content
stringlengths 5
1.05M
|
---|
function Grenade:GetIsAffectedByWeaponUpgrades()
return true
end
|
require 'lpeg'
--[[
compile(string <text_grammar_definition>, string <S0 state name>, boolean <optional debug>)
returns lpeg_pattern
]]--
local function compile(g, S0name, quantifier, _debug)
local P = lpeg.P
local C = lpeg.C
local Ct = lpeg.Ct
local V = lpeg.V
local S = lpeg.S
local delim = P[[/]]
local nl = P"\n"
local _space = S" \t"
local space0 = _space^0
local space1 = _space^1
local nspace = (1 - (_space+delim+nl))^1
local quot1 = P[[']]
local quot2 = P[["]]
local escape = P[[\]]
local quot = P{
#quot1*V(2) + #quot2*V(3),
quot1 * C( ( (escape*quot1) + (1-quot1) )^0) * quot1,
quot2 * C( ( (escape*quot2) + (1-quot2) )^0) * quot2,
}
local lines = Ct(
lpeg.P{
"line",
line = ((
Ct(
(
space0 * C(nspace) * space0
* "<-" *
space0 * V('def_list') * space0
)^1
)
+ nl
))^0,
def_list = Ct(
(
(V('def') * space0 * delim * space0)
+ (V('def') * space0)
)^1
),
def = (
(
Ct( quot *
Ct(
( space1 * C(
nspace
))^1
)
)
)
+ (
Ct(quot)
)
),
}
)
local TI = table.insert
local empty = lpeg.P(0)
local t = {}
local wr = function(...)
if _debug then
io.write(string.format(...))
end
end
TI(t, S0name)
for i,line in ipairs(lines:match(g)) do
t[line[1]] = (function()
wr("%q = ", tostring(line[1]))
local def_list
for _, _def in ipairs(line[2]) do
wr("(")
local _def_list = (function()
local def = _def[1]
wr("%q", _def[1])
if type(_def[2])=="table" then
for j, state in ipairs(_def[2]) do
wr(" %s", state)
def = def * V(state)
end
end
return def
end)()
if type(def_list)=="nil" then
def_list = _def_list
else
def_list = def_list + _def_list
end
wr(")")
end
return def_list
end)()
wr("\n")
end
if quantifier then
return P(t) * quantifier
else
return P(t)
end
end
return {
compile = compile
} |
object_tangible_quest_som_vault_dial = object_tangible_quest_shared_som_vault_dial:new {
}
ObjectTemplates:addTemplate(object_tangible_quest_som_vault_dial, "object/tangible/quest/som_vault_dial.iff")
|
--[[----------------------------------------------------------------------------
MIT License
Copyright (c) 2018 David F. Burns
This file is part of LrSlide.
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.
------------------------------------------------------------------------------]]
require 'strict'
local Debug = require 'Debug'.init()
local LrDialogs = import 'LrDialogs'
local LrView = import 'LrView'
local LrFunctionContext = import 'LrFunctionContext'
local LrFileUtils = import 'LrFileUtils'
local LrColor = import 'LrColor'
local LrHttp = import 'LrHttp'
local LrPrefs = import 'LrPrefs'
local Util = require 'Util'
require 'FontFinder'
local function showTextInADialog( title, text )
LrFunctionContext.callWithContext( "showTextInADialog", Debug.showErrors( function( _ )
local f = LrView.osFactory()
local _, numLines = text:gsub( '\n', '\n' )
local c
local thresholdForScrollable = 30
-- Create the contents for the dialog.
-- if it's a short license, just show a static control. Else, put the static control in a scrollable view.
if numLines <= thresholdForScrollable then
c = f:row {
f:static_text {
selectable = true,
title = text,
size = 'small',
height_in_lines = -1,
width = 550,
}
}
else
c = f:row {
f:scrolled_view {
horizontal_scroller = false,
width = 600,
height = thresholdForScrollable * 14,
f:static_text {
selectable = true,
title = text,
size = 'small',
height_in_lines = -1,
width = 550,
}
}
}
end
LrDialogs.presentModalDialog {
title = title,
contents = c,
cancelVerb = '< exclude >',
}
end ) )
end
local function startDialog( propertyTable )
local prefs = LrPrefs.prefsForPlugin()
Util.log( 0, 'PLUGIN MANAGER: startDialog' )
Util.logpp( 0, prefs )
propertyTable.chromePath = prefs.chromePath or ''
propertyTable.slideWidth = prefs.slideWidth or 1024
propertyTable.slideHeight = prefs.slideHeight or 768
end
local function endDialog( propertyTable )
local prefs = LrPrefs.prefsForPlugin()
Util.log( 0, 'PLUGIN MANAGER: endDialog' )
prefs.chromePath = propertyTable.chromePath
prefs.slideWidth = propertyTable.slideWidth
prefs.slideHeight = propertyTable.slideHeight
Util.logpp( 0, prefs )
end
local function validateChromeExecutable( _, path )
local exists, errorMessage
path = Util.trim( path )
-- special case: valid if the path is empty
if #path == 0 then
return true, path
end
exists = LrFileUtils.exists( path )
if exists and exists == 'file' then
return true, path
end
errorMessage = 'Could not find Chrome at the path given:\n\n' .. path .. '\n\nPlease provide a correct path or leave the path blank.'
Util.log( 0, errorMessage )
return false, '', errorMessage
end
-- Section for the top of the dialog.
local function sectionsForTopOfDialog( f, propertyTable )
local bind = LrView.bind
local share = LrView.share
local ChromeMessage
local test, _, msg = validateChromeExecutable( nil, propertyTable.chromePath )
if not test then ChromeMessage = msg end
Util.log( 0, 'PLUGIN MANAGER: sectionsForTopOfDialog' )
-- Util.logpp( 0, propertyTable )
return {
{
title = 'License Info',
synopsis = 'Expand for license info',
f:row {
f:push_button {
title = "Show license...",
action = Debug.showErrors(function( _ )
showTextInADialog(
'License for LrSlide',
Util.readFileIntoString( _PLUGIN.path .. '/licenses/LICENSE' )
) end ),
},
},
f:row {
f:separator {
fill_horizontal = 1,
},
},
f:row {
f:static_text {
title = 'This plugin makes use of code from 3rd parties:',
},
},
f:row {
f:static_text {
title = 'markdown.lua',
text_color = LrColor( 'blue' ),
mouse_down = function() LrHttp.openUrlInBrowser( 'https://github.com/mpeterv/markdown' ) end
},
f:push_button {
title = "Show license...",
action = Debug.showErrors( function( _ )
showTextInADialog(
'License for markdown.lua',
Util.readFileIntoString( _PLUGIN.path .. '/licenses/LICENSE.markdown' )
) end ),
},
},
f:row {
f:static_text {
title = 'UTF 8 Lua Library',
},
f:push_button {
title = "Show license...",
action = Debug.showErrors( function( _ )
showTextInADialog(
'License for Lua UTF-8 Library',
Util.readFileIntoString( _PLUGIN.path .. '/licenses/LICENSE.utf8' )
) end ),
},
},
f:row {
f:static_text {
title = 'Simple JSON Encode/Decode from Jeffrey Friedl',
text_color = LrColor( 'blue' ),
mouse_down = function() LrHttp.openUrlInBrowser( 'http://regex.info/blog/lua/json' ) end
},
f:push_button {
title = "Show license...",
action = function() LrHttp.openUrlInBrowser( 'https://creativecommons.org/licenses/by/3.0/legalcode' ) end,
},
},
},
{
title = 'Advanced Settings',
synopsis = function()
local s = ''
if #propertyTable.chromePath > 0 then
s = s .. 'Custom Chrome'
else
s = s .. 'Default Chrome'
end
return s
end,
f:row {
f:column {
spacing = f:control_spacing(),
fill = 1,
f:static_text {
title = "By default, LrSlide will automatically find Chrome. If for some reason it can't, or if you need to override this, you can enter the location here. Most users will leave this blank.",
fill_horizontal = 1,
width_in_chars = 55,
height_in_lines = 2,
size = 'small',
},
ChromeMessage and f:static_text {
title = ChromeMessage,
fill_horizontal = 1,
width_in_chars = 55,
height_in_lines = 5,
size = 'small',
text_color = import 'LrColor'( 1, 0, 0 ),
} or 'skipped item',
f:row {
spacing = f:label_spacing(),
f:static_text {
title="Path to Chrome:",
alignment = 'right',
width = share 'title_width',
},
f:edit_field {
value = bind { key = 'chromePath', object = propertyTable },
fill_horizontal = 1,
width_in_chars = 25,
validate = validateChromeExecutable,
},
f:push_button {
title = "Browse...",
action = Debug.showErrors( function( _ )
local options =
{
title = 'Find the Chrome program:',
prompt = 'Select',
canChooseFiles = true,
canChooseDirectories = false,
canCreateDirectories = false,
allowsMultipleSelection = false,
}
if ( WIN_ENV == true ) then
options.fileTypes = 'exe'
else
options.fileTypes = ''
end
local result
result = LrDialogs.runOpenPanel( options )
if ( result ) then
propertyTable.chromePath = Util.trim( result[ 1 ] )
end
end )
},
},
},
},
f:separator {
fill_horizontal = 1,
},
f:row {
f:column {
spacing = f:control_spacing(),
fill = 1,
f:static_text {
title = "For performance reasons, LrSlide only scans for your system's fonts once per week. If you need to force it to rescan now, click the button below.",
fill_horizontal = 1,
width_in_chars = 55,
height_in_lines = 3,
size = 'small',
},
f:row {
spacing = f:label_spacing(),
f:push_button {
title = "Delete font cache",
action = Debug.showErrors( function( _ )
local fontFinder = newFontFinder()
fontFinder.deleteFontCache()
LrDialogs.message( 'The font cache was deleted.' )
end ),
},
},
},
},
},
{
title = 'Size of Slides',
synopsis = function()
return propertyTable.slideWidth .. ' x ' .. propertyTable.slideHeight .. ' pixels'
end,
f:column {
spacing = f:control_spacing(),
fill = 1,
f:static_text {
title = 'Set the size for new slides here. If you want to change the size of existing slides, set the size here, press Done, then select the slides and choose Library -> Plug-in Extras -> LrSlide -> Re-render selected slides.',
fill_horizontal = 1,
width_in_chars = 55,
height_in_lines = 2,
size = 'small',
},
f:row {
spacing = f:label_spacing(),
f:static_text {
title = 'Width:',
alignment = 'right',
},
f:edit_field {
value = bind { key = 'slideWidth', object = propertyTable },
width_in_chars = 10,
validate = function( _, value )
local number = tonumber( Util.trim( value ) )
if not number then
return false, '', "The slide width must be made of only digits."
end
local int = math.floor( number )
if int < 1 or int > 5000 then
return false, '', "The slide width must be between 1 and 5000."
end
return true, value
end
},
f:static_text {
title = 'Height:',
alignment = 'right',
},
f:edit_field {
value = bind { key = 'slideHeight', object = propertyTable },
width_in_chars = 10,
validate = function( _, value )
local number = tonumber( Util.trim( value ) )
if not number then
return false, '', 'The slide height must be made of only digits.'
end
local int = math.floor( number )
if int < 1 or int > 5000 then
return false, '', 'The slide width must be between 1 and 5000.'
end
return true, value
end
},
},
},
}
}
end
return {
sectionsForTopOfDialog = sectionsForTopOfDialog,
startDialog = startDialog,
endDialog = endDialog,
}
|
--[=[
Handles reset requests since Roblox's reset system doesn't handle ragdolls correctly
@server
@class ResetService
]=]
local require = require(script.Parent.loader).load(script)
local GetRemoteEvent = require("GetRemoteEvent")
local ResetServiceConstants = require("ResetServiceConstants")
local ResetService = {}
--[=[
Initializes the reset service. Should be done via a [ServiceBag].
]=]
function ResetService:Init()
assert(not self._remoteEvent, "Already initialized")
self._remoteEvent = GetRemoteEvent(ResetServiceConstants.REMOTE_EVENT_NAME)
self._remoteEvent.OnServerEvent:Connect(function(player)
self:_resetCharacter(player)
end)
end
function ResetService:_resetCharacter(player)
player:LoadCharacter()
end
return ResetService |
local _={}
_[1]={"error","function \"function args arity check fail.f\" expected 2 arguments but received 1; at test/tests/function args arity check fail.ans:4"}
return {_[1]}
--[[
{ "error", 'function "function args arity check fail.f" expected 2 arguments but received 1; at test/tests/function args arity check fail.ans:4' }
]]-- |
CustomizableWeaponry:addFireSound("KSKS.Fire", {"Weapons/SKS_BF4/fire1.wav","Weapons/SKS_BF4/fire2.wav","Weapons/SKS_BF4/fire3.wav"}, 1, 125, CHAN_STATIC)
CustomizableWeaponry:addFireSound("KSKS.SupFire", {"Weapons/SKS_BF4/firesil1.wav","Weapons/SKS_BF4/firesil2.wav","Weapons/SKS_BF4/firesil3.wav"}, 1, 60, CHAN_STATIC)
CustomizableWeaponry:addReloadSound("KSKS.Deploy", "Weapons/SKS_BF4/deploy.wav")
CustomizableWeaponry:addReloadSound("KSKS.Cloth", "Weapons/SKS_BF4/cloth.wav")
CustomizableWeaponry:addReloadSound("KSKS.Clipout", "Weapons/SKS_BF4/clipout.wav")
CustomizableWeaponry:addReloadSound("KSKS.Clipin", "Weapons/SKS_BF4/clipin.wav")
CustomizableWeaponry:addReloadSound("KSKS.Boltback", "Weapons/SKS_BF4/boltback.wav")
CustomizableWeaponry:addReloadSound("KSKS.Boltforward", "Weapons/SKS_BF4/boltrelease.wav")
|
--[[
TheNexusAvenger
Tests the GitStatusRequest class.
--]]
local NexusUnitTesting = require("NexusUnitTesting")
local NexusGit = require(game:GetService("ServerStorage"):WaitForChild("NexusGit"))
local GetGitStatusRequest = NexusGit:GetResource("NexusGitRequest.GetRequest.GetGitStatusRequest")
local NexusEnums = NexusGit:GetResource("NexusPluginFramework.Data.Enum.NexusEnumCollection").GetBuiltInEnums()
--Mock the request.
local MockGitStatusRequest = GetGitStatusRequest:Extend()
function MockGitStatusRequest:SendRequest()
return {
GetResponse = function()
return "[\"Current branch:\","
.."\"master\","
.."\"Remote branch:\","
.."\"origin/master\","
.."\"Ahead by:\","
.."\"2\","
.."\"Changes to be committed:\","
.."\"Modified: TestFile1.lua\","
.."\"New file: TestFile2.lua\","
.."\"Modified: Directory1/TestFile3.lua\","
.."\"New file: Directory1/TestFile4.lua\","
.."\"Modified: Directory1/Directory2/TestFile5.lua\","
.."\"Renamed: Directory1/Directory2/TestFile10.lua -> Directory1/Directory2/TestFile6.lua\","
.."\"Deleted: Directory1/Directory2/TestFile7.lua\","
.."\"Untracked files:\","
.."\"TestFile8.lua\","
.."\"Directory1/TestFile9.lua\"]"
end
}
end
--[[
Tests that the constructor works without failing.
--]]
NexusUnitTesting:RegisterUnitTest("Constructor",function(UnitTest)
local CuT = GetGitStatusRequest.new("http://localhost:0000")
UnitTest:AssertEquals(CuT.ClassName,"GetGitStatusRequest","Class name is incorrect.")
end)
--[[
Tests the StringsToFiles method.
--]]
NexusUnitTesting:RegisterUnitTest("StringsToFiles",function(UnitTest)
--Create a table of tracked objects.
local FileStrings = {
Modified = {
"TestFile1.lua",
"Directory1/TestFile3.lua",
"Directory1/Directory2/TestFile5.lua",
},
Created = {
"TestFile2.lua",
"Directory1/TestFile4.lua",
},
Renamed = {
"Directory1/Directory2/TestFile6.lua",
},
Deleted = {
"Directory1/Directory2/TestFile7.lua",
},
Untracked = {
"TestFile8.lua",
"Directory1/TestFile9.lua",
},
}
--Convert the strings to a list of files.
local CuT = GetGitStatusRequest.new("http://localhost:0000")
local Files = CuT:StringsToFiles(FileStrings)
UnitTest:AssertEquals(#Files,4,"Incorrect amount of files.")
--[[
Returns the file for the given name.
--]]
local function GetFile(FileName)
for _,File in pairs(Files) do
if File:GetFileName() == FileName then
return File
end
end
end
--Assert the modified files are correct.
UnitTest:AssertTrue(NexusEnums.FileStatus.Modified:Equals(GetFile("TestFile1.lua"):GetStatus()),"File status is incorrect.")
UnitTest:AssertTrue(NexusEnums.FileStatus.Modified:Equals(GetFile("Directory1"):GetFile("TestFile3.lua"):GetStatus()),"File status is incorrect.")
UnitTest:AssertTrue(NexusEnums.FileStatus.Modified:Equals(GetFile("Directory1"):GetFile("Directory2"):GetFile("TestFile5.lua"):GetStatus()),"File status is incorrect.")
--Assert the created files are correct.
UnitTest:AssertTrue(NexusEnums.FileStatus.Created:Equals(GetFile("TestFile2.lua"):GetStatus()),"File status is incorrect.")
UnitTest:AssertTrue(NexusEnums.FileStatus.Created:Equals(GetFile("Directory1"):GetFile("TestFile4.lua"):GetStatus()),"File status is incorrect.")
--Assert the renamed files are correct.
UnitTest:AssertTrue(NexusEnums.FileStatus.Renamed:Equals(GetFile("Directory1"):GetFile("Directory2"):GetFile("TestFile6.lua"):GetStatus()),"File status is incorrect.")
--Assert the deleted files are correct.
UnitTest:AssertTrue(NexusEnums.FileStatus.Deleted:Equals(GetFile("Directory1"):GetFile("Directory2"):GetFile("TestFile7.lua"):GetStatus()),"File status is incorrect.")
--Assert the untracked files are correct.
UnitTest:AssertTrue(NexusEnums.FileStatus.Untracked:Equals(GetFile("TestFile8.lua"):GetStatus()),"File status is incorrect.")
UnitTest:AssertTrue(NexusEnums.FileStatus.Untracked:Equals(GetFile("Directory1"):GetFile("TestFile9.lua"):GetStatus()),"File status is incorrect.")
end)
--[[
Tests the GetStatus method.
--]]
NexusUnitTesting:RegisterUnitTest("GetStatus",function(UnitTest)
--Create the mocked component under testing.
local CuT = MockGitStatusRequest.new("http://localhost:0000")
local StatusData = CuT:GetStatus()
--Assert the base response info is correct.
UnitTest:AssertEquals(StatusData.CurrentBranch,"master","Current branch is incorrect.")
UnitTest:AssertEquals(StatusData.RemoteBranch,"origin/master","Remote branch is incorrect.")
UnitTest:AssertEquals(StatusData.AheadBy,2,"Ahead by count is incorrect.")
--[[
Returns the file for the given name.
--]]
local function GetFile(FileName)
for _,File in pairs(StatusData.Files) do
if File:GetFileName() == FileName then
return File
end
end
end
--Assert the modified files are correct.
UnitTest:AssertTrue(NexusEnums.FileStatus.Modified:Equals(GetFile("TestFile1.lua"):GetStatus()),"File status is incorrect.")
UnitTest:AssertTrue(NexusEnums.FileStatus.Modified:Equals(GetFile("Directory1"):GetFile("TestFile3.lua"):GetStatus()),"File status is incorrect.")
UnitTest:AssertTrue(NexusEnums.FileStatus.Modified:Equals(GetFile("Directory1"):GetFile("Directory2"):GetFile("TestFile5.lua"):GetStatus()),"File status is incorrect.")
--Assert the created files are correct.
UnitTest:AssertTrue(NexusEnums.FileStatus.Created:Equals(GetFile("TestFile2.lua"):GetStatus()),"File status is incorrect.")
UnitTest:AssertTrue(NexusEnums.FileStatus.Created:Equals(GetFile("Directory1"):GetFile("TestFile4.lua"):GetStatus()),"File status is incorrect.")
--Assert the renamed files are correct.
UnitTest:AssertTrue(NexusEnums.FileStatus.Renamed:Equals(GetFile("Directory1"):GetFile("Directory2"):GetFile("TestFile6.lua"):GetStatus()),"File status is incorrect.")
--Assert the deleted files are correct.
UnitTest:AssertTrue(NexusEnums.FileStatus.Deleted:Equals(GetFile("Directory1"):GetFile("Directory2"):GetFile("TestFile7.lua"):GetStatus()),"File status is incorrect.")
UnitTest:AssertTrue(NexusEnums.FileStatus.Deleted:Equals(GetFile("Directory1"):GetFile("Directory2"):GetFile("TestFile10.lua"):GetStatus()),"File status is incorrect.")
--Assert the untracked files are correct.
UnitTest:AssertTrue(NexusEnums.FileStatus.Untracked:Equals(GetFile("TestFile8.lua"):GetStatus()),"File status is incorrect.")
UnitTest:AssertTrue(NexusEnums.FileStatus.Untracked:Equals(GetFile("Directory1"):GetFile("TestFile9.lua"):GetStatus()),"File status is incorrect.")
end)
return true |
--------------------------------
-- @module AbstractCheckButton
-- @extend Widget
-- @parent_module ccui
--------------------------------
--
-- @function [parent=#AbstractCheckButton] getCrossDisabledFile
-- @param self
-- @return ResourceData#ResourceData ret (return value: cc.ResourceData)
--------------------------------
--
-- @function [parent=#AbstractCheckButton] getBackDisabledFile
-- @param self
-- @return ResourceData#ResourceData ret (return value: cc.ResourceData)
--------------------------------
-- Load background selected state texture for check button.<br>
-- param backGroundSelected The background selected state image name.<br>
-- param texType @see `Widget::TextureResType`
-- @function [parent=#AbstractCheckButton] loadTextureBackGroundSelected
-- @param self
-- @param #string backGroundSelected
-- @param #int texType
-- @return AbstractCheckButton#AbstractCheckButton self (return value: ccui.AbstractCheckButton)
--------------------------------
-- Load background disabled state texture for checkbox.<br>
-- param backGroundDisabled The background disabled state texture name.<br>
-- param texType @see `Widget::TextureResType`
-- @function [parent=#AbstractCheckButton] loadTextureBackGroundDisabled
-- @param self
-- @param #string backGroundDisabled
-- @param #int texType
-- @return AbstractCheckButton#AbstractCheckButton self (return value: ccui.AbstractCheckButton)
--------------------------------
--
-- @function [parent=#AbstractCheckButton] getCrossNormalFile
-- @param self
-- @return ResourceData#ResourceData ret (return value: cc.ResourceData)
--------------------------------
-- Change CheckBox state.<br>
-- Set to true will cause the CheckBox's state to "selected", false otherwise.<br>
-- param selected Set to true will change CheckBox to selected state, false otherwise.
-- @function [parent=#AbstractCheckButton] setSelected
-- @param self
-- @param #bool selected
-- @return AbstractCheckButton#AbstractCheckButton self (return value: ccui.AbstractCheckButton)
--------------------------------
--
-- @function [parent=#AbstractCheckButton] getBackPressedFile
-- @param self
-- @return ResourceData#ResourceData ret (return value: cc.ResourceData)
--------------------------------
-- brief Return the sprite instance of front cross when disabled<br>
-- return the sprite instance of front cross when disabled
-- @function [parent=#AbstractCheckButton] getRendererFrontCrossDisabled
-- @param self
-- @return Sprite#Sprite ret (return value: cc.Sprite)
--------------------------------
-- brief Return the sprite instance of background<br>
-- return the sprite instance of background.
-- @function [parent=#AbstractCheckButton] getRendererBackground
-- @param self
-- @return Sprite#Sprite ret (return value: cc.Sprite)
--------------------------------
-- Load cross texture for check button.<br>
-- param crossTextureName The cross texture name.<br>
-- param texType @see `Widget::TextureResType`
-- @function [parent=#AbstractCheckButton] loadTextureFrontCross
-- @param self
-- @param #string crossTextureName
-- @param #int texType
-- @return AbstractCheckButton#AbstractCheckButton self (return value: ccui.AbstractCheckButton)
--------------------------------
-- brief Return the sprite instance of background when disabled<br>
-- return the sprite instance of background when disabled
-- @function [parent=#AbstractCheckButton] getRendererBackgroundDisabled
-- @param self
-- @return Sprite#Sprite ret (return value: cc.Sprite)
--------------------------------
-- Query whether CheckBox is selected or not.<br>
-- return true means "selected", false otherwise.
-- @function [parent=#AbstractCheckButton] isSelected
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
--
-- @function [parent=#AbstractCheckButton] init
-- @param self
-- @param #string backGround
-- @param #string backGroundSeleted
-- @param #string cross
-- @param #string backGroundDisabled
-- @param #string frontCrossDisabled
-- @param #int texType
-- @return bool#bool ret (return value: bool)
--------------------------------
--
-- @function [parent=#AbstractCheckButton] getBackNormalFile
-- @param self
-- @return ResourceData#ResourceData ret (return value: cc.ResourceData)
--------------------------------
-- Load all textures for initializing a check button.<br>
-- param background The background image name.<br>
-- param backgroundSelected The background selected image name.<br>
-- param cross The cross image name.<br>
-- param backgroundDisabled The background disabled state texture.<br>
-- param frontCrossDisabled The front cross disabled state image name.<br>
-- param texType @see `Widget::TextureResType`
-- @function [parent=#AbstractCheckButton] loadTextures
-- @param self
-- @param #string background
-- @param #string backgroundSelected
-- @param #string cross
-- @param #string backgroundDisabled
-- @param #string frontCrossDisabled
-- @param #int texType
-- @return AbstractCheckButton#AbstractCheckButton self (return value: ccui.AbstractCheckButton)
--------------------------------
-- brief Return a zoom scale<br>
-- return A zoom scale of Checkbox.<br>
-- since v3.3
-- @function [parent=#AbstractCheckButton] getZoomScale
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- brief Return the sprite instance of front cross<br>
-- return the sprite instance of front cross
-- @function [parent=#AbstractCheckButton] getRendererFrontCross
-- @param self
-- @return Sprite#Sprite ret (return value: cc.Sprite)
--------------------------------
-- brief Return the sprite instance of background when selected<br>
-- return the sprite instance of background when selected
-- @function [parent=#AbstractCheckButton] getRendererBackgroundSelected
-- @param self
-- @return Sprite#Sprite ret (return value: cc.Sprite)
--------------------------------
-- Load background texture for check button.<br>
-- param backGround The background image name.<br>
-- param type @see `Widget::TextureResType`
-- @function [parent=#AbstractCheckButton] loadTextureBackGround
-- @param self
-- @param #string backGround
-- @param #int type
-- @return AbstractCheckButton#AbstractCheckButton self (return value: ccui.AbstractCheckButton)
--------------------------------
-- When user pressed the CheckBox, the button will zoom to a scale.<br>
-- The final scale of the CheckBox equals (CheckBox original scale + _zoomScale)<br>
-- since v3.3
-- @function [parent=#AbstractCheckButton] setZoomScale
-- @param self
-- @param #float scale
-- @return AbstractCheckButton#AbstractCheckButton self (return value: ccui.AbstractCheckButton)
--------------------------------
-- Load frontcross disabled texture for checkbox.<br>
-- param frontCrossDisabled The front cross disabled state texture name.<br>
-- param texType @see `Widget::TextureResType`
-- @function [parent=#AbstractCheckButton] loadTextureFrontCrossDisabled
-- @param self
-- @param #string frontCrossDisabled
-- @param #int texType
-- @return AbstractCheckButton#AbstractCheckButton self (return value: ccui.AbstractCheckButton)
--------------------------------
--
-- @function [parent=#AbstractCheckButton] getVirtualRenderer
-- @param self
-- @return Node#Node ret (return value: cc.Node)
--------------------------------
--
-- @function [parent=#AbstractCheckButton] init
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
--
-- @function [parent=#AbstractCheckButton] getVirtualRendererSize
-- @param self
-- @return size_table#size_table ret (return value: size_table)
return nil
|
term.clear()
term.setCursorPos(1,1)
print("Thank you for using jOS")
print("Loading...")
sleep(1)
textutils.slowPrint("#############")
sleep(1)
shell.run("disk/.menu")
|
--黯影魔 毁灭
local m=14060013
local cm=_G["c"..m]
function cm.initial_effect(c)
--fusion material
c:EnableReviveLimit()
aux.AddFusionProcCodeFun(c,cm.fusfilter1,cm.fusfilter,1,true,true)
--pendulum summon
aux.EnablePendulumAttribute(c,false)
--base attack
local e0=Effect.CreateEffect(c)
e0:SetType(EFFECT_TYPE_SINGLE)
e0:SetCode(EFFECT_SET_BASE_ATTACK)
e0:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e0:SetRange(LOCATION_MZONE)
e0:SetValue(cm.atkval)
c:RegisterEffect(e0)
--spsummon condition
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
e1:SetCode(EFFECT_SPSUMMON_CONDITION)
e1:SetValue(cm.splimit)
c:RegisterEffect(e1)
--special summon rule
local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_FIELD)
e2:SetCode(EFFECT_SPSUMMON_PROC)
e2:SetProperty(EFFECT_FLAG_UNCOPYABLE)
e2:SetRange(LOCATION_EXTRA)
e2:SetCondition(cm.sprcon)
e2:SetOperation(cm.sprop)
c:RegisterEffect(e2)
--to extra
local e3=Effect.CreateEffect(c)
e3:SetDescription(aux.Stringid(m,0))
e3:SetCategory(CATEGORY_TOEXTRA)
e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F)
e3:SetCode(EVENT_TO_GRAVE)
e3:SetTarget(cm.rettg)
e3:SetOperation(cm.retop)
c:RegisterEffect(e3)
--TurnSet
local e4=Effect.CreateEffect(c)
e4:SetDescription(aux.Stringid(m,1))
e4:SetCategory(CATEGORY_POSITION)
e4:SetProperty(EFFECT_FLAG_NO_TURN_RESET)
e4:SetType(EFFECT_TYPE_QUICK_O)
e4:SetCode(EVENT_FREE_CHAIN)
e4:SetRange(LOCATION_EXTRA)
e4:SetHintTiming(0,0x1e0)
e4:SetCountLimit(1)
e4:SetCondition(cm.tscon)
e4:SetTarget(cm.tstg)
e4:SetOperation(cm.tsop)
c:RegisterEffect(e4)
--immune
local e5=Effect.CreateEffect(c)
e5:SetType(EFFECT_TYPE_SINGLE)
e5:SetCode(EFFECT_IMMUNE_EFFECT)
e5:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e5:SetRange(LOCATION_MZONE)
e5:SetValue(cm.efilter)
c:RegisterEffect(e5)
end
function cm.fusfilter(c,e,tp)
return (c:IsFacedown() or (c:IsRace(RACE_ZOMBIE) and c:IsAttribute(ATTRIBUTE_DARK))) and c:IsType(TYPE_MONSTER)
end
function cm.fusfilter1(c,e,tp)
return c:IsFusionSetCard(0x1406) and c:IsType(TYPE_MONSTER)
end
function cm.splimit(e,se,sp,st)
return e:GetHandler():GetLocation()~=LOCATION_EXTRA
end
function cm.cfilter(c,tp)
return ((c:IsFusionSetCard(0x1406) or c:IsFacedown() or (c:IsRace(RACE_ZOMBIE) and c:IsAttribute(ATTRIBUTE_DARK))) and c:IsType(TYPE_MONSTER))
and c:IsCanBeFusionMaterial()
end
function cm.fcheck(c,sg)
return c:IsFusionSetCard(0x1406) and c:IsType(TYPE_MONSTER) and sg:FilterCount(cm.fcheck2,c)+1==sg:GetCount()
end
function cm.fcheck2(c)
return (c:IsFacedown() or (c:IsRace(RACE_ZOMBIE) and c:IsAttribute(ATTRIBUTE_DARK))) and c:IsType(TYPE_MONSTER)
end
function cm.fgoal(c,tp,sg)
return sg:GetCount()>1 and Duel.GetLocationCountFromEx(tp,tp,sg)>0 and sg:IsExists(cm.fcheck,1,nil,sg)
end
function cm.fselect(c,tp,mg,sg)
sg:AddCard(c)
local res=cm.fgoal(c,tp,sg) or mg:IsExists(cm.fselect,1,sg,tp,mg,sg)
sg:RemoveCard(c)
return res
end
function cm.sprcon(e,c)
if c==nil then return true end
local tp=c:GetControler()
local mg=Duel.GetReleaseGroup(tp):Filter(cm.cfilter,nil,c)
local mg1=Duel.GetReleaseGroup(1-tp):Filter(cm.cfilter,nil,c)
mg:Merge(mg1)
local sg=Group.CreateGroup()
return mg:IsExists(cm.fselect,1,nil,tp,mg,sg)
end
function cm.sprop(e,tp,eg,ep,ev,re,r,rp,c)
local mg=Duel.GetReleaseGroup(tp):Filter(cm.cfilter,nil,c)
local mg1=Duel.GetReleaseGroup(1-tp):Filter(cm.cfilter,nil,c)
mg:Merge(mg1)
local sg=Group.CreateGroup()
while true do
local cg=mg:Filter(cm.fselect,sg,tp,mg,sg)
if cg:GetCount()==0
or (cm.fgoal(c,tp,sg) and not Duel.SelectYesNo(tp,210)) then break end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RELEASE)
local g=cg:Select(tp,1,1,nil)
sg:Merge(g)
end
Duel.Release(sg,REASON_COST+REASON_FUSION+REASON_MATERIAL)
end
function cm.atkfilter(c,e,tp)
return c:IsSetCard(0x1406) and c:IsFaceup()
end
function cm.atkval(e,c)
return Duel.GetMatchingGroupCount(cm.atkfilter,c:GetControler(),LOCATION_EXTRA,0,nil)*400
end
function cm.rettg(e,tp,eg,ep,ev,re,r,rp,chk)
local c=e:GetHandler()
if chk==0 then return not c:IsForbidden() end
Duel.SetOperationInfo(0,CATEGORY_TOEXTRA,c,1,0,0)
end
function cm.retop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if c:IsRelateToEffect(e) then
Duel.SendtoExtraP(c,tp,REASON_EFFECT)
end
end
function cm.tscon(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
return c:IsFaceup()
end
function cm.tstg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return true end
local g=Duel.GetMatchingGroup(Card.IsCanTurnSet,tp,0,LOCATION_MZONE,nil)
Duel.SetOperationInfo(0,CATEGORY_POSITION,g,g:GetCount(),0,0)
end
function cm.tsop(e,tp,eg,ep,ev,re,r,rp)
local g=Duel.GetMatchingGroup(Card.IsCanTurnSet,tp,LOCATION_MZONE,LOCATION_MZONE,nil)
if g:GetCount()>0 then
Duel.ChangePosition(g,POS_FACEDOWN_DEFENSE)
end
end
function cm.efilter(e,re)
return (re:IsActiveType(TYPE_SPELL) or re:IsActiveType(TYPE_TRAP)) and re:GetOwner()~=e:GetOwner()
end |
local imgEngine = {}
image = {}
function imgEngine.autoload(pFolder)
if not pFolder then pFolder = "img" end
--
if not image then image = {} end
--
image.current = 1
--
local filesTable = love.filesystem.getDirectoryItems("img")
--
for k,file in ipairs(filesTable) do
-- print("le dossier module contient l'element n°"..k.." : "..file)
if string.find(file,".jpg") or string.find(file,".png") then
--
local new = newImg()
new.type = "image"
new.typeLoad = "imgEngine Autoload"
new.name = string.gsub(file,".jpg","") or string.gsub(file,".png","")
new.file = pFolder.."/"..tostring(file)
new.img = love.graphics.newImage("img/"..file)
new.x = 0
new.y = 0
--
new.w_def = new.img:getWidth()
new.h_def = new.img:getHeight()
new.w = new.w_def
new.h = new.h_def
new.ox = new.w * 0.5
new.oy = new.h * 0.5
--
new.rotate = 0
new.sx = 1
new.sy = 1
--
table.insert(image, new) -- add file to table for require
if debug.img then print("img detected and loaded to table img["..#image.."] : "..new.name.."\n") end
else
print("ceci n'est pas une image valide : "..file.."\n") -- if not .lua file, then print this in output
end
end
end
--
function imgEngine.newImg()
local f = newImg()
-- TODO: a faire, Si on veux aujouter une image qui n'est pas dans le repertoire img (un dossier par scene par exemple... et qu'on ne veux pas charger ttes les images)
return f
end
--
function newImg()
local f = cl.newPlan()
f:setPlan(1)
--
function f:init() -- list of variables
f.type = ""
f.typeLoad = "imgEngine.newImg()"
f.name = ""
f.file = ""
f.img = ""
f.isVisible = true
--
f.x = 0
f.y = 0
--
f.w_def = 0
f.h_def = 0
f.w = 0
f.h = 0
f.ox = 0
f.oy = 0
--
f.rotate = 0
f.sx = 1
f.sy = 1
--
f.center = false
--
f.debug = false
--
f.color = {1,1,1,1}
--
end
--
function f:isVisible(pBool)
if pBool == nil then self.isVisible = true return end
self.isVisible = pBool
end
--
function f:setPos(pX, pY)
if not pX or not pY then self.x, self.y = 0, 0 return end
--
if self.center then
self.x = pX - self.ox
self.y = pY - self.oy
else
self.x = pX
self.y = pY
end
--
end
--
function f:setScale(pSX, pSY)
if pSX == nil or pSY == nil then self.sx, self.sy = 1, 1 return end
self.sx = pSX
self.sy = pSY
--
self.w = self.w_def * pSX
self.h = self.h_def * pSY
end
--
function f:setSizes(pW, pH)
if pW == nil or pH == nil then print("error ! setSizes need Widht and Heigh to change size !") return end
self.w = pW
self.h = pH
--
self.sx = pW / self.w_def
self.sy = pH / self.h_def
end
--
function f:setColor(pColor)
if pColor == nil then self.color = {1,1,1,1} return end
self.color = pColor
end
--
function f:setCenter(pBool)
if pBool == nil then self.center = true return end
self.center = pBool
end
--
-- ANIMATIONS
--
function f:setLoop(pLoop)
if pLoop == nil then self.frame.loop = true return end
self.frame.loop = pLoop
end
--
-- DEBUG
--
function f:setDebug(pBool)
if pBool == nil then self.debug = true return end
self.debug = pBool
end
--
function f:update(dt)
if self.anim then
self.anim:update(dt)
end
end
--
function f:draw()
if f.isVisible then
--
cl.setColor(self.color)
--
love.graphics.draw(self.img, self.x, self.y, self.rotate, self.sx, self.sy)
--
if self.debug then
cl.setColor(cl.color.green)
love.graphics.rectangle("line",self.x, self.y, self.w, self.h)
end
--
cl.setColor()
end
end
--
--
f:init()
--
return f
end
--
function imgEngine.update(dt)
if #image >= 1 then
for i = #image, 1, -1 do
local img = image[i]
img:update(dt)
end
end
end
--
return imgEngine |
local UIStretch = class("UIStretch")
function UIStretch:ctor()
cc.GameObject.extend(self):addComponent("components.ui.LayoutProtocol"):exportMethods()
self:setLayoutSizePolicy(display.AUTO_SIZE, display.AUTO_SIZE)
self.position_ = {x = 0, y = 0}
self.anchorPoint_ = display.ANCHOR_POINTS[display.CENTER]
end
function UIStretch:getPosition()
return self.position_.x, self.position_.y
end
function UIStretch:getPositionX()
return self.position_.x
end
function UIStretch:getPositionY()
return self.position_.y
end
function UIStretch:setPosition(x, y)
self.position_.x, self.position_.y = x, y
end
function UIStretch:setPositionX(x)
self.position_.x = x
end
function UIStretch:setPositionY(y)
self.position_.y = y
end
function UIStretch:getAnchorPoint()
return self.anchorPoint_
end
function UIStretch:setAnchorPoint(ap)
self.anchorPoint_ = ap
end
return UIStretch
|
resource_manifest_version '44febabe-d386-4d18-afbe-5e627f4af937'
description 'ESX Whitelist'
version '1.1.0'
server_scripts {
'@mysql-async/lib/MySQL.lua',
'@es_extended/locale.lua',
'config.lua',
'locales/en.lua',
'locales/fr.lua',
'locales/sv.lua',
'server/main.lua',
'server/commands.lua'
}
|
local Response = require('http').Response
local Log = require('./log')
Response.auto_server = 'U-Gotta-Luvit'
function Response:send(code, data, headers, close)
--debug('REQ', self.req.url, code)
--if code == 500 then p('ERR', data) end
self:writeHead(code, headers or { })
if data then self:write(data) end
if close or close == nil then self:finish() end
end
function Response:fail(reason)
self:send(500, reason, {
['Content-Type'] = 'text/plain; charset=UTF-8',
['Content-Length'] = #reason
})
end
function Response:serve_not_found()
self:send(404)
end
function Response:serve_not_modified(headers)
self:send(304, nil, headers)
end
function Response:serve_invalid_range(size)
self:send(416, nil, {
['Content-Range'] = 'bytes=*/' .. size
})
end
|
--[[
© 2015 CloudSixteen.com do not share, re-distribute or modify
without permission of its author ([email protected]).
