentTime: 20100112092616.0Z
-- | subschemaSubentry: CN=Aggregate,CN=Schema,CN=Configuration,DC=cqure,DC=net
-- | dsServiceName: CN=NTDS Settings,CN=LDAPTEST001,CN=Servers,CN=Default-First-Site,CN=Sites,CN=Configuration,DC=cqure,DC=net
-- | namingContexts: DC=cqure,DC=net
-- | namingContexts: CN=Configuration,DC=cqure,DC=net
-- | namingContexts: CN=Schema,CN=Configuration,DC=cqure,DC=net
-- | namingContexts: DC=DomainDnsZones,DC=cqure,DC=net
-- | namingContexts: DC=ForestDnsZones,DC=cqure,DC=net
-- | namingContexts: DC=TAPI3Directory,DC=cqure,DC=net
-- | defaultNamingContext: DC=cqure,DC=net
-- | schemaNamingContext: CN=Schema,CN=Configuration,DC=cqure,DC=net
-- | configurationNamingContext: CN=Configuration,DC=cqure,DC=net
-- | rootDomainNamingContext: DC=cqure,DC=net
-- | supportedControl: 1.2.840.113556.1.4.319
-- | .
-- | .
-- | supportedControl: 1.2.840.113556.1.4.1948
-- | supportedLDAPVersion: 3
-- | supportedLDAPVersion: 2
-- | supportedLDAPPolicies: MaxPoolThreads
-- | supportedLDAPPolicies: MaxDatagramRecv
-- | supportedLDAPPolicies: MaxReceiveBuffer
-- | supportedLDAPPolicies: InitRecvTimeout
-- | supportedLDAPPolicies: MaxConnections
-- | supportedLDAPPolicies: MaxConnIdleTime
-- | supportedLDAPPolicies: MaxPageSize
-- | supportedLDAPPolicies: MaxQueryDuration
-- | supportedLDAPPolicies: MaxTempTableSize
-- | supportedLDAPPolicies: MaxResultSetSize
-- | supportedLDAPPolicies: MaxNotificationPerConn
-- | supportedLDAPPolicies: MaxValRange
-- | highestCommittedUSN: 126991
-- | supportedSASLMechanisms: GSSAPI
-- | supportedSASLMechanisms: GSS-SPNEGO
-- | supportedSASLMechanisms: EXTERNAL
-- | supportedSASLMechanisms: DIGEST-MD5
-- | dnsHostName: EDUSRV011.cqure.local
-- | ldapServiceName: cqure.net:edusrv011$@CQURE.NET
-- | serverName: CN=EDUSRV011,CN=Servers,CN=Default-First-Site,CN=Sites,CN=Configuration,DC=cqure,DC=net
-- | supportedCapabilities: 1.2.840.113556.1.4.800
-- | supportedCapabilities: 1.2.840.113556.1.4.1670
-- | supportedCapabilities: 1.2.840.113556.1.4.1791
-- | isSynchronized: TRUE
-- | isGlobalCatalogReady: TRUE
-- | domainFunctionality: 0
-- | forestFunctionality: 0
-- |_ domainControllerFunctionality: 2
--
--
-- The root DSE object may contain a number of different attributes as described in RFC 2251 section 3.4:
-- * namingContexts: naming contexts held in the server
-- * subschemaSubentry: subschema entries (or subentries) known by this server
-- * altServer: alternative servers in case this one is later unavailable.
-- * supportedExtension: list of supported extended operations.
-- * supportedControl: list of supported controls.
-- * supportedSASLMechanisms: list of supported SASL security features.
-- * supportedLDAPVersion: LDAP versions implemented by the server.
--
-- The above example, which contains a lot more information is from Windows 2003 accessible without authentication.
-- The same request against OpenLDAP will result in significantly less information.
--
-- The ldap-search script queries the root DSE for the namingContexts and/or defaultNamingContexts, which it sets as base
-- if no base object was specified
--
-- Credit goes out to Martin Swende who provided me with the initial code that got me started writing this.
--
-- Version 0.3
-- Created 01/12/2010 - v0.1 - created by Patrik Karlsson <patrik@cqure.net>
-- Revised 01/20/2010 - v0.2 - added SSL support
-- Revised 04/09/2016 - v0.3 - added support for LDAP over UDP - Tom Sellers
author = "Patrik Karlsson"
copyright = "Patrik Karlsson"
license = "Same as Nmap--See https://nmap.org/book/man-legal.html"
categories = {"discovery", "safe"}
dependencies = {"ldap-brute"}
-- Map domainControllerFunctionality to OS - https://msdn.microsoft.com/en-us/library/cc223272.aspx
-- Tested to be valid even when Active Directory functional level is lower than target ADC's OS version
DC_FUNCT_ID = {}
DC_FUNCT_ID["0"] = "Windows 2000"
DC_FUNCT_ID["2"] = "Windows 2003"
DC_FUNCT_ID["3"] = "Windows 2008"
DC_FUNCT_ID["4"] = "Windows 2008 R2"
DC_FUNCT_ID["5"] = "Windows 2012"
DC_FUNCT_ID["6"] = "Windows 2012 R2"
portrule = shortport.port_or_service({389,636}, {"ldap","ldapssl"},{'tcp','udp'})
function action(host,port)
local status, searchResEntries, req, result, opt
if port.protocol == 'tcp' then
local socket = nmap.new_socket()
-- In order to discover what protocol to use (SSL/TCP) we need to send a few bytes to the server
-- An anonymous bind should do it
local ldap_anonymous_bind = "\x30\x0c\x02\x01\x01\x60\x07\x02\x01\x03\x04\x00\x80\x00"
local _
socket, _, opt = comm.tryssl( host, port, ldap_anonymous_bind, nil )
if not socket then
return
end
-- We close and re-open the socket so that the anonymous bind does not distract us
socket:close()
status = socket:connect(host, port, opt)
socket:set_timeout(10000)
-- Searching for an empty argument list against LDAP on W2K3 returns all attributes
-- This is not the case for OpenLDAP, so we do a search for an empty attribute list
-- Then we compare the results against some known and expected returned attributes
req = { baseObject = "", scope = ldap.SCOPE.base, derefPolicy = ldap.DEREFPOLICY.default }
status, searchResEntries = ldap.searchRequest( socket, req )
if not status then
socket:close()
return stdnse.format_output(false, searchResEntries)
end
-- Check if we were served all the results or not?
if not ldap.extractAttribute( searchResEntries, "namingContexts" ) and
not ldap.extractAttribute( searchResEntries, "supportedLDAPVersion" ) then
-- The namingContexts was not there, try to query all attributes instead
-- Attributes extracted from Windows 2003 and complemented from RFC
local attribs = {"_domainControllerFunctionality","configurationNamingContext","currentTime","defaultNamingContext",
"dnsHostName","domainFunctionality","dsServiceName","forestFunctionality","highestCommittedUSN",
"isGlobalCatalogReady","isSynchronized","ldap-get-baseobject","ldapServiceName","namingContexts",
"rootDomainNamingContext","schemaNamingContext","serverName","subschemaSubentry",
"supportedCapabilities","supportedControl","supportedLDAPPolicies","supportedLDAPVersion",
"supportedSASLMechanisms", "altServer", "supportedExtension"}
req = { baseObject = "", scope = ldap.SCOPE.base, derefPolicy = ldap.DEREFPOLICY.default, attributes = attribs }
status, searchResEntries = ldap.searchRequest( socket, req )
end
socket:close()
else
-- Port protocol is UDP, indicating that this is an Active Directory Controller LDAP service
req = { baseObject = "", scope = ldap.SCOPE.base, derefPolicy = ldap.DEREFPOLICY.default}
status, searchResEntries = ldap.udpSearchRequest( host, port, req )
end
if not status or not searchResEntries then return stdnse.format_output(false, searchResEntries) end
result = ldap.searchResultToTable( searchResEntries )
-- if taken a way and ldap returns a single result, it ain't shown....
result.name = "LDAP Results"
local scriptResult = stdnse.format_output(true, result )
-- Start extracting target information
-- The following works on Windows AD LDAP as well as VMware's LDAP, VMware uses lower case cn vs AD ucase CN
local serverName = scriptResult:match("serverName: [cC][nN]=([^,]+),[cC][nN]=Servers,[cC][nN]=")
if serverName then port.version.hostname = serverName end
-- Check to see if this is Active Directory vs some other product or ADAM
-- https://msdn.microsoft.com/en-us/library/cc223359.aspx
if string.match(scriptResult,"1.2.840.113556.1.4.800") then
port.version.product = 'Microsoft Windows Active Directory LDAP'
port.version.name_confidence = 10
-- Determine Windows version
if not port.version.ostype or port.version.ostype == 'Windows' then
local DC_Func = string.match(scriptResult,"domainControllerFunctionality: (%d)")
if DC_FUNCT_ID[DC_Func] then
port.version.ostype = DC_FUNCT_ID[DC_Func]
else
port.version.ostype = 'Windows'
stdnse.debug(1,"Unmatched OS lookup for domainControllerFunctionality: %d", DC_Func)
end
end
local siteName = string.match(scriptResult,"serverName: CN=[^,]+,CN=Servers,CN=([^,]+),CN=Sites,")
local domainName = string.match(scriptResult,"rootDomainNamingContext: ([^\n]*)")
domainName = string.gsub(domainName,",DC=",".")
domainName = string.gsub(domainName,"DC=","")
if domainName and siteName then
port.version.extrainfo = string.format("Domain: %s, Site: %s", domainName, siteName)
end
end
-- Set port information
port.version.name = "ldap"
nmap.set_port_version(host, port, "hardmatched")
nmap.set_port_state(host, port, "open")
return scriptResult
end
|
local IItemRangedWeapon = require("mod.elona.api.aspect.IItemRangedWeapon")
local ItemRangedWeaponAspect = class.class("ItemRangedWeaponAspect", IItemRangedWeapon)
function ItemRangedWeaponAspect:init(item, params)
self.dice_x = params.dice_x or 0
self.dice_y = params.dice_y or 0
self.pierce_rate = params.pierce_rate or 0
self.skill = params.skill or "elona.throwing"
self.effective_range = params.effective_range or {}
end
return ItemRangedWeaponAspect
|
AddCSLuaFile('cl_init.lua')
AddCSLuaFile('shared.lua')
include('shared.lua')
ENT.health = 200
function ENT:Initialize()
self:machineInitialize('models/props_wasteland/laundry_washer001a.mdl')
end
|
--------------------------------
--// Icicle.
