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-- Copyright (c) 2018 Redfern, Trevor <[email protected]> -- -- This software is released under the MIT License. -- https://opensource.org/licenses/MIT local tiny = require "ext.tiny-ecs" local RenderSymbolSystem = tiny.processingSystem() local settings = require "settings" RenderSymbolSystem.tiles = settings.symbol_font RenderSymbolSystem.filter = tiny.requireAll("position", "symbol", "color") RenderSymbolSystem.is_draw_system = true function RenderSymbolSystem:process(e, _) local size = e.size or { width = 1, height = 1 } for x=0,size.width - 1 do for y=0,size.height - 1 do self.tiles:draw(e.symbol, e.position.x + x, e.position.y + y, e.color) end end end return RenderSymbolSystem
--[[ LuCI - Lua Configuration Interface Copyright 2019 lisaac <https://github.com/lisaac/luci-app-dockerman> ]]-- require "luci.util" local http = require "luci.http" local uci = luci.model.uci.cursor() local docker = require "luci.model.docker" local dk = docker.new() local images, networks, containers local res = dk.images:list() if res.code <300 then images = res.body else return end res = dk.networks:list() if res.code <300 then networks = res.body else return end res = dk.containers:list({query = {all=true}}) if res.code <300 then containers = res.body else return end local urlencode = luci.http.protocol and luci.http.protocol.urlencode or luci.util.urlencode function get_containers() local data = {} if type(containers) ~= "table" then return nil end for i, v in ipairs(containers) do local index = v.Created .. v.Id data[index]={} data[index]["_selected"] = 0 data[index]["_id"] = v.Id:sub(1,12) data[index]["name"] = v.Names[1]:sub(2) data[index]["_name"] = '<a href='..luci.dispatcher.build_url("admin/services/docker/container/"..v.Id)..' class="dockerman_link" title="'..translate("Container detail")..'">'.. v.Names[1]:sub(2).."</a>" data[index]["_status"] = v.Status if v.Status:find("^Up") then data[index]["_status"] = '<font color="green">'.. data[index]["_status"] .. "</font>" else data[index]["_status"] = '<font color="red">'.. data[index]["_status"] .. "</font>" end if (type(v.NetworkSettings) == "table" and type(v.NetworkSettings.Networks) == "table") then for networkname, netconfig in pairs(v.NetworkSettings.Networks) do data[index]["_network"] = (data[index]["_network"] ~= nil and (data[index]["_network"] .." | ") or "").. networkname .. (netconfig.IPAddress ~= "" and (": " .. netconfig.IPAddress) or "") end end -- networkmode = v.HostConfig.NetworkMode ~= "default" and v.HostConfig.NetworkMode or "bridge" -- data[index]["_network"] = v.NetworkSettings.Networks[networkmode].IPAddress or nil -- local _, _, image = v.Image:find("^sha256:(.+)") -- if image ~= nil then -- image=image:sub(1,12) -- end if v.Ports then data[index]["_ports"] = nil for _,v2 in ipairs(v.Ports) do data[index]["_ports"] = (data[index]["_ports"] and (data[index]["_ports"] .. ", ") or "") .. (v2.PublicPort and (v2.PublicPort .. ":") or "") .. (v2.PrivatePort and (v2.PrivatePort .."/") or "") .. (v2.Type and v2.Type or "") end end for ii,iv in ipairs(images) do if iv.Id == v.ImageID then data[index]["_image"] = iv.RepoTags and iv.RepoTags[1] or (iv.RepoDigests[1]:gsub("(.-)@.+", "%1") .. ":<none>") end end data[index]["_image_id"] = v.ImageID:sub(8,20) data[index]["_command"] = v.Command end return data end local c_lists = get_containers() -- list Containers -- m = Map("docker", translate("Docker")) m = SimpleForm("docker", translate("Docker")) m.template = "dockerman/cbi/xsimpleform" m.submit=false m.reset=false docker_status = m:section(SimpleSection) docker_status.template = "dockerman/apply_widget" docker_status.err=docker:read_status() docker_status.err=docker_status.err and docker_status.err:gsub("\n","<br>"):gsub(" ","&nbsp;") if docker_status.err then docker:clear_status() end c_table = m:section(Table, c_lists, translate("Containers")) c_table.nodescr=true -- v.template = "cbi/tblsection" -- v.sortable = true container_selecter = c_table:option(Flag, "_selected","") container_selecter.disabled = 0 container_selecter.enabled = 1 container_selecter.default = 0 container_id = c_table:option(DummyValue, "_id", translate("ID")) container_id.width="10%" container_name = c_table:option(DummyValue, "_name", translate("Container Name")) container_name.rawhtml = true container_status = c_table:option(DummyValue, "_status", translate("Status")) container_status.width="15%" container_status.rawhtml=true container_ip = c_table:option(DummyValue, "_network", translate("Network")) container_ip.width="15%" container_ports = c_table:option(DummyValue, "_ports", translate("Ports")) container_ports.width="10%" container_image = c_table:option(DummyValue, "_image", translate("Image")) container_image.width="10%" container_command = c_table:option(DummyValue, "_command", translate("Command")) container_command.width="20%" container_selecter.write=function(self, section, value) c_lists[section]._selected = value end local start_stop_remove = function(m,cmd) local c_selected = {} -- 遍历table中sectionid local c_table_sids = c_table:cfgsections() for _, c_table_sid in ipairs(c_table_sids) do -- 得到选中项的名字 if c_lists[c_table_sid]._selected == 1 then c_selected[#c_selected+1] = c_lists[c_table_sid].name --container_name:cfgvalue(c_table_sid) end end if #c_selected >0 then docker:clear_status() local success = true for _,cont in ipairs(c_selected) do docker:append_status("Containers: " .. cmd .. " " .. cont .. "...") local res = dk.containers[cmd](dk, {id = cont}) if res and res.code >= 300 then success = false docker:append_status("code:" .. res.code.." ".. (res.body.message and res.body.message or res.message).. "\n") else docker:append_status("done\n") end end if success then docker:clear_status() end luci.http.redirect(luci.dispatcher.build_url("admin/services/docker/containers")) end end action_section = m:section(Table,{{}}) action_section.notitle=true action_section.rowcolors=false action_section.template="cbi/nullsection" btnnew=action_section:option(Button, "_new") btnnew.inputtitle= translate("New") btnnew.template = "dockerman/cbi/inlinebutton" btnnew.inputstyle = "add" btnnew.forcewrite = true btnstart=action_section:option(Button, "_start") btnstart.template = "dockerman/cbi/inlinebutton" btnstart.inputtitle=translate("Start") btnstart.inputstyle = "apply" btnstart.forcewrite = true btnrestart=action_section:option(Button, "_restart") btnrestart.template = "dockerman/cbi/inlinebutton" btnrestart.inputtitle=translate("Restart") btnrestart.inputstyle = "reload" btnrestart.forcewrite = true btnstop=action_section:option(Button, "_stop") btnstop.template = "dockerman/cbi/inlinebutton" btnstop.inputtitle=translate("Stop") btnstop.inputstyle = "reset" btnstop.forcewrite = true btnremove=action_section:option(Button, "_remove") btnremove.template = "dockerman/cbi/inlinebutton" btnremove.inputtitle=translate("Remove") btnremove.inputstyle = "remove" btnremove.forcewrite = true btnnew.write = function(self, section) luci.http.redirect(luci.dispatcher.build_url("admin/services/docker/newcontainer")) end btnstart.write = function(self, section) start_stop_remove(m,"start") end btnrestart.write = function(self, section) start_stop_remove(m,"restart") end btnremove.write = function(self, section) start_stop_remove(m,"remove") end btnstop.write = function(self, section) start_stop_remove(m,"stop") end return m
return { init_effect = "", name = "DOA联动 fever BUFF", time = 3, color = "blue", picture = "", desc = "", stack = 1, id = 8761, last_effect = "Health", effect_list = {} }
----------------------------------- -- Area: Western Altepa Desert -- Mob: Cactuar -- Note: Place holder for Cactuar_Cantautor ----------------------------------- local ID = require("scripts/zones/Western_Altepa_Desert/IDs") require("scripts/globals/regimes") require("scripts/globals/mobs") ----------------------------------- function onMobDeath(mob, player, isKiller) tpz.regime.checkRegime(player, mob, 136, 2, tpz.regime.type.FIELDS) end function onMobDespawn(mob) tpz.mob.phOnDespawn(mob, ID.mob.CACTUAR_CANTAUTOR_PH, 5, math.random(3600,43200)) -- 1 to 12 hours end
local M = {} function M.udgj_label(url, text) local upper = true label.set_text(url, text) timer.delay(0.3, true, function() upper = not upper if upper then text = string.upper(text) else text = string.lower(text) end label.set_text(url, text) end) end function M.udgj_text(node, text) local upper = true gui.set_text(node, text) timer.delay(0.3, true, function() upper = not upper if upper then text = string.upper(text) else text = string.lower(text) end gui.set_text(node, text) end) end return M
-- Operators on a internal stack(`internal/stack.lua`) -- When a `requireDependency` happens, we push the required -- dependency onto the top of the stack; and when it finishes being -- evaled, we pop it off from the stack. return function(options) local Utils = options.Utils local Operators = {} local function getInterfaceDotPath(package, demandingVersionNotion) return package and package.provisions and package.provisions[ demandingVersionNotion[4] or "default" ] or "init" end local function makeChunkName(package, filePath) return string.format("%s@%s@%s:%s", package.name, package.fork, package.version, filePath ) end function Operators.require(stack, dotPath) local top = stack.top() if not top.loaded[dotPath] then local filename = Utils.path.convertDotPathToSlashPath(dotPath) local file = assert(top.open(filename)) local evaled = assert(Utils.lang.evalOpenedFileAndClose( file, makeChunkName(top, filename), _G ))() top.loaded[dotPath] = evaled end return top.loaded[dotPath] end local function pushAndLocateDependency(stack, dependencyName) local versionNotion = stack.top().dependencies[dependencyName] assert(versionNotion, "Dependency not registered!") stack.push(versionNotion) local newTop = stack.top() local dotPath = getInterfaceDotPath(newTop, versionNotion) assert(dotPath, "Entry point interface not registered!") return dotPath, newTop end function Operators.requireDependencyFile(stack, dependencyName) local dotPath, newTop = pushAndLocateDependency(stack, dependencyName) local filename = Utils.path.convertDotPathToSlashPath(dotPath) local file = assert(newTop.open(filename)) stack.pop() return file end function Operators.requireDependency(stack, dependencyName) local dotPath, newTop = pushAndLocateDependency(stack, dependencyName) if not newTop.loaded[dotPath] then local filename = Utils.path.convertDotPathToSlashPath(dotPath) local file = assert(newTop.open(filename)) local evaled = assert(Utils.lang.evalOpenedFileAndClose( file, makeChunkName(newTop, filename), _G ))() newTop.loaded[dotPath] = evaled end stack.pop() return newTop.loaded[dotPath] end return Operators end
require "test-setup" require "lunit" local Cairo = require "oocairo" module("test.general", lunit.testcase, package.seeall) function test_support_flags () for _, feature in ipairs{ "HAS_PDF_SURFACE", "HAS_PNG_FUNCTIONS", "HAS_PS_SURFACE", "HAS_SVG_SURFACE", "HAS_USER_FONT" } do assert_boolean(Cairo[feature], "flag for feature " .. feature) end end -- vi:ts=4 sw=4 expandtab
------------------------------------------------------------------------ --[[ RandomSampler ]]-- -- DataSet iterator -- Randomly samples batches from a dataset. ------------------------------------------------------------------------ local RandomSampler, parent = torch.class("dp.RandomSampler", "dp.Sampler") --Returns an iterator over samples for one epoch function RandomSampler:sampleEpoch(dataset) dataset = dp.RandomSampler.toDataset(dataset) local nSample = dataset:nSample() local epochSize = self._epoch_size or nSample self._start = self._start or 1 local nSampled = 0 local stop -- build iterator return function(batch) if nSampled >= epochSize then return end batch = batch or dataset:sample(self._batch_size) -- inputs and targets dataset:sample(batch, self._batch_size) -- metadata batch:setup{ batch_iter=nSampled, batch_size=self._batch_size, n_sample=self._batch_size } batch = self._ppf(batch) nSampled = nSampled + self._batch_size self._start = self._start + self._batch_size if self._start >= nSample then self._start = 1 end self:collectgarbage() return batch, math.min(nSampled, epochSize), epochSize end end -- used with datasets that support asynchronous iterators like ImageClassSet function RandomSampler:sampleEpochAsync(dataset) dataset = dp.Sampler.toDataset(dataset) local nSample = dataset:nSample() local epochSize = self._epoch_size or nSample self._start = self._start or 1 local nSampledPut = 0 local nSampledGet = 0 -- build iterator local sampleBatch = function(batch, putOnly) if nSampledGet >= epochSize then return end if nSampledPut < epochSize then -- up values local uvbatchsize = self._batch_size local uvstart = self._start dataset:sampleAsyncPut(batch, self._batch_size, nil, function(batch) local indices = batch:indices() or torch.Tensor() -- metadata batch:setup{batch_iter=uvstop, batch_size=batch:nSample()} batch = self._ppf(batch) end) nSampledPut = nSampledPut + self._batch_size self._start = self._start + self._batch_size if self._start >= nSample then self._start = 1 end end if not putOnly then batch = dataset:asyncGet() nSampledGet = nSampledGet + self._batch_size self:collectgarbage() return batch, math.min(nSampledGet, epochSize), epochSize end end assert(dataset.isAsync, "expecting asynchronous dataset") -- empty the async queue dataset:synchronize() -- fill task queue with some batch requests for tidx=1,dataset.nThread do sampleBatch(nil, true) end return sampleBatch end
-- -- Name: codelite/codelite_workspace.lua -- Purpose: Generate a CodeLite workspace. -- Author: Ryan Pusztai -- Modified by: Andrea Zanellato -- Manu Evans -- Created: 2013/05/06 -- Copyright: (c) 2008-2015 Jason Perkins and the Premake project -- local p = premake local project = p.project local workspace = p.workspace local tree = p.tree local codelite = p.modules.codelite codelite.workspace = {} local m = codelite.workspace -- -- Generate a CodeLite workspace -- function m.generate(wks) p.utf8() -- -- Header -- p.w('<?xml version="1.0" encoding="UTF-8"?>') local tagsdb = "" -- local tagsdb = "./" .. wks.name .. ".tags" p.push('<CodeLite_Workspace Name="%s" Database="%s" SWTLW="No">', wks.name, tagsdb) -- -- Project list -- local tr = workspace.grouptree(wks) tree.traverse(tr, { onleaf = function(n) local prj = n.project -- Build a relative path from the workspace file to the project file local prjpath = p.filename(prj, ".project") prjpath = path.getrelative(prj.workspace.location, prjpath) if (prj.name == wks.startproject) then p.w('<Project Name="%s" Path="%s" Active="Yes"/>', prj.name, prjpath) else p.w('<Project Name="%s" Path="%s"/>', prj.name, prjpath) end end, onbranchenter = function(n) p.push('<VirtualDirectory Name="%s">', n.name) end, onbranchexit = function(n) p.pop('</VirtualDirectory>') end, }) -- -- Configurations -- -- count the number of platforms local platformsPresent = {} local numPlatforms = 0 for cfg in workspace.eachconfig(wks) do local platform = cfg.platform if platform and not platformsPresent[platform] then numPlatforms = numPlatforms + 1 platformsPresent[platform] = true end end if numPlatforms >= 2 then codelite.workspace.multiplePlatforms = true end -- for each workspace config p.push('<BuildMatrix>') for cfg in workspace.eachconfig(wks) do local cfgname = codelite.cfgname(cfg) p.push('<WorkspaceConfiguration Name="%s" Selected="yes">', cfgname) local tr = workspace.grouptree(wks) tree.traverse(tr, { onleaf = function(n) local prj = n.project p.w('<Project Name="%s" ConfigName="%s"/>', prj.name, cfgname) end }) p.pop('</WorkspaceConfiguration>') end p.pop('</BuildMatrix>') p.pop('</CodeLite_Workspace>') end
local execute = vim.api.nvim_command local fn = vim.fn local install_path = fn.stdpath('data')..'/site/pack/packer/start/packer.nvim' if fn.empty(fn.glob(install_path)) > 0 then fn.system({'git', 'clone', 'https://github.com/wbthomason/packer.nvim', install_path}) execute 'packadd packer.nvim' end local packer_ok, packer = pcall(require, "packer") if not packer_ok then return end packer.init { git = {clone_timeout = 300}, max_jobs = 50, display = { open_fn = function() return require("packer.util").float {border = "single"} end } } -- Auto compile when there are changes in plugins.lua vim.cmd "autocmd BufWritePost plugins.lua PackerCompile"
require 'cutorch' require 'cunn' require 'cudnn' require 'nngraph' require 'composition/composition_models.CompositionModel' require 'composition/composition_models.HeadOnly' require 'composition/composition_models.ModifierOnly' require 'composition/composition_models.Addition' require 'composition/composition_models.Multiplication' require 'iterators.BatchIterator' local composition_tests = torch.TestSuite() local tester = torch.Tester() local gpuid = 1 print('using CUDA on GPU ' .. gpuid .. '...') cutorch.setDevice(gpuid) print('Running on device: ' .. cutorch.getDeviceProperties(cutorch.getDevice()).name) function composition_tests.Addition() local sz = 5 local config = {batchSize = 2} local composition_model = torch.Addition(sz * 2, sz) local mlp = composition_model:architecture(config) mlp:cuda() local u = torch.Tensor({{1,2,3,4,5},{2,3,4,5,6}}):cuda() local v = torch.Tensor({{6,7,8,9,10}, {7,8,9,10,11}}):cuda() local input = {u, v} local output = mlp:forward(input) local expected_output = torch.Tensor(2,5):cuda() expected_output[1] = torch.Tensor{7,9,11,13,15} expected_output[2] = torch.Tensor{9,11,13,15,17} tester:eq(output, expected_output, "output and expected_output should be equal") end function composition_tests.Head() local sz = 5 local config = {batchSize = 2} local composition_model = torch.HeadOnly(sz * 2, sz) local mlp = composition_model:architecture(config) mlp:cuda() local u = torch.Tensor({{1,2,3,4,5},{2,3,4,5,6}}):cuda() local v = torch.Tensor({{6,7,8,9,10}, {7,8,9,10,11}}):cuda() local input = {u, v} local output = mlp:forward(input) local expected_output = torch.Tensor(2,5):cuda() expected_output[1] = torch.Tensor{6,7,8,9,10} expected_output[2] = torch.Tensor{7,8,9,10,11} tester:eq(output, expected_output, "output and expected_output should be equal") end function composition_tests.Modifier() local sz = 5 local config = {batchSize = 2} local composition_model = torch.ModifierOnly(sz * 2, sz) local mlp = composition_model:architecture(config) mlp:cuda() local u = torch.Tensor({{1,2,3,4,5},{2,3,4,5,6}}):cuda() local v = torch.Tensor({{6,7,8,9,10}, {7,8,9,10,11}}):cuda() local input = {u, v} local output = mlp:forward(input) local expected_output = torch.Tensor(2,5):cuda() expected_output[1] = torch.Tensor{1,2,3,4,5} expected_output[2] = torch.Tensor{2,3,4,5,6} tester:eq(output, expected_output, "output and expected_output should be equal") end function composition_tests.Multiplication() local sz = 5 local config = {batchSize = 2} local composition_model = torch.Multiplication(sz * 2, sz) local mlp = composition_model:architecture(config) mlp:cuda() local u = torch.Tensor({{1,2,3,4,5},{2,3,4,5,6}}):cuda() local v = torch.Tensor({{6,7,8,9,10}, {7,8,9,10,11}}):cuda() local input = {u, v} local output = mlp:forward(input) local expected_output = torch.Tensor(2,5):cuda() expected_output[1] = torch.Tensor{6,14,24,36,50} expected_output[2] = torch.Tensor{14,24,36,50,66} tester:eq(output, expected_output, "output and expected_output should be equal") end tester:add(composition_tests) tester:run()
function instructions() showTextScreen([[jEM FELL THROUGH A PORTAL TO A STRANGE, ALIEN WORLD. hER COLLEAGUES - vAN AND eSS - ARE WORKING TO GET BACK HOME. hELP jEM EXPLORE THIS WORLD AND PROTECT HER FRIENDS. - jUMP WITH 🅾️. - wHIP WITH ❎. - tRY WHIPPING EVERYTHING. - wHEN ADJUSTING DEVICES: 🅾️ CHANGES TYPE, ARROWS AIM. - oN GRAPPLE POINT: ❎ TO ENTER ADJUST MODE.;3;25]]) end
local budki = { {2493.79,-1684.33,13.51,354.9, numer=1}, {1126.34,-2031.77,69.89,270.1, numer=2}, {1638.51,1309.58,12.16,270, numer=3}, {-2134.01,928.08,80.00,90,numer=4}, {-2410.52,-607.04,132.69,36, numer=5}, {-253.35,2592.72,63.57,180, numer=6}, } budka_object = {} budka_marker = {} addEventHandler("onClientResourceStart", resourceRoot,function() for i,v in ipairs(budki) do budka_object[v.numer]=createObject(1216, v[1], v[2], v[3]-0.5, 0,0, v[4]-180) budka_marker[v.numer]=createColSphere(v[1], v[2], v[3], 1) local text = createElement("text") setElementPosition(text, v[1], v[2], v[3]+1) setElementData(text, "text", "Budka telefoniczna") --setElementData(budka_marker[v.numer], "budkanumer", v.numer) --budki[i].blip=createBlip(v.locb[1], v.locb[2], v.locb[3], 56, 1, 0, 0, 0, 255, 100,100) end end)
local utils = {} utils.Cuda = require('onmt.utils.Cuda') utils.Dict = require('onmt.utils.Dict') utils.SubDict = require('onmt.utils.SubDict') utils.FileReader = require('onmt.utils.FileReader') utils.Tensor = require('onmt.utils.Tensor') utils.Table = require('onmt.utils.Table') utils.String = require('onmt.utils.String') utils.Memory = require('onmt.utils.Memory') utils.MemoryOptimizer = require('onmt.utils.MemoryOptimizer') utils.Parallel = require('onmt.utils.Parallel') utils.Features = require('onmt.utils.Features') utils.Logger = require('onmt.utils.Logger') utils.Profiler = require('onmt.utils.Profiler') utils.ExtendedCmdLine = require('onmt.utils.ExtendedCmdLine') utils.CrayonLogger = require('onmt.utils.CrayonLogger') return utils
chemistry = {} chemistry.substances = {} chemistry.reactions = {} chemistry.nodes = {} local modpath = minetest.get_modpath("chemistry") dofile(modpath.."/api.lua") dofile(modpath.."/flask.lua") dofile(modpath.."/workbench.lua") dofile(modpath.."/substances.lua")
require( "engine.client.camera" ) require( "game.shared.construction" ) local gui = gui local map = map local _G = _G local require = require local construction = construction local r_draw_position = convar( "r_draw_position", "0", nil, nil, "Draws position" ) module( "game.client" ) function draw() if ( not _G.localplayer._initialized ) then return end -- Draw panels to worldspace gui.preDrawWorld() -- Draw world map.drawWorld() end function load( arg ) require "game.shared" end function onMainMenuActivate() end function onMainMenuClose() end function tick( timestep ) end function shutdown() construction.clear() end function update( dt ) end
print(type(true)) print(type(false)) print(type(nil))
-- Training of ED models. if opt.opt == 'SGD' then optimState = { learningRate = opt.lr, momentum = 0.9, learningRateDecay = 5e-7 } optimMethod = optim.sgd elseif opt.opt == 'ADAM' then -- See: http://cs231n.github.io/neural-networks-3/#update optimState = { learningRate = opt.lr, } optimMethod = optim.adam elseif opt.opt == 'ADADELTA' then -- See: http://cs231n.github.io/neural-networks-3/#update -- Run with default parameters, no need for learning rate and other stuff optimState = {} optimConfig = {} optimMethod = optim.adadelta elseif opt.opt == 'ADAGRAD' then -- See: http://cs231n.github.io/neural-networks-3/#update optimMethod = optim.adagrad optimState = { learningRate = opt.lr } else error('unknown optimization method') end ---------------------------------------------------------------------- -- Each batch is one document, so we test/validate/save the current model after each set of -- 5000 documents. Since aida-train contains 946 documents, this is equivalent with 5 full epochs. num_batches_per_epoch = 5000 function train_and_test() print('\nDone testing for ' .. banner) print('Params serialized = ' .. params_serialized) -- epoch tracker epoch = 1 local processed_so_far = 0 local f_bs = 0 local gradParameters_bs = nil while true do local time = sys.clock() print('\n') print('One epoch = ' .. (num_batches_per_epoch / 1000) .. ' full passes over AIDA-TRAIN in our case.') print(green('==> TRAINING EPOCH #' .. epoch .. ' <==')) print_net_weights() local processed_mentions = 0 for batch_index = 1,num_batches_per_epoch do -- Read one mini-batch from one data_thread: local inputs, targets = get_minibatch() local num_mentions = targets:size(1) processed_mentions = processed_mentions + num_mentions local model, _ = get_model(num_mentions) model:training() -- Retrieve parameters and gradients: -- extracts and flattens all model's parameters into a 1-dim vector parameters,gradParameters = model:getParameters() gradParameters:zero() -- Just in case: collectgarbage() collectgarbage() -- Reset gradients gradParameters:zero() -- Evaluate function for complete mini batch local outputs = model:forward(inputs) assert(outputs:size(1) == num_mentions and outputs:size(2) == max_num_cand) local f = criterion:forward(outputs, targets) -- Estimate df/dW local df_do = criterion:backward(outputs, targets) model:backward(inputs, df_do) if opt.batch_size == 1 or batch_index % opt.batch_size == 1 then gradParameters_bs = gradParameters:clone():zero() f_bs = 0 end gradParameters_bs:add(gradParameters) f_bs = f_bs + f if opt.batch_size == 1 or batch_index % opt.batch_size == 0 then gradParameters_bs:div(opt.batch_size) f_bs = f_bs / opt.batch_size -- Create closure to evaluate f(X) and df/dX local feval = function(x) return f_bs, gradParameters_bs end -- Optimize on current mini-batch optimState.learningRate = opt.lr optimMethod(feval, parameters, optimState) -- Regularize the f_network with projected SGD. regularize_f_network() end -- Display progress processed_so_far = processed_so_far + num_mentions if processed_so_far > 100000000 then processed_so_far = processed_so_far - 100000000 end xlua.progress(processed_so_far, 100000000) end -- Measure time taken time = sys.clock() - time time = time / processed_mentions print("\n==> time to learn 1 sample = " .. (time*1000) .. 'ms') -- Test: test(epoch) print('\nDone testing for ' .. banner) print('Params serialized = ' .. params_serialized) -- Save the current model: if opt.save then local filename = opt.root_data_dir .. 'generated/ed_models/' .. params_serialized .. '|ep=' .. epoch print('==> saving model to '..filename) torch.save(filename, pack_saveable_weights()) end -- Next epoch epoch = epoch + 1 end end
Player = game:GetService("Players").olefson Character = Player.Character PlayerGui = Player.PlayerGui Backpack = Player.Backpack Torso = Character.Torso Head = Character.Head LeftArm = Character["Left Arm"] LeftLeg = Character["Left Leg"] RightArm = Character["Right Arm"] RightLeg = Character["Right Leg"] LS = Torso["Left Shoulder"] LH = Torso["Left Hip"] RS = Torso["Right Shoulder"] RH = Torso["Right Hip"] attack = false attacktype = 1 damage = 3 oridamage = 3 --player player = nil --save shoulders RSH, LSH = nil, nil --welds RW, LW = Instance.new("Weld"), Instance.new("Weld") --what anim anim = "none" unsheathed = false tornadoing = false if Character:findFirstChild("Main Weapons",true) ~= nil then Character:findFirstChild("Main Weapons",true).Parent = nil end --[[Models and Parts]]-- local modelzorz = Instance.new("Model") modelzorz.Name = "Main Weapons" modelzorz.Parent = Character local model1 = Instance.new("Model") model1.Name = "GunSword" --Yes I know. This is from Squall from FF7 right? Well I didn't copied this from him. model1.Parent = modelzorz local model2 = Instance.new("Model") model2.Name = "BlastCannon" model2.Parent = nil local model3 = Instance.new("Model") model3.Name = "LaserRifle" model3.Parent = nil local model4 = Instance.new("Model") model4.Name = "Tornado Skates" model4.Parent = nil local prt1 = Instance.new("Part") prt1.formFactor = 1 prt1.Parent = model1 prt1.CanCollide = false prt1.BrickColor = BrickColor.new("Dark stone grey") prt1.Name = "Handle1" prt1.Size = Vector3.new(1,1,1) prt1.Position = Torso.Position local prt2 = Instance.new("Part") prt2.formFactor = 1 prt2.Parent = model1 prt2.CanCollide = false prt2.BrickColor = BrickColor.new("Medium stone grey") prt2.Name = "Handle2" prt2.Size = Vector3.new(1,1,1) prt2.Position = Torso.Position local prt3 = Instance.new("Part") prt3.formFactor = 1 prt3.Reflectance = 0.05 prt3.Parent = model1 prt3.CanCollide = false prt3.BrickColor = BrickColor.new("Black") prt3.Name = "Blade1" prt3.Size = Vector3.new(1,4,1) prt3.Position = Torso.Position local prt4 = Instance.new("Part") prt4.formFactor = 1 prt4.Reflectance = 0.05 prt4.Parent = model1 prt4.CanCollide = false prt4.BrickColor = BrickColor.new("Black") prt4.Name = "Blade2" prt4.Size = Vector3.new(1,1,1) prt4.Position = Torso.Position local prt5 = Instance.new("Part") prt5.formFactor = 1 prt5.Parent = model1 prt5.CanCollide = false prt5.BrickColor = BrickColor.new("Medium stone grey") prt5.Name = "Barrel" prt5.Size = Vector3.new(1,1,1) prt5.Position = Torso.Position local prt6 = Instance.new("Part") prt6.formFactor = 1 prt6.Parent = model1 prt6.CanCollide = false prt6.BrickColor = BrickColor.new("Black") prt6.Name = "Shell1" --I had a REALLY, hard time CFraming all these shells >.< prt6.Size = Vector3.new(1,1,1) prt6.Position = Torso.Position local prt7 = Instance.new("Part") prt7.formFactor = 1 prt7.Parent = model1 prt7.CanCollide = false prt7.BrickColor = BrickColor.new("Black") prt7.Name = "Shell2" prt7.Size = Vector3.new(1,1,1) prt7.Position = Torso.Position local prt8 = Instance.new("Part") prt8.formFactor = 1 prt8.Parent = model1 prt8.CanCollide = false prt8.BrickColor = BrickColor.new("Black") prt8.Name = "Shell3" prt8.Size = Vector3.new(1,1,1) prt8.Position = Torso.Position local prt9 = Instance.new("Part") prt9.formFactor = 1 prt9.Parent = model1 prt9.CanCollide = false prt9.BrickColor = BrickColor.new("Black") prt9.Name = "Shell4" prt9.Size = Vector3.new(1,1,1) prt9.Position = Torso.Position local prt10 = Instance.new("Part") prt10.formFactor = 1 prt10.Parent = model1 prt10.CanCollide = false prt10.BrickColor = BrickColor.new("Black") prt10.Name = "Shell5" prt10.Size = Vector3.new(1,1,1) prt10.Position = Torso.Position local prt11 = Instance.new("Part") prt11.formFactor = 1 prt11.Parent = model1 prt11.CanCollide = false prt11.BrickColor = BrickColor.new("Black") prt11.Name = "Shell6" prt11.Size = Vector3.new(1,1,1) prt11.Position = Torso.Position local prt12 = Instance.new("Part") prt12.formFactor = 1 prt12.Parent = model1 prt12.CanCollide = false prt12.BrickColor = BrickColor.new("Medium stone grey") prt12.Name = "Gun1" prt12.Size = Vector3.new(1,2,1) prt12.Position = Torso.Position local prt13 = Instance.new("Part") prt13.formFactor = 1 prt13.Parent = model1 prt13.CanCollide = false prt13.BrickColor = BrickColor.new("Medium stone grey") prt13.Name = "Gun2" prt13.Size = Vector3.new(1,1,1) prt13.Position = Torso.Position local prt13a = Instance.new("Part") prt13a.formFactor = 1 prt13a.Parent = model1 prt13a.CanCollide = false prt13a.BrickColor = BrickColor.new("Black") prt13a.Name = "Gun3" prt13a.Size = Vector3.new(1,1,1) prt13a.Position = Torso.Position local prt14 = Instance.new("Part") prt14.formFactor = 1 prt14.Parent = model1 prt14.CanCollide = false prt14.BrickColor = BrickColor.new("Medium stone grey") prt14.Name = "Trigger1" prt14.Size = Vector3.new(1,1,1) prt14.Position = Torso.Position local prt15 = Instance.new("Part") prt15.formFactor = 1 prt15.Parent = model1 prt15.CanCollide = false prt15.BrickColor = BrickColor.new("Medium stone grey") prt15.Name = "Trigger2" prt15.Size = Vector3.new(1,1,1) prt15.Position = Torso.Position local prt16 = Instance.new("Part") prt16.formFactor = 1 prt16.Parent = model2 prt16.Reflectance = 0.2 prt16.CanCollide = false prt16.BrickColor = BrickColor.new("Black") prt16.Name = "CannonHandle1" prt16.Size = Vector3.new(1,2,1) prt16.Position = Torso.Position local prt17 = Instance.new("Part") prt17.formFactor = 1 prt17.Parent = model2 prt17.Reflectance = 0.2 prt17.CanCollide = false prt17.BrickColor = BrickColor.new("Black") prt17.Name = "CannonHandle2" prt17.Size = Vector3.new(1,1,1) prt17.Position = Torso.Position local prt18 = Instance.new("Part") prt18.formFactor = 1 prt18.Parent = model2 prt18.Reflectance = 0.2 prt18.CanCollide = false prt18.BrickColor = BrickColor.new("Black") prt18.Name = "CannonPart1" prt18.Size = Vector3.new(1,2,1) prt18.Position = Torso.Position local prt19 = Instance.new("Part") prt19.formFactor = 1 prt19.Parent = model2 prt19.Reflectance = 0.2 prt19.CanCollide = false prt19.BrickColor = BrickColor.new("Black") prt19.Name = "CannonPart2" prt19.Size = Vector3.new(1,2,1) prt19.Position = Torso.Position local prt20 = Instance.new("Part") prt20.formFactor = 1 prt20.Parent = model2 prt20.Reflectance = 0.2 prt20.CanCollide = false prt20.BrickColor = BrickColor.new("White") prt20.Name = "CannonHandle3" prt20.Size = Vector3.new(1,2,1) prt20.Position = Torso.Position local prt21 = Instance.new("Part") prt21.formFactor = 1 prt21.Parent = model2 prt21.Reflectance = 0.2 prt21.CanCollide = false prt21.BrickColor = BrickColor.new("Black") prt21.Name = "CannonPart3" prt21.Size = Vector3.new(1,2,1) prt21.Position = Torso.Position local prt22 = Instance.new("Part") prt22.formFactor = 1 prt22.Parent = model2 prt22.Reflectance = 0.2 prt22.CanCollide = false prt22.BrickColor = BrickColor.new("Black") prt22.Name = "CannonPart4" prt22.Size = Vector3.new(1,2,1) prt22.Position = Torso.Position local prt23 = Instance.new("Part") prt23.formFactor = 1 prt23.Parent = model2 prt23.Reflectance = 0.2 prt23.CanCollide = false prt23.BrickColor = BrickColor.new("Medium stone grey") prt23.Name = "CannonPart5" prt23.Size = Vector3.new(1,1,1) prt23.Position = Torso.Position local prt24 = Instance.new("Part") prt24.formFactor = 1 prt24.Parent = model2 prt24.Reflectance = 0 prt24.CanCollide = false prt24.BrickColor = BrickColor.new("Black") prt24.Name = "CannonPart6" prt24.Size = Vector3.new(1,1,1) prt24.Position = Torso.Position local prt25 = Instance.new("Part") prt25.formFactor = 1 prt25.Parent = model2 prt25.Reflectance = 0.2 prt25.CanCollide = false prt25.BrickColor = BrickColor.new("Medium stone grey") prt25.Name = "CannonPart7" prt25.Size = Vector3.new(1,2,1) prt25.Position = Torso.Position local prt26 = Instance.new("Part") prt26.formFactor = 1 prt26.Parent = model2 prt26.Reflectance = 0.2 prt26.CanCollide = false prt26.BrickColor = BrickColor.new("Medium stone grey") prt26.Name = "CannonPart8" prt26.Size = Vector3.new(1,1,1) prt26.Position = Torso.Position local prt27 = Instance.new("Part") prt27.formFactor = 1 prt27.Parent = model2 prt27.Reflectance = 0 prt27.CanCollide = false prt27.BrickColor = BrickColor.new("Black") prt27.Name = "CannonPart9" prt27.Size = Vector3.new(1,1,1) prt27.Position = Torso.Position local prt28 = Instance.new("Part") prt28.formFactor = 1 prt28.Parent = model2 prt28.Reflectance = 0 prt28.CanCollide = false prt28.BrickColor = BrickColor.new("Black") prt28.Name = "CannonPart10" prt28.Size = Vector3.new(1,1,1) prt28.Position = Torso.Position local prt29 = Instance.new("Part") prt29.formFactor = 1 prt29.Parent = model2 prt29.Reflectance = 0.2 prt29.CanCollide = false prt29.BrickColor = BrickColor.new("Black") prt29.Name = "CannonPart11" prt29.Size = Vector3.new(1,2,1) prt29.Position = Torso.Position local prt30 = Instance.new("Part") prt30.formFactor = 1 prt30.Parent = model2 prt30.Reflectance = 0 prt30.CanCollide = false prt30.BrickColor = BrickColor.new("Bright red") prt30.Name = "CannonPart12" prt30.Size = Vector3.new(1,2,1) prt30.Position = Torso.Position local prt31 = Instance.new("Part") prt31.formFactor = 1 prt31.Parent = model2 prt31.Reflectance = 0 prt31.CanCollide = false prt31.BrickColor = BrickColor.new("Black") prt31.Name = "CannonPart13" prt31.Size = Vector3.new(1,2,1) prt31.Position = Torso.Position local prt32 = Instance.new("Part") prt32.formFactor = 1 prt32.Parent = model3 prt32.Reflectance = 0 prt32.CanCollide = false prt32.BrickColor = BrickColor.new("Bright blue") prt32.Name = "LRhandle1" prt32.Size = Vector3.new(1,1,1) prt32.Position = Torso.Position local prt32a = Instance.new("Part") prt32a.formFactor = 1 prt32a.Parent = model3 prt32a.Reflectance = 0 prt32a.CanCollide = false prt32a.BrickColor = BrickColor.new("Black") prt32a.Name = "LRhandle1a" prt32a.Size = Vector3.new(1,1,1) prt32a.Position = Torso.Position local prt33 = Instance.new("Part") prt33.formFactor = 1 prt33.Parent = model3 prt33.Reflectance = 0 prt33.CanCollide = false prt33.BrickColor = BrickColor.new("Bright blue") prt33.Name = "LRhandle2" prt33.Size = Vector3.new(1,1,1) prt33.Position = Torso.Position local prt34 = Instance.new("Part") prt34.formFactor = 1 prt34.Parent = model3 prt34.Reflectance = 0 prt34.CanCollide = false prt34.BrickColor = BrickColor.new("Bright blue") prt34.Name = "LRPart1" prt34.Size = Vector3.new(1,2,1) prt34.Position = Torso.Position local prt35 = Instance.new("Part") prt35.formFactor = 1 prt35.Parent = model3 prt35.Reflectance = 0 prt35.CanCollide = false prt35.BrickColor = BrickColor.new("Bright blue") prt35.Name = "LRPart2" prt35.Size = Vector3.new(1,1,1) prt35.Position = Torso.Position local prt36 = Instance.new("Part") prt36.formFactor = 1 prt36.Parent = model3 prt36.Reflectance = 0 prt36.Reflectance = 0.2 prt36.CanCollide = false prt36.BrickColor = BrickColor.new("White") prt36.Name = "LRPart3" prt36.Size = Vector3.new(1,1,1) prt36.Position = Torso.Position local prt37 = Instance.new("Part") prt37.formFactor = 1 prt37.Parent = model3 prt37.Reflectance = 0 prt37.Reflectance = 0.2 prt37.CanCollide = false prt37.BrickColor = BrickColor.new("New Yeller") prt37.Name = "LRPart4" prt37.Size = Vector3.new(1,1,1) prt37.Position = Torso.Position local prt38 = Instance.new("Part") prt38.formFactor = 1 prt38.Parent = model3 prt38.Reflectance = 0 prt38.CanCollide = false prt38.BrickColor = BrickColor.new("White") prt38.Name = "LRDesign1" prt38.Size = Vector3.new(1,1,1) prt38.Position = Torso.Position local prt39 = Instance.new("Part") prt39.formFactor = 1 prt39.Parent = model3 prt39.Reflectance = 0 prt39.CanCollide = false prt39.BrickColor = BrickColor.new("Bright blue") prt39.Name = "LRDesign2" prt39.Size = Vector3.new(1,1,1) prt39.Position = Torso.Position local prt40 = Instance.new("Part") prt40.formFactor = 1 prt40.Parent = model3 prt40.Reflectance = 0 prt40.Transparency = 0.4 prt40.CanCollide = false prt40.BrickColor = BrickColor.new("Medium stone grey") prt40.Name = "TSPart1" prt40.Size = Vector3.new(1,1,1) prt40.Position = Torso.Position local msh1 = Instance.new("BlockMesh") msh1.Parent = prt1 msh1.Scale = Vector3.new(0.5,2,0.5) local msh2 = Instance.new("BlockMesh") msh2.Parent = prt2 msh2.Scale = Vector3.new(1,1,0.7) local msh3 = Instance.new("BlockMesh") msh3.Parent = prt3 msh3.Scale = Vector3.new(0.7,0.8,0.12) local msh4 = Instance.new("SpecialMesh") msh4.Parent = prt4 msh4.MeshType = "Wedge" msh4.Scale = Vector3.new(0.12, 1, 1.1) local msh5 = Instance.new("CylinderMesh") msh5.Parent = prt5 msh5.Scale = Vector3.new(1,1,1) local msh6 = Instance.new("CylinderMesh") msh6.Parent = prt6 msh6.Scale = Vector3.new(1.1,1.1,0.3) local msh7 = Instance.new("CylinderMesh") msh7.Parent = prt7 msh7.Scale = Vector3.new(1.1,1.1,0.3) local msh8 = Instance.new("CylinderMesh") msh8.Parent = prt8 msh8.Scale = Vector3.new(1.1,1.1,0.3) local msh9 = Instance.new("CylinderMesh") msh9.Parent = prt9 msh9.Scale = Vector3.new(1.1,1.1,0.3) local msh10 = Instance.new("CylinderMesh") msh10.Parent = prt10 msh10.Scale = Vector3.new(1.1,1.1,0.3) local msh11 = Instance.new("CylinderMesh") msh11.Parent = prt11 msh11.Scale = Vector3.new(1.1,1.1,0.3) local msh12 = Instance.new("CylinderMesh") msh12.Parent = prt12 msh12.Scale = Vector3.new(1.2,1,0.4) local msh13 = Instance.new("CylinderMesh") msh13.Parent = prt13 msh13.Scale = Vector3.new(0.5,0.5,0.5) local msh13a = Instance.new("CylinderMesh") msh13a.Parent = prt13a msh13a.Scale = Vector3.new(0.4,0.51,0.4) local msh14 = Instance.new("SpecialMesh") msh14.Parent = prt14 msh14.MeshId = "http://www.roblox.com/asset/?id=3270017" msh14.Scale = Vector3.new(0.5,0.5,0.5) local msh15 = Instance.new("BlockMesh") msh15.Parent = prt15 msh15.Scale = Vector3.new(0.1,0.4,0.1) local msh16 = Instance.new("BlockMesh") msh16.Parent = prt16 msh16.Scale = Vector3.new(0.5,0.6,0.5) local msh17 = Instance.new("BlockMesh") msh17.Parent = prt17 msh17.Scale = Vector3.new(0.6,0.3,0.6) local msh18 = Instance.new("BlockMesh") msh18.Parent = prt18 msh18.Scale = Vector3.new(0.7,0.5,0.7) local msh19 = Instance.new("BlockMesh") msh19.Parent = prt19 msh19.Scale = Vector3.new(0.7,0.8,0.8) local msh20 = Instance.new("BlockMesh") msh20.Parent = prt20 msh20.Scale = Vector3.new(0.6,0.8,0.7) local msh21 = Instance.new("BlockMesh") msh21.Parent = prt21 msh21.Scale = Vector3.new(0.7,0.65,0.7) local msh22 = Instance.new("BlockMesh") msh22.Parent = prt22 msh22.Scale = Vector3.new(0.7,1.2,0.7) local msh23 = Instance.new("CylinderMesh") msh23.Parent = prt23 msh23.Scale = Vector3.new(0.5,0.5,0.5) local msh24 = Instance.new("CylinderMesh") msh24.Parent = prt24 msh24.Scale = Vector3.new(0.4,0.51,0.4) local msh25 = Instance.new("CylinderMesh") msh25.Parent = prt25 msh25.Scale = Vector3.new(0.5,0.9,0.5) local msh26 = Instance.new("CylinderMesh") msh26.Parent = prt26 msh26.Scale = Vector3.new(0.4,0.5,0.4) local msh27 = Instance.new("CylinderMesh") msh27.Parent = prt27 msh27.Scale = Vector3.new(0.3,0.51,0.3) local msh28 = Instance.new("CylinderMesh") msh28.Parent = prt28 msh28.Scale = Vector3.new(0.6,0.51,0.6) local msh29 = Instance.new("BlockMesh") msh29.Parent = prt29 msh29.Scale = Vector3.new(0.7,0.65,1) local msh30 = Instance.new("CylinderMesh") msh30.Parent = prt30 msh30.Scale = Vector3.new(1,0.65,1.2) local msh31 = Instance.new("BlockMesh") msh31.Parent = prt31 msh31.Scale = Vector3.new(0.9,0.9,0.5) local msh32 = Instance.new("CylinderMesh") msh32.Parent = prt32 msh32.Scale = Vector3.new(1.5,1.5,1.5) local msh32a = Instance.new("CylinderMesh") msh32a.Parent = prt32a msh32a.Scale = Vector3.new(1,1.6,1) local msh33 = Instance.new("BlockMesh") msh33.Parent = prt33 msh33.Scale = Vector3.new(1.1,1.1,1.1) local msh34 = Instance.new("BlockMesh") msh34.Parent = prt34 msh34.Scale = Vector3.new(1.4,1.1,1.4) local msh35 = Instance.new("SpecialMesh") msh35.MeshType = "Wedge" msh35.Parent = prt35 msh35.Scale = Vector3.new(1.4,1.3,1.4) local msh36 = Instance.new("CylinderMesh") msh36.Parent = prt36 msh36.Scale = Vector3.new(1.3,1.2,1.3) local msh37 = Instance.new("SpecialMesh") msh37.MeshType = "Sphere" msh37.Parent = prt37 msh37.Scale = Vector3.new(0.8,0.8,0.8) local msh38 = Instance.new("BlockMesh") msh38.Parent = prt38 msh38.Scale = Vector3.new(1.5,0.7,1.5) local msh39 = Instance.new("CylinderMesh") msh39.Parent = prt39 msh39.Scale = Vector3.new(0.7,1.3,0.7) local msh40 = Instance.new("BlockMesh") msh40.Parent = prt40 msh40.Scale = Vector3.new(0.5,0.5,0.5) local wld1 = Instance.new("Weld") wld1.Parent = prt1 wld1.Part0 = prt1 wld1.Part1 = Torso wld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,-0.5) * CFrame.new(0.3,-1.55, -0.75) local wld2 = Instance.new("Weld") wld2.Parent = prt2 wld2.Part0 = prt2 wld2.Part1 = prt1 wld2.C0 = CFrame.fromEulerAnglesXYZ(0,0,0.5) * CFrame.new(0,1,0) local wld3 = Instance.new("Weld") wld3.Parent = prt3 wld3.Part0 = prt3 wld3.Part1 = prt2 wld3.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.7,0) local wld4 = Instance.new("Weld") wld4.Parent = prt4 wld4.Part0 = prt4 wld4.Part1 = prt3 wld4.C0 = CFrame.fromEulerAnglesXYZ(math.rad(180),math.rad(90),0) * CFrame.new(0.2,2,0) local wld5 = Instance.new("Weld") wld5.Parent = prt5 wld5.Part0 = prt5 wld5.Part1 = prt2 wld5.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.4,0.5,0) local wld6 = Instance.new("Weld") wld6.Parent = prt6 wld6.Part0 = prt6 wld6.Part1 = prt5 wld6.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.4,0,0) local wld7 = Instance.new("Weld") wld7.Parent = prt7 wld7.Part0 = prt7 wld7.Part1 = prt5 wld7.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.2,0,-0.3) local wld8 = Instance.new("Weld") wld8.Parent = prt8 wld8.Part0 = prt8 wld8.Part1 = prt5 wld8.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(-0.2,0,-0.3) local wld9 = Instance.new("Weld") wld9.Parent = prt9 wld9.Part0 = prt9 wld9.Part1 = prt5 wld9.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(-0.4,0,0) local wld10 = Instance.new("Weld") wld10.Parent = prt10 wld10.Part0 = prt10 wld10.Part1 = prt5 wld10.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(-0.2,0,0.3) local wld11 = Instance.new("Weld") wld11.Parent = prt11 wld11.Part0 = prt11 wld11.Part1 = prt5 wld11.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.2,0,0.3) local wld12 = Instance.new("Weld") wld12.Parent = prt12 wld12.Part0 = prt12 wld12.Part1 = prt3 wld12.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) local wld13 = Instance.new("Weld") wld13.Parent = prt13 wld13.Part0 = prt13 wld13.Part1 = prt12 wld13.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1.3,0) local wld13a = Instance.new("Weld") wld13a.Parent = prt13a wld13a.Part0 = prt13a wld13a.Part1 = prt13 wld13a.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) local wld14 = Instance.new("Weld") wld14.Parent = prt14 wld14.Part0 = prt14 wld14.Part1 = prt2 wld14.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.5,-0.4,0) local wld15 = Instance.new("Weld") wld15.Parent = prt15 wld15.Part0 = prt15 wld15.Part1 = prt14 wld15.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(120)) * CFrame.new(0,0,0) local wld16 = Instance.new("Weld") wld16.Parent = prt16 wld16.Part0 = prt16 wld16.Part1 = Torso wld16.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90),0,0) * CFrame.new(0,-0.2,-0.2) local wld17 = Instance.new("Weld") wld17.Parent = prt17 wld17.Part0 = prt17 wld17.Part1 = prt16 wld17.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.45,0) local wld18 = Instance.new("Weld") wld18.Parent = prt18 wld18.Part0 = prt18 wld18.Part1 = prt16 wld18.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-1,0) local wld19 = Instance.new("Weld") wld19.Parent = prt19 wld19.Part0 = prt19 wld19.Part1 = prt18 wld19.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90),0,0) * CFrame.new(0,-0.4,-0.45) local wld20 = Instance.new("Weld") wld20.Parent = prt20 wld20.Part0 = prt20 wld20.Part1 = prt19 wld20.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0.5) local wld21 = Instance.new("Weld") wld21.Parent = prt21 wld21.Part0 = prt21 wld21.Part1 = prt19 wld21.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90),0,0) * CFrame.new(0,1.1,0.25) local wld22 = Instance.new("Weld") wld22.Parent = prt22 wld22.Part0 = prt22 wld22.Part1 = prt18 wld22.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90),0,0) * CFrame.new(0,-0.4,1.1) local wld23 = Instance.new("Weld") wld23.Parent = prt23 wld23.Part0 = prt23 wld23.Part1 = prt22 wld23.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-1.3,0) local wld24 = Instance.new("Weld") wld24.Parent = prt24 wld24.Part0 = prt24 wld24.Part1 = prt23 wld24.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) local wld25 = Instance.new("Weld") wld25.Parent = prt25 wld25.Part0 = prt25 wld25.Part1 = prt18 wld25.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90),0,0) * CFrame.new(0,0.3,1.1) local wld26 = Instance.new("Weld") wld26.Parent = prt26 wld26.Part0 = prt26 wld26.Part1 = prt25 wld26.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-1,0) local wld27 = Instance.new("Weld") wld27.Parent = prt27 wld27.Part0 = prt27 wld27.Part1 = prt26 wld27.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) local wld28 = Instance.new("Weld") wld28.Parent = prt28 wld28.Part0 = prt28 wld28.Part1 = prt25 wld28.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) local wld29 = Instance.new("Weld") wld29.Parent = prt29 wld29.Part0 = prt29 wld29.Part1 = prt21 wld29.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0.8) local wld30 = Instance.new("Weld") wld30.Parent = prt30 wld30.Part0 = prt30 wld30.Part1 = prt29 wld30.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90),0,0) * CFrame.new(0,0,-0.2) local wld31 = Instance.new("Weld") wld31.Parent = prt31 wld31.Part0 = prt31 wld31.Part1 = prt18 wld31.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90),0,0) * CFrame.new(0,-0.4,0.5) local wld32 = Instance.new("Weld") wld32.Parent = prt32 wld32.Part0 = prt32 wld32.Part1 = RightArm wld32.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) * CFrame.new(0,1.2,0) local wld32a = Instance.new("Weld") wld32a.Parent = prt32a wld32a.Part0 = prt32a wld32a.Part1 = prt32 wld32a.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) local wld33 = Instance.new("Weld") wld33.Parent = prt33 wld33.Part0 = prt33 wld33.Part1 = RightArm wld33.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) * CFrame.new(0,0.6,0) local wld34 = Instance.new("Weld") wld34.Parent = prt34 wld34.Part0 = prt34 wld34.Part1 = prt32 wld34.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) * CFrame.new(-1,0,0) local wld35 = Instance.new("Weld") wld35.Parent = prt35 wld35.Part0 = prt35 wld35.Part1 = prt34 wld35.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-2,0) local wld36 = Instance.new("Weld") wld36.Parent = prt36 wld36.Part0 = prt36 wld36.Part1 = prt35 wld36.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0,0) local wld37 = Instance.new("Weld") wld37.Parent = prt37 wld37.Part0 = prt37 wld37.Part1 = prt36 wld37.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,-0.8,0) local wld38 = Instance.new("Weld") wld38.Parent = prt38 wld38.Part0 = prt38 wld38.Part1 = prt34 wld38.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,0.1,0) local wld39 = Instance.new("Weld") wld39.Parent = prt39 wld39.Part0 = prt39 wld39.Part1 = prt38 wld39.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) * CFrame.new(0,0,-0.4) local wld40 = Instance.new("Weld") wld40.Parent = prt40 wld40.Part0 = prt40 wld40.Part1 = LeftLeg wld40.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0,1,0) if (script.Parent.className ~= "HopperBin") then Tool = Instance.new("HopperBin") Tool.Parent = Backpack Tool.Name = "AccountMoniter's GunBlade" --Yes. MY, GunBlade. Tool.TextureId = "" --Haven't made a picture for it yet. I soon will when i'm done with every weapon :3 script.Parent = Tool end Bin = script.Parent --[[Main Functions]]-- function unequipweld() wld1.Part1 = Torso wld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,-0.5) * CFrame.new(0.3,-1.55, -0.75) end function unequipweld2() wld16.Part1 = Torso wld16.C0 = CFrame.fromEulerAnglesXYZ(math.rad(-90),0,0) * CFrame.new(0,-0.2,-0.2) end function equipweld() wld1.Part1 = LeftArm wld1.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), -0.7, -1.57) * CFrame.new(0, 1, 0) end function equipweld2() wld16.Part1 = LeftArm wld16.C1 = CFrame.fromEulerAnglesXYZ(0, 0, 0) * CFrame.new(0, 0,0) wld16.C0 = CFrame.fromEulerAnglesXYZ(math.rad(90),0,0) * CFrame.new(0, 1, 0) end function hideanim() for i = 0 , 1 , 0.07 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5*i,0,1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) --wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), math.rad(720)*i, -1.57) * CFrame.new(0, 1, 0) end unequipweld() wait(0.2) for i = 0 , 1 , 0.07 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-3.5*i+3.5,0,-1*i+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end function equipanim() for i = 0 , 1 , 0.07 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5*i,0,1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end equipweld() wait(0.1) for i = 0 , 1 , 0.07 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-3.5*i+3.5,0,-1*i+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait(0.3) for i = 0 , 1 , 0.07 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1*i,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end function oneslash() for i = 0 , 1 , 0.07 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(2*i+1,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), 0.7*i-0.7, -1.57) * CFrame.new(0, 1, 0) end ss(prt1,1) local con = prt3.Touched:connect(OT) local con2 = prt4.Touched:connect(OT) for i = 0 , 1 , 0.1 do wait(0) effect() LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-3.5*i+3,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), -1*i, -1.57) * CFrame.new(0, 1, 0) end con:disconnect() con2:disconnect() end function twoslash() ss(prt1,1) local con = prt3.Touched:connect(OT) local con2 = prt4.Touched:connect(OT) for i = 0 , 1 , 0.1 do wait(0) effect() LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3*i-0.5,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), 2*i-1, -1.57) * CFrame.new(0, 1, 0) end con:disconnect() con2:disconnect() for i = 0 , 1 , 0.07 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1.5*i+2.5,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), -1.7*i+1, -1.57) * CFrame.new(0, 1, 0) end end function unload() --Possibly the hardest attack made for the GunBlade >.< for i = 0 , 1 , 0.15 do wait(0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.4*i,0.5*i,-0.5*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end local bullet1 = Instance.new("Part") bullet1.formFactor = 1 bullet1.Parent = model1 bullet1.CanCollide = false bullet1.BrickColor = BrickColor.new("New Yeller") bullet1.Name = "Bullet1" bullet1.Size = Vector3.new(1,1,1) bullet1.Position = Torso.Position local bullet2 = Instance.new("Part") bullet2.formFactor = 1 bullet2.Parent = model1 bullet2.CanCollide = false bullet2.BrickColor = BrickColor.new("New Yeller") bullet2.Name = "Bullet2" bullet2.Size = Vector3.new(1,1,1) bullet2.Position = Torso.Position local bullet3 = Instance.new("Part") bullet3.formFactor = 1 bullet3.Parent = model1 bullet3.CanCollide = false bullet3.BrickColor = BrickColor.new("New Yeller") bullet3.Name = "Bullet3" bullet3.Size = Vector3.new(1,1,1) bullet3.Position = Torso.Position local bullet4 = Instance.new("Part") bullet4.formFactor = 1 bullet4.Parent = model1 bullet4.CanCollide = false bullet4.BrickColor = BrickColor.new("New Yeller") bullet4.Name = "Bullet4" bullet4.Size = Vector3.new(1,1,1) bullet4.Position = Torso.Position local bullet5 = Instance.new("Part") bullet5.formFactor = 1 bullet5.Parent = model1 bullet5.CanCollide = false bullet5.BrickColor = BrickColor.new("New Yeller") bullet5.Name = "Bullet5" bullet5.Size = Vector3.new(1,1,1) bullet5.Position = Torso.Position local bullet6 = Instance.new("Part") bullet6.formFactor = 1 bullet6.Parent = model1 bullet6.CanCollide = false bullet6.BrickColor = BrickColor.new("New Yeller") bullet6.Name = "Bullet6" bullet6.Size = Vector3.new(1,1,1) bullet6.Position = Torso.Position local bulmesh1 = Instance.new("CylinderMesh") bulmesh1.Parent = bullet1 bulmesh1.Scale = Vector3.new(1.1,1.1,0.3) local bulmesh2 = Instance.new("CylinderMesh") bulmesh2.Parent = bullet2 bulmesh2.Scale = Vector3.new(1.1,1.1,0.3) local bulmesh3 = Instance.new("CylinderMesh") bulmesh3.Parent = bullet3 bulmesh3.Scale = Vector3.new(1.1,1.1,0.3) local bulmesh4 = Instance.new("CylinderMesh") bulmesh4.Parent = bullet4 bulmesh4.Scale = Vector3.new(1.1,1.1,0.3) local bulmesh5 = Instance.new("CylinderMesh") bulmesh5.Parent = bullet5 bulmesh5.Scale = Vector3.new(1.1,1.1,0.3) local bulmesh6 = Instance.new("CylinderMesh") bulmesh6.Parent = bullet6 bulmesh6.Scale = Vector3.new(1.1,1.1,0.3) local bulweld1 = Instance.new("Weld") bulweld1.Parent = bullet1 bulweld1.Part0 = bullet1 bulweld1.Part1 = RightArm bulweld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.2,1,0.3) local bulweld2 = Instance.new("Weld") bulweld2.Parent = bullet2 bulweld2.Part0 = bullet2 bulweld2.Part1 = RightArm bulweld2.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.2,1,0) local bulweld3 = Instance.new("Weld") bulweld3.Parent = bullet3 bulweld3.Part0 = bullet3 bulweld3.Part1 = RightArm bulweld3.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.2,1,-0.3) local bulweld4 = Instance.new("Weld") bulweld4.Parent = bullet4 bulweld4.Part0 = bullet4 bulweld4.Part1 = RightArm bulweld4.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(-0.2,1,0.3) local bulweld5 = Instance.new("Weld") bulweld5.Parent = bullet5 bulweld5.Part0 = bullet5 bulweld5.Part1 = RightArm bulweld5.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(-0.2,1,0) local bulweld6 = Instance.new("Weld") bulweld6.Parent = bullet6 bulweld6.Part0 = bullet6 bulweld6.Part1 = RightArm bulweld6.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(-0.2,1,-0.3) for i = 0 , 1 , 0.1 do wait(0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), -0.5*i-0.7, -1.57) * CFrame.new(0, 1, 0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.1*i+1,1*i,0.7*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(-0.7*i+1.5,0.5,-0.7*i) * CFrame.fromEulerAnglesXYZ(2*i-0.4,-0.5*i+0.5,-0.5*i-0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end bullet1.Parent = nil prt6.BrickColor = BrickColor.new("New Yeller") reloadsound(prt1,1) for i = 0 , 1 , 0.3 do wait(0) RW.C0 = CFrame.new(0.8,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(-0.6*i+1.6,0,0.3*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.3 do wait(0) RW.C0 = CFrame.new(0.8,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(0.6*i-0.6+1.6,0,-0.3*i+0.3-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end bullet2.Parent = nil prt7.BrickColor = BrickColor.new("New Yeller") reloadsound(prt1,1) for i = 0 , 1 , 0.3 do wait(0) RW.C0 = CFrame.new(0.8,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(-0.6*i+1.6,0,0.3*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.3 do wait(0) RW.C0 = CFrame.new(0.8,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(0.6*i-0.6+1.6,0,-0.3*i+0.3-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end bullet3.Parent = nil prt8.BrickColor = BrickColor.new("New Yeller") reloadsound(prt1,1) for i = 0 , 1 , 0.3 do wait(0) RW.C0 = CFrame.new(0.8,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(-0.6*i+1.6,0,0.3*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.3 do wait(0) RW.C0 = CFrame.new(0.8,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(0.6*i-0.6+1.6,0,-0.3*i+0.3-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end bullet4.Parent = nil prt9.BrickColor = BrickColor.new("New Yeller") reloadsound(prt1,1) for i = 0 , 1 , 0.3 do wait(0) RW.C0 = CFrame.new(0.8,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(-0.6*i+1.6,0,0.3*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.3 do wait(0) RW.C0 = CFrame.new(0.8,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(0.6*i-0.6+1.6,0,-0.3*i+0.3-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end bullet5.Parent = nil prt10.BrickColor = BrickColor.new("New Yeller") reloadsound(prt1,1) for i = 0 , 1 , 0.3 do wait(0) RW.C0 = CFrame.new(0.8,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(-0.6*i+1.6,0,0.3*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.3 do wait(0) RW.C0 = CFrame.new(0.8,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(0.6*i-0.6+1.6,0,-0.3*i+0.3-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end bullet6.Parent = nil prt11.BrickColor = BrickColor.new("New Yeller") reloadsound(prt1,1) for i = 0 , 1 , 0.1 do wait(0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), 0.1*i-0.5-0.7, -1.57) * CFrame.new(0, 1, 0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.47*i+0.1+1,-1*i+1,-0.7*i+0.7) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(-0.8*i+0.8,0.5,-0.3*i-0.7) * CFrame.fromEulerAnglesXYZ(0.3*i+1.6,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end bulletshoot() boomeffect() prt9.BrickColor = BrickColor.new("Black") shootsound(prt1,1.2) for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.5*i+1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(0.5*i+1.9,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.2 do wait(0) wld5.C0 = CFrame.fromEulerAnglesXYZ(0,1*i,0) * CFrame.new(0.4,0.5,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.07,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.4,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end bulletshoot() boomeffect() prt10.BrickColor = BrickColor.new("Black") shootsound(prt1,1.2) for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.5*i+1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(0.5*i+1.9,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.2 do wait(0) wld5.C0 = CFrame.fromEulerAnglesXYZ(0,1*i+1,0) * CFrame.new(0.4,0.5,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.07,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.4,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end bulletshoot() boomeffect() prt11.BrickColor = BrickColor.new("Black") shootsound(prt1,1.2) for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.5*i+1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(0.5*i+1.9,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.2 do wait(0) wld5.C0 = CFrame.fromEulerAnglesXYZ(0,1*i+2,0) * CFrame.new(0.4,0.5,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.07,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.4,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end bulletshoot() boomeffect() prt6.BrickColor = BrickColor.new("Black") shootsound(prt1,1.2) for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.5*i+1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(0.5*i+1.9,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.2 do wait(0) wld5.C0 = CFrame.fromEulerAnglesXYZ(0,1*i+3,0) * CFrame.new(0.4,0.5,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.07,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.4,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end bulletshoot() boomeffect() prt7.BrickColor = BrickColor.new("Black") shootsound(prt1,1.2) for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.5*i+1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(0.5*i+1.9,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.2 do wait(0) wld5.C0 = CFrame.fromEulerAnglesXYZ(0,1*i+4,0) * CFrame.new(0.4,0.5,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.07,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.4,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end bulletshoot() boomeffect() prt8.BrickColor = BrickColor.new("Black") shootsound2(prt1,1.2) for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.5*i+1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(0.5*i+1.9,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.2 do wait(0) wld5.C0 = CFrame.fromEulerAnglesXYZ(0,1*i+5,0) * CFrame.new(0.4,0.5,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.07,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.4,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.1 do wait(0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), -0.5*i+0.5-0.7, -1.57) * CFrame.new(0, 1, 0) wld5.