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--
-- src/project/oven.lua
-- Premake next-generation configuration "baking" API.
-- Copyright (c) 2011-2012 Jason Perkins and the Premake project
--
premake5.oven = premake5.oven or { }
local oven = premake5.oven
--
-- These configuration fields are used to support the baking process, and
-- should not be included in any generated configuration objects.
--
local nomerge =
{
blocks = true,
keywords = true,
project = true,
removes = true,
solution = true,
}
--
-- The main entry point: walks through all of the configuration data
-- present in the project and "bakes" it into a single object, filtered
-- by the provided set of terms.
--
-- @param container
-- The solution or project to query.
-- @param basis
-- A "parent" object containing an initial configuration. For example,
-- if baking a project, this would be the containing solution.
-- @param filterterms
-- An optional list of filter terms. Only configuration blocks which
-- match all of the terms in the list will be included in the result.
-- @param filterfield
-- An optional configuration field name. If set, that specific field,
-- and only that field, will be baked and returned.
-- @return
-- A configuration object.
--
function oven.bake(container, basis, filterTerms, filterField)
local cfg = {}
filterTerms = filterTerms or {}
-- keyword/term tests are case-insensitive; convert all terms to lowercase
local casedTerms = {}
for key, value in pairs(filterTerms) do
casedTerms[key] = value:lower()
end
-- If there is a basis object, start with that
if basis then
cfg = oven.bake(basis, nil, filterTerms, filterField)
end
-- Walk the blocks available in this container, and merge their values
-- into my configuration-in-progress, if they pass the keyword filter
container.blocks = container.blocks or {}
for _, block in ipairs(container.blocks) do
if oven.filter(block, casedTerms) then
oven.merge(cfg, block, filterField)
end
end
-- Store the filter terms in the configuration (i.e. buildcfg, platform)
cfg.terms = casedTerms
for key, value in pairs(filterTerms) do
if type(key) ~= 'number' then
cfg[key] = value
end
end
return cfg
end
--
-- Retrieve the settings for a specific file within a configuration. Files
-- have special rules: they only return those values from blocks that
-- explicitly match the filename.
--
-- @param cfg
-- The base configuration to query.
-- @param filename
-- The name of the file to query.
-- @return
-- A file configuration object, which may be empty.
--
function oven.bakefile(cfg, filename)
local fcfg = {
solution = cfg.solution,
project = cfg.project,
buildcfg = cfg.buildcfg,
platform = iif(cfg.platform ~= '', cfg.platform, nil),
}
filename = { filename:lower() }
for _, block in ipairs(cfg.solution.blocks) do
if oven.filter(block, cfg.terms, filename) then
oven.mergefile(fcfg, cfg, block)
end
end
for _, block in ipairs(cfg.project.blocks) do
if oven.filter(block, cfg.terms, filename) then
oven.mergefile(fcfg, cfg, block)
end
end
return fcfg
end
--
-- Scan an object for expandable tokens, and expand them, in place.
--
-- @param cfg
-- A configuration object. If the filecfg parameter is nil, the tokens in this
-- object will be expanded; else this will be used as the cfg context object.
-- @param scope
-- The scope of fields which should be expanded, one of "project" or "config".
-- @param filecfg
-- A file configuration object, optional. If set, the tokens in this object
-- will be expanded, and the cfg parameter will be used as a context variable.
-- @param fieldname
-- Optional; if set, only this field will be expanded.
--
function oven.expandtokens(cfg, scope, filecfg, fieldname, delayedExpand)
local tmr=timer.start('oven.expandTokens')
-- File this under "too clever by half": I want path tokens (targetdir, etc.)
-- to expand to relative paths, but it is easier to work with absolute paths
-- everywhere else. So create a proxy object with an attached metatable that
-- will translate any path fields from absolute to relative on the fly.
local _cfg = cfg
local context = _cfg._expandTokensContext
if not context then
local cfgproxy = {}
setmetatable(cfgproxy, {
__index = function(cfg, key)
-- pass through access to non-Premake fields
local field = premake.fields[key]
if field and field.kind:contains("path") then
return premake5.project.getrelative(_cfg.project, _cfg[key])
end
return _cfg[key]
end
})
-- build a context for the tokens to use
context = {
sln = cfg.solution,
prj = cfg.project,
cfg = cfgproxy,
file = filecfg,
cache = {},
}
_cfg._expandTokensContext = context
end
local function expand(target, field)
local value = target[field]
if not value then
target[field] = nil
elseif type(value) == "string" then
target[field] = oven.expandvalue(value, context)
else
-- delayed expand, only expand if you need it.
-- Makes a small perf increase, remove if it causes problems, eg. because you're unable to call ipairs(t)
if false and delayedExpand then
local proxyTable = {}
local mt = {}
mt.__index = function(self, key)
expand(value, key)
self[key] = value[key]
return value[key]
end
setmetatable(proxyTable, mt)
target[field] = proxyTable
else
for k,_ in pairs(value) do
expand(value, k)
end
end
end
end
local target = filecfg or cfg
if fieldname then
if target[fieldname] then
expand(target, fieldname)
end
else
for key, value in pairs(target) do
-- to avoid unexpected errors or recursions, I only process
-- Premake's own API fields, and only those marked for it
local field = premake.fields[key]
if field ~= nil and field.expandtokens and field.scope == scope then
expand(target, key)
end
end
end
timer.stop(tmr)
end
function oven.expandvalue(value, context)
-- early out makes the function 40% faster
if not value:find('%{',1,true) then
return value
end
local tmr=timer.start('oven.expandvalue')
-- function to do the work of replacing a single token
local expander = function(token)
if context.cache[token] then
return context.cache[token]
end
-- convert the token into a function to execute
local func, err = loadstring("return " .. token)
if not func then
return nil, err
end
-- give the function access to the project objects
setfenv(func, context)
setmetatable(context, {__index = _G})
-- run it and return the result
local err, result = pcall(func)
if not err or not result then
return nil, "Invalid token '" .. token .. "'"
end
if type(result) == 'table' then
result = table.concat(result, ' ')
end
context.cache[token] = result
return result
end
-- keep expanding tokens until they are all handled
repeat
value, count = string.gsub(value, "%%{(.-)}", function(token)
local result, err = expander(token)
if not result then
local location = (context.sln.name or '') ..'/'..(context.prj.name or '')..'/'..(context.cfg.shortname or '')
error(err .. ' in ' .. value..' at '..location, 0)
end
return result
end)
until count == 0
timer.stop(tmr)
return value
end
--
--
-- Compare a list of block keywords against a set of filter terms. Keywords
-- are Lua patterns applied to the block when it is specified in the script
-- using the configuration() function. Filter terms include things such
-- the current build configuration, target platform, or operating system.
-- If all of the keywords on the block can be matched to a filter term,
-- then the function returns true. If any keywords can NOT be matched, then
-- the function returns false.
--
-- @param block
-- The block whose keywords are to be tested.
-- @param anyOfThese
-- If any of these values match the block keywords, the block is included.
-- @param allOfThese
-- Optional. If present, all terms present much exist in the block keywords
-- for it to be returned in the results. Primarily used for filtering for
-- file configurations, where only the file-specific values are desired.
-- @returns
-- True if the keywords and filter terms match, false otherwise.
--
function oven.filter(block, anyOfThese, allOfThese)
allOfThese = allOfThese or {}
-- All of these terms must match at least one block keyword;
-- negative matches (i.e. "not X") do not count
for _, term in ipairs(allOfThese) do
local matched = false
for _, keyword in ipairs(block.keywords) do
if oven.testkeyword(keyword, { term }, true) then
matched = true
break
end
end
if not matched then
return false
end
end
-- All block keywords must match at least one term
for _, keyword in ipairs(block.keywords) do
if not oven.testkeyword(keyword, anyOfThese) and not oven.testkeyword(keyword, allOfThese) then
return false
end
end
return true
end
--
-- Compares a single keyword (Lua pattern) against a list of filter terms.
-- The keyword must match at least one term to pass.
--
-- @param keyword
-- The keyword to test.
-- @param terms
-- The list of terms to filter against.
-- @param skipNots
-- Boolean flag indicating whether negative matches (i.e. "not X")
-- should be considered (they are not for filename searches).
-- @returns
-- True if the keyword matches at least one filter term.
--
function oven.testkeyword(keyword, terms, skipNots)
if keyword:startswith("not ") then
if skipNots then
return false
else
return not oven.testkeyword(keyword:sub(5), terms)
end
end
for _, pattern in ipairs(keyword:explode(" or ")) do
for _, term in pairs(terms) do
if term:match(pattern) == term then
return true
end
end
end
return false
end
--
-- Merge from an individual block into the configuration object.
--
-- @param cfg
-- The configuration currently being built; will contain the new values.
-- @param block
-- The block containing the values to merge.
-- @param filterField
-- An optional configuration field name. If present, only this specific
-- field will be merged.
-- @return
-- The configuration object, which is also modified in place.
--
function oven.merge(cfg, block, filterField)
if block.removes then
oven.remove(cfg, block.removes, filterField)
end
if filterField then
if block[filterField] then
oven.mergefield(cfg, filterField, block[filterField])
end
else
local tmr = timer.start('oven.merge')
for key, value in pairs(block) do
if not nomerge[key] then
oven.mergefield(cfg, key, value)
end
end
-- remember the container object (solution, project, etc.)
ptypeSet(cfg, ptype(block))
timer.stop(tmr)
end
return cfg
end
--
-- Merge from an individual block into a file configuration object, using the
-- provided configuration as a basis.
--
-- @param fcfg
-- The file configuration being built; will contain the new values.
-- @param cfg
-- The base configuration.
-- @param block
-- The block containing the values to merge.
--
function oven.mergefile(fcfg, cfg, block)
for key, value in pairs(block) do
-- if this is the first appearance of this field, start by
-- copying over the basis values from the configuration
if not fcfg[key] then
oven.merge(fcfg, cfg, key)
end
-- then merge the file specific values over that
oven.merge(fcfg, block, key)
end
end
--
-- Merges a single field from a configuration block into a baked
-- configuration object.
-- @param cfg
-- The configuration currently being built; will contain the new values.
-- @param name
-- The name of the field being merged.
-- @param value
-- The value of the field being merged.
--
function oven.mergefield(cfg, name, value)
if not value then
return
end
local tmr = timer.start('oven.mergefield')
local field = premake.fields[name]
-- if this isn't a Premake field, then just copy
if not field then
cfg[name] = value
else
if field.isKeyedTable then
oven.mergekeyvalue(cfg, name, field, value)
else
oven.mergevalue(cfg, name, field, value)
end
end
timer.stop(tmr)
end
--
-- Merge a collection of key-values into an baked configuration.
-- @param target
-- The object receiving the values.
-- @param fieldname
-- The name of the field being set.
-- @param fieldkind
-- The data type of the field.
-- @param values
-- The object containing the key-value pairs.
--
function oven.mergekeyvalue(target, fieldname, field, values)
-- make sure I've got an object to hold the key-value pairs
target[fieldname] = target[fieldname] or {}
-- merge in the values
for key, value in pairs(values) do
oven.mergevalue(target[fieldname], key, field, value)
end
end
--
-- Copy, and optionally merge, a value into a baked configuration.
-- @param target
-- The object receiving the values.
-- @param fieldname
-- The name of the field being set.
-- @param fieldkind
-- The data type of the field.
-- @param values
-- The object containing the key-value pairs.
--
function oven.mergevalue(target, fieldname, field, value)
-- list values get merged, others overwrite; note that if the
-- values contain tokens they will be modified in the token
-- expansion phase, so important to make copies of objects
if field.kind == 'flaglist' or field.kind == 'usesconfig' then
target[fieldname] = oven.mergekeyedtables(target[fieldname] or {}, value)
elseif field.isList then
target[fieldname] = oven.mergetables(target[fieldname] or {}, value)
else
target[fieldname] = table.deepcopy(value)
end
end
--
-- Merge keyed tables
--
function oven.mergekeyedtables(t, additions)
for k,v in pairs(additions) do
if type(k) == 'number' then
table.insert(t, v)
else
t[k] = v
end
end
return t
end
--
-- Merge a collection of key-values into an baked configuration.
-- @param target
-- The original value of the table being merged into.
-- @param additions
-- The new values to add to the table.
-- @returns
-- A table containing the merged results.
--
function oven.mergetables(original, additions)
if type(additions) == 'string' then
additions = {additions}
end
for _, item in ipairs(additions) do
-- if the item is already in the list, remove it. This allows a
-- later configuration block (i.e. a project) to override the
-- ordering of values from an earlier block (i.e. a solution).
-- Could be a performance hit; have to wait and see.
--[[if original[item] then
local i = table.indexof(original, item)
table.remove(original, i)
end
original[item] = item
table.insert(original, item)
]]
if not original[item] then
original[item] = item
table.insert(original, item)
end
end
return original
end
--
-- Removes a set of values from a configuration.
--
-- @param cfg
-- The configuration from which to remove.
-- @param removes
-- The set of values to remove. Specified by a key-value
-- list in the form:
-- removes[key] = { list of values to remove }
-- @param filterField
-- An optional configuration field name. If present, only this specific
-- field will be merged.
--
function oven.remove(cfg, removes, filterField)
if filterField then
oven.removefromfield(cfg[filterField], removes[filterField])
else
for fieldname, values in pairs(removes) do
oven.removefromfield(cfg[fieldname], values)
end
end
end
function oven.removefromfield(field, removes)
local tmr = timer.start('oven.removefromfield')
if field and removes then
for key, pattern in ipairs(removes) do
local wpattern = path.wildcards(pattern)
local found = true
if pattern == wpattern then
-- Quick check for the entry before searching for it
found = field[pattern]
end
if found then
wpattern = wpattern:lower()
local i = 1
while i <= #field do
local value = field[i]:lower()
if value:match(wpattern) == value then
field[ field[i] ] = nil
table.remove(field, i)
else
i = i + 1
end
end
end
end
end
timer.stop(tmr)
end
|
--[[
usage example,
keep components to 3 or less
buildM.updater.bldg_from_components({bldg="assembling-machine-1", components={"iron-plate", "stone"}})
--]]
--[[
All recipe changes are indexed and the current data.raw.recipe list is checked against it
Any mods not loaded will not cause nil references this way
--]]
require("prototypes/recipes/mods-precomposites/base")
require("prototypes/recipes/mods-components/base")
require("prototypes/recipes/mods-buildings/base")
require("prototypes/recipes/mods-precomposites/bobs")
require("prototypes/recipes/mods-components/bobs")
require("prototypes/recipes/mods-buildings/bobs")
require("prototypes/recipes/mods-precomposites/angels")
require("prototypes/recipes/mods-components/angels")
require("prototypes/recipes/mods-buildings/angels")
require("prototypes/recipes/mods-precomposites/omni")
require("prototypes/recipes/mods-components/omni")
require("prototypes/recipes/mods-buildings/omni")
require("prototypes/recipes/mods-components/others")
require("prototypes/recipes/mods-buildings/bio-industries")
require("prototypes/recipes/mods-buildings/npbees")
require("prototypes/recipes/mods-buildings/others")
|
-- Data
lineDefs = {
{"ESC", "F1", "F2", "F3", "F4", "F5", "F6", "F7",
"F8", "F9", "F10", "F11", "F12", "SYSRQ", "SCROLLLOCK", "PAUSE"},
{"GRAVE", "1", "2", "3", "4", "5", "6", "7",
"8", "9", "0", "MINUS", "EQUAL", "BACKSPACE", "INSERT", "HOME",
"PAGEUP", "NUMLOCK", "KPSLASH", "KPASTERISK", "KPMINUS"},
{"TAB", "Q", "W", "E", "R", "T", "Y", "U",
"I", "O", "P", "LBRACE", "RBRACE", "BACKSLASH", "DELETE", "END",
"PAGEDOWN", "KP7", "KP8", "KP9", "KPPLUS"},
{"CAPSLOCK", "A", "S", "D", "F", "G", "H", "J",
"K", "L", "SEMICOLON", "APOSTROPHE", "ENTER", 0, 0,
0, "KP4", "KP5", "KP6", "KPPLUS"},
{"LSHIFT", "102ND", "Z", "X", "C", "V", "B", "N",
"M", "COMMA", "DOT", "SLASH", "RSHIFT", 0, "UP", 0,
"KP1", "KP2", "KP3", "KPENTER"},
{"LCTRL", "LMETA", "LALT", "SPACE", "RALT", "RMETA", "FN", "COMPOSE", "RCTRL",
"LEFT", "DOWN", "RIGHT", "KP0", "KPDOT", "KPENTER"}
}
color = tocolor(keyleds.config.color) or tocolor('white')
transparent = tocolor(color.red, color.green, color.blue, 0)
speed = tonumber(keyleds.config.speed) or 0.02
fadeTime = tonumber(keyleds.config.fadeTime) or 0.5
-- Lookup all names into key entries, eliminating unavailable ones
function initLines()
lines = {}
for i, lineDef in ipairs(lineDefs) do
local line = {}
for j, def in ipairs(lineDef) do
if def == 0 then
line[#line + 1] = 0
else
local key = keyleds.db:findName(def)
if key then line[#line + 1] = key end
end
end
lines[#lines + 1] = line
end
end
-- Return (line, index) of given key within lines table
function findKey(which)
for i, line in ipairs(lines) do
for j, key in ipairs(line) do
if key == which then return line, j end
end
end
return nil
end
-- Play animation for given key
function react(kb, key)
local line, idx = findKey(key)
if not line then print("Key ", key, " not found") return end
kb[line[idx]] = fade(fadeTime, color, transparent)
for i = 1, math.max(idx - 1, #line - idx) do
wait(speed)
if idx - i > 0 and line[idx - i] ~= 0 then
kb[line[idx - i]] = fade(fadeTime, color, transparent)
end
if idx + i <= #line and line[idx + i] ~= 0 then
kb[line[idx + i]] = fade(fadeTime, color, transparent)
end
end
end
-- Weak table of active animations and their buffer, used for rendering
buffers = {}
setmetatable(buffers, { __mode = 'kv' })
-- Invoked whenever a key is pressed or release; trigger the animation
function onKeyEvent(key, isPress)
if not isPress then return end
buffer = RenderTarget:new()
local thread = thread(react, buffer, key)
buffers[thread] = buffer
end
-- Blend all ongoing animations into the target
function render(ms, target)
for thread, buffer in pairs(buffers) do target:blend(buffer) end
end
-- Don't forget running init code
initLines()
|
p.test=function()
-- ts(res.kexiezhaoxin)
-- first();
-- chenjiong.first();
return ;
end
|
local StateType = require 'State.Type'
local state = {}
--[[
When called, tells the engine that it should
go back the previous state. If the current
state is the last state, it will exit.
This all depends on how the State stack is built.
This function is only available if `cfg.console.enabled` is true
@class function
]]
function state.prev()
console:log("Returning to previous state")
currentEvent:sendStateChange(StateType.Quit)
currentEvent:stopPropgation()
end
--[[
When called, tells the engine that it should
go reload the current state. This means that
it will unload everything in the current state before
creating it a new again.
This function is only available if `cfg.console.enabled` is true
@class function
]]
function state.reload()
console:log("Reloading current state")
currentEvent:sendStateChange(StateType.Refresh)
currentEvent:stopPropgation()
end
--[[
When called, tells the engine that it should
do a full reload of the entire Window, GL context and
current state.
This means that the engine will basically be recreated.
This function is only available if `cfg.console.enabled` is true
@class function
]]
function state.windowRefresh()
console:log("Reloading window")
currentEvent:sendStateChange(StateType.WinRefresh)
currentEvent:stopPropgation()
end
function state.load(statetoLoad)
console:log("Loading State")
currentEvent:sendStateChange(statetoLoad)
currentEvent:stopPropgation()
end
--[[
Reloads the Lua Engine by sending a state change
to the Engine.
If variables are defined by using the console and not
stored in a file, they will be erased.
This function is only available if `cfg.console.enabled` is true
@class function
]]
function state.luaReload()
console:log("Reloading LUA engine and files")
currentEvent:sendStateChange(StateType.LuaReload)
currentEvent:stopPropgation()
end
return state
|
function backhome()
local outTime = os.time()
while (os.time()-outTime <= 60 ) do
if active(app,10)then
elseif UI('在地图中','在地图界面')then
click(11,370)
elseif UI_pic('回城','回城展开')then
delay(2)
UI_pic('回城','回城展开_技能',true)
elseif UI_pic('回城','弹窗回城',true)then
delay(1)
click(983,499)
delay(10)
return true
else
click(20,20)
end
delay(1)
end
end
function ad()
local out_time = os.time()
local doing = 0
local 发送ad = false
while (os.time()-out_time < 60*3) do
if active(app,10)then
elseif UI('聊天','聊天界面')or UI('聊天','聊天界面2')then
if UI_pic('聊天','聊天界面_世界频道',true)then
elseif UI('聊天','聊天界面_世界频道_界面')then
if UI_pic('聊天','聊天界面_世界频道_界面_发送',true)then
delay(30)
return true
elseif UI_pic('聊天','聊天界面_世界频道_界面_发言位置')then
click(x+200,y)
input(values.ad)
click(675,712)
end
end
elseif UI('在地图中','在地图界面')then
log("准备发广告")
UI_pic('换服','聊天按钮',true)
else
if UI('返回','返回图标',true,1)then
else
other()
end
end
mSleep(1000)
end
end
if t == nil then
t = {}
end
t['主界面']={ 0x9a5300, "-903|639|0x3f5cae,-1033|643|0x917444,-1148|649|0xd8ff22", 90, 0, 0, 1333, 749}
t['主界面_对话框']={ 0xdcdc94, "18|27|0xb4bcb7,25|-15|0xbaba6f,-33|6|0x164850", 90, 126, 156, 230, 256}
t['消息界面_竖']={ 0xe4d38a, "-2|-677|0xe4d38a,1201|-700|0x14494d,1220|3|0x14494d", 90, 6, 1, 1329, 746 } --多点找色
t['消息详情界面_竖']={ 0xe4d38a, "-8|-675|0x14494d,-11|-684|0xe4d38a,1199|-677|0x14494d", 90, 38, 8, 1320, 744 } --多点找色
t['消息详情界面_竖_反击']={ 0x453941, "-4|-26|0xdf5c05,6|-33|0x810d0d,-46|1|0x810d0d", 90, 148, 98, 1210, 644 } --多点找色
t['消息界面']={ 0xe4d38a, "9|-1|0x14494d,-12|701|0x14494d,8|702|0x14494d", 90, 4, 5, 492, 743 } --多点找色
t['消息界面ios11']={ 0xe4d38a, "9|0|0x14494d,-16|700|0x14494d,-3|701|0x14494d", 90, 1, 8, 573, 742 } --多点找色
t['消息详情界面']={ 0xe4d38a, "10|-2|0x14494d,1245|-4|0x14494d,1245|-12|0xe4d38a", 90, 0, 2, 1326, 99 } --多点找色
t['消息详情界面_反击']={ 0x453941, "-6|-9|0xeae2e9,-29|4|0xdf5c05,25|-4|0xdf5c05", 90,0, 0, 1333, 749}
t['弹窗_前往']={ 0xe1993c, "-327|8|0x37bdbd,134|-450|0x861400", 90, 0, 0, 1333, 749 } --多点找色}
t['弹窗_开战']={0x52d13f, "-335|-7|0x25a1bd,19|-127|0xf35150", 90, 337, 206, 1003, 520}
t['弹窗_体力']={ 0x91f244, "-375|-24|0x29a9bd,-42|-27|0x49c744", 90, 344, 450, 995, 553 } --多点找色
t['返回箭头']={0xe6e189, "2|-11|0x326c7a,20|10|0xb1c8ca,3|20|0x389371", 90, 5, 1, 99, 69}
t['返回箭头_世界地图']={ 0x154a51, "12|-10|0xf4f492,14|0|0x11444c", 90, 1237, 667, 1319, 743}
t['返回箭头_世界地图_前往']={ 0x64de3d, "-7|17|0x97f346,-70|-20|0x45ad58,-3|-42|0x36a657,59|-16|0x28a942", 90, 276, 107, 1110, 689}
t['返回箭头_世界地图_城市内']={ 0xeee9d4, "7|6|0xa88d50,-341|-1|0xeee9d4,-340|5|0x95732b", 90, 414, 4, 905, 100}
t['返回箭头_世界地图_城市内_提示']={ 0xd9d8d1, "-21|-8|0xf9f3b9,16|-8|0xfbf4ba,0|10|0xd9d7d0", 90, 0, 0, 1333, 749 } --多点找色
t['返回箭头_世界地图_城市内_攻击']={ 0xf8f8f8, "33|-6|0x5d2320,-67|0|0x7e3f35,19|16|0xd48d2f", 90, 604, 397, 1026, 748}
t['攻城界面'] ={ 0xe6e58d, "-10|6|0x28756f,-18|8|0xf1ed93,-35|10|0x2b7b73", 90, 4, 2, 100, 66}
t['弹窗_公会_攻击']={ 0xdb7b40, "99|-32|0x9b1651,9|36|0xede03d,-78|-33|0xdc605e", 90, 0, 0, 1333, 749 } --多点找色
t['弹窗_公会_攻击_']={ 0xe7bf39, "-330|-1|0x39bfbd,-131|-400|0xc72906", 90, 241, 124, 1148, 690 } --多点找色
function attck()
local TimeLine = os.time()
local usedTime = 60*3
while (os.time()-TimeLine < usedTime) do
if active(app,5)then
elseif 在地图界面(false,clickMun,stayTime)then
click(1170,699) --点击对话框
elseif d('消息界面_竖')then
click(210,86)
elseif d('消息详情界面_竖')then
d('消息详情界面_竖_反击',true)
elseif d('消息界面') or d('消息界面ios11')then
click(483,124)--置顶对话
elseif d('消息详情界面')then
if d('消息详情界面_反击',true)then --反击
moveTo(500,500,500,200,10)
delay(1)
end
elseif d('返回箭头')then
if d('返回箭头_世界地图')then
if d('返回箭头_世界地图_前往',true)then
delay(5)
elseif d('返回箭头_世界地图_城市内')then
delay(1)
if d('返回箭头_世界地图_城市内_提示')then
click(x,y+80)
elseif d('返回箭头_世界地图_城市内_攻击',true)then
click(868,471) -- 攻击的确认按钮
delay(3)
else
d('返回箭头',true)
end
end
else
d('返回箭头',true)
end
elseif d('攻城界面')then
click(1142,66) --展开
预设位置={
{1045,162,0x0a0c04},
{1220,166,0x0d0e08},
{1041,257,0x060c07},
{1220,252,0xffffff},
{1048,350,0xdbdbdb},
{1227,348,0x090c08},
{1044,442,0x0d0f05},
{1222,443,0x111609},
{1044,536,0x0d0f05},
{1222,536,0x0d0f05},
} --多点比色
if values.yiji_arm == '10' then
for i = 1,20 do
click(1076-math.random(0,3)*117,662)
d('弹窗_体力',true)
end
else
click(预设位置[tonumber(values.yiji_arm)+1][1],预设位置[tonumber(values.yiji_arm)+1][2])
delay(3)
end
click(1212,661) --开始 战斗力位置
else
if d('弹窗_前往',true,1)then
delay(2)
elseif d('弹窗_公会_攻击',true,1)then
elseif d('弹窗_公会_攻击_',true,1)then
elseif d('弹窗_开战',true,1)then
delay(3)
return true
else
if other() then
click(97,33)
end
end
end
delay(1)
end
end
t['在地图_技能']={ 0x6c6a49, "14|-19|0xf6f694,207|-3|0x22a695", 90, 1, 110, 263, 658 } --多点找色
t['弹窗_技能选择框']={ 0xfaf9ed, "-97|-4|0x051419,-92|-4|0xffffff,-179|-1|0xeae2b9", 90, 249, 95, 1099, 170 } --多点找色
t['弹窗_技能选择框_城门修复']={ 0x85f3f1, "29|-30|0x68ccd1,-9|3|0xe9fffa,-41|-31|0x68c9ce,-35|27|0x66d6dd,-31|23|0x2297c8", 90, 216, 168, 1106, 588 } --多点找色
t['弹窗_技能选择框_使用']={ 0x124d5d, "-75|26|0x3095c0,69|4|0x1470a6", 90, 845, 362, 1113, 591 } --多点找色
function fixWall()
local TimeLine = os.time()
local usedTime = 35*1
while (os.time()-TimeLine < usedTime) do
if active(app,5)then
elseif 在地图界面(false,clickMun,stayTime)then
click(12,371) --点击左三角
elseif d('在地图_技能',true)then
elseif d('弹窗_技能选择框')then
if d('弹窗_技能选择框_使用',true)then
delay(15)
return '修复成功'
elseif d('弹窗_技能选择框_城门修复',true)then
else
return '没有技能'
end
elseif d('返回箭头',true)then
else
click(20,20)
other()
end
end
return '修复超时or不要修复'
end
--[[
function change()
out_time = os.time()
doing = 0
while (os.time()-out_time < 90) do
if active(app,10)then
elseif UI('换服','在地图上')then
if UI_pic('地图','王国',true)then
elseif UI('地图','侧边',true,1)then
end
elseif UI('返回','返回图标',false,1)then
-- if UI('返回','纯白之帆利萨姆')then
if UI('返回','银翼之国桑多瑞')then
if UI_pic('地图','移民按钮',true)then
else
return true
end
elseif UI('返回','转国界面')then
click(1236,39)
--纯白之帆利萨姆 click(1174,115)
click(1184,446)
else
UI('返回','返回图标',true,1)
end
elseif UI('other','移民按钮',true,1)then
doing = doing + 1
if doing == 2 then
return true
end
else
other()
end
mSleep(1000)
end
end
--]]
t['宝箱_军队']={ 0xebe78d, "-17|0|0x859365,16|0|0x828d60,51|6|0xffffff", 90, 5, 191, 213, 256 } --多点找色
t['返回_军队界面']={ 0xf8d72f, "-245|-2|0x3e4162,-482|-10|0xb4925a", 90, 536, 9, 1311, 97 } --多点找色
t['返回_军队界面_清空']={ 0x102036, "77|-2|0x112136,36|39|0x112137,-1|84|0x102037", 90, 132, 163, 234, 269 } --多点找色
t['返回_兵种详情']={ 0x29abbd, "837|-585|0x34a47f,-243|-469|0x98bcbd", 90, 60, 68, 1284, 743 } --遣散
t['返回_兵种详情2']={ 0x29adbe, "-16|27|0x4ccdb4,233|0|0x57d63c,235|22|0x9ff54b", 90, 115, 607, 555, 713 } --多点找色
t['弹窗_确定遣散']={ 0x41c6b6, "-414|-24|0x299dbe,104|-61|0x0a6a9d", 90, 279, 163, 1079, 555 } --多点找色
function dismiss()
local TimeLine = os.time()
local usedTime = 60*5
while (os.time()-TimeLine < usedTime) do
if active(app,3)then
elseif 在地图界面(false,clickMun,stayTime)then
UI_pic('宝箱','未展开',true)
elseif UI_pic('宝箱','展开',false)then
d('宝箱_军队',true)
elseif UI('返回','返回图标',false,1)then
if d('返回_军队界面',false,1)then
if d('返回_军队界面_清空')then
return '清空军队'
else
click(180,275)
end
elseif d('返回_兵种详情',true)then
elseif d('返回_兵种详情2',true)then
else
UI('返回','返回图标',true,1)
end
elseif d('弹窗_确定遣散')then
moveTo(366,288,951,288,20)
delay(0.5)
d('弹窗_确定遣散',true)
else
if other()then
click(20,20)
end
end
mSleep(500)
end
return '解散超时'
end
t['城堡内_万神殿_指引']={ 0x7aff81, "-20|3|0x03f04a,13|14|0x204c57", 90, 473, 430, 558, 507 }
t['返回_万神殿界面']={ 0xece8d4, "355|1|0xece8d4,710|-1|0xffffff,783|-14|0xf2f294", 90, 391, 3, 1317, 89 }
t['返回_万神殿界面_激活']={ 0x2e6425, "7|17|0xcbe52a,68|-6|0x229b67", 90, 136, 683, 1197, 743 }
t['返回_万神殿界面_向上']={ 0xffffff, "-3|25|0xf7f0bb,23|-31|0xd12f1e", 90, 1235, 265, 1331, 548 } --多点找色
t['返回_万神殿界面_神象']={ 0xb27f0c, "55|-31|0xd2311c", 90, 91, 91, 1229, 206 }
t['返回_万神殿界面_向下']={ 0xffffff, "23|31|0xd3311d", 90, 1249, 444, 1330, 555 }
t['返回_万神象']={ 0xffffff, "-13|-1|0x889cd4,7|-81|0x3c9a72", 90, 1130, 3, 1331, 160 } --多点找色
t['返回_万神象_可填']={ 0x239348, "-20|2|0x178957,-1|-23|0x9bcfcc,19|1|0x249448,3|22|0x82c437", 65, 234, 158, 1328, 545 }
t['激活神象_确定']={ 0x72e73e, "-3|8|0x8df043,-125|-14|0xe7e2eb,6|-47|0x2b9c52", 90, 734, 597, 1020, 676 } --多点找色
t['弹窗_神石宝库']={ 0xdfffe5, "-320|41|0xffffff,-505|0|0x82a8a7", 90, 166, 61, 1174, 164 } --多点找色
t['弹窗_神石宝库_选择']={ 0x3bc2bb, "-76|11|0x299ece,74|-59|0x096ca4", 90, 205, 93, 1120, 645 } --多点找色
function Pantheon()
local 计时 = os.time()
local 超时 = 60*15
if setting[6] then
while (os.time()-计时< 超时) do
if active(app,3)then
elseif UI('在地图中','在地图界面',true,2)then
elseif UI('返回','返回图标',false,1)then
if d('返回_城堡中') and d('返回_城堡中_右下角对话按钮')then
if d('城堡内_万神殿_指引',true)then
else
return "神殿OK"
end
elseif d('返回_万神殿界面')then
if d('返回_万神殿界面_激活',true)then
elseif d('返回_万神殿界面_向上',true)then
elseif d('返回_万神殿界面_神象',true)then
elseif d('返回_万神殿界面_向下',true)then
else
UI('返回','返回图标',true,1)
end
elseif d('返回_万神象')then
local LineTTTTime = os.time()
local break_key = true
while (os.time()-LineTTTTime<6) do
if d('返回_万神象_可填',true)then
break_key = false
break
end
end
if break_key then
UI('返回','返回图标',true,1)
end
else
UI('返回','返回图标',true,1)
end
elseif d('激活神象_确定',true)then
elseif d('弹窗_神石宝库')then
if d('弹窗_神石宝库_选择',true)then
else
click(278,217)
end
else
if other()then
click(20,20)
end
end
mSleep(500)
end
return "神殿超时"
end
end
|
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by Administrator.
--- DateTime: 2018/11/20 15:26
---
--- @class StageAbout
--- @field world World
--- @field area Area
StageAbout = Object:extend()
function StageAbout:new()
self.area = Area(self)
self.font = font
self.main_canvas = love.graphics.newCanvas(gw,gh)
gooi.newButton({group = "StageAbout",text = "返回菜单", x = gw*sw - 80,y = gh*sh - 40})
:center()
:bg({1,1,1,0.1})
:onRelease(
function()
gotoRoom("StageMain","StageMain")
gooi.setGroupEnabled("StageAbout",false)
gooi.setGroupVisible("StageAbout",false)
gooi.setGroupEnabled("StageMain",true)
gooi.setGroupVisible("StageMain",true)
end
)
end
function StageAbout:update(dt)
if self.area then self.area:update(dt) end
end
function StageAbout:draw()
love.graphics.setCanvas(self.main_canvas)
love.graphics.clear()
camera:attach(0,0,sw*gw,sh*gh)
if self.area then self.area:draw() end
camera:detach()
--love.graphics.print("你挂了~~",gw/2,gh/2 - 50,0,sw,sh,math.floor(self.font:getWidth("打飞机")/2))
--local t0 = "得分:"..score[#score]
--love.graphics.print(t0,gw/2,gh/2 - 100,0,sw,sh,math.floor(self.font:getWidth(t0)/2))
--local t1 = "按“空格”重新开始"
--love.graphics.print(t1,gw/2,gh/2 + 40,0,sw,sh,math.floor(self.font:getWidth(t1)/2))
--local t2 = "左右箭头控制方向\n上下箭头控制速度"
--love.graphics.print(t2,gw/2,gh/2 + 60,0,sw,sh,math.floor(self.font:getWidth(t2)/2))
--love.graphics.setFont(font,32)
love.graphics.setCanvas()
love.graphics.setColor(1,1,1,1)
love.graphics.setBlendMode('alpha','premultiplied')
love.graphics.draw(self.main_canvas,0,0,0,sw,sh)
love.graphics.setBlendMode('alpha')
gooi.draw("StageAbout")
end
function StageAbout:destroy()
--if self.area then
-- self.area:destroy()
-- --self.area = nil
--end
end
function StageAbout:finished()
end
return StageAbout
|
AddCSLuaFile()
if CLIENT then
SWEP.Author = "DarkRP Developers"
SWEP.PrintName = "Glock"
SWEP.Instructions = "Shoot with it"
SWEP.Slot = 1
SWEP.SlotPos = 0
SWEP.IconLetter = "c"
killicon.AddFont("weapon_glock2", "CSKillIcons", SWEP.IconLetter, Color(255, 80, 0, 255))
end
SWEP.Base = "weapon_cs_base2"
SWEP.Spawnable = true
SWEP.AdminOnly = false
SWEP.Category = "DarkRP (Weapon)"
SWEP.ViewModel = "models/weapons/cstrike/c_pist_glock18.mdl"
SWEP.WorldModel = "models/weapons/w_pist_glock18.mdl"
SWEP.HoldType = "pistol"
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.Primary.Sound = Sound("Weapon_Glock.Single")
SWEP.Primary.Recoil = 2
SWEP.Primary.Unrecoil = 6
SWEP.Primary.Damage = 10
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.05
SWEP.Primary.ClipSize = 20
SWEP.Primary.Delay = 0.06
SWEP.Primary.DefaultClip = 20
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "pistol"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
--Start of Firemode configuration
SWEP.IronSightsPos = Vector(-5.77, -6.6, 2.7)
SWEP.IronSightsAng = Vector(0.9, 0, 0)
|
return {function() -- wrap the function in a table to avoid detection by the TestRunnerPlugin
local modules = game.ServerStorage.TestRunnerPlugin
local NewTry = require(modules.Utils.NewTry)
local progress = "startup"
spawn(function()
wait(); wait()
if not progress then
print("NewTry tests successful")
elseif progress ~= -1 then
error("NewTry tests got stuck at progress " .. tostring(progress))
end
end)
local function assertEquals(name, a, b)
if a ~= b then
progress = -1
error(("%s: %s ~= %s"):format(name, tostring(a), tostring(b)), 2)
end
end
local function assertTableEquals(name, a, b)
if a ~= b then
for k, v in pairs(a) do
if b[k] ~= v then
progress = -1
error(("%s: key '%s': %s ~= %s"):format(name, tostring(k), tostring(v), tostring(b[k])), 2)
end
end
for k, v in pairs(b) do
if a[k] ~= v then
progress = -1
error(("%s: key '%s': %s ~= %s"):format(name, tostring(k), tostring(a[k]), tostring(v)), 2)
end
end
end
end
progress = 1
--[[try has this api:
onSuccess(f) -- f will be called with whatever 'func' returned, if it succeeds within any timeout specified
onError(f) -- will be called with the error msg; can use debug.traceback() since 'f' becomes the error handler in xpcall
onTimeout(t, f) -- if 't' seconds go by, f() will be called
onAsyncStartEnd(onStart, onEnd) -- onStart(co:coroutine) called if 'func' yields; onEnd(co:coroutine) called when the try completes/dies (before onSuccess/onTimeout trigger)
finally(f) -- f() will be called after the try completes
This will not run if any of the onSuccess/onTimeout/etc functions error or yield forever
]]
local function return1() return 1 end
local function no(try, ...)
