content
stringlengths
5
1.05M
BigXD = Enemy:extend("BigXD") function BigXD:new(...) BigXD.super.new(self, ...) self:setImage("enemies/big_xd") self.SFX.laugh = SFX("sfx/laughing", 1) self:addIgnoreOverlap(SolidTile) self.rotate = .8 self.floating = true self.velocity.x = 0 self.floorHeight = 32 self.x = self.x - 500 self.solid = 0 self.z = -1000 self.size = 250 end function BigXD:update(dt) BigXD.super.update(self, dt) if self.velocity.x > 0 then local sfx = self.scene:playSFX(self.SFX.laugh) if sfx then self.lastLaugh = sfx end end if self.lastLaugh then self.lastLaugh:setVolume(math.max(0, 1 - (self:getDistance(self.scene.timon)/800))) end if self.y > self.floorHeight then self.y = self.floorHeight end if self:getDistance(self.scene.timon) < self.size then if self.scene.timon.inControl and not self.scene.timon.dead then Game:onDead() end end end function BigXD:draw() BigXD.super.draw(self) end function BigXD:startMoving() self.velocity.x = Player.speed - 5 end
fontType = {-- (1)font (2)scale offset ["default"] = {"default", 1}, ["default-bold"] = {"default-bold",1}, ["clear"] = {"clear",1.1}, ["arial"] = {"arial",1}, ["sans"] = {"sans",1.2}, ["pricedown"] = {"pricedown",3}, ["bankgothic"] = {"bankgothic",4}, ["diploma"] = {"diploma",2}, ["beckett"] = {"beckett",2}, ["BizNoteFont18"] = {"BizNoteFont18",1.1}, } function getOverLayFonts() return fontType end fonts = getOverLayFonts() function options_enable() --toggleControl("change_camera", false) keys = getBoundKeys("change_camera") --[[for name, state in pairs(keys) do if ( name ~= "home" ) then bindKey(name, "down", options_cameraWorkAround) else unbindKey(name) end end]] --addCommandHandler("home", options_showmenu) --bindKey("F10", "down", "home") end addEventHandler("accounts:options",getRootElement(),options_enable) function options_disable() removeCommandHandler("home", options_showmenu) unbindKey("home", "down", "home") unbindKey("F10", "down", "home") end wOptions,bChangeCharacter,bStreamerSettings,bGraphicsSettings,bAccountSettings,bLogout = nil wGraphicsMenu,cLogsEnabled,cMotionBlur,cSkyClouds,cStreamingAudio,bGraphicsMenuClose,sVehicleStreamer,sPickupStreamer,lVehicleStreamer,lPickupStreamer,gameMenuLoaded = nil function isCameraOnPlayer() local vehicle = getPedOccupiedVehicle(localPlayer) if vehicle then return getCameraTarget( ) == vehicle else return getCameraTarget( ) == localPlayer end end function options_showmenu() if wOptions then options_closemenu() return end if getElementData(localPlayer, "exclusiveGUI") or not isCameraOnPlayer() then return end triggerEvent( 'hud:blur', resourceRoot, 6, false, 0.5, nil ) setElementData(localPlayer, "exclusiveGUI", true, false) triggerEvent("account:changingchar", localPlayer) local screenWidth, screenHeight = guiGetScreenSize() local windowWidth, windowHeight = 250, 15 local bHeight = 35 windowHeight = windowHeight+(bHeight*5) local left = screenWidth/2 - windowWidth/2 local top = screenHeight/2 - windowHeight/2 local margin = 10 local wHeight = margin showCursor(true) wOptions = guiCreateStaticImage(left, top, windowWidth, windowHeight, ":mrp_resources/window_body.png", false) bChangeCharacter = guiCreateButton(margin, margin, 230, 30, "Karakter değiştir", false, wOptions) addEventHandler("onClientGUIClick", bChangeCharacter, function () if not isPedDead ( localPlayer ) and isCameraOnPlayer() then options_logOut( ) end options_closemenu() end, false) wHeight = wHeight + bHeight bStatistics = guiCreateButton(margin, wHeight, 230, 30, "Karakter istatislikleri", false, wOptions) addEventHandler("onClientGUIClick", bStatistics, function () if not isPedDead ( localPlayer ) and isCameraOnPlayer() then triggerServerEvent("showStats", localPlayer,localPlayer) end options_closemenu() end, false) wHeight = wHeight + bHeight bGraphicsSettings = guiCreateButton(margin, wHeight, 230, 30, "Ayarlar", false, wOptions) --addEventHandler("onClientGUIClick", bGraphicsSettings, options_opengraphicsmenu, false) addEventHandler("onClientGUIClick", bGraphicsSettings, function () if not isPedDead ( localPlayer ) and isCameraOnPlayer() then --triggerServerEvent("accounts:settings:fetchSettings", localPlayer) showSettingsWindow() end end, false) wHeight = wHeight + bHeight if getResourceFromName("mrp_admins") and exports['mrp_admins']:canPlayerAccessStaffManager(localPlayer) then bStaffManager = guiCreateButton(margin, wHeight, 230, 30, "Personel Ayarları", false, wOptions) addEventHandler("onClientGUIClick", bStaffManager, function () if not isPedDead ( localPlayer ) and isCameraOnPlayer() then executeCommandHandler("staffs") end options_closemenu() end, false) wHeight = wHeight + bHeight end if getResourceFromName("mrp_factions") and exports.mrp_factions:canAccessFactionManager( localPlayer ) then bFactionManager = guiCreateButton(margin, wHeight, 230, 30, "Birlik Ayarları", false, wOptions) addEventHandler("onClientGUIClick", bFactionManager, function () if not isPedDead ( localPlayer ) and isCameraOnPlayer() then executeCommandHandler("factions") end options_closemenu() end, false) wHeight = wHeight + bHeight end if getResourceFromName("mrp_interiors") and getResourceFromName("mrp_interior_manager") and exports.mrp_integration:isPlayerAdmin( localPlayer ) then bInteriorManager = guiCreateButton(margin, wHeight, 230, 30, "Mülk Ayarları", false, wOptions) addEventHandler("onClientGUIClick", bInteriorManager, function () if not isPedDead ( localPlayer ) and isCameraOnPlayer() then triggerServerEvent("interiorManager:openit", localPlayer, localPlayer) end options_closemenu() end, false) wHeight = wHeight + bHeight end if getResourceFromName("mrp_vehicle") and getResourceFromName("mrp_vehicle_manager") and exports.mrp_vehicle_manager:canAccessVehicleManager( localPlayer ) then bVehicleManager = guiCreateButton(margin, wHeight, 230, 30, "Araç Aayaralrı", false, wOptions) addEventHandler("onClientGUIClick", bVehicleManager, function () if not isPedDead ( localPlayer ) and isCameraOnPlayer() then executeCommandHandler("vehs") end options_closemenu() end, false) wHeight = wHeight + bHeight end if getResourceFromName('mrp_vehicle') and getResourceFromName("mrp_vehicle_manager") then local thePlayer = localPlayer if exports.mrp_integration:isPlayerVCTMember(thePlayer) or exports.mrp_integration:isPlayerSupporter(thePlayer) or exports.mrp_integration:isPlayerTrialAdmin(thePlayer) or exports.mrp_integration:isPlayerScripter(thePlayer) or exports.mrp_integration:isPlayerVehicleConsultant(thePlayer) then bVehicleLib = guiCreateButton(margin, wHeight, 230, 30, "Araç Kütüphanesi", false, wOptions) addEventHandler("onClientGUIClick", bVehicleLib, function () if not isPedDead ( localPlayer ) and isCameraOnPlayer() then triggerServerEvent("vehlib:sendLibraryToClient", localPlayer) end options_closemenu() end, false) wHeight = wHeight + bHeight end end if getResourceFromName("mrp_carradio") then bRadioManager = guiCreateButton(margin, wHeight, 230, 30, "Radyo İstasyonu Ayarları", false, wOptions) addEventHandler("onClientGUIClick", bRadioManager, function () if not isPedDead ( localPlayer ) and isCameraOnPlayer() then executeCommandHandler("radios") end options_closemenu() end, false) wHeight = wHeight + bHeight end bLogout = guiCreateButton(margin, wHeight, 230, 30, "Çıkış", false, wOptions) addEventHandler("onClientGUIClick", bLogout, function () if not isPedDead ( localPlayer ) and isCameraOnPlayer() then fadeCamera ( false, 2, 0,0,0 ) setTimer(function() triggerServerEvent("accounts:settings:reconnectPlayer", localPlayer) end, 2000,1) end options_closemenu() end, false) wHeight = wHeight + bHeight bClose = guiCreateButton(margin, wHeight, 230, 30, "Kapat", false, wOptions) addEventHandler("onClientGUIClick", bClose, options_closemenu, false) wHeight = wHeight + bHeight guiSetSize(wOptions, windowWidth, wHeight+margin/2, false) exports.mrp_global:centerWindow(wOptions) end function options_closemenu() options_closegraphicsmenu() closeSettingsWindow() showCursor(false) if wOptions then destroyElement(wOptions) wOptions = nil end setElementData(localPlayer, "exclusiveGUI", false, false) triggerEvent( 'hud:blur', resourceRoot, 'off' ) end function options_cameraWorkAround() setPedControlState(localPlayer, "change_camera", true) end --MAXIME function options_opengraphicsmenu() gameMenuLoaded = false local screenWidth, screenHeight = guiGetScreenSize() local windowWidth, windowHeight = 200, 350+17 local left = screenWidth/2 - windowWidth/2 local top = screenHeight/2 - windowHeight/2 local enable = 1 guiSetEnabled(wOptions, false) wGraphicsMenu = guiCreateWindow(left, top, windowWidth, windowHeight, "Oyun Ayarları", false) guiWindowSetSizable(wGraphicsMenu, false) ---------- cMotionBlur = guiCreateCheckBox(10, 25, 180, 17, "Motion Blur'u aktifleştir", false, false, wGraphicsMenu) addEventHandler("onClientGUIClick", cMotionBlur, options_updateGameConfig) ----------- cSkyClouds = guiCreateCheckBox(10, 45, 180, 17, "Gökyüzü Efektlerini aktifleştir", false, false, wGraphicsMenu) addEventHandler("onClientGUIClick", cSkyClouds, options_updateGameConfig) ------------ cStreamingAudio = guiCreateCheckBox(10, 65, 180, 17, "Enable streaming audio", false, false, wGraphicsMenu) addEventHandler("onClientGUIClick", cStreamingAudio, options_updateGameConfig) bOverlayDescription = guiCreateButton ( 10, 85, 180, 17*2, "Overlay Description Settings", false, wGraphicsMenu ) addEventHandler("onClientGUIClick", bOverlayDescription, overlayDescSettings) --[[lVehicleStreamer = guiCreateCheckBox ( 10, 95, 180, 17, "Vehicle streamer: Disabled", false, false, wGraphicsMenu ) addEventHandler("onClientGUIClick", lVehicleStreamer, options_updateGameConfig) sVehicleStreamer = guiCreateScrollBar(10, 110, 180, 17, true, false, wGraphicsMenu) addEventHandler("onClientGUIScroll", sVehicleStreamer, options_GameConfig_updateScrollbars) lPickupStreamer = guiCreateCheckBox ( 10, 125, 180, 17, "Interior streamer: Disabled", false, false, wGraphicsMenu ) addEventHandler("onClientGUIClick", lPickupStreamer, options_updateGameConfig) sPickupStreamer = guiCreateScrollBar(10, 140, 180, 17, true, false, wGraphicsMenu) addEventHandler("onClientGUIScroll", sPickupStreamer, options_GameConfig_updateScrollbars)]] cLogsEnabled = guiCreateCheckBox(10, 160, 180, 17, "Logging of chat", false, false, wGraphicsMenu) addEventHandler("onClientGUIClick", cLogsEnabled, options_updateGameConfig) cBubblesEnabled = guiCreateCheckBox(10, 180, 180, 17, "Enable Chat bubbles", false, false, wGraphicsMenu) addEventHandler("onClientGUIClick", cBubblesEnabled, options_updateGameConfig) cIconsEnabled = guiCreateCheckBox(10, 200, 180, 17, "Enable typing icons", false, false, wGraphicsMenu) addEventHandler("onClientGUIClick", cIconsEnabled, options_updateGameConfig) cEnableNametags = guiCreateCheckBox(10, 220, 180, 17, "Enable nametags", false, false, wGraphicsMenu) addEventHandler("onClientGUIClick", cEnableNametags, options_updateGameConfig) cEnableRShaders = guiCreateCheckBox(10, 240, 180, 17, "Enable radar shader", false, false, wGraphicsMenu) addEventHandler("onClientGUIClick", cEnableRShaders, options_updateGameConfig) cEnableWShaders = guiCreateCheckBox(10, 260, 180, 17, "Enable water shader", false, false, wGraphicsMenu) addEventHandler("onClientGUIClick", cEnableWShaders, options_updateGameConfig) cEnableVShaders = guiCreateCheckBox(10, 280, 180, 17, "Enable vehicle shader", false, false, wGraphicsMenu) addEventHandler("onClientGUIClick", cEnableVShaders, options_updateGameConfig) --[[ chatbubbles ]] -- Put the current settings selected/active --[[local vehicleStreamerEnabled = tonumber( loadSavedData("streamer-vehicle-enabled", "1") ) if (vehicleStreamerEnabled) then guiCheckBoxSetSelected ( lVehicleStreamer, true ) end local pickupStreamerEnabled = tonumber( loadSavedData("streamer-pickup-enabled", "1") ) if (pickupStreamerEnabled) then guiCheckBoxSetSelected ( lPickupStreamer, true ) end]] local blurEnabled = tonumber( loadSavedData("motionblur", "1") ) if (blurEnabled == 1) then guiCheckBoxSetSelected ( cMotionBlur, true ) end local skyCloudsEnabled = tonumber( loadSavedData("skyclouds", "1") ) if (skyCloudsEnabled == 1) then guiCheckBoxSetSelected ( cSkyClouds, true ) end local streamingMediaEnabled = tonumber( loadSavedData("streamingmedia", "1") ) if (streamingMediaEnabled == 1) then guiCheckBoxSetSelected ( cStreamingAudio, true ) end local logsEnabled = tonumber( loadSavedData("logsenabled", "1") ) if (logsEnabled == 1) then guiCheckBoxSetSelected ( cLogsEnabled, true ) end --[[local vehicleStreamerStatus = tonumber( loadSavedData("streamer-vehicle", "60") ) if (vehicleStreamerStatus) then guiScrollBarSetScrollPosition(sVehicleStreamer, ((vehicleStreamerStatus-40)/2)) end local pickupStreamerStatus = tonumber( loadSavedData("streamer-pickup", "25") ) if (pickupStreamerStatus) then guiScrollBarSetScrollPosition(sPickupStreamer, (pickupStreamerStatus-10)) end]] local isBubblesEnabled = tonumber( loadSavedData("chatbubbles", "1") ) if (isBubblesEnabled == 1) then guiCheckBoxSetSelected ( cBubblesEnabled, true ) end local isChatIconsEnabled = tonumber( loadSavedData("chaticons", "1") ) if (isChatIconsEnabled == 1) then guiCheckBoxSetSelected ( cIconsEnabled, true ) end local isNameTagsEnabled = tonumber( loadSavedData("shownametags", "1") ) if (isNameTagsEnabled == 1) then guiCheckBoxSetSelected ( cEnableNametags, true ) end local isRShaderEnabled = tonumber( loadSavedData( "enable_radar_shader", "1") ) if isRShaderEnabled == 1 then guiCheckBoxSetSelected ( cEnableRShaders, true ) end local isWShaderEnabled = tonumber( loadSavedData( "enable_water_shader", "1") ) if isWShaderEnabled == 1 then guiCheckBoxSetSelected ( cEnableWShaders, true ) end local isVShaderEnabled = tonumber( loadSavedData( "enable_vehicle_shader", "1") ) if isVShaderEnabled == 1 then guiCheckBoxSetSelected ( cEnableVShaders, true ) end gameMenuLoaded = true --options_GameConfig_updateScrollbars() bGraphicsMenuClose = guiCreateButton(10, 320, 490, 17*2, "Close", false, wGraphicsMenu) addEventHandler("onClientGUIClick", bGraphicsMenuClose, options_closegraphicsmenu, false) end --[[function options_GameConfig_updateScrollbars() if (gameMenuLoaded) then local vehicleStreamerStatus = guiScrollBarGetScrollPosition(sVehicleStreamer) vehicleStreamerStatus = ((vehicleStreamerStatus) * 2) + 40 local pickupStreamerStatus = guiScrollBarGetScrollPosition(sPickupStreamer) pickupStreamerStatus = pickupStreamerStatus + 10 guiSetText(lVehicleStreamer, "Vehicle streamer: "..vehicleStreamerStatus.." meter") guiSetText(lPickupStreamer, "Interior streamer: "..pickupStreamerStatus.." meter") appendSavedData("streamer-vehicle", tostring(vehicleStreamerStatus)) appendSavedData("streamer-pickup", tostring(pickupStreamerStatus)) triggerEvent("accounts:settings:loadGraphicSettings", localPlayer) end end]] --MAXIME function overlayDescSettings(button, state) if source == bOverlayDescription then if wOverlayDescSettings then fCloseOverlayDescSettings() else local screenWidth, screenHeight = guiGetScreenSize() local windowWidth, windowHeight = 350, 40+(20*15) local left = screenWidth/2 - windowWidth/2 local top = screenHeight/2 - windowHeight/2 local enable = 1 guiSetEnabled(wOptions, false) guiSetEnabled(wGraphicsMenu, false) wOverlayDescSettings = guiCreateWindow(left, top, windowWidth, windowHeight, "Overlay Description Options", false) guiWindowSetSizable(wOverlayDescSettings, false) ---------- local y = 0 local lane1w = 230 local lane1x = 10 local lane2w = lane1w + lane1x local lane2x = lane1x*2 + lane1w cEnableDescription = guiCreateCheckBox(10, 25+y, lane1w, 17, "Enable All Overlay Description", true, false, wOverlayDescSettings) addEventHandler("onClientGUIClick", cEnableDescription, options_updateGameConfig) enable = tonumber( loadSavedData("enableOverlayDescription", "1") or 1) guiCheckBoxSetSelected ( cEnableDescription, enable == 1 and true or false) guiCreateStaticImage ( 10, 25+y+23, windowWidth-20 , 1, ":admin-system/images/whitedot.jpg", false, wOverlayDescSettings ) y = y + 30 cEnableDescriptionVeh = guiCreateCheckBox(10, 25+y, lane1w, 17, "Enable Overlay Description (Vehicle)", true, false, wOverlayDescSettings) addEventHandler("onClientGUIClick", cEnableDescriptionVeh, options_updateGameConfig) enable = tonumber( loadSavedData("enableOverlayDescriptionVeh", "1") or 1 ) guiCheckBoxSetSelected ( cEnableDescriptionVeh, enable == 1 and true or false) cEnableDescriptionVehPin = guiCreateCheckBox(lane2x, 25+y, lane2w, 17, "Pin", false, false, wOverlayDescSettings) addEventHandler("onClientGUIClick", cEnableDescriptionVehPin, options_updateGameConfig) enable = tonumber( loadSavedData("enableOverlayDescriptionVehPin", "1") or 1 ) guiCheckBoxSetSelected ( cEnableDescriptionVehPin, enable == 1 and true or false) y = y + 20 lFontVeh = guiCreateLabel ( 10, 25+y+3, 40, 20, "Font:", false, wOverlayDescSettings ) cFontVeh = guiCreateComboBox ( 10+40, 25+y, lane1w, 20, loadSavedData2("cFontVeh") or "default", false, wOverlayDescSettings ) local count1 = 0 for key, font in pairs(fonts) do guiComboBoxAddItem(cFontVeh, type(font[1]) == "string" and font[1] or "BizNoteFont18") count1 = count1 + 1 end guiComboBoxAdjustHeight ( cFontVeh, count1 ) addEventHandler ( "onClientGUIComboBoxAccepted", guiRoot, function ( comboBox ) if ( comboBox == cFontVeh ) then local item = guiComboBoxGetSelected ( cFontVeh ) local text = tostring ( guiComboBoxGetItemText ( cFontVeh , item ) ) if ( text ~= "" ) then appendSavedData("cFontVeh", text) end end end ) y = y + 20 + 5 bgVeh = guiCreateCheckBox ( 10, 25+y+3, 150, 17, "Enable Background", true, false, wOverlayDescSettings ) enable = tonumber( loadSavedData("bgVeh", "1") or 1 ) guiCheckBoxSetSelected ( bgVeh, enable == 1 and true or false) borderVeh = guiCreateCheckBox ( 10+150, 25+y+3, 150, 17, "Enable Border", true, false, wOverlayDescSettings ) enable = tonumber( loadSavedData("borderVeh", "1") or 1) guiCheckBoxSetSelected ( borderVeh, enable == 1 and true or false) addEventHandler("onClientGUIClick", bgVeh, options_updateGameConfig) addEventHandler("onClientGUIClick", borderVeh, options_updateGameConfig) guiCreateStaticImage ( 10, 25+y+21, windowWidth-20 , 1, ":admin-system/images/whitedot.jpg", false, wOverlayDescSettings ) y = y + 40 cEnableOverlayDescriptionPro = guiCreateCheckBox(10, 25+y, lane1w, 17, "Enable Overlay Description (Property)", true, false, wOverlayDescSettings) addEventHandler("onClientGUIClick", cEnableOverlayDescriptionPro, options_updateGameConfig) enable = tonumber( loadSavedData("enableOverlayDescriptionPro", "1") or 1 ) guiCheckBoxSetSelected ( cEnableOverlayDescriptionPro, enable == 1 and true or false) cEnableOverlayDescriptionProPin = guiCreateCheckBox(lane2x, 25+y, lane2w, 17, "Pin", false, false, wOverlayDescSettings) addEventHandler("onClientGUIClick", cEnableOverlayDescriptionProPin, options_updateGameConfig) enable = tonumber( loadSavedData("enableOverlayDescriptionProPin", "1") or 1 ) guiCheckBoxSetSelected ( cEnableOverlayDescriptionProPin, enable == 1 and true or false) y = y + 20 lFontPro = guiCreateLabel ( 10, 25+y+3, 40, 20, "Font:", false, wOverlayDescSettings ) cFontPro = guiCreateComboBox ( 10+40, 25+y, lane1w, 20, loadSavedData2("cFontPro") , false, wOverlayDescSettings ) for key, font in pairs(fonts) do guiComboBoxAddItem(cFontPro, type(font[1]) == "string" and font[1] or "BizNoteFont18") end guiComboBoxAdjustHeight ( cFontPro, count1 ) addEventHandler ( "onClientGUIComboBoxAccepted", guiRoot, function ( comboBox ) if ( comboBox == cFontPro ) then local item = guiComboBoxGetSelected ( cFontPro ) local text = tostring ( guiComboBoxGetItemText ( cFontPro , item ) ) if ( text ~= "" ) then appendSavedData("cFontPro", text) end end end ) y = y + 20 + 5 bgPro = guiCreateCheckBox ( 10, 25+y+3, 150, 17, "Enable Background", true, false, wOverlayDescSettings ) enable = tonumber( loadSavedData("bgPro", "1") or 1 ) guiCheckBoxSetSelected ( bgPro, enable == 1 and true or false) borderPro = guiCreateCheckBox ( 10+150, 25+y+3, 150, 17, "Enable Border", true,false, wOverlayDescSettings ) enable = tonumber( loadSavedData("borderPro", "1") or 1 ) guiCheckBoxSetSelected ( borderPro, enable == 1 and true or false) addEventHandler("onClientGUIClick", bgPro, options_updateGameConfig) addEventHandler("onClientGUIClick", borderPro, options_updateGameConfig) guiCreateStaticImage ( 10, 25+y+21, windowWidth-20 , 1, ":admin-system/images/whitedot.jpg", false, wOverlayDescSettings ) y = y + 40 bCloseOverlayDescSettings = guiCreateButton(10, 70+y, windowWidth+34, 17*2, "Close", false, wOverlayDescSettings) addEventHandler("onClientGUIClick", bCloseOverlayDescSettings, fCloseOverlayDescSettings, false) end end end --MAXIME-- function options_updateGameConfig() if source == borderVeh then appendSavedData("borderVeh", guiCheckBoxGetSelected(borderVeh) and "1" or "0") end if source == bgVeh then appendSavedData("bgVeh", guiCheckBoxGetSelected(bgVeh) and "1" or "0") end if source == borderPro then appendSavedData("borderPro", guiCheckBoxGetSelected(borderPro) and "1" or "0") end if source == bgPro then appendSavedData("bgPro", guiCheckBoxGetSelected(bgPro) and "1" or "0") end if source == cEnableDescription then appendSavedData("enableOverlayDescription", guiCheckBoxGetSelected(cEnableDescription) and "1" or "0") end if source == cEnableDescriptionVeh then appendSavedData("enableOverlayDescriptionVeh", guiCheckBoxGetSelected(cEnableDescriptionVeh) and "1" or "0") end if source == cEnableDescriptionVehPin then appendSavedData("enableOverlayDescriptionVehPin", guiCheckBoxGetSelected(cEnableDescriptionVehPin) and "1" or "0") end if source == cEnableOverlayDescriptionPro then appendSavedData("enableOverlayDescriptionPro", guiCheckBoxGetSelected(cEnableOverlayDescriptionPro) and "1" or "0") end if source == cEnableOverlayDescriptionProPin then appendSavedData("enableOverlayDescriptionProPin", guiCheckBoxGetSelected(cEnableOverlayDescriptionProPin) and "1" or "0") end if source == cMotionBlur then if (guiCheckBoxGetSelected(cMotionBlur)) then appendSavedData("motionblur", "1") else appendSavedData("motionblur", "0") end end if source == cSkyClouds then if (guiCheckBoxGetSelected(cSkyClouds)) then appendSavedData("skyclouds", "1") else appendSavedData("skyclouds", "0") end end if source == cStreamingAudio then if (guiCheckBoxGetSelected(cStreamingAudio)) then appendSavedData("streamingmedia", "1") else appendSavedData("streamingmedia", "0") end end if source == cLogsEnabled then if (guiCheckBoxGetSelected(cLogsEnabled)) then appendSavedData("logsenabled", "1") else appendSavedData("logsenabled", "0") end end --[[if (guiCheckBoxGetSelected(lPickupStreamer)) then appendSavedData("streamer-pickup-enabled", "1") else appendSavedData("streamer-pickup-enabled", "0") end if (guiCheckBoxGetSelected(lVehicleStreamer)) then appendSavedData("streamer-vehicle-enabled", "1") else appendSavedData("streamer-vehicle-enabled", "0") end]] if source == cBubblesEnabled then if (guiCheckBoxGetSelected(cBubblesEnabled)) then appendSavedData("chatbubbles", "1") else appendSavedData("chatbubbles", "0") end end if source == cIconsEnabled then if (guiCheckBoxGetSelected(cIconsEnabled)) then appendSavedData("chaticons", "1") else appendSavedData("chaticons", "0") end end if source == cEnableNametags then if (guiCheckBoxGetSelected(cEnableNametags)) then appendSavedData("shownametags", "1") else appendSavedData("shownametags", "0") end end if source == cEnableRShaders then appendSavedData("enable_radar_shader", guiCheckBoxGetSelected(cEnableRShaders) and "1" or "0") end if source == cEnableWShaders then appendSavedData("enable_water_shader", guiCheckBoxGetSelected(cEnableWShaders) and "1" or "0") end if source == cEnableVShaders then appendSavedData("enable_vehicle_shader", guiCheckBoxGetSelected(cEnableVShaders) and "1" or "0") end triggerEvent("accounts:settings:loadGraphicSettings", localPlayer) end --MAXIME -- function percentageToLevel(percentage) -- if percentage >= 0 and < 20 then -- return "5" -- elseif percentage >= 20 and < 40 then -- return "10" -- elseif percentage >= 40 and < 60 then -- return "20" -- elseif percentage >= 60 and < 80 then -- return "40" -- elseif percentage >= 80 and < 100 then -- return "80" -- else -- return "160" -- end -- end function guiComboBoxAdjustHeight ( combobox, itemcount ) if getElementType ( combobox ) ~= "gui-combobox" or type ( itemcount ) ~= "number" then error ( "Invalid arguments @ 'guiComboBoxAdjustHeight'", 2 ) end local width = guiGetSize ( combobox, false ) return guiSetSize ( combobox, width, ( itemcount * 20 ) + 20, false ) end function fCloseOverlayDescSettings() if wOverlayDescSettings then destroyElement(wOverlayDescSettings) wOverlayDescSettings = nil if wGraphicsMenu then guiSetEnabled(wGraphicsMenu, true) end end end function options_closegraphicsmenu() if wGraphicsMenu then options_updateGameConfig() destroyElement(wGraphicsMenu) wGraphicsMenu = nil end fCloseOverlayDescSettings() if wOptions then guiSetEnabled(wOptions, true) end end function options_logOut( message ) triggerServerEvent("updateCharacters", localPlayer) triggerServerEvent("accounts:characters:change", localPlayer, "Change Character") triggerEvent("onClientChangeChar", getRootElement()) options_disable() Characters_showSelection() clearChat() --guiSetVisible(toggleSoundLabel, true) if message then LoginScreen_showWarningMessage( message ) end end addEventHandler("accounts:logout", getRootElement(), options_logOut) function options_logOutToLoginPanel( message ) triggerServerEvent("accounts:characters:logout", localPlayer, "Change Character") open_log_reg_pannel() end
minetest.register_chatcommand("create_in_front_of_fayce", { params = "<text>", description = "Send text to chat", privs = {}, func = function( name , text) --print(name:get_player_by_name()) --minetest.chat_send_all(dump(minetest.get_player_by_name(name):get_look_dir())) local pos = minetest.get_player_by_name(name):get_pos() local vec = vector.multiply(minetest.get_player_by_name(name):get_look_dir(), 2) pos = vector.add(vec, pos) pos.y = pos.y + 1.625 minetest.add_item(pos, "default:dirt") return true, "Test success" end, }) minetest.register_chatcommand("ex", { params = "number", description = "Send text to chat", privs = {}, func = function( name , number) local pos = minetest.get_player_by_name(name):get_pos() for i = 1,number do minetest.add_item({x=pos.x + math.random(-1.5,1.5)*math.random(),y=pos.y+1.5+math.random(1,5.5)*math.random(),z=pos.z + math.random(-1.5,1.5)*math.random()}, "default:dirt") end --minetest.add_item(pos, "default:dirt") return true, "Test success" end, })
return setmetatable({}, {__index = function(self, key) return require("skooma."..tostring(key)) end})
require("lib.recipes") -- Loader Furnaces data:extend({ add_furnace_recipe( "lf-furnace-01", {order = "a[loader-furnace]-a[01]", subgroup = "lf-furnace"}, { {"loader", 2}, {"steel-plate", 50}, {"electric-furnace", 48}, {"electronic-circuit", 20}, {"iron-gear-wheel", 20}, {"iron-stick", 20} } ), add_furnace_recipe( "lf-furnace-02", {order = "a[loader-furnace]-b[02]", subgroup = "lf-furnace"}, { {"fast-loader", 2}, {"steel-plate", 50}, {"lf-furnace-01", 2}, {"advanced-circuit", 5}, {"iron-gear-wheel", 20}, {"iron-stick", 20} } ), add_furnace_recipe( "lf-furnace-03", {category = "crafting-with-fluid", order = "a[loader-furnace]-c[03]", subgroup = "lf-furnace"}, { {"express-loader", 2}, {"steel-plate", 50}, {"lf-furnace-02", 2}, {"advanced-circuit", 50}, {"iron-gear-wheel", 20}, {"iron-stick", 20}, {type = "fluid", name = "lubricant", amount = 120} } ) }) if data.raw.technology["bob-logistics-4"] then data:extend({ add_furnace_recipe("lf-furnace-04", {category = "crafting-with-fluid", subgroup = "lf-furnace", order = "a[loader-furnace]-d[04]"}, { {"purple-loader", 2}, {"steel-plate", 50}, {"lf-furnace-03", 2}, {"processing-unit", 10}, {"iron-gear-wheel", 20}, {"iron-stick", 20}, {type = "fluid", name = "lubricant", amount = 240} }), add_furnace_recipe("lf-furnace-05", {category = "crafting-with-fluid", subgroup = "lf-furnace", order = "a[loader-furnace]-e[05]"}, { {"green-loader", 2}, {"steel-plate", 50}, {"lf-furnace-04", 2}, {"processing-unit", 50}, {"iron-gear-wheel", 20}, {"iron-stick", 20}, {type = "fluid", name = "lubricant", amount = 350} }) }) end
local asserteq = require('pl.test').asserteq local lexer = require 'pl.lexer' local seq = require 'pl.seq' local List = require('pl.List') local open = require('pl.stringio').open local copy2 = seq.copy2 local function test_scan(str, filter, options, expected_tokens, lang) local matches if lang then matches, filter = filter, options else lang = 'scan' end asserteq(copy2(lexer[lang](str, matches, filter, options)), expected_tokens) if lang == 'scan' then asserteq(copy2(lexer[lang](open(str), matches, filter, options)), expected_tokens) end end local s = '20 = hello' test_scan(s, {space=false}, {number=false}, { {'number', '20'}, {'space', ' '}, {'=', '='}, {'space', ' '}, {'iden', 'hello'} }) test_scan(s, {space=true}, {number=true}, { {'number', 20}, {'=', '='}, {'iden', 'hello'} }) s = [[ 'help' "help" "dolly you're fine" "a \"quote\" here"]] test_scan(s, nil, nil, { {'string', 'help'}, {'string', 'help'}, {'string', "dolly you're fine"}, {'string', 'a \\\"quote\\\" here'} -- Escapes are preserved literally. }) test_scan([[\abc\]], nil, nil, { {'\\', '\\'}, {'iden', 'abc'}, {'\\', '\\'} }) test_scan([["" ""]], nil, nil, { {'string', ''}, {'string', ''} }) test_scan([["abc" "def\\"]], nil, nil, { {'string', 'abc'}, {'string', 'def\\\\'} }) test_scan([["abc\\" "def"]], nil, nil, { {'string', 'abc\\\\'}, {'string', 'def'} }) test_scan([["abc\\\" "]], nil, nil, { {'string', 'abc\\\\\\" '} }) local function test_roundtrip(str) test_scan(str, {}, {string=false}, {{'string', str}}) end test_roundtrip [["hello\\"]] test_roundtrip [["hello\"dolly"]] test_roundtrip [['hello\'dolly']] test_roundtrip [['']] test_roundtrip [[""]] test_scan('test(20 and a > b)', nil, nil, { {'iden', 'test'}, {'(', '('}, {'number', 20}, {'keyword', 'and'}, {'iden', 'a'}, {'>', '>'}, {'iden', 'b'}, {')', ')'} }, 'lua') test_scan('10+2.3', nil, nil, { {'number', 10}, {'+', '+'}, {'number', 2.3} }, 'lua') local txt = [==[ -- comment --[[ block comment ]][[ hello dammit ]][[hello]] ]==] test_scan(txt, {}, nil, { {'comment', '-- comment\n'}, {'comment', '--[[\nblock\ncomment\n]]'}, {'string', 'hello dammit\n'}, {'string', 'hello'}, {'space', '\n'} }, 'lua') local lines = [[ for k,v in pairs(t) do if type(k) == 'number' then print(v) -- array-like case else print(k,v) end -- if end ]] local ls = List() for tp,val in lexer.lua(lines,{space=true,comments=true}) do assert(tp ~= 'space' and tp ~= 'comment') if tp == 'keyword' then ls:append(val) end end asserteq(ls,List{'for','in','do','if','then','else','end','end'}) txt = [[ // comment /* a long set of words */ // more ]] test_scan(txt, {}, nil, { {'comment', '// comment\n'}, {'comment', '/* a long\nset of words */'}, {'space', ' '}, {'comment', '// more\n'} }, 'cpp') test_scan([['' "" " \\" '\'' "'"]], nil, nil, { {'char', ''}, -- Char literals with no or more than one characters are not a lexing error. {'string', ''}, {'string', ' \\\\'}, {'char', "\\'"}, {'string', "'"} }, 'cpp')
local Prop = {} Prop.Name = "Lake House 201" Prop.Cat = "House" Prop.Price = 340 Prop.Doors = { Vector( 11046, -5861, 177 ), Vector( 11030, -5529, 177 ), } GM.Property:Register( Prop )
#!/usr/bin/env luajit local unpack = unpack or require'table'.unpack local highway = require'highway' local interstate95 = highway.new{ length = 517, -- length in kilometers marker_interval = 1.0 -- marker intervals, in kilometers } local interstate76 = highway.new{ length = 37.81958, -- length in kilometers marker_interval = 1.0 -- marker intervals, in kilometers } local my_highways = { ['i95'] = interstate95, ['i76'] = interstate76, } -- Add an exit _to_ I-76 at 100 kilometers assert(interstate95:add_event(101.5, "exit", { id = 1, -- Exit 1 highway = {'i76', 25.25} -- the connecting highway, id and distance })) -- Add an entrance _from_ I-76 assert(interstate95:add_event(101.6, "entrance", { id = 1, -- Entrance 1 highway = {'i76', 25.25} -- the connecting highway, id and distance })) -- Add a lane before the exit assert(interstate95:add_event(101.1, "lane", { n = 3 })) -- One exiting on the left side (US), right side (UK/JPN) assert(interstate95:add_event(120.0, "exit", { on_far_side = true })) -- Iterate through all of the mile markers for i_marker, events in ipairs(interstate95.markers) do if #events > 0 then print("Mile Marker (km)", i_marker) end for i_event, event in ipairs(events) do print("== Event", i_event) local dist, name, info = unpack(event) print(dist, name) if info then for kk, vv in pairs(info) do print("--", kk, vv) end end end end -- Print all of the exits local evt_name = "exit" print("Finding all", evt_name) for _, evt in ipairs(interstate95:events_by_name(evt_name)) do print(unpack(evt)) end
CheckBox = { skinnameschecked = { pressedskin = "checkedcheckbox_pressed", defaultskin = "checkedcheckbox", hoveredskin = "checkedcheckbox_hovered", pressedhoveredskin = "checkedcheckbox_hovered_pressed", focusedskin = "checkedcheckbox_focused", focusedhoveredskin = "checkedcheckbox_focused_hovered", focusedpressedskin = "checkedcheckbox_focused_pressed", focusedhoveredpressedskin = "checkedcheckbox_focused_hovered_pressed", }, skinnamesunchecked = { pressedskin = "checkbox_pressed", defaultskin = "checkbox", hoveredskin = "checkbox_hovered", pressedhoveredskin = "checkbox_hovered_pressed", focusedskin = "checkbox_focused", focusedhoveredskin = "checkbox_focused_hovered", focusedpressedskin = "checkbox_focused_pressed", focusedhoveredpressedskin = "checkbox_focused_hovered_pressed", } } setmetatable(CheckBox,{__index = Button}) LuxModule.registerclass("gui","CheckBox", [[A CheckBox component. Basicly it is a slightly modified Button and works in the same ways like the Button. The checkbox class is using the icon to display the checkbox next to the text. You can create and use a checkbox in this way: ck = CheckBox:new(10,90,200,24,"Check me out!") function ck:onClicked(state) if (state) then print("I am checked") else print("I am unchecked") end end Container.getRootContainer():add(ck) The following skinssurface names are used by the checkbox class: * checkedcheckbox_pressed * checkedcheckbox * checkedcheckbox_hovered * checkedcheckbox_hovered_pressed * checkedcheckbox_focused * checkedcheckbox_focused_hovered * checkedcheckbox_focused_pressed * checkedcheckbox_focused_hovered_pressed * checkbox_pressed * checkbox * checkbox_hovered * checkbox_hovered_pressed * checkbox_focused * checkbox_focused_hovered * checkbox_focused_pressed * checkbox_focused_hovered_pressed ]], CheckBox, { skinnameschecked = "{[table]} - skinnames in case the element is checked", skinnamesunchecked = "{[table]} - skinnames in case the element is not checked", },"Button") LuxModule.registerclassfunction("new", [[(CheckBox):(class, float x,y,w,h, string caption, [Skin2D skin,Icon] ]) - Creates a checkbox at given location and with given size. The caption is automaticly set to be aligned left on the skin and vertically centered. It also activates the autowidth parameter of the skin and makes the button it was derived from pushable. ]]) function CheckBox.new (class, x,y,w,h, caption, skin, icon) local self = Button.new(class,x,y,w,h, caption) self:setPushable(true) self:setSkin(skin or "default") skin = self:getSkin() local checkIcon = ImageIcon:new(skin.texture,16,16,blendmode.decal(), { default = {160,96,16,16}, checkbox_pressed = {160,96,16,16}, checkbox = {192,112,16,16}, checkbox_hovered = {224,112,16,16}, checkbox_hovered_pressed = {160,96,16,16}, checkbox_focused = {208,112,16,16}, checkbox_focused_hovered = {208,112,16,16}, checkbox_focused_pressed = {176,112,16,16}, checkbox_focused_hovered_pressed = {176,112,16,16}, checkedcheckbox_pressed = {224,112,16,16}, checkedcheckbox = {176,96,16,16}, checkedcheckbox_hovered = {160,96,16,16}, checkedcheckbox_hovered_pressed = {224,112,16,16}, checkedcheckbox_focused = {176,112,16,16}, checkedcheckbox_focused_hovered = {176,112,16,16}, checkedcheckbox_focused_pressed = {208,112,16,16}, checkedcheckbox_focused_hovered_pressed = {208,112,16,16}, } ) skin:setIcon(checkIcon) skin:setLabelPosition(Skin2D.ALIGN.LEFT,Skin2D.ALIGN.CENTER) skin:setAutowidth(true) self.skinnames = self.skinnamesunchecked return self end function CheckBox:clicked () if self:isPushed() then self.skinnames = self.skinnameschecked else self.skinnames = self.skinnamesunchecked end Button.clicked(self) end function CheckBox:setPushState(state) Button.setPushState(self,state) if self:isPushed() then self.skinnames = self.skinnameschecked else self.skinnames = self.skinnamesunchecked end end function CheckBox:updateSkin() if not self.skin then return end local p,m,f = (self.dataButton.pressed) and 1 or 0, self.dataButton.mouseover and 1 or 0, self:hasFocus() and 1 or 0 local sel = m + p*2 + f*4 + 1 local skins = { self.skinnames.defaultskin, self.skinnames.hoveredskin, self.skinnames.pressedskin, self.skinnames.pressedskin, self.skinnames.focusedskin, self.skinnames.focusedhoveredskin, self.skinnames.focusedpressedskin, self.skinnames.focusedhoveredpressedskin } local wx,wy = self:local2world(0,0) self.skin:setBounds(0,0,self.bounds[3],self.bounds[4]) self.skin:selectSkin(skins[sel] or "checkbox") self.skin:setLabelText(self.caption) end
--[[ Netherstorm -- Sunfury Researcher.lua This script was written and is protected by the GPL v2. This script was released by BlackHer0 of the BLUA Scripting Project. Please give proper accredidations when re-releasing or sharing this script with others in the emulation community. ~~End of License Agreement -- BlackHer0, Oktober, 27th, 2008. ]] function Researcher_OnCombat(Unit, Event) Unit:RegisterEvent("Researcher_Armor", 6000, 0) end function Researcher_Armor(Unit, Event) Unit:FullCastSpellOnTarget(35918, Unit:GetMainTank()) end function Researcher_OnLeaveCombat(Unit, Event) Unit:RemoveEvents() end function Researcher_OnDied(Unit, Event) Unit:RemoveEvents() end function Researcher_OnKilledTarget(Unit, Event) end RegisterUnitEvent(20136, 1, "Researcher_OnCombat") RegisterUnitEvent(20136, 2, "Researcher_OnLeaveCombat") RegisterUnitEvent(20136, 3, "Researcher_OnKilledTarget") RegisterUnitEvent(20136, 4, "Researcher_OnDied")
-- Returns the config options from [about](about.html), -- udpated by any command line flags (if any exist). local about=require"about" -- **help_string(t : table) : str** -- Helper function for `cli. Generates and prints help string local function help_string(t, h, default,about) h = {} for k,xy in pairs(t.options) do default, about = xy[1], xy[2] if default == false then h[1+#h] = string.format(" -%-10s %-10s %s",k,"", about) else h[1+#h] = string.format(" -%-10s %-10s %s (:default %s)", k, k:sub(1,#k), about, default) end end table.sort(h) return ("usage: "..t.usage.." [OPTIONS]\n\n"..t.synopsis.. "\n\nOPTIONS:\n".. table.concat(h,"\n")) end -- **cli(t : table, args : table) : table** -- Return values from `t.options`, updated with relevant values from `a`. -- `t` has fields `t.usage`, `t.synopsis` and `t.options`. -- `t.options` has key,values of the form `key={default, about}`. -- If any `defaults` are `false` then using `-key` on the command line -- enables `key` to true. Otherwise `-key` expects a following -- argument which this code converts to a number or string, as appropriate. local function cli(t,args, out,b4,f) out = {} for k,v2 in pairs(t.options) do out[k]=v2[1] end for i = 1,#args do if args[i] == "-h" then print(help_string(t)) elseif #args[i] > 1 then if "-" == args[1]:sub(1,1) then f = args[i]:sub(2,#t[i]) b4 = t.options[f] if b4 then new = (b4[1]==false and true or ( tonumber(args[i+1]) or args[i+1])) out[f] = new end end end end return out end -- --------- -- Return the options, updated by anything on the command-line. return cli(about,arg)
local box = require "plc.box" local function new_key() -- Note: we use math.random in this test because it is portable, -- but to generate a real key you should use a better RNG, for -- instance /dev/urandom on Linux. local t = {} for i = 1, 32 do t[i] = math.random(0, 255) end return string.char(table.unpack(t)) end local sk_a, sk_b = new_key(), new_key() local pk_a, pk_b = box.public_key(sk_a), box.public_key(sk_b) local k = ("k"):rep(32) local n = ("123456"):rep(4) local pt = "abc" do local et = assert(box.secretbox(pt, n, k)) local dt = assert(box.secretbox_open(et, n, k)) assert(dt == pt) end do local et = assert(box.box(pt, n, pk_b, sk_a)) local dt = assert(box.box_open(et, n, pk_a, sk_b)) assert(dt == pt) end print("test_box: ok")
--[[-- Additions to the math module. @module std.math ]] local _floor = math.floor --- Extend `math.floor` to take the number of decimal places. -- @function floor -- @param n number -- @param p number of decimal places to truncate to (default: 0) -- @return `n` truncated to `p` decimal places local function floor (n, p) if p and p ~= 0 then local e = 10 ^ p return _floor (n * e) / e else return _floor (n) end end --- Round a number to a given number of decimal places -- @function round -- @param n number -- @param p number of decimal places to round to (default: 0) -- @return `n` rounded to `p` decimal places local function round (n, p) local e = 10 ^ (p or 0) return _floor (n * e + 0.5) / e end local Math = { floor = floor, round = round, -- Core Lua function implementations. _floor = _floor, } for k, v in pairs (math) do Math[k] = Math[k] or v end return Math
----------------------------------------- -- ID: 4962 -- Scroll of Tonko: Ichi -- Teaches the ninjutsu Tonko: Ichi ----------------------------------------- function onItemCheck(target) return target:canLearnSpell(354) end function onItemUse(target) target:addSpell(354) end
module("luci.controller.webrestriction", package.seeall) function index() if not nixio.fs.access("/etc/config/webrestriction") then return end entry({"admin", "control"}, firstchild(), "Control", 44).dependent = false entry({"admin", "control", "webrestriction"}, cbi("webrestriction"), _("访问限制"), 11).dependent = true end