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.4,0.5,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.57*i+1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5*i,0.5,1*i-1) * CFrame.fromEulerAnglesXYZ(-1.9*i+1.9,0,1*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end function sniper() for i = 0 , 1 , 0.15 do wait(0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.4*i,0.5*i,-0.5*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end local bullet1 = Instance.new("Part") bullet1.formFactor = 1 bullet1.Parent = model1 bullet1.Reflectance = 0.2 bullet1.CanCollide = false bullet1.BrickColor = BrickColor.new("New Yeller") bullet1.Name = "Bullet1" bullet1.Size = Vector3.new(1,1,1) bullet1.Position = Torso.Position local bulmesh1 = Instance.new("CylinderMesh") bulmesh1.Parent = bullet1 bulmesh1.Scale = Vector3.new(1.1,1.1,0.3) local bulweld1 = Instance.new("Weld") bulweld1.Parent = bullet1 bulweld1.Part0 = bullet1 bulweld1.Part1 = RightArm bulweld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.2,1,0.3) sparkles1 = Instance.new("Sparkles") sparkles1.Name = "Sparkles1" sparkles1.Color = Color3.new(1,1,0) sparkles1.Parent = bullet1 for i = 0 , 1 , 0.1 do wait(0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), -0.5*i-0.7, -1.57) * CFrame.new(0, 1, 0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.1*i+1,1*i,0.7*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(-0.7*i+1.5,0.5,-0.7*i) * CFrame.fromEulerAnglesXYZ(2*i-0.4,-0.5*i+0.5,-0.5*i-0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end bullet1.Parent = nil prt9.BrickColor = BrickColor.new("New Yeller") prt9.Reflectance = 0.2 sparkles1.Parent = prt9 snipersound(prt1,1) for i = 0 , 1 , 0.3 do wait(0) RW.C0 = CFrame.new(0.8,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(-0.6*i+1.6,0,0.3*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.3 do wait(0) RW.C0 = CFrame.new(0.8,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(0.6*i-0.6+1.6,0,-0.3*i+0.3-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.07 do wait(0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), 0.1*i-0.5-0.7, -1.57) * CFrame.new(0, 1, 0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.47*i+0.1+1,-1*i+1,-0.7*i+0.7) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(-0.8*i+0.8,0.5,-0.3*i-0.7) * CFrame.fromEulerAnglesXYZ(0.3*i+1.6,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end local lazor = Instance.new("Part") lazor.formFactor = 1 lazor.Parent = workspace lazor.Transparency = 0.5 lazor.CanCollide = false lazor.BrickColor = BrickColor.new("Bright red") lazor.Name = "Lazorz" lazor.Size = Vector3.new(1,1,1) lazor.Position = Torso.Position local lazmsh = Instance.new("CylinderMesh") lazmsh.Parent = lazor lazmsh.Scale = Vector3.new(1.1,1340,0.3) coroutine.resume(coroutine.create(function() while lazor.Parent ~= nil do wait() lazor.CFrame = prt13.CFrame * CFrame.new(0,-800,0) end end)) wait(0.5) for i = 0 , 1 , 0.07 do wait(0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), 0.05*i+0.1-0.5-0.7, -1.57) * CFrame.new(0, 1, 0) end wait(0.2) sniperbulletshoot() boomeffect() prt9.BrickColor = BrickColor.new("Black") prt9.Reflectance = 0 sparkles1.Parent = nil lazor.Parent = nil snipersound2(prt1,1) for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.5*i+1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(0.5*i+1.9,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.2 do wait(0) wld5.C0 = CFrame.fromEulerAnglesXYZ(0,1*i,0) * CFrame.new(0.4,0.5,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.07,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.4,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.1 do wait(0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), -0.5*i+0.5-0.7, -1.57) * CFrame.new(0, 1, 0) wld5.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.4,0.5,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.57*i+1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5*i,0.5,1*i-1) * CFrame.fromEulerAnglesXYZ(-1.9*i+1.9,0,1*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end function kerbewmshot() for i = 0 , 1 , 0.15 do wait(0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.4*i,0.5*i,-0.5*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end local bullet1 = Instance.new("Part") bullet1.formFactor = 1 bullet1.Parent = model1 bullet1.CanCollide = false bullet1.BrickColor = BrickColor.new("Bright red") bullet1.Name = "Bullet1" bullet1.Size = Vector3.new(1,1,1) bullet1.Position = Torso.Position local bulmesh1 = Instance.new("CylinderMesh") bulmesh1.Parent = bullet1 bulmesh1.Scale = Vector3.new(1.1,1.1,0.3) local bulweld1 = Instance.new("Weld") bulweld1.Parent = bullet1 bulweld1.Part0 = bullet1 bulweld1.Part1 = RightArm bulweld1.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.2,1,0.3) for i = 0 , 1 , 0.1 do wait(0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), -0.5*i-0.7, -1.57) * CFrame.new(0, 1, 0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.1*i+1,1*i,0.7*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(-0.7*i+1.5,0.5,-0.7*i) * CFrame.fromEulerAnglesXYZ(2*i-0.4,-0.5*i+0.5,-0.5*i-0.5) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end bullet1.Parent = nil prt9.BrickColor = BrickColor.new("Bright red") rocketreload(prt1,1) for i = 0 , 1 , 0.3 do wait(0) RW.C0 = CFrame.new(0.8,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(-0.6*i+1.6,0,0.3*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.3 do wait(0) RW.C0 = CFrame.new(0.8,0.5,-0.7) * CFrame.fromEulerAnglesXYZ(0.6*i-0.6+1.6,0,-0.3*i+0.3-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.07 do wait(0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), 0.1*i-0.5-0.7, -1.57) * CFrame.new(0, 1, 0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.47*i+0.1+1,-1*i+1,-0.7*i+0.7) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(-0.8*i+0.8,0.5,-0.3*i-0.7) * CFrame.fromEulerAnglesXYZ(0.3*i+1.6,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait(0.5) bewmshot() boomeffect() prt9.BrickColor = BrickColor.new("Black") rocketshoot(prt1,1) for i = 0 , 1 , 0.2 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.5*i+1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(0.5*i+1.9,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.2 do wait(0) wld5.C0 = CFrame.fromEulerAnglesXYZ(0,1*i,0) * CFrame.new(0.4,0.5,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.07,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(-0.5*i+2.4,0,-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.1 do wait(0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), -0.5*i+0.5-0.7, -1.57) * CFrame.new(0, 1, 0) wld5.C0 = CFrame.fromEulerAnglesXYZ(0,0,0) * CFrame.new(0.4,0.5,0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.57*i+1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5*i,0.5,1*i-1) * CFrame.fromEulerAnglesXYZ(-1.9*i+1.9,0,1*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end function crush() for i = 0 , 1 , 0.07 do wait(0) LW.C0 = CFrame.new(0.5*i-1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(0.5*i+1,0,0.7*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(-0.5*i+1.5,0.5,-0.5*i) * CFrame.fromEulerAnglesXYZ(1.5*i,0,-0.7*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), 1.2*i-0.7, -1.57) * CFrame.new(0, 1, 0) end for i = 0 , 1 , 0.1 do wait(0) prt1.Reflectance = prt1.Reflectance + 0.1 prt2.Reflectance = prt2.Reflectance + 0.1 prt3.Reflectance = prt3.Reflectance + 0.1 prt4.Reflectance = prt4.Reflectance + 0.1 prt5.Reflectance = prt5.Reflectance + 0.1 prt6.Reflectance = prt6.Reflectance + 0.1 prt7.Reflectance = prt7.Reflectance + 0.1 prt8.Reflectance = prt8.Reflectance + 0.1 prt9.Reflectance = prt9.Reflectance + 0.1 prt10.Reflectance = prt10.Reflectance + 0.1 prt11.Reflectance = prt11.Reflectance + 0.1 prt12.Reflectance = prt12.Reflectance + 0.1 prt13.Reflectance = prt13.Reflectance + 0.1 prt13a.Reflectance = prt13a.Reflectance + 0.1 prt14.Reflectance = prt14.Reflectance + 0.1 prt15.Reflectance = prt15.Reflectance + 0.1 end wait(0.3) for i = 0 , 1 , 0.07 do wait(0) LW.C0 = CFrame.new(-0.5*i-1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(1*i+1.5,0,-0.7*i+0.7) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0.5*i+1,0.5,0.5*i-0.5) * CFrame.fromEulerAnglesXYZ(-0.5*i+1.5,0,0.7*i-0.7) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), 0.5, -1.57) * CFrame.new(0, 1, 0) end local con = prt3.Touched:connect(fixOT) local con2 = prt4.Touched:connect(fixOT) crushsounds(prt1) for i = 0 , 1 , 0.2 do wait(0) effect() LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1.8*i+2.5,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-2*i+1,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), -1.5*i+0.5, -1.57) * CFrame.new(0, 1, 0) end con:disconnect() con2:disconnect() wait(0.3) for i = 0 , 1 , 0.1 do wait(0) prt1.Reflectance = prt1.Reflectance - 0.1 prt2.Reflectance = prt2.Reflectance - 0.1 prt3.Reflectance = prt3.Reflectance - 0.1 prt4.Reflectance = prt4.Reflectance - 0.1 prt5.Reflectance = prt5.Reflectance - 0.1 prt6.Reflectance = prt6.Reflectance - 0.1 prt7.Reflectance = prt7.Reflectance - 0.1 prt8.Reflectance = prt8.Reflectance - 0.1 prt9.Reflectance = prt9.Reflectance - 0.1 prt10.Reflectance = prt10.Reflectance - 0.1 prt11.Reflectance = prt11.Reflectance - 0.1 prt12.Reflectance = prt12.Reflectance - 0.1 prt13.Reflectance = prt13.Reflectance - 0.1 prt13a.Reflectance = prt13a.Reflectance - 0.1 prt14.Reflectance = prt14.Reflectance - 0.1 prt15.Reflectance = prt15.Reflectance - 0.1 LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(0.3*i+0.7,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1*i-1,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) wld1.C0 = CFrame.fromEulerAnglesXYZ(-math.rad(90), 0.3*i-1, -1.57) * CFrame.new(0, 1, 0) end end function elecshoot() for i = 0 , 1 , 0.07 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(3.5*i,0,1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end unequipweld() for i = 0 , 1 , 0.07 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1*i+3.5,0,0.1*i+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end model2.Parent = modelzorz wld16.Parent = prt16 wld17.Parent = prt17 wld18.Parent = prt18 wld19.Parent = prt19 wld20.Parent = prt20 wld21.Parent = prt21 wld22.Parent = prt22 wld23.Parent = prt23 wld24.Parent = prt24 wld25.Parent = prt25 wld26.Parent = prt26 wld27.Parent = prt27 wld28.Parent = prt28 wld29.Parent = prt29 wld30.Parent = prt30 wld31.Parent = prt31 local c = model2:children() for i=1,#c do c[i].Transparency = 1 end coroutine.resume(coroutine.create(function() local c = model2:children() for i = 0,1,0.1 do wait() prt16.Transparency = prt16.Transparency - 0.1 prt17.Transparency = prt17.Transparency - 0.1 prt18.Transparency = prt18.Transparency - 0.1 prt19.Transparency = prt19.Transparency - 0.1 prt20.Transparency = prt20.Transparency - 0.1 prt21.Transparency = prt21.Transparency - 0.1 prt22.Transparency = prt22.Transparency - 0.1 prt23.Transparency = prt23.Transparency - 0.1 prt24.Transparency = prt24.Transparency - 0.1 prt25.Transparency = prt25.Transparency - 0.1 prt26.Transparency = prt26.Transparency - 0.1 prt27.Transparency = prt27.Transparency - 0.1 prt28.Transparency = prt28.Transparency - 0.1 prt29.Transparency = prt29.Transparency - 0.1 prt30.Transparency = prt30.Transparency - 0.1 prt31.Transparency = prt31.Transparency - 0.1 end end)) prt30.BrickColor = BrickColor.new("Bright blue") equipweld2() for i = 0 , 1 , 0.07 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-2.93*i+4.5,0,-1.1*i+1.1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(-1.5*i+1.5,0.5,-1*i) * CFrame.fromEulerAnglesXYZ(1*i,0,-2*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait(0.3) boomeffect2() cannonsound(prt24,0.7) elecshot() for i = 0 , 1 , 0.15 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(1*i+1.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(2*i+1,0,1*i-2) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end for i = 0 , 1 , 0.15 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1*i+2.57,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(0,0.5,-1) * CFrame.fromEulerAnglesXYZ(-2*i+3,0,-1*i-1) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait(0.5) coroutine.resume(coroutine.create(function() for i = 0,1,0.1 do wait() prt16.Transparency = prt16.Transparency + 0.1 prt17.Transparency = prt17.Transparency + 0.1 prt18.Transparency = prt18.Transparency + 0.1 prt19.Transparency = prt19.Transparency + 0.1 prt20.Transparency = prt20.Transparency + 0.1 prt21.Transparency = prt21.Transparency + 0.1 prt22.Transparency = prt22.Transparency + 0.1 prt23.Transparency = prt23.Transparency + 0.1 prt24.Transparency = prt24.Transparency + 0.1 prt25.Transparency = prt25.Transparency + 0.1 prt26.Transparency = prt26.Transparency + 0.1 prt27.Transparency = prt27.Transparency + 0.1 prt28.Transparency = prt28.Transparency + 0.1 prt29.Transparency = prt29.Transparency + 0.1 prt30.Transparency = prt30.Transparency + 0.1 prt31.Transparency = prt31.Transparency + 0.1 end end)) for i = 0 , 1 , 0.07 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(2.93*i+1.57,0,1.1*i) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5*i,0.5,1*i-1) * CFrame.fromEulerAnglesXYZ(-1*i+1,0,2*i-2) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end model2.Parent = nil unequipweld2() for i = 0 , 1 , 0.07 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-1*i+4.5,0,-0.1*i+1.1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end equipweld() for i = 0 , 1 , 0.07 do wait(0) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-2.5*i+3.5,0,-1*i+1) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end function laz0rshoot() --TROLOLOL for i = 0 , 1 , 0.07 do wait(0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(180)*i,0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wld32a.Parent = prt32a wld33.Parent = prt33 wld34.Parent = prt34 wld35.Parent = prt35 wld36.Parent = prt36 wld37.Parent = prt37 wld38.Parent = prt38 wld39.Parent = prt39 model3.Parent = modelzorz local c = model3:children() for i=1,#c do c[i].Transparency = 1 end for i=1,#c do for q = 0,1,0.2 do wait() c[i].Transparency = c[i].Transparency - 0.2 end end for i = 0 , 1 , 0.07 do wait(0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-math.rad(90)*i+math.rad(180),0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end laz0rshot() wait(0.5) coroutine.resume(coroutine.create(function() local c = model3:children() for i=1,#c do wait() coroutine.resume(coroutine.create(function() for q = 0,1,0.2 do wait() c[i].Transparency = c[i].Transparency + 0.2 end end)) end model3.Parent = nil end)) for i = 0 , 1 , 0.07 do wait(0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-math.rad(90)*i+math.rad(90),0,0) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end end function tornadoskates() model4.Parent = modelzorz wld40.Parent = prt40 prt40.Transparency = 1 for i = 0 , 0.4 , 0.1 do wait(0) prt40.Transparency = prt40.Transparency - 0.1 end end function OT(hit) if hit.Parent == nil then return end local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then hum:TakeDamage(damage) end end function fixOT(hit) if hit.Parent == nil then return end local hum = hit.Parent:findFirstChild("Humanoid") if hum ~= nil and hum ~= Character.Humanoid then hum:TakeDamage(damage) hum.WalkSpeed = 16 hum.MaxHealth = 100 c = hum.Parent:GetChildren() for i = 1,#c do if c[i].className == "Part" then local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2974000" SlashSound.Parent = prt1 SlashSound.Volume = 0.1 SlashSound.Pitch = 1.1 SlashSound:play() coroutine.resume(coroutine.create(function() wait(1) SlashSound.Parent = nil end)) c[i].Transparency = 0 c[i].Reflectance = 0 end if c[i].className == "ForceField" then c[i]:Remove() end end end end function ss(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(1) SlashSound.Parent = nil end)) end function sss(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2248511" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(1) SlashSound.Parent = nil end)) end function uss(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\unsheath.wav" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(1) SlashSound.Parent = nil end)) end function reloadsound(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=10209834" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(1) SlashSound.Parent = nil end)) end function shootsound(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=10209803" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(0.3) SlashSound:Stop() wait(1) SlashSound.Parent = nil end)) end function shootsound2(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=10209803" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(1) SlashSound.Parent = nil end)) end function snipersound(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=10209881" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(3) SlashSound.Parent = nil end)) end function snipersound2(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=10209875" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(3) SlashSound.Parent = nil end)) end function rocketreload(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=10209813" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(3) SlashSound.Parent = nil end)) end function rocketshoot(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=10209821" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(3) SlashSound.Parent = nil end)) end function rocketbewmsound(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=10209236" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(3) SlashSound.Parent = nil end)) end function crushsounds(parent) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=10209268" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = 1 SlashSound:play() coroutine.resume(coroutine.create(function() wait(3) SlashSound.Parent = nil end)) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=10209588" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = 1 SlashSound:play() coroutine.resume(coroutine.create(function() wait(3) SlashSound.Parent = nil end)) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=10209596" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = 0.7 SlashSound:play() coroutine.resume(coroutine.create(function() wait(3) SlashSound.Parent = nil end)) end function cannonsound(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://roblox.com/asset/?id=10209257" SlashSound.Parent = parent SlashSound.Volume = .7 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(3) SlashSound.Parent = nil end)) end function elecsound(parent,pitch) local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=2800815" SlashSound.Parent = parent SlashSound.Volume = 1 SlashSound.Pitch = pitch SlashSound:play() coroutine.resume(coroutine.create(function() wait(3) SlashSound.Parent = nil end)) end function effect() local clone = prt3:clone() clone.Parent = workspace clone.Anchored = true clone.Transparency = 0.5 clone.Reflectance = 0 clone.Mesh.Scale = clone.Mesh.Scale + Vector3.new(0.1,0.1,0.1) clone.BrickColor = BrickColor.new("White") coroutine.resume(coroutine.create(function() wait(0.25) clone.Parent = nil end)) local cloneb = prt4:clone() cloneb.Parent = workspace cloneb.Anchored = true cloneb.Transparency = 0.5 cloneb.Reflectance = 0 cloneb.Mesh.Scale = cloneb.Mesh.Scale + Vector3.new(0.1,0.1,0.1) cloneb.BrickColor = BrickColor.new("White") coroutine.resume(coroutine.create(function() wait(0.25) cloneb.Parent = nil end)) end DBHit=function(hit,DB) --credits to turdulator for making this function :D if hit.Parent==nil then return end h=hit.Parent:FindFirstChild("Humanoid") t=hit.Parent:FindFirstChild("Torso") if h~=nil and t~=nil then if h.Parent==Character then return end h:TakeDamage(5) vl=Instance.new("BodyVelocity") vl.P=4500 vl.maxForce=Vector3.new(math.huge,math.huge,math.huge) velocity=Vector3.new(Torso.Velocity.x,0,Torso.Velocity.z) vl.velocity=velocity*1.05+Vector3.new(0,3,0) vl.Parent=t game:GetService("Debris"):AddItem(vl,.2) rl=Instance.new("BodyAngularVelocity") rl.P=3000 rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000 rl.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) rl.Parent=t game:GetService("Debris"):AddItem(rl,.2) else if hit.CanCollide==false then return end MagicCom:disconnect() -- DBExplode(DB) end end function boomeffect() local mesh = Instance.new("SpecialMesh") mesh.MeshType = "Sphere" mesh.Scale = Vector3.new(0.2,0,0.2) local shell = Instance.new("Part") mesh.Parent = shell shell.Anchored = true shell.formFactor = 1 shell.Size = Vector3.new(2,2,2) shell.CFrame = prt13.CFrame * CFrame.new(0,-0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(90),0,math.random(-50,50)) shell.Parent = game.workspace shell.Transparency = 0 shell.BrickColor = BrickColor.new("Bright yellow") shell.CanCollide = false coroutine.resume(coroutine.create(function() for i = 0 , 1 , 0.2 do wait(0.1) mesh.Scale = mesh.Scale + Vector3.new(0,0.3,0) shell.Transparency = shell.Transparency + 0.2 end shell.Transparency = 1 shell.Parent = nil end)) local mesh2 = Instance.new("SpecialMesh") mesh2.MeshType = "Sphere" mesh2.Scale = Vector3.new(0.2,0,0.2) local shell2 = Instance.new("Part") mesh2.Parent = shell2 shell2.Anchored = true shell2.formFactor = 1 shell2.Size = Vector3.new(2,2,2) shell2.CFrame = shell.CFrame * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,math.rad(90)) shell2.Parent = game.workspace shell2.Transparency = 0 shell2.BrickColor = BrickColor.new("Bright yellow") shell2.CanCollide = false coroutine.resume(coroutine.create(function() for i = 0 , 1 , 0.2 do wait(0.1) mesh2.Scale = mesh2.Scale + Vector3.new(0,0.3,0) shell2.Transparency = shell2.Transparency + 0.2 end shell2.Transparency = 1 shell2.Parent = nil end)) local mesh3 = Instance.new("SpecialMesh") mesh3.MeshType = "Sphere" mesh3.Scale = Vector3.new(0.2,0,0.2) local shell3 = Instance.new("Part") mesh3.Parent = shell3 shell3.Anchored = true shell3.formFactor = 1 shell3.Size = Vector3.new(2,2,2) shell3.CFrame = prt13.CFrame * CFrame.new(0,-0.5,0) shell3.Parent = game.workspace shell3.Transparency = 0 shell3.BrickColor = BrickColor.new("Bright yellow") shell3.CanCollide = false coroutine.resume(coroutine.create(function() for i = 0 , 1 , 0.2 do wait(0.1) mesh3.Scale = mesh3.Scale + Vector3.new(0,0.3,0) shell3.Transparency = shell3.Transparency + 0.2 end shell3.Transparency = 1 shell3.Parent = nil end)) end function boomeffect2() local mesh = Instance.new("SpecialMesh") mesh.Scale = Vector3.new(0.2,0,0.2) mesh.MeshId = "http://www.roblox.com/asset/?id=1323306" local shell = Instance.new("Part") mesh.Parent = shell shell.Anchored = true shell.formFactor = 1 shell.Size = Vector3.new(2,2,2) shell.CFrame = prt23.CFrame * CFrame.new(0,0.35,0) shell.Parent = game.workspace shell.Transparency = 0 shell.BrickColor = BrickColor.new("Bright blue") shell.CanCollide = false coroutine.resume(coroutine.create(function() for i = 0 , 1 , 0.2 do wait(0.1) mesh.Scale = mesh.Scale + Vector3.new(0.3,0.5,0.3) shell.CFrame = shell.CFrame * CFrame.new(0,0.3,0) shell.Transparency = shell.Transparency + 0.2 end shell.Transparency = 1 shell.Parent = nil end)) end DBHit1=function(hit,DB) --credits to turdulator for making this function :D if hit.Parent==nil then return end h=hit.Parent:FindFirstChild("Humanoid") t=hit.Parent:FindFirstChild("Torso") if h~=nil and t~=nil then if h.Parent==Character then return end h:TakeDamage(5) vl=Instance.new("BodyVelocity") vl.P=4500 vl.maxForce=Vector3.new(math.huge,math.huge,math.huge) velocity=Vector3.new(Torso.Velocity.x,0,Torso.Velocity.z) vl.velocity=velocity*1.05+Vector3.new(0,3,0) vl.Parent=t game:GetService("Debris"):AddItem(vl,.2) rl=Instance.new("BodyAngularVelocity") rl.P=3000 rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000 rl.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20)) rl.Parent=t game:GetService("Debris"):AddItem(rl,.2) else if hit.CanCollide==false then return end MagicCom:disconnect() -- DBExplode(DB) end end function bulletshoot() local freakingbullet = prt6:Clone() freakingbullet.formFactor = 1 freakingbullet.Parent = workspace freakingbullet.CanCollide = false freakingbullet.BrickColor = BrickColor.new("New Yeller") freakingbullet.Name = "Bullet6" freakingbullet.Size = Vector3.new(1,1,1) freakingbullet.Position = Torso.Position freakingbullet.CFrame = prt13.CFrame * CFrame.new(0,-0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) freakingbullet.Velocity = Torso.CFrame.lookVector * 100 local freakingbulmsh = Instance.new("CylinderMesh") freakingbulmsh.Parent = freakingbullet freakingbulmsh.Scale = Vector3.new(1.1,0.8,0.3) local force = Instance.new("BodyForce") force.Parent = freakingbullet force.force = Vector3.new(0,240,0) coroutine.resume(coroutine.create(function() while freakingbullet.Parent ~= nil do --I use this function instead of the touch function :3 wait() local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - freakingbullet.Position; local mag = targ.magnitude; if mag <= 4 and c[i].Name ~= Player.Name then hum:TakeDamage(15) v=Instance.new("BodyVelocity") v.P=1000 v.maxForce=Vector3.new(math.huge,0,math.huge) v.velocity=Torso.CFrame.lookVector*25+Torso.Velocity/1.05 v.Parent=hum.Parent.Torso coroutine.resume(coroutine.create(function() wait(0.3) v.Parent = nil end)) game:GetService("Debris"):AddItem(v,.1) freakingbullet.Parent = nil -- hum:TakeDamage(damage.Value + damageboost) end end end end end end)) --[[freakingbullet.Touched:connect(function(hit) kill(b,hit) end) --Freaking touched function wont work >:U function kill(brick,hit) if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent.Name ~= "Dr4gOnh4ck3rz2" and hit.Name ~= "Base" and hit.Parent.Name ~= "AccountMoniter" then hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 5 freakingbullet.Parent = nil end end]] coroutine.resume(coroutine.create(function() freakingbullet.Position = Torso.Position freakingbullet.CFrame = prt13.CFrame * CFrame.new(0,-0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) for i = 0,5,0.1 do wait() --freakingbullet.Touched:connect(function(hit) kill(b,hit) end) freakingbullet.Velocity = Torso.CFrame.lookVector * 100 end freakingbullet.Parent = nil end)) end function sniperbulletshoot() local freakingbullet = prt6:Clone() freakingbullet.formFactor = 1 freakingbullet.Reflectance = 0.2 freakingbullet.Parent = workspace freakingbullet.CanCollide = false freakingbullet.BrickColor = BrickColor.new("New Yeller") freakingbullet.Name = "Bullet6" freakingbullet.Size = Vector3.new(1,1,1) freakingbullet.Position = Torso.Position freakingbullet.CFrame = prt13.CFrame * CFrame.new(0,-0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) freakingbullet.Velocity = Torso.CFrame.lookVector * 100 local freakingbulmsh = Instance.new("CylinderMesh") freakingbulmsh.Parent = freakingbullet freakingbulmsh.Scale = Vector3.new(1.1,0.8,0.3) local force = Instance.new("BodyForce") force.Parent = freakingbullet force.force = Vector3.new(0,240,0) sparkles = Instance.new("Sparkles") sparkles.Name = "Sparkles" sparkles.Color = Color3.new(1,1,0) sparkles.Parent = freakingbullet coroutine.resume(coroutine.create(function() while freakingbullet.Parent ~= nil do --I use this function instead of the touch function :3 wait() local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - freakingbullet.Position; local mag = targ.magnitude; if mag <= 4 and c[i].Name ~= Player.Name then hum:TakeDamage(50) freakingbullet.Parent = nil -- hum:TakeDamage(damage.Value + damageboost) end end end end end end)) --[[freakingbullet.Touched:connect(function(hit) kill(b,hit) end) --Freaking touched function wont work >:U function kill(brick,hit) if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent.Name ~= "Dr4gOnh4ck3rz2" and hit.Name ~= "Base" and hit.Parent.Name ~= "AccountMoniter" then hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 5 freakingbullet.Parent = nil end end]] coroutine.resume(coroutine.create(function() freakingbullet.Position = Torso.Position freakingbullet.CFrame = prt13.CFrame * CFrame.new(0,-0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) for i = 0,10,0.1 do wait() --freakingbullet.Touched:connect(function(hit) kill(b,hit) end) freakingbullet.Velocity = Torso.CFrame.lookVector * 250 end freakingbullet.Parent = nil end)) end function bewmshot() local freakingbullet = prt6:Clone() freakingbullet.formFactor = 1 freakingbullet.Parent = workspace freakingbullet.CanCollide = false freakingbullet.BrickColor = BrickColor.new("Bright red") freakingbullet.Name = "Bullet6" freakingbullet.Size = Vector3.new(1,1,1) freakingbullet.Position = Torso.Position freakingbullet.CFrame = prt13.CFrame * CFrame.new(0,-0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) freakingbullet.Velocity = Torso.CFrame.lookVector * 100 local freakingbulmsh = Instance.new("CylinderMesh") freakingbulmsh.Parent = freakingbullet freakingbulmsh.Scale = Vector3.new(1.1,0.8,0.3) local force = Instance.new("BodyForce") force.Parent = freakingbullet force.force = Vector3.new(0,240,0) coroutine.resume(coroutine.create(function() while freakingbullet.Parent ~= nil do --I use this function instead of the touch function :3 wait() local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - freakingbullet.Position; local mag = targ.magnitude; if mag <= 4 and c[i].Name ~= Player.Name then hum:TakeDamage(20) freakingbullet.Parent = nil DBHit(hum.Parent.Torso,freakingbullet) local bewm = Instance.new("Explosion") bewm.Parent = workspace bewm.BlastPressure = 0 bewm.Position = hum.Parent.Torso.Position rocketbewmsound(prt1,1.2) -- coroutine.resume(coroutine.create(function() wait(0.5) rocketbewmsound(prt1,1.2) hum:TakeDamage(10) DBHit(hum.Parent.Torso,freakingbullet) local bewm = Instance.new("Explosion") bewm.Parent = workspace bewm.BlastPressure = 0 bewm.Position = hum.Parent.Torso.Position + Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5)) wait(0.5) rocketbewmsound(prt1,1.2) hum:TakeDamage(10) DBHit(hum.Parent.Torso,freakingbullet) local bewm = Instance.new("Explosion") bewm.Parent = workspace bewm.BlastPressure = 0 bewm.Position = hum.Parent.Torso.Position + Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5)) wait(0.5) rocketbewmsound(prt1,1.2) hum:TakeDamage(10) DBHit(hum.Parent.Torso,freakingbullet) local bewm = Instance.new("Explosion") bewm.Parent = workspace bewm.BlastPressure = 0 bewm.Position = hum.Parent.Torso.Position + Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5)) -- end)) -- hum:TakeDamage(damage.Value + damageboost) end end end end end end)) coroutine.resume(coroutine.create(function() freakingbullet.Position = Torso.Position freakingbullet.CFrame = prt13.CFrame * CFrame.new(0,-0.5,0) * CFrame.fromEulerAnglesXYZ(0,0,0) for i = 0,5,0.1 do wait() --freakingbullet.Touched:connect(function(hit) kill(b,hit) end) freakingbullet.Velocity = Torso.CFrame.lookVector * 100 end freakingbullet.Parent = nil end)) end function elecshot() local freakingbullet = prt6:Clone() freakingbullet.formFactor = 1 freakingbullet.Parent = workspace freakingbullet.CanCollide = false freakingbullet.BrickColor = BrickColor.new("Bright blue") freakingbullet.Name = "Bullet6" freakingbullet.Size = Vector3.new(1,1,1) freakingbullet.Position = Torso.Position freakingbullet.CFrame = Torso.CFrame --* CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(math.rad(90),0,0) freakingbullet.Velocity = Torso.CFrame.lookVector * 100 local freakingbulmsh = Instance.new("CylinderMesh") freakingbulmsh.Parent = freakingbullet freakingbulmsh.Scale = Vector3.new(1.6,1.3,0.8) local force = Instance.new("BodyForce") force.Parent = freakingbullet force.force = Vector3.new(0,235,0) coroutine.resume(coroutine.create(function() while freakingbullet.Parent ~= nil do --I use this function instead of the touch function :3 wait() local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - freakingbullet.Position; local mag = targ.magnitude; if mag <= 5 and c[i].Name ~= Player.Name then hum:TakeDamage(20) coroutine.resume(coroutine.create(function() for i = 0,6 do wait(0.2) hum:TakeDamage(3) local me = Instance.new("SpecialMesh") me.MeshType = "Sphere" local wave = Instance.new("Part") me.Parent = wave wave.formFactor = 1 wave.Parent = workspace wave.CanCollide = false wave.Anchored = true wave.BrickColor = BrickColor.new("Bright blue") wave.Name = "Waveh" wave.Size = Vector3.new(1,1,1) wave.Position = Torso.Position wave.CFrame = hum.Parent.Torso.CFrame * CFrame.new(math.random(-5,5),math.random(-5,5),math.random(-5,5)) elecsound(wave,1.5) coroutine.resume(coroutine.create(function() for i = 0,1,0.1 do wait() me.Scale = me.Scale + Vector3.new(1,1,1) wave.Transparency = wave.Transparency + 0.1 end wave.Parent = nil end)) DBHit(hum.Parent.Torso,freakingbullet) end end)) freakingbullet.Parent = nil end end end end end end)) coroutine.resume(coroutine.create(function() freakingbullet.Position = Torso.Position freakingbullet.CFrame = prt24.CFrame * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) for i = 0,5,0.1 do wait() --freakingbullet.Touched:connect(function(hit) kill(b,hit) end) freakingbullet.Velocity = Torso.CFrame.lookVector * 100 end freakingbullet.Parent = nil end)) end function laz0rshot() local laz0rhed = Instance.new("Part") laz0rhed.formFactor = 1 laz0rhed.Parent = workspace laz0rhed.CanCollide = false laz0rhed.BrickColor = BrickColor.new("New Yeller") laz0rhed.Name = "HeadOfTehLaz0r" laz0rhed.Size = Vector3.new(3,1,3) laz0rhed.Position = Torso.Position laz0rhed.CFrame = prt37.CFrame * CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(math.rad(90),0,0) local lazmsh = Instance.new("SpecialMesh") lazmsh.MeshType = "Sphere" lazmsh.Parent = laz0rhed lazmsh.Scale = Vector3.new(0,0,0) local lazwel = Instance.new("Weld") lazwel.Parent = laz0rhed lazwel.Part0 = laz0rhed lazwel.Part1 = prt37 for i = 0 , 1 , 0.01 do wait(0) lazmsh.Scale = lazmsh.Scale + Vector3.new(0.01,0.04,0.01) LW.C0 = CFrame.new(-1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(-0.5*i+1,0,0) LW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) RW.C0 = CFrame.new(1.5,0.5,0) * CFrame.fromEulerAnglesXYZ(math.rad(90),0.5*i,-0.1*i) RW.C1 = CFrame.new(0, 0.5, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) end wait(0.3) print(lazmsh.Scale) laz0rhed.Parent = nil local tehlaz0r = Instance.new("Part") tehlaz0r.formFactor = 1 tehlaz0r.Parent = workspace tehlaz0r.CanCollide = false tehlaz0r.BrickColor = BrickColor.new("New Yeller") tehlaz0r.Name = "LAAAAAAAAAAAAAAAZ0R" tehlaz0r.Size = Vector3.new(3,5,3) tehlaz0r.Position = Torso.Position tehlaz0r.CFrame = prt37.CFrame --* CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(math.rad(90),0,0) tehlaz0r.Velocity = Torso.CFrame.lookVector * 50 --[[v=Instance.new("BodyVelocity") v.P=3000 v.maxForce=Vector3.new(math.huge,math.huge,math.huge) v.velocity=Vector3.new(Torso.Velocity.x,0,Torso.Velocity.z) v.Parent=tehlaz0r]] local TLM = Instance.new("CylinderMesh") TLM.Parent = tehlaz0r TLM.Scale = lazmsh.Scale - Vector3.new(0,3.5,0) lazwel.Part0 = laz0rhed lazwel.Part1 = tehlaz0r lazwel.C0 = CFrame.new(0, 4, 0) * CFrame.fromEulerAnglesXYZ(0,0,0) local force = Instance.new("BodyForce") force.Parent = tehlaz0r force.force = Vector3.new(0,8480,0) local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - tehlaz0r.Position; local mag = targ.magnitude; if mag <= 3 and c[i].Name ~= Player.Name then coroutine.resume(coroutine.create(function() for i = 0,1,0.1 do wait() DBHit(head.Parent.Torso,tehlaz0r) end end)) end end end end coroutine.resume(coroutine.create(function() wait(20) tehlaz0r.Parent = nil end)) coroutine.resume(coroutine.create(function() while tehlaz0r.Parent ~= nil do wait(0) local lazclon = tehlaz0r:Clone() lazclon.Anchored = true lazclon.Parent = workspace local c = game.Workspace:GetChildren(); for i = 1, #c do local hum = c[i]:findFirstChild("Humanoid") if hum ~= nil and hum.Health ~= 0 then local head = c[i]:findFirstChild("Head"); if head ~= nil then local targ = head.Position - lazclon.Position; local mag = targ.magnitude; if mag <= 3 and c[i].Name ~= Player.Name then coroutine.resume(coroutine.create(function() for i = 0,1,0.1 do wait() DBHit1(head,lazclon) end end)) end end end end coroutine.resume(coroutine.create(function() wait(3) for i = 0,1,0.1 do wait() lazclon.Transparency = lazclon.Transparency + 0.1 end lazclon.Parent = nil end)) end end)) print(TLM.Scale) end --[[Tool Functions]]-- hold = false function ob1d(mouse) hold = true oneslash() if hold == true then twoslash() end end function ob1u(mouse) hold = false end buttonhold = false function key(key) if attack == true then return end if key == "q" then unload() end if key == "e" then sniper() end if key == "r" then kerbewmshot() end if key == "f" then crush() end if key == "z" then elecshoot() end if key == "x" then laz0rshoot() end if key == "c" then cycloneskates() end end function key2(key) charging2 = false tornadoing = false end function s(mouse) mouse.Button1Down:connect(function() ob1d(mouse) end) mouse.Button1Up:connect(function() ob1u(mouse) end) mouse.KeyDown:connect(key) mouse.KeyUp:connect(key2) unsheathed = true player = Player ch = Character RSH = ch.Torso["Right Shoulder"] LSH = ch.Torso["Left Shoulder"] -- RSH.Parent = nil LSH.Parent = nil -- RW.Part0 = ch.Torso RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) RW.C1 = CFrame.new(0, 0.5, 0) RW.Part1 = ch["Right Arm"] RW.Parent = ch.Torso --_G.R = RW -- LW.Part0 = ch.Torso LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) LW.C1 = CFrame.new(0, 0.5, 0) LW.Part1 = ch["Left Arm"] LW.Parent = ch.Torso --_G.L = LW -- equipanim() end function ds(mouse) unsheathed = false hideanim() Character.Humanoid.WalkSpeed = 16 RW.Parent = nil LW.Parent = nil RSH.Parent = player.Character.Torso LSH.Parent = player.Character.Torso end Bin.Selected:connect(s) Bin.Deselected:connect(ds) function onRunning(speed) if skill == true then return end end Character.Humanoid.Running:connect(onRunning) while true do wait(0) end -- lego
object_draft_schematic_furniture_wod_ns_potted_plant_scem_04 = object_draft_schematic_furniture_shared_wod_ns_potted_plant_scem_04:new { } ObjectTemplates:addTemplate(object_draft_schematic_furniture_wod_ns_potted_plant_scem_04, "object/draft_schematic/furniture/wod_ns_potted_plant_scem_04.iff")
-- messages
function init(virtual) if not virtual then energy.init() -- tile mods to pull self.pullTypes = entity.configParameter("pullTypes") or {} -- tile mods not worth replacing self.trashTypes = entity.configParameter("trashTypes") or {} self.cleanupLocs = {} self.nullMod = "grass" self.pullInterval = 1 self.pullTimer = self.pullInterval self.findInterval = 10 self.findTimer = self.findInterval self.range = 100 findOres() self.energyCost = 100 self.needleMinPos = math.pi / 2.1 self.needleRange = math.pi / 1.16 storage.state = storage.state or false checkNodes() end end function die() energy.die() end function onInteraction(args) if not entity.isInboundNodeConnected(0) then storage.state = not storage.state updateAnimationState() end end function main() energy.update() cleanupMods() if self.findTimer > 0 then self.findTimer = self.findTimer - entity.dt() elseif storage.state then findOres() self.findTimer = self.findInterval end if self.pullTimer > 0 then self.pullTimer = self.pullTimer - entity.dt() elseif storage.state and energy.consumeEnergy(self.energyCost) then pullOres() self.pullTimer = self.pullInterval end updateAnimationState() end function onInboundNodeChange(args) checkNodes() end function onNodeConnectionChange() checkNodes() end function checkNodes() entity.setInteractive(not entity.isInboundNodeConnected(0)) if entity.isInboundNodeConnected(0) then storage.state = entity.getInboundNodeLevel(0) end updateAnimationState() end function updateAnimationState() if entity.animationState("magnetState") ~= "pulse" then if storage.state then if energy.getEnergy() < energy.getCapacity() then entity.setAnimationState("magnetState", "charge") else entity.setAnimationState("magnetState", "on") end else entity.setAnimationState("magnetState", "off") end end setNeedlePos() end function setNeedlePos() local angle = self.needleMinPos - self.needleRange * ((energy.getEnergy() / energy.getCapacity()) + (math.random() * 0.04)) entity.rotateGroup("needle", angle) end function findOres() local pos1 = entity.toAbsolutePosition({-self.range, -self.range}) local pos2 = entity.toAbsolutePosition({self.range, 5}) -- world.logInfo("finding ores in area from %s to %s", pos1, pos2) self.oreLocs = {} for x=pos1[1], pos2[1] do for y=pos1[2], pos2[2] do local mod = world.mod({x, y}, "foreground") if mod and self.pullTypes[mod] then --world.logInfo("found %s at %d, %d", mod, x, y) self.oreLocs[#self.oreLocs + 1] = {position={x, y}, mod=mod, active=true} end end end table.sort(self.oreLocs, compareDistance) end function compareDistance(a, b) return world.magnitude(entity.position(), a.position) < world.magnitude(entity.position(), b.position) end function math.round(num, idp) local mult = 10^(idp or 0) return math.floor(num * mult + 0.5) / mult end function pullOres() entity.setAnimationState("magnetState", "pulse") for i, ore in ipairs(self.oreLocs) do if ore.active then if world.mod(ore.position, "foreground") == ore.mod then local relPos = {ore.position[1] - entity.position()[1], ore.position[2] - entity.position()[2]} local magnitude = math.sqrt((relPos[1] ^ 2) + (relPos[2] ^ 2)) * 1.2 local jitter = {math.random() * 0.8 - 0.4, math.random() * 0.8 - 0.4} local newPos = {math.round(ore.position[1] - (relPos[1] / magnitude) + jitter[1]), math.round(ore.position[2] - (relPos[2] / magnitude) + jitter[2])} local prevMod = world.mod(newPos, "foreground") if newPos ~= ore.position and world.material(newPos, "foreground") and not self.pullTypes[prevMod] then if world.placeMod(newPos, "foreground", ore.mod) then if prevMod and not self.trashTypes[prevMod] then world.placeMod(ore.position, "foreground", prevMod) else markForCleanup(ore.position) end ore.position = newPos end end else ore.active = false end end end end function markForCleanup(pos) world.placeMod(pos, "foreground", self.nullMod) self.cleanupLocs[#self.cleanupLocs + 1] = pos end function cleanupMods() if #self.cleanupLocs > 0 then local finalLocs = {} -- world.logInfo("cleaning up null mods at %s", self.cleanupLocs) for i, pos in ipairs(self.cleanupLocs) do if world.mod(pos, "foreground") == self.nullMod then finalLocs[#finalLocs + 1] = pos end end self.cleanupLocs = {} if #finalLocs > 0 then world.damageTiles(finalLocs, "foreground", entity.position(), "plantish", 0.01) end end end
local resultFlag = "0" local n = tonumber(ARGV[1]) local key = KEYS[1] local goodsInfo = redis.call("HMGET",key,"totalCount","seckillCount") local total = tonumber(goodsInfo[1]) local alloc = tonumber(goodsInfo[2]) if not total then return resultFlag end if total >= alloc + n then local ret = redis.call("HINCRBY",key,"seckillCount",n) return tostring(ret) end return resultFlag
serverVersion = "0.0.1" hotUpdateVersion = "1.1.1"
local factory for _,tycoon in pairs(game.Workspace.Tycoons:GetChildren()) do if tycoon.Factory.Player.Value == game.Players.LocalPlayer then factory = tycoon.Factory end end local lastCounter factory.PlacedItems.Finished.ChildAdded:Connect(function(obj) if obj.Name == "Counter4" then lastCounter = obj end end) while true do game.Workspace.Events.ItemPurchase:InvokeServer(0,"cda",0) game.Workspace.Events.Building.PlaceObject:InvokeServer({Workspace.Furniture.Counter4,false,Vector3.new(0,-10,0),90,"cda"}) factory.RestaurantHandler.RemoveFurniture:InvokeServer(lastCounter,3) end
local result_new = require("opentelemetry.trace.sampling.result").new local _M = { } local mt = { __index = _M } function _M.new() return setmetatable({}, mt) end function _M.should_sample(self, parameters) return result_new(0, parameters.parent_ctx.trace_state) end function _M.description(self) return "AlwaysOffSampler" end return _M
local getFrameIndex local chatPrint local filterDefaults = { ['locale'] = 'default', ['printframe'] = 1, } local perCharacterFilter = { ['printframe'] = true, } function chatPrint(text, cRed, cGreen, cBlue, cAlpha, holdTime) --local frameIndex = DFLootDictionary.Config.GetFrameIndex(); if (cRed and cGreen and cBlue) then if (DEFAULT_CHAT_FRAME) then DEFAULT_CHAT_FRAME:AddMessage(text, cRed, cGreen, cBlue, cAlpha, holdTime); end else if (DEFAULT_CHAT_FRAME) then DEFAULT_CHAT_FRAME:AddMessage(text, 1.0, 0.5, 0.25); end end end function split(str, at) local splut = {}; if (type(str) ~= "string") then return nil end if (not str) then str = "" end if (not at) then table.insert(splut, str) else for n, c in string.gfind(str, '([^%'..at..']*)(%'..at..'?)') do table.insert(splut, n); if (c == '') then break end end end return splut; end DFLootDictionary.Util = { GetFilterDefaults = getFilterDefaults, GetFrameIndex = getFrameIndex, ChatPrint = chatPrint, strSplit = split }
Citizen.CreateThread(function() while true do Citizen.Wait(0) if IsControlPressed(1, 323) then --Start holding X TaskHandsUp(GetPlayerPed(-1), 1000, -1, -1, true) -- Perform animation. end end end)
return require('custom_example2')
require("moonsc").import_tags() -- A simple test that onexit handlers work. -- var1 should be incremented when we leave s0 return _scxml{ initial="s0", _datamodel{ _data{ id="var1", expr="0" }, }, _state{ id="s0", _onexit{ _assign{ location="var1", expr="var1+1" }}, _transition{ target="s1" }, }, _state{ id="s1", _transition{ cond="var1==1", target="pass" }, _transition{ target="fail" }, }, _final{id='pass'}, _final{id='fail'}, }
--------------------------------------------------------------------------------------------------- -- Proposal: -- https://github.com/smartdevicelink/sdl_evolution/blob/master/proposals/0204-same-app-from-multiple-devices.md -- Description: -- Two mobile applications with the same appNames and different appIds from different mobiles send -- SubscribeWayPoints requests and receive OnWayPointChange notifications. -- -- Preconditions: -- 1) SDL and HMI are started -- 2) Mobiles №1 and №2 are connected to SDL -- -- Steps: -- 1) Mobile №1 App1 requested Subscribe on WayPoints -- Check: -- SDL sends Navigation.SubscribeWayPoints(appId_1) to HMI -- SDL receives Navigation.SubscribeWayPoints("SUCCESS") response from HMI -- SDL sends SubscribeWayPoints("SUCCESS") response to Mobile №1 -- SDL sends OnHashChange with updated hashId to Mobile №1 -- 2) HMI sent OnWayPointChange notification -- Check: -- SDL sends OnWayPointChange notification to Mobile №1 -- SDL does NOT send OnWayPointChange to Mobile №2 -- 3) Mobile №2 App2 requested Subscribe on WayPoints -- Check: -- SDL sends Navigation.SubscribeWayPoints(appId_1) to HMI -- SDL sends SubscribeWayPoints("SUCCESS") response to Mobile №2 -- SDL sends OnHashChange with updated hashId to Mobile №2 -- 4) HMI sent OnWayPointChange notification -- Check: -- SDL sends OnWayPointChange notification to Mobile №1 and to Mobile №2 --------------------------------------------------------------------------------------------------- --[[ Required Shared libraries ]] local runner = require('user_modules/script_runner') local common = require('test_scripts/TheSameApp/commonTheSameApp') --[[ Test Configuration ]] runner.testSettings.isSelfIncluded = false --[[ Local Data ]] local devices = { [1] = { host = "1.0.0.1", port = config.mobilePort }, [2] = { host = "192.168.100.199", port = config.mobilePort } } local appParams = { [1] = { appName = "Test Application", appID = "0001", fullAppID = "0000001" }, [2] = { appName = "Test Application", appID = "00022", fullAppID = "00000022" } } local wayPointsGroup = { rpcs = { GetWayPoints = { hmi_levels = {"BACKGROUND", "FULL", "LIMITED"} }, SubscribeWayPoints = { hmi_levels = {"BACKGROUND", "FULL", "LIMITED"} }, UnsubscribeWayPoints = { hmi_levels = {"BACKGROUND", "FULL", "LIMITED"} }, OnWayPointChange = { hmi_levels = {"BACKGROUND", "FULL", "LIMITED"} } } } local pWayPoints = { locationName = "Location Name", coordinate = { latitudeDegrees = 1.1, longitudeDegrees = 1.1 }} --[[ Local Functions ]] local function modifyWayPointGroupInPT(pt) pt.policy_table.functional_groupings["DataConsent-2"].rpcs = common.json.null pt.policy_table.functional_groupings["WayPoints"] = wayPointsGroup pt.policy_table.app_policies[appParams[1].fullAppID] = common.cloneTable(pt.policy_table.app_policies["default"]) pt.policy_table.app_policies[appParams[1].fullAppID].groups = {"Base-4", "WayPoints"} pt.policy_table.app_policies[appParams[2].fullAppID] = common.cloneTable(pt.policy_table.app_policies["default"]) pt.policy_table.app_policies[appParams[2].fullAppID].groups = {"Base-4", "WayPoints"} end --[[ Scenario ]] runner.Title("Preconditions") runner.Step("Clean environment", common.preconditions) runner.Step("Prepare preloaded PT", common.modifyPreloadedPt, {modifyWayPointGroupInPT}) runner.Step("Start SDL and HMI", common.start) runner.Step("Connect two mobile devices to SDL", common.connectMobDevices, {devices}) runner.Step("Register App1 from device 1", common.registerAppEx, { 1, appParams[1], 1 }) runner.Step("Register App2 from device 2", common.registerAppEx, { 2, appParams[2], 2 }) runner.Step("Activate App 1", common.app.activate, { 1 }) runner.Title("Test") runner.Step("App1 from Mobile 1 requests SubscribeWayPoints", common.sendSubscribeWayPoints, { 1, true }) runner.Step("HMI sends OnWayPointChange - App 1 receives", common.sendOnWayPointChange, { 1, 2, 1, pWayPoints }) runner.Step("Activate App 2", common.app.activate, { 2 }) runner.Step("App2 from Mobile 2 requests SubscribeWayPoints", common.sendSubscribeWayPoints, { 2 }) runner.Step("HMI sends OnWayPointChange - Apps 1 and 2 receive", common.sendOnWayPointChange, { 2, 1, 2, pWayPoints }) runner.Title("Postconditions") runner.Step("Remove mobile devices", common.clearMobDevices, {devices}) runner.Step("Stop SDL", common.postconditions)
function EFFECT:Init( data ) local posoffset = data:GetOrigin() local emitter = ParticleEmitter( posoffset ) for i = 0,5 do local p = emitter:Add( "particle/particle_smokegrenade", posoffset ) p:SetVelocity( math.random(12,16) * math.sqrt(i) * data:GetNormal() * 3 + 2 * VectorRand() ) p:SetAirResistance(400) p:SetStartAlpha( math.Rand( 255, 255 ) ) p:SetEndAlpha( 0 ) p:SetDieTime( math.Rand( 0.5, 1.5 ) ) p:SetStartSize( math.Rand( 5, 8 ) *math.Clamp(i,1,4) * 0.166 ) p:SetEndSize( math.Rand( 16, 24 ) * math.sqrt(math.Clamp(i,1,4)) * 0.166 ) p:SetRoll( math.Rand( -25, 25 ) ) p:SetRollDelta( math.Rand( -0.05, 0.05 ) ) p:SetColor( 135, 135, 135 ) end if GetTFAGasEnabled() then local p = emitter:Add( "sprites/heatwave", posoffset ) p:SetVelocity( 50 * data:GetNormal() + 0.5 * VectorRand() ) p:SetAirResistance( 200 ) p:SetStartSize( math.random(12.5,17.5) ) p:SetEndSize( 2 ) p:SetDieTime( math.Rand(0.15, 0.225) ) p:SetRoll( math.Rand(-180,180) ) p:SetRollDelta( math.Rand(-0.75,0.75) ) end emitter:Finish() end function EFFECT:Think( ) return false end function EFFECT:Render() return false end
function HandleUnrankCommand(Split, Player) -- Also handles the /deop command local Response local PlayerName = Split[2] local InformLoadRank = function(OtherPlayer) local AuthorName = "the server console" if Player then AuthorName = "\"" .. Player:GetName() .. "\"" end OtherPlayer:SendMessageInfo("You were unranked by " .. AuthorName) OtherPlayer:LoadRank() end if not PlayerName then Response = SendMessage(Player, "Usage: " .. Split[1] .. " <player>") else -- Translate the PlayerName to a UUID: local PlayerUUID = GetPlayerUUID(PlayerName) if not PlayerUUID or string.len(PlayerUUID) ~= 32 then Response = SendMessage(Player, "There is no player with the name \"" .. PlayerName .. "\"") else -- Unrank the player: cRankManager:RemovePlayerRank(PlayerUUID) -- Let the player know: SafeDoWithPlayer(PlayerName, InformLoadRank) Response = SendMessage(Player, "Player \"" .. PlayerName .. "\" is now in the default rank") end end return true, Response end function HandleConsoleUnrank(Split) return HandleUnrankCommand(Split) end
local function read(domain, address, bytes) local methods = { [1] = memory.readbyte, [2] = memory.readdword } if (methods[bytes]) then return methods[bytes](address) end return 0 end function wram(address, bytes) return read('WRAM', address, bytes); end function rom(address, bytes) return read('CARTROM', address, bytes); end