--------------------------------
local addon = {}
local addonName = "Icicle"
_G[addonName] = addon
--------------------------------
--------------------------------
local IcicleOpts
local G = _G
Icicle.fonts = {}
local LSM = LibStub("LibSharedMedia-3.0")
LSM:Register("font", "Hooge0655", [[Interface\AddOns\Icicle\Hooge0655.ttf]])
local function updateMedia(event, mediatype, key)
if mediatype == "font" then
Icicle.fonts[key] = SML:Fetch(mediaType, key)
end
end
--------------------------------
--// Defaults.
--------------------------------
local Settings = {
font = "Interface\\AddOns\\Icicle\\Hooge0655.ttf",
fontX = 1,
fontY = -7,
fontName = "Hooge0655",
fontSize = 10,
iconsize = 22,
xoff = -60,
yoff = 25,
borderCol = {1, 1, 1},
interCol = {1, .35, 0},
trinketCol = {.5, 1, 0},
}
local cooldowns = {
["Misc"] = {
[59752] = 120, --Every Man for Himself
[42292] = 120, --PvP Trinket
},
["Deathknight"] = {
[108200] = 60, --"Remorseless Winter",
[108194] = 30, --"Asphyxiate",
[108199] = 60, --"Gorefiend's Grasp",
[115989] = 90, --"Unholy Blight",
[49039] = 120, --"Lichborne",
[47476] = 60, --"Strangulate",
[48707] = 45, --"Anti-Magic Shell",
[49576] = 25, --"Death Grip",
[47528] = 15, --"Mind Freeze",
[49222] = 60, --"Bone Shield",
[51271] = 60, --"Pillar of Frost",
[49206] = 180, --"Summon Gargoyle",
[48792] = 180, --"Icebound Fortitude",
},
["Mage"] = {
[108839] = 45, --"Ice Floes",
[102051] = 20, --"Frostjaw",
[2139] = 24, --"Counterspell",
[44572] = 30, --"Deep Freeze",
[11958] = 180, --"Cold Snap",
[45438] = 300, --"Ice Block",
[12042] = 90, --"Arcane Power",
[122] = 25, --"Frost Nova",
[11426] = 25, --"Ice Barrier",
[12472] = 180, --"Icy Veins",
[113724] = 45, --"Ring of Frost",
[12043] = 90, --"Presence of Mind",
[11129] = 45, --"Combustion",
[31661] = 20, --"Dragon's Breath",
},
["Priest"] = {
[108921] = 45, --"Psyfiend",
[108920] = 30, --"Void Tendrils",
[89485] = 45, --"Inner Focus",
[64044] = 45, --"Psychic Horror",
[8122] = 30, --"Psychic Scream",
[15487] = 45, --"Silence",
[47585] = 120, --"Dispersion",
[33206] = 180, --"Pain Suppression",
[10060] = 120, --"Power Infusion",
[88625] = 30, --"Holy Word: Chastise",
[73325] = 90, --"Leap of Faith",
},
["Druid"] = {
[124974] = 90, --"Nature's Vigil",
[102359] = 30, --"Mass Entanglement",
[99] = 30, --"Disorienting Roar",
[102280] = 30, --"Displacer Beast",
[5211] = 50, --"Mighty Bash",
[22812] = 60, --"Barkskin",
[132158] = 60, --"Nature's Swiftness",
[61336] = 180, --"Survival Instincts",
[50334] = 180, --"Berserk",
[132469] = 30, --"Typhoon",
[78675] = 60, --"Solar Beam",
[5211] = 50, --"Bash",
[80964] = 15, --"Skull Bash",
[80965] = 15, --"Skull Bash",
[29166] = 180, --"Innervate",
},
["Paladin"] = {
[115750] = 120, --"Blinding Light",
[85499] = 45, --"Speed of Light",
[105593] = 30, --"Fist of Justice",
[1044] = 25, --"Hand of Freedom",
[31884] = 180, --"Avenging Wrath",
[853] = 60, --"Hammer of Justice",
[31935] = 15, --"Avenger's Shield",
[96231] = 15, --"Rebuke",
[633] = 600, --"Lay on Hands",
[1022] = 300, --"Hand of Protection",
[642] = 300, --"Divine Shield",
[6940] = 120, --"Hand of Sacrifice",
[31821] = 180, --"Devotion Aura",
[20066] = 15, --"Repentance",
},
["Rogue"] = {
[121471] = 180, --"Shadow Blades",
[2094] = 120, --"Blind",
[1766] = 15, --"Kick",
[14185] = 300, --"Preparation",
[31224] = 60, --"Cloak of Shadows",
[1856] = 120, --"Vanish",
[36554] = 20, --"Shadowstep",
[76577] = 180, --"Smoke Bomb",
[51690] = 120, --"Killing Spree",
[51713] = 60, --"Shadow Dance",
[79140] = 120, --"Vendetta",
},
["Monk"] = {
[123904] = 180, --"Invoke Xuen, the White Tiger",
[101643] = 45, --"Transcendence",
[119996] = 25, --"Transcendence: Transfer",
[115176] = 180, --"Zen Meditation",
[115310] = 180, --"Revival",
[122278] = 90, --"Dampen Harm",
[122783] = 90, --"Diffuse Magic",
[119381] = 45, --"Leg Sweep",
[116844] = 45, --"Ring of Peace",
[116849] = 120, --"Life Cocoon",
[115078] = 15, --"Paralysis",
[116705] = 15, --"Spear Hand Strike",
[137562] = 120, --"Nimble Brew",
[122470] = 90, --"Touch of Karma",
[116841] = 30, --"Tiger's Lust",
[113656] = 25, --"Fists of Fury",
[116705] = 15, --"Spear Hand Strike",
},
["Warlock"] = {
[111397] = 30, --"Blood Horror",
[110913] = 180, --"Dark Bargain",
[108482] = 60, --"Unbound Will",
[108359] = 120, --"Dark Regeneration",
[108416] = 60, --"Sacrificial Pact",
[30283] = 30, --"Shadowfury",
[6789] = 45, --"Mortal Coil",
[5484] = 40, --"Howl of Terror",
[48020] = 25, --"Demonic Circle: Teleport",
[104773] = 180, --Unending Resolve
},
["Hunter"] = {
[120697] = 90, --"Lynx Rush",
[120679] = 30, --"Dire Beast",
[109248] = 45, --"Binding Shot",
[1499] = 30, --"Freezing Trap",
[19386] = 45, --"Wyvern Sting",
[3045] = 180, --"Rapid Fire",
[53271] = 45, --"Master's Call",
[19263] = 120, --"Deterrence",
--[19503] = 30, --"Scatter Shot",
--[34490] = 24, --"Silencing Shot",
[147362] = 24, --"Counter Shot",
[19574] = 60, --"Bestial Wrath",
},
["Shaman"] = {
[108269] = 45, --"Capacitor Totem",
[108270] = 60, --"Stone Bulwark Totem",
[108280] = 180, --"Healing Tide Totem",
[98008] = 180, --"Spirit Link Totem",
[8177] = 25, --"Grounding Totem",
[57994] = 12, --"Wind Shear",
[51533] = 120, --"Feral Spirit",
[16190] = 180, --"Mana Tide Totem",
[30823] = 60, --"Shamanistic Rage",
[51490] = 45, --"Thunderstorm",
[2484] = 30, --"Earthbind Totem",
[8143] = 60, --"Tremor Totem",
[51514] = 45, --"Hex",
[79206] = 120, --"Spiritwalker's Grace",
[16166] = 90, --"Elemental Mastery",
},
["Warrior"] = {
[107574] = 180, --"Avatar",
[12292] = 60, --"Bloodbath",
[6552] = 15, --"Pummel",
[102060] = 40, --"Disrupting Shot",
[23920] = 25, --"Spell Reflection",
[5246] = 90, --"Intimidating Shout",
[871] = 180, --"Shield Wall",
[118038] = 120, --"Die by the Sword",
[1719] = 180, --"Recklessness",
[64382] = 300, --"Shattering Throw",
[12975] = 180, --"Last Stand",
[46924] = 60, --"Bladestorm",
[46968] = 40, --"Shockwave",
},
["Hunter Pet"] = {
[50479] = 40, --Nether Shock
[50245] = 40, --Pin
[26090] = 30, --Pummel
[50318] = 60, --Serenity Dust
[4167] = 40, --Web
},
}
--------------------------------
--// Local functions.