--- Entity module -- @module Entity require '/locale/stdlib/core' require '/locale/stdlib/surface' require '/locale/stdlib/area/area' Entity = {} --- Converts an entity and its selection_box to the area around it -- @param entity to convert to an area -- @return area that entity selection_box is valid for function Entity.to_selection_area(entity) fail_if_missing(entity, "missing entity argument") local pos = entity.position local bb = entity.prototype.selection_box return Area.offset(bb, pos) end --- Converts an entity and its collision_box to the area around it -- @param entity to convert to an area -- @return area that entity collision_box is valid for function Entity.to_collision_area(entity) fail_if_missing(entity, "missing entity argument") local pos = entity.position local bb = entity.prototype.collision_box return Area.offset(bb, pos) end --- Tests whether an entity has access to the field -- @param entity to test field access -- @param field_name that should be tested for -- @return true if the entity has access to the field, false if the entity threw an exception accessing the field function Entity.has(entity, field_name) fail_if_missing(entity, "missing entity argument") fail_if_missing(field_name, "missing field name argument") local status = pcall(function() return entity[field_name]; end) return status end --- Gets user data from the entity, stored in a mod's global data. --- <p> The data will persist between loads, and will be removed for an entity when it becomes invalid</p> -- @param entity the entity to look up data for -- @return the data, or nil if no data exists for the entity function Entity.get_data(entity) fail_if_missing(entity, "missing entity argument") if not global._entity_data then return nil end local unit_number = entity.unit_number if unit_number then return global._entity_data[unit_number] else local entity_name = entity.name if not global._entity_data[entity_name] then return nil end local entity_category = global._entity_data[entity_name] for _, entity_data in pairs(entity_category) do if Entity._are_equal(entity_data.entity, entity) then return entity_data.data end end return nil end end --- Sets user data on the entity, stored in a mod's global data. --- <p> The data will persist between loads, and will be removed for an entity when it becomes invalid</p> -- @param entity the entity to set data for -- @param data the data to set, or nil to delete the data associated with the entity -- @return the previous data associated with the entity, or nil if the entity had no previous data function Entity.set_data(entity, data) fail_if_missing(entity, "missing entity argument") if not global._entity_data then global._entity_data = {} end local unit_number = entity.unit_number if unit_number then local prev = global._entity_data[unit_number] global._entity_data[unit_number] = data return prev else local entity_name = entity.name if not global._entity_data[entity_name] then global._entity_data[entity_name] = {} end local entity_category = global._entity_data[entity_name] for i = #entity_category, 1, -1 do local entity_data = entity_category[i] if not entity_data.entity.valid then table.remove(entity_category, i) end if Entity._are_equal(entity_data.entity, entity) then local prev = entity_data.data if data then entity_data.data = data else table.remove(entity_category, i) end return prev end end table.insert(entity_category, { entity = entity, data = data }) end return nil end --- Freezes an entity, by making it inactive, inoperable, and non-rotatable, or unfreezes by doing the reverse. -- @param entity the entity to freeze or unfreeze -- @param mode (optional) if true, freezes the entity, if false, unfreezes the entity. If not specified, is true. -- @return entity passed into it function Entity.set_frozen(entity, mode) fail_if_missing(entity, "missing entity argument") mode = mode == false and true or false entity.active = mode entity.operable = mode entity.rotatable = mode return entity end --- Makes an entity indestructible, so that it can not be damaged or mined by the player or enemy factions -- @param entity the entity to set indestructible -- @param mode (optional) if true, makes the entity indestructible, if false, makes the entity destructable. If not specified, is true. -- @return entity passed into it function Entity.set_indestructible(entity, mode) fail_if_missing(entity, "missing entity argument") mode = mode == false and true or false entity.minable = mode entity.destructible = mode return entity end --- Tests if two entities are equal -- <p>If they don't have reference equality and entity_a has an 'equals' function, -- it will be called with entity_b as the first argument</p> -- @tparam table entity_a -- @tparam table entity_b -- @treturn bool function Entity._are_equal(entity_a, entity_b) if entity_a == nil then return entity_a == entity_b elseif entity_a == entity_b then return true elseif Entity.has(entity_a, "equals") and entity_a.equals ~= nil then return entity_a.equals(entity_b) else return false end end return Entity
-- Online Interiors IPL Edits -- Use https://github.com/Bob74/bob74_ipl/wiki to edit below -- Nightclub (Mission Row) Citizen.CreateThread(function() -- Getting the object to interact with AfterHoursNightclubs = exports['bob74_ipl']:GetAfterHoursNightclubsObject() ------------------------------------------- -- Interior setup AfterHoursNightclubs.Ipl.Interior.Load() -- Setting the name of the club to The Galaxy AfterHoursNightclubs.Interior.Name.Set(AfterHoursNightclubs.Interior.Name.galaxy, true) -- Edgy style AfterHoursNightclubs.Interior.Style.Set(AfterHoursNightclubs.Interior.Style.edgy, true) -- No podiums AfterHoursNightclubs.Interior.Podium.Set(AfterHoursNightclubs.Interior.Podium.none, true) -- Upgraded speakers AfterHoursNightclubs.Interior.Speakers.Set(AfterHoursNightclubs.Interior.Speakers.upgrade, true) -- Upgraded security AfterHoursNightclubs.Interior.Security.Set(AfterHoursNightclubs.Interior.Security.on, true) -- Setting turntables AfterHoursNightclubs.Interior.Turntables.Set(AfterHoursNightclubs.Interior.Turntables.style03, true) -- Lights AfterHoursNightclubs.Interior.Lights.Bands.Set(AfterHoursNightclubs.Interior.Lights.Bands.white, true) AfterHoursNightclubs.Interior.Lights.Droplets.Clear(true) AfterHoursNightclubs.Interior.Lights.Neons.Clear(true) AfterHoursNightclubs.Interior.Lights.Lasers.Clear(true) -- DryIce AfterHoursNightclubs.Interior.DryIce.Enable(false) AfterHoursNightclubs.Interior.Details.Enable(AfterHoursNightclubs.Interior.Details.dryIce, true) -- Enabling bottles behind the bar AfterHoursNightclubs.Interior.Bar.Enable(true) -- Disabling all booze bottles AfterHoursNightclubs.Interior.Booze.Enable(AfterHoursNightclubs.Interior.Booze, false) -- Adding trophies on the desk AfterHoursNightclubs.Interior.Trophy.Enable(AfterHoursNightclubs.Interior.Trophy.number1, true, AfterHoursNightclubs.Interior.Trophy.Color.bronze, true) AfterHoursNightclubs.Interior.Trophy.Enable(AfterHoursNightclubs.Interior.Trophy.battler, true, AfterHoursNightclubs.Interior.Trophy.Color.silver, true) AfterHoursNightclubs.Interior.Trophy.Enable(AfterHoursNightclubs.Interior.Trophy.dancer, true, AfterHoursNightclubs.Interior.Trophy.Color.gold, true) -- Refreshing interior to apply changes RefreshInterior(AfterHoursNightclubs.interiorId) end)
local map = require 'lqc.helpers.map' describe('map function', function() local t1 = { 1, 2, 3, 4, 5 } local function f1(value) return value * 2 end local t2 = { 'abc', 'def' } local function f2(value) return string.rep(value, 3) end it('should apply a function to all elements in the collection', function() local expected1 = { 2, 4, 6, 8, 10 } assert.same(expected1, map(t1, f1)) local expected2 = { 'abcabcabc', 'defdefdef' } assert.same(expected2, map(t2, f2)) end) it('should keep initial table untouched', function() map(t1, f1) map(t2, f2) assert.same(t1, { 1, 2, 3, 4, 5 }) assert.same(t2, { 'abc', 'def' }) end) end)
-- Write to the 1602 screen -- Based on the Adafruit python code -- Pin Definitions RS = 1 CLK = 2 pins={7,6,5,4} -- Set up the out pins function setupPins() gpio.mode(RS,gpio.OUTPUT) gpio.mode(CLK,gpio.OUTPUT) for i=1,4 do gpio.mode(pins[i],gpio.OUTPUT) end end function resetPins() for i=1,4 do gpio.write(pins[i],gpio.LOW) end end function sendClock() gpio.write(CLK,gpio.LOW) gpio.write(CLK,gpio.HIGH) gpio.write(CLK,gpio.LOW) end function sendbyte(b,charmode) gpio.write(RS,charmode) -- shift right 4 times putting the bits on the output lines mask=128 for c=1,2 do for i=1,4 do r = bit.band(b,mask) if r==0 then gpio.write(pins[i],gpio.LOW) else gpio.write(pins[i],gpio.HIGH) end mask = mask / 2 end sendClock() end end function clearPanel() sendbyte(0x01,gpio.LOW) tmr.delay(10) end function line2() sendbyte(0xC0,gpio.LOW) end -- Methods to send the characters to the screen, using a timer and callback. buffer = {} -- byte 13 (newline) moves to line 2 function bufferText(text) for i=1,string.len(text) do table.insert(buffer,string.byte(text,i)) if i=="\n" then newline() end end end function newline() table.insert(buffer,"\n") end -- Empty buffer and clear display function clearBuffer() buffer = {} clearPanel() end function sendNextByte() if table.getn(buffer)>0 then byte = table.remove(buffer,1) if byte == "\n" then line2() else sendbyte(byte,gpio.HIGH) end end end -- START -- Initialise the board setupPins() resetPins() -- Initialise the display (low = command mode, high = character mode) -- 0b0011 twice (as per Wikipedia) sendbyte(0x33,gpio.LOW) -- another 0b0011 then the 0b0010 to put it in 4 bit mode. sendbyte(0x32,gpio.LOW) sendbyte(0x28,gpio.LOW) sendbyte(0x0C,gpio.LOW) lcdtimer=tmr.create() lcdtimer:register(10,tmr.ALARM_AUTO,sendNextByte) lcdtimer:start() clearBuffer() -- To send text, use bufferText("A Line") newline() bufferText("Another Line")
require 'mia.packer' -- plugin set up require 'lush'(require 'gruvbox') require 'mia.config.keymaps' require 'mia.config.treesitter' require 'mia.config.telescope' return {}
-- Generated By protoc-gen-lua Do not Edit local protobuf = require "protobuf" module('BseUserLeaveRoom_pb', package.seeall) local BSEUSERLEAVEROOM = protobuf.Descriptor(); local BSEUSERLEAVEROOM_ROOMID_FIELD = protobuf.FieldDescriptor(); local BSEUSERLEAVEROOM_SESSIONID_FIELD = protobuf.FieldDescriptor(); local BSEUSERLEAVEROOM_MASTERID_FIELD = protobuf.FieldDescriptor(); BSEUSERLEAVEROOM_ROOMID_FIELD.name = "roomId" BSEUSERLEAVEROOM_ROOMID_FIELD.full_name = ".com.xinqihd.sns.gameserver.proto.BseUserLeaveRoom.roomId" BSEUSERLEAVEROOM_ROOMID_FIELD.number = 1 BSEUSERLEAVEROOM_ROOMID_FIELD.index = 0 BSEUSERLEAVEROOM_ROOMID_FIELD.label = 2 BSEUSERLEAVEROOM_ROOMID_FIELD.has_default_value = false BSEUSERLEAVEROOM_ROOMID_FIELD.default_value = "" BSEUSERLEAVEROOM_ROOMID_FIELD.type = 9 BSEUSERLEAVEROOM_ROOMID_FIELD.cpp_type = 9 BSEUSERLEAVEROOM_SESSIONID_FIELD.name = "sessionId" BSEUSERLEAVEROOM_SESSIONID_FIELD.full_name = ".com.xinqihd.sns.gameserver.proto.BseUserLeaveRoom.sessionId" BSEUSERLEAVEROOM_SESSIONID_FIELD.number = 2 BSEUSERLEAVEROOM_SESSIONID_FIELD.index = 1 BSEUSERLEAVEROOM_SESSIONID_FIELD.label = 2 BSEUSERLEAVEROOM_SESSIONID_FIELD.has_default_value = false BSEUSERLEAVEROOM_SESSIONID_FIELD.default_value = "" BSEUSERLEAVEROOM_SESSIONID_FIELD.type = 9 BSEUSERLEAVEROOM_SESSIONID_FIELD.cpp_type = 9 BSEUSERLEAVEROOM_MASTERID_FIELD.name = "masterId" BSEUSERLEAVEROOM_MASTERID_FIELD.full_name = ".com.xinqihd.sns.gameserver.proto.BseUserLeaveRoom.masterId" BSEUSERLEAVEROOM_MASTERID_FIELD.number = 3 BSEUSERLEAVEROOM_MASTERID_FIELD.index = 2 BSEUSERLEAVEROOM_MASTERID_FIELD.label = 2 BSEUSERLEAVEROOM_MASTERID_FIELD.has_default_value = false BSEUSERLEAVEROOM_MASTERID_FIELD.default_value = "" BSEUSERLEAVEROOM_MASTERID_FIELD.type = 9 BSEUSERLEAVEROOM_MASTERID_FIELD.cpp_type = 9 BSEUSERLEAVEROOM.name = "BseUserLeaveRoom" BSEUSERLEAVEROOM.full_name = ".com.xinqihd.sns.gameserver.proto.BseUserLeaveRoom" BSEUSERLEAVEROOM.nested_types = {} BSEUSERLEAVEROOM.enum_types = {} BSEUSERLEAVEROOM.fields = {BSEUSERLEAVEROOM_ROOMID_FIELD, BSEUSERLEAVEROOM_SESSIONID_FIELD, BSEUSERLEAVEROOM_MASTERID_FIELD} BSEUSERLEAVEROOM.is_extendable = false BSEUSERLEAVEROOM.extensions = {} BseUserLeaveRoom = protobuf.Message(BSEUSERLEAVEROOM) _G.BSEUSERLEAVEROOM_PB_BSEUSERLEAVEROOM = BSEUSERLEAVEROOM
--[[ TheNexusAvenger Helper class for creating objects in Lua. --]] local METATABLE_METHODS = { "__call", "__concat", "__unm", "__add", "__sub", "__mul", "__div", "__mod", "__pow", "__tostring", "__eq", "__lt", "__le", "__gc", "__len", } --[[ Returns the raw tostring of a table. See: https://stackoverflow.com/questions/43285679/is-it-possible-to-bypass-tostring-the-way-rawget-set-bypasses-index-newind --]] local function RawToString(Table) local Metatable = getmetatable(Table) local BaseFunction = Metatable.__tostring Metatable.__tostring = nil local String = tostring(Table) Metatable.__tostring = BaseFunction return String end --[[ Creates the referebce to a super class. --]] local function CreateSuperReference(Object, SuperClass) --Return nil if there is no super class. if SuperClass == nil then return nil end --Create the super reference. local Super = {} local NextSuperReference = CreateSuperReference(Object, SuperClass.__superclass) local SuperMetatable = {} SuperMetatable.__index = function(_, Index) --Return super. --Special case to prevent recursive errors. if Index == "super" then return NextSuperReference end --Get the super reference until it doesn't match. local ObjectValue = Object[Index] local CurrentSuperClass = SuperClass local SuperValue = CurrentSuperClass[Index] while ObjectValue == SuperValue do CurrentSuperClass = CurrentSuperClass.__superclass if CurrentSuperClass == nil then break end SuperValue = CurrentSuperClass[Index] end --Return the super value that is different or the object value. return SuperValue or Object[Index] end SuperMetatable.__newindex = Object setmetatable(Super, SuperMetatable) --Return the super reference. return Super end --[[ Extends a class. --]] local function ExtendClass(SuperClass) --Create the class. local Class = {} Class.super = SuperClass Class.__superclass = SuperClass Class.__index = Class setmetatable(Class, SuperClass) --[[ Creates an object. --]] function Class.new(...) --Create the base object. local self = {} self.__index = self self.object = self self.class = SuperClass self.super = CreateSuperReference(self, SuperClass) setmetatable(self, Class) --Run the constructor. self:__new(...) --Return the object. return self end --[[ Constructor run for the class. --]] function Class:__new(...) self:InitializeSuper(...) end --Add the metamethod passthrough. if SuperClass then for _, MetatableName in pairs(METATABLE_METHODS) do Class[MetatableName] = SuperClass[MetatableName] end end --Call the callback for the class being extended. if SuperClass then SuperClass:__classextended(Class) end --Return the created class. return Class end --Set up the base Nexus Object class. local NexusObject = ExtendClass() NexusObject.ClassName = "NexusObject" --[[ Called after extending when another class extends the class. The purpose of this is to add attributes to the class. --]] function NexusObject:__classextended(OtherClass) if not self.super then return end self.super:__classextended(OtherClass) end --[[ Returns the object as a string. --]] function NexusObject:__tostring() local MemoryAddress = string.sub(RawToString(self), 8) return tostring(self.ClassName)..": "..tostring(MemoryAddress) end --[[ Returns if the object is equal to another object. --]] function NexusObject:__eq(OtherObject) return rawequal(self,OtherObject) end --[[ Initializes the super class. The paramters given by "..." are passed into the constructor of the super class (__new(...)). It should be called in the constructor of the class. --]] function NexusObject:InitializeSuper(...) if not self.super then return end self.super:__new(...) end --[[ Sets the class name of the class. Should be called staticly (right after NexusObject::Extend). --]] function NexusObject:SetClassName(ClassName) self.ClassName = ClassName end --[[ Extends a class to allow for implementing properties and functions while inheriting the super class's behavior. --]] function NexusObject:Extend() return ExtendClass(self) end --[[ Returns if the instance is or inherits from a class of that name. --]] function NexusObject:IsA(ClassName) --If the class name matches the class name, return true. if self.ClassName == ClassName then return true end --If a super class exists, return the result of the super. if self.super then return self.super:IsA(ClassName) end --Return false (no match). return false end return NexusObject
local sw,sh = guiGetScreenSize() local GothaProMed = dxCreateFont("destek/Roboto.ttf",15) addEventHandler( "onClientRender", root, function ( ) for k,player in ipairs(getElementsByType("player")) do if player ~= getLocalPlayer() and getElementDimension(getLocalPlayer()) == getElementDimension(player) and getElementData(getLocalPlayer(), "faction") == 1 or getElementData(getLocalPlayer(), "faction") == 78 then local dutyLevel = getElementData(getLocalPlayer(), "duty") --if not dutyLevel or dutyLevel == 0 then return end local x, y, z = getElementPosition(player) z = z + 0.95 local Mx, My, Mz = getCameraMatrix() local distance = getDistanceBetweenPoints3D( x, y, z, Mx, My, Mz ) local size = 1 x, y, z = getElementPosition(player) fx, fy, fz = getElementPosition(getLocalPlayer()) if getElementData(player, "destekacik") then local sx,sy = getScreenFromWorldPosition( x, y, z, 0 ) if ( sx and sy ) then dxDrawImage(sx-30, sy-80, 40,40, "destek/destek.png",0,0,0,tocolor(255,255,255,255)) local metre = tostring(getDistanceBetweenPoints3D(x, y, z, fx, fy, fz)) local name = getPlayerName(player):gsub("_", " ") local tur = getElementData(player, "destek_tur") dxDrawText(""..name.." ("..tur..")", sx, sy, sx+size, sy+size-10, tocolor(0,0,0,200), size, GothaProMed, "center", "bottom", false, false, false) dxDrawText(""..name.." ("..tur..")", sx, sy, sx, sy-10, tocolor(255,255,255,200), size, GothaProMed, "center", "bottom", false, false, false) end end if getElementData(player, "takipacik") then local sx,sy = getScreenFromWorldPosition( x, y, z, 0 ) if ( sx and sy ) then dxDrawImage(sx-30, sy-80, 40,40, "destek/takip.png",0,0,0,tocolor(255,255,255,255)) local name = getPlayerName(player):gsub("_", " ") dxDrawText(""..name.."", sx, sy, sx+size, sy+size-10, tocolor(0,0,0,200), size, GothaProMed, "center", "bottom", false, false, false) dxDrawText(""..name.."", sx, sy, sx, sy-10, tocolor(255,255,255,200), size, GothaProMed, "center", "bottom", false, false, false) end end end end end)
-- mod-version:2 -- lite-xl 2.0 local core = require "core" local config = require "core.config" local style = require "core.style" local StatusView = require "core.statusview" local scan_rate = 1 config.plugins.statusclock = { time_format = "%H:%M:%S", date_format = "%A, %d %B %Y" } local time_data = { time_text = '', date_text = '', } core.add_thread(function() while true do local time_text = os.date(config.plugins.statusclock.time_format) local date_text = os.date(config.plugins.statusclock.date_format) if time_data.time_text ~= time_text or time_data.time_text ~= date_text then core.redraw = true time_data.time_text = time_text time_data.date_text = date_text end coroutine.yield(scan_rate) end end) local get_items = StatusView.get_items function StatusView:get_items() local left, right = get_items(self) local t = { style.dim, self.separator, style.dim and style.text, time_data.date_text, style.dim, self.separator, style.dim and style.text, time_data.time_text, } for _, item in ipairs(t) do table.insert(right, item) end return left, right end
Tips = Object:extend() local radius = math.floor(base.guiFontHeight/3) function Tips:new(string, x, y, z, xMode, yMode) self.string = string self.x = 0 if x ~= nil then self.x = x end self.y = 0 if y ~= nil then self.y = y end self.z = 0 if z ~= nil then self.z = z end self.xMode = xMode self.yMode = yMode end function Tips:draw(mode) local font = love.graphics.getFont() local fWidth = font:getWidth(self.string) local reWidth = fWidth + radius*2 local _y = self.y + (-self.y +self.z)*mode local _x = self.x -- center if self.xMode ~= nil then if self.xMode == "center" then _x = _x - reWidth/2 elseif self.xMode == "right" then _x = _x - reWidth end end if self.yMode ~= nil then if self.yMode == "center" then _y = _y - base.guiFontHeight/2 elseif self.yMode == "bottom" then _y = _y - base.guiFontHeight end end -- bg love.graphics.setColor(base.cWhite) base.drawRoundedRectangle(_x, _y, reWidth, base.guiFontHeight) -- text love.graphics.setColor(base.cBlack) base.print(self.string, _x+reWidth/2, _y, "center") end
local M = {} local icons = require "config.icons" local error_red = "#F44747" local warning_orange = "#ff8800" local info_yellow = "#FFCC66" local hint_blue = "#4FC1FF" local perf_purple = "#7C3AED" function M.setup() require("todo-comments").setup { signs = true, keywords = { FIX = { icon = icons.ui.Bug, color = error_red }, TODO = { icon = icons.ui.Check, color = hint_blue }, HACK = { icon = icons.ui.Fire, color = warning_orange }, WARN = { icon = icons.diagnostics.Warning, color = warning_orange }, PERF = { icon = icons.ui.Dashboard, color = perf_purple }, NOTE = { icon = icons.ui.Note, color = info_yellow }, }, } end return M
print("-- 开始清理旧的文件 --") require "lfs" --递归查找 function findindir (path, wefind, r_table, intofolder) for file in lfs.dir(path) do if file ~= "." and file ~= ".." then local f = path..'\\'..file if string.find(f, wefind) ~= nil then table.insert(r_table, f) end local attr = lfs.attributes (f) assert (type(attr) == "table") if attr.mode == "directory" and intofolder then findindir (f, wefind, r_table, intofolder) end end end end -- arg 是lua保存cmd命令传过来的参数 local currentFolder = arg[1] --[[./log]] local fileType = arg[2] ------------------------------------- local input_table = {} findindir(currentFolder, "%"..fileType, input_table, false)--查找txt文件 i=1 while input_table[i]~=nil do local url = input_table[i] i=i+1 os.remove(url) print("文件"..url..",已经被清理.") end i=i-1 print("---本次共清理了"..i.."个文件.") print(arg[1], arg[2]) --[[ --读取命令传过来的参数 print(arg[1], arg[2]) for i, v in ipairs(arg) do print("输出命令行的参数:",v) end --]]
-- Base16 Spaceduck color -- Author: Guillermo Rodriguez (pineapplegiant) -- to be use in your theme.lua -- symlink or copy to config folder `local color = require('color')` local M = {} M.base00 = "#000000" -- ---- M.base01 = "#5ccc96" -- --- M.base02 = "#b3a1e6" -- -- M.base03 = "#686f9a" -- - M.base04 = "#00a3cc" -- + M.base05 = "#686f9a" -- ++ M.base06 = "#f2ce00" -- +++ M.base07 = "#f0f1ce" -- ++++ M.base08 = "#e33400" -- red M.base09 = "#e33400" -- orange M.base0A = "#b3a1e6" -- yellow M.base0B = "#5ccc96" -- green M.base0C = "#7a5ccc" -- aqua/cyan M.base0D = "#00a3cc" -- blue M.base0E = "#f2ce00" -- purple M.base0F = "#7a5ccc" -- brown return M
-- unit-test for the classrunner local ClassRunner = require 'classrunner' local LuaUnit = require 'luaunit' --TODO: test the (self) variable in test classes ---- STUFF ------------------------------------------------------------------- local a,b,c,d = 0,0,0,0 -- variables to show call frequency UnTestTiti = { setUpClass = function(self) a=a+1 end, setUp = function(self) b=b+1 end, tearDown = function(self) c=c+1 end, tearDownClass = function(self) d=d+1 end, test1 = function(self) end, testb = function(self) end, test3 = function(self) end, } function some_function() end function fail_function() assert(false) end ---- TEST CLASSRUNNER ------------------------------------------------------- TestClassRunner = {} TestClassRunner.test_auto_name = function(self) local cr for i=1,6 do cr = ClassRunner.new() assertEquals(cr:getName(), 'ClassRunner'..i) end end TestClassRunner.test_nominal = function(self) local cr = ClassRunner.new('UnTestTiti') cr:setSilent(true) -- true is redundant assertEquals(cr:getOutput(), '') cr:run() assertEquals({a,b,c,d}, {1,3,3,1}, 'call frequency of setups/teardowns') assertEquals({cr:getResults()}, {3, {}, 0}, 'three successes, no failures, no skips') assertEquals(cr:getOutput(), 'UnTestTiti\n [test1]\tOk\n [test3]\tOk\n [testb]\tOk\n', 'alphabetic test order, verbose output') end TestClassRunner.test_specified = function(self) local cr = ClassRunner.new('UnTestTiti') cr:addTest('fail_function') cr:setSilent() --note order; t2 will be absent; test1 will not be run twice cr:run('testb', 'test1', 't2', 'test1', 'fail_function') local ran, fails, skips = cr:getResults() assertEquals(ran, 3) assertEquals(#fails, 1) assertEquals(#fails[1], 3) local name, msg, stack = fails[1][1], fails[1][2], fails[1][3] assertEquals(name, 'fail_function') assertEquals(msg, 'test_classrunner.lua:31: assertion failed!') assertString(stack, 'stack traceback expected here') assertEquals(skips, 1) assertEquals(cr:getOutput(), 'UnTestTiti\n [testb]\tOk\n [test1]\tOk\n '.. '[t2]\tAbsent\n [fail_function]\tFailed\n') end TestClassRunner.test_build_class = function(self) local cr = ClassRunner.new('MyTestClass') cr:addTest('some_function') cr:setSilent() cr:run() assertEquals(cr:getOutput(), 'MyTestClass\n [some_function]\tOk\n') end TestClassRunner.test_rerun_resets = function(self) local cr = ClassRunner.new('UnTestTiti') cr:setSilent() cr:run() assertEquals( {cr:getResults()}, {3, {}, 0}) assertEquals(cr:getOutput(), 'UnTestTiti\n [test1]\tOk\n [test3]\tOk\n [testb]\tOk\n') cr:addTest('some_function') cr:run('some_function', 'testb') assertEquals( {cr:getResults()}, {2, {}, 0}) -- ran some_function and testb assertEquals(cr:getOutput(), 'UnTestTiti\n [some_function]\tOk\n [testb]\tOk\n') end ---- TEST VERBOSITY ---------------------------------------------------------- TestVerbosity = {} TestVerbosity.setUp = function(self) -- also re-demonstrate building a test class 'from scratch' self.cr = ClassRunner.new('TestAbsentClass') self.cr:addTest('some_function') self.cr:addTest('fail_function') self.cr:setSilent() -- do not print while running end TestVerbosity.test_terse_set = function(self) self.cr:setVerbosity(0) self.cr:run() local total, fails = self.cr:getResults() assertEquals(total, 2) assertEquals(self.cr:getOutput(), 'TestAbsentClass\tF.\n') local name, msg, stack = fails[1][1], fails[1][2], fails[1][3] assertEquals(#fails, 1) assertEquals(name, 'fail_function', 'failing function name') assertEquals(msg, 'test_classrunner.lua:31: assertion failed!', 'failing function message') assertNotNil(stack:find('in function'), 'peek at stacktrace') end TestVerbosity.test_terse_param = function(self) local runnerWithParam = ClassRunner.new('TestVerbParam', 0) runnerWithParam:addTest('some_function') runnerWithParam:addTest('fail_function') runnerWithParam:setSilent() runnerWithParam:run() assertEquals(runnerWithParam:getOutput(), 'TestVerbParam\tF.\n') local total, fails = runnerWithParam:getResults() local name, msg, stack = fails[1][1], fails[1][2], fails[1][3] assertEquals(#fails, 1) assertEquals(name, 'fail_function', 'failing function name') assertEquals(msg, 'test_classrunner.lua:31: assertion failed!', 'failing function message') assertNotNil(stack:find('in function'), 'peek at stacktrace') end TestVerbosity.test_verbose = function(self) assertEquals(self.cr:getVerbosity(), 1) -- default verbosity self.cr:run() local total, fails = self.cr:getResults() assertEquals(total, 2) assertEquals(self.cr:getOutput(), [[TestAbsentClass [fail_function] Failed [some_function] Ok ]]) assertNotNil(fails[1][3]:find('in function')) end TestVerbosity.test_module_set = function(self) local default, runner = ClassRunner.getVerbosity(), nil assertEquals(default, 1) for i = 0, 5 do ClassRunner.setVerbosity(i) runner = ClassRunner.new('TestClass') assertEquals(runner:getVerbosity(), i) end ClassRunner.setVerbosity(nil) assertEquals(ClassRunner.getVerbosity(), default) end LuaUnit:run(arg)
--[[ Lua side of the hotkey api. This primarily aims to interface tightly with the egosoft menu system, to leverage existing code for allowing players to customize hotkeys. Patches the OptionsMenu. Notes on edit boxes: The external hotkey detection has no implicit knowledge of the in-game context of the keys. Contexts are resolved partially below and in md by detecting if the player is flying, on foot, or in a menu (and which menu). However, complexity arises when the player is trying to type into an edit box (or similar), where hotkeys should be suppressed. Edit box activation and deactivation callbacks can be difficult to get at, notably the chat window that is present in a flying context. As a possible workaround, registerForEvent can be used on the ui to catch directtextinput events, which fire once per key press for an edit box. This can potentially be used to suppress key events. Functionality: on direct input key, set an alarm for some time in the future. Immediately signal the md to suppress keys. After the alarm goes off, signal md to reenable keys. If more direct inputs come in during this period, have them just reset the alarm time. The alarm should be long enough to cover the latency from the external python code through the pipe to the game. That is not well measured, but some generous delay should handle the large majority of cases, unless there was some odd hiccup on key processing. TODO: split apart md interface stuff from the menu plugin stuff, to reduce file sizes. ]] -- Set up any used ffi functions. local ffi = require("ffi") local C = ffi.C ffi.cdef[[ typedef uint64_t UniverseID; UniverseID GetPlayerID(void); ]] -- Unused functions for now. --[[ void ActivateDirectInput(void); uint32_t GetMouseHUDModeOption(void); void DisableAutoMouseEmulation(void); void EnableAutoMouseEmulation(void); ]] -- Imports. local Lib = require("extensions.sn_mod_support_apis.lua.Library") local Time = require("extensions.sn_mod_support_apis.lua.time.Interface") local T = require("extensions.sn_mod_support_apis.lua.Text") local Tables = require("extensions.sn_mod_support_apis.lua.hotkey.Tables") local config = Tables.config -- Local functions and data. local debug = { print_keycodes = false, print_keynames = false, } local L = { -- Shadow copy of the md's action registry. action_registry = {}, -- Table of assigned keys and their actions, keyed by id. -- This is mirrored in a player blackboard var whenever it changes. player_action_keys = {}, -- Wrapper functions on remapInput to be used in registering for input events. input_event_handlers = {}, -- Status of the pipe connection, updated from md. pipe_connected = false, -- How long to wait after a direct input before reenabling hotkeys. direct_input_suppress_time = 0.5, -- Id to use for the alarm. alarm_id = "hotkey_directinput_timeout", -- If input currently disabled. Used to suppress some excess signals. alarm_pending = false, } -- Proxy for the gameoptions menu, linked further below. local menu = nil -- Signalling results from lua to md. -- Takes the row,col of the activated widget, and an optional new value -- for that widget. -- TODO: think about this more. local function Raise_Signal(name, value) AddUITriggeredEvent("Hotkey", name, value) end local function Init() -- Set up ui linkage to listen for text entry state changes. -- (Goal is to suppress hotkeys when entering text.) L.scene = getElement("Scene") L.contract = getElement("UIContract", L.scene) registerForEvent("directtextinput" , L.contract, L.onEvent_directtextinput) -- MD triggered events. RegisterEvent("Hotkey.Update_Actions", L.Update_Actions) RegisterEvent("Hotkey.Update_Player_Keys", L.Read_Player_Keys) RegisterEvent("Hotkey.Update_Connection_Status", L.Update_Connection_Status) RegisterEvent("Hotkey.Process_Message", L.Process_Message) -- Cache the player component id. L.player_id = ConvertStringTo64Bit(tostring(C.GetPlayerID())) -- Signal to md that a reload event occurred. -- This will also trigger md to send over its stored list of -- player assigned keys. Raise_Signal("reloaded") -- Run the menu init stuff. L.Init_Menu() end ------------------------------------------------------------------------------- -- Handle direct input detection. -- Handler for direct input key presses. -- Fires once for each key. function L.onEvent_directtextinput(some_userdata, char_entered) -- Note: to get number of vargs, use: select("#",...) -- This appears to receive 3 args according to the "...", but when trying -- to capture them only get 2 args. -- First arg is some userdata object, second is the key pressed (not -- as a keycode). --DebugError("Caught directtextinput event; starting disable") -- Signal md to suppress hotkeys, if not already disabled. if not L.alarm_pending then Raise_Signal("disable") L.alarm_pending = true end -- Start or reset the timer. Time.Set_Alarm(L.alarm_id, L.direct_input_suppress_time, L.Reenable_Hotkeys) end function L.Reenable_Hotkeys() --DebugError("directtextinput event timed out; ending disable") Raise_Signal("enable") L.alarm_pending = false end ------------------------------------------------------------------------------- -- MD -> Lua signal handlers -- Process a pipe message, a series of matched hotkey event names -- semicolon separated. function L.Process_Message(_, message) -- Split it. local events = Lib.Split_String_Multi(message, ";") -- Add '$' prefixes and return. for i, event in ipairs(events) do events[i] = "$"..event end -- Send back. Raise_Signal("handle_events", events) end -- Handle md pipe connection status update. Param is 0 or 1. function L.Update_Connection_Status(_, connected) -- Translate the 0 or 1 to false/true. if connected == 0 then L.pipe_connected = false else L.pipe_connected = true end end -- Handle md requests to update the action registry. -- Reads data from a player blackboard var. function L.Update_Actions() -- Args are attached to the player component object. local md_table = GetNPCBlackboard(L.player_id, "$hotkey_api_actions") -- Note: md may have sent several of these events on the same frame, -- in which case the blackboard var has just the args for the latest -- event, and later events processed will get nil. -- Skip those nil cases. if not md_table then return end L.action_registry = md_table -- Clear the md var by writing nil. SetNPCBlackboard(L.player_id, "$hotkey_api_actions", nil) --Lib.Print_Table(L.action_registry, "Update_Actions action_registry") end -- Read in the stored list of player action keys. -- Generally md will send this on init. function L.Read_Player_Keys() -- Args are attached to the player component object. local md_table = GetNPCBlackboard(L.player_id, "$hotkey_api_player_keys_from_md") -- This shouldn't get getting nil values since the md init is -- sent just once, but play it safe. if not md_table then return end L.player_action_keys = md_table -- Clear the md var by writing nil. SetNPCBlackboard(L.player_id, "$hotkey_api_player_keys_from_md", nil) --Lib.Print_Table(L.player_action_keys, "Read_Player_Keys player_action_keys") end -- Write to the list of player action keys to be stored in md. -- This could be integrated into remapInput, but kept separate for now. function L.Write_Player_Keys() -- Args are attached to the player component object. SetNPCBlackboard(L.player_id, "$hotkey_api_player_keys_from_lua", L.player_action_keys) Raise_Signal("Store_Player_Keys") --Lib.Print_Table(L.player_action_keys, "Write_Player_Keys player_action_keys") end ------------------------------------------------------------------------------- -- Menu setup. -- TODO: break into more init subfunctions for organization. function L.Init_Menu() -- Look up the menu, store in this module's local. menu = Lib.Get_Egosoft_Menu("OptionsMenu") -- Patch displayOptions. local ego_displayControls = menu.displayControls menu.displayControls = function(...) -- Start by building the original manu. -- Note that displayControls calls frame:display(), which would need -- to be called a second time after new rows are added, but leads -- to backend confusion. -- Since attempts to re-display after adding new rows lead to many -- debuglog errors when the menu closes (widgets still alive not -- having a table), the original display() can be suppressed by -- intercepting the frame building function, and putting in a -- dummy function for the frame's display member. local ego_createOptionsFrame = menu.createOptionsFrame -- Store the frame and its display function. local frame local frame_display menu.createOptionsFrame = function(...) -- Build the frame. frame = ego_createOptionsFrame(...) -- Record its display function. frame_display = frame.display -- Replace it with a dummy. frame.display = function() return end -- Return the edited frame to displayControls. return frame end -- Record the prior selected option, since the below call clears it. local preselectOption = menu.preselectOption -- Build the menu. ego_displayControls(...) -- Reconnect the createOptionsFrame function, to avoid impacting -- other menu pages. menu.createOptionsFrame = ego_createOptionsFrame -- Safety call to add in the new rows. local success, error = pcall(L.displayControls, preselectOption, ...) if not success then DebugError("displayControls error: "..tostring(error)) end -- Re-attach the original frame display, and call it. -- (Note: this method worked out great, much better than attempts -- to re-display after clearing scripts or whatever.) frame.display = frame_display frame:display() end -- Patch remapInput, which catches the player's new keys. local ego_remapInput = menu.remapInput menu.remapInput = function(...) -- Hand off to ego function if this isn't a custom key. if menu.remapControl.controlcontext ~= "hotkey_api" then ego_remapInput(...) return end -- Safety call. local success, error = pcall(L.remapInput, ...) if not success then DebugError("remapInput error: "..tostring(error)) end end -- TODO: replace the event registration functions which select which -- input types to capture. Just want keyboard for custom controls. -- TODO: also need to suppress hotkey_api from triggering cues while -- this is going on. --L.input_event_handlers = { -- -- Args patterned off of config.input.directInputHookDefinitions. -- -- Just keyboard for now. -- ["keyboardInput"] = function (_, keycode) L.remapInput(1, keycode, 0) end, -- } -- ---- Patch registration. --local ego_registerDirectInput = menu.registerDirectInput --menu.registerDirectInput = function() -- L.registerDirectInput(ego_registerDirectInput) -- end -- ---- Patch unregistration. --local ego_unregisterDirectInput = menu.unregisterDirectInput --menu.unregisterDirectInput = function() -- L.unregisterDirectInput(ego_unregisterDirectInput) -- end -- Listen for when menus open/close, to inform the md side what the -- current hotkey context is (eg. suppress space-based hotkeys while -- menus are open). -- (Alternatively, can check this live by scanning all menus for -- the menu.shown flag being set and menu.minimized being false.) --[[ Closing raises a ui signal of the menu name, but that is awkward to catch for all menus, and not reasonable to account for modded menus (outside of known mods). However, any menu closing should eventually call Helper's local closeMenu() function, which ends by calling Helper.clearMenu(...), so in theory wrapping clearMenu should be sufficient to capturing all menu closings. However, UserQuestionMenu doesn't get caught like others, even though it has a clear path by which it calls the Helper close function, even if the menu is set to auto-confirm (eg. when ejecting into a spacesuit). From a glance at the code, it is unclear why this particular menu would be difficult. TODO: maybe revisit this to figure it out. For now, just ignore the menu. ]] -- Patch into Helper.clearMenu for closings. local ego_helper_clearMenu = Helper.clearMenu Helper.clearMenu = function(menu, ...) ego_helper_clearMenu(menu, ...) L.Menu_Closed(menu) end -- Unnecessary. --local function patch_onCloseElement(menu) -- local ego_onCloseElement = menu.onCloseElement -- if ego_onCloseElement ~= nil then -- menu.onCloseElement = function(...) -- ego_onCloseElement(...) -- L.Menu_Closed(menu) -- end -- end --end -- Patch into all menu.showMenuCallback functions to catch when -- they open. Two steps: patch existing menus, and patch helper -- for any future registered menus. -- Both share this bit of logic: local function patch_showMenuCallback(menu) local ego_showMenuCallback = menu.showMenuCallback menu.showMenuCallback = function(...) ego_showMenuCallback(...) L.Menu_Opened(menu) end -- These callbacks were registered to a 'show<name>' event, so update -- that registry. UnregisterEvent("show"..menu.name, ego_showMenuCallback) RegisterEvent("show"..menu.name, menu.showMenuCallback) end -- Patch exiting menus. for _, menu in ipairs(Menus) do patch_showMenuCallback(menu) --patch_onCloseElement(menu) end -- Patch future menus. local ego_registerMenu = Helper.registerMenu Helper.registerMenu = function(menu, ...) -- Run helper function first to set up the menu's callback func. ego_registerMenu(menu, ...) -- Can now patch it. patch_showMenuCallback(menu) --patch_onCloseElement(menu) end -- Also want to catch minimized menus. local ego_minimizeMenu = Helper.minimizeMenu Helper.minimizeMenu = function(menu, ...) ego_minimizeMenu(menu, ...) L.Menu_Minimized(menu) end -- And restored menus. local ego_restoreMenu = Helper.restoreMenu Helper.restoreMenu = function(menu, ...) ego_restoreMenu(menu, ...) L.Menu_Restored(menu) end end ------------------------------------------------------------------------------- -- Menu open/close handlers. -- Note: TopLevelMenu is the default when no other menus are open, and will -- generally be ignored here. -- This is called when menus are closed in Helper. function L.Menu_Closed(menu) if menu.name == "TopLevelMenu" then return end --DebugError("Menu closed: "..tostring(menu.name)) Raise_Signal("Menu_Closed", menu.name) -- TODO: in practice, some menu closures might get missed. -- Can maybe check all menu open states, and indicate if they -- are all closed at the time (to recover from bad information). -- Can scan all menus for .shown and not .minimized to see if -- any are open. end -- This is called when menus are opened in Helper. function L.Menu_Opened(menu) if menu.name == "TopLevelMenu" then return end if menu.name == "UserQuestionMenu" then return end --DebugError("Menu opened: "..tostring(menu.name)) Raise_Signal("Menu_Opened", menu.name) end -- This is called when menus are minimized in Helper. -- Treats menu as closing for the md side. function L.Menu_Minimized(menu) if menu.name == "TopLevelMenu" then return end --DebugError("Menu minimized: "..tostring(menu.name)) Raise_Signal("Menu_Closed", menu.name) end -- This is called when menus are restored (unminimized) in Helper. -- Treats menu as opening for the md side. function L.Menu_Restored(menu) if menu.name == "TopLevelMenu" then return end --DebugError("Menu restored: "..tostring(menu.name)) Raise_Signal("Menu_Opened", menu.name) end -- TODO: a timed check to occasionally go through all the menus and -- verify which are open/closed, just incase there is a problem above -- with missing an opened/closed signal, so that the api can recover. -- Test code: catching inputs directly. -- Result: ListenForInput is only good for one key press, and it will -- prevent that keypress from any other in-game effect. -- So this is a dead end without a way to refire the caught key artificially. -- There is also a C.ActivateDirectInput function, but that appears to be -- just for editboxes when selected to enable typing. --[[ local keys_to_catch = 10 function L.Input_Listener() ListenForInput(true) RegisterEvent("keyboardInput", L.Handle_Caught_Key) -- In testing, the above only catch a single input, suggesting -- either ListenForInput or the event registration gets cleared -- after one catch. end function L.Handle_Caught_Key(_, keycode) DebugError("Caught keyboard keycode: "..tostring(keycode)) keys_to_catch = keys_to_catch -1 if keys_to_catch > 0 then -- Restart the listen function. -- Limit how many times it happens, in case this locks out -- inputs to the game. ListenForInput(true) end end -- Fire it off. L.Input_Listener() ]] -- Patch to add custom keys to the control remap menu. function L.displayControls (preselectOption, optionParameter) --DebugError("GameOptions.displayControls() called") -- Skip if the pipe is not connected, to avoid clutter for users that -- have this api installed but aren't using the server. if not L.pipe_connected then return end -- TODO: skip if there are no actions available. For now, the -- stock example actions should always be present, so can skip this -- check. -- For now, stick keys on the keyboard/space submenu. -- Skip others. if optionParameter ~= "keyboard_space" then return end -- Look up the frame with the table. -- This should be in layer 3, matching config.optionsLayer. local frame = menu.optionsFrame if frame == nil then error("Failed to find gameoptions menu main frame") end -- Look up the table in the frame. -- There is probably just the one content entry, but to be safe -- search content for a table. -- TODO: could maybe also do menu.optionTable. local ftable for i=1,#frame.content do if frame.content[i].type == "table" then ftable = frame.content[i] end end if ftable == nil then error("Failed to find gameoptions menu main ftable") end -- Error check. if not L.action_registry then DebugError("action_registry is nil") return end -- Add some space. row = ftable:addRow(false, { bgColor = Helper.color.transparent }) row[2]:setColSpan(3):createText(" ", { fontsize = 1, height = config.infoTextHeight, cellBGColor = Helper.color.transparent60 }) -- Add a nice title. -- Make this a larger than normal font. local row = ftable:addRow(false, { bgColor = Helper.color.transparent }) row[2]:setColSpan(3):createText(T.extensions, config.subHeaderTextProperties_2) -- Make sure all actions have an entry in the player keys table. for _, action in pairs(L.action_registry) do if not L.player_action_keys[action.id] then L.player_action_keys[action.id] = { -- Repetition of id, in case it is ever useful. -- (This will not get a $ prefix went sent to md.) id = action.id, -- List of inputs. -- Note: unused entries are elsewhere {-1,-1,0}, though that -- led to problems when tried. All nil works okay. inputs = { [1] = {combo = "", code = nil, source = nil, signum = nil}, [2] = {combo = "", code = nil, source = nil, signum = nil}, } } end end -- Set up the custom actions. -- These will be sorted into their categories, with uncategorized -- lumped together at the top of the menu. -- Start by sorting actions into categories. local cat_action_dict = {} for _, action in pairs(L.action_registry) do local cat = action.category -- Set default category. if not cat then cat = "" end -- Set up a new sublist if needed. if not cat_action_dict[cat] then cat_action_dict[cat] = {} end -- Add it in. table.insert(cat_action_dict[cat], action) end -- Convert the cat table to a list, to enable lua sorting. local cats_sorted = {} for cat, sublist in pairs(cat_action_dict) do table.insert(cats_sorted, cat) -- Also sort the actions by name while here. -- This lambda function returns True if the left arg goes first. table.sort(sublist, function (a,b) return (a.name < b.name) end) end -- Sort the cat names. table.sort(cats_sorted) -- Loop over cat names. for _, cat in ipairs(cats_sorted) do -- Make a header if this is a named category. if cat ~= "" then local row = ftable:addRow(false, { bgColor = Helper.color.transparent }) row[2]:setColSpan(3):createText(cat, config.subHeaderTextProperties) end -- Loop over the sorted action list. for _, action in ipairs(cat_action_dict[cat]) do -- Hand off to custom function. L.displayControlRow(ftable, action.id) end end -- Fix the row selection. -- The preselectOption should match the id of the desired row. -- TODO: maybe fix the preselectCol as well, though not as important; -- see gameoptions around line 2482. for i = 1, #ftable.rows do if ftable.rows[i].index == preselectOption then ftable:setSelectedRow(ftable.rows[i].index) break end end -- -Removed; display is handled above. --[[ -- Need to re-display. -- TODO: stress test for problems. -- In practice, this causes log warning spam if display() done directly, -- since the display() function builds a whole new frame, but the old -- frame's scripts weren't cleared out. -- Manually do the script clear first. -- (Unlike clearDataForRefresh, this call just removes scripts, -- not existing widget descriptors.) Helper.removeAllWidgetScripts(menu, config.optionsLayer) -- TODO: need to revit this all again; when the menu is closed it throws -- ~1600 errors into the log with: "GetCellContent(): invalid table ID -- 2336 - table might have been destroyed already." (Where the id -- number changes each time.) -- Suggests something; not sure what. frame:display() ]] end -- Copy/edit of ego's function for displaying a control row of text -- and two buttons. -- Attempts to reuse ego's function were a mess. function L.displayControlRow(ftable, action_id) local action = L.action_registry[action_id] local player_keys = L.player_action_keys[action_id] local row = ftable:addRow(true, { bgColor = Helper.color.transparent }) -- Select the row if it was selected before menu reload. if row.index == menu.preselectOption then ftable:setSelectedRow(row.index) -- Select a column, 3 or 4, those with buttons. if menu.preselectCol == 3 or menu.preselectCol == 4 then ftable:setSelectedCol(menu.preselectCol) end end -- Set the action title. -- This is column 2, since 1 is under the back arrow. row[2]:createText(action.name, config.standardTextProperties) if action.description then row[2].properties.mouseOverText = action.description end -- Create the two buttons. for i = 1,2 do local info = player_keys.inputs[i] -- Get the name of an existing key, or blank. local keyname, keyicon = "", nil if info.source then keyname, keyicon = menu.getInputName(info.source, info.code, info.signum) end -- Skip the funkiness regarding truncating the text string to -- make room for the icon. TODO: maybe revisit if needed. -- Buttons start at column 3, so offset i. local col = i+2 local button = row[col]:createButton({ mouseOverText = action.description or "" }) -- Set up the text label; this applies even without a keyname since -- it handles blinking _. button:setText( -- 'nameControl' handles label blinking when changing. function () return menu.nameControl(keyname, row.index, col) end, -- Can probably leave color at default; don't need 'red' logic. { color = Helper.color.white }) -- Add the icon. if keyicon then button:setText2(keyicon, { halign = "right" }) end -- Clicks will hand off to buttonControl. row[col].handlers.onClick = function () return menu.buttonControl( -- Second arg is a list with a specific ordering. row.index, { -- controltype; go with whatever. "functions", -- controlcode; go with the action id. action_id, -- oldinputtype info.source, -- oldinputcode info.code, -- oldinputsgn info.signum, -- column col, -- not_mapable/nokeyboard false, -- control_context; put whatever. "hotkey_api", -- allowmouseaxis false, }) end -- Unclear on if this is good for anything; probably not. --row[col].properties.uiTriggerID = "remapcontrol1a" end end --[[ The following functions are after buttonControl(), the function called when a button is pressed. At this point, most of the args fed to displayControlRow are present in a named table at menu.remapControl. Fields are: { row, col, controltype, controlcode, controlcontext, oldinputtype, oldinputcode, oldinputsgn, nokeyboard, allowmouseaxis} ]] -- This handles player input when setting custom keys. -- Should only be called on player keys, not ego keys, so has no link -- back to the original remapInput. function L.remapInput(...) -- Always call this; ego does it right away. menu.unregisterDirectInput() -- Code to call on any return path, except those that still listen -- for keys. local return_func = function() -- Reboot the menu. All paths in ego code end with this, so it may -- be required to recover properly. -- (At least need to clear remapControl, since it being filled triggers -- other code, eg. trying to unregister events when the menu closes -- causes log errors.) menu.preselectTopRow = GetTopRow(menu.optionTable) menu.preselectOption = menu.remapControl.row menu.preselectCol = menu.remapControl.col menu.remapControl = nil menu.submenuHandler(menu.currentOption) end -- Safety wrap the rest of this logic. local success, error = pcall(L.remapInput_wrapped, return_func, ...) -- On error, still aim for the good return function setup. if not success then DebugError("remapInput error: "..tostring(error)) return_func() end end -- Inner part of remapInput, allowed to error. function L.remapInput_wrapped(return_func, newinputtype, newinputcode, newinputsgn) if debug.print_keycodes then Lib.Print_Table({ controlcode = menu.remapControl.controlcode, newinputtype = newinputtype, newinputcode = newinputcode, newinputsgn = newinputsgn, }, "Control remap info") --DebugError(string.format( -- "Detected remap of code '%s'; new aspects: type %s, %s, %s", -- tostring(menu.remapControl.controlcode), -- tostring(newinputtype), -- tostring(newinputcode), -- tostring(newinputsgn) -- )) --Lib.Print_Table(menu.remapControl, "menu.remapControl") end -- Look up the matching action. local action_keys = L.player_action_keys[menu.remapControl.controlcode] -- Error if not found. if not action_keys then error("Found no action_keys matching id: "..tostring(menu.remapControl.controlcode)) end -- 'newinputtype' will be 1 for keyboard. -- Since only keyboard is wanted for now, restart listening if something -- else arrived. if newinputtype ~= 1 then -- DebugError("Hotkey: Non-keyboard input not supported.") menu.registerDirectInput() -- Normal return; keep listener going. return end -- TODO: consider integrating other ego style functions for avoiding -- control conflicts and such. -- Use col (3 or 4) to know which index to replace (1 or 2). -- Try to make this a little safe against patches adding columns. local input_index if menu.remapControl.col <= 3 then input_index = 1 else input_index = 2 end -- Note the prior key combo. local old_combo = action_keys.inputs[input_index].combo local new_combo -- Note: ego menu behavior has "escape" cancel the selection with no change, -- and "delete" remove the key binding. -- Try to mimic that here. -- Check for escape. if newinputtype == 1 and newinputcode == 1 then -- Do nothing. return return_func() -- Check for "delete" on a key that was mapped. -- (oldinputcode == -1 means it wasn't mapped.) elseif newinputtype == 1 and newinputcode == 211 then -- Prepare to reset to defaults. newinputtype = nil newinputcode = nil newinputsgn = nil new_combo = "" if debug.print_keynames then DebugError("Deleting key combo: "..old_combo) end else -- Get the new combo string. new_combo = string.format("code %d %d %d", newinputtype, newinputcode, newinputsgn) -- -Removed, updated 3.0 makes ego's version too hard to use since -- it uses some special escape character and icon code for modifiers. ---- Start with ego's key name. ---- TODO: probably not robust across languages. ---- TODO: try out GetLocalizedRawKeyName --local ego_key_name, icon = menu.getInputName(newinputtype, newinputcode, newinputsgn) -- ---- These are uppercase and with "+" for modified keys. ---- Translate to the combo form: space separated lowercase. --new_combo = string.lower( string.gsub(ego_key_name, "+", " ") ) --if debug.print_keynames then -- DebugError(string.format("Ego key %s translated to combo %s", ego_key_name, new_combo)) --end end -- If the new_combo is already recorded as either of the existing inputs, -- and is not empty (eg. deleting binding), do nothing. if new_combo ~= "" and (action_keys.inputs[1].combo == new_combo or action_keys.inputs[2].combo == new_combo) then if debug.print_keynames then DebugError("Ignoring already recorded key combo: "..new_combo) end return return_func() end -- Overwrite stored key. action_keys.inputs[input_index] = { combo = new_combo, code = newinputcode, source = newinputtype, signum = newinputsgn } -- Signal lua to update if the combo changed. Raise_Signal("Update_Key", { id = action_keys.id, new_key = new_combo, old_key = old_combo, }) -- Update the md to save the keys. -- TODO: maybe integrate into Update_Key calls. L.Write_Player_Keys() return return_func() end ---- Patch registration. ---- Unused currently. --function L.registerDirectInput(ego_registerDirectInput) -- -- Check for this being a custom key. -- if menu.remapControl.controlcontext == 1000 then -- C.DisableAutoMouseEmulation() -- for event, func in pairs(L.input_event_handlers) do -- RegisterEvent(event, func) -- end -- ListenForInput(true) -- else -- ego_registerDirectInput() -- end --end -- ---- Patch unregistration. ---- Unused currently. --function L.unregisterDirectInput(ego_unregisterDirectInput) -- -- Check for this being a custom key. -- if menu.remapControl.controlcontext == 1000 then -- ListenForInput(false) -- for event, func in pairs(L.input_event_handlers) do -- UnregisterEvent(event, func) -- end -- C.EnableAutoMouseEmulation() -- else -- ego_unregisterDirectInput() -- end --end Init() --[[ Development notes: The existing ui functions are in gameoptions.lua. config.input.controlsorder - Holds data on various keys - Subfields space, menus, firstperson - Nested tables have section titles, table of keys. - Each key entry's arg order appears to be: - [controltype, code, context, mouseovertext, allowmouseaxis] - Many keys leave fields 3-5 unused. - Local, so no way to add keys without direct overwrite. config.input.controlsorder.space[i] - Table, keyed partially by indices and partly by named fields. - .title, .mapable, [1-5] config.input.directInputHookDefinitions List of sublists like: {"keyboardInput", 1, 0} config.input.directInputHooks config.input.directInputHooks - Table of functions, one per directInputHookDefinition. - Functions take a keycode, and call menu.remapInput with info on what type of input. - One function for each input type: keyboard, mouse, occulus, vive, and subtypes. - Ex: function (_, keycode) menu.remapInput(entry[2], keycode, entry[3]) config.input.forbiddenkeys Gives a couple examples of keycodes: [1] = true, - Escape [211] = true, - Delete menu - Table that defines menu properties, registered with general gui. - Accessible through Menus global, so functions can potentially overwritten. - Since functions often reference locals, overwrites may not be very useful, as other files won't have access to those locals. menu.getInputName(source, code, signum) Translates a key code into a name. 'source' is an integer which appears to represent input source (keyboard, mouse, ...) 'signum' appears to add a "+" or "-" if used. Keyboard key names are from GetLocalizedRawKeyName(code). Mouse button names are from ffi.string(C.GetLocalizedRawMouseButtonName(code)). Others are from the text file. Text file has names of some key codes: Page 1018: mouse axes Page 1022: joystick buttons etc. menu.displayControls(string optionParameter) - Creates the whole controls tab, for one of space, menus, or first person. - Hardcoded for these three; don't bother adding a new category without substantial copy/paste monkeypatching. - Loops over "controls", eg. members of config.input.controlsorder.space - Makes a section label, eg. "Steering: Analog" - Calls menu.displayControlRow() for each key, passing args. menu.displayControlRow(ftable, controlsgroup, controltype, code, context, mouseovertext, mapable, isdoubleclickmode, allowmouseaxis) Handles drawing one row of the keybind menu. 'code' is for a specific function being mapped. (controlsgroup, controltype, code, context, mouseovertext) are unpacked from config.input.controlsorder, often with (controlsgroup, controltype) filled and others nil. Current key texts are taken from menu.nameControl(), which is fed the name and may replace it with blinking "_"/"" for a key currently being remapped. Button onClick events call menu.buttonControl() which triggers the remapping. This will look up various data from menu.controls, which was set in menu.getControlsData(). This is a table of control types, with most being pulled from C code except for "functions" which is pulled from config.input.controlFunctions. displayControlRow will reference: menu.controls[controltype][code] .name .contexts .definingcontrol 'controltype' needs to be "functions" else displayControlRow will try to read the name from config, where it isn't available. Each "functions" entry defines a "definingcontrol" field, which is a reference to another controls subtable and key. Eg. {"states", 22} will get redirected to menu.controls["states"][22]. This in turn is a list of "inputs" (up to 2), where each input is a list of {source, code, signum}, the current input for that control. If reusing this function, the related tables need to be updated: "functions" with a name and definingcontrol. "actions" or similar with the current recorded input, originally saved from md. menu.buttonControl(row_index, data_table) - Called when user clicks an input remap button. - data_table is a list with the following fields: {controltype, controlcode, oldinputtype, oldinputcode, oldinputsgn, column (often set to 3 or 4), not_mapable/nokeyboard, control_context, allowmouseaxis} - Stores a table including data_table contents into menu.remapControl for lookup later. - Names all the args, and adds 'row'. - Sets up info for blinking button during remapping. - Calls menu.registerDirectInput() to listen for user key press. menu.registerDirectInput(...) - Runs RegisterEvent on all events in config.input.directInputHookDefinitions, setting functions in config.input.directInputHooks as handlers. - Calls ListenForInput(true). - So, this is where it kicks off listening for a new user key press. - Presumably, ListenForInput sets a mode which will raise one of these events, eg. "keyboardInput" on a key press. ListenForInput(?) External function; unknown behavior. menu.unregisterDirectInput() Undoes registerDirectInput: unregisters events, calls ListenForInput(false). menu.remapInput(newinputtype, newinputcode, newinputsgn) - Has a bunch of logic for processing the key. - Clears conflicts, rejects disallowed keys, etc. - Calls menu.unregisterDirectInput(), to stop listening for new keys. - Calls checkInput, presumably to clear conflicts. - May delete a key if 211 (delete) was pressed. - Calls menu.removeInput() on this path. - At end calls SaveInputSettings(menu.controls.actions, menu.controls.states, menu.controls.ranges). - SaveInputSettings is exe level. - Note: this is not called directly, but indirectly through menu.registerDirectInput() which in turn looks it up in config.input.directInputHooks, initialized on lua loading. Those wrapper funcs do look it up in menu, though, so a direct monkey patch works. menu.removeInput() At end calls SaveInputSettings(menu.controls.actions, menu.controls.states, menu.controls.ranges). SaveInputSettings(?,?,?) External function; unknown behavior. Presumably this transfers current key mappings to exe side for actual key listening and functionality. Keycodes: - The example codes for escape (1) and delete (211) don't mach up with windows keycodes. - However, they do match this lua file, and its linked c++ file: - https://github.com/lukemetz/moonstone/blob/master/src/lua/utils/keycodes.lua - https://github.com/wgois/OIS/blob/master/includes/OISKeyboard.h - Using the above, can potentially translate user keys appropriately. Possibly adding new keys: a) monkeypatch menu.displayControls. - Run the normal version first; this ends in frame:display() (worrisome). - Add a custom section title. - Call menu.displayControlRow() for each new key, matching args. b) patch menu.remapInput to catch user assignments. ]]
local keymap = vim.api.nvim_set_keymap local function set_keybindings() local noremap_silent = { noremap = true, silent = true } local remap_silent = { noremap = false, silent = true } local remap_nosilent = { noremap = false, silent = true } local keybindings = { -- {'mode', 'keybindings', 'command', '{noremap=bool', 'silent=bool', expr=bool}} -- disable keys { "n", "Q", "<Nop>", noremap_silent }, { "n", "<Left>", "<Nop>", noremap_silent }, { "n", "<Right>", "<Nop>", noremap_silent }, { "n", "<Up>", "<Nop>", noremap_silent }, { "n", "<Down>", "<Nop>", noremap_silent }, { "n", "<C-z>", "<Nop>", noremap_silent }, -- resize window { "n", "<C-Left>", "<CMD>vertical resize +5<CR>", noremap_silent }, { "n", "<C-Up>", "<CMD>resize -5<CR>", noremap_silent }, { "n", "<C-Right>", "<CMD>vertical resize -5<CR>", noremap_silent }, { "n", "<C-Down>", "<CMD>resize +5<CR>", noremap_silent }, -- split window { "n", "<C-A-k>", "<C-w>t<C-w>K", remap_silent }, { "n", "<C-A-h>", "<C-w>t<C-w>H", remap_silent }, -- terminal mode { "t", "<Esc>", "<C-\\><C-n>", noremap_silent }, -- nvim tree.lua { "n", "`", '<CMD>lua require("utils.nvimtree").toggle()<CR>', noremap_silent }, -- base64 { "v", "<Leader>d6", "c<C-r>=system('base64 -d', @\")<CR><ESC>", remap_nosilent, }, { "v", "<Leader>e6", "c<C-r>=system('base64', @\")<CR><ESC>", remap_nosilent, }, -- emmet-vim { "i", "<A-Tab>", "<C-y>,", remap_silent }, { "v", "<A-Tab>", "<C-y>,", remap_silent }, -- Delete in search result { "n", "<Leader>x", "<CMD>%s///<CR>", remap_silent }, -- Search for visually selected text { "v", "<Leader>v", "y/\\V<C-R>=escape(@\",'/\\')<CR><CR>", remap_silent }, -- format.nvim { "n", "<leader>F", "<CMD>FormatWrite<CR>", remap_silent }, } for _, key in pairs(keybindings) do keymap(key[1], key[2], key[3], key[4]) end end set_keybindings()
return { id = 2, type = 2, ip = "127.0.0.1", port = 60002, path = "db_svr", mysql = { { ip = "127.0.0.1", port = 3306, username = "testmn", password = "123456", db_name = "mn_login_db", db_type = 1, }, }, }
--[[ Copyright (c) 2011 Ted "IntelOrca" John 2013 Edvin "Lego3" Linge 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. --]] --! Charts fullscreen window class "UIGraphs" (UIFullscreen) ---@type UIGraphs local UIGraphs = _G["UIGraphs"] local TH = require "TH" -- These values are based on the background colours of the pen symbols local colours = { money_in = {182, 32, 16}, money_out = {215, 81, 8}, wages = {194, 162, 0}, balance = {28, 138, 36}, visitors = {0, 101, 198}, cures = {36, 40, 154}, deaths = {130, 0, 178}, reputation = {215, 12, 101} } function UIGraphs:UIGraphs(ui) self:UIFullscreen(ui) local gfx = ui.app.gfx if not pcall(function() self.background = gfx:loadRaw("Graph01V", 640, 480) local palette = gfx:loadPalette("QData", "Graph01V.pal") palette:setEntry(255, 0xFF, 0x00, 0xFF) -- Make index 255 transparent self.panel_sprites = gfx:loadSpriteTable("QData", "Graph02V", true, palette) self.white_font = gfx:loadFont("QData", "Font01V", false, palette) self.black_font = gfx:loadFont("QData", "Font00V", false, palette) end) then ui:addWindow(UIInformation(ui, {_S.errors.dialog_missing_graphics})) self:close() return end self.hospital = ui.hospital -- Buttons self:addPanel(0, 63, 384):makeButton(0, 0, 26, 26, 3, self.close):setTooltip(_S.tooltip.graphs.close) -- The possible scales are: -- 1: Increments of four years per line -- 2: Increments of one year per line -- 3: Increments of one month per line self.graph_scale = 3 self.graph_scale_panel = self:addPanel(0, 371, 384) self.graph_scale_button = self.graph_scale_panel:makeButton(0, 0, 65, 26, 2, self.toggleGraphScale):setTooltip(_S.tooltip.graphs.scale) self.hide_graph = {} local function buttons(name) return --[[persistable:graphs_button]] function() self:toggleGraph(name) end end self.graph_buttons = { self:addPanel(0, 590, 34):makeToggleButton(0, 0, 42, 42, 1, buttons("money_in")):setTooltip(_S.tooltip.graphs.money_in), self:addPanel(0, 590, 86):makeToggleButton(0, 0, 42, 42, 1, buttons("money_out")):setTooltip(_S.tooltip.graphs.money_out), self:addPanel(0, 590, 138):makeToggleButton(0, 0, 42, 42, 1, buttons("wages")):setTooltip(_S.tooltip.graphs.wages), self:addPanel(0, 590, 190):makeToggleButton(0, 0, 42, 42, 1, buttons("balance")):setTooltip(_S.tooltip.graphs.balance), self:addPanel(0, 590, 243):makeToggleButton(0, 0, 42, 42, 1, buttons("visitors")):setTooltip(_S.tooltip.graphs.visitors), self:addPanel(0, 590, 295):makeToggleButton(0, 0, 42, 42, 1, buttons("cures")):setTooltip(_S.tooltip.graphs.cures), self:addPanel(0, 590, 347):makeToggleButton(0, 0, 42, 42, 1, buttons("deaths")):setTooltip(_S.tooltip.graphs.deaths), self:addPanel(0, 590, 400):makeToggleButton(0, 0, 42, 42, 1, buttons("reputation")):setTooltip(_S.tooltip.graphs.reputation) } self:updateLines() end local TOP_Y = 85 -- Top of the graph area local BOTTOM_Y = 353 -- Bottom of the graph area local RIGHT_X = 346 -- Right side of the graph area local VERT_DX = 25 -- Spacing between the vertical lines in the graph local VERT_COUNT = 12 -- Number of vertical lines in the graph local GRAPH_HEIGHT = BOTTOM_Y - TOP_Y --! Compute the vertical position of a value in the graph given the line extremes --!param graph_line (table) Meta data of the line, including extreme values. --!param value (number) Value to position vertically in the graph. --!return Y position in the graph of the value. local function computeVerticalValuePosition(graph_line, value) -- 0 is always included in the range. assert(graph_line.maximum >= 0 and graph_line.minimum <= 0) local range = graph_line.maximum - graph_line.minimum if range == 0 then return BOTTOM_Y end return BOTTOM_Y - math.floor(((value - graph_line.minimum) / range) * GRAPH_HEIGHT) end --! Convert graph scale to a stepsize in months. --!param graph_scale (int, 1 to 3) Graph scale to display. --!return Number of months to jump between statistics values in the hospital statistics data. local function getStatisticsStepsize(graph_scale) local stepsize = 4 * 12 -- Four years if graph_scale == 2 then stepsize = 12 -- One year elseif graph_scale == 3 then stepsize = 1 -- A month end return stepsize end --! Get the statistics from the hospital that should be displayed. --! Selection starts at the last (=newest) entry, and goes back in time. --!return The values of all statistics to plot in the graph display. function UIGraphs:getHospitalStatistics() local statistics = self.hospital.statistics local values = {} local i = #statistics -- Picking hospital statistics from right to left (recent to old). local stats_stepsize = getStatisticsStepsize(self.graph_scale) while #values < VERT_COUNT and i >= 1 do values[#values + 1] = statistics[i] i = i - stats_stepsize end return values end --! Reposition the given sequence of text entries vertically such that the maximum -- absolute deviation from the ideal position is minimized. --!param label_datas (array) Text entries --!param start_index (int) First entry to move. --!param last_index (int) Last entry to move. local function moveSequence(label_datas, start_index, last_index) -- min_y, max_y Smallest and biggest vertical position of the labels. Since -- they are sorted on y, it's the position of the first and last visible entry. -- min_y_shift, max_y_shift Vertical movement of the label of the first and -- last visible entry for vertically centering the text. -- min_dev, max_dev Smallest and biggest deviation from the optimal position, -- for all visible labels. local min_y = nil local max_y, min_y_shift, max_y_shift, min_dev, max_dev for i = start_index, last_index do local label = label_datas[i] if label.pos_y then -- Label is visible local deviation = label.pos_y - label.ideal_y -- Positive if moved down if min_y then -- Updating the max y, and deviations max_y = label.pos_y max_y_shift = label.shift_y min_dev = math.min(min_dev, deviation) max_dev = math.max(max_dev, deviation) else -- First time entering the loop min_y = label.pos_y max_y = label.pos_y min_y_shift = label.shift_y max_y_shift = label.shift_y min_dev = deviation max_dev = deviation end end end -- There should be at least one visible entry in the provided range. assert(min_y ~= nil) local move = -math.floor((max_dev + min_dev) / 2) -- Suggested movement of the sequence. -- Verify the sequence will stay inside graph upper and lower limits, adjust otherwise. if min_y + min_y_shift + move < TOP_Y then move = TOP_Y - min_y - min_y_shift elseif max_y + max_y_shift + move > BOTTOM_Y then move = BOTTOM_Y - max_y - max_y_shift end -- And update the positions. for i = start_index, last_index do local label = label_datas[i] if label.pos_y then label.pos_y = label.pos_y + move end end end --! Compute new actual position of the labels. --!param graph (UIGraphs) Graph window object local function updateTextPositions(graph) -- Reset vertical position of the text back to its ideal position. -- Disable computations on invisible graphs by removing the actual y position of it. for _, label in ipairs(graph.label_datas) do if graph.hide_graph[label.stat] then label.pos_y = nil else label.pos_y = label.ideal_y end end -- Move labels of the graphs such that they stay at the right of the graph -- between their upper and lower boundaries. local sequence_moved = true local collision_count = 8 -- In theory the loop should terminate, but better safe than sorry. while sequence_moved and collision_count > 0 do collision_count = collision_count - 1 sequence_moved = false -- Find sequences of text entries that partly overlap or have no vertical -- space between them. Entries in such a sequence cannot be moved -- individually, the sequence as a whole must move. local start_index, last_index = nil, nil -- Start and end of the sequence. local collision = false -- True collision detected in the sequence local prev_index, prev_label = nil, nil for i, label in ipairs(graph.label_datas) do if label.pos_y then -- Label is visible if prev_label then -- Bottom y of previous label, top of current label local bottom_prev = prev_label.pos_y + prev_label.shift_y + prev_label.size_y local top_current = label.pos_y + label.shift_y if top_current < bottom_prev then -- True collision, text has to move collision = true sequence_moved = true label.pos_y = bottom_prev - label.shift_y if not start_index then start_index = prev_index end last_index = i elseif top_current == bottom_prev then -- Entry is concatenated to the sequence, position is fine. if not start_index then start_index = prev_index end last_index = i else -- Entry is not part of the sequence, move previous sequence to its -- optimal spot if required if collision then moveSequence(graph.label_datas, start_index, last_index) end collision = false start_index = nil last_index = nil -- Do not consider the current text in this round. The next entry may -- see it as the start of a next sequence. end end prev_label = label prev_index = i end end if collision then moveSequence(graph.label_datas, start_index, last_index) end end end function UIGraphs:updateLines() self.values = self:getHospitalStatistics() -- Construct meta data about each graph line. local graph_datas = {} -- Table ordered by statistics name. self.graph_datas = graph_datas for stat, _ in pairs(self.values[1]) do graph_datas[stat] = {line = nil, maximum = 0, minimum = 0} end -- Decide maximum and minimum for normalisation of each line. -- 0 is always included in the computed range. for _, stats in ipairs(self.values) do for stat, value in pairs(stats) do if value < graph_datas[stat].minimum then graph_datas[stat].minimum = value end if value > graph_datas[stat].maximum then graph_datas[stat].maximum = value end end end -- Add the line objects of the graph. for stat, graph_data in pairs(self.graph_datas) do local line = TH.line() line:setWidth(2) local hue = colours[stat] line:setColour(hue[1], hue[2], hue[3], 255) graph_data.line = line end -- Add the graph line pieces. Doing this separately is more efficient as all -- graph lines can be extended to the left in the same iteration. local xpos = RIGHT_X for i, stats in ipairs(self.values) do for stat, value in pairs(stats) do local line = graph_datas[stat].line local ypos = computeVerticalValuePosition(graph_datas[stat], value) if i == 1 then line:moveTo(xpos, ypos) else line:lineTo(xpos, ypos) end end xpos = xpos - VERT_DX end -- Compute label data for each statistic, and order by vertical position. -- The newest statistic values are displayed at the right edge of the graph, -- which decides the optimal position of the graph label text and value. local label_datas = {} self.label_datas = label_datas for stat, value in pairs(self.values[1]) do local ideal_y = computeVerticalValuePosition(graph_datas[stat], value) local text = _S.graphs[stat] .. ":" local _, size_y, _ = self.black_font:sizeOf(text) label_datas[#label_datas + 1] = { stat = stat, -- Name of the statistic it belongs to. text = text, -- Translated label text. ideal_y = ideal_y, -- Ideal vertical position. pos_y = nil, -- Actual position for drawing. size_y = size_y, -- Vertical size of the text. shift_y = -math.floor(size_y / 2), -- Amount of shift to center the text. value = value} -- Numeric value to display. end -- Sort the labels of the graph on ideal y position, and compute actual position. local function compare(a,b) return a.ideal_y < b.ideal_y end table.sort(label_datas, compare) updateTextPositions(self) -- Create small lines going from the number of month name to the actual graph. -- Like the lines, index runs from right to left at the screen. local aux_lines = {} self.aux_lines = aux_lines xpos = RIGHT_X for _ = 1, #self.values do local line = TH.line() line:setWidth(1) line:moveTo(xpos, BOTTOM_Y + 2) line:lineTo(xpos, BOTTOM_Y + 8) aux_lines[#aux_lines + 1] = line xpos = xpos - VERT_DX end end function UIGraphs:draw(canvas, x, y) self.background:draw(canvas, self.x + x, self.y + y) UIFullscreen.draw(self, canvas, x, y) x, y = self.x + x, self.y + y self.white_font:draw(canvas, _S.graphs.money_in, x + 502, y + 41, 80, 27) self.white_font:draw(canvas, _S.graphs.money_out, x + 502, y + 93, 80, 27) self.white_font:draw(canvas, _S.graphs.wages, x + 502, y + 145, 80, 27) self.white_font:draw(canvas, _S.graphs.balance, x + 502, y + 197, 80, 27) self.white_font:draw(canvas, _S.graphs.visitors, x + 502, y + 249, 80, 27) self.white_font:draw(canvas, _S.graphs.cures, x + 502, y + 301, 80, 27) self.white_font:draw(canvas, _S.graphs.deaths, x + 502, y + 353, 80, 27) self.white_font:draw(canvas, _S.graphs.reputation, x + 502, y + 405, 80, 27) -- Draw the different lines for stat, graph in pairs(self.graph_datas) do if not self.hide_graph[stat] then graph.line:draw(canvas, x, y) end end -- Draw strings showing what values each entry has at the moment just to the right of the graph. -- TODO: These should be coloured according to the colour of the corresponding line. for _, label in pairs(self.label_datas) do if label.pos_y then local ypos = label.pos_y + label.shift_y self.black_font:draw(canvas, label.text, x + RIGHT_X + 3, y + ypos) self.black_font:draw(canvas, label.value, x + RIGHT_X + 60, y + ypos) end end local stats_stepsize = getStatisticsStepsize(self.graph_scale) local xpos = x + RIGHT_X -- Draw numbers (or month names) below the graph assert(#self.hospital.statistics > 0) -- Avoid negative months and years. if stats_stepsize >= 12 then -- Display years local year_number = math.floor((#self.hospital.statistics - 1) / 12) for i = 1, #self.values do self.black_font:drawWrapped(canvas, year_number, xpos, y + BOTTOM_Y + 10, 25, "center") xpos = xpos - VERT_DX year_number = year_number - math.floor(stats_stepsize / 12) -- And the small black line self.aux_lines[i]:draw(canvas, x, y) end else -- Display months local month_number = #self.hospital.statistics - math.floor((#self.hospital.statistics - 1) / 12) * 12 for i = 1, #self.values do self.black_font:drawWrapped(canvas, _S.months[month_number], xpos, y + BOTTOM_Y + 10, 25, "center") xpos = xpos - VERT_DX month_number = month_number - stats_stepsize if month_number < 1 then month_number = month_number + 12 end -- And the small black line self.aux_lines[i]:draw(canvas, x, y) end end end function UIGraphs:toggleGraphScale() self.graph_scale = self.graph_scale + 1 if self.graph_scale == 4 then self.graph_scale = 1 end self:updateLines() self.ui:playSound("selectx.wav") end function UIGraphs:toggleGraph(name) self.hide_graph[name] = not self.hide_graph[name] self.ui:playSound("selectx.wav") updateTextPositions(self) end function UIGraphs:close() UIFullscreen.close(self) self.ui:getWindow(UIBottomPanel):updateButtonStates() end function UIGraphs:afterLoad(old, new) if old < 117 then self:close() end end
local translate = {} translate.Beam = require('onmt.translate.Beam') translate.PhraseTable = require('onmt.translate.PhraseTable') translate.Translator = require('onmt.translate.Translator') return translate
-- -- buddies -- -- Copyright (c) 2015 Sheepolution -- -- This library is free software; you can redistribute it and/or modify it -- under the terms of the MIT license. See LICENSE for details. local buddies = {} local func = {} local superfunc = {} function buddies:__index(f) if type(f) == "string" then if f:sub(f:len(),f:len()) == "_" then local k = f:sub(0,f:len()-1) self[f] = function (self,...) for i=1,#self do if self[i][k] then self[i][k](self[i],...) end end end else self[f] = function (self,...) for i=#self,1,-1 do if self[i] and self[i][f] then self[i][f](self[i],...) end end end end return self[f] end end function buddies.new(a, ...) local t if a == true then t = setmetatable({ add = superfunc.add, count = superfunc.count, find = superfunc.find, table = superfunc.table, clone = superfunc.clone, others = superfunc.others, others_ = superfunc.others_, }, buddies) for i,v in ipairs({...}) do table.insert(t, v) end else t = setmetatable({ add = func.add, addAt = func.addAt, remove = func.remove, removeIf = func.removeIf, count = func.count, find = func.find, table = func.table, clone = func.clone, call = func.call, call_ = func.call_, others = func.others, others_ = func.others_, flush = func.flush, set = func.set, sort = func.sort }, buddies) t:add(a, ...) end return t end function func:add(...) for i,v in ipairs({...}) do table.insert(self, v) end end function func:addAt(p, v) table.insert(self, p, v) end --Removes the object. If a number is passed, the object on that position will be removed instead. function func:remove(obj) t = type(obj) local kill = 0 if t == "table" then for i=1,#self do if self[i] == obj then kill = i break end end elseif t == "number" then kill = obj end if kill > 0 then if #self == 1 then self[1] = nil else for i=kill + 1,#self do self[i-1] = self[i] end self[#self] = nil end end end function func:removeIf(func) for i=#self,1,-1 do if func(self[i]) then self:remove(self[i]) end end end function func:find(func) local t = {} for i=#self,1,-1 do if func(self[i]) then table.insert(t, self[i]) end end return t end function func:table() local t = {} for i=#self,1,-1 do table.insert(t, self[i]) end return t end function func:clone() return buddies.new(unpack(self:table())) end function func:count(func) local a = 0 for i=1,#self do if func(self[i]) then a = a + 1 end end return a end --Calls the passed function for each object, passing the object as first argument. function func:call(func) for i=#self,1,-1 do func(self[i]) end end function func:call_(func) for i=1,#self do func(self[i]) end end --Has all the objects iterate through the other objects, allowing for interactivity. --Calls the passed function, giving both objects as arguments. function func:others(func) for i=#self,2,-1 do for j=i-1,1,-1 do if func(self[i],self[j]) then break end end end end function func:others_(func) for i=1,#self-1 do for j=i+1,#self do if func(self[i],self[j]) then break end end end end --Sets a value to all the objects. --Will only set the value if the object already has the property, unless force is true. function func:set(k,v,force) for i=1,#self do if force or self[i][k]~=nil then self[i][k] = v end end end --Removes all the objects, but keeps the functions. function func:flush() for i=1,#self do self[i] = nil end end --Sorts all the objects on a property. --If an object does not have the passed property, it will be treated as 0. --Will automatically sort from low to high, unlesss htl (high to low) is true. function func:sort(k,htl) local sorted = false while not sorted do sorted = true for i=1,#self-1 do for j=i+1,#self do local propA, propB propA = self[i][k] or 0 propB = self[j][k] or 0 if (htl and propA < propB) or (not htl and propA > propB) then local old = self[j] self[j] = self[i] self[i] = old sorted = false end end end end end function superfunc:add(n, ...) assert(type(n) == "number", "Superbuddy needs a number as first argument", 2) self[n]:add(...) end function superfunc:count(func) local a for i,v in ipairs(self) do a = a + v:count(func) end return a end function superfunc:others(func) local t = self:find(function () return true end) for i=#t,2,-1 do for j=i-1,1,-1 do if func(t[i],t[j]) then break end end end end function superfunc:others_(func) local t = self:find(function () return true end) for i=#t,#t-1 do for j=i+1,#t do if func(t[i],t[j]) then break end end end end function superfunc:find(func) local t = {} for i,v in ipairs(self) do for j,w in ipairs(v:find(func)) do table.insert(t, w) end end return t end function superfunc:table() local t = {} for i,v in ipairs(self) do for j,w in ipairs(v:table()) do table.insert(t, w) end end return t end function superfunc:clone() return buddies.new(unpack(self:table())) end return buddies
local Dictionary = {} --- Merges key/value pairs from multiple dictionaries into one -- @param ... Tuple of dictionaries to merge function Dictionary.merge(...) local newDictionary = {} for _, dictionary in pairs({ ... }) do for key, value in pairs(dictionary) do newDictionary[key] = value end end return newDictionary end --- Counts the number of items in a dictionary by iterating over it -- @param dictionary The dictionary to count function Dictionary.count(dictionary) local count = 0 for _ in pairs(dictionary) do count = count + 1 end return count end --- Like Array.Map, however it keeps the key -- @param dictionary Dictionary to map -- @param callback(value,key,dictionary) Function called on every element function Dictionary.map(dictionary, callback) local newDictionary = {} for key, value in pairs(dictionary) do newDictionary[key] = callback(value, key, dictionary) end return newDictionary end --- Creates a shallow copy of a dictionary -- @param dictionary The dictionary to copy function Dictionary.clone(dictionary) local newDictionary = {} for key, value in pairs(dictionary) do newDictionary[key] = value end return newDictionary end return Dictionary
base_research = nil base_research = { { Name = "UtilityHealthUpgrade1", RequiredResearch = "", RequiredSubSystems = "Research", RequireTag = "VaygrUtility", Cost = 1400, Time = 120, DisplayedName = "$7779", DisplayPriority = 701, Description = "$7780", UpgradeType = Modifier, TargetType = Family, TargetName = "Utility", UpgradeName = "MAXHEALTH", UpgradeValue = 1.6, Icon = Icon_Health, ShortDisplayedName = "$7351", }, } -- Add these items to the research tree! for i, e in base_research do research[res_index] = e res_index = res_index + 1 end base_research = nil
SWEP.Base = "weapon_twitch_base" if SERVER then AddCSLuaFile ("shared.lua") SWEP.HoldType = "smg" end SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.PrintName = "Twitch HL2 Pulse-Rifle" SWEP.Slot = 2 SWEP.IconLetter = "2" SWEP.IconLetterFont = "HL2SelectIcons" SWEP.ViewModel = "models/weapons/v_irifle.mdl" SWEP.WorldModel = "models/weapons/w_irifle.mdl" SWEP.ViewModelAimPos = Vector (-4.4599, -1.5141, 1.7999) SWEP.ViewModelFlip = false SWEP.ViewModelFOV = 65 SWEP.DrawAmmo = false SWEP.DrawCrosshair = false SWEP.Primary.Sound = Sound ("Weapon_AR2.Single") SWEP.Primary.BullettimeSound = Sound ("weapons/ar2/fire1.wav") SWEP.Primary.BullettimeSoundPitch = 70 SWEP.Primary.Damage = 30 SWEP.Primary.NumShots = 1 SWEP.Primary.Cone = 0.03 SWEP.Primary.ConeZoomed = 0.005 SWEP.Primary.Delay = 0.1 SWEP.Primary.ClipSize = 30 SWEP.NoChamberingRounds = true SWEP.Primary.DefaultClip = 270 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "ar2" SWEP.CustomTracerName = "AR2Tracer" SWEP.CustomTracerFreq = 1 SWEP.CustomBulletCallback = function (atk, trc, dmginfo) local effdata = EffectData() effdata:SetStart (trc.HitPos) effdata:SetOrigin (trc.HitPos) effdata:SetNormal (trc.HitNormal) util.Effect ("AR2Impact", effdata) end SWEP.Recoil = 1.4 SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" if CLIENT then killicon.AddFont ("weapon_twitch_hl2pulserifle", "HL2MPTypeDeath", "2", Color (150, 150, 255, 255)) end --GAMEMODE:RegisterWeapon ("weapon_twitch_ak47", {{typ = "text", text = "b", font = "CSSWeapons80", x = 6, y = 10}}, {})