for _, name in ipairs({...}) do
(try["on" .. name] or error("no try function on" .. name))(try, function() error("on" .. name .. " does not get called") end)
end
return try
end
local onSuccessCalled
NewTry(function(try)
no(try, "Error", "AsyncStartEnd")
:onSuccess(function(a, b)
onSuccessCalled = true
assertEquals("onSuccess returns what the function returns", a, 1)
assertEquals("onSuccess does not return more args", b, nil)
end)
:finally(function()
assertEquals("finally called after onSuccess", onSuccessCalled, true)
end)
end, function() return 1 end)
local onErrorCalled
NewTry(function(try)
no(try, "Success", "AsyncStartEnd")
:onError(function(msg)
onErrorCalled = true
if not msg:find("HI") then
progress = -1
print("onError did not receive error. msg:", msg)
end
end)
:finally(function()
assertEquals("finally called after onError", onErrorCalled, true)
end)
end, function() error("HI") end)
assertEquals("onErrorCalled immediately", onErrorCalled, true)
local test2
local p = 1
local function r(n, msg)
assertEquals(msg, p, n)
p += 1
if p == 7 and progress ~= -1 then
progress = 2
test2()
end
end
NewTry(function(try)
no(try, "Error")
:onAsyncStartEnd(function() r(1, "NewTry must call onAsyncStart") end, function() r(4, "onAsyncEnd called next") end)
:onSuccess(function(a)
r(5, "onSuccess after onAsyncEnd")
assertEquals("onSuccess returns what the function returns", a, 1)
end)
:finally(function()
r(6, "finally after onSuccess")
assertEquals("finally called after onSuccess", onSuccessCalled, true)
end)
end, function() wait() r(3, "NewTry must return without yielding") return 1 end)
r(2, "NewTry must return after onAsyncStart")
function test2()
local hitTimeout
NewTry(function(try)
no(try, "Error", "Success")
:onTimeout(0.001, function()
hitTimeout = true
end)
:finally(function()
assertEquals("hit timeout before finally", hitTimeout, true)
progress = nil
end)
end, wait, 1)
end
end}
|
local ffi = require("ffi");
local ffi_cdef = ffi.cdef
local ffi_load = ffi.load
local ffi_new = ffi.new
local wirefilter = ffi_load "wirefilter";
ffi_cdef [[
typedef struct wirefilter_scheme wirefilter_scheme_t;
typedef struct wirefilter_execution_context wirefilter_execution_context_t;
typedef struct wirefilter_filter_ast wirefilter_filter_ast_t;
typedef struct wirefilter_filter wirefilter_filter_t;
typedef struct {
const char *data;
size_t length;
} wirefilter_rust_allocated_str_t;
typedef struct {
const char *data;
size_t length;
} wirefilter_static_rust_allocated_str_t;
typedef struct {
const char *data;
size_t length;
} wirefilter_externally_allocated_str_t;
typedef struct {
const unsigned char *data;
size_t length;
} wirefilter_externally_allocated_byte_arr_t;
typedef union {
uint8_t success;
struct {
uint8_t _res1;
wirefilter_rust_allocated_str_t msg;
} err;
struct {
uint8_t _res2;
wirefilter_filter_ast_t *ast;
} ok;
} wirefilter_parsing_result_t;
typedef enum {
WIREFILTER_TYPE_IP,
WIREFILTER_TYPE_BYTES,
WIREFILTER_TYPE_INT,
WIREFILTER_TYPE_BOOL,
} wirefilter_type_t;
wirefilter_scheme_t *wirefilter_create_scheme();
void wirefilter_free_scheme(wirefilter_scheme_t *scheme);
void wirefilter_add_type_field_to_scheme(
wirefilter_scheme_t *scheme,
wirefilter_externally_allocated_str_t name,
wirefilter_type_t type
);
wirefilter_parsing_result_t wirefilter_parse_filter(
const wirefilter_scheme_t *scheme,
wirefilter_externally_allocated_str_t input
);
void wirefilter_free_parsing_result(wirefilter_parsing_result_t result);
wirefilter_filter_t *wirefilter_compile_filter(wirefilter_filter_ast_t *ast);
void wirefilter_free_compiled_filter(wirefilter_filter_t *filter);
wirefilter_execution_context_t *wirefilter_create_execution_context(
const wirefilter_scheme_t *scheme
);
void wirefilter_free_execution_context(
wirefilter_execution_context_t *exec_ctx
);
void wirefilter_add_int_value_to_execution_context(
wirefilter_execution_context_t *exec_ctx,
wirefilter_externally_allocated_str_t name,
int32_t value
);
void wirefilter_add_bytes_value_to_execution_context(
wirefilter_execution_context_t *exec_ctx,
wirefilter_externally_allocated_str_t name,
wirefilter_externally_allocated_byte_arr_t value
);
void wirefilter_add_ipv6_value_to_execution_context(
wirefilter_execution_context_t *exec_ctx,
wirefilter_externally_allocated_str_t name,
uint8_t value[16]
);
void wirefilter_add_ipv4_value_to_execution_context(
wirefilter_execution_context_t *exec_ctx,
wirefilter_externally_allocated_str_t name,
uint8_t value[4]
);
void wirefilter_add_bool_value_to_execution_context(
wirefilter_execution_context_t *exec_ctx,
wirefilter_externally_allocated_str_t name,
bool value
);
bool wirefilter_match(
const wirefilter_filter_t *filter,
const wirefilter_execution_context_t *exec_ctx
);
bool wirefilter_filter_uses(
const wirefilter_filter_ast_t *ast,
wirefilter_externally_allocated_str_t field_name
);
uint64_t wirefilter_get_filter_hash(const wirefilter_filter_ast_t *ast);
wirefilter_rust_allocated_str_t wirefilter_serialize_filter_to_json(
const wirefilter_filter_ast_t *ast
);
void wirefilter_free_string(wirefilter_rust_allocated_str_t str);
wirefilter_static_rust_allocated_str_t wirefilter_get_version();
]]
local _M = {
_VERSION = '1.0.0',
types = {
BYTES = ffi.C.WIREFILTER_TYPE_BYTES,
IP = ffi.C.WIREFILTER_TYPE_IP,
BOOL = ffi.C.WIREFILTER_TYPE_BOOL,
INT = ffi.C.WIREFILTER_TYPE_INT
}
}
local mt = {
__index = _M
}
function _M:new(args)
local args = args or {}
local fields = args.fields or {}
local filter = args.filter or ""
local fields_map = {}
local scheme, err = self:init_scheme(fields, fields_map)
if (scheme == nil) then
return nil, err
end
local filter, err = self:create_filter(scheme, args.filter)
if (filter == nil) then
return nil, err
end
local self = {
scheme = scheme,
filter = filter,
fields_map = fields_map
}
return setmetatable(self, mt)
end
function _M:create_execution_context(scheme)
local context = ffi_new("wirefilter_execution_context_t*")
local context = wirefilter.wirefilter_create_execution_context(scheme)
if (context == nil) then
return nil, "could not create execution context"
end
return context
end
function _M:match(filter, context)
local match_result = wirefilter.wirefilter_match(filter, context)
return match_result
end
function _M:free_execution_context(context)
wirefilter.wirefilter_free_execution_context(context)
end
function _M:exec(values)
local context, err = self:create_execution_context(self.scheme)
if (context == nil) then
return nil, err
end
for name, value in pairs(values) do
local result, err = self:add_value_to_execution_context(context, {
name = name,
value = value
})
if not result then
return nil, err
end
end
local match_result = self:match(self.filter, context)
self:free_execution_context(context)
return match_result
end
function _M:get_field(value)
local field = self.fields_map[value.name]
if (field == nil) then
return nil, "field does not exist"
end
return field
end
function _M:add_value_to_execution_context(context, value)
local field, err = self:get_field(value)
if (field == nil) then
return false, err
end
if (field == self.types.BYTES) then
wirefilter.wirefilter_add_bytes_value_to_execution_context(context, self:wirefilter_string(value.name),
self:wirefilter_byte(value.value))
elseif (field == self.types.BOOL) then
wirefilter.wirefilter_add_bool_value_to_execution_context(context, self:wirefilter_string(value.name),
value.value)
elseif (field == self.types.INT) then
local int_value, err = self:wirefilter_int(value.value)
if (int_value == nil) then
return false, err
end
wirefilter.wirefilter_add_int_value_to_execution_context(context, self:wirefilter_string(value.name), int_value)
elseif (field == self.types.IP) then
local ip_value, err = self:wirefilter_ip(value.value)
if (ip_value == nil) then
return false, err
end
wirefilter.wirefilter_add_ipv4_value_to_execution_context(context, self:wirefilter_string(value.name), ip_value)
end
return true
end
function _M:clear(filter, scheme)
self:free_compiled_filter(filter)
self:free_scheme(scheme)
end
function _M:free_compiled_filter(filter)
wirefilter.wirefilter_free_compiled_filter(filter);
end
function _M:free_scheme(scheme)
wirefilter.wirefilter_free_scheme(scheme);
end
function _M:create_filter(scheme, filter_string)
local result = ffi_new("wirefilter_parsing_result_t")
local result = wirefilter.wirefilter_parse_filter(scheme, self:wirefilter_string(filter_string))
if (result.success ~= 1) then
return nil, "could not parse filter"
end
if (result.ok.ast == nil) then
return nil, "could not parse filter"
end
local filter = ffi_new("wirefilter_filter_t*")
local filter = wirefilter.wirefilter_compile_filter(result.ok.ast)
if (filter == nil) then
return nil, "could not compile filter"
end
return filter
end
function _M:init_scheme(fields, fields_map)
local scheme, err = self:create_scheme()
if (scheme == nil) then
return nil, err
end
for name, type in pairs(fields) do
self:add_type_field_to_scheme(scheme, fields_map, name, type)
end
return scheme
end
function _M:create_scheme()
local scheme = ffi_new("wirefilter_scheme_t*")
local scheme = wirefilter.wirefilter_create_scheme()
if (scheme == nil) then
return nil, "could not create scheme"
end
return scheme
end
function _M:add_type_field_to_scheme(scheme, fields_map, name, type)
wirefilter.wirefilter_add_type_field_to_scheme(scheme, self:wirefilter_string(name), type)
fields_map[name] = type
end
function _M:wirefilter_int(value)
local value = tonumber(value)
if (value == nil) then
return nil, "number is not valid"
end
return value
end
function _M:wirefilter_string(value)
local value = tostring(value)
local str = ffi_new("wirefilter_externally_allocated_str_t", {
data = value,
length = string.len(value)
})
return str
end
function _M:wirefilter_byte(value)
local value = tostring(value)
local bytes = ffi_new("wirefilter_externally_allocated_byte_arr_t", {
data = value,
length = string.len(value)
})
return bytes
end
function _M:wirefilter_ip(value)
local ip_tab = {}
for s in string.gmatch(value, "[^.]+") do
local ip_seg = tonumber(s)
if (ip_seg ~= nil and ip_seg >= 0 and ip_seg <= 255) then
table.insert(ip_tab, ip_seg)
end
end
if (#ip_tab ~= 4) then
return nil, "invalid ipv4 address"
end
local ip = ffi_new("uint8_t[4]", ip_tab)
return ip
end
return _M
|
-- Crimson premake file
group "ex"
include "ex/tinyxml2"
include "ex/glfw"
include "ex/physfs"
include "ex/glad"
include "ex/imgui"
include "ex/angelscript"
group ""
crimsonSystemDeps = {}
if os.host() == "linux" then
crimsonSystemDeps = {
"pthread",
"dl",
"X11",
"GL",
}
elseif os.host() == "windows" then
crimsonSystemDeps = {
"opengl32"
}
end
crimsonExternalDeps = {
crimsonSystemDeps,
"glad",
"physfs",
"glfw",
"tinyxml2",
"glad",
"imgui",
"angelscript"
}
project "crimson"
kind "StaticLib"
staticruntime "on"
language "C++"
cppdialect "C++11"
targetdir "../bin"
includedirs {
"src",
"ex/glfw/include",
"ex/glad/include",
"ex/imgui/include",
"ex/physfs/src",
"ex/tinyxml2/src",
"ex/angelscript/angelscript/include",
"ex/angelscript/angelscript/add_on",
}
links {
crimsonExternalDeps,
}
files { "include/**.h", "src/**.h", "src/**.cpp", "src/**.c" }
defines {
"GLFW_INCLUDE_NONE",
"CR_STATIC"
}
filter "system:windows"
defines { "CR_LIBRARY_EXPORT" }
filter "configurations:debug"
defines { "DEBUG" }
symbols "on"
filter "configurations:release"
defines { "RELEASE" }
optimize "on"
|
--[[
Copyright (c) 2013 David Young dayoung@goliathdesigns.com
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
]]
require "AgentCommunications"
require "AgentUtilities"
require "AnimationStateMachine"
Soldier = {};
-- Height in meters.
Soldier.Height = {};
Soldier.Height.Crouch = 1.3;
Soldier.Height.Stand = 1.6;
-- Speed in meters per second.
Soldier.Speed = {};
Soldier.Speed.Crouch = 1;
Soldier.Speed.Stand = 3;
-- All possible soldier animation state machine states.
Soldier.SoldierStates = {
CROUCH_DEAD = "crouch_dead",
CROUCH_FIRE = "crouch_fire",
CROUCH_FORWARD = "crouch_forward",
CROUCH_IDLE_AIM = "crouch_idle_aim",
STAND_DEAD = "dead",
STAND_DEAD_HEADSHOT = "dead_headshot",
STAND_FALL_DEAD = "fall_dead",
STAND_FALL_IDLE = "fall_idle",
STAND_FIRE = "fire",
STAND_IDLE_AIM = "idle_aim",
STAND_JUMP_LAND = "jump_land",
STAND_JUMP_UP = "jump_up",
STAND_MELEE = "melee",
STAND_RELOAD = "reload",
STAND_RUN_BACKWARD = "run_backward",
STAND_RUN_FORWARD = "run_forward",
STAND_SMG_TRANSFORM = "smg_transform",
STAND_SNIPER_TRANSFORM = "sniper_transform"
};
-- All possible weapon animation state machine states.
Soldier.WeaponStates = {
SMG_IDLE = "smg_idle",
SMG_TRANSFORM = "smg_transform",
SNIPER_IDLE = "sniper_idle",
SNIPER_RELOAD = "sniper_reload",
SNIPER_TRANSFORM = "sniper_transform"
};
-- Accumulates acceleration to smooth out jerks in movement.
local _agentAccumulators = {};
-- Handles the removal of particles.
local _impactParticles = {};
local function _SendImpactEvent(sandbox, hitPosition)
local event = { position = hitPosition };
AgentCommunications_SendMessage(
sandbox,
AgentCommunications.EventType.BulletImpact,
event);
end
local function _SendShootEvent(sandbox, shootPosition)
local event = { position = shootPosition };
AgentCommunications_SendMessage(
sandbox,
AgentCommunications.EventType.BulletShot,
event);
end
local function _ParticleImpact(sandbox, collision)
Sandbox.RemoveObject(sandbox, collision.objectA);
local particleImpact = Core.CreateParticle(sandbox, "BulletImpact");
Core.SetPosition(particleImpact, collision.pointA);
Core.SetParticleDirection(particleImpact, collision.normalOnB);
table.insert(_impactParticles, { particle = particleImpact, ttl = 2.0 } );
if (Agent.IsAgent(collision.objectB)) then
Agent.SetHealth(collision.objectB, Agent.GetHealth(collision.objectB) - 5);
end
_SendImpactEvent(sandbox, collision.pointA);
end
local function _ShootBullet(sandbox, position, rotation)
local forward = Vector.Rotate(Vector.new(1, 0, 0), rotation);
local up = Vector.Rotate(Vector.new(0, 1, 0), rotation);
local left = Vector.Rotate(Vector.new(0, 0, -1), rotation);
local bullet = Sandbox.CreatePhysicsCapsule(sandbox, 0.3, 0.01);
Core.SetMass(bullet, 0.1);
Core.SetPosition(bullet, position + forward * 0.2);
Core.SetAxis(bullet, left, -forward, up);
Core.SetGravity(bullet, Vector.new(0, -0.01, 0));
local bulletParticle = Core.CreateParticle(bullet, "Bullet");
Core.SetRotation(bulletParticle, Vector.new(-90, 0, 0));
Core.ApplyImpulse(bullet, forward * 750);
Sandbox.AddCollisionCallback(sandbox, bullet, _ParticleImpact);
_SendShootEvent(sandbox, position);
end
function Soldier_ApplySteering(agent, steeringForces, deltaTimeInSeconds)
local agentId = agent:GetId();
if (_agentAccumulators[agentId] == nil) then
_agentAccumulators[agentId] = Vector.new();
end
AgentUtilities_ApplySteeringForce2(
agent, steeringForces, _agentAccumulators[agentId], deltaTimeInSeconds);
AgentUtilities_ClampHorizontalSpeed(agent);
end
function Soldier_AttachWeapon(soldier, weapon)
Animation.AttachToBone(
soldier,
"b_RightHand",
weapon,
Vector.new(0.04, 0.05, -0.01),
Vector.new(98.0, 97.0, 0));
end
function Soldier_CalculateSlowSteering(agent, deltaTimeInSeconds)
local avoidForce = agent:ForceToAvoidAgents(0.5);
local avoidObjectForce = agent:ForceToAvoidObjects(0.5);
local followForce = agent:ForceToFollowPath(0.5);
local stayForce = agent:ForceToStayOnPath(0.5);
local totalForces =
Vector.Normalize(followForce) +
Vector.Normalize(stayForce) * 0.2 +
avoidForce * 1 +
avoidObjectForce * 1;
local targetSpeed = agent:GetMaxSpeed();
if (agent:GetSpeed() < targetSpeed) then
local speedForce = agent:ForceToTargetSpeed(targetSpeed);
totalForces = totalForces + speedForce * 5;
end
return totalForces;
end
function Soldier_CalculateSteering(agent, deltaTimeInSeconds)
local avoidForce = agent:ForceToAvoidAgents(0.5);
local avoidObjectForce = agent:ForceToAvoidObjects(0.5);
local followForce = agent:ForceToFollowPath(0.5);
local stayForce = agent:ForceToStayOnPath(0.5);
local totalForces =
followForce * 1.5 +
stayForce * 0.4 +
avoidForce * 1 +
avoidObjectForce * 2;
totalForces.y = 0;
local targetSpeed = agent:GetMaxSpeed();
if (agent:GetSpeed() < targetSpeed) then
local speedForce = agent:ForceToTargetSpeed(targetSpeed);
totalForces = totalForces + speedForce * 7;
end
return totalForces;
end
function Soldier_CreateLightSoldier(agent)
local soldier = Core.CreateMesh(
agent, "models/futuristic_soldier/futuristic_soldier_anim.mesh");
-- Offset the soldier mesh since the origin of the mesh is at the feet
-- while the origin of the agent is at the center.
local height = agent:GetHeight();
Core.SetPosition(soldier, Vector.new(0, -height * 0.5, 0));
return soldier;
end
function Soldier_CreateSoldier(agent)
local soldier = Core.CreateMesh(
agent, "models/futuristic_soldier/futuristic_soldier_dark_anim.mesh");
-- Offset the soldier mesh since the origin of the mesh is at the feet
-- while the origin of the agent is at the center.
local height = agent:GetHeight();
Core.SetPosition(soldier, Vector.new(0, -height * 0.5, 0));
return soldier;
end
function Soldier_CreateSoldierStateMachine(soldier)
local soldierAsm = AnimationStateMachine.new();
local crouchIdleAim = Animation.GetAnimation(soldier, "crouch_idle_aim");
local crouchIdleAimLength = Animation.GetLength(crouchIdleAim);
local crouchForward = Animation.GetAnimation(soldier, "crouch_forward_aim");
local crouchForwardLength = Animation.GetLength(crouchForward);
local idleAim = Animation.GetAnimation(soldier, "stand_idle_aim");
local idleAimLength = Animation.GetLength(idleAim);
local runForward = Animation.GetAnimation(soldier, "stand_run_forward_aim");
local runForwardLength = Animation.GetLength(runForward);
soldierAsm:AddState("idle_aim", Animation.GetAnimation(soldier, "stand_idle_aim"), true);
soldierAsm:AddState("crouch_idle_aim", Animation.GetAnimation(soldier, "crouch_idle_aim"), true);
soldierAsm:AddState("crouch_dead", Animation.GetAnimation(soldier, "stand_dead_2"), nil, 0.8);
soldierAsm:AddState("crouch_fire", Animation.GetAnimation(soldier, "crouch_fire_one_shot"), true);
soldierAsm:AddState("crouch_forward", Animation.GetAnimation(soldier, "crouch_forward_aim"), true);
soldierAsm:AddState("dead", Animation.GetAnimation(soldier, "stand_dead_2"));
soldierAsm:AddState("dead_headshot", Animation.GetAnimation(soldier, "stand_dead_headshot"));
soldierAsm:AddState("fall_dead", Animation.GetAnimation(soldier, "stand_dead_2"));
soldierAsm:AddState("fall_idle", Animation.GetAnimation(soldier, "stand_idle_aim"), true);
soldierAsm:AddState("fire", Animation.GetAnimation(soldier, "stand_fire_one_shot"), true);
soldierAsm:AddState("jump_land", Animation.GetAnimation(soldier, "stand_jump_land"));
soldierAsm:AddState("jump_up", Animation.GetAnimation(soldier, "stand_jump_up"));
soldierAsm:AddState("melee", Animation.GetAnimation(soldier, "stand_melee_1_with_weapon"));
soldierAsm:AddState("reload", Animation.GetAnimation(soldier, "stand_reload"));
soldierAsm:AddState("run_backward", Animation.GetAnimation(soldier, "stand_run_backward_aim"), true);
soldierAsm:AddState("run_forward", Animation.GetAnimation(soldier, "stand_run_forward_aim"), true);
soldierAsm:AddState("smg_transform", Animation.GetAnimation(soldier, "stand_smg_transform"));
soldierAsm:AddState("sniper_transform", Animation.GetAnimation(soldier, "stand_sniper_transform"));
soldierAsm:AddTransition("idle_aim", "crouch_idle_aim", idleAimLength, 0.3);
soldierAsm:AddTransition("idle_aim", "dead", idleAimLength, 0.1);
soldierAsm:AddTransition("idle_aim", "fall_dead", idleAimLength, 0.15, 1.0);
soldierAsm:AddTransition("idle_aim", "dead_headshot", idleAimLength, 0.2);
soldierAsm:AddTransition("idle_aim", "fire", idleAimLength, 0.1);
soldierAsm:AddTransition("idle_aim", "melee", idleAimLength, 0.2);
soldierAsm:AddTransition("idle_aim", "reload", idleAimLength, 0.2);
soldierAsm:AddTransition("idle_aim", "run_backward", idleAimLength, 0.2);
soldierAsm:AddTransition("idle_aim", "run_forward", idleAimLength, 0.5);
soldierAsm:AddTransition("idle_aim", "smg_transform", idleAimLength, 0.2);
soldierAsm:AddTransition("idle_aim", "sniper_transform", idleAimLength, 0.2);
soldierAsm:AddTransition("crouch_idle_aim", "idle_aim", crouchIdleAimLength, 0.3);
soldierAsm:AddTransition("crouch_idle_aim", "crouch_dead", crouchIdleAimLength, 0.2, 0.5);
soldierAsm:AddTransition("crouch_idle_aim", "crouch_fire", crouchIdleAimLength, 0.1);
soldierAsm:AddTransition("crouch_idle_aim", "crouch_forward", crouchIdleAimLength, 0.5);
soldierAsm:AddTransition("crouch_idle_aim", "fire", crouchIdleAimLength, 0.5);
soldierAsm:AddTransition("crouch_idle_aim", "reload", crouchIdleAimLength, 0.3);
soldierAsm:AddTransition("crouch_idle_aim", "run_forward", crouchIdleAimLength, 0.5);
soldierAsm:AddTransition("crouch_fire", "crouch_dead", 0.2, 0.2, 0.5);
soldierAsm:AddTransition("crouch_fire", "crouch_forward", 0.5, 0.5);
soldierAsm:AddTransition("crouch_fire", "crouch_idle_aim", 0.1, 0.1);
soldierAsm:AddTransition("crouch_fire", "fire", 0.3, 0.3);
soldierAsm:AddTransition("crouch_fire", "idle_aim", 0.3, 0.3);
soldierAsm:AddTransition("crouch_fire", "reload", 0.3, 0.3);
soldierAsm:AddTransition("crouch_fire", "run_forward", 0.5, 0.5);
soldierAsm:AddTransition("crouch_forward", "crouch_dead", crouchForwardLength, 0.2, 0.5);
soldierAsm:AddTransition("crouch_forward", "crouch_fire", crouchForwardLength, 0.2);
soldierAsm:AddTransition("crouch_forward", "crouch_idle_aim", crouchForwardLength, 0.2);
soldierAsm:AddTransition("crouch_forward", "fall_idle", crouchForwardLength, 0.2);
soldierAsm:AddTransition("crouch_forward", "fire", crouchForwardLength, 0.5);
soldierAsm:AddTransition("crouch_forward", "idle_aim", crouchForwardLength, 0.5);
soldierAsm:AddTransition("crouch_forward", "reload", crouchForwardLength, 0.5);
soldierAsm:AddTransition("crouch_forward", "run_forward", crouchForwardLength, 0.4);
soldierAsm:AddTransition("run_forward", "crouch_fire", runForwardLength, 0.5);
soldierAsm:AddTransition("run_forward", "crouch_forward", runForwardLength, 0.2);
soldierAsm:AddTransition("run_forward", "crouch_idle_aim", runForwardLength, 0.5);
soldierAsm:AddTransition("run_forward", "dead", runForwardLength, 0.2);
soldierAsm:AddTransition("run_forward", "fall_idle", runForwardLength, 0.1);
soldierAsm:AddTransition("run_forward", "fire", runForwardLength, 0.5);
soldierAsm:AddTransition("run_forward", "idle_aim", runForwardLength, 0.5);
soldierAsm:AddTransition("run_forward", "reload", runForwardLength, 0.5);
soldierAsm:AddTransition("fall_idle", "fall_dead", idleAimLength, 0.15, 1.0);
soldierAsm:AddTransition("fire", "idle_aim", 0.1, 0.1);
soldierAsm:AddTransition("fire", "reload", 0.1, 0.1);
soldierAsm:AddTransition("fire", "run_forward", 0.5, 0.5);
soldierAsm:AddTransition("fire", "run_backward", 0.5, 0.5);
soldierAsm:AddTransition("fire", "crouch_idle_aim", 0.5, 0.5);
soldierAsm:AddTransition("fire", "crouch_fire", 0.3, 0.3);
soldierAsm:AddTransition("fire", "crouch_forward", 0.5, 0.5);
soldierAsm:AddTransition("melee", "idle_aim", 0.2, 0.2);
soldierAsm:AddTransition("reload", "idle_aim", 0.2, 0.2);
soldierAsm:AddTransition("run_backward", "idle_aim", 0.2, 0.2);
soldierAsm:AddTransition("smg_transform", "idle_aim", 0.2, 0.2);
soldierAsm:AddTransition("sniper_transform", "idle_aim", 0.2, 0.2);
soldierAsm:RequestState("idle_aim");
return soldierAsm;
end
function Soldier_CreateWeapon(agent)
local weapon = Core.CreateMesh(
agent, "models/futuristic_soldier/soldier_weapon.mesh");
return weapon;
end
function Soldier_CreateWeaponStateMachine(weapon)
local weaponAsm = AnimationStateMachine.new();
local sniperIdle = Animation.GetAnimation(weapon, "sniper_idle");
local smgIdle = Animation.GetAnimation(weapon, "smg_idle");
weaponAsm:AddState("smg_idle", Animation.GetAnimation(weapon, "smg_idle"), true);
weaponAsm:AddState("smg_transform", Animation.GetAnimation(weapon, "smg_transform"));
weaponAsm:AddState("sniper_idle", sniperIdle, true);
weaponAsm:AddState("sniper_reload", Animation.GetAnimation(weapon, "sniper_reload"));
weaponAsm:AddState("sniper_transform", Animation.GetAnimation(weapon, "sniper_transform"));
weaponAsm:AddTransition("sniper_idle", "sniper_reload", Animation.GetLength(sniperIdle), 0.2);
weaponAsm:AddTransition("sniper_idle", "sniper_transform", Animation.GetLength(sniperIdle), 0.2);
weaponAsm:AddTransition("sniper_reload", "sniper_idle", 0.2, 0.2);
weaponAsm:AddTransition("sniper_transform", "sniper_idle", 0.2, 0.2);
weaponAsm:AddTransition("smg_idle", "smg_transform", Animation.GetLength(smgIdle), 0.2);
weaponAsm:AddTransition("smg_transform", "smg_idle", 0.2, 0.2);
weaponAsm:RequestState("sniper_idle");
return weaponAsm;
end
function Soldier_PathToRandomPoint(agent)
local sandbox = agent:GetSandbox();
local endPoint = Sandbox.RandomPoint(sandbox, "default");
local path = Sandbox.FindPath(sandbox, "default", agent:GetPosition(), endPoint);
while #path == 0 do
endPoint = Sandbox.RandomPoint(sandbox, "default");
path = Sandbox.FindPath(sandbox, "default", agent:GetPosition(), endPoint);
end
return path;
end
function Soldier_IsFalling(agent)
-- Agents must fall for at least half a second to be considered falling.
return (agent:GetVelocity().y < (-9.8 * 0.5));
end
function Soldier_IsMoving(agent)
return Vector.LengthSquared(agent:GetVelocity()) > 2;
end
function Soldier_OnGround(agent)
return (agent:GetVelocity().y > (-9.8 * 0.1));
end
function Soldier_SetHeight(agent, soldierMesh, newHeight)
assert(type(agent) == "userdata");
assert(type(soldierMesh) == "userdata");
assert(type(newHeight) == "number");
local height = agent:GetHeight();
Core.SetPosition(soldierMesh, Vector.new(0, -newHeight/2, 0));
agent:SetPosition(
agent:GetPosition() - Vector.new(0, (height - newHeight)/2, 0));
agent:SetHeight(newHeight);
end
function Soldier_SetPath(agent, path, cyclic)
agent:SetPath(path, cyclic);
-- Find a future position on the path based on the closest point on the path.
local nearest = Agent.GetNearestPointOnPath(agent, agent:GetPosition());
local distance = Agent.GetDistanceAlongPath(agent, nearest);
local pointOnPath = Agent.GetPointOnPath(agent, distance + 2);
local forward = pointOnPath - agent:GetPosition();
forward.y = 0;
-- Orient the soldier directly toward the path if the beginning
-- of the path is great than 90 degrees from the soldier's current
-- forward vector.
-- Typically you would want to play a turn animation here so soldiers won't
-- steer off the environment to their death. Since the soldier doesn't
-- have turn animations we directly set the agent's forward.
if ( Vector.DotProduct(forward, agent:GetForward()) < 0 ) then
agent:SetVelocity(forward * agent:GetSpeed());
agent:SetForward(forward);
end
end
function Soldier_SlowMovement(agent, deltaTimeInMillis, rate)
rate = rate or 1;
local horizontalVelocity = agent:GetVelocity();
local yMovement = horizontalVelocity.y;
horizontalVelocity.y = 0;
horizontalVelocity = horizontalVelocity * 0.91 * (1 / rate);
horizontalVelocity.y = yMovement;
agent:SetVelocity(horizontalVelocity);
end
function Soldier_Shoot(stateName, callbackData)
assert(callbackData.agent);
assert(callbackData.soldier);
local agent = callbackData.agent;
local sandbox = agent:GetSandbox();
local soldier = callbackData.soldier;
local position = Animation.GetBonePosition(soldier, "b_muzzle");
local rotation = Animation.GetBoneRotation(soldier, "b_muzzle");
_ShootBullet(sandbox, position, rotation);
end
function Soldier_Update(agent, deltaTimeInMillis)
-- Clean up particles after their Time to Live has passed
if (_impactParticles and #_impactParticles > 0) then
local index = 1;
while (index <= #_impactParticles) do
local impactParticle = _impactParticles[index];
impactParticle.ttl = impactParticle.ttl - deltaTimeInMillis / 1000;
if (impactParticle.ttl <= 0) then
table.remove(_impactParticles, index);
Core.Remove(impactParticle.particle);
else
index = index + 1;
end
end
end
end
|
myyydrilreturnScreenPlay = ScreenPlay:new {
numberOfActs = 1,
}
registerScreenPlay("myyydrilreturnScreenPlay", true)
function myyydrilreturnScreenPlay:start()
if (isZoneEnabled("kashyyyk")) then
self:spawnMobiles()
self:spawnSceneObjects()
end
end
function myyydrilreturnScreenPlay:spawnSceneObjects()
end
function myyydrilreturnScreenPlay:spawnMobiles()
local pCollector1 = spawnMobile("kashyyyk", "teleporter", 120, -100.1, -57.8, 31, -113, 6296409)
local collector1 = LuaCreatureObject(pCollector1)
collector1:setOptionsBitmask(264)
collector1:setCustomObjectName("\\#FF0000Return to Cave Entrance")
createObserver(OBJECTRADIALUSED, "myyydrilreturnScreenPlay", "returnmyyydril", pCollector1)
if (pCollecter1~= nil) then
return
end
end
function myyydrilreturnScreenPlay:returnmyyydril(pCollector, pPlayer)--current
local player = LuaSceneObject(pPlayer)
player:switchZone("kashyyyk", -1742, 51.4, 1824.5, 0)
return 0
end
|
object_static_worldbuilding_camping_eqp_camping_chair_s3 = object_static_worldbuilding_camping_shared_eqp_camping_chair_s3:new {
}
ObjectTemplates:addTemplate(object_static_worldbuilding_camping_eqp_camping_chair_s3, "object/static/worldbuilding/camping/eqp_camping_chair_s3.iff")
|
local AL = _G.AtlasLoot.GetLocales("esES")
if not AL then return end
-- These localization strings are translated on WoWAce: https://www.wowace.com/projects/atlasloot-enhanced/localization
-- Options
AL["A window with possible loot is shown if a Bonus Roll is started."] = "Si se inicia una tirada de dados, se muestra una ventana con el posible botín."
AL["Always show item comparison."] = "Mostrar siempre la comparativa de objetos."
AL["Always show quick preview."] = "Mostrar siempre la previsualización rápida."
AL["AtlasLoot Options"] = "Opciones del AtlasLoot"
AL["Auto select current instance's loot tables."] = "Seleccionar automáticamente las tablas de botín para la instancia actual."
AL["Background"] = "Fondo"
AL["Background color/alpha"] = "Color/transparencia del fondo"
AL["Content"] = "Contenido"
AL["Content bottom bar"] = "Barra inferior de contenido"
AL["Content top bar"] = "Barra superior de contenido"
AL["Content top/bottom bar"] = "Barra superior/inferior de contenido"
AL["Font"] = "Fuente"
AL["Font color/alpha"] = "Color/transparencia de la fuente"
AL["Font size"] = "Tamaño de fuente"
AL["Lock minimap button around minimap."] = "Bloquear el botón del minimapa alrededor del minimapa."
AL["Lock minimap button."] = "Bloquear botón del minimapa."
AL["Main Window"] = "Ventana principal"
AL["Minimap Button"] = "Botón del minimapa"
AL["Model"] = "Modelo"
AL["Preview"] = "Vista previa"
AL["Quick Loot"] = "Botín rápido"
AL["Reset frame position"] = "Reiniciar posición del marco"
AL["Reset position of minimap button"] = "Reiniciar posición del botón del minimapa"
AL["Reset position of the |cff33ff99\"%s\"|r window."] = "Reiniciar posición de la ventana |cff33ff99\"%s\"|r"
AL["Reset position of the |cff33ff99\"Minimap button\"|r."] = "Reiniciar posición del |cff33ff99\"Minimap button\"|r."
AL["Scale"] = "Tamaño"
AL["Set View"] = "Establecer visualización"
AL["Show AtlasLoot button on WorldMap."] = "Mostrar botón de AtlasLoot en el mapa del mundo."
AL["Show AtlasLoot button on WorldMap's title bar."] = "Mostrar el botón de AtlasLoot en la barra de títulos del mapa del mundo"
AL["Show background image if available."] = "Mostrar imagen de fondo si es posible."
AL["Show minimap button."] = "Mostrar botón del minimapa."
AL["Subtitle"] = "Subtítulo"
AL["Title"] = "Título"
AL["Use content color if available."] = "Usar color de contenido si está disponible."
AL["Use GameTooltip"] = "Usar descripción emergente"
AL["Use the standard GameTooltip instead of the custom AtlasLoot tooltip"] = "Usar la descripción emergente del juego en vez de la descripción emergente de AtlasLoot"
AL["Windows"] = "Ventanas"
|
modifier_ramza_mystic_mystic_arts_disbelief = class({})
function modifier_ramza_mystic_mystic_arts_disbelief:IsPurgable() return false end
function modifier_ramza_mystic_mystic_arts_disbelief:GetStatusEffectName() return "particles/status_fx/status_effect_avatar.vpcf" end
function modifier_ramza_mystic_mystic_arts_disbelief:GetEffectName() return "particles/items_fx/black_king_bar_avatar.vpcf" end
function modifier_ramza_mystic_mystic_arts_disbelief:GetEffectAttachType() return PATTACH_ABSORIGIN_FOLLOW end
function modifier_ramza_mystic_mystic_arts_disbelief:GetTexture() return "elder_titan_natural_order" end
function modifier_ramza_mystic_mystic_arts_disbelief:CheckState()
return {
[MODIFIER_STATE_MAGIC_IMMUNE] = true
}
end
function modifier_ramza_mystic_mystic_arts_disbelief:OnCreated()
if IsClient() then return end
local hParent = self:GetParent()
self.fMana = hParent:GetMana()
hParent:SetMana(0)
self:StartIntervalThink(0.1)
end
function modifier_ramza_mystic_mystic_arts_disbelief:OnIntervalThink()
if IsClient() then return end
local hParent = self:GetParent()
self.fMana = self.fMana+hParent:GetMana()
hParent:SetMana(0)
end
function modifier_ramza_mystic_mystic_arts_disbelief:OnDestroy()
if IsClient() then return end
local hParent = self:GetParent()
hParent:SetMana(self.fMana)
end
modifier_ramza_mystic_defense_boost = class({})
function modifier_ramza_mystic_defense_boost:IsHidden() return true end
function modifier_ramza_mystic_defense_boost:RemoveOnDeath() return false end
function modifier_ramza_mystic_defense_boost:IsPurgable() return false end
function modifier_ramza_mystic_defense_boost:OnCreated()
if IsClient() then return end
self.iBonusArmor = self:GetAbility():GetSpecialValueFor("bonus_armor")
self.fDuration = self:GetAbility():GetSpecialValueFor("duration")
end
function modifier_ramza_mystic_defense_boost:DeclareFunctions()
return {MODIFIER_EVENT_ON_ATTACKED}
end
function modifier_ramza_mystic_defense_boost:OnAttacked(keys)
if keys.target ~= self:GetParent() then return end
if keys.target:PassivesDisabled() then return end
keys.target:AddNewModifier(keys.target, nil, "modifier_ramza_mystic_defense_boost_armor", {Duration = self.fDuration}):SetStackCount(self.iBonusArmor)
end
modifier_ramza_mystic_defense_boost_armor = class({})
function modifier_ramza_mystic_defense_boost_armor:IsPurgable() return true end
function modifier_ramza_mystic_defense_boost_armor:GetTexture() return "ramza_mystic_defense_boost" end
function modifier_ramza_mystic_defense_boost_armor:DeclareFunctions() return {MODIFIER_PROPERTY_PHYSICAL_ARMOR_BONUS} end
function modifier_ramza_mystic_defense_boost_armor:GetModifierPhysicalArmorBonus()
return self:GetStackCount()
end
function modifier_ramza_mystic_defense_boost_armor:OnCreated()
if IsClient() then return end
self.iParticle = ParticleManager:CreateParticle("particles/econ/items/treant_protector/ti7_shoulder/treant_ti7_crimson_livingarmor.vpcf", PATTACH_ABSORIGIN_FOLLOW, self:GetParent())
ParticleManager:SetParticleControlEnt(self.iParticle, 1, self:GetParent(), PATTACH_POINT, "follow_origin", self:GetParent():GetAbsOrigin(), true)
end
function modifier_ramza_mystic_defense_boost_armor:OnDestroy()
if IsClient() then return end
ParticleManager:DestroyParticle(self.iParticle, true)
end
modifier_ramza_mystic_manafont = class({})
function modifier_ramza_mystic_manafont:IsHidden() return true end
function modifier_ramza_mystic_manafont:RemoveOnDeath() return false end
function modifier_ramza_mystic_manafont:IsPurgable() return false end
function modifier_ramza_mystic_manafont:OnCreated()
if IsClient() then return end
self.iPercentageDistanceMP = self:GetAbility():GetSpecialValueFor("percentage_distance_mp")
self.vPreviousPosition = self:GetParent():GetOrigin()
self:StartIntervalThink(0.25)
end
function modifier_ramza_mystic_manafont:OnIntervalThink()
if IsClient() then return end
local hParent = self:GetParent()
local fDistance = self.vPreviousPosition.Length(hParent:GetOrigin() - self.vPreviousPosition)
if not hParent:PassivesDisabled() then
hParent:GiveMana(fDistance*self.iPercentageDistanceMP/100)
end
self.vPreviousPosition = hParent:GetOrigin()
end
modifier_ramza_mystic_absorb_mp = class({})
function modifier_ramza_mystic_absorb_mp:IsHidden() return true end
function modifier_ramza_mystic_absorb_mp:RemoveOnDeath() return false end
function modifier_ramza_mystic_absorb_mp:IsPurgable() return false end
function modifier_ramza_mystic_absorb_mp:DeclareFunctions() return {MODIFIER_PROPERTY_ABSORB_SPELL} end
function modifier_ramza_mystic_absorb_mp:GetAbsorbSpell(keys)
local hParent = self:GetParent()
if hParent:PassivesDisabled() then return end
local fMana = keys.ability:GetManaCost(keys.ability:GetLevel()-1)
hParent:GiveMana(fMana)
ParticleManager:CreateParticle("particles/units/heroes/hero_obsidian_destroyer/obsidian_destroyer_essence_effect.vpcf", PATTACH_ABSORIGIN_FOLLOW, hParent)
hParent:EmitSound("Hero_ObsidianDestroyer.EssenceAura")
local iParticle2 = ParticleManager:CreateParticle("particles/msg_fx/msg_mana_add.vpcf", PATTACH_POINT_FOLLOW, hParent)
ParticleManager:SetParticleControl(iParticle2, 1, Vector(0, math.floor(fMana), 0))
ParticleManager:SetParticleControl(iParticle2, 2, Vector(1, 2+math.floor(math.log10(fMana)), 500))
ParticleManager:SetParticleControl(iParticle2, 3, Vector(20, 20, 100))
return false
end
|
return {'meander','meanderen','meao','meander','mea','meadow','meanders','meanderde','meanderend','meanderende','meandert','meas','meadows'}
|
--[[
PlayState = Class:extend()
PlayState:implement(State)
function PlayState:new(name)
self:init_state(name)
self.timer = Timer()
self.main = Group()
self.persistent_draw = false
self.persistent_update = false
end
function PlayState:on_enter(from
end
function PlayState:update(dt)
self.main:update(dt)
camera:update(dt)
if self.timer then self.timer:update(dt) end
end
function PlayState:draw()
camera:attach()
self.map:drawLayer(self.map.layers["Camada de Tiles 1"])
self.main:draw()
camera:detach()
end
]]
--[[
Object = Class:extend()
Object:implement(Physics)
function Object:new(group, x, y)
-- game object
self.class = 'Object'
self.id = utils.UUID()
self.x = x or 0
self.y = y or 0
self.group = group
self.group:add(self)
self.scene = main.current.main
return self
end
function Object:update(dt)
end
function Object:draw()
end
]]
|
return {'eemien','eemnes','eems','eemshaven','eemsmond','eem'}
|
----------------------------- 以下为 UI代码 不可修改 -----------------------------------
---@type Framework.UI.Prefab
local super = require("Framework.UI.Prefab")
---@class Examples.12_DragAndDrop.UI_12:Framework.UI.Prefab
---@field Image Framework.UI.Image
---@field Image_1 Framework.UI.Image
UI_12 = class("Examples.12_DragAndDrop.UI_12", super)
function UI_12:ctor(autoBind)
super.ctor(self)
self.Image = Image.New()
self:InsertChild(self.Image)
self.Image_1 = Image.New()
self:InsertChild(self.Image_1)
if autoBind ~= false then
self:bindExtend()
end
end
function UI_12:GetAssetPath()
return "Assets/UI/Prefab/Example/UI_12.prefab"
end
----------------------------- 以下为 逻辑代码 可以修改 -----------------------------------
return UI_12
|
--
-- created with TexturePacker - https://www.codeandweb.com/texturepacker
--
-- $TexturePacker:SmartUpdate:cadcfe307a1eb19417de4d4c0dcda166:1e2a9027e60fc70d48b2e90cb500a164:1784b3470aad1b82bb9f03684bcf642d$
--
-- local sheetInfo = require("mysheet")
-- local myImageSheet = graphics.newImageSheet( "mysheet.png", sheetInfo:getSheet() )
-- local sprite = display.newSprite( myImageSheet , {frames={sheetInfo:getFrameIndex("sprite")}} )
--
local SheetInfo = {}
SheetInfo.sheet =
{
frames = {
{
-- bg-clouds
x=0,
y=512,
width=640,
height=240,
},
{
-- bg-separator
x=0,
y=180,
width=640,
height=134,
},
{
-- cannon
x=120,
y=58,
width=34,
height=66,
},
{
-- continue
x=340,
y=0,
width=322,
height=44,
},
{
-- crown
x=664,
y=0,
width=80,
height=52,
},
{
-- earth
x=642,
y=330,
width=180,
height=180,
},
{
-- finger
x=592,
y=58,
width=100,
height=100,
},
{
-- leaderboard
x=58,
y=58,
width=60,
height=60,
},
{
-- leaf
x=156,
y=58,
width=72,
height=76,
},
{
-- logo-text
x=0,
y=330,
width=640,
height=172,
},
{
-- meteor
x=402,
y=58,
width=86,
height=92,
},
{
-- ozone
x=230,
y=58,
width=84,
height=84,
},
{
-- play
x=694,
y=58,
width=120,
height=120,
},
{
-- rate
x=0,
y=58,
width=56,
height=56,
},
{
-- remove-ads
x=746,
y=0,
width=56,
height=56,
},
{
-- rocket
x=642,
y=512,
width=126,
height=248,
},
{
-- satellite1
x=0,
y=0,
width=168,
height=40,
},
{
-- satellite2
x=170,
y=0,
width=168,
height=40,
},
{
-- ship
x=642,
y=180,
width=94,
height=148,
},
{
-- star
x=316,
y=58,
width=84,
height=84,
},
{
-- ufo
x=490,
y=58,
width=100,
height=98,
},
},
sheetContentWidth = 822,
sheetContentHeight = 760
}
SheetInfo.frameIndex =
{
["bg-clouds"] = 1,
["bg-separator"] = 2,
["cannon"] = 3,
["continue"] = 4,
["crown"] = 5,
["earth"] = 6,
["finger"] = 7,
["leaderboard"] = 8,
["leaf"] = 9,
["logo-text"] = 10,
["meteor"] = 11,
["ozone"] = 12,
["play"] = 13,
["rate"] = 14,
["remove-ads"] = 15,
["rocket"] = 16,
["satellite1"] = 17,
["satellite2"] = 18,
["ship"] = 19,
["star"] = 20,
["ufo"] = 21,
}
function SheetInfo:getSheet()
return self.sheet;
end
function SheetInfo:getFrameIndex(name)
return self.frameIndex[name];
end
return SheetInfo
|
--[[Author: Pizzalol
Date: 04.03.2015.