Clockwork was created by Conna Wiles (also known as kurozael.)
http://cloudsixteen.com/license/clockwork.html
--]]
Clockwork.kernel:AddFile("materials/gmod/scope-refract.vtf");
Clockwork.kernel:AddFile("materials/gmod/scope-refract.vmt");
Clockwork.kernel:AddFile("materials/gmod/scope.vtf");
Clockwork.kernel:AddFile("materials/gmod/scope.vmt"); |
-- Copyright (c) 2015 Phil Leblanc -- see LICENSE file
------------------------------------------------------------
-- sha2 tests
local sha2 = require "plc.sha2"
local bin = require "plc.bin" -- for hex conversion
local stx, xts = bin.stohex, bin.hextos
local function test_sha2()
-- checked with sha2 on https://quickhash.com/
assert(sha2.sha256("") == xts[[
e3b0c44298fc1c149afbf4c8996fb924
27ae41e4649b934ca495991b7852b855 ]] )
assert(sha2.sha256("abc") == xts[[
ba7816bf8f01cfea414140de5dae2223
b00361a396177a9cb410ff61f20015ad ]] )
assert(sha2.sha256(('1'):rep(128)) == xts[[
4ff5ac52aa16dbe3db447ea12d090c5b
b6f1325aaaca5ee059b248a89f673972 ]] )
-- tests for sha512
assert(sha2.sha512("") == xts[[
cf83e1357eefb8bdf1542850d66d8007
d620e4050b5715dc83f4a921d36ce9ce
47d0d13c5d85f2b0ff8318d2877eec2f
63b931bd47417a81a538327af927da3e ]] )
assert(sha2.sha512("abc") == xts[[
ddaf35a193617abacc417349ae204131
12e6fa4e89a97ea20a9eeee64b55d39a
2192992a274fc1a836ba3c23a3feebbd
454d4423643ce80e2a9ac94fa54ca49f ]] )
assert(sha2.sha512(('1'):rep(128)) == xts[[
610e0f364ac647d7a78be9e1e4b1f423
132a5cb2fa94b0d8baa8d21d42639a77
da897f3d8b3aec464b44d170eb9cf802
0b6e4a377672bce649746be941a1d47d ]] )
--[[ more from FIPS 180-4 (added to test padding)
https://csrc.nist.gov/CSRC/media/Projects/ \
Cryptographic-Algorithm-Validation-Program/documents/ \
shs/shabytetestvectors.zip ]]
-- 63 bytes
assert(sha2.sha512(xts[[
ebb3e2ad7803508ba46e81e220b1cff33ea8381504110e9f8092ef085afef84d
b0d436931d085d0e1b06bd218cf571c79338da31a83b4cb1ec6c06d6b98768
]]) == xts[[
f33428d8fc67aa2cc1adcb2822f37f29cbd72abff68190483e415824f0bcecd4
47cb4f05a9c47031b9c50e0411c552f31cd04c30cea2bc64bcf825a5f8a66028
]] )
-- 64 bytes
assert(sha2.sha512(xts[[
c1ca70ae1279ba0b918157558b4920d6b7fba8a06be515170f202fafd36fb7f7
9d69fad745dba6150568db1e2b728504113eeac34f527fc82f2200b462ecbf5d
]]) == xts[[
046e46623912b3932b8d662ab42583423843206301b58bf20ab6d76fd47f1cbb
cf421df536ecd7e56db5354e7e0f98822d2129c197f6f0f222b8ec5231f3967d
]] )
-- 65 bytes
assert(sha2.sha512(xts[[
d3ddddf805b1678a02e39200f6440047acbb062e4a2f046a3ca7f1dd6eb03a18
be00cd1eb158706a64af5834c68cf7f105b415194605222c99a2cbf72c50cb14
bf ]]) == xts[[
bae7c5d590bf25a493d8f48b8b4638ccb10541c67996e47287b984322009d27d
1348f3ef2999f5ee0d38e112cd5a807a57830cdc318a1181e6c4653cdb8cf122
]] )
-- 127 bytes
assert(sha2.sha512(xts[[
c13e6ca3abb893aa5f82c4a8ef754460628af6b75af02168f45b72f8f09e45ed
127c203bc7bb80ff0c7bd96f8cc6d8110868eb2cfc01037d8058992a6cf2effc
bfe498c842e53a2e68a793867968ba18efc4a78b21cdf6a11e5de821dcabab14
921ddb33625d48a13baffad6fe8272dbdf4433bd0f7b813c981269c388f001
]]) == xts[[
6e56f77f6883d0bd4face8b8d557f144661989f66d51b1fe4b8fc7124d66d9d2
0218616fea1bcf86c08d63bf8f2f21845a3e519083b937e70aa7c358310b5a7c
]] )
----------------------------------------------------------------
end
test_sha2()
print("test_sha2: ok")
|
require('refactoring').setup({})
local utils = require("utils")
utils.map("v", "<leader>re",
[[ <Esc><Cmd>lua require('refactoring').refactor('Extract Function')<CR>]],
{silent = true, expr = false})
utils.map("v", "<leader>rf",
[[ <Esc><Cmd>lua require('refactoring').refactor('Extract Function To File')<CR>]],
{silent = true, expr = false})
utils.map("v", "<leader>rv",
[[ <Esc><Cmd>lua require('refactoring').refactor('Extract Variable')<CR>]],
{silent = true, expr = false})
utils.map("v", "<leader>ri",
[[ <Esc><Cmd>lua require('refactoring').refactor('Inline Variable')<CR>]],
{silent = true, expr = false})
-- Extract block doesn't need visual mode
utils.map("n", "<leader>rb",
[[ <Cmd>lua require('refactoring').refactor('Extract Block')<CR>]],
{silent = true, expr = false})
utils.map("n", "<leader>rbf",
[[ <Cmd>lua require('refactoring').refactor('Extract Block To File')<CR>]],
{silent = true, expr = false})
-- Inline variable can also pick up the identifier currently under the cursor without visual mode
utils.map("n", "<leader>ri",
[[ <Cmd>lua require('refactoring').refactor('Inline Variable')<CR>]],
{silent = true, expr = false})
|
--***********************************************************
--** ROBERT JOHNSON **
--***********************************************************
require "TimedActions/ISBaseTimedAction"
---@class ISReadABook : ISBaseTimedAction
ISReadABook = ISBaseTimedAction:derive("ISReadABook");
function ISReadABook:isValid()
local vehicle = self.character:getVehicle()
if vehicle and vehicle:isDriver(self.character) then
return not vehicle:isEngineRunning()
end
return self.character:getInventory():contains(self.item) and ((self.item:getNumberOfPages() > 0 and self.item:getAlreadyReadPages() <= self.item:getNumberOfPages()) or self.item:getNumberOfPages() < 0);
end
function ISReadABook:update()
self.pageTimer = self.pageTimer + getGameTime():getMultiplier();
self.item:setJobDelta(self:getJobDelta());
if self.item:getNumberOfPages() > 0 then
local pagesDifference = self.item:getNumberOfPages() - self.startPage
local pagesRead = math.floor(pagesDifference * self:getJobDelta())
self.item:setAlreadyReadPages(self.startPage + pagesRead);
if self.item:getAlreadyReadPages() > self.item:getNumberOfPages() then
self.item:setAlreadyReadPages(self.item:getNumberOfPages());
end
self.character:setAlreadyReadPages(self.item:getFullType(), self.item:getAlreadyReadPages())
end
if SkillBook[self.item:getSkillTrained()] then
if self.item:getLvlSkillTrained() > self.character:getPerkLevel(SkillBook[self.item:getSkillTrained()].perk) + 1 or self.character:HasTrait("Illiterate") then
if self.pageTimer >= 200 then
self.pageTimer = 0;
local txtRandom = ZombRand(3);
if txtRandom == 0 then
self.character:Say(getText("IGUI_PlayerText_DontGet"));
elseif txtRandom == 1 then
self.character:Say(getText("IGUI_PlayerText_TooComplicated"));
else
self.character:Say(getText("IGUI_PlayerText_DontUnderstand"));
end
if self.item:getNumberOfPages() > 0 then
self.character:setAlreadyReadPages(self.item:getFullType(), 0)
self:forceStop()
end
end
elseif self.item:getMaxLevelTrained() < self.character:getPerkLevel(SkillBook[self.item:getSkillTrained()].perk) + 1 then
if self.pageTimer >= 200 then
self.pageTimer = 0;
local txtRandom = ZombRand(2);
if txtRandom == 0 then
self.character:Say(getText("IGUI_PlayerText_KnowSkill"));
else
self.character:Say(getText("IGUI_PlayerText_BookObsolete"));
end
end
else
ISReadABook.checkMultiplier(self);
end
end
-- Playing with longer day length reduces the effectiveness of morale-boosting
-- literature, like Comic Book.
local bodyDamage = self.character:getBodyDamage()
local stats = self.character:getStats()
if self.stats and (self.item:getBoredomChange() < 0.0) then
if bodyDamage:getBoredomLevel() > self.stats.boredom then
bodyDamage:setBoredomLevel(self.stats.boredom)
end
end
if self.stats and (self.item:getUnhappyChange() < 0.0) then
if bodyDamage:getUnhappynessLevel() > self.stats.unhappyness then
bodyDamage:setUnhappynessLevel(self.stats.unhappyness)
end
end
if self.stats and (self.item:getStressChange() < 0.0) then
if stats:getStress() > self.stats.stress then
stats:setStress(self.stats.stress)
end
end
end
-- get how much % of the book we already read, then we apply a multiplier depending on the book read progress
ISReadABook.checkMultiplier = function(self)
-- get all our info in the map
local trainedStuff = SkillBook[self.item:getSkillTrained()];
if trainedStuff then
-- every 10% we add 10% of the max multiplier
local readPercent = (self.item:getAlreadyReadPages() / self.item:getNumberOfPages()) * 100;
if readPercent > 100 then
readPercent = 100;
end
-- apply the multiplier to the skill
local multiplier = (math.floor(readPercent/10) * (self.maxMultiplier/10));
if multiplier > self.character:getXp():getMultiplier(trainedStuff.perk) then
self.character:getXp():addXpMultiplier(trainedStuff.perk, multiplier, self.item:getLvlSkillTrained(), self.item:getMaxLevelTrained());
end
end
end
function ISReadABook.checkLevel(character, item)
if item:getNumberOfPages() <= 0 then
return
end
local skillBook = SkillBook[item:getSkillTrained()]
if not skillBook then
return
end
local level = character:getPerkLevel(skillBook.perk)
if (item:getLvlSkillTrained() > level + 1) or character:HasTrait("Illiterate") then
item:setAlreadyReadPages(0)
character:setAlreadyReadPages(item:getFullType(), 0)
end
end
function ISReadABook:start()
self.item:setJobType(getText("ContextMenu_Read") ..' '.. self.item:getName());
self.item:setJobDelta(0.0);
self.startTimeHours = getGameTime():getTimeOfDay()
--self.character:SetPerformingAction(GameCharacterActions.Reading, nil, self.item)
if (self.item:getType() == "Newspaper") then
self:setAnimVariable("ReadType", "newspaper")
else
self:setAnimVariable("ReadType", "book")
end
self:setActionAnim(CharacterActionAnims.Read);
self:setOverrideHandModels(nil, self.item);
self.character:setReading(true)
self.character:reportEvent("EventRead");
if not SkillBook[self.item:getSkillTrained()] then
self.stats = {}
self.stats.boredom = self.character:getBodyDamage():getBoredomLevel()
self.stats.unhappyness = self.character:getBodyDamage():getUnhappynessLevel()
self.stats.stress = self.character:getStats():getStress()
end
end
function ISReadABook:stop()
if self.item:getNumberOfPages() > 0 and self.item:getAlreadyReadPages() >= self.item:getNumberOfPages() then
self.item:setAlreadyReadPages(self.item:getNumberOfPages());
end
self.character:setReading(false);
self.item:setJobDelta(0.0);
ISBaseTimedAction.stop(self);
end
function ISReadABook:perform()
self.character:setReading(false);
self.item:getContainer():setDrawDirty(true);
self.item:setJobDelta(0.0);
if not SkillBook[self.item:getSkillTrained()] then
self.character:ReadLiterature(self.item);
elseif self.item:getAlreadyReadPages() >= self.item:getNumberOfPages() then
-- self.character:ReadLiterature(self.item);
self.item:setAlreadyReadPages(0);
end
-- if self.item:getTeachedRecipes() and not self.item:getTeachedRecipes():isEmpty() then
-- for i=0, self.item:getTeachedRecipes():size() - 1 do
-- if not self.character:getKnownRecipes():contains(self.item:getTeachedRecipes():get(i)) then
-- self.character:getKnownRecipes():add(self.item:getTeachedRecipes():get(i));
-- else
-- self.character:Say(getText("IGUI_PlayerText_KnowSkill"));
-- end
-- end
-- end
-- needed to remove from queue / start next.
ISBaseTimedAction.perform(self);
end
function ISReadABook:new(character, item, time)
local o = {}
setmetatable(o, self)
self.__index = self
o.character = character;
o.item = item;
o.stopOnWalk = true;
o.stopOnRun = true;
local numPages
if item:getNumberOfPages() > 0 then
ISReadABook.checkLevel(character, item)
item:setAlreadyReadPages(character:getAlreadyReadPages(item:getFullType()))
o.startPage = item:getAlreadyReadPages()
numPages = item:getNumberOfPages() - item:getAlreadyReadPages()
else
numPages = 5
end
if isClient() then
o.minutesPerPage = getServerOptions():getFloat("MinutesPerPage") or 1.0
if o.minutesPerPage < 0.0 then o.minutesPerPage = 1.0 end
else
o.minutesPerPage = 2.0
end
local f = 1 / getGameTime():getMinutesPerDay() / 2
time = numPages * o.minutesPerPage / f
if(character:HasTrait("FastReader")) then
time = time * 0.7;
end
if(character:HasTrait("SlowReader")) then
time = time * 1.3;
end
if SkillBook[item:getSkillTrained()] then
if item:getLvlSkillTrained() == 1 then
o.maxMultiplier = SkillBook[item:getSkillTrained()].maxMultiplier1;
elseif item:getLvlSkillTrained() == 3 then
o.maxMultiplier = SkillBook[item:getSkillTrained()].maxMultiplier2;
elseif item:getLvlSkillTrained() == 5 then
o.maxMultiplier = SkillBook[item:getSkillTrained()].maxMultiplier3;
elseif item:getLvlSkillTrained() == 7 then
o.maxMultiplier = SkillBook[item:getSkillTrained()].maxMultiplier4;
elseif item:getLvlSkillTrained() == 9 then
o.maxMultiplier = SkillBook[item:getSkillTrained()].maxMultiplier5;
else
o.maxMultiplier = 1
print('ERROR: book has unhandled skill level ' .. item:getLvlSkillTrained())
end
end
o.ignoreHandsWounds = true;
o.maxTime = time;
o.caloriesModifier = 0.5;
o.pageTimer = 0;
o.forceProgressBar = true;
if character:isTimedActionInstant() then
o.maxTime = 1;
end
return o;
end
|
----------------------
--------------------
-- String Functions
----------------
--------------
------------
----------
--------
------
----
--
------------------
-- Private Functions
--------
------
----
--
------------------
-- Public Functions
--------
------
----
--
-- _:camelCase(str)
-- Converts `str` to [Camel Case](https://en.wikipedia.org/wiki/Camel_case).
--
-- @param string(str)
-- @return string
function _:camelCase(str)
str = _:assertArgument('str', str, 'string')
--
local words = _:words(_.__lower(str))
local out = ''
for idx, word in pairs(words) do
out = out .. (idx == 1 and word or _:capitalize(word))
end
return out
end
-- _:capitalize(str)
-- Capitalizes first character of `str`
-- and lower cases the rest.
--
-- @param string(str)
-- @return string
function _:capitalize(str)
str = _:assertArgument('str', str, 'string')
--
str = _.__lower(str) -- lower case entire string
str = _.__gsub(str, '%f[%a]%a', _.__upper) -- perform capitalize
return str
end
-- _:endsWith(str, target, [position=_:size(str)])
-- Determines if `str` ends with `target` up until
-- the end `position`.
--
-- @param string(str)
-- @return boolean
function _:endsWith(str, target, position)
str = _:assertArgument('str', str, 'string')
target = _:assertArgument('target', target, 'string')
position = _:assertArgument('position', position, 'number', _:size(str))
--
local substr = _.__sub(str, 0, position)
return _.__find(substr, target) == _:size(substr)
end
-- _:kebabCase(str)
-- Converts `str` to [Kebab Case](https://en.wikipedia.org/wiki/Letter_case#Special_case_styles).
--
-- @param string(str)
-- @return string
function _:kebabCase(str)
str = _:assertArgument('str', str, 'string')
--
str = _.__gsub(str, '%f[%u]', ' ') -- separate uppercase transitions
str = _.__lower(str) -- lower case entire string
return _:join(_:words(str), '-') -- join `words` with `-`
end
-- _:lowerCase(str)
-- Converts `str` to lower-case, space-separated words.
--
-- @param string(str)
-- @return string
function _:lowerCase(str)
str = _:assertArgument('str', str, 'string')
--
str = _.__gsub(str, '%f[%u]', ' ') -- separate uppercase transitions
str = _.__lower(str) -- lower case entire string
return _:join(_:words(str), ' ') -- join `words` with `-`
end
-- _:lowerFirst(str)
-- Lower-cases first character in `str`.
--
-- @param string(str)
-- @return string
function _:lowerFirst(str)
str = _:assertArgument('str', str, 'string')
--
return _.__gsub(str, '^%a', _.__lower)
end
-- _:pad(str, [length=0], [chars=" "])
-- Pads both sides of `str` with `chars`,
-- only if `str` is smaller than `length`.
--
-- @param string(str)
-- @param number(length)
-- @param string(chars)
-- @return string
function _:pad(str, length, chars)
str = _:assertArgument('str', str, 'string')
length = _:assertArgument('length', length, 'number', 0)
chars = _:assertArgument('chars', chars, 'string', ' ')
--
local padSize = length - _.__len(str)
local halfSize = padSize / 2
local left = ""
local right = ""
-- if we need to pad, split pad size 1/2
if padSize > 0 then
chars = _.__rep(chars, padSize)
left = _.__sub(chars, 1, _.__floor(halfSize))
right = _.__sub(chars, 1, _.__ceil(halfSize))
end
return left .. str .. right
end
-- _:padEnd(str, [length=0], [chars=" "])
-- Pads end of `str` with `chars`, only if
-- `str` is smaller than `length`.
--
-- @param string(str)
-- @param number(length)
-- @param string(chars)
-- @return string
function _:padEnd(str, length, chars)
str = _:assertArgument('str', str, 'string')
length = _:assertArgument('length', length, 'number', 0)
chars = _:assertArgument('chars', chars, 'string', ' ')
--
chars = _.__rep(chars, length)
chars = _.__sub(chars, 1, length - _.__len(str))
return str .. chars
end
-- _:padStart(str, [length=0], [chars=" "])
-- Pads beginning of `str` with `chars`, only
-- if `str` is smaller than `length`.
--
-- @param string(str)
-- @param number(length)
-- @param string(chars)
-- @return string
function _:padStart(str, length, chars)
str = _:assertArgument('str', str, 'string')
length = _:assertArgument('length', length, 'number', 0)
chars = _:assertArgument('chars', chars, 'string', ' ')
--
chars = _.__rep(chars, length)
chars = _.__sub(chars, 1, length - _.__len(str))
return chars .. str
end
-- _:rep(str, [n=1])
-- Repeats given `str` `n` number of times.
--
-- @param string(str)
-- @return string
function _:rep(str, n)
str = _:assertArgument('str', str, 'string')
n = _:assertArgument('n', n, 'number', 1)
--
return _.__rep(str, n)
end
-- _:replace(str, pattern, [repl=""], [n])
-- Replaces matches from `pattern` in `str`
-- with `repl` string.
--
-- @param string(str)
-- @param string(pattern)
-- @param string(repl) - replacement string
-- @param number(n) - n-th capture in pattern
-- @return string
function _:replace(str, pattern, repl, n)
str = _:assertArgument('str', str, 'string')
pattern = _:assertArgument('pattern', pattern, 'string')
repl = _:assertArgument('repl', repl, 'string', '')
--
return _.__gsub(str, pattern, repl, n)
end
-- _:snakeCase(str)
-- Converts `str` to [Snake Case](https://en.wikipedia.org/wiki/Snake_case).
--
-- @param string(str)
-- @return string
function _:snakeCase(str)
str = _:assertArgument('str', str, 'string')
--
-- maybe inefficient, but easy to follow..
str = _.__gsub(str, '(.%f[%u])', '%0_') -- convert uppercase transitions to `_`
str = _.__gsub(str, '[%p%s]+', '_') -- convert punctuations to `_`
str = _:trim(str, '_') -- trim leading/trailing `_` chars
return _.__lower(str) -- lower-case string
end
-- _:split(str, [separator='[^-]'], [limit=_:size(str)])
-- Splits `str` by `separator`, truncated by `limit`.
--
-- @param string(str)
-- @return table
function _:split(str, separator, limit)
str = _:assertArgument('str', str, 'string')
separator = _:assertArgument('separator', separator, 'string', '%s+')
--
local elements = _:words(str, '[^' .. separator .. ']')
local length = _:size(elements)
--
limit = _:assertArgument('limit', limit, 'number', length)
--
return _:drop(elements, length - limit)
end
-- _:startCase(str)
-- Converts `str` to [Start Case](https://en.wikipedia.org/wiki/Letter_case#Stylistic_or_specialised_usage).
--
-- @param string(str)
-- @return string
function _:startCase(str, target, position)
str = _:assertArgument('str', str, 'string')
--
str = _.__gsub(str, '%f[%u]', ' ') -- separate uppercase transitions
local words = _:words(str)
local out = ''
for idx, word in pairs(words) do
if idx == 1 then
out = out .. _:upperFirst(word)
else
out = out .. ' ' .. _:upperFirst(word)
end
end
return out
end
-- _:startsWith(str, target, [position=1])
-- Determine if `str` starts with `target`,
-- starting at `position`.
--
-- @param string(str)
-- @param string(target)
-- @param number(position)
-- @return string
function _:startsWith(str, target, position)
str = _:assertArgument('str', str, 'string')
target = _:assertArgument('target', target, 'string')
position = _:assertArgument('position', position, 'number', 1)
--
return _.__find(_.__sub(str, position), target) == 1
end
-- _:toLower(str)
-- Converts entire `str` to lower case.
--
-- @param string(str)
-- @return string
function _:toLower(str)
str = _:assertArgument('str', str, 'string')
--
return _.__lower(str)
end
-- _:toUpper(str)
-- Converts entire `str` to upper case.
--
-- @param string(str)
-- @return string
function _:toUpper(str)
str = _:assertArgument('str', str, 'string')
--
return _.__upper(str)
end
-- _:trim(str, [pattern='%s+'])
-- Removes leading and trailing `pattern` of `str`.
--
-- @param string(str)
-- @param string(pattern)
-- @return string
function _:trim(str, pattern)
str = _:trimStart(str, pattern)
str = _:trimEnd(str, pattern)
return str
end
-- _:trimEnd(str, [pattern='%s+'])
-- Removes trailing `pattern` of `str`.
--
-- @param string(str)
-- @param string(pattern)
-- @return string
function _:trimEnd(str, pattern)
str = _:assertArgument('str', str, 'string')
pattern = _:assertArgument('pattern', pattern, 'string', '%s+')
--
if _:isRegexPattern(pattern) then
return _:replace(str, pattern .. '$', '')
else
return _:replace(str, '[' .. pattern .. ']+$', '')
end
end
-- _:trimStart(str, [pattern='%s+'])
-- Removes leading `pattern` or `str`.
--
-- @param string(str)
-- @param string(pattern)
-- @return string
function _:trimStart(str, pattern)
str = _:assertArgument('str', str, 'string')
pattern = _:assertArgument('pattern', pattern, 'string', '%s+')
--
if _:isRegexPattern(pattern) then
return _:replace(str, '^' .. pattern, '')
else
return _:replace(str, '^[' .. pattern .. ']+', '')
end
end
-- _:truncate(str, [options])
-- Truncates `str` with `options`.
--
-- options:
-- - number(length=30) -- truncate length
-- - string(separator) -- pattern to truncate to
-- - string(omission='...') -- omitted text symbol
--
-- @param string(str)
-- @return string
function _:truncate(str, options)
str = _:assertArgument('str', str, 'string')
--
options = {
length = _:assertArgument('length', (options and options['length'] or nil), 'number', 30),
separator = _:assertArgument('separator', (options and options['separator'] or nil), 'string', ''),
omission = _:assertArgument('omission', (options and options['omission'] or nil), 'string', '...')
}
--
local separator = options.separator
local omission = options.omission
local length = options.length - _.__len(omission)
if not _:isEmpty(separator) then
local len
len = _.__find(str, separator) -- find first occurrence of `separator`
len = len - 1 -- offset length to exclude match
str = _.__sub(str, 1, len) -- drop end of string after and including pattern
length = _.__min(length, len)
end
str = _.__sub(str, 1, length)
str = str .. omission
return str
end
-- _:upperCase(str)
-- Converts `str` to space-separated, upper case string.
--
-- @param string(str)
-- @return string
function _:upperCase(str)
str = _:assertArgument('str', str, 'string')
--
str = _.__gsub(str, '%f[%u]', ' ') -- separate uppercase transitions
local words = _:words(str)
return _:join(_:map(words, _.__upper), ' ')
end
-- _:upperFirst(str)
-- Converts first character in `str` to upper
-- case, leaving the rest untouched.
--
-- @param string(str)
-- @return string
function _:upperFirst(str)
str = _:assertArgument('str', str, 'string')
--
return _.__gsub(str, '^%a', _.__upper)
end
-- _:words(str, [pattern='%a+'])
-- Converts `str` into table of words, using
-- `pattern` as separator.
--
-- @param string(str)
-- @param string(pattern)
-- @return table
function _:words(str, pattern)
str = _:assertArgument('str', str, 'string')
pattern = _:assertArgument('pattern', pattern, 'string', '%a+')
_:assertIsRegexPattern('pattern', pattern)
--
local words = {}
for match in _.__gmatch(str, pattern) do
_.__insert(words, match)
end
return words
end |
return {'vocaal','vocabulaire','vocabularium','vocalise','vocaliseren','vocalist','vocaliste','vocalistenconcours','vocatie','vocatief','vocht','vochtafscheiding','vochtbalans','vochtblaas','vochtblaasje','vochten','vochtgehalte','vochthoudend','vochthuishouding','vochtig','vochtigheid','vochtigheidsgraad','vochtigheidsmeter','vochtmaat','vochtmeter','vochtminnend','vochtniveau','vochtophoping','vochtplek','vochtresistent','vochtverlies','vochtvlek','vochtvrij','vochtweger','vochtwerend','vochtwering','vochtkring','vochtvoorziening','vochtafdrijvend','vochtprobleem','vochtinbrengend','vochtopname','vochttekort','vochtafvoer','vochtbeperking','vochtigheidsgehalte','vochtinname','vochtmeting','vochtpercentage','vochtschade','vochttoediening','vochttoestand','vochttransport','vochtvoorraad','vochtbehoefte','vochtgevoelig','vochtinwerking','vochtgebrek','vochtvreter','vochtbestrijding','vocking','vocabulaires','vocale','vocalen','vocaliseer','vocaliseerde','vocaliseerden','vocaliseert','vocalises','vocalisten','vocaties','vocatieven','vochtblaasjes','vochtige','vochtiger','vochtigere','vochtigheidsmeters','vochtigst','vochtigste','vochtplekken','vochtresistente','vochtte','vochtten','vochtvrije','vochtwegers','vochtwerende','vochthoudende','vochtmeters','vochtminnende','vochtvlekken','vocabularia','vocabulariums','vochtgehalten','vochtgehaltes','vochtkringen','vochtproblemen','vochtinbrengende','vochtophopingen','vochtvreters','vochttekorten'} |
local S = technic.getter
technic.register_recipe_type("alloy", {
description = S("Alloying"),
input_size = 2,
})
function technic.register_alloy_recipe(data)
data.time = data.time or 6
technic.register_recipe("alloy", data)
end
local recipes = {
{"technic:copper_dust 3", "technic:tin_dust", "technic:bronze_dust 4"},
{"default:copper_ingot 3", "moreores:tin_ingot", "default:bronze_ingot 4"},
{"technic:wrought_iron_dust", "technic:coal_dust", "technic:carbon_steel_dust", 3},
{"technic:wrought_iron_ingot", "technic:coal_dust", "technic:carbon_steel_ingot", 3},
{"technic:carbon_steel_dust", "technic:coal_dust", "technic:cast_iron_dust", 3},
{"technic:carbon_steel_ingot", "technic:coal_dust", "technic:cast_iron_ingot", 3},
{"technic:carbon_steel_dust 3", "technic:chromium_dust", "technic:stainless_steel_dust 4"},
{"technic:carbon_steel_ingot 3", "technic:chromium_ingot", "technic:stainless_steel_ingot 4"},
{"technic:copper_dust 2", "technic:zinc_dust", "technic:brass_dust 3"},
{"default:copper_ingot 2", "technic:zinc_ingot", "technic:brass_ingot 3"},
{"default:sand 2", "technic:coal_dust 2", "technic:silicon_wafer"},
{"technic:silicon_wafer", "technic:gold_dust", "technic:doped_silicon_wafer"},
{"tutorial:uranium1", "technic:bucket_corium", "tutorial:plutonium_ingot"},
{"tutorial:plutonium_ingot", "technic:bucket_corium", "tutorial:uranium1"},
{"tutorial:uranium2", "technic:bucket_corium", "tutorial:blei_ingot"},
{"tutorial:blei_ingot", "technic:bucket_corium", "tutorial:uranium2"},
}
for _, data in pairs(recipes) do
technic.register_alloy_recipe({input = {data[1], data[2]}, output = data[3], time = data[4]})
end
|
-- TODO: Managerklasse Schreiben!
InfoPickups = {}
CInfoPickup = {}
function CInfoPickup:constructor(ID,X,Y,Z,Int,Dim,Text)
self.ID = ID
self.X = X
self.Y = Y
self.Z = Z
self.Int = Int
self.Dim = Dim
self.Text = Text
self.eHit = bind(CInfoPickup.onHit, self)
addEventHandler("onPickupHit", self, self.eHit)
InfoPickups[self.ID] = self
end
function CInfoPickup:onHit(thePlayer)
if(thePlayer) and (isElement(thePlayer)) and (getElementType(thePlayer) == "player") then
thePlayer:showInfoBox("question", self.Text)
end
end
|
return require "lzmq.impl.loop"("lzmq.ffi")
|
local cfg = module("cfg/aptitudes")
-- exp notes:
-- levels are defined by the amount of xp
-- with a step of 5: 5|15|30|50|75
-- total exp for a specific level, exp = step*lvl*(lvl+1)/2
-- level for a specific exp amount, lvl = (sqrt(1+8*exp/step)-1)/2
local exp_step = 5
local gaptitudes = {}
function vRP.defAptitudeGroup(group, title)
gaptitudes[group] = {_title = title}
end
-- max_exp: -1 => infinite
function vRP.defAptitude(group, aptitude, title, init_exp, max_exp)
local vgroup = gaptitudes[group]
if vgroup ~= nil then
vgroup[aptitude] = {title,init_exp,max_exp}
end
end
function vRP.getAptitudeDefinition(group, aptitude)
local vgroup = gaptitudes[group]
if vgroup ~= nil and aptitude ~= "_title" then
return vgroup[aptitude]
end
return nil
end
function vRP.getAptitudeGroupTitle(group)
if gaptitudes[group] ~= nil then
return gaptitudes[group]._title
end
return ""
end
function vRP.getUserAptitudes(user_id)
local data = vRP.getUserDataTable(user_id)
if data == nil then return nil end
if data.gaptitudes == nil then
data.gaptitudes = {}
end
for k,v in pairs(gaptitudes) do
if data.gaptitudes[k] == nil then
data.gaptitudes[k] = {}
end
local group = data.gaptitudes[k]
for l,w in pairs(v) do
if l ~= "_title" and group[l] == nil then
group[l] = w[2]
end
end
end
return data.gaptitudes
end
function vRP.varyExp(user_id, group, aptitude, amount)
local def = vRP.getAptitudeDefinition(group, aptitude)
local uaptitudes = vRP.getUserAptitudes(user_id)
if def ~= nil and uaptitudes ~= nil then
local exp = uaptitudes[group][aptitude]
local level = math.floor(vRP.expToLevel(exp))
exp = exp+amount
if exp < 0 then exp = 0
elseif def[3] >= 0 and exp > def[3] then exp = def[3] end
uaptitudes[group][aptitude] = exp
local player = vRP.getUserSource(user_id)
if player ~= nil then
local group_title = vRP.getAptitudeGroupTitle(group)
local aptitude_title = def[1]
if amount < 0 then
vRPclient._notify(player,'error',5,aptitude_title,'Você Perdeu Experiencia: -('.. -1*amount ..')')
elseif amount > 0 then
vRPclient._notify(player,'info',5,aptitude_title,'Você Ganhou Experiencia: +('.. -1*amount ..')')
end
--- level up/down
local new_level = math.floor(vRP.expToLevel(exp))
local diff = new_level-level
if diff < 0 then
vRPclient._notify(player,'error',5,aptitude_title,'Você Perdeu Nivel de '..group_title..'/'..aptitude_title..': ('.. new_level ..')')
elseif diff > 0 then
vRPclient._notify(player,'info',5,aptitude_title,'Você Ganhou Nivel de '..group_title..'/'..aptitude_title..': ('.. new_level ..')')
end
end
end
end
function vRP.levelUp(user_id, group, aptitude)
local exp = vRP.getExp(user_id,group,aptitude)
local next_level = math.floor(vRP.expToLevel(exp))+1
local next_exp = vRP.levelToExp(next_level)
local add_exp = next_exp-exp
vRP.varyExp(user_id, group, aptitude, add_exp)
end
function vRP.levelDown(user_id, group, aptitude)
local exp = vRP.getExp(user_id,group,aptitude)
local prev_level = math.floor(vRP.expToLevel(exp))-1
local prev_exp = vRP.levelToExp(prev_level)
local add_exp = prev_exp-exp
vRP.varyExp(user_id, group, aptitude, add_exp)
end
function vRP.getExp(user_id, group, aptitude)
local uaptitudes = vRP.getUserAptitudes(user_id)
if not uaptitudes then return 0 end
local vgroup = uaptitudes[group]
if not vgroup then return end
return vgroup[aptitude] or 0
end
function vRP.setExp(user_id, group, aptitude, amount)
local exp = vRP.getExp(user_id, group, aptitude)
vRP.varyExp(user_id, group, aptitude, amount-exp)
end
function vRP.expToLevel(exp)
return (math.sqrt(1+8*exp/exp_step)-1)/2
end
function vRP.levelToExp(lvl)
return math.floor((exp_step*lvl*(lvl+1))/2)
end
for k,v in pairs(cfg.gaptitudes) do
vRP.defAptitudeGroup(k,v._title or "")
for l,w in pairs(v) do
if l ~= "_title" then
vRP.defAptitude(k,l,w[1],w[2],w[3])
end
end
end
|
local function StagesRemaining()
if not FlowDJ.fake_play then
FlowDJ.stage = GAMESTATE:GetCurrentStageIndex()
end
local stages = FlowDJGetSetting("NumberOfStages")
return FlowDJ.stage < stages
end
local BaseSelectMusicOrCourse = SelectMusicOrCourse
function SelectMusicOrCourse()
if IsNetSMOnline() then
return BaseSelectMusicOrCourse()
elseif GAMESTATE:IsCourseMode() then
return BaseSelectMusicOrCourse()
else
if StagesRemaining() then
return "ScreenFlowDJPick"
else
return GameOverOrContinue()
end
end
end
local BasePlayerOptions = Branch.PlayerOptions
Branch.PlayerOptions = function()
song = GAMESTATE:GetCurrentSong()
table.insert(FlowDJ.manual_songs, song:GetMusicPath())
return "ScreenFlowDJPick"
end
local BaseAfterGameplay = Branch.AfterGameplay
Branch.AfterGameplay = function()
if StagesRemaining() then
return "ScreenProfileSave"
else
return Branch.EvaluationScreen()
end
end
local BaseAfterProfileSave = Branch.AfterProfileSave
Branch.AfterProfileSave = function()
if StagesRemaining() then
return "ScreenFlowDJPick"
else
return "ScreenEvaluationSummary"
end
end
local BaseAfterSelectProfile = Branch.AfterSelectProfile
Branch.AfterSelectProfile = function()
GAMESTATE:SetCurrentPlayMode('PlayMode_Regular')
FlowDJ.stage = 0
FlowDJ.manual_songs = {}
return SelectMusicOrCourse()
end
local BaseAfterProfileLoad = Branch.AfterProfileLoad
Branch.AfterProfileLoad = function()
GAMESTATE:SetCurrentPlayMode('PlayMode_Regular')
FlowDJ.stage = 0
FlowDJ.manual_songs = {}
return SelectMusicOrCourse()
end
local BaseAfterScreenSelectColor = Branch.AfterScreenSelectColor
Branch.AfterScreenSelectColor = function()
GAMESTATE:SetCurrentPlayMode('PlayMode_Regular')
FlowDJ.stage = 0
FlowDJ.manual_songs = {}
BaseAfterScreenSelectColor()
return "ScreenFlowDJPick"
end
|
--- Adds simple Get/Set accessor functions on the specified table.
--- Can also force the value to be set to a number, bool or string.
--- @param tab table @The table to add the accessor functions too.
--- @param key any @The key of the table to be get/set.
--- @param name string @The name of the functions (will be prefixed with Get and Set).
--- @param force number @The type the setter should force to (uses Enums/FORCE).
function _G.AccessorFunc(tab, key, name, force)
end
--- Marks a Lua file to be sent to clients when they join the server. Doesn't do anything on the client - this means you can use it in a shared file without problems.
--- ⚠ **WARNING**: If the file trying to be added is empty, an error will occur, and the file will not be sent to the client.
--- ℹ **NOTE**: This function is not needed for scripts located in **lua/autorun/** and **lua/autorun/client/**: they are automatically sent to clients.
--- ℹ **NOTE**: You can add up to 8192 files.
--- @param file string @The name/path to the Lua file that should be sent, relative to the garrysmod/lua folder
function _G.AddCSLuaFile(file)
end
--- Adds the specified vector to the PVS which is currently building. This allows all objects in visleafs visible from that vector to be drawn.
--- @param position GVector @The origin to add.
function _G.AddOriginToPVS(position)
end
--- This function creates a World Tip, similar to the one shown when aiming at a Thruster where it shows you its force.
--- This function will make a World Tip that will only last 50 milliseconds (1/20th of a second), so you must call it continuously as long as you want the World Tip to be shown. It is common to call it inside a Think hook.
--- Contrary to what the function's name implies, it is impossible to create more than one World Tip at the same time. A new World Tip will overwrite the old one, so only use this function when you know nothing else will also be using it.
--- See SANDBOX:PaintWorldTips for more information.
--- ℹ **NOTE**: This function is only available in Sandbox and its derivatives
--- @param entindex number @**This argument is no longer used**; it has no effect on anything
--- @param text string @The text for the world tip to display.
--- @param dieTime number @**This argument is no longer used**; when you add a World Tip it will always last only 0.05 seconds
--- @param pos GVector @Where in the world you want the World Tip to be drawn
--- @param ent GEntity @Which entity you want to associate with the World Tip
function _G.AddWorldTip(entindex, text, dieTime, pos, ent)
end
--- Defines a global entity class variable with an automatic value in order to prevent collisions with other Enums/CLASS. You should prefix your variable with CLASS_ for consistency.
--- @param name string @The name of the new enum/global variable.
function _G.Add_NPC_Class(name)
end
--- Loads the specified image from the /cache folder, used in combination steamworks.Download.
--- Most addons will provide a 512x512 png image.
--- @param name string @The name of the file.
--- @return GIMaterial @The material, returns nil if the cached file is not an image.
function _G.AddonMaterial(name)
end
--- Creates an Angle object.
