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imashkan/ABCYAGOP
plugins/btc.lua
289
1375
-- See https://bitcoinaverage.com/api local function getBTCX(amount,currency) local base_url = 'https://api.bitcoinaverage.com/ticker/global/' -- Do request on bitcoinaverage, the final / is critical! local res,code = https.request(base_url..currency.."/") if code ~= 200 then return nil end local data = json:decode(res) -- Easy, it's right there text = "BTC/"..currency..'\n'..'Buy: '..data.ask..'\n'..'Sell: '..data.bid -- If we have a number as second parameter, calculate the bitcoin amount if amount~=nil then btc = tonumber(amount) / tonumber(data.ask) text = text.."\n "..currency .." "..amount.." = BTC "..btc end return text end local function run(msg, matches) local cur = 'EUR' local amt = nil -- Get the global match out of the way if matches[1] == "!btc" then return getBTCX(amt,cur) end if matches[2] ~= nil then -- There is a second match amt = matches[2] cur = string.upper(matches[1]) else -- Just a EUR or USD param cur = string.upper(matches[1]) end return getBTCX(amt,cur) end return { description = "Bitcoin global average market value (in EUR or USD)", usage = "!btc [EUR|USD] [amount]", patterns = { "^!btc$", "^!btc ([Ee][Uu][Rr])$", "^!btc ([Uu][Ss][Dd])$", "^!btc (EUR) (%d+[%d%.]*)$", "^!btc (USD) (%d+[%d%.]*)$" }, run = run }
gpl-2.0
anoidgit/Preference-Selection-with-Neural-Network
utils/Logger.lua
2
3281
--[[ Logger is a class used for maintaining logs in a log file. --]] local Logger = torch.class('Logger') --[[ Construct a Logger object. Parameters: * `logFile` - Outputs logs to a file under this path instead of stdout. [''] * `disableLogs` - If = true, output nothing. [false] * `logLevel` - Outputs logs at this level and above. Possible options are: DEBUG, INFO, WARNING and ERROR. ['INFO'] ]] function Logger:__init(logFile, disableLogs, logLevel, openMode) logFile = logFile or '' disableLogs = disableLogs or false logLevel = logLevel or 'INFO' if disableLogs then self:setVisibleLevel('ERROR') else self:setVisibleLevel(logLevel) end openMode = openMode or 'a' if string.len(logFile) > 0 then self.logFile = io.open(logFile, openMode) else self.logFile = nil end self.LEVELS = { DEBUG = 0, INFO = 1, WARNING = 2, ERROR = 3 } self.level = self.level or 'INFO' end --[[ Log a message at a specified level. Parameters: * `message` - the message to log. * `level` - the desired message level. ['INFO'] ]] function Logger:log(message, level) level = level or 'INFO' local timeStamp = os.date('%x %X') local msgFormatted = string.format('[%s %s] %s', timeStamp, level, message) if self:_isVisible(level) then print (msgFormatted) end if self.logFile and self:_isVisible(level) then self.logFile:write(msgFormatted .. '\n') self.logFile:flush() end end --[[ Log a message at 'INFO' level. Parameters: * `message` - the message to log. Supports formatting string. ]] function Logger:info(...) self:log(self:_format(...), 'INFO') end --[[ Log a message at 'WARNING' level. Parameters: * `message` - the message to log. Supports formatting string. ]] function Logger:warning(...) self:log(self:_format(...), 'WARNING') end --[[ Log a message at 'ERROR' level. Parameters: * `message` - the message to log. Supports formatting string. ]] function Logger:error(...) self:log(self:_format(...), 'ERROR') end --[[ Log a message at 'DEBUG' level. Parameters: * `message` - the message to log. Supports formatting string. ]] function Logger:debug(...) self:log(self:_format(...), 'DEBUG') end --[[ Log a message as exactly it is. Parameters: * `message` - the message to log. Supports formatting string. ]] function Logger:writeMsg(...) local msg = self:_format(...) if self:_isVisible('WARNING') then io.write(msg) end if self.logFile and self:_isVisible('WARNING') then self.logFile:write(msg) self.logFile:flush() end end --[[ Set the visible message level. Lower level messages will be muted. Parameters: * `level` - 'DEBUG', 'INFO', 'WARNING' or 'ERROR'. ]] function Logger:setVisibleLevel(level) assert (level == 'DEBUG' or level == 'INFO' or level == 'WARNING' or level == 'ERROR') self.level = level end -- Private function for comparing level against visible level. -- `level` - 'DEBUG', 'INFO', 'WARNING' or 'ERROR'. function Logger:_isVisible(level) self.level = self.level or 'INFO' return self.LEVELS[level] >= self.LEVELS[self.level] end function Logger:_format(...) if #table.pack(...) == 1 then return ... else return string.format(...) end end --[[ Deconstructor. Close the log file. ]] function Logger:shutDown() if self.logFile then self.logFile:close() end end
gpl-3.0
AndyBursh/Factorio-Stdlib
spec/area/position_spec.lua
1
4703
require 'spec/defines' require 'stdlib/area/position' describe('Position Spec', function() it('should validate position construction', function() assert.same({x = -4, y = 21}, Position.construct(-4, 21)) end) it('should validate position copies', function() local pos = { x = -4, y = 5 } local copy = Position.copy(pos) assert.same(pos, copy) -- Verify that the copy does not match the original, after the original is modified pos.y = 10 assert.is_not.same(pos, copy) end) it('should validate position offsets', function() local pos = {1, -4} assert.same({x = 5, y = 5}, Position.offset(pos, 4, 9)) assert.same({x = 1, y = -4}, Position.offset(pos, 0, 0)) assert.same({x = 0, y = 0}, Position.offset(pos, -1, 4)) end) it('should validate position addition', function() local pos1 = {1, -4} local pos2 = {x = -5, y = 25} assert.same({x = -4, y = 21}, Position.add(pos1, pos2)) end) it('should validate position subtraction', function() local pos1 = {1, -4} local pos2 = {x = -5, y = 25} assert.same({x = 6, y = -29}, Position.subtract(pos1, pos2)) end) it('should validate position translation', function() local pos = {1, -4} assert.same({x = 1, y = -5}, Position.translate(pos, defines.direction.north, 1)) assert.same({x = 1, y = -6}, Position.translate(pos, defines.direction.south, -2)) assert.same({x = 2, y = -4}, Position.translate(pos, defines.direction.east, 1)) assert.same({x = -2, y = -4}, Position.translate(pos, defines.direction.west, 3)) assert.same({x = 2, y = -3}, Position.translate(pos, defines.direction.southeast, 1)) assert.same({x = 0, y = -3}, Position.translate(pos, defines.direction.southwest, 1)) assert.same({x = 2, y = -5}, Position.translate(pos, defines.direction.northeast, 1)) assert.same({x = 0, y = -5}, Position.translate(pos, defines.direction.northwest, 1)) end) it('should validate position area expansion', function() local pos = { x = 1, y = -4} assert.same(pos, Position.expand_to_area(pos, 0).left_top) assert.same(pos, Position.expand_to_area(pos, 0).right_bottom) local expanded_area = {left_top = { x = -1, y = -6}, right_bottom = { x = 3, y = -2 }} assert.same(expanded_area, Position.expand_to_area(pos, 2)) end) it('should validate position to_table conversion', function() local pos = {1, -4} assert.same({x = 1, y = -4}, Position.to_table(pos, 0, 0)) assert.has_error(function() Position.to_table() end) end) it('should validate the distance squared between two positions', function() local pos_a = {1, -4} local pos_b = {3, -2} assert.same(8, Position.distance_squared(pos_a, pos_b)) assert.same(8, Position.distance_squared(pos_b, pos_a)) end) it('should validate the distance between two positions', function() local pos_a = {5, -5} local pos_b = {10, 0} assert.same(math.sqrt(50), Position.distance(pos_a, pos_b)) assert.same(math.sqrt(50), Position.distance(pos_b, pos_a)) end) it('should validate the manhatten distance between two positions', function() local pos_a = {5, -5} local pos_b = {10, 0} assert.same(10, Position.manhattan_distance(pos_a, pos_b)) assert.same(10, Position.manhattan_distance(pos_b, pos_a)) local pos_a = {1, -4} local pos_b = {3, -2} assert.same(4, Position.manhattan_distance(pos_a, pos_b)) assert.same(4, Position.manhattan_distance(pos_b, pos_a)) end) it('should validate position strings', function() local pos = {1, -4} assert.same("Position {x = 1, y = -4}", Position.tostring(pos)) assert.has_error(function() Position.tostring() end) end) it('compares shallow equality in positions', function() local pos1 = {1, -4} local pos2 = pos1 assert.is_true(Position.equals(pos1, pos2)) assert.is_false(Position.equals(pos1, nil)) assert.is_false(Position.equals(nil, pos2)) assert.is_false(Position.equals(nil, nil)) end) it('compares positions', function() local pos1 = {1, -4} local pos2 = { x = 3, y = -2} local pos3 = {-1, -4} local pos4 = { x = 1, y = -4} assert.is_true(Position.equals(pos1, pos1)) assert.is_false(Position.equals(pos1, pos2)) assert.is_false(Position.equals(pos1, pos3)) assert.is_true(Position.equals(pos1, pos4)) end) end)
isc
Anarchid/Zero-K
LuaUI/Fonts/FreeSansBold_14.lua
25
33857
-- $Id: FreeSansBold_14.lua 3171 2008-11-06 09:06:29Z det $ local fontSpecs = { srcFile = [[FreeSansBold.ttf]], family = [[FreeSans]], style = [[Bold]], yStep = 15, height = 14, xTexSize = 512, yTexSize = 256, outlineRadius = 2, outlineWeight = 100, } local glyphs = {} glyphs[32] = { --' '-- num = 32, adv = 4, oxn = -2, oyn = -3, oxp = 3, oyp = 2, txn = 1, tyn = 1, txp = 6, typ = 6, } glyphs[33] = { --'!'-- num = 33, adv = 5, oxn = -1, oyn = -2, oxp = 6, oyp = 13, txn = 21, tyn = 1, txp = 28, typ = 16, } glyphs[34] = { --'"'-- num = 34, adv = 7, oxn = -2, oyn = 4, oxp = 8, oyp = 13, txn = 41, tyn = 1, txp = 51, typ = 10, } glyphs[35] = { --'#'-- num = 35, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 12, txn = 61, tyn = 1, txp = 73, typ = 16, } glyphs[36] = { --'$'-- num = 36, adv = 8, oxn = -2, oyn = -4, oxp = 10, oyp = 13, txn = 81, tyn = 1, txp = 93, typ = 18, } glyphs[37] = { --'%'-- num = 37, adv = 12, oxn = -2, oyn = -3, oxp = 15, oyp = 12, txn = 101, tyn = 1, txp = 118, typ = 16, } glyphs[38] = { --'&'-- num = 38, adv = 10, oxn = -2, oyn = -3, oxp = 12, oyp = 13, txn = 121, tyn = 1, txp = 135, typ = 17, } glyphs[39] = { --'''-- num = 39, adv = 3, oxn = -2, oyn = 4, oxp = 5, oyp = 13, txn = 141, tyn = 1, txp = 148, typ = 10, } glyphs[40] = { --'('-- num = 40, adv = 5, oxn = -2, oyn = -5, oxp = 7, oyp = 13, txn = 161, tyn = 1, txp = 170, typ = 19, } glyphs[41] = { --')'-- num = 41, adv = 5, oxn = -2, oyn = -5, oxp = 6, oyp = 13, txn = 181, tyn = 1, txp = 189, typ = 19, } glyphs[42] = { --'*'-- num = 42, adv = 5, oxn = -2, oyn = 3, oxp = 7, oyp = 13, txn = 201, tyn = 1, txp = 210, typ = 11, } glyphs[43] = { --'+'-- num = 43, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 9, txn = 221, tyn = 1, txp = 233, typ = 13, } glyphs[44] = { --','-- num = 44, adv = 4, oxn = -2, oyn = -5, oxp = 5, oyp = 5, txn = 241, tyn = 1, txp = 248, typ = 11, } glyphs[45] = { --'-'-- num = 45, adv = 5, oxn = -2, oyn = 0, oxp = 7, oyp = 7, txn = 261, tyn = 1, txp = 270, typ = 8, } glyphs[46] = { --'.'-- num = 46, adv = 4, oxn = -2, oyn = -2, oxp = 5, oyp = 5, txn = 281, tyn = 1, txp = 288, typ = 8, } glyphs[47] = { --'/'-- num = 47, adv = 4, oxn = -2, oyn = -3, oxp = 6, oyp = 12, txn = 301, tyn = 1, txp = 309, typ = 16, } glyphs[48] = { --'0'-- num = 48, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 321, tyn = 1, txp = 333, typ = 17, } glyphs[49] = { --'1'-- num = 49, adv = 8, oxn = -2, oyn = -2, oxp = 8, oyp = 12, txn = 341, tyn = 1, txp = 351, typ = 15, } glyphs[50] = { --'2'-- num = 50, adv = 8, oxn = -2, oyn = -2, oxp = 10, oyp = 13, txn = 361, tyn = 1, txp = 373, typ = 16, } glyphs[51] = { --'3'-- num = 51, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 381, tyn = 1, txp = 393, typ = 17, } glyphs[52] = { --'4'-- num = 52, adv = 8, oxn = -2, oyn = -2, oxp = 10, oyp = 12, txn = 401, tyn = 1, txp = 413, typ = 15, } glyphs[53] = { --'5'-- num = 53, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 12, txn = 421, tyn = 1, txp = 433, typ = 16, } glyphs[54] = { --'6'-- num = 54, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 441, tyn = 1, txp = 453, typ = 17, } glyphs[55] = { --'7'-- num = 55, adv = 8, oxn = -2, oyn = -2, oxp = 10, oyp = 12, txn = 461, tyn = 1, txp = 473, typ = 15, } glyphs[56] = { --'8'-- num = 56, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 481, tyn = 1, txp = 493, typ = 17, } glyphs[57] = { --'9'-- num = 57, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 1, tyn = 22, txp = 13, typ = 38, } glyphs[58] = { --':'-- num = 58, adv = 5, oxn = -1, oyn = -2, oxp = 6, oyp = 10, txn = 21, tyn = 22, txp = 28, typ = 34, } glyphs[59] = { --';'-- num = 59, adv = 5, oxn = -1, oyn = -5, oxp = 6, oyp = 10, txn = 41, tyn = 22, txp = 48, typ = 37, } glyphs[60] = { --'<'-- num = 60, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 9, txn = 61, tyn = 22, txp = 73, typ = 34, } glyphs[61] = { --'='-- num = 61, adv = 8, oxn = -2, oyn = -2, oxp = 10, oyp = 8, txn = 81, tyn = 22, txp = 93, typ = 32, } glyphs[62] = { --'>'-- num = 62, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 9, txn = 101, tyn = 22, txp = 113, typ = 34, } glyphs[63] = { --'?'-- num = 63, adv = 9, oxn = -2, oyn = -2, oxp = 10, oyp = 13, txn = 121, tyn = 22, txp = 133, typ = 37, } glyphs[64] = { --'@'-- num = 64, adv = 14, oxn = -2, oyn = -4, oxp = 16, oyp = 13, txn = 141, tyn = 22, txp = 159, typ = 39, } glyphs[65] = { --'A'-- num = 65, adv = 10, oxn = -2, oyn = -2, oxp = 12, oyp = 13, txn = 161, tyn = 22, txp = 175, typ = 37, } glyphs[66] = { --'B'-- num = 66, adv = 10, oxn = -1, oyn = -2, oxp = 12, oyp = 13, txn = 181, tyn = 22, txp = 194, typ = 37, } glyphs[67] = { --'C'-- num = 67, adv = 10, oxn = -2, oyn = -3, oxp = 12, oyp = 13, txn = 201, tyn = 22, txp = 215, typ = 38, } glyphs[68] = { --'D'-- num = 68, adv = 10, oxn = -1, oyn = -2, oxp = 12, oyp = 13, txn = 221, tyn = 22, txp = 234, typ = 37, } glyphs[69] = { --'E'-- num = 69, adv = 9, oxn = -1, oyn = -2, oxp = 11, oyp = 13, txn = 241, tyn = 22, txp = 253, typ = 37, } glyphs[70] = { --'F'-- num = 70, adv = 9, oxn = -1, oyn = -2, oxp = 11, oyp = 13, txn = 261, tyn = 22, txp = 273, typ = 37, } glyphs[71] = { --'G'-- num = 71, adv = 11, oxn = -2, oyn = -3, oxp = 12, oyp = 13, txn = 281, tyn = 22, txp = 295, typ = 38, } glyphs[72] = { --'H'-- num = 72, adv = 10, oxn = -2, oyn = -2, oxp = 12, oyp = 13, txn = 301, tyn = 22, txp = 315, typ = 37, } glyphs[73] = { --'I'-- num = 73, adv = 4, oxn = -2, oyn = -2, oxp = 5, oyp = 13, txn = 321, tyn = 22, txp = 328, typ = 37, } glyphs[74] = { --'J'-- num = 74, adv = 8, oxn = -2, oyn = -3, oxp = 9, oyp = 13, txn = 341, tyn = 22, txp = 352, typ = 38, } glyphs[75] = { --'K'-- num = 75, adv = 10, oxn = -1, oyn = -2, oxp = 13, oyp = 13, txn = 361, tyn = 22, txp = 375, typ = 37, } glyphs[76] = { --'L'-- num = 76, adv = 9, oxn = -1, oyn = -2, oxp = 11, oyp = 13, txn = 381, tyn = 22, txp = 393, typ = 37, } glyphs[77] = { --'M'-- num = 77, adv = 12, oxn = -2, oyn = -2, oxp = 13, oyp = 13, txn = 401, tyn = 22, txp = 416, typ = 37, } glyphs[78] = { --'N'-- num = 78, adv = 10, oxn = -2, oyn = -2, oxp = 12, oyp = 13, txn = 421, tyn = 22, txp = 435, typ = 37, } glyphs[79] = { --'O'-- num = 79, adv = 11, oxn = -2, oyn = -3, oxp = 13, oyp = 13, txn = 441, tyn = 22, txp = 456, typ = 38, } glyphs[80] = { --'P'-- num = 80, adv = 9, oxn = -1, oyn = -2, oxp = 11, oyp = 13, txn = 461, tyn = 22, txp = 473, typ = 37, } glyphs[81] = { --'Q'-- num = 81, adv = 11, oxn = -2, oyn = -3, oxp = 13, oyp = 13, txn = 481, tyn = 22, txp = 496, typ = 38, } glyphs[82] = { --'R'-- num = 82, adv = 10, oxn = -1, oyn = -2, oxp = 12, oyp = 13, txn = 1, tyn = 43, txp = 14, typ = 58, } glyphs[83] = { --'S'-- num = 83, adv = 9, oxn = -2, oyn = -3, oxp = 11, oyp = 13, txn = 21, tyn = 43, txp = 34, typ = 59, } glyphs[84] = { --'T'-- num = 84, adv = 9, oxn = -2, oyn = -2, oxp = 11, oyp = 13, txn = 41, tyn = 43, txp = 54, typ = 58, } glyphs[85] = { --'U'-- num = 85, adv = 10, oxn = -1, oyn = -3, oxp = 12, oyp = 13, txn = 61, tyn = 43, txp = 74, typ = 59, } glyphs[86] = { --'V'-- num = 86, adv = 9, oxn = -2, oyn = -2, oxp = 12, oyp = 13, txn = 81, tyn = 43, txp = 95, typ = 58, } glyphs[87] = { --'W'-- num = 87, adv = 13, oxn = -2, oyn = -2, oxp = 16, oyp = 13, txn = 101, tyn = 43, txp = 119, typ = 58, } glyphs[88] = { --'X'-- num = 88, adv = 9, oxn = -2, oyn = -2, oxp = 12, oyp = 13, txn = 121, tyn = 43, txp = 135, typ = 58, } glyphs[89] = { --'Y'-- num = 89, adv = 9, oxn = -2, oyn = -2, oxp = 12, oyp = 13, txn = 141, tyn = 43, txp = 155, typ = 58, } glyphs[90] = { --'Z'-- num = 90, adv = 9, oxn = -2, oyn = -2, oxp = 11, oyp = 13, txn = 161, tyn = 43, txp = 174, typ = 58, } glyphs[91] = { --'['-- num = 91, adv = 5, oxn = -2, oyn = -5, oxp = 7, oyp = 13, txn = 181, tyn = 43, txp = 190, typ = 61, } glyphs[92] = { --'\'-- num = 92, adv = 4, oxn = -3, oyn = -3, oxp = 7, oyp = 12, txn = 201, tyn = 43, txp = 211, typ = 58, } glyphs[93] = { --']'-- num = 93, adv = 5, oxn = -2, oyn = -5, oxp = 6, oyp = 13, txn = 221, tyn = 43, txp = 229, typ = 61, } glyphs[94] = { --'^'-- num = 94, adv = 8, oxn = -2, oyn = 1, oxp = 10, oyp = 12, txn = 241, tyn = 43, txp = 253, typ = 54, } glyphs[95] = { --'_'-- num = 95, adv = 8, oxn = -3, oyn = -5, oxp = 11, oyp = 1, txn = 261, tyn = 43, txp = 275, typ = 49, } glyphs[96] = { --'`'-- num = 96, adv = 5, oxn = -2, oyn = 6, oxp = 5, oyp = 13, txn = 281, tyn = 43, txp = 288, typ = 50, } glyphs[97] = { --'a'-- num = 97, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 10, txn = 301, tyn = 43, txp = 313, typ = 56, } glyphs[98] = { --'b'-- num = 98, adv = 9, oxn = -2, oyn = -3, oxp = 11, oyp = 13, txn = 321, tyn = 43, txp = 334, typ = 59, } glyphs[99] = { --'c'-- num = 99, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 10, txn = 341, tyn = 43, txp = 353, typ = 56, } glyphs[100] = { --'d'-- num = 100, adv = 9, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 361, tyn = 43, txp = 373, typ = 59, } glyphs[101] = { --'e'-- num = 101, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 10, txn = 381, tyn = 43, txp = 393, typ = 56, } glyphs[102] = { --'f'-- num = 102, adv = 5, oxn = -2, oyn = -2, oxp = 7, oyp = 13, txn = 401, tyn = 43, txp = 410, typ = 58, } glyphs[103] = { --'g'-- num = 103, adv = 9, oxn = -2, oyn = -6, oxp = 10, oyp = 10, txn = 421, tyn = 43, txp = 433, typ = 59, } glyphs[104] = { --'h'-- num = 104, adv = 9, oxn = -2, oyn = -2, oxp = 10, oyp = 13, txn = 441, tyn = 43, txp = 453, typ = 58, } glyphs[105] = { --'i'-- num = 105, adv = 4, oxn = -2, oyn = -2, oxp = 5, oyp = 13, txn = 461, tyn = 43, txp = 468, typ = 58, } glyphs[106] = { --'j'-- num = 106, adv = 4, oxn = -2, oyn = -6, oxp = 5, oyp = 13, txn = 481, tyn = 43, txp = 488, typ = 62, } glyphs[107] = { --'k'-- num = 107, adv = 8, oxn = -2, oyn = -2, oxp = 10, oyp = 13, txn = 1, tyn = 64, txp = 13, typ = 79, } glyphs[108] = { --'l'-- num = 108, adv = 4, oxn = -2, oyn = -2, oxp = 5, oyp = 13, txn = 21, tyn = 64, txp = 28, typ = 79, } glyphs[109] = { --'m'-- num = 109, adv = 12, oxn = -2, oyn = -2, oxp = 14, oyp = 10, txn = 41, tyn = 64, txp = 57, typ = 76, } glyphs[110] = { --'n'-- num = 110, adv = 9, oxn = -2, oyn = -2, oxp = 10, oyp = 10, txn = 61, tyn = 64, txp = 73, typ = 76, } glyphs[111] = { --'o'-- num = 111, adv = 9, oxn = -2, oyn = -3, oxp = 10, oyp = 10, txn = 81, tyn = 64, txp = 93, typ = 77, } glyphs[112] = { --'p'-- num = 112, adv = 9, oxn = -2, oyn = -6, oxp = 11, oyp = 10, txn = 101, tyn = 64, txp = 114, typ = 80, } glyphs[113] = { --'q'-- num = 113, adv = 9, oxn = -2, oyn = -6, oxp = 10, oyp = 10, txn = 121, tyn = 64, txp = 133, typ = 80, } glyphs[114] = { --'r'-- num = 114, adv = 5, oxn = -2, oyn = -2, oxp = 8, oyp = 10, txn = 141, tyn = 64, txp = 151, typ = 76, } glyphs[115] = { --'s'-- num = 115, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 10, txn = 161, tyn = 64, txp = 173, typ = 77, } glyphs[116] = { --'t'-- num = 116, adv = 5, oxn = -2, oyn = -3, oxp = 7, oyp = 12, txn = 181, tyn = 64, txp = 190, typ = 79, } glyphs[117] = { --'u'-- num = 117, adv = 9, oxn = -2, oyn = -3, oxp = 10, oyp = 10, txn = 201, tyn = 64, txp = 213, typ = 77, } glyphs[118] = { --'v'-- num = 118, adv = 8, oxn = -2, oyn = -2, oxp = 10, oyp = 10, txn = 221, tyn = 64, txp = 233, typ = 76, } glyphs[119] = { --'w'-- num = 119, adv = 11, oxn = -2, oyn = -2, oxp = 13, oyp = 10, txn = 241, tyn = 64, txp = 256, typ = 76, } glyphs[120] = { --'x'-- num = 120, adv = 8, oxn = -2, oyn = -2, oxp = 10, oyp = 10, txn = 261, tyn = 64, txp = 273, typ = 76, } glyphs[121] = { --'y'-- num = 121, adv = 8, oxn = -2, oyn = -6, oxp = 10, oyp = 10, txn = 281, tyn = 64, txp = 293, typ = 80, } glyphs[122] = { --'z'-- num = 122, adv = 7, oxn = -2, oyn = -2, oxp = 9, oyp = 10, txn = 301, tyn = 64, txp = 312, typ = 76, } glyphs[123] = { --'{'-- num = 123, adv = 5, oxn = -2, oyn = -5, oxp = 7, oyp = 13, txn = 321, tyn = 64, txp = 330, typ = 82, } glyphs[124] = { --'|'-- num = 124, adv = 4, oxn = -1, oyn = -5, oxp = 5, oyp = 13, txn = 341, tyn = 64, txp = 347, typ = 82, } glyphs[125] = { --'}'-- num = 125, adv = 5, oxn = -1, oyn = -5, oxp = 7, oyp = 13, txn = 361, tyn = 64, txp = 369, typ = 82, } glyphs[126] = { --'~'-- num = 126, adv = 8, oxn = -2, oyn = -1, oxp = 10, oyp = 7, txn = 381, tyn = 64, txp = 393, typ = 72, } glyphs[127] = { --''-- num = 127, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 401, tyn = 64, txp = 410, typ = 78, } glyphs[128] = { --'€'-- num = 128, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 421, tyn = 64, txp = 430, typ = 78, } glyphs[129] = { --'?'-- num = 129, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 441, tyn = 64, txp = 450, typ = 78, } glyphs[130] = { --'‚'-- num = 130, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 461, tyn = 64, txp = 470, typ = 78, } glyphs[131] = { --'ƒ'-- num = 131, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 481, tyn = 64, txp = 490, typ = 78, } glyphs[132] = { --'„'-- num = 132, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 1, tyn = 85, txp = 10, typ = 99, } glyphs[133] = { --'…'-- num = 133, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 21, tyn = 85, txp = 30, typ = 99, } glyphs[134] = { --'†'-- num = 134, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 41, tyn = 85, txp = 50, typ = 99, } glyphs[135] = { --'‡'-- num = 135, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 61, tyn = 85, txp = 70, typ = 99, } glyphs[136] = { --'ˆ'-- num = 136, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 81, tyn = 85, txp = 90, typ = 99, } glyphs[137] = { --'‰'-- num = 137, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 101, tyn = 85, txp = 110, typ = 99, } glyphs[138] = { --'Š'-- num = 138, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 121, tyn = 85, txp = 130, typ = 99, } glyphs[139] = { --'‹'-- num = 139, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 141, tyn = 85, txp = 150, typ = 99, } glyphs[140] = { --'Œ'-- num = 140, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 161, tyn = 85, txp = 170, typ = 99, } glyphs[141] = { --'?'-- num = 141, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 181, tyn = 85, txp = 190, typ = 99, } glyphs[142] = { --'Ž'-- num = 142, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 201, tyn = 85, txp = 210, typ = 99, } glyphs[143] = { --'?'-- num = 143, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 221, tyn = 85, txp = 230, typ = 99, } glyphs[144] = { --'?'-- num = 144, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 241, tyn = 85, txp = 250, typ = 99, } glyphs[145] = { --'‘'-- num = 145, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 261, tyn = 85, txp = 270, typ = 99, } glyphs[146] = { --'’'-- num = 146, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 281, tyn = 85, txp = 290, typ = 99, } glyphs[147] = { --'“'-- num = 147, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 301, tyn = 85, txp = 310, typ = 99, } glyphs[148] = { --'”'-- num = 148, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 321, tyn = 85, txp = 330, typ = 99, } glyphs[149] = { --'•'-- num = 149, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 341, tyn = 85, txp = 350, typ = 99, } glyphs[150] = { --'–'-- num = 150, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 361, tyn = 85, txp = 370, typ = 99, } glyphs[151] = { --'—'-- num = 151, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 381, tyn = 85, txp = 390, typ = 99, } glyphs[152] = { --'˜'-- num = 152, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 401, tyn = 85, txp = 410, typ = 99, } glyphs[153] = { --'™'-- num = 153, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 421, tyn = 85, txp = 430, typ = 99, } glyphs[154] = { --'š'-- num = 154, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 441, tyn = 85, txp = 450, typ = 99, } glyphs[155] = { --'›'-- num = 155, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 461, tyn = 85, txp = 470, typ = 99, } glyphs[156] = { --'œ'-- num = 156, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 481, tyn = 85, txp = 490, typ = 99, } glyphs[157] = { --'?'-- num = 157, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 1, tyn = 106, txp = 10, typ = 120, } glyphs[158] = { --'ž'-- num = 158, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 21, tyn = 106, txp = 30, typ = 120, } glyphs[159] = { --'Ÿ'-- num = 159, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 41, tyn = 106, txp = 50, typ = 120, } glyphs[160] = { --' '-- num = 160, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 61, tyn = 106, txp = 70, typ = 120, } glyphs[161] = { --'¡'-- num = 161, adv = 5, oxn = -2, oyn = -5, oxp = 6, oyp = 10, txn = 81, tyn = 106, txp = 89, typ = 121, } glyphs[162] = { --'¢'-- num = 162, adv = 8, oxn = -2, oyn = -4, oxp = 10, oyp = 11, txn = 101, tyn = 106, txp = 113, typ = 121, } glyphs[163] = { --'£'-- num = 163, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 121, tyn = 106, txp = 133, typ = 122, } glyphs[164] = { --'¤'-- num = 164, adv = 8, oxn = -2, oyn = -1, oxp = 10, oyp = 11, txn = 141, tyn = 106, txp = 153, typ = 118, } glyphs[165] = { --'¥'-- num = 165, adv = 8, oxn = -2, oyn = -2, oxp = 10, oyp = 12, txn = 161, tyn = 106, txp = 173, typ = 120, } glyphs[166] = { --'¦'-- num = 166, adv = 4, oxn = -1, oyn = -5, oxp = 5, oyp = 13, txn = 181, tyn = 106, txp = 187, typ = 124, } glyphs[167] = { --'§'-- num = 167, adv = 8, oxn = -2, oyn = -5, oxp = 10, oyp = 13, txn = 201, tyn = 106, txp = 213, typ = 124, } glyphs[168] = { --'¨'-- num = 168, adv = 5, oxn = -2, oyn = 6, oxp = 7, oyp = 13, txn = 221, tyn = 106, txp = 230, typ = 113, } glyphs[169] = { --'©'-- num = 169, adv = 10, oxn = -3, oyn = -3, oxp = 13, oyp = 13, txn = 241, tyn = 106, txp = 257, typ = 122, } glyphs[170] = { --'ª'-- num = 170, adv = 5, oxn = -2, oyn = 1, oxp = 7, oyp = 13, txn = 261, tyn = 106, txp = 270, typ = 118, } glyphs[171] = { --'«'-- num = 171, adv = 8, oxn = -1, oyn = -1, oxp = 9, oyp = 9, txn = 281, tyn = 106, txp = 291, typ = 116, } glyphs[172] = { --'¬'-- num = 172, adv = 8, oxn = -2, oyn = -1, oxp = 10, oyp = 8, txn = 301, tyn = 106, txp = 313, typ = 115, } glyphs[173] = { --'­'-- num = 173, adv = 6, oxn = -2, oyn = -2, oxp = 7, oyp = 12, txn = 321, tyn = 106, txp = 330, typ = 120, } glyphs[174] = { --'®'-- num = 174, adv = 10, oxn = -3, oyn = -3, oxp = 13, oyp = 13, txn = 341, tyn = 106, txp = 357, typ = 122, } glyphs[175] = { --'¯'-- num = 175, adv = 5, oxn = -2, oyn = 6, oxp = 7, oyp = 13, txn = 361, tyn = 106, txp = 370, typ = 113, } glyphs[176] = { --'°'-- num = 176, adv = 8, oxn = 0, oyn = 3, oxp = 9, oyp = 12, txn = 381, tyn = 106, txp = 390, typ = 115, } glyphs[177] = { --'±'-- num = 177, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 11, txn = 401, tyn = 106, txp = 413, typ = 120, } glyphs[178] = { --'²'-- num = 178, adv = 5, oxn = -2, oyn = 1, oxp = 7, oyp = 13, txn = 421, tyn = 106, txp = 430, typ = 118, } glyphs[179] = { --'³'-- num = 179, adv = 5, oxn = -2, oyn = 1, oxp = 7, oyp = 13, txn = 441, tyn = 106, txp = 450, typ = 118, } glyphs[180] = { --'´'-- num = 180, adv = 5, oxn = -1, oyn = 6, oxp = 7, oyp = 13, txn = 461, tyn = 106, txp = 469, typ = 113, } glyphs[181] = { --'µ'-- num = 181, adv = 9, oxn = -2, oyn = -6, oxp = 11, oyp = 10, txn = 481, tyn = 106, txp = 494, typ = 122, } glyphs[182] = { --'¶'-- num = 182, adv = 8, oxn = -2, oyn = -5, oxp = 10, oyp = 13, txn = 1, tyn = 127, txp = 13, typ = 145, } glyphs[183] = { --'·'-- num = 183, adv = 4, oxn = -2, oyn = 0, oxp = 5, oyp = 7, txn = 21, tyn = 127, txp = 28, typ = 134, } glyphs[184] = { --'¸'-- num = 184, adv = 5, oxn = -2, oyn = -6, oxp = 7, oyp = 2, txn = 41, tyn = 127, txp = 50, typ = 135, } glyphs[185] = { --'¹'-- num = 185, adv = 5, oxn = -2, oyn = 1, oxp = 6, oyp = 12, txn = 61, tyn = 127, txp = 69, typ = 138, } glyphs[186] = { --'º'-- num = 186, adv = 5, oxn = -2, oyn = 1, oxp = 7, oyp = 13, txn = 81, tyn = 127, txp = 90, typ = 139, } glyphs[187] = { --'»'-- num = 187, adv = 8, oxn = -1, oyn = -1, oxp = 9, oyp = 9, txn = 101, tyn = 127, txp = 111, typ = 137, } glyphs[188] = { --'¼'-- num = 188, adv = 12, oxn = -2, oyn = -3, oxp = 14, oyp = 13, txn = 121, tyn = 127, txp = 137, typ = 143, } glyphs[189] = { --'½'-- num = 189, adv = 12, oxn = -2, oyn = -3, oxp = 14, oyp = 13, txn = 141, tyn = 127, txp = 157, typ = 143, } glyphs[190] = { --'¾'-- num = 190, adv = 12, oxn = -2, oyn = -3, oxp = 14, oyp = 13, txn = 161, tyn = 127, txp = 177, typ = 143, } glyphs[191] = { --'¿'-- num = 191, adv = 9, oxn = -2, oyn = -5, oxp = 10, oyp = 10, txn = 181, tyn = 127, txp = 193, typ = 142, } glyphs[192] = { --'À'-- num = 192, adv = 10, oxn = -2, oyn = -2, oxp = 12, oyp = 16, txn = 201, tyn = 127, txp = 215, typ = 145, } glyphs[193] = { --'Á'-- num = 193, adv = 10, oxn = -2, oyn = -2, oxp = 12, oyp = 15, txn = 221, tyn = 127, txp = 235, typ = 144, } glyphs[194] = { --'Â'-- num = 194, adv = 10, oxn = -2, oyn = -2, oxp = 12, oyp = 16, txn = 241, tyn = 127, txp = 255, typ = 145, } glyphs[195] = { --'Ã'-- num = 195, adv = 10, oxn = -2, oyn = -2, oxp = 12, oyp = 16, txn = 261, tyn = 127, txp = 275, typ = 145, } glyphs[196] = { --'Ä'-- num = 196, adv = 10, oxn = -2, oyn = -2, oxp = 12, oyp = 16, txn = 281, tyn = 127, txp = 295, typ = 145, } glyphs[197] = { --'Å'-- num = 197, adv = 10, oxn = -2, oyn = -2, oxp = 12, oyp = 16, txn = 301, tyn = 127, txp = 315, typ = 145, } glyphs[198] = { --'Æ'-- num = 198, adv = 14, oxn = -2, oyn = -2, oxp = 16, oyp = 13, txn = 321, tyn = 127, txp = 339, typ = 142, } glyphs[199] = { --'Ç'-- num = 199, adv = 10, oxn = -2, oyn = -6, oxp = 12, oyp = 13, txn = 341, tyn = 127, txp = 355, typ = 146, } glyphs[200] = { --'È'-- num = 200, adv = 9, oxn = -1, oyn = -2, oxp = 11, oyp = 16, txn = 361, tyn = 127, txp = 373, typ = 145, } glyphs[201] = { --'É'-- num = 201, adv = 9, oxn = -1, oyn = -2, oxp = 11, oyp = 16, txn = 381, tyn = 127, txp = 393, typ = 145, } glyphs[202] = { --'Ê'-- num = 202, adv = 9, oxn = -1, oyn = -2, oxp = 11, oyp = 16, txn = 401, tyn = 127, txp = 413, typ = 145, } glyphs[203] = { --'Ë'-- num = 203, adv = 9, oxn = -1, oyn = -2, oxp = 11, oyp = 16, txn = 421, tyn = 127, txp = 433, typ = 145, } glyphs[204] = { --'Ì'-- num = 204, adv = 4, oxn = -2, oyn = -2, oxp = 5, oyp = 16, txn = 441, tyn = 127, txp = 448, typ = 145, } glyphs[205] = { --'Í'-- num = 205, adv = 4, oxn = -2, oyn = -2, oxp = 7, oyp = 16, txn = 461, tyn = 127, txp = 470, typ = 145, } glyphs[206] = { --'Î'-- num = 206, adv = 4, oxn = -2, oyn = -2, oxp = 7, oyp = 16, txn = 481, tyn = 127, txp = 490, typ = 145, } glyphs[207] = { --'Ï'-- num = 207, adv = 4, oxn = -2, oyn = -2, oxp = 7, oyp = 16, txn = 1, tyn = 148, txp = 10, typ = 166, } glyphs[208] = { --'Ð'-- num = 208, adv = 10, oxn = -2, oyn = -2, oxp = 12, oyp = 13, txn = 21, tyn = 148, txp = 35, typ = 163, } glyphs[209] = { --'Ñ'-- num = 209, adv = 10, oxn = -2, oyn = -2, oxp = 12, oyp = 16, txn = 41, tyn = 148, txp = 55, typ = 166, } glyphs[210] = { --'Ò'-- num = 210, adv = 11, oxn = -2, oyn = -3, oxp = 13, oyp = 16, txn = 61, tyn = 148, txp = 76, typ = 167, } glyphs[211] = { --'Ó'-- num = 211, adv = 11, oxn = -2, oyn = -3, oxp = 13, oyp = 16, txn = 81, tyn = 148, txp = 96, typ = 167, } glyphs[212] = { --'Ô'-- num = 212, adv = 11, oxn = -2, oyn = -3, oxp = 13, oyp = 16, txn = 101, tyn = 148, txp = 116, typ = 167, } glyphs[213] = { --'Õ'-- num = 213, adv = 11, oxn = -2, oyn = -3, oxp = 13, oyp = 16, txn = 121, tyn = 148, txp = 136, typ = 167, } glyphs[214] = { --'Ö'-- num = 214, adv = 11, oxn = -2, oyn = -3, oxp = 13, oyp = 16, txn = 141, tyn = 148, txp = 156, typ = 167, } glyphs[215] = { --'×'-- num = 215, adv = 8, oxn = -1, oyn = -2, oxp = 10, oyp = 9, txn = 161, tyn = 148, txp = 172, typ = 159, } glyphs[216] = { --'Ø'-- num = 216, adv = 11, oxn = -2, oyn = -3, oxp = 13, oyp = 13, txn = 181, tyn = 148, txp = 196, typ = 164, } glyphs[217] = { --'Ù'-- num = 217, adv = 10, oxn = -1, oyn = -3, oxp = 12, oyp = 16, txn = 201, tyn = 148, txp = 214, typ = 167, } glyphs[218] = { --'Ú'-- num = 218, adv = 10, oxn = -1, oyn = -3, oxp = 12, oyp = 16, txn = 221, tyn = 148, txp = 234, typ = 167, } glyphs[219] = { --'Û'-- num = 219, adv = 10, oxn = -1, oyn = -3, oxp = 12, oyp = 16, txn = 241, tyn = 148, txp = 254, typ = 167, } glyphs[220] = { --'Ü'-- num = 220, adv = 10, oxn = -1, oyn = -3, oxp = 12, oyp = 16, txn = 261, tyn = 148, txp = 274, typ = 167, } glyphs[221] = { --'Ý'-- num = 221, adv = 9, oxn = -2, oyn = -2, oxp = 12, oyp = 16, txn = 281, tyn = 148, txp = 295, typ = 166, } glyphs[222] = { --'Þ'-- num = 222, adv = 9, oxn = -1, oyn = -2, oxp = 11, oyp = 13, txn = 301, tyn = 148, txp = 313, typ = 163, } glyphs[223] = { --'ß'-- num = 223, adv = 9, oxn = -2, oyn = -3, oxp = 11, oyp = 13, txn = 321, tyn = 148, txp = 334, typ = 164, } glyphs[224] = { --'à'-- num = 224, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 341, tyn = 148, txp = 353, typ = 164, } glyphs[225] = { --'á'-- num = 225, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 361, tyn = 148, txp = 373, typ = 164, } glyphs[226] = { --'â'-- num = 226, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 381, tyn = 148, txp = 393, typ = 164, } glyphs[227] = { --'ã'-- num = 227, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 401, tyn = 148, txp = 413, typ = 164, } glyphs[228] = { --'ä'-- num = 228, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 421, tyn = 148, txp = 433, typ = 164, } glyphs[229] = { --'å'-- num = 229, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 441, tyn = 148, txp = 453, typ = 164, } glyphs[230] = { --'æ'-- num = 230, adv = 12, oxn = -2, oyn = -3, oxp = 14, oyp = 10, txn = 461, tyn = 148, txp = 477, typ = 161, } glyphs[231] = { --'ç'-- num = 231, adv = 8, oxn = -2, oyn = -6, oxp = 10, oyp = 10, txn = 481, tyn = 148, txp = 493, typ = 164, } glyphs[232] = { --'è'-- num = 232, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 1, tyn = 169, txp = 13, typ = 185, } glyphs[233] = { --'é'-- num = 233, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 21, tyn = 169, txp = 33, typ = 185, } glyphs[234] = { --'ê'-- num = 234, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 41, tyn = 169, txp = 53, typ = 185, } glyphs[235] = { --'ë'-- num = 235, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 61, tyn = 169, txp = 73, typ = 185, } glyphs[236] = { --'ì'-- num = 236, adv = 4, oxn = -2, oyn = -2, oxp = 5, oyp = 13, txn = 81, tyn = 169, txp = 88, typ = 184, } glyphs[237] = { --'í'-- num = 237, adv = 4, oxn = -2, oyn = -2, oxp = 7, oyp = 13, txn = 101, tyn = 169, txp = 110, typ = 184, } glyphs[238] = { --'î'-- num = 238, adv = 4, oxn = -2, oyn = -2, oxp = 7, oyp = 13, txn = 121, tyn = 169, txp = 130, typ = 184, } glyphs[239] = { --'ï'-- num = 239, adv = 4, oxn = -2, oyn = -2, oxp = 7, oyp = 13, txn = 141, tyn = 169, txp = 150, typ = 184, } glyphs[240] = { --'ð'-- num = 240, adv = 9, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 161, tyn = 169, txp = 173, typ = 185, } glyphs[241] = { --'ñ'-- num = 241, adv = 9, oxn = -2, oyn = -2, oxp = 10, oyp = 13, txn = 181, tyn = 169, txp = 193, typ = 184, } glyphs[242] = { --'ò'-- num = 242, adv = 9, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 201, tyn = 169, txp = 213, typ = 185, } glyphs[243] = { --'ó'-- num = 243, adv = 9, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 221, tyn = 169, txp = 233, typ = 185, } glyphs[244] = { --'ô'-- num = 244, adv = 9, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 241, tyn = 169, txp = 253, typ = 185, } glyphs[245] = { --'õ'-- num = 245, adv = 9, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 261, tyn = 169, txp = 273, typ = 185, } glyphs[246] = { --'ö'-- num = 246, adv = 9, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 281, tyn = 169, txp = 293, typ = 185, } glyphs[247] = { --'÷'-- num = 247, adv = 8, oxn = -2, oyn = -3, oxp = 10, oyp = 9, txn = 301, tyn = 169, txp = 313, typ = 181, } glyphs[248] = { --'ø'-- num = 248, adv = 9, oxn = -2, oyn = -3, oxp = 11, oyp = 10, txn = 321, tyn = 169, txp = 334, typ = 182, } glyphs[249] = { --'ù'-- num = 249, adv = 9, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 341, tyn = 169, txp = 353, typ = 185, } glyphs[250] = { --'ú'-- num = 250, adv = 9, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 361, tyn = 169, txp = 373, typ = 185, } glyphs[251] = { --'û'-- num = 251, adv = 9, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 381, tyn = 169, txp = 393, typ = 185, } glyphs[252] = { --'ü'-- num = 252, adv = 9, oxn = -2, oyn = -3, oxp = 10, oyp = 13, txn = 401, tyn = 169, txp = 413, typ = 185, } glyphs[253] = { --'ý'-- num = 253, adv = 8, oxn = -2, oyn = -6, oxp = 10, oyp = 13, txn = 421, tyn = 169, txp = 433, typ = 188, } glyphs[254] = { --'þ'-- num = 254, adv = 9, oxn = -2, oyn = -6, oxp = 11, oyp = 13, txn = 441, tyn = 169, txp = 454, typ = 188, } glyphs[255] = { --'ÿ'-- num = 255, adv = 8, oxn = -2, oyn = -6, oxp = 10, oyp = 13, txn = 461, tyn = 169, txp = 473, typ = 188, } fontSpecs.glyphs = glyphs return fontSpecs
gpl-2.0
Neopallium/lua-pb
spec/helper.lua
5
1140
-- sudo luarocks install lpeg -- sudo luarocks install struct inspect = require 'spec.inspect' telescope = require 'telescope' local function compare_tables(t1, t2) local ty1 = type(t1) local ty2 = type(t2) if ty1 ~= ty2 then return false end -- non-table types can be directly compared if ty1 ~= 'table' and ty2 ~= 'table' then return t1 == t2 end -- as well as tables which have the metamethod __eq local mt = getmetatable(t1) for k1,v1 in pairs(t1) do local v2 = t2[k1] if v2 == nil or not compare_tables(v1,v2) then return false end end for k2,v2 in pairs(t2) do local v1 = t1[k2] if v1 == nil or not compare_tables(v1,v2) then return false end end return true end telescope.make_assertion("tables", function(_, a, b) return "Expected table to be " .. inspect(b) .. ", but was " .. inspect(a) end, function(a, b) return compare_tables(a, b) end) telescope.make_assertion("length", function(_, a, b) if not a then return "Expected table but got nil" end return "Expected table length to be " .. b .. ", but was " .. #a end, function(a, b) if not a then return false end return #a == b end)
mit
Anarchid/Zero-K
effects/stumpy.lua
25
5377
-- stompollute -- stumpmuzzle -- stompshells -- stompollute_smog -- stompdust return { ["stompollute"] = { boom = { air = true, class = [[CExpGenSpawner]], count = 10, ground = true, water = true, properties = { delay = [[0 i0.25]], explosiongenerator = [[custom:STOMPOLLUTE_SMOG]], pos = [[-0, 0, 0]], }, }, }, ["stumpmuzzle"] = { groundflash = { circlealpha = 1, circlegrowth = 0, flashalpha = 0.9, flashsize = 60, ttl = 4, color = { [1] = 1, [2] = 0.5, [3] = 0, }, }, muzzleflash = { air = true, class = [[CSimpleParticleSystem]], count = 1, ground = true, water = true, properties = { airdrag = 1, colormap = [[1 0.7 0.2 0.01 1 0.7 0.2 0.01 0 0 0 0.01]], directional = true, emitrot = 0, emitrotspread = 15, emitvector = [[dir]], gravity = [[0, 0, 0]], numparticles = 10, particlelife = 7, particlelifespread = 0, particlesize = 1, particlesizespread = 3, particlespeed = 3, particlespeedspread = 3, pos = [[0, -3, 0]], sizegrowth = 0, sizemod = 1.0, texture = [[plasma]], }, }, muzzlesmoke = { air = true, class = [[CSimpleParticleSystem]], count = 1, ground = true, water = true, properties = { airdrag = 0.8, colormap = [[1 1 1 0.01 1 1 1 0.01 1 1 1 0.01 0 0 0 0.01]], directional = false, emitrot = 0, emitrotspread = 10, emitvector = [[dir]], gravity = [[0, 0, 0]], numparticles = 1, particlelife = 5, particlelifespread = 0, particlesize = 1, particlesizespread = 1, particlespeed = 0, particlespeedspread = 1, pos = [[0, 3, 0]], sizegrowth = 5, sizemod = 1.0, texture = [[exp00_5]], }, }, }, ["stompshells"] = { shells = { air = true, class = [[CSimpleParticleSystem]], count = 1, ground = true, water = true, properties = { airdrag = 0.97, colormap = [[1 1 1 1 1 1 1 1]], directional = true, emitrot = 0, emitrotspread = 10, emitvector = [[dir]], gravity = [[0, -0.5, 0]], numparticles = 1, particlelife = 25, particlelifespread = 0, particlesize = 3, particlesizespread = 0, particlespeed = 4, particlespeedspread = 0, pos = [[0, 0, 0]], sizegrowth = 0, sizemod = 1.0, texture = [[shell]], }, }, }, ["stompollute_smog"] = { pollute = { air = true, class = [[CSimpleParticleSystem]], count = 1, ground = true, water = true, properties = { airdrag = 0.9, colormap = [[0.3 0.3 0.3 0.8 0 0 0 0.01]], directional = false, emitrot = 0, emitrotspread = 0, emitvector = [[0, 1, 0]], gravity = [[0, 0, 0]], numparticles = 1, particlelife = 30, particlelifespread = 0, particlesize = 0.3, particlesizespread = 0.3, particlespeed = 3, particlespeedspread = 1, pos = [[0, 0, 0]], sizegrowth = 0.2, sizemod = 1.0, texture = [[smokesmall]], }, }, }, ["stompdust"] = { muzzleflash = { air = true, class = [[CSimpleParticleSystem]], count = 0, ground = true, water = true, properties = { airdrag = 0.8, colormap = [[0.72 0.61 0.41 1 0 0 0 0.01]], directional = false, emitrot = 90, emitrotspread = 10, emitvector = [[0, 1, 0]], gravity = [[0, 0.05, 0]], numparticles = 20, particlelife = 30, particlelifespread = 0, particlesize = 1, particlesizespread = 2, particlespeed = 6, particlespeedspread = 6, pos = [[0, 0, 0]], sizegrowth = 1, sizemod = 1.0, texture = [[smokesmall]], }, }, }, }
gpl-2.0
Janpot/fantastiq
lib/lua/addJob.lua
1
1777
local key_nextId, key_index = unpack(KEYS) local timestamp, priority, runAt = unpack(ARGV) local jobDatas = {select(4, unpack(ARGV))} timestamp = tonumber(timestamp) runAt = tonumber(runAt) priority = tonumber(priority) local unique = fantastiq.getConfig('unique') local jobKeys = {} if unique then local uniqueKey = fantastiq.getConfig('uniqueKey') if uniqueKey then for i, jobData in ipairs(jobDatas) do local parsed = cjson.decode(jobData) if type(parsed) ~= 'table' then return redis.error_reply('Job requires a key') end local key = parsed[uniqueKey] if not key then return redis.error_reply('Job requires a key') end if type(key) ~= 'string' then return redis.error_reply('Invalid key') end jobKeys[i] = key end else for i, jobData in ipairs(jobDatas) do jobKeys[i] = jobData end end end local jobIds = {} for i, jobData in ipairs(jobDatas) do local existing if unique then existing = redis.call('HGET', key_index, jobKeys[i]) end if existing then jobIds[i] = existing else local nextId = redis.call('INCR', key_nextId) local jobId = string.format('%013X', nextId) if jobKeys[i] then redis.call('HSET', key_index, jobKeys[i], jobId) end jobIds[i] = jobId local jobDetails = { id = jobId, priority = priority, data = jobData, created = timestamp, attempts = 0, key = jobKeys[i] } if runAt > timestamp then jobDetails['runAt'] = runAt fantastiq.updateJobState(jobDetails, 'delayed') else fantastiq.updateJobState(jobDetails, 'inactive') end fantastiq.setJobDetails(jobId, jobDetails) end end return jobIds
mit
LightenPan/skynet-yule
service/sharedatad.lua
23
2745
local skynet = require "skynet" local sharedata = require "sharedata.corelib" local table = table local NORET = {} local pool = {} local pool_count = {} local objmap = {} local function newobj(name, tbl) assert(pool[name] == nil) local cobj = sharedata.host.new(tbl) sharedata.host.incref(cobj) local v = { value = tbl , obj = cobj, watch = {} } objmap[cobj] = v pool[name] = v pool_count[name] = { n = 0, threshold = 16 } end local function collectobj() while true do skynet.sleep(600 * 100) -- sleep 10 min collectgarbage() for obj, v in pairs(objmap) do if v == true then if sharedata.host.getref(obj) <= 0 then objmap[obj] = nil sharedata.host.delete(obj) end end end end end local CMD = {} local env_mt = { __index = _ENV } function CMD.new(name, t) local dt = type(t) local value if dt == "table" then value = t elseif dt == "string" then value = setmetatable({}, env_mt) local f = load(t, "=" .. name, "t", value) assert(skynet.pcall(f)) setmetatable(value, nil) elseif dt == "nil" then value = {} else error ("Unknown data type " .. dt) end newobj(name, value) end function CMD.delete(name) local v = assert(pool[name]) pool[name] = nil pool_count[name] = nil assert(objmap[v.obj]) objmap[v.obj] = true sharedata.host.decref(v.obj) for _,response in pairs(v.watch) do response(true) end end function CMD.query(name) local v = assert(pool[name]) local obj = v.obj sharedata.host.incref(obj) return v.obj end function CMD.confirm(cobj) if objmap[cobj] then sharedata.host.decref(cobj) end return NORET end function CMD.update(name, t) local v = pool[name] local watch, oldcobj if v then watch = v.watch oldcobj = v.obj objmap[oldcobj] = true sharedata.host.decref(oldcobj) pool[name] = nil pool_count[name] = nil end CMD.new(name, t) local newobj = pool[name].obj if watch then sharedata.host.markdirty(oldcobj) for _,response in pairs(watch) do response(true, newobj) end end end local function check_watch(queue) local n = 0 for k,response in pairs(queue) do if not response "TEST" then queue[k] = nil n = n + 1 end end return n end function CMD.monitor(name, obj) local v = assert(pool[name]) if obj ~= v.obj then return v.obj end local n = pool_count[name].n pool_count[name].n = n + 1 if n > pool_count[name].threshold then n = n - check_watch(v.watch) pool_count[name].threshold = n * 2 end table.insert(v.watch, skynet.response()) return NORET end skynet.start(function() skynet.fork(collectobj) skynet.dispatch("lua", function (session, source ,cmd, ...) local f = assert(CMD[cmd]) local r = f(...) if r ~= NORET then skynet.ret(skynet.pack(r)) end end) end)
mit
Mutos/SoC-Test-001
dat/missions/empire/shipping/es02.lua
4
7648
--[[ Empire VIP Rescue Author: bobbens minor edits by Infiltrator - Mission fixed to suit big systems (Anatolis, 11/02/2011) Rescue a VIP stranded on a disabled ship in a system while FLF and Dvaered are fighting. Stages: 0) Go to sector. 1) Board ship and rescue VIP. 2) Rescued VIP, returning to base. 3) VIP died or jump out of system without VIP --> mission failure. ]]-- include "dat/scripts/numstring.lua" lang = naev.lang() if lang == "es" then -- not translated atm else -- default english -- Mission details bar_desc = "Commander Soldner is waiting for you." misn_title = "Empire VIP Rescue" misn_reward = "%s credits" misn_desc = {} misn_desc[1] = "Rescue the VIP from a transport ship in the %s system." misn_desc[2] = "Return to %s in the %s system with the VIP." -- Fancy text messages title = {} title[1] = "Commander Soldner" title[2] = "Disabled Ship" title[3] = "Mission Success" title[4] = "Mission Failure" text = {} text[1] = [[You meet up once more with Commander Soldner at the bar. "Hello again, %s. Still interested in doing another mission? This one will be more dangerous."]] text[2] = [[Commander Soldner nods and continues, "We've had reports that a transport vessel came under attack while transporting a VIP. They managed to escape, but the engine ended up giving out in the %s system. The ship is now disabled and we need someone to board the ship and rescue the VIP. There have been many FLF ships detected near the sector, but we've managed to organise a Dvaered escort for you." "You're going to have to fly to the %s system, find and board the transport ship to rescue the VIP, and then fly back. The sector is most likely going to be hot. That's where your Dvaered escorts will come in. Their mission will be to distract and neutralise all possible hostiles. You must not allow the transport ship to be destroyed before you rescue the VIP. His survival is vital."]] text[3] = [["Be careful with the Dvaered; they can be a bit blunt, and might accidentally destroy the transport ship. If all goes well, you'll be paid %d credits when you return with the VIP. Good luck, pilot."]] text[4] = [[The ship's hatch opens and immediately an unconscious VIP is brought aboard by his bodyguard. Looks like there is no one else aboard.]] text[5] = [[You land at the starport. It looks like the VIP has already recovered. He thanks you profusely before heading off. You proceed to pay Commander Soldner a visit. He seems to be happy, for once. "It seems like you managed to pull it off. I had my doubts at first, but you've proven to be a very skilled pilot. I'll be putting in a good word with the Dvaered for you. Hopefully they'll start offering you work too. We have nothing more for you now, but check in periodically in case something comes up for you."]] msg = {} msg[1] = "MISSION FAILED: VIP is dead." msg[2] = "MISSION FAILED: You abandoned the VIP." end include "dat/missions/empire/common.lua" function create () -- Target destination destsys = system.get( "Slaccid" ) ret,retsys = planet.getLandable( "Halir" ) if ret== nil then misn.finish(false) end -- Must claim system if not misn.claim( destsys ) then misn.finish(false) end -- Add NPC. misn.setNPC( "Soldner", "empire/unique/soldner" ) misn.setDesc( bar_desc ) end function accept () -- Intro text if not tk.yesno( title[1], string.format( text[1], player.name() ) ) then misn.finish() end -- Accept the mission misn.accept() -- Set marker misn_marker = misn.markerAdd( destsys, "low" ) -- Mission details misn_stage = 0 reward = 75000 misn.setTitle(misn_title) misn.setReward( string.format(misn_reward, numstring(reward)) ) misn.setDesc( string.format(misn_desc[1], destsys:name() )) -- Flavour text and mini-briefing tk.msg( title[1], string.format( text[2], destsys:name(), destsys:name() ) ) tk.msg( title[1], string.format( text[3], reward ) ) misn.osdCreate(misn_title, {misn_desc[1]:format(destsys:name())}) -- Set hooks hook.land("land") hook.enter("enter") hook.jumpout("jumpout") -- Initiate mission variables (A.) prevsys = system.cur() end function land () landed = planet.cur() if landed == ret then -- Successfully rescued the VIP if misn_stage == 2 then -- VIP gets off misn.cargoRm(vip) -- Rewards player.pay(reward) emp_modReputation( 5 ) -- Bump cap a bit faction.modPlayerSingle("Empire",5); faction.modPlayerSingle("Dvaered",5); -- Flavour text tk.msg( title[3], text[5] ) misn.finish(true) -- Mister VIP is dead elseif misn_stage == 3 then -- What a disgrace you are, etc... tk.msg( title[4], text[6] ) emp_modReputation( 5 ) -- Bump cap a bit misn.finish(true) end end end function enter () sys = system.cur() if misn_stage == 0 and sys == destsys then -- Put the VIP a ways off of the player but near the jump. enter_vect = jump.pos(sys, prevsys) m,a = enter_vect:polar() enter_vect:setP( m-3000, a ) p = pilot.add( "Trader Gawain", "dummy", enter_vect ) for _,v in ipairs(p) do v:setPos( enter_vect ) v:setVel( vec2.new( 0, 0 ) ) -- Clear velocity v:disable() v:setHilight(true) v:setVisplayer(true) v:setFaction( "Empire" ) hook.pilot( v, "board", "board" ) hook.pilot( v, "death", "death" ) end -- FLF Spawn around the Gawain p = pilot.add( "FLF Med Force", nil, enter_vect ) for k,v in ipairs(p) do v:setHostile() end -- To make it more interesting a vendetta will solely target the player. p = pilot.add( "FLF Vendetta", nil, enter_vect )[1] p:control() p:setHostile() p:attack( player.pilot() ) -- Now Dvaered -- They will jump together with you in the system at the jumppoint. (A.) p = pilot.add( "Dvaered Med Force", nil, prevsys ) for k,v in ipairs(p) do v:setFriendly() end -- Add more ships on a timer to make this messy hook.timer(rnd.rnd( 3000, 5000 ) , "delay_flf") -- Pass to next stage misn_stage = 1 -- Can't run away from combat elseif misn_stage == 1 then -- Notify of mission failure player.msg( msg[2] ) misn.finish(false) end end function jumpout () -- Storing the system the player jumped from. prevsys = system.cur() end function delay_flf () if misn_stage ~= 0 then return end -- More ships to pressure player from behind p = pilot.add( "FLF Sml Force", nil, prevsys ) for k,v in ipairs(p) do v:setHostile() end end function board () -- VIP boards vip = misn.cargoAdd( "VIP", 0 ) tk.msg( title[2], text[4] ) -- Update mission details misn_stage = 2 misn.markerMove( misn_marker, retsys ) misn.setDesc( string.format(misn_desc[2], ret:name(), retsys:name() )) misn.osdCreate(misn_title, {misn_desc[2]:format(ret:name(),retsys:name())}) -- Force unboard player.unboard() end function death () if misn_stage == 1 then -- Notify of death player.msg( msg[1] ) -- Update mission details misn_stage = 3 misn.finish(false) end end function abort () -- If aborted you'll also leave the VIP to fate. (A.) player.msg( msg[2] ) misn.finish(false) end
gpl-3.0
mansour2911/tigr-anti-spam
libs/fakeredis.lua
650
40405
local unpack = table.unpack or unpack --- Bit operations local ok,bit if _VERSION == "Lua 5.3" then bit = (load [[ return { band = function(x, y) return x & y end, bor = function(x, y) return x | y end, bxor = function(x, y) return x ~ y end, bnot = function(x) return ~x end, rshift = function(x, n) return x >> n end, lshift = function(x, n) return x << n end, } ]])() else ok,bit = pcall(require,"bit") if not ok then bit = bit32 end end assert(type(bit) == "table", "module for bitops not found") --- default sleep local default_sleep do local ok, mod = pcall(require, "socket") if ok and type(mod) == "table" then default_sleep = mod.sleep else default_sleep = function(n) local t0 = os.clock() while true do local delta = os.clock() - t0 if (delta < 0) or (delta > n) then break end end end end end --- Helpers local xdefv = function(ktype) if ktype == "list" then return {head = 0, tail = 0} elseif ktype == "zset" then return { list = {}, set = {}, } else return {} end end local xgetr = function(self, k, ktype) if self.data[k] then assert( (self.data[k].ktype == ktype), "ERR Operation against a key holding the wrong kind of value" ) assert(self.data[k].value) return self.data[k].value else return xdefv(ktype) end end local xgetw = function(self, k, ktype) if self.data[k] and self.data[k].value then assert( (self.data[k].ktype == ktype), "ERR Operation against a key holding the wrong kind of value" ) else self.data[k] = {ktype = ktype, value = xdefv(ktype)} end return self.data[k].value end local empty = function(self, k) local v, t = self.data[k].value, self.data[k].ktype if t == nil then return true elseif t == "string" then return not v[1] elseif (t == "hash") or (t == "set") then for _,_ in pairs(v) do return false end return true elseif t == "list" then return v.head == v.tail elseif t == "zset" then if #v.list == 0 then for _,_ in pairs(v.set) do error("incoherent") end return true else for _,_ in pairs(v.set) do return(false) end error("incoherent") end else error("unsupported") end end local cleanup = function(self, k) if empty(self, k) then self.data[k] = nil end end local is_integer = function(x) return (type(x) == "number") and (math.floor(x) == x) end local overflows = function(n) return (n > 2^53-1) or (n < -2^53+1) end local is_bounded_integer = function(x) return (is_integer(x) and (not overflows(x))) end local is_finite_number = function(x) return (type(x) == "number") and (x > -math.huge) and (x < math.huge) end local toint = function(x) if type(x) == "string" then x = tonumber(x) end return is_bounded_integer(x) and x or nil end local tofloat = function(x) if type(x) == "number" then return x end if type(x) ~= "string" then return nil end local r = tonumber(x) if r then return r end if x == "inf" or x == "+inf" then return math.huge elseif x == "-inf" then return -math.huge else return nil end end local tostr = function(x) if is_bounded_integer(x) then return string.format("%d", x) else return tostring(x) end end local char_bitcount = function(x) assert( (type(x) == "number") and (math.floor(x) == x) and (x >= 0) and (x < 256) ) local n = 0 while x ~= 0 do x = bit.band(x, x-1) n = n+1 end return n end local chkarg = function(x) if type(x) == "number" then x = tostr(x) end assert(type(x) == "string") return x end local chkargs = function(n, ...) local arg = {...} assert(#arg == n) for i=1,n do arg[i] = chkarg(arg[i]) end return unpack(arg) end local getargs = function(...) local arg = {...} local n = #arg; assert(n > 0) for i=1,n do arg[i] = chkarg(arg[i]) end return arg end local getargs_as_map = function(...) local arg, r = getargs(...), {} assert(#arg%2 == 0) for i=1,#arg,2 do r[arg[i]] = arg[i+1] end return r end local chkargs_wrap = function(f, n) assert( (type(f) == "function") and (type(n) == "number") ) return function(self, ...) return f(self, chkargs(n, ...)) end end local lset_to_list = function(s) local r = {} for v,_ in pairs(s) do r[#r+1] = v end return r end local nkeys = function(x) local r = 0 for _,_ in pairs(x) do r = r + 1 end return r end --- Commands -- keys local del = function(self, ...) local arg = getargs(...) local r = 0 for i=1,#arg do if self.data[arg[i]] then r = r + 1 end self.data[arg[i]] = nil end return r end local exists = function(self, k) return not not self.data[k] end local keys = function(self, pattern) assert(type(pattern) == "string") -- We want to convert the Redis pattern to a Lua pattern. -- Start by escaping dashes *outside* character classes. -- We also need to escape percents here. local t, p, n = {}, 1, #pattern local p1, p2 while true do p1, p2 = pattern:find("%[.+%]", p) if p1 then if p1 > p then t[#t+1] = {true, pattern:sub(p, p1-1)} end t[#t+1] = {false, pattern:sub(p1, p2)} p = p2+1 if p > n then break end else t[#t+1] = {true, pattern:sub(p, n)} break end end for i=1,#t do if t[i][1] then t[i] = t[i][2]:gsub("[%%%-]", "%%%0") else t[i] = t[i][2]:gsub("%%", "%%%%") end end -- Remaining Lua magic chars are: '^$().[]*+?' ; escape them except '*?[]' -- Then convert '\' to '%', '*' to '.*' and '?' to '.'. Leave '[]' as is. -- Wrap in '^$' to enforce bounds. local lp = "^" .. table.concat(t):gsub("[%^%$%(%)%.%+]", "%%%0") :gsub("\\", "%%"):gsub("%*", ".*"):gsub("%?", ".") .. "$" local r = {} for k,_ in pairs(self.data) do if k:match(lp) then r[#r+1] = k end end return r end local _type = function(self, k) return self.data[k] and self.data[k].ktype or "none" end local randomkey = function(self) local ks = lset_to_list(self.data) local n = #ks if n > 0 then return ks[math.random(1, n)] else return nil end end local rename = function(self, k, k2) assert((k ~= k2) and self.data[k]) self.data[k2] = self.data[k] self.data[k] = nil return true end local renamenx = function(self, k, k2) if self.data[k2] then return false else return rename(self, k, k2) end end -- strings local getrange, incrby, set local append = function(self, k, v) local x = xgetw(self, k, "string") x[1] = (x[1] or "") .. v return #x[1] end local bitcount = function(self, k, i1, i2) k = chkarg(k) local s if i1 or i2 then assert(i1 and i2, "ERR syntax error") s = getrange(self, k, i1, i2) else s = xgetr(self, k, "string")[1] or "" end local r, bytes = 0,{s:byte(1, -1)} for i=1,#bytes do r = r + char_bitcount(bytes[i]) end return r end local bitop = function(self, op, k, ...) assert(type(op) == "string") op = op:lower() assert( (op == "and") or (op == "or") or (op == "xor") or (op == "not"), "ERR syntax error" ) k = chkarg(k) local arg = {...} local good_arity = (op == "not") and (#arg == 1) or (#arg > 0) assert(good_arity, "ERR wrong number of arguments for 'bitop' command") local l, vals = 0, {} local s for i=1,#arg do s = xgetr(self, arg[i], "string")[1] or "" if #s > l then l = #s end vals[i] = s end if l == 0 then del(self, k) return 0 end local vector_mt = {__index=function() return 0 end} for i=1,#vals do vals[i] = setmetatable({vals[i]:byte(1, -1)}, vector_mt) end local r = {} if op == "not" then assert(#vals[1] == l) for i=1,l do r[i] = bit.band(bit.bnot(vals[1][i]), 0xff) end else local _op = bit["b" .. op] for i=1,l do local t = {} for j=1,#vals do t[j] = vals[j][i] end r[i] = _op(unpack(t)) end end set(self, k, string.char(unpack(r))) return l end local decr = function(self, k) return incrby(self, k, -1) end local decrby = function(self, k, n) n = toint(n) assert(n, "ERR value is not an integer or out of range") return incrby(self, k, -n) end local get = function(self, k) local x = xgetr(self, k, "string") return x[1] end local getbit = function(self, k, offset) k = chkarg(k) offset = toint(offset) assert( (offset >= 0), "ERR bit offset is not an integer or out of range" ) local bitpos = offset % 8 -- starts at 0 local bytepos = (offset - bitpos) / 8 -- starts at 0 local s = xgetr(self, k, "string")[1] or "" if bytepos >= #s then return 0 end local char = s:sub(bytepos+1, bytepos+1):byte() return bit.band(bit.rshift(char, 7-bitpos), 1) end getrange = function(self, k, i1, i2) k = chkarg(k) i1, i2 = toint(i1), toint(i2) assert(i1 and i2) local x = xgetr(self, k, "string") x = x[1] or "" if i1 >= 0 then i1 = i1 + 1 end if i2 >= 0 then i2 = i2 + 1 end return x:sub(i1, i2) end local getset = function(self, k, v) local r = get(self, k) set(self, k, v) return r end local incr = function(self, k) return incrby(self, k, 1) end incrby = function(self, k, n) k, n = chkarg(k), toint(n) assert(n, "ERR value is not an integer or out of range") local x = xgetw(self, k, "string") local i = toint(x[1] or 0) assert(i, "ERR value is not an integer or out of range") i = i+n assert( (not overflows(i)), "ERR increment or decrement would overflow" ) x[1] = tostr(i) return i end local incrbyfloat = function(self, k, n) k, n = chkarg(k), tofloat(n) assert(n, "ERR value is not a valid float") local x = xgetw(self, k, "string") local i = tofloat(x[1] or 0) assert(i, "ERR value is not a valid float") i = i+n assert( is_finite_number(i), "ERR increment would produce NaN or Infinity" ) x[1] = tostr(i) return i end local mget = function(self, ...) local arg, r = getargs(...), {} for i=1,#arg do r[i] = get(self, arg[i]) end return r end local mset = function(self, ...) local argmap = getargs_as_map(...) for k,v in pairs(argmap) do set(self, k, v) end return true end local msetnx = function(self, ...) local argmap = getargs_as_map(...) for k,_ in pairs(argmap) do if self.data[k] then return false end end for k,v in pairs(argmap) do set(self, k, v) end return true end set = function(self, k, v) self.data[k] = {ktype = "string", value = {v}} return true end local setbit = function(self, k, offset, b) k = chkarg(k) offset, b = toint(offset), toint(b) assert( (offset >= 0), "ERR bit offset is not an integer or out of range" ) assert( (b == 0) or (b == 1), "ERR bit is not an integer or out of range" ) local bitpos = offset % 8 -- starts at 0 local bytepos = (offset - bitpos) / 8 -- starts at 0 local s = xgetr(self, k, "string")[1] or "" local pad = {s} for i=2,bytepos+2-#s do pad[i] = "\0" end s = table.concat(pad) assert(#s >= bytepos+1) local before = s:sub(1, bytepos) local char = s:sub(bytepos+1, bytepos+1):byte() local after = s:sub(bytepos+2, -1) local old = bit.band(bit.rshift(char, 7-bitpos), 1) if b == 1 then char = bit.bor(bit.lshift(1, 7-bitpos), char) else char = bit.band(bit.bnot(bit.lshift(1, 7-bitpos)), char) end local r = before .. string.char(char) .. after set(self, k, r) return old end local setnx = function(self, k, v) if self.data[k] then return false else return set(self, k, v) end end local setrange = function(self, k, i, s) local k, s = chkargs(2, k, s) i = toint(i) assert(i and (i >= 0)) local x = xgetw(self, k, "string") local y = x[1] or "" local ly, ls = #y, #s if i > ly then -- zero padding local t = {} for i=1, i-ly do t[i] = "\0" end y = y .. table.concat(t) .. s else y = y:sub(1, i) .. s .. y:sub(i+ls+1, ly) end x[1] = y return #y end local strlen = function(self, k) local x = xgetr(self, k, "string") return x[1] and #x[1] or 0 end -- hashes local hdel = function(self, k, ...) k = chkarg(k) local arg = getargs(...) local r = 0 local x = xgetw(self, k, "hash") for i=1,#arg do if x[arg[i]] then r = r + 1 end x[arg[i]] = nil end cleanup(self, k) return r end local hget local hexists = function(self, k, k2) return not not hget(self, k, k2) end hget = function(self, k, k2) local x = xgetr(self, k, "hash") return x[k2] end local hgetall = function(self, k) local x = xgetr(self, k, "hash") local r = {} for _k,v in pairs(x) do r[_k] = v end return r end local hincrby = function(self, k, k2, n) k, k2, n = chkarg(k), chkarg(k2), toint(n) assert(n, "ERR value is not an integer or out of range") assert(type(n) == "number") local x = xgetw(self, k, "hash") local i = toint(x[k2] or 0) assert(i, "ERR value is not an integer or out of range") i = i+n assert( (not overflows(i)), "ERR increment or decrement would overflow" ) x[k2] = tostr(i) return i end local hincrbyfloat = function(self, k, k2, n) k, k2, n = chkarg(k), chkarg(k2), tofloat(n) assert(n, "ERR value is not a valid float") local x = xgetw(self, k, "hash") local i = tofloat(x[k2] or 0) assert(i, "ERR value is not a valid float") i = i+n assert( is_finite_number(i), "ERR increment would produce NaN or Infinity" ) x[k2] = tostr(i) return i end local hkeys = function(self, k) local x = xgetr(self, k, "hash") local r = {} for _k,_ in pairs(x) do r[#r+1] = _k end return r end local hlen = function(self, k) local x = xgetr(self, k, "hash") return nkeys(x) end local hmget = function(self, k, k2s) k = chkarg(k) assert((type(k2s) == "table")) local r = {} local x = xgetr(self, k, "hash") for i=1,#k2s do r[i] = x[chkarg(k2s[i])] end return r end local hmset = function(self, k, ...) k = chkarg(k) local arg = {...} if type(arg[1]) == "table" then assert(#arg == 1) local x = xgetw(self, k, "hash") for _k,v in pairs(arg[1]) do x[chkarg(_k)] = chkarg(v) end else assert(#arg % 2 == 0) local x = xgetw(self, k, "hash") local t = getargs(...) for i=1,#t,2 do x[t[i]] = t[i+1] end end return true end local hset = function(self, k, k2, v) local x = xgetw(self, k, "hash") local r = not x[k2] x[k2] = v return r end local hsetnx = function(self, k, k2, v) local x = xgetw(self, k, "hash") if x[k2] == nil then x[k2] = v return true else return false end end local hvals = function(self, k) local x = xgetr(self, k, "hash") local r = {} for _,v in pairs(x) do r[#r+1] = v end return r end -- lists (head = left, tail = right) local _l_real_i = function(x, i) if i < 0 then return x.tail+i+1 else return x.head+i+1 end end local _l_len = function(x) return x.tail - x.head end local _block_for = function(self, timeout) if timeout > 0 then local sleep = self.sleep or default_sleep if type(sleep) == "function" then sleep(timeout) else error("sleep function unavailable", 0) end else error("operation would block", 0) end end local rpoplpush local blpop = function(self, ...) local arg = {...} local timeout = toint(arg[#arg]) arg[#arg] = nil local vs = getargs(...) local x, l, k, v for i=1,#vs do k = vs[i] x = xgetw(self, k, "list") l = _l_len(x) if l > 0 then v = x[x.head+1] if l > 1 then x.head = x.head + 1 x[x.head] = nil else self.data[k] = nil end return {k, v} else self.data[k] = nil end end _block_for(self, timeout) end local brpop = function(self, ...) local arg = {...} local timeout = toint(arg[#arg]) arg[#arg] = nil local vs = getargs(...) local x, l, k, v for i=1,#vs do k = vs[i] x = xgetw(self, k, "list") l = _l_len(x) if l > 0 then v = x[x.tail] if l > 1 then x[x.tail] = nil x.tail = x.tail - 1 else self.data[k] = nil end return {k, v} else self.data[k] = nil end end _block_for(self, timeout) end local brpoplpush = function(self, k1, k2, timeout) k1, k2 = chkargs(2, k1, k2) timeout = toint(timeout) if not self.data[k1] then _block_for(self, timeout) end return rpoplpush(self, k1, k2) end local lindex = function(self, k, i) k = chkarg(k) i = assert(toint(i)) local x = xgetr(self, k, "list") return x[_l_real_i(x, i)] end local linsert = function(self, k, mode, pivot, v) mode = mode:lower() assert((mode == "before") or (mode == "after")) if not self.data[k] then return 0 end local x = xgetw(self, k, "list") local p = nil for i=x.head+1, x.tail do if x[i] == pivot then p = i break end end if not p then return -1 end if mode == "after" then for i=x.head+1, p do x[i-1] = x[i] end x.head = x.head - 1 else for i=x.tail, p, -1 do x[i+1] = x[i] end x.tail = x.tail + 1 end x[p] = v return _l_len(x) end local llen = function(self, k) local x = xgetr(self, k, "list") return _l_len(x) end local lpop = function(self, k) local x = xgetw(self, k, "list") local l, r = _l_len(x), x[x.head+1] if l > 1 then x.head = x.head + 1 x[x.head] = nil else self.data[k] = nil end return r end local lpush = function(self, k, ...) local vs = getargs(...) local x = xgetw(self, k, "list") for i=1,#vs do x[x.head] = vs[i] x.head = x.head - 1 end return _l_len(x) end local lpushx = function(self, k, v) if not self.data[k] then return 0 end local x = xgetw(self, k, "list") x[x.head] = v x.head = x.head - 1 return _l_len(x) end local lrange = function(self, k, i1, i2) k = chkarg(k) i1, i2 = toint(i1), toint(i2) assert(i1 and i2) local x, r = xgetr(self, k, "list"), {} i1 = math.max(_l_real_i(x, i1), x.head+1) i2 = math.min(_l_real_i(x, i2), x.tail) for i=i1,i2 do r[#r+1] = x[i] end return r end local _lrem_i = function(x, p) for i=p,x.tail do x[i] = x[i+1] end x.tail = x.tail - 1 end local _lrem_l = function(x, v, s) assert(v) if not s then s = x.head+1 end for i=s,x.tail do if x[i] == v then _lrem_i(x, i) return i end end return false end local _lrem_r = function(x, v, s) assert(v) if not s then s = x.tail end for i=s,x.head+1,-1 do if x[i] == v then _lrem_i(x, i) return i end end return false end local lrem = function(self, k, count, v) k, v = chkarg(k), chkarg(v) count = assert(toint(count)) if not self.data[k] then return 0 end local x = xgetw(self, k, "list") local n, last = 0, nil local op = (count < 0) and _lrem_r or _lrem_l local limited = (count ~= 0) count = math.abs(count) while true do last = op(x, v, last) if last then n = n+1 if limited then count = count - 1 if count == 0 then break end end else break end end return n end local lset = function(self, k, i, v) k, v = chkarg(k), chkarg(v) i = assert(toint(i)) if not self.data[k] then error("ERR no such key") end local x = xgetw(self, k, "list") local l = _l_len(x) if i >= l or i < -l then error("ERR index out of range") end x[_l_real_i(x, i)] = v return true end local ltrim = function(self, k, i1, i2) k = chkarg(k) i1, i2 = toint(i1), toint(i2) assert(i1 and i2) local x = xgetw(self, k, "list") i1, i2 = _l_real_i(x, i1), _l_real_i(x, i2) for i=x.head+1,i1-1 do x[i] = nil end for i=i2+1,x.tail do x[i] = nil end x.head = math.max(i1-1, x.head) x.tail = math.min(i2, x.tail) assert( (x[x.head] == nil) and (x[x.tail+1] == nil) ) cleanup(self, k) return true end local rpop = function(self, k) local x = xgetw(self, k, "list") local l, r = _l_len(x), x[x.tail] if l > 1 then x[x.tail] = nil x.tail = x.tail - 1 else self.data[k] = nil end return r end rpoplpush = function(self, k1, k2) local v = rpop(self, k1) if not v then return nil end lpush(self, k2, v) return v end local rpush = function(self, k, ...) local vs = getargs(...) local x = xgetw(self, k, "list") for i=1,#vs do x.tail = x.tail + 1 x[x.tail] = vs[i] end return _l_len(x) end local rpushx = function(self, k, v) if not self.data[k] then return 0 end local x = xgetw(self, k, "list") x.tail = x.tail + 1 x[x.tail] = v return _l_len(x) end -- sets local sadd = function(self, k, ...) k = chkarg(k) local arg = getargs(...) local x, r = xgetw(self, k, "set"), 0 for i=1,#arg do if not x[arg[i]] then x[arg[i]] = true r = r + 1 end end return r end local scard = function(self, k) local x = xgetr(self, k, "set") return nkeys(x) end local _sdiff = function(self, k, ...) k = chkarg(k) local arg = getargs(...) local x = xgetr(self, k, "set") local r = {} for v,_ in pairs(x) do r[v] = true end for i=1,#arg do x = xgetr(self, arg[i], "set") for v,_ in pairs(x) do r[v] = nil end end return r end local sdiff = function(self, k, ...) return lset_to_list(_sdiff(self, k, ...)) end local sdiffstore = function(self, k2, k, ...) k2 = chkarg(k2) local x = _sdiff(self, k, ...) self.data[k2] = {ktype = "set", value = x} return nkeys(x) end local _sinter = function(self, k, ...) k = chkarg(k) local arg = getargs(...) local x = xgetr(self, k, "set") local r = {} local y for v,_ in pairs(x) do r[v] = true for i=1,#arg do y = xgetr(self, arg[i], "set") if not y[v] then r[v] = nil; break end end end return r end local sinter = function(self, k, ...) return lset_to_list(_sinter(self, k, ...)) end local sinterstore = function(self, k2, k, ...) k2 = chkarg(k2) local x = _sinter(self, k, ...) self.data[k2] = {ktype = "set", value = x} return nkeys(x) end local sismember = function(self, k, v) local x = xgetr(self, k, "set") return not not x[v] end local smembers = function(self, k) local x = xgetr(self, k, "set") return lset_to_list(x) end local smove = function(self, k, k2, v) local x = xgetr(self, k, "set") if x[v] then local y = xgetw(self, k2, "set") x[v] = nil y[v] = true return true else return false end end local spop = function(self, k) local x, r = xgetw(self, k, "set"), nil local l = lset_to_list(x) local n = #l if n > 0 then r = l[math.random(1, n)] x[r] = nil end cleanup(self, k) return r end local srandmember = function(self, k, count) k = chkarg(k) local x = xgetr(self, k, "set") local l = lset_to_list(x) local n = #l if not count then if n > 0 then return l[math.random(1, n)] else return nil end end count = toint(count) if (count == 0) or (n == 0) then return {} end if count >= n then return l end local r = {} if count > 0 then -- distinct elements for i=0,count-1 do r[#r+1] = table.remove(l, math.random(1, n-i)) end else -- allow repetition for i=1,-count do r[#r+1] = l[math.random(1, n)] end end return r end local srem = function(self, k, ...) k = chkarg(k) local arg = getargs(...) local x, r = xgetw(self, k, "set"), 0 for i=1,#arg do if x[arg[i]] then x[arg[i]] = nil r = r + 1 end end cleanup(self, k) return r end local _sunion = function(self, ...) local arg = getargs(...) local r = {} local x for i=1,#arg do x = xgetr(self, arg[i], "set") for v,_ in pairs(x) do r[v] = true end end return r end local sunion = function(self, k, ...) return lset_to_list(_sunion(self, k, ...)) end local sunionstore = function(self, k2, k, ...) k2 = chkarg(k2) local x = _sunion(self, k, ...) self.data[k2] = {ktype = "set", value = x} return nkeys(x) end -- zsets local _z_p_mt = { __eq = function(a, b) if a.v == b.v then assert(a.s == b.s) return true else return false end end, __lt = function(a, b) if a.s == b.s then return (a.v < b.v) else return (a.s < b.s) end end, } local _z_pair = function(s, v) assert( (type(s) == "number") and (type(v) == "string") ) local r = {s = s, v = v} return setmetatable(r, _z_p_mt) end local _z_pairs = function(...) local arg = {...} assert((#arg > 0) and (#arg % 2 == 0)) local ps = {} for i=1,#arg,2 do ps[#ps+1] = _z_pair( assert(tofloat(arg[i])), chkarg(arg[i+1]) ) end return ps end local _z_insert = function(x, ix, p) assert( (type(x) == "table") and (type(ix) == "number") and (type(p) == "table") ) local l = x.list table.insert(l, ix, p) for i=ix+1,#l do x.set[l[i].v] = x.set[l[i].v] + 1 end x.set[p.v] = ix end local _z_remove = function(x, v) if not x.set[v] then return false end local l, ix = x.list, x.set[v] assert(l[ix].v == v) table.remove(l, ix) for i=ix,#l do x.set[l[i].v] = x.set[l[i].v] - 1 end x.set[v] = nil return true end local _z_remove_range = function(x, i1, i2) local l = x.list i2 = i2 or i1 assert( (i1 > 0) and (i2 >= i1) and (i2 <= #l) ) local ix, n = i1, i2-i1+1 for i=1,n do x.set[l[ix].v] = nil table.remove(l, ix) end for i=ix,#l do x.set[l[i].v] = x.set[l[i].v] - n end return n end local _z_update = function(x, p) local l = x.list local found = _z_remove(x, p.v) local ix = nil for i=1,#l do if l[i] > p then ix = i; break end end if not ix then ix = #l+1 end _z_insert(x, ix, p) return found end local _z_coherence = function(x) local l, s = x.list, x.set local found, n = {}, 0 for val,pos in pairs(s) do if found[pos] then return false end found[pos] = true n = n + 1 if not (l[pos] and (l[pos].v == val)) then return false end end if #l ~= n then return false end for i=1, n-1 do if l[i].s > l[i+1].s then return false end end return true end local _z_normrange = function(l, i1, i2) i1, i2 = assert(toint(i1)), assert(toint(i2)) if i1 < 0 then i1 = #l+i1 end if i2 < 0 then i2 = #l+i2 end i1, i2 = math.max(i1+1, 1), i2+1 if (i2 < i1) or (i1 > #l) then return nil end i2 = math.min(i2, #l) return i1, i2 end local _zrbs_opts = function(...) local arg = {...} if #arg == 0 then return {} end local ix, opts = 1, {} while type(arg[ix]) == "string" do if arg[ix] == "withscores" then opts.withscores = true ix = ix + 1 elseif arg[ix] == "limit" then opts.limit = { offset = assert(toint(arg[ix+1])), count = assert(toint(arg[ix+2])), } ix = ix + 3 else error("input") end end if type(arg[ix]) == "table" then local _o = arg[ix] opts.withscores = opts.withscores or _o.withscores if _o.limit then opts.limit = { offset = assert(toint(_o.limit.offset or _o.limit[1])), count = assert(toint(_o.limit.count or _o.limit[2])), } end ix = ix + 1 end assert(arg[ix] == nil) if opts.limit then assert( (opts.limit.count >= 0) and (opts.limit.offset >= 0) ) end return opts end local _z_store_params = function(dest, numkeys, ...) dest = chkarg(dest) numkeys = assert(toint(numkeys)) assert(numkeys > 0) local arg = {...