Kills the target and applies a modifier with a duration according to the remaining hp of the target
Checks if the target is in the allowed table for taking abilities
If it is then get the abilities of the target and give them to the caster]]
function Devour( keys )
local caster = keys.caster
local target = keys.target
local ability = keys.ability
local ability_level = ability:GetLevel() - 1
-- Ability variables
local target_hp = target:GetHealth()
local health_per_second = ability:GetLevelSpecialValueFor("health_per_second", ability_level)
local modifier = keys.modifier
local modifier_duration = target_hp/health_per_second
-- Apply the modifier and kill the target
ability:ApplyDataDrivenModifier(caster, caster, modifier, {duration = modifier_duration})
target:Kill(ability, caster)
-- Setting up the table for allowed devour targets
local devour_table = {}
local doom_empty1 = keys.doom_empty1
local doom_empty2 = keys.doom_empty2
-- Insert the names of the units that you want to be valid targets for ability stealing
table.insert(devour_table, "npc_dota_neutral_polar_furbolg_ursa_warrior") -- Red Hellbear
table.insert(devour_table, "npc_dota_neutral_giant_wolf") -- Small wolf
table.insert(devour_table, "npc_dota_neutral_centaur_khan") -- Big centaur
-- Checks if the killed unit is in the table for allowed targets
for _,v in ipairs(devour_table) do
if target:GetUnitName() == v then
-- Get the first two abilities
local ability1 = target:GetAbilityByIndex(0)
local ability2 = target:GetAbilityByIndex(1)
-- If we already devoured a target and stole an ability from before then clear it
if caster.devour_ability1 then
caster:SwapAbilities(doom_empty1, caster.devour_ability1, true, false)
caster:RemoveAbility(caster.devour_ability1)
end
if caster.devour_ability2 then
caster:SwapAbilities(doom_empty2, caster.devour_ability2, true, false)
caster:RemoveAbility(caster.devour_ability2)
end
-- Checks if the ability actually exist on the target
if ability1 then
-- Get the name and add it to the caster
local ability1_name = ability1:GetAbilityName()
caster:AddAbility(ability1_name)
-- Make the stolen ability active, level it up and save it in the caster handle for later checks
caster:SwapAbilities(doom_empty1, ability1_name, false, true)
caster.devour_ability1 = ability1_name
caster:FindAbilityByName(ability1_name):SetLevel(ability1:GetLevel())
end
-- Checks if the ability actually exist on the target
if ability2 then
-- Get the name and add it to the caster
local ability2_name = ability2:GetAbilityName()
caster:AddAbility(ability2_name)
-- Make the stolen ability active, level it up and save it in the caster handle for later checks
caster:SwapAbilities(doom_empty2, ability2_name, false, true)
caster.devour_ability2 = ability2_name
caster:FindAbilityByName(ability2_name):SetLevel(ability2:GetLevel())
end
end
end
end
--[[Author: Pizzalol
Date: 04.03.2015.
Awards the bonus gold to the modifier owner only if the modifier owner is alive]]
function DevourGold( keys )
local target = keys.target
local ability = keys.ability
local ability_level = ability:GetLevel() - 1
local bonus_gold = ability:GetLevelSpecialValueFor("bonus_gold", ability_level)
-- Give the gold only if the target is alive
if target:IsAlive() then
target:ModifyGold(bonus_gold, false, 0)
end
end
--[[Author: igo95862, Noya
Used by: Pizzalol
Date: 27.01.2016.
Disallows eating another unit while Devour is in progress]]
function DevourCheck( keys )
local caster = keys.caster
local modifier = keys.modifier
local player = caster:GetPlayerOwner()
local pID = caster:GetPlayerOwnerID()
if caster:HasModifier(modifier) then
caster:Interrupt()
-- Play Error Sound
EmitSoundOnClient("General.CastFail_InvalidTarget_Hero", player)
end
end
|
local PlayerChoice =
{
Name = "PlayerChoice",
Type = "System",
Namespace = "C_PlayerChoice",
Functions =
{
{
Name = "GetPlayerChoiceInfo",
Type = "Function",
Returns =
{
{ Name = "choiceInfo", Type = "PlayerChoiceInfo", Nilable = false },
},
},
{
Name = "GetPlayerChoiceOptionInfo",
Type = "Function",
Arguments =
{
{ Name = "optionIndex", Type = "number", Nilable = false },
},
Returns =
{
{ Name = "info", Type = "PlayerChoiceOptionInfo", Nilable = false },
},
},
{
Name = "GetPlayerChoiceRewardInfo",
Type = "Function",
Arguments =
{
{ Name = "rewardIndex", Type = "number", Nilable = false },
},
Returns =
{
{ Name = "rewardInfo", Type = "PlayerChoiceRewardInfo", Nilable = false },
},
},
{
Name = "IsWaitingForPlayerChoiceResponse",
Type = "Function",
Returns =
{
{ Name = "isWaitingForResponse", Type = "bool", Nilable = false },
},
},
},
Events =
{
{
Name = "PlayerChoiceClose",
Type = "Event",
LiteralName = "PLAYER_CHOICE_CLOSE",
},
{
Name = "PlayerChoiceUpdate",
Type = "Event",
LiteralName = "PLAYER_CHOICE_UPDATE",
},
},
Tables =
{
{
Name = "PlayerChoiceRarity",
Type = "Enumeration",
NumValues = 4,
MinValue = 0,
MaxValue = 3,
Fields =
{
{ Name = "Common", Type = "PlayerChoiceRarity", EnumValue = 0 },
{ Name = "Uncommon", Type = "PlayerChoiceRarity", EnumValue = 1 },
{ Name = "Rare", Type = "PlayerChoiceRarity", EnumValue = 2 },
{ Name = "Epic", Type = "PlayerChoiceRarity", EnumValue = 3 },
},
},
{
Name = "PlayerChoiceInfo",
Type = "Structure",
Fields =
{
{ Name = "choiceID", Type = "number", Nilable = false },
{ Name = "questionText", Type = "string", Nilable = false },
{ Name = "numOptions", Type = "number", Nilable = false },
{ Name = "uiTextureKit", Type = "string", Nilable = false },
{ Name = "soundKitID", Type = "number", Nilable = true },
{ Name = "hideWarboardHeader", Type = "bool", Nilable = false },
{ Name = "keepOpenAfterChoice", Type = "bool", Nilable = false },
},
},
{
Name = "PlayerChoiceOptionInfo",
Type = "Structure",
Fields =
{
{ Name = "id", Type = "number", Nilable = false },
{ Name = "responseIdentifier", Type = "number", Nilable = false },
{ Name = "buttonText", Type = "string", Nilable = false },
{ Name = "description", Type = "string", Nilable = false },
{ Name = "header", Type = "string", Nilable = false },
{ Name = "choiceArtID", Type = "number", Nilable = false },
{ Name = "confirmation", Type = "string", Nilable = true },
{ Name = "widgetSetID", Type = "number", Nilable = true },
{ Name = "disabledButton", Type = "bool", Nilable = false },
{ Name = "desaturatedArt", Type = "bool", Nilable = false },
{ Name = "disabledOption", Type = "bool", Nilable = false },
{ Name = "groupID", Type = "number", Nilable = true },
{ Name = "headerIconAtlasElement", Type = "string", Nilable = true },
{ Name = "subHeader", Type = "string", Nilable = true },
{ Name = "buttonTooltip", Type = "string", Nilable = true },
{ Name = "rewardQuestID", Type = "number", Nilable = true },
{ Name = "soundKitID", Type = "number", Nilable = true },
{ Name = "hasRewards", Type = "bool", Nilable = false },
{ Name = "rarity", Type = "PlayerChoiceRarity", Nilable = false },
{ Name = "rarityColor", Type = "table", Mixin = "ColorMixin", Nilable = true },
{ Name = "typeArtID", Type = "number", Nilable = true },
{ Name = "uiTextureKit", Type = "string", Nilable = true },
{ Name = "spellID", Type = "number", Nilable = true },
{ Name = "maxStacks", Type = "number", Nilable = false },
},
},
{
Name = "PlayerChoiceRewardCurrencyInfo",
Type = "Structure",
Fields =
{
{ Name = "currencyId", Type = "number", Nilable = false },
{ Name = "currencyTexture", Type = "number", Nilable = false },
{ Name = "quantity", Type = "number", Nilable = false },
},
},
{
Name = "PlayerChoiceRewardInfo",
Type = "Structure",
Fields =
{
{ Name = "money", Type = "number", Nilable = true },
{ Name = "xp", Type = "number", Nilable = true },
{ Name = "itemRewards", Type = "table", InnerType = "PlayerChoiceRewardItemInfo", Nilable = false },
{ Name = "currencyRewards", Type = "table", InnerType = "PlayerChoiceRewardCurrencyInfo", Nilable = false },
{ Name = "repRewards", Type = "table", InnerType = "PlayerChoiceRewardReputationInfo", Nilable = false },
},
},
{
Name = "PlayerChoiceRewardItemInfo",
Type = "Structure",
Fields =
{
{ Name = "itemId", Type = "number", Nilable = false },
{ Name = "name", Type = "string", Nilable = false },
{ Name = "quality", Type = "number", Nilable = false },
{ Name = "textureFileId", Type = "number", Nilable = false },
{ Name = "quantity", Type = "number", Nilable = false },
{ Name = "itemLink", Type = "string", Nilable = false },
},
},
{
Name = "PlayerChoiceRewardReputationInfo",
Type = "Structure",
Fields =
{
{ Name = "factionId", Type = "number", Nilable = false },
{ Name = "quantity", Type = "number", Nilable = false },
},
},
},
};
APIDocumentation:AddDocumentationTable(PlayerChoice);
|
buffer = {} -- buffer namespace
currentBuffer = { -- currently opened file buffer
lines = { -- content of the file
"Welcome to lua nano!",
"to start using lua nano do one of the following:",
"1: Erase this then use ^o to save the file with a new name",
"2: Use ^X to close this file and open lua nano with a file",
"3: Goto github.com/BEN1JEN/lua-nano and read the readme.md"
},
name="welcome.txt" -- name of the file
}
function buffer.open(file) -- function for loading a file
currentBuffer.name = file -- set current buffer file name
currentBuffer.lines = {} -- reset buffer content
lines = currentBuffer.lines -- set the lines variable to point to the current buffer content
os.execute("touch " .. file) -- make sure the file exists
local f = io.open(file) -- use lua stdio open the file
line = true -- hack to start the for loop off, could be replaced with a do while loop
while line do
line = f:read("*line") -- set line to the current file line
if line then -- if the line exists, replace hard tabs with soft ones =O
line = string.gsub(line, "\t", " ")
end
lines[#lines+1] = line -- add the line to the current buffer content
end
if #lines < 1 then -- I don't know what this is doing
lines[1] = ""
end
status.set("Opened File " .. file) -- set the status message
end
function buffer.getName() -- get the current buffer file name
return currentBuffer.name
end
function buffer.setName(name) -- set the current buffer file name
currentBuffer.name = name
end
function buffer.getLines(start, amount) -- get amount lines from start in the current buffer content
if not amount then -- default amount value
if not start then
amount = #currentBuffer.lines -- if no start value was givin, return every line
else
amount = 1 -- otherwise only read one line
end
end
if not start then -- default start value
start = 1
end
local returnLines = {} -- create a new table for output
for i = start, start+amount do -- go through the current buffer content and add lines to the output table
returnLines[#returnLines + 1] = currentBuffer["lines"][i]
end
return returnLines -- return the output table
end
function buffer.writeString(write, y, x, insert) -- write a string to the current buffer content on line y, starting at x
local lines = currentBuffer.lines -- set the lines variable to point to the current buffer content
if not y then y = 1 end -- default to the first line
if not x then -- overwrite the entire line if no x was specified
x = 1
lines[y] = ""
end
if insert then
lines[y] = string.sub(lines[y], 1, x-1) .. write .. string.sub(lines[y], x+string.len(write), string.len(lines[y])) -- insert the string
else
lines[y] = string.sub(lines[y], 1, x-1) .. write .. string.sub(lines[y], x, string.len(lines[y])) -- overwrite with the string
end
end
function buffer.erase(len, y) -- erase from the cursur position
if not len then -- default length
len = 1
end
if not y then -- default y
y = cursor.y
end
local lines = currentBuffer.lines -- set the lines variable to point to the current buffer content
lines[y] = string.sub(lines[y], 1, cursor.x-len-1) .. string.sub(lines[y], cursor.x, string.len(lines[y])) -- preform the erasion
end
function buffer.eraseLine() -- erase the line the cursur is on
local lines = currentBuffer.lines -- set the lines variable to point to the current buffer content
lines[cursor.y-1] = lines[cursor.y-1] .. table.remove(lines, cursor.y) -- preform the erasion
end
function buffer.write() -- write the current buffer to a file
-- convert the current buffer content to a string
local stringBuffer = ""
for n, l in ipairs(currentBuffer.lines) do
stringBuffer = stringBuffer .. l .. "\n"
end
-- I don't know what this does
local tmp = io.output()
local f = io.open(currentBuffer.name, "w+")
io.output(f)
local stringBuffer = string.gsub(stringBuffer, " ", "\t") -- fix soft tabs to hard tabs! XD
io.write(stringBuffer)
io.output(tmp)
f:close()
status.set("Saved As " .. currentBuffer.name) -- set the status message
end
function buffer.newLine() -- insert a new line like a text editor would
local lines = currentBuffer.lines -- set the lines variable to point to the current buffer content
local newLine = string.sub(lines[cursor.y], cursor.x, string.len(lines[cursor.y])) -- set this variable to whatever is in between the cursor and the end of the line
lines[cursor.y] = string.sub(lines[cursor.y], 1, cursor.x-1) -- erase whatevers between the cursor and the end of the line
table.insert(lines, cursor.y+1, newLine) -- insert the above variable on a new line
end
return buffer -- return the namespace
|
--! @file pcap-test.lua
--! @brief This is a simple test for MoonGen's pcap import and export functionality
local mg = require "dpdk"
local memory = require "memory"
local device = require "device"
local log = require "log"
local ts = require "timestamping"
local pcap = require "pcap"
function master(source, sink)
source = source or "-"
sink = sink or "test-sink.pcap"
if source == '--help' then
return log:info([[
Usage: [source pcap] [sink pcap]
Reads UDP packets from the source pcap to the sink pcap.
if source is set to '-', some random UDP packets are generated and written to sink.
The default value for source is '-'.
The default value for sink is test-sink.pcap.
]])
end
source = source or "-"
sink = sink or "test-sink.pcap"
-- test demonstration without usage of network interfaces
simplePcapStoreAndLoadTestSlave(source, sink)
mg.waitForSlaves()
end
--! @brief most simpliest test; just store a packet from buffer to pcap file, and read it again
function simplePcapStoreAndLoadTestSlave(source, sink)
-- allocate mempool with generator for udp packets with random src port
local mem = memory.createMemPool(function(buf)
buf:getUdpPacket():fill({udpSrc=math.floor(math.random()*65535)})
end)
local bufs = mem:bufArray(12)
bufs:alloc(124)
local rx = 0
-- read packets from a pcap if the user provided one
if source ~= '-' then
local pcapReader = pcapReader:newPcapReader(source)
rx = pcapReader:readPkt(bufs)
for i = 1,rx do
print(i..' Read UDP packet with src port '..bufs[i]:getUdpPacket().udp:getSrcPortString())
end
pcapReader:close()
-- log randomly generated packets instead
else
print("Simple test: Generating random packets, writing to "..sink.." and reading back from "..sink)
for i = 1,#bufs do
print(i..' Generated UDP packet with src port '..bufs[i]:getUdpPacket().udp:getSrcPortString())
end
end
-- write the packets
print("Writing packets to "..sink)
local pcapWriter = pcapWriter:newPcapWriter(sink)
pcapWriter:write(bufs)
pcapWriter:close()
-- read back
local pcapReader = pcapReader:newPcapReader(sink) -- yes, open sink, not source
local pktidx = 1
while not pcapReader.done do
rx = pcapReader:readPkt(bufs)
for i = 1,rx do
print(pktidx..' Read back UDP packet with src port '..bufs[i]:getUdpPacket().udp:getSrcPortString())
pktidx = pktidx +1
end
end
end
|
function get_filtered_amount(amount)
-- spawn deep core ore chunks depending on the ore patch removed amount
-- 10 000 = 3%
-- 300% = 1 000 000
-- Set to 10% of amount by removing ore patch and max 1 000 chunks (stacks to 100, so 10 stacks to be transportable)
-- eg : Yields 100 per refine, so total = 1 000 000
local amountospawn = 0.1 * amount
-- prevent too much spawning if amount is over the top (ie creative mod / cheating, etc).
if amountospawn > 1000 then
amountospawn = 1000
elseif amountospawn < 10 then
amountospawn = 10
end
return amountospawn
end
function get_patchable_ores()
local patchableOres = {
["iron-ore"] = "iron-ore",
["copper-ore"] = "copper-ore",
["coal"] = "coal",
["stone"] = "stone",
["uranium-ore"] = "uranium-ore",
}
-- SimpleSilicon's ore support
if game.active_mods["SimpleSilicon"] then
patchableOres = table.merge(patchableOres, {["SiSi-quartz-ore"] = "SiSi-quartz"})
end
-- Angel's ore support
if game.active_mods["angelsrefining"] then
local angelsores = {
["angels-ore1"] = "angels-ore1",
["angels-ore2"] = "angels-ore2",
["angels-ore3"] = "angels-ore3",
["angels-ore4"] = "angels-ore4",
["angels-ore5"] = "angels-ore5",
["angels-ore6"] = "angels-ore6",
}
patchableOres = table.merge(patchableOres, angelsores)
end
-- Clowns Extended Minerals ore support
if game.active_mods["Clowns-Extended-Minerals"] then
local clownssores = {
["clowns-ore1"] = "clowns-ore1",
["clowns-ore2"] = "clowns-ore2",
["clowns-ore3"] = "clowns-ore3",
["clowns-ore4"] = "clowns-ore4",
["clowns-ore5"] = "clowns-ore5",
["clowns-ore6"] = "clowns-ore6",
["clowns-ore7"] = "clowns-ore7",
}
patchableOres = table.merge(patchableOres, clownssores)
end
-- Bob's ore support
if game.active_mods["bobores"] and not game.active_mods["angelsrefining"] then
local bobores = {
["tin-ore"] = "tin-ore",
["lead-ore"] = "lead-ore",
["quartz"] = "quartz",
["silver-ore"] = "silver-ore",
["zinc-ore"] = "zinc-ore",
["gold-ore"] = "gold-ore",
["bauxite-ore"] = "bauxite-ore",
["rutile-ore"] = "rutile-ore",
["tungsten-ore"] = "tungsten-ore",
["thorium-ore"] = "thorium-ore",
["nickel-ore"] = "nickel-ore",
["cobalt-ore"] = "cobalt-ore",
["sulfur"] = "sulfur",
["gem-ore"] = "gem-ore",
}
patchableOres = table.merge(patchableOres, bobores)
end
-- Krastorio2's ore support
if game.active_mods["Krastorio2"] then
patchableOres = table.merge(patchableOres, {["rare-metals"] = "raw-rare-metals"})
end
-- Leighzer's Morphite support
if game.active_mods["leighzermorphite"] then
local leighzermorphite = {
["morphite-ore"] = "morphite-ore",
}
patchableOres = table.merge(patchableOres, leighzermorphite)
end
-- Pyanodons Raw Ores support
if game.active_mods["pyrawores"] then
local pyrawores = {
["ore-tin"] = "ore-tin",
["ore-quartz"] = "ore-quartz",
["ore-aluminium"] = "ore-aluminium",
["ore-chromium"] = "ore-chromium",
["ore-lead"] = "ore-lead",
["ore-nickel"] = "ore-nickel",
["raw-coal"] = "raw-coal",
["ore-titanium"] = "ore-titanium",
["ore-zinc"] = "ore-zinc",
}
patchableOres = table.merge(patchableOres, pyrawores)
end
-- Pyanodons Coal Processing support
if game.active_mods["pycoalprocessing"] then
local pycoalprocessing = {
["borax"] = "raw-borax",
["niobium"] = "niobium-ore",
}
patchableOres = table.merge(patchableOres, pycoalprocessing)
end
return patchableOres
end
function spawn_ore_patch_on_depleted_ore(event)
local ore = event.entity
local surface = ore.surface
local areaToScan = Position.expand_to_area(ore.position, 10)
local minspawnrange = settings.global["vtk-deep-core-mining-spawn-radius-from-start"].value
local minrichness = settings.global["vtk-deep-core-mining-patch-min-richness"].value
local maxrichness = settings.global["vtk-deep-core-mining-patch-max-richness"].value
local patchableOres = get_patchable_ores()
-- since it is a user setting, it is possible to break things up, making sure this won't
if minrichness > maxrichness then
minrichness = maxrichness
end
-- Add support for Dirty Mining of supported ore patches
if game.active_mods["DirtyMining"] then
local dirtyores = {}
for orename, oreresult in pairs(patchableOres) do
local dirtyorename = 'dirty-ore-'..orename
if game.entity_prototypes[dirtyorename] then
dirtyores = table.merge(dirtyores, {[dirtyorename] = oreresult})
end
end
patchableOres = table.merge(patchableOres, dirtyores)
end
-- When Prospector is installed, only generate patches after the last deposit is exhausted
-- Prospector is currently not really compatible to DirtyMining, so only enable this feature when DirtyMining is absent
if game.active_mods["Prospector"] and not game.active_mods["DirtyMining"] then
local patchableOresNew = {}
for key, name in pairs(patchableOres) do
local key_seam = key.."-seam"
if game.entity_prototypes[key_seam] ~= nil then
patchableOresNew = table.merge(patchableOresNew, {[key_seam] = name})
else
patchableOresNew = table.merge(patchableOresNew, {[key] = name})
end
end
patchableOres = patchableOresNew
end
-- logic :
-- - if depleted ore has an equivalent patch entity
-- - 10% chance to spawn an ore patch on depletion
-- - check if there isn't a nearby ore patch already
-- - then spawn it on the location the ore was depleted
-- debug
-- local player = game.players[1]
-- player.print("VTK-DEEP-CORE-MINING_DEBUG")
-- player.print("mined ore : "..serpent.block(ore))
-- player.print(serpent.block(player))
local validOre = false
local orePatchToSpawn = nil
for patchableOre, oreresult in pairs(patchableOres) do
if patchableOre == ore.name then
if settings.global["vtk-deep-core-mining-spawn-"..oreresult.."-patch"]
and settings.global["vtk-deep-core-mining-spawn-"..oreresult.."-patch"].value then
validOre = true
orePatchToSpawn = oreresult.."-patch"
break
end
end
end
if validOre and not Area.inside(Position.expand_to_area({0,0}, minspawnrange), ore.position) then
local number = math.random(1, 10)
entitiesCount = surface.count_entities_filtered{area = areaToScan, name = orePatchToSpawn}
if number == 1 and entitiesCount == 0 then
oreamount = math.random(minrichness, maxrichness)
local newOreEntity = surface.create_entity({name = orePatchToSpawn, amount = oreamount, position = ore.position, force = game.forces.neutral, raise_built = true})
end
end
end
function place_deep_core_cracks(area, surface)
if not settings.global["vtk-deep-core-mining-spawn-cracks"].value then
return
end
local minspawnrange = settings.global["vtk-deep-core-mining-spawn-radius-from-start"].value
local crackrichness = settings.global["vtk-deep-core-mining-crack-richness"].value
-- debug
-- local player = game.players[1]
-- player.print("VTK-DEEP-CORE-MINING_DEBUG")
-- only spawn deep core mining cracks in nauvis
-- supports New Game Plus mod's "Nauvis plus" worlds
if surface.name ~= "nauvis" and not string.contains(surface.name, "Nauvis plus") then
return
end
-- lucky day ? (1 / 500)
local luck = math.random(1, 500)
-- debug player.print(serpent.block(luck))
if luck ~= 250 then
return
end
-- check if there's already an entity present here (shouldn't but just in case)
entitiesCount = surface.count_entities_filtered{area = area, name = "vtk-deepcore-mining-crack"}
-- debug player.print(serpent.block(entitiesCount))
if entitiesCount ~= 0 then
return
end
local x1 = area.left_top.x
local y1 = area.left_top.y
local x2 = area.right_bottom.x
local y2 = area.right_bottom.y
-- minimum distance from spawn where deepcore mining cracks appear (default 1)
-- debug
-- player.print("setting value "..minspawnrange)
-- player.print("position x "..x1.." y "..y1)
if Area.inside(Position.expand_to_area({0,0}, minspawnrange), {x1, y1}) then
return
end
local attempts = 0
-- try 10 times to find a valid position to spawn a crack otherwise abandon
while attempts < 10 do
local x = math.random(x1, x2)
local y = math.random(y1, y2)
local tile = surface.get_tile(x, y)
-- debug player.print(serpent.block(tile.name))
if tile.valid and surface.can_place_entity{name = "vtk-deepcore-mining-crack", position = tile.position} then
local oreamount = crackrichness
local createdentity = surface.create_entity({name = "vtk-deepcore-mining-crack", amount = oreamount, position = tile.position, force = game.forces.neutral})
-- cleanup decoratives around the newly spawned crack
local cleanupzone = Area.construct(createdentity.position.x, createdentity.position.y, createdentity.position.x, createdentity.position.y)
cleanupzone = Area.expand(cleanupzone, 2)
surface.destroy_decoratives({area=cleanupzone})
-- debug
-- player.print("vtk-deepcore-mining-crack placed successfully")
-- player.print(serpent.block(tile.position))
-- player.print(serpent.block(cleanupzone))
return
end
attempts = attempts + 1
end
end
function remove_ore_patch(player, surface, area, entities)
local patchescount = 0
local sulfuricpatchescount = 0
local chlorinepatchescount = 0
local dronescount = player.get_item_count("vtk-deepcore-mining-drone")
local patches = {}
local sulfuricpatches = {}
local todo = true
local sulfuricacidbarrel = "sulfuric-acid-barrel"
if game.active_mods["angelspetrochem"] then
sulfuricacidbarrel = "liquid-sulfuric-acid-barrel"
end
local sulfuricacidbarrelcount = player.get_item_count(sulfuricacidbarrel)
local chlorinebarrelcount = 0
if game.active_mods["Krastorio2"] then
local chlorinebarrelcount = player.get_item_count("chlorine-barrel")
end
-- debug
-- player.print("inventory : "..serpent.line(player.get_inventory(defines.inventory.player_main).get_contents()))
for _,entity in pairs(entities) do
-- player.print("entity : "..serpent.line(entity))
-- player.print("entity : "..serpent.block(entity))
-- player.print("name : "..entity.name)
-- player.print("type : "..entity.type)
-- player.print("entity proto : "..serpent.block(entity.prototype))
-- player.print("proto : "..serpent.line(game.entity_prototypes[entity.name].name))
-- player.print("cat : "..game.entity_prototypes[entity.name].resource_category)
-- player.print("entity proto name : "..serpent.block(entity.prototype.name))
-- player.print("entity proto cat : "..serpent.block(entity.prototype.resource_category))
if entity.type == "resource"
and (entity.prototype.resource_category == "vtk-deepcore-mining-ore-patch"
or entity.prototype.resource_category == "vtk-deepcore-mining-crack")
then
table.insert(patches, entity)
patchescount = patchescount + 1
if entity.name == "uranium-ore-patch" or entity.name == "vtk-deepcore-mining-crack" then
sulfuricpatchescount = sulfuricpatchescount + 1
end
if entity.name == "rare-metals" then
chlorinepatchescount = chlorinepatchescount + 1
end
end
end
-- nothing todo ?
if patchescount <= 0 then
todo = false
end
-- display all requirements if not enough in inventory
if dronescount < patchescount then
player.print("Not enough Deep Core mining drones. "..patchescount.." needed only "..dronescount.." in inventory.")
todo = false
end
if sulfuricacidbarrelcount < sulfuricpatchescount then
player.print("Not enough sulfuric acid barrel. "..sulfuricpatchescount.." needed only "..sulfuricacidbarrelcount.." in inventory.")
todo = false
end
if chlorinepatchescount < chlorinebarrelcount then
player.print("Not enough chlorine acid barrel. "..chlorinepatchescount.." needed only "..chlorinebarrelcount.." in inventory.")
todo = false
end
if not todo then
return
end
-- removing !
for _,entity in pairs(patches) do
local amountospawn = get_filtered_amount(entity.amount)
-- debug
-- player.print("VTK-DEEP-CORE-MINING_DEBUG")
-- player.print("Found "..patchescount.." patches to remove and "..sulfuricpatchescount.." sulfuric patches to remove")
-- player.print(serpent.block(entity.name))
-- player.print(serpent.block(entity.amount))
-- player.print(serpent.block(amountospawn))
if entity.name == "vtk-deepcore-mining-crack" then
surface.spill_item_stack(entity.position, {name="vtk-deepcore-mining-ore-chunk", count = amountospawn}, true)
elseif (entity.prototype.resource_category == "vtk-deepcore-mining-ore-patch") then
local chunk = string.sub(entity.name, 1, -7) -- "iron-ore-patch"
surface.spill_item_stack(entity.position, {name="vtk-deepcore-mining-"..chunk.."-chunk", count = amountospawn}, true)
end
entity.destroy({raise_destroy = true})
end
player.remove_item{name="vtk-deepcore-mining-drone", count = patchescount}
if sulfuricpatchescount > 0 then
player.remove_item{name=sulfuricacidbarrel, count = sulfuricpatchescount}
end
if chlorinepatchescount > 0 then
player.remove_item{name="chlorine-barrel", count = chlorinepatchescount}
end
end
|
-- ###############################
-- ## Project: MTA:Speedrace ##
-- ## Name: CVehicle.lua ##
-- ## Author: Noneatme ##
-- ## Version: 1.0 ##
-- ## License: See top Folder ##
-- ###############################
-- FUNCTIONS / METHODS --
local cFunc = {}; -- Local Functions
local cSetting = {}; -- Local Settings
Vehicle = {};
Vehicle.__index = Vehicle;
-- ///////////////////////////////
-- ///// GETTERS & SETTERS //////
-- ///////////////////////////////
-- ///////////////////////////////
-- ///// GETTERS & SETTERS //////
-- ///////////////////////////////
-- ///////////////////////////////
-- ///// GetDriver //////
-- ///////////////////////////////
function Vehicle:GetDriver()
return getVehicleOccupant(self);
end
-- ///////////////////////////////
-- ///// GetPassengers //////
-- ///////////////////////////////
function Vehicle:GetPassengers()
return getVehicleOccupants(self);
end
-- ///////////////////////////////
-- ///// GetColor //////
-- ///////////////////////////////
function Vehicle:GetColor()
return getVehicleColor(self);
end
-- ///////////////////////////////
-- ///// GetPrice //////
-- ///////////////////////////////
function Vehicle:GetPrice()
local priceString = vehicleCosts.vehicleCosts[self:GetModel()];
if(priceString) then
local money, tokens = gettok(priceString, 1, ","), gettok(priceString, 2, ",");
return tonumber(money), tonumber(tokens);
end
return 0, 0
end
-- ///////////////////////////////
-- ///// SetColor //////
-- ///////////////////////////////
function Vehicle:SetColor(...)
return setVehicleColor(self, ...);
end
-- ///////////////////////////////
-- ///// GetType //////
-- ///////////////////////////////
function Vehicle:GetType()
return getVehicleType(self);
end
-- ///////////////////////////////
-- ///// GetName //////
-- ///////////////////////////////
function Vehicle:GetName()
return getVehicleName(self);
end
-- ///////////////////////////////
-- ///// GetHandling //////
-- ///////////////////////////////
function Vehicle:GetHandling()
return getVehicleHandling(self);
end
-- ///////////////////////////////
-- ///// SetHandling //////
-- ///////////////////////////////
function Vehicle:SetHandling(...)
return setVehicleHandling(self, ...);
end
-- ///////////////////////////////
-- ///// GetOriginalHandling//////
-- ///////////////////////////////
function Vehicle:GetOriginalHandling()
return getOriginalHandling(self);
end
-- ///////////////////////////////
-- ///// SetDamageProof //////
-- ///////////////////////////////
function Vehicle:SetDamageProof(bool)
return setVehicleDamageProof(self, bool);
end
-- ///////////////////////////////
-- ///// SetEngineState //////
-- ///////////////////////////////
function Vehicle:SetEngineState(bool)
return setVehicleEngineState(self, bool);
end
-- ///////////////////////////////
-- ///// IsOnGround //////
-- ///////////////////////////////
function Vehicle:IsOnGround()
return isVehicleOnGround(self);
end
-- ///////////////////////////////
-- ///// getPos //////
-- ///////////////////////////////
function Vehicle:GetPos()
return getElementPosition(self);
end
-- ///////////////////////////////
-- ///// setPos //////
-- ///////////////////////////////
function Vehicle:SetPos(...)
return setElementPosition(self, ...);
end
-- ///////////////////////////////
-- ///// setInt //////
-- ///////////////////////////////
function Vehicle:SetInt(...)
return setElementInterior(self, ...);
end
-- ///////////////////////////////
-- ///// getInt //////
-- ///////////////////////////////
function Vehicle:GetInt()
return getElementInterior(self);
end
-- ///////////////////////////////
-- ///// setDim //////
-- ///////////////////////////////
function Vehicle:SetDim(...)
return setElementDimension(self, ...);
end
-- ///////////////////////////////
-- ///// getDim //////
-- ///////////////////////////////
function Vehicle:GetDim()
return getElementDimension(self);
end
-- ///////////////////////////////
-- ///// FUNKTIONEN //////
-- ///////////////////////////////
-- ///////////////////////////////
-- ///// FUNKTIONEN //////
-- ///////////////////////////////
-- ///////////////////////////////
-- ///// reset //////
-- ///////////////////////////////
function Vehicle:Reset()
local x, y, z = getElementPosition(self);
setElementPosition(self, x, y, z-50);
setElementVelocity(self, 0, 0, -50);
self:ToggleGhostmode(5000);
end
-- ///////////////////////////////
-- ///// toggleGhostmode //////
-- ///////////////////////////////
function Vehicle:ToggleGhostmode(seconds)
triggerClientEvent(getRootElement(), "Vehicle:ToggleGhostmode", self, seconds);
end
-- ///////////////////////////////
-- ///// respawn //////
-- ///////////////////////////////
function Vehicle:Respawn()
return respawmVehicle(self);
end
-- ///////////////////////////////
-- ///// fix //////
-- ///////////////////////////////
function Vehicle:Fix()
return fixVehicle(self);
end
-- ///////////////////////////////
-- ///// blow //////
-- ///////////////////////////////
function Vehicle:Blow()
return blowVehicle(self);
end
-- ///////////////////////////////
-- ///// addUpgrade //////
-- ///////////////////////////////
function Vehicle:AddUpgrade(...)
return addVehicleUpgrade(self, ...);
end
-- ///////////////////////////////
-- ///// removeUpgrade //////
-- ///////////////////////////////
function Vehicle:RemoveUpgrade(...)
return removeVehicleUpgrade(self, ...);
end
-- ///////////////////////////////
-- ///// GetID //////
-- ///////////////////////////////
function Vehicle:GetID()
return tonumber(self:GetData(nil, "ID"));
end
-- ///////////////////////////////
-- ///// ElementTree //////
-- ///////////////////////////////
function Vehicle:NewElementTree()
if(self["ElementTree"]) then
for index, data in pairs(self["ElementTree"]) do
setElementData(self, index, nil);
end
end
self["ElementTree"] = {};
logger:OutputInfo("Element Tree for vehicle: "..self:GetName().." deleted");
end
-- ///////////////////////////////
-- ///// SaveData //////
-- ///////////////////////////////
function Vehicle:SaveData(typ, index, key)
if(typ == "account") then
connectionManager:Query("UPDATE tblCarData SET "..index.." = '"..key.."' WHERE ID = '"..self:GetID().."';", true)
end
end
-- ///////////////////////////////
-- ///// SetData //////
-- ///////////////////////////////
function Vehicle:SetData(typ, index, key, doNotSave)
assert(self["ElementTree"] ~= nil);
if(typ) then
typ = string.lower(typ);
if not(self["ElementTree"][typ]) then
self["ElementTree"][typ] = {};
end
self["ElementTree"][typ][index] = key;
setElementData(self, typ..":"..index, key);
if(doNotSave ~= true) then
self:SaveData(typ, index, key);
end
else
self["ElementTree"][index] = key;
setElementData(self, index, key);
end
end
-- ///////////////////////////////
-- ///// GetData //////
-- ///////////////////////////////
function Vehicle:GetData(typ, index)
if not(self["ElementTree"]) then
return false;
end
if(typ) then
typ = string.lower(typ);
if not(self["ElementTree"][typ]) then
self["ElementTree"][typ] = {};
end
return self["ElementTree"][typ][index];
else
return self["ElementTree"][index];
end
end
-- ///////////////////////////////
-- ///// Constructor //////
-- ///////////////////////////////
function Vehicle:constructor(...)
self["ElementTree"] = {};
self:SetHandling("mass", tonumber(self:GetHandling()["mass"]));
self:SetHandling("turnMass", tonumber(self:GetHandling()["turnMass"]));
self.resetVehicleFunc = function() self:Reset() end;
addEvent("Vehicle:Reset", true)
addEventHandler("Vehicle:Reset", self, self.resetVehicleFunc);
--logger:OutputInfo("[CALLING] Vehicle: Constructor");
end
registerElementClass("vehicle", Vehicle);
-- EVENT HANDLER --
|
local Map = game.GetMap() or ""
if Map:find("gm_mus_loop") then
Metrostroi.PlatformMap = "loop"
Metrostroi.CurrentMap = "gm_loop"
else
return
end
Metrostroi.Skins["717_schemes"]["p"] = {
adv = "metrostroi_skins/81-717_schemes/int_loop_spb_adv",
clean = "metrostroi_skins/81-717_schemes/int_loop_spb_clean",
}
Metrostroi.Skins["717_schemes"]["m"] = {
adv = "metrostroi_skins/81-717_schemes/int_loop_msk_adv",
clean = "metrostroi_skins/81-717_schemes/int_loop_msk_clean",
}
--[НОМЕР] = {НАЗВАНИЕ,ПРАВАЯ СТОРОНА,ВЕЖЛИВОСТЬ,ВЕЩИ,ПРИСЛНОЯТЬСЯ К ДВЕРЯМ,ИМЕЕТ В НАЗВАНИИ "СТАНЦИЯ",СТАНЦИЯ ПЕРЕХОДА,СТАНЦИЯ РАЗДЕЛЕНИЯ,НЕ КОНЕЧНАЯ(развернуть информатор)}
Metrostroi.AnnouncerData =
{
[651] = {"First april", false,true ,0 ,false,false,0},
[652] = {"Park", false,false,false,true ,false,{799,235,799}},
[653] = {"Metrostroiteley", false,false,1 ,false,false,{699,236,699}},
[654] = {"Marine", false,true ,false,true ,false,0 },
[654] = {},
[655] = {"Glorious country",false,false,0 ,false,false,{799,235,799}},
[656] = {"Pionerskaya", false,false,false,false,false,{699,236,699}},
loop = true,
}
Metrostroi.AnnouncerTranslate =
{
[651] = "Первоапрельская",
[652] = "Парк",
[653] = "Метростроителей",
--[654] = "Морская",
[655] = "Славная страна",
[656] = "Пионерская",
}
---[=[ НЕ ТРОГАТЬ, информатор не готов!
Metrostroi.WorkingStations = {
{651,652,653--[[,654]],655,656},
{656,655--[[,654]],653,652,651},
}
Metrostroi.EndStations = {
--{652,654,656},
{652,653,656},
{656,655,652,651},
}
if Metrostroi.WorkingStations then
for k, v in pairs(Metrostroi.WorkingStations) do
for k1, v1 in pairs(v) do
Metrostroi.WorkingStations[k][v1] = k1
end
end
end
if Metrostroi.EndStations then
for k, v in pairs(Metrostroi.EndStations) do
for k1, v1 in pairs(v) do
Metrostroi.EndStations[k][v1] = k1
end
end
end
-- ]=]
|
local has_notify, notify = pcall(require, "notify")
local a = vim.api
local uv = vim.loop
local M = {}
M.is_windows = vim.fn.has "win32" == 1 or vim.fn.has "win32unix" == 1
function M.Notify(msg)
vim.schedule(function()
vim.notify(msg)
end)
end
function M.GetInputChar(prompt)
vim.api.nvim_command("redraw")
print(prompt)
local _, resp = pcall(vim.fn.getcharstr)
resp = resp or ""
vim.api.nvim_command("normal! :")
return resp
end
function M.Input(opts, callback)
vim.api.nvim_command("redraw")
vim.ui.input(opts, callback)
vim.api.nvim_command("normal! :")
end
function M.path_to_matching_str(path)
return path:gsub("(%-)", "(%%-)"):gsub("(%.)", "(%%.)"):gsub("(%_)", "(%%_)")
end
function M.warn(msg)
vim.schedule(function()
if has_notify then
notify(msg, vim.log.levels.WARN, { title = "FTree" })
else
vim.notify("[FTree] " .. msg, vim.log.levels.WARN)
end
end)
end
function M.str_find(haystack, needle)
return vim.fn.stridx(haystack, needle) ~= -1
end
function M.read_file(path)
local fd = uv.fs_open(path, "r", 438)
if not fd then
return ""
end
local stat = uv.fs_fstat(fd)
if not stat then
return ""
end
local data = uv.fs_read(fd, stat.size, 0)
uv.fs_close(fd)
return data or ""
end
local path_separator = package.config:sub(1, 1)
function M.path_join(paths)
return table.concat(vim.tbl_map(M.path_remove_trailing, paths), path_separator)
end
function M.path_split(path)
return path:gmatch("[^" .. path_separator .. "]+" .. path_separator .. "?")
end
---Get the basename of the given path.
---@param path string
---@return string
function M.path_basename(path)
path = M.path_remove_trailing(path)
local i = path:match("^.*()" .. path_separator)
if not i then
return path
end
return path:sub(i + 1, #path)
end
---Get a path relative to another path.
---@param path string
---@param relative_to string
---@return string
function M.path_relative(path, relative_to)
local p, _ = path:gsub("^" .. M.path_to_matching_str(M.path_add_trailing(relative_to)), "")
return p
end
function M.path_add_trailing(path)
if path:sub(-1) == path_separator then
return path
end
return path .. path_separator
end
function M.path_remove_trailing(path)
local p, _ = path:gsub(path_separator .. "$", "")
return p
end
M.path_separator = path_separator
function M.clear_prompt()
vim.api.nvim_command "normal! :"
end
function M.get_user_input_char()
local c = vim.fn.getchar()
while type(c) ~= "number" do
c = vim.fn.getchar()
end
return vim.fn.nr2char(c)
end
---Matching executable files in Windows.
