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jaambee/redis
deps/lua/test/sort.lua
889
1494
-- two implementations of a sort function -- this is an example only. Lua has now a built-in function "sort" -- extracted from Programming Pearls, page 110 function qsort(x,l,u,f) if l<u then local m=math.random(u-(l-1))+l-1 -- choose a random pivot in range l..u x[l],x[m]=x[m],x[l] -- swap pivot to first position local t=x[l] -- pivot value m=l local i=l+1 while i<=u do -- invariant: x[l+1..m] < t <= x[m+1..i-1] if f(x[i],t) then m=m+1 x[m],x[i]=x[i],x[m] -- swap x[i] and x[m] end i=i+1 end x[l],x[m]=x[m],x[l] -- swap pivot to a valid place -- x[l+1..m-1] < x[m] <= x[m+1..u] qsort(x,l,m-1,f) qsort(x,m+1,u,f) end end function selectionsort(x,n,f) local i=1 while i<=n do local m,j=i,i+1 while j<=n do if f(x[j],x[m]) then m=j end j=j+1 end x[i],x[m]=x[m],x[i] -- swap x[i] and x[m] i=i+1 end end function show(m,x) io.write(m,"\n\t") local i=1 while x[i] do io.write(x[i]) i=i+1 if x[i] then io.write(",") end end io.write("\n") end function testsorts(x) local n=1 while x[n] do n=n+1 end; n=n-1 -- count elements show("original",x) qsort(x,1,n,function (x,y) return x<y end) show("after quicksort",x) selectionsort(x,n,function (x,y) return x>y end) show("after reverse selection sort",x) qsort(x,1,n,function (x,y) return x<y end) show("after quicksort again",x) end -- array to be sorted x={"Jan","Feb","Mar","Apr","May","Jun","Jul","Aug","Sep","Oct","Nov","Dec"} testsorts(x)
bsd-3-clause
a-pavlov/redis
deps/lua/test/sort.lua
889
1494
-- two implementations of a sort function -- this is an example only. Lua has now a built-in function "sort" -- extracted from Programming Pearls, page 110 function qsort(x,l,u,f) if l<u then local m=math.random(u-(l-1))+l-1 -- choose a random pivot in range l..u x[l],x[m]=x[m],x[l] -- swap pivot to first position local t=x[l] -- pivot value m=l local i=l+1 while i<=u do -- invariant: x[l+1..m] < t <= x[m+1..i-1] if f(x[i],t) then m=m+1 x[m],x[i]=x[i],x[m] -- swap x[i] and x[m] end i=i+1 end x[l],x[m]=x[m],x[l] -- swap pivot to a valid place -- x[l+1..m-1] < x[m] <= x[m+1..u] qsort(x,l,m-1,f) qsort(x,m+1,u,f) end end function selectionsort(x,n,f) local i=1 while i<=n do local m,j=i,i+1 while j<=n do if f(x[j],x[m]) then m=j end j=j+1 end x[i],x[m]=x[m],x[i] -- swap x[i] and x[m] i=i+1 end end function show(m,x) io.write(m,"\n\t") local i=1 while x[i] do io.write(x[i]) i=i+1 if x[i] then io.write(",") end end io.write("\n") end function testsorts(x) local n=1 while x[n] do n=n+1 end; n=n-1 -- count elements show("original",x) qsort(x,1,n,function (x,y) return x<y end) show("after quicksort",x) selectionsort(x,n,function (x,y) return x>y end) show("after reverse selection sort",x) qsort(x,1,n,function (x,y) return x<y end) show("after quicksort again",x) end -- array to be sorted x={"Jan","Feb","Mar","Apr","May","Jun","Jul","Aug","Sep","Oct","Nov","Dec"} testsorts(x)
bsd-3-clause
Fenix-XI/Fenix
scripts/zones/Lower_Jeuno/npcs/Alrauverat.lua
14
3677
----------------------------------- -- Area: Lower Jeuno -- NPC:Alrauverat -- @pos -101 0 -182 245 ------------------------------------- package.loaded["scripts/zones/Lower_Jeuno/TextIDs"] = nil; ----------------------------------- require("scripts/globals/settings"); require("scripts/globals/status"); require("scripts/globals/conquest"); require("scripts/zones/Lower_Jeuno/TextIDs"); local guardnation = OTHER; -- SANDORIA, BASTOK, WINDURST, OTHER(Jeuno). local guardtype = 1; -- 1: city, 2: foreign, 3: outpost, 4: border ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) tradeConquestGuard(player,npc,trade,guardnation,guardtype); end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) local Menu1 = getArg1(guardnation,player); local Menu3 = conquestRanking(); local Menu6 = getArg6(player); local Menu7 = player:getCP(); player:startEvent(0x7ffb,Menu1,0,Menu3,0,0,Menu6,Menu7,0); end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate(player,csid,option) -- printf("onUpdateCSID: %u",csid); -- printf("onUpdateOPTION: %u",option); if (player:getNation() == 0) then inventory = SandInv; size = table.getn(SandInv); elseif (player:getNation() == 1) then inventory = BastInv; size = table.getn(BastInv); else inventory = WindInv; size = table.getn(WindInv); end if (option >= 32768 and option <= 32944) then for Item = 1,size,3 do if (option == inventory[Item]) then CPVerify = 1; if (player:getCP() >= inventory[Item + 1]) then CPVerify = 0; end; player:updateEvent(2,CPVerify,inventory[Item + 2]); -- can't equip = 2 ? break; end; end; end; end; ----------------------------------- -- onEventFinish ----------------------------------- function onEventFinish(player,csid,option) -- printf("onFinishCSID: %u",csid); -- printf("onFinishOPTION: %u",option); if (option == 1) then local duration = (player:getRank() + getNationRank(player:getNation()) + 3) * 3600; player:delStatusEffect(EFFECT_SIGIL); player:delStatusEffect(EFFECT_SANCTION); player:delStatusEffect(EFFECT_SIGNET); player:addStatusEffect(EFFECT_SIGNET,0,0,duration); -- Grant Signet elseif (option >= 32768 and option <= 32944) then for Item = 1,size,3 do if (option == inventory[Item]) then if (player:getFreeSlotsCount() >= 1) then -- Logic to impose limits on exp bands if (option >= 32933 and option <= 32935) then if (checkConquestRing(player) > 0) then player:messageSpecial(CONQUEST+60,0,0,inventory[Item+2]); break; else player:setVar("CONQUEST_RING_TIMER",getConquestTally()); end end itemCP = inventory[Item + 1]; player:delCP(itemCP); player:addItem(inventory[Item + 2],1); player:messageSpecial(ITEM_OBTAINED,inventory[Item + 2]); else player:messageSpecial(ITEM_CANNOT_BE_OBTAINED,inventory[Item + 2]); end; break; end; end; end; end;
gpl-3.0
DarkstarProject/darkstar
scripts/zones/Promyvion-Mea/IDs.lua
12
2553
----------------------------------- -- Area: Promyvion-Mea ----------------------------------- require("scripts/globals/zone") ----------------------------------- zones = zones or {} zones[dsp.zone.PROMYVION_MEA] = { text = { ITEM_CANNOT_BE_OBTAINED = 6382, -- You cannot obtain the <item>. Come back after sorting your inventory. ITEM_OBTAINED = 6388, -- Obtained: <item>. GIL_OBTAINED = 6389, -- Obtained <number> gil. KEYITEM_OBTAINED = 6391, -- Obtained key item: <keyitem>. }, mob = { MEMORY_RECEPTACLES = { [16859151] = {1, 3, 16859451}, [16859198] = {2, 5, 16859454}, [16859205] = {2, 5, 16859458}, [16859212] = {2, 5, 16859459}, [16859219] = {2, 5, 16859460}, [16859271] = {3, 7, 16859452}, [16859280] = {3, 7, 16859453}, [16859289] = {3, 7, 16859455}, [16859347] = {4, 7, 16859456}, [16859356] = {4, 7, 16859457}, [16859365] = {4, 7, 16859461}, }, }, npc = { MEMORY_STREAMS = { [11] = {-122, -4, 197, -117, 4, 202, {46}}, -- floor 1 return [21] = { -1, -4, -121, 2, 4, -118, {41}}, -- floor 2 return [31] = {-161, -4, 158, -157, 4, 161, {30}}, -- floor 3 return [32] = { 158, -4, -281, 161, 4, -278, {30}}, -- floor 3 return [41] = { -82, -4, 358, -78, 4, 361, {33}}, -- floor 4 return [16859451] = {-283, -4, 237, -276, 4, 242, {30}}, -- floor 1 MR1 [16859454] = { -82, -4, -42, -78, 4, -38, {33,37}}, -- floor 2 MR1 [16859458] = {-322, -4, -361, -318, 4, -357, {33,37}}, -- floor 2 MR2 [16859459] = { -42, -4, -321, -37, 4, -317, {33,37}}, -- floor 2 MR3 [16859460] = { 77, -4, -241, 81, 4, -238, {33,37}}, -- floor 2 MR4 [16859452] = {-321, -4, -42, -318, 4, -38, {31}}, -- floor 3 MR1 [16859453] = {-241, -4, -42, -238, 4, -37, {31}}, -- floor 3 MR2 [16859455] = { -42, -4, -2, -38, 4, 2, {31}}, -- floor 3 MR3 [16859456] = { 198, -4, -2, 201, 4, 2, {31}}, -- floor 3 MR4 [16859457] = { 358, -4, -41, 362, 4, -38, {31}}, -- floor 3 MR5 [16859461] = { 240, -4, -322, 244, 4, -317, {31}}, -- floor 3 MR6 }, }, } return zones[dsp.zone.PROMYVION_MEA]
gpl-3.0
emender/emender
test/Test100Infos1FailLink.lua
1
1955
-- Test100Infos1FailLink.lua - check that graphs are rendered correctly. -- Copyright (C) 2017 Pavel Tisnovsky -- -- -- This file is part of Emender. -- -- Emender is free software: you can redistribute it and/or modify -- it under the terms of the GNU General Public License as published by -- the Free Software Foundation; version 3 of the License. -- -- Emender is distributed in the hope that it will be useful, -- but WITHOUT ANY WARRANTY; without even the implied warranty of -- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -- GNU General Public License for more details. -- -- You should have received a copy of the GNU General Public License -- along with Emender. If not, see <http://www.gnu.org/licenses/>. -- Test100Infos1FailLink = { -- required field metadata = { description = "Check that graphs are rendered correctly.", authors = "Pavel Tisnovsky", emails = "ptisnovs@redhat.com", changed = "2017-05-02", tags = {"BasicTest", "SmokeTest"}, }, } -- -- This function calls pass() 100 times and fail() only once. -- function Test100Infos1FailLink.testA() -- call pass() 100 times for i = 1, 100 do warn("Info#" .. i) end -- call fail() once fail("Failure", "https://github.com/emender/") end -- -- This function calls fail() once and pass() 100 times. -- function Test100Infos1FailLink.testB() -- call fail() once fail("Failure", "https://github.com/emender/") -- call pass() 100 times for i = 1, 100 do warn("Info#" .. i) end end -- -- This function pass() 50 times, then fail() once and then pass() 50 times. -- function Test100Infos1FailLink.testC() -- call pass() 50 times for i = 1, 50 do warn("Info#" .. i) end -- call fail() once fail("Failure", "https://github.com/emender/") -- call pass() 50 times for i = 1, 50 do warn("Info#" .. (i+50)) end end
gpl-3.0
DarkstarProject/darkstar
scripts/globals/weaponskills/rudras_storm.lua
10
1927
----------------------------------- -- Rudra's Storm -- Dagger weapon skill -- Skill level: N/A -- Deals triple damage and weighs target down (duration: 60s). Damage varies with TP. -- Aligned with the Aqua Gorget, Snow Gorget & Shadow Gorget. -- Aligned with the Aqua Belt, Snow Belt & Shadow Belt. -- Element: None -- Modifiers: DEX:80% -- 100%TP 200%TP 300%TP -- 6 15 19.5 ----------------------------------- require("scripts/globals/aftermath") require("scripts/globals/settings") require("scripts/globals/status") require("scripts/globals/weaponskills") ----------------------------------- function onUseWeaponSkill(player, target, wsID, tp, primary, action, taChar) local params = {} params.numHits = 1 params.ftp100 = 3.25 params.ftp200 = 4.25 params.ftp300 = 5.25 params.str_wsc = 0.0 params.dex_wsc = 0.6 params.vit_wsc = 0.0 params.agi_wsc = 0.0 params.int_wsc = 0.0 params.mnd_wsc = 0.0 params.chr_wsc = 0.0 params.crit100 = 0.0 params.crit200 = 0.0 params.crit300 = 0.0 params.canCrit = false params.acc100 = 0.0 params.acc200 = 0.0 params.acc300 = 0.0 params.atk100 = 1; params.atk200 = 1; params.atk300 = 1; if USE_ADOULIN_WEAPON_SKILL_CHANGES then params.ftp100 = 5 params.ftp200 = 10.19 params.ftp300 = 13 params.dex_wsc = 0.8 end local damage, criticalHit, tpHits, extraHits = doPhysicalWeaponskill(player, target, wsID, params, tp, action, primary, taChar) -- dsp.effect.WEIGHT power value is equal to lead breath as per bg-wiki: http://www.bg-wiki.com/bg/Rudra%27s_Storm if damage > 0 then if not target:hasStatusEffect(dsp.effect.WEIGHT) then target:addStatusEffect(dsp.effect.WEIGHT, 50, 0, 60) end -- Apply aftermath dsp.aftermath.addStatusEffect(player, tp, dsp.slot.MAIN, dsp.aftermath.type.EMPYREAN) end return tpHits, extraHits, criticalHit, damage end
gpl-3.0
Fenix-XI/Fenix
scripts/globals/weaponskills/geirskogul.lua
1
1771
----------------------------------- -- Geirskogul -- Polearm weapon skill -- Skill Level: N/A -- Gae Assail/Gungnir: Shock Spikes. -- This weapon skill is only available with the stage 5 relic Polearm Gungnir, within Dynamis with the stage 4 Gae Assail, or by activating the latent effect on the Skogul Lance. -- Aligned with the Light Gorget, Aqua Gorget & Snow Gorget. -- Aligned with the Light Belt, Aqua Belt & Snow Belt. -- Element: None -- Modifiers: AGI:60% -- 100%TP 200%TP 300%TP -- 3.00 3.00 3.00 ----------------------------------- require("scripts/globals/status"); require("scripts/globals/settings"); require("scripts/globals/weaponskills"); ----------------------------------- function onUseWeaponSkill(player, target, wsID, tp, primary) local params = {}; params.numHits = 2; params.ftp100 = 2.25; params.ftp200 = 2.25; params.ftp300 = 2.25; params.str_wsc = 0.20; params.dex_wsc = 0.60; params.vit_wsc = 0.0; params.agi_wsc = 0.0; params.int_wsc = 0.0; params.mnd_wsc = 0.0; params.chr_wsc = 0.0; params.crit100 = 0.30; params.crit200 = 0.40; params.crit300 = 0.60; params.canCrit = True; params.acc100 = 0.0; params.acc200= 0.0; params.acc300= 0.0; params.atkmulti = 1.2; if (USE_ADOULIN_WEAPON_SKILL_CHANGES == true) then params.dex_wsc = 0.8; params.agi_wsc = 0.0; end local damage, criticalHit, tpHits, extraHits = doPhysicalWeaponskill(player, target, wsID, params, tp, primary); -- TODO: Whoever codes those level 85 weapons with the latent that grants this WS needs to code a check to not give the aftermath effect. if (damage > 0) then player:addStatusEffect(EFFECT_AFTERMATH, 10, 0, 30, 0, 6); end return tpHits, extraHits, criticalHit, damage; end
gpl-3.0
pizzotto/BolScripts
MrArticunoLaucher.lua
23
3851
--[[ _____ _____ __ .__ / \_______ / _ \________/ |_|__| ____ __ __ ____ ____ / \ / \_ __ \ / /_\ \_ __ \ __\ |/ ___\| | \/ \ / _ \ / Y \ | \/ / | \ | \/| | | \ \___| | / | ( <_> ) \____|__ /__| \____|__ /__| |__| |__|\___ >____/|___| /\____/ \/ \/ \/ \/ Mechanics Series Laucher ]] require 'mrLib' _G.ScriptLoaded = false _G.LibsChecked = false local ScriptLink = { SOW = { filename = "SOW.lua", host = "raw.github.com" , versionLink = "/Hellsing/BoL/master/common/SOW.lua" , isLib = true , forceUpdate = false }, VPrediction = { filename = "VPrediction.lua", host = "raw.github.com" , versionLink = "/Hellsing/BoL/master/common/VPrediction.lua" , isLib = true , forceUpdate = false }, Prodiction = { filename = "Prodiction.lua", host = "bitbucket.org" , versionLink = "/Klokje/public-klokjes-bol-scripts/raw/ec830facccefb3b52212dba5696c08697c3c2854/Test/Prodiction/Prodiction.lua" , isLib = true , forceUpdate = false }, Tristana = { filename = "TristanaMechanics.lua", host = "raw.github.com" , versionLink = "/gmlyra/BolScripts/master/TristanaMechanics.lua" , isLib = false , forceUpdate = true }, Elise = { filename = "EliseMechanics.lua", host = "raw.github.com" , versionLink = "/gmlyra/BolScripts/master/EliseMechanics.lua" , isLib = false , forceUpdate = true }, Lucian = { filename = "LucianMechanics.lua", host = "raw.github.com" , versionLink = "/gmlyra/BolScripts/master/LucianMechanics.lua" , isLib = false , forceUpdate = true }, Jinx = { filename = "JinxMechanics.lua", host = "raw.github.com" , versionLink = "/gmlyra/BolScripts/master/JinxMechanics.lua" , isLib = false , forceUpdate = true }, Gragas = { filename = "GragasMechanics.lua", host = "raw.github.com" , versionLink = "/gmlyra/BolScripts/master/GragasMechanics.lua" , isLib = false , forceUpdate = true }, Viktor = { filename = "ViktorMechanics.lua", host = "raw.github.com" , versionLink = "/gmlyra/BolScripts/master/ViktorMechanics.lua" , isLib = false , forceUpdate = true }, Chogath = { filename = "ChogathMechanics.lua", host = "raw.github.com" , versionLink = "/gmlyra/BolScripts/master/ChogathMechanics.lua" , isLib = false , forceUpdate = true }, Kayle = { filename = "KayleMechanics.lua", host = "raw.github.com" , versionLink = "/gmlyra/BolScripts/master/KayleMechanics.lua" , isLib = false , forceUpdate = true }, Karthus = { filename = "KarthusMechanics.lua", host = "raw.github.com" , versionLink = "/gmlyra/BolScripts/master/KarthusMechanics.lua" , isLib = false , forceUpdate = true }, } function OnLoad() if file_exists(LIB_PATH.."mrLib.lua") then require 'mrLib' else print('You must have mrLib.lua to use this laucher') return end checkLibs() if not _G.ScriptLoaded then if not ScriptLink[myHero.charName].forceUpdate then if not file_exists(SCRIPT_PATH..ScriptLink[myHero.charName].filename) then loadFromWeb(SCRIPT_PATH..ScriptLink[myHero.charName].filename, ScriptLink[myHero.charName].host, ScriptLink[myHero.charName].versionLink, true) else loadfile(SCRIPT_PATH..ScriptLink[myHero.charName].filename)() end else loadFromWeb(SCRIPT_PATH..ScriptLink[myHero.charName].filename, ScriptLink[myHero.charName].host, ScriptLink[myHero.charName].versionLink, false) end end end function checkLibs() for i,v in ipairs(ScriptLink) do if ScriptLink[v].isLib then if not file_exists(LIB_PATH..ScriptLink[v].filename) or ScriptLink[v].forceUpdate then downloadLib(ScriptLink[v].filename, ScriptLink[v].host, ScriptLink[v].versionLink) end end end end local io = require "io" function file_exists(file) local f = io.open(file, "rb") if f then f:close() end return f ~= nil end -- End of Laucher --
gpl-2.0
ungarscool1/HL2RP
hl2rp/gamemode/libraries/fn.lua
3
7654
/*--------------------------------------------------------------------------- Functional library by FPtje Atheos ---------------------------------------------------------------------------*/ /*--------------------------------------------------------------------------- Function currying Take a function with n parameters. Currying is the procedure of storing k < n parameters "in the function" in such a way that the remaining function can be called with n - k parameters Example: DebugPrint = fp{print, "[DEBUG]"} DebugPrint("TEST") > [DEBUG] TEST ---------------------------------------------------------------------------*/ function fp(tbl) local func = tbl[1] return function(...) local fnArgs = {} local arg = {...} local tblN = table.maxn(tbl) for i = 2, tblN do fnArgs[i - 1] = tbl[i] end for i = 1, table.maxn(arg) do fnArgs[tblN + i - 1] = arg[i] end return func(unpack(fnArgs, 1, table.maxn(fnArgs))) end end local unpack = unpack local table = table local pairs = pairs local ipairs = ipairs local error = error local math = math local select = select local _G = _G local fp = fp module("fn") /*--------------------------------------------------------------------------- Parameter manipulation ---------------------------------------------------------------------------*/ Id = function(...) return ... end Flip = function(f) if not f then error("not a function") end return function(b, a, ...) return f(a, b, ...) end end -- Definition from http://lua-users.org/wiki/CurriedLua ReverseArgs = function(...) --reverse args by building a function to do it, similar to the unpack() example local function reverse_h(acc, v, ...) if select('#', ...) == 0 then return v, acc() else return reverse_h(function () return v, acc() end, ...) end end -- initial acc is the end of the list return reverse_h(function () return end, ...) end /*--------------------------------------------------------------------------- Misc functions ---------------------------------------------------------------------------*/ -- function composition Compose = function(funcs) return function(...) local res = {...} for i = #funcs, 1, -1 do res = {funcs[i](unpack(res))} end return unpack(res) end end _G.fc = Compose -- Definition from http://lua-users.org/wiki/CurriedLua Curry = function(func, num_args) if not num_args then error("Missing argument #2: num_args") end if not func then error("Function does not exist!", 2) end -- helper local function curry_h(argtrace, n) if n == 0 then -- reverse argument list and call function return func(ReverseArgs(argtrace())) else -- "push" argument (by building a wrapper function) and decrement n return function(x) return curry_h(function() return x, argtrace() end, n - 1) end end end -- no sense currying for 1 arg or less if num_args > 1 then return curry_h(function() return end, num_args) else return func end end -- Thanks Lexic! Partial = function(func, ...) local args = {...} return function(...) return func(unpack(table.Add( args, {...}))) end end Apply = function(f, ...) return f(...) end Const = function(a, b) return a end Until = function(cmp, fn, val) if cmp(val) then return val end return Until(cmp, fn, fn(val)) end Seq = function(f, x) f(x) return x end GetGlobalVar = function(key) return _G[key] end /*--------------------------------------------------------------------------- Mathematical operators and functions ---------------------------------------------------------------------------*/ Add = function(a, b) return a + b end Sub = function(a, b) return a - b end Mul = function(a, b) return a * b end Div = function(a, b) return a / b end Mod = function(a, b) return a % b end Neg = function(a) return -a end Eq = function(a, b) return a == b end Neq = function(a, b) return a ~= b end Gt = function(a, b) return a > b end Lt = function(a, b) return a < b end Gte = function(a, b) return a >= b end Lte = function(a, b) return a <= b end Succ = Compose{Add, 1} Pred = Compose{Flip(Sub), 1} Even = Compose{fp{Eq, 0}, fp{Flip(Mod), 2}} Odd = Compose{Not, Even} /*--------------------------------------------------------------------------- Functional logical operators and conditions ---------------------------------------------------------------------------*/ FAnd = function(fns) return function(...) local val for _, f in pairs(fns) do val = {f(...)} if not val[1] then return unpack(val) end end if val then return unpack(val) end end end FOr = function(fns) return function(...) for _, f in pairs(fns) do local val = {f(...)} if val[1] then return unpack(val) end end return false end end Not = function(x) return not x end If = function(f, Then, Else) return function(x) if f(x) then return Then else return Else end end end /*--------------------------------------------------------------------------- List operations ---------------------------------------------------------------------------*/ Map = function(f, xs) for k, v in pairs(xs) do xs[k] = f(v) end return xs end Append = function(xs, ys) return table.Add(xs, ys) end Filter = function(f, xs) local res = {} for k,v in pairs(xs) do if f(v) then res[k] = v end end return res end ForEach = function(f, xs) for k,v in pairs(xs) do local val = f(k, v) if val ~= nil then return val end end end Head = function(xs) return table.GetFirstValue(xs) end Last = function(xs) return xs[#xs] or table.GetLastValue(xs) end Tail = function(xs) table.remove(xs, 1) return xs end Init = function(xs) xs[#xs] = nil return xs end GetValue = function(i, xs) return xs[i] end Null = function(xs) for k, v in pairs(xs) do return false end return true end Length = function(xs) return #xs end Index = function(xs, i) return xs[i] end Reverse = function(xs) local res = {} for i = #xs, 1, -1 do res[#xs - i + 1] = xs[i] end return res end /*--------------------------------------------------------------------------- Folds ---------------------------------------------------------------------------*/ Foldr = function(func, val, xs) for i = #xs, 1, -1 do val = func(xs[i], val) end return val end Foldl = function(func, val, xs) for k, v in ipairs(xs) do val = func(val, v) end return val end And = function(xs) for k, v in pairs(xs) do if v ~= true then return false end end return true end Or = function(xs) for k, v in pairs(xs) do if v == true then return true end end return false end Any = function(func, xs) for k, v in pairs(xs) do if func(v) == true then return true end end return false end All = function(func, xs) for k, v in pairs(xs) do if func(v) ~= true then return false end end return true end Sum = _G.fp{Foldr, Add, 0} Product = _G.fp{Foldr, Mul, 1} Concat = _G.fp{Foldr, Append, {}} Maximum = _G.fp{Foldl, math.Max, -math.huge} Minimum = _G.fp{Foldl, math.Min, math.huge} Snd = _G.fp{select, 2} Thrd = _G.fp{select, 3}
agpl-3.0
Fenix-XI/Fenix
scripts/globals/abilities/light_arts.lua
7
1724
----------------------------------- -- Ability: Light Arts -- Optimizes white magic capability while lowering black magic proficiency. Grants a bonus to divine, enhancing, enfeebling, and healing magic. Also grants access to Stratagems. -- Obtained: Scholar Level 10 -- Recast Time: 1:00 -- Duration: 2:00:00 ----------------------------------- require("scripts/globals/settings"); require("scripts/globals/status"); ----------------------------------- -- onAbilityCheck ----------------------------------- function onAbilityCheck(player,target,ability) if player:hasStatusEffect(EFFECT_LIGHT_ARTS) or player:hasStatusEffect(EFFECT_ADDENDUM_WHITE) then return MSGBASIC_EFFECT_ALREADY_ACTIVE, 0; end return 0,0; end; ----------------------------------- -- onUseAbility ----------------------------------- function onUseAbility(player,target,ability) player:delStatusEffectSilent(EFFECT_DARK_ARTS); player:delStatusEffect(EFFECT_ADDENDUM_BLACK); player:delStatusEffect(EFFECT_PARSIMONY); player:delStatusEffect(EFFECT_ALACRITY); player:delStatusEffect(EFFECT_MANIFESTATION); player:delStatusEffect(EFFECT_EBULLIENCE); player:delStatusEffect(EFFECT_FOCALIZATION); player:delStatusEffect(EFFECT_EQUANIMITY); player:delStatusEffect(EFFECT_IMMANENCE); local skillbonus = player:getMod(MOD_LIGHT_ARTS_SKILL); local effectbonus = player:getMod(MOD_LIGHT_ARTS_EFFECT); local regenbonus = 0; if (player:getMainJob() == JOB_SCH and player:getMainLvl() >= 20) then regenbonus = 3 * math.floor((player:getMainLvl() - 10) / 10); end player:addStatusEffect(EFFECT_LIGHT_ARTS,effectbonus,0,7200,0,regenbonus); return EFFECT_LIGHT_ARTS; end;
gpl-3.0
Fenix-XI/Fenix
scripts/zones/Kazham/npcs/Kyun_Magopiteh.lua
15
1054
----------------------------------- -- Area: Kazham -- NPC: Kyun Magopiteh -- Standard Info NPC ----------------------------------- package.loaded["scripts/zones/Kazham/TextIDs"] = nil; require("scripts/zones/Kazham/TextIDs"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) if (player:getVar("BathedInScent") == 1) then player:startEvent(0x00AE); -- scent from Blue Rafflesias else player:startEvent(0x0056); end end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); end; ----------------------------------- -- onEventFinish ----------------------------------- function onEventFinish(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); end;
gpl-3.0
DarkstarProject/darkstar
scripts/globals/mobskills/vortex.lua
11
1053
--------------------------------------------------- -- Vortex -- Creates a vortex that damages targets in an area of effect. Additional effect: Terror --------------------------------------------------- require("scripts/globals/settings") require("scripts/globals/status") require("scripts/globals/monstertpmoves") --------------------------------------------------- function onMobSkillCheck(target,mob,skill) return 0 end function onMobWeaponSkill(target, mob, skill) local numhits = 1 local accmod = 1 local dmgmod = 1.5 local info = MobPhysicalMove(mob,target,skill,numhits,accmod,dmgmod,TP_DMG_VARIES,1,2,3) local dmg = MobFinalAdjustments(info.dmg,mob,skill,target,dsp.attackType.PHYSICAL,dsp.damageType.SLASHING,MOBPARAM_3_SHADOW) MobPhysicalStatusEffectMove(mob, target, skill, dsp.effect.TERROR, 1, 0, 9) MobPhysicalStatusEffectMove(mob, target, skill, dsp.effect.BIND, 1, 0, 30) target:takeDamage(dmg, mob, dsp.attackType.PHYSICAL, dsp.damageType.SLASHING) mob:resetEnmity(target) return dmg end
gpl-3.0
lnattrass/lsyncd
bin2carray.lua
22
1259
#!/usr/bin/lua --============================================================================ -- bin2carray.lua -- -- License: GPLv2 (see COPYING) or any later version -- -- Authors: Axel Kittenberger <axkibe@gmail.com> -- -- Transforms a binary file (the compiled lsyncd runner script) in a c array -- so it can be included into the executable in a portable way. --============================================================================ if #arg < 3 then error("Usage: "..arg[0].." [infile] [varname] [outfile]") end fin, err = io.open(arg[1], "rb") if fin == nil then error("Cannot open '"..arg[1].."' for reading: "..err) end fout, err = io.open(arg[3], "w") if fout == nil then error("Cannot open '"..arg[3].."'for writing: "..err) end fout:write("/* created by "..arg[0].." from file "..arg[1].." */\n") fout:write("#include <stddef.h>\n") fout:write("const char "..arg[2].."_out[] = {\n") while true do local block = fin:read(16) if block == nil then break end for i = 1, #block do local val = string.format("%x", block:byte(i)) if #val < 2 then val = "0" ..val end fout:write("0x",val,",") end fout:write("\n") end fout:write("};\n\nsize_t "..arg[2].."_size = sizeof("..arg[2].."_out);\n"); fin:close(); fout:close();
gpl-2.0
Fenix-XI/Fenix
scripts/zones/La_Vaule_[S]/mobs/Lobison.lua
12
1690
----------------------------------- -- Area: La Vaule (S) -- NPC: Lobison ----------------------------------- ----------------------------------- -- onMobSpawn Action ----------------------------------- function onMobSpawn(mob) mob:setLocalVar("transformTime", os.time()) end; ----------------------------------- -- onMobRoam Action ----------------------------------- function onMobRoam(mob) local spawnTime = mob:getLocalVar("transformTime"); local roamChance = math.random(1,100); local roamMoonPhase = VanadielMoonPhase(); if (roamChance > 100-roamMoonPhase) then if (mob:AnimationSub() == 0 and os.time() - transformTime > 300) then mob:AnimationSub(1); mob:setLocalVar("transformTime", os.time()); elseif (mob:AnimationSub() == 1 and os.time() - transformTime > 300) then mob:AnimationSub(0); mob:setLocalVar("transformTime", os.time()); end end end; ----------------------------------- -- onMobEngaged -- Change forms every 60 seconds ----------------------------------- function onMobEngaged(mob,target) local changeTime = mob:getLocalVar("changeTime"); local chance = math.random(1,100); local moonPhase = VanadielMoonPhase(); if (chance > 100-moonPhase) then if (mob:AnimationSub() == 0 and mob:getBattleTime() - changeTime > 45) then mob:AnimationSub(1); mob:setLocalVar("changeTime", mob:getBattleTime()); elseif (mob:AnimationSub() == 1 and mob:getBattleTime() - changeTime > 45) then mob:AnimationSub(0); mob:setLocalVar("changeTime", mob:getBattleTime()); end end end;
gpl-3.0
Fenix-XI/Fenix
scripts/globals/weaponskills/blast_arrow.lua
9
1362
----------------------------------- -- Blast Arrow -- Archery weapon skill -- Skill level: 200 -- Delivers a melee-distance ranged attack. params.accuracy varies with TP. -- Aligned with the Snow Gorget & Light Gorget. -- Aligned with the Snow Belt & Light Belt. -- Element: None -- Modifiers: STR:16% ; AGI:25% -- 100%TP 200%TP 300%TP -- 2.00 2.00 2.00 ----------------------------------- require("scripts/globals/status"); require("scripts/globals/settings"); require("scripts/globals/weaponskills"); ----------------------------------- function onUseWeaponSkill(player, target, wsID, tp, primary) local params = {}; params.numHits = 1; params.ftp100 = 2; params.ftp200 = 2; params.ftp300 = 2; params.str_wsc = 0.16; params.dex_wsc = 0.0; params.vit_wsc = 0.0; params.agi_wsc = 0.25; params.int_wsc = 0.0; params.mnd_wsc = 0.0; params.chr_wsc = 0.0; params.crit100 = 0.0; params.crit200 = 0.0; params.crit300 = 0.0; params.canCrit = false; params.acc100 = 0.8; params.acc200= 0.9; params.acc300= 1; params.atkmulti = 1; if (USE_ADOULIN_WEAPON_SKILL_CHANGES == true) then params.str_wsc = 0.20; params.agi_wsc = 0.50; end local damage, criticalHit, tpHits, extraHits = doRangedWeaponskill(player, target, wsID, params, tp, primary); return tpHits, extraHits, criticalHit, damage; end
gpl-3.0
oTibia/UnderLight-AK47
data/npc/scripts/cityguard.lua
2
2226
local target = 0 local prevTarget = 0 local maxChaseDistance = 20 local origPos = 0 local origDir = NORTH local lastAttack = 0 local followTimeout = 10 local function isSkulled(cid) local skullType = getPlayerSkullType(cid) if(skullType >= 3) then return true end return false end local function goToOrigPos() target = 0 lastAttack = 0 selfFollow(0) doTeleportThing(getNpcCid(), origPos) end local function updateTarget() if(isPlayer(target) == false) then goToOrigPos() elseif(not isSkulled(target)) then target = 0 selfSay("Now, behave in the future.") end if(target == 0) then local list = getSpectators(getNpcPos(), 8, 8, false) for i=1, table.getn(list) do local _target = list[i] if(_target ~= 0) then if(isPlayer(_target) and isSkulled(_target)) then if(selfFollow(_target)) then target = _target if(target ~= prevTarget) then selfSay("We do not tolerate people like you here!") end prevTarget = target break end end end end end end function onCreatureAppear(cid) if(cid == getNpcCid()) then --Wake up call origPos = getNpcPos() --origLook = getCreatureDir(cid) end end function onCreatureDisappear(cid) if(target == cid) then goToOrigPos() end end function onCreatureMove(creature, oldPos, newPos) -- end function onThink() updateTarget() if(target == 0) then return end local playerPos = getCreaturePosition(target) local myPos = getNpcPos() if(myPos.z ~= playerPos.z) then goToOrigPos() return end if(math.abs(myPos.x - origPos.x) > maxChaseDistance or math.abs(myPos.y - origPos.y) > maxChaseDistance) then selfSay("I'll catch you next time.") goToOrigPos() return end if(lastAttack == 0) then lastAttack = os.clock() end if(os.clock() - lastAttack > followTimeout) then --To prevent bugging the npc by going to a place where he can't reach selfSay("You got me this time, but just wait.") goToOrigPos() return end if( (math.abs(playerPos.x - myPos.x) <= 1) and (math.abs(playerPos.y - myPos.y) <= 1)) then doTargetCombatHealth(getNpcCid(), target, COMBAT_LIFEDRAIN, -200, -300, CONST_ME_BLOCKHIT) lastAttack = os.clock() end end
gpl-2.0
lecram/segno
fx.lua
1
1692
local fx = {} local core = require "core" local osc = require "osc" local op = require "op" local dl = require "dl" -- Tremolo(input, frequency, {depth}) function fx.Tremolo(args) setmetatable(args, {__index=function() return {out=0.5} end}) local input = args[1] local frq = args[2] local dpt = args.depth local lfo = osc.Sine(frq, dpt) local mul = op.Mul(input, lfo) local v = {out=0, frq=frq, dpt=dpt} local function tick() lfo.ofs.out = 1 - v.dpt.out lfo.amp.out = v.dpt.out lfo() mul() v.out = mul.out end return setmetatable(v, {__call=tick}) end -- Flanger(input, frequency, {depth, tone, feedback, dry, wet}) function fx.Flanger(args) setmetatable(args, {__index=function() return {out=0.5} end}) local input = args[1] local frq = args[2] local dpt = args.depth local ton = args.tone local fdb = args.feedback local dry = args.dry local wet = args.wet local lfo = osc.Sine(frq) local mul_dry = op.Mul(input, dry) local add_fb = op.Add(input) local dli = dl.DelayLineInterpolated(add_fb, lfo, 0.1*core.sec) local mul_wet = op.Mul(dli, wet) local mix = op.Add(mul_dry, mul_wet) local mul_fb = op.Mul(dli, fdb) add_fb.b = mul_fb local v = {out=0, frq=frq, dpt=dpt, ton=ton, fdb=fdb, dry=dry, wet=wet} local function tick() lfo.ofs.out = v.ton.out * -0.005 + 0.01 lfo.amp.out = v.dpt.out * 0.005 * core.sec lfo() add_fb() dli() mul_fb() mul_dry() mul_wet() mix() v.out = mix.out end return setmetatable(v, {__call=tick}) end return fx
mit
Fenix-XI/Fenix
scripts/globals/items/silken_siesta.lua
18
1238
----------------------------------------- -- ID: 5626 -- Item: Silken Siesta -- Food Effect: 4 Hrs, All Races ----------------------------------------- -- TODO: Group Effect -- HP Recoverd while healing 2 -- MP Recovered while healing 5 ----------------------------------------- require("scripts/globals/status"); ----------------------------------------- -- OnItemCheck ----------------------------------------- function onItemCheck(target) result = 0 if (target:hasStatusEffect(EFFECT_FOOD) == true or target:hasStatusEffect(EFFECT_FIELD_SUPPORT_FOOD) == true) then result = 246; end return result; end; ----------------------------------------- -- OnItemUse ----------------------------------------- function onItemUse(target) target:addStatusEffect(EFFECT_FOOD,0,0,14400,5626); end; ----------------------------------- -- onEffectGain Action ----------------------------------- function onEffectGain(target,effect) target:addMod(MOD_HPHEAL, 2); target:addMod(MOD_MPHEAL, 5); end; ----------------------------------------- -- onEffectLose Action ----------------------------------------- function onEffectLose(target,effect) target:delMod(MOD_HPHEAL, 2); target:delMod(MOD_MPHEAL, 5); end;
gpl-3.0
Fenix-XI/Fenix
scripts/zones/North_Gustaberg/npcs/Kuuwari-Aori_WW.lua
13
3336
----------------------------------- -- Area: North Gustaberg -- NPC: Kuuwari-Aori, W.W. -- Type: Outpost Conquest Guards -- @pos -584.687 39.107 54.281 106 ----------------------------------- package.loaded["scripts/zones/North_Gustaberg/TextIDs"] = nil; ----------------------------------- require("scripts/globals/conquest"); require("scripts/zones/North_Gustaberg/TextIDs"); local guardnation = WINDURST; -- SANDORIA, BASTOK, WINDURST, 4 = jeuno local guardtype = 3; -- 1: city, 2: foreign, 3: outpost, 4: border local region = GUSTABERG; local csid = 0x7ff7; ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) tradeConquestGuard(player,npc,trade,guardnation,guardtype); end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) if (player:hasKeyItem(getSupplyKey(region)) and player:getNation() == guardnation) then if (supplyRunFresh(player) == 1) then player:startEvent(csid,16,0,0,0,1,0,0,255); -- you have brought us supplies ! else player:showText(npc, CONQUEST - 1); -- "Hmm... These supplies you have brought us are too old to be of any use." player:delKeyItem(getSupplyKey(region)); player:messageSpecial(KEYITEM_OBTAINED + 1, getSupplyKey(region)); player:setVar("supplyQuest_region",0); end else local arg1 = getArg1(guardnation, player) - 1; if (arg1 >= 1792) then -- foreign, non-allied player:startEvent(csid,1808,0,0,0,0,player:getRank(),0,0); else -- citizen or allied player:startEvent(csid,arg1,0,0x3F0000,0,0,getArg6(player),0,0); end end end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate(player,csid,option) -- printf("CSID: %u",csid); -- printf("OPTION: %u",option); end; ----------------------------------- -- onEventFinish ----------------------------------- function onEventFinish(player,csid,option) -- printf("CSID: %u",csid); -- printf("OPTION: %u",option); if (option == 1) then local duration = (player:getRank() + getNationRank(player:getNation()) + 3) * 3600; player:delStatusEffect(EFFECT_SIGIL); player:delStatusEffect(EFFECT_SANCTION); player:delStatusEffect(EFFECT_SIGNET); player:addStatusEffect(EFFECT_SIGNET,0,0,duration); -- Grant Signet elseif (option == 2) then player:delKeyItem(getSupplyKey(region)); player:addCP(supplyReward[region + 1]) player:messageSpecial(CONQUEST); -- "You've earned conquest points!" if (hasOutpost(player, region+5) == 0) then local supply_quests = 2^(region+5); player:addNationTeleport(guardnation,supply_quests); player:setVar("supplyQuest_region",0); end elseif (option == 4) then if (player:delGil(giltosetHP(guardnation,player))) then player:setHomePoint(); player:messageSpecial(CONQUEST + 94); -- "Your home point has been set." else player:messageSpecial(CONQUEST + 95); -- "You do not have enough gil to set your home point here." end end end;
gpl-3.0
Fenix-XI/Fenix
scripts/zones/QuBia_Arena/TextIDs.lua
15
1428
-- Variable TextID Description text -- General Texts ITEM_CANNOT_BE_OBTAINED = 6379; -- You cannot obtain the item <item>. Come back after sorting your inventory. ITEM_OBTAINED = 6384; -- Obtained: <item>. GIL_OBTAINED = 6385; -- Obtained <number> gil. KEYITEM_OBTAINED = 6387; -- Obtained key item: <keyitem>. -- Maat dialog YOU_DECIDED_TO_SHOW_UP = 7620; -- So, you decided to show up. LOOKS_LIKE_YOU_WERENT_READY = 7621; -- Looks like you weren't ready for me, were you? YOUVE_COME_A_LONG_WAY = 7622; -- Hm. That was a mighty fine display of skill there, Player Name. You've come a long way... TEACH_YOU_TO_RESPECT_ELDERS = 7623; -- I'll teach you to respect your elders! TAKE_THAT_YOU_WHIPPERSNAPPER = 7624; -- Take that, you whippersnapper! THAT_LL_HURT_IN_THE_MORNING = 7626; -- Ungh... That'll hurt in the morning... -- trion dialog FLAT_PREPARE = 7614; -- I am Trion, of San d'Oria FLAT_LAND = 7615; -- Feel the fire of my forefathers RLB_PREPARE = 7616; -- The darkness before me that shrouds the light of good... RLB_LAND = 7617; -- ...Return to the hell you crawled out from SAVAGE_PREPARE = 7618; -- The anger, the pain, and the will to survive... Let the spirit of San d'Oria converge within this blade SAVAGE_LAND = 7619; -- And with this blade I will return the glory to my kingdom's people -- conquest Base CONQUEST_BASE = 7045; -- Tallying conquest results...
gpl-3.0
DarkstarProject/darkstar
scripts/zones/Spire_of_Holla/bcnms/ancient_flames_beckon.lua
9
2899
----------------------------------- -- Ancient Flames Beckon -- Spire of Holla mission battlefield ----------------------------------- local ID = require("scripts/zones/Spire_of_Holla/IDs") require("scripts/globals/battlefield") require("scripts/globals/teleports") require("scripts/globals/keyitems") require("scripts/globals/missions") require("scripts/globals/status") ----------------------------------- local function otherLights(player) return (player:hasKeyItem(dsp.ki.LIGHT_OF_MEA) and 1 or 0) + (player:hasKeyItem(dsp.ki.LIGHT_OF_DEM) and 1 or 0) end function onBattlefieldTick(battlefield, tick) dsp.battlefield.onBattlefieldTick(battlefield, tick) end function onBattlefieldRegister(player, battlefield) end function onBattlefieldEnter(player, battlefield) end function onBattlefieldLeave(player, battlefield, leavecode) if leavecode == dsp.battlefield.leaveCode.WON then local name, clearTime, partySize = battlefield:getRecord() local arg8 = 1 + otherLights(player) player:startEvent(32001, battlefield:getArea(), clearTime, partySize, battlefield:getTimeInside(), 0, battlefield:getLocalVar("[cs]bit"), arg8) elseif leavecode == dsp.battlefield.leaveCode.LOST then player:startEvent(32002) end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) if csid == 32001 then local teleportTo = dsp.teleport.id.EXITPROMHOLLA local ki = dsp.ki.LIGHT_OF_HOLLA -- first promyvion completed if player:getCurrentMission(COP) == dsp.mission.id.cop.BELOW_THE_ARKS then player:completeMission(COP, dsp.mission.id.cop.BELOW_THE_ARKS) player:addMission(COP, dsp.mission.id.cop.THE_MOTHERCRYSTALS) player:setCharVar("cspromy2", 1) player:setCharVar("PromathiaStatus", 0) player:addKeyItem(ki) player:messageSpecial(ID.text.CANT_REMEMBER, ki) elseif player:getCurrentMission(COP) == dsp.mission.id.cop.THE_MOTHERCRYSTALS and not player:hasKeyItem(ki) then -- second promyvion completed if otherLights(player) < 2 then player:setCharVar("cspromy3", 1) player:addKeyItem(ki) player:messageSpecial(ID.text.CANT_REMEMBER, ki) -- final promyvion completed else player:completeMission(COP, dsp.mission.id.cop.THE_MOTHERCRYSTALS) player:setCharVar("PromathiaStatus", 0) player:addMission(COP, dsp.mission.id.cop.AN_INVITATION_WEST) player:addKeyItem(ki) player:messageSpecial(ID.text.CANT_REMEMBER, ki) teleportTo = dsp.teleport.id.LUFAISE end end player:addExp(1500) player:addStatusEffectEx(dsp.effect.TELEPORT, 0, teleportTo, 0, 1) end end
gpl-3.0
DarkstarProject/darkstar
scripts/zones/Eastern_Altepa_Desert/npcs/qm2.lua
9
1389
----------------------------------- -- Area: Eastern Altepa Desert -- NPC: qm2 (???) -- Involved In Quest: 20 in Pirate Years -- !pos 47.852 -7.808 403.391 114 ----------------------------------- local ID = require("scripts/zones/Eastern_Altepa_Desert/IDs") require("scripts/globals/keyitems") ----------------------------------- function onTrade(player,npc,trade) end function onTrigger(player,npc) local twentyInPirateYearsCS = player:getCharVar("twentyInPirateYearsCS") local tsuchigumoKilled = player:getCharVar("TsuchigumoKilled") if twentyInPirateYearsCS == 3 and tsuchigumoKilled <= 1 and not GetMobByID(ID.mob.TSUCHIGUMO_OFFSET):isSpawned() and not GetMobByID(ID.mob.TSUCHIGUMO_OFFSET + 1):isSpawned() then player:messageSpecial(ID.text.SENSE_OF_FOREBODING) SpawnMob(ID.mob.TSUCHIGUMO_OFFSET):updateClaim(player) SpawnMob(ID.mob.TSUCHIGUMO_OFFSET + 1):updateClaim(player) elseif twentyInPirateYearsCS == 3 and tsuchigumoKilled >= 2 then player:addKeyItem(dsp.ki.TRICK_BOX) player:messageSpecial(ID.text.KEYITEM_OBTAINED, dsp.ki.TRICK_BOX) player:setCharVar("twentyInPirateYearsCS", 4) player:setCharVar("TsuchigumoKilled", 0) else player:messageSpecial(ID.text.NOTHING_OUT_OF_ORDINARY) end end function onEventUpdate(player,csid,option) end function onEventFinish(player,csid,option) end
gpl-3.0
8devices/carambola2-luci
applications/luci-firewall/luasrc/model/cbi/firewall/forwards.lua
85
3942
--[[ LuCI - Lua Configuration Interface Copyright 2008 Steven Barth <steven@midlink.org> Copyright 2010-2012 Jo-Philipp Wich <xm@subsignal.org> 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 ]]-- local ds = require "luci.dispatcher" local ft = require "luci.tools.firewall" m = Map("firewall", translate("Firewall - Port Forwards"), translate("Port forwarding allows remote computers on the Internet to \ connect to a specific computer or service within the \ private LAN.")) -- -- Port Forwards -- s = m:section(TypedSection, "redirect", translate("Port Forwards")) s.template = "cbi/tblsection" s.addremove = true s.anonymous = true s.sortable = true s.extedit = ds.build_url("admin/network/firewall/forwards/%s") s.template_addremove = "firewall/cbi_addforward" function s.create(self, section) local n = m:formvalue("_newfwd.name") local p = m:formvalue("_newfwd.proto") local E = m:formvalue("_newfwd.extzone") local e = m:formvalue("_newfwd.extport") local I = m:formvalue("_newfwd.intzone") local a = m:formvalue("_newfwd.intaddr") local i = m:formvalue("_newfwd.intport") if p == "other" or (p and a) then created = TypedSection.create(self, section) self.map:set(created, "target", "DNAT") self.map:set(created, "src", E or "wan") self.map:set(created, "dest", I or "lan") self.map:set(created, "proto", (p ~= "other") and p or "all") self.map:set(created, "src_dport", e) self.map:set(created, "dest_ip", a) self.map:set(created, "dest_port", i) self.map:set(created, "name", n) end if p ~= "other" then created = nil end end function s.parse(self, ...) TypedSection.parse(self, ...) if created then m.uci:save("firewall") luci.http.redirect(ds.build_url( "admin/network/firewall/redirect", created )) end end function s.filter(self, sid) return (self.map:get(sid, "target") ~= "SNAT") end ft.opt_name(s, DummyValue, translate("Name")) local function forward_proto_txt(self, s) return "%s-%s" %{ translate("IPv4"), ft.fmt_proto(self.map:get(s, "proto"), self.map:get(s, "icmp_type")) or "TCP+UDP" } end local function forward_src_txt(self, s) local z = ft.fmt_zone(self.map:get(s, "src"), translate("any zone")) local a = ft.fmt_ip(self.map:get(s, "src_ip"), translate("any host")) local p = ft.fmt_port(self.map:get(s, "src_port")) local m = ft.fmt_mac(self.map:get(s, "src_mac")) if p and m then return translatef("From %s in %s with source %s and %s", a, z, p, m) elseif p or m then return translatef("From %s in %s with source %s", a, z, p or m) else return translatef("From %s in %s", a, z) end end local function forward_via_txt(self, s) local a = ft.fmt_ip(self.map:get(s, "src_dip"), translate("any router IP")) local p = ft.fmt_port(self.map:get(s, "src_dport")) if p then return translatef("Via %s at %s", a, p) else return translatef("Via %s", a) end end match = s:option(DummyValue, "match", translate("Match")) match.rawhtml = true match.width = "50%" function match.cfgvalue(self, s) return "<small>%s<br />%s<br />%s</small>" % { forward_proto_txt(self, s), forward_src_txt(self, s), forward_via_txt(self, s) } end dest = s:option(DummyValue, "dest", translate("Forward to")) dest.rawhtml = true dest.width = "40%" function dest.cfgvalue(self, s) local z = ft.fmt_zone(self.map:get(s, "dest"), translate("any zone")) local a = ft.fmt_ip(self.map:get(s, "dest_ip"), translate("any host")) local p = ft.fmt_port(self.map:get(s, "dest_port")) or ft.fmt_port(self.map:get(s, "src_dport")) if p then return translatef("%s, %s in %s", a, p, z) else return translatef("%s in %s", a, z) end end ft.opt_enabled(s, Flag, translate("Enable")).width = "1%" return m
apache-2.0
stallboy/configgen
example/lua/cfg/_cfgs.lua
1
1488
local cfg = {} cfg._mk = require "common.mkcfg" local pre = cfg._mk.pretable cfg.ai = {} ---@type cfg.ai.ai cfg.ai.ai = pre("cfg.ai.ai") ---@type cfg.ai.ai_action cfg.ai.ai_action = pre("cfg.ai.ai_action") ---@type cfg.ai.ai_condition cfg.ai.ai_condition = pre("cfg.ai.ai_condition") cfg.equip = {} ---@type cfg.equip.ability cfg.equip.ability = pre("cfg.equip.ability") ---@type cfg.equip.equipconfig cfg.equip.equipconfig = pre("cfg.equip.equipconfig") ---@type cfg.equip.jewelry cfg.equip.jewelry = pre("cfg.equip.jewelry") ---@type cfg.equip.jewelryrandom cfg.equip.jewelryrandom = pre("cfg.equip.jewelryrandom") ---@type cfg.equip.jewelrysuit cfg.equip.jewelrysuit = pre("cfg.equip.jewelrysuit") ---@type cfg.equip.jewelrytype cfg.equip.jewelrytype = pre("cfg.equip.jewelrytype") ---@type cfg.equip.rank cfg.equip.rank = pre("cfg.equip.rank") cfg.other = {} ---@type cfg.other.drop cfg.other.drop = pre("cfg.other.drop") ---@type cfg.other.loot cfg.other.loot = pre("cfg.other.loot") ---@type cfg.other.lootitem cfg.other.lootitem = pre("cfg.other.lootitem") ---@type cfg.other.monster cfg.other.monster = pre("cfg.other.monster") ---@type cfg.other.signin cfg.other.signin = pre("cfg.other.signin") cfg.task = {} ---@type cfg.task.completeconditiontype cfg.task.completeconditiontype = pre("cfg.task.completeconditiontype") ---@type cfg.task.task cfg.task.task = pre("cfg.task.task") ---@type cfg.task.taskextraexp cfg.task.taskextraexp = pre("cfg.task.taskextraexp") return cfg
mit
DarkstarProject/darkstar
scripts/zones/Aht_Urhgan_Whitegate/npcs/Waoud.lua
9
7704
----------------------------------- -- Area: Aht Urhgan Whitegate -- NPC: Waoud -- Standard Info NPC -- Involved in quests: An Empty Vessel (BLU flag), Beginnings (BLU AF1) -- !pos 65 -6 -78 50 ----------------------------------- require("scripts/globals/settings") require("scripts/globals/status") require("scripts/globals/missions") require("scripts/globals/quests") require("scripts/globals/npc_util") local ID = require("scripts/zones/Aht_Urhgan_Whitegate/IDs") ----------------------------------- function onTrade(player,npc,trade) local anEmptyVessel = player:getQuestStatus(AHT_URHGAN,dsp.quest.id.ahtUrhgan.AN_EMPTY_VESSEL) local anEmptyVesselProgress = player:getCharVar("AnEmptyVesselProgress") local StoneID = player:getCharVar("EmptyVesselStone") -- AN EMPTY VESSEL (dangruf stone, valkurm sunsand, or siren's tear) if anEmptyVessel == QUEST_ACCEPTED and anEmptyVesselProgress == 3 and trade:hasItemQty(StoneID,1) and trade:getItemCount() == 1 then player:startEvent(67,StoneID) -- get the stone to Aydeewa end end function onTrigger(player,npc) local anEmptyVessel = player:getQuestStatus(AHT_URHGAN,dsp.quest.id.ahtUrhgan.AN_EMPTY_VESSEL) local anEmptyVesselProgress = player:getCharVar("AnEmptyVesselProgress") local divinationReady = vanaDay() > player:getCharVar("LastDivinationDay") local beginnings = player:getQuestStatus(AHT_URHGAN,dsp.quest.id.ahtUrhgan.BEGINNINGS) -- AN EMPTY VESSEL if ENABLE_TOAU == 1 and anEmptyVessel == QUEST_AVAILABLE and anEmptyVesselProgress <= 1 and player:getMainLvl() >= ADVANCED_JOB_LEVEL then if divinationReady then player:setCharVar("SuccessfullyAnswered",0) player:startEvent(60,player:getGil()) -- you must answer these 10 questions else player:startEvent(63) -- you failed, and must wait a gameday to try again end elseif anEmptyVesselProgress == 2 then if divinationReady and not player:needToZone() then player:startEvent(65) -- gives you a clue about the stone he wants (specific conditions) else -- Have not zoned, or have not waited, or both. player:startEvent(64) -- you have succeeded, but you need to wait a gameday and zone end elseif anEmptyVesselProgress == 3 then player:startEvent(66) -- reminds you about the item he wants elseif anEmptyVesselProgress == 4 then player:startEvent(68) -- reminds you to bring the item to Aydeewa elseif anEmptyVessel == QUEST_COMPLETED and beginnings == QUEST_AVAILABLE and player:getCharVar("BluAFBeginnings_Waoud") == 0 then player:startEvent(69) -- closing cutscene -- BEGINNINGS elseif anEmptyVessel == QUEST_COMPLETED and beginnings == QUEST_AVAILABLE and player:getCurrentMission(TOAU) > dsp.mission.id.toau.IMMORTAL_SENTRIES and player:getMainJob() == dsp.job.BLU and player:getMainLvl() >= ADVANCED_JOB_LEVEL then if not divinationReady then player:startEvent(63) elseif player:needToZone() then player:startEvent(78,player:getGil()) -- dummy questions, costs you 1000 gil else player:startEvent(705,player:getGil()) -- start AF1 quest end elseif beginnings == QUEST_ACCEPTED then local brand1 = player:hasKeyItem(dsp.ki.BRAND_OF_THE_SPRINGSERPENT) local brand2 = player:hasKeyItem(dsp.ki.BRAND_OF_THE_GALESERPENT) local brand3 = player:hasKeyItem(dsp.ki.BRAND_OF_THE_FLAMESERPENT) local brand4 = player:hasKeyItem(dsp.ki.BRAND_OF_THE_SKYSERPENT) local brand5 = player:hasKeyItem(dsp.ki.BRAND_OF_THE_STONESERPENT) if brand1 and brand2 and brand3 and brand4 and brand5 then player:startEvent(707) -- reward immortal's scimitar else player:startEvent(706,player:getGil()) -- clue about the five staging points, costs you 1000 gil end -- DEFAULT DIALOG else player:startEvent(61) end end function onEventUpdate(player,csid,option) -- AN EMPTY VESSEL if csid == 60 then local success = player:getCharVar("SuccessfullyAnswered") -- record correct answers if option < 40 then local correctAnswers = {2,6,9,12,13,18,21,24,26,30} for k,v in pairs(correctAnswers) do if (v == option) then player:setCharVar("SuccessfullyAnswered", success + 1) break end end -- determine results elseif option == 40 then if success < 2 then player:updateEvent(player:getGil(),0,0,0,0,0,0,10) -- Springserpent elseif success < 4 then player:updateEvent(player:getGil(),0,0,0,0,0,0,20) -- Stoneserpent elseif success < 6 then player:updateEvent(player:getGil(),0,0,0,0,0,0,30) -- Galeserpent elseif success < 8 then player:updateEvent(player:getGil(),0,0,0,0,0,0,40) -- Flameserpent elseif success < 10 then player:updateEvent(player:getGil(),0,0,0,0,0,0,60) -- Skyserpent else local rand = math.random(1,3) switch (rand): caseof { [1] = function (x) player:setCharVar("EmptyVesselStone",576) end, -- (576) Siren's Tear (576) [2] = function (x) player:setCharVar("EmptyVesselStone",503) end, -- (502) Valkurm Sunsand (502) [3] = function (x) player:setCharVar("EmptyVesselStone",553) end -- (553) Dangruf Stone (553) } player:setCharVar("SuccessfullyAnswered", 0) player:updateEvent(player:getGil(),0,0,0,0,0,rand,70) -- all 5 serpents / success! end end elseif csid == 65 and option == 2 then player:setCharVar("AnEmptyVesselProgress",3) -- BEGINNINGS elseif csid == 78 and option == 40 then local serpent = math.random(1,5) * 10 player:updateEvent(player:getGil(),0,0,0,0,0,0,serpent) end end function onEventFinish(player,csid,option) -- AN EMPTY VESSEL if csid == 60 then if option == 0 then player:setCharVar("AnEmptyVesselProgress", 1) elseif option == 50 then player:needToZone(true) player:setCharVar("LastDivinationDay",vanaDay()) player:setCharVar("AnEmptyVesselProgress",2) player:addQuest(AHT_URHGAN,dsp.quest.id.ahtUrhgan.AN_EMPTY_VESSEL) else player:setCharVar("LastDivinationDay",vanaDay()) player:setCharVar("AnEmptyVesselProgress",1) player:delGil(1000) player:messageSpecial(ID.text.PAY_DIVINATION) -- You pay 1000 gil for the divination. end elseif csid == 67 then -- Turn in stone, go to Aydeewa player:setCharVar("AnEmptyVesselProgress",4) elseif csid == 69 and option == 1 then player:needToZone(true) player:setCharVar("LastDivinationDay",vanaDay()) player:setCharVar("BluAFBeginnings_Waoud",1) -- BEGINNINGS elseif csid == 78 and option == 1 then player:setCharVar("LastDivinationDay",vanaDay()) player:delGil(1000) player:messageSpecial(ID.text.PAY_DIVINATION) -- You pay 1000 gil for the divination. elseif csid == 705 and option == 1 then player:addQuest(AHT_URHGAN,dsp.quest.id.ahtUrhgan.BEGINNINGS) elseif csid == 706 and option == 1 then player:delGil(1000) player:messageSpecial(ID.text.PAY_DIVINATION) -- You pay 1000 gil for the divination. elseif csid == 707 then npcUtil.completeQuest(player, AHT_URHGAN, dsp.quest.id.ahtUrhgan.BEGINNINGS, {item=17717}) end end
gpl-3.0
DarkstarProject/darkstar
scripts/globals/spells/bluemagic/seedspray.lua
4
1921
----------------------------------------- -- Spell: Seedspray -- Delivers a threefold attack. Additional effect: Weakens defense. Chance of effect varies with TP -- Spell cost: 61 MP -- Monster Type: Plantoids -- Spell Type: Physical (Slashing) -- Blue Magic Points: 2 -- Stat Bonus: VIT+1 -- Level: 61 -- Casting Time: 4 seconds -- Recast Time: 35 seconds -- Skillchain Element(s): Ice (Primary) and Wind (Secondary) - (can open Impaction, Compression, Fragmentation, Scission or Gravitation can close Induration or Detonation) -- Combos: Beast Killer ----------------------------------------- require("scripts/globals/bluemagic") require("scripts/globals/status") require("scripts/globals/magic") ----------------------------------------- function onMagicCastingCheck(caster,target,spell) return 0 end function onSpellCast(caster,target,spell) local params = {} -- This data should match information on http://wiki.ffxiclopedia.org/wiki/Calculating_Blue_Magic_Damage params.tpmod = TPMOD_CRITICAL params.dmgtype = dsp.damageType.SLASHING params.scattr = SC_GRAVITATION params.numhits = 3 params.multiplier = 1.925 params.tp150 = 1.25 params.tp300 = 1.25 params.azuretp = 1.25 params.duppercap = 61 params.str_wsc = 0.0 params.dex_wsc = 0.30 params.vit_wsc = 0.0 params.agi_wsc = 0.0 params.int_wsc = 0.20 params.mnd_wsc = 0.0 params.chr_wsc = 0.0 damage = BluePhysicalSpell(caster, target, spell, params) damage = BlueFinalAdjustments(caster, target, spell, damage, params) local chance = math.random() if (damage > 0 and chance > 1) then local typeEffect = dsp.effect.DEFENSE_DOWN target:delStatusEffect(typeEffect) target:addStatusEffect(typeEffect,4,0,getBlueEffectDuration(caster,resist,typeEffect)) end return damage end
gpl-3.0
tcatm/luci
applications/luci-app-radvd/luasrc/model/cbi/radvd/prefix.lua
61
3557
-- Copyright 2010 Jo-Philipp Wich <jow@openwrt.org> -- Licensed to the public under the Apache License 2.0. local sid = arg[1] local utl = require "luci.util" m = Map("radvd", translatef("Radvd - Prefix"), translate("Radvd is a router advertisement daemon for IPv6. " .. "It listens to router solicitations and sends router advertisements " .. "as described in RFC 4861.")) m.redirect = luci.dispatcher.build_url("admin/network/radvd") if m.uci:get("radvd", sid) ~= "prefix" then luci.http.redirect(m.redirect) return end s = m:section(NamedSection, sid, "interface", translate("Prefix Configuration")) s.addremove = false s:tab("general", translate("General")) s:tab("advanced", translate("Advanced")) -- -- General -- o = s:taboption("general", Flag, "ignore", translate("Enable")) o.rmempty = false function o.cfgvalue(...) local v = Flag.cfgvalue(...) return v == "1" and "0" or "1" end function o.write(self, section, value) Flag.write(self, section, value == "1" and "0" or "1") end o = s:taboption("general", Value, "interface", translate("Interface"), translate("Specifies the logical interface name this section belongs to")) o.template = "cbi/network_netlist" o.nocreate = true o.optional = false function o.formvalue(...) return Value.formvalue(...) or "-" end function o.validate(self, value) if value == "-" then return nil, translate("Interface required") end return value end function o.write(self, section, value) m.uci:set("radvd", section, "ignore", 0) m.uci:set("radvd", section, "interface", value) end o = s:taboption("general", DynamicList, "prefix", translate("Prefixes"), translate("Advertised IPv6 prefixes. If empty, the current interface prefix is used")) o.optional = true o.datatype = "ip6addr" o.placeholder = translate("default") function o.cfgvalue(self, section) local l = { } local v = m.uci:get_list("radvd", section, "prefix") for v in utl.imatch(v) do l[#l+1] = v end return l end o = s:taboption("general", Flag, "AdvOnLink", translate("On-link determination"), translate("Indicates that this prefix can be used for on-link determination (RFC4861)")) o.rmempty = false o.default = "1" o = s:taboption("general", Flag, "AdvAutonomous", translate("Autonomous"), translate("Indicates that this prefix can be used for autonomous address configuration (RFC4862)")) o.rmempty = false o.default = "1" -- -- Advanced -- o = s:taboption("advanced", Flag, "AdvRouterAddr", translate("Advertise router address"), translate("Indicates that the address of interface is sent instead of network prefix, as is required by Mobile IPv6")) o = s:taboption("advanced", Value, "AdvValidLifetime", translate("Valid lifetime"), translate("Advertises the length of time in seconds that the prefix is valid for the purpose of on-link determination.")) o.datatype = 'or(uinteger,"infinity")' o.placeholder = 86400 o = s:taboption("advanced", Value, "AdvPreferredLifetime", translate("Preferred lifetime"), translate("Advertises the length of time in seconds that addresses generated from the prefix via stateless address autoconfiguration remain preferred.")) o.datatype = 'or(uinteger,"infinity")' o.placeholder = 14400 o = s:taboption("advanced", Value, "Base6to4Interface", translate("6to4 interface"), translate("Specifies a logical interface name to derive a 6to4 prefix from. The interfaces public IPv4 address is combined with 2002::/3 and the value of the prefix option")) o.template = "cbi/network_netlist" o.nocreate = true o.unspecified = true return m