-- -- racewar_server.lua -- Racewar = {} Racewar.__index = Racewar local chooseTeamDisplay = nil local chooseTeamLines = {} local newsDisplay = nil -- messages go here instead of the chatbox local newsDisplayLines = {} local statusDisplay = nil -- Score and rounds left local statusDisplayLines = {} local playerlist = {} -- All Players local teamlist = {} -- All teams local teamdata = {} -- team={score=0,blah=0} local newsText = { "", "", "", } local roundCurrent = 0 -- eg 1,2,3 local roundsTotal = 0 -- eg 3 local bRoundJustEnded = false --------------------------------------------------------------------------- -- -- Events -- -- --------------------------------------------------------------------------- addEventHandler('onResourceStart', g_ResRoot, function() Racewar.startup() for _,player in ipairs(getElementsByType('player')) do Racewar.handlePlayerJoin(player) end end ) addEventHandler('onResourceStop', g_Root, function(resource) if 'map' == getResourceInfo(resource,'type') then Racewar.setBigMessage('') end end ) addEvent('onMapStarting') addEventHandler('onMapStarting', g_Root, function(mapInfo) Racewar.setModeAndMap( mapInfo.modename, mapInfo.name ) end ) addEvent('onPlayerFinish') addEventHandler('onPlayerFinish', g_Root, function(rank, time) Racewar.playerFinished( source, rank ) end ) addEventHandler('onResourceStop', g_ResRoot, function() Racewar.shutdown() end ) addEventHandler('onPlayerJoined', g_Root, function() Racewar.handlePlayerJoin(source) end ) addEventHandler('onPlayerQuit', g_Root, function() Racewar.handlePlayerQuit(source) end ) addEvent('onPostFinish', true) addEventHandler('onPostFinish', g_Root, function() Racewar.roundEnd() end ) --------------------------------------------------------------------------- -- -- Commands -- -- --------------------------------------------------------------------------- addCommandHandler('teamname', function(player,command,...) Racewar.startChangeTeamNameVote(player, table.concat({...}, " ") ) end ) addCommandHandler('newwar', function(player,command,...) Racewar.startNewWarVote(player, table.concat({...}, " ") ) end ) --------------------------------------------------------------------------- -- -- Startup / shutdown -- -- -- --------------------------------------------------------------------------- --------------------------------------------------------------------------- -- Racewar.startup() --------------------------------------------------------------------------- function Racewar.startup() cacheSettings() Racewar.output( 'Startup' ) teamlist = {} teamlist[1] = createTeam ( "Red", 255, 0, 0 ) teamlist[2] = createTeam ( "Blue", 0, 0, 255 ) teamlist[3] = createTeam ( "Green", 0, 255, 0 ) teamdata = {} for _,team in ipairs(teamlist) do teamdata[team] = {} teamdata[team].score = 0 end Racewar.updateChooseTeamDisplay() Racewar.updateNewsDisplay() Racewar.updateStatusDisplay() end --------------------------------------------------------------------------- -- Racewar.shutdown() --------------------------------------------------------------------------- function Racewar.shutdown() Racewar.output( 'Shutdown' ) -- Remove display Racewar.destroyChooseTeamDisplay() -- Remove teams table.each( teamlist, destroyElement ) teamlist = {} teamdata = {} end --------------------------------------------------------------------------- -- Racewar.initializeNewWar() --------------------------------------------------------------------------- function Racewar.initializeNewWar() roundCurrent = 1 roundsTotal = g_Settings.numrounds if teamlist then table.each( teamlist, setTeamScore, 0 ) end Racewar.updateStatusDisplay() end --------------------------------------------------------------------------- -- -- Map loading -- -- -- --------------------------------------------------------------------------- --------------------------------------------------------------------------- -- Racewar.setModeAndMap() -- Called when a new map has been loaded --------------------------------------------------------------------------- function Racewar.setModeAndMap( raceModeName, mapName ) if raceModeName == 'Sprint' then Racewar.roundStart() end end --------------------------------------------------------------------------- -- -- Points -- -- -- --------------------------------------------------------------------------- --------------------------------------------------------------------------- -- convertPoints -- To look like something else, so it doesn't clash with other point systems --------------------------------------------------------------------------- function convertPoints(pts) return g_Settings.ptsprefix .. pts .. g_Settings.ptspostfix end --------------------------------------------------------------------------- -- -- Players -- -- -- --------------------------------------------------------------------------- --------------------------------------------------------------------------- -- Racewar.handlePlayerJoin() --------------------------------------------------------------------------- function Racewar.handlePlayerJoin( player ) if isInPlayerList(player) then return end addToPlayerList(player) setTimer( function() if isInPlayerList(player) then Racewar.playerChooseTeam(player) end end, 3000, 1 ) end --------------------------------------------------------------------------- -- Racewar.playerFinished() -- Update team points --------------------------------------------------------------------------- function Racewar.playerFinished( player, rank ) local team = getPlayerTeam(player) if team then local othercount = 0 -- count up others not finished who are not on the player's team for _,other in ipairs(playerlist) do if not isPlayerFinished(other) and team ~= getPlayerTeam(other) then othercount = othercount + 1 end end --Racewar.outputChat( 'You beat ' .. othercount .. ' player' .. (othercount==1 and '' or 's') .. ' from other teams', player ) local pointsEarned = othercount -- getPlayerCount() - rank + 1 Racewar.output( convertPoints(pointsEarned) .. " for '"..getTeamName(team).."' by "..getPlayerName(player) ) addTeamScore(team,pointsEarned) Racewar.updateStatusDisplay() end end --------------------------------------------------------------------------- -- Racewar.handlePlayerQuit() --------------------------------------------------------------------------- function Racewar.handlePlayerQuit( player ) Racewar.changePlayerTeam( player, 0 ) textDisplayRemoveObserver( chooseTeamDisplay, player ) textDisplayRemoveObserver( newsDisplay, player ) textDisplayRemoveObserver( statusDisplay, player ) removeFromPlayerList(player) end --------------------------------------------------------------------------- -- -- Rounds -- -- -- --------------------------------------------------------------------------- --------------------------------------------------------------------------- -- Racewar.roundStart() --------------------------------------------------------------------------- function Racewar.roundStart() local bNextRound = roundCurrent > 0 and bRoundJustEnded local bRoundRestarted = roundCurrent > 0 and not bRoundJustEnded local bNextWar = roundCurrent == 0 or bNextRound and roundCurrent >= roundsTotal if bNextWar then Racewar.initializeNewWar() Racewar.output( 'Starting ' .. roundsTotal .. ' round war' ) elseif bRoundRestarted then Racewar.output( 'Restarting round ' .. roundCurrent ) elseif bNextRound then roundCurrent = roundCurrent + 1 Racewar.output( 'Starting round ' .. roundCurrent ) end Racewar.updateStatusDisplay() bRoundJustEnded = false bRoundJustStarted = true end --------------------------------------------------------------------------- -- Racewar.roundEnd() --------------------------------------------------------------------------- function Racewar.roundEnd() if not bRoundJustStarted or roundCurrent == 0 then return end if roundCurrent >= roundsTotal then -- Show congrats message local ordered = getTeamsScoreSorted() local bestteam = ordered[1] local secondteam = ordered[2] if getTeamScore(bestteam) > getTeamScore(secondteam) then local congrats = getTeamName(bestteam) .. ' won the war' local teamplayers = '' local counter = 0 --for i=1,30 do for _, player in ipairs(getPlayersInTeam(bestteam)) do counter = counter + 1 if teamplayers ~= '' then if counter % 6 == 0 then teamplayers = teamplayers .. '\n' else teamplayers = teamplayers .. ', ' end end teamplayers = teamplayers .. getPlayerName(player) end --end Racewar.output(congrats) local r,g,b = getTeamColor(bestteam) Racewar.setBigMessage( congrats, teamplayers, r,g,b ) else Racewar.setBigMessage( 'War draw', '', 230,230,230 ) end end bRoundJustEnded = true bRoundJustStarted = false end --------------------------------------------------------------------------- -- -- Status Display -- -- -- --------------------------------------------------------------------------- --------------------------------------------------------------------------- -- Racewar.updateStatusDisplay() --------------------------------------------------------------------------- function Racewar.updateStatusDisplay() if not statusDisplay then statusDisplay = textCreateDisplay() local x=0.90 local y=0.01 + 0.15 statusDisplayLines[1] = textCreateTextItem ( ' RACEWAR Standings', x, y, 'low', 255, 255, 160, 255, 1.2, 'center' ) y = y + 0.017 statusDisplayLines[2] = textCreateTextItem ( ' Round 1 of 3', x, y, 'low', 160, 160, 160, 255, 1.0, 'center' ) y = y + 0.014 statusDisplayLines[3] = textCreateTextItem ( '1st 40 pts Red team', x, y, 'low', 240, 240, 240, 255, 1.4, 'center' ) y = y + 0.02 statusDisplayLines[4] = textCreateTextItem ( '2nd 10 pts Green team', x, y, 'low', 230, 230, 230, 255, 1.2, 'center' ) y = y + 0.019 statusDisplayLines[5] = textCreateTextItem ( '3rd 4 pts Blue team', x, y, 'low', 220, 220, 220, 255, 1.0, 'center' ) statusDisplayLines[6] = textCreateTextItem ( '', 0.5, 0.6, 'low', 220, 220, 220, 255, 4.0, 'center' ) statusDisplayLines[7] = textCreateTextItem ( '', 0.5, 0.7, 'low', 220, 220, 220, 255, 1.2, 'center' ) for i,line in ipairs(statusDisplayLines) do textDisplayAddText ( statusDisplay, line ) end end if roundCurrent == 0 then textItemSetText ( statusDisplayLines[2], '' ) textItemSetText ( statusDisplayLines[3], 'Starts next map' ) textItemSetText ( statusDisplayLines[4], '' ) textItemSetText ( statusDisplayLines[5], '' ) else textItemSetText ( statusDisplayLines[2], ' Round ' .. roundCurrent .. ' of ' .. roundsTotal .. '' ) -- Order teams by points local ordered = getTeamsScoreSorted() local rank = 1 local rankNext = 1 for idx=1,#ordered do local team = ordered[idx] local r,b,g = getTeamColor(team) local grey = 250-idx*10 r = math.lerp(r,grey,0.75) g = math.lerp(g,grey,0.75) b = math.lerp(b,grey,0.75) local score = getTeamScore(team) local name = getTeamName(team) local pos = idx==1 and '1st' or idx==2 and '2nd' or idx==3 and '3rd' local rankText = rank .. ( (rank < 10 or rank > 20) and ({ [1] = 'st', [2] = 'nd', [3] = 'rd' })[rank % 10] or 'th' ) textItemSetText ( statusDisplayLines[2+idx], rankText..' '..convertPoints(score)..' '..name ) textItemSetColor ( statusDisplayLines[2+idx], r,b,g,255 ) rankNext = rankNext + 1 if idx >= #ordered or getTeamScore(ordered[idx+1]) < score then rank = rankNext end end end end --------------------------------------------------------------------------- -- Racewar.destroyStatusDisplay() --------------------------------------------------------------------------- function Racewar.destroyStatusDisplay() for i,line in ipairs(statusDisplayLines) do textDisplayRemoveText ( statusDisplay, line ) textDestroyTextItem( line ) end statusDisplayLines = {} textDestroyDisplay( statusDisplay ) statusDisplay = nil end --------------------------------------------------------------------------- -- Racewar.setBigMessage() --------------------------------------------------------------------------- function Racewar.setBigMessage(line1,line2,r,g,b) textItemSetText ( statusDisplayLines[6], line1 or '' ) textItemSetText ( statusDisplayLines[7], line2 or '' ) textItemSetColor ( statusDisplayLines[6], r or 255,g or 255,b or 255,255 ) textItemSetColor ( statusDisplayLines[7], r or 255,g or 255,b or 255,210 ) end --------------------------------------------------------------------------- -- -- News area -- -- -- --------------------------------------------------------------------------- --------------------------------------------------------------------------- -- Racewar.ouputNews() --------------------------------------------------------------------------- function Racewar.ouputNews(text) table.remove( newsText, 1 ) table.insert( newsText, text ) Racewar.updateNewsDisplay() end --------------------------------------------------------------------------- -- Racewar.updateNewsDisplay() --------------------------------------------------------------------------- function Racewar.updateNewsDisplay() if not newsDisplay then newsDisplay = textCreateDisplay() local x=0.85 local y=0.182 + 0.1 newsDisplayLines[1] = textCreateTextItem ( '1', x, y+0.000, 'low', 255, 255, 240, 132, 1, 'left' ) newsDisplayLines[2] = textCreateTextItem ( '2', x, y+0.015, 'low', 255, 255, 240, 162, 1, 'left' ) newsDisplayLines[3] = textCreateTextItem ( '3', x, y+0.030, 'low', 255, 255, 240, 192, 1, 'left' ) for i,line in ipairs(newsDisplayLines) do textDisplayAddText ( newsDisplay, line ) end end textItemSetText ( newsDisplayLines[1], newsText[1] ) textItemSetText ( newsDisplayLines[2], newsText[2] ) textItemSetText ( newsDisplayLines[3], newsText[3] ) end --------------------------------------------------------------------------- -- Racewar.destroyNewsDisplay() --------------------------------------------------------------------------- function Racewar.destroyNewsDisplay() for i,line in ipairs(newsDisplayLines) do textDisplayRemoveText ( newsDisplay, line ) textDestroyTextItem( line ) end newsDisplayLines = {} textDestroyDisplay( newsDisplay ) newsDisplay = nil end --------------------------------------------------------------------------- -- -- Choosing teams -- -- -- --------------------------------------------------------------------------- --------------------------------------------------------------------------- -- Racewar.playerChooseTeam() --------------------------------------------------------------------------- function Racewar.playerChooseTeam( player ) textDisplayAddObserver( chooseTeamDisplay, player ) bindKey ( player, "1", "down", Racewar.playerTeamChosen, 1 ) bindKey ( player, "2", "down", Racewar.playerTeamChosen, 2 ) bindKey ( player, "3", "down", Racewar.playerTeamChosen, 3 ) bindKey ( player, "F3", "down", Racewar.playerTeamChosen, 0 ) end --------------------------------------------------------------------------- -- Racewar.playerTeamChosen() --------------------------------------------------------------------------- function Racewar.playerTeamChosen( player, key, keyState, teamIndex ) textDisplayRemoveObserver( chooseTeamDisplay, player ) unbindKey ( player, "1", "down", Racewar.playerTeamChosen ) unbindKey ( player, "2", "down", Racewar.playerTeamChosen ) unbindKey ( player, "3", "down", Racewar.playerTeamChosen ) unbindKey ( player, "F3", "down", Racewar.playerTeamChosen ) if not getPlayerTeam(player) then Racewar.outputChat( convertPoints(1) .." per enemy team player you beat to the finish line.", player ) end Racewar.changePlayerTeam( player, teamIndex ) bindKey ( player, "F3", "down", Racewar.playerChooseTeam ) end --------------------------------------------------------------------------- -- Racewar.changePlayerTeam() --------------------------------------------------------------------------- function Racewar.changePlayerTeam( player, newTeamIndex ) local newTeam = teamlist[newTeamIndex] local oldTeam = getPlayerTeam(player) if newTeam ~= oldTeam then if newTeam then setPlayerTeam(player, newTeam ) Racewar.output( getPlayerName(player) .. " has joined '" .. getTeamName(newTeam).. "'" ) textDisplayAddObserver( newsDisplay, player ) textDisplayAddObserver( statusDisplay, player ) elseif oldTeam then setPlayerTeam(player, nil ) Racewar.output( getPlayerName(player) .. " has left '" .. getTeamName(oldTeam).. "'") textDisplayRemoveObserver( newsDisplay, player ) end end end --------------------------------------------------------------------------- -- Racewar.updateChooseTeamDisplay() --------------------------------------------------------------------------- function Racewar.updateChooseTeamDisplay() if not chooseTeamDisplay then local x=0.8 local y=0.282 chooseTeamDisplay = textCreateDisplay() chooseTeamLines[1] = textCreateTextItem ( 'R A C E W A R', x, y+0.000, 'low', 255, 0, 0, 255, 3, 'center' ) chooseTeamLines[2] = textCreateTextItem ( 'Select your team', x, y+0.070, 'low', 255, 255, 0, 255, 2, 'center' ) chooseTeamLines[3] = textCreateTextItem ( 'Press 1 to join A', x, y+0.119, 'low', 255, 255, 255, 255, 1.4, 'center' ) chooseTeamLines[4] = textCreateTextItem ( 'Press 2 to join B', x, y+0.149, 'low', 255, 255, 255, 255, 1.4, 'center' ) chooseTeamLines[5] = textCreateTextItem ( 'Press 3 to join C', x, y+0.178, 'low', 255, 255, 255, 255, 1.4, 'center' ) chooseTeamLines[6] = textCreateTextItem ( 'Press F3 not to join a team', x, y+0.209, 'low', 200, 200, 200, 255, 1.4, 'center' ) chooseTeamLines[7] = textCreateTextItem ( 'Press F3 to change team later', x, y+0.239, 'low', 200, 200, 0, 255, 1.4, 'center' ) chooseTeamLines[8] = textCreateTextItem ( 'Press F9 for help', x, y+0.269, 'low', 200, 200, 0, 255, 1.4, 'center' ) for i,line in ipairs(chooseTeamLines) do textDisplayAddText ( chooseTeamDisplay, line ) end end textItemSetText ( chooseTeamLines[3], "Press 1 to join '" ..getTeamName(teamlist[1]).. "'" ) textItemSetText ( chooseTeamLines[4], "Press 2 to join '" ..getTeamName(teamlist[2]).. "'" ) textItemSetText ( chooseTeamLines[5], "Press 3 to join '" ..getTeamName(teamlist[3]).. "'" ) end --------------------------------------------------------------------------- -- Racewar.destroyChooseTeamDisplay() --------------------------------------------------------------------------- function Racewar.destroyChooseTeamDisplay() for i,line in ipairs(chooseTeamLines) do textDisplayRemoveText ( chooseTeamDisplay, line ) textDestroyTextItem( line ) end chooseTeamLines = {} textDestroyDisplay( chooseTeamDisplay ) chooseTeamDisplay = nil end ---------------------------------------------------------------------------- -- -- Changing Team Name -- -- -- ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- -- Racewar.startChangeTeamNameVote ---------------------------------------------------------------------------- function Racewar.startChangeTeamNameVote(player, newName) local team = getPlayerTeam(player) if not team then Racewar.outputChat( 'You are not in a team.', player ) return end newName = tostring(newName) if newName:len() < 3 or newName:len() > 50 then Racewar.outputChat( 'Team name must be between 3 and 50 characters long.', player ) return end local result, code = exports.votemanager:startPoll({}) if code == 10 then -- pollAlreadyRunning = 10 Racewar.outputChat( "Can't change team name while a vote is running.", player ) return end exports.votemanager:stopPoll() -- Actual vote started here local pollDidStart = exports.votemanager:startPoll { title="Do you want to change the team name to '" .. newName.. "'", percentage=51, timeout=10, allowchange=true, adjustwidth=50, visibleTo=team, [1]={'Yes', 'teamNameVoteResult', team, true, team, newName }, [2]={'No', 'teamNameVoteResult', team, false;default=true}, } end ---------------------------------------------------------------------------- -- event teamNameVoteResult -- Called from the votemanager when the poll has completed ---------------------------------------------------------------------------- addEvent('teamNameVoteResult') addEventHandler('teamNameVoteResult', getRootElement(), function( votedYes, team, newName ) if votedYes and team and newName then Racewar.output( "Team '"..getTeamName(team).."' is now called '"..newName.."'" ) setTeamName(team,newName) Racewar.updateChooseTeamDisplay() Racewar.updateStatusDisplay() else Racewar.outputChat( 'Team name vote result was [No].', team ) end end ) ---------------------------------------------------------------------------- -- -- Start new war vote -- -- -- ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- -- Racewar.startNewWarVote ---------------------------------------------------------------------------- function Racewar.startNewWarVote(player) local result, code = exports.votemanager:startPoll({}) if code == 10 then -- pollAlreadyRunning = 10 Racewar.outputChat( "Can't start a new war vote while another vote is running.", player ) return end exports.votemanager:stopPoll() -- Actual vote started here local pollDidStart = exports.votemanager:startPoll { title="Do you want to start a new war?", percentage=51, timeout=10, allowchange=true, adjustwidth=50, visibleTo=getRootElement(), [1]={'Yes', 'newWarVoteResult', getRootElement(), true}, [2]={'No', 'newWarVoteResult', getRootElement(), false;default=true}, } end ---------------------------------------------------------------------------- -- event teamNameVoteResult -- Called from the votemanager when the poll has completed ---------------------------------------------------------------------------- addEvent('newWarVoteResult') addEventHandler('newWarVoteResult', getRootElement(), function( votedYes ) if votedYes then Racewar.initializeNewWar() Racewar.output( 'Starting new ' .. roundsTotal .. ' round war' ) else Racewar.outputChat( 'New war vote result was [No].', g_Root ) end end ) --------------------------------------------------------------------------- -- -- Player List -- -- -- --------------------------------------------------------------------------- function addToPlayerList( player ) table.insert(playerlist,player) end function removeFromPlayerList( player ) table.removevalue(playerlist,player) end function isInPlayerList( player ) return table.find(playerlist,player) end --------------------------------------------------------------------------- -- -- Team Score -- -- -- --------------------------------------------------------------------------- function getTeamScore( team ) return teamdata[team].score end function setTeamScore( team, score ) teamdata[team].score = score end function addTeamScore( team, score ) teamdata[team].score = teamdata[team].score + score end function getTeamsScoreSorted() local ordered = table.deepcopy(teamlist) table.sort(ordered, function(a,b) return(getTeamScore(a) > getTeamScore(b)) end) return ordered end --------------------------------------------------------------------------- -- -- Misc -- -- -- --------------------------------------------------------------------------- --------------------------------------------------------------------------- -- Racewar.output() --------------------------------------------------------------------------- function Racewar.output(text) --outputChatBox ( "#C0C0C0Racewar: #FFFF00" .. text, getRootElement(), 255, 255, 255, true ) Racewar.ouputNews(text) end function Racewar.outputChat(text,visibleTo) outputChatBox ( "#C0C0C0Racewar: #FFFF00" .. text, visibleTo or getRootElement(), 255, 255, 255, true ) end function isPlayerFinished(player) return getElementData(player, 'race.finished') end --------------------------------------------------------------------------- -- -- Settings -- -- -- --------------------------------------------------------------------------- function cacheSettings() g_Settings = {} g_Settings.numrounds = getNumber('numrounds','3') g_Settings.ptsprefix = getString('ptsprefix','$') g_Settings.ptspostfix = getString('ptspostfix',',000') end -- Initial cache addEventHandler('onResourceStart', g_ResRoot, function() cacheSettings() end ) -- React to admin panel changes addEvent ( "onSettingChange" ) addEventHandler('onSettingChange', g_ResRoot, function(name, oldvalue, value, playeradmin) cacheSettings() Racewar.updateStatusDisplay() end )
require"cdlua" require"iupluacd" require"iuplua" --main canvas canva = iup.canvas {size = "200x100"} --vertical box vbox = iup.vbox{ canva } --main dialog dlg = iup.dialog{vbox; title="test-1.0"} --responsible for creating the CD canvas function canva:map_cb() canvas = cd.CreateCanvas(cd.IUP, self) self.canvas = canvas end --retrieves the CD canvas associated to IupCanvas control and destroys it function dlg:close_cb() canva = canva canvas = canva.canvas canvas:Kill() self:destroy() return iup.IGNORE end --responsible for drawing the image on canvas function canva:action() canvas = self.canvas canvas:Activate() canvas:Clear() canva:button_cb(_, _, 0, 0, _) end --use to draw elements function draw(self,xmin,xmax,ymin,ymax) canvas:Clear() width, height = canvas:GetSize() --use to get the size of canvas print("width="..width.." height="..height) canvas = self.canvas canvas:Foreground (cd.BLUE) canvas:Box (xmin, xmax, ymin,ymax) --use to draw box on canvas canvas:Foreground(cd.EncodeColor(255, 32, 140)) canvas:Line(0, height, 100, height-100) --use to draw line on canvas end --the function is called when a mouse button is pressed function canva:button_cb(b, e, x, y, r) print ("Button: " .. "Button="..tostring(b).." Pressed="..tostring(e).." X="..tostring(x).." Y="..tostring(y) ) local canvas = self.canvas width, height = canvas:GetSize() --use to get the size of canvas draw(self,x-10,x+10,height-y-10,height-y+10) end --call when size is change function canva:resize_cb(w, h) print("Width="..w.." Height="..h) draw(self,-10,10,h-10,h+10) end dlg:show() if (iup.MainLoopLevel()==0) then iup.MainLoop() iup.Close() end
return { { name = 'ARM', startunit = 'armcom', }, { name = 'CORE', startunit = 'corcom', }, { name = 'TLL', startunit = 'tllcom', }, { name = 'TALON', startunit = 'talon_com', }, { name = 'GOK', startunit = 'gok_com', }, }
-- I'm just gonna write my own library for events -- I'm sick of fixing other people's bugs local Emitter = {} local pfx_once = '_once_' setmetatable(Emitter, { __call = function (_) return Emitter:new() end }) function Emitter:new() local obj = {} self.__index = self setmetatable(obj, self) obj:construct() return obj end function Emitter:construct() -- first it will have a table of events self.events = {} -- each of those events is going to be a string -- and the value will be the array of listeners -- anything else? self.events_to_remove = {} end function Emitter:on(event, listener) if self.events[event] then table.insert(self.events[event], listener) else self.events[event] = { listener } end end function Emitter:emit(event, ...) self:cleanUp() if self.events[event] then for i = 1, #self.events[event] do self.events[event][i](...) end end local once_event = pfx_once..event if self.events[once_event] then for i = 1, #self.events[once_event] do self.events[once_event][i](...) end self.events[once_event] = nil end self:cleanUp() end function Emitter:cleanUp() for key, arr in pairs(self.events_to_remove) do for i = 1, #arr do for j = 1, #self.events[key] do if arr[i] == self.events[key][j] then table.remove(self.events[key], j) break end end end end self.events_to_remove = {} end function Emitter:removeListener(event, listener) if self.events_to_remove[event] then table.insert(self.events_to_remove[event], listener) else self.events_to_remove[event] = { listener } end return false end function Emitter:once(event, listener) self:on(pfx_once..event, listener) end function Emitter:untilTrue(event, listener, finally) local function wrapper(...) local args = listener(...) if args then self:removeListener(event, wrapper) if finally then finally(args, ...) end end end self:on(event, wrapper) end function Emitter:removeAllListeners(event) self.events[event] = nil self.events[pfx_once..event] = nil end return Emitter
local _, cfg = ... --export config local addon, ns = ... --get addon namespace --not done yet
local ModExtTable = require("api.ModExtTable") local IModDataHolder = class.interface("IModDataHolder", { get_mod_data = "function" }) function IModDataHolder:init() self._mod_data = ModExtTable:new() end function IModDataHolder:get_mod_data(mod_id) return self._mod_data:get_mod_data(mod_id) end return IModDataHolder
--[[==================================== = = template list 扩展 = ========================================]] local CCContainer = tolua_get_class('CCContainer') local AsyncContainer = tolua_get_class('AsyncContainer') --模板基类 local SCrollList, SCrollList_Super = tolua_get_class('SCrollList') -- override function SCrollList:Create() return cc.ScrollView:create():CastTo(self):_init(CCContainer) end -- override function SCrollList:_init(ContainerType) SCrollList_Super._init(self) self:AddChild('_container', ContainerType:Create()) self._startVisiIndex = nil self._endVisiIndex = nil self._lastScrollOffset = nil self._nNotAutoHideLen = 0 self._container:setAnchorPoint(ccp(0, 1)) self:HandleScrollEvent() return self end -- override function SCrollList:_registerInnerEvent() SCrollList_Super._registerInnerEvent(self) self.newHandler.OnScroll = function() if self._bScheduleUpVisiRangeNextFrame == nil and self:_canTestVisibility() then self:UpdateVisibleRangeNextFrame() end end end -- override function SCrollList:_canTestVisibility() if self:GetItemCount() == 0 then return false end if self._lastScrollOffset == nil then return true else local offset = self:getContentOffset() if self:IsHorzDirection() then if offset.x > 0 or offset.x < self:minContainerOffset().x then if self._bScrollToBoundary then return else self._bScrollToBoundary = true end else self._bScrollToBoundary = nil end local diff = offset.x - self._lastScrollOffset.x -- print('x diff', diff) if diff > 0 then -- container -> 右 if self:IsLeft2RightOrder() then return diff > self._checkVisibilityUpperScroll else return diff > self._checkVisibilitylowerScroll end else -- container -> 左 if self:IsLeft2RightOrder() then return -diff > self._checkVisibilitylowerScroll else return -diff > self._checkVisibilityUpperScroll end end else if offset.y > 0 or offset.y < self:minContainerOffset().y then if self._bScrollToBoundary then return else self._bScrollToBoundary = true end else self._bScrollToBoundary = nil end local diff = offset.y - self._lastScrollOffset.y -- print('y diff', diff) if diff > 0 then -- container -> 上 return diff >= self._checkVisibilitylowerScroll else -- container -> 下 return -diff >= self._checkVisibilityUpperScroll end end end end -- override function SCrollList:_updateSingleListVisibleRange() local varLength = self._container:GetVarLength() if varLength == nil then return end local offset = self:getContentOffset() local csize = self:getContentSize() local w, h = self:GetContentSize() local startLen local endLen local curLen = 0 local indent if self:IsHorzDirection() then if self:IsLeft2RightOrder() then startLen = -offset.x - self._container:GetHorzBorder() else startLen = csize.width + offset.x - w - self._container:GetHorzBorder() end endLen = startLen + w indent = self._container:GetHorzIndent() else startLen = csize.height + offset.y - h - self._container:GetVertBorder() endLen = startLen + h indent = self._container:GetVertIndent() end startLen = startLen - self._nNotAutoHideLen endLen = endLen + self._nNotAutoHideLen local startVisiIndex local endVisiIndex local upperScroll local lowerScroll for i, v in ipairs(varLength) do curLen = curLen + v + indent if startVisiIndex == nil and curLen > startLen then startVisiIndex = i upperScroll = v - (curLen - startLen) end if endVisiIndex == nil and curLen >= endLen then endVisiIndex = i lowerScroll = curLen - endLen break end end self._startVisiIndex = startVisiIndex or 1 self._endVisiIndex = endVisiIndex or self:GetItemCount() self._lastScrollOffset = offset self._checkVisibilityUpperScroll = (upperScroll or 0) + self._nNotAutoHideLen / 4 self._checkVisibilitylowerScroll = (lowerScroll or 0) + self._nNotAutoHideLen / 4 -- print('_updateSingleListVisibleRange', self._startVisiIndex, self._endVisiIndex, self._checkVisibilityUpperScroll, self._checkVisibilitylowerScroll) return true end -- override function SCrollList:_updateMultiListVisibleRange() local sz = self._container:GetCtrlSize() local ctrlW, ctrlH = sz.width, sz.height local offset = self:getContentOffset() local csize = self:getContentSize() local w, h = self:GetContentSize() local startLen local endLen local unitLen local upperScroll local lowerScroll local startVisiIndex local endVisiIndex if self:IsHorzDirection() then unitLen = ctrlW + self._container:GetHorzIndent() if self:IsLeft2RightOrder() then startLen = -offset.x - self._container:GetHorzBorder() else startLen = csize.width + offset.x - w - self._container:GetHorzBorder() end endLen = startLen + w else unitLen = ctrlH + self._container:GetVertIndent() startLen = csize.height + offset.y - h - self._container:GetVertBorder() endLen = startLen + h end startLen = startLen - self._nNotAutoHideLen endLen = endLen + self._nNotAutoHideLen upperScroll = startLen % unitLen startVisiIndex = math.ceil(startLen / unitLen) lowerScroll = unitLen - endLen % unitLen endVisiIndex = math.ceil(endLen / unitLen) local numPerunit = self._container:GetNumPerUnit() if numPerunit > 1 then startVisiIndex = numPerunit * (startVisiIndex - 1) + 1 endVisiIndex = numPerunit * endVisiIndex end local nMax = self:GetItemCount() self._startVisiIndex = math.min(math.max(startVisiIndex, 1), nMax) self._endVisiIndex = math.min(math.max(endVisiIndex, 1), nMax) self._lastScrollOffset = offset self._checkVisibilityUpperScroll = upperScroll + self._nNotAutoHideLen / 4 self._checkVisibilitylowerScroll = lowerScroll + self._nNotAutoHideLen / 4 -- print('_updateMultiListVisibleRange', self._startVisiIndex, self._endVisiIndex, self._checkVisibilityUpperScroll, self._checkVisibilitylowerScroll) end -- override function SCrollList:_updateVisibleRange() if self:GetItemCount() > 0 then return self:_updateSingleListVisibleRange() or self:_updateMultiListVisibleRange() end end function SCrollList:UpdateVisibleRangeNextFrame() if self._bScheduleUpVisiRangeNextFrame then return end self._bScheduleUpVisiRangeNextFrame = true self:DelayCall(0, function() self._bScheduleUpVisiRangeNextFrame = nil self:_updateVisibleRange() end) end -- override function SCrollList:SetContentSize(sw, sh) local sz = self:CalcSize(sw, sh) local W, H = self._container:GetContentSize() if self._container:IsHorzDirection() then sz.height = H else sz.width = W end self:setViewSize(sz) return self:_refreshItemPos() end function SCrollList:_refreshItemPos() local W, H = self:GetContentSize() local CW, CH = self._container:GetContentSize() if self._container:IsHorzDirection() then if H ~= CH then H = CH end else if W ~= CW then W = CW end end local ret = CCSize(W, H) self:setViewSize(ret) self:setContentSize(CCSize(math.max(CW, W), math.max(CH, H))) self._container:SetPosition(0, 'i0') self:UpdateVisibleRangeNextFrame() return ret end function SCrollList:_refreshContainer() self._container:_refreshItemPos() self:_refreshItemPos() end function SCrollList:SetHorzDirection(bHorz) if bHorz then self:setDirection(cc.SCROLLVIEW_DIRECTION_HORIZONTAL) else self:setDirection(cc.SCROLLVIEW_DIRECTION_VERTICAL) end self._container:SetHorzDirection(bHorz) self:_refreshItemPos() self:EnableMouseWheelAndScroll(bHorz) end function SCrollList:IsHorzDirection() return self._container:IsHorzDirection() end function SCrollList:SetNumPerUnit(nNum) self._container:SetNumPerUnit(nNum) self:_refreshItemPos() end function SCrollList:GetUnitNum() return self._container:GetUnitNum() end function SCrollList:SetHorzBorder(nBorder) self._container:SetHorzBorder(nBorder) self:_refreshItemPos() end function SCrollList:SetVertBorder(nBorder) self._container:SetVertBorder(nBorder) self:_refreshItemPos() end function SCrollList:SetHorzIndent(nIndent) self._container:SetHorzIndent(nIndent) self:_refreshItemPos() end function SCrollList:SetVertIndent(nIndent) self._container:SetVertIndent(nIndent) self:_refreshItemPos() end function SCrollList:SetLeft2RightOrder(bLeft2RightOrder) self._container:SetLeft2RightOrder(bLeft2RightOrder) end function SCrollList:GetItem(index) return self._container:GetItem(index) end function SCrollList:GetItemCount() return self._container:GetItemCount() end function SCrollList:GetAllItem() return self._container:GetAllItem() end function SCrollList:SetTemplate(templateName, templateInfo, customizeConf) self._container:SetTemplate(templateName, templateInfo, customizeConf) end function SCrollList:SetInitCount(nCurCount, bNotRefresh) local add = self._container:SetInitCount(nCurCount, bNotRefresh) if add then for i, ctrl in ipairs(add) do self:_set_up_ctrl(ctrl) end end if not bNotRefresh then self:_refreshItemPos() end end function SCrollList:AddItem(conf, index, bNotRefresh) local ret = self._container:AddItem(conf, index, bNotRefresh) self:_set_up_ctrl(ret) if not bNotRefresh then self:_refreshItemPos() end return ret end function SCrollList:AddControl(ctrl, index, bNotRefresh) local ret = self._container:AddControl(ctrl, index, bNotRefresh) self:_set_up_ctrl(ret) if not bNotRefresh then self:_refreshItemPos() end return ret end function SCrollList:AddTemplateItem(index, bNotRefresh) local ret = self._container:AddTemplateItem(index, bNotRefresh) self:_set_up_ctrl(ret) if not bNotRefresh then self:_refreshItemPos() end return ret end function SCrollList:DeleteAllSubItem() self._container:DeleteAllSubItem() self:_refreshItemPos() end function SCrollList:DeleteItemIndex(index, bNotRefresh) self._container:DeleteItemIndex(index, bNotRefresh) if not bNotRefresh then self:_refreshItemPos() end end function SCrollList:DeleteItem(item, bNotRefresh) self._container:DeleteItem(item, bNotRefresh) if not bNotRefresh then self:_refreshItemPos() end end function SCrollList:LocatePosByItem(index, duration) local item = self:GetItem(index) if not item then return end self:CenterWithNode(item, duration) end function SCrollList:GetHorzBorder() return self._container:GetHorzBorder() end function SCrollList:GetVertBorder() return self._container:GetHorzBorder() end function SCrollList:GetHorzIndent() return self._container:GetHorzIndent() end function SCrollList:GetVertIndent() return self._container:GetVertIndent() end function SCrollList:GetCtrlSize() return self._container:GetCtrlSize() end function SCrollList:GetNumPerUnit() return self._container:GetNumPerUnit() end function SCrollList:IsLeft2RightOrder() return self._container:IsLeft2RightOrder() end function SCrollList:SetNotAutoHideLen(len) self._nNotAutoHideLen = len end local AsyncList, AsyncList_Super = tolua_get_class('AsyncList') -- override function AsyncList:_init() AsyncList_Super._init(self, AsyncContainer) self._bReverseLoadOrder = false return self end -- override function AsyncList:_registerInnerEvent() AsyncList_Super._registerInnerEvent(self) self:_regInnerEvent('OnCreateItem') end -- override function AsyncList:SetInitCount(nCurCount, bNotRefresh) self._container:SetInitCount(nCurCount, bNotRefresh) if not bNotRefresh then self:_refreshItemPos() end end -- override function AsyncList:AddItem(conf, index, bNotRefresh, callback) local ret = self._container:AddItem(conf, index, bNotRefresh, callback) if not bNotRefresh then self:_refreshItemPos() end return ret end function AsyncList:SetReverseLoadOrder(bReverse) self._bReverseLoadOrder = bReverse end function AsyncList:IsSingleItemReverseLoadOrder() return self._bReverseLoadOrder end -- override function AsyncList:_updateVisibleRange() if self:GetItemCount() == 0 then return end if self._startVisiIndex and self._endVisiIndex then for i = self._startVisiIndex, self._endVisiIndex do local ctrl = self._container:GetItem(i) if tolua_is_obj(ctrl) then ctrl:setVisible(false) end end end if not self:_updateSingleListVisibleRange() then self:_updateMultiListVisibleRange() end if self._startVisiIndex and self._endVisiIndex then for i = self._startVisiIndex, self._endVisiIndex do local ctrl = self._container:GetItem(i) if tolua_is_obj(ctrl) then ctrl:setVisible(true) end end end self:_doAsyncLoad() end function AsyncList:_doAsyncLoad() local itemCount = self:GetItemCount() if itemCount == 0 then return end if self._bScheduleLoading == true then return end -- 在 schedule 过程中如果出现减少元素的情况可能会出现以下情况 if self._endVisiIndex > itemCount then self._endVisiIndex = itemCount end local istart, iend, istep if self._bReverseLoadOrder then istart = self._endVisiIndex iend = self._startVisiIndex istep = -1 else istart = self._startVisiIndex iend = self._endVisiIndex istep = 1 end local loadedList = {} local bSingleList = self:GetNumPerUnit() == 1 for i = istart, iend, istep do if not self._container:IsItemLoaded(i) then local ok = g_async_task_mgr.do_execute(function() local item = self._container:DoLoadItem(i) self:_set_up_ctrl(item) self.eventHandler:Trigger('OnCreateItem', i, item) if bSingleList then if self._bReverseLoadOrder then table.insert(loadedList, 1, {i, item}) else table.insert(loadedList, {i, item}) end end end) if not ok then self._bScheduleLoading = true self:DelayCall(0.01, function() self._bScheduleLoading = nil self:_doAsyncLoad() end) break end end end local diffLen = self._container:OnItemProcessed(loadedList) if diffLen and diffLen > 0 then self:_refreshItemPos() local offset = self:getContentOffset() if self:IsHorzDirection() then if not self._bReverseLoadOrder then offset.x = offset.x - diffLen end else if not self._bReverseLoadOrder then offset.y = offset.y - diffLen end end self:setContentOffset(offset) end end -- backwards AsyncList.TestAsyncLoad = AsyncList.UpdateVisibleRangeNextFrame
----------------------- istable -------------------------- local function istable(obj) return obj and (type(obj) == "table") end ----------------------- isfunction -------------------------- local function isfunction(obj) return obj and (type(obj) == "function") end ----------------------- isstring -------------------------- local function isstring(obj) return obj and (type(obj) == "string") end ----------------------- extends -------------------------- local function extends(parent) local child = {} setmetatable(child, parent) child.__index = child child.__super = parent return child end ----------------------- embed -------------------------- local function embed(obj, data) if (istable(obj) and istable(data)) then for k,v in pairs(data) do obj[k] = v end end end ----------------------- checkcall -------------------------- local function checkcall(obj, fname, ...) --print(string.format("checkcall: %s", tostring(obj))) if (istable(obj) and isstring(fname)) then local func = obj[fname] --print(string.format(" func: %s", tostring(func))) if (isfunction(func)) then return func(obj, ...) end end end ----------------------- broadcast -------------------------- local broadcast = {} function broadcast:skill(skill) if (WeakAuras and WeakAuras.ScanEvents) then WeakAuras.ScanEvents("SKILLBAR_SKILL_CHANGED", skill) end end function broadcast:clocktick(now) if (WeakAuras and WeakAuras.ScanEvents) then WeakAuras.ScanEvents("SKILLBAR_CLOCK_TICK", now) end end ----------------------- iterate -------------------------- local function iterate(list, fname, ...) if (istable(list)) then --print(string.format("iterate: %s", list.name or tostring(list))) for _,obj in pairs(list) do --print(string.format(" obj: %s", tostring(obj))) checkcall(obj, fname, ...) end end end ----------------------- Skill Bar -------------------------- SkillBar = { extends = extends, embed = embed, checkcall = checkcall, iterate = iterate, broadcast = broadcast, }
-- updated to pass compress mode, mvh 20140126 -- updated to suppress characters like umlaut Jorg 20160609 print('Content-Type: application/xml\n') local patid = string.gsub(series2, ':.*$', '') local seriesuid = string.gsub(series2, '^.*:', '') local q = DicomObject:new() q.QueryRetrieveLevel = 'IMAGE' q.PatientID = patid q.SeriesInstanceUID = seriesuid q.SOPInstanceUID = '' q.PatientBirthDate = '' q.PatientName = '' q.StudyInstanceUID = '' q.StudyDescription = '' q.StudyDate = '' q.StudyTime = '' q.SeriesDescription = '' q.SeriesNumber = '' q.Modality = '' q.ImageNumber = '' r = dicomquery(servercommand('get_param:MyACRNema'), 'IMAGE', q) -- ascii compliance insert: remove non alphanumeric characters 06/2016 r[0].PatientName =r[0].PatientName:gsub('%W','_') r[0].StudyDescription =r[0].StudyDescription:gsub('%W','_') r[0].SeriesDescription = r[0].SeriesDescription:gsub('%W','_') -- end ascii compliance insert wt = "" if compress=='J3' or compress=='j3' then wt = ' WadoTransferSyntaxUID="1.2.840.10008.1.2.4.50"' end if compress=='J4' or compress=='j4' then wt = ' WadoTransferSyntaxUID="1.2.840.10008.1.2.4.51"' end if compress=='J5' or compress=='j5' then wt = ' WadoTransferSyntaxUID="1.2.840.10008.1.2.4.53"' end if compress=='J1' or compress=='j1' then wt = ' WadoTransferSyntaxUID="1.2.840.10008.1.2.4.55"' end if compress=='J2' or compress=='j2' then wt = ' WadoTransferSyntaxUID="1.2.840.10008.1.2.4.57"' end if compress=='J1' or compress=='j1' then wt = ' WadoTransferSyntaxUID="1.2.840.10008.1.2.4.70"' end if compress=='JK' or compress=='jk' then wt = ' WadoTransferSyntaxUID="1.2.840.10008.1.2.4.90"' end if compress=='JL' or compress=='jl' then wt = ' WadoTransferSyntaxUID="1.2.840.10008.1.2.4.91"' end local s = DicomObject:new() print([[ <?xml version="1.0" encoding="utf-8" ?> <wado_query xmlns= "http://www.weasis.org/xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" wadoURL="]]..webscriptadress..[[" requireOnlySOPInstanceUID="false" overrideDicomTagsList="0x00000000" > <Patient PatientID="]]..patid..[[" PatientName="]]..r[0].PatientName..[[" PatientBirthDate="]]..r[0].PatientBirthDate..[[" > <Study StudyInstanceUID="]]..r[0].StudyInstanceUID..[[" StudyDescription="]]..r[0].StudyDescription..[[" StudyDate="]]..r[0].StudyDate..[[" StudyTime="]]..r[0].StudyTime..[[" > <Series SeriesInstanceUID="]]..r[0].SeriesInstanceUID..[[" SeriesDescription="]]..r[0].SeriesDescription..[[" SeriesNumber="]]..r[0].SeriesNumber..[[" Modality="]]..r[0].Modality..[["]]..wt..[[ > ]]) for i=0, #r-1 do print([[<Instance SOPInstanceUID="]]..r[i].SOPInstanceUID..[[" InstanceNumber="]]..i..[[" />]]) end print([[ </Series> </Study> </Patient> </wado_query> ]])
-- LICENSE -- MIT License -- Copyright (c) 2021 thibaultDup -- 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. -- END LICENSE ESX = nil localVehicles = {} localGarages = {} isInDelivery = false --{5} playerId = nil --TEST - gameEvents -------------------------------- -- RegisterNetEvent('onResourceStart') -- AddEventHandler('onResourceStart', function(resource) -- print("RESOURCE STARTED !!!!!") -- end) --Fin TEST --Events ------------------------------------------------------------------------------------------------- --Event to get the return of the Event server [ esx_bringIt:GetPersonalCar ] RegisterNetEvent("esx_bringIt:GetPersonalCar:return") AddEventHandler("esx_bringIt:GetPersonalCar:return", function(vehicles) localVehicles = vehicles end) --Event to get the return of the Event server [ esx_bringIt:GetPersonalCarInGarage ] RegisterNetEvent("esx_bringIt:GetPersonalCarInGarage:return") AddEventHandler("esx_bringIt:GetPersonalCarInGarage:return", function(vehicles) localVehicles = vehicles end) --Event to get the return of the Event server [ esx_bringIt:GetPersonalGarage ] RegisterNetEvent("esx_bringIt:GetPersonalGarage:return") AddEventHandler("esx_bringIt:GetPersonalGarage:return", function(garages) localGarages = garages end) --Event called by our server script when a player emmits a call (via gcphone) to 505505 or 505-505 numbers wich will start the script core by calling our [ main() ] function {7} RegisterNetEvent("esx_bringIt:MechanoCalled") AddEventHandler("esx_bringIt:MechanoCalled", function() -- --Sends an NUIMessage to our [ closephone.js ] wich in turn will trigger an NUIcallback from gcphone to close the phone -- SendNUIMessage({action = 'close'}) --Set the focus to the NUI menu of our script, focus wich is normaly on the gcphone NUI script. To allow player to interact with our mechano menu while the phone is still out. --SetNuiFocus(true, true) playerId = PlayerPedId() Citizen.Wait(2000) main() Citizen.Wait(1000) -- Trigger the Event we add to the [ gcphone/client/client.lua ] wich close the phone after our Menu is displayed TriggerEvent("gcPhone:closeThePhone") end) --Fin Events ------------------------------------------------------------------------------------------------- --Thread[0] Wait to GET the ESX Object ------------------------------------------------------------------------------------------------- Citizen.CreateThread(function() while ESX == nil do TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) Citizen.Wait(100) end end) --Fin Thread[0] ------------------------------------------------------------------------------------------------- --Thread[1] Main Thread ------------------------------------------------------------------------------------------------- -- Citizen.CreateThread(function() -- Citizen.Wait(100) -- displayMenu() -- --TEST -- --playerCoordsTest = GetEntityCoords(PlayerPedId()) -- --print(LookForCoordsNearPlayer(playerCoordsTest)) -- --Fin TEST -- end) --Fin Thread[1] ------------------------------------------------------------------------------------------------- --Functions ------------------------------------------------------------------------------------------------- --Our main function wich is called by our event [ MechanoCalled ]. This function will launch the script by displaying the menu {7} function main() Citizen.Wait(100) displayMenu() end --Function that will display a menu wich includes all the player's car function displayMenu() Citizen.Wait(100) -- --Trigger the server Event that fetch all the parked car of the player in is garages -- TriggerServerEvent("esx_bringIt:GetPersonalCar") --TABLE that will contain our menu items local menuItems = {} --Temp var to add garages to the list local garage = "" --For all the garages in [ esx_garage/config.lua ] for k,v in pairs(Config.Garages) do --IsClosed mean Open weirdly if (v.IsClosed) then table.insert(menuItems, { ["label"] = k, ["value"] = k }) end end --[TO MOVE] Get the coords of the player to later spawn the car beside him --playerCoords = GetEntityCoords(PlayerPedId()) playerCoords = GetEntityCoords(playerId) print(playerCoords) --Call the function that search for a road behind the player to spawn the vehicle and return the coords of the spwan point spawnVehicleCoords = LookForCoordsNearPlayer(playerCoords) --TEST --print(spawnVehicleCoords) --If the [ LookForCoordsNearPlayer() ] doesn't found any coords on road near the player if( spawnVehicleCoords == nil ) then ESX.ShowAdvancedNotification("Mechano", "~b~BringIt" ,"~r~I can't get to you know, try a little later !", "CHAR_MECHANIC") return end -- If variable [ isInDelivery ] is true, that means that the mechano is already in delivery so he isn't reachable {5} if( isInDelivery == true ) then ESX.ShowAdvancedNotification("Mechano", "~b~BringIt" ,"~r~I'm already driving a car to you, I cannot duplicate myself !!!", "CHAR_MECHANIC") return end --Close all eventual menu ESX.UI.Menu.CloseAll() --Open the Menu [ bringItGarages ] ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'bringItGarages', { title = "Your garages", align = 'top-left', elements = menuItems }, function(data, menu) local action = data.current.value if (action == "MiltonDrive") then print("PRESSED") subMenuItems = {} --Used to load the global variable [ localVehicle ] with the cars that are in the garage passed in arg1 getCarInGarage("MiltonDrive") --TEST --If the garage is empty no need to add ITEMS and Open the [ bringItCars ] so we close the parent menu and return if( localVehicles[1] == nil ) then --print("EMPTY !!") --ShowNotification : No cars parked in this garage ESX.ShowNotification("~r~No cars in this garage", true, false, 140) ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItGarages') --TEST ----------- --return else --Add entries to the UI Sub Menu [ bringItCars ] --For each vehicle in the player's garage for i, field in ipairs(localVehicles) do for k, vehicleData in pairs(field.vehicle) do if (k == "model") then --Add the car to the subMenuCar for this Garage table.insert(subMenuItems, { ["label"] = string.lower(GetDisplayNameFromVehicleModel(vehicleData)), ["value"] = i }) --elements[i] = { ["label"] = string.lower(GetDisplayNameFromVehicleModel(vehicleData.model)), ["value"] = field.id } end end end end --Fin TEST --Close the parent Menu if open ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItGarages') --Open the sub menu print("OPEN SUBMENU HERE") ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'bringItCars', { title = "Your cars in MiltonDrive", align = 'top-left', elements = subMenuItems }, function(data, menu) vehicleIndex = data.current.value --Close the child menu ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItCars') Citizen.Wait(500) --Call the function to spawn the vehicle et delete him from the garage spawnVehicle(vehicleIndex) end, function(data, menu) menu.close() end) elseif (action == "IntegrityWay") then print("PRESSED") subMenuItems = {} --Used to load the global variable [ localVehicle ] with the cars that are in the garage passed in arg1 getCarInGarage("IntegrityWay") --TEST --If the garage is empty no need to add ITEMS and Open the [ bringItCars ] so we close the parent menu and return if( localVehicles[1] == nil ) then --print("EMPTY !!") --ShowNotification : No cars parked in this garage ESX.ShowNotification("~r~No cars in this garage", true, false, 140) ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItGarages') return else --Add entries to the UI Sub Menu [ bringItCars ] --For each vehicle in the player's garage for i, field in ipairs(localVehicles) do for k, vehicleData in pairs(field.vehicle) do if (k == "model") then --Add the car to the subMenuCar for this Garage table.insert(subMenuItems, { ["label"] = string.lower(GetDisplayNameFromVehicleModel(vehicleData)), ["value"] = i }) --elements[i] = { ["label"] = string.lower(GetDisplayNameFromVehicleModel(vehicleData.model)), ["value"] = field.id } end end end end --Fin TEST --Close the parent Menu if open ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItGarages') --Open the sub menu print("OPEN SUBMENU HERE") ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'bringItCars', { title = "Your cars in IntegrityWay", align = 'top-left', elements = subMenuItems }, function(data, menu) vehicleIndex = data.current.value --Close the child menu ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItCars') Citizen.Wait(500) --Call the function to spawn the vehicle et delete him from the garage spawnVehicle(vehicleIndex) end, function(data, menu) menu.close() end) elseif (action == "DidionWay") then print("PRESSED") subMenuItems = {} --Used to load the global variable [ localVehicle ] with the cars that are in the garage passed in arg1 getCarInGarage("DidionWay") --TEST --If the garage is empty no need to add ITEMS and Open the [ bringItCars ] so we close the parent menu and return if( localVehicles[1] == nil ) then --print("EMPTY !!") --ShowNotification : No cars parked in this garage ESX.ShowNotification("~r~No cars in this garage", true, false, 140) ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItGarages') return else --Add entries to the UI Sub Menu [ bringItCars ] --For each vehicle in the player's garage for i, field in ipairs(localVehicles) do for k, vehicleData in pairs(field.vehicle) do if (k == "model") then --Add the car to the subMenuCar for this Garage table.insert(subMenuItems, { ["label"] = string.lower(GetDisplayNameFromVehicleModel(vehicleData)), ["value"] = i }) --elements[i] = { ["label"] = string.lower(GetDisplayNameFromVehicleModel(vehicleData.model)), ["value"] = field.id } end end end end --Fin TEST --Close the parent Menu if open ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItGarages') --Open the sub menu print("OPEN SUBMENU HERE") ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'bringItCars', { title = "Your cars in DidionWay", align = 'top-left', elements = subMenuItems }, function(data, menu) vehicleIndex = data.current.value --Close the child menu ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItCars') Citizen.Wait(500) --Call the function to spawn the vehicle et delete him from the garage spawnVehicle(vehicleIndex) end, function(data, menu) menu.close() end) elseif (action == "VinewoodEstate2650") then --print("PRESSED") subMenuItems = {} --Used to load the global variable [ localVehicle ] with the cars that are in the garage passed in arg1 getCarInGarage("VinewoodEstate2650") --TEST --If the garage is empty no need to add ITEMS and Open the [ bringItCars ] so we close the parent menu and return if( localVehicles[1] == nil ) then --print("EMPTY !!") --ShowNotification : No cars parked in this garage ESX.ShowNotification("~r~No cars in this garage", true, false, 140) ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItGarages') return else --Add entries to the UI Sub Menu [ bringItCars ] --For each vehicle in the player's garage for i, field in ipairs(localVehicles) do for k, vehicleData in pairs(field.vehicle) do if (k == "model") then --Add the car to the subMenuCar for this Garage table.insert(subMenuItems, { ["label"] = string.lower(GetDisplayNameFromVehicleModel(vehicleData)), ["value"] = i }) --elements[i] = { ["label"] = string.lower(GetDisplayNameFromVehicleModel(vehicleData.model)), ["value"] = field.id } end end end end --Fin TEST --Close the parent Menu if open ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItGarages') --Open the sub menu print("OPEN SUBMENU HERE") ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'bringItCars', { title = "Your cars in VinewoodEstate2650", align = 'top-left', elements = subMenuItems }, function(data, menu) vehicleIndex = data.current.value --Close the child menu ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItCars') Citizen.Wait(500) --Call the function to spawn the vehicle et delete him from the garage spawnVehicle(vehicleIndex) end, function(data, menu) menu.close() end) elseif (action == "ImaginationCt265") then print("PRESSED") subMenuItems = {} --Used to load the global variable [ localVehicle ] with the cars that are in the garage passed in arg1 getCarInGarage("ImaginationCt265") --TEST --If the garage is empty no need to add ITEMS and Open the [ bringItCars ] so we close the parent menu and return if( localVehicles[1] == nil ) then --print("EMPTY !!") --ShowNotification : No cars parked in this garage ESX.ShowNotification("~r~No cars in this garage", true, false, 140) ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItGarages') return else --Add entries to the UI Sub Menu [ bringItCars ] --For each vehicle in the player's garage for i, field in ipairs(localVehicles) do for k, vehicleData in pairs(field.vehicle) do if (k == "model") then --Add the car to the subMenuCar for this Garage table.insert(subMenuItems, { ["label"] = string.lower(GetDisplayNameFromVehicleModel(vehicleData)), ["value"] = i }) --elements[i] = { ["label"] = string.lower(GetDisplayNameFromVehicleModel(vehicleData.model)), ["value"] = field.id } end end end end --Fin TEST --Close the parent Menu if open ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItGarages') --Open the sub menu print("OPEN SUBMENU HERE") ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'bringItCars', { title = "Your cars in ImaginationCt265", align = 'top-left', elements = subMenuItems }, function(data, menu) vehicleIndex = data.current.value --Close the child menu ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItCars') Citizen.Wait(500) --Call the function to spawn the vehicle et delete him from the garage spawnVehicle(vehicleIndex) end, function(data, menu) menu.close() end) elseif (action == "SteeleWay1150") then print("PRESSED") subMenuItems = {} --Used to load the global variable [ localVehicle ] with the cars that are in the garage passed in arg1 getCarInGarage("SteeleWay1150") --TEST --If the garage is empty no need to add ITEMS and Open the [ bringItCars ] so we close the parent menu and return if( localVehicles[1] == nil ) then --print("EMPTY !!") --ShowNotification : No cars parked in this garage ESX.ShowNotification("~r~No cars in this garage", true, false, 140) ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItGarages') return else --Add entries to the UI Sub Menu [ bringItCars ] --For each vehicle in the player's garage for i, field in ipairs(localVehicles) do for k, vehicleData in pairs(field.vehicle) do if (k == "model") then --Add the car to the subMenuCar for this Garage table.insert(subMenuItems, { ["label"] = string.lower(GetDisplayNameFromVehicleModel(vehicleData)), ["value"] = i }) --elements[i] = { ["label"] = string.lower(GetDisplayNameFromVehicleModel(vehicleData.model)), ["value"] = field.id } end end end end --Fin TEST --Close the parent Menu if open ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItGarages') --Open the sub menu print("OPEN SUBMENU HERE") ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'bringItCars', { title = "Your cars in SteeleWay1150", align = 'top-left', elements = subMenuItems }, function(data, menu) vehicleIndex = data.current.value --Call the function to spawn the vehicle et delete him from the garage spawnVehicle(vehicleIndex) --Close the child menu ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItCars') end, function(data, menu) menu.close() end) end end, function(data, menu) menu.close() end) end --Function that get all the cars in the garage in arg1 function getCarInGarage(garage) TriggerServerEvent("esx_bringIt:GetPersonalCarInGarage", garage) Citizen.Wait(2000) vehicleProps = {} --Go through each field stored in the [ localVehicles ] wich are the same as the fields in table [ user_parkings ] but only the one we fetch in the server script {1} for i, field in ipairs(localVehicles) do --field.id = the unique id of the DB table entry --field.garage = garage name --field.vehicle = table containing all the caracteristics of the vehicle and their value (model,turbo,engine ...) --The idea here is to parse the [ vehicle ] index of localVehicules into a lua TABLE for k, vehicleData in pairs(field.vehicle) do --print(k) --print(vehicleData) --table.insert(vehicleProps, {k = vehicleData}) vehicleProps[k] = vehicleData end --replace the [ localVehicles.vehicle ] of the local TABLE [ localVehicles ] with a TABLE more suited for LUA field.vehicle = vehicleProps vehicleProps = {} end end --Function that spawn the desired vehicle and remove it from the garage he is in function spawnVehicle(vehicleIndex) local driverNpc = nil local _vehicle = nil local loopSwitch = true --Spawn a vehicule model of the user and set all its caracteristics as the player's car ESX.Game.SpawnVehicle(localVehicles[vehicleIndex].vehicle.model, spawnVehicleCoords, 100.0,function(vehicle) --Add the same modifications as the original player car ESX.Game.SetVehicleProperties(vehicle, localVehicles[vehicleIndex].vehicle) _vehicle = vehicle end) --Wait for the [ SpawnVehicle ] function to finish (cause Async) while _vehicle == nil do Citizen.Wait(5000) end --print(_vehicle) --Allow us to know that the mechano is alreay in delivery isInDelivery = true --Create a NPC inside the vehicle, to drive it RequestModel(-907676309) --Request NPC model Citizen.Wait(1000) --Wait for the model to load driverNpc = CreatePedInsideVehicle(_vehicle, 4, -907676309, -1, true, false) print("DriverNpc :") print(driverNpc) Citizen.Wait(2500) --Add Blip to the NPC so the player can see is position on the map npcBlip = AddBlipForEntity(driverNpc) SetBlipSprite(npcBlip, 225) SetBlipColour(npcBlip, 17) SetBlipAlpha(npcBlip, 200) SetBlipFlashes(npcBlip, true) --Make the NPC drive the car to the player location --TaskVehicleDriveToCoord(driverNpc, _vehicle, playerCoords.x, playerCoords.y, playerCoords.z, 30.0, 1, _vehicle, 1074528293, 1.0, true) --786603 TaskVehicleDriveToCoordLongrange(driverNpc, _vehicle, playerCoords.x, playerCoords.y, playerCoords.z, 18.0, 1074528293, 5.0) --ShowNotification saying that vehicle is on is way ESX.ShowNotification("~b~Your Vehicle is on is way ! (check your map)", true, false, 140) ESX.UI.Menu.Close('default', GetCurrentResourceName(), 'bringItCars') --Citizen.Wait(100000) --Check if the NPC is arrived to the player coords driverCoords = GetEntityCoords(_vehicle) while( loopSwitch ) do --check every 1 sec Citizen.Wait(1000) --checking the new driver coords driverCoords = GetEntityCoords(_vehicle) --TEST --print(playerCoords) --print(driverCoords) --TEST --If the vehicle is at 6 units of the player coords on the X or Y unit then quit the loop if( (playerCoords.x - driverCoords.x >= -20 and playerCoords.x - driverCoords.x <= 20) and (playerCoords.y - driverCoords.y >= -20 and playerCoords.y - driverCoords.y <= 20 ) ) then loopSwitch = false --Make the NPC stop progressively when he reaches the player position, so he doesn't drift like crazy TaskVehicleTempAction(driverNpc, _vehicle, 1, 1000) --Make the NPC exit the vehicle and flag him as not needed anymore TaskLeaveAnyVehicle(driverNpc, 0, 256) --TEST ----------------------- --NPC honk at the player for i = 1, 60000 do SoundVehicleHornThisFrame(_vehicle) end end print("On is way") print(loopSwitch) end ESX.ShowAdvancedNotification("Mechano", "~r~BringIt" ,"~b~Your car as arrived, check aroud you", "CHAR_MECHANIC") --Mechano is not in delivery anymore isInDelivery = false Citizen.Wait(2000) --Make the NPC walk so he doesn't enter back in the car when we let him go with [ RemovePedElegantly() ] TaskWanderStandard(driverNpc, 10, 10) Citizen.Wait(2000) --Flag the NPC as NoLongerNeeded so the game will delete it when he will see fit --SetPedAsNoLongerNeeded(driverNpc) RemovePedElegantly(driverNpc) RemoveBlip(npcBlip) --Delete the vehicle from the parking table (because the player is summoning it so it is no longer in is garage) --TriggerServerEvent("esx_bringIt:RemoveCarFromGarage", localVehicles[vehicleIndex].garage, localVehicles[vehicleIndex].id) print("should be arrived") end --Function that search a road near the player actual location function LookForCoordsNearPlayer(playerCoords) local noRoadsCounter = 0 local headingBackOfPlayer = 0 --The value of [ spawnpoint ] starts at player coords then will change until we find a point on the road behind the player local spawnpoint = playerCoords local headingPlayer = GetEntityHeading(PlayerPedId()) if( headingPlayer < 180) then headingBackOfPlayer = headingPlayer + 180 else headingBackOfPlayer = headingPlayer - 180 end --TEST -------------------------------- --Move the spawnpoint further from the player, so the car will spawn in another street or around another building block if( headingBackOfPlayer > 0 and headingBackOfPlayer < 90 ) then spawnpoint = vector3(playerCoords.x - 100, playerCoords.y + 100, playerCoords.z) elseif( headingBackOfPlayer >= 90 and headingBackOfPlayer < 180 ) then spawnpoint = vector3(playerCoords.x - 100, playerCoords.y - 100, playerCoords.z) elseif( headingBackOfPlayer >= 180 and headingBackOfPlayer < 270 ) then spawnpoint = vector3(playerCoords.x + 100, playerCoords.y + 100, playerCoords.z) elseif( headingBackOfPlayer >= 270 and headingBackOfPlayer <= 360 ) then spawnpoint = vector3(playerCoords.x + 100, playerCoords.y + 100, playerCoords.z) else --NOTHING end --Fin TEST ------------------------------- --pointOnRoad = 1 if player on road else pointOnRoad = false local pointOnRoad = false --Changed to true if no point on road are found at 600 units of the player {4} local notFound = false --TEST --print(spawnpoint) checkCoords = spawnpoint --Checking different coodrs behind the player to find a road where to spawn the vehicle while pointOnRoad == false do --checkCoords = spawnpoint if( headingBackOfPlayer > 0 and headingBackOfPlayer < 90 ) then checkCoords = vector3(checkCoords.x - 30,checkCoords.y + 30,checkCoords.z) elseif( headingBackOfPlayer >= 90 and headingBackOfPlayer < 180 ) then checkCoords = vector3(checkCoords.x - 30,checkCoords.y - 30,checkCoords.z) elseif( headingBackOfPlayer >= 180 and headingBackOfPlayer < 270 ) then checkCoords = vector3(checkCoords.x + 30,checkCoords.y - 30,checkCoords.z) elseif( headingBackOfPlayer >= 270 and headingBackOfPlayer <= 360 ) then checkCoords = vector3(checkCoords.x + 30,checkCoords.y + 30,checkCoords.z) else --NOTHING end --Check to see if our actual [ checkCoords ] is on a road pointOnRoad = IsPointOnRoad(checkCoords.x,checkCoords.y,checkCoords.z) --TEST --print(checkCoords) --If their is no points on road at 600 units of the player, drop the search {4} noRoadsCounter = noRoadsCounter + 1 if( noRoadsCounter == 300 ) then --pointOnRoad = "NOT FOUND !" notFound = true pointOnRoad = true end end spawnpoint = checkCoords --If no point on road are found at 600 units of the player {4} if( notFound ) then spawnpoint = nil end return spawnpoint end --Fin Functions ------------------------------------------------------------------------------------------------- -- [ TODO ] ------------------------------------------------------------------------------------------------- --[GOOD]Implement the SubMenu for the "VinewoodEstate2650" garage and test it (ESX.UI.Menu.Open()) --[GOOD]Make the NPC drive the car to the player location with the function [ TaskVehicleDriveToCoordLongrange ] --[GOOD] + then make the NPC exit the car, walk away and then deleteHim --[GOOD]Add the "Vehicle incoming" Notification --[GOOD]Add the if statement to change the condition of the loop --[+/- GOOD] Make the NPC horn at the player at arrival --[GOOD]Send a notif to the player when the [ LookForCoordsNearPlayer() ] function isn't able to find a spwanPoint aroundHim --[GOOD]Regler le problème du multi spawn de voiture lors du spam ENTER (move the ExitMenu the higher up) --Faire un system qui annule la livraison si la voiture met trop de temps à arriver --[GOOD]Delete the car from DB only at the end (move the TriggerEvent to the end of spawn car) --[GOOD]Implement a system to check if the mechano is already in delivery for this player, if so disable his services (so the player cannot recall for the same car){5} --[GOOD] Fix the problem of the NPC not spawning inside the vehicule at random times (maybe increase timer) --[GOOD]Stop the task of the NPC when he arrives to destination before making him exit vehicle, so he doesn't drift and make a mess --Deal with the fact that the vehicle isn't in the database anymore --Faire un retour arrière du sub menu au menu si la garage est vide, au cas ou le joueur se trompe ou autre -- Table[ user_parkings ] champ [ vehicle ] content : -- test = {"modEngine"=-1, -- "modTurbo"=false, -- "modSeats"=-1, -- "neonColor"=[255,0,255], -- "modTrimA"=-1, -- "modSuspension"=-1, -- "model"=-1216765807, -- "pearlescentColor"=7, -- "modDoorSpeaker"=-1, -- "modBackWheels"=-1, -- "bodyHealth"=1000.0, -- "engineHealth"=1000.0, -- "modRoof"=-1, -- "modRearBumper"=-1, -- "modOrnaments"=-1, -- "xenonColor"=255, -- "modLivery"=-1, -- "modAirFilter"=-1, -- "modDashboard"=-1, -- "modDial"=-1, -- "color1"=1, -- "modFrame"=-1, -- "modShifterLeavers"=-1, -- "modAerials"=-1, -- "color2"=0, -- "tyreSmokeColor"=[255,255,255], -- "modVanityPlate"=-1, -- "fuelLevel"=65.0, -- "tankHealth"=1000.0, -- "wheelColor"=156, -- "modSideSkirt"=-1, -- "modXenon"=false, -- "modRightFender"=-1, -- "modWindows"=-1, -- "modGrille"=-1, -- "modArchCover"=-1, -- "modSteeringWheel"=-1, -- "windowTint"=-1, -- "modTransmission"=-1, -- "modFender"=-1, -- "extras"={"1"=true,"12"=true,"10"=false}, -- "modExhaust"=-1, -- "modSmokeEnabled"=false, -- "plate"="06KMN732", -- "neonEnabled"=[false,false,false,false], -- "modHorns"=-1, -- "modBrakes"=-1, -- "dirtLevel"=1.2, -- "modFrontWheels"=-1, -- "modTrimB"=-1, -- "modSpeakers"=-1, -- "modArmor"=-1, -- "modFrontBumper"=-1, -- "modAPlate"=-1, -- "modTank"=-1, -- "modStruts"=-1, -- "modEngineBlock"=-1, -- "modTrunk"=-1, -- "modPlateHolder"=-1, -- "modHydrolic"=-1, -- "plateIndex"=0, -- "wheels"=7, -- "modHood"=-1, -- "modSpoilers"=-1 -- }