local helpers = require "spec.helpers" local cjson = require "cjson" describe("Plugin: proxy-cache-redis", function() local bp local proxy_client, admin_client, cache_key, plugin1, route1 setup(function() bp = helpers.get_db_utils(nil, nil, {"proxy-cache-redis"}) route1 = assert(bp.routes:insert { hosts = { "route-1.com" }, }) plugin1 = assert(bp.plugins:insert { name = "proxy-cache-redis", route = { id = route1.id }, config = { strategy = "memory", content_type = { "text/plain", "application/json" }, memory = { dictionary_name = "kong", }, }, }) -- an additional plugin does not interfere with the iteration in -- the global /proxy-cache API handler: regression test for -- https://github.com/Kong/kong-plugin-proxy-cache/issues/12 assert(bp.plugins:insert { name = "request-transformer", }) local route2 = assert(bp.routes:insert { hosts = { "route-2.com" }, }) assert(bp.plugins:insert { name = "proxy-cache-redis", route = { id = route2.id }, config = { strategy = "memory", content_type = { "text/plain", "application/json" }, memory = { dictionary_name = "kong", }, }, }) assert(helpers.start_kong({ plugins = "proxy-cache-redis,request-transformer", nginx_conf = "spec/fixtures/custom_nginx.template", })) if admin_client then admin_client:close() end if proxy_client then proxy_client:close() end admin_client = helpers.admin_client() proxy_client = helpers.proxy_client() end) teardown(function() helpers.stop_kong(nil, true) end) describe("(schema)", function() local body it("accepts an array of numbers as strings", function() local res = assert(admin_client:send { method = "POST", path = "/plugins", body = { name = "proxy-cache-redis", config = { strategy = "memory", memory = { dictionary_name = "kong", }, response_code = {123, 200}, cache_ttl = 600, request_method = { "GET" }, content_type = { "text/json" }, }, }, headers = { ["Content-Type"] = "application/json", }, }) body = assert.res_status(201, res) end) it("casts an array of response_code values to number types", function() local json = cjson.decode(body) for _, v in ipairs(json.config.response_code) do assert.is_number(v) end end) it("errors if response_code is an empty array", function() local res = assert(admin_client:send { method = "POST", path = "/plugins", body = { name = "proxy-cache-redis", config = { strategy = "memory", memory = { dictionary_name = "kong", }, response_code = {}, cache_ttl = 600, request_method = { "GET" }, content_type = { "text/json" }, }, }, headers = { ["Content-Type"] = "application/json", }, }) local body = assert.res_status(400, res) local json_body = cjson.decode(body) assert.same("length must be at least 1", json_body.fields.config.response_code) end) it("errors if response_code is a string", function() local res = assert(admin_client:send { method = "POST", path = "/plugins", body = { name = "proxy-cache-redis", config = { strategy = "memory", memory = { dictionary_name = "kong", }, response_code = {}, cache_ttl = 600, request_method = "GET", content_type = "text/json", }, }, headers = { ["Content-Type"] = "application/json", }, }) local body = assert.res_status(400, res) local json_body = cjson.decode(body) assert.same("length must be at least 1", json_body.fields.config.response_code) end) it("errors if response_code has non-numeric values", function() local res = assert(admin_client:send { method = "POST", path = "/plugins", body = { name = "proxy-cache-redis", config = { strategy = "memory", memory = { dictionary_name = "kong", }, response_code = {true, "alo", 123}, cache_ttl = 600, request_method = "GET", content_type = "text/json", }, }, headers = { ["Content-Type"] = "application/json", }, }) local body = assert.res_status(400, res) local json_body = cjson.decode(body) assert.same( { "expected an integer", "expected an integer" }, json_body.fields.config.response_code) end) it("errors if response_code has float value", function() local res = assert(admin_client:send { method = "POST", path = "/plugins", body = { name = "proxy-cache-redis", config = { strategy = "memory", memory = { dictionary_name = "kong", }, response_code = {90}, cache_ttl = 600, request_method = "GET", content_type = "text/json", }, }, headers = { ["Content-Type"] = "application/json", }, }) local body = assert.res_status(400, res) local json_body = cjson.decode(body) assert.same({ "value should be between 100 and 900" }, json_body.fields.config.response_code) end) end) describe("(API)", function() describe("DELETE", function() it("delete a cache entry", function() local res = assert(proxy_client:send { method = "GET", path = "/get", headers = { host = "route-1.com", } }) assert.res_status(200, res) assert.same("Miss", res.headers["X-Cache-Status"]) -- cache key is an md5sum of the prefix uuid, method, and $request local cache_key1 = res.headers["X-Cache-Key"] assert.matches("^[%w%d]+$", cache_key1) assert.equals(32, #cache_key1) cache_key = cache_key1 res = assert(proxy_client:send { method = "GET", path = "/get", headers = { host = "route-1.com", } }) assert.res_status(200, res) assert.same("Hit", res.headers["X-Cache-Status"]) local cache_key2 = res.headers["X-Cache-Key"] assert.same(cache_key1, cache_key2) -- delete the key res = assert(admin_client:send { method = "DELETE", path = "/proxy-cache-redis/" .. plugin1.id .. "/caches/" .. cache_key, }) assert.res_status(204, res) local res = assert(proxy_client:send { method = "GET", path = "/get", headers = { host = "route-1.com", } }) assert.res_status(200, res) assert.same("Miss", res.headers["X-Cache-Status"]) -- delete directly, having to look up all proxy-cache instances res = assert(admin_client:send { method = "DELETE", path = "/proxy-cache-redis/" .. cache_key, }) assert.res_status(204, res) local res = assert(proxy_client:send { method = "GET", path = "/get", headers = { host = "route-1.com", } }) assert.res_status(200, res) assert.same("Miss", res.headers["X-Cache-Status"]) end) it("purge all the cache entries", function() -- make a `Hit` request to `route-1` local res = assert(proxy_client:send { method = "GET", path = "/get", headers = { host = "route-1.com", } }) assert.res_status(200, res) assert.same("Hit", res.headers["X-Cache-Status"]) -- make a `Miss` request to `route-2` local res = assert(proxy_client:send { method = "GET", path = "/get", headers = { host = "route-2.com", } }) assert.res_status(200, res) assert.same("Miss", res.headers["X-Cache-Status"]) -- cache key is an md5sum of the prefix uuid, method, and $request local cache_key1 = res.headers["X-Cache-Key"] assert.matches("^[%w%d]+$", cache_key1) assert.equals(32, #cache_key1) -- make a `Hit` request to `route-1` res = assert(proxy_client:send { method = "GET", path = "/get", headers = { host = "route-2.com", } }) assert.res_status(200, res) assert.same("Hit", res.headers["X-Cache-Status"]) local cache_key2 = res.headers["X-Cache-Key"] assert.same(cache_key1, cache_key2) -- delete all the cache keys res = assert(admin_client:send { method = "DELETE", path = "/proxy-cache-redis", }) assert.res_status(204, res) local res = assert(proxy_client:send { method = "GET", path = "/get", headers = { host = "route-1.com", } }) assert.res_status(200, res) assert.same("Miss", res.headers["X-Cache-Status"]) local res = assert(proxy_client:send { method = "GET", path = "/get", headers = { host = "route-2.com", } }) assert.res_status(200, res) assert.same("Miss", res.headers["X-Cache-Status"]) end) it("delete a non-existing cache key", function() -- delete all the cache keys local res = assert(admin_client:send { method = "DELETE", path = "/proxy-cache-redis", }) assert.res_status(204, res) local res = assert(admin_client:send { method = "DELETE", path = "/proxy-cache-redis/" .. plugin1.id .. "/caches/" .. "123", }) assert.res_status(404, res) end) it("delete a non-existing plugins's cache key", function() -- delete all the cache keys local res = assert(admin_client:send { method = "DELETE", path = "/proxy-cache-redis", }) assert.res_status(204, res) local res = assert(admin_client:send { method = "DELETE", path = "/proxy-cache-redis/" .. route1.id .. "/caches/" .. "123", }) assert.res_status(404, res) end) end) describe("GET", function() it("get a non-existing cache", function() -- delete all the cache keys local res = assert(admin_client:send { method = "DELETE", path = "/proxy-cache-redis", }) assert.res_status(204, res) local res = assert(admin_client:send { method = "GET", path = "/proxy-cache-redis/" .. plugin1.id .. "/caches/" .. cache_key, }) assert.res_status(404, res) -- attempt to list an entry directly via cache key local res = assert(admin_client:send { method = "GET", path = "/proxy-cache-redis/" .. cache_key, }) assert.res_status(404, res) end) it("get a existing cache", function() -- add request to cache local res = assert(proxy_client:send { method = "GET", path = "/get", headers = { host = "route-1.com", } }) assert.res_status(200, res) local res = assert(admin_client:send { method = "GET", path = "/proxy-cache-redis/" .. plugin1.id .. "/caches/" .. cache_key, }) local body = assert.res_status(200, res) local json_body = cjson.decode(body) assert.same(cache_key, json_body.headers["X-Cache-Key"]) -- list an entry directly via cache key local res = assert(admin_client:send { method = "GET", path = "/proxy-cache-redis/" .. cache_key, }) local body = assert.res_status(200, res) local json_body = cjson.decode(body) assert.same(cache_key, json_body.headers["X-Cache-Key"]) end) end) end) end)
-- Brian: This is a Lua file; make sure you're using the correct syntax. -- I've removed the Python defaults. VERSION = "1.0.0" function onBufferOpen(b) local ft = b:FileType() -- Brian, just return early. This thing is pretty screwed. return if ft == "go" then b:SetOption("tabstospaces", "off") elseif ft == "makefile" then b:SetOption("tabstospaces", "off") elseif ft == "fish" b:SetOption("tabstospaces", "on") elseif ft == "yaml" or b:SetOption("tabstospaces", "on") elseif ft == "nim" then b:SetOption("tabstospaces", "on") end end
SceneObjectType={ Role=1,Monster=2,NPC=3, } SceneInfoKey = { EnterView=1, LeaveView=2, PosChange=3, TargetPos=4, JumpState=5, }
---------------------------------- -- Area: Meriphataud_Mountains_[S] -- NPC: Indescript Markings -- Type: Quest -- !pos -389 -9 92 97 ----------------------------------- local ID = require("scripts/zones/Meriphataud_Mountains_[S]/IDs") require("scripts/globals/keyitems") ----------------------------------- function onTrade(player, npc, trade) end function onTrigger(player, npc) local loafersQuestProgress = player:getCharVar("AF_SCH_BOOTS") player:delStatusEffect(tpz.effect.SNEAK) -- SCH AF Quest - Boots if loafersQuestProgress > 0 and loafersQuestProgress < 3 and not player:hasKeyItem(tpz.ki.DROGAROGAN_BONEMEAL) then player:addKeyItem(tpz.ki.DROGAROGAN_BONEMEAL) player:messageSpecial(ID.text.KEYITEM_OBTAINED, tpz.ki.DROGAROGAN_BONEMEAL) player:setCharVar("AF_SCH_BOOTS", loafersQuestProgress + 1) else player:messageSpecial(ID.text.NOTHING_OUT_OF_ORDINARY) end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) end
--Reinforcement of the Army's Troops --Scripted by TanakaKotoha function c101103088.initial_effect(c) --activate local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) c:RegisterEffect(e1) --atk local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(101103088,0)) e2:SetCategory(CATEGORY_SPECIAL_SUMMON) e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O) e2:SetCode(EVENT_ATTACK_ANNOUNCE) e2:SetRange(LOCATION_SZONE) e2:SetCountLimit(1,101103088) e2:SetCondition(c101103088.spcon) e2:SetTarget(c101103088.sptg) e2:SetOperation(c101103088.spop) c:RegisterEffect(e2) end function c101103088.spcon(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetAttacker() if tc:IsControler(1-tp) then tc=Duel.GetAttackTarget() end return tc and tc:IsFaceup() and tc:IsControler(tp) and tc:IsRace(RACE_WARRIOR) end function c101103088.spfilter(c,e,tp) return c:IsLevelBelow(4) and c:IsRace(RACE_WARRIOR) and c:IsCanBeSpecialSummoned(e,0,tp,false,false) end function c101103088.sptg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsExistingMatchingCard(c101103088.spfilter,tp,LOCATION_HAND,0,1,nil,e,tp) end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_HAND) end function c101103088.spop(e,tp,eg,ep,ev,re,r,rp) if not e:GetHandler():IsRelateToEffect(e) then return end if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectMatchingCard(tp,c101103088.spfilter,tp,LOCATION_HAND,0,1,1,nil,e,tp) if #g>0 then Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP) end end
local t = Def.ActorFrame {}; -- P2 Judgement Labels -- P2 numbers t[#t+1] = Def.ActorFrame { InitCommand=cmd(addx,60;); LoadFont("_numbers2") .. { InitCommand=cmd(visible,GAMESTATE:IsHumanPlayer(PLAYER_2);horizalign,left;diffuse,PlayerColor(PLAYER_2);playcommand,"Set";); OnCommand=cmd(addx,SCREEN_WIDTH/2;sleep,0.1;decelerate,0.3;addx,-SCREEN_WIDTH/2); OffCommand=cmd(sleep,0.8;accelerate,0.3;addx,SCREEN_WIDTH/2); SetCommand=function(self) if screen == "ScreenEvaluationSummary" then self:settext(STATSMAN:GetFinalEvalStageStats():GetPlayerStageStats(PLAYER_2):GetTapNoteScores("TapNoteScore_W1")); else self:settext(STATSMAN:GetCurStageStats():GetPlayerStageStats(PLAYER_2):GetTapNoteScores("TapNoteScore_W1")); end; end; }; LoadFont("_numbers2") .. { InitCommand=cmd(visible,GAMESTATE:IsHumanPlayer(PLAYER_2);horizalign,left;diffuse,PlayerColor(PLAYER_2);addy,30;playcommand,"Set";); OnCommand=cmd(addx,SCREEN_WIDTH/2;sleep,0.2;decelerate,0.3;addx,-SCREEN_WIDTH/2); OffCommand=cmd(sleep,0.7;accelerate,0.3;addx,SCREEN_WIDTH/2); SetCommand=function(self) if screen == "ScreenEvaluationSummary" then self:settext(STATSMAN:GetFinalEvalStageStats():GetPlayerStageStats(PLAYER_2):GetTapNoteScores("TapNoteScore_W2")); else self:settext(STATSMAN:GetCurStageStats():GetPlayerStageStats(PLAYER_2):GetTapNoteScores("TapNoteScore_W2")); end; end; }; LoadFont("_numbers2") .. { InitCommand=cmd(visible,GAMESTATE:IsHumanPlayer(PLAYER_2);horizalign,left;diffuse,PlayerColor(PLAYER_2);addy,30*2;playcommand,"Set";); OnCommand=cmd(addx,SCREEN_WIDTH/2;sleep,0.3;decelerate,0.3;addx,-SCREEN_WIDTH/2); OffCommand=cmd(sleep,0.6;accelerate,0.3;addx,SCREEN_WIDTH/2); SetCommand=function(self) if screen == "ScreenEvaluationSummary" then self:settext(STATSMAN:GetFinalEvalStageStats():GetPlayerStageStats(PLAYER_2):GetTapNoteScores("TapNoteScore_W3")); else self:settext(STATSMAN:GetCurStageStats():GetPlayerStageStats(PLAYER_2):GetTapNoteScores("TapNoteScore_W3")); end; end; }; LoadFont("_numbers2") .. { InitCommand=cmd(visible,GAMESTATE:IsHumanPlayer(PLAYER_2);horizalign,left;diffuse,PlayerColor(PLAYER_2);addy,30*3;playcommand,"Set";); OnCommand=cmd(addx,SCREEN_WIDTH/2;sleep,0.4;decelerate,0.3;addx,-SCREEN_WIDTH/2); OffCommand=cmd(sleep,0.5;accelerate,0.3;addx,SCREEN_WIDTH/2); SetCommand=function(self) if screen == "ScreenEvaluationSummary" then self:settext(STATSMAN:GetFinalEvalStageStats():GetPlayerStageStats(PLAYER_2):GetTapNoteScores("TapNoteScore_W4")); else self:settext(STATSMAN:GetCurStageStats():GetPlayerStageStats(PLAYER_2):GetTapNoteScores("TapNoteScore_W4")); end; end; }; LoadFont("_numbers2") .. { InitCommand=cmd(visible,GAMESTATE:IsHumanPlayer(PLAYER_2);horizalign,left;diffuse,PlayerColor(PLAYER_2);addy,30*4;playcommand,"Set";); OnCommand=cmd(addx,SCREEN_WIDTH/2;sleep,0.5;decelerate,0.3;addx,-SCREEN_WIDTH/2); OffCommand=cmd(sleep,0.4;accelerate,0.3;addx,SCREEN_WIDTH/2); SetCommand=function(self) if screen == "ScreenEvaluationSummary" then self:settext(STATSMAN:GetFinalEvalStageStats():GetPlayerStageStats(PLAYER_2):GetTapNoteScores("TapNoteScore_W5")); else self:settext(STATSMAN:GetCurStageStats():GetPlayerStageStats(PLAYER_2):GetTapNoteScores("TapNoteScore_W5")); end; end; }; LoadFont("_numbers2") .. { InitCommand=cmd(visible,GAMESTATE:IsHumanPlayer(PLAYER_2);horizalign,left;diffuse,PlayerColor(PLAYER_2);addy,30*5;playcommand,"Set";); OnCommand=cmd(addx,SCREEN_WIDTH/2;sleep,0.6;decelerate,0.3;addx,-SCREEN_WIDTH/2); OffCommand=cmd(sleep,0.3;accelerate,0.3;addx,SCREEN_WIDTH/2); SetCommand=function(self) if screen == "ScreenEvaluationSummary" then self:settext(STATSMAN:GetFinalEvalStageStats():GetPlayerStageStats(PLAYER_2):GetTapNoteScores("TapNoteScore_Miss")); else self:settext(STATSMAN:GetCurStageStats():GetPlayerStageStats(PLAYER_2):GetTapNoteScores("TapNoteScore_Miss")); end; end; }; LoadFont("_numbers2") .. { InitCommand=cmd(visible,GAMESTATE:IsHumanPlayer(PLAYER_2);horizalign,left;diffuse,PlayerColor(PLAYER_2);addy,30*6;playcommand,"Set";); OnCommand=cmd(addx,SCREEN_WIDTH/2;sleep,0.7;decelerate,0.3;addx,-SCREEN_WIDTH/2); OffCommand=cmd(sleep,0.2;accelerate,0.3;addx,SCREEN_WIDTH/2); SetCommand=function(self) if screen == "ScreenEvaluationSummary" then self:settext(STATSMAN:GetFinalEvalStageStats():GetPlayerStageStats(PLAYER_2):GetHoldNoteScores("HoldNoteScore_Held")); else self:settext(STATSMAN:GetCurStageStats():GetPlayerStageStats(PLAYER_2):GetHoldNoteScores("HoldNoteScore_Held")); end; end; }; LoadFont("_numbers2") .. { InitCommand=cmd(visible,GAMESTATE:IsHumanPlayer(PLAYER_2);horizalign,left;diffuse,color("#FFFF00");addy,27*6+6;addx,80;playcommand,"Set";); OnCommand=cmd(zoomy,0;decelerate,0.3;zoomy,1); OffCommand=cmd(zoomy,1;accelerate,0.3;zoomy,0); SetCommand=function(self) if screen == "ScreenEvaluationSummary" then self:settext(STATSMAN:GetFinalEvalStageStats():GetPlayerStageStats(PLAYER_2):MaxCombo()); else self:settext(STATSMAN:GetCurStageStats():GetPlayerStageStats(PLAYER_2):MaxCombo()); end; end; }; LoadFont("_numbers2") .. { InitCommand=cmd(visible,GAMESTATE:IsHumanPlayer(PLAYER_2);horizalign,left;diffuse,PlayerColor(PLAYER_2);addy,30*7+3;addx,10;playcommand,"Set";); OnCommand=cmd(addx,SCREEN_WIDTH/2;sleep,0.9;decelerate,0.3;addx,-SCREEN_WIDTH/2); OffCommand=cmd(sleep,0.1;accelerate,0.3;addx,SCREEN_WIDTH/2); SetCommand=function(self) if screen == "ScreenEvaluationSummary" then self:settext(STATSMAN:GetFinalEvalStageStats():GetPlayerStageStats(PLAYER_2):GetScore()); else self:settext(STATSMAN:GetCurStageStats():GetPlayerStageStats(PLAYER_2):GetScore()); end; end; }; }; return t
-- Lua local cb = require'diffview.config'.diffview_callback require'diffview'.setup()
require("deviap/core").load("all") -- Light it up! core.graphics.upperAmbient = colour(1, 1, 1) for x = -5, 5 do for y = -5, 5 do core.construct("block", { position = vector3(x*4, 0, y*4), scale = vector3(4, 0.4, 4), colour = colour.hex("f16161"), metalness = (x % 2 == 0) and 0.5 or 1, roughness = (y % 2 == 0) and 0.5 or 1, }) end end core.scene.simulate = true local characters = {} -- When a user connects core.networking:on("_clientConnected", function(client) local char = core.construct("block", { name = client.id, position = vector3(0, 10, 0), scale = vector3(323.97, 314.67, 98.32)/100, static = false, mesh = "fs:shared/meshes/CharacterFinal08.glb", colour = colour.random(), angularFactor = vector3(0, 0, 0), friction = 1 }) characters[client.id] = { char = char, direction = quaternion.euler(0, 0, 0), movement = { forward = false, left = false, right = false, backward = false } } end) core.networking:on("_clientDisconnected", function(client) if characters[client.id] then local entry = characters[client.id] entry.char:destroy() characters[client.id] = nil end end) core.networking:on("moveKeyDown", function(client, direction, lv) if not characters[client.id] then return end characters[client.id].direction = lv if characters[client.id].movement[direction] ~= nil then characters[client.id].movement[direction] = true end end) core.networking:on("moveKeyUp", function(client, direction) if not characters[client.id] then return end if characters[client.id].movement[direction] ~= nil then characters[client.id].movement[direction] = false end end) local speed = 2.5 while sleep(.02) do for id, entry in pairs(characters) do if entry.char.velocity:length() < 5 then entry.char:applyImpulse( entry.direction * vector3( entry.movement.right and speed or (entry.movement.left and -speed or 0), 0, entry.movement.backward and speed or (entry.movement.forward and -speed or 0) ) ) end local velo = entry.char.velocity:normal() velo.y = 0 if velo:length() > 0.01 then --print(velo, velo:length()) entry.char.rotation = quaternion.lookRotation(velo) end end end
local folderName = ... local cosFix = LibStub("AceAddon-3.0"):NewAddon(folderName, "AceConsole-3.0", "AceEvent-3.0", "AceTimer-3.0") -- Allow access for other addons. _G.cosFix = cosFix local _G = _G local pairs = _G.pairs local strsplit = _G.strsplit local math_max = _G.math.max local math_min = _G.math.min local GetCameraZoom = _G.GetCameraZoom local GetTime = _G.GetTime local DynamicCam = _G.DynamicCam local dynamicCamLoaded = _G.IsAddOnLoaded("DynamicCam") -- Needed if un-hooks without reloading are required. local runhook = false cosFix.GetShoulderOffsetZoomFactor = function() return 1 end if dynamicCamLoaded then cosFix.GetShoulderOffsetZoomFactor = DynamicCam.GetShoulderOffsetZoomFactor end function cosFix:GetCurrentShoulderOffset() if dynamicCamLoaded then return DynamicCam.currentShoulderOffset else return self.db.profile.cvars.test_cameraOverShoulder end end function cosFix.HyperlinkHandler(...) if not runhook then return end local _, linkType = ... local _, cosFixIdentifier, idType, id = strsplit(":", linkType) if cosFixIdentifier == "cosFix" then -- No need to hide ItemRefTooltip, because it will not even show up with our modified link. cosFix.setFactorFrame:Show() cosFix.setFactorFrame:SetId(idType, tonumber(id)) end end function cosFix:CosFixSetCVar(...) local variable, value = ... -- print("CosFixSetCVar", variable, value) if variable == "test_cameraOverShoulder" then cosFix.currentModelFactor = cosFix:CorrectShoulderOffset() value = value * cosFix:GetShoulderOffsetZoomFactor(GetCameraZoom()) * cosFix.currentModelFactor end SetCVar(variable, value) end -- Set the variables currently in the db. function cosFix:SetVariables() for variable, value in pairs(self.db.profile.cvars) do self:CosFixSetCVar(variable, value) end end function cosFix:DebugPrint(...) if self.db.profile.debugOutput then self:Print(...) end end -- Only print this message once. local lastUnknownModelPrint = GetTime() function cosFix:DebugPrintUnknownModel(...) if lastUnknownModelPrint < GetTime() then self:DebugPrint(...) lastUnknownModelPrint = GetTime() end end function cosFix:OnInitialize() -- Hide the Blizzard warning. UIParent:UnregisterEvent("EXPERIMENTAL_CVAR_CONFIRMATION_NEEDED") self:InitializeDatabase() self:InitializeOptions() -- Initialize customOffsetFactors if not yet present. if not customOffsetFactors then customOffsetFactors = { mountId = {}, vehicleId = {}, modelId = {}, } -- Or check the variables already stored. else -- Purge possible entries of old addon versions. for k in pairs(customOffsetFactors) do if not (k == "mountId" or k == "vehicleId" or k == "modelId") then customOffsetFactors[k] = nil end end for _, idType in pairs({"mountId", "vehicleId", "modelId"}) do -- Initialize empty table if not yet present. if not customOffsetFactors[idType] then customOffsetFactors[idType] = {} -- Or purge values that are the same as hardcoded. else for k, v in pairs(customOffsetFactors[idType]) do if v == self.hardcodedOffsetFactors[idType][k] then -- print("Purging", idType, k, "=", v, "from custom factors because it is now hardcoded!") customOffsetFactors[idType][k] = nil end end end end end -- Initialize newFactorTriggers if not yet present. if not newFactorTriggers then newFactorTriggers = {} -- TODO: merge hardcoded values. else -- TODO: copy hardcoded values. end end function cosFix:OnEnable() if not cosFix.db.profile.enabled then return end -- Hide the Blizzard warning. UIParent:UnregisterEvent("EXPERIMENTAL_CVAR_CONFIRMATION_NEEDED") -- Hooking functions. hooksecurefunc(ItemRefTooltip, "SetHyperlink", cosFix.HyperlinkHandler) -- Cannot undo hooksecurefunc. runhook = true self:RegisterEvents() -- Must wait before setting variables in the beginning. -- Otherwise, the value for test_cameraOverShoulder might not be applied. if not dynamicCamLoaded then self:ScheduleTimer("SetVariables", 0.1) local modelFactor = self:CorrectShoulderOffset() if modelFactor == -1 then self.currentModelFactor = 1 else self.currentModelFactor = modelFactor end end end function cosFix:OnDisable() -- Cannot undo hooksecurefunc. runhook = false self:UnregisterAllEvents() -- Restore all test variables and enable the Blizzard warning. ResetTestCvars() UIParent:RegisterEvent("EXPERIMENTAL_CVAR_CONFIRMATION_NEEDED") end -- To test the SpellActivationOverlayFrame frame! -- Thanks to Fizzlemizz: https://us.forums.blizzard.com/en/wow/t/are-there-any-areas-that-call-the-extra-and-zone-action-buttons-concurrently/526223/2 local function Overlay(frame) local f = CreateFrame("Frame", frame:GetName().."FizzOverlay", UIParent) f:SetAllPoints(frame) f.t = f:CreateTexture() f.t:SetAllPoints() f.t:SetTexture("Interface/BUTTONS/WHITE8X8") f.t:SetColorTexture(0.2, 0.2, 1, 0.5) f.f = f:CreateFontString() f.f:SetFont("Fonts/FRIZQT__.TTF", 12) f.f:SetJustifyH("CENTER") f.f:SetJustifyV("CENTER") f.f:SetPoint("CENTER") f.f:SetText(frame:GetName()) end
--[[ FontLoader by NAKET Coder how it works: Say you have a new generation Fonts folder, which is something like... \Fonts \frutiger \_32pt \scooter \_36px numbers \_32px metal in your bganims, call Font(family, style) where: family = font family [e.g. "frutiger", "scooter"] style = font style [e.g. "32pt", "24px shiny"] --]] function Font(family,style) return LoadFont( "", family.."/_"..style ) end function FontPath(family,style) return THEME:GetPathF("",family.."/_"..style) end
slot0 = class("TechnologySettingsLayer", import("..base.BaseUI")) slot0.TEC_PAGE_TENDENCY = 1 slot0.TEC_PAGE_CATCHUP_TARGET1 = 2 slot0.TEC_PAGE_CATCHUP_TARGET2 = 3 slot0.TEC_PAGE_CATCHUP_ACT = 4 slot0.PANEL_INTO_TIME = 0.15 slot0.SELECT_TENDENCY_FADE_TIME = 0.3 slot0.SELECT_CHAR_LIGHT_FADE_TIME = 0.3 slot0.CATCHUP_VERSION = 2 slot0.getUIName = function (slot0) return "TechnologySettingsUI" end slot0.preload = function (slot0, slot1) slot0.catchupPanels = {} slot0.rightPageTFList = {} seriesAsync({ function (slot0) if slot0.CATCHUP_VERSION >= 1 then slot1.catchupPanels[1] = TargetCatchupPanel1.New(nil, function () slot0.rightPageTFList[slot1.TEC_PAGE_CATCHUP_TARGET1] = slot0.catchupPanels[1]._go setActive(slot0.rightPageTFList[slot1.TEC_PAGE_CATCHUP_TARGET1], false) false() end) else slot0() end end, function (slot0) if slot0.CATCHUP_VERSION >= 2 then slot1.catchupPanels[2] = TargetCatchupPanel2.New(nil, function () slot0.rightPageTFList[slot1.TEC_PAGE_CATCHUP_TARGET2] = slot0.catchupPanels[2]._go setActive(slot0.rightPageTFList[slot1.TEC_PAGE_CATCHUP_TARGET2], false) false() end) else slot0() end end }, slot1) end slot0.init = function (slot0) slot0:initData() slot0:findUI() slot0:addListener() slot0:initTendencyPage() slot0:initActCatchupPage() end slot0.didEnter = function (slot0) pg.UIMgr.GetInstance():BlurPanel(slot0._tf) slot0:resetLeftBtnUnsel() slot0:updateTendencyBtn(slot0.curTendency) slot0:updateTargetCatchupBtns() slot0:updateActCatchupBtn() triggerButton(slot0.leftBtnList[1]) triggerToggle(slot0.showFinish, (slot0.showFinishFlag == 1 and true) or false) end slot0.willExit = function (slot0) pg.UIMgr.GetInstance():UnblurPanel(slot0._tf) if slot0.actCatchupTimer then slot0.actCatchupTimer:Stop() slot0.actCatchupTimer = nil end for slot4, slot5 in pairs(slot0.catchupPanels) do slot5:willExit() end slot0.loader:Clear() end slot0.initData = function (slot0) slot0.technologyProxy = getProxy(TechnologyProxy) slot0.bayProxy = getProxy(BayProxy) slot0.bagProxy = getProxy(BagProxy) slot0.curPageID = 0 slot0.curTendency = slot0.technologyProxy:getTendency(2) slot0.curSelectedIndex = 0 slot0.reSelectTag = false slot0.actCatchup = getProxy(ActivityProxy):getActivityByType(ActivityConst.ACTIVITY_TYPE_BLUEPRINT_CATCHUP) slot0.isShowActCatchup = slot0.actCatchup and not slot0.actCatchup:isEnd() slot0.loader = AutoLoader.New() end slot0.findUI = function (slot0) slot0.bg = slot0:findTF("BG") setText(slot1, i18n("click_back_tip")) slot3 = slot0:findTF("LeftBtnList", slot2) slot0.tendencyBtn = slot0:findTF("TendencyBtn", slot3) slot0.catchupBtns = { slot0:findTF("TargetCatchupBtn1", slot3), slot0:findTF("TargetCatchupBtn2", slot3) } slot0.actCatchupBtn = slot0:findTF("ActCatchupBtn", slot3) slot0.leftBtnList = { [slot0.TEC_PAGE_TENDENCY] = slot0.tendencyBtn, [slot0.TEC_PAGE_CATCHUP_TARGET1] = slot0.catchupBtns[1], [slot0.TEC_PAGE_CATCHUP_TARGET2] = slot0.catchupBtns[2], [slot0.TEC_PAGE_CATCHUP_ACT] = slot0.actCatchupBtn } slot0.tendencyPanel = slot0:findTF("TecTendencyPanel", slot4) slot0.actCatchupPanel = slot0:findTF("ActCatchupPanel", slot4) slot0.rightPageTFList[slot0.TEC_PAGE_TENDENCY] = slot0.tendencyPanel slot0.rightPageTFList[slot0.TEC_PAGE_CATCHUP_ACT] = slot0.actCatchupPanel for slot8, slot9 in pairs(slot0.catchupPanels) do SetParent(slot9._go, slot4, false) end slot0.showFinish = slot0:findTF("ShowFinishToggle") setText(slot0:findTF("Label", slot0.showFinish), i18n("tec_target_catchup_show_the_finished_version")) slot0.showFinishFlag = PlayerPrefs.GetInt("isShowFinishCatchupVersion") or 0 slot0.giveupMsgBox = slot0:findTF("GiveUpMsgBox") if slot0.CATCHUP_VERSION < 2 then setActive(slot0.catchupBtns[2], false) end if slot0.CATCHUP_VERSION < 1 then setActive(slot0.catchupBtns[1], false) setActive(slot0.showFinish, false) end end slot0.addListener = function (slot0) onButton(slot0, slot0.bg, function () slot0:closeView() end, SFX_PANEL) for slot4, slot5 in pairs(slot0.leftBtnList) do onButton(slot0, slot5, function () if slot0.onPageSwitchAnim then return end if slot0.curPageID ~= slot1 then slot0:resetLeftBtnUnsel() setActive(slot0:findTF("Selected", slot0), true) setActive:switchRightPage(setActive) end end, SFX_PANEL) end onToggle(slot0, slot0.showFinish, function (slot0) if slot0.CATCHUP_VERSION < 1 then return end for slot4, slot5 in pairs(slot1.catchupBtns) do if slot4 <= slot0.CATCHUP_VERSION then if slot1.technologyProxy:getCatchupState(slot4) == TechnologyCatchup.STATE_FINISHED_ALL and not slot0 then setActive(slot5, false) else setActive(slot5, true) end end end slot1.showFinishFlag = (slot0 and 1) or 0 PlayerPrefs.SetInt("isShowFinishCatchupVersion", slot1.showFinishFlag) triggerButton(slot1.leftBtnList[1]) end, SFX_PANEL) end slot0.resetLeftBtnUnsel = function (slot0) for slot4, slot5 in pairs(slot0.leftBtnList) do setActive(slot0:findTF("Selected", slot5), false) end end slot0.switchRightPage = function (slot0, slot1) setActive(slot3, true) slot0.onPageSwitchAnim = true slot0:managedTween(LeanTween.alphaCanvas, function () slot0.onPageSwitchAnim = false end, GetOrAddComponent(slot3, typeof(CanvasGroup)), 1, slot0.PANEL_INTO_TIME):setFrom(0) if slot0.rightPageTFList[slot0.curPageID] then slot0:managedTween(LeanTween.alphaCanvas, function () setActive(setActive, false) end, GetOrAddComponent(slot2, typeof(CanvasGroup)), 0, slot0.PANEL_INTO_TIME):setFrom(1) end slot0.curPageID = slot1 if slot1 == slot0.TEC_PAGE_TENDENCY then slot0:updateTendencyPage(slot0.curTendency) elseif slot1 == slot0.TEC_PAGE_CATCHUP_TARGET1 then slot0:updateTargetCatchupPage(1) elseif slot1 == slot0.TEC_PAGE_CATCHUP_TARGET2 then slot0:updateTargetCatchupPage(2) elseif slot1 == slot0.TEC_PAGE_CATCHUP_ACT then slot0:updateActCatchupPage() end end slot0.initTendencyPage = function (slot0) slot0.tendencyItemList = {} slot2 = "tec_tendency_" slot4 = getProxy(TechnologyProxy):getConfigMaxVersion() for slot8 = 1, slot0:findTF("TecItemList", slot0.tendencyPanel).childCount, 1 do setActive(slot1:GetChild(slot8 - 1), slot4 >= slot8 - 1) if slot4 >= slot8 - 1 then table.insert(slot0.tendencyItemList, slot9) setText(slot10, i18n(slot12)) setText(slot0:findTF("Selected/Text", slot9), i18n(slot2 .. slot8 - 1)) end end slot0.tendencyNumList = {} eachChild(slot5, function (slot0) table.insert(slot0.tendencyNumList, 1, slot0) end) for slot9, slot10 in ipairs(slot0.tendencyItemList) do onButton(slot0, slot10, function () if slot0.curTendency ~= slot1 - 1 then slot0:emit(TechnologySettingsMediator.CHANGE_TENDENCY, slot1 - 1) end end, SFX_PANEL) end end slot0.updateTendencyPage = function (slot0, slot1) slot0.curTendency = slot1 for slot5, slot6 in ipairs(slot0.tendencyItemList) do setActive(slot0:findTF("Selected", slot6), slot1 == slot5 - 1) if slot1 == slot5 - 1 then setImageAlpha(slot8, 0) slot0:managedTween(LeanTween.alpha, nil, rtf(slot8), 1, slot0.SELECT_TENDENCY_FADE_TIME):setFrom(0) end end for slot5, slot6 in ipairs(slot0.tendencyNumList) do setActive(slot6, slot5 == slot1) if slot5 == slot1 then setImageAlpha(slot6, 0) slot0:managedTween(LeanTween.alpha, nil, rtf(slot6), 1, slot0.SELECT_TENDENCY_FADE_TIME):setFrom(0) end end end slot0.updateTendencyBtn = function (slot0, slot1) setText(slot2, i18n(slot4)) setText(slot0:findTF("Selected/Text", slot0.tendencyBtn), i18n("tec_tendency_cur_" .. slot1)) end slot0.updateTargetCatchupPage = function (slot0, slot1) slot0.catchupPanels[slot1]:updateTargetCatchupPage() end slot0.updateTargetCatchupBtns = function (slot0) for slot4, slot5 in pairs(slot0.catchupBtns) do if slot4 <= slot0.CATCHUP_VERSION then slot8 = slot0:findTF("UnSelect/Text", slot5) slot9 = slot0:findTF("Selected/Text", slot5) slot12 = slot0:findTF("ProgressText", slot10) slot13 = slot0:findTF("ProgressText", slot11) setActive(slot10, slot0.technologyProxy:getCatchupState(slot4) == TechnologyCatchup.STATE_CATCHUPING) setActive(slot0:findTF("Selected/CharImg", slot5), slot0.technologyProxy.getCatchupState(slot4) == TechnologyCatchup.STATE_CATCHUPING) if slot0.technologyProxy.getCatchupState(slot4) == TechnologyCatchup.STATE_CATCHUPING then setText(slot8, i18n("tec_target_catchup_selected_" .. slot4)) setText(slot9, i18n("tec_target_catchup_selected_" .. slot4)) slot14 = slot0.technologyProxy:getCurCatchupTecInfo() slot16 = slot14.groupID slot17 = slot14.printNum slot18 = pg.technology_catchup_template[slot14.tecID].obtain_max for slot22, slot23 in ipairs(slot0.catchupPanels[slot4].UR_LIST) do if slot16 == slot23 then slot18 = pg.technology_catchup_template[slot15].obtain_max_per_ur end end setImageSprite(slot10, LoadSprite("TecCatchup/QChar" .. slot16, tostring(slot16))) setImageSprite(slot11, LoadSprite("TecCatchup/QChar" .. slot16, tostring(slot16))) setText(slot12, slot17 .. "/" .. slot18) setText(slot13, slot17 .. "/" .. slot18) elseif slot6 == TechnologyCatchup.STATE_UNSELECT then setText(slot8, i18n("tec_target_catchup_none_" .. slot4)) setText(slot9, i18n("tec_target_catchup_none_" .. slot4)) elseif slot6 == TechnologyCatchup.STATE_FINISHED_ALL then setText(slot8, i18n("tec_target_catchup_finish_" .. slot4)) setText(slot9, i18n("tec_target_catchup_finish_" .. slot4)) end end end end slot0.initActCatchupPage = function (slot0) if slot0.isShowActCatchup then slot0.loader:GetPrefab("ui/" .. slot1, "", function (slot0) setParent(slot0, slot0.actCatchupPanel) setLocalScale(slot0, { x = 0.925, y = 0.923 }) setAnchoredPosition(slot0, Vector2.zero) slot0.actCatchupTF = slot0:findTF("AD", tf(slot0)) slot0.actCatchupItemTF = slot0:findTF("Award", slot0.actCatchupTF) slot0.actCatchupSliderTF = slot0:findTF("Slider", slot0.actCatchupTF) slot0.actCatchupProgressText = slot0:findTF("Progress", slot0.actCatchupTF) if slot0:findTF("GoBtn", slot0.actCatchupTF) then setActive(slot1, false) end if slot0:findTF("FinishBtn", slot0.actCatchupTF) then setActive(slot2, false) end updateDrop(slot0.actCatchupItemTF, slot7) onButton(slot0, slot0.actCatchupItemTF, function () slot0:emit(BaseUI.ON_DROP, slot0) end, SFX_PANEL) setSlider(slot0.actCatchupSliderTF, 0, slot5, slot3) setText(slot0.actCatchupProgressText, slot3 .. "/" .. pg.activity_event_blueprint_catchup[slot0.actCatchup:getConfig("config_id")].obtain_max) setActive(slot0, true) end) end end slot0.updateActCatchupPage = function (slot0) return end slot0.updateActCatchupBtn = function (slot0) setText(slot1, i18n("tec_act_catchup_btn_word")) setText(slot2, i18n("tec_act_catchup_btn_word")) slot5 = slot0:findTF("ProgressText", slot3) slot6 = slot0:findTF("ProgressText", slot4) slot7 = false if getProxy(ActivityProxy):getActivityByType(ActivityConst.ACTIVITY_TYPE_BLUEPRINT_CATCHUP) and not slot8:isEnd() then setImageSprite(slot3, LoadSprite("TecCatchup/QChar" .. slot11, tostring(slot11))) setImageSprite(slot4, LoadSprite("TecCatchup/QChar" .. slot11, tostring(pg.activity_event_blueprint_catchup[slot8:getConfig("config_id")].char_choice))) setText(slot5, slot9 .. "/" .. slot12) setText(slot6, slot9 .. "/" .. pg.activity_event_blueprint_catchup[slot8.getConfig("config_id")].obtain_max) slot13 = slot8.stopTime - pg.TimeMgr.GetInstance():GetServerTime() if slot0.actCatchupTimer then slot0.actCatchupTimer:Stop() slot0.actCatchupTimer = nil end slot14 = slot0:findTF("TimeLeft/Day", slot0.actCatchupBtn) slot15 = slot0:findTF("TimeLeft/Hour", slot0.actCatchupBtn) slot16 = slot0:findTF("TimeLeft/Min", slot0.actCatchupBtn) slot17 = slot0:findTF("TimeLeft/NumText", slot0.actCatchupBtn) function slot18() slot4, slot1, slot2, slot3 = pg.TimeMgr.GetInstance():parseTimeFrom(pg.TimeMgr.GetInstance().parseTimeFrom) if slot0 - 1 >= 1 then setActive(slot1, true) setActive(slot2, false) setActive(slot3, false) setText(setText, slot0) elseif slot0 <= 0 and slot1 > 0 then setActive(slot1, false) setActive(slot2, true) setActive(slot3, false) setText(setText, slot1) elseif slot0 <= 0 and slot1 <= 0 and (slot2 > 0 or slot3 > 0) then setActive(slot1, false) setActive(slot2, false) setActive(slot3, true) setText(setText, math.max(slot2, 1)) elseif slot0 <= 0 and slot1 <= 0 and slot2 <= 0 and slot3 <= 0 and slot5.actCatchupTimer then slot5.actCatchupTimer:Stop() slot5.actCatchupTimer.actCatchupTimer = nil nil:switchRightPage(slot6.TEC_PAGE_TENDENCY) setActive(nil.actCatchupBtn, false) end end slot0.actCatchupTimer = Timer.New(slot18, 1, -1, 1) slot0.actCatchupTimer:Start() slot0.actCatchupTimer.func() slot7 = true end setActive(slot0.actCatchupBtn, slot7) end slot0.initGiveUpMsgBox = function (slot0) slot0.giveupMsgboxIntro = slot0.giveupMsgBox:Find("window/info/intro") slot0.giveupMsgBoxConfirmBtn = slot0.giveupMsgBox:Find("window/button_container/confirm_btn") slot0.giveupMsgBoxCancelBtn = slot0.giveupMsgBox:Find("window/button_container/cancel_btn") slot0.giveupMsgBoxInput = slot0.giveupMsgBox:Find("window/info/InputField") slot0.giveupMsgboxBackBtn = slot0.giveupMsgBox:Find("window/top/btnBack") onButton(slot0, slot0.giveupMsgBoxConfirmBtn, function () if not getInputText(slot0.giveupMsgBoxInput) or slot0 == "" then pg.TipsMgr.GetInstance():ShowTips(i18n("word_should_input")) return end if slot0 ~= i18n("tec_target_catchup_giveup_confirm") then pg.TipsMgr.GetInstance():ShowTips(i18n("tec_target_catchup_giveup_input_err")) return end pg.m02:sendNotification(GAME.SELECT_TEC_TARGET_CATCHUP, { tecID = 0, charID = 0 }) slot0:closeGiveupPanel() end, SFX_PANEL) onButton(slot0, slot0.giveupMsgBoxCancelBtn, function () slot0:closeGiveupPanel() end, SFX_PANEL) onButton(slot0, slot0.giveupMsgboxBackBtn, function () slot0:closeGiveupPanel() end, SFX_PANEL) end slot0.openGiveupPanel = function (slot0) setActive(slot0.giveupMsgBox, true) pg.UIMgr.GetInstance():BlurPanel(slot0.giveupMsgBox) slot0.giveupMsgboxIntro = slot0.giveupMsgBox:Find("window/info/intro") setText(slot0.giveupMsgboxIntro, i18n("tec_target_catchup_giveup_tip", ShipGroup.getDefaultShipNameByGroupID(slot0.technologyProxy:getCurCatchupTecInfo().groupID))) end slot0.closeGiveupPanel = function (slot0) setActive(slot0.giveupMsgBox, false) pg.UIMgr.GetInstance():UnblurPanel(slot0.giveupMsgBox) end return slot0
---@class ItemConfig.Item @ local Item = {} -------------------- -- Functions -------------------- ---@param Tags number @ (int) ---@return boolean @ function Item:HasTags(Tags) end ---@return boolean @ function Item:IsCollectible() end ---@return boolean @ function Item:IsNull() end ---@return boolean @ function Item:IsTrinket() end -------------------- -- Variables -------------------- ---@type number @(member) (int) Item.AchievementID = nil ---@type number @(member) (int) Item.AddBlackHearts = nil ---@type number @(member) (int) Item.AddBombs = nil ---@type number @(member) (int) Item.AddCoins = nil ---@type number @(member) (int) Item.AddHearts = nil ---@type number @(member) (int) Item.AddKeys = nil ---@type number @(member) (int) Item.AddMaxHearts = nil ---@type number @(member) (int) Item.AddSoulHearts = nil ---@type number @(member) (int) Item.CacheFlags = nil ---@type number @(member) (int) Item.ChargeType = nil ---@type boolean @(member) Item.ClearEffectsOnRemove = nil ---@type Costume @(member) Item.Costume = nil ---@type string @(member) Item.Description = nil ---@type number @(member) (int) Item.DevilPrice = nil ---@type boolean @(member) Item.Discharged = nil ---@type string @(member) Item.GfxFileName = nil ---@type boolean @(member) Item.Hidden = nil ---@type number @(member) (int) Item.ID = nil ---@type number @(member) (int) Item.InitCharge = nil ---@type number @(member) (int) Item.MaxCharges = nil ---@type number @(member) (int) Item.MaxCooldown = nil ---@type string @(member) Item.Name = nil ---@type boolean @(member) Item.PassiveCache = nil ---@type boolean @(member) Item.PersistentEffect = nil ---@type number @(member) (int) Item.Quality = nil ---@type number @(member) (int) Item.ShopPrice = nil ---@type boolean @(member) Item.Special = nil ---@type number @(member) (int) Item.Tags = nil --- mostly for Lua so it will not make a copy ---@type ItemType @(member) Item.Type = nil
local playsession = { {"Krono", {293095}}, {"gearmach1ne", {394379}}, {"Scuideie-Guy", {253133}}, {"SLQ", {307844}}, {"Zorzzz", {376633}}, {"matam666", {141604}}, {"Daveyboy80", {5927}}, {"Axel_Henir", {19917}}, {"Aeropagus", {26176}}, {"N0lan", {118470}}, {"phanton5000", {60472}}, {"vince527", {218136}}, {"JC1223", {131375}}, {"Destijah", {954}}, {"SilkyZilky", {131600}}, {"KiloG", {3233}}, {"JinNJuice", {78772}}, {"wildgrim", {76214}}, {"Aero182218", {5279}}, {"svjatosha", {5118}} } return playsession
local Cursor = required("Cursor") local DrawCommands = required("DrawCommands") local LayoutManager = required("LayoutManager") local Mouse = required("Mouse") local Region = required("Region") local Stats = required("Stats") local Style = required("Style") local text = required("text") local Window = required("Window") local ListBox = {} local instances = {} local active_instance = nil local function get_item_instance(instance, id) if instance ~= nil then if instance.items[id] == nil then local item = {} item.id = id item.x = 0.0 item.y = 0.0 item.w = 0.0 item.h = 0.0 instance.items[id] = item end return instance.items[id] end return nil end local function get_instance(id) if instances[id] == nil then local instance = {} instance.id = id instance.x = 0.0 instance.y = 0.0 instance.w = 0.0 instance.h = 0.0 instance.items = {} instance.active_item = nil instance.hot_item = nil instance.selected = false instance.stat_handle = nil instances[id] = instance end return instances[id] end function ListBox.begin(id, options) local stat_handle = Stats.begin("ListBox", "Slab") options = options == nil and {} or options options.w = options.w == nil and 150.0 or options.w options.h = options.h == nil and 150.0 or options.h options.clear = options.clear == nil and false or options.clear options.rounding = options.rounding == nil and Style.WindowRounding or options.rounding options.stretch_w = options.stretch_w or false options.stretch_h = options.stretch_h or false local instance = get_instance(Window.get_item_id(id)) local w = options.w local h = options.h if options.clear then instance.items = {} end w, h = LayoutManager.compute_size(w, h) LayoutManager.add_control(w, h) local remaining_w, remaining_h = Window.get_remaining_size() if options.stretch_w then w = remaining_w end if options.stretch_h then h = remaining_h end local x, y = Cursor.get_position() instance.x = x instance.y = y instance.w = w instance.h = h instance.stat_handle = stat_handle active_instance = instance Cursor.set_item_bounds(x, y, w, h) Cursor.advance_y(0.0) Window.add_item(x, y, w, h, instance.id) local is_obstructed = Window.is_obstructed_at_mouse() local t_x, t_y = Window.transform_point(x, y) local mouse_x, mouse_y = Window.get_mouse_position() Region.begin( instance.id, { x = x, y = y, w = w, h = h, s_x = t_x, s_y = t_y, auto_size_content = true, no_background = true, intersect = true, mouse_x = mouse_x, mouse_y = mouse_y, reset_content = Window.has_resized(), is_obstructed = is_obstructed, rounding = options.rounding } ) instance.hot_item = nil local in_region = Region.contains(mouse_x, mouse_y) mouse_x, mouse_y = Region.inverse_transform(instance.id, mouse_x, mouse_y) for k, v in pairs(instance.items) do if not is_obstructed and not Region.is_hover_scroll_bar(instance.id) and v.x <= mouse_x and mouse_x <= v.x + instance.w and v.y <= mouse_y and mouse_y <= v.y + v.h and in_region then instance.hot_item = v end if instance.hot_item == v or v.selected then DrawCommands.rectangle("fill", v.x, v.y, instance.w, v.h, Style.TextHoverBgColor) end end LayoutManager.begin("ignore", {ignore = true}) end function ListBox.begin_item(id, options) options = options == nil and {} or options options.selected = options.selected == nil and false or options.selected assert(active_instance ~= nil, "Trying to call begin_list_box_item outside of begin_list_box.") assert( active_instance.active_item == nil, "begin_list_box_item was called for item '" .. (active_instance.active_item ~= nil and active_instance.active_item.id or "nil") .. "' without a call to end_list_box_item." ) local item = get_item_instance(active_instance, id) item.x = active_instance.x item.y = Cursor.get_y() Cursor.set_x(item.x) Cursor.advance_x(0.0) active_instance.active_item = item active_instance.active_item.selected = options.selected end function ListBox.is_item_clicked(button, IsDoubleClick) assert(active_instance ~= nil, "Trying to call is_item_clicked outside of begin_list_box.") assert(active_instance.active_item ~= nil, "is_item_clicked was called outside of begin_list_box_item.") if active_instance.hot_item == active_instance.active_item then button = button == nil and 1 or button if IsDoubleClick then return Mouse.is_double_clicked(button) else return Mouse.is_clicked(button) end end return false end function ListBox.end_item() assert(active_instance ~= nil, "Trying to call begin_list_box_item outside of begin_list_box.") assert(active_instance.active_item ~= nil, "Trying to call end_list_box_item without calling begin_list_box_item.") local item_x, item_y, item_w, item_h = Cursor.get_item_bounds() active_instance.active_item.w = item_w active_instance.active_item.h = Cursor.get_line_height() Cursor.set_y(active_instance.active_item.y + active_instance.active_item.h) Cursor.advance_y(0.0) active_instance.active_item = nil end function ListBox.finish() assert(active_instance ~= nil, "end_list_box was called without calling begin_list_box.") Region.finish() Region.apply_scissor() Cursor.set_item_bounds(active_instance.x, active_instance.y, active_instance.w, active_instance.h) Cursor.set_position(active_instance.x, active_instance.y) Cursor.advance_y(active_instance.h) LayoutManager.finish() Stats.finish(active_instance.stat_handle) active_instance = nil end return ListBox