apache-2.0
Fenix-XI/Fenix
scripts/zones/Quicksand_Caves/npcs/_5s1.lua
13
1251
----------------------------------- -- Area: Quicksand Caves -- NPC: Ornate Door -- Door blocked by Weight system -- @pos 21 0 -180 208 ----------------------------------- package.loaded["scripts/zones/Quicksand_Caves/TextIDs"] = nil; ----------------------------------- require("scripts/zones/Quicksand_Caves/TextIDs"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) local difX = player:getXPos()-(30); local difZ = player:getZPos()-(-180); local Distance = math.sqrt( math.pow(difX,2) + math.pow(difZ,2) ); if (Distance < 3) then return -1; end player:messageSpecial(DOOR_FIRMLY_SHUT); return 1; end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); end; ----------------------------------- -- onEventFinish ----------------------------------- function onEventFinish(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); end;
gpl-3.0
wez2020/nwewew
plugins/Member_Manager.lua
24
11556
local function pre_process(msg) -- SERVICE MESSAGE if msg.action and msg.action.type then local action = msg.action.type -- Check if banned user joins chat by link if action == 'chat_add_user_link' then local user_id = msg.from.id print('Checking invited user '..user_id) local banned = is_banned(user_id, msg.to.id) if banned or is_gbanned(user_id) then -- Check it with redis print('User is banned!') local name = user_print_name(msg.from) savelog(msg.to.id, name.." ["..msg.from.id.."] is banned and kicked ! ")-- Save to logs kick_user(user_id, msg.to.id) end end -- Check if banned user joins chat if action == 'chat_add_user' then local user_id = msg.action.user.id print('Checking invited user '..user_id) local banned = is_banned(user_id, msg.to.id) if banned or is_gbanned(user_id) then -- Check it with redis print('User is banned!') local name = user_print_name(msg.from) savelog(msg.to.id, name.." ["..msg.from.id.."] added a banned user >"..msg.action.user.id)-- Save to logs kick_user(user_id, msg.to.id) local banhash = 'addedbanuser:'..msg.to.id..':'..msg.from.id redis:incr(banhash) local banhash = 'addedbanuser:'..msg.to.id..':'..msg.from.id local banaddredis = redis:get(banhash) if banaddredis then if tonumber(banaddredis) == 4 and not is_owner(msg) then kick_user(msg.from.id, msg.to.id)-- Kick user who adds ban ppl more than 3 times end if tonumber(banaddredis) == 8 and not is_owner(msg) then ban_user(msg.from.id, msg.to.id)-- Kick user who adds ban ppl more than 7 times local banhash = 'addedbanuser:'..msg.to.id..':'..msg.from.id redis:set(banhash, 0)-- Reset the Counter end end end if data[tostring(msg.to.id)] then if data[tostring(msg.to.id)]['settings'] then if data[tostring(msg.to.id)]['settings']['lock_bots'] then bots_protection = data[tostring(msg.to.id)]['settings']['lock_bots'] end end end if msg.action.user.username ~= nil then if string.sub(msg.action.user.username:lower(), -3) == 'bot' and not is_momod(msg) and bots_protection == "yes" then --- Will kick bots added by normal users local name = user_print_name(msg.from) savelog(msg.to.id, name.." ["..msg.from.id.."] added a bot > @".. msg.action.user.username)-- Save to logs kick_user(msg.action.user.id, msg.to.id) end end end -- No further checks return msg end -- banned user is talking ! if msg.to.type == 'chat' then local data = load_data(_config.moderation.data) local group = msg.to.id local texttext = 'groups' --if not data[tostring(texttext)][tostring(msg.to.id)] and not is_realm(msg) then -- Check if this group is one of my groups or not --chat_del_user('chat#id'..msg.to.id,'user#id'..our_id,ok_cb,false) --return --end local user_id = msg.from.id local chat_id = msg.to.id local banned = is_banned(user_id, chat_id) if banned or is_gbanned(user_id) then -- Check it with redis print('Banned user talking!') local name = user_print_name(msg.from) savelog(msg.to.id, name.." ["..msg.from.id.."] banned user is talking !")-- Save to logs kick_user(user_id, chat_id) msg.text = '' end end return msg end local function kick_ban_res(extra, success, result) --vardump(result) --vardump(extra) local member_id = result.id local user_id = member_id local member = result.username local chat_id = extra.chat_id local from_id = extra.from_id local get_cmd = extra.get_cmd local receiver = "chat#id"..chat_id if get_cmd == "kick" then if member_id == from_id then return send_large_msg(receiver, "You can't kick yourself") end if is_momod2(member_id, chat_id) and not is_admin2(sender) then return send_large_msg(receiver, "You can't kick mods/owner/admins") end return kick_user(member_id, chat_id) elseif get_cmd == 'ban' then if is_momod2(member_id, chat_id) and not is_admin2(sender) then return send_large_msg(receiver, "You can't ban mods/owner/admins") end send_large_msg(receiver, 'User @'..member..' '..member_id..' banned!') return ban_user(member_id, chat_id) elseif get_cmd == 'unban' then send_large_msg(receiver, 'User @'..member..' ['..member_id..'] unbanned') local hash = 'banned:'..chat_id redis:srem(hash, member_id) return 'User '..user_id..' unbanned' elseif get_cmd == 'globalban' then send_large_msg(receiver, 'User @'..member..' '..member_id..'globally banned!') return banall_user(member_id, chat_id) elseif get_cmd == 'globalunban' then send_large_msg(receiver, 'User @'..member..' ['..member_id..'] un-globally banned') return unbanall_user(member_id, chat_id) end end local function run(msg, matches) if matches[1]:lower() == 'id' then if msg.to.type == "user" then return "Bot ID: "..msg.to.id.. "\n\nYour ID: "..msg.from.id end if type(msg.reply_id) ~= "nil" then local name = user_print_name(msg.from) savelog(msg.to.id, name.." ["..msg.from.id.."] used /id ") id = get_message(msg.reply_id,get_message_callback_id, false) elseif matches[1]:lower() == 'id' then local name = user_print_name(msg.from) savelog(msg.to.id, name.." ["..msg.from.id.."] used /id ") return "Group " ..string.gsub(msg.to.print_name, "_", " ").. " ID:"..msg.to.id end end if matches[1]:lower() == 'kickme' then-- /kickme local receiver = get_receiver(msg) if msg.to.type == 'chat' then local name = user_print_name(msg.from) savelog(msg.to.id, name.." ["..msg.from.id.."] left using kickme ")-- Save to logs chat_del_user("chat#id"..msg.to.id, "user#id"..msg.from.id, ok_cb, false) end end if not is_momod(msg) then -- Ignore normal users return end if matches[1]:lower() == "banlist" then -- Ban list ! local chat_id = msg.to.id if matches[2] and is_admin(msg) then chat_id = matches[2] end return ban_list(chat_id) end if matches[1]:lower() == 'ban' then-- /ban if type(msg.reply_id)~="nil" and is_momod(msg) then if is_admin(msg) then local msgr = get_message(msg.reply_id,ban_by_reply_admins, false) else msgr = get_message(msg.reply_id,ban_by_reply, false) end end local user_id = matches[2] local chat_id = msg.to.id if string.match(matches[2], '^%d+$') then if tonumber(matches[2]) == tonumber(our_id) then return end if not is_admin(msg) and is_momod2(matches[2], msg.to.id) then return "you can't ban mods/owner/admins" end if tonumber(matches[2]) == tonumber(msg.from.id) then return "You can't ban your self !" end local name = user_print_name(msg.from) savelog(msg.to.id, name.." ["..msg.from.id.."] baned user ".. matches[2]) ban_user(user_id, chat_id) else local cbres_extra = { chat_id = msg.to.id, get_cmd = 'ban', from_id = msg.from.id } local username = matches[2] local username = string.gsub(matches[2], '@', '') res_user(username, kick_ban_res, cbres_extra) end end if matches[1]:lower() == 'unban' then -- /unban if type(msg.reply_id)~="nil" and is_momod(msg) then local msgr = get_message(msg.reply_id,unban_by_reply, false) end local user_id = matches[2] local chat_id = msg.to.id local targetuser = matches[2] if string.match(targetuser, '^%d+$') then local user_id = targetuser local hash = 'banned:'..chat_id redis:srem(hash, user_id) local name = user_print_name(msg.from) savelog(msg.to.id, name.." ["..msg.from.id.."] unbaned user ".. matches[2]) return 'User '..user_id..' unbanned' else local cbres_extra = { chat_id = msg.to.id, get_cmd = 'unban', from_id = msg.from.id } local username = matches[2] local username = string.gsub(matches[2], '@', '') res_user(username, kick_ban_res, cbres_extra) end end if matches[1]:lower() == 'kick' then if type(msg.reply_id)~="nil" and is_momod(msg) then if is_admin(msg) then local msgr = get_message(msg.reply_id,Kick_by_reply_admins, false) else msgr = get_message(msg.reply_id,Kick_by_reply, false) end end if string.match(matches[2], '^%d+$') then if tonumber(matches[2]) == tonumber(our_id) then return end if not is_admin(msg) and is_momod2(matches[2], msg.to.id) then return "you can't kick mods/owner/admins" end if tonumber(matches[2]) == tonumber(msg.from.id) then return "You can't kick your self !" end local user_id = matches[2] local chat_id = msg.to.id name = user_print_name(msg.from) savelog(msg.to.id, name.." ["..msg.from.id.."] kicked user ".. matches[2]) kick_user(user_id, chat_id) else local cbres_extra = { chat_id = msg.to.id, get_cmd = 'kick', from_id = msg.from.id } local username = matches[2] local username = string.gsub(matches[2], '@', '') res_user(username, kick_ban_res, cbres_extra) end end if not is_admin(msg) then return end if matches[1]:lower() == 'globalban' then -- Global ban if type(msg.reply_id) ~="nil" and is_admin(msg) then return get_message(msg.reply_id,banall_by_reply, false) end local user_id = matches[2] local chat_id = msg.to.id local targetuser = matches[2] if string.match(targetuser, '^%d+$') then if tonumber(matches[2]) == tonumber(our_id) then return false end banall_user(targetuser) return 'User '..user_id..' globally banned!' else local cbres_extra = { chat_id = msg.to.id, get_cmd = 'banall', from_id = msg.from.id } local username = matches[2] local username = string.gsub(matches[2], '@', '') res_user(username, kick_ban_res, cbres_extra) end end if matches[1]:lower() == 'globalunban' then -- Global unban local user_id = matches[2] local chat_id = msg.to.id if string.match(matches[2], '^%d+$') then if tonumber(matches[2]) == tonumber(our_id) then return false end unbanall_user(user_id) return 'User '..user_id..' globally unbanned!' else local cbres_extra = { chat_id = msg.to.id, get_cmd = 'unbanall', from_id = msg.from.id } local username = matches[2] local username = string.gsub(matches[2], '@', '') res_user(username, kick_ban_res, cbres_extra) end end if matches[1]:lower() == "glbanlist" then -- Global ban list return banall_list() end end return { patterns = { "^[!/]([Gg]lobalban) (.*)$", "^[!/]([Gg]lobalban)$", "^[!/]([Bb]anlist) (.*)$", "^[!/]([Bb]anlist)$", "^[!/]([Gg]lbanlist)$", "^[!/]([Bb]an) (.*)$", "^[!/]([Kk]ick)$", "^[!/]([Uu]nban) (.*)$", "^[!/]([Gg]lobalunban) (.*)$", "^[!/]([Gg]lobalunban)$", "^[!/]([Kk]ick) (.*)$", "^[!/]([Kk]ickme)$", "^[!/]([Bb]an)$", "^[!/]([Uu]nban)$", "^[!/]([Ii]d)$", "^!!tgservice (.+)$" }, run = run, pre_process = pre_process }
gpl-2.0
Fenix-XI/Fenix
scripts/zones/RuAun_Gardens/npcs/relic.lua
13
1848
----------------------------------- -- Area: Ru'Aun Gardens -- NPC: <this space intentionally left blank> -- @pos -241 -12 332 130 ----------------------------------- package.loaded["scripts/zones/RuAun_Gardens/TextIDs"] = nil; ----------------------------------- require("scripts/zones/RuAun_Gardens/TextIDs"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) -- Working on correct relic, 4 items, Stage 4 item, Shard, Necropsyche, currencypiece if (player:getVar("RELIC_IN_PROGRESS") == 18299 and trade:getItemCount() == 4 and trade:hasItemQty(18299,1) and trade:hasItemQty(1578,1) and trade:hasItemQty(1589,1) and trade:hasItemQty(1451,1)) then player:startEvent(60,18300); end end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) player:messageSpecial(NOTHING_OUT_OF_ORDINARY); end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); end; ----------------------------------- -- onEventFinish ----------------------------------- function onEventFinish(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); if (csid == 60) then if (player:getFreeSlotsCount() < 2) then player:messageSpecial(ITEM_CANNOT_BE_OBTAINED,18300); player:messageSpecial(FULL_INVENTORY_AFTER_TRADE,1450); else player:tradeComplete(); player:addItem(18300); player:addItem(1450,30); player:messageSpecial(ITEM_OBTAINED,18300); player:messageSpecial(ITEMS_OBTAINED,1450,30); player:setVar("RELIC_IN_PROGRESS",0); end end end;
gpl-3.0
DarkstarProject/darkstar
scripts/zones/Bhaflau_Thickets/npcs/Runic_Portal.lua
9
1308
----------------------------------- -- Area: Bhaflau Thickets -- NPC: Runic Portal -- Mamook Ja Teleporter Back to Aht Urgan Whitegate -- !pos -211 -11 -818 52 ----------------------------------- local ID = require("scripts/zones/Bhaflau_Thickets/IDs") ----------------------------------- require("scripts/globals/besieged") require("scripts/globals/missions") require("scripts/globals/teleports") ----------------------------------- function onTrade(player, npc, trade) end function onTrigger(player, npc) if player:getCurrentMission(TOAU) == dsp.mission.id.toau.IMMORTAL_SENTRIES and player:getCharVar("AhtUrganStatus") == 1 then player:startEvent(111) elseif player:getCurrentMission(TOAU) > dsp.mission.id.toau.IMMORTAL_SENTRIES then if dsp.besieged.hasRunicPortal(player, dsp.teleport.runic_portal.MAMOOL) then player:startEvent(109) else player:startEvent(111) end else player:messageSpecial(ID.text.RESPONSE) end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) if option == 1 then if csid == 111 then dsp.besieged.addRunicPortal(player, dsp.teleport.runic_portal.MAMOOL) end dsp.teleport.toChamberOfPassage(player) end end
gpl-3.0
Fenix-XI/Fenix
scripts/zones/Aht_Urhgan_Whitegate/npcs/Tateeya.lua
7
2616
----------------------------------- -- Area: Aht Urhgan Whitegate -- NPC: Tateeya -- Automaton Attachment Unlocks ----------------------------------- package.loaded["scripts/zones/Aht_Urhgan_Whitegate/TextIDs"] = nil; ----------------------------------- require("scripts/zones/Aht_Urhgan_Whitegate/TextIDs"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) local tradeStatus = player:getVar('TateeyaTradeStatus'); local automatonName = player:getAutomatonName(); if (tradeStatus == 1) then for i=0,7 do local subid = trade:getItemSubId(i); if (subid >= 0x2000 and subid < 0x2800) then if (player:unlockAttachment(subid)) then player:setVar('TateeyaUnlock', subid); player:startEventString(0x028B, automatonName, automatonName, automatonName, automatonName, subid); --unlock attachment event trade:confirmItem(i); player:confirmTrade(); else player:startEvent(0x028C); --already unlocked event end break; end end end end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) local tradeStatus = player:getVar('TateeyaTradeStatus'); local automatonName = player:getAutomatonName(); if (tradeStatus == 0) then if (player:getMainJob() == JOB_PUP) then player:startEventString(0x028A, automatonName, automatonName, automatonName, automatonName); --trade me to unlock attachments else player:startEvent(0x0102); --default no PUP CS end else player:startEventString(0x028A, automatonName, automatonName, automatonName, automatonName, 1); end end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); end; ----------------------------------- -- onEventFinish ----------------------------------- function onEventFinish(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); if (csid == 0x028A) then --unlocking attachments explanation player:setVar('TateeyaTradeStatus', 1); elseif (csid == 0x028B) then local subid = player:getVar('TateeyaUnlock'); player:messageSpecial(AUTOMATON_ATTACHMENT_UNLOCK, subid); player:setVar('TateeyaUnlock',0); end end;
gpl-3.0
marcel-sch/luci
applications/luci-app-ddns/luasrc/model/cbi/ddns/overview.lua
33
9247
-- Copyright 2014 Christian Schoenebeck <christian dot schoenebeck at gmail dot com> -- Licensed to the public under the Apache License 2.0. local NXFS = require "nixio.fs" local CTRL = require "luci.controller.ddns" -- this application's controller local DISP = require "luci.dispatcher" local HTTP = require "luci.http" local SYS = require "luci.sys" local DDNS = require "luci.tools.ddns" -- ddns multiused functions -- show hints ? show_hints = not (DDNS.check_ipv6() -- IPv6 support and DDNS.check_ssl() -- HTTPS support and DDNS.check_proxy() -- Proxy support and DDNS.check_bind_host() -- DNS TCP support ) -- correct ddns-scripts version need_update = DDNS.ipkg_ver_compare(DDNS.ipkg_ver_installed("ddns-scripts"), "<<", CTRL.DDNS_MIN) -- html constants font_red = [[<font color="red">]] font_off = [[</font>]] bold_on = [[<strong>]] bold_off = [[</strong>]] -- cbi-map definition -- ####################################################### m = Map("ddns") -- first need to close <a> from cbi map template our <a> closed by template m.title = [[</a><a href="javascript:alert(']] .. translate("Version Information") .. [[\n\nluci-app-ddns]] .. [[\n\t]] .. translate("Version") .. [[:\t]] .. DDNS.ipkg_ver_installed("luci-app-ddns") .. [[\n\nddns-scripts ]] .. translate("required") .. [[:]] .. [[\n\t]] .. translate("Version") .. [[:\t]] .. CTRL.DDNS_MIN .. [[ ]] .. translate("or higher") .. [[\n\nddns-scripts ]] .. translate("installed") .. [[:]] .. [[\n\t]] .. translate("Version") .. [[:\t]] .. DDNS.ipkg_ver_installed("ddns-scripts") .. [[\n\n]] .. [[')">]] .. translate("Dynamic DNS") m.description = translate("Dynamic DNS allows that your router can be reached with " .. "a fixed hostname while having a dynamically changing " .. "IP address.") m.on_after_commit = function(self) if self.changed then -- changes ? if SYS.init.enabled("ddns") then -- ddns service enabled, restart all os.execute("/etc/init.d/ddns restart") else -- ddns service disabled, send SIGHUP to running os.execute("killall -1 dynamic_dns_updater.sh") end end end -- SimpleSection definiton -- ################################################## -- with all the JavaScripts we need for "a good Show" a = m:section( SimpleSection ) a.template = "ddns/overview_status" -- SimpleSection definition -- ################################################# -- show Hints to optimize installation and script usage -- only show if service not enabled -- or no IPv6 support -- or not GNU Wget and not cURL (for https support) -- or not GNU Wget but cURL without proxy support -- or not BIND's host -- or ddns-scripts package need update if show_hints or need_update or not SYS.init.enabled("ddns") then s = m:section( SimpleSection, translate("Hints") ) -- ddns_scripts needs to be updated for full functionality if need_update then local dv = s:option(DummyValue, "_update_needed") dv.titleref = DISP.build_url("admin", "system", "packages") dv.rawhtml = true dv.title = font_red .. bold_on .. translate("Software update required") .. bold_off .. font_off dv.value = translate("The currently installed 'ddns-scripts' package did not support all available settings.") .. "<br />" .. translate("Please update to the current version!") end -- DDNS Service disabled if not SYS.init.enabled("ddns") then local dv = s:option(DummyValue, "_not_enabled") dv.titleref = DISP.build_url("admin", "system", "startup") dv.rawhtml = true dv.title = bold_on .. translate("DDNS Autostart disabled") .. bold_off dv.value = translate("Currently DDNS updates are not started at boot or on interface events." .. "<br />" .. "You can start/stop each configuration here. It will run until next reboot.") end -- Show more hints on a separate page if show_hints then local dv = s:option(DummyValue, "_separate") dv.titleref = DISP.build_url("admin", "services", "ddns", "hints") dv.rawhtml = true dv.title = bold_on .. translate("Show more") .. bold_off dv.value = translate("Follow this link" .. "<br />" .. "You will find more hints to optimize your system to run DDNS scripts with all options") end end -- TableSection definition -- ################################################## ts = m:section( TypedSection, "service", translate("Overview"), translate("Below is a list of configured DDNS configurations and their current state.") .. "<br />" .. translate("If you want to send updates for IPv4 and IPv6 you need to define two separate Configurations " .. "i.e. 'myddns_ipv4' and 'myddns_ipv6'") .. "<br />" .. [[<a href="]] .. DISP.build_url("admin", "services", "ddns", "global") .. [[">]] .. translate("To change global settings click here") .. [[</a>]] ) ts.sectionhead = translate("Configuration") ts.template = "cbi/tblsection" ts.addremove = true ts.extedit = DISP.build_url("admin", "services", "ddns", "detail", "%s") function ts.create(self, name) AbstractSection.create(self, name) HTTP.redirect( self.extedit:format(name) ) end -- Domain and registered IP -- ################################################# dom = ts:option(DummyValue, "_domainIP", translate("Hostname/Domain") .. "<br />" .. translate("Registered IP") ) dom.template = "ddns/overview_doubleline" function dom.set_one(self, section) local domain = self.map:get(section, "domain") or "" if domain ~= "" then return domain else return [[<em>]] .. translate("config error") .. [[</em>]] end end function dom.set_two(self, section) local domain = self.map:get(section, "domain") or "" if domain == "" then return "" end local dnsserver = self.map:get(section, "dnsserver") or "" local use_ipv6 = tonumber(self.map:get(section, "use_ipv6") or 0) local force_ipversion = tonumber(self.map:get(section, "force_ipversion") or 0) local force_dnstcp = tonumber(self.map:get(section, "force_dnstcp") or 0) local command = [[/usr/lib/ddns/dynamic_dns_lucihelper.sh]] if not NXFS.access(command, "rwx", "rx", "rx") then NXFS.chmod(command, 755) end command = command .. [[ get_registered_ip ]] .. domain .. [[ ]] .. use_ipv6 .. [[ ]] .. force_ipversion .. [[ ]] .. force_dnstcp .. [[ ]] .. dnsserver local ip = SYS.exec(command) if ip == "" then ip = translate("no data") end return ip end -- enabled ena = ts:option( Flag, "enabled", translate("Enabled")) ena.template = "ddns/overview_enabled" ena.rmempty = false function ena.parse(self, section) DDNS.flag_parse(self, section) end -- show PID and next update upd = ts:option( DummyValue, "_update", translate("Last Update") .. "<br />" .. translate("Next Update")) upd.template = "ddns/overview_doubleline" function upd.set_one(self, section) -- fill Last Update -- get/validate last update local uptime = SYS.uptime() local lasttime = DDNS.get_lastupd(section) if lasttime > uptime then -- /var might not be linked to /tmp and cleared on reboot lasttime = 0 end -- no last update happen if lasttime == 0 then return translate("never") -- we read last update else -- calc last update -- os.epoch - sys.uptime + lastupdate(uptime) local epoch = os.time() - uptime + lasttime -- use linux date to convert epoch return DDNS.epoch2date(epoch) end end function upd.set_two(self, section) -- fill Next Update -- get enabled state local enabled = tonumber(self.map:get(section, "enabled") or 0) local datenext = translate("unknown error") -- formatted date of next update -- get force seconds local force_interval = tonumber(self.map:get(section, "force_interval") or 72) local force_unit = self.map:get(section, "force_unit") or "hours" local force_seconds = DDNS.calc_seconds(force_interval, force_unit) -- get last update and get/validate PID local uptime = SYS.uptime() local lasttime = DDNS.get_lastupd(section) if lasttime > uptime then -- /var might not be linked to /tmp and cleared on reboot lasttime = 0 end local pid = DDNS.get_pid(section) -- calc next update if lasttime > 0 then local epoch = os.time() - uptime + lasttime + force_seconds -- use linux date to convert epoch datelast = DDNS.epoch2date(epoch) end -- process running but update needs to happen if pid > 0 and ( lasttime + force_seconds - uptime ) < 0 then datenext = translate("Verify") -- run once elseif force_seconds == 0 then datenext = translate("Run once") -- no process running and NOT enabled elseif pid == 0 and enabled == 0 then datenext = translate("Disabled") -- no process running and NOT elseif pid == 0 and enabled ~= 0 then datenext = translate("Stopped") end return datenext end -- start/stop button btn = ts:option( Button, "_startstop", translate("Process ID") .. "<br />" .. translate("Start / Stop") ) btn.template = "ddns/overview_startstop" function btn.cfgvalue(self, section) local pid = DDNS.get_pid(section) if pid > 0 then btn.inputtitle = "PID: " .. pid btn.inputstyle = "reset" btn.disabled = false elseif (self.map:get(section, "enabled") or "0") ~= "0" then btn.inputtitle = translate("Start") btn.inputstyle = "apply" btn.disabled = false else btn.inputtitle = "----------" btn.inputstyle = "button" btn.disabled = true end return true end return m
apache-2.0
0BRWUEN0/BRWUEEN
plugins/lock_bot.lua
1
2482
--[[ --@BRWUEN --@vip_api --]] local function isAntiBotEnabled (chatId) local hash = 'bot:lock:'..chatId local lock = redis:get(hash) return lock end local function enableAntiBot (chatId) local hash = 'bot:lock:'..chatId redis:set(hash, true) end local function disableAntiBot (chatId) local hash = 'bot:lock:'..chatId redis:del(hash) end local function isABot (user) local binFlagIsBot = 4096 local result = bit32.band(user.flags, binFlagIsBot) return result == binFlagIsBot end local function isABotBadWay (user) local username = user.username or '' return username:match("[Bb]ot$") end local function kickUser(userId, chatId) local channel = 'channel#id'..chatId local user = 'user#id'..userId channel_kick_user(channel, user, function (data, success, result) if success ~= 1 then print('I can\'t kick '..data.user..' but should be kicked') end end, {chat=chat, user=user}) end local function mohammed (msg, matches) if matches[1] ~= 'chat_add_user' and matches[1] ~= 'chat_add_user_link' then if msg.to.type ~= 'chat' and msg.to.type ~= 'channel' then return nil end end local chatId = msg.to.id if matches[1] == 'قفل البوتات' then enableAntiBot(chatId) return 'تہٍـﮧ௸ِـِۣـّ̐ہٰمہ قفلـﮩﮨہٰٰہٰ ألـبـ℘ـِوُِتًأِِتً 🎈 💥۶ֆᵛ͢ᵎᵖ ⌯ ' end if matches[1] == 'فتح البوتات' then disableAntiBot(chatId) return 'تہٍـﮧ௸ِـِۣـّ̐ہٰمہ فتہٍـﮧ௸ِـِۣـّ̐ہٰح ألـبـ℘ـِوُِتًأِِتً 🎈 💥۶ֆᵛ͢ᵎᵖ ⌯' end if matches[1] == 'chat_add_user' or matches[1] == 'chat_add_user_link' then local user = msg.action.user or msg.from if isABotBadWay(user) then print("It' a bot!") if isAntiBotEnabled(chatId) then print('bot is locked') local userId = user.id if not isBotAllowed(userId, chatId) then kickUser(userId, chatId) else print('') end end end end end return { description = 'Anti bot create by Mustafa ip', usage = { '/bot lock: locked add bots to supergroup', '/bot unlock: unlock add bots to supergroup' }, patterns = { '^(قفل البوتات)$', '^(فتح البوتات)$', '^!!tgservice (chat_add_user)$', '^!!tgservice (chat_add_user_link)$' }, run = mohammed }
gpl-2.0
Fenix-XI/Fenix
scripts/globals/weaponskills/shockwave.lua
10
1454
----------------------------------- -- Shockwave -- Great Sword weapon skill -- Skill level: 150 -- Delivers an area of effect attack. Sleeps enemies. Duration of effect varies with TP. -- Will stack with Sneak Attack. -- Aligned with the Aqua Gorget. -- Aligned with the Aqua Belt. -- Element: None -- Modifiers: STR:30% ; MND:30% -- 100%TP 200%TP 300%TP -- 1.00 1.00 1.00 ----------------------------------- require("scripts/globals/status"); require("scripts/globals/settings"); require("scripts/globals/weaponskills"); ----------------------------------- function onUseWeaponSkill(player, target, wsID, tp, primary) local params = {}; params.numHits = 1; params.ftp100 = 1; params.ftp200 = 1; params.ftp300 = 1; params.str_wsc = 0.3; params.dex_wsc = 0.0; params.vit_wsc = 0.0; params.agi_wsc = 0.0; params.int_wsc = 0.0; params.mnd_wsc = 0.3; params.chr_wsc = 0.0; params.crit100 = 0.0; params.crit200 = 0.0; params.crit300 = 0.0; params.canCrit = false; params.acc100 = 0.0; params.acc200= 0.0; params.acc300= 0.0; params.atkmulti = 1; local damage, criticalHit, tpHits, extraHits = doPhysicalWeaponskill(player, target, wsID, params, tp, primary); if (damage > 0 and target:hasStatusEffect(EFFECT_SLEEP_I) == false) then local duration = (tp/1000 * 60); target:addStatusEffect(EFFECT_SLEEP_I, 1, 0, duration); end return tpHits, extraHits, criticalHit, damage; end
gpl-3.0
Fenix-XI/Fenix
scripts/zones/Windurst_Woods/npcs/Hae_Jakkya.lua
13
1359
----------------------------------- -- Area: Windurst Woods -- NPC: Hae Jakkya -- Working 100% ----------------------------------- require("scripts/globals/settings"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) chasingStatus = player:getQuestStatus(WINDURST,CHASING_TALES); if (player:hasKeyItem(126) ==true) then player:startEvent(0x0196); elseif (player:getVar("CHASING_TALES_TRACK_BOOK") == 1) then player:startEvent(0x0193); elseif (player:hasKeyItem(149)) then player:startEvent(0x0192); -- Neeed CS here else player:startEvent(0x29); end end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); end; ----------------------------------- -- onEventFinish ----------------------------------- function onEventFinish(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); if (csid == 0x0192) then player:setVar("CHASING_TALES_TRACK_BOOK",1); end end;
gpl-3.0
ungarscool1/HL2RP
hl2rp/gamemode/modules/fspectate/cl_init.lua
1
14012
local stopSpectating, startFreeRoam local isSpectating = false local specEnt local thirdperson = true local isRoaming = false local roamPos -- the position when roaming free local roamVelocity = Vector(0) /*--------------------------------------------------------------------------- startHooks FAdmin tab buttons ---------------------------------------------------------------------------*/ hook.Add("Initialize", "FSpectate", function() if not FAdmin then return end FAdmin.StartHooks["zzSpectate"] = function() FAdmin.Commands.AddCommand("Spectate", nil, "<Player>") -- Right click option FAdmin.ScoreBoard.Main.AddPlayerRightClick("Spectate", function(ply) if not IsValid(ply) then return end RunConsoleCommand("FSpectate", ply:UserID()) end) local canSpectate = false CAMI.PlayerHasAccess(LocalPlayer(), "FSpectate", function(b, _) canSpectate = true end) -- Spectate option in player menu FAdmin.ScoreBoard.Player:AddActionButton("Spectate", "fadmin/icons/spectate", Color(0, 200, 0, 255), function(ply) return canSpectate and ply ~= LocalPlayer() end, function(ply) if not IsValid(ply) then return end RunConsoleCommand("FSpectate", ply:UserID()) end) end end) /*--------------------------------------------------------------------------- Get the thirdperson position ---------------------------------------------------------------------------*/ local function getThirdPersonPos(ply) local aimvector = LocalPlayer():GetAimVector() local startPos = ply:GetShootPos() local endpos = startPos - aimvector * 100 local tracer = { start = startPos, endpos = endpos, filter = specEnt } local trace = util.TraceLine(tracer) return trace.HitPos + trace.HitNormal * 10 end /*--------------------------------------------------------------------------- Get the CalcView table ---------------------------------------------------------------------------*/ local view = {} local function getCalcView() if not isRoaming then if thirdperson then view.origin = getThirdPersonPos(specEnt) view.angles = LocalPlayer():EyeAngles() else view.origin = specEnt:GetShootPos() view.angles = specEnt:EyeAngles() end roamPos = view.origin view.drawviewer = false return view end view.origin = roamPos view.angles = LocalPlayer():EyeAngles() view.drawviewer = true return view end /*--------------------------------------------------------------------------- specCalcView Override the view for the player to look through the spectated player's eyes ---------------------------------------------------------------------------*/ local function specCalcView(ply, origin, angles, fov) if not IsValid(specEnt) and not isRoaming then startFreeRoam() return end view = getCalcView() if IsValid(specEnt) then specEnt:SetNoDraw(not thirdperson) end return view end /*--------------------------------------------------------------------------- Find the right player to spectate ---------------------------------------------------------------------------*/ local function findNearestPlayer() local aimvec = LocalPlayer():GetAimVector() local foundPly, foundDot = nil, 0 for _, ply in pairs(player.GetAll()) do if ply == LocalPlayer() then continue end local pos = ply:GetShootPos() local dot = (pos - roamPos):GetNormalized():Dot(aimvec) -- Discard players you're not looking at if dot < 0.97 then continue end -- not a better alternative if dot < foundDot then continue end local trace = util.QuickTrace(roamPos, pos - roamPos, ply) if trace.Hit then continue end foundPly, foundDot = ply, dot end return foundPly end /*--------------------------------------------------------------------------- Spectate the person you're looking at while you're roaming ---------------------------------------------------------------------------*/ local function spectateLookingAt() local foundPly = findNearestPlayer() if not IsValid(foundPly) then return end RunConsoleCommand("FSpectate", foundPly:SteamID()) end /*--------------------------------------------------------------------------- specBinds Change binds to perform spectate specific tasks ---------------------------------------------------------------------------*/ -- Manual keysDown table, so I can return true in plyBindPress and still detect key presses local keysDown = {} local function specBinds(ply, bind, pressed) if bind == "+jump" then stopSpectating() return true elseif bind == "+reload" and pressed then local pos = getCalcView().origin - Vector(0, 0, 64) RunConsoleCommand("FTPToPos", string.format("%d, %d, %d", pos.x, pos.y, pos.z), string.format("%d, %d, %d", roamVelocity.x, roamVelocity.y, roamVelocity.z)) stopSpectating() elseif bind == "+attack" and pressed then if not isRoaming then startFreeRoam() else spectateLookingAt() end return true elseif bind == "+attack2" and pressed then if isRoaming then roamPos = roamPos + LocalPlayer():GetAimVector() * 500 return true end thirdperson = not thirdperson return true elseif isRoaming and not LocalPlayer():KeyDown(IN_USE) then local key = string.lower(string.match(bind, "+([a-z A-Z 0-9]+)") or "") if not key or key == "use" or key == "showscores" or string.find(bind, "messagemode") then return end keysDown[key:upper()] = pressed return true end -- Do not return otherwise, spectating admins should be able to move to avoid getting detected end /*--------------------------------------------------------------------------- Scoreboardshow Set to main view when roaming, open on a player when spectating ---------------------------------------------------------------------------*/ local function fadminmenushow() if isRoaming then FAdmin.ScoreBoard.ChangeView("Main") elseif IsValid(specEnt) and specEnt:IsPlayer() then FAdmin.ScoreBoard.ChangeView("Main") FAdmin.ScoreBoard.ChangeView("Player", specEnt) end end /*--------------------------------------------------------------------------- RenderScreenspaceEffects Draws the lines from players' eyes to where they are looking ---------------------------------------------------------------------------*/ local LineMat = Material("cable/new_cable_lit") local linesToDraw = {} local function lookingLines() if not linesToDraw[0] then return end render.SetMaterial(LineMat) cam.Start3D(view.origin, view.angles) for i = 0, #linesToDraw, 3 do render.DrawBeam(linesToDraw[i], linesToDraw[i + 1], 4, 0.01, 10, linesToDraw[i + 2]) end cam.End3D() end /*--------------------------------------------------------------------------- gunpos Gets the position of a player's gun ---------------------------------------------------------------------------*/ local function gunpos(ply) local wep = ply:GetActiveWeapon() if not IsValid(wep) then return ply:EyePos() end local att = wep:GetAttachment(1) if not att then return ply:EyePos() end return att.Pos end /*--------------------------------------------------------------------------- Spectate think Free roaming position updates ---------------------------------------------------------------------------*/ local function specThink() local ply = LocalPlayer() -- Update linesToDraw local pls = player.GetAll() local lastPly = 0 local skip = 0 for i = 0, #pls - 1 do local p = pls[i + 1] if not isRoaming and p == specEnt and not thirdperson then skip = skip + 3 continue end local tr = p:GetEyeTrace() local sp = gunpos(p) local pos = i * 3 - skip linesToDraw[pos] = tr.HitPos linesToDraw[pos + 1] = sp linesToDraw[pos + 2] = team.GetColor(p:Team()) lastPly = i end -- Remove entries from linesToDraw that don't match with a player anymore for i = #linesToDraw, lastPly * 3 + 3, -1 do linesToDraw[i] = nil end if not isRoaming or keysDown["USE"] then return end local roamSpeed = 1000 local aimVec = ply:GetAimVector() local direction local frametime = RealFrameTime() if keysDown["FORWARD"] then direction = aimVec elseif keysDown["BACK"] then direction = -aimVec end if keysDown["MOVELEFT"] then local right = aimVec:Angle():Right() direction = direction and (direction - right):GetNormalized() or -right elseif keysDown["MOVERIGHT"] then local right = aimVec:Angle():Right() direction = direction and (direction + right):GetNormalized() or right end if keysDown["SPEED"] then roamSpeed = 2500 elseif keysDown["WALK"] or keysDown["DUCK"] then roamSpeed = 300 end roamVelocity = (direction or Vector(0, 0, 0)) * roamSpeed roamPos = roamPos + roamVelocity * frametime end /*--------------------------------------------------------------------------- Draw help on the screen ---------------------------------------------------------------------------*/ local uiForeground, uiBackground = Color(240, 240, 255, 255), Color(20, 20, 20, 120) local red = Color(255, 0, 0, 255) local function drawHelp() local scrHalfH = math.floor(ScrH() / 2) draw.WordBox(2, 10, scrHalfH, "Left click: (Un)select player to spectate", "UiBold", uiBackground, uiForeground) draw.WordBox(2, 10, scrHalfH + 20, isRoaming and "Right click: quickly move forwards" or "Right click: toggle thirdperson", "UiBold", uiBackground, uiForeground) draw.WordBox(2, 10, scrHalfH + 40, "Jump: Stop spectating", "UiBold", uiBackground, uiForeground) draw.WordBox(2, 10, scrHalfH + 60, "Reload: Stop spectating and teleport", "UiBold", uiBackground, uiForeground) if FAdmin then draw.WordBox(2, 10, scrHalfH + 80, "Opening FAdmin's menu while spectating a player", "UiBold", uiBackground, uiForeground) draw.WordBox(2, 10, scrHalfH + 100, "\twill open their page!", "UiBold", uiBackground, uiForeground) end local target = findNearestPlayer() local pls = player.GetAll() for i = 1, #pls do local ply = pls[i] if not isRoaming and ply == specEnt then continue end local pos = ply:GetShootPos():ToScreen() if not pos.visible then continue end local x, y = pos.x, pos.y draw.RoundedBox(2, x, y - 6, 12, 12, team.GetColor(ply:Team())) draw.WordBox(2, x, y - 66, ply:Nick(), "UiBold", uiBackground, uiForeground) draw.WordBox(2, x, y - 46, "Health: " .. ply:Health(), "UiBold", uiBackground, uiForeground) draw.WordBox(2, x, y - 26, ply:GetUserGroup(), "UiBold", uiBackground, uiForeground) if ply == target then draw.WordBox(2, x, y - 86, "Left click to spectate!", "UiBold", uiBackground, uiForeground) end end if not isRoaming then return end if not IsValid(target) then return end local mins, maxs = target:LocalToWorld(target:OBBMins()):ToScreen(), target:LocalToWorld(target:OBBMaxs()):ToScreen() draw.RoundedBox(12, mins.x, mins.y, maxs.x - mins.x, maxs.y - mins.y, red) end /*--------------------------------------------------------------------------- Start roaming free, rather than spectating a given player ---------------------------------------------------------------------------*/ startFreeRoam = function() if IsValid(specEnt) then roamPos = thirdperson and getThirdPersonPos(specEnt) or specEnt:GetShootPos() specEnt:SetNoDraw(false) else roamPos = isSpectating and roamPos or LocalPlayer():GetShootPos() end specEnt = nil isRoaming = true keysDown = {} end /*--------------------------------------------------------------------------- specEnt Spectate a player ---------------------------------------------------------------------------*/ local function startSpectate(um) isRoaming = net.ReadBool() specEnt = net.ReadEntity() specEnt = IsValid(specEnt) and specEnt:IsPlayer() and specEnt or nil if isRoaming then startFreeRoam() end isSpectating = true keysDown = {} hook.Add("CalcView", "FSpectate", specCalcView) hook.Add("PlayerBindPress", "FSpectate", specBinds) hook.Add("ShouldDrawLocalPlayer", "FSpectate", function() return isRoaming or thirdperson end) hook.Add("Think", "FSpectate", specThink) hook.Add("HUDPaint", "FSpectate", drawHelp) hook.Add("FAdmin_ShowFAdminMenu", "FSpectate", fadminmenushow) hook.Add("RenderScreenspaceEffects", "FSpectate", lookingLines) timer.Create("FSpectatePosUpdate", 0.5, 0, function() if not isRoaming then return end RunConsoleCommand("_FSpectatePosUpdate", roamPos.x, roamPos.y, roamPos.z) end) end net.Receive("FSpectate", startSpectate) /*--------------------------------------------------------------------------- stopSpectating Stop spectating a player ---------------------------------------------------------------------------*/ stopSpectating = function() hook.Remove("CalcView", "FSpectate") hook.Remove("PlayerBindPress", "FSpectate") hook.Remove("ShouldDrawLocalPlayer", "FSpectate") hook.Remove("Think", "FSpectate") hook.Remove("HUDPaint", "FSpectate") hook.Remove("FAdmin_ShowFAdminMenu", "FSpectate") hook.Remove("RenderScreenspaceEffects", "FSpectate") timer.Remove("FSpectatePosUpdate") if IsValid(specEnt) then specEnt:SetNoDraw(false) end RunConsoleCommand("FSpectate_StopSpectating") isSpectating = false end
agpl-3.0
Fenix-XI/Fenix
scripts/zones/Buburimu_Peninsula/npcs/Bonbavour_RK.lua
13
3337
----------------------------------- -- Area: Buburimu Peninsula -- NPC: Bonbavour, R.K. -- Outpost Conquest Guards -- @pos -481.164 -32.858 49.188 118 ----------------------------------- package.loaded["scripts/zones/Buburimu_Peninsula/TextIDs"] = nil; ----------------------------------- require("scripts/globals/conquest"); require("scripts/zones/Buburimu_Peninsula/TextIDs"); local guardnation = SANDORIA; -- SANDORIA, BASTOK, WINDURST, 4 = jeuno local guardtype = 3; -- 1: city, 2: foreign, 3: outpost, 4: border local region = KOLSHUSHU; local csid = 0x7ffb; ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) tradeConquestGuard(player,npc,trade,guardnation,guardtype); end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) if (player:hasKeyItem(getSupplyKey(region)) and player:getNation() == guardnation) then if (supplyRunFresh(player) == 1) then player:startEvent(csid,16,0,0,0,1,0,0,255); -- you have brought us supplies ! else player:showText(npc, CONQUEST - 1); -- "Hmm... These supplies you have brought us are too old to be of any use." player:delKeyItem(getSupplyKey(region)); player:messageSpecial(KEYITEM_OBTAINED + 1, getSupplyKey(region)); player:setVar("supplyQuest_region",0); end else local arg1 = getArg1(guardnation, player) - 1; if (arg1 >= 1792) then -- foreign, non-allied player:startEvent(csid,1808,0,0,0,0,player:getRank(),0,0); else -- citizen or allied player:startEvent(csid,arg1,0,0x3F0000,0,0,getArg6(player),0,0); end end end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate(player,csid,option) -- printf("CSID: %u",csid); -- printf("OPTION: %u",option); end; ----------------------------------- -- onEventFinish ----------------------------------- function onEventFinish(player,csid,option) -- printf("CSID: %u",csid); -- printf("OPTION: %u",option); if (option == 1) then local duration = (player:getRank() + getNationRank(player:getNation()) + 3) * 3600; player:delStatusEffect(EFFECT_SIGIL); player:delStatusEffect(EFFECT_SANCTION); player:delStatusEffect(EFFECT_SIGNET); player:addStatusEffect(EFFECT_SIGNET,0,0,duration); -- Grant Signet elseif (option == 2) then player:delKeyItem(getSupplyKey(region)); player:addCP(supplyReward[region + 1]) player:messageSpecial(CONQUEST); -- "You've earned conquest points!" if (hasOutpost(player, region+5) == 0) then local supply_quests = 2^(region+5); player:addNationTeleport(guardnation,supply_quests); player:setVar("supplyQuest_region",0); end elseif (option == 4) then if (player:delGil(giltosetHP(guardnation,player))) then player:setHomePoint(); player:messageSpecial(CONQUEST + 94); -- "Your home point has been set." else player:messageSpecial(CONQUEST + 95); -- "You do not have enough gil to set your home point here." end end end;
gpl-3.0
Fenix-XI/Fenix
scripts/zones/Windurst_Waters/npcs/Serukoko.lua
13
1055
----------------------------------- -- Area: Windurst Waters -- NPC: Serukoko -- Type: Standard NPC -- @zone: 238 -- @pos -54.916 -7.499 114.855 -- -- Auto-Script: Requires Verification (Verfied By Brawndo) ----------------------------------- package.loaded["scripts/zones/Windurst_Waters/TextIDs"] = nil; ----------------------------------- ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) player:startEvent(0x0175); end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate(player,csid,option) -- printf("CSID: %u",csid); -- printf("RESULT: %u",option); end; ----------------------------------- -- onEventFinish ----------------------------------- function onEventFinish(player,csid,option) -- printf("CSID: %u",csid); -- printf("RESULT: %u",option); end;
gpl-3.0
Giorox/AngelionOT-Repo
data/movements/scripts/alters/alterstpankrahmun.lua
1
2503
function onStepIn(cid, item, pos) local ice = {x=32193, y=31419, z=2} local earth = {x=32974, y=32224, z=7} local fire = {x=32909, y=32338, z=15} local energy = {x=33060, y=32711, z=5} if getPlayerLookDir(cid) == 0 then newdir = 2 newdir2 = 2 elseif getPlayerLookDir(cid) == 1 then newdir = 3 newdir2 = 3 elseif getPlayerLookDir(cid) == 2 then newdir = 0 newdir2 = 0 else newdir = 1 newdir2 = 1 end if item.actionid == 7829 then if getPlayerVocation(cid) == 2 or getPlayerVocation(cid) == 6 and getPlayerLevel(cid) >= 30 and isPremium(cid) == TRUE then doTeleportThing(cid,ice) doSendMagicEffect(ice,10) setPlayerStorageValue(cid, 15118, 1) else doCreatureSay(cid, "Only Premium Druids of level 30 or higher are able to enter this portal", TALKTYPE_ORANGE_1) doMoveCreature(cid, newdir) doMoveCreature(cid, newdir2) doSendMagicEffect(getCreaturePosition(cid),10) end elseif item.actionid == 7830 then if getPlayerVocation(cid) == 2 or getPlayerVocation(cid) == 6 and getPlayerLevel(cid) >= 30 and isPremium(cid) == TRUE then doTeleportThing(cid,earth) doSendMagicEffect(earth,10) setPlayerStorageValue(cid, 15130, 1) else doCreatureSay(cid, "Only Premium Druids of level 30 or higher are able to enter this portal", TALKTYPE_ORANGE_1) doMoveCreature(cid, newdir) doMoveCreature(cid, newdir2) doSendMagicEffect(getCreaturePosition(cid),10) end elseif item.actionid == 7831 then if getPlayerVocation(cid) == 1 or getPlayerVocation(cid) == 5 and getPlayerLevel(cid) >= 30 and isPremium(cid) == TRUE then doTeleportThing(cid,fire) doSendMagicEffect(fire,10) setPlayerStorageValue(cid, 15154, 1) else doCreatureSay(cid, "Only Premium Sorcerers of level 30 or higher are able to enter this portal", TALKTYPE_ORANGE_1) doMoveCreature(cid, newdir) doMoveCreature(cid, newdir2) doSendMagicEffect(getCreaturePosition(cid),10) end elseif item.actionid == 7832 then if getPlayerVocation(cid) == 1 or getPlayerVocation(cid) == 5 and getPlayerLevel(cid) >= 30 and isPremium(cid) == TRUE then doTeleportThing(cid,energy) doSendMagicEffect(energy,10) setPlayerStorageValue(cid, 15142, 1) else doCreatureSay(cid, "Only Premium Sorcerers of level 30 or higher are able to enter this portal", TALKTYPE_ORANGE_1) doMoveCreature(cid, newdir) doMoveCreature(cid, newdir2) doSendMagicEffect(getCreaturePosition(cid),10) end end end
gpl-3.0
Fenix-XI/Fenix
scripts/zones/Bastok_Markets/npcs/Zaira.lua
17
1868
----------------------------------- -- Area: Batok Markets -- NPC: Zaira -- Standard Merchant NPC -- -- Updated Aug-09-2013 by Zerahn, based on bgwiki and gamerescape ----------------------------------- require("scripts/globals/shop"); package.loaded["scripts/zones/Bastok_Markets/TextIDs"] = nil; require("scripts/zones/Bastok_Markets/TextIDs"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) player:showText(npc,ZAIRA_SHOP_DIALOG); stock = { 0x12FE, 111,1, --Scroll of Blind 0x12E6, 360,2, --Scroll of Bio 0x12DC, 82,2, --Scroll of Poison 0x12FD, 2250,2, --Scroll of Sleep 0x129F, 61,3, --Scroll of Stone 0x12A9, 140,3, --Scroll of Water 0x129A, 324,3, --Scroll of Aero 0x1290, 837,3, --Scroll of Fire 0x1295, 1584,3, --Scroll of Blizzard 0x12A4, 3261,3, --Scroll of Thunder 0x12EF, 1363,3, --Scroll of Shock 0x12EE, 1827,3, --Scroll of Rasp 0x12ED, 2250,3, --Scroll of Choke 0x12EC, 3688,3, --Scroll of Frost 0x12EB, 4644,3, --Scroll of Burn 0x12F0, 6366,3, --Scroll of Drown } showNationShop(player, BASTOK, stock); end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); end; ----------------------------------- -- onEventFinish ----------------------------------- function onEventFinish(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); end;
gpl-3.0
Fenix-XI/Fenix
scripts/zones/Castle_Oztroja/npcs/_m72.lua
13
2264
----------------------------------- -- Area: Castle Oztroja -- NPC: _m72 (Torch Stand) -- Notes: Opens door _477 when _m72 to _m75 are lit -- @pos -60 -72 -139 151 ----------------------------------- package.loaded["scripts/zones/Castle_Oztroja/TextIDs"] = nil; ----------------------------------- require("scripts/zones/Castle_Oztroja/TextIDs"); require("scripts/globals/settings"); ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) DoorID = npc:getID() - 2; Torch1 = npc:getID(); Torch2 = npc:getID() + 1; Torch3 = npc:getID() + 2; Torch4 = npc:getID() + 3; DoorA = GetNPCByID(DoorID):getAnimation(); TorchStand1A = npc:getAnimation(); TorchStand2A = GetNPCByID(Torch2):getAnimation(); TorchStand3A = GetNPCByID(Torch3):getAnimation(); TorchStand4A = GetNPCByID(Torch4):getAnimation(); if (DoorA == 9 and TorchStand1A == 9) then player:startEvent(0x000a); else player:messageSpecial(TORCH_LIT); end end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); end; ----------------------------------- -- onEventFinish Action ----------------------------------- function onEventFinish(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); if (option == 1) then GetNPCByID(Torch1):openDoor(55); if ((DoorA == 9)) then GetNPCByID(DoorID):openDoor(35); -- confirmed retail tested -- The lamps shouldn't go off here, but I couldn't get the torches to update animation times without turning them off first -- They need to be reset to the door open time(35s) + 4s (39 seconds) GetNPCByID(Torch1):setAnimation(9); GetNPCByID(Torch2):setAnimation(9); GetNPCByID(Torch3):setAnimation(9); GetNPCByID(Torch4):setAnimation(9); GetNPCByID(Torch1):openDoor(39); -- confirmed retail tested GetNPCByID(Torch2):openDoor(39); GetNPCByID(Torch3):openDoor(39); GetNPCByID(Torch4):openDoor(39); end end end;
gpl-3.0
maikerumine/extreme_survival_mini
mods/protector/init.lua
1
12940
minetest.register_privilege("delprotect","Ignore player protection") protector = {} protector.mod = "redo" protector.radius = (tonumber(minetest.setting_get("protector_radius")) or 3) protector.drop = minetest.setting_getbool("protector_drop") or false protector.hurt = (tonumber(minetest.setting_get("protector_hurt")) or 0) protector.get_member_list = function(meta) return meta:get_string("members"):split(" ") end protector.set_member_list = function(meta, list) meta:set_string("members", table.concat(list, " ")) end protector.is_member = function (meta, name) for _, n in pairs(protector.get_member_list(meta)) do if n == name then return true end end return false end protector.add_member = function(meta, name) if protector.is_member(meta, name) then return end local list = protector.get_member_list(meta) table.insert(list, name) protector.set_member_list(meta, list) end protector.del_member = function(meta, name) local list = protector.get_member_list(meta) for i, n in pairs(list) do if n == name then table.remove(list, i) break end end protector.set_member_list(meta, list) end -- Protector Interface protector.generate_formspec = function(meta) local formspec = "size[8,7]" .. default.gui_bg .. default.gui_bg_img .. default.gui_slots .. "label[2.5,0;-- Protector interface --]" .. "label[0,1;PUNCH node to show protected area or USE for area check]" .. "label[0,2;Members: (type player name then press Enter to add)]" .. "button_exit[2.5,6.2;3,0.5;close_me;Close]" local members = protector.get_member_list(meta) local npp = 12 -- max users added onto protector list local i = 0 for _, member in pairs(members) do if i < npp then -- show username formspec = formspec .. "button[" .. (i % 4 * 2) .. "," .. math.floor(i / 4 + 3) .. ";1.5,.5;protector_member;" .. member .. "]" -- username remove button .. "button[" .. (i % 4 * 2 + 1.25) .. "," .. math.floor(i / 4 + 3) .. ";.75,.5;protector_del_member_" .. member .. ";X]" end i = i + 1 end if i < npp then -- user name entry field formspec = formspec .. "field[" .. (i % 4 * 2 + 1 / 3) .. "," .. (math.floor(i / 4 + 3) + 1 / 3) .. ";1.433,.5;protector_add_member;;]" -- username add button .."button[" .. (i % 4 * 2 + 1.25) .. "," .. math.floor(i / 4 + 3) .. ";.75,.5;protector_submit;+]" end return formspec end -- Infolevel: -- 0 for no info -- 1 for "This area is owned by <owner> !" if you can't dig -- 2 for "This area is owned by <owner>. -- 3 for checking protector overlaps protector.can_dig = function(r, pos, digger, onlyowner, infolevel) if not digger or not pos then return false end -- Delprotect privileged users can override protections if minetest.check_player_privs(digger, {delprotect = true}) and infolevel == 1 then return true end if infolevel == 3 then infolevel = 1 end -- Find the protector nodes local positions = minetest.find_nodes_in_area( {x = pos.x - r, y = pos.y - r, z = pos.z - r}, {x = pos.x + r, y = pos.y + r, z = pos.z + r}, {"protector:protect", "protector:protect2"}) local meta, owner, members for _, pos in pairs(positions) do meta = minetest.get_meta(pos) owner = meta:get_string("owner") members = meta:get_string("members") if owner ~= digger then if onlyowner or not protector.is_member(meta, digger) then if infolevel == 1 then minetest.chat_send_player(digger, "This area is owned by " .. owner .. " !") elseif infolevel == 2 then minetest.chat_send_player(digger, "This area is owned by " .. owner .. ".") minetest.chat_send_player(digger, "Protection located at: " .. minetest.pos_to_string(pos)) if members ~= "" then minetest.chat_send_player(digger, "Members: " .. members .. ".") end end return false end end if infolevel == 2 then minetest.chat_send_player(digger, "This area is owned by " .. owner .. ".") minetest.chat_send_player(digger, "Protection located at: " .. minetest.pos_to_string(pos)) if members ~= "" then minetest.chat_send_player(digger, "Members: " .. members .. ".") end return false end end if infolevel == 2 then if #positions < 1 then minetest.chat_send_player(digger, "This area is not protected.") end minetest.chat_send_player(digger, "You can build here.") end return true end -- Can node be added or removed, if so return node else true (for protected) protector.old_is_protected = minetest.is_protected function minetest.is_protected(pos, digger) if not protector.can_dig(protector.radius, pos, digger, false, 1) then local player = minetest.get_player_by_name(digger) -- hurt player if protection violated if protector.hurt > 0 and player then player:set_hp(player:get_hp() - protector.hurt) end -- drop tool/item if protection violated if protector.drop == true and player then local holding = player:get_wielded_item() if holding:to_string() ~= "" then -- take stack local sta = holding:take_item(holding:get_count()) player:set_wielded_item(holding) -- incase of lag, reset stack minetest.after(0.1, function() player:set_wielded_item(holding) -- drop stack local obj = minetest.add_item(player:getpos(), sta) obj:setvelocity({x = 0, y = 5, z = 0}) end) end end return true end return protector.old_is_protected(pos, digger) end -- Make sure protection block doesn't overlap another protector's area function protector.check_overlap(itemstack, placer, pointed_thing) if pointed_thing.type ~= "node" then return itemstack end if not protector.can_dig(protector.radius * 2, pointed_thing.above, placer:get_player_name(), true, 3) then minetest.chat_send_player(placer:get_player_name(), "Overlaps into above players protected area") return end return minetest.item_place(itemstack, placer, pointed_thing) end --= Protection Block minetest.register_node("protector:protect", { description = "Protection Block", drawtype = "nodebox", tiles = { "moreblocks_circle_stone_bricks.png", "moreblocks_circle_stone_bricks.png", "moreblocks_circle_stone_bricks.png^protector_logo.png" }, sounds = default.node_sound_stone_defaults(), groups = {dig_immediate = 2, unbreakable = 1}, is_ground_content = false, paramtype = "light", light_source = 4, node_box = { type = "fixed", fixed = { {-0.5 ,-0.5, -0.5, 0.5, 0.5, 0.5}, } }, on_place = protector.check_overlap, after_place_node = function(pos, placer) local meta = minetest.get_meta(pos) meta:set_string("owner", placer:get_player_name() or "") meta:set_string("infotext", "Protection (owned by " .. meta:get_string("owner") .. ")") meta:set_string("members", "") end, on_use = function(itemstack, user, pointed_thing) if pointed_thing.type ~= "node" then return end protector.can_dig(protector.radius, pointed_thing.under, user:get_player_name(), false, 2) end, on_rightclick = function(pos, node, clicker, itemstack) local meta = minetest.get_meta(pos) if meta and protector.can_dig(1, pos,clicker:get_player_name(), true, 1) then minetest.show_formspec(clicker:get_player_name(), "protector:node_" .. minetest.pos_to_string(pos), protector.generate_formspec(meta)) end end, on_punch = function(pos, node, puncher) if not protector.can_dig(1, pos, puncher:get_player_name(), true, 1) then return end minetest.add_entity(pos, "protector:display") end, can_dig = function(pos, player) return protector.can_dig(1, pos, player:get_player_name(), true, 1) end, on_blast = function() end, }) minetest.register_craft({ output = "protector:protect", recipe = { {"default:stone", "default:stone", "default:stone"}, {"default:stone", "default:mese", "default:stone"}, {"default:stone", "default:stone", "default:stone"}, } }) --= Protection Logo --[[ minetest.register_node("protector:protect2", { description = "Protection Logo", tiles = {"protector_logo.png"}, wield_image = "protector_logo.png", inventory_image = "protector_logo.png", sounds = default.node_sound_stone_defaults(), groups = {dig_immediate = 2, unbreakable = 1}, paramtype = 'light', paramtype2 = "wallmounted", legacy_wallmounted = true, light_source = 4, drawtype = "nodebox", sunlight_propagates = true, walkable = true, node_box = { type = "wallmounted", wall_top = {-0.375, 0.4375, -0.5, 0.375, 0.5, 0.5}, wall_bottom = {-0.375, -0.5, -0.5, 0.375, -0.4375, 0.5}, wall_side = {-0.5, -0.5, -0.375, -0.4375, 0.5, 0.375}, }, selection_box = {type = "wallmounted"}, on_place = protector.check_overlap, after_place_node = function(pos, placer) local meta = minetest.get_meta(pos) meta:set_string("owner", placer:get_player_name() or "") meta:set_string("infotext", "Protection (owned by " .. meta:get_string("owner") .. ")") meta:set_string("members", "") end, on_use = function(itemstack, user, pointed_thing) if pointed_thing.type ~= "node" then return end protector.can_dig(protector.radius, pointed_thing.under, user:get_player_name(), false, 2) end, on_rightclick = function(pos, node, clicker, itemstack) local meta = minetest.get_meta(pos) if protector.can_dig(1, pos, clicker:get_player_name(), true, 1) then minetest.show_formspec(clicker:get_player_name(), "protector:node_" .. minetest.pos_to_string(pos), protector.generate_formspec(meta)) end end, on_punch = function(pos, node, puncher) if not protector.can_dig(1, pos, puncher:get_player_name(), true, 1) then return end minetest.add_entity(pos, "protector:display") end, can_dig = function(pos, player) return protector.can_dig(1, pos, player:get_player_name(), true, 1) end, on_blast = function() end, }) minetest.register_craft({ output = "protector:protect2", recipe = { {"default:stone", "default:stone", "default:stone"}, {"default:stone", "default:copper_ingot", "default:stone"}, {"default:stone", "default:stone", "default:stone"}, } }) ]] -- If name entered or button press minetest.register_on_player_receive_fields(function(player, formname, fields) if string.sub(formname, 0, string.len("protector:node_")) == "protector:node_" then local pos_s = string.sub(formname, string.len("protector:node_") + 1) local pos = minetest.string_to_pos(pos_s) local meta = minetest.get_meta(pos) if not protector.can_dig(1, pos, player:get_player_name(), true, 1) then return end if fields.protector_add_member then for _, i in pairs(fields.protector_add_member:split(" ")) do protector.add_member(meta, i) end end for field, value in pairs(fields) do if string.sub(field, 0, string.len("protector_del_member_")) == "protector_del_member_" then protector.del_member(meta, string.sub(field,string.len("protector_del_member_") + 1)) end end if not fields.close_me then minetest.show_formspec(player:get_player_name(), formname, protector.generate_formspec(meta)) end end end) -- Display entity shown when protector node is punched minetest.register_entity("protector:display", { physical = false, collisionbox = {0, 0, 0, 0, 0, 0}, visual = "wielditem", -- wielditem seems to be scaled to 1.5 times original node size visual_size = {x = 1.0 / 1.5, y = 1.0 / 1.5}, textures = {"protector:display_node"}, timer = 0, on_activate = function(self, staticdata) -- Xanadu server only if mobs and mobs.entity and mobs.entity == false then self.object:remove() end end, on_step = function(self, dtime) self.timer = self.timer + dtime if self.timer > 5 then self.object:remove() end end, }) -- Display-zone node, Do NOT place the display as a node, -- it is made to be used as an entity (see above) local x = protector.radius minetest.register_node("protector:display_node", { tiles = {"protector_display.png"}, use_texture_alpha = true, walkable = false, drawtype = "nodebox", node_box = { type = "fixed", fixed = { -- sides {-(x+.55), -(x+.55), -(x+.55), -(x+.45), (x+.55), (x+.55)}, {-(x+.55), -(x+.55), (x+.45), (x+.55), (x+.55), (x+.55)}, {(x+.45), -(x+.55), -(x+.55), (x+.55), (x+.55), (x+.55)}, {-(x+.55), -(x+.55), -(x+.55), (x+.55), (x+.55), -(x+.45)}, -- top {-(x+.55), (x+.45), -(x+.55), (x+.55), (x+.55), (x+.55)}, -- bottom {-(x+.55), -(x+.55), -(x+.55), (x+.55), -(x+.45), (x+.55)}, -- middle (surround protector) {-.55,-.55,-.55, .55,.55,.55}, }, }, selection_box = { type = "regular", }, paramtype = "light", groups = {dig_immediate = 3, not_in_creative_inventory = 1}, drop = "", }) dofile(minetest.get_modpath("protector") .. "/doors_chest.lua") dofile(minetest.get_modpath("protector") .. "/pvp.lua") dofile(minetest.get_modpath("protector") .. "/admin.lua") print ("[MOD] Protector Redo loaded")