} assert(#arg >= numkeys) local ks = {} for i=1, numkeys do ks[i] = chkarg(arg[i]) end local ix, opts = numkeys+1,{} while type(arg[ix]) == "string" do if arg[ix] == "weights" then opts.weights = {} ix = ix + 1 for i=1, numkeys do opts.weights[i] = assert(toint(arg[ix])) ix = ix + 1 end elseif arg[ix] == "aggregate" then opts.aggregate = assert(chkarg(arg[ix+1])) ix = ix + 2 else error("input") end end if type(arg[ix]) == "table" then local _o = arg[ix] opts.weights = opts.weights or _o.weights opts.aggregate = opts.aggregate or _o.aggregate ix = ix + 1 end assert(arg[ix] == nil) if opts.aggregate then assert( (opts.aggregate == "sum") or (opts.aggregate == "min") or (opts.aggregate == "max") ) else opts.aggregate = "sum" end if opts.weights then assert(#opts.weights == numkeys) for i=1,#opts.weights do assert(type(opts.weights[i]) == "number") end else opts.weights = {} for i=1, numkeys do opts.weights[i] = 1 end end opts.keys = ks opts.dest = dest return opts end local _zrbs_limits = function(x, s1, s2, descending) local s1_incl, s2_incl = true, true if s1:sub(1, 1) == "(" then s1, s1_incl = s1:sub(2, -1), false end s1 = assert(tofloat(s1)) if s2:sub(1, 1) == "(" then s2, s2_incl = s2:sub(2, -1), false end s2 = assert(tofloat(s2)) if descending then s1, s2 = s2, s1 s1_incl, s2_incl = s2_incl, s1_incl end if s2 < s1 then return nil end local l = x.list local i1, i2 local fst, lst = l[1].s, l[#l].s if (fst > s2) or ((not s2_incl) and (fst == s2)) then return nil end if (lst < s1) or ((not s1_incl) and (lst == s1)) then return nil end if (fst > s1) or (s1_incl and (fst == s1)) then i1 = 1 end if (lst < s2) or (s2_incl and (lst == s2)) then i2 = #l end for i=1,#l do if (i1 and i2) then break end if (not i1) then if l[i].s > s1 then i1 = i end if s1_incl and l[i].s == s1 then i1 = i end end if (not i2) then if l[i].s > s2 then i2 = i-1 end if (not s2_incl) and l[i].s == s2 then i2 = i-1 end end end assert(i1 and i2) if descending then return #l-i2, #l-i1 else return i1-1, i2-1 end end local dbg_zcoherence = function(self, k) local x = xgetr(self, k, "zset") return _z_coherence(x) end local zadd = function(self, k, ...) k = chkarg(k) local ps = _z_pairs(...) local x = xgetw(self, k, "zset") local n = 0 for i=1,#ps do if not _z_update(x, ps[i]) then n = n+1 end end return n end local zcard = function(self, k) local x = xgetr(self, k, "zset") return #x.list end local zcount = function(self, k, s1, s2) local x = xgetr(self, k, "zset") local i1, i2 = _zrbs_limits(x, s1, s2, false) if not (i1 and i2) then return 0 end assert(i2 >= i1) return i2 - i1 + 1 end local zincrby = function(self, k, n, v) k,v = chkargs(2, k, v) n = assert(tofloat(n)) local x = xgetw(self, k, "zset") local p = x.list[x.set[v]] local s = p and (p.s + n) or n _z_update(x, _z_pair(s, v)) return s end local zinterstore = function(self, ...) local params = _z_store_params(...) local x = xdefv("zset") local aggregate if params.aggregate == "sum" then aggregate = function(x, y) return x+y end elseif params.aggregate == "min" then aggregate = math.min elseif params.aggregate == "max" then aggregate = math.max else error() end local y = xgetr(self, params.keys[1], "zset") local p1, p2 for j=1,#y.list do p1 = _z_pair(y.list[j].s, y.list[j].v) _z_update(x, p1) end for i=2,#params.keys do y = xgetr(self, params.keys[i], "zset") local to_remove, to_update = {}, {} for j=1,#x.list do p1 = x.list[j] if y.set[p1.v] then p2 = _z_pair( aggregate( p1.s, params.weights[i] * y.list[y.set[p1.v]].s ), p1.v ) to_update[#to_update+1] = p2 else to_remove[#to_remove+1] = p1.v end end for j=1,#to_remove do _z_remove(x, to_remove[j]) end for j=1,#to_update do _z_update(x, to_update[j]) end end local r = #x.list if r > 0 then self.data[params.dest] = {ktype = "zset", value = x} end return r end local _zranger = function(descending) return function(self, k, i1, i2, opts) k = chkarg(k) local withscores = false if type(opts) == "table" then withscores = opts.withscores elseif type(opts) == "string" then assert(opts:lower() == "withscores") withscores = true else assert(opts == nil) end local x = xgetr(self, k, "zset") local l = x.list i1, i2 = _z_normrange(l, i1, i2) if not i1 then return {} end local inc = 1 if descending then i1 = #l - i1 + 1 i2 = #l - i2 + 1 inc = -1 end local r = {} if withscores then for i=i1, i2, inc do r[#r+1] = {l[i].v, l[i].s} end else for i=i1, i2, inc do r[#r+1] = l[i].v end end return r end end local zrange = _zranger(false) local zrevrange = _zranger(true) local _zrangerbyscore = function(descending) return function(self, k, s1, s2, ...) k, s1, s2 = chkargs(3, k, s1, s2) local opts = _zrbs_opts(...) local x = xgetr(self, k, "zset") local i1, i2 = _zrbs_limits(x, s1, s2, descending) if not (i1 and i2) then return {} end if opts.limit then if opts.limit.count == 0 then return {} end i1 = i1 + opts.limit.offset if i1 > i2 then return {} end i2 = math.min(i2, i1+opts.limit.count-1) end if descending then return zrevrange(self, k, i1, i2, opts) else return zrange(self, k, i1, i2, opts) end end end local zrangebyscore = _zrangerbyscore(false) local zrevrangebyscore = _zrangerbyscore(true) local zrank = function(self, k, v) local x = xgetr(self, k, "zset") local r = x.set[v] if r then return r-1 else return nil end end local zrem = function(self, k, ...) k = chkarg(k) local arg = getargs(...) local x, r = xgetw(self, k, "zset"), 0 for i=1,#arg do if _z_remove(x, arg[i]) then r = r + 1 end end cleanup(self, k) return r end local zremrangebyrank = function(self, k, i1, i2) k = chkarg(k) local x = xgetw(self, k, "zset") i1, i2 = _z_normrange(x.list, i1, i2) if not i1 then cleanup(self, k) return 0 end local n = _z_remove_range(x, i1, i2) cleanup(self, k) return n end local zremrangebyscore = function(self, k, s1, s2) local x = xgetr(self, k, "zset") local i1, i2 = _zrbs_limits(x, s1, s2, false) if not (i1 and i2) then return 0 end assert(i2 >= i1) return zremrangebyrank(self, k, i1, i2) end local zrevrank = function(self, k, v) local x = xgetr(self, k, "zset") local r = x.set[v] if r then return #x.list-r else return nil end end local zscore = function(self, k, v) local x = xgetr(self, k, "zset") local p = x.list[x.set[v]] if p then return p.s else return nil end end local zunionstore = function(self, ...) local params = _z_store_params(...) local x = xdefv("zset") local default_score, aggregate if params.aggregate == "sum" then default_score = 0 aggregate = function(x, y) return x+y end elseif params.aggregate == "min" then default_score = math.huge aggregate = math.min elseif params.aggregate == "max" then default_score = -math.huge aggregate = math.max else error() end local y, p1, p2 for i=1,#params.keys do y = xgetr(self, params.keys[i], "zset") for j=1,#y.list do p1 = y.list[j] p2 = _z_pair( aggregate( params.weights[i] * p1.s, x.set[p1.v] and x.list[x.set[p1.v]].s or default_score ), p1.v ) _z_update(x, p2) end end local r = #x.list if r > 0 then self.data[params.dest] = {ktype = "zset", value = x} end return r end -- connection local echo = function(self, v) return v end local ping = function(self) return true end -- server local flushdb = function(self) self.data = {} return true end --- Class local methods = { -- keys del = del, -- (...) -> #removed exists = chkargs_wrap(exists, 1), -- (k) -> exists? keys = keys, -- (pattern) -> list of keys ["type"] = chkargs_wrap(_type, 1), -- (k) -> [string|list|set|zset|hash|none] randomkey = randomkey, -- () -> [k|nil] rename = chkargs_wrap(rename, 2), -- (k,k2) -> true renamenx = chkargs_wrap(renamenx, 2), -- (k,k2) -> ! existed? k2 -- strings append = chkargs_wrap(append, 2), -- (k,v) -> #new bitcount = bitcount, -- (k,[start,end]) -> n bitop = bitop, -- ([and|or|xor|not],k,...) decr = chkargs_wrap(decr, 1), -- (k) -> new decrby = decrby, -- (k,n) -> new get = chkargs_wrap(get, 1), -- (k) -> [v|nil] getbit = getbit, -- (k,offset) -> b getrange = getrange, -- (k,start,end) -> string getset = chkargs_wrap(getset, 2), -- (k,v) -> [oldv|nil] incr = chkargs_wrap(incr, 1), -- (k) -> new incrby = incrby, -- (k,n) -> new incrbyfloat = incrbyfloat, -- (k,n) -> new mget = mget, -- (k1,...) -> {v1,...} mset = mset, -- (k1,v1,...) -> true msetnx = msetnx, -- (k1,v1,...) -> worked? (i.e. !existed? any k) set = chkargs_wrap(set, 2), -- (k,v) -> true setbit = setbit, -- (k,offset,b) -> old setnx = chkargs_wrap(setnx, 2), -- (k,v) -> worked? (i.e. !existed?) setrange = setrange, -- (k,offset,val) -> #new strlen = chkargs_wrap(strlen, 1), -- (k) -> [#v|0] -- hashes hdel = hdel, -- (k,sk1,...) -> #removed hexists = chkargs_wrap(hexists, 2), -- (k,sk) -> exists? hget = chkargs_wrap(hget,2), -- (k,sk) -> v hgetall = chkargs_wrap(hgetall, 1), -- (k) -> map hincrby = hincrby, -- (k,sk,n) -> new hincrbyfloat = hincrbyfloat, -- (k,sk,n) -> new hkeys = chkargs_wrap(hkeys, 1), -- (k) -> keys hlen = chkargs_wrap(hlen, 1), -- (k) -> [#sk|0] hmget = hmget, -- (k,{sk1,...}) -> {v1,...} hmset = hmset, -- (k,{sk1=v1,...}) -> true hset = chkargs_wrap(hset, 3), -- (k,sk1,v1) -> !existed? hsetnx = chkargs_wrap(hsetnx, 3), -- (k,sk1,v1) -> worked? (i.e. !existed?) hvals = chkargs_wrap(hvals, 1), -- (k) -> values -- lists blpop = blpop, -- (k1,...) -> k,v brpop = brpop, -- (k1,...) -> k,v brpoplpush = brpoplpush, -- (k1,k2,timeout) -> v lindex = lindex, -- (k,i) -> v linsert = chkargs_wrap(linsert, 4), -- (k,mode,pivot,v) -> #list (after) llen = chkargs_wrap(llen, 1), -- (k) -> #list lpop = chkargs_wrap(lpop, 1), -- (k) -> v lpush = lpush, -- (k,v1,...) -> #list (after) lpushx = chkargs_wrap(lpushx, 2), -- (k,v) -> #list (after) lrange = lrange, -- (k,start,stop) -> list lrem = lrem, -- (k,count,v) -> #removed lset = lset, -- (k,i,v) -> true ltrim = ltrim, -- (k,start,stop) -> true rpop = chkargs_wrap(rpop, 1), -- (k) -> v rpoplpush = chkargs_wrap(rpoplpush, 2), -- (k1,k2) -> v rpush = rpush, -- (k,v1,...) -> #list (after) rpushx = chkargs_wrap(rpushx, 2), -- (k,v) -> #list (after) -- sets sadd = sadd, -- (k,v1,...) -> #added scard = chkargs_wrap(scard, 1), -- (k) -> [n|0] sdiff = sdiff, -- (k1,...) -> set (of elements in k1 & not in any of ...) sdiffstore = sdiffstore, -- (k0,k1,...) -> #set at k0 sinter = sinter, -- (k1,...) -> set sinterstore = sinterstore, -- (k0,k1,...) -> #set at k0 sismember = chkargs_wrap(sismember, 2), -- (k,v) -> member? smembers = chkargs_wrap(smembers, 1), -- (k) -> set smove = chkargs_wrap(smove, 3), -- (k1,k2,v) -> moved? (i.e. !member? k1) spop = chkargs_wrap(spop, 1), -- (k) -> [v|nil] srandmember = srandmember, -- (k,[count]) -> v|[v1,v2,...] srem = srem, -- (k,v1,...) -> #removed sunion = sunion, -- (k1,...) -> set sunionstore = sunionstore, -- (k0,k1,...) -> #set at k0 -- zsets zadd = zadd, -- (k,score,member,[score,member,...]) zcard = chkargs_wrap(zcard, 1), -- (k) -> n zcount = chkargs_wrap(zcount, 3), -- (k,min,max) -> count zincrby = zincrby, -- (k,score,v) -> score zinterstore = zinterstore, -- (k,numkeys,k1,...,[opts]) -> card zrange = zrange, -- (k,start,stop,[opts]) -> depends on opts zrangebyscore = zrangebyscore, -- (k,min,max,[opts]) -> depends on opts zrank = chkargs_wrap(zrank, 2), -- (k,v) -> rank zrem = zrem, -- (k,v1,...) -> #removed zremrangebyrank = zremrangebyrank, -- (k,start,stop) -> #removed zremrangebyscore = chkargs_wrap(zremrangebyscore, 3), -- (k,min,max) -> #removed zrevrange = zrevrange, -- (k,start,stop,[opts]) -> depends on opts zrevrangebyscore = zrevrangebyscore, -- (k,min,max,[opts]) -> depends on opts zrevrank = chkargs_wrap(zrevrank, 2), -- (k,v) -> rank zscore = chkargs_wrap(zscore, 2), -- (k,v) -> score zunionstore = zunionstore, -- (k,numkeys,k1,...,[opts]) -> card -- connection echo = chkargs_wrap(echo, 1), -- (v) -> v ping = ping, -- () -> true -- server flushall = flushdb, -- () -> true flushdb = flushdb, -- () -> true -- debug dbg_zcoherence = dbg_zcoherence, } local new = function() local r = {data = {}} return setmetatable(r,{__index = methods}) end return { new = new, }
gpl-3.0
bell07/minetest-smart_inventory
libs/cache.lua
1
4508
local filter = smart_inventory.filter local cache = {} cache.cgroups = {} -- cache groups cache.itemgroups = {} -- raw item groups for recipe checks cache.citems = {} ----------------------------------------------------- -- Add an Item to the cache ----------------------------------------------------- function cache.add_item(def) -- special handling for doors. In inventory the item should be displayed instead of the node_a/node_b local item_def if def.groups and def.groups.door then if def.door then item_def = minetest.registered_items[def.door.name] elseif def.drop and type(def.drop) == "string" then item_def = minetest.registered_items[def.drop] else item_def = def end if not item_def then minetest.log("[smart_inventory] Buggy door found: "..def.name) item_def = def end else item_def = def end -- already in cache. Skip duplicate processing if cache.citems[item_def.name] then return end -- fill raw groups cache for recipes for group, value in pairs(item_def.groups) do cache.itemgroups[group] = cache.itemgroups[group] or {} cache.itemgroups[group][item_def.name] = item_def end local entry = { name = item_def.name, in_output_recipe = {}, in_craft_recipe = {}, cgroups = {} } cache.citems[item_def.name] = entry -- classify the item for _, flt in pairs(filter.registered_filter) do local filter_result = flt:check_item_by_def(def) if filter_result then if filter_result == true then cache.assign_to_group(flt.name, item_def, flt) else if type(filter_result) ~= "table" then if tonumber(filter_result) ~= nil then filter_result = {[flt.name..":"..filter_result] = true} else filter_result = {[filter_result] = true} end end for key, val in pairs(filter_result) do local filter_entry = tostring(key) if val ~= true then filter_entry = filter_entry..":"..tostring(val) end cache.assign_to_group(filter_entry, item_def, flt) end end end end end ----------------------------------------------------- -- Add a item to cache group ----------------------------------------------------- function cache.assign_to_group(group_name, itemdef, flt) -- check and build filter chain local abs_group local parent_ref local parent_stringpos for rel_group in group_name:gmatch("[^:]+") do -- get parent relation and absolute path if abs_group then parent_ref = cache.cgroups[abs_group] parent_stringpos = string.len(abs_group)+2 abs_group = abs_group..":"..rel_group else abs_group = rel_group end if flt:is_valid(abs_group) then -- check if group is new, create it if not cache.cgroups[abs_group] then if parent_ref then parent_ref.childs[abs_group] = string.sub(group_name, parent_stringpos) end local group = { name = abs_group, items = {}, parent = parent_ref, childs = {}, } group.group_desc = flt:get_description(group) group.keyword = flt:get_keyword(group) cache.cgroups[abs_group] = group end -- set relation cache.cgroups[abs_group].items[itemdef.name] = itemdef cache.citems[itemdef.name].cgroups[abs_group] = cache.cgroups[abs_group] end end end ----------------------------------------------------- -- Hook / Event for further initializations of the cache is filled ----------------------------------------------------- cache.registered_on_cache_filled = {} function cache.register_on_cache_filled(func, ...) assert(type(func) == "function", "register_on_cache_filled needs a function") table.insert(cache.registered_on_cache_filled, { func = func, opt = {...}}) end local function process_on_cache_filled() for _, hook in ipairs(cache.registered_on_cache_filled) do hook.func(unpack(hook.opt)) end end ----------------------------------------------------- -- Fill the cache at init ----------------------------------------------------- local function fill_cache() local shape_filter = filter.get("shape") for _, def in pairs(minetest.registered_items) do -- build groups and items cache if def.description and def.description ~= "" and (not def.groups.not_in_creative_inventory or shape_filter:check_item_by_def(def)) then cache.add_item(def) end end -- call hooks minetest.after(0, process_on_cache_filled) end minetest.after(0, fill_cache) ----------------------------------------------------- -- return the reference to the mod ----------------------------------------------------- return cache
lgpl-3.0
mohammad4569/matrix
plugins/wiki.lua
735
4364
-- http://git.io/vUA4M local socket = require "socket" local JSON = require "cjson" local wikiusage = { "!wiki [text]: Read extract from default Wikipedia (EN)", "!wiki(lang) [text]: Read extract from 'lang' Wikipedia. Example: !wikies hola", "!wiki search [text]: Search articles on default Wikipedia (EN)", "!wiki(lang) search [text]: Search articles on 'lang' Wikipedia. Example: !wikies search hola", } local Wikipedia = { -- http://meta.wikimedia.org/wiki/List_of_Wikipedias wiki_server = "https://%s.wikipedia.org", wiki_path = "/w/api.php", wiki_load_params = { action = "query", prop = "extracts", format = "json", exchars = 300, exsectionformat = "plain", explaintext = "", redirects = "" }, wiki_search_params = { action = "query", list = "search", srlimit = 20, format = "json", }, default_lang = "en", } function Wikipedia:getWikiServer(lang) return string.format(self.wiki_server, lang or self.default_lang) end --[[ -- return decoded JSON table from Wikipedia --]] function Wikipedia:loadPage(text, lang, intro, plain, is_search) local request, sink = {}, {} local query = "" local parsed if is_search then for k,v in pairs(self.wiki_search_params) do query = query .. k .. '=' .. v .. '&' end parsed = URL.parse(self:getWikiServer(lang)) parsed.path = self.wiki_path parsed.query = query .. "srsearch=" .. URL.escape(text) else self.wiki_load_params.explaintext = plain and "" or nil for k,v in pairs(self.wiki_load_params) do query = query .. k .. '=' .. v .. '&' end parsed = URL.parse(self:getWikiServer(lang)) parsed.path = self.wiki_path parsed.query = query .. "titles=" .. URL.escape(text) end -- HTTP request request['url'] = URL.build(parsed) print(request['url']) request['method'] = 'GET' request['sink'] = ltn12.sink.table(sink) local httpRequest = parsed.scheme == 'http' and http.request or https.request local code, headers, status = socket.skip(1, httpRequest(request)) if not headers or not sink then return nil end local content = table.concat(sink) if content ~= "" then local ok, result = pcall(JSON.decode, content) if ok and result then return result else return nil end else return nil end end -- extract intro passage in wiki page function Wikipedia:wikintro(text, lang) local result = self:loadPage(text, lang, true, true) if result and result.query then local query = result.query if query and query.normalized then text = query.normalized[1].to or text end local page = query.pages[next(query.pages)] if page and page.extract then return text..": "..page.extract else local text = "Extract not found for "..text text = text..'\n'..table.concat(wikiusage, '\n') return text end else return "Sorry an error happened" end end -- search for term in wiki function Wikipedia:wikisearch(text, lang) local result = self:loadPage(text, lang, true, true, true) if result and result.query then local titles = "" for i,item in pairs(result.query.search) do titles = titles .. "\n" .. item["title"] end titles = titles ~= "" and titles or "No results found" return titles else return "Sorry, an error occurred" end end local function run(msg, matches) -- TODO: Remember language (i18 on future version) -- TODO: Support for non Wikipedias but Mediawikis local search, term, lang if matches[1] == "search" then search = true term = matches[2] lang = nil elseif matches[2] == "search" then search = true term = matches[3] lang = matches[1] else term = matches[2] lang = matches[1] end if not term then term = lang lang = nil end if term == "" then local text = "Usage:\n" text = text..table.concat(wikiusage, '\n') return text end local result if search then result = Wikipedia:wikisearch(term, lang) else -- TODO: Show the link result = Wikipedia:wikintro(term, lang) end return result end return { description = "Searches Wikipedia and send results", usage = wikiusage, patterns = { "^![Ww]iki(%w+) (search) (.+)$", "^![Ww]iki (search) ?(.*)$", "^![Ww]iki(%w+) (.+)$", "^![Ww]iki ?(.*)$" }, run = run }
gpl-2.0
satanevil/eski-creed
plugins/wiki.lua
735
4364
-- http://git.io/vUA4M local socket = require "socket" local JSON = require "cjson" local wikiusage = { "!wiki [text]: Read extract from default Wikipedia (EN)", "!wiki(lang) [text]: Read extract from 'lang' Wikipedia. Example: !wikies hola", "!wiki search [text]: Search articles on default Wikipedia (EN)", "!wiki(lang) search [text]: Search articles on 'lang' Wikipedia. Example: !wikies search hola", } local Wikipedia = { -- http://meta.wikimedia.org/wiki/List_of_Wikipedias wiki_server = "https://%s.wikipedia.org", wiki_path = "/w/api.php", wiki_load_params = { action = "query", prop = "extracts", format = "json", exchars = 300, exsectionformat = "plain", explaintext = "", redirects = "" }, wiki_search_params = { action = "query", list = "search", srlimit = 20, format = "json", }, default_lang = "en", } function Wikipedia:getWikiServer(lang) return string.format(self.wiki_server, lang or self.default_lang) end --[[ -- return decoded JSON table from Wikipedia --]] function Wikipedia:loadPage(text, lang, intro, plain, is_search) local request, sink = {}, {} local query = "" local parsed if is_search then for k,v in pairs(self.wiki_search_params) do query = query .. k .. '=' .. v .. '&' end parsed = URL.parse(self:getWikiServer(lang)) parsed.path = self.wiki_path parsed.query = query .. "srsearch=" .. URL.escape(text) else self.wiki_load_params.explaintext = plain and "" or nil for k,v in pairs(self.wiki_load_params) do query = query .. k .. '=' .. v .. '&' end parsed = URL.parse(self:getWikiServer(lang)) parsed.path = self.wiki_path parsed.query = query .. "titles=" .. URL.escape(text) end -- HTTP request request['url'] = URL.build(parsed) print(request['url']) request['method'] = 'GET' request['sink'] = ltn12.sink.table(sink) local httpRequest = parsed.scheme == 'http' and http.request or https.request local code, headers, status = socket.skip(1, httpRequest(request)) if not headers or not sink then return nil end local content = table.concat(sink) if content ~= "" then local ok, result = pcall(JSON.decode, content) if ok and result then return result else return nil end else return nil end end -- extract intro passage in wiki page function Wikipedia:wikintro(text, lang) local result = self:loadPage(text, lang, true, true) if result and result.query then local query = result.query if query and query.normalized then text = query.normalized[1].to or text end local page = query.pages[next(query.pages)] if page and page.extract then return text..": "..page.extract else local text = "Extract not found for "..text text = text..'\n'..table.concat(wikiusage, '\n') return text end else return "Sorry an error happened" end end -- search for term in wiki function Wikipedia:wikisearch(text, lang) local result = self:loadPage(text, lang, true, true, true) if result and result.query then local titles = "" for i,item in pairs(result.query.search) do titles = titles .. "\n" .. item["title"] end titles = titles ~= "" and titles or "No results found" return titles else return "Sorry, an error occurred" end end local function run(msg, matches) -- TODO: Remember language (i18 on future version) -- TODO: Support for non Wikipedias but Mediawikis local search, term, lang if matches[1] == "search" then search = true term = matches[2] lang = nil elseif matches[2] == "search" then search = true term = matches[3] lang = matches[1] else term = matches[2] lang = matches[1] end if not term then term = lang lang = nil end if term == "" then local text = "Usage:\n" text = text..table.concat(wikiusage, '\n') return text end local result if search then result = Wikipedia:wikisearch(term, lang) else -- TODO: Show the link result = Wikipedia:wikintro(term, lang) end return result end return { description = "Searches Wikipedia and send results", usage = wikiusage, patterns = { "^![Ww]iki(%w+) (search) (.+)$", "^![Ww]iki (search) ?(.*)$", "^![Ww]iki(%w+) (.+)$", "^![Ww]iki ?(.*)$" }, run = run }
gpl-2.0
Anarchid/Zero-K
LuaUI/Widgets/gui_chili_chatbubbles.lua
8
16654
function widget:GetInfo() return { name = "Chili Chat Bubbles", desc = "Shows Chat bubbles", author = "jK", date = "2009 & 2010", license = "GNU GPL, v2 or later", layer = 0, enabled = false, } end include("Widgets/COFCTools/ExportUtilities.lua") -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local GetSpectatingState = Spring.GetSpectatingState local GetTimer = Spring.GetTimer local DiffTimers = Spring.DiffTimers local Chili local color2incolor local colorAI = {} -- color for AI team indexed by botname local msgTypeToColor = { player_to_allies = {0,1,0,1}, player_to_player_received = {0,1,1,1}, player_to_player_sent = {0,1,1,1}, player_to_specs = {1,1,0.5,1}, player_to_everyone = {1,1,1,1}, spec_to_specs = {1,1,0.5,1}, spec_to_allies = {1,1,0.5,1}, spec_to_everyone = {1,1,1,1}, --shameful copy-paste -- TODO rewrite pattern matcher to remove this duplication replay_spec_to_specs = {1,1,0.5,1}, replay_spec_to_allies = {1,1,0.5,1}, replay_spec_to_everyone = {1,1,1,1}, } -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local vsx,vsy = 0,0 local _window_id = 0 local windows = {} --[[ local window_margin = 5 local window_width = 400 local window_timeout = 10 --]] --options_section = 'Interface' options_path = 'Settings/HUD Panels/Chat/Bubbles' options_order = {'setavatar','filterGlobalChat', 'filterAutohostMsg', 'text_height', 'window_margin', 'window_width', 'window_height', 'window_timeout', 'firstbubble_y',} options = { setavatar = { name = 'Set An Avatar', desc = 'Avatar to show next to your bubble. Requires the Avatar widget', type = 'button', OnChange = function() Spring.SendCommands{"luaui enablewidget Avatars", "setavatar"} end, path = 'Settings/HUD Panels/Chat', }, filterGlobalChat = { name = 'Filter Global Chat', desc = 'Filter out messages made in global chat', type = 'bool', value = true, }, filterAutohostMsg = { name = 'Filter Autohost Messages', desc = 'Filter out messages from autohost', type = 'bool', value = true, }, text_height = { name = 'Font Size (10-18)', type = 'number', value = 12, min=10,max=18,step=1, }, window_margin = { name = 'Margin (0 - 10)', desc = 'Margin between bubbles', type = 'number', min = 0, max = 10, value = 0, }, window_width = { name = 'Width (200 - 600)', desc = '', type = 'number', min = 200, max = 600, value = 260, }, window_height = { name = 'Height 60-120', desc = '', type = 'number', min = 40, max = 120, value = 60, }, window_timeout = { name = 'Timeout (5 - 50)', desc = '', type = 'number', min = 5, max = 50, value = 20, }, firstbubble_y = { name = 'Screen Height of First Bubble', desc = 'How high up the first bubble should start on the right of the screen.', type = 'number', min = 0, max = 600, value = 120, }, } local windows_fading = {} -- map points local windows_points = {} local avatar_fallback = "LuaUI/Configs/Avatars/Crystal_personal.png" -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local playerNameToIDlist = {} local function MyPlayerNameToID(name) local buf = playerNameToIDlist[name] if (not buf) then local players = Spring.GetPlayerList(true) for i=1,#players do local pid = players[i] local pname = Spring.GetPlayerInfo(pid, false) playerNameToIDlist[pname] = pid end return playerNameToIDlist[name] else return buf end end local function newWindowID() _window_id = _window_id + 1 return _window_id end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function widget:Update() local w = windows[1] local time_now = GetTimer() if (w)and(DiffTimers(time_now, w.custom_timeadded) > options.window_timeout.value) then table.remove(windows,1) windows_fading[#windows_fading+1] = w end local deleted = 0 for i=1,#windows_fading do w = windows_fading[i] if (w.x > vsx) then deleted = deleted + 1 windows_fading[i] = nil -- cleanup points local id = w.window_id if windows_points[id] then windows_points[id] = nil end w:Dispose() end w:SetPos(w.x + 10, w.y) -- this is where it moves the window off the screen end if (deleted > 0) then local num = #windows_fading - deleted local i = 1 repeat w = windows_fading[i] if (not w) then table.remove(windows_fading,i) i = i - 1 end i = i + 1 until (i>num); end end function PushWindow(window) if window then window:Realign() --// else `window.height` wouldn't give the desired value windows[#windows+1] = window end local w = windows[1] w:SetPos(w.x, options.firstbubble_y.value) for i=2,#windows do windows[i]:SetPos(w.x, w.y + (w.height + options.window_margin.value)) w = windows[i] if w.y > vsy then -- overflow, get rid of top window windows[1]:Dispose() table.remove(windows, 1) PushWindow() return end end end -- last message local last_type = nil local last_a = nil local last_b = nil local last_c = nil local last_timeadded = GetTimer() -- returns true if current message is same as last one -- TODO: graphical representation function DuplicateMessage(type, a, b, c) local samemessage = false if type == last_type and a == last_a and b == last_b and c == last_c then if DiffTimers(GetTimer(), last_timeadded) < options.window_timeout.value then samemessage = true end end if not samemessage then last_type = type last_a = a last_b = b last_c = c last_timeadded = GetTimer() end return samemessage end function widget:AddChatMessage(msg) local playerID = msg.player and msg.player.id local type = msg.msgtype local text = msg.argument or '' if DuplicateMessage("chat", playerID, msg.argument, type) then return end local playerName,active,isSpec,teamID local teamcolor local avatar = nil if type == 'autohost' then active = false playerName = "Autohost" isSpec = true teamID = 0 else if msg.player and msg.player.isAI then teamcolor = colorAI[msg.playername] playerName = msg.playername active = true else playerName,active,isSpec,teamID,allyTeamID,pingTime,cpuUsage,country,rank, customKeys = Spring.GetPlayerInfo(playerID) teamcolor = {Spring.GetTeamColor(teamID)} if (customKeys ~= nil) and (customKeys.avatar~=nil) then avatar = "LuaUI/Configs/Avatars/" .. customKeys.avatar .. ".png" end end end if (not active or isSpec) then teamcolor = {1,1,1,0.7} end local bubbleColor = msgTypeToColor[type] or {1,1,1,1} local textColor = color2incolor(teamcolor) if type == 'player_to_player_received' or type == 'player_to_player_sent' then text = "Private: " .. text end local pp = nil if WG.alliedCursorsPos then local cur = WG.alliedCursorsPos[playerID] if cur ~= nil then pp = {cur[1], cur[2], cur[3], cur[4]} end end local w = Chili.Window:New{ parent = Chili.Screen0; x = vsx-options.window_width.value; y = options.firstbubble_y.value; width = options.window_width.value; height = options.window_height.value; --minWidth = options.window_width.value; --minHeight = options.window_height.value; autosize = true; resizable = false; draggable = false; skinName = "BubbleBlack"; color = bubbleColor; padding = {12, 12, 12, 12}; custom_timeadded = GetTimer(), window_id = newWindowID(), OnClick = {function() local _, _, meta, _ = Spring.GetModKeyState() if meta then WG.crude.OpenPath('Settings/HUD Panels/Chat') --click + space will shortcut to option-menu WG.crude.ShowMenu() --make epic Chili menu appear. return true end if pp ~= nil then SetCameraTarget(pp[1], 0, pp[2],1) end end}, } function w:HitTest(x,y) return self end Chili.Image:New{ parent = w; file = ((WG.Avatar and WG.Avatar.GetAvatar(playerName)) or avatar) or avatar_fallback; --get avatar from "api_avatar.lua" or from server, or use the default avatar --file2 = (type=='s') and "LuaUI/Images/tech_progressbar_empty.png"; width = options.window_height.value-24; height = options.window_height.value-24; } --[[ local verb = " says:" if (type == 'a') then verb = " says to allies:" elseif (type == 's') then verb = " says to spectators:" elseif (type == 'p') then verb = " whispers to you:" elseif (type == 'l') then verb = " says:" end local l = Chili.Label:New{ parent = w; caption = playerName .. verb; --caption = "<" .. playerName .. ">"; x = options.window_height.value - 24; y = 2; width = w.clientWidth - (options.window_height.value - 24) - 5; height = 14; valign = "ascender"; align = "left"; autosize = false; font = { size = 12; shadow = true; } } ]]-- Chili.TextBox:New{ parent = w; text = textColor .. playerName .. ":\008 " .. color2incolor(bubbleColor) .. text .. "\008"; x = options.window_height.value - 24; y = 2; width = w.clientWidth - (options.window_height.value - 24) - 5; valign = "ascender"; align = "left"; font = { size = options.text_height.value; shadow = true; } } PushWindow(w) end function widget:AddConsoleMessage(msg) if not GetSpectatingState() then if (msg.source == 'spec' or msg.source == "enemy") and options.filterGlobalChat.value then return end end if msg.msgtype == 'other' then return end if msg.msgtype == 'autohost' and options.filterAutohostMsg.value then return end widget:AddChatMessage(msg) end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local lastPoint = nil function widget:AddMapPoint(player, caption, px, py, pz) if DuplicateMessage("point", player, caption) then -- update point for camera target local w = windows[#windows] if w then local index = w.window_id windows_points[index].x = px windows_points[index].y = py windows_points[index].z = pz end return end local playerName,active,isSpec,teamID = Spring.GetPlayerInfo(player, false) local teamcolor = {Spring.GetTeamColor(teamID)} if (not active or isSpec) then teamcolor = {1,0,0,1} end local custom_timeadded = GetTimer() local window_id = newWindowID() windows_points[window_id] = {x = px, y = py, z = pz} local w = Chili.Window:New{ parent = Chili.Screen0; x = vsx-options.window_width.value; y = options.firstbubble_y.value; width = options.window_width.value; height = options.window_height.value; autosize = true; resizable = false; --draggable = false; skinName = "BubbleBlack"; color = {1,0.2,0.2,1}; padding = {12, 12, 12, 12}; custom_timeadded = custom_timeadded, window_id = window_id, draggable = false, -- OnMouseDown is needed for OnClick OnMouseDown = {function(self) return true end}, --capture click (don't allow window to pass the click). this prevent user from accidentally clicking on the ground while clicking on the window. OnClick = {function(self) local p = windows_points[window_id] SetCameraTarget(p.x, p.y, p.z,1) end}, } function w:HitTest(x,y) -- FIXME: chili hacked to allow OnClick on window return self end Chili.Image:New{ parent = w; file = 'LuaUI/Images/Crystal_Clear_action_flag.png'; width = options.window_height.value-24; height = options.window_height.value-24; } local text = color2incolor(teamcolor) .. playerName .. "\008 added point" .. (caption and (": " .. caption) or '') local l = Chili.TextBox:New{ parent = w; text = text; x = options.window_height.value - 24; y = 2; width = w.clientWidth - (options.window_height.value - 24) - 5; valign = "ascender"; align = "left"; font = { size = options.text_height.value; shadow = true; } } PushWindow(w) end function widget:MapDrawCmd(playerID, cmdType, px, py, pz, caption) if (cmdType == 'point') then widget:AddMapPoint(playerID,caption, px,py,pz) end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function widget:AddWarning(text) if DuplicateMessage("warning", text) then return end teamcolor = {1,0.5,0,1} local w = Chili.Window:New{ parent = Chili.Screen0; x = vsx-options.window_width.value; y = options.firstbubble_y.value; width = options.window_width.value; height = options.window_height.value; resizable = false; draggable = false; skinName = "BubbleBlack"; color = teamcolor; padding = {12, 12, 12, 12}; custom_timeadded = GetTimer(), window_id = newWindowID(), } Chili.Image:New{ parent = w; file = 'LuaUI/Images/Crystal_Clear_app_error.png'; width = options.window_height.value-24; height = options.window_height.value-24; } Chili.Label:New{ parent = w; caption = text; x = options.window_height.value - 24; width = w.clientWidth - (options.window_height.value - 24) - 5; height = "90%"; valign = "center"; align = "left"; font = { color = {1, 0.5, 0, 1}, size = options.text_height.value; shadow = true; } } PushWindow(w) end function widget:TeamDied(teamID) local player = Spring.GetPlayerList(teamID)[1] -- chicken team has no players (normally) if player then local playerName = Spring.GetPlayerInfo(player, false) widget:AddWarning(playerName .. ' died') end end --[[ function widget:TeamChanged(teamID) --// ally changed local playerName = Spring.GetPlayerInfo(Spring.GetPlayerList(teamID)[1], false) widget:AddWarning(playerName .. ' allied') end --]] local function SetupAITeamColor() --Copied from gui_chili_chat2_1.lua -- register any AIs -- Copied from gui_chili_crudeplayerlist.lua local teamsSorted = Spring.GetTeamList() for i=1,#teamsSorted do local teamID = teamsSorted[i] if teamID ~= Spring.GetGaiaTeamID() then local isAI = select(4,Spring.GetTeamInfo(teamID, false)) if isAI then local name = select(2,Spring.GetAIInfo(teamID)) colorAI[name] = {Spring.GetTeamColor(teamID)} end end --if teamID ~= Spring.GetGaiaTeamID() end --for each team end function widget:PlayerChanged(playerID) local playerName,active,isSpec,teamID = Spring.GetPlayerInfo(playerID, false) local _,_,isDead = Spring.GetTeamInfo(teamID, false) if (isSpec) then if not isDead then widget:AddWarning(playerName .. ' resigned') end elseif (Spring.GetDrawFrame()>120) then --// skip `changed status` message flood when entering the game widget:AddWarning(playerName .. ' changed status') end end function widget:PlayerRemoved(playerID, reason) local playerName = Spring.GetPlayerInfo(playerID, false) if reason == 0 then widget:AddWarning(playerName .. ' timed out') elseif reason == 1 then widget:AddWarning(playerName .. ' quit') elseif reason == 2 then widget:AddWarning(playerName .. ' got kicked') else widget:AddWarning(playerName .. ' left (unknown reason)') end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function widget:SetConfigData() end function widget:GetConfigData() end function widget:Shutdown() for i=1,#windows do local w = windows[i] w:Dispose() end for i=1,#windows_fading do local w = windows_fading[i] w:Dispose() end windows = nil windows_fading = nil end function widget:ViewResize(vsx_, vsy_) vsx = vsx_ vsy = vsy_ end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function widget:Initialize() if (not WG.Chili) then widgetHandler:RemoveWidget() return end Chili = WG.Chili color2incolor = Chili.color2incolor SetupAITeamColor() widget:ViewResize(Spring.GetViewGeometry()) end -------------------------------------------------------------------------------- --------------------------------------------------------------------------------
gpl-2.0
Anarchid/Zero-K
LuaRules/Configs/StartBoxes/Vernal 3way 0.6.1.lua
6
1347
return { [0] = { boxes = {{ {2124, 665}, {2150, 671}, {2179, 718}, {2207, 747}, {2233, 788}, {2271, 834}, {2282, 868}, {2281, 899}, {2261, 917}, {2224, 922}, {2191, 927}, {2162, 941}, {2142, 957}, {2121, 968}, {2096, 958}, {2066, 938}, {2034, 904}, {1986, 858}, {1960, 831}, {1951, 796}, {1958, 764}, {1998, 728}, {2054, 692}, }}, startpoints = { {2115, 814}, }, nameLong = "North", nameShort = "N", }, [1] = { boxes = {{ {4558, 3531}, {4521, 3540}, {4463, 3545}, {4420, 3547}, {4374, 3525}, {4363, 3494}, {4385, 3438}, {4382, 3372}, {4411, 3334}, {4468, 3313}, {4536, 3305}, {4582, 3287}, {4606, 3293}, {4632, 3311}, {4649, 3366}, {4662, 3415}, {4654, 3466}, {4644, 3509}, {4619, 3535}, {4589, 3529}, }}, startpoints = { {4517, 3423}, }, nameLong = "South-East", nameShort = "SE", }, [2] = { boxes = {{ {970, 4123}, {1000, 4062}, {1023, 4033}, {1065, 4034}, {1104, 4077}, {1148, 4114}, {1180, 4127}, {1195, 4179}, {1157, 4266}, {1142, 4337}, {1107, 4361}, {1062, 4349}, {1028, 4342}, {937, 4294}, {919, 4248}, {944, 4185}, }}, startpoints = { {1055, 4212}, }, nameLong = "South-West", nameShort = "SW", }, }, { 2, 3 }
gpl-2.0
haste/oUF
elements/pvpclassificationindicator.lua
3
3692
--[[ # Element: PvPClassificationIndicator Handles the visibility and updating of an indicator based on the unit's PvP classification. ## Widget PvPClassificationIndicator - A `Texture` used to display PvP classification. ## Notes This element updates by changing the texture. ## Options .useAtlasSize - Makes the element use preprogrammed atlas' size instead of its set dimensions (boolean) ## Examples -- Position and size local PvPClassificationIndicator = self:CreateTexture(nil, 'OVERLAY') PvPClassificationIndicator:SetSize(24, 24) PvPClassificationIndicator:SetPoint('CENTER') -- Register it with oUF self.PvPClassificationIndicator = PvPClassificationIndicator --]] local _, ns = ... local oUF = ns.oUF -- sourced from FrameXML/CompactUnitFrame.lua local ICONS = { [Enum.PvpUnitClassification.FlagCarrierHorde or 0] = "nameplates-icon-flag-horde", [Enum.PvpUnitClassification.FlagCarrierAlliance or 1] = "nameplates-icon-flag-alliance", [Enum.PvpUnitClassification.FlagCarrierNeutral or 2] = "nameplates-icon-flag-neutral", [Enum.PvpUnitClassification.CartRunnerHorde or 3] = "nameplates-icon-cart-horde", [Enum.PvpUnitClassification.CartRunnerAlliance or 4] = "nameplates-icon-cart-alliance", [Enum.PvpUnitClassification.AssassinHorde or 5] = "nameplates-icon-bounty-horde", [Enum.PvpUnitClassification.AssassinAlliance or 6] = "nameplates-icon-bounty-alliance", [Enum.PvpUnitClassification.OrbCarrierBlue or 7] = "nameplates-icon-orb-blue", [Enum.PvpUnitClassification.OrbCarrierGreen or 8] = "nameplates-icon-orb-green", [Enum.PvpUnitClassification.OrbCarrierOrange or 9] = "nameplates-icon-orb-orange", [Enum.PvpUnitClassification.OrbCarrierPurple or 10] = "nameplates-icon-orb-purple", } local function Update(self, event, unit) if(unit ~= self.unit) then return end local element = self.PvPClassificationIndicator --[[ Callback: PvPClassificationIndicator:PreUpdate(unit) Called before the element has been updated. * self - the PvPClassificationIndicator element * unit - the unit for which the update has been triggered (string) --]] if(element.PreUpdate) then element:PreUpdate(unit) end local class = UnitPvpClassification(unit) local icon = ICONS[class] if(icon) then element:SetAtlas(icon, element.useAtlasSize) element:Show() else element:Hide() end --[[ Callback: PvPClassificationIndicator:PostUpdate(unit, class) Called after the element has been updated. * self - the PvPClassificationIndicator element * unit - the unit for which the update has been triggered (string) * class - the pvp classification of the unit (number?) --]] if(element.PostUpdate) then return element:PostUpdate(unit, class) end end local function Path(self, ...) --[[Override: PvPClassificationIndicator.Override(self, event, ...) Used to completely override the internal update function. * self - the parent object * event - the event triggering the update (string) * ... - the arguments accompanying the event --]] return (self.PvPClassificationIndicator.Override or Update) (self, ...) end local function ForceUpdate(element) return Path(element.__owner, 'ForceUpdate', element.__owner.unit) end local function Enable(self) local element = self.PvPClassificationIndicator if(element) then element.__owner = self element.ForceUpdate = ForceUpdate self:RegisterEvent('UNIT_CLASSIFICATION_CHANGED', Path) return true end end local function Disable(self) local element = self.PvPClassificationIndicator if(element) then element:Hide() self:UnregisterEvent('UNIT_CLASSIFICATION_CHANGED', Path) end end oUF:AddElement('PvPClassificationIndicator', Path, Enable, Disable)
mit
Anarchid/Zero-K
scripts/pw_techlab.lua
8
2577
include 'constants.lua' local base = piece "base" local wheel1 = piece "wheel1" local wheel2 = piece "wheel2" local slider = piece "slider" local sliderturret = piece "sliderturret" local armabase = piece "armabase" local armbbase = piece "armbbase" local armcbase = piece "armcbase" local armdbase = piece "armdbase" local armebase = piece "armebase" local armfbase = piece "armfbase" local arma = piece "arma" local armb = piece "armb" local armc = piece "armc" local armd = piece "armd" local arme = piece "arme" local armf = piece "armf" local armapick = piece "armapick" local armbpick = piece "armdpick" local armcpick = piece "armcpick" local armdpick = piece "armdpick" local armepick = piece "armepick" local armfpick = piece "armfpick" local anglea = -0.05 local angleb = -0.08 local anglec = -0.1 local speeda = 0.3 local speedb = 0.5 local function armmove(piece1, piece2, piece3) while(true) do Turn(piece1, z_axis, anglea, speeda) Turn(piece2, z_axis, angleb, speeda) Turn(piece3, z_axis, anglec, speeda) WaitForTurn(piece1, z_axis) WaitForTurn(piece2, z_axis) WaitForTurn(piece3, z_axis) Turn(piece1, z_axis, anglea, speedb) Turn(piece2, z_axis, angleb, speedb) Turn(piece3, z_axis, anglec, speedb) WaitForTurn(piece1, z_axis) WaitForTurn(piece2, z_axis) WaitForTurn(piece3, z_axis) Turn(piece1, z_axis, 0, speedb) Turn(piece2, z_axis, 0, speedb) Turn(piece3, z_axis, 0, speedb) Sleep (math.random(200,2000)) end end local function moveslider() while(true) do Move(slider, z_axis, math.random(-5.8,5.8)*5.8, 10) WaitForMove(slider, z_axis) Sleep (50) end end function script.Create() if Spring.GetUnitRulesParam(unitID, "planetwarsDisable") == 1 or GG.applyPlanetwarsDisable then return end StartThread(armmove, armabase, arma, armapick) StartThread(armmove, armbbase, armb, armbpick) StartThread(armmove, armcbase, armc, armcpick) StartThread(armmove, armdbase, armd, armdpick) StartThread(armmove, armebase, arme, armepick) StartThread(armmove, armfbase, armf, armfpick) StartThread(moveslider) Spin(sliderturret, y_axis, 2, 0.2) Spin(wheel1, x_axis, 0.5, 0.01) Spin(wheel2, x_axis, -0.5, 0.01) end function script.Killed(recentDamage, maxHealth) local severity = recentDamage/maxHealth if severity < .5 then Explode(base, SFX.NONE) Explode(sliderturret, SFX.NONE) Explode(slider, SFX.NONE) return 1 else Explode(base, SFX.SHATTER) --Explode(sliderturret, SFX.FALL + SFX.SMOKE + SFX.FIRE) Explode(sliderturret, SFX.SHATTER) Explode(slider, SFX.FALL) return 2 end end
gpl-2.0
wesnoth/wesnoth
data/ai/micro_ais/mai-defs/recruiting.lua
4
1340
local function handle_default_recruitment(cfg) -- Also need to delete/add the default recruitment CA if cfg.action == 'add' then wesnoth.sides.delete_ai_component(cfg.side, "stage[main_loop].candidate_action[recruitment]") elseif cfg.action == 'delete' then -- We need to add the recruitment CA back in -- This works even if it was not removed, it simply overwrites the existing CA wesnoth.sides.add_ai_component(cfg.side, "stage[main_loop].candidate_action", { id="recruitment", engine="cpp", name="ai_default_rca::aspect_recruitment_phase", max_score=180000, score=180000 } ) end end function wesnoth.micro_ais.recruit_rushers(cfg) local optional_keys = { high_level_fraction = 'float', randomness = 'float' } local CA_parms = { ai_id = 'mai_rusher_recruit', { ca_id = "move", location = '../../lua/ca_recruit_rushers.lua', score = cfg.ca_score or 180000 } } handle_default_recruitment(cfg) return {}, optional_keys, CA_parms end function wesnoth.micro_ais.recruit_random(cfg) local optional_keys = { skip_low_gold_recruiting = 'boolean', probability = 'tag' } local CA_parms = { ai_id = 'mai_random_recruit', { ca_id = "move", location = 'ca_recruit_random.lua', score = cfg.ca_score or 180000 } } handle_default_recruitment(cfg) return {}, optional_keys, CA_parms end
gpl-2.0
Anarchid/Zero-K
gamedata/buildoptions.lua
6
1135
local buildOpts = { [[staticmex]], [[energysolar]], [[energyfusion]], [[energysingu]], [[energywind]], [[energygeo]], [[staticstorage]], [[energypylon]], [[staticcon]], [[staticrearm]], [[factoryshield]], [[factorycloak]], [[factoryveh]], [[factoryplane]], [[factorygunship]], [[factoryhover]], [[factoryamph]], [[factoryspider]], [[factoryjump]], [[factorytank]], [[factoryship]], [[plateshield]], [[platecloak]], [[plateveh]], [[plateplane]], [[plategunship]], [[platehover]], [[plateamph]], [[platespider]], [[platejump]], [[platetank]], [[plateship]], [[striderhub]], [[staticradar]], [[staticheavyradar]], [[staticshield]], [[staticjammer]], [[turretmissile]], [[turretlaser]], [[turretimpulse]], [[turretemp]], [[turretriot]], [[turretheavylaser]], [[turretgauss]], [[turretantiheavy]], [[turretheavy]], [[turrettorp]], [[turretaalaser]], [[turretaaclose]], [[turretaafar]], [[turretaaflak]], [[turretaaheavy]], [[staticantinuke]], [[staticarty]], [[staticheavyarty]], [[staticmissilesilo]], [[staticnuke]], [[mahlazer]], [[raveparty]], [[zenith]], } return buildOpts
gpl-2.0
erfan1292/1234
plugins/lock-forward.lua
18
1291
do local function pre_process(msg) local hash = 'mate:'..msg.to.id if redis:get(hash) and msg.fwd_from and not is_momod(msg) then channel_kick_user('channel#id'..msg.to.id,'user#id'..msg.from.id, ok_cb, false) return "forward has been locked" end return msg end local function run(msg, matches) channel_id = msg.to.id if matches[1] == 'lock' and is_momod(msg) then local hash = 'mate:'..msg.to.id redis:set(hash, true) return "Forward has been locked" elseif matches[1] == 'unlock' and is_momod(msg) then local hash = 'mate:'..msg.to.id redis:del(hash) return "Forward has been unlocked" end if matches[1] == 'status' then local hash = 'mate:'..msg.to.id if redis:get(hash) then return "forward is locked" else return "forward is not locked" end end end return { patterns = { '^[/!#](lock) forward$', '^[/!#](unlock) forward$', '^[/!#]forward (status)$', }, run = run, pre_process = pre_process } end --fix for channel by @WaderTGTeam --Tnx to WaderTG Team
gpl-2.0
alireza1998/supergroup
plugins/media.lua
297
1590
do local function run(msg, matches) local receiver = get_receiver(msg) local url = matches[1] local ext = matches[2] local file = download_to_file(url) local cb_extra = {file_path=file} local mime_type = mimetype.get_content_type_no_sub(ext) if ext == 'gif' then print('send_file') send_document(receiver, file, rmtmp_cb, cb_extra) elseif mime_type == 'text' then print('send_document') send_document(receiver, file, rmtmp_cb, cb_extra) elseif mime_type == 'image' then print('send_photo') send_photo(receiver, file, rmtmp_cb, cb_extra) elseif mime_type == 'audio' then print('send_audio') send_audio(receiver, file, rmtmp_cb, cb_extra) elseif mime_type == 'video' then print('send_video') send_video(receiver, file, rmtmp_cb, cb_extra) else print('send_file') send_file(receiver, file, rmtmp_cb, cb_extra) end end return { description = "When user sends media URL (ends with gif, mp4, pdf, etc.) download and send it to origin.", usage = "", patterns = { "(https?://[%w-_%.%?%.:/%+=&]+%.(gif))$", "(https?://[%w-_%.%?%.:/%+=&]+%.(mp4))$", "(https?://[%w-_%.%?%.:/%+=&]+%.(pdf))$", "(https?://[%w-_%.%?%.:/%+=&]+%.(ogg))$", "(https?://[%w-_%.%?%.:/%+=&]+%.(zip))$", "(https?://[%w-_%.%?%.:/%+=&]+%.(mp3))$", "(https?://[%w-_%.%?%.:/%+=&]+%.(rar))$", "(https?://[%w-_%.%?%.:/%+=&]+%.(wmv))$", "(https?://[%w-_%.%?%.:/%+=&]+%.(doc))$", "(https?://[%w-_%.%?%.:/%+=&]+%.(avi))$", "(https?://[%w-_%.%?%.:/%+=&]+%.(webp))$" }, run = run } end
gpl-2.0
selfighter/cardpeek
dot_cardpeek_dir/scripts/calypso/c250n502.lua
17
4335
-- -- This file is part of Cardpeek, the smartcard reader utility. -- -- Copyright 2009 by 'L1L1' and 2013-2014 by 'kalon33' -- -- Cardpeek 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. -- -- Cardpeek 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 Cardpeek. If not, see <http://www.gnu.org/licenses/>. -- --------------------------------------------------------------------- -- Most of the data and coding ideas in this file -- was contributed by 'Pascal Terjan', based on location -- data from 'Nicolas Derive'. --------------------------------------------------------------------- require('lib.strict') require('etc.grenoble-tag_stops') require('etc.grenoble-tag_lines') SERVICE_PROVIDERS = { [3] = "TAG" } TRANSPORT_LIST = { [1] = "Tram" } TRANSITION_LIST = { [1] = "Entry", [2] = "Exit", [4] = "Inspection", [6] = "Interchange (entry)", [7] = "Interchange (exit)" } function navigo_process_events(ctx) local EVENTS local RECORD local REF local rec_index local code_value local code_transport local code_transition local code_transport_string local code_transition_string local code_string local service_provider_value local location_id_value local route_number_value local route_string local sector_id local station_id local location_string EVENTS = ui.tree_find_node(ctx,"Event logs, parsed"); if EVENTS==nil then log.print(log.WARNING,"No event found in card") return 0 end for rec_index=1,16 do RECORD = ui.tree_find_node(EVENTS,"record",rec_index) if RECORD==nil then break end REF = ui.tree_find_node(RECORD,"EventServiceProvider") service_provider_value = bytes.tonumber(ui.tree_get_value(REF)) ui.tree_set_alt_value(REF,SERVICE_PROVIDERS[service_provider_value]) REF = ui.tree_find_node(RECORD,"EventCode") code_value = bytes.tonumber(ui.tree_get_value(REF)) code_transport = bit.SHR(code_value,4) code_transport_string = TRANSPORT_LIST[code_transport] if code_transport_string==nil then code_transport_string = code_transport end code_transition = bit.AND(code_value,0xF) code_transition_string = TRANSITION_LIST[code_transition] if (code_transition_string==nil) then code_transition_string = code_transition end ui.tree_set_alt_value(REF,code_transport_string.." - "..code_transition_string) if service_provider_value == 3 and code_transport <=1 then REF = ui.tree_find_node(RECORD,"EventLocationId") location_id_value = bytes.tonumber(ui.tree_get_value(REF)) -- sector_id = bit.SHR(location_id_value,9) -- station_id = bit.AND(bit.SHR(location_id_value,4),0x1F) -- if STOPS_LIST[sector_id]~=nil then -- location_string = "secteur "..STOPS_LIST[sector_id]['name'].." - station " -- if STOPS_LIST[sector_id][station_id]==nil then -- location_string = location_string .. station_id -- else -- location_string = location_string .. STOPS_LIST[sector_id][station_id] -- end -- else -- location_string = "secteur "..sector_id.." - station "..station_id -- end -- end if STOPS_LIST[location_id_value]~=nil then location_string = STOPS_LIST[location_id_value] else location_string = location_id_value end ui.tree_set_alt_value(REF,location_string) REF = ui.tree_find_node(RECORD,"EventRouteNumber") route_number_value = bytes.tonumber(ui.tree_get_value(REF)) if LINES_LIST[route_number_value]["name"] then route_string = LINES_LIST[route_number_value]["name"] else -- route_string = route_number_value route_string = LINES_LIST[route_number_value]["name"] end ui.tree_set_alt_value(REF,route_string) end end end navigo_process_events(CARD)
gpl-3.0
LORgames/premake-core
modules/vstudio/tests/cs2005/test_output_props.lua
14
1371
-- -- tests/actions/vstudio/cs2005/test_output_props.lua -- Test the target output settings of a Visual Studio 2005+ C# project. -- Copyright (c) 2012-2013 Jason Perkins and the Premake project -- local p = premake local suite = test.declare("vstudio_cs2005_output_props") local dn2005 = p.vstudio.dotnetbase local project = p.project -- -- Setup and teardown -- local wks, prj function suite.setup() p.action.set("vs2005") wks, prj = test.createWorkspace() language "C#" end local function prepare() local cfg = test.getconfig(prj, "Debug") dn2005.outputProps(cfg) end -- -- Check handling of the output directory. -- function suite.outputDirectory_onTargetDir() targetdir "../build" prepare() test.capture [[ <OutputPath>..\build\</OutputPath> ]] end -- -- Check handling of the intermediates directory. -- function suite.intermediateDirectory_onVs2008() p.action.set("vs2008") prepare() test.capture [[ <OutputPath>bin\Debug\</OutputPath> <IntermediateOutputPath>obj\Debug\</IntermediateOutputPath> ]] end function suite.intermediateDirectory_onVs2010() p.action.set("vs2010") prepare() test.capture [[ <OutputPath>bin\Debug\</OutputPath> <BaseIntermediateOutputPath>obj\Debug\</BaseIntermediateOutputPath> <IntermediateOutputPath>$(BaseIntermediateOutputPath)</IntermediateOutputPath> ]] end
bsd-3-clause
Em30-tm-lua/team
libs/JSON.lua
3765
34843
-- -*- coding: utf-8 -*- -- -- Simple JSON encoding and decoding in pure Lua. -- -- Copyright 2010-2014 Jeffrey Friedl -- http://regex.info/blog/ -- -- Latest version: http://regex.info/blog/lua/json -- -- This code is released under a Creative Commons CC-BY "Attribution" License: -- http://creativecommons.org/licenses/by/3.0/deed.en_US -- -- It can be used for any purpose so long as the copyright notice above, -- the web-page links above, and the 'AUTHOR_NOTE' string below are -- maintained. Enjoy. -- local VERSION = 20141223.14 -- version history at end of file local AUTHOR_NOTE = "-[ JSON.lua package by Jeffrey Friedl (http://regex.info/blog/lua/json) version 20141223.14 ]-" -- -- The 'AUTHOR_NOTE' variable exists so that information about the source -- of the package is maintained even in compiled versions. It's also -- included in OBJDEF below mostly to quiet warnings about unused variables. -- local OBJDEF = { VERSION = VERSION, AUTHOR_NOTE = AUTHOR_NOTE, } -- -- Simple JSON encoding and decoding in pure Lua. -- http://www.json.org/ -- -- -- JSON = assert(loadfile "JSON.lua")() -- one-time load of the routines -- -- local lua_value = JSON:decode(raw_json_text) -- -- local raw_json_text = JSON:encode(lua_table_or_value) -- local pretty_json_text = JSON:encode_pretty(lua_table_or_value) -- "pretty printed" version for human readability -- -- -- -- DECODING (from a JSON string to a Lua table) -- -- -- JSON = assert(loadfile "JSON.lua")() -- one-time load of the routines -- -- local lua_value = JSON:decode(raw_json_text) -- -- If the JSON text is for an object or an array, e.g. -- { "what": "books", "count": 3 } -- or -- [ "Larry", "Curly", "Moe" ] -- -- the result is a Lua table, e.g. -- { what = "books", count = 3 } -- or -- { "Larry", "Curly", "Moe" } -- -- -- The encode and decode routines accept an optional second argument, -- "etc", which is not used during encoding or decoding, but upon error -- is passed along to error handlers. It can be of any type (including nil). -- -- -- -- ERROR HANDLING -- -- With most errors during decoding, this code calls -- -- JSON:onDecodeError(message, text, location, etc) -- -- with a message about the error, and if known, the JSON text being -- parsed and the byte count where the problem was discovered. You can -- replace the default JSON:onDecodeError() with your own function. -- -- The default onDecodeError() merely augments the message with data -- about the text and the location if known (and if a second 'etc' -- argument had been provided to decode(), its value is tacked onto the -- message as well), and then calls JSON.assert(), which itself defaults -- to Lua's built-in assert(), and can also be overridden. -- -- For example, in an Adobe Lightroom plugin, you might use something like -- -- function JSON:onDecodeError(message, text, location, etc) -- LrErrors.throwUserError("Internal Error: invalid JSON data") -- end -- -- or even just -- -- function JSON.assert(message) -- LrErrors.throwUserError("Internal Error: " .. message) -- end -- -- If JSON:decode() is passed a nil, this is called instead: -- -- JSON:onDecodeOfNilError(message, nil, nil, etc) -- -- and if JSON:decode() is passed HTML instead of JSON, this is called: -- -- JSON:onDecodeOfHTMLError(message, text, nil, etc) -- -- The use of the fourth 'etc' argument allows stronger coordination -- between decoding and error reporting, especially when you provide your -- own error-handling routines. Continuing with the the Adobe Lightroom -- plugin example: -- -- function JSON:onDecodeError(message, text, location, etc) -- local note = "Internal Error: invalid JSON data" -- if type(etc) = 'table' and etc.photo then -- note = note .. " while processing for " .. etc.photo:getFormattedMetadata('fileName') -- end -- LrErrors.throwUserError(note) -- end -- -- : -- : -- -- for i, photo in ipairs(photosToProcess) do -- : -- : -- local data = JSON:decode(someJsonText, { photo = photo }) -- : -- : -- end -- -- -- -- -- -- DECODING AND STRICT TYPES -- -- Because both JSON objects and JSON arrays are converted to Lua tables, -- it's not normally possible to tell which original JSON type a -- particular Lua table was derived from, or guarantee decode-encode -- round-trip equivalency. -- -- However, if you enable strictTypes, e.g. -- -- JSON = assert(loadfile "JSON.lua")() --load the routines -- JSON.strictTypes = true -- -- then the Lua table resulting from the decoding of a JSON object or -- JSON array is marked via Lua metatable, so that when re-encoded with -- JSON:encode() it ends up as the appropriate JSON type. -- -- (This is not the default because other routines may not work well with -- tables that have a metatable set, for example, Lightroom API calls.) -- -- -- ENCODING (from a lua table to a JSON string) -- -- JSON = assert(loadfile "JSON.lua")() -- one-time load of the routines -- -- local raw_json_text = JSON:encode(lua_table_or_value) -- local pretty_json_text = JSON:encode_pretty(lua_table_or_value) -- "pretty printed" version for human readability -- local custom_pretty = JSON:encode(lua_table_or_value, etc, { pretty = true, indent = "| ", align_keys = false }) -- -- On error during encoding, this code calls: -- -- JSON:onEncodeError(message, etc) -- -- which you can override in your local JSON object. -- -- The 'etc' in the error call is the second argument to encode() -- and encode_pretty(), or nil if it wasn't provided. -- -- -- PRETTY-PRINTING -- -- An optional third argument, a table of options, allows a bit of -- configuration about how the encoding takes place: -- -- pretty = JSON:encode(val, etc, { -- pretty = true, -- if false, no other options matter -- indent = " ", -- this provides for a three-space indent per nesting level -- align_keys = false, -- see below -- }) -- -- encode() and encode_pretty() are identical except that encode_pretty() -- provides a default options table if none given in the call: -- -- { pretty = true, align_keys = false, indent = " " } -- -- For example, if -- -- JSON:encode(data) -- -- produces: -- -- {"city":"Kyoto","climate":{"avg_temp":16,"humidity":"high","snowfall":"minimal"},"country":"Japan","wards":11} -- -- then -- -- JSON:encode_pretty(data) -- -- produces: -- -- { -- "city": "Kyoto", -- "climate": { -- "avg_temp": 16, -- "humidity": "high", -- "snowfall": "minimal" -- }, -- "country": "Japan", -- "wards": 11 -- } -- -- The following three lines return identical results: -- JSON:encode_pretty(data) -- JSON:encode_pretty(data, nil, { pretty = true, align_keys = false, indent = " " }) -- JSON:encode (data, nil, { pretty = true, align_keys = false, indent = " " }) -- -- An example of setting your own indent string: -- -- JSON:encode_pretty(data, nil, { pretty = true, indent = "| " }) -- -- produces: -- -- { -- | "city": "Kyoto", -- | "climate": { -- | | "avg_temp": 16, -- | | "humidity": "high", -- | | "snowfall": "minimal" -- | }, -- | "country": "Japan", -- | "wards": 11 -- } -- -- An example of setting align_keys to true: -- -- JSON:encode_pretty(data, nil, { pretty = true, indent = " ", align_keys = true }) -- -- produces: -- -- { -- "city": "Kyoto", -- "climate": { -- "avg_temp": 16, -- "humidity": "high", -- "snowfall": "minimal" -- }, -- "country": "Japan", -- "wards": 11 -- } -- -- which I must admit is kinda ugly, sorry. This was the default for -- encode_pretty() prior to version 20141223.14. -- -- -- AMBIGUOUS SITUATIONS DURING THE ENCODING -- -- During the encode, if a Lua table being encoded contains both string -- and numeric keys, it fits neither JSON's idea of an object, nor its -- idea of an array. To get around this, when any string key exists (or -- when non-positive numeric keys exist), numeric keys are converted to -- strings. -- -- For example, -- JSON:encode({ "one", "two", "three", SOMESTRING = "some string" })) -- produces the JSON object -- {"1":"one","2":"two","3":"three","SOMESTRING":"some string"} -- -- To prohibit this conversion and instead make it an error condition, set -- JSON.noKeyConversion = true -- -- -- SUMMARY OF METHODS YOU CAN OVERRIDE IN YOUR LOCAL LUA JSON OBJECT -- -- assert -- onDecodeError -- onDecodeOfNilError -- onDecodeOfHTMLError -- onEncodeError -- -- If you want to create a separate Lua JSON object with its own error handlers, -- you can reload JSON.lua or use the :new() method. -- --------------------------------------------------------------------------- local default_pretty_indent = " " local default_pretty_options = { pretty = true, align_keys = false, indent = default_pretty_indent } local isArray = { __tostring = function() return "JSON array" end } isArray.__index = isArray local isObject = { __tostring = function() return "JSON object" end } isObject.__index = isObject function OBJDEF:newArray(tbl) return setmetatable(tbl or {}, isArray) end function OBJDEF:newObject(tbl) return setmetatable(tbl or {}, isObject) end local function unicode_codepoint_as_utf8(codepoint) -- -- codepoint is a number -- if codepoint <= 127 then return string.char(codepoint) elseif codepoint <= 2047 then -- -- 110yyyxx 10xxxxxx <-- useful notation from http://en.wikipedia.org/wiki/Utf8 -- local highpart = math.floor(codepoint / 0x40) local lowpart = codepoint - (0x40 * highpart) return string.char(0xC0 + highpart, 0x80 + lowpart) elseif codepoint <= 65535 then -- -- 1110yyyy 10yyyyxx 10xxxxxx -- local highpart = math.floor(codepoint / 0x1000) local remainder = codepoint - 0x1000 * highpart local midpart = math.floor(remainder / 0x40) local lowpart = remainder - 0x40 * midpart highpart = 0xE0 + highpart midpart = 0x80 + midpart lowpart = 0x80 + lowpart -- -- Check for an invalid character (thanks Andy R. at Adobe). -- See table 3.7, page 93, in http://www.unicode.org/versions/Unicode5.2.0/ch03.pdf#G28070 -- if ( highpart == 0xE0 and midpart < 0xA0 ) or ( highpart == 0xED and midpart > 0x9F ) or ( highpart == 0xF0 and midpart < 0x90 ) or ( highpart == 0xF4 and midpart > 0x8F ) then return "?" else return string.char(highpart, midpart, lowpart) end else -- -- 11110zzz 10zzyyyy 10yyyyxx 10xxxxxx -- local highpart = math.floor(codepoint / 0x40000) local remainder = codepoint - 0x40000 * highpart local midA = math.floor(remainder / 0x1000) remainder = remainder - 0x1000 * midA local midB = math.floor(remainder / 0x40) local lowpart = remainder - 0x40 * midB return string.char(0xF0 + highpart, 0x80 + midA, 0x80 + midB, 0x80 + lowpart) end end function OBJDEF:onDecodeError(message, text, location, etc) if text then if location then message = string.format("%s at char %d of: %s", message, location, text) else message = string.format("%s: %s", message, text) end end if etc ~= nil then message = message .. " (" .. OBJDEF:encode(etc) .. ")" end if self.assert then self.assert(false, message) else assert(false, message) end end OBJDEF.onDecodeOfNilError = OBJDEF.onDecodeError OBJDEF.onDecodeOfHTMLError = OBJDEF.onDecodeError function OBJDEF:onEncodeError(message, etc) if etc ~= nil then message = message .. " (" .. OBJDEF:encode(etc) .. ")" end if self.assert then self.assert(false, message) else assert(false, message) end end local function grok_number(self, text, start, etc) -- -- Grab the integer part -- local integer_part = text:match('^-?[1-9]%d*', start) or text:match("^-?0", start) if not integer_part then self:onDecodeError("expected number", text, start, etc) end local i = start + integer_part:len() -- -- Grab an optional decimal part -- local decimal_part = text:match('^%.%d+', i) or "" i = i + decimal_part:len() -- -- Grab an optional exponential part -- local exponent_part = text:match('^[eE][-+]?%d+', i) or "" i = i + exponent_part:len() local full_number_text = integer_part .. decimal_part .. exponent_part local as_number = tonumber(full_number_text) if not as_number then self:onDecodeError("bad number", text, start, etc) end return as_number, i end local function grok_string(self, text, start, etc) if text:sub(start,start) ~= '"' then self:onDecodeError("expected string's opening quote", text, start, etc) end local i = start + 1 -- +1 to bypass the initial quote local text_len = text:len() local VALUE = "" while i <= text_len do local c = text:sub(i,i) if c == '"' then return VALUE, i + 1 end if c ~= '\\' then VALUE = VALUE .. c i = i + 1 elseif text:match('^\\b', i) then VALUE = VALUE .. "\b" i = i + 2 elseif text:match('^\\f', i) then VALUE = VALUE .. "\f" i = i + 2 elseif text:match('^\\n', i) then VALUE = VALUE .. "\n" i = i + 2 elseif text:match('^\\r', i) then VALUE = VALUE .. "\r" i = i + 2 elseif text:match('^\\t', i) then VALUE = VALUE .. "\t" i = i + 2 else local hex = text:match('^\\u([0123456789aAbBcCdDeEfF][0123456789aAbBcCdDeEfF][0123456789aAbBcCdDeEfF][0123456789aAbBcCdDeEfF])', i) if hex then i = i + 6 -- bypass what we just read -- We have a Unicode codepoint. It could be standalone, or if in the proper range and -- followed by another in a specific range, it'll be a two-code surrogate pair. local codepoint = tonumber(hex, 16) if codepoint >= 0xD800 and codepoint <= 0xDBFF then -- it's a hi surrogate... see whether we have a following low local lo_surrogate = text:match('^\\u([dD][cdefCDEF][0123456789aAbBcCdDeEfF][0123456789aAbBcCdDeEfF])', i) if lo_surrogate then i = i + 6 -- bypass the low surrogate we just read codepoint = 0x2400 + (codepoint - 0xD800) * 0x400 + tonumber(lo_surrogate, 16) else -- not a proper low, so we'll just leave the first codepoint as is and spit it out. end end VALUE = VALUE .. unicode_codepoint_as_utf8(codepoint) else -- just pass through what's escaped VALUE = VALUE .. text:match('^\\(.)', i) i = i + 2 end end end self:onDecodeError("unclosed string", text, start, etc) end local function skip_whitespace(text, start) local _, match_end = text:find("^[ \n\r\t]+", start) -- [http://www.ietf.org/rfc/rfc4627.txt] Section 2 if match_end then return match_end + 1 else return start end end local grok_one -- assigned later local function grok_object(self, text, start, etc) if text:sub(start,start) ~= '{' then self:onDecodeError("expected '{'", text, start, etc) end local i = skip_whitespace(text, start + 1) -- +1 to skip the '{' local VALUE = self.strictTypes and self:newObject { } or { } if text:sub(i,i) == '}' then return VALUE, i + 1 end local text_len = text:len() while i <= text_len do local key, new_i = grok_string(self, text, i, etc) i = skip_whitespace(text, new_i) if text:sub(i, i) ~= ':' then self:onDecodeError("expected colon", text, i, etc) end i = skip_whitespace(text, i + 1) local new_val, new_i = grok_one(self, text, i) VALUE[key] = new_val -- -- Expect now either '}' to end things, or a ',' to allow us to continue. -- i = skip_whitespace(text, new_i) local c = text:sub(i,i) if c == '}' then return VALUE, i + 1 end if text:sub(i, i) ~= ',' then self:onDecodeError("expected comma or '}'", text, i, etc) end i = skip_whitespace(text, i + 1) end self:onDecodeError("unclosed '{'", text, start, etc) end local function grok_array(self, text, start, etc) if text:sub(start,start) ~= '[' then self:onDecodeError("expected '['", text, start, etc) end local i = skip_whitespace(text, start + 1) -- +1 to skip the '[' local VALUE = self.strictTypes and self:newArray { } or { } if text:sub(i,i) == ']' then return VALUE, i + 1 end local VALUE_INDEX = 1 local text_len = text:len() while i <= text_len do local val, new_i = grok_one(self, text, i) -- can't table.insert(VALUE, val) here because it's a no-op if val is nil VALUE[VALUE_INDEX] = val VALUE_INDEX = VALUE_INDEX + 1 i = skip_whitespace(text, new_i) -- -- Expect now either ']' to end things, or a ',' to allow us to continue. -- local c = text:sub(i,i) if c == ']' then return VALUE, i + 1 end if text:sub(i, i) ~= ',' then self:onDecodeError("expected comma or '['", text, i, etc) end i = skip_whitespace(text, i + 1) end self:onDecodeError("unclosed '['", text, start, etc) end grok_one = function(self, text, start, etc) -- Skip any whitespace start = skip_whitespace(text, start) if start > text:len() then self:onDecodeError("unexpected end of string", text, nil, etc) end if text:find('^"', start) then return grok_string(self, text, start, etc) elseif text:find('^[-0123456789 ]', start) then return grok_number(self, text, start, etc) elseif text:find('^%{', start) then return grok_object(self, text, start, etc) elseif text:find('^%[', start) then return grok_array(self, text, start, etc) elseif text:find('^true', start) then return true, start + 4 elseif text:find('^false', start) then return false, start + 5 elseif text:find('^null', start) then return nil, start + 4 else self:onDecodeError("can't parse JSON", text, start, etc) end end function OBJDEF:decode(text, etc) if type(self) ~= 'table' or self.__index ~= OBJDEF then OBJDEF:onDecodeError("JSON:decode must be called in method format", nil, nil, etc) end if text == nil then self:onDecodeOfNilError(string.format("nil passed to JSON:decode()"), nil, nil, etc) elseif type(text) ~= 'string' then self:onDecodeError(string.format("expected string argument to JSON:decode(), got %s", type(text)), nil, nil, etc) end if text:match('^%s*$') then return nil end if text:match('^%s*<') then -- Can't be JSON... we'll assume it's HTML self:onDecodeOfHTMLError(string.format("html passed to JSON:decode()"), text, nil, etc) end -- -- Ensure that it's not UTF-32 or UTF-16. -- Those are perfectly valid encodings for JSON (as per RFC 4627 section 3), -- but this package can't handle them. -- if text:sub(1,1):byte() == 0 or (text:len() >= 2 and text:sub(2,2):byte() == 0) then self:onDecodeError("JSON package groks only UTF-8, sorry", text, nil, etc) end local success, value = pcall(grok_one, self, text, 1, etc) if success then return value else -- if JSON:onDecodeError() didn't abort out of the pcall, we'll have received the error message here as "value", so pass it along as an assert. if self.assert then self.assert(false, value) else assert(false, value) end -- and if we're still here, return a nil and throw the error message on as a second arg return nil, value end end local function backslash_replacement_function(c) if c == "\n" then return "\\n" elseif c == "\r" then return "\\r" elseif c == "\t" then return "\\t" elseif c == "\b" then return "\\b" elseif c == "\f" then return "\\f" elseif c == '"' then return '\\"' elseif c == '\\' then return '\\\\' else return string.format("\\u%04x", c:byte()) end end local chars_to_be_escaped_in_JSON_string = '[' .. '"' -- class sub-pattern to match a double quote .. '%\\' -- class sub-pattern to match a backslash .. '%z' -- class sub-pattern to match a null .. '\001' .. '-' .. '\031' -- class sub-pattern to match control characters .. ']' local function json_string_literal(value) local newval = value:gsub(chars_to_be_escaped_in_JSON_string, backslash_replacement_function) return '"' .. newval .. '"' end local function object_or_array(self, T, etc) -- -- We need to inspect all the keys... if there are any strings, we'll convert to a JSON -- object. If there are only numbers, it's a JSON array. -- -- If we'll be converting to a JSON object, we'll want to sort the keys so that the -- end result is deterministic. -- local string_keys = { } local number_keys = { } local number_keys_must_be_strings = false local maximum_number_key for key in pairs(T) do if type(key) == 'string' then table.insert(string_keys, key) elseif type(key) == 'number' then table.insert(number_keys, key) if key <= 0 or key >= math.huge then number_keys_must_be_strings = true elseif not maximum_number_key or key > maximum_number_key then maximum_number_key = key end else self:onEncodeError("can't encode table with a key of type " .. type(key), etc) end end if #string_keys == 0 and not number_keys_must_be_strings then -- -- An empty table, or a numeric-only array -- if #number_keys > 0 then return nil, maximum_number_key -- an array elseif tostring(T) == "JSON array" then return nil elseif tostring(T) == "JSON object" then return { } else -- have to guess, so we'll pick array, since empty arrays are likely more common than empty objects return nil end end table.sort(string_keys) local map if #number_keys > 0 then -- -- If we're here then we have either mixed string/number keys, or numbers inappropriate for a JSON array -- It's not ideal, but we'll turn the numbers into strings so that we can at least create a JSON object. -- if self.noKeyConversion then self:onEncodeError("a table with both numeric and string keys could be an object or array; aborting", etc) end -- -- Have to make a shallow copy of the source table so we can remap the numeric keys to be strings -- map = { } for key, val in pairs(T) do map[key] = val end table.sort(number_keys) -- -- Throw numeric keys in there as strings -- for _, number_key in ipairs(number_keys) do local string_key = tostring(number_key) if map[string_key] == nil then table.insert(string_keys , string_key) map[string_key] = T[number_key] else self:onEncodeError("conflict converting table with mixed-type keys into a JSON object: key " .. number_key .. " exists both as a string and a number.", etc) end end end return string_keys, nil, map end -- -- Encode -- -- 'options' is nil, or a table with possible keys: -- pretty -- if true, return a pretty-printed version -- indent -- a string (usually of spaces) used to indent each nested level -- align_keys -- if true, align all the keys when formatting a table -- local encode_value -- must predeclare because it calls itself function encode_value(self, value, parents, etc, options, indent) if value == nil then return 'null' elseif type(value) == 'string' then return json_string_literal(value) elseif type(value) == 'number' then if value ~= value then -- -- NaN (Not a Number). -- JSON has no NaN, so we have to fudge the best we can. This should really be a package option. -- return "null" elseif value >= math.huge then -- -- Positive infinity. JSON has no INF, so we have to fudge the best we can. This should -- really be a package option. Note: at least with some implementations, positive infinity -- is both ">= math.huge" and "<= -math.huge", which makes no sense but that's how it is. -- Negative infinity is properly "<= -math.huge". So, we must be sure to check the ">=" -- case first. -- return "1e+9999" elseif value <= -math.huge then -- -- Negative infinity. -- JSON has no INF, so we have to fudge the best we can. This should really be a package option. -- return "-1e+9999" else return tostring(value) end elseif type(value) == 'boolean' then return tostring(value) elseif type(value) ~= 'table' then self:onEncodeError("can't convert " .. type(value) .. " to JSON", etc) else -- -- A table to be converted to either a JSON object or array. -- local T = value if type(options) ~= 'table' then options = {} end if type(indent) ~= 'string' then indent = "" end if parents[T] then self:onEncodeError("table " .. tostring(T) .. " is a child of itself", etc) else parents[T] = true end local result_value local object_keys, maximum_number_key, map = object_or_array(self, T, etc) if maximum_number_key then -- -- An array... -- local ITEMS = { } for i = 1, maximum_number_key do table.insert(ITEMS, encode_value(self, T[i], parents, etc, options, indent)) end if options.pretty then result_value = "[ " .. table.concat(ITEMS, ", ") .. " ]" else result_value = "[" .. table.concat(ITEMS, ",") .. "]" end elseif object_keys then -- -- An object -- local TT = map or T if options.pretty then local KEYS = { } local max_key_length = 0 for _, key in ipairs(object_keys) do local encoded = encode_value(self, tostring(key), parents, etc, options, indent) if options.align_keys then max_key_length = math.max(max_key_length, #encoded) end table.insert(KEYS, encoded) end local key_indent = indent .. tostring(options.indent or "") local subtable_indent = key_indent .. string.rep(" ", max_key_length) .. (options.align_keys and " " or "") local FORMAT = "%s%" .. string.format("%d", max_key_length) .. "s: %s" local COMBINED_PARTS = { } for i, key in ipairs(object_keys) do local encoded_val = encode_value(self, TT[key], parents, etc, options, subtable_indent) table.insert(COMBINED_PARTS, string.format(FORMAT, key_indent, KEYS[i], encoded_val)) end result_value = "{\n" .. table.concat(COMBINED_PARTS, ",\n") .. "\n" .. indent .. "}" else local PARTS = { } for _, key in ipairs(object_keys) do local encoded_val = encode_value(self, TT[key], parents, etc, options, indent) local encoded_key = encode_value(self, tostring(key), parents, etc, options, indent) table.insert(PARTS, string.format("%s:%s", encoded_key, encoded_val)) end result_value = "{" .. table.concat(PARTS, ",") .. "}" end else -- -- An empty array/object... we'll treat it as an array, though it should really be an option -- result_value = "[]" end parents[T] = false return result_value end end function OBJDEF:encode(value, etc, options) if type(self) ~= 'table' or self.__index ~= OBJDEF then OBJDEF:onEncodeError("JSON:encode must be called in method format", etc) end return encode_value(self, value, {}, etc, options or nil) end function OBJDEF:encode_pretty(value, etc, options) if type(self) ~= 'table' or self.__index ~= OBJDEF then OBJDEF:onEncodeError("JSON:encode_pretty must be called in method format", etc) end return encode_value(self, value, {}, etc, options or default_pretty_options) end function OBJDEF.__tostring() return "JSON encode/decode package" end OBJDEF.__index = OBJDEF function OBJDEF:new(args) local new = { } if args then for key, val in pairs(args) do new[key] = val end end return setmetatable(new, OBJDEF) end return OBJDEF:new() -- -- Version history: -- -- 20141223.14 The encode_pretty() routine produced fine results for small datasets, but isn't really -- appropriate for anything large, so with help from Alex Aulbach I've made the encode routines -- more flexible, and changed the default encode_pretty() to be more generally useful. -- -- Added a third 'options' argument to the encode() and encode_pretty() routines, to control -- how the encoding takes place. -- -- Updated docs to add assert() call to the loadfile() line, just as good practice so that -- if there is a problem loading JSON.lua, the appropriate error message will percolate up. -- -- 20140920.13 Put back (in a way that doesn't cause warnings about unused variables) the author string, -- so that the source of the package, and its version number, are visible in compiled copies. -- -- 20140911.12 Minor lua cleanup. -- Fixed internal reference to 'JSON.noKeyConversion' to reference 'self' instead of 'JSON'. -- (Thanks to SmugMug's David Parry for these.) -- -- 20140418.11 JSON nulls embedded within an array were being ignored, such that -- ["1",null,null,null,null,null,"seven"], -- would return -- {1,"seven"} -- It's now fixed to properly return -- {1, nil, nil, nil, nil, nil, "seven"} -- Thanks to "haddock" for catching the error. -- -- 20140116.10 The user's JSON.assert() wasn't always being used. Thanks to "blue" for the heads up. -- -- 20131118.9 Update for Lua 5.3... it seems that tostring(2/1) produces "2.0" instead of "2", -- and this caused some problems. -- -- 20131031.8 Unified the code for encode() and encode_pretty(); they had been stupidly separate, -- and had of course diverged (encode_pretty didn't get the fixes that encode got, so -- sometimes produced incorrect results; thanks to Mattie for the heads up). -- -- Handle encoding tables with non-positive numeric keys (unlikely, but possible). -- -- If a table has both numeric and string keys, or its numeric keys are inappropriate -- (such as being non-positive or infinite), the numeric keys are turned into -- string keys appropriate for a JSON object. So, as before, -- JSON:encode({ "one", "two", "three" }) -- produces the array -- ["one","two","three"] -- but now something with mixed key types like -- JSON:encode({ "one", "two", "three", SOMESTRING = "some string" })) -- instead of throwing an error produces an object: -- {"1":"one","2":"two","3":"three","SOMESTRING":"some string"} -- -- To maintain the prior throw-an-error semantics, set -- JSON.noKeyConversion = true -- -- 20131004.7 Release under a Creative Commons CC-BY license, which I should have done from day one, sorry. -- -- 20130120.6 Comment update: added a link to the specific page on my blog where this code can -- be found, so that folks who come across the code outside of my blog can find updates -- more easily. -- -- 20111207.5 Added support for the 'etc' arguments, for better error reporting. -- -- 20110731.4 More feedback from David Kolf on how to make the tests for Nan/Infinity system independent. -- -- 20110730.3 Incorporated feedback from David Kolf at http://lua-users.org/wiki/JsonModules: -- -- * When encoding lua for JSON, Sparse numeric arrays are now handled by -- spitting out full arrays, such that -- JSON:encode({"one", "two", [10] = "ten"}) -- returns -- ["one","two",null,null,null,null,null,null,null,"ten"] -- -- In 20100810.2 and earlier, only up to the first non-null value would have been retained. -- -- * When encoding lua for JSON, numeric value NaN gets spit out as null, and infinity as "1+e9999". -- Version 20100810.2 and earlier created invalid JSON in both cases. -- -- * Unicode surrogate pairs are now detected when decoding JSON. -- -- 20100810.2 added some checking to ensure that an invalid Unicode character couldn't leak in to the UTF-8 encoding -- -- 20100731.1 initial public release --