--- @param pitch number @The pitch value of the angle
--- @param yaw number @The yaw value of the angle.
--- @param roll number @The roll value of the angle.
--- @return GAngle @Created angle
function _G.Angle(pitch, yaw, roll)
end
--- Returns an angle with a randomized pitch, yaw, and roll between min(inclusive), max(exclusive).
--- @param min number @Min bound inclusive.
--- @param max number @Max bound exclusive.
--- @return GAngle @The randomly generated angle.
function _G.AngleRand(min, max)
end
--- Sends the specified Lua code to all connected clients and executes it.
--- ℹ **NOTE**: If you need to use this function more than once consider using net library. Send net message and make the entire code you want to execute in net.Receive on client.
--- @param code string @The code to be executed
function _G.BroadcastLua(code)
end
--- Dumps the networked variables of all entities into one table and returns it.
--- @return table @Format:
function _G.BuildNetworkedVarsTable()
end
--- Automatically called by the engine when a panel is hovered over with the mouse
--- @param panel GPanel @Panel that has been hovered over
function _G.ChangeTooltip(panel)
end
--- Creates a non physical entity that only exists on the client. See also ents.CreateClientProp.
--- 🦟 **BUG**: [Parented clientside models will become detached if the parent entity leaves the PVS.](https://github.com/Facepunch/garrysmod-issues/issues/861)
--- 🦟 **BUG**: [Clientside entities are not garbage-collected, thus you must store a reference to the object and call CSEnt:Remove manually.](https://github.com/Facepunch/garrysmod-issues/issues/1387)
--- 🦟 **BUG**: [Clientside models will occasionally delete themselves during high server lag.](https://github.com/Facepunch/garrysmod-issues/issues/3184)
--- @param model string @The file path to the model
--- @param renderGroup number @The render group of the entity for the clientside leaf system, see Enums/RENDERGROUP.
--- @return GCSEnt @Created client-side model
function _G.ClientsideModel(model, renderGroup)
end
--- Creates a fully clientside ragdoll.
--- ℹ **NOTE**: The ragdoll initially starts as hidden and with shadows disabled, see the example for how to enable it.
--- There's no need to call Entity:Spawn on this entity.
--- The physics won't initialize at all if the model hasn't been precached serverside first.
--- 🦟 **BUG**: [Clientside entities are not garbage-collected, thus you must store a reference to the object and call CSEnt:Remove manually.](https://github.com/Facepunch/garrysmod-issues/issues/1387)
--- @param model string @The file path to the model
--- @param renderGroup number @The Enums/RENDERGROUP to assign.
--- @return GCSEnt @The newly created client-side ragdoll
function _G.ClientsideRagdoll(model, renderGroup)
end
--- Creates a scene entity based on the scene name and the entity.
--- @param name string @The name of the scene.
--- @param targetEnt GEntity @The entity to play the scene on.
--- @return GCSEnt @C_SceneEntity
function _G.ClientsideScene(name, targetEnt)
end
--- Closes all Derma menus that have been passed to Global.RegisterDermaMenuForClose and calls GM:CloseDermaMenus
function _G.CloseDermaMenus()
end
--- Creates a Color.
--- @param r number @An integer from 0-255 describing the red value of the color.
--- @param g number @An integer from 0-255 describing the green value of the color.
--- @param b number @An integer from 0-255 describing the blue value of the color.
--- @param a number @An integer from 0-255 describing the alpha (transparency) of the color.
--- @return table @The created Color.
function _G.Color(r, g, b, a)
end
--- Returns a new Color with the RGB components of the given Color and the alpha value specified.
--- @param color table @The Color from which to take RGB values
--- @param alpha number @The new alpha value, a number between 0 and 255
--- @return table @The new Color with the modified alpha value
function _G.ColorAlpha(color, alpha)
end
--- Creates a Color with randomized red, green, and blue components. If the alpha argument is true, alpha will also be randomized.
--- @param a boolean @Should alpha be randomized.
--- @return table @The created Color.
function _G.ColorRand(a)
end
--- Converts a Color into HSL color space.
--- @param color table @The Color.
--- @return number @The hue in degrees [0, 360).
--- @return number @The saturation in the range [0, 1].
--- @return number @The lightness in the range [0, 1].
function _G.ColorToHSL(color)
end
--- Converts a Color into HSV color space.
--- @param color table @The Color.
--- @return number @The hue in degrees [0, 360).
--- @return number @The saturation in the range [0, 1].
--- @return number @The value in the range [0, 1].
function _G.ColorToHSV(color)
end
--- Attempts to compile the given file. If successful, returns a function that can be called to perform the actual execution of the script.
--- @param path string @Path to the file, relative to the garrysmod/lua/ directory.
--- @return function @The function which executes the script.
function _G.CompileFile(path)
end
--- This function will compile the code argument as lua code and return a function that will execute that code.
--- Please note that this function will not automatically execute the given code after compiling it.
--- @param code string @The code to compile.
--- @param identifier string @An identifier in case an error is thrown
--- @param HandleError boolean @If false this function will return an error string instead of throwing an error.
--- @return function @A function that, when called, will execute the given code
function _G.CompileString(code, identifier, HandleError)
end
--- Returns whether a ConVar with the given name exists or not
--- @param name string @Name of the ConVar.
--- @return boolean @True if the ConVar exists, false otherwise.
function _G.ConVarExists(name)
end
--- Makes a clientside-only console variable
--- ℹ **NOTE**: This function is a wrapper of Global.CreateConVar, with the difference being that FCVAR_ARCHIVE and FCVAR_USERINFO are added automatically when **shouldsave** and **userinfo** are true, respectively.
--- Although this function is shared, it should only be used clientside.
--- @param name string @Name of the ConVar to be created and able to be accessed
--- @param default string @Default value of the ConVar.
--- @param shouldsave boolean @Should the ConVar be saved across sessions
--- @param userinfo boolean @Should the ConVar and its containing data be sent to the server when it has changed
--- @param helptext string @Help text to display in the console.
--- @param min number @If set, the convar cannot be changed to a number lower than this value.
--- @param max number @If set, the convar cannot be changed to a number higher than this value.
--- @return GConVar @Created convar.
function _G.CreateClientConVar(name, default, shouldsave, userinfo, helptext, min, max)
end
--- Creates a console variable (ConVar), in general these are for things like gamemode/server settings.
--- 🦟 **BUG**: [FCVAR_ARCHIVE causes default value replication issues on clientside FCVAR_REPLICATED convars and should be omitted clientside as a workaround](https://github.com/Facepunch/garrysmod-issues/issues/3323)
--- @param name string @Name of the ConVar
--- @param value string @Default value of the convar
--- @param flags number @Flags of the convar, see Enums/FCVAR, either as bitflag or as table.
--- @param helptext string @The help text to show in the console.
--- @param min number @If set, the ConVar cannot be changed to a number lower than this value.
--- @param max number @If set, the ConVar cannot be changed to a number higher than this value.
--- @return GConVar @The convar created.
function _G.CreateConVar(name, value, flags, helptext, min, max)
end
--- Creates a new material with the specified name and shader.
--- ℹ **NOTE**: Materials created with this function can be used in Entity:SetMaterial and Entity:SetSubMaterial by prepending a "!" to their material name argument.
--- 🦟 **BUG**: [.pngs must be loaded with Global.Material before being used with this function.](https://github.com/Facepunch/garrysmod-issues/issues/1531)
--- 🦟 **BUG**: [This does not work with [patch materials](https://developer.valvesoftware.com/wiki/Patch).](https://github.com/Facepunch/garrysmod-issues/issues/2511)
--- 🦟 **BUG**: [This will not create a new material if another material object with the same name already exists.](https://github.com/Facepunch/garrysmod-issues/issues/3103)
--- @param name string @The material name
--- @param shaderName string @The shader name
--- @param materialData table @Key-value table that contains shader parameters and proxies
--- @return GIMaterial @Created material
function _G.CreateMaterial(name, shaderName, materialData)
end
--- Creates a new particle system.
--- ℹ **NOTE**: The particle effect must be precached with Global.PrecacheParticleSystem and the file its from must be added via game.AddParticles before it can be used!
--- @param ent GEntity @The entity to attach the control point to.
--- @param effect string @The name of the effect to create
--- @param partAttachment number @See Enums/PATTACH.
--- @param entAttachment number @The attachment ID on the entity to attach the particle system to
--- @param offset GVector @The offset from the Entity:GetPos of the entity we are attaching this CP to.
--- @return GCNewParticleEffect @The created particle system.
function _G.CreateParticleSystem(ent, effect, partAttachment, entAttachment, offset)
end
--- Creates a new PhysCollide from the given bounds.
--- 🦟 **BUG**: [This fails to create planes or points - no components of the mins or maxs can be the same.](https://github.com/Facepunch/garrysmod-issues/issues/3568)
--- @param mins GVector @Min corner of the box
--- @param maxs GVector @Max corner of the box
--- @return GPhysCollide @The new PhysCollide
function _G.CreatePhysCollideBox(mins, maxs)
end
--- Creates PhysCollide objects for every physics object the model has. The model must be precached with util.PrecacheModel before being used with this function.
--- @param modelName string @Model path to get the collision objects of.
--- @return table @Table of PhysCollide objects
function _G.CreatePhysCollidesFromModel(modelName)
end
--- Returns a sound parented to the specified entity.
--- ℹ **NOTE**: You can only create one CSoundPatch per audio file, per entity at the same time.
--- @param targetEnt GEntity @The target entity.
--- @param soundName string @The sound to play.
--- @param filter GCRecipientFilter @A CRecipientFilter of the players that will have this sound networked to them
--- @return GCSoundPatch @The sound object
function _G.CreateSound(targetEnt, soundName, filter)
end
--- Creates and returns a new DSprite element with the supplied material.
--- @param material GIMaterial @Material the sprite should draw.
--- @return GPanel @The new DSprite element.
function _G.CreateSprite(material)
end
--- Returns the uptime of the server in seconds (to at least 4 decimal places)
--- This is a synchronised value and affected by various factors such as host_timescale (or game.GetTimeScale) and the server being paused - either by sv_pausable or all players disconnecting.
--- You should use this function for timing in-game events but not for real-world events.
--- See also: Global.RealTime, Global.SysTime
--- ℹ **NOTE**: This is internally defined as a float, and as such it will be affected by precision loss if your server uptime is more than 6 hours, which will cause jittery movement of players and props and inaccuracy of timers, it is highly encouraged to refresh or change the map when that happens (a server restart is not necessary).
--- This is **NOT** easy as it sounds to fix in the engine, so please refrain from posting issues about this
--- 🦟 **BUG**: [This returns 0 in GM:PlayerAuthed.](https://github.com/Facepunch/garrysmod-issues/issues/3026)
--- @return number @Time synced with the game server.
function _G.CurTime()
end
--- This is not a function. This is a preprocessor keyword that translates to:
--- ```
--- local BaseClass = baseclass.Get("my_weapon")
--- ```
--- If you type `DEFINE_BASECLASS("my_weapon")` in your script.
--- See baseclass.Get for more information.
--- @param value string @Baseclass name
function _G.DEFINE_BASECLASS(value)
end
--- Cancels current DOF post-process effect started with Global.DOF_Start
function _G.DOF_Kill()
end
--- Cancels any existing DOF post-process effects.
--- Begins the DOF post-process effect.
function _G.DOF_Start()
end
--- Returns an CTakeDamageInfo object.
--- 🦟 **BUG**: [This does not create a unique object, but instead returns a shared reference. That means you cannot use two or more of these objects at once.](https://github.com/Facepunch/garrysmod-issues/issues/2771)
--- @return GCTakeDamageInfo @The CTakeDamageInfo object.
function _G.DamageInfo()
end
--- Writes text to the right hand side of the screen, like the old error system. Messages disappear after a couple of seconds.
--- @param slot number @The location on the right hand screen to write the debug info to
--- @param info string @The debugging information to be written to the screen
function _G.DebugInfo(slot, info)
end
--- Loads and registers the specified gamemode, setting the GM table's DerivedFrom field to the value provided, if the table exists. The DerivedFrom field is used post-gamemode-load as the "derived" parameter for gamemode.Register.
--- @param base string @Gamemode name to derive from.
function _G.DeriveGamemode(base)
end
--- Creates a DMenu and closes any current menus.
--- @param parent GPanel @The panel to parent the created menu to.
--- @return GPanel @The created DMenu
function _G.DermaMenu(parent)
end
--- Creates a new derma animation.
--- @param name string @Name of the animation to create
--- @param panel GPanel @Panel to run the animation on
--- @param func function @Function to call to process the animation
--- @return table @A lua metatable containing four methods:
function _G.Derma_Anim(name, panel, func)
end
--- Draws background blur around the given panel.
--- @param panel GPanel @Panel to draw the background blur around
--- @param startTime number @Time that the blur began being painted
function _G.Derma_DrawBackgroundBlur(panel, startTime)
end
--- Creates panel method that calls the supplied Derma skin hook via derma.SkinHook
--- @param panel GPanel @Panel to add the hook to
--- @param functionName string @Name of panel function to create
--- @param hookName string @Name of Derma skin hook to call within the function
--- @param typeName string @Type of element to call Derma skin hook for
function _G.Derma_Hook(panel, functionName, hookName, typeName)
end
--- Makes the panel (usually an input of sorts) respond to changes in console variables by adding next functions to the panel:
--- * Panel:SetConVar
--- * Panel:ConVarChanged
--- * Panel:ConVarStringThink
--- * Panel:ConVarNumberThink
--- The console variable value is saved in the `m_strConVar` property of the panel.
--- The panel should call
--- Panel:ConVarStringThink or
--- Panel:ConVarNumberThink
--- in its PANEL:Think hook and should call Panel:ConVarChanged when the panel's value has changed.
--- @param target GPanel @The panel the functions should be added to.
function _G.Derma_Install_Convar_Functions(target)
end
--- Creates a derma window to display information
--- @param Text string @The text within the created panel.
--- @param Title string @The title of the created panel.
--- @param Button string @The text of the button to close the panel.
--- @return GPanel @The created DFrame
function _G.Derma_Message(Text, Title, Button)
end
--- Shows a message box in the middle of the screen, with up to 4 buttons they can press.
--- @param text string @The message to display.
--- @param title string @The title to give the message box.
--- @param btn1text string @The text to display on the first button.
--- @param btn1func function @The function to run if the user clicks the first button.
--- @param btn2text string @The text to display on the second button.
--- @param btn2func function @The function to run if the user clicks the second button.
--- @param btn3text string @The text to display on the third button
--- @param btn3func function @The function to run if the user clicks the third button.
--- @param btn4text string @The text to display on the third button
--- @param btn4func function @The function to run if the user clicks the fourth button.
--- @return GPanel @The Panel object of the created window.
function _G.Derma_Query(text, title, btn1text, btn1func, btn2text, btn2func, btn3text, btn3func, btn4text, btn4func)
end
--- Creates a derma window asking players to input a string.
--- @param title string @The title of the created panel.
--- @param subtitle string @The text above the input box
--- @param default string @The default text for the input box.
--- @param confirm function @The function to be called once the user has confirmed their input.
--- @param cancel function @The function to be called once the user has cancelled their input
--- @param confirmText string @Allows you to override text of the "OK" button
--- @param cancelText string @Allows you to override text of the "Cancel" button
--- @return GPanel @The created DFrame
function _G.Derma_StringRequest(title, subtitle, default, confirm, cancel, confirmText, cancelText)
end
--- Sets whether rendering should be limited to being inside a panel or not.
--- See also Panel:NoClipping.
--- @param disable boolean @Whether or not clipping should be disabled
--- @return boolean @Whether the clipping was enabled or not before this function call
function _G.DisableClipping(disable)
end
--- Draws the bloom shader, which creates a glowing effect from bright objects.
--- @param Darken number @Determines how much to darken the effect
--- @param Multiply number @Will affect how bright the glowing spots are
--- @param SizeX number @The size of the bloom effect along the horizontal axis.
--- @param SizeY number @The size of the bloom effect along the vertical axis.
--- @param Passes number @Determines how much to exaggerate the effect.
--- @param ColorMultiply number @Will multiply the colors of the glowing spots, making them more vivid.
--- @param Red number @How much red to multiply with the glowing color
--- @param Green number @How much green to multiply with the glowing color
--- @param Blue number @How much blue to multiply with the glowing color
function _G.DrawBloom(Darken, Multiply, SizeX, SizeY, Passes, ColorMultiply, Red, Green, Blue)
end
--- Draws the Color Modify shader, which can be used to adjust colors on screen.
--- @param modifyParameters table @Color modification parameters
function _G.DrawColorModify(modifyParameters)
end
--- Draws a material overlay on the screen.
--- @param Material string @This will be the material that is drawn onto the screen.
--- @param RefractAmount number @This will adjust how much the material will refract your screen.
function _G.DrawMaterialOverlay(Material, RefractAmount)
end
--- Creates a motion blur effect by drawing your screen multiple times.
--- @param AddAlpha number @How much alpha to change per frame.
--- @param DrawAlpha number @How much alpha the frames will have
--- @param Delay number @Determines the amount of time between frames to capture.
function _G.DrawMotionBlur(AddAlpha, DrawAlpha, Delay)
end
--- Draws the sharpen shader, which creates more contrast.
--- @param Contrast number @How much contrast to create.
--- @param Distance number @How large the contrast effect will be.
function _G.DrawSharpen(Contrast, Distance)
end
--- Draws the sobel shader, which detects edges and draws a black border.
--- @param Threshold number @Determines the threshold of edges
function _G.DrawSobel(Threshold)
end
--- Renders the post-processing effect of beams of light originating from the map's sun. Utilises the "pp/sunbeams" material
--- @param darken number @$darken property for sunbeams material
--- @param multiplier number @$multiply property for sunbeams material
--- @param sunSize number @$sunsize property for sunbeams material
--- @param sunX number @$sunx property for sunbeams material
--- @param sunY number @$suny property for sunbeams material
function _G.DrawSunbeams(darken, multiplier, sunSize, sunX, sunY)
end
--- Draws the texturize shader, which replaces each pixel on your screen with a different part of the texture depending on its brightness. See g_texturize for information on making the texture.
--- @param Scale number @Scale of the texture
--- @param BaseTexture number @This will be the texture to use in the effect
function _G.DrawTexturize(Scale, BaseTexture)
end
--- Draws the toy town shader, which blurs the top and bottom of your screen. This can make very large objects look like toys, hence the name.
--- @param Passes number @An integer determining how many times to draw the effect
--- @param Height number @The amount of screen which should be blurred on the top and bottom.
function _G.DrawToyTown(Passes, Height)
end
--- Drops the specified entity if it is being held by any player with Gravity Gun or +use pickup.
--- @param ent GEntity @The entity to drop.
function _G.DropEntityIfHeld(ent)
end
--- Creates or replaces a dynamic light with the given id.
--- ℹ **NOTE**: Only 32 dlights and 64 elights can be active at once.
--- ⚠ **WARNING**: It is not safe to hold a reference to this object after creation since its data can be replaced by another dlight at any time.
--- 🦟 **BUG**: [The minlight parameter affects the world and entities differently.](https://github.com/Facepunch/garrysmod-issues/issues/3798)
--- @param index number @An unsigned Integer
--- @param elight boolean @Allocates an elight instead of a dlight
--- @return table @A DynamicLight structured table
function _G.DynamicLight(index, elight)
end
--- Returns a CEffectData object to be used with util.Effect.
--- 🦟 **BUG**: [This does not create a unique object, but instead returns a shared reference. That means you cannot use two or more of these objects at once.](https://github.com/Facepunch/garrysmod-issues/issues/2771)
--- @return GCEffectData @The CEffectData object.
function _G.EffectData()
end
--- A compact 'if then else'. This is *almost* equivalent to (`condition` and `truevar` or `falsevar`) in Lua.
--- The difference is that if `truevar` evaluates to false, the plain Lua method stated would return `falsevar` regardless of `condition` whilst this function would take `condition` into account.
--- @param condition any @The condition to check if true or false.
--- @param truevar any @If the condition isn't nil/false, returns this value.
--- @param falsevar any @If the condition is nil/false, returns this value.
--- @return any @The result.
function _G.Either(condition, truevar, falsevar)
end
--- Plays a sentence from `scripts/sentences.txt`
--- @param soundName string @The sound to play
--- @param position GVector @The position to play at
--- @param entity number @The entity to emit the sound from
--- @param channel number @The sound channel, see Enums/CHAN.
--- @param volume number @The volume of the sound, from 0 to 1
--- @param soundLevel number @The sound level of the sound, see Enums/SNDLVL
--- @param soundFlags number @The flags of the sound, see Enums/SND
--- @param pitch number @The pitch of the sound, 0-255
function _G.EmitSentence(soundName, position, entity, channel, volume, soundLevel, soundFlags, pitch)
end
--- Emits the specified sound at the specified position.
--- 🦟 **BUG**: Sounds must be precached serverside manually before they can be played. util.PrecacheSound does not work for this purpose, Entity.EmitSound does the trick
--- 🦟 **BUG**: This does not work with soundscripts. TODO: Is this a bug or intended?
--- @param soundName string @The sound to play
--- @param position GVector @The position to play at
--- @param entity number @The entity to emit the sound from
--- @param channel number @The sound channel, see Enums/CHAN.
--- @param volume number @The volume of the sound, from 0 to 1
--- @param soundLevel number @The sound level of the sound, see Enums/SNDLVL
--- @param soundFlags number @The flags of the sound, see Enums/SND
--- @param pitch number @The pitch of the sound, 0-255
function _G.EmitSound(soundName, position, entity, channel, volume, soundLevel, soundFlags, pitch)
end
--- Removes the currently active tool tip from the screen.
--- @param panel GPanel @This is the panel that has a tool tip.
function _G.EndTooltip(panel)
end
--- Returns the entity with the matching Entity:EntIndex.
--- Indices 1 through game.MaxPlayers() are always reserved for players.
--- ℹ **NOTE**: In examples on this wiki, **Entity( 1 )** is used when a player entity is needed (see ). In singleplayer and listen servers, **Entity( 1 )** will always be the first player. In dedicated servers, however, **Entity( 1 )** won't always be a valid player.
--- @param entityIndex number @The entity index.
--- @return GEntity @The entity if it exists, or NULL if it doesn't.
function _G.Entity(entityIndex)
end
--- Throws an error. This is currently an alias of Global.ErrorNoHalt despite it once throwing a halting error like error without the stack trace appended.
--- 🦟 **BUG**: [Using this function in the menu state exits the menu.](https://github.com/Facepunch/garrysmod-issues/issues/1810)
--- 🦟 **BUG**: [This function throws a non-halting error instead of a halting error.](https://github.com/Facepunch/garrysmod-issues/issues/2113)
--- @vararg any @Converts all arguments to strings and prints them with no spacing or line breaks.
function _G.Error(...)
end
--- Throws a Lua error but does not break out of the current call stack.
--- This function will not print a stack trace like a normal error would.
--- Essentially similar if not equivalent to Global.Msg.
--- 🦟 **BUG**: [Using this function in the menu state exits the menu.](https://github.com/Facepunch/garrysmod-issues/issues/1810)
--- @vararg any @Converts all arguments to strings and prints them with no spacing.
function _G.ErrorNoHalt(...)
end
--- Returns the angles of the current render context as calculated by GM:CalcView.
--- 🦟 **BUG**: [This function is only reliable inside rendering hooks.](https://github.com/Facepunch/garrysmod-issues/issues/2516)
--- @return GAngle @The angle of the currently rendered scene.
function _G.EyeAngles()
end
--- Returns the origin of the current render context as calculated by GM:CalcView.
--- 🦟 **BUG**: [This function is only reliable inside rendering hooks.](https://github.com/Facepunch/garrysmod-issues/issues/2516)
--- @return GVector @Camera position.
function _G.EyePos()
end
--- Returns the normal vector of the current render context as calculated by GM:CalcView, similar to Global.EyeAngles.
--- 🦟 **BUG**: [This function is only reliable inside rendering hooks.](https://github.com/Facepunch/garrysmod-issues/issues/2516)
--- @return GVector @View direction of the currently rendered scene.
function _G.EyeVector()
end
--- Returns the meta table for the class with the matching name.
--- Internally returns debug.getregistry()[metaName]
--- You can learn more about meta tables on the Meta Tables page.
--- You can find a list of meta tables that can be retrieved with this function on Enums/TYPE. The name in the description is the string to use with this function.
--- @param metaName string @The object type to retrieve the meta table of.
--- @return table @The corresponding meta table.
function _G.FindMetaTable(metaName)
end
--- Returns the tool-tip text and tool-tip-panel (if any) of the given panel as well as itself
--- @param panel GPanel @Panel to find tool-tip of
--- @return string @tool-tip text
--- @return GPanel @tool-tip panel
--- @return GPanel @panel that the function was called with
function _G.FindTooltip(panel)
end
--- Formats the specified values into the string given. Same as string.format.
--- @param format string @The string to be formatted
--- @vararg any @Values to be formatted into the string.
--- @return string @The formatted string
function _G.Format(format, ...)
end
--- Returns the number of frames rendered since the game was launched.
function _G.FrameNumber()
end
--- Returns the Global.CurTime-based time in seconds it took to render the last frame.
--- This should be used for frame/tick based timing, such as movement prediction or animations.
--- For real-time-based frame time that isn't affected by host_timescale, use Global.RealFrameTime. RealFrameTime is more suited for things like GUIs or HUDs.
--- @return number @time (in seconds)
function _G.FrameTime()
end
--- Gets the ConVar with the specified name.
--- ℹ **NOTE**: This function uses Global.GetConVar_Internal internally, but caches the result in Lua for quicker lookups.
--- @param name string @Name of the ConVar to get
--- @return GConVar @The ConVar object, or nil if no such ConVar was found.
function _G.GetConVar(name)
end
--- 🛑 **DEPRECATED**: Store the ConVar object retrieved with Global.GetConVar and call ConVar:GetInt or ConVar:GetFloat on it.
--- Gets the numeric value ConVar with the specified name.
--- @param name string @Name of the ConVar to get.
--- @return number @The ConVar's value.
function _G.GetConVarNumber(name)
end
--- 🛑 **DEPRECATED**: Store the ConVar object retrieved with Global.GetConVar and call ConVar:GetString on it.
--- Gets the string value ConVar with the specified name.
--- @param name string @Name of the ConVar to get.
--- @return string @The ConVar's value.
function _G.GetConVarString(name)
end
--- Returns an angle that is shared between the server and all clients.
--- @param index string @The unique index to identify the global value with.
--- @param default GAngle @The value to return if the global value is not set.
--- @return GAngle @The global value, or default if the global is not set.
function _G.GetGlobalAngle(index, default)
end
--- Returns a boolean that is shared between the server and all clients.
--- @param index string @The unique index to identify the global value with.
--- @param default boolean @The value to return if the global value is not set.
--- @return boolean @The global value, or the default if the global value is not set.
function _G.GetGlobalBool(index, default)
end
--- Returns an entity that is shared between the server and all clients.
--- @param index string @The unique index to identify the global value with.
--- @param default GEntity @The value to return if the global value is not set.
--- @return GEntity @The global value, or the default if the global value is not set.
function _G.GetGlobalEntity(index, default)
end
--- Returns a float that is shared between the server and all clients.
--- @param index string @The unique index to identify the global value with.
--- @param default number @The value to return if the global value is not set.
--- @return number @The global value, or the default if the global value is not set.
function _G.GetGlobalFloat(index, default)
end
--- Returns an integer that is shared between the server and all clients.
--- 🦟 **BUG**: [This function will not round decimal values as it actually networks a float internally.](https://github.com/Facepunch/garrysmod-issues/issues/3374)
--- @param index string @The unique index to identify the global value with.
--- @param default number @The value to return if the global value is not set.
--- @return number @The global value, or the default if the global value is not set.
function _G.GetGlobalInt(index, default)
end
--- Returns a string that is shared between the server and all clients.
--- @param index string @The unique index to identify the global value with.
--- @param default string @The value to return if the global value is not set.
--- @return string @The global value, or the default if the global value is not set.
function _G.GetGlobalString(index, default)
end
--- Returns a vector that is shared between the server and all clients.
--- @param Index string @The unique index to identify the global value with.
--- @param Default GVector @The value to return if the global value is not set.
--- @return GVector @The global value, or the default if the global value is not set.
function _G.GetGlobalVector(Index, Default)
end
--- Returns the panel that is used as a wrapper for the HUD.
--- See also vgui.GetWorldPanel
--- @return GPanel @The HUD panel
function _G.GetHUDPanel()
end
--- Returns the name of the current server.
--- @return string @The name of the server.
function _G.GetHostName()
end
--- Returns the player whose movement commands are currently being processed. The player this returns can safely have Player:GetCurrentCommand() called on them. See Prediction.
--- @return GPlayer @The player currently being predicted, or NULL if no command processing is currently being done.
function _G.GetPredictionPlayer()
end
--- Creates or gets the rendertarget with the given name.
--- See Global.GetRenderTargetEx for an advanced version of this function with more options.
--- 🦟 **BUG**: [This crashes when used on a cubemap texture.](https://github.com/Facepunch/garrysmod-issues/issues/2885)
--- @param name string @The internal name of the render target.
--- @param width number @The width of the render target, must be power of 2
--- @param height number @The height of the render target, must be power of 2
--- @param additive boolean @Sets whenever the rt should be additive.
--- @return GITexture @The render target
function _G.GetRenderTarget(name, width, height, additive)
end
--- Gets (or creates if it does not exist) the rendertarget with the given name, this function allows to adjust the creation of a rendertarget more than Global.GetRenderTarget.
--- See also render.PushRenderTarget and render.SetRenderTarget.
--- @param name string @The internal name of the render target
--- @param width number @The width of the render target, must be power of 2.
--- @param height number @The height of the render target, must be power of 2.
--- @param sizeMode number @Bitflag that influences the sizing of the render target, see Enums/RT_SIZE.
--- @param depthMode number @Bitflag that determines the depth buffer usage of the render target Enums/MATERIAL_RT_DEPTH.
--- @param textureFlags number @Bitflag that configurates the texture, see Enums/TEXTUREFLAGS
--- @param rtFlags number @Flags that controll the HDR behaviour of the render target, see Enums/CREATERENDERTARGETFLAGS.
--- @param imageFormat number @Image format, see Enums/IMAGE_FORMAT.
--- @return GITexture @The new render target.
function _G.GetRenderTargetEx(name, width, height, sizeMode, depthMode, textureFlags, rtFlags, imageFormat)
end
--- Returns the entity the client is using to see from (such as the player itself, the camera, or another entity).
--- @return GEntity @The view entity.
function _G.GetViewEntity()
end
--- Converts a color from [HSL color space](https://en.wikipedia.org/wiki/HSL_and_HSV) into RGB color space and returns a Color.
--- 🦟 **BUG**: [The returned color will not have the color metatable.](https://github.com/Facepunch/garrysmod-issues/issues/2407)
--- @param hue number @The hue in degrees from 0-360.
--- @param saturation number @The saturation from 0-1.
--- @param value number @The lightness from 0-1.
--- @return table @The Color created from the HSL color space.
function _G.HSLToColor(hue, saturation, value)
end
--- Converts a color from [HSV color space](https://en.wikipedia.org/wiki/HSL_and_HSV) into RGB color space and returns a Color.
--- 🦟 **BUG**: [The returned color will not have the color metatable.](https://github.com/Facepunch/garrysmod-issues/issues/2407)
--- @param hue number @The hue in degrees from 0-360.
--- @param saturation number @The saturation from 0-1.
--- @param value number @The value from 0-1.
--- @return table @The Color created from the HSV color space.
function _G.HSVToColor(hue, saturation, value)
end
--- Launches an asynchronous http request with the given parameters.
--- 🦟 **BUG**: [This cannot send or receive multiple headers with the same name.](https://github.com/Facepunch/garrysmod-issues/issues/2232)
--- ℹ **NOTE**: HTTP-requests on private networks don't work. To enable HTTP-requests on private networks use Command Line Parameters `-allowlocalhttp`
--- @param parameters table @The request parameters
--- @return boolean @true if we made a request, nil if we failed.
function _G.HTTP(parameters)
end
--- 🛑 **DEPRECATED**: To send the target file to the client simply call AddCSLuaFile() in the target file itself.
--- This function works exactly the same as Global.include both clientside and serverside.
--- The only difference is that on the serverside it also calls Global.AddCSLuaFile on the filename, so that it gets sent to the client.
--- @param filename string @The filename of the Lua file you want to include.
function _G.IncludeCS(filename)
end
--- Returns whether the given object does or doesn't have a `metatable` of a color.
--- 🦟 **BUG**: [Engine functions (i.e. those not written in plain Lua) that return color objects do not currently set the color metatable and this function will return false if you use it on them.](https://github.com/Facepunch/garrysmod-issues/issues/2407)
--- @param Object any @The object to be tested
--- @return boolean @Whether the given object is a color or not
function _G.IsColor(Object)
end
--- Returns if the given NPC class name is an enemy.
--- Returns true if the entity name is one of the following:
--- * "npc_antlion"
--- * "npc_antlionguard"
--- * "npc_antlionguardian"
--- * "npc_barnacle"
--- * "npc_breen"
--- * "npc_clawscanner"
--- * "npc_combine_s"
--- * "npc_cscanner"
--- * "npc_fastzombie"
--- * "npc_fastzombie_torso"
--- * "npc_headcrab"
--- * "npc_headcrab_fast"
--- * "npc_headcrab_poison"
--- * "npc_hunter"
--- * "npc_metropolice"
--- * "npc_manhack"
--- * "npc_poisonzombie"
--- * "npc_strider"
--- * "npc_stalker"
--- * "npc_zombie"
--- * "npc_zombie_torso"
--- * "npc_zombine"
--- @param className string @Class name of the entity to check
--- @return boolean @Is an enemy
function _G.IsEnemyEntityName(className)
end
--- Returns if the passed object is an Entity. Alias of Global.isentity.
--- @param variable any @The variable to check.
--- @return boolean @True if the variable is an Entity.
function _G.IsEntity(variable)
end
--- Returns if this is the first time this hook was predicted.
--- This is useful for one-time logic in your SWEPs PrimaryAttack, SecondaryAttack and Reload and other (to prevent those hooks from being called rapidly in succession). It's also useful in a Move hook for when the client predicts movement.
--- Visit Prediction for more information about this behavior.
--- ℹ **NOTE**: This is already used internally for Entity:EmitSound, Weapon:SendWeaponAnim and Entity:FireBullets, but NOT in util.Effect.
--- @return boolean @Whether or not this is the first time being predicted.
function _G.IsFirstTimePredicted()
end
--- Returns if the given NPC class name is a friend.
--- Returns true if the entity name is one of the following:
--- * "npc_alyx"
--- * "npc_barney"
--- * "npc_citizen"
--- * "npc_dog"
--- * "npc_eli"
--- * "npc_fisherman"
--- * "npc_gman"
--- * "npc_kleiner"
--- * "npc_magnusson"
--- * "npc_monk"
--- * "npc_mossman"
--- * "npc_odessa"
--- * "npc_vortigaunt"
--- @param className string @Class name of the entity to check
--- @return boolean @Is a friend
function _G.IsFriendEntityName(className)
end
--- Checks whether or not a game is currently mounted. Uses data given by engine.GetGames.
--- @param game string @The game string/app ID to check.
--- @return boolean @True if the game is mounted.
function _G.IsMounted(game)
end
--- Returns whether or not every element within a table is a valid entity
--- @param table table @Table containing entities to check
--- @return boolean @All entities valid
function _G.IsTableOfEntitiesValid(table)
end
--- Returns whether or not a model is useless by checking that the file path is that of a proper model.
--- If the string ".mdl" is not found in the model name, the function will return true.
--- The function will also return true if any of the following strings are found in the given model name:
--- * "_gesture"
--- * "_anim"
--- * "_gst"
--- * "_pst"
--- * "_shd"
--- * "_ss"
--- * "_posture"
--- * "_anm"
--- * "ghostanim"
--- * "_paths"
--- * "_shared"
--- * "anim_"
--- * "gestures_"
--- * "shared_ragdoll_"
--- @param modelName string @The model name to be checked
--- @return boolean @Whether or not the model is useless
function _G.IsUselessModel(modelName)
end
--- Returns whether an object is valid or not. (Such as Entitys, Panels, custom table objects and more).
--- Checks that an object is not nil, has an IsValid method and if this method returns true.
--- ℹ **NOTE**: Due to vehicles being technically valid the moment they're spawned, also use Vehicle:IsValidVehicle to make sure they're fully initialized
--- @param toBeValidated any @The table or object to be validated.
--- @return boolean @True if the object is valid.
function _G.IsValid(toBeValidated)
end
--- Adds javascript function 'language.Update' to an HTML panel as a method to call Lua's language.GetPhrase function.
--- @param htmlPanel GPanel @Panel to add javascript function 'language.Update' to.
function _G.JS_Language(htmlPanel)
end
--- Adds javascript function 'util.MotionSensorAvailable' to an HTML panel as a method to call Lua's motionsensor.IsAvailable function.
--- @param htmlPanel GPanel @Panel to add javascript function 'util.MotionSensorAvailable' to.
function _G.JS_Utility(htmlPanel)
end
--- Adds workshop related javascript functions to an HTML panel, used by the "Dupes" and "Saves" tabs in the spawnmenu.
--- @param htmlPanel GPanel @Panel to add javascript functions to.
function _G.JS_Workshop(htmlPanel)
end
--- Convenience function that creates a DLabel, sets the text, and returns it
--- @param text string @The string to set the label's text to
--- @param parent GPanel @Optional
--- @return GPanel @The created DLabel
function _G.Label(text, parent)
end
--- Performs a linear interpolation from the start number to the end number.
--- This function provides a very efficient and easy way to smooth out movements.
--- ℹ **NOTE**: This function is not meant to be used with constant value in the first argument, if you're dealing with animation! Use a value that changes over time. See example for **proper** usage of Lerp for animations
--- @param t number @The fraction for finding the result
--- @param from number @The starting number
--- @param to number @The ending number
--- @return number @The result of the linear interpolation, `(1 - t) * from + t * to`.
function _G.Lerp(t, from, to)
end
--- Returns point between first and second angle using given fraction and linear interpolation
--- ℹ **NOTE**: This function is not meant to be used with constant value in the first argument, if you're dealing with animation! Use a value that changes over time
--- @param ratio number @Ratio of progress through values
--- @param angleStart GAngle @Angle to begin from
--- @param angleEnd GAngle @Angle to end at
--- @return GAngle @angle
function _G.LerpAngle(ratio, angleStart, angleEnd)
end
--- Linear interpolation between two vectors. It is commonly used to smooth movement between two vectors
--- ℹ **NOTE**: This function is not meant to be used with constant value in the first argument, if you're dealing with animation! Use a value that changes over time
--- @param fraction number @Fraction ranging from 0 to 1
--- @param from GVector @The initial Vector
--- @param to GVector @The desired Vector
--- @return GVector @The lerped vector.
function _G.LerpVector(fraction, from, to)
end
--- Loads all preset settings for the presets and returns them in a table
--- @return table @Preset data
function _G.LoadPresets()
end
--- Returns the player object of the current client.
--- ℹ **NOTE**: LocalPlayer() will return NULL until all entities have been initialized. See GM:InitPostEntity.
--- @return GPlayer @The player object representing the client.
function _G.LocalPlayer()
end
--- Translates the specified position and angle from the specified local coordinate system into worldspace coordinates.
--- If you're working with an entity's local vectors, use Entity:LocalToWorld and/or Entity:LocalToWorldAngles instead.
--- See also: Global.WorldToLocal, the reverse of this function.
--- @param localPos GVector @The position vector in the source coordinate system, that should be translated to world coordinates
--- @param localAng GAngle @The angle in the source coordinate system, that should be converted to a world angle
--- @param originPos GVector @The origin point of the source coordinate system, in world coordinates
--- @param originAngle GAngle @The angles of the source coordinate system, as a world angle
--- @return GVector @The world position of the supplied local position.
--- @return GAngle @The world angles of the supplied local angle.
function _G.LocalToWorld(localPos, localAng, originPos, originAngle)
end
--- Returns a localisation for the given token, if none is found it will return the default (second) parameter.
--- @param localisationToken string @The token to find a translation for.
--- @param default string @The default value to be returned if no translation was found.
function _G.Localize(localisationToken, default)
end
--- Either returns the material with the given name, or loads the material interpreting the first argument as the path.
--- ℹ **NOTE**: When using .png or .jpg textures, try to make their sizes Power Of 2 (1, 2, 4, 8, 16, 32, 64, etc). While images are no longer scaled to Power of 2 sizes since February 2019, it is a good practice for things like icons, etc.
--- @param materialName string @The material name or path
--- @param pngParameters string @A string containing space separated keywords which will be used to add material parameters
--- @return GIMaterial @Generated material
--- @return number @How long it took for the function to run
function _G.Material(materialName, pngParameters)
end
--- Returns a VMatrix object.