local t = Def.ActorFrame { Name = "PlayerInfoFrame", LoginMessageCommand = function(self) self:playcommand("Set") ms.ok("Login Successful") end, LogOutMessageCommand = function(self) self:playcommand("Set") end, LoginFailedMessageCommand = function(self) self:playcommand("Set") end, OnlineUpdateMessageCommand = function(self) self:playcommand("Set") end } local visEnabled = Var("visualizer") local loadingScreenName = Var("screen") local ratios = { Height = 109 / 1080, -- frame height Width = 1, -- full screen width AvatarWidth = 109 / 1080, -- this should end up square ConnectionLogoRightGap = 0 / 1080, -- logo position relative to the right edge of avatar (height based for square) ConnectionLogoBottomGap = 0 / 1080, -- same as above ConnectionLogoSize = 36 / 1080, -- this is 36x36 LeftTextLeftGap = 8 / 1920, -- this is after the avatar LeftTextTopGap1 = 24 / 1080, -- from top to center of line 1 LeftTextTopGap2 = 49 / 1080, -- from top to center of line 2 LeftTextTopGap3 = 72 / 1080, -- from top to center of line 3 LeftTextTopGap4 = 95 / 1080, -- from top to center of line 4 RightTextLeftGap = 412 / 1920, -- this is from avatar to right text RightTextTopGap1 = 21 / 1080, -- why did this have to be different from Left line 1 RightTextTopGap2 = 54 / 1080, -- from top to center of line 2 RightTextTopGap3 = 89 / 1080, -- from top to center of line 3 VisualizerLeftGap = 707 / 1920, -- from left side of screen to leftmost bin VisualizerWidth = 693 / 1920, RatingEdgeToVisualizerBuffer = 32 / 1920, RatingSideBuffer = 25 / 1920, -- an area of buffer to the left and right of the player rating text IconUpperGap = 36 / 1080, IconExitWidth = 47 / 1920, IconExitHeight = 36 / 1080, IconExitRightGap = 38 / 1920, -- from right side of screen to right end of icon IconSettingsWidth = 44 / 1920, IconSettingsHeight = 35 / 1080, IconSettingsRightGap = 123 / 1920, IconHelpWidth = 36 / 1920, IconHelpHeight = 36 / 1080, IconHelpRightGap = 205 / 1920, IconDownloadsWidth = 51 / 1920, IconDownloadsHeight = 36 / 1080, IconDownloadsRightGap = 278 / 1920, IconDownloadsProgressBar1UpperGap = 51 / 1080, -- top of icon to top of bar IconDownloadsProgressBarHeight = 9 / 1080, IconDownloadsProgressBarWidth = 88 / 1920, IconRandomWidth = 41 / 1920, IconRandomHeight = 36 / 1080, IconRandomRightGap = 367 / 1920, IconSearchWidth = 36 / 1920, IconSearchHeight = 36 / 1080, IconSearchRightGap = 446 / 1920, } local actuals = { Height = ratios.Height * SCREEN_HEIGHT, Width = ratios.Width * SCREEN_WIDTH, AvatarWidth = ratios.AvatarWidth * SCREEN_HEIGHT, ConnectionLogoRightGap = ratios.ConnectionLogoRightGap * SCREEN_HEIGHT, ConnectionLogoBottomGap = ratios.ConnectionLogoBottomGap * SCREEN_HEIGHT, ConnectionLogoSize = ratios.ConnectionLogoSize * SCREEN_HEIGHT, LeftTextLeftGap = ratios.LeftTextLeftGap * SCREEN_WIDTH, LeftTextTopGap1 = ratios.LeftTextTopGap1 * SCREEN_HEIGHT, LeftTextTopGap2 = ratios.LeftTextTopGap2 * SCREEN_HEIGHT, LeftTextTopGap3 = ratios.LeftTextTopGap3 * SCREEN_HEIGHT, LeftTextTopGap4 = ratios.LeftTextTopGap4 * SCREEN_HEIGHT, RightTextLeftGap = ratios.RightTextLeftGap * SCREEN_WIDTH, RightTextTopGap1 = ratios.RightTextTopGap1 * SCREEN_HEIGHT, RightTextTopGap2 = ratios.RightTextTopGap2 * SCREEN_HEIGHT, RightTextTopGap3 = ratios.RightTextTopGap3 * SCREEN_HEIGHT, VisualizerLeftGap = ratios.VisualizerLeftGap * SCREEN_WIDTH, VisualizerWidth = ratios.VisualizerWidth * SCREEN_WIDTH, RatingEdgeToVisualizerBuffer = ratios.RatingEdgeToVisualizerBuffer * SCREEN_WIDTH, RatingSideBuffer = ratios.RatingSideBuffer * SCREEN_WIDTH, IconUpperGap = ratios.IconUpperGap * SCREEN_HEIGHT, IconExitWidth = ratios.IconExitWidth * SCREEN_WIDTH, IconExitHeight = ratios.IconExitHeight * SCREEN_HEIGHT, IconExitRightGap = ratios.IconExitRightGap * SCREEN_WIDTH, IconSettingsWidth = ratios.IconSettingsWidth * SCREEN_WIDTH, IconSettingsHeight = ratios.IconSettingsHeight * SCREEN_HEIGHT, IconSettingsRightGap = ratios.IconSettingsRightGap * SCREEN_WIDTH, IconHelpWidth = ratios.IconHelpWidth * SCREEN_WIDTH, IconHelpHeight = ratios.IconHelpHeight * SCREEN_HEIGHT, IconHelpRightGap = ratios.IconHelpRightGap * SCREEN_WIDTH, IconDownloadsWidth = ratios.IconDownloadsWidth * SCREEN_WIDTH, IconDownloadsHeight = ratios.IconDownloadsHeight * SCREEN_HEIGHT, IconDownloadsRightGap = ratios.IconDownloadsRightGap * SCREEN_WIDTH, IconDownloadsProgressBar1UpperGap = ratios.IconDownloadsProgressBar1UpperGap * SCREEN_HEIGHT, IconDownloadsProgressBarHeight = ratios.IconDownloadsProgressBarHeight * SCREEN_HEIGHT, IconDownloadsProgressBarWidth = ratios.IconDownloadsProgressBarWidth * SCREEN_WIDTH, IconRandomWidth = ratios.IconRandomWidth * SCREEN_WIDTH, IconRandomHeight = ratios.IconRandomHeight * SCREEN_HEIGHT, IconRandomRightGap = ratios.IconRandomRightGap * SCREEN_WIDTH, IconSearchWidth = ratios.IconSearchWidth * SCREEN_WIDTH, IconSearchHeight = ratios.IconSearchHeight * SCREEN_HEIGHT, IconSearchRightGap = ratios.IconSearchRightGap * SCREEN_WIDTH, } -- the list of buttons and the lists of screens those buttons are allowed on -- if "All" is listed, the button is always active local screensAllowedForButtons = { Exit = { All = true, }, Settings = { ScreenSelectMusic = true, }, Help = { }, Downloads = { ScreenSelectMusic = true, }, Random = { ScreenSelectMusic = true, }, Search = { ScreenSelectMusic = true, }, AssetSettings = { ScreenSelectMusic = true, }, } -- find out if a button from the above list is selectable based on the current screen -- wont work on Init, only when the screen exists (at or after BeginCommand) local function selectable(name) local screen = loadingScreenName return screensAllowedForButtons[name]["All"] ~= nil or screensAllowedForButtons[name][screen] end local disabledButtonAlpha = 0.4 local hoverAlpha = 0.6 local visualizerBins = 126 local leftTextBigSize = 0.7 local leftTextSmallSize = 0.65 local rightTextSize = 0.7 local textzoomFudge = 5 -- for gaps in maxwidth -- a controllable hack to give more girth to the rating text (RightText) on smaller aspect ratios -- should push the visualizer further right and make less problems local textzoomBudge = 25 local profile = GetPlayerOrMachineProfile(PLAYER_1) local pname = profile:GetDisplayName() local pcount = SCOREMAN:GetTotalNumberOfScores() local parrows = profile:GetTotalTapsAndHolds() local strparrows = shortenIfOver1Mil(parrows) local ptime = profile:GetTotalSessionSeconds() local username = "" local redir = false -- tell whether or not redirected input is on for the login prompt stuff local downloadsProgress1BGAlpha = 0.4 local downloadsProgress1Alpha = 1 local downloadsProgress2BGAlpha = 0.4 local downloadsProgress2Alpha = 1 -- this does not include the exit button -- from left to right starting at 1, the user may press a number while holding to control to activate them -- assuming context is set and the button is allowed local iconCountForKeyboardInput = 5 -- handle logging in local function beginLoginProcess(self) redir = SCREENMAN:get_input_redirected(PLAYER_1) local function off() if redir then SCREENMAN:set_input_redirected(PLAYER_1, false) end end local function on() if redir then SCREENMAN:set_input_redirected(PLAYER_1, true) end end off() username = "" -- this sets up 2 text entry windows to pull your username and pass -- if you press escape or just enter nothing, you are forced out -- input redirects are controlled here because we want to be careful not to break any prior redirects askForInputStringWithFunction( "Enter Username", 255, false, function(answer) username = answer -- moving on to step 2 if the answer isnt blank if answer:gsub("^%s*(.-)%s*$", "%1") ~= "" then self:sleep(0.01):queuecommand("LoginStep2") else ms.ok("Login cancelled") on() end end, function() return true, "" end, function() on() ms.ok("Login cancelled") end ) end -- do not use this function outside of first calling beginLoginProcess local function loginStep2() local function off() if redir then SCREENMAN:set_input_redirected(PLAYER_1, false) end end local function on() if redir then SCREENMAN:set_input_redirected(PLAYER_1, true) end end -- try to keep the scope of password here -- if we open up the scope, if a lua error happens on this screen -- the password may show up in the error message local password = "" askForInputStringWithFunction( "Enter Password", 255, true, function(answer) password = answer -- log in if not blank if answer:gsub("^%s*(.-)%s*$", "%1") ~= "" then DLMAN:Login(username, password) else ms.ok("Login cancelled") end on() end, function() return true, "" end, function() on() ms.ok("Login cancelled") end ) end t[#t+1] = Def.Quad { Name = "BG", InitCommand = function(self) self:halign(0):valign(0) self:zoomto(actuals.Width, actuals.Height) self:diffuse(color("#111111")) self:diffusealpha(0.8) end } t[#t+1] = UIElements.SpriteButton(1, 1, nil) .. { Name = "Avatar", InitCommand = function(self) self:halign(0):valign(0) end, BeginCommand = function(self) self:playcommand("Set") end, AvatarChangedMessageCommand = function(self) self:playcommand("Set") end, SetCommand = function(self) self:Load(getAvatarPath(PLAYER_1)) self:zoomto(actuals.AvatarWidth, actuals.AvatarWidth) end, MouseOverCommand = function(self) if selectable("AssetSettings") then self:diffusealpha(hoverAlpha) end end, MouseOutCommand = function(self) if selectable("AssetSettings") then self:diffusealpha(1) end end, InvokeCommand = function(self) if selectable("AssetSettings") then -- if clicking or otherwise invoking this twice, just toggle back to generalBox if CONTEXTMAN:CheckContextSet(SCREENMAN:GetTopScreen():GetName(), "AssetSettings") then MESSAGEMAN:Broadcast("GeneralTabSet") else MESSAGEMAN:Broadcast("PlayerInfoFrameTabSet", {tab = "AssetSettings"}) end end end, MouseDownCommand = function(self, params) self:playcommand("Invoke") end } t[#t+1] = UIElements.SpriteButton(1, 1, nil) .. { Name = "ConnectionSprite", InitCommand = function(self) self:halign(1):valign(1) -- position relative to the bottom right corner of the avatar self:xy(actuals.AvatarWidth - actuals.ConnectionLogoRightGap, actuals.AvatarWidth - actuals.ConnectionLogoBottomGap) self:playcommand("Set") end, SetCommand = function(self) if DLMAN:IsLoggedIn() then self:Load(THEME:GetPathG("", "loggedin")) else self:Load(THEME:GetPathG("", "loggedout")) end self:zoomto(actuals.ConnectionLogoSize, actuals.ConnectionLogoSize) end, MouseOverCommand = function(self) self:diffusealpha(hoverAlpha) end, MouseOutCommand = function(self) self:diffusealpha(1) end, MouseDownCommand = function(self, params) if params.event == "DeviceButton_left mouse button" then if DLMAN:IsLoggedIn() then DLMAN:Logout() else beginLoginProcess(self) end end end, LoginStep2Command = function(self) loginStep2() end } t[#t+1] = Def.ActorFrame { Name = "LeftText", InitCommand = function(self) self:x(actuals.AvatarWidth + actuals.LeftTextLeftGap) end, LoadFont("Common Normal") .. { Name = "NameRank", InitCommand = function(self) self:y(actuals.LeftTextTopGap1) self:halign(0) self:zoom(leftTextBigSize) self:maxwidth((actuals.RightTextLeftGap - actuals.LeftTextLeftGap) / leftTextBigSize - textzoomFudge) self:playcommand("Set") end, SetCommand = function(self) if DLMAN:IsLoggedIn() then local pn = DLMAN:GetUsername() self:settextf("%s (#%d)", pn, DLMAN:GetSkillsetRank("Overall")) else self:settext(pname) end end }, LoadFont("Common Normal") .. { Name = "Playcount", InitCommand = function(self) self:y(actuals.LeftTextTopGap2) self:halign(0) self:zoom(leftTextSmallSize) self:maxwidth((actuals.RightTextLeftGap - actuals.LeftTextLeftGap) / leftTextSmallSize - textzoomFudge) self:settextf("%d plays", pcount) end }, UIElements.TextToolTip(1, 1, "Common Normal") .. { Name = "Arrows", InitCommand = function(self) self:y(actuals.LeftTextTopGap3) self:halign(0) self:zoom(leftTextSmallSize) self:maxwidth((actuals.RightTextLeftGap - actuals.LeftTextLeftGap) / leftTextSmallSize - textzoomFudge) self:settextf("%s arrows smashed", strparrows) end, MouseOverCommand = function(self) if self:IsInvisible() then return end TOOLTIP:SetText(parrows) TOOLTIP:Show() end, MouseOutCommand = function(self) if self:IsInvisible() then return end TOOLTIP:Hide() end, }, LoadFont("Common Normal") .. { Name = "Playtime", InitCommand = function(self) self:y(actuals.LeftTextTopGap4) self:halign(0) self:zoom(leftTextSmallSize) self:maxwidth((actuals.RightTextLeftGap - actuals.LeftTextLeftGap) / leftTextSmallSize - textzoomFudge) self:settextf("%s playtime", SecondsToHHMMSS(ptime)) end } } t[#t+1] = Def.ActorFrame { Name = "RightText", InitCommand = function(self) self:x(actuals.AvatarWidth + actuals.RightTextLeftGap) end, BeginCommand = function(self) local lt = self:GetParent():GetChild("LeftText") local longestWidth = getLargestChildWidth(lt) self:x(actuals.AvatarWidth + longestWidth + actuals.RatingSideBuffer) end, LoadFont("Common Normal") .. { Name = "Header", InitCommand = function(self) self:y(actuals.RightTextTopGap1) self:halign(0) self:zoom(rightTextSize) self:maxwidth((actuals.VisualizerLeftGap - actuals.RightTextLeftGap - actuals.AvatarWidth) / rightTextSize + textzoomBudge) self:playcommand("Set") end, SetCommand = function(self) if DLMAN:IsLoggedIn() then self:settext("Player Ratings:") else self:settext("Player Rating:") end end }, LoadFont("Common Normal") .. { Name = "OfflineRating", InitCommand = function(self) self:y(actuals.RightTextTopGap2) self:halign(0) self:zoom(rightTextSize) self:maxwidth((actuals.VisualizerLeftGap - actuals.RightTextLeftGap - actuals.AvatarWidth) / rightTextSize + textzoomBudge) self:playcommand("Set") end, SetCommand = function(self) local offlinerating = profile:GetPlayerRating() if DLMAN:IsLoggedIn() then self:settextf("Offline - %5.2f", offlinerating) else self:settextf("%5.2f", offlinerating) end end }, LoadFont("Common Normal") .. { Name = "OnlineRating", InitCommand = function(self) self:y(actuals.RightTextTopGap3) self:halign(0) self:zoom(rightTextSize) self:maxwidth((actuals.VisualizerLeftGap - actuals.RightTextLeftGap - actuals.AvatarWidth) / rightTextSize + textzoomBudge) self:playcommand("Set") end, SetCommand = function(self) if DLMAN:IsLoggedIn() then self:settextf("Online - %5.2f", DLMAN:GetSkillsetRating("Overall")) else self:settext("") end end }, } t[#t+1] = Def.ActorFrame { Name = "Icons", InitCommand = function(self) self:xy(SCREEN_WIDTH, actuals.IconUpperGap) end, BeginCommand = function(self) local snm = SCREENMAN:GetTopScreen():GetName() local anm = self:GetName() -- this keeps track of whether or not the user is allowed to use the keyboard to change tabs CONTEXTMAN:RegisterToContextSet(snm, "Main1", anm) -- enable the possibility to press the keyboard to switch tabs SCREENMAN:GetTopScreen():AddInputCallback(function(event) if event.type ~= "InputEventType_FirstPress" then return end -- this list of contexts are meant to be contexts of the PlayerInfo Frame -- full numeric input is allowed on these tabs and you must hold CTRL+Number to get out of them -- the same way you would get into them local contextsToCtrlOutOf = { "Search", "Downloads", "Settings", "AssetSettings", } local ctxBypasses = false for _, ctx in ipairs(contextsToCtrlOutOf) do if CONTEXTMAN:CheckContextSet(snm, ctx) then ctxBypasses = true break end end -- allowing ctrl+n to go back to general tabs if ctxBypasses then if event.char and tonumber(event.char) and INPUTFILTER:IsControlPressed() then local n = tonumber(event.char) if n == 0 then n = 10 end if n >= 1 and n <= SCUFF.generaltabcount then MESSAGEMAN:Broadcast("GeneralTabSet", {tab = n}) end end return end -- if locked out, dont allow if not CONTEXTMAN:CheckContextSet(snm, "Main1") then return end -- must be a number with control held down if event.char and tonumber(event.char) and INPUTFILTER:IsControlPressed() then local n = tonumber(event.char) if n == 0 then n = 10 end if n >= 1 and n <= iconCountForKeyboardInput then local childToInvoke = nil if n == 1 then childToInvoke = self:GetChild("Search") elseif n == 2 then childToInvoke = self:GetChild("Random") elseif n == 3 then childToInvoke = self:GetChild("Downloads") elseif n == 4 then childToInvoke = self:GetChild("Help") elseif n == 5 then childToInvoke = self:GetChild("Settings") end if childToInvoke ~= nil then childToInvoke:playcommand("Invoke") end end elseif event.DeviceInput.button == "DeviceButton_F1" then -- im making a single exception that F1 alone invokes Search -- for convenience purposes self:GetChild("Search"):playcommand("Invoke") end end) end, UIElements.SpriteButton(1, 1, THEME:GetPathG("", "exit")) .. { Name = "Exit", InitCommand = function(self) self:halign(1):valign(0) self:x(-actuals.IconExitRightGap) self:zoomto(actuals.IconExitWidth, actuals.IconExitHeight) self:diffusealpha(disabledButtonAlpha) end, OnCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(1) end end, MouseOverCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(hoverAlpha) end end, MouseOutCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(1) end end, MouseDownCommand = function(self, params) if params.event == "DeviceButton_left mouse button" then SCREENMAN:set_input_redirected(PLAEYR_1, false) SCREENMAN:GetTopScreen():Cancel() end end }, UIElements.SpriteButton(1, 1, THEME:GetPathG("", "settings")) .. { Name = "Settings", InitCommand = function(self) self:halign(1):valign(0) self:x(-actuals.IconSettingsRightGap) self:zoomto(actuals.IconSettingsWidth, actuals.IconSettingsHeight) self:diffusealpha(disabledButtonAlpha) end, OnCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(1) end end, MouseOverCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(hoverAlpha) end end, MouseOutCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(1) end end, InvokeCommand = function(self) if selectable(self:GetName()) then -- if clicking or otherwise invoking this twice, just toggle back to generalBox if CONTEXTMAN:CheckContextSet(SCREENMAN:GetTopScreen():GetName(), "Settings") then MESSAGEMAN:Broadcast("GeneralTabSet") else MESSAGEMAN:Broadcast("PlayerInfoFrameTabSet", {tab = "Settings"}) end end end, MouseDownCommand = function(self, params) self:playcommand("Invoke") end }, UIElements.SpriteButton(1, 1, THEME:GetPathG("", "gameinfoandhelp")) .. { Name = "Help", InitCommand = function(self) self:halign(1):valign(0) self:x(-actuals.IconHelpRightGap) self:zoomto(actuals.IconHelpWidth, actuals.IconHelpHeight) self:diffusealpha(disabledButtonAlpha) end, OnCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(1) end end, MouseOverCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(hoverAlpha) end end, MouseOutCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(1) end end, InvokeCommand = function(self) if selectable(self:GetName()) then end end, MouseDownCommand = function(self, params) self:playcommand("Invoke") end }, Def.ActorFrame { Name = "Downloads", InitCommand = function(self) self:x(-actuals.IconDownloadsRightGap) self:diffusealpha(disabledButtonAlpha) end, OnCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(1) end end, UIElements.SpriteButton(1, 1, THEME:GetPathG("", "packdownloads")) .. { Name = "Downloads", InitCommand = function(self) self:halign(1):valign(0) self:zoomto(actuals.IconDownloadsWidth, actuals.IconDownloadsHeight) end, MouseOverCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(hoverAlpha) end end, MouseOutCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(1) end end, InvokeCommand = function(self) if selectable(self:GetName()) then -- if clicking or otherwise invoking this twice, just toggle back to generalBox if CONTEXTMAN:CheckContextSet(SCREENMAN:GetTopScreen():GetName(), "Downloads") then MESSAGEMAN:Broadcast("GeneralTabSet") else MESSAGEMAN:Broadcast("PlayerInfoFrameTabSet", {tab = "Downloads"}) end end end, MouseDownCommand = function(self, params) self:playcommand("Invoke") end }, Def.Quad { Name = "Progress1BG", InitCommand = function(self) self:valign(0) self:x(-actuals.IconDownloadsWidth/2) self:y(actuals.IconDownloadsProgressBar1UpperGap) self:zoomto(actuals.IconDownloadsProgressBarWidth, actuals.IconDownloadsProgressBarHeight) self:diffusealpha(0) end, DLProgressAndQueueUpdateMessageCommand = function(self) local dls = DLMAN:GetDownloads() if #dls > 0 then self:diffusealpha(downloadsProgress1BGAlpha) else self:diffusealpha(0) end end, AllDownloadsCompletedMessageCommand = function(self) self:diffusealpha(0) end }, Def.Quad { Name = "Progress1Progress", InitCommand = function(self) self:halign(0):valign(0) self:x(-actuals.IconDownloadsWidth/2 - actuals.IconDownloadsProgressBarWidth/2) self:y(actuals.IconDownloadsProgressBar1UpperGap) self:zoomto(actuals.IconDownloadsProgressBarWidth, actuals.IconDownloadsProgressBarHeight) self:diffusealpha(0) end, DLProgressAndQueueUpdateMessageCommand = function(self) local dls = DLMAN:GetDownloads() if #dls > 0 then self:diffusealpha(downloadsProgress1Alpha) local progress = dls[1]:GetKBDownloaded() local size = dls[1]:GetTotalKB() local perc = progress / size self:zoomx(actuals.IconDownloadsProgressBarWidth * perc) else self:diffusealpha(0) end end, AllDownloadsCompletedMessageCommand = function(self) self:diffusealpha(0) end } }, UIElements.SpriteButton(1, 1, THEME:GetPathG("", "random")) .. { Name = "Random", InitCommand = function(self) self:halign(1):valign(0) self:x(-actuals.IconRandomRightGap) self:zoomto(actuals.IconRandomWidth, actuals.IconRandomHeight) self:diffusealpha(disabledButtonAlpha) end, OnCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(1) end end, MouseOverCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(hoverAlpha) end end, MouseOutCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(1) end end, InvokeCommand = function(self) if selectable(self:GetName()) then local scr = SCREENMAN:GetTopScreen() local group = WHEELDATA:GetRandomFolder() local song = WHEELDATA:GetRandomSongInFolder(group) scr:GetChild("WheelFile"):playcommand("FindSong", {song = song}) end end, MouseDownCommand = function(self, params) self:playcommand("Invoke") end }, UIElements.SpriteButton(1, 1, THEME:GetPathG("", "searchIcon")) .. { Name = "Search", InitCommand = function(self) self:halign(1):valign(0) self:x(-actuals.IconSearchRightGap) self:zoomto(actuals.IconSearchWidth, actuals.IconSearchHeight) self:diffusealpha(disabledButtonAlpha) end, OnCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(1) end end, MouseOverCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(hoverAlpha) end end, MouseOutCommand = function(self) if selectable(self:GetName()) then self:diffusealpha(1) end end, InvokeCommand = function(self) if selectable(self:GetName()) then -- if clicking or otherwise invoking this twice, just toggle back to generalBox if CONTEXTMAN:CheckContextSet(SCREENMAN:GetTopScreen():GetName(), "Search") then MESSAGEMAN:Broadcast("GeneralTabSet") else MESSAGEMAN:Broadcast("PlayerInfoFrameTabSet", {tab = "Search"}) end end end, MouseDownCommand = function(self, params) self:playcommand("Invoke") end } } if visEnabled then local intervals = {0, 10, 26, 48, 60, 92, 120, 140, 240, 400, 800, 1600, 2600, 3500, 4000} t[#t+1] = audioVisualizer:new { x = actuals.VisualizerLeftGap, y = actuals.Height, width = actuals.VisualizerWidth, maxHeight = actuals.Height / 1.8, freqIntervals = audioVisualizer.multiplyIntervals(intervals, 9), color = color("1,1,1,1"), onBarUpdate = function(self) -- hmm end } .. { BeginCommand = function(self) local rt = self:GetParent():GetChild("RightText") local x = rt:GetX() local longestWidth = getLargestChildWidth(rt) x = x + longestWidth + actuals.RatingEdgeToVisualizerBuffer local newVisualizerWidth = actuals.VisualizerWidth + (actuals.VisualizerLeftGap - x) self:x(x) self:playcommand("ResetWidth", {width = newVisualizerWidth}) end } end -- below this point we load things that only work on specific screens -- buttons that arent meant to function on some screens dont need their intended targets loaded -- this saves on load time and fps if selectable("Exit") then -- nothing, it's just a button end if selectable("Settings") then t[#t+1] = LoadActor("settings.lua") end if selectable("Help") then -- nothing yet end if selectable("Downloads") then t[#t+1] = LoadActor("downloads.lua") end if selectable("Random") then -- nothing, it's just a button end if selectable("Search") then t[#t+1] = LoadActor("searchfilter.lua") end if selectable("AssetSettings") then t[#t+1] = LoadActor("assetsettings.lua") end return t
describe("lredis.protocol module", function() local protocol = require "lredis.protocol" local function write_to_temp_file(str) local file = io.tmpfile() assert(file:write(str)) assert(file:flush()) assert(file:seek("set")) return file end -- Docs at http://redis.io/topics/protocol it("composes example from docs", function() -- From "Sending commands to a Redis Server" section assert.same("*2\r\n$4\r\nLLEN\r\n$6\r\nmylist\r\n", protocol.encode_request{"LLEN", "mylist"}) end) it("can parse examples from docs", function() --- From "RESP Arrays" section -- Empty array assert.same({}, protocol.default_read_response(write_to_temp_file "*0\r\n")) -- an array of two RESP Bulk Strings "foo" and "bar" assert.same({"foo", "bar"}, protocol.default_read_response(write_to_temp_file "*2\r\n$3\r\nfoo\r\n$3\r\nbar\r\n")) -- an Array of three integers assert.same({1, 2, 3}, protocol.default_read_response(write_to_temp_file "*3\r\n:1\r\n:2\r\n:3\r\n")) -- mixed types: a list of four integers and a bulk string assert.same({1, 2, 3, 4, "foobar"}, protocol.default_read_response(write_to_temp_file "*5\r\n:1\r\n:2\r\n:3\r\n:4\r\n$6\r\nfoobar\r\n")) -- null assert.same(protocol.array_null, protocol.default_read_response(write_to_temp_file "*-1\r\n")) -- array of arrays assert.same( { {1,2,3}, { protocol.status_reply("Foo"); protocol.error_reply("Bar"); } }, protocol.default_read_response(write_to_temp_file "*2\r\n*3\r\n:1\r\n:2\r\n:3\r\n*2\r\n+Foo\r\n-Bar\r\n") ) --- From "Null elements in Arrays" section assert.same( { "foo", protocol.string_null, "bar" }, protocol.default_read_response(write_to_temp_file "*3\r\n$3\r\nfoo\r\n$-1\r\n$3\r\nbar\r\n") ) end) end)
-- Disable haskell-vim omnifunc vim.g.haskellmode_completion_ghc = 0 wincent.vim.setlocal('omnifunc', 'necoghc#omnifunc')
local createEnum = import("../createEnum") return createEnum("ScaleType", { Stretch = 0, Slice = 1, Tile = 2, Fit = 3, Crop = 4, })
local default_style = data.raw["gui-style"].default local function color_graphics(posX, posY) return { type = "monolith", top_monolith_border = 2, right_monolith_border = 0, bottom_monolith_border = 0, left_monolith_border = 0, monolith_image = { filename = "__Enhanced_Map_Colors__/graphics/colors.png", priority = "extra-high-no-scale", width = 12, height = 8, x = posX, y = posY, }, } end default_style.entity_style = { type = "button_style", parent = "button_style", scalable = true, default_font_color={r=0, g=0, b=0}, width = 38, height = 38, top_padding = 1, right_padding = 0, bottom_padding = 0, left_padding = 2, default_graphical_set = { type = "composition", filename = "__core__/graphics/gui.png", priority = "extra-high-no-scale", corner_size = {3, 3}, position = {8, 0} }, hovered_graphical_set = { type = "composition", filename = "__core__/graphics/gui.png", priority = "extra-high-no-scale", corner_size = {3, 3}, position = {8, 0} }, clicked_graphical_set = { type = "composition", filename = "__core__/graphics/gui.png", priority = "extra-high-no-scale", corner_size = {3, 3}, position = {8, 0} } } default_style.map_color_graphic_basic = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 0, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 0, 0), hovered_graphical_set = color_graphics( 0, 0), clicked_graphical_set = color_graphics( 0, 0) } default_style.map_color_graphic_fast = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 1, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 0, 9), hovered_graphical_set = color_graphics( 0, 9), clicked_graphical_set = color_graphics( 0, 9) } default_style.map_color_graphic_express = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 1, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 0, 18), hovered_graphical_set = color_graphics( 0, 18), clicked_graphical_set = color_graphics( 0, 18) } default_style.map_color_graphic_ptg = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 1, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 0, 27), hovered_graphical_set = color_graphics( 0, 27), clicked_graphical_set = color_graphics( 0, 27) } default_style.map_color_graphic_medium = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 1, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 0, 36), hovered_graphical_set = color_graphics( 0, 36), clicked_graphical_set = color_graphics( 0, 36) } default_style.map_color_graphic_solar = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 1, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 0, 45), hovered_graphical_set = color_graphics( 0, 45), clicked_graphical_set = color_graphics( 0, 45) } default_style.map_color_graphic_port = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 1, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 13, 54), hovered_graphical_set = color_graphics( 13, 54), clicked_graphical_set = color_graphics( 13, 54) } default_style.map_color_graphic_radar = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 1, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 0, 54), hovered_graphical_set = color_graphics( 0, 54), clicked_graphical_set = color_graphics( 0, 54) } default_style.map_color_graphic_bob_logistics_4 = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 1, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 13, 0), hovered_graphical_set = color_graphics( 13, 0), clicked_graphical_set = color_graphics( 13, 0) } default_style.map_color_graphic_bob_logistics_5 = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 1, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 13, 9), hovered_graphical_set = color_graphics( 13, 9), clicked_graphical_set = color_graphics( 13, 9) } default_style.map_color_graphic_5dim_transport_4 = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 1, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 13, 18), hovered_graphical_set = color_graphics( 13, 18), clicked_graphical_set = color_graphics( 13, 18) } default_style.map_color_graphic_5dim_transport_5 = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 1, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 13, 27), hovered_graphical_set = color_graphics( 13, 27), clicked_graphical_set = color_graphics( 13, 27) } default_style.map_color_graphic_DyTech_super_4 = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 1, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 13, 36), hovered_graphical_set = color_graphics( 13, 36), clicked_graphical_set = color_graphics( 13, 36) } default_style.map_color_graphic_DyTech_extreme_5 = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 1, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 13, 45), hovered_graphical_set = color_graphics( 13, 45), clicked_graphical_set = color_graphics( 13, 45) } default_style.visible_bots_construction = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 1, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 0, 63), hovered_graphical_set = color_graphics( 0, 63), clicked_graphical_set = color_graphics( 0, 63) } default_style.visible_bots_logistic = { type = "button_style", parent = "slot_button_style", scalable = true, top_padding = 1, right_padding = 1, bottom_padding = 1, left_padding = 1, width = 48, width = 38, default_graphical_set = color_graphics( 13, 63), hovered_graphical_set = color_graphics( 13, 63), clicked_graphical_set = color_graphics( 13, 63) }
local error = require('telescope._extensions.gradle.util').error local has_telescope, telescope = pcall(require, "telescope") if not has_telescope then error "This extension requires telescope.nvim (https://github.com/nvim-telescope/telescope.nvim)" end local cfg = nil -- List available gradle tasks and run the picked one. local tasks = function(opts) opts = vim.tbl_extend("keep", opts or {}, cfg) local tasks_picker = require('telescope._extensions.gradle.pickers.tasks') local queries = require('telescope._extensions.gradle.queries') queries.tasks(tasks_picker(opts), opts.project) end -- List the history of run tasks. local history = function(opts) local history_picker = require('telescope._extensions.gradle.pickers.history') history_picker(opts) end -- Pick a Gradle project and run tasks on it. local projects = function(opts) local projects_picker = require('telescope._extensions.gradle.pickers.projects') local queries = require('telescope._extensions.gradle.queries') queries.projects(projects_picker(opts)) end return telescope.register_extension { setup = function(config) cfg = config end, exports = { gradle = tasks, tasks = tasks, history = history, projects = projects } }
require ("util") local hit_effects = require ("__base__/prototypes/entity/hit-effects") local sounds = require("__base__/prototypes/entity/sounds") data:extend({ { type = "simple-entity-with-owner", render_layer = "lower-object", name = "wooden-billboard", icon = "__simple-billboard__/graphics/icons/wooden-billboard.png", icon_size = 64, icon_mipmaps = 4, flags = {"placeable-neutral", "player-creation"}, minable = {mining_time = 0.1, result = "wooden-billboard"}, max_health = 100, dying_explosion = "wooden-chest-explosion", collision_box = {{-0.35, -0.35}, {0.35, 0.35}}, selection_box = {{-0.5, -0.5}, {0.5, 0.5}}, damaged_trigger_effect = hit_effects.entity(), inventory_size = 0, open_sound = { filename = "__base__/sound/wooden-chest-open.ogg", volume = 0.6 }, close_sound = { filename = "__base__/sound/wooden-chest-close.ogg", volume = 0.6 }, vehicle_impact_sound = sounds.car_wood_impact(0.5), picture = { layers = { { filename = "__simple-billboard__/graphics/entity/wooden-billboard/wooden-billboard.png", priority = "extra-high", width = 32, height = 32, shift = util.by_pixel(0.5, -2), hr_version = { filename = "__simple-billboard__/graphics/entity/wooden-billboard/hr-wooden-billboard.png", priority = "extra-high", width = 64, height = 64, shift = util.by_pixel(0.5, -2), scale = 0.5 } }, { filename = "__simple-billboard__/graphics/entity/wooden-billboard/billboard-billboard-shadow.png", priority = "extra-high", width = 32, height = 32, draw_as_shadow = true, shift = util.by_pixel(1, -2), hr_version = { filename = "__simple-billboard__/graphics/entity/wooden-billboard/hr-wooden-billboard-shadow.png", priority = "extra-high", width = 64, height = 64, draw_as_shadow = true, shift = util.by_pixel(1, -2), scale = 0.5 } } } }, }, { type = "simple-entity-with-owner", render_layer = "lower-object", name = "wooden-billboard-1x2", icon = "__simple-billboard__/graphics/icons/wooden-billboard-1x2.png", icon_size = 64, icon_mipmaps = 4, flags = {"placeable-neutral", "player-creation"}, minable = {mining_time = 0.1, result = "wooden-billboard-1x2"}, max_health = 100, dying_explosion = "wooden-chest-explosion", collision_box = {{-0.85, -0.35}, {0.85, 0.35}}, selection_box = {{-1, -0.5}, {1, 0.5}}, damaged_trigger_effect = hit_effects.entity(), inventory_size = 0, open_sound = { filename = "__base__/sound/wooden-chest-open.ogg", volume = 0.6 }, close_sound = { filename = "__base__/sound/wooden-chest-close.ogg", volume = 0.6 }, vehicle_impact_sound = sounds.car_wood_impact(0.5), picture = { layers = { { filename = "__simple-billboard__/graphics/entity/wooden-billboard/wooden-billboard-1x2.png", priority = "extra-high", width = 62, height = 31, shift = util.by_pixel(0.5, -2), hr_version = { filename = "__simple-billboard__/graphics/entity/wooden-billboard/hr-wooden-billboard-1x2.png", priority = "extra-high", width = 124, height = 62, shift = util.by_pixel(0.5, -2), scale = 0.5 } }, { filename = "__simple-billboard__/graphics/entity/wooden-billboard/billboard-billboard-shadow-1x2.png", priority = "extra-high", width = 62, height = 31, draw_as_shadow = true, shift = util.by_pixel(1, -2), hr_version = { filename = "__simple-billboard__/graphics/entity/wooden-billboard/hr-wooden-billboard-shadow-1x2.png", priority = "extra-high", width = 124, height = 62, shift = util.by_pixel(1, -2), draw_as_shadow = true, scale = 0.5 } } } }, }, { type = "simple-entity-with-owner", render_layer = "lower-object", name = "wooden-billboard-1x4", icon = "__simple-billboard__/graphics/icons/wooden-billboard-1x4.png", icon_size = 64, icon_mipmaps = 4, flags = {"placeable-neutral", "player-creation"}, minable = {mining_time = 0.1, result = "wooden-billboard-1x4"}, max_health = 100, dying_explosion = "wooden-chest-explosion", collision_box = {{-1.85, -0.35}, {1.85, 0.35}}, selection_box = {{-2, -0.5}, {2, 0.5}}, damaged_trigger_effect = hit_effects.entity(), inventory_size = 0, open_sound = { filename = "__base__/sound/wooden-chest-open.ogg", volume = 0.6 }, close_sound = { filename = "__base__/sound/wooden-chest-close.ogg", volume = 0.6 }, vehicle_impact_sound = sounds.car_wood_impact(0.5), picture = { layers = { { filename = "__simple-billboard__/graphics/entity/wooden-billboard/wooden-billboard-1x4.png", priority = "extra-high", width = 124, height = 31, shift = util.by_pixel(0.5, -2), hr_version = { filename = "__simple-billboard__/graphics/entity/wooden-billboard/hr-wooden-billboard-1x4.png", priority = "extra-high", width = 248, height = 62, shift = util.by_pixel(0.5, -2), scale = 0.5 } }, { filename = "__simple-billboard__/graphics/entity/wooden-billboard/billboard-billboard-shadow-1x4.png", priority = "extra-high", width = 124, height = 31, draw_as_shadow = true, shift = util.by_pixel(1, -2), hr_version = { filename = "__simple-billboard__/graphics/entity/wooden-billboard/hr-wooden-billboard-shadow-1x4.png", priority = "extra-high", width = 248, height = 62, shift = util.by_pixel(1, -2), draw_as_shadow = true, scale = 0.5 } } } }, }, { type = "simple-entity-with-owner", render_layer = "lower-object", name = "wooden-billboard-2x2", icon = "__simple-billboard__/graphics/icons/wooden-billboard-2x2.png", icon_size = 64, icon_mipmaps = 4, flags = {"placeable-neutral", "player-creation"}, minable = {mining_time = 0.1, result = "wooden-billboard-2x2"}, max_health = 200, dying_explosion = "wooden-chest-explosion", collision_box = {{-0.85, -0.85}, {0.85, 0.85}}, selection_box = {{-1, -1}, {1, 1}}, damaged_trigger_effect = hit_effects.entity(), inventory_size = 0, open_sound = { filename = "__base__/sound/wooden-chest-open.ogg", volume = 0.6 }, close_sound = { filename = "__base__/sound/wooden-chest-close.ogg", volume = 0.6 }, vehicle_impact_sound = sounds.car_wood_impact(0.5), picture = { layers = { { filename = "__simple-billboard__/graphics/entity/wooden-billboard/wooden-billboard-2x2.png", priority = "extra-high", width = 62, height = 59, shift = util.by_pixel(0.5, -2), hr_version = { filename = "__simple-billboard__/graphics/entity/wooden-billboard/hr-wooden-billboard-2x2.png", priority = "extra-high", width = 124, height = 118, shift = util.by_pixel(0.5, -2), scale = 0.5 } }, { filename = "__simple-billboard__/graphics/entity/wooden-billboard/billboard-billboard-shadow-2x2.png", priority = "extra-high", width = 62, height = 59, shift = util.by_pixel(1, -2), draw_as_shadow = true, hr_version = { filename = "__simple-billboard__/graphics/entity/wooden-billboard/hr-wooden-billboard-shadow-2x2.png", priority = "extra-high", width = 124, height = 118, shift = util.by_pixel(1, -2), draw_as_shadow = true, scale = 0.5 } } } }, }, { type = "simple-entity-with-owner", render_layer = "lower-object", name = "wooden-billboard-2x4", icon = "__simple-billboard__/graphics/icons/wooden-billboard-2x4.png", icon_size = 64, icon_mipmaps = 4, flags = {"placeable-neutral", "player-creation"}, minable = {mining_time = 0.1, result = "wooden-billboard-2x4"}, max_health = 200, dying_explosion = "wooden-chest-explosion", collision_box = {{-1.85, -0.85}, {1.85, 0.85}}, selection_box = {{-2, -1}, {2, 1}}, damaged_trigger_effect = hit_effects.entity(), inventory_size = 0, open_sound = { filename = "__base__/sound/wooden-chest-open.ogg", volume = 0.6 }, close_sound = { filename = "__base__/sound/wooden-chest-close.ogg", volume = 0.6 }, vehicle_impact_sound = sounds.car_wood_impact(0.5), picture = { layers = { { filename = "__simple-billboard__/graphics/entity/wooden-billboard/wooden-billboard-2x4.png", priority = "extra-high", width = 130, height = 62, shift = util.by_pixel(0.5, -2), hr_version = { filename = "__simple-billboard__/graphics/entity/wooden-billboard/hr-wooden-billboard-2x4.png", priority = "extra-high", width = 248, height = 118, shift = util.by_pixel(0.5, -2), scale = 0.5 } }, { filename = "__simple-billboard__/graphics/entity/wooden-billboard/billboard-billboard-shadow-2x4.png", priority = "extra-high", width = 130, height = 62, draw_as_shadow = true, shift = util.by_pixel(1, -2), hr_version = { filename = "__simple-billboard__/graphics/entity/wooden-billboard/hr-wooden-billboard-shadow-2x4.png", priority = "extra-high", width = 248, height = 118, shift = util.by_pixel(1, -2), draw_as_shadow = true, scale = 0.5 } } } }, }, { type = "simple-entity-with-owner", render_layer = "lower-object", name = "wooden-billboard-4x4", icon = "__simple-billboard__/graphics/icons/wooden-billboard-4x4.png", icon_size = 64, icon_mipmaps = 4, flags = {"placeable-neutral", "player-creation"}, minable = {mining_time = 0.1, result = "wooden-billboard-4x4"}, max_health = 300, dying_explosion = "wooden-chest-explosion", collision_box = {{-1.85, -0.85}, {1.85, 0.85}}, selection_box = {{-2, -2}, {2, 2}}, damaged_trigger_effect = hit_effects.entity(), inventory_size = 0, open_sound = { filename = "__base__/sound/wooden-chest-open.ogg", volume = 0.6 }, close_sound = { filename = "__base__/sound/wooden-chest-close.ogg", volume = 0.6 }, vehicle_impact_sound = sounds.car_wood_impact(0.5), picture = { layers = { { filename = "__simple-billboard__/graphics/entity/wooden-billboard/wooden-billboard-4x4.png", priority = "extra-high", width = 124, height = 129, shift = util.by_pixel(0.5, -2), hr_version = { filename = "__simple-billboard__/graphics/entity/wooden-billboard/hr-wooden-billboard-4x4.png", priority = "extra-high", width = 248, height = 258, shift = util.by_pixel(0.5, -2), scale = 0.5 } }, { filename = "__simple-billboard__/graphics/entity/wooden-billboard/billboard-billboard-shadow-4x4.png", priority = "extra-high", width = 124, height = 129, draw_as_shadow = true, shift = util.by_pixel(1, -2), hr_version = { filename = "__simple-billboard__/graphics/entity/wooden-billboard/hr-wooden-billboard-shadow-4x4.png", priority = "extra-high", width = 248, height = 258, shift = util.by_pixel(1, -2), draw_as_shadow = true, scale = 0.5 } } } }, }, })
function main.get_sky(name) local sky = 1 table.foreach(skybox.skies, function(k, v) if v == name then sky = k end end) return sky end function main.clear_inv(inv) for _, s in ipairs(inv:get_list("main")) do inv:remove_item("main", s) end end function main.give_starter_items(inv) main.clear_inv(inv) if vc_info.mode_running then if main.current_mode.mode.starter_items then for _, item in ipairs(main.current_mode.mode.starter_items) do inv:add_item("main", item) end end end end