---@param ext string
---@return boolean
local PATHEXT = vim.env.PATHEXT or ""
local wexe = vim.split(PATHEXT:gsub("%.", ""), ";")
local pathexts = {}
for _, v in pairs(wexe) do
pathexts[v] = true
end
function M.is_windows_exe(ext)
return pathexts[ext:upper()]
end
function M.rename_loaded_buffers(old_path, new_path)
for _, buf in pairs(a.nvim_list_bufs()) do
if a.nvim_buf_is_loaded(buf) then
local buf_name = a.nvim_buf_get_name(buf)
local exact_match = buf_name == old_path
local child_match = (
buf_name:sub(1, #old_path) == old_path and buf_name:sub(#old_path + 1, #old_path + 1) == path_separator
)
if exact_match or child_match then
a.nvim_buf_set_name(buf, new_path .. buf_name:sub(#old_path + 1))
-- to avoid the 'overwrite existing file' error message on write for
-- normal files
if a.nvim_buf_get_option(buf, "buftype") == "" then
a.nvim_buf_call(buf, function()
vim.cmd "silent! write!"
end)
end
end
end
end
end
--- @param path string path to file or directory
--- @return boolean
function M.file_exists(path)
local _, error = vim.loop.fs_stat(path)
return error == nil
end
--- @param path string
--- @return string
function M.canonical_path(path)
if M.is_windows and path:match "^%a:" then
return path:sub(1, 1):upper() .. path:sub(2)
end
return path
end
-- Create empty sub-tables if not present
-- @param tbl to create empty inside of
-- @param sub dot separated string of sub-tables
-- @return deepest sub-table
function M.table_create_missing(tbl, sub)
if tbl == nil then
return nil
end
local t = tbl
for s in string.gmatch(sub, "([^%.]+)%.*") do
if t[s] == nil then
t[s] = {}
end
t = t[s]
end
return t
end
function M.format_bytes(bytes)
local units = { "B", "K", "M", "G", "T" }
bytes = math.max(bytes, 0)
local pow = math.floor((bytes and math.log(bytes) or 0) / math.log(1024))
pow = math.min(pow, #units)
local value = bytes / (1024 ^ pow)
value = math.floor((value * 10) + 0.5) / 10
pow = pow + 1
return (units[pow] == nil) and (bytes .. "B") or (value .. units[pow])
end
function M.key_by(tbl, key)
local keyed = {}
for _, val in ipairs(tbl) do
keyed[val[key]] = val
end
return keyed
end
return M
|
require( "config" )
function new_size( oldvalue, offset, factor )
if oldvalue == nil then oldvalue = 1 end
local v = offset + oldvalue * factor
if v > oldvalue then
return( v )
else
return oldvalue
end
end
if my_inventory_size then data.raw.player.player.inventory_size = my_inventory_size end
if my_running_speed_factor and my_running_speed_factor ~= 1 and data.raw.player.player.running_speed == 0.15 then data.raw.player.player.running_speed = 0.15 * my_running_speed_factor end
for _,dat in pairs(data.raw) do
for _,item in pairs(dat) do
if item.stack_size and item.stack_size > 1 then
item.stack_size = new_size( item.stack_size, my_stack_offset, my_stack_factor )
end
if item.default_request_amount then
if my_default_req_amount then item.default_request_amount = my_default_req_amount end
end
if item.ingredients then
item.ingredients = {}
end
if item.unit then
item.unit.ingredients = {}
item.unit.count = 1
item.unit.time = 0.5
end
if item.range then
item.range = item.range * 2
end
if item.mining_speed then
item.mining_speed = item.mining_speed * 5
end
if item.energy_usage then
item.energy_usage = '100W'
end
if item.energy_required then
item.energy_required = 0.5
end
end
end
for _, ammo in pairs(data.raw.ammo) do
-- ammo.stack_size = new_size( ammo.stack_size, my_stack_offset, my_stack_factor )
ammo.magazine_size = new_size( ammo.magazine_size, my_mag_offset, my_mag_factor )
if my_default_req_amount then ammo.default_request_amount = my_default_req_amount end
end
for _, modu in pairs(data.raw["module"]) do
modu.stack_size = new_size( modu.stack_size, my_stack_offset, my_stack_factor )
end
for _, caps in pairs(data.raw["capsule"]) do
caps.stack_size = new_size( caps.stack_size, my_stack_offset, my_stack_factor )
end
-- make resources endless
for k, v in pairs(data.raw.resource) do
data.raw.resource[k].infinite = true
data.raw.resource[k].minimum = 175
data.raw.resource[k].normal = 350
end
|
<div id="content">
<div class="panel">
<% if topics and #topics > 0 then %>
<div class="inner no-padding">
<%- partial('item', {collection = topics, as = 'topic'}) %>
</div>
<% else %>
<div class="inner">
<p>无话题</p>
</div>
<% end %>
</div>
<%- markdown([[
## 快速使用
推荐在centos7系统运行
目前适配的系统:centos7,ubuntu。其他系统尚未适配过。
centos7安装git工具
```
sudo yum install -y git
```
ubuntu安装git工具
```
sudo apt-get install -y git
```
### 1. 下载源代码,或者使用git克隆
```
git clone https://github.com/skynetlua/meiru-skynet.git
```
### 2. 配置工程
```
cd yourfolder/meiru-skynet
./meiru/bin/meiru setup
```
meiru setup会自动下载安装gcc,autoconf,readline,openssl等。
### 3. 编译工程
```
./meiru/bin/meiru build
```
该命令会自动进行编译。编译后,生成skynet程序,就可以在其他主机运行,而无需要再次编译。
如果要清理编译文件,可执行
```
./meiru/bin/meiru clean
```
### 4. 创建工程
以创建test项目为例,在终端,cd到meiru-skynet目录下。执行
```
./meiru/bin/meiru create test
```
可以把meiru-skynet/meiru/bin添加到系统环境变量
```
meiru create test
```
### 5. 启动工程
```
./meiru/bin/meiru start test
```
浏览器打开127.0.0.1:8080/index。既可以看到结果
### 6. 停止服务
```
./meiru/bin/meiru stop test
```
test项目的结构如下
```
assets //存放资源
config //项目的启动配置文件
lualib //存放lua脚本库文件
```
]]) %>
</div>
|
package.path = package.path .. ";../?.lua"
local TLBE = {
Camera = require("scripts.camera"),
Main = require("scripts.main"),
Config = require("scripts.config")
}
local lu = require("luaunit")
local tileSize = 32
TestNewCamera = {}
function TestNewCamera.TestUniqueName()
local camera1 = TLBE.Camera.newCamera({postion = {0, 0}}, {})
lu.assertEquals(camera1.name, "new camera", "with empty list no index is needed")
local camera2 = TLBE.Camera.newCamera({postion = {0, 0}}, {camera1})
lu.assertEquals(camera2.name, "new camera-2", "with camera 'new camera' already in the list, add '-2' to the name")
local camera3 = TLBE.Camera.newCamera({postion = {0, 0}}, {camera1, camera2})
lu.assertEquals(
camera3.name,
"new camera-3",
"with camera 'new camera' and 'new camera-2' already in the list, add '-3' to the name"
)
end
TestCamera = {}
local function nextTick()
TLBE.Main.tick()
game.tick = game.tick + 1
end
function TestCamera:SetUp()
-- mock Factorio provided globals
global = {}
game = {
tick = 0,
surfaces = {{name = "nauvis"}},
take_screenshot = function()
end
}
-- mock TLBE tables
global.playerSettings = {
TLBE.Config.newPlayerSettings({position = {x = 0, y = 0}}),
TLBE.Config.newPlayerSettings({position = {x = 0, y = 0}})
}
game.players = {
{index = 1, surface = game.surfaces[1]},
{index = 2, surface = game.surfaces[1]}
}
-- Enable player1 camera
global.playerSettings[1].cameras[1].enabled = true
-- Make cameras easier to test
self.testCameraPlayer1 = global.playerSettings[1].cameras[1]
self.testCameraPlayer2 = global.playerSettings[2].cameras[1]
for _, playerSettings in pairs(global.playerSettings) do
for _, camera in pairs(playerSettings.cameras) do
for k, v in pairs(
{
width = 20 * tileSize,
height = 15 * tileSize,
screenshotInterval = 1, -- do not skip any ticks for these tests
realtimeInterval = 1, -- do not skip any ticks for these tests
zoomTicks = 1, -- zoom immediately for these tests
zoomTicksRealtime = 1 -- zoom immediately for these tests
}
) do
camera[k] = v
end
end
end
end
function TestCamera:TestTransitionFromPlayerToBaseTracker()
game.players[1].position = {x = 5, y = 4}
nextTick()
lu.assertEquals(self.testCameraPlayer1.centerPos.x, 5, "expected to be at player position")
lu.assertEquals(self.testCameraPlayer1.centerPos.y, 4, "expected to be at player position")
lu.assertEquals(self.testCameraPlayer1.zoom, 1, "expected that zoom at max_zoom")
-- Move player and build entity
game.players[1].position = {x = 2, y = 2}
TLBE.Main.entity_built(
{
created_entity = {
surface = game.surfaces[1],
bounding_box = {
left_top = {x = 1, y = 3},
right_bottom = {x = 3, y = 4}
}
}
}
)
nextTick()
lu.assertEquals(self.testCameraPlayer1.centerPos.x, 2, "expected to be at entity center")
lu.assertEquals(self.testCameraPlayer1.centerPos.y, 3.5, "expected to be at entity center")
lu.assertEquals(self.testCameraPlayer1.zoom, 1, "expected that zoom at max_zoom")
lu.assertEquals(self.testCameraPlayer2.centerPos.x, 0, "expected disabled camera to be unchanged")
lu.assertEquals(self.testCameraPlayer2.centerPos.y, 0, "expected disabled camera to be unchanged")
end
function TestCamera:TestRocketLaunch()
-- center camera at 0,0
self.testCameraPlayer1.centerPos = {x = 0, y = 0}
self.testCameraPlayer1.zoom = 1
-- Initialize base tracker
TLBE.Main.entity_built(
{
created_entity = {
surface = game.surfaces[1],
bounding_box = {
left_top = {x = -1, y = -1},
right_bottom = {x = 1, y = 1}
}
}
}
)
nextTick()
lu.assertEquals(self.testCameraPlayer1.centerPos.x, 0, "expected to be at entity center")
lu.assertEquals(self.testCameraPlayer1.centerPos.y, 0, "expected to be at entity center")
lu.assertEquals(self.testCameraPlayer1.zoom, 1, "expected that zoom at max_zoom")
-- Launch rocket
TLBE.Main.rocket_launch({rocket_silo = {surface = game.surfaces[1], position = {x = 10, y = 10}}})
nextTick()
lu.assertEquals(self.testCameraPlayer1.centerPos.x, 10, "expected to be at rocket_silo position")
lu.assertEquals(self.testCameraPlayer1.centerPos.y, 10, "expected to be at rocket_silo position")
lu.assertEquals(self.testCameraPlayer1.zoom, 1, "expected that zoom at max_zoom")
-- Rocket launched (return back to base)
TLBE.Main.rocket_launched({rocket_silo = {surface = game.surfaces[1]}})
nextTick()
lu.assertEquals(self.testCameraPlayer1.centerPos.x, 0, "expected to be back at entity center")
lu.assertEquals(self.testCameraPlayer1.centerPos.y, 0, "expected to be back at entity center")
lu.assertEquals(self.testCameraPlayer1.zoom, 1, "expected that zoom at max_zoom")
end
function TestCamera:TestResolutionChange()
-- Only keep base tracker (so it is the active tacker)
self.testCameraPlayer1.trackers = {self.testCameraPlayer1.trackers[3]}
local baseTracker = self.testCameraPlayer1.trackers[1];
TLBE.Main.entity_built(
{
created_entity = {
surface = game.surfaces[1],
bounding_box = {
left_top = {x = -20, y = -20},
right_bottom = {x = 20, y = 20}
}
}
}
)
-- force set camera position and zoom
TLBE.Camera.followTracker(nil, nil, self.testCameraPlayer1, baseTracker, true)
local oldZoom = self.testCameraPlayer1.zoom;
local oldCenterPos = self.testCameraPlayer1.centerPos;
TLBE.Camera.setWidth(self.testCameraPlayer1, self.testCameraPlayer1.width*2)
TLBE.Camera.setHeight(self.testCameraPlayer1, self.testCameraPlayer1.height*2)
lu.assertEquals(self.testCameraPlayer1.centerPos.x, oldCenterPos.x, "expected centerpos to be the same")
lu.assertEquals(self.testCameraPlayer1.centerPos.y, oldCenterPos.y, "expected centerpos to be the same")
lu.assertNotEquals(self.testCameraPlayer1.zoom, oldZoom, "expected that zoom has been changed")
lu.assertEquals(self.testCameraPlayer1.zoom, oldZoom * 2, "expected that zoom has doubled as resolution has been doubled")
end
|
AddCSLuaFile("shared.lua")
AddCSLuaFile("cl_init.lua")
include("shared.lua")
util.AddNetworkString("fw.updateTurretStatus")
util.AddNetworkString("fw.upgradeTurret")
util.AddNetworkString("fw.toggleMenu")
util.AddNetworkString("fw.buyAmmo")
--setup initial conditions :v
--wow that's a lot of network variables
function ENT:Initialize()
self:SetModel("models/combine_turrets/ground_turret.mdl")
self:PhysicsInit(SOLID_NONE)
self:SetMoveType(MOVETYPE_NONE)
self:SetSolid(SOLID_VPHYSICS)
self:SetPos(self:GetPos() + Vector(0, 0, 20))
self:DropToFloor()
local ang = self:GetAngles()
self:SetAngles(Angle(0, ang.y, 0))
--self:SetTrigger(true)
self:SetUseType(SIMPLE_USE)
self:SetUpgradeStatus(0)
self:SetOwner(self)
self:SetRemaining(self.clip)
self:SetTargeting(false)
self:SetTargetingDistance(0)
self:SetStatus(false)
self:SetMaxClip(self.clip)
self:SetCanControl(false)
self:SetMenuOpen(true)
self:SetTHealth(self.health)
self:SetTMaxHealth(self.health)
self:SetCooldown(0)
self:SetDamage(self.damage)
self:SetRadius(self.radius)
self:SetFireOffset(self.fire_offset)
self:SetAmmoCost(self.ammo_cost)
self.origin_ang = self:GetAngles()
self:SetDefaultAngle(self:GetAngles())
self.last_fire = CurTime()
self.shoot_positions = {
Vector(0, 0, 0)
}
self.angle_offset = 180
end
--opens the menu on entity use
function ENT:Use(act, caller)
if (not IsValid(caller) or self:GetMenuOpen()) then return end
self:SetMenuOpen(not self:GetMenuOpen())
end
--handles upgrades
function ENT:Upgrade(tbl)
self:SetUpgradeStatus(tbl.upgrade_id) --1 to whatever
self:SetRemaining(tbl.clipsize or self:GetMaxClip()) --if no clip upgrade just reset it
self:SetMaxClip(tbl.clipsize or self:GetMaxClip())
self:SetDamage(tbl.damage or self:GetDamage())
self:SetRadius(tbl.radius or self:GetRadius())
self:SetFireOffset(tbl.fire_offset or self:GetFireOffset())
self:SetModel(tbl.model or self:GetModel())
self:SetAmmoCost(tbl.ammo_cost or self:GetAmmoCost())
self:SetTHealth(tbl.health or self:GetTMaxHealth())
self:SetTMaxHealth(tbl.health or self:GetTMaxHealth())
self:DropToFloor()
self.shoot_positions = tbl.shoot_positions or self.shoot_positions --for multiple turret holes!
self:SetCanControl(tbl.can_control or false)
self:SetCooldown(0)
end
--handles entity health
function ENT:OnTakeDamage(dmg)
local damage = dmg:GetDamage()
if (self:GetTHealth() - damage < 0) then
local effect = EffectData()
effect:SetOrigin(self:GetPos())
util.Effect("Explosion", effect)
self:Remove()
return
end
self:SetTHealth(self:GetTHealth() - damage)
end
--determines whether an entity is abled to be targeted
function ENT:ShouldTarget(target)
if (not target:IsPlayer()) then return false end
if (not target:inFaction()) then return false end
if (IsValid(self:FWGetOwner()) and IsValid(target) and target:getFaction() == self:FWGetOwner():getFaction()) then return false end
if (self:FWGetOwner() == target) then return false end
return true
end
--finds the closest targetable entity
function ENT:FindNearest()
local near = nil
local range = self:GetRadius() * self:GetRadius()
local entlist = ents.GetAll()
if (#entlist == 0) then return end
for _,ent in pairs(entlist) do
if (not ent:IsPlayer() and not self:ShouldTarget(ent)) then continue end
local dis = self:GetPos():DistToSqr(ent:GetPos())
if (dis <= range) then
near = ent
range = dis
end
end
return near, range
end
--resets the targeting state
function ENT:ResetData()
self:SetTargeting(false)
self:SetTargetingDistance(0)
end
--determines if the weapon has the ability to shoot
function ENT:ShouldFire()
local bullets = self:GetRemaining()
if (not self.last_fire) then return true end --hasn't fire yet
if (bullets - 1 < 0) then return false end
return true
end
--fires bullets
function ENT:FireThisShit()
self:SetRemaining(self:GetRemaining() - #self.shoot_positions)-- - 1)
self.last_fire = CurTime()
for k,v in pairs(self.shoot_positions) do
local targ_pos = self.target:GetPos() + Vector(0, 0, 50)
local tr = util.TraceLine({
start = v,
endpos = targ_pos
})
if (not tr.Hit or not tr.Entity) then continue end
if (tr.Entity != self.target) then continue end
local fire_tbl = {
Damage = self:GetDamage(),
Distance = self:GetRadius(),
Dir = targ_pos,
Src = v
}
self:FireBullets(fire_tbl)
end
end
--handles entity positions and finding / shooting of targets
local ang = 0
local floater_angle = Angle(0, 0, 0)
local shouldChange = true
local offset = 1
function ENT:Think()
if (not self:GetStatus()) then
self:ResetData()
return
end
if (IsValid(self)) then
--blah blah fancy rotating gun code :D
if (not self:GetTargeting() and self:GetStatus()) then
if (shouldChange) then
ang = ang - offset
if (ang == -180) then
shouldChange = false
end
elseif (not shouldChange) then
ang = ang + offset
if (ang == 180) then
shouldChange = true
end
end
self:SetAngles(self.origin_ang + Angle(0, ang, 0))
end
end
--make sure we find an entity
local nearest, distance = self:FindNearest()
if (not nearest) then self:ResetData() return end
if (not IsValid(nearest)) then
self:ResetData()
return
end
if (not self:ShouldFire()) then --this is an error state function
self:ResetData()
self:SetStatus(false)
return
end
if (not self:ShouldTarget(nearest)) then
self:ResetData()
return
end
self.target = nearest
self:SetTargeting(true)
self:PointAtEntity(nearest)
self.targeting_angle = self:GetAngles()
self:SetAngles(Angle(0, self.targeting_angle.y, 0))
self:SetTargetingDistance(math.sqrt(distance))
if (CurTime() < self.last_fire + self:GetFireOffset()) then
self:SetCooldown(CurTime() - self.last_fire + 1)
return
end
self:FireThisShit()
end
--toggles the turret on or off
net.Receive("fw.updateTurretStatus", function(l, caller)
local ent = net.ReadEntity()
local bool = net.ReadBool()
if (not IsValid(ent) or not ent:ShouldFire()) then return end
local dis = caller:GetPos():DistToSqr(ent:GetPos())
if (dis > 140 * 140) then
return
end
ent:SetStatus(bool)
end)
--handles the player trying to upgrade the turret
net.Receive("fw.upgradeTurret", function(l, caller)
local ent = net.ReadEntity()
if (not IsValid(ent)) then return end
local dis = caller:GetPos():DistToSqr(ent:GetPos())
if (dis > 140 * 140) then
return
end
local upgrade_status = ent:GetUpgradeStatus()
local target_upgrade = ent.upgrades[upgrade_status + 1]
if (not target_upgrade) then return end
local mon = caller:getMoney()
if (mon - target_upgrade.cost < 0) then return end
caller:addMoney(-target_upgrade.cost)
target_upgrade.upgrade_id = ent:GetUpgradeStatus() + 1
ent:Upgrade(target_upgrade)
end)
--turns the menu off
net.Receive("fw.toggleMenu", function(l, caller)
local ent = net.ReadEntity()
if (not IsValid(ent)) then return end
local dis = caller:GetPos():DistToSqr(ent:GetPos())
if (dis > 140 * 140) then
return
end
ent:SetMenuOpen(not ent:GetMenuOpen())
end)
--handles the player trying to buy ammo
net.Receive("fw.buyAmmo", function(l, caller)
local ent = net.ReadEntity()
if (not IsValid(ent)) then return end
local dis = caller:GetPos():DistToSqr(ent:GetPos())
if (dis > 140 * 140) then
return
end
--only charge for the ammo needed
local ammo_cost = (ent:GetRemaining() / ent:GetMaxClip()) * ent:GetAmmoCost()
ammo_cost = math.Round(ent:GetAmmoCost() - ammo_cost)
if (caller:getMoney() - ammo_cost < 0) then return end
if (tonumber(ent:GetRemaining()) != tonumber(ent:GetMaxClip())) then
caller:addMoney(-ammo_cost)
ent:SetRemaining(ent:GetMaxClip())
end
end)
|
-- I have no idea what im doing. - TheEndBoss_101 -- NOTE: I started on roblox, wasent my best idea.
-- you're doing some cool stuff - Xalalau
C_GM13B_GUI_Panel = {}
function C_GM13B_GUI_Panel:CreateWindow()
--print("Hello, World")
math.randomseed(os.time()) -- Random
local DermaFrame = vgui.Create("DFrame")
DermaFrame:SetPos(50, 50)
DermaFrame:SetSize(ScrW() / 3, ScrH() / 2)
DermaFrame:SetTitle("gm_construct 13 beta - Gui")
DermaFrame:SetVisible(true)
DermaFrame:SetDraggable(true)
DermaFrame:ShowCloseButton(true)
DermaFrame:SetBackgroundBlur(false)
DermaFrame:SetDeleteOnClose(true)
DermaFrame:SetMouseInputEnabled(true)
DermaFrame:SetKeyboardInputEnabled(true)
DermaFrame:MakePopup()
DermaFrame:Center()
-- Tabs
local PropertySheet = vgui.Create("DPropertySheet")
PropertySheet:SetParent(DermaFrame)
PropertySheet:Dock(FILL)
local About_Tab = vgui.Create("DPanel")
About_Tab:SetBackgroundColor(Color(51, 51, 51))
local GM13B_Tab = vgui.Create("DPanel")
GM13B_Tab:SetBackgroundColor(Color(51, 51, 51))
local ARC_Tab = vgui.Create("DPanel")
ARC_Tab:SetBackgroundColor(Color(51, 51, 51))
C_GM13B_GUI_Panel:Fill_About_Tab(About_Tab)
C_GM13B_GUI_Panel:Fill_GM13B_Tab(GM13B_Tab)
C_GM13B_GUI_Panel:Fill_ARC_Tab(ARC_Tab)
PropertySheet:AddSheet("About", About_Tab, "icon16/information.png", false, false, "Information")
PropertySheet:AddSheet("gm13b", GM13B_Tab, "icon16/application.png", false, false, "gm_construct 13 beta")
-- if file.Exists("addons/Anomaly-Research-Center-ARC", "GAME" ) then
PropertySheet:AddSheet("A.R.C.", ARC_Tab, "icon16/application_add.png", false, false, "Anomaly Research Center")
-- end
end
-- bind "n" "echo "C_GM13B_GUI_Panel.CreateWindow";cgm13d_vgui"
concommand.Add("cgm13d_vgui", C_GM13B_GUI_Panel.CreateWindow)
|
SecurityCamConfig = {}
SecurityCamConfig.DebugMode = false
SecurityCamConfig.HideRadar = true
SecurityCamConfig.Locations = {
{
camBox = {label = "Hackerspace", x = 1072.02, y = -202.10, z = 71.30},
cameras = {
{label = "Camera Praça", x = 141.06698608398, y = -1032.443359375, z = 39.122398376465, r = {x = 0.0, y = 0.0, z = -20.0}, canRotate = true},
{label = "Camera Garagem", x = 248.07768249512, y = -793.23187255859, z = 38.394092559814, r = {x = 0.0, y = 0.0, z = 80.0}, canRotate = true},
{label = "Camera DP", x = 388.52795410156, y = -980.82495117188, z = 42.424461364746, r = {x = -20.0, y = 0.0, z = -70.0}, canRotate = true},
{label = "Camera Central", x = 179.50575256348, y = 180.42587280273, z = 117.59791564941, r = {x = -20.0, y = 0.0, z = -70.0}, canRotate = true},
{label = "Camera Prisão", x = 1679.2337646484, y = 2531.7316894531, z = 56.681903839111, r = {x = -20.0, y = 0.0, z = -170.0}, canRotate = true},
},
allowedModels = {}
}
}
|
dofile('common.lua')
local hack_symbols = read_asm_sym_file('src/m2-hack.sym')
local includes_symbols = read_asm_sym_file('working/m12-includes.sym')
local asm_symbols = {}
for k,v in ipairs(hack_symbols) do
if v.IsGlobal then
table.insert(asm_symbols,v)
end
end
for k,v in ipairs(includes_symbols) do
if v.IsGlobal then
table.insert(asm_symbols,v)
end
end
local asm_symbols_names = {}
for k,v in ipairs(asm_symbols) do
table.insert(asm_symbols_names,v.name)
end
local ext_symbols = read_sym_file('src/c/undefine_obj.sym')
local ext_symbols_names = {}
for k,v in ipairs(ext_symbols) do
if v.IsGlobal and v.IsFunction then
table.insert(ext_symbols_names,v.name)
end
end
for k,v in ipairs(ext_symbols_names) do
if not is_include(v, asm_symbols_names) then
print(string.format("Error: Undefined external symbol %s\n",v))
end
end
local nfile = io.open ("src/c/link.ld","w")
nfile:write("SECTIONS { .text 0x83755B8 : { *(.text .data .rodata*) } }\n")
for k,v in ipairs(asm_symbols) do
--table.insert(asm_symbols_names,v.name)
nfile:write(string.format("%s = 0x%X;\n",v.name, v.value))
end
nfile:close()
|
local Class = require "hump.class"
local Vector = require "hump.vector"
local BaseObject = require "toys/baseObject"
ExplodingPlatform = Class{__includes = BaseObject}
function ExplodingPlatform:init(world, mapObject)
self.mapObject = mapObject
-- Save all our map object values for re-spawn
self.width, self.height = mapObject.width, mapObject.height
self.xSpawn, self.ySpawn = mapObject.x + (self.width / 2), mapObject.y + (self.height / 2)
self.bodyType = self:checkStaticBool(mapObject.properties.static)
self.rotation = mapObject.rotation
self:resetPhysicsObject(world, mapObject)
if mapObject.properties.texturePath then
self.image = love.graphics.newImage(mapObject.properties.texturePath)
end
-- check if we're important to the camera
self.cameraDistance = mapObject.properties.cameraDistance
self.cameraFocus = mapObject.properties.cameraFocus
-- start timer (seconds)
self.timer = 3 + love.math.random(9)
self.state = "exists"
-- Becomes more red as we get closer to exploding
self.color = {1, 1, 1, 1}
-- keep track of to gradually get more difficult
self.timesExploded = 0
end
function ExplodingPlatform:resetPhysicsObject(world)
-- [re]-create based on saved values
self.body = love.physics.newBody(world, self.xSpawn, self.ySpawn, self.bodyType)
self.body:setUserData({
type = "explodingPlatform",
collisionSfxFolder = self.mapObject.properties.collisionSfxFolder or "generic"
})
self.shape = love.physics.newRectangleShape(0, 0, self.width, self.height)
self.fixture = love.physics.newFixture(self.body, self.shape);
self.fixture:setFriction(0.9)
-- if no texture
self.color = {1, 0.2, 0.7}
local centre = Vector(self.body:getPosition())
-- get the rotation point (top left corner)
local rotationPoint = Vector(centre.x - self.width/2, centre.y - self.height/2)
-- move to be around rotation point
centre = centre - rotationPoint
-- rotate
local new = centre:rotated(math.rad(self.rotation))
-- move point back
centre = new + rotationPoint
self.body:setPosition(centre:unpack())
self.body:setAngle(math.rad(self.rotation))
end
function ExplodingPlatform:getPosition()
if self.body and not self.body:isDestroyed() then
return self.body:getPosition()
end
-- if body doesn't exist, return where it's about to be
return self.xSpawn, self.ySpawn
end
function ExplodingPlatform:getColor()
return self.color[1], self.color[2], self.color[3], self.color[4]
end
function ExplodingPlatform:update(dt, world)
self.timer=self.timer-dt
if self.timer < 3 then
-- normalize (kinda (not really lol)) timer from 3 - 0 to 1 - 0.3
local newGB = (self.timer/3) + 0.3
self.color = {1, newGB, newGB, 1}
end
if self.timer < 0 then
if self.state=="exists" then
-- blow up
love.audio.play("assets/sounds/sfx/box-disappear.wav", "static")
self.state = "recovering"
self.timer = 1.5
self.timesExploded = self.timesExploded + 1
self.body:destroy()
elseif self.state=="recovering" then
-- respawn
love.audio.play("assets/sounds/sfx/box-reappear.wav", "static")
self.state = "exists"
-- timer has a shorter potental maximum each time. Goes down to a mimimum of 3 seconds, which probably isn't survivable.
-- GOOD. They're not supposed to survive. muahahaha. Should just survive long enough to find it funny, then move onto the next level.
-- Might be annoying if it's unfair though? But only if people care about getting a 'high score'.
-- and the game doesn't even track score. So, I dunno. Hmm. This game's all about the ride, mmaann
-- and if we want to use this exploding object somewhere else should make fuse shortening a tiled attribute...
-- ... Should chat to Rory about it.
self.timer = (3 + love.math.random(9)) - (self.timesExploded * 0.5)
if self.timer < 3 then
self.timer = 3
end
self:resetPhysicsObject(world)
self.color = {1, 1, 1, 1}
end
end
end
function ExplodingPlatform:draw()
love.graphics.setColor(self:getColor())
if self.body and not self.body:isDestroyed() then
self:drawRectangleObject(self)
end
love.graphics.setColor(1, 1, 1, 1)
end
return ExplodingPlatform
|
local status_ok, _ = pcall(require, "nvim-lsp-installer")
if not status_ok then
return
end
-- automatically install
-- https://github.com/neovim/nvim-lspconfig/wiki/Installing-language-servers#automatically
local servers = { "sumneko_lua", "rust_analyzer" }
require("nvim-lsp-installer").setup({
ensure_installed = servers, -- ensure these servers are always installed
automatic_installation = true, -- automatically detect which servers to install (based on which servers are set up via lspconfig)
ui = {
icons = {
server_installed = "✓",
server_pending = "➜",
server_uninstalled = "✗"
}
}
})
-- Setup lspconfig.
for _, server in ipairs(servers) do
local opts = {
on_attach = require("rc/lsp/handlers").on_attach,
capabilities = require("rc/lsp/handlers").capabilities
}
local has_custom_opts, server_custom_opts = pcall(require, "rc/lsp/settings." .. server)
if has_custom_opts then
opts = vim.tbl_deep_extend("force", opts, server_custom_opts)
end
require('lspconfig')[server].setup(opts)
end
|
MATCH_STATES = {
WARM_UP = 1,
PREPARING = 2,
IN_PROGRESS = 3,
POST_TIME = 4,
}
GAME_MODE = {
DEATHMATCH = 1,
GUNGAME = 2
}
|
local utils = require("lib.utils")
local cjson = require "cjson"
local Assignment = require "assignment"
local Experiment = {}
function Experiment:new(inputs)
return utils._new_(self, {}):init(inputs)
end
function Experiment:init(inputs)
self.inputs = inputs
self.exposureLogged = false
self.salt = nil
self._inExperiment = true
self.name = self:getDefaultExperimentName()
self.autoExposureLogging = true
self:setup()
self.assignment = Assignment:new(self:getSalt())
self.assigned = false
return self
end
function Experiment:getDefaultExperimentName()
return "GenericExperiment"
end
function Experiment:getDefaultParamNames()
if self.__defaultParams == nil then
local Capture = {}
local me = self
function Capture:set(key, val)
table.insert(me.__defaultParams, key)
end
self.__defaultParams = {}
local res, err = pcall(function()
me.assign({}, Capture, {})
end)
end
return self.__defaultParams
end
function Experiment:requireAssignment()
if not self.assigned then self:_assign() end
end
function Experiment:requireExposureLogging(paramName)
if self:shouldLogExposure(paramName) then self:logExposure() end
end
function Experiment:_assign()
self:configureLogger()
local assigneVal = self:assign(self.assignment, self.inputs)
self._inExperiment = assigneVal == nil or assigneVal ~= false
self.assigned = true
end
function Experiment:setup()
return
end
function Experiment:inExperiment()
return self._inExperiment
end
function Experiment:addOverride(key, value)
self.assignment:addOverride(key, value)
end
function Experiment:setOverrides(values)
self.assignment:setOverrides(values)
local obj = self.assignment:getOverrides()
for k, v in pairs(obj) do self.inputs[k] = v end -----------------------------
end
function Experiment:getSalt()
return self.salt or self.name
end
function Experiment:setSalt(value)
self.salt = value
if self.assignment ~= nil then self.assignment.experimentSalt = value end
end
function Experiment:getName()
return self.name
end
function Experiment:assign(param, args)
error "Not implemented"
end
function Experiment:getParamNames()
error "Not implemented"
end
function Experiment:shouldFetchExperimentParameter(name)
local experimentalParams = self:getParamNames()
return table.indexOf(experimentalParams, name) > 0
end
function Experiment:setName(name)
name = string.gsub(name, " ", "-")
self.name = name
if self.assignment ~= nil then self.assignment.experimentSalt = self:getSalt() end
end
function Experiment:__asBlob(extras)
extras = extras or {}
return table.merge(extras, {
name = self:getName(),
time = os.clock(),
salt = self:getSalt(),
inputs = self.inputs,
params = self.assignment:getParams()
})
end
function Experiment:setAutoExposureLogging(value)
self.autoExposureLogging = value
end
function Experiment:getParams()
self:requireAssignment()
self:requireExposureLogging()
return self.assignment:getParams()
end
function Experiment:get(name, def)
self:requireAssignment()
self:requireExposureLogging(name)
return self.assignment:get(name, def)
end
function Experiment:toString()
self:requireAssignment()
self:requireExposureLogging()
return cjson.encode(self:__asBlob())
end
function Experiment:logExposure(extras)
if not self:inExperiment() then return end
self.exposureLogged = true
self:logEvent('exposure', extras)
end
function Experiment:shouldLogExposure(paramName)
if paramName ~= nil and not self:shouldFetchExperimentParameter(paramName) then return false end
return self.autoExposureLogging and not (self:previouslyLogged() ~= nil)
end
function Experiment:logEvent(eventType, extras)
if not self:inExperiment() then return end
local extraPayload = {
event = eventType,
extras_data = utils.shallowcopy(extras)
}
self:log(self:__asBlob(extraPayload))
end
function Experiment:configureLogger()
error "Not implemented"
end
function Experiment:log(data)
error "Not implemented"
end
function Experiment:previouslyLogged()
error "Not implemented"
end
return Experiment
|
-- customize how ever you like
shared.stop = true
wait(5)
shared.stop = false
local str = shared.scr or "qw[er]ty"
local FinishTime = shared.ftime or 10
print("Finishing in",FinishTime/60,"minutes")
local vs = game:GetService("VirtualUser")
local nstr = string.gsub(str,"[[\]\n]","")
local delay = shared.delay or FinishTime / (string.len(nstr) / 1.05)
local queue = ""
local rem = true
for i=1, #str do
if shared.stop == true then return end
local c = str:sub(i,i)
if c == "[" then
rem = false
continue
elseif c == "]" then
rem = true
if string.find(queue," ") then
for ii=1, #queue do
local cc = queue:sub(ii,ii)
vs:SetKeyDown(cc)
wait(delay/2)
vs:SetKeyUp(cc)
end
else
for ii=1, #queue do
local cc = queue:sub(ii,ii)
vs:SetKeyDown(cc)
wait()
end
wait()
for ii=1, #queue do
local cc = queue:sub(ii,ii)
vs:SetKeyUp(cc)
wait()
end
end
queue = ""
continue
elseif c == " " then
wait(delay)
continue
elseif c == "|" then
wait(delay*2)
continue
end
if not rem then
queue=queue..c
continue
end
vs:SetKeyDown(c)
wait()
vs:SetKeyUp(c)
wait(delay)
end
|
net.Receive("XYZ911:StartCall", function()
local caller = net.ReadEntity()
local callID = net.ReadUInt(32)
local reason = net.ReadString()
XYZ911.UI.Popup(caller, callID, reason)
end)
function XYZ911.UI.Popup(caller, callID, reason)
local frame = XYZUI.Frame("911 Call #"..tostring(callID), XYZ911.Config.Color, nil, nil, true)
frame:SetSize(400, 165)
frame:SetPos((ScrW()*0.5) - (frame:GetWide()*0.5), ScrH() - (frame:GetTall()) - 5)
local name = XYZUI.PanelText(frame, caller:Name() or "Unknown", 30, TEXT_ALIGN_CENTER)
local reasonText = XYZUI.PanelText(frame, reason or "Unknown", 20, TEXT_ALIGN_CENTER)
local button = XYZUI.ButtonInput(frame, "Take Call", function()
net.Start("XYZ911:Respond")
net.WriteUInt(callID, 32)
net.SendToServer()
frame:Close()
end)
button:Dock(BOTTOM)
timer.Simple(XYZ911.Config.ClaimTime, function()
if not IsValid(frame) then return end
frame:Close()
end)
end
|
-- Mean to be a module dedicated to debugging create mode?
local toolsController = require("tevgit:create/controllers/tool.lua")
local uiController = require("tevgit:create/controllers/ui.lua")
local uiTabController = require("tevgit:create/controllers/uiTabController.lua")
uiController.devTab = uiController.createFrame(uiController.workshop.interface, {
name = "devTab",
size = guiCoord(1, 0, 0, 60),
position = guiCoord(0,0,0,23)
}, "mainTopBar")
uiTabController.createTab(uiController.tabs, "Dev [ignore this]", uiController.devTab)
toolsController.registerMenu("devTab", uiController.devTab)
local reloadButton = toolsController.createButton("devTab", "fa:s-sync", "Reload all")
reloadButton:mouseLeftReleased(function ()
engine.input.cursorTexture = "fa:s-mouse-pointer"
uiController.workshop:reloadCreate()
end)
local gcWindow = uiController.createWindow(uiController.workshop.interface, guiCoord(0.5, -150, 0, 300), guiCoord(0, 300, 0, 93), "GC", true) --undockable window
gcWindow.visible = false
gcWindow.zIndex = 2000
local gcText = uiController.create("guiTextBox", gcWindow.content, {
size = guiCoord(1,-20,1,-40),
position = guiCoord(0,10,0,10),
wrap = true
}, "mainText")
local gcnow = uiController.create("guiButton", gcWindow.content, {
size = guiCoord(1,-20,0,20),
position= guiCoord(0,10,1,-25),
text = "collectgarbage()"
}, "main")
gcnow:mouseLeftReleased(function ()
collectgarbage()
end)
local garbageButton = toolsController.createButton("devTab", "fa:s-trash-alt", "GC")
garbageButton:mouseLeftReleased(function ()
gcWindow.visible = not gcWindow.visible
spawnThread(function ()
while gcWindow.visible do
gcText.text = string.format("Memory Usage %.3f MB", collectgarbage( "count" ) / 1024)
wait(.1)
end
end)
end)
|
-- copy all globals into locals, some locals are prefixed with a G to reduce name clashes
local coroutine,package,string,table,math,io,os,debug,assert,dofile,error,_G,getfenv,getmetatable,ipairs,Gload,loadfile,loadstring,next,pairs,pcall,print,rawequal,rawget,rawset,select,setfenv,setmetatable,tonumber,tostring,type,unpack,_VERSION,xpcall,module,require=coroutine,package,string,table,math,io,os,debug,assert,dofile,error,_G,getfenv,getmetatable,ipairs,load,loadfile,loadstring,next,pairs,pcall,print,rawequal,rawget,rawset,select,setfenv,setmetatable,tonumber,tostring,type,unpack,_VERSION,xpcall,module,require
require("apps").default_paths() -- default search paths so things can easily be found
local apps=require("apps")
local lfs=require("lfs")
local wstr=require("wetgenes.string")
arg={...}
lfs.chdir(apps.dir)
if arg[1] then
local m=require("cmd."..arg[1])
return m.cmd(unpack(arg))
else
print("Available test commands are")
print()
for fname in lfs.dir("./lua/cmd") do
if fname:sub(-4)==".lua" then
print("./cmd "..fname:sub(1,-5))
end
end
print()
end
|
local cassowary = require("cassowary")
describe('cassowary.SimplexSolver', function ()
it('should be constructable without args', function ()
assert.is.truthy(cassowary.SimplexSolver())
end)
end)
describe("addEditVar", function ()
it("works with required strength", function ()
local solver = cassowary.SimplexSolver()
local a = cassowary.Variable({name = "a"})
solver:addConstraint(cassowary.StayConstraint(a, cassowary.Strength.strong, 0))
solver:resolve()
assert.equal(0, a.value)
solver:addEditVar(a, cassowary.Strength.required) :beginEdit() :suggestValue(a, 2) :resolve()
assert.is.equal(2, a.value)
end)
it("works with required strength after many suggestions", function ()
local solver = cassowary.SimplexSolver()
local a = cassowary.Variable({name = "a"})
local b = cassowary.Variable({name = "b"})
solver:addConstraint(cassowary.StayConstraint(a, cassowary.Strength.strong, 0)) :addConstraint(cassowary.Equation(a,b,cassowary.Strength.required)) :resolve()
assert.equal(0, b.value)
assert.equal(0, a.value)
solver:addEditVar(a, cassowary.Strength.required) :beginEdit() :suggestValue(a, 2) :resolve()
assert.equal(2, a.value)
assert.equal(2, b.value)
solver:suggestValue(a, 10):resolve()
assert.equal(10, a.value)
assert.equal(10, b.value)
end)
it('works with weight', function ()
local x = cassowary.Variable({ name= 'x' })
local y = cassowary.Variable({ name= 'y' })
local solver = cassowary.SimplexSolver()
solver:addStay(x):addStay(y):addConstraint(cassowary.Equation(x, y, cassowary.Strength.required)):addEditVar(x,cassowary.Strength.medium,1)
solver:addEditVar(y, cassowary.Strength.medium,10):beginEdit()
solver:suggestValue(x, 10):suggestValue(y, 20)
solver:resolve()
assert.is.truthy(cassowary.approx(x.value, 20))
assert.is.truthy(cassowary.approx(y.value, 20))
end)
end)
|
local Label, Timer, AttackProperties, Damage, AttackRange, BulletProperties
= Component.load({"Label", "Timer", "AttackProperties", "Damage", "AttackRange", "BulletProperties"})
DefaultAttackConstructors = {}
function createPlayerAttack(parent)
local entity = Entity(parent)
local stats = parent:get("Stats")
entity:add(Label("RangedAttack"))
entity:add(Timer(stats:getShotDelay()))
entity:add(AttackProperties(25))
entity:add(Damage(1))
entity:add(AttackRange(stats:getShotRange()))
return entity
end
function DefaultAttackConstructors.BasicMeleeAttack(parent)
local entity = Entity(parent)
local level = parent:get("Level").level
entity:add(Label("BasicMeleeAttack"))
entity:add(Timer(1 - 0.25 * (level - 1)))
entity:add(AttackProperties(0))
entity:add(Damage(level + 1))
entity:add(AttackRange(2))
Enemy.setSpeed(parent, level * 70 + 100)
Enemy.addBonusHitpoints(parent,level * 10)
return entity
end
function DefaultAttackConstructors.LightMeleeAttack(parent)
local entity = Entity(parent)
local level = parent:get("Level").level
entity:add(Label("LightMeleeAttack"))
entity:add(Timer(1 - 0.25 * (level - 1)))
entity:add(AttackProperties(0))
entity:add(Damage(level))
entity:add(AttackRange(2))
Enemy.setSpeed(parent, level * 75 + 125)
Enemy.addBonusHitpoints(parent,level * 5)
return entity
end
function DefaultAttackConstructors.BasicRangedAttack(parent)
local entity = Entity(parent)
local level = parent:get("Level").level
entity:add(Label("BasicRangedAttack"))
entity:add(Timer(2 - 0.25 * (level - 1)))
entity:add(AttackProperties(25))
entity:add(Damage(level))
entity:add(AttackRange(150 + level * 75))
entity:add(BulletProperties(level * 100 + 300, 7 + level))
Enemy.setSpeed(parent, level * 50 + 100)
Enemy.addBonusHitpoints(parent, level * 5)
return entity
end
function DefaultAttackConstructors.FastRangedAttack(parent)
local entity = Entity(parent)
local level = parent:get("Level").level
entity:add(Label("FastRangedAttack"))
entity:add(Timer(0.5 - 0.1 * (level - 1)))
entity:add(AttackProperties(25))
entity:add(Damage(level))
entity:add(AttackRange(100 + level * 50))
entity:add(BulletProperties(level * 100 + 200, 5 + level))
Enemy.setSpeed(parent, level * 25 + 150)
Enemy.addBonusHitpoints(parent, level * 5)
return entity
end
function DefaultAttackConstructors.SniperRangedAttack(parent)
local entity = Entity(parent)
local level = parent:get("Level").level
entity:add(Label("SniperRangedAttack"))
entity:add(Timer(3 - 0.5 * (level - 1)))
entity:add(AttackProperties(25))
entity:add(Damage(level + 2))
entity:add(AttackRange(500 + level * 100))
entity:add(BulletProperties(300 + level * 125, 7 + (2 *level)))
Enemy.setSpeed(parent, level * 75)
Enemy.addBonusHitpoints(parent, level * 5)
return entity
end
function DefaultAttackConstructors.BigRangedAttack(parent)
local entity = Entity(parent)
local level = parent:get("Level").level
entity:add(Label("BigRangedAttack"))
entity:add(Timer(2 - 0.25 * (level - 1)))
entity:add(AttackProperties(25))
entity:add(Damage(level * 2 + 1))
entity:add(AttackRange(400 + 100 * level))
entity:add(BulletProperties(200 + 75 * level, 10 + (5 * level)))
Enemy.setSpeed(parent, level * 50 + 125)
Enemy.addBonusHitpoints(parent, level * 7)
return entity
end
function DefaultAttackConstructors.BasicDashAttack(parent)
local entity = Entity(parent)
local level = parent:get("Level").level
entity:add(Label("BasicDashAttack"))
entity:add(Timer(4 - 0.75 * (level - 1)))
entity:add(AttackProperties(8))
entity:add(Damage(2 * level + 2))
entity:add(AttackRange(75 + 75 * level))
Enemy.setSpeed(parent, level * 50 + 125)
Enemy.addBonusHitpoints(parent, level * 10)
return entity
end
function DefaultAttackConstructors.SlowBigDashAttack(parent)
local entity = Entity(parent)
local level = parent:get("Level").level
entity:add(Label("SlowBigDashAttack"))
entity:add(AttackProperties(8))
entity:add(Timer(4.5 - level * 0.5))
entity:add(Damage(2 * level + 2))
entity:add(AttackRange(level * 200 + 250))
Enemy.setSpeed(parent, 20 + level * 10)
Enemy.addBonusHitpoints(parent, level * 10)
return entity
end
function DefaultAttackConstructors.SetTrap(parent)
local entity = Entity(parent)
local level = parent:get("Level").level
entity:add(Label("SetTrap"))
entity:add(Timer(6 - level * 1))
entity:add(Damage(level * 4 + 1))
Enemy.setSpeed(parent, level * 50 + 100)
Enemy.addBonusHitpoints(parent, level * 15)
return entity
end
|
-- @namespace yatm.wrench
local Directions = assert(foundation.com.Directions)
local table_copy = assert(foundation.com.table_copy)
yatm.wrench = {}
yatm.wrench.ROTATE_FACE = 'face'
yatm.wrench.ROTATE_AXIS = 'axis'
-- Contains a table of all the supported paramtype2 that can be rotated
yatm.wrench.type_handler = {}
yatm.wrench.type_handler.flowingliquid = false
yatm.wrench.type_handler.leveled = false
-- debatable, but only used by plantlike and mesh
yatm.wrench.type_handler.degrotate = false
yatm.wrench.type_handler.meshoptions = false
yatm.wrench.type_handler.color = false
yatm.wrench.type_handler.glasslikeliquidlevel = false
yatm.wrench.type_handler.colordegrotate = false
yatm.wrench.type_handler.none = false
local function rotate_facedir(rotate_type, facedir, reversed)
if rotate_type == yatm.wrench.ROTATE_FACE then
if reversed then
facedir = Directions.rotate_facedir_face_anticlockwise(facedir)
else
facedir = Directions.rotate_facedir_face_clockwise(facedir)
end
elseif rotate_type == yatm.wrench.ROTATE_AXIS then
if reversed then
facedir = Directions.rotate_facedir_axis_anticlockwise(facedir)
else
facedir = Directions.rotate_facedir_axis_clockwise(facedir)
end
end
return facedir
end
-- @mutative
-- @spec type_handler.wallmounted(RotationType, Node, reversed: Boolean): Node
function yatm.wrench.type_handler.wallmounted(rotate_type, node, reversed)
-- TODO
return node
end
-- @mutative
-- @spec type_handler.facedir(RotationType, Node, reversed: Boolean): Node
function yatm.wrench.type_handler.facedir(rotate_type, node, reversed)
-- the original facedir value
local facedir = rotate_facedir(rotate_type, node.param2, reversed)
node.param2 = facedir
return node
end
-- @mutative
-- @spec type_handler.colorfacedir(RotationType, Node, reversed: Boolean): Node
function yatm.wrench.type_handler.colorfacedir(rotate_type, node, reversed)
-- the original facedir value
local facedir = node.param2 % 32
local rest = node.param2 - 32
facedir = rotate_facedir(rotate_type, facedir, reversed)
node.param2 = facedir + rest
return node
end
-- @mutative
-- @spec type_handler.colorwallmounted(RotationType, Node, reversed: Boolean): Node
function yatm.wrench.type_handler.colorwallmounted(rotate_type, node, reversed)
-- TODO
return node
end
-- Triggered when a wrench or something wants to rotate the node, this function
-- should return the updated node if any rotations should apply,
-- or nil otherwise
--
-- @mutative
-- @spec calc_rotate_node(rotate_type: ROTATE_AXIS | ROTATE_FACE, pos: Vector3, node: Node, reverse: Boolean): Node | nil
function yatm.wrench.calc_rotate_node(rotate_type, pos, node, reversed)
local nodedef = minetest.registered_nodes[node.name]
if nodedef.calc_rotate_node == false then
return nil
elseif type(nodedef.calc_rotate_node) == "function" then
return nodedef.calc_rotate_node(rotate_type, pos, node, reversed)
else
local handler = yatm.wrench.type_handler[nodedef.paramtype2]
if handler then
return handler(rotate_type, node, reversed)
end
end
return nil
end
-- Called when the wrench or caller is now going to commit to rotating the node
-- the updated node is provided as new_node, while the original node is provided
-- as old_node.