lgpl-2.1
DarkstarProject/darkstar
scripts/globals/items/pipira.lua
11
1406
----------------------------------------- -- ID: 5787 -- Item: pipira -- Food Effect: 5Min, Mithra only ----------------------------------------- -- Dexterity 2 -- Mind -4 -- Attack % 14.5 ----------------------------------------- require("scripts/globals/status") require("scripts/globals/msg") ----------------------------------------- function onItemCheck(target) local result = 0 if (target:getRace() ~= dsp.race.MITHRA) then result = dsp.msg.basic.CANNOT_EAT end if (target:getMod(dsp.mod.EAT_RAW_FISH) == 1) then result = 0 end if target:hasStatusEffect(dsp.effect.FOOD) or target:hasStatusEffect(dsp.effect.FIELD_SUPPORT_FOOD) then result = dsp.msg.basic.IS_FULL end return result end function onItemUse(target) target:addStatusEffect(dsp.effect.FOOD,0,0,300,5787) end function onEffectGain(target, effect) target:addMod(dsp.mod.DEX, 2) target:addMod(dsp.mod.MND, -4) target:addMod(dsp.mod.FOOD_ATTP, 14) target:addMod(dsp.mod.FOOD_ATT_CAP, 60) target:addMod(dsp.mod.FOOD_RATTP, 14) target:addMod(dsp.mod.FOOD_RATT_CAP, 60) end function onEffectLose(target, effect) target:delMod(dsp.mod.DEX, 2) target:delMod(dsp.mod.MND, -4) target:delMod(dsp.mod.FOOD_ATTP, 14) target:delMod(dsp.mod.FOOD_ATT_CAP, 60) target:delMod(dsp.mod.FOOD_RATTP, 14) target:delMod(dsp.mod.FOOD_RATT_CAP, 60) end
gpl-3.0
Fenix-XI/Fenix
scripts/zones/Maze_of_Shakhrami/Zone.lua
11
1906
----------------------------------- -- -- Zone: Maze_of_Shakhrami (198) -- ----------------------------------- package.loaded["scripts/zones/Maze_of_Shakhrami/TextIDs"] = nil; ----------------------------------- require("scripts/globals/settings"); require("scripts/globals/zone"); require("scripts/zones/Maze_of_Shakhrami/TextIDs"); ----------------------------------- -- onInitialize ----------------------------------- function onInitialize(zone) local tomes = {17588784,17588785,17588786,17588787}; SetGroundsTome(tomes); UpdateTreasureSpawnPoint(17588769); end; ----------------------------------- -- onZoneIn ----------------------------------- function onZoneIn(player,prevZone) local cs = -1; if ((player:getXPos() == 0) and (player:getYPos() == 0) and (player:getZPos() == 0)) then player:setPos(-140.246,-12.738,160.709,63); end return cs; end; ----------------------------------- -- onConquestUpdate ----------------------------------- function onConquestUpdate(zone, updatetype) local players = zone:getPlayers(); for name, player in pairs(players) do conquestUpdate(zone, player, updatetype, CONQUEST_BASE); end end; ----------------------------------- -- onRegionEnter ----------------------------------- function onRegionEnter(player,region) end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); end; ----------------------------------- -- onEventFinish ----------------------------------- function onEventFinish(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); end;
gpl-3.0
ollie27/openwrt_packages
net/prosody/files/prosody.cfg.lua
147
7257
-- Prosody Example Configuration File -- -- Information on configuring Prosody can be found on our -- website at http://prosody.im/doc/configure -- -- Tip: You can check that the syntax of this file is correct -- when you have finished by running: luac -p prosody.cfg.lua -- If there are any errors, it will let you know what and where -- they are, otherwise it will keep quiet. -- -- The only thing left to do is rename this file to remove the .dist ending, and fill in the -- blanks. Good luck, and happy Jabbering! ---------- Server-wide settings ---------- -- Settings in this section apply to the whole server and are the default settings -- for any virtual hosts -- This is a (by default, empty) list of accounts that are admins -- for the server. Note that you must create the accounts separately -- (see http://prosody.im/doc/creating_accounts for info) -- Example: admins = { "user1@example.com", "user2@example.net" } admins = { } -- Enable use of libevent for better performance under high load -- For more information see: http://prosody.im/doc/libevent --use_libevent = true; -- This is the list of modules Prosody will load on startup. -- It looks for mod_modulename.lua in the plugins folder, so make sure that exists too. -- Documentation on modules can be found at: http://prosody.im/doc/modules modules_enabled = { -- Generally required "roster"; -- Allow users to have a roster. Recommended ;) "saslauth"; -- Authentication for clients and servers. Recommended if you want to log in. "tls"; -- Add support for secure TLS on c2s/s2s connections "dialback"; -- s2s dialback support "disco"; -- Service discovery -- Not essential, but recommended "private"; -- Private XML storage (for room bookmarks, etc.) "vcard"; -- Allow users to set vCards --"privacy"; -- Support privacy lists --"compression"; -- Stream compression -- Nice to have "legacyauth"; -- Legacy authentication. Only used by some old clients and bots. "version"; -- Replies to server version requests "uptime"; -- Report how long server has been running "time"; -- Let others know the time here on this server "ping"; -- Replies to XMPP pings with pongs "pep"; -- Enables users to publish their mood, activity, playing music and more "register"; -- Allow users to register on this server using a client and change passwords "adhoc"; -- Support for "ad-hoc commands" that can be executed with an XMPP client -- Admin interfaces "admin_adhoc"; -- Allows administration via an XMPP client that supports ad-hoc commands --"admin_telnet"; -- Opens telnet console interface on localhost port 5582 -- Other specific functionality "posix"; -- POSIX functionality, sends server to background, enables syslog, etc. --"bosh"; -- Enable BOSH clients, aka "Jabber over HTTP" --"httpserver"; -- Serve static files from a directory over HTTP --"groups"; -- Shared roster support --"announce"; -- Send announcement to all online users --"welcome"; -- Welcome users who register accounts --"watchregistrations"; -- Alert admins of registrations --"motd"; -- Send a message to users when they log in }; -- These modules are auto-loaded, should you -- (for some mad reason) want to disable -- them then uncomment them below modules_disabled = { -- "presence"; -- Route user/contact status information -- "message"; -- Route messages -- "iq"; -- Route info queries -- "offline"; -- Store offline messages }; -- Disable account creation by default, for security -- For more information see http://prosody.im/doc/creating_accounts allow_registration = false; -- Only allow encrypted streams? Encryption is already used when -- available. These options will cause Prosody to deny connections that -- are not encrypted. Note that some servers do not support s2s -- encryption or have it disabled, including gmail.com and Google Apps -- domains. --c2s_require_encryption = false --s2s_require_encryption = false -- Select the authentication backend to use. The 'internal' providers -- use Prosody's configured data storage to store the authentication data. -- To allow Prosody to offer secure authentication mechanisms to clients, the -- default provider stores passwords in plaintext. If you do not trust your -- server please see http://prosody.im/doc/modules/mod_auth_internal_hashed -- for information about using the hashed backend. -- See http://prosody.im/doc/authentication for other possibilities including -- Cyrus SASL. authentication = "internal_plain" -- Select the storage backend to use. By default Prosody uses flat files -- in its configured data directory, but it also supports more backends -- through modules. An "sql" backend is included by default, but requires -- additional dependencies. See http://prosody.im/doc/storage for more info. --storage = "sql" -- Default is "internal" -- For the "sql" backend, you can uncomment *one* of the below to configure: --sql = { driver = "SQLite3", database = "prosody.sqlite" } -- Default. 'database' is the filename. --sql = { driver = "MySQL", database = "prosody", username = "prosody", password = "secret", host = "localhost" } --sql = { driver = "PostgreSQL", database = "prosody", username = "prosody", password = "secret", host = "localhost" } -- Logging configuration -- For advanced logging see http://prosody.im/doc/logging log = { info = "/var/log/prosody/prosody.log"; -- Change 'info' to 'debug' for verbose logging error = "/var/log/prosody/prosody.err"; -- "*syslog"; -- Uncomment this for logging to syslog; needs mod_posix -- "*console"; -- Log to the console, useful for debugging with daemonize=false } -- Pidfile, used by prosodyctl and the init.d script pidfile = "/var/run/prosody/prosody.pid" -- User and group, used for daemon prosody_user = "prosody" prosody_group = "prosody" ----------- Virtual hosts ----------- -- You need to add a VirtualHost entry for each domain you wish Prosody to serve. -- Settings under each VirtualHost entry apply *only* to that host. VirtualHost "localhost" VirtualHost "example.com" enabled = false -- Remove this line to enable this host -- Assign this host a certificate for TLS, otherwise it would use the one -- set in the global section (if any). -- Note that old-style SSL on port 5223 only supports one certificate, and will always -- use the global one. ssl = { key = "/etc/prosody/certs/example.com.key"; certificate = "/etc/prosody/certs/example.com.crt"; } ------ Components ------ -- You can specify components to add hosts that provide special services, -- like multi-user conferences, and transports. -- For more information on components, see http://prosody.im/doc/components ---Set up a MUC (multi-user chat) room server on conference.example.com: --Component "conference.example.com" "muc" -- Set up a SOCKS5 bytestream proxy for server-proxied file transfers: --Component "proxy.example.com" "proxy65" ---Set up an external component (default component port is 5347) -- -- External components allow adding various services, such as gateways/ -- transports to other networks like ICQ, MSN and Yahoo. For more info -- see: http://prosody.im/doc/components#adding_an_external_component -- --Component "gateway.example.com" -- component_secret = "password"
gpl-2.0
Fenix-XI/Fenix
scripts/zones/Meriphataud_Mountains/Zone.lua
15
4569
----------------------------------- -- -- Zone: Meriphataud_Mountains (119) -- ----------------------------------- package.loaded["scripts/zones/Meriphataud_Mountains/TextIDs"] = nil; package.loaded["scripts/globals/chocobo_digging"] = nil; ----------------------------------- require("scripts/zones/Meriphataud_Mountains/TextIDs"); require("scripts/globals/icanheararainbow"); require("scripts/globals/zone"); require("scripts/globals/conquest"); require("scripts/globals/chocobo_digging"); ----------------------------------- -- Chocobo Digging vars ----------------------------------- local itemMap = { -- itemid, abundance, requirement { 646, 4, DIGREQ_NONE }, { 845, 12, DIGREQ_NONE }, { 640, 112, DIGREQ_NONE }, { 768, 237, DIGREQ_NONE }, { 893, 41, DIGREQ_NONE }, { 748, 33, DIGREQ_NONE }, { 846, 145, DIGREQ_NONE }, { 869, 100, DIGREQ_NONE }, { 17296, 162, DIGREQ_NONE }, { 771, 21, DIGREQ_NONE }, { 4096, 100, DIGREQ_NONE }, -- all crystals { 678, 5, DIGREQ_BURROW }, { 645, 9, DIGREQ_BURROW }, { 737, 5, DIGREQ_BURROW }, { 643, 69, DIGREQ_BURROW }, { 1650, 62, DIGREQ_BURROW }, { 644, 31, DIGREQ_BURROW }, { 736, 62, DIGREQ_BURROW }, { 739, 5, DIGREQ_BURROW }, { 678, 5, DIGREQ_BORE }, { 645, 9, DIGREQ_BORE }, { 737, 5, DIGREQ_BORE }, { 738, 8, DIGREQ_BORE }, { 4570, 10, DIGREQ_MODIFIER }, { 4487, 11, DIGREQ_MODIFIER }, { 4409, 12, DIGREQ_MODIFIER }, { 1188, 10, DIGREQ_MODIFIER }, { 4532, 12, DIGREQ_MODIFIER }, }; local messageArray = { DIG_THROW_AWAY, FIND_NOTHING, ITEM_OBTAINED }; ----------------------------------- -- onChocoboDig ----------------------------------- function onChocoboDig(player, precheck) return chocoboDig(player, itemMap, precheck, messageArray); end; ----------------------------------- -- onInitialize ----------------------------------- function onInitialize(zone) local manuals = {17265291,17265292,17265293}; SetFieldManual(manuals); -- Waraxe Beak SetRespawnTime(17264828, 900, 10800); -- Coo Keja the Unseen SetRespawnTime(17264946, 900, 10800); SetRegionalConquestOverseers(zone:getRegionID()) end; ----------------------------------- -- onZoneIn ----------------------------------- function onZoneIn( player, prevZone) local cs = -1; if (player:getXPos() == 0 and player:getYPos() == 0 and player:getZPos() == 0) then player:setPos( 752.632, -33.761, -40.035, 129); end if (triggerLightCutscene(player)) then -- Quest: I Can Hear A Rainbow cs = 0x001f; elseif (player:getCurrentMission(WINDURST) == VAIN and player:getVar("MissionStatus") ==1) then cs = 0x0022; -- no update for castle oztroja (north) end return cs; end; ----------------------------------- -- onConquestUpdate ----------------------------------- function onConquestUpdate(zone, updatetype) local players = zone:getPlayers(); for name, player in pairs(players) do conquestUpdate(zone, player, updatetype, CONQUEST_BASE); end end; ----------------------------------- -- onRegionEnter ----------------------------------- function onRegionEnter( player, region) end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate( player, csid, option) -- printf("CSID: %u",csid); -- printf("RESULT: %u",option); if (csid == 0x001f) then lightCutsceneUpdate(player); -- Quest: I Can Hear A Rainbow elseif (csid == 0x0022) then if (player:getPreviousZone() == 120) then player:updateEvent(0,0,0,0,0,2); elseif (player:getPreviousZone() == 117) then player:updateEvent(0,0,0,0,0,1); end end end; ----------------------------------- -- onEventFinish ----------------------------------- function onEventFinish( player, csid, option) -- printf("CSID: %u",csid); -- printf("RESULT: %u",option); if (csid == 0x001f) then lightCutsceneFinish(player); -- Quest: I Can Hear A Rainbow end end;
gpl-3.0
DarkstarProject/darkstar
scripts/globals/spells/impact.lua
12
3140
----------------------------------------- -- Spell: Impact -- Deals dark damage to an enemy and -- decreases all 7 base stats by 20% ----------------------------------------- require("scripts/globals/status") require("scripts/globals/magic") ----------------------------------------- function onMagicCastingCheck(caster,target,spell) return 0 end function onSpellCast(caster,target,spell) local params = {} params.attribute = dsp.mod.INT params.bonus = 1.0 params.diff = caster:getStat(dsp.mod.INT)-target:getStat(dsp.mod.INT) params.dmg = 939 params.effect = nil params.hasMultipleTargetReduction = false params.multiplier = 2.335 params.resistBonus = 1.0 params.skillType = 37 params.skillType = dsp.skill.ELEMENTAL_MAGIC local resist = applyResistance(caster, target, spell, params) local duration = 180 * resist -- BG wiki suggests only duration gets effected by resist, not stat amount. -- Todo: loop to avoid repeatedly doing same thing for each stat local STR_Loss = ((target:getStat(dsp.mod.STR) / 100) * 20) -- Should be 20% local DEX_Loss = ((target:getStat(dsp.mod.DEX) / 100) * 20) local VIT_Loss = ((target:getStat(dsp.mod.VIT) / 100) * 20) local AGI_Loss = ((target:getStat(dsp.mod.AGI) / 100) * 20) local INT_Loss = ((target:getStat(dsp.mod.INT) / 100) * 20) local MND_Loss = ((target:getStat(dsp.mod.MND) / 100) * 20) local CHR_Loss = ((target:getStat(dsp.mod.CHR) / 100) * 20) if (target:hasStatusEffect(dsp.effect.STR_DOWN) == false) then target:addStatusEffect(dsp.effect.STR_DOWN,STR_Loss,0,duration) end if (target:hasStatusEffect(dsp.effect.DEX_DOWN) == false) then target:addStatusEffect(dsp.effect.DEX_DOWN,DEX_Loss,0,duration) end if (target:hasStatusEffect(dsp.effect.VIT_DOWN) == false) then target:addStatusEffect(dsp.effect.VIT_DOWN,VIT_Loss,0,duration) end if (target:hasStatusEffect(dsp.effect.AGI_DOWN) == false) then target:addStatusEffect(dsp.effect.AGI_DOWN,AGI_Loss,0,duration) end if (target:hasStatusEffect(dsp.effect.INT_DOWN) == false) then target:addStatusEffect(dsp.effect.INT_DOWN,INT_Loss,0,duration) end if (target:hasStatusEffect(dsp.effect.MND_DOWN) == false) then target:addStatusEffect(dsp.effect.MND_DOWN,MND_Loss,0,duration) end if (target:hasStatusEffect(dsp.effect.CHR_DOWN) == false) then target:addStatusEffect(dsp.effect.CHR_DOWN,CHR_Loss,0,duration) end -- Diverting use of doElementalNuke till spellParams is implemented for this spell -- local dmg = doElementalNuke(caster, target, spell, params) -- Calculate raw damage local dmg = calculateMagicDamage(caster, target, spell, params) -- Get the resisted damage dmg = dmg*resist -- Add on bonuses (staff/day/weather/jas/mab/etc all go in this function) dmg = addBonuses(caster,spell,target,dmg) -- Add in target adjustment dmg = adjustForTarget(target,dmg,spell:getElement()) -- Add in final adjustments dmg = finalMagicAdjustments(caster,target,spell,dmg) return dmg end
gpl-3.0
crunchuser/prosody-modules
mod_component_client/mod_component_client.lua
31
8204
--[[ mod_component_client.lua This module turns Prosody hosts into components of other XMPP servers. Config: VirtualHost "component.example.com" component_client = { host = "localhost"; port = 5347; secret = "hunter2"; } ]] local socket = require "socket" local logger = require "util.logger"; local sha1 = require "util.hashes".sha1; local st = require "util.stanza"; local jid_split = require "util.jid".split; local new_xmpp_stream = require "util.xmppstream".new; local uuid_gen = require "util.uuid".generate; local core_process_stanza = prosody.core_process_stanza; local hosts = prosody.hosts; local log = module._log; local config = module:get_option("component_client", {}); local server_host = config.host or "localhost"; local server_port = config.port or 5347; local server_secret = config.secret or error("client_component.secret not provided"); local exit_on_disconnect = config.exit_on_disconnect; local keepalive_interval = config.keepalive_interval or 3600; local __conn; local listener = {}; local session; local xmlns_component = 'jabber:component:accept'; local stream_callbacks = { default_ns = xmlns_component }; local xmlns_xmpp_streams = "urn:ietf:params:xml:ns:xmpp-streams"; function stream_callbacks.error(session, error, data, data2) if session.destroyed then return; end module:log("warn", "Error processing component stream: %s", tostring(error)); if error == "no-stream" then session:close("invalid-namespace"); elseif error == "parse-error" then session.log("warn", "External component %s XML parse error: %s", tostring(session.host), tostring(data)); session:close("not-well-formed"); elseif error == "stream-error" then local condition, text = "undefined-condition"; for child in data:children() do if child.attr.xmlns == xmlns_xmpp_streams then if child.name ~= "text" then condition = child.name; else text = child:get_text(); end if condition ~= "undefined-condition" and text then break; end end end text = condition .. (text and (" ("..text..")") or ""); session.log("info", "Session closed by remote with error: %s", text); session:close(nil, text); end end function stream_callbacks.streamopened(session, attr) -- TODO check id~=nil, from==module.host module:log("debug", "Sending handshake"); local handshake = st.stanza("handshake"):text(sha1(attr.id..server_secret, true)); session.send(handshake); session.notopen = nil; end function stream_callbacks.streamclosed(session) session.log("debug", "Received </stream:stream>"); session:close(); end module:hook("stanza/jabber:component:accept:handshake", function(event) session.type = "component"; module:log("debug", "Handshake complete"); module:fire_event("component_client/connected", {}); return true; -- READY! end); module:hook("route/remote", function(event) return session and session.send(event.stanza); end); function stream_callbacks.handlestanza(session, stanza) -- Namespaces are icky. if not stanza.attr.xmlns and stanza.name == "handshake" then stanza.attr.xmlns = xmlns_component; end if not stanza.attr.xmlns or stanza.attr.xmlns == "jabber:client" then if not stanza.attr.from then session.log("warn", "Rejecting stanza with no 'from' address"); session.send(st.error_reply(stanza, "modify", "bad-request", "Components MUST get a 'from' address on stanzas")); return; end local _, domain = jid_split(stanza.attr.to); if not domain then session.log("warn", "Rejecting stanza with no 'to' address"); session.send(st.error_reply(stanza, "modify", "bad-request", "Components MUST get a 'to' address on stanzas")); return; elseif domain ~= session.host then session.log("warn", "Component received stanza with unknown 'to' address"); session.send(st.error_reply(stanza, "cancel", "not-allowed", "Component doesn't serve this JID")); return; end end return core_process_stanza(session, stanza); end local stream_xmlns_attr = {xmlns='urn:ietf:params:xml:ns:xmpp-streams'}; local default_stream_attr = { ["xmlns:stream"] = "http://etherx.jabber.org/streams", xmlns = stream_callbacks.default_ns, version = "1.0", id = "" }; local function session_close(session, reason) if session.destroyed then return; end if session.conn then if session.notopen then session.send("<?xml version='1.0'?>"); session.send(st.stanza("stream:stream", default_stream_attr):top_tag()); end if reason then if type(reason) == "string" then -- assume stream error module:log("info", "Disconnecting component, <stream:error> is: %s", reason); session.send(st.stanza("stream:error"):tag(reason, {xmlns = 'urn:ietf:params:xml:ns:xmpp-streams' })); elseif type(reason) == "table" then if reason.condition then local stanza = st.stanza("stream:error"):tag(reason.condition, stream_xmlns_attr):up(); if reason.text then stanza:tag("text", stream_xmlns_attr):text(reason.text):up(); end if reason.extra then stanza:add_child(reason.extra); end module:log("info", "Disconnecting component, <stream:error> is: %s", tostring(stanza)); session.send(stanza); elseif reason.name then -- a stanza module:log("info", "Disconnecting component, <stream:error> is: %s", tostring(reason)); session.send(reason); end end end session.send("</stream:stream>"); session.conn:close(); listener.ondisconnect(session.conn, "stream error"); end end function listener.onconnect(conn) session = { type = "component_unauthed", conn = conn, send = function (data) return conn:write(tostring(data)); end, host = module.host }; -- Logging functions -- local conn_name = "jcp"..tostring(session):match("[a-f0-9]+$"); session.log = logger.init(conn_name); session.close = session_close; session.log("info", "Outgoing Jabber component connection"); local stream = new_xmpp_stream(session, stream_callbacks); session.stream = stream; function session.data(conn, data) local ok, err = stream:feed(data); if ok then return; end module:log("debug", "Received invalid XML (%s) %d bytes: %s", tostring(err), #data, data:sub(1, 300):gsub("[\r\n]+", " "):gsub("[%z\1-\31]", "_")); session:close("not-well-formed"); end session.dispatch_stanza = stream_callbacks.handlestanza; session.notopen = true; session.send(st.stanza("stream:stream", { to = session.host; ["xmlns:stream"] = 'http://etherx.jabber.org/streams'; xmlns = xmlns_component; }):top_tag()); --sessions[conn] = session; end function listener.onincoming(conn, data) --local session = sessions[conn]; session.data(conn, data); end function listener.ondisconnect(conn, err) --local session = sessions[conn]; if session then (session.log or log)("info", "component disconnected: %s (%s)", tostring(session.host), tostring(err)); if session.on_destroy then session:on_destroy(err); end --sessions[conn] = nil; for k in pairs(session) do if k ~= "log" and k ~= "close" then session[k] = nil; end end session.destroyed = true; session = nil; end __conn = nil; module:log("error", "connection lost"); module:fire_event("component_client/disconnected", { reason = err }); if exit_on_disconnect and not prosody.shutdown_reason then prosody.shutdown("Shutdown by component_client disconnect"); end end -- send whitespace keep-alive one an hour if keepalive_interval ~= 0 then module:add_timer(keepalive_interval, function() if __conn then __conn:write(" "); end return keepalive_interval; end); end function connect() ------------------------ -- Taken from net.http local conn = socket.tcp ( ) conn:settimeout ( 10 ) local ok, err = conn:connect ( server_host , server_port ) if not ok and err ~= "timeout" then return nil, err; end local handler , conn = server.wrapclient ( conn , server_host , server_port , listener , "*a") __conn = handler; ------------------------ return true; end local s, err = connect(); if not s then listener.ondisconnect(nil, err); end module:hook_global("server-stopping", function(event) local reason = event.reason; if session then session:close{ condition = "system-shutdown", text = reason }; end end, 1000);
mit
DeepLearning4BioSeqText/Paper12-PlosOne-DeepProteinMultitaskTagging
modelShare/viterbi/Viterbi.lua
2
1086
local Viterbi, parent = torch.class('nn.Viterbi','nn.Module') function Viterbi:__init(size) parent.__init(self) self.transProb = torch.Tensor(size,size) self.startProb = torch.Tensor(size) self.gradTransProb = torch.Tensor(size,size) self.gradStartProb = torch.Tensor(size) self.alpha = torch.Tensor() self.beta = torch.Tensor() self:reset() end function Viterbi:reset() self.transProb:fill(-math.log(self.transProb:size(1))) self.startProb:fill(-math.log(self.startProb:size(1))) end function Viterbi:write(file) parent.write(self, file) file:writeObject(self.transProb) file:writeObject(self.startProb) file:writeObject(self.gradTransProb) file:writeObject(self.gradStartProb) file:writeObject(self.alpha) file:writeObject(self.beta) end function Viterbi:read(file) parent.read(self, file) self.transProb = file:readObject() self.startProb = file:readObject() self.gradTransProb = file:readObject() self.gradStartProb = file:readObject() self.alpha = file:readObject() self.beta = file:readObject() end
gpl-2.0
DarkstarProject/darkstar
scripts/zones/AlTaieu/npcs/qm2.lua
12
1148
----------------------------------- -- Area: Al'Taieu -- NPC: ??? (Jailer of Justice Spawn) -- Allows players to spawn the Jailer of Justice by trading the Second Virtue, Deed of Moderation, and HQ Xzomit Organ to a ???. -- !pos , -278 0 -463 ----------------------------------- local ID = require("scripts/zones/AlTaieu/IDs"); ----------------------------------- function onTrade(player,npc,trade) --[[ -- JAILER OF JUSTICE if ( not GetMobByID(ID.mob.JAILER_OF_JUSTICE):isSpawned() and trade:hasItemQty(1853,1) and -- second_virtue trade:hasItemQty(1854,1) and -- deed_of_moderation trade:hasItemQty(1855,1) and -- hq_xzomit_organ trade:getItemCount() == 3 ) then player:tradeComplete(); SpawnMob(ID.mob.JAILER_OF_JUSTICE):updateClaim(player); end --]] end; function onTrigger(player,npc) end; function onEventUpdate(player,csid,option) -- printf("onUpdate CSID: %u",csid); -- printf("onUpdate RESULT: %u",option); end; function onEventFinish(player,csid,option) -- printf("onFinish CSID: %u",csid); -- printf("onFinish RESULT: %u",option); end;
gpl-3.0
DarkstarProject/darkstar
scripts/zones/Phomiuna_Aqueducts/npcs/_0rs.lua
12
1094
----------------------------------- -- Area: Phomiuna_Aqueducts -- NPC: Oil lamp -- !pos -60 -23 60 27 ----------------------------------- require("scripts/globals/missions"); local ID = require("scripts/zones/Phomiuna_Aqueducts/IDs"); ----------------------------------- function onTrade(player,npc,trade) end; function onTrigger(player,npc) local DoorOffset = npc:getID(); player:messageSpecial(ID.text.LAMP_OFFSET+1); -- earth lamp npc:openDoor(7); -- lamp animation local element = VanadielDayElement(); -- printf("element: %u",element); if (element == 3) then -- wind day if (GetNPCByID(DoorOffset+1):getAnimation() == 8) then -- lamp wind open? GetNPCByID(DoorOffset-7):openDoor(15); -- Open Door _0rk end elseif (element == 1) then -- earth day if (GetNPCByID(DoorOffset-3):getAnimation() == 8) then -- lamp lightning open? GetNPCByID(DoorOffset-7):openDoor(15); -- Open Door _0rk end end end; function onEventUpdate(player,csid,option) end; function onEventFinish(player,csid,option) end;
gpl-3.0
eugeneia/snabbswitch
lib/ljsyscall/syscall/osx/syscalls.lua
18
1899
-- OSX specific syscalls local require, error, assert, tonumber, tostring, setmetatable, pairs, ipairs, unpack, rawget, rawset, pcall, type, table, string = require, error, assert, tonumber, tostring, setmetatable, pairs, ipairs, unpack, rawget, rawset, pcall, type, table, string local abi = require "syscall.abi" return function(S, hh, c, C, types) local ret64, retnum, retfd, retbool, retptr = hh.ret64, hh.retnum, hh.retfd, hh.retbool, hh.retptr local ffi = require "ffi" local errno = ffi.errno local h = require "syscall.helpers" local istype, mktype, getfd = h.istype, h.mktype, h.getfd local t, pt, s = types.t, types.pt, types.s -- TODO lutimes is implemented using setattrlist(2) in OSX function S.grantpt(fd) return S.ioctl(fd, "TIOCPTYGRANT") end function S.unlockpt(fd) return S.ioctl(fd, "TIOCPTYUNLK") end function S.ptsname(fd) local buf = t.buffer(128) local ok, err = S.ioctl(fd, "TIOCPTYGNAME", buf) if not ok then return nil, err end return ffi.string(buf) end function S.mach_absolute_time() return C.mach_absolute_time() end function S.mach_task_self() return C.mach_task_self_ end function S.mach_host_self() return C.mach_host_self() end function S.mach_port_deallocate(task, name) return retbool(C.mach_port_deallocate(task or S.mach_task_self(), name)) end function S.host_get_clock_service(host, clock_id, clock_serv) clock_serv = clock_serv or t.clock_serv1() local ok, err = C.host_get_clock_service(host or S.mach_host_self(), c.CLOCKTYPE[clock_id or "SYSTEM"], clock_serv) if not ok then return nil, err end return clock_serv[0] end -- TODO when mach ports do gc, can add 'clock_serv or S.host_get_clock_service()' function S.clock_get_time(clock_serv, cur_time) cur_time = cur_time or t.mach_timespec() local ok, err = C.clock_get_time(clock_serv, cur_time) if not ok then return nil, err end return cur_time end return S end
apache-2.0
blackops97/boty.lua
libs/lua-redis.lua
580
35599
local redis = { _VERSION = 'redis-lua 2.0.4', _DESCRIPTION = 'A Lua client library for the redis key value storage system.', _COPYRIGHT = 'Copyright (C) 2009-2012 Daniele Alessandri', } -- The following line is used for backwards compatibility in order to keep the `Redis` -- global module name. Using `Redis` is now deprecated so you should explicitly assign -- the module to a local variable when requiring it: `local redis = require('redis')`. Redis = redis local unpack = _G.unpack or table.unpack local network, request, response = {}, {}, {} local defaults = { host = '127.0.0.1', port = 6379, tcp_nodelay = true, path = nil } local function merge_defaults(parameters) if parameters == nil then parameters = {} end for k, v in pairs(defaults) do if parameters[k] == nil then parameters[k] = defaults[k] end end return parameters end local function parse_boolean(v) if v == '1' or v == 'true' or v == 'TRUE' then return true elseif v == '0' or v == 'false' or v == 'FALSE' then return false else return nil end end local function toboolean(value) return value == 1 end local function sort_request(client, command, key, params) --[[ params = { by = 'weight_*', get = 'object_*', limit = { 0, 10 }, sort = 'desc', alpha = true, } ]] local query = { key } if params then if params.by then table.insert(query, 'BY') table.insert(query, params.by) end if type(params.limit) == 'table' then -- TODO: check for lower and upper limits table.insert(query, 'LIMIT') table.insert(query, params.limit[1]) table.insert(query, params.limit[2]) end if params.get then if (type(params.get) == 'table') then for _, getarg in pairs(params.get) do table.insert(query, 'GET') table.insert(query, getarg) end else table.insert(query, 'GET') table.insert(query, params.get) end end if params.sort then table.insert(query, params.sort) end if params.alpha == true then table.insert(query, 'ALPHA') end if params.store then table.insert(query, 'STORE') table.insert(query, params.store) end end request.multibulk(client, command, query) end local function zset_range_request(client, command, ...) local args, opts = {...}, { } if #args >= 1 and type(args[#args]) == 'table' then local options = table.remove(args, #args) if options.withscores then table.insert(opts, 'WITHSCORES') end end for _, v in pairs(opts) do table.insert(args, v) end request.multibulk(client, command, args) end local function zset_range_byscore_request(client, command, ...) local args, opts = {...}, { } if #args >= 1 and type(args[#args]) == 'table' then local options = table.remove(args, #args) if options.limit then table.insert(opts, 'LIMIT') table.insert(opts, options.limit.offset or options.limit[1]) table.insert(opts, options.limit.count or options.limit[2]) end if options.withscores then table.insert(opts, 'WITHSCORES') end end for _, v in pairs(opts) do table.insert(args, v) end request.multibulk(client, command, args) end local function zset_range_reply(reply, command, ...) local args = {...} local opts = args[4] if opts and (opts.withscores or string.lower(tostring(opts)) == 'withscores') then local new_reply = { } for i = 1, #reply, 2 do table.insert(new_reply, { reply[i], reply[i + 1] }) end return new_reply else return reply end end local function zset_store_request(client, command, ...) local args, opts = {...}, { } if #args >= 1 and type(args[#args]) == 'table' then local options = table.remove(args, #args) if options.weights and type(options.weights) == 'table' then table.insert(opts, 'WEIGHTS') for _, weight in ipairs(options.weights) do table.insert(opts, weight) end end if options.aggregate then table.insert(opts, 'AGGREGATE') table.insert(opts, options.aggregate) end end for _, v in pairs(opts) do table.insert(args, v) end request.multibulk(client, command, args) end local function mset_filter_args(client, command, ...) local args, arguments = {...}, {} if (#args == 1 and type(args[1]) == 'table') then for k,v in pairs(args[1]) do table.insert(arguments, k) table.insert(arguments, v) end else arguments = args end request.multibulk(client, command, arguments) end local function hash_multi_request_builder(builder_callback) return function(client, command, ...) local args, arguments = {...}, { } if #args == 2 then table.insert(arguments, args[1]) for k, v in pairs(args[2]) do builder_callback(arguments, k, v) end else arguments = args end request.multibulk(client, command, arguments) end end local function parse_info(response) local info = {} local current = info response:gsub('([^\r\n]*)\r\n', function(kv) if kv == '' then return end local section = kv:match('^# (%w+)$') if section then current = {} info[section:lower()] = current return end local k,v = kv:match(('([^:]*):([^:]*)'):rep(1)) if k:match('db%d+') then current[k] = {} v:gsub(',', function(dbkv) local dbk,dbv = kv:match('([^:]*)=([^:]*)') current[k][dbk] = dbv end) else current[k] = v end end) return info end local function load_methods(proto, commands) local client = setmetatable ({}, getmetatable(proto)) for cmd, fn in pairs(commands) do if type(fn) ~= 'function' then redis.error('invalid type for command ' .. cmd .. '(must be a function)') end client[cmd] = fn end for i, v in pairs(proto) do client[i] = v end return client end local function create_client(proto, client_socket, commands) local client = load_methods(proto, commands) client.error = redis.error client.network = { socket = client_socket, read = network.read, write = network.write, } client.requests = { multibulk = request.multibulk, } return client end -- ############################################################################ function network.write(client, buffer) local _, err = client.network.socket:send(buffer) if err then client.error(err) end end function network.read(client, len) if len == nil then len = '*l' end local line, err = client.network.socket:receive(len) if not err then return line else client.error('connection error: ' .. err) end end -- ############################################################################ function response.read(client) local payload = client.network.read(client) local prefix, data = payload:sub(1, -#payload), payload:sub(2) -- status reply if prefix == '+' then if data == 'OK' then return true elseif data == 'QUEUED' then return { queued = true } else return data end -- error reply elseif prefix == '-' then return client.error('redis error: ' .. data) -- integer reply elseif prefix == ':' then local number = tonumber(data) if not number then if res == 'nil' then return nil end client.error('cannot parse '..res..' as a numeric response.') end return number -- bulk reply elseif prefix == '$' then local length = tonumber(data) if not length then client.error('cannot parse ' .. length .. ' as data length') end if length == -1 then return nil end local nextchunk = client.network.read(client, length + 2) return nextchunk:sub(1, -3) -- multibulk reply elseif prefix == '*' then local count = tonumber(data) if count == -1 then return nil end local list = {} if count > 0 then local reader = response.read for i = 1, count do list[i] = reader(client) end end return list -- unknown type of reply else return client.error('unknown response prefix: ' .. prefix) end end -- ############################################################################ function request.raw(client, buffer) local bufferType = type(buffer) if bufferType == 'table' then client.network.write(client, table.concat(buffer)) elseif bufferType == 'string' then client.network.write(client, buffer) else client.error('argument error: ' .. bufferType) end end function request.multibulk(client, command, ...) local args = {...} local argsn = #args local buffer = { true, true } if argsn == 1 and type(args[1]) == 'table' then argsn, args = #args[1], args[1] end buffer[1] = '*' .. tostring(argsn + 1) .. "\r\n" buffer[2] = '$' .. #command .. "\r\n" .. command .. "\r\n" local table_insert = table.insert for _, argument in pairs(args) do local s_argument = tostring(argument) table_insert(buffer, '$' .. #s_argument .. "\r\n" .. s_argument .. "\r\n") end client.network.write(client, table.concat(buffer)) end -- ############################################################################ local function custom(command, send, parse) command = string.upper(command) return function(client, ...) send(client, command, ...) local reply = response.read(client) if type(reply) == 'table' and reply.queued then reply.parser = parse return reply else if parse then return parse(reply, command, ...) end return reply end end end local function command(command, opts) if opts == nil or type(opts) == 'function' then return custom(command, request.multibulk, opts) else return custom(command, opts.request or request.multibulk, opts.response) end end local define_command_impl = function(target, name, opts) local opts = opts or {} target[string.lower(name)] = custom( opts.command or string.upper(name), opts.request or request.multibulk, opts.response or nil ) end local undefine_command_impl = function(target, name) target[string.lower(name)] = nil end -- ############################################################################ local client_prototype = {} client_prototype.raw_cmd = function(client, buffer) request.raw(client, buffer .. "\r\n") return response.read(client) end -- obsolete client_prototype.define_command = function(client, name, opts) define_command_impl(client, name, opts) end -- obsolete client_prototype.undefine_command = function(client, name) undefine_command_impl(client, name) end client_prototype.quit = function(client) request.multibulk(client, 'QUIT') client.network.socket:shutdown() return true end client_prototype.shutdown = function(client) request.multibulk(client, 'SHUTDOWN') client.network.socket:shutdown() end -- Command pipelining client_prototype.pipeline = function(client, block) local requests, replies, parsers = {}, {}, {} local table_insert = table.insert local socket_write, socket_read = client.network.write, client.network.read client.network.write = function(_, buffer) table_insert(requests, buffer) end -- TODO: this hack is necessary to temporarily reuse the current -- request -> response handling implementation of redis-lua -- without further changes in the code, but it will surely -- disappear when the new command-definition infrastructure -- will finally be in place. client.network.read = function() return '+QUEUED' end local pipeline = setmetatable({}, { __index = function(env, name) local cmd = client[name] if not cmd then client.error('unknown redis command: ' .. name, 2) end return function(self, ...) local reply = cmd(client, ...) table_insert(parsers, #requests, reply.parser) return reply end end }) local success, retval = pcall(block, pipeline) client.network.write, client.network.read = socket_write, socket_read if not success then client.error(retval, 0) end client.network.write(client, table.concat(requests, '')) for i = 1, #requests do local reply, parser = response.read(client), parsers[i] if parser then reply = parser(reply) end table_insert(replies, i, reply) end return replies, #requests end -- Publish/Subscribe do local channels = function(channels) if type(channels) == 'string' then channels = { channels } end return channels end local subscribe = function(client, ...) request.multibulk(client, 'subscribe', ...) end local psubscribe = function(client, ...) request.multibulk(client, 'psubscribe', ...) end local unsubscribe = function(client, ...) request.multibulk(client, 'unsubscribe') end local punsubscribe = function(client, ...) request.multibulk(client, 'punsubscribe') end local consumer_loop = function(client) local aborting, subscriptions = false, 0 local abort = function() if not aborting then unsubscribe(client) punsubscribe(client) aborting = true end end return coroutine.wrap(function() while true do local message local response = response.read(client) if response[1] == 'pmessage' then message = { kind = response[1], pattern = response[2], channel = response[3], payload = response[4], } else message = { kind = response[1], channel = response[2], payload = response[3], } end if string.match(message.kind, '^p?subscribe$') then subscriptions = subscriptions + 1 end if string.match(message.kind, '^p?unsubscribe$') then subscriptions = subscriptions - 1 end if aborting and subscriptions == 0 then break end coroutine.yield(message, abort) end end) end client_prototype.pubsub = function(client, subscriptions) if type(subscriptions) == 'table' then if subscriptions.subscribe then subscribe(client, channels(subscriptions.subscribe)) end if subscriptions.psubscribe then psubscribe(client, channels(subscriptions.psubscribe)) end end return consumer_loop(client) end end -- Redis transactions (MULTI/EXEC) do local function identity(...) return ... end local emptytable = {} local function initialize_transaction(client, options, block, queued_parsers) local table_insert = table.insert local coro = coroutine.create(block) if options.watch then local watch_keys = {} for _, key in pairs(options.watch) do table_insert(watch_keys, key) end if #watch_keys > 0 then client:watch(unpack(watch_keys)) end end local transaction_client = setmetatable({}, {__index=client}) transaction_client.exec = function(...) client.error('cannot use EXEC inside a transaction block') end transaction_client.multi = function(...) coroutine.yield() end transaction_client.commands_queued = function() return #queued_parsers end assert(coroutine.resume(coro, transaction_client)) transaction_client.multi = nil transaction_client.discard = function(...) local reply = client:discard() for i, v in pairs(queued_parsers) do queued_parsers[i]=nil end coro = initialize_transaction(client, options, block, queued_parsers) return reply end transaction_client.watch = function(...) client.error('WATCH inside MULTI is not allowed') end setmetatable(transaction_client, { __index = function(t, k) local cmd = client[k] if type(cmd) == "function" then local function queuey(self, ...) local reply = cmd(client, ...) assert((reply or emptytable).queued == true, 'a QUEUED reply was expected') table_insert(queued_parsers, reply.parser or identity) return reply end t[k]=queuey return queuey else return cmd end end }) client:multi() return coro end local function transaction(client, options, coroutine_block, attempts) local queued_parsers, replies = {}, {} local retry = tonumber(attempts) or tonumber(options.retry) or 2 local coro = initialize_transaction(client, options, coroutine_block, queued_parsers) local success, retval if coroutine.status(coro) == 'suspended' then success, retval = coroutine.resume(coro) else -- do not fail if the coroutine has not been resumed (missing t:multi() with CAS) success, retval = true, 'empty transaction' end if #queued_parsers == 0 or not success then client:discard() assert(success, retval) return replies, 0 end local raw_replies = client:exec() if not raw_replies then if (retry or 0) <= 0 then client.error("MULTI/EXEC transaction aborted by the server") else --we're not quite done yet return transaction(client, options, coroutine_block, retry - 1) end end local table_insert = table.insert for i, parser in pairs(queued_parsers) do table_insert(replies, i, parser(raw_replies[i])) end return replies, #queued_parsers end client_prototype.transaction = function(client, arg1, arg2) local options, block if not arg2 then options, block = {}, arg1 elseif arg1 then --and arg2, implicitly options, block = type(arg1)=="table" and arg1 or { arg1 }, arg2 else client.error("Invalid parameters for redis transaction.") end if not options.watch then watch_keys = { } for i, v in pairs(options) do if tonumber(i) then table.insert(watch_keys, v) options[i] = nil end end options.watch = watch_keys elseif not (type(options.watch) == 'table') then options.watch = { options.watch } end if not options.cas then local tx_block = block block = function(client, ...) client:multi() return tx_block(client, ...) --can't wrap this in pcall because we're in a coroutine. end end return transaction(client, options, block) end end -- MONITOR context do local monitor_loop = function(client) local monitoring = true -- Tricky since the payload format changed starting from Redis 2.6. local pattern = '^(%d+%.%d+)( ?.- ?) ?"(%a+)" ?(.-)$' local abort = function() monitoring = false end return coroutine.wrap(function() client:monitor() while monitoring do local message, matched local response = response.read(client) local ok = response:gsub(pattern, function(time, info, cmd, args) message = { timestamp = tonumber(time), client = info:match('%d+.%d+.%d+.%d+:%d+'), database = tonumber(info:match('%d+')) or 0, command = cmd, arguments = args:match('.+'), } matched = true end) if not matched then client.error('Unable to match MONITOR payload: '..response) end coroutine.yield(message, abort) end end) end client_prototype.monitor_messages = function(client) return monitor_loop(client) end end -- ############################################################################ local function connect_tcp(socket, parameters) local host, port = parameters.host, tonumber(parameters.port) local ok, err = socket:connect(host, port) if not ok then redis.error('could not connect to '..host..':'..port..' ['..err..']') end socket:setoption('tcp-nodelay', parameters.tcp_nodelay) return socket end local function connect_unix(socket, parameters) local ok, err = socket:connect(parameters.path) if not ok then redis.error('could not connect to '..parameters.path..' ['..err..']') end return socket end local function create_connection(parameters) if parameters.socket then return parameters.socket end local perform_connection, socket if parameters.scheme == 'unix' then perform_connection, socket = connect_unix, require('socket.unix') assert(socket, 'your build of LuaSocket does not support UNIX domain sockets') else if parameters.scheme then local scheme = parameters.scheme assert(scheme == 'redis' or scheme == 'tcp', 'invalid scheme: '..scheme) end perform_connection, socket = connect_tcp, require('socket').tcp end return perform_connection(socket(), parameters) end -- ############################################################################ function redis.error(message, level) error(message, (level or 1) + 1) end function redis.connect(...) local args, parameters = {...}, nil if #args == 1 then if type(args[1]) == 'table' then parameters = args[1] else local uri = require('socket.url') parameters = uri.parse(select(1, ...)) if parameters.scheme then if parameters.query then for k, v in parameters.query:gmatch('([-_%w]+)=([-_%w]+)') do if k == 'tcp_nodelay' or k == 'tcp-nodelay' then parameters.tcp_nodelay = parse_boolean(v) end end end else parameters.host = parameters.path end end elseif #args > 1 then local host, port = unpack(args) parameters = { host = host, port = port } end local commands = redis.commands or {} if type(commands) ~= 'table' then redis.error('invalid type for the commands table') end local socket = create_connection(merge_defaults(parameters)) local client = create_client(client_prototype, socket, commands) return client end function redis.command(cmd, opts) return command(cmd, opts) end -- obsolete function redis.define_command(name, opts) define_command_impl(redis.commands, name, opts) end -- obsolete function redis.undefine_command(name) undefine_command_impl(redis.commands, name) end -- ############################################################################ -- Commands defined in this table do not take the precedence over -- methods defined in the client prototype table. redis.commands = { -- commands operating on the key space exists = command('EXISTS', { response = toboolean }), del = command('DEL'), type = command('TYPE'), rename = command('RENAME'), renamenx = command('RENAMENX', { response = toboolean }), expire = command('EXPIRE', { response = toboolean }), pexpire = command('PEXPIRE', { -- >= 2.6 response = toboolean }), expireat = command('EXPIREAT', { response = toboolean }), pexpireat = command('PEXPIREAT', { -- >= 2.6 response = toboolean }), ttl = command('TTL'), pttl = command('PTTL'), -- >= 2.6 move = command('MOVE', { response = toboolean }), dbsize = command('DBSIZE'), persist = command('PERSIST', { -- >= 2.2 response = toboolean }), keys = command('KEYS', { response = function(response) if type(response) == 'string' then -- backwards compatibility path for Redis < 2.0 local keys = {} response:gsub('[^%s]+', function(key) table.insert(keys, key) end) response = keys end return response end }), randomkey = command('RANDOMKEY', { response = function(response) if response == '' then return nil else return response end end }), sort = command('SORT', { request = sort_request, }), -- commands operating on string values set = command('SET'), setnx = command('SETNX', { response = toboolean }), setex = command('SETEX'), -- >= 2.0 psetex = command('PSETEX'), -- >= 2.6 mset = command('MSET', { request = mset_filter_args }), msetnx = command('MSETNX', { request = mset_filter_args, response = toboolean }), get = command('GET'), mget = command('MGET'), getset = command('GETSET'), incr = command('INCR'), incrby = command('INCRBY'), incrbyfloat = command('INCRBYFLOAT', { -- >= 2.6 response = function(reply, command, ...) return tonumber(reply) end, }), decr = command('DECR'), decrby = command('DECRBY'), append = command('APPEND'), -- >= 2.0 substr = command('SUBSTR'), -- >= 2.0 strlen = command('STRLEN'), -- >= 2.2 setrange = command('SETRANGE'), -- >= 2.2 getrange = command('GETRANGE'), -- >= 2.2 setbit = command('SETBIT'), -- >= 2.2 getbit = command('GETBIT'), -- >= 2.2 -- commands operating on lists rpush = command('RPUSH'), lpush = command('LPUSH'), llen = command('LLEN'), lrange = command('LRANGE'), ltrim = command('LTRIM'), lindex = command('LINDEX'), lset = command('LSET'), lrem = command('LREM'), lpop = command('LPOP'), rpop = command('RPOP'), rpoplpush = command('RPOPLPUSH'), blpop = command('BLPOP'), -- >= 2.0 brpop = command('BRPOP'), -- >= 2.0 rpushx = command('RPUSHX'), -- >= 2.2 lpushx = command('LPUSHX'), -- >= 2.2 linsert = command('LINSERT'), -- >= 2.2 brpoplpush = command('BRPOPLPUSH'), -- >= 2.2 -- commands operating on sets sadd = command('SADD'), srem = command('SREM'), spop = command('SPOP'), smove = command('SMOVE', { response = toboolean }), scard = command('SCARD'), sismember = command('SISMEMBER', { response = toboolean }), sinter = command('SINTER'), sinterstore = command('SINTERSTORE'), sunion = command('SUNION'), sunionstore = command('SUNIONSTORE'), sdiff = command('SDIFF'), sdiffstore = command('SDIFFSTORE'), smembers = command('SMEMBERS'), srandmember = command('SRANDMEMBER'), -- commands operating on sorted sets zadd = command('ZADD'), zincrby = command('ZINCRBY'), zrem = command('ZREM'), zrange = command('ZRANGE', { request = zset_range_request, response = zset_range_reply, }), zrevrange = command('ZREVRANGE', { request = zset_range_request, response = zset_range_reply, }), zrangebyscore = command('ZRANGEBYSCORE', { request = zset_range_byscore_request, response = zset_range_reply, }), zrevrangebyscore = command('ZREVRANGEBYSCORE', { -- >= 2.2 request = zset_range_byscore_request, response = zset_range_reply, }), zunionstore = command('ZUNIONSTORE', { -- >= 2.0 request = zset_store_request }), zinterstore = command('ZINTERSTORE', { -- >= 2.0 request = zset_store_request }), zcount = command('ZCOUNT'), zcard = command('ZCARD'), zscore = command('ZSCORE'), zremrangebyscore = command('ZREMRANGEBYSCORE'), zrank = command('ZRANK'), -- >= 2.0 zrevrank = command('ZREVRANK'), -- >= 2.0 zremrangebyrank = command('ZREMRANGEBYRANK'), -- >= 2.0 -- commands operating on hashes hset = command('HSET', { -- >= 2.0 response = toboolean }), hsetnx = command('HSETNX', { -- >= 2.0 response = toboolean }), hmset = command('HMSET', { -- >= 2.0 request = hash_multi_request_builder(function(args, k, v) table.insert(args, k) table.insert(args, v) end), }), hincrby = command('HINCRBY'), -- >= 2.0 hincrbyfloat = command('HINCRBYFLOAT', {-- >= 2.6 response = function(reply, command, ...) return tonumber(reply) end, }), hget = command('HGET'), -- >= 2.0 hmget = command('HMGET', { -- >= 2.0 request = hash_multi_request_builder(function(args, k, v) table.insert(args, v) end), }), hdel = command('HDEL'), -- >= 2.0 hexists = command('HEXISTS', { -- >= 2.0 response = toboolean }), hlen = command('HLEN'), -- >= 2.0 hkeys = command('HKEYS'), -- >= 2.0 hvals = command('HVALS'), -- >= 2.0 hgetall = command('HGETALL', { -- >= 2.0 response = function(reply, command, ...) local new_reply = { } for i = 1, #reply, 2 do new_reply[reply[i]] = reply[i + 1] end return new_reply end }), -- connection related commands ping = command('PING', { response = function(response) return response == 'PONG' end }), echo = command('ECHO'), auth = command('AUTH'), select = command('SELECT'), -- transactions multi = command('MULTI'), -- >= 2.0 exec = command('EXEC'), -- >= 2.0 discard = command('DISCARD'), -- >= 2.0 watch = command('WATCH'), -- >= 2.2 unwatch = command('UNWATCH'), -- >= 2.2 -- publish - subscribe subscribe = command('SUBSCRIBE'), -- >= 2.0 unsubscribe = command('UNSUBSCRIBE'), -- >= 2.0 psubscribe = command('PSUBSCRIBE'), -- >= 2.0 punsubscribe = command('PUNSUBSCRIBE'), -- >= 2.0 publish = command('PUBLISH'), -- >= 2.0 -- redis scripting eval = command('EVAL'), -- >= 2.6 evalsha = command('EVALSHA'), -- >= 2.6 script = command('SCRIPT'), -- >= 2.6 -- remote server control commands bgrewriteaof = command('BGREWRITEAOF'), config = command('CONFIG', { -- >= 2.0 response = function(reply, command, ...) if (type(reply) == 'table') then local new_reply = { } for i = 1, #reply, 2 do new_reply[reply[i]] = reply[i + 1] end return new_reply end return reply end }), client = command('CLIENT'), -- >= 2.4 slaveof = command('SLAVEOF'), save = command('SAVE'), bgsave = command('BGSAVE'), lastsave = command('LASTSAVE'), flushdb = command('FLUSHDB'), flushall = command('FLUSHALL'), monitor = command('MONITOR'), time = command('TIME'), -- >= 2.6 slowlog = command('SLOWLOG', { -- >= 2.2.13 response = function(reply, command, ...) if (type(reply) == 'table') then local structured = { } for index, entry in ipairs(reply) do structured[index] = { id = tonumber(entry[1]), timestamp = tonumber(entry[2]), duration = tonumber(entry[3]), command = entry[4], } end return structured end return reply end }), info = command('INFO', { response = parse_info, }), } -- ############################################################################ return redis
gpl-2.0
DarkstarProject/darkstar
scripts/globals/spells/poison_ii.lua
12
1441
----------------------------------------- -- Spell: Poison ----------------------------------------- require("scripts/globals/magic") require("scripts/globals/msg") require("scripts/globals/status") ----------------------------------------- function onMagicCastingCheck(caster, target, spell) return 0 end function onSpellCast(caster, target, spell) local dINT = caster:getStat(dsp.mod.INT) - target:getStat(dsp.mod.INT) local skill = caster:getSkillLevel(dsp.skill.ENFEEBLING_MAGIC) local power = math.max(skill / 20, 4) if skill > 400 then power = math.floor(skill * 49 / 183 - 55) -- No cap can be reached yet end power = calculatePotency(power, spell:getSkillType(), caster, target) local duration = calculateDuration(120, spell:getSkillType(), spell:getSpellGroup(), caster, target) local params = {} params.diff = dINT params.skillType = dsp.skill.ENFEEBLING_MAGIC params.bonus = 0 params.effect = dsp.effect.POISON local resist = applyResistanceEffect(caster, target, spell, params) if resist >= 0.5 then -- effect taken if target:addStatusEffect(params.effect, power, 3, duration * resist) then spell:setMsg(dsp.msg.basic.MAGIC_ENFEEB_IS) else spell:setMsg(dsp.msg.basic.MAGIC_NO_EFFECT) end else -- resist entirely. spell:setMsg(dsp.msg.basic.MAGIC_RESIST) end return params.effect end
gpl-3.0
Fenix-XI/Fenix
scripts/zones/RuLude_Gardens/npcs/Dabih_Jajalioh.lua
12
1385