--- @param data table @Initial data to initialize the matrix with
--- @return GVMatrix @New matrix.
function _G.Matrix(data)
end
--- Returns a new mesh object.
--- @param mat GIMaterial @The material the mesh is intended to be rendered with
--- @return GIMesh @The created object.
function _G.Mesh(mat)
end
--- Runs util.PrecacheModel and returns the string
--- @param model string @The model to precache
--- @return string @The same string entered as an argument
function _G.Model(model)
end
--- Writes every given argument to the console.
--- Automatically attempts to convert each argument to a string. (See Global.tostring)
--- Unlike Global.print, arguments are not separated by anything. They are simply concatenated.
--- Additionally, a newline isn't added automatically to the end, so subsequent Msg or print operations will continue the same line of text in the console. See Global.MsgN for a version that does add a newline.
--- The text is blue on the server, orange on the client, and green on the menu:
--- @vararg any @List of values to print.
function _G.Msg(...)
end
--- Works exactly like Global.Msg except that, if called on the server, will print to all players consoles plus the server console.
--- @vararg any @List of values to print.
function _G.MsgAll(...)
end
--- Just like Global.Msg, except it can also print colored text, just like chat.AddText.
--- @vararg any @Values to print
function _G.MsgC(...)
end
--- Same as Global.print, except it concatinates the arguments without inserting any whitespace in between them.
--- See also Global.Msg, which doesn't add a newline (`"\n"`) at the end.
--- @vararg any @List of values to print
function _G.MsgN(...)
end
--- Returns named color defined in resource/ClientScheme.res.
--- @param name string @Name of color
--- @return table @A Color or nil
function _G.NamedColor(name)
end
--- Returns the amount of skins the specified model has.
--- See also Entity:SkinCount if you have an entity.
--- @param modelName string @Model to return amount of skins of
--- @return number @Amount of skins
function _G.NumModelSkins(modelName)
end
--- Modifies the given vectors so that all of vector2's axis are larger than vector1's by switching them around. Also known as ordering vectors.
--- ℹ **NOTE**: This function will irreversibly modify the given vectors
--- @param vector1 GVector @Bounding box min resultant
--- @param vector2 GVector @Bounding box max resultant
function _G.OrderVectors(vector1, vector2)
end
--- Calls game.AddParticles and returns given string.
--- @param file string @The particle file.
--- @return string @The particle file.
function _G.Particle(file)
end
--- Creates a particle effect.
--- ℹ **NOTE**: The particle effect must be precached with Global.PrecacheParticleSystem and the file its from must be added via game.AddParticles before it can be used!
--- @param particleName string @The name of the particle effect.
--- @param position GVector @The start position of the effect.
--- @param angles GAngle @The orientation of the effect.
--- @param parent GEntity @If set, the particle will be parented to the entity.
function _G.ParticleEffect(particleName, position, angles, parent)
end
--- Creates a particle effect with specialized parameters.
--- ℹ **NOTE**: The particle effect must be precached with Global.PrecacheParticleSystem and the file its from must be added via game.AddParticles before it can be used!
--- @param particleName string @The name of the particle effect.
--- @param attachType number @Attachment type using Enums/PATTACH.
--- @param entity GEntity @The entity to be used in the way specified by the attachType.
--- @param attachmentID number @The id of the attachment to be used in the way specified by the attachType.
function _G.ParticleEffectAttach(particleName, attachType, entity, attachmentID)
end
--- Creates a new CLuaEmitter.
--- ℹ **NOTE**: Do not forget to delete the emitter with CLuaEmitter:Finish once you are done with it
--- @param position GVector @The start position of the emitter
--- @param use3D boolean @Whenever to render the particles in 2D or 3D mode.
--- @return GCLuaEmitter @The new particle emitter.
function _G.ParticleEmitter(position, use3D)
end
--- Creates a path for the bot to follow
--- @param type string @The name of the path to create
--- @return GPathFollower @The path
function _G.Path(type)
end
--- Returns the player with the matching Player:UserID.
--- For a function that returns a player based on their Entity:EntIndex, see Global.Entity.
--- For a function that returns a player based on their connection ID, see player.GetByID.
--- @param playerIndex number @The player index.
--- @return GPlayer @The retrieved player.
function _G.Player(playerIndex)
end
--- Moves the given model to the given position and calculates appropriate camera parameters for rendering the model to an icon.
--- The output table interacts nicely with Panel:RebuildSpawnIconEx with a few key renames.
--- @param model GEntity @Model that is being rendered to the spawn icon
--- @param position GVector @Position that the model is being rendered at
--- @param noAngles boolean @If true the function won't reset the angles to 0 for the model.
--- @return table @Table of information of the view which can be used for rendering
function _G.PositionSpawnIcon(model, position, noAngles)
end
--- Precaches the particle with the specified name.
--- @param particleSystemName string @The name of the particle system.
function _G.PrecacheParticleSystem(particleSystemName)
end
--- Precaches a scene file.
--- @param scene string @Path to the scene file to precache.
function _G.PrecacheScene(scene)
end
--- Load and precache a custom sentence file.
--- @param filename string @The path to the custom sentences.txt.
function _G.PrecacheSentenceFile(filename)
end
--- Precache a sentence group in a sentences.txt definition file.
--- @param group string @The group to precache.
function _G.PrecacheSentenceGroup(group)
end
--- Displays a message in the chat, console, or center of screen of every player.
--- This uses the archaic user message system (umsg) and hence is limited to ≈250 characters.
--- @param type number @Which type of message should be sent to the players (see Enums/HUD)
--- @param message string @Message to be sent to the players
function _G.PrintMessage(type, message)
end
--- Recursively prints the contents of a table to the console.
--- @param tableToPrint table @The table to be printed
--- @param indent number @Number of tabs to start indenting at
--- @param done table @Internal argument, you shouldn't normally change this
function _G.PrintTable(tableToPrint, indent, done)
end
--- Creates a new ProjectedTexture.
--- @return GProjectedTexture @Newly created projected texture.
function _G.ProjectedTexture()
end
--- Runs a function without stopping the whole script on error.
--- This function is similar to Global.pcall and Global.xpcall except the errors are still printed and sent to the error handler (i.e. sent to server console if clientside and GM:OnLuaError called).
--- @param func function @Function to run
--- @return boolean @Whether the function executed successfully or not
function _G.ProtectedCall(func)
end
--- Returns an iterator function that can be used to loop through a table in random order
--- @param table table @Table to create iterator for
--- @param descending boolean @Whether the iterator should iterate descending or not
--- @return function @Iterator function
function _G.RandomPairs(table, descending)
end
--- Returns the real frame-time which is unaffected by host_timescale. To be used for GUI effects (for example)
--- @return number @Real frame time
function _G.RealFrameTime()
end
--- Returns the uptime of the game/server in seconds (to at least 4 decimal places)
--- ℹ **NOTE**: This is **not** synchronised or affected by the game.
--- ℹ **NOTE**: This will be affected by precision loss if the uptime is more than 30+(?) days, and effectively cease to be functional after 50+(?) days.
--- Changing the map will **not** fix it like it does with CurTime. A server restart is necessary.
--- You should use this function (or SysTime) for timing real-world events such as user interaction, but not for timing game events such as animations.
--- See also: Global.CurTime, Global.SysTime
--- @return number @Uptime of the game/server.
function _G.RealTime()
end
--- Creates a new CRecipientFilter.
--- @return GCRecipientFilter @The new created recipient filter.
function _G.RecipientFilter()
end
--- Registers a Derma element to be closed the next time Global.CloseDermaMenus is called
--- @param menu GPanel @Menu to be registered for closure
function _G.RegisterDermaMenuForClose(menu)
end
--- Saves position of your cursor on screen. You can restore it by using
--- Global.RestoreCursorPosition.
function _G.RememberCursorPosition()
end
--- Does the removing of the tooltip panel. Called by Global.EndTooltip.
function _G.RemoveTooltip()
end
--- Returns the angle that the clients view is being rendered at
--- @return GAngle @Render Angles
function _G.RenderAngles()
end
--- Renders a Depth of Field effect
--- @param origin GVector @Origin to render the effect at
--- @param angle GAngle @Angle to render the effect at
--- @param usableFocusPoint GVector @Point to focus the effect at
--- @param angleSize number @Angle size of the effect
--- @param radialSteps number @Amount of radial steps to render the effect with
--- @param passes number @Amount of render passes
--- @param spin boolean @Whether to cycle the frame or not
--- @param inView table @Table of view data
--- @param fov number @FOV to render the effect with
function _G.RenderDoF(origin, angle, usableFocusPoint, angleSize, radialSteps, passes, spin, inView, fov)
end
--- Renders the stereoscopic post-process effect
--- @param viewOrigin GVector @Origin to render the effect at
--- @param viewAngles GAngle @Angles to render the effect at
function _G.RenderStereoscopy(viewOrigin, viewAngles)
end
--- Renders the Super Depth of Field post-process effect
--- @param viewOrigin GVector @Origin to render the effect at
--- @param viewAngles GAngle @Angles to render the effect at
--- @param viewFOV number @Field of View to render the effect at
function _G.RenderSuperDoF(viewOrigin, viewAngles, viewFOV)
end
--- Restores position of your cursor on screen. You can save it by using Global.RememberCursorPosition.
function _G.RestoreCursorPosition()
end
--- Executes the given console command with the parameters.
--- ℹ **NOTE**: Some commands/convars are blocked from being ran/changed using this function, usually to prevent harm/annoyance to clients. For a list of blocked commands, see Blocked ConCommands.
--- @param command string @The command to be executed.
--- @vararg any @The arguments
function _G.RunConsoleCommand(command, ...)
end
--- Evaluates and executes the given code, will throw an error on failure.
--- ℹ **NOTE**: Local variables are not passed to the given code.
--- @param code string @The code to execute.
--- @param identifier string @The name that should appear in any error messages caused by this code.
--- @param handleError boolean @If false, this function will return a string containing any error messages instead of throwing an error.
--- @return string @If handleError is false, the error message (if any).
function _G.RunString(code, identifier, handleError)
end
--- Alias of Global.RunString.
--- 🛑 **DEPRECATED**: Use Global.RunString instead.
function _G.RunStringEx()
end
--- Returns the input value in an escaped form so that it can safely be used inside of queries. The returned value is surrounded by quotes unless noQuotes is true. Alias of sql.SQLStr
--- @param input string @String to be escaped
--- @param noQuotes boolean @Whether the returned value should be surrounded in quotes or not
--- @return string @Escaped input
function _G.SQLStr(input, noQuotes)
end
--- 🛑 **DEPRECATED**: You should be using Global.ScreenScale instead.
--- Returns a number based on the Size argument and your screen's width. Alias of Global.ScreenScale.
--- @param Size number @The number you want to scale.
function _G.SScale(Size)
end
--- Returns the ordinal suffix of a given number.
--- @param number number @The number to find the ordinal suffix of.
--- @return string @suffix
function _G.STNDRD(number)
end
--- Removes the given entity unless it is a player or the world entity
--- @param ent GEntity @Entity to safely remove.
function _G.SafeRemoveEntity(ent)
end
--- Removes entity after delay using Global.SafeRemoveEntity
--- @param entity GEntity @Entity to be removed
--- @param delay number @Delay for entity removal in seconds
function _G.SafeRemoveEntityDelayed(entity, delay)
end
--- Overwrites all presets with the supplied table. Used by the presets for preset saving
--- @param presets table @Presets to be saved
function _G.SavePresets(presets)
end
--- Gets the height of the game's window (in pixels).
--- @return number @The height of the game's window in pixels
function _G.ScrH()
end
--- Gets the width of the game's window (in pixels).
--- @return number @The width of the game's window in pixels
function _G.ScrW()
end
--- Returns a number based on the Size argument and your screen's width. The screen's width is always equal to size 640. This function is primarily used for scaling font sizes.
--- @param Size number @The number you want to scale.
function _G.ScreenScale(Size)
end
--- 🛑 **DEPRECATED**: This uses the umsg internally, which has been deprecated. Use the net instead.
--- Send a usermessage
--- ℹ **NOTE**: Useless on client, only server can send info to client.
--- @param name string @The name of the usermessage
--- @param recipients any @Can be a CRecipientFilter, table or Player object.
--- @vararg any @Data to send in the usermessage
function _G.SendUserMessage(name, recipients, ...)
end
--- Returns approximate duration of a sentence by name. See Global.EmitSentence
--- @param name string @The sentence name
--- @return number @The approximate duration
function _G.SentenceDuration(name)
end
--- Prints "ServerLog: PARAM" without a newline, to the server log and console.
--- @param parameter string @The value to be printed to console.
function _G.ServerLog(parameter)
end
--- Adds the given string to the computers clipboard, which can then be pasted in or outside of GMod with Ctrl + V.
--- @param text string @The text to add to the clipboard.
function _G.SetClipboardText(text)
end
--- Defines an angle to be automatically networked to clients
--- ℹ **NOTE**: Running this function clientside will only set it clientside for the client it is called on!
--- @param index any @Index to identify the global angle with
--- @param angle GAngle @Angle to be networked
function _G.SetGlobalAngle(index, angle)
end
--- Defined a boolean to be automatically networked to clients
--- ℹ **NOTE**: Running this function clientside will only set it clientside for the client it is called on!
--- @param index any @Index to identify the global boolean with
--- @param bool boolean @Boolean to be networked
function _G.SetGlobalBool(index, bool)
end
--- Defines an entity to be automatically networked to clients
--- ℹ **NOTE**: Running this function clientside will only set it clientside for the client it is called on!
--- @param index any @Index to identify the global entity with
--- @param ent GEntity @Entity to be networked
function _G.SetGlobalEntity(index, ent)
end
--- Defines a floating point number to be automatically networked to clients
--- ℹ **NOTE**: Running this function clientside will only set it clientside for the client it is called on!
--- @param index any @Index to identify the global float with
--- @param float number @Float to be networked
function _G.SetGlobalFloat(index, float)
end
--- Sets an integer that is shared between the server and all clients.
--- ℹ **NOTE**: Running this function clientside will only set it clientside for the client it is called on!
--- 🦟 **BUG**: [This function will not round decimal values as it actually networks a float internally.](https://github.com/Facepunch/garrysmod-issues/issues/3374)
--- @param index string @The unique index to identify the global value with.
--- @param value number @The value to set the global value to
function _G.SetGlobalInt(index, value)
end
--- Defines a string with a maximum of 199 characters to be automatically networked to clients
--- ℹ **NOTE**: Running this function clientside will only set it clientside for the client it is called on!
--- @param index any @Index to identify the global string with
--- @param string string @String to be networked
function _G.SetGlobalString(index, string)
end
--- Defines a vector to be automatically networked to clients
--- ℹ **NOTE**: Running this function clientside will only set it clientside for the client it is called on!
--- @param index any @Index to identify the global vector with
--- @param vec GVector @Vector to be networked
function _G.SetGlobalVector(index, vec)
end
--- Called by the engine to set which constraint system [https://developer.valvesoftware.com/wiki/Phys_constraintsystem] the next created constraints should use
--- @param constraintSystem GEntity @Constraint system to use
function _G.SetPhysConstraintSystem(constraintSystem)
end
--- This function can be used in a for loop instead of Global.pairs. It sorts all **keys** alphabetically.
--- For sorting by specific **value member**, use Global.SortedPairsByMemberValue.
--- For sorting by **value**, use Global.SortedPairsByValue.
--- @param table table @The table to sort
--- @param desc boolean @Reverse the sorting order
--- @return function @Iterator function
--- @return table @The table being iterated over
function _G.SortedPairs(table, desc)
end
--- Returns an iterator function that can be used to loop through a table in order of member values, when the values of the table are also tables and contain that member.
--- To sort by **value**, use Global.SortedPairsByValue.
--- To sort by **keys**, use Global.SortedPairs.
--- @param table table @Table to create iterator for.
--- @param memberKey any @Key of the value member to sort by.
--- @param descending boolean @Whether the iterator should iterate in descending order or not.
--- @return function @Iterator function
--- @return table @The table the iterator was created for.
function _G.SortedPairsByMemberValue(table, memberKey, descending)
end
--- Returns an iterator function that can be used to loop through a table in order of its **values**.
--- To sort by specific **value member**, use Global.SortedPairsByMemberValue.
--- To sort by **keys**, use Global.SortedPairs.
--- @param table table @Table to create iterator for
--- @param descending boolean @Whether the iterator should iterate in descending order or not
--- @return function @Iterator function
--- @return table @The table which will be iterated over
function _G.SortedPairsByValue(table, descending)
end
--- Runs util.PrecacheSound and returns the string.
--- 🦟 **BUG**: util.PrecacheSound does nothing and therefore so does this function
--- @param soundPath string @The soundpath to precache
--- @return string @The string passed as the first argument
function _G.Sound(soundPath)
end
--- Returns the duration of the sound specified in seconds.
--- 🦟 **BUG**: [This only works properly for .wav files.](https://github.com/Facepunch/garrysmod-issues/issues/936)
--- @param soundName string @The sound file path.
--- @return number @Sound duration in seconds.
function _G.SoundDuration(soundName)
end
--- Suppress any networking from the server to the specified player. This is automatically called by the engine before/after a player fires their weapon, reloads, or causes any other similar shared-predicted event to occur.
--- @param suppressPlayer GPlayer @The player to suppress any networking to.
function _G.SuppressHostEvents(suppressPlayer)
end
--- Returns a highly accurate time in seconds since the start up, ideal for benchmarking.
--- @return number @Uptime of the server.
function _G.SysTime()
end
--- Returns a TauntCamera object
--- @return table @TauntCamera
function _G.TauntCamera()
end
--- Clears focus from any text entries player may have focused.
function _G.TextEntryLoseFocus()
end
--- Returns a cosine value that fluctuates based on the current time
--- @param frequency number @The frequency of fluctuation
--- @param min number @Minimum value
--- @param max number @Maxmimum value
--- @param offset number @Offset variable that doesn't affect the rate of change, but causes the returned value to be offset by time
--- @return number @Cosine value
function _G.TimedCos(frequency, min, max, offset)
end
--- Returns a sine value that fluctuates based on Global.CurTime. The value returned will be between the start value plus/minus the range value.
--- 🦟 **BUG**: The range arguments don't work as intended. The existing (bugged) behavior is documented below.
--- @param frequency number @The frequency of fluctuation, in
--- @param origin number @The center value of the sine wave.
--- @param max number @This argument's distance from origin defines the size of the full range of the sine wave
--- @param offset number @Offset variable that doesn't affect the rate of change, but causes the returned value to be offset by time
--- @return number @Sine value
function _G.TimedSin(frequency, origin, max, offset)
end
--- Gets the associated type ID of the variable. Unlike Global.type, this does not work with no value - an argument must be provided.
--- 🦟 **BUG**: [This returns garbage for _LOADLIB objects.](https://github.com/Facepunch/garrysmod-requests/issues/1120)
--- 🦟 **BUG**: [This returns TYPE_NIL for protos.](https://github.com/Facepunch/garrysmod-requests/issues/1459)
--- @param variable any @The variable to get the type ID of.
--- @return number @The type ID of the variable
function _G.TypeID(variable)
end
--- 🛑 **DEPRECATED**: You should use Global.IsUselessModel instead.
--- Returns whether or not a model is useless by checking that the file path is that of a proper model.
--- If the string ".mdl" is not found in the model name, the function will return true.
--- The function will also return true if any of the following strings are found in the given model name:
--- * "_gesture"
--- * "_anim"
--- * "_gst"
--- * "_pst"
--- * "_shd"
--- * "_ss"
--- * "_posture"
--- * "_anm"
--- * "ghostanim"
--- * "_paths"
--- * "_shared"
--- * "anim_"
--- * "gestures_"
--- * "shared_ragdoll_"
--- @param modelName string @The model name to be checked
--- @return boolean @Whether or not the model is useless
function _G.UTIL_IsUselessModel(modelName)
end
--- Returns the current asynchronous in-game time.
--- @return number @The asynchronous in-game time.
function _G.UnPredictedCurTime()
end
--- Returns the time in seconds it took to render the VGUI.
function _G.VGUIFrameTime()
end
--- Creates and returns a DShape rectangle GUI element with the given dimensions.
--- @param x number @X position of the created element
--- @param y number @Y position of the created element
--- @param w number @Width of the created element
--- @param h number @Height of the created element
--- @return GPanel @DShape element
function _G.VGUIRect(x, y, w, h)
end
--- 🛑 **DEPRECATED**: You should use Global.IsValid instead
--- Returns if a panel is safe to use.
--- @param panel GPanel @The panel to validate.
function _G.ValidPanel(panel)
end
--- Creates a Vector object.
--- @param x number @The x component of the vector
--- @param y number @The y component of the vector.
--- @param z number @The z component of the vector.
--- @return GVector @The created vector object.
function _G.Vector(x, y, z)
end
--- Returns a random vector whose components are each between min(inclusive), max(exclusive).
--- @param min number @Min bound inclusive.
--- @param max number @Max bound exclusive.
--- @return GVector @The random direction vector.
function _G.VectorRand(min, max)
end
--- Translates the specified position and angle into the specified coordinate system.
--- @param position GVector @The position that should be translated from the current to the new system.
--- @param angle GAngle @The angles that should be translated from the current to the new system.
--- @param newSystemOrigin GVector @The origin of the system to translate to.
--- @param newSystemAngles GAngle @The angles of the system to translate to.
--- @return GVector @Local position
--- @return GAngle @Local angles
function _G.WorldToLocal(position, angle, newSystemOrigin, newSystemAngles)
end
--- If the result of the first argument is false or nil, an error is thrown with the second argument as the message.
--- @param expression any @The expression to assert.
--- @param errorMessage string @The error message to throw when assertion fails
--- @vararg any @Any arguments past the error message will be returned by a successful assert.
--- @return any @If successful, returns the first argument.
--- @return any @If successful, returns the error message
--- @return any @Returns any arguments past the error message.
function _G.assert(expression, errorMessage, ...)
end
--- Executes the specified action on the garbage collector.
--- @param action string @The action to run
--- @param arg number @The argument of the specified action, only applicable for "step", "setpause" and "setstepmul".
--- @return any @If the action is count this is the number of kilobytes of memory used by Lua
function _G.collectgarbage(action, arg)
end
--- Throws a Lua error and breaks out of the current call stack.
--- @param message string @The error message to throw
--- @param errorLevel number @The level to throw the error at.
function _G.error(message, errorLevel)
end
--- 🛑 **DEPRECATED**: This function was deprecated in Lua 5.1 and is removed in Lua 5.2. Use Global.collectgarbage( "count" ) instead.
--- Returns the current floored dynamic memory usage of Lua in kilobytes.
--- @return number @The current floored dynamic memory usage of Lua, in kilobytes.
function _G.gcinfo()
end
--- Returns the environment table of either the stack level or the function specified.
--- @param location function @The object to get the enviroment from
--- @return table @The environment.
function _G.getfenv(location)
end
--- Returns the metatable of an object. This function obeys the metatable's __metatable field, and will return that field if the metatable has it set.
--- Use debug.getmetatable if you want the true metatable of the object.
--- @param object any @The value to return the metatable of.
--- @return any @The metatable of the value
function _G.getmetatable(object)
end
--- Executes a Lua script.
--- ℹ **NOTE**: Addon files (.gma files) do not support relative parent folders (`..` notation).
--- ⚠ **WARNING**: The file you are attempting to include MUST NOT be empty or the include will fail. Files over a certain size may fail as well.
--- ⚠ **WARNING**: If the file you are including is clientside or shared, it **must** be Global.AddCSLuaFile'd or this function will error saying the file doesn't exist.
--- ℹ **NOTE**: This function will try to load local client file if `sv_allowcslua` is **1**
--- 🦟 **BUG**: [Global.pcalling this function will break autorefresh.](https://github.com/Facepunch/garrysmod-issues/issues/1976)
--- @param fileName string @The name of the script to be executed
--- @return any @Anything that the executed Lua script returns.
function _G.include(fileName)
end
--- Returns an iterator function for a for loop, to return ordered key-value pairs from a table.
--- This will only iterate though **numerical** keys, and these must also be **sequential**; starting at 1 with no gaps.
--- For unordered pairs, see Global.pairs.
--- For pairs sorted by key in alphabetical order, see Global.SortedPairs.
--- @param tab table @The table to iterate over.
--- @return function @The iterator function.
--- @return table @The table being iterated over
--- @return number @The origin index **=0**
function _G.ipairs(tab)
end
--- Returns if the passed object is an Angle.
--- @param variable any @The variable to perform the type check for.
--- @return boolean @True if the variable is an Angle.
function _G.isangle(variable)
end
--- Returns if the passed object is a boolean.
--- @param variable any @The variable to perform the type check for.
--- @return boolean @True if the variable is a boolean.
function _G.isbool(variable)
end
--- Returns if the passed object is a function.
--- @param variable any @The variable to perform the type check for.
--- @return boolean @True if the variable is a function.
function _G.isfunction(variable)
end
--- Returns whether the passed object is a VMatrix.
--- @param variable any @The variable to perform the type check for.
--- @return boolean @True if the variable is a VMatrix.
function _G.ismatrix(variable)
end
--- Returns if the passed object is a number.
--- @param variable any @The variable to perform the type check for.
--- @return boolean @True if the variable is a number.
function _G.isnumber(variable)
end
--- Returns if the passed object is a Panel.
--- @param variable any @The variable to perform the type check for.
--- @return boolean @True if the variable is a Panel.
function _G.ispanel(variable)
end
--- Returns if the passed object is a string.
--- @param variable any @The variable to perform the type check for.
--- @return boolean @True if the variable is a string.
function _G.isstring(variable)
end
--- Returns if the passed object is a table.
--- @param variable any @The variable to perform the type check for.
--- @return boolean @True if the variable is a table.
function _G.istable(variable)
end
--- Returns if the passed object is a Vector.
--- @param variable any @The variable to perform the type check for.
--- @return boolean @True if the variable is a Vector.
function _G.isvector(variable)
end
--- Creates a table with the specified module name and sets the function environment for said table.
--- Any passed loaders are called with the table as an argument. An example of this is package.seeall.
--- @param name string @The name of the module
--- @vararg any @Calls each function passed with the new table as an argument.
function _G.module(name, ...)
end
--- Returns a new userdata object.
--- @param addMetatable boolean @If true, the userdata will get its own metatable automatically.
--- @return userdata @The newly created userdata.
function _G.newproxy(addMetatable)
end
--- Returns the next key and value pair in a table.
--- ℹ **NOTE**: Table keys in Lua have no specific order, and will be returned in whatever order they exist in memory. This may not always be in ascending order or alphabetical order. If you need to iterate over an array in order, use Global.ipairs.
--- @param tab table @The table
--- @param prevKey any @The previous key in the table.
--- @return any @The next key for the table
--- @return any @The value associated with that key
function _G.next(tab, prevKey)
end
--- Returns an iterator function(Global.next) for a for loop that will return the values of the specified table in an arbitrary order.
--- For alphabetical **key** order use Global.SortedPairs.
--- For alphabetical **value** order use Global.SortedPairsByValue.
--- @param tab table @The table to iterate over
--- @return function @The iterator (Global.next)
--- @return table @The table being iterated over
--- @return any @**nil** (for the constructor)
function _G.pairs(tab)
end
--- Calls a function and catches an error that can be thrown while the execution of the call.
--- 🦟 **BUG**: [Using this function with Global.include will break autorefresh.](https://github.com/Facepunch/garrysmod-issues/issues/1976)
--- 🦟 **BUG**: [This cannot stop errors from hooks called from the engine.](https://github.com/Facepunch/garrysmod-issues/issues/2036)
--- 🦟 **BUG**: [This does not stop Global.Error and Global.ErrorNoHalt from sending error messages to the server (if called clientside) or calling the GM:OnLuaError hook. The success boolean returned will always return true and thus you will not get the error message returned. Global.error does not exhibit these behaviours.](https://github.com/Facepunch/garrysmod-issues/issues/2498)
--- 🦟 **BUG**: [This does not stop errors incurred by Global.include.](https://github.com/Facepunch/garrysmod-issues/issues/3112)
--- @param func function @Function to be executed and of which the errors should be caught of
--- @vararg any @Arguments to call the function with.
--- @return boolean @If the function had no errors occur within it.
--- @return any @If an error occurred, this will be a string containing the error message
function _G.pcall(func, ...)
end
--- Writes every given argument to the console.
--- Automatically attempts to convert each argument to a string. (See Global.tostring)
--- Seperates lines with a line break (`"\n"`)
--- Separates arguments with a tab character (`"\t"`).
--- @vararg any @List of values to print.
function _G.print(...)
end
--- Compares the two values without calling their __eq operator.
--- @param value1 any @The first value to compare.
--- @param value2 any @The second value to compare.
--- @return boolean @Whether or not the two values are equal.
function _G.rawequal(value1, value2)
end
--- Gets the value with the specified key from the table without calling the __index method.
--- @param table table @Table to get the value from.
--- @param index any @The index to get the value from.
--- @return any @The value.
function _G.rawget(table, index)
end
--- Sets the value with the specified key from the table without calling the __newindex method.
--- @param table table @Table to get the value from.
--- @param index any @The index to get the value from.
--- @param value any @The value to set for the specified key.
function _G.rawset(table, index, value)
end
--- First tries to load a binary module with the given name, if unsuccessful, it tries to load a Lua module with the given name.
--- 🦟 **BUG**: [Running this function with Global.pcall or Global.xpcall will still print an error that counts towards sv_kickerrornum.](https://github.com/Facepunch/garrysmod-issues/issues/1041" request="813)
--- ℹ **NOTE**: This function will try to load local client file if `sv_allowcslua` is **1**
--- @param name string @The name of the module to be loaded.
function _G.require(name)
end
--- Used to select single values from a vararg or get the count of values in it.
--- @param parameter any @Can be a number or string
--- @vararg any @The vararg
--- @return any @Returns a number or vararg, depending on the select method.
function _G.select(parameter, ...)
end
--- Sets the enviroment for a function or a stack level, if a function is passed, the return value will be the function, otherwise nil.
--- @param location function @The function to set the enviroment for or a number representing stack level.
--- @param enviroment table @Table to be used as enviroment.
function _G.setfenv(location, enviroment)
end
--- Sets, changes or removes a table's metatable. Returns Tab (the first argument).
--- @param Tab table @The table who's metatable to change.
--- @param Metatable table @The metatable to assign
--- @return table @The first argument.
function _G.setmetatable(Tab, Metatable)
end
--- Attempts to return an appropriate boolean for the given value
--- @param val any @The object to be converted to a boolean
--- @return boolean @**false** for the boolean false
function _G.tobool(val)
end
--- Attempts to convert the value to a number.
--- Returns nil on failure.
--- @param value any @The value to convert
--- @param base number @The used in the string
--- @return number @The numeric representation of the value with the given base, or nil if the conversion failed.
function _G.tonumber(value, base)
end
--- Attempts to convert the value to a string. If the value is an object and its metatable has defined the __tostring metamethod, this will call that function.
--- Global.print also uses this functionality.
--- @param value any @The object to be converted to a string.
--- @return string @The string representation of the value.
function _G.tostring(value)
end
--- Returns a string representing the name of the type of the passed object.
--- @param var any @The object to get the type of.
--- @return string @The name of the object's type.
function _G.type(var)
end
--- This function takes a numeric indexed table and return all the members as a vararg. If specified, it will start at the given index and end at end index.
--- @param tbl table @The table to generate the vararg from.
--- @param startIndex number @Which index to start from
--- @param endIndex number @Which index to end at
--- @return any @Output values
function _G.unpack(tbl, startIndex, endIndex)
end
--- Attempts to call the first function. If the execution succeeds, this returns `true` followed by the returns of the function. If execution fails, this returns `false` and the second function is called with the error message.
--- Unlike in Global.pcall, the stack is not unwound and can therefore be used for stack analyses with the debug.
--- 🦟 **BUG**: [Using this function with Global.include will break autorefresh.](https://github.com/Facepunch/garrysmod-issues/issues/1976)
--- 🦟 **BUG**: [This cannot stop errors from hooks called from the engine.](https://github.com/Facepunch/garrysmod-issues/issues/2036)
--- 🦟 **BUG**: [This does not stop Global.Error and Global.ErrorNoHalt from sending error messages to the server (if called clientside) or calling the GM:OnLuaError hook. The success boolean returned will always return true and thus you will not get the error message returned. Global.error does not exhibit these behaviours.](https://github.com/Facepunch/garrysmod-issues/issues/2498)
--- 🦟 **BUG**: [This does not stop errors incurred by Global.include.](https://github.com/Facepunch/garrysmod-issues/issues/3112)
--- @param func function @The function to call initially.
--- @param errorCallback function @The function to be called if execution of the first fails; the error message is passed as a string
--- @vararg any @Arguments to pass to the initial function.
--- @return boolean @Status of the execution; `true` for success, `false` for failure.
--- @return any @The returns of the first function if execution succeeded, otherwise the **first** return value of the error callback.
function _G.xpcall(func, errorCallback, ...)
end
|
local followchars = true;
local xx = 420.95;
local yy = 275;
local xx2 = 1222.9;
local yy2 = 455;
local ofs = 50;
local ofs2 = 40;
local del = 0;
local del2 = 0;
local angleshit = 0.3;
local anglevar = 0.3;
function onUpdate()
if mustHitSection == true then
if getProperty('boyfriend.animation.curAnim.name') == 'idle' then
triggerEvent('Camera Follow Pos',xx2,yy2)
setProperty('defaultCamZoom',1)
end
if getProperty('boyfriend.animation.curAnim.name') == 'singLEFT' then
triggerEvent('Camera Follow Pos',xx2-ofs2,yy2)
setProperty('defaultCamZoom',1)
end
if getProperty('boyfriend.animation.curAnim.name') == 'singRIGHT' then
triggerEvent('Camera Follow Pos',xx2+ofs2,yy2)
setProperty('defaultCamZoom',1)
end
if getProperty('boyfriend.animation.curAnim.name') == 'singUP' then
triggerEvent('Camera Follow Pos',xx2,yy2-ofs2)
setProperty('defaultCamZoom',1)
end
if getProperty('boyfriend.animation.curAnim.name') == 'singDOWN' then
triggerEvent('Camera Follow Pos',xx2,yy2+ofs2)
setProperty('defaultCamZoom',1)
end
end
end |
ENT.Type = "Anim"
ENT.Base = "sent_kgren_base"
ENT.PrintName = "Grenade"
ENT.Author = "VurtualRuler98"
ENT.Contact = "steam"
ENT.Purpose = "Getting more ammo!"
ENT.Instructions = "Spawn. Use. Reload."
ENT.Category = "Vurtual's base"
ENT.Spawnable = false
ENT.AdminSpawnable = false
ENT.ThrowFearVolume=768
ENT.DetonateSound="glassbottle.break"
if (CLIENT) then
function ENT:Draw()
--AddWorldTip( self.Entity:EntIndex(), "ammo", 0.5, self.Entity:GetPos(),self.Entity)
self.Entity:DrawModel()
end
end
if (SERVER) then
AddCSLuaFile()
function ENT:Initialize()
self.Entity:SetModel( "models/props_junk/garbage_glassbottle003a.mdl")
self.Entity:PhysicsInit( SOLID_VPHYSICS)
self.Entity:SetMoveType( MOVETYPE_VPHYSICS )
self.Entity:SetSolid( SOLID_VPHYSICS )
self.Entity:SetUseType(SIMPLE_USE)
self.Entity:SetCollisionGroup(COLLISION_GROUP_PROJECTILE)
local phys = self.Entity:GetPhysicsObject()
if (phys:IsValid()) then
phys:SetMass(1)
phys:Wake()
end
self:CreateFear()
end
end
function ENT:Detonate()
if (not IsFirstTimePredicted()) then return end
self:EmitGunSound(self.DetonateSound)
self:DetMolotov()
self:Remove()
end
function ENT:Think()
if (self.Igniting) then
self:Detonate()
end
end
function ENT:PhysicsCollide(data,phys)
self.Igniting=true
end
|
-------------------
-- Adonis Server --
-------------------
--[[
If you find bugs, typos, or ways to improve something please message me (Sceleratis/Davey_Bones) with
what you found so the script can be better.
Also just be aware that I'm a very messy person, so a lot of this may or may not be spaghetti.
]]
math.randomseed(os.time())
--// Todo:
--// Fix a loooootttttttt of bugged commands
--// Probably a lot of other stuff idk
--// Transform from Sceleratis into Dr. Sceleratii; Evil alter-ego; Creator of bugs, destroyer of all code that is good
--// Maybe add a celery command at some point
--// Say hi to people reading the script
--// ...
--// "Hi." - Me
--// Holiday roooaaAaaoooAaaooOod
local _G, game, script, getfenv, setfenv, workspace,
getmetatable, setmetatable, loadstring, coroutine,
rawequal, typeof, print, math, warn, error, pcall,
xpcall, select, rawset, rawget, ipairs, pairs,
next, Rect, Axes, os, tick, Faces, unpack, string, Color3,
newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
NumberSequenceKeypoint, PhysicalProperties, Region3int16,
Vector3int16, elapsedTime, require, table, type, wait,
Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, spawn =
_G, game, script, getfenv, setfenv, workspace,
getmetatable, setmetatable, loadstring, coroutine,
rawequal, typeof, print, math, warn, error, pcall,
xpcall, select, rawset, rawget, ipairs, pairs,
next, Rect, Axes, os, tick, Faces, unpack, string, Color3,
newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
NumberSequenceKeypoint, PhysicalProperties, Region3int16,
Vector3int16, elapsedTime, require, table, type, wait,
Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, spawn
local unique = {}
local origEnv = getfenv(); setfenv(1,setmetatable({}, {__metatable = unique}))
local locals = {}
local server = {}
local Queues = {}
local service = {}
local RbxEvents = {}
local Debounces = {}
local LoopQueue = {}
local ErrorLogs = {}
local RealMethods = {}
local RunningLoops = {}
local HookedEvents = {}
local WaitingEvents = {}
local ServiceSpecific = {}
local ServiceVariables = {}
local oldReq = require
local Folder = script.Parent
local oldInstNew = Instance.new
local isModule = function(module)for ind,modu in next,server.Modules do if module == modu then return true end end end
local logError = function(plr,err) if server.Core and server.Core.DebugMode then warn("Error: "..tostring(plr)..": "..tostring(err)) end if server then server.Logs.AddLog(server.Logs.Errors,{Text = tostring(plr),Desc = err,Player=plr}) end end
local message = function(...) game:GetService("TestService"):Message(...) end
local print = function(...)for i,v in next,{...}do if server.Core and server.Core.DebugMode then message("::DEBUG:: Adonis ::"..tostring(v)) else print(':: Adonis :: '..tostring(v)) end end end
local warn = function(...)for i,v in next,{...}do if server.Core and server.Core.DebugMode then message("::DEBUG:: Adonis ::"..tostring(v)) else warn(':: Adonis :: '..tostring(v)) end end end
local cPcall = function(func,...) local function cour(...) coroutine.resume(coroutine.create(func),...) end local ran,error = pcall(cour,...) if error then warn(error) logError("SERVER",error) warn(error) end end
local Pcall = function(func,...) local ran,error = pcall(func,...) if error then warn(error) logError("SERVER",error) warn(error) end end
local Routine = function(func,...) coroutine.resume(coroutine.create(func),...) end
local sortedPairs = function(t, f) local a = {} for n in next,t do table.insert(a, n) end table.sort(a, f) local i = 0 local iter = function () i = i + 1 if a[i] == nil then return nil else return a[i], t[a[i]] end end return iter end
local GetEnv; GetEnv = function(env, repl)
local scriptEnv = setmetatable({},{
__index = function(tab,ind)
return (locals[ind] or (env or origEnv)[ind])
end;
__metatable = unique;
})
if repl and type(repl)=="table" then
for ind, val in next,repl do
scriptEnv[ind] = val
end
end
return scriptEnv
end;
local GetVargTable = function()
return {
Server = server;
Service = service;
}
end
local LoadModule = function(plugin, yield, envVars, noEnv)
noEnv = false --// Seems to make loading take longer when true (?)
local isFunc = type(plugin) == "function"
local plugin = (isFunc and service.New("ModuleScript", {Name = "Non-Module Loaded"})) or plugin
local plug = (isFunc and plugin) or require(plugin)
if server.Modules and type(plugin) ~= "function" then
table.insert(server.Modules,plugin)
end
if type(plug) == "function" then
if yield then
--Pcall(setfenv(plug,GetEnv(getfenv(plug), envVars)))
local ran,err = service.TrackTask("Plugin: ".. tostring(plugin), (noEnv and plug) or setfenv(plug, GetEnv(getfenv(plug), envVars)), GetVargTable())
if not ran then
warn("Module encountered an error while loading: "..tostring(plugin))
warn(tostring(err))
end
else
--service.Threads.RunTask("PLUGIN: "..tostring(plugin),setfenv(plug,GetEnv(getfenv(plug), envVars)))
local ran, err = service.TrackTask("Thread: Plugin: ".. tostring(plugin), (noEnv and plug) or setfenv(plug, GetEnv(getfenv(plug), envVars)),GetVargTable())
if not ran then
warn("Module encountered an error while loading: "..tostring(plugin))
warn(tostring(err))
end
end
else
server[plugin.Name] = plug
end
if server.Logs then
server.Logs.AddLog(server.Logs.Script,{
Text = "Loaded "..tostring(plugin).." Module";
Desc = "Adonis loaded a core module or plugin";
})
end
end;
local CleanUp = function()
--local env = getfenv(2)
--local ran,ret = pcall(function() return env.script:GetFullName() end)
warn("Beginning Adonis cleanup & shutdown process...")