local InCombat = { } local OutCombat = { } XB.CR:Add(256, '[XB] Priest - Discipline', inCombat, outCombat)
local Concord = require "libs.concord" local Input = Concord.component() return Input
class("GetDormThemeListCommand", pm.SimpleCommand).execute = function (slot0, slot1) slot3 = 0 slot4 = nil if slot1:getBody() and type(slot2) == "table" then slot4 = slot2.callback else pg.ConnectionMgr.GetInstance():Send(19018, { id = slot2 or 0 }, 19019, function (slot0) slot1 = getProxy(DormProxy) if slot0 == 0 then slot1:initThemes(slot0.theme_list or {}) else for slot5, slot6 in ipairs(slot0.theme_list) do slot1:updateTheme(slot6) end end slot1:sendNotification(GAME.GET_DORMTHEME_DONE) if slot1.sendNotification then slot2() end end) return end end return class("GetDormThemeListCommand", pm.SimpleCommand)
-- * _JOKER_VERSION: 0.0.1 ** Please do not modify this line. --[[---------------------------------------------------------- Joker - Jokes, Riddles, Fun Facts, & Other Tomfoolery ---------------------------------------------------------- * * COMPILATION: Your Custom Jokes! * * SOURCES: * It's common practice & kindess to cite any non-original jokes: * e.g. https://icanhazdadjoke.com, * Reddit Search, * Reader's Digest, * My Friend Bob, * etc * ]]-- JokerData = JokerData or {} JokerData.Config = JokerData.Config or {} JokerData.Config.CustomJokes = { label = "My Custom Jokes", command = "custom", nsfw = false, joke = true, disabled = true } JokerData.CustomJokes = { "Seven days without a pun makes one weak.", "When does a joke become a dad joke? When it becomes apparent." }
require "vmath" module(..., package.seeall); local function AddMembers(classInst, members) for funcName, func in pairs(members) do classInst[funcName] = func; end end --2D Viewport. local View = {} function View:Size() return self.pixelSize; end --Takes points in viewport space, returns points in pixel space. --Applies the current transform function View:Transform(points) if(vmath.vtype(points) == "table") then local ret = {}; for i, realPoint in ipairs(points) do ret[i] = self:Transform(realPoint); end return ret; end local point = points; if(self.transform) then point = self.transform:Matrix():Transform(point) end; point = self.matrix:Transform(point); point = point + self.pixelOffset; return point; end --Takes points in viewport space, returns points in pixel space. --Does not apply the current transform function View:ViewportTransform(...) local transform = self.transform; self.transform = nil; local ret = self:Transform(...); self.transform = transform; return ret; end function View:SetTransform(transform) self.transform = transform; end --Returns the top-right and bottom-left corners of the viewport in viewport space. function View:Extents() local halfSize = self.vpSize / 2; local upperBound = self.vpOrigin + halfSize; local lowerBound = self.vpOrigin - halfSize; return upperBound, lowerBound; end --Computes what the given viewport length will be in pixel coordinates. function View:Length(testVal) local originVec = vmath.vec2(0, 0); local testVec = vmath.vec2(testVal, 0); local test1 = self:Transform(originVec); local test2 = self:Transform(testVec); return vmath.length(test2 - test1); end function Viewport(pixelSize, vpOrigin, vpSize, vpPixelOffset) local viewport = {}; viewport.pixelSize = vmath.vec2(pixelSize); viewport.vpOrigin = vmath.vec2(vpOrigin); viewport.pxCenter = viewport.pixelSize / 2; if(type(vpSize) == "number") then vpSize = vmath.vec2(vpSize, vpSize * (pixelSize[2] / pixelSize[1])) end; viewport.vpSize = vmath.vec2(vpSize); if(vpPixelOffset) then viewport.pixelOffset = vmath.vec2(vpPixelOffset); else viewport.pixelOffset = vmath.vec2(0.0, 0.0); end local trans = Transform2D(); trans:Translate(viewport.pxCenter); trans:Scale(viewport.pixelSize); trans:Scale(vmath.vec2(1, -1)); trans:Scale(1.0 / viewport.vpSize); trans:Translate(-viewport.vpOrigin); viewport.matrix = trans; AddMembers(viewport, View); return viewport; end -- Transform 2D. local function Identity3() return vmath.mat3(vmath.vec3{1, 0, 0}, vmath.vec3{0, 1, 0}, vmath.vec3{0, 0, 1}); end local Trans2D = {} function Trans2D:Translate(offset) local trans = Identity3(); trans:SetCol(3, vmath.vec3(offset, 1)); self.currMatrix = self.currMatrix * trans; end function Trans2D:Scale(scale) local scaleMat = Identity3(); scaleMat[1][1] = scale[1]; scaleMat[2][2] = scale[2]; self.currMatrix = self.currMatrix * scaleMat; end function Trans2D:Rotate(angleDeg) local rotation = Identity3(); angleDeg = math.rad(angleDeg); local sinAng, cosAng = math.sin(angleDeg), math.cos(angleDeg); rotation[1][1] = cosAng; rotation[2][1] = -sinAng; rotation[1][2] = sinAng; rotation[2][2] = cosAng; self.currMatrix = self.currMatrix * rotation; end function Trans2D:MultMatrix(matrix) self.currMatrix = self.currMatrix * matrix; end function Trans2D:Push() if(not self.stack) then self.stack = {}; self.stack.top = 0; end self.stack[self.stack.top + 1] = self.currMatrix; self.stack.top = self.stack.top + 1; end function Trans2D:Pop() assert(self.stack, "No Push has been called yet."); assert(self.stack.top > 0, "Matrix stack underflow."); self.currMatrix = self.stack[self.stack.top]; self.stack.top = self.stack.top - 1; end function Trans2D:Identity() self.currMatrix = Identity3(); end function Trans2D:Matrix() return self.currMatrix; end function Trans2D:Vector(point) return vmath.vec2(point); end function Trans2D:Transform(points) if(vmath.vtype(points) == "table") then local ret = {}; for i, realPoint in ipairs(points) do ret[i] = self:Transform(realPoint); end return ret; end return self.currMatrix:Transform(points); end function Transform2D() local transform = {}; transform.currMatrix = Identity3(); AddMembers(transform, Trans2D); return transform; end -- Transform 3D. local function Identity4() return vmath.mat4( vmath.vec4{1, 0, 0, 0}, vmath.vec4{0, 1, 0, 0}, vmath.vec3{0, 0, 1, 0}, vmath.vec3{0, 0, 0, 1}); end local Trans3D = {} Trans3D.Push = Trans2D.Push; Trans3D.Pop = Trans2D.Pop; function Trans3D:Translate(offset) local trans = Identity4(); trans:SetCol(4, vmath.vec4(offset, 1)); self.currMatrix = self.currMatrix * trans; end function Trans3D:Scale(scale) local scaleMat = Identity4(); scaleMat[1][1] = scale[1]; scaleMat[2][2] = scale[2]; scaleMat[3][3] = scale[3]; self.currMatrix = self.currMatrix * scaleMat; end function Trans3D:RotateX(angleDeg) local rotation = Identity4(); angleDeg = math.rad(angleDeg); local sinAng, cosAng = math.sin(angleDeg), math.cos(angleDeg); rotation[2][2] = cosAng; rotation[3][2] = -sinAng; rotation[2][3] = sinAng; rotation[3][3] = cosAng; self.currMatrix = self.currMatrix * rotation; end function Trans3D:RotateY(angleDeg) local rotation = Identity4(); angleDeg = math.rad(angleDeg); local sinAng, cosAng = math.sin(angleDeg), math.cos(angleDeg); rotation[1][1] = cosAng; rotation[3][1] = sinAng; rotation[1][3] = -sinAng; rotation[3][3] = cosAng; self.currMatrix = self.currMatrix * rotation; end function Trans3D:RotateZ(angleDeg) local rotation = Identity4(); angleDeg = math.rad(angleDeg); local sinAng, cosAng = math.sin(angleDeg), math.cos(angleDeg); rotation[1][1] = cosAng; rotation[2][1] = -sinAng; rotation[1][2] = sinAng; rotation[2][2] = cosAng; self.currMatrix = self.currMatrix * rotation; end Trans3D.MultMatrix = Trans2D.MultMatrix; Trans3D.Transform = Trans2D.Transform function Trans3D:Identity() self.currMatrix = Identity4(); end function Trans3D:Matrix() return self.currMatrix; end function Trans3D:Vector(point) return vmath.vec3(point); end function Transform3D() local transform = {}; transform.currMatrix = Identity4(); AddMembers(transform, Trans3D); return transform; end
ring_onehand = { minimumLevel = 0, maximumLevel = -1, customObjectName = "Onehands Swiftness", directObjectTemplate = "object/tangible/wearables/ring/aakuan_ring.iff", craftingValues = { }, customizationStringNames = {}, customizationValues = {}, skillMods = { {"onehandmelee_accuracy", 25}, {"onehandmelee_damage", 25}, {"onehandmelee_speed", 25}, {"dodge", 15}, {"counterattack", 15}, } } addLootItemTemplate("ring_onehand", ring_onehand)
-- Default values local DEFAULT_FRAME_COUNT = 10 local DEFAULT_BACKGROUND = { r = 255, g = 255, b = 128 } local DEFAULT_FOREGROUND = { r = 0, g = 0, b = 0 } local DEFAULT_BORDER = { r = 0, g = 0, b = 0 } local FONT_SCALE = 1 local FONT_NAME = "arial" -- Internal vars local isEventHandled = false local processTooltips -- -- Utility functions -- local function isValidTooltip(tooltip) if tooltip and isElement(tooltip) and getElementType(tooltip) == "__tooltip" then return true else return false end end local function colorToTable(color) color = math.floor(color) local result = {} result.a = math.floor(color / 16777216) color = color - (result.a * 16777216) result.r = math.floor(color / 65536) color = color - (result.r * 65536) result.g = math.floor(color / 256) color = color - (result.g * 256) result.b = color return result end local function linesIterator(str) local i,j = 0,0 local _ local finished = false return function() if finished then return nil end i = j + 1 _,j = string.find(str, "\n", i) if not j then finished = true return i, #str else return i,j-1 end end end local function getTooltipBestSizeForText(text) local width local height local numlines = 0 for i,j in linesIterator(text) do local substr = string.sub(text, i, j) local tempwidth = dxGetTextWidth(substr, FONT_SCALE, FONT_NAME) if not width or tempwidth > width then width = tempwidth end numlines = numlines + 1 end height = dxGetFontHeight(FONT_SCALE, FONT_NAME) * numlines return (width or 0), height end -- -- Interface functions -- function Create(x, y, text, _foreground, _background, _border) if not x or not y or not text or type(x) ~= "number" or type(y) ~= "number" or type(text) ~= "string" then return false end local w, h = guiGetScreenSize() if x < 0 then x = 0 end if x > w then x = w end if y < 0 then y = 0 end if y > h then y = h end x = math.floor(tonumber(x)) y = math.floor(tonumber(y)) text = tostring(text) local foreground local background local border if _foreground and type(_foreground) == "number" then foreground = colorToTable(_foreground) else foreground = DEFAULT_FOREGROUND end if _background and type(_background) == "number" then background = colorToTable(_background) else background = DEFAULT_BACKGROUND end if _border and type(_border) == "number" then border = colorToTable(_border) else border = DEFAULT_BORDER end local newTooltip = createElement("__tooltip") setElementData(newTooltip, "x", x) setElementData(newTooltip, "y", y) setElementData(newTooltip, "text", text) setElementData(newTooltip, "state", "hidden") setElementData(newTooltip, "framesToFade", 0) setElementData(newTooltip, "framesFaded", 0) setElementData(newTooltip, "background", background) setElementData(newTooltip, "foreground", foreground) setElementData(newTooltip, "border", border) local width, height = getTooltipBestSizeForText(text) setElementData(newTooltip, "width", width) setElementData(newTooltip, "height", height) return newTooltip end function FadeIn(tooltip, frames) if not frames then frames = DEFAULT_FRAME_COUNT end if type(frames) ~= "number" then return false end if frames < 1 then frames = 1 end if isValidTooltip(tooltip) then setElementData(tooltip, "state", "faddingin") setElementData(tooltip, "framesToFade", math.floor(tonumber(frames))) setElementData(tooltip, "framesFaded", 0) if not isEventHandled then addEventHandler("onClientRender", root, processTooltips) isEventHandled = true end return true else return false end end function FadeOut(tooltip, frames) if not frames then frames = DEFAULT_FRAME_COUNT end if type(frames) ~= "number" then return false end if frames < 1 then frames = 1 end if isValidTooltip(tooltip) then setElementData(tooltip, "state", "faddingout") setElementData(tooltip, "framesToFade", math.floor(tonumber(frames))) setElementData(tooltip, "framesFaded", 0) if not isEventHandled then addEventHandler("onClientRender", root, processTooltips) isEventHandled = true end return true else return false end end function GetState(tooltip) if isValidTooltip(tooltip) then return getElementData(tooltip, "state") else return false end end function SetPosition(tooltip, x, y) if isValidTooltip(tooltip) and x and y and type(x) == "number" and type(y) == "number" then local w, h = guiGetScreenSize() if x < 0 then x = 0 end if x > w then x = w end if y < 0 then y = 0 end if y > h then y = h end setElementData(tooltip, "x", math.floor(tonumber(x))) setElementData(tooltip, "y", math.floor(tonumber(y))) return true else return false end end function GetPosition(tooltip) if isValidTooltip(tooltip) then local x = getElementData(tooltip, "x") local y = getElementData(tooltip, "y") return x, y else return false end end function SetText(tooltip, text) if isValidTooltip(tooltip) and text and type(text) == "string" then setElementData(tooltip, "text", tostring(text)) local width, height = getTooltipBestSizeForText(text) setElementData(tooltip, "width", width) setElementData(tooltip, "height", height) return true else return false end end function GetText(tooltip) if isValidTooltip(tooltip) then return getElementData(tooltip, "text") else return false end end -- -- Color setting/getting interface functions -- local function setTooltipColor(tooltip, colorname, color) if isValidTooltip(tooltip) and color and type(color) == "number" then setElementData(tooltip, colorname, colorToTable(color)) return true else return false end end local function getTooltipColor(tooltip, colorname) if isValidTooltip(tooltip) then local color = getElementData(tooltip, colorname) return color.r, color.g, color.b else return false end end function SetForegroundColor(tooltip, color) return setTooltipColor(tooltip, "foreground", color) end function GetForegroundColor(tooltip) return getTooltipColor(tooltip, "foreground") end function SetBackgroundColor(tooltip, color) return setTooltipColor(tooltip, "background", color) end function GetBackgroundColor(tooltip) return getTooltipColor(tooltip, "background") end function SetBorderColor(tooltip, color) return setTooltipColor(tooltip, "border", color) end function GetBorderColor(tooltip) return getTooltipColor(tooltip, "border") end -- -- processTooltips -- Event called for every frame to draw with directx the tooltips -- that should be drawn. -- processTooltips = function() local tooltips = getElementsByType("__tooltip") if #tooltips == 0 then removeEventHandler("onClientRender", root, processTooltips) isEventHandled = false return end local existVisibleTooltips = false for k,tooltip in ipairs(tooltips) do local state = getElementData(tooltip, "state") local alpha = false if state == "visible" then -- If the state is visible we don't need to calculate any alpha value alpha = 255 elseif state == "faddingin" then -- If it's still fadding in we must calculate the tooltip transparency local framesToFade = getElementData(tooltip, "framesToFade") local framesFaded = getElementData(tooltip, "framesFaded") framesFaded = framesFaded + 1 if framesFaded >= framesToFade then -- When it has finished fadding in, set it as visible so we don't have to -- calculate the intermediate alpha values setElementData(tooltip, "state", "visible") alpha = 255 else setElementData(tooltip, "framesFaded", framesFaded) alpha = math.floor(framesFaded * 255 / framesToFade) end elseif state == "faddingout" then -- If it's fadding out we must calculate the tooltip transparency local framesToFade = getElementData(tooltip, "framesToFade") local framesFaded = getElementData(tooltip, "framesFaded") framesFaded = framesFaded + 1 if framesFaded >= framesToFade then -- When it has finished fadding out, set it as hidden so it won't be checked again setElementData(tooltip, "state", "hidden") alpha = false else setElementData(tooltip, "framesFaded", framesFaded) alpha = math.floor(255 - (framesFaded * 255 / framesToFade)) end end -- Alpha can be false if the tooltip state is unknown or hidden if alpha then local x = getElementData(tooltip, "x") local y = getElementData(tooltip, "y") local text = getElementData(tooltip, "text") local background = getElementData(tooltip, "background") local foreground = getElementData(tooltip, "foreground") local border = getElementData(tooltip, "border") local width = getElementData(tooltip, "width") local height = getElementData(tooltip, "height") local borderColor = tocolor(border.r, border.g, border.b, alpha) local backColor = tocolor(background.r, background.g, background.b, alpha) local foreColor = tocolor(foreground.r, foreground.g, foreground.b, alpha) existVisibleTooltips = true -- Draw the tooltip borders dxDrawLine(x, y, x + width + 6, y, borderColor, 1, true) dxDrawLine(x, y + height + 4, x + width + 6, y + height + 4, borderColor, 1, true) dxDrawLine(x, y, x, y + height + 4, borderColor, 1, true) dxDrawLine(x + width + 6, y, x + width + 6, y + height + 4, borderColor, 1, true) -- Draw the tooltip background dxDrawRectangle(x + 1, y + 1, width + 4, height + 2, backColor, true) -- Draw the tooltip text dxDrawText(text, x + 3, y + 2, x + 3 + width, y + 2 + height, foreColor, FONT_SCALE, FONT_NAME, "left", "top", false, false, true) end end if not existVisibleTooltips then removeEventHandler("onClientRender", root, processTooltips) isEventHandled = false end end
local core = require("apisix.core") local m_redis = require("apisix.plugins.auth-bios.redis") local m_init = require("apisix.plugins.auth-bios.init") local m_ident = require("apisix.plugins.auth-bios.ident") local m_auth = require("apisix.plugins.auth-bios.auth") local json = require("cjson") local ngx_encode_base64 = ngx.encode_base64 local plugin_name = "auth-bios" local schema = { type = "object", properties = { redis_host = { type = "string" }, redis_port = { type = "integer", default = 6379 }, redis_password = { type = "string" }, redis_timeout = { type = "integer", default = 1000 }, redis_database = { type = "integer", default = 0 }, token_flag = { type = "string", default = "BIOS-Token" }, auth_flag = { type = "string", default = "Authorization" }, date_flag = { type = "string", default = "BIOS-Date" }, host_flag = { type = "string", default = "BIOS-Host" }, protocol_flag = { type = "string", default = "https" }, request_date_offset_ms = { type = "integer", default = 5000 }, context_flag = { type = "string", default = "BIOS-Context" }, cache_resources = { type = "string", default = "bios:iam:resources" }, cache_change_resources = { type = "string", default = "bios:iam:change_resources:" }, cache_change_resources_timer_sec = { type = "integer", default = 30 }, cache_token = { type = "string", default = "bios:iam:token:info:" }, cache_token_exp_sec = { type = "integer", default = 60 }, cache_aksk = { type = "string", default = "bios:iam:app:aksk:" }, cache_aksk_exp_sec = { type = "integer", default = 60 }, }, required = { "redis_host" } } local _M = { version = 0.1, priority = 5001, type = 'auth', name = plugin_name, schema = schema, } function _M.check_schema(conf) local check_ok, check_err = core.schema.check(schema, conf) if not check_ok then core.log.error("Configuration parameter error") return false, check_err end local _, redis_err = m_redis.init(conf.redis_host, conf.redis_port, conf.redis_database, conf.redis_timeout, conf.redis_password, nil, nil) if redis_err then core.log.error("Connect redis error", redis_err) return false, redis_err end m_init.init(conf.cache_resources, conf.cache_change_resources, conf.cache_change_resources_timer_sec) return true end function _M.rewrite(conf, ctx) local ident_code, ident_message = m_ident.ident(conf, ctx) if ident_code ~= 200 then return ident_code, ident_message end local auth_code, auth_message = m_auth.auth(ctx.ident_info) if auth_code ~= 200 then return auth_code, auth_message end core.request.set_header(ctx, conf.context_flag, ngx_encode_base64(json.decode({ trace = { id=ngx.now() .. math.random(10000,99999), }, ident = { res_action = ctx.ident_info.resource_action, res_uri = ctx.ident_info.resource_uri, app_id = ctx.ident_info.app_id, tenant_id = ctx.ident_info.tenant_id, account_id = ctx.ident_info.account_id, token = ctx.ident_info.token, token_kind = ctx.ident_info.token_kind, ak = ctx.ident_info.ak, roles = ctx.ident_info.roles, groups = ctx.ident_info.groups, } }))) end return _M
local thread = require 'bee.thread' ---@class pub_brave local m = {} m.type = 'brave' m.ability = {} --- 注册成为勇者 function m.register(id) m.taskpad = thread.channel('taskpad' .. id) m.waiter = thread.channel('waiter' .. id) m.id = id m.start() end --- 注册能力 function m.on(name, callback) m.ability[name] = callback end --- 报告 function m.push(name, params) m.waiter:push(name, params) end --- 开始找工作 function m.start() while true do local suc, name, id, params = m.taskpad:pop() if not suc then -- 找不到工作的勇者,只好睡觉 thread.sleep(0.001) goto CONTINUE end local ability = m.ability[name] -- TODO if not ability then m.waiter:push(id) log.error('Brave can not handle this work: ' .. name) goto CONTINUE end local suc, res = xpcall(ability, log.error, params) if not suc then m.waiter:push(id) goto CONTINUE end m.waiter:push(id, res) ::CONTINUE:: end end return m
object_tangible_tcg_series7_armor_kit_composite_battleworn = object_tangible_tcg_series7_shared_armor_kit_composite_battleworn:new { } ObjectTemplates:addTemplate(object_tangible_tcg_series7_armor_kit_composite_battleworn, "object/tangible/tcg/series7/armor_kit_composite_battleworn.iff")
-- ██████╗░██████╗░░█████╗░██████╗░██╗░░░░░███████╗████████╗ -- ██╔══██╗██╔══██╗██╔══██╗██╔══██╗██║░░░░░██╔════╝╚══██╔══╝ -- ██║░░██║██████╔╝██║░░██║██████╔╝██║░░░░░█████╗░░░░░██║░░░ -- ██║░░██║██╔══██╗██║░░██║██╔═══╝░██║░░░░░██╔══╝░░░░░██║░░░ -- ██████╔╝██║░░██║╚█████╔╝██║░░░░░███████╗███████╗░░░██║░░░ -- ╚═════╝░╚═╝░░╚═╝░╚════╝░╚═╝░░░░░╚══════╝╚══════╝░░░╚═╝░░░ -- Refer to our documentation to set up our product properly: https://nicklaus.gitbook.com/droplet/ return { Stocking = { Enabled = true, Group = 14196949, Whitelisted = {200, 250, 254, 255}, RestrictAmount = false, MaxDistance = 15 }, Types = { ClickDetector = true, ProximityPrompt = false } }
--[[ Copyright 2019 Manticore Games, Inc. 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. --]] -- Internal custom properties local AS = require(script:GetCustomProperty("API")) local COMPONENT_ROOT = script:GetCustomProperty("ComponentRoot"):WaitForObject() local TEXT_BOX = script:GetCustomProperty("TextBox"):WaitForObject() local PROGRESS_BAR = script:GetCustomProperty("ProgressBar"):WaitForObject() local AMMO_PANEL = script:GetCustomProperty("AmmoPanel"):WaitForObject() local AMMO_TEXT = script:GetCustomProperty("AmmoText"):WaitForObject() local MAX_AMMO_TEXT = script:GetCustomProperty("MaxAmmo"):WaitForObject() local WEAPON_NAME = script:GetCustomProperty("WeaponName"):WaitForObject() -- User exposed properties local SHOW_NUMBER = COMPONENT_ROOT:GetCustomProperty("ShowNumber") local SHOW_MAXIMUM = COMPONENT_ROOT:GetCustomProperty("ShowMaximum") local SHOW_AMMO = COMPONENT_ROOT:GetCustomProperty("ShowAmmo") local LOCAL_PLAYER = Game.GetLocalPlayer() local CURRENT_WEAPON local AmmoSize = AMMO_TEXT.fontSize -- Player GetViewedPlayer() -- Returns which player the local player is spectating (or themselves if not spectating) function GetViewedPlayer() local specatatorTarget = AS.GetSpectatorTarget() if AS.IsSpectating() and specatatorTarget then return specatatorTarget end return LOCAL_PLAYER end -- Equipment GetWeapon() -- Returns weapon that player is using function GetWeapon(player) for i,v in ipairs(player:GetEquipment()) do if v.name ~= "Equipment" then return v end end end function Tick(deltaTime) local player = GetViewedPlayer() if player then if (GetWeapon(player) ~= CURRENT_WEAPON) then CURRENT_WEAPON = GetWeapon(player) if CURRENT_WEAPON then WEAPON_NAME.text = CURRENT_WEAPON.name or "" end end if SHOW_AMMO then local weapon = GetWeapon(player) if weapon ~= nil then --while not weapon.clientUserData.MaxAmmo and not weapon.clientUserData.Ammo do Task.Wait() end if weapon.clientUserData.Ammo then AMMO_PANEL.visibility = Visibility.FORCE_ON AMMO_TEXT.fontSize = AmmoSize AMMO_TEXT.text = tostring(weapon.clientUserData.Ammo) else AMMO_TEXT.text = "" AMMO_PANEL.visibility = Visibility.FORCE_OFF end if weapon.clientUserData.MaxAmmo then AMMO_PANEL.visibility = Visibility.FORCE_ON MAX_AMMO_TEXT.text = tostring(weapon.clientUserData.MaxAmmo) or weapon.maxAmmo else MAX_AMMO_TEXT.text = "" AMMO_PANEL.visibility = Visibility.FORCE_OFF end else AMMO_TEXT.text = tostring("∞") MAX_AMMO_TEXT.text = tostring("") end else AMMO_PANEL.visibility = Visibility.FORCE_OFF end end end -- Initialize if not SHOW_NUMBER then TEXT_BOX.visibility = Visibility.FORCE_OFF end PROGRESS_BAR.progress = 1
-- Because there does not seem to be any way to have a dir automatically added -- to the Lua packages cpath, and there also does not seem to be a way to get -- the current project directory, it must be specified here manually. -- Otherwise, doing "require 'layout'" will fail, because the .dll will not be -- in search path. -- -- Edit the projectdir string to be the absolute path of this Stingray project -- on disk. local projectdir = 'C:\\Users\\myname\\Documents\\Stingray\\layoutexample\\' Project = Project or {} require 'script/lua/flow_callbacks' local modulespath = projectdir .. 'layoutexample\\modules\\?.dll' package.cpath = package.cpath .. ';' .. modulespath Project.level_names = { empty = "content/levels/empty" } -- Can provide a config for the basic project, or it will use a default if not. local SimpleProject = require 'core/appkit/lua/simple_project' SimpleProject.config = { standalone_init_level_name = Project.level_names.empty, camera_unit = "core/appkit/units/camera/camera", camera_index = 1, shading_environment = nil, -- Will override levels that have env set in editor. create_free_cam_player = false, -- Project will provide its own player. exit_standalone_with_esc_key = true } -- Optional function by SimpleProject after level, world and player is loaded -- but before lua trigger level loaded node is activated. function Project.on_level_load_pre_flow() if not Project.ui_started then if scaleform then scaleform.Stingray.load_project_and_scene("ui/layout_test.s2d/layout_test") end if GlobalUI then GlobalUI.start() end Project.ui_started = true end end -- Optional function by SimpleProject after loading of level, world and player and -- triggering of the level loaded flow node. function Project.on_level_shutdown_post_flow() end -- Optional function called by SimpleProject after world update (we will probably want to split to pre/post appkit calls) function Project.update(dt) -- I don't want to do this in update() every frame, but not sure where to -- put it to make it work correctly. if stingray.Window then stingray.Window.set_clip_cursor(false) stingray.Window.set_show_cursor(true) end if GlobalUI then GlobalUI.update(dt) end end -- Optional function called by SimpleProject *before* appkit/world render function Project.render() end -- Optional function called by SimpleProject *before* appkit/level/player/world shutdown function Project.shutdown() if Project.ui_started then if GlobalUI then GlobalUI.shutdown() end Project.ui_started = nil end end return Project
local m = require 'pegparser.parser' local coder = require 'pegparser.coder' local util = require'pegparser.util' local parser = [[ -- EXTERNAL DEFINITIONS translationUnit <- Spacing externalDeclaration+ EOT^ErrEOT externalDeclaration <- functionDefinition / declaration functionDefinition <- declarationSpecifiers declarator declarationList? compoundStatemet declarationList <- declaration+ statement <- labeledStatement / compoundStatemet / expressionStatement / selectionStatement / iterationStatement / jumpStatement labeledStatement <- Identifier COLON statement^ErrLabeledStatement / CASE constantExpression^ErrCaseExpression COLON^ErrCaseColon statement^ErrCaseStatement / DEFAULT COLON^ErrDefaultColon statement^ErrDefaultStatement compoundStatemet <- LWING ( declaration / statement )* RWING^ErrCompoundRWing expressionStatement <- expression? SEMI selectionStatement <- IF LPAR^ErrIfLPar expression^ErrIfExpression RPAR^ErrIfRPar statement^ErrIfStatement ( ELSE statement^ErrElseStatement)? / SWITCH LPAR^ErrSwitchLPar expression^ErrSwitchExpression RPAR^ErrSwitchRPar statement^ErrSwitchStatement iterationStatement <- WHILE LPAR^ErrWhileLPar expression^ErrWhileExpression RPAR^ErrWhileRPar statement^ErrWhileStatement / DO statement^ErrDoWhileStatement WHILE^ErrDoWhile LPAR^ErrDoWhileLPar expression^ErrDoWhileExpression RPAR^ErrDoWhileRPar SEMI^ErrDoWhileSemi / FOR LPAR^ErrForLPar expression? SEMI expression? SEMI^ErrForSemi expression? RPAR^ErrForRPar statement^ErrForStatement / FOR LPAR^ErrForLPar declaration^ErrForDeclaration expression? SEMI^ErrForSemi expression? RPAR^ErrForRPar statement^ErrForStatement jumpStatement <- GOTO Identifier^ErrGotoId SEMI^ErrGotoSemi / CONTINUE SEMI^ErrContinueSemi / BREAK SEMI^ErrBreakSemi / RETURN expression? SEMI^ErrReturnSemi declaration <- declarationSpecifiers initDeclaratorList? SEMI initDeclaratorList <- initDeclarator ( COMMA initDeclarator^ErrInitDeclarator )* initDeclarator <- declarator ( EQU initializer^ErrInitDeclaratorInitializer )? constantExpression <- conditionalExpression conditionalExpression <- logicalORExpression (QUERY expression^ErrConditionalExpression COLON^ErrConditionalExpressionColon logicalORExpression^ErrConditionalExpressionLogicalOR)* logicalORExpression <- logicalANDExpression (OROR logicalANDExpression^ErrLogicalORExpression)* logicalANDExpression <- inclusiveORExpression (ANDAND inclusiveORExpression^ErrLogicalANDExpression)* inclusiveORExpression <- exclusiveORExpression (OR exclusiveORExpression^ErrInclusiveORExpression)* exclusiveORExpression <- andExpression (HAT andExpression^ErrExclusiveORExpression)* andExpression <- equalityExpression (AND equalityExpression^ErrAndExpression)* equalityExpression <- relationalExpression ((EQUEQU / BANGEQU) relationalExpression^ErrEqualityExpression)* relationalExpression <- shiftExpression ((LE / GE / LT / GT) shiftExpression^ErrRelationalExpression)* shiftExpression <- additiveExpression ((LEFT / RIGHT) additiveExpression^ErrShiftExpression)* additiveExpression <- multiplicativeExpression ((PLUS / MINUS) multiplicativeExpression^ErrAdditiveExpression)* multiplicativeExpression <- castExpression ((STAR / DIV / MOD) castExpression^ErrMultiplicativeExpression)* castExpression <- (LPAR typeName RPAR)* unaryExpression unaryExpression <- postfixExpression / INC unaryExpression / DEC unaryExpression / unaryOperator castExpression / SIZEOF (unaryExpression / LPAR^ErrSizeofLPar typeName^ErrSizeofTypeName RPAR^ErrSizeofRPar ) unaryOperator <- AND / STAR / PLUS / MINUS / TILDA / BANG postfixExpression <- ( primaryExpression / LPAR typeName RPAR LWING initializerList^ErrPostFixExpressionInitialiazer COMMA? RWING^ErrPostFixExpressionRWing ) ( LBRK expression^ErrPostFixExpression RBRK^ErrPostFixExpressionRBrk / LPAR argumentExpressionList? RPAR^ErrPostFixExpressionRPar / DOT Identifier^ErrPostFixExpressionDotIdentifier / PTR Identifier^ErrPostFixExpressionPtrIdentifier / INC / DEC )* typeName <- specifierQualifierList abstractDeclarator? initializerList <- designation? initializer (COMMA designation? initializer)* designation <- designator+ EQU designator <- LBRK constantExpression RBRK / DOT Identifier initializer <- assignmentExpression / LWING initializerList^ErrInitializerInitializerList COMMA? RWING^ErrInitializerRWing argumentExpressionList <- assignmentExpression (COMMA assignmentExpression^ErrArgumentExpressionListAssignmentExpression)* specifierQualifierList <- ( typeQualifier* typedefName typeQualifier* ) / ( typeSpecifier / typeQualifier )+ typeQualifier <- CONST / RESTRICT / VOLATILE / DECLSPEC LPAR^ErrDeclspecLPar Identifier^ErrDeclspecIdentifier RPAR^ErrDeclspecRPar typedefName <- Identifier typeSpecifier <- VOID / CHAR / SHORT / INT / LONG / FLOAT / DOUBLE / SIGNED / UNSIGNED / BOOL / COMPLEX / structOrUnionSpecifier / enumSpecifier structOrUnionSpecifier <- structOrUnion ( Identifier? LWING structDeclaration+^ErrStructOrUnionSpecifierStructDeclaration RWING^ErrStructOrUnionSpecifierRWing / Identifier^ErrStructOrUnionSpecifierIdentifier ) enumSpecifier <- ENUM ( Identifier? LWING enumeratorList^ErrEnumSpecifierEnumeratorList COMMA? RWING^ErrEnumSpecifierRWing / Identifier^ErrEnumSpecifierIdentifier ) enumeratorList <- enumerator (COMMA enumerator)* enumerator <- EnumerationConstant (EQU constantExpression^ErrEnumeratorConstantExpression)? structOrUnion <- STRUCT / UNION structDeclaration <- specifierQualifierList structDeclaratorList^ErrStructDeclarationStructDeclaratorList SEMI^ErrStructDeclarationSemi structDeclaratorList <- structDeclarator (COMMA structDeclarator^ErrStructDeclarationListAfterComma)* structDeclarator <- declarator? COLON constantExpression / declarator declarator <- pointer? directDeclarator pointer <- ( STAR typeQualifier* )+ directDeclarator <- ( Identifier / LPAR declarator RPAR) ( LBRK typeQualifier* assignmentExpression? RBRK / LBRK STATIC typeQualifier* assignmentExpression^ErrDirectDeclaratorAssignmentExpression RBRK^ErrDirectDeclaratorRBrk / LBRK typeQualifier+ STATIC assignmentExpression^ErrDirectDeclaratorAssignmentExpression RBRK^ErrDirectDeclaratorRBrk / LBRK typeQualifier* STAR RBRK^ErrDirectDeclaratorRBrk / LPAR parameterTypeList RPAR / LPAR identifierList? RPAR^ErrDirectDeclaratorRPar )* parameterTypeList <- parameterList (COMMA ELLIPSIS)? identifierList <- Identifier (COMMA Identifier^ErrIdentifierListIdentifier)* parameterList <- parameterDeclaration (COMMA parameterDeclaration)* parameterDeclaration <- declarationSpecifiers ( declarator / abstractDeclarator )? declarationSpecifiers <- (( storageClassSpecifier / typeQualifier / functionSpecifier )* typedefName ( storageClassSpecifier / typeQualifier / functionSpecifier )*) / ( storageClassSpecifier / typeSpecifier / typeQualifier / functionSpecifier )+ abstractDeclarator <- pointer? directAbstractDeclarator / pointer directAbstractDeclarator <- ( LPAR abstractDeclarator RPAR^ErrDirectAbstractDeclarationRPar / LBRK (assignmentExpression / STAR)? RBRK^ErrDirectAbstractDeclarationRBrk / LPAR parameterTypeList? RPAR^ErrDirectAbstractDeclarationRPar ) ( LBRK (assignmentExpression / STAR)? RBRK^ErrDirectAbstractDeclarationRBrk / LPAR parameterTypeList? RPAR^ErrDirectAbstractDeclarationRPar )* storageClassSpecifier <- TYPEDEF / EXTERN / STATIC / AUTO / REGISTER / ATTRIBUTE LPAR^ErrAttributeLPar LPAR^ErrAttributeLPar (!RPAR .)* RPAR^ErrAttributeRPar RPAR^ErrAttributeRPar functionSpecifier <- INLINE / STDCALL primaryExpression <- Identifier / Constant / StringLiteral / LPAR expression RPAR^ErrPrimatyExpressionRPar expression <- assignmentExpression (COMMA assignmentExpression)* assignmentExpression <- unaryExpression assignmentOperator assignmentExpression^ErrAssignmentExpression / conditionalExpression assignmentOperator <- EQU / STAREQU / DIVEQU / MODEQU / PLUSEQU / MINUSEQU / LEFTEQU / RIGHTEQU / ANDEQU / HATEQU / OREQU -- Lexical Elements StringLiteral <- '"' (!'"' .)* '"'^ErrStringLiteral Spacing Spacing <- ( LongComment / LineComment / Pragma / %nl)* COMMENT <- LongComment / LineComment LongComment <- "/*" (!"*/" .)* "*/" LineComment <- "//" (!%nl .)* Pragma <- "#" (!%nl .)* -- Identifiers Identifier <- !Keyword IdNondigit IdChar* Spacing IdChar <- [a-z] / [A-Z] / [0-9] IdNondigit <- [a-z] / [A-Z] -- Constants Constant <- FloatConstant / IntegerConstant / EnumerationConstant / CharacterConstant FloatConstant <- DecimalFloatConstant Spacing DecimalFloatConstant <- Fraction / [0-9]+ Fraction <- [0-9]* "." [0-9]+ / [0-9]+ "." IntegerConstant <- DecimalConstant Spacing DecimalConstant <- [1-9][0-9]* EnumerationConstant <- Identifier CharacterConstant <- "L"? "'" Char* "'"^ErrChar Spacing Char <- [a-z] / [A-Z] / !"'" . --Keywords Keyword <- ( "auto" / "break" / "case" / "char" / "const" / "continue" / "default" / "double" / "do" / "else" / "enum" / "extern" / "float" / "for" / "goto" / "if" / "int" / "inline" / "long" / "register" / "restrict" / "return" / "short" / "signed" / "sizeof" / "static" / "struct" / "switch" / "typedef" / "union" / "unsigned" / "void" / "volatile" / "while" / "_Bool" / "_Complex" / "_Imaginary" / "_stdcall" / "__declspec" / "__attribute__" ) !IdChar AUTO <- "auto" !IdChar Spacing BREAK <- "break" !IdChar Spacing CASE <- "case" !IdChar Spacing CHAR <- "char" !IdChar Spacing CONST <- "const" !IdChar Spacing CONTINUE <- "continue" !IdChar Spacing DEFAULT <- "default" !IdChar Spacing DOUBLE <- "double" !IdChar Spacing DO <- "do" !IdChar Spacing ELSE <- "else" !IdChar Spacing ENUM <- "enum" !IdChar Spacing EXTERN <- "extern" !IdChar Spacing FLOAT <- "float" !IdChar Spacing FOR <- "for" !IdChar Spacing GOTO <- "goto" !IdChar Spacing IF <- "if" !IdChar Spacing INT <- "int" !IdChar Spacing INLINE <- "inline" !IdChar Spacing LONG <- "long" !IdChar Spacing REGISTER <- "register" !IdChar Spacing RESTRICT <- "restrict" !IdChar Spacing RETURN <- "return" !IdChar Spacing SHORT <- "short" !IdChar Spacing SIGNED <- "signed" !IdChar Spacing SIZEOF <- "sizeof" !IdChar Spacing STATIC <- "static" !IdChar Spacing STRUCT <- "struct" !IdChar Spacing SWITCH <- "switch" !IdChar Spacing TYPEDEF <- "typedef" !IdChar Spacing UNION <- "union" !IdChar Spacing UNSIGNED <- "unsigned" !IdChar Spacing VOID <- "void" !IdChar Spacing VOLATILE <- "volatile" !IdChar Spacing WHILE <- "while" !IdChar Spacing BOOL <- "_Bool" !IdChar Spacing COMPLEX <- "_Complex" !IdChar Spacing STDCALL <- "_stdcall" !IdChar Spacing DECLSPEC <- "__declspec" !IdChar Spacing ATTRIBUTE <- "__attribute__" !IdChar Spacing -- Punctuators LBRK <- "[" Spacing RBRK <- "]" Spacing LPAR <- "(" Spacing RPAR <- ")" Spacing LWING <- "{" Spacing RWING <- "}" Spacing DOT <- "." Spacing PTR <- "->" Spacing INC <- "++" Spacing DEC <- "--" Spacing AND <- "&" !"&" Spacing STAR <- "*" !"=" Spacing PLUS <- "+" !"+=" Spacing MINUS <- "-" !"\-=>" Spacing TILDA <- "~" Spacing BANG <- "!" !"=" Spacing DIV <- "/" !"=" Spacing MOD <- "%" !"=>" Spacing LEFT <- "<<" !"=" Spacing RIGHT <- ">>" !"=" Spacing LT <- "<" !"=" Spacing GT <- ">" !"=" Spacing LE <- "<=" Spacing GE <- ">=" Spacing EQUEQU <- "==" Spacing BANGEQU <- "!=" Spacing HAT <- "^" !"=" Spacing OR <- "|" ![=|] Spacing ANDAND <- "&&" Spacing OROR <- "||" Spacing QUERY <- "?" Spacing COLON <- ":" !">" Spacing SEMI <- ";" Spacing ELLIPSIS <- "..." Spacing EQU <- "=" !"=" Spacing STAREQU <- "*=" Spacing DIVEQU <- "/=" Spacing MODEQU <- "%=" Spacing PLUSEQU <- "+=" Spacing MINUSEQU <- "-=" Spacing LEFTEQU <- "<<=" Spacing RIGHTEQU <- ">>=" Spacing ANDEQU <- "&=" Spacing HATEQU <- "^=" Spacing OREQU <- "|=" Spacing COMMA <- "," Spacing EOT <- !. ]] g, lab, pos = m.match(parser) print(g, lab, pos) --gerar o parser local p = coder.makeg(g) local dir = lfs.currentdir() .. '/yes/' util.testYes(dir, 'c', p) dir = lfs.currentdir() .. '/yes2/' util.testYes(dir, 'c', p) dir = lfs.currentdir() .. '/no/' util.testNo(dir, 'c', p) print("\nStrict") dir = lfs.currentdir() .. '/no-strict/' util.testNo(dir, 'c', p, 'strict')
object_tangible_event_perk_halloween_skull_candle_02 = object_tangible_event_perk_shared_halloween_skull_candle_02:new { } ObjectTemplates:addTemplate(object_tangible_event_perk_halloween_skull_candle_02, "object/tangible/event_perk/halloween_skull_candle_02.iff")
pointcloud.Projection = pointcloud.Projection or {} pointcloud.Projection.Key = CreateClientConVar("pointcloud_projection_key", KEY_J, true, true) pointcloud.Projection.Scale = CreateClientConVar("pointcloud_projection_scale", "0.01", true, false) pointcloud.Projection.Mode = CreateClientConVar("pointcloud_projection_mode", POINTCLOUD_MODE_CUBE, true, false) pointcloud.Projection.ColorRed = CreateClientConVar("pointcloud_projection_color_r", "0", true, false) pointcloud.Projection.ColorGreen = CreateClientConVar("pointcloud_projection_color_g", "161", true, false) pointcloud.Projection.ColorBlue = CreateClientConVar("pointcloud_projection_color_b", "255", true, false) pointcloud.Projection.DrawIndex = pointcloud.Projection.DrawIndex or 0 pointcloud.Projection.RenderTarget = GetRenderTarget("pointcloud_projection", 1920, 1080, true) local sprite = Material("sprites/gmdm_pickups/light") pointcloud.Input:AddHandler("projection_toggle", pointcloud.Projection.Key, function() pointcloud.Projection:Toggle() end) function pointcloud.Projection:Clear() self.DrawIndex = 0 self.Position = nil end local function shuffle(tab) for i = #tab, 2, -1 do local j = math.random(i) tab[i], tab[j] = tab[j], tab[i] end end function pointcloud.Projection:Toggle() if self.Position then self.Position = nil else local vec = LocalPlayer():GetEyeTrace().HitPos self.Position = vec self.IndexList = {} for i = 1, #pointcloud.Data.PointList do self.IndexList[i] = i end shuffle(self.IndexList) end self.Stored = nil end function pointcloud.Projection:AddPoint(index) if not self.Position then return end self.IndexList[#self.IndexList + 1] = index end function pointcloud.Projection:Draw() local start = SysTime() local pData = pointcloud.Data local resolution = pointcloud:GetResolution() local scale = self.Scale:GetFloat() local lp = LocalPlayer() local lpos = lp:EyePos() local lang = lp:EyeAngles() local lfov = lp:GetFOV() local clear = not self.Stored or (self.Stored.Pos != lpos) or (self.Stored.Ang != lang) or (self.Stored.FOV != lfov) if not self.Stored then self.Stored = { Pos = lpos, Ang = lang, FOV = lfov } end if clear then render.PushRenderTarget(self.RenderTarget) render.Clear(0, 0, 0, 0, true, true) render.PopRenderTarget() self.DrawIndex = 0 end local mode = self.Mode:GetInt() local bounds = game.GetWorld():GetModelBounds() pointcloud.Performance:UpdateBudget("Projection") cam.Start3D() local size = resolution * scale * 0.5 local mins = Vector(-size, -size, -size) local maxs = -mins if mode == POINTCLOUD_MODE_CUBE then render.SetColorMaterial() render.OverrideDepthEnable(true, true) render.OverrideAlphaWriteEnable(true, true) else render.SetMaterial(sprite) end render.PushRenderTarget(self.RenderTarget) while pointcloud.Performance:HasBudget("Projection") do local time = SysTime() if self.DrawIndex >= #self.IndexList then break end self.DrawIndex = self.DrawIndex + 1 local index = self.IndexList[self.DrawIndex] local vec = pData:FromData(pData.PointList[index][1]) vec.z = vec.z - bounds.z local col = pData.PointList[index][2]:ToColor() if mode == POINTCLOUD_MODE_CUBE then render.DrawBox(self.Position + (vec * scale), angle_zero, mins, maxs, col) else if mode == POINTCLOUD_MODE_HOLOGRAM then col = Color(self.ColorRed:GetInt(), self.ColorGreen:GetInt(), self.ColorBlue:GetInt()) else local hue, sat = ColorToHSV(col) col = HSVToColor(hue, sat, 1) end render.DrawSprite(self.Position + (vec * scale), size * 4, size * 4, col) end pointcloud.Performance:AddSample("Projection", SysTime() - time) end render.PopRenderTarget() if mode == POINTCLOUD_MODE_CUBE then render.OverrideDepthEnable(false) render.OverrideAlphaWriteEnable(false) end cam.End3D() pointcloud.Material:SetTexture("$basetexture", self.RenderTarget) cam.Start2D() if mode != POINTCLOUD_MODE_CUBE then render.OverrideBlend(true, BLEND_SRC_COLOR, BLEND_ONE, BLENDFUNC_ADD, BLEND_SRC_ALPHA, BLEND_DST_ALPHA, BLENDFUNC_SUBTRACT) end surface.SetDrawColor(255, 255, 255) surface.SetMaterial(pointcloud.Material) surface.DrawTexturedRect(0, 0, ScrW(), ScrH()) if mode != POINTCLOUD_MODE_CUBE then render.OverrideBlend(false) end cam.End2D() self.Stored = { Pos = lpos, Ang = lang, FOV = lfov } pointcloud.Debug.ProjectionTime = SysTime() - start end
--More Shiny bob! data:extend({ { type = "item-subgroup", name = "msb-lighted-poles-list-first", group = "logistics", order = "d[poles]-a[poles]-b", }, { type = "item-subgroup", name = "msb-lighted-poles-list-second", group = "logistics", order = "d[poles]-b[poles]-b", }, { type = "item-subgroup", name = "msb-lighted-poles-list-third", group = "logistics", order = "d[poles]-c[poles]-b", }, }) if data.raw["item"]["lighted-small-electric-pole"] then data.raw["item"]["lighted-small-electric-pole"].subgroup = "msb-lighted-poles-list-first" data.raw["item"]["lighted-small-electric-pole"].order = "a[poles]-01[lighted-small-electric-pole]" end if data.raw["item"]["lighted-small-iron-electric-pole"] then data.raw["item"]["lighted-small-iron-electric-pole"].subgroup = "msb-lighted-poles-list-first" data.raw["item"]["lighted-small-iron-electric-pole"].order = "a[poles]-02[lighted-small-electric-pole]" end if data.raw["item"]["lighted-medium-electric-pole"] then data.raw["item"]["lighted-medium-electric-pole"].subgroup = "msb-lighted-poles-list-first" data.raw["item"]["lighted-medium-electric-pole"].order = "a[poles]-03[lighted-medium-electric-pole]" end if data.raw["item"]["lighted-medium-electric-pole-2"] then data.raw["item"]["lighted-medium-electric-pole-2"].subgroup = "msb-lighted-poles-list-first" data.raw["item"]["lighted-medium-electric-pole-2"].order = "a[poles]-04[lighted-medium-electric-pole]" end if data.raw["item"]["lighted-medium-electric-pole-3"] then data.raw["item"]["lighted-medium-electric-pole-3"].subgroup = "msb-lighted-poles-list-first" data.raw["item"]["lighted-medium-electric-pole-3"].order = "a[poles]-05[lighted-medium-electric-pole]" end if data.raw["item"]["lighted-medium-electric-pole-4"] then data.raw["item"]["lighted-medium-electric-pole-4"].subgroup = "msb-lighted-poles-list-first" data.raw["item"]["lighted-medium-electric-pole-4"].order = "a[poles]-06[lighted-medium-electric-pole]" end if data.raw["item"]["lighted-bi-big-wooden-pole"] then data.raw["item"]["lighted-bi-big-wooden-pole"].subgroup = "msb-lighted-poles-list-second" data.raw["item"]["lighted-bi-big-wooden-pole"].order = "a[poles]-01[lighted-big-electric-pole]" end if data.raw["item"]["lighted-bi-huge-wooden-pole"] then data.raw["item"]["lighted-bi-huge-wooden-pole"].subgroup = "msb-lighted-poles-list-second" data.raw["item"]["lighted-bi-huge-wooden-pole"].order = "a[poles]-02[lighted-big-electric-pole]" end if data.raw["item"]["lighted-big-electric-pole"] then data.raw["item"]["lighted-big-electric-pole"].subgroup = "msb-lighted-poles-list-second" data.raw["item"]["lighted-big-electric-pole"].order = "a[poles]-03[lighted-big-electric-pole]" end if data.raw["item"]["lighted-big-electric-pole-2"] then data.raw["item"]["lighted-big-electric-pole-2"].subgroup = "msb-lighted-poles-list-second" data.raw["item"]["lighted-big-electric-pole-2"].order = "a[poles]-04[lighted-big-electric-pole]" end if data.raw["item"]["lighted-big-electric-pole-3"] then data.raw["item"]["lighted-big-electric-pole-3"].subgroup = "msb-lighted-poles-list-second" data.raw["item"]["lighted-big-electric-pole-3"].order = "a[poles]-05[lighted-big-electric-pole]" end if data.raw["item"]["lighted-big-electric-pole-4"] then data.raw["item"]["lighted-big-electric-pole-4"].subgroup = "msb-lighted-poles-list-second" data.raw["item"]["lighted-big-electric-pole-4"].order = "a[poles]-06[lighted-big-electric-pole]" end if data.raw["item"]["lighted-floating-electric-pole"] then data.raw["item"]["lighted-floating-electric-pole"].subgroup = "msb-lighted-poles-list-third" data.raw["item"]["lighted-floating-electric-pole"].order = "a[poles]-01[lighted-substation]" end if data.raw["item"]["lighted-bi-large-substation"] then data.raw["item"]["lighted-bi-large-substation"].subgroup = "msb-lighted-poles-list-third" data.raw["item"]["lighted-bi-large-substation"].order = "a[poles]-06[lighted-substation]" data.raw["recipe"]["lighted-bi-large-substation"].subgroup = "msb-lighted-poles-list-third" data.raw["recipe"]["lighted-bi-large-substation"].order = "a[poles]-02[lighted-substation]" end if data.raw["item"]["lighted-substation"] then data.raw["item"]["lighted-substation"].subgroup = "msb-lighted-poles-list-third" data.raw["item"]["lighted-substation"].order = "a[poles]-03[lighted-substation]" end if data.raw["item"]["lighted-substation-2"] then data.raw["item"]["lighted-substation-2"].subgroup = "msb-lighted-poles-list-third" data.raw["item"]["lighted-substation-2"].order = "a[poles]-04[lighted-substation]" end if data.raw["item"]["lighted-substation-3"] then data.raw["item"]["lighted-substation-3"].subgroup = "msb-lighted-poles-list-third" data.raw["item"]["lighted-substation-3"].order = "a[poles]-05[lighted-substation]" end if data.raw["item"]["lighted-substation-4"] then data.raw["item"]["lighted-substation-4"].subgroup = "msb-lighted-poles-list-third" data.raw["item"]["lighted-substation-4"].order = "a[poles]-06[lighted-substation]" end
fx_version 'cerulean' game 'gta5' name 'rr_notify' description 'Simple notification script' version '1.0' url 'https://github.com/RoleplayRevisited/rr_notify' author 'RoleplayRevisted - Kevintjuhz' client_scripts { 'client.lua' } ui_page 'html/index.html' files { 'html/index.html', 'html/tata.js', 'html/index.js' }
array_cifre = {}; array_temp = {}; array_value = {}; array_out = {}; order = {}; value = {} stampa = 10; array_cifre[1] = math.random(5) + 4; array_cifre[2] = math.random(4); array_cifre[3] = 0; index = 0; for i = 1,3 do if(array_cifre[i] ~= 0) then sub1 = array_cifre[i]; for j = 1,3 do sub2 = sub1 * 10 + array_cifre[j]; for k = 1,3 do index = index + 1; array_temp[index] = sub2 * 10 + array_cifre[k]; end end end end order = lib.math.argsort(array_temp); int = 1; array_out[1] = array_temp[order[1]]; for i = 2,index do if (int < stampa) then if (array_temp[order[i]] ~= array_out[int] ) then int = int + 1; array_out[int] = array_temp[order[i]]; end end end array_value = lib.math.random_shuffle(array_out); for i = 1, int do array_out[i] = array_out[i] / 100 array_value[i] = array_value[i] / 100 end for i = 1, int do value[i] = lib.dec_to_str(array_value[i]) end
return function() return Board and Board:GetSize() == Point(6, 6) end