package("exprtk") set_kind("library", {headeronly = true}) set_homepage("https://www.partow.net/programming/exprtk/index.html") set_description("C++ Mathematical Expression Parsing And Evaluation Library") set_license("MIT") add_urls("https://github.com/ArashPartow/exprtk.git") add_versions("2021.06.06", "93a9f44f99b910bfe07cd1e933371e83cea3841c") if is_plat("windows") then add_cxxflags("/bigobj") elseif is_plat("mingw") then add_cxxflags("-Wa,-mbig-obj") end on_install(function (package) os.cp("exprtk.hpp", package:installdir("include")) end) on_test(function (package) assert(package:check_cxxsnippets({test = [[ void test() { double x; const std::string expression_string = "clamp(-1.0,sin(2 * pi * x) + cos(x / 2 * pi),+1.0)"; exprtk::symbol_table<double> symbol_table; exprtk::expression<double> expression; exprtk::parser<double> parser; symbol_table.add_variable("x",x); symbol_table.add_constants(); expression.register_symbol_table(symbol_table); parser.compile(expression_string,expression); } ]]}, {configs = {languages = "c++14"}, includes = "exprtk.hpp"})) end)
local Replicated = game:GetService("ReplicatedStorage") local Utility = Replicated.Utility local AntObject = {} AntObject.__index = AntObject local function Constructor(InstantietedBy) local Object = setmetatable({}, AntObject) Object.Locked = {} Object.Unlocked = {} Object.DataTypeLimitations = {} Object.InheritFrom = {} Object.AntObject = true Object.SuperLocked = false Object.InstantiatedFrom = InstantietedBy Object.Changed = Object.CreateEvent() Object:LockProperty("Locked", "Unlocked", "DataTypeLimitations", "SuperLocked", "InheritFrom", "InstantiatedFrom", "Changed") local proxy = {} proxy.__index = function(tab, index) local Value = Object[index] Value = Value or AntObject[index] if Value ~= nil then return Value end local InheritingFrom = Object.InheritFrom for i = 1, #InheritingFrom do local Current = InheritingFrom[i][index] if Current then return Current end end return Object.InstantiatedFrom[index] end proxy.__newindex = function(tab, index, value) if rawget(Object,index) == value then return end local Limitation = Object.DataTypeLimitations[index] if (Object.SuperLocked == false and Object.Locked[index] ~= nil) or (Object.SuperLocked == true and Object.Unlocked[index] == nil) then error("The property: "..index.." is read only or just locked!") elseif Limitation == typeof(value) or Limitation == nil or value == nil then rawset(Object, index, value or Object.DefaultValue) Object.Changed:Fire(index, value) else error(string.upper(Limitation).." expected, got: "..string.upper(typeof(value))) end end return setmetatable({}, proxy) end function AntObject:LockProperty(...) if self.SuperLocked == true then warn("The object is already Super Locked, theres no point in locking any properties") return end local ToLock = {...} for i,v in pairs(ToLock) do self.Locked[v] = true ---Will work as a new index for the table Locked is just made self.Unlocked[v] = nil end end function AntObject:UnlockProperty(...) local ToUnlock = {...} for i,v in pairs(ToUnlock) do self.Locked[v] = nil self.Unlocked[v] = true end end function AntObject:SuperLock() rawset(self, "SuperLocked", true) end function AntObject:SuperUnlock() rawset(self, "SuperLocked", false) end function AntObject:LimitDataType(Index, DataType) DataType = string.lower(DataType) self.DataTypeLimitations[Index] = DataType end function AntObject:BreakDataTypeLimit(Index) self.DataTypeLimitations[Index] = nil end function AntObject:GetClassesInheritingFrom(Current) local TableLibrary = require(Utility.TableLibrary) Current = Current or {[self.InstantiatedFrom.ClassName] = true} for i,v in pairs(self.InheritFrom) do Current[v.ClassName] = true if #v.InheritFrom > 0 then TableLibrary.Paste(Current, v:GetClassesInheritingFrom(Current), true) end end for i,v in pairs(self.InstantiatedFrom.InheritFrom) do Current[v.ClassName] = true if #v.InheritFrom > 0 then TableLibrary.Paste(Current, v:GetClassesInheritingFrom(Current), true) end end return Current end function AntObject:ClearConnections(tab) tab = tab or self for i,v in pairs(tab) do if v.Event == true then v:ClearConnections() elseif typeof(v) == "table" then self:ClearConnections(v) end end end function AntObject.CreateEvent() local EventClass = require(script.Parent.AntEvent) local NewEvent = EventClass() --self[index] = NewEvent return NewEvent end return Constructor
local irc = require "ircclient" local assert = require "test.assert" local target = "[email protected]" local col_int = "[B]foo[/B] [U]bar[/U] [COLOR=RED]baz[/COLOR]" local col_mirc = "\2foo\2 \31bar\31 \00304baz\15" assert.equal(irc.get_nick(target), "foo") assert.equal(irc.get_host(target), "[email protected]") assert.equal(irc.color_convert_to_mirc(col_int), col_mirc) assert.equal(irc.color_convert_from_mirc(col_mirc), col_int) assert.equal(irc.color_strip(col_mirc), "foo bar baz") assert.type(irc.errors.INVAL, "number") assert.equal(irc.errors[irc.errors.INVAL], "INVAL") assert.type(irc.options.DEBUG, "number") assert.equal(irc.options[irc.options.DEBUG], "DEBUG") local session = irc.create_session() assert.type(session, "userdata") local mt = debug.getmetatable(session) local uv = (debug.getfenv or debug.getuservalue)(session) assert.equal(mt.__metatable, false) assert.type(uv.events, "table") assert.type(uv.dcc, "table") assert.equal(uv.error, print) session:set_error_handler(io.write) assert.equal(uv.error, io.write) local cb1, cb2 = function() return 1 end, function() return 2 end assert.equal(session:register("CONNECT", cb1), true) assert.equal(session:register("connect", cb2), true) assert.equal(session:register("connect", cb1), false) assert.equal(session:unregister("connect", cb1), true) assert.equal(session:unregister("connect", cb2), true) assert.equal(session:unregister("connect", cb1), false) if not getfenv then -- skip test on 5.1 local _, ref = debug.getupvalue(irc.create_session, 1) local reg = debug.getregistry()[ref] assert.type(reg, "table") assert.equal(getmetatable(reg).__mode, "v") assert.equal(select(2, next(reg)), session) session = nil collectgarbage() assert.equal(next(reg), nil) end print("All tests passed")
local L = LibStub("AceLocale-3.0"):GetLocale("Skada", false) local AceGUI = LibStub("AceGUI-3.0") -- Mode menu list sorted by category local function _modeMenu(window, level) local info = UIDropDownMenu_CreateInfo() local modes = Skada:GetModes() local categorized = {} for i, module in ipairs(modes) do table.insert(categorized, module) end table.sort(categorized, function(a, b) local a_score = 0 local b_score = 0 if a.category == L['Other'] then a_score = 1000 end if b.category == L['Other'] then b_score = 1000 end a_score = a_score + (string.byte(a.category, 1) * 10) + string.byte(a:GetName(), 1) b_score = b_score + (string.byte(b.category, 1) * 10) + string.byte(b:GetName(), 1) return a_score < b_score end) local lastcat = nil for i, module in ipairs(categorized) do if not lastcat or lastcat ~= module.category then if lastcat then -- Add a blank separator info = UIDropDownMenu_CreateInfo() info.disabled = 1 info.notCheckable = 1 UIDropDownMenu_AddButton(info, level) end info = UIDropDownMenu_CreateInfo() info.isTitle = 1 info.text = module.category UIDropDownMenu_AddButton(info, level) lastcat = module.category end info = UIDropDownMenu_CreateInfo() info.text = module:GetName() info.func = function() window:DisplayMode(module) end info.checked = (window.selectedmode == module) UIDropDownMenu_AddButton(info, level) end end local function getDropdownPoint() local x,y = GetCursorPosition(UIParent); x = x / UIParent:GetEffectiveScale(); y = y / UIParent:GetEffectiveScale(); local point if x > GetScreenWidth() / 2 then point = "RIGHT" else point = "LEFT" end if y > GetScreenHeight() / 2 then point = "TOP"..point else point = "BOTTOM"..point end return point, x, y end -- Configuration menu. function Skada:OpenMenu(window) if not self.skadamenu then self.skadamenu = CreateFrame("Frame", "SkadaMenu") end local skadamenu = self.skadamenu skadamenu.displayMode = "MENU" local info = UIDropDownMenu_CreateInfo() skadamenu.initialize = function(self, level) if not level then return end if level == 1 then -- Create the title of the menu info = UIDropDownMenu_CreateInfo() info.isTitle = 1 info.text = L["Skada Menu"] info.notCheckable = 1 UIDropDownMenu_AddButton(info, level) for i, win in ipairs(Skada:GetWindows()) do info = UIDropDownMenu_CreateInfo() info.text = win.db.name info.hasArrow = 1 info.value = win info.notCheckable = 1 UIDropDownMenu_AddButton(info, level) end -- Add a blank separator info = UIDropDownMenu_CreateInfo() info.disabled = 1 info.notCheckable = 1 UIDropDownMenu_AddButton(info, level) -- Can't report if we are not in a mode. if not window or (window and window.selectedmode) then info = UIDropDownMenu_CreateInfo() info.text = L["Report"] info.func = function() Skada:OpenReportWindow(window) end info.value = "report" info.notCheckable = 1 UIDropDownMenu_AddButton(info, level) end info = UIDropDownMenu_CreateInfo() info.text = L["Delete segment"] info.hasArrow = 1 info.notCheckable = 1 info.value = "delete" UIDropDownMenu_AddButton(info, level) info = UIDropDownMenu_CreateInfo() info.text = L["Keep segment"] info.notCheckable = 1 info.hasArrow = 1 info.value = "keep" UIDropDownMenu_AddButton(info, level) -- Add a blank separator info = UIDropDownMenu_CreateInfo() info.disabled = 1 info.notCheckable = 1 UIDropDownMenu_AddButton(info, level) info = UIDropDownMenu_CreateInfo() info.text = L["Toggle window"] info.func = function() Skada:ToggleWindow() end info.notCheckable = 1 UIDropDownMenu_AddButton(info, level) info = UIDropDownMenu_CreateInfo() info.text = L["Reset"] info.func = function() Skada:Reset() end info.notCheckable = 1 UIDropDownMenu_AddButton(info, level) info = UIDropDownMenu_CreateInfo() info.text = L["Start new segment"] info.func = function() Skada:NewSegment() end info.notCheckable = 1 UIDropDownMenu_AddButton(info, level) info = UIDropDownMenu_CreateInfo() info.text = L["Configure"] info.func = function() Skada:OpenOptions(window) end info.notCheckable = 1 UIDropDownMenu_AddButton(info, level) -- Close menu item info = UIDropDownMenu_CreateInfo() info.text = CLOSE info.func = function() CloseDropDownMenus() end info.checked = nil info.notCheckable = 1 UIDropDownMenu_AddButton(info, level) elseif level == 2 then if type(UIDROPDOWNMENU_MENU_VALUE) == "table" then local window = UIDROPDOWNMENU_MENU_VALUE -- Display list of modes with current ticked; let user switch mode by checking one. info = UIDropDownMenu_CreateInfo() info.isTitle = 1 info.text = L["Mode"] UIDropDownMenu_AddButton(info, level) for i, module in ipairs(Skada:GetModes()) do info = UIDropDownMenu_CreateInfo() info.text = module:GetName() info.func = function() window:DisplayMode(module) end info.checked = (window.selectedmode == module) UIDropDownMenu_AddButton(info, level) end -- Separator info = UIDropDownMenu_CreateInfo() info.disabled = 1 info.notCheckable = 1 UIDropDownMenu_AddButton(info, level) -- Display list of sets with current ticked; let user switch set by checking one. info = UIDropDownMenu_CreateInfo() info.isTitle = 1 info.text = L["Segment"] UIDropDownMenu_AddButton(info, level) info = UIDropDownMenu_CreateInfo() info.text = L["Total"] info.func = function() window.selectedset = "total" Skada:Wipe() Skada:UpdateDisplay(true) end info.checked = (window.selectedset == "total") UIDropDownMenu_AddButton(info, level) info = UIDropDownMenu_CreateInfo() info.text = L["Current"] info.func = function() window.selectedset = "current" Skada:Wipe() Skada:UpdateDisplay(true) end info.checked = (window.selectedset == "current") UIDropDownMenu_AddButton(info, level) for i, set in ipairs(Skada:GetSets()) do wipe(info) info.text = Skada:GetSetLabel(set) info.func = function() window.selectedset = i Skada:Wipe() Skada:UpdateDisplay(true) end info.checked = (window.selectedset == set.starttime) UIDropDownMenu_AddButton(info, level) end -- Add a blank separator info = UIDropDownMenu_CreateInfo() info.disabled = 1 info.notCheckable = 1 UIDropDownMenu_AddButton(info, level) info = UIDropDownMenu_CreateInfo() info.text = L["Lock window"] info.func = function() window.db.barslocked = not window.db.barslocked Skada:ApplySettings() end info.checked = window.db.barslocked UIDropDownMenu_AddButton(info, level) info = UIDropDownMenu_CreateInfo() info.text = L["Hide window"] info.func = function() if window:IsShown() then window.db.hidden = true; window:Hide() else window.db.hidden = false; window:Show() end end info.checked = not window:IsShown() UIDropDownMenu_AddButton(info, level) elseif UIDROPDOWNMENU_MENU_VALUE == "delete" then for i, set in ipairs(Skada:GetSets()) do info = UIDropDownMenu_CreateInfo() info.text = Skada:GetSetLabel(set) info.func = function() Skada:DeleteSet(set) end info.notCheckable = 1 UIDropDownMenu_AddButton(info, level) end elseif UIDROPDOWNMENU_MENU_VALUE == "keep" then for i, set in ipairs(Skada:GetSets()) do info = UIDropDownMenu_CreateInfo() info.text = Skada:GetSetLabel(set) info.func = function() set.keep = not set.keep Skada:Wipe() Skada:UpdateDisplay(true) end info.checked = set.keep UIDropDownMenu_AddButton(info, level) end end elseif level == 3 then if UIDROPDOWNMENU_MENU_VALUE == "modes" then for i, module in ipairs(Skada:GetModes()) do info = UIDropDownMenu_CreateInfo() info.text = module:GetName() info.checked = (Skada.db.profile.report.mode == module:GetName()) info.func = function() Skada.db.profile.report.mode = module:GetName() end UIDropDownMenu_AddButton(info, level) end elseif UIDROPDOWNMENU_MENU_VALUE == "segment" then info = UIDropDownMenu_CreateInfo() info.text = L["Total"] info.func = function() Skada.db.profile.report.set = "total" end info.checked = (Skada.db.profile.report.set == "total") UIDropDownMenu_AddButton(info, level) info = UIDropDownMenu_CreateInfo() info.text = L["Current"] info.func = function() Skada.db.profile.report.set = "current" end info.checked = (Skada.db.profile.report.set == "current") UIDropDownMenu_AddButton(info, level) for i, set in ipairs(Skada:GetSets()) do info = UIDropDownMenu_CreateInfo() info.text = Skada:GetSetLabel(set) info.func = function() Skada.db.profile.report.set = i end info.checked = (Skada.db.profile.report.set == i) UIDropDownMenu_AddButton(info, level) end elseif UIDROPDOWNMENU_MENU_VALUE == "number" then for i = 1,25 do info = UIDropDownMenu_CreateInfo() info.text = i info.checked = (Skada.db.profile.report.number == i) info.func = function() Skada.db.profile.report.number = i end UIDropDownMenu_AddButton(info, level) end elseif UIDROPDOWNMENU_MENU_VALUE == "channel" then info = UIDropDownMenu_CreateInfo() info.text = L["Whisper"] info.checked = (Skada.db.profile.report.chantype == "whisper") info.func = function() Skada.db.profile.report.channel = "Whisper"; Skada.db.profile.report.chantype = "whisper" end UIDropDownMenu_AddButton(info, level) info.text = L["Say"] info.checked = (Skada.db.profile.report.channel == "Say") info.func = function() Skada.db.profile.report.channel = "Say"; Skada.db.profile.report.chantype = "preset" end UIDropDownMenu_AddButton(info, level) info.text = L["Raid"] info.checked = (Skada.db.profile.report.channel == "Raid") info.func = function() Skada.db.profile.report.channel = "Raid"; Skada.db.profile.report.chantype = "preset" end UIDropDownMenu_AddButton(info, level) info.text = L["Party"] info.checked = (Skada.db.profile.report.channel == "Party") info.func = function() Skada.db.profile.report.channel = "Party"; Skada.db.profile.report.chantype = "preset" end UIDropDownMenu_AddButton(info, level) info.text = L["Instance"] info.checked = (Skada.db.profile.report.channel == "INSTANCE_CHAT") info.func = function() Skada.db.profile.report.channel = "INSTANCE_CHAT"; Skada.db.profile.report.chantype = "preset" end UIDropDownMenu_AddButton(info, level) info.text = L["Guild"] info.checked = (Skada.db.profile.report.channel == "Guild") info.func = function() Skada.db.profile.report.channel = "Guild"; Skada.db.profile.report.chantype = "preset" end UIDropDownMenu_AddButton(info, level) info.text = L["Officer"] info.checked = (Skada.db.profile.report.channel == "Officer") info.func = function() Skada.db.profile.report.channel = "Officer"; Skada.db.profile.report.chantype = "preset" end UIDropDownMenu_AddButton(info, level) info.text = L["Self"] info.checked = (Skada.db.profile.report.chantype == "self") info.func = function() Skada.db.profile.report.channel = "Self"; Skada.db.profile.report.chantype = "self" end UIDropDownMenu_AddButton(info, level) info.text = BATTLENET_OPTIONS_LABEL info.checked = (Skada.db.profile.report.chantype == "bnet") info.func = function() Skada.db.profile.report.channel = "bnet"; Skada.db.profile.report.chantype = "bnet" end UIDropDownMenu_AddButton(info, level) local list = {GetChannelList()} for i=1,table.getn(list)/2 do info.text = list[i*2] info.checked = (Skada.db.profile.report.channel == list[i*2]) info.func = function() Skada.db.profile.report.channel = list[i*2]; Skada.db.profile.report.chantype = "channel" end UIDropDownMenu_AddButton(info, level) end end end end local x,y; skadamenu.point, x, y = getDropdownPoint() ToggleDropDownMenu(1, nil, skadamenu, "UIParent", x, y) end function Skada:SegmentMenu(window) if not self.segmentsmenu then self.segmentsmenu = CreateFrame("Frame", "SkadaWindowButtonsSegments") end local segmentsmenu = self.segmentsmenu segmentsmenu.displayMode = "MENU" segmentsmenu.initialize = function(self, level) if not level then return end local info = UIDropDownMenu_CreateInfo() info.isTitle = 1 info.text = L["Segment"] UIDropDownMenu_AddButton(info, level) info = UIDropDownMenu_CreateInfo() info.text = L["Total"] info.func = function() window.selectedset = "total" Skada:Wipe() Skada:UpdateDisplay(true) end info.checked = (window.selectedset == "total") UIDropDownMenu_AddButton(info, level) info = UIDropDownMenu_CreateInfo() info.text = L["Current"] info.func = function() window.selectedset = "current" Skada:Wipe() Skada:UpdateDisplay(true) end info.checked = (window.selectedset == "current") UIDropDownMenu_AddButton(info, level) for i, set in ipairs(Skada:GetSets()) do info = UIDropDownMenu_CreateInfo() info.text = Skada:GetSetLabel(set) info.func = function() window.selectedset = i Skada:Wipe() Skada:UpdateDisplay(true) end info.checked = (window.selectedset == i) UIDropDownMenu_AddButton(info, level) end end local x,y; segmentsmenu.point, x, y = getDropdownPoint() ToggleDropDownMenu(1, nil, segmentsmenu, "UIParent", x, y) end function Skada:ModeMenu(window) --Spew("window", window) if not self.modesmenu then self.modesmenu = CreateFrame("Frame", "SkadaWindowButtonsModes") end local modesmenu = self.modesmenu modesmenu.displayMode = "MENU" modesmenu.initialize = function(self, level) if not level then return end _modeMenu(window, level) end local x,y; modesmenu.point, x, y = getDropdownPoint() ToggleDropDownMenu(1, nil, modesmenu, "UIParent", x, y) end function Skada:OpenReportWindow(window) if self.ReportWindow==nil then self:CreateReportWindow(window) end --self:UpdateReportWindow() self.ReportWindow:Show() end local function destroywindow() if Skada.ReportWindow then -- remove AceGUI hacks before recycling the widget local frame = Skada.ReportWindow frame.LayoutFinished = frame.orig_LayoutFinished frame.frame:SetScript("OnKeyDown", nil) frame.frame:EnableKeyboard(false) frame.frame:SetPropagateKeyboardInput(false) frame:ReleaseChildren() frame:Release() end Skada.ReportWindow = nil end function Skada:CreateReportWindow(window) -- ASDF = window self.ReportWindow = AceGUI:Create("Window") local frame = self.ReportWindow frame:EnableResize(false) frame:SetWidth(250) frame:SetLayout("List") frame:SetPoint("CENTER", UIParent, "CENTER", 0, 0) frame.frame:SetClampedToScreen(true) -- slight AceGUI hack to auto-set height of Window widget: frame.orig_LayoutFinished = frame.LayoutFinished frame.LayoutFinished = function(self, _, height) frame:SetHeight(height + 57) end -- another AceGUI hack to hide on Escape: frame.frame:SetScript("OnKeyDown", function(self,key) if GetBindingFromClick(key) == "TOGGLEGAMEMENU" then destroywindow() end end) frame.frame:EnableKeyboard(true) frame.frame:SetPropagateKeyboardInput(true) if window then frame:SetTitle(L["Report"] .. (" - %s"):format(window.db.name)) else frame:SetTitle(L["Report"]) end frame:SetCallback("OnClose", function(widget, callback) destroywindow() end) if window then Skada.db.profile.report.set = window.selectedset Skada.db.profile.report.mode = window.db.mode else -- Mode, default last chosen or first available. local modebox = AceGUI:Create("Dropdown") modebox:SetLabel(L["Mode"]) modebox:SetList({}) for i, mode in ipairs(Skada:GetModes()) do modebox:AddItem(mode:GetName(), mode:GetName()) end modebox:SetCallback("OnValueChanged", function(f, e, value) Skada.db.profile.report.mode = value end) modebox:SetValue(Skada.db.profile.report.mode or Skada:GetModes()[1]) frame:AddChild(modebox) -- Segment, default last chosen or last set. local setbox = AceGUI:Create("Dropdown") setbox:SetLabel(L["Segment"]) setbox:SetList({total = L["Total"], current = L["Current"]}) for i, set in ipairs(Skada:GetSets()) do setbox:AddItem(i, (Skada:GetSetLabel(set))) end setbox:SetCallback("OnValueChanged", function(f, e, value) Skada.db.profile.report.set = value end) setbox:SetValue(Skada.db.profile.report.set or Skada:GetSets()[1]) frame:AddChild(setbox) end local channellist = { whisper = { L["Whisper"], "whisper", true}, target = { L["Whisper Target"], "whisper"}, say = { L["Say"], "preset"}, raid = { L["Raid"], "preset"}, party = { L["Party"], "preset"}, instance_chat = { L["Instance"], "preset"}, guild = { L["Guild"], "preset"}, officer = { L["Officer"], "preset"}, self = { L["Self"], "self"}, bnet = { BATTLENET_OPTIONS_LABEL, "bnet", true}, } local list = {GetChannelList()} for i=1,#list/2 do local chan = list[i*2] if chan ~= "Trade" and chan ~= "General" and chan ~= "LookingForGroup" then -- These should be localized. channellist[chan] = {chan, "channel"} end end -- Channel, default last chosen or Say. local channelbox = AceGUI:Create("Dropdown") channelbox:SetLabel(L["Channel"]) channelbox:SetList( {} ) for chan, kind in pairs(channellist) do channelbox:AddItem(chan, kind[1]) end local origchan = Skada.db.profile.report.channel or "say" if not channellist[origchan] then origchan = "say" end -- ticket 455: upgrading old settings channelbox:SetValue(origchan) channelbox:SetCallback("OnValueChanged", function(f, e, value) Skada.db.profile.report.channel = value Skada.db.profile.report.chantype = channellist[value][2] if channellist[origchan][3] ~= channellist[value][3] then -- redraw in-place to add/remove whisper widget local pos = { frame:GetPoint() } destroywindow() Skada:CreateReportWindow(window) Skada.ReportWindow:SetPoint(unpack(pos)) end end) frame:AddChild(channelbox) local lines = AceGUI:Create("Slider") lines:SetLabel(L["Lines"]) lines:SetValue(Skada.db.profile.report.number ~= nil and Skada.db.profile.report.number or 10) lines:SetSliderValues(1, 25, 1) lines:SetCallback("OnValueChanged", function(self, event, value) Skada.db.profile.report.number = value end) lines:SetFullWidth(true) frame:AddChild(lines) if channellist[origchan][3] then local whisperbox = AceGUI:Create("EditBox") whisperbox:SetLabel(L["Whisper Target"]) whisperbox:SetText(Skada.db.profile.report.target or "") whisperbox:SetCallback("OnEnterPressed", function(box, event, text) if strlenutf8(text) == #text then -- remove spaces which are always non-meaningful and can sometimes cause problems local ntext = text:gsub("%s","") if ntext ~= text then text = ntext whisperbox:SetText(text) end end Skada.db.profile.report.target = text; frame.button.frame:Click() end) whisperbox:SetCallback("OnTextChanged", function(box, event, text) Skada.db.profile.report.target = text end) whisperbox:SetFullWidth(true) frame:AddChild(whisperbox) end local report = AceGUI:Create("Button") frame.button = report report:SetText(L["Report"]) report:SetCallback("OnClick", function() local mode, set, channel, chantype, number = Skada.db.profile.report.mode, Skada.db.profile.report.set, Skada.db.profile.report.channel, Skada.db.profile.report.chantype, Skada.db.profile.report.number if channel == "whisper" then channel = Skada.db.profile.report.target if channel and #strtrim(channel) == 0 then channel = nil end elseif channel == "bnet" then channel = BNet_GetBNetIDAccount(Skada.db.profile.report.target) elseif channel == "target" then if UnitExists("target") then local toon, realm = UnitName("target") if realm and #realm > 0 then channel = toon .. "-" .. realm else channel = toon end else channel = nil end end -- print(tostring(frame.channel), tostring(frame.chantype), tostring(window.db.mode)) if channel and chantype and mode and set and number then Skada:Report(channel, chantype, mode, set, number, window) frame:Hide() else Skada:Print("Error: Whisper target not found") end end) report:SetFullWidth(true) frame:AddChild(report) end
id = 'V-38542' severity = 'medium' weight = 10.0 title = 'The system must use a reverse-path filter for IPv4 network traffic when possible on all interfaces.' description = 'Enabling reverse path filtering drops packets with source addresses that should not have been able to be received on the interface they were received on. It should not be used on systems which are routers for complicated networks, but is helpful for end hosts and routers serving small networks.' fixtext = [==[To set the runtime status of the "net.ipv4.conf.all.rp_filter" kernel parameter, run the following command: # sysctl -w net.ipv4.conf.all.rp_filter=1 If this is not the system's default value, add the following line to "/etc/sysctl.conf": net.ipv4.conf.all.rp_filter = 1]==] checktext = [=[The status of the "net.ipv4.conf.all.rp_filter" kernel parameter can be queried by running the following command: $ sysctl net.ipv4.conf.all.rp_filter The output of the command should indicate a value of "1". If this value is not the default value, investigate how it could have been adjusted at runtime, and verify it is not set improperly in "/etc/sysctl.conf". $ grep net.ipv4.conf.all.rp_filter /etc/sysctl.conf If the correct value is not returned, this is a finding.]=] function test() end function fix() end
{ vertex = { uniformBuffers = { matrices = { wvp = "mat4" } }, inputs = { sl_Position = "vec4", sl_TexCoord = "vec2" }, outputs = { uv = "vec2" }, code = [[ void main() { gl_Position = #matrices:wvp# * sl_Position; uv = sl_TexCoord; SL_FIX_Y#gl_Position#; } ]] }, fragment = { samplers = { mainTex = "sampler2D" }, outputs = { fragColor = { type = "vec4", target = 0 } }, code = [[ void main() { vec4 c = texture(mainTex, uv); fragColor = vec4(c.r, c.r, c.r, c.r); } ]] } }
workspace "Feijoa" architecture "x86_64" startproject "Sellowiana" configurations { "Debug", "Release", "Dist" } outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}" -- Include directories relative to root folder (solution directory) IncludeDir = {} IncludeDir["GLFW"] = "%{wks.location}/Feijoa/vendor/GLFW/include" IncludeDir["Glad"] = "%{wks.location}/Feijoa/vendor/Glad/include" IncludeDir["ImGui"] = "%{wks.location}/Feijoa/vendor/imgui" IncludeDir["glm"] = "%{wks.location}/Feijoa/vendor/glm" IncludeDir["stb_image"] = "%{wks.location}/Feijoa/vendor/stb_image" IncludeDir["entt"] = "%{wks.location}/Feijoa/vendor/entt/include" IncludeDir["yaml_cpp"] = "%{wks.location}/Feijoa/vendor/yaml-cpp/include" IncludeDir["ImGuizmo"] = "%{wks.location}/Feijoa/vendor/ImGuizmo" group "Dependencies" include "Feijoa/vendor/GLFW" include "Feijoa/vendor/Glad" include "Feijoa/vendor/imgui" include "Feijoa/vendor/yaml-cpp" group "" include "Feijoa" include "Sandbox" include "Sellowiana"
local ABOUT = { NAME = "openLuup.userdata", VERSION = "2020.03.31", DESCRIPTION = "user_data saving and loading, plus utility functions used by HTTP requests", AUTHOR = "@akbooer", COPYRIGHT = "(c) 2013-2020 AKBooer", DOCUMENTATION = "https://github.com/akbooer/openLuup/tree/master/Documentation", DEBUG = false, LICENSE = [[ Copyright 2013-2020 AK Booer Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ]] } -- user_data -- saving and loading, plus utility functions used by HTTP requests id=user_data, etc. -- 2016.05.09 return length of user_data.json file on successful save -- 2016.05.12 moved load_user_data to this module from init -- 2016.05.15 use InstalledPlugins2 list -- 2016.05.21 handle empty InstalledPlugins2 in user_data file on loading -- 2016.05.22 ignore table structure in writing user_data attributes -- 2016.05.24 update InstalledPlugins2 list -- 2016.06.06 fix load error if missing openLuup structure (upgrading from old version) -- 2016.06.08 add pre-defined startup code for new systems -- 2016.06.22 add metadata routine for plugin install -- 2016.06.24 remove defaults from pre-installed repository data (always use "master" -- 2016.06.28 change install parameters for VeraBridge (device and icon file locations) -- 2016.06.30 split save into two functions: json & save to allow data compression -- 2016.08.29 update plugin versions on load -- 2016.11.05 added gmt_offset: thanks @jswim788 and @logread -- 2016.11.09 preserve device #2 (openLuup) room allocation across reloads (thanks @DesT) -- 2017.01.18 add HouseMode variable to openLuup device, to mirror attribute, so this can be used as a trigger -- 2017.04.19 sort devices_table() output (thanks @a-lurker) -- 2017.07.19 ignore temporary "high numbered" scenes (VeraBridge) -- 2017.08.27 fix non-numeric device ids in save_user_data() -- ...allows renumbering of device ids using luup.attr_set() -- ... see: http://forum.micasaverde.com/index.php/topic,50428.0.html -- 2018.03.02 remove TODO for mode change attributes -- 2018.03.24 use luup.rooms.create metatable method -- 2018.04.05 do not create status as a device attribute when loading user_data -- 2018.04.23 update_plugin_versions additions for ALT... plugins and MySensors -- 2018.05.25 restore openLuup variables on reload (for history) -- 2018.05.29 fix several possibly numeric attributes -- 2018.05.29 added device (sub)category (thanks @rafale77) -- 2018.06.26 remove DataYour from default plugins list -- 2019.02.02 add device file manufacturer and model name (thanks @rigpapa) -- 2019.03.18 change default currency to GBP -- 2019.04.04 remove outdated preinstalled plugin metadata -- 2019.04.18 fix AltAppStore showing wrong version number on Plugins page -- 2019.05.03 don't load device attribute cpu(s) -- 2019.05.12 use device:state_table() in devices_table() -- 2019.05.31 update openLuup help URL to new Vera community forum -- 2019.08.25 use local .svg icons for openLuup, AltAppStore, and VeraBridge plugins -- 2019.10.19 add modelID attribute, per latest Vera firmware (7.30) -- 2019.11.28 add openLuup table to saved user_data (for continuity of parameter settings between reloads) -- 2020.01.28 replace scene:user_table() with scene.definition, following object changes in scenes -- 2020.03.03 update ZWay implementation file to I_ZWay2.xml -- 2020.03.31 improve plugin loading and ordering local json = require "openLuup.json" local logs = require "openLuup.logs" local scenes = require "openLuup.scenes" local chdev = require "openLuup.chdev" local timers = require "openLuup.timers" -- for gmt_offset local lfs = require "lfs" -- local _log() and _debug() local _log, _debug = logs.register (ABOUT) -- -- Here a complete list of top-level (scalar) attributes taken from an actual Vera user_data2 request -- the commented out items are either vital tables, or useless parameters. local attributes = { -- AltEventServer = "127.0.0.1", -- AutomationDevices = 0, BuildVersion = "*1.7.0*", City_description = "Greenwich", Country_description = "UNITED KINGDOM", -- DataVersion = 563952001, -- DataVersion_Static = "32", -- DeviceSync = "1426564006", Device_Num_Next = "1", -- ExtraLuaFiles = {}, -- InstalledPlugins = {}, -- InstalledPlugins2 = {}, KwhPrice = "0.15", LoadTime = os.time(), Mode = "1", -- House Mode ModeSetting = "1:DC*;2:DC*;3:DC*;4:DC*", -- see: http://wiki.micasaverde.com/index.php/House_Modes PK_AccessPoint = "88800000", -- TODO: pick up machine serial number from EPROM or such like, -- PluginSettings = {}, -- PluginsSynced = "0", -- RA_Server = "vera-us-oem-relay41.mios.com", -- RA_Server_Back = "vera-us-oem-relay11.mios.com", Region_description = "England", -- ServerBackup = "1", -- Server_Device = "vera-us-oem-device12.mios.com", -- Server_Device_Alt = "vera-us-oem-device11.mios.com", -- SetupDevices = {}, -- ShowIndividualJobs = 0, StartupCode = [[ -- You can personalise the installation by changing these attributes, -- which are persistent and may be removed from the Startup after a reload. local attr = luup.attr_set -- Geographical location attr ("City_description", "Greenwich") attr ("Country_description", "UNITED KINGDOM") attr ("Region_description", "England") attr ("latitude", "51.48") attr ("longitude", "0.0") -- other parameters attr ("TemperatureFormat", "C") attr ("PK_AccessPoint", "88800000") attr ("currency", "£") attr ("date_format", "dd/mm/yy") attr ("model", "Not a Vera") attr ("timeFormat", "24hr") -- Any other startup processing may be inserted here... luup.log "startup code completed" ]] , -- SvnVersion = "*13875*", TemperatureFormat = "C", -- UnassignedDevices = 0, -- Using_2G = 0, -- breach_delay = "30", -- category_filter = {}, currency = "GBP", date_format = "dd/mm/yy", -- device_sync = "1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,18,19,20,21", -- devices = {}, -- energy_dev_log = "41,", -- firmware_version = "1", gmt_offset = tostring (timers.gmt_offset()), -- see: http://forum.micasaverde.com/index.php/topic,40035.0.html -- ip_requests = {}, -- ir = 0, latitude = "51.48", -- local_udn = "uuid:4d494342-5342-5645-0000-000002b03069", longitude = "0.0", mode_change_delay = "30", mode_change_mode = '', mode_change_time = '', model = "Not a Vera", modelID = 0, -- net_pnp = "0", -- overview_tabs = {}, -- rooms = {}, -- scenes = {}, -- sections = {}, -- setup_wizard_finished = "1", -- shouldHelpOverlayBeHidden = true, skin = "AltUI", -- was "mios", -- static_data = {}, -- sync_kit = "0000-00-00 00:00:00", timeFormat = "24hr", timezone = "0", -- apparently not used, and always "0", -- see: http://forum.micasaverde.com/index.php/topic,10276.msg70562.html#msg70562 -- users = {}, -- weatherSettings = { -- weatherCountry = "UNITED KINGDOM", -- weatherCity = "Oxford England", -- tempFormat = "C" }, -- zwave_heal = "1426331082", -- openLuup specials ShutdownCode = '', LuaTestCode = '', -- 2019.06.11 LuaTestCode2 = '', LuaTestCode3 = '', } ------- -- -- pre-installed plugins -- local preinstalled = { openLuup = { AllowMultiple = "0", Title = "openLuup", Icon = "https://avatars.githubusercontent.com/u/4962913", -- AltUI seems to need HTTPS Instructions = "https://community.getvera.com/c/plugins-and-plugin-development/openluup", AutoUpdate = "0", VersionMajor = '', VersionMinor = "baseline.", id = "openLuup", timestamp = os.time(), Files = (function () -- generate this list dynamically local F = {} for f in lfs.dir "openLuup/" do if f: match "^.+%..+$" then F[#F+1] = {SourceName = f} end end return F end) (), Devices = {}, -- no devices to install!! Repository = { type = "GitHub", source = "akbooer/openLuup", -- the openLuup repository target = "./openLuup/", -- not /etc/cmh-ludl/, like everything else pattern = ".+%.lua$", -- pattern match string for required files folders = {"/openLuup"}, -- these are the bits of the repository that we want }, }, AltAppStore = { AllowMultiple = "0", Title = "Alternate App Store", Icon = "https://raw.githubusercontent.com/akbooer/AltAppStore/master/AltAppStore.png", Instructions = "https://github.com/akbooer/AltAppStore", AutoUpdate = "0", VersionMajor = '', VersionMinor = "baseline.", id = "AltAppStore", timestamp = os.time(), Files = { -- it's part of the openLuup baseline {SourceName = "L_AltAppStore.lua"}, -- this is a physical file in ./openLuup/ }, Devices = { { DeviceFileName = "D_AltAppStore.xml", DeviceType = "urn:schemas-upnp-org:device:AltAppStore:1", ImplFile = "I_AltAppStore.xml", Invisible = "0", }, }, Repository = { type = "GitHub", source = "akbooer/openLuup", -- get this from openLuup, NOT from AltAppStore... folders = {"/openLuup"}, -- these are the bits of the repository that we want target = "./openLuup/", -- ...and put it back INTO ./openLuup/ folder pattern = "L_AltAppStore", -- only .lua file (others are in virtualfilesystem) }, }, VeraBridge = { AllowMultiple = "1", Title = "VeraBridge", Icon = "https://raw.githubusercontent.com/akbooer/openLuup/master/icons/VeraBridge.png", Instructions = "http://forum.micasaverde.com/index.php/board,79.0.html", AutoUpdate = "0", VersionMajor = "not", VersionMinor = "installed", id = "VeraBridge", timestamp = os.time(), Files = { {SourceName = "L_VeraBridge.lua"}, -- this is a physical file in ./openLuup/ }, Devices = { { DeviceFileName = "D_VeraBridge.xml", DeviceType = "VeraBridge", ImplFile = "I_VeraBridge.xml", Invisible = "0", }, }, Repository = { type = "GitHub", source = "akbooer/openLuup", -- actually comes from the openLuup repository target = "./openLuup/", -- ...and put it back INTO ./openLuup/ folder pattern = "L_VeraBridge", -- only .lua file (others are in virtualfilesystem) folders = {"/openLuup"}, -- these are the bits of the repository that we want }, }, AltUI = { AllowMultiple = "0", Title = "Alternate UI", Icon = "plugins/icons/8246.png", -- usage: http://apps.mios.com/icons/8246.png Instructions = "http://forum.micasaverde.com/index.php/board,78.0.html", AutoUpdate = "1", -- not really "auto", but will prompt on browser refresh VersionMajor = "not", VersionMinor = "installed", id = 8246, -- this is the genuine MiOS plugin number timestamp = os.time(), Files = {}, -- populated on download from repository Devices = { { DeviceFileName = "D_ALTUI.xml", DeviceType = "urn:schemas-upnp-org:device:altui:1", ImplFile = "I_ALTUI.xml", Invisible = "0", -- CategoryNum = "1" }, }, Repository = { type = "GitHub", source = "amg0/ALTUI", -- @amg0 repository pattern = "ALTUI", -- pattern match string for required files folders = { -- these are the bits of the repository that we want '', -- the main folder "/blockly", -- and blocky editor }, }, }, MySensors = { AllowMultiple = "1", Title = "MySensors", Icon = "https://www.mysensors.org/icon/MySensors.png", Instructions = "https://github.com/mysensors/Vera/tree/UI7", AutoUpdate = "0", VersionMajor = "not", VersionMinor = "installed", id = "Arduino", timestamp = os.time(), Files = {}, Devices = { { DeviceFileName = "D_Arduino1.xml", DeviceType = "urn:schemas-arduino-cc:device:arduino:1", ImplFile = "I_Arduino1.xml", Invisible = "0", }, }, Repository = { type = "GitHub", source = "mysensors/Vera", pattern = "[DILS]_Arduino%w*%.%w+", -- pattern match string for required files }, }, ZWay = { AllowMultiple = "1", Title = "Z-Way", Icon = "https://raw.githubusercontent.com/akbooer/Z-Way/master/icons/Z-Wave.me.png", Instructions = "", AutoUpdate = "0", VersionMajor = "not", VersionMinor = "installed", id = "Z-Way", timestamp = os.time(), Files = {}, Devices = { { DeviceFileName = "D_ZWay.xml", DeviceType = "urn:akbooer-com:device:ZWay:1", ImplFile = "I_ZWay2.xml", Invisible = "0", }, }, Repository = { type = "GitHub", source = "akbooer/Z-Way", -- pattern = "", }, }, } -- end of preinstalled plugins local default_plugins = { preinstalled.openLuup, preinstalled.AltAppStore, preinstalled.VeraBridge, preinstalled.AltUI, preinstalled.ZWay, preinstalled.MySensors, } -- -- PLUGINS -- -- given plugin list, generate index by ID local function plugin_index (plugins) local index = {} for i,p in ipairs (plugins) do index[tostring (p.id)] = i end return index end -- find the requested plugin data, and index in structure local function find_installed_data (plugin) plugin = tostring(plugin) local installed = luup.attr_get "InstalledPlugins2" or {} local info, idx for i,p in ipairs (installed) do local id = tostring (p.id) if id == plugin then info, idx = p, i break end end return info, idx end -- build update_plugin metadata from InstalledPlugins2 structure local function plugin_metadata (id, tag) local IP = find_installed_data (id) -- get the named InstalledPlugins2 metadata if IP then local r = IP.Repository local major = r.type or "GitHub" tag = tag or "master" r.versions = {[tag] = {release = tag}} local plugin = {} for a,b in pairs (IP) do if type(b) ~= "table" then plugin[a] = b end -- copy all the scalar data end return { -- reformat for update_plugin request devices = IP.Devices, plugin = plugin, repository = IP.Repository, version = {major = major, minor = tag}, versionid = tag, } end return nil, table.concat {"metadata for'", id or '?', "' not found"} end -- go through the devices to see if any advertise their versions local function update_plugin_versions (installed) -- index by plugin id and device type local index_by_plug = plugin_index (installed) local index_by_type = {} for i,p in ipairs (installed) do local id if p.Devices and p.Devices[1] then id = p.Devices[1].DeviceType end if id then index_by_type[tostring(id)] = i end end -- go through LOCAL devices looking for clues about their version numbers for _, d in pairs (luup.devices or {}) do local i = index_by_plug[d.attributes.plugin] or index_by_type[d.device_type] local a = (d.environment or {}).ABOUT local IP = installed[i] local parent = d.device_num_parent if IP and (parent == 0 or parent == 2) then -- LOCAL devices only! (incl. children of openLuup) if i and a then -- plugins with ABOUT.VERSION local v1,v2,v3,prerelease = (a.VERSION or ''): match "(%d+)%D+(%d+)%D*(%d*)(%S*)" if v3 then IP.VersionMajor = v1 % 2000 if v3 == '' then IP.VersionMinor = tonumber(v2) else IP.VersionMinor = table.concat ({tonumber(v2),tonumber(v3)}, '.') .. prerelease end end else -- it gets harder, so go through variables... example syntax local known = { ["urn:upnp-org:serviceId:altui1"] = "Version", --v2.15 ["urn:upnp-org:serviceId:althue1"] = "Version", --v0.94 ["urn:upnp-arduino-cc:serviceId:arduino1"] = "PluginVersion", -- 1.4 } for _,v in ipairs (d.variables) do -- (v.srv, v.name, v.value, ...) local name = known[v.srv] if name == v.name then IP.VersionMajor = v.value: match "v?(.*)" -- remove leading 'v', if present IP.VersionMinor = '' -- TODO: some refinement possible here with other variables? break end end end end end end -- -- LOAD and SAVE -- -- load user_data (persistence for attributes, rooms, devices and scenes) local function load_user_data (user_data_json) _log "loading user_data json..." local user_data, msg = json.decode (user_data_json) if msg then _log (msg) else -- ATTRIBUTES local attr = attributes or {} for a,b in pairs (attr) do -- go through the template for names to restore if type(b) ~= "table" then luup.attr_set (a, user_data[a] or b) -- use saved value or default -- note that attr_set also handles the "special" attributes which are mirrored in luup.XXX end end -- ROOMS _log "loading rooms..." for _,x in pairs (user_data.rooms or {}) do luup.rooms.create (x.name, x.id) -- 2018.03.24 use luup.rooms.create metatable method _log (("room#%d '%s'"): format (x.id,x.name)) end _log "...room loading completed" -- DEVICES _log "loading devices..." for _, d in ipairs (user_data.devices or {}) do if d.id == 2 then -- device #2 is special (it's the openLuup plugin, and already exists) local ol = luup.devices[2] local room = tonumber (d.room) or 0 ol:attr_set {room = room} -- set the device attribute... ol.room_num = room -- ... AND the device table (Luup is SO bad...) -- 2018.05.25 restore openLuup variables for _,v in ipairs ((d.states) or {}) do ol: variable_set (v.service, v.variable, v.value) end -- 2017.01.18 create openLuup HouseMode variable ol:variable_set ("openLuup", "HouseMode", luup.attr_get "Mode") -- 2019.06.06 add the bookmark attribute ol: attr_set ("bookmark", d.bookmark) else local dev = chdev.create { -- the variation in naming within luup is appalling devNo = d.id, device_type = d.device_type, internal_id = d.altid, description = d.name, upnp_file = d.device_file, upnp_impl = d.impl_file or '', json_file = d.device_json or '', ip = d.ip, mac = d.mac, hidden = nil, invisible = d.invisible == "1", manufacturer = d.manufacturer, -- 2019.02.02 model = d.model, -- 2019.02.02 parent = d.id_parent, room = tonumber (d.room), pluginnum = d.plugin, statevariables = d.states, -- states : table {id, service, variable, value} disabled = d.disabled, username = d.username, password = d.password, -- 2018.05.29 added device (sub)category category_num = d.category_num, subcategory_num = d.subcategory_num, } dev:attr_set ("time_created", d.time_created) -- set time_created to original, not current -- set other device attributes (including category_num and subcategory_num) for a,v in pairs (d) do if type(v) ~= "table" and not dev.attributes[a] then -- 2018.04.05 status is NOT a device ATTRIBUTE -- 2019.05.03 cpu(s) should not be created here either! if not (a == "status" or a == "cpu(s)") then dev:attr_set (a, v) end end end luup.devices[d.id] = dev -- save it end end -- SCENES _log "loading scenes..." local Nscn = 0 for _, scene in ipairs (user_data.scenes or {}) do if tonumber(scene.id) < 1e5 then -- 2017.0719 ignore temporary "high numbered" scenes (VeraBridge) local new, msg = scenes.create (scene) if new and scene.id then Nscn = Nscn + 1 luup.scenes[scene.id] = new _log (("[%s] %s"): format (scene.id or '?', scene.name)) else _log (table.concat {"error in scene id ", scene.id or '?', ": ", msg or "unknown error"}) end end end _log ("number of scenes = " .. Nscn) for i,n in ipairs (luup.scenes) do _log (("scene#%d '%s'"):format (i,n.description)) end _log "...scene loading completed" -- PLUGINS _log "loading installed plugin info..." -- local installed = user_data.InstalledPlugins2 or {} local installed = {} for i,p in ipairs (default_plugins) do installed[i] = p end -- initialize installed plugins local index = plugin_index (installed) -- add others local protected = {openLuup = true, AltAppStore = true, VeraBridge = true} -- don't mess with these for _, plugin in ipairs (user_data.InstalledPlugins2 or {}) do local existing = index[tostring(plugin.id)] if existing then if not protected[plugin.id] then installed[existing] = plugin -- replace any existing, unprotected, plugin data end else installed[#installed+1] = plugin -- add any missing end end update_plugin_versions (installed) attr.InstalledPlugins2 = installed -- log the full list of installed plugins for _, plugin in ipairs (installed) do local version = table.concat {plugin.VersionMajor or '?', '.', plugin.VersionMinor or '?'} local ver = "[%s] %s (%s)" _log (ver: format (plugin.id, plugin.Title, version)) end end _log "...user_data loading completed" return not msg, msg end -- -- user_data devices table local function devices_table (device_list) local info = {} local serviceNo = 0 local devs = {} for d in pairs (device_list) do devs[#devs+1] = d end -- 2017.04.19 table.sort (devs) for _,dnum in ipairs (devs) do local d = device_list[dnum] local states = d: state_table() -- 2019.05.12 -- local states = {} -- for i,item in ipairs(d.variables) do -- states[i] = { -- id = item.id, -- service = item.srv, -- variable = item.name, -- value = item.value or '', -- } -- end local curls if d.serviceList then -- add the ControlURLs curls = {} for _,x in ipairs (d.serviceList) do serviceNo = serviceNo + 1 curls["service_" .. serviceNo] = { service = x.serviceId, serviceType = x.serviceType, ControlURL = "upnp/control/dev_" .. serviceNo, EventURL = "/upnp/event/dev_" .. serviceNo, } end end local status = d:status_get() or -1 -- 2016.04.29 local tbl = { ControlURLs = curls, states = states, status = status, } for a,b in pairs (d.attributes) do tbl[a] = b end -- 2017.08.27 fix for non-numeric device id -- 2018.05.29 fix several possibly numeric attributes local numbers = {"id", "category_num", "subcategory_num"} for _,name in ipairs (numbers) do tbl[name] = tonumber(tbl[name]) or tbl[name] -- force numeric value, if possible end info[#info+1] = tbl end return info end -- json () -- top-level attributes and key tables: devices, rooms, scenes local function json_user_data (localLuup) -- refactored thanks to @explorer local luup = localLuup or luup local data = {rooms = {}, scenes = {}} -- scalar attributes for a,b in pairs (attributes) do if type(b) ~= "table" then data[a] = b end end -- openLuup table attribute data.openLuup = attributes.openLuup -- 2019.11.28 -- devices data.devices = devices_table (luup.devices or {}) -- plugins data.InstalledPlugins2 = attributes.InstalledPlugins2 or default_plugins -- 2016.05.15 and 2016.05.30 -- rooms local rooms = data.rooms for i, name in pairs (luup.rooms or {}) do rooms[#rooms+1] = {id = i, name = name} end -- scenes local scenes = data.scenes for _, s in pairs (luup.scenes or {}) do scenes[#scenes+1] = s.definition end -- return json.encode (data) -- json text or nil, error message if any end -- save () local function save_user_data (localLuup, filename) -- refactored thanks to @explorer local result, message local j, msg = json_user_data (localLuup) if not j then message = "syntax error in user_data: " .. (msg or '?') else local f, err = io.open (filename or "user_data.json", 'w') if not f then message = "error writing user_data: " .. (err or '?') else f:write (j) f:write '\n' f:close () result = #j -- 2016.05.09 return length of user_data.json file end end return result, message end return { ABOUT = ABOUT, attributes = attributes, default_plugins = default_plugins, preinstalled = preinstalled, -- methods devices_table = devices_table, plugin_metadata = plugin_metadata, find_installed_data = find_installed_data, update_plugin_versions = update_plugin_versions, json = json_user_data, load = load_user_data, save = save_user_data, }