--------------------------------
local function orderednext(t, n)
local key = t[t.__next]
if not key then return end
t.__next = t.__next + 1
return key, t.__source[key]
end
local function orderedpairs(t, f)
local keys, kn = {__source = t, __next = 1}, 1
for k in pairs(t) do
keys[kn], kn = k, kn + 1
end
table.sort(keys, f)
return orderednext, keys
end
--// Create tooltip
local function AddTooltip(Parent, tooltipText)
Parent:SetScript('OnEnter', function(self)
if ( self.OnEnter ) then
self:OnEnter()
else
GameTooltip:SetOwner(self, 'ANCHOR_RIGHT')
GameTooltip:SetText(tooltipText, nil, nil, nil, nil, true)
GameTooltip:Show()
end
end)
Parent:SetScript('OnLeave', function(self)
if self.OnLeave then
self:OnLeave()
else
GameTooltip:Hide()
end
end)
end
--// Create options frame.
local OptionsGen = CreateFrame("Frame", nil, InterfaceOptionsFrame)
OptionsGen.name = addonName
--OptionsGen.okay = function (self) refreshCooldowns() end
OptionsGen:Hide()
local function createLabel(frame, name)
local label = frame:CreateFontString(nil, "ARTWORK", "GameFontHighlight")
label:SetText(name)
return label
end
local function createSlider(name, x, y, min, max, step)
local sliderOpt = CreateFrame("Slider", "Icicle" .. name, OptionsGen, "OptionsSliderTemplate")
sliderOpt:SetWidth(x)
sliderOpt:SetHeight(y)
sliderOpt:SetMinMaxValues(min, max)
sliderOpt:SetValueStep(step)
G[sliderOpt:GetName() .. "Low"]:SetText('')
G[sliderOpt:GetName() .. "High"]:SetText('')
G[sliderOpt:GetName() .. 'Text']:SetText(name)
return sliderOpt
end
local function createCheck(frame, key, wth, hgt, displayname, tooltipText)
local chkOpt = CreateFrame("CheckButton", "Icicle" .. key, frame, "OptionsCheckButtonTemplate")
chkOpt:SetWidth(wth)
chkOpt:SetHeight(hgt)
getglobal(chkOpt:GetName() .. 'Text'):SetText(displayname);
if ( tooltipText ) then
AddTooltip(chkOpt, tooltipText)
end
return chkOpt
end
local function createIcon(key, size)
local icon = CreateFrame("frame", nil, nil)
icon:SetHeight(size)
icon:SetWidth(size)
icon.background = icon:CreateTexture(nil, "BORDER")
icon.background:SetAllPoints(icon)
icon.background:SetTexture(1, 1, 1)
icon.texture = icon:CreateTexture(nil, "ARTWORK")
icon.texture:SetHeight(size - 2)
icon.texture:SetWidth(size - 2)
icon.texture:SetTexture(select(3, GetSpellInfo(key)))
icon.texture:SetPoint("CENTER", icon)
icon.cooldown = icon:CreateFontString(nil, "OVERLAY")
icon.cooldown:SetPoint("CENTER", icon, 0, -6)
icon.cooldown:SetHeight(size + 4)
icon.cooldown:SetWidth(size + 4)
icon.cooldown:SetFont(Icicle.Settings.font , Icicle.Settings.fontSize, "OUTLINE")
icon.cooldown:SetTextColor(0.7, 1, 0)
return icon
end
local function fontInit(fontOpt)
local function dropClick(info)
UIDropDownMenu_SetSelectedValue(fontOpt, info.value)
for key, val in ipairs(LSM:List("font")) do
if (LSM:Fetch("font", val) == info.value) then
UIDropDownMenu_SetText(fontOpt, val)
IcicleVars.Settings.fontName = val
end
end
IcicleVars.Settings.font = info.value
end
local info = {}
for key, val in ipairs(LSM:List("font")) do
info.text = val
info.value = LSM:Fetch("font", val)
info.func = dropClick
UIDropDownMenu_AddButton(info)
end
UIDropDownMenu_SetText(fontOpt, IcicleVars.Settings.fontName)
UIDropDownMenu_SetSelectedValue(fontOpt, IcicleVars.Settings.font)
end
--------------------------------
--// Create options menu.
--------------------------------
local function showOpts(OptionsGen)
local dummy
local sizeSldr = createSlider("Icon Size", 140, 15, 16, 30, 1)
sizeSldr:SetValue(IcicleVars.Settings.iconsize)
sizeSldr:SetPoint("TOPLEFT", 30, -34)
sizeSldr:SetScript("OnValueChanged", function(self, value)
IcicleVars.Settings.iconsize = value
dummy.icon:SetHeight(value)
dummy.icon:SetWidth(value)
dummy.icon.texture:SetHeight(value - 2)
dummy.icon.texture:SetWidth(value - 2)
end)
local xoffSldr = createSlider("Icon X", 150 , 15, -115, 120, 5)
xoffSldr:SetValue(IcicleVars.Settings.xoff)
xoffSldr:SetPoint("CENTER", 0, 160)
xoffSldr:SetScript("OnValueChanged", function(self, value)
IcicleVars.Settings.xoff = value
dummy.icon:SetPoint("CENTER", dummy, value, IcicleVars.Settings.yoff)
end)
local yoffSldr = createSlider("Icon Y", 15, 100, -65, 55, 5)
yoffSldr:SetOrientation("VERTICAL")
yoffSldr:SetValue(IcicleVars.Settings.yoff)
yoffSldr:SetPoint("LEFT", 70, 20)
yoffSldr:SetScript("OnValueChanged", function(self, value)
IcicleVars.Settings.yoff = value
dummy.icon:SetPoint("CENTER", dummy, IcicleVars.Settings.xoff, value)
end)
local fntsSldr = createSlider("Font Size", 150 , 15, 6, 30, 1)
fntsSldr:SetValue(IcicleVars.Settings.fontSize)
fntsSldr:SetPoint("TOPRIGHT", -30, -34)
fntsSldr:SetScript("OnValueChanged", function(self, value)
IcicleVars.Settings.fontSize = value
dummy.cooldown:SetFont(Icicle.Settings.font , value, "OUTLINE")
end)
local fntySldr = createSlider("Font Y", 15 , 100, -15, 15, 1)
fntySldr:SetOrientation("VERTICAL")
fntySldr:SetValue(IcicleVars.Settings.fontY)
fntySldr:SetPoint("RIGHT", -70, 20)
fntySldr:SetScript("OnValueChanged", function(self, value)
IcicleVars.Settings.fontY = value
dummy.cooldown:SetPoint("CENTER", dummy.icon, IcicleVars.Settings.fontX, value)
end)
local fntxSldr = createSlider("Font X", 150 , 15, -15, 15, 1)
fntxSldr:SetValue(IcicleVars.Settings.fontX)
fntxSldr:SetPoint("CENTER", 0, -120)
fntxSldr:SetScript("OnValueChanged", function(self, value)
IcicleVars.Settings.fontX = value
dummy.cooldown:SetPoint("CENTER", dummy.icon, value, IcicleVars.Settings.fontY)
end)
dummy = CreateFrame("Frame")
dummy:SetHeight(36)
dummy:SetWidth(130)
dummy:SetScale(1.5)
dummy:SetParent(OptionsGen)
dummy:SetPoint("CENTER", 0, 20)
dummy.background = dummy:CreateTexture(nil, "BORDER")
dummy.background:SetPoint("BOTTOMLEFT", dummy, 3, 3.5)
dummy.background:SetHeight(12)
dummy.background:SetWidth(130)
dummy.background:SetTexture(1, 1, 1)
dummy.foreground = dummy:CreateTexture(nil, "ARTWORK")
dummy.foreground:SetPoint("BOTTOMLEFT", dummy, 4, 4.5)
dummy.foreground:SetHeight(10)
dummy.foreground:SetWidth(128)
dummy.foreground:SetTexture(.5, .5, 1)
dummy.lab = createLabel(dummy, '*Default nameplate.')
dummy.lab:SetPoint("BOTTOM", 0, 4)
dummy.icon = createIcon(42292, IcicleVars.Settings.iconsize)
dummy.icon:SetParent(dummy)
dummy.icon:SetPoint("CENTER", IcicleVars.Settings.xoff, IcicleVars.Settings.yoff)
dummy.cooldown = dummy:CreateFontString(nil, "OVERLAY")
dummy.cooldown:SetParent(dummy.icon)
dummy.cooldown:SetPoint("CENTER", dummy.icon, IcicleVars.Settings.fontX, IcicleVars.Settings.fontY)
dummy.cooldown:SetHeight(50)
dummy.cooldown:SetWidth(50)
dummy.cooldown:SetFont(Icicle.Settings.font , Icicle.Settings.fontSize, "OUTLINE")
dummy.cooldown:SetTextColor(0.7, 1, 0)
dummy.cooldown:SetText(30)
local fontOpt = CreateFrame("Frame", "Iciclefont", OptionsGen, "UIDropDownMenuTemplate")
fontOpt.lab = createLabel(fontOpt, "Font Face")
fontOpt:SetWidth(200)
fontOpt:SetPoint("TOP", 15, -30)
UIDropDownMenu_Initialize(fontOpt, fontInit)
--CLASS OPTIONS
for key, val in orderedpairs(cooldowns) do
if (key ~= "Misc") then
local classOpt = CreateFrame("Frame")
classOpt.name = key
classOpt.parent = addonName
InterfaceOptions_AddCategory(classOpt)
local ind = 1
local xOffset=0
for key, val in pairs(val) do
if (ind==12) then ind=13 end ---SET TO 13 for 1 modulo 12 =1
if (ind>12) then xOffset = 250 end
classOpt.Abi = createIcon(key, 36)
classOpt.Abi:Show()
classOpt.Abi:SetParent(classOpt)
classOpt.Abi:SetPoint("TOPLEFT", xOffset+15, (ind % 12) * -45 + 35)
classOpt.Abi:SetScript("OnEnter", function()
GameTooltip:SetOwner(classOpt.Abi, "ANCHOR_CURSOR");
GameTooltip:SetSpellByID(key)
GameTooltip:Show()
end)
classOpt.Abi:SetScript("OnLeave", function()
GameTooltip:Hide()
end)
--classOpt.lab = createLabel(classOpt, select(1, GetSpellInfo(key)))
--classOpt.lab:SetPoint("TOPLEFT", xOffset+60, (ind % 12) * -45 + 12)
classOpt.chk = createCheck(classOpt, key, 20, 20, select(1, GetSpellInfo(key)), "Enable this if you DO NOT want to track it")
classOpt.chk:SetPoint("TOPLEFT", xOffset+60, (ind % 12) * -45 + 25)
if (IcicleVars.CooldownsMD[key]) then
classOpt.chk:SetChecked()
end
classOpt.chk:SetScript("OnClick", function()
if (IcicleVars.CooldownsMD[key]) then
IcicleVars.CooldownsMD[key] = false
Icicle.Cooldowns[key].enabled = false
else
IcicleVars.CooldownsMD[key] = true
Icicle.Cooldowns[key].enabled = true
end
end)
ind = ind + 1
end
end
end
--PVP TRINKET ICONS
local ind = 1
for key, val in pairs(cooldowns.Misc) do
OptionsGen.Abi = createIcon(key, 36)
OptionsGen.Abi:Show()
OptionsGen.Abi:SetParent(OptionsGen)
OptionsGen.Abi:SetPoint("BOTTOMLEFT", 15, ind * 60 - 35)
OptionsGen.Abi:SetScript("OnEnter", function()
GameTooltip:SetOwner(OptionsGen.Abi, "ANCHOR_CURSOR");
GameTooltip:SetSpellByID(key)
GameTooltip:Show()
end)
OptionsGen.Abi:SetScript("OnLeave", function()
GameTooltip:Hide()
end)
OptionsGen.lab = createLabel(OptionsGen, select(1, GetSpellInfo(key)))
OptionsGen.lab:SetPoint("BOTTOMLEFT", 60, ind * 60 - 34)
OptionsGen.chk = createCheck(OptionsGen, key, 20, 20)
OptionsGen.chk:SetPoint("BOTTOMLEFT", 60, ind * 60 - 18)
if (IcicleVars.CooldownsMD[key]) then
OptionsGen.chk:SetChecked()
end
OptionsGen.chk:SetScript("OnClick", function()
if (IcicleVars.CooldownsMD[key]) then
IcicleVars.CooldownsMD[key] = false
Icicle.Cooldowns[key].enabled = false
else
IcicleVars.CooldownsMD[key] = true
Icicle.Cooldowns[key].enabled = true
end
end)
ind = ind + 1
end
end
InterfaceOptions_AddCategory(OptionsGen)
--------------------------------
--// Initialize icicle.