 cfg.table("Person", function(tb) tb.sqls.Add = function (sk) --sk是一个key(guid),用于获取SqlParameters时用的 -- cfg.params函数用于遍历获取SqlParameters的key或者value,函数中的参数说明: -- (Func<string, string, string, string, string, ICollection<string>, object>) -- (type, sqlkey, prefix, suffix, ignores, separate) -- type: 操作类型,目前有 -- pair.join / pair.join.notnull (遍历SqlParameters中的key-value.notnull为获取value不为null的SqlParameter(包括string不为empty的)) -- keys.join / keys.join.notnull (遍历SqlParameters中的key, .notnull为获取value不为null的SqlParameter(包括string不为empty的)) -- vals.join / vals.join.notnull (遍历SqlParameters中的value, .notnull为获取value不为null的SqlParameter(包括string不为empty的)) -- pair / pair.notnull(获取所有SqlParameters中的key-value) -- keys / keys.notnull(获取所有SqlParameters中的key) -- vals / vals.notnull(获取所有SqlParameters中的val) -- count / count.notnull(获取所有SqlParameters的个数) -- clear / clear.null(用于清除所有的SqlParameters, .null为清除value为null的SqlParameter(包括string为empty的)) -- sqlkey: 传递lua sql函数的第一个参数(sk),用于获取SqlParameters -- ignores: 需要忽略的key -- prefix: 每个key的前缀(pair / join的时候使用) -- suffix: 每个key的后缀(pair / join的时候使用) -- separate: pair-pair / key-key / val-val之间的分隔符,默认为","(join的时候使用) return "insert into Person(" .. cfg.params("keys.join", sk) .. ") values(" .. cfg.params("keys.join", sk, "@") .. ")" --最后生成:return "insert into Person(name, birthday, addrid) values(@name, @birthday, @addrid)" end tb.sqls.Add1 = function (sk) --sk是一个key(guid),用于获取SqlParameters时用的 local sql = "insert into Person(" .. cfg.params("keys.join", sk, " ", " ", ",", {"birthday", "addrid"}) .. ") values(" .. cfg.params("vals.join", sk, "'", "'", ",", {"birthday", "addrid"}) .. ")" cfg.param("del", sk, "addrid"); --移除SqlParameter return sql; end tb.sqls.Add11 = function (sk) --sk是一个key(guid),用于获取SqlParameters时用的 local sql = "insert into Person(" .. cfg.params("keys.join.notnull", sk, " ", " ") .. ") values(" .. cfg.params("keys.join.notnull", sk, "@", nil, ",") .. ")" cfg.params("clear.null", sk); --清除值为null的SqlParameter return sql; end tb.sqls.Add12 = function (sk) --sk是一个key(guid),用于获取SqlParameters时用的 local sql = "insert into Person(" .. cfg.params("keys.join.notnull", sk, " ", " ", nil, {"birthday"}) .. ",addrid) values(" .. cfg.params("vals.join.notnull", sk, "'", "'", ",", {"birthday"}) .. "," .. cfg.params("count", sk) --这里为了测试count而已 .. ")" cfg.params("clear", sk, nil, nil, nil, {"birthday"}); --清除所有SqlParameter return sql; end tb.sqls.Add13 = function (sk) --sk是一个key(guid),用于获取SqlParameters时用的 local sql = "insert into Person(" .. cfg.params("keys.join.notnull", sk, " ", " ") .. ",addrid) values(" .. cfg.params("vals.join.notnull", sk, "'", "'", ",") .. "," .. cfg.params("count.notnull", sk) --这里为了测试count而已 .. ")" cfg.params("clear", sk); --清除所有SqlParameter return sql; end tb.sqls.Add2 = function (sk) --sk是一个key(guid),用于获取SqlParameters时用的 local sql = "insert into Person("; --使用lua遍历keys local keys = cfg.params("keys", sk, nil, nil, nil, {"birthday"}); --忽略birthday的 local bsplit = false; for k,v in pairs(keys) do if bsplit then sql = sql .. ','; else bsplit = true; end sql = sql .. v; end sql = sql .. ") values("; --使用lua遍历vals(注意,lua中并不支持DateTime / Guid等C#类型,可能会抛异常,因此应该使用cfg.params("vals.join", sk),这里只是演示而已) local vals = cfg.params("vals", sk, nil, nil, nil, {"birthday"}); bsplit = false; for k,v in pairs(vals) do if bsplit then sql = sql .. ','; else bsplit = true; end sql = sql .. "'" .. v .. "'"; end sql = sql .. ")"; cfg.params("clear", sk); --清理所有的SqlParameter return sql; end tb.sqls.Add21 = function (sk) --sk是一个key(guid),用于获取SqlParameters时用的 local sql = "insert into Person("; --使用lua遍历keys local keys = cfg.params("keys.notnull", sk, nil, nil, nil, {"birthday"}); --忽略birthday的 local bsplit = false; for k,v in pairs(keys) do if bsplit then sql = sql .. ','; else bsplit = true; end sql = sql .. v; end sql = sql .. ") values("; --使用lua遍历vals(注意,lua中并不支持DateTime / Guid等C#类型,可能会抛异常,因此应该使用cfg.params("vals.join", sk),这里只是演示而已) local vals = cfg.params("vals.notnull", sk, nil, nil, nil, {"birthday"}); bsplit = false; for k,v in pairs(vals) do if bsplit then sql = sql .. ','; else bsplit = true; end sql = sql .. "'" .. v .. "'"; end sql = sql .. ")"; cfg.params("clear", sk); --清理所有的SqlParameter return sql; end tb.sqls.Add3 = function (sk) --sk是一个key(guid),用于获取SqlParameters时用的 local sql = "insert into Person("; --使用lua遍历keys local keys = cfg.params("keys", sk); local bsplit = false; for k,v in pairs(keys) do if bsplit then sql = sql .. ','; else bsplit = true; end sql = sql .. v; end sql = sql .. ") values("; --使用lua遍历vals(注意,lua中并不支持DateTime / Guid等C#类型,可能会抛异常,因此应该使用cfg.params("vals.join", sk),这里只是演示而已) local vals = cfg.params("vals", sk); bsplit = false; for k,v in pairs(vals) do if bsplit then sql = sql .. ','; else bsplit = true; end sql = sql .. "'" .. v .. "'"; end sql = sql .. ")"; cfg.params("clear", sk); --清理所有的SqlParameter return sql; end ----------------------------------------update start tb.sqls.Update = function (sk) --sk是一个key(guid),用于获取SqlParameters时用的 local sql = "update Person set " --.. cfg.params("pair.join", sk, " ", " ", ' , ', { "name" }) .. cfg.params("pair.join", sk) .. " where name=@name"; return sql; end tb.sqls.Update1 = function (sk) --sk是一个key(guid),用于获取SqlParameters时用的 local sql = "update Person set " --.. cfg.params("pair.join.notnull", sk, " ", " ", ' , ', { "name" }) .. cfg.params("pair.join.notnull", sk) .. " where name=@name"; cfg.params("clear.null", sk); --清除值为null的SqlParameter return sql; end tb.sqls.Update2 = function (sk) --sk是一个key(guid),用于获取SqlParameters时用的 local sql = "update Person set "; --使用lua遍历keys local ps = cfg.params("pair", sk, nil, nil, nil, {"birthday"}); --忽略birthday的 local bsplit = false; for k,v in pairs(ps) do if bsplit then sql = sql .. ','; else bsplit = true; end sql = sql .. k .. '=' .. "'" .. v .. "'"; end sql = sql .. " where name=@name"; cfg.param("del", sk, "birthday"); return sql; end tb.sqls.Update21 = function (sk) --sk是一个key(guid),用于获取SqlParameters时用的 local sql = "update Person set "; --使用lua遍历keys local ps = cfg.params("pair.notnull", sk); --忽略birthday的 local bsplit = false; for k,v in pairs(ps) do if bsplit then sql = sql .. ','; else bsplit = true; end sql = sql .. k .. '=' .. "'" .. v .. "'"; end sql = sql .. " where name=@name"; cfg.param("del", sk, "birthday"); return sql; end ----------------------------------------update end tb.sqls.Delete = function () return "delete from Person where name=@name" end end);
--[[ Programmable robot ('hoverbot') mod for Minetest Copyright (C) 2018 Pilcrow182 Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies. THE SOFTWARE IS PROVIDED "AS IS" AND ISC DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL ISC BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. ]]-- local LOG,VERBOSE = false, false local debug_log = function(output) if not LOG then return end print("HOVERBOT:: DEBUG: "..output) if not VERBOSE then return end minetest.chat_send_all("HOVERBOT:: DEBUG: "..output) end hoverbot.item_pickup = function(pos, inv) for _,object in ipairs(minetest.get_objects_inside_radius(pos, 1)) do if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then inv:add_item("main", ItemStack(object:get_luaentity().itemstring)) object:get_luaentity().itemstring = "" object:remove() end end end end hoverbot.save_return = function(pos, exec_page, exec) debug_log("saving return data before setting new exec_page") local meta = minetest.get_meta(pos) local return_table = minetest.deserialize(meta:get_string("return_table")) local new_return = {{exec_page,exec},return_table[1],return_table[2],return_table[3]} meta:set_string("return_table", minetest.serialize(new_return)) debug_log("return table (serialized) is now "..minetest.serialize(new_return)) end hoverbot.load_return = function(pos) debug_log("codepage completed. loading return data") local meta = minetest.get_meta(pos) local return_table = minetest.deserialize(meta:get_string("return_table")) local return_page = return_table[1] if return_page[1] == "end" then debug_log("no return data found. shutting down") hoverbot.deactivate(pos,hoverbot.page0,0) else local new_return = {return_table[2],return_table[3],return_table[4],{"end",0}} meta:set_string("return_table", minetest.serialize(new_return)) meta:set_string("exec_page", return_page[1]) meta:set_string("exec", return_page[2]) debug_log("return table (serialized) is now "..minetest.serialize(new_return)) end end hoverbot.rotate_self = function(botpos, facepos) local old_p2 = minetest.get_node(botpos).param2 if minetest.get_node(botpos).name ~= "hoverbot:hoverbot_active" then return false end local b,f = botpos,facepos local p2 = 0 local dir = minetest.dir_to_facedir({x = f.x - b.x, y = f.y - b.y, z = f.z - b.z}) debug_log("attempting to rotate "..minetest.get_node(botpos).name.." from param2 = "..old_p2.." to param2 = "..dir) if dir == old_p2 or (dir == 0 and f.z-b.z ~= 1) then debug_log("did not rotate "..minetest.get_node(botpos).name.."; old_p2 ("..old_p2..") matches dir ("..dir..")") return true end minetest.swap_node(botpos, {name="hoverbot:hoverbot_active", param2=dir}) end hoverbot.move_player = function(startpos, endpos, afterpos) local push_player = function(botpos, radpos, footpos, headpos) for _,object in ipairs(minetest.get_objects_inside_radius(radpos, 0.5)) do if object:is_player() then local footnode = minetest.get_node(footpos) local headnode = minetest.get_node(headpos) debug_log("attempting to move player into '"..footnode.name..minetest.pos_to_string(footpos).."' and '"..headnode.name..minetest.pos_to_string(headpos).."'") if ( minetest.pos_to_string(footpos) == minetest.pos_to_string(botpos) or minetest.registered_nodes[footnode.name].walkable == false ) and ( minetest.pos_to_string(headpos) == minetest.pos_to_string(botpos) or minetest.registered_nodes[headnode.name].walkable == false ) then object:moveto({x=footpos.x,y=footpos.y-0.5,z=footpos.z}) return true else debug_log("move failed; either '"..footnode.name.."' or '"..headnode.name.."' is a solid node") return false end end end return true end --move player on top debug_log("processing move function for player on top of hoverbot") if not push_player(startpos, {x=startpos.x,y=startpos.y+0.5,z=startpos.z}, {x=endpos.x,y=endpos.y+1,z=endpos.z}, {x=endpos.x,y=endpos.y+2,z=endpos.z}) then debug_log("ignoring move failure for top-mounted player") end --move player in front, pushing feet debug_log("processing move function for player in front of hoverbot (pushing feet)") if not push_player(startpos, {x=endpos.x,y=endpos.y-0.5,z=endpos.z}, afterpos, {x=afterpos.x,y=afterpos.y+1,z=afterpos.z}) then debug_log("move failure acknowledged. looping until failure no longer occurs") return false end --move player in front, pushing head debug_log("processing move function for player in front of hoverbot (pushing head)") if not push_player(startpos, {x=endpos.x,y=endpos.y-1.5,z=endpos.z}, {x=afterpos.x,y=afterpos.y-1,z=afterpos.z}, afterpos) then debug_log("move failure acknowledged. looping until failure no longer occurs") return false end return true end hoverbot.move = function(startpos, endpos, acted_upon) if acted_upon then debug_log("move failed. attempting to push interfering node and try move again") end debug_log("hoverbot.move function called with startnode "..minetest.get_node(startpos).name.." "..minetest.pos_to_string(startpos).."and endnode "..minetest.get_node(endpos).name.." "..minetest.pos_to_string(endpos)) local dir = {x = endpos.x - startpos.x, y = endpos.y - startpos.y, z = endpos.z - startpos.z} local afterpos = {x = endpos.x + dir.x, y = endpos.y + dir.y, z = endpos.z + dir.z} local startnode = minetest.get_node(startpos) local endnode = minetest.get_node(endpos) if minetest.registered_nodes[endnode.name].buildable_to and minetest.registered_nodes[endnode.name].liquidtype == "none" then local player_moved = hoverbot.move_player(startpos, endpos, afterpos) if not acted_upon then hoverbot.rotate_self(startpos, endpos) if startnode.name == "hoverbot:hoverbot_active" and player_moved == false then hoverbot.exec_loop(startpos) return false end end local meta = minetest.get_meta(startpos) local meta0 = meta:to_table() local p2 = minetest.get_node(startpos).param2 debug_log("moving "..startnode.name.." from "..minetest.pos_to_string(startpos).." to "..minetest.pos_to_string(endpos)) minetest.set_node(endpos, {name=startnode.name, param2=p2}) meta = minetest.get_meta(endpos) meta:from_table(meta0) minetest.set_node(startpos, {name="air"}) nodeupdate(startpos) elseif ( not acted_upon ) and minetest.registered_nodes[startnode.name].liquidtype == "none" and hoverbot.move(endpos,afterpos, true) then hoverbot.move(startpos,endpos) else if startnode.name == "hoverbot:hoverbot_active" then hoverbot.exec_loop(startpos) end end end hoverbot.dig = function(botpos, digpos) debug_log("digging node "..minetest.get_node(digpos).name.." at pos "..minetest.pos_to_string(digpos)) local botmeta = minetest.get_meta(botpos) local botinv = botmeta:get_inventory() local exec = tonumber(botmeta:get_string("exec")) local dignode = minetest.get_node(digpos) if dignode.name == "air" or dignode.name == "ignore" then return nil elseif minetest.registered_nodes[dignode.name] and minetest.registered_nodes[dignode.name].liquidtype ~= "none" then hoverbot.exec_loop(botpos) return false end local digger = hoverbot.mimic_player(botpos) --check node to make sure it is diggable local def = ItemStack({name=dignode.name}):get_definition() if #def ~= 0 and not def.diggable or (def.can_dig and not def.can_dig(digpos, digger)) then --node is not diggable return end --save old meta to table local meta = minetest.get_meta(digpos) local oldmetadata = meta:to_table() --handle node drops local drops = minetest.get_node_drops(dignode.name, "default:pick_mese") for _, dropped_item in ipairs(drops) do --add item to hoverbot's inventory if botinv:room_for_item("main", dropped_item) then botinv:add_item("main", dropped_item) else minetest.add_item(botpos, dropped_item) end end minetest.remove_node(digpos) nodeupdate(digpos) --handle post-digging callback if def.after_dig_node then -- Copy pos and node because callback can modify them local pos_copy = {x=digpos.x, y=digpos.y, z=digpos.z} local node_copy = {name=node.name, param1=node.param1, param2=node.param2} def.after_dig_node(pos_copy, node_copy, oldmetadata, digger) end --run digging event callbacks for _, callback in ipairs(minetest.registered_on_dignodes) do -- Copy pos and node because callback can modify them local digpos_copy = {x=digpos.x, y=digpos.y, z=digpos.z} local dignode_copy = {name=dignode.name, param1=dignode.param1, param2=dignode.param2} callback(digpos_copy, dignode_copy, digger) end end hoverbot.leftclick = function(botpos, clickedpos) hoverbot.rotate_self(botpos, clickedpos) debug_log("attempting to leftclick node at pos "..minetest.pos_to_string(clickedpos)) local meta = minetest.get_meta(botpos) local clicker = hoverbot.mimic_player(botpos) local clickednode = minetest.get_node(clickedpos) if not minetest.registered_nodes[clickednode.name] then hoverbot.exec_loop(botpos) return false end local pointed_thing = {type = "node", under = clickedpos, above = botpos} local wielded = clicker:get_wielded_item() local wieldname = wielded:get_name() local wieldcount = wielded:get_count() local new_itemstack = nil hoverbot.compat["before_leftclick"](clickedpos, clickednode, clicker, pointed_thing) if minetest.registered_items[wieldname].on_use then new_itemstack = minetest.registered_items[wieldname].on_use(wielded, clicker, pointed_thing) else new_itemstack = minetest.registered_nodes[clickednode.name].on_punch(clickedpos, clickednode, clicker, pointed_thing) hoverbot.dig(botpos, clickedpos) end hoverbot.compat["after_leftclick"](clickedpos, clickednode, clicker, pointed_thing) if new_itemstack then local newname, newcount = wieldname, wieldcount if new_itemstack.name then newname, newcount = new_itemstack.name, new_itemstack.count or 1 else newname, newcount = new_itemstack:get_name(), new_itemstack:get_count() end if newname == wieldname and newcount == wieldcount then return end local inv = meta:get_inventory() local inv_slot = tonumber(meta:get_string("inv_slot")) inv:set_stack("main", inv_slot, new_itemstack) end end hoverbot.place = function(botpos, placepos, afterpos) local meta = minetest.get_meta(botpos) local inv = meta:get_inventory() local inv_slot = tonumber(meta:get_string("inv_slot")) local inv_stack = inv:get_stack("main", inv_slot) debug_log("attempting to place '"..inv_stack:get_name().."' from inventory slot "..inv_slot.." to pos "..minetest.pos_to_string(placepos)) if minetest.registered_nodes[minetest.get_node(placepos).name].buildable_to == false then return false elseif inv_stack:to_string() == "" then hoverbot.exec_loop(botpos) return false end if minetest.registered_nodes[minetest.get_node(afterpos).name].pointable then pointed_under = afterpos else pointed_under = botpos end local placer = hoverbot.mimic_player(botpos) local inv_stack2 = minetest.item_place(inv_stack, placer, {type="node", under=pointed_under, above=placepos}) if minetest.setting_getbool("creative_mode") and not minetest.get_modpath("unified_inventory") then --infinite stacks ahoy! inv_stack2:take_item() end inv:set_stack("main", inv_slot, inv_stack2) return end hoverbot.rightclick = function(botpos, clickedpos, afterpos) hoverbot.rotate_self(botpos, clickedpos) debug_log("attempting to rightclick node at pos "..minetest.pos_to_string(clickedpos)) local meta = minetest.get_meta(botpos) local clicker = hoverbot.mimic_player(botpos) local clickednode = minetest.get_node(clickedpos) if not minetest.registered_nodes[clickednode.name] then hoverbot.exec_loop(botpos) return false end local pointed_thing = {type = "node", under = clickedpos, above = botpos} local wielded = clicker:get_wielded_item() local wieldname = wielded:get_name() local wieldcount = wielded:get_count() local new_itemstack = false hoverbot.compat["before_rightclick"](clickedpos, clickednode, clicker, wielded, pointed_thing) if minetest.registered_nodes[clickednode.name].on_rightclick then new_itemstack = minetest.registered_nodes[clickednode.name].on_rightclick(clickedpos, clickednode, clicker, wielded, pointed_thing) else new_itemstack = minetest.registered_items[wieldname].on_place(wielded, clicker, pointed_thing) hoverbot.place(botpos, clickedpos, afterpos) end hoverbot.compat["after_rightclick"](clickedpos, clickednode, clicker, wielded, pointed_thing) if new_itemstack then local newname, newcount = wieldname, wieldcount if new_itemstack.name then newname, newcount = new_itemstack.name, new_itemstack.count or 1 else newname, newcount = new_itemstack:get_name(), new_itemstack:get_count() end if newname == wieldname and newcount == wieldcount then return end local inv = meta:get_inventory() local inv_slot = tonumber(meta:get_string("inv_slot")) inv:set_stack("main", inv_slot, new_itemstack) end end hoverbot.pushpull = function(srcpos, dstpos, withdraw) local trylabels = function(labels,inv) for i=1,#labels do invlist = inv:get_list(labels[i]) if invlist then return labels[i],invlist end end end local srcmeta = minetest.get_meta(srcpos) local srcinv = srcmeta:get_inventory() local dstinv = minetest.get_meta(dstpos):get_inventory() local srclabel, srclist = trylabels({"main", "dst"}, srcinv) local dstlabel, dstlist = trylabels({"main", "src"}, dstinv) if (not srclist) or (not dstlist) then return false end local srcsize = srcinv:get_size(srclabel) local startslot, endslot = 1, srcsize if withdraw then hoverbot.rotate_self(dstpos, srcpos) else hoverbot.rotate_self(srcpos, dstpos) local srcslot = tonumber(srcmeta:get_string("inv_slot")) startslot, endslot = srcslot, srcslot end for i=startslot,endslot do local j = 1 + endslot - i -- obtain the LAST non-empty item if not withdraw then j = i end -- obtain the FIRST non-empty item local name, count, wear = srclist[j]:get_name(), srclist[j]:get_count(), srclist[j]:get_wear() if name ~= nil and name ~= "" then local c = count + 1 repeat c = c - 1 until dstinv:room_for_item(dstlabel, {name=name, count=c, wear=wear}) dstinv:add_item(dstlabel, {name=name, count=c, wear=wear}) srcinv:set_stack(srclabel, j, {name=name, count=count-c, wear=wear}) break end end end hoverbot.set_exec_page = function(pos, page) local meta = minetest.get_meta(pos) local exec_page = meta:get_string("exec_page") local exec = tonumber(meta:get_string("exec")) or 0 hoverbot.save_return(pos, exec_page, exec) meta:set_string("exec_page", page) meta:set_string("exec", 0) hoverbot.exec_next(pos, 0) end hoverbot.set_inv_slot = function(pos, slot) debug_log("setting current inventory slot to "..slot) local meta = minetest.get_meta(pos) meta:set_string("inv_slot", slot) hoverbot.exec_next(pos, 0) end hoverbot.drop = function(pos) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local inv_slot = tonumber(meta:get_string("inv_slot")) local inv_stack = inv:get_stack("main", inv_slot) debug_log("attempting to drop '"..inv_stack:get_name().."' from inventory slot "..inv_slot.." at pos "..minetest.pos_to_string(pos)) minetest.add_item({x = pos.x, y = pos.y - 0.3, z = pos.z}, inv_stack) inv:set_stack("main", inv_slot, nil) end hoverbot.delete = function(pos) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local inv_slot = tonumber(meta:get_string("inv_slot")) debug_log("attempting to delete '"..inv:get_stack("main", inv_slot):get_name().."' from inventory slot "..inv_slot) inv:set_stack("main", inv_slot, nil) end hoverbot.sleep = function() debug_log("hoverbot is sleeping") return true end hoverbot.upload = function(pos) debug_log("NOTE -- the 'hoverbot.upload' command is only a placeholder until DigiBank Wireless Storage System is programmed") return false end hoverbot.download = function(pos) debug_log("NOTE -- the 'hoverbot.upload' command is only a placeholder until DigiBank Wireless Storage System is programmed") return false end hoverbot.exec_functions = { -- move ["hoverbot:cmd_move_n"] = function(pos) hoverbot.move(pos,{x=pos.x,y=pos.y,z=pos.z+1}) end, ["hoverbot:cmd_move_s"] = function(pos) hoverbot.move(pos,{x=pos.x,y=pos.y,z=pos.z-1}) end, ["hoverbot:cmd_move_e"] = function(pos) hoverbot.move(pos,{x=pos.x+1,y=pos.y,z=pos.z}) end, ["hoverbot:cmd_move_w"] = function(pos) hoverbot.move(pos,{x=pos.x-1,y=pos.y,z=pos.z}) end, ["hoverbot:cmd_move_u"] = function(pos) hoverbot.move(pos,{x=pos.x,y=pos.y+1,z=pos.z}) end, ["hoverbot:cmd_move_d"] = function(pos) hoverbot.move(pos,{x=pos.x,y=pos.y-1,z=pos.z}) end, -- leftclick ["hoverbot:cmd_leftclick_n"] = function(pos) hoverbot.leftclick(pos,{x=pos.x,y=pos.y,z=pos.z+1}) end, ["hoverbot:cmd_leftclick_s"] = function(pos) hoverbot.leftclick(pos,{x=pos.x,y=pos.y,z=pos.z-1}) end, ["hoverbot:cmd_leftclick_e"] = function(pos) hoverbot.leftclick(pos,{x=pos.x+1,y=pos.y,z=pos.z}) end, ["hoverbot:cmd_leftclick_w"] = function(pos) hoverbot.leftclick(pos,{x=pos.x-1,y=pos.y,z=pos.z}) end, ["hoverbot:cmd_leftclick_u"] = function(pos) hoverbot.leftclick(pos,{x=pos.x,y=pos.y+1,z=pos.z}) end, ["hoverbot:cmd_leftclick_d"] = function(pos) hoverbot.leftclick(pos,{x=pos.x,y=pos.y-1,z=pos.z}) end, -- rightclick ["hoverbot:cmd_rightclick_n"] = function(pos) hoverbot.rightclick(pos,{x=pos.x,y=pos.y,z=pos.z+1},{x=pos.x,y=pos.y,z=pos.z+2}) end, ["hoverbot:cmd_rightclick_s"] = function(pos) hoverbot.rightclick(pos,{x=pos.x,y=pos.y,z=pos.z-1},{x=pos.x,y=pos.y,z=pos.z-2}) end, ["hoverbot:cmd_rightclick_e"] = function(pos) hoverbot.rightclick(pos,{x=pos.x+1,y=pos.y,z=pos.z},{x=pos.x+2,y=pos.y,z=pos.z}) end, ["hoverbot:cmd_rightclick_w"] = function(pos) hoverbot.rightclick(pos,{x=pos.x-1,y=pos.y,z=pos.z},{x=pos.x-2,y=pos.y,z=pos.z}) end, ["hoverbot:cmd_rightclick_u"] = function(pos) hoverbot.rightclick(pos,{x=pos.x,y=pos.y+1,z=pos.z},{x=pos.x,y=pos.y+2,z=pos.z}) end, ["hoverbot:cmd_rightclick_d"] = function(pos) hoverbot.rightclick(pos,{x=pos.x,y=pos.y-1,z=pos.z},{x=pos.x,y=pos.y-2,z=pos.z}) end, -- deposit ["hoverbot:cmd_deposit_n"] = function(pos) hoverbot.pushpull(pos,{x=pos.x,y=pos.y,z=pos.z+1}) end, ["hoverbot:cmd_deposit_s"] = function(pos) hoverbot.pushpull(pos,{x=pos.x,y=pos.y,z=pos.z-1}) end, ["hoverbot:cmd_deposit_e"] = function(pos) hoverbot.pushpull(pos,{x=pos.x+1,y=pos.y,z=pos.z}) end, ["hoverbot:cmd_deposit_w"] = function(pos) hoverbot.pushpull(pos,{x=pos.x-1,y=pos.y,z=pos.z}) end, ["hoverbot:cmd_deposit_u"] = function(pos) hoverbot.pushpull(pos,{x=pos.x,y=pos.y+1,z=pos.z}) end, ["hoverbot:cmd_deposit_d"] = function(pos) hoverbot.pushpull(pos,{x=pos.x,y=pos.y-1,z=pos.z}) end, -- withdraw ["hoverbot:cmd_withdraw_n"] = function(pos) hoverbot.pushpull({x=pos.x,y=pos.y,z=pos.z+1}, pos, true) end, ["hoverbot:cmd_withdraw_s"] = function(pos) hoverbot.pushpull({x=pos.x,y=pos.y,z=pos.z-1}, pos, true) end, ["hoverbot:cmd_withdraw_e"] = function(pos) hoverbot.pushpull({x=pos.x+1,y=pos.y,z=pos.z}, pos, true) end, ["hoverbot:cmd_withdraw_w"] = function(pos) hoverbot.pushpull({x=pos.x-1,y=pos.y,z=pos.z}, pos, true) end, ["hoverbot:cmd_withdraw_u"] = function(pos) hoverbot.pushpull({x=pos.x,y=pos.y+1,z=pos.z}, pos, true) end, ["hoverbot:cmd_withdraw_d"] = function(pos) hoverbot.pushpull({x=pos.x,y=pos.y-1,z=pos.z}, pos, true) end, -- page ["hoverbot:cmd_page_1"] = function(pos) hoverbot.set_exec_page(pos, "codebox1") end, ["hoverbot:cmd_page_2"] = function(pos) hoverbot.set_exec_page(pos, "codebox2") end, ["hoverbot:cmd_page_3"] = function(pos) hoverbot.set_exec_page(pos, "codebox3") end, ["hoverbot:cmd_page_4"] = function(pos) hoverbot.set_exec_page(pos, "codebox4") end, ["hoverbot:cmd_page_5"] = function(pos) hoverbot.set_exec_page(pos, "codebox5") end, -- inv ["hoverbot:cmd_inv_1"] = function(pos) hoverbot.set_inv_slot(pos, "1") end, ["hoverbot:cmd_inv_2"] = function(pos) hoverbot.set_inv_slot(pos, "2") end, ["hoverbot:cmd_inv_3"] = function(pos) hoverbot.set_inv_slot(pos, "3") end, ["hoverbot:cmd_inv_4"] = function(pos) hoverbot.set_inv_slot(pos, "4") end, ["hoverbot:cmd_inv_5"] = function(pos) hoverbot.set_inv_slot(pos, "5") end, ["hoverbot:cmd_inv_6"] = function(pos) hoverbot.set_inv_slot(pos, "6") end, ["hoverbot:cmd_inv_7"] = function(pos) hoverbot.set_inv_slot(pos, "7") end, ["hoverbot:cmd_inv_8"] = function(pos) hoverbot.set_inv_slot(pos, "8") end, -- misc ["hoverbot:cmd_drop"] = function(pos) hoverbot.drop(pos) end, ["hoverbot:cmd_delete"] = function(pos) hoverbot.delete(pos) end, ["hoverbot:cmd_sleep"] = function(pos) hoverbot.sleep() end, ["hoverbot:cmd_upload"] = function(pos) hoverbot.upload(pos) end, ["hoverbot:cmd_download"] = function(pos) hoverbot.download(pos) end, } hoverbot.exec_loop = function(pos) local meta = minetest.get_meta(pos) local exec = tonumber(meta:get_string("exec")) meta:set_string("exec", exec-1) end hoverbot.exec_next = function(pos, consumes) local running = true if consumes ~= 0 then running = hoverbot.consume_fuel(pos, 1) end local meta = minetest.get_meta(pos) local inv = meta:get_inventory() local exec_page = meta:get_string("exec_page") local exec = tonumber(meta:get_string("exec")) or 0 local codesize = inv:get_size(exec_page) hoverbot.item_pickup(pos, inv) hoverbot.add_fuel(pos) if running then minetest.after(0, function() if minetest.get_node(pos).name ~= "hoverbot:hoverbot_active" then return false end local command = "" while true do exec = exec + 1 if exec > codesize then hoverbot.load_return(pos) break end meta:set_string("exec", exec) command = inv:get_stack(exec_page, exec):get_name() debug_log("attempting to execute page "..exec_page..", command slot "..exec.." of "..codesize.."; command item '"..command.."'") if command ~= "" then break end end if command ~= "" then debug_log("attempting to execute command '"..command.."' from table 'hoverbot.exec_functions'") hoverbot.exec_functions[command](pos) end end) end end minetest.register_abm({ nodenames = {"hoverbot:hoverbot_active"}, interval = 1, chance = 1, action = function(pos) minetest.after(0, function() hoverbot.exec_next(pos, 1) end) hoverbot.set_infotext(pos) end }) minetest.register_abm({ nodenames = {"hoverbot:hoverbot"}, interval = 1, chance = 1, action = function(pos) minetest.after(0, function() local meta = minetest.get_meta(pos) local inv = meta:get_inventory() hoverbot.item_pickup(pos, inv) hoverbot.add_fuel(pos) hoverbot.set_infotext(pos) end) end })
-- You will only get nice output from this script (like other unicode examples) -- if executed in a properly multilingual environment like SciTE. -- To get UTF-8 support in SciTE, edit your global properties like so: -- # Internationalisation -- # Japanese input code page 932 and ShiftJIS character set 128 -- #code.page=932 -- #character.set=128 -- # Unicode -- code.page=65001 # uncomment out this line -- #code.page=0 # and comment out this line -- -- And restart SciTE. require 'winapi' winapi.setenv('greek','ελληνική') print(os.getenv 'greek') -- this will still be nil -- but child processes can see this variable ... os.execute [[lua -e "print(os.getenv('greek'))"]]
local Player = "LocalPlayer" -- Don't change if you want it to be you local StatName = "StatName" -- Change it to the name of the stat local Value = "69" -- Change it to the value you want the stat to change to -- Do not touch below -- local Plr = game:GetService("Players"):FindFirstChild(Player) if Plr and Plr.Character then Plr.leaderstats[StatName].Value = Value end -- joseph2235 --
local is_windows = vim.loop.os_uname().sysname == "Windows" local path_sep = is_windows and '\\' or '/' -- check index in table local function has_key (tab,idx) for index,_ in pairs(tab) do if index == idx then return true end end return false end return { is_windows = is_windows, path_sep = path_sep, has_key = has_key }
-- player = {} function player:new(tipo, x, y, raio, velocidade) local instancia = { x = x or 20, y = y or 30, raio = raio or 20, velocidade = velocidade or 10, _tipo = tipo } function instancia:draw() love.graphics.circle(tipo, x, y, raio, 12) end function instancia:move(x, y) x = x or 0 y = y or 0 instancia.x = instancia.x + x instancia.y = instancia.y + y end function instancia:debug() love.graphics.print( 'x: '..instancia.x, instancia.x, instancia.y - 30 ) end return instancia end return player
local ose = require('os_ext') local dir = {} function dir.create(dir_path) local result, output, err_code, err_msg = ose.run_command(string.format('mkdir %q', dir_path)) return result, err_msg end function dir.copy(source_dir, dest_dir) local result = false local output = nil local err_code = 0 local err_msg = nil if ose.is_windows then result, output, err_code, err_msg = ose.run_command(string.format('xcopy /E /Q /C /Y /R /I %q %q', source_dir, dest_dir)) else result, output, err_code, err_msg = ose.run_command(string.format('cp -r %q %q', source_dir, dest_dir)) end return result, err_msg end function dir.delete(dir_path) local result = false local output = nil local err_code = 0 local err_msg = nil if ose.is_windows then result, output, err_code, err_msg = ose.run_command(string.format('rmdir /S /Q %q', dir_path)) else result, output, err_code, err_msg = ose.run_command(string.format('rm -rfd %q', dir_path)) end return result, err_msg end return dir
#!/usr/bin/env tarantool -- Copyright 2021 Kafka-Tarantool-Loader -- -- 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. require("strict").on() if package.setsearchroot ~= nil then package.setsearchroot() else -- Workaround for rocks loading in tarantool 1.10 -- It can be removed in tarantool > 2.2 -- By default, when you do require('mymodule'), tarantool looks into -- the current working directory and whatever is specified in -- package.path and package.cpath. If you run your app while in the -- root directory of that app, everything goes fine, but if you try to -- start your app with "tarantool myapp/init.lua", it will fail to load -- its modules, and modules from myapp/.rocks. local fio = require("fio") local app_dir = fio.abspath(fio.dirname(arg[0])) print("App dir set to " .. app_dir) package.path = package.path .. ";" .. app_dir .. "/?.lua" package.path = package.path .. ";" .. app_dir .. "/?/init.lua" package.path = package.path .. ";" .. app_dir .. "/.rocks/share/tarantool/?.lua" package.path = package.path .. ";" .. app_dir .. "/.rocks/share/tarantool/?/init.lua" package.cpath = package.cpath .. ";" .. app_dir .. "/?.so" package.cpath = package.cpath .. ";" .. app_dir .. "/?.dylib" package.cpath = package.cpath .. ";" .. app_dir .. "/.rocks/lib/tarantool/?.so" package.cpath = package.cpath .. ";" .. app_dir .. "/.rocks/lib/tarantool/?.dylib" end local cartridge = require("cartridge") local ok, err = cartridge.cfg({ workdir = "tmp/db", roles = { "cartridge.roles.vshard-storage", "cartridge.roles.vshard-router", "app.roles.adg_api", "app.roles.adg_storage", "app.roles.adg_kafka_connector", "app.roles.adg_scheduler", "app.roles.adg_input_processor", "app.roles.adg_output_processor", "app.roles.adg_state", }, cluster_cookie = "memstorage-cluster-cookie", }) assert(ok, tostring(err))
------------------------------------------ -- acme_file_reader.lua -- Author: Hadriel Kaplan (hadrielk at yahoo dot com) -- version = 1.0 -- date = 3/3/2014 ------------------------------------------ --[[ This is a Wireshark Lua-based capture file reader. This "capture file" reader reads message logs from Acme Packet (now Oracle) Session Border Controllers, such as sipmsg.log files. There are several variants of the log file format, as well as some changes that can happen based on how the log file is generated and retrieved; for example if it's generated through a 'tail' command, or FTP'ed by a FTP client which adds carriage-returns. This Lua file reader tries to handle such conditions. Note: this script wasn't written to be super-efficient, nor clever. When you've been writing Lua for a while you get used to writing in a different, more elegant fashion than this script is; but other people find it hard to read such Lua code, so I've tried to keep this simpler. Features: -handles sipmsg type logs, sipdns type logs, algd type logs -handles both IPv4 and IPv6, for both UDP and TCP -reads sipmsg logs from 3800, 4250, 4500, 9200, 6300 SBCs -handles logs with extra carriage-returns and linefeeds, such as from certain FTP'ed cases -handles logs generated/copied from a 'tail' command on the SBC ACLI -handles MBCD messages in logs, and puts their decoded ascii description in comments in Wireshark Issues: -for very large logs (many megabytes), it takes a long time (many minutes) -creates fake IP and UDP/TCP headers, which might be misleading -has to guess sometimes, though it hasn't guessed wrong yet as far as I know To-do: - make it use Struct.tohex/fromhex now that we have the Struct library in Wireshark - make it use a linux cooked-mode pseudo-header (see https://wiki.wireshark.org/SLL) - make it use preferences, once I write C-code for Wireshark to do that :) - rewrite some of the pattern searches to use real regex/PCRE instead? It's not in Wireshark yet, but it's coming (see https://code.wireshark.org/review/#/c/332/) Example SIP over UDP message: Aug 26 19:25:10.685 On [5:0]2.1.1.1:5060 received from 2.1.2.115:5060 REGISTER sip:2.1.1.1:5060 SIP/2.0 Via: SIP/2.0/UDP 2.1.2.115:5060;branch=z9hG4bK6501441021660x81000412 From: <sip:[email protected]:5060>;tag=520052-7015560x81000412 To: <sip:[email protected]:5060> Call-ID: [email protected] CSeq: 247 REGISTER Contact: <sip:[email protected]:5060;transport=udp> Expires: 300 Max-Forwards: 70 Authorization: Digest username="public_115",realm="empirix.com",uri="sip:2.1.1.1",response="5d61837cc54dc27018a40f2532e622de",nonce="430f6ff09ecd8c3fdfc5430b6e7e437a4cf77057",algorithm=md5 Content-Length: 0 ---------------------------------------- Another one: 2007-03-06 13:38:48.037 OPENED 2007-03-06 13:38:48.037 OPENED 2007-03-06 13:38:48.037 OPENED Mar 6 13:38:54.959 On [1:0]135.25.29.135:5060 received from 192.168.109.138:65471 OPTIONS sip:135.25.29.135 SIP/2.0 Accept: application/sdp User-Agent: ABS GW v5.1.0 To: sip:135.25.29.135 From: sip:192.168.109.138;tag=a2a090ade36bb108da70b0c8f7ba02e9 Contact: sip:192.168.109.138 Call-ID: [email protected] CSeq: 347517161 OPTIONS Via: SIP/2.0/UDP 192.168.109.138;branch=z9hG4bK21feac80fe9a63c1cf2988baa2af0849 Max-Forwards: 70 Content-Length: 0 ---------------------------------------- Another SIP over UDP (from 9200): File opened. Jun 8 14:34:22.599 UDP[3:0]10.102.131.194:5060 OPENED Jun 8 14:34:22.616 UDP[6:0]10.102.130.185:5060 OPENED Jun 8 14:34:49.416 On [6:0]10.102.130.185:5060 received from 10.102.130.150:5060 REGISTER sip:csp.noklab.net SIP/2.0 Via: SIP/2.0/UDP 192.168.1.100:5060;branch=z9hG4bK26b7a48d From: sip:[email protected] To: sip:[email protected] Call-ID: [email protected] CSeq: 144 REGISTER User-Agent: CSCO/7 Contact: <sip:[email protected]:5060> Content-Length: 0 Expires: 3600 ---------------------------------------- Example SIP over TCP message (note it ends in the middle of a header name): Jan 12 00:03:54.700 On 172.25.96.200:8194 received from 172.25.32.28:5060 SIP/2.0 200 OK From: Unavailable <sip:[email protected]:5060;user=phone>;tag=1200822480 To: 24001900011 <sip:[email protected]:5060;user=phone>;tag=03c86c0b27df1b1254aeccbc000 Call-ID: [email protected] CSe ---------------------------------------- Example SIP Pre and Post-NAT messages: Post-NAT from private<realm=e911core> encoded: SIP/2.0 302 Moved Temporarily Call-ID: SD27o9f04-fcc63aa885c83e22a1be64cfc210b55e-vjvtv00 CSeq: 2 INVITE From: <sip:[email protected]:5060;user=phone;e911core=TSD5051AEPCORE-dnamt76v6nm04;CKE=BSLD-5cuduig6t52l2;e911vpn=TSD5051AEPVPN-7gdq13vt8fi59>;tag=SD27o9f04-10000000-0-1424021314 To: <sip:[email protected];user=phone;CKE=BSLD-8blt7m3dhnj17>;tag=10280004-0-1239441202 Via: SIP/2.0/UDP 127.254.254.1:5060;branch=z9hG4bK5i4ue300dgrdras7q281.1 Server: DC-SIP/1.2 Content-Length: 0 Contact: <sip:[email protected]:5060;e911core=TSD5051AEPCORE-5n86t36uuma01> ---------------------------------------- Pre-NAT to private<realm=e911core> decode: ACK sip:[email protected];user=phone;CKE=BSLD-8blt7m3dhnj17 SIP/2.0 Via: SIP/2.0/UDP 127.254.254.1:5060;branch=z9hG4bK5i4ue300dgrdras7q281.1 Call-ID: SD27o9f04-fcc63aa885c83e22a1be64cfc210b55e-vjvtv00 CSeq: 2 ACK From: <sip:[email protected]:5060;user=phone;e911core=TSD5051AEPCORE-dnamt76v6nm04;CKE=BSLD-5cuduig6t52l2;e911vpn=TSD5051AEPVPN-7gdq13vt8fi59>;tag=SD27o9f04-10000000-0-1424021314 To: <sip:[email protected];user=phone;CKE=BSLD-8blt7m3dhnj17>;tag=10280004-0-1239441202 Max-Forwards: 70 ---------------------------------------- Example DNS message: Nov 1 23:03:12.811 On 10.21.232.194:1122 received from 10.21.199.204:53 DNS Response 3916 flags=8503 q=1 ans=0 auth=1 add=0 net-ttl=0 Q:NAPTR 7.6.5.4.3.2.1.0.1.2.e164 NS:SOA e164 ttl=0 netnumber01 rname=user.netnumber01 ser=223 ref=0 retry=0 exp=0 minttl=0 0000: 0f 4c 85 03 00 01 00 00 00 01 00 00 01 37 01 36 .L...........7.6 0010: 01 35 01 34 01 33 01 32 01 31 01 30 01 31 01 32 .5.4.3.2.1.0.1.2 0020: 04 65 31 36 34 00 00 23 00 01 04 65 31 36 34 00 .e164..#...e164. 0030: 00 06 00 01 00 00 00 00 00 33 0b 6e 65 74 6e 75 .........3.netnu 0040: 6d 62 65 72 30 31 00 04 75 73 65 72 0b 6e 65 74 mber01..user.net 0050: 6e 75 6d 62 65 72 30 31 00 00 00 00 df 00 00 00 number01........ 0060: 00 00 00 00 00 00 00 00 00 00 00 00 00 ............. ---------------------------------------- Example MGCP message (note the IP/UDP headers are in the hex): Mar 1 14:37:26.683 On [0:803]172.16.84.141:2427 sent to 172.16.74.100:2427 Packet: 0000: 00 04 00 00 00 01 00 02 00 00 03 23 0a ad 00 c9 ...........#.... 0010: 45 00 00 a8 23 36 00 00 3c 11 63 fd ac 10 54 8d E...#6..<.c...T. 0020: ac 10 4a 64 09 7b 09 7b 00 94 16 c2 32 35 30 20 ..Jd.{.{....250 250 55363 Connection Deleted P: PS=6551, OS=1048160, PR=6517, OR=1042720, PL=0, JI=1, LA=5, PC/RPS=6466, PC/ROS=1034560, PC/RPL=0, PC/RJI=0 ---------------------------------------- Example MBCD message: Mar 1 14:37:26.672 On 127.0.0.1:2946 sent to 127.0.0.1:2944 0000: ac 3e fd a8 01 01 77 36 9e 00 37 10 0c 34 4c bc .>....w6..7..4L. 0010: 00 30 23 0c 34 4c bc 00 11 33 00 0e 35 00 04 00 .0#.4L...3..5... 0020: 00 00 00 30 00 04 00 00 00 00 23 0c 34 4c bd 00 ...0......#.4L.. 0030: 11 33 00 0e 35 00 04 00 00 00 00 30 00 04 00 00 .3..5......0.... 0040: 00 00 .. Transaction = 24589982 { Context = 204754108 { Subtract = 204754108 { Audit { Stats, Flow } }, Subtract = 204754109 { Audit { Stats, Flow } } } } ---------------------------------------- ]]---------------------------------------- -- debug printer, set DEBUG to true to enable printing debug info -- set DEBUG2 to true to enable really verbose printing local DEBUG, DEBUG2 = true, false local dprint = function() end local dprint2 = function() end if DEBUG or DEBUG2 then dprint = function(...) print(table.concat({"Lua:", ...}," ")) end if DEBUG2 then dprint2 = dprint end end -- this should be done as a preference setting local ALWAYS_UDP = true local fh = FileHandler.new("Oracle Acme Packet logs", "acme", "A file reader for Oracle Acme Packet message logs such as sipmsg.log","rs") -- There are certain things we have to create fake state/data for, because they -- don't exist in the log file for example to create IP headers we have to create -- fake identification field values, and to create timestamps we have to guess the -- year (and in some cases month/day as well), and for TCP we have to create fake -- connection info, such as sequence numbers. We can't simply have a global static -- variable holding such things, because Wireshark reads the file sequentially at -- first, but then calls seek_read for random packets again and we don't want to -- re-create the fake info again because it will be wrong. So we need to create it -- for each packet and remember what we created for each packet, so that seek_read -- gets the same values. We could store the variables in a big table, keyed by the -- specific header info line for each one; but instead we'll key it off of the file -- position number, since read() sets it for Wireshark and seek_read() gets it from -- Wireshark. So we'll have a set of global statics used during read(), but the -- actual per-packet values will be stored in a table indexed/keyed by the file -- position number. A separate table holds TCP peer connection info as described -- later. -- I said above that this state is "global", but really it can't be global to this -- whole script file, because more than one file can be opened for reading at the -- same time. For example if the user presses the reload button, the capture file -- will be opened for reading before the previous (same) one is closed. So we have -- to store state per-file. The good news is Wireshark gives us a convenient way to -- do that, using the CaptureInfo.private_table attribute/member. We can save a Lua -- table with whatever contents we want, to this private_table member, and get it -- later during the other read/seek_read/cose function calls. -- So to store this per-file state, we're going to use Lua class objects. They're -- just Lua tables that have functions and meta-functions and can be treated like -- objects in terms of syntax/behavior. local State = {} local State_mt = { __index = State } function State.new() local new_class = { -- the new instance -- stuff we need to keep track of to cerate fake info ip_ident = 0, tyear = 0, tmonth = 0, tmin = 0, tsec = 0, tmilli = 0, nstime = NSTime(), -- the following table holds per-packet info -- the key index will be a number - the file position - but it won't be an array type table (too sparse). -- Each packet's entry is a table holding the "static" variables for that packet; this sub-table will be -- an array style instead of hashmap, to reduce size/performance -- This table needs to be cleared whenever the file is closed/opened. packets = {}, -- the following local table holds TCP peer "connection" info, which is basically -- TCP control block (TCB) type information; this is needed to create and keep track -- of fake TCP sockets/headers for messages that went over TCP, for example for fake -- sequence number info. -- The key index for this is the local+remote ip:port strings concatenated. -- The value is a sub-table, array style, holding the most recent sequence numbers. -- This whole table needs to be cleared whenever the file is closed/opened. tcb = {}, } setmetatable( new_class, State_mt ) -- all instances share the same metatable return new_class end -- the indices for the State.packets{} variable sub-tables local IP_IDENT = 1 local TTIME = 2 local LOCAL_SEQ = 3 local REMOTE_SEQ = 4 -- the indices for the State.tcb{} sub-tables local TLOCAL_SEQ = 1 local TREMOTE_SEQ = 2 -- helper functions local char = string.char local floor = math.floor -- takes a Lua number and converts it into a 2-byte string binary (network order) local function dec2bin16(num) return Struct.pack(">I2",num) end -- takes a Lua number and converts it into a 4-byte string binary (network order) local function dec2bin32(num) return Struct.pack(">I4",num) end -- function to skip log info before/between/after messages local delim = "^%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-$" -- words that must be found to be skipped. "File ..." is found in 9200 logs) local skiplist = { " OPENED", " CLOSED", " STARTED", " STOPPED", "^File ", delim } -- pre/post NAT entries local pre_nat_header_pattern = "^Pre%-NAT to private<realm=([^>]+)> decode:\r?$" local post_nat_header_pattern = "^Post%-NAT from private<realm=([^>]+)> encoded:\r?$" local function skip_ahead(file, line, position) repeat local found = #line == 0 -- will be false unless the line is empty for i, word in ipairs(skiplist) do if line:find(word) then found = true break end end if found then position = file:seek() line = file:read() if not line then return nil end elseif line:find(pre_nat_header_pattern) or line:find(post_nat_header_pattern) then -- skip the whole message found = true repeat line = file:read() until line:find(delim) end until not found return line, position end -- following pattern grabs month, day, hour, min, sec, millisecs local header_time_pattern = "^(%u%l%l) ?(%d%d?) (%d%d?):(%d%d):(%d%d)%.(%d%d%d) On " -- tail'ed file has no month/day local header_tail_time_pattern = "^(%d%d):(%d%d)%.(%d%d%d) On " -- grabs local and remote IPv4:ports (not phy/vlan), and words in between (i.e., "sent to" or "received from") local header_address_pattern = "(%d%d?%d?%.%d%d?%d?%.%d%d?%d?%.%d%d?%d?):(%d+) (%l+ %l+) (%d%d?%d?%.%d%d?%d?%.%d%d?%d?%.%d%d?%d?):(%d+) ?\r?$" -- grabs local and remote IPv6:ports (not phy/vlan), and words in between (i.e., "sent to" or "received from") local header_v6address_pattern = "%[([:%x]+)%]:(%d+) (%l+ %l+) %[([:%x]+)%]:(%d+) ?\r?$" -- grabs phy/vlan info local header_phy_pattern = "%[(%d+):(%d+)%]" local SENT = 1 local RECV = 2 local function get_direction(phrase) if #phrase == 7 and phrase:find("sent to") then return SENT elseif #phrase == 13 and phrase:find("received from") then return RECV end dprint("direction phrase not found") return nil end -- monthlist table for getting month number value from 3-char name (number is table index) local monthlist = {"Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec"} -- Compute the difference in seconds between local time and UTC -- from http://lua-users.org/wiki/TimeZone local function get_timezone() local now = os.time() return os.difftime(now, os.time(os.date("!*t", now))) end local timezone = get_timezone() function State:get_timestamp(line, file_position, seeking) local i, line_pos, month, day, hour, min, sec, milli = line:find(header_time_pattern) if not month then return end if seeking then -- we've seen this packet before, just go get the saved timestamp sec = self.packets[file_position][TTIME] if not sec then dprint("failed to get saved timestamp for packet at position:", file_position) return end return sec, line_pos end -- find the month's number for index, name in ipairs(monthlist) do if month == name then month = index break end end if type(month) ~= "number" then return end day = tonumber(day) hour = tonumber(hour) min = tonumber(min) sec = tonumber(sec) milli = tonumber(milli) if not day or not hour or not min or not sec or not milli then dprint("timestamp could not be determined") return nil end -- we don't know what year the log file was created, so we have to guess -- if we guess the current system year, then a log of December loaded in January will appear wrong, -- as will a log file which lasts over new year -- so we're going to check the current system month, and if it's less than the log file's then we'll -- assume the log file started last year; if the system month is larger or equal, then we'll assume the log -- file is of this year. We only do this checking once per file. if self.tyear == 0 then local curr_year, curr_month = tonumber(os.date("%Y")), tonumber(os.date("%m")) if curr_month < month then -- use last year if curr_year > 0 then curr_year = curr_year - 1 end end self.tyear = curr_year -- XXX - but for purposes of testing, we just force the year to -- 2014, so that we can compare the result of this code reading -- an Acme log with the result of the pcapng reader reading a -- pcapng file with the same packets - the time stamps in -- pcapng files are times since the Epoch, so the year is known self.tyear = 2014 end -- if this message's month is less than previous message's, then year wrapped if month < self.tmonth then self.tyear = self.tyear + 1 end self.tmonth = month local timet = os.time({ ["year"] = self.tyear, ["month"] = month, ["day"] = day, ["hour"] = hour, ["min"] = min, ["sec"] = sec }) if not timet then dprint("timestamp conversion failed") end timet = timet + timezone -- make an NSTime self.nstime = NSTime(timet, milli * 1000000) self.packets[file_position][TTIME] = self.nstime timet = timet + (milli/1000) dprint2("found time of ", os.date("%c",timet), " with value=",timet) return self.nstime, line_pos end -- get_tail_time() gets a fictitious timestamp starting from 19:00:00 on Dec 31, 1969, and incrementing based -- on the minutes/secs/millisecs seen (i.e., if the minute wrapped then hour increases by 1, etc.). -- this is needed for tail'ed log files, since they don't show month/day/hour function State:get_tail_time(line, file_position, seeking) local i, line_pos, min, sec, milli = line:find(header_tail_time_pattern) if not min then return end if seeking then -- we've seen this packet before, just go get the saved timestamp sec = self.packets[file_position][TTIME] if not sec then dprint("failed to get saved timestamp for packet at position:", file_position) return end return sec, line_pos end min = tonumber(min) sec = tonumber(sec) milli = tonumber(milli) if not min or not sec or not milli then dprint("timestamp could not be determined") return nil end -- get difference in time local tmin, tsec, tmilli, nstime = self.tmin, self.tsec, self.tmilli, self.nstime local ttime = nstime.secs -- min, sec, milli are what the log says this tail'ed packet is -- tmin, tsec, tmilli are what we got from last packet -- nstime is the unix time of that, and ttime is the seconds of that unix time -- if minutes wrapped, or they're equal but seconds wrapped, then handle it as if in the next hour if (min < tmin) or (min == tmin and sec < tsec) or (min == tmin and sec == tsec and milli < tmilli) then -- something wrapped, calculate difference as if in next hour ttime = ttime + (((min * 60) + sec + 3600) - ((tmin * 60) + tsec)) else ttime = ttime + (((min * 60) + sec) - ((tmin * 60) + tsec)) end self.tmin, self.tsec, self.tmilli = min, sec, milli self.nstime = NSTime(ttime, milli * 1000000) self.packets[file_position][TTIME] = self.nstime return self.nstime, line_pos end local hexbin = { ["0"]=0, ["1"]=1, ["2"]=2, ["3"]=3, ["4"]=4, ["5"]=5, ["6"]=6, ["7"]=7, ["8"]=8, ["9"]=9, ["a"]=10, ["b"]=11, ["c"]=12, ["d"]=13, ["e"]=14, ["f"]=15, ["00"]=0, ["01"]=1, ["02"]=2, ["03"]=3, ["04"]=4, ["05"]=5, ["06"]=6, ["07"]=7, ["08"]=8, ["09"]=9, ["0a"]=10, ["0b"]=11, ["0c"]=12, ["0d"]=13, ["0e"]=14, ["0f"]=15, ["10"]=16, ["11"]=17, ["12"]=18, ["13"]=19, ["14"]=20, ["15"]=21, ["16"]=22, ["17"]=23, ["18"]=24, ["19"]=25, ["1a"]=26, ["1b"]=27, ["1c"]=28, ["1d"]=29, ["1e"]=30, ["1f"]=31, ["20"]=32, ["21"]=33, ["22"]=34, ["23"]=35, ["24"]=36, ["25"]=37, ["26"]=38, ["27"]=39, ["28"]=40, ["29"]=41, ["2a"]=42, ["2b"]=43, ["2c"]=44, ["2d"]=45, ["2e"]=46, ["2f"]=47, ["30"]=48, ["31"]=49, ["32"]=50, ["33"]=51, ["34"]=52, ["35"]=53, ["36"]=54, ["37"]=55, ["38"]=56, ["39"]=57, ["3a"]=58, ["3b"]=59, ["3c"]=60, ["3d"]=61, ["3e"]=62, ["3f"]=63, ["40"]=64, ["41"]=65, ["42"]=66, ["43"]=67, ["44"]=68, ["45"]=69, ["46"]=70, ["47"]=71, ["48"]=72, ["49"]=73, ["4a"]=74, ["4b"]=75, ["4c"]=76, ["4d"]=77, ["4e"]=78, ["4f"]=79, ["50"]=80, ["51"]=81, ["52"]=82, ["53"]=83, ["54"]=84, ["55"]=85, ["56"]=86, ["57"]=87, ["58"]=88, ["59"]=89, ["5a"]=90, ["5b"]=91, ["5c"]=92, ["5d"]=93, ["5e"]=94, ["5f"]=95, ["60"]=96, ["61"]=97, ["62"]=98, ["63"]=99, ["64"]=100, ["65"]=101, ["66"]=102, ["67"]=103, ["68"]=104, ["69"]=105, ["6a"]=106, ["6b"]=107, ["6c"]=108, ["6d"]=109, ["6e"]=110, ["6f"]=111, ["70"]=112, ["71"]=113, ["72"]=114, ["73"]=115, ["74"]=116, ["75"]=117, ["76"]=118, ["77"]=119, ["78"]=120, ["79"]=121, ["7a"]=122, ["7b"]=123, ["7c"]=124, ["7d"]=125, ["7e"]=126, ["7f"]=127, ["80"]=128, ["81"]=129, ["82"]=130, ["83"]=131, ["84"]=132, ["85"]=133, ["86"]=134, ["87"]=135, ["88"]=136, ["89"]=137, ["8a"]=138, ["8b"]=139, ["8c"]=140, ["8d"]=141, ["8e"]=142, ["8f"]=143, ["90"]=144, ["91"]=145, ["92"]=146, ["93"]=147, ["94"]=148, ["95"]=149, ["96"]=150, ["97"]=151, ["98"]=152, ["99"]=153, ["9a"]=154, ["9b"]=155, ["9c"]=156, ["9d"]=157, ["9e"]=158, ["9f"]=159, ["a0"]=160, ["a1"]=161, ["a2"]=162, ["a3"]=163, ["a4"]=164, ["a5"]=165, ["a6"]=166, ["a7"]=167, ["a8"]=168, ["a9"]=169, ["aa"]=170, ["ab"]=171, ["ac"]=172, ["ad"]=173, ["ae"]=174, ["af"]=175, ["b0"]=176, ["b1"]=177, ["b2"]=178, ["b3"]=179, ["b4"]=180, ["b5"]=181, ["b6"]=182, ["b7"]=183, ["b8"]=184, ["b9"]=185, ["ba"]=186, ["bb"]=187, ["bc"]=188, ["bd"]=189, ["be"]=190, ["bf"]=191, ["c0"]=192, ["c1"]=193, ["c2"]=194, ["c3"]=195, ["c4"]=196, ["c5"]=197, ["c6"]=198, ["c7"]=199, ["c8"]=200, ["c9"]=201, ["ca"]=202, ["cb"]=203, ["cc"]=204, ["cd"]=205, ["ce"]=206, ["cf"]=207, ["d0"]=208, ["d1"]=209, ["d2"]=210, ["d3"]=211, ["d4"]=212, ["d5"]=213, ["d6"]=214, ["d7"]=215, ["d8"]=216, ["d9"]=217, ["da"]=218, ["db"]=219, ["dc"]=220, ["dd"]=221, ["de"]=222, ["df"]=223, ["e0"]=224, ["e1"]=225, ["e2"]=226, ["e3"]=227, ["e4"]=228, ["e5"]=229, ["e6"]=230, ["e7"]=231, ["e8"]=232, ["e9"]=233, ["ea"]=234, ["eb"]=235, ["ec"]=236, ["ed"]=237, ["ee"]=238, ["ef"]=239, ["f0"]=240, ["f1"]=241, ["f2"]=242, ["f3"]=243, ["f4"]=244, ["f5"]=245, ["f6"]=246, ["f7"]=247, ["f8"]=248, ["f9"]=249, ["fa"]=250, ["fb"]=251, ["fc"]=252, ["fd"]=253, ["fe"]=254, ["ff"]=255 } local function iptobytes(ipaddr) local bytes = { ipaddr:match("(%d+)%.(%d+)%.(%d+)%.(%d+)") } if not #bytes == 4 then dprint("failed to get ip address bytes for '", ipaddr, "'") return end local ip = "" for i, byte in ipairs(bytes) do ip = ip .. char(tonumber(byte)) end return ip end local function hexword2bin(word) if #word == 4 then return char(hexbin[word:sub(1,2)], hexbin[word:sub(3,4)]) elseif #word == 3 then return char(hexbin[word:sub(1,1)], hexbin[word:sub(2,3)]) elseif #word < 3 then return char(0, hexbin[word]) end return nil -- error end -- convert this 2620:0:60:8ac::102 to its 16-byte binary (=8 of 2-byte words) local NUMWORDS = 8 local function ipv6tobytes(ipaddr) -- start with all 16 bytes being zeroes local words = { "\00\00", "\00\00", "\00\00", "\00\00", "\00\00", "\00\00", "\00\00", "\00\00" } -- now walk from front of ipv6 address string replacing byte numbers above; -- if we hit a "::", then jump to end and do it in reverse local colon_s, colon_e = ipaddr:find("::%x") if colon_s then -- there's a double-colon, so split the string and do the end first, backwards -- get each chunk first local t = {} local index, wordix = 1, NUMWORDS for w in string.gmatch(ipaddr:sub(colon_e - 1), ":(%x+)") do t[index] = hexword2bin(w) index = index + 1 end for ix=index-1, 1, -1 do words[wordix] = t[ix] wordix = wordix - 1 end ipaddr = ipaddr:sub(1, colon_s) end local i = 1 for w in string.gmatch(ipaddr, "(%x+):?") do words[i] = hexword2bin(w) i = i + 1 end if not #words == NUMWORDS then dprint("failed to get IPv6 address bytes for '", ipaddr, "'") return end return table.concat(words) end -- calculates checksum as done for IP, TCP, UDP local function checksum(chunk) local sum = 0 -- take every 2-byte value and add them up for one, two in chunk:gmatch("(.)