gpl-2.0
AndyBursh/Factorio-Stdlib
stdlib/area/area.lua
4
8419
--- Area module -- @module Area require 'stdlib/core' require 'stdlib/area/position' Area = {} --- Creates an area from the 2 positions p1 and p2 -- @param x1 x-position of left_top, first point -- @param y1 y-position of left_top, first point -- @param x2 x-position of right_bottom, second point -- @param y2 y-position of right_bottom, second point -- @return Area tabled area function Area.construct(x1, y1, x2, y2) return { left_top = Position.construct(x1, y1), right_bottom = Position.construct(x2, y2) } end --- Returns the size of the space contained in the 2d area </br> -- <b>Deprecated</b>, Area.area is misleading. See: Area.size -- @param area the area -- @return size of the area function Area.area(area) return Area.size(area) end --- Returns the size of the space contained in the 2d area -- @param area the area -- @return size of the area function Area.size(area) fail_if_missing(area, "missing area value") area = Area.to_table(area) local left_top = Position.to_table(area.left_top) local right_bottom = Position.to_table(area.right_bottom) local dx = math.abs(left_top.x - right_bottom.x) local dy = math.abs(left_top.y - right_bottom.y) return dx * dy end --- Tests if a position {x, y} is inside (inclusive) of area -- @param area the area -- @param pos the position to check -- @return true if the position is inside of the area function Area.inside(area, pos) fail_if_missing(pos, "missing pos value") fail_if_missing(area, "missing area value") pos = Position.to_table(pos) area = Area.to_table(area) local left_top = Position.to_table(area.left_top) local right_bottom = Position.to_table(area.right_bottom) return pos.x >= left_top.x and pos.y >= left_top.y and pos.x <= right_bottom.x and pos.y <= right_bottom.y end --- Shrinks the size of an area by the given amount -- @param area the area -- @param amount to shrink each edge of the area inwards by -- @return the shrunk area function Area.shrink(area, amount) fail_if_missing(area, "missing area value") fail_if_missing(amount, "missing amount value") if amount < 0 then error("Can not shrunk area by a negative amount (see Area.expand)!", 2) end area = Area.to_table(area) local left_top = Position.to_table(area.left_top) local right_bottom = Position.to_table(area.right_bottom) return {left_top = {x = left_top.x + amount, y = left_top.y + amount}, right_bottom = {x = right_bottom.x - amount, y = right_bottom.y - amount}} end --- Expands the size of an area by the given amount -- @param area the area -- @param amount to expand each edge of the area outwards by -- @return the expanded area function Area.expand(area, amount) fail_if_missing(area, "missing area value") fail_if_missing(amount, "missing amount value") if amount < 0 then error("Can not expand area by a negative amount (see Area.shrink)!", 2) end area = Area.to_table(area) local left_top = Position.to_table(area.left_top) local right_bottom = Position.to_table(area.right_bottom) return {left_top = {x = left_top.x - amount, y = left_top.y - amount}, right_bottom = {x = right_bottom.x + amount, y = right_bottom.y + amount}} end --- Calculates the center of the area and returns the position -- @param area the area -- @return area to find the center for function Area.center(area) fail_if_missing(area, "missing area value") area = Area.to_table(area) local dist_x = area.right_bottom.x - area.left_top.x local dist_y = area.right_bottom.y - area.left_top.y return {x = area.left_top.x + (dist_x / 2), y = area.left_top.y + (dist_y / 2)} end --- Offsets the area by the {x, y} values -- @param area the area -- @param pos the {x, y} amount to offset the area -- @return offset area by the position values function Area.offset(area, pos) fail_if_missing(area, "missing area value") fail_if_missing(pos, "missing pos value") area = Area.to_table(area) return {left_top = Position.add(area.left_top, pos), right_bottom = Position.add(area.right_bottom, pos)} end --- Converts an area to the integer representation, by taking the floor of the left_top and the ceiling of the right_bottom -- @param area the area -- @return the rounded integer representation function Area.round_to_integer(area) fail_if_missing(area, "missing area value") area = Area.to_table(area) local left_top = Position.to_table(area.left_top) local right_bottom = Position.to_table(area.right_bottom) return {left_top = {x = math.floor(left_top.x), y = math.floor(left_top.y)}, right_bottom = {x = math.ceil(right_bottom.x), y = math.ceil(right_bottom.y)}} end --- Iterates an area. -- @usage ---for x,y in Area.iterate({{0, -5}, {3, -3}}) do -----... ---end -- @param area the area -- @return iterator function Area.iterate(area) fail_if_missing(area, "missing area value") local iterator = {idx = 0} function iterator.iterate(area) local rx = area.right_bottom.x - area.left_top.x + 1 local dx = iterator.idx % rx local dy = math.floor(iterator.idx / rx) iterator.idx = iterator.idx + 1 if (area.left_top.y + dy) > area.right_bottom.y then return end return (area.left_top.x + dx), (area.left_top.y + dy) end return iterator.iterate, Area.to_table(area), 0 end --- Iterates an area in a spiral inner-most to outer-most fashion. ---<p><i>Example:</i></p> ---<pre> ---for x, y in Area.spiral_iterate({{-2, -1}, {2, 1}}) do ---- print("(" .. x .. ", " .. y .. ")") ---end --- prints: (0, 0) (1, 0) (1, 1) (0, 1) (-1, 1) (-1, 0) (-1, -1) (0, -1) (1, -1) (2, -1) (2, 0) (2, 1) (-2, 1) (-2, 0) (-2, -1) ---</pre> -- iterates in the order depicted:<br/> -- ![](http://i.imgur.com/EwfO0Es.png) -- @param area the area -- @return iterator function Area.spiral_iterate(area) fail_if_missing(area, "missing area value") area = Area.to_table(area) local rx = area.right_bottom.x - area.left_top.x + 1 local ry = area.right_bottom.y - area.left_top.y + 1 local half_x = math.floor(rx / 2) local half_y = math.floor(ry / 2) local center_x = area.left_top.x + half_x local center_y = area.left_top.y + half_y local x = 0 local y = 0 local dx = 0 local dy = -1 local iterator = {list = {}, idx = 1} for i = 1, math.max(rx, ry) * math.max(rx, ry) do if -(half_x) <= x and x <= half_x and -(half_y) <= y and y <= half_y then table.insert(iterator.list, {x, y}) end if x == y or (x < 0 and x == -y) or (x > 0 and x == 1 - y) then local temp = dx dx = -(dy) dy = temp end x = x + dx y = y + dy end function iterator.iterate(area) if #iterator.list < iterator.idx then return end local x, y = unpack(iterator.list[iterator.idx]) iterator.idx = iterator.idx + 1 return (center_x + x), (center_y + y) end return iterator.iterate, Area.to_table(area), 0 end --- Creates a new area, a modified copy of the original, such that left and right x, up and down y are normalized, where left.x < right.x, left.y < right.y order -- @param area the area to adjust -- @return a adjusted area, always { left_top = {x = ..., y = ...}, right_bottom = {x = ..., y = ...} } function Area.adjust(area) fail_if_missing(area, "missing area value") area = Area.to_table(area) local left_top = Position.copy(area.left_top) local right_bottom = Position.copy(area.right_bottom) if right_bottom.x < left_top.x then local x = left_top.x left_top.x = right_bottom.x right_bottom.x = x end if right_bottom.y < left_top.y then local y = left_top.y left_top.y = right_bottom.y right_bottom.y = y end return Area.construct(left_top.x, left_top.y, right_bottom.x, right_bottom.y) end --- Converts an area in the array format to an array in the table format -- @param area_arr the area to convert -- @return a converted area, { left_top = area_arr[1], right_bottom = area_arr[2] } function Area.to_table(area_arr) fail_if_missing(area_arr, "missing area value") if #area_arr == 2 then return { left_top = Position.to_table(area_arr[1]), right_bottom = Position.to_table(area_arr[2]) } end return area_arr end return Area
isc
imashkan/ABCYAGOP
plugins/weather.lua
274
1531
do local BASE_URL = "http://api.openweathermap.org/data/2.5/weather" local function get_weather(location) print("Finding weather in ", location) location = string.gsub(location," ","+") local url = BASE_URL url = url..'?q='..location url = url..'&units=metric' url = url..'&appid=bd82977b86bf27fb59a04b61b657fb6f' local b, c, h = http.request(url) if c ~= 200 then return nil end local weather = json:decode(b) local city = weather.name local country = weather.sys.country local temp = 'The temperature in '..city ..' (' ..country..')' ..' is '..weather.main.temp..'°C' local conditions = 'Current conditions are: ' .. weather.weather[1].description if weather.weather[1].main == 'Clear' then conditions = conditions .. ' ☀' elseif weather.weather[1].main == 'Clouds' then conditions = conditions .. ' ☁☁' elseif weather.weather[1].main == 'Rain' then conditions = conditions .. ' ☔' elseif weather.weather[1].main == 'Thunderstorm' then conditions = conditions .. ' ☔☔☔☔' end return temp .. '\n' .. conditions end local function run(msg, matches) local city = 'Madrid,ES' if matches[1] ~= '!weather' then city = matches[1] end local text = get_weather(city) if not text then text = 'Can\'t get weather from that city.' end return text end return { description = "weather in that city (Madrid is default)", usage = "!weather (city)", patterns = { "^!weather$", "^!weather (.*)$" }, run = run } end
gpl-2.0
delram/yago
plugins/weather.lua
274
1531
do local BASE_URL = "http://api.openweathermap.org/data/2.5/weather" local function get_weather(location) print("Finding weather in ", location) location = string.gsub(location," ","+") local url = BASE_URL url = url..'?q='..location url = url..'&units=metric' url = url..'&appid=bd82977b86bf27fb59a04b61b657fb6f' local b, c, h = http.request(url) if c ~= 200 then return nil end local weather = json:decode(b) local city = weather.name local country = weather.sys.country local temp = 'The temperature in '..city ..' (' ..country..')' ..' is '..weather.main.temp..'°C' local conditions = 'Current conditions are: ' .. weather.weather[1].description if weather.weather[1].main == 'Clear' then conditions = conditions .. ' ☀' elseif weather.weather[1].main == 'Clouds' then conditions = conditions .. ' ☁☁' elseif weather.weather[1].main == 'Rain' then conditions = conditions .. ' ☔' elseif weather.weather[1].main == 'Thunderstorm' then conditions = conditions .. ' ☔☔☔☔' end return temp .. '\n' .. conditions end local function run(msg, matches) local city = 'Madrid,ES' if matches[1] ~= '!weather' then city = matches[1] end local text = get_weather(city) if not text then text = 'Can\'t get weather from that city.' end return text end return { description = "weather in that city (Madrid is default)", usage = "!weather (city)", patterns = { "^!weather$", "^!weather (.*)$" }, run = run } end
gpl-2.0
Wiladams/lj2procfs
lj2procfs/string-util.lua
2
3822
--string-util.lua local ffi = require("ffi") local fun = require("lj2procfs.fun") local floor = math.floor; local F = {} function F.startswith(s, prefix) return string.find(s, prefix, 1, true) == 1 end -- returns true if string 's' ends with string 'send' function F.endswith(s, send) return #s >= #send and string.find(s, send, #s-#send+1, true) and true or false end local function gsplit(s,sep) --print('gsplit: ', #sep, string.byte(sep[0])) return coroutine.wrap(function() if s == '' or sep == '' then coroutine.yield(s) return end local lasti = 1 for v,i in s:gmatch('(.-)'..sep..'()') do coroutine.yield(v) lasti = i end coroutine.yield(s:sub(lasti)) end) end local function iunpack(i,s,v1) local function pass(...) local v1 = i(s,v1) if v1 == nil then return ... end return v1, pass(...) end return pass() end function F.split(s,sep) return iunpack(gsplit(s,sep)) end local function accumulate(t,i,s,v) for v in i,s,v do t[#t+1] = v end return t end function F.tsplit(s,sep) return accumulate({}, gsplit(s,sep)) end function F.tsplitbool(s, sep) local tbl={} for v in gsplit(s,sep) do tbl[v] = true; end return tbl end function F.trim(s) local from = s:match"^%s*()" return from > #s and "" or s:match(".*%S", from) end -- a nil generator. -- good for cases when there's no data local function nil_gen(param, state) return nil end local function delim_gen(param, idx) local len = 0; while ((idx+len) < param.nelems) do --print("wchar: ", string.char(ffi.cast(param.basetypeptr, param.data)[idx + len])) if ffi.cast(param.basetypeptr, param.data)[idx + len] ~= param.separator then len = len + 1; else break end end if len == 0 then return nil; end return idx + len + 1, ffi.cast(param.basetypeptr, param.data)+idx, len end local function array_gen(param, idx) if idx >= param.nelems then return nil; end return idx+1, ffi.cast(param.basetypeptr, param.data)+idx, 1 end function F.striter(params) if not params then return nil_gen, params, nil end if not params.data then return nil_gen, params, nil end params.datalength = params.datalength or #params.data if params.basetype then if type(params.basetype)== "string" then params.basetype = ffi.typeof(params.basetype) end end params.basetype = params.basetype or ffi.typeof("char") params.basetypeptr = ffi.typeof("const $ *", params.basetype) params.basetypesize = ffi.sizeof(params.basetype) params.nelems = math.floor(params.datalength / params.basetypesize) if params.separator ~= nil then return delim_gen, params, 0 else return array_gen, params, 0 end return nil_gen, nil, nil end function F.mstriter(data, separator, datalength) return fun.map(function(ptr,len) return ffi.string(ptr, len) end, striter({data = data, datalength = datalength, separator=separator, basetype="char"})) end -- an iterator over a string, with embedded -- '\0' bytes delimiting strings function F.mstrziter(data, datalength) datalength = datalength or #data return fun.map(function(ptr,len) return ffi.string(ptr, len) end, striter({data = data, datalength = datalength, separator=0, basetype="char"})) end -- given a unicode string which contains -- null terminated strings -- return individual ansi strings function F.wmstrziter(data, datalength) local maxLen = 255; local idx = -1; local nameBuff = ffi.new("char[256]") local function closure() idx = idx + 1; local len = 0; while len < maxLen do print("char: ", string.char(lpBuffer[idx])) if data[idx] == 0 then break end nameBuff[len] = data[idx]; len = len + 1; idx = idx + 1; end if len == 0 then return nil; end return ffi.string(nameBuff, len); end return closure; end return F
mit
helingping/Urho3D
Source/ThirdParty/LuaJIT/dynasm/dasm_arm64.lua
33
34807
------------------------------------------------------------------------------ -- DynASM ARM64 module. -- -- Copyright (C) 2005-2016 Mike Pall. All rights reserved. -- See dynasm.lua for full copyright notice. ------------------------------------------------------------------------------ -- Module information: local _info = { arch = "arm", description = "DynASM ARM64 module", version = "1.4.0", vernum = 10400, release = "2015-10-18", author = "Mike Pall", license = "MIT", } -- Exported glue functions for the arch-specific module. local _M = { _info = _info } -- Cache library functions. local type, tonumber, pairs, ipairs = type, tonumber, pairs, ipairs local assert, setmetatable, rawget = assert, setmetatable, rawget local _s = string local sub, format, byte, char = _s.sub, _s.format, _s.byte, _s.char local match, gmatch, gsub = _s.match, _s.gmatch, _s.gsub local concat, sort, insert = table.concat, table.sort, table.insert local bit = bit or require("bit") local band, shl, shr, sar = bit.band, bit.lshift, bit.rshift, bit.arshift local ror, tohex = bit.ror, bit.tohex -- Inherited tables and callbacks. local g_opt, g_arch local wline, werror, wfatal, wwarn -- Action name list. -- CHECK: Keep this in sync with the C code! local action_names = { "STOP", "SECTION", "ESC", "REL_EXT", "ALIGN", "REL_LG", "LABEL_LG", "REL_PC", "LABEL_PC", "IMM", "IMM6", "IMM12", "IMM13W", "IMM13X", "IMML", } -- Maximum number of section buffer positions for dasm_put(). -- CHECK: Keep this in sync with the C code! local maxsecpos = 25 -- Keep this low, to avoid excessively long C lines. -- Action name -> action number. local map_action = {} for n,name in ipairs(action_names) do map_action[name] = n-1 end -- Action list buffer. local actlist = {} -- Argument list for next dasm_put(). Start with offset 0 into action list. local actargs = { 0 } -- Current number of section buffer positions for dasm_put(). local secpos = 1 ------------------------------------------------------------------------------ -- Dump action names and numbers. local function dumpactions(out) out:write("DynASM encoding engine action codes:\n") for n,name in ipairs(action_names) do local num = map_action[name] out:write(format(" %-10s %02X %d\n", name, num, num)) end out:write("\n") end -- Write action list buffer as a huge static C array. local function writeactions(out, name) local nn = #actlist if nn == 0 then nn = 1; actlist[0] = map_action.STOP end out:write("static const unsigned int ", name, "[", nn, "] = {\n") for i = 1,nn-1 do assert(out:write("0x", tohex(actlist[i]), ",\n")) end assert(out:write("0x", tohex(actlist[nn]), "\n};\n\n")) end ------------------------------------------------------------------------------ -- Add word to action list. local function wputxw(n) assert(n >= 0 and n <= 0xffffffff and n % 1 == 0, "word out of range") actlist[#actlist+1] = n end -- Add action to list with optional arg. Advance buffer pos, too. local function waction(action, val, a, num) local w = assert(map_action[action], "bad action name `"..action.."'") wputxw(w * 0x10000 + (val or 0)) if a then actargs[#actargs+1] = a end if a or num then secpos = secpos + (num or 1) end end -- Flush action list (intervening C code or buffer pos overflow). local function wflush(term) if #actlist == actargs[1] then return end -- Nothing to flush. if not term then waction("STOP") end -- Terminate action list. wline(format("dasm_put(Dst, %s);", concat(actargs, ", ")), true) actargs = { #actlist } -- Actionlist offset is 1st arg to next dasm_put(). secpos = 1 -- The actionlist offset occupies a buffer position, too. end -- Put escaped word. local function wputw(n) if n <= 0x000fffff then waction("ESC") end wputxw(n) end -- Reserve position for word. local function wpos() local pos = #actlist+1 actlist[pos] = "" return pos end -- Store word to reserved position. local function wputpos(pos, n) assert(n >= 0 and n <= 0xffffffff and n % 1 == 0, "word out of range") if n <= 0x000fffff then insert(actlist, pos+1, n) n = map_action.ESC * 0x10000 end actlist[pos] = n end ------------------------------------------------------------------------------ -- Global label name -> global label number. With auto assignment on 1st use. local next_global = 20 local map_global = setmetatable({}, { __index = function(t, name) if not match(name, "^[%a_][%w_]*$") then werror("bad global label") end local n = next_global if n > 2047 then werror("too many global labels") end next_global = n + 1 t[name] = n return n end}) -- Dump global labels. local function dumpglobals(out, lvl) local t = {} for name, n in pairs(map_global) do t[n] = name end out:write("Global labels:\n") for i=20,next_global-1 do out:write(format(" %s\n", t[i])) end out:write("\n") end -- Write global label enum. local function writeglobals(out, prefix) local t = {} for name, n in pairs(map_global) do t[n] = name end out:write("enum {\n") for i=20,next_global-1 do out:write(" ", prefix, t[i], ",\n") end out:write(" ", prefix, "_MAX\n};\n") end -- Write global label names. local function writeglobalnames(out, name) local t = {} for name, n in pairs(map_global) do t[n] = name end out:write("static const char *const ", name, "[] = {\n") for i=20,next_global-1 do out:write(" \"", t[i], "\",\n") end out:write(" (const char *)0\n};\n") end ------------------------------------------------------------------------------ -- Extern label name -> extern label number. With auto assignment on 1st use. local next_extern = 0 local map_extern_ = {} local map_extern = setmetatable({}, { __index = function(t, name) -- No restrictions on the name for now. local n = next_extern if n > 2047 then werror("too many extern labels") end next_extern = n + 1 t[name] = n map_extern_[n] = name return n end}) -- Dump extern labels. local function dumpexterns(out, lvl) out:write("Extern labels:\n") for i=0,next_extern-1 do out:write(format(" %s\n", map_extern_[i])) end out:write("\n") end -- Write extern label names. local function writeexternnames(out, name) out:write("static const char *const ", name, "[] = {\n") for i=0,next_extern-1 do out:write(" \"", map_extern_[i], "\",\n") end out:write(" (const char *)0\n};\n") end ------------------------------------------------------------------------------ -- Arch-specific maps. -- Ext. register name -> int. name. local map_archdef = { xzr = "@x31", wzr = "@w31", lr = "x30", } -- Int. register name -> ext. name. local map_reg_rev = { ["@x31"] = "xzr", ["@w31"] = "wzr", x30 = "lr", } local map_type = {} -- Type name -> { ctype, reg } local ctypenum = 0 -- Type number (for Dt... macros). -- Reverse defines for registers. function _M.revdef(s) return map_reg_rev[s] or s end local map_shift = { lsl = 0, lsr = 1, asr = 2, } local map_extend = { uxtb = 0, uxth = 1, uxtw = 2, uxtx = 3, sxtb = 4, sxth = 5, sxtw = 6, sxtx = 7, } local map_cond = { eq = 0, ne = 1, cs = 2, cc = 3, mi = 4, pl = 5, vs = 6, vc = 7, hi = 8, ls = 9, ge = 10, lt = 11, gt = 12, le = 13, al = 14, hs = 2, lo = 3, } ------------------------------------------------------------------------------ local parse_reg_type local function parse_reg(expr) if not expr then werror("expected register name") end local tname, ovreg = match(expr, "^([%w_]+):(@?%l%d+)$") local tp = map_type[tname or expr] if tp then local reg = ovreg or tp.reg if not reg then werror("type `"..(tname or expr).."' needs a register override") end expr = reg end local ok31, rt, r = match(expr, "^(@?)([xwqdshb])([123]?[0-9])$") if r then r = tonumber(r) if r <= 30 or (r == 31 and ok31 ~= "" or (rt ~= "w" and rt ~= "x")) then if not parse_reg_type then parse_reg_type = rt elseif parse_reg_type ~= rt then werror("register size mismatch") end return r, tp end end werror("bad register name `"..expr.."'") end local function parse_reg_base(expr) if expr == "sp" then return 0x3e0 end local base, tp = parse_reg(expr) if parse_reg_type ~= "x" then werror("bad register type") end parse_reg_type = false return shl(base, 5), tp end local parse_ctx = {} local loadenv = setfenv and function(s) local code = loadstring(s, "") if code then setfenv(code, parse_ctx) end return code end or function(s) return load(s, "", nil, parse_ctx) end -- Try to parse simple arithmetic, too, since some basic ops are aliases. local function parse_number(n) local x = tonumber(n) if x then return x end local code = loadenv("return "..n) if code then local ok, y = pcall(code) if ok then return y end end return nil end local function parse_imm(imm, bits, shift, scale, signed) imm = match(imm, "^#(.*)$") if not imm then werror("expected immediate operand") end local n = parse_number(imm) if n then local m = sar(n, scale) if shl(m, scale) == n then if signed then local s = sar(m, bits-1) if s == 0 then return shl(m, shift) elseif s == -1 then return shl(m + shl(1, bits), shift) end else if sar(m, bits) == 0 then return shl(m, shift) end end end werror("out of range immediate `"..imm.."'") else waction("IMM", (signed and 32768 or 0)+scale*1024+bits*32+shift, imm) return 0 end end local function parse_imm12(imm) imm = match(imm, "^#(.*)$") if not imm then werror("expected immediate operand") end local n = parse_number(imm) if n then if shr(n, 12) == 0 then return shl(n, 10) elseif band(n, 0xff000fff) == 0 then return shr(n, 2) + 0x00400000 end werror("out of range immediate `"..imm.."'") else waction("IMM12", 0, imm) return 0 end end local function parse_imm13(imm) imm = match(imm, "^#(.*)$") if not imm then werror("expected immediate operand") end local n = parse_number(imm) local r64 = parse_reg_type == "x" if n and n % 1 == 0 and n >= 0 and n <= 0xffffffff then local inv = false if band(n, 1) == 1 then n = bit.bnot(n); inv = true end local t = {} for i=1,32 do t[i] = band(n, 1); n = shr(n, 1) end local b = table.concat(t) b = b..(r64 and (inv and "1" or "0"):rep(32) or b) local p0, p1, p0a, p1a = b:match("^(0+)(1+)(0*)(1*)") if p0 then local w = p1a == "" and (r64 and 64 or 32) or #p1+#p0a if band(w, w-1) == 0 and b == b:sub(1, w):rep(64/w) then local s = band(-2*w, 0x3f) - 1 if w == 64 then s = s + 0x1000 end if inv then return shl(w-#p1-#p0, 16) + shl(s+w-#p1, 10) else return shl(w-#p0, 16) + shl(s+#p1, 10) end end end werror("out of range immediate `"..imm.."'") elseif r64 then waction("IMM13X", 0, format("(unsigned int)(%s)", imm)) actargs[#actargs+1] = format("(unsigned int)((unsigned long long)(%s)>>32)", imm) return 0 else waction("IMM13W", 0, imm) return 0 end end local function parse_imm6(imm) imm = match(imm, "^#(.*)$") if not imm then werror("expected immediate operand") end local n = parse_number(imm) if n then if n >= 0 and n <= 63 then return shl(band(n, 0x1f), 19) + (n >= 32 and 0x80000000 or 0) end werror("out of range immediate `"..imm.."'") else waction("IMM6", 0, imm) return 0 end end local function parse_imm_load(imm, scale) local n = parse_number(imm) if n then local m = sar(n, scale) if shl(m, scale) == n and m >= 0 and m < 0x1000 then return shl(m, 10) + 0x01000000 -- Scaled, unsigned 12 bit offset. elseif n >= -256 and n < 256 then return shl(band(n, 511), 12) -- Unscaled, signed 9 bit offset. end werror("out of range immediate `"..imm.."'") else waction("IMML", 0, imm) return 0 end end local function parse_fpimm(imm) imm = match(imm, "^#(.*)$") if not imm then werror("expected immediate operand") end local n = parse_number(imm) if n then local m, e = math.frexp(n) local s, e2 = 0, band(e-2, 7) if m < 0 then m = -m; s = 0x00100000 end m = m*32-16 if m % 1 == 0 and m >= 0 and m <= 15 and sar(shl(e2, 29), 29)+2 == e then return s + shl(e2, 17) + shl(m, 13) end werror("out of range immediate `"..imm.."'") else werror("NYI fpimm action") end end local function parse_shift(expr) local s, s2 = match(expr, "^(%S+)%s*(.*)$") s = map_shift[s] if not s then werror("expected shift operand") end return parse_imm(s2, 6, 10, 0, false) + shl(s, 22) end local function parse_lslx16(expr) local n = match(expr, "^lsl%s*#(%d+)$") n = tonumber(n) if not n then werror("expected shift operand") end if band(n, parse_reg_type == "x" and 0xffffffcf or 0xffffffef) ~= 0 then werror("bad shift amount") end return shl(n, 17) end local function parse_extend(expr) local s, s2 = match(expr, "^(%S+)%s*(.*)$") if s == "lsl" then s = parse_reg_type == "x" and 3 or 2 else s = map_extend[s] end if not s then werror("expected extend operand") end return (s2 == "" and 0 or parse_imm(s2, 3, 10, 0, false)) + shl(s, 13) end local function parse_cond(expr, inv) local c = map_cond[expr] if not c then werror("expected condition operand") end return shl(bit.bxor(c, inv), 12) end local function parse_load(params, nparams, n, op) if params[n+2] then werror("too many operands") end local pn, p2 = params[n], params[n+1] local p1, wb = match(pn, "^%[%s*(.-)%s*%](!?)$") if not p1 then if not p2 then local reg, tailr = match(pn, "^([%w_:]+)%s*(.*)$") if reg and tailr ~= "" then local base, tp = parse_reg_base(reg) if tp then waction("IMML", 0, format(tp.ctypefmt, tailr)) return op + base end end end werror("expected address operand") end local scale = shr(op, 30) if p2 then if wb == "!" then werror("bad use of '!'") end op = op + parse_reg_base(p1) + parse_imm(p2, 9, 12, 0, true) + 0x400 elseif wb == "!" then local p1a, p2a = match(p1, "^([^,%s]*)%s*,%s*(.*)$") if not p1a then werror("bad use of '!'") end op = op + parse_reg_base(p1a) + parse_imm(p2a, 9, 12, 0, true) + 0xc00 else local p1a, p2a = match(p1, "^([^,%s]*)%s*(.*)$") op = op + parse_reg_base(p1a) if p2a ~= "" then local imm = match(p2a, "^,%s*#(.*)$") if imm then op = op + parse_imm_load(imm, scale) else local p2b, p3b, p3s = match(p2a, "^,%s*([^,%s]*)%s*,?%s*(%S*)%s*(.*)$") op = op + shl(parse_reg(p2b), 16) + 0x00200800 if parse_reg_type ~= "x" and parse_reg_type ~= "w" then werror("bad index register type") end if p3b == "" then if parse_reg_type ~= "x" then werror("bad index register type") end op = op + 0x6000 else if p3s == "" or p3s == "#0" then elseif p3s == "#"..scale then op = op + 0x1000 else werror("bad scale") end if parse_reg_type == "x" then if p3b == "lsl" and p3s ~= "" then op = op + 0x6000 elseif p3b == "sxtx" then op = op + 0xe000 else werror("bad extend/shift specifier") end else if p3b == "uxtw" then op = op + 0x4000 elseif p3b == "sxtw" then op = op + 0xc000 else werror("bad extend/shift specifier") end end end end else if wb == "!" then werror("bad use of '!'") end op = op + 0x01000000 end end return op end local function parse_load_pair(params, nparams, n, op) if params[n+2] then werror("too many operands") end local pn, p2 = params[n], params[n+1] local scale = shr(op, 30) == 0 and 2 or 3 local p1, wb = match(pn, "^%[%s*(.-)%s*%](!?)$") if not p1 then if not p2 then local reg, tailr = match(pn, "^([%w_:]+)%s*(.*)$") if reg and tailr ~= "" then local base, tp = parse_reg_base(reg) if tp then waction("IMM", 32768+7*32+15+scale*1024, format(tp.ctypefmt, tailr)) return op + base + 0x01000000 end end end werror("expected address operand") end if p2 then if wb == "!" then werror("bad use of '!'") end op = op + 0x00800000 else local p1a, p2a = match(p1, "^([^,%s]*)%s*,%s*(.*)$") if p1a then p1, p2 = p1a, p2a else p2 = "#0" end op = op + (wb == "!" and 0x01800000 or 0x01000000) end return op + parse_reg_base(p1) + parse_imm(p2, 7, 15, scale, true) end local function parse_label(label, def) local prefix = sub(label, 1, 2) -- =>label (pc label reference) if prefix == "=>" then return "PC", 0, sub(label, 3) end -- ->name (global label reference) if prefix == "->" then return "LG", map_global[sub(label, 3)] end if def then -- [1-9] (local label definition) if match(label, "^[1-9]$") then return "LG", 10+tonumber(label) end else -- [<>][1-9] (local label reference) local dir, lnum = match(label, "^([<>])([1-9])$") if dir then -- Fwd: 1-9, Bkwd: 11-19. return "LG", lnum + (dir == ">" and 0 or 10) end -- extern label (extern label reference) local extname = match(label, "^extern%s+(%S+)$") if extname then return "EXT", map_extern[extname] end end werror("bad label `"..label.."'") end local function branch_type(op) if band(op, 0x7c000000) == 0x14000000 then return 0 -- B, BL elseif shr(op, 24) == 0x54 or band(op, 0x7e000000) == 0x34000000 or band(op, 0x3b000000) == 0x18000000 then return 0x800 -- B.cond, CBZ, CBNZ, LDR* literal elseif band(op, 0x7e000000) == 0x36000000 then return 0x1000 -- TBZ, TBNZ elseif band(op, 0x9f000000) == 0x10000000 then return 0x2000 -- ADR elseif band(op, 0x9f000000) == band(0x90000000) then return 0x3000 -- ADRP else assert(false, "unknown branch type") end end ------------------------------------------------------------------------------ local map_op, op_template local function op_alias(opname, f) return function(params, nparams) if not params then return "-> "..opname:sub(1, -3) end f(params, nparams) op_template(params, map_op[opname], nparams) end end local function alias_bfx(p) p[4] = "#("..p[3]:sub(2)..")+("..p[4]:sub(2)..")-1" end local function alias_bfiz(p) parse_reg(p[1]) if parse_reg_type == "w" then p[3] = "#-("..p[3]:sub(2)..")%32" p[4] = "#("..p[4]:sub(2)..")-1" else p[3] = "#-("..p[3]:sub(2)..")%64" p[4] = "#("..p[4]:sub(2)..")-1" end end local alias_lslimm = op_alias("ubfm_4", function(p) parse_reg(p[1]) local sh = p[3]:sub(2) if parse_reg_type == "w" then p[3] = "#-("..sh..")%32" p[4] = "#31-("..sh..")" else p[3] = "#-("..sh..")%64" p[4] = "#63-("..sh..")" end end) -- Template strings for ARM instructions. map_op = { -- Basic data processing instructions. add_3 = "0b000000DNMg|11000000pDpNIg|8b206000pDpNMx", add_4 = "0b000000DNMSg|0b200000DNMXg|8b200000pDpNMXx|8b200000pDpNxMwX", adds_3 = "2b000000DNMg|31000000DpNIg|ab206000DpNMx", adds_4 = "2b000000DNMSg|2b200000DNMXg|ab200000DpNMXx|ab200000DpNxMwX", cmn_2 = "2b00001fNMg|3100001fpNIg|ab20601fpNMx", cmn_3 = "2b00001fNMSg|2b20001fNMXg|ab20001fpNMXx|ab20001fpNxMwX", sub_3 = "4b000000DNMg|51000000pDpNIg|cb206000pDpNMx", sub_4 = "4b000000DNMSg|4b200000DNMXg|cb200000pDpNMXx|cb200000pDpNxMwX", subs_3 = "6b000000DNMg|71000000DpNIg|eb206000DpNMx", subs_4 = "6b000000DNMSg|6b200000DNMXg|eb200000DpNMXx|eb200000DpNxMwX", cmp_2 = "6b00001fNMg|7100001fpNIg|eb20601fpNMx", cmp_3 = "6b00001fNMSg|6b20001fNMXg|eb20001fpNMXx|eb20001fpNxMwX", neg_2 = "4b0003e0DMg", neg_3 = "4b0003e0DMSg", negs_2 = "6b0003e0DMg", negs_3 = "6b0003e0DMSg", adc_3 = "1a000000DNMg", adcs_3 = "3a000000DNMg", sbc_3 = "5a000000DNMg", sbcs_3 = "7a000000DNMg", ngc_2 = "5a0003e0DMg", ngcs_2 = "7a0003e0DMg", and_3 = "0a000000DNMg|12000000pDNig", and_4 = "0a000000DNMSg", orr_3 = "2a000000DNMg|32000000pDNig", orr_4 = "2a000000DNMSg", eor_3 = "4a000000DNMg|52000000pDNig", eor_4 = "4a000000DNMSg", ands_3 = "6a000000DNMg|72000000DNig", ands_4 = "6a000000DNMSg", tst_2 = "6a00001fNMg|7200001fNig", tst_3 = "6a00001fNMSg", bic_3 = "0a200000DNMg", bic_4 = "0a200000DNMSg", orn_3 = "2a200000DNMg", orn_4 = "2a200000DNMSg", eon_3 = "4a200000DNMg", eon_4 = "4a200000DNMSg", bics_3 = "6a200000DNMg", bics_4 = "6a200000DNMSg", movn_2 = "12800000DWg", movn_3 = "12800000DWRg", movz_2 = "52800000DWg", movz_3 = "52800000DWRg", movk_2 = "72800000DWg", movk_3 = "72800000DWRg", -- TODO: this doesn't cover all valid immediates for mov reg, #imm. mov_2 = "2a0003e0DMg|52800000DW|320003e0pDig|11000000pDpNg", mov_3 = "2a0003e0DMSg", mvn_2 = "2a2003e0DMg", mvn_3 = "2a2003e0DMSg", adr_2 = "10000000DBx", adrp_2 = "90000000DBx", csel_4 = "1a800000DNMCg", csinc_4 = "1a800400DNMCg", csinv_4 = "5a800000DNMCg", csneg_4 = "5a800400DNMCg", cset_2 = "1a9f07e0Dcg", csetm_2 = "5a9f03e0Dcg", cinc_3 = "1a800400DNmcg", cinv_3 = "5a800000DNmcg", cneg_3 = "5a800400DNmcg", ccmn_4 = "3a400000NMVCg|3a400800N5VCg", ccmp_4 = "7a400000NMVCg|7a400800N5VCg", madd_4 = "1b000000DNMAg", msub_4 = "1b008000DNMAg", mul_3 = "1b007c00DNMg", mneg_3 = "1b00fc00DNMg", smaddl_4 = "9b200000DxNMwAx", smsubl_4 = "9b208000DxNMwAx", smull_3 = "9b207c00DxNMw", smnegl_3 = "9b20fc00DxNMw", smulh_3 = "9b407c00DNMx", umaddl_4 = "9ba00000DxNMwAx", umsubl_4 = "9ba08000DxNMwAx", umull_3 = "9ba07c00DxNMw", umnegl_3 = "9ba0fc00DxNMw", umulh_3 = "9bc07c00DNMx", udiv_3 = "1ac00800DNMg", sdiv_3 = "1ac00c00DNMg", -- Bit operations. sbfm_4 = "13000000DN12w|93400000DN12x", bfm_4 = "33000000DN12w|b3400000DN12x", ubfm_4 = "53000000DN12w|d3400000DN12x", extr_4 = "13800000DNM2w|93c00000DNM2x", sxtb_2 = "13001c00DNw|93401c00DNx", sxth_2 = "13003c00DNw|93403c00DNx", sxtw_2 = "93407c00DxNw", uxtb_2 = "53001c00DNw", uxth_2 = "53003c00DNw", sbfx_4 = op_alias("sbfm_4", alias_bfx), bfxil_4 = op_alias("bfm_4", alias_bfx), ubfx_4 = op_alias("ubfm_4", alias_bfx), sbfiz_4 = op_alias("sbfm_4", alias_bfiz), bfi_4 = op_alias("bfm_4", alias_bfiz), ubfiz_4 = op_alias("ubfm_4", alias_bfiz), lsl_3 = function(params, nparams) if params and params[3]:byte() == 35 then return alias_lslimm(params, nparams) else return op_template(params, "1ac02000DNMg", nparams) end end, lsr_3 = "1ac02400DNMg|53007c00DN1w|d340fc00DN1x", asr_3 = "1ac02800DNMg|13007c00DN1w|9340fc00DN1x", ror_3 = "1ac02c00DNMg|13800000DNm2w|93c00000DNm2x", clz_2 = "5ac01000DNg", cls_2 = "5ac01400DNg", rbit_2 = "5ac00000DNg", rev_2 = "5ac00800DNw|dac00c00DNx", rev16_2 = "5ac00400DNg", rev32_2 = "dac00800DNx", -- Loads and stores. ["strb_*"] = "38000000DwL", ["ldrb_*"] = "38400000DwL", ["ldrsb_*"] = "38c00000DwL|38800000DxL", ["strh_*"] = "78000000DwL", ["ldrh_*"] = "78400000DwL", ["ldrsh_*"] = "78c00000DwL|78800000DxL", ["str_*"] = "b8000000DwL|f8000000DxL|bc000000DsL|fc000000DdL", ["ldr_*"] = "18000000DwB|58000000DxB|1c000000DsB|5c000000DdB|b8400000DwL|f8400000DxL|bc400000DsL|fc400000DdL", ["ldrsw_*"] = "98000000DxB|b8800000DxL", -- NOTE: ldur etc. are handled by ldr et al. ["stp_*"] = "28000000DAwP|a8000000DAxP|2c000000DAsP|6c000000DAdP", ["ldp_*"] = "28400000DAwP|a8400000DAxP|2c400000DAsP|6c400000DAdP", ["ldpsw_*"] = "68400000DAxP", -- Branches. b_1 = "14000000B", bl_1 = "94000000B", blr_1 = "d63f0000Nx", br_1 = "d61f0000Nx", ret_0 = "d65f03c0", ret_1 = "d65f0000Nx", -- b.cond is added below. cbz_2 = "34000000DBg", cbnz_2 = "35000000DBg", tbz_3 = "36000000DTBw|36000000DTBx", tbnz_3 = "37000000DTBw|37000000DTBx", -- Miscellaneous instructions. -- TODO: hlt, hvc, smc, svc, eret, dcps[123], drps, mrs, msr -- TODO: sys, sysl, ic, dc, at, tlbi -- TODO: hint, yield, wfe, wfi, sev, sevl -- TODO: clrex, dsb, dmb, isb nop_0 = "d503201f", brk_0 = "d4200000", brk_1 = "d4200000W", -- Floating point instructions. fmov_2 = "1e204000DNf|1e260000DwNs|1e270000DsNw|9e660000DxNd|9e670000DdNx|1e201000DFf", fabs_2 = "1e20c000DNf", fneg_2 = "1e214000DNf", fsqrt_2 = "1e21c000DNf", fcvt_2 = "1e22c000DdNs|1e624000DsNd", -- TODO: half-precision and fixed-point conversions. fcvtas_2 = "1e240000DwNs|9e240000DxNs|1e640000DwNd|9e640000DxNd", fcvtau_2 = "1e250000DwNs|9e250000DxNs|1e650000DwNd|9e650000DxNd", fcvtms_2 = "1e300000DwNs|9e300000DxNs|1e700000DwNd|9e700000DxNd", fcvtmu_2 = "1e310000DwNs|9e310000DxNs|1e710000DwNd|9e710000DxNd", fcvtns_2 = "1e200000DwNs|9e200000DxNs|1e600000DwNd|9e600000DxNd", fcvtnu_2 = "1e210000DwNs|9e210000DxNs|1e610000DwNd|9e610000DxNd", fcvtps_2 = "1e280000DwNs|9e280000DxNs|1e680000DwNd|9e680000DxNd", fcvtpu_2 = "1e290000DwNs|9e290000DxNs|1e690000DwNd|9e690000DxNd", fcvtzs_2 = "1e380000DwNs|9e380000DxNs|1e780000DwNd|9e780000DxNd", fcvtzu_2 = "1e390000DwNs|9e390000DxNs|1e790000DwNd|9e790000DxNd", scvtf_2 = "1e220000DsNw|9e220000DsNx|1e620000DdNw|9e620000DdNx", ucvtf_2 = "1e230000DsNw|9e230000DsNx|1e630000DdNw|9e630000DdNx", frintn_2 = "1e244000DNf", frintp_2 = "1e24c000DNf", frintm_2 = "1e254000DNf", frintz_2 = "1e25c000DNf", frinta_2 = "1e264000DNf", frintx_2 = "1e274000DNf", frinti_2 = "1e27c000DNf", fadd_3 = "1e202800DNMf", fsub_3 = "1e203800DNMf", fmul_3 = "1e200800DNMf", fnmul_3 = "1e208800DNMf", fdiv_3 = "1e201800DNMf", fmadd_4 = "1f000000DNMAf", fmsub_4 = "1f008000DNMAf", fnmadd_4 = "1f200000DNMAf", fnmsub_4 = "1f208000DNMAf", fmax_3 = "1e204800DNMf", fmaxnm_3 = "1e206800DNMf", fmin_3 = "1e205800DNMf", fminnm_3 = "1e207800DNMf", fcmp_2 = "1e202000NMf|1e202008NZf", fcmpe_2 = "1e202010NMf|1e202018NZf", fccmp_4 = "1e200400NMVCf", fccmpe_4 = "1e200410NMVCf", fcsel_4 = "1e200c00DNMCf", -- TODO: crc32*, aes*, sha*, pmull -- TODO: SIMD instructions. } for cond,c in pairs(map_cond) do map_op["b"..cond.."_1"] = tohex(0x54000000+c).."B" end ------------------------------------------------------------------------------ -- Handle opcodes defined with template strings. local function parse_template(params, template, nparams, pos) local op = tonumber(sub(template, 1, 8), 16) local n = 1 local rtt = {} parse_reg_type = false -- Process each character. for p in gmatch(sub(template, 9), ".") do local q = params[n] if p == "D" then op = op + parse_reg(q); n = n + 1 elseif p == "N" then op = op + shl(parse_reg(q), 5); n = n + 1 elseif p == "M" then op = op + shl(parse_reg(q), 16); n = n + 1 elseif p == "A" then op = op + shl(parse_reg(q), 10); n = n + 1 elseif p == "m" then op = op + shl(parse_reg(params[n-1]), 16) elseif p == "p" then if q == "sp" then params[n] = "@x31" end elseif p == "g" then if parse_reg_type == "x" then op = op + 0x80000000 elseif parse_reg_type ~= "w" then werror("bad register type") end parse_reg_type = false elseif p == "f" then if parse_reg_type == "d" then op = op + 0x00400000 elseif parse_reg_type ~= "s" then werror("bad register type") end parse_reg_type = false elseif p == "x" or p == "w" or p == "d" or p == "s" then if parse_reg_type ~= p then werror("register size mismatch") end parse_reg_type = false elseif p == "L" then op = parse_load(params, nparams, n, op) elseif p == "P" then op = parse_load_pair(params, nparams, n, op) elseif p == "B" then local mode, v, s = parse_label(q, false); n = n + 1 local m = branch_type(op) waction("REL_"..mode, v+m, s, 1) elseif p == "I" then op = op + parse_imm12(q); n = n + 1 elseif p == "i" then op = op + parse_imm13(q); n = n + 1 elseif p == "W" then op = op + parse_imm(q, 16, 5, 0, false); n = n + 1 elseif p == "T" then op = op + parse_imm6(q); n = n + 1 elseif p == "1" then op = op + parse_imm(q, 6, 16, 0, false); n = n + 1 elseif p == "2" then op = op + parse_imm(q, 6, 10, 0, false); n = n + 1 elseif p == "5" then op = op + parse_imm(q, 5, 16, 0, false); n = n + 1 elseif p == "V" then op = op + parse_imm(q, 4, 0, 0, false); n = n + 1 elseif p == "F" then op = op + parse_fpimm(q); n = n + 1 elseif p == "Z" then if q ~= "#0" and q ~= "#0.0" then werror("expected zero immediate") end n = n + 1 elseif p == "S" then op = op + parse_shift(q); n = n + 1 elseif p == "X" then op = op + parse_extend(q); n = n + 1 elseif p == "R" then op = op + parse_lslx16(q); n = n + 1 elseif p == "C" then op = op + parse_cond(q, 0); n = n + 1 elseif p == "c" then op = op + parse_cond(q, 1); n = n + 1 else assert(false) end end wputpos(pos, op) end function op_template(params, template, nparams) if not params then return template:gsub("%x%x%x%x%x%x%x%x", "") end -- Limit number of section buffer positions used by a single dasm_put(). -- A single opcode needs a maximum of 3 positions. if secpos+3 > maxsecpos then wflush() end local pos = wpos() local lpos, apos, spos = #actlist, #actargs, secpos local ok, err for t in gmatch(template, "[^|]+") do ok, err = pcall(parse_template, params, t, nparams, pos) if ok then return end secpos = spos actlist[lpos+1] = nil actlist[lpos+2] = nil actlist[lpos+3] = nil actargs[apos+1] = nil actargs[apos+2] = nil actargs[apos+3] = nil end error(err, 0) end map_op[".template__"] = op_template ------------------------------------------------------------------------------ -- Pseudo-opcode to mark the position where the action list is to be emitted. map_op[".actionlist_1"] = function(params) if not params then return "cvar" end local name = params[1] -- No syntax check. You get to keep the pieces. wline(function(out) writeactions(out, name) end) end -- Pseudo-opcode to mark the position where the global enum is to be emitted. map_op[".globals_1"] = function(params) if not params then return "prefix" end local prefix = params[1] -- No syntax check. You get to keep the pieces. wline(function(out) writeglobals(out, prefix) end) end -- Pseudo-opcode to mark the position where the global names are to be emitted. map_op[".globalnames_1"] = function(params) if not params then return "cvar" end local name = params[1] -- No syntax check. You get to keep the pieces. wline(function(out) writeglobalnames(out, name) end) end -- Pseudo-opcode to mark the position where the extern names are to be emitted. map_op[".externnames_1"] = function(params) if not params then return "cvar" end local name = params[1] -- No syntax check. You get to keep the pieces. wline(function(out) writeexternnames(out, name) end) end ------------------------------------------------------------------------------ -- Label pseudo-opcode (converted from trailing colon form). map_op[".label_1"] = function(params) if not params then return "[1-9] | ->global | =>pcexpr" end if secpos+1 > maxsecpos then wflush() end local mode, n, s = parse_label(params[1], true) if mode == "EXT" then werror("bad label definition") end waction("LABEL_"..mode, n, s, 1) end ------------------------------------------------------------------------------ -- Pseudo-opcodes for data storage. map_op[".long_*"] = function(params) if not params then return "imm..." end for _,p in ipairs(params) do local n = tonumber(p) if not n then werror("bad immediate `"..p.."'") end if n < 0 then n = n + 2^32 end wputw(n) if secpos+2 > maxsecpos then wflush() end end end -- Alignment pseudo-opcode. map_op[".align_1"] = function(params) if not params then return "numpow2" end if secpos+1 > maxsecpos then wflush() end local align = tonumber(params[1]) if align then local x = align -- Must be a power of 2 in the range (2 ... 256). for i=1,8 do x = x / 2 if x == 1 then waction("ALIGN", align-1, nil, 1) -- Action byte is 2**n-1. return end end end werror("bad alignment") end ------------------------------------------------------------------------------ -- Pseudo-opcode for (primitive) type definitions (map to C types). map_op[".type_3"] = function(params, nparams) if not params then return nparams == 2 and "name, ctype" or "name, ctype, reg" end local name, ctype, reg = params[1], params[2], params[3] if not match(name, "^[%a_][%w_]*$") then werror("bad type name `"..name.."'") end local tp = map_type[name] if tp then werror("duplicate type `"..name.."'") end -- Add #type to defines. A bit unclean to put it in map_archdef. map_archdef["#"..name] = "sizeof("..ctype..")" -- Add new type and emit shortcut define. local num = ctypenum + 1 map_type[name] = { ctype = ctype, ctypefmt = format("Dt%X(%%s)", num), reg = reg, } wline(format("#define Dt%X(_V) (int)(ptrdiff_t)&(((%s *)0)_V)", num, ctype)) ctypenum = num end map_op[".type_2"] = map_op[".type_3"] -- Dump type definitions. local function dumptypes(out, lvl) local t = {} for name in pairs(map_type) do t[#t+1] = name end sort(t) out:write("Type definitions:\n") for _,name in ipairs(t) do local tp = map_type[name] local reg = tp.reg or "" out:write(format(" %-20s %-20s %s\n", name, tp.ctype, reg)) end out:write("\n") end ------------------------------------------------------------------------------ -- Set the current section. function _M.section(num) waction("SECTION", num) wflush(true) -- SECTION is a terminal action. end ------------------------------------------------------------------------------ -- Dump architecture description. function _M.dumparch(out) out:write(format("DynASM %s version %s, released %s\n\n", _info.arch, _info.version, _info.release)) dumpactions(out) end -- Dump all user defined elements. function _M.dumpdef(out, lvl) dumptypes(out, lvl) dumpglobals(out, lvl) dumpexterns(out, lvl) end ------------------------------------------------------------------------------ -- Pass callbacks from/to the DynASM core. function _M.passcb(wl, we, wf, ww) wline, werror, wfatal, wwarn = wl, we, wf, ww return wflush end -- Setup the arch-specific module. function _M.setup(arch, opt) g_arch, g_opt = arch, opt end -- Merge the core maps and the arch-specific maps. function _M.mergemaps(map_coreop, map_def) setmetatable(map_op, { __index = map_coreop }) setmetatable(map_def, { __index = map_archdef }) return map_op, map_def end return _M ------------------------------------------------------------------------------
mit
Em30-tm-lua/team
libs/redis.lua
566
1214
local Redis = require 'redis' local FakeRedis = require 'fakeredis' local params = { host = os.getenv('REDIS_HOST') or '127.0.0.1', port = tonumber(os.getenv('REDIS_PORT') or 6379) } local database = os.getenv('REDIS_DB') local password = os.getenv('REDIS_PASSWORD') -- Overwrite HGETALL Redis.commands.hgetall = Redis.command('hgetall', { 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 }) local redis = nil -- Won't launch an error if fails local ok = pcall(function() redis = Redis.connect(params) end) if not ok then local fake_func = function() print('\27[31mCan\'t connect with Redis, install/configure it!\27[39m') end fake_func() fake = FakeRedis.new() print('\27[31mRedis addr: '..params.host..'\27[39m') print('\27[31mRedis port: '..params.port..'\27[39m') redis = setmetatable({fakeredis=true}, { __index = function(a, b) if b ~= 'data' and fake[b] then fake_func(b) end return fake[b] or fake_func end }) else if password then redis:auth(password) end if database then redis:select(database) end end return redis
gpl-2.0
satanevil/eski-creed
libs/redis.lua
566
1214
local Redis = require 'redis' local FakeRedis = require 'fakeredis' local params = { host = os.getenv('REDIS_HOST') or '127.0.0.1', port = tonumber(os.getenv('REDIS_PORT') or 6379) } local database = os.getenv('REDIS_DB') local password = os.getenv('REDIS_PASSWORD') -- Overwrite HGETALL Redis.commands.hgetall = Redis.command('hgetall', { 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 }) local redis = nil -- Won't launch an error if fails local ok = pcall(function() redis = Redis.connect(params) end) if not ok then local fake_func = function() print('\27[31mCan\'t connect with Redis, install/configure it!\27[39m') end fake_func() fake = FakeRedis.new() print('\27[31mRedis addr: '..params.host..'\27[39m') print('\27[31mRedis port: '..params.port..'\27[39m') redis = setmetatable({fakeredis=true}, { __index = function(a, b) if b ~= 'data' and fake[b] then fake_func(b) end return fake[b] or fake_func end }) else if password then redis:auth(password) end if database then redis:select(database) end end return redis
gpl-2.0
Anarchid/Zero-K
scripts/cloakarty.lua
4
4230
include "constants.lua" local base, waist, dish, torso, center, sidecenter, barrel, flare = piece ('base', 'waist', 'dish', 'torso', 'center', 'sidecenter', 'barrel', 'flare') local thigh = {piece 'lthigh', piece 'rthigh'} local knee = {piece 'lknee' , piece 'rknee' } local shin = {piece 'lshin' , piece 'rshin' } local ankle = {piece 'lankle', piece 'rankle'} local heel = {piece 'lheel' , piece 'rheel' } local toe = {piece 'ltoe' , piece 'rtoe' } local SIG_Aim = 1 local SIG_Walk = 2 local isAiming = false -- future-proof running animation against balance tweaks local runspeed = 1.0 * (UnitDefs[unitDefID].speed / 48) local function GetSpeedMod() return (GG.att_MoveChange[unitID] or 1) end local function Walk() for i = 1, 2 do Turn (thigh[i], y_axis, 0, math.rad(135)) Turn (thigh[i], z_axis, 0, math.rad(135)) Turn (ankle[i], x_axis, 0, math.rad(135)) Turn (ankle[i], z_axis, 0, math.rad(135)) end Signal(SIG_Walk) SetSignalMask(SIG_Walk) local side = 1 while true do local speedmod = GetSpeedMod() local truespeed = runspeed * speedmod Turn (shin[side], x_axis, math.rad(65), math.rad(230)*truespeed) Turn (ankle[side], x_axis, math.rad(30), math.rad(230)*truespeed) Turn (thigh[side], x_axis, math.rad(-45), math.rad(135)*truespeed) Turn (thigh[3-side], x_axis, math.rad(45), math.rad(135)*truespeed) if not isAiming then Turn (torso, x_axis, math.rad(20 - 5*side), math.rad(45)*truespeed) Turn (torso, y_axis, math.rad(30 - 20*side), math.rad(45)*truespeed) end Move (waist, y_axis, 1.0, 12*truespeed) WaitForMove (waist, y_axis) Turn (shin[side], x_axis, math.rad(0), math.rad(420)*truespeed) Turn (ankle[side], x_axis, math.rad(0), math.rad(420)*truespeed) Turn (ankle[3-side], x_axis, math.rad(-30), math.rad(90)*truespeed) Move (waist, y_axis, -2.0, 8*truespeed) WaitForTurn (thigh[side], x_axis) side = 3 - side end end local function StopWalk() Signal(SIG_Walk) Move (waist, y_axis, 0, 16) for i = 1, 2 do Turn (ankle[i], x_axis, 0, math.rad(400)) Turn (thigh[i], x_axis, 0, math.rad(230)) Turn (shin[i], x_axis, 0, math.rad(230)) Turn (thigh[i], y_axis, 0, math.rad(135)) Turn (thigh[i], z_axis, 0, math.rad(135)) Turn (ankle[i], z_axis, 0, math.rad(135)) end if not isAiming then Turn (torso, y_axis, 0, math.rad(45)) Turn (torso, x_axis, 0, math.rad(45)) end end function script.StartMoving() StartThread (Walk) end function script.StopMoving() StartThread (StopWalk) end function script.Create() StartThread (GG.Script.SmokeUnit, unitID, {torso, flare}) end function script.AimFromWeapon(num) return center end function script.QueryWeapon(num) return flare end local function RestoreAfterDelay() SetSignalMask (SIG_Aim) Sleep (5000) isAiming = false Turn (dish, y_axis, 0, math.rad(20)) Turn (torso, x_axis, 0, math.rad(20)) end function script.AimWeapon(num, heading, pitch) Signal(SIG_Aim) SetSignalMask(SIG_Aim) isAiming = true Turn (dish, y_axis, heading, math.rad(250)) Turn (torso, x_axis, -pitch, math.rad(200)) WaitForTurn (dish, y_axis) WaitForTurn (torso, x_axis) StartThread(RestoreAfterDelay) return true end function script.FireWeapon() EmitSfx(flare, GG.Script.UNIT_SFX1) EmitSfx(flare, GG.Script.UNIT_SFX2) end function script.EndBurst() Turn (torso, y_axis, math.rad(20)) Move (barrel, z_axis, -6.25) WaitForTurn (torso, y_axis) WaitForMove (barrel, z_axis) Sleep (500) Turn (torso, y_axis, 0, math.rad(60)) Move (barrel, z_axis, 0, 2) end function script.BlockShot(num, targetID) if Spring.ValidUnitID(targetID) then local distMult = (Spring.GetUnitSeparation(unitID, targetID) or 0)/860 return GG.OverkillPrevention_CheckBlock(unitID, targetID, 135.1, 120 * distMult, false, false, true) end return false end local explodables = {dish, barrel, thigh[2], waist, shin[2]} function script.Killed(recentDamage, maxHealth) local severity = recentDamage / maxHealth local brutal = (severity > 0.5) for i = 1, #explodables do if math.random() < severity then Explode (explodables[i], SFX.FALL + (brutal and (SFX.SMOKE + SFX.FIRE) or 0)) end end if not brutal then return 1 else Explode (torso, SFX.SHATTER) return 2 end end
gpl-2.0
Insurgencygame/LivingDead
TheLivingDeadv0.1.sdd/luaui/widgets/gui_persistent_build_spacing.lua
1
1107
function widget:GetInfo() return { name = "Persistent Build Spacing", desc = "Recalls last build spacing set for each building and game [v2.0]", author = "Niobium & DrHash", date = "Sep 6, 2011", license = "GNU GPL, v3 or later", layer = 0, enabled = true -- loaded by default? } end -- Config local defaultSpacing = 0 -- Globals local lastCmdID = nil local buildSpacing = {} -- Speedups local spGetActiveCommand = Spring.GetActiveCommand local spGetBuildSpacing = Spring.GetBuildSpacing local spSetBuildSpacing = Spring.SetBuildSpacing -- Callins function widget:Update() local _, cmdID = spGetActiveCommand() if cmdID and cmdID < 0 then if cmdID ~= lastCmdID then spSetBuildSpacing(buildSpacing[-cmdID] or defaultSpacing) lastCmdID = cmdID end buildSpacing[-cmdID] = spGetBuildSpacing() end end function widget:GetConfigData() return { buildSpacing = buildSpacing } end function widget:SetConfigData(data) buildSpacing = data.buildSpacing or {} end
gpl-2.0
Anarchid/Zero-K
LuaRules/Gadgets/game_map_border.lua
5
7068
-------------------------------------------------------------------------------- -------------------------------------------------------------------------------- if not gadgetHandler:IsSyncedCode() then return end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function gadget:GetInfo() return { name = "Map Border", desc = "Implements a circular map border.", author = "GoogleFrog", date = "5 June 2021", license = "GNU GPL, v2 or later", layer = 100, enabled = true -- loaded by default? } end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local MAPSIDE_BORDER_FILE = "mapconfig/map_border_config.lua" local GAMESIDE_BORDER_FILE = "LuaRules/Configs/MapBorder/" .. (Game.mapName or "") .. ".lua" local IterableMap = VFS.Include("LuaRules/Gadgets/Include/IterableMap.lua") local spSetMapSquareTerrainType = Spring.SetMapSquareTerrainType local spSetSquareBuildingMask = Spring.SetSquareBuildingMask local spGetUnitPosition = Spring.GetUnitPosition local vecDistSq = Spring.Utilities.Vector.DistSq local MAP_WIDTH = Game.mapSizeX local MAP_HEIGHT = Game.mapSizeZ local MASK_SCALE = 1 / (2 * Game.squareSize) local MOBILE_UPDATE_FREQ = 2 * 30 local OUT_OF_BOUNDS_UPDATE_FREQ = 3 local UP_IMPULSE = 0.25 local SIDE_IMPULSE = 1.5 local RAMP_DIST = 180 local NEAR_DIST = 500 local impulseMultipliers = { [0] = 4, -- Fixedwing [1] = 1, -- Gunship [2] = 1.2, -- Ground/Sea } -- Configurable with originX, originZ, radius in GG.map_CircularMapBorder as a table. local circularMapX = MAP_WIDTH/2 local circularMapZ = MAP_HEIGHT/2 local circularMapRadius = math.min(MAP_WIDTH/2, MAP_HEIGHT/2) local circularMapRadiusSq, circularMapNearRadiusSq = 0, 0 -- Set later local mobileUnits = IterableMap.New() local outOfBoundsUnits = IterableMap.New() -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local function IsInBounds(x, z) -- returns whether (x,z) is inside the playable area. return vecDistSq(x, z, circularMapX, circularMapZ) <= circularMapRadiusSq end local function IsNearBorderOrOutOfBounds(x, z) -- returns whether (x,z) is within NEAR_DIST (500) of a border. return vecDistSq(x, z, circularMapX, circularMapZ) > circularMapNearRadiusSq end local function GetClosestBorderPoint(x, z) -- returns position on border closest to (x,z) local vx = x - circularMapX local vz = z - circularMapZ local norm = math.sqrt(vx*vx + vz*vz) vx, vz = vx / norm, vz / norm return circularMapX + circularMapRadius*vx, circularMapZ + circularMapRadius*vz end local function LoadMapBorder() local gameConfig = VFS.FileExists(GAMESIDE_BORDER_FILE) and VFS.Include(GAMESIDE_BORDER_FILE) or false local mapConfig = VFS.FileExists(MAPSIDE_BORDER_FILE) and VFS.Include(MAPSIDE_BORDER_FILE) or false local config = gameConfig or mapConfig or false if not config then return false end IsInBounds = config.IsInBounds or IsInBounds IsNearBorderOrOutOfBounds = config.IsNearBorderOrOutOfBounds or IsNearBorderOrOutOfBounds GetClosestBorderPoint = config.GetClosestBorderPoint or GetClosestBorderPoint circularMapX = config.originX or circularMapX circularMapZ = config.originZ or circularMapZ circularMapRadius = config.radius or circularMapRadius circularMapRadiusSq = circularMapRadius^2 circularMapNearRadiusSq = (circularMapRadius > NEAR_DIST and (circularMapRadius - NEAR_DIST)^2) or 0 return true end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local function SetupTypemapAndMask() for x = 0, MAP_WIDTH - 8, 8 do for z = 0, MAP_HEIGHT - 8, 8 do if not IsInBounds(x, z) then spSetMapSquareTerrainType(x, z, GG.IMPASSIBLE_TERRAIN) if x%16 == 0 and z%16 == 0 then spSetSquareBuildingMask(x * MASK_SCALE, z * MASK_SCALE, 0) end end end end end ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- -- Unit Handling local function CheckMobileUnit(unitID, moveType) local x, _, z = spGetUnitPosition(unitID) if (moveType == 2 and not IsInBounds(x, z)) or (moveType~= 2 and IsNearBorderOrOutOfBounds(x, z)) then IterableMap.Add(outOfBoundsUnits, unitID, moveType) return true -- remove from mobileUnits end end local function HandleOutOFBoundsUnit(unitID, moveType) local ux, _, uz = spGetUnitPosition(unitID) if IsInBounds(ux, uz) then if moveType ~= 2 and IsNearBorderOrOutOfBounds(ux, uz) then return -- Keep track of aircraft near border. end IterableMap.Add(mobileUnits, unitID, moveType) return true -- Remove from outOfBoundsUnits end local bx, bz = GetClosestBorderPoint(ux, uz) local vx = bx - ux local vz = bz - uz local norm = math.sqrt(vx*vx + vz*vz) vx, vz = vx / norm, vz / norm local mag = (impulseMultipliers[moveType] or 1) if norm < RAMP_DIST then if moveType == 2 then -- Ground units only go down to half magnitude, to help with unsticking. mag = mag * (0.5 + 0.5 * norm / RAMP_DIST) else mag = mag * norm / RAMP_DIST end end GG.AddGadgetImpulseRaw(unitID, vx*mag*SIDE_IMPULSE, UP_IMPULSE, vz*mag*SIDE_IMPULSE, true, true) end ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- -- Gagdet API function gadget:GameFrame(n) IterableMap.ApplyFraction(mobileUnits, MOBILE_UPDATE_FREQ, n%MOBILE_UPDATE_FREQ, CheckMobileUnit) IterableMap.ApplyFraction(outOfBoundsUnits, OUT_OF_BOUNDS_UPDATE_FREQ, n%OUT_OF_BOUNDS_UPDATE_FREQ, HandleOutOFBoundsUnit) end function gadget:UnitCreated(unitID, unitDefID, teamID) local moveType = Spring.Utilities.getMovetypeByID(unitDefID) if not moveType then -- Don't handle static structures. return end IterableMap.Add(mobileUnits, unitID, moveType) end function gadget:UnitDestroyed(unitID, unitDefID, teamID) if not Spring.Utilities.getMovetypeByID(unitDefID) then -- Don't handle static structures. return end IterableMap.Remove(mobileUnits, unitID) IterableMap.Remove(outOfBoundsUnits, unitID) end function gadget:Initialize() if not LoadMapBorder() then gadgetHandler:RemoveGadget() return end SetupTypemapAndMask() for _, unitID in ipairs(Spring.GetAllUnits()) do local unitDefID = Spring.GetUnitDefID(unitID) local teamID = Spring.GetUnitTeam(unitID) gadget:UnitCreated(unitID, unitDefID, teamID) end GG.map_AllowPositionTerraform = IsInBounds end ------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------
gpl-2.0
Anarchid/Zero-K
scripts/spidercrabe.lua
6
11432
include 'constants.lua' include 'reliableStartMoving.lua' -------------------------------------------------------------------------------- -- pieces -------------------------------------------------------------------------------- local base = piece 'base' local ground = piece 'ground' local turret = piece 'turret' local blight = piece 'blight' local canon = piece 'canon' local barrel1 = piece 'barrel1' local barrel2 = piece 'barrel2' local flare1 = piece 'flare1' local flare2 = piece 'flare2' local flare3 = piece 'flare3' local flare4 = piece 'flare4' local flare5 = piece 'flare5' local flare6 = piece 'flare6' local flare7 = piece 'flare7' local rocket = piece 'rocket' local leg1 = piece 'leg1' -- front right local leg2 = piece 'leg2' -- back right local leg3 = piece 'leg3' -- back left local leg4 = piece 'leg4' -- front left local gflash = piece 'gflash' local smokePiece = {base, turret} local CMD_RAW_MOVE = Spring.Utilities.CMD.RAW_MOVE local CMD_MOVE = CMD.MOVE -------------------------------------------------------------------------------- -- constants -------------------------------------------------------------------------------- local restore_delay = 3000 local SIG_MOVE = 2 local SIG_AIM1 = 4 local SIG_AIM2 = 8 local PACE = 2.4 local legRaiseSpeed = math.rad(45)*PACE local legRaiseAngle = math.rad(20) local legLowerSpeed = math.rad(50)*PACE local legForwardSpeed = math.rad(40)*PACE local legForwardAngle = -math.rad(20) local legBackwardSpeed = math.rad(35)*PACE local legBackwardAngle = math.rad(45) local legBackwardAngleMinor = math.rad(10) -------------------------------------------------------------------------------- -- vars -------------------------------------------------------------------------------- local armored = false local nocurl = true local movingData = {} local gun_0 = 0 -- four-stroke tetrapedal walkscript local function Walk() while true do -- Spring.Echo("left fore and right back move, left back and right fore anchor") Turn(leg4, z_axis, legRaiseAngle, legRaiseSpeed) -- LF leg up Turn(leg4, y_axis, legForwardAngle, legForwardSpeed) -- LF leg forward --Turn(leg3, z_axis, 0, legLowerSpeed) -- LB leg down Turn(leg3, y_axis, legBackwardAngle, legBackwardSpeed) -- LB leg back --Turn(leg1, z_axis, 0, legLowerSpeed) -- RF leg down Turn(leg1, y_axis, -legBackwardAngleMinor, legBackwardSpeed) -- RF leg back Turn(leg2, z_axis, -legRaiseAngle, legRaiseSpeed) -- RB leg up Turn(leg2, y_axis, 0, legForwardSpeed) -- RB leg forward WaitForTurn(leg4, z_axis) WaitForTurn(leg4, y_axis) Sleep(0) -- Spring.Echo("lower left fore and right back") Turn(leg4, z_axis, 0, legLowerSpeed) -- LF leg down Turn(leg2, z_axis, 0, legLowerSpeed) -- RB leg down Sleep(0) WaitForTurn(leg4, z_axis) -- Spring.Echo("left back and right fore move, left fore and right back anchor") --Turn(leg4, z_axis, 0, legLowerSpeed) -- LF leg down Turn(leg4, y_axis, legBackwardAngleMinor, legBackwardSpeed) -- LF leg back Turn(leg3, z_axis, legRaiseAngle, legRaiseSpeed) -- LB leg up Turn(leg3, y_axis, 0, legForwardSpeed) -- LB leg forward Turn(leg1, z_axis, -legRaiseAngle, legRaiseSpeed) -- RF leg up Turn(leg1, y_axis, -legForwardAngle, legForwardSpeed) -- RF leg forward --Turn(leg2, z_axis, 0, legLowerSpeed) -- RB leg down Turn(leg2, y_axis, -legBackwardAngle, legBackwardSpeed) -- RB leg back WaitForTurn(leg1, z_axis) WaitForTurn(leg1, y_axis) Sleep(0) -- Spring.Echo("lower left back and right fore") Turn(leg3, z_axis, 0, legLowerSpeed) -- LB leg down Turn(leg1, z_axis, 0, legLowerSpeed) -- RF leg down Sleep(0) WaitForTurn(leg3, z_axis) end end local function Curl() if nocurl or armored then return end --Spring.Echo("Initiating curl") SetSignalMask(SIG_MOVE) Sleep(200) while Spring.GetUnitIsStunned(unitID) do Sleep (100) end Sleep(100) --Spring.Echo("slowing down", Spring.GetGameFrame()) Spring.SetUnitRulesParam(unitID, "selfMoveSpeedChange", 0.2) GG.UpdateUnitAttributes(unitID) Move(canon, y_axis, 5, 1.5) Move(base, y_axis, -5, 2.5) Move(base, z_axis, -1, 2.5) Turn(leg1, y_axis, math.rad(45), math.rad(35)) Turn(leg4, y_axis, math.rad(-45), math.rad(35)) Turn(leg2, y_axis, math.rad(-45), math.rad(35)) Turn(leg3, y_axis, math.rad(45), math.rad(35)) Turn(leg1, z_axis, math.rad(45), math.rad(35)) Turn(leg4, z_axis, math.rad(-45), math.rad(35)) Turn(leg2, z_axis, math.rad(40), math.rad(35)) Turn(leg3, z_axis, math.rad(-40), math.rad(35)) -- preturn (makes sure the legs turn in the right direction) Turn(leg2, x_axis, math.rad(90), math.rad(95)) Turn(leg3, x_axis, math.rad(90), math.rad(95)) Turn(leg1, x_axis, math.rad(-90), math.rad(95)) Turn(leg4, x_axis, math.rad(-90), math.rad(95)) Sleep(100) Turn(leg2, x_axis, math.rad(180), math.rad(95)) Turn(leg3, x_axis, math.rad(180), math.rad(95)) Turn(leg1, x_axis, math.rad(180), math.rad(95)) Turn(leg4, x_axis, math.rad(180), math.rad(95)) WaitForTurn(leg1, x_axis) WaitForTurn(leg2, x_axis) WaitForTurn(leg3, x_axis) WaitForTurn(leg4, x_axis) Spring.SetUnitArmored(unitID,true) armored = true end local function ResetLegs() --Spring.Echo("Resetting legs", Spring.GetGameFrame()) Turn(leg1, y_axis, 0, math.rad(35)) Turn(leg2, y_axis, 0, math.rad(35)) Turn(leg3, y_axis, 0, math.rad(35)) Turn(leg4, y_axis, 0, math.rad(35)) Turn(leg1, z_axis, 0, math.rad(25)) Turn(leg2, z_axis, 0, math.rad(25)) Turn(leg3, z_axis, 0, math.rad(25)) Turn(leg4, z_axis, 0, math.rad(25)) -- preturn (makes sure the legs turn in the right direction) Turn(leg2, x_axis, math.rad(90), math.rad(95)) Turn(leg3, x_axis, math.rad(90), math.rad(95)) Turn(leg1, x_axis, math.rad(-90), math.rad(95)) Turn(leg4, x_axis, math.rad(-90), math.rad(95)) Sleep(100) Turn(leg1, x_axis, 0, math.rad(95)) Turn(leg2, x_axis, 0, math.rad(95)) Turn(leg3, x_axis, 0, math.rad(95)) Turn(leg4, x_axis, 0, math.rad(95)) end local function Uncurl() --Spring.Echo("Initiating uncurl", Spring.GetGameFrame()) local cmdID, _, cmdTag, cp_1, cp_2, cp_3, cp_4, cp_5, cp_6 = Spring.GetUnitCurrentCommand(unitID) if cmdID == CMD_RAW_MOVE or cmdID == CMD_MOVE then Sleep(100) else Sleep(700) end ResetLegs() Move(canon, y_axis, 0, 2.5) Move(base, y_axis, 0, 2.5) Move(base, z_axis, 0, 2.5) --Spring.Echo("disabling armor", Spring.GetGameFrame()) armored = false Spring.SetUnitArmored(unitID,false) WaitForTurn(leg1, x_axis) WaitForTurn(leg2, x_axis) WaitForTurn(leg3, x_axis) WaitForTurn(leg4, x_axis) --Spring.Echo("speeding up", Spring.GetGameFrame()) Spring.SetUnitRulesParam(unitID, "selfMoveSpeedChange", 1) GG.UpdateUnitAttributes(unitID) end local function BlinkingLight() while GetUnitValue(COB.BUILD_PERCENT_LEFT) do Sleep(3000) end while true do EmitSfx(blight, 1024+2) Sleep(2100) end end local function CurlDelay() --workaround for crabe getting stuck in fac while GetUnitValue(COB.BUILD_PERCENT_LEFT) > 0 do Sleep(330) end Sleep(2000) nocurl = false end local function Motion() Signal(SIG_MOVE) SetSignalMask(SIG_MOVE) Sleep(100) Uncurl() Walk() end function script.StartMoving() movingData.moving = true --Spring.Utilities.UnitEcho(unitID, "A " .. ((armored and "T") or "F")) StartThread(Motion) movingData.thresholdSpeed = 0.02 end function script.StopMoving() Signal(SIG_MOVE) movingData.thresholdSpeed = 0.3 movingData.moving = false --Spring.Utilities.UnitEcho(unitID, "P " .. ((armored and "T") or "F")) StartThread(Curl) end function script.Create() --set ARMORED to false Hide(flare1) Hide(flare2) Hide(flare3) Hide(flare4) Hide(flare5) Hide(flare6) Hide(flare7) StartThread(GG.StartStopMovingControl, unitID, script.StartMoving, script.StopMoving, 0.3, false, movingData, 4, true) --StartThread(MotionControl) StartThread(GG.Script.SmokeUnit, unitID, smokePiece) --StartThread(BlinkingLight) if Spring.GetUnitIsStunned(unitID) then StartThread(CurlDelay) else nocurl = false StartThread(Curl) end end local function RockSelf(anglex, anglez) Turn(base, z_axis, -anglex, math.rad(50)) Turn(base, x_axis, anglez, math.rad(50)) WaitForTurn(base, z_axis) WaitForTurn(base, x_axis) Turn(base, z_axis, 0, math.rad(20)) Turn(base, x_axis, 0, math.rad(20)) end local spGetUnitSeparation = Spring.GetUnitSeparation function script.BlockShot(num, targetID) if Spring.ValidUnitID(targetID) then -- TTL at max range determined to be 60f empirically -- at projectile speed 290 elmo/s and 600 range, but -- add a few extra frames because that was on flat -- terrain and spiders like uneven terrain where the -- TTL can be a bit larger due to vertical difference local framesETA = 65 * (spGetUnitSeparation(unitID, targetID) or 0) / 600 return GG.OverkillPrevention_CheckBlock(unitID, targetID, 600.1, framesETA, false, false, true) end return false end function script.RockUnit(anglex, anglez) StartThread(RockSelf, math.rad(anglex), math.rad(anglez)) end local function RestoreAfterDelay1() Sleep(3000) Turn(turret, y_axis, 0, math.rad(70)) Turn(canon, x_axis, 0, math.rad(50)) end local function RestoreAfterDelay2() Sleep(3000) Turn(rocket, y_axis, 0, math.rad(70)) Turn(rocket, x_axis, 0, math.rad(50)) end function script.AimWeapon(num, heading, pitch) if num == 1 then Signal(SIG_AIM1) SetSignalMask(SIG_AIM1) Turn(turret, y_axis, heading, math.rad(70)) Turn(canon, x_axis, -pitch, math.rad(50)) WaitForTurn(turret, y_axis) WaitForTurn(canon, x_axis) StartThread(RestoreAfterDelay1) return true elseif num == 2 then Signal(SIG_AIM2) SetSignalMask(SIG_AIM2) Turn(rocket, y_axis, math.rad(heading), math.rad(190)) Turn(rocket, x_axis, 0, math.rad(150)) WaitForTurn(rocket, y_axis) WaitForTurn(rocket, x_axis) StartThread(RestoreAfterDelay2) return true end end function script.FireWeapon(num) if num == 1 then Move(barrel1, z_axis, -1.2) EmitSfx(flare1, 1024+0) EmitSfx(gflash, 1024+1) Move(barrel2, z_axis, -1.2) Sleep(150) Move(barrel1, z_axis, 0, 3) Move(barrel2, z_axis, 0, 3) elseif num == 2 then gun_0 = gun_0 + 1 if gun_0 == 3 then gun_0 = 0 end end end function script.AimFromWeapon(num) if num == 1 then return turret else return rocket end end function script.QueryWeapon(num) if num == 1 then return flare1 else if gun_0 == 0 then return flare2 elseif gun_0 == 1 then return flare3 else return flare4 end end end function script.Killed(recentDamage, maxHealth) local severity = recentDamage/maxHealth if severity <= .25 then Explode(base, SFX.NONE) return 1 elseif (severity <= .50) then Explode(base, SFX.NONE) Explode(leg1, SFX.NONE) Explode(leg2, SFX.NONE) Explode(leg3, SFX.NONE) Explode(leg4, SFX.NONE) return 1 elseif (severity <= .99) then Explode(leg1, SFX.FALL + SFX.SMOKE + SFX.FIRE) Explode(leg2, SFX.FALL + SFX.SMOKE + SFX.FIRE) Explode(leg3, SFX.FALL + SFX.SMOKE + SFX.FIRE) Explode(leg4, SFX.FALL + SFX.SMOKE + SFX.FIRE) Explode(turret, SFX.FALL + SFX.SMOKE + SFX.FIRE + SFX.EXPLODE) return 2 else Explode(leg1, SFX.FALL + SFX.SMOKE + SFX.FIRE) Explode(leg2, SFX.FALL + SFX.SMOKE + SFX.FIRE) Explode(leg3, SFX.FALL + SFX.SMOKE + SFX.FIRE) Explode(leg4, SFX.FALL + SFX.SMOKE + SFX.FIRE) Explode(turret, SFX.FALL + SFX.SMOKE + SFX.FIRE + SFX.EXPLODE) Explode(canon, SFX.FALL + SFX.SMOKE + SFX.FIRE) return 2 end end