--------------------------------
local function refreshCooldowns()
for key, val in pairs(cooldowns) do
for key, val in pairs(val) do
local t={}
t.enabled = IcicleVars.CooldownsMD[key]
t.cd=val
tinsert(Icicle.Cooldowns, key, t)
end
end
end
local function initCore()
Icicle.Core.enAble()
end
local function initVars()
if not IcicleVars then
IcicleVars = {}
IcicleVars.Settings = {}
IcicleVars.Settings = Settings
end
if not IcicleVars.CooldownsMD then --migrate old saved vars
IcicleVars.CooldownsMD = {}
end
for key, val in pairs(cooldowns) do
for key, val in pairs(val) do
if IcicleVars.CooldownsMD[key]==nil then
tinsert(IcicleVars.CooldownsMD, key, true)
end
end
end
Icicle.Settings = IcicleVars.Settings
Icicle.Cooldowns = {}
refreshCooldowns()
end
local function onEvent(frame, event, arg)
if (event == "ADDON_LOADED") then
if (arg ~= "Icicle") then return end
initVars()
frame:UnregisterEvent("ADDON_LOADED")
elseif (event == "VARIABLES_LOADED") then
initCore()
for key, val in ipairs(LSM:List("font")) do
tinsert(Icicle.fonts, val)
end
table.sort(Icicle.fonts)
LSM.RegisterCallback(frame, "LibSharedMedia_Registered", updateMedia)
showOpts(OptionsGen)
end
end
IcicleOpts = CreateFrame("Frame")
IcicleOpts:SetScript("OnEvent", onEvent)
IcicleOpts:RegisterEvent("ADDON_LOADED")
IcicleOpts:RegisterEvent("VARIABLES_LOADED")
--------------------------------
--------------------------------
SlashCmdList["ICICLE"] = function() InterfaceOptionsFrame_OpenToCategory(addonName) end
SLASH_ICICLE1 = "/icicle"
|
local posses = {}
function API.createPosse(charid, name)
local User = API.getUserFromCharId(charid)
local teste = 0
local members = {
[charid] = 1,
[teste] = 0,
}
--[[
for k, v in pairs(members) do
if v == 1 then
end
end ]]
--[[ local rows = API_Database.query('CKF_/CreatePosse', {charid = charid, name = name, members = json.encode(members)})
if #rows > 0 then
local id = rows[1].id
User:setPosse(id)
local Posse = API.Posse(id, charid, name, nil)
posses[id] = Posse
end ]]
end
function API.getPosse(id)
if id ~= nil then
if posses[id] ~= nil then
return posses[id]
else
local rows = API_Database.query('CKF_/GetPosseById', {id = id})
if #rows > 0 then
local Posse = API.Posse(id, rows[1].charid, rows[1].name, json.decode(rows[1].members))
posses[id] = Posse
return Posse
end
end
end
return nil
end
function API.deletePosse(id)
posses[id] = nil
end
|
-- Copyright (C) Kong Inc.
local policies = require "kong.plugins.rate-limiting.policies"
local timestamp = require "kong.tools.timestamp"
local responses = require "kong.tools.responses"
local BasePlugin = require "kong.plugins.base_plugin"
local ngx_log = ngx.log
local pairs = pairs
local tostring = tostring
local ngx_timer_at = ngx.timer.at
local RATELIMIT_LIMIT = "X-RateLimit-Limit"
local RATELIMIT_REMAINING = "X-RateLimit-Remaining"
local RateLimitingHandler = BasePlugin:extend()
RateLimitingHandler.PRIORITY = 901
RateLimitingHandler.VERSION = "0.1.0"
local function get_identifier(conf)
local identifier
-- Consumer is identified by ip address or authenticated_credential id
if conf.limit_by == "consumer" then
identifier = ngx.ctx.authenticated_consumer and ngx.ctx.authenticated_consumer.id
if not identifier and ngx.ctx.authenticated_credential then -- Fallback on credential
identifier = ngx.ctx.authenticated_credential.id
end
elseif conf.limit_by == "credential" then
identifier = ngx.ctx.authenticated_credential and ngx.ctx.authenticated_credential.id
end
if not identifier then
identifier = ngx.var.remote_addr
end
return identifier
end
local function get_usage(conf, api_id, identifier, current_timestamp, limits)
local usage = {}
local stop
for name, limit in pairs(limits) do
local current_usage, err = policies[conf.policy].usage(conf, api_id, identifier, current_timestamp, name)
if err then
return nil, nil, err
end
-- What is the current usage for the configured limit name?
local remaining = limit - current_usage
-- Recording usage
usage[name] = {
limit = limit,
remaining = remaining
}
if remaining <= 0 then
stop = name
end
end
return usage, stop
end
function RateLimitingHandler:new()
RateLimitingHandler.super.new(self, "rate-limiting")
end
function RateLimitingHandler:access(conf)
RateLimitingHandler.super.access(self)
local current_timestamp = timestamp.get_utc()
-- Consumer is identified by ip address or authenticated_credential id
local identifier = get_identifier(conf)
local api_id = ngx.ctx.api.id
local policy = conf.policy
local fault_tolerant = conf.fault_tolerant
-- Load current metric for configured period
local limits = {
second = conf.second,
minute = conf.minute,
hour = conf.hour,
day = conf.day,
month = conf.month,
year = conf.year
}
local usage, stop, err = get_usage(conf, api_id, identifier, current_timestamp, limits)
if err then
if fault_tolerant then
ngx_log(ngx.ERR, "failed to get usage: ", tostring(err))
else
return responses.send_HTTP_INTERNAL_SERVER_ERROR(err)
end
end
if usage then
-- Adding headers
if not conf.hide_client_headers then
for k, v in pairs(usage) do
ngx.header[RATELIMIT_LIMIT .. "-" .. k] = v.limit
ngx.header[RATELIMIT_REMAINING .. "-" .. k] = math.max(0, (stop == nil or stop == k) and v.remaining - 1 or v.remaining) -- -increment_value for this current request
end
end
-- If limit is exceeded, terminate the request
if stop then
return responses.send(429, "API rate limit exceeded")
end
end
local incr = function(premature, conf, limits, api_id, identifier, current_timestamp, value)
if premature then
return
end
policies[policy].increment(conf, limits, api_id, identifier, current_timestamp, value)
end
-- Increment metrics for configured periods if the request goes through
local ok, err = ngx_timer_at(0, incr, conf, limits, api_id, identifier, current_timestamp, 1)
if not ok then
ngx_log(ngx.ERR, "failed to create timer: ", err)
end
end
return RateLimitingHandler
|
local ffi = require ("ffi")
ffi.cdef[[
/// <summary>
/// The measuring method used for text layout.
/// </summary>
typedef enum DWRITE_MEASURING_MODE
{
/// <summary>
/// Text is measured using glyph ideal metrics whose values are independent to the current display resolution.
/// </summary>
DWRITE_MEASURING_MODE_NATURAL,
/// <summary>
/// Text is measured using glyph display compatible metrics whose values tuned for the current display resolution.
/// </summary>
DWRITE_MEASURING_MODE_GDI_CLASSIC,
/// <summary>
/// Text is measured using the same glyph display metrics as text measured by GDI using a font
/// created with CLEARTYPE_NATURAL_QUALITY.