----------------------------------- -- Area: Ru'Lude Gardens -- NPC: Dabih Jajalioh -- Standard Merchant NPC -- Additional script for pereodical -- goods needed. -- Partitially implemented. ----------------------------------- package.loaded["scripts/zones/RuLude_Gardens/TextIDs"] = nil; ----------------------------------- require("scripts/globals/shop"); require("scripts/zones/RuLude_Gardens/TextIDs"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) player:showText(npc,DABIHJAJALIOH_SHOP_DIALOG); stock = {0x03b4,60, --Carnation 0x027c,119, --Chamomile 0x03be,120, --Marguerite 0x03b5,96, --Rain Lily 0x03ad,80, --Red Rose 0x03b7,110} --Wijnruit -- Place for difficult script showShop(player, STATIC, stock); end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); end; ----------------------------------- -- onEventFinish ----------------------------------- function onEventFinish(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); end;
gpl-3.0
Ardavans/DSR
mbwrap/games/config/game_config.lua
1
14481
if not g_opts then g_opts = {} end g_opts.multigames = {} ------------------- --some shared RangeOpts --current min, current max, min max, max max, increment local mapH = torch.Tensor{5,10,5,10,1} local mapW = torch.Tensor{5,10,5,10,1} local blockspct = torch.Tensor{0,.2,0,.2,.01} local waterpct = torch.Tensor{0,.2,0,.2,.01} ------------------- --some shared StaticOpts local sso = {} -------------- costs: sso.costs = {} sso.costs.goal = 0 sso.costs.empty = 0.1 sso.costs.block = 1000 sso.costs.water = 0.2 sso.costs.corner = 0 sso.costs.step = 0.1 sso.costs.pushableblock = 1000 --------------------- sso.crumb_action = 0 sso.push_action = 1 sso.flag_visited = 1 sso.enable_boundary = 0 sso.enable_corners = 1 sso.max_attributes = g_opts.max_attributes or 6 ------------------------------------------------------- -- MultiGoals: local MultiGoalsRangeOpts = {} MultiGoalsRangeOpts.mapH = mapH:clone() MultiGoalsRangeOpts.mapW = mapW:clone() MultiGoalsRangeOpts.blockspct = blockspct:clone() MultiGoalsRangeOpts.waterpct = waterpct:clone() MultiGoalsRangeOpts.ngoals = torch.Tensor{2,6,3,6,1} MultiGoalsRangeOpts.ngoals_active = torch.Tensor{1,3,1,3,1} local MultiGoalsStaticOpts = {} for i,j in pairs(sso) do MultiGoalsStaticOpts[i] = j end MultiGoalsOpts ={} MultiGoalsOpts.RangeOpts = MultiGoalsRangeOpts MultiGoalsOpts.StaticOpts = MultiGoalsStaticOpts g_opts.multigames.MultiGoals = MultiGoalsOpts ------------------------------------------------------- -- CondGoals: local CondGoalsRangeOpts = {} CondGoalsRangeOpts.mapH = mapH:clone() CondGoalsRangeOpts.mapW = mapW:clone() CondGoalsRangeOpts.blockspct = blockspct:clone() CondGoalsRangeOpts.waterpct = waterpct:clone() CondGoalsRangeOpts.ngoals = torch.Tensor{2,6,3,6,1} CondGoalsRangeOpts.ncolors = torch.Tensor{2,6,3,6,1} local CondGoalsStaticOpts = {} for i,j in pairs(sso) do CondGoalsStaticOpts[i] = j end CondGoalsOpts ={} CondGoalsOpts.RangeOpts = CondGoalsRangeOpts CondGoalsOpts.StaticOpts = CondGoalsStaticOpts g_opts.multigames.CondGoals = CondGoalsOpts ------------------------------------------------------- -- Exclusion: local ExclusionRangeOpts = {} ExclusionRangeOpts.mapH = mapH:clone() ExclusionRangeOpts.mapW = mapW:clone() ExclusionRangeOpts.blockspct = blockspct:clone() ExclusionRangeOpts.waterpct = waterpct:clone() ExclusionRangeOpts.ngoals = torch.Tensor{2,6,3,6,1} ExclusionRangeOpts.ngoals_active = torch.Tensor{1,3,1,3,0} local ExclusionStaticOpts = {} for i,j in pairs(sso) do ExclusionStaticOpts[i] = j end ExclusionOpts ={} ExclusionOpts.RangeOpts = ExclusionRangeOpts ExclusionOpts.StaticOpts = ExclusionStaticOpts g_opts.multigames.Exclusion = ExclusionOpts ------------------------------------------------------- -- Switches: local SwitchesRangeOpts = {} SwitchesRangeOpts.mapH = mapH:clone() SwitchesRangeOpts.mapW = mapW:clone() SwitchesRangeOpts.blockspct = blockspct:clone() SwitchesRangeOpts.waterpct = waterpct:clone() SwitchesRangeOpts.nswitches = torch.Tensor{1,5,1,5,0} SwitchesRangeOpts.ncolors = torch.Tensor{1,6,1,6,1} local SwitchesStaticOpts = {} for i,j in pairs(sso) do SwitchesStaticOpts[i] = j end SwitchesOpts ={} SwitchesOpts.RangeOpts = SwitchesRangeOpts SwitchesOpts.StaticOpts = SwitchesStaticOpts g_opts.multigames.Switches = SwitchesOpts ------------------------------------------------------- -- LightKey: local LightKeyRangeOpts = {} LightKeyRangeOpts.mapH = mapH:clone() LightKeyRangeOpts.mapW = mapW:clone() LightKeyRangeOpts.blockspct = blockspct:clone() LightKeyRangeOpts.waterpct = waterpct:clone() local LightKeyStaticOpts = {} for i,j in pairs(sso) do LightKeyStaticOpts[i] = j end LightKeyOpts ={} LightKeyOpts.RangeOpts = LightKeyRangeOpts LightKeyOpts.StaticOpts = LightKeyStaticOpts g_opts.multigames.LightKey = LightKeyOpts ------------------------------------------------------- -- Goto: local GotoRangeOpts = {} GotoRangeOpts.mapH = mapH:clone() GotoRangeOpts.mapW = mapW:clone() GotoRangeOpts.blockspct = blockspct:clone() GotoRangeOpts.waterpct = waterpct:clone() local GotoStaticOpts = {} for i,j in pairs(sso) do GotoStaticOpts[i] = j end GotoOpts ={} GotoOpts.RangeOpts = GotoRangeOpts GotoOpts.StaticOpts = GotoStaticOpts g_opts.multigames.Goto = GotoOpts ------------------------------------------------------- -- GotoHidden: local GotoHiddenRangeOpts = {} GotoHiddenRangeOpts.mapH = mapH:clone() GotoHiddenRangeOpts.mapW = mapW:clone() GotoHiddenRangeOpts.blockspct = blockspct:clone() GotoHiddenRangeOpts.waterpct = waterpct:clone() GotoHiddenRangeOpts.ngoals = torch.Tensor{1,6,3,6,1} local GotoHiddenStaticOpts = {} for i,j in pairs(sso) do GotoHiddenStaticOpts[i] = j end GotoHiddenOpts ={} GotoHiddenOpts.RangeOpts = GotoHiddenRangeOpts GotoHiddenOpts.StaticOpts = GotoHiddenStaticOpts g_opts.multigames.GotoHidden = GotoHiddenOpts ------------------------------------------------------- -- PushBlock: --note: these are not the shared range opts!!! local PushBlockRangeOpts = {} PushBlockRangeOpts.mapH = torch.Tensor{3,7,3,7,1} PushBlockRangeOpts.mapW = torch.Tensor{3,7,3,7,1} PushBlockRangeOpts.blockspct = torch.Tensor{0,0.1,0,.1,.01} PushBlockRangeOpts.waterpct = torch.Tensor{0,0.1,0,.1,.01} local PushBlockStaticOpts = {} for i,j in pairs(sso) do PushBlockStaticOpts[i] = j end PushBlockOpts ={} PushBlockOpts.RangeOpts = PushBlockRangeOpts PushBlockOpts.StaticOpts = PushBlockStaticOpts g_opts.multigames.PushBlock = PushBlockOpts ------------------------------------------------------- -- PushBlockCardinal: --note: these are not the shared range opts!!! local PushBlockCardinalRangeOpts = {} PushBlockCardinalRangeOpts.mapH = torch.Tensor{3,7,3,7,1} PushBlockCardinalRangeOpts.mapW = torch.Tensor{3,7,3,7,1} PushBlockCardinalRangeOpts.blockspct = torch.Tensor{0,0.1,0,.1,.01} PushBlockCardinalRangeOpts.waterpct = torch.Tensor{0,0.1,0,.1,.01} local PushBlockCardinalStaticOpts = {} for i,j in pairs(sso) do PushBlockCardinalStaticOpts[i] = j end PushBlockCardinalOpts ={} PushBlockCardinalOpts.RangeOpts = PushBlockCardinalRangeOpts PushBlockCardinalOpts.StaticOpts = PushBlockCardinalStaticOpts g_opts.multigames.PushBlockCardinal = PushBlockCardinalOpts ------------------------------------------------------- -- BlockedDoor: local BlockedDoorRangeOpts = {} BlockedDoorRangeOpts.mapH = mapH:clone() BlockedDoorRangeOpts.mapW = mapW:clone() BlockedDoorRangeOpts.blockspct = blockspct:clone() BlockedDoorRangeOpts.waterpct = waterpct:clone() local BlockedDoorStaticOpts = {} for i,j in pairs(sso) do BlockedDoorStaticOpts[i] = j end BlockedDoorOpts ={} BlockedDoorOpts.RangeOpts = BlockedDoorRangeOpts BlockedDoorOpts.StaticOpts = BlockedDoorStaticOpts g_opts.multigames.BlockedDoor = BlockedDoorOpts ------------------------------------------------------- -- MovingGoals: sso.costs = {} sso.costs.goal = 0 sso.costs.empty = 0.1 sso.costs.block = 1000 sso.costs.water = 0.2 sso.costs.corner = 0 sso.costs.step = 0.1 sso.costs.pushableblock = 1000 --------------------- sso.crumb_action = 0 sso.push_action = 0 sso.flag_visited = 0 sso.enable_boundary = 0 sso.enable_corners = 0 sso.max_attributes = g_opts.max_attributes or 6 local MovingGoalsRangeOpts = {} MovingGoalsRangeOpts.mapH = mapH:clone() MovingGoalsRangeOpts.mapW = mapW:clone() MovingGoalsRangeOpts.blockspct = blockspct:clone() MovingGoalsRangeOpts.waterpct = waterpct:clone() local MovingGoalsStaticOpts = {} for i,j in pairs(sso) do MovingGoalsStaticOpts[i] = j end MovingGoalsOpts ={} MovingGoalsOpts.RangeOpts = MovingGoalsRangeOpts MovingGoalsOpts.StaticOpts = MovingGoalsStaticOpts g_opts.multigames.MovingGoals = MovingGoalsOpts ------------------------------------------------------- --Bottleneck: sso.costs = {} sso.costs.goal = 0 sso.costs.empty = 0.1 sso.costs.block = 1000 sso.costs.water = 0.2 sso.costs.corner = 0 sso.costs.step = 0.1 sso.costs.pushableblock = 1000 --------------------- sso.crumb_action = 0 sso.push_action = 0 sso.flag_visited = 0 sso.enable_boundary = 0 sso.enable_corners = 0 sso.max_attributes = g_opts.max_attributes or 6 local BottleneckRangeOpts = {} BottleneckRangeOpts.mapH = mapH:clone() BottleneckRangeOpts.mapW = mapW:clone() BottleneckRangeOpts.blockspct = blockspct:clone() BottleneckRangeOpts.waterpct = waterpct:clone() local BottleneckStaticOpts = {} for i,j in pairs(sso) do BottleneckStaticOpts[i] = j end BottleneckOpts ={} BottleneckOpts.RangeOpts = BottleneckRangeOpts BottleneckOpts.StaticOpts = BottleneckStaticOpts g_opts.multigames.Bottleneck = BottleneckOpts ------------------------------------------------------- --Bottleneck2Rooms: sso.costs = {} sso.costs.goal = 0 sso.costs.empty = 0.1 sso.costs.block = 1000 sso.costs.water = 0.2 sso.costs.corner = 0 sso.costs.step = 0.1 sso.costs.pushableblock = 1000 --------------------- sso.crumb_action = 0 sso.push_action = 0 sso.flag_visited = 0 sso.enable_boundary = 0 sso.enable_corners = 0 sso.max_attributes = g_opts.max_attributes or 6 local Bottleneck2RoomsRangeOpts = {} Bottleneck2RoomsRangeOpts.mapH = mapH:clone() Bottleneck2RoomsRangeOpts.mapW = mapW:clone() Bottleneck2RoomsRangeOpts.blockspct = blockspct:clone() Bottleneck2RoomsRangeOpts.waterpct = waterpct:clone() local Bottleneck2RoomsStaticOpts = {} for i,j in pairs(sso) do Bottleneck2RoomsStaticOpts[i] = j end Bottleneck2RoomsOpts ={} Bottleneck2RoomsOpts.RangeOpts = Bottleneck2RoomsRangeOpts Bottleneck2RoomsOpts.StaticOpts = Bottleneck2RoomsStaticOpts g_opts.multigames.Bottleneck2Rooms = Bottleneck2RoomsOpts ------------------------------------------------------- -- MovingGoalsEasy: sso.costs = {} sso.costs.goal = 1 sso.costs.empty = 0 sso.costs.block = 1000 sso.costs.water = -0.5 sso.costs.corner = 0 sso.costs.step = -0.5 sso.costs.pushableblock = 1000 --------------------- sso.crumb_action = 0 sso.push_action = 0 sso.flag_visited = 0 sso.enable_boundary = 0 sso.enable_corners = 0 sso.max_attributes = g_opts.max_attributes or 6 local MovingGoalsEasyRangeOpts = {} MovingGoalsEasyRangeOpts.mapH = mapH:clone() MovingGoalsEasyRangeOpts.mapW = mapW:clone() MovingGoalsEasyRangeOpts.blockspct = blockspct:clone() MovingGoalsEasyRangeOpts.waterpct = waterpct:clone() local MovingGoalsEasyStaticOpts = {} for i,j in pairs(sso) do MovingGoalsEasyStaticOpts[i] = j end MovingGoalsEasyOpts ={} MovingGoalsEasyOpts.RangeOpts = MovingGoalsEasyRangeOpts MovingGoalsEasyOpts.StaticOpts = MovingGoalsEasyStaticOpts g_opts.multigames.MovingGoalsEasy = MovingGoalsEasyOpts ------------------------------------------------------- -- MovingGoalsMedium: sso.costs = {} sso.costs.goal = 1 sso.costs.empty = 0 sso.costs.block = 1000 sso.costs.water = -0.5 sso.costs.corner = 0 sso.costs.step = -0.5 sso.costs.pushableblock = 1000 --------------------- sso.crumb_action = 0 sso.push_action = 0 sso.flag_visited = 0 sso.enable_boundary = 0 sso.enable_corners = 0 sso.max_attributes = g_opts.max_attributes or 6 local MovingGoalsMediumRangeOpts = {} MovingGoalsMediumRangeOpts.mapH = mapH:clone() MovingGoalsMediumRangeOpts.mapW = mapW:clone() MovingGoalsMediumRangeOpts.blockspct = blockspct:clone() MovingGoalsMediumRangeOpts.waterpct = waterpct:clone() local MovingGoalsMediumStaticOpts = {} for i,j in pairs(sso) do MovingGoalsMediumStaticOpts[i] = j end MovingGoalsMediumOpts ={} MovingGoalsMediumOpts.RangeOpts = MovingGoalsMediumRangeOpts MovingGoalsMediumOpts.StaticOpts = MovingGoalsMediumStaticOpts g_opts.multigames.MovingGoalsMedium = MovingGoalsMediumOpts ------------------------------------------------------- -- MovingGoalsHard: sso.costs = {} sso.costs.goal = 1 sso.costs.empty = 0 sso.costs.block = 1000 sso.costs.water = -0.5 sso.costs.corner = 0 sso.costs.step = -0.5 sso.costs.pushableblock = 1000 --------------------- sso.crumb_action = 0 sso.push_action = 0 sso.flag_visited = 0 sso.enable_boundary = 0 sso.enable_corners = 0 sso.max_attributes = g_opts.max_attributes or 6 local MovingGoalsHardRangeOpts = {} MovingGoalsHardRangeOpts.mapH = mapH:clone() MovingGoalsHardRangeOpts.mapW = mapW:clone() MovingGoalsHardRangeOpts.blockspct = blockspct:clone() MovingGoalsHardRangeOpts.waterpct = waterpct:clone() local MovingGoalsHardStaticOpts = {} for i,j in pairs(sso) do MovingGoalsHardStaticOpts[i] = j end MovingGoalsHardOpts = {} MovingGoalsHardOpts.RangeOpts = MovingGoalsHardRangeOpts MovingGoalsHardOpts.StaticOpts = MovingGoalsHardStaticOpts g_opts.multigames.MovingGoalsHard = MovingGoalsHardOpts ------------------------------------------------------- -- MovingGoalsEasyMod: sso.costs = {} sso.costs.goal = 1 sso.costs.empty = 0 sso.costs.block = 1000 sso.costs.water = -0.5 sso.costs.corner = 0 sso.costs.step = -0.5 sso.costs.pushableblock = 1000 --------------------- sso.crumb_action = 0 sso.push_action = 0 sso.flag_visited = 0 sso.enable_boundary = 0 sso.enable_corners = 0 sso.max_attributes = g_opts.max_attributes or 6 local MovingGoalsEasyModRangeOpts = {} MovingGoalsEasyModRangeOpts.mapH = mapH:clone() MovingGoalsEasyModRangeOpts.mapW = mapW:clone() MovingGoalsEasyModRangeOpts.blockspct = blockspct:clone() MovingGoalsEasyModRangeOpts.waterpct = waterpct:clone() local MovingGoalsEasyModStaticOpts = {} for i,j in pairs(sso) do MovingGoalsEasyModStaticOpts[i] = j end MovingGoalsEasyModOpts ={} MovingGoalsEasyModOpts.RangeOpts = MovingGoalsEasyModRangeOpts MovingGoalsEasyModOpts.StaticOpts = MovingGoalsEasyModStaticOpts g_opts.multigames.MovingGoalsEasyMod = MovingGoalsEasyModOpts ------------------------------------------------------- -- MovingGoalsMediumMod: sso.costs = {} sso.costs.goal = 1 sso.costs.empty = 0 sso.costs.block = 1000 sso.costs.water = -0.5 sso.costs.corner = 0 sso.costs.step = -0.5 sso.costs.pushableblock = 1000 --------------------- sso.crumb_action = 0 sso.push_action = 0 sso.flag_visited = 0 sso.enable_boundary = 0 sso.enable_corners = 0 sso.max_attributes = g_opts.max_attributes or 6 local MovingGoalsMediumModRangeOpts = {} MovingGoalsMediumModRangeOpts.mapH = mapH:clone() MovingGoalsMediumModRangeOpts.mapW = mapW:clone() MovingGoalsMediumModRangeOpts.blockspct = blockspct:clone() MovingGoalsMediumModRangeOpts.waterpct = waterpct:clone() local MovingGoalsMediumModStaticOpts = {} for i,j in pairs(sso) do MovingGoalsMediumModStaticOpts[i] = j end MovingGoalsMediumModOpts ={} MovingGoalsMediumModOpts.RangeOpts = MovingGoalsMediumModRangeOpts MovingGoalsMediumModOpts.StaticOpts = MovingGoalsMediumModStaticOpts g_opts.multigames.MovingGoalsMediumMod = MovingGoalsMediumModOpts return g_opts
mit
nehz/slick
core/IndexRecorder.lua
1
1354
local IndexRecorder = {} function IndexRecorder.new(type) return setmetatable({type = type}, IndexRecorder) end function IndexRecorder:__index(name) if rawget(self, 1) then table.insert(self, name) return self end local info = {type = self.type, args = {}} return setmetatable({['$info'] = info, name}, IndexRecorder) end function IndexRecorder:__call(...) assert(rawget(self, 1)) local args = table.pack(...) if self == args[1] then self['$info'].args = table.pack(table.unpack(args, 2, args.n)) self['$info'].id = table.remove(self) else self['$info'].args = args end return self end function IndexRecorder:__mod(value) assert(rawget(self, 1)) self['$info'].init = value return self end IndexRecorder.__bxor = IndexRecorder.__mod function IndexRecorder:__tostring() if #self > 0 then return string.format('IndexRecorder(%s.%s)', self['$info'].type, table.concat(self, '.')) else return string.format('IndexRecorder(%s)', self.type) end end function IndexRecorder.info(i) assert(getmetatable(i) == IndexRecorder) assert(rawget(i, 1)) return i['$info'] end function IndexRecorder.value(i) assert(getmetatable(i) == IndexRecorder) if #i == 0 then return i.type else return i['$info'].type .. '.' .. table.concat(i, '.') end end return IndexRecorder
mit
shirat74/sile
lua-libraries/std/optparse.lua
6
22140
--[=[-- Parse and process command line options. local OptionParser = require "std.optparse" local parser = OptionParser [[ any text VERSION Additional lines of text to show when the --version option is passed. Several lines or paragraphs are permitted. Usage: PROGNAME Banner text. Optional long description text to show when the --help option is passed. Several lines or paragraphs of long description are permitted. Options: -b a short option with no long option --long a long option with no short option --another-long a long option with internal hypen -v, --verbose a combined short and long option -n, --dryrun, --dry-run several spellings of the same option -u, --name=USER require an argument -o, --output=[FILE] accept an optional argument --version display version information, then exit --help display this help, then exit Footer text. Several lines or paragraphs are permitted. Please report bugs at bug-list@yourhost.com ]] _G.arg, _G.opts = parser:parse (_G.arg) Most often, everything else is handled automatically. After calling `parser:parse` as shown above, `_G.arg` will contain unparsed arguments, usually filenames or similar, and `_G.opts` will be a table of parsed option values. The keys to the table are the long-options with leading hyphens stripped, and non-word characters turned to `_`. For example if `--another-long` had been found in `_G.arg` then `_G.opts` would have a key named `another_long`. If there is no long option name, then the short option is used, e.g. `_G.opts.b` will be set. The values saved in those keys are controlled by the option handler, usually just `true` or the option argument string as appropriate. On those occasions where more complex processing is required, handlers can be replaced or added using parser:@{on}. A good option to always add, is to make `--` signal the end of processed options, so that any options following `--` on the command line, even if they begin with a hyphen and look like options otherwise, are not processed but instead left in the modified `_G.arg` returned by `parser:parse`: parser:on ('--', parser.finished) See the documentation for @{std.optparse:on} for more details of how to use this powerful method. When writing your own handlers for @{std.optparse:on}, you only need to deal with normalised arguments, because combined short arguments (`-xyz`), equals separators to long options (`--long=ARG`) are fully expanded before any handler is called. Note that @{std.io.die} and @{std.io.warn} will only prefix messages with `parser.program` if the parser options are assigned back to `_G.opts` as shown in the example above. @classmod std.optparse ]=] local OptionParser -- forward declaration ------ -- Customized parser for your options. -- -- This table is returned by @{OptionParser}, and most importantly has -- the @{parse} method you call to fill the `opts` table according to -- what command-line options were passed to your program. -- @table parser -- @string program the first word following `Usage:` in @{OptionParser} -- spec string -- @string version the last white-space delimited word on the first line -- of text in the spec string -- @string versiontext everything preceding `Usage:` in the spec string, -- and which will be displayed by the @{version} @{on_handler} -- @string helptext everything including and following `Usage:` in the -- spec string and which will be displayed by the @{help} -- @{on_handler} -- @func parse see @{parse} -- @func on see @{on} --[[ ----------------- ]]-- --[[ Helper Functions. ]]-- --[[ ----------------- ]]-- local optional, required --- Normalise an argument list. -- Separate short options, remove `=` separators from -- `--long-option=optarg` etc. -- @local -- @function normalise -- @tparam table arglist list of arguments to normalise -- @treturn table normalised argument list local function normalise (self, arglist) -- First pass: Normalise to long option names, without '=' separators. local normal = {} local i = 0 while i < #arglist do i = i + 1 local opt = arglist[i] -- Split '--long-option=option-argument'. if opt:sub (1, 2) == "--" then local x = opt:find ("=", 3, true) if x then table.insert (normal, opt:sub (1, x - 1)) table.insert (normal, opt:sub (x + 1)) else table.insert (normal, opt) end elseif opt:sub (1, 1) == "-" and string.len (opt) > 2 then local rest repeat opt, rest = opt:sub (1, 2), opt:sub (3) table.insert (normal, opt) -- Split '-xyz' into '-x -yz', and reiterate for '-yz' if self[opt].handler ~= optional and self[opt].handler ~= required then if string.len (rest) > 0 then opt = "-" .. rest else opt = nil end -- Split '-xshortargument' into '-x shortargument'. else table.insert (normal, rest) opt = nil end until opt == nil else table.insert (normal, opt) end end normal[-1], normal[0] = arglist[-1], arglist[0] return normal end --- Store `value` with `opt`. -- @local -- @function set -- @string opt option name -- @param value option argument value local function set (self, opt, value) local key = self[opt].key if type (self.opts[key]) == "table" then table.insert (self.opts[key], value) elseif self.opts[key] ~= nil then self.opts[key] = { self.opts[key], value } else self.opts[key] = value end end --[[ ============= ]]-- --[[ Option Types. ]]-- --[[ ============= ]]-- --- Option at `arglist[i]` can take an argument. -- Argument is accepted only if there is a following entry that does not -- begin with a '-'. -- -- This is the handler automatically assigned to options that have -- `--opt=[ARG]` style specifications in the @{OptionParser} spec -- argument. You can also pass it as the `handler` argument to @{on} for -- options you want to add manually without putting them in the -- @{OptionParser} spec. -- -- Like @{required}, this handler will store multiple occurrences of a -- command-line option. -- @static -- @tparam table arglist list of arguments -- @int i index of last processed element of `arglist` -- @param[opt=true] value either a function to process the option -- argument, or a default value if encountered without an optarg -- @treturn int index of next element of `arglist` to process function optional (self, arglist, i, value) if i + 1 <= #arglist and arglist[i + 1]:sub (1, 1) ~= "-" then return self:required (arglist, i, value) end if type (value) == "function" then value = value (self, opt, nil) elseif value == nil then value = true end set (self, arglist[i], value) return i + 1 end --- Option at `arglist[i}` requires an argument. -- -- This is the handler automatically assigned to options that have -- `--opt=ARG` style specifications in the @{OptionParser} spec argument. -- You can also pass it as the `handler` argument to @{on} for options -- you want to add manually without putting them in the @{OptionParser} -- spec. -- -- Normally the value stored in the `opt` table by this handler will be -- the string given as the argument to that option on the command line. -- However, if the option is given on the command-line multiple times, -- `opt["name"]` will end up with all those arguments stored in the -- array part of a table: -- -- $ cat ./prog -- ... -- parser:on ({"-e", "-exec"}, required) -- _G.arg, _G.opt = parser:parse (_G.arg) -- print std.string.tostring (_G.opt.exec) -- ... -- $ ./prog -e '(foo bar)' -e '(foo baz)' -- qux -- {1=(foo bar),2=(foo baz)} -- @static -- @tparam table arglist list of arguments -- @int i index of last processed element of `arglist` -- @param[opt] value either a function to process the option argument, -- or a forced value to replace the user's option argument. -- @treturn int index of next element of `arglist` to process function required (self, arglist, i, value) local opt = arglist[i] if i + 1 > #arglist then self:opterr ("option '" .. opt .. "' requires an argument") return i + 1 end if type (value) == "function" then value = value (self, opt, arglist[i + 1]) elseif value == nil then value = arglist[i + 1] end set (self, opt, value) return i + 2 end --- Finish option processing -- -- This is the handler automatically assigned to the option written as -- `--` in the @{OptionParser} spec argument. You can also pass it as -- the `handler` argument to @{on} if you want to manually add an end -- of options marker without writing it in the @{OptionParser} spec. -- -- This handler tells the parser to stop processing arguments, so that -- anything after it will be an argument even if it otherwise looks -- like an option. -- @static -- @tparam table arglist list of arguments -- @int i index of last processed element of `arglist` -- @treturn int index of next element of `arglist` to process local function finished (self, arglist, i) for opt = i + 1, #arglist do table.insert (self.unrecognised, arglist[opt]) end return 1 + #arglist end --- Option at `arglist[i]` is a boolean switch. -- -- This is the handler automatically assigned to options that have -- `--long-opt` or `-x` style specifications in the @{OptionParser} spec -- argument. You can also pass it as the `handler` argument to @{on} for -- options you want to add manually without putting them in the -- @{OptionParser} spec. -- -- Beware that, _unlike_ @{required}, this handler will store multiple -- occurrences of a command-line option as a table **only** when given a -- `value` function. Automatically assigned handlers do not do this, so -- the option will simply be `true` if the option was given one or more -- times on the command-line. -- @static -- @tparam table arglist list of arguments -- @int i index of last processed element of `arglist` -- @param[opt] value either a function to process the option argument, -- or a value to store when this flag is encountered -- @treturn int index of next element of `arglist` to process local function flag (self, arglist, i, value) local opt = arglist[i] if type (value) == "function" then set (self, opt, value (self, opt, true)) elseif value == nil then local key = self[opt].key self.opts[key] = true end return i + 1 end --- Option should display help text, then exit. -- -- This is the handler automatically assigned tooptions that have -- `--help` in the specification, e.g. `-h, -?, --help`. -- @static -- @function help local function help (self) print (self.helptext) os.exit (0) end --- Option should display version text, then exit. -- -- This is the handler automatically assigned tooptions that have -- `--version` in the specification, e.g. `-V, --version`. -- @static -- @function version local function version (self) print (self.versiontext) os.exit (0) end --[[ =============== ]]-- --[[ Argument Types. ]]-- --[[ =============== ]]-- --- Map various option strings to equivalent Lua boolean values. -- @table boolvals -- @field false false -- @field 0 false -- @field no false -- @field n false -- @field true true -- @field 1 true -- @field yes true -- @field y true local boolvals = { ["false"] = false, ["true"] = true, ["0"] = false, ["1"] = true, no = false, yes = true, n = false, y = true, } --- Return a Lua boolean equivalent of various `optarg` strings. -- Report an option parse error if `optarg` is not recognised. -- -- Pass this as the `value` function to @{on} when you want various -- *truthy* or *falsey* option arguments to be coerced to a Lua `true` -- or `false` respectively in the options table. -- @static -- @string opt option name -- @string[opt="1"] optarg option argument, must be a key in @{boolvals} -- @treturn bool `true` or `false` local function boolean (self, opt, optarg) if optarg == nil then optarg = "1" end -- default to truthy local b = boolvals[tostring (optarg):lower ()] if b == nil then return self:opterr (optarg .. ": Not a valid argument to " ..opt[1] .. ".") end return b end --- Report an option parse error unless `optarg` names an -- existing file. -- -- Pass this as the `value` function to @{on} when you want to accept -- only option arguments that name an existing file. -- @fixme this only checks whether the file has read permissions -- @static -- @string opt option name -- @string optarg option argument, must be an existing file -- @treturn `optarg` local function file (self, opt, optarg) local h, errmsg = io.open (optarg, "r") if h == nil then return self:opterr (optarg .. ": " .. errmsg) end h:close () return optarg end --[[ =============== ]]-- --[[ Option Parsing. ]]-- --[[ =============== ]]-- --- Report an option parse error, then exit with status 2. -- -- Use this in your custom option handlers for consistency with the -- error output from built-in `optparse` error messages. -- @static -- @string msg error message local function opterr (self, msg) local prog = self.program -- Ensure final period. if msg:match ("%.$") == nil then msg = msg .. "." end io.stderr:write (prog .. ": error: " .. msg .. "\n") io.stderr:write (prog .. ": Try '" .. prog .. " --help' for help.\n") os.exit (2) end ------ -- Function signature of an option handler for @{on}. -- @function on_handler -- @tparam table arglist list of arguments -- @int i index of last processed element of `arglist` -- @param[opt=nil] value additional `value` registered with @{on} -- @treturn int index of next element of `arglist` to process --- Add an option handler. -- -- When the automatically assigned option handlers don't do everything -- you require, or when you don't want to put an option into the -- @{OptionParser} `spec` argument, use this function to specify custom -- behaviour. If you write the option into the `spec` argument anyway, -- calling this function will replace the automatically assigned handler -- with your own. -- -- parser:on ("--", parser.finished) -- parser:on ("-V", parser.version) -- parser:on ("--config-file", parser.required, parser.file) -- parser:on ("--enable-nls", parser.optional, parser.boolean) -- @function on -- @tparam[string|table] opts name of the option, or list of option names -- @tparam on_handler handler function to call when any of `opts` is -- encountered -- @param value additional value passed to @{on_handler} local function on (self, opts, handler, value) if type (opts) == "string" then opts = { opts } end handler = handler or flag -- unspecified options behave as flags normal = {} for _, optspec in ipairs (opts) do optspec:gsub ("(%S+)", function (opt) -- 'x' => '-x' if string.len (opt) == 1 then opt = "-" .. opt -- 'option-name' => '--option-name' elseif opt:match ("^[^%-]") ~= nil then opt = "--" .. opt end if opt:match ("^%-[^%-]+") ~= nil then -- '-xyz' => '-x -y -z' for i = 2, string.len (opt) do table.insert (normal, "-" .. opt:sub (i, i)) end else table.insert (normal, opt) end end) end -- strip leading '-', and convert non-alphanums to '_' key = normal[#normal]:match ("^%-*(.*)$"):gsub ("%W", "_") for _, opt in ipairs (normal) do self[opt] = { key = key, handler = handler, value = value } end end ------ -- Parsed options table, with a key for each encountered option, each -- with value set by that option's @{on_handler}. Where an option -- has one or more long-options specified, the key will be the first -- one of those with leading hyphens stripped and non-alphanumeric -- characters replaced with underscores. For options that can only be -- specified by a short option, the key will be the letter of the first -- of the specified short options: -- -- {"-e", "--eval-file"} => opts.eval_file -- {"-n", "--dryrun", "--dry-run"} => opts.dryrun -- {"-t", "-T"} => opts.t -- -- Generally there will be one key for each previously specified -- option (either automatically assigned by @{OptionParser} or -- added manually with @{on}) containing the value(s) assigned by the -- associated @{on_handler}. For automatically assigned handlers, -- that means `true` for straight-forward flags and -- optional-argument options for which no argument was given; or else -- the string value of the argument passed with an option given only -- once; or a table of string values of the same for arguments given -- multiple times. -- -- ./prog -x -n -x => opts = { x = true, dryrun = true } -- ./prog -e '(foo bar)' -e '(foo baz)' -- => opts = {eval_file = {"(foo bar)", "(foo baz)"} } -- -- If you write your own handlers, or otherwise specify custom -- handling of options with @{on}, then whatever value those handlers -- return will be assigned to the respective keys in `opts`. -- @table opts --- Parse `arglist`. -- @tparam table arglist list of arguments -- @treturn table a list of unrecognised `arglist` elements -- @treturn opts parsing results local function parse (self, arglist) self.unrecognised = {} arglist = normalise (self, arglist) local i = 1 while i > 0 and i <= #arglist do local opt = arglist[i] if self[opt] == nil then table.insert (self.unrecognised, opt) i = i + 1 -- Following non-'-' prefixed argument is an optarg. if i <= #arglist and arglist[i]:match "^[^%-]" then table.insert (self.unrecognised, arglist[i]) i = i + 1 end -- Run option handler functions. else assert (type (self[opt].handler) == "function") i = self[opt].handler (self, arglist, i, self[opt].value) end end -- metatable allows `io.warn` to find `parser.program` when assigned -- back to _G.opts. return self.unrecognised, setmetatable (self.opts, {__index = self}) end --- @export local methods = { boolean = boolean, file = file, finished = finished, flag = flag, help = help, optional = optional, required = required, version = version, on = on, opterr = opterr, parse = parse, } --- Take care not to register duplicate handlers. -- @param current current handler value -- @param new new handler value -- @return `new` if `current` is nil local function set_handler (current, new) assert (current == nil, "only one handler per option") return new end --- Instantiate a new parser. -- Read the documented options from `spec` and return a new parser that -- can be passed to @{parse} for parsing those options from an argument -- list. Options are recognised as lines that begin with at least two -- spaces, followed by a hyphen. -- @static -- @string spec option parsing specification -- @treturn parser a parser for options described by `spec` function OptionParser (spec) local parser = setmetatable ({ opts = {} }, { __index = methods }) parser.versiontext, parser.version, parser.helptext, parser.program = spec:match ("^([^\n]-(%S+)\n.-)%s*([Uu]sage: (%S+).-)%s*$") if parser.versiontext == nil then error ("OptionParser spec argument must match '<version>\\n" .. "...Usage: <program>...'") end -- Collect helptext lines that begin with two or more spaces followed -- by a '-'. local specs = {} parser.helptext:gsub ("\n %s*(%-[^\n]+)", function (spec) table.insert (specs, spec) end) -- Register option handlers according to the help text. for _, spec in ipairs (specs) do local options, handler = {} -- Loop around each '-' prefixed option on this line. while spec:sub (1, 1) == "-" do -- Capture end of options processing marker. if spec:match "^%-%-,?%s" then handler = set_handler (handler, finished) -- Capture optional argument in the option string. elseif spec:match "^%-[%-%w]+=%[.+%],?%s" then handler = set_handler (handler, optional) -- Capture required argument in the option string. elseif spec:match "^%-[%-%w]+=%S+,?%s" then handler = set_handler (handler, required) -- Capture any specially handled arguments. elseif spec:match "^%-%-help,?%s" then handler = set_handler (handler, help) elseif spec:match "^%-%-version,?%s" then handler = set_handler (handler, version) end -- Consume argument spec, now that it was processed above. spec = spec:gsub ("^(%-[%-%w]+)=%S+%s", "%1 ") -- Consume short option. local _, c = spec:gsub ("^%-([-%w]),?%s+(.*)$", function (opt, rest) if opt == "-" then opt = "--" end table.insert (options, opt) spec = rest end) -- Be careful not to consume more than one option per iteration, -- otherwise we might miss a handler test at the next loop. if c == 0 then -- Consume long option. spec:gsub ("^%-%-([%-%w]+),?%s+(.*)$", function (opt, rest) table.insert (options, opt) spec = rest end) end end -- Unless specified otherwise, treat each option as a flag. parser:on (options, handler or flag) end return parser end -- Support calling the returned table: return setmetatable (methods, { __call = function (_, ...) return OptionParser (...) end, })
mit
anshkumar/yugioh-glaze
assets/script/c64187086.lua
9
1622
--地縛神の復活 function c64187086.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetCategory(CATEGORY_TOHAND) e1:SetProperty(EFFECT_FLAG_CARD_TARGET) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) e1:SetCost(c64187086.cost) e1:SetTarget(c64187086.target) e1:SetOperation(c64187086.activate) c:RegisterEffect(e1) end function c64187086.cost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(Card.IsDiscardable,tp,LOCATION_HAND,0,1,e:GetHandler()) end Duel.DiscardHand(tp,Card.IsDiscardable,1,1,REASON_COST+REASON_DISCARD) end function c64187086.filter1(c) return c:IsSetCard(0x21) and c:IsType(TYPE_MONSTER) and c:IsAbleToHand() end function c64187086.filter2(c) return c:IsType(TYPE_FIELD) and c:IsAbleToHand() end function c64187086.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return false end if chk==0 then return Duel.IsExistingTarget(c64187086.filter1,tp,LOCATION_GRAVE,0,1,nil) and Duel.IsExistingTarget(c64187086.filter2,tp,LOCATION_GRAVE,0,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND) local g1=Duel.SelectTarget(tp,c64187086.filter1,tp,LOCATION_GRAVE,0,1,1,nil) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND) local g2=Duel.SelectTarget(tp,c64187086.filter2,tp,LOCATION_GRAVE,0,1,1,nil) g1:Merge(g2) Duel.SetOperationInfo(0,CATEGORY_TOHAND,g1,2,0,0) end function c64187086.activate(e,tp,eg,ep,ev,re,r,rp) local g=Duel.GetChainInfo(0,CHAININFO_TARGET_CARDS) local sg=g:Filter(Card.IsRelateToEffect,nil,e) if sg:GetCount()>0 then Duel.SendtoHand(sg,nil,REASON_EFFECT) Duel.ConfirmCards(1-tp,sg) end end
gpl-2.0
anshkumar/yugioh-glaze
assets/script/c25290459.lua
6
2028
--レベルアップ! function c25290459.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetCategory(CATEGORY_SPECIAL_SUMMON) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) e1:SetCost(c25290459.cost) e1:SetTarget(c25290459.target) e1:SetOperation(c25290459.activate) c:RegisterEffect(e1) end function c25290459.costfilter(c,e,tp) if not c:IsSetCard(0x41) or not c:IsAbleToGraveAsCost() or not c:IsFaceup() then return false end local code=c:GetCode() local class=_G["c"..code] if class==nil or class.lvupcount==nil then return false end return Duel.IsExistingMatchingCard(c25290459.spfilter,tp,LOCATION_HAND+LOCATION_DECK,0,1,nil,class,e,tp) end function c25290459.spfilter(c,class,e,tp) local code=c:GetCode() for i=1,class.lvupcount do if code==class.lvup[i] then return c:IsCanBeSpecialSummoned(e,0,tp,true,true) end end return false end function c25290459.cost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(c25290459.costfilter,tp,LOCATION_MZONE,0,1,nil,e,tp) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOGRAVE) local g=Duel.SelectMatchingCard(tp,c25290459.costfilter,tp,LOCATION_MZONE,0,1,1,nil,e,tp) Duel.SendtoGrave(g,REASON_COST) e:SetLabel(g:GetFirst():GetCode()) end function c25290459.target(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>-1 end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_HAND+LOCATION_DECK) end function c25290459.activate(e,tp,eg,ep,ev,re,r,rp) if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end local code=e:GetLabel() local class=_G["c"..code] if class==nil or class.lvupcount==nil then return end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectMatchingCard(tp,c25290459.spfilter,tp,LOCATION_HAND+LOCATION_DECK,0,1,1,nil,class,e,tp) local tc=g:GetFirst() if tc then Duel.SpecialSummon(tc,0,tp,tp,true,true,POS_FACEUP) if tc:GetPreviousLocation()==LOCATION_DECK then Duel.ShuffleDeck(tp) end end end
gpl-2.0
wvierber/hammerspoon
extensions/network/init.lua
4
9882
--- === hs.network === --- --- This module provides functions for inquiring about and monitoring changes to the network. local USERDATA_TAG = "hs.network" local module = {} module.reachability = require(USERDATA_TAG..".reachability") module.host = require(USERDATA_TAG..".host") module.configuration = require(USERDATA_TAG..".configuration") local inspect = require("hs.inspect") local fnutils = require("hs.fnutils") local log = require"hs.logger".new(USERDATA_TAG, require"hs.settings".get(USERDATA_TAG .. ".logLevel") or "error") module.log = log -- private variables and methods ----------------------------------------- -- Public interface ------------------------------------------------------ --- hs.network.interfaces() -> table --- Function --- Returns a list of interfaces currently active for the system. --- --- Parameters: --- * None --- --- Returns: --- * A table containing a list of the interfaces active for the system. Logs an error and returns nil if there was a problem retrieving this information. --- --- Notes: --- * The names of the interfaces returned by this function correspond to the interface's BSD name, not the user defined name that shows up in the System Preferences's Network panel. --- * This function returns *all* interfaces, even ones used by the system that are not directly manageable by the user. module.interfaces = function() local store = module.configuration.open() if not store then log.d("interfaces - unable to open system dynamic store") return nil end local queryResult = store:contents("State:/Network/Interface") local answer = queryResult and queryResult["State:/Network/Interface"] and queryResult["State:/Network/Interface"].Interfaces if not answer then log.df("interfaces - unexpected query results for State:/Network/Interface: %s", inspect(queryResult)) return nil end return answer end --- hs.network.interfaceDetails([interface | favorIPv6]) -> table --- Function --- Returns details about the specified interface or the primary interface if no interface is specified. --- --- Parameters: --- * interface - an optional string specifying the interface to retrieve details about. Defaults to the primary interface if not specified. --- * favorIPv6 - an optional boolean specifying whether or not to prefer the primary IPv6 or the primary IPv4 interface if `interface` is not specified. Defaults to false. --- --- Returns: --- * A table containing key-value pairs describing interface details. Returns an empty table if no primary interface can be determined. Logs an error and returns nil if there was a problem retrieving this information. --- --- Notes: --- * When determining the primary interface, the `favorIPv6` flag only determines interface search order. If you specify true for this flag, but no primary IPv6 interface exists (i.e. your DHCP server only provides an IPv4 address an IPv6 is limited to local only traffic), then the primary IPv4 interface will be used instead. module.interfaceDetails = function(interface) if type(interface) == "boolean" then interface, favorIPv6 = nil, interface end local store = module.configuration.open() if not store then log.d("interfaceDetails - unable to open system dynamic store") return nil end if not interface then local ipv4, ipv6 = module.primaryInterfaces() interface = (favorIPv6 and ipv6 or ipv4) or (ipv4 or ipv6) if not interface then log.d("interfaceDetails - unable to determine a global primary IPv4 or IPv6 interface") return nil end end local prefix = "State:/Network/Interface/" .. interface .. "/" local queryResult = store:contents(prefix .. ".*", true) if not queryResult then log.df("interfaceDetails - unexpected query results for State:/Network/Interface/%s/.*: %s", interface, inspect(queryResult)) return nil end local results = {} for k, v in pairs(queryResult) do local newK = k:match("^" .. prefix .. "(.*)$") or k results[newK] = v end return results end --- hs.network.primaryInterfaces() -> ipv4Interface, ipv6Interface --- Function --- Returns the names of the primary IPv4 and IPv6 interfaces. --- --- Parameters: --- * None --- --- Returns: --- * The name of the primary IPv4 interface or false if there isn't one, and the name of the IPv6 interface or false if there isn't one. Logs an error and returns a single nil if there was a problem retrieving this information. --- --- Notes: --- * The IPv4 and IPv6 interface names are often, but not always, the same. module.primaryInterfaces = function() local store = module.configuration.open() if not store then log.d("primaryInterfaces - unable to open system dynamic store") return nil end local queryResult = store:contents("State:/Network/Global/IPv[46]", true) if not queryResult then log.df("primaryInterfaces - unexpected query results for State:/Network/Global/IPv[46]: %s", inspect(queryResult)) return nil end return queryResult["State:/Network/Global/IPv4"] and queryResult["State:/Network/Global/IPv4"].PrimaryInterface or false, queryResult["State:/Network/Global/IPv6"] and queryResult["State:/Network/Global/IPv6"].PrimaryInterface or false end --- hs.network.addresses([interface, ...]) -> table --- Function --- Returns a list of the IPv4 and IPv6 addresses for the specified interfaces, or all interfaces if no arguments are given. --- --- Parameters: --- * interface, ... - The interface names to return the IP addresses for. It should be specified as one of the following: --- * one or more interface names, separated by a comma --- * if the first argument is a table, it is assumes to be a table containing a list of interfaces and this list is used instead, ignoring any additional arguments that may be provided --- * if no arguments are specified, then the results of [hs.network.interfaces](#interfaces) is used. --- --- Returns: --- * A table containing a list of the IP addresses for the interfaces as determined by the arguments provided. --- --- Notes: --- * The order of the IP addresses returned is undefined. --- * If no arguments are provided, then this function returns the same results as `hs.host.addresses`, but does not block. module.addresses = function(...) local interfaces = table.pack(...) if interfaces.n == 0 then interfaces = module.interfaces() end if type(interfaces[1]) == "table" then interfaces = interfaces[1] end local store = module.configuration.open() if not store then log.d("addresses - unable to open system dynamic store") return nil end local queryResult = store:contents("State:/Network/Interface/.*/IPv[46]", true) if not queryResult then log.df("addresses - unexpected query results for State:/Network/Interface/.*/IPv[46]: %s", inspect(queryResult)) return nil end local results = {} for k, v in pairs(queryResult) do local intf, prot = k:match("^State:/Network/Interface/([^/]+)/(IPv[46])$") if fnutils.contains(interfaces, intf) then local suffix = (prot == "IPv6") and ("%" .. intf) or "" for i2, v2 in ipairs(v.Addresses) do table.insert(results, v2 .. suffix) end end end return results end --- hs.network.interfaceName([interface | favorIPv6]) -> string --- Function --- Returns the user defined name for the specified interface or the primary interface if no interface is specified. --- * interface - an optional string specifying the interface to retrieve the name for. Defaults to the primary interface if not specified. --- * favorIPv6 - an optional boolean specifying whether or not to prefer the primary IPv6 or the primary IPv4 interface if `interface` is not specified. Defaults to false. --- --- Returns: --- * A string containing the user defined name for the interface, if one exists, or false if the interface does not have a user defined name. Logs an error and returns nil if there was a problem retrieving this information. --- --- Notes: --- * Only interfaces which show up in the System Preferences Network panel will have a user defined name. --- --- * When determining the primary interface, the `favorIPv6` flag only determines interface search order. If you specify true for this flag, but no primary IPv6 interface exists (i.e. your DHCP server only provides an IPv4 address an IPv6 is limited to local only traffic), then the primary IPv4 interface will be used instead. module.interfaceName = function(interface, favorIPv6) if type(interface) == "boolean" then interface, favorIPv6 = nil, interface end local store = module.configuration.open() if not store then log.d("interfaceName - unable to open system dynamic store") return nil end if not interface then local ipv4, ipv6 = module.primaryInterfaces() interface = (favorIPv6 and ipv6 or ipv4) or (ipv4 or ipv6) if not interface then log.d("interfaceName - unable to determine a global primary IPv4 or IPv6 interface") return nil end end local queryResult = store:contents("Setup:/Network/Service/.*/Interface", true) if not queryResult then log.df("interfaceName - unexpected query results for Setup:/Network/Service/.*/Interface: %s", inspect(queryResult)) return nil end local results = {} for k, v in pairs(queryResult) do if v.DeviceName == interface then return v.UserDefinedName end end return false end -- Return Module Object -------------------------------------------------- return module
mit
anshkumar/yugioh-glaze
assets/script/c73625877.lua
9
2014
--タイム・エスケーパー function c73625877.initial_effect(c) --remove local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(73625877,0)) e1:SetProperty(EFFECT_FLAG_CARD_TARGET) e1:SetCategory(CATEGORY_REMOVE) e1:SetType(EFFECT_TYPE_QUICK_O) e1:SetRange(LOCATION_HAND) e1:SetCode(EVENT_FREE_CHAIN) e1:SetCost(c73625877.rmcost) e1:SetTarget(c73625877.rmtg) e1:SetOperation(c73625877.rmop) c:RegisterEffect(e1) end function c73625877.rmcost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return e:GetHandler():IsDiscardable() end Duel.SendtoGrave(e:GetHandler(),REASON_COST+REASON_DISCARD) end function c73625877.filter(c) return c:IsFaceup() and c:IsRace(RACE_PSYCHO) and c:IsAbleToRemove() end function c73625877.rmtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and c73625877.filter(chkc) end if chk==0 then return Duel.IsExistingTarget(c73625877.filter,tp,LOCATION_MZONE,0,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE) local g=Duel.SelectTarget(tp,c73625877.filter,tp,LOCATION_MZONE,0,1,1,nil) Duel.SetOperationInfo(0,CATEGORY_REMOVE,g,1,0,0) end function c73625877.rmop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) then if Duel.Remove(tc,0,REASON_EFFECT+REASON_TEMPORARY)==0 then return end local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS) e1:SetCode(EVENT_PHASE+PHASE_STANDBY) e1:SetCountLimit(1) e1:SetLabelObject(tc) e1:SetCondition(c73625877.retcon) e1:SetOperation(c73625877.retop) if Duel.GetTurnPlayer()==tp and Duel.GetCurrentPhase()==PHASE_DRAW then e1:SetLabel(0) else e1:SetLabel(Duel.GetTurnCount()) end Duel.RegisterEffect(e1,tp) end end function c73625877.retcon(e,tp,eg,ep,ev,re,r,rp) return Duel.GetTurnPlayer()==tp and Duel.GetTurnCount()~=e:GetLabel() end function c73625877.retop(e,tp,eg,ep,ev,re,r,rp) Duel.ReturnToField(e:GetLabelObject()) e:Reset() end
gpl-2.0
anshkumar/yugioh-glaze
assets/script/c89258906.lua
3
1424
--BF-そよ風のブリーズ function c89258906.initial_effect(c) --special summon local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(89258906,0)) e1:SetCategory(CATEGORY_SPECIAL_SUMMON) e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e1:SetProperty(EFFECT_FLAG_DELAY) e1:SetCode(EVENT_TO_HAND) e1:SetCondition(c89258906.condition) e1:SetTarget(c89258906.target) e1:SetOperation(c89258906.operation) c:RegisterEffect(e1) --synchro limit local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_SINGLE) e2:SetCode(EFFECT_CANNOT_BE_SYNCHRO_MATERIAL) e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE) e2:SetValue(c89258906.synlimit) c:RegisterEffect(e2) end function c89258906.synlimit(e,c) if not c then return false end return not c:IsSetCard(0x33) end function c89258906.condition(e,tp,eg,ep,ev,re,r,rp) return bit.band(r,REASON_EFFECT)~=0 and e:GetHandler():IsPreviousLocation(LOCATION_DECK) end function c89258906.target(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return e:GetHandler():IsRelateToEffect(e) and Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false) end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0) end function c89258906.operation(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() if c:IsRelateToEffect(e) then Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP) end end
gpl-2.0
bshillingford/optim
lbfgs.lua
5
9025
--[[ An implementation of L-BFGS, heavily inspired by minFunc (Mark Schmidt) This implementation of L-BFGS relies on a user-provided line search function (state.lineSearch). If this function is not provided, then a simple learningRate is used to produce fixed size steps. Fixed size steps are much less costly than line searches, and can be useful for stochastic problems. The learning rate is used even when a line search is provided. This is also useful for large-scale stochastic problems, where opfunc is a noisy approximation of f(x). In that case, the learning rate allows a reduction of confidence in the step size. ARGS: - `opfunc` : a function that takes a single input (X), the point of evaluation, and returns f(X) and df/dX - `x` : the initial point - `state` : a table describing the state of the optimizer; after each call the state is modified - `state.maxIter` : Maximum number of iterations allowed - `state.maxEval` : Maximum number of function evaluations - `state.tolFun` : Termination tolerance on the first-order optimality - `state.tolX` : Termination tol on progress in terms of func/param changes - `state.lineSearch` : A line search function - `state.learningRate` : If no line search provided, then a fixed step size is used RETURN: - `x*` : the new `x` vector, at the optimal point - `f` : a table of all function values: `f[1]` is the value of the function before any optimization and `f[#f]` is the final fully optimized value, at `x*` (Clement Farabet, 2012) ]] function optim.lbfgs(opfunc, x, config, state) -- get/update state local config = config or {} local state = state or config local maxIter = tonumber(config.maxIter) or 20 local maxEval = tonumber(config.maxEval) or maxIter*1.25 local tolFun = config.tolFun or 1e-5 local tolX = config.tolX or 1e-9 local nCorrection = config.nCorrection or 100 local lineSearch = config.lineSearch local lineSearchOpts = config.lineSearchOptions local learningRate = config.learningRate or 1 local isverbose = config.verbose or false state.funcEval = state.funcEval or 0 state.nIter = state.nIter or 0 -- verbose function local verbose if isverbose then verbose = function(...) print('<optim.lbfgs> ', ...) end else verbose = function() end end -- import some functions local abs = math.abs local min = math.min -- evaluate initial f(x) and df/dx local f,g = opfunc(x) local f_hist = {f} local currentFuncEval = 1 state.funcEval = state.funcEval + 1 local p = g:size(1) -- check optimality of initial point state.tmp1 = state.tmp1 or g.new(g:size()):zero(); local tmp1 = state.tmp1 tmp1:copy(g):abs() if tmp1:sum() <= tolFun then -- optimality condition below tolFun verbose('optimality condition below tolFun') return x,f_hist end if not state.dir_bufs then -- reusable buffers for y's and s's, and their histories verbose('creating recyclable direction/step/history buffers') state.dir_bufs = state.dir_bufs or g.new(nCorrection+1, p):split(1) state.stp_bufs = state.stp_bufs or g.new(nCorrection+1, p):split(1) for i=1,#state.dir_bufs do state.dir_bufs[i] = state.dir_bufs[i]:squeeze(1) state.stp_bufs[i] = state.stp_bufs[i]:squeeze(1) end end -- variables cached in state (for tracing) local d = state.d local t = state.t local old_dirs = state.old_dirs local old_stps = state.old_stps local Hdiag = state.Hdiag local g_old = state.g_old local f_old = state.f_old -- optimize for a max of maxIter iterations local nIter = 0 while nIter < maxIter do -- keep track of nb of iterations nIter = nIter + 1 state.nIter = state.nIter + 1 ------------------------------------------------------------ -- compute gradient descent direction ------------------------------------------------------------ if state.nIter == 1 then d = g:clone():mul(-1) -- -g old_dirs = {} old_stps = {} Hdiag = 1 else -- do lbfgs update (update memory) local y = table.remove(state.dir_bufs) -- pop local s = table.remove(state.stp_bufs) y:add(g, -1, g_old) -- g - g_old s:mul(d, t) -- d*t local ys = y:dot(s) -- y*s if ys > 1e-10 then -- updating memory if #old_dirs == nCorrection then -- shift history by one (limited-memory) local removed1 = table.remove(old_dirs, 1) local removed2 = table.remove(old_stps, 1) table.insert(state.dir_bufs, removed1) table.insert(state.stp_bufs, removed2) end -- store new direction/step table.insert(old_dirs, s) table.insert(old_stps, y) -- update scale of initial Hessian approximation Hdiag = ys / y:dot(y) -- (y*y) else -- put y and s back into the buffer pool table.insert(state.dir_bufs, y) table.insert(state.stp_bufs, s) end -- compute the approximate (L-BFGS) inverse Hessian -- multiplied by the gradient local k = #old_dirs -- need to be accessed element-by-element, so don't re-type tensor: state.ro = state.ro or torch.Tensor(nCorrection); local ro = state.ro for i = 1,k do ro[i] = 1 / old_stps[i]:dot(old_dirs[i]) end -- iteration in L-BFGS loop collapsed to use just one buffer local q = tmp1 -- reuse tmp1 for the q buffer -- need to be accessed element-by-element, so don't re-type tensor: state.al = state.al or torch.zeros(nCorrection) local al = state.al q:mul(g, -1) -- -g for i = k,1,-1 do al[i] = old_dirs[i]:dot(q) * ro[i] q:add(-al[i], old_stps[i]) end -- multiply by initial Hessian r = d -- share the same buffer, since we don't need the old d r:mul(q, Hdiag) -- q[1] * Hdiag for i = 1,k do local be_i = old_stps[i]:dot(r) * ro[i] r:add(al[i]-be_i, old_dirs[i]) end -- final direction is in r/d (same object) end g_old = g_old or g:clone() g_old:copy(g) f_old = f ------------------------------------------------------------ -- compute step length ------------------------------------------------------------ -- directional derivative local gtd = g:dot(d) -- g * d -- check that progress can be made along that direction if gtd > -tolX then break end -- reset initial guess for step size if state.nIter == 1 then tmp1:copy(g):abs() t = min(1,1/tmp1:sum()) * learningRate else t = learningRate end -- optional line search: user function local lsFuncEval = 0 if lineSearch and type(lineSearch) == 'function' then -- perform line search, using user function f,g,x,t,lsFuncEval = lineSearch(opfunc,x,t,d,f,g,gtd,lineSearchOpts) table.insert(f_hist, f) else -- no line search, simply move with fixed-step x:add(t,d) if nIter ~= maxIter then -- re-evaluate function only if not in last iteration -- the reason we do this: in a stochastic setting, -- no use to re-evaluate that function here f,g = opfunc(x) lsFuncEval = 1 table.insert(f_hist, f) end end -- update func eval currentFuncEval = currentFuncEval + lsFuncEval state.funcEval = state.funcEval + lsFuncEval ------------------------------------------------------------ -- check conditions ------------------------------------------------------------ if nIter == maxIter then -- no use to run tests verbose('reached max number of iterations') break end if currentFuncEval >= maxEval then -- max nb of function evals verbose('max nb of function evals') break end tmp1:copy(g):abs() if tmp1:sum() <= tolFun then -- check optimality verbose('optimality condition below tolFun') break end tmp1:copy(d):mul(t):abs() if tmp1:sum() <= tolX then -- step size below tolX verbose('step size below tolX') break end if abs(f-f_old) < tolX then -- function value changing less than tolX verbose('function value changing less than tolX') break end end -- save state state.old_dirs = old_dirs state.old_stps = old_stps state.Hdiag = Hdiag state.g_old = g_old state.f_old = f_old state.t = t state.d = d -- return optimal x, and history of f(x) return x,f_hist,currentFuncEval end
bsd-3-clause
anshkumar/yugioh-glaze
assets/script/c706925.lua
3
2460