gpl-2.0
aJns/tililoggeri
parse_functions.lua
1
3092
local parse_functions = {} local utils = require "pl.utils" local stringx = require "pl.stringx" --parse the file for transactions function parse_functions.parse_file(instructions, filename, parsed_lines) local file = io.open(filename, "r") if not file then print("Couldn't open ", filename) return false end local lines = {} for line in file:lines() do table.insert(lines, line) end file:close() for key,value in pairs(lines) do --remove empty lines, \13 equals \n if value == "\13" then lines[key] = nil else --split the lines at "tabs" (\9 equals \t) --and discard unnecessary lines splitline = {} splitline = utils.split(value, "\9") if (splitline[1] == instructions.remove[1] or splitline[1] == instructions.remove[2]) then lines[key] = nil else lines[key] = splitline end end end --building the "parsed_lines" table by matching the keyline --keys with their corresponding values for i,line in pairs(lines) do parsed_line = {} for j,key in pairs(instructions.keyline) do parsed_line[key] = line[j] end table.insert(parsed_lines,parsed_line) end return true end --format the parsed lines in to a more usable transactions list, --removing unnecessary columns and setting types function parse_functions.format_transactions(instructions, parsed_lines) local format = instructions.format local transactions = {} for i,line in pairs(parsed_lines) do local transaction = {} for fkey,column in pairs(format) do for key,value in pairs(line) do if column == key then if fkey == "date" then transaction[fkey] = get_date(value, format.dateformat) elseif fkey == "amount" then transaction[fkey] = stringx.replace(value, ",", ".") else transaction[fkey] = value end end end end transaction.original = require "pl.tablex".deepcopy(line) transaction.stringID = get_stringID(line, instructions.keyline) table.insert(transactions,transaction) end return transactions end function get_date(date_string, dateformat) local date = require "pl.Date"{} local split_date = utils.split(date_string, dateformat.separator, "plain") for i,value in pairs(dateformat.order) do if value == "d" then date:day(tonumber(split_date[i])) elseif value == "M" then date:month(tonumber(split_date[i])) elseif value == "y" then date:year(tonumber(split_date[i])) end end return date end function get_stringID(transaction, keyline) local stringID = "" for i, key in ipairs(keyline) do stringID = stringID .. transaction[key] end return stringID end return parse_functions
gpl-3.0
Drauthius/monstrous-bosses
src/employee.lua
1
9784
--[[ Copyright (C) 2015 Albert Diserholt This file is part of Monstrous Bosses. Monstrous Bosses 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. Monstrous Bosses 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 Monstrous Bosses. If not, see <http://www.gnu.org/licenses/>. --]] local anim8 = require("lib.anim8") local cron = require("lib.cron") local GameObject = require("src.gameobject") local Employee = GameObject:subclass("Employee") Employee.static.energyBar = love.graphics.newImage("gfx/energybar.png") Employee.static.greenBar = love.graphics.newImage("gfx/greenbar.png") Employee.static.energyBarBlinkSheet = love.graphics.newImage("gfx/energybar_blink.png") Employee.static.energyBarBlinkGrid = anim8.newGrid(60, 18, Employee.energyBarBlinkSheet:getDimensions()) Employee.static.greenArrow = love.graphics.newImage("gfx/greenarrow.png") Employee.static.redArrow = love.graphics.newImage("gfx/redarrow.png") Employee.static.spriteSheet = love.graphics.newImage("gfx/employees.png") Employee.static.spriteGrid = anim8.newGrid(64, 148, Employee.spriteSheet:getWidth(), Employee.spriteSheet:getHeight(), 0, 0, 1) -- Resistances are in percent (100% = no effort) per station type (computer=1, -- printer=2, paperwork=3) Employee.static.types = { { -- Red id = 1, energyRestoration = 2, resistances = { 70, 70, 50 }, minWorkTime = 5, slackingChance = 20, }, { -- Purple id = 2, energyRestoration = 4, resistances = { 30, 70, 30 }, minWorkTime = 3, slackingChance = 40, }, { -- Blue id = 3, energyRestoration = 5, resistances = { 50, 50, 20 }, minWorkTime = 4, slackingChance = 50, }, { -- Green id = 4, energyRestoration = 4, resistances = { 70, 30, 30 }, minWorkTime = 3, slackingChance = 40, }, { -- White id = 5, energyRestoration = 6, resistances = { 20, 20, 20 }, minWorkTime = 2, slackingChance = 60, }, } Employee.static.changePerArrow = 3 function Employee:initialize(x, y, toX, toY, employeeType) GameObject.initialize(self, x, y) self.walkTo = { x = toX or x, y = toY or y } self.walkingSpeed = love.math.random(100, 200) self:setEnergy(love.math.random(45, 65)) self.energyChange = 0 self.type = Employee.types[employeeType or love.math.random(1, #Employee.types)] self.size.w = Employee.spriteGrid.frameWidth self.size.h = Employee.spriteGrid.frameHeight self.slackingCheckInterval = love.math.random(5,10)/10 -- How often (in seconds) to evaluate slacking local c = self.type.id self.walkingAnimation = anim8.newAnimation(Employee.spriteGrid(c,1, c,2, c,1, c,3, c,4, c,3), self.walkingSpeed/700) self.workingAnimation = anim8.newAnimation(Employee.spriteGrid(c,8, c,9, c,8, c,10), 0.2) -- Hella-ugly, but hey. self.eyeAnimation = anim8.newAnimation(Employee.spriteGrid(c,5, c,6, c,7, c,7, c,6, c,5, c,1), 0.04, "pauseAtEnd") self.blinkTimer = cron.after(0, function() end) self.energyBarBlink = anim8.newAnimation(Employee.energyBarBlinkGrid('1-3',1, '3-1',1), 0.1) end function Employee:setEnergy(energy) self.energy = energy end function Employee:getEnergy() return self.energy end function Employee:isExhausted() return self.energy <= 0 and self.exhaustedTimer ~= nil end function Employee:isWorking() return self.working end function Employee:setWorking(isWorking, station) if self:isExhausted() then self.working = false else self.working = isWorking self.lastWorkChange = love.timer.getTime() if isWorking then self.idleTimer = nil end end if self.station ~= nil then self.station:unassign(self) end self.station = station if self.station ~= nil then self.station:assign(self) self.workingAnimation.flippedH = self.station:isFlipped() self.walkingAnimation.flippedH = self.workingAnimation.flippedH end end function Employee:startDragging() self:setWorking(false, nil) self.dragging = true -- Stop walking self.walkTo = nil end function Employee:stopDragging() self.dragging = false end function Employee:startSlacking() self:setWorking(false, self.station) self.idleTimer = cron.after(love.math.random(3,6), function() end) end function Employee:update(dt) GameObject.update(self, dt) local startingEnergy = self:getEnergy() if self.dragging then self.pos.x = love.mouse.getX() - 15 self.pos.y = love.mouse.getY() - 15 end if self.exhaustedTimer and self.exhaustedTimer <= love.timer.getTime() then self.exhaustedTimer = nil end if self:isWorking() then local afterResistance = self.station:getEnergyConsumption() * ((100 - self.type.resistances[self.station.type.id])/100) self:setEnergy(self:getEnergy() - afterResistance * dt) if self:getEnergy() <= 0 then self:setEnergy(0) self.energyBarBlink:gotoFrame(1) self.exhaustedTimer = love.timer.getTime() + 5 self:setWorking(false, self.station) else -- Random chance that some slacking will occur. local workedFor = love.timer.getTime() - self.lastWorkChange if workedFor > self.type.minWorkTime then if love.math.random(1, 100) <= self.type.slackingChance then self:startSlacking() else self.lastWorkChange = self.lastWorkChange + self.slackingCheckInterval end end end elseif not self:isExhausted() then self:setEnergy(self:getEnergy() + self.type.energyRestoration*dt) if self:getEnergy() >= 100 then love.event.push("gameover") end if self.walkTo ~= nil and (self.walkTo.x ~= self.pos.x or self.walkTo.y ~= self.pos.y) then self.walkingAnimation:resume() local movement = self.walkingSpeed * dt for _,v in ipairs({ "x", "y" }) do if self.walkTo[v] > self.pos[v] then if v == "x" then self.walkingAnimation.flippedH = true end self.pos[v] = self.pos[v] + movement elseif self.walkTo[v] < self.pos[v] then if v == "x" then self.walkingAnimation.flippedH = false end self.pos[v] = self.pos[v] - movement end if math.abs(self.walkTo[v] - self.pos[v]) <= 2 then self.pos[v] = self.walkTo[v] end end else self.walkingAnimation:pauseAtStart() end end if self.idleTimer ~= nil and self.idleTimer:update(dt) then self.idleTimer = nil if not self.dragging and not self:isExhausted() and not self:isWorking() then self:setWorking(false, nil) -- Release station. self.walkTo = { x = love.math.random(Employee.idleArea.x1, Employee.idleArea.x2), y = love.math.random(Employee.idleArea.y1, Employee.idleArea.y2) } end end self.walkingAnimation:update(dt) self.workingAnimation:update(dt) self.eyeAnimation:update(dt) self.eyeAnimation.flippedH = self.walkingAnimation.flippedH self.energyBarBlink:update(dt) if self.blinkTimer:update(dt) then self.eyeAnimation:gotoFrame(1) self.eyeAnimation:resume() self.blinkTimer = cron.after(love.math.random(2, 5), function() end) end self.energyChange = (self:getEnergy() - startingEnergy) / dt end function Employee:draw() do -- Body local animation = self.walkingAnimation if self:isWorking() then animation = self.workingAnimation end love.graphics.setColor(255, 255, 255, 255) animation:draw(Employee.spriteSheet, self.pos.x, self.pos.y) if self:isActive() then love.graphics.setColor(0, 255, 0, 100) animation:draw(Employee.spriteSheet, self.pos.x, self.pos.y) end end do -- Eye love.graphics.setColor(255, 255, 255, 255) love.graphics.setStencil(function() -- Only draw the head love.graphics.rectangle("fill", self.pos.x, self.pos.y, self.size.w, self.size.h/4) end) self.eyeAnimation:draw(Employee.spriteSheet, self.pos.x, self.pos.y) if self:isActive() then love.graphics.setColor(0, 255, 0, 100) self.eyeAnimation:draw(Employee.spriteSheet, self.pos.x, self.pos.y) end love.graphics.setStencil() end GameObject.draw(self) do -- Draw energy bar local barOffset = 3 -- Number of pixels until the bar starts/ends local x = self.pos.x + (self.size.w - Employee.energyBar:getWidth())/2 local y, w, h = self.pos.y - 5, Employee.energyBar:getWidth(), 10 local fill = math.max(0, (w - 2*barOffset) / 100 * self:getEnergy()) love.graphics.setColor(255, 255, 255, 255) love.graphics.draw(Employee.energyBar, x, y) love.graphics.setStencil(function() love.graphics.rectangle("fill", x + barOffset, y, fill, h) end) love.graphics.draw(Employee.greenBar, x, y) love.graphics.setStencil() if not self:isExhausted() then local arrowOffset = 3 if self:isWorking() then local arrowWidth = Employee.redArrow:getWidth() for i=1,3 do love.graphics.setColor(255, 255, 255, math.max(0, math.min(255, (-self.energyChange - Employee.changePerArrow*(i-1)) / Employee.changePerArrow * 255))) love.graphics.draw(Employee.redArrow, x - i*arrowWidth - arrowOffset, y) end else local arrowWidth = Employee.greenArrow:getWidth() for i=1,3 do love.graphics.setColor(255, 255, 255, math.max(0, math.min(255, (self.energyChange - Employee.changePerArrow*(i-1)) / Employee.changePerArrow * 255))) love.graphics.draw(Employee.greenArrow, x + w + arrowOffset + (i-1)*arrowWidth, y) end if self:getEnergy() >= 90 then love.graphics.setColor(50, 255, 50, 255) self.energyBarBlink:draw(Employee.energyBarBlinkSheet, x - 5, y - 5) end end else self.energyBarBlink:draw(Employee.energyBarBlinkSheet, x - 5, y - 5) end end end return Employee
gpl-3.0
MrPolicy/HodTG
plugins/helplock.lua
1
1877
do function run(msg, matches) if not is_momod(msg) then return "Only For Moderators!" end return [[ 📂دستورات قفل های تنضیمات📂 🔻مشاهده دستورات 🔹!help 🔸🔸🔸🔸🔸🔸🔸🔸🔸 🔻قفل لینک و لغو قفل 🔹!lock links 🔹!unlock links 🔻قفل ارسال شماره تماس و لغو قفل 🔹!lock contacts 🔹!unlock contacts 🔻قفل حساسیت اسپم و لغو قفل 🔹!lock flood 🔹!unlock flood 🔻قفل اسپم و لغو قفل 🔹!lock spam 🔹!unlock spam 🔻قفل تایپ عربی و لغو قفل 🔹!lock arabic 🔹!unlock arabic 🔻قفل اضافه کردن اعضا و لغو قفل 🔹!lock Member 🔹!unlock Member 🔻قفل اعلانات و لغو قفل 🔹!lock Tgservice 🔹!unlock Tgservice 🔻قفل استیکر و لغو قفل 🔹!lock sticker 🔹!unlock sticker 🔻قفل برچسب و لغو قفل 🔹!lock tag 🔹!unlock tag 🔻قفل ایموجی و لغو قفل 🔹!lock emoji 🔹!unlock emoji 🔻قفل تایپ انگلیسی و لغو قفل 🔹!lock english 🔹!unlock english 🔻قفل فوروارد و لغو قفل 🔹!lock forward 🔹unlock forward 🔻قفل ریپلی و لغو قفل 🔹!lock reply 🔹!unlock reply 🔻قفل یوزرنیم و لغو قفل 🔹!lock username 🔹!unlock username 🔻قفل رسانه و لغو قفل 🔹!lock media 🔹unlock media 🔻قفل فحاشی و لغو قفل 🔹!lock fosh 🔹!unlock fosh 🔻قفل ورود ربات و لغو قفل 🔹!lock bots 🔹!unlock bots ]] end return { description = "Shows bot version", usage = "ver: Shows bot version", patterns = { "^<code>[Hh]elplock$", "^[/!#][Hh]elplock$" }, run = run } end
gpl-2.0
wesnoth/wesnoth
data/ai/lua/ca_castle_switch.lua
4
11110
-------- Castle Switch CA -------------- local AH = wesnoth.require "ai/lua/ai_helper.lua" local M = wesnoth.map local CS_leader_score -- Note that CS_leader and CS_leader_target are also needed by the recruiting CA, so they must be stored in 'data' local high_score = 195000 local low_score = 15000 local function get_reachable_enemy_leaders(unit, avoid_map) -- We're cheating a little here and also find hidden enemy leaders. That's -- because a human player could make a pretty good educated guess as to where -- the enemy leaders are likely to be while the AI does not know how to do that. local potential_enemy_leaders = AH.get_live_units { canrecruit = 'yes', { "filter_side", { { "enemy_of", {side = wesnoth.current.side} } } } } local enemy_leaders = {} for _,e in ipairs(potential_enemy_leaders) do -- Cannot use AH.find_path_with_avoid() here as there might be enemies all around the enemy leader if (not avoid_map:get(e.x, e.y)) then wesnoth.interface.handle_user_interact() local path, cost = wesnoth.paths.find_path(unit, e.x, e.y, { ignore_units = true, ignore_visibility = true }) if cost < AH.no_path then table.insert(enemy_leaders, e) end end end return enemy_leaders end local function other_units_on_keep(leader) -- if we're on a keep, wait until there are no movable non-leader units on the castle before moving off local leader_score = high_score if wesnoth.terrain_types[wesnoth.current.map[leader]].keep then local castle = AH.get_locations_no_borders { { "and", { x = leader.x, y = leader.y, radius = 200, { "filter_radius", { terrain = 'C*,K*,C*^*,K*^*,*^K*,*^C*' } } }} } local should_wait = false for i,loc in ipairs(castle) do local unit = wesnoth.units.get(loc[1], loc[2]) if unit and (unit.side == wesnoth.current.side) and (not unit.canrecruit) and (unit.moves > 0) then should_wait = true break end end if should_wait then leader_score = low_score end end return leader_score end local ca_castle_switch = {} function ca_castle_switch:evaluation(cfg, data, filter_own, recruiting_leader) -- @recruiting_leader is passed from the recuit_rushers CA for the leader_takes_villages evaluation -- evaluation. If it is set, we do the castle switch evaluation only for that leader local start_time, ca_name = wesnoth.ms_since_init() / 1000., 'castle_switch' if AH.print_eval() then AH.print_ts(' - Evaluating castle_switch CA:') end if ai.aspects.passive_leader then -- Turn off this CA if the leader is passive return 0 end local leaders if recruiting_leader then -- Note that doing this might set the stored castle switch information to a different leader. -- This is fine though, the order in which these are done is not particularly important. leaders = { recruiting_leader } else leaders = AH.get_units_with_moves({ side = wesnoth.current.side, canrecruit = 'yes', formula = '(movement_left = total_movement) and (hitpoints = max_hitpoints)', { "and", filter_own } }, true) end local non_passive_leader for _,l in pairs(leaders) do if (not AH.is_passive_leader(ai.aspects.passive_leader, l.id)) then non_passive_leader = l break end end if not non_passive_leader then -- CA is irrelevant if no leader or the leader may have moved from another CA data.CS_leader, data.CS_leader_target = nil, nil if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end return 0 end -- Also need to check that the stored leader has not been killed if data.CS_leader and not data.CS_leader.valid then data.CS_leader, data.CS_leader_target = nil, nil end local avoid_map = AH.get_avoid_map(ai, nil, true) if data.CS_leader and wesnoth.sides[wesnoth.current.side].gold >= AH.get_cheapest_recruit_cost(data.CS_leader) and ((not recruiting_leader) or (recruiting_leader.id == data.CS_leader.id)) then -- If the saved score is the low score, check whether there are still other units on the keep if (CS_leader_score == low_score) then CS_leader_score = other_units_on_keep(data.CS_leader) end -- make sure move is still valid local path, cost = AH.find_path_with_avoid(data.CS_leader, data.CS_leader_target[1], data.CS_leader_target[2], avoid_map) local next_hop = AH.next_hop(data.CS_leader, nil, nil, { path = path, avoid_map = avoid_map }) if next_hop and next_hop[1] == data.CS_leader_target[1] and next_hop[2] == data.CS_leader_target[2] then return CS_leader_score else data.CS_leader, data.CS_leader_target = nil, nil end end -- Look for the best keep local overall_best_score = 0 for _,leader in ipairs(leaders) do local best_score, best_loc, best_turns, best_path = 0, {}, 3, nil local keeps = AH.get_locations_no_borders { terrain = 'K*,K*^*,*^K*', -- Keeps { "not", { {"filter", {}} }}, -- That have no unit { "not", { radius = 6, {"filter", { canrecruit = 'yes', { "filter_side", { { "enemy_of", {side = wesnoth.current.side} } } } }} }}, -- That are not too close to an enemy leader { "not", { x = leader.x, y = leader.y, terrain = 'K*,K*^*,*^K*', radius = 3, { "filter_radius", { terrain = 'C*,K*,C*^*,K*^*,*^K*,*^C*' } } }}, -- That are not close and connected to a keep the leader is on { "filter_adjacent_location", { terrain = 'C*,K*,C*^*,K*^*,*^K*,*^C*' }} -- That are not one-hex keeps } if #keeps < 1 then -- Skip if there aren't extra keeps to evaluate -- In this situation we'd only switch keeps if we were running away if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end return 0 end local enemy_leaders = get_reachable_enemy_leaders(leader, avoid_map) for i,loc in ipairs(keeps) do -- Only consider keeps within 2 turns movement wesnoth.interface.handle_user_interact() local path, cost = AH.find_path_with_avoid(leader, loc[1], loc[2], avoid_map) local score = 0 -- Prefer closer keeps to enemy local turns = math.ceil(cost/leader.max_moves) if turns <= 2 then score = 1/turns for j,e in ipairs(enemy_leaders) do score = score + 1 / M.distance_between(loc[1], loc[2], e.x, e.y) end if score > best_score then best_score = score best_loc = loc best_turns = turns best_path = path end end end -- If we're on a keep, -- don't move to another keep unless it's much better when uncaptured villages are present if best_score > 0 and wesnoth.terrain_types[wesnoth.current.map[leader]].keep then local close_unowned_village = (wesnoth.map.find { wml.tag['and']{ x = leader.x, y = leader.y, radius = leader.max_moves }, gives_income = true, owner_side = 0 })[1] if close_unowned_village then local score = 1/best_turns for j,e in ipairs(enemy_leaders) do -- count all distances as three less than they actually are score = score + 1 / (M.distance_between(leader.x, leader.y, e.x, e.y) - 3) end if score > best_score then best_score = 0 end end end if best_score > 0 then local next_hop = AH.next_hop(leader, nil, nil, { path = best_path, avoid_map = avoid_map }) if next_hop and ((next_hop[1] ~= leader.x) or (next_hop[2] ~= leader.y)) then -- See if there is a nearby village that can be captured without delaying progress local close_villages = wesnoth.map.find( { wml.tag["and"]{ x = next_hop[1], y = next_hop[2], radius = leader.max_moves }, gives_income = true, owner_side = 0 }) local cheapest_unit_cost = AH.get_cheapest_recruit_cost(leader) for i,loc in ipairs(close_villages) do wesnoth.interface.handle_user_interact() local path_village, cost_village = AH.find_path_with_avoid(leader, loc[1], loc[2], avoid_map) if cost_village <= leader.moves then local dummy_leader = leader:clone() dummy_leader.x = loc[1] dummy_leader.y = loc[2] local path_keep, cost_keep = wesnoth.paths.find_path(dummy_leader, best_loc[1], best_loc[2], avoid_map) local turns_from_keep = math.ceil(cost_keep/leader.max_moves) if turns_from_keep < best_turns or (turns_from_keep == 1 and wesnoth.sides[wesnoth.current.side].gold < cheapest_unit_cost) then -- There is, go there instead next_hop = loc break end end end end local leader_score = other_units_on_keep(leader) best_score = best_score + leader_score if (best_score > overall_best_score) then overall_best_score = best_score CS_leader_score = leader_score data.CS_leader = leader data.CS_leader_target = next_hop end end end if (overall_best_score > 0) then if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end return CS_leader_score end if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end return 0 end function ca_castle_switch:execution(cfg, data, filter_own) if AH.print_exec() then AH.print_ts(' Executing castle_switch CA') end if AH.show_messages() then wesnoth.wml_actions.message { speaker = data.leader.id, message = 'Switching castles' } end AH.robust_move_and_attack(ai, data.CS_leader, data.CS_leader_target, nil, { partial_move = true }) data.CS_leader, data.CS_leader_target = nil, nil end return ca_castle_switch
gpl-2.0
Anarchid/Zero-K
LuaRules/Utilities/json.lua
8
15666
----------------------------------------------------------------------------- -- JSON4Lua: JSON encoding / decoding support for the Lua language. -- json Module. -- Author: Craig Mason-Jones -- Homepage: http://json.luaforge.net/ -- Version: 0.9.20 -- This module is released under the The GNU General Public License (GPL). -- Please see LICENCE.txt for details. -- -- USAGE: -- This module exposes two functions: -- encode(o) -- Returns the table / string / boolean / number / nil / json.null value as a JSON-encoded string. -- decode(json_string) -- Returns a Lua object populated with the data encoded in the JSON string json_string. -- -- REQUIREMENTS: -- compat-5.1 if using Lua 5.0 -- -- CHANGELOG -- 0.9.20 Introduction of local Lua functions for private functions (removed _ function prefix). -- Fixed Lua 5.1 compatibility issues. -- Introduced json.null to have null values in associative arrays. -- encode() performance improvement (more than 50%) through table.concat rather than .. -- Introduced decode ability to ignore /**/ comments in the JSON string. -- 0.9.10 Fix to array encoding / decoding to correctly manage nil/null values in arrays. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- -- Imports and dependencies ----------------------------------------------------------------------------- local math = math local string = string local table = table local base = _G ----------------------------------------------------------------------------- -- Module declaration ----------------------------------------------------------------------------- Spring.Utilities.json = {} setfenv(1,Spring.Utilities.json) -- Public functions -- Private functions local decode_scanArray local decode_scanComment local decode_scanConstant local decode_scanNumber local decode_scanObject local decode_scanString local decode_scanWhitespace local encodeString local isArray local isEncodable ----------------------------------------------------------------------------- -- PUBLIC FUNCTIONS ----------------------------------------------------------------------------- --- Encodes an arbitrary Lua object / variable. -- @param v The Lua object / variable to be JSON encoded. -- @return String containing the JSON encoding in internal Lua string format (i.e. not unicode) function encode (v) -- Handle nil values if v==nil then return "null" end local vtype = base.type(v) -- Handle strings if vtype=='string' then return '"' .. encodeString(v) .. '"' -- Need to handle encoding in string end -- Handle booleans if vtype=='number' or vtype=='boolean' then return base.tostring(v) end -- Handle tables if vtype=='table' then local rval = {} -- Consider arrays separately local bArray, maxCount = isArray(v) if bArray then for i = 1,maxCount do table.insert(rval, encode(v[i])) end else -- An object, not an array for i,j in base.pairs(v) do if isEncodable(i) and isEncodable(j) then table.insert(rval, '"' .. encodeString(i) .. '":' .. encode(j)) end end end if bArray then return '[' .. table.concat(rval,',') ..']' else return '{' .. table.concat(rval,',') .. '}' end end -- Handle null values if vtype=='function' and v==null then return 'null' end base.assert(false,'encode attempt to encode unsupported type ' .. vtype .. ':' .. base.tostring(v)) end --- Decodes a JSON string and returns the decoded value as a Lua data structure / value. -- @param s The string to scan. -- @param [startPos] Optional starting position where the JSON string is located. Defaults to 1. -- @param Lua object, number The object that was scanned, as a Lua table / string / number / boolean or nil, -- and the position of the first character after -- the scanned JSON object. function decode(s, startPos) startPos = startPos and startPos or 1 startPos = decode_scanWhitespace(s,startPos) base.assert(startPos<=string.len(s), 'Unterminated JSON encoded object found at position in [' .. s .. ']') local curChar = string.sub(s,startPos,startPos) -- Object if curChar=='{' then return decode_scanObject(s,startPos) end -- Array if curChar=='[' then return decode_scanArray(s,startPos) end -- Number if string.find("+-0123456789.e", curChar, 1, true) then return decode_scanNumber(s,startPos) end -- String if curChar==[["]] or curChar==[[']] then return decode_scanString(s,startPos) end if string.sub(s,startPos,startPos+1)=='/*' then return decode(s, decode_scanComment(s,startPos)) end -- Otherwise, it must be a constant return decode_scanConstant(s,startPos) end --- The null function allows one to specify a null value in an associative array (which is otherwise -- discarded if you set the value with 'nil' in Lua. Simply set t = { first=json.null } function null() return null -- so json.null() will also return null ;-) end ----------------------------------------------------------------------------- -- Internal, PRIVATE functions. -- Following a Python-like convention, I have prefixed all these 'PRIVATE' -- functions with an underscore. ----------------------------------------------------------------------------- --- Scans an array from JSON into a Lua object -- startPos begins at the start of the array. -- Returns the array and the next starting position -- @param s The string being scanned. -- @param startPos The starting position for the scan. -- @return table, int The scanned array as a table, and the position of the next character to scan. function decode_scanArray(s,startPos) local array = {} -- The return value local stringLen = string.len(s) base.assert(string.sub(s,startPos,startPos)=='[','decode_scanArray called but array does not start at position ' .. startPos .. ' in string:\n'..s ) startPos = startPos + 1 -- Infinite loop for array elements repeat startPos = decode_scanWhitespace(s,startPos) base.assert(startPos<=stringLen,'JSON String ended unexpectedly scanning array.') local curChar = string.sub(s,startPos,startPos) if (curChar==']') then return array, startPos+1 end if (curChar==',') then startPos = decode_scanWhitespace(s,startPos+1) end base.assert(startPos<=stringLen, 'JSON String ended unexpectedly scanning array.') object, startPos = decode(s,startPos) table.insert(array,object) until false end --- Scans a comment and discards the comment. -- Returns the position of the next character following the comment. -- @param string s The JSON string to scan. -- @param int startPos The starting position of the comment function decode_scanComment(s, startPos) base.assert( string.sub(s,startPos,startPos+1)=='/*', "decode_scanComment called but comment does not start at position " .. startPos) local endPos = string.find(s,'*/',startPos+2) base.assert(endPos~=nil, "Unterminated comment in string at " .. startPos) return endPos+2 end --- Scans for given constants: true, false or null -- Returns the appropriate Lua type, and the position of the next character to read. -- @param s The string being scanned. -- @param startPos The position in the string at which to start scanning. -- @return object, int The object (true, false or nil) and the position at which the next character should be -- scanned. function decode_scanConstant(s, startPos) local consts = { ["true"] = true, ["false"] = false, ["null"] = nil } local constNames = {"true","false","null"} for i,k in base.pairs(constNames) do --print ("[" .. string.sub(s,startPos, startPos + string.len(k) -1) .."]", k) if string.sub(s,startPos, startPos + string.len(k) -1 )==k then return consts[k], startPos + string.len(k) end end base.assert(nil, 'Failed to scan constant from string ' .. s .. ' at starting position ' .. startPos) end --- Scans a number from the JSON encoded string. -- (in fact, also is able to scan numeric +- eqns, which is not -- in the JSON spec.) -- Returns the number, and the position of the next character -- after the number. -- @param s The string being scanned. -- @param startPos The position at which to start scanning. -- @return number, int The extracted number and the position of the next character to scan. function decode_scanNumber(s,startPos) local endPos = startPos+1 local stringLen = string.len(s) local acceptableChars = "+-0123456789.e" while (string.find(acceptableChars, string.sub(s,endPos,endPos), 1, true) and endPos<=stringLen ) do endPos = endPos + 1 end local stringValue = 'return ' .. string.sub(s,startPos, endPos-1) local stringEval = base.loadstring(stringValue) base.assert(stringEval, 'Failed to scan number [ ' .. stringValue .. '] in JSON string at position ' .. startPos .. ' : ' .. endPos) return stringEval(), endPos end --- Scans a JSON object into a Lua object. -- startPos begins at the start of the object. -- Returns the object and the next starting position. -- @param s The string being scanned. -- @param startPos The starting position of the scan. -- @return table, int The scanned object as a table and the position of the next character to scan. function decode_scanObject(s,startPos) local object = {} local stringLen = string.len(s) local key, value base.assert(string.sub(s,startPos,startPos)=='{','decode_scanObject called but object does not start at position ' .. startPos .. ' in string:\n' .. s) startPos = startPos + 1 repeat startPos = decode_scanWhitespace(s,startPos) base.assert(startPos<=stringLen, 'JSON string ended unexpectedly while scanning object.') local curChar = string.sub(s,startPos,startPos) if (curChar=='}') then return object,startPos+1 end if (curChar==',') then startPos = decode_scanWhitespace(s,startPos+1) end base.assert(startPos<=stringLen, 'JSON string ended unexpectedly scanning object.') -- Scan the key key, startPos = decode(s,startPos) base.assert(startPos<=stringLen, 'JSON string ended unexpectedly searching for value of key ' .. key) startPos = decode_scanWhitespace(s,startPos) base.assert(startPos<=stringLen, 'JSON string ended unexpectedly searching for value of key ' .. key) base.assert(string.sub(s,startPos,startPos)==':','JSON object key-value assignment mal-formed at ' .. startPos) startPos = decode_scanWhitespace(s,startPos+1) base.assert(startPos<=stringLen, 'JSON string ended unexpectedly searching for value of key ' .. key) value, startPos = decode(s,startPos) object[key]=value until false -- infinite loop while key-value pairs are found end --- Scans a JSON string from the opening inverted comma or single quote to the -- end of the string. -- Returns the string extracted as a Lua string, -- and the position of the next non-string character -- (after the closing inverted comma or single quote). -- @param s The string being scanned. -- @param startPos The starting position of the scan. -- @return string, int The extracted string as a Lua string, and the next character to parse. function decode_scanString(s,startPos) base.assert(startPos, 'decode_scanString(..) called without start position') local startChar = string.sub(s,startPos,startPos) base.assert(startChar==[[']] or startChar==[["]],'decode_scanString called for a non-string') local escaped = false local endPos = startPos + 1 local bEnded = false local stringLen = string.len(s) repeat local curChar = string.sub(s,endPos,endPos) if not escaped then if curChar==[[\]] then escaped = true else bEnded = curChar==startChar end else -- If we're escaped, we accept the current character come what may escaped = false end endPos = endPos + 1 base.assert(endPos <= stringLen+1, "String decoding failed: unterminated string at position " .. endPos) until bEnded local stringValue = 'return ' .. string.sub(s, startPos, endPos-1) local stringEval = base.loadstring(stringValue) base.assert(stringEval, 'Failed to load string [ ' .. stringValue .. '] in JSON4Lua.decode_scanString at position ' .. startPos .. ' : ' .. endPos) return stringEval(), endPos end --- Scans a JSON string skipping all whitespace from the current start position. -- Returns the position of the first non-whitespace character, or nil if the whole end of string is reached. -- @param s The string being scanned -- @param startPos The starting position where we should begin removing whitespace. -- @return int The first position where non-whitespace was encountered, or string.len(s)+1 if the end of string -- was reached. function decode_scanWhitespace(s,startPos) local whitespace=" \n\r\t" local stringLen = string.len(s) while ( string.find(whitespace, string.sub(s,startPos,startPos), 1, true) and startPos <= stringLen) do startPos = startPos + 1 end return startPos end --- Encodes a string to be JSON-compatible. -- This just involves back-quoting inverted commas, back-quotes and newlines, I think ;-) -- @param s The string to return as a JSON encoded (i.e. backquoted string) -- @return The string appropriately escaped. function encodeString(s) s = string.gsub(s,'\\','\\\\') s = string.gsub(s,'"','\\"') s = string.gsub(s,"'","\\'") s = string.gsub(s,'\n','\\n') s = string.gsub(s,'\t','\\t') return s end -- Determines whether the given Lua type is an array or a table / dictionary. -- We consider any table an array if it has indexes 1..n for its n items, and no -- other data in the table. -- I think this method is currently a little 'flaky', but can't think of a good way around it yet... -- @param t The table to evaluate as an array -- @return boolean, number True if the table can be represented as an array, false otherwise. If true, -- the second returned value is the maximum -- number of indexed elements in the array. function isArray(t) -- -- CA modification (to reduce the size of the strings -> save network bandwidth) -- local array_count = #t local table_count = 0 for _ in base.pairs(t) do table_count = table_count + 1 end return (array_count == table_count), array_count --[[ -- Next we count all the elements, ensuring that any non-indexed elements are not-encodable -- (with the possible exception of 'n') local maxIndex = 0 for k,v in base.pairs(t) do if (base.type(k)=='number' and math.floor(k)==k and 1<=k) then -- k,v is an indexed pair if (not isEncodable(v)) then return false end -- All array elements must be encodable maxIndex = math.max(maxIndex,k) else if (k=='n') then if v ~= table.getn(t) then return false end -- False if n does not hold the number of elements else -- Else of (k=='n') if isEncodable(v) then return false end end -- End of (k~='n') end -- End of k,v not an indexed pair end -- End of loop across all pairs return true, maxIndex --]] end --- Determines whether the given Lua object / table / variable can be JSON encoded. The only -- types that are JSON encodable are: string, boolean, number, nil, table and json.null. -- In this implementation, all other types are ignored. -- @param o The object to examine. -- @return boolean True if the object should be JSON encoded, false if it should be ignored. function isEncodable(o) local t = base.type(o) return (t=='string' or t=='boolean' or t=='number' or t=='nil' or t=='table') or (t=='function' and o==null) end
gpl-2.0
lxl1140989/dmsdk
feeds/luci/libs/px5g/lua/px5g/util.lua
170
1148
--[[ * px5g - Embedded x509 key and certificate generator based on PolarSSL * * Copyright (C) 2009 Steven Barth <steven@midlink.org> * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License, version 2.1 as published by the Free Software Foundation. ]]-- local nixio = require "nixio" local table = require "table" module "px5g.util" local preamble = { key = "-----BEGIN RSA PRIVATE KEY-----", cert = "-----BEGIN CERTIFICATE-----", request = "-----BEGIN CERTIFICATE REQUEST-----" } local postamble = { key = "-----END RSA PRIVATE KEY-----", cert = "-----END CERTIFICATE-----", request = "-----END CERTIFICATE REQUEST-----" } function der2pem(data, type) local b64 = nixio.bin.b64encode(data) local outdata = {preamble[type]} for i = 1, #b64, 64 do outdata[#outdata + 1] = b64:sub(i, i + 63) end outdata[#outdata + 1] = postamble[type] outdata[#outdata + 1] = "" return table.concat(outdata, "\n") end function pem2der(data) local b64 = data:gsub({["\n"] = "", ["%-%-%-%-%-.-%-%-%-%-%-"] = ""}) return nixio.bin.b64decode(b64) end
gpl-2.0
Insurgencygame/LivingDead
TheLivingDeadv0.1.sdd/units/unused/armscab.lua
1
3186
return { armscab = { acceleration = 0.01799999922514, brakerate = 0.034000001847744, buildcostenergy = 28000, buildcostmetal = 1100, buildpic = "ARMSCAB.DDS", buildtime = 40000, canmove = true, category = "ALL TANK MOBILE WEAPON NOTSUB NOTSHIP NOTAIR NOTHOVER SURFACE", corpse = "DEAD", damagemodifier = 0.5, description = "Mobile Anti-missile Defense", energymake = 200, energystorage = 1000, explodeas = "LARGE_BUILDINGEX", footprintx = 3, footprintz = 3, idleautoheal = 5, idletime = 1800, maxdamage = 780, maxslope = 10, maxvelocity = 1.7, maxwaterdepth = 0, movementclass = "TKBOT3", name = "Scarab", nochasecategory = "ALL", objectname = "ARMSCAB", radardistance = 50, seismicsignature = 0, selfdestructas = "LARGE_BUILDING", sightdistance = 450, smoothanim = true, turnrate = 473, featuredefs = { dead = { blocking = true, category = "corpses", collisionvolumeoffsets = "0.0 -0.208756103516 6.21000671387", collisionvolumescales = "55.2154541016 21.362487793 50.6700134277", collisionvolumetype = "Box", damage = 468, description = "Scarab Wreckage", energy = 0, featuredead = "HEAP", featurereclamate = "SMUDGE01", footprintx = 3, footprintz = 3, height = 20, hitdensity = 100, metal = 934, object = "ARMSCAB_DEAD", reclaimable = true, seqnamereclamate = "TREE1RECLAMATE", world = "All Worlds", }, heap = { blocking = false, category = "heaps", damage = 234, description = "Scarab Heap", energy = 0, featurereclamate = "SMUDGE01", footprintx = 3, footprintz = 3, height = 4, hitdensity = 100, metal = 374, object = "3X3D", reclaimable = true, seqnamereclamate = "TREE1RECLAMATE", world = "All Worlds", }, }, sounds = { canceldestruct = "cancel2", underattack = "warning1", cant = { [1] = "cantdo4", }, count = { [1] = "count6", [2] = "count5", [3] = "count4", [4] = "count3", [5] = "count2", [6] = "count1", }, ok = { [1] = "kbarmmov", }, select = { [1] = "kbarmsel", }, }, weapondefs = { armscab_weapon = { areaofeffect = 420, avoidfriendly = false, collidefriendly = false, coverage = 1600, craterboost = 0, cratermult = 0, energypershot = 6500, explosiongenerator = "custom:FLASH4", firestarter = 100, flighttime = 120, impulseboost = 0.12300000339746, impulsefactor = 0.12300000339746, interceptor = 1, metalpershot = 150, model = "amdrocket", name = "Rocket", noselfdamage = true, range = 72000, reloadtime = 2, smoketrail = true, soundhit = "xplomed4", soundstart = "Rockhvy1", stockpile = true, stockpiletime = 90, tolerance = 4000, tracks = true, turnrate = 99000, weaponacceleration = 75, weapontimer = 5, weapontype = "StarburstLauncher", weaponvelocity = 3000, damage = { default = 500, }, }, }, weapons = { [1] = { badtargetcategory = "VTOL", def = "ARMSCAB_WEAPON", onlytargetcategory = "NOTSUB", }, }, }, }
gpl-2.0
agilul/software-renderer-love2d
main.lua
1
4177
-- Copyright 2016 Yat Hin Wong vector = require "vector" matrix = require "matrix" function love.load() imgWidth, imgHeight = 600, 600 love.window.setMode(imgWidth, imgHeight) screenCenter = vector(imgWidth/2, imgHeight/2) love.mouse.setPosition(screenCenter.x, screenCenter.y) love.mouse.setVisible(false) -- loads the vertex list of a Newell teapot local index = 1 teapot = {} for line in love.filesystem.lines("teapot") do local _, _, x, y, z = string.find(line, "(%-?%d+%.%d+),(%-?%d+%.%d+),(%-?%d+%.%d+)") teapot[index] = vector(x, y, z) index = index + 1 end forwardVec = vector(0, 0, -1) upVec = vector(0, 1, 0) leftVec = upVec:cross(forwardVec) cameraMatrix = matrix.createIdentityMatrix() cameraMatrix[4][2] = 5 cameraMatrix[4][3] = 10 worldToCamera = matrix.inverse(cameraMatrix) -- creates a perspective projection matrix with FoV, near and far planes projMatrix = matrix.createProjectionMatrix(90, 0.1, 100) instructions = true instructionsTimeout = 10 end function love.update(dt) if love.keyboard.isDown("escape") then love.event.quit() end local rotationVec, rotationAngle = vector(1, 0, 0), 0 local dMousePos = vector(love.mouse.getPosition()) - screenCenter love.mouse.setPosition(imgWidth/2, imgHeight/2) -- yaw if math.abs(dMousePos.x) > 0 then rotationVec = upVec rotationAngle = -dMousePos.x * dt / 30 end cameraMatrix = matrix.multiply(matrix.createRotationMatrix(rotationVec, rotationAngle), cameraMatrix) -- pitch if math.abs(dMousePos.y) > 0 then rotationVec = leftVec rotationAngle = -dMousePos.y * dt / 30 end cameraMatrix = matrix.multiply(matrix.createRotationMatrix(rotationVec, rotationAngle), cameraMatrix) -- roll if love.keyboard.isDown("q") then rotationVec = forwardVec rotationAngle = 1 * dt elseif love.keyboard.isDown("e") then rotationVec = forwardVec rotationAngle = -1 * dt end cameraMatrix = matrix.multiply(matrix.createRotationMatrix(rotationVec, rotationAngle), cameraMatrix) -- panning controls local translateVec = vector(0, 0, 0) if love.keyboard.isDown("w") or love.keyboard.isDown("up") then translateVec = translateVec - upVec * dt elseif love.keyboard.isDown("s") or love.keyboard.isDown("down") then translateVec = translateVec + upVec * dt end if love.keyboard.isDown("a") or love.keyboard.isDown("left") then translateVec = translateVec + leftVec * dt elseif love.keyboard.isDown("d") or love.keyboard.isDown("right") then translateVec = translateVec - leftVec * dt end if love.keyboard.isDown("r") then translateVec = translateVec - forwardVec * dt elseif love.keyboard.isDown("f") then translateVec = translateVec + forwardVec * dt end translateVec:normalizeInplace() cameraMatrix = matrix.multiply(matrix.createTranslationMatrix(translateVec), cameraMatrix) -- move by moving the rest -- http://futurama.wikia.com/wiki/Dark_matter_engine worldToCamera = matrix.inverse(cameraMatrix) -- transforms the world from 3D space to 2D screen points = {} index = 0 for i, v in ipairs(teapot) do local cameraVert = v:multVecMatrix(worldToCamera) if cameraVert * forwardVec > 0 then local projected = cameraVert:multVecMatrix(projMatrix) if projected.x >= -1 and projected.x <= 1 and projected.y >= -1 and projected.y <= 1 then local screen_x = math.min(imgWidth - 1, math.floor((projected.x + 1) * 0.5 * imgWidth)) local screen_y = math.min(imgHeight - 1, math.floor((projected.y + 1) * 0.5 * imgHeight)) points[index] = {screen_x, screen_y} index = index + 1 end end end if instructions then if instructionsTimeout < 0 then instructions = false end instructionsTimeout = instructionsTimeout - dt end end function love.draw() love.graphics.setPointSize(2) love.graphics.points(points); if instructions then love.graphics.setColor(255, 255, 255) love.graphics.printf("WASD to move up/left/down/right\nF/R to move forward/backward\nMouse to yaw/pitch\nQ/E to roll\nESC to exit", 0, 0, imgWidth, "left", 0, 2) end end
mit
helingping/Urho3D
Source/Urho3D/LuaScript/pkgs/ToCppHook.lua
9
7914
-- -- Copyright (c) 2008-2017 the Urho3D project. -- -- Permission is hereby granted, free of charge, to any person obtaining a copy -- of this software and associated documentation files (the "Software"), to deal -- in the Software without restriction, including without limitation the rights -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -- copies of the Software, and to permit persons to whom the Software is -- furnished to do so, subject to the following conditions: -- -- The above copyright notice and this permission notice shall be included in -- all copies or substantial portions of the Software. -- -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -- THE SOFTWARE. -- local toWrite = {} local currentString = '' local out local WRITE, OUTPUT = write, output function output(s) out = _OUTPUT output = OUTPUT -- restore output(s) end function write(a) if out == _OUTPUT then currentString = currentString .. a if string.sub(currentString,-1) == '\n' then toWrite[#toWrite+1] = currentString currentString = '' end else WRITE(a) end end function post_output_hook(package) local result = table.concat(toWrite) local function replace(pattern, replacement) local k = 0 local nxt, currentString = 1, '' repeat local s, e = string.find(result, pattern, nxt, true) if e then currentString = currentString .. string.sub(result, nxt, s-1) .. replacement nxt = e + 1 k = k + 1 end until not e result = currentString..string.sub(result, nxt) end replace("\t", " ") replace([[#ifndef __cplusplus #include "stdlib.h" #endif #include "string.h" #include "tolua++.h"]], [[// // Copyright (c) 2008-2017 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "Precompiled.h" #include <toluapp/tolua++.h> #include "LuaScript/ToluaUtils.h" #if __clang__ #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wunused-function" #endif]]) if not _extra_parameters["Urho3D"] then replace([[#include "LuaScript/ToluaUtils.h"]], [[#include <Urho3D/LuaScript/ToluaUtils.h>]]) end -- Special handling for vector to table conversion which would simplify the implementation of the template functions result = string.gsub(result, "ToluaIs(P?O?D?)Vector([^\"]-)\"c?o?n?s?t? ?P?O?D?Vector<([^*>]-)%*?>\"", "ToluaIs%1Vector%2\"%3\"") result = string.gsub(result, "ToluaPush(P?O?D?)Vector([^\"]-)\"c?o?n?s?t? ?P?O?D?Vector<([^*>]-)%*?>\"", "ToluaPush%1Vector%2\"%3\"") result = string.gsub(result, "@1%(", "(\"\",") -- is_pointer overload uses const char* as signature result = string.gsub(result, "@2%(", "(0.f,") -- is_arithmetic overload uses double as signature WRITE(result) WRITE([[ #if __clang__ #pragma clang diagnostic pop #endif]]) end _push_functions['Component'] = "ToluaPushObject" _push_functions['Resource'] = "ToluaPushObject" _push_functions['UIElement'] = "ToluaPushObject" -- Is Urho3D Vector type. function urho3d_is_vector(t) return t:find("Vector<") ~= nil end -- Is Urho3D PODVector type. function urho3d_is_podvector(t) return t:find("PODVector<") ~= nil end local old_get_push_function = get_push_function local old_get_to_function = get_to_function local old_get_is_function = get_is_function function is_pointer(t) return t:find("*>") end function is_arithmetic(t) for _, type in pairs({ "char", "short", "int", "unsigned", "long", "float", "double", "bool" }) do _, pos = t:find(type) if pos ~= nil and t:sub(pos + 1, pos + 1) ~= "*" then return true end end return false end function overload_if_necessary(t) return is_pointer(t) and "@1" or (is_arithmetic(t) and "@2" or "") end function get_push_function(t) if not urho3d_is_vector(t) then return old_get_push_function(t) end local T = t:match("<.*>") if not urho3d_is_podvector(t) then return "ToluaPushVector" .. T else return "ToluaPushPODVector" .. T .. overload_if_necessary(T) end end function get_to_function(t) if not urho3d_is_vector(t) then return old_get_to_function(t) end local T = t:match("<.*>") if not urho3d_is_podvector(t) then return "ToluaToVector" .. T else return "ToluaToPODVector" .. T .. overload_if_necessary(T) end end function get_is_function(t) if not urho3d_is_vector(t) then return old_get_is_function(t) end local T = t:match("<.*>") if not urho3d_is_podvector(t) then return "ToluaIsVector" .. T else return "ToluaIsPODVector" .. T .. overload_if_necessary(T) end end function get_property_methods_hook(ptype, name) if ptype == "get_set" then local Name = string.upper(string.sub(name, 1, 1))..string.sub(name, 2) return "Get"..Name, "Set"..Name end if ptype == "is_set" then local Name = string.upper(string.sub(name, 1, 1))..string.sub(name, 2) return "Is"..Name, "Set"..Name end if ptype == "has_set" then local Name = string.upper(string.sub(name, 1, 1))..string.sub(name, 2) return "Has"..Name, "Set"..Name end if ptype == "no_prefix" then local Name = string.upper(string.sub(name, 1, 1))..string.sub(name, 2) return Name, "Set"..Name end end -- Rudimentary checker to prevent function overloads being declared in a wrong order -- The checker assumes function overloads are declared in group one after another within a same pkg file -- The checker only checks for single argument function at the moment, but it can be extended to support more when it is necessary local overload_checker = {name="", has_number=false} function pre_call_hook(self) if table.getn(self.args) ~= 1 then return end if overload_checker.name ~= self.name then overload_checker.name = self.name overload_checker.has_number = false end local t = self.args[1].type if overload_checker.has_number then if t:find("String") or t:find("char*") then warning(self:inclass() .. ":" .. self.name .. " has potential binding problem: number overload becomes dead code if it is declared before string overload") end else overload_checker.has_number = t ~= "bool" and is_arithmetic(t) end end
mit
Anarchid/Zero-K
LuaUI/Widgets/gui_icon_sets.lua
12
3482
function widget:GetInfo() return { name = "Icon Sets", desc = "Manages alternate icon/buildpic sets.", author = "Sprung", license = "PD", layer = 1, enabled = true, } end options_path = 'Settings/Graphics/Unit Visibility/Radar Icons' options_order = { 'coniconchassis', 'ships' } options = { coniconchassis = { name = 'Show constructor chassis', desc = 'Do constructor icons show chassis? Conveys more information but reduces visibility somewhat.', type = 'bool', value = false, noHotkey = true, OnChange = function(self) if not self.value then Spring.SetUnitDefIcon(UnitDefNames["cloakcon"].id, "builder") Spring.SetUnitDefIcon(UnitDefNames["shieldcon"].id, "builder") Spring.SetUnitDefIcon(UnitDefNames["vehcon"].id, "builder") Spring.SetUnitDefIcon(UnitDefNames["tankcon"].id, "builder") Spring.SetUnitDefIcon(UnitDefNames["amphcon"].id, "builder") Spring.SetUnitDefIcon(UnitDefNames["jumpcon"].id, "builder") Spring.SetUnitDefIcon(UnitDefNames["spidercon"].id, "builder") Spring.SetUnitDefIcon(UnitDefNames["hovercon"].id, "builder") Spring.SetUnitDefIcon(UnitDefNames["shipcon"].id, "builder") else Spring.SetUnitDefIcon(UnitDefNames["cloakcon"].id, "kbotbuilder") Spring.SetUnitDefIcon(UnitDefNames["shieldcon"].id, "walkerbuilder") Spring.SetUnitDefIcon(UnitDefNames["vehcon"].id, "vehiclebuilder") Spring.SetUnitDefIcon(UnitDefNames["tankcon"].id, "tankbuilder") Spring.SetUnitDefIcon(UnitDefNames["amphcon"].id, "amphbuilder") Spring.SetUnitDefIcon(UnitDefNames["jumpcon"].id, "jumpjetbuilder") Spring.SetUnitDefIcon(UnitDefNames["spidercon"].id, "spiderbuilder") Spring.SetUnitDefIcon(UnitDefNames["hovercon"].id, "hoverbuilder") if options.ships.value then Spring.SetUnitDefIcon(UnitDefNames["shipcon"].id, "shipbuilder_alt") else Spring.SetUnitDefIcon(UnitDefNames["shipcon"].id, "shipbuilder") end end end, }, ships = { name = 'Use standard ship icons', desc = 'Do ships use the standarized chassis-role icons instead of hull shape pictograms?', type = 'bool', value = false, noHotkey = true, OnChange = function(self) if not self.value then Spring.SetUnitDefIcon(UnitDefNames["shipscout"].id, "shipscout") Spring.SetUnitDefIcon(UnitDefNames["shiptorpraider"].id, "shiptorpraider") Spring.SetUnitDefIcon(UnitDefNames["shipriot"].id, "shipriot") Spring.SetUnitDefIcon(UnitDefNames["shipskirm"].id, "shipskirm") Spring.SetUnitDefIcon(UnitDefNames["shipassault"].id, "shipassault") Spring.SetUnitDefIcon(UnitDefNames["shiparty"].id, "shiparty") Spring.SetUnitDefIcon(UnitDefNames["shipaa"].id, "shipaa") if options.coniconchassis.value then Spring.SetUnitDefIcon(UnitDefNames["shipcon"].id, "shipbuilder") end else Spring.SetUnitDefIcon(UnitDefNames["shipscout"].id, "shipscout_alt") Spring.SetUnitDefIcon(UnitDefNames["shiptorpraider"].id, "shipraider_alt") Spring.SetUnitDefIcon(UnitDefNames["shipriot"].id, "shipriot_alt") Spring.SetUnitDefIcon(UnitDefNames["shipskirm"].id, "shipskirm_alt") Spring.SetUnitDefIcon(UnitDefNames["shipassault"].id, "shipassault_alt") Spring.SetUnitDefIcon(UnitDefNames["shiparty"].id, "shiparty_alt") Spring.SetUnitDefIcon(UnitDefNames["shipaa"].id, "shipaa_alt") if options.coniconchassis.value then Spring.SetUnitDefIcon(UnitDefNames["shipcon"].id, "shipbuilder_alt") end end end, }, }
gpl-2.0
Anarchid/Zero-K
units/factoryveh.lua
4
3291
return { factoryveh = { unitname = [[factoryveh]], name = [[Rover Assembly]], description = [[Produces Rovers]], acceleration = 0, brakeRate = 0, buildCostMetal = Shared.FACTORY_COST, buildDistance = Shared.FACTORY_PLATE_RANGE, builder = true, buildingGroundDecalDecaySpeed = 30, buildingGroundDecalSizeX = 11, buildingGroundDecalSizeY = 11, buildingGroundDecalType = [[factoryveh_aoplane.dds]], buildoptions = { [[vehcon]], [[vehscout]], [[vehraid]], [[vehsupport]], [[vehriot]], [[vehassault]], [[vehcapture]], [[veharty]], [[vehheavyarty]], [[vehaa]], }, buildPic = [[factoryveh.png]], canMove = true, canPatrol = true, category = [[SINK UNARMED]], collisionVolumeOffsets = [[0 -8 -25]], collisionVolumeScales = [[120 44 44]], collisionVolumeType = [[ellipsoid]], selectionVolumeOffsets = [[0 0 10]], selectionVolumeScales = [[120 70 112]], selectionVolumeType = [[box]], corpse = [[DEAD]], customParams = { ploppable = 1, sortName = [[2]], default_spacing = 8, solid_factory = 3, aimposoffset = [[0 0 -35]], midposoffset = [[0 0 -10]], modelradius = [[70]], unstick_help = 1, selectionscalemult = 1, factorytab = 1, shared_energy_gen = 1, parent_of_plate = [[plateveh]], }, energyUse = 0, explodeAs = [[LARGE_BUILDINGEX]], footprintX = 8, footprintZ = 8, iconType = [[facvehicle]], idleAutoHeal = 5, idleTime = 1800, levelGround = false, maxDamage = 4000, maxSlope = 15, maxVelocity = 0, maxWaterDepth = 0, moveState = 1, noAutoFire = false, objectName = [[factoryveh.dae]], script = [[factoryveh.lua]], selfDestructAs = [[LARGE_BUILDINGEX]], showNanoSpray = false, sightDistance = 273, turnRate = 0, useBuildingGroundDecal = true, workerTime = Shared.FACTORY_BUILDPOWER, yardMap = "oooooooo oooooooo oooooooo yccccccy yccccccy yccccccy yccccccy yccccccy", featureDefs = { DEAD = { blocking = true, featureDead = [[HEAP]], footprintX = 8, footprintZ = 8, object = [[factoryveh_d.dae]], collisionVolumeOffsets = [[0 0 -20]], collisionVolumeScales = [[110 35 75]], collisionVolumeType = [[box]], }, HEAP = { blocking = false, footprintX = 7, footprintZ = 7, object = [[debris4x4c.s3o]], }, }, } }
gpl-2.0
roger-zhao/ardupilot-3.2
Tools/CHDK-Scripts/kap_uav.lua
183
28512
--[[ KAP UAV Exposure Control Script v3.1 -- Released under GPL by waterwingz and wayback/peabody http://chdk.wikia.com/wiki/KAP_%26_UAV_Exposure_Control_Script @title KAP UAV 3.1 @param i Shot Interval (sec) @default i 15 @range i 2 120 @param s Total Shots (0=infinite) @default s 0 @range s 0 10000 @param j Power off when done? @default j 0 @range j 0 1 @param e Exposure Comp (stops) @default e 6 @values e -2.0 -1.66 -1.33 -1.0 -0.66 -0.33 0.0 0.33 0.66 1.00 1.33 1.66 2.00 @param d Start Delay Time (sec) @default d 0 @range d 0 10000 @param y Tv Min (sec) @default y 0 @values y None 1/60 1/100 1/200 1/400 1/640 @param t Target Tv (sec) @default t 5 @values t 1/100 1/200 1/400 1/640 1/800 1/1000 1/1250 1/1600 1/2000 @param x Tv Max (sec) @default x 3 @values x 1/1000 1/1250 1/1600 1/2000 1/5000 1/10000 @param f Av Low(f-stop) @default f 4 @values f 1.8 2.0 2.2 2.6 2.8 3.2 3.5 4.0 4.5 5.0 5.6 6.3 7.1 8.0 @param a Av Target (f-stop) @default a 7 @values a 1.8 2.0 2.2 2.6 2.8 3.2 3.5 4.0 4.5 5.0 5.6 6.3 7.1 8.0 @param m Av Max (f-stop) @default m 13 @values m 1.8 2.0 2.2 2.6 2.8 3.2 3.5 4.0 4.5 5.0 5.6 6.3 7.1 8.0 @param p ISO Min @default p 1 @values p 80 100 200 400 800 1250 1600 @param q ISO Max1 @default q 2 @values q 100 200 400 800 1250 1600 @param r ISO Max2 @default r 3 @values r 100 200 400 800 1250 1600 @param n Allow use of ND filter? @default n 1 @values n No Yes @param z Zoom position @default z 0 @values z Off 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% @param c Focus @ Infinity Mode @default c 0 @values c None @Shot AFL MF @param v Video Interleave (shots) @default v 0 @values v Off 1 5 10 25 50 100 @param w Video Duration (sec) @default w 10 @range w 5 300 @param u USB Shot Control? @default u 0 @values u None On/Off OneShot PWM @param b Backlight Off? @default b 0 @range b 0 1 @param l Logging @default l 3 @values l Off Screen SDCard Both --]] props=require("propcase") capmode=require("capmode") -- convert user parameter to usable variable names and values tv_table = { -320, 576, 640, 736, 832, 896, 928, 960, 992, 1024, 1056, 1180, 1276} tv96target = tv_table[t+3] tv96max = tv_table[x+8] tv96min = tv_table[y+1] sv_table = { 381, 411, 507, 603, 699, 761, 795 } sv96min = sv_table[p+1] sv96max1 = sv_table[q+2] sv96max2 = sv_table[r+2] av_table = { 171, 192, 218, 265, 285, 322, 347, 384, 417, 446, 477, 510, 543, 576 } av96target = av_table[a+1] av96minimum = av_table[f+1] av96max = av_table[m+1] ec96adjust = (e - 6)*32 video_table = { 0, 1, 5, 10, 25, 50, 100 } video_mode = video_table[v+1] video_duration = w interval = i*1000 max_shots = s poff_if_done = j start_delay = d backlight = b log_mode= l focus_mode = c usb_mode = u if ( z==0 ) then zoom_setpoint = nil else zoom_setpoint = (z-1)*10 end -- initial configuration values nd96offset=3*96 -- ND filter's number of equivalent f-stops (f * 96) infx = 50000 -- focus lock distance in mm (approximately 55 yards) shot_count = 0 -- shot counter blite_timer = 300 -- backlight off delay in 100mSec increments old_console_timeout = get_config_value( 297 ) shot_request = false -- pwm mode flag to request a shot be taken -- check camera Av configuration ( variable aperture and/or ND filter ) if n==0 then -- use of nd filter allowed? if get_nd_present()==1 then -- check for ND filter only Av_mode = 0 -- 0 = ND disabled and no iris available else Av_mode = 1 -- 1 = ND disabled and iris available end else Av_mode = get_nd_present()+1 -- 1 = iris only , 2=ND filter only, 3= both ND & iris end function printf(...) if ( log_mode == 0) then return end local str=string.format(...) if (( log_mode == 1) or (log_mode == 3)) then print(str) end if ( log_mode > 1 ) then local logname="A/KAP.log" log=io.open(logname,"a") log:write(os.date("%Y%b%d %X ")..string.format(...),"\n") log:close() end end tv_ref = { -- note : tv_ref values set 1/2 way between shutter speed values -608, -560, -528, -496, -464, -432, -400, -368, -336, -304, -272, -240, -208, -176, -144, -112, -80, -48, -16, 16, 48, 80, 112, 144, 176, 208, 240, 272, 304, 336, 368, 400, 432, 464, 496, 528, 560, 592, 624, 656, 688, 720, 752, 784, 816, 848, 880, 912, 944, 976, 1008, 1040, 1072, 1096, 1129, 1169, 1192, 1225, 1265, 1376 } tv_str = { ">64", "64", "50", "40", "32", "25", "20", "16", "12", "10", "8.0", "6.0", "5.0", "4.0", "3.2", "2.5", "2.0", "1.6", "1.3", "1.0", "0.8", "0.6", "0.5", "0.4", "0.3", "1/4", "1/5", "1/6", "1/8", "1/10", "1/13", "1/15", "1/20", "1/25", "1/30", "1/40", "1/50", "1/60", "1/80", "1/100", "1/125", "1/160", "1/200", "1/250", "1/320", "1/400", "1/500", "1/640", "1/800", "1/1000","1/1250", "1/1600","1/2000","1/2500","1/3200","1/4000","1/5000","1/6400","1/8000","1/10000","hi" } function print_tv(val) if ( val == nil ) then return("-") end local i = 1 while (i <= #tv_ref) and (val > tv_ref[i]) do i=i+1 end return tv_str[i] end av_ref = { 160, 176, 208, 243, 275, 304, 336, 368, 400, 432, 464, 480, 496, 512, 544, 592, 624, 656, 688, 720, 752, 784 } av_str = {"n/a","1.8", "2.0","2.2","2.6","2.8","3.2","3.5","4.0","4.5","5.0","5.6","5.9","6.3","7.1","8.0","9.0","10.0","11.0","13.0","14.0","16.0","hi"} function print_av(val) if ( val == nil ) then return("-") end local i = 1 while (i <= #av_ref) and (val > av_ref[i]) do i=i+1 end return av_str[i] end sv_ref = { 370, 397, 424, 456, 492, 523, 555, 588, 619, 651, 684, 731, 779, 843, 907 } sv_str = {"n/a","80","100","120","160","200","250","320","400","500","640","800","1250","1600","3200","hi"} function print_sv(val) if ( val == nil ) then return("-") end local i = 1 while (i <= #sv_ref) and (val > sv_ref[i]) do i=i+1 end return sv_str[i] end function pline(message, line) -- print line function fg = 258 bg=259 end -- switch between shooting and playback modes function switch_mode( m ) if ( m == 1 ) then if ( get_mode() == false ) then set_record(1) -- switch to shooting mode while ( get_mode() == false ) do sleep(100) end sleep(1000) end else if ( get_mode() == true ) then set_record(0) -- switch to playback mode while ( get_mode() == true ) do sleep(100) end sleep(1000) end end end -- focus lock and unlock function lock_focus() if (focus_mode > 1) then -- focus mode requested ? if ( focus_mode == 2 ) then -- method 1 : set_aflock() command enables MF if (chdk_version==120) then set_aflock(1) set_prop(props.AF_LOCK,1) else set_aflock(1) end if (get_prop(props.AF_LOCK) == 1) then printf(" AFL enabled") else printf(" AFL failed ***") end else -- mf mode requested if (chdk_version==120) then -- CHDK 1.2.0 : call event proc or levents to try and enable MF mode if call_event_proc("SS.Create") ~= -1 then if call_event_proc("SS.MFOn") == -1 then call_event_proc("PT_MFOn") end elseif call_event_proc("RegisterShootSeqEvent") ~= -1 then if call_event_proc("PT_MFOn") == -1 then call_event_proc("MFOn") end end if (get_prop(props.FOCUS_MODE) == 0 ) then -- MF not set - try levent PressSw1AndMF post_levent_for_npt("PressSw1AndMF") sleep(500) end elseif (chdk_version >= 130) then -- CHDK 1.3.0 : set_mf() if ( set_mf(1) == 0 ) then set_aflock(1) end -- as a fall back, try setting AFL is set_mf fails end if (get_prop(props.FOCUS_MODE) == 1) then printf(" MF enabled") else printf(" MF enable failed ***") end end sleep(1000) set_focus(infx) sleep(1000) end end function unlock_focus() if (focus_mode > 1) then -- focus mode requested ? if (focus_mode == 2 ) then -- method 1 : AFL if (chdk_version==120) then set_aflock(0) set_prop(props.AF_LOCK,0) else set_aflock(0) end if (get_prop(props.AF_LOCK) == 0) then printf(" AFL unlocked") else printf(" AFL unlock failed") end else -- mf mode requested if (chdk_version==120) then -- CHDK 1.2.0 : call event proc or levents to try and enable MF mode if call_event_proc("SS.Create") ~= -1 then if call_event_proc("SS.MFOff") == -1 then call_event_proc("PT_MFOff") end elseif call_event_proc("RegisterShootSeqEvent") ~= -1 then if call_event_proc("PT_MFOff") == -1 then call_event_proc("MFOff") end end if (get_prop(props.FOCUS_MODE) == 1 ) then -- MF not reset - try levent PressSw1AndMF post_levent_for_npt("PressSw1AndMF") sleep(500) end elseif (chdk_version >= 130) then -- CHDK 1.3.0 : set_mf() if ( set_mf(0) == 0 ) then set_aflock(0) end -- fall back so reset AFL is set_mf fails end if (get_prop(props.FOCUS_MODE) == 0) then printf(" MF disabled") else printf(" MF disable failed") end end sleep(100) end end -- zoom position function update_zoom(zpos) local count = 0 if(zpos ~= nil) then zstep=((get_zoom_steps()-1)*zpos)/100 printf("setting zoom to "..zpos.." percent step="..zstep) sleep(200) set_zoom(zstep) sleep(2000) press("shoot_half") repeat sleep(100) count = count + 1 until (get_shooting() == true ) or (count > 40 ) release("shoot_half") end end -- restore camera settings on shutdown function restore() set_config_value(121,0) -- USB remote disable set_config_value(297,old_console_timeout) -- restore console timeout value if (backlight==1) then set_lcd_display(1) end -- display on unlock_focus() if( zoom_setpoint ~= nil ) then update_zoom(0) end if( shot_count >= max_shots) and ( max_shots > 1) then if ( poff_if_done == 1 ) then -- did script ending because # of shots done ? printf("power off - shot count at limit") -- complete power down sleep(2000) post_levent_to_ui('PressPowerButton') else set_record(0) end -- just retract lens end end -- Video mode function check_video(shot) local capture_mode if ((video_mode>0) and(shot>0) and (shot%video_mode == 0)) then unlock_focus() printf("Video mode started. Button:"..tostring(video_button)) if( video_button ) then click "video" else capture_mode=capmode.get() capmode.set('VIDEO_STD') press("shoot_full") sleep(300) release("shoot_full") end local end_second = get_day_seconds() + video_duration repeat wait_click(500) until (is_key("menu")) or (get_day_seconds() > end_second) if( video_button ) then click "video" else press("shoot_full") sleep(300) release("shoot_full") capmode.set(capture_mode) end printf("Video mode finished.") sleep(1000) lock_focus() return(true) else return(false) end end -- PWM USB pulse functions function ch1up() printf(" * usb pulse = ch1up") shot_request = true end function ch1mid() printf(" * usb pulse = ch1mid") if ( get_mode() == false ) then switch_mode(1) lock_focus() end end function ch1down() printf(" * usb pulse = ch1down") switch_mode(0) end function ch2up() printf(" * usb pulse = ch2up") update_zoom(100) end function ch2mid() printf(" * usb pulse = ch2mid") if ( zoom_setpoint ~= nil ) then update_zoom(zoom_setpoint) else update_zoom(50) end end function ch2down() printf(" * usb pulse = ch2down") update_zoom(0) end function pwm_mode(pulse_width) if pulse_width > 0 then if pulse_width < 5 then ch1up() elseif pulse_width < 8 then ch1mid() elseif pulse_width < 11 then ch1down() elseif pulse_width < 14 then ch2up() elseif pulse_width < 17 then ch2mid() elseif pulse_width < 20 then ch2down() else printf(" * usb pulse width error") end end end -- Basic exposure calculation using shutter speed and ISO only -- called for Tv-only and ND-only cameras (cameras without an iris) function basic_tv_calc() tv96setpoint = tv96target av96setpoint = nil local min_av = get_prop(props.MIN_AV) -- calculate required ISO setting sv96setpoint = tv96setpoint + min_av - bv96meter -- low ambient light ? if (sv96setpoint > sv96max2 ) then -- check if required ISO setting is too high sv96setpoint = sv96max2 -- clamp at max2 ISO if so tv96setpoint = math.max(bv96meter+sv96setpoint-min_av,tv96min) -- recalculate required shutter speed down to Tv min -- high ambient light ? elseif (sv96setpoint < sv96min ) then -- check if required ISO setting is too low sv96setpoint = sv96min -- clamp at minimum ISO setting if so tv96setpoint = bv96meter + sv96setpoint - min_av -- recalculate required shutter speed and hope for the best end end -- Basic exposure calculation using shutter speed, iris and ISO -- called for iris-only and "both" cameras (cameras with an iris & ND filter) function basic_iris_calc() tv96setpoint = tv96target av96setpoint = av96target -- calculate required ISO setting sv96setpoint = tv96setpoint + av96setpoint - bv96meter -- low ambient light ? if (sv96setpoint > sv96max1 ) then -- check if required ISO setting is too high sv96setpoint = sv96max1 -- clamp at first ISO limit av96setpoint = bv96meter + sv96setpoint - tv96setpoint -- calculate new aperture setting if ( av96setpoint < av96min ) then -- check if new setting is goes below lowest f-stop av96setpoint = av96min -- clamp at lowest f-stop sv96setpoint = tv96setpoint + av96setpoint - bv96meter -- recalculate ISO setting if (sv96setpoint > sv96max2 ) then -- check if the result is above max2 ISO sv96setpoint = sv96max2 -- clamp at highest ISO setting if so tv96setpoint = math.max(bv96meter+sv96setpoint-av96setpoint,tv96min) -- recalculate required shutter speed down to tv minimum end end -- high ambient light ? elseif (sv96setpoint < sv96min ) then -- check if required ISO setting is too low sv96setpoint = sv96min -- clamp at minimum ISO setting if so tv96setpoint = bv96meter + sv96setpoint - av96setpoint -- recalculate required shutter speed if (tv96setpoint > tv96max ) then -- check if shutter speed now too fast tv96setpoint = tv96max -- clamp at maximum shutter speed if so av96setpoint = bv96meter + sv96setpoint - tv96setpoint -- calculate new aperture setting if ( av96setpoint > av96max ) then -- check if new setting is goes above highest f-stop av96setpoint = av96max -- clamp at highest f-stop tv96setpoint = bv96meter + sv96setpoint - av96setpoint -- recalculate shutter speed needed and hope for the best end end end end -- calculate exposure for cams without adjustable iris or ND filter function exposure_Tv_only() insert_ND_filter = nil basic_tv_calc() end -- calculate exposure for cams with ND filter only function exposure_NDfilter() insert_ND_filter = false basic_tv_calc() if (tv96setpoint > tv96max ) then -- check if shutter speed now too fast insert_ND_filter = true -- flag the ND filter to be inserted bv96meter = bv96meter - nd96offset -- adjust meter for ND offset basic_tv_calc() -- start over, but with new meter value bv96meter = bv96meter + nd96offset -- restore meter for later logging end end -- calculate exposure for cams with adjustable iris only function exposure_iris() insert_ND_filter = nil basic_iris_calc() end -- calculate exposure for cams with both adjustable iris and ND filter function exposure_both() insert_ND_filter = false -- NOTE : assume ND filter never used automatically by Canon firmware basic_iris_calc() if (tv96setpoint > tv96max ) then -- check if shutter speed now too fast insert_ND_filter = true -- flag the ND filter to be inserted bv96meter = bv96meter - nd96offset -- adjust meter for ND offset basic_iris_calc() -- start over, but with new meter value bv96meter = bv96meter + nd96offset -- restore meter for later logging end end -- ========================== Main Program ================================= set_console_layout(1 ,1, 45, 14 ) printf("KAP 3.1 started - press MENU to exit") bi=get_buildinfo() printf("%s %s-%s %s %s %s", bi.version, bi.build_number, bi.build_revision, bi.platform, bi.platsub, bi.build_date) chdk_version= tonumber(string.sub(bi.build_number,1,1))*100 + tonumber(string.sub(bi.build_number,3,3))*10 + tonumber(string.sub(bi.build_number,5,5)) if ( tonumber(bi.build_revision) > 0 ) then build = tonumber(bi.build_revision) else build = tonumber(string.match(bi.build_number,'-(%d+)$')) end if ((chdk_version<120) or ((chdk_version==120)and(build<3276)) or ((chdk_version==130)and(build<3383))) then printf("CHDK 1.2.0 build 3276 or higher required") else if( props.CONTINUOUS_AF == nil ) then caf=-999 else caf = get_prop(props.CONTINUOUS_AF) end if( props.SERVO_AF == nil ) then saf=-999 else saf = get_prop(props.SERVO_AF) end cmode = capmode.get_name() printf("Mode:%s,Continuous_AF:%d,Servo_AF:%d", cmode,caf,saf) printf(" Tv:"..print_tv(tv96target).." max:"..print_tv(tv96max).." min:"..print_tv(tv96min).." ecomp:"..(ec96adjust/96).."."..(math.abs(ec96adjust*10/96)%10) ) printf(" Av:"..print_av(av96target).." minAv:"..print_av(av96minimum).." maxAv:"..print_av(av96max) ) printf(" ISOmin:"..print_sv(sv96min).." ISO1:"..print_sv(sv96max1).." ISO2:"..print_sv(sv96max2) ) printf(" MF mode:"..focus_mode.." Video:"..video_mode.." USB:"..usb_mode) printf(" AvM:"..Av_mode.." int:"..(interval/1000).." Shts:"..max_shots.." Dly:"..start_delay.." B/L:"..backlight) sleep(500) if (start_delay > 0 ) then printf("entering start delay of ".. start_delay.." seconds") sleep( start_delay*1000 ) end -- enable USB remote in USB remote moded if (usb_mode > 0 ) then set_config_value(121,1) -- make sure USB remote is enabled if (get_usb_power(1) == 0) then -- can we start ? printf("waiting on USB signal") repeat wait_click(20) until ((get_usb_power(1) == 1) or ( is_key("menu"))) else sleep(1000) end printf("USB signal received") end -- switch to shooting mode switch_mode(1) -- set zoom position update_zoom(zoom_setpoint) -- lock focus at infinity lock_focus() -- disable flash and AF assist lamp set_prop(props.FLASH_MODE, 2) -- flash off set_prop(props.AF_ASSIST_BEAM,0) -- AF assist off if supported for this camera set_config_value( 297, 60) -- set console timeout to 60 seconds if (usb_mode > 2 ) then repeat until (get_usb_power(2) == 0 ) end -- flush pulse buffer next_shot_time = get_tick_count() script_exit = false if( get_video_button() == 1) then video_button = true else video_button = false end set_console_layout(2 ,0, 45, 4 ) repeat if( ( (usb_mode < 2 ) and ( next_shot_time <= get_tick_count() ) ) or ( (usb_mode == 2 ) and (get_usb_power(2) > 0 ) ) or ( (usb_mode == 3 ) and (shot_request == true ) ) ) then -- time to insert a video sequence ? if( check_video(shot_count) == true) then next_shot_time = get_tick_count() end -- intervalometer timing next_shot_time = next_shot_time + interval -- set focus at infinity ? (maybe redundant for AFL & MF mode but makes sure its set right) if (focus_mode > 0) then set_focus(infx) sleep(100) end -- check exposure local count = 0 local timeout = false press("shoot_half") repeat sleep(50) count = count + 1 if (count > 40 ) then timeout = true end until (get_shooting() == true ) or (timeout == true) -- shoot in auto mode if meter reading invalid, else calculate new desired exposure if ( timeout == true ) then release("shoot_half") repeat sleep(50) until get_shooting() == false shoot() -- shoot in Canon auto mode if we don't have a valid meter reading shot_count = shot_count + 1 printf(string.format('IMG_%04d.JPG',get_exp_count()).." : shot in auto mode, meter reading invalid") else -- get meter reading values (and add in exposure compensation) bv96raw=get_bv96() bv96meter=bv96raw-ec96adjust tv96meter=get_tv96() av96meter=get_av96() sv96meter=get_sv96() -- set minimum Av to larger of user input or current min for zoom setting av96min= math.max(av96minimum,get_prop(props.MIN_AV)) if (av96target < av96min) then av96target = av96min end -- calculate required setting for current ambient light conditions if (Av_mode == 1) then exposure_iris() elseif (Av_mode == 2) then exposure_NDfilter() elseif (Av_mode == 3) then exposure_both() else exposure_Tv_only() end -- set up all exposure overrides set_tv96_direct(tv96setpoint) set_sv96(sv96setpoint) if( av96setpoint ~= nil) then set_av96_direct(av96setpoint) end if(Av_mode > 1) and (insert_ND_filter == true) then -- ND filter available and needed? set_nd_filter(1) -- activate the ND filter nd_string="NDin" else set_nd_filter(2) -- make sure the ND filter does not activate nd_string="NDout" end -- and finally shoot the image press("shoot_full_only") sleep(100) release("shoot_full") repeat sleep(50) until get_shooting() == false shot_count = shot_count + 1 -- update shooting statistic and log as required shot_focus=get_focus() if(shot_focus ~= -1) and (shot_focus < 20000) then focus_string=" foc:"..(shot_focus/1000).."."..(((shot_focus%1000)+50)/100).."m" if(focus_mode>0) then error_string=" **WARNING : focus not at infinity**" end else focus_string=" foc:infinity" error_string=nil end printf(string.format('%d) IMG_%04d.JPG',shot_count,get_exp_count())) printf(" meter : Tv:".. print_tv(tv96meter) .." Av:".. print_av(av96meter) .." Sv:"..print_sv(sv96meter).." "..bv96raw ..":"..bv96meter) printf(" actual: Tv:".. print_tv(tv96setpoint).." Av:".. print_av(av96setpoint).." Sv:"..print_sv(sv96setpoint)) printf(" AvMin:".. print_av(av96min).." NDF:"..nd_string..focus_string ) if ((max_shots>0) and (shot_count >= max_shots)) then script_exit = true end shot_request = false -- reset shot request flag end collectgarbage() end -- check if USB remote enabled in intervalometer mode and USB power is off -> pause if so if ((usb_mode == 1 ) and (get_usb_power(1) == 0)) then printf("waiting on USB signal") unlock_focus() switch_mode(0) repeat wait_click(20) until ((get_usb_power(1) == 1) or ( is_key("menu"))) switch_mode(1) lock_focus() if ( is_key("menu")) then script_exit = true end printf("USB wait finished") sleep(100) end if (usb_mode == 3 ) then pwm_mode(get_usb_power(2)) end if (blite_timer > 0) then blite_timer = blite_timer-1 if ((blite_timer==0) and (backlight==1)) then set_lcd_display(0) end end if( error_string ~= nil) then draw_string( 16, 144, string.sub(error_string.." ",0,42), 258, 259) end wait_click(100) if( not( is_key("no_key"))) then if ((blite_timer==0) and (backlight==1)) then set_lcd_display(1) end blite_timer=300 if ( is_key("menu") ) then script_exit = true end end until (script_exit==true) printf("script halt requested") restore() end --[[ end of file ]]--