/// </summary>
DWRITE_MEASURING_MODE_GDI_NATURAL
} DWRITE_MEASURING_MODE;
]]
|
-- Copyright 2014-2015 Greentwip. All Rights Reserved.
local block = class("block", cc.Node)
function block:ctor(position, size)
self:setup(position, size)
end
function block:setup(position, size)
self:setPosition(cc.p(position.x, position.y))
local body = cc.PhysicsBody:create()
body:setDynamic (false)
body:setRotationEnable (false)
body:setVelocityLimit (400)
-- polygon shape
local material = cc.PhysicsMaterial(0, 0, 0)
local polygon = {
cc.p( size.width * 0.5, size.height * 0.5),
cc.p( size.width * 0.5, -size.height * 0.5),
cc.p(-size.width * 0.5, -size.height * 0.5),
cc.p(-size.width * 0.5, size.height * 0.5)
}
local shape = cc.PhysicsShapePolygon:create(polygon,
material,
cc.p(0,0))
shape:setTag (cc.tags.block)
shape.size_ = size
body:addShape(shape)
--apply physicsBody to the block
self:setPhysicsBody(body)
end
return block
|
slot0 = class("NissinFoodPage", import("...base.BaseActivityPage"))
slot0.OnInit = function (slot0)
slot0.bg = slot0:findTF("AD")
slot0.helpBtn = slot0:findTF("help_btn", slot0.bg)
slot0.startBtn = slot0:findTF("start_btn", slot0.bg)
slot0.cupList = slot0:findTF("cup_list", slot0.bg)
end
slot0.OnFirstFlush = function (slot0)
slot0.hubID = slot0.activity:getConfig("config_id")
slot0.drop_list = slot0.activity:getConfig("config_client")
onButton(slot0, slot0.helpBtn, function ()
pg.MsgboxMgr.GetInstance():ShowMsgBox({
type = MSGBOX_TYPE_HELP,
helps = i18n("chazi_tips")
})
end, SFX_PANEL)
onButton(slot0, slot0.startBtn, function ()
pg.m02:sendNotification(GAME.GO_MINI_GAME, 29)
end, SFX_PANEL)
end
slot0.OnUpdateFlush = function (slot0)
eachChild(slot0.cupList, function (slot0)
slot1 = tonumber(slot0.name)
setActive(slot0:findTF("lock", slot0), slot1 > slot1.count + slot1.usedtime)
setActive(slot0:findTF("got", slot0), slot1 <= slot1.usedtime)
updateDrop(setActive, slot1 <= slot1.usedtime)
onButton(slot0, slot0:findTF("mask/award", slot0), function ()
slot0:emit(BaseUI.ON_DROP, slot0)
end, SFX_PANEL)
end)
if getProxy(MiniGameProxy).GetHubByHubId(slot1, slot0.hubID).ultimate == 0 and slot2.getConfig(slot2, "reward_need") <= slot2.usedtime then
pg.m02:sendNotification(GAME.SEND_MINI_GAME_OP, {
hubid = slot2.id,
cmd = MiniGameOPCommand.CMD_ULTIMATE,
args1 = {}
})
end
end
return slot0
|
IP_record="0.0.0.0"
|
smoke = {}
smoke.list = {}
smoke.toRemove = {}
function smoke.new(posX, posY, scale)
local newSmoke = {
x = posX,
y = posY,
r = math.random() * math.twopi,
s = math.random() * (scale / 2) + (scale / 2),
frame = 1,
frameCounter = 0,
}
table.insert(smoke.list, newSmoke)
end
function smoke.draw()
for i, smokeObj in ipairs(smoke.list) do
local image = animations.smoke.frames[smokeObj.frame]
local ox = image:getWidth() / 2
local oy = image:getHeight() / 2
love.graphics.setColor(1, 1, 1, 1 - (smokeObj.frame * .05))
love.graphics.draw(image, smokeObj.x, smokeObj.y, smokeObj.r, smokeObj.s, smokeObj.s, ox, oy)
end
love.graphics.setColor(1, 1, 1, 1)
end
function smoke.update()
for i, smokeObj in ipairs(smoke.list) do
smokeObj.frameCounter = smokeObj.frameCounter + love.math.random()
if smokeObj.frameCounter >= animations.smoke.speed then
smokeObj.frameCounter = 0
smokeObj.frame = smokeObj.frame + 1
if smokeObj.frame > #animations.smoke.frames then
smoke.remove(smokeObj)
end
end
end
if #smoke.toRemove > 0 then
for i, toRem in ipairs(smoke.toRemove) do
local foundIndex = -1
for j, sObj in ipairs(smoke.list) do
if sObj == toRem then
foundIndex = j
break
end
end
if foundIndex ~= -1 then table.remove(smoke.list, foundIndex) end
end
smoke.toRemove = {}
end
end
function smoke.remove(smokeObj)
table.insert(smoke.toRemove, smokeObj)
end
function smoke.removeAll()
smoke.list = {}
smoke.toRemove = {}
end
|
AetheriusBadgeFilter:RegisterGuild(AetheriusBadgeFilter.SERVER_EU, "Tamriel Stock Exchange", {
{
name = "Social",
badges = {
{
name = "Elder",
description = "Is since min. 200 days member of the guild.",
},
{
name = "Veteran",
description = "Is since min. 100 days member of the guild.",
},
{
name = "Donator",
description = "Donated over 100k.",
},
{
name = "Generous Donator",
description = "Donated over 250k.",
},
{
name = "Patron",
description = "Donated over 500k.",
},
{
name = "Generous Patron",
description = "Donated over 1kk.",
},
}
},
{
name = "Trading",
badges = {
{
name = "Aspirant",
description = "Reached 500k sales/week. Can be awarded multiple times.",
limit = false,
},
{
name = "Glorious",
description = "Reached 1kk sales/week. Can be awarded multiple times.",
limit = false,
},
{
name = "Master Trader",
description = "Has been Top-Trader in one trading week. Can be awarded multiple times.",
limit = 10,
turnsInto = "Trading Monster"
},
{
name = "Trading Monster",
description = "Has been 10 times Top-Trader. Can be awarded multiple times.",
limit = false,
},
}
},
{
name = "Crafting",
badges = {
{
name = "Master Crafter",
description = "Mastered Alchemy, Enchanting, Provisioning, Backsmithing, Clothing and Woodworking",
relations = {"Alchemist", "Provisioner", "Woodworker", "Tailor", "Blacksmith", "Enchanter"},
},
{
name = "Set-Provider",
description = "Has following Crafting-Stations in his house accessible for everyone in this guild.",
},
{
name = "Alchemist",
description = "Knows all ingredients and reached lvl 50 in Alchemy",
},
{
name = "Provisioner",
description = "Knows 90% of all recipes and mastered Provisioning",
},
{
name = "Blacksmith",
description = "Knows all 9 traits on heavy armor and weapons and reached lvl 50 in Blacksmithing.",
},
{
name = "Tailor",
description = "Knows all 9 traits on light and medium armor and reached lvl 50 in Clothing.",
},
{
name = "Woodworker",
description = "Knows all 9 traits on shields and wooden weapons and reached lvl 50 in Woodworking.",
},
{
name = "Enchanter",
description = "Knows all runes and reached lvl 50 in Enchanting.",
},
{
name = "Karl Lagerfeld",
description = "Knows all recent crafting styles.",
},
}
},
})
|
object_mobile_axkva_min_static = object_mobile_shared_axkva_min_static:new {
}
ObjectTemplates:addTemplate(object_mobile_axkva_min_static, "object/mobile/axkva_min_static.iff")
|
-- premake5.lua
include "./vendor/premake/premake_customization/solution_items.lua"
workspace "Hazel"
architecture "x86_64"
startproject "Hazel-Editor"
configurations
{
"Debug",
"Release",
"Dist"
}
solution_items
{
".editorconfig"
}
flags
{
"MultiProcessorCompile"
}
outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}"
-- Include directories relative to root folder (solution directory)
IncludeDir = {}
IncludeDir["GLFW"] = "%{wks.location}/Hazel/vendor/GLFW/include"
IncludeDir["Glad"] = "%{wks.location}/Hazel/vendor/Glad/include"
IncludeDir["ImGui"] = "%{wks.location}/Hazel/vendor/imgui"
IncludeDir["glm"] = "%{wks.location}/Hazel/vendor/glm"
IncludeDir["stb_image"] = "%{wks.location}/Hazel/vendor/stb_image"
IncludeDir["entt"] = "%{wks.location}/Hazel/vendor/entt/include"
IncludeDir["yaml_cpp"] = "%{wks.location}/Hazel/vendor/yaml-cpp/include"
IncludeDir["ImGuizmo"] = "%{wks.location}/Hazel/vendor/ImGuizmo"
group "Dependencies"
include "vendor/premake"
include "Hazel/vendor/GLFW"
include "Hazel/vendor/Glad"
include "Hazel/vendor/imgui"
include "Hazel/vendor/yaml-cpp"
group ""
include "Hazel"
include "Sandbox"
include "Hazel-Editor"
|
local serializationKey = "wedit.randomPicker.percentage"
randomPickerUtil = {}
--- Retrieves the serialized percentage.
-- @return Serialized percentage, or nil
function randomPickerUtil.getSerializedPercentage()
return status.statusProperty(serializationKey)
end
--- Serializes the percentage.
-- @param perc Percentage from 0-100.
function randomPickerUtil.serializePercentage(perc)
local t = type(perc)
if t ~= "number" and t ~= "nil" then error("serializePercentage expected a number or nil.") end
status.setStatusProperty(serializationKey, perc)
end
|
--- Module implementing the LuaRocks "lint" command.
-- Utility function that checks syntax of the rockspec.
module("luarocks.lint", package.seeall)
local util = require("luarocks.util")
local download = require("luarocks.download")
local fetch = require("luarocks.fetch")
help_summary = "Check syntax of a rockspec."
help_arguments = "<rockspec>"
help = [[
This is a utility function that checks the syntax of a rockspec.
It returns success or failure if the text of a rockspec is
syntactically correct.
]]
function run(...)
local flags, input = util.parse_flags(...)
if not input then
return nil, "Argument missing. "..util.see_help("lint")
end
local filename = input
if not input:match(".rockspec$") then
local err
filename, err = download.download("rockspec", input)
if not filename then
return nil, err
end
end
local rs, err = fetch.load_local_rockspec(filename)
if not rs then
return nil, "Failed loading rockspec: "..err
end
local ok = true
-- This should have been done in the type checker,
-- but it would break compatibility of other commands.