--
-- Returns true if the node was successfully rotated, returns false otherwise.
--
-- @spec rotate_node(pos: Vector3, new_node: Node, old_node: Node): Boolean
function yatm.wrench.do_rotate_node(pos, new_node, old_node)
local nodedef = minetest.registered_nodes[old_node.name]
local do_rotate_node = nodedef.do_rotate_node
if do_rotate_node == false then
return false
elseif type(do_rotate_node) == "function" then
return do_rotate_node(pos, new_node, old_node)
else
minetest.swap_node(pos, new_node)
return true
end
return false
end
function yatm.wrench.after_rotate_node(pos, node)
local nodedef = minetest.registered_nodes[node.name]
local after_rotate_node = nodedef.after_rotate_node
if type(after_rotate_node) == "function" then
return after_rotate_node(pos, node)
end
end
function yatm.wrench.rotate_node(rotate_type, pos, node, reversed)
local new_node = yatm.wrench.calc_rotate_node(rotate_type, pos, table_copy(node), reversed)
if new_node then
if yatm.wrench.do_rotate_node(pos, new_node, node) then
yatm.wrench.after_rotate_node(pos, new_node)
return true
end
end
return false
end
function yatm.wrench.rotate_node_at_pos(rotate_type, pos, reversed)
local node = minetest.get_node_or_nil(pos)
if node then
return yatm.wrench.rotate_node(rotate_type, pos, node, reversed)
end
return false
end
function yatm.wrench.user_rotate_node_at_pos(user, rotate_type, pos, reversed)
local player_name
if user then
player_name = user:get_player_name()
end
if minetest.is_protected(pos, player_name) then
minetest.record_protection_violation(pos, player_name)
return false
end
return yatm.wrench.rotate_node_at_pos(rotate_type, pos, reversed)
end
|
local PART = {}
PART.ClassName = "light"
PART.Group = 'effects'
PART.Icon = 'icon16/lightbulb.png'
pac.StartStorableVars()
pac.GetSet(PART, "Brightness", 1)
pac.GetSet(PART, "Size", 5, {editor_sensitivity = 0.25})
pac.GetSet(PART, "Style", 0, {editor_clamp = {0, 16}})
pac.GetSet(PART, "Color", Vector(255, 255, 255), {editor_panel = "color"})
pac.EndStorableVars()
function PART:GetNiceName()
local hue = pac.ColorToNames(self:GetColor())
return hue .. " light"
end
local DynamicLight = DynamicLight
function PART:OnDraw(owner, pos, ang)
local light = self.light or DynamicLight(tonumber(self.UniqueID))
light.Pos = pos
light.MinLight = self.Brightness
light.Size = self.Size
light.Style = self.Style
light.r = self.Color.r
light.g = self.Color.g
light.b = self.Color.b
-- 100000000 constant is better than calling pac.RealTime
light.DieTime = 1000000000000 -- pac.RealTime
self.light = light
end
function PART:OnHide()
local light = self.light
if light then
light.DieTime = 0
light.Size = 0
light.MinLight = 0
light.Pos = Vector()
end
end
pac.RegisterPart(PART)
|
-- TODO: implement in-place version of functions
require 'randomkit'
require 'cephes'
require 'torch'
if not distributions.gamma then
distributions.gamma = {}
end
function distributions.gamma.entropy(params)
assert(params.shape)
assert(params.scale or params.rate)
if params.scale then
local k = params.shape
local t = params.scale
return k + math.log(t) + cephes.lgam(k) + (1-k)*cephes.digamma(k)
elseif params.rate then
local a = params.shape
local b = params.rate
return a - math.log(b) + cephes.lgam(a) + (1-a)*cephes.digamma(a)
end
end
function distributions.gamma.kl(q,p)
if q.scale then
if p.scale then
return (q.shape - p.shape) * cephes.digamma(q.shape)
- q.shape
+ q.shape * q.scale / p.scale
+ cephes.lgam(p.shape)
- cephes.lgam(q.shape)
+ p.shape * math.log(p.scale)
- p.shape * math.log(q.scale)
elseif p.rate then
return (q.shape - p.shape) * cephes.digamma(q.shape)
- q.shape
+ q.shape * q.scale * p.rate
+ cephes.lgam(p.shape)
- cephes.lgam(q.shape)
- p.shape * math.log(p.rate)
- p.shape * math.log(q.scale)
end
elseif q.rate then
if p.scale then
return (q.shape - p.shape) * cephes.digamma(q.shape)
- q.shape
+ q.shape / q.rate / p.scale
+ cephes.lgam(p.shape)
- cephes.lgam(q.shape)
+ p.shape * math.log(p.scale)
+ p.shape * math.log(q.rate)
elseif p.rate then
return (q.shape - p.shape) * cephes.digamma(q.shape)
- q.shape
+ q.shape * p.rate / q.rate
+ cephes.lgam(p.shape)
- cephes.lgam(q.shape)
- p.shape * math.log(p.rate)
+ p.shape * math.log(q.rate)
end
end
end
|
local granite = {
{"granite", "Granite grigio"},
{"graniteR", "Granite ruggine"},
{"graniteA", "Granite avorio"},
{"graniteP", "Granite rosa"},
}
local stairs_mod = minetest.get_modpath("stairs")
local stairsplus_mod = minetest.get_modpath("moreblocks")
and minetest.global_exists("stairsplus")
for _, granite in pairs(granite) do
if stairsplus_mod then
stairsplus:register_all("summer", granite[1], "summer:" .. granite[1], {
description = granite[2] .. " Summer",
tiles = {granite[1] .. ".png"},
groups = {cracky = 3},
sounds = default.node_sound_stone_defaults(),
})
stairsplus:register_alias_all("summer", granite[1], "summer", granite[1])
minetest.register_alias("stairs:slab_summer_".. granite[1], "summer:slab_baked_granite_" .. granite[1])
minetest.register_alias("stairs:stair_summer_".. granite[1], "summer:stair_baked_granite_" .. granite[1])
-- register all stair types for stairs redo
elseif stairs_mod and stairs.mod then
stairs.register_all("summer_" .. granite[1], "summer:" .. granite[1],
{cracky = 3},
{granite[1] .. ".png"},
granite[2] .. " Summer",
default.node_sound_stone_defaults())
-- register stair and slab using default stairs
elseif stairs_mod then
stairs.register_stair_and_slab("summer_".. granite[1], "summer:".. granite[1],
{cracky = 3},
{granite[1] .. ".png"},
granite[2] .. " Summer Stair",
granite[2] .. " Summer Slab",
default.node_sound_stone_defaults())
end
end
|
--[[
GetIndexOfValue
===============
Super simple helper function to get the index of a value in a table.
This is primarily used in conjunction with table.remove, as we will sometimes
know the value of an item, but not its index.
This allows us to pass in the value, get the index, and then remove that value
from the table.
Note that this only works on index-value tables (arrays), not key-value
(dictionaries).
Usage
-----
local t = { "this", "table", "has", "a", "lot", "of", "values" }
local index = getIndexOfValue("values", t)
print(t[index] == "values") -- true
table.remove(t, index)
print(t[index] == nil) -- true
--]]
local function getIndexOfValue(value, list)
for index, otherValue in ipairs(list) do
if value == otherValue then
return index
end
end
end
return getIndexOfValue
|
--------------------------------------------------------------------------------
--[[
Hose
Demonstrates use of cycleAngle to wave back and forth.
--]]
--------------------------------------------------------------------------------
local CBE = require("CBE.CBE")
local display_newImageRect = display.newImageRect
local vent = CBE.newVent({
preset = "fountain",
perEmit = 1,
physics = {
autoCalculateAngles = true,
angles = {{60, 120}, {120, 60}}, -- Add angles in form of 60-120-60
cycleAngle = true
}
})
vent:start()
|
local core = require "sys.core"
local ns = require "sys.netstream"
local assert = assert
--when luaVM destroyed, all process will be exit
--so no need to clear socket connection
local socket_pool = {}
local socket = {}
local EVENT = {}
local type = type
local assert = assert
local function new_socket(fd)
local s = {
fd = fd,
delim = false,
co = false,
closing = false,
sbuffer = ns.new(fd),
}
assert(not socket_pool[fd])
socket_pool[fd] = s
end
local function del_socket(s)
ns.free(s.sbuffer)
socket_pool[s.fd] = nil
end
local function suspend(s)
assert(not s.co)
local co = core.running()
s.co = co
return core.wait(co)
end
local function wakeup(s, dat)
local co = s.co
s.co = false
core.wakeup(co, dat)
end
function EVENT.accept(fd, _, portid, addr)
local lc = socket_pool[portid];
new_socket(fd)
local ok, err = core.pcall(lc.disp, fd, addr)
if not ok then
core.log(err)
socket.close(fd)
end
end
function EVENT.close(fd, _, errno)
local s = socket_pool[fd]
if s == nil then
return
end
s.closing = true
if s.co then
wakeup(s, false)
del_socket(s)
end
end
function EVENT.data(fd, message)
local s = socket_pool[fd]
if not s then
return
end
local sbuffer = s.sbuffer
local size = ns.push(sbuffer, message)
local delim = s.delim
local typ = type(delim)
if typ == "number" then
if size >= delim then
local dat = ns.read(sbuffer, delim)
s.delim = false
wakeup(s, dat)
end
else
if typ == "string" then
local dat = ns.readline(sbuffer, delim)
if dat then
s.delim = false
wakeup(s, dat)
return
end
end
end
end
local function socket_dispatch(typ, fd, message, ...)
EVENT[typ](fd, message, ...)
end
function socket.listen(port, disp, backlog)
assert(port)
assert(disp)
local portid = core.listen(port, socket_dispatch, backlog)
if portid then
socket_pool[portid] = {
fd = portid,
disp = disp,
co = false
}
end
return portid
end
function socket.connect(ip, bind)
local fd = core.connect(ip, socket_dispatch, bind)
if fd then
assert(fd >= 0)
new_socket(fd)
end
return fd
end
function socket.limit(fd, limit)
local s = socket_pool[fd]
if s == nil then
return false
end
return ns.limit(s.sbuffer, limit)
end
function socket.close(fd)
local s = socket_pool[fd]
if s == nil then
return false
end
if s.co then
wakeup(s, false)
end
del_socket(s)
core.close(fd)
return true
end
function socket.read(fd, n)
local s = socket_pool[fd]
if not s then
return false
end
local r = ns.read(s.sbuffer, n)
if r then
return r
end
if s.closing then
del_socket(s)
return false
end
s.delim = n
return suspend(s)
end
function socket.readall(fd, max)
local s = socket_pool[fd]
if not s then
return false
end
local r = ns.readall(s.sbuffer, max)
if r == "" and s.closing then
del_socket(s)
return false
end
return r
end
function socket.readline(fd, delim)
delim = delim or "\n"
local s = socket_pool[fd]
if not s then
return false
end
local r = ns.readline(s.sbuffer, delim)
if r then
return r
end
if s.closing then
del_socket(s)
return false
end
s.delim = delim
return suspend(s)
end
function socket.recvsize(fd)
local s = socket_pool[fd]
if not s then
return 0
end
return ns.size(s.sbuffer)
end
socket.write = core.write
socket.sendsize = core.sendsize
---------udp
local function new_udp(fd, callback)
local s = {
fd = fd,
callback = callback,
}
socket_pool[fd] = s
end
--udp client can be closed(because it use connect)
local function udp_dispatch(typ, fd, message, addr)
local data
local cb = socket_pool[fd].callback
if typ == "udp" then
data = ns.todata(message)
cb(data, addr)
elseif typ == "close" then
cb()
socket_pool[fd] = nil
else
assert(false, "type must be 'udp' or 'close'")
end
end
function socket.bind(addr, callback)
local fd = core.bind(addr, udp_dispatch)
if fd then
new_udp(fd, callback)
end
return fd
end
function socket.udp(addr, callback, bindip)
local fd = core.udp(addr, udp_dispatch, bindip)
if fd then
new_udp(fd, callback)
end
return fd
end
socket.udpwrite = core.udpwrite
return socket
|
---@type cocodec
local cocodec = require "colibc.codec"
return cocodec
|
#!/usr/bin/env lua
--[[
This requires the restserver-xavante rock to run.
run server (this file)
th tools/rest_translation_server.lua -model ../Recipes/baseline-1M-enfr/exp/model-baseline-1M-enfr_epoch13_3.44.t7 -gpuid 1
query the server:
curl -v -H "Content-Type: application/json" -X POST -d '[{ "src" : "international migration" }]' http://127.0.0.1:7784/translator/translate
]]
require('onmt.init')
local tokenizer = require('tools.utils.tokenizer')
local BPE = require ('tools.utils.BPE')
local restserver = require("tools.restserver.restserver")
local cmd = onmt.utils.ExtendedCmdLine.new('rest_translation_server.lua')
local options = {
{
'-host', '127.0.0.1',
[[Host to run the server on.]]
},
{
'-port', '7784',
[[Port to run the server on.]]
},
{
'-withAttn', false,
[[If set returns by default attn vector.]]
}
}
cmd:setCmdLineOptions(options, 'Server')
onmt.translate.Translator.declareOpts(cmd)
onmt.utils.Cuda.declareOpts(cmd)
onmt.utils.Logger.declareOpts(cmd)
tokenizer.declareOpts(cmd)
onmt.utils.HookManager.updateOpt(arg, cmd)
onmt.utils.HookManager.declareOpts(cmd)
cmd:text("")
cmd:text("Other options")
cmd:text("")
cmd:option('-batch_size', 64, [[Size of each parallel batch - you should not change except if low memory.]])
local opt = cmd:parse(arg)
local function translateMessage(translator, lines)
local bpe
local res
local err
_G.logger:debug("Start Tokenization")
if opt.bpe_model ~= '' then
bpe = BPE.new(opt)
end
local i = 1
local translations = {}
while i <= #lines do
local batch = {}
while i <= #lines and #batch < opt.batch_size do
local srcTokens = {}
local srcTokenized = {}
local tokens
res, err = pcall(function()
local preprocessed = _G.hookManager:call("mpreprocess", opt, lines[i].src) or lines[i].src
tokens = tokenizer.tokenize(opt, preprocessed, bpe)
end)
-- it can generate an exception if there are utf-8 issues in the text
if not res then
if string.find(err, "interrupted") then
error("interrupted")
else
error("unicode error in line " .. err)
end
end
-- Add custom source features if they are provided in the request. This is usually used for domain control.
if lines[i].feats then
for j = 1, #tokens do
for _, feat in ipairs(lines[i].feats) do
if feat ~= '' then
tokens[j] = tokens[j] .. '│' .. feat
end
end
end
end
table.insert(srcTokenized, table.concat(tokens, ' '))
-- Extract from the line.
for word in srcTokenized[1]:gmatch'([^%s]+)' do
table.insert(srcTokens, word)
end
-- Currently just a single batch.
table.insert(batch, translator:buildInput(srcTokens))
i = i + 1
end
-- Translate
_G.logger:debug("Start Translation")
local results = translator:translate(batch)
_G.logger:debug("End Translation")
-- Return the nbest translations for each in the batch.
for b = 1, #batch do
local ret = {}
for bi = 1, translator.args.n_best do
local srcSent = translator:buildOutput(batch[b])
local predSent
res, err = pcall(function()
predSent = tokenizer.detokenize(opt,
results[b].preds[bi].words,
results[b].preds[bi].features)
end)
if not res then
if string.find(err,"interrupted") then
error("interrupted")
else
error("unicode error in line ".. err)
end
end
local lineres = {
tgt = predSent,
src = srcSent,
n_best = bi,
pred_score = results[b].preds[bi].score
}
if opt.withAttn or lines[b].withAttn then
local attnTable = {}
for j = 1, #results[b].preds[bi].attention do
table.insert(attnTable, results[b].preds[bi].attention[j]:totable())
end
lineres.attn = attnTable
end
table.insert(ret, lineres)
end
table.insert(translations, ret)
end
end
return translations
end
local function init_server(host, port, translator)
local server = restserver:new():host(host):port(port)
server:add_resource("translator", {
{
method = "POST",
path = "/translate",
consumes = "application/json",
produces = "application/json",
handler = function(req)
_G.logger:debug("receiving request")
local translate = translateMessage(translator, req)
_G.logger:debug("sending response")
return restserver.response():status(200):entity(translate)
end,
}
})
return server
end
local function main()
-- load logger
_G.logger = onmt.utils.Logger.new(opt.log_file, opt.disable_logs, opt.log_level, opt.log_tag)
onmt.utils.Cuda.init(opt)
_G.hookManager = onmt.utils.HookManager.new(opt)
-- disable profiling
_G.profiler = onmt.utils.Profiler.new(false)
_G.logger:info("Loading model")
local translator = onmt.translate.Translator.new(opt)
_G.logger:info("Launch server")
local server = init_server(opt.host, opt.port, translator)
-- This loads the restserver.xavante plugin
server:enable("restserver.xavante"):start()
end
main()
|
local branch_prob = 190
local n2 = { name = "default:ladder_wood", param2 = 4, force_place=true }
local n6 = { name = "stairs:stair_inner_junglewood", param2 = 3, force_place=true }
local n7 = { name = "stairs:stair_junglewood", param2 = 2, force_place=true }
local n8 = { name = "stairs:stair_inner_junglewood", param2 = 2, force_place=true }
local n9 = { name = "default:fence_junglewood", force_place=true }
local n10 = { name = "default:fence_rail_junglewood", force_place=true }
local n11 = { name = "stairs:stair_outer_junglewood", param2 = 22, force_place=true }
local n12 = { name = "stairs:slab_junglewood", param2 = 21, force_place=true }
local n13 = { name = "stairs:stair_junglewood", param2 = 22, force_place=true }
local n14 = { name = "stairs:stair_outer_junglewood", param2 = 23, force_place=true }
local n17 = { name = "default:jungletree", force_place=true }
local n19 = { name = "stairs:stair_junglewood", param2 = 3, force_place=true }
local n20 = { name = "stairs:slab_junglewood", param2 = 1, force_place=true }
local n21 = { name = "doors:trapdoor", force_place=true }
local n22 = { name = "stairs:stair_junglewood", param2 = 1, force_place=true }
local n26 = { name = "default:torch_wall", param2 = 2, force_place=true }
local n27 = { name = "stairs:stair_junglewood", param2 = 21, force_place=true }
local n29 = { name = "default:junglewood", force_place=true }
local n30 = { name = "beds:bed_bottom", param2 = 1, force_place=true }
local n31 = { name = "beds:bed_top", param2 = 1, force_place=true }
local n32 = { name = "stairs:stair_inner_junglewood", force_place=true }
local n33 = { name = "stairs:stair_junglewood", force_place=true }
local n34 = { name = "stairs:stair_inner_junglewood", param2 = 1, force_place=true }
local n35 = { name = "stairs:stair_outer_junglewood", param2 = 21, force_place=true }
local n36 = { name = "stairs:stair_junglewood", param2 = 20, force_place=true }
local n37 = { name = "stairs:stair_outer_junglewood", param2 = 20, force_place=true }
local n23 = { name = "air", force_place=true }
local n3 = { name = "default:jungleleaves", prob=222 }
local n15 = { name = "default:jungleleaves", prob=190 }
local n24 = { name = "default:jungletree", prob=126, force_place=true }
-- non-force-place
local n5 = { name = "default:jungleleaves" }
local n16 = { name = "default:jungletree" }
local n1 = { name = "air", prob=0 }
return {
yslice_prob = {
{ypos=0},
{ypos=1},
{ypos=2},
{ypos=3},
{ypos=4},
{ypos=5},
{ypos=6, prob=branch_prob},
{ypos=7, prob=branch_prob},
{ypos=8, prob=branch_prob},
{ypos=9, prob=branch_prob},
{ypos=10, prob=branch_prob},
{ypos=11},
{ypos=12},
{ypos=13},
{ypos=14},
{ypos=15},
{ypos=16},
},
size = {x = 5, y = 17, z = 5},
data = {
-- z=0, y=0
n1, n1, n1, n1, n1,
-- z=0, y=1
n1, n1, n2, n1, n1,
-- z=0, y=2
n1, n1, n1, n1, n1,
-- z=0, y=3
n1, n1, n1, n1, n1,
-- z=0, y=4
n1, n1, n1, n1, n1,
-- z=0, y=5
n1, n1, n1, n1, n1,
-- z=0, y=6
n3, n5, n3, n1, n1,
-- z=0, y=7
n1, n1, n3, n5, n3,
-- z=0, y=8
n1, n1, n1, n1, n1,
-- z=0, y=9
n1, n1, n1, n1, n1,
-- z=0, y=10
n3, n5, n3, n1, n1,
-- z=0, y=11
n6, n7, n7, n7, n8,
-- z=0, y=12
n9, n10, n9, n10, n9,
-- z=0, y=13
n11, n12, n13, n12, n14,
-- z=0, y=14
n15, n3, n3, n3, n15,
-- z=0, y=15
n15, n3, n3, n3, n15,
-- z=0, y=16
n1, n1, n1, n1, n1,
-- z=1, y=0
n1, n1, n16, n1, n1,
-- z=1, y=1
n1, n1, n17, n1, n1,
-- z=1, y=2
n1, n1, n2, n1, n1,
-- z=1, y=3
n1, n1, n2, n1, n1,
-- z=1, y=4
n1, n1, n2, n1, n1,
-- z=1, y=5
n1, n1, n2, n1, n1,
-- z=1, y=6
n5, n17, n2, n1, n1,
-- z=1, y=7
n1, n1, n2, n17, n5,
-- z=1, y=8
n1, n1, n2, n1, n1,
-- z=1, y=9
n1, n1, n2, n1, n1,
-- z=1, y=10
n5, n17, n2, n1, n1,
-- z=1, y=11
n19, n20, n21, n20, n22,
-- z=1, y=12
n10, n23, n23, n23, n10,
-- z=1, y=13
n12, n12, n12, n12, n12,
-- z=1, y=14
n3, n17, n5, n17, n3,
-- z=1, y=15
n3, n5, n5, n5, n3,
-- z=1, y=16
n1, n3, n3, n3, n1,
-- z=2, y=0
n1, n16, n16, n16, n1,
-- z=2, y=1
n1, n17, n17, n17, n1,
-- z=2, y=2
n1, n24, n17, n24, n1,
-- z=2, y=3
n1, n1, n17, n1, n1,
-- z=2, y=4
n1, n1, n17, n1, n1,
-- z=2, y=5
n1, n1, n17, n1, n1,
-- z=2, y=6
n3, n5, n17, n1, n1,
-- z=2, y=7
n1, n1, n17, n5, n3,
-- z=2, y=8
n1, n1, n17, n5, n3,
-- z=2, y=9
n3, n5, n17, n1, n1,
-- z=2, y=10
n3, n5, n17, n1, n1,
-- z=2, y=11
n19, n20, n17, n20, n22,
-- z=2, y=12
n9, n26, n17, n23, n9,
-- z=2, y=13
n27, n12, n17, n12, n27,
-- z=2, y=14
n3, n5, n5, n5, n3,
-- z=2, y=15
n3, n5, n5, n5, n3,
-- z=2, y=16
n1, n3, n5, n3, n1,
-- z=3, y=0
n1, n1, n16, n1, n1,
-- z=3, y=1
n1, n1, n17, n1, n1,
-- z=3, y=2
n1, n1, n24, n1, n1,
-- z=3, y=3
n1, n1, n1, n1, n1,
-- z=3, y=4
n1, n1, n1, n1, n1,
-- z=3, y=5
n1, n1, n1, n1, n1,
-- z=3, y=6
n1, n1, n1, n1, n1,
-- z=3, y=7
n1, n1, n1, n1, n1,
-- z=3, y=8
n1, n1, n5, n17, n5,
-- z=3, y=9
n5, n17, n5, n1, n1,
-- z=3, y=10
n1, n1, n1, n1, n1,
-- z=3, y=11
n19, n20, n29, n29, n22,
-- z=3, y=12
n10, n23, n30, n31, n10,
-- z=3, y=13
n12, n12, n12, n12, n12,
-- z=3, y=14
n3, n17, n5, n17, n3,
-- z=3, y=15
n3, n5, n5, n5, n3,
-- z=3, y=16
n1, n3, n3, n3, n1,
-- z=4, y=0
n1, n1, n1, n1, n1,
-- z=4, y=1
n1, n1, n1, n1, n1,
-- z=4, y=2
n1, n1, n1, n1, n1,
-- z=4, y=3
n1, n1, n1, n1, n1,
-- z=4, y=4
n1, n1, n1, n1, n1,
-- z=4, y=5
n1, n1, n1, n1, n1,
-- z=4, y=6
n1, n1, n1, n1, n1,
-- z=4, y=7
n1, n1, n1, n1, n1,
-- z=4, y=8
n1, n1, n3, n5, n3,
-- z=4, y=9
n3, n5, n3, n1, n1,
-- z=4, y=10
n1, n1, n1, n1, n1,
-- z=4, y=11
n32, n33, n33, n33, n34,
-- z=4, y=12
n9, n10, n9, n10, n9,
-- z=4, y=13
n35, n12, n36, n12, n37,
-- z=4, y=14
n15, n3, n3, n3, n15,
-- z=4, y=15
n15, n3, n3, n3, n15,
-- z=4, y=16
n1, n1, n1, n1, n1,
}
}
|
Config = {}
Config.Font = 'Montserrat' -- ฟ้อนท์ข้อความ
Config.PositionX = 0.850 -- ตำแหน่งข้อความ X
Config.PositionY = 0.530 -- ตำแหน่งข้อความ Y
Config.ShowNotifyInSafeZone = "<b style='color:#1E90FF'>Bạn đã vào Đảo Khỉ" -- แจ้งเตือนเวลาเข้าเซฟโซน
Config.ShowNotifyOutSafeZone = "<b style='color:red'>Bạn đã rời khỏi Đảo Khỉ" -- แจ้งเตือนเวลาออกเซฟโซน
Config.Blips = {
["Đảo Khỉ"] = {
x = 5128.4658203125, y = -4924.3676757813, z = 15.700043678284, --5128.4658203125, y = -4924.3676757813, z = 15.700043678284
Size = 1300.0,
Color = 51,
Alpha = 180,
notifIn = false,
notifOut = false,
revive = true,
allowWeapon = "Được Phép Sử Dụng Súng"
}
}
Config.TargetZone = {
["Điểm 1"] = {
x = 5007.9545898438, y = -4543.2392578125, z = 8.9128198623657,
Size = 10.0,
Color = 51,
Alpha = 180,
notifIn = false,
notifOut = false,
revive = true,
allowWeapon = "Được Phép Sử Dụng Súng"
}
}
Config.WeaponGroup = {
['Cận Chiến'] = {
[GetHashKey("WEAPON_DAGGER")] = true,
[GetHashKey("WEAPON_BAT")] = true,
[GetHashKey("WEAPON_BOTTLE")] = true,
[GetHashKey("WEAPON_CROWBAR")] = true,
[GetHashKey("WEAPON_UNARMED")] = true,
[GetHashKey("WEAPON_FLASHLIGHT")] = true,
[GetHashKey("WEAPON_GOLFCLUB")] = true,
[GetHashKey("WEAPON_HAMMER")] = true,
[GetHashKey("WEAPON_HATCHET")] = true,
[GetHashKey("WEAPON_KNUCKLE")] = true,
[GetHashKey("WEAPON_KNIFE")] = true,
[GetHashKey("WEAPON_MACHETE")] = true,
[GetHashKey("WEAPON_SWITCHBLADE")] = true,
[GetHashKey("WEAPON_NIGHTSTICK")] = true,
[GetHashKey("WEAPON_WRENCH")] = true,
[GetHashKey("WEAPON_BATTLEAXE")] = true,
[GetHashKey("WEAPON_POOLCUE")] = true,
[GetHashKey("WEAPON_STONE_HATCHET")] = true,
[GetHashKey("WEAPON_KATANA")] = true,
},
['Được Phép Sử Dụng Súng'] = {
all = true
}
}
conf = {
safeZoneCoordMoveSpeed = 0.002,
safeZoneRadiusMoveSpeed = 0.002,
color = {r = 255, g = 0, b = 0, a = 200}
}
Config.WeaponNames = {
[tostring(GetHashKey('WEAPON_UNARMED'))] = 'Unarmed',
[tostring(GetHashKey('GADGET_PARACHUTE'))] = 'Parachute',
[tostring(GetHashKey('WEAPON_KNIFE'))] = 'Knife',
[tostring(GetHashKey('WEAPON_NIGHTSTICK'))] = 'Nightstick',
[tostring(GetHashKey('WEAPON_HAMMER'))] = 'Hammer',
[tostring(GetHashKey('WEAPON_BAT'))] = 'Baseball Bat',
[tostring(GetHashKey('WEAPON_CROWBAR'))] = 'Crowbar',
[tostring(GetHashKey('WEAPON_GOLFCLUB'))] = 'Golf Club',
[tostring(GetHashKey('WEAPON_BOTTLE'))] = 'Bottle',
[tostring(GetHashKey('WEAPON_DAGGER'))] = 'Antique Cavalry Dagger',
[tostring(GetHashKey('WEAPON_HATCHET'))] = 'Hatchet',
[tostring(GetHashKey('WEAPON_KNUCKLE'))] = 'Knuckle Duster',
[tostring(GetHashKey('WEAPON_MACHETE'))] = 'Machete',
[tostring(GetHashKey('WEAPON_FLASHLIGHT'))] = 'Flashlight',
[tostring(GetHashKey('WEAPON_SWITCHBLADE'))] = 'Switchblade',
[tostring(GetHashKey('WEAPON_BATTLEAXE'))] = 'Battleaxe',
[tostring(GetHashKey('WEAPON_POOLCUE'))] = 'Poolcue',
[tostring(GetHashKey('WEAPON_PIPEWRENCH'))] = 'Wrench',
[tostring(GetHashKey('WEAPON_STONE_HATCHET'))] = 'Stone Hatchet',
[tostring(GetHashKey('WEAPON_PISTOL'))] = 'Pistol',
[tostring(GetHashKey('WEAPON_PISTOL_MK2'))] = 'Pistol Mk2',
[tostring(GetHashKey('WEAPON_COMBATPISTOL'))] = 'Combat Pistol',
[tostring(GetHashKey('WEAPON_PISTOL50'))] = 'Pistol .50 ',
[tostring(GetHashKey('WEAPON_SNSPISTOL'))] = 'SNS Pistol',
[tostring(GetHashKey('WEAPON_SNSPISTOL_MK2'))] = 'SNS Pistol Mk2',
[tostring(GetHashKey('WEAPON_HEAVYPISTOL'))] = 'Heavy Pistol',
[tostring(GetHashKey('WEAPON_VINTAGEPISTOL'))] = 'Vintage Pistol',
[tostring(GetHashKey('WEAPON_MARKSMANPISTOL'))] = 'Marksman Pistol',
[tostring(GetHashKey('WEAPON_REVOLVER'))] = 'Heavy Revolver',
[tostring(GetHashKey('WEAPON_REVOLVER_MK2'))] = 'Heavy Revolver Mk2',
[tostring(GetHashKey('WEAPON_DOUBLEACTION'))] = 'Double-Action Revolver',
[tostring(GetHashKey('WEAPON_APPISTOL'))] = 'AP Pistol',
[tostring(GetHashKey('WEAPON_STUNGUN'))] = 'Stun Gun',
[tostring(GetHashKey('WEAPON_FLAREGUN'))] = 'Flare Gun',
[tostring(GetHashKey('WEAPON_RAYPISTOL'))] = 'Up-n-Atomizer',
[tostring(GetHashKey('WEAPON_MICROSMG'))] = 'Micro SMG',
[tostring(GetHashKey('WEAPON_MACHINEPISTOL'))] = 'Machine Pistol',
[tostring(GetHashKey('WEAPON_MINISMG'))] = 'Mini SMG',
[tostring(GetHashKey('WEAPON_SMG'))] = 'SMG',
[tostring(GetHashKey('WEAPON_SMG_MK2'))] = 'SMG Mk2 ',
[tostring(GetHashKey('WEAPON_ASSAULTSMG'))] = 'Assault SMG',
[tostring(GetHashKey('WEAPON_COMBATPDW'))] = 'Combat PDW',
[tostring(GetHashKey('WEAPON_MG'))] = 'MG',
[tostring(GetHashKey('WEAPON_COMBATMG'))] = 'Combat MG ',
[tostring(GetHashKey('WEAPON_COMBATMG_MK2'))] = 'Combat MG Mk2',
[tostring(GetHashKey('WEAPON_GUSENBERG'))] = 'Gusenberg Sweeper',
[tostring(GetHashKey('WEAPON_RAYCARBINE'))] = 'Unholy Deathbringer',
[tostring(GetHashKey('WEAPON_ASSAULTRIFLE'))] = 'Assault Rifle',
[tostring(GetHashKey('WEAPON_ASSAULTRIFLE_MK2'))] = 'Assault Rifle Mk2',
[tostring(GetHashKey('WEAPON_CARBINERIFLE'))] = 'Carbine Rifle',
[tostring(GetHashKey('WEAPON_CARBINERIFLE_MK2'))] = 'Carbine Rifle Mk2',
[tostring(GetHashKey('WEAPON_ADVANCEDRIFLE'))] = 'Advanced Rifle',
[tostring(GetHashKey('WEAPON_SPECIALCARBINE'))] = 'Special Carbine',
[tostring(GetHashKey('WEAPON_SPECIALCARBINE_MK2'))] = 'Special Carbine Mk2',
[tostring(GetHashKey('WEAPON_BULLPUPRIFLE'))] = 'Bullpup Rifle',
[tostring(GetHashKey('WEAPON_BULLPUPRIFLE_MK2'))] = 'Bullpup Rifle Mk2',
[tostring(GetHashKey('WEAPON_COMPACTRIFLE'))] = 'Compact Rifle',
[tostring(GetHashKey('WEAPON_SNIPERRIFLE'))] = 'Sniper Rifle',
[tostring(GetHashKey('WEAPON_HEAVYSNIPER'))] = 'Heavy Sniper',
[tostring(GetHashKey('WEAPON_HEAVYSNIPER_MK2'))] = 'Heavy Sniper Mk2',
[tostring(GetHashKey('WEAPON_MARKSMANRIFLE'))] = 'Marksman Rifle',
[tostring(GetHashKey('WEAPON_MARKSMANRIFLE_MK2'))] = 'Marksman Rifle Mk2',
[tostring(GetHashKey('WEAPON_GRENADE'))] = 'Bom nổ',
[tostring(GetHashKey('WEAPON_STICKYBOMB'))] = 'Sticky Bomb',
[tostring(GetHashKey('WEAPON_PROXMINE'))] = 'Proximity Mine',
[tostring(GetHashKey('WAPAON_PIPEBOMB'))] = 'Pipe Bomb',
[tostring(GetHashKey('WEAPON_SMOKEGRENADE'))] = 'Tear Gas',
[tostring(GetHashKey('WEAPON_BZGAS'))] = 'BZ Gas',
[tostring(GetHashKey('WEAPON_MOLOTOV'))] = 'Molotov',
[tostring(GetHashKey('WEAPON_FIREEXTINGUISHER'))] = 'Fire Extinguisher',
[tostring(GetHashKey('WEAPON_PETROLCAN'))] = 'Jerry Can',
[tostring(GetHashKey('WEAPON_BALL'))] = 'Ball',
[tostring(GetHashKey('WEAPON_SNOWBALL'))] = 'Snowball',
[tostring(GetHashKey('WEAPON_FLARE'))] = 'Flare',
[tostring(GetHashKey('WEAPON_GRENADELAUNCHER'))] = 'Grenade Launcher',
[tostring(GetHashKey('WEAPON_RPG'))] = 'RPG',
[tostring(GetHashKey('WEAPON_MINIGUN'))] = 'Minigun',
[tostring(GetHashKey('WEAPON_FIREWORK'))] = 'Firework Launcher',
[tostring(GetHashKey('WEAPON_RAILGUN'))] = 'Railgun',
[tostring(GetHashKey('WEAPON_HOMINGLAUNCHER'))] = 'Homing Launcher',
[tostring(GetHashKey('WEAPON_COMPACTLAUNCHER'))] = 'Compact Grenade Launcher',
[tostring(GetHashKey('WEAPON_RAYMINIGUN'))] = 'Widowmaker',
[tostring(GetHashKey('WEAPON_PUMPSHOTGUN'))] = 'Pump Shotgun',
[tostring(GetHashKey('WEAPON_PUMPSHOTGUN_MK2'))] = 'Pump Shotgun Mk2',
[tostring(GetHashKey('WEAPON_SAWNOFFSHOTGUN'))] = 'Sawed-off Shotgun',
[tostring(GetHashKey('WEAPON_BULLPUPSHOTGUN'))] = 'Bullpup Shotgun',
[tostring(GetHashKey('WEAPON_ASSAULTSHOTGUN'))] = 'Assault Shotgun',
[tostring(GetHashKey('WEAPON_MUSKET'))] = 'Musket',
[tostring(GetHashKey('WEAPON_HEAVYSHOTGUN'))] = 'Heavy Shotgun',
[tostring(GetHashKey('WEAPON_DBSHOTGUN'))] = 'Double Barrel Shotgun',
[tostring(GetHashKey('WEAPON_SWEEPERSHOTGUN'))] = 'Sweeper Shotgun',
[tostring(GetHashKey('WEAPON_REMOTESNIPER'))] = 'Remote Sniper',
[tostring(GetHashKey('WEAPON_GRENADELAUNCHER_SMOKE'))] = 'Smoke Grenade Launcher',
[tostring(GetHashKey('WEAPON_PASSENGER_ROCKET'))] = 'Passenger Rocket',
[tostring(GetHashKey('WEAPON_AIRSTRIKE_ROCKET'))] = 'Airstrike Rocket',
[tostring(GetHashKey('WEAPON_STINGER'))] = 'Stinger [Vehicle]',
[tostring(GetHashKey('OBJECT'))] = 'Object',
[tostring(GetHashKey('VEHICLE_WEAPON_TANK'))] = 'Tank Cannon',
[tostring(GetHashKey('VEHICLE_WEAPON_SPACE_ROCKET'))] = 'Rockets',
[tostring(GetHashKey('VEHICLE_WEAPON_PLAYER_LASER'))] = 'Laser',
[tostring(GetHashKey('AMMO_RPG'))] = 'Rocket',
[tostring(GetHashKey('AMMO_TANK'))] = 'Tank',
[tostring(GetHashKey('AMMO_SPACE_ROCKET'))] = 'Rocket',
[tostring(GetHashKey('AMMO_PLAYER_LASER'))] = 'Laser',
[tostring(GetHashKey('AMMO_ENEMY_LASER'))] = 'Laser',
[tostring(GetHashKey('WEAPON_RAMMED_BY_CAR'))] = 'Rammed by Car',
[tostring(GetHashKey('WEAPON_FIRE'))] = 'Fire',
[tostring(GetHashKey('WEAPON_HELI_CRASH'))] = 'Heli Crash',
[tostring(GetHashKey('WEAPON_RUN_OVER_BY_CAR'))] = 'Run over by Car',
[tostring(GetHashKey('WEAPON_HIT_BY_WATER_CANNON'))] = 'Hit by Water Cannon',
[tostring(GetHashKey('WEAPON_EXHAUSTION'))] = 'Exhaustion',
[tostring(GetHashKey('WEAPON_EXPLOSION'))] = 'Explosion',
[tostring(GetHashKey('WEAPON_ELECTRIC_FENCE'))] = 'Electric Fence',
[tostring(GetHashKey('WEAPON_BLEEDING'))] = 'Bleeding',
[tostring(GetHashKey('WEAPON_DROWNING_IN_VEHICLE'))] = 'Drowning in Vehicle',
[tostring(GetHashKey('WEAPON_DROWNING'))] = 'Drowning',
[tostring(GetHashKey('WEAPON_BARBED_WIRE'))] = 'Barbed Wire',
[tostring(GetHashKey('WEAPON_VEHICLE_ROCKET'))] = 'Vehicle Rocket',
[tostring(GetHashKey('VEHICLE_WEAPON_ROTORS'))] = 'Rotors',
[tostring(GetHashKey('WEAPON_AIR_DEFENCE_GUN'))] = 'Air Defence Gun',
[tostring(GetHashKey('WEAPON_ANIMAL'))] = 'Animal',
[tostring(GetHashKey('WEAPON_COUGAR'))] = 'Cougar'
}
|
return {
gok_ch = {
acceleration = 0.288,
brakerate = 0.9,
buildcostenergy = 3285,
buildcostmetal = 171,
builddistance = 180,
builder = true,
buildpic = "gok_ch.dds",
buildtime = 5000,
canguard = true,
canhover = true,
canmove = true,
canpatrol = true,
canreclamate = 1,
canstop = 1,
category = "ALL MOBILE SMALL SURFACE",
collisionvolumeoffsets = "0 0 0",
collisionvolumescales = "31 31 31",
collisionvolumetype = "CylZ",
corpse = "dead",
defaultmissiontype = "Standby",
description = "Tech Level 1",
energymake = 30,
energystorage = 30,
explodeas = "BIG_UNITEX",
footprintx = 3,
footprintz = 3,
idleautoheal = 5,
idletime = 1800,
losemitheight = 25,
maneuverleashlength = 640,
mass = 171,
maxdamage = 975,
maxslope = 16,
maxvelocity = 2.3,
maxwaterdepth = 0,
metalmake = 0.1,
metalstorage = 10,
mobilestandorders = 1,
movementclass = "HOVER3",
name = "Construction Gravitank",
noautofire = false,
objectname = "gok_ch",
radaremitheight = 25,
seismicsignature = 0,
reclaimspeed = 50,
repairspeed = 50,
selfdestructas = "BIG_UNIT",
shownanospray = false,
sightdistance = 351,
standingmoveorder = 1,
steeringmode = 1,
turninplace = 1,
turninplaceanglelimit = 60,
turninplacespeedlimit = 1.6698,
turnrate = 425,
unitname = "gok_ch",
workertime = 100,
buildoptions = {
[1] = "gok_solar",
[2] = "gok_advsolar",
[3] = "gok_win",
[4] = "gok_win1",
[5] = "gok_geo",
[6] = "gok_mstor",
[7] = "gok_estor",
[8] = "gok_mex",
[9] = "gok_mex1",
[10] = "gok_makr",
[11] = "gok_makr1",
[12] = "gok_lab",
[13] = "gok_ap",
--[14] = "",
[15] = "gok_hp",
[16] = "gok_ahp",
[17] = "gok_nanotc",
[18] = "gok_eyes",
[19] = "gok_rad",
[20] = "gok_jam",
[21] = "gok_juno",
[22] = "gok_gate2",
[23] = "gok_drag",
[24] = "gok_llt",
--[25] = "",
[26] = "gok_blackdawn",
--[27] = "",
[28] = "gok_rl",
[29] = "gok_cir",
[30] = "gok_tide",
[31] = "gok_tide1",
--[32] = "",
[33] = "gok_fmkr",
[34] = "gok_hpns",
[35] = "gok_ahpns",
[36] = "gok_sy",
[37] = "gok_asy",
[38] = "gok_fnanotc",
[39] = "gok_frad",
[40] = "gok_sonar",
[41] = "gok_fdrag",
[42] = "gok_tl",
--[43] = "",
[44] = "gok_frl",
},
customparams = {
buildpic = "gok_ch.dds",
faction = "GOK",
},
featuredefs = {
dead = {
blocking = false,
collisionvolumeoffsets = "0.0 -1.56249816895 0.0184326171875",
collisionvolumescales = "24.4295043945 10.1600036621 29.846862793",
collisionvolumetype = "Box",
damage = 1453,
description = "Construction Hovercraft Wreckage",
energy = 0,
featuredead = "heap",
footprintx = 3,
footprintz = 3,
metal = 108,
object = "gok_ch_DEAD",
reclaimable = true,
},
heap = {
blocking = false,
damage = 1816,
description = "Construction Hovercraft Debris",
energy = 0,
footprintx = 3,
footprintz = 3,
metal = 58,
object = "3X3A",
reclaimable = true,
},
},
nanocolor = {
[1] = 0.12,
[2] = 0.52,
[3] = 0.12,
},
sfxtypes = {
pieceexplosiongenerators = {
[1] = "piecetrail0",
[2] = "piecetrail1",
[3] = "piecetrail2",
[4] = "piecetrail3",
[5] = "piecetrail4",
[6] = "piecetrail6",
},
},
sounds = {
build = "nanlath1",
canceldestruct = "cancel2",
repair = "repair1",
underattack = "warning1",
working = "reclaim1",
cant = {
[1] = "cantdo4",
},
count = {
[1] = "count6",
[2] = "count5",
[3] = "count4",
[4] = "count3",
[5] = "count2",
[6] = "count1",
},
ok = {
[1] = "hovmdok1",
},
select = {
[1] = "hovmdsl1",
},
},
},
}
|
local core = require 'core'
local parser = require 'parser'
local function posToRange(lines, start, finish)
local start_row, start_col = lines:rowcol(start)
local finish_row, finish_col = lines:rowcol(finish)
return {
start = {
line = start_row - 1,
character = start_col - 1,
},
['end'] = {
line = finish_row - 1,
character = finish_col,
},
}
end
local function fastCompletion(lsp, params, lines)
local uri = params.textDocument.uri
local text, oldText = lsp:getText(uri)
-- lua是从1开始的,因此都要+1
local position = lines:positionAsChar(params.position.line + 1, params.position.character)
local vm = lsp:getVM(uri)
if not vm then
vm = lsp:loadVM(uri)
if not vm then
return nil
end
end
local items = core.completion(vm, text, position, oldText)
if not items or #items == 0 then
vm = lsp:loadVM(uri)
if not vm then
return nil
end
items = core.completion(vm, text, position)
if not items or #items == 0 then
return nil
end
end
return items
end
local function finishCompletion(lsp, params, lines)
local uri = params.textDocument.uri
local text = lsp:getText(uri)
-- lua是从1开始的,因此都要+1
local position = lines:positionAsChar(params.position.line + 1, params.position.character)
local vm = lsp:loadVM(uri)
if not vm then
return nil
end
local items = core.completion(vm, text, position)
if not items or #items == 0 then
return nil
end
return items
end
return function (lsp, params)
local uri = params.textDocument.uri
local text, oldText = lsp:getText(uri)
if not text then
return nil
end
local lines = parser:lines(text, 'utf8')
local items = fastCompletion(lsp, params, lines)
--local items = finishCompletion(lsp, params, lines)
if not items then
return nil
end
for i, item in ipairs(items) do
item.sortText = ('%04d'):format(i)
item.insertTextFormat = 2
item.insertText = item.insertText or item.label
if item.textEdit then
item.textEdit.range = posToRange(lines, item.textEdit.start, item.textEdit.finish)
item.textEdit.start = nil
item.textEdit.finish = nil
end
if item.additionalTextEdits then
for _, textEdit in ipairs(item.additionalTextEdits) do
textEdit.range = posToRange(lines, textEdit.start, textEdit.finish)
textEdit.start = nil
textEdit.finish = nil
end
end
end
local response = {
isIncomplete = true,
items = items,
}
return response
end
|
--***********************************************************
--** THE INDIE STONE **
--***********************************************************
require "ISUI/ISUIElement"
---@class ISVehicleGauge : ISUIElement
ISVehicleGauge = ISUIElement:derive("ISVehicleGauge")
function ISVehicleGauge:setNeedleWidth(width)
self.javaObject:setNeedleWidth(width)
end
function ISVehicleGauge:setTexture(texture)
self.javaObject:setTexture(texture)
end
function ISVehicleGauge:setValue(value)
self.javaObject:setValue(value)
end
function ISVehicleGauge:instantiate()
self.javaObject = VehicleGauge.new(self.texture, self.needleX, self.needleY, self.minAngle, self.maxAngle)
self.javaObject:setTable(self)
self.javaObject:setX(self.x)
self.javaObject:setY(self.y)
self.javaObject:setWidth(self.width)
self.javaObject:setHeight(self.height)
self.javaObject:setAnchorLeft(self.anchorLeft)
self.javaObject:setAnchorRight(self.anchorRight)
self.javaObject:setAnchorTop(self.anchorTop)
self.javaObject:setAnchorBottom(self.anchorBottom)
end
function ISVehicleGauge:new(x, y, texture, needleX, needleY, minAngle, maxAngle)
local o = ISUIElement:new(x, y, texture:getWidth(), texture:getHeight())
setmetatable(o, self)
self.__index = self
o.texture = texture
o.needleX = needleX
o.needleY = needleY
o.minAngle = minAngle
o.maxAngle = maxAngle
return o
end
|
local r = require "resources"
local input = require "input"
local Chat = require "chat"
local HUD = require "hud"
local Scenario = require "scenario"
local Achievements = require "achievements"
local readers = require "readers"
local w = love.graphics.getWidth()
local h = love.graphics.getHeight()
local chatMargin = w * 0.05
local hudHeight = h * 0.1
local beep = r.sources.beep:clone()
beep:setLooping(true)
beep:setPitch(2.3)
beep:setVolume(0.2)
local Play = {}
function Play:enteredState()
love.graphics.setBackgroundColor(r.colors.background)
self.morseReader = readers.MorseReader()
self.multiReader = readers.MultiReader()
if self.achievements then
self.achievements:hide()
else
self.achievements = Achievements(h - hudHeight)
end
self.chat = Chat(chatMargin, chatMargin, w - chatMargin * 2, h - chatMargin * 2 - hudHeight)
self.hud = HUD(self, hudHeight)
self.scenario = Scenario(self)
self.try = (self.try or 0) + 1
if self.try == 1 then
self.hud:showMessage("[пробел] пищать")
elseif self.try == 2 then
self.hud:showMessage("[s] ускорить текст")
end
self.beeping = false
end
function Play:achieve(id)
local ok, title = self.achievements:achieve(id)
if ok then
self.hud:showMessage(("Достижение: %s"):format(title))
end
end
function Play:exitedState()
self.fast = false
beep:stop()
end
function Play:pausedState()
beep:stop()
end
function Play:endGame(final)
self:gotoState("GameOver", final)
end
function Play:pauseGame()
self:pushState("Pause")
end
function Play:focus(f)
if not f then
self:pauseGame()
end
end
function Play:update(dt)
self.fast = input.fast:isDown()
if input.beep:pressed() then
self.beeping = true
end
if not input.beep:isDown() or self.fast then
self.beeping = false
end
if self.beeping then
beep:play()
else
beep:stop()
end
if input.pause:pressed() then
self:pauseGame()
end
self.chat:update(dt)
self.hud:update(dt)
self.scenario:update(self.fast and dt * 10 or dt)
self.achievements:update(dt)
end
function Play:draw()
self.chat:draw()
self.hud:draw()
self.achievements:draw()
end
return Play
|
target.stand_alone_mode = true
|
--[[
spoonacular API
The spoonacular Nutrition, Recipe, and Food API allows you to access over 380,000 recipes, thousands of ingredients, 800,000 food products, and 100,000 menu items. Our food ontology and semantic recipe search engine makes it possible to search for recipes using natural language queries, such as \"gluten free brownies without sugar\" or \"low fat vegan cupcakes.\" You can automatically calculate the nutritional information for any recipe, analyze recipe costs, visualize ingredient lists, find recipes for what's in your fridge, find recipes based on special diets, nutritional requirements, or favorite ingredients, classify recipes into types and cuisines, convert ingredient amounts, or even compute an entire meal plan. With our powerful API, you can create many kinds of food and especially nutrition apps. Special diets/dietary requirements currently available include: vegan, vegetarian, pescetarian, gluten free, grain free, dairy free, high protein, whole 30, low sodium, low carb, Paleo, ketogenic, FODMAP, and Primal.