--warn("CleanUp called from "..tostring((ran and ret) or "Unknown"))
--local loader = server.Core.ClientLoader
server.Model.Parent = service.ServerScriptService
server.Model.Name = "Adonis_Loader"
server.Running = false
service.Threads.StopAll()
for i,v in next,RbxEvents do
print("Disconnecting event")
v:Disconnect()
table.remove(RbxEvents, i)
end
--loader.Archivable = false
--loader.Disabled = true
--loader:Destroy()
if server.Core.RemoteEvent then
server.Core.RemoteEvent.Security:Disconnect()
server.Core.RemoteEvent.Event:Disconnect()
server.Core.RemoteEvent.DecoySecurity1:Disconnect()
server.Core.RemoteEvent.DecoySecurity2:Disconnect()
pcall(service.Delete,server.Core.RemoteEvent.Object)
pcall(service.Delete,server.Core.RemoteEvent.Decoy1)
pcall(service.Delete,server.Core.RemoteEvent.Decoy2)
end
warn("Unloading complete")
end;
server = {
Running = true;
Modules = {};
Pcall = Pcall;
cPcall = cPcall;
Routine = Routine;
LogError = logError;
ErrorLogs = ErrorLogs;
FilteringEnabled = workspace.FilteringEnabled;
ServerStartTime = os.time();
CommandCache = {};
};
locals = {
server = server;
CodeName = "";
Settings = server.Settings;
HookedEvents = HookedEvents;
sortedPairs = sortedPairs;
ErrorLogs = ErrorLogs;
logError = logError;
origEnv = origEnv;
Routine = Routine;
Folder = Folder;
GetEnv = GetEnv;
cPcall = cPcall;
Pcall = Pcall;
}
service = setfenv(require(Folder.Core.Service), GetEnv(nil, {server = server}))(function(eType, msg, desc, ...)
local extra = {...}
if eType == "MethodError" then
if server and server.Logs and server.Logs.AddLog then
server.Logs.AddLog("Script", {
Text = "Cached method doesn't match found method: "..tostring(extra[1]);
Desc = "Method: "..tostring(extra[1])
})
end
elseif eType == "ServerError" then
--print("Server error")
logError("Server", msg)
elseif eType == "TaskError" then
--print("Task error")
logError("Task", msg)
end
end, function(c, parent, tab)
if not isModule(c) and c ~= server.Loader and c ~= server.Dropper and c ~= server.Runner and c ~= server.Model and c ~= script and c ~= Folder and parent == nil then
tab.UnHook()
end
end, ServiceSpecific)
--// Localize
os = service.Localize(os)
math = service.Localize(math)
table = service.Localize(table)
string = service.Localize(string)
coroutine = service.Localize(coroutine)
Instance = service.Localize(Instance)
Vector2 = service.Localize(Vector2)
Vector3 = service.Localize(Vector3)
CFrame = service.Localize(CFrame)
UDim2 = service.Localize(UDim2)
UDim = service.Localize(UDim)
Ray = service.Localize(Ray)
Rect = service.Localize(Rect)
Faces = service.Localize(Faces)
Color3 = service.Localize(Color3)
NumberRange = service.Localize(NumberRange)
NumberSequence = service.Localize(NumberSequence)
NumberSequenceKeypoint = service.Localize(NumberSequenceKeypoint)
ColorSequenceKeypoint = service.Localize(ColorSequenceKeypoint)
PhysicalProperties = service.Localize(PhysicalProperties)
ColorSequence = service.Localize(ColorSequence)
Region3int16 = service.Localize(Region3int16)
Vector3int16 = service.Localize(Vector3int16)
BrickColor = service.Localize(BrickColor)
TweenInfo = service.Localize(TweenInfo)
Axes = service.Localize(Axes)
--// Wrap require = function(obj) return service.Wrap(oldReq(service.UnWrap(obj))) end --]]
Instance = {new = function(obj, parent) return oldInstNew(obj, service.UnWrap(parent)) end}
require = function(obj) return oldReq(service.UnWrap(obj)) end
rawequal = service.RawEqual
--service.Players = service.Wrap(service.Players)
--Folder = service.Wrap(Folder)
server.Folder = Folder
server.Deps = Folder.Dependencies;
server.CommandModules = Folder.Commands;
server.Client = Folder.Parent.Client;
server.Dependencies = Folder.Dependencies;
server.PluginsFolder = Folder.Plugins;
server.Service = service
--// Setting things up
for ind,loc in next,{
_G = _G;
game = game;
spawn = spawn;
script = script;
getfenv = getfenv;
setfenv = setfenv;
workspace = workspace;
getmetatable = getmetatable;
setmetatable = setmetatable;
loadstring = loadstring;
coroutine = coroutine;
rawequal = rawequal;
typeof = typeof;
print = print;
math = math;
warn = warn;
error = error;
pcall = pcall;
xpcall = xpcall;
select = select;
rawset = rawset;
rawget = rawget;
ipairs = ipairs;
pairs = pairs;
next = next;
Rect = Rect;
Axes = Axes;
os = os;
tick = tick;
Faces = Faces;
unpack = unpack;
string = string;
Color3 = Color3;
newproxy = newproxy;
tostring = tostring;
tonumber = tonumber;
Instance = Instance;
TweenInfo = TweenInfo;
BrickColor = BrickColor;
NumberRange = NumberRange;
ColorSequence = ColorSequence;
NumberSequence = NumberSequence;
ColorSequenceKeypoint = ColorSequenceKeypoint;
NumberSequenceKeypoint = NumberSequenceKeypoint;
PhysicalProperties = PhysicalProperties;
Region3int16 = Region3int16;
Vector3int16 = Vector3int16;
elapsedTime = elapsedTime;
require = require;
table = table;
type = type;
wait = wait;
Enum = Enum;
UDim = UDim;
UDim2 = UDim2;
Vector2 = Vector2;
Vector3 = Vector3;
Region3 = Region3;
CFrame = CFrame;
Ray = Ray;
service = service
}do locals[ind] = loc end
--// Init
return service.NewProxy({__metatable = "Adonis"; __tostring = function() return "Adonis" end; __call = function(tab, data)
if _G["__Adonis_MODULE_MUTEX"] and type(_G["__Adonis_MODULE_MUTEX"])=="string" then
warn("\n-----------------------------------------------"
.."\nAdonis server-side is already running! Aborting..."
.."\n-----------------------------------------------")
script:Destroy()
return "FAILED"
else
_G["__Adonis_MODULE_MUTEX"] = "Running"
end
if not data or not data.Loader then
warn("WARNING: MainModule loaded without using the loader;")
end
--// Begin Script Loading
setfenv(1,setmetatable({}, {__metatable = unique}))
data = service.Wrap(data or {})
--// Server Variables
local setTab = require(server.Deps.DefaultSettings)
server.Defaults = setTab
server.Settings = data.Settings or setTab.Settings or {}
server.Descriptions = data.Descriptions or setTab.Descriptions or {}
server.Order = data.Order or setTab.Order or {}
server.Data = data or {}
server.Model = data.Model or service.New("Model")
server.Dropper = data.Dropper or service.New("Script")
server.Loader = data.Loader or service.New("Script")
server.Runner = data.Runner or service.New("Script")
server.ServerPlugins = data.ServerPlugins
server.ClientPlugins = data.ClientPlugins
server.Threading = require(server.Deps.ThreadHandler)
server.Changelog = require(server.Client.Dependencies.Changelog)
server.Credits = require(server.Client.Dependencies.Credits)
locals.Settings = server.Settings
locals.CodeName = server.CodeName
if server.Settings.HideScript and data.Model then
data.Model.Parent = nil
script:Destroy()
end
for setting,value in next,setTab.Settings do
if server.Settings[setting] == nil then
server.Settings[setting] = value
end
end
for desc,value in next,setTab.Descriptions do
if server.Descriptions[desc] == nil then
server.Descriptions[desc] = value
end
end
--// Load services
for ind, serv in next,{
"Workspace";
"Players";
"Lighting";
"ServerStorage";
"ReplicatedStorage";
"JointsService";
"ReplicatedFirst";
"ScriptContext";
"ServerScriptService";
"LogService";
"Teams";
"SoundService";
"StarterGui";
"StarterPack";
"StarterPlayers";
"TestService";
"HttpService";
"InsertService";
"NetworkServer"
}do local temp = service[serv] end
--// Module LoadOrder List
local LoadingOrder = {
"Logs";
"Variables";
"Core";
"Remote";
"Functions";
"Process";
"Admin";
"HTTP";
"Anti";
"Commands";
}
--// Load core modules
for ind,load in next,LoadingOrder do
local modu = Folder.Core:FindFirstChild(load)
if modu then
LoadModule(modu,true,{script = script}, true) --noenv
end
end
--// Initialize Cores
for i,name in next,LoadingOrder do
local core = server[name]
if core and type(core) == "table" and core.Init then
core.Init()
core.Init = nil
elseif type(core) == "userdata" and getmetatable(core) == "ReadOnly_Table" and core.Init then
core.Init()
end
end
--// More Variable Initialization
server.Variables.CodeName = server.Functions:GetRandom()
server.Remote.MaxLen = 0
server.Logs.Errors = ErrorLogs
server.Client = Folder.Parent.Client
server.Core.Name = server.Functions:GetRandom()
server.Core.Themes = data.Themes or {}
server.Core.Plugins = data.Plugins or {}
server.Core.ModuleID = data.ModuleID or 2373501710
server.Core.LoaderID = data.LoaderID or 2373505175
server.Core.DebugMode = data.DebugMode or false
server.Core.DataStore = server.Core.GetDataStore()
server.Core.Loadstring = require(server.Deps.Loadstring)
server.HTTP.Trello.API = require(server.Deps.TrelloAPI)
server.LoadModule = LoadModule
server.ServiceSpecific = ServiceSpecific
--// Bind cleanup
service.DataModel:BindToClose(CleanUp)
--// Server Specific Service Functions
ServiceSpecific.GetPlayers = server.Functions.GetPlayers
--// Load data
if server.Core.DataStore then
service.TrackTask("Thread: DSLoadAndHook", function()
pcall(server.Core.LoadData)
--// Occasionally the below line causes a script execution timeout error, so lets just pcall the whole thing and hope loading doesn't break yolo(?)
local ds = server.Core.DataStore;
--pcall(ds.OnUpdate, ds, server.Core.DataStoreEncode("CrossServerChat"), server.Process.CrossServerChat) -- WE NEED TO UPGRADE THIS TO THAT CROSS SERVER MESSAGE SERVICE THING. This is big bad currently.
--pcall(ds.OnUpdate, ds, server.Core.DataStoreEncode("SavedSettings"), function(data) server.Process.DataStoreUpdated("SavedSettings",data) end)
--pcall(ds.OnUpdate, ds, server.Core.DataStoreEncode("SavedTables"), function(data) server.Process.DataStoreUpdated("SavedTables",data) end)
end)
--server.Core.DataStore:OnUpdate(server.Core.DataStoreEncode("CrossServerChat"), server.Process.CrossServerChat)
--server.Core.DataStore:OnUpdate(server.Core.DataStoreEncode("SavedSettings"), function(data) server.Process.DataStoreUpdated("SavedSettings",data) end)
--server.Core.DataStore:OnUpdate(server.Core.DataStoreEncode("SavedTables"), function(data) server.Process.DataStoreUpdated("SavedTables",data) end)
--server.Core.DataStore:OnUpdate(server.Core.DataStoreEncode("SavedVariables"), function(data) server.Process.DataStoreUpdated("SavedVariables",data) end)
--server.Core.DataStore:OnUpdate(server.Core.DataStoreEncode("FullShutdown"), function(data) if data then local id,user,reason = data.ID,data.User,data.Reason if id == game.PlaceId then server.Functions.Shutdown(reason) end end end)
end
--// NetworkServer Events
if service.NetworkServer then
service.RbxEvent(service.NetworkServer.ChildAdded, server.Process.NetworkAdded)
service.RbxEvent(service.NetworkServer.DescendantRemoving, server.Process.NetworkRemoved)
end
--// Load Plugins
for index,plugin in next,server.PluginsFolder:GetChildren() do
LoadModule(plugin, false, {script = plugin}, true); --noenv
end
for index,plugin in next,(data.ServerPlugins or {}) do
LoadModule(plugin, false, {script = plugin});
end
--// RemoteEvent Handling
server.Core.MakeEvent()
service.JointsService.Changed:Connect(function(p) if server.Anti.RLocked(service.JointsService) then server.Core.PanicMode("JointsService RobloxLocked") end end)
service.JointsService.ChildRemoved:Connect(function(c)
if server.Core.RemoteEvent and not server.Core.FixingEvent and (function() for i,v in next,server.Core.RemoteEvent do if c == v then return true end end end)() then
wait();
server.Core.MakeEvent()
end
end)
--// Do some things
for com in next,server.Remote.Commands do if string.len(com)>server.Remote.MaxLen then server.Remote.MaxLen = string.len(com) end end
for index,plugin in next,(data.ClientPlugins or {}) do plugin:Clone().Parent = server.Client.Plugins end
for index,theme in next,(data.Themes or {}) do theme:Clone().Parent = server.Client.UI end
--// Prepare the client loader
--server.Core.PrepareClient()
--// Add existing players in case some are already in the server
for index,player in next,service.Players:GetPlayers() do
service.TrackTask("Thread: LoadPlayer ".. tostring(player.Name), server.Core.LoadExistingPlayer, player);
end
--// Events
service.RbxEvent(service.Players.PlayerAdded, service.EventTask("PlayerAdded", server.Process.PlayerAdded))
service.RbxEvent(service.Players.PlayerRemoving, service.EventTask("PlayerRemoving", server.Process.PlayerRemoving))
service.RbxEvent(service.Workspace.ChildAdded, server.Process.WorkspaceChildAdded)
service.RbxEvent(service.LogService.MessageOut, server.Process.LogService)
service.RbxEvent(service.ScriptContext.Error, server.Process.ErrorMessage)
--// Fake finder
service.RbxEvent(service.Players.ChildAdded, server.Anti.RemoveIfFake)
--// Start API
if service.NetworkServer then
--service.Threads.RunTask("_G API Manager",server.Core.StartAPI)
service.TrackTask("Thread: API Manager", server.Core.StartAPI)
end
--// Queue handler
--service.StartLoop("QueueHandler","Heartbeat",service.ProcessQueue)
--// Client check
service.StartLoop("ClientCheck",30,server.Core.CheckAllClients,true)
--// Trello updater
if server.Settings.Trello_Enabled then
service.StartLoop("TRELLO_UPDATER",server.Settings.HttpWait,server.HTTP.Trello.Update,true)
end
--// Load minor stuff
server.Threading.NewThread(function()
for ind, music in next,server.Settings.MusicList or {} do table.insert(server.Variables.MusicList,music) end
for ind, music in next,server.Settings.InsertList or {} do table.insert(server.Variables.InsertList,music) end
for ind, cape in next,server.Settings.CapeList or {} do table.insert(server.Variables.Capes,cape) end
for ind, cmd in next,server.Settings.Permissions or {} do
local com,level = cmd:match("^(.*):(.*)")
if com and level then
if level:find(",") then
local newLevels = {}
for lvl in level:gmatch("[^%,]+") do
table.insert(newLevels, service.Trim(lvl))
end
server.Admin.SetPermission(com, newLevels)
else
server.Admin.SetPermission(com, level)
end
end
end
pcall(function() service.Workspace.AllowThirdPartySales = true end)
server.Functions.GetOldDonorList()
end)
--// Backup Map
if server.Settings.AutoBackup then
service.TrackTask("Thread: Initial Map Backup", server.Admin.RunCommand, server.Settings.Prefix.."backupmap")
end
--service.Threads.RunTask("Initial Map Backup",server.Admin.RunCommand,server.Settings.Prefix.."backupmap")
--// AutoClean
if server.Settings.AutoClean then
service.StartLoop("AUTO_CLEAN",server.Settings.AutoCleanDelay,server.Functions.CleanWorkspace,true)
end
--// Worksafe
service.TrackTask("WorkSafe",function()
if server.Settings.AntiLeak and not service.ServerScriptService:FindFirstChild("ADONIS_AntiLeak") then
local ancsafe = server.Deps.Assets.WorkSafe:clone()
ancsafe.Mode.Value = "AntiLeak"
ancsafe.Name = "ADONIS_AntiLeak"
ancsafe.Archivable = false
ancsafe.Parent = service.ServerScriptService
ancsafe.Disabled = false
end
end)
--// Finished loading
server.Variables.BanMessage = server.Settings.BanMessage
server.Variables.LockMessage = server.Settings.LockMessage
for i,v in next,server.Settings.OnStartup do server.Logs.AddLog("Script",{Text = "Startup: Executed "..tostring(v); Desc = "Executed startup command; "..tostring(v)}) server.Threading.NewThread(server.Admin.RunCommand, v) end
server.Logs.AddLog(server.Logs.Script,{
Text = "Finished Loading";
Desc = "Adonis finished loading";
})
if data.Loader then
warn("Loading Complete; Required by "..tostring(data.Loader:GetFullName()))
else
warn("Loading Complete;")
end
return "SUCCESS"
end})
|
local Builder = {}
Builder.DarkTheme = Color3.fromRGB(20, 20, 20)
Builder.LightTheme = Color3.fromRGB(250, 250, 250)
Builder.ClassName = "ScreenCoverBuilder"
function Builder:CreateFrame(Theme)
local Frame = Instance.new("Frame")
Frame.Size = UDim2.new(1, 0, 1, 0)
Frame.Position = UDim2.new(0, 0, 0, 0)
Frame.Active = true
Frame.BackgroundColor3 = Theme == "Light" and Builder.LightTheme or Builder.DarkTheme
Frame.BorderSizePixel = 0
Frame.ZIndex = 100
Frame.Name = "ScreenCover"
return Frame
end
function Builder:CreateScreenGui()
local ScreenGui = Instance.new("ScreenGui")
ScreenGui.Name = "ScreenCover"
ScreenGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
ScreenGui.DisplayOrder = 10
ScreenGui.IgnoreGuiInset = true
ScreenGui.ResetOnSpawn = false
return ScreenGui
end
return Builder |
-- This code is derived from the SOM benchmarks, see AUTHORS.md file.
--
-- Copyright (c) 2016 Francois Perrad <[email protected]>
--
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the 'Software'), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
--
-- The above copyright notice and this permission notice shall be included in
-- all copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-- THE SOFTWARE.
local towers = {} do
setmetatable(towers, {__index = require'benchmark'})
local function create_disk (size)
return {size = size, next = nil}
end
function towers:benchmark ()
self.piles = {}
self:build_tower_at(1, 13)
self.moves_done = 0
self:move_disks(13, 1, 2)
return self.moves_done
end
function towers:verify_result (result)
return 8191 == result
end
function towers:push_disk (disk, pile)
local top = self.piles[pile]
if top and disk.size >= top.size then
error 'Cannot put a big disk on a smaller one'
end
disk.next = top
self.piles[pile] = disk
end
function towers:pop_disk_from (pile)
local top = self.piles[pile]
assert(top, 'Attempting to remove a disk from an empty pile')
self.piles[pile] = top.next
top.next = nil
return top
end
function towers:move_top_disk (from_pile, to_pile)
self:push_disk(self:pop_disk_from(from_pile), to_pile)
self.moves_done = self.moves_done + 1
end
function towers:build_tower_at (pile, disks)
for i = disks, 1, -1 do
self:push_disk(create_disk(i), pile)
end
end
function towers:move_disks (disks, from_pile, to_pile)
if disks == 1 then
self:move_top_disk(from_pile, to_pile)
else
local other_pile = 6 - from_pile - to_pile
self:move_disks(disks - 1, from_pile, other_pile)
self:move_top_disk(from_pile, to_pile)
self:move_disks(disks - 1, other_pile, to_pile)
end
end
end -- object towers
return towers
|
local lunit = require "lunit"
package.path = 'lualib/?/init.lua;lualib/?.lua;'..package.path
local utils = require "smithsnmp.utils"
module("test_utils", lunit.testcase, package.seeall)
test_iter1 = function()
-- test iter
local i = 0
for v in utils.iter({1, 2, 3, 4, 5}) do
i = i + 1
assert_true(v == i)
end
assert_true(i == 5)
end
test_iter2 = function()
-- test iter
local i = utils.iter(function() return nil end)
local x = true
for v in i do
x = false
end
assert_true(x)
end
-- helper: compare 2 array table
local array_compare = function(ta, tb)
if #ta ~= #tb then
return false
end
for i, a in ipairs(ta) do
if a ~= tb[i] then
return false
end
end
return true
end
-- test map
test_map = function()
assert_true(array_compare(
utils.map(
function (x)
return x + 1
end,
{1, 2, 3, 4, 5}
),
{2, 3, 4, 5, 6}
))
end
-- test filter
test_filter = function()
assert_true(array_compare(
utils.filter(
function (x)
return (x % 2) == 1
end,
{1, 2, 3, 4, 5}
),
{1, 3, 5}
))
end
-- test reduce w/o init
test_reduce1 = function()
assert_true(
utils.reduce(
function (x, y)
return x * y
end,
{1, 2, 3, 4, 5}
) == 120
)
end
-- test reduce with init
test_reduce2 = function()
assert_true(
utils.reduce(
function (x, y)
return x * y
end,
{1, 2, 3, 4, 5},
0
) == 0
)
end
-- test str2mac
test_str2mac = function()
assert_true(array_compare(utils.str2mac("00:00:00:00:00:00"), {0, 0, 0, 0, 0, 0}))
assert_true(array_compare(utils.str2mac("ff:ff:ff:ff:ff:ff"), {255, 255, 255, 255, 255, 255}))
assert_true(array_compare(utils.str2mac("FF:FF:FF:FF:FF:FF"), {255, 255, 255, 255, 255, 255}))
assert_true(array_compare(utils.str2mac("11:22:33:44:55:66"), {0x11, 0x22, 0x33, 0x44, 0x55, 0x66}))
end
-- test mac2oct
test_mac2oct = function()
assert_true(utils.mac2oct({0x61, 0x62, 0x63, 0x64, 0x65, 0x66}) == 'abcdef')
assert_true(utils.mac2oct("61:62:63:64:65:66") == 'abcdef')
end
lunit.main()
|
-- =====================================================================
--
-- asynctasks.lua -
--
-- Created by liubang on 2021/08/29 03:39
-- Last Modified: 2021/08/29 03:39
--
-- =====================================================================
vim.g.asyncrun_open = 25
vim.g.asyncrun_bell = 1
vim.g.asyncrun_rootmarks = {'.svn', '.git', '.root', '_darcs', 'build.xml'}
vim.g.asynctasks_term_pos = 'floaterm'
vim.g.asynctasks_term_reuse = 0
|
---
-- @author wesen
-- @copyright 2019-2020 wesen <[email protected]>
-- @release 0.1
-- @license MIT
--
local Object = require "classic"
---
-- Contains information about a parsed function argument.
--
-- @type Argument
--
local Argument = Object:extend()
---
-- The Argument's name
--
-- @tfield string name
--
Argument.name = nil
---
-- The Argument's description
--
-- @tfield string description
--
Argument.description = nil
---
-- The Argument's notes
--
-- @tfield string notes
--
Argument.notes = nil
---
-- True if the Argument's values have a variable length, false otherwise
--
-- @tfield bool hasVariableLength
--
Argument.hasVariableLength = nil
---
-- Argument constructor.
--
-- @tparam string _name The Argument's name
-- @tparam string _description The Argument's description
-- @tparam string _notes The Argument's notes
-- @tparam bool _hasVariableLength True if the Argument's values have a variable length, false otherwise
--
function Argument:new(_name, _description, _notes, _hasVariableLength)
self.name = _name
self.description = _description
self.notes = _notes
self.hasVariableLength = _hasVariableLength
end
-- Getters and Setters
---
-- Returns the Argument's name.
--
-- @treturn string The Argument's name
--
function Argument:getName()
return self.name
end
---
-- Returns the Argument's description.
--
-- @treturn string The Argument's description
--
function Argument:getDescription()
return self.description
end
---
-- Returns the Argument's notes.
--
-- @treturn string The Argument's notes
--
function Argument:getNotes()
return self.notes
end
---
-- Returns whether the Argument's values have a variable length.
--
-- @treturn bool True if the Argument's values have a variable length, false otherwise
--
function Argument:getHasVariableLength()
return self.hasVariableLength
end
return Argument
|
require "Polycode/ScreenShape"
class "ScreenImage" (ScreenShape)
function ScreenImage:ScreenImage(...)
if type(arg[1]) == "table" and count(arg) == 1 then
if ""..arg[1]:class() == "ScreenShape" then
self.__ptr = arg[1].__ptr
return
end
end
for k,v in pairs(arg) do
if type(v) == "table" then
if v.__ptr ~= nil then
arg[k] = v.__ptr
end
end
end
if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then
self.__ptr = Polycore.ScreenImage(unpack(arg))
Polycore.__ptr_lookup[self.__ptr] = self
end
end
function ScreenImage:setImageCoordinates(x, y, width, height)
local retVal = Polycore.ScreenImage_setImageCoordinates(self.__ptr, x, y, width, height)
end
function ScreenImage:getImageWidth()
local retVal = Polycore.ScreenImage_getImageWidth(self.__ptr)
return retVal
end
function ScreenImage:getImageHeight()
local retVal = Polycore.ScreenImage_getImageHeight(self.__ptr)
return retVal
end
function ScreenImage:__delete()
Polycore.__ptr_lookup[self.__ptr] = nil
Polycore.delete_ScreenImage(self.__ptr)
end
|
local local0 = 0.5
local local1 = 3.4 - local0
local local2 = 0.5 - local0
local local3 = 4.2 - local0
local local4 = 0.5 - local0
local local5 = 2.7 - local0
local local6 = 9.2 - local0
local local7 = 0.5 - local0
local local8 = 2.5 - local0
local local9 = 0.5 - local0
local local10 = 2.5 - local0
local local11 = 3.7 - local0
local local12 = 6.5 - local0
local local13 = 5.7 - local0
local local14 = 17.6 - local0
local local15 = 7.5 - local0
local local16 = 19.6 - local0
local local17 = 0.5 - local0
local local18 = 15 - local0
local local19 = 0.5 - local0
local local20 = 3.7 - local0
local local21 = 0.5 - local0
local local22 = 2.7 - local0
local local23 = 3.5 - local0
local local24 = 6.5 - local0
local local25 = 5.4 - local0
local local26 = 17.1 - local0
local local27 = 7.2 - local0
local local28 = 19.2 - local0
local local29 = 0.5 - local0
local local30 = 15 - local0
function OnIf_240000(arg0, arg1, arg2)
if arg2 == 0 then
AbandonedGiant_Thrower240010_ActAfter_RealTime(arg0, arg1)
end
return
end
function AbandonedGiant_Thrower240010Battle_Activate(arg0, arg1)
local local0 = {}
local local1 = {}
local local2 = {}
Common_Clear_Param(local0, local1, local2)
local local3 = arg0:GetDist(TARGET_ENE_0)
local local4 = arg0:GetEventRequest()
local local5 = arg0:GetRandam_Int(1, 100)
if arg0:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then
local0[20] = 100
elseif 10 <= local3 then
local0[10] = 100
elseif 7 <= local3 then
local0[1] = 20
local0[2] = 5
local0[3] = 15
local0[4] = 15
local0[8] = 20
elseif 3 <= local3 then
local0[1] = 30
local0[2] = 10
local0[3] = 15
local0[4] = 20
local0[8] = 5
else
local0[1] = 35
local0[2] = 10
local0[3] = 15
local0[4] = 15
local0[8] = 0
end
local1[1] = REGIST_FUNC(arg0, arg1, AbandonedGiant_Thrower240010_Act01)
local1[2] = REGIST_FUNC(arg0, arg1, AbandonedGiant_Thrower240010_Act02)
local1[3] = REGIST_FUNC(arg0, arg1, AbandonedGiant_Thrower240010_Act03)
local1[4] = REGIST_FUNC(arg0, arg1, AbandonedGiant_Thrower240010_Act04)
local1[5] = REGIST_FUNC(arg0, arg1, AbandonedGiant_Thrower240010_Act05)
local1[6] = REGIST_FUNC(arg0, arg1, AbandonedGiant_Thrower240010_Act06)
local1[7] = REGIST_FUNC(arg0, arg1, AbandonedGiant_Thrower240010_Act07)
local1[8] = REGIST_FUNC(arg0, arg1, AbandonedGiant_Thrower240010_Act08)
local1[9] = REGIST_FUNC(arg0, arg1, AbandonedGiant_Thrower240010_Act09)
local1[10] = REGIST_FUNC(arg0, arg1, AbandonedGiant_Thrower240010_Act10)
local1[11] = REGIST_FUNC(arg0, arg1, AbandonedGiant_Thrower240010_Act11)
local1[15] = REGIST_FUNC(arg0, arg1, AbandonedGiant_Thrower240010_Act15)
local1[20] = REGIST_FUNC(arg0, arg1, AbandonedGiant_Thrower240010_Act20)
Common_Battle_Activate(arg0, arg1, local0, local1, REGIST_FUNC(arg0, arg1, AbandonedGiant_Thrower240010_ActAfter_AdjustSpace), local2)
return
end
local0 = 4.7 - local0
local0 = 0.5 - local0
local0 = local1
local0 = 0.5 - local0
function AbandonedGiant_Thrower240010_Act01(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
if arg0:HasSpecialEffectId(TARGET_SELF, 5671) == true then
local local2 = UPVAL1
local local3 = UPVAL0 + 1
Approach_Act(arg0, arg1, UPVAL0, 999, 0, 2)
if local1 <= 30 then
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3020, TARGET_ENE_0, local3, 0, 20)
else
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3020, TARGET_ENE_0, local3, 0, -1)
arg1:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3021, TARGET_ENE_0, UPVAL0 + 1, 0)
end
else
local local2 = UPVAL3
local local3 = UPVAL2 + 1
Approach_Act(arg0, arg1, UPVAL2, 999, 0, 2)
if local1 <= 30 then
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, local3, 0, 20)
else
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, local3, 0, -1)
arg1:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, UPVAL0 + 1, 0)
end
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
local0 = 3.8 - local0
local0 = 0.5 - local0
local0 = 3.5 - local0
local0 = 0.5 - local0
function AbandonedGiant_Thrower240010_Act02(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
if arg0:HasSpecialEffectId(TARGET_SELF, 5671) == true then
local local2 = UPVAL1
Approach_Act(arg0, arg1, UPVAL0, 999, 0, 2)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3023, TARGET_ENE_0, UPVAL0 + 1, 0, -1)
else
local local2 = UPVAL3
Approach_Act(arg0, arg1, UPVAL2, 12, 0, 2)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, UPVAL2 + 1, 0, -1)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = 3.3 - local0
local0 = 0.5 - local0
local0 = 2.9 - local0
local0 = 0.5 - local0
function AbandonedGiant_Thrower240010_Act03(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
if arg0:HasSpecialEffectId(TARGET_SELF, 5671) == true then
local local2 = UPVAL1
Approach_Act(arg0, arg1, UPVAL0, 999, 0, 3.5)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3024, TARGET_ENE_0, UPVAL0 + 1, 0, -1)
else
local local2 = UPVAL3
Approach_Act(arg0, arg1, UPVAL2, 12, 0, 3.5)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, UPVAL2 + 1, 0, -1)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = 3.3 - local0
local0 = 0.5 - local0
local0 = 3 - local0
local0 = 0.5 - local0
function AbandonedGiant_Thrower240010_Act04(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
if arg0:HasSpecialEffectId(TARGET_SELF, 5671) == true then
local local2 = UPVAL1
Approach_Act(arg0, arg1, UPVAL0, 999, 0, 2)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3025, TARGET_ENE_0, UPVAL0, 0, -1)
else
local local2 = UPVAL3
Approach_Act(arg0, arg1, UPVAL2, 999, 0, 2)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, UPVAL2 + 1, 0, -1)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
local0 = 3.9 - local0
local0 = 0.5 - local0
function AbandonedGiant_Thrower240010_Act05(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = UPVAL1
Approach_Act(arg0, arg1, UPVAL0, 999, 0, 2)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, UPVAL0 + 1, 0, -1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = 4.4 - local0
local0 = 0.5 - local0
function AbandonedGiant_Thrower240010_Act06(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = UPVAL1
Approach_Act(arg0, arg1, UPVAL0, 999, 0, 2)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, UPVAL0 + 1, 1.5, 20)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
local0 = 11.6 - local0
local0 = 5 - local0
function AbandonedGiant_Thrower240010_Act07(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = UPVAL1
Approach_Act(arg0, arg1, UPVAL0, UPVAL0, 0, 5)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, UPVAL0 + 1, 0, -1)
arg0:SetTimer(1, 7)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = 9.5 - local0
local0 = 5.7 - local0
local0 = local6
local0 = 5.7 - local0
function AbandonedGiant_Thrower240010_Act08(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
if arg0:HasSpecialEffectId(TARGET_SELF, 5671) == true then
local local2 = UPVAL1
if arg0:IsFinishTimer(0) ~= false then
Approach_Act(arg0, arg1, UPVAL0, UPVAL0, 0, 5)
end
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3029, TARGET_ENE_0, UPVAL0 + 1, 0, -1)
else
local local2 = UPVAL3
if arg0:IsFinishTimer(0) == false then
arg1:AddSubGoal(GOAL_COMMON_Wait, 0.9, TARGET_ENE_0, 0, 0, 0)
else
Approach_Act(arg0, arg1, UPVAL2, UPVAL2, 0, 5)
end
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, UPVAL2 + 1, 0, -1)
end
arg0:SetTimer(1, 7)
arg0:SetTimer(0, 0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function AbandonedGiant_Thrower240010_Act10(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = DIST_None
if 5 <= arg0:GetDistYSigned(TARGET_ENE_0) then
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3036, TARGET_ENE_0, local2, 0, -1)
elseif 35 <= local0 then
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3019, TARGET_ENE_0, local2, 0, -1)
elseif 25 <= local0 then
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3018, TARGET_ENE_0, local2, 0, -1)
else
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3017, TARGET_ENE_0, local2, 0, -1)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function AbandonedGiant_Thrower240010_Act20(arg0, arg1, arg2)
arg1:AddSubGoal(GOAL_COMMON_Turn, 2, TARGET_ENE_0, 0, 0, 0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function AbandonedGiant_Thrower240010_ActAfter_AdjustSpace(arg0, arg1, arg2)
arg1:AddSubGoal(GOAL_COMMON_If, 10, 0)
return
end
function AbandonedGiant_Thrower240010_ActAfter_RealTime(arg0, arg1)
local local0 = arg0:GetDist(TARGET_ENE_0)
if arg0:GetRandam_Int(1, 100) <= 50 then
arg0:SetTimer(0, 2)
end
return
end
function AbandonedGiant_Thrower240010Battle_Update(arg0, arg1)
return GOAL_RESULT_Continue
end
function AbandonedGiant_Thrower240010Battle_Terminate(arg0, arg1)
return
end
local0 = local1
local0 = local6
function AbandonedGiant_Thrower240010Battle_Interupt(arg0, arg1)
if arg0:IsLadderAct(TARGET_SELF) then
return false
else
local local0 = arg0:GetRandam_Int(1, 100)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = arg0:GetRandam_Int(1, 100)
if UseItem_Act(arg0, arg1, 10, 40) then
arg1:ClearSubGoal()
if arg0:GetDist(TARGET_ENE_0) < 5.2 then
Approach_Act(arg0, arg1, UPVAL0, UPVAL0, 0, 3.5)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, UPVAL0, 0, -1)
else
Approach_Act(arg0, arg1, UPVAL1, UPVAL1, 0, 3.5)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, UPVAL1, 0, -1)
end
return true
else
local local3 = arg0:GetRandam_Int(1, 100)
local local4 = arg0:GetRandam_Int(1, 100)
local local5 = arg0:GetDist(TARGET_ENE_0)
local local6 = Shoot_2dist(arg0, arg1, 6, 20, 20, 40)
if local6 == 1 then
Approach_Act(arg0, arg1, UPVAL0, UPVAL0, 0, 3.5)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, UPVAL0, 0, -1)
return true
elseif local6 == 2 then
Approach_Act(arg0, arg1, UPVAL1, UPVAL1, 0, 3.5)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, UPVAL1, 0, -1)
return true
else
return false
end
end
end
end
return
|
local function OnPlayerJoin(player)
player.diedEvent:Connect(function (player)
Task.Wait(2.5)
if Object.IsValid(player) then
player:Respawn()
end
end)
end
Game.playerJoinedEvent:Connect(OnPlayerJoin) |
kHallucinationHoverHeight = 1
if Server then
function Hallucination:GetHoverHeight()
if self.assignedTechId == kTechId.Lerk or self.assignedTechId == kTechId.Drifter then
return kHallucinationHoverHeight
else
return 0
end
end
end |
-- Copyright (c) 2020-2021 shadmansaleh
-- MIT license, see LICENSE for more details.