-- Making 'lint' alone be stricter shouldn't be a problem,
-- because extra-strict checks is what lint-type commands
-- are all about.
if not rs.description.license then
util.printerr("Rockspec has no license field.")
ok = false
end
return ok, ok or filename.." failed consistency checks."
end
|
---------------------------------------------------------------------------
-- A simple button widget.
--
--
--DOC_GEN_IMAGE --DOC_HIDE
--
--
--
--
-- awful.widget.button {
-- image = beautiful.awesome_icon,
-- buttons = {
-- awful.button({}, 1, nil, function ()
-- print("Mouse was clicked")
-- end)
-- }
-- }
--
-- @author Julien Danjou <julien@danjou.info>
-- @copyright 2008-2009 Julien Danjou
-- @widgetmod awful.widget.button
-- @supermodule wibox.widget.imagebox
---------------------------------------------------------------------------
local setmetatable = setmetatable
local abutton = require("awful.button")
local imagebox = require("wibox.widget.imagebox")
local widget = require("wibox.widget.base")
local surface = require("gears.surface")
local cairo = require("lgi").cairo
local gtable = require("gears.table")
local button = { mt = {} }
--- Create a button widget. When clicked, the image is deplaced to make it like
-- a real button.
--
-- @constructorfct awful.widget.button
-- @tparam table args Widget arguments.
-- @tparam string args.image "image" is the image to display (mandatory).
-- @tparam table args.buttons The buttons.
-- @return A textbox widget configured as a button.
function button.new(args)
args = args or {}
if not args.image then
return widget.empty_widget()
end
local w = imagebox()
local orig_set_image = w.set_image
local img_release
local img_press
function w:set_image(image)
img_release = surface.load(image)
img_press = img_release:create_similar(cairo.Content.COLOR_ALPHA, img_release.width, img_release.height)
local cr = cairo.Context(img_press)
cr:set_source_surface(img_release, 2, 2)
cr:paint()
orig_set_image(self, img_release)
end
w:set_image(args.image)
local btns = gtable.clone(args.buttons or {}, false)
table.insert(btns,
abutton({}, 1, function () orig_set_image(w, img_press) end,
function () orig_set_image(w, img_release) end)
)
w.buttons = btns
w:connect_signal("mouse::leave", function(self) orig_set_image(self, img_release) end)
return w
end
function button.mt:__call(...)
return button.new(...)
end
return setmetatable(button, button.mt)
-- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80
|
-----------------------------------
-- Area: Promyvion vahzl
-- NPC: Memory flux (3)
-----------------------------------
local ID = require("scripts/zones/Promyvion-Vahzl/IDs")
require("scripts/globals/missions")
-----------------------------------
function onTrade(player, npc, trade)
end
function onTrigger(player, npc)
if player:getCurrentMission(COP) == tpz.mission.id.cop.DESIRES_OF_EMPTINESS and player:getCharVar("PromathiaStatus") == 5 and not GetMobByID(ID.mob.PONDERER):isSpawned() then
SpawnMob(ID.mob.PONDERER):updateClaim(player)
elseif player:getCurrentMission(COP) == tpz.mission.id.cop.DESIRES_OF_EMPTINESS and player:getCharVar("PromathiaStatus") == 6 then
player:startEvent(53)
else
player:messageSpecial(ID.text.OVERFLOWING_MEMORIES)
end
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
if csid == 53 then
player:setCharVar("PromathiaStatus", 7)
end
end
|
require "libs.classes.TransportLinesAccess"
BeltAccess = {}
BeltAccess.__index = BeltAccess
setmetatable(BeltAccess, {
__index = TransportLinesAccess,
__call = function(class, ...)
local self = setmetatable({},class)
self:_init(...)
return self
end
})
function BeltAccess:_init(beltEntity, accessFromPosition)
TransportLinesAccess._init(self,beltEntity.get_transport_line(1),
beltEntity.get_transport_line(2),beltEntity.position,accessFromPosition)
self.beltEntity = beltEntity
end
function BeltAccess:isInput()
local direction = self.beltEntity.direction
local side = self:getSide()
return side == (direction + 4)%8 -- must be 180°
end
|
local module = {}
local playerData = require(game:GetService('ServerStorage').Modules.PlayerData)
local remote = game:GetService('ReplicatedStorage').Remotes.BiomeChanged
local attribute_name = 'Biome'
local lastBiomes = {}
local function GetContent(name)
local content = script:FindFirstChild(name)
if content then
return require(content)
end
end
local function Sanitize(character, part)
local biome = part and part:GetAttribute(attribute_name)
if character and biome then
return biome
end
end
local function Changed(player, part)
local character = player.Character
local name = Sanitize(character, part)
if name then
local lastName = lastBiomes[character]
local data = playerData.Get(player)
local content = GetContent(name)
local last = GetContent(lastName)
if last then
last.Stop(character, part)
end
if content then
task.spawn(content.Start, character, part)
end
data.location = name
lastBiomes[character] = name
end
end
function module.Start(character)
lastBiomes[character] = ''
end
function module.Stop(character)
lastBiomes[character] = nil
end
remote.OnServerEvent:Connect(Changed)
return module
|
local M = {}
local pid = vim.fn.getpid()
M.setup = function(config, _, opts)
local cmd = {
"omnisharp",
"--languageserver",
"--hostPID",
tostring(pid),
}
config.cmd = opts.cmd and opts.cmd or cmd
return config
end
return M
|
require 'funcs'
local GameMode = require 'tetris.modes.gamemode'
local Piece = require 'tetris.components.piece'
local History6RollsRandomizer = require 'tetris.randomizers.history_6rolls'
local MarathonWCBGame = GameMode:extend()
MarathonWCBGame.name = "Marathon WCB"
MarathonWCBGame.hash = "MarathonWCB"
MarathonWCBGame.tagline = "When all the pieces slip right to their destinations... can you keep up?"
function MarathonWCBGame:new()
MarathonWCBGame.super:new()
self.pieces = 0
self.randomizer = History6RollsRandomizer()
self.lock_drop = true
self.lock_hard_drop = true
self.instant_hard_drop = true
self.instant_soft_drop = true
self.enable_hold = false
self.next_queue_length = 3
self.piece_is_active = false
end
function MarathonWCBGame:getDropSpeed()
return 20
end
function MarathonWCBGame:getARR()
return 0
end
function MarathonWCBGame:getARE()
return 0
end
function MarathonWCBGame:getLineARE()
return 0
end
function MarathonWCBGame:getDasLimit()
return 0
end
function MarathonWCBGame:getLineClearDelay()
return 0
end
function MarathonWCBGame:getLockDelay()
return math.huge
end
function MarathonWCBGame:getGravity()
return self.piece_is_active and 20 or 0
end
function MarathonWCBGame:advanceOneFrame()
if self.clear then
self.roll_frames = self.roll_frames + 1
if self.roll_frames > 150 then
self.completed = true
end
return false
elseif self.ready_frames == 0 then
self.frames = self.frames + 1
end
return true
end
function MarathonWCBGame:onAttemptPieceMove()
if self.piece ~= nil then
-- don't let the piece move before it's finished dropping
self.piece:dropToBottom(self.grid)
end
self.piece_is_active = true
end
function MarathonWCBGame:onAttemptPieceRotate()
self.piece_is_active = true
end
function MarathonWCBGame:onPieceLock()
self.piece_is_active = false
self.pieces = self.pieces + 1
end
function MarathonWCBGame:onLineClear(cleared_row_count)
if not self.clear then
self.lines = self.lines + cleared_row_count
end
end
function MarathonWCBGame:drawGrid(ruleset)
self.grid:draw()
if self.piece ~= nil then
self:drawGhostPiece(ruleset)
end
end
function MarathonWCBGame:getHighscoreData()
return {
pieces = self.pieces,
frames = self.frames,
}
end
function MarathonWCBGame:drawScoringInfo()
MarathonWCBGame.super.drawScoringInfo(self)
love.graphics.setColor(1, 1, 1, 1)
local text_x = config["side_next"] and 320 or 240
love.graphics.setFont(font_3x5_2)
love.graphics.printf("NEXT", 64, 40, 40, "left")
love.graphics.printf("lines", text_x, 160, 80, "left")
love.graphics.printf("pieces", text_x, 220, 80, "left")
love.graphics.setFont(font_3x5_3)
love.graphics.printf(self.lines, text_x, 180, 80, "left")
love.graphics.printf(self.pieces, text_x, 240, 80, "left")
end
function MarathonWCBGame:getBackground()
return (math.floor(self.pieces / 50) % 20)
end
return MarathonWCBGame
|
local function GetPlayingRookieCount()
local rookieClients = TGNS.GetMatchingClients(TGNS.GetPlayers(TGNS.GetPlayingClients(TGNS.GetPlayerList())), function(c,p)
return p:GetIsRookie() and not TGNS.IsPlayerSM(p)
end)
local result = #rookieClients
return result
end
local md = TGNSMessageDisplayer.Create()
local Plugin = {}
function Plugin:JoinTeam(gamerules, player, newTeamNumber, force, shineForce)
if not (force or shineForce) then
if TGNS.IsGameplayTeamNumber(newTeamNumber) then
local playerIsRookie = player:GetIsRookie()
if playerIsRookie then
local tooManyRookies = TGNS.GetPlayerCount() > 10 and GetPlayingRookieCount() > 4
if tooManyRookies then
md:ToPlayerNotifyError(player, "To teach, we limit concurrent rookies. Please spectate for now!")
return false
end
end
end
end
end
function Plugin:Initialise()
self.Enabled = true
return true
end
function Plugin:Cleanup()
--Cleanup your extra stuff like timers, data etc.