The version of the OpenAPI document: 1.0
Contact: mail@spoonacular.com
Generated by: https://openapi-generator.tech
]]
-- inline_response_200_45 class
local inline_response_200_45 = {}
local inline_response_200_45_mt = {
__name = "inline_response_200_45";
__index = inline_response_200_45;
}
local function cast_inline_response_200_45(t)
return setmetatable(t, inline_response_200_45_mt)
end
local function new_inline_response_200_45(paired_wines, pairing_text, product_matches)
return cast_inline_response_200_45({
["pairedWines"] = paired_wines;
["pairingText"] = pairing_text;
["productMatches"] = product_matches;
})
end
return {
cast = cast_inline_response_200_45;
new = new_inline_response_200_45;
}
|
Name = 'Text'
OnUse = function(artboard, event, side, x, y)
local layer = artboard:GetCurrentLayer()
if layer.Layer.LayerType ~= 'Normal' then
layer.Bedrock:DisplayAlertWindow('Tool Not Supported!', "You cannot use the text tool on non-normal layers.", {'Ok'}, function()end)
elseif side == 1 then
layer.CursorPos = {x, y}
layer.Bedrock:SetActiveObject(layer)
elseif side == 2 then
local pixels = layer:GetEffectedPixels(x, y, artboard.BrushSize, artboard.BrushShape, artboard.CorrectPixelRatio)
for i, pixel in ipairs(pixels) do
layer:SetPixel(pixel[1], pixel[2], nil, artboard.BrushColour)
end
end
end
OnStopUse = function(artboard)
local layer = artboard:GetCurrentLayer()
layer.Bedrock:SetActiveObject()
end
|
--[[
README:
]]
script_name="C Smooth"
script_description="Smooth v1.0"
script_author="chaaaaang"
script_version="1.0"
include("karaskel.lua")
require("lfs")
function main(subtitle, selected, active)
local meta,styles=karaskel.collect_head(subtitle,false)
--count the size N
local i = 0
for sa,la in ipairs(selected) do
local line = subtitle[la]
local ltext=(line.text:match("^{")==nil) and "{}"..line.text or line.text
ltext=ltext:gsub("}{","")
line.text = ltext
subtitle[la] = line
i = i + 1
end
local N = i
--end count the size N
config_table = config_read()
--GUI
dialog_config={
{class="dropdown",name="tagtype",items={"posx","posy","fscx","fscy","frz"},value=config_table.tag,x=0,y=0},
{class="label",label="index",x=1,y=0},
{class="intedit",name="index",value=config_table.index,x=2,y=0},
--100 percent
{class="label",label="lower threshold",x=0,y=1},
{class="floatedit",name="lower_threshold",value=config_table.L,x=1,y=1,hint="default: 180"},
{class="checkbox",name="keep_L",label="keep checking lower_threshold",value=config_table.keep_L,x=2,y=1,width=2},
{class="label",label="upper threshold",x=0,y=2},
{class="floatedit",name="upper_threshold",value=config_table.U,x=1,y=2,hint="default: 500"},
{class="checkbox",name="keep_U",label="keep checking upper_threshold",value=config_table.keep_U,x=2,y=2,width=2},
--force 0-100
{class="label",label="force",x=0,y=3},
{class="floatedit",name="force",value=config_table.F,x=1,y=3,hint="default: 30"},
{class="checkbox",name="remember",label="remember config",value=config_table.remember,x=2,y=3,width=2}
}
buttons={"Run","Quit"}
pressed, result = aegisub.dialog.display(dialog_config,buttons)
if (pressed=="Quit") then aegisub.cancel() end
if (pressed=="Run") then
if (result["remember"]==true) then config_write(result) end
result["upper_threshold"] = result["upper_threshold"]/100
result["lower_threshold"] = result["lower_threshold"]/100
result["force"] = result["force"]/100
tag_table={}
--get the tag information and write it to a table
if (result["tagtype"]=="posx" or result["tagtype"]=="posy") then
local i = 0
for si,li in ipairs(selected) do
i = i + 1
local line = subtitle[li]
if (result["tagtype"]=="posx") then
local posx = tonumber(line.text:match("\\pos%(([%d%.%-]+)"))
table.insert(tag_table,{index=i,value=posx,change=""})
else
local posy = tonumber(line.text:match("\\pos%([%d%.%-]+,([%d%.%-]+)"))
table.insert(tag_table,{index=i,value=posy,change=""})
end
end
elseif (result["tagtype"]=="fscx" or result["tagtype"]=="fscy" or result["tagtype"]=="frz") then
local i = 0
for si,li in ipairs(selected) do
i = i + 1
local line = subtitle[li]
local tt_table={}
for tg,tx in line.text:gmatch("({[^}]*})([^{]*)") do
table.insert(tt_table,{tag=tg,text=tx})
end
local count = 0
for _,tt in ipairs(tt_table) do
tt.tag = tt.tag:gsub("\\"..result["tagtype"],"}\\"..result["tagtype"])
tt.tag = tt.tag.."\\"..result["tagtype"].."0"
for p,q in tt.tag:gmatch("([^}]*)}\\"..result["tagtype"].."([%d%.%-]+)") do
count = count + 1
if (count == result["index"]) then
table.insert(tag_table,{index=i,value=q,change=""})
goto get_information
end
end
count = count - 1
end
:: get_information ::
end
end
--analyze the table
local sum_diff = 0
for i=1,N-1 do
sum_diff = sum_diff + math.abs(tag_table[i+1].value - tag_table[i].value)
end
local average_diff = sum_diff / (N-1) + 0.001
--upper threshold
local tag_table_upper={}--a copy of tag_table
for i=2,N-1 do
local diff_l = math.abs(tag_table[i].value - tag_table[i-1].value)
local diff_r = math.abs(tag_table[i].value - tag_table[i+1].value)
if (diff_l/average_diff>=result["upper_threshold"] and diff_r/average_diff>=result["upper_threshold"]) then
local tag = tag_table[i]
tag.value = (tag_table[i-1].value + tag_table[i+1].value) / 2
tag.change = "U"
table.insert(tag_table_upper,tag)
end
end
for si,upper in ipairs(tag_table_upper) do
local tag = tag_table[upper.index]
tag.value = upper.value
tag.change = upper.change
tag_table[upper.index] = tag
end
--get the average_diff again
sum_diff = 0
for i=1,N-1 do
sum_diff = sum_diff + math.abs(tag_table[i+1].value - tag_table[i].value)
end
average_diff = sum_diff / (N-1) + 0.001
--lower threshold
local tag_table_lower={}--a copy of tag_table
for i=2,N-1 do
local diff_l = math.abs(tag_table[i].value - tag_table[i-1].value)
local diff_r = math.abs(tag_table[i].value - tag_table[i+1].value)
local diff_c = tag_table[i].value - (tag_table[i-1].value + tag_table[i+1].value)/2
if (diff_l/average_diff>=result["lower_threshold"] or diff_r/average_diff>=result["lower_threshold"]) then
local tag = tag_table[i]
tag.value = tag_table[i].value - diff_c * result["force"]
tag.change = tag.change.."L"
table.insert(tag_table_lower,tag)
end
end
for si,lower in ipairs(tag_table_lower) do
local tag = tag_table[lower.index]
tag.value = lower.value
tag.change = lower.change
tag_table[lower.index] = tag
end
--analyze tag_table end
--write back
if (result["tagtype"]=="posx" or result["tagtype"]=="posy") then
local i = 0
for si,li in ipairs(selected) do
i = i + 1
local line = subtitle[li]
local ltext = line.text
if (result["tagtype"]=="posx") then
ltext = ltext:gsub("\\pos%([%d%.%-]+",string.format("\\pos(%.3f",tag_table[i].value))
else
ltext = ltext:gsub("(\\pos%([%d%.%-]+,)[%d%.%-]+",function(a) return string.format("%s%.3f",a,tag_table[i].value) end)
end
line.text = ltext
line.actor = tag_table[i].change
subtitle[li] = line
end
elseif (result["tagtype"]=="fscx" or result["tagtype"]=="fscy" or result["tagtype"]=="frz") then
local i = 0
for si,li in ipairs(selected) do
i = i + 1
local line = subtitle[li]
local ltext = line.text
local tt_table={}
for tg,tx in ltext:gmatch("({[^}]*})([^{]*)") do
table.insert(tt_table,{tag=tg,text=tx})
end
local rebuild = ""
local count = 0
for _,tt in ipairs(tt_table) do
if (tt.tag:match("\\"..result["tagtype"])==nil) then
rebuild = rebuild..tt.tag..tt.text
else
tt.tag = tt.tag:gsub("\\"..result["tagtype"],"}\\"..result["tagtype"])
tt.tag = tt.tag.."\\"..result["tagtype"].."0"
local rebuild_tag = ""
for p,q in tt.tag:gmatch("([^}]*)}\\"..result["tagtype"].."([%d%.%-]+)") do
count = count + 1
if (count == result["index"]) then
rebuild_tag = string.format("%s%s\\%s%.2f",rebuild_tag,p,result["tagtype"],tag_table[i].value)
else
rebuild_tag = rebuild_tag..p.."\\"..result["tagtype"]..q
end
end
rebuild_tag = rebuild_tag:gsub("\\"..result["tagtype"].."[%d%.%-]+$","}")
rebuild = rebuild..rebuild_tag..tt.text
count = count - 1
end
end
ltext = rebuild
line.text = ltext
line.actor = tag_table[i].change
subtitle[li] = line
end
end
end
aegisub.set_undo_point(script_name)
return selected
end
function config_read ()
local path = ""
local config_table = {tag="fscx",index=1,U=500,L=180,F=30,remember=false,keep_U=false,keep_L=false}
for p in lfs.dir("C:\\Users") do
if (p~="Public" and p:match("Default")==nil) then
path = "C:\\Users\\"..p.."\\AppData\\Roaming\\Aegisub\\C Smooth.txt"
end
end
if io.open(path,"r") then
file = io.open(path,"r")
io.input(file)
for line in io.lines(path) do
if line:match("tag") then config_table.tag=line:match(":(.*)")
elseif line:match("index") then config_table.index=line:match(":(.*)")
elseif line:match("upper_threshold") then config_table.U=line:match(":(.*)")
elseif line:match("lower_threshold") then config_table.L=line:match(":(.*)")
elseif line:match("force") then config_table.F=line:match(":(.*)")
elseif line:match("keep_U") then config_table.keep_U=line:match(":(.*)")=="true" and true or false
elseif line:match("keep_L") then config_table.keep_L=line:match(":(.*)")=="true" and true or false
elseif line:match("remember") then config_table.remember=line:match(":(.*)")=="true" and true or false
end
end
io.close(file)
end
return config_table
end
function config_write(result)
local path = ""
for p in lfs.dir("C:\\Users") do
if (p~="Public" and p:match("Default")==nil) then
path = "C:\\Users\\"..p.."\\AppData\\Roaming\\Aegisub\\C Smooth.txt"
end
end
file = io.open(path,"w+")
io.output(file)
io.write("tag:"..result.tagtype.."\n")
io.write("index:"..result.index.."\n")
io.write("upper_threshold:"..result.upper_threshold.."\n")
io.write("lower_threshold:"..result.lower_threshold.."\n")
io.write("force:"..result.force.."\n")
keep_U = result.keep_U and "true" or "false"
keep_L = result.keep_L and "true" or "false"
remember = result.remember and "true" or "false"
io.write("keep_U:"..keep_U.."\n")
io.write("keep_L:"..keep_L.."\n")
io.write("remember:"..remember)
io.close(file)
end
--This optional function lets you prevent the user from running the macro on bad input
function macro_validation(subtitle, selected, active)
--Check if the user has selected valid lines
--If so, return true. Otherwise, return false
return true
end
--This is what puts your automation in Aegisub's automation list
aegisub.register_macro(script_name,script_description,main,macro_validation)
|
PLUGIN.englishTranslation = {
pistol = "Pistol",
ar2 = "Rifle",
smg1 = "Sub Machine Gun",
buckshot = "Shotgun",
sniperround = "Sniper Rifle",
["357"] = "Magnum",
-- These are for item description translation.
att_rdot = "Red Dot Sight",
attRDotDesc = "A Small Sight that displays a red dot in the center",
att_holo = "Holographic Sight",
attHoloDesc = "A Small sight that displays an aim-assisting image in the center",
att_scope4 = "4x Scope",
attScope4Desc = "A Scope that allows you to aim at mid-long distance targets",
att_scope8 = "8x Scope",
attScope8Desc = "A Scope that allows you to aim at long distance targets",
att_muzsup = "Suppressor",
attSupDesc = "A Suppressor that reduces the sound from the gun",
att_exmag = "Extended Mag",
attEMagDesc = "A Magazine that has more rounds capacity",
att_foregrip = "Foregrip",
attForeDesc = "A Grip that makes you to aim hip-fire more accurate.",
att_laser = "Laser Sight",
attLaserDesc = "A Laser that displays where you're aiming at",
att_bipod = "Bipod",
attBipodDesc = "A Bipod that assists your aim.",
primary = "Primary Weapon",
secondary = "Secondary Weapon",
gunInfoDesc = "A Weapon that uses %s Ammunition",
gunInfoStat = "Damage: %s\nWeapon Type: %s\nMagazine size: %s",
gunInfoAttachments = "Current attachment: %s",
attDetached = "Attachment has been detached.",
detTarget = "You need to choose attachment to detach.",
cantAttached = "This attachment does not fit for this Weapon.",
alreadyAttached = "There is no slot for this attachment on this weapon.",
notCW = "This weapon cannot be modded.",
notAttachment = "This is not valid attachment.",
noWeapon = "Can't find the target.",
cwReloading = "Reloading %s%%",
cwMagKappa = "%s / %s",
cwGrenades = "%sx Grenade",
cwEmptyM203 = "Reload M203",
cwFilledM203 = "M203 Reloaded",
cw40mm = "%sx Grenade",
cwGrenType = "Type: %s",
cwUse = "[USE]",
cwStablize = "%s - Stabilize",
cwAmmo_ar2 = "Rifle Ammo",
cwAmmo_smg1 = "SMG Ammo",
cwAmmo_pistol = "Pistol Ammo",
cwAmmo_357 = "Magnum Ammo",
cwAmmo_sniperround = "Sniper Rifle Ammo",
cwAmmo_buckshot = "Buckshot Ammo",
}
PLUGIN.koreanTranslation = {
["Pistol Ammo"] = "권총 탄약",
["Magnum Ammo"] = "매그넘 탄약",
["Sub Machine Gun Ammo"] = "기관권총 탄약",
["Rifle Ammo"] = "소총 탄약",
["Shotgun Shells"] = "산탄총 탄약",
["Sniper Rounds"] = "저격소총 탄약",
pistol = "권총",
ar2 = "소총",
smg1 = "기관권총",
buckshot = "산탄총",
sniperround = "저격소총",
["357"] = "매그넘",
gunInfoDesc = "%s 를 사용하는 총기",
gunInfoStat = "데미지: %s\n무기 종류: %s\n탄창 크기: %s발",
gunInfoAttachments = "현재 부착물:%s",
-- These are for item name translation.
["Red Dot Sight"] = "레드 닷 조준기",
["Holographic Sight"] = "홀로그래픽 조준기",
["4x Scope"] = "4배율 조준경",
["8x Scope"] = "8배율 조준경",
["Suppressor"] = "소음기",
["Extended Mag"] = "확장 탄알집",
["Foregrip"] = "수직 손잡이",
["Laser Sight"] = "레이저 조준기",
["Bipod"] = "양각대",
-- These are for item description translation.
att_rdot = "레드 닷 조준기",
attRDotDesc = "조준을 도와주는 레드닷 조준기.",
att_holo = "홀로그래픽 조준기",
attHoloDesc = "조준을 도와주는 홀로그래픽 조준기",
att_scope4 = "4배율 조준경",
attScope4Desc = "멀리 있는 목표를 조준할 수 있게 해주는 4배율 조준경",
att_scope8 = "8배율 조준경",
attScope8Desc = "멀리 있는 목표를 조준할 수 있게 해주는 8배율 조준경",
att_muzsup = "소음기",
attSupDesc = "총기 소음을 줄여주는 소음기",
att_exmag = "확장 탄알집",
attEMagDesc = "총기의 탄약 장전양을 늘려주는 확장 탄알집",
att_foregrip = "수직 손잡이",
attForeDesc = "더 안정적이게 조준을 도와주는 수직 손잡이",
att_laser = "레이저 조준기",
attLaserDesc = "조준하는 곳을 가리켜주는 레이저 조준기",
att_bipod = "양각대",
attBipodDesc = "사격시 반동을 줄여주는 양각대",
attDetached = "총기 부품을 떼냈습니다.",
detTarget = "떼어낼 부품을 선택해 주세요.",
cantAttached = "이 무기에는 해당 부품을 장착할 수 없습니다.",
alreadyAttached = "무기에 빈자리가 없습니다.",
notCW = "이 무기는 개조가능한 무기가 아닙니다.",
notAttachment = "이건 올바른 총기 부품이 아닙니다.",
noWeapon = "대상을 찾을수 없습니다.",
cwReloading = "장전중 %s%%",
cwMagKappa = "%s / %s",
cwGrenades = "%sx 수류탄",
cwEmptyM203 = "M203 장전필요",
cwFilledM203 = "M203 장전 됨",
cw40mm = "%sx 유탄",
cwGrenType = "유탄종류: %s",
cwUse = "[사용 키]",
cwStablize = "%s - 안정화",
cwAmmo_ar2 = "소총 탄",
cwAmmo_smg1 = "SMG 탄",
cwAmmo_pistol = "권총 탄",
cwAmmo_357 = "매그넘 탄",
cwAmmo_sniperround = "저격소총 탄",
cwAmmo_buckshot = "산탄 쉘",
}
|
require("test/bustedhelper_game")
local character_info = require("content/character_info")
describe('character_info', function ()
describe('init', function ()
it('should init a character_info with id, name, level, initial quote ids', function ()
local f_info = character_info(8, "employee")
assert.are_same({8, "employee"},
{f_info.id, f_info.name})
end)
end)
describe('_tostring', function ()
it('character_info(8, "employee") => "character_info(8, "employee")"', function ()
local f_info = character_info(8, "employee")
assert.are_equal("[character_info(8, \"employee\")]", f_info:_tostring())
end)
end)
end)
|
local function clean_path(p)
-- todo: replace with dfhack.filesystem call?
return p:gsub('\\', '/'):gsub('//', '/'):gsub('/$', '')
end
local fs = dfhack.filesystem
local old_cwd = clean_path(fs.getcwd())
local function restore_cwd()
fs.chdir(old_cwd)
end
function test.getDFPath()
expect.eq(clean_path(dfhack.getDFPath()), old_cwd)
end
function test.getDFPath_chdir()
dfhack.with_finalize(restore_cwd, function()
fs.chdir('data')
expect.eq(clean_path(dfhack.getDFPath()), old_cwd)
expect.ne(clean_path(dfhack.getDFPath()), clean_path(fs.getcwd()))
end)
end
function test.getHackPath()
expect.eq(clean_path(dfhack.getHackPath()), clean_path(dfhack.getDFPath() .. '/hack/'))
end
function test.getHackPath_chdir()
dfhack.with_finalize(restore_cwd, function()
fs.chdir('hack')
expect.eq(clean_path(dfhack.getHackPath()), clean_path(old_cwd .. '/hack/'))
expect.eq(clean_path(dfhack.getHackPath()), clean_path(fs.getcwd()))
end)
end
|
--- Multishell allows multiple programs to be run at the same time.
--
-- When multiple programs are running, it displays a tab bar at the top of the
-- screen, which allows you to switch between programs. New programs can be
-- launched using the `fg` or `bg` programs, or using the @{shell.openTab} and
-- @{multishell.launch} functions.
--
-- Each process is identified by its ID, which corresponds to its position in
-- the tab list. As tabs may be opened and closed, this ID is _not_ constant
-- over a program's run. As such, be careful not to use stale IDs.
--
-- As with @{shell}, @{multishell} is not a "true" API. Instead, it is a
-- standard program, which launches a shell and injects its API into the shell's
-- environment. This API is not available in the global environment, and so is
-- not available to @{os.loadAPI|APIs}.
--
-- @module[module] multishell
local expect = dofile("rom/modules/main/cc/expect.lua").expect
-- Setup process switching
local parentTerm = term.current()
local w, h = parentTerm.getSize()
local tProcesses = {}
local nCurrentProcess = nil
local nRunningProcess = nil
local bShowMenu = false
local bWindowsResized = false
local nScrollPos = 1
local bScrollRight = false
local function selectProcess(n)
if nCurrentProcess ~= n then
if nCurrentProcess then
local tOldProcess = tProcesses[nCurrentProcess]
tOldProcess.window.setVisible(false)
end
nCurrentProcess = n
if nCurrentProcess then
local tNewProcess = tProcesses[nCurrentProcess]
tNewProcess.window.setVisible(true)
tNewProcess.bInteracted = true
end
end
end
local function setProcessTitle(n, sTitle)
tProcesses[n].sTitle = sTitle
end
local function resumeProcess(nProcess, sEvent, ...)
local tProcess = tProcesses[nProcess]
local sFilter = tProcess.sFilter
if sFilter == nil or sFilter == sEvent or sEvent == "terminate" then
local nPreviousProcess = nRunningProcess
nRunningProcess = nProcess
term.redirect(tProcess.terminal)
local ok, result = coroutine.resume(tProcess.co, sEvent, ...)
tProcess.terminal = term.current()
if ok then
tProcess.sFilter = result
else
printError(result)
end
nRunningProcess = nPreviousProcess
end
end
local function launchProcess(bFocus, tProgramEnv, sProgramPath, ...)
local tProgramArgs = table.pack(...)
local nProcess = #tProcesses + 1
local tProcess = {}
tProcess.sTitle = fs.getName(sProgramPath)
if bShowMenu then
tProcess.window = window.create(parentTerm, 1, 2, w, h - 1, false)
else
tProcess.window = window.create(parentTerm, 1, 1, w, h, false)
end
tProcess.co = coroutine.create(function()
os.run(tProgramEnv, sProgramPath, table.unpack(tProgramArgs, 1, tProgramArgs.n))
if not tProcess.bInteracted then
term.setCursorBlink(false)
print("Press any key to continue")
os.pullEvent("char")
end
end)
tProcess.sFilter = nil
tProcess.terminal = tProcess.window
tProcess.bInteracted = false
tProcesses[nProcess] = tProcess
if bFocus then
selectProcess(nProcess)
end
resumeProcess(nProcess)
return nProcess
end
local function cullProcess(nProcess)
local tProcess = tProcesses[nProcess]
if coroutine.status(tProcess.co) == "dead" then
if nCurrentProcess == nProcess then
selectProcess(nil)
end
table.remove(tProcesses, nProcess)
if nCurrentProcess == nil then
if nProcess > 1 then
selectProcess(nProcess - 1)
elseif #tProcesses > 0 then
selectProcess(1)
end
end
if nScrollPos ~= 1 then
nScrollPos = nScrollPos - 1
end
return true
end
return false
end
local function cullProcesses()
local culled = false
for n = #tProcesses, 1, -1 do
culled = culled or cullProcess(n)
end
return culled
end
-- Setup the main menu
local menuMainTextColor, menuMainBgColor, menuOtherTextColor, menuOtherBgColor
if parentTerm.isColor() then
menuMainTextColor, menuMainBgColor = colors.yellow, colors.black
menuOtherTextColor, menuOtherBgColor = colors.black, colors.gray
else
menuMainTextColor, menuMainBgColor = colors.white, colors.black
menuOtherTextColor, menuOtherBgColor = colors.black, colors.gray
end
local function redrawMenu()
if bShowMenu then
-- Draw menu
parentTerm.setCursorPos(1, 1)
parentTerm.setBackgroundColor(menuOtherBgColor)
parentTerm.clearLine()
local nCharCount = 0
local nSize = parentTerm.getSize()
if nScrollPos ~= 1 then
parentTerm.setTextColor(menuOtherTextColor)
parentTerm.setBackgroundColor(menuOtherBgColor)
parentTerm.write("<")
nCharCount = 1
end
for n = nScrollPos, #tProcesses do
if n == nCurrentProcess then
parentTerm.setTextColor(menuMainTextColor)
parentTerm.setBackgroundColor(menuMainBgColor)
else
parentTerm.setTextColor(menuOtherTextColor)
parentTerm.setBackgroundColor(menuOtherBgColor)
end
parentTerm.write(" " .. tProcesses[n].sTitle .. " ")
nCharCount = nCharCount + #tProcesses[n].sTitle + 2
end
if nCharCount > nSize then
parentTerm.setTextColor(menuOtherTextColor)
parentTerm.setBackgroundColor(menuOtherBgColor)
parentTerm.setCursorPos(nSize, 1)
parentTerm.write(">")
bScrollRight = true
else
bScrollRight = false
end
-- Put the cursor back where it should be
local tProcess = tProcesses[nCurrentProcess]
if tProcess then
tProcess.window.restoreCursor()
end
end
end
local function resizeWindows()
local windowY, windowHeight
if bShowMenu then
windowY = 2
windowHeight = h - 1
else
windowY = 1
windowHeight = h
end
for n = 1, #tProcesses do
local tProcess = tProcesses[n]
local x, y = tProcess.window.getCursorPos()
if y > windowHeight then
tProcess.window.scroll(y - windowHeight)
tProcess.window.setCursorPos(x, windowHeight)
end
tProcess.window.reposition(1, windowY, w, windowHeight)
end
bWindowsResized = true
end
local function setMenuVisible(bVis)
if bShowMenu ~= bVis then
bShowMenu = bVis
resizeWindows()
redrawMenu()
end
end
local threading = {} --- @export
--- Get the currently visible process. This will be the one selected on
-- the tab bar.
--
-- Note, this is different to @{getCurrent}, which returns the process which is
-- currently executing.
--
-- @treturn number The currently visible process's index.
-- @see setFocus
function threading.getFocus()
return nCurrentProcess
end
--- Change the currently visible process.
--
-- @tparam number n The process index to switch to.
-- @treturn boolean If the process was changed successfully. This will
-- return @{false} if there is no process with this id.
-- @see getFocus
function threading.setFocus(n)
expect(1, n, "number")
if n >= 1 and n <= #tProcesses then
selectProcess(n)
redrawMenu()
return true
end
return false
end
--- Get the title of the given tab.
--
-- This starts as the name of the program, but may be changed using
-- @{multishell.setTitle}.
-- @tparam number n The process index.
-- @treturn string|nil The current process title, or @{nil} if the
-- process doesn't exist.
function threading.getTitle(n)
expect(1, n, "number")
if n >= 1 and n <= #tProcesses then
return tProcesses[n].sTitle
end
return nil
end
--- Set the title of the given process.
--
-- @tparam number n The process index.
-- @tparam string title The new process title.
-- @see getTitle
-- @usage Change the title of the current process
--
-- multishell.setTitle(multishell.getCurrent(), "Hello")
function threading.setTitle(n, title)
expect(1, n, "number")
expect(2, title, "string")
if n >= 1 and n <= #tProcesses then
setProcessTitle(n, title)
redrawMenu()
end
end
--- Get the index of the currently running process.
--
-- @treturn number The currently running process.
function threading.getCurrent()
return nRunningProcess
end
--- Start a new process, with the given environment, program and arguments.
--
-- The returned process index is not constant over the program's run. It can be
-- safely used immediately after launching (for instance, to update the title or
-- switch to that tab). However, after your program has yielded, it may no
-- longer be correct.
--
-- @tparam table tProgramEnv The environment to load the path under.
-- @tparam string sProgramPath The path to the program to run.
-- @param ... Additional arguments to pass to the program.
-- @treturn number The index of the created process.
-- @see os.run
-- @usage Run the "hello" program, and set its title to "Hello!"
-- local id = multishell.launch({}, "/rom/programs/fun/hello.lua")
-- multishell.setTitle(id, "Hello!")
function threading.launch(tProgramEnv, sProgramPath, ...)
expect(1, tProgramEnv, "table")
expect(2, sProgramPath, "string")
local previousTerm = term.current()
setMenuVisible(#tProcesses + 1 >= 2)
local nResult = launchProcess(false, tProgramEnv, sProgramPath, ...)
redrawMenu()
term.redirect(previousTerm)
return nResult
end
--- Get the number of processes within this multishell.