--海皇の狙撃兵 function c706925.initial_effect(c) --special summon local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(706925,0)) e1:SetCategory(CATEGORY_SPECIAL_SUMMON) e1:SetCode(EVENT_BATTLE_DAMAGE) e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e1:SetCondition(c706925.spcon) e1:SetTarget(c706925.sptg) e1:SetOperation(c706925.spop) c:RegisterEffect(e1) --destroy local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(706925,1)) e2:SetCategory(CATEGORY_DESTROY) e2:SetProperty(EFFECT_FLAG_CARD_TARGET) e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F) e2:SetCode(EVENT_TO_GRAVE) e2:SetCondition(c706925.descon) e2:SetTarget(c706925.destg) e2:SetOperation(c706925.desop) c:RegisterEffect(e2) end function c706925.spcon(e,tp,eg,ep,ev,re,r,rp) return ep~=tp end function c706925.spfilter(c,e,tp) return not c:IsCode(706925) and c:IsLevelBelow(4) and c:IsSetCard(0x77) and c:IsRace(RACE_SEASERPENT) and c:IsCanBeSpecialSummoned(e,0,tp,false,false) end function c706925.sptg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsExistingMatchingCard(c706925.spfilter,tp,LOCATION_DECK,0,1,nil,e,tp) end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_DECK) end function c706925.spop(e,tp,eg,ep,ev,re,r,rp) if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectMatchingCard(tp,c706925.spfilter,tp,LOCATION_DECK,0,1,1,nil,e,tp) if g:GetCount()>0 then Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP) end end function c706925.descon(e,tp,eg,ep,ev,re,r,rp) return e:GetHandler():IsReason(REASON_COST) and re:IsHasType(0x7e0) and re:IsActiveType(TYPE_MONSTER) and re:GetHandler():IsAttribute(ATTRIBUTE_WATER) end function c706925.desfilter(c) return c:IsFacedown() and c:IsDestructable() end function c706925.destg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsOnField() and chkc:IsControler(1-tp) and c706925.desfilter(chkc) end if chk==0 then return true end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DESTROY) local g=Duel.SelectTarget(tp,c706925.desfilter,tp,0,LOCATION_ONFIELD,1,1,nil) Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,g:GetCount(),0,0) end function c706925.desop(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if tc and tc:IsRelateToEffect(e) and tc:IsFacedown() then Duel.Destroy(tc,REASON_EFFECT) end end
gpl-2.0
zwhfly/openwrt-luci
modules/admin-mini/luasrc/model/cbi/mini/network.lua
82
6273
--[[ LuCI - Lua Configuration Interface Copyright 2008 Steven Barth <steven@midlink.org> Copyright 2008 Jo-Philipp Wich <xm@leipzig.freifunk.net> 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 $Id$ ]]-- local wa = require "luci.tools.webadmin" local sys = require "luci.sys" local fs = require "nixio.fs" local has_pptp = fs.access("/usr/sbin/pptp") local has_pppoe = fs.glob("/usr/lib/pppd/*/rp-pppoe.so")() local network = luci.model.uci.cursor_state():get_all("network") local netstat = sys.net.deviceinfo() local ifaces = {} for k, v in pairs(network) do if v[".type"] == "interface" and k ~= "loopback" then table.insert(ifaces, v) end end m = Map("network", translate("Network")) s = m:section(Table, ifaces, translate("Status")) s.parse = function() end s:option(DummyValue, ".name", translate("Network")) hwaddr = s:option(DummyValue, "_hwaddr", translate("<abbr title=\"Media Access Control\">MAC</abbr>-Address"), translate("Hardware Address")) function hwaddr.cfgvalue(self, section) local ix = self.map:get(section, "ifname") or "" local mac = fs.readfile("/sys/class/net/" .. ix .. "/address") if not mac then mac = luci.util.exec("ifconfig " .. ix) mac = mac and mac:match(" ([A-F0-9:]+)%s*\n") end if mac and #mac > 0 then return mac:upper() end return "?" end s:option(DummyValue, "ipaddr", translate("<abbr title=\"Internet Protocol Version 4\">IPv4</abbr>-Address")) s:option(DummyValue, "netmask", translate("<abbr title=\"Internet Protocol Version 4\">IPv4</abbr>-Netmask")) txrx = s:option(DummyValue, "_txrx", translate("Traffic"), translate("transmitted / received")) function txrx.cfgvalue(self, section) local ix = self.map:get(section, "ifname") local rx = netstat and netstat[ix] and netstat[ix][1] rx = rx and wa.byte_format(tonumber(rx)) or "-" local tx = netstat and netstat[ix] and netstat[ix][9] tx = tx and wa.byte_format(tonumber(tx)) or "-" return string.format("%s / %s", tx, rx) end errors = s:option(DummyValue, "_err", translate("Errors"), translate("TX / RX")) function errors.cfgvalue(self, section) local ix = self.map:get(section, "ifname") local rx = netstat and netstat[ix] and netstat[ix][3] local tx = netstat and netstat[ix] and netstat[ix][11] rx = rx and tostring(rx) or "-" tx = tx and tostring(tx) or "-" return string.format("%s / %s", tx, rx) end s = m:section(NamedSection, "lan", "interface", translate("Local Network")) s.addremove = false s:option(Value, "ipaddr", translate("<abbr title=\"Internet Protocol Version 4\">IPv4</abbr>-Address")) nm = s:option(Value, "netmask", translate("<abbr title=\"Internet Protocol Version 4\">IPv4</abbr>-Netmask")) nm:value("255.255.255.0") nm:value("255.255.0.0") nm:value("255.0.0.0") gw = s:option(Value, "gateway", translate("<abbr title=\"Internet Protocol Version 4\">IPv4</abbr>-Gateway") .. translate(" (optional)")) gw.rmempty = true dns = s:option(Value, "dns", translate("<abbr title=\"Domain Name System\">DNS</abbr>-Server") .. translate(" (optional)")) dns.rmempty = true s = m:section(NamedSection, "wan", "interface", translate("Internet Connection")) s.addremove = false p = s:option(ListValue, "proto", translate("Protocol")) p.override_values = true p:value("none", "disabled") p:value("static", translate("manual")) p:value("dhcp", translate("automatic")) if has_pppoe then p:value("pppoe", "PPPoE") end if has_pptp then p:value("pptp", "PPTP") end function p.write(self, section, value) -- Always set defaultroute to PPP and use remote dns -- Overwrite a bad variable behaviour in OpenWrt if value == "pptp" or value == "pppoe" then self.map:set(section, "peerdns", "1") self.map:set(section, "defaultroute", "1") end return ListValue.write(self, section, value) end if not ( has_pppoe and has_pptp ) then p.description = translate("You need to install \"ppp-mod-pppoe\" for PPPoE or \"pptp\" for PPtP support") end ip = s:option(Value, "ipaddr", translate("<abbr title=\"Internet Protocol Version 4\">IPv4</abbr>-Address")) ip:depends("proto", "static") nm = s:option(Value, "netmask", translate("<abbr title=\"Internet Protocol Version 4\">IPv4</abbr>-Netmask")) nm:depends("proto", "static") gw = s:option(Value, "gateway", translate("<abbr title=\"Internet Protocol Version 4\">IPv4</abbr>-Gateway")) gw:depends("proto", "static") gw.rmempty = true dns = s:option(Value, "dns", translate("<abbr title=\"Domain Name System\">DNS</abbr>-Server")) dns:depends("proto", "static") dns.rmempty = true usr = s:option(Value, "username", translate("Username")) usr:depends("proto", "pppoe") usr:depends("proto", "pptp") pwd = s:option(Value, "password", translate("Password")) pwd.password = true pwd:depends("proto", "pppoe") pwd:depends("proto", "pptp") -- Allow user to set MSS correction here if the UCI firewall is installed -- This cures some cancer for providers with pre-war routers if fs.access("/etc/config/firewall") then mssfix = s:option(Flag, "_mssfix", translate("Clamp Segment Size"), translate("Fixes problems with unreachable websites, submitting forms or other unexpected behaviour for some ISPs.")) mssfix.rmempty = false function mssfix.cfgvalue(self) local value m.uci:foreach("firewall", "forwarding", function(s) if s.src == "lan" and s.dest == "wan" then value = s.mtu_fix end end) return value end function mssfix.write(self, section, value) m.uci:foreach("firewall", "forwarding", function(s) if s.src == "lan" and s.dest == "wan" then m.uci:set("firewall", s[".name"], "mtu_fix", value) m:chain("firewall") end end) end end kea = s:option(Flag, "keepalive", translate("automatically reconnect")) kea:depends("proto", "pppoe") kea:depends("proto", "pptp") kea.rmempty = true kea.enabled = "10" cod = s:option(Value, "demand", translate("disconnect when idle for"), "s") cod:depends("proto", "pppoe") cod:depends("proto", "pptp") cod.rmempty = true srv = s:option(Value, "server", translate("<abbr title=\"Point-to-Point Tunneling Protocol\">PPTP</abbr>-Server")) srv:depends("proto", "pptp") srv.rmempty = true return m
apache-2.0
anshkumar/yugioh-glaze
assets/script/c85255550.lua
3
1252
--異国の剣士 function c85255550.initial_effect(c) local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(85255550,0)) e1:SetCategory(CATEGORY_DESTROY) e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F) e1:SetCode(EVENT_DAMAGE_STEP_END) e1:SetCondition(c85255550.condition) e1:SetOperation(c85255550.operation) c:RegisterEffect(e1) end function c85255550.condition(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() local bc=c:GetBattleTarget() return c==Duel.GetAttacker() and bc and bc:IsRelateToBattle() and bc:IsFaceup() end function c85255550.operation(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() local bc=c:GetBattleTarget() if bc:IsRelateToBattle() then local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS) e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE) e1:SetCode(EVENT_PHASE+PHASE_END) e1:SetCountLimit(1) e1:SetRange(LOCATION_MZONE) e1:SetReset(RESET_EVENT+0x1fe0000) e1:SetOperation(c85255550.desop) e1:SetLabel(0) e1:SetOwnerPlayer(tp) bc:RegisterEffect(e1) end end function c85255550.desop(e,tp,eg,ep,ev,re,r,rp) local ct=e:GetLabel() ct=ct+1 e:SetLabel(ct) e:GetOwner():SetTurnCounter(ct) if ct==5 then Duel.Destroy(e:GetHandler(),REASON_EFFECT) end end
gpl-2.0
freifunk-gluon/luci
modules/admin-full/luasrc/controller/admin/index.lua
79
1245
--[[ LuCI - Lua Configuration Interface Copyright 2008 Steven Barth <steven@midlink.org> 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 $Id$ ]]-- module("luci.controller.admin.index", package.seeall) function index() local root = node() if not root.target then root.target = alias("admin") root.index = true end local page = node("admin") page.target = firstchild() page.title = _("Administration") page.order = 10 page.sysauth = "root" page.sysauth_authenticator = "htmlauth" page.ucidata = true page.index = true -- Empty services menu to be populated by addons entry({"admin", "services"}, firstchild(), _("Services"), 40).index = true entry({"admin", "logout"}, call("action_logout"), _("Logout"), 90) end function action_logout() local dsp = require "luci.dispatcher" local sauth = require "luci.sauth" if dsp.context.authsession then sauth.kill(dsp.context.authsession) dsp.context.urltoken.stok = nil end luci.http.header("Set-Cookie", "sysauth=; path=" .. dsp.build_url()) luci.http.redirect(luci.dispatcher.build_url()) end
apache-2.0
anshkumar/yugioh-glaze
assets/script/c85893201.lua
3
1626
--連鎖誘爆 function c85893201.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) c:RegisterEffect(e1) --destroy local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(85893201,0)) e2:SetCategory(CATEGORY_DESTROY) e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O) e2:SetRange(LOCATION_SZONE) e2:SetCode(EVENT_DESTROYED) e2:SetCountLimit(1) e2:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DELAY) e2:SetCondition(c85893201.descon) e2:SetTarget(c85893201.destg) e2:SetOperation(c85893201.desop) c:RegisterEffect(e2) end function c85893201.cfilter(c,tp) return c:IsPreviousLocation(LOCATION_MZONE) and c:IsReason(REASON_EFFECT) and c:GetPreviousControler()==tp end function c85893201.descon(e,tp,eg,ep,ev,re,r,rp) return rp~=tp and eg:IsExists(c85893201.cfilter,1,nil,1-tp) end function c85893201.filter(c) return c:IsDestructable() end function c85893201.destg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsOnField() and c85893201.filter(chkc) end if chk==0 then return e:GetHandler():IsRelateToEffect(e) and Duel.IsExistingTarget(c85893201.filter,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DESTROY) local g=Duel.SelectTarget(tp,c85893201.filter,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,1,nil) Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,1,0,0) end function c85893201.desop(e,tp,eg,ep,ev,re,r,rp) if not e:GetHandler():IsRelateToEffect(e) then return end local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) then Duel.Destroy(tc,REASON_EFFECT) end end
gpl-2.0
astog/cqui
Assets/UI/Panels/unitpanel.lua
4
158744
-- =========================================================================== -- Unit Panel Screen -- =========================================================================== include( "InstanceManager" ); include( "SupportFunctions" ); include( "Colors" ); include( "CombatInfo" ); include( "PopupDialogSupport" ); include( "Civ6Common" ); include( "EspionageSupport" ); -- =========================================================================== -- CONSTANTS -- =========================================================================== local ANIMATION_SPEED :number = 2; local SECONDARY_ACTIONS_ART_PADDING :number = -4; local MAX_BEFORE_TRUNC_STAT_NAME :number = 170; -- =========================================================================== -- MEMBERS / VARIABLES -- =========================================================================== hstructure DisabledByTutorial kLockedHashes : table; -- Action hashes that the tutorial says shouldn't be enabled. end local m_standardActionsIM :table = InstanceManager:new( "UnitActionInstance", "UnitActionButton", Controls.StandardActionsStack ); local m_secondaryActionsIM :table = InstanceManager:new( "UnitActionInstance", "UnitActionButton", Controls.SecondaryActionsStack ); local m_groupArtIM :table = InstanceManager:new( "GroupArtInstance", "Top", Controls.PrimaryArtStack ); local m_buildActionsIM :table = InstanceManager:new( "BuildActionsColumnInstance", "Top", Controls.BuildActionsStack ); local m_earnedPromotionIM :table = InstanceManager:new( "EarnedPromotionInstance", "Top", Controls.EarnedPromotionsStack); local m_PromotionListInstanceMgr:table = InstanceManager:new( "PromotionSelectionInstance", "PromotionSelection", Controls.PromotionList ); local m_subjectModifierIM :table = InstanceManager:new( "ModifierInstance", "ModifierContainer", Controls.SubjectModifierStack ); local m_targetModifierIM :table = InstanceManager:new( "ModifierInstance", "ModifierContainer", Controls.TargetModifierStack ); local m_interceptorModifierIM :table = InstanceManager:new( "ModifierInstance", "ModifierContainer", Controls.InterceptorModifierStack ); local m_antiAirModifierIM :table = InstanceManager:new( "ModifierInstance", "ModifierContainer", Controls.AntiAirModifierStack ); local m_subjectStatStackIM :table = InstanceManager:new( "StatInstance", "StatGrid", Controls.SubjectStatStack ); local m_targetStatStackIM :table = InstanceManager:new( "TargetStatInstance", "StatGrid", Controls.TargetStatStack ); local m_combatResults :table = nil; local m_currentIconGroup :table = nil; -- Tracks the current icon group as they are built. local m_isOkayToProcess :boolean= true; local m_selectedPlayerId :number = -1; local m_primaryColor :number = 0xdeadbeef; local m_secondaryColor :number = 0xbaadf00d; local m_UnitId :number = -1; local m_numIconsInCurrentIconGroup :number = 0; local m_bestValidImprovement :number = -1; local m_kHotkeyActions :table = {}; local m_kHotkeyCV1 :table = {}; local m_kHotkeyCV2 :table = {}; local m_kSoundCV1 :table = {}; local m_kTutorialDisabled :table = {}; -- key = Unit Type, value = lockedHashes local m_kTutorialAllDisabled :table = {}; -- hashes of actions disabled for all units local m_attackerUnit = nil; local m_locX = nil; local m_locY = nil; local INVALID_PLOT_ID :number = -1; local m_plotId :number = INVALID_PLOT_ID; local m_kPopupDialog :table; local m_targetData :table; local m_subjectData :table; -- Defines the number of modifiers displayed per page in the combat preview local m_maxModifiersPerPage :number = 5; -- Defines the minimum unit panel size and resize padding used when resizing unit panel to fit action buttons local m_minUnitPanelWidth :number = 340; local m_resizeUnitPanelPadding :number = 18; local pSpyInfo = GameInfo.Units["UNIT_SPY"]; local m_AttackHotkeyId = Input.GetActionId("Attack"); local m_DeleteHotkeyId = Input.GetActionId("DeleteUnit"); -- =========================================================================== -- FUNCTIONS -- =========================================================================== function InitSubjectData() m_subjectData = { Name = "", Moves = 0, InFormation = 0, FormationMoves = 0, FormationMaxMoves = 0, MaxMoves = 0, Combat = 0, Damage = 0, MaxDamage = 0, PotentialDamage = 0, WallDamage = 0, MaxWallDamage = 0, PotentialWallDamage = 0, RangedCombat = 0, BombardCombat = 0, AntiAirCombat = 0, Range = 0, Owner = 0, BuildCharges = 0, SpreadCharges = 0, GreatPersonActionCharges = 0, GreatPersonPassiveName = "", GreatPersonPassiveText = "", ReligiousStrength = 0, HasMovedIntoZOC = 0, MilitaryFormation = 0, UnitType = -1, UnitID = 0, UnitExperience = 0, MaxExperience = 0, UnitLevel = 0, CurrentPromotions = {}, Actions = {}, IsSpy = false, SpyOperation = -1, SpyTargetOwnerID = -1, SpyTargetCityName = "", SpyRemainingTurns = 0, SpyTotalTurns = 0, StatData = nil, IsTradeUnit = false, TradeRouteName = "", TradeRouteIcon = "", TradeLandRange = 0, TradeSeaRange = 0, IsSettler = false; }; end function InitTargetData() m_targetData = { Name = "", Combat = 0, RangedCombat = 0, BombardCombat = 0, ReligiousCombat = 0, Range = 0, Damage = 0, MaxDamage = 0, PotentialDamage = 0, WallDamage = 0, MaxWallDamage = 0, PotentialWallDamage = 0, BuildCharges = 0, SpreadCharges = 0, ReligiousStrength = 0, GreatPersonActionCharges = 0, Moves = 0, MaxMoves = 0, InterceptorName = "", InterceptorCombat = 0, InterceptorDamage = 0, InterceptorMaxDamage = 0, InterceptorPotentialDamage = 0, AntiAirName = "", AntiAirCombat = 0, StatData = nil; UnitType = -1, UnitID = 0, }; end -- =========================================================================== -- An action icon which will shows up immediately above the unit panel -- =========================================================================== function AddActionButton( instance:table, action:table ) instance.UnitActionIcon:SetIcon(action.IconId); instance.UnitActionButton:SetDisabled( action.Disabled ); instance.UnitActionButton:SetAlpha( (action.Disabled and 0.7) or 1 ); instance.UnitActionButton:SetToolTipString( action.helpString ); instance.UnitActionButton:RegisterCallback( Mouse.eLClick, function(void1,void2) if action.Sound ~= nil and action.Sound ~= "" then UI.PlaySound(action.Sound); end action.CallbackFunc(void1,void2); end ); instance.UnitActionButton:SetVoid1( action.CallbackVoid1 ); instance.UnitActionButton:SetVoid2( action.CallbackVoid2 ); instance.UnitActionButton:SetTag( action.userTag ); instance.UnitActionButton:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end); -- Track # of icons added for whatever is the current group m_numIconsInCurrentIconGroup = m_numIconsInCurrentIconGroup + 1; end -- =========================================================================== function GetHashFromType( actionType:string ) local hash:number = 0; if GameInfo.UnitCommands[actionType] ~= nil then hash = GameInfo.UnitCommands[actionType].Hash; elseif GameInfo.UnitOperations[actionType] ~= nil then hash = GameInfo.UnitOperations[actionType].Hash; end return hash; end -- =========================================================================== -- RETURNS true if tutorial is disabling this action. -- =========================================================================== function IsDisabledByTutorial( unitType:string, actionHash:number ) -- Any type of unit for i,action in ipairs( m_kTutorialAllDisabled ) do hash = GetHashFromType(action); if actionHash == hash and hash ~= 0 then return true; end end -- Specific to a unit if m_kTutorialDisabled[unitType] ~= nil then -- In mode where all are enabled except for specific list for i,hash in ipairs( m_kTutorialDisabled[unitType].kLockedHashes ) do if actionHash == hash then return true; end end end return false; end -- =========================================================================== -- Add an action for the UI to display. -- actionsTable Table holding actions via categories -- action A command or operation -- disabled Is the action disabled (tutorial may disable even if enabled) -- toolTipString What the action does -- actionHash The hash of the action. -- =========================================================================== function AddActionToTable( actionsTable:table, action:table, disabled:boolean, toolTipString:string, actionHash:number, callbackFunc:ifunction, callbackVoid1, callbackVoid2, overrideIcon:string) local actionsCategoryTable:table; if ( actionsTable[action.CategoryInUI] ~= nil ) then actionsCategoryTable = actionsTable[action.CategoryInUI]; else UI.DataError("Operation is in unsupported action category '" .. tostring(action.CategoryInUI) .. "'."); actionsCategoryTable = actionsTable["SPECIFIC"]; end -- Wrap every callback function with a call that guarantees the interface -- mode is reset. It prevents issues such as selecting range attack and -- then instead of attacking, choosing another action, which would leave -- up the range attack lens layer. local wrappedCallback:ifunction = function(void1,void2) if UI.GetInterfaceMode() ~= InterfaceModeTypes.SELECTION then print("Unit panel forcing interface mode back to selection before performing operation/action"); --Debug UI.SetInterfaceMode( InterfaceModeTypes.SELECTION ); end callbackFunc(void1,void2); end; table.insert( actionsCategoryTable, { IconId = (overrideIcon and overrideIcon) or action.Icon, Disabled = disabled, helpString = toolTipString, userTag = actionHash, CallbackFunc = wrappedCallback, CallbackVoid1 = callbackVoid1, CallbackVoid2 = callbackVoid2, IsBestImprovement = action.IsBestImprovement, Sound = action.Sound }); -- Hotkey support if (action.HotkeyId~=nil) and disabled==false then local actionId = Input.GetActionId( action.HotkeyId ); if actionId ~= nil then m_kHotkeyActions[actionId] = callbackFunc; m_kHotkeyCV1[actionId] = callbackVoid1; m_kHotkeyCV2[actionId] = callbackVoid2; m_kSoundCV1[actionId] = action.Sound; else UI.DataError("Cannot set hotkey on Unitpanel for action with icon '"..action.IconId.."' because engine doesn't have actionId of '"..action.HotkeyId.."'."); end end end -- =========================================================================== -- Refresh unit actions -- Returns a table of unit actions. -- =========================================================================== function GetUnitActionsTable( pUnit ) -- Build action table; holds sub-tables of commands & operations based on UI categories set in DB. -- Also defines order actions show in panel. local actionsTable = { ATTACK = {}, BUILD = {}, GAMEMODIFY = {}, MOVE = {}, OFFENSIVESPY = {}, INPLACE = {}, SECONDARY = {}, SPECIFIC = {}, displayOrder = { primaryArea = {"ATTACK","OFFENSIVESPY","SPECIFIC","MOVE","INPLACE","GAMEMODIFY"}, -- How they appear in the UI secondaryArea = {"SECONDARY"} } }; m_bestValidImprovement = -1; if pUnit == nil then UI.DataError("NIL unit when attempting to get action table."); return; end local unitType :string = GameInfo.Units[pUnit:GetUnitType()].UnitType; for commandRow in GameInfo.UnitCommands() do if ( commandRow.VisibleInUI ) then local actionHash :number = commandRow.Hash; local isDisabled :boolean = IsDisabledByTutorial(unitType, actionHash ); if (actionHash == UnitCommandTypes.ENTER_FORMATION) then --Check if there are any units in the same tile that this unit can create a formation with --Call CanStartCommand asking for results local bCanStart, tResults = UnitManager.CanStartCommand( pUnit, actionHash, nil, true); if (bCanStart and tResults) then if (tResults[UnitCommandResults.UNITS] ~= nil and #tResults[UnitCommandResults.UNITS] ~= 0) then local tUnits = tResults[UnitCommandResults.UNITS]; for i, unit in ipairs(tUnits) do local pUnitInstance = Players[unit.player]:GetUnits():FindID(unit.id); if (pUnitInstance ~= nil) then local toolTipString :string = Locale.Lookup(commandRow.Description, GameInfo.Units[pUnitInstance:GetUnitType()].Name); local callback :ifunction = function() OnUnitActionClicked_EnterFormation(pUnitInstance) end AddActionToTable( actionsTable, commandRow, isDisabled, toolTipString, actionHash, callback ); end end end end elseif (actionHash == UnitCommandTypes.PROMOTE) then --Call CanStartCommand asking for a list of possible promotions for that unit local bCanStart, tResults = UnitManager.CanStartCommand( pUnit, actionHash, true, true); if (bCanStart and tResults) then if (tResults[UnitCommandResults.PROMOTIONS] ~= nil and #tResults[UnitCommandResults.PROMOTIONS] ~= 0) then local tPromotions = tResults[UnitCommandResults.PROMOTIONS]; local toolTipString = Locale.Lookup(commandRow.Description); local callback = function() ShowPromotionsList(tPromotions); end AddActionToTable( actionsTable, commandRow, isDisabled, toolTipString, actionHash, callback ); end end elseif (actionHash == UnitCommandTypes.NAME_UNIT) then local bCanStart = UnitManager.CanStartCommand( pUnit, UnitCommandTypes.NAME_UNIT, true); if (bCanStart) then local toolTipString = Locale.Lookup(commandRow.Description); AddActionToTable( actionsTable, commandRow, isDisabled, toolTipString, actionHash, OnNameUnit ); end elseif (actionHash == UnitCommandTypes.DELETE) then local bCanStart = UnitManager.CanStartCommand( pUnit, UnitCommandTypes.DELETE, true); if (bCanStart) then local toolTipString = Locale.Lookup(commandRow.Description); AddActionToTable( actionsTable, commandRow, isDisabled, toolTipString, actionHash, OnPromptToDeleteUnit ); end elseif (actionHash == UnitCommandTypes.CANCEL and GameInfo.Units[unitType].Spy) then -- Route the cancel action for spies to the espionage popup for cancelling a mission local bCanStart = UnitManager.CanStartCommand( pUnit, actionHash, true); if (bCanStart) then local bCanStartNow, tResults = UnitManager.CanStartCommand( pUnit, actionHash, false, true); AddActionToTable( actionsTable, commandRow, isDisabled, Locale.Lookup("LOC_UNITPANEL_ESPIONAGE_CANCEL_MISSION"), actionHash, OnUnitActionClicked_CancelSpyMission, UnitCommandTypes.TYPE, actionHash ); end else if (actionHash == UnitCommandTypes.AIRLIFT) then local foo = true; end -- The UI check of an operation is a loose check where it only fails if the unit could never do the command. local bCanStart = UnitManager.CanStartCommand( pUnit, actionHash, true); if (bCanStart) then -- Check again if the operation can occur, this time for real. local bCanStartNow, tResults = UnitManager.CanStartCommand( pUnit, actionHash, false, true); local bDisabled = not bCanStartNow; local toolTipString:string; if (actionHash == UnitCommandTypes.UPGRADE) then -- if it's a unit upgrade action, add the unit it will upgrade to in the tooltip as well as the upgrade cost if (tResults ~= nil) then if (tResults[UnitCommandResults.UNIT_TYPE] ~= nil) then local upgradeUnitName = GameInfo.Units[tResults[UnitCommandResults.UNIT_TYPE]].Name; toolTipString = Locale.Lookup(upgradeUnitName); local upgradeCost = pUnit:GetUpgradeCost(); if (upgradeCost ~= nil) then toolTipString = toolTipString .. ": " .. upgradeCost .. " " .. Locale.Lookup("LOC_TOP_PANEL_GOLD"); end toolTipString = Locale.Lookup("LOC_UNITOPERATION_UPGRADE_INFO", upgradeUnitName, upgradeCost); end end elseif (actionHash == UnitCommandTypes.FORM_CORPS) then if (GameInfo.Units[unitType].Domain == "DOMAIN_SEA") then toolTipString = Locale.Lookup("LOC_UNITCOMMAND_FORM_FLEET_DESCRIPTION"); else toolTipString = Locale.Lookup(commandRow.Description); end elseif (actionHash == UnitCommandTypes.FORM_ARMY) then if (GameInfo.Units[unitType].Domain == "DOMAIN_SEA") then toolTipString = Locale.Lookup("LOC_UNITCOMMAND_FORM_ARMADA_DESCRIPTION"); else toolTipString = Locale.Lookup(commandRow.Description); end else toolTipString = Locale.Lookup(commandRow.Description); end if (tResults ~= nil) then if (tResults[UnitOperationResults.ACTION_NAME] ~= nil and tResults[UnitOperationResults.ACTION_NAME] ~= "") then toolTipString = Locale.Lookup(tResults[UnitOperationResults.ACTION_NAME]); end if (tResults[UnitOperationResults.ADDITIONAL_DESCRIPTION] ~= nil) then for i,v in ipairs(tResults[UnitOperationResults.ADDITIONAL_DESCRIPTION]) do toolTipString = toolTipString .. "[NEWLINE]" .. Locale.Lookup(v); end end -- Are there any failure reasons? if ( bDisabled ) then if (tResults[UnitOperationResults.FAILURE_REASONS] ~= nil) then -- Add the reason(s) to the tool tip for i,v in ipairs(tResults[UnitOperationResults.FAILURE_REASONS]) do toolTipString = toolTipString .. "[NEWLINE]" .. "[COLOR:Red]" .. Locale.Lookup(v) .. "[ENDCOLOR]"; end end end end isDisabled = bDisabled or isDisabled; -- Mix in tutorial disabledness AddActionToTable( actionsTable, commandRow, isDisabled, toolTipString, actionHash, OnUnitActionClicked, UnitCommandTypes.TYPE, actionHash ); end end end end -- Loop over the UnitOperations (like commands but may take 1 to N turns to complete) -- Only show the operations if the unit has moves left. local isHasMovesLeft = pUnit:GetMovesRemaining() > 0; if isHasMovesLeft then for operationRow in GameInfo.UnitOperations() do local actionHash :number = operationRow.Hash; local isDisabled :boolean= IsDisabledByTutorial( unitType, actionHash ); local instance; -- if unit can build an improvement, show all the buildable improvements for that tile if (actionHash == UnitOperationTypes.BUILD_IMPROVEMENT) then local tParameters = {}; tParameters[UnitOperationTypes.PARAM_X] = pUnit:GetX(); tParameters[UnitOperationTypes.PARAM_Y] = pUnit:GetY(); --Call CanStartOperation asking for results local bCanStart, tResults = UnitManager.CanStartOperation( pUnit, UnitOperationTypes.BUILD_IMPROVEMENT, nil, tParameters, true); if (bCanStart and tResults ~= nil) then if (tResults[UnitOperationResults.IMPROVEMENTS] ~= nil and #tResults[UnitOperationResults.IMPROVEMENTS] ~= 0) then m_bestValidImprovement = tResults[UnitOperationResults.BEST_IMPROVEMENT]; local tImprovements = tResults[UnitOperationResults.IMPROVEMENTS]; for i, eImprovement in ipairs(tImprovements) do tParameters[UnitOperationTypes.PARAM_IMPROVEMENT_TYPE] = eImprovement; local improvement = GameInfo.Improvements[eImprovement]; bCanStart, tResults = UnitManager.CanStartOperation(pUnit, actionHash, nil, tParameters, true); local isDisabled = not bCanStart; local toolTipString = Locale.Lookup(operationRow.Description) .. ": " .. Locale.Lookup(improvement.Name); if tResults ~= nil then if (tResults[UnitOperationResults.ADDITIONAL_DESCRIPTION] ~= nil) then for i,v in ipairs(tResults[UnitOperationResults.ADDITIONAL_DESCRIPTION]) do toolTipString = toolTipString .. "[NEWLINE]" .. Locale.Lookup(v); end end -- Are there any failure reasons? if isDisabled then if (tResults[UnitOperationResults.FAILURE_REASONS] ~= nil) then -- Add the reason(s) to the tool tip for i,v in ipairs(tResults[UnitOperationResults.FAILURE_REASONS]) do toolTipString = toolTipString .. "[NEWLINE]" .. "[COLOR:Red]" .. Locale.Lookup(v) .. "[ENDCOLOR]"; end end end end -- If this improvement is the same enum as what the game marked as "the best" for this plot, set this flag for the UI to use. if ( m_bestValidImprovement ~= -1 and m_bestValidImprovement == eImprovement ) then improvement["IsBestImprovement"] = true; else improvement["IsBestImprovement"] = false; end improvement["CategoryInUI"] = "BUILD"; -- TODO: Force improvement to be a type of "BUILD", this can be removed if CategoryInUI is added to "Improvements" in the database schema. ??TRON AddActionToTable( actionsTable, improvement, isDisabled, toolTipString, actionHash, OnUnitActionClicked_BuildImprovement, improvement.Hash ); end end end elseif (actionHash == UnitOperationTypes.MOVE_TO) then local bCanStart :boolean= UnitManager.CanStartOperation( pUnit, UnitOperationTypes.MOVE_TO, nil, false, false); -- No exclusion test, no results if (bCanStart) then local toolTipString :string = Locale.Lookup(operationRow.Description); AddActionToTable( actionsTable, operationRow, isDisabled, toolTipString, actionHash, OnUnitActionClicked_MoveTo ); end elseif (operationRow.CategoryInUI == "OFFENSIVESPY") then local bCanStart :boolean= UnitManager.CanStartOperation( pUnit, actionHash, nil, false, false); -- No exclusion test, no result if (bCanStart) then ---- We only want a single offensive spy action which opens the EspionageChooser side panel if actionsTable[operationRow.CategoryInUI] ~= nil and table.count(actionsTable[operationRow.CategoryInUI]) == 0 then local toolTipString :string = Locale.Lookup("LOC_UNITPANEL_ESPIONAGE_CHOOSE_MISSION"); AddActionToTable( actionsTable, operationRow, isDisabled, toolTipString, actionHash, OnUnitActionClicked, UnitOperationTypes.TYPE, actionHash, "ICON_UNITOPERATION_SPY_MISSIONCHOOSER"); end end elseif (actionHash == UnitOperationTypes.SPY_COUNTERSPY) then local bCanStart, tResults = UnitManager.CanStartOperation( pUnit, actionHash, nil, true ); if (bCanStart) then local toolTipString = Locale.Lookup(operationRow.Description); AddActionToTable( actionsTable, operationRow, isDisabled, toolTipString, actionHash, OnUnitActionClicked, UnitOperationTypes.TYPE, actionHash, "ICON_UNITOPERATION_SPY_COUNTERSPY_ACTION"); end elseif (actionHash == UnitOperationTypes.FOUND_CITY) then local bCanStart :boolean= UnitManager.CanStartOperation( pUnit, UnitOperationTypes.FOUND_CITY, nil, false, false); -- No exclusion test, no results if (bCanStart) then local toolTipString :string = Locale.Lookup(operationRow.Description); AddActionToTable( actionsTable, operationRow, isDisabled, toolTipString, actionHash, OnUnitActionClicked_FoundCity ); end elseif (actionHash == UnitOperationTypes.WMD_STRIKE) then -- if unit can deploy a WMD, create a unit action for each type -- first check if the unit is capable of deploying a WMD local bCanStart = UnitManager.CanStartOperation( pUnit, UnitOperationTypes.WMD_STRIKE, nil, true); if (bCanStart) then for entry in GameInfo.WMDs() do local tParameters = {}; tParameters[UnitOperationTypes.PARAM_WMD_TYPE] = entry.Index; bCanStart, tResults = UnitManager.CanStartOperation(pUnit, actionHash, nil, tParameters, true); local isWMDTypeDisabled:boolean = (not bCanStart) or isDisabled; local toolTipString :string = Locale.Lookup(operationRow.Description); local wmd = entry.Index; toolTipString = toolTipString .. "[NEWLINE]" .. Locale.Lookup(entry.Name); local callBack = function() OnUnitActionClicked_WMDStrike(wmd); end -- Are there any failure reasons? if ( not bCanStart ) then if tResults ~= nil and (tResults[UnitOperationResults.FAILURE_REASONS] ~= nil) then -- Add the reason(s) to the tool tip for i,v in ipairs(tResults[UnitOperationResults.FAILURE_REASONS]) do toolTipString = toolTipString .. "[NEWLINE]" .. "[COLOR:Red]" .. Locale.Lookup(v) .. "[ENDCOLOR]"; end end end AddActionToTable( actionsTable, operationRow, isWMDTypeDisabled, toolTipString, actionHash, callBack ); end end else -- Is this operation visible in the UI? -- The UI check of an operation is a loose check where it only fails if the unit could never do the operation. if ( operationRow.VisibleInUI ) then local bCanStart, tResults = UnitManager.CanStartOperation( pUnit, actionHash, nil, true ); if (bCanStart) then -- Check again if the operation can occur, this time for real. bCanStart, tResults = UnitManager.CanStartOperation(pUnit, actionHash, nil, false, true); local bDisabled = not bCanStart; local toolTipString = Locale.Lookup(operationRow.Description); if (tResults ~= nil) then if (tResults[UnitOperationResults.ACTION_NAME] ~= nil and tResults[UnitOperationResults.ACTION_NAME] ~= "") then toolTipString = Locale.Lookup(tResults[UnitOperationResults.ACTION_NAME]); end if (tResults[UnitOperationResults.FEATURE_TYPE] ~= nil) then local featureName = GameInfo.Features[tResults[UnitOperationResults.FEATURE_TYPE]].Name; toolTipString = toolTipString .. ": " .. Locale.Lookup(featureName); end if (tResults[UnitOperationResults.ADDITIONAL_DESCRIPTION] ~= nil) then for i,v in ipairs(tResults[UnitOperationResults.ADDITIONAL_DESCRIPTION]) do toolTipString = toolTipString .. "[NEWLINE]" .. Locale.Lookup(v); end end -- Are there any failure reasons? if ( bDisabled ) then if (tResults[UnitOperationResults.FAILURE_REASONS] ~= nil) then -- Add the reason(s) to the tool tip for i,v in ipairs(tResults[UnitOperationResults.FAILURE_REASONS]) do toolTipString = toolTipString .. "[NEWLINE]" .. "[COLOR:Red]" .. Locale.Lookup(v) .. "[ENDCOLOR]"; end end end end isDisabled = bDisabled or isDisabled; AddActionToTable( actionsTable, operationRow, isDisabled, toolTipString, actionHash, OnUnitActionClicked, UnitOperationTypes.TYPE, actionHash ); end end end end end return actionsTable; end -- =========================================================================== function StartIconGroup() if m_currentIconGroup ~= nil then UI.DataError("Starting an icon group but a prior one wasn't completed!"); end m_currentIconGroup = m_groupArtIM:GetInstance(); m_numIconsInCurrentIconGroup = 0; end -- =========================================================================== function EndIconGroup() if m_currentIconGroup == nil then UI.DataError("Attempt to end an icon group, but their are no icons!"); return; end local instance :table = m_standardActionsIM:GetInstance(); local width :number = instance.UnitActionButton:GetSizeX(); m_standardActionsIM:ReleaseInstance( instance ); m_currentIconGroup.Top:SetSizeX( width * m_numIconsInCurrentIconGroup ); m_currentIconGroup = nil; Controls.PrimaryArtStack:CalculateSize(); Controls.PrimaryArtStack:ReprocessAnchoring(); end -- =========================================================================== function GetPercentFromDamage( damage:number, maxDamage:number ) if damage > maxDamage then damage = maxDamage; end return (damage / maxDamage); end -- =========================================================================== -- Set the health meter -- =========================================================================== function RealizeHealthMeter( control:table, percent:number, controlShadow:table, shadowPercent:number ) if ( percent > 0.7 ) then control:SetColor( COLORS.METER_HP_GOOD ); controlShadow:SetColor( COLORS.METER_HP_GOOD_SHADOW ); elseif ( percent > 0.4 ) then control:SetColor( COLORS.METER_HP_OK ); controlShadow:SetColor( COLORS.METER_HP_OK_SHADOW ); else control:SetColor( COLORS.METER_HP_BAD ); controlShadow:SetColor( COLORS.METER_HP_BAD_SHADOW ); end -- Meter control is half circle, so add enough to start at half point and condence % into the half area percent = (percent * 0.5) + 0.5; shadowPercent = (shadowPercent * 0.5) + 0.5; control:SetPercent( percent ); controlShadow:SetPercent( shadowPercent ); end -- =========================================================================== -- View(data) -- Update the layout based on the view model -- =========================================================================== function View(data) -- TODO: Explore what (if anything) could be done with prior values so Reset can be utilized instead of destory; this would gain LUA side pooling m_buildActionsIM:DestroyInstances(); m_standardActionsIM:ResetInstances(); m_secondaryActionsIM:ResetInstances(); m_groupArtIM:ResetInstances(); m_buildActionsIM:ResetInstances(); ---=======[ ACTIONS ]=======--- HidePromotionPanel(); -- Reset UnitPanelBaseContainer to minium size Controls.UnitPanelBaseContainer:SetSizeX(m_minUnitPanelWidth); -- First fill the primary area if (table.count(data.Actions) > 0) then for _,categoryName in ipairs(data.Actions.displayOrder.primaryArea) do local categoryTable = data.Actions[categoryName]; if (categoryTable == nil ) then local allNames :string = ""; for _,catName in ipairs(data.Actions) do allNames = allNames .. "'" .. catName .. "' "; end print("ERROR: Unit panel's primary actions sort reference '"..categoryName.."' but no table of that name. Tables in actionsTable: " .. allNames); Controls.ForceAnAssertDueToAboveCondition(); else StartIconGroup(); for _,action in ipairs(categoryTable) do local instance:table = m_standardActionsIM:GetInstance(); AddActionButton( instance, action ); end EndIconGroup(); end end -- Next fill in secondardy actions area local numSecondaryItems:number = 0; for _,categoryName in ipairs(data.Actions.displayOrder.secondaryArea) do local categoryTable = data.Actions[categoryName]; if (categoryTable == nil ) then local allNames :string = ""; for _,catName in ipairs(data.Actions) do allNames = allNames .. "'" .. catName .. "' "; end print("ERROR: Unit panel's secondary actions sort reference '"..categoryName.."' but no table of that name. Tables in actionsTable: " .. allNames); Controls.ForceAnAssertDueToAboveCondition(); else for _,action in ipairs(categoryTable) do local instance:table = m_secondaryActionsIM:GetInstance(); AddActionButton( instance, action ); numSecondaryItems = numSecondaryItems + 1; end end end Controls.ExpandSecondaryActionGrid:SetHide( numSecondaryItems <=0 ); end -- Build panel options (if any) if ( data.Actions["BUILD"] ~= nil and #data.Actions["BUILD"] > 0 ) then Controls.BuildActionsPanel:SetHide(false); local bestBuildAction :table = nil; -- Create columns (each able to hold x3 icons) and fill them top to bottom local numBuildCommands = table.count(data.Actions["BUILD"]); for i=1,numBuildCommands,3 do local buildColumnInstance = m_buildActionsIM:GetInstance(); for iRow=1,3,1 do if ( (i+iRow)-1 <= numBuildCommands ) then local slotName = "Row"..tostring(iRow); local action = data.Actions["BUILD"][(i+iRow)-1]; local instance = {}; ContextPtr:BuildInstanceForControl( "BuildActionInstance", instance, buildColumnInstance[slotName]); instance.UnitActionIcon:SetTexture( IconManager:FindIconAtlas(action.IconId) ); instance.UnitActionButton:SetDisabled( action.Disabled ); instance.UnitActionButton:SetAlpha( (action.Disabled and 0.4) or 1 ); instance.UnitActionButton:SetToolTipString( action.helpString ); instance.UnitActionButton:RegisterCallback( Mouse.eLClick, action.CallbackFunc ); instance.UnitActionButton:SetVoid1( action.CallbackVoid1 ); instance.UnitActionButton:SetVoid2( action.CallbackVoid2 ); -- PLACEHOLDER, currently sets first non-disabled build command; change to best build command. if ( action.IsBestImprovement ~= nil and action.IsBestImprovement == true ) then bestBuildAction = action; end end end end local BUILD_PANEL_ART_PADDING_X = 24; local BUILD_PANEL_ART_PADDING_Y = 20; Controls.BuildActionsStack:CalculateSize(); Controls.BuildActionsStack:ReprocessAnchoring(); local buildStackWidth :number = Controls.BuildActionsStack:GetSizeX(); local buildStackHeight :number = Controls.BuildActionsStack:GetSizeY(); Controls.BuildActionsPanel:SetSizeX( buildStackWidth + BUILD_PANEL_ART_PADDING_X); Controls.RecommendedActionButton:ReprocessAnchoring(); Controls.RecommendedActionIcon:ReprocessAnchoring(); bestBuildAction = nil; Controls.RecommendedActionFrame:SetHide( bestBuildAction == nil ); if ( bestBuildAction ~= nil ) then Controls.RecommendedActionButton:SetHide(false); Controls.BuildActionsPanel:SetSizeY( buildStackHeight + 20 + BUILD_PANEL_ART_PADDING_Y); Controls.BuildActionsStack:SetOffsetY(26); Controls.RecommendedActionIcon:SetTexture( IconManager:FindIconAtlas(bestBuildAction.IconId) ); Controls.RecommendedActionButton:SetDisabled( bestBuildAction.Disabled ); Controls.RecommendedActionIcon:SetAlpha( (bestBuildAction.Disabled and 0.4) or 1 ); local tooltipString:string = Locale.Lookup("LOC_HUD_UNIT_PANEL_RECOMMENDED") .. ":[NEWLINE]" .. bestBuildAction.helpString; Controls.RecommendedActionButton:SetToolTipString( tooltipString ); Controls.RecommendedActionButton:RegisterCallback( Mouse.eLClick, bestBuildAction.CallbackFunc ); Controls.RecommendedActionButton:SetVoid1( bestBuildAction.CallbackVoid1 ); Controls.RecommendedActionButton:SetVoid2( bestBuildAction.CallbackVoid2 ); else Controls.RecommendedActionButton:SetHide(true); Controls.BuildActionsPanel:SetSizeY( buildStackHeight + BUILD_PANEL_ART_PADDING_Y); Controls.BuildActionsStack:SetOffsetY(0); end else Controls.BuildActionsPanel:SetHide(true); end Controls.StandardActionsStack:CalculateSize(); Controls.StandardActionsStack:ReprocessAnchoring(); Controls.SecondaryActionsStack:CalculateSize(); Controls.SecondaryActionsStack:ReprocessAnchoring(); ResizeUnitPanelToFitActionButtons(); ---=======[ STATS ]=======--- ShowSubjectUnitStats(ReadTargetData()); TradeUnitView(data); EspionageView(data); -- Unit Name local unitName = Locale.Lookup(data.Name); -- Add suffix if data.UnitType ~= -1 then if (GameInfo.Units[data.UnitType].Domain == "DOMAIN_SEA") then if (data.MilitaryFormation == MilitaryFormationTypes.CORPS_FORMATION) then unitName = unitName .. " " .. Locale.Lookup("LOC_HUD_UNIT_PANEL_FLEET_SUFFIX"); elseif (data.MilitaryFormation == MilitaryFormationTypes.ARMY_FORMATION) then unitName = unitName .. " " .. Locale.Lookup("LOC_HUD_UNIT_PANEL_ARMADA_SUFFIX"); end else if (data.MilitaryFormation == MilitaryFormationTypes.CORPS_FORMATION) then unitName = unitName .. " " .. Locale.Lookup("LOC_HUD_UNIT_PANEL_CORPS_SUFFIX"); elseif (data.MilitaryFormation == MilitaryFormationTypes.ARMY_FORMATION) then unitName = unitName .. " " .. Locale.Lookup("LOC_HUD_UNIT_PANEL_ARMY_SUFFIX"); end end end Controls.UnitName:SetText( Locale.ToUpper( unitName )); Controls.CombatPreviewUnitName:SetText( Locale.ToUpper( unitName )); -- Portrait Icons if(data.IconName ~= nil) then Controls.UnitIcon:SetIcon(data.IconName); end if(data.CivIconName ~= nil) then local darkerBackColor = DarkenLightenColor(m_primaryColor,(-85),238); local brighterBackColor = DarkenLightenColor(m_primaryColor,90,255); Controls.CircleBacking:SetColor(m_primaryColor); Controls.CircleLighter:SetColor(brighterBackColor); Controls.CircleDarker:SetColor(darkerBackColor); Controls.CivIcon:SetColor(m_secondaryColor); Controls.CivIcon:SetIcon(data.CivIconName); Controls.CityIconArea:SetHide(false); Controls.UnitIcon:SetHide(true); else Controls.CityIconArea:SetHide(true); Controls.UnitIcon:SetHide(false); end -- Damage meters --- if (data.MaxWallDamage > 0) then local healthPercent :number = 1 - GetPercentFromDamage( data.Damage + data.PotentialDamage, data.MaxDamage ); local healthShadowPercent :number = 1 - GetPercentFromDamage( data.Damage, data.MaxDamage ); RealizeHealthMeter( Controls.CityHealthMeter, healthPercent, Controls.CityHealthMeterShadow, healthShadowPercent ); local wallsPercent :number = 1 - GetPercentFromDamage(data.WallDamage + data.PotentialWallDamage, data.MaxWallDamage); local wallsShadowPercent :number = 1 - GetPercentFromDamage( data.WallDamage, data.MaxWallDamage ); local wallRealizedPercent = (wallsPercent * 0.5) + 0.5; Controls.WallHealthMeter:SetPercent( wallRealizedPercent ) local wallShadowRealizedPercent = (wallsShadowPercent * 0.5) + 0.5; Controls.WallHealthMeterShadow:SetPercent( wallShadowRealizedPercent ) Controls.UnitHealthMeter:SetHide(true); Controls.CityHealthMeters:SetHide(false); if(wallsPercent == 0) then Controls.CityWallHealthMeters:SetHide(true); else Controls.CityWallHealthMeters:SetHide(false); end -- Update health tooltip local tooltip:string = ""; if data.UnitType ~= -1 then tooltip = Locale.Lookup(data.UnitTypeName); end tooltip = tooltip .. "[NEWLINE]" .. Locale.Lookup("LOC_HUD_UNIT_PANEL_HEALTH_TOOLTIP", data.MaxDamage - data.Damage, data.MaxDamage); if (data.MaxWallDamage > 0) then tooltip = tooltip .. "[NEWLINE]" .. Locale.Lookup("LOC_HUD_UNIT_PANEL_WALL_HEALTH_TOOLTIP", data.MaxWallDamage - data.WallDamage, data.MaxWallDamage); end Controls.CityHealthMeter:SetToolTipString(tooltip); else local percent :number = 1 - GetPercentFromDamage( data.Damage, data.MaxDamage ); RealizeHealthMeter( Controls.UnitHealthMeter, percent, Controls.UnitHealthMeterShadow, percent ); Controls.UnitHealthMeter:SetHide(false); Controls.CityHealthMeters:SetHide(true); -- Update health tooltip local tooltip:string = Locale.Lookup(data.UnitTypeName); tooltip = tooltip .. "[NEWLINE]" .. Locale.Lookup("LOC_HUD_UNIT_PANEL_HEALTH_TOOLTIP", data.MaxDamage - data.Damage, data.MaxDamage); Controls.UnitHealthMeter:SetToolTipString(tooltip); end -- Populate Earned Promotions UI if (not UILens.IsLensActive("Religion") and data.Combat > 0) then Controls.XPArea:SetHide(false); Controls.XPBar:SetPercent( data.UnitExperience / data.MaxExperience ); Controls.XPArea:SetToolTipString( Locale.Lookup("LOC_HUD_UNIT_PANEL_XP_TT", data.UnitExperience, data.MaxExperience, data.UnitLevel+1 ) ); else Controls.XPArea:SetHide(true); end Controls.PromotionBanner:SetColor( m_primaryColor ); m_earnedPromotionIM:ResetInstances(); if (table.count(data.CurrentPromotions) > 0) then for i, promotion in ipairs(data.CurrentPromotions) do local promotionInst = m_earnedPromotionIM:GetInstance(); if (data.CurrentPromotions[i] ~= nil) then local descriptionStr = Locale.Lookup(data.CurrentPromotions[i].Name); descriptionStr = descriptionStr .. "[NEWLINE]" .. Locale.Lookup(data.CurrentPromotions[i].Desc); promotionInst.Top:SetToolTipString(descriptionStr); end end Controls.PromotionBanner:SetHide(false); else Controls.PromotionBanner:SetHide(true); end -- Great Person Passive Ability Info if data.GreatPersonPassiveText ~= "" then Controls.GreatPersonPassiveGrid:SetHide(false); Controls.GreatPersonPassiveGrid:SetToolTipString(Locale.Lookup("LOC_HUD_UNIT_PANEL_GREAT_PERSON_PASSIVE_ABILITY_TOOLTIP", data.GreatPersonPassiveName, data.GreatPersonPassiveText)); else Controls.GreatPersonPassiveGrid:SetHide(true); end -- Settler Water Availability Info if data.IsSettler then Controls.SettlementWaterContainer:SetHide(false); else Controls.SettlementWaterContainer:SetHide(true); end ContextPtr:SetHide(false); -- Hide combat preview unless we have valid combat results if m_combatResults == nil then OnShowCombat(false); end -- Turn off any animation previously occuring on meter, otherwise it will animate up each time a new unit is selected. Controls.UnitHealthMeter:SetAnimationSpeed( -1 ); end -- =========================================================================== function ViewTarget(data) -- Unit Name local targetName = data.Name; -- Add suffix if (data.UnitType ~= -1) then if (GameInfo.Units[data.UnitType].Domain == "DOMAIN_SEA") then if (data.MilitaryFormation == MilitaryFormationTypes.CORPS_FORMATION) then targetName = targetName .. " " .. Locale.Lookup("LOC_HUD_UNIT_PANEL_FLEET_SUFFIX"); elseif (data.MilitaryFormation == MilitaryFormationTypes.ARMY_FORMATION) then targetName = targetName .. " " .. Locale.Lookup("LOC_HUD_UNIT_PANEL_ARMADA_SUFFIX"); end else if (data.MilitaryFormation == MilitaryFormationTypes.CORPS_FORMATION) then targetName = targetName .. " " .. Locale.Lookup("LOC_HUD_UNIT_PANEL_CORPS_SUFFIX"); elseif (data.MilitaryFormation == MilitaryFormationTypes.ARMY_FORMATION) then targetName = targetName .. " " .. Locale.Lookup("LOC_HUD_UNIT_PANEL_ARMY_SUFFIX"); end end end Controls.TargetUnitName:SetText( Locale.ToUpper( targetName )); ---=======[ STATS ]=======--- ShowTargetUnitStats(); -- Portrait Icons if(data.IconName ~= nil) then Controls.TargetUnitIcon:SetIcon(data.IconName); end if(data.CivIconName ~= nil) then local darkerBackColor = DarkenLightenColor(m_primaryColor,(-85),238); local brighterBackColor = DarkenLightenColor(m_primaryColor,90,255); Controls.TargetCircleBacking:SetColor(m_primaryColor); Controls.TargetCircleLighter:SetColor(brighterBackColor); Controls.TargetCircleDarker:SetColor(darkerBackColor); Controls.TargetCivIcon:SetColor(m_secondaryColor); Controls.TargetCivIcon:SetIcon(data.CivIconName); Controls.TargetCityIconArea:SetHide(false); Controls.TargetUnitIcon:SetHide(true); else Controls.TargetCityIconArea:SetHide(true); Controls.TargetUnitIcon:SetHide(false); end -- Damage meters --- if (data.MaxWallDamage > 0) then local healthPercent :number = 1 - GetPercentFromDamage( data.Damage + data.PotentialDamage, data.MaxDamage ); local healthShadowPercent :number = 1 - GetPercentFromDamage( data.Damage, data.MaxDamage ); RealizeHealthMeter( Controls.TargetCityHealthMeter, healthPercent, Controls.TargetCityHealthMeterShadow, healthShadowPercent ); local wallsPercent :number = 1 - GetPercentFromDamage(data.WallDamage + data.PotentialWallDamage, data.MaxWallDamage); local wallsShadowPercent :number = 1 - GetPercentFromDamage( data.WallDamage, data.MaxWallDamage ); --RealizeHealthMeter( Controls.TargetWallHealthMeter, wallsPercent, Controls.TargetWallHealthMeterShadow, wallsShadowPercent ); local wallRealizedPercent = (wallsPercent * 0.5) + 0.5; Controls.TargetWallHealthMeter:SetPercent( wallRealizedPercent ); local wallShadowRealizedPercent = (wallsShadowPercent * 0.5) + 0.5; Controls.TargetWallHealthMeterShadow:SetPercent( wallShadowRealizedPercent ); Controls.TargetUnitHealthMeters:SetHide(true); Controls.TargetCityHealthMeters:SetHide(false); if(wallsPercent == 0) then Controls.TargetCityWallsHealthMeters:SetHide(true); else Controls.TargetCityWallsHealthMeters:SetHide(false); end else local percent :number = 1 - GetPercentFromDamage( data.Damage + data.PotentialDamage, data.MaxDamage ); local shadowPercent :number = 1 - GetPercentFromDamage( data.Damage, data.MaxDamage ); RealizeHealthMeter( Controls.TargetHealthMeter, percent, Controls.TargetHealthMeterShadow, shadowPercent ); Controls.TargetUnitHealthMeters:SetHide(false); Controls.TargetCityHealthMeters:SetHide(true); end OnShowCombat(true); end -- =========================================================================== function ShowDistrictStats(showCombat:boolean) m_subjectStatStackIM:ResetInstances(); -- Make sure we have some subject data if m_subjectData == nil then return; end -- Ranged strength is always used as primary stat when attacking so hide stat in combat preview if showCombat then -- Show melee strength AddDistrictStat(m_subjectData.Combat, "", "ICON_STRENGTH", -12); Controls.SubjectStatContainer:SetOffsetVal(86,112); Controls.SubjectStatContainer:SetSizeX(72); else -- Show range strength AddDistrictStat(m_subjectData.RangedCombat, "LOC_HUD_UNIT_PANEL_RANGED_STRENGTH", "ICON_RANGED_STRENGTH", 0); -- Show melee strength AddDistrictStat(m_subjectData.Combat, "LOC_HUD_UNIT_PANEL_STRENGTH", "ICON_STRENGTH", -12); Controls.SubjectStatContainer:SetOffsetVal(86,56); Controls.SubjectStatContainer:SetParentRelativeSizeX(-105); end Controls.SubjectStatStack:CalculateSize(); Controls.SubjectStatStack:ReprocessAnchoring(); Controls.SubjectStatContainer:ReprocessAnchoring(); end -- =========================================================================== function ShowSubjectUnitStats(showCombat:boolean) m_subjectStatStackIM:ResetInstances(); -- If we're in city or district attack mode reroute to ShowDistrictStats if (UI.GetInterfaceMode() == InterfaceModeTypes.CITY_RANGE_ATTACK) or (UI.GetInterfaceMode() == InterfaceModeTypes.DISTRICT_RANGE_ATTACK) then ShowDistrictStats(showCombat); return; end -- If the subject is something like a city then ignore unit stats if m_subjectData == nil or m_subjectData.UnitType == -1 then return; end -- Don't display unit stats for these units if m_subjectData.IsSpy then return; end -- Show custom stats for trader units if m_subjectData.IsTradeUnit then -- Add stat for trade route name local xOffset:number = 0; if m_subjectData.TradeRouteName ~= "" then AddCustomUnitStat(m_subjectData.TradeRouteIcon, "", m_subjectData.TradeRouteName, xOffset); xOffset = xOffset - 12; end AddCustomUnitStat("ICON_STATS_LAND_TRADE", tostring(m_subjectData.TradeLandRange), "LOC_HUD_UNIT_PANEL_LAND_ROUTE_RANGE", xOffset); -- If offset is still 0 then make sure to adjust it for the next stat if xOffset == 0 then xOffset = xOffset - 12; end AddCustomUnitStat("ICON_STATS_SEA_TRADE", tostring(m_subjectData.TradeSeaRange), "LOC_HUD_UNIT_PANEL_SEA_ROUTE_RANGE", xOffset); return; end -- If we showing the combat preview we can only show three stats and -- the main combat stat is shown separately above the normal stat stack -- Never show combat for civilian units!! local isCivilian :boolean = GameInfo.Units[m_subjectData.UnitType].FormationClass == "FORMATION_CLASS_CIVILIAN"; local isReligious :boolean = (m_subjectData.ReligiousStrength > 0 ); if showCombat and m_combatResults ~= nil and ((isCivilian==false) or (isCivilian and isReligious)) then m_subjectData.StatData = FilterUnitStatsFromUnitData(m_subjectData, m_combatResults[CombatResultParameters.COMBAT_TYPE]); local currentStatIndex:number = 0; for i,entry in ipairs(m_subjectData.StatData) do if currentStatIndex == 0 then AddUnitStat(i, entry, m_subjectData, -12, false); elseif currentStatIndex == 1 then AddUnitStat(i, entry, m_subjectData, -12, false); elseif currentStatIndex == 2 then AddUnitStat(i, entry, m_subjectData, 0, false); end currentStatIndex = currentStatIndex + 1; end Controls.SubjectStatContainer:SetOffsetVal(86,112); Controls.SubjectStatContainer:SetSizeX(72); else m_subjectData.StatData = FilterUnitStatsFromUnitData(m_subjectData); local currentStatIndex:number = 0; for i,entry in ipairs(m_subjectData.StatData) do if currentStatIndex == 0 then AddUnitStat(i, entry, m_subjectData, 0, true); elseif currentStatIndex == 1 then AddUnitStat(i, entry, m_subjectData, -12, true); elseif currentStatIndex == 2 then AddUnitStat(i, entry, m_subjectData, -12, true); elseif currentStatIndex == 3 then AddUnitStat(i, entry, m_subjectData, 0, true); end currentStatIndex = currentStatIndex + 1; end Controls.SubjectStatContainer:SetOffsetVal(86,56); Controls.SubjectStatContainer:SetParentRelativeSizeX(-105); end Controls.SubjectStatStack:CalculateSize(); Controls.SubjectStatStack:ReprocessAnchoring(); Controls.SubjectStatContainer:ReprocessAnchoring(); end -- =========================================================================== function AddDistrictStat(value:number, name:string, icon:string, relativeSizeX:number) local statInstance:table = m_subjectStatStackIM:GetInstance(); -- Set relative size x statInstance.StatGrid:SetParentRelativeSizeX(relativeSizeX); -- Update name TruncateStringWithTooltip(statInstance.StatNameLabel, MAX_BEFORE_TRUNC_STAT_NAME, Locale.ToUpper(name)); --statInstance.StatNameLabel:SetText(Locale.ToUpper(name)); -- Update value statInstance.StatValueLabel:SetText(value); statInstance.StatValueSlash:SetHide(true); statInstance.StatMaxValueLabel:SetHide(true); -- Update icon local textureOffsetX, textureOffsetY, textureSheet = IconManager:FindIconAtlas(icon,22); statInstance.StatCheckBox:SetCheckTexture(textureSheet); statInstance.StatCheckBox:SetCheckTextureOffsetVal(textureOffsetX,textureOffsetY); statInstance.StatCheckBox:SetUnCheckTextureOffsetVal(textureOffsetX,textureOffsetY); statInstance.StatGrid:ReprocessAnchoring(); end -- =========================================================================== function FilterUnitStatsFromUnitData( unitData:table, ignoreStatType:number ) if unitData == nil then UI.DataError("Invalid unit hash passed to FilterUnitStatsFromUnitData"); return {}; end local data:table = {}; -- Strength if ( unitData.Combat > 0 and (ignoreStatType == nil or ignoreStatType ~= CombatTypes.MELEE)) then table.insert(data, {Value = unitData.Combat, Type = "Combat", Label = "LOC_HUD_UNIT_PANEL_STRENGTH", FontIcon="[ICON_Strength_Large]", IconName="ICON_STRENGTH"}); end if ( unitData.RangedCombat > 0 and (ignoreStatType == nil or ignoreStatType ~= CombatTypes.RANGED)) then table.insert(data, {Value = unitData.RangedCombat, Label = "LOC_HUD_UNIT_PANEL_RANGED_STRENGTH", FontIcon="[ICON_RangedStrength_Large]", IconName="ICON_RANGED_STRENGTH"}); end if (unitData.BombardCombat > 0 and (ignoreStatType == nil or ignoreStatType ~= CombatTypes.BOMBARD)) then table.insert(data, {Value = unitData.BombardCombat, Label = "LOC_HUD_UNIT_PANEL_BOMBARD_STRENGTH", FontIcon="[ICON_Bombard_Large]", IconName="ICON_BOMBARD"}); end if (unitData.ReligiousStrength > 0 and (ignoreStatType == nil or ignoreStatType ~= CombatTypes.RELIGIOUS)) then table.insert(data, {Value = unitData.ReligiousStrength, Label = "LOC_HUD_UNIT_PANEL_RELIGIOUS_STRENGTH", FontIcon="[ICON_ReligionStat_Large]", IconName="ICON_RELIGION"}); end if (unitData.AntiAirCombat > 0 and (ignoreStatType == nil or ignoreStatType ~= CombatTypes.AIR)) then table.insert(data, {Value = unitData.AntiAirCombat, Label = "LOC_HUD_UNIT_PANEL_ANTI_AIR_STRENGTH", FontIcon="[ICON_AntiAir_Large]", IconName="ICON_STATS_ANTIAIR"}); end -- Movement if(unitData.MaxMoves > 0) then table.insert(data, {Value = unitData.MaxMoves, Type = "BaseMoves", Label = "LOC_HUD_UNIT_PANEL_MOVEMENT", FontIcon="[ICON_Movement_Large]", IconName="ICON_MOVES"}); end -- Range if (unitData.Range > 0) then table.insert(data, {Value = unitData.Range; Label = "LOC_HUD_UNIT_PANEL_ATTACK_RANGE", FontIcon="[ICON_Range_Large]", IconName="ICON_RANGE"}); end -- Charges if (unitData.SpreadCharges > 0) then table.insert(data, {Value = unitData.SpreadCharges, Type = "SpreadCharges", Label = "LOC_HUD_UNIT_PANEL_SPREADS", FontIcon="[ICON_ReligionStat_Large]", IconName="ICON_RELIGION"}); end if (unitData.BuildCharges > 0) then table.insert(data, {Value = unitData.BuildCharges, Type = "BuildCharges", Label = "LOC_HUD_UNIT_PANEL_BUILDS", FontIcon="[ICON_Charges_Large]", IconName="ICON_BUILD_CHARGES"}); end if (unitData.GreatPersonActionCharges > 0) then table.insert(data, {Value = unitData.GreatPersonActionCharges, Type = "ActionCharges", Label = "LOC_HUD_UNIT_PANEL_GREAT_PERSON_ACTIONS", FontIcon="[ICON_Charges_Large]", IconName="ICON_GREAT_PERSON"}); end -- If we have more than 4 stats then try to remove melee strength if (table.count(data) > 4) then for i,stat in ipairs(data) do if stat.Type == "Combat" then table.remove(data, i); end end end -- If we still have more than 4 stats through a data error if (table.count(data) > 4) then UI.DataError("More than four stats were picked to display for unit ".. tostring(unitData.UnitType)); end return data; end -- =========================================================================== function AddUnitStat(statType:number, statData:table, unitData:table, relativeSizeX:number, showName:boolean) local statInstance:table = m_subjectStatStackIM:GetInstance(); -- Set relative size x statInstance.StatGrid:SetParentRelativeSizeX(relativeSizeX); -- Update name TruncateStringWithTooltip(statInstance.StatNameLabel, MAX_BEFORE_TRUNC_STAT_NAME, Locale.ToUpper(statData.Label)); --statInstance.StatNameLabel:SetText(Locale.ToUpper(statData.Label)); -- Update values if statData.Type ~= nil and statData.Type == "BaseMoves" then statInstance.StatValueLabel:SetText(unitData.MovementMoves); statInstance.StatMaxValueLabel:SetText(statData.Value); statInstance.StatValueSlash:SetHide(false); statInstance.StatMaxValueLabel:SetHide(false); statInstance.StatValueStack:CalculateSize(); else statInstance.StatValueLabel:SetText(statData.Value); statInstance.StatValueSlash:SetHide(true); statInstance.StatMaxValueLabel:SetHide(true); end -- Show/Hide stat name if showName then statInstance.StatNameLabel:SetHide(false); else statInstance.StatNameLabel:SetHide(true); end -- Update icon local textureOffsetX, textureOffsetY, textureSheet = IconManager:FindIconAtlas(statData.IconName,22); statInstance.StatCheckBox:SetCheckTexture(textureSheet); statInstance.StatCheckBox:SetCheckTextureOffsetVal(textureOffsetX,textureOffsetY); statInstance.StatCheckBox:SetUnCheckTextureOffsetVal(textureOffsetX,textureOffsetY); statInstance.StatGrid:ReprocessAnchoring(); end -- =========================================================================== function AddCustomUnitStat(iconName:string, statValue:string, statDesc:string, relativeSizeX:number) local statInstance:table = m_subjectStatStackIM:GetInstance(); -- Set relative size x statInstance.StatGrid:SetParentRelativeSizeX(relativeSizeX); -- Update name TruncateStringWithTooltip(statInstance.StatNameLabel, MAX_BEFORE_TRUNC_STAT_NAME, Locale.ToUpper(statDesc)); -- Update values statInstance.StatValueLabel:SetText(statValue); statInstance.StatValueSlash:SetHide(true); statInstance.StatMaxValueLabel:SetHide(true); -- Update icon local textureOffsetX, textureOffsetY, textureSheet = IconManager:FindIconAtlas(iconName,22); statInstance.StatCheckBox:SetCheckTexture(textureSheet); statInstance.StatCheckBox:SetUnCheckTexture(textureSheet); statInstance.StatCheckBox:SetCheckTextureOffsetVal(textureOffsetX,textureOffsetY); statInstance.StatCheckBox:SetUnCheckTextureOffsetVal(textureOffsetX,textureOffsetY); statInstance.StatGrid:ReprocessAnchoring(); end function AddTargetUnitStat(statData:table, relativeSizeX:number) local statInstance:table = m_targetStatStackIM:GetInstance(); -- Set relative size x statInstance.StatGrid:SetParentRelativeSizeX(relativeSizeX); -- Update value statInstance.StatValueLabel:SetText(statData.Value); -- Update icon local textureOffsetX, textureOffsetY, textureSheet = IconManager:FindIconAtlas(statData.IconName,22); statInstance.StatCheckBox:SetCheckTexture(textureSheet); statInstance.StatCheckBox:SetCheckTextureOffsetVal(textureOffsetX,textureOffsetY); statInstance.StatCheckBox:SetUnCheckTextureOffsetVal(textureOffsetX,textureOffsetY); statInstance.StatGrid:ReprocessAnchoring(); return statInstance; end -- =========================================================================== function ShowTargetUnitStats() m_targetStatStackIM:ResetInstances(); -- If unitType is 0 then we're probably attacking a city so don't show any unit stats if m_targetData.UnitType > 0 then -- Since the target unit is defending, the melee combat stat will always be the primary stat (except for Religious units). Show the ranged/bombard as secondary if m_combatResults ~= nil and m_combatResults[CombatResultParameters.COMBAT_TYPE] == CombatTypes.RELIGIOUS then m_targetData.StatData = FilterUnitStatsFromUnitData(m_targetData, CombatTypes.RELIGIOUS); else m_targetData.StatData = FilterUnitStatsFromUnitData(m_targetData, CombatTypes.MELEE); end local currentStatIndex:number = 0; for i,entry in ipairs(m_targetData.StatData) do if currentStatIndex == 0 then AddTargetUnitStat(entry, -14); elseif currentStatIndex == 1 then AddTargetUnitStat(entry, -14); elseif currentStatIndex == 2 then AddTargetUnitStat(entry, 0); end currentStatIndex = currentStatIndex + 1; end Controls.TargetStatContainer:ReprocessAnchoring(); end end -- =========================================================================== function TradeUnitView( viewData:table ) if viewData.IsTradeUnit then local hideTradeYields:boolean = true; local originPlayer:table = Players[Game.GetLocalPlayer()]; local originCities:table = originPlayer:GetCities(); for _, city in originCities:Members() do local outgoingRoutes:table = city:GetTrade():GetOutgoingRoutes(); for i,route in ipairs(outgoingRoutes) do if viewData.UnitID == route.TraderUnitID then -- Add Origin Yields Controls.TradeResourceList:DestroyAllChildren(); for j,yieldInfo in pairs(route.OriginYields) do if yieldInfo.Amount > 0 then local yieldDetails:table = GameInfo.Yields[yieldInfo.YieldIndex]; AddTradeResourceEntry(yieldDetails, yieldInfo.Amount); hideTradeYields = false; end end end end end Controls.TradeYieldGrid:SetHide(hideTradeYields); Controls.TradeUnitContainer:SetHide(false); else Controls.TradeUnitContainer:SetHide(true); end end -- =========================================================================== function AddTradeResourceEntry(yieldInfo:table, yieldValue:number) local entryInstance:table = {}; ContextPtr:BuildInstanceForControl( "TradeResourceyInstance", entryInstance, Controls.TradeResourceList ); local icon:string, text:string = FormatTradeYieldText(yieldInfo, yieldValue); entryInstance.ResourceEntryIcon:SetText(icon); entryInstance.ResourceEntryText:SetText(text); entryInstance.ResourceEntryStack:CalculateSize(); entryInstance.ResourceEntryStack:ReprocessAnchoring(); end -- =========================================================================== function FormatTradeYieldText(yieldInfo, yieldAmount) local text:string = ""; local iconString = ""; if (yieldInfo.YieldType == "YIELD_FOOD") then iconString = "[ICON_Food]"; elseif (yieldInfo.YieldType == "YIELD_PRODUCTION") then iconString = "[ICON_Production]"; elseif (yieldInfo.YieldType == "YIELD_GOLD") then iconString = "[ICON_Gold]"; elseif (yieldInfo.YieldType == "YIELD_SCIENCE") then iconString = "[ICON_Science]"; elseif (yieldInfo.YieldType == "YIELD_CULTURE") then iconString = "[ICON_Culture]"; elseif (yieldInfo.YieldType == "YIELD_FAITH") then iconString = "[ICON_Faith]"; end if (yieldAmount >= 0) then text = text .. "+"; end text = text .. yieldAmount; return iconString, text; end -- =========================================================================== function OnShowCombat( showCombat ) local bAttackerIsUnit :boolean = false; local pAttacker :table; if (UI.GetInterfaceMode() == InterfaceModeTypes.CITY_RANGE_ATTACK) then local pAttackingCity = UI.GetHeadSelectedCity(); if (pAttacker == nil) then pAttacker = GetDistrictFromCity(pAttackingCity); if (pAttacker == nil) then return; end end elseif (UI.GetInterfaceMode() == InterfaceModeTypes.DISTRICT_RANGE_ATTACK) then pAttacker = UI.GetHeadSelectedDistrict(); if (pAttacker == nil) then return; end else pAttacker = UI.GetHeadSelectedUnit(); if (pAttacker ~= nil) then bAttackerIsUnit = true; -- Never show combat for civilian units unless it's between two religious untis. if showCombat then if (GameInfo.Units[pAttacker:GetUnitType()].FormationClass == "FORMATION_CLASS_CIVILIAN") and (IsAttackerReligiousCombat(pAttacker)==false) then showCombat = false; -- All this showCombat logic, should be done before VIEW! :( end end else return; end end if m_combatResults == nil then showCombat = false; end if (showCombat) then ShowCombatAssessment(); --scale the unit panels to accomodate combat details Controls.UnitPanelBaseContainer:SetSizeY(190); Controls.EnemyUnitPanelExtension:SetSizeY(97); --Primary Combat Stat --Set the icon local combatType = m_combatResults[CombatResultParameters.COMBAT_TYPE]; local textureOffsetX:number, textureOffsetY:number, textureString:string; if combatType == CombatTypes.MELEE then textureOffsetX, textureOffsetY, textureString = IconManager:FindIconAtlas("ICON_STRENGTH",22); elseif combatType == CombatTypes.RANGED then textureOffsetX, textureOffsetY, textureString = IconManager:FindIconAtlas("ICON_RANGED_STRENGTH",22); elseif combatType == CombatTypes.BOMBARD then textureOffsetX, textureOffsetY, textureString = IconManager:FindIconAtlas("ICON_BOMBARD",22); elseif combatType == CombatTypes.AIR then textureOffsetX, textureOffsetY, textureString = IconManager:FindIconAtlas("ICON_STATS_ANTIAIR",22); elseif combatType == CombatTypes.RELIGIOUS then textureOffsetX, textureOffsetY, textureString = IconManager:FindIconAtlas("ICON_RELIGION",22); end if textureString ~= nil then Controls.CombatPreview_CombatStatType:SetTexture(textureOffsetX, textureOffsetY, textureString); end -- Set Target Icon if combatType == CombatTypes.RELIGIOUS then textureOffsetX, textureOffsetY, textureString = IconManager:FindIconAtlas("ICON_RELIGION",22); else textureOffsetX, textureOffsetY, textureString = IconManager:FindIconAtlas("ICON_STRENGTH",22); end if textureString ~= nil then Controls.CombatPreview_CombatStatFoeType:SetTexture(textureOffsetX, textureOffsetY, textureString); end --Set the numerical value local attackerStrength = m_combatResults[CombatResultParameters.ATTACKER][CombatResultParameters.COMBAT_STRENGTH]; local attackerStrengthModifier = m_combatResults[CombatResultParameters.ATTACKER][CombatResultParameters.STRENGTH_MODIFIER]; local defenderStrength = m_combatResults[CombatResultParameters.DEFENDER][CombatResultParameters.COMBAT_STRENGTH]; local defenderStrengthModifier = m_combatResults[CombatResultParameters.DEFENDER][CombatResultParameters.STRENGTH_MODIFIER]; --Don't go below zero for final combat stat local attackerTotal = (attackerStrength + attackerStrengthModifier); if attackerTotal <= 0 then attackerTotal = 0; end Controls.CombatPreview_CombatStatStrength:SetText(attackerTotal); local defenderTotal = (defenderStrength + defenderStrengthModifier); if defenderTotal <= 0 then defenderTotal = 0; end Controls.CombatPreview_CombatStatFoeStrength:SetText(defenderTotal); --Attacker's Damage meter local attackerCurrentDamage = pAttacker:GetDamage(); local attackerMaxDamage = pAttacker:GetMaxDamage(); local attackerCombatDamage = m_combatResults[CombatResultParameters.ATTACKER][CombatResultParameters.DAMAGE_TO]; local percent :number = 1 - GetPercentFromDamage( attackerCurrentDamage + attackerCombatDamage, attackerMaxDamage); local shadowPercent :number = 1 - GetPercentFromDamage( attackerCurrentDamage, attackerMaxDamage ); RealizeHealthMeter(Controls.UnitHealthMeter, percent, Controls.UnitHealthMeterShadow, shadowPercent); -- Update combat preview panels UpdateTargetModifiers(0); Controls.CombatBreakdownPanel:SetHide(false); UpdateCombatModifiers(0); -- Hide Unit Selection Pulldown Controls.UnitListPopup:SetHide(true); else --return unit panels to base sizes Controls.UnitPanelBaseContainer:SetSizeY(160); Controls.EnemyUnitPanelExtension:SetSizeY(67); -- Hide any combat preview specific UI Controls.CombatBreakdownPanel:SetHide(true); -- Reset unit health when switching away from combat local attackerCurrentDamage = pAttacker:GetDamage(); local attackerMaxDamage = pAttacker:GetMaxDamage(); local percent:number = 1 - GetPercentFromDamage( attackerCurrentDamage, attackerMaxDamage ); RealizeHealthMeter( Controls.UnitHealthMeter, percent, Controls.UnitHealthMeterShadow, percent ); -- Show Unit Selection Pulldown Controls.UnitListPopup:SetHide(false); end ShowSubjectUnitStats(showCombat); Controls.CombatPreview_CombatStat:SetHide(not showCombat); Controls.CombatPreviewBanners:SetHide(not showCombat); Controls.EnemyUnitPanel:SetHide(not showCombat); if (bAttackerIsUnit) then if (pAttacker:GetExperience():GetLevel() > 1) then Controls.PromotionBanner:SetHide(showCombat); end end end -- Show/Hide Espionage Unit Elements function EspionageView(data:table) if (data.IsSpy) then local operationType:number = data.SpyOperation; if (operationType ~= -1) then -- City Banner local backColor:number, frontColor:number = UI.GetPlayerColors( data.SpyTargetOwnerID ); Controls.EspionageCityBanner:SetColor( backColor ); Controls.EspionageLocationPip:SetColor( frontColor ); Controls.EspionageCityName:SetColor( frontColor ); Controls.EspionageCityName:SetText(Locale.ToUpper(data.SpyTargetCityName)); -- Mission Name local operationInfo:table = GameInfo.UnitOperations[operationType]; Controls.EspionageUnitStatusLabel:SetText(Locale.Lookup(operationInfo.Description)); -- Mission Icon local textureOffsetX, textureOffsetY, textureSheet = IconManager:FindIconAtlas(operationInfo.Icon,40); if textureSheet then Controls.EspionageMissionIcon:SetTexture(textureOffsetX, textureOffsetY, textureSheet); Controls.EspionageMissionIcon:SetHide(false); else UI.DataError("Unable to find icon for spy operation: " .. operationInfo.Icon); Controls.EspionageMissionIcon:SetHide(true); end -- Turns Remaining Controls.EspionageTurnsRemaining:SetText(Locale.Lookup("LOC_UNITPANEL_ESPIONAGE_MORE_TURNS", data.SpyRemainingTurns)); -- Update Turn Meter local percentOperationComplete:number = (data.SpyTotalTurns - data.SpyRemainingTurns) / data.SpyTotalTurns; local percentOperationCompleteNextTurn:number = (data.SpyTotalTurns - data.SpyRemainingTurns + 1) / data.SpyTotalTurns; Controls.EspionageCompleteMeter:SetPercent(percentOperationComplete); Controls.EspionageCompleteMeter_NextTurn:SetPercent(percentOperationCompleteNextTurn); Controls.EspionageStack:CalculateSize(); Controls.EspionageStack:ReprocessAnchoring(); Controls.EspionageUnitContainer:SetHide(false); Controls.EspionageIdleLabel:SetHide(true); else Controls.EspionageUnitContainer:SetHide(true); Controls.EspionageIdleLabel:SetHide(false); end else Controls.EspionageUnitContainer:SetHide(true); Controls.EspionageIdleLabel:SetHide(true); end end -- =========================================================================== function UpdateInterceptorModifiers(startIndex:number) local modifierList:table, modifierListSize:number = GetCombatModifierList(CombatResultParameters.INTERCEPTOR); UpdateModifiers(startIndex, Controls.InterceptorModifierStack, Controls.InterceptorModifierStackAnim, UpdateInterceptorModifiers, m_interceptorModifierIM, modifierList, modifierListSize); end -- =========================================================================== function UpdateAntiAirModifiers(startIndex:number) local modifierList:table, modifierListSize:number = GetCombatModifierList(CombatResultParameters.ANTI_AIR); UpdateModifiers(startIndex, Controls.AntiAirModifierStack, Controls.AntiAirModifierStackAnim, UpdateAntiAirModifiers, m_antiAirModifierIM, modifierList, modifierListSize); end -- =========================================================================== function UpdateTargetModifiers(startIndex:number) local modifierList:table, modifierListSize:number = GetCombatModifierList(CombatResultParameters.DEFENDER); UpdateModifiers(startIndex, Controls.TargetModifierStack, Controls.TargetModifierStackAnim, UpdateTargetModifiers, m_targetModifierIM, modifierList, modifierListSize); end -- =========================================================================== function UpdateCombatModifiers(startIndex:number) local modifierList:table, modifierListSize:number = GetCombatModifierList(CombatResultParameters.ATTACKER); UpdateModifiers(startIndex, Controls.SubjectModifierStack, Controls.SubjectModifierStackAnim, UpdateCombatModifiers, m_subjectModifierIM, modifierList, modifierListSize); end -- =========================================================================== function UpdateModifiers(startIndex:number, stack:table, stackAnim:table, stackAnimCallback:ifunction, stackIM:table, modifierList:table, modifierCount:number) -- Reset stack instances stackIM:ResetInstances(); -- Reset anim to make sure the list isn't hidden stackAnim:Stop(); stackAnim:SetToBeginning(); -- Add modifiers to stack local shouldPlayAnim:boolean = false; local nextIndex = 0; for i=startIndex,modifierCount,1 do if modifierList[i] ~= nil then local modifierEntry = modifierList[i]; if not AddModifierToStack(stack, stackIM, modifierEntry["text"], modifierEntry["icon"], stackAnim:GetSizeY()) then nextIndex = i; break; end -- If we hit the end of the list then reset the next index if i == modifierCount then nextIndex = 0; end end end -- Calculate size and unhide panel stack:CalculateSize(); -- Determine if we have other stat pages to display if startIndex ~= 0 or nextIndex ~= 0 then shouldPlayAnim = true; end -- Play anim if we have multiple pages if shouldPlayAnim then stackAnim:Play(); stackAnim:RegisterEndCallback( function() stackAnimCallback(nextIndex); end ); end end -- =========================================================================== function GetCombatModifierList(combatantHash:number) if (m_combatResults == nil) then return; end local baseStrengthValue = 0; local combatantResults = m_combatResults[combatantHash]; baseStrengthValue = combatantResults[CombatResultParameters.COMBAT_STRENGTH]; local baseStrengthText = baseStrengthValue .. " " .. Locale.Lookup("LOC_COMBAT_PREVIEW_BASE_STRENGTH"); local interceptorModifierText = combatantResults[CombatResultParameters.PREVIEW_TEXT_INTERCEPTOR]; local antiAirModifierText = combatantResults[CombatResultParameters.PREVIEW_TEXT_ANTI_AIR]; local healthModifierText = combatantResults[CombatResultParameters.PREVIEW_TEXT_HEALTH]; local terrainModifierText = combatantResults[CombatResultParameters.PREVIEW_TEXT_TERRAIN]; local opponentModifierText = combatantResults[CombatResultParameters.PREVIEW_TEXT_OPPONENT]; local modifierModifierText = combatantResults[CombatResultParameters.PREVIEW_TEXT_MODIFIER]; local flankingModifierText = combatantResults[CombatResultParameters.PREVIEW_TEXT_ASSIST]; local promotionModifierText = combatantResults[CombatResultParameters.PREVIEW_TEXT_PROMOTION]; local defenseModifierText = combatantResults[CombatResultParameters.PREVIEW_TEXT_DEFENSES]; local modifierList:table = {}; local modifierListSize:number = 0; if (baseStrengthText ~= nil) then modifierList, modifierListSize = AddModifierToList(modifierList, modifierListSize, baseStrengthText, "ICON_STRENGTH"); end if (interceptorModifierText ~= nil) then for i, item in ipairs(interceptorModifierText) do modifierList, modifierListSize = AddModifierToList(modifierList, modifierListSize, Locale.Lookup(item), "ICON_MOVES"); end end if (antiAirModifierText ~= nil) then for i, item in ipairs(antiAirModifierText) do modifierList, modifierListSize = AddModifierToList(modifierList, modifierListSize, Locale.Lookup(item), "ICON_BOMBARD"); end end if (healthModifierText ~= nil) then for i, item in ipairs(healthModifierText) do modifierList, modifierListSize = AddModifierToList(modifierList, modifierListSize, Locale.Lookup(item), "ICON_DAMAGE"); end end if (terrainModifierText ~= nil) then for i, item in ipairs(terrainModifierText) do modifierList, modifierListSize = AddModifierToList(modifierList, modifierListSize, Locale.Lookup(item), "ICON_STATS_TERRAIN"); end end if (opponentModifierText ~= nil) then for i, item in ipairs(opponentModifierText) do modifierList, modifierListSize = AddModifierToList(modifierList, modifierListSize, Locale.Lookup(item), "ICON_STRENGTH"); end end if (modifierModifierText ~= nil) then for i, item in ipairs(modifierModifierText) do modifierList, modifierListSize = AddModifierToList(modifierList, modifierListSize, Locale.Lookup(item), "ICON_STRENGTH"); end end if (flankingModifierText ~= nil) then for i, item in ipairs(flankingModifierText) do modifierList, modifierListSize = AddModifierToList(modifierList, modifierListSize, Locale.Lookup(item), "ICON_POSITION"); end end if (promotionModifierText ~= nil) then for i, item in ipairs(promotionModifierText) do modifierList, modifierListSize = AddModifierToList(modifierList, modifierListSize, Locale.Lookup(item), "ICON_PROMOTION"); end end if (defenseModifierText ~= nil) then for i, item in ipairs(defenseModifierText) do modifierList, modifierListSize = AddModifierToList(modifierList, modifierListSize, Locale.Lookup(item), "ICON_STRENGTH"); end end return modifierList, modifierListSize; end -- =========================================================================== function AddModifierToList(modifierList, modifierListSize, text, icon) local modifierEntry:table = {} modifierEntry["text"] = text; modifierEntry["icon"] = icon; modifierListSize = modifierListSize + 1; modifierList[modifierListSize] = modifierEntry; return modifierList, modifierListSize; end -- =========================================================================== function AddModifierToStack(stackControl, stackIM, text, icon, maxHeight:number) local kStat:table = stackIM:GetInstance(); kStat.ModifierText:SetText(text); local textureOffsetX, textureOffsetY, textureSheet = IconManager:FindIconAtlas(icon,16); kStat.ModifierIcon:SetTexture( textureOffsetX, textureOffsetY, textureSheet ); local leadingCharacter:string = string.sub(text, 0, 1); if(string.find(text, "COLOR_GREEN") ~= nil) then kStat.ModifierIcon:SetColorByName("StatGoodCS"); elseif(string.find(text, "COLOR_RED") ~= nil) then kStat.ModifierIcon:SetColorByName("StatBadCS"); end -- Determine if this instance overflows the container control -- If so, remove instance so it can be shown on a different page stackControl:CalculateSize(); if stackControl:GetSizeY() > maxHeight then stackIM:ReleaseInstance(kStat); return false; end return true; end -- =========================================================================== function Hide() ContextPtr:SetHide(true); end -- =========================================================================== function HidePromotionPanel() Controls.PromotionPanel:SetHide(true); Controls.VeteranNamePanel:SetHide(true); LuaEvents.UnitPanel_HideUnitPromotion(); end -------------------------------------------------------------------------------- function HideVeteranNamePanel() Controls.VeteranNamePanel:SetHide(true); end -- =========================================================================== function OnToggleSecondRow() local isHidden:boolean = Controls.SecondaryActionsStack:IsHidden(); if isHidden then Controls.SecondaryActionsStack:SetHide(false); Controls.ExpandSecondaryActionsButton:SetTextureOffsetVal(0,29); else Controls.SecondaryActionsStack:SetHide(true); Controls.ExpandSecondaryActionsButton:SetTextureOffsetVal(0,0); end Controls.ExpandSecondaryActionStack:CalculateSize(); Controls.ExpandSecondaryActionStack:ReprocessAnchoring(); ResizeUnitPanelToFitActionButtons(); end Controls.ExpandSecondaryActionsButton:RegisterCallback( Mouse.eLClick, OnToggleSecondRow ); -- =========================================================================== function OnSecondaryActionStackMouseEnter() Controls.ExpandSecondaryActionGrid:SetAlpha(1.0); end Controls.ExpandSecondaryActionsButton:RegisterMouseEnterCallback(OnSecondaryActionStackMouseEnter); -- =========================================================================== function OnSecondaryActionStackMouseExit() -- If the secondary action stack is hidden then fade out the expand button if Controls.SecondaryActionsStack:IsHidden() then Controls.ExpandSecondaryActionGrid:SetAlpha(0.75); end end Controls.ExpandSecondaryActionsButton:RegisterMouseExitCallback(OnSecondaryActionStackMouseExit); -- =========================================================================== function ResizeUnitPanelToFitActionButtons() -- Resize the unit panel to fit all visible action buttons Controls.ActionsStack:CalculateSize(); if Controls.ActionsStack:GetSizeX() > m_minUnitPanelWidth then Controls.UnitPanelBaseContainer:SetSizeX(Controls.ActionsStack:GetSizeX() + m_resizeUnitPanelPadding); else Controls.UnitPanelBaseContainer:SetSizeX(m_minUnitPanelWidth); end -- Update unit stat size and anchoring Controls.SubjectStatStack:CalculateSize(); Controls.SubjectStatStack:ReprocessAnchoring(); Controls.SubjectStatContainer:ReprocessAnchoring(); end -- =========================================================================== function GetUnitPortraitPrefix( playerID:number ) local iconPrefix:string = "ICON_"; -- Add civilization ethnicity local playerConfig:table = PlayerConfigurations[playerID]; local civ:table = GameInfo.Civilizations[playerConfig:GetCivilizationTypeID()]; if civ then -- Barbarians don't have an ethnicity field so make sure it exists if civ.Ethnicity and civ.Ethnicity ~= "ETHNICITY_EURO" then iconPrefix = iconPrefix .. civ.Ethnicity .. "_"; end end return iconPrefix; end -- =========================================================================== function ReadUnitData( unit:table ) local unitExperience = unit:GetExperience(); local potentialDamage :number = 0; InitSubjectData(); m_subjectData.Name = unit:GetName(); m_subjectData.UnitTypeName = GameInfo.Units[unit:GetUnitType()].Name; m_subjectData.IconName = GetUnitPortraitPrefix(unit:GetOwner())..GameInfo.Units[unit:GetUnitType()].UnitType.."_PORTRAIT"; m_subjectData.Moves = unit:GetMovesRemaining(); m_subjectData.MovementMoves = unit:GetMovementMovesRemaining(); m_subjectData.InFormation = unit:GetFormationUnitCount() > 1; m_subjectData.FormationMoves = unit:GetFormationMovesRemaining(); m_subjectData.FormationMaxMoves = unit:GetFormationMaxMoves(); m_subjectData.MaxMoves = unit:GetMaxMoves(); m_subjectData.Combat = unit:GetCombat(); m_subjectData.Damage = unit:GetDamage(); m_subjectData.MaxDamage = unit:GetMaxDamage(); m_subjectData.PotentialDamage = potentialDamage; m_subjectData.RangedCombat = unit:GetRangedCombat(); m_subjectData.BombardCombat = unit:GetBombardCombat(); m_subjectData.AntiAirCombat = unit:GetAntiAirCombat(); m_subjectData.Range = unit:GetRange(); m_subjectData.Owner = unit:GetOwner(); m_subjectData.BuildCharges = unit:GetBuildCharges(); m_subjectData.SpreadCharges = unit:GetSpreadCharges(); m_subjectData.ReligiousStrength = unit:GetReligiousStrength(); m_subjectData.HasMovedIntoZOC = unit:HasMovedIntoZOC(); m_subjectData.MilitaryFormation = unit:GetMilitaryFormation(); m_subjectData.UnitType = unit:GetUnitType(); m_subjectData.UnitID = unit:GetID(); m_subjectData.UnitExperience = unitExperience:GetExperiencePoints(); m_subjectData.MaxExperience = unitExperience:GetExperienceForNextLevel(); m_subjectData.UnitLevel = unitExperience:GetLevel(); m_subjectData.CurrentPromotions = {}; m_subjectData.Actions = GetUnitActionsTable( unit ); -- Great person data local unitGreatPerson = unit:GetGreatPerson(); if unitGreatPerson then local individual = unitGreatPerson:GetIndividual(); local greatPersonInfo = GameInfo.GreatPersonIndividuals[individual]; local gpClass = GameInfo.GreatPersonClasses[unitGreatPerson:GetClass()]; if unitGreatPerson:HasPassiveEffect() then m_subjectData.GreatPersonPassiveText = unitGreatPerson:GetPassiveEffectText(); m_subjectData.GreatPersonPassiveName = unitGreatPerson:GetPassiveNameText(); end m_subjectData.GreatPersonActionCharges = unitGreatPerson:GetActionCharges(); end local promotionList :table = unitExperience:GetPromotions(); local i=0; for i, promotion in ipairs(promotionList) do local promotionDef = GameInfo.UnitPromotions[promotion]; table.insert(m_subjectData.CurrentPromotions, { Name = promotionDef.Name, Desc = promotionDef.Description, Level = promotionDef.Level }); end m_subjectData.StatData = FilterUnitStatsFromUnitData(m_subjectData); -- Espionage Data if (GameInfo.Units[m_subjectData.UnitType].Spy == true) then m_subjectData.IsSpy = true; local activityType:number = UnitManager.GetActivityType(unit); if activityType == ActivityTypes.ACTIVITY_OPERATION then m_subjectData.SpyOperation = unit:GetSpyOperation(); if (m_subjectData.SpyOperation ~= -1) then local spyPlot:table = Map.GetPlot(unit:GetX(), unit:GetY()); local targetCity:table = Cities.GetPlotPurchaseCity(spyPlot); if targetCity then m_subjectData.SpyTargetCityName = targetCity:GetName(); m_subjectData.SpyTargetOwnerID = targetCity:GetOwner(); end m_subjectData.SpyRemainingTurns = unit:GetSpyOperationEndTurn() - Game.GetCurrentGameTurn(); m_subjectData.SpyTotalTurns = UnitManager.GetTimeToComplete(m_subjectData.SpyOperation, unit); end end end if (GameInfo.Units[m_subjectData.UnitType].MakeTradeRoute == true) then m_subjectData.IsTradeUnit = true; -- Get trade route name local owningPlayer:table = Players[unit:GetOwner()]; local cities:table = owningPlayer:GetCities(); for _, city in cities:Members() do local outgoingRoutes:table = city:GetTrade():GetOutgoingRoutes(); for i,route in ipairs(outgoingRoutes) do if m_subjectData.UnitID == route.TraderUnitID then -- Find origin city local originCity:table = cities:FindID(route.OriginCityID); -- Find destination city local destinationPlayer:table = Players[route.DestinationCityPlayer]; local destinationCities:table = destinationPlayer:GetCities(); local destinationCity:table = destinationCities:FindID(route.DestinationCityID); -- Set origin to destination name if originCity and destinationCity then m_subjectData.TradeRouteName = Locale.Lookup("LOC_HUD_UNIT_PANEL_TRADE_ROUTE_NAME", originCity:GetName(), destinationCity:GetName()); local civID:number = PlayerConfigurations[destinationCity:GetOwner()]:GetCivilizationTypeID(); local civ:table = GameInfo.Civilizations[civID]; if civ then m_subjectData.TradeRouteIcon = "ICON_" .. civ.CivilizationType; end end end end end local playerTrade:table = owningPlayer:GetTrade(); if playerTrade then -- Get land range m_subjectData.TradeLandRange = playerTrade:GetLandRangeRefuel(); -- Get sea range m_subjectData.TradeSeaRange = playerTrade:GetWaterRangeRefuel(); end end -- Check if we're a settler if (GameInfo.Units[m_subjectData.UnitType].FoundCity == true) then m_subjectData.IsSettler = true; end View(m_subjectData); end -- =========================================================================== function ReadDistrictData( pDistrict:table ) if (pDistrict ~= nil) then InitSubjectData(); local parentCity = pDistrict:GetCity(); local districtName; if (parentCity ~= nil) then districtName = Locale.Lookup(parentCity:GetName()); end local eDistrictType = pDistrict:GetType(); if (not GameInfo.Districts[eDistrictType].CityCenter) then local districtTypeName = Locale.Lookup(GameInfo.Districts[eDistrictType].Name); districtName = districtName .. " " .. districtTypeName; end -- district data m_subjectData.Name = districtName; m_subjectData.Combat = pDistrict:GetDefenseStrength(); m_subjectData.RangedCombat = pDistrict:GetAttackStrength(); m_subjectData.Damage = pDistrict:GetDamage(DefenseTypes.DISTRICT_GARRISON); m_subjectData.MaxDamage = pDistrict:GetMaxDamage(DefenseTypes.DISTRICT_GARRISON); m_subjectData.WallDamage = pDistrict:GetDamage(DefenseTypes.DISTRICT_OUTER); m_subjectData.MaxWallDamage = pDistrict:GetMaxDamage(DefenseTypes.DISTRICT_OUTER); m_primaryColor, m_secondaryColor = UI.GetPlayerColors( pDistrict:GetOwner() ); local leader:string = PlayerConfigurations[pDistrict:GetOwner()]:GetLeaderTypeName(); if GameInfo.CivilizationLeaders[leader] == nil then UI.DataError("Banners found a leader \""..leader.."\" which is not/no longer in the game; icon may be whack."); else if(GameInfo.CivilizationLeaders[leader].CivilizationType ~= nil) then local civIconName = "ICON_"..GameInfo.CivilizationLeaders[leader].CivilizationType; m_subjectData.CivIconName = civIconName; end end View(m_subjectData); end end -- =========================================================================== function Refresh(player, unitId) if(player ~= nil and player ~= -1 and unitId ~= nil and unitId ~= -1) then m_kHotkeyActions = {}; m_kHotkeyCV1 = {}; m_kHotkeyCV2 = {}; m_kSoundCV1 = {}; local units = Players[player]:GetUnits(); local unit = units:FindID(unitId); if(unit ~= nil) then ReadUnitData( unit, numUnits ); --CQUI auto-expando if(GameConfiguration.GetValue("CQUI_AutoExpandUnitActions")) then local isHidden:boolean = Controls.SecondaryActionsStack:IsHidden(); if isHidden then Controls.SecondaryActionsStack:SetHide(false); Controls.ExpandSecondaryActionsButton:SetTextureOffsetVal(0,29); OnSecondaryActionStackMouseEnter(); Controls.ExpandSecondaryActionStack:CalculateSize(); Controls.ExpandSecondaryActionStack:ReprocessAnchoring(); end ResizeUnitPanelToFitActionButtons(); end -- UI.SetRenderGameObject( Controls.PortraitFrame ,unit); else Hide(); end else Hide(); end end -- =========================================================================== function OnRefresh() ContextPtr:ClearRequestRefresh(); -- Clear the refresh request, in case we got here from some other means. This cuts down on redundant updates. Refresh(m_selectedPlayerId, m_UnitId); local pSelectedUnit :table= UI.GetHeadSelectedUnit(); if pSelectedUnit ~= nil then if not ( pSelectedUnit:GetMovesRemaining() > 0 ) then UILens.ClearLayerHexes( LensLayers.MOVEMENT_RANGE ); UILens.ClearLayerHexes( LensLayers.MOVEMENT_ZONE_OF_CONTROL ); end end end -- =========================================================================== function OnBeginWonderReveal() Hide(); end ------------------------------------------------------------------------------- function OnUnitSelectionChanged(player, unitId, locationX, locationY, locationZ, isSelected, isEditable) --print("UnitPanel::OnUnitSelectionChanged(): ",player,unitId,isSelected); if (isSelected) then m_selectedPlayerId = player; m_UnitId = unitId; m_primaryColor, m_secondaryColor = UI.GetPlayerColors( m_selectedPlayerId ); m_combatResults = nil; Refresh(m_selectedPlayerId, m_UnitId) Controls.UnitPanelAlpha:SetToBeginning(); Controls.UnitPanelAlpha:Play(); Controls.UnitPanelSlide:SetToBeginning(); Controls.UnitPanelSlide:Play(); else m_selectedPlayerId = nil; m_UnitId = nil; m_primaryColor = 0xdeadbeef; m_secondaryColor = 0xbaadf00d; -- This event is raised on deselected units too; only hide if there -- is no selected units left. if (UI.GetHeadSelectedUnit() == nil) then Hide(); end end end ------------------------------------------------------------------------------- -- Additional events to listen to in order to invalidate the data. function OnUnitDamageChanged(player, unitId, damage) if(player == m_selectedPlayerId and unitId == m_UnitId) then Controls.UnitHealthMeter:SetAnimationSpeed( ANIMATION_SPEED ); ContextPtr:RequestRefresh(); -- Set a refresh request, the UI will update on the next frame. end end ------------------------------------------------------------------------------- function OnUnitMoveComplete(player, unitId, x, y) if(player == m_selectedPlayerId and unitId == m_UnitId) then ContextPtr:RequestRefresh(); -- Set a refresh request, the UI will update on the next frame. end end ------------------------------------------------------------------------------- function OnUnitOperationDeactivated(player, unitId, hOperation, iData1) if(player == m_selectedPlayerId and unitId == m_UnitId) then ContextPtr:RequestRefresh(); -- Set a refresh request, the UI will update on the next frame. end end ------------------------------------------------------------------------------- function OnUnitOperationsCleared(player, unitId, hOperation, iData1) if(player == m_selectedPlayerId and unitId == m_UnitId) then ContextPtr:RequestRefresh(); -- Set a refresh request, the UI will update on the next frame. end end ------------------------------------------------------------------------------- function OnUnitOperationAdded(player, unitId, hOperation) if(player == m_selectedPlayerId and unitId == m_UnitId) then ContextPtr:RequestRefresh(); -- Set a refresh request, the UI will update on the next frame. end end ------------------------------------------------------------------------------- function OnUnitCommandStarted(player, unitId, hCommand, iData1) if(player == m_selectedPlayerId and unitId == m_UnitId) then ContextPtr:RequestRefresh(); -- Set a refresh request, the UI will update on the next frame. end end ------------------------------------------------------------------------------- function OnUnitChargesChanged(player, unitId) if(player == m_selectedPlayerId and unitId == m_UnitId) then ContextPtr:RequestRefresh(); -- Set a refresh request, the UI will update on the next frame. end end ------------------------------------------------------------------------------- function OnUnitPromotionChanged(player, unitId) if(player == m_selectedPlayerId and unitId == m_UnitId) then ContextPtr:RequestRefresh(); -- Set a refresh request, the UI will update on the next frame. end end -------------------------------------------------------------------------------- -- UnitAction<idx> was clicked. -------------------------------------------------------------------------------- function OnUnitActionClicked( actionType:number, actionHash:number ) if m_isOkayToProcess then local pSelectedUnit :table= UI.GetHeadSelectedUnit(); if (pSelectedUnit ~= nil) then if (actionType == UnitCommandTypes.TYPE) then local eInterfaceMode = InterfaceModeTypes.NONE; local interfaceMode = GameInfo.UnitCommands[actionHash].InterfaceMode; if (interfaceMode) then eInterfaceMode = DB.MakeHash(interfaceMode); end if (eInterfaceMode ~= InterfaceModeTypes.NONE) then -- Must change to the interface mode or if we are already in that mode, the user wants to cancel. if (UI.GetInterfaceMode() == eInterfaceMode) then UI.SetInterfaceMode(InterfaceModeTypes.SELECTION); else UI.SetInterfaceMode(eInterfaceMode); end else -- No mode needed, just do the operation UnitManager.RequestCommand( pSelectedUnit, actionHash ); end else if (actionType == UnitOperationTypes.TYPE) then local eInterfaceMode = InterfaceModeTypes.NONE; local interfaceMode = GameInfo.UnitOperations[actionHash].InterfaceMode; if (interfaceMode) then eInterfaceMode = DB.MakeHash(interfaceMode); end if (eInterfaceMode ~= InterfaceModeTypes.NONE) then -- Must change to the interface mode or if we are already in that mode, the user wants to cancel. if (UI.GetInterfaceMode() == eInterfaceMode) then UI.SetInterfaceMode(InterfaceModeTypes.SELECTION); else local tParameters = {}; tParameters[UnitOperationTypes.PARAM_OPERATION_TYPE] = actionHash; UI.SetInterfaceMode(eInterfaceMode, tParameters); end else -- No mode needed, just do the operation UnitManager.RequestOperation( pSelectedUnit, actionHash ); end end end end else print("OnUnitActionClicked() but it's currently not okay to process. (Which is fine; unless it's the player's turn.)"); end end -- =========================================================================== -- UnitAction<BuildImprovement> was clicked. -- =========================================================================== function OnUnitActionClicked_BuildImprovement( improvementHash, dummy ) if (m_isOkayToProcess) then local pSelectedUnit = UI.GetHeadSelectedUnit(); if (pSelectedUnit ~= nil) then local tParameters = {}; tParameters[UnitOperationTypes.PARAM_X] = pSelectedUnit:GetX(); tParameters[UnitOperationTypes.PARAM_Y] = pSelectedUnit:GetY(); tParameters[UnitOperationTypes.PARAM_IMPROVEMENT_TYPE] = improvementHash; UnitManager.RequestOperation( pSelectedUnit, UnitOperationTypes.BUILD_IMPROVEMENT, tParameters ); end ContextPtr:RequestRefresh(); end end -- =========================================================================== -- UnitAction<WMDStrike> was clicked. -- =========================================================================== function OnUnitActionClicked_WMDStrike( eWMD, dummy ) if (m_isOkayToProcess) then local pSelectedUnit = UI.GetHeadSelectedUnit(); if (pSelectedUnit ~= nil) then local tParameters = {}; tParameters[UnitOperationTypes.PARAM_WMD_TYPE] = eWMD; UI.SetInterfaceMode(InterfaceModeTypes.WMD_STRIKE, tParameters); end ContextPtr:RequestRefresh(); end end -- =========================================================================== -- Cancel action button was clicked for a spy -- =========================================================================== function OnUnitActionClicked_CancelSpyMission( actionHash, dummy ) if (m_isOkayToProcess) then local pSelectedUnit = UI.GetHeadSelectedUnit(); if (pSelectedUnit ~= nil) then LuaEvents.UnitPanel_CancelMission(pSelectedUnit:GetID()); end end end -- =========================================================================== -- UnitAction<EnterFormation> was clicked. -- =========================================================================== function OnUnitActionClicked_EnterFormation( unitInstance ) if (m_isOkayToProcess) then local pSelectedUnit = UI.GetHeadSelectedUnit(); if ( pSelectedUnit ~= nil and unitInstance ~= nil ) then local tParameters = {}; tParameters[UnitCommandTypes.PARAM_UNIT_PLAYER] = unitInstance:GetOwner(); tParameters[UnitCommandTypes.PARAM_UNIT_ID] = unitInstance:GetID(); UnitManager.RequestCommand( pSelectedUnit, UnitCommandTypes.ENTER_FORMATION, tParameters ); end end end -- =========================================================================== -- UnitAction<MoveTo> was clicked. -- =========================================================================== function OnUnitActionClicked_MoveTo() UI.SetInterfaceMode(InterfaceModeTypes.MOVE_TO); end -- =========================================================================== -- UnitAction<FoundCity> was clicked. -- =========================================================================== function OnUnitActionClicked_FoundCity() if (m_isOkayToProcess) then local pSelectedUnit = UI.GetHeadSelectedUnit(); if ( pSelectedUnit ~= nil ) then UnitManager.RequestOperation( pSelectedUnit, UnitOperationTypes.FOUND_CITY ); end end if UILens.IsLayerOn( LensLayers.HEX_COLORING_WATER_AVAILABLITY ) then UILens.ToggleLayerOff(LensLayers.HEX_COLORING_WATER_AVAILABLITY); end UILens.SetActive("Default"); end -- =========================================================================== -- UnitAction<Promote> was clicked. -- =========================================================================== function ShowPromotionsList(tPromotions) local pUnit :table = UI.GetHeadSelectedUnit(); if m_isOkayToProcess then local unitType = pUnit:GetUnitType(); if GameInfo.Units[unitType].NumRandomChoices > 0 then m_PromotionListInstanceMgr:ResetInstances(); for i, item in ipairs(tPromotions) do local promotionInstance = m_PromotionListInstanceMgr:GetInstance(); local promotionDefinition = GameInfo.UnitPromotions[item]; if (promotionDefinition ~= nil) then promotionInstance.PromotionName:SetText(Locale.Lookup(promotionDefinition.Name)); promotionInstance.PromotionDescription:SetText(Locale.Lookup(promotionDefinition.Description)); local promotionTierStr :string; if (promotionDefinition.Level == 1) then promotionTierStr = "I"; elseif (promotionDefinition.Level == 2) then promotionTierStr = "II"; elseif (promotionDefinition.Level == 3) then promotionTierStr = "III"; elseif (promotionDefinition.Level == 4) then promotionTierStr = "IV"; elseif (promotionDefinition.Level == 5) then promotionTierStr = "V"; end promotionInstance.PromotionTier:SetText(promotionTierStr); end local ePromotion = item; promotionInstance.PromotionSlot:RegisterCallback( Mouse.eLClick, OnPromoteUnit ); promotionInstance.PromotionSlot:SetVoid1( ePromotion ); end Controls.PromotionList:CalculateSize(); Controls.PromotionScrollPanel:CalculateInternalSize(); Controls.PromotionList:ReprocessAnchoring(); Controls.PromotionPanel:SetHide(false); local pUnit = UI.GetHeadSelectedUnit(); if (pUnit ~= nil) then local bCanStart = UnitManager.CanStartCommand( pUnit, UnitCommandTypes.NAME_UNIT, true); if (bCanStart) then local yOffset = Controls.PromotionPanel:GetSizeY(); Controls.VeteranNamePanel:SetOffsetY(yOffset); Controls.VeteranNamePanel:SetHide(false); RandomizeName(); else Controls.VeteranNamePanel:SetOffsetY(0); Controls.VeteranNamePanel:SetHide(true); end end else LuaEvents.UnitPanel_PromoteUnit(); end end end -------------------------------------------------------------------------------- -- Selected Promotion was clicked. -------------------------------------------------------------------------------- function OnPromoteUnit(ePromotion) if (m_isOkayToProcess) then local pSelectedUnit = UI.GetHeadSelectedUnit(); if (pSelectedUnit ~= nil) then local tParameters = {}; tParameters[UnitCommandTypes.PARAM_PROMOTION_TYPE] = ePromotion; UnitManager.RequestCommand( pSelectedUnit, UnitCommandTypes.PROMOTE, tParameters ); end end end -- =========================================================================== -- Prompt if the player really wants to force remove a unit. -- =========================================================================== function OnPromptToDeleteUnit() local pUnit :table = UI.GetHeadSelectedUnit(); if(pUnit) then local unitName :string = GameInfo.Units[pUnit:GetUnitType()].Name; local msg :string = Locale.Lookup("LOC_HUD_UNIT_PANEL_ARE_YOU_SURE_DELETE", unitName); -- Pass the unit ID through, the user can take their time in the dialog and it is possible that the selected unit will change local unitID = pUnit:GetComponentID(); OnDeleteUnit(unitID); end end -- =========================================================================== -- Delete the unit -- Resets lens to turn off any that are for the unit (e.g., settler) -- =========================================================================== function OnDeleteUnit(unitID : table) local pUnit :table = UnitManager.GetUnit(unitID.player, unitID.id); if (pUnit ~= nil) then UnitManager.RequestCommand( pUnit, UnitCommandTypes.DELETE ); end -- TODO: Re-eval if below is needed, SelectedUnit may now handle this even with kUnit==nil there: if UILens.IsLayerOn( LensLayers.HEX_COLORING_WATER_AVAILABLITY ) then UILens.ToggleLayerOff( LensLayers.HEX_COLORING_WATER_AVAILABLITY ); elseif UILens.IsLayerOn( LensLayers.HEX_COLORING_GREAT_PEOPLE ) then UILens.ToggleLayerOff( LensLayers.HEX_COLORING_GREAT_PEOPLE ); elseif UILens.IsLayerOn( LensLayers.HEX_COLORING_RELIGION ) then UILens.ToggleLayerOff( LensLayers.HEX_COLORING_RELIGION ); end UILens.SetActive("Default"); end -------------------------------------------------------------------------------- -- Unit Veterancy / Unique name --------------------------------------------------------------------------------- function OnNameUnit() local pUnit = UI.GetHeadSelectedUnit(); if (pUnit ~= nil) then Controls.VeteranNamePanel:SetOffsetY(0); Controls.VeteranNamePanel:SetHide(false); RandomizeName(); end end -------------------------------------------------------------------------------- function RandomizeName() local pUnit = UI.GetHeadSelectedUnit(); if (pUnit ~= nil) then m_namePrefix = GetRandomNamePrefix(); m_nameSuffix = GetRandomNameSuffix(); m_FullVeteranName = string.format("{LOC_UNITNAME_BASE_TEMPLATE << {%s} << {%s}}", m_namePrefix, m_nameSuffix); Controls.VeteranNameField:SetText(Locale.Lookup(m_FullVeteranName)); end end -------------------------------------------------------------------------------- function RandomizeNamePrefix() m_namePrefix = GetRandomNamePrefix(); m_FullVeteranName = string.format("{LOC_UNITNAME_BASE_TEMPLATE << {%s} << {%s}}", m_namePrefix, m_nameSuffix); Controls.VeteranNameField:SetText(Locale.Lookup(m_FullVeteranName)); end -------------------------------------------------------------------------------- function RandomizeNameSuffix() local pUnit = UI.GetHeadSelectedUnit(); if (pUnit ~= nil) then m_nameSuffix = GetRandomNameSuffix(); m_FullVeteranName = string.format("{LOC_UNITNAME_BASE_TEMPLATE << {%s} << {%s}}", m_namePrefix, m_nameSuffix); Controls.VeteranNameField:SetText(Locale.Lookup(m_FullVeteranName)); end end -------------------------------------------------------------------------------- function GetRandomNamePrefix() if (m_PrefixNames == nil) then m_PrefixNames = MakeUnitNameTable( "PREFIX_ALL" ); end local prefixIndex = math.random(#m_PrefixNames); local prefixTextKey = m_PrefixNames[prefixIndex]; return prefixTextKey; end -------------------------------------------------------------------------------- function GetRandomNameSuffix() if (m_SuffixNames == nil) then m_SuffixNames = MakeUnitNameTable( "SUFFIX_ALL" ); end local suffixIndex = math.random(#m_SuffixNames); local suffixTextKey = m_SuffixNames[suffixIndex]; local pUnit = UI.GetHeadSelectedUnit(); if (pUnit ~= nil) then local unitClass = GameInfo.Units[pUnit:GetUnitType()].PromotionClass; local unitDomain = GameInfo.Units[pUnit:GetUnitType()].Domain; if (unitDomain == "DOMAIN_LAND") then if (unitClass == "PROMOTION_CLASS_RECON") then if (m_SuffixNamesRecon == nil) then m_SuffixNamesRecon = MakeUnitNameTable( "SUFFIX_RECON" ); end suffixIndex = math.random(#m_SuffixNamesRecon); suffixTextKey = m_SuffixNamesRecon[suffixIndex]; elseif (unitClass == "PROMOTION_CLASS_LIGHT_CAVALRY" or unitClass == "PROMOTION_CLASS_HEAVY_CAVALRY") then if (m_SuffixNamesCavalry == nil) then m_SuffixNamesCavalry = MakeUnitNameTable( "SUFFIX_CAVALRY" ); end suffixIndex = math.random(#m_SuffixNamesCavalry); suffixTextKey = m_SuffixNamesCavalry[suffixIndex]; elseif (unitClass == "PROMOTION_CLASS_RANGED" or unitClass == "PROMOTION_CLASS_SIEGE") then if (m_SuffixNamesRanged == nil) then m_SuffixNamesRanged = MakeUnitNameTable( "SUFFIX_RANGED" ); end suffixIndex = math.random(#m_SuffixNamesRanged); suffixTextKey = m_SuffixNamesRanged[suffixIndex]; end elseif (unitDomain == "DOMAIN_SEA") then if (m_SuffixNamesNaval == nil) then m_SuffixNamesNaval = MakeUnitNameTable( "SUFFIX_NAVAL" ); end suffixIndex = math.random(#m_SuffixNamesNaval); suffixTextKey = m_SuffixNamesNaval[suffixIndex]; elseif (unitDomain == "DOMAIN_AIR") then if (m_SuffixNamesAir == nil) then m_SuffixNamesAir = MakeUnitNameTable( "SUFFIX_AIR" ); end suffixIndex = math.random(#m_SuffixNamesAir); suffixTextKey = m_SuffixNamesAir[suffixIndex]; end end return suffixTextKey; end -------------------------------------------------------------------------------- function ConfirmVeteranName() local pSelectedUnit = UI.GetHeadSelectedUnit(); if (pSelectedUnit ~= nil) then local tParameters = {}; tParameters[UnitCommandTypes.PARAM_NAME] = m_FullVeteranName; if (m_FullVeteranName ~= "") then UnitManager.RequestCommand( pSelectedUnit, UnitCommandTypes.NAME_UNIT, tParameters ); end end Controls.VeteranNamePanel:SetHide(true); UI.PlaySound("Receive_Map_Boost"); end -------------------------------------------------------------------------------- function EditCustomVeteranName() m_FullVeteranName = Controls.VeteranNameField:GetText(); end -------------------------------------------------------------------------------- function MakeUnitNameTable( nameType :string ) local unitNameTable :table = {}; for row in GameInfo.UnitNames() do if ( row.NameType == nameType ) then table.insert( unitNameTable, row.TextKey ); end end return unitNameTable; end -- =========================================================================== function OnPlayerTurnDeactivated( ePlayer:number ) if ePlayer == Game.GetLocalPlayer() then m_isOkayToProcess = false; end end -- =========================================================================== function OnPlayerTurnActivated( ePlayer:number, isFirstTime:boolean ) if ePlayer == Game.GetLocalPlayer() then ShowHideSelectedUnit(); end end -- =========================================================================== function OnPlayerChangeClose( ePlayer:number ) local isPaused:boolean = GameConfiguration.IsPaused(); print("OnPlayerChangeClose: " .. ePlayer .. ", GameConfiguration.IsPaused()=" .. tostring(isPaused)); if(isPaused) then Events.GameConfigChanged.Add(OnGameConfigChanged_Hotseat_Paused); end end -- =========================================================================== function OnGameConfigChanged_Hotseat_Paused() Events.GameConfigChanged.Remove(OnGameConfigChanged_Hotseat_Paused); if(not GameConfiguration.IsPaused()) then ShowHideSelectedUnit(); end end -- =========================================================================== function ShowHideSelectedUnit() m_isOkayToProcess = true; local pSelectedUnit :table = UI.GetHeadSelectedUnit(); if pSelectedUnit ~= nil then m_selectedPlayerId = pSelectedUnit:GetOwner(); m_UnitId = pSelectedUnit:GetID(); m_primaryColor, m_secondaryColor= UI.GetPlayerColors( m_selectedPlayerId ); Refresh( m_selectedPlayerId, m_UnitId ); else Hide(); end end -- =========================================================================== function OnPantheonFounded( ePlayer:number ) if(ePlayer == m_selectedPlayerId) then ContextPtr:RequestRefresh(); -- Set a refresh request, the UI will update on the next frame. end end -- =========================================================================== function OnPhaseBegin() ContextPtr:RequestRefresh(); end -- =========================================================================== function OnContextInitialize( isHotload : boolean) if isHotload then OnPlayerTurnActivated( Game.GetLocalPlayer(), true ) ; -- Fake player activated call. end end -- =========================================================================== function OnCitySelectionChanged(owner, ID, i, j, k, bSelected, bEditable) Hide(); end -- =========================================================================== -- Game Engine Event -- Called in response to when a religion unit activates a charge. -- =========================================================================== function OnCityReligionFollowersChanged( playerID: number, cityID : number, eVisibility : number, city) --print("OnCityReligionFollowersChanged",playerID, cityID , eVisibility , city); end -- =========================================================================== -- Game Engine Event -- Called in response to when a Great Work is moved. -- =========================================================================== function OnGreatWorkMoved(fromCityOwner, fromCityID, toCityOwner, toCityID, buildingID, greatWorkType) if(fromCityOwner == m_selectedPlayerId or toCityOwner == m_selectedPlayerId) then ContextPtr:RequestRefresh(); -- Set a refresh request, the UI will update on the next frame. end end -- =========================================================================== -- Input Hotkey Event -- =========================================================================== function OnInputActionTriggered( actionId ) if ( not m_isOkayToProcess or ContextPtr:IsHidden() ) then return; end -- If an entry with this actionId exists, call the function associated with it. if m_kHotkeyActions[actionId] ~= nil then UI.PlaySound("Play_UI_Click"); if m_kSoundCV1[actionId] ~= nil and m_kSoundCV1[actionId] ~= "" then UI.PlaySound(m_kSoundCV1[actionId]); end m_kHotkeyActions[actionId](m_kHotkeyCV1[actionId], m_kHotkeyCV2[actionId]); end -- "Delete" Hotkey doesn't appear in UnitOperations.xml, we need to hotwire it here if m_DeleteHotkeyId ~= nil and (actionId == m_DeleteHotkeyId) then OnPromptToDeleteUnit(); end -- "Attack" Hotkey is pressed; should only work if combat evaluation is displayed. There is no action for basic attacks, necissitating this special case. if m_combatResults ~= nil and m_AttackHotkeyId ~= nil and (actionId == m_AttackHotkeyId) then MoveUnitToPlot( UI.GetHeadSelectedUnit(), m_locX, m_locY ); end end -- =========================================================================== function OnUnitRemovedFromMap( playerID: number, unitID : number ) if(playerID == m_selectedPlayerId and unitID == m_UnitId) then Hide(); end end -- =========================================================================== function ShowCombatAssessment( ) --visualize the combat differences if (m_combatResults ~= nil) then local attacker = m_combatResults[CombatResultParameters.ATTACKER]; local defender = m_combatResults[CombatResultParameters.DEFENDER]; local iAttackerCombatStrength = attacker[CombatResultParameters.COMBAT_STRENGTH]; local iDefenderCombatStrength = defender[CombatResultParameters.COMBAT_STRENGTH]; local iAttackerBonus = attacker[CombatResultParameters.STRENGTH_MODIFIER]; local iDefenderBonus = defender[CombatResultParameters.STRENGTH_MODIFIER]; local iAttackerStrength = iAttackerCombatStrength + iAttackerBonus; local iDefenderStrength = iDefenderCombatStrength + iDefenderBonus; local extraDamage; local isSafe = false; for row in GameInfo.GlobalParameters() do if(row.Name == "COMBAT_MAX_EXTRA_DAMAGE") then extraDamage = row.Value; break; end end if (attacker[CombatResultParameters.FINAL_DAMAGE_TO] + (extraDamage/2) < attacker[CombatResultParameters.MAX_HIT_POINTS]) then isSafe = true; end local combatAssessmentStr :string = ""; local damageToDefender = defender[CombatResultParameters.DAMAGE_TO]; local defenseDamageToDefender = defender[CombatResultParameters.DEFENSE_DAMAGE_TO]; local defenderHitpoints = defender[CombatResultParameters.MAX_HIT_POINTS]; local damagePercentToDefender = (damageToDefender / defenderHitpoints) * 100; local damageToAttacker = attacker[CombatResultParameters.DAMAGE_TO]; local attackerHitpoints = attacker[CombatResultParameters.MAX_HIT_POINTS]; local damagePercentToAttacker = (damageToAttacker / attackerHitpoints) * 100; local combatType = m_combatResults[CombatResultParameters.COMBAT_TYPE]; if (damageToDefender > 0) then -- BPF: if it's a ranged attack we want to display the outcome differently because there is no reciprocal attack if ( combatType == CombatTypes.RANGED or combatType == CombatTypes.BOMBARD ) then -- if attacking a defensible district, show a different outcome if (defender[CombatResultParameters.MAX_DEFENSE_HIT_POINTS] > 0) then if (damageToDefender > defenseDamageToDefender) then if (defender[CombatResultParameters.FINAL_DAMAGE_TO] >= defenderHitpoints) then combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_TOTAL_CITY_DAMAGE"); ShowCombatVictoryBanner(); else if (damagePercentToDefender < 25) then combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_MINOR_CITY_DAMAGE"); ShowCombatStalemateBanner(); else combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_MAJOR_CITY_DAMAGE"); ShowCombatVictoryBanner(); end end else local defenseHitpoints = defender[CombatResultParameters.MAX_DEFENSE_HIT_POINTS]; local damagePercentToDefenses = (defenseDamageToDefender / defenseHitpoints) * 100; if (defender[CombatResultParameters.FINAL_DEFENSE_DAMAGE_TO] >= defenseHitpoints) then combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_TOTAL_WALL_DAMAGE"); ShowCombatVictoryBanner(); else if (damagePercentToDefenses < 25) then combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_MINOR_WALL_DAMAGE"); ShowCombatStalemateBanner(); else combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_MAJOR_WALL_DAMAGE"); ShowCombatVictoryBanner(); end end end else if (defender[CombatResultParameters.FINAL_DAMAGE_TO] >= defenderHitpoints) then combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_DECISIVE_VICTORY"); ShowCombatVictoryBanner(); else if (damagePercentToDefender < 25) then combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_MINOR_VICTORY"); ShowCombatStalemateBanner(); else combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_MAJOR_VICTORY"); ShowCombatVictoryBanner(); end end end else --non ranged attacks if (defender[CombatResultParameters.FINAL_DAMAGE_TO] >= defenderHitpoints and isSafe) then combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_DECISIVE_VICTORY"); ShowCombatVictoryBanner(); else -- if the defender is a defensible district if (defender[CombatResultParameters.MAX_DEFENSE_HIT_POINTS] > 0) then local attackingDamage = math.max(damageToDefender, defenseDamageToDefender); local combatDifference = attackingDamage - damageToAttacker; if (combatDifference > 0 ) then if (combatDifference < 3) then combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_STALEMATE"); ShowCombatStalemateBanner(); else if (combatDifference < 10) then combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_MINOR_VICTORY"); ShowCombatVictoryBanner(); else combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_MAJOR_VICTORY"); ShowCombatVictoryBanner(); end end else if (combatDifference > -3) then combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_STALEMATE"); ShowCombatStalemateBanner(); else if (combatDifference > -10) then combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_MINOR_DEFEAT"); ShowCombatDefeatBanner(); else combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_MAJOR_DEFEAT"); ShowCombatDefeatBanner(); end end end else --it's a unit local combatDifference = damageToDefender - damageToAttacker; if (combatDifference > 0 ) then if (combatDifference < 3) then combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_STALEMATE"); ShowCombatStalemateBanner(); else