self.BaseClass.Cleanup( self )
end
Shine:RegisterExtension("rookiethrottle", Plugin )
|
---
-- @module EraserTool
--
-- ------------------------------------------------
-- Required Modules
-- ------------------------------------------------
local BaseTool = require( 'src.map.editor.BaseTool' )
local TexturePacks = require( 'src.ui.texturepacks.TexturePacks' )
-- ------------------------------------------------
-- Module
-- ------------------------------------------------
local EraserTool = BaseTool:subclass( 'EraserTool' )
-- ------------------------------------------------
-- Constants
-- ------------------------------------------------
local SPRITE = 'prefab_editor_cursor_erase'
-- ------------------------------------------------
-- Public Methods
-- ------------------------------------------------
function EraserTool:initialize()
BaseTool.initialize( self, 'tool_erase' )
end
function EraserTool:draw()
if self.iconColorID then
TexturePacks.setColor( self.iconColorID )
end
local tw, th = TexturePacks.getTileDimensions()
for x = 0, self.size-1 do
for y = 0, self.size-1 do
love.graphics.draw( TexturePacks.getTileset():getSpritesheet(), TexturePacks.getSprite( SPRITE ), (self.x+x) * tw, (self.y+y) * th )
end
end
TexturePacks.resetColor()
end
function EraserTool:use( canvas )
if self.layer and self.active then
for x = 0, self.size-1 do
for y = 0, self.size-1 do
if self.layer == 'worldObject' then
canvas:removeWorldObject( self.x+x, self.y+y )
elseif self.layer == 'tile' then
canvas:removeTile( self.x+x, self.y+y )
end
end
end
end
end
return EraserTool
|
--[=[
@private
@class LoaderConstants
]=]
local Utils = require(script.Parent.Utils)
return Utils.readonly({
GROUP_EACH_PACKAGE_INDIVIDUALLY = false;
ALLOW_MULTIPLE_GROUPS = true;
INCLUDE_IMPLICIT_DEPENDENCIES = true;
})
|
debugstack = debug.traceback
strmatch = string.match
loadfile("../LibStub.lua")()
-- Pretend like loaded libstub is old and doesn't have :IterateLibraries
assert(LibStub.minor)
LibStub.minor = LibStub.minor - 0.0001
LibStub.IterateLibraries = nil
loadfile("../LibStub.lua")()
assert(type(LibStub.IterateLibraries)=="function")
-- Now pretend that we're the same version -- :IterateLibraries should NOT be re-created
LibStub.IterateLibraries = 123
loadfile("../LibStub.lua")()
assert(LibStub.IterateLibraries == 123)
-- Now pretend that a newer version is loaded -- :IterateLibraries should NOT be re-created
LibStub.minor = LibStub.minor + 0.0001
loadfile("../LibStub.lua")()
assert(LibStub.IterateLibraries == 123)
-- Again with a huge number
LibStub.minor = LibStub.minor + 1234567890
loadfile("../LibStub.lua")()
assert(LibStub.IterateLibraries == 123)
print("OK")
|
ITEM.name = "Desk"
ITEM.description = "containerDeskDesc"
ITEM.ContainerModel = "models/props_interiors/Furniture_Desk01a.mdl"
ITEM.price = 160
|
-- XEP-0356 (Privileged Entity)
-- Copyright (C) 2015 Jérôme Poisson
--
-- This module is MIT/X11 licensed. Please see the
-- COPYING file in the source package for more information.
--
-- Some parts come from mod_remote_roster (module by Waqas Hussain and Kim Alvefur, see https://code.google.com/p/prosody-modules/)
-- TODO: manage external <presence/> (for "roster" presence permission) when the account with the roster is offline
local jid = require("util/jid")
local set = require("util/set")
local st = require("util/stanza")
local roster_manager = require("core/rostermanager")
local user_manager = require("core/usermanager")
local hosts = prosody.hosts
local full_sessions = prosody.full_sessions;
local priv_session = module:shared("/*/privilege/session")
if priv_session.connected_cb == nil then
-- set used to have connected event listeners
-- which allows a host to react on events from
-- other hosts
priv_session.connected_cb = set.new()
end
local connected_cb = priv_session.connected_cb
-- the folowing sets are used to forward presence stanza
-- the folowing sets are used to forward presence stanza
local presence_man_ent = set.new()
local presence_roster = set.new()
local _ALLOWED_ROSTER = set.new({'none', 'get', 'set', 'both'})
local _ROSTER_GET_PERM = set.new({'get', 'both'})
local _ROSTER_SET_PERM = set.new({'set', 'both'})
local _ALLOWED_MESSAGE = set.new({'none', 'outgoing'})
local _ALLOWED_PRESENCE = set.new({'none', 'managed_entity', 'roster'})
local _PRESENCE_MANAGED = set.new({'managed_entity', 'roster'})
local _TO_CHECK = {roster=_ALLOWED_ROSTER, message=_ALLOWED_MESSAGE, presence=_ALLOWED_PRESENCE}
local _PRIV_ENT_NS = 'urn:xmpp:privilege:1'
local _FORWARDED_NS = 'urn:xmpp:forward:0'
module:log("debug", "Loading privileged entity module ");
--> Permissions management <--
local privileges = module:get_option("privileged_entities", {})
local function advertise_perm(session, to_jid, perms)
-- send <message/> stanza to advertise permissions
-- as expained in § 4.2
local message = st.message({from=module.host, to=to_jid})
:tag("privilege", {xmlns=_PRIV_ENT_NS})
for _, perm in pairs({'roster', 'message', 'presence'}) do
if perms[perm] then
message:tag("perm", {access=perm, type=perms[perm]}):up()
end
end
session.send(message)
end
local function set_presence_perm_set(to_jid, perms)
-- fill the presence sets according to perms
if _PRESENCE_MANAGED:contains(perms.presence) then
presence_man_ent:add(to_jid)
end
if perms.presence == 'roster' then
presence_roster:add(to_jid)
end
end
local function advertise_presences(session, to_jid, perms)
-- send presence status for already conencted entities
-- as explained in § 7.1
-- people in roster are probed only for active sessions
-- TODO: manage roster load for inactive sessions
if not perms.presence then return; end
local to_probe = {}
for _, user_session in pairs(full_sessions) do
if user_session.presence and _PRESENCE_MANAGED:contains(perms.presence) then
local presence = st.clone(user_session.presence)
presence.attr.to = to_jid
module:log("debug", "sending current presence for "..tostring(user_session.full_jid))
session.send(presence)
end
if perms.presence == "roster" then
-- we reset the cache to avoid to miss a presence that just changed
priv_session.last_presence = nil
if user_session.roster then
local bare_jid = jid.bare(user_session.full_jid)
for entity, item in pairs(user_session.roster) do
if entity~=false and entity~="pending" and (item.subscription=="both" or item.subscription=="to") then
local _, host = jid.split(entity)
if not hosts[host] then -- we don't probe jid from hosts we manage
-- using a table with entity as key avoid probing several time the same one
to_probe[entity] = bare_jid
end
end
end
end
end
end
-- now we probe peoples for "roster" presence permission
for probe_to, probe_from in pairs(to_probe) do
module:log("debug", "probing presence for %s (on behalf of %s)", tostring(probe_to), tostring(probe_from))
local probe = st.presence({from=probe_from, to=probe_to, type="probe"})
prosody.core_route_stanza(nil, probe)
end
end
local function on_auth(event)
-- Check if entity is privileged according to configuration,
-- and set session.privileges accordingly
local session = event.session
local bare_jid = jid.join(session.username, session.host)
local ent_priv = privileges[bare_jid]
if ent_priv ~= nil then
module:log("debug", "Entity is privileged")
for perm_type, allowed_values in pairs(_TO_CHECK) do
local value = ent_priv[perm_type]
if value ~= nil then
if not allowed_values:contains(value) then
module:log('warn', 'Invalid value for '..perm_type..' privilege: ['..value..']')