gpl-3.0
PichotM/DarkRP
gamemode/modules/sleep/sv_sleep.lua
5
7842
-- very old sleep module local KnockoutTime = 5 local function ResetKnockouts(player) player.SleepRagdoll = nil player.KnockoutTimer = 0 end hook.Add("PlayerSpawn", "Knockout", ResetKnockouts) local function stopSleep(ply) if ply.Sleeping then DarkRP.toggleSleep(ply, "force") end end local function onRagdollArrested(arrestee, _, arrester) DarkRP.toggleSleep(arrestee, "force") -- onArrestStickUsed local canArrest, message = hook.Call("canArrest", DarkRP.hooks, arrester, arrestee) if not canArrest then if message then DarkRP.notify(arrester, 1, 5, message) end return end arrestee:arrest(nil, arrester) DarkRP.notify(arrestee, 0, 20, DarkRP.getPhrase("youre_arrested_by", arrester:Nick())) if arrester.SteamName then DarkRP.log(arrester:Nick() .. " (" .. arrester:SteamID() .. ") arrested " .. arrestee:Nick(), Color(0, 255, 255)) end end local hookCanSleep = {canSleep = function(_, ply, force) if not ply:Alive() then return false, DarkRP.getPhrase("must_be_alive_to_do_x", "/sleep") end if (not ply.KnockoutTimer or ply.KnockoutTimer + KnockoutTime >= CurTime()) and not force then return false, DarkRP.getPhrase("have_to_wait", math.ceil((ply.KnockoutTimer + KnockoutTime) - CurTime()), "/sleep") end if ply:IsFrozen() then return false, DarkRP.getPhrase("unable", "/sleep", DarkRP.getPhrase("frozen")) end return true end} function DarkRP.toggleSleep(player, command) if player:InVehicle() then return end local canSleep, message = hook.Call("canSleep", hookCanSleep, player, command == "force") if not canSleep then DarkRP.notify(player, 1, 4, message ~= nil and message or DarkRP.getPhrase("unable", GAMEMODE.Config.chatCommandPrefix .. "sleep", "")) return "" end if not player.SleepSound then player.SleepSound = CreateSound(player, "npc/ichthyosaur/water_breath.wav") end local timerName = player:EntIndex() .. "SleepExploit" if player.Sleeping and IsValid(player.SleepRagdoll) then local frozen = player:IsFrozen() player.OldHunger = player:getDarkRPVar("Energy") player.SleepSound:Stop() local ragdoll = player.SleepRagdoll local health = player:Health() local armor = player:Armor() player:Spawn() player:SetHealth(health) player:SetArmor(armor) player:SetPos(ragdoll:GetPos()) local model = ragdoll:GetModel() -- TEMPORARY WORKAROUND if string.lower(model) == "models/humans/corpse1.mdl" then model = "models/player/corpse1.mdl" end player:SetModel(model) player:SetAngles(Angle(0, ragdoll:GetPhysicsObjectNum(10) and ragdoll:GetPhysicsObjectNum(10):GetAngles().Yaw or 0, 0)) player:UnSpectate() player:StripWeapons() ragdoll:Remove() ragdoll.OwnerINT = 0 if player.WeaponsForSleep and player:GetTable().BeforeSleepTeam == player:Team() then for k,v in pairs(player.WeaponsForSleep) do local wep = player:Give(v[1]) player:RemoveAllAmmo() player:SetAmmo(v[2], v[3], false) player:SetAmmo(v[4], v[5], false) wep:SetClip1(v[6]) wep:SetClip2(v[7]) end local cl_defaultweapon = player:GetInfo("cl_defaultweapon") if ( player:HasWeapon( cl_defaultweapon ) ) then player:SelectWeapon( cl_defaultweapon ) end player:GetTable().BeforeSleepTeam = nil player.WeaponsForSleep = nil else gamemode.Call("PlayerLoadout", player) end if frozen then player:UnLock() player:Lock() end SendUserMessage("blackScreen", player, false) if command == true then player:arrest() end player.Sleeping = false if player:getDarkRPVar("Energy") then player:setSelfDarkRPVar("Energy", player.OldHunger) player.OldHunger = nil end if player:isArrested() then GAMEMODE:SetPlayerSpeed(player, GAMEMODE.Config.arrestspeed, GAMEMODE.Config.arrestspeed) end timer.Remove(timerName) else if IsValid(player:GetObserverTarget()) then return "" end for k,v in pairs(ents.FindInSphere(player:GetPos(), 30)) do if v:GetClass() == "func_door" then DarkRP.notify(player, 1, 4, DarkRP.getPhrase("unable", "sleep", "func_door exploit")) return "" end end if not player:isArrested() then player.WeaponsForSleep = {} for k,v in pairs(player:GetWeapons()) do player.WeaponsForSleep[k] = {v:GetClass(), player:GetAmmoCount(v:GetPrimaryAmmoType()), v:GetPrimaryAmmoType(), player:GetAmmoCount(v:GetSecondaryAmmoType()), v:GetSecondaryAmmoType(), v:Clip1(), v:Clip2()} --[[{class, ammocount primary, type primary, ammo count secondary, type secondary, clip primary, clip secondary]] end end local ragdoll = ents.Create("prop_ragdoll") ragdoll:SetPos(player:GetPos()) ragdoll:SetAngles(Angle(0,player:GetAngles().Yaw,0)) local model = player:GetModel() -- TEMPORARY WORKAROUND if string.lower(model) == "models/player/corpse1.mdl" then model = "models/Humans/corpse1.mdl" end ragdoll:SetModel(model) ragdoll:Spawn() ragdoll:Activate() ragdoll:SetVelocity(player:GetVelocity()) ragdoll.OwnerINT = player:EntIndex() ragdoll.PhysgunPickup = false ragdoll.CanTool = false ragdoll.onArrestStickUsed = fp{onRagdollArrested, player} player:StripWeapons() player:Spectate(OBS_MODE_CHASE) player:SpectateEntity(ragdoll) player.IsSleeping = true player.SleepRagdoll = ragdoll player.KnockoutTimer = CurTime() player:GetTable().BeforeSleepTeam = player:Team() --Make sure noone can pick it up: ragdoll:CPPISetOwner(player) SendUserMessage("blackScreen", player, true) player.SleepSound = CreateSound(ragdoll, "npc/ichthyosaur/water_breath.wav") player.SleepSound:PlayEx(0.10, 100) player.Sleeping = true timer.Create(timerName, 0.3, 0, function() if not IsValid(player) then timer.Remove(timerName) return end if player:GetObserverTarget() ~= ragdoll then if IsValid(ragdoll) then ragdoll:Remove() end stopSleep(player) player.SleepSound:Stop() end end) end return "" end DarkRP.defineChatCommand("sleep", DarkRP.toggleSleep) DarkRP.defineChatCommand("wake", DarkRP.toggleSleep) DarkRP.defineChatCommand("wakeup", DarkRP.toggleSleep) hook.Add("OnPlayerChangedTeam", "SleepMod", stopSleep) local function DamageSleepers(ent, dmginfo) local attacker = dmginfo:GetAttacker() local amount = dmginfo:GetDamage() local ownerint = ent.OwnerINT if not ownerint or ownerint == 0 then return end for k,v in pairs(player.GetAll()) do if v:EntIndex() ~= ownerint then continue end if attacker == game.GetWorld() then amount = 10 dmginfo:ScaleDamage(0.1) end v:SetHealth(v:Health() - amount) if v:Health() <= 0 and v:Alive() then DarkRP.toggleSleep(v, "force") -- reapply damage to properly kill the player v:StripWeapons() v:TakeDamageInfo(dmginfo) end end end hook.Add("EntityTakeDamage", "Sleepdamage", DamageSleepers)
mit
iamgreaser/iceball
pkg/base/ent/tool_marker.lua
4
4292
--[[ This file is part of Ice Lua Components. Ice Lua Components is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Ice Lua Components is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with Ice Lua Components. If not, see <http://www.gnu.org/licenses/>. ]] return function (plr) local this = {} this.this = this this.plr = plr this.mdl = mdl_marker_inst this.gui_x = 0.15 this.gui_y = 0.32 this.gui_scale = 0.1 this.gui_pick_scale = 2.0 this.mode = 0 this.x1, this.y1, this.z1 = nil, nil, nil this.x2, this.y2, this.z2 = nil, nil, nil this.xp, this.yp, this.zp = nil, nil, nil this.mspeed_mul = MODE_PSPEED_SPADE function this.get_model() return this.mdl end function this.reset() -- end this.reset() function this.free() -- end function this.restock() -- end function this.focus() -- end function this.unfocus() -- end function this.need_restock() return false end function this.key(key, state, modif) if state then if key == BTSK_COLORUP then this.mode = (this.mode - 1) % 4 elseif key == BTSK_COLORDOWN then this.mode = (this.mode + 1) % 4 end end end function this.click(button, state) if state then if plr.tools[plr.tool+1] ~= this then return end if button == 1 then if plr.blx1 then this.x1, this.y1, this.z1 = plr.blx1, plr.bly1, plr.blz1 this.xp, this.yp, this.zp = plr.x, plr.y, plr.z end end else if plr.tools[plr.tool+1] ~= this then this.x1, this.y1, this.z1 = nil, nil, nil this.x2, this.y2, this.z2 = nil, nil, nil this.xp, this.yp, this.zp = nil, nil, nil return end if button == 1 then if this.x1 and this.x2 then common.net_send(nil, common.net_pack("BBHHHHHHBBBB", PKT_BUILD_BOX, this.mode, this.x1, this.y1, this.z1, this.x2, this.y2, this.z2, plr.blk_color[1], plr.blk_color[2], plr.blk_color[3])) end this.x1, this.y1, this.z1 = nil, nil, nil this.x2, this.y2, this.z2 = nil, nil, nil this.xp, this.yp, this.zp = nil, nil, nil end end end function this.tick(sec_current, sec_delta) local xlen,ylen,zlen xlen,ylen,zlen = common.map_get_dims() if plr.tools[plr.tool+1] ~= this then return end if this.x1 then -- this.x2 = math.floor(this.x1 + plr.x - this.xp + 0.5) this.y2 = math.floor(this.y1 + plr.y - this.yp + 0.5) this.z2 = math.floor(this.z1 + plr.z - this.zp + 0.5) end end function this.textgen() local cr,cg,cb cr,cg,cb = 128,128,128 local col = (cr*256+cg)*256+cb+0xFF000000 return col, ""..this.mode end function this.render(px,py,pz,ya,xa,ya2) ya = ya - math.pi/2 if plr.blx1 and (plr.alive or plr.respawning) and map_block_get(plr.blx2, plr.bly2, plr.blz2) then mdl_test_inst.render_global( plr.blx1+0.5, plr.bly1+0.5, plr.blz1+0.5, rotpos*0.01, rotpos*0.004, 0.0, 0.1+0.01*math.sin(rotpos*0.071)) mdl_test_inst.render_global( (plr.blx1*2+plr.blx2)/3+0.5, (plr.bly1*2+plr.bly2)/3+0.5, (plr.blz1*2+plr.blz2)/3+0.5, -rotpos*0.01, -rotpos*0.004, 0.0, 0.1+0.01*math.sin(-rotpos*0.071)) end if this.x1 and this.x2 then local x,y,z local x1,y1,z1,x2,y2,z2 x1, y1, z1 = this.x1, this.y1, this.z1 x2, y2, z2 = this.x2, this.y2, this.z2 if x1 > x2 then x1, x2 = x2, x1 end if y1 > y2 then y1, y2 = y2, y1 end if z1 > z2 then z1, z2 = z2, z1 end local f = function (x,y,z) local xp = (x==x1 or x==x2) local yp = (y==y1 or y==y2) local zp = (z==z1 or z==z2) return (xp and (yp or zp)) or (yp and zp) end for x=x1,x2 do for z=z1,z2 do for y=y1,y2 do if f(x,y,z) then mdl_test_inst.render_global( x+0.5, y+0.5, z+0.5, 0, 0, 0, 1.0) end end end end end this.mdl.render_global( px, py, pz, ya, xa, ya2, 1) end return this end
gpl-3.0
LanceJenkinZA/prosody-modules
mod_broadcast/mod_broadcast.lua
32
1043
local is_admin = require "core.usermanager".is_admin; local allowed_senders = module:get_option_set("broadcast_senders", {}); local from_address = module:get_option_string("broadcast_from"); local jid_bare = require "util.jid".bare; function send_to_online(message) local c = 0; for hostname, host_session in pairs(hosts) do if host_session.sessions then for username in pairs(host_session.sessions) do c = c + 1; message.attr.to = username.."@"..hostname; module:send(message); end end end return c; end function send_message(event) local stanza = event.stanza; local from = stanza.attr.from; if is_admin(from) or allowed_senders:contains(jid_bare(from)) then if from_address then stanza = st.clone(stanza); stanza.attr.from = from_address; end local c = send_to_online(stanza); module:log("debug", "Broadcast stanza from %s to %d online users", from, c); return true; else module:log("warn", "Broadcasting is not allowed for %s", from); end end module:hook("message/bare", send_message);
mit
Anarchid/Zero-K
LuaUI/Widgets/cmd_area_attack_tweak.lua
5
10529
function widget:GetInfo() return { name = "Area Attack Tweak", desc = "CTRL+Attack splits targets. AA automatically drops ground targets.", author = "msafwan", date = "May 22, 2012", license = "GNU GPL, v2 or later", layer = 0, enabled = true -- loaded by default? } end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- VFS.Include("LuaRules/Configs/customcmds.h.lua") local SPLIT_ATTACK_SINGLE = false local defaultCommands = { [CMD.ATTACK] = true, [CMD.AREA_ATTACK] = true, [CMD.FIGHT] = true, [CMD.PATROL] = true, [CMD.GUARD] = true, [CMD.MANUALFIRE] = true, [CMD_REARM] = true, [CMD_FIND_PAD] = true, [CMD.MOVE] = true, [CMD_RAW_MOVE] = true, [CMD_RAW_BUILD] = true, [CMD_UNIT_SET_TARGET] = true, [CMD_UNIT_SET_TARGET_CIRCLE] = true, -- [CMD.REMOVE] = true, -- [CMD.INSERT] = true, } local unitsSplitAttackQueue = {nil} --just in case user press SHIFT after doing split attack, we need to remove these queue local handledCount = 0 function widget:CommandNotify(id, params, options) --ref: gui_tacticalCalculator.lua by msafwan, and central_build_AI.lua by Troy H. Creek if not defaultCommands[id] or options.internal then --only process user's command return false end if Spring.GetSelectedUnitsCount() == 0 then --skip whole thing if no selection return false end local units if SPLIT_ATTACK_SINGLE and handledCount > 0 then --This remove all but 1st attack order from CTRL+Area_attack if user choose to append new order to unit (eg: SHIFT+move), --this is to be consistent with bomber_command (rearm-able bombers), which only shoot 1st target and move on to next order. --Known limitation: not able to remove order if user queued faster than network delay (it need to see unit's current command queue) units = Spring.GetSelectedUnits() local unitID, attackList for i=1,#units do unitID = units[i] attackList = GetAndRemoveHandledHistory(unitID) if attackList and options.shift then RevertAllButOneAttackQueue(unitID,attackList) end end end if (id == CMD.ATTACK or id == CMD_UNIT_SET_TARGET or id == CMD_UNIT_SET_TARGET_CIRCLE) then local cx, cy, cz, cr = params[1], params[2], params[3], params[4] if (cr or 0) == 0 then --not area command return false end if (cx == nil or cy == nil or cz == nil) then --outside of map return false end --The following code filter out ground unit from dedicated AA, and --split target among selected unit if user press CTRL+Area_attack local cx2, cy2, cz2 = params[4], params[5], params[6] units = units or Spring.GetSelectedUnits() local targetUnits if cz2 then targetUnits = Spring.GetUnitsInRectangle(math.min(cx,cx2), math.min(cz,cz2), math.max(cx,cx2), math.max(cz,cz2)) else targetUnits = Spring.GetUnitsInCylinder(cx, cz, cr) end local antiAirUnits,normalUnits = GetAAUnitList(units) local airTargets, allTargets = ReturnAllAirTarget(targetUnits, Spring.GetUnitAllyTeam(units[1]),(#antiAirUnits>1)) -- get all air target for selected area-command if #allTargets>0 then --skip if no target return ReIssueCommandsToUnits(antiAirUnits,airTargets,normalUnits,allTargets,id,options) end end return false end if SPLIT_ATTACK_SINGLE then function widget:UnitGiven(unitID) GetAndRemoveHandledHistory(unitID) end function widget:UnitDestroyed(unitID) GetAndRemoveHandledHistory(unitID) end -------------------------------------------------------------------------------- function GetAndRemoveHandledHistory(unitID) if unitsSplitAttackQueue[unitID] then local attackList = unitsSplitAttackQueue[unitID] unitsSplitAttackQueue[unitID] = nil handledCount = handledCount - 1 return attackList end return nil end end function RevertAllButOneAttackQueue(unitID,attackList) local queue = Spring.GetCommandQueue(unitID, -1) if queue then local toRemoveCount = 0 local queueToRemove = {} for j=1,#queue do command = queue[j] if command.id == CMD.ATTACK and attackList[command.params[1] ] then if toRemoveCount > 0 then --skip first queue queueToRemove[toRemoveCount] = command.tag end toRemoveCount = toRemoveCount + 1 end end Spring.GiveOrderToUnit (unitID,CMD.REMOVE, queueToRemove, 0) end end function ReturnAllAirTarget(targetUnits, selectedAlly,checkAir) local filteredTargets = {} local nonFilteredTargets = {} for i=1, #targetUnits,1 do --see if targets can fly and if they are enemy or ally. local unitID = targetUnits[i] local enemyAllyID = Spring.GetUnitAllyTeam(unitID) if (selectedAlly ~= enemyAllyID) then --differentiate between selected unit, targeted units, and enemyteam. Filter out ally and owned units if checkAir then local unitDefID = Spring.GetUnitDefID(unitID) local unitDef = UnitDefs[unitDefID] if not unitDef then if GetDotsFloating(unitID) then --check & remember floating radar dots in new table. filteredTargets[#filteredTargets +1] = unitID end else if unitDef["canFly"] then --check & remember flying units in new table filteredTargets[#filteredTargets +1] = unitID end end end nonFilteredTargets[#nonFilteredTargets +1] = unitID --also copy all target to a non-filtered table end end return filteredTargets, nonFilteredTargets end function GetAAUnitList(units) local antiAirUnits = {nil} local normalUnits = {nil} for i=1, #units,1 do --catalog AA and non-AA local unitID = units[i] local unitDefID = Spring.GetUnitDefID(unitID) if unitDefID then local unitDef_primaryWeapon = UnitDefs[unitDefID].weapons[1] if (unitDef_primaryWeapon~= nil) then local primaryWeapon_target = UnitDefs[unitDefID].weapons[1].onlyTargets local exclusiveAA = (primaryWeapon_target["fixedwing"] and primaryWeapon_target["gunship"]) and not (primaryWeapon_target["sink"] or primaryWeapon_target["land"] or primaryWeapon_target["sub"]) --[[ Spring.Echo(UnitDefs[unitDefID].weapons[1].onlyTargets) for name,content in pairs(UnitDefs[unitDefID].weapons[1].onlyTargets) do Spring.Echo(name) Spring.Echo(content) end --]] if (exclusiveAA) then antiAirUnits[#antiAirUnits +1]= unitID else normalUnits[#normalUnits +1]= unitID end else normalUnits[#normalUnits +1]= unitID end end end return antiAirUnits, normalUnits end function ReIssueCommandsToUnits(antiAirUnits,airTargets,normalUnits,allTargets,cmdID,options) local isHandled = false if options.ctrl then -- split attacks between units --split between AA and ground, IssueSplitedCommand(antiAirUnits,airTargets,cmdID,options) IssueSplitedCommand(normalUnits,allTargets,cmdID,options) isHandled = true else -- normal queue if #antiAirUnits>1 then --split between AA and ground, IssueCommand(antiAirUnits,airTargets,cmdID,options) IssueCommand(normalUnits,allTargets,cmdID,options) isHandled = true else isHandled = false --nothing need to be done, let spring handle end end return isHandled end -------------------------------------------------------------------------------- function IssueCommand(selectedUnits,allTargets,cmdID,options) if #allTargets>=1 then local attackCommandListAll = PrepareCommandArray(allTargets, cmdID, options,1) -- prepare a normal queue (like regular SHIFT) Spring.GiveOrderArrayToUnitArray (selectedUnits, attackCommandListAll) end end function IssueSplitedCommand(selectedUnits,allTargets,cmdID,options) if #allTargets>=1 then if SPLIT_ATTACK_SINGLE then local targetsUnordered = {} if cmdID==CMD.ATTACK then --and not CMD_UNIT_SET_TARGET. Note: only CMD.ATTACK support split attack queue, and in such case we also need to remember the queue so we can revert later if user decided to do SHIFT+Move for i=1,#allTargets do targetsUnordered[allTargets[i] ] = true end for i=1, #selectedUnits do unitsSplitAttackQueue[selectedUnits[i] ] = targetsUnordered --note: all units in this loop was refer to same table to avoid duplication handledCount = handledCount + 1 end end end for i=1, #selectedUnits do -- local noAttackQueue = queueException[Spring.GetUnitDefID(selectedUnits[i])] local attackCommandListAll = PrepareCommandArray(allTargets, cmdID, options,i,true,noAttackQueue) --prepare a shuffled queue for target splitting Spring.GiveOrderArrayToUnitArray ({selectedUnits[i]}, attackCommandListAll) end end end -------------------------------------------------------------------------------- function GetDotsFloating (unitID) --ref: gui_vertLineAid.lua by msafwan local x, y, z = Spring.GetUnitPosition(unitID) if x == nil then return false end local isFloating = false local groundY = Spring.GetGroundHeight(x,z) local surfaceY = math.max (groundY, 0) --//select water, or select terrain height depending on which is higher. if (y-surfaceY) >= 100 then --//mark unit as flying if it appears to float far above surface, if this fail then player can force attack it with single-(non-area)-attack or scout its ID first. isFloating = true end return isFloating end function PrepareCommandArray (targetUnits, cmdID, options,indx,shuffle) indx = LoopAroundIndex(indx, #targetUnits) local stepSkip = 1 if shuffle then stepSkip = (#targetUnits%(2))*-1 +3 --stepSkip is 3 if #targetUnits is EVEN number (eg: 4,6,8), or 2 if #targetUnits is ODD (eg: 3,5,7) --this will shuffle the target sequence appropriately end local attackCommandList = {} local j = 1 attackCommandList[j] = {cmdID,{targetUnits[indx],},{((options.shift and "shift") or nil),}} if cmdID == CMD.ATTACK then for i=1, #targetUnits-1, 1 do j= j + 1 indx = indx + stepSkip --stepSkip>1 will shuffle the queue indx = LoopAroundIndex(indx, #targetUnits) attackCommandList[j] = {cmdID,{targetUnits[indx],},{"shift",}} --every unit get to attack every target end end return attackCommandList end -------------------------------------------------------------------------------- function LoopAroundIndex(indx, maxIndex) ---- -- Example: -- if maxIndex is 3 and input indx is 1,2,3,4,5,6 -- the following 3 line of code will convert indx into: 1,2,3,1,2,3 (which will avoid "index out-of-bound" case) indx = indx - 1 indx = indx%(maxIndex) indx = indx + 1 -- also: if indx is (maxIndex + extraValue), then it would convert into: (1 + extraValue). return indx end
gpl-2.0
Mutos/SoC-Test-001
dat/factions/spawn/frontier.lua
4
1786
include("dat/factions/spawn/common.lua") -- @brief Spawns a small patrol fleet. function spawn_patrol () local pilots = {} local r = rnd.rnd() if r < 0.5 then scom.addPilot( pilots, "Frontier Lancelot", 30 ); elseif r < 0.8 then scom.addPilot( pilots, "Frontier Hyena", 20 ); scom.addPilot( pilots, "Frontier Lancelot", 30 ); else scom.addPilot( pilots, "Frontier Hyena", 20 ); scom.addPilot( pilots, "Frontier Ancestor", 25 ); end return pilots end -- @brief Spawns a medium sized squadron. function spawn_squad () local pilots = {} local r = rnd.rnd() if r < 0.5 then scom.addPilot( pilots, "Frontier Lancelot", 30 ); scom.addPilot( pilots, "Frontier Phalanx", 55 ); else scom.addPilot( pilots, "Frontier Lancelot", 30 ); scom.addPilot( pilots, "Frontier Lancelot", 30 ); scom.addPilot( pilots, "Frontier Ancestor", 25 ); end return pilots end -- @brief Creation hook. function create ( max ) local weights = {} -- Create weights for spawn table weights[ spawn_patrol ] = 100 weights[ spawn_squad ] = 0.33*max -- Create spawn table base on weights spawn_table = scom.createSpawnTable( weights ) -- Calculate spawn data spawn_data = scom.choose( spawn_table ) return scom.calcNextSpawn( 0, scom.presence(spawn_data), max ) end -- @brief Spawning hook function spawn ( presence, max ) local pilots -- Over limit if presence > max then return 5 end -- Actually spawn the pilots pilots = scom.spawn( spawn_data ) -- Calculate spawn data spawn_data = scom.choose( spawn_table ) return scom.calcNextSpawn( presence, scom.presence(spawn_data), max ), pilots end
gpl-3.0
alireza1998/supergroup
bot/bot.lua
1
6651
package.path = package.path .. ';.luarocks/share/lua/5.2/?.lua' ..';.luarocks/share/lua/5.2/?/init.lua' package.cpath = package.cpath .. ';.luarocks/lib/lua/5.2/?.so' require("./bot/utils") local f = assert(io.popen('/usr/bin/git describe --tags', 'r')) VERSION = assert(f:read('*a')) f:close() -- This function is called when tg receive a msg function on_msg_receive (msg) if not started then return end local receiver = get_receiver(msg) -- vardump(msg) msg = pre_process_service_msg(msg) if msg_valid(msg) then msg = pre_process_msg(msg) if msg then match_plugins(msg) mark_read(receiver, ok_cb, false) end end end function ok_cb(extra, success, result) end function on_binlog_replay_end() started = true postpone (cron_plugins, false, 60*5.0) -- See plugins/isup.lua as an example for cron _config = load_config() -- load plugins plugins = {} load_plugins() end function msg_valid(msg) -- Don't process outgoing messages if msg.out then print('\27[36mNot valid: msg from us\27[39m') return false end -- Before bot was started if msg.date < now then print('\27[36mNot valid: old msg\27[39m') return false end if msg.unread == 0 then print('\27[36mNot valid: readed\27[39m') return false end if not msg.to.id then print('\27[36mNot valid: To id not provided\27[39m') return false end if not msg.from.id then print('\27[36mNot valid: From id not provided\27[39m') return false end if msg.from.id == our_id then print('\27[36mNot valid: Msg from our id\27[39m') return false end if msg.to.type == 'encr_chat' then print('\27[36mNot valid: Encrypted chat\27[39m') return false end if msg.from.id == 777000 then print('\27[36mNot valid: Telegram message\27[39m') return false end return true end -- function pre_process_service_msg(msg) if msg.service then local action = msg.action or {type=""} -- Double ! to discriminate of normal actions msg.text = "!!tgservice " .. action.type -- wipe the data to allow the bot to read service messages if msg.out then msg.out = false end if msg.from.id == our_id then msg.from.id = 0 end end return msg end -- Apply plugin.pre_process function function pre_process_msg(msg) for name,plugin in pairs(plugins) do if plugin.pre_process and msg then print('Preprocess', name) msg = plugin.pre_process(msg) end end return msg end -- Go over enabled plugins patterns. function match_plugins(msg) for name, plugin in pairs(plugins) do match_plugin(plugin, name, msg) end end -- Check if plugin is on _config.disabled_plugin_on_chat table local function is_plugin_disabled_on_chat(plugin_name, receiver) local disabled_chats = _config.disabled_plugin_on_chat -- Table exists and chat has disabled plugins if disabled_chats and disabled_chats[receiver] then -- Checks if plugin is disabled on this chat for disabled_plugin,disabled in pairs(disabled_chats[receiver]) do if disabled_plugin == plugin_name and disabled then local warning = 'Plugin '..disabled_plugin..' is disabled on this chat' print(warning) send_msg(receiver, warning, ok_cb, false) return true end end end return false end function match_plugin(plugin, plugin_name, msg) local receiver = get_receiver(msg) -- Go over patterns. If one matches it's enough. for k, pattern in pairs(plugin.patterns) do local matches = match_pattern(pattern, msg.text) if matches then print("msg matches: ", pattern) if is_plugin_disabled_on_chat(plugin_name, receiver) then return nil end -- Function exists if plugin.run then -- If plugin is for privileged users only if not warns_user_not_allowed(plugin, msg) then local result = plugin.run(msg, matches) if result then send_large_msg(receiver, result) end end end -- One patterns matches return end end end -- DEPRECATED, use send_large_msg(destination, text) function _send_msg(destination, text) send_large_msg(destination, text) end -- Save the content of _config to config.lua function save_config( ) serialize_to_file(_config, './data/config.lua') print ('saved config into ./data/config.lua') end -- Returns the config from config.lua file. -- If file doesn't exist, create it. function load_config( ) local f = io.open('./data/config.lua', "r") -- If config.lua doesn't exist if not f then print ("Created new config file: data/config.lua") create_config() else f:close() end local config = loadfile ("./data/config.lua")() for v,user in pairs(config.sudo_users) do print("Allowed user: " .. user) end return config end -- Create a basic config.json file and saves it. function create_config( ) -- A simple config with basic plugins and ourselves as privileged user config = { enabled_plugins = { "9gag", "eur", "echo", "btc", "get", "giphy", "google", "gps", "help", "id", "images", "img_google", "location", "media", "plugins", "channels", "set", "stats", "time", "version", "weather", "xkcd", "youtube" }, sudo_users = {159887854}, disabled_channels = {} } serialize_to_file(config, './data/config.lua') print ('saved config into ./data/config.lua') end function on_our_id (id) our_id = id end function on_user_update (user, what) --vardump (user) end function on_chat_update (chat, what) --vardump (chat) end function on_secret_chat_update (schat, what) --vardump (schat) end function on_get_difference_end () end -- Enable plugins in config.json function load_plugins() for k, v in pairs(_config.enabled_plugins) do print("Loading plugin", v) local ok, err = pcall(function() local t = loadfile("plugins/"..v..'.lua')() plugins[v] = t end) if not ok then print('\27[31mError loading plugin '..v..'\27[39m') print('\27[31m'..err..'\27[39m') end end end -- Call and postpone execution for cron plugins function cron_plugins() for name, plugin in pairs(plugins) do -- Only plugins with cron function if plugin.cron ~= nil then plugin.cron() end end -- Called again in 5 mins postpone (cron_plugins, false, 5*60.0) end -- Start and load values our_id = 0 now = os.time() math.randomseed(now) started = false
gpl-2.0
halolpd/vlc
share/lua/playlist/france2.lua
113
2115
--[[ $Id$ Copyright © 2008 the VideoLAN team Authors: Antoine Cellerier <dionoea at videolan dot org> This program 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 2 of the License, or (at your option) any later version. This program 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 this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA. --]] -- Probe function. function probe() return vlc.access == "http" and string.match( vlc.path, "jt.france2.fr/player/" ) end -- Parse function. function parse() p = {} while true do -- Try to find the video's title line = vlc.readline() if not line then break end if string.match( line, "class=\"editiondate\"" ) then _,_,editiondate = string.find( line, "<h1>(.-)</h1>" ) end if string.match( line, "mms.*%.wmv" ) then _,_,video = string.find( line, "mms(.-%.wmv)" ) video = "mmsh"..video table.insert( p, { path = video; name = editiondate } ) end if string.match( line, "class=\"subjecttimer\"" ) then oldtime = time _,_,time = string.find( line, "href=\"(.-)\"" ) if oldtime then table.insert( p, { path = video; name = name; duration = time - oldtime; options = { ':start-time='..tostring(oldtime); ':stop-time='..tostring(time) } } ) end name = vlc.strings.resolve_xml_special_chars( string.gsub( line, "^.*>(.*)<..*$", "%1" ) ) end end if oldtime then table.insert( p, { path = video; name = name; options = { ':start-time='..tostring(time) } } ) end return p end
gpl-2.0
nnesse/b2l-tools
lgi/tests/gobject.lua
2
9233
--[[-------------------------------------------------------------------------- LGI testsuite, GObject.Object test suite. Copyright (c) 2010, 2011 Pavel Holejsovsky Licensed under the MIT license: http://www.opensource.org/licenses/mit-license.php --]]-------------------------------------------------------------------------- local lgi = require 'lgi' local core = require 'lgi.core' local check = testsuite.check local checkv = testsuite.checkv -- Basic GObject testing local gobject = testsuite.group.new('gobject') function gobject.env_base() local GObject = lgi.GObject local obj = GObject.Object() check(type(core.object.env(obj)) == 'table') check(core.object.env(obj) == core.object.env(obj)) check(next(core.object.env(obj)) == nil) end function gobject.env_persist() local Gtk = lgi.Gtk local window = Gtk.Window() local label = Gtk.Label() local env = core.object.env(label) window:_method_add(label) label = nil collectgarbage() label = window:get_child() check(env == core.object.env(label)) end function gobject.object_new() local GObject = lgi.GObject local o = GObject.Object() o = nil collectgarbage() end function gobject.initunk_new() local GObject = lgi.GObject local o = GObject.InitiallyUnowned() -- Simulate sink by external container o:ref_sink() o:unref() o = nil collectgarbage() end function gobject.native() local GObject = lgi.GObject local o = GObject.Object() local p = o._native check(type(p) == 'userdata') check(GObject.Object(p) == o) end function gobject.gtype_create() local GObject = lgi.GObject local Gio = lgi.Gio local m = GObject.Object.new(Gio.ThemedIcon, { name = 'icon' }) check(Gio.ThemedIcon:is_type_of(m)) end function gobject.subclass_derive1() local GObject = lgi.GObject local Derived = GObject.Object:derive('LgiTestDerived1') local der = Derived() check(Derived:is_type_of(der)) check(not Derived:is_type_of(GObject.Object())) end function gobject.subclass_derive2() local GObject = lgi.GObject local Derived = GObject.Object:derive('LgiTestDerived2') local Subderived = Derived:derive('LgiTestSubDerived2') local der = Derived() check(Derived:is_type_of(der)) check(not Subderived:is_type_of(der)) local sub = Subderived() check(Subderived:is_type_of(sub)) check(Derived:is_type_of(sub)) check(GObject.Object:is_type_of(sub)) end function gobject.subclass_override1() local GObject = lgi.GObject local Derived = GObject.Object:derive('LgiTestOverride1') local state = 0 local obj function Derived:do_constructed() obj = self state = state + 1 end function Derived:do_dispose() state = state + 2 end check(state == 0) local der = Derived() check(der == obj) check(state == 1) der = nil obj = nil collectgarbage() check(state == 3) end function gobject.subclass_override2() local GObject = lgi.GObject local state = 0 local Derived = GObject.Object:derive('LgiTestOverride2') function Derived:do_constructed() self.priv.id = 1 state = state + 1 end function Derived:do_dispose() state = state + 2 GObject.Object.do_dispose(self) end function Derived:custom_method() state = state + 8 self.priv.id = self.priv.id + 4 end local Subderived = Derived:derive('LgiTestOverrideSub2') function Subderived:do_constructed() Derived.do_constructed(self) self.priv.id = self.priv.id + 2 state = state + 4 end check(state == 0) local sub = Subderived() check(state == 5) check(sub.priv.id == 3) sub:custom_method() check(state == 13) check(sub.priv.id == 7) sub = nil collectgarbage() check(state == 15) end function gobject.subclass_derive3() local GObject = lgi.GObject local history = {} local Derived = GObject.InitiallyUnowned:derive('LgiTestDerived3') function Derived:_class_init() history[#history + 1] = 'class_init' check(self == Derived) collectgarbage() end function Derived:_init() history[#history + 1] = 'init' collectgarbage() end function Derived:do_constructed() history[#history + 1] = 'constructed' Derived._parent.do_constructed(self) collectgarbage() end -- function Derived:do_dispose() -- history[#history + 1] = 'dispose' -- Derived._parent.do_dispose(self) -- end local obj = Derived() check(history[1] == 'class_init') check(history[2] == 'init') check(history[3] == 'constructed') obj = nil collectgarbage() -- check(history[4] == 'dispose') end function gobject.iface_virtual() local Gio = lgi.Gio local file = Gio.File.new_for_path('hey') check(file:is_native() == file:do_is_native()) check(file:get_basename() == file:do_get_basename()) end function gobject.iface_impl() local GObject = lgi.GObject local Gio = lgi.Gio local FakeFile = GObject.Object:derive('LgiTestFakeFile1', { Gio.File }) function FakeFile:do_get_basename() return self.priv.basename end function FakeFile:set_basename(basename) self.priv.basename = basename end local fakefile = FakeFile() fakefile:set_basename('fakename') check(fakefile:get_basename() == 'fakename') end function gobject.treemodel_impl() local GObject = lgi.GObject local Gtk = lgi.Gtk local Model = GObject.Object:derive('LgiTestModel1', { Gtk.TreeModel }) function Model:do_get_n_columns() return 2 end function Model:do_get_column_type(index) return index == 0 and GObject.Type.STRING or GObject.Type.INT end function Model:do_get_iter(path) local iter = Gtk.TreeIter() iter.user_data = path._native return iter end function Model:do_get_value(iter, column) return GObject.Value(self:get_column_type(column), 1) end local model = Model() check(model:get_n_columns() == 2) check(model:get_column_type(0) == GObject.Type.STRING) check(model:get_column_type(1) == GObject.Type.INT) local p = Gtk.TreePath.new_from_string('0') local i = model:get_iter(p) check(i.user_data == p._native) check(model[Gtk.TreeIter()][1] == '1') check(model[Gtk.TreeIter()][2] == 1) end -- Lua 5.3 and 5.1 seems to have some problem with aggressive GC settings used -- here and completing this test takes literally ages, so skip it. Enable only if explicitely asked for. if rawget(_G, '_LGI_ENABLE_ALL_TESTS') then function gobject.ctor_gc() local Gtk = lgi.Gtk local oldpause = collectgarbage('setpause', 10) local oldstepmul = collectgarbage('setstepmul', 10000) for i = 1, 1000 do local window = Gtk.Window { width = 800, height = 600, title = "Test", } end collectgarbage('setpause', oldpause) collectgarbage('setstepmul', oldstepmul) end end function gobject.subclass_prop1() local GObject = lgi.GObject local Derived = GObject.Object:derive('LgiTestDerivedProp1') Derived._property.string = GObject.ParamSpecString( 'string', 'Nick string', 'Blurb string', 'string-default', { 'READABLE', 'WRITABLE', 'CONSTRUCT' } ) local der = Derived() checkv(der.string, 'string-default', 'string') der.string = 'assign' checkv(der.string, 'assign', 'string') checkv(der.priv.string, 'assign', 'string') end function gobject.subclass_prop_inherit() local GObject = lgi.GObject local Gio = lgi.Gio local FakeMonitor = GObject.Object:derive( 'LgiTestFakeMonitor1', { Gio.Initable, Gio.NetworkMonitor }) FakeMonitor._property.network_available = GObject.ParamSpecBoolean('network-available', 'LgiTestFakeMonitor1NetworkAvailable', 'Whether the network is available.', false, { GObject.ParamFlags.READABLE }) function FakeMonitor:do_init(cancellable) self.priv.inited = true return true end local fakemonitor = FakeMonitor() -- Gio.Initable is invoked automatically by lgi after object -- construction. check(fakemonitor.priv.inited) -- If the object is not constructed yet, it defaults to false check(fakemonitor:get_network_available() == false) check(fakemonitor.network_available == false) fakemonitor.priv.network_available = true check(fakemonitor.network_available == true) check(fakemonitor:get_network_available() == true) fakemonitor.priv.network_available = false check(fakemonitor.network_available == false) check(fakemonitor:get_network_available() == false) end function gobject.subclass_prop_getset() local GObject = lgi.GObject local Derived = GObject.Object:derive('LgiTestDerivedPropGetSet') Derived._property.str = GObject.ParamSpecString( 'str', 'Nick string', 'Blurb string', 'string-default', { 'READABLE', 'WRITABLE', 'CONSTRUCT' } ) local propval function Derived._property_set:str(new_value) propval = new_value end function Derived._property_get:str() return propval end local der = Derived() checkv(der.str, 'string-default', 'string') der.str = 'assign' checkv(der.str, 'assign', 'string') checkv(propval, 'assign', 'string') end
gpl-2.0
AndyBursh/Factorio-Stdlib
spec/area/tile_spec.lua
1
3115
require 'spec/defines' require 'stdlib/area/tile' describe('Tile Spec', function() it('should give the correct tile coordinates for a position', function() assert.same(0, Tile.from_position({0, 34}).x) assert.same(34, Tile.from_position({0, 34}).y) assert.same(-67, Tile.from_position({-66.4521, 255.001}).x) assert.same(255, Tile.from_position({-66.4521, 255.001}).y) end) it('should give the correct tile area for a tile position', function() assert.same(1, Tile.to_area({1, 2}).left_top.x) assert.same(2, Tile.to_area({1, 2}).left_top.y) assert.same(2, Tile.to_area({1, 2}).right_bottom.x) assert.same(3, Tile.to_area({1, 2}).right_bottom.y) end) it('should ensure adjacent tiles are found correctly', function() local surface = { get_tile = function(x, y) if x % 2 == 0 then return { name = 'water' } end return { name = 'sand' } end } assert.same(4, #Tile.adjacent(surface, {1, 1})) assert.same(4, #Tile.adjacent(surface, {1, 1}, false)) assert.same(8, #Tile.adjacent(surface, {1, 1}, true)) local adj = Tile.adjacent(surface, {1, 1}) assert.same(adj[1], {x = 1, y = 2}) assert.same(adj[2], {x = 2, y = 1}) assert.same(adj[3], {x = 1, y = 0}) assert.same(adj[4], {x = 0, y = 1}) assert.same(2, #Tile.adjacent(surface, {1, 1}, false, 'water')) end) it('should ensure indexes are stable and deterministic', function() assert.same(0, Tile.get_index({x = 0, y = 0})) local set = {} for x = 0, 31 do for y = 0, 31 do local idx = Tile.get_index({x = x, y = y}) assert.is_nil(set[idx]) set[idx] = true assert.truthy(idx < 1024 and idx >= 0) end end assert.same(0, Tile.get_index({x = 0, y = 0})) end) it('should verify getting and setting data', function() _G.global = {} _G.game = { surfaces = { nauvis = { index = 0 } } } local tile_pos = { x = 4, y = -6 } local surface = "nauvis" assert.is_nil(Tile.get_data(surface, tile_pos)) -- verify Tile.get_data sets the default_value assert.is_nil(Tile.get_data(surface, { x = 256, y = -256 })) assert.same({}, Tile.get_data(surface, { x = 256, y = -256 }, {})) assert.same({}, Tile.get_data(surface, { x = 256, y = -256 })) local data = { foo = 'bar' } assert.is_nil(Tile.set_data(surface, tile_pos, data)) assert.same(data, Tile.get_data(surface, tile_pos)) -- Verify mutated data is not lost data.foo = 'baz' assert.same(data, Tile.get_data(surface, tile_pos)) --Verify multiple tiles can store data for i = 1, 64 do local tile_pos = { x = 4 - i, y = -6 + i } local data = { count = i } Tile.set_data(surface, tile_pos, data) assert.same(data, Tile.get_data(surface, tile_pos)) end assert.same(data, Tile.get_data(surface, tile_pos)) end) end)
isc
Hello23-Ygopro/ygopro-duel-masters
expansions/script/c24002017.lua
1
1171
--King Nautilus local dm=require "expansions.utility_dmtcg" local scard,sid=dm.GetID() function scard.initial_effect(c) dm.EnableCreatureAttribute(c) --double breaker dm.EnableBreaker(c,DM_ABILITY_DOUBLE_BREAKER) --cannot be blocked local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_FIELD) e1:SetCode(DM_ABILITY_CANNOT_ACTIVATE) e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e1:SetRange(DM_LOCATION_BATTLE) e1:SetTargetRange(1,1) e1:SetCondition(dm.SelfAttackingCondition) e1:SetValue(dm.CannotBeBlockedValue(dm.CannotBeBlockedLessPowerValue)) local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_GRANT) e2:SetRange(DM_LOCATION_BATTLE) e2:SetTargetRange(DM_LOCATION_BATTLE,DM_LOCATION_BATTLE) e2:SetTarget(aux.TargetBoolFunction(Card.IsDMRace,DM_RACE_LIQUID_PEOPLE)) e2:SetLabelObject(e1) c:RegisterEffect(e2) local e3=Effect.CreateEffect(c) e3:SetType(EFFECT_TYPE_FIELD) e3:SetCode(DM_ABILITY_UNBLOCKABLE) e3:SetRange(DM_LOCATION_BATTLE) e3:SetTargetRange(DM_LOCATION_BATTLE,DM_LOCATION_BATTLE) e3:SetTarget(aux.TargetBoolFunction(Card.IsDMRace,DM_RACE_LIQUID_PEOPLE)) c:RegisterEffect(e3) end scard.duel_masters_card=true
gpl-3.0
LanceJenkinZA/prosody-modules
mod_statistics/top.lua
32
6810
module("prosodytop", package.seeall); local array = require "util.array"; local it = require "util.iterators"; local curses = require "curses"; local stats = require "stats".stats; local time = require "socket".gettime; local sessions_idle_after = 60; local stanza_names = {"message", "presence", "iq"}; local top = {}; top.__index = top; local status_lines = { "Prosody $version - $time up $up_since, $total_users users, $cpu busy"; "Connections: $total_c2s c2s, $total_s2sout s2sout, $total_s2sin s2sin, $total_component component"; "Memory: $memory_lua lua, $memory_allocated process ($memory_used in use)"; "Stanzas in: $message_in_per_second message/s, $presence_in_per_second presence/s, $iq_in_per_second iq/s"; "Stanzas out: $message_out_per_second message/s, $presence_out_per_second presence/s, $iq_out_per_second iq/s"; }; function top:draw() self:draw_status(); self:draw_column_titles(); self:draw_conn_list(); self.statuswin:refresh(); self.listwin:refresh(); --self.infowin:refresh() self.stdscr:move(#status_lines,0) end -- Width specified as cols or % of unused space, defaults to -- title width if not specified local conn_list_columns = { { title = "ID", key = "id", width = "8" }; { title = "JID", key = "jid", width = "100%" }; { title = "STANZAS IN>", key = "total_stanzas_in", align = "right" }; { title = "MSG", key = "message_in", align = "right", width = "4" }; { title = "PRES", key = "presence_in", align = "right", width = "4" }; { title = "IQ", key = "iq_in", align = "right", width = "4" }; { title = "STANZAS OUT>", key = "total_stanzas_out", align = "right" }; { title = "MSG", key = "message_out", align = "right", width = "4" }; { title = "PRES", key = "presence_out", align = "right", width = "4" }; { title = "IQ", key = "iq_out", align = "right", width = "4" }; { title = "BYTES IN", key = "bytes_in", align = "right" }; { title = "BYTES OUT", key = "bytes_out", align = "right" }; }; function top:draw_status() for row, line in ipairs(status_lines) do self.statuswin:mvaddstr(row-1, 0, (line:gsub("%$([%w_]+)", self.data))); self.statuswin:clrtoeol(); end -- Clear stanza counts for _, stanza_type in ipairs(stanza_names) do self.prosody[stanza_type.."_in_per_second"] = 0; self.prosody[stanza_type.."_out_per_second"] = 0; end end local function padright(s, width) return s..string.rep(" ", width-#s); end local function padleft(s, width) return string.rep(" ", width-#s)..s; end function top:resized() self:recalc_column_widths(); --self.stdscr:clear(); self:draw(); end function top:recalc_column_widths() local widths = {}; self.column_widths = widths; local total_width = curses.cols()-4; local free_width = total_width; for i = 1, #conn_list_columns do local width = conn_list_columns[i].width or "0"; if not(type(width) == "string" and width:sub(-1) == "%") then width = math.max(tonumber(width), #conn_list_columns[i].title+1); widths[i] = width; free_width = free_width - width; end end for i = 1, #conn_list_columns do if not widths[i] then local pc_width = tonumber((conn_list_columns[i].width:gsub("%%$", ""))); widths[i] = math.floor(free_width*(pc_width/100)); end end return widths; end function top:draw_column_titles() local widths = self.column_widths; self.listwin:attron(curses.A_REVERSE); self.listwin:mvaddstr(0, 0, " "); for i, column in ipairs(conn_list_columns) do self.listwin:addstr(padright(column.title, widths[i])); end self.listwin:addstr(" "); self.listwin:attroff(curses.A_REVERSE); end local function session_compare(session1, session2) local stats1, stats2 = session1.stats, session2.stats; return (stats1.total_stanzas_in + stats1.total_stanzas_out) > (stats2.total_stanzas_in + stats2.total_stanzas_out); end function top:draw_conn_list() local rows = curses.lines()-(#status_lines+2)-5; local cutoff_time = time() - sessions_idle_after; local widths = self.column_widths; local top_sessions = array.collect(it.values(self.active_sessions)):sort(session_compare); for index = 1, rows do session = top_sessions[index]; if session then if session.last_update < cutoff_time then self.active_sessions[session.id] = nil; else local row = {}; for i, column in ipairs(conn_list_columns) do local width = widths[i]; local v = tostring(session[column.key] or ""):sub(1, width); if #v < width then if column.align == "right" then v = padleft(v, width-1).." "; else v = padright(v, width); end end table.insert(row, v); end if session.updated then self.listwin:attron(curses.A_BOLD); end self.listwin:mvaddstr(index, 0, " "..table.concat(row)); if session.updated then session.updated = false; self.listwin:attroff(curses.A_BOLD); end end else -- FIXME: How to clear a line? It's 5am and I don't feel like reading docs. self.listwin:move(index, 0); self.listwin:clrtoeol(); end end end function top:update_stat(name, value) self.prosody[name] = value; end function top:update_session(id, jid, stats) self.active_sessions[id] = stats; stats.id, stats.jid, stats.stats = id, jid, stats; stats.total_bytes = stats.bytes_in + stats.bytes_out; for _, stanza_type in ipairs(stanza_names) do self.prosody[stanza_type.."_in_per_second"] = (self.prosody[stanza_type.."_in_per_second"] or 0) + stats[stanza_type.."_in"]; self.prosody[stanza_type.."_out_per_second"] = (self.prosody[stanza_type.."_out_per_second"] or 0) + stats[stanza_type.."_out"]; end stats.total_stanzas_in = stats.message_in + stats.presence_in + stats.iq_in; stats.total_stanzas_out = stats.message_out + stats.presence_out + stats.iq_out; stats.last_update = time(); stats.updated = true; end function new(base) setmetatable(base, top); base.data = setmetatable({}, { __index = function (t, k) local stat = stats[k]; if stat and stat.tostring then if type(stat.tostring) == "function" then return stat.tostring(base.prosody[k]); elseif type(stat.tostring) == "string" then local v = base.prosody[k]; if v == nil then return "?"; end return (stat.tostring):format(v); end end return base.prosody[k]; end; }); base.active_sessions = {}; base.statuswin = curses.newwin(#status_lines, 0, 0, 0); base.promptwin = curses.newwin(1, 0, #status_lines, 0); base.promptwin:addstr(""); base.promptwin:refresh(); base.listwin = curses.newwin(curses.lines()-(#status_lines+2)-5, 0, #status_lines+1, 0); base.listwin:syncok(); base.infowin = curses.newwin(5, 0, curses.lines()-5, 0); base.infowin:mvaddstr(1, 1, "Hello world"); base.infowin:border(0,0,0,0); base.infowin:syncok(); base.infowin:refresh(); base:resized(); return base; end return _M;
mit
iamgreaser/iceball
pkg/gm/portalgun/gun_portal.lua
1
7684
--[[ This file is derived from code from Ice Lua Components. Ice Lua Components is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Ice Lua Components is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with Ice Lua Components. If not, see <http://www.gnu.org/licenses/>. ]] local thisid = ... local function set_color(new_r, new_g, new_b) return function(r,g,b) if r == 0 and g == 0 and b == 0 then return new_r, new_g, new_b else return r, g, b end end end if client then local base_model = model_load({ kv6 = { bdir = DIR_PORTALGUN, name = "portalgun.kv6", scale = 1.0/128.0, }, }, {"kv6"}) weapon_models[thisid] = { base_model({filt = set_color(0, 92, 172)}), base_model({filt = set_color(240, 92, 28)}) } end weapon_names[thisid] = "Portal Gun" return function (plr) local this = tpl_gun(plr, { dmg = { head = 0, body = 0, legs = 0, }, block_damage = 0, ammo_clip = 10, ammo_reserve = 50, time_fire = 1/3, time_reload = 1/3, recoil_x = 0.0001, recoil_y = -0.05, model = client and weapon_models[thisid][1], name = "Portal Gun", }) function this.reload() -- Close both portals plr.portal_list[1] = nil net_send(nil, common.net_pack("BBBhhhbbbbbb", PKT_PORTALGUN_SET, 0, 1, cx, cy, cz, dx, dy, dz, 0, 0, 0)) plr.portal_list[2] = nil net_send(nil, common.net_pack("BBBhhhbbbbbb", PKT_PORTALGUN_SET, 0, 2, cx, cy, cz, dx, dy, dz, 0, 0, 0)) end local s_tick = this.tick function this.tick(sec_current, sec_delta, ...) this.ammo_clip = 10 return s_tick(sec_current, sec_delta, ...) end function this.textgen() local col = 0xFFC0C0C0 return col, ((plr.portal_list[1] and "0") or "-").. " "..((plr.portal_list[2] and "0") or "-") end function this.click(button, state) if button == 1 or button == 3 then -- LMB if button == 1 then this.cfg.model = client and weapon_models[thisid][1] else this.cfg.model = client and weapon_models[thisid][2] end if this.ammo_clip > 0 then if state then this.portal_select = (button==1 and 1) or 2 end this.firing = state else -- Shouldn't happen! this.firing = false client.wav_play_global(wav_pin, plr.x, plr.y, plr.z) plr.reload_msg.visible = true plr.reload_msg.static_alarm{name='reloadviz', time=0.5, on_trigger=function() plr.reload_msg.visible = false end} end elseif button == 2 then -- RMB if hold_to_zoom then plr.zooming = state and not this.reloading else if state and not this.reloading then plr.zooming = not plr.zooming end end end end function this.prv_fire(sec_current) local xlen, ylen, zlen xlen, ylen, zlen = common.map_get_dims() if client then client.wav_play_global(this.cfg.shot_sound, plr.x, plr.y, plr.z) bcase_part_mdl = bcase_part_mdl or new_particle_model(250, 215, 0) particles_add(new_particle{ x = plr.x, y = plr.y, z = plr.z, vx = math.sin(plr.angy - math.pi / 4) / 2 + math.random() * 0.25, vy = 0.1 + math.random() * 0.25, vz = math.cos(plr.angy - math.pi / 4) / 2 + math.random() * 0.25, model = bcase_part_mdl, size = 8, lifetime = 2 }) end net_send(nil, common.net_pack("BBB", PKT_PLR_GUN_SHOT, 0, 1)) -- TODO: Better spread -- spread local angy = plr.angy + (this.cfg.spread * (math.random() - 0.5)) local angx = plr.angx + (this.cfg.spread * (math.random() - 0.5)) local sya = math.sin(angy) local cya = math.cos(angy) local sxa = math.sin(angx) local cxa = math.cos(angx) local fwx,fwy,fwz fwx,fwy,fwz = sya*cxa, sxa, cya*cxa -- tracer if client then tracer_add(plr.x, plr.y, plr.z, angy, angx) end -- perform a trace portal_traces_enabled = false local d,cx1,cy1,cz1,cx2,cy2,cz2 d,cx1,cy1,cz1,cx2,cy2,cz2 = trace_map_ray_dist(plr.x+sya*0.4,plr.y,plr.z+cya*0.4, fwx,fwy,fwz, this.cfg.range) d = d or this.cfg.range portal_traces_enabled = true -- see if there's anyone we can kill local hurt_idx = nil local hurt_part = nil local hurt_part_idx = 0 local hurt_dist = d*d local i,j for i=1,players.max do local p = players[i] if p and p ~= plr and p.alive then local dx = p.x-plr.x local dy = p.y-plr.y+0.1 local dz = p.z-plr.z for j=1,3 do local dot, dd = isect_line_sphere_delta(dx,dy,dz,fwx,fwy,fwz) if dot and dot < 0.55 and dd < hurt_dist then hurt_idx = i hurt_dist = dd hurt_part_idx = j hurt_part = ({"head","body","legs"})[j] break end dy = dy + 1.0 end end end --[==[ if hurt_idx then if server then --[[ players[hurt_idx].gun_damage( hurt_part, this.cfg.dmg[hurt_part], plr) ]] else --[[ net_send(nil, common.net_pack("BBB" , PKT_PLR_GUN_HIT, hurt_idx, hurt_part_idx)) ]] plr.show_hit() end end ]==] if client then --[[ net_send(nil, common.net_pack("BBB" , PKT_PLR_GUN_HIT, 0, 0)) ]] if cx2 and cy2 <= ylen-2 and cx2 >= 0 and cx2 < xlen and cz2 >= 0 and cz2 < zlen then print("Portal hit ("..cx2..", "..cy2..", "..cz2..") type "..this.portal_select) local dx,dy,dz = cx2-cx1, cy2-cy1, cz2-cz1 dx = math.floor(dx + 0.5) dy = math.floor(dy + 0.5) dz = math.floor(dz + 0.5) print("Direction ("..dx..", "..dy..", "..dz..")") -- Check if valid... local valid = true -- CHECK: Ensure back is all solid, front is all clear local cx = math.floor(cx2) local cy = math.floor(cy2) local cz = math.floor(cz2) if valid then local i,j,k for i=-1,1 do for j=-1,1 do for k=-1,0 do if not valid then break end local x = cx+k*dx+i*dy+j*dz local y = cy+k*dy+i*dz+j*dx local z = cz+k*dz+i*dx+j*dy if k == 0 then if map_block_get(x,y,z) == nil then valid = false end else if map_block_get(x,y,z) ~= nil then valid = false end end end end end end if valid and dy == 0 and (dx ~= 0 or dz ~= 0) then plr.show_hit() plr.portal_list[this.portal_select] = {cx, cy, cz, dx, dy, dz, 0, -1, 0} if plr.portal_list[3-this.portal_select] then plr.portal_list[3-this.portal_select].va = nil end net_send(nil, common.net_pack("BBBhhhbbbbbb", PKT_PORTALGUN_SET, 0, this.portal_select, cx, cy, cz, dx, dy, dz, 0, -1, 0)) elseif valid and dy ~= 0 and (dx == 0 and dz == 0) then local sx, sz = 0, 0 if math.abs(fwx) > math.abs(fwz) then sx = (fwx < 0 and -1) or 1 else sz = (fwz < 0 and -1) or 1 end sx = sx * dy sz = sz * dy plr.show_hit() plr.portal_list[this.portal_select] = {cx, cy, cz, dx, dy, dz, sx, 0, sz} if plr.portal_list[3-this.portal_select] then plr.portal_list[3-this.portal_select].va = nil end net_send(nil, common.net_pack("BBBhhhbbbbbb", PKT_PORTALGUN_SET, 0, this.portal_select, cx, cy, cz, dx, dy, dz, sx, 0, sz)) end end end -- if hurt_idx -- apply recoil -- attempting to emulate classic behaviour provided i have it right plr.recoil(sec_current, this.cfg.recoil_y, this.cfg.recoil_x) end return this end
gpl-3.0
Anarchid/Zero-K
LuaRules/Gadgets/cmd_transfer_unit.lua
13
1909
function gadget:GetInfo() return { name = "Command Transfer Unit", desc = "Adds a command to transfer units between teams.", author = "GoogleFrog", date = "8 September 2017", license = "GNU GPL, v2 or later", layer = 0, enabled = true, } end include("LuaRules/Configs/customcmds.h.lua") if gadgetHandler:IsSyncedCode() then ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- -- Speedups local spInsertUnitCmdDesc = Spring.InsertUnitCmdDesc ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- -- Configuration local transferCmdDesc = { id = CMD_TRANSFER_UNIT, type = CMDTYPE.NUMBER, name = 'Transfer Unit', action = 'transferunit', hidden = true, } ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- -- Command Handling function gadget:CommandFallback(unitID, unitDefID, teamID, cmdID, cmdParams, cmdOptions) -- Only calls for custom commands if not (cmdID == CMD_TRANSFER_UNIT) then return false end local newTeamID = cmdParams and cmdParams[1] if newTeamID and (teamID ~= newTeamID) and (Spring.AreTeamsAllied(teamID, newTeamID) or (teamID == Spring.GetGaiaTeamID())) then Spring.TransferUnit(unitID, newTeamID, teamID ~= Spring.GetGaiaTeamID()) end return true, true end function gadget:Initialize() for _, unitID in pairs(Spring.GetAllUnits()) do gadget:UnitCreated(unitID, Spring.GetUnitDefID(unitID)) end end function gadget:UnitCreated(unitID, unitDefID, teamID) spInsertUnitCmdDesc(unitID, transferCmdDesc) end end
gpl-2.0
fegimanam/LNT
libs/JSON.lua
3765
34843
-- -*- coding: utf-8 -*- -- -- Simple JSON encoding and decoding in pure Lua. -- -- Copyright 2010-2014 Jeffrey Friedl -- http://regex.info/blog/ -- -- Latest version: http://regex.info/blog/lua/json -- -- This code is released under a Creative Commons CC-BY "Attribution" License: -- http://creativecommons.org/licenses/by/3.0/deed.en_US -- -- It can be used for any purpose so long as the copyright notice above, -- the web-page links above, and the 'AUTHOR_NOTE' string below are -- maintained. Enjoy. -- local VERSION = 20141223.14 -- version history at end of file local AUTHOR_NOTE = "-[ JSON.lua package by Jeffrey Friedl (http://regex.info/blog/lua/json) version 20141223.14 ]-" -- -- The 'AUTHOR_NOTE' variable exists so that information about the source -- of the package is maintained even in compiled versions. It's also -- included in OBJDEF below mostly to quiet warnings about unused variables. -- local OBJDEF = { VERSION = VERSION, AUTHOR_NOTE = AUTHOR_NOTE, } -- -- Simple JSON encoding and decoding in pure Lua. -- http://www.json.org/ -- -- -- JSON = assert(loadfile "JSON.lua")() -- one-time load of the routines -- -- local lua_value = JSON:decode(raw_json_text) -- -- local raw_json_text = JSON:encode(lua_table_or_value) -- local pretty_json_text = JSON:encode_pretty(lua_table_or_value) -- "pretty printed" version for human readability -- -- -- -- DECODING (from a JSON string to a Lua table) -- -- -- JSON = assert(loadfile "JSON.lua")() -- one-time load of the routines -- -- local lua_value = JSON:decode(raw_json_text) -- -- If the JSON text is for an object or an array, e.g. -- { "what": "books", "count": 3 } -- or -- [ "Larry", "Curly", "Moe" ] -- -- the result is a Lua table, e.g. -- { what = "books", count = 3 } -- or -- { "Larry", "Curly", "Moe" } -- -- -- The encode and decode routines accept an optional second argument, -- "etc", which is not used during encoding or decoding, but upon error -- is passed along to error handlers. It can be of any type (including nil). -- -- -- -- ERROR HANDLING -- -- With most errors during decoding, this code calls -- -- JSON:onDecodeError(message, text, location, etc) -- -- with a message about the error, and if known, the JSON text being -- parsed and the byte count where the problem was discovered. You can -- replace the default JSON:onDecodeError() with your own function. -- -- The default onDecodeError() merely augments the message with data -- about the text and the location if known (and if a second 'etc' -- argument had been provided to decode(), its value is tacked onto the -- message as well), and then calls JSON.assert(), which itself defaults -- to Lua's built-in assert(), and can also be overridden. -- -- For example, in an Adobe Lightroom plugin, you might use something like -- -- function JSON:onDecodeError(message, text, location, etc) -- LrErrors.throwUserError("Internal Error: invalid JSON data") -- end -- -- or even just -- -- function JSON.assert(message) -- LrErrors.throwUserError("Internal Error: " .. message) -- end -- -- If JSON:decode() is passed a nil, this is called instead: -- -- JSON:onDecodeOfNilError(message, nil, nil, etc) -- -- and if JSON:decode() is passed HTML instead of JSON, this is called: -- -- JSON:onDecodeOfHTMLError(message, text, nil, etc) -- -- The use of the fourth 'etc' argument allows stronger coordination -- between decoding and error reporting, especially when you provide your -- own error-handling routines. Continuing with the the Adobe Lightroom -- plugin example: -- -- function JSON:onDecodeError(message, text, location, etc) -- local note = "Internal Error: invalid JSON data" -- if type(etc) = 'table' and etc.photo then -- note = note .. " while processing for " .. etc.photo:getFormattedMetadata('fileName') -- end -- LrErrors.throwUserError(note) -- end -- -- : -- : -- -- for i, photo in ipairs(photosToProcess) do -- : -- : -- local data = JSON:decode(someJsonText, { photo = photo }) -- : -- : -- end -- -- -- -- -- -- DECODING AND STRICT TYPES -- -- Because both JSON objects and JSON arrays are converted to Lua tables, -- it's not normally possible to tell which original JSON type a -- particular Lua table was derived from, or guarantee decode-encode -- round-trip equivalency. -- -- However, if you enable strictTypes, e.g. -- -- JSON = assert(loadfile "JSON.lua")() --load the routines -- JSON.strictTypes = true -- -- then the Lua table resulting from the decoding of a JSON object or -- JSON array is marked via Lua metatable, so that when re-encoded with -- JSON:encode() it ends up as the appropriate JSON type. -- -- (This is not the default because other routines may not work well with -- tables that have a metatable set, for example, Lightroom API calls.) -- -- -- ENCODING (from a lua table to a JSON string) -- -- JSON = assert(loadfile "JSON.lua")() -- one-time load of the routines -- -- local raw_json_text = JSON:encode(lua_table_or_value) -- local pretty_json_text = JSON:encode_pretty(lua_table_or_value) -- "pretty printed" version for human readability -- local custom_pretty = JSON:encode(lua_table_or_value, etc, { pretty = true, indent = "| ", align_keys = false }) -- -- On error during encoding, this code calls: -- -- JSON:onEncodeError(message, etc) -- -- which you can override in your local JSON object. -- -- The 'etc' in the error call is the second argument to encode() -- and encode_pretty(), or nil if it wasn't provided. -- -- -- PRETTY-PRINTING -- -- An optional third argument, a table of options, allows a bit of -- configuration about how the encoding takes place: -- -- pretty = JSON:encode(val, etc, { -- pretty = true, -- if false, no other options matter -- indent = " ", -- this provides for a three-space indent per nesting level -- align_keys = false, -- see below -- }) -- -- encode() and encode_pretty() are identical except that encode_pretty() -- provides a default options table if none given in the call: -- -- { pretty = true, align_keys = false, indent = " " } -- -- For example, if -- -- JSON:encode(data) -- -- produces: -- -- {"city":"Kyoto","climate":{"avg_temp":16,"humidity":"high","snowfall":"minimal"},"country":"Japan","wards":11} -- -- then -- -- JSON:encode_pretty(data) -- -- produces: -- -- { -- "city": "Kyoto", -- "climate": { -- "avg_temp": 16, -- "humidity": "high", -- "snowfall": "minimal" -- }, -- "country": "Japan", -- "wards": 11 -- } -- -- The following three lines return identical results: -- JSON:encode_pretty(data) -- JSON:encode_pretty(data, nil, { pretty = true, align_keys = false, indent = " " }) -- JSON:encode (data, nil, { pretty = true, align_keys = false, indent = " " }) -- -- An example of setting your own indent string: -- -- JSON:encode_pretty(data, nil, { pretty = true, indent = "| " }) -- -- produces: -- -- { -- | "city": "Kyoto", -- | "climate": { -- | | "avg_temp": 16, -- | | "humidity": "high", -- | | "snowfall": "minimal" -- | }, -- | "country": "Japan", -- | "wards": 11 -- } -- -- An example of setting align_keys to true: -- -- JSON:encode_pretty(data, nil, { pretty = true, indent = " ", align_keys = true }) -- -- produces: -- -- { -- "city": "Kyoto", -- "climate": { -- "avg_temp": 16, -- "humidity": "high", -- "snowfall": "minimal" -- }, -- "country": "Japan", -- "wards": 11 -- } -- -- which I must admit is kinda ugly, sorry. This was the default for -- encode_pretty() prior to version 20141223.14. -- -- -- AMBIGUOUS SITUATIONS DURING THE ENCODING -- -- During the encode, if a Lua table being encoded contains both string -- and numeric keys, it fits neither JSON's idea of an object, nor its -- idea of an array. To get around this, when any string key exists (or -- when non-positive numeric keys exist), numeric keys are converted to -- strings. -- -- For example, -- JSON:encode({ "one", "two", "three", SOMESTRING = "some string" })) -- produces the JSON object -- {"1":"one","2":"two","3":"three","SOMESTRING":"some string"} -- -- To prohibit this conversion and instead make it an error condition, set -- JSON.noKeyConversion = true -- -- -- SUMMARY OF METHODS YOU CAN OVERRIDE IN YOUR LOCAL LUA JSON OBJECT -- -- assert -- onDecodeError -- onDecodeOfNilError -- onDecodeOfHTMLError -- onEncodeError -- -- If you want to create a separate Lua JSON object with its own error handlers, -- you can reload JSON.lua or use the :new() method. -- --------------------------------------------------------------------------- local default_pretty_indent = " " local default_pretty_options = { pretty = true, align_keys = false, indent = default_pretty_indent } local isArray = { __tostring = function() return "JSON array" end } isArray.__index = isArray local isObject = { __tostring = function() return "JSON object" end } isObject.__index = isObject function OBJDEF:newArray(tbl) return setmetatable(tbl or {}, isArray) end function OBJDEF:newObject(tbl) return setmetatable(tbl or {}, isObject) end local function unicode_codepoint_as_utf8(codepoint) -- -- codepoint is a number -- if codepoint <= 127 then return string.char(codepoint) elseif codepoint <= 2047 then -- -- 110yyyxx 10xxxxxx <-- useful notation from http://en.wikipedia.org/wiki/Utf8 -- local highpart = math.floor(codepoint / 0x40) local lowpart = codepoint - (0x40 * highpart) return string.char(0xC0 + highpart, 0x80 + lowpart) elseif codepoint <= 65535 then -- -- 1110yyyy 10yyyyxx 10xxxxxx -- local highpart = math.floor(codepoint / 0x1000) local remainder = codepoint - 0x1000 * highpart local midpart = math.floor(remainder / 0x40) local lowpart = remainder - 0x40 * midpart highpart = 0xE0 + highpart midpart = 0x80 + midpart lowpart = 0x80 + lowpart -- -- Check for an invalid character (thanks Andy R. at Adobe). -- See table 3.7, page 93, in http://www.unicode.org/versions/Unicode5.2.0/ch03.pdf#G28070 -- if ( highpart == 0xE0 and midpart < 0xA0 ) or ( highpart == 0xED and midpart > 0x9F ) or ( highpart == 0xF0 and midpart < 0x90 ) or ( highpart == 0xF4 and midpart > 0x8F ) then return "?" else return string.char(highpart, midpart, lowpart) end else -- -- 11110zzz 10zzyyyy 10yyyyxx 10xxxxxx -- local highpart = math.floor(codepoint / 0x40000) local remainder = codepoint - 0x40000 * highpart local midA = math.floor(remainder / 0x1000) remainder = remainder - 0x1000 * midA local midB = math.floor(remainder / 0x40) local lowpart = remainder - 0x40 * midB return string.char(0xF0 + highpart, 0x80 + midA, 0x80 + midB, 0x80 + lowpart) end end function OBJDEF:onDecodeError(message, text, location, etc) if text then if location then message = string.format("%s at char %d of: %s", message, location, text) else message = string.format("%s: %s", message, text) end end if etc ~= nil then message = message .. " (" .. OBJDEF:encode(etc) .. ")" end if self.assert then self.assert(false, message) else assert(false, message) end end OBJDEF.onDecodeOfNilError = OBJDEF.onDecodeError OBJDEF.onDecodeOfHTMLError = OBJDEF.onDecodeError function OBJDEF:onEncodeError(message, etc) if etc ~= nil then message = message .. " (" .. OBJDEF:encode(etc) .. ")" end if self.assert then self.assert(false, message) else assert(false, message) end end local function grok_number(self, text, start, etc) -- -- Grab the integer part -- local integer_part = text:match('^-?[1-9]%d*', start) or text:match("^-?0", start) if not integer_part then self:onDecodeError("expected number", text, start, etc) end local i = start + integer_part:len() -- -- Grab an optional decimal part -- local decimal_part = text:match('^%.%d+', i) or "" i = i + decimal_part:len() -- -- Grab an optional exponential part -- local exponent_part = text:match('^[eE][-+]?%d+', i) or "" i = i + exponent_part:len() local full_number_text = integer_part .. decimal_part .. exponent_part local as_number = tonumber(full_number_text) if not as_number then self:onDecodeError("bad number", text, start, etc) end return as_number, i end local function grok_string(self, text, start, etc) if text:sub(start,start) ~= '"' then self:onDecodeError("expected string's opening quote", text, start, etc) end local i = start + 1 -- +1 to bypass the initial quote local text_len = text:len() local VALUE = "" while i <= text_len do local c = text:sub(i,i) if c == '"' then return VALUE, i + 1 end if c ~= '\\' then VALUE = VALUE .. c i = i + 1 elseif text:match('^\\b', i) then VALUE = VALUE .. "\b" i = i + 2 elseif text:match('^\\f', i) then VALUE = VALUE .. "\f" i = i + 2 elseif text:match('^\\n', i) then VALUE = VALUE .. "\n" i = i + 2 elseif text:match('^\\r', i) then VALUE = VALUE .. "\r" i = i + 2 elseif text:match('^\\t', i) then VALUE = VALUE .. "\t" i = i + 2 else local hex = text:match('^\\u([0123456789aAbBcCdDeEfF][0123456789aAbBcCdDeEfF][0123456789aAbBcCdDeEfF][0123456789aAbBcCdDeEfF])', i) if hex then i = i + 6 -- bypass what we just read -- We have a Unicode codepoint. It could be standalone, or if in the proper range and -- followed by another in a specific range, it'll be a two-code surrogate pair. local codepoint = tonumber(hex, 16) if codepoint >= 0xD800 and codepoint <= 0xDBFF then -- it's a hi surrogate... see whether we have a following low local lo_surrogate = text:match('^\\u([dD][cdefCDEF][0123456789aAbBcCdDeEfF][0123456789aAbBcCdDeEfF])', i) if lo_surrogate then i = i + 6 -- bypass the low surrogate we just read codepoint = 0x2400 + (codepoint - 0xD800) * 0x400 + tonumber(lo_surrogate, 16) else -- not a proper low, so we'll just leave the first codepoint as is and spit it out. end end VALUE = VALUE .. unicode_codepoint_as_utf8(codepoint) else -- just pass through what's escaped VALUE = VALUE .. text:match('^\\(.)', i) i = i + 2 end end end self:onDecodeError("unclosed string", text, start, etc) end local function skip_whitespace(text, start) local _, match_end = text:find("^[ \n\r\t]+", start) -- [http://www.ietf.org/rfc/rfc4627.txt] Section 2 if match_end then return match_end + 1 else return start end end local grok_one -- assigned later local function grok_object(self, text, start, etc) if text:sub(start,start) ~= '{' then self:onDecodeError("expected '{'", text, start, etc) end local i = skip_whitespace(text, start + 1) -- +1 to skip the '{' local VALUE = self.strictTypes and self:newObject { } or { } if text:sub(i,i) == '}' then return VALUE, i + 1 end local text_len = text:len() while i <= text_len do local key, new_i = grok_string(self, text, i, etc) i = skip_whitespace(text, new_i) if text:sub(i, i) ~= ':' then self:onDecodeError("expected colon", text, i, etc) end i = skip_whitespace(text, i + 1) local new_val, new_i = grok_one(self, text, i) VALUE[key] = new_val -- -- Expect now either '}' to end things, or a ',' to allow us to continue. -- i = skip_whitespace(text, new_i) local c = text:sub(i,i) if c == '}' then return VALUE, i + 1 end if text:sub(i, i) ~= ',' then self:onDecodeError("expected comma or '}'", text, i, etc) end i = skip_whitespace(text, i + 1) end self:onDecodeError("unclosed '{'", text, start, etc) end local function grok_array(self, text, start, etc) if text:sub(start,start) ~= '[' then self:onDecodeError("expected '['", text, start, etc) end local i = skip_whitespace(text, start + 1) -- +1 to skip the '[' local VALUE = self.strictTypes and self:newArray { } or { } if text:sub(i,i) == ']' then return VALUE, i + 1 end local VALUE_INDEX = 1 local text_len = text:len() while i <= text_len do local val, new_i = grok_one(self, text, i) -- can't table.insert(VALUE, val) here because it's a no-op if val is nil VALUE[VALUE_INDEX] = val VALUE_INDEX = VALUE_INDEX + 1 i = skip_whitespace(text, new_i) -- -- Expect now either ']' to end things, or a ',' to allow us to continue. -- local c = text:sub(i,i) if c == ']' then return VALUE, i + 1 end if text:sub(i, i) ~= ',' then self:onDecodeError("expected comma or '['", text, i, etc) end i = skip_whitespace(text, i + 1) end self:onDecodeError("unclosed '['", text, start, etc) end grok_one = function(self, text, start, etc) -- Skip any whitespace start = skip_whitespace(text, start) if start > text:len() then self:onDecodeError("unexpected end of string", text, nil, etc) end if text:find('^"', start) then return grok_string(self, text, start, etc) elseif text:find('^[-0123456789 ]', start) then return grok_number(self, text, start, etc) elseif text:find('^%{', start) then return grok_object(self, text, start, etc) elseif text:find('^%[', start) then return grok_array(self, text, start, etc) elseif text:find('^true', start) then return true, start + 4 elseif text:find('^false', start) then return false, start + 5 elseif text:find('^null', start) then return nil, start + 4 else self:onDecodeError("can't parse JSON", text, start, etc) end end function OBJDEF:decode(text, etc) if type(self) ~= 'table' or self.__index ~= OBJDEF then OBJDEF:onDecodeError("JSON:decode must be called in method format", nil, nil, etc) end if text == nil then self:onDecodeOfNilError(string.format("nil passed to JSON:decode()"), nil, nil, etc) elseif type(text) ~= 'string' then self:onDecodeError(string.format("expected string argument to JSON:decode(), got %s", type(text)), nil, nil, etc) end if text:match('^%s*$') then return nil end if text:match('^%s*<') then -- Can't be JSON... we'll assume it's HTML self:onDecodeOfHTMLError(string.format("html passed to JSON:decode()"), text, nil, etc) end -- -- Ensure that it's not UTF-32 or UTF-16. -- Those are perfectly valid encodings for JSON (as per RFC 4627 section 3), -- but this package can't handle them. -- if text:sub(1,1):byte() == 0 or (text:len() >= 2 and text:sub(2,2):byte() == 0) then self:onDecodeError("JSON package groks only UTF-8, sorry", text, nil, etc) end local success, value = pcall(grok_one, self, text, 1, etc) if success then return value else -- if JSON:onDecodeError() didn't abort out of the pcall, we'll have received the error message here as "value", so pass it along as an assert. if self.assert then self.assert(false, value) else assert(false, value) end -- and if we're still here, return a nil and throw the error message on as a second arg return nil, value end end local function backslash_replacement_function(c) if c == "\n" then return "\\n" elseif c == "\r" then return "\\r" elseif c == "\t" then return "\\t" elseif c == "\b" then return "\\b" elseif c == "\f" then return "\\f" elseif c == '"' then return '\\"' elseif c == '\\' then return '\\\\' else return string.format("\\u%04x", c:byte()) end end local chars_to_be_escaped_in_JSON_string = '[' .. '"' -- class sub-pattern to match a double quote .. '%\\' -- class sub-pattern to match a backslash .. '%z' -- class sub-pattern to match a null .. '\001' .. '-' .. '\031' -- class sub-pattern to match control characters .. ']' local function json_string_literal(value) local newval = value:gsub(chars_to_be_escaped_in_JSON_string, backslash_replacement_function) return '"' .. newval .. '"' end local function object_or_array(self, T, etc) -- -- We need to inspect all the keys... if there are any strings, we'll convert to a JSON -- object. If there are only numbers, it's a JSON array. -- -- If we'll be converting to a JSON object, we'll want to sort the keys so that the -- end result is deterministic. -- local string_keys = { } local number_keys = { } local number_keys_must_be_strings = false local maximum_number_key for key in pairs(T) do if type(key) == 'string' then table.insert(string_keys, key) elseif type(key) == 'number' then table.insert(number_keys, key) if key <= 0 or key >= math.huge then number_keys_must_be_strings = true elseif not maximum_number_key or key > maximum_number_key then maximum_number_key = key end else self:onEncodeError("can't encode table with a key of type " .. type(key), etc) end end if #string_keys == 0 and not number_keys_must_be_strings then -- -- An empty table, or a numeric-only array -- if #number_keys > 0 then return nil, maximum_number_key -- an array elseif tostring(T) == "JSON array" then return nil elseif tostring(T) == "JSON object" then return { } else -- have to guess, so we'll pick array, since empty arrays are likely more common than empty objects return nil end end table.sort(string_keys) local map if #number_keys > 0 then -- -- If we're here then we have either mixed string/number keys, or numbers inappropriate for a JSON array -- It's not ideal, but we'll turn the numbers into strings so that we can at least create a JSON object. -- if self.noKeyConversion then self:onEncodeError("a table with both numeric and string keys could be an object or array; aborting", etc) end -- -- Have to make a shallow copy of the source table so we can remap the numeric keys to be strings -- map = { } for key, val in pairs(T) do map[key] = val end table.sort(number_keys) -- -- Throw numeric keys in there as strings -- for _, number_key in ipairs(number_keys) do local string_key = tostring(number_key) if map[string_key] == nil then table.insert(string_keys , string_key) map[string_key] = T[number_key] else self:onEncodeError("conflict converting table with mixed-type keys into a JSON object: key " .. number_key .. " exists both as a string and a number.", etc) end end end return string_keys, nil, map end -- -- Encode -- -- 'options' is nil, or a table with possible keys: -- pretty -- if true, return a pretty-printed version -- indent -- a string (usually of spaces) used to indent each nested level -- align_keys -- if true, align all the keys when formatting a table -- local encode_value -- must predeclare because it calls itself function encode_value(self, value, parents, etc, options, indent) if value == nil then return 'null' elseif type(value) == 'string' then return json_string_literal(value) elseif type(value) == 'number' then if value ~= value then -- -- NaN (Not a Number). -- JSON has no NaN, so we have to fudge the best we can. This should really be a package option. -- return "null" elseif value >= math.huge then -- -- Positive infinity. JSON has no INF, so we have to fudge the best we can. This should -- really be a package option. Note: at least with some implementations, positive infinity -- is both ">= math.huge" and "<= -math.huge", which makes no sense but that's how it is. -- Negative infinity is properly "<= -math.huge". So, we must be sure to check the ">=" -- case first. -- return "1e+9999" elseif value <= -math.huge then -- -- Negative infinity. -- JSON has no INF, so we have to fudge the best we can. This should really be a package option. -- return "-1e+9999" else return tostring(value) end elseif type(value) == 'boolean' then return tostring(value) elseif type(value) ~= 'table' then self:onEncodeError("can't convert " .. type(value) .. " to JSON", etc) else -- -- A table to be converted to either a JSON object or array. -- local T = value if type(options) ~= 'table' then options = {} end if type(indent) ~= 'string' then indent = "" end if parents[T] then self:onEncodeError("table " .. tostring(T) .. " is a child of itself", etc) else parents[T] = true end local result_value local object_keys, maximum_number_key, map = object_or_array(self, T, etc) if maximum_number_key then -- -- An array... -- local ITEMS = { } for i = 1, maximum_number_key do table.insert(ITEMS, encode_value(self, T[i], parents, etc, options, indent)) end if options.pretty then result_value = "[ " .. table.concat(ITEMS, ", ") .. " ]" else result_value = "[" .. table.concat(ITEMS, ",") .. "]" end elseif object_keys then -- -- An object -- local TT = map or T if options.pretty then local KEYS = { } local max_key_length = 0 for _, key in ipairs(object_keys) do local encoded = encode_value(self, tostring(key), parents, etc, options, indent) if options.align_keys then max_key_length = math.max(max_key_length, #encoded) end table.insert(KEYS, encoded) end local key_indent = indent .. tostring(options.indent or "") local subtable_indent = key_indent .. string.rep(" ", max_key_length) .. (options.align_keys and " " or "") local FORMAT = "%s%" .. string.format("%d", max_key_length) .. "s: %s" local COMBINED_PARTS = { } for i, key in ipairs(object_keys) do local encoded_val = encode_value(self, TT[key], parents, etc, options, subtable_indent) table.insert(COMBINED_PARTS, string.format(FORMAT, key_indent, KEYS[i], encoded_val)) end result_value = "{\n" .. table.concat(COMBINED_PARTS, ",\n") .. "\n" .. indent .. "}" else local PARTS = { } for _, key in ipairs(object_keys) do local encoded_val = encode_value(self, TT[key], parents, etc, options, indent) local encoded_key = encode_value(self, tostring(key), parents, etc, options, indent) table.insert(PARTS, string.format("%s:%s", encoded_key, encoded_val)) end result_value = "{" .. table.concat(PARTS, ",") .. "}" end else -- -- An empty array/object... we'll treat it as an array, though it should really be an option -- result_value = "[]" end parents[T] = false return result_value end end function OBJDEF:encode(value, etc, options) if type(self) ~= 'table' or self.__index ~= OBJDEF then OBJDEF:onEncodeError("JSON:encode must be called in method format", etc) end return encode_value(self, value, {}, etc, options or nil) end function OBJDEF:encode_pretty(value, etc, options) if type(self) ~= 'table' or self.__index ~= OBJDEF then OBJDEF:onEncodeError("JSON:encode_pretty must be called in method format", etc) end return encode_value(self, value, {}, etc, options or default_pretty_options) end function OBJDEF.__tostring() return "JSON encode/decode package" end OBJDEF.__index = OBJDEF function OBJDEF:new(args) local new = { } if args then for key, val in pairs(args) do new[key] = val end end return setmetatable(new, OBJDEF) end return OBJDEF:new() -- -- Version history: -- -- 20141223.14 The encode_pretty() routine produced fine results for small datasets, but isn't really -- appropriate for anything large, so with help from Alex Aulbach I've made the encode routines -- more flexible, and changed the default encode_pretty() to be more generally useful. -- -- Added a third 'options' argument to the encode() and encode_pretty() routines, to control -- how the encoding takes place. -- -- Updated docs to add assert() call to the loadfile() line, just as good practice so that -- if there is a problem loading JSON.lua, the appropriate error message will percolate up. -- -- 20140920.13 Put back (in a way that doesn't cause warnings about unused variables) the author string, -- so that the source of the package, and its version number, are visible in compiled copies. -- -- 20140911.12 Minor lua cleanup. -- Fixed internal reference to 'JSON.noKeyConversion' to reference 'self' instead of 'JSON'. -- (Thanks to SmugMug's David Parry for these.) -- -- 20140418.11 JSON nulls embedded within an array were being ignored, such that -- ["1",null,null,null,null,null,"seven"], -- would return -- {1,"seven"} -- It's now fixed to properly return -- {1, nil, nil, nil, nil, nil, "seven"} -- Thanks to "haddock" for catching the error. -- -- 20140116.10 The user's JSON.assert() wasn't always being used. Thanks to "blue" for the heads up. -- -- 20131118.9 Update for Lua 5.3... it seems that tostring(2/1) produces "2.0" instead of "2", -- and this caused some problems. -- -- 20131031.8 Unified the code for encode() and encode_pretty(); they had been stupidly separate, -- and had of course diverged (encode_pretty didn't get the fixes that encode got, so -- sometimes produced incorrect results; thanks to Mattie for the heads up). -- -- Handle encoding tables with non-positive numeric keys (unlikely, but possible). -- -- If a table has both numeric and string keys, or its numeric keys are inappropriate -- (such as being non-positive or infinite), the numeric keys are turned into -- string keys appropriate for a JSON object. So, as before, -- JSON:encode({ "one", "two", "three" }) -- produces the array -- ["one","two","three"] -- but now something with mixed key types like -- JSON:encode({ "one", "two", "three", SOMESTRING = "some string" })) -- instead of throwing an error produces an object: -- {"1":"one","2":"two","3":"three","SOMESTRING":"some string"} -- -- To maintain the prior throw-an-error semantics, set -- JSON.noKeyConversion = true -- -- 20131004.7 Release under a Creative Commons CC-BY license, which I should have done from day one, sorry. -- -- 20130120.6 Comment update: added a link to the specific page on my blog where this code can -- be found, so that folks who come across the code outside of my blog can find updates -- more easily. -- -- 20111207.5 Added support for the 'etc' arguments, for better error reporting. -- -- 20110731.4 More feedback from David Kolf on how to make the tests for Nan/Infinity system independent. -- -- 20110730.3 Incorporated feedback from David Kolf at http://lua-users.org/wiki/JsonModules: -- -- * When encoding lua for JSON, Sparse numeric arrays are now handled by -- spitting out full arrays, such that -- JSON:encode({"one", "two", [10] = "ten"}) -- returns -- ["one","two",null,null,null,null,null,null,null,"ten"] -- -- In 20100810.2 and earlier, only up to the first non-null value would have been retained. -- -- * When encoding lua for JSON, numeric value NaN gets spit out as null, and infinity as "1+e9999". -- Version 20100810.2 and earlier created invalid JSON in both cases. -- -- * Unicode surrogate pairs are now detected when decoding JSON. -- -- 20100810.2 added some checking to ensure that an invalid Unicode character couldn't leak in to the UTF-8 encoding -- -- 20100731.1 initial public release --