--
-- @treturn number The number of processes.
function threading.getCount()
return #tProcesses
end
-- Begin
parentTerm.clear()
setMenuVisible(false)
launchProcess(true, {
["shell"] = shell,
["multishell"] = multishell,
}, "/boot/.run")
if not fs.exists("/services") then
fs.makeDir("/services")
end
for _, sFile in ipairs(fs.list("/services")) do
if string.sub(sFile, 1, 1) ~= "." then
local sPath = "/services/" .. sFile
launchProcess(false, {
["shell"] = shell,
["multishell"] = multishell,
}, sPath)
end
end
-- Run processes
while #tProcesses > 0 do
-- Get the event
local tEventData = table.pack(os.pullEventRaw())
local sEvent = tEventData[1]
if sEvent == "term_resize" then
-- Resize event
w, h = parentTerm.getSize()
resizeWindows()
redrawMenu()
elseif sEvent == "char" or sEvent == "key" or sEvent == "key_up" or sEvent == "paste" or sEvent == "terminate" then
-- Keyboard event
-- Passthrough to current process
resumeProcess(nCurrentProcess, table.unpack(tEventData, 1, tEventData.n))
if cullProcess(nCurrentProcess) then
setMenuVisible(#tProcesses >= 2)
redrawMenu()
end
elseif sEvent == "mouse_click" then
-- Click event
local button, x, y = tEventData[2], tEventData[3], tEventData[4]
if bShowMenu and y == 1 then
-- Switch process
if x == 1 and nScrollPos ~= 1 then
nScrollPos = nScrollPos - 1
redrawMenu()
elseif bScrollRight and x == term.getSize() then
nScrollPos = nScrollPos + 1
redrawMenu()
else
local tabStart = 1
if nScrollPos ~= 1 then
tabStart = 2
end
for n = nScrollPos, #tProcesses do
local tabEnd = tabStart + #tProcesses[n].sTitle + 1
if x >= tabStart and x <= tabEnd then
selectProcess(n)
redrawMenu()
break
end
tabStart = tabEnd + 1
end
end
else
-- Passthrough to current process
resumeProcess(nCurrentProcess, sEvent, button, x, bShowMenu and y - 1 or y)
if cullProcess(nCurrentProcess) then
setMenuVisible(#tProcesses >= 2)
redrawMenu()
end
end
elseif sEvent == "mouse_drag" or sEvent == "mouse_up" or sEvent == "mouse_scroll" then
-- Other mouse event
local p1, x, y = tEventData[2], tEventData[3], tEventData[4]
if bShowMenu and sEvent == "mouse_scroll" and y == 1 then
if p1 == -1 and nScrollPos ~= 1 then
nScrollPos = nScrollPos - 1
redrawMenu()
elseif bScrollRight and p1 == 1 then
nScrollPos = nScrollPos + 1
redrawMenu()
end
elseif not (bShowMenu and y == 1) then
-- Passthrough to current process
resumeProcess(nCurrentProcess, sEvent, p1, x, bShowMenu and y - 1 or y)
if cullProcess(nCurrentProcess) then
setMenuVisible(#tProcesses >= 2)
redrawMenu()
end
end
else
-- Other event
-- Passthrough to all processes
local nLimit = #tProcesses -- Storing this ensures any new things spawned don't get the event
for n = 1, nLimit do
resumeProcess(n, table.unpack(tEventData, 1, tEventData.n))
end
if cullProcesses() then
setMenuVisible(#tProcesses >= 2)
redrawMenu()
end
end
if bWindowsResized then
-- Pass term_resize to all processes
local nLimit = #tProcesses -- Storing this ensures any new things spawned don't get the event
for n = 1, nLimit do
resumeProcess(n, "term_resize")
end
bWindowsResized = false
if cullProcesses() then
setMenuVisible(#tProcesses >= 2)
redrawMenu()
end
end
end
-- Shutdown
term.redirect(parentTerm)
|
--[[
Copyright 2018 American Megatrends Inc.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
--]]
-- Import required libraries
-- [See "redfish-handler.lua"](/redfish-handler.html)
local RedfishHandler = require("redfish-handler")
-- [See "constants.lua"](/constants.html)
local CONSTANTS = require("constants")
-- [See "utils.lua"](/utils.html)
local utils = require("utils")
-- [See "turbo library"](http://turbolua.org)
local turbo = require("turbo")
-- [See "underscore.lua"](https://mirven.github.io/underscore.lua/)
local _ = require("underscore")
local SystemVlanHandler = class("SystemVlanHandler", RedfishHandler)
local yield = coroutine.yield
-- Set the path names for system vlan OEM extensions
local collection_oem_path = "system.system-vlan-collection"
local instance_oem_path = "system.system-vlan-instance"
SystemVlanHandler:set_all_oem_paths(collection_oem_path, instance_oem_path)
--Handles GET requests for System VLANs collection and instance
function SystemVlanHandler:get(id1, id2, id3)
local response = {}
if id3 == nil then
--GET collection
self:get_collection(response)
else
--GET instance
self:get_instance(response)
end
self:set_response(response)
self:output()
end
-- Handles GET System VLANs collection
function SystemVlanHandler:get_collection(response)
-- Before proceeding with the handler, we'll make sure the collection request is valid
local collection_exists = self:parent_exists()
self:assertTrue_404(collection_exists)
local redis = self:get_db()
local url_segments = self:get_url_segments();
local collection, instance, secondary_collection, secondary_instance, inner_collection =
url_segments[1], url_segments[2], url_segments[3], url_segments[4], url_segments[5];
local prefix = "Redfish:" .. collection .. ":" .. instance .. ":" .. secondary_collection .. ":" .. secondary_instance .. ":VLANs"
self:set_scope("Redfish:" .. table.concat(url_segments, ':'))
-- Creating response
response["Name"] = "VLAN Network Interface Collection"
response["Description"] = "Collection of VLANs for this system"
local odataIDs = utils.getODataIDArray(yield(redis:keys(prefix .. ":*:VLANId")), 1)
response["Members@odata.count"] = #odataIDs
response["Members"] = odataIDs
response = self:oem_extend(response, "query." .. self:get_oem_collection_path())
self:set_context(CONSTANTS.VLAN_COLLECTION_CONTEXT)
self:set_type(CONSTANTS.VLAN_COLLECTION_TYPE)
-- GET requests must respond with the 'Allow' header specifying what methods are available for the given URL
self:set_allow_header("GET")
end
-- Handles GET System VLANs instance
function SystemVlanHandler:get_instance(response)
local redis = self:get_db()
local url_segments = self:get_url_segments();
local collection, instance, secondary_collection, secondary_instance, inner_collection, inner_instance =
url_segments[1], url_segments[2], url_segments[3], url_segments[4], url_segments[5], url_segments[6];
local prefix = "Redfish:" .. collection .. ":" .. instance .. ":" .. secondary_collection .. ":" .. secondary_instance .. ":VLANs:" .. inner_instance
self:set_scope("Redfish:"..table.concat(url_segments,':'))
--Retrieving data from database
local pl = redis:pipeline()
pl:mget({
prefix .. ":Name",
prefix .. ":Description",
prefix .. ":VLANEnable",
prefix .. ":VLANId"
})
local db_result = yield(pl:run())
-- Check that data was found in Redis, if not we throw a 404 NOT FOUND
self:assert_resource(db_result)
local general = unpack(db_result)
--Creating response using data from database
response["Id"] = inner_instance
response["Name"] = general[1]
response["Description"] = general[2]
response["VLANEnable"] = utils.bool(general[3])
response["VLANId"] = tonumber(general[4])
response = self:oem_extend(response, "query." .. self:get_oem_instance_path())
utils.remove_nils(response)
local keys = _.keys(response)
if #keys < 5 then
local select_list = turbo.util.join(",", keys)
self:set_context(CONSTANTS.VLAN_INSTANCE_CONTEXT.."(" .. select_list .. ")")
else
self:set_context(CONSTANTS.VLAN_INSTANCE_CONTEXT)
end
self:set_type(CONSTANTS.VLAN_TYPE)
-- GET requests must respond with the 'Allow' header specifying what methods are available for the given URL
self:set_allow_header("GET, PATCH")
end
--Handles PATCH request for System VLANs Interface
function SystemVlanHandler:patch()
local url_segments = self:get_url_segments()
local collection, instance, secondary_collection, secondary_instance, inner_collection, inner_instance =
url_segments[1], url_segments[2], url_segments[3], url_segments[4], url_segments[5], url_segments[6];
--Throwing error if request is to collection
if inner_instance == nil then
-- Allow an OEM patch handler for system vlan collections, if none exists, return with the normal 405 response
self:set_header("Allow", "GET")
self:set_status(405)
response = self:oem_extend(response, "patch." .. self:get_oem_collection_path())
if self:get_status() == 405 then
self:error_method_not_allowed()
end
else
-- Allow the OEM patch handlers for system vlan instances to have the first chance to handle the request body
response = self:oem_extend(response, "patch." .. self:get_oem_instance_path())
end
--Making sure current user has permission to modify VLANs settings
if self:can_user_do("ConfigureComponents") == true then
local redis = self:get_db()
local prefix = "Redfish:" .. collection .. ":" .. instance .. ":" .. secondary_collection .. ":" .. secondary_instance .. ":" .. inner_collection .. ":" .. inner_instance
local response = {}
local vlan_exists = yield(redis:exists(prefix .. ":VLANId"))
if vlan_exists ~= 1 then
self:error_resource_missing_at_uri()
else
local request_data = turbo.escape.json_decode(self:get_request().body)
self:set_scope("Redfish:" .. table.concat(url_segments, ":"))
local pl = redis:pipeline()
local extended = {}
local successful_sets = {}
--Validating VLANEnable property and adding error if property is incorrect
if request_data.VLANEnable ~= nil then
if type(request_data.VLANEnable) ~= "boolean" then
table.insert(extended, self:create_message("Base", "PropertyValueTypeError", {"#/VLANEnable"}, {request_data.VLANEnable, "VLANEnable"}))
else
--VLANEnable is valid and will be added to database
pl:set(prefix .. ":VLANEnable", tostring(request_data.VLANEnable))
table.insert(successful_sets, "VLANEnable")
end
request_data.VLANEnable = nil
end
--Validating VLANId and adding property or adding error if property is incorrect
if request_data.VLANId ~= nil then
if tonumber(request_data.VLANId) == nil then
table.insert(extended, self:create_message("Base", "PropertyValueTypeError", {"#/VLANId"}, {request_data.VLANId, "VLANId"}))
elseif tonumber(request_data.VLANId) <= 0 or tonumber(request_data.VLANId) >= 4095 then
table.insert(extended, self:create_message("Base", "PropertyValueFormatError", {"#/VLANId"}, {request_data.VLANId, "VLANId"}))
else
--VLANId is valid and will be added to database
pl:set(prefix .. ":VLANId", request_data.VLANId)
table.insert(successful_sets, "VLANId")
end
request_data.VLANId = nil
end
local result = yield(pl:run())
self:add_audit_log_entry(self:create_message("Security", "ResourceModified", nil, {turbo.util.join(", ", successful_sets), self:get_request().path}))
local leftover_fields = utils.table_len(request_data)
--Checking if there are any additional properties in the request and creating an error to show these properties
if leftover_fields ~= 0 then
local keys = _.keys(request_data)
table.insert(extended, self:create_message("Base", "PropertyNotWritable", keys, turbo.util.join(",", keys)))
end
--Checking if there were errors and adding them to the response if there are
if #extended ~= 0 then
response["@Message.ExtendedInfo"] = extended
end
self:get_instance(response)
end
self:set_response(response)
self:output()
else
--Throwing error if user is not authorized
self:error_insufficient_privilege()
end
end
return SystemVlanHandler
|
--[[
Get title for current song from external source
]]--
local settings = {
radio_title_helper = "radio_title_helper", -- Path to Radio title helper
interval = 10, -- Renew every 10 seconds (default)
radios = {"fip", "franceculture", "francemusique", "tsfjazz", "franceinter", "rfimonde", "rfiafrique", "kexp"}, -- enable script for these radios (keyword must be in stream url)
}
require 'mp.options'
read_options(settings, "radiotitle")
local msg = require 'mp.msg'
local utils = require 'mp.utils'
local failures = 0
function get_song_name()
local radio_url = mp.get_property('stream-open-filename')
t = {}
t.args = {settings.radio_title_helper, radio_url}
res = utils.subprocess(t)
if res.status == 0 then
failures = 0
return res.stdout
else
failures = failures + 1
if failures == 3 then
mp.msg.error("Could not retrieve title")
end
end
end
function change_title()
local title = mp.get_property('media-title')
local new_title = get_song_name()
if new_title and title ~= new_title then
mp.set_property("file-local-options/force-media-title", new_title)
msg.info("Now playing "..new_title)
end
mp.add_timeout(settings.interval, change_title)
end
function enable_script()
local radio_url = mp.get_property('stream-open-filename')
for index, radio in ipairs(settings.radios) do
if string.find(radio_url, radio) then
change_title()
end
end
end
-- Wait 5s for mpv to open stream
mp.add_timeout(5, enable_script)
|
package.path = '../../src/lua/?.lua;' .. package.path
tools = require('tools')
myTableHeaders, myTableRows = tools.csv('../../data/weather.csv')
assert(#myTableHeaders == 6, 'wrong number of header columns')
for i = 1, #myTableRows do
assert(#myTableRows[i] == #myTableHeaders,
string.format('row %d: %d number cols does not match header number cols %d',
i, #myTableRows[i], #myTableHeaders))
end
|
io.write "Something\n"
Point = {}
Point.new = function(x, y)
local self = {}
x = x or 0
x = y or 0
self.getx = function() return x end
self.gety = function() return y end
self.write = function() io.write(string.format("(%d, %d)\n", x, y)) end
return self
end
p = Point.new(2,5)
p.write()
function HelloWorld()
io.write "Hello, World!\n"
local test = true
if test == true then
io.write "it's true!\n"
end
end
|
--[[
Template script for Loading necessary packages and functions.
This file is part of the CTSeg project.
Stavros Tsogkas <stavros.tsogkas@centralesupelec.fr>
Last update: October 2016
--]]
--------------------------------------------------------------------------------
-- Load modules
--------------------------------------------------------------------------------
require "torch"
require "trepl"
require "optim"
require "image"
require "nn"
config = require "config"
networks = require "networks"
misc = require "misc"
--------------------------------------------------------------------------------
-- Define training and testing functions
--------------------------------------------------------------------------------
function computeErrorStats(prediction,labels)
-- prediction: Bx1xDxHxW, labels: BxDxHxW
local s = {}
prediction = prediction:float()
labels = labels:float()
assert(prediction:nElement() == labels:nElement())
s.numExamples = labels:nElement()
s.correct = prediction:eq(labels):sum()
s.accuracy = s.correct/s.numExamples
s.truePos = labels[prediction:eq(1)]:eq(1):sum()
s.falsePos = labels[prediction:eq(1)]:eq(2):sum()
s.trueNeg = labels[prediction:eq(2)]:eq(2):sum()
s.falseNeg = labels[prediction:eq(2)]:eq(1):sum()
s.numPos = labels:eq(1):sum()
s.numNeg = labels:eq(2):sum()
s.precision = s.truePos/math.max(1, s.truePos + s.falsePos)
s.recall = s.truePos/math.max(1, s.truePos + s.falseNeg)
s.specificity = s.trueNeg/math.max(1,s.trueNeg + s.falsePos)
s.fmeasure = 2 * s.precision * s.recall / math.max(1, s.precision + s.recall)
return s
end
-- Return mini-batch of scores from previously trained networks ----------------
function getBatch(data, inds)
local images = data.images:index(1, inds)
local labels = data.labels:index(1, inds)
local sz = images:size()
local containsPositives = util.any(images:view(sz[1],-1),2):sum():gt(0)
-- Include at least one positive example in the batch
if not containsPositives and posSlices then
local inds = torch.randperm(data.images:size(1))
images[1]:copy(data.images[inds[1]])
end
images = images:view(sz[1],1,sz[2],sz[3]) -- add a singleton dimension
if cuda then
images = images:cuda()
labels = labels:cuda()
else
images = images:float()
labels = labels:float()
end
return images, labels
end
-- Execute a single epoch of training (or validation) -------------------------
function processEpoch(epoch, mode, data)
if not data then return end
local train = mode == 'train' or mode == 'training' or mode == 'Train' or mode == 'TRAIN'
local numExamples = data.images:size(1);
local numBatches = math.ceil(numExamples/opts.batchSize)
local lossTotal = 0
local inds = torch.randperm(numExamples):long() -- shuffle training examples
if train then model:training()
else model:evaluate()
end
-- Configure optimizer
optimState = {
learningRate = learningRate and learningRate[epoch] or opts.LR,
learningRateDecay = learningRateDecay and learningRateDecay[epoch] or opts.LRDecay,
weightDecay = weightDecay and weightDecay[epoch] or opts.weightDecay,
momentum = momentum and momentum[epoch] or opts.momentum,
dampening = 0
}
print('\n--------------- ' .. mode .. ' epoch ' .. epoch .. '/' .. opts.numEpochs
..' [#examples = ' .. numExamples .. ', batchSize = ' .. opts.batchSize
.. ', #batches: ' .. numBatches .. '] ----------------')
if train then print('Optimization parameters:'); print(optimState) end
-- Train using batches
epochTimer = epochTimer or torch.Timer(); epochTimer:reset()
for t = 1, numExamples, opts.batchSize do
local imageBatch, labelBatch = getBatch(data,
inds[{ {t,math.min(t+opts.batchSize-1, numExamples)} }])
-- Assertions
assert(imageBatch:dim() == 4, 'Image batch should be a 5D array')
assert(labelBatch:dim() == 3, 'Label batch should be a 4D array')
-- closure to evaluate f(X) and df/dX (L and dL/dw)
collectgarbage()
local loss = 0
local outputBatch = model:forward(imageBatch) -- BxLxDxHxW
local function feval(x)
gradParameters:zero()
local gradOutput
loss, gradOutput = networks.spatialCrossEntropy(outputBatch,labelBatch,weights)
model:backward(imageBatch,gradOutput)
return loss, gradParameters
end
if train then -- optimize on current mini-batch
optim.sgd(feval, parameters, optimState)
end
-- Print stats for current batch
local maxScores,prediction = outputBatch:max(2) -- max score over labels (B1DHW)
prediction, labelBatch = prediction:float():view(-1), labelBatch:float():view(-1)
confusion:batchAdd(prediction,labelBatch) --print(confusion)
local s, batch = computeErrorStats(prediction,labelBatch), math.ceil(t/opts.batchSize)
lossTotal = lossTotal + loss
printEpochMessage(lossTotal,epoch,batch,numBatches,mode,s,opts)
if train then stats.train = s
else stats.val = s end
end -- for t = 1, numExamples, opts.batchSize
-- print and reset confusion matrix and timings
print(''); print(confusion); confusion:zero() print('')
print('==> Time for epoch: ' .. misc.time2string(epochTimer:time().real)
.. ', time per sample: ' .. misc.time2string(epochTimer:time().real/numExamples) )
end
-- Print epoch message with loss and accuracy information ----------------------
function printEpochMessage(lossTotal,epoch,batch,numBatches,mode,s,opts)
local batchInfo = string.format('%s %s Epoch %d/%d, Batch %d/%d || LOSS: %-6.4f',
mode, opts.class, epoch, opts.numEpochs, batch, numBatches, lossTotal/batch)
local accInfo
if numClasses == 2 then
accInfo = string.format(' PRE: %4.1f%% REC: %4.1f%% SPC: %4.1f%% FM: %.3f',
s.precision*100,s.recall*100, s.specificity*100, s.fmeasure)
elseif numClasses > 2 then
confusion:updateValids()
accInfo = ''
for i=1,numClasses do
-- print('')
-- print(confusion.valids)
-- print(confusion.valids[i])
accInfo = accInfo..string.format(' C%d: %.2f%%',i, confusion.valids[i]*100)
end
end
print(batchInfo..accInfo)
end
-- Continue from checkpoint ----------------------------------------------------
function loadState(modelPath)
local state = torch.load(modelPath)
model = state.model
optimState = state.optimState
if cuda then -- copy to gpu before using for computations
model:cuda()
end
parameters, gradParameters = model:getParameters()
end
-- Save progress ---------------------------------------------------------------
function saveState(modelPath)
-- Save batch normalization stats before clearing state (which deletes them)
local batchNormStats = {}
for i=1,model:size() do
local layer = model:get(i)
if layer.__typename == 'nn.VolumetricBatchNormalization'
or layer.__typename == 'nn.SpatialBatchNormalization' then
batchNormStats[i] = {layer.save_mean, layer.save_std}
end
end
model:clearState() -- Clear intermediate variables
-- Copy back bnorm mean and std
for i=1,model:size() do
local layer = model:get(i)
if layer.__typename == 'nn.VolumetricBatchNormalization'
or layer.__typename == 'nn.SpatialBatchNormalization' then
layer.save_mean = batchNormStats[i].save_mean
layer.save_std = batchNormStats[i].save_std
end
end
-- Copy on CPU and save complete state
local model = model:clone():float()
local state = { model = model, optimState = optimState,
stats = stats, opts = opts, confusion = confusion,
paramRegimes = paramRegimes }
torch.save(modelPath, state)
end
-- Training code ---------------------------------------------------------------
function train(data)
-- Display network information
print('Loaded '..data.train.images:size(1)..' training examples ('
.. misc.size2string(data.train.images)..')')
local numInputChannels = nets and #nets*2 or 1
local dummyInput = torch.Tensor(opts.batchSize,numInputChannels,data.train.images:size(2),data.train.images:size(3))
if cuda then dummyInput = dummyInput:cuda() end
print('Network architecture: ' .. opts.net)
print('Weight initialization: ' .. opts.initMethod .. ' with parameters '
.. opts.initWeight .. '/' .. opts.initBias .. ' (if applicable)')
networks.displayNetInfo(model,dummyInput)
-- Set parameter regimes
learningRate = torch.logspace(math.log10(opts.LR), math.log10(opts.LR/100), opts.numEpochs)
confusion = optim.ConfusionMatrix(numClasses)
stats = {} -- save stats in global variable
paramRegimes = {}
paramRegimes.learningRate = learningRate or opts.LR
paramRegimes.learningRateDecay = learningRateDecay or opts.LRDecay
paramRegimes.weightDecay = weightDecay or opts.weightDecay
paramRegimes.momentum = momentum or opts.momentum
-- WARNING: This command goes AFTER transfering the network to the GPU!
-- Retrieve parameters and gradients:
-- extracts and flattens all the trainable parameters of the model into a vector
-- Parameters are references: when model:backward is called, these are changed
parameters,gradParameters = model:getParameters()
local trainTimer = torch.Timer()
for epoch = 1, opts.numEpochs do
local function epoch2modelPath(epoch)
return paths.concat(opts.saveDir, 'model-epoch-' .. epoch .. '.t7')
end
if opts.load > 0 and paths.filep(epoch2modelPath(epoch)) then
if not paths.filep(epoch2modelPath(epoch+1)) then
print('\n==> Last checkpoint found: loading state from epoch ' .. epoch)
loadState(epoch2modelPath(epoch))
end
else
processEpoch(epoch, 'train', data.train)
processEpoch(epoch, 'val', data.val)
if opts.save > 0 then
print('\n==> Saving model (epoch ' .. epoch .. ')...')
saveState(epoch2modelPath(epoch))
end
end
end
print('Done training for ' .. opts.numEpochs .. ' epochs!')
print('Total time for training: '..misc.time2string(trainTimer:time().real))
end
-- Evaluation code -------------------------------------------------------------
function evaluate(data)
-- Setup evaluation
print(''); print('Setting up evaluation...')
model:evaluate()
confusion = optim.ConfusionMatrix(numClasses); confusion:zero()
softmax = nn.SpatialSoftMax()
stats = {}
-- Move to gpu
if cuda then
softmax = softmax:cuda()
end
-- Test and compute stats for each volume
local testTimer = torch.Timer()
local volTimer = torch.Timer()
local numTest = #data - opts.numTrain - opts.numVal
print('Testing on '..numTest..' volumes...')
for i=opts.numTrain+opts.numVal+1,#data do
if data[i] then
print('Testing on volume ' .. i - opts.numTrain - opts.numVal .. '/' .. numTest .. '...')
local img, seg = data[i].img.data:float(), data[i].seg.data:float() -- DxHxW
local scores = torch.FloatTensor(numClasses,img:size(1),img:size(2),img:size(3))
-- Remove extreme values and fix groundtruth seg. Our assumption is
-- that 0 corresponds to examples that are ignored and numClasses+1
-- corresponds to background pixels.
seg[seg:eq(0)] = numClasses
if cuda then
img = img:cuda()
scores = scores:cuda()
end
-- Compute scores for each slice individually
volTimer:reset()
for j=1,img:size(1) do
scores[{ {}, j, {}, {} }]:copy(model:forward(img[j]:view(1,1,img:size(2),img:size(3))))
end
print('Time for '..img:size(2)..'x'..img:size(3)..'x'..img:size(1)..' volume:'
..misc.time2string(volTimer:time().real))
scores = softmax:forward(scores:view(scores:size(1),scores:size(2),-1)):float()
assert(torch.all(scores:ge(0)) and torch.all(scores:le(1)))
local maxScores, predictions = scores:max(1)
assert(torch.all(predictions:ge(1)) and torch.all(predictions:le(numClasses)))
assert(predictions:nElement() == seg:nElement())
-- Compute stats
confusion:batchAdd(predictions:view(-1),seg:view(-1))
stats[#stats+1] = computeErrorStats(predictions, seg)
print(confusion) print('')
collectgarbage()
else
print('Skipping volume '..i..' (empty)')
end
end
print('Total time for testing: '..misc.time2string(testTimer:time().real))
-- Save results on test data
print('')
print('===> Performance on the full test set:')
print(confusion)
torch.save(paths.concat(opts.saveDir, 'testSetPerformance.t7'),
{stats = stats, confusion = confusion})
end
|
local cjson = require "cjson.safe"
local http = require "resty.http"
local hmac = require("crypto").hmac
local ipairs = ipairs
local pairs = pairs
local ngx_http_time = ngx.http_time
local ngx_re_gsub = ngx.re.gsub
local ngx_time = ngx.time
local setmetatable = setmetatable
local string_byte = string.byte
local string_format = string.format
local string_upper = string.upper
local table_concat = table.concat
local table_insert = table.insert
local table_sort = table.sort
local _M = {}
local mt = { __index = _M }
local API_PREFIX = "/auth/v2/"
local POST_ENDPOINTS = {
enroll = true,
enroll_status = true,
preauth = true,
auth = true,
}
local function url_encode_replace(c)
return string_format("%%%02X", string_byte(c[1]))
end
local function url_encode(s)
return ngx_re_gsub(s, [[([^\w\-\._~])]], url_encode_replace, "oj")
end
-- lexographically sort params and return as an ampersand-separated string
local function canon_params(params)
if not params then
return ""
end
local p, pt = {}, {}
for k, _ in pairs(params) do
table_insert(pt, k)
end
table_sort(pt)
for _, k in ipairs(pt) do
table_insert(p, string_format("%s=%s", k, url_encode(params[k])))
end
return table_concat(p, "&")
end
-- see https://duo.com/docs/authapi#authentication
local function sign(method, host, path, params, ikey, skey)
local date = ngx_http_time(ngx_time())
local sign_t = { date, method, host, path, params }
local sig = string_upper(hmac.digest("sha1", table_concat(sign_t, "\n"),
skey))
return date, ngx.encode_base64(string_format("%s:%s", ikey, sig))
end
_M.sign = sign
local function duo_request(self, endpoint, api_params)
local is_post = POST_ENDPOINTS[endpoint]
local method = is_post and "POST" or "GET"
local params = canon_params(api_params)
local path = string_format("https://%s%s%s", self.host, API_PREFIX,
endpoint)
local date, sig = sign(method, self.host, API_PREFIX .. endpoint, params,
self.ikey, self.skey)
local headers = {
["Date"] = date,
["Authorization"] = "Basic " .. sig,
}
local req_tab = {
method = method,
headers = headers,
}
if is_post then
req_tab.headers["Content-Type"] = "application/x-www-form-urlencoded"
req_tab.body = params
else
req_tab.query = params
end
return http.new():request_uri(path, req_tab)
end
_M.duo_request = duo_request
local function read_duo_response(res, err)
if not res then
return nil, err
end
if res.status ~= 200 then
return nil, res.body
end
local body, err = cjson.decode(res.body)
if err then
return nil, "Failed to decode Duo API response body"
end
if body.stat ~= "OK" then
return nil, res.body
end
return body.response
end
function _M:enroll(username)
return read_duo_response(duo_request(self, "enroll", {
username = username,
}))
end
function _M:preauth(username, ip)
return read_duo_response(duo_request(self, "preauth", {
username = username,
ipaddr = ip,
}))
end
function _M:auth(username, factor, opts)
local params = {
username = username,
factor = factor,
}
for k, v in pairs(opts) do
params[k] = v
end
return read_duo_response(duo_request(self, "auth", params))
end
function _M.new(params)
return setmetatable(params, mt)
end
return _M
|
-- lua/rs/UmbraMixin.lua
Script.Load("lua/MapConnector.lua")
MinimapConnectionMixin = CreateMixin( MinimapConnectionMixin )
MinimapConnectionMixin.type = "MinimapConnection"
MinimapConnectionMixin.expectedMixins =
{
Team = "For team number."
}
MinimapConnectionMixin.expectedCallbacks =
{
GetConnectionStartPoint = "For map connector.",
GetConnectionEndPoint = "For map connector."
}
local kUpdateRate = 0.5
function MinimapConnectionMixin:__initmixin()
if Server then
self:AddTimedCallback(MinimapConnectionMixin.OnTimedUpdate, kUpdateRate)
end
end
if Server then
function MinimapConnectionMixin:OnTimedUpdate(deltaTime)
local endPoint = self:GetConnectionEndPoint()
local startPoint = self:GetConnectionStartPoint()
if (not endPoint or not startPoint) and self.connectorId then
local connector = Shared.GetEntity(self.connectorId)
if connector then
DestroyEntity(connector)
end
self.connectorId = nil
elseif endPoint and startPoint and not self.connectorId then
self.connectorId = CreateEntity(MapConnector.kMapName, startPoint, self:GetTeamNumber()):GetId()
end
if endPoint and startPoint and self.connectorId then
local connector = Shared.GetEntity(self.connectorId)
assert(connector)
connector:SetOrigin(startPoint)
connector:SetEndPoint(endPoint)
end
return true
end
function MinimapConnectionMixin:OnDestroy()
if self.connectorId then
local connector = Shared.GetEntity(self.connectorId)
if connector then
DestroyEntity(connector)
end
self.connectorId = nil
end
end
end
|
function ui.sectionHead ( arg1, arg2 )
local class = "sectionHead"
local content
if arg2 then
class = class .. " " .. arg1
content = arg2
else
content = arg1
end
ui.container { attr = { class = class }, content = content }
end
|
require "busted.runner" ()
local assert = require "luassert"
describe ("c3 algorithm implementation", function ()
it ("can be required", function()
assert.has.no.errors (function ()
require "c3"
end)
end)
it ("can be instantiated", function ()
assert.has.no.error (function ()
local C3 = require "c3"
C3 {
superclass = function (x) return x end,
}
end)
end)
it ("detects non-callable superclass", function ()
assert.has.error (function ()
local C3 = require "c3"
C3 {
superclass = true,
}
end)
end)
it ("linearizes correctly a hierarchy", function ()
local C3 = require "c3"
local c3 = C3 {
superclass = function (x) return x end,
}
local o = {}
local a = { o, }
local b = { o, }
local c = { o, }
local d = { o, }
local e = { o, }
local k1 = { c, b, a, }
local k2 = { e, b, d, }
local k3 = { d, a, }
local z = { k3, k2, k1, }
assert.are.same (c3 (o ), { o, })
assert.are.same (c3 (a ), { o, a, })
assert.are.same (c3 (b ), { o, b, })
assert.are.same (c3 (c ), { o, c, })
assert.are.same (c3 (d ), { o, d, })
assert.are.same (c3 (e ), { o, e, })
assert.are.same (c3 (k1), { o, c, b, a, k1, })
assert.are.same (c3 (k2), { o, e, b, d, k2, })
assert.are.same (c3 (k3), { o, a, d, k3, })
assert.are.same (c3 (z ), { o, e, c, b, a, d, k3, k2, k1, z, })
end)
it ("handles cycles", function ()
local C3 = require "c3"
local c3 = C3 {
superclass = function (x) return x end,
}
local a, b = {}, {}
a [1] = b
b [1] = a
assert.are.same (c3 (a), { b, a, })
assert.are.same (c3 (b), { a, b, })
end)
it ("reports an error when linearization is not possible", function ()
local C3 = require "c3"
local c3 = C3 {
superclass = function (x) return x end,
}
local a, b = {}, {}
a [1] = b
b [1] = a
local c = { a, b, }
local ok, err = pcall (c3, c)
assert.is_falsy (ok)
assert.is_truthy (type (err) == "table")
end)
it ("allows to clear the cache", function ()
assert.has.no.error (function ()
local C3 = require "c3"
local c3 = C3 {
superclass = function (x) return x end,
}
c3:clear ()
end)
end)
end)
|
package.loaded["libvenus"] = nil
local venus = require("libvenus")
local shell = require("shell")
local filesystem = require("filesystem")
local args, ops = shell.parse(...)
if #args < 1 then
io.stderr:write("Usage: venus <init|push>\n")
return
end
local cmd = args[1]
if cmd == "init" then
local dir = args[2] or shin32.getenv("PWD_DRIVE") .. ":/" .. shin32.getenv("PWD")
if args[2] then dir = shell.resolve(dir) end
if dir == nil then
io.stderr:write("Invalid directory or could not retrieve PWD\n")
return
end
filesystem.makeDirectory(dir .. "/.venus")
local master = venus.branch(venus.newKey(), "master")
local readme = venus.file(venus.newKey(), "README.md", master, "# New Project")
local s = io.open(dir .. "/README.md", "w") -- manually sync with directory
s:write("# New Project")
s:close()
local commit = venus.commit(venus.newKey(), "Initial commit", {master, readme})
venus.writeObjects(dir .. "/.venus", {master, readme, commit})
end
|
-- Simple input handler for gui nodes. Register nodes and pass any call to
-- on_input() to this module and it will automatically do picking and invoke
-- a registered callback. Example:
--
-- local input_gui = require "in.gui"
--
-- function init(self)
-- input_gui.acquire()
--
-- input_gui.register(gui.get_node("blue"), function()
-- print("blue")
-- end)
--
-- input_gui.register("green", function()
-- print("green")
-- local scale = math.random(1, 5)
-- gui.set_scale(gui.get_node("blue"), vmath.vector3(scale, scale, 1))
-- end)
-- end
--
-- function final(self)
-- input_gui.release()
-- end
--
-- function on_input(self, action_id, action)
-- input_gui.on_input(action_id, action)
-- end
local M = {}
M.TOUCH = hash("touch")
local EMPTY_HASH = hash("")
local registered_nodes = {}
local index_count = 0
local function ensure_node(node_or_node_id)
return type(node_or_node_id) == "string" and gui.get_node(node_or_node_id) or node_or_node_id
end
local function hash_to_hex(h)
return h and _G.hash_to_hex(h) or ""
end
local function node_to_key(node)
local url = msg.url()
local id = gui.get_id(node)
if id == EMPTY_HASH then
id = hash("defold-input-button_" .. tostring(index_count))
gui.set_id(node, id)
index_count = index_count + 1
end
return hash_to_hex(url.socket) .. hash_to_hex(url.path) .. hash_to_hex(url.fragment) .. hash_to_hex(id)
end
--- Convenience function to acquire input focus
function M.acquire()
msg.post(".", "acquire_input_focus")
end
--- Convenience function to release input focus
function M.release()
msg.post(".", "release_input_focus")
end
--- Register a node and a callback to invoke when it is clicked
function M.register(node_or_string, callback)
assert(node_or_string, "You must provide a node")
assert(callback, "You must provide a callback")
local node = ensure_node(node_or_string)
assert(node, "You must provide an existing node or node name")
local key = node_to_key(node)
registered_nodes[key] = { url = msg.url(), callback = callback, node = node, scale = gui.get_scale(node) }
return node
end
--- Unregister a previously registered node or all nodes
-- registered from the calling script
-- @param node_or_string
function M.unregister(node_or_string)
if not node_or_string then
local url = msg.url()
for k,registered_node in pairs(registered_nodes) do
if registered_node.url == url then
registered_nodes[k] = nil
end
end
else
local node = ensure_node(node_or_string)
assert(node, "You must provide an existing node or node name")
local key = node_to_key(node)
assert(registered_nodes[key], "You must provide the id of a registered node")
registered_nodes[key] = nil
end
end
function M.dump()
local url = msg.url()
for k,registered_node in pairs(registered_nodes) do
if registered_node.url == url then
print(k, registered_node.node)
end
end
end
local function shake(node, initial_scale)
gui.cancel_animation(node, "scale.x")
gui.cancel_animation(node, "scale.y")
gui.set_scale(node, initial_scale)
local scale = gui.get_scale(node)
gui.set_scale(node, scale * 1.2)
gui.animate(node, "scale.x", scale.x, gui.EASING_OUTELASTIC, 0.8)
gui.animate(node, "scale.y", scale.y, gui.EASING_OUTELASTIC, 0.8, 0.05, function()
gui.set_scale(node, initial_scale)
end)
end
local function is_enabled(node)
local enabled = gui.is_enabled(node)
local parent = gui.get_parent(node)
if not enabled or not parent then
return enabled
else
return is_enabled(parent)
end
end
local function find_registered_node(x, y)
local url = msg.url()
for _,registered_node in pairs(registered_nodes) do
if registered_node.url == url then
local node = registered_node.node
if is_enabled(node) and gui.pick_node(node, x, y) then
return registered_node
end
end
end
end
--- Forward on_input calls to this function to detect input
-- for registered nodes
-- @param action_id,
-- @param action
-- @return true if input a registerd node received input
function M.on_input(action_id, action)
if action_id == M.TOUCH then
if action.pressed then
local registered_node = find_registered_node(action.x, action.y)
if registered_node then
registered_node.pressed = true
return true
end
elseif action.released then
local registered_node = find_registered_node(action.x, action.y)
local pressed = registered_node and registered_node.pressed
local url = msg.url()
for _,registered_node in pairs(registered_nodes) do
if registered_node.url == url then
registered_node.pressed = false
end
end
if pressed then
shake(registered_node.node, registered_node.scale)
registered_node.callback()
end
return pressed
end
end
return false
end
return M
|
joystick = nil
shootModes = {
primarySecondary = 1,
rotating = 2,
}
function love.joystickadded(j)
joystick = j
end
function isReasonable(key)
return key ~= "shift" and key ~= "lshift" and key ~= "rshift" and
key ~= "up" and key ~= "down" and key ~= "left" and key ~= "right"
end
function handleJoystick(dt)
if joystick ~= nil then
if joystick:isGamepadDown("back") then
byebye()
end
if joystick:isGamepadDown("dpleft") then
move("left", dt)
end
if joystick:isGamepadDown("dpright") then
move("right", dt)
end
if joystick:isGamepadDown("dpup") then
move("up", dt)
end
if joystick:isGamepadDown("dpdown") then
move("down", dt)
end
-- shooting
if joystick:isGamepadDown("a", "b") then
shoot()
end
end
end
function handleKeyboard(dt)
if love.keyboard.isDown("escape") then
switchToMenu()
end
if love.keyboard.isDown("left", "a") then
move("left", dt)
end
if love.keyboard.isDown("right", "d") then
move("right", dt)
end
if love.keyboard.isDown("up", "w") then
move("up", dt)
end
if love.keyboard.isDown("down", "s") then
move("down", dt)
end
-- shooting
if love.keyboard.isDown("space") then
shoot()
end
if love.keyboard.isDown("x", "z") then
shoot(secondaryWeapon)
end
end
function love.gamepadreleased(joystick, key)
if gameState == gameStates.level then
if not gameover then
if key == "leftshoulder" or key == "rightshoulder" or key == "x" or key == "y" then
switchWeapon(key == "leftshoulder" or key == "x")
elseif key == "start" then
paused = not paused
elseif key == "back" then
switchToMenu()
end
else
if gameoverTimeout < 0 then
gameover = false
if key == "back" then
byebye()
else
switchToMenu()
end
end
end
elseif gameState == "menu" and isMenuIdle() then
if key == "back" then
byebye()
else
gameState = gameStates.level
resetLevelState()
end
end
end
function love.keyreleased(key)
if gameState == gameStates.level then
if not gameover then
if key == "shift" or key == "lshift" or key == "rshift" then
switchWeapon()
elseif key == "p" then
paused = not paused
elseif key == "m" then
mute = not mute
elseif key == "q" then
switchToMenu()
end
else
if gameoverTimeout < 0 then
gameover = false
if key == "q" or key == "escape" then
byebye()
else
switchToMenu()
end
end
end
elseif gameState == gameStates.menu and isMenuIdle() then
if key == "q" or key == "escape" then
byebye()
elseif isReasonable(key) then
gameState = gameStates.level
resetLevelState()
end
end
end
|
isFirstSpawn = true
AddEventHandler("playerSpawned", function()
-- Give the basic player model
local model = GetHashKey("mp_m_freemode_01")
RequestModel(model)
while not HasModelLoaded(model) do
RequestModel(model)
Citizen.Wait(1)
end
SetPlayerModel(PlayerId(), model)
SetModelAsNoLongerNeeded(model)
SetPedDefaultComponentVariation(GetPlayerPed(PlayerId()))
if isFirstSpawn == true then
StartPlayerTeleport(PlayerId(), -220.98, -1080.87, 29.29, 77, true, true, true)
--Display messages when player join the game for the first time
displayJoinMessages()
isFirstSpawn = false
else
-- Teleport to the nearest hospital
StartPlayerTeleport(PlayerId(), 305.03, -1433.3, 29.8, 154.64, true, true, true)
end
end)
|
-- Stateless fromto with step parameter
function fromto(n, m, s)
function iter(state, ix)
ix = ix + state.step
if ix > state.max then
return nil
else
return ix, state
end
end
return iter, {max=m, step=s}, n - s
end
io.write('Give me a start number: ')
local min = io.read('*number')
io.write('Give me an end number: ')
local max = io.read('*number')
io.write('Give me a step: ')
local step = io.read('*number')
for ix in fromto(min, max, step) do
print(ix)
end
|
local function God(ply, cmd, args)
if not FAdmin.Access.PlayerHasPrivilege(ply, "God") then FAdmin.Messages.SendMessage(ply, 5, "No access!") return false end
local targets = FAdmin.FindPlayer(args[1])
if not targets or #targets == 1 and not IsValid(targets[1]) then
FAdmin.Messages.SendMessage(ply, 1, "Player not found")
return false
end
for _, target in pairs(targets) do
if IsValid(target) and not target:FAdmin_GetGlobal("FAdmin_godded") then
target:FAdmin_SetGlobal("FAdmin_godded", true)
target:GodEnable()
end
end
FAdmin.Messages.FireNotification("god", ply, targets)
return true, targets
end
local function Ungod(ply, cmd, args)
if not FAdmin.Access.PlayerHasPrivilege(ply, "God") then FAdmin.Messages.SendMessage(ply, 5, "No access!") return false end
local targets = FAdmin.FindPlayer(args[1])
if not targets or #targets == 1 and not IsValid(targets[1]) then
FAdmin.Messages.SendMessage(ply, 1, "Player not found")
return false
end
for _, target in pairs(targets) do
if IsValid(target) and target:FAdmin_GetGlobal("FAdmin_godded") then
target:FAdmin_SetGlobal("FAdmin_godded", false)
target:GodDisable()
end
end
FAdmin.Messages.FireNotification("ungod", ply, targets)
return true, targets
end
FAdmin.StartHooks["God"] = function()
FAdmin.Messages.RegisterNotification{
name = "god",
hasTarget = true,
message = {"instigator", " enabled godmode for ", "targets"},
receivers = "everyone",
}
FAdmin.Messages.RegisterNotification{
name = "ungod",
hasTarget = true,
message = {"instigator", " disabled godmode for ", "targets"},
receivers = "everyone",
}
FAdmin.Commands.AddCommand("God", God)
FAdmin.Commands.AddCommand("Ungod", Ungod)
FAdmin.Access.AddPrivilege("God", 2)
end
hook.Add("PlayerSpawn", "FAdmin_God", function()
for _, ply in pairs(player.GetAll()) do
if ply:FAdmin_GetGlobal("FAdmin_godded") then
ply:GodEnable()
end
end
end)
|
-- score vocalization assets can be downloaded at
-- http://www.mediafire.com/file/mpsmto82d8diflr/Vocalize.zip
-- -------------------------------------
-- Vocalization is a global table that will contain timing data
-- for each digit of each available voice
Vocalization = {}
-- voice directories should be installed in ./Simply Love/Other/Vocalize/
-- but we can't assume that the theme directory will always be titled "Simply Love"
-- maybe the path is ./Simply-Love-SM5-master/Other/Vocalize/
-- maybe the path is ./Stamina-House-Tokyo/Other/Vocalize/
-- maybe someone else has made a new theme and is using this code
local vocalize_dir = THEME:GetCurrentThemeDirectory().."/Other/Vocalize/"
-- what voice directories exist in ./Simply Love/Other/Vocalize/ ?
local directories = FILEMAN:GetDirListing(vocalize_dir, true, false)
if #directories > 0 then
for i, voice_dir in ipairs(directories) do
local path = vocalize_dir .. voice_dir .. "/default.lua"
-- if a file exists at ./Simply Love/Other/Vocalize/[voice_dir]/default.lua
if FILEMAN:DoesFileExist(path) then
-- then we'll just hope that it contains nice, error-free code that will add
-- digit timing data for this voice directly to the Vocalization table
-- because that's the backwards-compatible corner we've backed ourselves into
dofile(path)
end
end
end
-- -------------------------------------
-- a starry afternoon
-- a sinking symphony
-- and the polo champ
-- who gave it all up
-- for no reason
-- whatsoever
|
-- SPDX-License-Identifier: MIT
hexchat.register('SmartParts', '1', 'Intelligently hide parts, joins, modes, and nick changes')
local TIME_THRESHOLD = 60 * 5 -- in seconds
local function check_lasttalk (nick)
local nick = hexchat.strip(nick)
for user in hexchat.iterate('users') do
if hexchat.nickcmp(nick, user.nick) == 0 then
if os.time() - user.lasttalk > TIME_THRESHOLD then
return hexchat.EAT_HEXCHAT
else
return hexchat.EAT_NONE
end
end
end
return hexchat.EAT_HEXCHAT
end
local function check_you (nick)
return hexchat.nickcmp(hexchat.get_info('nick'), nick) == 0
end
local function check_notify (nick)
local nick = hexchat.strip(nick)
for user in hexchat.iterate('notify') do
if user.nick == nick then
return true
end
end
return false
end
hexchat.hook_print('Join', function (args)
if check_notify (args[1]) then
return hexchat.EAT_NONE
else
return hexchat.EAT_HEXCHAT
end
end, hexchat.PRI_LOW)
hexchat.hook_print('Change Nick', function (args)
if check_notify(args[1]) or check_notify(args[2]) then
return hexchat.EAT_NONE
end
return check_lasttalk(args[1])
end, hexchat.PRI_LOW)
hexchat.hook_print('Raw Modes', function (args)
if check_you(args[1]) or check_notify(args[1]) then
return hexchat.EAT_NONE
end
-- TODO: Parse targets
return check_lasttalk(args[1])
end, hexchat.PRI_LOW)
for _, event in pairs({'Quit', 'Part', 'Part with Reason'}) do
hexchat.hook_print(event, function (args)
if check_notify(args[1]) then
return hexchat.EAT_NONE
end
return check_lasttalk(args[1])
end, hexchat.PRI_LOW)
end
for _, event in pairs({'Channel Operator', 'Channel Voices'}) do
hexchat.hook_print(event, function (args)
if check_you(args[1]) or check_you(args[2]) or check_notify(args[2]) then
return hexchat.EAT_NONE
end
return check_lasttalk(args[2])
end, hexchat.PRI_LOW)
end
|
-- handle searching finding
local nav = {}
nav.setup = function()
local actions = require('telescope.actions')
require('telescope').setup {
defaults = {
layout_config = {
width = 0.75,
prompt_position = "top",
preview_cutoff = 120,
horizontal = {mirror = false},
vertical = {mirror = false},
},
},
find_command = {'rg', '--no-heading', '--with-filename', '--line-number', '--column', '--smart-case'},
prompt_prefix = " ",
selection_caret = " ",
entry_prefix = " ",
initial_mode = "insert",
selection_strategy = "reset",
sorting_strategy = "descending",
layout_strategy = "horizontal",
file_sorter = require'telescope.sorters'.get_fuzzy_file,
file_ignore_patterns = {},
generic_sorter =require'telescope.sorters'.get_generic_fuzzy_sorter,
path_display = {},
winblend = 0,
border = {},
borderchars = {'─', '│', '─', '│', '╭', '╮', '╯', '╰'},
color_devicons = true,
use_less = true,
set_env = {['COLORTERM'] = 'truecolor'}, -- default = nil,
file_previewer = require'telescope.previewers'.vim_buffer_cat.new,
grep_previewer = require'telescope.previewers'.vim_buffer_vimgrep.new,
qflist_previewer = require'telescope.previewers'.vim_buffer_qflist.new,
buffer_previewer_maker = require'telescope.previewers'.buffer_previewer_maker,
mappings = {
i = {
["<C-j>"] = actions.move_selection_next,
["<C-k>"] = actions.move_selection_previous,
["<C-q>"] = actions.smart_send_to_qflist + actions.open_qflist,
["<esc>"] = actions.close,
["<CR>"] = actions.select_default + actions.center
},
n = {
["<C-j>"] = actions.move_selection_next,
["<C-k>"] = actions.move_selection_previous,
["<C-q>"] = actions.smart_send_to_qflist + actions.open_qflist,
}
}
}
end
return nav
|
local migration = {}
function migration.global()
end
function migration.player_table(player_table)
end
function migration.subfactory(subfactory)
if subfactory.icon and subfactory.icon.type == "virtual-signal" then
subfactory.icon.type = "virtual"
end
end
function migration.packed_subfactory(packed_subfactory)
if packed_subfactory.icon and packed_subfactory.icon.type == "virtual-signal" then
packed_subfactory.icon.type = "virtual"
end
end
return migration
|
muellabfuhr = {
["Window"] = false,
["Label"] = {},
["Button"] = {}
}
addEvent("onClientMuellabfuhrMarkerHit", true)
addEventHandler("onClientMuellabfuhrMarkerHit", getRootElement(), function()
muellabfuhr["Window"] = new(CDxWindow, "Muellabfuhr!", 200, 320, true, true, "Center|Middle")
muellabfuhr["Label"][1] = new(CDxLabel, "Wilkommen bei der Muellabfuhr!\nHier haben Sie die Möglichkeit in kuerzester Zeit etwas Geld zu verdienen.\n\nLeeren sie die ausgewählte Muelltonne.", 5, 0, 190, 230, tocolor(255,255,255,255), 1, "default", "left", "center", muellabfuhr["Window"])
muellabfuhr["Button"][1] = new(CDxButton, "Starten", 5, 250, 190, 35, tocolor(255,255,255,255), muellabfuhr["Window"])
muellabfuhr["Button"][1]:addClickFunction(
function()
triggerServerEvent("onMuellabfuhrStart", getLocalPlayer())
muellabfuhr["Window"]:hide()
delete(muellabfuhr["Window"])
muellabfuhr["Window"] = false
setTimer(function() hud.hudObjects["radar"]:RefreshALShape() end, 1000,1)
end
)
muellabfuhr["Window"]:add(muellabfuhr["Label"][1])
muellabfuhr["Window"]:add(muellabfuhr["Button"][1])
muellabfuhr["Window"]:show()
end
)
|
--- The TestReport class encapsulates the result of a test set.