-- This script is for whatever I need to test in the moment print("Hi from test script") print(nbt[1].tagType)
object_tangible_collection_rare_pistol_jawa_ion = object_tangible_collection_shared_rare_pistol_jawa_ion:new { gameObjectType = 8211,} ObjectTemplates:addTemplate(object_tangible_collection_rare_pistol_jawa_ion, "object/tangible/collection/rare_pistol_jawa_ion.iff")
local function encode(opcode, payload) local len = #payload local frame = {} frame[#frame + 1] = string.char(bit.bor(0x80, opcode), bit.bor((len < 126) and len or ((len < 0x10000) and 126 or 127))) if len >= 0x10000 then frame[#frame + 1] = string.char(0, 0, 0, 0, -- 32 bit length is plenty, assume zero for rest bit.band(bit.rshift(len, 24), 0xff), bit.band(bit.rshift(len, 16), 0xff), bit.band(bit.rshift(len, 8), 0xff), bit.band(len, 0xff) ) elseif len >= 126 then frame[#frame + 1] = string.char(bit.band(bit.rshift(len, 8), 0xff), bit.band(len, 0xff)) end frame[#frame + 1] = payload return table.concat(frame) end return function(sck, request) local opcodes = {[0] = "Continuation", [1] = "Text", [2] = "binary", [8] = "Close", [9] = "Ping", [10] = "Pong"} local closingHandshake = false local statusCode = nil local txBufferContent = 0 -- keep track of transmit buffer content so we close the connection only AFTER everything was sent. local function sendSensorData(local_conn) if sensor:isPresent() then local ax, ay, az, temperature, gx, gy, gz = sensor:readAll() -- create json string data = string.format( '{"ax":%f,"ay":%f,"az":%f,"gx":%f,"gy":%f,"gz":%f,"utc":%u,"temp":%f,"timestamp":%u}', ax, ay, az, gx, gy, gz, rtctime.get(), temperature, tmr.now() ) local_conn:send(encode(0x01, data)) -- send as "Text" (0x01) txBufferContent = txBufferContent + 1 end end -- callback upon completion of current response local function ws_sent(local_conn) txBufferContent = (txBufferContent > 0) and (txBufferContent - 1) or 0 if closingHandshake then if txBufferContent == 0 then print("[ws] - closing") local_conn:close() maxThreads = maxThreads + 1 gpio.write(0, 0) -- turn LED on end elseif txBufferContent == 0 then sendSensorData(local_conn) end end local function ws_receive(local_conn, data) local temp = {} local payload = nil for i = 1, #data do temp[#temp + 1] = string.format("%X ", string.byte(data, i)) end print("[ws] - received: " .. table.concat(temp)) local opcode = bit.band(string.byte(data, 1), 0x0f) print("[ws] - Opcode: " .. opcodes[opcode]) local payloadLen = bit.band(string.byte(data, 2), 0x0f) if payloadLen == 126 then payloadLen = string.byte(data, 3) * 256 + string.byte(data, 4) elseif payloadLen == 127 then payloadLen = 0x10000 -- FIXME: needs implementation end print("[ws] - payloadLen=", payloadLen) -- connection is about to be closed (either client or server initiated) if opcode == 0x08 then if closingHandshake then print("[ws] - closingHandshake done - close") local_conn:close() else closingHandshake = true print("[ws] - closingHandshake return") --statusCode = 1001 local_conn:send( encode(0x08, "") --string.char(bit.band(bit.rshift(statusCode, 8), 0xff), bit.band(statusCode, 0xff))) ) txBufferContent = txBufferContent + 1 end end end -- client closed the connection local function ws_disconnect(local_conn) print("[ws] - closed") maxThreads = maxThreads + 1 gpio.write(0, 0) -- turn LED on end -- (un)register websocket callbacks sck:on("sent", ws_sent) sck:on("disconnection", ws_disconnect) sck:on("receive", ws_receive) -- compute response challenge as per rfc6455#section-1.3 local key = request:match("Sec%-WebSocket%-Key: ([A-Za-z0-9+/=]+)") local accept = crypto.toBase64(crypto.hash("sha1", key .. "258EAFA5-E914-47DA-95CA-C5AB0DC85B11")) -- delete unused webserver callback functions on_sent = nil on_receive = nil dofile("webserver-header.lc")( sck, 101, nil, false, {"Sec-WebSocket-Accept: " .. accept, "Upgrade: websocket", "Connection: Upgrade"}, false ) print("[ws] - open") txBufferContent = txBufferContent + 1 return true end
AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") function ENT:Initialize() self:SetModel("models/props_combine/combine_teleportplatform.mdl") self:SetSolid(SOLID_BBOX) self:SetUseType(SIMPLE_USE) end function ENT:Use(acticator, caller) caller:SetPos(Vector(-1859, -981, 32)) caller.on_planet = false end
local openLevel = require "config.openLevel" local HeroLevelup = require "hero.HeroLevelup" local guideShaar = {} function guideShaar:Start() self:initData() self:initUi() end function guideShaar:initData() self.quest = module.QuestModule.Get(module.guideLayerModule.Type.LevelUp) self.flag = true end function guideShaar:Update() self:upOverTime() end function guideShaar:upOverTime() if self.view.root.ScrollView.Viewport.Content.item1.activite.Text then if self.quest then local _time = (self.quest.end_time - 1) * 86400 local _off = (module.playerModule.Get().create_time + _time) - module.Time.now() local _day = math.floor(_off / 86400) local _hour = math.floor((_off - _day * 86400) / 3600) local _min = math.floor((_off - _day * 86400 - _hour * 3600) / 60) if _day == 0 then self.view.root.ScrollView.Viewport.Content.item1.activite.Text[UI.Text].text = SGK.Localize:getInstance():getValue("online_reward_2", _hour, _min) else self.view.root.ScrollView.Viewport.Content.item1.activite.Text[UI.Text].text = SGK.Localize:getInstance():getValue("online_reward_1", _day, _hour, _min) end else self.view.root.ScrollView.Viewport.Content.item1.activite.Text[UI.Text].text = "" end if self.view.root.ScrollView.Viewport.Content.item2.activeSelf then self.view.root.ScrollView.Viewport.Content.item2.time[UI.Text].text = self.view.root.ScrollView.Viewport.Content.item1.activite.Text[UI.Text].text end end local _questTime, _condition = self:getLevelTime() local _time = _questTime - module.Time.now() if self.flag then if _time > 0 then self.view.root.ScrollView.Viewport.Content.item1.overTime[UI.Text].text = SGK.Localize:getInstance():getValue("xiaobai_shoucangjia_7", GetTimeFormat(_time, 2, 2)) else self.view.root.ScrollView.Viewport.Content.item1.overTime[UI.Text].text = SGK.Localize:getInstance():getValue("xiaobai_shoucangjia_7", "00:00") module.QuestModule.Finish(module.guideLayerModule.Type.LevelUp) self.flag = false end end end function guideShaar:upUi() local _view = self.view.root.ScrollView.Viewport.Content.item2 _view:SetActive((self.quest and true) and (module.QuestModule.CanSubmit(self.cfg) or self.quest.status == 1)) _view.open:SetActive(module.ItemModule.GetItemCount(90032) > 0) _view.close:SetActive(not _view.open.activeSelf) self.view.root.ScrollView.Viewport.Content[UI.VerticalLayoutGroup].enabled = false self.view.root.ScrollView.Viewport.Content[UI.VerticalLayoutGroup].enabled = true end function guideShaar:initUi() self.view = CS.SGK.UIReference.Setup(self.gameObject) for i = 1, #self.view.root.ScrollView.Viewport.Content do local _view = self.view.root.ScrollView.Viewport.Content[i] utils.IconFrameHelper.Create(_view.IconFrame, {customCfg={ icon = 19906, quality = 0, star = 0, level = 0, }, type = 42}); end CS.UGUIClickEventListener.Get(self.view.root.backBtn.gameObject).onClick = function() DialogStack.Pop() end CS.UGUIClickEventListener.Get(self.view.root.ScrollView.Viewport.Content.item2.open.gameObject, true).onClick = function() if module.ItemModule.GetItemCount(90032) <= 0 then showDlgError(nil, "未到时间") return end local _view = self.view.root.ScrollView.Viewport.Content.item2.open local _func = function() _view[CS.UGUIClickEventListener].interactable = false _view[UI.Image].material = SGK.QualityConfig.GetInstance().grayMaterial coroutine.resume(coroutine.create(function() local hero = module.HeroModule.GetManager():Get(11000) local _data = module.HeroHelper.AddExpByItem(hero.uuid, 1) if _data and _data[2] == 0 then utils.EventManager.getInstance():dispatch("QUEST_INFO_CHANGE") DialogStack.Pop() return end _view[CS.UGUIClickEventListener].interactable = true _view[UI.Image].material = nil end)) end if module.unionModule.Manage:GetSelfUnion() == nil then local _msg = SGK.Localize:getInstance():getValue("xiayazhixin_3") local _infoMsg = "" if not openLevel.GetStatus(2101) then _msg = SGK.Localize:getInstance():getValue("xiayazhixin_6", openLevel.GetCfg(2101).open_lev) _infoMsg = _msg end showDlgMsg(SGK.Localize:getInstance():getValue("xiayazhixin_1", 5000), function() if openLevel.GetStatus(2101) then utils.MapHelper.OpUnionList() else showDlgError(nil, _msg) end end,function() _func() end,SGK.Localize:getInstance():getValue("xiayazhixin_3"), SGK.Localize:getInstance():getValue("xiayazhixin_2"), nil, _infoMsg) else showDlgMsg(SGK.Localize:getInstance():getValue("xiayazhixin_4", 5000), function() _func() end, nil, SGK.Localize:getInstance():getValue("xiayazhixin_5", 5000)) end end self:upUi() end function guideShaar:getLevelTime() local _quest = module.QuestModule.Get(module.guideLayerModule.Type.LevelUp) local _time = module.playerModule.Get().loginTime if _quest then if _quest.records[1] == 0 then _time = _quest.accept_time end return (_time + (_quest.condition[1].count - _quest.records[1])), _quest.condition[1].count else return 0 end end function guideShaar:listEvent() return { "QUEST_INFO_CHANGE", "PLAYER_LEVEL_UP", } end function guideShaar:onEvent(event, data) if event == "QUEST_INFO_CHANGE" or event == "PLAYER_LEVEL_UP" then self:upUi() end end return guideShaar
local K, C, L, _ = unpack(select(2, ...)) if C["actionbar"].enable ~= true then return end local _G = _G local pairs = pairs local select = select local CreateFrame, UIParent = CreateFrame, UIParent local InCombatLockdown = InCombatLockdown local IsAltKeyDown, IsShiftKeyDown = IsAltKeyDown, IsShiftKeyDown -- Show empty buttons local frame = CreateFrame("Frame") frame:RegisterEvent("PLAYER_ENTERING_WORLD") frame:SetScript("OnEvent", function(self, event) self:UnregisterEvent("PLAYER_ENTERING_WORLD") if C["actionbar"].showgrid == true then SetCVar("alwaysShowActionBars", 1) for i = 1, 12 do local button = _G[format("BonusActionButton%d", i)] button:SetAttribute("showgrid", 1) ActionButton_ShowGrid(button) button = _G[format("MultiBarRightButton%d", i)] button:SetAttribute("showgrid", 1) ActionButton_ShowGrid(button) button = _G[format("MultiBarBottomRightButton%d", i)] button:SetAttribute("showgrid", 1) ActionButton_ShowGrid(button) button = _G[format("MultiBarLeftButton%d", i)] button:SetAttribute("showgrid", 1) ActionButton_ShowGrid(button) button = _G[format("MultiBarBottomLeftButton%d", i)] button:SetAttribute("showgrid", 1) ActionButton_ShowGrid(button) end else SetCVar("alwaysShowActionBars", 0) end end) -- Moveable Bars for _, frame in pairs({ _G["PetActionBarFrame"], _G["ShapeshiftBarFrame"], _G["PossessBarFrame"], _G["MultiCastActionBarFrame"], }) do frame:EnableMouse(false) end -- Left-Alt + Left Click Move for _, button in pairs({ _G["PossessButton1"], _G["PetActionButton1"], _G["ShapeshiftButton1"], }) do button:ClearAllPoints() button:SetPoint("CENTER", UIParent, -100) if InCombatLockdown() then button:SetMovable(false) button:SetUserPlaced(true) else button:SetMovable(true) button:SetUserPlaced(true) end button:RegisterForDrag("LeftButton") button:HookScript("OnDragStart", function(self) if (IsShiftKeyDown() and IsAltKeyDown()) then if InCombatLockdown() then return end self:StartMoving() end end) button:HookScript("OnDragStop", function(self) self:StopMovingOrSizing() end) end -- Totembar -- Left-Alt + Left Click Move local f = CreateFrame("Frame", "MultiCastActionBarFrameAnchor") f:RegisterEvent("PLAYER_ENTERING_WORLD") f:SetSize(10, 10) f:ClearAllPoints() f:SetPoint("CENTER", UIParent) if InCombatLockdown() then f:SetMovable(false) f:SetUserPlaced(true) else f:SetMovable(true) f:SetUserPlaced(true) end f:SetScript("OnEvent", function(self, event) MultiCastActionBarFrame:ClearAllPoints() MultiCastActionBarFrame:SetPoint("CENTER", MultiCastActionBarFrameAnchor) MultiCastActionBarFrame.SetPoint = K.Dummy end) for i = 1, 12 do for _, button in pairs({ _G["MultiCastSlotButton1"], _G["MultiCastSlotButton2"], _G["MultiCastSlotButton3"], _G["MultiCastSlotButton4"], _G["MultiCastActionBarFrame"], _G["MultiCastActionButton"..i], _G["MultiCastRecallSpellButton"], _G["MultiCastSummonSpellButton"], }) do button:RegisterForDrag("LeftButton") button:HookScript("OnDragStart", function() if (IsControlKeyDown()) then if InCombatLockdown() then return end MultiCastActionBarFrameAnchor:StartMoving() end end) button:HookScript("OnDragStop", function() if InCombatLockdown() then return end MultiCastActionBarFrameAnchor:StopMovingOrSizing() end) end end MultiCastActionButton1:ClearAllPoints() MultiCastActionButton1:SetPoint("CENTER", MultiCastSlotButton1) MultiCastActionButton5:ClearAllPoints() MultiCastActionButton5:SetPoint("CENTER", MultiCastSlotButton1) MultiCastActionButton9:ClearAllPoints() MultiCastActionButton9:SetPoint("CENTER", MultiCastSlotButton1) hooksecurefunc("MultiCastFlyoutFrame_LoadSlotSpells", function(self, slot, ...) local numSpells = select("#", ...) if (numSpells == 0) then return false end numSpells = numSpells + 1 for i = 2, numSpells do _G["MultiCastFlyoutButton"..i.."Icon"]:SetTexCoord(0.1, 0.9, 0.1, 0.9) end end)
--managing changes in the game state if GameStateManager == nil then _G.GameStateManager = class ({}) end settings = { updateRate = 1, randomAfterState = DOTA_GAMERULES_STATE_HERO_SELECTION } function GameStateManager:Init() local GameMode = GameRules:GetGameModeEntity() GameMode:SetContextThink("Update", function() Brewlit:Update() return settings.updateRate end, settings.updateRate) end function GameStateManager:Setup(updateRate, randomAfterState) if rate ~= nil then Setup["updateRate"] = rate end if randomAfterState ~= nil then settings["randomAfterState"] = randomAfterState end end --called when the game state changes function GameStateManager:OnChangeState() local curState = GameRules:State_Get() if curState > settings.randomAfterState then Setup:AllRandomHero() end BroadcastStateChange(curState) end --[[ calls the listener function for the current state if it exists Listener functions: GameState:OnStateCustomGameSetup() GameState:OnStateHeroSelection() GameState:OnStateStrategyTime() GameState:OnStateTeamShowcase() GameState:OnStatePreGame() GameState:OnStateInProgress() GameState:OnStatePostGame() GameState:OnStateGameDisconnect() ]] function BroadcastStateChange(curState) if curState == DOTA_GAMERULES_STATE_CUSTOM_GAME_SETUP and GameState.OnStateCustomGameSetup ~= nil then GameState:OnStateCustomGameSetup() elseif curState == DOTA_GAMERULES_STATE_PRE_GAME and GameState.OnStateHeroSelection ~= nil then GameState:OnStateHeroSelection() elseif curState == DOTA_GAMERULES_STATE_STRATEGY_TIME and GameState.OnStateStrategyTime ~= nil then GameState:OnStateStrategyTime() elseif curState == DOTA_GAMERULES_STATE_TEAM_SHOWCASE and GameState.OnStateTeamShowcase ~= nil then GameState:OnStateTeamShowcase() elseif curState == DOTA_GAMERULES_STATE_PRE_GAME and GameState.OnStatePreGame ~= nil then GameState:OnStatePreGame() elseif curState == DOTA_GAMERULES_STATE_GAME_IN_PROGRESS and GameState.OnStateInProgress ~= nil then GameState:OnStateInProgress() elseif curState == DOTA_GAMERULES_STATE_POST_GAME and GameState.OnStatePostGame ~= nil then GameState:OnStatePostGame() elseif curState == DOTA_GAMERULES_STATE_DISCONNECT and GameState.OnStateGameDisconnect ~= nil then GameState:OnStateGameDisconnect() end end --[[ Returns number from 0-9 based on the current state INIT 0 WAIT_FOR_PLAYERS_TO_LOAD 1 CUSTOM_GAME_SETUP 2 HERO_SELECTION 3 STATE_STRATEGY_TIME 4 TEAM_SHOWCASE 5 PRE_GAME 6 GAME_IN_PROGRESS 7 POST_GAME 8 DISCONNECT 9 ]] function GameStateManager:GetCurrentState() return GameRules:State_Get() end --sets the team winner and victory message function GameStateManager:SetVictory(msg, teamNum) if GameRules:State_Get() < DOTA_GAMERULES_STATE_POST_GAME then GameRules:SetCustomVictoryMessage(msg) GameRules:SetGameWinner(2) end end
--COMMAND TEMPLATE local Object = { name = "memusage", usage = "Returns memory used by Lua", cmdNames = {'mem','memusage'}, disabled = false } function Object.callback(self,args,rawarg) local used = math.floor(collectgarbage("count")/1000) args.msg:reply("Lua is using " .. used/GLOBAL_MAXMEM .. "% of a maximum " .. GLOBAL_MAXMEM .. "MBytes. (".. used .. "MB).") return true end function Object:__init() end return Object
local MILISECONDS_A_YEAR = 31536000000; --设置token过期时间 local setExpires = function(token, expires) -- 默认一年过期 -- 当前毫秒数+过期毫秒数 local expiresInMiliSeconds = expires if expiresInMiliSeconds == -1 then --[[ 语法: ZADD key [NX|XX] [CH] [INCR] score member [score member ...] XX: Only update elements that already exist. Never add elements. NX: Don't update already existing elements. Always add new elements. Adds all the specified members with the specified scores to the sorted set stored at key. It is possible to specify multiple score / member pairs. If a specified member is already a member of the sorted set, the score is updated and the element reinserted at the right position to ensure the correct ordering. --]] redis.call("ZADD", AUTH_TOKEN_TTL_ZSET, redis.call("TIME")[1] + MILISECONDS_A_YEAR, token) else redis.call("ZADD", AUTH_TOKEN_TTL_ZSET, redis.call("TIME")[1] + expiresInMiliSeconds, token) end end
--- OUTDATED, USE PROMISES INSTEAD. --- OUTDATED, USE PROMISES INSTEAD. --- OUTDATED, USE PROMISES INSTEAD. --- OUTDATED, USE PROMISES INSTEAD. --- OUTDATED, USE PROMISES INSTEAD. local HttpService = game:GetService("HttpService") local function httpGet(URL) local success, response repeat success, response = pcall(function () return HttpService:RequestAsync({ Url = URL, Method = "GET", }) end) if not success then warn("pcall failed, retrying. Error details:" .. "\n\t" .. response) wait(3) elseif not response.Success then warn("HTTP GET failed, retrying. Error details:" .. "\n\tStatus Code: " .. response.StatusCode .. "\n\tStatus Message: " .. response.StatusMessage) wait(3) end until success and response.Success local success, decodedResponse = pcall(function () return HttpService:JSONDecode(response.Body) end) -- Assume can't parse means just return the raw data return (success and decodedResponse) or response.Body end
#!/usr/bin/luatex --[[ prepcontour [Lua variant] - prepare contour lines (for pgfplots) Version: 1.4 (2021-02-22) Copyright (C) 2020-2021 Francesco Poli <[email protected]> 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. --]] -- class creation function function FpolyCreateClass() local newclass = {} -- this table is the created class (which will act -- as metatable for the instantiated objects) newclass.__index = newclass -- set the __index metamethod (so that -- members missing from objects are searched -- for in the class) newclass.new = function (...) -- member function that will be used to -- instantiate a new object of this class local object = setmetatable({}, newclass) -- a table with this class -- set as metatable if object.init then object:init(...) -- run the init method, if present end return object end return newclass end -- class for the coordinates (and meta value) of a point in 3D space Coord = FpolyCreateClass() function Coord:init() self.x = { nil, nil, nil } -- point x,y,z coordinates self.meta = nil -- point meta value end -- class for a 2D mesh of points in 3D space PrepcMesh = FpolyCreateClass() function PrepcMesh:init(yvaries, nblocks, nlines, copylines, input, output) if yvaries then self.ni = nblocks - 1 -- number of cells in the i direction self.nj = nlines - 1 -- number of cells in the j direction else self.ni = nlines - 1 -- number of cells in the i direction self.nj = nblocks - 1 -- number of cells in the j direction end self.st = self.nj + 1 -- stride (number of nodes in the j direction) self.si = self.nj + 1 -- stride for done_i self.sj = self.nj -- stride for done_j local cl = tonumber(copylines) or 0 self.is = input or io.stdin self.os = output or io.stdout self.debug = false local st = self.st -- shorter name self.coords = {} -- mesh of nodes -- use single-index table for efficiency -- (i,j) will be mapped to [i*st+j] --[[ The mesh of nodes represented by this table is: nj o o o o o o o o o o o o ^ o o o o o o o o o o o o | 2| o o o o o o o o o o o o | 1| o o o o o o o o o o o o | j=0+ o o o o o o o o o o o o +-----------------------------> i=0 1 2 ni --]] -- copy the first "cl" text lines from self.is to self.os for l = 1, cl do self.os:write(self.is:read('L')) end -- read all the nodes for bl = 0, nblocks - 1 do if bl > 0 then self.is:read('L') -- this text line should be empty end for ln = 0, nlines - 1 do if yvaries then i, j = bl, ln else i, j = ln, bl end n = Coord.new() n.x[1], n.x[2], n.x[3], n.meta = self.is:read('n', 'n', 'n', 'n') self.coords[i*st+j] = n end end end --[[ begin core of the program logic ]]-- -- build N contour lines between meta_min and meta_max function PrepcMesh:autocontour(N, meta_min, meta_max, corners, tolerance) -- subdivide the meta_min÷meta_max interval into N equal sub-intervals -- and pick the midpoints of those sub-intervals meta_min = tonumber(meta_min) meta_max = tonumber(meta_max) local step = (meta_max - meta_min)/N local meta_mid = (meta_max + meta_min)/2 local n_mid = (N + 1)/2 for n = 1, N do local isoval = meta_mid + (n - n_mid)*step self:contour(isoval, corners, tolerance) end end -- build contour lines for meta==isoval function PrepcMesh:contour(isoval, corners, tolerance) -- set relative tolerance local tol = tolerance or 1e-3 -- short names local st = self.st local si = self.si local sj = self.sj -- local variables local i, j if self.done_i == nil then self.done_i = {} -- table of markers for i-sides -- again single-index table -- (i,j) will be mapped to [i*si+j] --[[ The corresponding i-sides are: nj o--o--o--o--o--o--o--o--o--o--o-- ^ o--o--o--o--o--o--o--o--o--o--o-- | 2| o--o--o--o--o--o--o--o--o--o--o-- | 1| o--o--o--o--o--o--o--o--o--o--o-- | j=0+ o--o--o--o--o--o--o--o--o--o--o-- +--------------------------> i=0 1 2 ni-1 --]] end if self.done_j == nil then self.done_j = {} -- table of markers for j-sides -- again single-index table -- (i,j) will be mapped to [i*sj+j] --[[ The corresponding j-sides are: | | | | | | | | | | | | nj-1 o o o o o o o o o o o o | | | | | | | | | | | | ^ o o o o o o o o o o o o | | | | | | | | | | | | | 1| o o o o o o o o o o o o | | | | | | | | | | | | | j=0+ o o o o o o o o o o o o +-----------------------------> i=0 1 2 ni --]] end if self.newcoords == nil then self.newcoords = {} -- nodes for contour lines will be placed here end -- scan all the i-sides, searching for -- intersections with the level surface for i = 0, self.ni - 1 do for j = 0, self.nj do self.done_i[i*si+j] = ((self.coords[ i*st+j].meta > isoval) == (self.coords[(i+1)*st+j].meta > isoval)) --[[ This is equivalent to testing the two nodes of the i-side: j o-----o i i+1 If meta > isoval in both nodes, or in none of them, then set done_i to true (never look again at this i-side). Otherwise, set done_i to false (we have not finished with this i-side, since it contains one point of a contour line). --]] end end -- scan all the j-sides, searching for -- intersections with the level surface for i = 0, self.ni do for j = 0, self.nj - 1 do self.done_j[i*sj+j] = ((self.coords[i*st+j ].meta > isoval) == (self.coords[i*st+j+1].meta > isoval)) --[[ This is equivalent to testing the two nodes of the j-side: j+1 o | | j o i Similarly, set done_j accordingly... --]] end end if self.debug then self:show_sides(isoval) end --[[ We now have all the sides containing points of the meta==isoval contour lines. We need to connect the points into distinct lines. First of all, scan all the boundary sides, searching for sides with done==false. For each boundary side with done==false, set its done to true and build one contour line, starting from the side itself and the real cell adjacent to it. How can we specify a cell and one of its sides? We can specify cell (i,j) and a side (South, West, North, East) N j o-------o | | W | (i,j) | E | | j-1 o-------o i-1 S i --]] j = 0 -- i-sides with j=0 for i = 0, self.ni - 1 do if not self.done_i[i*si+j] then self.done_i[i*si+j] = true self:build_line(isoval, tol, i+1, j+1, 'S', corners) if self.debug then self:show_sides(isoval) end end end i = 0 -- j-sides with i=0 for j = 0, self.nj - 1 do if not self.done_j[i*sj+j] then self.done_j[i*sj+j] = true self:build_line(isoval, tol, i+1, j+1, 'W', corners) if self.debug then self:show_sides(isoval) end end end j = self.nj -- i-sides with j=nj for i = 0, self.ni - 1 do if not self.done_i[i*si+j] then self.done_i[i*si+j] = true self:build_line(isoval, tol, i+1, j , 'N', corners) if self.debug then self:show_sides(isoval) end end end i = self.ni -- j-sides with i=ni for j = 0, self.nj - 1 do if not self.done_j[i*sj+j] then self.done_j[i*sj+j] = true self:build_line(isoval, tol, i , j+1, 'E', corners) if self.debug then self:show_sides(isoval) end end end --[[ Finally, scan all the internal sides, again searching for sides with done==false. For each internal side with done==false, do _not_ alter its done value and build one contour line, starting from the side itself and one of the two real cells adjacent to it. --]] -- i-sides with j=1,...,nj-1 (i-sides with j=0 are already done) -- j-sides with i=1,...,ni-1 (j-sides with i=0 are already done) for j = 0, self.nj - 1 do for i = 0, self.ni - 1 do if not self.done_i[i*si+j] then self:build_line(isoval, tol, i+1, j+1, 'S', corners) if self.debug then self:show_sides(isoval) end end if not self.done_j[i*sj+j] then self:build_line(isoval, tol, i , j+1, 'E', corners) if self.debug then self:show_sides(isoval) end end end end end -- build a single contour line function PrepcMesh:build_line(isoval, tol, ic, jc, side, corners) -- short names local st = self.st local si = self.si local sj = self.sj -- local variables local ia, ja, na, wa local ib, jb, nb, wb local ie, je, ne local id, jd, nd local pt, k, count, next_side local cc, xi_k, eta_k, ck, above, sign_ck local xi_v, eta_v, xi_0, xi_1, eta_0, eta_1 local next_done, next_done_idx while true do --[[ Start from cell (ic,jc) and its South, West, North, or East side e d b d a N b d b o-------o o-------o o-*-----o o-------o | | | | | | | * | c | W | c | | c | | c | E | | * | | | | | o----*--o o-------o o-------o o-------o a S b a e e d e a --]] -- find nodes a and b if side == 'E' then ia = ic else ia = ic - 1 end if side == 'N' then ja = jc else ja = jc - 1 end if side == 'W' then ib = ic - 1 else ib = ic end if side == 'S' then jb = jc - 1 else jb = jc end if ia < 0 or ib > self.ni or ja < 0 or jb > self.nj then self.newcoords[#self.newcoords + 1] = Coord.new() break -- out of range: abort end na = self.coords[ia*st+ja] -- node a nb = self.coords[ib*st+jb] -- node b -- compute the intersection point between the side -- and the meta==isoval level surface wa = (isoval - nb.meta)/(na.meta - nb.meta) -- weights wb = 1 - wa pt = Coord.new() for k = 1, 3 do pt.x[k] = wa*na.x[k] + wb*nb.x[k] -- intersection point end pt.meta = isoval -- add the intersection point to the contour line self.newcoords[#self.newcoords + 1] = pt -- check the cell: if it is a phantom cell, then stop if ic < 1 or ic > self.ni or jc < 1 or jc > self.nj then self.newcoords[#self.newcoords + 1] = Coord.new() break -- the contour line is finished end -- find nodes e and d if side == 'W' then ie = ic else ie = ic - 1 end if side == 'S' then je = jc else je = jc - 1 end if side == 'E' then id = ic - 1 else id = ic end if side == 'N' then jd = jc - 1 else jd = jc end ne = self.coords[ie*st+je] -- node e nd = self.coords[id*st+jd] -- node d -- look at the other three sides of the cell: -- how many of them have done==false ? count = 0 if side ~= 'S' and not self.done_i[(ic-1)*si+(jc-1)] then count = count + 1 next_side = 'N' -- next side could be the North side of the -- adjacent south cell end if side ~= 'W' and not self.done_j[(ic-1)*sj+(jc-1)] then count = count + 1 next_side = 'E' -- next side could be the East side of the -- adjacent west cell end if side ~= 'N' and not self.done_i[(ic-1)*si+ jc ] then count = count + 1 next_side = 'S' -- next side could be the South side of the -- adjacent north cell end if side ~= 'E' and not self.done_j[ ic *sj+(jc-1)] then count = count + 1 next_side = 'W' -- next side could be the West side of the -- adjacent east cell end --[[ if zero other sides have done==false, then stop o o o---*-o --]] if count == 0 then self.newcoords[#self.newcoords + 1] = Coord.new() break -- the contour line is finished end --[[ if exactly one other side has done==false, then next_side already specifies the next side to start from o-*---o | \ o---*-o nothing to be done for the time being... --]] --[[ the surface inside the cell is thought as the bilinear interpolation of the four nodes and hence mapped onto a unit square in the xi,eta plane: eta ^ | pt.x[k] = (1-xi)*(1-eta)*na.x[k] + 1+------+ xi *(1-eta)*nb.x[k] + |e d| (1-xi)* eta *ne.x[k] + | | xi * eta *nd.x[k] |a b| 0+------+------> 0 1 xi the equation of the contour line is therefore: cc*xi*eta - eta_k*xi - xi_k*eta == ck --]] cc = na.meta - nb.meta + nd.meta - ne.meta eta_k = na.meta - nb.meta xi_k = na.meta - ne.meta ck = isoval - na.meta if math.abs(cc) <= math.max(math.abs(tol*eta_k), math.abs(tol*xi_k)) then --[[ cc is negligible and the contour line is basically a straight line: eta_k*xi + xi_k*eta + ck == 0 --]] cc = 0 else --[[ cc is non-zero (and non-negligible) and we can divide both sides of the equation by cc: xi*eta - (eta_k/cc)*xi - (xi_k/cc)*eta == ck/cc --]] xi_k = xi_k /cc -- let's rename the coefficients eta_k = eta_k/cc ck = xi_k*eta_k + ck/cc --[[ the contour line is an equilateral hyperbola (in the xi,eta plane) with asymptotes xi == xi_k and eta == eta_k and constant product ck: (xi - xi_k)*(eta - eta_k) == ck --]] if math.abs(ck) <= math.abs(tol/2) then --[[ ck is negligible and the hyperbola basically degenerates into its asymptotes --]] ck = 0 end end --[[ if two or three other sides have done==false, then choose the next side ? o-*---o | * ? ? * | o---*-o --]] if count >= 2 then -- how can we choose the next side? --[[ if there's more than one side to choose from, cc is necessarily non-zero (a straight line could not cross more than two sides of the unit square) and the center k of the hyperbola is necessarily inside the cell (otherwise one hyperbola branch would be completely outside the cell and the other branch could not cross more than two sides) hence, choose the next side by checking the quadrant where the hyperbola branch crossing side a-b lies eta ^ | : 1+--:---+ |e : d| ······+k······ |a : b| 0+--:---+------> 0 : 1 xi --]] if ck == 0 then -- math.abs(ck) <= math.abs(tol/2) -- choose side e-d next_side = side elseif ck < 0 then -- ck < -tol/2 -- choose side b-d if side == 'N' or side == 'S' then next_side = 'W' else next_side = 'S' end else -- ck > +tol/2 -- choose side a-e if side == 'N' or side == 'S' then next_side = 'E' else next_side = 'N' end end end if corners then -- enhanced corner algorithm --[[ if, within the cell, the contour line is not straight we can improve its representation by computing an additional point: the vertex v of the hyperbola branch, as long as it lies inside the cell --]] if cc ~= 0 then -- depending on where the center k is, consider the -- vertex above or below k if eta_k < 0 then above = 1 else above = -1 end -- also check the sign of ck if ck < 0 then sign_ck = -1 else sign_ck = 1 end -- compute the vertex v xi_v = xi_k + sign_ck*above*math.sqrt(math.abs(ck)) eta_v = eta_k + above*math.sqrt(math.abs(ck)) --[[ the vertex will be considered inside the cell, as long as xi_0 <= xi_v <= xi_1 and eta_0 <= eta_v <= eta_1 --]] xi_0 = - math.abs(tol/10) xi_1 = 1 + math.abs(tol/10) eta_0 = math.abs(tol) eta_1 = 1 + math.abs(tol/10) -- eta_0 is meant to reject a vertex too close to side a-b -- (which already has a contour line point!) -- we should also reject a vertex too close to the next side if next_side == side then -- next side is e-d eta_1 = 1 - math.abs(tol) elseif next_side == 'W' or next_side == 'S' then -- next side is b-d xi_1 = 1 - math.abs(tol) else -- next_side == 'E' or next_side == 'N' -- next side is a-e xi_0 = math.abs(tol) end if xi_0 <= xi_v and xi_v <= xi_1 and eta_0 <= eta_v and eta_v <= eta_1 then -- v is inside the cell: compute its actual coordinates pt = Coord.new() for k = 1, 3 do pt.x[k] = (1-xi_v)*(1-eta_v)*na.x[k] + xi_v *(1-eta_v)*nb.x[k] + (1-xi_v)* eta_v *ne.x[k] + xi_v * eta_v *nd.x[k] end pt.meta = isoval -- add the vertex to the contour line self.newcoords[#self.newcoords + 1] = pt end end end -- point to done value for the next side and -- determine indexes for the next cell -- (the other cell adjacent to the next side) if next_side == 'W' then ic = ic + 1 end if next_side == 'S' then jc = jc + 1 end if next_side == 'N' or next_side == 'S' then next_done = self.done_i next_done_idx = (ic-1)*si+(jc-1) else next_done = self.done_j next_done_idx = (ic-1)*sj+(jc-1) end if next_side == 'E' then ic = ic - 1 end if next_side == 'N' then jc = jc - 1 end -- if next side is already done, then stop if next_done[next_done_idx] then self.newcoords[#self.newcoords + 1] = Coord.new() break -- the contour line is finished end -- set next side done to true and -- iterate starting from this new side and the next cell next_done[next_done_idx] = true side = next_side end end --[[ end core of the program logic ]]-- -- print out all the contour lines function PrepcMesh:printcontours() for n = 1, #self.newcoords do if self.newcoords[n].x[1] then self.os:write(string.format("%14.6g%14.6g%14.6g%14.6g\n", self.newcoords[n].x[1], self.newcoords[n].x[2], self.newcoords[n].x[3], self.newcoords[n].meta)) else self.os:write('\n') end end end -- print a debug representation of mesh and not-done sides function PrepcMesh:show_sides(isoval) -- short names local st = self.st local si = self.si local sj = self.sj self.os:write(string.format("# contour level = %.6g \n#\n", isoval)) for j = self.nj, 0, -1 do if j <= self.nj - 1 then self.os:write("# ") for i = 0, self.ni do if self.done_j[i*sj+j] then self.os:write(" ") else self.os:write(" *") end end self.os:write("\n") end self.os:write("# ") for i = 0, self.ni do if self.coords[i*st+j].meta > isoval then self.os:write("•") else self.os:write("o") end if i <= self.ni - 1 then if self.done_i[i*si+j] then self.os:write(" ") else self.os:write("*") end end end self.os:write("\n") end self.os:write("#\n") end
data:extend({ { type = "recipe", name = "wooden-repair-pack-1", energy_required = 0.5, localised_name = "Wooden repair pack", ingredients = { {"wood", 5}, {"iron-plate", 4} }, result = "repair-pack" }, { type = "recipe", name = "wooden-repair-pack-2", localised_name = "Wooden repair pack", energy_required = 0.5, ingredients = { {"wood", 5}, {"copper-plate", 4} }, result = "repair-pack" } })
return setmetatable({}, { __call = function() exec.cmd = function(exe) local format, len, gsub, gmatch = string.format, string.len, string.gsub, string.gmatch local set = {} return setmetatable(set, { __call = function(_, a, ...) local args if a and type(a) == "string" then local ergs = format(a, ...) args = {} for k in gmatch(ergs, "%S+") do args[#args + 1] = k end end if a and type(a) == "table" then args = a end local r, so, se, cerr = exec.command( exe, args, set.env, set.cwd, set.stdin, set.timeout ) local pretty_prefix = function(header, prefix, str) local n if len(str) > 0 then local replacement = format("\n %s > ", prefix) str, n = gsub(str, "\n", replacement) if n == 0 then str = str .. ("\n %s > "):format(prefix) end return format( "%s\n %s >\n %s > %s\n", header, prefix, prefix, str ) else return "" end end if set.errexit == true and r == nil then local err = cerr or set.error or "execution failed" local header = format('exec.cmd: `%s` => "%s"', exe, err) if len(so) < 1 and len(se) < 1 then return fmt.panic("%s\n", header) else fmt.print("%s", pretty_prefix(header, "stdout", so)) return fmt.panic("%s", pretty_prefix(header, "stderr", se)) end else return r, so, se end end, }) end exec.run = setmetatable({}, { __index = function(_, exe) return function(...) local args if not (...) then args = {} elseif type(...) == "table" then args = ... else args = { ... } end return exec.command(exe, args) end end, }) end, })
local replacements = require "src.replacements" -- local is_content_type = replacements.is_content_type local transform_body = replacements.transform_body -- data local filename = "test/testresponse.html" local replacement_patterns = { "https%:%/%/my%-internal%.server%:9999###https://nerdblog.steinkopf.net", "https%:%/%/my%-internal%.server%:9999###https://nerdblog.steinkopf.net", "https%:%/%/my%-internal%.server%:9999###https://nerdblog.steinkopf.net", "https%:%/%/my%-internal%.server%:9999###https://nerdblog.steinkopf.net", "https%:%/%/my%-internal%.server%:9999###https://nerdblog.steinkopf.net", "https%:%/%/my%-internal%.server%:9999###https://nerdblog.steinkopf.net", "https%:%/%/my%-internal%.server%:9999###https://nerdblog.steinkopf.net", "http%:%/%/my%-internal%.server%:9999###https://nerdblog.steinkopf.net" } -- load test data local file = assert(io.open(filename, "r")) local filebody = file:read("*all") local body = "" for i = 1,11 do body = body .. filebody end file:close() -- run and measure test local start_time = os.clock() local run_count = 100 for i = 1,run_count do local transformed_body = transform_body(replacement_patterns, body) assert(transformed_body:find("nerdblog.steinkopf.net")) end local seconds_taken = os.clock() - start_time print ("seconds_taken per run: " .. seconds_taken * 1000 / run_count .. " ms")