gpl-2.0
NUTIEisBADYT/NUTIEisBADYTS-PD2-Modpack
Low Violence Mode/lvm.lua
1
1148
if RequiredScript == "lib/managers/enemymanager" then EnemyManager._MAX_NR_CORPSES = 0 EnemyManager.MAX_MAGAZINES = 0 local old_init = EnemyManager.init function EnemyManager:init(...) old_init(self, ...) self._corpse_disposal_upd_interval = 0 self._shield_disposal_upd_interval = 0 self._shield_disposal_lifetime = 0 self._MAX_NR_SHIELDS = 0 end local old_limit = EnemyManager.corpse_limit function EnemyManager:corpse_limit(...) local limit = old_limit(self, ...) if limit and limit > 0 then limit = 0 end return limit end end if RequiredScript == "lib/managers/gameplaycentralmanager" then local old_init = GamePlayCentralManager.init function GamePlayCentralManager:init(...) old_init(self, ...) self._block_bullet_decals = true self._block_blood_decals = true end function GamePlayCentralManager:_play_bullet_hit(...) return end function GamePlayCentralManager:play_impact_flesh(...) return end function GamePlayCentralManager:sync_play_impact_flesh(...) return end end if RequiredScript == "lib/units/enemies/cop/copdamage" then function CopDamage:_spawn_head_gadget(...) return end end
mit
alireza1998/supergroup
plugins/lyrics.lua
695
2113
do local BASE_LNM_URL = 'http://api.lyricsnmusic.com/songs' local LNM_APIKEY = '1f5ea5cf652d9b2ba5a5118a11dba5' local BASE_LYRICS_URL = 'http://api.chartlyrics.com/apiv1.asmx/SearchLyricDirect' local function getInfo(query) print('Getting info of ' .. query) local url = BASE_LNM_URL..'?api_key='..LNM_APIKEY ..'&q='..URL.escape(query) local b, c = http.request(url) if c ~= 200 then return nil end local result = json:decode(b) local artist = result[1].artist.name local track = result[1].title return artist, track end local function getLyrics(query) local artist, track = getInfo(query) if artist and track then local url = BASE_LYRICS_URL..'?artist='..URL.escape(artist) ..'&song='..URL.escape(track) local b, c = http.request(url) if c ~= 200 then return nil end local xml = require("xml") local result = xml.load(b) if not result then return nil end if xml.find(result, 'LyricSong') then track = xml.find(result, 'LyricSong')[1] end if xml.find(result, 'LyricArtist') then artist = xml.find(result, 'LyricArtist')[1] end local lyric if xml.find(result, 'Lyric') then lyric = xml.find(result, 'Lyric')[1] else lyric = nil end local cover if xml.find(result, 'LyricCovertArtUrl') then cover = xml.find(result, 'LyricCovertArtUrl')[1] else cover = nil end return artist, track, lyric, cover else return nil end end local function run(msg, matches) local artist, track, lyric, cover = getLyrics(matches[1]) if track and artist and lyric then if cover then local receiver = get_receiver(msg) send_photo_from_url(receiver, cover) end return '🎵 ' .. artist .. ' - ' .. track .. ' 🎵\n----------\n' .. lyric else return 'Oops! Lyrics not found or something like that! :/' end end return { description = 'Getting lyrics of a song', usage = '!lyrics [track or artist - track]: Search and get lyrics of the song', patterns = { '^!lyrics? (.*)$' }, run = run } end
gpl-2.0
mohammad4569/matrix
plugins/lyrics.lua
695
2113
do local BASE_LNM_URL = 'http://api.lyricsnmusic.com/songs' local LNM_APIKEY = '1f5ea5cf652d9b2ba5a5118a11dba5' local BASE_LYRICS_URL = 'http://api.chartlyrics.com/apiv1.asmx/SearchLyricDirect' local function getInfo(query) print('Getting info of ' .. query) local url = BASE_LNM_URL..'?api_key='..LNM_APIKEY ..'&q='..URL.escape(query) local b, c = http.request(url) if c ~= 200 then return nil end local result = json:decode(b) local artist = result[1].artist.name local track = result[1].title return artist, track end local function getLyrics(query) local artist, track = getInfo(query) if artist and track then local url = BASE_LYRICS_URL..'?artist='..URL.escape(artist) ..'&song='..URL.escape(track) local b, c = http.request(url) if c ~= 200 then return nil end local xml = require("xml") local result = xml.load(b) if not result then return nil end if xml.find(result, 'LyricSong') then track = xml.find(result, 'LyricSong')[1] end if xml.find(result, 'LyricArtist') then artist = xml.find(result, 'LyricArtist')[1] end local lyric if xml.find(result, 'Lyric') then lyric = xml.find(result, 'Lyric')[1] else lyric = nil end local cover if xml.find(result, 'LyricCovertArtUrl') then cover = xml.find(result, 'LyricCovertArtUrl')[1] else cover = nil end return artist, track, lyric, cover else return nil end end local function run(msg, matches) local artist, track, lyric, cover = getLyrics(matches[1]) if track and artist and lyric then if cover then local receiver = get_receiver(msg) send_photo_from_url(receiver, cover) end return '🎵 ' .. artist .. ' - ' .. track .. ' 🎵\n----------\n' .. lyric else return 'Oops! Lyrics not found or something like that! :/' end end return { description = 'Getting lyrics of a song', usage = '!lyrics [track or artist - track]: Search and get lyrics of the song', patterns = { '^!lyrics? (.*)$' }, run = run } end
gpl-2.0
delram/yago
plugins/lyrics.lua
695
2113
do local BASE_LNM_URL = 'http://api.lyricsnmusic.com/songs' local LNM_APIKEY = '1f5ea5cf652d9b2ba5a5118a11dba5' local BASE_LYRICS_URL = 'http://api.chartlyrics.com/apiv1.asmx/SearchLyricDirect' local function getInfo(query) print('Getting info of ' .. query) local url = BASE_LNM_URL..'?api_key='..LNM_APIKEY ..'&q='..URL.escape(query) local b, c = http.request(url) if c ~= 200 then return nil end local result = json:decode(b) local artist = result[1].artist.name local track = result[1].title return artist, track end local function getLyrics(query) local artist, track = getInfo(query) if artist and track then local url = BASE_LYRICS_URL..'?artist='..URL.escape(artist) ..'&song='..URL.escape(track) local b, c = http.request(url) if c ~= 200 then return nil end local xml = require("xml") local result = xml.load(b) if not result then return nil end if xml.find(result, 'LyricSong') then track = xml.find(result, 'LyricSong')[1] end if xml.find(result, 'LyricArtist') then artist = xml.find(result, 'LyricArtist')[1] end local lyric if xml.find(result, 'Lyric') then lyric = xml.find(result, 'Lyric')[1] else lyric = nil end local cover if xml.find(result, 'LyricCovertArtUrl') then cover = xml.find(result, 'LyricCovertArtUrl')[1] else cover = nil end return artist, track, lyric, cover else return nil end end local function run(msg, matches) local artist, track, lyric, cover = getLyrics(matches[1]) if track and artist and lyric then if cover then local receiver = get_receiver(msg) send_photo_from_url(receiver, cover) end return '🎵 ' .. artist .. ' - ' .. track .. ' 🎵\n----------\n' .. lyric else return 'Oops! Lyrics not found or something like that! :/' end end return { description = 'Getting lyrics of a song', usage = '!lyrics [track or artist - track]: Search and get lyrics of the song', patterns = { '^!lyrics? (.*)$' }, run = run } end
gpl-2.0
mamaddeveloper/DeveloperMMD_bot
plugins/lyrics.lua
695
2113
do local BASE_LNM_URL = 'http://api.lyricsnmusic.com/songs' local LNM_APIKEY = '1f5ea5cf652d9b2ba5a5118a11dba5' local BASE_LYRICS_URL = 'http://api.chartlyrics.com/apiv1.asmx/SearchLyricDirect' local function getInfo(query) print('Getting info of ' .. query) local url = BASE_LNM_URL..'?api_key='..LNM_APIKEY ..'&q='..URL.escape(query) local b, c = http.request(url) if c ~= 200 then return nil end local result = json:decode(b) local artist = result[1].artist.name local track = result[1].title return artist, track end local function getLyrics(query) local artist, track = getInfo(query) if artist and track then local url = BASE_LYRICS_URL..'?artist='..URL.escape(artist) ..'&song='..URL.escape(track) local b, c = http.request(url) if c ~= 200 then return nil end local xml = require("xml") local result = xml.load(b) if not result then return nil end if xml.find(result, 'LyricSong') then track = xml.find(result, 'LyricSong')[1] end if xml.find(result, 'LyricArtist') then artist = xml.find(result, 'LyricArtist')[1] end local lyric if xml.find(result, 'Lyric') then lyric = xml.find(result, 'Lyric')[1] else lyric = nil end local cover if xml.find(result, 'LyricCovertArtUrl') then cover = xml.find(result, 'LyricCovertArtUrl')[1] else cover = nil end return artist, track, lyric, cover else return nil end end local function run(msg, matches) local artist, track, lyric, cover = getLyrics(matches[1]) if track and artist and lyric then if cover then local receiver = get_receiver(msg) send_photo_from_url(receiver, cover) end return '🎵 ' .. artist .. ' - ' .. track .. ' 🎵\n----------\n' .. lyric else return 'Oops! Lyrics not found or something like that! :/' end end return { description = 'Getting lyrics of a song', usage = '!lyrics [track or artist - track]: Search and get lyrics of the song', patterns = { '^!lyrics? (.*)$' }, run = run } end
gpl-2.0
Anarchid/Zero-K
gamedata/weapondefs_post.lua
5
14277
-- $Id: weapondefs_post.lua 3171 2008-11-06 09:06:29Z det $ -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- file: weapondefs_post.lua -- brief: weaponDef post processing -- author: Dave Rodgers -- -- Copyright (C) 2008. -- Licensed under the terms of the GNU GPL, v2 or later. -- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- VFS.FileExists = VFS.FileExists or function() return false end -- unitdef exporter compatibility --[[ This lets mutators add a bit of weapondefs_post processing without losing access to future gameside updates to weapondefs_post. ]] local MODSIDE_POSTS_FILEPATH = 'gamedata/weapondefs_mod.lua' if VFS.FileExists(MODSIDE_POSTS_FILEPATH, VFS.GAME) then VFS.Include(MODSIDE_POSTS_FILEPATH, nil, VFS.GAME) end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Spring.Echo("Loading WeaponDefs_posts") -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Dynamic Comms -- VFS.Include('gamedata/modularcomms/weapondefgen.lua') -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Per-unitDef weaponDefs -- local function isbool(x) return (type(x) == 'boolean') end local function istable(x) return (type(x) == 'table') end local function isnumber(x) return (type(x) == 'number') end local function isstring(x) return (type(x) == 'string') end -------------------------------------------------------------------------------- local function ProcessUnitDef(udName, ud) local wds = ud.weapondefs if (not istable(wds)) then return end -- add this unitDef's weaponDefs for wdName, wd in pairs(wds) do if (isstring(wdName) and istable(wd)) then local fullName = udName .. '_' .. wdName WeaponDefs[fullName] = wd wd.filename = ud.filename end end -- convert the weapon names local weapons = ud.weapons if (istable(weapons)) then for i = 1, 16 do local w = weapons[i] if (istable(w)) then if (isstring(w.def)) then local ldef = string.lower(w.def) local fullName = udName .. '_' .. ldef local wd = WeaponDefs[fullName] if (istable(wd)) then w.name = fullName end end w.def = nil end end end -- convert the death explosions if (isstring(ud.explodeas)) then local fullName = udName .. '_' .. string.lower(ud.explodeas) if (WeaponDefs[fullName]) then ud.explodeas = fullName end end if (isstring(ud.selfdestructas)) then local fullName = udName .. '_' .. string.lower(ud.selfdestructas) if (WeaponDefs[fullName]) then ud.selfdestructas = fullName end end end -------------------------------------------------------------------------------- -- Process the unitDefs local UnitDefs = DEFS.unitDefs for udName, ud in pairs(UnitDefs) do if (isstring(udName) and istable(ud)) then ProcessUnitDef(udName, ud) end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- customParams is never nil for _, weaponDef in pairs(WeaponDefs) do weaponDef.customparams = weaponDef.customparams or {} end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Apply remaim_time for name, weaponDef in pairs(WeaponDefs) do if not (weaponDef.customparams.reaim_time or string.find(name, "chicken")) then weaponDef.customparams.reaim_time = 5 end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Set shield starting power to 100% for name, weaponDef in pairs(WeaponDefs) do if weaponDef.shieldpower and (weaponDef.shieldpower < 2000) then weaponDef.shieldstartingpower = weaponDef.shieldpower weaponDef.customparams.shieldstartingpower = weaponDef.shieldstartingpower end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Set lenient fire tolerance for _, weaponDef in pairs(WeaponDefs) do if not weaponDef.firetolerance then weaponDef.firetolerance = 32768 -- Full 180 degrees on either side. end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Preserve crater sizes for new engine -- https://github.com/spring/spring/commit/77c8378b04907417a62c25218d69ff323ba74c8d for _, weaponDef in pairs(WeaponDefs) do if (not weaponDef.craterareaofeffect) then weaponDef.craterareaofeffect = tonumber(weaponDef.areaofeffect or 0) * 1.5 end end -- New engine seems to have covertly increased the effect of cratermult for _, weaponDef in pairs(WeaponDefs) do weaponDef.cratermult = (weaponDef.cratermult or 1) * 0.3 end -- https://github.com/spring/spring/commit/dd7d1f79c3a9b579f874c210eb4c2a8ae7b72a16 for _, weaponDef in pairs(WeaponDefs) do if ((weaponDef.weapontype == "LightningCannon") and (not weaponDef.beamttl)) then weaponDef.beamttl = 10 end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Disable sweepfire until we know how to use it for _, weaponDef in pairs(WeaponDefs) do weaponDef.sweepfire = false end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Disable burnblow for LaserCannons because overshoot is not a problem for any -- of them and is important for some. for _, weaponDef in pairs(WeaponDefs) do if weaponDef.weapontype == "LaserCannon" then weaponDef.burnblow = false end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local modOptions if (Spring.GetModOptions) then modOptions = Spring.GetModOptions() end if (modOptions and modOptions.damagemult and modOptions.damagemult ~= 1) then local damagemult = modOptions.damagemult for _, weaponDef in pairs(WeaponDefs) do if (weaponDef.damage and weaponDef.name and not string.find(weaponDef.name, "Disintegrator")) then for damagetype, amount in pairs(weaponDef.damage) do weaponDef.damage[damagetype] = amount * damagemult end end end end if (modOptions and modOptions.cratermult and modOptions.cratermult ~= 1) then local cratermult = modOptions.cratermult for _, weaponDef in pairs(WeaponDefs) do if weaponDef.cratermult then weaponDef.cratermult = weaponDef.cratermult * cratermult end end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Set myGravity for ballistic weapons because maps cannot be trusted. Standard is 120, -- gravity of 150 can cause high things (such as HLT) to be unhittable. Game = Game or {} -- unitdef exporter compatibility Game.gameSpeed = Game.gameSpeed or 30 local defaultMyGravity = 120 / (Game.gameSpeed^2) for _, weaponDef in pairs(WeaponDefs) do --[[ There are other weapons that follow gravity, for example expired missiles and torpedoes who fall out of water, but these disobey the tag and always use map gravity anyway ]] local supportsMyGravity = (weaponDef.weapontype == "Cannon") or (weaponDef.weapontype == "AircraftBomb") if supportsMyGravity and (not weaponDef.mygravity) then -- setting myGravity = 0.0 will use map gravity anyway weaponDef.mygravity = defaultMyGravity end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- because the way lua access to unitdefs and weapondefs is setup is insane -- for _, weaponDef in pairs(WeaponDefs) do if not weaponDef.customparams then weaponDef.customparams = {} end if weaponDef.mygravity then weaponDef.customparams.mygravity = weaponDef.mygravity -- For attack AOE widget end if weaponDef.flighttime then weaponDef.customparams.flighttime = weaponDef.flighttime end if weaponDef.weapontimer then weaponDef.customparams.weapontimer = weaponDef.weapontimer end if weaponDef.weaponvelocity then weaponDef.customparams.weaponvelocity = weaponDef.weaponvelocity -- For attack AOE widget end if weaponDef.dyndamageexp and (weaponDef.dyndamageexp > 0) then weaponDef.customparams.dyndamageexp = weaponDef.dyndamageexp end if weaponDef.flighttime and (weaponDef.flighttime > 0) then weaponDef.customparams.flighttime = weaponDef.flighttime end end for _, weaponDef in pairs(WeaponDefs) do local name = weaponDef.name if name:find('fake') or name:find('Fake') or name:find('Bogus') or name:find('NoWeapon') then weaponDef.customparams.fake_weapon = 1 end end -- Set defaults for napalm (area damage) local area_damage_defaults = VFS.Include("gamedata/unitdef_defaults/area_damage_defs.lua") for name, wd in pairs (WeaponDefs) do local cp = wd.customparams if cp.area_damage then if not cp.area_damage_dps then cp.area_damage_dps = area_damage_defaults.dps end if not cp.area_damage_radius then cp.area_damage_radius = area_damage_defaults.radius end if not cp.area_damage_duration then cp.area_damage_duration = area_damage_defaults.duration end if not cp.area_damage_plateau_radius then cp.area_damage_plateau_radius = area_damage_defaults.plateau_radius end if not cp.area_damage_is_impulse then cp.area_damage_is_impulse = area_damage_defaults.is_impulse end if not cp.area_damage_range_falloff then cp.area_damage_range_falloff = area_damage_defaults.range_falloff end if not cp.area_damage_time_falloff then cp.area_damage_time_falloff = area_damage_defaults.time_falloff end end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- default noSelfDamage -- for _, weaponDef in pairs(WeaponDefs) do weaponDef.noselfdamage = (weaponDef.noselfdamage ~= false) end -- remove experience bonuses for _, weaponDef in pairs(WeaponDefs) do weaponDef.ownerExpAccWeight = 0 end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Workaround for http://springrts.com/mantis/view.php?id=4104 -- for _, weaponDef in pairs(WeaponDefs) do if weaponDef.texture1 == "largelaserdark" then weaponDef.texture1 = "largelaserdark_long" weaponDef.tilelength = (weaponDef.tilelength and weaponDef.tilelength*4) or 800 end if weaponDef.texture1 == "largelaser" then weaponDef.texture1 = "largelaser_long" weaponDef.tilelength = (weaponDef.tilelength and weaponDef.tilelength*4) or 800 end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Take over the handling of shield energy drain from the engine. for _, weaponDef in pairs(WeaponDefs) do if weaponDef.shieldpowerregenenergy and weaponDef.shieldpowerregenenergy > 0 then weaponDef.customparams = weaponDef.customparams or {} weaponDef.customparams.shield_rate = weaponDef.shieldpowerregen weaponDef.customparams.shield_drain = weaponDef.shieldpowerregenenergy weaponDef.shieldpowerregen = 0 weaponDef.shieldpowerregenenergy = 0 end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Set hardStop for defered lighting and to reduce projectile count for _, weaponDef in pairs(WeaponDefs) do if weaponDef.weapontype == "LaserCannon" and weaponDef.hardstop == nil then weaponDef.hardstop = true end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Reduce rounding error in damage for _, weaponDef in pairs(WeaponDefs) do if weaponDef.impactonly then weaponDef.edgeeffectiveness = 1 end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- ??? for _, weaponDef in pairs(WeaponDefs) do if weaponDef.paralyzetime and not weaponDef.paralyzer then weaponDef.customparams.extra_paratime = weaponDef.paralyzetime end if not weaponDef.predictboost then weaponDef.predictboost = 1 end end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- Fix the canAttack tag -- do local function RawCanAttack (ud) if (ud.weapons) then for i, weapon in pairs(ud.weapons) do local wd = WeaponDefs[weapon.name:lower()] if wd.weapontype ~= "Shield" and not wd.interceptor then return true end end end if (ud.kamikaze) then return not ud.yardmap end return false end local function CanAttack (ud) local isFac = ud.yardmap and ud.buildoptions if isFac or RawCanAttack(ud) then return true end return false end for name, ud in pairs(UnitDefs) do if not ud.canattack then ud.canattack = CanAttack(ud) end end end
gpl-2.0
LuaDist2/ldoc
tests/styles/priority_queue.lua
7
2392
-------------------------------------------------------------------------------- --- Queue of objects sorted by priority. -- @module lua-nucleo.priority_queue -- This file is a part of lua-nucleo library. Note that if you wish to spread -- the description after tags, then invoke with `not_luadoc=true`. -- The flags here are `ldoc -X -f backtick priority_queue.lua`, which -- also expands backticks. -- @copyright lua-nucleo authors (see file `COPYRIGHT` for the license) -------------------------------------------------------------------------------- local arguments, method_arguments = import 'lua-nucleo/args.lua' { 'arguments', 'method_arguments' } local lower_bound_gt = import 'lua-nucleo/algorithm.lua' { 'lower_bound_gt' } -------------------------------------------------------------------------------- local table_insert, table_remove = table.insert, table.remove -------------------------------------------------------------------------------- --- Priority Queue -- @factory priority_queue local make_priority_queue do local PRIORITY_KEY = 1 local VALUE_KEY = 2 local insert = function(self, priority, value) method_arguments( s "number", priority ) assert(value ~= nil, "value can't be nil") -- value may be of any type, except nil local queue = self.queue_ local k = lower_bound_gt(queue, PRIORITY_KEY, priority) table_insert(queue, k, { [PRIORITY_KEY] = priority, [VALUE_KEY] = value }) end local front = function(self) method_arguments( self ) local queue = self.queue_ local front_elem = queue[#queue] if front_elem == nil then return nil end return front_elem[PRIORITY_KEY], front_elem[VALUE_KEY] end --- pop last value. -- @return priority -- @return value local pop = function(self) method_arguments( self ) local front_elem = table_remove(self.queue_) if front_elem == nil then return nil end return front_elem[PRIORITY_KEY], front_elem[VALUE_KEY] end --- construct a `priority_queue`. -- @constructor make_priority_queue = function() --- @export return { insert = insert; front = front; pop = pop; -- queue_ = { }; } end end return { make_priority_queue = make_priority_queue; }
mit
Anarchid/Zero-K
LuaUI/Widgets/unit_dynamic_avoidance_ex.lua
6
129695
function widget:GetInfo() return { name = "Dynamic Avoidance System", desc = "Avoidance AI behaviour for constructors, cloakies, ground-combat units and gunships.\n\nNote: Customize the settings by Space+Click on unit-state icons.", author = "msafwan (based on articles by Siome Goldenstein, Edward Large, Dimitris Metaxas)", date = "March 8, 2014", --clean up June 25, 2013 license = "GNU GPL, v2 or later", layer = 20, enabled = false -- loaded by default? } end -------------------------------------------------------------------------------- -- Functions: local spGetTeamUnits = Spring.GetTeamUnits local spGetAllUnits = Spring.GetAllUnits local spGetTeamResources = Spring.GetTeamResources local spGetGroundHeight = Spring.GetGroundHeight local spGiveOrderToUnit =Spring.GiveOrderToUnit local spGiveOrderArrayToUnitArray = Spring.GiveOrderArrayToUnitArray local spGetMyTeamID = Spring.GetMyTeamID local spIsUnitAllied = Spring.IsUnitAllied local spGetUnitPosition =Spring.GetUnitPosition local spGetUnitVelocity = Spring.GetUnitVelocity local spGetUnitDefID = Spring.GetUnitDefID local spGetUnitSeparation = Spring.GetUnitSeparation local spGetUnitDirection =Spring.GetUnitDirection local spGetUnitsInRectangle =Spring.GetUnitsInRectangle local spGetVisibleUnits = Spring.GetVisibleUnits local spGetCommandQueue = Spring.GetCommandQueue local spGetGameSeconds = Spring.GetGameSeconds local spGetFeaturePosition = Spring.GetFeaturePosition local spGetPlayerInfo = Spring.GetPlayerInfo local spGetUnitIsCloaked = Spring.GetUnitIsCloaked local spGetUnitTeam = Spring.GetUnitTeam local spGetUnitLastAttacker = Spring.GetUnitLastAttacker local spGetUnitHealth = Spring.GetUnitHealth local spGetUnitWeaponState = Spring.GetUnitWeaponState local spGetUnitShieldState = Spring.GetUnitShieldState local spGetUnitIsStunned = Spring.GetUnitIsStunned local spGetGameFrame = Spring.GetGameFrame local spSendCommands = Spring.SendCommands local spGetSelectedUnits = Spring.GetSelectedUnits local spGetUnitIsDead = Spring.GetUnitIsDead local spValidUnitID = Spring.ValidUnitID local spValidFeatureID = Spring.ValidFeatureID local spGetUnitRulesParam = Spring.GetUnitRulesParam local CMD_STOP = CMD.STOP local CMD_ATTACK = CMD.ATTACK local CMD_GUARD = CMD.GUARD local CMD_INSERT = CMD.INSERT local CMD_REMOVE = CMD.REMOVE local CMD_OPT_INTERNAL = CMD.OPT_INTERNAL local CMD_OPT_SHIFT = CMD.OPT_SHIFT local CMD_RECLAIM = CMD.RECLAIM local CMD_RESURRECT = CMD.RESURRECT local CMD_REPAIR = CMD.REPAIR --local spRequestPath = Spring.RequestPath local mathRandom = math.random --local spGetUnitSensorRadius = Spring.GetUnitSensorRadius -------------------------------------------------------------------------------- -- Constant: -- Switches: local turnOnEcho =0 --1:Echo out all numbers for debugging the system, 2:Echo out alert when fail. (default = 0) local activateAutoReverseG=1 --integer:[0,1], activate a one-time-reverse-command when unit is about to collide with an enemy (default = 1) local activateImpatienceG=0 --integer:[0,1], auto disable auto-reverse & half the 'distanceCONSTANT' after 6 continuous auto-avoidance (3 second). In case the unit stuck (default = 0) -- Graph constant: local distanceCONSTANTunitG = 410 --increase obstacle awareness over distance. (default = 410 meter, ie: ZK's stardust range) local useLOS_distanceCONSTANTunit_G = true --this replace "distanceCONSTANTunitG" obstacle awareness (push) strenght with unit's LOS, ie: unit with different range suit better. (default = true, for tuning: use false) local safetyMarginCONSTANTunitG = 0.175 --obstacle graph windower (a "safety margin" constant). Shape the obstacle graph so that its fatter and more sloppier at extremities: ie: probably causing unit to prefer to turn more left or right (default = 0.175 radian) local smCONSTANTunitG = 0.175 -- obstacle graph offset (a "safety margin" constant). Offset the obstacle effect: to prefer avoid torward more left or right??? (default = 0.175 radian) local aCONSTANTg = {math.pi/4 , math.pi/2} -- attractor graph; scale the attractor's strenght. Less equal to a lesser turning toward attraction(default = math.pi/10 radian (MOVE),math.pi/4 (GUARD & ATTACK)) (max value: math.pi/2 (because both contribution from obstacle & target will sum to math.pi)). local obsCONSTANTg = {math.pi/4, math.pi/2} -- obstacle graph; scale the obstacle's strenght. Less equal to a lesser turning away from avoidance(default = math.pi/10 radian (MOVE), math.pi/4 (GUARD & ATTACK)). --aCONSTANTg Note: math.pi/4 is equal to about 45 degrees turning (left or right). aCONSTANTg is the maximum amount of turning toward target and the actual turning depend on unit's direction. Activated by 'graphCONSTANTtrigger[1]' --an antagonist to aCONSTANg (obsCONSTANTg or obstacle graph) also use math.pi/4 (45 degree left or right) but actual maximum value varies depend on number of enemy, but already normalized. Activated by 'graphCONSTANTtrigger[2]' local windowingFuncMultG = 1 --? (default = 1 multiplier) local normalizeObsGraphG = true --// if 'true': normalize turn angle to a maximum of "obsCONSTANTg", if 'false': allow turn angle to grow as big as it can (depend on number of enemy, limited by "maximumTurnAngleG"). local stdDecloakDist_fG = 75 --//a decloak distance size for Scythe is put as standard. If other unit has bigger decloak distance then it will be scalled based on this -- Obstacle/Target competetive interaction constant: local cCONSTANT1g = {0.01,1,2} --attractor constant; effect the behaviour. ie: selection between 4 behaviour state. (default = 0.01x (All), 1x (Cloakies),2x (alwaysAvoid)) (behaviour:(MAINTAIN USER's COMMAND)|(IGNORE USER's COMMAND|(IGNORE USER's COMMAND)) local cCONSTANT2g = {0.01,1,2} --repulsor constant; effect behaviour. (default = 0.01x (All), 1x (Cloakies),2x (alwaysAvoid)) (behaviour:(MAINTAIN USER's COMMAND)|(IGNORE USER's COMMAND|(IGNORE USER's COMMAND)) local gammaCONSTANT2and1g = {0.05,0.05,0.05} -- balancing constant; effect behaviour. . (default = 0.05x (All), 0.05x (Cloakies)) local alphaCONSTANT1g = {500,0.4,0.4} -- balancing constant; effect behaviour. (default = 500x (All), 0.4x (Cloakies)) (behaviour:(MAINTAIN USER's COMMAND)|(IGNORE USER's COMMAND)) --Move Command constant: local halfTargetBoxSize_g = {400, 0, 185, 50} --aka targetReachBoxSizeTrigger, set the distance from a target which widget should de-activate (default: MOVE = 400m (ie:800x800m box/2x constructor range), RECLAIM/RESURRECT=0 (always flee), REPAIR=185 (1x constructor's range), GUARD = 50 (arbitrary)) local cMD_DummyG = 248 --a fake command ID to flag an idle unit for pure avoidance. (arbitrary value, change if it overlap with existing command) local cMD_Dummy_atkG = 249 --same as cMD_DummyG except to differenciate between idle & attacking --Angle constant: --http://en.wikipedia.org/wiki/File:Degree-Radian_Conversion.svg local noiseAngleG =0.1 --(default is pi/36 rad); add random angle (range from 0 to +-math.pi/36) to the new angle. To prevent a rare state that contribute to unit going straight toward enemy local collisionAngleG= 0.1 --(default is pi/6 rad) a "field of vision" (range from 0 to +-math.pi/366) where auto-reverse will activate local fleeingAngleG= 0.7 --(default is pi/4 rad) angle of enemy with respect to unit (range from 0 to +-math.pi/4) where unit is considered as facing a fleeing enemy (to de-activate avoidance to perform chase). Set to 0 to de-activate. local maximumTurnAngleG = math.pi --(default is pi rad) safety measure. Prevent overturn (eg: 360+xx degree turn) --pi is 180 degrees --Update constant: local cmd_then_DoCalculation_delayG = 0.25 --elapsed second (Wait) before issuing new command (default: 0.25 second) -- Distance or velocity constant: local timeToContactCONSTANTg= cmd_then_DoCalculation_delayG --time scale for move command; to calculate collision calculation & command lenght (default = 0.5 second). Will change based on user's Ping local safetyDistanceCONSTANT_fG=205 --range toward an obstacle before unit auto-reverse (default = 205 meter, ie: half of ZK's stardust range) reference:80 is a size of BA's solar local extraLOSRadiusCONSTANTg=205 --add additional distance for unit awareness over the default LOS. (default = +205 meter radius, ie: to 'see' radar blip).. Larger value measn unit detect enemy sooner, else it will rely on its own LOS. local velocityScalingCONSTANTg=1.1 --scale command lenght. (default= 1 multiplier) *Small value cause avoidance to jitter & stop prematurely* local velocityAddingCONSTANTg=50 --add or remove command lenght (default = 50 elmo/second) *Small value cause avoidance to jitter & stop prematurely* --Weapon Reload and Shield constant: local reloadableWeaponCriteriaG = 0.5 --second at which reload time is considered high enough to be a "reload-able". eg: 0.5second local criticalShieldLevelG = 0.5 --percent at which shield is considered low and should activate avoidance. eg: 50% local minimumRemainingReloadTimeG = 0.9 --seconds before actual reloading finish which avoidance should de-activate (note: overriden by 1/4 of weapon's reload time if its bigger). eg: 0.9 second before finish (or 7 second for spiderantiheavy) local thresholdForArtyG = 459 --elmo (weapon range) before unit is considered an arty. Arty will never set enemy as target and will always avoid. default: 459elmo (1 elmo smaller than Rocko range) local maximumMeleeRangeG = 101 --elmo (weapon range) before unit is considered a melee. Melee will target enemy and do not avoid at halfTargetBoxSize_g[1]. default: 101elmo (1 elmo bigger than Sycthe range) local secondPerGameFrameG = 1/30 --engine depended second-per-frame (for calculating remaining reload time). eg: 0.0333 second-per-frame or 0.5sec/15frame --Command Timeout constants: local commandTimeoutG = 2 --multiply by 1.1 second local consRetreatTimeoutG = 15 --multiply by 1.1 second, is overriden by epicmenu option --NOTE: --angle measurement and direction setting is based on right-hand coordinate system, but Spring uses left-hand coordinate system. --So, math.sin is for x, and math.cos is for z, and math.atan2 input is x,z (is swapped with respect to the usual x y convention). --those swap conveniently translate left-hand coordinate system into right-hand coordinate system. -------------------------------------------------------------------------------- --Variables: local unitInMotionG={} --store unitID local skippingTimerG={0,0,echoTimestamp=0, networkDelay=0, averageDelay = 0.3, storedDelay = {}, index = 1, sumOfAllNetworkDelay=0, sumCounter=0} --variable: store the timing for next update, and store values for calculating average network delay. local commandIndexTableG= {} --store latest widget command for comparison local myTeamID_gbl=-1 local myPlayerID=-1 local gaiaTeamID = Spring.GetGaiaTeamID() local attackerG= {} --for recording last attacker local commandTTL_G = {} --for recording command's age. To check for expiration. Note: Each table entry is indexed by unitID local iNotLagging_gbl = true --//variable: indicate if player(me) is lagging in current game. If lagging then do not process anything. local selectedCons_Meta_gbl = {} --//variable: remember which Constructor is selected by player. local waitForNetworkDelay_gbl = nil local issuedOrderTo_G = {} local allyClusterInfo_gbl = {coords={},age=0} -------------------------------------------------------------------------------- --Methods: ---------------------------------Level 0 options_path = 'Settings/Unit Behaviour/Dynamic Avoidance' --//for use 'with gui_epicmenu.lua' options_order = {'enableCons','enableCloaky','enableGround','enableGunship','enableReturnToBase','consRetreatTimeoutOption', 'cloakyAlwaysFlee','enableReloadAvoidance','retreatAvoidance','dbg_RemoveAvoidanceSplitSecond', 'dbg_IgnoreSelectedCons'} options = { enableCons = { name = 'Enable for constructors', type = 'bool', value = true, desc = 'Enable constructor\'s avoidance feature (WILL NOT include Commander).\n\nConstructors will avoid enemy while having move order. Constructor also return to base when encountering enemy during area-reclaim or area-ressurect command, and will try to avoid enemy while having build or repair or reclaim queue except when hold-position is issued.\n\nTips: order area-reclaim to the whole map, work best for cloaked constructor, but buggy for flying constructor. Default:On', }, enableCloaky = { name = 'Enable for cloakies', type = 'bool', value = true, desc = 'Enable cloakies\' avoidance feature.\n\nCloakable bots will avoid enemy while having move order. Cloakable will also flee from enemy when idle except when hold-position state is used.\n\nTips: is optimized for Sycthe- your Sycthe will less likely to accidentally bump into enemy unit. Default:On', }, enableGround = { name = 'Enable for ground units', type = 'bool', value = true, desc = 'Enable for ground units (INCLUDE Commander).\n\nAll ground unit will avoid enemy while being outside camera view and/or while reloading except when hold-position state is used.\n\nTips:\n1) is optimized for masses of Thug or Knight.\n2) You can use Guard to make your unit swarm the guarded unit in presence of enemy.\nDefault:On', }, enableGunship = { name = 'Enable for gunships', type = 'bool', value = false, desc = 'Enable gunship\'s avoidance behaviour .\n\nGunship will avoid enemy while outside camera view and/or while reloading except when hold-position state is used.\n\nTips: to create a hit-&-run behaviour- set the fire-state options to hold-fire (can be buggy). Default:Off', }, -- enableAmphibious = { -- name = 'Enable for amphibious', -- type = 'bool', -- value = true, -- desc = 'Enable amphibious unit\'s avoidance feature (including Commander, and submarine). Unit avoid enemy while outside camera view OR when reloading, but units with hold position state is excluded..', -- }, enableReloadAvoidance = { name = "Jink during attack", type = 'bool', value = true, desc = "Unit with slow reload will randomly jink to random direction when attacking. NOTE: This have no benefit and bad versus fast attacker or fast weapon but have high chance of dodging versus slow ballistic weapon. Default:On", }, enableReturnToBase = { name = "Find base", type = 'bool', value = true, desc = "Allow constructor to return to base when having area-reclaim or area-ressurect command, else it will return to center of the circle when retreating. \n\nTips: build 3 new buildings at new location to identify as base, unit will automatically select nearest base. Default:On", }, consRetreatTimeoutOption = { name = 'Constructor retreat auto-expire:', type = 'number', value = 3, desc = "Amount in second before constructor retreat command auto-expire (is deleted), and then constructor will return to its previous area-reclaim command.\n\nTips: small value is better.", min=3,max=15,step=1, OnChange = function(self) consRetreatTimeoutG = self.value Spring.Echo(string.format ("%.1f", 1.1*consRetreatTimeoutG) .. " second") end, }, cloakyAlwaysFlee = { name = 'Cloakies always flee', type = 'bool', value = false, desc = 'Force cloakies & constructor to always flee from enemy when idle except if they are under hold-position state. \n\nNote: Unit can wander around and could put themselves in danger. Default:Off', }, retreatAvoidance = { name = 'Retreating unit always flee', type = 'bool', value = true, desc = 'Force retreating unit to always avoid the enemy (Note: this require the use of RETREAT functionality provided by cmd_retreat.lua widget a.k.a unit retreat widget). Default:On', }, dbg_RemoveAvoidanceSplitSecond = { name = 'Debug: Constructor instant retreat', type = 'bool', value = true, desc = "Widget to issue a retreat order first before issuing an avoidance (to reduce chance of avoidance putting constructor into more danger).\n\nDefault:On.", advanced = true, }, dbg_IgnoreSelectedCons ={ name = 'Debug: Ignore current selection', type = 'bool', value = false, desc = "Selected constructor(s) will be ignored by widget.\nNote: there's a second delay before unit is ignored/re-acquire after selection/de-selection.\n\nDefault:Off", --advanced = true, }, } function widget:Initialize() skippingTimerG.echoTimestamp = spGetGameSeconds() myPlayerID=Spring.GetMyPlayerID() local _, _, spec = Spring.GetPlayerInfo(myPlayerID, false) if spec then widgetHandler:RemoveWidget() return false end myTeamID_gbl= spGetMyTeamID() if (turnOnEcho == 1) then Spring.Echo("myTeamID_gbl(Initialize)" .. myTeamID_gbl) end end function widget:PlayerChanged(playerID) if Spring.GetSpectatingState() then widgetHandler:RemoveWidget() end end --execute different function at different timescale function widget:Update() -------retrieve global table, localize global table local commandIndexTable=commandIndexTableG local unitInMotion = unitInMotionG local skippingTimer = skippingTimerG local attacker = attackerG local commandTTL = commandTTL_G local selectedCons_Meta = selectedCons_Meta_gbl local cmd_then_DoCalculation_delay = cmd_then_DoCalculation_delayG local myTeamID = myTeamID_gbl local waitForNetworkDelay = waitForNetworkDelay_gbl local allyClusterInfo = allyClusterInfo_gbl ----- if iNotLagging_gbl then local now=spGetGameSeconds() --REFRESH UNIT LIST-- *not synced with avoidance* if (now >= skippingTimer[1]) then --wait until 'skippingTimer[1] second', then do "RefreshUnitList()" if (turnOnEcho == 1) then Spring.Echo("-----------------------RefreshUnitList") end unitInMotion, attacker, commandTTL, selectedCons_Meta =RefreshUnitList(attacker, commandTTL) --create unit list allyClusterInfo["age"]=allyClusterInfo["age"]+1 --indicate that allyClusterInfo is 1 cycle older local projectedDelay=ReportedNetworkDelay(myPlayerID, 1.1) --create list every 1.1 second OR every (0+latency) second, depending on which is greater. skippingTimer[1]=now+projectedDelay --wait until next 'skippingTimer[1] second' --check if under lockdown for overextended time if waitForNetworkDelay then if now - waitForNetworkDelay[1] > 4 then for unitID,_ in pairs(issuedOrderTo_G) do issuedOrderTo_G[unitID] = nil end waitForNetworkDelay = nil end end if (turnOnEcho == 1) then Spring.Echo("-----------------------RefreshUnitList") end end --GATHER SOME INFORMATION ON UNITS-- *part 1, start* if (now >=skippingTimer[2]) and (not waitForNetworkDelay) then --wait until 'skippingTimer[2] second', and wait for 'LUA message received', and wait for 'cycle==1', then do "DoCalculation()" if (turnOnEcho == 1) then Spring.Echo("-----------------------DoCalculation") end local infoForDoCalculation = { unitInMotion,commandIndexTable, attacker, selectedCons_Meta,myTeamID, skippingTimer, now, commandTTL, waitForNetworkDelay,allyClusterInfo } local outputTable,isAvoiding =DoCalculation(infoForDoCalculation) commandIndexTable = outputTable["commandIndexTable"] commandTTL = outputTable["commandTTL"] waitForNetworkDelay = outputTable["waitForNetworkDelay"] allyClusterInfo = outputTable["allyClusterInfo"] if isAvoiding then skippingTimer.echoTimestamp = now -- --prepare delay statistic to measure new delay (aka: reset stopwatch), --same as "CalculateNetworkDelay("restart", , )"^/ else skippingTimer[2] = now + cmd_then_DoCalculation_delay --wait until 'cmd_then_DoCalculation_delayG'. The longer the better. The delay allow reliable unit direction to be derived from unit's motion end if (turnOnEcho == 1) then Spring.Echo("-----------------------DoCalculation") end end if (turnOnEcho == 1) then Spring.Echo("unitInMotion(Update):") Spring.Echo(unitInMotion) end end -------return global table allyClusterInfo_gbl = allyClusterInfo commandIndexTableG=commandIndexTable unitInMotionG = unitInMotion skippingTimerG = skippingTimer attackerG = attacker commandTTL_G = commandTTL selectedCons_Meta_gbl = selectedCons_Meta waitForNetworkDelay_gbl = waitForNetworkDelay ----- end function widget:GameProgress(serverFrameNum) --//see if player are lagging behind the server in the current game. If player is lagging then trigger a switch, (this switch will tell the widget to stop processing units). local myFrameNum = spGetGameFrame() local frameNumDiff = serverFrameNum - myFrameNum if frameNumDiff > 120 then --// 120 frame means: a 4 second lag. Consider me is lagging if my frame differ from server by more than 4 second. iNotLagging_gbl = false else --// consider me not lagging if my frame differ from server's frame for less than 4 second. iNotLagging_gbl = true end end function widget:UnitDestroyed(unitID, unitDefID, unitTeam) if commandTTL_G[unitID] then --empty watch list for this unit when unit die commandTTL_G[unitID] = nil end if commandIndexTableG[unitID] then commandIndexTableG[unitID] = nil end if myTeamID_gbl==unitTeam and issuedOrderTo_G[unitID] then CountdownNetworkDelayWait(unitID) end end function widget:UnitGiven(unitID, unitDefID, newTeam,oldTeam) if oldTeam == myTeamID_gbl then if commandTTL_G[unitID] then --empty watch list for this unit is shared away commandTTL_G[unitID] = nil end if commandIndexTableG[unitID] then commandIndexTableG[unitID] = nil end end if myTeamID_gbl==oldTeam and issuedOrderTo_G[unitID] then CountdownNetworkDelayWait(unitID) end end function widget:UnitCommand(unitID, unitDefID, unitTeam, cmdID, cmdParams, cmdOptions) if myTeamID_gbl==unitTeam and issuedOrderTo_G[unitID] then if (CMD.INSERT == cmdID and cmdParams[2] == CMD_RAW_MOVE) and cmdParams[4] == issuedOrderTo_G[unitID][1] and cmdParams[5] == issuedOrderTo_G[unitID][2] and cmdParams[6] == issuedOrderTo_G[unitID][3] then CountdownNetworkDelayWait(unitID) end end end ---------------------------------Level 0 Top level ---------------------------------Level1 Lower level -- return a refreshed unit list, else return a table containing NIL function RefreshUnitList(attacker, commandTTL) local stdDecloakDist = stdDecloakDist_fG local thresholdForArty = thresholdForArtyG local maximumMeleeRange = maximumMeleeRangeG ---------------------------------------------------------- local allMyUnits = spGetTeamUnits(myTeamID_gbl) local arrayIndex=0 local relevantUnit={} local selectedUnits = (spGetSelectedUnits()) or {} local selectedUnits_Meta = {} local selectedCons_Meta = {} for i = 1, #selectedUnits, 1 do local unitID = selectedUnits[i] selectedUnits_Meta[unitID]=true end local metaForVisibleUnits = {} local visibleUnits=spGetVisibleUnits(myTeamID_gbl) for _, unitID in ipairs(visibleUnits) do --memorize units that is in view of camera metaForVisibleUnits[unitID]="yes" --flag "yes" for visible unit (in view) and by default flag "nil" for out of view unit end for _, unitID in ipairs(allMyUnits) do if unitID~=nil then --skip end of the table -- additional hitchiking function: refresh attacker's list attacker = RetrieveAttackerList (unitID, attacker) -- additional hitchiking function: refresh WATCHDOG's list commandTTL = RefreshWatchdogList (unitID, commandTTL) -- local unitDefID = spGetUnitDefID(unitID) local unitDef = UnitDefs[unitDefID] local unitSpeed =unitDef["speed"] local decloakScaling = math.max((unitDef["decloakDistance"] or 0),stdDecloakDist)/stdDecloakDist local unitInView = metaForVisibleUnits[unitID] --transfer "yes" or "nil" from meta table into a local variable local _,_,inbuild = spGetUnitIsStunned(unitID) if (unitSpeed>0) and (not inbuild) then local unitType = 0 --// category that control WHEN avoidance is activated for each unit. eg: Category 2 only enabled when not in view & when guarding units. Used by 'GateKeeperOrCommandFilter()' local fixedPointType = 1 --//category that control WHICH avoidance behaviour to use. eg: Category 2 priotize avoidance and prefer to ignore user's command when enemy is close. Used by 'CheckWhichFixedPointIsStable()' if (unitDef.isBuilder or unitDef["canCloak"]) and not unitDef.customParams.commtype then --include only constructor and cloakies, and not com unitType =1 --//this unit-type will do avoidance even in camera view local isBuilder_ignoreTrue = false if unitDef.isBuilder then isBuilder_ignoreTrue = (options.dbg_IgnoreSelectedCons.value == true and selectedUnits_Meta[unitID] == true) --is (epicMenu force-selection-ignore is true? AND unit is a constructor?) if selectedUnits_Meta[unitID] then selectedCons_Meta[unitID] = true --remember selected Constructor end end if (unitDef.isBuilder and options.enableCons.value==false) or (isBuilder_ignoreTrue) then --//if ((Cons epicmenu option is false) OR (epicMenu force-selection-ignore is true)) AND it is a constructor, then... exclude (this) Cons unitType = 0 --//this unit-type excluded from avoidance end if unitDef["canCloak"] then --only cloakies + constructor that is cloakies fixedPointType=2 --//use aggressive behaviour (avoid more & more likely to ignore the users) if options.enableCloaky.value==false or (isBuilder_ignoreTrue) then --//if (Cloaky option is false) OR (epicMenu force-selection-ignore is true AND unit is a constructor) then exclude Cloaky unitType = 0 end end --elseif not (unitDef["canFly"] or unitDef["isAirUnit"]) and not unitDef["canSubmerge"] then --include all ground unit, but excluding com & amphibious elseif not (unitDef["canFly"] or unitDef["isAirUnit"]) then --include all ground unit, including com unitType =2 --//this unit type only have avoidance outside camera view & while reloading (in camera view) if options.enableGround.value==false then --//if Ground unit epicmenu option is false then exclude Ground unit unitType = 0 end elseif (unitDef.hoverAttack== true) then --include gunships unitType =3 --//this unit-type only have avoidance outside camera view & while reloading (in camera view) if options.enableGunship.value==false then --//if Gunship epicmenu option is false then exclude Gunship unitType = 0 end -- elseif not (unitDef["canFly"] or unitDef["isAirUnit"]) and unitDef["canSubmerge"] then --include all amphibious unit & com -- unitType =4 --//this unit type only have avoidance outside camera view -- if options.enableAmphibious.value==false then --//if Gunship epicmenu option is false then exclude Gunship -- unitType = 0 -- end end if (unitType>0) then local unitShieldPower, reloadableWeaponIndex,reloadTime,range,weaponType= -1, -1,-1,-1,-1 unitShieldPower, reloadableWeaponIndex,reloadTime,range = CheckWeaponsAndShield(unitDef) arrayIndex=arrayIndex+1 if range < maximumMeleeRange then weaponType = 0 elseif range< thresholdForArty then weaponType = 1 else weaponType = 2 end relevantUnit[arrayIndex]={unitID = unitID, unitType = unitType, unitSpeed = unitSpeed, fixedPointType = fixedPointType, decloakScaling = decloakScaling,weaponInfo = {unitShieldPower = unitShieldPower, reloadableWeaponIndex = reloadableWeaponIndex,reloadTime = reloadTime,range=range}, isVisible = unitInView, weaponType = weaponType} end end if (turnOnEcho == 1) then --for debugging Spring.Echo("unitID(RefreshUnitList)" .. unitID) Spring.Echo("unitDef[humanName](RefreshUnitList)" .. unitDef["humanName"]) Spring.Echo("((unitDef[builder] or unitDef[canCloak]) and unitDef[speed]>0)(RefreshUnitList):") Spring.Echo((unitDef.isBuilder or unitDef["canCloak"]) and unitDef["speed"]>0) end end end relevantUnit["count"]=arrayIndex -- store the array's lenght if (turnOnEcho == 1) then Spring.Echo("allMyUnits(RefreshUnitList): ") Spring.Echo(allMyUnits) Spring.Echo("relevantUnit(RefreshUnitList): ") Spring.Echo(relevantUnit) end return relevantUnit, attacker, commandTTL, selectedCons_Meta end -- detect initial enemy separation to detect "fleeing enemy" later function DoCalculation(passedInfo) local unitInMotion = passedInfo[1] local attacker = passedInfo[3] local selectedCons_Meta = passedInfo[4] ----- local isAvoiding = nil local persistentData = { commandIndexTable= passedInfo[2], myTeamID= passedInfo[5], skippingTimer = passedInfo[6], now = passedInfo[7], commandTTL=passedInfo[8], waitForNetworkDelay=passedInfo[9], allyClusterInfo= passedInfo[10], } local gateKeeperOutput = { cQueueTemp=nil, allowExecution=nil, reloadAvoidance=nil, } local idTargetOutput = { targetCoordinate = nil, newCommand = nil, boxSizeTrigger = nil, graphCONSTANTtrigger = nil, fixedPointCONSTANTtrigger = nil, case = nil, targetID = nil, } if unitInMotion["count"] and unitInMotion["count"]>0 then --don't execute if no unit present for i=1, unitInMotion["count"], 1 do local unitID= unitInMotion[i]["unitID"] --get unitID for commandqueue if not spGetUnitIsDead(unitID) and (spGetUnitTeam(unitID)==persistentData["myTeamID"]) then --prevent execution if unit died during transit local cQueue = spGetCommandQueue(unitID,-1) gateKeeperOutput = GateKeeperOrCommandFilter(cQueue,persistentData, unitInMotion[i]) --filter/alter unwanted unit state by reading the command queue if gateKeeperOutput["allowExecution"] then --cQueue = cQueueTemp --cQueueTemp has been altered for identification, copy it to cQueue for use in DoCalculation() phase (note: command is not yet issued) --local boxSizeTrigger= unitInMotion[i][2] idTargetOutput=IdentifyTargetOnCommandQueue(cQueue,persistentData,gateKeeperOutput,unitInMotion[i]) --check old or new command if selectedCons_Meta[unitID] and idTargetOutput["boxSizeTrigger"]~= 4 then --if unitIsSelected and NOT using GUARD 'halfboxsize' (ie: is not guarding) then: idTargetOutput["boxSizeTrigger"] = 1 -- override all reclaim/ressurect/repair's deactivation 'halfboxsize' with the one for MOVE command (give more tolerance when unit is selected) end local reachedTarget = TargetBoxReached(unitID, idTargetOutput) --check if widget should ignore command if ((idTargetOutput["newCommand"] and gateKeeperOutput["cQueueTemp"][1].id==CMD_RAW_MOVE) or gateKeeperOutput["cQueueTemp"][2].id==CMD_RAW_MOVE) and (unitInMotion[i]["isVisible"]~= "yes") then --if unit is issued a move Command and is outside user's view. Note: is using cQueueTemp because cQueue can be NIL reachedTarget = false --force unit to continue avoidance despite close to target (try to circle over target until seen by user) elseif (idTargetOutput["case"] == "none") then reachedTarget = true --do not process unhandled command. This fix a case of unwanted behaviour when ZK's SmartAI issued a fight command on top of Avoidance's order and cause conflicting behaviour. elseif (not gateKeeperOutput["reloadAvoidance"] and idTargetOutput["case"] == 'attack') then reachedTarget = true --do not process direct attack command. Avoidance is not good enough for melee unit end if reachedTarget then --if reached target if not idTargetOutput["newCommand"] then spGiveOrderToUnit(unitID,CMD_REMOVE,{cQueue[1].tag,},0) --remove previously given (avoidance) command if reached target end persistentData["commandIndexTable"][unitID]=nil --empty the commandIndex (command history) else --execute when target not reached yet local losRadius = GetUnitLOSRadius(idTargetOutput["case"],unitInMotion[i]) --get LOS. also custom LOS for case=="attack" & weapon range >0 local isMeleeAttacks = (idTargetOutput["case"] == 'attack' and unitInMotion[i]["weaponType"] == 0) local excludedEnemyID = (isMeleeAttacks) and idTargetOutput["targetID"] local surroundingUnits = GetAllUnitsInRectangle(unitID, losRadius, attacker,excludedEnemyID) --catalogue enemy if surroundingUnits["count"]~=0 then --execute when enemy exist --local unitType =unitInMotion[i]["unitType"] --local unitSSeparation, losRadius = CatalogueMovingObject(surroundingUnits, unitID, lastPosition, unitType, losRadius) --detect initial enemy separation & alter losRadius when unit submerged local unitSSeparation, losRadius = CatalogueMovingObject(surroundingUnits, unitID, losRadius) --detect initial enemy separation & alter losRadius when unit submerged local impatienceTrigger = GetImpatience(idTargetOutput,unitID, persistentData) if (turnOnEcho == 1) then Spring.Echo("unitsSeparation(DoCalculation):") Spring.Echo(unitsSeparation) end local avoidanceCommand,orderArray= InsertCommandQueue(unitID,cQueue,gateKeeperOutput["cQueueTemp"],idTargetOutput["newCommand"],persistentData)--delete old widget command, update commandTTL, and send constructor to base for retreat if avoidanceCommand or (not options.dbg_RemoveAvoidanceSplitSecond.value) then if idTargetOutput["targetCoordinate"][1] == -1 then --no target idTargetOutput["targetCoordinate"] = UseNearbyAllyAsTarget(unitID,persistentData) --eg: when retreating to nearby ally end local newX, newZ = AvoidanceCalculator(losRadius,surroundingUnits,unitSSeparation,impatienceTrigger,persistentData,idTargetOutput,unitInMotion[i]) --calculate move solution local newY=spGetGroundHeight(newX,newZ) --Inserting command queue:-- if (cQueue==nil or #cQueue<2) and gateKeeperOutput["cQueueTemp"][1].id == cMD_DummyG then --if #cQueueSyncTest is less than 2 mean unit has widget's mono-command, and cMD_DummyG mean its idle & out of view: orderArray[#orderArray+1]={CMD_INSERT, {0, CMD_RAW_MOVE, CMD.OPT_SHIFT, newX, newY, newZ}, {"alt"}} -- using SHIFT prevent unit from returning to old position. NOTE: we NEED to use insert here (rather than use direct move command) because in high-ping situation (where user's command do not register until last minute) user's command will get overriden if both widget's and user's command arrive at same time. else orderArray[#orderArray+1]={CMD_INSERT, {0, CMD_RAW_MOVE, CMD_OPT_INTERNAL, newX, newY, newZ}, {"alt"}} --spGiveOrderToUnit(unitID, CMD_INSERT, {0, CMD_RAW_MOVE, CMD_OPT_INTERNAL, newX, newY, newZ}, {"alt"}), insert new command (Note: CMD_OPT_INTERNAL is used to mark that this command is widget issued and need not special treatment. ie: It won't get repeated if Repeat state is used.) end local lastIndx = persistentData["commandTTL"][unitID][1] --commandTTL[unitID]'s table lenght persistentData["commandTTL"][unitID][lastIndx+1] = {countDown = commandTimeoutG, widgetCommand= {newX, newZ}} --//remember this command on watchdog's commandTTL table. It has 4x*RefreshUnitUpdateRate* to expire persistentData["commandTTL"][unitID][1] = lastIndx+1 --refresh commandTTL[unitID]'s table lenght persistentData["commandIndexTable"][unitID]["widgetX"]=newX --update the memory table. So that next update can use to check if unit has new or old (widget's) command persistentData["commandIndexTable"][unitID]["widgetZ"]=newZ --end-- end local orderCount = #orderArray if orderCount >0 then spGiveOrderArrayToUnitArray ({unitID},orderArray) isAvoiding = true if persistentData["waitForNetworkDelay"] then persistentData["waitForNetworkDelay"][2] = persistentData["waitForNetworkDelay"][2] + 1 else persistentData["waitForNetworkDelay"] = {spGetGameSeconds(),1} end local moveOrderParams = orderArray[orderCount][2] issuedOrderTo_G[unitID] = {moveOrderParams[4], moveOrderParams[5], moveOrderParams[6]} end end end --reachedTarget end --GateKeeperOrCommandFilter(cQueue, unitInMotion[i]) ==true end --if spGetUnitIsDead(unitID)==false end end --if unitInMotion[1]~=nil return persistentData,isAvoiding --send separation result away end function CountdownNetworkDelayWait(unitID) issuedOrderTo_G[unitID] = nil if waitForNetworkDelay_gbl then waitForNetworkDelay_gbl[2] = waitForNetworkDelay_gbl[2] - 1 if waitForNetworkDelay_gbl[2]==0 then waitForNetworkDelay_gbl = nil ----------------- local skippingTimer = skippingTimerG --is global table local cmd_then_DoCalculation_delay = cmd_then_DoCalculation_delayG local now =spGetGameSeconds() skippingTimer.networkDelay = now - skippingTimer.echoTimestamp --get the delay between previous Command and the latest 'LUA message Receive' --Method 2: use rolling average skippingTimer.storedDelay[skippingTimer.index] = skippingTimer.networkDelay --store network delay value in a rolling table skippingTimer.index = skippingTimer.index+1 --table index ++ if skippingTimer.index > 11 then --roll the table/wrap around, so that the index circle the table. The 11-th sequence is for storing the oldest value, 1-st to 10-th sequence is for the average skippingTimer.index = 1 end skippingTimer.averageDelay = skippingTimer.averageDelay + skippingTimer.networkDelay/10 - (skippingTimer.storedDelay[skippingTimer.index] or 0.3)/10 --add new delay and minus old delay, also use 0.3sec as the old delay if nothing is stored yet. -- skippingTimer[2] = now + cmd_then_DoCalculation_delay --wait until 'cmd_then_DoCalculation_delayG'. The longer the better. The delay allow reliable unit direction to be derived from unit's motion skippingTimerG = skippingTimer end end end function ReportedNetworkDelay(playerIDa, defaultDelay) local _,_,_,_,_,totalDelay = Spring.GetPlayerInfo(playerIDa, false) if totalDelay==nil or totalDelay<=defaultDelay then return defaultDelay --if ping is too low: set the minimum delay else return totalDelay --take account for lag + wait a little bit for any command to properly update end end ---------------------------------Level1 ---------------------------------Level2 (level 1's call-in) function RetrieveAttackerList (unitID, attacker) local unitHealth,_,_,_,_ = spGetUnitHealth(unitID) if attacker[unitID] == nil then --if attacker table is empty then fill with default value attacker[unitID] = {id = nil, countDown = 0, myHealth = unitHealth} end if attacker[unitID].countDown >0 then attacker[unitID].countDown = attacker[unitID].countDown - 1 end --count-down until zero and stop if unitHealth< attacker[unitID].myHealth then --if underattack then find out the attackerID local attackerID = spGetUnitLastAttacker(unitID) if attackerID~=nil then --if attackerID is found then mark the attackerID for avoidance attacker[unitID].countDown = attacker[unitID].countDown + 3 --//add 3xUnitRefresh-rate (~3.3second) to attacker's TTL attacker[unitID].id = attackerID end end attacker[unitID].myHealth = unitHealth --refresh health data return attacker end function RefreshWatchdogList (unitID, commandTTL) if commandTTL[unitID] == nil then --if commandTTL table is empty then insert an empty table commandTTL[unitID] = {1,} --Note: first entry is table lenght else --//if commandTTL is not empty then perform check and update its content appropriately. Its not empty when widget has issued a new command --//Method2: work by checking for cQueue after the command has expired. No latency could be as long as command's expiration time so it solve Method1's issue. local returnToReclaimOffset = 1 -- for i=commandTTL[unitID][1], 2, -1 do --iterate downward over commandTTL, empty last entry when possible. Note: first table entry is the table's lenght, so we iterate down to only index 2 if commandTTL[unitID][i] ~= nil then if commandTTL[unitID][i].countDown >0 then commandTTL[unitID][i].countDown = commandTTL[unitID][i].countDown - (1*returnToReclaimOffset) --count-down until zero and stop. Each iteration is minus 1 and then exit loop after 1 enty, or when countDown==0 remove command and then go to next entry and minus 2 and exit loop. break --//exit the iteration, do not go to next iteration until this entry expire first... elseif commandTTL[unitID][i].countDown <=0 then --if commandTTL is found to reach ZERO then remove the command, assume a 'TIMEOUT', then remove *this* watchdog entry local cQueue = spGetCommandQueue(unitID, 1) --// get unit's immediate command local cmdID, _, cmdTag, firstParam, _, secondParam = Spring.GetUnitCurrentCommand(unitID) if cmdID and ( firstParam == commandTTL[unitID][i].widgetCommand[1]) and (secondParam == commandTTL[unitID][i].widgetCommand[2]) then --//if current command is similar to the one once issued by widget then delete it spGiveOrderToUnit(unitID, CMD_REMOVE, {cmdTag}, 0) end commandTTL[unitID][i] = nil --empty watchdog entry commandTTL[unitID][1] = i-1 --refresh table lenght returnToReclaimOffset = 2 --when the loop iterate back to a reclaim command: remove 2 second from its countdown (accelerate expiration by 2 second). This is for aesthetic reason and didn't effect system's mechanic. Since constructor always retreat with 2 command (avoidance+return to base), remove the countdown from the avoidance. end end end end return commandTTL end function CheckWeaponsAndShield (unitDef) --global variable local reloadableWeaponCriteria = reloadableWeaponCriteriaG --minimum reload time for reloadable weapon ---- local unitShieldPower, reloadableWeaponIndex =-1, -1 --assume unit has no shield and no reloadable/slow-loading weapons local fastWeaponIndex = -1 --temporary variables local fastestReloadTime, fastReloadRange = 999,-1 for currentWeaponIndex, weapons in ipairs(unitDef.weapons) do --reference: gui_contextmenu.lua by CarRepairer local weaponsID = weapons.weaponDef local weaponsDef = WeaponDefs[weaponsID] if weaponsDef.name and not (weaponsDef.name:find('fake') or weaponsDef.name:find('noweapon')) then --reference: gui_contextmenu.lua by CarRepairer if weaponsDef.isShield then unitShieldPower = weaponsDef.shieldPower --remember the shield power of this unit else --if not shield then this is conventional weapon local reloadTime = weaponsDef.reload if reloadTime < fastestReloadTime then --find the weapon with the smallest reload time fastestReloadTime = reloadTime fastReloadRange = weaponsDef.range fastWeaponIndex = currentWeaponIndex --remember the index of the fastest weapon. end end end end if fastestReloadTime > reloadableWeaponCriteria then --if the fastest reload cycle is greater than widget's update cycle, then: reloadableWeaponIndex = fastWeaponIndex --remember the index of that fastest loading weapon if (turnOnEcho == 1) then --debugging Spring.Echo("reloadableWeaponIndex(CheckWeaponsAndShield):") Spring.Echo(reloadableWeaponIndex) Spring.Echo("fastestReloadTime(CheckWeaponsAndShield):") Spring.Echo(fastestReloadTime) end end return unitShieldPower, reloadableWeaponIndex,fastestReloadTime,fastReloadRange end function GateKeeperOrCommandFilter (cQueue,persistentData, unitInMotionSingleUnit) local allowExecution = false local reloadAvoidance = false -- indicate to way way downstream processes whether avoidance is based on weapon reload/shieldstate if cQueue~=nil then --prevent ?. Forgot... local isReloading = CheckIfUnitIsReloading(unitInMotionSingleUnit) --check if unit is reloading/shieldCritical local unitID = unitInMotionSingleUnit["unitID"] local holdPosition= (Spring.Utilities.GetUnitMoveState(unitID) == 0) local unitType = unitInMotionSingleUnit["unitType"] local unitInView = unitInMotionSingleUnit["isVisible"] local retreating = false if options.retreatAvoidance.value and WG.retreatingUnits then retreating = (WG.retreatingUnits[unitID]~=nil or spGetUnitRulesParam(unitID,"isRetreating")==1) end --if ((unitInView ~= "yes") or isReloading or (unitType == 1 and options.cloakyAlwaysFlee.value)) then --if unit is out of user's vision OR is reloading OR is cloaky, and: if (cQueue[1] == nil or #cQueue == 1) then --if unit is currently idle OR with-singular-mono-command (eg: automated move order or auto-attack), then: --if (not holdPosition) then --if unit is not "hold position", then: local idleOrIsDodging = (cQueue[1] == nil) or (#cQueue == 1 and cQueue[1].id == CMD_RAW_MOVE and (not cQueue[2] or cQueue[2].id~=false)) --is idle completely, or is given widget's CMD_RAW_MOVE and not spontaneous engagement signature (note: CMD_RAW_MOVE or any other command will not end with CMD_STOP when issued by widget) local dummyCmd if idleOrIsDodging then cQueue={{id = cMD_DummyG, params = {-1 ,-1,-1}, options = {}}, {id = CMD_STOP, params = {-1 ,-1,-1}, options = {}}, nil} --select cMD_DummyG if unit is to flee without need to return to old position, elseif cQueue[1].id < 0 then cQueue[2] = {id = CMD_STOP, params = {-1 ,-1,-1}, options = {}} --automated build (mono command issued by CentralBuildAI widget). We append CMD_STOP so it look like normal build command. else cQueue={{id = cMD_Dummy_atkG, params = {-1 ,-1,-1}, options = {}}, {id = CMD_STOP, params = {-1 ,-1,-1}, options = {}}, nil} --select cMD_Dummy_atkG if unit is auto-attack & reloading (as in: isReloading + (no command or mono command)) and doesn't mind being bound to old position end --flag unit with a FAKE COMMAND. Will be used to initiate avoidance on idle unit & non-viewed unit. Note: this is not real command, its here just to trigger avoidance. --Note2: negative target only deactivate attraction function, but avoidance function is still active & output new coordinate if enemy is around --end end --end if cQueue[1]~=nil then --prevent idle unit from executing the system (prevent crash), but idle unit with FAKE COMMAND (cMD_DummyG) is allowed. local isStealthOrConsUnit = (unitType == 1) local isNotViewed = (unitInView ~= "yes") local isCommonConstructorCmd = (cQueue[1].id == CMD_REPAIR or cQueue[1].id < 0 or cQueue[1].id == CMD_RESURRECT) local isReclaimCmd = (cQueue[1].id == CMD_RECLAIM) local isMoveCommand = (cQueue[1].id == CMD_RAW_MOVE) local isNormCommand = (isCommonConstructorCmd or isMoveCommand) -- ALLOW unit with command: repair (40), build (<0), reclaim (90), ressurect(125), move(10), --local isStealthOrConsUnitTypeOrIsNotViewed = isStealthOrConsUnit or (unitInView ~= "yes" and unitType~= 3)--ALLOW only unit of unitType=1 OR (all unitTypes that is outside player's vision except gunship) local isStealthOrConsUnitTypeOrIsNotViewed = isStealthOrConsUnit or isNotViewed--ALLOW unit of unitType=1 (cloaky, constructor) OR all unitTypes that is outside player's vision local _1stAttackSignature = (cQueue[1].id == CMD_ATTACK) local _1stGuardSignature = (cQueue[1].id == CMD_GUARD) local _2ndAttackSignature = false --attack command signature local _2ndGuardSignature = false --guard command signature if #cQueue >=2 then --check if the command-queue is masked by widget's previous command, but the actual originality check will be performed by TargetBoxReached() later. _2ndAttackSignature = (cQueue[1].id == CMD_RAW_MOVE and cQueue[2].id == CMD_ATTACK) _2ndGuardSignature = (cQueue[1].id == CMD_RAW_MOVE and cQueue[2].id == CMD_GUARD) end local isAbundanceResource = (spGetTeamResources(persistentData["myTeamID"], "metal") > 10) local isReloadingAttack = (isReloading and (((_1stAttackSignature or _2ndAttackSignature) and options.enableReloadAvoidance.value) or (cQueue[1].id == cMD_DummyG or cQueue[1].id == cMD_Dummy_atkG))) --any unit with attack command or was idle that is Reloading local isGuardState = (_1stGuardSignature or _2ndGuardSignature) local isAttackingState = (_1stAttackSignature or _2ndAttackSignature) local isForceCloaked = spGetUnitIsCloaked(unitID) and (unitType==2 or unitType==3) --any unit with type 3 (gunship) or type 2 (ground units except cloaky) that is cloaked. local isRealIdle = cQueue[1].id == cMD_DummyG --FAKE (IDLE) COMMAND local isStealthOrConsUnitAlwaysFlee = isStealthOrConsUnit and options.cloakyAlwaysFlee.value if ((isNormCommand or (isReclaimCmd and isAbundanceResource)) and isStealthOrConsUnitTypeOrIsNotViewed and not holdPosition) or --execute on: unit with generic mobility command (or reclaiming during abundance resource): for UnitType==1 unit (cloaky, constructor) OR for any unit outside player view... & which is not holding position (isRealIdle and (isNotViewed or isStealthOrConsUnitAlwaysFlee) and not holdPosition) or --execute on: any unit that is really idle and out of view... & is not hold position (isReloadingAttack and not holdPosition) or --execute on: any unit which is reloading... & is not holding position -- (isAttackingState and isStealthOrConsUnitAlwaysFlee and not holdPosition) or --execute on: always-fleeing cloaky unit that about to attack... & is not holding position (isGuardState and not holdPosition) or --execute on: any unit which is guarding another unit... & is not hold position (isForceCloaked and isMoveCommand and not holdPosition) or --execute on: any normal unit being cloaked and is moving... & is not hold position. (retreating and not holdPosition) --execute on: any retreating unit then local isReloadAvoidance = (isReloadingAttack and not holdPosition) if isReloadAvoidance or #cQueue>=2 then --check cQueue for lenght to prevent STOP command from short circuiting the system (code downstream expect cQueue of length>=2) if isReloadAvoidance or cQueue[2].id~=false then --prevent a spontaneous enemy engagement from short circuiting the system allowExecution = true --allow execution reloadAvoidance = isReloadAvoidance end --if cQueue[2].id~=false if (turnOnEcho == 1) then Spring.Echo(cQueue[2].id) end --for debugging end --if #cQueue>=2 end --if ((cQueue[1].id==40 or cQueue[1].id<0 or cQueue[1].id==90 or cQueue[1].id==10 or cQueue[1].id==125) and (unitInMotion[i][2]==1 or unitInMotion[i].isVisible == nil) end --if cQueue[1]~=nil end --if cQueue~=nil local output = { cQueueTemp = cQueue, allowExecution = allowExecution, reloadAvoidance = reloadAvoidance, } return output --disallow/allow execution end --check if widget's command or user's command function IdentifyTargetOnCommandQueue(cQueueOri,persistentData,gateKeeperOutput,unitInMotionSingleUnit) --//used by DoCalculation() local unitID = unitInMotionSingleUnit["unitID"] local commandIndexTable = persistentData["commandIndexTable"] local newCommand=true -- immediately assume user's command local output -------------------------------------------------- if commandIndexTable[unitID]==nil then --memory was empty, so fill it with zeros or non-significant number commandIndexTable[unitID]={widgetX=-2, widgetZ=-2 , patienceIndexA=0} else local a = -1 local c = -1 local b = math.modf(commandIndexTable[unitID]["widgetX"]) local d = math.modf(commandIndexTable[unitID]["widgetZ"]) if cQueueOri[1] then a = math.modf(dNil(cQueueOri[1].params[1])) --using math.modf to remove trailing decimal (only integer for matching). In case high resolution cause a fail matching with server's numbers... and use dNil incase wreckage suddenly disappear. c = math.modf(dNil(cQueueOri[1].params[3])) --dNil: if it is a reclaim or repair order (no z coordinate) then replace it with -1 (has similar effect to the "nil") end newCommand= (a~= b and c~=d)--compare current command with in memory if (turnOnEcho == 1) then --debugging Spring.Echo("unitID(IdentifyTargetOnCommandQueue)" .. unitID) Spring.Echo("commandIndexTable[unitID][widgetX](IdentifyTargetOnCommandQueue):" .. commandIndexTable[unitID]["widgetX"]) Spring.Echo("commandIndexTable[unitID][widgetZ](IdentifyTargetOnCommandQueue):" .. commandIndexTable[unitID]["widgetZ"]) Spring.Echo("newCommand(IdentifyTargetOnCommandQueue):") Spring.Echo(newCommand) Spring.Echo("cQueueOri[1].params[1](IdentifyTargetOnCommandQueue):" .. cQueueOri[1].params[1]) Spring.Echo("cQueueOri[1].params[2](IdentifyTargetOnCommandQueue):" .. cQueueOri[1].params[2]) Spring.Echo("cQueueOri[1].params[3](IdentifyTargetOnCommandQueue):" .. cQueueOri[1].params[3]) if cQueueOri[2]~=nil then Spring.Echo("cQueue[2].params[1](IdentifyTargetOnCommandQueue):") Spring.Echo(cQueueOri[2].params[1]) Spring.Echo("cQueue[2].params[3](IdentifyTargetOnCommandQueue):") Spring.Echo(cQueueOri[2].params[3]) end end end if newCommand then --if user's new command output = ExtractTarget (1,gateKeeperOutput["cQueueTemp"],unitInMotionSingleUnit) commandIndexTable[unitID]["patienceIndexA"]=0 --//reset impatience counter else --if widget's previous command output = ExtractTarget (2,gateKeeperOutput["cQueueTemp"],unitInMotionSingleUnit) end output["newCommand"] = newCommand persistentData["commandIndexTable"] = commandIndexTable --note: table is referenced by memory, so it will update even without return value return output --return target coordinate end --ignore command set on this box function TargetBoxReached (unitID, idTargetOutput) ----Global Constant---- local halfTargetBoxSize = halfTargetBoxSize_g ----------------------- local boxSizeTrigger = idTargetOutput["boxSizeTrigger"] local targetCoordinate = idTargetOutput["targetCoordinate"] local currentX,_,currentZ = spGetUnitPosition(unitID) local targetX = dNil(targetCoordinate[1]) -- use dNil if target asynchronously/spontaneously disappear: in that case it will replace "nil" with -1 local targetZ =targetCoordinate[3] if targetX==-1 then return false end --if target is invalid (-1) then assume target not-yet-reached, return false (default state), and continue avoidance local xDistanceToTarget = math.abs(currentX -targetX) local zDistanceToTarget = math.abs(currentZ -targetZ) if (turnOnEcho == 1) then Spring.Echo("unitID(TargetBoxReached)" .. unitID) Spring.Echo("currentX(TargetBoxReached)" .. currentX) Spring.Echo("currentZ(TargetBoxReached)" .. currentZ) Spring.Echo("cx(TargetBoxReached)" .. targetX) Spring.Echo("cz(TargetBoxReached)" .. targetZ) Spring.Echo("(xDistanceToTarget<=halfTargetBoxSize[boxSizeTrigger] and zDistanceToTarget<=halfTargetBoxSize[boxSizeTrigger])(TargetBoxReached):") Spring.Echo((xDistanceToTarget<=halfTargetBoxSize[boxSizeTrigger] and zDistanceToTarget<=halfTargetBoxSize[boxSizeTrigger])) end local withinTargetBox = (xDistanceToTarget<=halfTargetBoxSize[boxSizeTrigger] and zDistanceToTarget<=halfTargetBoxSize[boxSizeTrigger]) return withinTargetBox --command outside this box return false end -- get LOS function GetUnitLOSRadius(case,unitInMotionSingleUnit) ----Global Constant---- local extraLOSRadiusCONSTANT = extraLOSRadiusCONSTANTg ----------------------- local fastestWeapon = unitInMotionSingleUnit["weaponInfo"] local unitID =unitInMotionSingleUnit["unitID"] local unitDefID= spGetUnitDefID(unitID) local unitDef= UnitDefs[unitDefID] local losRadius =550 --arbitrary (scout LOS) if unitDef~=nil then --if unitDef is not empty then use the following LOS losRadius= unitDef.losRadius --in normal case use real LOS losRadius= losRadius + extraLOSRadiusCONSTANT --add extra detection range for beyond LOS (radar) if case=="attack" then --if avoidance is for attack enemy: use special LOS local unitFastestReloadableWeapon = fastestWeapon["reloadableWeaponIndex"] --retrieve the quickest reloadable weapon index if unitFastestReloadableWeapon ~= -1 then local weaponRange = fastestWeapon["range"] --retrieve weapon range losRadius = math.max(weaponRange*0.75, losRadius) --select avoidance's detection-range to 75% of weapon range or maintain to losRadius, select which is the biggest (Note: big LOSradius mean big detection but also big "distanceCONSTANTunit_G" if "useLOS_distanceCONSTANTunit_G==true", thus bigger avoidance circle) end end if unitDef.isBuilder then losRadius = losRadius + extraLOSRadiusCONSTANT --add additional/more detection range for constructors for quicker reaction vs enemy radar dot end end return losRadius end --return a table of surrounding enemy function GetAllUnitsInRectangle(unitID, losRadius, attacker,excludedEnemyID) local x,y,z = spGetUnitPosition(unitID) local unitDefID = spGetUnitDefID(unitID) local unitDef = UnitDefs[unitDefID] local iAmConstructor = unitDef.isBuilder local iAmNotCloaked = not spGetUnitIsCloaked(unitID) --unitID is "this" unit (our unit) local unitsInRectangle = spGetUnitsInRectangle(x-losRadius, z-losRadius, x+losRadius, z+losRadius) local relevantUnit={} local arrayIndex=0 --add attackerID into enemy list relevantUnit, arrayIndex = AddAttackerIDToEnemyList (unitID, losRadius, relevantUnit, arrayIndex, attacker) -- for _, rectangleUnitID in ipairs(unitsInRectangle) do local isAlly= spIsUnitAllied(rectangleUnitID) if (rectangleUnitID ~= unitID) and not isAlly and rectangleUnitID~=excludedEnemyID then --filter out ally units and self and exclusive-exclusion local rectangleUnitTeamID = spGetUnitTeam(rectangleUnitID) if (rectangleUnitTeamID ~= gaiaTeamID) then --filter out gaia (non aligned unit) local recUnitDefID = spGetUnitDefID(rectangleUnitID) local registerEnemy = false if recUnitDefID~=nil and (iAmConstructor and iAmNotCloaked) then --if enemy is in LOS & I am a visible constructor: then local recUnitDef = UnitDefs[recUnitDefID] --retrieve enemy definition local enemyParalyzed,_,_ = spGetUnitIsStunned (rectangleUnitID) local disarmed = spGetUnitRulesParam(rectangleUnitID,"disarmed") if recUnitDef["weapons"][1]~=nil and not enemyParalyzed and (not disarmed or disarmed ~= 1) then -- check enemy for weapons and paralyze effect registerEnemy = true --register the enemy only if it armed & wasn't paralyzed end else --if enemy is detected (in LOS or RADAR), and iAm a generic units OR any cloaked constructor then: if iAmNotCloaked then --if I am not cloaked local enemyParalyzed,_,_ = Spring.GetUnitIsStunned (rectangleUnitID) if not enemyParalyzed then -- check for paralyze effect registerEnemy = true --register enemy if it's not paralyzed end else --if I am cloaked (constructor or cloakies), then: registerEnemy = true --register all enemy (avoid all unit) end end if registerEnemy then arrayIndex=arrayIndex+1 relevantUnit[arrayIndex]=rectangleUnitID --register enemy end end end end relevantUnit["count"] = arrayIndex return relevantUnit end --allow a unit to recognize fleeing enemy; so it doesn't need to avoid them function CatalogueMovingObject(surroundingUnits, unitID,losRadius) local unitsSeparation={} if (surroundingUnits["count"] and surroundingUnits["count"]>0) then --don't catalogue anything if no enemy exist local unitDepth = 99 local sonarDetected = false local halfLosRadius = losRadius/2 --if unitType == 4 then --//if unit is amphibious, then: _,unitDepth,_ = spGetUnitPosition(unitID) --//get unit's y-axis. Less than 0 mean submerged. --end local unitXvel,_,unitZvel = spGetUnitVelocity(unitID) local unitSpeed = math.sqrt(unitXvel*unitXvel+unitZvel*unitZvel) for i=1,surroundingUnits["count"],1 do --//iterate over all enemy list. local unitRectangleID=surroundingUnits[i] if (unitRectangleID ~= nil) then local recXvel,_,recZvel = spGetUnitVelocity(unitRectangleID) recXvel = recXvel or 0 recZvel = recZvel or 0 local recSpeed = math.sqrt(recXvel*recXvel+recZvel*recZvel) local relativeAngle = GetUnitRelativeAngle (unitID, unitRectangleID) local unitDirection,_,_ = GetUnitDirection(unitID) local unitSeparation = spGetUnitSeparation (unitID, unitRectangleID, true) if math.abs(unitDirection- relativeAngle)< (collisionAngleG) or (recSpeed>3*unitSpeed) then --unit inside the collision angle? or is super fast? remember unit currrent saperation for comparison again later unitsSeparation[unitRectangleID]=unitSeparation else --unit outside the collision angle? set to an arbitrary 9999 which mean "do not need comparision, always avoid" unitsSeparation[unitRectangleID]=9999 end if unitDepth <0 then --//if unit is submerged, then: --local enemySonarRadius = (spGetUnitSensorRadius(unitRectangleID,"sonar") or 0) local enemyDefID = spGetUnitDefID(unitRectangleID) local unitDefsSonarContent = 9999 --//set to very large so that any un-identified contact is assumed as having sonar (as threat). if UnitDefs[enemyDefID]~=nil then unitDefsSonarContent = UnitDefs[enemyDefID].sonarRadius end local enemySonarRadius = (unitDefsSonarContent or 0) if enemySonarRadius > halfLosRadius then --//check enemy for sonar sonarDetected = true end end end end if (not sonarDetected) and (unitDepth < 0) then --//if enemy doesn't have sonar but Iam still submerged, then: losRadius = halfLosRadius --// halven the unit's 'avoidance' range. Don't need to avoid enemy if enemy are blind. end end if (turnOnEcho == 1) then Spring.Echo("unitSeparation(CatalogueMovingObject):") Spring.Echo(unitsSeparation) end return unitsSeparation, losRadius end function GetImpatience(idTargetOutput,unitID, persistentData) local newCommand = idTargetOutput["newCommand"] local commandIndexTable = persistentData["commandIndexTable"] local impatienceTrigger=1 --zero will de-activate auto reverse if commandIndexTable[unitID]["patienceIndexA"]>=6 then impatienceTrigger=0 end --//if impatience index level 6 (after 6 time avoidance) then trigger impatience. Impatience will deactivate/change some values downstream if not newCommand and activateImpatienceG==1 then commandIndexTable[unitID]["patienceIndexA"]=commandIndexTable[unitID]["patienceIndexA"]+1 --increase impatience index if impatience system is activate end if (turnOnEcho == 1) then Spring.Echo("commandIndexTable[unitID][patienceIndexA] (GetImpatienceLevel) " .. commandIndexTable[unitID]["patienceIndexA"]) end persistentData["commandIndexTable"] = commandIndexTable --Note: this will update since its referenced by memory return impatienceTrigger end function UseNearbyAllyAsTarget(unitID, persistentData) local x,y,z = -1,-1,-1 if WG.OPTICS_cluster then local allyClusterInfo = persistentData["allyClusterInfo"] local myTeamID = persistentData["myTeamID"] if (allyClusterInfo["age"]>= 3) then --//only update after 4 cycle: allyClusterInfo["age"]= 0 allyClusterInfo["coords"] = {} local allUnits = spGetAllUnits() local unorderedUnitList = {} for i=1, #allUnits, 1 do --//convert unit list into a compatible format for the Clustering function below local unitID_list = allUnits[i] if spIsUnitAllied(unitID_list, unitID) then local x,y,z = spGetUnitPosition(unitID_list) local unitDefID_list = spGetUnitDefID(unitID_list) local unitDef = UnitDefs[unitDefID_list] local unitSpeed =unitDef["speed"] if (unitSpeed>0) then --//if moving units if (unitDef.isBuilder) and not unitDef.customParams.commtype then --if constructor --intentionally empty. Not include builder. elseif unitDef.customParams.commtype then --if COMMANDER, unorderedUnitList[unitID_list] = {x,y,z} --//store elseif not (unitDef["canFly"] or unitDef["isAirUnit"]) then --if all ground unit, amphibious, and ships (except commander) unorderedUnitList[unitID_list] = {x,y,z} --//store elseif (unitDef.hoverAttack== true) then --if gunships --intentionally empty. Not include gunships. end else --if buildings unorderedUnitList[unitID_list] = {x,y,z} --//store end end end local cluster, _ = WG.OPTICS_cluster(unorderedUnitList, 600,3, myTeamID,300) --//find clusters with atleast 3 unit per cluster and with at least within 300-elmo from each other for index=1 , #cluster do local sumX, sumY,sumZ, unitCount,meanX, meanY, meanZ = 0,0 ,0 ,0 ,0,0,0 for unitIndex=1, #cluster[index] do local unitID_list = cluster[index][unitIndex] local x,y,z= unorderedUnitList[unitID_list][1],unorderedUnitList[unitID_list][2],unorderedUnitList[unitID_list][3] --// get stored unit position sumX= sumX+x sumY = sumY+y sumZ = sumZ+z unitCount=unitCount+1 end meanX = sumX/unitCount --//calculate center of cluster meanY = sumY/unitCount meanZ = sumZ/unitCount allyClusterInfo["coords"][#allyClusterInfo["coords"]+1] = {meanX, meanY, meanZ} --//record cluster position end end --//end cluster detection local nearestCluster = -1 local nearestDistance = 99999 local coordinateList = allyClusterInfo["coords"] local px,_,pz = spGetUnitPosition(unitID) for i=1, #coordinateList do local distance = Distance(coordinateList[i][1], coordinateList[i][3] , px, pz) if distance < nearestDistance then nearestDistance = distance nearestCluster = i end end if nearestCluster > 0 then x,y,z = coordinateList[nearestCluster][1],coordinateList[nearestCluster][2],coordinateList[nearestCluster][3] end persistentData["allyClusterInfo"] = allyClusterInfo --update content end if x == -1 then local nearbyAllyUnitID = Spring.GetUnitNearestAlly (unitID, 600) if nearbyAllyUnitID ~= nearbyAllyUnitID then x,y,z = spGetUnitPosition(nearbyAllyUnitID) end end return {x,y,z} end function AvoidanceCalculator(losRadius,surroundingUnits,unitsSeparation,impatienceTrigger,persistentData,idTargetOutput,unitInMotionSingleUnit) local newCommand = idTargetOutput["newCommand"] local skippingTimer = persistentData["skippingTimer"] local unitID = unitInMotionSingleUnit["unitID"] local unitSpeed = unitInMotionSingleUnit["unitSpeed"] local graphCONSTANTtrigger = idTargetOutput["graphCONSTANTtrigger"] local fixedPointCONSTANTtrigger = idTargetOutput["fixedPointCONSTANTtrigger"] local targetCoordinate = idTargetOutput["targetCoordinate"] local decloakScaling = unitInMotionSingleUnit["decloakScaling"] if (unitID~=nil) and (targetCoordinate ~= nil) then --prevent idle/non-existent/ unit with invalid command from using collision avoidance local aCONSTANT = aCONSTANTg --attractor constant (amplitude multiplier) local obsCONSTANT =obsCONSTANTg --repulsor constant (amplitude multiplier) local unitDirection, _, wasMoving = GetUnitDirection(unitID) --get unit direction local targetAngle = 0 local fTarget = 0 local fTargetSlope = 0 ---- aCONSTANT = aCONSTANT[graphCONSTANTtrigger[1]] --//select which 'aCONSTANT' value obsCONSTANT = obsCONSTANT[graphCONSTANTtrigger[2]]*decloakScaling --//select which 'obsCONSTANT' value to use & increase obsCONSTANT value when unit has larger decloakDistance than reference unit (Scythe). fTarget = aCONSTANT --//maximum value is aCONSTANT fTargetSlope = 1 --//slope is negative or positive if targetCoordinate[1]~=-1 then --if target coordinate contain -1 then disable target for pure avoidance targetAngle = GetTargetAngleWithRespectToUnit(unitID, targetCoordinate) --get target angle fTarget = GetFtarget (aCONSTANT, targetAngle, unitDirection) fTargetSlope = GetFtargetSlope (aCONSTANT, targetAngle, unitDirection, fTarget) --local targetSubtendedAngle = GetTargetSubtendedAngle(unitID, targetCoordinate) --get target 'size' as viewed by the unit end local sumAllUnitOutput = { wTotal = nil, dSum = nil, fObstacleSum = nil, dFobstacle = nil, nearestFrontObstacleRange = nil, normalizingFactor = nil, } --count every enemy unit and sum its contribution to the obstacle/repulsor variable sumAllUnitOutput=SumAllUnitAroundUnitID (obsCONSTANT,unitDirection,losRadius,surroundingUnits,unitsSeparation,impatienceTrigger,graphCONSTANTtrigger,unitInMotionSingleUnit,skippingTimer) --calculate appropriate behaviour based on the constant and above summation value local wTarget, wObstacle = CheckWhichFixedPointIsStable (fTargetSlope, fTarget, fixedPointCONSTANTtrigger,sumAllUnitOutput) --convert an angular command into a coordinate command local newX, newZ= ToCoordinate(wTarget, wObstacle, fTarget, unitDirection, losRadius, impatienceTrigger, skippingTimer, wasMoving, newCommand,sumAllUnitOutput, unitInMotionSingleUnit) if (turnOnEcho == 1) then Spring.Echo("unitID(AvoidanceCalculator)" .. unitID) Spring.Echo("targetAngle(AvoidanceCalculator) " .. targetAngle) Spring.Echo("unitDirection(AvoidanceCalculator) " .. unitDirection) Spring.Echo("fTarget(AvoidanceCalculator) " .. fTarget) Spring.Echo("fTargetSlope(AvoidanceCalculator) " .. fTargetSlope) --Spring.Echo("targetSubtendedAngle(AvoidanceCalculator) " .. targetSubtendedAngle) Spring.Echo("wTotal(AvoidanceCalculator) " .. wTotal) Spring.Echo("dSum(AvoidanceCalculator) " .. dSum) Spring.Echo("fObstacleSum(AvoidanceCalculator) " .. fObstacleSum) Spring.Echo("dFobstacle(AvoidanceCalculator) " .. dFobstacle) Spring.Echo("nearestFrontObstacleRange(AvoidanceCalculator) " .. nearestFrontObstacleRange) Spring.Echo("wTarget(AvoidanceCalculator) " .. wTarget) Spring.Echo("wObstacle(AvoidanceCalculator) " .. wObstacle) Spring.Echo("newX(AvoidanceCalculator) " .. newX) Spring.Echo("newZ(AvoidanceCalculator) " .. newZ) end return newX, newZ --return move coordinate end end -- maintain the visibility of original command -- reference: "unit_tactical_ai.lua" -ZeroK gadget by Google Frog function InsertCommandQueue(unitID,cQueue,cQueueGKPed,newCommand,persistentData) ------- localize global constant: local consRetreatTimeout = consRetreatTimeoutG local commandTimeout = commandTimeoutG ------- end global constant local now = persistentData["now"] local commandTTL = persistentData["commandTTL"] local commandIndexTable = persistentData["commandIndexTable"] local orderArray={nil,nil,nil,nil,nil,nil} local queueIndex=1 local avoidanceCommand = true if not newCommand then --if widget's command then delete it if not cQueue or not cQueue[1] then --happen when unit has NIL command (this), and somehow is same as widget's command (see: IdentifyTargetOnCommandQueue), and somehow unit currently has mono-command (see: CheckUserOverride) if turnOnEcho==2 then Spring.Echo("UnitIsDead (InsertCommandQueue):") Spring.Echo(Spring.GetUnitIsDead(unitID)) Spring.Echo("ValidUnitID (InsertCommandQueue):") Spring.Echo(Spring.ValidUnitID(unitID)) Spring.Echo("WidgetX (InsertCommandQueue):") Spring.Echo(commandIndexTable[unitID]["widgetX"]) Spring.Echo("WidgetZ (InsertCommandQueue):") Spring.Echo(commandIndexTable[unitID]["widgetZ"]) end else orderArray[1] = {CMD_REMOVE, {cQueue[1].tag}, {}} --spGiveOrderToUnit(unitID, CMD_REMOVE, {cQueue[1].tag}, {} ) --delete previous widget command local lastIndx = commandTTL[unitID][1] --commandTTL[unitID]'s table lenght commandTTL[unitID][lastIndx] = nil --//delete the last watchdog entry (the "not newCommand" means that previous widget's command haven't changed yet (nothing has interrupted this unit, same is with commandTTL), and so if command is to delete then it is good opportunity to also delete its timeout info at *commandTTL* too). Deleting this entry mean that this particular command will no longer be checked for timeout. commandTTL[unitID][1] = lastIndx -1 --refresh table lenght -- Technical note: emptying commandTTL[unitID][#commandTTL[unitID]] is not technically required (not emptying it only make commandTTL countdown longer, but a mistake in emptying a commandTTL could make unit more prone to stuck when fleeing to impassable coordinate. queueIndex=2 --skip index 1 of stored command. Skip widget's command end end if (#cQueue>=queueIndex+1) then --if is queue={reclaim, area reclaim,stop}, or: queue={move,reclaim, area reclaim,stop}, or: queue={area reclaim, stop}, or:queue={move, area reclaim, stop}. if (cQueue[queueIndex].id==CMD_REPAIR or cQueue[queueIndex].id==CMD_RECLAIM or cQueue[queueIndex].id==CMD_RESURRECT) then --if first (1) queue is reclaim/ressurect/repair if cQueue[queueIndex+1].id==CMD_RECLAIM or cQueue[queueIndex+1].id==CMD_RESURRECT then --if second (2) queue is also reclaim/ressurect --if (not Spring.ValidFeatureID(cQueue[queueIndex+1].params[1]-Game.maxUnits) or (not Spring.ValidFeatureID(cQueue[queueIndex+1].params[1]))) and not Spring.ValidUnitID(cQueue[queueIndex+1].params[1]) then --if it was an area command if (cQueue[queueIndex+1].params[4]~=nil) then --second (2) queue is area reclaim. area command should has no "nil" on params 1,2,3, & 4 orderArray[#orderArray+1] = {CMD_REMOVE, {cQueue[queueIndex].tag}, {}} -- spGiveOrderToUnit(unitID, CMD_REMOVE, {cQueue[queueIndex].tag}, {} ) --delete latest reclaiming/ressurecting command (skip the target:wreck/units). Allow command reset local coordinate = (FindSafeHavenForCons(unitID, now)) or (cQueue[queueIndex+1]) orderArray[#orderArray+1] = {CMD_INSERT, {0, CMD_RAW_MOVE, CMD_OPT_INTERNAL, coordinate.params[1], coordinate.params[2], coordinate.params[3]}, {"alt"}} --spGiveOrderToUnit(unitID, CMD_INSERT, {0, CMD_RAW_MOVE, CMD_OPT_INTERNAL, coordinate.params[1], coordinate.params[2], coordinate.params[3]}, {"alt"} ) --divert unit to the center of reclaim/repair command OR to any heavy concentration of ally (haven) local lastIndx = commandTTL[unitID][1] --commandTTL[unitID]'s table lenght commandTTL[unitID][lastIndx +1] = {countDown = consRetreatTimeout, widgetCommand= {coordinate.params[1], coordinate.params[3]}} --//remember this command on watchdog's commandTTL table. It has 15x*RefreshUnitUpdateRate* to expire commandTTL[unitID][1] = lastIndx +1--refresh table lenght avoidanceCommand = false end elseif cQueue[queueIndex+1].id==CMD_REPAIR then --if second (2) queue is also repair --if (not Spring.ValidFeatureID(cQueue[queueIndex+1].params[1]-Game.maxUnits) or (not Spring.ValidFeatureID(cQueue[queueIndex+1].params[1]))) and not Spring.ValidUnitID(cQueue[queueIndex+1].params[1]) then --if it was an area command if (cQueue[queueIndex+1].params[4]~=nil) then --area command should has no "nil" on params 1,2,3, & 4 orderArray[#orderArray+1] = {CMD_REMOVE, {cQueue[queueIndex].tag}, {}} --spGiveOrderToUnit(unitID, CMD_REMOVE, {cQueue[queueIndex].tag}, {} ) --delete current repair command, (skip the target:units). Reset the repair command end elseif (cQueue[queueIndex].params[4]~=nil) then --if first (1) queue is area reclaim (an area reclaim without any wreckage to reclaim). area command should has no "nil" on params 1,2,3, & 4 local coordinate = (FindSafeHavenForCons(unitID, now)) or (cQueue[queueIndex]) orderArray[#orderArray+1] = {CMD_INSERT, {0, CMD_RAW_MOVE, CMD_OPT_INTERNAL, coordinate.params[1], coordinate.params[2], coordinate.params[3]}, {"alt"}} --spGiveOrderToUnit(unitID, CMD_INSERT, {0, CMD_RAW_MOVE, CMD_OPT_INTERNAL, coordinate.params[1], coordinate.params[2], coordinate.params[3]}, {"alt"} ) --divert unit to the center of reclaim/repair command local lastIndx = commandTTL[unitID][1] --commandTTL[unitID]'s table lenght commandTTL[unitID][lastIndx+1] = {countDown = commandTimeout, widgetCommand= {coordinate.params[1], coordinate.params[3]}} --//remember this command on watchdog's commandTTL table. It has 2x*RefreshUnitUpdateRate* to expire commandTTL[unitID][1] = lastIndx +1--refresh table lenght avoidanceCommand = false end end end if (turnOnEcho == 1) then Spring.Echo("unitID(InsertCommandQueue)" .. unitID) Spring.Echo("newCommand(InsertCommandQueue):") Spring.Echo(newCommand) Spring.Echo("cQueue[1].params[1](InsertCommandQueue):" .. cQueue[1].params[1]) Spring.Echo("cQueue[1].params[3](InsertCommandQueue):" .. cQueue[1].params[3]) if cQueue[2]~=nil then Spring.Echo("cQueue[2].params[1](InsertCommandQueue):") Spring.Echo(cQueue[2].params[1]) Spring.Echo("cQueue[2].params[3](InsertCommandQueue):") Spring.Echo(cQueue[2].params[3]) end end persistentData["commandTTL"] = commandTTL ----return updated memory tables used to check for command's expiration age. return avoidanceCommand, orderArray --return whether new command is to be issued end ---------------------------------Level2 ---------------------------------Level3 (low-level function) --check if unit is vulnerable/reloading function CheckIfUnitIsReloading(unitInMotionSingleUnitTable) ---Global Constant--- local criticalShieldLevel =criticalShieldLevelG local minimumRemainingReloadTime =minimumRemainingReloadTimeG local secondPerGameFrame =secondPerGameFrameG ------ --local unitType = unitInMotionSingleUnitTable["unitType"] --retrieve stored unittype local shieldIsCritical =false local weaponIsEmpty = false local fastestWeapon = unitInMotionSingleUnitTable["weaponInfo"] --if unitType ==2 or unitType == 1 then local unitID = unitInMotionSingleUnitTable["unitID"] --retrieve stored unitID local unitShieldPower = fastestWeapon["unitShieldPower"] --retrieve registered full shield power if unitShieldPower ~= -1 then local _, currentPower = spGetUnitShieldState(unitID) if currentPower~=nil then if currentPower/unitShieldPower <criticalShieldLevel then shieldIsCritical = true end end end local unitFastestReloadableWeapon = fastestWeapon["reloadableWeaponIndex"] --retrieve the quickest reloadable weapon index local fastestReloadTime = fastestWeapon["reloadTime"] --in second if unitFastestReloadableWeapon ~= -1 then -- local unitSpeed = unitInMotionSingleUnitTable["unitSpeed"] -- local distancePerSecond = unitSpeed -- local fastUnit_shortRange = unitSpeed > fastestWeapon["range"] --check if unit can exit range easily if *this widget* evasion is activated -- local unitValidForReloadEvasion = true -- if fastUnit_shortRange then -- unitValidForReloadEvasion = fastestReloadTime > 2.5 --check if unit will have enough time to return from *this widget* evasion -- end -- if unitValidForReloadEvasion then local weaponReloadFrame = spGetUnitWeaponState(unitID, unitFastestReloadableWeapon, "reloadFrame") --Somehow the weapon table actually start at "0", so minus 1 from actual value local currentFrame, _ = spGetGameFrame() local remainingTime = (weaponReloadFrame - currentFrame)*secondPerGameFrame --convert to second -- weaponIsEmpty = (remainingTime > math.max(minimumRemainingReloadTime,fastestReloadTime*0.25)) weaponIsEmpty = (remainingTime > minimumRemainingReloadTime) if (turnOnEcho == 1) then --debugging Spring.Echo(unitFastestReloadableWeapon) Spring.Echo(fastestWeapon["range"]) end -- end end --end return (weaponIsEmpty or shieldIsCritical) end -- debugging method, used to quickly remove nil function dNil(x) if x==nil then x=-1 end return x end function ExtractTarget (queueIndex, cQueue,unitInMotionSingleUnit) --//used by IdentifyTargetOnCommandQueue() local unitID = unitInMotionSingleUnit["unitID"] local targetCoordinate = {nil,nil,nil} local fixedPointCONSTANTtrigger = unitInMotionSingleUnit["fixedPointType"] local unitVisible = (unitInMotionSingleUnit["isVisible"]== "yes") local weaponRange = unitInMotionSingleUnit["weaponInfo"]["range"] local weaponType = unitInMotionSingleUnit["weaponType"] local boxSizeTrigger=0 --an arbitrary constant/variable, which trigger some other action/choice way way downstream. The purpose is to control when avoidance must be cut-off using custom value (ie: 1,2,3,4) for specific cases. local graphCONSTANTtrigger = {} local case="" local targetID=nil ------------------------------------------------ if (cQueue[queueIndex].id==CMD_RAW_MOVE or cQueue[queueIndex].id<0) then --move or building stuff local targetPosX, targetPosY, targetPosZ = -1, -1, -1 -- (-1) is default value because -1 represent "no target" if cQueue[queueIndex].params[1]~= nil and cQueue[queueIndex].params[2]~=nil and cQueue[queueIndex].params[3]~=nil then --confirm that the coordinate exist targetPosX, targetPosY, targetPosZ = cQueue[queueIndex].params[1], cQueue[queueIndex].params[2],cQueue[queueIndex].params[3] -- elseif cQueue[queueIndex].params[1]~= nil then --check whether its refering to a nanoframe -- local nanoframeID = cQueue[queueIndex].params[1] -- targetPosX, targetPosY, targetPosZ = spGetUnitPosition(nanoframeID) -- if (turnOnEcho == 2)then Spring.Echo("ExtractTarget, MoveCommand: is using nanoframeID") end else if (turnOnEcho == 2)then local defID = spGetUnitDefID(unitID) local ud = UnitDefs[defID or -1] if ud then Spring.Echo("Dynamic Avoidance move/build target is nil: fallback to no target " .. ud.humanName)--certain command has negative id but nil parameters. This is unknown command. ie: -32 else Spring.Echo("Dynamic Avoidance move/build target is nil: fallback to no target") end end end boxSizeTrigger=1 --//avoidance deactivation 'halfboxsize' for MOVE command graphCONSTANTtrigger[1] = 1 --use standard angle scale (take ~10 cycle to do 180 flip, but more predictable) graphCONSTANTtrigger[2] = 1 if #cQueue >= queueIndex+1 then --this make unit retreating (that don't have safe haven coordinate) after reclaiming/ressurecting to have no target (and thus will retreat toward random position). if cQueue[queueIndex+1].id==CMD_RECLAIM or cQueue[queueIndex+1].id==CMD_RESURRECT then --//reclaim command has 2 stage: 1 is move back to base, 2 is going reclaim. If detected reclaim or ressurect at 2nd queue then identify as area reclaim if (cQueue[queueIndex].params[1]==cQueue[queueIndex+1].params[1] and cQueue[queueIndex].params[2]==cQueue[queueIndex+1].params[2] --if retreat position equal to area reclaim/resurrect center (only happen if no safe haven coordinate detected) and cQueue[queueIndex].params[3]==cQueue[queueIndex+1].params[3]) or (cQueue[queueIndex].params[1]==cQueue[queueIndex+1].params[2] and cQueue[queueIndex].params[2]==cQueue[queueIndex+1].params[3] --this 2nd condition happen when there is wreck to reclaim and the first params is the featureID. and cQueue[queueIndex].params[3]==cQueue[queueIndex+1].params[4]) then --area reclaim will have no "nil", and will equal to retreat coordinate when retreating to center of area reclaim. targetPosX, targetPosY, targetPosZ = -1, -1, -1 --//if area reclaim under the above condition, then avoid forever in presence of enemy, ELSE if no enemy (no avoidance): it reach retreat point and resume reclaiming boxSizeTrigger=1 --//avoidance deactivation 'halfboxsize' for MOVE command end end end targetCoordinate={targetPosX, targetPosY, targetPosZ } --send away the target for move command case = 'movebuild' elseif cQueue[queueIndex].id==CMD_RECLAIM or cQueue[queueIndex].id==CMD_RESURRECT then --reclaim or ressurect -- local a = Spring.GetUnitCmdDescs(unitID, Spring.FindUnitCmdDesc(unitID, 90), Spring.FindUnitCmdDesc(unitID, 90)) -- Spring.Echo(a[queueIndex]["name"]) local wreckPosX, wreckPosY, wreckPosZ = -1, -1, -1 -- -1 is default value because -1 represent "no target" local areaMode = false local foundMatch = false --Method 1: set target to individual wreckage, else (if failed) revert to center of current area-command or to no target. -- [[ local posX, posY, posZ = GetUnitOrFeaturePosition(cQueue[queueIndex].params[1]) if posX then foundMatch=true wreckPosX, wreckPosY, wreckPosZ = posX, posY, posZ targetID = cQueue[queueIndex].params[1] end if foundMatch then --next: check if this is actually an area reclaim/ressurect if cQueue[queueIndex].params[4] ~= nil then --area reclaim should has no "nil" on params 1,2,3, & 4 and in this case params 1 contain featureID/unitID because its the 2nd part of the area-reclaim command that reclaim wreck/target areaMode = true wreckPosX, wreckPosY,wreckPosZ = cQueue[queueIndex].params[2], cQueue[queueIndex].params[3],cQueue[queueIndex].params[4] end elseif cQueue[queueIndex].params[4] ~= nil then --1st part of the area-reclaim command (an empty area-command) areaMode = true wreckPosX, wreckPosY,wreckPosZ = cQueue[queueIndex].params[1], cQueue[queueIndex].params[2],cQueue[queueIndex].params[3] else --have no unit match but have no area coordinate either, but is RECLAIM command, something must be wrong: if (turnOnEcho == 2)then Spring.Echo("Dynamic Avoidance reclaim targetting failure: fallback to no target") end end --]] targetCoordinate={wreckPosX, wreckPosY,wreckPosZ} --use wreck/center-of-area-command as target --graphCONSTANTtrigger[1] = 2 --use bigger angle scale for initial avoidance: after that is a MOVE command to the center or area-command which uses standard angle scale (take ~4 cycle to do 180 flip, but more chaotic) --graphCONSTANTtrigger[2] = 2 graphCONSTANTtrigger[1] = 1 --use standard angle scale (take ~10 cycle to do 180 flip, but more predictable) graphCONSTANTtrigger[2] = 1 boxSizeTrigger=2 --use deactivation 'halfboxsize' for RECLAIM/RESURRECT command if not areaMode then --signature for discrete RECLAIM/RESURRECT command. boxSizeTrigger = 1 --change to deactivation 'halfboxsize' similar to MOVE command if user queued a discrete reclaim/ressurect command --graphCONSTANTtrigger[1] = 1 --override: use standard angle scale (take ~10 cycle to do 180 flip, but more predictable) --graphCONSTANTtrigger[2] = 1 end case = 'reclaimressurect' elseif cQueue[queueIndex].id==CMD_REPAIR then --repair command local unitPosX, unitPosY, unitPosZ = -1, -1, -1 -- (-1) is default value because -1 represent "no target" local targetUnitID=cQueue[queueIndex].params[1] if spValidUnitID(targetUnitID) then --if has unit ID unitPosX, unitPosY, unitPosZ = spGetUnitPosition(targetUnitID) targetID = targetUnitID elseif cQueue[queueIndex].params[1]~= nil and cQueue[queueIndex].params[2]~=nil and cQueue[queueIndex].params[3]~=nil then --if no unit then use coordinate unitPosX, unitPosY,unitPosZ = cQueue[queueIndex].params[1], cQueue[queueIndex].params[2],cQueue[queueIndex].params[3] else if (turnOnEcho == 2)then Spring.Echo("Dynamic Avoidance repair targetting failure: fallback to no target") end end targetCoordinate={unitPosX, unitPosY,unitPosZ} --use ally unit as target boxSizeTrigger=3 --change to deactivation 'halfboxsize' similar to REPAIR command graphCONSTANTtrigger[1] = 1 graphCONSTANTtrigger[2] = 1 case = 'repair' elseif (cQueue[1].id == cMD_DummyG) or (cQueue[1].id == cMD_Dummy_atkG) then targetCoordinate = {-1, -1,-1} --no target (only avoidance) boxSizeTrigger = nil --//value not needed; because 'halfboxsize' for a "-1" target always return "not reached" (infinite avoidance), calculation is skipped (no nil error) graphCONSTANTtrigger[1] = 1 --//this value doesn't matter because 'cMD_DummyG' don't use attractor (-1 disabled the attractor calculation, and 'fixedPointCONSTANTtrigger' behaviour ignore attractor). Needed because "fTarget" is tied to this variable in "AvoidanceCalculator()". graphCONSTANTtrigger[2] = 1 fixedPointCONSTANTtrigger = 3 --//use behaviour that promote avoidance/ignore attractor case = 'cmddummys' elseif cQueue[queueIndex].id == CMD_GUARD then local unitPosX, unitPosY, unitPosZ = -1, -1, -1 -- (-1) is default value because -1 represent "no target" local targetUnitID = cQueue[queueIndex].params[1] if spValidUnitID(targetUnitID) then --if valid unit ID, not fake (if fake then will use "no target" for pure avoidance) local unitDirection = 0 unitDirection, unitPosY,_ = GetUnitDirection(targetUnitID) --get target's direction in radian unitPosX, unitPosZ = ConvertToXZ(targetUnitID, unitDirection, 200) --project a target at 200m in front of guarded unit targetID = targetUnitID else if (turnOnEcho == 2)then Spring.Echo("Dynamic Avoidance guard targetting failure: fallback to no target") end end targetCoordinate={unitPosX, unitPosY,unitPosZ} --use ally unit as target boxSizeTrigger = 4 --//deactivation 'halfboxsize' for GUARD command graphCONSTANTtrigger[1] = 2 --//use more aggressive attraction because it GUARD units. It need big result. graphCONSTANTtrigger[2] = 1 --//(if 1) use less aggressive avoidance because need to stay close to units. It need not stray. case = 'guard' elseif cQueue[queueIndex].id == CMD_ATTACK then local targetPosX, targetPosY, targetPosZ = -1, -1, -1 -- (-1) is default value because -1 represent "no target" boxSizeTrigger = nil --//value not needed when target is "-1" which always return "not reached" (a case where boxSizeTrigger is not used) graphCONSTANTtrigger[1] = 1 --//this value doesn't matter because 'CMD_ATTACK' don't use attractor (-1 already disabled the attractor calculation, and 'fixedPointCONSTANTtrigger' ignore attractor). Needed because "fTarget" is tied to this variable in "AvoidanceCalculator()". graphCONSTANTtrigger[2] = 2 --//use more aggressive avoidance because it often run just once or twice. It need big result. fixedPointCONSTANTtrigger = 3 --//use behaviour that promote avoidance/ignore attractor (incase -1 is not enough) if unitVisible and weaponType~=2 then --not arty local enemyID = cQueue[queueIndex].params[1] local x,y,z = spGetUnitPosition(enemyID) if x then targetPosX, targetPosY, targetPosZ = x,y,z --set target to enemy targetID = enemyID -- if weaponType==0 then --melee unit set bigger targetReached box. -- boxSizeTrigger = 1 --if user initiate an attack while avoidance is necessary (eg: while reloading), then set deactivation 'halfboxsize' for MOVE command (ie: 400m range) -- elseif weaponType==1 then boxSizeTrigger = 2 --set deactivation 'halfboxsize' for RECLAIM/RESURRECT command (ie: 0m range/ always flee) -- end fixedPointCONSTANTtrigger = 1 --//use general behaviour that balance between target & avoidance end end targetCoordinate={targetPosX, targetPosY, targetPosZ} --set target to enemy unit or none case = 'attack' else --if queue has no match/ is empty: then use no-target. eg: A case where undefined command is allowed into the system, or when engine delete the next queues of a valid command and widget expect it to still be there. targetCoordinate={-1, -1, -1} --if for some reason command queue[2] is already empty then use these backup value as target: boxSizeTrigger = nil --//value not needed when target is "-1" which always return "not reached" (a case where boxSizeTrigger is not used) graphCONSTANTtrigger[1] = 1 --//needed because "fTarget" is tied to this variable in "AvoidanceCalculator()". This value doesn't matter because -1 already skip attractor calculation & 'fixedPointCONSTANTtrigger' already ignore attractor values. graphCONSTANTtrigger[2] = 1 fixedPointCONSTANTtrigger = 3 case = 'none' end local output = { targetCoordinate = targetCoordinate, boxSizeTrigger = boxSizeTrigger, graphCONSTANTtrigger = graphCONSTANTtrigger, fixedPointCONSTANTtrigger = fixedPointCONSTANTtrigger, case = case, targetID = targetID, } return output end function AddAttackerIDToEnemyList (unitID, losRadius, relevantUnit, arrayIndex, attacker) if attacker[unitID].countDown > 0 then local separation = spGetUnitSeparation (unitID,attacker[unitID].id, true) if separation ~=nil then --if attackerID is still a valid id (ie: enemy did not disappear) then: if separation> losRadius then --only include attacker that is outside LosRadius because anything inside LosRadius is automatically included later anyway arrayIndex=arrayIndex+1 relevantUnit[arrayIndex]= attacker[unitID].id --//add attacker as a threat end end end return relevantUnit, arrayIndex end function GetUnitRelativeAngle (unitIDmain,unitID2,unitIDmainX,unitIDmainZ,unitID2X,unitID2Z) local x,z = unitIDmainX,unitIDmainZ local rX, rZ=unitID2X,unitID2Z --use inputted position if not x then --empty? x,_,z = spGetUnitPosition(unitIDmain) --use standard position end if not rX then rX, _, rZ= spGetUnitPosition(unitID2) end local cX, _, cZ = rX-x, _, rZ-z local cXcZ = math.sqrt(cX*cX + cZ*cZ) --hypothenus for xz direction local relativeAngle = math.atan2 (cX/cXcZ, cZ/cXcZ) --math.atan2 accept trigonometric ratio (ie: ratio that has same value as: cos(angle) & sin(angle). Cos is ratio between x and hypothenus, and Sin is ratio between z and hypothenus) return relativeAngle end function GetTargetAngleWithRespectToUnit(unitID, targetCoordinate) local x,_,z = spGetUnitPosition(unitID) local tx, tz = targetCoordinate[1], targetCoordinate[3] local dX, dZ = tx- x, tz-z local dXdZ = math.sqrt(dX*dX + dZ*dZ) --hypothenus for xz direction local targetAngle = math.atan2(dX/dXdZ, dZ/dXdZ) --math.atan2 accept trigonometric ratio (ie: ratio that has same value as: cos(angle) & sin(angle)) return targetAngle end --attractor's sinusoidal wave function (target's sine wave function) function GetFtarget (aCONSTANT, targetAngle, unitDirection) local fTarget = -1*aCONSTANT*math.sin(unitDirection - targetAngle) return fTarget end --attractor's graph slope at unit's direction function GetFtargetSlope (aCONSTANT, targetAngle, unitDirection, fTarget) local unitDirectionPlus1 = unitDirection+0.05 local fTargetPlus1 = -1*aCONSTANT*math.sin(unitDirectionPlus1 - targetAngle) local fTargetSlope=(fTargetPlus1-fTarget) / (unitDirectionPlus1 -unitDirection) return fTargetSlope end --target angular size function GetTargetSubtendedAngle(unitID, targetCoordinate) local tx,tz = targetCoordinate[1],targetCoordinate[3] local x,_,z = spGetUnitPosition(unitID) local unitDefID= spGetUnitDefID(unitID) local unitDef= UnitDefs[unitDefID] local unitSize =32--arbitrary value, size of a com if(unitDef~=nil) then unitSize = unitDef.xsize*8 end --8 is the actual Distance per square, times the unit's square local targetDistance= Distance(tx,tz,x,z) local targetSubtendedAngle = math.atan(unitSize*2/targetDistance) --target is same size as unit's. Usually target do not has size at all, because they are simply move command on ground return targetSubtendedAngle end --sum the contribution from all enemy unit function SumAllUnitAroundUnitID (obsCONSTANT,unitDirection,losRadius,surroundingUnits,unitsSeparation,impatienceTrigger,graphCONSTANTtrigger,unitInMotionSingleUnit,skippingTimer) local thisUnitID = unitInMotionSingleUnit["unitID"] local safetyMarginCONSTANT = safetyMarginCONSTANTunitG -- make the slopes in the extremeties of obstacle graph more sloppy (refer to "non-Linear Dynamic system approach to modelling behavior" -SiomeGoldenstein, Edward Large, DimitrisMetaxas) local smCONSTANT = smCONSTANTunitG --? local distanceCONSTANT = distanceCONSTANTunitG local useLOS_distanceCONSTANT = useLOS_distanceCONSTANTunit_G local normalizeObsGraph = normalizeObsGraphG local cmd_then_DoCalculation_delay = cmd_then_DoCalculation_delayG ---- local wTotal=0 local fObstacleSum=0 local dFobstacle=0 local dSum=0 local nearestFrontObstacleRange =999 local normalizingFactor = 1 if (turnOnEcho == 1) then Spring.Echo("unitID(SumAllUnitAroundUnitID)" .. thisUnitID) end if (surroundingUnits["count"] and surroundingUnits["count"]>0) then --don't execute if no enemy unit exist local graphSample={} if normalizeObsGraph then --an option (default OFF) allow the obstacle graph to be normalized for experimenting purposes for i=1, 180+1, 1 do graphSample[i]=0 --initialize content 360 points end end local thisXvel,_,thisZvel = spGetUnitVelocity(thisUnitID) local thisX,_,thisZ = spGetUnitPosition(thisUnitID) local delay_1 = skippingTimer.averageDelay/2 local delay_2 = cmd_then_DoCalculation_delay local thisXvel_delay2,thisZvel_delay2 = GetDistancePerDelay(thisXvel,thisZvel, delay_2) local thisXvel_delay1,thisZvel_delay1 = GetDistancePerDelay(thisXvel,thisZvel,delay_1) --convert per-frame velocity into per-second velocity, then into elmo-per-averageNetworkDelay for i=1,surroundingUnits["count"], 1 do local unitRectangleID=surroundingUnits[i] if (unitRectangleID ~= nil)then --excluded any nil entry local recX_delay1,recZ_delay1,unitSeparation_1,_,_,unitSeparation_2 = GetTargetPositionAfterDelay(unitRectangleID, delay_1,delay_2,thisXvel_delay1,thisZvel_delay1,thisXvel_delay2,thisZvel_delay2,thisX,thisZ) if unitsSeparation[unitRectangleID]==nil then unitsSeparation[unitRectangleID]=9999 end --if enemy spontaneously appear then set the memorized separation distance to 9999; maybe previous polling missed it and to prevent nil if (turnOnEcho == 1) then Spring.Echo("unitSeparation <unitsSeparation[unitRectangleID](SumAllUnitAroundUnitID)") Spring.Echo(unitSeparation <unitsSeparation[unitRectangleID]) end if unitSeparation_2 - unitsSeparation[unitRectangleID] < 30 then --see if the enemy in collision front is maintaining distance/fleeing or is closing in local relativeAngle = GetUnitRelativeAngle (thisUnitID, unitRectangleID,thisX,thisZ,recX_delay1,recZ_delay1) -- obstacle's angular position with respect to our coordinate local subtendedAngle = GetUnitSubtendedAngle (thisUnitID, unitRectangleID, losRadius,unitSeparation_1) -- obstacle & our unit's angular size distanceCONSTANT=distanceCONSTANTunitG --reset distance constant if useLOS_distanceCONSTANT then distanceCONSTANT= losRadius --use unit's LOS instead of constant so that longer range unit has bigger avoidance radius. end --get obstacle/ enemy/repulsor wave function if impatienceTrigger==0 then --impatienceTrigger reach zero means that unit is impatient distanceCONSTANT=distanceCONSTANT/2 end local ri, wi, di,diff1 = GetRiWiDi (unitDirection, relativeAngle, subtendedAngle, unitSeparation_1, safetyMarginCONSTANT, smCONSTANT, distanceCONSTANT,obsCONSTANT) local fObstacle = ri*wi*di --get second obstacle/enemy/repulsor wave function to calculate slope local ri2, wi2, di2, diff2= GetRiWiDi (unitDirection, relativeAngle, subtendedAngle, unitSeparation_1, safetyMarginCONSTANT, smCONSTANT, distanceCONSTANT, obsCONSTANT, true) local fObstacle2 = ri2*wi2*di2 --create a snapshot of the entire graph. Resolution: 360 datapoint local dI = math.exp(-1*unitSeparation_1/distanceCONSTANT) --distance multiplier local hI = windowingFuncMultG/ (math.cos(2*subtendedAngle) - math.cos(2*subtendedAngle+ safetyMarginCONSTANT)) if normalizeObsGraph then for i=-90, 90, 1 do --sample the entire 360 degree graph local differenceInAngle = (unitDirection-relativeAngle)+i*math.pi/180 local rI = (differenceInAngle/ subtendedAngle)*math.exp(1- math.abs(differenceInAngle/subtendedAngle)) local wI = obsCONSTANT* (math.tanh(hI- (math.cos(differenceInAngle) -math.cos(2*subtendedAngle +smCONSTANT)))+1) --graph with limiting window graphSample[i+90+1]=graphSample[i+90+1]+ (rI*wI*dI) --[[ <<--can uncomment this and comment the 2 "normalizeObsGraph" switch above for debug info Spring.Echo((rI*wI*dI) .. " (rI*wI*dI) (SumAllUnitAroundUnitID)") if i==0 then Spring.Echo("CENTER") end --]] end end --get repulsor wavefunction's slope local fObstacleSlope = GetFObstacleSlope(fObstacle2, fObstacle, diff2, diff1) --sum all repulsor's wavefunction from every enemy/obstacle within this loop wTotal, dSum, fObstacleSum,dFobstacle, nearestFrontObstacleRange= DoAllSummation (wi, fObstacle, fObstacleSlope, di,wTotal, unitDirection, unitSeparation_1, relativeAngle, dSum, fObstacleSum,dFobstacle, nearestFrontObstacleRange) end end end if normalizeObsGraph then local biggestValue=0 for i=1, 180+1, 1 do --find maximum value from graph if biggestValue<graphSample[i] then biggestValue = graphSample[i] end end if biggestValue > obsCONSTANT then normalizingFactor = obsCONSTANT/biggestValue --normalize graph value to a determined maximum else normalizingFactor = 1 --don't change the graph if the graph never exceed maximum value end end end local output = { wTotal = wTotal, dSum = dSum, fObstacleSum = fObstacleSum, dFobstacle = dFobstacle, nearestFrontObstacleRange = nearestFrontObstacleRange, normalizingFactor = normalizingFactor, } return output --return obstacle's calculation result end --determine appropriate behaviour function CheckWhichFixedPointIsStable (fTargetSlope, fTarget, fixedPointCONSTANTtrigger,sumAllUnitOutput) local dFobstacle = sumAllUnitOutput["dFobstacle"] local dSum = sumAllUnitOutput["dSum"] local wTotal = sumAllUnitOutput["wTotal"] local fObstacleSum = sumAllUnitOutput["fObstacleSum"] --local alphaCONSTANT1, alphaCONSTANT2, gammaCONSTANT1and2, gammaCONSTANT2and1 = ConstantInitialize(fTargetSlope, dFobstacle, dSum, fTarget, fObstacleSum, wTotal, fixedPointCONSTANTtrigger) local cCONSTANT1 = cCONSTANT1g local cCONSTANT2 = cCONSTANT2g local gammaCONSTANT1and2 local gammaCONSTANT2and1 = gammaCONSTANT2and1g local alphaCONSTANT1 = alphaCONSTANT1g local alphaCONSTANT2 --always between 1 and 0 -------- cCONSTANT1 = cCONSTANT1[fixedPointCONSTANTtrigger] cCONSTANT2 = cCONSTANT2[fixedPointCONSTANTtrigger] gammaCONSTANT2and1 = gammaCONSTANT2and1[fixedPointCONSTANTtrigger] alphaCONSTANT1 = alphaCONSTANT1[fixedPointCONSTANTtrigger] --calculate "gammaCONSTANT1and2, alphaCONSTANT2, and alphaCONSTANT1" local pTarget= Sgn(fTargetSlope)*math.exp(cCONSTANT1*math.abs(fTarget)) local pObstacle = Sgn(dFobstacle)*math.exp(cCONSTANT1*math.abs(fObstacleSum))*wTotal gammaCONSTANT1and2 = math.exp(-1*cCONSTANT2*pTarget*pObstacle)/math.exp(cCONSTANT2) alphaCONSTANT2 = math.tanh(dSum) alphaCONSTANT1 = alphaCONSTANT1*(1-alphaCONSTANT2) -- local wTarget=0 local wObstacle=1 if (turnOnEcho == 1) then Spring.Echo("fixedPointCONSTANTtrigger(CheckWhichFixedPointIsStable)" .. fixedPointCONSTANTtrigger) Spring.Echo("alphaCONSTANT1(CheckWhichFixedPointIsStable)" .. alphaCONSTANT1) Spring.Echo ("alphaCONSTANT2(CheckWhichFixedPointIsStable)" ..alphaCONSTANT2) Spring.Echo ("gammaCONSTANT1and2(CheckWhichFixedPointIsStable)" ..gammaCONSTANT1and2) Spring.Echo ("gammaCONSTANT2and1(CheckWhichFixedPointIsStable)" ..gammaCONSTANT2and1) end if (alphaCONSTANT1 < 0) and (alphaCONSTANT2 <0) then --state 0 is unstable, unit don't move wTarget = 0 wObstacle =0 if (turnOnEcho == 1) then Spring.Echo("state 0") Spring.Echo ("(alphaCONSTANT1 < 0) and (alphaCONSTANT2 <0)") end end if (gammaCONSTANT1and2 > alphaCONSTANT1) and (alphaCONSTANT2 >0) then --state 1: unit flee from obstacle and forget target wTarget =0 wObstacle =-1 if (turnOnEcho == 1) then Spring.Echo("state 1") Spring.Echo ("(gammaCONSTANT1and2 > alphaCONSTANT1) and (alphaCONSTANT2 >0)") end end if(gammaCONSTANT2and1 > alphaCONSTANT2) and (alphaCONSTANT1 >0) then --state 2: unit forget obstacle and go for the target wTarget= -1 wObstacle =0 if (turnOnEcho == 1) then Spring.Echo("state 2") Spring.Echo ("(gammaCONSTANT2and1 > alphaCONSTANT2) and (alphaCONSTANT1 >0)") end end if (alphaCONSTANT1>0) and (alphaCONSTANT2>0) then --state 3: mixed contribution from target and obstacle if (alphaCONSTANT1> gammaCONSTANT1and2) and (alphaCONSTANT2>gammaCONSTANT2and1) then if (gammaCONSTANT1and2*gammaCONSTANT2and1 < 0.0) then --function from latest article. Set repulsor/attractor balance wTarget= math.sqrt((alphaCONSTANT2*(alphaCONSTANT1-gammaCONSTANT1and2))/(alphaCONSTANT1*alphaCONSTANT2-gammaCONSTANT1and2*gammaCONSTANT2and1)) wObstacle= math.sqrt((alphaCONSTANT1*(alphaCONSTANT2-gammaCONSTANT2and1))/(alphaCONSTANT1*alphaCONSTANT2-gammaCONSTANT1and2*gammaCONSTANT2and1)) -- wTarget= math.sqrt((alphaCONSTANT2*(alphaCONSTANT1-gammaCONSTANT2and1))/(alphaCONSTANT1*alphaCONSTANT2-gammaCONSTANT1and2*gammaCONSTANT2and1)) -- wObstacle= math.sqrt((alphaCONSTANT1*(alphaCONSTANT2-gammaCONSTANT2and1))/(alphaCONSTANT1*alphaCONSTANT2-gammaCONSTANT1and2*gammaCONSTANT2and1)) if (turnOnEcho == 1) then Spring.Echo("state 3") Spring.Echo ("(gammaCONSTANT1and2*gammaCONSTANT2and1 < 0.0)") end end if (gammaCONSTANT1and2>0) and (gammaCONSTANT2and1>0) then --function from latest article. Set repulsor/attractor balance wTarget= math.sqrt((alphaCONSTANT2*(alphaCONSTANT1-gammaCONSTANT1and2))/(alphaCONSTANT1*alphaCONSTANT2-gammaCONSTANT1and2*gammaCONSTANT2and1)) wObstacle= math.sqrt((alphaCONSTANT1*(alphaCONSTANT2-gammaCONSTANT2and1))/(alphaCONSTANT1*alphaCONSTANT2-gammaCONSTANT1and2*gammaCONSTANT2and1)) -- wTarget= math.sqrt((alphaCONSTANT2*(alphaCONSTANT1-gammaCONSTANT2and1))/(alphaCONSTANT1*alphaCONSTANT2-gammaCONSTANT1and2*gammaCONSTANT2and1)) -- wObstacle= math.sqrt((alphaCONSTANT1*(alphaCONSTANT2-gammaCONSTANT2and1))/(alphaCONSTANT1*alphaCONSTANT2-gammaCONSTANT1and2*gammaCONSTANT2and1)) wTarget= wTarget*-1 if (turnOnEcho == 1) then Spring.Echo("state 4") Spring.Echo ("(gammaCONSTANT1and2>0) and (gammaCONSTANT2and1>0)") end end end else if (turnOnEcho == 1) then Spring.Echo ("State not listed") end end if (turnOnEcho == 1) then Spring.Echo ("wTarget (CheckWhichFixedPointIsStable)" ..wTarget) Spring.Echo ("wObstacle(CheckWhichFixedPointIsStable)" ..wObstacle) end return wTarget, wObstacle --return attractor's and repulsor's multiplier end --convert angular command into coordinate, plus other function function ToCoordinate(wTarget, wObstacle, fTarget, unitDirection, losRadius, impatienceTrigger, skippingTimer, wasMoving, newCommand,sumAllUnitOutput, unitInMotionSingleUnit) local safetyDistanceCONSTANT=safetyDistanceCONSTANT_fG local timeToContactCONSTANT=timeToContactCONSTANTg local activateAutoReverse=activateAutoReverseG --------- local thisUnitID = unitInMotionSingleUnit["unitID"] local unitSpeed = unitInMotionSingleUnit["unitSpeed"] local nearestFrontObstacleRange = sumAllUnitOutput["nearestFrontObstacleRange"] local fObstacleSum = sumAllUnitOutput["fObstacleSum"] local normalizingFactor = sumAllUnitOutput["normalizingFactor"] if (nearestFrontObstacleRange> losRadius) then nearestFrontObstacleRange = 999 end --if no obstacle infront of unit then set nearest obstacle as far as LOS to prevent infinite velocity. local newUnitAngleDerived= GetNewAngle(unitDirection, wTarget, fTarget, wObstacle, fObstacleSum, normalizingFactor) --derive a new angle from calculation for move solution local velocity=unitSpeed*(math.max(timeToContactCONSTANT, skippingTimer.averageDelay + timeToContactCONSTANT)) --scale-down/scale-up command lenght based on system delay (because short command will make unit move in jittery way & avoidance stop prematurely). *NOTE: select either preset velocity (timeToContactCONSTANT==cmd_then_DoCalculation_delayG) or the one taking account delay measurement (skippingTimer.networkDelay + cmd_then_DoCalculation_delay), which one is highest, times unitSpeed as defined by UnitDefs. local networkDelayDrift = 0 if wasMoving then --unit drift contributed by network lag/2 (divide-by-2 because averageDelay is a roundtrip delay and we just want the delay of stuff measured on screen), only calculated when unit is known to be moving (eg: is using lastPosition to determine direction), but network lag value is not accurate enough to yield an accurate drift prediction. networkDelayDrift = unitSpeed*(skippingTimer.averageDelay/2) -- else --if initially stationary then add this backward motion (as 'hax' against unit move toward enemy because of avoidance due to firing/reloading weapon) -- networkDelayDrift = -1*unitSpeed/2 end local maximumVelocity = (nearestFrontObstacleRange- safetyDistanceCONSTANT)/timeToContactCONSTANT --calculate the velocity that will cause a collision within the next "timeToContactCONSTANT" second. activateAutoReverse=activateAutoReverse*impatienceTrigger --activate/deactivate 'autoReverse' if impatience system is used local doReverseNow = false if (maximumVelocity <= velocity) and (activateAutoReverse==1) and (not newCommand) then --velocity = -unitSpeed --set to reverse if impact is imminent & when autoReverse is active & when isn't a newCommand. NewCommand is TRUE if its on initial avoidance. We don't want auto-reverse on initial avoidance (we rely on normal avoidance first, then auto-reverse if it about to collide with enemy). doReverseNow = true end if (turnOnEcho == 1) then Spring.Echo("maximumVelocity(ToCoordinate)" .. maximumVelocity) Spring.Echo("activateAutoReverse(ToCoordinate)" .. activateAutoReverse) Spring.Echo("unitDirection(ToCoordinate)" .. unitDirection) end local newX, newZ= ConvertToXZ(thisUnitID, newUnitAngleDerived,velocity, unitDirection, networkDelayDrift,doReverseNow) --convert angle into coordinate form return newX, newZ end function Round(num) --Reference: http://lua-users.org/wiki/SimpleRound under = math.floor(num) upper = math.floor(num) + 1 underV = -(under - num) upperV = upper - num if (upperV > underV) then return under else return upper end end local safeHavenLastUpdate = 0 local safeHavenCoordinates = {} function FindSafeHavenForCons(unitID, now) local myTeamID = myTeamID_gbl ---- if options.enableReturnToBase.value==false or WG.OPTICS_cluster == nil then --//if epicmenu option 'Return To Base' is false then return nil return nil end --Spring.Echo((now - safeHavenLastUpdate)) if (now - safeHavenLastUpdate) > 4 then --//only update NO MORE than once every 4 second: safeHavenCoordinates = {} --//reset old content local allMyUnits = spGetTeamUnits(myTeamID) local unorderedUnitList = {} for i=1, #allMyUnits, 1 do --//convert unit list into a compatible format for the Clustering function below local unitID_list = allMyUnits[i] local x,y,z = spGetUnitPosition(unitID_list) local unitDefID_list = spGetUnitDefID(unitID_list) local unitDef = UnitDefs[unitDefID_list] local unitSpeed =unitDef["speed"] if (unitSpeed>0) then --//if moving units if (unitDef.isBuilder or unitDef["canCloak"]) and not unitDef.customParams.commtype then --if cloakies and constructor, and not com (ZK) --intentionally empty. Not include cloakies and builder. elseif unitDef.customParams.commtype then --if COMMANDER, unorderedUnitList[unitID_list] = {x,y,z} --//store elseif not (unitDef["canFly"] or unitDef["isAirUnit"]) then --if all ground unit, amphibious, and ships (except commander) --unorderedUnitList[unitID_list] = {x,y,z} --//store elseif (unitDef.hoverAttack== true) then --if gunships --intentionally empty. Not include gunships. end else --if buildings unorderedUnitList[unitID_list] = {x,y,z} --//store end end local cluster, _ = WG.OPTICS_cluster(unorderedUnitList, 600,3, myTeamID,300) --//find clusters with atleast 3 unit per cluster and with at least within 300-meter from each other for index=1 , #cluster do local sumX, sumY,sumZ, unitCount,meanX, meanY, meanZ = 0,0 ,0 ,0 ,0,0,0 for unitIndex=1, #cluster[index] do local unitID_list = cluster[index][unitIndex] local x,y,z= unorderedUnitList[unitID_list][1],unorderedUnitList[unitID_list][2],unorderedUnitList[unitID_list][3] --// get stored unit position sumX= sumX+x sumY = sumY+y sumZ = sumZ+z unitCount=unitCount+1 end meanX = sumX/unitCount --//calculate center of cluster meanY = sumY/unitCount meanZ = sumZ/unitCount safeHavenCoordinates[(#safeHavenCoordinates or 0)+1] = {meanX, meanY, meanZ} --//record cluster position end safeHavenLastUpdate = now end --//end cluster detection local currentSafeHaven = {params={}} --// initialize table using 'params' to be consistent with 'cQueue' content local nearestSafeHaven = {params={}} --// initialize table using 'params' to be consistent with 'cQueue' content local nearestSafeHavenDistance = 999999 nearestSafeHaven, currentSafeHaven = NearestSafeCoordinate (unitID, safeHavenCoordinates, nearestSafeHavenDistance, nearestSafeHaven, currentSafeHaven) if nearestSafeHaven.params[1]~=nil then --//if nearest safe haven found then go there return nearestSafeHaven elseif currentSafeHaven.params[1]~=nil then --//elseif only current safe haven is available then go here return currentSafeHaven else --//elseif no safe haven detected then return nil return nil end end ---------------------------------Level3 ---------------------------------Level4 (lower than low-level function) function GetUnitOrFeaturePosition(id) --copied from cmd_commandinsert.lua widget (by dizekat) if id<=Game.maxUnits and spValidUnitID(id) then return spGetUnitPosition(id) elseif spValidFeatureID(id-Game.maxUnits) then return spGetFeaturePosition(id-Game.maxUnits) --featureID is always offset by maxunit count end return nil end function GetUnitDirection(unitID) --give unit direction in radian, 2D local dx, dz = 0,0 local isMoving = true local _,currentY = spGetUnitPosition(unitID) dx,_,dz= spGetUnitVelocity(unitID) if (dx == 0 and dz == 0) then --use the reported vector if velocity failed to reveal any vector dx,_,dz= spGetUnitDirection(unitID) isMoving = false end local dxdz = math.sqrt(dx*dx + dz*dz) --hypothenus for xz direction local unitDirection = math.atan2(dx/dxdz, dz/dxdz) if (turnOnEcho == 1) then Spring.Echo("direction(GetUnitDirection) " .. unitDirection*180/math.pi) end return unitDirection, currentY, isMoving end function ConvertToXZ(thisUnitID, newUnitAngleDerived, velocity, unitDirection, networkDelayDrift,doReverseNow) --localize global constant local velocityAddingCONSTANT=velocityAddingCONSTANTg local velocityScalingCONSTANT=velocityScalingCONSTANTg -- local x,_,z = spGetUnitPosition(thisUnitID) local distanceToTravelInSecond=velocity*velocityScalingCONSTANT+velocityAddingCONSTANT*Sgn(velocity) --add multiplier & adder. note: we multiply "velocityAddingCONSTANT" with velocity Sign ("Sgn") because we might have reverse speed (due to auto-reverse) local newX = 0 local newZ = 0 if doReverseNow then local reverseDirection = unitDirection+math.pi --0 degree + 180 degree = reverse direction newX = distanceToTravelInSecond*math.sin(reverseDirection) + x newZ = distanceToTravelInSecond*math.cos(reverseDirection) + z else newX = distanceToTravelInSecond*math.sin(newUnitAngleDerived) + x -- issue a command on the ground to achieve a desired angular turn newZ = distanceToTravelInSecond*math.cos(newUnitAngleDerived) + z end if (unitDirection ~= nil) and (networkDelayDrift~=0) then --need this check because argument #4 & #5 can be empty (for other usage). Also used in ExtractTarget for GUARD command. local distanceTraveledDueToNetworkDelay = networkDelayDrift newX = distanceTraveledDueToNetworkDelay*math.sin(unitDirection) + newX -- translate move command abit further forward; to account for lag. Network Lag makes move command lags behind the unit. newZ = distanceTraveledDueToNetworkDelay*math.cos(unitDirection) + newZ end newX = math.min(newX,Game.mapSizeX) newX = math.max(newX,0) newZ = math.min(newZ,Game.mapSizeZ) newZ = math.max(newZ,0) if (turnOnEcho == 1) then Spring.Echo("x(ConvertToXZ) " .. x) Spring.Echo("z(ConvertToXZ) " .. z) Spring.Echo("newX(ConvertToXZ) " .. newX) Spring.Echo("newZ(ConvertToXZ) " .. newZ) end return newX, newZ end function GetTargetPositionAfterDelay(targetUnitID, delay1,delay2,thisXvel_delay1,thisZvel_delay1,thisXvel_delay2,thisZvel_delay2,thisX,thisZ) local recXvel,_,recZvel = spGetUnitVelocity(targetUnitID) local recX,_,recZ = spGetUnitPosition(targetUnitID) recXvel = recXvel or 0 recZvel = recZvel or 0 local recXvel_delay2, recZvel_delay2 = GetDistancePerDelay(recXvel,recZvel, delay2) recXvel_delay2 = recXvel_delay2 - thisXvel_delay2 --calculate relative elmo-per-delay recZvel_delay2 = recZvel_delay2 - thisZvel_delay2 local recX_delay2 = recX + recXvel_delay2 --predict obstacle's offsetted position after a delay has passed local recZ_delay2 = recZ + recZvel_delay2 local unitSeparation_2 = Distance(recX_delay2,recZ_delay2,thisX,thisZ) local recXvel_delay1, recZvel_delay1 = GetDistancePerDelay(recXvel,recZvel,delay1) recXvel_delay1 = recXvel_delay1 - thisXvel_delay1 --calculate relative elmo-per-averageNetworkDelay recZvel_delay1 = recZvel_delay1 - thisZvel_delay1 local recX_delay1 = recX + recXvel_delay1 --predict obstacle's offsetted position after network delay has passed local recZ_delay1 = recZ + recZvel_delay1 local unitSeparation_1 = Distance(recX_delay1,recZ_delay1,thisX,thisZ) --spGetUnitSeparation (thisUnitID, unitRectangleID, true) --get 2D distance return recX_delay1,recZ_delay1,unitSeparation_1,recX_delay2,recZ_delay2,unitSeparation_2 end --get enemy angular size with respect to unit's perspective function GetUnitSubtendedAngle (unitIDmain, unitID2, losRadius,unitSeparation) local unitSize2 =32 --a commander size for an unidentified enemy unit local unitDefID2= spGetUnitDefID(unitID2) local unitDef2= UnitDefs[unitDefID2] if (unitDef2~=nil) then unitSize2 = unitDef2.xsize*8 --8 unitDistance per each square times unitDef's square, a correct size for an identified unit end local unitDefID= spGetUnitDefID(unitIDmain) local unitDef= UnitDefs[unitDefID] local unitSize = unitDef.xsize*8 --8 is the actual Distance per square if (not unitDef["canCloak"]) and (unitDef2~=nil) then --non-cloaky unit view enemy size as its weapon range (this to make it avoid getting into range) unitSize2 = unitDef2.maxWeaponRange end if (unitDef["canCloak"]) then --cloaky unit use decloak distance as body size (to avoid getting too close) unitSize = unitDef["decloakDistance"] end local separationDistance = unitSeparation --if (unitID2~=nil) then separationDistance = spGetUnitSeparation (unitIDmain, unitID2, true) --actual separation distance --else separationDistance = losRadius -- GetUnitLOSRadius(unitIDmain) --as far as unit's reported LOSradius --end local unit2SubtendedAngle = math.atan((unitSize + unitSize2)/separationDistance) --convert size and distance into radian (angle) return unit2SubtendedAngle --return angular size end --calculate enemy's wavefunction function GetRiWiDi (unitDirection, relativeAngle, subtendedAngle, separationDistance, safetyMarginCONSTANT, smCONSTANT, distanceCONSTANT, obsCONSTANT, isForSlope) unitDirection = unitDirection + math.pi --temporarily add a half of a circle to remove the negative part which could skew with circle-arithmetic relativeAngle = relativeAngle + math.pi local differenceInAngle = relativeAngle - unitDirection --relative difference if differenceInAngle > math.pi then --select difference that is smaller than half a circle differenceInAngle = differenceInAngle - 2*math.pi elseif differenceInAngle < -1*math.pi then differenceInAngle = 2*math.pi + differenceInAngle end if isForSlope then differenceInAngle = differenceInAngle + 0.05 end --Spring.Echo("differenceInAngle(GetRiWiDi) ".. differenceInAngle*180/math.pi) local rI = (differenceInAngle/ subtendedAngle)*math.exp(1- math.abs(differenceInAngle/subtendedAngle)) -- ratio of enemy-direction over the size-of-the-enemy local hI = windowingFuncMultG/ (math.cos(2*subtendedAngle) - math.cos(2*subtendedAngle+ safetyMarginCONSTANT)) local wI = obsCONSTANT* (math.tanh(hI- (math.cos(differenceInAngle) -math.cos(2*subtendedAngle +smCONSTANT)))+1) --graph with limiting window. Tanh graph multiplied by obsCONSTANT local dI = math.exp(-1*separationDistance/distanceCONSTANT) --distance multiplier return rI, wI, dI, differenceInAngle end --calculate wavefunction's slope function GetFObstacleSlope (fObstacle2, fObstacle, diff2, diff1) --local fObstacleSlope= (fObstacle2 -fObstacle)/((unitDirection+0.05)-unitDirection) local fObstacleSlope= (fObstacle2 -fObstacle)/(diff2-diff1) return fObstacleSlope end --sum the wavefunction from all enemy units function DoAllSummation (wi, fObstacle, fObstacleSlope, di,wTotal, unitDirection, unitSeparation, relativeAngle, dSum, fObstacleSum, dFobstacle, nearestFrontObstacleRange) --sum all wavefunction variable, send and return summation variable wTotal, dSum, fObstacleSum, dFobstacle=SumRiWiDiCalculation (wi, fObstacle, fObstacleSlope, di,wTotal, dSum, fObstacleSum, dFobstacle) --detect any obstacle 60 degrees (pi/6) to the side of unit, set as nearest obstacle unit (prevent head on collision) if (unitSeparation< nearestFrontObstacleRange) and math.abs(unitDirection- relativeAngle)< (fleeingAngleG) then nearestFrontObstacleRange = unitSeparation end return wTotal, dSum, fObstacleSum, dFobstacle, nearestFrontObstacleRange --return summation variable end -- function GetNewAngle (unitDirection, wTarget, fTarget, wObstacle, fObstacleSum, normalizingFactor) fObstacleSum = fObstacleSum*normalizingFactor --downscale value depend on the entire graph's maximum (if normalization is used) local angleFromTarget = math.abs(wTarget)*fTarget local angleFromObstacle = math.abs(wObstacle)*fObstacleSum --Spring.Echo(math.modf(angleFromObstacle)) local angleFromNoise = Sgn((-1)*angleFromObstacle)*(noiseAngleG)*GaussianNoise() --(noiseAngleG)*(GaussianNoise()*2-1) --for random in negative & positive direction local unitAngleDerived= angleFromTarget + (-1)*angleFromObstacle + angleFromNoise --add attractor amplitude, add repulsive amplitude, and add noise between -ve & +ve noiseAngle. NOTE: somehow "angleFromObstacle" have incorrect sign (telling unit to turn in opposite direction) if math.abs(unitAngleDerived) > maximumTurnAngleG then --to prevent excess in avoidance causing overflow in angle changes (maximum angle should be pi, but useful angle should be pi/2 eg: 90 degree) --Spring.Echo("Dynamic Avoidance warning: total angle changes excess") unitAngleDerived = Sgn(unitAngleDerived)*maximumTurnAngleG end unitDirection = unitDirection+math.pi --temporarily remove negative hemisphere so that arithmetic with negative angle won't skew the result local newUnitAngleDerived= unitDirection +unitAngleDerived --add derived angle into current unit direction plus some noise newUnitAngleDerived = newUnitAngleDerived - math.pi --readd negative hemisphere if newUnitAngleDerived > math.pi then --add residual angle (angle > 2 circle) to respective negative or positive hemisphere newUnitAngleDerived = newUnitAngleDerived - 2*math.pi elseif newUnitAngleDerived < -1*math.pi then newUnitAngleDerived = newUnitAngleDerived + 2*math.pi end if (turnOnEcho == 1) then -- Spring.Echo("unitAngleDerived (getNewAngle)" ..unitAngleDerived*180/math.pi) -- Spring.Echo("newUnitAngleDerived (getNewAngle)" .. newUnitAngleDerived*180/math.pi) -- Spring.Echo("angleFromTarget (getNewAngle)" .. angleFromTarget*180/math.pi) -- Spring.Echo("angleFromObstacle (getNewAngle)" .. angleFromObstacle*180/math.pi) -- Spring.Echo("fTarget (getNewAngle)" .. fTarget) --Spring.Echo("fObstacleSum (getNewAngle)" ..fObstacleSum) --Spring.Echo("unitAngleDerived(GetNewAngle) " .. unitAngleDerived) --Spring.Echo("newUnitAngleDerived(GetNewAngle) " .. newUnitAngleDerived) end return newUnitAngleDerived --sent out derived angle end function NearestSafeCoordinate (unitID, safeHavenCoordinates, nearestSafeHavenDistance, nearestSafeHaven, currentSafeHaven) local x,_,z = spGetUnitPosition(unitID) local unitDefID = spGetUnitDefID(unitID) local unitDef = UnitDefs[unitDefID] --local movementType = unitDef.moveData.name for j=1, #safeHavenCoordinates, 1 do --//iterate over all possible retreat point (bases with at least 3 units in a cluster) local distance = Distance(safeHavenCoordinates[j][1], safeHavenCoordinates[j][3] , x, z) local pathOpen = false local validX = 0 local validZ = 0 local positionToCheck = {{0,0},{1,1},{-1,-1},{1,-1},{-1,1},{0,1},{0,-1},{1,0},{-1,0}} for i=1, 9, 1 do --//randomly select position around 100-meter from the center for 5 times before giving up, if given up: it imply that this position is too congested for retreating. --local xDirection = mathRandom(-1,1) --local zDirection = mathRandom(-1,1) local xDirection = positionToCheck[i][1] local zDirection = positionToCheck[i][2] validX = safeHavenCoordinates[j][1] + (xDirection*100 + xDirection*mathRandom(0,100)) validZ = safeHavenCoordinates[j][3] + (zDirection*100 + zDirection*mathRandom(0,100)) local units = spGetUnitsInRectangle( validX-40, validZ-40, validX+40, validZ+40 ) if units == nil or #units == 0 then --//if this box is empty then return this area as accessible. pathOpen = true break end end if distance > 300 and distance < nearestSafeHavenDistance and pathOpen then nearestSafeHavenDistance = distance nearestSafeHaven.params[1] = validX nearestSafeHaven.params[2] = safeHavenCoordinates[j][2] nearestSafeHaven.params[3] = validZ elseif distance < 300 then --//theoretically this will run once because units can only be at 1 cluster at 1 time or not at any cluster at all currentSafeHaven.params[1] = validX currentSafeHaven.params[2] = safeHavenCoordinates[j][2] currentSafeHaven.params[3] = validZ end end return nearestSafeHaven, currentSafeHaven end ---------------------------------Level4 ---------------------------------Level5 function SumRiWiDiCalculation (wi, fObstacle, fObstacleSlope, di, wTotal, dSum, fObstacleSum, dFobstacle) wTotal = wTotal +wi fObstacleSum= fObstacleSum +(fObstacle) dFobstacle= dFobstacle + (fObstacleSlope) --Spring.Echo(dFobstacle) dSum= dSum +di return wTotal, dSum, fObstacleSum, dFobstacle end --Gaussian noise, Box-Muller method --from http://www.dspguru.com/dsp/howtos/how-to-generate-white-gaussian-noise --output value from -1 to +1 with bigger chance of getting 0 function GaussianNoise() local v1 local v2 local s = 0 repeat local u1=math.random() --U1=[0,1] local u2=math.random() --U2=[0,1] v1= 2 * u1 -1 -- V1=[-1,1] v2=2 * u2 - 1 -- V2=[-1,1] s=v1 * v1 + v2 * v2 until (s<1) local x=math.sqrt(-2 * math.log(s) / s) * v1 return x end function Sgn(x) if x == 0 then return 0 end local y= x/(math.abs(x)) return y end function Distance(x1,z1,x2,z2) local dis = math.sqrt((x1-x2)*(x1-x2)+(z1-z2)*(z1-z2)) return dis end function GetDistancePerDelay(velocityX, velocityZ, delaySecond) return velocityX*30*delaySecond,velocityZ*30*delaySecond --convert per-frame velocity into per-second velocity, then into elmo-per-delay end ---------------------------------Level5 --REFERENCE: --1 --Non-linear dynamical system approach to behavior modeling --Siome Goldenstein, Edward Large, Dimitris Metaxas --Dynamic autonomous agents: game applications -- Siome Goldenstein, Edward Large, Dimitris Metaxas --2 --"unit_tactical_ai.lua" -ZeroK gadget by Google Frog --3 --"Initial Queue" widget, "Allows you to queue buildings before game start" (unit_initial_queue.lua), author = "Niobium", --4 --"unit_smart_nanos.lua" widget, "Enables auto reclaim & repair for idle nano turrets , author = Owen Martindell --5 --"Chili Crude Player List", "Player List",, author=CarRepairer --6 --Gaussian noise, Box-Muller method, http://www.dspguru.com/dsp/howtos/how-to-generate-white-gaussian-noise --http://springrts.com/wiki/Lua_Scripting --7 --"gui_contextmenu.lua" -unit stat widget, by CarRepairer/WagonRepairer --8 --"unit_AA_micro.lua" -widget that micromanage AA, weaponsState example, by Jseah --9 --"cmd_retreat.lua" -Place 'retreat zones' on the map and order units to retreat to them at desired HP percentages, by CarRepairer (OPT_INTERNAL function) --"gui_epicmenu.lua" --"Extremely Powerful Ingame Chili Menu.", by Carrepairer --"gui_chili_integral_menu.lua" --Chili Integral Menu, by Licho, KingRaptor, Google Frog --10 --Thanks to versus666 for his endless playtesting and creating idea for improvement & bug report (eg: messy command queue case, widget overriding user's command case, "avoidance may be bad for gunship" case, avoidance depending on detected enemy sonar, constructor's retreat timeout, selection effect avoidance, ect) --11 -- Ref: http://en.wikipedia.org/wiki/Moving_average#Simple_moving_average (rolling average) -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- --Feature Tracking: -- Constructor under area reclaim will return to center of area command when sighting an enemy -- Attacked will mark last attacker and avoid them even when outside LOS for 3 second -- Unit outside user view will universally auto-avoidance, but remain still when seen -- Hold position prevent universal auto-avoidance when not seen, also prevent auto-retreat when unit perform auto-attack -- Unit under attack command will perform auto-retreat when reloading or shield < 50% regardless of hold-position state -- Cloakable unit will universally auto-avoid when moving... -- Area repair will cause unit auto-avoid from point to point (unit to repair); this is contrast to area reclaim. -- Area Reclaim/ressurect tolerance < area repair tolerance < move tolerance (unit within certain radius of target will ignore enemy/not avoid) -- Individual repair/reclaim command queue has same tolerance as area repair tolerance -- ???