(.)") do sum = sum + (string.byte(one) * 256) + (string.byte(two)) while floor(sum / 65536) > 0 do -- add carry/overflow value sum = (sum % 65536) + (floor(sum / 65536)) end end -- now get one's complement of that sum = 65535 - sum -- and return it as a 2-byte string return dec2bin16(sum) end ---------------------------------------- -- protocol type number local PROTO_UDP = "\17" local PROTO_TCP = "\06" -- enum local IPv4 = 1 local IPv6 = 2 -- both type enums and header lengths local UDP = 8 local TCP = 20 ---------------------------------------- -- Packet creation/serialization occurs using a Lua class object model -- There's a single base class 'Packet' which has data/methods every packet type has -- 'RawPacket' and 'DataPacket' both derive from 'Packet'. -- 'RawPacket' is for packets which the log file has the raw IP/UDP headers for, -- such as ALG log messages (MGCP/NCS). Since the IP headers are in them, we use those. -- 'DataPacket' is for packets which the log file only has payload data for, and -- we need to create fake IP/UDP or IP/TCP headers for. -- 'BinPacket' and'AsciiPacket' both derive from 'DataPacket'. -- 'BinPacket' is for binary-style logged packets, such as MBCD or DNS, while -- 'AsciiPacket' is for ascii-style ones such as SIP. -- 'DnsPacket' derives from 'BinPacket', for DNS-style logs. -- Each class has a read_data() method, which reads in the packet data, builds the packet, -- and sets the Wireshark buffer. Some classes have a get_data() method which read_data() -- calls, to get the payload data before building a fake packet. -- The base Packet class has a get_hex_data() and get_ascii_data() methods, to get the payload -- in either form, and those base methods are called by get_data() or read_data() of derived -- classes. -- For performance reasons, packet data is read line-by-line into a table (called bufftbl), -- which is concatenated at the end. This avoids Lua building interim strings and garbage -- collecting them. But it makes the code uglier. The get_data()/get_hex_data()/get_ascii_data() -- methods read into this table they get passed, while the read_data() functions handle managing -- the table. ---------------------------------------- ---------------------------------------- -- The base Packet class, from which others derive -- all Packets have a ptype, timestamp, source and dest address:port, and data -- local Packet = {} local Packet_mt = { __index = Packet } function Packet.new(state, timestamp, direction, source_ip, source_port, dest_ip, dest_port, ptype, ttype, file_position) local new_class = { -- the new instance ["state"] = state, ["timestamp"] = timestamp, ["direction"] = direction, ["source_ip"] = source_ip, ["source_port"] = source_port, ["dest_ip"] = dest_ip, ["dest_port"] = dest_port, ["ptype"] = ptype, ["ttype"] = ttype, ["file_position"] = file_position } setmetatable( new_class, Packet_mt ) -- all instances share the same metatable return new_class end function Packet:set_comment(comment) self["comment"] = comment end function Packet:set_wslua_fields(frame) frame.time = self.timestamp frame.rec_type = wtap_rec_types.PACKET frame.flags = wtap_presence_flags.TS -- for timestamp if self.comment then frame.comment = self.comment frame.flags = frame.flags + wtap_presence_flags.COMMENTS -- comment flag end return true end local packet_hexline_pattern = "^ %x%x%x0: %x%x" function Packet:get_hex_data(file, line, bufftbl, index) local start = index dprint2("Packet:get_hex_data() called") repeat for word in line:gmatch("(%x%x) ") do bufftbl[index] = char(hexbin[word]) index = index + 1 if ((index - start) % 16) == 0 then break end end line = file:read() until not line or not line:find(packet_hexline_pattern) return index - start, line end function Packet:get_ascii_data(file, line, bufftbl, index, only_newline) local bufflen = 0 -- keep tally of total length of payload local found_delim = true dprint2("Packet:get_ascii_data() called") repeat bufftbl[index] = line bufflen = bufflen + #line -- sanity check if line has "\r" at end, and if so only add \n if line:find("\r",-1,true) then bufftbl[index+1] = "\n" bufflen = bufflen + 1 dprint2("Found carriage-return at end of line") elseif only_newline then -- only add a newline bufftbl[index+1] = "\n" bufflen = bufflen + 1 else bufftbl[index+1] = "\r\n" bufflen = bufflen + 2 end index = index + 2 -- read next line now line = file:read() if not line then -- hit eof? found_delim = false break end until line:find(delim) -- get rid of last \r\n, if we found a dashed delimiter, as it's not part of packet if found_delim then bufflen = bufflen - bufftbl[index-1]:len() bufftbl[index-1] = nil end dprint2("Packet:get_ascii_data() returning", bufflen) return bufflen end ---------------------------------------- -- RawPacket class, for packets that the log file contains the whole IP header for, such as algd logs -- local RawPacket = {} local RawPacket_mt = { __index = RawPacket } setmetatable( RawPacket, Packet_mt ) -- make RawPacket inherit from Packet function RawPacket.new(...) local new_class = Packet.new(...) -- the new instance setmetatable( new_class, RawPacket_mt ) -- all instances share the same metatable return new_class end function RawPacket:read_data(file, frame, line, seeking) local bufftbl = {} -- table to hold data bytes local index = 1 -- start at first slot in array -- need to skip "Packet:" line and first 0000: line, it's internal junk line = file:read() line = file:read() dprint2("RawPacket:read_data() getting hex from line='", line, "'") local bufflen, line = self:get_hex_data(file, line, bufftbl, index) if not bufflen or bufflen < 21 then dprint("error getting binary data") return false end -- add remainder as more packet data, but first delete overlap -- see if frag bits are set in IP header, to see if UDP/TCP header exists if self.ptype == IPv4 then -- grab byte with frag flags and first byte of offset local flag = string.byte(bufftbl[7]) -- converts binary character to number local frag_offset = flag % 32 -- masks off upper 3 bits frag_offset = (frag_offset * 256) + string.byte(bufftbl[8]) flag = floor(flag / 224) -- shift right flag = flag % 2 -- mask upper bits if flag == 1 or frag_offset > 0 then -- we have a fragmented IPv4 packet, so no proto header -- only save first 20 bytes (the IP header) for i=bufflen, 21, -1 do bufftbl[i] = nil end bufflen = 20 else -- only save first 20 + proto size bytes local save if bufftbl[10] == PROTO_UDP then save = 28 elseif bufftbl[10] == PROTO_TCP then save = 40 else dprint("failed to fix raw packet overlap") return end for i=bufflen, save+1, -1 do bufftbl[i] = nil end bufflen = save end end -- TODO: IPv6 -- now read in rest of message, if any -- first skip extra empty newline if #line == 0 then line = file:read() end bufflen = bufflen + self:get_ascii_data(file, line, bufftbl, bufflen+1, true) frame.data = table.concat(bufftbl) return true end ---------------------------------------- -- DataPacket class, for packets that the log file contains just the payload data for -- local DataPacket = {} local DataPacket_mt = { __index = DataPacket } setmetatable( DataPacket, Packet_mt ) -- make DataPacket inherit from Packet function DataPacket.new(...) local new_class = Packet.new(...) -- the new instance setmetatable( new_class, DataPacket_mt ) -- all instances share the same metatable return new_class end function DataPacket:set_tcbkey(key) self["tcbkey"] = key return end function DataPacket:build_ipv4_hdr(bufflen, proto, seeking) local len = bufflen + 20 -- 20 byte IPv4 header size -- figure out the ip identification value local ip_ident if seeking then ip_ident = self.state.packets[self.file_position][IP_IDENT] else -- increment ident value self.state.ip_ident = self.state.ip_ident + 1 if self.state.ip_ident == 65536 then self.state.ip_ident = 1 end ip_ident = self.state.ip_ident -- save it for future seeking self.state.packets[self.file_position][IP_IDENT] = ip_ident end -- use a table to concatenate as it's slightly faster that way local hdrtbl = { "\69\00", -- 1=ipv4 and 20 byte header length dec2bin16(len), -- 2=packet length bytes dec2bin16(ip_ident), -- 3=ident field bytes "\00\00\64", -- 4=flags/fragment offset, ttl proto, -- 5=proto "\00\00", -- 6=checksum (using zero for now) iptobytes(self.source_ip), -- 7=source ip iptobytes(self.dest_ip) -- 8=dest ip } -- calc IPv4 header checksum, and set its value hdrtbl[6] = checksum(table.concat(hdrtbl)) return table.concat(hdrtbl) end function DataPacket:build_ipv6_hdr(bufflen, proto) -- use a table to concatenate as it's slightly faster that way local hdrtbl = { "\96\00\00\00", -- 1=ipv6 version, class, label dec2bin16(bufflen), -- 2=packet length bytes proto .. "\64", -- 4=proto, ttl ipv6tobytes(self.source_ip), -- 5=source ip ipv6tobytes(self.dest_ip) -- 6=dest ip } return table.concat(hdrtbl) end -- calculates TCP/UDP header checksums with pseudo-header info function DataPacket:calc_header_checksum(bufftbl, bufflen, hdrtbl, proto) -- first create pseudo IP header if self.ptype == IPv4 then local iphdrtbl = { iptobytes(self.source_ip), -- 1=source ip iptobytes(self.dest_ip), -- 2=dest ip "\00", -- zeros proto, -- proto dec2bin16(bufflen) -- payload length bytes } bufftbl[1] = table.concat(iphdrtbl) elseif self.ptype == IPv6 then local iphdrtbl = { ipv6tobytes(self.source_ip), -- 1=source ip ipv6tobytes(self.dest_ip), -- 2=dest ip "\00\00", -- zeroes dec2bin16(bufflen), -- payload length bytes "\00\00\00", -- zeros proto -- proto } bufftbl[1] = table.concat(iphdrtbl) end -- and pseudo TCP or UDP header bufftbl[2] = table.concat(hdrtbl) -- see if payload is odd length local odd = false if bufflen % 2 == 1 then -- odd number of payload bytes, add zero byte at end odd = true -- remember to undo this bufftbl[#bufftbl+1] = "\00" end local result = checksum(table.concat(bufftbl)) -- remove pseudo-headers bufftbl[1] = nil bufftbl[2] = nil if odd then bufftbl[#bufftbl] = nil end return result end function DataPacket:build_udp_hdr(bufflen, bufftbl) local len = bufflen + 8 -- 8 for size of UDP header local hdrtbl = { dec2bin16(self.source_port), -- 1=source port bytes dec2bin16(self.dest_port), -- 2=dest port bytes dec2bin16(len), -- 3=payload length bytes "\00\00" -- 4=checksum } if bufftbl then -- calc udp checksum (only done for IPv6) hdrtbl[4] = self:calc_header_checksum(bufftbl, len, hdrtbl, PROTO_UDP) end return table.concat(hdrtbl) end function DataPacket:build_tcp_hdr(bufflen, bufftbl, seeking) local len = bufflen + 20 -- 20 for size of TCP header local local_seq, remote_seq if seeking then local_seq = self.state.packets[self.file_position][LOCAL_SEQ] remote_seq = self.state.packets[self.file_position][REMOTE_SEQ] else -- find socket/tcb info for this "stream", create if not found if not self.state.tcb[self.tcbkey] then -- create them self.state.tcb[self.tcbkey] = {} local_seq = 1 remote_seq = 1 self.state.packets[self.file_position][LOCAL_SEQ] = 1 self.state.packets[self.file_position][REMOTE_SEQ] = 1 -- set tcb to next sequence numbers, so that the correct "side" -- acknowledges receiving these bytes if self.direction == SENT then -- this packet is being sent, so local sequence increases next time self.state.tcb[self.tcbkey][TLOCAL_SEQ] = bufflen+1 self.state.tcb[self.tcbkey][TREMOTE_SEQ] = 1 else -- this packet is being received, so remote sequence increases next time -- and local side will acknowldge it next time self.state.tcb[self.tcbkey][TLOCAL_SEQ] = 1 self.state.tcb[self.tcbkey][TREMOTE_SEQ] = bufflen+1 end else -- stream already exists, so send the current tcb seqs and update for next time if self.direction == SENT then -- this packet is being sent, so local sequence increases next time local_seq = self.state.tcb[self.tcbkey][TLOCAL_SEQ] remote_seq = self.state.tcb[self.tcbkey][TREMOTE_SEQ] self.state.tcb[self.tcbkey][TLOCAL_SEQ] = local_seq + bufflen else -- this packet is being received, so the "local" seq number of the packet is the remote's seq really local_seq = self.state.tcb[self.tcbkey][TREMOTE_SEQ] remote_seq = self.state.tcb[self.tcbkey][TLOCAL_SEQ] -- and remote seq needs to increase next time (remember local_seq is TREMOTE_SEQ) self.state.tcb[self.tcbkey][TREMOTE_SEQ] = local_seq + bufflen end self.state.packets[self.file_position][LOCAL_SEQ] = local_seq self.state.packets[self.file_position][REMOTE_SEQ] = remote_seq end end local hdrtbl = { dec2bin16(self.source_port), -- 1=source port bytes dec2bin16(self.dest_port), -- 2=dest port bytes dec2bin32(local_seq), -- 3=sequence dec2bin32(remote_seq), -- 4=ack number "\80\16\255\255", -- 5=offset, flags, window size "\00\00", -- 6=checksum "\00\00" -- 7=urgent pointer } -- calc tcp checksum hdrtbl[6] = self:calc_header_checksum(bufftbl, len, hdrtbl, PROTO_TCP) return table.concat(hdrtbl) end function DataPacket:build_packet(bufftbl, bufflen, seeking) dprint2("DataPacket:build_packet() called with ptype=",self.ptype) if self.ptype == IPv4 then if self.ttype == UDP then bufftbl[2] = self:build_udp_hdr(bufflen) bufftbl[1] = self:build_ipv4_hdr(bufflen + 8, PROTO_UDP, seeking) elseif self.ttype == TCP then bufftbl[2] = self:build_tcp_hdr(bufflen, bufftbl, seeking) bufftbl[1] = self:build_ipv4_hdr(bufflen + 20, PROTO_TCP, seeking) end elseif self.ptype == IPv6 then -- UDP for IPv6 requires checksum calculation, so we can't avoid more work if self.ttype == UDP then bufftbl[2] = self:build_udp_hdr(bufflen, bufftbl) bufftbl[1] = self:build_ipv6_hdr(bufflen + 8, PROTO_UDP) elseif self.ttype == TCP then bufftbl[2] = self:build_tcp_hdr(bufflen, bufftbl, seeking) bufftbl[1] = self:build_ipv6_hdr(bufflen + 20, PROTO_TCP) end else dprint("DataPacket:build_packet: invalid packet type (neither IPv4 nor IPv6)") return nil end return table.concat(bufftbl) end -- for performance, we read each line into a table and concatenate it at end -- but it makes this code super ugly function DataPacket:read_data(file, frame, line, seeking) local bufftbl = { "", "" } -- 2 slots for ip and udp/tcp headers local index = 3 -- start at third slot in array local comment -- for any packet comments dprint2("DataPacket: read_data(): calling get_data") local bufflen = self:get_data(file, line, bufftbl, index) if not bufflen then dprint("DataPacket: error getting ascii or binary data") return false end local buff = self:build_packet(bufftbl, bufflen, seeking) frame.data = buff return true end ---------------------------------------- -- BinPacket class, for packets that the log file contains binary payload data for, such as MBCD -- local BinPacket = {} local BinPacket_mt = { __index = BinPacket } setmetatable( BinPacket, DataPacket_mt ) -- make BinPacket inherit from DataPacket function BinPacket.new(...) local new_class = DataPacket.new(...) -- the new instance setmetatable( new_class, BinPacket_mt ) -- all instances share the same metatable return new_class end function BinPacket:get_comment_data(file, line, stop_pattern) local comments = {} while line and not line:find(stop_pattern) do if #line > 0 then comments[#comments+1] = line comments[#comments+1] = "\r\n" end line = file:read() end if #comments > 0 then -- get rid of extra "\r\n" comments[#comments] = nil self:set_comment(table.concat(comments)) end return line end function BinPacket:get_data(file, line, bufftbl, index) local is_alg = false local bufflen, line = self:get_hex_data(file, line, bufftbl, index) -- now eat rest of message until delimiter or end of file -- we'll put them in comments line = self:get_comment_data(file, line, delim) -- return the bufflen, which is the same as number of table entries we made return bufflen end ---------------------------------------- -- DnsPacket class, for DNS packets (which are binary but with comments at top) -- local DnsPacket = {} local DnsPacket_mt = { __index = DnsPacket } setmetatable( DnsPacket, BinPacket_mt ) -- make DnsPacket inherit from BinPacket function DnsPacket.new(...) local new_class = BinPacket.new(...) -- the new instance setmetatable( new_class, DnsPacket_mt ) -- all instances share the same metatable return new_class end local binpacket_start_pattern = "^ 0000: %x%x %x%x %x%x %x%x %x%x %x%x %x%x %x%x " function DnsPacket:get_data(file, line, bufftbl, index) -- it's UDP regardless of what parse_header() thinks self.ttype = UDP -- comments are at top instead of bottom of message line = self:get_comment_data(file, line, binpacket_start_pattern) local bufflen, line = self:get_hex_data(file, line, bufftbl, index) -- now eat rest of message until delimiter or end of file while line and not line:find(delim) do line = file:read() end -- return the bufflen, which is the same as number of table entries we made return bufflen end ---------------------------------------- -- AsciiPacket class, for packets that the log file contains ascii payload data for -- local AsciiPacket = {} local AsciiPacket_mt = { __index = AsciiPacket } setmetatable( AsciiPacket, DataPacket_mt ) -- make AsciiPacket inherit from DataPacket function AsciiPacket.new(...) local new_class = DataPacket.new(...) -- the new instance setmetatable( new_class, AsciiPacket_mt ) -- all instances share the same metatable return new_class end function AsciiPacket:get_data(file, line, bufftbl, index) return self:get_ascii_data(file, line, bufftbl, index) end ---------------------------------------- -- To determine packet type, we peek at the first line of 'data' following the log -- message header. Its pattern determines the Packet object type. -- The following are the patterns we look for; if it doesn't match one of these, -- then it's an AsciiPacket: local packet_patterns = { { "^ 0000: %x%x %x%x %x%x %x%x %x%x %x%x %x%x %x%x ", BinPacket }, { "^Packet:$", RawPacket }, { "^DNS Query %d+ flags=%d+ q=%d+ ans=%d+", DnsPacket }, { "^DNS Response %d+ flags=%d+ q=%d+ ans=%d+", DnsPacket } } -- indeces for above local PP_PATTERN = 1 local PP_CLASS = 2 local function get_packet_class(line) for i, t in ipairs(packet_patterns) do if line:find(t[PP_PATTERN]) then dprint2("got class type=",i) return t[PP_CLASS] end end dprint2("got class type AsciiPacket") return AsciiPacket end ---------------------------------------- -- parses header line -- returns nil on failure -- the header lines look like this: -- Aug 10 14:30:11.134 On [1:544]10.201.145.237:5060 received from 10.210.1.193:5060 -- this one has no phy/vlan info in brackets: -- Mar 6 13:39:06.122 On 127.0.0.1:2945 sent to 127.0.0.1:2944 -- this one is IPv6: -- Aug 10 14:30:11.140 On [3:0][2620:0:60:8ac::102]:5060 sent to [2620:0:60:8ab::12]:5060 -- this is from a tail'ed log output: -- 52:22.434 On [0:0]205.152.56.211:5060 received from 205.152.56.75:5060 local loopback_pattern = "^127%.0%.0%.%d+$" local function parse_header(state, file, line, file_position, seeking) if seeking then -- verify we've seen this packet before if not state.packets[file_position] then dprint("parse_header: packet at file position ", file_position, " not saved previously") return end else -- first time through, create sub-table for the packet state.packets[file_position] = {} end -- get time info, and line match ending position local timestamp, line_pos = state:get_timestamp(line, file_position, seeking) if not timestamp then -- see if it's a tail'ed log instead timestamp, line_pos = state:get_tail_time(line, file_position, seeking) end if not timestamp then dprint("parse_header: could not parse time portion") return end local ptype, ttype = IPv4, UDP -- get phy/vlan if present -- first skip past time portion local phy, vlan, i, j, k line_pos = line_pos + 1 i, j, phy, vlan = line:find(header_phy_pattern, line_pos) if i then phy = tonumber(phy) vlan = tonumber(vlan) line_pos = j -- skip past this portion for next match else -- if there's no phy/vlan info, then assume it's TCP (unless it's loopback address we'll check later) ttype = TCP end -- get addresses and direction local local_ip, local_port, direction, remote_ip, remote_port = line:match(header_address_pattern, line_pos) if not local_ip then -- try IPv6 local_ip, local_port, direction, remote_ip, remote_port = line:match(header_v6address_pattern, line_pos) if not local_ip then dprint("parse_header: could not parse address portion") return nil end ptype = IPv6 end if local_ip:find(loopback_pattern) and remote_ip:find(loopback_pattern) then -- internal loopback packets never have phy/vlan but are always UDP messages (for all intents) ttype = UDP end -- override above decisions based on configuration if ALWAYS_UDP then ttype = UDP end direction = get_direction(direction) if direction == nil then dprint("parse_header: failed to convert direction") return nil end local source_ip, source_port, dest_ip, dest_port = local_ip, local_port, remote_ip, remote_port if direction == RECV then -- swap them source_ip, source_port, dest_ip, dest_port = remote_ip, remote_port, local_ip, local_port end -- convert source_port = tonumber(source_port) dest_port = tonumber(dest_port) -- peek at next line to determine packet type local position = file:seek() line = file:read() dprint2("parse_header: peeking at line='", line, "'") packet_class = get_packet_class(line) file:seek("set", position) -- go back dprint2("parse_header calling packet_class.new with:", tostring(timestamp), direction, source_ip, source_port, dest_ip, dest_port, ptype, ttype, file_position) local packet = packet_class.new(state, timestamp, direction, source_ip, source_port, dest_ip, dest_port, ptype, ttype, file_position) if not packet then dprint("parse_header: parser failed to create Packet object") end if ttype == TCP then -- if the packet is tcp type, then set the key for TCB table lookup packet:set_tcbkey(table.concat({ "[", local_ip, "]:", local_port, "->[", remote_ip, "]:", remote_port })) end return packet end ---------------------------------------- -- file handling functions for Wireshark to use -- The read_open is called by Wireshark once per file, to see if the file is this reader's type. -- It passes in (1) a File and (2) CaptureInfo object to this function -- Since there is no exact magic sequence to search for, we have to use heuristics to guess if the file -- is our type or not, which we do by parsing a message header. -- Since Wireshark uses the file cursor position for future reading of this file, we also have to seek back to the beginning -- so that our normal read() function works correctly. local function read_open(file, capture) dprint2("read_open called") -- save current position to return later local position = file:seek() local line = file:read() if not line then return false end dprint2("read_open: got this line begin:\n'", line, "'") line, position = skip_ahead(file, line, position) if not line then return false end dprint2("read_open: got this line after skip:\n'", line, "', with position=", position) local state = State.new() if parse_header(state, file, line, position) then dprint2("read_open success") file:seek("set",position) capture.time_precision = wtap_filetypes.TSPREC_MSEC -- for millisecond precision capture.encap = wtap.RAW_IP -- whole file is raw IP format capture.snapshot_length = 0 -- unknown snaplen capture.comment = "Oracle Acme Packet SBC message log" capture.os = "VxWorks or Linux" capture.hardware = "Oracle Acme Packet SBC" -- reset state variables capture.private_table = State.new() dprint2("read_open returning true") return true end dprint2("read_open returning false") return false end ---------------------------------------- -- this is used by both read() and seek_read() local function read_common(funcname, file, capture, frame, position, seeking) dprint2(funcname, "read_common called") local state = capture.private_table if not state then dprint(funcname, "error getting capture state") return false end local line = file:read() if not line then dprint(funcname, "hit end of file") return false end line, position = skip_ahead(file, line, position) if not line then if file:read(0) ~= nil then dprint(funcname, "did not hit end of file after skipping but ending anyway") else dprint2(funcname, "hit end of file after skipping") end return false end dprint2(funcname, ": parsing line='", line, "'") local phdr = parse_header(state, file, line, position, seeking) if not phdr then dprint(funcname, "failed to parse header") return false end line = file:read() dprint2(funcname,": calling class object's read_data()") phdr:read_data(file, frame, line, seeking) if not phdr:set_wslua_fields(frame) then dprint(funcname, "failed to set Wireshark packet header info") return end dprint2(funcname, "read_common returning position") return position end ---------------------------------------- -- Wireshark/tshark calls read() for each frame/record in the file -- It passes in (1) a File, (2) CaptureInfo, and (3) a FrameInfo object to this function -- It expects in return the file offset position the record starts at, -- or nil/false if there's an error or end-of-file is reached. -- The offset position is used later: wireshark remembers it and gives -- it to seek_read() at various random times local function read(file, capture, frame) dprint2("read called") local position = file:seek() position = read_common("read", file, capture, frame, position) if not position then if file:read(0) ~= nil then dprint("read failed to call read_common") else dprint2("read: reached end of file") end return false end return position end ---------------------------------------- -- Wireshark/tshark calls seek_read() for each frame/record in the file, at random times -- It passes in (1) File, (2) CaptureInfo, (3) FrameInfo, and (4) the offset position number -- It expects in return true for successful parsing, or nil/false if there's an error. local function seek_read(file, capture, frame, offset) dprint2("seek_read called") file:seek("set",offset) if not read_common("seek_read", file, capture, frame, offset, true) then dprint("seek_read failed to call read_common") return false end return true end ---------------------------------------- -- Wireshark/tshark calls read_close() when it's closing the file completely -- It passes in (1) a File and (2) CaptureInfo object to this function -- this is a good opportunity to clean up any state you may have created during -- file reading. -- In our case there *is* state to reset, but we only saved it in -- the capture.private_table, so Wireshark will clean it up for us. local function read_close(file, capture) dprint2("read_close called") return true end ---------------------------------------- -- An often unused function, Wireshark calls this when the sequential walk-through is over -- It passes in (1) a File and (2) CaptureInfo object to this function -- (i.e., no more calls to read(), only to seek_read()). -- In our case there *is* some state to reset, but we only saved it in -- the capture.private_table, so Wireshark will clean it up for us. local function seq_read_close(file, capture) dprint2("seq_read_close called") return true end -- set above functions to the FileHandler fh.read_open = read_open fh.read = read fh.seek_read = seek_read fh.read_close = read_close fh.seq_read_close = seq_read_close fh.extensions = "log" -- this is just a hint -- and finally, register the FileHandler! register_filehandler(fh)
local override = script.Parent:WaitForChild("@override"); local t = require(script.Parent.types); local basic = ({ access_point = ("@object"); override_point = ("@override"); meta = ({}); }); local get_mapping = ({ ["@type"] = (function(self) local type = (self["@type"]); if (type) then if (type == ("property")) then return (self:get()); elseif (type == ("signal")) then return (self); end; else return (self); end; end); }); local set_mapping = ({ ["@type"] = (function(self, index, ...) local type = (self["@type"]); if (type) then if (type == ("property")) then return (self:set(...)); elseif (type == ("signal")) then error(("cannot set <%s>%s"):format(type, index)) end; else error(("%s is not a valid member of %s \"%s\""):format(index, self, self:GetFullName())) end; end); }); basic.meta.__index = (function(self, access) local proto = rawget(self, basic.override_point); local proto_type = type(proto[access]); if (not proto[access]) then local retrive = rawget(self, basic.access_point)[access]; if (typeof(retrive) == "Instance") then retrive = basic.echo(retrive); elseif (type(retrive) == "function") then local calling = retrive; retrive = (function(...) local params = ({...}); for i, param in t.pairs_extract { t.is_wrapped } (params) do params[i] = (basic.get(param)); end local returned = table.pack(calling(unpack(params))); for i, v in t.pairs_extract { t.IsInstance }(returned) do returned[i] = (basic.echo(v)); end return unpack(returned); end); end return (retrive); else if (proto_type == "function") then return proto[access]; else return get_mapping["@type"](proto[access]); end end end); basic.meta.__newindex = (function(self, access, value) local proto = rawget(self, basic.override_point); if (not proto[access]) then local actual = (value); if (t.IsWrapped(actual)) then actual = rawget(actual, basic.access_point); end rawget(self, basic.access_point)[access] = (actual); else set_mapping["@type"](proto[access], access, value) end end); function merge_memory(...) local params = ({...}); local merged = (params[1]); table.remove(params, 1); for _, table in pairs(params) do for i, v in pairs(table) do merged[i] = v; end end return (merged); end function merge(...) local merged = ({}); for _, table in pairs({...}) do for i, v in pairs(table) do if (typeof(v) == "table") then merged[i] = merge(v); continue; end merged[i] = v; end end return (merged); end function merge_extract(value, skip_till, ...) local merged = ({}); local extracted = ({}); for c, proto in pairs({...}) do for i, v in pairs(proto) do if (i == value) then if (c >= skip_till) then table.insert(extracted, v) end else merged[i] = v; end end end return merged, extracted; end local cache_saves = ({}); function basic.echo(...) local parameters = ({...}); local compiled = ({}); for i, v in next, parameters do if (typeof(v) == "Instance") then if (cache_saves[v]) then table.insert(compiled, cache_saves[v]); else local activators = ({}); local c_proto = ({}); local extracted = nil; local inheritted = ({}); c_proto = merge_memory(c_proto, require(override:WaitForChild(".default"))); local add_proto = function(cmake) c_proto, extracted = merge_extract("start", 2, c_proto, cmake); table.insert(activators, extracted[1]) end local function Inherit(proto) if (proto and proto.inherit and type(proto.inherit) == "table") then for _, mod in pairs(proto.inherit) do if (inheritted[mod]) then continue; end if (typeof(mod) == "Instance" and mod:IsA("ModuleScript")) then local cmake = require(mod); if (cmake) then inheritted[mod] = true; Inherit(cmake); add_proto(cmake); end end end end end local mod = override:FindFirstChild(v.ClassName); if (typeof(mod) == "Instance" and mod:IsA("ModuleScript")) then local cmake = require(mod); if (cmake) then inheritted[mod] = true; Inherit(cmake); add_proto(cmake); end end local self, o_meta, object = newproxy(true), ({}), ({ ["@case"] = ("wrapped"); }); local meta = getmetatable(self); setmetatable(object, merge_memory(o_meta, basic.meta, { __tostring = function() return tostring(v); end; __metatable = v.ClassName; })); meta.__index = (object); meta.__newindex = (object); meta.__tostring = (o_meta.__tostring); rawset(object, basic.override_point, (merge(c_proto))) rawset(object, basic.access_point, v); cache_saves[v] = (self); table.insert(compiled, self); for _, start in pairs(activators) do start(object); end end else table.insert(compiled, v); end end return unpack(compiled); end function basic.get(class) return class[basic.access_point]; end return (basic);
local gears = require("gears") local awful = require("awful") local M = {} -- Default modkey. modkey = "Mod4" -- {{{ Key bindings M.globalkeys = gears.table.join( awful.key({ modkey }, "r", function () local c = awful.client.restore() -- Focus restored client if c then c:emit_signal( "request::activate", "key.unminimize", {raise = true} ) end end, { description = "restore minimized", group = "client" }),awful.key({ modkey, }, "e", revelation) ) M.clientkeys = gears.table.join( -- your code starts awful.key({ modkey, 'Control' }, 't', function(c) awful.titlebar.toggle(c) end, {description = 'toggle title bar', group = 'client'})) M.clientbuttons = gears.table.join( awful.button( {}, 1, function(c) c:emit_signal("request::activate", "mouse_click", {raise = true}) end ), awful.button( {modkey}, 1, function(c) c:emit_signal("request::activate", "mouse_click", {raise = true}) awful.mouse.client.move(c) end ), awful.button( {modkey}, 3, function(c) c:emit_signal("request::activate", "mouse_click", {raise = true}) awful.mouse.client.resize(c) end ) ) return M
require('ISUI/ISPanel'); require('ISUI/ISRichTextPanel'); require('ISUI/ISCollapsableWindow'); UIStoryPanel = {}; function UIStoryPanel.new(title, text) local self = {}; self.richtext = ISRichTextPanel:new(0, 0, 500, 500); self.richtext:initialise(); self.richtext:setAnchorBottom(true); self.richtext:setAnchorRight(true); self.wrapped = self.richtext:wrapInCollapsableWindow(); self.wrapped:setX((getCore():getScreenWidth() * 0.5) - (self.richtext.width * 0.5)); self.wrapped:setY((getCore():getScreenHeight() * 0.5) - (self.richtext.height * 0.5)); self.wrapped:setTitle(title); self.wrapped:addToUIManager(); self.richtext:setWidth(self.wrapped:getWidth()); self.richtext:setHeight(self.wrapped:getHeight() - 16); self.richtext:setY(16); self.richtext.autosetheight = false; self.richtext.clip = true; self.richtext:addScrollBars(); self.richtext.textDirty = true; self.richtext.text = text; self.richtext:paginate(); return self; end
----------------------------------- -- -- Zone: Misareaux_Coast (25) -- ----------------------------------- require("scripts/globals/conquest") require("scripts/globals/helm") local ID = require("scripts/zones/Misareaux_Coast/IDs") local MISAREAUX_COAST = require("scripts/zones/Misareaux_Coast/globals") ----------------------------------- function onInitialize(zone) tpz.helm.initZone(zone, tpz.helm.type.LOGGING) MISAREAUX_COAST.ziphiusHandleQM() end function onConquestUpdate(zone, updatetype) tpz.conq.onConquestUpdate(zone, updatetype) end function onZoneIn(player, prevZone) local cs = -1 if player:getXPos() == 0 and player:getYPos() == 0 and player:getZPos() == 0 then player:setPos(567.624, -20, 280.775, 120) end return cs end function onRegionEnter(player, region) end function onGameHour(zone) local vHour = VanadielHour() if vHour >= 22 or vHour <= 7 then MISAREAUX_COAST.ziphiusHandleQM() end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) end
-- Test all the helper functions assert(make.path.get_name(make.path.current_file()) == "tests.lua") assert(make.path.to_os("c:/path/to") == "c:\\path\\to") assert(make.path.from_os("c:\\path\\to") == "c:/path/to") assert(string.lower(make.path.short("c:/program files")) == "c:/progra~1") assert(string.lower(make.path.long("c:/progra~1")) == "c:/program files") assert(make.path.full("foo.txt") == make.path.combine(make.dir.cd(),"foo.txt")) assert(make.path.canonicalize("c:/path/to/../to/../.") == "c:/path") assert(make.path.add_slash("c:/path/to") == "c:/path/to/") assert(make.path.add_slash("c:/path/to/") == "c:/path/to/") assert(make.path.remove_slash("c:/path/to") == "c:/path/to") assert(make.path.remove_slash("c:/path/to/") == "c:/path/to") assert(make.path.remove_ext("foo.cpp") == "foo") assert(make.path.remove_ext("c:/path/to/foo.cpp") == "c:/path/to/foo") assert(make.path.remove_ext("c:/path/to/foo.2.cpp") == "c:/path/to/foo.2") -- double extension assert(make.path.change_ext("foo.cpp",".obj") == "foo.obj") assert(make.path.change_ext("c:/path/to/foo.cpp",".obj") == "c:/path/to/foo.obj") assert(make.path.change_ext("c:/path/to/foo.2.cpp",".obj") == "c:/path/to/foo.2.obj") -- double extension assert(make.path.change_ext("c:/path/to/foo",".obj") == "c:/path/to/foo.obj") assert(make.path.combine("c:/path","to/foo.cpp") == "c:/path/to/foo.cpp") assert(make.path.combine("c:/path/","to/foo.cpp") == "c:/path/to/foo.cpp") assert(make.path.combine("c:/path/to","foo.cpp") == "c:/path/to/foo.cpp") assert(make.path.combine("c:/path","to","foo.cpp") == "c:/path/to/foo.cpp") assert(make.path.common("c:/path/to/1.cpp","c:/path/to/2.cpp") == "c:/path/to") assert(make.path.common("c:/path/to/1.cpp","c:/path/two/2.cpp") == "c:/path") assert(string.lower(make.path.where("notepad.exe")) == "c:/windows/system32/notepad.exe") assert(make.path.where("notepad.exe",{"c:/windows","c:/windows/system32"}) == "c:/windows/notepad.exe") assert(make.path.where("notepad.exe","c:/windows;c:/windows/system32") == "c:/windows/notepad.exe") assert(make.file.exists("c:/windows/notepad.exe")) assert(not(make.file.exists("a-file-that-should-not-exist"))) assert(make.path.remove_ext("c:/path°/to/foo.cpp") == "c:/path°/to/foo") -- Test UTF-8 round-tripping -- make.path.combine supports the __tostring metamethod test = setmetatable({}, {__tostring = function() return "test"; end}) assert(tostring(test) == "test") assert(make.path.combine("c:/path/to",test) == "c:/path/to/test") tempfile = make.file.temp() assert(tempfile and make.file.exists(tempfile) and make.file.size(tempfile) == 0) make.file.delete(tempfile) assert(not(make.file.exists(tempfile))) assert(make.file.time(tempfile) == nil) make.file.touch(tempfile) assert(make.file.exists(tempfile) and make.file.size(tempfile) == 0) timestamp = make.file.time(tempfile) assert(timestamp and timestamp >= 0) make.file.touch(tempfile) timestamp2 = make.file.time(tempfile) assert(timestamp <= timestamp2) -- we need to sleep; otherwise the timestamps are -- always equal, and the test isn't very good make.file.delete(tempfile) assert(not(make.file.exists(tempfile))) -- -- Stuff that hasn't been tested yet: -- --[[ make.path.glob -- how to test reliably? make.file.copy make.file.md5 make.dir.is_dir make.dir.is_empty make.dir.temp make.dir.cd make.dir.md make.dir.rd make.proc.spawn make.proc.flushio make.proc.wait make.proc.exit_code make.now make.md5 ]]--
if CLIENT then nadmin.hud:CreateCustom({ title = "Simple", left = { height = 84, draw = function(panel, w, h) local font = "nadmin_hud" local y = 0 surface.SetFont(font) -- Draw the armor if LocalPlayer():Armor() > 0 then y = 76 draw.RoundedBox(0, 0, 8, w, h-8, nadmin.colors.gui.theme) -- Armor background draw.RoundedBox(0, 4, 12, w - 8, 32, nadmin:AlphaColor(nadmin.colors.gui.armor, 25)) -- Armor bar local aw = (w * math.Clamp(LocalPlayer():Armor()/100, 0, 1)) - 8 draw.RoundedBox(0, 4, 12, aw, 32, nadmin.colors.gui.armor) -- Armor Text local atw = surface.GetTextSize(tostring(LocalPlayer():Armor())) draw.Text({ text = LocalPlayer():Armor(), font = font, color = Color(0, 0, 0, 150), yalign = TEXT_ALIGN_CENTER, pos = {math.Clamp(aw - atw, 8, (w - 8) - atw), 28} }) -- Armor Shine draw.RoundedBoxEx(0, 4, 12, w - 8, 8, Color(255, 255, 255, 25), true, true, false, false) -- Armor shadow draw.RoundedBoxEx(0, 4, 36, w - 8, 8, Color(0, 0, 0, 50), false, false, true, true) else y = 40 -- Where to draw the xp draw.RoundedBox(0, 0, h-40, w, 40, nadmin.colors.gui.theme) end -- Draw the HP -- Health background draw.RoundedBox(0, 4, h-36, w - 8, 32, nadmin:AlphaColor(nadmin.colors.gui.health, 50)) -- Health bar local hw = (w * math.Clamp(LocalPlayer():Health()/LocalPlayer():GetMaxHealth(), 0, 1)) - 8 draw.RoundedBox(0, 4, h-36, hw, 32, nadmin.colors.gui.health) -- Health text local htw = surface.GetTextSize(tostring(LocalPlayer():Health())) draw.Text({ text = LocalPlayer():Health(), font = font, color = Color(0, 0, 0, 150), yalign = TEXT_ALIGN_CENTER, pos = {math.Clamp(hw - htw, 8, (w - 8) - htw), h-20} }) -- Health shine draw.RoundedBoxEx(0, 4, h-36, w - 8, 8, Color(255, 255, 255, 25), true, true, false, false) -- Health shadow draw.RoundedBoxEx(0, 4, h-12, w - 8, 8, Color(0, 0, 0, 50), false, false, true, true) -- Draw the XP local info = LocalPlayer():GetLevel() if nadmin.plugins.levels and istable(info) then -- Backround local xPos = 4 local yPos = h - y - 8 local wid = w - 8 local ht = 8 draw.RoundedBoxEx(0, xPos, yPos, wid, ht, nadmin.colors.gui.theme, true, true, false, false) -- XP Background draw.RoundedBox(0, xPos + 4, yPos + 4, wid - 8, 4, nadmin:AlphaColor(nadmin.colors.gui.xp, 50)) -- XP Bar draw.RoundedBox(0, xPos + 4, yPos + 4, (wid-8) * (info.xp/info.need), 4, nadmin.colors.gui.xp) end end }, right = { height = 40, draw = function(panel, w, h) if not IsValid(LocalPlayer():GetActiveWeapon()) then return end if not LocalPlayer():Alive() then return end local font = "nadmin_hud" surface.SetFont(font) surface.SetFont(font) local wep = LocalPlayer():GetActiveWeapon() local left = LocalPlayer():GetAmmoCount(wep:GetPrimaryAmmoType()) if wep:Clip1() < 0 or wep:GetMaxClip1() < 1 then return end -- Main draw.RoundedBox(0, 0, 0, w, h, nadmin.colors.gui.theme) -- Background draw.RoundedBox(0, 4, 4, w - 8, h - 8, nadmin:AlphaColor(nadmin.colors.gui.ammo, 50)) -- Bar local aw = (w * math.Clamp(wep:Clip1() / wep:GetMaxClip1(), 0, 1)) - 8 draw.RoundedBox(0, 4, 4, aw, h-8, nadmin.colors.gui.ammo) -- Text local tw = surface.GetTextSize(tostring(wep:Clip1()) .. "/" .. wep:GetMaxClip1() .. " (" .. left .. ")") draw.Text({ text = tostring(wep:Clip1()) .. "/" .. wep:GetMaxClip1() .. " (" .. left .. ")", font = font, color = Color(0, 0, 0, 150), yalign = TEXT_ALIGN_CENTER, pos = {math.Clamp(aw - tw, 8, (w - 8) - tw), h / 2} }) -- Shine draw.RoundedBoxEx(0, 4, 4, w - 8, (h-8)/4, Color(255, 255, 255, 25), true, true, false, false) -- Shadow draw.RoundedBoxEx(0, 4, h - 4 - ((h-8)/4), w-8, (h-8)/4, Color(0, 0, 0, 50), false, false, true, true) end } }) nadmin.hud:CreateCustom({ title = "Circular", left = { height = 128, draw = function(panel, w, h) draw.NoTexture() -- Usage of custom function -- draw.Circle(x, y, radius, seg, arc, angOffset, col) local hp = math.Clamp(LocalPlayer():Health() / LocalPlayer():GetMaxHealth(), 0, 1) local ar = math.Clamp(LocalPlayer():Armor() / 100, 0, 1) local r = h/2 local res = 45 -- Main draw.Circle(h/2, h/2, r, res, 360, 0, nadmin.colors.gui.theme) -- HP Background draw.Circle(h/2, h/2, r-8, res, 180, 90, nadmin:AlphaColor(nadmin.colors.gui.health, 50)) -- HP Bar draw.Circle(h/2, h/2, r-8, res, 180 * hp, 90, nadmin.colors.gui.health) -- Armor Background draw.Circle(h/2, h/2, r-8, res, 180, -90, nadmin:AlphaColor(nadmin.colors.gui.armor, 50)) -- Armor Bar draw.CircleInverse(h/2, h/2, r-8, res, 180 * ar, 90, nadmin.colors.gui.armor) -- Cover draw.Circle(h/2, h/2, r-20, res, 360, 0, nadmin.colors.gui.theme) -- XP if nadmin.plugins.levels then local info = LocalPlayer():GetLevel() local xp = math.Clamp(info.xp / info.need, 0, 1) -- Background draw.Circle(h/2, h/2, r-24, res, 360, 0, nadmin:AlphaColor(nadmin.colors.gui.xp, 50)) -- Bar draw.Circle(h/2, h/2, r-24, res, 360 * xp, 180, nadmin.colors.gui.xp) -- Cover draw.Circle(h/2, h/2, r-28, res, 360, 0, nadmin.colors.gui.theme) end -- Draw HP and Armor values draw.Circle(h/2, h/2, r-32, res, 360, 0, nadmin:DarkenColor(nadmin.colors.gui.theme, 25)) draw.Text({ text = LocalPlayer():Health(), pos = {h/2, h/2}, xalign = TEXT_ALIGN_CENTER, yalign = TEXT_ALIGN_BOTTOM, font = "nadmin_hud_small", color = nadmin.colors.gui.health }) draw.Text({ text = LocalPlayer():Armor(), pos = {h/2, h/2}, xalign = TEXT_ALIGN_CENTER, yalign = TEXT_ALIGN_TOP, font = "nadmin_hud_small", color = nadmin.colors.gui.armor }) end }, right = { height = 128, draw = function(panel, w, h) if not LocalPlayer():Alive() then return end if not IsValid(LocalPlayer():GetActiveWeapon()) then return end local wep = LocalPlayer():GetActiveWeapon() local left = LocalPlayer():GetAmmoCount(wep:GetPrimaryAmmoType()) if wep:Clip1() < 0 or wep:GetMaxClip1() < 1 then return end local ammo = math.Clamp(wep:Clip1() / wep:GetMaxClip1(), 0, 1) local r = h/2 local res = 45 draw.NoTexture() -- Main draw.Circle(w - h/2, h/2, r, res, 360, 0, nadmin.colors.gui.theme) -- Background draw.Circle(w - h/2, h/2, r-8, res, 360, 0, nadmin:AlphaColor(nadmin.colors.gui.ammo, 50)) -- Bar draw.CircleInverse(w - h/2, h/2, r-8, res, 360 * ammo, -90, nadmin.colors.gui.ammo) -- Cover draw.Circle(w - h/2, h/2, r-20, res, 360, 0, nadmin.colors.gui.theme) -- Text draw.Circle(w - h/2, h/2, r-24, res, 360, 0, nadmin:DarkenColor(nadmin.colors.gui.theme, 25)) draw.Text({ text = tostring(wep:Clip1()) .. "/" .. tostring(wep:GetMaxClip1()), pos = {w - h/2, h/2}, xalign = TEXT_ALIGN_CENTER, yalign = TEXT_ALIGN_BOTTOM, font = "nadmin_hud_small", color = nadmin.colors.gui.xp }) draw.Text({ text = "(" .. left .. ")", pos = {w - h/2, h/2}, xalign = TEXT_ALIGN_CENTER, yalign = TEXT_ALIGN_TOP, font = "nadmin_hud_small", color = nadmin.colors.gui.xp }) end } }) nadmin.hud:CreateCustom({ title = "Circular Simple", left = { height = 128, draw = function(panel, w, h) draw.NoTexture() local r = h/2 local res = 60 local hp = math.Clamp(LocalPlayer():Health() / LocalPlayer():GetMaxHealth(), 0, 1) local ar = math.Clamp(LocalPlayer():Armor() / 100, 0, 1) -- Main background draw.RoundedBox(0, 0, 0, h/2, h/2, nadmin.colors.gui.theme) draw.RoundedBox(0, h/2, h/2, h/2, h/2, nadmin.colors.gui.theme) draw.Circle(h/2, h/2, r, res, 360, 0, nadmin.colors.gui.theme) -- HP background draw.Circle(h/2, h/2, r-8, res, 270, 90, nadmin:AlphaColor(nadmin.colors.gui.health, 50)) -- HP bar draw.Circle(h/2, h/2, r-8, res, 270 * hp, 90, nadmin.colors.gui.health) -- Armor Background draw.Circle(h/2, h/2, r-20, res, 270, 90, nadmin.colors.gui.theme) draw.Circle(h/2, h/2, r-20, res, 270, 90, nadmin:AlphaColor(nadmin.colors.gui.armor, 50)) -- Armor bar draw.Circle(h/2, h/2, r-20, res, 270 * ar, 90, nadmin.colors.gui.armor) draw.Circle(h/2, h/2, r-32, res, 270, 90, nadmin.colors.gui.theme) -- XP if nadmin.plugins.levels then local info = LocalPlayer():GetLevel() local xp = math.Clamp(info.xp / info.need, 0, 1) draw.Circle(h/2, h/2, r-32, res, 270, 90, nadmin:AlphaColor(nadmin.colors.gui.xp, 50)) draw.Circle(h/2, h/2, r-32, res, 270 * xp, 90, nadmin.colors.gui.xp) draw.Circle(h/2, h/2, r-38, res, 360, 0, nadmin:DarkenColor(nadmin.colors.gui.theme, 25)) else draw.Circle(h/2, h/2, r-32, res, 360, 0, nadmin:DarkenColor(nadmin.colors.gui.theme, 25)) end -- Text draw.Text({ text = LocalPlayer():Health(), pos = {h/2, h/2}, xalign = TEXT_ALIGN_CENTER, yalign = TEXT_ALIGN_BOTTOM, font = "nadmin_hud_small", color = nadmin.colors.gui.health }) draw.Text({ text = LocalPlayer():Armor(), pos = {h/2, h/2}, xalign = TEXT_ALIGN_CENTER, yalign = TEXT_ALIGN_TOP, font = "nadmin_hud_small", color = nadmin.colors.gui.armor }) end }, right = { height = 128, draw = function(panel, w, h) if not IsValid(LocalPlayer():GetActiveWeapon()) then return end draw.NoTexture() local wep = LocalPlayer():GetActiveWeapon() local left = LocalPlayer():GetAmmoCount(wep:GetPrimaryAmmoType()) if wep:Clip1() < 0 or wep:GetMaxClip1() < 1 then return end local ammo = math.Clamp(wep:Clip1() / wep:GetMaxClip1(), 0, 1) local r = h/2 local res = 60 -- Main draw.RoundedBox(0, w-h, h/2, h/2, h/2, nadmin.colors.gui.theme) draw.RoundedBox(0, w-h/2, 0, h/2, h/2, nadmin.colors.gui.theme) draw.Circle(w-h/2, h/2, r, res, 360, 0, nadmin.colors.gui.theme) -- Bar draw.CircleInverse(w-h/2, h/2, r-8, res, 270, -90, nadmin:AlphaColor(nadmin.colors.gui.ammo, 50)) draw.CircleInverse(w-h/2, h/2, r-8, res, 270 * ammo, -90, nadmin.colors.gui.ammo) -- Cover draw.Circle(w-h/2, h/2, r-20, res, 360, 0, nadmin:DarkenColor(nadmin.colors.gui.theme, 25)) draw.Text({ text = tostring(wep:Clip1()) .. "/" .. tostring(wep:GetMaxClip1()), pos = {w - h/2, h/2}, xalign = TEXT_ALIGN_CENTER, yalign = TEXT_ALIGN_BOTTOM, font = "nadmin_hud_small", color = nadmin.colors.gui.xp }) draw.Text({ text = "(" .. left .. ")", pos = {w - h/2, h/2}, xalign = TEXT_ALIGN_CENTER, yalign = TEXT_ALIGN_TOP, font = "nadmin_hud_small", color = nadmin.colors.gui.xp }) end } }) nadmin.hud:CreateCustom({ title = "Fluid", left = { height = 128, draw = function(panel, w, h) local wid = h * 0.8 draw.RoundedBox(0, 0, 0, wid, h, nadmin.colors.gui.theme) draw.RoundedBox(0, 4, 4, wid - 8, h-8, nadmin:DarkenColor(nadmin.colors.gui.theme, 25)) local hp = math.Clamp(LocalPlayer():Health()/LocalPlayer():GetMaxHealth(), 0, 1) local ar = math.Clamp(LocalPlayer():Armor()/100, 0, 1) local y = (h-4) - ((h-4) * hp) draw.Fluid({ pos = {4, y}, size = {wid-8, (h-4) - y}, color = nadmin.colors.gui.health }) draw.RoundedBox(0, 0, 0, wid, 4, nadmin.colors.gui.theme) draw.Text({ text = LocalPlayer():Health(), font = "nadmin_hud", pos = {(wid/2) - 1, h-8}, xalign = TEXT_ALIGN_CENTER, yalign = TEXT_ALIGN_BOTTOM, color = Color(0, 0, 0, 150) }) for i = 1, 9 do local y = ((h - 8) / 10) * i draw.RoundedBox(0, 4, 2 + y, nadmin:Ternary(i == 5, 16, 8), 4, Color(0, 0, 0, 150)) end local x = wid if LocalPlayer():Armor() > 0 then x = x + wid - 4 draw.RoundedBox(0, wid-4, 0, wid, h, nadmin.colors.gui.theme) draw.RoundedBox(0, wid, 4, wid-8, h-8, nadmin:DarkenColor(nadmin.colors.gui.theme, 25)) local y = (h-4) - ((h-4) * ar) draw.Fluid({ pos = {wid, y}, size = {wid-9, (h-4) - y}, color = nadmin.colors.gui.armor }) draw.RoundedBox(0, wid-4, 0, wid, 4, nadmin.colors.gui.theme) draw.Text({ text = LocalPlayer():Armor(), font = "nadmin_hud", pos = {(wid*1.5) - 5, h-8}, xalign = TEXT_ALIGN_CENTER, yalign = TEXT_ALIGN_BOTTOM, color = Color(0, 0, 0, 150) }) for i = 1, 9 do local y = ((h - 8) / 10) * i draw.RoundedBox(0, wid, 2 + y, nadmin:Ternary(i == 5, 16, 8), 4, Color(0, 0, 0, 150)) end end if nadmin.plugins.levels then local info = LocalPlayer():GetLevel() local xp = math.Clamp(info.xp/info.need, 0, 1) draw.RoundedBox(0, x, 0, 8, h, nadmin.colors.gui.theme) draw.RoundedBox(0, x, 4, 4, h - 8, nadmin:AlphaColor(nadmin.colors.gui.xp, 50)) local y = (h-4) - ((h-8)*xp) draw.RoundedBox(0, x, y, 4, h - 4 - y, nadmin.colors.gui.xp) end end }, right = { height = 128, draw = function(panel, w, h) if not IsValid(LocalPlayer():GetActiveWeapon()) then return end local wep = LocalPlayer():GetActiveWeapon() local left = LocalPlayer():GetAmmoCount(wep:GetPrimaryAmmoType()) if wep:Clip1() < 0 or wep:GetMaxClip1() < 1 then return end local ammo = math.Clamp(wep:Clip1() / wep:GetMaxClip1(), 0, 1) local wid = h * 0.8 draw.RoundedBox(0, w - wid, 0, wid, h, nadmin.colors.gui.theme) draw.RoundedBox(0, w - wid + 4, 4, wid - 8, h - 8, nadmin:DarkenColor(nadmin.colors.gui.theme, 25)) local y = (h-4) - ((h-4) * ammo) draw.Fluid({ pos = {w - wid + 3, y}, size = {wid-8, (h-4) - y}, color = nadmin.colors.gui.ammo }) draw.RoundedBox(0, w - wid, 0, wid, 4, nadmin.colors.gui.theme) for i = 1, 9 do local y = ((h - 8) / 10) * i draw.RoundedBox(0, w - wid + 4, 2 + y, nadmin:Ternary(i == 5, 16, 8), 4, Color(0, 0, 0, 150)) end surface.SetFont("nadmin_hud_small") local current = tostring(wep:Clip1()) .. "/" .. tostring(wep:GetMaxClip1()) local width, height = surface.GetTextSize(current) draw.Text({ text = current, font = "nadmin_hud_small", pos = {w - wid/2, (h - 7) - height}, xalign = TEXT_ALIGN_CENTER, yalign = TEXT_ALIGN_BOTTOM, color = Color(0, 0, 0, 150) }) draw.Text({ text = "(" .. tostring(left) .. ")", font = "nadmin_hud_small", pos = {w - wid/2, h - 7}, xalign = TEXT_ALIGN_CENTER, yalign = TEXT_ALIGN_BOTTOM, color = Color(0, 0, 0, 150) }) end } }) -- Following HUD never finished, didn't look that great nadmin.hud:CreateCustom({ title = "Skewed (Incomplete)", left = { height = 84, draw = function(panel, w, h) if LocalPlayer():Health() <= 0 then return end draw.NoTexture() -- Health bar local maxWidH = w - 14 local maxWidHT = w * (7/8) local th = nadmin.colors.gui.theme surface.SetDrawColor(th.r, th.g, th.b) surface.DrawPoly({ {x = 0, y = h-32}, {x = maxWidHT, y = h-32}, {x = w, y = h}, {x = 0, y = h} }) local hp = nadmin.colors.gui.health surface.SetDrawColor(hp.r, hp.g, hp.b, 25) surface.DrawPoly({ {x = 4, y = h-28}, {x = maxWidHT, y = h-28}, {x = maxWidH, y = h-4}, {x = 4, y = h-4} }) local health = math.Clamp(LocalPlayer():Health() / LocalPlayer():GetMaxHealth(), 0, 1) * maxWidH surface.SetDrawColor(hp.r, hp.g, hp.b) surface.DrawPoly({ {x = 4, y = h-28}, {x = math.Clamp(health - (maxWidH - maxWidHT), 4, maxWidHT), y = h-28}, {x = math.Clamp(health, 4, maxWidH), y = h-4}, {x = 4, y = h-4} }) -- Armor bar if LocalPlayer():Armor() > 0 then local maxWidA = maxWidHT local maxWidAT = w surface.SetDrawColor(th.r, th.g, th.b) surface.DrawPoly({ {x = 0, y = h-64}, {x = maxWidAT, y = h-64}, {x = maxWidA, y = h-32}, {x = 0, y = h-32} }) local ar = nadmin.colors.gui.armor surface.SetDrawColor(ar.r, ar.g, ar.b, 25) surface.DrawPoly({ {x = 4, y = h-60}, {x = maxWidAT - 14, y = h-60}, {x = maxWidA - 4, y = h-36}, {x = 4, y = h-36} }) local armor = math.Clamp(LocalPlayer():Armor() / 100, 0, 1) * maxWidAT - 14 surface.SetDrawColor(ar.r, ar.g, ar.b) surface.DrawPoly({ {x = 4, y = h-60}, {x = math.Clamp(armor - (maxWidA - maxWidAT), 4, maxWidAT), y = h-60}, {x = math.Clamp(armor, 4, maxWidA - 4), y = h-36}, {x = 4, y = h-36} }) if nadmin.plugins.levels then draw.RoundedBox(0, 4, h - 34, maxWidHT - 8, 4, nadmin:AlphaColor(nadmin.colors.gui.xp, 25)) end else end -- surface.SetDrawColor(nadmin.colors.gui.theme.r, nadmin.colors.gui.theme.g, nadmin.colors.gui.theme.b) -- draw.NoTexture() -- surface.DrawPoly({ -- {x = 16, y = 0}, -- {x = w, y = 0}, -- {x = w-h, y = h}, -- {x = 16, y = h} -- }) -- local hp = nadmin.colors.gui.health -- surface.SetDrawColor(hp.r, hp.g, hp.b, 25) -- local hpPoly = { -- {x = 40, y = 4}, -- {x = w-8, y = 4}, -- {x = w-40, y = 36}, -- {x = 40, y = 36} -- } -- surface.DrawPoly(hpPoly) -- surface.SetDrawColor(hp.r, hp.g, hp.b) -- local health = math.Clamp(LocalPlayer():Health()/LocalPlayer():GetMaxHealth(), 0, 1) -- hpPoly[2].x = (w-8) * health -- hpPoly[3].x = (w-8) * health - 32 -- surface.DrawPoly(hpPoly) -- local ar = nadmin.colors.gui.armor -- surface.SetDrawColor(ar.r, ar.g, ar.b, 25) -- local arPoly = { -- {x = 40, y = 44}, -- {x = w-50, y = 44}, -- {x = w-h-2, y = h-4}, -- {x = 40, y = h-4} -- } -- surface.DrawPoly(arPoly) -- draw.RoundedBox(0, 0, 0, 32, h, nadmin.colors.gui.theme) end }, right = { height = 40, draw = function(self, w, h) end } }) end
BuildEnv(...) Profile = Addon:NewModule('Profile', 'AceEvent-3.0', 'LibInvoke-1.0') function Profile:OnInitialize() local db = { global = { firstLogin = true, planList = {}, trackList = {}, friend = {}, realmFeed = {}, worldFeed = {}, serverData = {}, }, profile = { settings = { objectives = true, mountBlip = false, petBlip = false, autoTrack = true, }, recommend = {}, showRecomment = 0, } } self.planList = {} self.trackList = {} self.recommend = {} self.db = LibStub('AceDB-3.0'):New('COLLECTOR_DB', db) ---- old var self.db.profile.settings.blip = nil self.db.RegisterCallback(self, 'OnDatabaseShutdown') end function Profile.Invoke:OnEnable() ---- PlanList for i, v in ipairs(self.db.global.planList) do local plan = Plan:Get(split(v)) if not plan:GetObject():IsCollected() then tinsert(self.planList, plan) end end ---- TrackList for i, v in ipairs(self.db.global.trackList) do local plan = Plan:Get(split(v)) if not plan:GetObject():IsCollected() then tinsert(self.trackList, plan) end end ---- Friend Feed local bnids = {} for i = 1, BNGetNumFriends() do local id, _, battleTag = BNGetFriendInfo(i) if battleTag then bnids[battleTag] = id end end local function makeCollectList(list) for i, v in ipairs(list) do list[i] = Collect:New(split(v)) end return list end for k, v in pairs(self.db.global.friend) do local id = not k:find('#', nil, true) and Ambiguate(k, 'none') or bnids[k] if id then local friend = Friend:Get(id) friend:SetQueryStamp(v.queryStamp) friend:SetFeedList(makeCollectList(v.feedList)) friend:SetPlanList(makeCollectList(v.planList)) end end ---- Realm Feed local realm = self:GetCurrentRealm() do local db = self.db.global.realmFeed[realm] if db then for k, v in pairs(db) do local collectType, id = split(k) local item = Addon:GetCollectTypeClass(collectType):Get(id) item:SetRealmFeedList(DecodeTargetList(v)) end end end ---- World Feed do for k, v in pairs(self.db.global.worldFeed) do local collectType, id, stamp = split(k) local item = Addon:GetCollectTypeClass(collectType):Get(id) item:SetQueryStamp(stamp) item:SetWorldFeedList(DecodeTargetList(v)) end end ----- firstLogin if self.db.global.firstLogin then self.db.global.firstLogin = false self:SendMessage('COLLECTOR_FIRST_LOGIN') end ----- recommend do local key = date('%Y-%m-%d') if self.db.profile.recommend[key] then for _, line in ipairs(self.db.profile.recommend[key]) do local collectType, id, text = split(line) local item = Addon:GetCollectTypeClass(collectType):Get(id) item:SetRecommend(key, text) end self:SendMessage('COLLECTOR_RECOMMEND_UPDATE') end end ---- settings local keys = { 'mountBlip', 'petBlip', 'objectives', 'autoTrack' } for _, key in ipairs(keys) do self:SendMessage('COLLECTOR_SETTING_UPDATE', key, self:GetVar(key)) end end function Profile:GetCurrentRealm() local realms = GetAutoCompleteRealms() return (not realms or not realms[1]) and GetRealmName() or realms[1] end function Profile:OnDatabaseShutdown() wipe(self.db.global.planList) wipe(self.db.global.trackList) wipe(self.db.global.friend) wipe(self.db.global.worldFeed) wipe(self.db.profile.recommend) for i, plan in ipairs(self.planList) do self.db.global.planList[i] = plan:GetToken() end for i, plan in ipairs(self.trackList) do self.db.global.trackList[i] = plan:GetToken() end ---- Friend Feed for _, friend in Friend:IterateObjects() do local key = friend:GetDBKey() if key and not friend:IsQueryTimeOut() then self.db.global.friend[key] = friend:ToDB() end end ---- Realm Feed local feedKlasses = { Mount, Pet } local realm = self:GetCurrentRealm() do local db = {} self.db.global.realmFeed[realm] = db for _, mount in Mount:IterateObjects() do db[mount:GetDBKey()] = mount:GetRealmFeedDB() end end ---- World Feed do for _, klass in ipairs(feedKlasses) do for _, obj in klass:IterateObjects() do if not obj:IsQueryTimeOut() then self.db.global.worldFeed[obj:GetDBKey(true)] = obj:GetWorldFeedDB() end end end end ---- recommend do for _, mount in Mount:IterateObjects() do local key = mount:IsRecommend() if key then self.db.profile.recommend[key] = self.db.profile.recommend[key] or {} tinsert(self.db.profile.recommend[key], mount:GetDBKey() .. ':' .. mount:GetRecommendKey()) end end end end function Profile:GetPlanList() return self.planList end function Profile:AddPlan(collectType, id) tinsert(self.planList, Plan:Get(collectType, id)) self:SendMessage('COLLECTOR_PLAN_ADDED', collectType, id) self:SendMessage('COLLECTOR_PLANLIST_UPDATE') if self:GetVar('autoTrack') then self:AddTrack(collectType, id) end end function Profile:DelPlan(collectType, id) local plan = Plan:Get(collectType, id) local index = tIndexOf(self.planList, plan) if not index then return end tremove(self.planList, index) self:SendMessage('COLLECTOR_PLAN_DELETED', collectType, id) self:SendMessage('COLLECTOR_PLANLIST_UPDATE') self:DelTrack(collectType, id) end function Profile:AddOrDelPlan(collectType, id) if self:IsInPlan(collectType, id) then self:DelPlan(collectType, id) else self:AddPlan(collectType, id) end end function Profile:IsInPlan(collectType, id) return tContains(self.planList, Plan:Get(collectType, id)) end function Profile:GetTrackList() return self.trackList end function Profile:AddTrack(collectType, id) tinsert(self.trackList, Plan:Get(collectType, id)) self:SendMessage('COLLECTOR_TRACK_ADDED', collectType, id) self:SendMessage('COLLECTOR_TRACKLIST_UPDATE') end function Profile:DelTrack(collectType, id) tDeleteItem(self.trackList, Plan:Get(collectType, id)) self:SendMessage('COLLECTOR_TRACK_DELETED', collectType, id) self:SendMessage('COLLECTOR_TRACKLIST_UPDATE') end function Profile:AddOrDelTrack(collectType, id) if self:IsInTrack(collectType, id) then self:DelTrack(collectType, id) else self:AddTrack(collectType, id) end end function Profile:IsInTrack(collectType, id) return tContains(self.trackList, Plan:Get(collectType, id)) end function Profile:MovePlanToTop(collectType, id) local plan = Plan:Get(collectType, id) tDeleteItem(self.planList, plan) tinsert(self.planList, 1, plan) self:SendMessage('COLLECTOR_PLANLIST_UPDATE') end function Profile:GetServerData() return self.db.global.serverData end function Profile:SetVar(key, value) self.db.profile.settings[key] = value self:SendMessage('COLLECTOR_SETTING_UPDATE', key, value) end function Profile:GetVar(key) return self.db.profile.settings[key] end do local blipData = { { key = 'mountBlip', type = COLLECT_TYPE_MOUNT }, { key = 'petBlip', type = COLLECT_TYPE_PET }, } local blipKlassesCache = setmetatable({}, {__index = function(t, k) t[k] = {} for i, v in ipairs(blipData) do local b = bit.band(k, bit.lshift(1, i-1)) if b > 0 then t[k][v.type] = true end end return t[k] end}) function Profile:GetBlipClasses() local b = 0 for i, v in ipairs(blipData) do if self:GetVar(v.key) then b = bit.bor(b, bit.lshift(1, i-1)) end end return blipKlassesCache[b] end end function Profile:IsRecommendShown() local t = date('*t') t.hour = 0 t.min = 0 t.sec = 0 t = time(t) local r = self.db.profile.showRecomment == t self.db.profile.showRecomment = t return r end
----------------------------------- -- Area: Port Bastok -- NPC: Paujean -- Starts & Finishes Quest: Silence of the Rams -- !pos -93.738 4.649 34.373 236 ----------------------------------- local ID = require("scripts/zones/Port_Bastok/IDs") require("scripts/globals/settings") require("scripts/globals/quests") require("scripts/globals/titles") ----------------------------------- function onTrade(player, npc, trade) local SilenceOfTheRams = player:getQuestStatus(BASTOK, tpz.quest.id.bastok.SILENCE_OF_THE_RAMS) if (SilenceOfTheRams == QUEST_ACCEPTED) then local count = trade:getItemCount() local LumberingHorn = trade:hasItemQty(910, 1) local RampagingHorn = trade:hasItemQty(911, 1) if (LumberingHorn == true and RampagingHorn == true and count == 2) then player:startEvent(196) end end end function onTrigger(player, npc) local SilenceOfTheRams = player:getQuestStatus(BASTOK, tpz.quest.id.bastok.SILENCE_OF_THE_RAMS) local WildcatBastok = player:getCharVar("WildcatBastok") if (player:getQuestStatus(BASTOK, tpz.quest.id.bastok.LURE_OF_THE_WILDCAT) == QUEST_ACCEPTED and player:getMaskBit(WildcatBastok, 2) == false) then player:startEvent(355) elseif (SilenceOfTheRams == QUEST_AVAILABLE and player:getFameLevel(NORG) >= 2) then player:startEvent(195) elseif (SilenceOfTheRams == QUEST_ACCEPTED) then player:showText(npc, ID.text.PAUJEAN_DIALOG_1) else player:startEvent(25) end end function onEventUpdate(player, csid, option) -- printf("CSID2: %u", csid) -- printf("RESULT2: %u", option) end function onEventFinish(player, csid, option) if (csid == 195) then player:addQuest(BASTOK, tpz.quest.id.bastok.SILENCE_OF_THE_RAMS) elseif (csid == 196) then player:tradeComplete() player:completeQuest(BASTOK, tpz.quest.id.bastok.SILENCE_OF_THE_RAMS) player:addFame(3, 125) player:addItem(13201) player:messageSpecial(ID.text.ITEM_OBTAINED, 13201) player:addTitle(tpz.title.PURPLE_BELT) elseif (csid == 355) then player:setMaskBit(player:getCharVar("WildcatBastok"), "WildcatBastok", 2, true) end end