local M = require('lualine.component'):extend()
function M:update_status()
local component = self.options[1]
local ok, status
if self.options.type == nil then
ok, status = pcall(M.lua_eval, component)
if not ok then
status = M.vim_function(component)
end
else
if self.options.type == 'lua_expr' then
ok, status = pcall(M.lua_eval, component)
if not ok then
status = nil
end
elseif self.options.type == 'vim_fun' then
status = M.vim_function(component)
end
end
return status
end
function M.lua_eval(code)
local result = loadstring('return ' .. code)()
assert(result, 'String expected got nil')
return tostring(result)
end
function M.vim_function(name)
-- vim function component
local ok, return_val = pcall(vim.api.nvim_call_function, name, {})
if not ok then
return ''
end -- function call failed
ok, return_val = pcall(tostring, return_val)
return ok and return_val or ''
end
return M
|
local discordia = require('discordia')
local client = discordia.Client()
client:on('ready', function()
print('Logged in as '.. client.user.tag)
end)
client:on('messageCreate', function(message)
if message.content == 'hello world' then
message.channel:send('Hello, World! Discordia')
end
end)
client:run('TOKEN')
|
-- An applications menu
-- Required depends: awesome-freedesktop or xdg_menu
-- awesome-freedesktop : automatic
-- xdg_menu : manual
-- Your choice
local awful = require("awful")
local gears = require("gears")
local beautiful = require("beautiful")
local apps = require('configuration.apps')
local hotkeys_popup = require('awful.hotkeys_popup').widget
terminal = apps.default.terminal
editor = os.getenv("EDITOR") or "nano"
editor_cmd = terminal .. " -e " .. editor
-- Theming Menu
beautiful.menu_font = "SFNS Display Regular 10"
beautiful.menu_submenu = '' -- ➤
-- icon theme is in `awesome/theme/default-theme.lua`
-- Search for `theme.icon_theme`
-- Check first if freedesktop module is installed
-- `awesome-freedesktop-git` is in AUR
-- https://github.com/lcpz/awesome-freedesktop
-- Check on your distro's repo
-- Checks if module exists, also checks syntax. Returns false if syntax error
local function isModuleAvailable(name)
if package.loaded[name] then
return true
else
for _, searcher in ipairs(package.searchers or package.loaders) do
local loader = searcher(name)
if type(loader) == 'function' then
package.preload[name] = loader
return true
end
end
return false
end
end
-- Create a launcher widget and a main menu
myawesomemenu = {
{ "Hotkeys", function() hotkeys_popup.show_help(nil, awful.screen.focused()) end },
{ "Edit config", editor_cmd .. " " .. awesome.conffile },
{ "Restart", awesome.restart },
{ "Quit", function() awesome.quit() end },
}
-- Screenshot menu
local screenshot = {
{"Full", apps.bins.fullShot },
{"Area", apps.bins.areaShot },
{"Select", apps.bins.selectShot }
}
-- Terminal menu
local terminal = {
{"kitty", "kitty"},
{"xterm", "xterm"},
}
-- Generate a list of app
if isModuleAvailable("freedesktop") == true then
-- A menu generated by awesome-freedesktop
-- https://github.com/lcpz/awesome-freedesktop
local freedesktop = require("freedesktop")
local menubar = require("menubar")
mymainmenu = freedesktop.menu.build({
icon_size = 16,
before = {
{ "Terminal", terminal, menubar.utils.lookup_icon("utilities-terminal") },
-- other triads can be put here
},
after = {
{"Awesome", myawesomemenu--[[, "/usr/share/awesome/icons/awesome32.png"--]]},
{"Take a Screenshot", screenshot},
{"End Session", function() _G.exit_screen_show() end},
-- other triads can be put here
}
})
mylauncher = awful.widget.launcher({ image = beautiful.awesome_icon, menu = mymainmenu })
-- Menubar configuration
else
-- A menu generated by xdg_menu
-- Replace with the list generated by xdg_menu
local a = {
}
local b = {
}
local c = {
}
local d = {
}
local e = {
}
local f = {
}
local g = {
{"show_script", "notify-send 'Script:' 'xdg_menu --format awesome --root-menu /etc/xdg/menus/arch-applications.menu >~/.config/awesome/archmenu.lua'"}
}
mymainmenu = awful.menu({
items = {
{"Terminal", terminal},
-- Replace the alphabets with the list generated by xdg_menu
{"Replace", a},
{"With", b},
{"the", c},
{"Apps", d},
{"Generated", e},
{"by", f},
{"xdg_menu", g},
{"Awesome", myawesomemenu},
{"Take a Screenshot", screenshot},
{"End Session", function() _G.exit_screen_show() end},
}
})
mylauncher = awful.widget.launcher({ image = beautiful.awesome_icon, menu = mymainmenu })
end
-- Embed mouse bindings
root.buttons(gears.table.join(awful.button({ }, 3, function () mymainmenu:toggle() end)))
|
#!/usr/bin/env tarantool
package.path = "../?/init.lua;./?/init.lua;" .. package.path
local tap = require 'tap'
local tnt = require 'tests.tnt'
local stat = require 'stat'
local function fixture_info_memory()
local backup
return {
f_start = function()
backup = box.info.memory
box.info.memory = function()
return {
cache = 0,
data = 14064,
tx = 0,
lua = 1771334,
net = 98304,
index = 1196032
}
end
end,
f_end = function()
box.info = backup
end
}
end
local function test_cfg(test)
test:plan(4)
local s = stat.stat()
test:isstring(s['cfg.listen'], 'check cfg.listen')
test:ok(tonumber(s['cfg.current_time']) ~= nil, 'check cfg.current_time')
test:isstring(s['cfg.hostname'], 'check cfg.hostname')
test:isboolean(s['cfg.read_only'], 'check cfg.read_only')
end
local function test_info(test)
test:plan(4)
local s = stat.stat()
test:isnumber(s['info.pid'], 'check info.pid')
test:isstring(s['info.uuid'], 'check info.uuid')
test:isnumber(s['info.lsn'], 'check info.lsn')
test:isnumber(s['info.uptime'], 'check info.uptime')
end
local function test_slab(test)
test:plan(9)
local s = stat.stat()
test:isnumber(s['slab.items_size'], 'check slab.items_size')
test:isnumber(s['slab.items_used'], 'check slab.items_used')
test:isnumber(s['slab.items_used_ratio'], 'check slab.items_used_ratio')
test:isnumber(s['slab.quota_size'], 'check slab.quota_size')
test:isnumber(s['slab.quota_used'], 'check slab.quota_used')
test:isnumber(s['slab.quota_used_ratio'], 'check slab.quota_used_ratio')
test:isnumber(s['slab.arena_size'], 'check slab.arena_size')
test:isnumber(s['slab.arena_used'], 'check slab.arena_used')
test:isnumber(s['slab.arena_used_ratio'], 'check slab.arena_used_ratio')
end
local function test_runtime(test)
test:plan(3)
local s = stat.stat()
test:isnumber(s['runtime.lua'], 'check runtime.lua')
test:isnumber(s['runtime.used'], 'check runtime.used')
test:isnil(s['runtime.maxalloc'], 'check that runtime.maxalloc is nil')
end
local function test_stat(test)
test:plan(20)
local ops = {
'delete', 'select', 'insert', 'eval', 'call',
'replace', 'upsert', 'auth', 'error', 'update'
}
local s = stat.stat()
local function _check(op)
test:isnumber(s['stat.op.' .. op .. '.total'], 'check stat.op.' .. op .. 'total')
test:isnumber(s['stat.op.' .. op .. '.rps'], 'check stat.op.' .. op .. 'rps')
end
for _, op in ipairs(ops) do
_check(op)
end
end
local function test_stat_net(test)
test:plan(4)
local s = stat.stat()
test:isnumber(s['stat.net.sent.total'], 'check stat.net.sent.total')
test:isnumber(s['stat.net.sent.rps'], 'check stat.net.sent.rps')
test:isnumber(s['stat.net.received.total'], 'check stat.net.received.total')
test:isnumber(s['stat.net.received.rps'], 'check stat.net.received.rps')
end
local function test_space(test)
test:plan(5)
local sp = box.schema.space.create('test', {})
sp:create_index('primary', { unique = true, parts = { 1, 'unsigned', } })
local s = stat.stat()
test:isnumber(s['space.test.len'], 'check space.test.len')
test:isnumber(tonumber(s['space.test.bsize']), 'check space.test.bsize')
test:isnumber(tonumber(s['space.test.index_bsize']), 'check space.test.index_bsize')
test:isnumber(tonumber(s['space.test.total_bsize']), 'check space.test.total_bsize')
test:isnumber(tonumber(s['space.test.index.primary.bsize']), 'check space.test.index.primary.bsize')
end
local function test_fiber(test)
test:plan(4)
local s = stat.stat()
test:isnumber(s['fiber.count'], 'check fiber.count')
test:isnumber(s['fiber.csw'], 'check fiber.csw')
test:isnumber(s['fiber.memalloc'], 'check fiber.memalloc')
test:isnumber(s['fiber.memused'], 'check fiber.memused')
end
local function test_memory(test)
test:plan(6)
local info_memory = fixture_info_memory()
info_memory.f_start()
local s = stat.stat()
test:isnumber(s['info.memory.cache'], 'check info.memory.cache')
test:isnumber(s['info.memory.data'], 'check info.memory.data')
test:isnumber(s['info.memory.tx'], 'check info.memory.tx')
test:isnumber(s['info.memory.lua'], 'check info.memory.lua')
test:isnumber(s['info.memory.net'], 'check info.memory.net')
test:isnumber(s['info.memory.index'], 'check info.memory.index')
info_memory.f_end()
end
local function test_only_numbers(test)
test:plan(5)
local s = stat.stat({ only_numbers = true })
test:ok(tonumber(s['cfg.current_time']) ~= nil, 'check cfg.current_time')
test:isnil(s['cfg.listen'], 'check that cfg.listen is nil')
test:isnil(s['cfg.hostname'], 'check that cfg.hostname is nil')
test:isnil(s['cfg.read_only'], 'check that cfg.read_only is nil')
test:isnil(s['info.uuid'], 'check that info.uuid is nil')
end
local function main()
local test = tap.test()
test:plan(10)
tnt.cfg { listen = 33301 }
test:test('test_cfg', test_cfg)
test:test('test_info', test_info)
test:test('test_slab', test_slab)
test:test('test_runtime', test_runtime)
test:test('test_stat', test_stat)
test:test('test_stat_net', test_stat_net)
test:test('test_space', test_space)
test:test('test_fiber', test_fiber)
test:test('test_only_numbers', test_only_numbers)
test:test('test_memory', test_memory)
tnt.finish()
os.exit(test:check() == true and 0 or -1)
end
main()
|
local stock_tags = {
-- bipd --
"characters\\cyborg_mp\\cyborg_mp",
-- !jpt
"characters\\cyborg\\melee",
"weapons\\assault rifle\\melee",
"weapons\\assault rifle\\melee_response",
"weapons\\assault rifle\\bullet",
"weapons\\assault rifle\\trigger",
"weapons\\pistol\\melee",
"weapons\\pistol\\melee_response",
"weapons\\pistol\\bullet",
"weapons\\pistol\\trigger",
"vehicles\\warthog\\bullet",
"vehicles\\warthog\\trigger",
"vehicles\\scorpion\\shell explosion",
"weapons\\frag grenade\\shock wave",
"vehicles\\scorpion\\shell shock wave",
"vehicles\\scorpion\\bullet",
"vehicles\\scorpion\\secondary trigger",
"vehicles\\ghost\\ghost bolt",
"vehicles\\ghost\\trigger",
"weapons\\rocket launcher\\explosion",
"vehicles\\rwarthog\\effects\\trigger",
"vehicles\\banshee\\banshee bolt",
"vehicles\\banshee\\trigger",
"vehicles\\banshee\\mp_fuel rod explosion",
"vehicles\\banshee\\fuel rod trigger",
"weapons\\shotgun\\melee",
"weapons\\shotgun\\melee_response",
"weapons\\shotgun\\pellet",
"weapons\\shotgun\\trigger",
"weapons\\plasma rifle\\melee",
"weapons\\plasma rifle\\melee_response",
"weapons\\plasma rifle\\bolt",
"weapons\\plasma rifle\\trigger",
"weapons\\plasma rifle\\misfire",
"weapons\\frag grenade\\explosion",
"weapons\\rocket launcher\\melee",
"weapons\\rocket launcher\\melee_response",
"weapons\\rocket launcher\\trigger",
"weapons\\sniper rifle\\melee",
"weapons\\sniper rifle\\melee_response",
"weapons\\sniper rifle\\sniper bullet",
"weapons\\sniper rifle\\trigger",
"weapons\\plasma grenade\\shock wave",
"weapons\\plasma grenade\\explosion",
"weapons\\flamethrower\\melee",
"weapons\\flamethrower\\melee_response",
"weapons\\flamethrower\\explosion",
"weapons\\flamethrower\\impact damage",
"weapons\\flamethrower\\burning",
"weapons\\flamethrower\\trigger",
"weapons\\plasma_cannon\\effects\\plasma_cannon_melee",
"weapons\\plasma_cannon\\effects\\plasma_cannon_melee_response",
"weapons\\plasma_cannon\\effects\\plasma_cannon_explosion",
"weapons\\plasma_cannon\\impact damage",
"weapons\\plasma_cannon\\effects\\plasma_cannon_trigger",
"weapons\\plasma_cannon\\effects\\plasma_cannon_misfire",
"weapons\\plasma pistol\\melee",
"weapons\\plasma pistol\\melee_response",
"weapons\\plasma pistol\\bolt",
"weapons\\plasma pistol\\trigger",
"weapons\\plasma pistol\\misfire",
"weapons\\plasma rifle\\charged bolt",
"weapons\\plasma pistol\\trigger overcharge",
"weapons\\plasma grenade\\attached",
"weapons\\needler\\melee",
"weapons\\needler\\melee_response",
"weapons\\needler\\shock wave",
"weapons\\needler\\explosion",
"weapons\\needler\\detonation damage",
"weapons\\needler\\impact damage",
"weapons\\needler\\trigger",
"weapons\\ball\\melee",
"weapons\\ball\\melee_response",
"weapons\\flag\\melee",
"weapons\\flag\\melee_response",
"vehicles\\c gun turret\\mp bolt",
"globals\\falling",
"globals\\distance",
"globals\\vehicle_hit_environment",
"globals\\vehicle_killed_unit",
"globals\\vehicle_collision",
"globals\\flaming_death",
-- equipment --
"powerups\\active camouflage",
"powerups\\health pack",
"powerups\\over shield",
"powerups\\double speed",
"powerups\\full-spectrum vision",
"weapons\\frag grenade\\frag grenade",
"weapons\\plasma grenade\\plasma grenade",
"powerups\\assault rifle ammo\\assault rifle ammo",
"powerups\\needler ammo\\needler ammo",
"powerups\\pistol ammo\\pistol ammo",
"powerups\\rocket launcher ammo\\rocket launcher ammo",
"powerups\\shotgun ammo\\shotgun ammo",
"powerups\\sniper rifle ammo\\sniper rifle ammo",
"powerups\\flamethrower ammo\\flamethrower ammo",
-- vehicles --
"vehicles\\warthog\\mp_warthog",
"vehicles\\ghost\\ghost_mp",
"vehicles\\rwarthog\\rwarthog",
"vehicles\\banshee\\banshee_mp",
"vehicles\\scorpion\\scorpion_mp",
"vehicles\\c gun turret\\c gun turret_mp",
-- weapons --
"weapons\\assault rifle\\assault rifle",
"weapons\\ball\\ball",
"weapons\\flag\\flag",
"weapons\\flamethrower\\flamethrower",
"weapons\\gravity rifle\\gravity rifle",
"weapons\\needler\\mp_needler",
"weapons\\pistol\\pistol",
"weapons\\plasma pistol\\plasma pistol",
"weapons\\plasma rifle\\plasma rifle",
"weapons\\plasma_cannon\\plasma_cannon",
"weapons\\rocket launcher\\rocket launcher",
"weapons\\shotgun\\shotgun",
"weapons\\sniper rifle\\sniper rifle",
"weapons\\energy sword\\energy sword",
}
api_version = "1.12.0.0"
function OnScriptLoad()
register_callback(cb["EVENT_GAME_START"], "OnGameStart")
end
function IsStock(TAG)
for i = 1, #stock_tags do
if (TAG == stock_tags[i]) then
return true
end
end
return false
end
function OnGameStart()
local tag_address = read_dword(0x40440000)
local tag_count = read_dword(0x4044000C)
cprint("!jpt", 10)
for i = 0, tag_count - 1 do
local tag = tag_address + 0x20 * i
local tag_name = read_string(read_dword(tag + 0x10))
local tag_class = read_dword(tag)
if (tag_class == 1785754657) then
cprint('{"' .. tag_name:gsub("\\", "\\\\") .. '"},')
end
end
cprint(" ")
cprint("eqip", 10)
for i = 0, tag_count - 1 do
local tag = tag_address + 0x20 * i
local tag_name = read_string(read_dword(tag + 0x10))
local tag_class = read_dword(tag)
if (tag_class == 1701931376 and not IsStock(tag_name)) then
cprint('{"' .. tag_name:gsub("\\", "\\\\") .. '"},')
end
end
cprint(" ")
cprint("vehicles", 10)
for i = 0, tag_count - 1 do
local tag = tag_address + 0x20 * i
local tag_name = read_string(read_dword(tag + 0x10))
local tag_class = read_dword(tag)
if (tag_class == 1986357353 and not IsStock(tag_name)) then
cprint('{"' .. tag_name:gsub("\\", "\\\\") .. '"},')
end
end
cprint(" ")
cprint("weap", 10)
for i = 0, tag_count - 1 do
local tag = tag_address + 0x20 * i
local tag_name = read_string(read_dword(tag + 0x10))
local tag_class = read_dword(tag)
if (tag_class == 2003132784 and not IsStock(tag_name)) then
cprint('{"' .. tag_name:gsub("\\", "\\\\") .. '"},')
end
end
cprint(" ")
cprint("proj", 10)
for i = 0, tag_count - 1 do
local tag = tag_address + 0x20 * i
local tag_name = read_string(read_dword(tag + 0x10))
local tag_class = read_dword(tag)
if (tag_class == 1886547818 and not IsStock(tag_name)) then
cprint('{"' .. tag_name:gsub("\\", "\\\\") .. '"},')
end
end
end
function OnScriptUnload()
-- N/A
end |
local require = using("EffectEditor.Script")
local CCSprite = require("CCSprite")
local oLine = require("oLine")
local oVec2 = require("oVec2")
local ccColor4 = require("ccColor4")
local CCSize = require("CCSize")
local CCDirector = require("CCDirector")
local oSelectionPanel = require("oSelectionPanel")
local CCDrawNode = require("CCDrawNode")
local CCSequence = require("CCSequence")
local CCDelay = require("CCDelay")
local oPos = require("oPos")
local oEase = require("oEase")
local CCHide = require("CCHide")
local function oClipViewer(file,rect)
local width = 130
local sprite = CCSprite(file)
sprite.textureRect = rect
local contentSize = sprite.contentSize
if contentSize.width > width or contentSize.height > width then
local scale = contentSize.width > contentSize.height and (width-2)/contentSize.width or (width-2)/contentSize.height
sprite.scaleX = scale
sprite.scaleY = scale
end
local frame = oLine(
{
oVec2.zero,
oVec2(width,0),
oVec2(width,width),
oVec2(0,width),
oVec2.zero,
},ccColor4(0xff00ffff))
frame.cascadeColor = false
frame.contentSize = CCSize(width,width)
frame.anchor = oVec2.zero
sprite.position = oVec2(width*0.5,width*0.5)
frame:addChild(sprite)
return frame
end
local function oFrameViewer()
local oEditor = require("oEditor")
local winSize = CCDirector.winSize
local halfW = winSize.width*0.5
local halfH = winSize.height*0.5
local borderW = halfW*2 - 240 - 30
local borderH = 150
local borderSize = CCSize(borderW,borderH)
local panel = oSelectionPanel(borderSize,false,true,true)
panel.touchPriority = oEditor.touchPrioritySettingPanel
local menu = panel.menu
menu.touchPriority = oEditor.touchPrioritySettingPanel+1
local border = panel.border
local halfBW = borderSize.width*0.5
local halfBH = borderSize.height*0.5
local endPos = oVec2(10-halfW+borderW*0.5,10-halfH+borderH*0.5)
local startPos = oVec2(endPos.x,endPos.y-borderH-10)
local background = CCDrawNode()
background:drawPolygon(
{
oVec2(-halfBW,-halfBH),
oVec2(halfBW,-halfBH),
oVec2(halfBW,halfBH),
oVec2(-halfBW,halfBH)
},ccColor4(0x88100000),0.5,ccColor4(0xffffafaf))
border:addChild(background,-1)
panel.position = startPos
panel.visible = false
panel:gslot("Effect.editor.particle",function()
if panel.visible then
panel:perform(CCSequence({CCDelay(0.3),oPos(0.5,startPos.x,startPos.y,oEase.InBack),CCHide()}))
end
end)
panel:gslot("Effect.editor.frame",function()
panel.visible = true
panel.position = startPos
panel:perform(oPos(0.5,endPos.x,endPos.y,oEase.OutBack))
end)
panel:gslot("Effect.frameViewer.data",function(data)
menu:removeAllChildrenWithCleanup()
local width = 0
local currentFile = oEditor.currentFile
local file = currentFile:match("[^\\/]*$")
local prefix = (#file == #currentFile and "" or currentFile:sub(1,-1-#file))
if data.file:sub(1,#prefix) == prefix then
prefix = ""
end
local imageFile = oEditor.prefix..prefix..data.file
for i,item in ipairs(data) do
width = 10+140*(i-1)
local clip = oClipViewer(imageFile,item.rect)
clip.position = oVec2(width,10)
menu:addChild(clip)
end
width = width + 140
panel:reset(width,borderSize.height,50,0)
end)
panel:gslot("Effect.viewArea.changeEffect",function(effectName)
if not effectName then
menu:removeAllChildrenWithCleanup()
end
end)
local isHide = false
panel:gslot("Effect.hideEditor",function(args)
local hide,instant = unpack(args)
if not hide and oEditor.type ~= "Frame" then return end
if isHide == hide then
return
end
isHide = hide
if instant then
panel.position = hide and startPos or endPos
else
local pos = hide and startPos or endPos
panel:perform(oPos(0.5,pos.x,pos.y,oEase.OutQuad))
end
end)
return panel
end
return oFrameViewer
|
VERSION = "1.0.0"
local micro = import("micro")
micro.Log("ccc - init 2021...")
micro.InfoBar():Message("-- 0dn plugin activated.")
function onBufferOpen(b)
micro.Log(b.Line(1) .. ": open " .. b.FileName or "<>")
end
|
return {
-- Table: {1}
{
["CH_DETECTED"]="[color=green][b]Autofill date[/b] detect conect to channel id %s try fill current date and time[/color]",
["HELP"]="\r\
[color=green][b][url=http://teamspeak.az.pl/wiki/Plugin:AutofillDate]Autofill Date [/url][/b] help command\r\
To get this plugin work you must connect to specific channel witch bookmarks and Your Deflaut Channel.\r\
If you skip connect to a specific channel plugin will not work.\r\
To turn off plugin just disable it on CRTL+SHIFT+P (lua plugins settings) list\r\
[/color]",
["PERMISSION_ERROR"]="[color=red]AutoFill detect insufficient client permissions[/color] You don`t have b_channel_modify_topic. ",
["MODULE_NAME"]="AutofillDate",
["CLIENT_DEFAULT_CHANNEL_ERROR"]="AFD.ERROR ID: (%s) WHILE REQUEST DEFAULT CHANNEL: %s",
["CHANNEL_TOPIC_ERROR"]="AFD.ERROR ID: (%s) WHILE SET CHANNEL TOPIC: %s",
["CHANNEL_FLUSH_ERROR"]="AFD.ERROR ID: (%s) WHILE FLUSH CHANNEL UPDATE: %s",
["WELCOME_MSG"]="[color=red]AutofillDate initiated[/color] [url=http://teamspeak.az.pl/wiki/Plugin:AutofillDate]Oficcial Plugin Page[/url]",
["CH_NOT_DETECT"]="[color=green][b]Autofill date[/b] not detect conection to specific channel, skipping filling date[/color]",
["DATE_FORMAT"]="%d.%m.%Y %H:%M",
},
} |
-- Update member privileges from LDAP
-- --------------------------------------------------------------------------
--
-- arguments:
-- member: the member for which the privileges should be updated
-- ldap_entry: the ldap entry to be used for updating the privileges
--
-- returns:
-- err: an error code, if an error occured (string)
-- err2: Error dependent extra error information
function ldap.update_member_privileges(member, ldap_entry)
local privileges, err = config.ldap.member.privilege_map(ldap_entry, member)
if err then
return false, "privilege_map_error", err
end
local privileges_by_unit_id = {}
for i, privilege in ipairs(privileges) do
privileges_by_unit_id[privilege.unit_id] = privilege
end
local current_privileges = Privilege:by_member_id(member.id)
local current_privilege_ids = {}
for i, privilege in ipairs(current_privileges) do
if privileges_by_unit_id[privilege.unit_id] then
current_privilege_ids[privilege.unit_id] = privilege
else
privilege:destroy()
end
end
for i, privilege in ipairs(privileges) do
local current_privilege = current_privilege_ids[privilege.unit_id]
if not current_privilege then
current_privilege = Privilege:new()
current_privilege.member_id = member.id
current_privileges[#current_privileges+1] = current_privilege
end
for key, val in pairs(privilege) do
current_privilege[key] = val
end
end
for i, privilege in ipairs(current_privileges) do
local err = privilege:try_save()
if err then
return false, "privilege_save_error", err
end
end
return true
end
|
local S = ethereal.intllib
-- Seaweed
minetest.register_node("ethereal:seaweed", {
description = S("Seaweed"),
drawtype = "plantlike",
tiles = {"seaweed.png"},
inventory_image = "seaweed.png",
wield_image = "seaweed.png",
paramtype = "light",
walkable = false,
climbable = true,
drowning = 1,
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, 0.5, 0.3}
},
post_effect_color = {a = 64, r = 100, g = 100, b = 200},
groups = {food_seaweed = 1, snappy = 3, flammable = 3},
on_use = minetest.item_eat(1),
sounds = default.node_sound_leaves_defaults(),
after_dig_node = function(pos, node, metadata, digger)
default.dig_up(pos, node, digger)
end,
})
minetest.register_craft( {
type = "shapeless",
output = "dye:dark_green 3",
recipe = {"ethereal:seaweed",},
})
-- agar powder
minetest.register_craftitem("ethereal:agar_powder", {
description = S("Agar Powder"),
inventory_image = "ethereal_agar_powder.png",
groups = {food_gelatin = 1, flammable = 2},
})
minetest.register_craft({
output = "ethereal:agar_powder 3",
recipe = {
{"group:food_seaweed", "group:food_seaweed", "group:food_seaweed"},
{"bucket:bucket_water", "bucket:bucket_water", "default:torch"},
{"bucket:bucket_water", "bucket:bucket_water", "default:torch"},
},
replacements = {
{"bucket:bucket_water", "bucket:bucket_empty 4"},
},
})
-- Blue Coral
minetest.register_node("ethereal:coral2", {
description = S("Blue Coral"),
drawtype = "plantlike",
tiles = {"coral2.png"},
inventory_image = "coral2.png",
wield_image = "coral2.png",
paramtype = "light",
selection_box = {
type = "fixed",
fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, 1 / 4, 6 / 16},
},
light_source = 3,
groups = {snappy = 3},
sounds = default.node_sound_leaves_defaults(),
})
minetest.register_craft( {
type = "shapeless",
output = "dye:cyan 3",
recipe = {"ethereal:coral2",},
})
-- Orange Coral
minetest.register_node("ethereal:coral3", {
description = S("Orange Coral"),
drawtype = "plantlike",
tiles = {"coral3.png"},
inventory_image = "coral3.png",
wield_image = "coral3.png",
paramtype = "light",
selection_box = {
type = "fixed",
fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, 1 / 4, 6 / 16},
},
light_source = 3,
groups = {snappy = 3},
sounds = default.node_sound_leaves_defaults(),
})
minetest.register_craft( {
type = "shapeless",
output = "dye:orange 3",
recipe = {"ethereal:coral3",},
})
-- Pink Coral
minetest.register_node("ethereal:coral4", {
description = S("Pink Coral"),
drawtype = "plantlike",
tiles = {"coral4.png"},
inventory_image = "coral4.png",
wield_image = "coral4.png",
paramtype = "light",
selection_box = {
type = "fixed",
fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, 8 / 16, 6 / 16},
},
light_source = 3,
groups = {snappy = 3},
sounds = default.node_sound_leaves_defaults(),
})
minetest.register_craft( {
type = "shapeless",
output = "dye:pink 3",
recipe = {"ethereal:coral4",},
})
-- Green Coral
minetest.register_node("ethereal:coral5", {
description = S("Green Coral"),
drawtype = "plantlike",
tiles = {"coral5.png"},
inventory_image = "coral5.png",
wield_image = "coral5.png",
paramtype = "light",
selection_box = {
type = "fixed",
fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, 3 / 16, 6 / 16},
},
light_source = 3,
groups = {snappy = 3},
sounds = default.node_sound_leaves_defaults(),
})
minetest.register_craft( {
type = "shapeless",
output = "dye:green 3",
recipe = {"ethereal:coral5",},
})
-- Undersea Sand
minetest.register_node("ethereal:sandy", {
description = S("Sandy"),
tiles = {"default_sand.png"},
is_ground_content = true,
groups = {
crumbly = 3, falling_node = 1, sand = 1, not_in_creative_inventory = 1
},
drop = "default:sand",
sounds = default.node_sound_sand_defaults(),
})
-- randomly generate coral or seaweed and have seaweed grow up to 14 high
if ethereal.sealife == 1 then
minetest.register_abm({
label = "Grow coral/seaweed",
nodenames = {"ethereal:sandy"},
neighbors = {"group:water"},
interval = 15,
chance = 10,
catch_up = false,
action = function(pos, node)
local sel = math.random(1, 5)
pos.y = pos.y + 1
local nod = minetest.get_node(pos).name
if nod == "default:water_source"
and sel > 1 then
if minetest.get_node(pos).name == "default:water_source" then
minetest.swap_node(pos, {name = "ethereal:coral" .. sel})
end
return
end
if nod == "ethereal:seaweed"
or sel == 1 then
local height = 0
local high = 14
while height < high
and minetest.get_node(pos).name == "ethereal:seaweed" do
height = height + 1
pos.y = pos.y + 1
end
if pos.y < 1
and height < high
and minetest.get_node(pos).name == "default:water_source" then
minetest.swap_node(pos, {name = "ethereal:seaweed"})
end
end
end,
})
end
|
local rootElement = getRootElement()
local busses = {[431] = true, [437] = true}
local busRoutes = {}
local started = {}
busRoutes["Los Santos"] = {
-- { x, y, z, isStop, stop number}
[1]={1825.5222,-1819.0747,13.4037,true,1},
[2]={1847.2609,-1754.3463,13.3751,false,0},
[3]={1922.6714,-1755.9180,13.3752,true,2},
[4]={2144.0254,-1754.4574,13.3857,false,0},
[5]={2220.9336,-1712.7439,13.3701,false,0},
[6]={2291.5940,-1662.8654,14.7959,true,3},
[7]={2340.1425,-1689.7734,13.3593,false,0},
[8]={2398.7548,-1735.1572,13.3828,false,0},
[9]={2481.8867,-1735.1953,13.3828,true,4},
[10]={2622.7998,-1734.9023,11.3093,false,0},
[11]={2685.3623,-1660.2822,11.3453,false,0},
[12]={2740.8818,-1552.9648,24.0011,false,0},
[13]={2740.9121,-1436.5507,30.2812,true, 5},
[14]={2735.4316,-1335.8515,47.3734,false,0},
[15]={2621.0566,-1253.6796,48.9659,false,0},
[16]={2424.6201,-1252.7261,23.6982,true,6},
[17]={2374.0664,-1225.7890,27.1437,false,0},
[18]={2339.6667,-1151.8619,26.9376,false,0},
[19]={2154.5393,-1113.0920,25.3323,true,7},
[20]={2065.9500,-1155.1235,23.6985,false,0},
[21]={2065.6633,-1254.4645,23.8122,false,0},
[22]={1997.7284,-1257.4001,23.8125,true,8},
[23]={1846.0527,-1279.8642,12.9596,false,0},
[24]={1821.1875,-1574.8125,13.3536,true,9},
[25]={1766.5739,-1602.9021,13.3683,false,0},
[26]={1491.5818,-1588.4076,13.3745,true,10},
[27]={1360.0137,-1578.5935,13.3768,false,0},
[28]={1351.8754,-1474.9437,13.3749,false,0},
[29]={1361.4806,-1288.0685,13.3491,true,11},
[30]={1364.6495,-1094.6451,24.1111,false,0},
[31]={1333.6823,-924.2286,36.0750,false,0},
[32]={1112.4703,-942.3127,42.6810,true,12},
[33]={1047.8228,-1036.9039,31.8199,false,0},
[34]={959.0685,-1119.5323,23.6708,true,13},
[35]={873.3333,-1139.9399,23.7442,false,0},
[36]={759.7260,-1049.3702,23.8522,false,0},
[37]={573.0375,-1221.7246,17.5006,true,14},
[38]={430.7755,-1324.5621,14.8815,false,0},
[39]={198.4696,-1476.8871,12.7383,false,0},
[40]={110.9657,-1638.4880,10.0730,false,0},
[41]={167.6030,-1740.0616,4.4372,true,15},
[42]={317.3379,-1741.2506,4.3995,false,0},
[43]={419.5071,-1774.9253,5.2732,false,0},
[44]={530.0619,-1733.6987,12.1128,false,0},
[45]={787.5512,-1785.6987,13.1211,false,0},
[46]={813.1080,-1717.0001,13.3753,false,0},
[47]={854.2473,-1602.5085,13.3834,true,16},
[48]={920.4056,-1507.9554,13.3641,false,0},
[49]={959.7448,-1408.3657,13.1925,false,0},
[50]={1165.9882,-1409.5631,13.3811,true,17},
[51]={1290.8201,-1408.6349,13.0440,false,0},
[52]={1297.5280,-1540.7646,13.2577,false,0},
[53]={1293.6631,-1814.7549,13.2578,true,18},
[54]={1352.7914,-1867.4207,13.2579,false,0},
[55]={1391.5159,-1755.3124,13.2578,false,0},
[56]={1459.4001,-1736.0459,13.3752,true,19},
[57]={1667.8722,-1735.0980,13.3747,false,0},
[58]={1767.8871,-1829.3638,13.2578,true,20},
}
busRoutes["San Fierro"] = {
-- { x, y, z, isStop, stop number}
[1]={-2004.5703125,-53.552734375,34.298252105713,false},
[2]={-2148.7099609375,-67.7998046875,34.30525970459,true},
[3]={-2351.9873046875,-68.44140625,34.297409057617,false},
[4]={-2274.587890625,47.4296875,34.29740524292,true},
[5]={-2248.7548828125,174.4375,34.305137634277,false},
[6]={-2224.361328125,489.9091796875,34.148761749268,true},
[7]={-2024.376953125,501.5791015625,34.147701263428,true},
[8]={-1896.7646484375,622.1181640625,34.145721435547,false},
[9]={-1895.0107421875,815.767578125,34.606506347656,true},
[10]={-1814.103515625,914.4287109375,23.928504943848,false},
[11]={-1789.6689453125,1083.7099609375,44.188053131104,true},
[12]={-1880.125,1155.15625,44.430370330811,false},
[13]={-2046.7041015625,1182.302734375,44.430198669434,true},
[14]={-2236.517578125,1181.255859375,54.711437225342,false},
[15]={-2270.861328125,880.955078125,65.631683349609,true},
[16]={-2270.185546875,686.83984375,48.430233001709,false},
[17]={-2269.6669921875,588.8408203125,36.482364654541,true},
[18]={-2507.59375,569.5859375,13.610645294189,false},
[19]={-2588.3076171875,470.2373046875,13.593816757202,true} ,
[20]={-2608.41796875,344.0419921875,3.3191819190979,false},
[21]={-2708.0908203125,303.75,3.3126063346863,true},
[22]={-2707.470703125,98.7509765625,3.3089895248413,false},
[23]={-2708.1435546875,-192.6484375,3.3130583763123,true},
[24]={-2419.296875,-87.4541015625,34.306995391846,false},
[25]={-2277.71875,-72.5234375,34.297630310059,true},
[26]={-2164.3369140625,15.0380859375,34.304836273193,true},
[27]={-2027.4130859375,26.73046875,33.169208526611,false},
[28]={-1990.47265625,148.20703125,26.672004699707,true},
}
--[[
local locations = {}
addCommandHandler("addloc",
function (player, cmd, stop)
local index = #locations +1
local x, y, z = getElementPosition(player)
locations[index] = {x, y, z-1, stop}
end)
addCommandHandler("getlocs",
function (player)
for index, location in pairs(locations) do
local position = tostring(location[1])..","..tostring(location[2])..","..tostring(location[3])..","..tostring(location[4])
outputChatBox("["..tostring(index).."]={"..position.."},",player)
end
end)]]
function setNewBusLocation(thePlayer, city, ID)
if busRoutes[city] and busRoutes[city][ID] then
local x, y, z = unpack(busRoutes[city][ID])
triggerClientEvent(thePlayer,"bus_set_location",thePlayer,x,y,z)
end
end
local timer = {}
setTimer( function()
for _, thePlayer in pairs(getElementsByType("player")) do
if timer[thePlayer] == true then
timer[thePlayer] = false
end
end
end, 300000, 0)
addCommandHandler("mrota",
function (thePlayer)
if not isPedInVehicle(thePlayer) then return end
if timer[thePlayer] then outputChatBox ( "#d9534f[M:ÔNIBUS] #FFFFFFAguarde 5 minutos para iniciar uma nova rota.", thePlayer, 255, 255, 255, true ) return end
if started[thePlayer] then outputChatBox ( "#d9534f[M:ÔNIBUS] #FFFFFFSua rota já foi iniciada, finalize-a.", thePlayer, 255, 255, 255, true ) return end
if not busses[getElementModel(getPedOccupiedVehicle(thePlayer))] then return end
local job = tostring ( getElementData ( thePlayer, "Job" ) or "" )
if ( job == "Motorista" ) then
local city = getElementZoneName(thePlayer, true)
setElementData(thePlayer,"busData",1)
setNewBusLocation(thePlayer, city, 1)
started[thePlayer] = true
timer[thePlayer] = true
outputChatBox ( "#d9534f[M:ÔNIBUS] #FFFFFFSua rota começou, fique de olho no seu radar.", thePlayer, 255, 255, 255, true )
end
end)
addEventHandler("onVehicleEnter",root,
function (thePlayer)
if not busses[getElementModel(source)] then return end
started[thePlayer] = false
local job = tostring ( getElementData ( thePlayer, "Job" ) or "" )
if ( job == "Motorista" ) then
outputChatBox ( "#d9534f[M:ÔNIBUS]#FFFFFF Use #ffa500/mrota#FFFFFF para iniciar uma rota.", thePlayer, 255, 255, 255, true )
end
end)
addEvent("bus_finish",true)
addEventHandler("bus_finish",rootElement,
function (client)
if not isPedInVehicle(client) then return end
if not busses[getElementModel(getPedOccupiedVehicle(client))] then return end
local city = getElementZoneName(client, true)
if busRoutes[city][tonumber(getElementData(client,"busData"))][4] then
local reward = math.random(50, 250)
if ( reward ) then
triggerEvent ( "VDBGJobs->GivePlayerMoney", source, source, "paradasbus", reward, 1 )
triggerEvent ( "VDBGJobs->SQL->UpdateColumn", source, source, "paradasbus", "AddOne" )
end
outputChatBox ( "#d9534f[M:ÔNIBUS]#FFFFFF Você fez uma parada, e ganhou: #acd373R$:"..reward..".00", source, 255, 255, 255, true )
end
if #busRoutes[city] == tonumber(getElementData(client,"busData")) then
outputChatBox ( "#d9534f[M:ÔNIBUS]#FFFFFF Você terminou sua rota, volte para a estação para bater o cartão.", thePlayer, 255, 255, 255, true )
started[thePlayer] = false
else
setElementData(client,"busData",tonumber(getElementData(client,"busData"))+1)
setNewBusLocation(client, city, tonumber(getElementData(client,"busData")))
end
end)
|
--[[
Copyright (C) 2019 Blue Mountains GmbH
This program is free software: you can redistribute it and/or modify it under the terms of the Onset
Open Source License as published by Blue Mountains GmbH.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without
even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the Onset Open Source License for more details.