if (combatDifference < 10) then combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_MINOR_VICTORY"); ShowCombatVictoryBanner(); else combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_MAJOR_VICTORY"); ShowCombatVictoryBanner(); end end else if (combatDifference > -3) then combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_STALEMATE"); ShowCombatStalemateBanner(); else if (combatDifference > -10) then combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_MINOR_DEFEAT"); ShowCombatDefeatBanner(); else combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_MAJOR_DEFEAT"); ShowCombatDefeatBanner(); end end end end end end else combatAssessmentStr = Locale.Lookup("LOC_HUD_UNIT_PANEL_OUTCOME_INEFFECTIVE"); ShowCombatStalemateBanner(); end Controls.CombatAssessmentText:SetText(Locale.ToUpper(combatAssessmentStr)); -- Show interceptor information if m_targetData.InterceptorName ~= "" then Controls.InterceptorName:SetText(m_targetData.InterceptorName); Controls.InterceptorStrength:SetText(m_targetData.InterceptorCombat); UpdateInterceptorModifiers(0); -- Update interceptor health meters local percent :number = 1 - GetPercentFromDamage( m_targetData.InterceptorDamage + m_targetData.InterceptorPotentialDamage, m_targetData.InterceptorMaxDamage); local shadowPercent :number = 1 - GetPercentFromDamage( m_targetData.InterceptorDamage, m_targetData.InterceptorMaxDamage ); RealizeHealthMeter( Controls.InterceptorHealthMeter, percent, Controls.InterceptorHealthMeterShadow, shadowPercent ); Controls.InterceptorGrid:SetHide(false); else Controls.InterceptorGrid:SetHide(true); end -- Show anit-air information if m_targetData.AntiAirName ~= "" then Controls.AAName:SetText(m_targetData.AntiAirName); Controls.AAStrength:SetText(m_targetData.AntiAirCombat); UpdateAntiAirModifiers(0); Controls.AAGrid:SetHide(false); else Controls.AAGrid:SetHide(true); end end end -- =========================================================================== function ShowCombatStalemateBanner() Controls.BannerDefeat:SetHide(true); Controls.BannerStalemate:SetHide(false); Controls.BannerVictory:SetHide(true); end function ShowCombatVictoryBanner() Controls.BannerDefeat:SetHide(true); Controls.BannerStalemate:SetHide(true); Controls.BannerVictory:SetHide(false); end function ShowCombatDefeatBanner() Controls.BannerDefeat:SetHide(false); Controls.BannerStalemate:SetHide(true); Controls.BannerVictory:SetHide(true); end -- =========================================================================== function OnHideCombat() Refresh(m_selectedPlayerId, m_UnitId); Controls.UnitPanelBaseContainer:SetHide(true); end -- =========================================================================== function InspectWhatsBelowTheCursor() local localPlayerID :number = Game.GetLocalPlayer(); if (localPlayerID == -1) then return; end local pPlayerVis = PlayersVisibility[localPlayerID]; if (pPlayerVis == nil) then return false; end -- do not show the combat preview for non-combat units local selectedPlayerUnit :table = UI.GetHeadSelectedUnit(); if (selectedPlayerUnit ~= nil) then if (selectedPlayerUnit:GetCombat() == 0 and selectedPlayerUnit:GetReligiousStrength() == 0) then return; end end local plotId = UI.GetCursorPlotID(); if (plotId ~= m_plotId) then m_plotId = plotId; local plot = Map.GetPlotByIndex(plotId); if plot ~= nil then local bIsVisible = pPlayerVis:IsVisible(m_plotId); if (bIsVisible) then InspectPlot(plot); else OnShowCombat(false); end end end end -- =========================================================================== function GetDistrictFromCity( pCity:table ) if (pCity ~= nil) then local cityOwner = pCity:GetOwner(); local districtId = pCity:GetDistrictID(); local pPlayer = Players[cityOwner]; if (pPlayer ~= nil) then local pDistrict = pPlayer:GetDistricts():FindID(districtId); if (pDistrict ~= nil) then return pDistrict; end end end return nil; end -- =========================================================================== function ReInspectWhatsBelowTheCursor() m_plotId = INVALID_PLOT_ID; InspectWhatsBelowTheCursor(); end -- =========================================================================== -- LUA Event -- =========================================================================== -- If mouse/touch is giving focus to a unit flag, that takes precedence over -- the hex which may be behind the flag (likey a hex "above" the current one) function OnUnitFlagPointerEntered( playerID:number, unitID:number ) m_isFlagFocused = true; -- Some flag (could be own) is focused. --make sure it's not one of our units -- And Game Core is not busy, the simulation currently needs to run on the Game Core side for accurate results. local isValidToShow :boolean = (playerID ~= Game.GetLocalPlayer() and not UI.IsGameCoreBusy()); if (isValidToShow) then if (UI.GetInterfaceMode() == InterfaceModeTypes.CITY_RANGE_ATTACK) then local attackingCity = UI.GetHeadSelectedCity(); if (attackingCity ~= nil) then local pDistrict = GetDistrictFromCity(attackingCity); if (pDistrict ~= nil) then local pDefender = UnitManager.GetUnit(playerID, unitID); if (pDefender ~= nil) then m_combatResults = CombatManager.SimulateAttackVersus( pDistrict:GetComponentID(), pDefender:GetComponentID() ); isValidToShow = ReadTargetData(); end end end elseif (UI.GetInterfaceMode() == InterfaceModeTypes.DISTRICT_RANGE_ATTACK) then local pDistrict = UI.GetHeadSelectedDistrict(); if (pDistrict ~= nil) then local pDefender = UnitManager.GetUnit(playerID, unitID); if (pDefender ~= nil) then m_combatResults = CombatManager.SimulateAttackVersus( pDistrict:GetComponentID(), pDefender:GetComponentID() ); isValidToShow = ReadTargetData(); end end else local attackerUnit = UI.GetHeadSelectedUnit(); if (attackerUnit ~= nil) then -- do not show the combat preview for non-combat or embarked units if (attackerUnit:GetCombat() == 0 and attackerUnit:GetReligiousStrength() == 0) then return; end local pDefender = UnitManager.GetUnit(playerID, unitID); if (pDefender ~= nil) then m_combatResults = CombatManager.SimulateAttackVersus( attackerUnit:GetComponentID(), pDefender:GetComponentID() ); isValidToShow = ReadTargetData(attackerUnit); end end end end OnShowCombat( isValidToShow ); end -- =========================================================================== -- LUA Event -- =========================================================================== function OnUnitFlagPointerExited( playerID:number, unitID:number ) m_isFlagFocused = false; ReInspectWhatsBelowTheCursor(); end -- =========================================================================== -- LUA Event -- =========================================================================== function OnCityRangeStrikeClicked( playerID:number, unitID:number ) end -- =========================================================================== -- plot The plot to inspect. -- RETURNS tree if there is something to be shown. function InspectPlot( plot:table ) local isValidToShow = false; local localPlayerID = Game.GetLocalPlayer(); if (localPlayerID == -1) then return; end if (UI.GetInterfaceMode() == InterfaceModeTypes.CITY_RANGE_ATTACK) then local pCity = UI.GetHeadSelectedCity(); if (pCity == nil) then return false; end local pDistrict = GetDistrictFromCity(pCity); if (pDistrict == nil) then return false; end GetCombatResults( pDistrict:GetComponentID(), plot:GetX(), plot:GetY() ) isValidToShow = ReadTargetData(); elseif (UI.GetInterfaceMode() == InterfaceModeTypes.DISTRICT_RANGE_ATTACK) then local pDistrict = UI.GetHeadSelectedDistrict(); if (pDistrict == nil) then return false; end GetCombatResults( pDistrict:GetComponentID(), plot:GetX(), plot:GetY() ) isValidToShow = ReadTargetData(); else local pUnit = UI.GetHeadSelectedUnit(); if (pUnit == nil) then return false; end GetCombatResults( pUnit:GetComponentID(), plot:GetX(), plot:GetY() ) isValidToShow = ReadTargetData(pUnit); end OnShowCombat( isValidToShow ); end function IsTargetCombat(targetData) if ( (targetData.Combat > 0) or (targetData.RangedCombat > 0) or (targetData.BombardCombat > 0) ) then return true; end return false; end function IsTargetReligiousCombat(targetData) if ( targetData.ReligiousCombat > 0 ) then return true; end return false; end function IsAttackerCombat(attacker) if ( (attacker:GetCombat() > 0) or (attacker:GetRangedCombat() > 0) or (attacker:GetBombardCombat() > 0) ) then return true; end return false; end function IsAttackerReligiousCombat(attacker) if ( attacker:GetReligiousStrength() > 0 ) then return true; end return false; end -- =========================================================================== function ReadTargetData(attacker) if (m_combatResults ~= nil) then -- initialize the target object data table InitTargetData(); local bShowTarget = false; -- grab the defender from the combat solution table local targetObject = m_combatResults[CombatResultParameters.DEFENDER]; if (targetObject == nil) then return false; end local defenderID = targetObject[CombatResultParameters.ID]; if (defenderID.type == ComponentType.UNIT) then local pkDefender = UnitManager.GetUnit(defenderID.player, defenderID.id); if (pkDefender ~= nil) then local potentialDamage = m_combatResults[CombatResultParameters.DEFENDER][CombatResultParameters.DAMAGE_TO]; local unitGreatPerson = pkDefender:GetGreatPerson(); m_targetData.Name = Locale.Lookup( pkDefender:GetName() ); m_targetData.IconName = GetUnitPortraitPrefix( pkDefender:GetOwner() )..GameInfo.Units[pkDefender:GetUnitType()].UnitType.."_PORTRAIT"; m_targetData.Combat = pkDefender:GetCombat(); m_targetData.RangedCombat = pkDefender:GetRangedCombat(); m_targetData.BombardCombat = pkDefender:GetBombardCombat(); m_targetData.AntiAirCombat = pkDefender:GetAntiAirCombat(); m_targetData.ReligiousCombat = pkDefender:GetReligiousStrength(); m_targetData.Range = pkDefender:GetRange(); m_targetData.Damage = pkDefender:GetDamage(); m_targetData.MaxDamage = pkDefender:GetMaxDamage(); m_targetData.PotentialDamage = potentialDamage; m_targetData.BuildCharges = pkDefender:GetBuildCharges(); m_targetData.SpreadCharges = pkDefender:GetSpreadCharges(); m_targetData.ReligiousStrength = pkDefender:GetReligiousStrength(); m_targetData.GreatPersonActionCharges = unitGreatPerson:GetActionCharges(); m_targetData.Moves = pkDefender:GetMovesRemaining(); m_targetData.MaxMoves = pkDefender:GetMaxMoves(); m_targetData.UnitType = pkDefender:GetUnitType(); m_targetData.UnitID = pkDefender:GetID(); -- Only display target data if the combat type of the attacker and target match if (attacker ~= nil) then if ( (IsAttackerCombat(attacker) and IsTargetCombat(m_targetData)) or (IsAttackerReligiousCombat(attacker) and IsTargetReligiousCombat(m_targetData)) ) then bShowTarget = true; else bShowTarget = false; end else bShowTarget = true; end end elseif (defenderID.type == ComponentType.DISTRICT) then local pDefendingPlayer = Players[defenderID.player]; if (pDefendingPlayer ~= nil) then local pDistrict = pDefendingPlayer:GetDistricts():FindID(defenderID.id); if (pDistrict ~= nil) then local owningCity = pDistrict:GetCity(); local targetName :string = ""; if (owningCity ~= nil) then targetName = owningCity:GetName(); end local combat :number = pDistrict:GetBaseDefenseStrength(); local damage :number = pDistrict:GetDamage(DefenseTypes.DISTRICT_GARRISON); local maxDamage :number = pDistrict:GetMaxDamage(DefenseTypes.DISTRICT_GARRISON); local wallDamage :number = pDistrict:GetDamage(DefenseTypes.DISTRICT_OUTER) local wallMaxDamage :number = pDistrict:GetMaxDamage(DefenseTypes.DISTRICT_OUTER); local potentialDamage :number = m_combatResults[CombatResultParameters.DEFENDER][CombatResultParameters.DAMAGE_TO]; local potentialWallDamage :number = m_combatResults[CombatResultParameters.DEFENDER][CombatResultParameters.DEFENSE_DAMAGE_TO]; -- populate the target data table m_targetData.Name = targetName; m_targetData.Combat = combat; m_targetData.RangedCombat = pDistrict:GetAttackStrength(); m_targetData.Damage = damage; m_targetData.MaxDamage = maxDamage; m_targetData.WallDamage = wallDamage; m_targetData.MaxWallDamage = wallMaxDamage; m_targetData.PotentialDamage = potentialDamage; m_targetData.PotentialWallDamage = potentialWallDamage; m_primaryColor, m_secondaryColor = UI.GetPlayerColors( pDistrict:GetOwner() ); local leader:string = PlayerConfigurations[pDistrict:GetOwner()]:GetLeaderTypeName(); if GameInfo.CivilizationLeaders[leader] == nil then UI.DataError("Banners found a leader \""..leader.."\" which is not/no longer in the game; icon may be whack."); else if(GameInfo.CivilizationLeaders[leader].CivilizationType ~= nil) then local civIconName = "ICON_"..GameInfo.CivilizationLeaders[leader].CivilizationType; m_targetData.CivIconName = civIconName; end end bShowTarget = true; end end end local interceptorCombatResults = m_combatResults[CombatResultParameters.INTERCEPTOR]; local interceptorID = interceptorCombatResults[CombatResultParameters.ID]; local pkInterceptor = UnitManager.GetUnit(interceptorID.player, interceptorID.id); if (pkInterceptor ~= nil) then m_targetData.InterceptorName = Locale.Lookup(pkInterceptor:GetName()); m_targetData.InterceptorCombat = pkInterceptor:GetCombat(); m_targetData.InterceptorDamage = pkInterceptor:GetDamage(); m_targetData.InterceptorMaxDamage = pkInterceptor:GetMaxDamage(); m_targetData.InterceptorPotentialDamage = m_combatResults[CombatResultParameters.INTERCEPTOR][CombatResultParameters.DAMAGE_TO]; end local antiAirID = m_combatResults[CombatResultParameters.ANTI_AIR][CombatResultParameters.ID]; local pkAntiAir = UnitManager.GetUnit(antiAirID.player, antiAirID.id); if (pkAntiAir ~= nil) then m_targetData.AntiAirName = Locale.Lookup(pkAntiAir:GetName()); m_targetData.AntiAirCombat = pkAntiAir:GetAntiAirCombat(); end if (bShowTarget) then ViewTarget(m_targetData); return true; end end return false; end -- =========================================================================== function OnInterfaceModeChanged( eOldMode:number, eNewMode:number ) if (eNewMode == InterfaceModeTypes.CITY_RANGE_ATTACK) then ContextPtr:SetHide(false); local isValidToShow :boolean = (playerID ~= Game.GetLocalPlayer()); if (isValidToShow) then local attackingCity = UI.GetHeadSelectedCity(); if (attackingCity ~= nil) then local attackingDistrict = GetDistrictFromCity(attackingCity); ReadDistrictData(attackingDistrict); end end OnShowCombat( isValidToShow ); elseif (eNewMode == InterfaceModeTypes.DISTRICT_RANGE_ATTACK) then ContextPtr:SetHide(false); local isValidToShow :boolean = (playerID ~= Game.GetLocalPlayer()); if (isValidToShow) then local attackingDistrict = UI.GetHeadSelectedDistrict(); if (attackingDistrict ~= nil) then ReadDistrictData(attackingDistrict); end end end -- Set Make Trade Route Button Selected if (eNewMode == InterfaceModeTypes.MAKE_TRADE_ROUTE) then SetStandardActionButtonSelected("INTERFACEMODE_MAKE_TRADE_ROUTE", true); elseif (eOldMode == InterfaceModeTypes.MAKE_TRADE_ROUTE) then SetStandardActionButtonSelected("INTERFACEMODE_MAKE_TRADE_ROUTE", false); end -- Set Teleport To City Button Selected if (eNewMode == InterfaceModeTypes.TELEPORT_TO_CITY) then SetStandardActionButtonSelected("INTERFACEMODE_TELEPORT_TO_CITY", true); elseif (eOldMode == InterfaceModeTypes.TELEPORT_TO_CITY) then SetStandardActionButtonSelected("INTERFACEMODE_TELEPORT_TO_CITY", false); end -- Set SPY_TRAVEL_TO_CITY Selected if (eNewMode == InterfaceModeTypes.SPY_TRAVEL_TO_CITY) then SetStandardActionButtonSelected("INTERFACEMODE_SPY_TRAVEL_TO_CITY", true); elseif (eOldMode == InterfaceModeTypes.SPY_TRAVEL_TO_CITY) then SetStandardActionButtonSelected("INTERFACEMODE_SPY_TRAVEL_TO_CITY", false); end -- Set SPY_CHOOSE_MISSION Selected if (eNewMode == InterfaceModeTypes.SPY_CHOOSE_MISSION) then SetStandardActionButtonSelected("INTERFACEMODE_SPY_CHOOSE_MISSION", true); elseif (eOldMode == InterfaceModeTypes.SPY_CHOOSE_MISSION) then SetStandardActionButtonSelected("INTERFACEMODE_SPY_CHOOSE_MISSION", false); end -- Set REBASE Selected if (eNewMode == InterfaceModeTypes.REBASE) then SetStandardActionButtonSelected("INTERFACEMODE_REBASE", true); elseif (eOldMode == InterfaceModeTypes.REBASE) then SetStandardActionButtonSelected("INTERFACEMODE_REBASE", false); end -- Set DEPLOY Selected if (eNewMode == InterfaceModeTypes.DEPLOY) then SetStandardActionButtonSelectedByOperation("UNITOPERATION_DEPLOY", true); elseif (eOldMode == InterfaceModeTypes.DEPLOY) then SetStandardActionButtonSelectedByOperation("UNITOPERATION_DEPLOY", false); end -- Set MOVE_TO Selected if (eNewMode == InterfaceModeTypes.MOVE_TO) then SetStandardActionButtonSelectedByOperation("UNITOPERATION_MOVE_TO", true); elseif (eOldMode == InterfaceModeTypes.MOVE_TO) then SetStandardActionButtonSelectedByOperation("UNITOPERATION_MOVE_TO", false); end -- Set RANGE_ATTACK Selected if (eNewMode == InterfaceModeTypes.RANGE_ATTACK) then SetStandardActionButtonSelectedByOperation("UNITOPERATION_RANGE_ATTACK", true); elseif (eOldMode == InterfaceModeTypes.RANGE_ATTACK) then SetStandardActionButtonSelectedByOperation("UNITOPERATION_RANGE_ATTACK", false); end -- Set AIR_ATTACK Selected if (eNewMode == InterfaceModeTypes.AIR_ATTACK) then SetStandardActionButtonSelectedByOperation("UNITOPERATION_AIR_ATTACK", true); elseif (eOldMode == InterfaceModeTypes.AIR_ATTACK) then SetStandardActionButtonSelectedByOperation("UNITOPERATION_AIR_ATTACK", false); end if (eOldMode == InterfaceModeTypes.CITY_RANGE_ATTACK or eOldMode == InterfaceModeTypes.DISTRICT_RANGE_ATTACK) then ContextPtr:SetHide(true); end end -- =========================================================================== function SetStandardActionButtonSelected( interfaceModeString:string, isSelected:boolean ) for i=1,m_standardActionsIM.m_iCount,1 do local instance:table = m_standardActionsIM:GetAllocatedInstance(i); if instance then local actionHash = instance.UnitActionButton:GetVoid2(); local unitOperation = GameInfo.UnitOperations[actionHash]; if unitOperation then local interfaceMode = unitOperation.InterfaceMode; if interfaceMode == interfaceModeString then instance.UnitActionButton:SetSelected(isSelected); end end end end end -- =========================================================================== function SetStandardActionButtonSelectedByOperation( operationString:string, isSelected:boolean ) for i=1,m_standardActionsIM.m_iCount,1 do local instance:table = m_standardActionsIM:GetAllocatedInstance(i); if instance then local actionHash = instance.UnitActionButton:GetTag(); local unitOperation = GameInfo.UnitOperations[actionHash]; if unitOperation then local operation = unitOperation.OperationType; if operation == operationString then instance.UnitActionButton:SetSelected(isSelected); end end end end end -- =========================================================================== function GetCombatResults ( attacker, locX, locY ) -- We have to ask Game Core to do an evaluation, is it busy? if (UI.IsGameCoreBusy() == true) then return; end if ( attacker == m_attackerUnit and locX == m_locX and locY == m_locY) then return; end m_attackerUnit = attacker; m_locX = locX; m_locY = locY; if (locX ~= nil and locY ~= nil) then m_combatResults = CombatManager.SimulateAttackInto( attacker, locX, locY ); end end -- =========================================================================== -- Input Processing -- =========================================================================== function OnInputHandler( pInputStruct:table ) local uiMsg = pInputStruct:GetMessageType(); -- If not the current turn or current unit is dictated by cursor/touch -- hanging over a flag if ( not m_isOkayToProcess or m_isFlagFocused ) then return false; end -- If moved, there is a possibility of moving into a new hex. if( uiMsg == MouseEvents.MouseMove ) then InspectWhatsBelowTheCursor(); end return false; end -- =========================================================================== function OnUnitListPopupClicked() -- Only refresht the unit list when it's being opened if Controls.UnitListPopup:IsOpen() then RefreshUnitListPopup(); end end -- =========================================================================== function RefreshUnitListPopup() Controls.UnitListPopup:ClearEntries(); local pPlayer:table = Players[Game.GetLocalPlayer()]; local pPlayerUnits:table = pPlayer:GetUnits(); -- Sort units local militaryUnits:table = {}; local navalUnits:table = {}; local airUnits:table = {}; local supportUnits:table = {}; local civilianUnits:table = {}; local tradeUnits:table = {}; for i, pUnit in pPlayerUnits:Members() do local unitInfo:table = GameInfo.Units[pUnit:GetUnitType()]; if unitInfo.MakeTradeRoute == true then table.insert(tradeUnits, pUnit); elseif pUnit:GetCombat() == 0 and pUnit:GetRangedCombat() == 0 then -- if we have no attack strength we must be civilian table.insert(civilianUnits, pUnit); elseif unitInfo.Domain == "DOMAIN_LAND" then table.insert(militaryUnits, pUnit); elseif unitInfo.Domain == "DOMAIN_SEA" then table.insert(navalUnits, pUnit); elseif unitInfo.Domain == "DOMAIN_AIR" then table.insert(airUnits, pUnit); end end -- Alphabetize groups local sortFunc = function(a, b) local aType:string = GameInfo.Units[a:GetUnitType()].UnitType; local bType:string = GameInfo.Units[b:GetUnitType()].UnitType; return aType < bType; end table.sort(militaryUnits, sortFunc); table.sort(navalUnits, sortFunc); table.sort(airUnits, sortFunc); table.sort(civilianUnits, sortFunc); table.sort(tradeUnits, sortFunc); -- Add units by sorted groups for _, pUnit in ipairs(militaryUnits) do AddUnitToUnitList( pUnit ); end for _, pUnit in ipairs(navalUnits) do AddUnitToUnitList( pUnit ); end for _, pUnit in ipairs(airUnits) do AddUnitToUnitList( pUnit ); end for _, pUnit in ipairs(supportUnits) do AddUnitToUnitList( pUnit ); end for _, pUnit in ipairs(civilianUnits) do AddUnitToUnitList( pUnit ); end for _, pUnit in ipairs(tradeUnits) do AddUnitToUnitList( pUnit ); end Controls.UnitListPopup:CalculateInternals(); end -- =========================================================================== function AddUnitToUnitList(pUnit:table) -- Create entry local unitEntry:table = {}; Controls.UnitListPopup:BuildEntry( "UnitListEntry", unitEntry ); local uniqueName = Locale.Lookup( pUnit:GetName() ); unitEntry.Button:SetText( Locale.ToUpper(uniqueName) ); unitEntry.Button:SetVoids(i, pUnit:GetID()); -- Update unit icon local iconInfo:table, iconShadowInfo:table = GetUnitIconAndIconShadow(pUnit, 22, true); if iconInfo.textureSheet then unitEntry.UnitTypeIcon:SetTexture( iconInfo.textureOffsetX, iconInfo.textureOffsetY, iconInfo.textureSheet ); end -- Update status icon local activityType:number = UnitManager.GetActivityType(pUnit); if activityType == ActivityTypes.ACTIVITY_SLEEP then SetUnitEntryStatusIcon(unitEntry, "ICON_STATS_SLEEP"); elseif activityType == ActivityTypes.ACTIVITY_HOLD then SetUnitEntryStatusIcon(unitEntry, "ICON_STATS_SKIP"); elseif activityType ~= ActivityTypes.ACTIVITY_AWAKE and pUnit:GetFortifyTurns() > 0 then SetUnitEntryStatusIcon(unitEntry, "ICON_DEFENSE"); else unitEntry.UnitStatusIcon:SetHide(true); end -- Update entry color if unit cannot take any action if pUnit:IsReadyToMove() then unitEntry.Button:GetTextControl():SetColorByName("UnitPanelTextCS"); unitEntry.UnitTypeIcon:SetColorByName("UnitPanelTextCS"); else unitEntry.Button:GetTextControl():SetColorByName("UnitPanelTextDisabledCS"); unitEntry.UnitTypeIcon:SetColorByName("UnitPanelTextDisabledCS"); end end -- =========================================================================== function SetUnitEntryStatusIcon(unitEntry:table, icon:string) local textureOffsetX:number, textureOffsetY:number, textureSheet:string = IconManager:FindIconAtlas(icon,22); unitEntry.UnitStatusIcon:SetTexture( textureOffsetX, textureOffsetY, textureSheet ); unitEntry.UnitStatusIcon:SetHide(false); end -- =========================================================================== function OnUnitListSelection(index:number, unitID:number) local unit:table = Players[Game.GetLocalPlayer()]:GetUnits():FindID(unitID); if unit ~= nil then UI.SelectUnit(unit); local plot = Map.GetPlot( unit:GetX(), unit:GetY() ); UI.LookAtPlot( plot ); end end -- =========================================================================== -- LUA Event -- =========================================================================== function OnSetTradeUnitStatus( text:string ) Controls.TradeUnitStatusLabel:SetText( Locale.Lookup(text) ); end -- =========================================================================== -- LUA Event -- =========================================================================== function OnTutorialDisableActionForAll( actionType:string ) table.insert(m_kTutorialAllDisabled, actionType) end -- =========================================================================== -- LUA Event -- =========================================================================== function OnTutorialEnableActionForAll( actionType:string ) local count :number = #m_kTutorialAllDisabled; for i=count,1,-1 do if v==actionType then table.remove(m_kTutorialAllDisabled, i) end end end -- =========================================================================== -- LUA Event -- Set action/operation to not be enabled for a certain unit type. -- actionType String of the CommandType, or OperationType -- unitType String of the "UnitType" -- =========================================================================== function OnTutorialDisableActions( actionType:string, unitType:string ) if m_kTutorialDisabled[unitType] == nil then m_kTutorialDisabled[unitType] = hmake DisabledByTutorial { kLockedHashes = {} }; end local hash:number = GetHashFromType(actionType); if hash ~= 0 then table.insert(m_kTutorialDisabled[unitType].kLockedHashes, hash ); else UI.DataError("Tutorial could not disable on the UnitPanel '"..actionType.."' as it wasn't found as a command or an operation."); end end -- =========================================================================== -- LUA Event -- Set action/operation to be re-enabled for a certain unit type. -- actionType String of the CommandType, or OperationType -- unitType String of the "UnitType" -- =========================================================================== function OnTutorialEnableActions( actionType:string, unitType:string ) if m_kTutorialDisabled[unitType] == nil then UI.DataError("There is no spoon, '"..unitType.."' never had a disable call."); return; end local hash:number = GetHashFromType(actionType); if hash ~= 0 then local count:number = table.count(m_kTutorialDisabled[unitType].kLockedHashes); for n = count,1,-1 do if hash == m_kTutorialDisabled[unitType].kLockedHashes[n] then table.remove( m_kTutorialDisabled[unitType].kLockedHashes, n ); end end else UI.DataError("Tutorial could not re-enable on the UnitPanel '"..actionType.."' as it wasn't found as a command or an operation."); end end function OnPortraitClick() if m_selectedPlayerId ~= nil then local pUnits :table = Players[m_selectedPlayerId]:GetUnits( ); local pUnit :table = pUnits:FindID( m_UnitId ); if pUnit ~= nil then UI.LookAtPlot( pUnit:GetX( ), pUnit:GetY( ) ); end end end function OnPortraitRightClick() if m_selectedPlayerId ~= nil then local pUnits :table = Players[m_selectedPlayerId]:GetUnits( ); local pUnit :table = pUnits:FindID( m_UnitId ); if (pUnit ~= nil) then local unitType = GameInfo.Units[pUnit:GetUnitType()]; if(unitType) then LuaEvents.OpenCivilopedia(unitType.UnitType); end end end end -- =========================================================================== function Initialize() -- Events ContextPtr:SetInitHandler( OnContextInitialize ); ContextPtr:SetInputHandler( OnInputHandler, true ); ContextPtr:SetRefreshHandler( OnRefresh ); -- Controls.RandomNameButton:RegisterCallback( Mouse.eLClick, RandomizeName ); Controls.RandomPrefixButton:RegisterCallback( Mouse.eLClick, RandomizeNamePrefix ); Controls.RandomSuffixButton:RegisterCallback( Mouse.eLClick, RandomizeNameSuffix ); Controls.ConfirmVeteranName:RegisterCallback( Mouse.eLClick, ConfirmVeteranName ); Controls.VeteranNameField:RegisterStringChangedCallback( EditCustomVeteranName ) ; Controls.VeteranNameField:RegisterCommitCallback( ConfirmVeteranName ); Controls.VeteranNamingCancelButton:RegisterCallback( Mouse.eLClick, HideVeteranNamePanel ); Controls.PromotionCancelButton:RegisterCallback( Mouse.eLClick, HidePromotionPanel ); Controls.UnitName:RegisterCallback( Mouse.eLClick, OnUnitListPopupClicked ); Controls.UnitListPopup:RegisterSelectionCallback( OnUnitListSelection ); Controls.SelectionPanelUnitPortrait:RegisterCallback( Mouse.eLClick, OnPortraitClick ); Controls.SelectionPanelUnitPortrait:RegisterCallback( Mouse.eRClick, OnPortraitRightClick); Events.BeginWonderReveal.Add( OnBeginWonderReveal ); Events.CitySelectionChanged.Add( OnCitySelectionChanged ); Events.CityReligionFollowersChanged.Add( OnCityReligionFollowersChanged ); Events.GreatWorkMoved.Add( OnGreatWorkMoved ); Events.InputActionTriggered.Add( OnInputActionTriggered ); Events.InterfaceModeChanged.Add( OnInterfaceModeChanged ); Events.PantheonFounded.Add( OnPantheonFounded ); Events.PhaseBegin.Add( OnPhaseBegin ); Events.PlayerTurnActivated.Add( OnPlayerTurnActivated ); Events.PlayerTurnDeactivated.Add( OnPlayerTurnDeactivated ); Events.UnitCommandStarted.Add( OnUnitCommandStarted ); Events.UnitDamageChanged.Add( OnUnitDamageChanged ); Events.UnitMoveComplete.Add( OnUnitMoveComplete ); Events.UnitChargesChanged.Add( OnUnitChargesChanged ); Events.UnitPromoted.Add( OnUnitPromotionChanged ); Events.UnitOperationsCleared.Add( OnUnitOperationsCleared ); Events.UnitOperationAdded.Add( OnUnitOperationAdded ); Events.UnitOperationDeactivated.Add( OnUnitOperationDeactivated ); Events.UnitRemovedFromMap.Add( OnUnitRemovedFromMap ); Events.UnitSelectionChanged.Add( OnUnitSelectionChanged ); LuaEvents.TradeOriginChooser_SetTradeUnitStatus.Add(OnSetTradeUnitStatus ); LuaEvents.TradeRouteChooser_SetTradeUnitStatus.Add( OnSetTradeUnitStatus ); LuaEvents.TutorialUIRoot_DisableActions.Add( OnTutorialDisableActions ); LuaEvents.TutorialUIRoot_DisableActionForAll.Add( OnTutorialDisableActionForAll ); LuaEvents.TutorialUIRoot_EnableActions.Add( OnTutorialEnableActions ); LuaEvents.TutorialUIRoot_EnableActionForAll.Add( OnTutorialEnableActionForAll ); LuaEvents.UnitFlagManager_PointerEntered.Add( OnUnitFlagPointerEntered ); LuaEvents.UnitFlagManager_PointerExited.Add( OnUnitFlagPointerExited ); LuaEvents.PlayerChange_Close.Add( OnPlayerChangeClose ); -- Popup setup m_kPopupDialog = PopupDialog:new( "UnitPanelPopup" ); -- Setup settlement water guide colors local FreshWaterColor:number = UI.GetColorValue("COLOR_BREATHTAKING_APPEAL"); Controls.SettlementWaterGrid_FreshWater:SetColor(FreshWaterColor); local FreshWaterBonus:number = GlobalParameters.CITY_POPULATION_RIVER_LAKE - GlobalParameters.CITY_POPULATION_NO_WATER; Controls.CapacityBonus_FreshWater:SetText("+" .. tostring(FreshWaterBonus)); local CoastalWaterColor:number = UI.GetColorValue("COLOR_CHARMING_APPEAL"); Controls.SettlementWaterGrid_CoastalWater:SetColor(CoastalWaterColor); local CoastalWaterBonus:number = GlobalParameters.CITY_POPULATION_COAST - GlobalParameters.CITY_POPULATION_NO_WATER; Controls.CapacityBonus_CoastalWater:SetText("+" .. tostring(CoastalWaterBonus)); local NoWaterColor:number = UI.GetColorValue("COLOR_AVERAGE_APPEAL"); Controls.SettlementWaterGrid_NoWater:SetColor(NoWaterColor); local SettlementBlockedColor:number = UI.GetColorValue("COLOR_DISGUSTING_APPEAL"); Controls.SettlementWaterGrid_SettlementBlocked:SetColor(SettlementBlockedColor); end Initialize();
mit
anshkumar/yugioh-glaze
assets/script/c22419772.lua
7
1372
--ピクシーガーディアン function c22419772.initial_effect(c) --to deck local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(22419772,0)) e1:SetCategory(CATEGORY_TODECK) e1:SetType(EFFECT_TYPE_IGNITION) e1:SetProperty(EFFECT_FLAG_CARD_TARGET) e1:SetRange(LOCATION_MZONE) e1:SetCost(c22419772.cost) e1:SetTarget(c22419772.target) e1:SetOperation(c22419772.operation) c:RegisterEffect(e1) end function c22419772.cost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return e:GetHandler():IsReleasable() end Duel.Release(e:GetHandler(),REASON_COST) end function c22419772.filter(c,tp,tid) return c:IsAbleToDeck() and c:IsType(TYPE_SPELL) and c:GetTurnID()==tid and c:GetReasonPlayer()==1-tp end function c22419772.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc) local tid=Duel.GetTurnCount() if chkc then return chkc:IsControler(tp) and chkc:IsLocation(LOCATION_GRAVE) and c22419772.filter(chkc,tp,tid) end if chk==0 then return Duel.IsExistingTarget(c22419772.filter,tp,LOCATION_GRAVE,0,1,nil,tp,tid) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TODECK) local g=Duel.SelectTarget(tp,c22419772.filter,tp,LOCATION_GRAVE,0,1,1,nil,tp,tid) Duel.SetOperationInfo(0,CATEGORY_TODECK,g,1,0,0) end function c22419772.operation(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) then Duel.SendtoDeck(tc,nil,1,REASON_EFFECT) end end
gpl-2.0
Tiger66639/premake-core
src/base/premake.lua
1
8674
-- -- premake.lua -- High-level helper functions for the project exporters. -- Copyright (c) 2002-2015 Jason Perkins and the Premake project -- local p = premake -- Store captured output text for later testing local _captured -- The string escaping function. local _esc = function(v) return v end -- The output settings and defaults local _eol = "\n" local _indentString = "\t" local _indentLevel = 0 -- Set up the global configuration scope. There can be only one. global("root") --- -- Capture and store everything sent through the output stream functions -- premake.w(), premake.x(), and premake.out(). Retrieve the captured -- text using the premake.captured() function. -- -- @param fn -- A function to execute. Any output calls made during the execution -- of the function will be captured. -- @return -- The captured output. --- function premake.capture(fn) -- start a new capture without forgetting the old one local old = _captured _captured = buffered.new() -- capture fn() -- build the result local captured = premake.captured() -- free the capture buffer. buffered.close(_captured) -- restore the old capture and done _captured = old return captured end -- -- Returns the captured text and stops capturing. -- function premake.captured() if _captured then return buffered.tostring(_captured) else return "" end end --- -- Set the output stream end-of-line sequence. -- -- @param s -- The string to use to mark line ends, or nil to keep the existing -- EOL sequence. -- @return -- The new EOL sequence. --- function premake.eol(s) _eol = s or _eol return _eol end --- -- Handle escaping of strings for various outputs. -- -- @param value -- If this is a string: escape it and return the new value. If it is an -- array, return a new array of escaped values. -- @return -- If the input was a single string, returns the escaped version. If it -- was an array, returns an corresponding array of escaped strings. --- function premake.esc(value) if type(value) == "table" then local result = {} local n = #value for i = 1, n do table.insert(result, premake.esc(value[i])) end return result end return _esc(value or "") end --- -- Set a new string escaping function. -- -- @param func -- The new escaping function, which should take a single string argument -- and return the escaped version of that string. If nil, uses a default -- no-op function. --- function premake.escaper(func) _esc = func if not _esc then _esc = function (value) return value end end end -- -- Open a file for output, and call a function to actually do the writing. -- Used by the actions to generate workspace and project files. -- -- @param obj -- A workspace or project object; will be passed to the callback function. -- @param ext -- An optional extension for the generated file, with the leading dot. -- @param callback -- The function responsible for writing the file, should take a workspace -- or project as a parameters. -- function premake.generate(obj, ext, callback) local output = premake.capture(function () _indentLevel = 0 callback(obj) _indentLevel = 0 end) local fn = premake.filename(obj, ext) -- make sure output folder exists. local dir = path.getdirectory(fn) ok, err = os.mkdir(dir) if not ok then error(err, 0) end local f, err = os.writefile_ifnotequal(output, fn); if (f < 0) then error(err, 0) elseif (f > 0) then printf("Generated %s...", path.getrelative(os.getcwd(), fn)) end end --- -- Returns the full path a file generated from any of the project -- objects (project, workspace, rule). -- -- @param obj -- The project object being generated. -- @param ext -- An optional extension for the generated file, with the leading dot. -- @param callback -- The function responsible for writing the file; will receive the -- project object as its only argument. --- function premake.filename(obj, ext) local fname = obj.location or obj.basedir if ext and not ext:startswith(".") then fname = path.join(fname, ext) else fname = path.join(fname, obj.filename) if ext then fname = fname .. ext end end return path.getabsolute(fname) end --- -- Sets the output indentation parameters. -- -- @param s -- The indentation string. -- @param i -- The new indentation level, or nil to reset to zero. --- function premake.indent(s, i) _indentString = s or "\t" _indentLevel = i or 0 end --- -- Write a simple, unformatted string to the output stream, with no indentation -- or end of line sequence. --- function premake.out(s) if not _captured then io.write(s) else buffered.write(_captured, s) end end --- -- Write a simple, unformatted string to the output stream, with no indentation, -- and append the current EOL sequence. --- function premake.outln(s) premake.out(s) premake.out(_eol or "\n") end -- -- Output a UTF-8 signature. -- function p.utf8() premake.out('\239\187\191') end --- -- Write a formatted string to the exported file, after decreasing the -- indentation level by one. -- -- @param i -- If set to a number, the indentation level will be decreased by -- this amount. If nil, the indentation level is decremented and -- no output is written. Otherwise, pass to premake.w() as the -- formatting string, followed by any additional arguments. --- function premake.pop(i, ...) if i == nil or type(i) == "number" then _indentLevel = _indentLevel - (i or 1) else _indentLevel = _indentLevel - 1 premake.w(i, ...) end end --- -- Write a formatted string to the exported file, and increase the -- indentation level by one. -- -- @param i -- If set to a number, the indentation level will be increased by -- this amount. If nil, the indentation level is incremented and -- no output is written. Otherwise, pass to premake.w() as the -- formatting string, followed by any additional arguments. --- function premake.push(i, ...) if i == nil or type(i) == "number" then _indentLevel = _indentLevel + (i or 1) else premake.w(i, ...) _indentLevel = _indentLevel + 1 end end --- -- Wrap the provided value in double quotes if it contains spaces, or -- if it contains a shell variable of the form $(...). --- function premake.quoted(value) local q = value:find(" ", 1, true) if not q then q = value:find("$%(.-%)", 1) end if q then value = '"' .. value .. '"' end return value end -- -- Output a UTF-8 BOM to the exported file. -- function premake.utf8() if not _captured then premake.out('\239\187\191') end end --- -- Write a formatted string to the exported file, at the current -- level of indentation, and appends an end of line sequence. -- This gets called quite a lot, hence the very short name. --- function premake.w(...) if select("#", ...) > 0 then premake.outln(string.rep(_indentString or "\t", _indentLevel) .. string.format(...)) else premake.outln(''); end end --- -- Write a formatted string to the exported file, after passing all -- arguments (except for the first, which is the formatting string) -- through premake.esc(). --- function premake.x(msg, ...) local arg = {...} for i = 1, #arg do arg[i] = premake.esc(arg[i]) end premake.w(msg, unpack(arg)) end --- -- Write a opening XML element for a UTF-8 encoded file. Used by -- several different files for different actions, so makes sense -- to have a common call for it. -- -- @param upper -- If true, the encoding is written in uppercase. --- function premake.xmlUtf8(upper) local encoding = iif(upper, "UTF-8", "utf-8") premake.w('<?xml version="1.0" encoding="%s"?>', encoding) end -- -- These are the output shortcuts that I used before switching to the -- indentation-aware calls above. They are still in use all over the -- place, including lots of community code, so let's keep them around. -- -- @param i -- This will either be a printf-style formatting string suitable -- for passing to string.format(), OR an integer number indicating -- the desired level of indentation. If the latter, the formatting -- string should be the next argument in the list. -- @param ... -- The values necessary to fill out the formatting string tokens. -- function _p(i, ...) if type(i) == "number" then _indentLevel = i premake.w(...) else _indentLevel = 0 premake.w(i, ...) end end function _x(i, ...) local arg = {...} for i = 2, #arg do arg[i] = premake.esc(arg[i]) end _p(i, unpack(arg)) end
bsd-3-clause
anshkumar/yugioh-glaze
assets/script/c82003859.lua
5
1034
--通行税 function c82003859.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) c:RegisterEffect(e1) --attack cost local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_FIELD) e2:SetCode(EFFECT_ATTACK_COST) e2:SetRange(LOCATION_SZONE) e2:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e2:SetTargetRange(1,1) e2:SetCondition(c82003859.atcon) e2:SetCost(c82003859.atcost) e2:SetOperation(c82003859.atop) c:RegisterEffect(e2) --accumulate local e3=Effect.CreateEffect(c) e3:SetType(EFFECT_TYPE_FIELD) e3:SetCode(0x10000000+82003859) e3:SetRange(LOCATION_SZONE) e3:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e3:SetTargetRange(1,1) c:RegisterEffect(e3) end function c82003859.atcon(e) c82003859[0]=false return true end function c82003859.atcost(e,c,tp) return Duel.CheckLPCost(tp,500) end function c82003859.atop(e,tp,eg,ep,ev,re,r,rp) if c82003859[0] then return end Duel.PayLPCost(tp,Duel.GetFlagEffect(tp,82003859)*500) c82003859[0]=true end
gpl-2.0
hbomb79/DynaCode
src/Classes/Exceptions/ExceptionBase.lua
2
2347
local _ abstract class "ExceptionBase" { exceptionOffset = 1; levelOffset = 1; title = "UNKNOWN_EXCEPTION"; subTitle = false; message = nil; level = 1; raw = nil; useMessageAsRaw = false; stacktrace = "\nNo stacktrace has been generated\n" } function ExceptionBase:initialise( m, l, handle ) if l then self.level = l end self.level = self.level ~= 0 and (self.level + (self.exceptionOffset * 3) + self.levelOffset) or self.level self.message = m or "No error message provided" if self.useMessageAsRaw then self.raw = m else local ok, err = pcall( exceptionHook.getRawError(), m, self.level == 0 and 0 or self.level + 1 ) self.raw = err or m end self:generateStack( self.level == 0 and 0 or self.level + 4 ) self:generateDisplayName() if not handle then exceptionHook.throwSystemException( self ) end end function ExceptionBase:generateDisplayName() local err = self.raw local pre = self.title local _, e, fileName, fileLine = err:find("(%w+%.?.-):(%d+).-[%s*]?[:*]?") if not e then self.displayName = pre.." (?): "..err return end self.displayName = pre.." ("..(fileName or "?")..":"..(fileLine or "?").."):"..tostring( err:sub( e + 1 ) ) end function ExceptionBase:generateStack( level ) local oError = exceptionHook.getRawError() if level == 0 then log("w", "Cannot generate stacktrace for exception '"..tostring( self ).."'. Its level is zero") return end local stack = "\n'"..tostring( self.title ).."' details\n##########\n\nError: \n"..self.message.." (Level: "..self.level..", pcall: "..tostring( self.raw )..")\n##########\n\nStacktrace: \n" local currentLevel = level local message = self.message while true do local _, err = pcall( oError, message, currentLevel ) if err:find("bios[%.lua]?.-:") or err:find("shell.-:") or err:find("xpcall.-:") then stack = stack .. "-- End --\n" break end local fileName, fileLine = err:match("(%w+%.?.-):(%d+).-") stack = stack .. "> "..(fileName or "?")..":"..(fileLine or "?").."\n" currentLevel = currentLevel + 1 end if self.subTitle then stack = stack .. "\n"..self.subTitle end self.stacktrace = stack end
mit
anshkumar/yugioh-glaze
assets/script/c71279983.lua
3
2075
--U.A.ドレッドノートダンカー function c71279983.initial_effect(c) --special summon rule local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_FIELD) e1:SetCode(EFFECT_SPSUMMON_PROC) e1:SetRange(LOCATION_HAND) e1:SetProperty(EFFECT_FLAG_UNCOPYABLE) e1:SetCountLimit(1,71279983) e1:SetCondition(c71279983.spcon) e1:SetOperation(c71279983.spop) c:RegisterEffect(e1) --pierce local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_SINGLE) e2:SetCode(EFFECT_PIERCE) c:RegisterEffect(e2) --destroy local e3=Effect.CreateEffect(c) e3:SetCategory(CATEGORY_DESTROY) e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e3:SetCode(EVENT_BATTLE_DAMAGE) e3:SetProperty(EFFECT_FLAG_CARD_TARGET) e3:SetCondition(c71279983.descon) e3:SetTarget(c71279983.destg) e3:SetOperation(c71279983.desop) c:RegisterEffect(e3) end function c71279983.spfilter(c) return c:IsFaceup() and c:IsSetCard(0xb2) and not c:IsCode(71279983) and c:IsAbleToHandAsCost() end function c71279983.spcon(e,c) if c==nil then return true end return Duel.GetLocationCount(c:GetControler(),LOCATION_MZONE)>-1 and Duel.IsExistingMatchingCard(c71279983.spfilter,c:GetControler(),LOCATION_MZONE,0,1,nil) end function c71279983.spop(e,tp,eg,ep,ev,re,r,rp,c) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RTOHAND) local g=Duel.SelectMatchingCard(tp,c71279983.spfilter,tp,LOCATION_MZONE,0,1,1,nil) Duel.SendtoHand(g,nil,REASON_COST) end function c71279983.descon(e,tp,eg,ep,ev,re,r,rp) return ep~=tp end function c71279983.destg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsOnField() and chkc:IsDestructable() end if chk==0 then return Duel.IsExistingTarget(Card.IsDestructable,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DESTROY) local g=Duel.SelectTarget(tp,Card.IsDestructable,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,1,nil) Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,1,0,0) end function c71279983.desop(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) then Duel.Destroy(tc,REASON_EFFECT) end end
gpl-2.0
TurBoss/Zero-K-Infrastructure
Benchmarker/Benchmarks/games/ca-benchmark.sdd/LuaRules/main.lua
12
2372
-------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- file: -- brief: -- author: jK -- -- Copyright (C) 2007. -- Licensed under the terms of the GNU GPL, v2 or later. -- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- SYNCED -- local doStart = true; local counter = 0 local testID = 0 local curBenchmark local benchmarks = VFS.Include("LuaRules/Benchmarks/benchmarks.lua",nil, VFS.ZIP_ONLY) function RecvLuaMsg(msg,playerID) if msg == "StartBenchmark" then testID=testID+1 StartBenchmark(testID) end end function Shutdown() end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local mapconst = 64*Game.squareSize; local mapX,mapY = Game.mapX*mapconst,Game.mapY*mapconst; local groundMin, groundMax = Spring.GetGroundExtremes(); groundMin, groundMax = math.max(groundMin,0), math.max(groundMax,1); function StartBenchmark(id) curBenchmark = benchmarks[id] if (not curBenchmark) then Spring.GameOver({}) return end counter = curBenchmark.duration*30 SendToUnsynced("StartBenchmark",id) end function StopBenchmark(id) SendToUnsynced("StopBenchmark",id) if (curBenchmark ~= nil and curBenchmark.finish) then curBenchmark.finish() end doStart = true; curBenchmark = nil end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function GameFrame() if (curBenchmark) then if (doStart)and(curBenchmark.start) then curBenchmark.start() doStart = false end if (curBenchmark.gameframe) then curBenchmark.gameframe() end end if (counter>0) then counter = counter-1 if (counter==0) then StopBenchmark(testID) end end SendToUnsynced("GameFrame") end
gpl-3.0
qq2588258/floweers
libs/scripting/lua/script/DrawPrimitives.lua
57
12038
local dp_initialized = false local dp_shader = nil local dp_colorLocation = -1 local dp_color = { 1.0, 1.0, 1.0, 1.0 } local dp_pointSizeLocation = -1 local dp_pointSize = 1.0 local SHADER_NAME_POSITION_U_COLOR = "ShaderPosition_uColor" local targetPlatform = CCApplication:getInstance():getTargetPlatform() local function lazy_init() if not dp_initialized then dp_shader = CCShaderCache:getInstance():getProgram(SHADER_NAME_POSITION_U_COLOR) --dp_shader:retain() if nil ~= dp_shader then dp_colorLocation = gl.getUniformLocation( dp_shader:getProgram(), "u_color") dp_pointSizeLocation = gl.getUniformLocation( dp_shader:getProgram(), "u_pointSize") dp_Initialized = true end end if nil == dp_shader then print("Error:dp_shader is nil!") return false end return true end local function setDrawProperty() gl.glEnableVertexAttribs( CCConstants.VERTEX_ATTRIB_FLAG_POSITION ) dp_shader:use() dp_shader:setUniformsForBuiltins() dp_shader:setUniformLocationWith4fv(dp_colorLocation, dp_color, 1) end function ccDrawInit() lazy_init() end function ccDrawFree() dp_initialized = false end function ccDrawColor4f(r,g,b,a) dp_color[1] = r dp_color[2] = g dp_color[3] = b dp_color[4] = a end function ccPointSize(pointSize) dp_pointSize = pointSize * CCDirector:getInstance():getContentScaleFactor() end function ccDrawColor4B(r,g,b,a) dp_color[1] = r / 255.0 dp_color[2] = g / 255.0 dp_color[3] = b / 255.0 dp_color[4] = a / 255.0 end function ccDrawPoint(point) if not lazy_init() then return end local vertexBuffer = { } local function initBuffer() vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) local vertices = { point.x,point.y} gl.bufferData(gl.ARRAY_BUFFER,2,vertices,gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() dp_shader:setUniformLocationWith1f(dp_pointSizeLocation, dp_pointSize) gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.POINTS,0,1) gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawPoints(points,numOfPoint) if not lazy_init() then return end local vertexBuffer = {} local i = 1 local function initBuffer() vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) local vertices = {} for i = 1, numOfPoint do vertices[2 * i - 1] = points[i].x vertices[2 * i] = points[i].y end gl.bufferData(gl.ARRAY_BUFFER, numOfPoint * 2, vertices, gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() dp_shader:setUniformLocationWith1f(dp_pointSizeLocation, dp_pointSize) gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.POINTS,0,numOfPoint) gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawLine(origin,destination) if not lazy_init() then return end local vertexBuffer = {} local function initBuffer() vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) local vertices = { origin.x, origin.y, destination.x, destination.y} gl.bufferData(gl.ARRAY_BUFFER,4,vertices,gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.LINES ,0,2) gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawPoly(points,numOfPoints,closePolygon) if not lazy_init() then return end local vertexBuffer = {} local i = 1 local function initBuffer() vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) local vertices = {} for i = 1, numOfPoints do vertices[2 * i - 1] = points[i].x vertices[2 * i] = points[i].y end gl.bufferData(gl.ARRAY_BUFFER, numOfPoints * 2, vertices, gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) if closePolygon then gl.drawArrays(gl.LINE_LOOP , 0, numOfPoints) else gl.drawArrays(gl.LINE_STRIP, 0, numOfPoints) end gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawSolidPoly(points,numOfPoints,color) if not lazy_init() then return end local vertexBuffer = {} local i = 1 local function initBuffer() vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) local vertices = {} for i = 1, numOfPoints do vertices[2 * i - 1] = points[i].x vertices[2 * i] = points[i].y end gl.bufferData(gl.ARRAY_BUFFER, numOfPoints * 2, vertices, gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() gl.glEnableVertexAttribs( CCConstants.VERTEX_ATTRIB_FLAG_POSITION ) dp_shader:use() dp_shader:setUniformsForBuiltins() dp_shader:setUniformLocationWith4fv(dp_colorLocation, color, 1) gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.TRIANGLE_FAN , 0, numOfPoints) gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawRect(origin,destination) ccDrawLine(CCPoint:__call(origin.x, origin.y), CCPoint:__call(destination.x, origin.y)) ccDrawLine(CCPoint:__call(destination.x, origin.y), CCPoint:__call(destination.x, destination.y)) ccDrawLine(CCPoint:__call(destination.x, destination.y), CCPoint:__call(origin.x, destination.y)) ccDrawLine(CCPoint:__call(origin.x, destination.y), CCPoint:__call(origin.x, origin.y)) end function ccDrawSolidRect( origin,destination,color ) local vertices = { origin, CCPoint:__call(destination.x, origin.y) , destination, CCPoint:__call(origin.x, destination.y) } ccDrawSolidPoly(vertices,4,color) end function ccDrawCircleScale( center, radius, angle, segments,drawLineToCenter,scaleX,scaleY) if not lazy_init() then return end local additionalSegment = 1 if drawLineToCenter then additionalSegment = additionalSegment + 1 end local vertexBuffer = { } local function initBuffer() local coef = 2.0 * math.pi / segments local i = 1 local vertices = {} vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) for i = 1, segments + 1 do local rads = (i - 1) * coef local j = radius * math.cos(rads + angle) * scaleX + center.x local k = radius * math.sin(rads + angle) * scaleY + center.y vertices[i * 2 - 1] = j vertices[i * 2] = k end vertices[(segments + 2) * 2 - 1] = center.x vertices[(segments + 2) * 2] = center.y gl.bufferData(gl.ARRAY_BUFFER, (segments + 2) * 2, vertices, gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.LINE_STRIP , 0, segments + additionalSegment) gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawCircle(center, radius, angle, segments, drawLineToCenter) ccDrawCircleScale(center, radius, angle, segments, drawLineToCenter, 1.0, 1.0) end function ccDrawSolidCircle(center, radius, angle, segments,scaleX,scaleY) if not lazy_init() then return end local vertexBuffer = { } local function initBuffer() local coef = 2.0 * math.pi / segments local i = 1 local vertices = {} vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) for i = 1, segments + 1 do local rads = (i - 1) * coef local j = radius * math.cos(rads + angle) * scaleX + center.x local k = radius * math.sin(rads + angle) * scaleY + center.y vertices[i * 2 - 1] = j vertices[i * 2] = k end vertices[(segments + 2) * 2 - 1] = center.x vertices[(segments + 2) * 2] = center.y gl.bufferData(gl.ARRAY_BUFFER, (segments + 2) * 2, vertices, gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.TRIANGLE_FAN , 0, segments + 1) gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawQuadBezier(origin, control, destination, segments) if not lazy_init() then return end local vertexBuffer = { } local function initBuffer() local vertices = { } local i = 1 local t = 0.0 for i = 1, segments do vertices[2 * i - 1] = math.pow(1 - t,2) * origin.x + 2.0 * (1 - t) * t * control.x + t * t * destination.x vertices[2 * i] = math.pow(1 - t,2) * origin.y + 2.0 * (1 - t) * t * control.y + t * t * destination.y t = t + 1.0 / segments end vertices[2 * (segments + 1) - 1] = destination.x vertices[2 * (segments + 1)] = destination.y vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) gl.bufferData(gl.ARRAY_BUFFER, (segments + 1) * 2, vertices, gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.LINE_STRIP , 0, segments + 1) gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawCubicBezier(origin, control1, control2, destination, segments) if not lazy_init then return end local vertexBuffer = { } local function initBuffer() local vertices = { } local t = 0 local i = 1 for i = 1, segments do vertices[2 * i - 1] = math.pow(1 - t,3) * origin.x + 3.0 * math.pow(1 - t, 2) * t * control1.x + 3.0 * (1 - t) * t * t * control2.x + t * t * t * destination.x vertices[2 * i] = math.pow(1 - t,3) * origin.y + 3.0 * math.pow(1 - t, 2) * t * control1.y + 3.0 * (1 - t) * t * t * control2.y + t * t * t * destination.y t = t + 1.0 / segments end vertices[2 * (segments + 1) - 1] = destination.x vertices[2 * (segments + 1)] = destination.y vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) gl.bufferData(gl.ARRAY_BUFFER, (segments + 1) * 2, vertices, gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.LINE_STRIP , 0, segments + 1) gl.bindBuffer(gl.ARRAY_BUFFER,0) end
mit
qq2588258/floweers
Resources/luaScript/util/DrawPrimitives.lua
57
12038