module:log('warn', 'Setting '..perm_type..' privilege to none')
ent_priv[perm_type] = nil
end
if value == 'none' then
ent_priv[perm_type] = nil
end
end
end
-- extra checks for presence permission
if ent_priv.permission == 'roster' and not _ROSTER_GET_PERM:contains(session.privileges.roster) then
module:log("warn", "Can't allow roster presence privilege without roster \"get\" privilege")
module:log("warn", "Setting presence permission to none")
ent_priv.permission = nil
end
if session.type == "component" then
-- we send the message stanza only for component
-- it will be sent at first <presence/> for other entities
advertise_perm(session, bare_jid, ent_priv)
set_presence_perm_set(bare_jid, ent_priv)
advertise_presences(session, bare_jid, ent_priv)
end
end
session.privileges = ent_priv
end
local function on_presence(event)
-- Permission are already checked at this point,
-- we only advertise them to the entity
local session = event.origin
if session.privileges then
advertise_perm(session, session.full_jid, session.privileges)
set_presence_perm_set(session.full_jid, session.privileges)
advertise_presences(session, session.full_jid, session.privileges)
end
end
local function on_component_auth(event)
-- react to component-authenticated event from this host
-- and call the on_auth methods from all other hosts
-- needed for the component to get delegations advertising
for callback in connected_cb:items() do
callback(event)
end
end
connected_cb:add(on_auth)
module:hook('authentication-success', on_auth)
module:hook('component-authenticated', on_component_auth)
module:hook('presence/initial', on_presence)
--> roster permission <--
-- get
module:hook("iq-get/bare/jabber:iq:roster:query", function(event)
local session, stanza = event.origin, event.stanza;
if not stanza.attr.to then
-- we don't want stanzas addressed to /self
return;
end
if session.privileges and _ROSTER_GET_PERM:contains(session.privileges.roster) then
module:log("debug", "Roster get from allowed privileged entity received")
-- following code is adapted from mod_remote_roster
local node, host = jid.split(stanza.attr.to);
local roster = roster_manager.load_roster(node, host);
local reply = st.reply(stanza):query("jabber:iq:roster");
for entity_jid, item in pairs(roster) do
if entity_jid and entity_jid ~= "pending" then
reply:tag("item", {
jid = entity_jid,
subscription = item.subscription,
ask = item.ask,
name = item.name,
});
for group in pairs(item.groups) do
reply:tag("group"):text(group):up();
end
reply:up(); -- move out from item
end
end
-- end of code adapted from mod_remote_roster
session.send(reply);
else
module:log("warn", "Entity "..tostring(session.full_jid).." try to get roster without permission")
session.send(st.error_reply(stanza, 'auth', 'forbidden'))
end
return true
end);
-- set
module:hook("iq-set/bare/jabber:iq:roster:query", function(event)
local session, stanza = event.origin, event.stanza;
if not stanza.attr.to then
-- we don't want stanzas addressed to /self
return;
end
if session.privileges and _ROSTER_SET_PERM:contains(session.privileges.roster) then
module:log("debug", "Roster set from allowed privileged entity received")
-- following code is adapted from mod_remote_roster
local from_node, from_host = jid.split(stanza.attr.to);
if not(user_manager.user_exists(from_node, from_host)) then return; end
local roster = roster_manager.load_roster(from_node, from_host);
if not(roster) then return; end
local query = stanza.tags[1];
for _, item in ipairs(query.tags) do
if item.name == "item"
and item.attr.xmlns == "jabber:iq:roster" and item.attr.jid
-- Protection against overwriting roster.pending, until we move it
and item.attr.jid ~= "pending" then
local item_jid = jid.prep(item.attr.jid);
local _, host, resource = jid.split(item_jid);
if not resource then
if item_jid ~= stanza.attr.to then -- not self-item_jid
if item.attr.subscription == "remove" then
local r_item = roster[item_jid];
if r_item then
roster[item_jid] = nil;
if roster_manager.save_roster(from_node, from_host, roster) then
session.send(st.reply(stanza));
roster_manager.roster_push(from_node, from_host, item_jid);
else
roster[item_jid] = item;
session.send(st.error_reply(stanza, "wait", "internal-server-error", "Unable to save roster"));
end
else
session.send(st.error_reply(stanza, "modify", "item-not-found"));
end
else
local subscription = item.attr.subscription;
if subscription ~= "both" and subscription ~= "to" and subscription ~= "from" and subscription ~= "none" then -- TODO error on invalid
subscription = roster[item_jid] and roster[item_jid].subscription or "none";
end
local r_item = {name = item.attr.name, groups = {}};
if r_item.name == "" then r_item.name = nil; end
r_item.subscription = subscription;
if subscription ~= "both" and subscription ~= "to" then
r_item.ask = roster[item_jid] and roster[item_jid].ask;
end
for _, child in ipairs(item) do
if child.name == "group" then
local text = table.concat(child);
if text and text ~= "" then
r_item.groups[text] = true;
end
end
end
local olditem = roster[item_jid];
roster[item_jid] = r_item;
if roster_manager.save_roster(from_node, from_host, roster) then -- Ok, send success
session.send(st.reply(stanza));
-- and push change to all resources
roster_manager.roster_push(from_node, from_host, item_jid);
else -- Adding to roster failed
roster[item_jid] = olditem;
session.send(st.error_reply(stanza, "wait", "internal-server-error", "Unable to save roster"));
end
end
else -- Trying to add self to roster
session.send(st.error_reply(stanza, "cancel", "not-allowed"));
end
else -- Invalid JID added to roster
module:log("warn", "resource: %s , host: %s", tostring(resource), tostring(host))
session.send(st.error_reply(stanza, "modify", "bad-request")); -- FIXME what's the correct error?
end
else -- Roster set didn't include a single item, or its name wasn't 'item'
session.send(st.error_reply(stanza, "modify", "bad-request"));
end
end -- for loop end
-- end of code adapted from mod_remote_roster
else -- The permission is not granted
module:log("warn", "Entity "..tostring(session.full_jid).." try to set roster without permission")
session.send(st.error_reply(stanza, 'auth', 'forbidden'))
end
return true
end);
--> message permission <--
module:hook("message/host", function(event)
local session, stanza = event.origin, event.stanza;
local privilege_elt = stanza:get_child('privilege', _PRIV_ENT_NS)
if privilege_elt==nil then return; end
if session.privileges and session.privileges.message=="outgoing" then
if #privilege_elt.tags==1 and privilege_elt.tags[1].name == "forwarded"
and privilege_elt.tags[1].attr.xmlns==_FORWARDED_NS then
local message_elt = privilege_elt.tags[1]:get_child('message', 'jabber:client')
if message_elt ~= nil then
local _, from_host, from_resource = jid.split(message_elt.attr.from)
if from_resource == nil and hosts[from_host] then -- we only accept bare jids from one of the server hosts
-- at this point everything should be alright, we can send the message
prosody.core_route_stanza(nil, message_elt)
else -- trying to send a message from a forbidden entity
module:log("warn", "Entity "..tostring(session.full_jid).." try to send a message from "..tostring(message_elt.attr.from))
session.send(st.error_reply(stanza, 'auth', 'forbidden'))
end
else -- incorrect message child
session.send(st.error_reply(stanza, "modify", "bad-request", "invalid forwarded <message/> element"));
end
else -- incorrect forwarded child
session.send(st.error_reply(stanza, "modify", "bad-request", "invalid <forwarded/> element"));
end;
else -- The permission is not granted
module:log("warn", "Entity "..tostring(session.full_jid).." try to send message without permission")
session.send(st.error_reply(stanza, 'auth', 'forbidden'))
end
return true
end);
--> presence permission <--
local function same_tags(tag1, tag2)
-- check if two tags are equivalent
if tag1.name ~= tag2.name then return false; end
if #tag1 ~= #tag2 then return false; end
for name, value in pairs(tag1.attr) do
if tag2.attr[name] ~= value then return false; end
end
for i=1,#tag1 do
if type(tag1[i]) == "string" then
if tag1[i] ~= tag2[i] then return false; end
else
if not same_tags(tag1[i], tag2[i]) then return false; end
end
end
return true
end
local function same_presences(presence1, presence2)
-- check that 2 <presence/> stanzas are equivalent (except for "to" attribute)
-- /!\ if the id change but everything else is equivalent, this method return false
-- this behaviour may change in the future
if presence1.attr.from ~= presence2.attr.from or presence1.attr.id ~= presence2.attr.id
or presence1.attr.type ~= presence2.attr.type then
return false
end
if presence1.attr.id and presence1.attr.id == presence2.attr.id then return true; end
if #presence1 ~= #presence2 then return false; end
for i=1,#presence1 do
if type(presence1[i]) == "string" then
if presence1[i] ~= presence2[i] then return false; end
else
if not same_tags(presence1[i], presence2[i]) then return false; end
end
end
return true
end
local function forward_presence(presence, to_jid)
local presence_fwd = st.clone(presence)
presence_fwd.attr.to = to_jid
module:log("debug", "presence forwarded to "..to_jid..": "..tostring(presence_fwd))
module:send(presence_fwd)
-- cache used to avoid to send several times the same stanza
priv_session.last_presence = presence
end
module:hook("presence/bare", function(event)
if presence_man_ent:empty() and presence_roster:empty() then return; end
local stanza = event.stanza
if stanza.attr.type == nil or stanza.attr.type == "unavailable" then
if not stanza.attr.to then
for entity in presence_man_ent:items() do
if stanza.attr.from ~= entity then forward_presence(stanza, entity); end
end
else -- directed presence
-- we ignore directed presences from our own host, as we already have them
local _, from_host = jid.split(stanza.attr.from)
if hosts[from_host] then return; end
-- we don't send several time the same presence, as recommended in §7 #2
if priv_session.last_presence and same_presences(priv_session.last_presence, stanza) then
return
end
for entity in presence_roster:items() do
if stanza.attr.from ~= entity then forward_presence(stanza, entity); end
end
end
end
end, 150)
|
--[[function VehicleFixes()
setModelHandling(568, "maxVelocity", 110) -- Sanchez
setModelHandling(522, "maxVelocity", 160) -- NRG-500
setModelHandling(510, "maxVelocity", 60) -- Mountain Bike
setModelHandling(509, "maxVelocity", 55) -- Bike
setModelHandling(481, "maxVelocity", 55) -- BMX
setModelHandling(581, "maxVelocity", 140) -- BF-400
setModelHandling(521, "maxVelocity", 150) -- FCR-900
setModelHandlingd(521, "maxVelocity", 145) -- PCJ-600
setModelHandlingd(463, "maxVelocity", 140) -- Freeway
setModelHandlingd(486, "maxVelocity", 130) -- Wayfarer
setModelHandlingd(448, "maxVelocity", 80) -- Pizzaboy
setModelHandlingd(462, "maxVelocity", 90) -- Pizzaboy
setModelHandlingd(471, "maxVelocity", 120) -- Quad
setModelHandlingd(523, "maxVelocity", 160) -- HPV1000
end
addEventHandler("onResourceStart", getResourceRootElement(getThisResource()),
function()
VehicleFixes()
setTimer (VehicleFixes, 1000, 1)
end
)]]
|
-- https://github.com/ttys3/nvim-blamer.lua
require'nvim-blamer'.setup {
enable = false, -- you must set this to true in order to show the blame info
prefix = '', -- you can cusomize it to any thing, unicode emoji, even disable it, just set to empty lua string
format = '%committer, %committer-time-human • %summary',
auto_hide = false, -- set this to true will enable delay hide even you do not have the cursor moved
hide_delay = 3000, -- this is the delay time in milliseconds for delay auto hide
show_error = false, -- set to true to show any possible error (just for debug problems)
}
vim.call('nvimblamer#auto')
local nvim_set_keymap = vim.api.nvim_set_keymap
local opts = {noremap = true, silent = true}
nvim_set_keymap('n', '<leader>gb', ':NvimBlamerToggle<CR>', opts)
|
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