-- ============================================================= -- Copyright Roaming Gamer, LLC. 2008-2018 (All Rights Reserved) -- ============================================================= -- Actions Library - Target Acquisition Functions -- ============================================================= local target = {} _G.ssk.actions = _G.ssk.actions or {} _G.ssk.actions.target = target -- Forward Declarations local angle2Vector = ssk.math2d.angle2Vector local vector2Angle = ssk.math2d.vector2Angle local scaleVec = ssk.math2d.scale local addVec = ssk.math2d.add local subVec = ssk.math2d.sub local getNormals = ssk.math2d.normals local lenVec = ssk.math2d.length local len2Vec = ssk.math2d.length2 local normVec = ssk.math2d.normalize local fnn = _G.fnn local isValid = display.isValid -- Lua and Corona local mAbs = math.abs local mRand = math.random local mDeg = math.deg local mRad = math.rad local mCos = math.cos local mSin = math.sin local mAcos = math.acos local mAsin = math.asin local mSqrt = math.sqrt local mCeil = math.ceil local mFloor = math.floor local mAtan2 = math.atan2 local mPi = math.pi local getTimer = system.getTimer -- -- Utility Functions -- -- Set the target manually target.set = function( obj, newTarget ) if( not isValid( obj ) ) then return end obj._target = newTarget end -- Get the target manually target.get = function( obj ) return obj._target end -- -- Actions -- target.loseOnDestroyed = function( obj ) -- Has valid target? Exit now. if( not obj._target.removeSelf ) then obj._target = nil end return obj._target == nil end target.loseAtMaxDistance = function( obj, params ) local maxDist = params.maxDist or math.huge local targets = params.targets maxDist = maxDist ^ 2 local dist = subVec( obj, obj._target ) dist = len2Vec( dist ) if( dist >= maxDist ) then obj._target = nil end return obj._target == nil end target.loseAtMinAlpha = function( obj, params ) -- If alpha below 'minAlpha' lose this target if( obj._target.alpha <= (params.alpha or 0.5) ) then obj._target = nil end return obj._target == nil end target.loseNotVisible = function( obj ) -- If not visible, lose this target if( obj._target.isVisible == false) then obj._target = nil end return obj._target == nil end -- Acquire nearest target from queue target.acquireNearest = function( obj, params ) if( not isValid( obj ) ) then return end if( not params or not params.targets ) then return end obj._target = nil local maxDist = params.maxDist or math.huge local targets = params.targets maxDist = maxDist ^ 2 local newTarget local dist local pairs = pairs for k,v in pairs( targets ) do if( isValid( v ) and not v._targeter ) then dist = subVec( obj, v ) dist = len2Vec( dist ) if( dist <= maxDist ) then maxDist = dist newTarget = v end end end obj._target = newTarget return (obj._target ~= nil) end -- Acquire nearest target from queue target.acquireRandom = function( obj, params ) if( not isValid( obj ) ) then return end if( not params or not params.targets ) then return end obj._target = nil local targets = params.targets local tmpTargets = {} if(#targets > 0) then tmpTargets = targets else for k,v in pairs( targets ) do tmpTargets[#tmpTargets+1] = v end end obj._target = table.getRandom( tmpTargets ) return (obj._target ~= nil) end -- -- Debug Actions -- -- Draw line between object and target if there is one target.drawDebugLine = function( obj, params ) if( not isValid( obj ) ) then return end params = params or {} if( obj._lastline ) then display.remove( obj._lastline ) end local group = params.parent or display.currentStage obj._lastline = display.newLine( group, obj.x, obj.y, obj._target.x, obj._target.y ) obj._lastline:toBack() obj._lastline.timer = function( self ) display.remove(self) end timer.performWithDelay( 1, obj._lastline ) end -- Print current distance to target.drawDebugDistanceLabel = function( obj, params ) if( not isValid( obj ) ) then return end params = params or {} if( obj._lasttext ) then display.remove( obj._lasttext ) end local dist = subVec( obj, obj._target ) dist = lenVec( dist ) dist = mFloor( dist + 0.5 ) local group = params.parent or display.currentStage obj._lasttext = display.newText( group, round(dist), obj.x, obj.y, native.systemFont, 14 ) obj._lasttext.x = obj.x + (params.xOffset or 0) obj._lasttext.y = obj.y + (params.yOffset or 0) obj._lasttext.timer = function( self ) display.remove(self) end timer.performWithDelay( 1, obj._lasttext ) end -- Print current distance to target.drawDebugAngleDistanceLabel = function( obj, params ) if( not isValid( obj ) ) then return end params = params or {} if( obj._lasttext ) then display.remove( obj._lasttext ) end local dist = subVec( obj, obj._target ) dist = lenVec( dist ) dist = mFloor( dist + 0.5 ) local group = params.parent or display.currentStage local targetAngle = subVec( obj, obj._target ) targetAngle = vector2Angle( targetAngle ) local angle = mFloor((targetAngle - obj.rotation) + 0.5) angle = (angle + 180) % 360 - 180 obj._lasttext = display.newText( group, "< a:" .. round(angle) .. ", d:" .. round(dist) .. " >", obj.x, obj.y, native.systemFont, 14 ) obj._lasttext.x = obj.x + (params.xOffset or 0) obj._lasttext.y = obj.y + (params.yOffset or 0) obj._lasttext.timer = function( self ) display.remove(self) end timer.performWithDelay( 1, obj._lasttext ) end return target
-- Class for deciding on what actions to take based on the current state, -- using a relatively simple strategy. local BaseAgent = require 'agent.BaseAgent' require 'table' require 'codes.direction' require 'codes.item' require 'codes.menu' require 'codes.terrain' require 'codes.species' require 'codes.weather' require 'dynamicinfo.menuinfo' require 'actions.basicactions' require 'actions.smartactions' require 'utils.pathfinder' require 'utils.messages' local Agent = BaseAgent:__instance__() Agent.name = 'SimpleAgent' -- This function will be called once at startup. If you want your bot to retain -- state or a memory, initialize stuff here! function Agent:init(state, visible) self.path = nil self.targetPos = nil self.targetName = nil end -- Set the target position, with an optional name function Agent:setTargetPos(targetPos, targetName) if not (self.targetPos and targetPos) or not pathfinder.comparePositions(self.targetPos, targetPos) then self.targetPos = targetPos self.path = nil -- Need to calculate a new path end self.targetName = targetName end -- Return the tile under an entity local function tileUnder(entity, layout) return layout[entity.yPosition][entity.xPosition] end -- Decide how to attack an enemy given the circumstances, and perform the action. -- If you're using different Pokemon, it might be sufficient just to rewrite this -- method, and leave the main dungeon-crawling logic as is. function Agent:attackEnemy(enemy, state, visible) basicactions.attack() end -- Perform some actions based on the current state of the dungeon (and the bot's own state) -- This is a very simple sample strategy. Change it to fit your botting needs. function Agent:act(state, visible) -- If in a Yes/No prompt, try to exit if menuinfo.getMenu() == codes.MENU.YesNo then basicactions.selectYesNo(1) self.turnOngoing = true -- Not turn-ending return end -- If trying to learn a new move, don't if menuinfo.getMenu() == codes.MENU.NewMove then basicactions.selectMoveToForget(4, true) self.turnOngoing = true -- Not turn-ending return end local leader = state.player.leader() local leaderRoom = tileUnder(leader, state.dungeon.layout()).room -- If no target position exists, or it's been reached, set it to the stairs if not self.targetPos or pathfinder.comparePositions( {leader.xPosition, leader.yPosition}, self.targetPos) then self:setTargetPos({state.dungeon.stairs()}, 'Stairs') end -- If on the stairs and it's the current target, climb if pathfinder.comparePositions(self.targetPos, {state.dungeon.stairs()}) and pathfinder.comparePositions({leader.xPosition, leader.yPosition}, {state.dungeon.stairs()}) then -- If HP isn't full and it makes sense to rest -- (full belly, non damaging weather, no status), -- then rest if leader.stats.HP < leader.stats.maxHP and leader.belly > 0 and #leader.statuses == 0 and (not ( state.dungeon.conditions.weather() == codes.WEATHER.Sandstorm or state.dungeon.conditions.weather() == codes.WEATHER.Hail ) or state.dungeon.conditions.weatherIsNullified()) then -- Don't rest if there are enemies in the room local enemyInRoom = false for _, enemy in ipairs(state.dungeon.entities.enemies()) do if tileUnder(enemy, state.dungeon.layout()).room == leaderRoom then enemyInRoom = true end end if not enemyInRoom then basicactions.rest(true) return end end -- Otherwise, go up the stairs self:setTargetPos(nil) -- Clear the target basicactions.climbStairs(true) return end -- If there are items in the room, and there's room in the bag, go to pick them up if #state.player.bag() < state.player.bagCapacity() and pathfinder.comparePositions( self.targetPos, {state.dungeon.stairs()}) then if leaderRoom ~= -1 then -- -1 means hallway for _, item in ipairs(state.dungeon.entities.items()) do -- Don't touch Kecleon's stuff if tileUnder(item, state.dungeon.layout()).room == leaderRoom and not item.inShop then -- If a path can't be found, the item is inaccessible; ignore it local path = pathfinder.getPath( state.dungeon.layout(), leader.xPosition, leader.yPosition, item.xPosition, item.yPosition ) if path then self:setTargetPos({item.xPosition, item.yPosition}, codes.ITEM_NAMES[item.itemType]) -- Might as well save the result of the pathfinding -- calculation we just did self.path = pathfinder.getMoves(path) break end end end end end -- If HP is low and there's an Oran Berry in the bag, eat it if leader.stats.HP <= leader.stats.maxHP - 100 then if smartactions.useItemTypeIfPossible(codes.ITEM.OranBerry, state, true) then return end end -- If belly is low and there's an Apple in the bag, eat it if leader.belly <= 50 then if smartactions.useItemTypeIfPossible(codes.ITEM.Apple, state, true) then return end end -- If all moves are out of PP and there's a Max Elixir in the bag, use it local remainingPP = 0 for _, move in ipairs(leader.moves) do remainingPP = remainingPP + move.PP end if remainingPP == 0 then if smartactions.useItemTypeIfPossible(codes.ITEM.MaxElixir, state, true) then return end end -- If an enemy is nearby, attack it (unless it's a shopkeeper/ally) for _, enemy in ipairs(state.dungeon.entities.enemies()) do if not enemy.isShopkeeper and not enemy.isAlly and pathfinder.stepDistance( {leader.xPosition, leader.yPosition}, {enemy.xPosition, enemy.yPosition}) <= 1 then -- Step distance is quick to calculate, but isn't 100% accurate. We -- really need to check that the actual path distance is 1. That way -- we won't try to (regular) attack around corners. We can attack -- even if the enemy is standing on water/lava/chasm, so count that -- as "walkable" for this calculation along with normal terrain local pathToEnemy = pathfinder.getPath( state.dungeon.layout(), leader.xPosition, leader.yPosition, enemy.xPosition, enemy.yPosition, function(terrain) return terrain == codes.TERRAIN.Normal or terrain == codes.TERRAIN.WaterOrLava or terrain == codes.TERRAIN.Chasm end ) -- Exists, and just includes start and end, so path length is 1 if pathToEnemy and #pathToEnemy == 2 then local direction = pathfinder.getDirection( enemy.xPosition-leader.xPosition, enemy.yPosition-leader.yPosition ) if leader.direction ~= direction then basicactions.face(direction) end messages.report('Attacking enemy ' .. codes.SPECIES_NAMES[enemy.features.species] .. '.') self:attackEnemy(enemy, state, visible) return end end end -- If nothing of interest is nearby, keep moving toward the target if not self.path or #self.path == 0 or not pathfinder.comparePositions( {leader.xPosition, leader.yPosition}, self.path[1].start) then -- Path is nonexistent or obsolete. Find a new path local path = pathfinder.getPath( state.dungeon.layout(), leader.xPosition, leader.yPosition, unpack(self.targetPos) ) if not path then error('Something went wrong. Unable to find path.') end self.path = pathfinder.getMoves(path) end if #self.path > 0 then -- Not already on target local text = 'Moving toward target' if self.targetName then text = text .. ': ' .. self.targetName end text = text .. '.' messages.report(text) local direction = table.remove(self.path, 1).direction basicactions.walk(direction) end end return Agent
-- This module implements the flow metering app, which records -- IP flows as part of an IP flow export program. module(..., package.seeall) local bit = require("bit") local ffi = require("ffi") local pf = require("pf") local consts = require("apps.lwaftr.constants") local lib = require("core.lib") local ntohs = lib.ntohs local htonl, htons = lib.htonl, lib.htons local function htonq(v) return bit.bswap(v + 0ULL) end local function ptr_to(ctype) return ffi.typeof('$*', ctype) end local debug = lib.getenv("FLOW_EXPORT_DEBUG") local IP_PROTO_TCP = 6 local IP_PROTO_UDP = 17 local IP_PROTO_SCTP = 132 -- These constants are taken from the lwaftr constants module, which -- is maybe a bad dependency but sharing code is good -- TODO: move constants somewhere else? lib? local ethertype_ipv4 = consts.ethertype_ipv4 local ethertype_ipv6 = consts.ethertype_ipv6 local ethernet_header_size = consts.ethernet_header_size local ipv6_fixed_header_size = consts.ipv6_fixed_header_size local o_ethernet_ethertype = consts.o_ethernet_ethertype local o_ipv4_total_length = consts.o_ipv4_total_length local o_ipv4_ver_and_ihl = consts.o_ipv4_ver_and_ihl local o_ipv4_proto = consts.o_ipv4_proto local o_ipv4_src_addr = consts.o_ipv4_src_addr local o_ipv4_dst_addr = consts.o_ipv4_dst_addr local o_ipv6_payload_len = consts.o_ipv6_payload_len local o_ipv6_next_header = consts.o_ipv6_next_header local o_ipv6_src_addr = consts.o_ipv6_src_addr local o_ipv6_dst_addr = consts.o_ipv6_dst_addr local function string_parser(str) local idx = 1 local quote = ('"'):byte() local ret = {} function ret.consume_upto(char) local start_idx = idx local byte = char:byte() while str:byte(idx) ~= byte do if str:byte(idx) == quote then idx = idx + 1 while str:byte(idx) ~= quote do idx = idx + 1 end end idx = idx + 1 end idx = idx + 1 return string.sub(str, start_idx, idx - 2) end function ret.is_done() return idx > str:len() end return ret end -- Parse out available IPFIX fields. local function make_ipfix_element_map() local elems = require("apps.ipfix.ipfix_information_elements_inc") local parser = string_parser(elems) local map = {} while not parser.is_done() do local id = parser.consume_upto(",") local name = parser.consume_upto(",") local data_type = parser.consume_upto(",") for i=1,8 do parser.consume_upto(",") end parser.consume_upto("\n") map[name] = { id = id, data_type = data_type } end return map end local ipfix_elements = make_ipfix_element_map() local swap_fn_env = { htons = htons, htonl = htonl, htonq = htonq } -- Create a table describing the information needed to create -- flow templates and data records. local function make_template_info(spec) -- Representations of IPFIX IEs. local ctypes = { unsigned8 = 'uint8_t', unsigned16 = 'uint16_t', unsigned32 = 'uint32_t', unsigned64 = 'uint64_t', ipv4Address = 'uint8_t[4]', ipv6Address = 'uint8_t[16]', dateTimeMilliseconds = 'uint64_t' } local bswap = { uint16_t='htons', uint32_t='htonl', uint64_t='htonq' } -- the contents of the template records we will send -- there is an ID & length for each field local length = 2 * (#spec.keys + #spec.values) local buffer = ffi.new("uint16_t[?]", length) -- octets in a data record local data_len = 0 local swap_fn = {} local function process_fields(buffer, fields, struct_def, types, swap_tmpl) for idx, name in ipairs(fields) do local entry = ipfix_elements[name] local ctype = assert(ctypes[entry.data_type], 'unimplemented: '..entry.data_type) data_len = data_len + ffi.sizeof(ctype) buffer[2 * (idx - 1)] = htons(entry.id) buffer[2 * (idx - 1) + 1] = htons(ffi.sizeof(ctype)) table.insert(struct_def, '$ '..name..';') table.insert(types, ffi.typeof(ctype)) if bswap[ctype] then table.insert(swap_fn, swap_tmpl:format(name, bswap[ctype], name)) end end end table.insert(swap_fn, 'return function(o)') local key_struct_def = { 'struct {' } local key_types = {} process_fields(buffer, spec.keys, key_struct_def, key_types, 'o.key.%s = %s(o.key.%s)') table.insert(key_struct_def, '} __attribute__((packed))') local value_struct_def = { 'struct {' } local value_types = {} process_fields(buffer + #spec.keys * 2, spec.values, value_struct_def, value_types, 'o.value.%s = %s(o.value.%s)') table.insert(value_struct_def, '} __attribute__((packed))') table.insert(swap_fn, 'end') local key_t = ffi.typeof(table.concat(key_struct_def, ' '), unpack(key_types)) local value_t = ffi.typeof(table.concat(value_struct_def, ' '), unpack(value_types)) local record_t = ffi.typeof( 'struct { $ key; $ value; } __attribute__((packed))', key_t, value_t) gen_swap_fn = loadstring(table.concat(swap_fn, '\n')) setfenv(gen_swap_fn, swap_fn_env) assert(ffi.sizeof(record_t) == data_len) return { id = spec.id, field_count = #spec.keys + #spec.values, buffer = buffer, buffer_len = length * 2, data_len = data_len, key_t = key_t, value_t = value_t, record_t = record_t, record_ptr_t = ptr_to(record_t), swap_fn = gen_swap_fn(), match = pf.compile_filter(spec.filter) } end local uint16_ptr_t = ffi.typeof('uint16_t *') local function get_ipv4_ihl(l3) return bit.band((l3 + o_ipv4_ver_and_ihl)[0], 0x0f) end local function get_ipv4_protocol(l3) return l3[o_ipv4_proto] end local function get_ipv6_next_header(l3) return l3[o_ipv6_next_header] end local function get_ipv4_src_addr_ptr(l3) return l3 + o_ipv4_src_addr end local function get_ipv4_dst_addr_ptr(l3) return l3 + o_ipv4_dst_addr end local function get_ipv6_src_addr_ptr(l3) return l3 + o_ipv6_src_addr end local function get_ipv6_dst_addr_ptr(l3) return l3 + o_ipv6_dst_addr end local function read_ipv4_src_address(l3, dst) ffi.copy(dst, get_ipv4_src_addr_ptr(l3), 4) end local function read_ipv4_dst_address(l3, dst) ffi.copy(dst, get_ipv4_dst_addr_ptr(l3), 4) end local function read_ipv6_src_address(l3, dst) ffi.copy(dst, get_ipv6_src_addr_ptr(l3), 16) end local function read_ipv6_dst_address(l3, dst) ffi.copy(dst, get_ipv6_dst_addr_ptr(l3), 16) end local function get_tcp_src_port(l4) return ntohs(ffi.cast(uint16_ptr_t, l4)[0]) end local function get_tcp_dst_port(l4) return ntohs(ffi.cast(uint16_ptr_t, l4)[1]) end v4 = make_template_info { id = 256, filter = "ip", keys = { "sourceIPv4Address", "destinationIPv4Address", "protocolIdentifier", "sourceTransportPort", "destinationTransportPort" }, values = { "flowStartMilliseconds", "flowEndMilliseconds", "packetDeltaCount", "octetDeltaCount"} } function v4.extract(pkt, timestamp, entry) local l2 = pkt.data local l3 = l2 + ethernet_header_size local ihl = get_ipv4_ihl(l3) local l4 = l3 + ihl * 4 -- Fill key. -- FIXME: Try using normal Lua assignment. read_ipv4_src_address(l3, entry.key.sourceIPv4Address) read_ipv4_dst_address(l3, entry.key.destinationIPv4Address) local prot = get_ipv4_protocol(l3) entry.key.protocolIdentifier = prot if prot == IP_PROTO_TCP or prot == IP_PROTO_UDP or prot == IP_PROTO_SCTP then entry.key.sourceTransportPort = get_tcp_src_port(l4) entry.key.destinationTransportPort = get_tcp_dst_port(l4) else entry.key.sourceTransportPort = 0 entry.key.destinationTransportPort = 0 end -- Fill value. entry.value.flowStartMilliseconds = timestamp entry.value.flowEndMilliseconds = timestamp entry.value.packetDeltaCount = 1 -- Measure bytes starting with the IP header. entry.value.octetDeltaCount = pkt.length - ethernet_header_size end function v4.accumulate(dst, new) dst.value.flowEndMilliseconds = new.value.flowEndMilliseconds dst.value.packetDeltaCount = dst.value.packetDeltaCount + 1 dst.value.octetDeltaCount = dst.value.octetDeltaCount + new.value.octetDeltaCount end function v4.tostring(entry) local ipv4 = require("lib.protocol.ipv4") local key = entry.key local protos = { [IP_PROTO_TCP]='TCP', [IP_PROTO_UDP]='UDP', [IP_PROTO_SCTP]='SCTP' } return string.format( "%s (%d) -> %s (%d) [%s]", ipv4:ntop(key.sourceIPv4Address), key.sourceTransportPort, ipv4:ntop(key.destinationIPv4Address), key.destinationTransportPort, protos[key.protocolIdentifier] or tostring(key.protocolIdentifier)) end v6 = make_template_info { id = 257, filter = "ip6", keys = { "sourceIPv6Address", "destinationIPv6Address", "protocolIdentifier", "sourceTransportPort", "destinationTransportPort" }, values = { "flowStartMilliseconds", "flowEndMilliseconds", "packetDeltaCount", "octetDeltaCount" } } function v6.extract(pkt, timestamp, entry) local l2 = pkt.data local l3 = l2 + ethernet_header_size -- TODO: handle chained headers local l4 = l3 + ipv6_fixed_header_size -- Fill key. -- FIXME: Try using normal Lua assignment. read_ipv6_src_address(l3, entry.key.sourceIPv6Address) read_ipv6_dst_address(l3, entry.key.destinationIPv6Address) local prot = get_ipv6_next_header(l3) entry.key.protocolIdentifier = prot if prot == IP_PROTO_TCP or prot == IP_PROTO_UDP or prot == IP_PROTO_SCTP then entry.key.sourceTransportPort = get_tcp_src_port(l4) entry.key.destinationTransportPort = get_tcp_dst_port(l4) else entry.key.sourceTransportPort = 0 entry.key.destinationTransportPort = 0 end -- Fill value. entry.value.flowStartMilliseconds = timestamp entry.value.flowEndMilliseconds = timestamp entry.value.packetDeltaCount = 1 -- Measure bytes starting with the IP header. entry.value.octetDeltaCount = pkt.length - ethernet_header_size end function v6.accumulate(dst, new) dst.value.flowEndMilliseconds = new.value.flowEndMilliseconds dst.value.packetDeltaCount = dst.value.packetDeltaCount + 1 dst.value.octetDeltaCount = dst.value.octetDeltaCount + new.value.octetDeltaCount end function v6.tostring(entry) local ipv6 = require("lib.protocol.ipv6") local key = entry.key local protos = { [IP_PROTO_TCP]='TCP', [IP_PROTO_UDP]='UDP', [IP_PROTO_SCTP]='SCTP' } return string.format( "%s (%d) -> %s (%d) [%s]", ipv6:ntop(key.sourceIPv6Address), key.sourceTransportPort, ipv6:ntop(key.destinationIPv6Address), key.destinationTransportPort, protos[key.protocolIdentifier] or tostring(key.protocolIdentifier)) end function selftest() print('selftest: apps.ipfix.template') local datagram = require("lib.protocol.datagram") local ether = require("lib.protocol.ethernet") local ipv4 = require("lib.protocol.ipv4") local ipv6 = require("lib.protocol.ipv6") local udp = require("lib.protocol.udp") local packet = require("core.packet") local function test(src_ip, dst_ip, src_port, dst_port) local is_ipv6 = not not src_ip:match(':') local proto = is_ipv6 and ethertype_ipv6 or ethertype_ipv4 local eth = ether:new({ src = ether:pton("00:11:22:33:44:55"), dst = ether:pton("55:44:33:22:11:00"), type = proto }) local ip if is_ipv6 then ip = ipv6:new({ src = ipv6:pton(src_ip), dst = ipv6:pton(dst_ip), next_header = IP_PROTO_UDP, ttl = 64 }) else ip = ipv4:new({ src = ipv4:pton(src_ip), dst = ipv4:pton(dst_ip), protocol = IP_PROTO_UDP, ttl = 64 }) end local udp = udp:new({ src_port = src_port, dst_port = dst_port }) local dg = datagram:new() dg:push(udp) dg:push(ip) dg:push(eth) local pkt = dg:packet() assert(v4.match(pkt.data, pkt.length) == not is_ipv6) assert(v6.match(pkt.data, pkt.length) == is_ipv6) local templ = is_ipv6 and v6 or v4 local entry = templ.record_t() local timestamp = 13 templ.extract(pkt, 13, entry) if is_ipv6 then assert(ip:src_eq(entry.key.sourceIPv6Address)) assert(ip:dst_eq(entry.key.destinationIPv6Address)) else assert(ip:src_eq(entry.key.sourceIPv4Address)) assert(ip:dst_eq(entry.key.destinationIPv4Address)) end assert(entry.key.protocolIdentifier == IP_PROTO_UDP) assert(entry.key.sourceTransportPort == src_port) assert(entry.key.destinationTransportPort == dst_port) assert(entry.value.flowStartMilliseconds == timestamp) assert(entry.value.flowEndMilliseconds == timestamp) assert(entry.value.packetDeltaCount == 1) assert(entry.value.octetDeltaCount == pkt.length - ethernet_header_size) packet.free(pkt) end for i=1, 100 do local src_ip, dst_ip if math.random(1,2) == 1 then src_ip = string.format("192.168.1.%d", math.random(1, 254)) dst_ip = string.format("10.0.0.%d", math.random(1, 254)) else src_ip = string.format("2001:4860:4860::%d", math.random(1000, 9999)) dst_ip = string.format("2001:db8::ff00:42:%d", math.random(1000, 9999)) end local src_port, dst_port = math.random(1, 65535), math.random(1, 65535) test(src_ip, dst_ip, src_port, dst_port) end print("selftest ok") end
--[[ Copyright © 2018, Langly of Quetzalcoatl All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of React nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL Langly BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ]] -- Future: Find a successful event to trigger unbusy() for casting and abilities. (Action Complete packet most likely) -- Added trading if set to slave (for cells) -- Correct the issue where trading multiple times for displacers if more than 1 stack exists. -- Fixed: Corrected issue with 'falls to the ground' from DoT. - 8.30.2018 -- Fixed: Added in Displacer usage per fight. - 8.4.2018 -- Fixed: Pyxis delay for large parties/alliances - 7.30.2018 -- Fixed: Build pet ID's into party list for detection of mob death - 7.28.2018 _addon.name = 'AutoWatch' _addon.author = 'Langly' _addon.version = '1.10' _addon.date = '10.11.2018' _addon.commands = {'autowatch', 'aw'} packets = require('packets') pack = require('pack') config = require('config') files = require('files') res = require('resources') texts = require('texts') extdata = require('extdata') require('coroutine') require('tables') require('strings') require('logger') require('sets') ---------------------------------------------------------------- -- Globals ---------------------------------------------------------------- -- Text Setup defaults = {} defaults.display = {} defaults.display.pos = {} defaults.display.pos.x = 0 defaults.display.pos.y = 0 defaults.display.bg = {} defaults.display.bg.red = 0 defaults.display.bg.green = 0 defaults.display.bg.blue = 0 defaults.display.bg.alpha = 150 defaults.display.text = {} defaults.display.text.font = 'Arial' defaults.display.text.red = 255 defaults.display.text.green = 255 defaults.display.text.blue = 255 defaults.display.text.alpha = 255 defaults.display.text.size = 9 settings = config.load(defaults) settings:save() text_box = texts.new(settings.display, settings) info = {} -- Character Player = windower.ffxi.get_player() info.player_target = 'None' info.player_displacer = 0 info.player_name = Player.name info.player_hpp = 0 info.player_mpp = 0 info.player_tp = 0 info.player_x = 0 info.player_y = 0 info.player_z = 0 info.busy = false info.status = 'None' info.once = T{} info.limbo2_time = 0 info.settings = {} info.settings.target = 'None' info.settings.master = true info.settings.slave = false info.settings.leech = false info.settings.actions = T{} info.settings.trusts = T{} info.settings.should_engage = true info.settings.displacer = 0 info.settings.rubicund = 0 info.settings.cells = false ---------------------------------------------------------------- -- Automation Params ---------------------------------------------------------------- switch = false busy = false command_delay = 0 target = {} runtarget = {} pyxis_delay = 0 use_displacers = 0 windower.register_event('load', function() initialize() profile = files.new(Player.name..'_'..Player.main_job..'.lua') notice('Welcome to AutoWatch, type //aw help for a list of commands.') if profile:exists() then notice('Using configurations specified in: '..Player.name..'_'..Player.main_job..'.lua') else notice('Generated configuration file.') profile:write('return ' .. T(info.settings):tovstring()) end info.settings = require(Player.name..'_'..Player.main_job) end) function initialize(text, settings) local infobox = L{} infobox:append(' Character: ${player_name|None} Status: ${status|None}') infobox:append(' Vitals > HPP: ${player_hpp|0} MPP: ${player_mpp|0} TP: ${player_tp|0}') infobox:append(' Position > X: ${player_x|0} Y: ${player_y|0} Z: ${player_z|0}') infobox:append(' Busy: ${busy|false} Target: ${player_target|None}') infobox:append(' ------------------------------------------------------------- ') infobox:append(' AutoWatch: ${switch|Off} Use Displacers: ${displacers|0}') text_box:clear() text_box:append(infobox:concat('\n')) end text_box:register_event('reload', initialize) ---------------------------------------------------------------- -- Commands ---------------------------------------------------------------- windower.register_event('addon command', function (command, ...) command = command and command:lower() local args = T{...} if command == "help" then notice('AutoWatch will smite a VW target ad infinitum.') notice('Provided you have stones available to pop the NM.') notice('Commands: ') notice(' //aw target <name> will set your target.') notice(' //aw start will engage the bot and begin work.') notice(' //aw stop will disengage the bot and let you resume control.') notice(' //aw slave will toggle the bot between active and passive behavior.') notice(' //aw action will add actions to your master/slave lists.') notice(' //Example: //aw action "Tachi: Fudo" tp 1000') notice(' //Example: //aw action "Erratic Flutter" absent Haste') notice(' //Example: //aw action "Ramuh" absent pet') notice(' //Example: //aw action Berserk ready') notice('Please start the bot near the Planar Rift you wish to use.') return end if command == "target" then if args[1] then info.settings.target = args[1] notice('Target: '..args[1]..'.') end update_configuration() return end if command == "start" then if info.settings.target == nil then warning('AutoWatch must have a target to operate.') return end notice('Starting AutoWatch.') switch = true if info.status == 'None' and info.settings.master then info.status = 'Build Party' else info.status = 'Trade Cells' end return end if command == "stop" then notice('Stopping AutoWatch.') switch = false return end if command == 'slave' then if slave then info.settings.slave = false notice('Slave Mode: Off') else info.settings.slave = true info.settings.master = false info.settings.leech = false notice('Slave Mode: On') end update_configuration() return end if command == 'leech' then if leech then info.settings.leech = false notice('Leech Mode: Off') else info.settings.leech = true info.settings.slave = false info.settings.master = false info.settings.should_engage = false notice('Leech Mode: On') end update_configuration() return end if command == 'master' then if master then info.settings.master = false notice('Master Mode: Off') else info.settings.master = true info.settings.slave = false info.settings.leech = false notice('Master Mode: On') end update_configuration() return end if command == "displacer" then local n = tonumber(args[1]) if n then notice('Using displacers: '..n..' per fight.') info.settings.displacer = n update_configuration() return end end if command == "rubicund" then local n = tonumber(args[1]) if n and n <= 1 then notice('Using Rubicund Cells: '..n..' per fight.') info.settings.rubicund = n update_configuration() return else notice('Rubicund can only be 0 or 1.') end end if command == 'engage' then if args[1] then info.settings.should_engage = args[1] notice('This character is set to engage the target: '..args[1]..'.') else if info.settings.should_engage then info.settings.should_engage = false notice('Should engage target: Off') else info.settings.should_engage = true notice('Should engage target: On') end end update_configuration() return end if command == "status" then info.status = args[1] return end if command == "action" then add_action(args) update_configuration() return end if command == 'list' then listrules() return end if command == 'test' then update_configuration() end if command == 'yiss' or command == 'snap' or command == 'shucks' then notice('Blorb.') send_cmd('input /dance4 motion') end if command == 'shit' then send_cmd('input /s Hnggg') end if command == 'trust' then manage_trusts(args) update_configuration() return end end) ---------------------------------------------------------------- -- Events ---------------------------------------------------------------- windower.register_event('outgoing chunk', function(id, data) if id == 0x015 then local p = packets.parse('outgoing', data) info.player_h = p["Rotation"] end end) windower.register_event('prerender', function() update_info_panel() test_limbo2_time() if busy == true then windower.ffxi.run(false) end if switch == true and busy == false then update_status_based_on_role() if info.status == 'Waiting for Pop' then return end if info.settings.master or info.settings.rubicund > 0 then if info.status == 'Build Party' and busy == false and info.settings.master then gather_trusts() end if info.status == 'Trade Cells' and busy == false then if info.settings.displacer > 0 or info.settings.rubicund > 0 then local rift = pick_nearest(get_marray('Planar Rift')) if rift[1].valid_target then face_target(rift[1].id) if distance(rift[1].x,rift[1].y) < 6 then notice('Trading displacers to Rift.') local rubicund_left = info.settings.rubicund local displacer_left = info.settings.displacer local trade_packet = packets.new('outgoing', 0x36, { ['Target'] = rift[1].id, ['Target Index'] = rift[1].index,}) local inventory = windower.ffxi.get_items(0) local idx = 1 for index=1,inventory.max do if inventory[index].id == 3853 and phase_displacers_available() > 0 and displacer_left > 0 then trade_packet['Item Index %d':format(idx)] = index if phase_displacers_available() > info.settings.displacer then trade_packet['Item Count %d':format(idx)] = info.settings.displacer displacer_left = displacer_left - info.settings.displacer else trade_packet['Item Count %d':format(idx)] = phase_displacers_available() displacer_left = displacer_left - phase_displacers_available() end idx = idx + 1 elseif inventory[index].id == 3435 and rubicund_available() > 0 and rubicund_left > 0 then trade_packet['Item Index %d':format(idx)] = index trade_packet['Item Count %d':format(idx)] = 1 idx = idx + 1 rubicund_left = rubicund_left - 1 end end trade_packet['Number of Items'] = idx packets.inject(trade_packet) use_displacers = info.settings.displacer busy = true info.status = 'Attempting Pop' coroutine.schedule(unbusy, 1) return else runto(rift[1]) end end return end if info.settings.displacer == 0 then info.status = 'Attempting Pop' return end end if info.status == 'Attempting Pop' then local rift = pick_nearest(get_marray('Planar Rift')) if rift[1].valid_target then face_target(rift[1].id) if distance(rift[1].x,rift[1].y) < 6 then notice('Injecting 0x01A on Rift.') poke_npc(rift[1].id, rift[1].index) info.status = 'Limbo' busy = true coroutine.schedule(unbusy, 3) return else runto(rift[1]) end end return end end if (not info.settings.leech) then local player = windower.ffxi.get_player() locate_target() if info.status == 'Combat' then if info.settings.should_engage == true then if player.status ~= 1 and target.id then local mob = windower.ffxi.get_mob_by_id(target.id) if mob.valid_target then attack(target.id,target.index) end return end end if player.status == 1 or info.settings.slave then if player.target_locked then send_cmd('input /lockon') end if info.settings.should_engage == true then if busy == true then windower.ffxi.run(false) return end face_target(target.id) check_distance(target.id) end test_actions() return end end end if info.status == 'Pyxis' and busy == false then local pyxis = pick_nearest(get_marray('Riftworn Pyxis')) if pyxis[1].valid_target then notice('Found valid Pyxis.') face_target(pyxis[1].id) if distance(pyxis[1].x,pyxis[1].y) < 6 then notice('Injecting 0x01A on Pyxis after delay.') info.status = 'Limbo2' info.limbo2_time = os.time() coroutine.schedule(poke_pyxis, determine_pyxis_delay()) else notice('Closing in on Pyxis.') runto(pyxis[1]) end end end end end) windower.register_event('incoming chunk',function(id,data,modified,injected,blocked) if switch then if id == 0x29 then -- Mob died local p = packets.parse('incoming',data) local target_id = p['Target'] --data:unpack('I',0x09) local player_id = p['Actor'] local message_id = p['Message'] --data:unpack('H',0x19)%32768 -- 6 == actor defeats target if message_id == 6 and windower.ffxi.get_mob_by_id(target_id).name == info.settings.target then local party_table = windower.ffxi.get_party() local party_ids = T{} for _,member in pairs(party_table) do if type(member) == 'table' and member.mob then party_ids:append(member.mob.id) end end for i,v in pairs(party_ids) do local pet_idx = windower.ffxi.get_mob_by_id(v).pet_index or nil if pet_idx then party_ids:append(windower.ffxi.get_mob_by_index(pet_idx).id) end end if player_id == windower.ffxi.get_player().id or party_ids:contains(player_id) then notice('Killed by '..windower.ffxi.get_mob_by_id(player_id).name..'.') table.clear(target) windower.ffxi.run(false) busy = true info.status = 'Pyxis' coroutine.schedule(unbusy, 2) end end -- 20 == target falls to the ground if message_id == 20 and windower.ffxi.get_mob_by_id(target_id).name == info.settings.target then notice('Killed by dot.') table.clear(target) windower.ffxi.run(false) busy = true info.status = 'Pyxis' coroutine.schedule(unbusy, 2) end end if id == 0x034 then local p = packets.parse('incoming',data) if windower.ffxi.get_mob_by_id(p.NPC).name == 'Planar Rift' and info.status == 'Limbo' then local disp_option = {[0] = 0x01, [1] = 0x11, [2] = 0x21, [3] = 0x31, [4] = 0x41, [5] = 0x51} notice('Received 0x034 from Rift. Blocking menu.') notice('Popping VW nm.') vwpop(p["NPC"],p["NPC Index"],p["Zone"],p["Menu ID"],disp_option[use_displacers]) use_displacers = 0 info.status = 'Combat' end if windower.ffxi.get_mob_by_id(p.NPC).name == 'Riftworn Pyxis' and info.status == 'Limbo2' then local rare_item = false local total_items = 0 local rare_items = 0 local pickup = T{} local pulsable = T{[18457] = 'Murasamemaru',[18542] = 'Aytanri',[18904] = 'Ephemeron',[19144] = 'Coruscanti',[19145] = 'Asteria',[19174] = 'Borealis',[19794] = 'Delphinius',} local option_index = nil local pulse = nil notice('Received 0x034 from Pyxis. Blocking menu.') for i=1,8 do local itm = p['Menu Parameters']:unpack('I', 1 + (i - 1)*4) if not (itm == 0) then if rare(itm) and have_item(itm) then rare_item = true rare_items = rare_items +1 end if pulsable[itm] and have_item(itm) then pickup.item = itm pulse = 1 end total_items = total_items + 1 end if itm == 5910 then send_cmd('input /p Woohoo~!') end end if pickup.index then --Send the packet to pickup the pulsed item. pyxis(p["NPC"],p["NPC Index"],p["Zone"],p["Menu ID"],pickup.item,1) busy = true notice('Pulsing item. Will re-enter menu.') coroutine.schedule(unbusy, 2) info.status = 'Pyxis' info.limbo2_time = 0 else if rare_items == total_items then notice('Relinquishing remainder of rare items.') pyxis(p["NPC"],p["NPC Index"],p["Zone"],p["Menu ID"],9,0) notice('Attempting Pop.') info.status = 'Trade Cells' info.limbo2_time = 0 else if rare_item then notice('Would obtain all but need to re-enter to relinquish remainder of rare items.') notice('Obtaining all Spoils.') busy = true pyxis(p["NPC"],p["NPC Index"],p["Zone"],p["Menu ID"],10,0) coroutine.schedule(unbusy, 2) info.status = 'Pyxis' info.limbo2_time = 0 else notice('Obtaining all Spoils.') busy = true pyxis(p["NPC"],p["NPC Index"],p["Zone"],p["Menu ID"],10,0) coroutine.schedule(unbusy, 2) notice('Attempting Pop.') info.status = 'Trade Cells' info.limbo2_time = 0 end end end end return true end end end) windower.register_event('job change', function() send_cmd('lua r autowatch') end) ---------------------------------------------------------------- -- Builders ---------------------------------------------------------------- function update_info_panel() if windower.ffxi.get_player() then local player = windower.ffxi.get_player() local position = windower.ffxi.get_mob_by_index(player.index) or {x=0,y=0,z=0} info.player_name = player.name info.player_status = res.statuses[player.status].en info.player_hpp = player.vitals.hpp info.player_mpp = player.vitals.mpp info.player_tp = player.vitals.tp info.player_target = info.settings.target info.player_x = string.format('%.2f', tostring(position.x or 0)) info.player_y = string.format('%.2f', tostring(position.y or 0)) info.player_z = string.format('%.2f', tostring(position.z or 0)) info.busy = busy info.switch = switch info.displacers = info.settings.displacer text_box:update(info) text_box:show() end end function commaformat(number) -- Prettys up some numbers for human consumption return string.format("%d", number):reverse():gsub( "(%d%d%d)" , "%1," ):reverse():gsub("^,","") end function add_action(args) local abil_name = args[1] or nil local abil_prefix = 'none' local abil_condition = args[2] or nil local abil_modifier = args[3] or nil local allowed_conditions = T{'absent','tp','ready'} local abil_count = table.getn(info.settings.actions) + 1 if abil_name then local action = res.spells:with('en',abil_name) or res.job_abilities:with('en',abil_name) or res.weapon_skills:with('en',abil_name) or args[1] if action and args[2] == 'raw' and args[3] then info.settings.actions[abil_count] = {} info.settings.actions[abil_count].action = action info.settings.actions[abil_count].prefix = '' info.settings.actions[abil_count].condition = 'raw' info.settings.actions[abil_count].modifier = args[3] -- Must be tied to a recast like 'Monster' notice('Adding raw command tied to ability timer '..args[3]..'.') return end if action == nil or args[2] == nil then warning('AutoWatch cannot find action: '..abil_name..'. Or you did not specify a condition.') return else abil_name = action.name abil_prefix = action.prefix if table.find(allowed_conditions, args[2]) then if abil_condition == 'tp' then if tonumber(args[3]) < 1000 then abil_modifier = 1000 end elseif abil_condition == 'absent' then if args[3] == nil then warning('The absent condition requires a specified status paired with this condition. Ex: //aw action "Erratic Flutter" absent Haste') return end elseif abil_condition == 'ready' then abil_modifier = '' end else warning('Unrecognized condition specified: '..args[2]..'. Please use an allowed condition. (absent, tp, ready)') return end info.settings.actions[abil_count] = {} info.settings.actions[abil_count].action = abil_name info.settings.actions[abil_count].prefix = abil_prefix info.settings.actions[abil_count].condition = abil_condition info.settings.actions[abil_count].modifier = abil_modifier notice('Successfully added action '..abil_name..' when '..abil_condition..' '..abil_modifier..'.') end end end function update_configuration() profile:write('return ' .. T(info.settings):tovstring()) end function test_actions() local actions = info.settings.actions local mob = windower.ffxi.get_mob_by_id(target.id) local player = windower.ffxi.get_player() for i,v in ipairs(actions) do if v.condition == 'tp' then if tonumber(player.vitals.tp) >= tonumber(v.modifier) and distance(mob.x,mob.y) < 3 then busy = true send_cmd('input '..v.prefix..' '..v.action) coroutine.schedule(unbusy, 3) end else --Determine Recast Eligibility local action = res.spells:with('en',v.action) or res.job_abilities:with('en',v.action) or res.weapon_skills:with('en',v.action) local ability_recast = 0 local charges = 0 if v.prefix == "/jobability" then ability_recast = windower.ffxi.get_ability_recasts()[res.job_abilities[res.job_abilities:with('en',v.action).id].recast_id] elseif v.prefix == "/magic" or v.prefix == "/ninjutsu" or v.prefix == "/song" then ability_recast = windower.ffxi.get_spell_recasts()[res.spells[res.spells:with('en',v.action).id].recast_id] elseif v.prefix == "/pet" then local ability = res.job_abilities[action.id] if ability.type == "BloodPactRage" then ability_recast = windower.ffxi.get_ability_recasts()[173] elseif ability.type == "BloodPactWard" then ability_recast = windower.ffxi.get_ability_recasts()[174] end end if v.condition == 'raw' and v.modifier == "Monster" then ability_recast = windower.ffxi.get_ability_recasts()[102] charges = math.floor(((15 * 3) - ability_recast) / 15) end if v.condition == 'absent' then if v.modifier:lower() == 'pet' then local pet = windower.ffxi.get_mob_by_target('pet') or nil if pet == nil then busy = true send_cmd('input '..v.prefix..' "'..v.action..'"') coroutine.schedule(unbusy, 4) end end if (not has_buff(v.modifier)) and ability_recast == 0 and v.modifier ~= 'pet' then busy = true send_cmd('input '..v.prefix..' '..v.action) if v.prefix == "/magic" or v.prefix == "/ninjutsu" or v.prefix == "/song" then -- Fix this, to detect when my status is not casting rather than a blanket 5 seconds. coroutine.schedule(unbusy, 5) else coroutine.schedule(unbusy, 3) end end elseif v.condition == 'ready' then if ability_recast == 0 then if v.prefix == "/pet" then busy = true send_cmd('input '..v.prefix..' "'..v.action..'" <bt>') coroutine.schedule(unbusy, 3) end busy = true send_cmd('input '..v.prefix..' '..v.action) coroutine.schedule(unbusy, 3) end elseif v.condition == 'raw' and v.modifier == 'Monster' then if charges > 0 then busy = true send_cmd(v.action) coroutine.schedule(unbusy, 3) end end end end end function listrules() if info.settings.actions then notice('Actions for current file are as listed: ') for i,v in pairs(info.settings.actions) do notice('Use '..v.action..' when '..v.condition..' '..v.modifier..'.') end else notice('No actions found in current file.') end end ---------------------------------------------------------------- -- Asserts ---------------------------------------------------------------- function headingto(x,y) local x = x - windower.ffxi.get_mob_by_id(windower.ffxi.get_player().id).x local y = y - windower.ffxi.get_mob_by_id(windower.ffxi.get_player().id).y local h = math.atan2(x,y) return h - 1.5708 end function inventory_space() local inventory = windower.ffxi.get_bag_info(0) local free = inventory.max - inventory.count return free end function distance(x, y) local self_vector = windower.ffxi.get_mob_by_index(windower.ffxi.get_player().index or 0) local dx = x - self_vector.x local dy = y - self_vector.y return math.sqrt(dx*dx + dy*dy) end function in_party(name) local name = name or 'None' local party = windower.ffxi.get_party() for _,v in pairs(party) do if type(v) == 'table' then if v.name == name then return true end end end return false end function inventory_space() local inventory = windower.ffxi.get_bag_info(0) local free = inventory.max - inventory.count return free end function check_claim(id) local id = id or 0 local player_id = windower.ffxi.get_player().id local mob = windower.ffxi.get_mob_by_id(id) local party_table = windower.ffxi.get_party() local party_ids = T{} for _,member in pairs(party_table) do if type(member) == 'table' and member.mob then party_ids:append(member.mob.id) end end for i,v in pairs(party_ids) do local pet_idx = windower.ffxi.get_mob_by_id(v).pet_index or nil if pet_idx then party_ids:append(windower.ffxi.get_mob_by_index(pet_idx).id) end end if party_ids:contains(mob.claim_id) then return true end return false end function has_buff(buff) local buffs = convert_buff_list(windower.ffxi.get_player()['buffs']) for _,v in pairs(buffs) do if v == buff then return true end end return false end function convert_buff_list(bufflist) local buffarr = {} for i,v in pairs(bufflist) do if res.buffs[v] then buffarr[#buffarr+1] = res.buffs[v].english end end return buffarr end function phase_displacers_available() local count = 0 local inventory = windower.ffxi.get_items().inventory for index=1,inventory.max do if inventory[index].id == 3853 then count = inventory[index].count end end return count end function rubicund_available() local count = 0 local inventory = windower.ffxi.get_items().inventory for index=1,inventory.max do if inventory[index].id == 3435 then count = inventory[index].count end end return count end function locate_target() local marray = get_marray(info.settings.target) for _,v in pairs(marray) do if check_claim(v.id) then target.id,target.index = v.id,v.index end end end function get_marray(--[[optional]]name) --[[ Format of new Mob Array Returns an array of comprehensive mob data. Useful fields below. number: id, index, claim_id, x, y, z, distance, facing, entity type, target index, spawn_type, status, model_scale, heading, model_size, movement_speed, string: name, booleans: is_npc, in_alliance, charmed, in_party, valid_target --]] local marray = windower.ffxi.get_mob_array() local target_name = name or nil local new_marray = T{} for i,v in pairs(marray) do if v.id == 0 or v.index == 0 then marray[i] = nil end end -- If passed a target name, strip those that do not match if target_name then for i,v in pairs(marray) do if v.name ~= target_name then marray[i] = nil end end end for i,v in pairs(marray) do new_marray[#new_marray + 1] = windower.ffxi.get_mob_by_index(i) end return new_marray end function pick_nearest(--[[optional]]mob_table) local dist_target = 0 local closest_key = 0 local marray = mob_table or get_marray() local new_marray = T{} for k,v in pairs(marray) do if dist_target == 0 then closest_key = k dist_target = math.sqrt(v['distance']) elseif math.sqrt(v['distance']) < dist_target then closest_key = k dist_target = math.sqrt(v['distance']) end end for k,v in pairs(marray) do if k == closest_key then new_marray[1] = v end end return new_marray end ---------------------------------------------------------------- -- Actors ---------------------------------------------------------------- function poke_npc(id, index) if id and index then local packet = packets.new('outgoing', 0x01A, { ["Target"]=id, ["Target Index"]=index, ["Category"]=0, ["Param"]=0, ["_unknown1"]=0}) packets.inject(packet) end end function attack(id, index) if id then local packet = packets.new('outgoing', 0x01A, { ["Target"]=id, ["Target Index"]=index, ["Category"]=2, ["Param"]=0, ["_unknown1"]=0}) packets.inject(packet) end end function poke_pyxis() local pyxis = pick_nearest(get_marray('Riftworn Pyxis')) local id = pyxis[1].id local index = pyxis[1].index local packet = packets.new('outgoing', 0x01A, { ["Target"]=id, ["Target Index"]=index, ["Category"]=0, ["Param"]=0, ["_unknown1"]=0}) packets.inject(packet) end function pyxis(id, index, zone, menuid, option_index, pulse) local option_index = option_index or 10 local pulse = pulse or 0 local packet = packets.new('outgoing', 0x05B, { ["Target"]=id, ["Target Index"]=index, ["_unknown1"]=pulse, ["Automated Message"]=false, ["_unknown2"]=0, ["Option Index"]=option_index, ["Menu ID"]=menuid, ["Zone"]=zone}) packets.inject(packet) end -- Uses max displacers by using 0x51 function vwpop(id, index, zone, menuid, displacer) local packet = packets.new('outgoing', 0x05B, { ["Target"]=id, ["Target Index"]=index, ["Option Index"]=displacer, ["_unknown1"]=0, ["Automated Message"]=false, ["_unknown2"]=0, ["Menu ID"]=menuid, ["Zone"]=zone}) packets.inject(packet) end function trade_displacers() end function unbusy() busy = false end function manage_trusts(args) local cmd = args[1] or nil local trust = args[2] or nil local trust_list = info.settings.trusts local trust_count = table.getn(info.settings.trusts) if cmd == nil then return end if cmd == 'add' then if trust_count >= 5 then notice('Five trusts already exist in trust table.') return end info.settings.trusts[trust_count + 1] = trust notice('Adding '..trust..' to your trust table.') elseif cmd == 'remove' then for i,v in pairs(info.settings.trusts) do if v == trust then table.delete(info.settings.trusts, trust) notice('Removing '..trust..' from your trust table.') end end end end function update_status_based_on_role() if info.settings.master then return end if info.settings.leech then if info.status ~= 'Pyxis' or info.status ~= 'Limbo2' then info.status = 'Pyxis' return end end if info.settings.slave then if info.settings.rubicund > 0 and info.status == 'None' then info.status = 'Trade Cells' end if info.status == 'Trade Cells' and info.settings.rubicund == 0 then info.status = 'Waiting for Pop' end if info.status == 'None' then info.status = 'Waiting for Pop' end if info.status == 'Attempting Pop' or info.status == "Build Party" then info.status = 'Waiting for Pop' end if info.status == 'Waiting for Pop' then locate_target() if target.id then local mob = windower.ffxi.get_mob_by_id(target.id) if mob.valid_target and mob.hpp > 0 then info.status = 'Combat' end end end end end function runto(target) runtarget.x = target.x runtarget.y = target.y local self_vector = windower.ffxi.get_mob_by_index(windower.ffxi.get_player().index or 0) local angle = (math.atan2((target.y - self_vector.y), (target.x - self_vector.x))*180/math.pi)*-1 windower.ffxi.run((angle):radian()) end function face_target(target) local destX = windower.ffxi.get_mob_by_id(target).x local destY = windower.ffxi.get_mob_by_id(target).y local direction = math.abs(info.player_h - math.deg(headingto(destX,destY))) if direction > 10 then windower.ffxi.turn(headingto(destX,destY)) end end function gather_trusts() local party = windower.ffxi.get_party() local trusts = info.settings.trusts local trust_count = table.length(trusts) local n = 0 for i,v in pairs(trusts) do if in_party(v) then n = n +1 end end if party.party1_count == 6 or n == trust_count then notice('At maximum party members - or all trusts specified have been summoned.') info.status = 'Trade Cells' return end if busy == false then for i,v in ipairs(trusts) do if not in_party(v) then notice(v..' not in party. Summoning.') summon_trust(v) return end end end end function summon_trust(name) busy = true local name = name or 'None' if name == 'Apururu' then name = 'apururuuc' end if name == 'yoran-oran' then name = 'yoran-oran uc' end windower.send_command(name) coroutine.schedule(unbusy, 5) end function send_cmd(str) local cmd = str or nil if cmd then windower.send_command(cmd) end end function determine_pyxis_delay() local self = windower.ffxi.get_player().name local members = {} for k, v in pairs(windower.ffxi.get_party()) do if type(v) == 'table' then members[#members + 1] = v.name end end table.sort(members) for k, v in pairs(members) do if v == self then return (k - 1) * .4 + 1 end end end function player_update() local packet = packets.new('outgoing', 0x016, {["Target Index"]=windower.ffxi.get_mob_by_id(windower.ffxi.get_player().id).index,}) packets.inject(packet) end function rare(id) if res.items[id].flags['Rare'] then return true end return false end function have_item(id) local items = windower.ffxi.get_items() local bags = {'inventory'} for k, v in pairs(bags) do for index = 1, items["max_%s":format(v)] do if items[v][index].id == id then return true end end end return false end function test_limbo2_time() if info.status == 'Limbo2' then local now_time = os.time() if os.difftime(now_time, info.limbo2_time) >= 6 then info.status = 'Pyxis' end end end function check_distance(id) if busy == true then windower.ffxi.run(false) return end local target_id = id or 0 local self_vector = windower.ffxi.get_mob_by_index(windower.ffxi.get_player().index or 0) local mob = pick_nearest(get_marray(info.settings.target)) local angle = (math.atan2((mob[1].y - self_vector.y), (mob[1].x - self_vector.x))*180/math.pi)*-1 local distance = mob[1].distance:sqrt() if distance > 3 then windower.ffxi.run((angle):radian()) elseif distance < .9 then local angle = (math.atan2((mob[1].y - self_vector.y), (mob[1].x - self_vector.x))*180/math.pi)*-1 windower.ffxi.run((angle+180):radian()) else windower.ffxi.run(false) end end
local wrapper = require("core.lib.wrapper") local EventUtil = require("core.EventUtil") return { event = function(state) return function(self, socket, args) local say = EventUtil.genSay(socket) local write = EventUtil.genWrite(socket) if not args.dontwelcome then write("<cyan>Confirm your password:"); socket:command("toggleEcho"); end socket:once("data", function(pass) socket:command("toggleEcho"); if not args.account:checkPassword(wrapper.trim(pass)) then say("<red>Passwords do not match."); return socket:emit("change-password", socket, args); end say(""); -- echo was disabled, the user's Enter didn't make a newline return socket:emit(args.nextStage, socket, args); end) end end, }
DCT_Opfont_CurFontID = 4 DCT_Opfont_ColorList = { {0,0,0}, {0,0,0}, {0,0,0}, {0.4,0.4,0.9}, {0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}, {0,0,0}, } function DCT_Opfont_FontRefresh() DCTFontOption:Hide() DCTFontOption:Show() end function DCT_Opfont_OnShow(self) local obj for i = 1,12 do getglobal("DCTFontOptionFontFrame"..i):SetPoint("TOPLEFT", "DCTFontOption", "TOPLEFT", 35, 20 - 30 * i ) getglobal("DCTFontOptionFontFrame"..i.."N"):SetBackdropColor(DCT_Opfont_ColorList[i][1],DCT_Opfont_ColorList[i][2],DCT_Opfont_ColorList[i][3]) getglobal("DCTFontOptionFontFrame"..i.."P"):SetBackdropColor(DCT_Opfont_ColorList[i][1],DCT_Opfont_ColorList[i][2],DCT_Opfont_ColorList[i][3]) getglobal("DCTFontOptionFontFrame"..i.."N_Text"):SetText(DCT_Font[i].name) getglobal("DCTFontOptionFontFrame"..i.."P_Text"):SetText(DCT_Font[i].path) getglobal("DCTFontOptionFontFrame"..i.."_Label"):SetText(i.."."..DCT_TEXT_OPFONT_NAME) getglobal("DCTFontOptionFontFrame"..i.."_Path"):SetText(DCT_TEXT_OPFONT_PATH) if DCT_Font[i].active then getglobal("DCTFontOptionFontFrame"..i.."N_Text"):SetTextColor(1,1,1) getglobal("DCTFontOptionFontFrame"..i.."P_Text"):SetTextColor(1,1,1) else getglobal("DCTFontOptionFontFrame"..i.."N_Text"):SetTextColor(0.4,0.4,0.4) getglobal("DCTFontOptionFontFrame"..i.."P_Text"):SetTextColor(0.4,0.4,0.4) end end DCTFontOptionEditN.EnterPressFunc = DCT_Opfont_EditNPress DCTFontOptionEditN:SetText(DCT_Font[DCT_Opfont_CurFontID].name) DCTFontOptionEditNLabel:SetText(DCT_TEXT_OPFONT_NAME) DCTFontOptionEditP.EnterPressFunc = DCT_Opfont_EditPPress DCTFontOptionEditP:SetText(DCT_Font[DCT_Opfont_CurFontID].path) DCTFontOptionEditPLabel:SetText(DCT_TEXT_OPFONT_PATH) DCTFontOption_EditTitle:SetText(DCT_TEXT_OPFONT_EDIT) end function DCT_Opfont_EditNPress(self) DCT_Font[DCT_Opfont_CurFontID].name = self:GetText() DCT_CheckAllFont() DCT_Opfont_FontRefresh() end function DCT_Opfont_EditPPress(self) DCT_Font[DCT_Opfont_CurFontID].path = self:GetText() DCT_CheckAllFont() DCT_Opfont_FontRefresh() end function DCT_Opfont_Frame_OnMouseDown(self, button) local objname = self:GetName() local c = string.len(objname) local key = tonumber(string.sub(objname,23,c)) if key > 3 and key ~= DCT_Opfont_CurFontID then DCT_Opfont_ColorList[DCT_Opfont_CurFontID] = {0,0,0} getglobal("DCTFontOptionFontFrame"..DCT_Opfont_CurFontID.."N"):SetBackdropColor(0,0,0) getglobal("DCTFontOptionFontFrame"..DCT_Opfont_CurFontID.."P"):SetBackdropColor(0,0,0) DCT_Opfont_CurFontID = key DCT_Opfont_ColorList[DCT_Opfont_CurFontID][1] = 0.4 DCT_Opfont_ColorList[DCT_Opfont_CurFontID][2] = 0.4 DCT_Opfont_ColorList[DCT_Opfont_CurFontID][3] = 0.9 DCTFontOptionEditN:SetText(DCT_Font[DCT_Opfont_CurFontID].name) DCTFontOptionEditP:SetText(DCT_Font[DCT_Opfont_CurFontID].path) end end