-- @classmod lovecase.TestReport
-- @author Fabian Staacke
-- @copyright 2020
-- @license https://opensource.org/licenses/MIT
local TestReport = {}
TestReport.__index = TestReport
TestReport.indentSpaces = 4
TestReport.failedPrefix = "FAILED: "
TestReport.passedPrefix = "PASSED: "
TestReport.resultLine = "\n\n%s of %s tests passing"
--- Determine if the given value is an instance of the TestReport class.
-- @param value The value
-- @return True or false
function TestReport.isInstance(value)
return type(value) == "table" and getmetatable(value) == TestReport
end
--- Add a group to the report.
-- @param groupName The group name
-- @param groupFunc A function that provides the group closure
function TestReport:addGroup(groupName, groupFunc)
self:_writeLine(groupName)
self._depth = self._depth + 1
groupFunc(self)
self._depth = self._depth - 1
end
--- Add a test result to the report.
-- @param testName The name of the test
-- @param failed True for a failed test, false otherwise
-- @param[opt] reason The error message if the test failed
function TestReport:addResult(testName, failed, reason)
if failed then
self:_writeLine(TestReport.failedPrefix .. testName)
self:_writeLine(reason, self._depth + 1)
self._failed = self._failed + 1
else
self:_writeLine(TestReport.passedPrefix .. testName)
self._passed = self._passed + 1
end
end
--- Get the test results formatted as string.
-- @return Test results as string
function TestReport:printResults()
local report = table.concat(self._lines, "\n")
local result = string.format(
TestReport.resultLine,
self._passed,
self._passed + self._failed
)
return report .. result
end
--- Get an iterator over the lines of the report.
-- @return ipairs iterator
-- @usage
-- for i, line in report:lines() do
-- print(i .. ". " .. line)
-- end
function TestReport:lines(callback)
return ipairs(self._lines)
end
--- Get a (technical) string representation of the report.
-- @treturn string
function TestReport:__tostring()
local mt = getmetatable(self)
local rawString = tostring(setmetatable(self, nil))
setmetatable(self, mt)
return string.format("<TestReport (%s)>", rawString)
end
--- Write a test line into the report.
-- @param message The message to write
-- @param[opt] depth The indentation depth (overrides default)
function TestReport:_writeLine(message, depth)
local indent = string.rep(" ", TestReport.indentSpaces * (depth or self._depth))
self._lines[#self._lines + 1] = indent .. message
end
return TestReport
|
SB.Include(Path.Join(SB_VIEW_DIR, "editor.lua"))
MetalEditor = Editor:extends{}
MetalEditor:Register({
name = "metalEditor",
tab = "Map",
caption = "Metal",
tooltip = "Edit metal map",
image = SB_IMG_DIR .. "minerals.png",
order = 3,
})
function MetalEditor:init()
self:super("init")
self:AddField(AssetField({
name = "patternTexture",
title = "Pattern:",
rootDir = "brush_patterns/terrain/",
expand = true,
itemWidth = 65,
itemHeight = 65,
Validate = function(obj, value)
if value == nil then
return true
end
if not AssetField.Validate(obj, value) then
return false
end
local ext = Path.GetExt(value) or ""
return table.ifind(SB_IMG_EXTS, ext), value
end,
Update = function(...)
AssetField.Update(...)
local texture = self.fields["patternTexture"].value
SB.model.terrainManager:generateShape(texture)
end
}))
self.btnSetMetal = TabbedPanelButton({
x = 0,
y = 0,
tooltip = "Left Click to set metal. Right click to remove it.",
children = {
TabbedPanelImage({ file = SB_IMG_DIR .. "metal-add.png" }),
TabbedPanelLabel({ caption = "Set" }),
},
OnClick = {
function()
SB.stateManager:SetState(MetalEditingState(self))
end
},
})
self:AddDefaultKeybinding({
self.btnSetMetal
})
self:AddControl("btn-show-metal", {
Button:New {
caption = "Show metal map",
width = 200,
height = 40,
OnClick = {
function()
Spring.SendCommands('showmetalmap')
end
}
},
})
self:AddField(NumericField({
name = "size",
value = 100,
minValue = 40,
maxValue = 1000,
title = "Size:",
tooltip = "Size of the paint brush",
}))
self:AddField(NumericField({
name = "rotation",
value = 0,
minValue = -360,
maxValue = 360,
title = "Rotation:",
tooltip = "Rotation of the shape",
}))
self:AddField(NumericField({
name = "amount",
value = 5,
minValue = 0,
maxValue = 10,
step = 0.01,
title = "Amount:",
tooltip = "Amount of metal",
}))
local children = {
self.btnSetMetal,
ScrollPanel:New {
x = 0,
y = 70,
bottom = 30,
right = 0,
borderColor = {0,0,0,0},
horizontalScrollbar = false,
children = { self.stackPanel },
},
}
self:Finalize(children)
end
function MetalEditor:IsValidState(state)
return state:is_A(MetalEditingState)
end
function MetalEditor:OnLeaveState(state)
for _, btn in pairs({self.btnSetMetal}) do
btn:SetPressedState(false)
end
end
function MetalEditor:OnEnterState(state)
self.btnSetMetal:SetPressedState(true)
end
|
fx_version 'bodacious'
game 'gta5'
author 'bulva2'
description 'Working bullet proof vest for LSPD'
client_scripts {
'client/main.lua'
}
server_script 'server/main.lua'
dependencies {
'es_extended'
}
|
--[[
Main production interface
]]
|
local lunit, RUN = lunit do
RUN = lunit and function()end or function ()
local res = lunit.run()
if res.errors + res.failed > 0 then
os.exit(-1)
end
return os.exit(0)
end
lunit = require "lunit"
end
local TEST_CASE = assert(lunit.TEST_CASE)
local skip = lunit.skip or function() end
local curl = require "lcurl"
local scurl = require "lcurl.safe"
local json = require "dkjson"
local path = require "path"
local upath = require "path".new('/')
local utils = require "utils"
-- local url = "http://127.0.0.1:7090/get"
local fname = "./test.download"
-- local GET_URL = "http://example.com"
-- local POST_URL = "http://httpbin.org/post"
local GET_URL = "http://127.0.0.1:7090/get"
local POST_URL = "http://127.0.0.1:7090/post"
-- print("------------------------------------")
-- print("Lua version: " .. (_G.jit and _G.jit.version or _G._VERSION))
-- print("cURL version: " .. curl.version())
-- print("------------------------------------")
-- print("")
local weak_ptr, gc_collect, is_curl_ge, read_file, stream, Stream, dump_request =
utils.import('weak_ptr', 'gc_collect', 'is_curl_ge', 'read_file', 'stream', 'Stream', 'dump_request')
local null = curl.null
local ENABLE = true
local _ENV = TEST_CASE'curl error' if ENABLE then
function test_eq_with_same_cat()
local e1 = curl.error(curl.ERROR_EASY, curl.E_OK)
local e2 = curl.error(curl.ERROR_EASY, curl.E_OK)
assert_equal(e1, e2)
end
function test_eq_with_different_cat()
local e1 = curl.error(curl.ERROR_EASY, curl.E_OK)
local e2 = curl.error(curl.ERROR_FORM, curl.E_OK)
assert_equal(e1:no(), e2:no())
assert_not_equal(e1, e2)
end
function test_ctor_cat()
local e
e = curl.error(curl.ERROR_EASY, curl.E_OK)
assert_equal(e:category(), curl.ERROR_EASY)
assert_equal(e:no(), curl.E_OK)
e = curl.error(curl.ERROR_MULTI, curl.E_OK)
assert_equal(e:category(), curl.ERROR_MULTI)
assert_equal(e:no(), curl.E_OK)
e = curl.error(curl.ERROR_SHARE, curl.E_OK)
assert_equal(e:category(), curl.ERROR_SHARE)
assert_equal(e:no(), curl.E_OK)
e = curl.error(curl.ERROR_FORM, curl.E_OK)
assert_equal(e:category(), curl.ERROR_FORM)
assert_equal(e:no(), curl.E_OK)
assert_error(function()
curl.error(nil, curl.E_OK)
end)
assert_error(function()
curl.error('UNKNOWN STRING', curl.E_OK)
end)
end
end
local _ENV = TEST_CASE'write_callback' if ENABLE then
local c, f
function teardown()
if f then f:close() end
os.remove(fname)
if c then c:close() end
f, c = nil
end
function test_write_to_file()
f = assert(io.open(fname, "w+b"))
c = assert(curl.easy{
url = GET_URL;
writefunction = f;
})
assert_equal(c, c:perform())
end
function test_write_abort_01()
c = assert(scurl.easy{
url = GET_URL;
writefunction = function(str) return #str - 1 end;
})
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_WRITE_ERROR), e)
end
function test_write_abort_02()
c = assert(scurl.easy{
url = GET_URL;
writefunction = function(str) return false end;
})
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_WRITE_ERROR), e)
end
function test_write_abort_03()
c = assert(scurl.easy{
url = GET_URL;
writefunction = function(str) return nil, "WRITEERROR" end;
})
local _, e = assert_nil(c:perform())
assert_equal("WRITEERROR", e)
end
function test_write_abort_04()
c = assert(scurl.easy{
url = GET_URL;
writefunction = function(str) return nil end;
})
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_WRITE_ERROR), e)
end
function test_reset_write_callback()
f = assert(io.open(fname, "w+b"))
c = assert(curl.easy{url = url})
assert_equal(c, c:setopt_writefunction(f))
assert_equal(c, c:setopt_writefunction(f.write, f))
assert_equal(c, c:setopt_writefunction(print))
assert_equal(c, c:setopt_writefunction(print, null))
assert_equal(c, c:setopt_writefunction(null))
assert_equal(c, c:setopt_writefunction(null, nil))
assert_equal(c, c:setopt_writefunction(null, null))
assert_error(function()c:setopt_writefunction()end)
assert_error(function()c:setopt_writefunction(nil)end)
assert_error(function()c:setopt_writefunction(nil, f)end)
assert_error(function()c:setopt_writefunction(null, {})end)
assert_error(function()c:setopt_writefunction(print, {}, nil)end)
assert_error(function()c:setopt_writefunction(print, {}, null)end)
end
function test_write_pass_01()
c = assert(curl.easy{
url = GET_URL;
writefunction = function(s) return #s end
})
assert_equal(c, c:perform())
end
function test_write_pass_02()
c = assert(curl.easy{
url = GET_URL;
writefunction = function() return end
})
assert_equal(c, c:perform())
end
function test_write_pass_03()
c = assert(curl.easy{
url = GET_URL;
writefunction = function() return true end
})
assert_equal(c, c:perform())
end
function test_write_coro()
local co1, co2
local called
co1 = coroutine.create(function()
c = assert(curl.easy{
url = GET_URL;
writefunction = function()
called = coroutine.running()
return true
end
})
coroutine.yield()
end)
co2 = coroutine.create(function()
assert_equal(c, c:perform())
end)
coroutine.resume(co1)
coroutine.resume(co2)
assert_equal(co2, called)
end
function test_write_pass_null_context()
c = assert(curl.easy{
url = GET_URL;
})
local context
assert_equal(c, c:setopt_writefunction(function(ctx)
context = ctx
return true
end, null))
assert_equal(c, c:perform())
assert_equal(null, context)
end
function test_write_pass_nil_context()
c = assert(curl.easy{
url = GET_URL;
})
local context, called
assert_equal(c, c:setopt_writefunction(function(ctx)
context = ctx
called = true
return true
end, nil))
assert_equal(c, c:perform())
assert_true(called)
assert_nil(context)
end
end
local _ENV = TEST_CASE'progress_callback' if ENABLE then
local c
local function pass() end
function teardown()
if f then f:close() end
os.remove(fname)
if c then c:close() end
f, c = nil
end
function test_abort_01()
c = assert(scurl.easy{
url = GET_URL,
writefunction = pass,
noprogress = false,
progressfunction = function() return false end
})
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_ABORTED_BY_CALLBACK), e)
end
function test_abort_02()
c = assert(scurl.easy{
url = GET_URL,
writefunction = pass,
noprogress = false,
progressfunction = function() return 0 end
})
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_ABORTED_BY_CALLBACK), e)
end
function test_abort_03()
c = assert(scurl.easy{
url = GET_URL,
writefunction = pass,
noprogress = false,
progressfunction = function() return nil end
})
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_ABORTED_BY_CALLBACK), e)
end
function test_abort_04()
c = assert(scurl.easy{
url = GET_URL,
writefunction = pass,
noprogress = false,
progressfunction = function() return nil, "PROGRESSERROR" end
})
local _, e = assert_nil(c:perform())
assert_equal("PROGRESSERROR", e)
end
function test_abort_05()
c = assert(scurl.easy{
url = GET_URL,
writefunction = pass,
noprogress = false,
progressfunction = function() error( "PROGRESSERROR" )end
})
assert_error_match("PROGRESSERROR", function()
c:perform()
end)
end
function test_pass_01()
c = assert(scurl.easy{
url = GET_URL,
writefunction = pass,
noprogress = false,
progressfunction = function() end
})
assert_equal(c, c:perform())
end
function test_pass_02()
c = assert(scurl.easy{
url = GET_URL,
writefunction = pass,
noprogress = false,
progressfunction = function() return true end
})
assert_equal(c, c:perform())
end
function test_pass_03()
c = assert(scurl.easy{
url = GET_URL,
writefunction = pass,
noprogress = false,
progressfunction = function() return 1 end
})
assert_equal(c, c:perform())
end
end
local _ENV = TEST_CASE'header_callback' if ENABLE then
local c, f
local function dummy() end
function teardown()
if c then c:close() end
f, c = nil
end
function test_header_abort_01()
c = assert(scurl.easy{
url = GET_URL;
writefunction = dummy,
headerfunction = function(str) return #str - 1 end;
})
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_WRITE_ERROR), e)
end
function test_header_abort_02()
c = assert(scurl.easy{
url = GET_URL;
writefunction = dummy,
headerfunction = function(str) return false end;
})
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_WRITE_ERROR), e)
end
function test_header_abort_03()
c = assert(scurl.easy{
url = GET_URL;
writefunction = dummy,
headerfunction = function(str) return nil, "WRITEERROR" end;
})
local _, e = assert_nil(c:perform())
assert_equal("WRITEERROR", e)
end
function test_header_abort_04()
c = assert(scurl.easy{
url = GET_URL;
writefunction = dummy,
headerfunction = function(str) return nil end;
})
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_WRITE_ERROR), e)
end
function test_reset_header_callback()
f = {header = function() end}
c = assert(curl.easy{url = url})
assert_equal(c, c:setopt_headerfunction(f))
assert_equal(c, c:setopt_headerfunction(f.header, f))
assert_equal(c, c:setopt_headerfunction(print))
assert_equal(c, c:setopt_headerfunction(null))
assert_equal(c, c:setopt_headerfunction(null, nil))
assert_equal(c, c:setopt_headerfunction(null, null))
assert_error(function()c:setopt_headerfunction()end)
assert_error(function()c:setopt_headerfunction(nil)end)
assert_error(function()c:setopt_headerfunction(nil, f)end)
assert_error(function()c:setopt_headerfunction(null, {})end)
assert_error(function()c:setopt_headerfunction(print, {}, nil)end)
end
function test_header_pass_01()
c = assert(curl.easy{
url = GET_URL;
writefunction = dummy,
headerfunction = function(s) return #s end
})
assert_equal(c, c:perform())
end
function test_header_pass_02()
c = assert(curl.easy{
url = GET_URL;
writefunction = dummy,
headerfunction = function() return end
})
assert_equal(c, c:perform())
end
function test_header_pass_03()
c = assert(curl.easy{
url = GET_URL;
writefunction = dummy,
headerfunction = function() return true end
})
assert_equal(c, c:perform())
end
end
local _ENV = TEST_CASE'read_stream_callback' if ENABLE and is_curl_ge(7,30,0) then
-- tested on WinXP(x32)/Win8(x64) libcurl/7.37.1 / libcurl/7.30.0
local url = POST_URL
local m, c, f, t
local function json_data()
return json.decode(table.concat(t))
end
function setup()
t = {}
f = assert(scurl.form())
c = assert(scurl.easy{
url = url,
timeout = 60,
})
assert_equal(c, c:setopt_writefunction(table.insert, t))
end
function teardown()
if f then f:free() end
if c then c:close() end
if m then m:close() end
t, f, c, m = nil
end
function test()
assert_equal(f, f:add_stream('SSSSS', stream('X', 128, 13)))
assert_equal(c, c:setopt_httppost(f))
-- should be called only stream callback
local read_called
assert_equal(c, c:setopt_readfunction(function()
read_called = true
end))
assert_equal(c, c:perform())
assert_nil(read_called)
assert_equal(200, c:getinfo_response_code())
local data = assert_table(json_data())
assert_table(data.form)
assert_equal(('X'):rep(128), data.form.SSSSS)
end
function test_object()
local s = Stream('X', 128, 13)
assert_equal(f, f:add_stream('SSSSS', s:size(), s))
assert_equal(c, c:setopt_httppost(f))
assert_equal(c, c:perform())
assert_equal(s, s.called_ctx)
assert_equal(200, c:getinfo_response_code())
local data = assert_table(json_data())
assert_table(data.form)
assert_equal(('X'):rep(128), data.form.SSSSS)
end
function test_co_multi()
local s = Stream('X', 128, 13)
assert_equal(f, f:add_stream('SSSSS', s:size(), s))
assert_equal(c, c:setopt_httppost(f))
m = assert(scurl.multi())
assert_equal(m, m:add_handle(c))
co = coroutine.create(function()
while 1== m:perform() do end
end)
coroutine.resume(co)
assert_equal(co, s.called_co)
assert_equal(200, c:getinfo_response_code())
local data = assert_table(json_data())
assert_table(data.form)
assert_equal(('X'):rep(128), data.form.SSSSS)
end
function test_co()
local s = Stream('X', 128, 13)
assert_equal(f, f:add_stream('SSSSS', s:size(), s))
assert_equal(c, c:setopt_httppost(f))
co = coroutine.create(function()
assert_equal(c, c:perform())
end)
coroutine.resume(co)
assert_equal(co, s.called_co)
assert_equal(200, c:getinfo_response_code())
local data = assert_table(json_data())
assert_table(data.form)
assert_equal(('X'):rep(128), data.form.SSSSS)
end
function test_abort_01()
assert_equal(f, f:add_stream('SSSSS', 128 * 1024, function() end))
assert_equal(c, c:setopt_timeout(5))
assert_equal(c, c:setopt_httppost(f))
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_OPERATION_TIMEDOUT), e)
end
function test_abort_02()
assert_equal(f, f:add_stream('SSSSS', 128, function() return nil, "READERROR" end))
assert_equal(c, c:setopt_httppost(f))
local _, e = assert_nil(c:perform())
assert_equal("READERROR", e)
end
function test_abort_03()
assert_equal(f, f:add_stream('SSSSS', 128, function() return 1 end))
assert_equal(c, c:setopt_httppost(f))
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_ABORTED_BY_CALLBACK), e)
end
function test_abort_04()
assert_equal(f, f:add_stream('SSSSS', 128, function() return true end))
assert_equal(c, c:setopt_httppost(f))
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_ABORTED_BY_CALLBACK), e)
end
function test_abort_05()
assert_equal(f, f:add_stream('SSSSS', 128, function() error("READERROR") end))
assert_equal(c, c:setopt_httppost(f))
assert_error_match("READERROR", function() c:perform() end)
end
function test_abort_06()
assert_equal(f, f:add_stream('SSSSS', 128, function() return false end))
assert_equal(c, c:setopt_httppost(f))
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_ABORTED_BY_CALLBACK), e)
end
function test_pass_01()
assert_equal(c, c:setopt_timeout(10))
assert_equal(f, f:add_stream('SSSSS', 128, function() return nil end))
assert_equal(c, c:setopt_httppost(f))
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_OPERATION_TIMEDOUT), e)
end
function test_pause()
local counter = 0
assert_equal(f, f:add_stream('SSSSS', 128, function()
if counter == 0 then
counter = counter + 1
return curl.READFUNC_PAUSE
end
if counter == 1 then
counter = counter + 1
return ('X'):rep(128)
end
return ''
end))
assert_equal(c, c:setopt_progressfunction(function()
if counter == 1 then
c:pause(curl.PAUSE_CONT)
end
end))
assert_equal(c, c:setopt_noprogress(false))
assert_equal(c, c:setopt_httppost(f))
assert_equal(c, c:perform())
assert_equal(200, c:getinfo_response_code())
local data = assert_table(json_data())
assert_table(data.form)
assert_equal(('X'):rep(128), data.form.SSSSS)
end
end
local _ENV = TEST_CASE'read_callback' if ENABLE then
local uname = upath:normalize(path.fullpath(fname))
local url = "FILE:///" .. uname
local c
function setup()
c = assert(scurl.easy{
url = url,
upload = true,
})
end
function teardown()
os.remove(fname)
if c then c:close() end
c = nil
end
function test_abort_01()
-- assert_equal(c, c:setopt_readfunction(function() end))
--
-- local _, e = assert_nil(c:perform())
-- assert_equal(curl.error(curl.ERROR_EASY, curl.E_ABORTED_BY_CALLBACK), e)
end
function test_abort_02()
assert_equal(c, c:setopt_readfunction(function() return nil, "READERROR" end))
local _, e = assert_nil(c:perform())
assert_equal("READERROR", e)
end
function test_abort_03()
assert_equal(c, c:setopt_readfunction(function() return 1 end))
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_ABORTED_BY_CALLBACK), e)
end
function test_abort_04()
assert_equal(c, c:setopt_readfunction(function() return true end))
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_ABORTED_BY_CALLBACK), e)
end
function test_abort_05()
assert_equal(c, c:setopt_readfunction(function() error("READERROR") end))
assert_error_match("READERROR", function() c:perform() end)
end
function test_abort_06()
assert_equal(c, c:setopt_readfunction(function() return false end))
local _, e = assert_nil(c:perform())
assert_equal(curl.error(curl.ERROR_EASY, curl.E_ABORTED_BY_CALLBACK), e)
end
function test_pause()
-- BUG?
-- c:perform() returns curl.E_READ_ERROR after readfunction return curl.READFUNC_PAUSE
--
-- OS version : Linux Mint 17 (x86_64)
-- cURL version : libcurl/7.35.0 OpenSSL/1.0.1f zlib/1.2.8 libidn/1.28 librtmp/2.3
-- version_info("host"): x86_64-pc-linux-gnu
--
-- OS version : Windows XP (x86_64)
-- cURL version : libcurl/7.38.0 OpenSSL/1.0.1c zlib/1.2.7 WinIDN
-- cURL version : libcurl/7.37.1 OpenSSL/1.0.1c zlib/1.2.7 WinIDN
-- version_info("host"): i386-pc-win32
--
-- Works correctly on
-- (same binary as with libcurl 7.38.0/7.37.1)
--
-- OS version : Windows XP (x86_64)
-- cURL version : libcurl/7.30.0 OpenSSL/0.9.8y zlib/1.2.7
-- version_info("host"): i386-pc-win32
--
local counter = 0
assert_equal(c, c:setopt_readfunction(function()
if counter == 0 then
counter = counter + 1
return curl.READFUNC_PAUSE
end
if counter == 1 then
counter = counter + 1
return ('X'):rep(128)
end
return ''
end))
assert_equal(c, c:setopt_progressfunction(function()
if counter == 1 then
c:pause(curl.PAUSE_CONT)
end
end))
assert_equal(c, c:setopt_noprogress(false))
local ok, err = c:perform()
if (not ok) and err:name() == "READ_ERROR" then
skip("TODO check pause on readfunction")
end
assert_equal(c, ok, err)
assert_equal(0, c:getinfo_response_code())
end
function test_readbuffer()
local flag = false
local N
assert_equal(c, c:setopt_readfunction(function(n)
if not flag then
flag = true
N = math.floor(n*2 + n/3)
assert(N > n)
return ("s"):rep(N)
end
return ''
end))
assert_equal(c, c:perform())
c:close()
local data = read_file(fname)
assert_equal(N, #data)
assert_equal(("s"):rep(N), data)
end
function test_pass_01()
-- We need this to support file:read() method which returns nil as EOF
assert_equal(c, c:setopt_readfunction(function() return nil end))
assert_equal(c, c:perform())
c:close()
local data = read_file(fname)
assert_equal(0, #data)
end
function test_pass_02()
local counter = 10
assert_equal(c, c:setopt_readfunction(function()
if counter > 0 then
counter = counter - 1
return 'a'
end
end))
assert_equal(c, c:perform())
c:close()
local data = read_file(fname)
assert_equal(('a'):rep(10), data)
end
end
local _ENV = TEST_CASE'escape' if ENABLE then
local c
function teardown()
if c then c:close() end
f, c = nil
end
function test()
local e = "This%2Bis%2Ba%2Bsimple%2B%2526%2Bshort%2Btest."
local d = "This+is+a+simple+%26+short+test."
c = assert(curl.easy())
assert_equal(e, c:escape(d))
assert_equal(d, c:unescape(e))
end
end
local _ENV = TEST_CASE'setopt_form' if ENABLE then
local c
function teardown()
if c then c:close() end
c = nil
end
function test()
local pfrom, e
do
local form = curl.form()
e = curl.easy{httppost = form}
pfrom = weak_ptr(form)
end
gc_collect()
assert(pfrom.value)
e:setopt_httppost(curl.form())
gc_collect()
assert(not pfrom.value)
end
function test_unset()
local pfrom, e
do
local form = curl.form()
e = curl.easy{httppost = form}
pfrom = weak_ptr(form)
end
gc_collect()
assert(pfrom.value)
assert_equal(e, e:unsetopt_httppost())
gc_collect()
assert(not pfrom.value)
end
function test_reset()
local pfrom, e
do
local form = curl.form()
e = curl.easy{httppost = form}
pfrom = weak_ptr(form)
end
gc_collect()
assert(pfrom.value)
assert_equal(e, e:reset())
gc_collect()
assert(not pfrom.value)
end
end
local _ENV = TEST_CASE'setopt_postfields' if ENABLE then
local c
function teardown()
if c then c:close() end
c = nil
end
function test()
do local fields = {}
for i = 1, 100 do fields[#fields + 1] = string.format('key%d=value%d', i, i) end
fields = table.concat(fields, '&')
c = assert(curl.easy{
url = POST_URL,
postfields = fields,
writefunction = function()end,
})
end
-- call gc to try clear `fields` string
for i = 1, 4 do collectgarbage"collect" end
c:perform()
end
function test_unset()
local pfields
do local fields = {}
for i = 1, 100 do fields[#fields + 1] = string.format('key%d=value%d', i, i) end
fields = table.concat(fields, '&')
c = assert(curl.easy{
url = POST_URL,
postfields = fields,
writefunction = function()end,
})
pfields = weak_ptr(fields)
end
-- call gc to try clear `fields` string
for i = 1, 4 do collectgarbage"collect" end
assert_string(pfields.value)
assert_equal(c, c:unsetopt_postfields())
-- @todo check internal storage because gc really do not clear `weak` string
-- for i = 1, 4 do collectgarbage"collect" end
-- assert_nil(pfields.value)
-- c:perform()
end
end
local _ENV = TEST_CASE'setopt_user_data' if ENABLE then
local c
function teardown()
if c then c:close() end
c = nil
end
function test_data()
c = assert(curl.easy())
assert_nil(c:getdata())
c:setdata("hello")
assert_equal("hello", c:getdata())
end
function test_cleanup()
local ptr do
local t = {}
local e = curl.easy():setdata(t)
ptr = weak_ptr(t)
gc_collect()
assert_equal(t, ptr.value)
end
gc_collect()
assert_nil(ptr.value)
end
end
local _ENV = TEST_CASE'multi_add_remove' if ENABLE then
local m, c
function setup()
m = assert(scurl.multi())
end
function teardown()
if c then c:close() end
if m then m:close() end
m, c = nil
end
function test_remove_unknow_easy()
c = assert(scurl.easy())
assert_equal(m, m:remove_handle(c))
end
function test_double_remove_easy()
c = assert(scurl.easy())
assert_equal(m, m:add_handle(c))
assert_equal(m, m:remove_handle(c))
assert_equal(m, m:remove_handle(c))
end
function test_double_add_easy()
c = assert(scurl.easy())
assert_equal(m, m:add_handle(c))
assert_nil(m:add_handle(c))
end
end
local _ENV = TEST_CASE'unset_callback_ctx' if ENABLE then
local c
function setup()
c = assert(scurl.easy())
end
function teardown()
if c then c:close() end
c = nil
end
local function test_cb(name)
local set, unset = 'setopt_' .. name, 'unsetopt_' .. name
set = assert_function(c[set], set)
unset = assert_function(c[unset], unset)
local pctx
do local ctx = {}
pctx = weak_ptr(ctx)
assert(set(c, function() end, ctx))
end
gc_collect()
assert_table(pctx.value)
unset(c)
gc_collect()
assert_nil(pctx.value)
end
function test_read() test_cb('readfunction') end
function test_write() test_cb('writefunction') end
function test_header() test_cb('headerfunction') end
function test_progress() test_cb('progressfunction') end
function test_seek() test_cb('seekfunction') end
function test_debug() test_cb('debugfunction') end
function test_fnmatch() test_cb('fnmatch_function') end
function test_chunk_bgn() test_cb('chunk_bgn_function') end
function test_chunk_end() test_cb('chunk_end_function') end
end
local _ENV = TEST_CASE'set_slist' if ENABLE then
local c
function teardown()
if c then c:close() end
c = nil
end
function test_set()
c = curl.easy()
c:setopt_httpheader({'X-Custom: value'})
local body, headers = assert_string(dump_request(c))
assert_match("X%-Custom:%s*value\r\n", headers)
end
function test_unset()
c = curl.easy()
c:setopt_httpheader({'X-Custom: value'})
c:unsetopt_httpheader()
local body, headers = assert_string(dump_request(c))
assert_not_match("X%-Custom:%s*value\r\n", headers)
end
function test_set_empty_array()
c = curl.easy()
c:setopt_httpheader({'X-Custom: value'})
c:setopt_httpheader({})
local body, headers = assert_string(dump_request(c))
assert_not_match("X%-Custom:%s*value\r\n", headers)
end
end
local _ENV = TEST_CASE'set_null' if ENABLE then
local c, m
function teardown()
if c then c:close() end
if m then m:close() end
m, c = nil
end
function test_string()
c = curl.easy()
c:setopt_accept_encoding('gzip')
local body, headers = assert_string(dump_request(c))
assert_match("Accept%-Encoding:%s*gzip", headers)
c:setopt_accept_encoding(null)
body, headers = assert_string(dump_request(c))
assert_not_match("Accept%-Encoding:%s*gzip", headers)
end
function test_string_via_table()
c = curl.easy()
c:setopt_accept_encoding('gzip')
local body, headers = assert_string(dump_request(c))
assert_match("Accept%-Encoding:%s*gzip", headers)
c:setopt{ accept_encoding = null }
body, headers = assert_string(dump_request(c))
assert_not_match("Accept%-Encoding:%s*gzip", headers)
end
function test_slist()
c = curl.easy()
c:setopt_httpheader({'X-Custom: value'})
c:setopt_httpheader(null)
local body, headers = assert_string(dump_request(c))
assert_not_match("X%-Custom:%s*value\r\n", headers)
end
function test_slist_via_table()
c = curl.easy()
c:setopt_httpheader({'X-Custom: value'})
c:setopt{httpheader = null}
local body, headers = assert_string(dump_request(c))
assert_not_match("X%-Custom:%s*value\r\n", headers)
end
function test_multi_set_array()
m = curl.multi()
m:setopt_pipelining_site_bl{
'127.0.0.1'
}
assert_equal(m, m:setopt_pipelining_site_bl(null))
end
end
RUN()
|
Config = {}
Config.Stables = {
Valentine = {
Pos = {x=-367.73, y=787.72, z=116.26},
Name = 'Lovarda',
Heading = -30.65,
SpawnPoint = {
Pos = {x=-372.43, y=791.79, z=116.13},
CamPos = {x=1, y=-3, z=0},
Heading = 182.3
}
},
BlackWater = {
Pos = {x=-873.167, y=-1366.040, z=43.531},
Name = 'Lovarda',
Heading = 266.84,
SpawnPoint = {
Pos = {x=-864.373, y=-1361.485, z=43.702},
CamPos = {x=-1.2, y=-3, z=0},
Heading = 181.91
}
},
Saint_Denis = {
Pos = {x=2503.153, y=-1442.725, z=46.312},
Name = 'Lovarda',
Heading = 169.45,
SpawnPoint = {
Pos = {x=2508.822, y=-1449.949, z=46.402},
CamPos = {x=-3, y=3, z=0},
Heading = 93.13
}
},
}
|
local RandomBatcher, Parent = torch.class('laia.RandomBatcher',
'laia.CachedBatcher')
function RandomBatcher:__init(opt)
Parent.__init(self, opt)
end
--[[
Use this method to shuffle the samples to serve following batches in a
different order. This should be called at the beginning of each EPOCH to
process the whole dataset in a different order.
--]]
function RandomBatcher:shuffle()
for i=1,(self._num_samples-1) do
-- DO NOT USE math.random(self._num_samples - i), rely only on torch
-- random generators, instead. The state of torch RNG can be stored and
-- recovered for greater replicability.
--local j = math.random(self._num_samples - i)
local j = 1 + math.floor(torch.uniform() * (self._num_samples - i))
self._samples[i], self._samples[j] = self._samples[j], self._samples[i]
self._imglist[i], self._imglist[j] = self._imglist[j], self._imglist[i]
end
self._idx = 0
self:clearCache()
end
function RandomBatcher:epochReset(epoch_opt)
self:shuffle()
end
return RandomBatcher
|
--remotes.lua
-- Registers remote calls for other mods to use
-- Register a Locomotive Type as an electric locomotive with the given dummy fuel item.
-- This locomotive type will then be handled by RET. The registration is not persistent
-- so it needs to be repeated whenever the map is loaded (i.e. during the evaluation of
-- control.lua)
-- The fuel item can be any item that can be used as fuel. There are three dummy items
-- provided by RET: ret-dummy-fuel-1 (from the tier 1 electric locomotive),
-- ret-dummy-fuel-2 (from the tier 2 electric locomotive) and "ret-dummy-fuel-modular".
-- The latter enables modules being detected in the locomotive.
function register_locomotive_type(loco_name, fuel_item)
if (not game.entity_prototypes[loco_name]) or
(fuel_item ~= nil and fuel_item ~= "ret-dummy-fuel-modular" and game.item_prototypes[fuel_item] == nil) then
error("register_locomotive_type called with invalid arguments")
end
global.electric_loco_registry[loco_name] = fuel_item
if remote.interfaces["FuelTrainStop"] then
remote.call("FuelTrainStop", "exclude_from_fuel_schedule", loco_name)
end
end
-- Returns the fuel item this locomotive type was registered with.
function get_locomotive_fuel(loco_name)
return global.electric_loco_registry[loco_name]
end
remote.add_interface("realistic_electric_trains",
{
["register_locomotive_type"] = register_locomotive_type,
["get_locomotive_fuel"] = get_locomotive_fuel
})
|
#!/usr/bin/luajit
local magick = require("magick")
image = magick.load_image(arg[1])
image:crop(image:get_width() - 200, image:get_height() - 200, 100, 100)
-- this will use lanczos2
image:resize(image:get_width() * 0.9, image:get_height() * 0.9)
-- gaussblur with radius 1
image:sharpen(1, 0)
image:write(arg[2]);
image:destroy()
|
local util = {}
util.get_group = function(table, player_index, surface_index)
for _, group in pairs(table) do
if group.player.index == player_index and group.surface.index == surface_index then
return group
end
end
return nil
end
util.table_contains_value = function(table, value)
for key, tableValue in pairs(table) do
if key == value or tableValue == value then
return key
end
end
return false
end
util.create_exclude_list = function(defenceExcludeList)
--reset list
defenceExcludeList = {}
for entry in string.gmatch(settings.global["defence-exclude-list"].value, "[^,]+") do
defenceExcludeList[entry] = true
end
return defenceExcludeList
end
util.angle = function(pos1, pos2)
local dx = (pos2[1] or pos2.x) - (pos1[1] or pos1.x)
local dy = (pos2[2] or pos2.y) - (pos1[2] or pos1.y)
return math.atan2(dy, dx)
end
util.rotate_vector = function(vector, orientation)
local x = vector[1] or vector.x
local y = vector[2] or vector.y
local angle = (orientation) * math.pi * 2
return {
x = (math.cos(angle) * x) - (math.sin(angle) * y),
y = (math.sin(angle) * x) + (math.cos(angle) * y)
}
end
util.get_offset = function(current_position, target_position, length, angle_adjustment)
local angle = util.angle(current_position, target_position)
angle = angle + (math.pi / 2) + (angle_adjustment or 0)
local x1 = (length * math.sin(angle))
local y1 = (-length * math.cos(angle))
return {x1, y1}
end
util.get_distance = function(pos1, pos2)
local pxpx = pos1.x - pos2.x
local pypy = pos1.y - pos2.y
return (pxpx * pxpx + pypy * pypy) ^ 0.5
end
util.same_position = function(pos1, pos2)
if pos1.x == pos2.x and pos1.y == pos2.y then
return true
else
return false
end
end
util.get_closest = function(pos, table)
local x, y = pos.x, pos.y
local closest = MAX_INT32
local entity
for _, value in pairs(table) do
if value.valid then
local distance = util.get_distance(pos, value.position)
if distance < closest then
x, y = value.position.x, value.position.y1
closest = distance
entity = value
end
end
end
return entity
end
return util
|
-- Copyright 2006-2011 Mitchell mitchell<att>caladbolg.net. See LICENSE.
-- Light lexer theme for Scintillua.
module('lexer', package.seeall)
colors = {
green = color('4D', '99', '4D'),
blue = color('4D', '4D', '99'),
red = color('99', '4C', '4C'),
yellow = color('99', '99', '4D'),
teal = color('4D', '99', '99'),
white = color('EE', 'EE', 'EE'),
black = color('33', '33', '33'),
grey = color('AA', 'AA', 'AA'),
purple = color('99', '4D', '99'),
orange = color('C0', '80', '40'),
lgreen = color('80', 'C0', '40'),
lblue = color('40', '80', 'C0'),
lred = color('C0', '40', '40'),
lyellow = color('C0', 'C0', '40'),
lteal = color('40', 'C0', 'C0'),
lpurple = color('C0', '40', '80'),
lorange = color('C0', '80', '40'),
}
style_nothing = style { }
style_char = style { fore = colors.red, bold = true }
style_class = style { fore = colors.black, underline = true }
style_comment = style { fore = colors.lblue, bold = true }
style_constant = style { fore = colors.teal, bold = true }
style_definition = style { fore = colors.red, bold = true }
style_error = style { fore = colors.lred }
style_function = style { fore = colors.blue, bold = true }
style_keyword = style { fore = colors.yellow, bold = true }
style_number = style { fore = colors.teal }
style_operator = style { fore = colors.black, bold = true }
style_string = style { fore = colors.green, bold = true }
style_preproc = style { fore = colors.red }
style_tag = style { fore = colors.teal, bold = true }
style_type = style { fore = colors.green }
style_variable = style { fore = colors.red }
style_embedded = style_tag..{ back = color('DD', 'DD', 'DD') }
style_identifier = style_nothing
-- Default styles.
local font_face = '!Bitstream Vera Sans Mono'
local font_size = 10
if WIN32 then
font_face = not GTK and 'Courier New' or '!Courier New'
elseif OSX then
font_face = '!Monaco'
font_size = 12
end
style_default = style{
font = font_face,
size = font_size,
fore = colors.black,
back = colors.white
}
style_line_number = style { fore = colors.black, back = colors.grey }
style_bracelight = style { fore = color('66', '99', 'FF'), bold = true }
style_bracebad = style { fore = color('FF', '66', '99'), bold = true }
style_controlchar = style_nothing
style_indentguide = style { fore = colors.grey, back = colors.white }
style_calltip = style { fore = colors.black, back = color('DD', 'DD', 'DD') }
|
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