local BezierCurve = require(script.Parent.bezierCurve) local Path = {} Path.__index = Path function Path:length() local totalDistance = 0 for _, segment in ipairs(self.segments) do totalDistance = totalDistance + segment:length() end return totalDistance end --[[ t here is between [0,1]. This means we need to figure out which segment this timme corresponds to and map the time to the time it would be in said segment ]] function Path:pointAtTime(t) t = math.clamp(t, 0, 1) local numSegments = #self.segments local segmentTimeWidth = 1 / numSegments local segmentIndex = math.ceil(t / segmentTimeWidth) if segmentIndex == 0 then segmentIndex = 1 -- the case when t = 0 end -- Need to map this path time to the current segment time local segment = self.segments[segmentIndex] local timeInSegment = (t - (segmentIndex - 1) * segmentTimeWidth) / segmentTimeWidth -- print("Time:", t) -- print("Time in segment:", timeInSegment) return segment:pointAtTime(timeInSegment) end function Path:directionAtTime(t) t = math.clamp(t, 0, 1) local numSegments = #self.segments local segmentTimeWidth = 1 / numSegments local segmentIndex = math.ceil(t / segmentTimeWidth) if segmentIndex == 0 then segmentIndex = 1 -- the case when t = 0 end -- Need to map this path time to the current segment time local segment = self.segments[segmentIndex] local timeInSegment = (t - (segmentIndex - 1) * segmentTimeWidth) / segmentTimeWidth -- print("Time:", t) -- print("Time in segment:", timeInSegment) return segment:directionAtTime(timeInSegment) end function Path:directionAtDistance(s) if #self.segments == 0 then return self.anchors[1].position end s = math.clamp(s, 0, self:length()) local segmentIndex = 1 local numSegments = #self.segments local accumulatedDistance = 0 -- print("Number of segments:", numSegments) -- figure out which segment we're in based on the given distance s for i = 1, numSegments do local segment = self.segments[i] if s <= accumulatedDistance + segment:length() then segmentIndex = i break end accumulatedDistance = accumulatedDistance + segment:length() end local segment = self.segments[segmentIndex] local segmentDistance = s - accumulatedDistance return segment:directionAtDistance(segmentDistance) end function Path:pointAtDistance(s) if #self.segments == 0 then return self.anchors[1].position end s = math.clamp(s, 0, self:length()) local segmentIndex = 1 local numSegments = #self.segments local accumulatedDistance = 0 -- print("Number of segments:", numSegments) -- figure out which segment we're in based on the given distance s for i = 1, numSegments do local segment = self.segments[i] if s <= accumulatedDistance + segment:length() then segmentIndex = i break end accumulatedDistance = accumulatedDistance + segment:length() end local segment = self.segments[segmentIndex] local segmentDistance = s - accumulatedDistance return segment:pointAtDistance(segmentDistance) end function Path:updateAnchorPoint(anchorIndex, position) local previousPosition = self.anchors[anchorIndex].position local delta = position - previousPosition -- print("before:", self.anchors[anchorIndex]) -- update anchor position as well as the handles for anchor by delta self.anchors[anchorIndex].position = self.anchors[anchorIndex].position + delta self.anchors[anchorIndex].handles[1] = self.anchors[anchorIndex].handles[1] + delta self.anchors[anchorIndex].handles[2] = self.anchors[anchorIndex].handles[2] + delta -- print("after:", self.anchors[anchorIndex]) -- need to update the actual segment objects local segments = { back = anchorIndex > 1 and self.segments[anchorIndex - 1] or nil, front = anchorIndex <= #self.segments and self.segments[anchorIndex] or nil } -- print("segments before:", segments) if segments.back then segments.back:updatePoint(4, self.anchors[anchorIndex].position) --points[4] = self.anchors[anchorIndex].position segments.back:updatePoint(3, self.anchors[anchorIndex].handles[1]) --points[3] = self.anchors[anchorIndex].handles[1] segments.back:updateLUT() end if segments.front then segments.front:updatePoint(1, self.anchors[anchorIndex].position) --[1] = self.anchors[anchorIndex].position segments.front:updatePoint(2, self.anchors[anchorIndex].handles[2]) --.points[2] = self.anchors[anchorIndex].handles[2] segments.front:updateLUT() end -- print("segments after:", segments) end function Path:updateHandlePoint(anchorIndex, handleIndex, position) -- update both handle positions self.anchors[anchorIndex].handles[handleIndex] = position -- first one local anchorPosition = self.anchors[anchorIndex].position local otherHandleIndex = (handleIndex % 2) + 1 local normal = (anchorPosition - position).Unit local toOtherHandle = self.anchors[anchorIndex].handles[otherHandleIndex] - anchorPosition local newPosition = anchorPosition + toOtherHandle.Magnitude * normal self.anchors[anchorIndex].handles[otherHandleIndex] = newPosition -- update both segments local segments = { back = anchorIndex > 1 and self.segments[anchorIndex - 1] or nil, front = anchorIndex <= #self.segments and self.segments[anchorIndex] or nil } -- print("segments before:", segments) if segments.back then segments.back:updatePoint(3, self.anchors[anchorIndex].handles[1]) --points[3] = self.anchors[anchorIndex].handles[1] segments.back:updateLUT() end if segments.front then segments.front:updatePoint(2, self.anchors[anchorIndex].handles[2]) --.points[2] = self.anchors[anchorIndex].handles[2] segments.front:updateLUT() end -- print("segments after:", segments) end function Path:addAnchor(anchor) table.insert(self.anchors, { position = anchor.position, handles = { anchor.handles[1], anchor.handles[2] } }) local points = { self.anchors[#self.anchors - 1].position, self.anchors[#self.anchors - 1].handles[2], self.anchors[#self.anchors].handles[1], self.anchors[#self.anchors].position } local newSegment = BezierCurve(points) table.insert(self.segments, newSegment) end function Path:removeAnchor(anchorIndex) local segments = { back = anchorIndex > 1 and self.segments[anchorIndex - 1] or nil, front = anchorIndex <= #self.segments and self.segments[anchorIndex] or nil } if segments.back and segments.front then -- remove anchor N and segment N table.remove(self.anchors, anchorIndex) table.remove(self.segments, anchorIndex) -- modify segment N - 1 local segment = segments.back segment:updatePoint(3, self.anchors[anchorIndex].handles[1]) segment:updatePoint(4, self.anchors[anchorIndex].position) segment:updateLUT() elseif segments.back then table.remove(self.anchors, anchorIndex) table.remove(self.segments, anchorIndex - 1) elseif segments.front then table.remove(self.anchors, anchorIndex) table.remove(self.segments, anchorIndex) end end return function(anchorPoints, controlPoints) assert(type(anchorPoints) == "table" and #anchorPoints >= 2, "Anchor points must have at least 2 points") assert(#controlPoints == 2 * #anchorPoints, "Each anchor point must have 2 control points.") local path = setmetatable({ segments = {}, anchors = {} }, Path) -- create anchor objects for i = 1, #anchorPoints do table.insert(path.anchors, { position = anchorPoints[i], handles = { controlPoints[2 * i - 1], controlPoints[2 * i] } }) end -- create the bezier curve segments for i = 1, #anchorPoints - 1 do local points = { path.anchors[i].position, path.anchors[i].handles[2], path.anchors[i + 1].handles[1], path.anchors[i + 1].position } local segment = BezierCurve(points) path.segments[i] = segment end return path end
test = require 'u-test' common = require 'common' function AchievementProgressNotifications_Handler() print ('AchievementProgressNotifications_Handler') XblAchievementsAddAchievementProgressChangeHandler() SetCheckHR(0) Sleep(5000) XblAchievementsUpdateAchievementAsync("2", 20) end function OnXblAchievementsAddAchievementProgressHandler() print ('OnXblAchievementsAddAchievementProgressHandler') XblAchievementsRemoveAchievementProgressChangeHandler() test.stopTest(); end function OnXblAchievementsUpdateAchievementAsync() print ("OnXblAchievementsUpdateAchievementAsync") local hr = GetLastError() SetCheckHR(1) if hr == -2145844944 then -- -2145844944 == 0x80190130 == HTTP_E_STATUS_NOT_MODIFIED print("Achievement not modified.") XblAchievementsRemoveAchievementProgressChangeHandler() test.stopTest() elseif hr ~= 0 then test.equal(hr, 0); print("Failure. hr=" .. hr) test.stopTest() else print ("Waiting to receive notification.") end end test.skip = true; test.TestAchievementProgressNotification = function() common.init(AchievementProgressNotifications_Handler) end
-- Reload Config hs.loadSpoon("ReloadConfiguration") spoon.ReloadConfiguration:start() spoon.ReloadConfiguration:bindHotkeys({reloadConfiguration = {{"cmd", "alt", "ctrl"}, "R"}}) -- Toggle showing seconds in menubar lock hs.hotkey.bind({"cmd", "alt", "ctrl"}, "S", function() -- Get current state format = hs.execute("defaults read com.apple.menuextra.clock DateFormat") -- Trim whitespace format = format:gsub("^%s*(.-)%s*$", "%1") -- Toggle format format = (format == "EEE MMM d h:mm a") and "EEE MMM d h:mm:ss a" or "EEE MMM d h:mm a" -- Write new format and restart the menubar command = 'defaults write com.apple.menuextra.clock DateFormat -string "' .. format .. '" && killall SystemUIServer' hs.execute(command) end) -- Resize Window to Left or Right Side hs.hotkey.bind({"cmd", "alt", "shift"}, "Left", function() local win = hs.window.focusedWindow() local f = win:frame() local screen = win:screen() local max = screen:frame() f.x = max.x f.y = max.y f.w = max.w / 2 f.h = max.h win:setFrame(f) end) hs.hotkey.bind({"cmd", "alt", "shift"}, "Right", function() local win = hs.window.focusedWindow() local f = win:frame() local screen = win:screen() local max = screen:frame() f.x = max.x + (max.w / 2) f.y = max.y f.w = max.w / 2 f.h = max.h win:setFrame(f) end) hs.hotkey.bind({"cmd", "alt", "shift"}, "Up", function() local win = hs.window.focusedWindow() local f = win:frame() local screen = win:screen() local max = screen:frame() f.x = max.x f.y = max.y f.w = max.w f.h = max.h win:setFrame(f) end) -- Window positions hs.hotkey.bind({"cmd", "alt", "ctrl"}, "W", function() local laptopScreen = "Color LCD" local windowLayout = { {"iTerm2", nil, laptopScreen, hs.layout.left50, nil, nil}, {"Code", nil, laptopScreen, hs.layout.right50, nil, nil}, } hs.layout.apply(windowLayout) end) -- Wifi function mute() hs.audiodevice.defaultOutputDevice():setVolume(0) hs.audiodevice.defaultOutputDevice():setMuted(true) end hs.loadSpoon("WiFiTransitions") spoon.WiFiTransitions.actOnNilTransitions = true spoon.WiFiTransitions.actions = {{from="GLERJ", fn=mute}} spoon.WiFiTransitions:start() -- Keyboard Shortcut Sheet hs.loadSpoon("KSheet") spoon.KSheet:bindHotkeys({ toggle={{"cmd", "alt", "ctrl"}, "D"} }) -- Mouse Circle hs.loadSpoon("MouseCircle") spoon.MouseCircle:bindHotkeys({show={{"cmd", "alt", "ctrl"}, "M"}}) -- Move windows between monitors hs.loadSpoon("WindowScreenLeftAndRight") spoon.WindowScreenLeftAndRight:bindHotkeys(spoon.WindowScreenLeftAndRight.defaultHotkeys) -- Screen Rotation hs.loadSpoon("ToggleScreenRotation") spoon.ToggleScreenRotation:bindHotkeys({["DELL U2515H"] = {{"cmd", "alt", "ctrl"}, "O"}})
-- player stuffs -- love.module shortcuts local la = love.audio local le = love.event local lf = love.filesystem local lg = love.graphics local li = love.image local lj = love.joystick local lk = love.keyboard local lm = love.mouse local ln = love.math local lp = love.physics local ls = love.system local ly = love.thread local lt = love.timer local lw = love.window -- lua shortcuts local min,max,abs,sign = math.min,math.max,math.abs,sign --# #define's local SPD = 3600 local RUNSPD = SPD*2 local GRV = 2000 local SPEEDUP = 0.25 local JUMPHEIGHT = -800 local ezra = lg.newImage("ezra.png") plyr = { x=510,y=670,z=0, xv=0,yv=0,zv=0, hv=30,mhv=30, av=10,mav=10, xp=0, tkns=0, anm={cur="hodl",las="", f=1,dt=0, d1=1,d2=1}, -- only for strife dmg=2,def=1,spd=3, onguard=false,canguard=true,guarddt=0, ishurt=false,hurtdt=0,hurtf=1, isrockn=false,rockndt=0 } -- collision aka safety oval local t,maxi,phi = {},32,2*math.pi for i=1,maxi,2 do t[i] = 60 * math.cos( (i / maxi) * phi ) + plyr.x t[i+1] = 30 * math.sin( (i / maxi) * phi ) + plyr.y end plyr.col = hc.polygon(unpack(t)) t,maxi,phi = nil,nil,nil -- assets, should load only once local passet = {img=lg.newImage("assets/gfx/ezra.png")} local v,w,h = nil,passet.img:getDimensions() for i=1,2 do v = i==1 and 0 or 280 passet[i] = {hodl={},walk={},jump={}} passet[i].hodl[1] = lg.newQuad(0,v, 200,280, w,h) passet[i].walk[1] = lg.newQuad(200,v, 200,280, w,h); passet[i].walk[2] = passet[i].hodl[1] passet[i].walk[3] = lg.newQuad(400,v, 200,280, w,h); passet[i].walk[4] = passet[i].hodl[1] passet[i].jump[1] = lg.newQuad(200,v, 200,280, w,h) passet[i].jump[2] = lg.newQuad(400,v, 200,280, w,h) end v,w,h = nil,nil,nil local ininteractable,interactablefunc = false,function()end local ku,kd,kl,kr function plyr.update(dt) if not panels.isActive() and tostate==gamestate and tomap==currentmap and mapsdarkness<0.5 then --ks = lk.isDown("space") and 1 or 0 ku = lk.isDown("up") and 1 or 0 kd = lk.isDown("down") and 1 or 0 kl = lk.isDown("left") and 1 or 0 kr = lk.isDown("right") and 1 or 0 else ku,kd,kl,kr = 0,0,0,0 end --# movement local p = plyr -- directional movement local dx,dy = (kr-kl),(kd-ku) -- keyboard move if (dx~=0 or dy~=0) then local spd = canrun and RUNSPD or SPD p.xv = p.xv + spd*dx*dt*SPEEDUP p.yv = p.yv + spd*dy*dt*SPEEDUP--/2 SPEEDUP = min(SPEEDUP + dt*2,1) end if abs(p.xv) <= 0.1 then p.xv = 0 end --elseif abs(p.xv) > MAXSPD then p.xv = sign(p.xv)*MAXSPD end if abs(p.yv) <= 0.1 then p.yv = 0 end --elseif abs(p.yv) > MAXSPD then p.yv = sign(p.yv)*MAXSPD end p.x = p.x + p.xv * dt; p.xv = p.xv * (1-dt*12) p.y = p.y + p.yv * dt; p.yv = p.yv * (1-dt*12) -- p.zv = min(p.zv + GRV*dt,7100); p.z = p.z + p.zv * dt -- if p.z>0 then p.z,p.zv = 0,0 end -- if dx==0 and dy==0 then p.xv,p.yv = p.xv/1.15,p.yv/1.15; SPEEDUP = 0.25 end -- if ks==0 and p.zv<JUMPHEIGHT/4 then p.zv = JUMPHEIGHT/4 end --# collision handling p.col:moveTo(p.x,p.y-16) if not(_DEBUG and lk.isDown("lctrl")) then local collided,dx,dy for i,v in ipairs(collidables) do collided,dx,dy = p.col:collidesWith(v) if collided then p.col:move(dx,dy) p.x,p.y = p.x+dx,p.y+dy end end end for i,v in ipairs(triggerzones) do collided = p.col:collidesWith(v) if collided and type(v:getUserData())=="function" then v:getUserData()() end end ininteractable = false for i,v in ipairs(interactables) do collided = p.col:collidesWith(v) if collided and type(v:getUserData())=="table" then local t = v:getUserData() ininteractable = t.pd1==p.anm.d1 and t.pd2==p.anm.d2 interactablefunc = t.func end end --# animation local a = p.anm local mx = 0 if p.zv~=0 then mx = 0.05 a.cur = "jump" elseif dx~=0 or dy~=0 then mx = 0.1 a.cur = "walk" else a.cur = "hodl" end if a.las~=a.cur then a.f = 1 a.dt = 0 a.las = a.cur end a.dt = a.dt + dt if a.dt >= mx then a.f,a.dt = a.f + 1,0 end if a.f > #passet[a.d2][a.cur] then a.f = 1 end a.d1 = dx~=0 and dx or a.d1 a.d2 = dy==-1 and 2 or dy==1 and 1 or a.d2 end function plyr.draw() local p = plyr local a = p.anm --lg.setColor(1, 170/256, 0, 0.25); lg.rectangle("fill", p.x-90,p.y+p.z-240, 180,240) --lg.setColor(1, 100/256, 0, 0.25); lg.rectangle("fill", p.x-75,p.y+p.z-230, 150,220) lg.setColor(0,0,0,0.35) lg.ellipse("fill", plyr.x,plyr.y-16, 60,30) lg.setColor(1,1,1) local x,y, w,h = passet[a.d2][a.cur][a.f]:getViewport() lg.draw(passet.img, passet[a.d2][a.cur][a.f], p.x,p.y+20, 0,a.d1,1, w/2,h) --print(p.x,p.y) --lg.setColor(0, 170/256, 1); p.col:draw("line"); lg.setColor(1,1,1) end function plyr.keypressed(k) if k=="x" then if ininteractable then interactablefunc() end end end function plyr.isInInteractable() return ininteractable -- isininteractable==true ? end
att.PrintName = "Homemade FCG" att.Icon = Material("entities/ammo_fcg_homemade.png") att.Description = "A homemade full-auto firemode conversion, with some strange modifications made to the firing bolt." att.Desc_Pros = { } att.Desc_Cons = { } att.AutoStats = true att.Slot = "fcg" att.Override_Firemodes = { { Mode = 2, }, { Mode = 1, }, { Mode = 0 } } att.Mult_Recoil = 2.35 att.Mult_DamageMin = 0.45 att.Mult_Damage = 0.75 att.Mult_RPM = 3 att.Mult_ReloadTime = 1.55 att.Mult_DrawTime = 2 att.Mult_SightTime = 2 att.Mult_AccuracyMOA = 1.45 att.Mult_HipDispersion = 1.45 att.Mult_SightsDispersion = 1.45
--[[--------------------------------------------------------------------------- Warmod Project Dev(s): x[N]ir, Hajt File: modules/player/hooks.lua Description: Client sided hooks --]]--------------------------------------------------------------------------- -- Connection flag warmod.connected = {} -- Muted flag warmod.mute = {} -- Current menu warmod.player_menu = {} -- Whenever a player joins the server function warmod.join(id) if type(id) ~= "number" then return end timer(3000, "warmod.update_ready_list") warmod.sv_msg2(id, "Welcome to the server! Please visit " .. warmod.WEBSITE) warmod.mute[id] = false warmod.init_stats(id, true) -- Save Admin IP if warmod.is_admin(id) then warmod.sv_msg2(id, "You have been successfully logged in as admin") local ip = player(id, "ip") if not warmod.table_contains(warmod.ADMINS_IPS, ip) then warmod.ADMINS_IPS[#warmod.ADMINS_IPS + 1] = ip warmod.save_admins() end end if not warmod.started then warmod.sv_msg2(id, "Say !ready if you want to play in the match") end end -- Whenever a player left the server -- Reasons: 2 Kick / Banned 6 / Normal 0 / Timeout 1 function warmod.leave(id, reason) warmod.log("Leave Hook", player(id, "name") .. " Reason: " .. reason) if warmod.started and warmod.is_playing(id) then if warmod.state == warmod.STATES.PRE_CAPTAINS_KNIFE or warmod.state == warmod.STATES.CAPTAINS_KNIFE then if warmod.team_a_captain == id or warmod.team_b_captain == id then warmod.cancel_mix("A captain left during knife") elseif warmod.table_contains(warmod.ready, id) then -- TODO: Something else should be done here warmod.cancel_mix("A player left during knife") end elseif warmod.state == warmod.STATES.PRE_TEAM_SELECTION or warmod.state == warmod.STATES.TEAM_A_SELECTION or warmod.state == warmod.STATES.TEAM_B_SELECTION then if warmod.team_a_captain == id or warmod.team_b_captain == id then -- TODO: Something else should be done here warmod.cancel_mix("A captain left during team selection") elseif warmod.table_contains(warmod.ready, id) then -- TODO: Something else should be done here warmod.cancel_mix("A player left during team selection") end elseif warmod.state == warmod.STATES.PRE_MAP_VETO or warmod.state == warmod.STATES.MAP_VETO or warmod.state == warmod.STATES.WINNER_VETO or warmod.state == warmod.STATES.LOOSER_VETO then if id == warmod.veto_winner or id == warmod.veto_looser then warmod.cancel_mix("A veto chooser left !") end elseif warmod.state >= warmod.STATES.PRE_KNIFE_ROUND and warmod.state <= warmod.STATES.SECOND_HALF then if id == warmod.team_a_captain then warmod.new_captain("A", id) elseif id == warmod.team_b_captain then warmod.new_captain("B", id) end local team = warmod.get_team(id) if team == "A" then warmod.table_remove(warmod.team_a, id) else warmod.table_remove(warmod.team_b, id) end -- Intentional leave if reason == 0 then warmod.ban(id, "Leaving during a match = 1 Day Ban") if warmod.team_size == 1 then if warmod.state > warmod.STATES.FIRST_HALF then if #warmod.team_a == 0 then warmod.forfeit_win(2) else warmod.forfeit_win(1) end else warmod.cancel_mix("Rage quit") end return else -- Free access to spectators if warmod.get_team(id) == "A" then warmod.missing_a_players = warmod.missing_a_players + 1 else warmod.missing_b_players = warmod.missing_b_players + 1 end end -- Timed out / Kick / Banned else local ip = player(id, "ip") local leavers if team == "A" then leavers = warmod.team_a_leavers else leavers = warmod.team_b_leavers end -- Sanity check if not warmod.table_contains(leavers, ip) then leavers[#leavers + 1] = ip warmod.sv_msg(player(id, "name") .. " has 3 minutes to reconnect !") timer(180000, "warmod.timer_timeout", team .. ip) end end if team == "A" then if #warmod.team_a == 0 and warmod.team_size > 1 then if warmod.state > warmod.STATES.FIRST_HALF then warmod.forfeit_win(2) else warmod.cancel_mix("Rage quit") end end else if #warmod.team_b == 0 and warmod.team_size > 1 then if warmod.state > warmod.STATES.FIRST_HALF then warmod.forfeit_win(1) else warmod.cancel_mix("Rage quit") end end end warmod.table_remove(warmod.rr_votes, id) end else -- Is this player a subber ? for mix_player, spec_target in pairs(warmod.sub_players) do -- He Accepted to sub him if spec_target == id and warmod.sub_spectators[id] then warmod.sub_players[mix_player] = nil warmod.sub_spectators[id] = nil msg2(mix_player, "\169255255255[SUB]:" .. player(id, "name") .. " won't sub you !") break end end end warmod.set_player_notready(id) warmod.set_stats_nil(id) end -- When a player is killed by another player function warmod.kill(killer, victim) -- Only during first half or second half if not warmod.started or (warmod.state ~= warmod.STATES.FIRST_HALF and warmod.state ~= warmod.STATES.SECOND_HALF) then return end warmod.round_kills[killer] = warmod.round_kills[killer] + 1 warmod.tmp_d[victim] = warmod.tmp_d[victim] + 1 end -- On name change for the player with a certain ID. function warmod.name(id, oldname, newname) if warmod.mute[id] == true then msg2(id,"\169255150150[ERROR]:\169255255255 You are muted") return 1 end if not warmod.started then timer(1, "warmod.update_ready_list") end end -- When a player writes a chat message function warmod.say(id,txt) local ret = warmod.command_check(id, txt) if ret == 1 then return 1 elseif warmod.mute[id] == true then msg2(id,"\169255150150[ERROR]:\169255255255 You are muted") return 1 end end -- Whenever a player is hit/damaged function warmod.hit(id, source, weapon, hpdmg) if not warmod.started or (warmod.state ~= warmod.STATES.FIRST_HALF and warmod.state ~= warmod.STATES.SECOND_HALF) then return end if source ~= 0 and player(source, "team") ~= player(id, "team") then warmod.dmg[source] = warmod.dmg[source] + hpdmg end end -- When a player changes or joins a team or becomes a spectator or -- changes the look (player skin) function warmod.team(id, team, skin) if warmod.started then -- Missing player(s) case(s) if not warmod.is_playing(id) then if warmod.state > warmod.STATES.KNIFE_ROUND and warmod.state < warmod.STATES.PRE_SECOND_HALF then if warmod.missing_a_players > 0 and team == 1 then warmod.add_to_team_a(id) warmod.sv_msg(player(id, "name") .. " has joined " .. warmod.team_a_name) warmod.missing_a_players = warmod.missing_a_players - 1 return 0 end if warmod.missing_b_players > 0 and team == 2 then warmod.add_to_team_b(id) warmod.sv_msg(player(id, "name") .. " has joined " .. warmod.team_b_name) warmod.missing_b_players = warmod.missing_b_players - 1 return 0 end elseif warmod.state == warmod.STATES.SECOND_HALF or warmod.state == warmod.STATES.PRE_SECOND_HALF then if warmod.missing_a_players > 0 and team == 2 then warmod.add_to_team_a(id) warmod.sv_msg(player(id, "name") .. " has joined " .. warmod.team_a_name) warmod.missing_a_players = warmod.missing_a_players - 1 return 0 end if warmod.missing_b_players > 0 and team == 1 then warmod.add_to_team_b(id) warmod.sv_msg(player(id, "name") .. " has joined " .. warmod.team_b_name) warmod.missing_b_players = warmod.missing_b_players - 1 return 0 end end end -- Leavers come back issues if #warmod.team_a_leavers > 0 or #warmod.team_b_leavers > 0 then local ip = player(id, "ip") if warmod.state > warmod.STATES.KNIFE_ROUND and warmod.state < warmod.STATES.PRE_SECOND_HALF then if warmod.table_contains(warmod.team_a_leavers, ip) and team == 1 then warmod.add_to_team_a(id) warmod.table_remove(warmod.team_a_leavers, ip) freetimer("warmod.timer_timeout", "A" .. ip) warmod.sv_msg(player(id, "name") .. " has joined back " .. warmod.team_a_name) return 0 elseif warmod.table_contains(warmod.team_b_leavers, ip) and team == 2 then warmod.add_to_team_b(id) warmod.table_remove(warmod.team_b_leavers, ip) freetimer("warmod.timer_timeout", "B" .. ip) warmod.sv_msg(player(id, "name") .. " has joined back " .. warmod.team_b_name) return 0 else return 1 end elseif warmod.state == warmod.STATES.PRE_SECOND_HALF or warmod.state == warmod.STATES.SECOND_HALF then if warmod.table_contains(warmod.team_a_leavers, ip) and team == 2 then warmod.add_to_team_a(id) warmod.table_remove(warmod.team_a_leavers, ip) freetimer("warmod.timer_timeout", "A" .. ip) warmod.sv_msg(player(id, "name") .. " has joined back " .. warmod.team_a_name) return 0 elseif warmod.table_contains(warmod.team_b_leavers, ip) and team == 1 then warmod.add_to_team_b(id) warmod.table_remove(warmod.team_b_leavers, ip) freetimer("warmod.timer_timeout", "B" .. ip) warmod.sv_msg(player(id, "name") .. " has joined back " .. warmod.team_b_name) return 0 else return 1 end end end if warmod.teams_locked and not warmod.forced_switch then msg2(id, "\169255000000Team change is disabled !") return 1 end end end -- On Lua menu button selection function warmod.menu(id, title, button) local menu = warmod.player_menu[id] if button == 0 then warmod.player_menu[id] = nil elseif button == 8 then menu.page = menu.page - 1 warmod.display_menu(id) elseif button == 9 then menu.page = menu.page + 1 warmod.display_menu(id) else local index = (menu.page - 1) * 7 + button local b = menu.buttons[index] local func = b.func func(id, b.args) end end -- On planting bomb function warmod.bombplant(id, x, y) if warmod.started then -- Disable bomb plant on knife rounds if warmod.state == warmod.STATES.CAPTAINS_KNIFE or warmod.state == warmod.STATES.KNIFE_ROUND or warmod.state == warmod.STATES.MAP_VETO then msg2(id, "\169255000000[ERROR]: You can't plant the bomb now !") return 1 -- Bomb plants tracker elseif warmod.state == warmod.STATES.FIRST_HALF or warmod.state == warmod.STATES.SECOND_HALF then warmod.tmp_bp[id] = warmod.tmp_bp[id] + 1 end end end -- Bomb defusals tracker function warmod.bombdefuse(id) if warmod.started then if warmod.state == warmod.STATES.FIRST_HALF or warmod.state == warmod.STATES.SECOND_HALF then warmod.tmp_bd[id] = warmod.tmp_bd[id] + 1 end end end -- Only knife and 0$ on knife rounds function warmod.spawn(id) if warmod.started then if warmod.state == warmod.STATES.CAPTAINS_KNIFE or warmod.state == warmod.STATES.MAP_VETO or warmod.state == warmod.STATES.KNIFE_ROUND then parse("setmoney " .. id .. " 0") return "x" end end end -- Pressing [F2] opens the main menu function warmod.serveraction(id, action) if action == 1 then warmod.open_main_menu(id) end end -- Disable suicide on mixes function warmod.suicide(id) if warmod.started then return 1 end end
-- We are using PCH, so you must disable PCH on the protobuf files, and enable generation on stdafx.cpp workspace "Plugin" configurations {"Debug", "Release"} platforms {"Win32", "Win64", "UnitTestWin32", "UnitTestWin64"} language "C++" project "Plugin" targetdir "bin/%{cfg.buildcfg}/%{cfg.platform}" targetname "Hardlight" -- dependencies protobuf_incl_dir = "D:/protobuf-3.0.0/cmake/build/solution/include" shared_comms_incl_dir = "C:/Users/NullSpace Team/Documents/NS_Unreal_SDK/src/Driver/SharedCommunication" boost_incl_dir = "D:/Libraries/boost/boost_1_61_0" protobuf_def_incl_dir = "C:/Users/NullSpace Team/Documents/NS_Unreal_SDK/src/Driver/protobuff_defs" disablewarnings {"4800"} includedirs { protobuf_incl_dir, shared_comms_incl_dir, boost_incl_dir, protobuf_def_incl_dir, "../src/Plugin", "../src/Plugin/test", "../src/Plugin/devices", "../src/Plugin/events", "../src/Plugin/include" } flags { "MultiProcessorCompile", "C++11" } --links {"System", "UnityEditor", "UnityEngine", "System.ServiceProcess"} files { "../src/Plugin/**.cpp", "../src/Plugin/**.h", path.join(protobuf_def_incl_dir, "**.pb.cc"), path.join(shared_comms_incl_dir, "ScheduledEvent.cpp") } -- for protobuf boost_win32_dir = "D:/Libraries/boost/boost_1_61_0/stage/win32/lib" boost_win64_dir = "D:/Libraries/boost/boost_1_61_0/stage/x64/lib" protobuf_win32_dir = "D:/protobuf-3.0.0/cmake/build/solution" protobuf_win64_dir = "D:/protobuf-3.0.0/cmake/build/solution64" pchheader "stdafx.h" pchsource "../src/Plugin/stdafx.cpp" defines {"HLVR_EXPORTS"} filter {"files:**.pb.cc"} flags {'NoPCH'} filter {"files:**ScheduledEvent.cpp"} flags {'NoPCH'} filter {"files:**test_main.cpp"} flags{'NoPCH'} filter {"platforms:Win32 or platforms:Win64"} kind "SharedLib" filter {"platforms:UnitTest*"} kind "ConsoleApp" -- input: libprotobuf filter {"platforms:Win32", "configurations:Debug"} libdirs { path.join(protobuf_win32_dir, "Debug") } filter {"platforms:Win32", "configurations:Release"} libdirs { path.join(protobuf_win32_dir, "Release") } filter {"platforms:Win64", "configurations:Debug"} libdirs { path.join(protobuf_win64_dir, "Debug") } filter {"platforms:Win64", "configurations:Release"} libdirs { path.join(protobuf_win64_dir, "Release") } -- unit testing filter {"platforms:UnitTestWin32", "configurations:Debug"} libdirs { path.join(protobuf_win32_dir, "Debug") } filter {"platforms:UnitTestWin32", "configurations:Release"} libdirs { path.join(protobuf_win32_dir, "Release") } filter {"platforms:UnitTestWin64", "configurations:Debug"} libdirs { path.join(protobuf_win64_dir, "Debug") } filter {"platforms:UnitTestWin64", "configurations:Release"} libdirs { path.join(protobuf_win64_dir, "Release") } filter "platforms:Win32 or platforms:UnitTestWin32" system "Windows" architecture "x86" libdirs { boost_win32_dir } defines {"WIN32"} filter "platforms:Win64 or platforms:UnitTestWin64" system "Windows" architecture "x86_64" libdirs { boost_win64_dir } filter "configurations:Debug" defines {"DEBUG", "_DEBUG"} symbols "On" optimize "Off" links {"libprotobufd"} filter "configurations:Release" defines {"NDEBUG"} optimize "On" links {"libprotobuf"} filter {"system:Windows"} defines {"_WINDOWS", "_USRDLL"} filter {"system:Windows", "configurations:Debug"} buildoptions {"-D_SCL_SECURE_NO_WARNINGS"} project "Utilities" targetdir "bin/Utilities/%{cfg.buildcfg}/%{cfg.platform}" targetname "HardlightUtilities" -- dependencies boost_incl_dir = "D:/Libraries/boost/boost_1_61_0" shared_comms_incl_dir = "C:/Users/NullSpace Team/Documents/NS_Unreal_SDK/src/Driver/SharedCommunication" includedirs { boost_incl_dir, shared_comms_incl_dir, "../src/Utilities/" } flags { "MultiProcessorCompile", "C++11" } --links {"System", "UnityEditor", "UnityEngine", "System.ServiceProcess"} files { "../src/Utilities/**.cpp", "../src/Utilities/**.h", path.join(shared_comms_incl_dir, "ScheduledEvent.cpp"), "../src/Plugin/NSLoader.h", "../src/Plugin/NSLoader_Errors.h" } plugin_debug_win32_dir = "bin/Debug/Win32/" plugin_release_win32_dir = "bin/Release/Win32/" boost_win32_dir = "D:/Libraries/boost/boost_1_61_0/stage/win32/lib" boost_win64_dir = "D:/Libraries/boost/boost_1_61_0/stage/x64/lib" pchheader "stdafx.h" pchsource "../src/Utilities/stdafx.cpp" defines {"HLVR_EXPORTS"} filter {"files:**.pb.cc"} flags {'NoPCH'} filter {"files:**ScheduledEvent.cpp"} flags {'NoPCH'} filter {"files:**test_main.cpp"} flags{'NoPCH'} filter {"platforms:Win32 or platforms:Win64"} kind "SharedLib" filter {"platforms:UnitTest*"} kind "ConsoleApp" filter "platforms:Win32 or platforms:UnitTestWin32" system "Windows" architecture "x86" libdirs { boost_win32_dir } defines {"WIN32"} filter "platforms:Win64 or platforms:UnitTestWin64" system "Windows" architecture "x86_64" libdirs { boost_win64_dir } filter "configurations:Debug" defines {"DEBUG", "_DEBUG"} symbols "On" optimize "Off" libdirs { --need to fix this so we have correct win32 win64 debug/release plugin_debug_win32_dir } links { "Hardlight"} filter "configurations:Release" defines {"NDEBUG"} optimize "On" libdirs { plugin_release_win32_dir } links {"Hardlight"} filter {"system:Windows"} defines {"_WINDOWS", "_USRDLL"} filter {"system:Windows", "configurations:Debug"} buildoptions {"-D_SCL_SECURE_NO_WARNINGS"}
local penisx = -540 local penisy = -200 local penisSize = 1.85 local pf = 'bgs/normal/' local mf = 'veryBack' local curLight = 1; function onCreate() --getProperty('gf.', ) -- le bg fuckin shit if (songName == 'Ego') then pf = 'bgs/ego/'; mf = 'windows' else pf = 'bgs/normal/'; mf = 'veryBack' end for i=1,4 do debugPrint(pf .. mf .. i); makeLuaSprite('ww' .. i, pf .. mf .. i, getProperty('boyfriend.x'), getProperty('boyfriend.y')); addLuaSprite('ww' .. i, true); setProperty('ww' .. i .. '.visible',false) if (i == curLight) then setProperty('ww' .. i .. '.visible',true) end end end
return { MainInterfaceFile = "interface.xui"; BundleDisplayName = "XUI 亮色主题示例"; Executable = "main.lua"; BundleIconFile = "appicon.png"; BundleVersion = "1.4.0"; MinimumXXTVersion = "1.2"; MinimumSystemVersion = "7.0"; -- MaximumSystemVersion = "11.1.2"; BundleInfoDictionaryVersion = "6.0"; --[[ SupportedResolutions = { { width = "640"; height = "1136"; }; { width = "750"; height = "1334"; }; { width = "1242"; height = "2208"; }; { width = "640"; height = "960"; }; { width = "768"; height = "1024"; }; { width = "1536"; height = "2048"; }; }; --]] BundleName = "A-Script-Bundle"; PackageControl = { AuthorEmail = "[email protected]"; Description = "一个 XXTouch 脚本包例子,完整效果需要最低 1.2-10 支持"; Homepage = "https://www.xxtouch.com"; AuthorName = "XXTouch Team"; }; BundleIdentifier = "com.yourcompany.A-Script-Bundle"; }
return {'fje','fjes'}
ENT.Base = "base_gmodentity" ENT.Type = "anim" ENT.PrintName = "Storage Box (Public)" ENT.Author = "vin" ENT.Purpose = "" ENT.Instructions = "Press E" ENT.Category = "impulse" ENT.Spawnable = true ENT.AdminOnly = true ENT.HUDName = "Public storage locker" ENT.HUDDesc = "Deposit or withdraw legal items."
--unit/attack.lua version 42.06a local utils = require 'utils' validArgs = validArgs or utils.invert({ 'help', 'defender', 'attacker', 'target', 'attack', 'velocity', 'hitchance', 'weapon', 'delay', 'number', }) local args = utils.processArgs({...}, validArgs) if args.help then -- Help declaration print([[unit/attack ]]) return end if args.defender and tonumber(args.defender) then defender = df.unit.find(tonumber(args.defender)) else print('No defender selected') return end if args.attacker and tonumber(args.attacker) then attacker = df.unit.find(tonumber(args.attacker)) else print('No attacker selected') return end attack = nil target = nil delay = tonumber(args.delay) or 1 number = tonumber(args.number) or 1 hitchance = tonumber(args.hitchance) or 100 if not args.target then target = dfhack.script_environment('functions/unit').checkBodyRandom(defender) else target = dfhack.script_environment('functions/unit').checkBodyCategory(defender,args.target)[1] end if not target then print('No appropriate target found') return end if args.weapon then attack_id = -1 local item = nil args.weapon = 'Equipped' if args.weapon == 'Equipped' then item = dfhack.script_environment('functions/unit').checkInventoryType(attacker,'WEAPON')[1] if not item then print('No Equipped Weapon') return end end if not args.attack then attack = dfhack.script_environment('functions/item').checkAttack(item,'Random') else attack = dfhack.script_environment('functions/item').checkAttack(item,args.attack) end if not attack then print('No appropriate attack found') return end item_id = item.id if args.velocity then velocity = tonumber(args.velocity) else velocity = dfhack.script_environment('functions/attack').getAttackItemVelocity(attacker,item,attack) end else item_id = -1 if not args.attack then attack = dfhack.script_environment('functions/unit').checkAttack(attacker,'Random') else attack = dfhack.script_environment('functions/unit').checkAttack(attacker,args.attack) end if not attack then print('No appropriate attack found') return end attack_id = attacker.body.body_plan.attacks[attack].body_part_idx[0] if args.velocity then velocity = tonumber(args.velocity) else velocity = dfhack.script_environment('functions/attack').getAttackUnitVelocity(attacker,attack) end end j = 0 while j < number do dfhack.script_environment('functions/attack').addAttack(attacker,defender.id,attack_id,target,item_id,attack,hitchance,velocity,delay) j = j + 1 end
----------------------------------------- -- ID: 5743 -- Item: marinara_pizza -- Food Effect: 3 hours, all Races ----------------------------------------- -- HP +20 -- Attack +20% (cap 50 @ 250 base attack) -- Accuracy +10% (54) -- Undead Killer ----------------------------------------- require("scripts/globals/status") require("scripts/globals/msg") ----------------------------------------- function onItemCheck(target) local result = 0 if target:hasStatusEffect(tpz.effect.FOOD) or target:hasStatusEffect(tpz.effect.FIELD_SUPPORT_FOOD) then result = tpz.msg.basic.IS_FULL end return result end function onItemUse(target) target:addStatusEffect(tpz.effect.FOOD, 0, 0, 10800, 5743) end function onEffectGain(target, effect) target:addMod(tpz.mod.HP, 20) target:addMod(tpz.mod.FOOD_ATTP, 20) target:addMod(tpz.mod.FOOD_ATT_CAP, 50) target:addMod(tpz.mod.FOOD_ACCP, 10) target:addMod(tpz.mod.FOOD_ACC_CAP, 54) target:addMod(tpz.mod.UNDEAD_KILLER, 5) end function onEffectLose(target, effect) target:delMod(tpz.mod.HP, 20) target:delMod(tpz.mod.FOOD_ATTP, 20) target:delMod(tpz.mod.FOOD_ATT_CAP, 50) target:delMod(tpz.mod.FOOD_ACCP, 10) target:delMod(tpz.mod.FOOD_ACC_CAP, 54) target:delMod(tpz.mod.UNDEAD_KILLER, 5) end
-------------------------------------------------------------------------------- -- ДУРА (Дополнительная Универсальная Радиоаппаратура) -------------------------------------------------------------------------------- Metrostroi.DefineSystem("DURA") TRAIN_SYSTEM.DontAccelerateSimulation = true function TRAIN_SYSTEM:Initialize() self.SelectAlternate = nil self.Channel = 1 self.Signal = 0 self.Power = 1 end function TRAIN_SYSTEM:Outputs() return { "Signal" } end function TRAIN_SYSTEM:Inputs() return { "SelectAlternate", "SelectMain", "SelectChannel", "ToggleChannel", "Power", "PowerToggle" } end function TRAIN_SYSTEM:TriggerInput(name,value) if (name == "SelectAlternate") and (value > 0.0) then self.SelectAlternate = true elseif (name == "SelectMain") and (value > 0.0) then self.SelectAlternate = false elseif (name == "ToggleChannel") and (value > 0.0) then if self.Channel == 1 then self.Channel = 2 else self.Channel = 1 end elseif (name == "SelectChannel") then self.Channel = math.floor(value) elseif (name == "Power") then self.Power = math.floor(value) elseif (name == "PowerToggle") then if self.Power > 0.5 then self.Power = 0 else self.Power = 1 end end end function TRAIN_SYSTEM:Think() -- Require 80 volts if self.Train.Battery and (self.Train.Battery.Voltage < 70) then return end if (self.Power or 1) < 0.5 then return end --self.Train:PlayOnce("dura2","cabin",0.4,100) -- Check ARS signals self.Timer = self.Timer or CurTime() if CurTime() - self.Timer > 2.00 then self.Timer = CurTime() -- Get train position local pos = Metrostroi.TrainPositions[self.Train] if pos then pos = pos[1] end -- Get all switches in current isolated section local no_switches = true local signal = 0 if pos then -- Get traffic light in front local light = Metrostroi.GetNextTrafficLight(pos.node1,pos.x,pos.forward) local function getSignal(base,chan) if (chan == 1) and (base == "alt") and light and light:GetInvertChannel1() then return "main" end if (chan == 2) and (base == "alt") and light and light:GetInvertChannel2() then return "main" end return base end -- Get switches and trigger them all local switches = Metrostroi.GetTrackSwitches(pos.node1,pos.x,pos.forward) for _,switch in pairs(switches) do no_switches = false if self.SelectAlternate == true then switch:SendSignal(getSignal("alt",1),1) if self.Channel == 2 then switch:SendSignal(getSignal("alt",2),2) end elseif self.SelectAlternate == false then switch:SendSignal(getSignal("main",1),1) if self.Channel == 2 then switch:SendSignal(getSignal("main",2),2) end end signal = math.max(signal,switch:GetSignal()) end -- Reset state selection self.SelectAlternate = nil end if signal > 0 then self.Train:PlayOnce("dura1","cabin",0.35,200) end self.Signal = signal -- If no switches, reset if no_switches and (self.SelectAlternate ~= nil) then --self.Train:PlayOnce("dura2","cabin",0.35,200) --self.SelectAlternate = nil end end end
require "lfs" infiles = {} fileindex = 0 for f in lfs.dir(".") do if f:match(".woz$") then infiles[#infiles + 1] = f end end table.sort(infiles) function calc(line) return line % 8 * 1024 + math.floor(line / 64) * 40 + math.floor((line%64) / 8) * 128 + 8192 end function textcalc(line) return calc(line * 8) - 8192 + 0x0400 end function striphibitstring(a) local b = "" for i = 1, string.len(a) do b = b .. string.char(a:byte(i) & 0x7f) end return b end mainmem = emu.item(manager.machine.devices[":ram"].items["0/m_pointer"]) -- always gets main memory function getscreenline(i) return striphibitstring(mainmem:read_block(textcalc(i), 40)) end function getscreen() local b = "" for i = 0, 23 do b = b .. getscreenline(i) .. "\n" end return b end function savescreen(outfile) local h = io.open(outfile, "w") h:write(getscreen()) h:close() end function createblankdsk(outfile) local h = io.open(outfile, "wb") for i = 1, 143360 do h:write(0x00) end h:close() end state = "waiting_for_main_menu" function driver() if state == "waiting_for_main_menu" then if getscreen():match("rack disk") then fileindex = fileindex + 1 if fileindex > #infiles then manager.machine:exit() return end dsk, subcount = infiles[fileindex]:gsub(".woz$", ".dsk") if subcount == 0 then print("ERROR unable to parse filename") return end print(infiles[fileindex]) createblankdsk(dsk) manager.machine.images[":sl6:diskiing:0:525"]:load(infiles[fileindex]) manager.machine.images[":sl6:diskiing:1:525"]:load(dsk) emu.keypost("C") state = "waiting_for_process" end end if state == "waiting_for_process" then if getscreen():match("Press any key") then log, subcount = infiles[fileindex]:gsub(".woz$", ".log") savescreen(log) emu.keypost(" ") state = "waiting_for_main_menu" end end end ;manager.machine.video.frameskip = 10 ;manager.machine.video.throttled = false emu.register_frame_done(driver)
local create_room_server_connector = require "uniconn/create_room_server_connector" -- create_connector return function(door_host, is_secure, web_server_port, socket_server_port, disconnected_handler) local connector = create_room_server_connector(socket_server_port, disconnected_handler) local url if is_secure == true then url = "https://" else url = "http://" end url = url..door_host..":"..web_server_port.."/__SOCKET_SERVER_HOST?defaultHost="..door_host http.request(url, "GET", function(self, _, response) connector.connect(response.response) end) return connector end
require 'base' class = require 'class' require 'rectangle' vector = require 'vector' progressbar = class { function(self, x, y, w, h, progress) self.progress = progress self.progressupdate = false self.background = {255, 255, 255, 255} self.foreground = {255, 0, 0, 255} self.start = vector(x, y + h/2) self.stop = vector(x + w, y + h/2) self.width = w self.height = h self:updateprogress(progress) end } function progressbar:updateprogress() if self.progress > 1 then self.progress = 1 end if self.progress < 0 then self.progress = 0 end self.progresspoint = vector(self.start.x + (self.width * self.progress), self.start.y) end function progressbar:setProgress(progress) self.progress = progress self.progressupdate = true end function progressbar:update(dt) if self.progressupdate then self:updateprogress() end end function progressbar:keypressed(key, unicode) if key == " " then self:setProgress(self.progress + 0.05) end if key == 'return' then self:setProgress(self.progress - 0.05) end end function progressbar:draw() local r, g, b, a = love.graphics.getColor() self.background[4] = a self.foreground[4] = a local width = love.graphics.getLineWidth() love.graphics.setLineWidth(self.height) love.graphics.setColor(self.background) love.graphics.line(self.start.x, self.start.y, self.stop.x, self.stop.y) love.graphics.setColor(self.foreground) love.graphics.line(self.start.x, self.start.y, self.progresspoint.x, self.progresspoint.y) love.graphics.setColor(r, g, b, a) love.graphics.setLineWidth(width) end
local BasePlugin = require "kong.plugins.base_plugin" local RoutesAuditHandler = BasePlugin:extend() RoutesAuditHandler.PRIORITY = 10 function RoutesAuditHandler:new() RoutesAuditHandler.super.new(self, "routes-audit") end function RoutesAuditHandler:init_worker() RoutesAuditHandler.super.init_worker(self) local cjson = require "cjson" local worker_events = require "resty.worker.events" local events = require "kong.core.events" local singletons = require "kong.singletons" local dao = singletons.dao local handler = function(data, event, source, pid) if data and data.collection == "apis" then if data.type == events.TYPES.ENTITY_CREATED then -- store to custom entities local api = dao.apis:find { id = data.entity.id } if api then local audit_log, err = dao.routes_audit:insert({ api_id = api.id, name = api.name, path = api.upstream_url, state = "added" }) ngx.log(ngx.NOTICE, "Added API:" .. cjson.encode(audit_log)) end elseif data.type == events.TYPES.ENTITY_DELETED then -- invalidate the custom entities if data.entity.id then local audit_log, err = dao.routes_audit:insert({ api_id = data.entity.id, state = "deleted" }) ngx.log(ngx.NOTICE, "Deleted API:" .. cjson.encode(audit_log)) end end end end worker_events.register(handler) end function RoutesAuditHandler:access(conf) RoutesAuditHandler.super.access(self) end return RoutesAuditHandler