You should have received a copy of the Onset Open Source License along with this program. If not,
see https://bluemountains.io/Onset_OpenSourceSoftware_License.txt
]]--
function OnPlayerChat(player, message)
if (PlayerData[player].mute ~= 0) then
if (not CheckForUnmute(player)) then
return AddPlayerChat(player, "You have been muted")
end
end
if (GetTimeSeconds() - PlayerData[player].chat_cooldown < 0.8) then
return AddPlayerChat(player, "Slow down chatting")
end
PlayerData[player].chat_cooldown = GetTimeSeconds()
local c = string.sub(message, 1, 1)
if (c == '#') then
return AddAdminChat(GetPlayerName(player).."("..player.."): "..string.sub(message, 2))
end
message = message:gsub("<span.->(.-)</>", "%1") -- removes chat span tag
local fullchatmessage = '<span color="'..GetPlayerColorHEX(player)..'">'..GetPlayerName(player)..'('..player..'):</> '..message
AddPlayerChatAll(fullchatmessage)
-- Log full chat message
local query = mariadb_prepare(sql, "INSERT INTO log_chat VALUES (?, UNIX_TIMESTAMP(), '?');",
PlayerData[player].accountid,
fullchatmessage)
mariadb_async_query(sql, query)
end
AddEvent("OnPlayerChat", OnPlayerChat)
function CheckForUnmute(player)
if (GetTimeSeconds() > PlayerData[player].mute) then
PlayerData[player].mute = 0
return true
end
return false
end
function OnPlayerChatCommand(player, cmd, exists)
if (GetTimeSeconds() - PlayerData[player].cmd_cooldown < 0.5) then
CancelChatCommand()
return AddPlayerChat(player, "Slow down with your commands")
end
PlayerData[player].cmd_cooldown = GetTimeSeconds()
if (exists == 0) then
AddPlayerChat(player, "Command '/"..cmd.."' not found!")
end
end
AddEvent("OnPlayerChatCommand", OnPlayerChatCommand)
|
--[[
LuCI - Lua Configuration Interface - Aria2 support
Copyright 2016 maz-1 <[email protected]>
]]--
local sys = require "luci.sys"
local util = require "luci.util"
local uci = require "luci.model.uci".cursor()
ptype = {
"socks5",
"socks4",
"http",
"socks4a",
}
whocan = {
"anyone",
"friends",
"nobody",
}
function titlesplit(Value)
return "<p style=\"font-size:20px;font-weight:bold;color: DodgerBlue\">" .. translate(Value) .. "</p>"
end
m = Map("amule", translate("aMule"), translate("aMule is a ED2K/KAD client for all platforms.") .. "<br/><a href=\"https://github.com/maz-1\">luci interface by maz-1</a>")
m:section(SimpleSection).template = "amule/overview_status"
s = m:section(TypedSection, "amule", translate("aMule Settings"))
s.addremove = false
s.anonymous = true
s:tab("general", translate("General"))
s:tab("connection", translate("Connections"))
s:tab("server", translate("Server"))
s:tab("path_and_file", translate("Path And File"))
s:tab("security", translate("Security"))
s:tab("remote", translate("External Control"))
s:tab("template", translate("Edit Template"))
s:tab("logview", translate("Log File Viewer"))
s:tab("amulecmd", translate("aMule command"))
-- GENERAL --
o = s:taboption("general", Flag, "enabled", translate("Enabled"))
o.rmempty = false
user = s:taboption("general", ListValue, "runasuser", translate("Run daemon as user"))
local p_user
for _, p_user in util.vspairs(util.split(sys.exec("cat /etc/passwd | cut -f 1 -d :"))) do
user:value(p_user)
end
o = s:taboption("general", Value, "config_dir", translate("Configuration directory"))
o.rmempty = false
o.placeholder = "/var/run/amule"
o = s:taboption("general", Value, "mem_percentage", translate("Memory Limit"), translate("Percentage"))
o.rmempty = false
o.placeholder = "50"
o.datatype = "range(1, 99)"
o = s:taboption("general", Value, "nick", translate("Nickname"))
o.placeholder = "http://www.aMule.org"
o = s:taboption("general", Value, "max_upload", translate("Max upload speed"), translate("Unlimited when set to 0"))
o.datatype = "uinteger"
o.rmempty = false
o.placeholder = "0"
o = s:taboption("general", Value, "max_download", translate("Max download speed"), translate("Unlimited when set to 0"))
o.datatype = "uinteger"
o.rmempty = false
o.placeholder = "0"
o = s:taboption("general", Value, "slot_allocation", translate("Slot allocation"))
o.datatype = "uinteger"
o.rmempty = false
o.placeholder = "2"
o = s:taboption("general", Value, "max_connections", translate("Max connections"))
o.datatype = "uinteger"
o.rmempty = false
o.placeholder = "500"
o = s:taboption("general", Value, "max_sources_per_file", translate("Max sources per file"))
o.datatype = "uinteger"
o.rmempty = false
o.placeholder = "300"
-- CONNECTIONS --
o = s:taboption("connection", Value, "port", translate("TCP port"))
o.datatype = "port"
o.rmempty = false
o.placeholder = "4662"
o = s:taboption("connection", Flag, "udp_enable", translate("Enable UDP port"))
o.rmempty = false
o = s:taboption("connection", Value, "udp_port", translate("UDP port"))
o.datatype = "port"
o.rmempty = false
o.placeholder = "4672"
o = s:taboption("connection", Flag, "upnp_enabled", translate("Enable UPnP"))
o.rmempty = false
o = s:taboption("connection", Value, "upnp_tcp_port", translate("UPnP TCP port"))
o.datatype = "port"
o.rmempty = false
o.placeholder = "50000"
o = s:taboption("connection", Value, "address", translate("Bind Address"), translate("Leave blank to bind all"))
o.datatype = "ip4addr"
o.rmempty = true
o = s:taboption("connection", Flag, "auto_connect", translate("Automatically connect"))
o.rmempty = false
o = s:taboption("connection", Flag, "reconnect", translate("Automatically reconnect"))
o.rmempty = false
o = s:taboption("connection", Flag, "connect_to_kad", translate("Connect to Kad network"))
o.rmempty = false
o = s:taboption("connection", Flag, "connect_to_ed2k", translate("Connect to ED2K network"))
o.rmempty = false
s:taboption("connection", DummyValue,"titlesplit1" ,titlesplit(translate("Proxy Configuration")))
o = s:taboption("connection", Flag, "proxy_enable_proxy", translate("Enable proxy"))
o.rmempty = false
o = s:taboption("connection", ListValue, "proxy_type", translate("Proxy type"))
for i,v in ipairs(ptype) do
o:value(v)
end
o.rmempty = false
o = s:taboption("connection", Value, "proxy_name", translate("Proxy name"))
o.rmempty = true
o = s:taboption("connection", Value, "proxy_port", translate("Proxy port"))
o.datatype = "port"
o.rmempty = true
o = s:taboption("connection", Flag, "proxy_enable_password", translate("Proxy requires authentication"))
o.rmempty = true
o = s:taboption("connection", Value, "proxy_user", translate("Proxy user"))
--o:depends("proxy_enable_password", "1")
o.rmempty = true
o = s:taboption("connection", Value, "proxy_password", translate("Proxy password"))
o.password = true
o.rmempty = true
-- SERVER --
o = s:taboption("server", Value, "kad_nodes_url", translate("Kad Nodes Url"), "<input type=\"button\" size=\"0\" title=\""
.. translate("Download now") .. "\" onclick=\"onclick_down_kad(this.id)\" "
.. "value=\"⥥⥥⥥\" "
.. "style=\"font-weight:bold;text-decoration:overline;\""
.. "/>")
o.rmempty = false
o.placeholder = "http://upd.emule-security.org/nodes.dat"
o = s:taboption("server", Value, "ed2k_servers_url", translate("Ed2k Servers List Url"), "<input type=\"button\" size=\"0\" title=\""
.. translate("Download now") .. "\" onclick=\"onclick_down_ed2k(this.id)\" "
.. "value=\"⥥⥥⥥\" "
.. "style=\"font-weight:bold;text-decoration:overline;\""
.. "/>")
o.rmempty = false
o.placeholder = "http://upd.emule-security.org/server.met"
o = s:taboption("server", Flag, "remove_dead_server", translate("Remove Dead Server"))
o.rmempty = false
o = s:taboption("server", Value, "dead_server_retry", translate("Dead Server Retry"))
--o:depends("remove_dead_server", "1")
o.datatype = "uinteger"
o.rmempty = false
o.placeholder = "3"
o.default = "3"
o = s:taboption("server", Flag, "add_server_list_from_server", translate("Update server list when connecting to a server"))
o.rmempty = false
o = s:taboption("server", Flag, "add_server_list_from_client", translate("Update server list when a client connects"))
o.rmempty = false
o = s:taboption("server", Flag, "scoresystem", translate("Use priority system"))
o.rmempty = false
o = s:taboption("server", Flag, "smart_id_check", translate("Use smart LowID check on connect"))
o.rmempty = false
o = s:taboption("server", Flag, "safe_server_connect", translate("Safe connect"))
o.rmempty = false
o = s:taboption("server", Flag, "auto_connect_static_only", translate("Auto connect to servers in static list only"))
o.rmempty = false
o = s:taboption("server", Flag, "manual_high_prio", translate("Set manually added servers to high priority"))
o.rmempty = false
o = s:taboption("server", Flag, "serverlist", translate("Auto update server list at startup"), translate("addresses.dat file"))
o.rmempty = false
addr = s:taboption("server", Value, "addresses", translate("Server addresses"),
translate("Content of addresses.dat. One address per line"))
addr:depends("serverlist", "1")
addr.template = "cbi/tvalue"
addr.rows = 5
addr.rmempty = true
function addr.cfgvalue(self, section)
return nixio.fs.readfile("/etc/amule/addresses.dat")
end
function addr.write(self, section, value)
value = value:gsub("\r\n?", "\n")
nixio.fs.writefile("//etc/amule/addresses.dat", value)
end
-- PATH AND FILE --
o = s:taboption("path_and_file", Value, "temp_dir", translate("Temporary directory"))
o.rmempty = false
o.placeholder = "/var/run/amule/.aMule/Temp"
o = s:taboption("path_and_file", Value, "incoming_dir", translate("Incoming directory"))
o.rmempty = false
o.placeholder = "/var/run/amule/.aMule/Incoming"
shareddir = s:taboption("path_and_file", Value, "shareddir", translate("Shared directory"),
translate("Content of shareddir.dat. One directory per line"))
shareddir.template = "cbi/tvalue"
shareddir.titleref = luci.dispatcher.build_url("admin", "system", "fstab")
shareddir.rows = 5
shareddir.rmempty = true
function shareddir.cfgvalue(self, section)
return nixio.fs.readfile("/etc/amule/shareddir.dat")
end
function shareddir.write(self, section, value)
value = value:gsub("\r\n?", "\n")
nixio.fs.writefile("//etc/amule/shareddir.dat", value)
end
o = s:taboption("path_and_file", Flag, "ich", translate("Intelligent corruption handling (I.C.H.)"))
o.rmempty = false
o = s:taboption("path_and_file", Flag, "a_ich_trust", translate("Advanced I.C.H trusts every hash (not recommended)"))
o.rmempty = false
o = s:taboption("path_and_file", Flag, "add_new_files_paused", translate("Add files to download in pause mode"))
o.rmempty = false
o = s:taboption("path_and_file", Flag, "dap_pref", translate("Add files to download with auto priority"))
o.rmempty = false
o = s:taboption("path_and_file", Flag, "start_next_file", translate("Start next paused file when a file completes"))
o.rmempty = false
o = s:taboption("path_and_file", Flag, "start_next_file_same_cat", translate("Start next paused file from the same category"))
o:depends("start_next_file", "1")
o.rmempty = true
o = s:taboption("path_and_file", Flag, "start_next_file_alpha", translate("Start next paused file in alphabetic order"))
o:depends("start_next_file", "1")
o.rmempty = true
o = s:taboption("path_and_file", Flag, "allocate_full_file", translate("Preallocate disk space for new files"))
o.rmempty = false
o = s:taboption("path_and_file", Value, "min_free_disk_space", translate("Minimum free disk space. in Mbytes"))
o.datatype = "uinteger"
o.placeholder = "1"
o.rmempty = false
o = s:taboption("path_and_file", Flag, "use_src_seed", translate("Save 10 sources on rare files (< 20 sources)"))
o.rmempty = false
o = s:taboption("path_and_file", Flag, "uap_pref", translate("Add new shares with auto priority"))
o.rmempty = false
-- SECURITY --
o = s:taboption("security", Flag, "use_sec_ident", translate("Use secure user identification"))
o.rmempty = false
o = s:taboption("security", Flag, "is_crypt_layer_requested", translate("Use obfuscation for outgoing connections"))
o.rmempty = false
o = s:taboption("security", Flag, "is_client_crypt_layer_required", translate("Accept only obfuscation connections"))
o.rmempty = false
o = s:taboption("security", ListValue, "see_share", translate("Who can see my shared files"))
for i,v in ipairs(whocan) do
o:value(v)
end
o.rmempty = false
s:taboption("security", DummyValue,"titlesplit2" ,titlesplit(translate("IP Filter Configuration")))
shareddir = s:taboption("security", Value, "ipfilter_static", translate("Static IP list for filtering"),
translate("Content of ipfilter_static.dat"))
shareddir.template = "cbi/tvalue"
shareddir.titleref = luci.dispatcher.build_url("admin", "system", "fstab")
shareddir.rows = 5
shareddir.rmempty = true
function shareddir.cfgvalue(self, section)
return nixio.fs.readfile("/etc/amule/ipfilter_static.dat")
end
function shareddir.write(self, section, value)
value = value:gsub("\r\n?", "\n")
nixio.fs.writefile("//etc/amule/ipfilter_static.dat", value)
end
o = s:taboption("security", Flag, "ip_filter_clients", translate("Filter clients by IP"))
o.rmempty = false
o = s:taboption("security", Flag, "ip_filter_servers", translate("Filter servers by IP"))
o.rmempty = false
o = s:taboption("security", Value, "ip_filter_url", translate("IP filter list URL"))
o.rmempty = true
o = s:taboption("security", Flag, "ip_filter_auto_load", translate("Auto-update ipfilter at startup"))
o.rmempty = false
o = s:taboption("security", Value, "filter_level", translate("Filtering Level"))
o.datatype = "range(1, 255)"
o.rmempty = false
o.placeholder = "127"
o = s:taboption("security", Flag, "filter_lan_ips", translate("Always filter LAN IPs"))
o.rmempty = false
o = s:taboption("security", Flag, "paranoid_filtering", translate("Paranoid handling of non-matching IPs"))
o.rmempty = false
o = s:taboption("security", Flag, "ip_filter_system", translate("Use system-wide ipfilter.dat if available"))
o.rmempty = false
-- REMOTE CONTROL --
o = s:taboption("remote", Value, "ec_address", translate("IP of the listening interface for external connection"))
o.datatype = "ip4addr"
o.placeholder = "127.0.0.1"
o.rmempty = true
o = s:taboption("remote", Value, "ec_port", translate("TCP port for EC"))
o.datatype = "port"
o.placeholder = "4712"
o.rmempty = false
o = s:taboption("remote", Flag, "upnp_ec_enabled", translate("Enable upnp port forwarding on the EC port"))
o.rmempty = false
o = s:taboption("remote", Value, "ec_password", translate("EC password"))
o.password = true
o.rmempty = false
s:taboption("remote", DummyValue,"titlesplit3", titlesplit(translate("aMule Web Configuration")))
o = s:taboption("remote", Flag, "web_enabled", translate("Enable web server on startup"))
o.rmempty = false
o = s:taboption("remote", Value, "template", translate("Web template"))
o.rmempty = false
local tpth_suggestions = luci.sys.exec("ls /usr/share/amule/webserver/|sed ':a;N;$!ba;s/\\n/:/g'")
if tpth_suggestions then
for entry in string.gmatch(tpth_suggestions, "[^:]+") do
o:value(entry)
end
end
o = s:taboption("remote", Value, "web_password", translate("Web full rights password"))
o.password = true
o.rmempty = true
o = s:taboption("remote", Flag, "use_low_rights_user", translate("Use low rights user"))
o.rmempty = false
o = s:taboption("remote", Value, "password_low", translate("Web low rights password"))
o.password = true
o.rmempty = true
o = s:taboption("remote", Value, "web_port", translate("Web TCP port"))
o.datatype = "port"
o.placeholder = "4711"
o.rmempty = false
o = s:taboption("remote", Flag, "upnp_web_server_enabled", translate("Enable UPnP port forwarding of the web server port"))
o.rmempty = false
o = s:taboption("remote", Value, "web_upnp_tcp_port", translate("Web UPnP TCP port"))
o.datatype = "port"
o.placeholder = "50001"
o.rmempty = false
o = s:taboption("remote", Value, "page_refresh_time", translate("Page refresh time(in secs)"))
o.datatype = "range(1, 600)"
o.rmempty = false
o.placeholder = "121"
o = s:taboption("remote", Flag, "use_gzip", translate("Enable Gzip compression"))
o.rmempty = false
-- TEMPLATE --
tmpl = s:taboption("template", Value, "_tmpl",
translate("Edit the template that is used for generating the aMule configuration."),
translate("This is the content of the file '/etc/amule/amule.conf.template' from which your amule configuration will be generated. " ..
"Values enclosed by pipe symbols ('|') should not be changed. They get their values from other tabs."))
tmpl.template = "cbi/tvalue"
tmpl.rows = 20
function tmpl.cfgvalue(self, section)
return nixio.fs.readfile("/etc/amule/amule.conf.template")
end
function tmpl.write(self, section, value)
value = value:gsub("\r\n?", "\n")
nixio.fs.writefile("//etc/amule/amule.conf.template", value)
end
-- LOGVIEW --
local lv = s:taboption("logview", DummyValue, "_logview")
lv.template = "amule/detail_logview"
lv.inputtitle = translate("Read / Reread log file")
lv.rows = 50
function lv.cfgvalue(self, section)
return translate("Please press [Read] button")
end
-- AMULECMD --
local cmd = s:taboption("amulecmd", DummyValue, "_amulecmd")
cmd.template = "amule/webshell"
return m
|
C_PlayerChoice = {}
---[Documentation](https://wowpedia.fandom.com/wiki/API_C_PlayerChoice.GetCurrentPlayerChoiceInfo)
---@return PlayerChoiceInfo choiceInfo
function C_PlayerChoice.GetCurrentPlayerChoiceInfo() end
---[Documentation](https://wowpedia.fandom.com/wiki/API_C_PlayerChoice.GetNumRerolls)
---@return number numRerolls
function C_PlayerChoice.GetNumRerolls() end
---[Documentation](https://wowpedia.fandom.com/wiki/API_C_PlayerChoice.GetRemainingTime)
---@return number? remainingTime
function C_PlayerChoice.GetRemainingTime() end
---[Documentation](https://wowpedia.fandom.com/wiki/API_C_PlayerChoice.IsWaitingForPlayerChoiceResponse)
---@return boolean isWaitingForResponse
function C_PlayerChoice.IsWaitingForPlayerChoiceResponse() end
---[Documentation](https://wowpedia.fandom.com/wiki/API_C_PlayerChoice.OnUIClosed)
function C_PlayerChoice.OnUIClosed() end
---[Documentation](https://wowpedia.fandom.com/wiki/API_C_PlayerChoice.RequestRerollPlayerChoice)
function C_PlayerChoice.RequestRerollPlayerChoice() end
---[Documentation](https://wowpedia.fandom.com/wiki/API_C_PlayerChoice.SendPlayerChoiceResponse)
---@param responseID number
function C_PlayerChoice.SendPlayerChoiceResponse(responseID) end
---@class PlayerChoiceInfo
---@field objectGUID string
---@field choiceID number
---@field questionText string
---@field pendingChoiceText string
---@field uiTextureKit string
---@field hideWarboardHeader boolean
---@field keepOpenAfterChoice boolean
---@field options PlayerChoiceOptionInfo[]
---@field soundKitID number|nil
---@field closeUISoundKitID number|nil
---@class PlayerChoiceOptionButtonInfo
---@field id number
---@field text string
---@field disabled boolean
---@field confirmation string|nil
---@field tooltip string|nil
---@field rewardQuestID number|nil
---@field soundKitID number|nil
---@class PlayerChoiceOptionInfo
---@field id number
---@field description string
---@field header string
---@field choiceArtID number
---@field desaturatedArt boolean
---@field disabledOption boolean
---@field hasRewards boolean
---@field rewardInfo PlayerChoiceOptionRewardInfo
---@field uiTextureKit string
---@field maxStacks number
---@field buttons PlayerChoiceOptionButtonInfo[]
---@field widgetSetID number|nil
---@field spellID number|nil
---@field rarity PlayerChoiceRarity|nil
---@field rarityColor ColorMixin|nil
---@field typeArtID number|nil
---@field headerIconAtlasElement string|nil
---@field subHeader string|nil
---@class PlayerChoiceOptionRewardInfo
---@field currencyRewards PlayerChoiceRewardCurrencyInfo[]
---@field itemRewards PlayerChoiceRewardItemInfo[]
---@field repRewards PlayerChoiceRewardReputationInfo[]
---@class PlayerChoiceRewardCurrencyInfo
---@field currencyId number
---@field name string
---@field currencyTexture number
---@field quantity number
---@field isCurrencyContainer boolean
---@class PlayerChoiceRewardItemInfo
---@field itemId number
---@field name string
---@field quantity number
---@class PlayerChoiceRewardReputationInfo
---@field factionId number
---@field quantity number
|
for _, creature_raw in pairs(df.global.world.raws.creatures.all) do
for _, caste_raw in pairs(creature_raw.caste) do
if caste_raw.flags.ARENA_RESTRICTED then
caste_raw.flags.ARENA_RESTRICTED = false
print(('Unrestricted %s:%s'):format(creature_raw.creature_id, caste_raw.caste_id))
end
end
end
|
--
-- Created by IntelliJ IDEA.
-- User: Kunkka Huang
-- Date: 17/1/18
-- Time: 下午6:03
-- To change this template use File | Settings | File Templates.
--
local panel = {}
local marginTop = 15
local leftX = 10
local stepY = 20
local stepX = 11
local fontSize = 11 * 4
--local fontName = "Consolas"
local fontName = gk.theme.font_fnt
local scale = 0.25
function panel.create(parent)
local winSize = cc.Director:getInstance():getWinSize()
local self = cc.LayerColor:create(gk.theme.config.backgroundColor, gk.display.leftWidth, winSize.height - gk.display.topHeight)
setmetatableindex(self, panel)
self.parent = parent
self:setPosition(0, 0)
local size = self:getContentSize()
local createLine = function(y)
gk.util:drawLineOnNode(self, cc.p(10, y), cc.p(size.width - 10, y), cc.c4f(102 / 255, 102 / 255, 102 / 255, 1), -2)
end
createLine(size.height - 0.5)
self.displayInfoNode = cc.Node:create()
self:addChild(self.displayInfoNode)
self:handleEvent()
return self
end
function panel:undisplayNode()
-- do not remove cached node
local children = self.displayInfoNode:getChildren()
for _, child in ipairs(children) do
if child:getTag() ~= 0 then
self.displayInfoNode:removeChild(child)
end
end
self.draggingNode = nil
self.sortedChildren = nil
self._containerNode = nil
self.selectedNode = nil
end
function panel:displayDomTree(rootLayer, force, notForceUnfold)
if rootLayer and rootLayer.__info then
if gk.mode == gk.MODE_RELEASE_CURRENT then
self:displaySceneStack(rootLayer)
return
end
if not force and self.lastDisplayingNode and self.parent.displayingNode == self.lastDisplayingNode and self.parent.displayingNode.__info._id == self.lastDisplayingNode.__info._id then
return
end
local forceUnfold = not notForceUnfold
-- gk.log("displayDomTree %s, %s", rootLayer.__info._id, forceUnfold)
-- gk.profile:start("displayDomTree")
self.lastDisplayingNode = self.parent.displayingNode
-- current layout
self:undisplayNode()
self.domDepth = 0
self.displayingDomDepth = -1
self.foldDomDepth = -1
self.lastDisplayingPos = self.lastDisplayingPos or cc.p(0, 0)
self.cachedOthers = self.cachedOthers or {}
for _, v in pairs(self.cachedOthers) do
v.button1:hide()
v.button2:hide()
end
-- scan layouts
if not self.domTree then
local total = clone(gk.resource.genNodes)
if gk.resource.isDisplayInternalNodes then
table.merge(total, gk.resource.genNodesInternal)
end
local keys = table.keys(total)
table.sort(keys, function(k1, k2)
local dir1, dir2 = gk.resource:getGenNode(k1).genSrcPath, gk.resource:getGenNode(k2).genSrcPath
if dir1 == dir2 then
return k1 < k2
else
local len1, len2 = #dir1:split("/"), #dir2:split("/")
if len1 == len2 then
return dir1 < dir2
else
return len1 > len2
end
end
end)
self.domTree = { _children = {}, _fold = false }
for _, key in ipairs(keys) do
local value = gk.resource:getGenNode(key)
local displayName = value.genSrcPath:starts(gk.resource.genSrcPath) and value.genSrcPath:sub(gk.resource.genSrcPath:len() + 1) .. key or value.path
local ks = string.split(displayName, "/")
local parent = self.domTree
for i = 1, #ks - 1 do
local group = ks[i]
if not parent[group] then
local fold = cc.UserDefault:getInstance():getBoolForKey("gkdom_" .. group)
parent[group] = { _children = {}, _fold = fold }
end
parent = parent[group]
end
local var = ks[#ks]
table.insert(parent._children, var)
end
end
local value = gk.resource:getGenNode(rootLayer.__cname)
local displayingPath = value.genSrcPath:starts(gk.resource.genSrcPath) and value.genSrcPath:sub(gk.resource.genSrcPath:len() + 1) .. rootLayer.__cname or value.genSrcPath
self.displayDom = self.displayDom or function(rootLayer, dom, layer, forceUnfold)
local keys = table.keys(dom)
table.sort(keys)
for _, key in ipairs(keys) do
if key ~= "_fold" and key ~= "_children" then
if forceUnfold and dom[key]._fold and string.find(displayingPath, key .. "/") then
-- force unfold
dom[key]._fold = false
end
self:displayGroup(key, layer, nil, dom[key])
if not dom[key]._fold then
self.displayDom(rootLayer, dom[key], layer + 1, forceUnfold)
end
end
end
for _, child in ipairs(dom._children) do
local value = gk.resource:getGenNode(child)
local displayName = child --value.genSrcPath:starts(gk.resource.genSrcPath) and value.genSrcPath:sub(gk.resource.genSrcPath:len() + 1) .. child or value.genSrcPath
if child == rootLayer.__cname then
cc.UserDefault:getInstance():setStringForKey(gk.lastLaunchEntryKey, value.path)
cc.UserDefault:getInstance():flush()
self:displayDomNode(rootLayer, layer, displayName)
else
self:displayOthers(child, layer, displayName)
end
end
end
self.displayDom(rootLayer, self.domTree, 0, forceUnfold)
self.displayInfoNode:setContentSize(cc.size(gk.display.leftWidth, stepY * self.domDepth + 20))
-- scroll to displaying node
if self.displayingDomDepth ~= -1 and forceUnfold then
-- gk.log("displayingDomDepth = %d", self.displayingDomDepth)
local size = self.displayInfoNode:getContentSize()
if size.height > self:getContentSize().height then
local topY = size.height - marginTop
local offsetY = topY - (stepY * self.displayingDomDepth + gk.display.bottomHeight)
local y = size.height - offsetY - self:getContentSize().height / 2
y = cc.clampf(y, 0, size.height - self:getContentSize().height)
local dt = 0.2 + 0.2 * math.abs(self.lastDisplayingPos.y - y) / 150
if dt > 0.5 then
dt = 0.5
end
if self.lastDisplayingPos.y ~= 0 then
self.displayInfoNode:runAction(cc.EaseInOut:create(cc.MoveTo:create(dt, cc.p(0, y)), 2))
else
self.displayInfoNode:setPositionY(y)
end
self.lastDisplayingPos = cc.p(0, y)
end
elseif (not forceUnfold) or (self.displayingDomDepth ~= -1 and self.foldDomDepth and self.foldDomDepth > self.displayingDomDepth) then
-- fold node below displaying node
self.displayInfoNode:setPosition(self.lastDisplayingPos)
end
-- gk.profile:stop("displayDomTree")
end
end
function panel:createButton(content, x, y, displayName, fixChild, node, widgetParent)
local realNode = node
local group = false
local children = node:getChildren()
if children then
for i = 1, #children do
local child = children[i]
if child and tolua.type(child) ~= "cc.DrawNode" and child:getTag() ~= -99 then --and child.__info and child.__info._id then
group = true
break
end
end
end
local lock = node.__info and node.__info._lock == 0
if group then
local label = gk.create_label("▶", fontName, fontSize, gk.theme.config.fontColorNormal)
label:setHorizontalAlignment(cc.TEXT_ALIGNMENT_CENTER)
label:setVerticalAlignment(cc.TEXT_ALIGNMENT_CENTER)
if fixChild or not node.__info._fold then
label:setRotation(90)
end
if lock or widgetParent then
label:setOpacity(150)
end
label:setDimensions(16 / scale, 16 / scale)
label:setContentSize(16 / scale, 16 / scale)
local button = gk.ZoomButton.new(label)
if fixChild or not node.__info._fold then
button:setScale(scale, scale * 0.8)
button:setPosition(x - 5, y)
else
button:setScale(scale * 0.8, scale)
button:setPosition(x - 2, y)
end
self.displayInfoNode:addChild(button)
button:setAnchorPoint(0, 0.5)
button:onClicked(function()
if fixChild then
return
end
node.__info._fold = not node.__info._fold
gk.event:post("displayNode", node)
gk.event:post("displayDomTree", true, true)
end)
x = x + 11
end
if lock then
local label = gk.create_label("🔒", "Consolas", fontSize, gk.theme.config.fontColorNormal)
label:setHorizontalAlignment(cc.TEXT_ALIGNMENT_CENTER)
label:setVerticalAlignment(cc.TEXT_ALIGNMENT_CENTER)
label:setDimensions(16 / scale, 16 / scale)
label:setContentSize(16 / scale, 16 / scale)
gk.set_label_color(label, cc.c3b(0x99, 0x99, 0x99))
label:setScale(scale)
label:setAnchorPoint(0, 0.5)
label:setPosition(x - 4, y)
label:setOpacity(150)
self.displayInfoNode:addChild(label)
x = x + 11
end
local string = string.format("%s(%d", displayName and displayName or (fixChild and "*" .. content or content), node:getLocalZOrder())
local label = gk.create_label(string, fontName, fontSize)
local contentSize = cc.size(gk.display.leftWidth / scale, 20 / scale)
label:setDimensions(contentSize.width - x / scale, contentSize.height)
label:setHorizontalAlignment(cc.TEXT_ALIGNMENT_LEFT)
label:setVerticalAlignment(cc.TEXT_ALIGNMENT_CENTER)
gk.set_label_color(label, cc.c3b(0x99, 0xcc, 0x00))
local visible = gk.util:isAncestorsVisible(node)
local isWidget = (node.__info and node.__info._isWidget)
if isWidget then
gk.set_label_color(label, cc.c3b(0xFF, 0x88, 0xFF))
end
if fixChild or widgetParent or not visible or lock then
if not isWidget then
gk.set_label_color(label, gk.theme.config.fontColorNormal)
end
label:setOpacity(150)
end
local cur = widgetParent and widgetParent[content] or self.parent.scene.layer[content]
if cur and cur == self.parent.draggingNode then
gk.set_label_color(label, cc.c3b(0xFF, 0x00, 0x00))
end
label:setScale(scale)
self.displayInfoNode:addChild(label)
label:setAnchorPoint(0, 0.5)
label:setPosition(x, y)
gk.util:addMouseMoveEffect(label)
-- select
if self.parent.displayingNode == node then
self.displayingDomDepth = self.domDepth
-- label:runAction(cc.Sequence:create(cc.DelayTime:create(0.2), cc.CallFunc:create(function()
gk.util:drawNodeBg(label, cc.c4f(0.5, 0.5, 0.5, 0.5), -2)
-- end)))
self.selectedNode = label
end
-- drag button
if not fixChild then
label:setTag(1)
label.content = content
local node = label
local listener = cc.EventListenerTouchOneByOne:create()
listener:setSwallowTouches(true)
listener:registerScriptHandler(function(touch, event)
self._containerNode = nil
local location = touch:getLocation()
self._touchBegainLocation = cc.p(location)
if gk.util:hitTest(self, touch) and not self.draggingNode and gk.util:hitTest(node, touch) then
gk.log("dom:choose node %s", content)
local nd = widgetParent and widgetParent[content] or self.parent.scene.layer[content]
nd = nd or realNode
local _voidContent = realNode.__info and realNode.__info._voidContent
if nd or _voidContent then
if self.selectedNode ~= node then
if self.selectedNode then
gk.util:clearDrawNode(self.selectedNode, -2)
end
end
self.selectedNode = node
gk.util:drawNodeBg(node, cc.c4f(0.5, 0.5, 0.5, 0.5), -2)
gk.event:post("displayNode", nd)
end
if _voidContent or widgetParent then
gk.log("[Warning] cannot modify _voidContent or widget's children")
return false
end
return true
else
return false
end
end, cc.Handler.EVENT_TOUCH_BEGAN)
listener:registerScriptHandler(function(touch, event)
local location = touch:getLocation()
local p = self:convertToNodeSpace(location)
if not self.draggingNode then
gk.log("dom:create dragging node %s", content)
local label = gk.create_label(content, fontName, fontSize)
local contentSize = cc.size(gk.display.leftWidth / scale, 20 / scale)
label:setDimensions(contentSize.width - 2 * leftX / scale, contentSize.height)
label:setHorizontalAlignment(cc.TEXT_ALIGNMENT_LEFT)
label:setVerticalAlignment(cc.TEXT_ALIGNMENT_CENTER)
gk.set_label_color(label, gk.theme.config.fontColorNormal)
label:setAnchorPoint(0, 0.5)
label:setScale(scale)
self.displayInfoNode:addChild(label)
self.draggingNode = label
end
local dragPos = cc.pAdd(cc.p(x, y), cc.pSub(p, self.displayInfoNode:convertToNodeSpace(self._touchBegainLocation)))
dragPos.x = dragPos.x - self.displayInfoNode:getPositionX()
dragPos.y = dragPos.y - self.displayInfoNode:getPositionY()
self.draggingNode:setPosition(dragPos)
-- find dest container
if self.sortedChildren == nil then
self:sortChildrenOfSceneGraphPriority(self.displayInfoNode, true)
end
if self._containerNode then
gk.util:clearDrawNode(self._containerNode, -2)
end
if self.selectedNode then
gk.util:clearDrawNode(self.selectedNode, -2)
end
self.lastContainerNode = self._containerNode
self._containerNode = nil
local children = self.sortedChildren
for i = #children, 1, -1 do
local node = children[i]
local s = node:getContentSize()
local rect = { x = 0, y = 0, width = s.width, height = s.height }
local p = node:convertToNodeSpace(location)
if cc.rectContainsPoint(rect, p) then
local nd1 = self.parent.scene.layer[node.content]
local nd2 = self.parent.scene.layer[content]
if nd1 and nd2 then
if nd1 == nd2 or nd1:getParent() == nd2 or gk.util:isAncestorOf(nd2, nd1) then
break
end
if p.y < s.height / 2 and nd1 and nd2 and (nd1:getParent() == nd2:getParent() or nd2:getParent() == nd1) then
-- reorder mode
local size = node:getContentSize()
gk.util:drawSolidRectOnNode(node, cc.p(0, 5), cc.p(size.width, 0), cc.c4f(0, 1, 0, 1), -2)
self.mode = 1
elseif nd2:getParent() == nd1 then
break
else
-- change container mode
gk.util:drawNode(node, cc.c4f(1, 0, 0, 1), -2)
self.mode = 2
end
self._containerNode = node
-- gk.log("dom:find container node %s", self._containerNode.content)
if self.lastContainerNode ~= self._containerNode then
local nd = self.parent.scene.layer[self._containerNode.content]
if nd then
gk.event:post("displayNode", nd, true)
end
self.lastContainerNode = self._containerNode
end
break
end
end
end
end, cc.Handler.EVENT_TOUCH_MOVED)
listener:registerScriptHandler(function(touch, event)
if self._containerNode then
if self.mode == 2 then
-- change container mode
local container = self.parent.scene.layer[self._containerNode.content]
local node = self.parent.scene.layer[content]
if node and container then
local parent = node:getParent()
local p = cc.p(node:getPosition())
p = container:convertToNodeSpace(node:getParent():convertToWorldSpace(p))
local sx = clone(node.__info.scaleX)
local sy = clone(node.__info.scaleY)
local sxy = clone(node.__info.scaleXY)
gk.event:post("executeCmd", "CHANGE_CONTAINER", {
id = node.__info._id,
fromPid = node.__info.parentId,
toPid = container.__info._id,
fromPos = cc.p(node.__info.x, node.__info.y),
sx = sx,
sy = sy,
sxy = sxy,
})
node:retain()
-- button child
if parent and parent.__info and gk.util:instanceof(parent, "Button") and parent:getContentNode() == node then
parent:setContentNode(nil)
end
self.parent:rescaleNode(node, container)
local x = math.round(gk.generator:parseXRvs(node, p.x, node.__info.scaleXY.x))
local y = math.round(gk.generator:parseYRvs(node, p.y, node.__info.scaleXY.y))
node.__info.x, node.__info.y = x, y
node:removeFromParentAndCleanup(false)
container:addChild(node)
node:release()
gk.log("dom:change node container, new pos = %.2f, %.2f", node.__info.x, node.__info.y)
gk.event:post("displayDomTree", true)
gk.event:post("displayNode", node)
gk.event:post("postSync")
self.mode = 0
end
elseif self.mode == 1 then
-- reorder mode
local bro = self.parent.scene.layer[self._containerNode.content]
local node = self.parent.scene.layer[content]
if node and bro and (node:getParent() == bro:getParent() or node:getParent() == bro) then
-- gen ordersBefore
gk.event:post("executeCmd", "REORDER", {
parentId = node.__info.parentId,
})
if node:getParent() == bro then
-- put in the first place
local parent = node:getParent()
parent:sortAllChildren()
local children = parent:getChildren()
-- local child = children[1]
for i = 1, #children do
local child = children[i]
if child.__info then
if child ~= node then
local z1, z2 = child:getLocalZOrder(), node:getLocalZOrder()
if z2 > z1 then
-- demotion
z2 = z1
end
parent:reorderChild(node, z2)
for i = 1, #children do
local c = children[i]
if c and c.__info then
if c:getLocalZOrder() == z1 and node ~= c then
parent:reorderChild(c, z1)
end
end
end
node.__info.localZOrder = z2
gk.log("dom:reorder node %s before %s", node.__info._id, child.__info._id)
end
break
end
end
else
local parent = node:getParent()
local z1, z2 = bro:getLocalZOrder(), node:getLocalZOrder()
if z2 < z1 then
-- promotion
z2 = z1
end
parent:sortAllChildren()
local reorder = false
local children = parent:getChildren()
for i = 1, #children do
local child = children[i]
if child and child.__info then
if z2 > z1 then
if child:getLocalZOrder() == z2 and node ~= child then
parent:reorderChild(child, z2)
end
else
if child:getLocalZOrder() == z1 then
if child == bro then
reorder = true
parent:reorderChild(node, z2)
elseif reorder and child ~= node then
parent:reorderChild(child, z1)
end
end
end
end
end
node.__info.localZOrder = z2
gk.log("dom:reorder node %s after %s", node.__info._id, bro.__info._id)
end
gk.event:post("displayDomTree", true)
gk.event:post("postSync")
end
end
end
if self._containerNode then
gk.util:clearDrawNode(self._containerNode, -2)
end
if self.draggingNode then
self.draggingNode:removeFromParent()
self.draggingNode = nil
end
self.sortedChildren = nil
self._containerNode = nil
end, cc.Handler.EVENT_TOUCH_ENDED)
listener:registerScriptHandler(function(touch, event)
if self.draggingNode then
self.draggingNode:removeFromParent()
self.draggingNode = nil
end
self.sortedChildren = nil
self._containerNode = nil
end, cc.Handler.EVENT_TOUCH_CANCELLED)
cc.Director:getInstance():getEventDispatcher():addEventListenerWithSceneGraphPriority(listener, node)
end
return label
end
function panel:displayDomNode(node, layer, displayName, widgetParent)
if tolua.type(node) == "cc.DrawNode" or gk.util:isDebugNode(node) then
return
end
local fixChild = node.__info == nil or node.__ignore
local size = self:getContentSize()