local dp_initialized = false local dp_shader = nil local dp_colorLocation = -1 local dp_color = { 1.0, 1.0, 1.0, 1.0 } local dp_pointSizeLocation = -1 local dp_pointSize = 1.0 local SHADER_NAME_POSITION_U_COLOR = "ShaderPosition_uColor" local targetPlatform = CCApplication:getInstance():getTargetPlatform() local function lazy_init() if not dp_initialized then dp_shader = CCShaderCache:getInstance():getProgram(SHADER_NAME_POSITION_U_COLOR) --dp_shader:retain() if nil ~= dp_shader then dp_colorLocation = gl.getUniformLocation( dp_shader:getProgram(), "u_color") dp_pointSizeLocation = gl.getUniformLocation( dp_shader:getProgram(), "u_pointSize") dp_Initialized = true end end if nil == dp_shader then print("Error:dp_shader is nil!") return false end return true end local function setDrawProperty() gl.glEnableVertexAttribs( CCConstants.VERTEX_ATTRIB_FLAG_POSITION ) dp_shader:use() dp_shader:setUniformsForBuiltins() dp_shader:setUniformLocationWith4fv(dp_colorLocation, dp_color, 1) end function ccDrawInit() lazy_init() end function ccDrawFree() dp_initialized = false end function ccDrawColor4f(r,g,b,a) dp_color[1] = r dp_color[2] = g dp_color[3] = b dp_color[4] = a end function ccPointSize(pointSize) dp_pointSize = pointSize * CCDirector:getInstance():getContentScaleFactor() end function ccDrawColor4B(r,g,b,a) dp_color[1] = r / 255.0 dp_color[2] = g / 255.0 dp_color[3] = b / 255.0 dp_color[4] = a / 255.0 end function ccDrawPoint(point) if not lazy_init() then return end local vertexBuffer = { } local function initBuffer() vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) local vertices = { point.x,point.y} gl.bufferData(gl.ARRAY_BUFFER,2,vertices,gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() dp_shader:setUniformLocationWith1f(dp_pointSizeLocation, dp_pointSize) gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.POINTS,0,1) gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawPoints(points,numOfPoint) if not lazy_init() then return end local vertexBuffer = {} local i = 1 local function initBuffer() vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) local vertices = {} for i = 1, numOfPoint do vertices[2 * i - 1] = points[i].x vertices[2 * i] = points[i].y end gl.bufferData(gl.ARRAY_BUFFER, numOfPoint * 2, vertices, gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() dp_shader:setUniformLocationWith1f(dp_pointSizeLocation, dp_pointSize) gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.POINTS,0,numOfPoint) gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawLine(origin,destination) if not lazy_init() then return end local vertexBuffer = {} local function initBuffer() vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) local vertices = { origin.x, origin.y, destination.x, destination.y} gl.bufferData(gl.ARRAY_BUFFER,4,vertices,gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.LINES ,0,2) gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawPoly(points,numOfPoints,closePolygon) if not lazy_init() then return end local vertexBuffer = {} local i = 1 local function initBuffer() vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) local vertices = {} for i = 1, numOfPoints do vertices[2 * i - 1] = points[i].x vertices[2 * i] = points[i].y end gl.bufferData(gl.ARRAY_BUFFER, numOfPoints * 2, vertices, gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) if closePolygon then gl.drawArrays(gl.LINE_LOOP , 0, numOfPoints) else gl.drawArrays(gl.LINE_STRIP, 0, numOfPoints) end gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawSolidPoly(points,numOfPoints,color) if not lazy_init() then return end local vertexBuffer = {} local i = 1 local function initBuffer() vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) local vertices = {} for i = 1, numOfPoints do vertices[2 * i - 1] = points[i].x vertices[2 * i] = points[i].y end gl.bufferData(gl.ARRAY_BUFFER, numOfPoints * 2, vertices, gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() gl.glEnableVertexAttribs( CCConstants.VERTEX_ATTRIB_FLAG_POSITION ) dp_shader:use() dp_shader:setUniformsForBuiltins() dp_shader:setUniformLocationWith4fv(dp_colorLocation, color, 1) gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.TRIANGLE_FAN , 0, numOfPoints) gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawRect(origin,destination) ccDrawLine(CCPoint:__call(origin.x, origin.y), CCPoint:__call(destination.x, origin.y)) ccDrawLine(CCPoint:__call(destination.x, origin.y), CCPoint:__call(destination.x, destination.y)) ccDrawLine(CCPoint:__call(destination.x, destination.y), CCPoint:__call(origin.x, destination.y)) ccDrawLine(CCPoint:__call(origin.x, destination.y), CCPoint:__call(origin.x, origin.y)) end function ccDrawSolidRect( origin,destination,color ) local vertices = { origin, CCPoint:__call(destination.x, origin.y) , destination, CCPoint:__call(origin.x, destination.y) } ccDrawSolidPoly(vertices,4,color) end function ccDrawCircleScale( center, radius, angle, segments,drawLineToCenter,scaleX,scaleY) if not lazy_init() then return end local additionalSegment = 1 if drawLineToCenter then additionalSegment = additionalSegment + 1 end local vertexBuffer = { } local function initBuffer() local coef = 2.0 * math.pi / segments local i = 1 local vertices = {} vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) for i = 1, segments + 1 do local rads = (i - 1) * coef local j = radius * math.cos(rads + angle) * scaleX + center.x local k = radius * math.sin(rads + angle) * scaleY + center.y vertices[i * 2 - 1] = j vertices[i * 2] = k end vertices[(segments + 2) * 2 - 1] = center.x vertices[(segments + 2) * 2] = center.y gl.bufferData(gl.ARRAY_BUFFER, (segments + 2) * 2, vertices, gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.LINE_STRIP , 0, segments + additionalSegment) gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawCircle(center, radius, angle, segments, drawLineToCenter) ccDrawCircleScale(center, radius, angle, segments, drawLineToCenter, 1.0, 1.0) end function ccDrawSolidCircle(center, radius, angle, segments,scaleX,scaleY) if not lazy_init() then return end local vertexBuffer = { } local function initBuffer() local coef = 2.0 * math.pi / segments local i = 1 local vertices = {} vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) for i = 1, segments + 1 do local rads = (i - 1) * coef local j = radius * math.cos(rads + angle) * scaleX + center.x local k = radius * math.sin(rads + angle) * scaleY + center.y vertices[i * 2 - 1] = j vertices[i * 2] = k end vertices[(segments + 2) * 2 - 1] = center.x vertices[(segments + 2) * 2] = center.y gl.bufferData(gl.ARRAY_BUFFER, (segments + 2) * 2, vertices, gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.TRIANGLE_FAN , 0, segments + 1) gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawQuadBezier(origin, control, destination, segments) if not lazy_init() then return end local vertexBuffer = { } local function initBuffer() local vertices = { } local i = 1 local t = 0.0 for i = 1, segments do vertices[2 * i - 1] = math.pow(1 - t,2) * origin.x + 2.0 * (1 - t) * t * control.x + t * t * destination.x vertices[2 * i] = math.pow(1 - t,2) * origin.y + 2.0 * (1 - t) * t * control.y + t * t * destination.y t = t + 1.0 / segments end vertices[2 * (segments + 1) - 1] = destination.x vertices[2 * (segments + 1)] = destination.y vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) gl.bufferData(gl.ARRAY_BUFFER, (segments + 1) * 2, vertices, gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.LINE_STRIP , 0, segments + 1) gl.bindBuffer(gl.ARRAY_BUFFER,0) end function ccDrawCubicBezier(origin, control1, control2, destination, segments) if not lazy_init then return end local vertexBuffer = { } local function initBuffer() local vertices = { } local t = 0 local i = 1 for i = 1, segments do vertices[2 * i - 1] = math.pow(1 - t,3) * origin.x + 3.0 * math.pow(1 - t, 2) * t * control1.x + 3.0 * (1 - t) * t * t * control2.x + t * t * t * destination.x vertices[2 * i] = math.pow(1 - t,3) * origin.y + 3.0 * math.pow(1 - t, 2) * t * control1.y + 3.0 * (1 - t) * t * t * control2.y + t * t * t * destination.y t = t + 1.0 / segments end vertices[2 * (segments + 1) - 1] = destination.x vertices[2 * (segments + 1)] = destination.y vertexBuffer.buffer_id = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer.buffer_id) gl.bufferData(gl.ARRAY_BUFFER, (segments + 1) * 2, vertices, gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER, 0) end initBuffer() setDrawProperty() gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer.buffer_id) gl.vertexAttribPointer(CCConstants.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0) gl.drawArrays(gl.LINE_STRIP , 0, segments + 1) gl.bindBuffer(gl.ARRAY_BUFFER,0) end
mit
rickyHong/nn_lib_torch
init.lua
1
3268
require('torch') require('libnn') include('ErrorMessages.lua') include('Module.lua') include('Container.lua') include('Concat.lua') include('Parallel.lua') include('Sequential.lua') include('DepthConcat.lua') include('Linear.lua') include('SparseLinear.lua') include('Reshape.lua') include('View.lua') include('Select.lua') include('Narrow.lua') include('Replicate.lua') include('Transpose.lua') include('BatchNormalization.lua') include('Padding.lua') include('Copy.lua') include('Min.lua') include('Max.lua') include('Mean.lua') include('Sum.lua') include('CMul.lua') include('Mul.lua') include('MulConstant.lua') include('Add.lua') include('AddConstant.lua') include('Dropout.lua') include('SpatialDropout.lua') include('CAddTable.lua') include('CDivTable.lua') include('CMulTable.lua') include('CSubTable.lua') include('Euclidean.lua') include('WeightedEuclidean.lua') include('PairwiseDistance.lua') include('CosineDistance.lua') include('DotProduct.lua') include('Exp.lua') include('Log.lua') include('HardTanh.lua') include('LogSigmoid.lua') include('LogSoftMax.lua') include('Sigmoid.lua') include('SoftMax.lua') include('SoftMin.lua') include('SoftPlus.lua') include('SoftSign.lua') include('Tanh.lua') include('TanhShrink.lua') include('Abs.lua') include('Power.lua') include('Square.lua') include('Sqrt.lua') include('HardShrink.lua') include('SoftShrink.lua') include('Threshold.lua') include('ReLU.lua') include('PReLU.lua') include('LookupTable.lua') include('SpatialConvolution.lua') include('SpatialFullConvolution.lua') include('SpatialFullConvolutionMap.lua') include('SpatialConvolutionMM.lua') include('SpatialConvolutionMap.lua') include('SpatialSubSampling.lua') include('SpatialMaxPooling.lua') include('SpatialLPPooling.lua') include('SpatialAveragePooling.lua') include('SpatialAdaptiveMaxPooling.lua') include('TemporalConvolution.lua') include('TemporalSubSampling.lua') include('TemporalMaxPooling.lua') include('SpatialSubtractiveNormalization.lua') include('SpatialDivisiveNormalization.lua') include('SpatialContrastiveNormalization.lua') include('SpatialZeroPadding.lua') include('SpatialUpSamplingNearest.lua') include('SpatialBatchNormalization.lua') include('VolumetricConvolution.lua') include('VolumetricMaxPooling.lua') include('ParallelTable.lua') include('ConcatTable.lua') include('SplitTable.lua') include('JoinTable.lua') include('SelectTable.lua') include('MixtureTable.lua') include('CriterionTable.lua') include('FlattenTable.lua') include('Identity.lua') include('Criterion.lua') include('MSECriterion.lua') include('MarginCriterion.lua') include('AbsCriterion.lua') include('ClassNLLCriterion.lua') include('DistKLDivCriterion.lua') include('MultiCriterion.lua') include('L1HingeEmbeddingCriterion.lua') include('HingeEmbeddingCriterion.lua') include('CosineEmbeddingCriterion.lua') include('MarginRankingCriterion.lua') include('MultiMarginCriterion.lua') include('MultiLabelMarginCriterion.lua') include('L1Cost.lua') include('L1Penalty.lua') include('WeightedMSECriterion.lua') include('BCECriterion.lua') include('CrossEntropyCriterion.lua') include('StochasticGradient.lua') include('MM.lua') include('Jacobian.lua') include('SparseJacobian.lua') include('hessian.lua') include('test.lua') return nn
bsd-3-clause
anshkumar/yugioh-glaze
assets/script/c18426196.lua
3
2245
--聖騎士ジャンヌ function c18426196.initial_effect(c) local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_UPDATE_ATTACK) e1:SetCondition(c18426196.condtion) e1:SetValue(-300) c:RegisterEffect(e1) --salvage local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(18426196,0)) e1:SetCategory(CATEGORY_TOHAND) e1:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_DELAY+EFFECT_FLAG_CVAL_CHECK) e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e1:SetCode(EVENT_TO_GRAVE) e1:SetCondition(c18426196.thcon) e1:SetCost(c18426196.thcost) e1:SetTarget(c18426196.thtg) e1:SetOperation(c18426196.thop) e1:SetValue(c18426196.valcheck) c:RegisterEffect(e1) end function c18426196.condtion(e) local ph=Duel.GetCurrentPhase() return (ph==PHASE_DAMAGE or ph==PHASE_DAMAGE_CAL) and Duel.GetAttacker()==e:GetHandler() end function c18426196.thcon(e,tp,eg,ep,ev,re,r,rp) return e:GetHandler():IsReason(REASON_DESTROY) and e:GetHandler():GetReasonPlayer()==1-tp end function c18426196.thcost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then if Duel.GetFlagEffect(tp,18426196)==0 then Duel.RegisterFlagEffect(tp,18426196,RESET_CHAIN,0,1) c18426196[0]=Duel.GetMatchingGroupCount(Card.IsAbleToGraveAsCost,tp,LOCATION_HAND,0,nil) c18426196[1]=0 end return c18426196[0]-c18426196[1]>=1 end Duel.DiscardHand(tp,Card.IsAbleToGraveAsCost,1,1,REASON_COST) end function c18426196.filter(c) return c:IsLevelBelow(4) and c:IsRace(RACE_WARRIOR) and c:IsAbleToHand() end function c18426196.thtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and c18426196.filter(chkc) end if chk==0 then return Duel.IsExistingTarget(c18426196.filter,tp,LOCATION_GRAVE,0,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND) local g=Duel.SelectTarget(tp,c18426196.filter,tp,LOCATION_GRAVE,0,1,1,nil) Duel.SetOperationInfo(0,CATEGORY_TOHAND,g,g:GetCount(),0,0) end function c18426196.thop(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if tc and tc:IsRelateToEffect(e) then Duel.SendtoHand(tc,nil,REASON_EFFECT) Duel.ConfirmCards(1-tp,tc) end end function c18426196.valcheck(e) c18426196[1]=c18426196[1]+1 end
gpl-2.0
iranianboy/iran-bot
plugins/inpm.lua
243
3007
do local function pairsByKeys (t, f) local a = {} for n in pairs(t) do table.insert(a, n) end table.sort(a, f) local i = 0 -- iterator variable local iter = function () -- iterator function i = i + 1 if a[i] == nil then return nil else return a[i], t[a[i]] end end return iter end local function chat_list(msg) local data = load_data(_config.moderation.data) local groups = 'groups' if not data[tostring(groups)] then return 'No groups at the moment' end local message = 'List of Groups:\n*Use /join (ID) to join*\n\n ' for k,v in pairs(data[tostring(groups)]) do local settings = data[tostring(v)]['settings'] for m,n in pairsByKeys(settings) do if m == 'set_name' then name = n end end message = message .. '👥 '.. name .. ' (ID: ' .. v .. ')\n\n ' end local file = io.open("./groups/lists/listed_groups.txt", "w") file:write(message) file:flush() file:close() return message end local function run(msg, matches) if msg.to.type ~= 'chat' or is_sudo(msg) or is_admin(msg) and is_realm(msg) then local data = load_data(_config.moderation.data) if matches[1] == 'join' and data[tostring(matches[2])] then if is_banned(msg.from.id, matches[2]) then return 'You are banned.' end if is_gbanned(msg.from.id) then return 'You are globally banned.' end if data[tostring(matches[2])]['settings']['lock_member'] == 'yes' and not is_owner2(msg.from.id, matches[2]) then return 'Group is private.' end local chat_id = "chat#id"..matches[2] local user_id = "user#id"..msg.from.id chat_add_user(chat_id, user_id, ok_cb, false) local group_name = data[tostring(matches[2])]['settings']['set_name'] return "Added you to chat:\n\n👥"..group_name.." (ID:"..matches[2]..")" elseif matches[1] == 'join' and not data[tostring(matches[2])] then return "Chat not found." end if matches[1] == 'chats'then if is_admin(msg) and msg.to.type == 'chat' then return chat_list(msg) elseif msg.to.type ~= 'chat' then return chat_list(msg) end end if matches[1] == 'chatlist'then if is_admin(msg) and msg.to.type == 'chat' then send_document("chat#id"..msg.from.id, "./groups/lists/listed_groups.txt", ok_cb, false) elseif msg.to.type ~= 'chat' then send_document("user#id"..msg.from.id, "./groups/lists/listed_groups.txt", ok_cb, false) end end end end return { patterns = { "^[/!](chats)$", "^[/!](chatlist)$", "^[/!](join) (.*)$", "^[/!](kickme) (.*)$", "^!!tgservice (chat_add_user)$" }, run = run, } end
gpl-2.0
m13790115/evill
plugins/inpm.lua
243
3007
do local function pairsByKeys (t, f) local a = {} for n in pairs(t) do table.insert(a, n) end table.sort(a, f) local i = 0 -- iterator variable local iter = function () -- iterator function i = i + 1 if a[i] == nil then return nil else return a[i], t[a[i]] end end return iter end local function chat_list(msg) local data = load_data(_config.moderation.data) local groups = 'groups' if not data[tostring(groups)] then return 'No groups at the moment' end local message = 'List of Groups:\n*Use /join (ID) to join*\n\n ' for k,v in pairs(data[tostring(groups)]) do local settings = data[tostring(v)]['settings'] for m,n in pairsByKeys(settings) do if m == 'set_name' then name = n end end message = message .. '👥 '.. name .. ' (ID: ' .. v .. ')\n\n ' end local file = io.open("./groups/lists/listed_groups.txt", "w") file:write(message) file:flush() file:close() return message end local function run(msg, matches) if msg.to.type ~= 'chat' or is_sudo(msg) or is_admin(msg) and is_realm(msg) then local data = load_data(_config.moderation.data) if matches[1] == 'join' and data[tostring(matches[2])] then if is_banned(msg.from.id, matches[2]) then return 'You are banned.' end if is_gbanned(msg.from.id) then return 'You are globally banned.' end if data[tostring(matches[2])]['settings']['lock_member'] == 'yes' and not is_owner2(msg.from.id, matches[2]) then return 'Group is private.' end local chat_id = "chat#id"..matches[2] local user_id = "user#id"..msg.from.id chat_add_user(chat_id, user_id, ok_cb, false) local group_name = data[tostring(matches[2])]['settings']['set_name'] return "Added you to chat:\n\n👥"..group_name.." (ID:"..matches[2]..")" elseif matches[1] == 'join' and not data[tostring(matches[2])] then return "Chat not found." end if matches[1] == 'chats'then if is_admin(msg) and msg.to.type == 'chat' then return chat_list(msg) elseif msg.to.type ~= 'chat' then return chat_list(msg) end end if matches[1] == 'chatlist'then if is_admin(msg) and msg.to.type == 'chat' then send_document("chat#id"..msg.from.id, "./groups/lists/listed_groups.txt", ok_cb, false) elseif msg.to.type ~= 'chat' then send_document("user#id"..msg.from.id, "./groups/lists/listed_groups.txt", ok_cb, false) end end end end return { patterns = { "^[/!](chats)$", "^[/!](chatlist)$", "^[/!](join) (.*)$", "^[/!](kickme) (.*)$", "^!!tgservice (chat_add_user)$" }, run = run, } end
gpl-2.0
anshkumar/yugioh-glaze
assets/script/c39439590.lua
3
1078
--サイバー・ダイナソー function c39439590.initial_effect(c) --spsummon local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(39439590,0)) e1:SetCategory(CATEGORY_SPECIAL_SUMMON) e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O) e1:SetRange(LOCATION_HAND) e1:SetCode(EVENT_SPSUMMON_SUCCESS) e1:SetCondition(c39439590.spcon) e1:SetTarget(c39439590.sptg) e1:SetOperation(c39439590.spop) c:RegisterEffect(e1) end function c39439590.cfilter(c,tp) return c:GetSummonPlayer()==1-tp and c:IsPreviousLocation(LOCATION_HAND) end function c39439590.spcon(e,tp,eg,ep,ev,re,r,rp) return eg:IsExists(c39439590.cfilter,1,nil,tp) end function c39439590.sptg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false) end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0) end function c39439590.spop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() if c:IsRelateToEffect(e) then Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP) end end
gpl-2.0
beko123/DEV_VIP
plugins/on_off.lua
12
1983
-- Checks if bot was disabled on specific chat local function is_channel_disabled( receiver ) if not _config.disabled_channels then return false end if _config.disabled_channels[receiver] == nil then return false end return _config.disabled_channels[receiver] end local function enable_channel(receiver) if not _config.disabled_channels then _config.disabled_channels = {} end if _config.disabled_channels[receiver] == nil then return "ربات خاموش نمی باشد!" end _config.disabled_channels[receiver] = false save_config() return "ربات روشن شد!" end local function disable_channel( receiver ) if not _config.disabled_channels then _config.disabled_channels = {} end _config.disabled_channels[receiver] = true save_config() return "ربات خاموش شد!" end local function pre_process(msg) local receiver = get_receiver(msg) -- If sender is moderator then re-enable the channel --if is_sudo(msg) then if is_owner(msg) then if msg.text == "/bot on" or msg.text == "/Bot on" or msg.text == "!bot on" or msg.text == "!Bot on" then enable_channel(receiver) end end if is_channel_disabled(receiver) then msg.text = "" end return msg end local function run(msg, matches) local receiver = get_receiver(msg) -- Enable a channel local hash = 'usecommands:'..msg.from.id..':'..msg.to.id redis:incr(hash) if not is_owner(msg) then return 'شما صاحب گروه نمی باشید!' end if matches[1] == 'on' then return enable_channel(receiver) end -- Disable a channel if matches[1] == 'off' then return disable_channel(receiver) end end return { description = "Plugin to manage channels. Enable or disable channel.", usage = { "/channel enable: enable current channel", "/channel disable: disable current channel" }, patterns = { "^[!/][Bb]ot (on)", "^[!/][Bb]ot (off)" }, run = run, --privileged = true, moderated = true, pre_process = pre_process }
agpl-3.0
anshkumar/yugioh-glaze
assets/script/c46848859.lua
3
2078
--ネイビィロイド function c46848859.initial_effect(c) --Negate local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(46848859,0)) e1:SetCategory(CATEGORY_NEGATE+CATEGORY_DESTROY) e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_QUICK_O) e1:SetCode(EVENT_CHAINING) e1:SetProperty(EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_DAMAGE_CAL) e1:SetRange(LOCATION_MZONE) e1:SetCondition(c46848859.condition) e1:SetCost(c46848859.cost) e1:SetTarget(c46848859.target) e1:SetOperation(c46848859.operation) c:RegisterEffect(e1) end function c46848859.cfilter(c) return c:IsOnField() and c:IsType(TYPE_SPELL+TYPE_TRAP) end function c46848859.tgfilter(c,tp) return c:IsOnField() and c:IsControler(tp) and c:IsType(TYPE_SPELL+TYPE_TRAP) end function c46848859.condition(e,tp,eg,ep,ev,re,r,rp) if e:GetHandler():IsStatus(STATUS_BATTLE_DESTROYED) or not Duel.IsChainNegatable(ev) then return false end if not re:IsHasProperty(EFFECT_FLAG_CARD_TARGET) then return false end local g=Duel.GetChainInfo(ev,CHAININFO_TARGET_CARDS) if not g or not g:IsExists(c46848859.tgfilter,1,nil,tp) then return false end if re:IsHasCategory(CATEGORY_NEGATE) and Duel.GetChainInfo(ev-1,CHAININFO_TRIGGERING_EFFECT):IsHasType(EFFECT_TYPE_ACTIVATE) then return false end local ex,tg,tc=Duel.GetOperationInfo(ev,CATEGORY_DESTROY) return ex and tg~=nil and tc+tg:FilterCount(c46848859.cfilter,nil)-tg:GetCount()>0 end function c46848859.cost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(Card.IsDiscardable,tp,LOCATION_HAND,0,1,nil) end Duel.DiscardHand(tp,Card.IsDiscardable,1,1,REASON_COST+REASON_DISCARD) end function c46848859.target(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return true end Duel.SetOperationInfo(0,CATEGORY_NEGATE,eg,1,0,0) if re:GetHandler():IsDestructable() and re:GetHandler():IsRelateToEffect(re) then Duel.SetOperationInfo(0,CATEGORY_DESTROY,eg,1,0,0) end end function c46848859.operation(e,tp,eg,ep,ev,re,r,rp) Duel.NegateActivation(ev) if re:GetHandler():IsRelateToEffect(re) then Duel.Destroy(eg,REASON_EFFECT) end end
gpl-2.0
adan830/UpAndAway
code/brains/goosebrain.lua
2
1674
BindGlobal() local CFG = TheMod:GetConfig() require "behaviours/wander" require "behaviours/runaway" require "behaviours/doaction" require "behaviours/panic" local GooseBrain = Class(Brain, function(self, inst) Brain._ctor(self, inst) end) local function EatFoodAction(inst) local target = nil if inst.components.inventory and inst.components.eater then target = inst.components.inventory:FindItem(function(item) return inst.components.eater:CanEat(item) end) end if not target then target = FindEntity(inst, CFG.GOOSE.SEE_FOOD_DIST, function(item) return inst.components.eater:CanEat(item) end) if target then --check for scary things near the food local predator = GetClosestInstWithTag("scarytoprey", target, CFG.GOOSE.SEE_PLAYER_DIST) if predator then target = nil end end end if target then local act = BufferedAction(inst, target, ACTIONS.EAT) act.validfn = function() return not (target.components.inventoryitem and target.components.inventoryitem.owner and target.components.inventoryitem.owner ~= inst) end return act end end function GooseBrain:OnStart() local clock = GetPseudoClock() local root = PriorityNode( { WhileNode( function() return self.inst.components.health.takingfiredamage end, "OnFire", Panic(self.inst)), DoAction(self.inst, EatFoodAction, "Eat Food"), RunAway(self.inst, "scarytoprey", CFG.GOOSE.SEE_PLAYER_DIST, CFG.GOOSE.STOP_RUN_DIST), Wander(self.inst, HomePos, CFG.GOOSE.MAX_WANDER_DIST), }, .25) self.bt = BT(self.inst, root) end return GooseBrain
gpl-2.0
anshkumar/yugioh-glaze
assets/script/c17086528.lua
3
3748
--相生の魔術師 function c17086528.initial_effect(c) --pendulum summon aux.AddPendulumProcedure(c) --Activate local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) c:RegisterEffect(e1) --rank local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_IGNITION) e2:SetRange(LOCATION_PZONE) e2:SetProperty(EFFECT_FLAG_CARD_TARGET) e2:SetCountLimit(1) e2:SetTarget(c17086528.rktg) e2:SetOperation(c17086528.rkop) c:RegisterEffect(e2) --scale local e3=Effect.CreateEffect(c) e3:SetType(EFFECT_TYPE_SINGLE) e3:SetCode(EFFECT_CHANGE_LSCALE) e3:SetProperty(EFFECT_FLAG_SINGLE_RANGE) e3:SetRange(LOCATION_PZONE) e3:SetCondition(c17086528.slcon) e3:SetValue(4) c:RegisterEffect(e3) local e4=e3:Clone() e4:SetCode(EFFECT_CHANGE_RSCALE) c:RegisterEffect(e4) --damage 0 local e5=Effect.CreateEffect(c) e5:SetType(EFFECT_TYPE_SINGLE) e5:SetCode(EFFECT_NO_BATTLE_DAMAGE) c:RegisterEffect(e5) --atk local e6=Effect.CreateEffect(c) e6:SetCategory(CATEGORY_ATKCHANGE) e6:SetType(EFFECT_TYPE_IGNITION) e6:SetRange(LOCATION_MZONE) e6:SetProperty(EFFECT_FLAG_CARD_TARGET) e6:SetCountLimit(1) e6:SetTarget(c17086528.atktg) e6:SetOperation(c17086528.atkop) c:RegisterEffect(e6) end function c17086528.rkfilter(c,tp) return c:IsFaceup() and c:IsType(TYPE_XYZ) and Duel.IsExistingTarget(c17086528.lvfilter,tp,LOCATION_MZONE,0,1,c,c:GetRank()) end function c17086528.lvfilter(c,rk) return c:IsFaceup() and c:IsLevelAbove(5) and c:GetLevel()~=rk end function c17086528.rktg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return false end if chk==0 then return Duel.IsExistingTarget(c17086528.rkfilter,tp,LOCATION_MZONE,0,1,nil,tp) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TARGET) local g=Duel.SelectTarget(tp,c17086528.rkfilter,tp,LOCATION_MZONE,0,1,1,nil,tp) e:SetLabelObject(g:GetFirst()) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TARGET) Duel.SelectTarget(tp,c17086528.lvfilter,tp,LOCATION_MZONE,0,1,1,g:GetFirst(),g:GetFirst():GetRank()) end function c17086528.rkop(e,tp,eg,ep,ev,re,r,rp) if not e:GetHandler():IsRelateToEffect(e) then return end local tc=e:GetLabelObject() local tg=Duel.GetChainInfo(0,CHAININFO_TARGET_CARDS) local lc=tg:GetFirst() if lc==tc then lc=tg:GetNext() end if tc:IsRelateToEffect(e) and tc:IsFaceup() and lc:IsRelateToEffect(e) and lc:IsFaceup() and lc:IsLevelAbove(5) then local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_CHANGE_RANK) e1:SetValue(lc:GetLevel()) e1:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+RESET_END) tc:RegisterEffect(e1) end end function c17086528.slcon(e) local tp=e:GetHandlerPlayer() return Duel.GetFieldGroupCount(tp,LOCATION_ONFIELD,0)>Duel.GetFieldGroupCount(tp,0,LOCATION_ONFIELD) end function c17086528.atkfilter(c,atk) return c:IsFaceup() and c:GetAttack()~=atk end function c17086528.atktg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) local c=e:GetHandler() local atk=c:GetAttack() if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and chkc~=c and c17086528.atkfilter(chkc,atk) end if chk==0 then return Duel.IsExistingTarget(c17086528.atkfilter,tp,LOCATION_MZONE,0,1,c,atk) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TARGET) Duel.SelectTarget(tp,c17086528.atkfilter,tp,LOCATION_MZONE,0,1,1,c,atk) end function c17086528.atkop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() local tc=Duel.GetFirstTarget() local atk=tc:GetAttack() if tc:IsRelateToEffect(e) and tc:IsFaceup() and c:IsRelateToEffect(e) and c:IsFaceup() then local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_SET_ATTACK_FINAL) e1:SetValue(atk) e1:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+RESET_END) c:RegisterEffect(e1) end end
gpl-2.0
rickyHong/nn_lib_torch
Euclidean.lua
1
5673
local Euclidean, parent = torch.class('nn.Euclidean', 'nn.Module') function Euclidean:__init(inputSize,outputSize) parent.__init(self) self.weight = torch.Tensor(inputSize,outputSize) self.gradWeight = torch.Tensor(inputSize,outputSize) -- state self.gradInput:resize(inputSize) self.output:resize(outputSize) self.fastBackward = true self:reset() end function Euclidean:reset(stdv) if stdv then stdv = stdv * math.sqrt(3) else stdv = 1./math.sqrt(self.weight:size(1)) end if nn.oldSeed then for i=1,self.weight:size(2) do self.weight:select(2, i):apply(function() return torch.uniform(-stdv, stdv) end) end else self.weight:uniform(-stdv, stdv) end end local function view(res, src, ...) local args = {...} if src:isContiguous() then res:view(src, unpack(args)) else res:reshape(src, unpack(args)) end end function Euclidean:updateOutput(input) -- lazy initialize buffers self._input = self._input or input.new() self._weight = self._weight or self.weight.new() self._expand = self._expand or self.output.new() self._expand2 = self._expand2 or self.output.new() self._repeat = self._repeat or self.output.new() self._repeat2 = self._repeat2 or self.output.new() local inputSize, outputSize = self.weight:size(1), self.weight:size(2) -- y_j = || w_j - x || = || x - w_j || if input:dim() == 1 then view(self._input, input, inputSize, 1) self._expand:expandAs(self._input, self.weight) self._repeat:resizeAs(self._expand):copy(self._expand) self._repeat:add(-1, self.weight) self.output:norm(self._repeat, 2, 1) self.output:resize(outputSize) elseif input:dim() == 2 then local batchSize = input:size(1) view(self._input, input, batchSize, inputSize, 1) self._expand:expand(self._input, batchSize, inputSize, outputSize) -- make the expanded tensor contiguous (requires lots of memory) self._repeat:resizeAs(self._expand):copy(self._expand) self._weight:view(self.weight, 1, inputSize, outputSize) self._expand2:expandAs(self._weight, self._repeat) if torch.type(input) == 'torch.CudaTensor' then -- requires lots of memory, but minimizes cudaMallocs and loops self._repeat2:resizeAs(self._expand2):copy(self._expand2) self._repeat:add(-1, self._repeat2) else self._repeat:add(-1, self._expand2) end self.output:norm(self._repeat, 2, 2) self.output:resize(batchSize, outputSize) else error"1D or 2D input expected" end return self.output end function Euclidean:updateGradInput(input, gradOutput) if not self.gradInput then return end self._div = self._div or input.new() self._output = self._output or self.output.new() self._gradOutput = self._gradOutput or input.new() self._expand3 = self._expand3 or input.new() if not self.fastBackward then self:updateOutput(input) end local inputSize, outputSize = self.weight:size(1), self.weight:size(2) --[[ dy_j -2 * (w_j - x) x - w_j ---- = --------------- = ------- dx 2 || w_j - x || y_j --]] -- to prevent div by zero (NaN) bugs self._output:resizeAs(self.output):copy(self.output):add(0.0000001) view(self._gradOutput, gradOutput, gradOutput:size()) self._div:cdiv(gradOutput, self._output) if input:dim() == 1 then self._div:resize(1, outputSize) self._expand3:expandAs(self._div, self.weight) if torch.type(input) == 'torch.CudaTensor' then self._repeat2:resizeAs(self._expand3):copy(self._expand3) self._repeat2:cmul(self._repeat) else self._repeat2:cmul(self._repeat, self._expand3) end self.gradInput:sum(self._repeat2, 2) self.gradInput:resizeAs(input) elseif input:dim() == 2 then local batchSize = input:size(1) self._div:resize(batchSize, 1, outputSize) self._expand3:expand(self._div, batchSize, inputSize, outputSize) if torch.type(input) == 'torch.CudaTensor' then self._repeat2:resizeAs(self._expand3):copy(self._expand3) self._repeat2:cmul(self._repeat) else self._repeat2:cmul(self._repeat, self._expand3) end self.gradInput:sum(self._repeat2, 3) self.gradInput:resizeAs(input) else error"1D or 2D input expected" end return self.gradInput end function Euclidean:accGradParameters(input, gradOutput, scale) local inputSize, outputSize = self.weight:size(1), self.weight:size(2) scale = scale or 1 --[[ dy_j 2 * (w_j - x) w_j - x ---- = --------------- = ------- dw_j 2 || w_j - x || y_j --]] -- assumes a preceding call to updateGradInput if input:dim() == 1 then self.gradWeight:add(-scale, self._repeat2) elseif input:dim() == 2 then self._sum = self._sum or input.new() self._sum:sum(self._repeat2, 1) self._sum:resize(inputSize, outputSize) self.gradWeight:add(-scale, self._sum) else error"1D or 2D input expected" end end function Euclidean:type(type) if type then -- prevent premature memory allocations self._input = nil self._output = nil self._gradOutput = nil self._weight = nil self._div = nil self._sum = nil self._expand = nil self._expand2 = nil self._expand3 = nil self._repeat = nil self._repeat2 = nil end return parent.type(self, type) end
bsd-3-clause
freifunk-gluon/luci
applications/luci-asterisk/luasrc/model/cbi/asterisk-iax-connections.lua
80
2000
--[[ LuCI - Lua Configuration Interface Copyright 2008 Steven Barth <steven@midlink.org> Copyright 2008 Jo-Philipp Wich <xm@leipzig.freifunk.net> 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 $Id$ ]]-- cbimap = Map("asterisk", "asterisk", "") iax = cbimap:section(TypedSection, "iax", "IAX Connection", "") iax.addremove = true alwaysinternational = iax:option(Flag, "alwaysinternational", "Always Dial International", "") alwaysinternational.optional = true context = iax:option(ListValue, "context", "Context to use", "") context.titleref = luci.dispatcher.build_url( "admin", "services", "asterisk", "dialplans" ) cbimap.uci:foreach( "asterisk", "dialplan", function(s) context:value(s['.name']) end ) cbimap.uci:foreach( "asterisk", "dialzone", function(s) context:value(s['.name']) end ) countrycode = iax:option(Value, "countrycode", "Country Code for connection", "") countrycode.optional = true extension = iax:option(Value, "extension", "Add as Extension", "") extension.optional = true host = iax:option(Value, "host", "Host name (or blank)", "") host.optional = true internationalprefix = iax:option(Value, "internationalprefix", "International Dial Prefix", "") internationalprefix.optional = true prefix = iax:option(Value, "prefix", "Dial Prefix (for external line)", "") prefix.optional = true secret = iax:option(Value, "secret", "Secret", "") secret.optional = true timeout = iax:option(Value, "timeout", "Dial Timeout (sec)", "") timeout.optional = true type = iax:option(ListValue, "type", "Option type", "") type:value("friend", "Friend (outbound/inbound)") type:value("user", "User (inbound - authenticate by \"from\")") type:value("peer", "Peer (outbound - match by host)") type.optional = true username = iax:option(Value, "username", "User name", "") username.optional = true return cbimap
apache-2.0
anshkumar/yugioh-glaze
assets/script/c8275702.lua
5
1203
--宝玉の契約 function c8275702.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetCategory(CATEGORY_SPECIAL_SUMMON) e1:SetProperty(EFFECT_FLAG_CARD_TARGET) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) e1:SetTarget(c8275702.sptg) e1:SetOperation(c8275702.spop) c:RegisterEffect(e1) end function c8275702.filter(c,e,sp) return c:IsFaceup() and c:IsSetCard(0x1034) and c:IsCanBeSpecialSummoned(e,0,sp,true,false) end function c8275702.sptg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_SZONE) and chkc:IsControler(tp) and c8275702.filter(chkc,e,tp) end if chk==0 then return Duel.IsExistingTarget(c8275702.filter,tp,LOCATION_SZONE,0,1,nil,e,tp) and Duel.GetLocationCount(tp,LOCATION_MZONE)>0 end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectTarget(tp,c8275702.filter,tp,LOCATION_SZONE,0,1,1,nil,e,tp) Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,g,1,0,0) end function c8275702.spop(e,tp,eg,ep,ev,re,r,rp) if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) then Duel.SpecialSummon(tc,0,tp,tp,true,false,POS_FACEUP) end end
gpl-2.0
anshkumar/yugioh-glaze
assets/script/c14344682.lua
3
1051
--サムライソード・バロン function c14344682.initial_effect(c) --pos change local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(14344682,0)) e1:SetCategory(CATEGORY_POSITION) e1:SetType(EFFECT_TYPE_IGNITION) e1:SetProperty(EFFECT_FLAG_CARD_TARGET) e1:SetRange(LOCATION_MZONE) e1:SetCountLimit(1) e1:SetTarget(c14344682.target) e1:SetOperation(c14344682.operation) c:RegisterEffect(e1) end function c14344682.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(1-tp) and chkc:IsDefencePos() end if chk==0 then return Duel.IsExistingTarget(Card.IsDefencePos,tp,0,LOCATION_MZONE,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DEFENCE) local g=Duel.SelectTarget(tp,Card.IsDefencePos,tp,0,LOCATION_MZONE,1,1,nil) Duel.SetOperationInfo(0,CATEGORY_POSITION,g,1,0,0) end function c14344682.operation(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) and tc:IsDefencePos() then Duel.ChangePosition(tc,POS_FACEUP_ATTACK) end end
gpl-2.0
TurBoss/Zero-K-Infrastructure
Benchmarker/Benchmarks/games/path_test.sdd/Luaui/Widgets/cmd_path_test_creator.lua
12
4474
function widget:GetInfo() return { name = "Path test creator", desc = "allows to easily create path test configs", author = "BD", license = "WTFPL", layer = 0, enabled = true } end local TEST_PATH = "pathTests" local mapModString = Game.mapName .. "-".. Game.modShortName .. " " .. Game.modVersion local configFilePath = TEST_PATH .. "/config/" .. mapModString .. ".lua" local GetSelectedUnits = Spring.GetSelectedUnits local GetUnitCommands = Spring.GetUnitCommands local GetUnitPosition = Spring.GetUnitPosition local GetUnitDefID = Spring.GetUnitDefID local RequestPath = Spring.RequestPath local GetUnitTeam = Spring.GetUnitTeam local SendCommands = Spring.SendCommands local GiveOrderToUnit = Spring.GiveOrderToUnit local Echo = Spring.Echo local CMD_MOVE = CMD.MOVE local CMD_FIRE_STATE = CMD.FIRE_STATE local max = math.max local ceil = math.ceil local testScheduled = {} include("savetable.lua") function sqDist(posA,posB) return (posA[1]-posB[1])^2+(posA[2]-posB[2])^2+(posA[3]-posB[3])^2 end local function getPathDist(startPos,endPos, moveType, radius) local path = RequestPath(moveType or 1, startPos[1],startPos[2],startPos[3],endPos[1],endPos[2],endPos[3], radius) if not path then --startpoint is blocked startPos,endPos = endPos,startPos local path = RequestPath(moveType or 1, startPos[1],startPos[2],startPos[3],endPos[1],endPos[2],endPos[3], radius) if not path then return --if startpoint and endpoint is blocked path is not calculated end end local dist = 0 local xyzs, iii = path.GetPathWayPoints(path) for i,pxyz in ipairs(xyzs) do local endPos = pxyz dist = dist + sqDist(endPos,startPos)^0.5 startPos = endPos end return dist end function addTest(_,_,params) local distTollerance = params[1] or 25 local nextTestDelay = params[2] local arrivalTimeout = params[3] local testEntry = {} local maxSelfdTime = 0 testEntry.unitList = {} testEntry.delayToNextTest = 0 for unitIndex, unitID in ipairs(GetSelectedUnits()) do local unitPos = {GetUnitPosition(unitID)} local unitDefID = GetUnitDefID(unitID) local unitQueue = GetUnitCommands(unitID) local unitDef = UnitDefs[unitDefID] local teamID = GetUnitTeam(unitID) local moveType, radius, speed,selfDTime = unitDef.moveData.id, unitDef.radius, unitDef.speed or 0, unitDef.selfDCountdown*30 local previousPos = unitPos local donTProcess = false local distance = 0 local destinations = {} if unitQueue then for pos, command in ipairs(unitQueue) do if command.id == CMD_MOVE then local wayPointPos = command.params for _, coord in ipairs(wayPointPos) do coord = ceil(coord) end distance = distance + (getPathDist(previousPos,wayPointPos, moveType, radius) or 0 ) previousPos = wayPointPos table.insert(destinations,wayPointPos) end end end for _, coord in ipairs(unitPos) do coord = ceil(coord) end local unitEntry = {} unitEntry.unitName = UnitDefs[unitDefID].name unitEntry.startCoordinates = unitPos unitEntry.maxTargetDist = distTollerance unitEntry.maxTravelTime = arrivalTimeout or ceil(distance / speed * 30 * 2) unitEntry.destinationCoordinates = destinations unitEntry.teamID = teamID testEntry.delayToNextTest = nextTestDelay or max(testEntry.delayToNextTest,selfDTime*2.2) table.insert(testEntry.unitList,unitEntry) end table.insert(testScheduled,testEntry) --save result table to a file table.save( testScheduled, LUAUI_DIRNAME .. "/" .. configFilePath ) Echo("added test " .. #testScheduled) end function deleteTest(_,_,params) local index = tonumber(params[1]) if not index then Echo("invalid test id") return end if testScheduled[index] then Echo("deleted test " .. index) testScheduled[index] = nil --save result table to a file table.save( testScheduled, LUAUI_DIRNAME .. "/" .. configFilePath ) end end function file_exists(name) local f = io.open(name,"r") if f then io.close(f) return true else return false end end function widget:UnitCreated(unitID,unitDefID, unitTeam) --set hold fire GiveOrderToUnit(unitID,CMD_FIRE_STATE,{0},{}) end function widget:Initialize() if file_exists(LUAUI_DIRNAME .. "/" .. configFilePath) then testScheduled = include(configFilePath) end widgetHandler:AddAction("addpathtest", addTest, nil, "t") widgetHandler:AddAction("delpathtest", deleteTest, nil, "t") SendCommands({"cheat 1","godmode 1","globallos","spectator"}) end
gpl-3.0
chenjiansnail/skynet
examples/watchdog.lua
12
1173
local skynet = require "skynet" local netpack = require "netpack" local CMD = {} local SOCKET = {} local gate local agent = {} function SOCKET.open(fd, addr) skynet.error("New client from : " .. addr) agent[fd] = skynet.newservice("agent") skynet.call(agent[fd], "lua", "start", { gate = gate, client = fd, watchdog = skynet.self() }) end local function close_agent(fd) local a = agent[fd] agent[fd] = nil if a then skynet.call(gate, "lua", "kick", fd) -- disconnect never return skynet.send(a, "lua", "disconnect") end end function SOCKET.close(fd) print("socket close",fd) close_agent(fd) end function SOCKET.error(fd, msg) print("socket error",fd, msg) close_agent(fd) end function SOCKET.data(fd, msg) end function CMD.start(conf) skynet.call(gate, "lua", "open" , conf) end function CMD.close(fd) close_agent(fd) end skynet.start(function() skynet.dispatch("lua", function(session, source, cmd, subcmd, ...) if cmd == "socket" then local f = SOCKET[subcmd] f(...) -- socket api don't need return else local f = assert(CMD[cmd]) skynet.ret(skynet.pack(f(subcmd, ...))) end end) gate = skynet.newservice("gate") end)
mit
Dith3r/FrameworkBenchmarks
frameworks/Lua/openresty/app.lua
25
2311
local mysql = mysql local encode = encode local random = math.random local min = math.min local insert = table.insert local sort = table.sort local template = require'resty.template' local ngx = ngx local ngx_print = ngx.print template.caching(false) -- Compile template, disable cache, enable plain text view to skip filesystem loading local view = template.compile([[<!DOCTYPE html><html><head><title>Fortunes</title></head><body><table><tr><th>id</th><th>message</th></tr>{% for _,f in ipairs(fortunes) do %}<tr><td>{{ f.id }}</td><td>{{ f.message }}</td></tr>{% end %}</table></body></html>]], nil, true) local mysqlconn = { host = os.getenv("DBIP"), port = 3306, database = "hello_world", user = "benchmarkdbuser", password = "benchmarkdbpass" } local _M = {} function _M.db() local db = mysql:new() assert(db:connect(mysqlconn)) ngx_print(encode(db:query('SELECT * FROM World WHERE id = '..random(1,10000))[1])) db:set_keepalive(0, 256) end function _M.queries() local db = mysql:new() assert(db:connect(mysqlconn)) local num_queries = tonumber(ngx.var.arg_queries) or 1 -- May seem like a stupid branch, but since we know that -- at a benchmark it will always be taken one way, -- it doesn't matter. For me, after a small warmup, the performance -- is identical to a version without the branch -- http://wiki.luajit.org/Numerical-Computing-Performance-Guide if num_queries < 2 then ngx_print(encode({db:query('SELECT * FROM World WHERE id = '..random(1,10000))[1]})) else local worlds = {} num_queries = min(500, num_queries) for i=1, num_queries do worlds[#worlds+1] = db:query('SELECT * FROM World WHERE id = '..random(1,10000))[1] end ngx_print( encode(worlds) ) end db:set_keepalive(0, 256) end function _M.fortunes() local db = mysql:new() assert(db:connect(mysqlconn)) local fortunes = db:query('SELECT * FROM Fortune') insert(fortunes, { id = 0, message = "Additional fortune added at request time." }) sort(fortunes, function(a, b) return a.message < b.message end) local res = view{fortunes=fortunes} ngx.header['Content-Length'] = #res ngx_print(res) db:set_keepalive(0, 256) end return _M
bsd-3-clause
anshkumar/yugioh-glaze
assets/script/c97007933.lua
3
2819
--HSR魔剣ダーマ function c97007933.initial_effect(c) --synchro summon aux.AddSynchroProcedure(c,nil,aux.NonTuner(nil),1) c:EnableReviveLimit() --pierce local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_PIERCE) c:RegisterEffect(e1) --damage local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(97007933,0)) e2:SetCategory(CATEGORY_DAMAGE) e2:SetType(EFFECT_TYPE_IGNITION) e2:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e2:SetRange(LOCATION_MZONE) e2:SetCountLimit(1,97007933) e2:SetCost(c97007933.damcost) e2:SetTarget(c97007933.damtg) e2:SetOperation(c97007933.damop) c:RegisterEffect(e2) --spsummon local e3=Effect.CreateEffect(c) e3:SetDescription(aux.Stringid(97007933,1)) e3:SetCategory(CATEGORY_SPECIAL_SUMMON) e3:SetType(EFFECT_TYPE_IGNITION) e3:SetRange(LOCATION_GRAVE) e3:SetCountLimit(1,97007934) e3:SetCondition(c97007933.spcon) e3:SetCost(c97007933.spcost) e3:SetTarget(c97007933.sptg) e3:SetOperation(c97007933.spop) c:RegisterEffect(e3) end function c97007933.cfilter(c) return c:IsRace(RACE_MACHINE) and c:IsAbleToRemoveAsCost() end function c97007933.damcost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(c97007933.cfilter,tp,LOCATION_GRAVE,0,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE) local g=Duel.SelectMatchingCard(tp,c97007933.cfilter,tp,LOCATION_GRAVE,0,1,1,nil) Duel.Remove(g,POS_FACEUP,REASON_COST) end function c97007933.damtg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return true end Duel.SetTargetPlayer(1-tp) Duel.SetTargetParam(500) Duel.SetOperationInfo(0,CATEGORY_DAMAGE,nil,0,1-tp,500) end function c97007933.damop(e,tp,eg,ep,ev,re,r,rp) local p,d=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER,CHAININFO_TARGET_PARAM) Duel.Damage(p,d,REASON_EFFECT) end function c97007933.spcon(e,tp,eg,ep,ev,re,r,rp) return Duel.GetFieldGroupCount(tp,LOCATION_ONFIELD,0)==0 end function c97007933.spcost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetActivityCount(tp,ACTIVITY_NORMALSUMMON)==0 end local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_FIELD) e1:SetCode(EFFECT_CANNOT_SUMMON) e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_OATH) e1:SetReset(RESET_PHASE+RESET_END) e1:SetTargetRange(1,0) Duel.RegisterEffect(e1,tp) local e2=e1:Clone() e2:SetCode(EFFECT_CANNOT_MSET) Duel.RegisterEffect(e2,tp) end function c97007933.sptg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false) end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0) end function c97007933.spop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() if c:IsRelateToEffect(e) then Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP) end end
gpl-2.0
anshkumar/yugioh-glaze
assets/script/c36042004.lua
9
1187
--ベビケラサウルス function c36042004.initial_effect(c) --special summon local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(36042004,0)) e1:SetCategory(CATEGORY_SPECIAL_SUMMON) e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F) e1:SetProperty(EFFECT_FLAG_DAMAGE_STEP) e1:SetCode(EVENT_TO_GRAVE) e1:SetCondition(c36042004.condition) e1:SetTarget(c36042004.target) e1:SetOperation(c36042004.operation) c:RegisterEffect(e1) end function c36042004.condition(e,tp,eg,ep,ev,re,r,rp) return bit.band(r,0x41)==0x41 end function c36042004.filter(c,e,tp) return c:IsLevelBelow(4) and c:IsRace(RACE_DINOSAUR) and c:IsCanBeSpecialSummoned(e,0,tp,false,false) end function c36042004.target(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return true end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_DECK) end function c36042004.operation(e,tp,eg,ep,ev,re,r,rp) if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectMatchingCard(tp,c36042004.filter,tp,LOCATION_DECK,0,1,1,nil,e,tp) if g:GetCount()>0 then Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP) end end
gpl-2.0
anshkumar/yugioh-glaze
assets/script/c13026402.lua
3
1292
--トラップ処理班 Aチーム function c13026402.initial_effect(c) --Negate local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(13026402,0)) e1:SetCategory(CATEGORY_NEGATE+CATEGORY_DESTROY) e1:SetType(EFFECT_TYPE_QUICK_O) e1:SetRange(LOCATION_MZONE) e1:SetCode(EVENT_CHAINING) e1:SetCondition(c13026402.condition) e1:SetCost(c13026402.cost) e1:SetTarget(c13026402.target) e1:SetOperation(c13026402.activate) c:RegisterEffect(e1) end function c13026402.condition(e,tp,eg,ep,ev,re,r,rp) return not e:GetHandler():IsStatus(STATUS_BATTLE_DESTROYED) and rp~=tp and re:IsActiveType(TYPE_TRAP) and re:IsHasType(EFFECT_TYPE_ACTIVATE) and Duel.IsChainNegatable(ev) end function c13026402.cost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return e:GetHandler():IsReleasable() end Duel.Release(e:GetHandler(),REASON_COST) end function c13026402.target(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return true end Duel.SetOperationInfo(0,CATEGORY_NEGATE,eg,1,0,0) if re:GetHandler():IsDestructable() and re:GetHandler():IsRelateToEffect(re) then Duel.SetOperationInfo(0,CATEGORY_DESTROY,eg,1,0,0) end end function c13026402.activate(e,tp,eg,ep,ev,re,r,rp) Duel.NegateActivation(ev) if re:GetHandler():IsRelateToEffect(re) then Duel.Destroy(eg,REASON_EFFECT) end end
gpl-2.0
Ced-le-pingouin/microlua-sim
clp/mls/modules/wx/Font_Bitmap.lua
2
26923
------------------------------------------------------------------------------- -- Micro Lua Font module simulation, based on wxWidgets. -- -- @class module -- @name clp.mls.modules.wx.Font_Bitmap -- @author Ced-le-pingouin <Ced.le.pingouin@gmail.com> ------------------------------------------------------------------------------- -- Copyright (C) 2009-2011 Cédric FLOQUET -- -- This file is part of Micro Lua DS Simulator. -- -- Micro Lua DS Simulator is free software: you can redistribute it and/or modify -- it under the terms of the GNU General Public License as published by -- the Free Software Foundation, either version 3 of the License, or -- (at your option) any later version. -- -- Micro Lua DS Simulator is distributed in the hope that it will be useful, -- but WITHOUT ANY WARRANTY; without even the implied warranty of -- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -- GNU General Public License for more details. -- -- You should have received a copy of the GNU General Public License -- along with Micro Lua DS Simulator. If not, see <http://www.gnu.org/licenses/>. require "wx" local Class = require "clp.Class" local Sys = require "clp.mls.Sys" local M = Class.new() --- Module initialization function. function M:initModule() M.NUM_CHARS = 256 M.CACHE_MAX_STRINGS = 25 M.CACHE_MIN_STRING_LEN = 1 M._initDefaultFont() end --- Creates a new font from a font file (oslib and µLibray format) [ML 2+ API]. -- -- @param path (string) The path of the file to load -- -- @return (Font) The loaded font. This is library/implementation dependent function M.load(path) Mls.logger:debug("loading font "..path, "font") path = Sys.getFile(path) local file = wx.wxFile(path, wx.wxFile.read) assert(file:IsOpened(), "Unable to open file "..path) local font = {} font.strVersion = M._readString(file, 12) assert(font.strVersion == "OSLFont v01\0", "Incorrect font file") font.path = path font.pixelFormat = M._readByte(file) assert(font.pixelFormat == 1, "Micro Lua Simulator only supports 1-bit fonts") font.variableWidth = (M._readByte(file) == 1) font.charWidth = M._readInt(file) font.charHeight = M._readInt(file) font.lineWidth = M._readInt(file) font.addedSpace = M._readByte(file) font.paletteCount = M._readShort(file) font.cachedStrings = {} font.cachedContent = {} assert(font.paletteCount == 0, "Micro Lua Simulator doesn't support palette info in fonts") -- 29 unused bytes, makes 58 bytes total (why?) M._readString(file, 29) -- anyway it's incorrect, since C has probably added padding bytes to match -- a 32 bit boundary, so there's more bytes in the header local boundary = math.ceil(file:Tell() / 8) * 8 local paddingBytes = boundary - file:Tell() M._readString(file, paddingBytes) -- chars widths (variable or fixed) local charsWidths = {} if font.variableWidth then for charNum = 1, M.NUM_CHARS do charsWidths[charNum] = M._readByte(file) end else for charNum = 1, M.NUM_CHARS do charsWidths[charNum] = font.charWidth end end font.charsWidths = charsWidths -- chars raw data local charsDataSize = M.NUM_CHARS * font.charHeight * font.lineWidth local charsRawData = {} for i = 1, charsDataSize do charsRawData[i] = M._readByte(file) end -- we should now read palette info if available, but I think it's never used -- in Micro Lua fonts file:Close() M._createImageFromRawData(font, charsRawData) return font end -- Destroys resources used by a font [ML 2+ API] NOT DOCUMENTED ? . -- -- @param font (Font) function M.destroy(font) font._DC:delete() font._DC = nil font._bitmap:delete() font._bitmap = nil font._image:Destroy() font._image = nil end --- Prints a text with a special font [ML 2+ API]. -- -- @param screenNum (number) The screen to draw to (SCREEN_UP or SCREEN_DOWN) -- @param font (Font) The font to use -- @param x (number) The x coordinate to draw to -- @param y (number) The y coordinate to draw to -- @param text (string) The text to print -- @param color (Color) The color of the text -- @param _useColor (boolean) This is an INTERNAL parameter to reproduce a ML -- bug, where color is ignore when using Font.print, -- but used when using the print functions in screen function M.print(screenNum, font, x, y, text, color, _useColor) if not _useColor then color = nil end local offscreenDC = screen._getOffscreenDC(screenNum) M._printNoClip(screenNum, font, x, screen.offset[screenNum] + y, text, color) end --- Prints a text, without using clipping at screen limits. -- -- @param screenNum (number) The screen to draw to (SCREEN_UP or SCREEN_DOWN) -- @param font (Font) The font to use -- @param x (number) The x coordinate to draw to -- @param y (number) The y coordinate to draw to -- @param text (string) The text to print -- @param color (Color) The color of the text -- -- @see print -- -- @todo Since I use lua length operator and process *bytes* (NOT characters) to -- display characters, only ASCII texts will work correctly -- @todo Is this the correct use of addedSpace ? function M._printNoClip(screenNum, font, x, y, text, color) if type(text) == "number" then text = tostring(text) end if #text == 0 then return end if not color then color = Color.WHITE end local offscreenDC = screen.offscreenDC local stringBitmap if not font.cachedStrings[text] then --print(string.format("'%s' just CACHED", text)) stringBitmap = M._printToCache(font, text, color) else stringBitmap = font.cachedStrings[text] end local textDC = wx.wxMemoryDC() textDC:SelectObject(stringBitmap) screen._brush:SetColour(color) textDC:SetBackground(screen._brush) textDC:Clear() textDC:delete() offscreenDC:DrawBitmap(stringBitmap, x, y, true) end --- Renders a whole string to a bitmap then puts it in a cache. -- -- This way, a new request to display the same string with the same font would -- display the bitmap at once, rather than printing each character again. -- -- The minimum number of characters for a string to be cached is configured with -- CACHE_MIN_STRING_LEN. -- You can also set the maximum number of cached string for one font with -- CACHE_MAX_STRINGS. -- -- @param font (Font) -- @param text (string) -- @param color (Color) -- -- @return (wxBitmap) The rendered bitmap representing the text -- -- @see _printNoClip function M._printToCache(font, text, color) local textBitmap = wx.wxBitmap(M.getStringWidth(font, text), M.getCharHeight(font), Mls.DEPTH) local textDC = wx.wxMemoryDC() textDC:SelectObject(textBitmap) textDC:SetBackground(wx.wxBLACK_BRUSH) textDC:Clear() local len = #text local x, y = 0, 0 local fontDC = font._DC local charsWidths, charHeight = font.charsWidths, font.charHeight local charsPos = font.charsPos local addedSpace = font.addedSpace for i = 1, len do local charNum = text:sub(i, i):byte() + 1 textDC:Blit(x, y, charsWidths[charNum], charHeight, fontDC, charsPos[charNum].x, charsPos[charNum].y, wx.wxCOPY, false) x = x + charsWidths[charNum] + addedSpace --if (x > SCREEN_WIDTH) then break end end textDC:delete() textBitmap:SetMask(wx.wxMask(textBitmap, wx.wxBLACK)) if #text >= M.CACHE_MIN_STRING_LEN then if #font.cachedContent >= M.CACHE_MAX_STRINGS then font.cachedStrings[font.cachedContent[1]]:delete() font.cachedStrings[font.cachedContent[1]] = nil table.remove(font.cachedContent, 1) end font.cachedStrings[text] = textBitmap font.cachedContent[#font.cachedContent+1] = text end return textBitmap end --- Gets the pixel height of the characters of a font [ML 2+ API]. -- -- @param font (Font) The font to use -- -- @return (number) function M.getCharHeight(font) return font.charHeight end --- Gets the pixel width of a text with a specific font [ML 3+ API]. -- -- @param font (Font) The font to use -- @param text (string) -- -- @return (number) -- -- @todo Since I use lua length operator and process *bytes* (NOT characters) to -- display characters, only ASCII texts will work correctly -- @todo Is this the correct use of addedSpace ? function M.getStringWidth(font, text) if #text == 0 then return 0 end local width = 0 local len = #text if not font.variableWidth then return (font.charWidth * len) + (font.addedSpace * len) end local charsWidths, addedSpace = font.charsWidths, font.addedSpace for i = 1, len do local charNum = text:sub(i, i):byte() + 1 width = width + charsWidths[charNum] + addedSpace end return width end --- Reads a string from a binary file. -- -- @param file (wxFile) A file handler -- @param count (number) The number of bytes (=characters in this case) to read -- -- @return (string) function M._readString(file, count) local _, str _, str = file:Read(count) return str end --- Reads a byte from a binary file. -- -- @param file (wxFile) A file handler -- -- @return (number) function M._readByte(file) local _, b _, b = file:Read(1) return b:byte(1) end --- Reads a short integer (2 bytes) from a binary file. -- -- @param file (wxFile) A file handler -- -- @return (number) function M._readShort(file) local hi, low low = M._readByte(file) hi = M._readByte(file) return (hi * 256) + low end --- Reads an integer (4 bytes) from a binary file. -- -- @param file (wxFile) A file handler -- -- @return (number) function M._readInt(file) local hi, low hi = M._readShort(file) low = M._readShort(file) return (hi * 65536) + low end --- Creates an internal image from "raw" font data. -- -- @param font (Font) The font to use -- @param rawData (table) The data used to create the font characters image. -- This is library/implementation dependent -- -- @todo Make the image as small as needed ? function M._createImageFromRawData(font, rawData) local maxImageWidth = 512 local maxCharWidth = font.charWidth -- I could use the lineWidth info to get max char width, but it is less -- precise if font.variableWidth then for i = 1, M.NUM_CHARS do maxCharWidth = math.max(maxCharWidth, font.charsWidths[i]) end end local charsPerRow = math.floor(maxImageWidth / maxCharWidth) local numLines = math.ceil(M.NUM_CHARS / charsPerRow) local width, height = charsPerRow * maxCharWidth, numLines * font.charHeight local image = wx.wxImage(width, height, true) local indexRawData = 1 local r, g, b = 255, 255, 255 local imageX, imageY = 0, 0 local charsPos = {} for charNum = 1, M.NUM_CHARS do charsPos[charNum] = { x = imageX, y = imageY } local charWidth = font.charsWidths[charNum] for lineInChar = 1, font.charHeight do local xInLine = 1 for byteNum = 1, font.lineWidth do byte = rawData[indexRawData] for bit = 1, 8 do if M._hasBitSet(byte, bit - 1) then image:SetRGB(imageX + xInLine - 1, imageY + lineInChar - 1, r, g, b) end xInLine = xInLine + 1 if xInLine > charWidth then break end end indexRawData = indexRawData + 1 end end imageX = imageX + charWidth if imageX >= width then imageX = 0 imageY = imageY + font.charHeight end end local mr, mg, mb = 0, 0, 0 image:SetMaskColour(mr, mg, mb) image:SetMask(true) font._image = image font.charsPos = charsPos font._bitmap = wx.wxBitmap(image, Mls.DEPTH) font._DC = wx.wxMemoryDC() font._DC:SelectObject(font._bitmap) font._lastColor = wx.wxWHITE end --- Checks whether a specific bit is set in a number. -- -- @param number (number) The number -- @param bit (number) The bit number to check -- -- @return (boolean) function M._hasBitSet(number, bit) local bitValue = 2 ^ bit return number % (bitValue * 2) >= bitValue end --- Initializes the ML default font, which is always available. function M._initDefaultFont() Mls.logger:info("initializing default font", "font") local font = {} font.path = "Default font" font.pixelFormat = 1 font.variableWidth = false font.charWidth = 6 font.charHeight = 8 font.lineWidth = 1 font.addedSpace = 0 font.paletteCount = 0 font.cachedStrings = {} font.cachedContent = {} local charsWidths = {} for charNum = 1, M.NUM_CHARS do charsWidths[charNum] = font.charWidth end font.charsWidths = charsWidths M._createImageFromRawData(font, { 0x2a, 0x15, 0x2a, 0x15, 0x2a, 0x15, 0x2a, 0x15, 0xc, 0x2, 0x4, 0x28, 0x2e, 0x38, 0x28, 0x28, 0xc, 0x2, 0x4, 0x28, 0x2e, 0x10, 0x28, 0x28, 0xe, 0x2, 0x6, 0x2a, 0x2e, 0x10, 0x28, 0x28, 0xe, 0x2, 0x6, 0x2, 0x3e, 0x10, 0x10, 0x10, 0xe, 0x2, 0x6, 0x3a, 0x2e, 0x28, 0x18, 0x30, 0x4, 0xa, 0xe, 0xa, 0x2a, 0x18, 0x18, 0x28, 0x0, 0x8, 0x1c, 0x1c, 0x1c, 0x3e, 0x8, 0x0, 0x0, 0x38, 0x3c, 0x3e, 0x3c, 0x38, 0x0, 0x0, 0x20, 0x28, 0x38, 0x3e, 0x38, 0x28, 0x20, 0x0, 0x0, 0xe, 0x8, 0x8, 0x3e, 0x1c, 0x8, 0x0, 0x10, 0x28, 0x28, 0x2e, 0x1a, 0xe, 0x0, 0x0, 0x3e, 0x8, 0x1c, 0x3e, 0x8, 0x8, 0x8, 0x0, 0x20, 0x20, 0x28, 0x2c, 0x3e, 0xc, 0x8, 0x0, 0x1c, 0x22, 0x3e, 0x3e, 0x36, 0x36, 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gpl-3.0
RockySeven3161/UB
plugins/gnuplot.lua
622
1813
--[[ * Gnuplot plugin by psykomantis * dependencies: * - gnuplot 5.00 * - libgd2-xpm-dev (on Debian distr) for more info visit: https://libgd.github.io/pages/faq.html * ]] -- Gnuplot needs absolute path for the plot, so i run some commands to find where we are local outputFile = io.popen("pwd","r") io.input(outputFile) local _pwd = io.read("*line") io.close(outputFile) local _absolutePlotPath = _pwd .. "/data/plot.png" local _scriptPath = "./data/gnuplotScript.gpl" do local function gnuplot(msg, fun) local receiver = get_receiver(msg) -- We generate the plot commands local formattedString = [[ set grid set terminal png set output "]] .. _absolutePlotPath .. [[" plot ]] .. fun local file = io.open(_scriptPath,"w"); file:write(formattedString) file:close() os.execute("gnuplot " .. _scriptPath) os.remove (_scriptPath) return _send_photo(receiver, _absolutePlotPath) end -- Check all dependencies before executing local function checkDependencies() local status = os.execute("gnuplot -h") if(status==true) then status = os.execute("gnuplot -e 'set terminal png'") if(status == true) then return 0 -- OK ready to go! else return 1 -- missing libgd2-xpm-dev end else return 2 -- missing gnuplot end end local function run(msg, matches) local status = checkDependencies() if(status == 0) then return gnuplot(msg,matches[1]) elseif(status == 1) then return "It seems that this bot miss a dependency :/" else return "It seems that this bot doesn't have gnuplot :/" end end return { description = "use gnuplot through telegram, only plot single variable function", usage = "!gnuplot [single variable function]", patterns = {"^!gnuplot (.+)$"}, run = run } end
gpl-2.0