gpl-2.0
MTDdk/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
The-HalcyonDays/darkstar
scripts/zones/Castle_Oztroja/npcs/_47u.lua
17
1254
----------------------------------- -- Area: Castle Oztroja -- NPC: _47u (Handle) -- Notes: Opens door _474 from behind -- @pos -60 24 -77 151 ----------------------------------- package.loaded["scripts/zones/Castle_Oztroja/TextIDs"] = nil; ----------------------------------- require("scripts/zones/Castle_Oztroja/TextIDs"); require("scripts/globals/settings"); ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) local DoorID = npc:getID() - 1; local DoorA = GetNPCByID(DoorID):getAnimation(); if(player:getZPos() < -72) then if(DoorA == 9 and npc:getAnimation() == 9) then npc:openDoor(6.5); -- Should be a ~1 second delay here before the door opens GetNPCByID(DoorID):openDoor(4.5); end 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); end;
gpl-3.0
The-HalcyonDays/darkstar
scripts/zones/Buburimu_Peninsula/npcs/Song_Runes.lua
34
1922
----------------------------------- -- Area: Buburimu Peninsula -- NPC: Song Runes -- Finishes Quest: The Old Monument ----------------------------------- package.loaded["scripts/zones/Buburimu_Peninsula/TextIDs"] = nil; package.loaded["scripts/globals/settings"] = nil; ----------------------------------- require("scripts/globals/settings"); require("scripts/globals/titles"); require("scripts/globals/quests"); require("scripts/zones/Buburimu_Peninsula/TextIDs"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) if (player:getVar("TheOldMonument_Event") == 3) then count = trade:getItemCount(); gil = trade:getGil(); if (trade:hasItemQty(917,1) == true and count == 1 and gil == 0) then player:tradeComplete(); player:completeQuest(JEUNO,THE_OLD_MONUMENT); player:addItem(634,1); player:messageSpecial(ITEM_OBTAINED, 634); player:addTitle(RESEARCHER_OF_CLASSICS); player:addFame(BASTOK,BAS_FAME*10); player:addFame(SANDORIA,SAN_FAME*10); player:addFame(WINDURST,WIN_FAME*10); player:setVar("TheOldMonument_Event",0); end end end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) if (player:getVar("TheOldMonument_Event") == 2) then player:startEvent(0x0000); 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 == 0x0000) then player:setVar("TheOldMonument_Event",3); end end;
gpl-3.0
otservme/global1053
data/movements/scripts/the queen of the banshees quest/theSecondSealPearl.lua
2
1157
local function doCheckPearls(pearlPos, itemid) local Tile = Position(pearlPos):getTile() if Tile then local thing = Tile:getItemById(itemid) if thing and thing:isItem() then thing:remove() Position(pearlPos):sendMagicEffect(CONST_ME_MAGIC_RED) return true else return false end end end local config = { [1] = {pos = {x = 32173, y = 31871, z = 15}, pId = 2143}, [2] = {pos = {x = 32180, y = 31871, z = 15}, pId = 2144} } function onStepIn(cid, item, position, lastPosition) local player = Player(cid) local pearls = 0 if not player then return false end if player:getStorageValue(50019) < 1 then for i = 1, 2 do if doCheckPearls(config[i].pos, config[i].pId) then pearls = pearls + 1 end end if pearls == 2 then player:teleportTo({x = player:getPosition().x, y = player:getPosition().y-6, z = 15}, false) player:getPosition():sendMagicEffect(CONST_ME_TELEPORT) else player:teleportTo(lastPosition, true) player:getPosition():sendMagicEffect(CONST_ME_TELEPORT) end else player:teleportTo(lastPosition, true) player:getPosition():sendMagicEffect(CONST_ME_TELEPORT) end return true end
gpl-2.0
The-HalcyonDays/darkstar
scripts/zones/LaLoff_Amphitheater/mobs/Ark_Angel_GK.lua
27
1373
----------------------------------- -- Area: LaLoff Amphitheater -- NPC: Ark Angel GK ----------------------------------- require("scripts/zones/LaLoff_Amphitheater/TextIDs"); ----------------------------------- -- TODO: Allegedly has a 12 hp/sec regen. Determine if true, and add to onMobInitialize if so. ----------------------------------- -- onMobSpawn Action ----------------------------------- function onMobSpawn(mob) end; ----------------------------------- -- onMobEngaged ----------------------------------- function onMobEngaged(mob,target) -- TODO: Call Wyvern onMobEngage local mobid = mob:getID() for member = mobid-6, mobid+1 do if (GetMobAction(member) == 16) then GetMobByID(member):updateEnmity(target); end end end; ----------------------------------- -- onMobFight Action ----------------------------------- function onMobFight(mob,target) -- TODO: Allegedly resummons wyvern 30 seconds after death. Verify and implement if true. -- TODO: Allegedly uses Meikyo Shisui every 90 seconds. Verify and implement if true. -- TODO: AA GK actively seeks to skillchain to Light off of his own WSs under MS, or other AA's WSs. end; ----------------------------------- -- onMobDeath Action ----------------------------------- function onMobDeath(mob,killer) end;
gpl-3.0
The-HalcyonDays/darkstar
scripts/zones/AlTaieu/npcs/Auroral_Updraft.lua
9
1769
----------------------------------- -- Area: Al'Taieu -- NPC: Auroral Updraft -- Type: Standard NPC ----------------------------------- package.loaded["scripts/zones/AlTaieu/TextIDs"] = nil; ----------------------------------- require("scripts/zones/AlTaieu/TextIDs"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) local Auroral_Offset = 16912902; local npcID = npc:getID(); if(npcID == Auroral_Offset) then player:startEvent(0x0096); elseif(npcID == Auroral_Offset+1) then player:startEvent(0x009B); elseif(npcID == Auroral_Offset+2) then player:startEvent(0x009B); elseif(npcID == Auroral_Offset+3) then player:startEvent(0x009B); elseif(npcID == Auroral_Offset+4) then player:startEvent(0x009B); elseif(npcID == Auroral_Offset+5) then player:startEvent(0x009B); 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 == 0x009B) and option == 1 then player:setPos(-25,-1 ,-620 ,208 ,33); elseif(csid == 0x0096) and option == 1 then player:setPos(611.931, 132.787, 773.427, 192, 32); -- To Sealion's Den {R} end end;
gpl-3.0
The-HalcyonDays/darkstar
scripts/zones/Nashmau/npcs/Wata_Khamazom.lua
34
1438
----------------------------------- -- Area: Nashmau -- NPC: Wata Khamazom -- Standard Merchant NPC ----------------------------------- package.loaded["scripts/zones/Nashmau/TextIDs"] = nil; ----------------------------------- require("scripts/zones/Nashmau/TextIDs"); require("scripts/globals/shop"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) player:showText(npc,WATAKHAMAZOM_SHOP_DIALOG); stock = {0x4300,44, -- Shortbow 0x4301,536, -- Self Bow 0x4302,7920, -- Wrapped Bow 0x4308,492, -- Longbow 0x430A,21812, -- Great Bow 0x43A6,4, -- Wooden Arrow 0x43A8,8, -- Iron Arrow 0x43A9,18, -- Silver Arrow 0x43AA,140, -- Fire Arrow 0x43B8,6, -- Crossbow Bolt 0x4752,248} -- Throwing Tomahawk 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
The-HalcyonDays/darkstar
scripts/globals/spells/curaga.lua
13
1210
----------------------------------------- -- Spell: Curaga -- Restores HP of all party members within area of effect. ----------------------------------------- require("scripts/globals/settings"); require("scripts/globals/status"); require("scripts/globals/magic"); ----------------------------------------- -- OnSpellCast ----------------------------------------- function onMagicCastingCheck(caster,target,spell) return 0; end; function onSpellCast(caster,target,spell) local minCure = 60; local divisor = 1; local constant = 20; local power = getCurePowerOld(caster); if(power > 170) then divisor = 35.6666; constant = 87.62; elseif(power > 110) then divisor = 2; constant = 47.5; end local final = getCureFinal(caster,spell,getBaseCureOld(power,divisor,constant),minCure,false); final = final + (final * (target:getMod(MOD_CURE_POTENCY_RCVD)/100)); --Applying server mods.... final = final * CURE_POWER; local diff = (target:getMaxHP() - target:getHP()); if(final > diff) then final = diff; end target:addHP(final); target:wakeUp(); caster:updateEnmityFromCure(target,final); spell:setMsg(367); return final; end;
gpl-3.0
SkotisVarvikas/TES3MP-Stuffs
VampiresAndWerewolves/VampiresAndWerewolves.lua
1
9167
require("color") Methods = {} local vampirismCostItemId = "gold_001" -- ID of the item local vampirismCostCureItemId = "" -- ID of the cure item local vampirismCostCount = "100000" -- amount of the item local vampirismCostCureCount = "" -- amount of the cure item local vampirismCostText = "This process will be instant and will cost you 100.000 gold." -- text to display regarding the item and count, cannot be made dynamic with current tools in a simple way local vampirismCostCureText = "This process will be instant. The cure will cost you nothing" -- same as before local vampirismGUIID = 695874 -- GUI ID for transformation texboxes, do not touch local vampirismCureGUIID = 695875 -- no touchies local vampirismLevelReq = 0 -- optional level requirement; keep it at 0 if no requirement is desired (unless you have players being level 0 for some reason) local allowCure = true -- allow curing? local allowVampirism = true -- allow infection? local displayGlobalTransformationMessage = true -- whether or not to display the transformation message to the whole server Methods.IsVampire = function(pid) local isVampire for index, item in pairs(Players[pid].data.spellbook) do if tableHelper.containsKeyValue(Players[pid].data.spellbook, "spellId", "vampire attributes", true) then isVampire = true else isVampire = false end end return isVampire end Methods.OnLogin = function(pid) local message = "" local vampireClan local isVampire = false local consoleAddSpell local consoleStartScript isVampire = VaW.IsVampire(pid) if isVampire == true then for index, item in pairs(Players[pid].data.spellbook) do if tableHelper.containsKeyValue(Players[pid].data.spellbook, "spellId", "vampire berne specials", true) then vampireClan = "berne" elseif tableHelper.containsKeyValue(Players[pid].data.spellbook, "spellId", "vampire aundae specials", true) then vampireClan = "aundae" elseif tableHelper.containsKeyValue(Players[pid].data.spellbook, "spellId", "vampire quarra specials", true) then vampireClan = "quarra" else vampireClan = "none" end end if vampireClan ~= "none" then consoleAddSpell = "player->addspell \"vampire blood " .. vampireClan .. "\"" consoleStartScript = "startscript, \"vampire_" .. vampireClan .. "_PC\"" else local logmessage = "VaW: WARNING! PLAYER PID" .. pid .. " IS VAMPIRE WITH NO CLAN\n" tes3mp.LogMessage(0, message) end myMod.RunConsoleCommandOnPlayer(pid, consoleAddSpell) myMod.RunConsoleCommandOnPlayer(pid, consoleStartScript) end end Methods.Initialize = function(pid) local level = tonumber(Players[pid].data.stats.level) local message local isVampire if allowVampirism == true then isVampire = VaW.IsVampire(pid) if isVampire == false then if level < vampirismLevelReq then message = color.Red .. "Insufficient level. Required: " .. vampirismLevelReq .. "\n" .. color.Default tes3mp.SendMessage(pid, message, false) else VaW.ShowCostBox(pid) end else message = color.Red .. "You are already a vampire.\n" .. color.Default tes3mp.SendMessage(pid, message, false) end else message = color.Crimson .. "You cannot transform into a vampire this way.\n" .. color.Default tes3mp.SendMessage(pid, message, false) end end Methods.InitializeCure = function(pid) local message local isVampire isVampire = VaW.IsVampire(pid) if allowCure == true then if isVampire == true then VaW.ShowCureBox(pid) else message = color.Red .. "You are not a vampire.\n" .. color.Default tes3mp.SendMessage(pid, message, false) end else message = color.Crimson .. "You cannot cure the disease this way.\n" .. color.Default tes3mp.SendMessage(pid, message, false) end end Methods.ShowCostBox = function(pid) local label = "Select your vampire clan.\n" if vampirismCostItemId ~= "" then label = label .. vampirismCostText end local buttonData = " Aundae ; Berne ; Quarra ; Cancel " tes3mp.CustomMessageBox(pid, vampirismGUIID, label, buttonData) end Methods.ShowCureBox = function(pid) local label = "Are you sure you want to cure yourself?.\n" if vampirismCostCureItemId ~= "" then label = label .. vampirismCostCureText end local buttonData = "Yes;No" tes3mp.CustomMessageBox(pid, vampirismCureGUIID, label, buttonData) end Methods.OnGUIAction = function(pid, idGui, data) if idGui == vampirismGUIID then if tonumber(data) == 0 then -- Aundae VaW.BuyVampirism(pid,1) return true elseif tonumber(data) == 1 then -- Berne VaW.BuyVampirism(pid,2) return true elseif tonumber(data) == 2 then -- Quarra VaW.BuyVampirism(pid,3) return true elseif tonumber(data) == 3 then -- Cancel return true end elseif idGui == vampirismCureGUIID then if tonumber(data) == 0 then -- Cure VaW.Cure(pid) return true elseif tonumber(data) == 1 then -- Cancel return true end end end Methods.BuyVampirism = function(pid, clan) local message local itemCount local itemIndex local canTransform = true local clanName local playerName = tes3mp.GetName(pid) if clan == 1 then clanName = "Aundae" elseif clan == 2 then clanName = "Berne" elseif clan == 3 then clanName = "Quarra" end if vampirismCostItemId ~= "" then for index, item in pairs(Players[pid].data.inventory) do if tableHelper.containsKeyValue(Players[pid].data.inventory, "refId", vampirismCostItemId, true) then itemIndex = tableHelper.getIndexByNestedKeyValue(Players[pid].data.inventory, "refId", vampirismCostItemId) itemCount = Players[pid].data.inventory[itemIndex].count else itemCount = 0 end end if tonumber(itemCount) < tonumber(vampirismCostCount) then canTransform = false end end if canTransform == true then if costItem ~= "" then Players[pid].data.inventory[itemIndex].count = Players[pid].data.inventory[itemIndex].count - tonumber(vampirismCostCount) if Players[pid].data.inventory[itemIndex].count == 0 then Players[pid].data.inventory[itemIndex] = nil end end message = color.Red .. "Transformation complete. You are now part of the " .. clanName .. " clan.\n" .. color.Default tes3mp.SendMessage(pid, message, false) if displayGlobalTransformationMessage == true then message = color.DarkSalmon .. playerName .. " has joined the " .. clanName .. " vampire clan.\n" .. color.Default tes3mp.SendMessage(pid, message, true) end Players[pid]:LoadInventory() Players[pid]:LoadEquipment() Players[pid]:Save() VaW.Transform(pid,clan) else message = color.IndianRed .. "Item(s) missing.\n" .. color.Default tes3mp.SendMessage(pid, message, false) end end Methods.Transform = function(pid, clan) local consoleAddSpell local consoleStartScript local consoleSetPCVamp local vampireClan if clan == 1 then vampireClan = "aundae" elseif clan == 2 then vampireClan = "berne" elseif clan == 3 then vampireClan = "quarra" end consoleSetPCVamp = "set PCVampire to 0" consoleAddSpell = "player->addspell \"vampire blood " .. vampireClan .. "\"" consoleStartScript = "startscript, \"vampire_" .. vampireClan .. "_PC\"" myMod.RunConsoleCommandOnPlayer(pid, consoleSetPCVamp) myMod.RunConsoleCommandOnPlayer(pid, consoleAddSpell) myMod.RunConsoleCommandOnPlayer(pid, consoleStartScript) myMod.OnPlayerSpellbook(pid) end Methods.Cure = function(pid) local consoleCure local consoleSetPCVamp local message local playerName = tes3mp.GetName(pid) consoleCure = "startscript, \"Vampire_Cure_PC\"" consoleSetPCVamp = "set PCVampire to 0" myMod.RunConsoleCommandOnPlayer(pid, consoleCure) --myMod.RunConsoleCommandOnPlayer(pid, consoleSetPCVamp) -- NO WORKIES, SETS VARIABLE TOO FAST message = color.Green .. "You no longer feel the thirst for blood. You've been cured!\n" .. color.Default tes3mp.SendMessage(pid, message, false) if displayGlobalTransformationMessage == true then message = color.DarkGreen .. playerName .. " has cured their vampirism.\n" .. color.Default tes3mp.SendMessage(pid, message, true) end myMod.OnPlayerSpellbook(pid) end return Methods
gpl-3.0
The-HalcyonDays/darkstar
scripts/zones/Port_San_dOria/npcs/Laucimercen.lua
36
1377
----------------------------------- -- Area: Port San d'Oria -- NPC: Laucimercen -- Standard Info NPC ----------------------------------- package.loaded["scripts/zones/Port_San_dOria/TextIDs"] = nil; ----------------------------------- require("scripts/globals/quests"); require("scripts/zones/Port_San_dOria/TextIDs"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) -- "Flyers for Regine" conditional script FlyerForRegine = player:getQuestStatus(SANDORIA,FLYERS_FOR_REGINE); if (FlyerForRegine == 1) then count = trade:getItemCount(); MagicFlyer = trade:hasItemQty(532,1); if (MagicFlyer == true and count == 1) then player:messageSpecial(FLYER_REFUSED); end end end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) player:startEvent(0x233); 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
The-HalcyonDays/darkstar
scripts/zones/Ifrits_Cauldron/npcs/qm4.lua
8
1475
----------------------------------- -- Area: Ifrit's Cauldron -- NPC: ??? -- Involved in Mission: Bastok 6-2 -- @pos 171 0 -25 205 ----------------------------------- package.loaded["scripts/zones/Ifrits_Cauldron/TextIDs"] = nil; ----------------------------------- require("scripts/globals/missions"); require("scripts/zones/Ifrits_Cauldron/TextIDs"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) if(player:getCurrentMission(BASTOK) == THE_PIRATE_S_COVE and player:getVar("MissionStatus") == 2) then if(GetMobAction(17616897) == 0 and GetMobAction(17616898) == 0 and trade:hasItemQty(646,1) and trade:getItemCount() == 1) then player:tradeComplete(); SpawnMob(17616897):updateClaim(player); SpawnMob(17616898):updateClaim(player); end 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); end;
gpl-3.0
The-HalcyonDays/darkstar
scripts/globals/abilities/corsairs_roll.lua
11
2168
----------------------------------- -- Ability: Corsair's Roll -- Increases the amount of experience points earned by party members within area of effect -- Optimal Job: Corsair -- Lucky Number: 5 -- Unlucky Number: 9 -- Level: 5 -- -- Die Roll |Exp Bonus% -- -------- ----------- -- 1 |10% -- 2 |11% -- 3 |11% -- 4 |12% -- 5 |20% -- 6 |13% -- 7 |15% -- 8 |16% -- 9 |8% -- 10 |17% -- 11 |24% -- 12+ |-6% -- -- Bust for Corsair set as subjob is also -6%. -- Corsair set as subjob is 7% on Lucky roll (5) and 1% on Unlucky roll (9). -- The EXP bonus afforded by Corsair's Roll does not apply within Abyssea. ----------------------------------- require("scripts/globals/settings"); require("scripts/globals/status"); ----------------------------------- -- onAbilityCheck ----------------------------------- function onAbilityCheck(player,target,ability) local effectID = getCorsairRollEffect(ability:getID()); if (player:hasStatusEffect(effectID) or player:hasBustEffect(effectID)) then return MSGBASIC_ROLL_ALREADY_ACTIVE,0; else return 0,0; end end; ----------------------------------- -- onUseAbilityRoll ----------------------------------- function onUseAbilityRoll(caster,target,ability,total) local duration = 300 + caster:getMerit(MERIT_WINNING_STREAK) local effectpowers = {10, 11, 11, 12, 20, 13, 15, 16, 8, 17, 24, 6}; local effectpower = effectpowers[total]; if (caster:getMainJob() == JOB_COR and caster:getMainLvl() < target:getMainLvl()) then effectpower = effectpower * (caster:getMainLvl() / target:getMainLvl()); elseif (caster:getSubJob() == JOB_COR and caster:getSubLvl() < target:getMainLvl()) then effectpower = effectpower * (caster:getSubLvl() / target:getMainLvl()); end if (target:addCorsairRoll(caster:getMainJob(), caster:getMerit(MERIT_BUST_DURATION), EFFECT_CORSAIRS_ROLL, effectpower, 0, duration, caster:getID(), total, MOD_EXP_BONUS) == false) then ability:setMsg(423); end end;
gpl-3.0
The-HalcyonDays/darkstar
scripts/globals/spells/sleep_ii.lua
11
1077
----------------------------------------- -- Spell: Sleep II ----------------------------------------- require("scripts/globals/status"); require("scripts/globals/magic"); ----------------------------------------- -- OnSpellCast ----------------------------------------- function onMagicCastingCheck(caster,target,spell) return 0; end; function onSpellCast(caster,target,spell) local duration = 90; if (caster:hasStatusEffect(EFFECT_SABOTEUR)) then duration = duration * 2; end caster:delStatusEffect(EFFECT_SABOTEUR); local typeEffect = EFFECT_SLEEP_II; local pINT = caster:getStat(MOD_INT); local mINT = target:getStat(MOD_INT); local dINT = (pINT - mINT); local resm = applyResistanceEffect(caster,spell,target,dINT,ENFEEBLING_MAGIC_SKILL,0,typeEffect); if(resm < 0.5) then spell:setMsg(85);--resist message return typeEffect; end duration = duration * resm; if(target:addStatusEffect(typeEffect,2,0,duration)) then spell:setMsg(236); else spell:setMsg(75); end return typeEffect; end;
gpl-3.0
mjanicek/rembulan
rembulan-tests/src/test/resources/benchmarksgame/nbody.lua-2.lua
4
3439
-- The Computer Language Benchmarks Game -- http://benchmarksgame.alioth.debian.org/ -- contributed by Mike Pall -- modified by Geoff Leyland local sqrt = math.sqrt local PI = 3.141592653589793 local SOLAR_MASS = 4 * PI * PI local DAYS_PER_YEAR = 365.24 local bodies = { { -- Sun x = 0, y = 0, z = 0, vx = 0, vy = 0, vz = 0, mass = SOLAR_MASS }, { -- Jupiter x = 4.84143144246472090e+00, y = -1.16032004402742839e+00, z = -1.03622044471123109e-01, vx = 1.66007664274403694e-03 * DAYS_PER_YEAR, vy = 7.69901118419740425e-03 * DAYS_PER_YEAR, vz = -6.90460016972063023e-05 * DAYS_PER_YEAR, mass = 9.54791938424326609e-04 * SOLAR_MASS }, { -- Saturn x = 8.34336671824457987e+00, y = 4.12479856412430479e+00, z = -4.03523417114321381e-01, vx = -2.76742510726862411e-03 * DAYS_PER_YEAR, vy = 4.99852801234917238e-03 * DAYS_PER_YEAR, vz = 2.30417297573763929e-05 * DAYS_PER_YEAR, mass = 2.85885980666130812e-04 * SOLAR_MASS }, { -- Uranus x = 1.28943695621391310e+01, y = -1.51111514016986312e+01, z = -2.23307578892655734e-01, vx = 2.96460137564761618e-03 * DAYS_PER_YEAR, vy = 2.37847173959480950e-03 * DAYS_PER_YEAR, vz = -2.96589568540237556e-05 * DAYS_PER_YEAR, mass = 4.36624404335156298e-05 * SOLAR_MASS }, { -- Neptune x = 1.53796971148509165e+01, y = -2.59193146099879641e+01, z = 1.79258772950371181e-01, vx = 2.68067772490389322e-03 * DAYS_PER_YEAR, vy = 1.62824170038242295e-03 * DAYS_PER_YEAR, vz = -9.51592254519715870e-05 * DAYS_PER_YEAR, mass = 5.15138902046611451e-05 * SOLAR_MASS } } local function advance(bodies, nbody, dt) for i=1,nbody do local bi = bodies[i] local bix, biy, biz, bimass = bi.x, bi.y, bi.z, bi.mass local bivx, bivy, bivz = bi.vx, bi.vy, bi.vz for j=i+1,nbody do local bj = bodies[j] local dx, dy, dz = bix-bj.x, biy-bj.y, biz-bj.z local mag = sqrt(dx*dx + dy*dy + dz*dz) mag = dt / (mag * mag * mag) local bm = bj.mass*mag bivx = bivx - (dx * bm) bivy = bivy - (dy * bm) bivz = bivz - (dz * bm) bm = bimass*mag bj.vx = bj.vx + (dx * bm) bj.vy = bj.vy + (dy * bm) bj.vz = bj.vz + (dz * bm) end bi.vx = bivx bi.vy = bivy bi.vz = bivz bi.x = bix + dt * bivx bi.y = biy + dt * bivy bi.z = biz + dt * bivz end end local function energy(bodies, nbody) local e = 0 for i=1,nbody do local bi = bodies[i] local vx, vy, vz, bim = bi.vx, bi.vy, bi.vz, bi.mass e = e + (0.5 * bim * (vx*vx + vy*vy + vz*vz)) for j=i+1,nbody do local bj = bodies[j] local dx, dy, dz = bi.x-bj.x, bi.y-bj.y, bi.z-bj.z local distance = sqrt(dx*dx + dy*dy + dz*dz) e = e - ((bim * bj.mass) / distance) end end return e end local function offsetMomentum(b, nbody) local px, py, pz = 0, 0, 0 for i=1,nbody do local bi = b[i] local bim = bi.mass px = px + (bi.vx * bim) py = py + (bi.vy * bim) pz = pz + (bi.vz * bim) end b[1].vx = -px / SOLAR_MASS b[1].vy = -py / SOLAR_MASS b[1].vz = -pz / SOLAR_MASS end local N = tonumber(arg and arg[1]) or 1000 local nbody = #bodies offsetMomentum(bodies, nbody) io.write( string.format("%0.9f",energy(bodies, nbody)), "\n") for i=1,N do advance(bodies, nbody, 0.01) end io.write( string.format("%0.9f",energy(bodies, nbody)), "\n")
apache-2.0
The-HalcyonDays/darkstar
scripts/globals/items/inferno_sword.lua
16
1030
----------------------------------------- -- ID: 16594 -- Item: Inferno Sword -- Additional Effect: Fire Damage ----------------------------------------- require("scripts/globals/status"); require("scripts/globals/magic"); ----------------------------------- -- onAdditionalEffect Action ----------------------------------- function onAdditionalEffect(player,target,damage) local chance = 5; if (math.random(0,99) >= chance) then return 0,0,0; else local dmg = math.random(3,10); local params = {}; params.bonusmab = 0; params.includemab = false; dmg = addBonusesAbility(player, ELE_FIRE, target, dmg, params); dmg = dmg * applyResistanceAddEffect(player,target,ELE_FIRE,0); dmg = adjustForTarget(target,dmg,ELE_FIRE); dmg = finalMagicNonSpellAdjustments(player,target,ELE_FIRE,dmg); local message = 163; if (dmg < 0) then message = 167; end return SUBEFFECT_FIRE_DAMAGE,message,dmg; end end;
gpl-3.0
The-HalcyonDays/darkstar
scripts/zones/Port_San_dOria/npcs/Diraulate.lua
36
1375
----------------------------------- -- Area: Port San d'Oria -- NPC: Diraulate -- Standard Info NPC ----------------------------------- package.loaded["scripts/zones/Port_San_dOria/TextIDs"] = nil; ----------------------------------- require("scripts/globals/quests"); require("scripts/zones/Port_San_dOria/TextIDs"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) -- "Flyers for Regine" conditional script FlyerForRegine = player:getQuestStatus(SANDORIA,FLYERS_FOR_REGINE); if (FlyerForRegine == 1) then count = trade:getItemCount(); MagicFlyer = trade:hasItemQty(532,1); if (MagicFlyer == true and count == 1) then player:messageSpecial(FLYER_REFUSED); end end end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) player:startEvent(0x245); 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
The-HalcyonDays/darkstar
scripts/zones/The_Shrine_of_RuAvitau/npcs/Grounds_Tome.lua
34
1144
----------------------------------- -- Area: Shrine of Ru'Avitau -- NPC: Grounds Tome ----------------------------------- require("scripts/globals/settings"); require("scripts/globals/groundsofvalor"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) startGov(GOV_EVENT_SHRINE_OF_RUAVITAU,player); end; ----------------------------------- -- onEventSelection ----------------------------------- function onEventUpdate(player,csid,option) -- printf("CSID: %u",csid); -- printf("RESULT: %u",option); updateGov(player,csid,option,749,750,751,752,753,754,0,0,0,0); end; ----------------------------------- -- onEventFinish Action ----------------------------------- function onEventFinish(player,csid,option) -- printf("CSID: %u",csid); -- printf("RESULT: %u",option); finishGov(player,csid,option,749,750,751,752,753,754,0,0,0,0,GOV_MSG_SHRINE_OF_RUAVITAU); end;
gpl-3.0
godly-devotion/Baka-MPlayer-old
Baka MPlayer/bin/Debug/libquvi-scripts/0.9/media/guardian.lua
3
2964
-- libquvi-scripts -- Copyright (C) 2011,2013 Toni Gundogdu <legatvs@gmail.com> -- -- This file is part of libquvi-scripts <http://quvi.sourceforge.net/>. -- -- This program is free software: you can redistribute it and/or -- modify it under the terms of the GNU Affero General Public -- License as published by the Free Software Foundation, either -- version 3 of the License, or (at your option) any later version. -- -- This program 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 Affero General Public License for more details. -- -- You should have received a copy of the GNU Affero General -- Public License along with this program. If not, see -- <http://www.gnu.org/licenses/>. -- local Guardian = {} -- Utility functions unique to this script -- Identify the media script. function ident(qargs) return { can_parse_url = Guardian.can_parse_url(qargs), domains = table.concat({'theguardian.com', 'guardian.co.uk'}, ',') } end -- Parse the media properties. function parse(qargs) local p = Guardian.fetch(qargs) qargs.duration_ms = Guardian.parse_duration(p) qargs.title = (p:match('"og:title" content="(.-)"') or '') :gsub('%s+%-%s+video','') qargs.id = (p:match('prop8%s+=%s+["\'](.-)["\']') or '') :match('(%d+)') or '' qargs.thumb_url = p:match('"thumbnail" content="(.-)"') or p:match('"og:image" content="(.-)"') or '' qargs.streams = Guardian.iter_streams(p) return qargs end -- -- Utility functions -- function Guardian.can_parse_url(qargs) local U = require 'socket.url' local t = U.parse(qargs.input_url) if t and t.scheme and t.scheme:lower():match('^https?$') and t.host and (t.host:lower():match('theguardian%.com$') or t.host:lower():match('guardian%.co%.uk$')) and t.path and (t.path:lower():match('/video/') or t.path:lower():match('/audio/')) then return true else return false end end function Guardian.fetch(qargs) local p = quvi.http.fetch(qargs.input_url).data local e = p:match('<div class="expired">.-<p>(.-)</p>.-</div>') or '' if #e >0 then error(e) end return p end function Guardian.iter_streams(p) local u = p:match("%s+file.-:%s+'(.-)'") or error('no match: media stream URL') local S = require 'quvi/stream' local s = S.stream_new(u) s.video.height = tonumber(p:match('itemprop="height" content="(%d+)"') or 0) s.video.width = tonumber(p:match('itemprop="width" content="(%d+)"') or 0) return {s} end function Guardian.parse_duration(p) local n = tonumber(p:match('duration%:%s+"?(%d+)"?') or 0) * 1000 if n ==0 then local m,s = p:match('T(%d+)M(%d+)S') n = (tonumber(m)*60 + tonumber(s)) * 1000 end return n end -- vim: set ts=2 sw=2 tw=72 expandtab:
gpl-2.0
rrpgfirecast/firecast
Plugins/Sheets/Ficha L5R 4e/output/rdkObjs/templateArmas.lfm.lua
1
13571
require("firecast.lua"); local __o_rrpgObjs = require("rrpgObjs.lua"); require("rrpgGUI.lua"); require("rrpgDialogs.lua"); require("rrpgLFM.lua"); require("ndb.lua"); require("locale.lua"); local __o_Utils = require("utils.lua"); local function constructNew_templateArmas() local obj = GUI.fromHandle(_obj_newObject("form")); local self = obj; local sheet = nil; rawset(obj, "_oldSetNodeObjectFunction", rawget(obj, "setNodeObject")); function obj:setNodeObject(nodeObject) sheet = nodeObject; self.sheet = nodeObject; self:_oldSetNodeObjectFunction(nodeObject); end; function obj:setNodeDatabase(nodeObject) self:setNodeObject(nodeObject); end; _gui_assignInitialParentForForm(obj.handle); obj:beginUpdate(); obj:setName("templateArmas"); obj:setHeight(30); obj.btnArma = GUI.fromHandle(_obj_newObject("button")); obj.btnArma:setParent(obj); obj.btnArma:setAlign("right"); obj.btnArma:setText("𝐢"); obj.btnArma:setWidth(30); obj.btnArma:setName("btnArma"); obj.btnArma:setMargins({right=2}); obj.popArma = GUI.fromHandle(_obj_newObject("popup")); obj.popArma:setParent(obj); obj.popArma:setName("popArma"); obj.popArma:setWidth(440); obj.popArma:setHeight(260); obj.popArma:setBackOpacity(0); obj.popArma:setDrawContainer(false); lfm_setPropAsString(obj.popArma, "autoScopeNode", "true"); obj.rectangle1 = GUI.fromHandle(_obj_newObject("rectangle")); obj.rectangle1:setParent(obj.popArma); obj.rectangle1:setAlign("client"); obj.rectangle1:setColor("#0e0e0e"); obj.rectangle1:setPadding({top=10, left=10, bottom=10, right=10}); obj.rectangle1:setXradius(10); obj.rectangle1:setYradius(10); obj.rectangle1:setCornerType("bevel"); obj.rectangle1:setName("rectangle1"); obj.label1 = GUI.fromHandle(_obj_newObject("label")); obj.label1:setParent(obj.rectangle1); obj.label1:setFontColor("white"); obj.label1:setAlign("top"); obj.label1:setField("nomeArma"); obj.label1:setMargins({bottom=5}); lfm_setPropAsString(obj.label1, "fontStyle", "bold"); obj.label1:setFontFamily("Constantia"); obj.label1:setFontSize(26); obj.label1:setHeight(30); obj.label1:setName("label1"); obj.horzLine1 = GUI.fromHandle(_obj_newObject("horzLine")); obj.horzLine1:setParent(obj.rectangle1); obj.horzLine1:setAlign("top"); obj.horzLine1:setMargins({bottom=5}); obj.horzLine1:setStrokeColor("#424242"); obj.horzLine1:setName("horzLine1"); obj.layout1 = GUI.fromHandle(_obj_newObject("layout")); obj.layout1:setParent(obj.rectangle1); obj.layout1:setHeight(30); obj.layout1:setAlign("top"); obj.layout1:setName("layout1"); obj.layout2 = GUI.fromHandle(_obj_newObject("layout")); obj.layout2:setParent(obj.layout1); obj.layout2:setWidth(210); obj.layout2:setAlign("left"); obj.layout2:setName("layout2"); obj.label2 = GUI.fromHandle(_obj_newObject("label")); obj.label2:setParent(obj.layout2); obj.label2:setText("Perícia:"); obj.label2:setWidth(50); obj.label2:setAlign("left"); obj.label2:setMargins({right=2}); obj.label2:setName("label2"); obj.label2:setFontFamily("Cambria"); obj.label2:setFontColor("white"); lfm_setPropAsString(obj.label2, "fontStyle", "bold"); obj.edit1 = GUI.fromHandle(_obj_newObject("edit")); obj.edit1:setParent(obj.layout2); obj.edit1:setField("periArma"); obj.edit1:setAlign("client"); obj.edit1:setMargins({right=2}); obj.edit1:setName("edit1"); obj.edit1:setFontFamily("Cambria"); obj.edit1:setTransparent(true); obj.edit1:setFontColor("#cdcdcd"); obj.dataLink1 = GUI.fromHandle(_obj_newObject("dataLink")); obj.dataLink1:setParent(obj.layout2); obj.dataLink1:setDefaultValue("—"); obj.dataLink1:setField("periArma"); obj.dataLink1:setName("dataLink1"); obj.layout3 = GUI.fromHandle(_obj_newObject("layout")); obj.layout3:setParent(obj.layout1); obj.layout3:setWidth(210); obj.layout3:setAlign("left"); obj.layout3:setName("layout3"); obj.label3 = GUI.fromHandle(_obj_newObject("label")); obj.label3:setParent(obj.layout3); obj.label3:setText("Ataque:"); obj.label3:setWidth(50); obj.label3:setAlign("left"); obj.label3:setMargins({right=2}); obj.label3:setName("label3"); obj.label3:setFontFamily("Cambria"); obj.label3:setFontColor("white"); lfm_setPropAsString(obj.label3, "fontStyle", "bold"); obj.edit2 = GUI.fromHandle(_obj_newObject("edit")); obj.edit2:setParent(obj.layout3); obj.edit2:setField("atkArma"); obj.edit2:setAlign("client"); obj.edit2:setName("edit2"); obj.edit2:setFontFamily("Cambria"); obj.edit2:setTransparent(true); obj.edit2:setFontColor("#cdcdcd"); obj.dataLink2 = GUI.fromHandle(_obj_newObject("dataLink")); obj.dataLink2:setParent(obj.layout3); obj.dataLink2:setDefaultValue("—"); obj.dataLink2:setField("atkArma"); obj.dataLink2:setName("dataLink2"); obj.layout4 = GUI.fromHandle(_obj_newObject("layout")); obj.layout4:setParent(obj.rectangle1); obj.layout4:setHeight(30); obj.layout4:setAlign("top"); obj.layout4:setName("layout4"); obj.layout5 = GUI.fromHandle(_obj_newObject("layout")); obj.layout5:setParent(obj.layout4); obj.layout5:setWidth(210); obj.layout5:setAlign("left"); obj.layout5:setName("layout5"); obj.label4 = GUI.fromHandle(_obj_newObject("label")); obj.label4:setParent(obj.layout5); obj.label4:setText("Dano:"); obj.label4:setWidth(40); obj.label4:setAlign("left"); obj.label4:setMargins({right=2}); obj.label4:setName("label4"); obj.label4:setFontFamily("Cambria"); obj.label4:setFontColor("white"); lfm_setPropAsString(obj.label4, "fontStyle", "bold"); obj.edit3 = GUI.fromHandle(_obj_newObject("edit")); obj.edit3:setParent(obj.layout5); obj.edit3:setField("danoArma"); obj.edit3:setAlign("client"); obj.edit3:setMargins({right=2}); obj.edit3:setName("edit3"); obj.edit3:setFontFamily("Cambria"); obj.edit3:setTransparent(true); obj.edit3:setFontColor("#cdcdcd"); obj.dataLink3 = GUI.fromHandle(_obj_newObject("dataLink")); obj.dataLink3:setParent(obj.layout5); obj.dataLink3:setDefaultValue("—"); obj.dataLink3:setField("danoArma"); obj.dataLink3:setName("dataLink3"); obj.layout6 = GUI.fromHandle(_obj_newObject("layout")); obj.layout6:setParent(obj.layout4); obj.layout6:setWidth(210); obj.layout6:setAlign("left"); obj.layout6:setName("layout6"); obj.label5 = GUI.fromHandle(_obj_newObject("label")); obj.label5:setParent(obj.layout6); obj.label5:setText("Quantidade:"); obj.label5:setWidth(75); obj.label5:setAlign("left"); obj.label5:setMargins({right=2}); obj.label5:setName("label5"); obj.label5:setFontFamily("Cambria"); obj.label5:setFontColor("white"); lfm_setPropAsString(obj.label5, "fontStyle", "bold"); obj.edit4 = GUI.fromHandle(_obj_newObject("edit")); obj.edit4:setParent(obj.layout6); obj.edit4:setField("quantArma"); obj.edit4:setAlign("client"); obj.edit4:setType("number"); obj.edit4:setName("edit4"); obj.edit4:setFontFamily("Cambria"); obj.edit4:setTransparent(true); obj.edit4:setFontColor("#cdcdcd"); obj.dataLink4 = GUI.fromHandle(_obj_newObject("dataLink")); obj.dataLink4:setParent(obj.layout6); obj.dataLink4:setDefaultValue("0"); obj.dataLink4:setField("quantArma"); obj.dataLink4:setName("dataLink4"); obj.textEditor1 = GUI.fromHandle(_obj_newObject("textEditor")); obj.textEditor1:setParent(obj.rectangle1); obj.textEditor1:setField("descriArma"); obj.textEditor1:setAlign("client"); obj.textEditor1:setFontFamily("Cambria"); obj.textEditor1:setTransparent(true); obj.textEditor1:setMargins({top=10}); obj.textEditor1:setName("textEditor1"); obj.dataLink5 = GUI.fromHandle(_obj_newObject("dataLink")); obj.dataLink5:setParent(obj.rectangle1); obj.dataLink5:setField("descriArma"); obj.dataLink5:setDefaultValue("Descrição."); obj.dataLink5:setName("dataLink5"); obj.button1 = GUI.fromHandle(_obj_newObject("button")); obj.button1:setParent(obj); obj.button1:setAlign("right"); obj.button1:setText("🞭"); obj.button1:setWidth(30); obj.button1:setName("button1"); obj.edit5 = GUI.fromHandle(_obj_newObject("edit")); obj.edit5:setParent(obj); obj.edit5:setField("nomeArma"); obj.edit5:setAlign("client"); obj.edit5:setMargins({right=2}); lfm_setPropAsString(obj.edit5, "fontStyle", "bold"); obj.edit5:setFontColor("white"); obj.edit5:setName("edit5"); obj.edit5:setFontFamily("Cambria"); obj.edit5:setTransparent(true); obj.dataLink6 = GUI.fromHandle(_obj_newObject("dataLink")); obj.dataLink6:setParent(obj); obj.dataLink6:setDefaultValue("—"); obj.dataLink6:setField("nomeArma"); obj.dataLink6:setName("dataLink6"); obj._e_event0 = obj.btnArma:addEventListener("onClick", function (_) local pop = self:findControlByName("popArma"); if pop ~= nil then pop:setNodeObject(self.sheet); pop:showPopupEx("left", self.btnArma); else showMessage("Ops, bug... Nao encontrei o popup para exibir"); end; end, obj); obj._e_event1 = obj.button1:addEventListener("onClick", function (_) NDB.deleteNode(sheet); end, obj); function obj:_releaseEvents() __o_rrpgObjs.removeEventListenerById(self._e_event1); __o_rrpgObjs.removeEventListenerById(self._e_event0); end; obj._oldLFMDestroy = obj.destroy; function obj:destroy() self:_releaseEvents(); if (self.handle ~= 0) and (self.setNodeDatabase ~= nil) then self:setNodeDatabase(nil); end; if self.btnArma ~= nil then self.btnArma:destroy(); self.btnArma = nil; end; if self.button1 ~= nil then self.button1:destroy(); self.button1 = nil; end; if self.label1 ~= nil then self.label1:destroy(); self.label1 = nil; end; if self.layout4 ~= nil then self.layout4:destroy(); self.layout4 = nil; end; if self.edit4 ~= nil then self.edit4:destroy(); self.edit4 = nil; end; if self.label3 ~= nil then self.label3:destroy(); self.label3 = nil; end; if self.label4 ~= nil then self.label4:destroy(); self.label4 = nil; end; if self.textEditor1 ~= nil then self.textEditor1:destroy(); self.textEditor1 = nil; end; if self.edit5 ~= nil then self.edit5:destroy(); self.edit5 = nil; end; if self.dataLink4 ~= nil then self.dataLink4:destroy(); self.dataLink4 = nil; end; if self.layout5 ~= nil then self.layout5:destroy(); self.layout5 = nil; end; if self.label2 ~= nil then self.label2:destroy(); self.label2 = nil; end; if self.dataLink1 ~= nil then self.dataLink1:destroy(); self.dataLink1 = nil; end; if self.edit3 ~= nil then self.edit3:destroy(); self.edit3 = nil; end; if self.dataLink3 ~= nil then self.dataLink3:destroy(); self.dataLink3 = nil; end; if self.layout6 ~= nil then self.layout6:destroy(); self.layout6 = nil; end; if self.label5 ~= nil then self.label5:destroy(); self.label5 = nil; end; if self.popArma ~= nil then self.popArma:destroy(); self.popArma = nil; end; if self.dataLink6 ~= nil then self.dataLink6:destroy(); self.dataLink6 = nil; end; if self.layout3 ~= nil then self.layout3:destroy(); self.layout3 = nil; end; if self.dataLink5 ~= nil then self.dataLink5:destroy(); self.dataLink5 = nil; end; if self.horzLine1 ~= nil then self.horzLine1:destroy(); self.horzLine1 = nil; end; if self.edit2 ~= nil then self.edit2:destroy(); self.edit2 = nil; end; if self.dataLink2 ~= nil then self.dataLink2:destroy(); self.dataLink2 = nil; end; if self.layout1 ~= nil then self.layout1:destroy(); self.layout1 = nil; end; if self.rectangle1 ~= nil then self.rectangle1:destroy(); self.rectangle1 = nil; end; if self.layout2 ~= nil then self.layout2:destroy(); self.layout2 = nil; end; if self.edit1 ~= nil then self.edit1:destroy(); self.edit1 = nil; end; self:_oldLFMDestroy(); end; obj:endUpdate(); return obj; end; function newtemplateArmas() local retObj = nil; __o_rrpgObjs.beginObjectsLoading(); __o_Utils.tryFinally( function() retObj = constructNew_templateArmas(); end, function() __o_rrpgObjs.endObjectsLoading(); end); assert(retObj ~= nil); return retObj; end; local _templateArmas = { newEditor = newtemplateArmas, new = newtemplateArmas, name = "templateArmas", dataType = "", formType = "undefined", formComponentName = "form", title = "", description=""}; templateArmas = _templateArmas; Firecast.registrarForm(_templateArmas); return _templateArmas;
apache-2.0
The-HalcyonDays/darkstar
scripts/zones/LaLoff_Amphitheater/npcs/qm1_2.lua
12
2354
----------------------------------- -- Area: LaLoff_Amphitheater -- NPC: Shimmering Circle (BCNM Entrances) ------------------------------------- package.loaded["scripts/zones/LaLoff_Amphitheater/TextIDs"] = nil; package.loaded["scripts/globals/bcnm"] = nil; ------------------------------------- require("scripts/globals/bcnm"); require("scripts/globals/titles"); require("scripts/globals/keyitems"); require("scripts/globals/quests"); require("scripts/globals/missions"); require("scripts/zones/LaLoff_Amphitheater/TextIDs"); -- Death cutscenes: -- player:startEvent(0x7d01,1,instance:getFastestTime(),1,instance:getTimeInside(),1,0,0); -- hume -- player:startEvent(0x7d01,1,instance:getFastestTime(),1,instance:getTimeInside(),1,1,0); -- taru -- player:startEvent(0x7d01,1,instance:getFastestTime(),1,instance:getTimeInside(),1,2,0); -- mithra -- player:startEvent(0x7d01,1,instance:getFastestTime(),1,instance:getTimeInside(),1,3,0); -- elvaan -- player:startEvent(0x7d01,1,instance:getFastestTime(),1,instance:getTimeInside(),1,4,0); -- galka -- player:startEvent(0x7d01,1,instance:getFastestTime(),1,instance:getTimeInside(),1,5,0); -- divine might -- param 1: entrance # -- param 2: fastest time -- param 3: unknown -- param 4: clear time -- param 5: zoneid -- param 6: exit cs (0-4 AA, 5 DM, 6-10 neo AA, 11 neo DM) -- param 7: skip (0 - no skip, 1 - prompt, 2 - force) -- param 8: 0 ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) if(TradeBCNM(player,player:getZoneID(),trade,npc))then return; end end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) if(EventTriggerBCNM(player,npc))then return; end end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate(player,csid,option) -- printf("onUpdate CSID: %u",csid); -- printf("onUpdate RESULT: %u",option); if(EventUpdateBCNM(player,csid,option,2))then return; end end; ----------------------------------- -- onEventFinish Action ----------------------------------- function onEventFinish(player,csid,option) --printf("onFinish CSID: %u",csid); --printf("onFinish RESULT: %u",option); if(EventFinishBCNM(player,csid,option))then return; end end;
gpl-3.0
The-HalcyonDays/darkstar
scripts/zones/Mhaura/npcs/Panoru-Kanoru.lua
34
1081
---------------------------------- -- Area: Mhaura -- NPC: Panoru-Kanoru -- Type: Item Deliverer -- @pos 5.241 -4.035 93.891 249 ----------------------------------- package.loaded["scripts/zones/Mhaura/TextIDs"] = nil; ----------------------------------- require("scripts/zones/Mhaura/TextIDs"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) player:showText(npc, PANORU_DELIVERY_DIALOG); player:openSendBox(); 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
The-HalcyonDays/darkstar
scripts/zones/PsoXja/npcs/_092.lua
8
1608
----------------------------------- -- Area: Pso'Xja -- NPC: _092 (Stone Gate) -- Notes: Spawns Gargoyle when triggered -- @pos -330.000 14.074 -261.600 9 ----------------------------------- package.loaded["scripts/zones/PsoXja/TextIDs"] = nil; ----------------------------------- require("scripts/zones/PsoXja/TextIDs"); require("scripts/globals/keyitems"); ----------------------------------- -- onTrade ----------------------------------- function onTrade(player,npc,trade) end; ----------------------------------- -- onTrigger ----------------------------------- function onTrigger(player,npc) local X=player:getXPos(); if (npc:getAnimation() == 9) then if(X >= 339)then if(GetMobAction(16814083) == 0) then local Rand = math.random(1,10); if (Rand <=9) then -- Spawn Gargoyle player:messageSpecial(TRAP_ACTIVATED); SpawnMob(16814083,120):updateClaim(player); -- Gargoyle else player:messageSpecial(TRAP_FAILS); npc:openDoor(30); end else player:messageSpecial(DOOR_LOCKED); end elseif(X <= 338)then player:startEvent(0x001A); end end end; ----------------------------------- -- onEventUpdate ----------------------------------- function onEventUpdate(player,csid,option) --printf("CSID: %u",csid); --printf("RESULT: %u",option); end; ----------------------------------- -- onEventFinish ----------------------------------- function onEventFinish(player,csid,option) if(csid == 0x001A and option == 1) then player:setPos(260,-0.25,-20,254,111); end end;
gpl-3.0
APItools/monitor
lua/controllers/api_docs_controller.lua
2
1588
local http = require 'http' local h = require 'controller_helpers' local inspect = require 'inspect' local m = require 'model_helpers' local Service = require 'models.service' local ngxex = require 'ngxex' local get_code_from_host = function(code) return string.match(code, "^https?://(.*)-[^./]+") end local api_docs = { skip_csrf = true } api_docs.proxy = function(params) local headers = ngx.req.get_headers() local custom_headers = {} local standard_headers = {} for k,v in pairs(headers) do local match = k:match('x-apidocs-.*', 1) if match then custom_headers[k] = v else standard_headers[k] = v end end local service, url = Service:find_by_endpoint_code(get_code_from_host(custom_headers['x-apidocs-url'])) local path = tostring(custom_headers['x-apidocs-path']) standard_headers.host = string.match(url, "^.+://([^/]+)") -- normalize trailing and leading slashes if url:sub(#url) == '/' then url = url:sub(0, #url-1) end if path:sub(0,1) ~= '/' then path = '/' .. path end url = url .. path if custom_headers['x-apidocs-query'] then url = url .. '?' .. custom_headers['x-apidocs-query'] end local body, status, headers = http.simple({ method = custom_headers['x-apidocs-method'], url = url, headers = standard_headers }, ngxex.req_get_all_body_data()) for name, value in pairs(headers) do ngx.header[name] = value end ngx.print( body ) ngx.exit( status or ngx.HTTP_OK ) end return api_docs
mit
The-HalcyonDays/darkstar
scripts/zones/Cape_Teriggan/mobs/Tegmine.lua
20
1982
---------------------------------- -- Area: Cape Teriggan -- NM: Tegmine ----------------------------------- require("scripts/globals/status"); require("scripts/globals/magic"); ----------------------------------- ----------------------------------- -- onMobInitialize ----------------------------------- function onMobInitialize(mob) mob:setMobMod(MOBMOD_ADD_EFFECT,mob:getShortID()); end; ----------------------------------- -- onAdditionalEffect Action ----------------------------------- function onAdditionalEffect(mob,target,damage) -- Wiki says nothing about proc rate, going with 80% for now. -- I remember it going off every hit when I fought him. local chance = 80; local LV_diff = target:getMainLvl() - mob:getMainLvl(); if (target:getMainLvl() > mob:getMainLvl()) then chance = chance - 5 * LV_diff; chance = utils.clamp(chance, 5, 95); end if (math.random(0,99) >= chance) then return 0,0,0; else local INT_diff = mob:getStat(MOD_INT) - target:getStat(MOD_INT); if (INT_diff > 20) then INT_diff = 20 + (INT_diff - 20) / 2; end local dmg = INT_diff+LV_diff+damage/2; local params = {}; params.bonusmab = 0; params.includemab = false; dmg = addBonusesAbility(mob, ELE_WATER, target, dmg, params); dmg = dmg * applyResistanceAddEffect(mob,target,ELE_WATER,0); dmg = adjustForTarget(target,dmg,ELE_WATER); if (dmg < 0) then dmg = 10 end dmg = finalMagicNonSpellAdjustments(mob,target,ELE_WATER,dmg); return SUBEFFECT_WATER_DAMAGE,163,dmg; end end; ----------------------------------- -- onMobDeath ----------------------------------- function onMobDeath(mob, killer) -- UpdateNMSpawnPoint(mob:getID()); mob:setRespawnTime(math.random((7200),(7800))); -- 120 to 130 min end;
gpl-3.0
rrpgfirecast/firecast
Plugins/Sheets/Ficha Shadowrun 5E/output/rdkObjs/Shadowrun5E/06.Powers.Spells.lfm.lua
1
6324
require("firecast.lua"); local __o_rrpgObjs = require("rrpgObjs.lua"); require("rrpgGUI.lua"); require("rrpgDialogs.lua"); require("rrpgLFM.lua"); require("ndb.lua"); require("locale.lua"); local __o_Utils = require("utils.lua"); local function constructNew_frmSpells() local obj = GUI.fromHandle(_obj_newObject("form")); local self = obj; local sheet = nil; rawset(obj, "_oldSetNodeObjectFunction", rawget(obj, "setNodeObject")); function obj:setNodeObject(nodeObject) sheet = nodeObject; self.sheet = nodeObject; self:_oldSetNodeObjectFunction(nodeObject); end; function obj:setNodeDatabase(nodeObject) self:setNodeObject(nodeObject); end; _gui_assignInitialParentForForm(obj.handle); obj:beginUpdate(); obj:setName("frmSpells"); obj:setWidth(475); obj:setHeight(25); obj:setMargins({top=1}); obj.rectangle1 = GUI.fromHandle(_obj_newObject("rectangle")); obj.rectangle1:setParent(obj); obj.rectangle1:setAlign("client"); obj.rectangle1:setColor("#212121"); obj.rectangle1:setName("rectangle1"); obj.edit1 = GUI.fromHandle(_obj_newObject("edit")); obj.edit1:setParent(obj.rectangle1); obj.edit1:setLeft(0); obj.edit1:setTop(0); obj.edit1:setWidth(150); obj.edit1:setHeight(25); obj.edit1:setField("spell_name"); obj.edit1:setName("edit1"); obj.edit2 = GUI.fromHandle(_obj_newObject("edit")); obj.edit2:setParent(obj.rectangle1); obj.edit2:setLeft(150); obj.edit2:setTop(0); obj.edit2:setWidth(100); obj.edit2:setHeight(25); obj.edit2:setField("spell_type"); obj.edit2:setHorzTextAlign("center"); obj.edit2:setName("edit2"); obj.edit3 = GUI.fromHandle(_obj_newObject("edit")); obj.edit3:setParent(obj.rectangle1); obj.edit3:setLeft(250); obj.edit3:setTop(0); obj.edit3:setWidth(50); obj.edit3:setHeight(25); obj.edit3:setField("spell_range"); obj.edit3:setHorzTextAlign("center"); obj.edit3:setType("number"); obj.edit3:setName("edit3"); obj.edit4 = GUI.fromHandle(_obj_newObject("edit")); obj.edit4:setParent(obj.rectangle1); obj.edit4:setLeft(300); obj.edit4:setTop(0); obj.edit4:setWidth(50); obj.edit4:setHeight(25); obj.edit4:setField("spell_duration"); obj.edit4:setHorzTextAlign("center"); obj.edit4:setType("number"); obj.edit4:setName("edit4"); obj.edit5 = GUI.fromHandle(_obj_newObject("edit")); obj.edit5:setParent(obj.rectangle1); obj.edit5:setLeft(350); obj.edit5:setTop(0); obj.edit5:setWidth(50); obj.edit5:setHeight(25); obj.edit5:setField("spell_drain"); obj.edit5:setHorzTextAlign("center"); obj.edit5:setType("number"); obj.edit5:setName("edit5"); obj.edit6 = GUI.fromHandle(_obj_newObject("edit")); obj.edit6:setParent(obj.rectangle1); obj.edit6:setLeft(400); obj.edit6:setTop(0); obj.edit6:setWidth(50); obj.edit6:setHeight(25); obj.edit6:setField("spell_karma"); obj.edit6:setHorzTextAlign("center"); obj.edit6:setType("number"); obj.edit6:setName("edit6"); obj.button1 = GUI.fromHandle(_obj_newObject("button")); obj.button1:setParent(obj.rectangle1); obj.button1:setLeft(450); obj.button1:setTop(0); obj.button1:setWidth(25); obj.button1:setHeight(25); obj.button1:setText("X"); obj.button1:setName("button1"); obj.dataLink1 = GUI.fromHandle(_obj_newObject("dataLink")); obj.dataLink1:setParent(obj.rectangle1); obj.dataLink1:setField("spell_karma"); obj.dataLink1:setName("dataLink1"); obj._e_event0 = obj.button1:addEventListener("onClick", function (_) Dialogs.confirmOkCancel("Tem certeza que quer apagar esse objeto?", function (confirmado) if confirmado then NDB.deleteNode(sheet); end; end); end, obj); obj._e_event1 = obj.dataLink1:addEventListener("onChange", function (_, field, oldValue, newValue) if sheet==nil then return end; local node = NDB.getRoot(sheet); local objetos = NDB.getChildNodes(node.spellList); local karma = 0; for i=1, #objetos, 1 do karma = karma + (tonumber(objetos[i].spell_karma) or 0); end; node.spells_karma = karma; end, obj); function obj:_releaseEvents() __o_rrpgObjs.removeEventListenerById(self._e_event1); __o_rrpgObjs.removeEventListenerById(self._e_event0); end; obj._oldLFMDestroy = obj.destroy; function obj:destroy() self:_releaseEvents(); if (self.handle ~= 0) and (self.setNodeDatabase ~= nil) then self:setNodeDatabase(nil); end; if self.edit3 ~= nil then self.edit3:destroy(); self.edit3 = nil; end; if self.edit5 ~= nil then self.edit5:destroy(); self.edit5 = nil; end; if self.edit2 ~= nil then self.edit2:destroy(); self.edit2 = nil; end; if self.button1 ~= nil then self.button1:destroy(); self.button1 = nil; end; if self.edit4 ~= nil then self.edit4:destroy(); self.edit4 = nil; end; if self.edit6 ~= nil then self.edit6:destroy(); self.edit6 = nil; end; if self.rectangle1 ~= nil then self.rectangle1:destroy(); self.rectangle1 = nil; end; if self.edit1 ~= nil then self.edit1:destroy(); self.edit1 = nil; end; if self.dataLink1 ~= nil then self.dataLink1:destroy(); self.dataLink1 = nil; end; self:_oldLFMDestroy(); end; obj:endUpdate(); return obj; end; function newfrmSpells() local retObj = nil; __o_rrpgObjs.beginObjectsLoading(); __o_Utils.tryFinally( function() retObj = constructNew_frmSpells(); end, function() __o_rrpgObjs.endObjectsLoading(); end); assert(retObj ~= nil); return retObj; end; local _frmSpells = { newEditor = newfrmSpells, new = newfrmSpells, name = "frmSpells", dataType = "", formType = "undefined", formComponentName = "form", title = "", description=""}; frmSpells = _frmSpells; Firecast.registrarForm(_frmSpells); return _frmSpells;
apache-2.0
The-HalcyonDays/darkstar
scripts/zones/Port_Bastok/npcs/Dulsie.lua
17
1326
----------------------------------- -- Area: Port Bastok -- NPC: Dulsie -- Adventurer's Assistant -- Working 100% ------------------------------------- package.loaded["scripts/zones/Port_Bastok/TextIDs"] = nil; ------------------------------------- require("scripts/globals/settings"); require("scripts/zones/Port_Bastok/TextIDs"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) if(trade:hasItemQty(0x218,1) and trade:getItemCount() == 1) then player:startEvent(0x0008); end end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) player:startEvent(0x0007); 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 == 0x0008) then player:tradeComplete(); player:addGil(GIL_RATE*50); player:messageSpecial(GIL_OBTAINED,GIL_RATE*50); end end;
gpl-3.0
The-HalcyonDays/darkstar
scripts/zones/Dynamis-Xarcabard/mobs/Marquis_Decarabia.lua
19
1255
----------------------------------- -- Area: Dynamis Xarcabard -- NPC: Marquis Decarabia ----------------------------------- require("scripts/globals/dynamis"); require("scripts/zones/Dynamis-Xarcabard/TextIDs"); ----------------------------------- -- onMobEngaged ----------------------------------- function onMobEngaged(mob,target) end; ----------------------------------- -- onMobFight Action ----------------------------------- function onMobFight(mob,target) end; ----------------------------------- -- onMobDeath ----------------------------------- function onMobDeath(mob,killer) local Animate_Trigger = GetServerVariable("[DynaXarcabard]Boss_Trigger"); if(mob:isInBattlefieldList() == false) then mob:addInBattlefieldList(); Animate_Trigger = Animate_Trigger + 1; SetServerVariable("[DynaXarcabard]Boss_Trigger",Animate_Trigger); if(Animate_Trigger == 32767) then SpawnMob(17330911); -- 142 SpawnMob(17330912); -- 143 SpawnMob(17330183); -- 177 SpawnMob(17330184); -- 178 activateAnimatedWeapon(); -- Change subanim of all animated weapon end end if(Animate_Trigger == 32767) then killer:messageSpecial(PRISON_OF_SOULS_HAS_SET_FREE); end end;
gpl-3.0
lovetoys/preset
src/conf.lua
1
1487
function love.conf(t) t.title = "game" -- The title of the window the game is in (string) t.author = "" -- The author of the game (string) t.url = "" -- The website of the game (string) t.identity = nil -- The name of the save directory (string) t.version = "11.2" -- The LÖVE version this game was made for (string) t.console = false -- Attach a console (boolean, Windows only) t.window.width = 0 -- The window width (number) t.window.height = 0 -- The window height (number) t.window.fullscreen = true -- Enable fullwindow (boolean) t.window.vsync = true -- Enable vertical sync (boolean) t.window.fsaa = 0 -- The number of FSAA-buffers (number) t.modules.joystick = true -- Enable the joystick module (boolean) t.modules.audio = true -- Enable the audio module (boolean) t.modules.keyboard = true -- Enable the keyboard module (boolean) t.modules.event = true -- Enable the event module (boolean) t.modules.image = true -- Enable the image module (boolean) t.modules.graphics = true -- Enable the graphics module (boolean) t.modules.timer = true -- Enable the timer module (boolean) t.modules.mouse = true -- Enable the mouse module (boolean) t.modules.sound = true -- Enable the sound module (boolean) t.modules.physics = true -- Enable the physics module (boolean) end
mit
The-HalcyonDays/darkstar
scripts/zones/Temenos/mobs/Enhanced_Ahriman.lua
17
1287
----------------------------------- -- Area: Temenos Central 1floor -- NPC: Enhanced_Ahriman ----------------------------------- package.loaded["scripts/zones/Temenos/TextIDs"] = nil; ----------------------------------- require("scripts/globals/limbus"); require("scripts/zones/Temenos/TextIDs"); ----------------------------------- -- onMobSpawn Action ----------------------------------- function onMobSpawn(mob) end; ----------------------------------- -- onMobEngaged ----------------------------------- function onMobEngaged(mob,target) if(IsMobDead(16929050)==true)then mob:addStatusEffect(EFFECT_REGAIN,7,3,0); mob:addStatusEffect(EFFECT_REGEN,50,3,0); end end; ----------------------------------- -- onMobDeath ----------------------------------- function onMobDeath(mob,killer) local mobX = mob:getXPos(); local mobY = mob:getYPos(); local mobZ = mob:getZPos(); if(IsMobDead(16929046)==true and IsMobDead(16929047)==true and IsMobDead(16929048)==true and IsMobDead(16929049)==true and IsMobDead(16929050)==true and IsMobDead(16929051)==true)then GetNPCByID(16928768+71):setPos(mobX,mobY,mobZ); GetNPCByID(16928768+71):setStatus(STATUS_NORMAL); GetNPCByID(16928770+471):setStatus(STATUS_NORMAL); end end;
gpl-3.0
The-HalcyonDays/darkstar
scripts/zones/Northern_San_dOria/npcs/Narcheral.lua
23
3760
----------------------------------- -- Area: Northern San d'Oria -- NPC: Narcheral -- Starts and Finishes Quest: Messenger from Beyond, Prelude of Black and White (Finish), Pieuje's Decision (Finish) -- @zone 231 -- @pos 129 -11 126 ----------------------------------- package.loaded["scripts/zones/Northern_San_dOria/TextIDs"] = nil; ----------------------------------- require("scripts/globals/settings"); require("scripts/globals/titles"); require("scripts/globals/shop"); require("scripts/globals/quests"); require("scripts/zones/Northern_San_dOria/TextIDs"); ----------------------------------- -- onTrade Action ----------------------------------- function onTrade(player,npc,trade) if(player:getQuestStatus(SANDORIA, MESSENGER_FROM_BEYOND) == QUEST_ACCEPTED) then if(trade:hasItemQty(1096,1) and trade:getItemCount() == 1) then -- Trade Tavnazia Pass player:startEvent(0x02b2); -- Finish quest "Messenger from Beyond" end elseif(player:getQuestStatus(SANDORIA,PRELUDE_OF_BLACK_AND_WHITE) == QUEST_ACCEPTED) then if(trade:hasItemQty(1097,1) and trade:hasItemQty(12995,1) and trade:getItemCount() == 2) then -- Trade Yagudo Holy Water & Moccasins player:startEvent(0x02b3); -- Finish quest "Prelude of Black and White" end elseif(player:getQuestStatus(SANDORIA,PIEUJE_S_DECISION) == QUEST_ACCEPTED) then if(trade:hasItemQty(13842,1) and trade:getItemCount() == 1) then -- Trade Tavnazian Mask player:startEvent(0x02b4); -- Finish quest "Pieuje's Decision" end end end; ----------------------------------- -- onTrigger Action ----------------------------------- function onTrigger(player,npc) messengerFromBeyond = player:getQuestStatus(SANDORIA,MESSENGER_FROM_BEYOND); -- Checking levels and jobs for af quest mLvl = player:getMainLvl(); mJob = player:getMainJob(); if(messengerFromBeyond == QUEST_AVAILABLE and mJob == 3 and mLvl >= AF1_QUEST_LEVEL) then player:startEvent(0x02b1); -- Start quest "Messenger from Beyond" else player:startEvent(0x02b0); -- Standard dialog 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 == 0x02b1) then player:addQuest(SANDORIA,MESSENGER_FROM_BEYOND); elseif(csid == 0x02b2) then if (player:getFreeSlotsCount() == 0) then player:messageSpecial(ITEM_CANNOT_BE_OBTAINED,17422); else player:addItem(17422); player:messageSpecial(ITEM_OBTAINED,17422); -- Blessed Hammer player:tradeComplete(); player:addFame(SANDORIA,SAN_FAME*AF1_FAME); player:completeQuest(SANDORIA,MESSENGER_FROM_BEYOND); end elseif(csid == 0x02b3) then if (player:getFreeSlotsCount() == 0) then player:messageSpecial(ITEM_CANNOT_BE_OBTAINED,14091); -- Healer's Duckbills else player:addItem(14091); player:messageSpecial(ITEM_OBTAINED,14091); -- Healer's Duckbills player:tradeComplete(); player:addFame(SANDORIA,SAN_FAME*AF2_FAME); player:completeQuest(SANDORIA,PRELUDE_OF_BLACK_AND_WHITE); end elseif(csid == 0x02b4) then if (player:getFreeSlotsCount() == 0) then player:messageSpecial(ITEM_CANNOT_BE_OBTAINED,12640); -- Healer's Briault else player:addTitle(PARAGON_OF_WHITE_MAGE_EXCELLENCE); player:setVar("pieujesDecisionCS",0); player:addItem(12640); player:messageSpecial(ITEM_OBTAINED,12640); -- Healer's Briault player:tradeComplete(); player:addFame(SANDORIA,SAN_FAME*AF3_FAME); player:completeQuest(SANDORIA,PIEUJE_S_DECISION); end end end;
gpl-3.0
rrpgfirecast/firecast
Plugins/Sheets/Gerenciador de Campanha/output/rdkObjs/GerenciadorDeCampanha/02.npcs.lfm.lua
2
7686
require("firecast.lua"); local __o_rrpgObjs = require("rrpgObjs.lua"); require("rrpgGUI.lua"); require("rrpgDialogs.lua"); require("rrpgLFM.lua"); require("ndb.lua"); require("locale.lua"); local __o_Utils = require("utils.lua"); local function constructNew_frmGerenciadorNPCs() local obj = GUI.fromHandle(_obj_newObject("form")); local self = obj; local sheet = nil; rawset(obj, "_oldSetNodeObjectFunction", rawget(obj, "setNodeObject")); function obj:setNodeObject(nodeObject) sheet = nodeObject; self.sheet = nodeObject; self:_oldSetNodeObjectFunction(nodeObject); end; function obj:setNodeDatabase(nodeObject) self:setNodeObject(nodeObject); end; _gui_assignInitialParentForForm(obj.handle); obj:beginUpdate(); obj:setName("frmGerenciadorNPCs"); obj:setAlign("client"); obj:setTheme("dark"); obj:setMargins({top=1}); obj.scrollBox1 = GUI.fromHandle(_obj_newObject("scrollBox")); obj.scrollBox1:setParent(obj); obj.scrollBox1:setAlign("client"); obj.scrollBox1:setName("scrollBox1"); obj.rectangle1 = GUI.fromHandle(_obj_newObject("rectangle")); obj.rectangle1:setParent(obj.scrollBox1); obj.rectangle1:setLeft(0); obj.rectangle1:setTop(0); obj.rectangle1:setWidth(1320); obj.rectangle1:setHeight(20); obj.rectangle1:setColor("Black"); obj.rectangle1:setName("rectangle1"); obj.button1 = GUI.fromHandle(_obj_newObject("button")); obj.button1:setParent(obj.rectangle1); obj.button1:setLeft(40); obj.button1:setTop(0); obj.button1:setWidth(20); obj.button1:setHeight(20); obj.button1:setText("N"); obj.button1:setName("button1"); obj.label1 = GUI.fromHandle(_obj_newObject("label")); obj.label1:setParent(obj.rectangle1); obj.label1:setLeft(0); obj.label1:setTop(0); obj.label1:setWidth(1320); obj.label1:setHeight(20); obj.label1:setText("LISTA DE NPCs CONHECIDOS"); obj.label1:setHorzTextAlign("center"); obj.label1:setName("label1"); obj.rclListaNPCs = GUI.fromHandle(_obj_newObject("recordList")); obj.rclListaNPCs:setParent(obj.rectangle1); obj.rclListaNPCs:setName("rclListaNPCs"); obj.rclListaNPCs:setField("listaNPCs"); obj.rclListaNPCs:setTemplateForm("frmGerenciador02_SELECT"); obj.rclListaNPCs:setLeft(0); obj.rclListaNPCs:setTop(20); obj.rclListaNPCs:setWidth(1320); obj.rclListaNPCs:setHeight(45); obj.rclListaNPCs:setSelectable(true); obj.rclListaNPCs:setLayout("horizontal"); obj.rclListaNPCs:setMinQt(1); obj.boxNPCs = GUI.fromHandle(_obj_newObject("dataScopeBox")); obj.boxNPCs:setParent(obj.scrollBox1); obj.boxNPCs:setName("boxNPCs"); obj.boxNPCs:setVisible(false); obj.boxNPCs:setLeft(0); obj.boxNPCs:setTop(0); obj.boxNPCs:setWidth(1320); obj.boxNPCs:setHeight(615); obj.button2 = GUI.fromHandle(_obj_newObject("button")); obj.button2:setParent(obj.boxNPCs); obj.button2:setLeft(0); obj.button2:setTop(0); obj.button2:setWidth(20); obj.button2:setHeight(20); obj.button2:setText("+"); obj.button2:setName("button2"); obj.button3 = GUI.fromHandle(_obj_newObject("button")); obj.button3:setParent(obj.boxNPCs); obj.button3:setLeft(20); obj.button3:setTop(0); obj.button3:setWidth(20); obj.button3:setHeight(20); obj.button3:setText("O"); obj.button3:setName("button3"); obj.rclNPCs = GUI.fromHandle(_obj_newObject("recordList")); obj.rclNPCs:setParent(obj.boxNPCs); obj.rclNPCs:setLeft(0); obj.rclNPCs:setTop(65); obj.rclNPCs:setWidth(1320); obj.rclNPCs:setHeight(550); obj.rclNPCs:setLayout("horizontalTiles"); obj.rclNPCs:setMinQt(1); obj.rclNPCs:setName("rclNPCs"); obj.rclNPCs:setField("npcs"); obj.rclNPCs:setTemplateForm("frmGerenciador02_NPC"); obj._e_event0 = obj.button1:addEventListener("onClick", function (_) self.rclListaNPCs:append(); end, obj); obj._e_event1 = obj.rclListaNPCs:addEventListener("onSelect", function (_) local node = self.rclListaNPCs.selectedNode; self.boxNPCs.node = node; self.boxNPCs.visible = (node ~= nil); end, obj); obj._e_event2 = obj.rclListaNPCs:addEventListener("onEndEnumeration", function (_) if self.rclListaNPCs.selectedNode == nil and sheet ~= nil then local nodes = ndb.getChildNodes(sheet.listaNPCs); if #nodes > 0 then self.rclListaNPCs.selectedNode = nodes[1]; end; end; end, obj); obj._e_event3 = obj.button2:addEventListener("onClick", function (_) self.rclNPCs:append(); end, obj); obj._e_event4 = obj.button3:addEventListener("onClick", function (_) self.rclNPCs:sort(); end, obj); obj._e_event5 = obj.rclNPCs:addEventListener("onCompare", function (_, nodeA, nodeB) local mod1 = nodeA.relacao; local mod2 = nodeB.relacao; local modR = utils.compareStringPtBr(mod1, mod2); if modR==0 then mod1 = nodeA.nome; mod2 = nodeB.nome; modR = utils.compareStringPtBr(mod1, mod2); end; return modR; end, obj); function obj:_releaseEvents() __o_rrpgObjs.removeEventListenerById(self._e_event5); __o_rrpgObjs.removeEventListenerById(self._e_event4); __o_rrpgObjs.removeEventListenerById(self._e_event3); __o_rrpgObjs.removeEventListenerById(self._e_event2); __o_rrpgObjs.removeEventListenerById(self._e_event1); __o_rrpgObjs.removeEventListenerById(self._e_event0); end; obj._oldLFMDestroy = obj.destroy; function obj:destroy() self:_releaseEvents(); if (self.handle ~= 0) and (self.setNodeDatabase ~= nil) then self:setNodeDatabase(nil); end; if self.button1 ~= nil then self.button1:destroy(); self.button1 = nil; end; if self.button3 ~= nil then self.button3:destroy(); self.button3 = nil; end; if self.boxNPCs ~= nil then self.boxNPCs:destroy(); self.boxNPCs = nil; end; if self.rclListaNPCs ~= nil then self.rclListaNPCs:destroy(); self.rclListaNPCs = nil; end; if self.scrollBox1 ~= nil then self.scrollBox1:destroy(); self.scrollBox1 = nil; end; if self.rectangle1 ~= nil then self.rectangle1:destroy(); self.rectangle1 = nil; end; if self.label1 ~= nil then self.label1:destroy(); self.label1 = nil; end; if self.button2 ~= nil then self.button2:destroy(); self.button2 = nil; end; if self.rclNPCs ~= nil then self.rclNPCs:destroy(); self.rclNPCs = nil; end; self:_oldLFMDestroy(); end; obj:endUpdate(); return obj; end; function newfrmGerenciadorNPCs() local retObj = nil; __o_rrpgObjs.beginObjectsLoading(); __o_Utils.tryFinally( function() retObj = constructNew_frmGerenciadorNPCs(); end, function() __o_rrpgObjs.endObjectsLoading(); end); assert(retObj ~= nil); return retObj; end; local _frmGerenciadorNPCs = { newEditor = newfrmGerenciadorNPCs, new = newfrmGerenciadorNPCs, name = "frmGerenciadorNPCs", dataType = "", formType = "undefined", formComponentName = "form", title = "", description=""}; frmGerenciadorNPCs = _frmGerenciadorNPCs; Firecast.registrarForm(_frmGerenciadorNPCs); return _frmGerenciadorNPCs;
apache-2.0