do --- operators local y = 0 for i=1,100 do local a, b = 23, 11; y = a+b end; assert(y == 23+11) for i=1,100 do local a, b = 23, 11; y = a-b end; assert(y == 23-11) for i=1,100 do local a, b = 23, 11; y = a*b end; assert(y == 23*11) for i=1,100 do local a, b = 23, 11; y = a/b end; assert(y == 23/11) for i=1,100 do local a, b = 23, 11; y = a%b end; assert(y == 23%11) for i=1,100 do local a, b = 23, 11; y = a^b end; assert(y == 23^11) for i=1,100 do local a, b = 23.5, 11.5; y = a+b end; assert(y == 23.5+11.5) for i=1,100 do local a, b = 23.5, 11.5; y = a-b end; assert(y == 23.5-11.5) for i=1,100 do local a, b = 23.5, 11.5; y = a*b end; assert(y == 23.5*11.5) for i=1,100 do local a, b = 23.5, 11.5; y = a/b end; assert(y == 23.5/11.5) for i=1,100 do local a, b = 23.5, 11.5; y = a%b end; assert(y == 23.5%11.5) end do --- abs local y = 0 for i=1,100 do local a=23; y = math.abs(a) end; assert(y == math.abs(23)) for i=1,100 do local a=-23; y = math.abs(a) end; assert(y == math.abs(-23)) for i=1,100 do local a=23.5; y = math.abs(a) end; assert(y == math.abs(23.5)) for i=1,100 do local a=-23.5; y = math.abs(a) end; assert(y==math.abs(-23.5)) for i=1,100 do local a=-2^31; y = math.abs(a) end; assert(y==math.abs(-2^31)) end do --- atan2 ldexp local y = 0 for i=1,100 do local a, b = 23, 11; y = math.atan2(a, b) end assert(y == math.atan2(23, 11)) for i=1,100 do local a, b = 23, 11; y = math.ldexp(a, b) end assert(y == math.ldexp(23, 11)) end do --- minmax local y = 0 for i=1,100 do local a, b = 23, 11; y = math.min(a, b) end assert(y == math.min(23, 11)) for i=1,100 do local a, b = 23, 11; y = math.max(a, b) end assert(y == math.max(23, 11)) for i=1,100 do local a, b = 23.5, 11.5; y = math.min(a, b) end assert(y == math.min(23.5, 11.5)) for i=1,100 do local a, b = 23.5, 11.5; y = math.max(a, b) end assert(y == math.max(23.5, 11.5)) for i=1,100 do local a, b = 11, 23; y = math.min(a, b) end assert(y == math.min(11, 23)) for i=1,100 do local a, b = 11, 23; y = math.max(a, b) end assert(y == math.max(11, 23)) for i=1,100 do local a, b = 11.5, 23.5; y = math.min(a, b) end assert(y == math.min(11.5, 23.5)) for i=1,100 do local a, b = 11.5, 23.5; y = math.max(a, b) end assert(y == math.max(11.5, 23.5)) end do --- floorceil local y = 0 for i=1,100 do local a=23; y=math.floor(a) end assert(y==math.floor(23)) for i=1,100 do local a=23.5; y=math.floor(a) end assert(y==math.floor(23.5)) for i=1,100 do local a=-23; y=math.floor(a) end assert(y==math.floor(-23)) for i=1,100 do local a=-23.5; y=math.floor(a) end assert(y==math.floor(-23.5)) for i=1,100 do local a=-0; y=math.floor(a) end assert(y==math.floor(-0)) for i=1,100 do local a=23; y=math.ceil(a) end assert(y==math.ceil(23)) for i=1,100 do local a=23.5; y=math.ceil(a) end assert(y==math.ceil(23.5)) for i=1,100 do local a=-23; y=math.ceil(a) end assert(y==math.ceil(-23)) for i=1,100 do local a=-23.5; y=math.ceil(a) end assert(y==math.ceil(-23.5)) for i=1,100 do local a=-0; y=math.ceil(a) end assert(y==math.ceil(-0)) end do --- sqrt exp log trig local y = 0 for i=1,100 do local a=23; y=math.sqrt(a) end assert(y==math.sqrt(23)) for i=1,100 do local a=23; y=math.exp(a) end assert(y==math.exp(23)) for i=1,100 do local a=23; y=math.log(a) end assert(y==math.log(23)) for i=1,100 do local a=23; y=math.log10(a) end assert(y==math.log10(23)) for i=1,100 do local a=23; y=math.sin(a) end assert(y==math.sin(23)) for i=1,100 do local a=23; y=math.cos(a) end assert(y==math.cos(23)) -- UJIT: An ugly temporary hack for macOS where math functions from VM core -- UJIT: and libm yield different results if jit and jit.os == "Linux" then for i=1,100 do local a=23; y=math.tan(a) end assert(y==math.tan(23)) end end do --- exp -luajit==2.0 assert((10^-2 - 0.01) == 0) end
local _, G = ... G.Eventer({ PLAYER_LOGIN = function() ChatFrame1:ClearAllPoints() ChatFrame1:SetClampRectInsets(0, 0, 0, 0) ChatFrame1:SetPoint('BOTTOMLEFT', UIParent, 2, 30) ChatFrame1:SetHeight(180) ChatFrame1:SetWidth(400) ChatFrame1:SetUserPlaced(true) end, })
-- -- Many colors support 'active', 'inactive', and 'disabled' states. -- They can all be set to the same color with the syntax: -- -- key = '<color>' -- -- Or set individually with syntax like: -- -- key = { active = '<color>', inactive = '<color>', disabled = '<color>' } -- -- Use the 'default' key set one state individually and the remainder -- to a default value: -- -- key = { default = '<color>', disabled = '<color>' } -- -- generic colors used to render borders and separators -- { default, active, inactive, disabled } theme['palette'] = { -- These names correspond to a dark on light theme. -- The values should be inverted in light on dark themes. light = '#1E1F23', -- inverse of dark midlight = '#212226', -- inverse of middark middark = '#2D2E34', -- inverse of midlight dark = '#36373E', -- inverse of light -- This should always be a dark color. shadow = '#212226' } -- the colors of text entry, list view, and other widgets -- { default, active, inactive, disabled } theme['widget'] = { text = { default = '#E1E5F2', disabled = '#555B65' }, bright_text = '#AAB2BE', background = '#212226', highlight = { active = '#2A82DA', inactive = '#1B5B9B' }, highlighted_text = { active = '#E1E5F2', inactive = '#E1E5F2' }, } -- window colors -- { default, active, inactive, disabled } theme['window'] = { text = '#E1E5F2', background = '#2D2E34' } -- button colors -- { default, active, inactive, disabled, checked, pressed } theme['button'] = { text = { default = '#E1E5F2', inactive = '#555B65', disabled = '#555B65' }, background = { default = '#2D2E34', checked = '#2A82DA', pressed = '#2A82DA' } } -- commit list colors -- { default, active, inactive, disabled } theme['commits'] = { text = '#E1E5F2', bright_text = '#AAB2BE', background = '#2D2E34', highlight = { active = '#2A82DA', inactive = '#1B5B9B' }, highlighted_text = { active = '#E1E5F2', inactive = '#E1E5F2' }, highlighted_bright_text = { active = '#A6CBF0', inactive = '#9090A5' } } -- file list colors -- { default, active, inactive, disabled } theme['files'] = { text = '#E1E5F2', background = '#36373E', alternate = '#2D2E34', -- an alternate background color for list rows highlight = { active = '#2A82DA', inactive = '#1B5B9B' }, highlighted_text = { active = '#E1E5F2', inactive = '#E1E5F2' }, } -- status badge colors -- { normal, selected, conflicted, head, notification } theme['badge'] = { foreground = { normal = '#E1E5F2', selected = '#2A82DA' }, background = { normal = '#2A82DA', -- the default color selected = '#E1E5F2', -- the color when a list item is selected conflicted = '#DA2ADA', -- the color of conflicted items head = '#52A500', -- a bolder color to indicate the HEAD notification = '#8C2026' -- the color of toolbar notifications badges } } -- blame margin heatmap background colors theme['blame'] = { cold = '#282940', hot = '#5E3638' } -- graph edge colors theme['graph'] = { edge1 = '#53AFEC', edge2 = '#82DA2A', edge3 = '#DA2ADA', edge4 = '#DA822A', edge5 = '#2ADADA', edge6 = '#DA2A82', edge7 = '#84A896', edge8 = '#2ADA82', edge9 = '#822ADA', edge10 = '#66D1E0', edge11 = '#D3C27E', edge12 = '#95CB80', edge13 = '#50D4BE', edge14 = '#2ADA82', edge15 = '#DA822A' } -- checkbox colors -- { default, active, inactive, disabled } theme['checkbox'] = { text = '#E1E5F2', fill = '#535359', outline = '#3C3C42' } -- diff view colors theme['diff'] = { addition = '#394734', -- added lines deletion = '#5E3638', -- deleted lines plus = '#207A00', -- plus icon minus = '#BC0009', -- minus icon ours = '#000060', -- ours conflict lines theirs = '#600060', -- theirs conflict lines word_addition = '#296812', -- added words word_deletion = '#781B20', -- deleted words note = '#E1E5F2', -- note squiggle warning = '#E8C080', -- warning background error = '#7E494B' -- error background } -- link colors -- { default, active, inactive, disabled } theme['link'] = { link = '#2A82DA', link_visited = '#FF00FF' } -- menubar background color theme['menubar'] = { text = '#212226', background = '#F0F0F0' } -- tabbar background color (uncomment lines to customize) theme['tabbar'] = { -- text = theme['widget']['text'], -- base = theme['palette']['dark'], -- selected = theme['window']['background'], } -- remote comment colors theme['comment'] = { background = '#212228', body = '#AAB2BE', author = '#378BDD', timestamp = '#E1E5F2' } -- star fill color theme['star'] = { fill = '#FFFFFF' } -- titlebar background color (currently only supported on macOS) theme['titlebar'] = { background = '#36383D' } -- popup tooltip colors -- { default, active, inactive, disabled } theme['tooltip'] = { text = '#E1E5F2', background = '#2A82DA' } -- editor styles -- Styles are composed of a string like: -- fore:<color>,back:<color>,bold,italics,underline -- Symbolic style names are allowed: -- $(style.name) -- http://www.scintilla.org/MyScintillaDoc.html#Styling -- colors theme.property['color.red'] = '#994D4D' theme.property['color.yellow'] = '#99994D' theme.property['color.green'] = '#4D994D' theme.property['color.teal'] = '#4D9999' theme.property['color.purple'] = '#994D99' theme.property['color.orange'] = '#E6994D' theme.property['color.blue'] = '#4D99E6' theme.property['color.black'] = '#1A1A1A' theme.property['color.grey'] = '#808080' theme.property['color.white'] = '#E6E6E6' -- styles theme.property['style.bracebad'] = 'fore:#CC8080' theme.property['style.bracelight'] = 'fore:#80CCFF' theme.property['style.calltip'] = 'fore:#AAB2BE,back:#333333' theme.property['style.class'] = 'fore:#F6E9D0' theme.property['style.comment'] = 'fore:#E2D9C9' theme.property['style.constant'] = 'fore:#E8C080' theme.property['style.controlchar'] = '$(style.nothing)' theme.property['style.default'] = 'fore:#AAB2BE,back:#212228' theme.property['style.definition'] = 'fore:#F6E9D0' theme.property['style.embedded'] = '$(style.tag),back:#333333' theme.property['style.error'] = 'fore:#994D4D,italics' theme.property['style.function'] = 'fore:#4D99E6' theme.property['style.identifier'] = '$(style.nothing)' theme.property['style.indentguide'] = 'fore:#333333,back:#333333' theme.property['style.keyword'] = 'fore:#53AFEC,bold' theme.property['style.label'] = 'fore:#E8C080' theme.property['style.linenumber'] = 'fore:#5F6672,back:#2A2B30,bold' theme.property['style.nothing'] = '' theme.property['style.number'] = 'fore:#4D99E6' theme.property['style.operator'] = 'fore:#CCCCCC,bold' theme.property['style.preprocessor'] = 'fore:#CC77DA,bold' theme.property['style.regex'] = 'fore:#80CC80' theme.property['style.string'] = 'fore:#93C37E' theme.property['style.tag'] = 'fore:#CCCCCC' theme.property['style.type'] = 'fore:#CC77DA' theme.property['style.variable'] = 'fore:#80CCFF' theme.property['style.whitespace'] = ''
local class = require("thirdparty.pl.class") local lexer = require("kotaro.parser.lexer") local utils = require("kotaro.utils") local NodeTypes = require("kotaro.parser.node_types") -- Takes tokenized source and converts it to a Concrete Syntax Tree -- (CST), which preserves whitespace and comments. The intent is to be -- able to serialize the CST into a string containing the original -- source exactly as passed. local cst_parser = class() function cst_parser:_init(src, filename) self.src = tostring(src) self.filename = filename or "<string>" self.lexer = lexer(self.src, filename) end function cst_parser:generate_error(msg) local t = self.lexer:peekToken() local err = string.format("%s:%s:%s: %s\n", self.filename, t.line, t.column, msg) --find the line local lineNum = 0 local context = 2 if type(self.src) == 'string' then for line in self.src:gmatch("[^\n]*\n?") do if line:sub(-1,-1) == '\n' then line = line:sub(1,-2) end lineNum = lineNum+1 if lineNum >= t.line - context and lineNum < t.line + context then err = err..">> "..line:gsub('\t',' ').."\n" if lineNum == t.line then for i = 1, t.column do local c = line:sub(i,i) if c == '\t' then err = err..' ' else err = err..' ' end end err = err.." ^^^^" end end end end return err end -- -- -- Expressions -- -- function cst_parser:parse_function_args_and_body() local l_lparen = self.lexer:consumeSymbol("(") if not l_lparen then return false, self:generate_error("`(` expected") end local args = {} local l_rparen = self.lexer:consumeSymbol(")") while not l_rparen do if self.lexer:tokenIs("Ident") then args[#args+1] = self.lexer:consumeToken() local l_comma = self.lexer:consumeSymbol(",") if l_comma then args[#args+1] = l_comma else l_rparen = self.lexer:consumeSymbol(")") if not l_rparen then return false, self:generate_error("`)` expected") end end else local l_varargs = self.lexer:consumeSymbol("...") if l_varargs then args[#args+1] = l_varargs l_rparen = self.lexer:consumeSymbol(")") if not l_rparen then return false, self:generate_error("`...` must be the last argument of a function") end else return false, self:generate_error("argument name or `...` expected") end end end local st, body = self:parse_statement_list() if not st then return st, body end -- BUG: prevent usage of expressions here local arglist = NodeTypes.ident_list(args) -- TODO: funcdef --> (def -> name -> parameters -> suite) return true, NodeTypes.function_parameters_and_body(l_lparen, arglist, l_rparen, body) end function cst_parser:parse_parenthesized_expression() local l_lparen = self.lexer:consumeSymbol("(") assert(l_lparen) local st, expr = self:parse_expression() if not st then return st, expr end local l_rparen = self.lexer:consumeSymbol(")") if not l_rparen then return false, self:generate_error("`)` expected") end local paren = NodeTypes.parenthesized_expression(l_lparen, expr, l_rparen) -- if there is an index or call statement directly after this -- expression, wrap a suffixed expression around it. -- -- (a or b):method() if self.lexer:tokenIsSymbol(":") or self.lexer:tokenIsSymbol(".") or self.lexer:tokenIsSymbol("(") or self.lexer:tokenIsSymbol("[") or self.lexer:tokenIs("String") or self.lexer:tokenIsSymbol("{") then return self:parse_suffixed_expression("all", paren) end return true, paren end function cst_parser:parse_suffixed_expression(mode, primary) if primary == nil then if not self.lexer:tokenIs("Ident") then -- Return a blank expression for zero-argument function -- calls. return true, NodeTypes.suffixed_expression({}) end primary = self.lexer:consumeToken() end local expr local exprs = { primary } if mode == "local" then return true, NodeTypes.suffixed_expression(exprs) end local only_dots = mode == "dots_and_colon" while true do if self.lexer:tokenIsSymbol(".") or self.lexer:tokenIsSymbol(":") then local l_dot_or_colon = self.lexer:consumeToken() if not self.lexer:tokenIs("Ident") then return false, self:generate_error("<Ident> expected.") end local id = self.lexer:consumeToken() expr = NodeTypes.member_expression(l_dot_or_colon, id) elseif not only_dots and self.lexer:tokenIsSymbol("[") then local l_lbracket = self.lexer:consumeToken() local st, ex = self:parse_expression() if not st then return st, ex end local l_rbracket = self.lexer:consumeSymbol("]") if not l_rbracket then return false, self:generate_error("`]` expected") end expr = NodeTypes.index_expression(l_lbracket, ex, l_rbracket) elseif not only_dots and self.lexer:tokenIsSymbol("(") then local args = {} local l_lparen = self.lexer:consumeToken() local l_rparen while not l_rparen do local st, ex = self:parse_expression() if not st then return st, ex end args[#args+1] = ex local l_comma = self.lexer:consumeSymbol(",") if l_comma then args[#args+1] = l_comma else l_rparen = self.lexer:consumeSymbol(")") if not l_rparen then return false, self:generate_error("`)` expected") end end end local arglist = NodeTypes.expression_list(args) expr = NodeTypes.call_expression(l_lparen, arglist, l_rparen) elseif not only_dots and self.lexer:tokenIs("String") then local l_str = self.lexer:consumeToken() expr = NodeTypes.string_call_expression(l_str) elseif not only_dots and self.lexer:tokenIsSymbol("{") then local st, ex = self:parse_simple_expression() if not st then return st, ex end -- FIXME expr = NodeTypes.table_call_expression(ex) else break end exprs[#exprs+1] = expr end return true, NodeTypes.suffixed_expression(exprs) end function cst_parser:parse_constructor_key_value() -- literal key like [1] or ["some.key"] local l_lbracket = self.lexer:consumeSymbol("[") assert(l_lbracket) local st, key = self:parse_expression() if not st then return st, key end local l_rbracket = self.lexer:consumeSymbol("]") if not l_rbracket then return false, self:generate_error("`]` expected") end local l_equals = self.lexer:consumeSymbol("=") if not l_equals then return false, self:generate_error("`=` expected") end local st, val = self:parse_expression() if not st then return st, val end local cons_key = NodeTypes.constructor_key(l_lbracket, key, l_rbracket) local cons_val = val return true, NodeTypes.key_value_pair(cons_key, l_equals, cons_val) end function cst_parser:parse_value_or_key_value_pair() local lookahead = self.lexer:peekToken(2) if lookahead.leaf_type == "Symbol" and lookahead.value == "=" then local key = self.lexer:consumeToken() local l_equals = self.lexer:consumeSymbol("=") if not l_equals then return false, self:generate_error("value expression expected") end local st, value = self:parse_expression() if not st then return st, value end return true, NodeTypes.key_value_pair(key, l_equals, value) end return self:parse_expression() end function cst_parser:parse_constructor_entry() local result if self.lexer:tokenIsSymbol("[") then local st, key = self:parse_constructor_key_value() if not st then return st, key end result = key elseif self.lexer:tokenIs("Ident") then local st, value_or_kv_pair = self:parse_value_or_key_value_pair() if not st then return st, value_or_kv_pair end result = value_or_kv_pair else local l_rbracket = self.lexer:consumeSymbol("}") if l_rbracket then return true, l_rbracket else local st, value = self:parse_expression() if not st then return false, self:generate_error("value expected") end return true, value end end assert(result) return true, result end function cst_parser:parse_constructor_expression() local l_lbracket = self.lexer:consumeSymbol("{") assert(l_lbracket) local l_rbracket local entries = {} while true do local ok, entry = self:parse_constructor_entry() if not ok then return false, entry end if entry[1] == "leaf" and entry.value == "}" then l_rbracket = entry break else entries[#entries+1] = entry end ok = false local l_semicolon = self.lexer:consumeSymbol(";") if l_semicolon then entries[#entries+1] = l_semicolon ok = true else local l_comma = self.lexer:consumeSymbol(",") if l_comma then entries[#entries+1] = l_comma ok = true end end if not ok then l_rbracket = self.lexer:consumeSymbol("}") if l_rbracket then break end end if not ok then return false, self:generate_error("`}` or table entry expected") end end return true, NodeTypes.constructor_expression(l_lbracket, entries, l_rbracket) end function cst_parser:parse_function_expression() local l_function = self.lexer:consumeKeyword("function") assert(l_function) local st, body = self:parse_function_args_and_body() if not st then return st, body end local l_end = self.lexer:consumeKeyword("end") if not l_end then return false, self:generate_error("`end` expected") end return true, NodeTypes.function_expression(l_function, body, l_end) end function cst_parser:parse_simple_expression() if self.lexer:tokenIs("Number") then return true, self.lexer:consumeToken() elseif self.lexer:tokenIs("String") then return true, self.lexer:consumeToken() elseif self.lexer:tokenIs("Nil") then return true, self.lexer:consumeToken() elseif self.lexer:tokenIs("Boolean") then return true, self.lexer:consumeToken() elseif self.lexer:tokenIsSymbol("...") then return true, self.lexer:consumeToken() elseif self.lexer:tokenIsSymbol("{") then return self:parse_constructor_expression() elseif self.lexer:tokenIsKeyword("function") then return self:parse_function_expression() end return self:parse_suffixed_expression() end local unops = utils.set{'-', 'not', '#'} local unopprio = 8 local priority = { ['+'] = {6,6}; ['-'] = {6,6}; ['%'] = {7,7}; ['/'] = {7,7}; ['*'] = {7,7}; ['^'] = {10,9}; -- right-associative ['..'] = {5,4}; -- right-associative ['=='] = {3,3}; ['<'] = {3,3}; ['<='] = {3,3}; ['~='] = {3,3}; ['>'] = {3,3}; ['>='] = {3,3}; ['and'] = {2,2}; ['or'] = {1,1}; } function cst_parser:parse_primary_expression() local st, expr if self.lexer:tokenIsSymbol("(") then st, expr = self:parse_parenthesized_expression() if not st then return st, expr end return true, expr end if unops[self.lexer:peekToken().value] then local ops = {} local op = self.lexer:consumeToken() ops[1] = op local st, exp = self:parse_primary_expression() if not exp then return st, exp end ops[2] = exp return true, NodeTypes.expression(ops) end return self:parse_simple_expression() end -- Implements the precedence climbing method. -- https://en.wikipedia.org/wiki/Operator-precedence_parser#Precedence_climbing_method function cst_parser:parse_expression_1(lhs, min_priority) local st, exp local lookahead = self.lexer:peekToken().value local continue_lhs = function(tok) local prio = priority[tok] return prio and prio[1] >= min_priority end local continue_rhs = function(tok, first_prio) local prio = priority[tok] return prio and prio[2] > first_prio[1] end while continue_lhs(lookahead) do local first_op = self.lexer:consumeToken() local first_op_prio = priority[first_op.value] assert(first_op_prio) local st, rhs = self:parse_primary_expression() if not st then return st, rhs end lookahead = self.lexer:peekToken().value while continue_rhs(lookahead, first_op_prio) do local second_op_prio = priority[lookahead] assert(second_op_prio) st, rhs = self:parse_expression_1(rhs, second_op_prio[1]) if not st then return st, rhs end lookahead = self.lexer:peekToken().value end lhs = NodeTypes.expression({lhs, first_op, rhs}) end return true, lhs end function cst_parser:parse_expression() local st, primary = self:parse_primary_expression() if not st then return st, primary end local st, lhs = self:parse_expression_1(primary, 0) if not st then return st, lhs end if lhs[1] ~= "expression" then lhs = NodeTypes.expression({lhs}) end return true, lhs end -- -- -- Blocks -- -- function cst_parser:parse_if_block() assert(self.lexer:tokenIsKeyword("if")) local l_if = self.lexer:consumeToken() local nodes = { l_if } local l_elseif repeat local st, cond = self:parse_expression() if not st then return false, cond end nodes[#nodes+1] = cond local l_then = self.lexer:consumeKeyword("then") if not l_then then return false, self:generate_error("`then` expected.") end nodes[#nodes+1] = l_then local st, body = self:parse_statement_list() if not st then return false, body end nodes[#nodes+1] = body l_elseif = self.lexer:consumeKeyword("elseif") if l_elseif then nodes[#nodes+1] = l_elseif end until not l_elseif local l_else = self.lexer:consumeKeyword("else") if l_else then nodes[#nodes+1] = l_else local st, body = self:parse_statement_list() if not st then return false, body end nodes[#nodes+1] = body end local l_end = self.lexer:consumeKeyword("end") if not l_end then return false, self:generate_error("`end` expected.") end nodes[#nodes+1] = l_end return true, NodeTypes.if_block(nodes) end function cst_parser:parse_while_block() local l_while = self.lexer:consumeKeyword("while") assert(l_while) local st, cond = self:parse_expression() if not st then return false, cond end local l_do = self.lexer:consumeKeyword("do") if not l_do then return false, self:generate_error("`do` expected.") end local st, body = self:parse_statement_list() if not st then return false, body end local l_end = self.lexer:consumeKeyword("end") if not l_end then return false, self:generate_error("`end` expected.") end return true, NodeTypes.while_block(l_while, cond, l_do, body, l_end) end function cst_parser:parse_do_block() local l_do = self.lexer:consumeKeyword("do") assert(l_do) local st, body = self:parse_statement_list() if not st then return false, body end local l_end = self.lexer:consumeKeyword("end") if not l_end then return false, self:generate_error("`end` expected.") end return true, NodeTypes.do_block(l_do, body, l_end) end function cst_parser:parse_numeric_for_range(var_name) local l_equals = self.lexer:consumeSymbol("=") assert(l_equals) local st, start_expr = self:parse_expression() if not st then return false, start_expr end local l_comma_a = self.lexer:consumeSymbol(",") if not l_comma_a then return false, self:generate_error("`,` expected.") end local st, end_expr = self:parse_expression() if not st then return false, end_expr end local step_expr local l_comma_b = self.lexer:consumeSymbol(",") if l_comma_b then st, step_expr = self:parse_expression() if not st then return false, step_expr end end return true, NodeTypes.numeric_for_range(var_name, l_equals, start_expr, l_comma_a, end_expr, l_comma_b, step_expr) end function cst_parser:parse_generic_for_range(var_name) local vars = { var_name } local l_comma = self.lexer:consumeSymbol(",") while l_comma do vars[#vars+1] = l_comma if not self.lexer:tokenIs("Ident") then return false, self:generate_error("for variable expected.") end vars[#vars+1] = self.lexer:consumeToken() l_comma = self.lexer:consumeSymbol(",") end local l_in = self.lexer:consumeKeyword("in") if not l_in then return false, self:generate_error("`in` expected.") end local generators = {} local st, first_generator = self:parse_expression() if not st then return false, first_generator end generators[1] = first_generator l_comma = self.lexer:consumeSymbol(",") while l_comma do generators[#generators+1] = l_comma local st, gen = self:parse_expression() if not st then return st, gen end generators[#generators+1] = gen l_comma = self.lexer:consumeSymbol(",") end local vars_node = NodeTypes.ident_list(vars) local generators_node = NodeTypes.expression_list(generators) return true, NodeTypes.generic_for_range(vars_node, l_in, generators_node) end function cst_parser:parse_for_block() local l_for = self.lexer:consumeKeyword("for") assert(l_for) if not self.lexer:tokenIs("Ident") then return false, self:generate_error("<ident> expected.") end local var_name = self.lexer:consumeToken() local st, for_range if self.lexer:tokenIsSymbol("=") then st, for_range = self:parse_numeric_for_range(var_name) else st, for_range = self:parse_generic_for_range(var_name) end if not st then return st, for_range end local l_do = self.lexer:consumeKeyword("do") if not l_do then return false, self:generate_error("`do` expected.") end local st, block = self:parse_statement_list() if not st then return st, block end local l_end = self.lexer:consumeKeyword("end") if not l_end then return false, self:generate_error("`end` expected.") end return true, NodeTypes.for_block(l_for, for_range, l_do, block, l_end) end function cst_parser:parse_repeat_block() local l_repeat = self.lexer:consumeKeyword("repeat") assert(l_repeat) local st, block = self:parse_statement_list() if not st then return st, block end local l_until = self.lexer:consumeKeyword("until") if not l_until then return false, self:generate_error("`until` expected.") end local st, cond = self:parse_expression() if not st then return false, cond end return true, NodeTypes.repeat_block(l_repeat, block, l_until, cond) end function cst_parser:parse_function_declaration() local l_function = self.lexer:consumeKeyword("function") assert(l_function) if not self.lexer:tokenIs("Ident") then return false, self:generate_error("Function name expected") end local st, name = self:parse_suffixed_expression("dots_and_colon") if not st then return false, name end local st, func = self:parse_function_args_and_body() if not st then return false, func end local l_end = self.lexer:consumeKeyword("end") if not l_end then return false, self:generate_error("`end` expected") end return true, NodeTypes.function_declaration(l_function, name, func, l_end) end -- -- -- Statements -- -- function cst_parser:parse_local() local l_local = self.lexer:consumeKeyword("local") assert(l_local) if self.lexer:tokenIs("Ident") then local st, suff = self:parse_suffixed_expression("local") if not st then return st, suff end local st, assign = self:parse_assignment(suff, "local") if not st then return st, assign end return true, NodeTypes.assignment_statement__local(l_local, assign) elseif self.lexer:tokenIsKeyword("function") then local st, func = self:parse_function_declaration() if not st then return st, func end return true, NodeTypes.function_declaration__local(l_local, func) end return false, self:generate_error("local var or function def expected") end function cst_parser:parse_label() local l_colons_a = self.lexer:consumeSymbol("::") assert(l_colons_a) if not self.lexer:tokenIs("Ident") then return false, self:generate_error("Label name expected") end local label = self:consumeToken() local l_colons_b = self.lexer:consumeSymbol("::") if not l_colons_b then return false, self:generate_error("`::` expected") end return true, NodeTypes.label(l_colons_a, label, l_colons_b) end function cst_parser:parse_return() local l_return = self.lexer:consumeKeyword("return") assert(l_return) local exprs = {} if not self.lexer:tokenIsKeyword("end") then local st, first_expr = self:parse_expression() if st then exprs[1] = first_expr local l_comma = self.lexer:consumeSymbol(",") while l_comma do exprs[#exprs+1] = l_comma local st, ex = self:parse_expression() if not st then return false, ex end exprs[#exprs+1] = ex l_comma = self.lexer:consumeSymbol(",") end end end local expr_list = NodeTypes.expression_list(exprs) return true, NodeTypes.return_statement(l_return, expr_list) end function cst_parser:parse_break() local l_break = self.lexer:consumeKeyword("break") assert(l_break) return true, NodeTypes.break_statement(l_break) end function cst_parser:parse_goto() local l_goto = self.lexer:consumeKeyword("l_goto") assert(l_goto) if not self.lexer:tokenIs("Ident") then return false, self:generate_error("Label expected") end local label = self:consumeToken() return true, NodeTypes.goto_statement(l_goto, label) end function cst_parser:parse_assignment(suffixed, mode) if suffixed:type() == "parenthesized_expression" then return false, self:generate_error("Cannot assign to a parenthesized expression, is not an lvalue") end local lhs = { suffixed } local l_comma = self.lexer:consumeSymbol(",") while l_comma do lhs[#lhs+1] = l_comma local st, lhs_part = self:parse_suffixed_expression(mode) if not st then return st, lhs_part end lhs[#lhs+1] = lhs_part l_comma = self.lexer:consumeSymbol(",") end local lhs_node = NodeTypes.ident_list(lhs) local l_equals = self.lexer:consumeSymbol("=") if not l_equals then if mode == "local" then return true, NodeTypes.assignment_statement(lhs_node) else return false, self:generate_error("`=` expected") end end local rhs = {} local st, first_rhs = self:parse_expression() if not st then return st, first_rhs end rhs[1] = first_rhs l_comma = self.lexer:consumeSymbol(",") while l_comma do rhs[#rhs+1] = l_comma local st, rhs_part = self:parse_expression() if not st then return false, rhs_part end rhs[#rhs+1] = rhs_part l_comma = self.lexer:consumeSymbol(",") end local rhs_node = NodeTypes.expression_list(rhs) return true, NodeTypes.assignment_statement(lhs_node, l_equals, rhs_node) end function cst_parser:parse_assignment_or_call() local st, suffixed = self:parse_suffixed_expression() if not st then return st, suffixed end if #suffixed <= 1 then return false, self:generate_error("expected ident") end local stmt = suffixed if self.lexer:tokenIsSymbol(",") or self.lexer:tokenIsSymbol("=") then st, stmt = self:parse_assignment(suffixed) if not st then return st, stmt end end return true, stmt end function cst_parser:parse_statement() local st, stmt local lookahead = self.lexer:peekToken() if lookahead.leaf_type == "Keyword" then if lookahead.value == "if" then st, stmt = self:parse_if_block() elseif lookahead.value == "while" then st, stmt = self:parse_while_block() elseif lookahead.value == "do" then st, stmt = self:parse_do_block() elseif lookahead.value == "for" then st, stmt = self:parse_for_block() elseif lookahead.value == "repeat" then st, stmt = self:parse_repeat_block() elseif lookahead.value == "function" then st, stmt = self:parse_function_declaration() elseif lookahead.value == "local" then st, stmt = self:parse_local() elseif lookahead.value == "::" then st, stmt = self:parse_label() elseif lookahead.value == "return" then st, stmt = self:parse_return() elseif lookahead.value == "break" then st, stmt = self:parse_break() elseif lookahead.value == "goto" then st, stmt = self:parse_goto() else st, stmt = self:parse_assignment_or_call() end else st, stmt = self:parse_assignment_or_call() end local l_semicolon if self.lexer:tokenIsSymbol(";") then l_semicolon = self.lexer:consumeToken() end return st, stmt, l_semicolon end local block_end_kwords = utils.set{"end", "else", "elseif", "until"} function cst_parser:parse_statement_list() local statements = {} while not (block_end_kwords[self.lexer:peekToken().value] or self.lexer:isEof()) do local st, statement, l_semicolon = self:parse_statement() if not st then return false, statement end assert(statement) statements[#statements+1] = statement if l_semicolon then statements[#statements+1] = l_semicolon end end return true, NodeTypes.statement_list(statements) end function cst_parser:parse() local st, tree = self:parse_statement_list() if not st then return false, tree end assert(self.lexer:isEof()) local l_eof = self.lexer:peekToken() local program = NodeTypes.program(tree, l_eof) program:changed() return true, program end return cst_parser
object_tangible_furniture_all_frn_all_statuette_cityhall_naboo = object_tangible_furniture_all_shared_frn_all_statuette_cityhall_naboo:new { } ObjectTemplates:addTemplate(object_tangible_furniture_all_frn_all_statuette_cityhall_naboo, "object/tangible/furniture/all/frn_all_statuette_cityhall_naboo.iff")
local DateUtil = {} DateUtil.__DebugFlag = false function DateUtil:YangLi2NongLiDate(st) --天干名称 local cTianGan = {"甲","乙","丙","丁","戊","己","庚","辛","壬","癸"} --地支名称 local cDiZhi = {"子","丑","寅","卯","辰","巳","午", "未","申","酉","戌","亥"} --属相名称 local cShuXiang = {"鼠","牛","虎","兔","龙","蛇", "马","羊","猴","鸡","狗","猪"} --农历日期名 local cDayName = { "*","初一","初二","初三","初四","初五", "初六","初七","初八","初九","初十", "十一","十二","十三","十四","十五", "十六","十七","十八","十九","二十", "廿一","廿二","廿三","廿四","廿五", "廿六","廿七","廿八","廿九","三十" } --农历月份名 local cMonName = {"*","正","二","三","四","五","六", "七","八","九","十","十一","腊"} --公历每月前面的天数 local wMonthAdd = {0,31,59,90,120,151,181,212,243,273,304,334} -- 农历数据 local wNongliData = {2635,333387,1701,1748,267701,694,2391,133423,1175,396438 ,3402,3749,331177,1453,694,201326,2350,465197,3221,3402 ,400202,2901,1386,267611,605,2349,137515,2709,464533,1738 ,2901,330421,1242,2651,199255,1323,529706,3733,1706,398762 ,2741,1206,267438,2647,1318,204070,3477,461653,1386,2413 ,330077,1197,2637,268877,3365,531109,2900,2922,398042,2395 ,1179,267415,2635,661067,1701,1748,398772,2742,2391,330031 ,1175,1611,200010,3749,527717,1452,2742,332397,2350,3222 ,268949,3402,3493,133973,1386,464219,605,2349,334123,2709 ,2890,267946,2773,592565,1210,2651,395863,1323,2707,265877} local wCurYear,wCurMonth,wCurDay; local nTheDate,nIsEnd,m,k,n,i,nBit; local szNongli, szNongliDay,szShuXiang; ---取当前公历年、月、日--- wCurYear = st.year wCurMonth = st.month wCurDay = st.day ---计算到初始时间1921年2月8日的天数:1921-2-8(正月初一)--- nTheDate = (wCurYear - 1921) * 365 + (wCurYear - 1921) / 4 + wCurDay + wMonthAdd[wCurMonth] - 38 if (((wCurYear % 4) == 0) and (wCurMonth > 2)) then nTheDate = nTheDate + 1 end --计算农历天干、地支、月、日--- nIsEnd = 0; m = 0; while nIsEnd ~= 1 do if wNongliData[m+1] < 4095 then k = 11; else k = 12; end n = k; while n>=0 do --获取wNongliData(m)的第n个二进制位的值 nBit = wNongliData[m+1]; for i=1,n do nBit = math.floor(nBit/2); end nBit = nBit % 2; if nTheDate <= (29 + nBit) then nIsEnd = 1; break; end nTheDate = nTheDate - 29 - nBit; n = n - 1; end if nIsEnd ~= 0 then break; end m = m + 1; end wCurYear = 1921 + m wCurMonth = k - n + 1 wCurDay = math.floor(nTheDate) if k == 12 then if wCurMonth == wNongliData[m+1] / 65536 + 1 then wCurMonth = 1 - wCurMonth; elseif wCurMonth > wNongliData[m+1] / 65536 + 1 then wCurMonth = wCurMonth - 1; end end if self.__DebugFlag then print('农历', wCurYear, wCurMonth, wCurDay) end --生成农历天干、地支、属相 ==> wNongli-- szShuXiang = cShuXiang[(((wCurYear - 4) % 60) % 12) + 1] szNongli = szShuXiang .. '(' .. cTianGan[(((wCurYear - 4) % 60) % 10)+1] .. cDiZhi[(((wCurYear - 4) % 60) % 12) + 1] .. ')年' --szNongli,"%s(%s%s)年",szShuXiang,cTianGan[((wCurYear - 4) % 60) % 10],cDiZhi[((wCurYear - 4) % 60) % 12]); --生成农历月、日 ==> wNongliDay--*/ if wCurMonth < 1 then szNongliDay = "闰" .. cMonName[(-1 * wCurMonth) + 1] else szNongliDay = cMonName[wCurMonth+1] end szNongliDay = szNongliDay .. "月" .. cDayName[wCurDay+1] return {year = wCurYear, month = wCurMonth, day = wCurDay}, szNongli .. szNongliDay end function DateUtil:GetNextMonth(date) if date.month >= 12 then return {year = date.year + 1, month = 1, day = date.day} end return {year = date.year , month = 1 + date.month, day = date.day} end function DateUtil:GetPreviousMonth(date) if date.month <= 1 then return {year = date.year - 1, month = 12, day = date.day} end return {year = date.year , month = date.month - 1, day = date.day} end function DateUtil:GetYangLiNextDay(date) local date2Time = os.time({year=date.year,month=date.month,day=date.day,hour=8,min=0,sec=0,isdst=false}) return os.date("*t", date2Time + 24* 3600) end function DateUtil:IsSameDate(day1, day2, bIgnoreYear) if not bIgnoreYear then if day1.year ~= day2.year then return false end end if day1.month ~= day2.month then return false end if day1.day ~= day2.day then return false end return true end function DateUtil:IsBirthdayDateNear(yangLiTime, nongliDate2, bIgnoreYear, range) local base = yangLiTime if range == -1 then return true end for i = - range, range do local targetDayTime = base + i * 24 * 3600 local targetDate = os.date("*t", targetDayTime) local targetNongli = self:YangLi2NongLiDate({year = targetDate.year, month = targetDate.month, day = targetDate.day}) if self:IsSameDate(nongliDate2, targetNongli, true) then return true end end end -- 阳历和农历比较,第一个参数是阳历,1表示前面的大,0表示相等 function DateUtil:YangLiCompareNongLi(yDate, nDate) local y2n = self:YangLi2NongLiDate(yDate) if self:IsSameDate(y2n, nDate) then return 0 end if y2n.year > nDate.year then return 1 end if y2n.year < nDate.year then return -1 end if y2n.month > nDate.month then return 1 end if y2n.month < nDate.month then return -1 end if y2n.day > nDate.day then return 1 end return -1 end function DateUtil:NongLi2ThisYearYangLi(target) local today = os.date("*t", os.time()) local needed = { year = today.year, month = target.month, day = target.day, isleap = 0, isLeap = 0 } return calender.lunartosolar(needed) end -- 农历转阳历 function DateUtil:NongLi2YangLiDate(target) if true then local needed = { year = target.year, month = target.month, day = target.day, isleap = 0 } return calender.lunartosolar(needed) end -- 找到这个月的阳历月初 local try = {year = target.year, month = target.month, day = 1} -- 阳历一般比农历往后延1个月 try = self:GetNextMonth(try) if self:YangLiCompareNongLi(try, target) == 0 then return try end local yTest while self:YangLiCompareNongLi(try, target) == 1 do if self.__DebugFlag then print("move to next month") end try = self:GetPreviousMonth(try) end if self:YangLiCompareNongLi(try, target) == 0 then return try end yTest = try for i = 1, 62 do if self:YangLiCompareNongLi(yTest, target) == 0 then return yTest end if self.__DebugFlag then print("move to next day") end yTest = self:GetYangLiNextDay(yTest) end if self.__DebugFlag then print("fail to find") end return nil end function DateUtil:__test_entry(bOPenDebug) self.__DebugFlag = bOPenDebug local st = {} st.year = 2019 st.month = 6 st.day = 25 self:YangLi2NongLiDate(st) local target = {year = 1992, month = 5, day = 23} local res = self:NongLi2YangLiDate(target) print("input is "..target.year,target.month,target.day,"\ntarget yangli is ", res.year, res.month, res.day) end return DateUtil
-- Copyright 2016 John Regan <[email protected]> local string_sub = string.sub local string_len = string.len local string_byte = string.byte local M = { _VERSION = '1.0.6' } local function _decode(a) local i=1 local len = 0; local max_len = string_len(a) repeat local t = string_byte(a,i) - 48 if(t >= 0 and t<=9) then len = (len * 10) + t i = i + 1 end until ( t<0 or t>9 or i > max_len ) if (i > max_len) then return nil, nil end -- ascii 58 == colon if string_byte(a,i) ~= 58 then return nil, nil end i = i + 1 if(i+len > max_len) then return nil, nil end -- ascii 44 == comma if(string_byte(a,i+len) ~= 44) then return nil, nil end if(len == 0) then return i, '' end return i+len, string_sub(a,i,i+len - 1) end local function _encode(a) return string_len(a) .. ':' .. a .. ',' end local function _order(a,b) local ta = type(a) local tb = type(b) if(ta == "number" and tb == "number") then return a<b elseif (ta== "number" and tb =="string") then return true elseif (ta=="string" and tb == "number") then return false elseif (ta=="string" and tb=="string") then return a<b end end function M.decode(a) local i = 1 local results = {} while(i<#a) do local j,val = _decode(string_sub(a,i)) if j then table.insert(results,val) i = i + j else break end end if #results == 0 then results = nil end return results, string_sub(a,i) end function M.encode(...) local r = "" local err = {} local args = {...} for i in pairs(args) do local a = args[i] local ta = type(a) if ta == 'table' then -- grab table keys and sort local keys = {} for k in pairs(a) do keys[#keys+1] = k end table.sort(keys,_order) for _,k in ipairs(keys) do if(type(k) ~= "number") then table.insert(err,'arg ' .. i .. ' key "' .. k .. '" is not numeric') else r = r .. _encode(a[k]) end end elseif ta ~= 'nil' then r = r .. _encode(a) end end if(#err == 0) then err = nil end if(#r == 0) then r = nil end return r, err end return M
local math = require('math') local memory = require('memory') local settings = require('settings') local windower = require('core.windower') local defaults = { gameplay = { auto_target = true, inventory = { sort = false, type = 1, }, }, graphics = { aspect_ratio = { auto = true, value = 16 / 9, }, gamma = { red = 1.5, green = 1.5, blue = 1.5, }, framerate = 60, animation_framerate = 60, clipping_plane = 10, }, audio = { volume = { effects = 1.0, music = 1.0, }, footstep_effects = true, }, system = { auto_disconnect = { enabled = false, time = 60, }, language_filter = { enabled = false, }, }, } local options = settings.load(defaults) local window_aspect_ratio = (4 / 3) / (windower.settings.client_size.width / windower.settings.client_size.height) local math_ceil = math.ceil coroutine.schedule(function() while true do do -- graphics local graphics = memory.graphics local gamma = graphics.gamma local render = graphics.render local graphics_options = options.graphics local aspect_ratio_options = graphics_options.aspect_ratio local gamma_options = graphics_options.gamma gamma.red = gamma_options.red gamma.green = gamma_options.green gamma.blue = gamma_options.blue render.aspect_ratio = aspect_ratio_options.auto and window_aspect_ratio or ((4 / 3) / aspect_ratio_options.value) render.framerate_divisor = graphics_options.framerate == 'unlimited' and 0 or math_ceil(60 / graphics_options.framerate) graphics.clipping_plane_entity = graphics_options.clipping_plane graphics.clipping_plane_map = graphics_options.clipping_plane end do -- system local auto_disconnect = memory.auto_disconnect local language_filter = memory.language_filter local system_options = options.system local auto_disconnect_options = system_options.auto_disconnect local language_filter_options = system_options.language_filter auto_disconnect.enabled = auto_disconnect_options.enabled auto_disconnect.timeout_time = auto_disconnect_options.time language_filter.disabled = not language_filter_options.enabled end coroutine.sleep_frame() end end) --[[ Copyright © 2018, Windower Dev Team All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the Windower Dev Team nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE WINDOWER DEV TEAM BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ]]
function sysCall_info() autoStart=sim.getNamedBoolParam('visualizationStream.autoStart') if autoStart==nil then autoStart=false end return {autoStart=autoStart,menu='Connectivity\nVisualization stream'} end function sysCall_init() appPath=sim.getStringParam(sim.stringparam_application_path) pathSep=package.config:sub(1,1) baseName='simAddOnVisualization stream' zmqEnable=sim.getNamedBoolParam('visualizationStream.zmq.enable') wsEnable=sim.getNamedBoolParam('visualizationStream.ws.enable') if wsEnable==nil then wsEnable=true end if zmqEnable and simZMQ then simZMQ.__raiseErrors(true) -- so we don't need to check retval with every call zmqPUBPort=sim.getNamedInt32Param('visualizationStream.zmq.pub.port') or 23010 zmqREPPort=sim.getNamedInt32Param('visualizationStream.zmq.rep.port') or (zmqPUBPort+1) print('Add-on "Visualization stream": ZMQ endpoint on ports '..tostring(zmqPUBPort)..', '..tostring(zmqREPPort)..'...') zmqContext=simZMQ.ctx_new() zmqPUBSocket=simZMQ.socket(zmqContext,simZMQ.PUB) simZMQ.bind(zmqPUBSocket,string.format('tcp://*:%d',zmqPUBPort)) zmqREPSocket=simZMQ.socket(zmqContext,simZMQ.REP) simZMQ.bind(zmqPUBSocket,string.format('tcp://*:%d',zmqREPPort)) elseif zmqEnable then sim.addLog(sim.verbosity_errors,'Visualization stream: the ZMQ plugin is not available') zmqEnable=false end if wsEnable and simWS then wsPort=sim.getNamedInt32Param('visualizationStream.ws.port') or 23020 print('Add-on "Visualization stream": WS endpoint on port '..tostring(wsPort)..'...') if sim.getNamedBoolParam('visualizationStream.ws.retryOnStartFailure') then while true do local r,e=pcall(function() wsServer=simWS.start(wsPort) end) if r then break end print('Add-on "Visualization stream": WS failed to start ('..e..'). Retrying...') sim.wait(0.5,false) end else wsServer=simWS.start(wsPort) end simWS.setOpenHandler(wsServer,'onWSOpen') simWS.setCloseHandler(wsServer,'onWSClose') simWS.setMessageHandler(wsServer,'onWSMessage') simWS.setHTTPHandler(wsServer,'onWSHTTP') wsClients={} elseif wsEnable then sim.addLog(sim.verbosity_errors,'Visualization stream: the WS plugin is not available') wsEnable=false end if not zmqEnable and not wsEnable then sim.addLog(sim.verbosity_errors,'Visualization stream: aborting because no RPC backend available') return {cmd='cleanup'} end codec=sim.getNamedStringParam('visualizationStream.codec') or 'cbor' if codec=='json' then json=require('dkjson') encode=json.encode decode=json.decode opcode=simWS.opcode.text elseif codec=='cbor' then cbor=require('org.conman.cbor') --encode=cbor.encode encode=function(d) return sim.packTable(d,1) end -- faster decode=cbor.decode opcode=simWS.opcode.binary else error('unsupported codec: '..codec) end base64=require('base64') url=require('socket.url') localData={} remoteData={} uidToHandle={} end function sysCall_addOnScriptSuspend() return {cmd='cleanup'} end function sysCall_nonSimulation() processZMQRequests() scan() end function sysCall_sensing() processZMQRequests() scan() end function sysCall_suspended() processZMQRequests() scan() end function sysCall_cleanup() if zmqPUBSocket or zmqREPSocket then if zmqPUBSocket then simZMQ.close(zmqPUBSocket) end if zmqREPSocket then simZMQ.close(zmqREPSocket) end simZMQ.ctx_term(zmqContext) end if wsServer then simWS.stop(wsServer) end end function sim.getHandleByUID(uid) local handle=uidToHandle[uid] if handle==nil then return nil end local uid1=sim.getObjectInt32Param(handle,sim.objintparam_unique_id) if uid==uid1 then return handle else return nil end end function getFileContents(path) local f=assert(io.open(path,"rb")) local content=f:read("*all") f:close() return content end function processZMQRequests() if not zmqREPSocket then return end while true do local rc,revents=simZMQ.poll({zmqREPSocket},{simZMQ.POLLIN},0) if rc<=0 then break end local rc,req=simZMQ.recv(zmqREPSocket,0) local resp=onZMQRequest(decode(req)) simZMQ.send(zmqREPSocket,encode(resp),0) end end function onZMQRequest(data) local resp={} if data.cmd=='getbacklog' then -- send current objects: for uid,data in pairs(remoteData) do local d=objectAdded(uid) if d then table.insert(resp,d) end end for uid,data in pairs(remoteData) do local d=objectChanged(uid) if d then table.insert(resp,d) end end end return resp end function onWSOpen(server,connection) if server==wsServer then local events={} wsClients[connection]=1 -- send current objects: for uid,data in pairs(remoteData) do table.insert(events,objectAdded(uid)) end for uid,data in pairs(remoteData) do table.insert(events,objectChanged(uid)) end if #events>0 then sendEvent(events,connection) end end end function onWSClose(server,connection) if server==wsServer then wsClients[connection]=nil end end function onWSMessage(server,connection,message) end function onWSHTTP(server,connection,resource,data) resource=url.unescape(resource) if resource=='/' or resource=='/'..baseName..'.html' then local c=getFileContents(appPath..pathSep..baseName..'.html') c=string.gsub(c,'const wsPort = 23020;','const wsPort = '..wsPort..';') c=string.gsub(c,'const codec = "cbor";','const codec = "'..codec..'";') return 200,c elseif resource=='/'..baseName..'.js' then return 200,getFileContents(appPath..pathSep..baseName..'.js') else sim.addLog(sim.verbosity_errors,'resource not found: '..resource) end end function getObjectData(handle) local data={} data.handle=handle data.uid=sim.getObjectInt32Param(handle,sim.objintparam_unique_id) data.name=sim.getObjectAlias(handle,0) data.parentHandle=sim.getObjectParent(handle) if data.parentHandle==-1 then data.parentUid=-1 else data.parentUid=sim.getObjectInt32Param(data.parentHandle,sim.objintparam_unique_id) end data.pose=sim.getObjectPose(handle,data.parentHandle) --data.absolutePose=sim.getObjectPose(handle,-1) data.visible=sim.getObjectInt32Param(handle,sim.objintparam_visible)>0 -- fetch type-specific data: local t=sim.getObjectType(handle) if t==sim.object_shape_type then --local _,o=sim.getShapeColor(handle,'',sim.colorcomponent_transparency) ---- XXX: opacity of compounds is always 0.5 ---- XXX: sim.getShapeViz doesn't return opacity... maybe it should? --data.opacity=o elseif t==sim.object_joint_type then local st=sim.getJointType(handle) if st~=sim_joint_spherical_subtype then data.jointPosition=sim.getJointPosition(handle) cyclic,interval=sim.getJointInterval(handle) data.jointCyclic=cyclic if not cyclic then data.jointMin=interval[1] data.jointMax=interval[1]+interval[2] end end local jointMatrix=sim.getJointMatrix(handle) local p={jointMatrix[4],jointMatrix[8],jointMatrix[12]} local q=sim.getQuaternionFromMatrix(jointMatrix) data.jointPose={p[1],p[2],p[3],q[1],q[2],q[3],q[4]} elseif t==sim.object_graph_type then elseif t==sim.object_camera_type then elseif t==sim.object_light_type then elseif t==sim.object_dummy_type then elseif t==sim.object_proximitysensor_type then elseif t==sim.object_octree_type then elseif t==sim.object_pointcloud_type then elseif t==sim.object_visionsensor_type then elseif t==sim.object_forcesensor_type then end return data end function objectDataChanged(a,b) local wl,wa=1,17.5 local function poseChanged(a,b) if a==nil and b==nil then return false end local d=sim.getConfigDistance(a,b,{wl,wl,wl,wa,wa,wa,wa},{0,0,0,2,2,2,2}) return d>0.0001 end local function vector3Changed(a,b) if a==nil and b==nil then return false end local d=sim.getConfigDistance(a,b,{wl,wl,wl},{0,0,0}) return d>0.0001 end local function quaternionChanged(a,b) if a==nil and b==nil then return false end local d=sim.getConfigDistance(a,b,{wa,wa,wa,wa},{2,2,2,2}) return d>0.0001 end local function numberChanged(a,b) if a==nil and b==nil then return false end return math.abs(a-b)>0.0001 end return false or poseChanged(a.pose,b.pose) or poseChanged(a.absolutePose,b.absolutePose) or quaternionChanged(a.jointQuaternion,b.jointQuaternion) or numberChanged(a.jointPosition,b.jointPosition) or a.parentUid~=b.parentUid or a.name~=b.name end function scan() localData={} for i,handle in ipairs(sim.getObjectsInTree(sim.handle_scene)) do local uid=sim.getObjectInt32Param(handle,sim.objintparam_unique_id) uidToHandle[uid]=handle localData[uid]=getObjectData(handle) end local events={} for uid,_ in pairs(remoteData) do if localData[uid]==nil or remoteData[uid].uid~=uid then table.insert(events,objectRemoved(uid)) remoteData[uid]=nil end end for uid,data in pairs(localData) do if remoteData[uid]==nil then table.insert(events,objectAdded(uid)) end end for uid,data in pairs(localData) do if remoteData[uid]==nil or objectDataChanged(localData[uid],remoteData[uid]) then table.insert(events,objectChanged(uid)) remoteData[uid]=data end end if #events>0 then sendEvent(events) end end function objectAdded(uid) local data={ event='objectAdded', uid=uid, } local handle=sim.getHandleByUID(uid) if handle==nil then return nil end data.handle=handle data.visible=sim.getObjectInt32Param(handle,sim.objintparam_visible)>0 local objProp=sim.getObjectProperty(handle) data.selectModelBaseInstead=(objProp&sim.objectproperty_selectmodelbaseinstead)>0 local modelProp=sim.getModelProperty(handle) data.modelBase=(modelProp&sim.modelproperty_not_model)==0 local t=sim.getObjectType(handle) if t==sim.object_shape_type then data.type="shape" data.meshData={} for i=0,1000000000 do local meshData=sim.getShapeViz(handle,i) if meshData==nil then break end if meshData.texture then local im=meshData.texture.texture local res=meshData.texture.resolution local imPNG=sim.saveImage(im,res,1,'.png',-1) meshData.texture.texture=base64.encode(imPNG) end table.insert(data.meshData,meshData) end elseif t== sim.object_joint_type then data.type="joint" local st=sim.getJointType(handle) if st==sim_joint_revolute_subtype then data.subtype='revolute' elseif st==sim_joint_prismatic_subtype then data.subtype='prismatic' elseif st==sim_joint_spherical_subtype then data.subtype='spherical' end elseif t==sim.object_graph_type then data.type="graph" elseif t==sim.object_camera_type then data.type="camera" -- XXX: trick for giving an initial position for the default frontend camera data.absolutePose=sim.getObjectPose(handle,-1) -- XXX: from name we assume camera type data.name=sim.getObjectAlias(handle,0) data.near=sim.getObjectFloatParam(handle,sim.camerafloatparam_near_clipping) data.far=sim.getObjectFloatParam(handle,sim.camerafloatparam_far_clipping) data.fov=sim.getObjectFloatParam(handle,sim.camerafloatparam_perspective_angle) data.orthoSize=sim.getObjectFloatParam(handle,sim.camerafloatparam_ortho_size) elseif t==sim.object_light_type then data.type="light" elseif t==sim.object_dummy_type then data.type="dummy" elseif t==sim.object_proximitysensor_type then data.type="proximitysensor" elseif t==sim.object_octree_type then data.type="octree" elseif t==sim.object_pointcloud_type then data.type="pointcloud" data.points=sim.getPointCloudPoints(handle) elseif t==sim.object_visionsensor_type then data.type="visionsensor" elseif t==sim.object_forcesensor_type then data.type="forcesensor" end return data end function objectRemoved(uid) local data={ event='objectRemoved', uid=uid, } return data end function objectChanged(uid) local data={ event='objectChanged', uid=uid, } for field,value in pairs(localData[uid]) do data[field]=value end return data end function sendEvent(d,conn) if d==nil then return end if verbose()>0 then print('Visualization stream:',d) end d=encode(d) sendEventRaw(d,conn) end function sendEventRaw(d,conn) if d==nil then return end if zmqPUBSocket then simZMQ.send(zmqPUBSocket,d,0) end if wsServer then for connection,_ in pairs(wsClients) do if conn==nil or conn==connection then simWS.send(wsServer,connection,d,opcode) end end end end function verbose() return sim.getNamedInt32Param('visualizationStream.verbose') or 0 end
local L = LibStub("AceLocale-3.0"):NewLocale("MakePeopleGreetAgain", "enUS", true) -- Put the language in this locale here L["Loaded language"] = "English" -------------------------------------------------- -- General -------------------------------------------------- L["MPGA_Title"] = "Make People Greet Again!" L["MPGA_Title_Short"] = "MPGA!" L["MPGA_Yes"] = "Yes" L["MPGA_No"] = "No" L["MPGA_PerformReload"] = "The interface needs to be reloaded to keep MakePeopleGreetAgain working properly.\n\nDo you want to reload the UI now?" L["MPGA_NotReloaded"] = "The interface was not reloaded. Your changes are not active yet." -------------------------------------------------- -- UI elements -------------------------------------------------- L["MPGA_MMBTooltipTitle"] = "Make people greet again!" L["MPGA_MMBTooltipInfo"] = "\124cffFF4500Left mouse:\124r Show/hide the window.\n\124cffFF4500Right mouse:\124r Open the interface options." L["MPGA_EnableButton_Desc"] = "Activate/deactivate button" L["MPGA_SetLayout"] = "Select layout" L["MPGA_Layout_Default"] = "Default" L["MPGA_Layout_SingleRow"] = "One row" L["MPGA_Layout_SingleColumn"] = "One column" L["MPGA_Layout_TwoColumns"] = "Two columns" L["MPGA_MinimapButton"] = "Minimap button" L["MPGA_MinimapButton_Desc"] = "Shows or hides the button on the minimap." L["MPGA_GuildGreeting"] = "Greeting for guild members" L["MPGA_GuildGreeting_Button"] = "Hi" L["MPGA_GuildGreeting_Button_Tooltip"] = "Greeting for guild members" L["MPGA_GuildGreeting_Desc"] = "The various texts used to greet guild members." -- L["MPGA_GuildFarewell"] = "Farewell for guild members" L["MPGA_GuildFarewell_Button"] = "Bye" L["MPGA_GuildFarewell_Button_Tooltip"] = "Farewell for guild members" L["MPGA_GuildFarewell_Desc"] = "The various texts used to say goodbye to guild members." -- L["MPGA_GuildCongratulations"] = "Congratulations for guild members" L["MPGA_GuildCongratulations_Button"] = "GZ" L["MPGA_GuildCongratulations_Button_Tooltip"] = "Congratulations for guild members" L["MPGA_GuildCongratulations_Desc"] = "The various texts used to congratulate guild members." -- L["MPGA_GuildThanks"] = "Thanks for guild members" L["MPGA_GuildThanks_Button"] = "Thx" L["MPGA_GuildThanks_Button_Tooltip"] = "Thanks for guild members" L["MPGA_GuildThanks_Desc"] = "The various texts used for thanking guild members." L["MPGA_PartyGreeting"] = "Greeting for party members" L["MPGA_PartyGreeting_Button"] = "Hi" L["MPGA_PartyGreeting_Button_Tooltip"] = "Greeting for party members" L["MPGA_PartyGreeting_Desc"] = "The various texts used to greet party members." -- L["MPGA_PartyFarewell"] = "Farewell for party members" L["MPGA_PartyFarewell_Button"] = "Bye" L["MPGA_PartyFarewell_Button_Tooltip"] = "Farewell for party members" L["MPGA_PartyFarewell_Desc"] = "The various texts used to say goodbye to party members." L["MPGA_InstanceGreeting"] = "Greeting for instance party members" L["MPGA_InstanceGreeting_Button"] = "Hi" L["MPGA_InstanceGreeting_Button_Tooltip"] = "Greeting for instance party members" L["MPGA_InstanceGreeting_Desc"] = "The various texts used to greet instance party members." -- L["MPGA_InstanceFarewell"] = "Farewell for instance party members" L["MPGA_InstanceFarewell_Button"] = "Bye" L["MPGA_InstanceFarewell_Button_Tooltip"] = "Farewell for instance party members" L["MPGA_InstanceFarewell_Desc"] = "The various texts used to say goodbye to instance party members." -------------------------------------------------- -- Error messages --------------------------------------------------
script/admin = "acb227" local p = Instance.new("Part") p.Parent = Workspace p.Size = Vector3.new(1,1,1) p.formFactor = 0 p.BrickColor = BrickColor.new("Bright red") p.Anchored = true p.Locked = true if script.Parent.className ~= "HopperBin" then local h = Instance.new("HopperBin") h.Parent = game.Players[admin].Backpack h.Name = "Lazor" script.Parent = h end hold = false tool = script.Parent tool.Selected:connect(function(mouse) mouse.Button1Up:connect(function() hold = false p.Parent = nil end) mouse.Button1Down:connect(function() if mouse.Target == nil then return end p.Parent = Workspace hold = true while hold == true do wait() To = mouse.Hit.p From = Workspace[admin]["Right Arm"] p.CFrame = CFrame.new((To+From.Position)/2, From.Position)*CFrame.Angles((math.pi/2),0,0) local c = Instance.new("CylinderMesh") c.Parent = p c.Scale = Vector3.new(.15,(To-From.Position).magnitude,.15) h = mouse.Target.Parent:findFirstChild("Humanoid") if h ~= nil then while true do h:TakeDamage(15) end end end) end) f = Instance.new("ForceField") f.Parent = Game.Workspace[admin]
object_tangible_wearables_necklace_necklace_trando_scale_of_honor_wke_m = object_tangible_wearables_necklace_shared_necklace_trando_scale_of_honor_wke_m:new { } ObjectTemplates:addTemplate(object_tangible_wearables_necklace_necklace_trando_scale_of_honor_wke_m, "object/tangible/wearables/necklace/necklace_trando_scale_of_honor_wke_m.iff")
local args = ...; local dc = args.PiroGame:load('DrawableComponent.lua'); local tc = args.PiroGame.class('TextComponent', dc); function tc:initialize(font, text) self.text = text; self.font = font; end function tc:activate() self.drawable = love.graphics.newText(self.font, self.text); end return tc;