local topY = size.height - marginTop
local title = fixChild and tolua.type(node) or node.__info._id
if node.__ignore then
title = node.__info._type
end
self:createButton(title, leftX + stepX * layer, topY - stepY * self.domDepth, displayName, fixChild, node, widgetParent)
self.domDepth = self.domDepth + 1
layer = layer + 1
local preWidgetParent = widgetParent
local widgetParent = widgetParent
if (node.__info and node.__info._isWidget) then
widgetParent = node
end
if node.__info and node.__info._fold and node ~= self.lastDisplayingNode and gk.util:isAncestorOf(node, self.lastDisplayingNode) then
-- force unfold
node.__info._fold = false
end
if fixChild or not node.__info._fold then
if tolua.type(node) == "cc.TMXLayer" or node.__ignore then
return
end
node:sortAllChildren()
local children = node:getChildren()
if children then
for _, child in ipairs(children) do
--and child.__info and child.__info._id then
if child.__rootTable == widgetParent then
self:displayDomNode(child, layer, nil, widgetParent)
elseif child.__rootTable == preWidgetParent then
self:displayDomNode(child, layer, nil, preWidgetParent)
else
self:displayDomNode(child, layer, nil, nil)
end
end
end
end
if gk.util:instanceof(node, "cc.ProgressTimer") then
local sprite = node:getSprite()
self:displayDomNode(sprite, layer)
end
end
function panel:createButtonOthers(content, x, y, displayName)
-- cache others, do not recreate
self.cachedOthers = self.cachedOthers or {}
if self.cachedOthers[content] then
local button1 = self.cachedOthers[content].button1
local button2 = self.cachedOthers[content].button2
button1:setPosition(x, y - 1)
button2:setPosition(x, y)
button1:onClicked(function()
gk.event:post("unfoldRootLayout", content)
end)
button2:onClicked(function()
gk.log("post changeRootLayout")
gk.event:post("changeRootLayout", content)
end)
button1:show()
button2:show()
else
local label = gk.create_label("◉", fontName, fontSize - 5, gk.theme.config.fontColorNormal)
label:setDimensions(12 / scale, 20 / scale)
label:setContentSize(12 / scale, 20 / scale)
label:setHorizontalAlignment(cc.TEXT_ALIGNMENT_LEFT)
label:setVerticalAlignment(cc.TEXT_ALIGNMENT_CENTER)
local button = gk.ZoomButton.new(label)
button:setScale(scale, scale)
self.displayInfoNode:addChild(button)
button:setAnchorPoint(0, 0.5)
button:setPosition(x, y - 1)
button:onClicked(function()
gk.event:post("unfoldRootLayout", content)
end)
button.noneMouseMoveEffect = true
local button1 = button
local label = gk.create_label(" " .. (displayName and displayName or content), fontName, fontSize)
local contentSize = cc.size(gk.display.leftWidth / scale, 20 / scale)
label:setPosition(cc.p(contentSize.width / 2, contentSize.height / 2))
label:setDimensions(contentSize.width - x / scale, contentSize.height)
label:setHorizontalAlignment(cc.TEXT_ALIGNMENT_LEFT)
label:setVerticalAlignment(cc.TEXT_ALIGNMENT_CENTER)
gk.set_label_color(label, gk.theme.config.fontColorNormal)
local button = gk.ZoomButton.new(label)
button:setScale(scale)
self.displayInfoNode:addChild(button)
button:setAnchorPoint(0, 0.5)
button:setPosition(x, y)
button:onClicked(function()
gk.log("post changeRootLayout")
gk.event:post("changeRootLayout", content)
end)
button1:setTag(0)
button:setTag(0)
self.cachedOthers[content] = { button1 = button1, button2 = button }
end
end
function panel:displayOthers(key, layer, displayName)
local size = self:getContentSize()
local topY = size.height - marginTop
self:createButtonOthers(key, leftX + stepX * layer, topY - stepY * self.domDepth, displayName)
self.domDepth = self.domDepth + 1
end
function panel:createButtonGroup(content, x, y, displayName, domItem)
local label = gk.create_label("❑", fontName, fontSize + 5, cc.c3b(180, 120, 75))
label:setDimensions(12 / scale, 20 / scale)
label:setContentSize(12 / scale, 20 / scale)
label:setHorizontalAlignment(cc.TEXT_ALIGNMENT_LEFT)
label:setVerticalAlignment(cc.TEXT_ALIGNMENT_CENTER)
local button = gk.ZoomButton.new(label)
button:setScale(scale, scale)
self.displayInfoNode:addChild(button)
button:setAnchorPoint(0, 0.5)
button:setPosition(x, y - 1)
button:onClicked(function()
domItem._fold = not domItem._fold
self.foldDomDepth = self.domDepth
gk.event:post("displayDomTree", true, true)
cc.UserDefault:getInstance():setBoolForKey("gkdom_" .. content, domItem._fold)
cc.UserDefault:getInstance():flush()
end)
button.noneMouseMoveEffect = true
local label = gk.create_label(" " .. (displayName and displayName or content), fontName, fontSize)
local contentSize = cc.size(gk.display.leftWidth / scale, 20 / scale)
label:setPosition(cc.p(contentSize.width / 2, contentSize.height / 2))
label:setDimensions(contentSize.width - x / scale, contentSize.height)
label:setHorizontalAlignment(cc.TEXT_ALIGNMENT_LEFT)
label:setVerticalAlignment(cc.TEXT_ALIGNMENT_CENTER)
gk.set_label_color(label, cc.c3b(180, 120, 75))
local button = gk.ZoomButton.new(label)
button:setScale(scale)
self.displayInfoNode:addChild(button)
button:setAnchorPoint(0, 0.5)
button:setPosition(x, y)
button:onClicked(function()
domItem._fold = not domItem._fold
self.foldDomDepth = self.domDepth
gk.event:post("displayDomTree", true, true)
cc.UserDefault:getInstance():setBoolForKey("gkdom_" .. content, domItem._fold)
cc.UserDefault:getInstance():flush()
end)
return button
end
function panel:displayGroup(key, layer, displayName, domItem)
local size = self:getContentSize()
local topY = size.height - marginTop
self:createButtonGroup(key, leftX + stepX * layer, topY - stepY * self.domDepth, key or displayName, domItem)
self.domDepth = self.domDepth + 1
end
function panel:createTitle(content, x, y, type, layerDepth)
local string = type == "Dialog" and string.format("[%s]", content) or content
for i = 0, layerDepth do
string = " " .. string
end
local label = gk.create_label(string, fontName, fontSize)
local contentSize = cc.size(gk.display.leftWidth / scale, 20 / scale)
label:setDimensions(contentSize.width - x / scale, contentSize.height)
label:setHorizontalAlignment(cc.TEXT_ALIGNMENT_LEFT)
label:setVerticalAlignment(cc.TEXT_ALIGNMENT_CENTER)
if type == "Title" then
gk.set_label_color(label, cc.c3b(180, 120, 75))
else
gk.set_label_color(label, cc.c3b(0x99, 0xcc, 0x00))
end
label:setScale(scale)
self.displayInfoNode:addChild(label)
label:setAnchorPoint(0, 0.5)
label:setPosition(x, y)
label:setTag(1)
gk.util:addMouseMoveEffect(label)
return label
end
function panel:displaySceneStack(rootLayer)
self:undisplayNode()
self.domDepth = 0
local layerDepth = 0
local size = self:getContentSize()
local topY = size.height - marginTop
self:createTitle("************ SceneStack ************", leftX, topY - stepY * self.domDepth, "Title", layerDepth)
self.domDepth = self.domDepth + 1
for i = gk.SceneManager.sceneStack.first, gk.SceneManager.sceneStack.last do
local s = gk.SceneManager.sceneStack[i]
local st = s.__sceneType or "unknown SceneType"
self:createTitle(st, leftX, topY - stepY * self.domDepth, "Layer", layerDepth)
self.domDepth = self.domDepth + 1
if s.layer then
self:displayDialogStack(s.layer, layerDepth + 1)
end
end
self.domDepth = self.domDepth + 1
end
function panel:displayDialogStack(layer, layerDepth)
local size = self:getContentSize()
local topY = size.height - marginTop
if layer.dialogsStack then
for i = 1, #layer.dialogsStack do
local d = layer.dialogsStack[i]
self:createTitle(d.__dialogType or "unknown DialogType", leftX, topY - stepY * self.domDepth, "Dialog", layerDepth)
self.domDepth = self.domDepth + 1
self:displayDialogStack(d, layerDepth + 1)
end
end
end
function panel:sortChildrenOfSceneGraphPriority(node, isRootNode)
if isRootNode then
self.sortedChildren = {}
end
node:sortAllChildren()
local children = node:getChildren()
local childrenCount = #children
if childrenCount > 0 then
for i = 1, childrenCount do
local child = children[i]
if child and child:getLocalZOrder() < 0 and child:getTag() == 1 then
self:sortChildrenOfSceneGraphPriority(child, false)
else
break
end
end
if not table.indexof(self.sortedChildren, node) then
table.insert(self.sortedChildren, node)
end
for i = 1, childrenCount do
local child = children[i]
if child and child:getTag() == 1 then
self:sortChildrenOfSceneGraphPriority(child, false)
end
end
else
if not table.indexof(self.sortedChildren, node) then
table.insert(self.sortedChildren, node)
end
end
end
function panel:handleEvent()
local listener = cc.EventListenerMouse:create()
listener:registerScriptHandler(function(touch, event)
local location = touch:getLocationInView()
if self.displayInfoNode and gk.util:touchInNode(self, location) then
if self.displayInfoNode:getContentSize().height > self:getContentSize().height then
local scrollY = touch:getScrollY()
local x, y = self.displayInfoNode:getPosition()
y = y + scrollY * 10
y = cc.clampf(y, 0, self.displayInfoNode:getContentSize().height - self:getContentSize().height)
self.displayInfoNode:setPosition(x, y)
self.lastDisplayingPos = cc.p(self.displayInfoNode:getPosition())
if not self.scrollBar then
self.scrollBar = cc.LayerColor:create(cc.c3b(102, 102, 102), 0, 0)
self.scrollBar:setPositionX(self:getContentSize().width - 4)
self:addChild(self.scrollBar)
end
local barSize = self:getContentSize().height * self:getContentSize().height / self.displayInfoNode:getContentSize().height
local scrollLen = self.displayInfoNode:getContentSize().height - self:getContentSize().height
self.scrollBar:setContentSize(cc.size(1.5, barSize))
-- [0, scrollLen] <--> [self:getContentSize().height-barSize, 0]
self.scrollBar:setPositionY((1 - y / scrollLen) * (self:getContentSize().height - barSize))
self.scrollBar:stopAllActions()
self.scrollBar:setOpacity(255)
self.scrollBar:runAction(cc.Sequence:create(cc.DelayTime:create(0.2), cc.FadeOut:create(0.5)))
end
end
end, cc.Handler.EVENT_MOUSE_SCROLL)
cc.Director:getInstance():getEventDispatcher():addEventListenerWithSceneGraphPriority(listener, self)
-- swallow touches
local listener = cc.EventListenerTouchOneByOne:create()
listener:setSwallowTouches(true)
listener:registerScriptHandler(function(touch, event)
if gk.util:hitTest(self, touch) then
return true
end
end, cc.Handler.EVENT_TOUCH_BEGAN)
cc.Director:getInstance():getEventDispatcher():addEventListenerWithSceneGraphPriority(listener, self)
end
return panel |
slot1 = {
["award.mp3"] = {
time = 2,
priority = ({
BUTTON = 4,
Fish = 1,
WAVE = 3,
ATHER = 6,
ATHER_II = 2,
HIT = 5
})["ATHER"]
},
["bigAward.mp3"] = {
time = 4.6,
priority = ()["ATHER_II"]
},
["BigBang.mp3"] = {
time = 2.2,
priority = ()["ATHER_II"]
},
["Bigfireworks.mp3"] = {
time = 1.9,
priority = ()["ATHER_II"]
},
["ChangeScore.mp3"] = {
time = 0.4,
priority = ()["ATHER"]
},
["ChangeType.mp3"] = {
time = 1.3,
priority = ()["ATHER"]
},
["CJ.mp3"] = {
time = 4.9,
priority = ()["ATHER_II"]
},
["click.mp3"] = {
time = 0.3,
priority = ()["BUTTON"]
},
["electric.mp3"] = {
time = 0.7,
priority = ()["ATHER_II"]
},
["Fire.mp3"] = {
time = 0,
priority = ()["HIT"]
},
["fireworks.mp3"] = {
time = 0.9,
priority = ()["ATHER_II"]
},
["collect_coin.mp3"] = {
time = 0.75,
priority = ()["ATHER_II"]
},
["drop_gold.mp3"] = {
time = 1.56,
priority = ()["ATHER_II"]
},
["GunFire0.mp3"] = {
time = 0,
priority = ()["ATHER"]
},
["GunFire1.mp3"] = {
time = 0,
priority = ()["ATHER"]
},
["HaiLang.mp3"] = {
time = 9.6,
priority = ()["WAVE"]
},
["Hit0.mp3"] = {
time = 1,
priority = ()["HIT"]
},
["Hit1.mp3"] = {
time = 1,
priority = ()["HIT"]
},
["Hit2.mp3"] = {
time = 1.7,
priority = ()["HIT"]
},
["laser.mp3"] = {
time = 0.5,
priority = ()["ATHER_II"]
},
["MakeUP.mp3"] = {
time = 0.7,
priority = ()["ATHER"]
},
["Net0.mp3"] = {
time = 0.5,
priority = ()["HIT"]
},
["Net1.mp3"] = {
time = 0.8,
priority = ()["HIT"]
},
["rotaryturn.mp3"] = {
time = 0.4,
priority = ()["ATHER"]
},
["surf.mp3"] = {
time = 7.2,
priority = ()["WAVE"]
},
["TNNFDCLNV.mp3"] = {
time = 5.2,
priority = ()["ATHER"]
},
["fisha1.mp3"] = {
time = 3,
priority = ()["Fish"]
},
["fisha2.mp3"] = {
time = 2,
priority = ()["Fish"]
},
["fisha3.mp3"] = {
time = 2,
priority = ()["Fish"]
},
["fisha4.mp3"] = {
time = 1,
priority = ()["Fish"]
},
["fisha5.mp3"] = {
time = 2,
priority = ()["Fish"]
},
["fisha6.mp3"] = {
time = 3,
priority = ()["Fish"]
},
["fisha7.mp3"] = {
time = 3,
priority = ()["Fish"]
},
["fisha8.mp3"] = {
time = 2,
priority = ()["Fish"]
},
["fisha9.mp3"] = {
time = 2,
priority = ()["Fish"]
},
["fisha10.mp3"] = {
time = 2,
priority = ()["Fish"]
},
["fisha11.mp3"] = {
time = 3,
priority = ()["Fish"]
},
["fisha12.mp3"] = {
time = 3,
priority = ()["Fish"]
},
["fisha13.mp3"] = {
time = 2,
priority = ()["Fish"]
},
["fisha14.mp3"] = {
time = 3,
priority = ()["Fish"]
},
["fisha15.mp3"] = {
time = 3,
priority = ()["Fish"]
},
["fisha16.mp3"] = {
time = 2,
priority = ()["Fish"]
},
["fisha17.mp3"] = {
time = 3,
priority = ()["Fish"]
},
["fisha18.mp3"] = {
time = 2,
priority = ()["Fish"]
},
["fisha19.mp3"] = {
time = 2,
priority = ()["Fish"]
},
["fisha20.mp3"] = {
time = 2,
priority = ()["Fish"]
},
["fisha21.mp3"] = {
time = 2,
priority = ()["Fish"]
},
["fisha22.mp3"] = {
time = 4,
priority = ()["Fish"]
},
["fisha23.mp3"] = {
time = 4,
priority = ()["Fish"]
},
["fisha24.mp3"] = {
time = 3,
priority = ()["Fish"]
},
["fisha25.mp3"] = {
time = 2,
priority = ()["Fish"]
},
["fisha26.mp3"] = {
time = 3,
priority = ()["Fish"]
},
["fisha27.mp3"] = {
time = 4,
priority = ()["Fish"]
},
["fisha28.mp3"] = {
time = 3,
priority = ()["Fish"]
}
}
slot2 = {
[FISHINGJOY_SOUND_EFFECT.CANNON_SWITCH] = "MakeUP.mp3",
[FISHINGJOY_SOUND_EFFECT.CASTING_NORMAL] = "Net0.mp3",
[FISHINGJOY_SOUND_EFFECT.CASTING_ION] = "Net1.mp3",
[FISHINGJOY_SOUND_EFFECT.CATCH] = "Hit0.mp3",
[FISHINGJOY_SOUND_EFFECT.CATCH1] = "Hit1.mp3",
[FISHINGJOY_SOUND_EFFECT.CATCH2] = "Hit2.mp3",
[FISHINGJOY_SOUND_EFFECT.FIRE] = "GunFire0.mp3",
[FISHINGJOY_SOUND_EFFECT.IONFIRE] = "GunFire1.mp3",
[FISHINGJOY_SOUND_EFFECT.INSERT] = "ChangeScore.mp3",
[FISHINGJOY_SOUND_EFFECT.AWARD] = "award.mp3",
[FISHINGJOY_SOUND_EFFECT.BIGAWARD] = "bigAward.mp3",
[FISHINGJOY_SOUND_EFFECT.ROTARYTURN] = "rotaryturn.mp3",
[FISHINGJOY_SOUND_EFFECT.BINGO] = "CJ.mp3",
[FISHINGJOY_SOUND_EFFECT.BINGO2] = "TNNFDCLNV.mp3",
[FISHINGJOY_SOUND_EFFECT.WAVE] = "surf.mp3",
[FISHINGJOY_SOUND_EFFECT.BOMB_LASER] = "laser.mp3",
[FISHINGJOY_SOUND_EFFECT.BOMB_ELECTRIC] = "electric.mp3",
[FISHINGJOY_SOUND_EFFECT.BOMB_ELECTRIC] = "electric.mp3",
[FISHINGJOY_SOUND_EFFECT.EFFECT_PARTICAL_BIG_BOMB] = "BigBang.mp3",
[FISHINGJOY_SOUND_EFFECT.EFFECT_PARTICAL_BIG_FIREWORKS] = "Bigfireworks.mp3",
[FISHINGJOY_SOUND_EFFECT.EFFECT_PARTICAL_FIREWORKS] = "fireworks.mp3",
[FISHINGJOY_SOUND_EFFECT.EFFECT_COLLECT_COIN] = "collect_coin.mp3",
[FISHINGJOY_SOUND_EFFECT.EFFECT_DROP_COIN] = "drop_gold.mp3",
[FISHINGJOY_SOUND_EFFECT.BUTTON_CLICK] = "click.mp3"
}
slot3 = {
[21] = {
13,
14
},
[22] = {
13,
14
},
[20] = {
15,
16
},
[23] = {
17
},
[25] = {
18
},
[30] = {
19,
20,
21
},
[27] = {
22,
23,
24
},
[24] = {
25,
26,
27
},
[6] = {
28
}
}
slot4 = {
"fisha1.mp3",
"fisha2.mp3",
"fisha3.mp3",
"fisha4.mp3",
"fisha5.mp3",
"fisha7.mp3",
"fisha8.mp3",
"fisha10.mp3",
"fisha11.mp3",
"fisha12.mp3",
"fisha13.mp3",
"fisha14.mp3",
"fisha6.mp3",
"fisha15.mp3",
"fisha9.mp3",
"fisha17.mp3",
"fisha16.mp3",
"fisha18.mp3",
"fisha19.mp3",
"fisha20.mp3",
"fisha21.mp3",
"fisha22.mp3",
"fisha23.mp3",
"fisha24.mp3",
"fisha25.mp3",
"fisha26.mp3",
"fisha27.mp3",
"fisha28.mp3"
}
slot5 = {
[1.0] = "bgm/buyuBgMusic1.mp3",
[2.0] = "effect/HaiLang.mp3"
}
slot6 = math.random
FishingJoyController.resetFishingJoySoundParam = function (slot0)
slot0.lastGameEffectPlayTime = 0
slot0.lastGameEffectPriority = slot0.HIT
slot0.lastFishEffectPlayTime = 0
slot0.lastFishEffectPriority = slot0.Fish
end
FishingJoyController.playFishingJoySoundEffect = function (slot0, slot1)
if not slot0[slot1] or slot2 == "" then
return
end
if not slot1[slot2] then
return
end
slot5 = socket.gettime() - slot0.lastGameEffectPlayTime
if slot0.lastGameEffectPriority == slot3.priority and slot5 < slot3.time then
return
end
slot0.lastGameEffectPlayTime = slot4
slot0.lastGameEffectPriority = slot3.priority
slot9 = "effect/" .. slot2
slot0.playGameEffect(slot7, slot0)
end
FishingJoyController.playFishingJoyFishEffect = function (slot0, slot1)
if slot0[slot1] == nil then
slot7 = 12
slot2 = slot1[slot2(slot5, 1)]
elseif #slot2 > 1 then
slot7 = (slot2[1] + #slot2) - 1
slot2 = slot1[slot2(slot5, slot2[1])]
else
slot2 = slot1[slot2[1]]
end
if not slot2 then
return
end
if not slot3[slot2] then
return
end
slot5 = socket.gettime() - slot0.lastFishEffectPlayTime
if slot0.lastFishEffectPriority == slot3.priority and slot5 < slot3.time then
return
end
slot0.lastFishEffectPlayTime = slot4
slot0.lastFishEffectPriority = slot3.priority
slot9 = "effect/" .. slot2
slot0.playGameEffect(slot7, slot0)
end
FishingJoyController.playFishingJoyMusic = function (slot0, slot1)
slot5 = slot0[slot1]
slot0.playMusic(slot3, slot0)
end
return
|
local Suite = require "loop.test.Suite"
local Template = require "oil.dtests.Template"
local template = Template{"Client"} -- master process name
Server = [=====================================================================[
Object = {}
function Object:someoperation()
return "I'm some operation"
end
Interceptor = {}
function Interceptor:receiverequest(request)
if request.object_key == "objectA"
and request.operation_name == "_is_a"
then
oil.sleep(1)
end
end
orb = oil.dtests.init{ port = 2809 }
orb:setserverinterceptor(Interceptor)
orb:loadidl[[
interface A { void someoperation(); };
interface B { void someoperation(); };
]]
orb:newservant(Object, "objectA", "::A")
orb:newservant(Object, "objectB", "::B")
orb:run()
--[Server]=====================================================================]
Client = [=====================================================================[
orb = oil.dtests.init()
objA = orb:newproxy(oil.dtests.resolve("Server", 2809, "objectA"), "asynchronous")
objB = oil.dtests.resolve("Server", 2809, "objectB")
local fut = objA:_is_a("IDL:A:1.0")
assert(objB:_is_a("IDL:B:1.0") == true)
assert(fut:evaluate() == true)
orb:shutdown()
--[Client]=====================================================================]
return template:newsuite{ corba = true, interceptedcorba = true }
|
local present, lualine = pcall(require, 'lualine')
if present then
local gps = require('nvim-gps')
gps.setup()
lualine.setup({
sections = {
lualine_b = {
'branch',
'diff',
'diagnostics',
{ gps.get_location, cond = gps.is_available },
},
},
})
end
|
console.clear()
json = require "json"
-- left is negative, right is positive
-- caps out at 14 without triggers, and 16 with triggers
addTurning = 0x0000D6
-- 1000 = 145km, 1500 = 253km, 2000 = 386km, 3000 = 722km
addSpeed = 0x000B20
-- max 2048, death if hit again when it's below 0
addPower = 0x0000C9
-- "Race finish state. Bitmask: lefcr--h
-- l = Race lost (ranked/timed out); e = Executing explosion animation (player); f = Crossed finish line; c = Camera is following CPU car; r = Show results; - = Unknown; h = Horizon moves with X coordinate instead of angle."
addState = 0x0000C3
-- Timer, centiseconds
addTimerCs = 0x0000C2
-- Player rank in race
addRank = 0x000DC8
local function sendData(data)
packet = json.encode(data)
comm.socketServerSend(packet)
end
function intToBool(value)
if value > 0 then
value = true;
else
value = false;
end
return value
end
function updateSpeed()
return memory.read_s16_le(addSpeed)
end
function updateTurn()
return memory.readbyte(addTurning)
end
function updatePower()
return memory.read_s16_le(addPower)
end
function updateState()
return memory.readbyte(addState)
end
-- We're only concerned with the centiseconds, since we're only checking to see whether the timer is actually running
function updateTimer()
return memory.readbyte(addTimerCs)
end
function updateRank()
return memory.readbyte(addRank)
end
function updateVelocity()
local speedVal = updateSpeed()
local turnVal = updateTurn()
local powerVal = updatePower()
local stateVal = updateState()
local timerVal = updateTimer()
local rankVal = updateRank()
local packet = {speed=speedVal, turn=turnVal, power=powerVal, state=stateVal, timer=timerVal, rank=rankVal}
sendData(packet)
end
while true do
--if an address is changed too often, an event handler will slow down the game
--so for those problematic addresses, we manually check those addresses every X number of frames
local frame = emu.framecount()
if frame % 10 == 0 then
updateVelocity()
end
emu.frameadvance();
end |
function nDonationProcess( len )
GAMEMODE:AddChat( Color( 229, 201, 98, 255 ), "CombineControl.ChatNormal", "Your donation has been processed and applied!", { CB_ALL, CB_OOC } );
end
net.Receive( "nDonationProcess", nDonationProcess ); |
object_mobile_dressed_corellia_vani_korr = object_mobile_shared_dressed_corellia_vani_korr:new {
}
ObjectTemplates:addTemplate(object_mobile_dressed_corellia_vani_korr, "object/mobile/dressed_corellia_vani_korr.iff")
|
-- timers.lua
-- babyjeans
--
-- a simple timer class
--
-- use:
-- Timers:newTimer(seconds, callback, repeats)
-- create a new timer that will call the callback after seconds. if repeats is true it will repeat indefinitely
-- if repeats is a number it will repeat that many times.
--
-- Timers:update()
-- must call this every update to update the timers values
--
-- Timer:start()
-- restart a timer
--
-- Timer:stop()
-- stop the timer
--
---
local Timers = class("Timers")
local Timer = class("Timer")
local timerList = { }
---
--
function Timer:init(seconds, callback, repeats)
self.timeElapsed = 0
self.seconds = seconds
self.startTime = love.timer.getTime()
self.lastTime = self.startTime
self.callback = callback
self.repeats = repeats
if self.repeats == nil then self.repeats = true end
self.og_repeats = self.repeats
end
function Timer:start()
if not self.isGoing then
self.isGoing = true
timerList[#timerList + 1] = self
end
end
function Timer:reset()
self.lastTime = love.timer.getTime()
self.isGoing = true
self.repeats = self.og_repeats
end
function Timer:stop(callCallback)
self.isGoing = false
if callCallback and self.callback then self.callback() end
end
---
--
function Timers:init()
app:hookUpdate( { self, self.update } )
end
function Timers:newTimer(seconds, callback, repeats)
local timer = Timer(seconds, callback, repeats)
timer:start()
return timer
end
function Timers:update()
local currentTime = love.timer.getTime()
local toRemove = { }
for i, timer in ipairs(timerList) do
if timer.isGoing then
timer.timeElapsed = currentTime - timer.lastTime
if timer.timeElapsed >= timer.seconds then
timer.callback()
if type(timer.repeats) == "number" then
timer.repeats = timer.repats - 1
end
if not timer.repeats then
timer.isGoing = false
end
timer.lastTime = currentTime
end
else
toRemove[#toRemove + 1] = i
end
end
for i, timer in ipairs(toRemove) do
table.remove(timerList, timer)
end
end
return Timers() |
local cave_rock = {
type = "simple-entity",
name = "cave-rock",
flags = {"placeable-neutral", "placeable-off-grid", "not-on-map"},
icon = "__base__/graphics/icons/stone-rock.png",
subgroup = "grass",
order = "b[decorative]-k[stone-rock]-a[big]",
collision_box = {{-1.1, -1.1}, {1.1, 1.1}},
selection_box = {{-1.3, -1.3}, {1.3, 1.3}},
vehicle_impact_sound = { filename = "__base__/sound/car-stone-impact.ogg", volume = 1.0 },
minable =
{
mining_particle = "stone-particle",
mining_time = 8,
result = "stone",
count = 20
},
loot =
{
{item = "stone", probability = 1, count_min = 5, count_max = 10}
},
count_as_rock_for_filtered_deconstruction = true,
mined_sound = { filename = "__base__/sound/deconstruct-bricks.ogg" },
render_layer = "object",
max_health = 200,
resistances =
{
{
type = "fire",
percent = 100
}
},
autoplace =
{
order = "a[doodad]-a[rock]",
peaks =
{
{
influence = 0.0002
},
{
influence = 0.002;
min_influence = 0,
elevation_optimal = 30000,
elevation_range = 23000,
elevation_max_range = 30000,
}
}
},
pictures =
{
{
filename = "__base__/graphics/decorative/stone-rock/stone-rock-01.png",
width = 76,
height = 60,
shift = {0.1, 0}
},
{
filename = "__base__/graphics/decorative/stone-rock/stone-rock-02.png",
width = 83,
height = 86,
shift = {0.2, 0}
},
{
filename = "__base__/graphics/decorative/stone-rock/stone-rock-03.png",
width = 126,
height = 98,
shift = {0.7, 0}
},
{
filename = "__base__/graphics/decorative/stone-rock/stone-rock-04.png",
width = 92,
height = 108,
shift = {0.1, 0}
},
{
filename = "__base__/graphics/decorative/stone-rock/stone-rock-05.png",
width = 140,
height = 99,
shift = {0.5, 0}
}
}
}
data:extend{cave_rock} |
slot0 = class("GuildResPage", import("....base.BaseSubView"))
slot0.getUIName = function (slot0)
return "GuildResPanel"
end
slot0.Load = function (slot0)
if slot0._state ~= slot0.STATES.NONE then
return
end
slot0._state = slot0.STATES.LOADING
pg.UIMgr.GetInstance():LoadingOn()
slot0:Loaded(LoadAndInstantiateSync("UI", slot0:getUIName(), true, false))
slot0:Init()
end
slot0.OnLoaded = function (slot0)
slot0.captailBg = slot0:findTF("captail"):GetComponent(typeof(Image))
slot0.contributionBg = slot0:findTF("contribution"):GetComponent(typeof(Image))
slot0.resCaptailTxt = slot0:findTF("captail/Text"):GetComponent(typeof(Text))
slot0.resContributionTxt = slot0:findTF("contribution/Text"):GetComponent(typeof(Text))
slot0.resourceLogBtn = slot0:findTF("captail/log")
setActive(slot0._tf, true)
end
slot0.OnInit = function (slot0)
onButton(slot0, slot0.resourceLogBtn, function ()
slot0:emit(GuildMainMediator.ON_FETCH_CAPITAL_LOG)
end, SFX_PANEL)
end
slot0.Update = function (slot0, slot1, slot2)
slot0.resCaptailTxt.text = slot2:getCapital()
slot0.resContributionTxt.text = slot1:getResource(8)
if slot0.faction ~= slot2:getFaction() then
slot0.contributionBg.sprite = GetSpriteFromAtlas("ui/GuildMainUI_atlas", "res_" .. ((slot3 == GuildConst.FACTION_TYPE_BLHX and "blue") or "red"))
slot0.captailBg.sprite = GetSpriteFromAtlas("ui/GuildMainUI_atlas", "res_" .. ((slot3 == GuildConst.FACTION_TYPE_BLHX and "blue") or "red"))
slot0.faction = slot3
end
end
slot0.OnDestroy = function (slot0)
return
end
return slot0
|
--- === cp.is ===
---
--- A simple class that lets you test if a value `is` a particular type.
--- Note: for best performance, assign the specific checks you want to use to local functions. Eg:
---
--- ```lua
--- local is_nothing = require("cp.is").nothing
--- is_nothing(nil) == true
--- ```
---
--- You can also get functions that negate the functions below by calling `is.nt.XXX(...)` (read: "isn't XXX").
--- The individual functions are not documented, but all will work as expected. Eg:
---
--- ```lua
--- is.blank("") == true
--- is.nt.blank("") == false
--- ```
---
--- They can also be assigned directly to local values for better performance:
---
--- ```lua
--- local isnt_blank = is.nt.blank
--- isnt_blank(nil) == false
--- ```
local type = type
--- cp.is.nothing(value) -> boolean
--- Function
--- Check if the value is `nil`.
---
--- Parameters:
--- * value - the value to check
---
--- Returns:
--- * `true` if it matches, `false` if not.
local function is_nothing(value)
return value == nil
end
--- cp.is.something(value) -> boolean
--- Function
--- Check if the value is not `nil`.
---
--- Parameters:
--- * value - the value to check
---
--- Returns:
--- * `true` if it matches, `false` if not.
local function is_something(value)
return value ~= nil
end
--- cp.is.string(value) -> boolean
--- Function
--- Check if the value is a string.
---
--- Parameters:
--- * value - the value to check
---
--- Returns:
--- * `true` if it matches, `false` if not.
local function is_string(value)
return type(value) == "string"
end
--- cp.is.fn(value) -> boolean
--- Function
--- Check if the value is a `function`.
---
--- Parameters:
--- * value - the value to check
---
--- Returns:
--- * `true` if it matches, `false` if not.
local function is_fn(value)
return type(value) == "function"
end
--- cp.is.number(value) -> boolean
--- Function
--- Check if the value is a `number`.
---
--- Parameters:
--- * value - the value to check
---
--- Returns:
--- * `true` if it matches, `false` if not.
local function is_number(value)
return type(value) == "number"
end
--- cp.is.boolean(value) -> boolean
--- Function
--- Check if the value is a `function`.
---
--- Parameters:
--- * value - the value to check
---
--- Returns:
--- * `true` if it matches, `false` if not.
local function is_boolean(value)
return type(value) == "boolean"
end
--- cp.is.table(value) -> boolean
--- Function
--- Check if the value is a `table`.
---
--- Parameters:
--- * value - the value to check
---
--- Returns:
--- * `true` if it matches, `false` if not.
local function is_table(value)
return type(value) == "table"
end
--- cp.is.userdata(value) -> boolean
--- Function
--- Check if the value is a `userdata` object.
---
--- Parameters:
--- * value - the value to check
---
--- Returns:
--- * `true` if it matches, `false` if not.
local function is_userdata(value)
return type(value) == "userdata"
end
--- cp.is.object(value) -> boolean
--- Function
--- Check if the value is a `object`.
---
--- Parameters:
--- * value - the value to check
---
--- Returns:
--- * `true` if it matches, `false` if not.
local function is_object(value)
return is_table(value) or is_userdata(value)
end
--- cp.is.list(value) -> boolean
--- Function
--- Check if the value is a `list`.
---
--- Parameters:
--- * value - the value to check
---
--- Returns:
--- * `true` if it matches, `false` if not.
local function is_list(value)
return is_object(value) and #value > 0
end
--- cp.is.truthy(value) -> boolean
--- Function
--- Check if the value is a `truthy` value.
--- A value is considered to be truthy if it is not `nil` nor `false`.
---
--- Parameters:
--- * value - the value to check
---
--- Returns:
--- * `true` if it matches, `false` if not.
local function is_truthy(value)
return value ~= nil and value ~= false
end
--- cp.is.falsey(value) -> boolean
--- Function
--- Check if the value is a `falsey` value.
--- A value is considered to be `falsey` if it is `nil` or `false`.
---
--- Parameters:
--- * value - the value to check
---
--- Returns:
--- * `true` if it matches, `false` if not.
local function is_falsey(value)
return not is_truthy(value)
end
-- has_callable(value) -> boolean
-- Private Function
-- Checks if the value is a table with a `__call` function, or if its metatable (if present) has one.
--
-- Parameters:
-- * value - The value to check.
--
-- Returns:
-- * `true` if the value is a `table` and has a `__call` function or a metatable ancestor has one.
local function has_callable(value, checked)
if is_table(value) then
checked = checked or {}
checked[value] = true
if is_fn(value.__call) then
return true
else
local mt = getmetatable(value)
if not checked[mt] then
return has_callable(getmetatable(value), checked)
end
end
end
return false
end
--- cp.is.callable(value) -> boolean
--- Function
--- Check if the value is a callable - either a `function` or a `table` with `__call` in it's metatable hierarchy.
---
--- Parameters:
--- * value - the value to check
---
--- Returns:
--- * `true` if it matches, `false` if not.
local function is_callable(value)
return is_fn(value) or is_table(value) and has_callable(getmetatable(value))
end
--- cp.is.blank(value) -> boolean
--- Function
--- Check if the value is a blank string value - either `nil` or `tostring(value) == ""`.
---
--- Parameters:
--- * value - the value to check.
---
--- Returns:
--- * `true` if it matches, `false` if not.
local function is_blank(value)
return value == nil or tostring(value) == ""
end
--- cp.is.instance(value, class) -> boolean
--- Function
--- Check if the value is an instance of the provided class `table`. It is considered
--- an instance if the `class` is either the value itself, or is the `__index` or `__class` field
--- of the `metatable`.
---
--- Parameters:
--- * value - the value to check
--- * class - the class table to check
---
--- Returns:
--- * `true` if it is an instance.
local function is_instance(value, class)
if type(value) == "table" then
if value == class then
return true
else
local mt = getmetatable(value)
if mt then
return is_instance(mt.__index, class) or is_instance(mt.__class, class)
end
end
end
return false
end
local is = {
nothing = is_nothing,
something = is_something,
string = is_string,
fn = is_fn,
number = is_number,
boolean = is_boolean,
table = is_table,
userdata = is_userdata,
instance = is_instance,
object = is_object,
list = is_list,
truthy = is_truthy,
falsey = is_falsey,
falsy = is_falsey,
callable = is_callable,
blank = is_blank,
}
-- prepare `is.nt`
local isnt = {}
for k,fn in pairs(is) do
isnt[k] = function(value) return not fn(value) end
end
is.nt = isnt
return is |
-- taken from https://forum.fivem.net/t/release-es-emotes/16669
emotes = {}
emotes['cop'] = {name = 'cop', anim = 'WORLD_HUMAN_COP_IDLES'}
emotes['binoculars'] = {name = 'binoculars', anim = 'WORLD_HUMAN_BINOCULARS'}
emotes['cheer'] = {name = 'cheer', anim = 'WORLD_HUMAN_CHEERING'}
emotes['drink'] = {name = 'drink', anim = 'WORLD_HUMAN_DRINKING'}
emotes['smoke'] = {name = 'smoke', anim = 'WORLD_HUMAN_SMOKING'}
emotes['film'] = {name = 'film', anim = 'WORLD_HUMAN_MOBILE_FILM_SHOCKING'}
emotes['plant'] = {name = 'plant', anim = 'WORLD_HUMAN_GARDENER_PLANT'}
emotes['guard'] = {name = 'guard', anim = 'WORLD_HUMAN_GUARD_STAND'}
emotes['hammer'] = {name = 'hammer', anim = 'WORLD_HUMAN_HAMMERING'}
emotes['hangout'] = {name = 'hangout', anim = 'WORLD_HUMAN_HANG_OUT_STREET'}
emotes['hiker'] = {name = 'hiker', anim = 'WORLD_HUMAN_HIKER_STANDING'}
emotes['statue'] = {name = 'statue', anim = 'WORLD_HUMAN_HUMAN_STATUE'}
emotes['jog'] = {name = 'jog', anim = 'WORLD_HUMAN_JOG_STANDING'}
emotes['lean'] = {name = 'lean', anim = 'WORLD_HUMAN_LEANING'}
emotes['flex'] = {name = 'flex', anim = 'WORLD_HUMAN_MUSCLE_FLEX'}
emotes['camera'] = {name = 'camera', anim = 'WORLD_HUMAN_PAPARAZZI'}
emotes['sit'] = {name = 'sit', anim = 'WORLD_HUMAN_PICNIC'}
emotes['sitchair'] = {name = 'sitchair', anim = 'PROP_HUMAN_SEAT_CHAIR_MP_PLAYER'}
emotes['hoe'] = {name = 'hoe', anim = 'WORLD_HUMAN_PROSTITUTE_HIGH_CLASS'}
emotes['hoe2'] = {name = 'hoe2', anim = 'WORLD_HUMAN_PROSTITUTE_LOW_CLASS'}
emotes['pushups'] = {name = 'pushups', anim = 'WORLD_HUMAN_PUSH_UPS'}
emotes['situps'] = {name = 'situps', anim = 'WORLD_HUMAN_SIT_UPS'}
emotes['fish'] = {name = 'fish', anim = 'WORLD_HUMAN_STAND_FISHING'}
emotes['impatient'] = {name = 'impatient', anim = 'WORLD_HUMAN_STAND_IMPATIENT'}
emotes['mobile'] = {name = 'mobile', anim = 'WORLD_HUMAN_STAND_MOBILE'}
emotes['diggit'] = {name = 'diggit', anim = 'WORLD_HUMAN_STRIP_WATCH_STAND'}
emotes['sunbath'] = {name = 'sunbath', anim = 'WORLD_HUMAN_SUNBATHE_BACK'}
emotes['sunbath2'] = {name = 'sunbath2', anim = 'WORLD_HUMAN_SUNBATHE'}
emotes['weld'] = {name = 'weld', anim = 'WORLD_HUMAN_WELDING'}
emotes['yoga'] = {name = 'yoga', anim = 'WORLD_HUMAN_YOGA'}
emotes['kneel'] = {name = 'kneel', anim = 'CODE_HUMAN_MEDIC_KNEEL'}
emotes['crowdcontrol'] = {name = 'crowdcontrol', anim = 'CODE_HUMAN_POLICE_CROWD_CONTROL'}
emotes['investigate'] = {name = 'investigate', anim = 'CODE_HUMAN_POLICE_INVESTIGATE'}
--[[
What this will look like after the code above is ran
emotes = {
"cop"= {name = 'cop', anim = 'WORLD_HUMAN_COP_IDLES'}
...
}
]] |
local CollectionService = game:GetService("CollectionService")
local Modules = script.Parent.Parent.Parent
local Dom = require(Modules.Anatta.Library.Dom)
local Constants = require(Modules.Anatta.Library.Core.Constants)
local ENTITY_ATTRIBUTE_NAME = Constants.EntityAttributeName
local INSTANCE_REF_FOLDER = Constants.InstanceRefFolder
local ComponentAnnotation = {}
local function getAttributeMap(instance, definition)
if definition.pluginType then
definition = { name = definition.name, type = definition.pluginType }
end
local defaultSuccess, default = definition.type:tryDefault()
if not defaultSuccess and not definition.type.typeName == "none" then
return false, default
end
local attributeSuccess, attributeMap = Dom.tryToAttributes(instance, 0, definition, default)
return attributeSuccess, attributeMap, default
end
function ComponentAnnotation.add(instance, definition)
local success, attributeMap = getAttributeMap(instance, definition)
if not success then
return false, attributeMap
end
for attributeName, attributeValue in pairs(attributeMap) do
if typeof(attributeValue) == "Instance" then
attributeValue.Parent = workspace.Terrain
attributeValue.Archivable = false
instance[INSTANCE_REF_FOLDER][attributeName].Value = attributeValue
elseif attributeName ~= ENTITY_ATTRIBUTE_NAME then
instance:SetAttribute(attributeName, attributeValue)
end
end
CollectionService:AddTag(instance, definition.name)
return true
end
function ComponentAnnotation.remove(instance, definition)
local success, attributeMap = getAttributeMap(instance, definition)
if not success then
return false, attributeMap
end
for attributeName, attributeValue in pairs(attributeMap) do
if typeof(attributeValue) == "Instance" then
local anattaRefs = instance:FindFirstChild(INSTANCE_REF_FOLDER)
if anattaRefs then
local objectValue = anattaRefs:FindFirstChild(attributeName)
if objectValue then
objectValue.Parent = nil
end
if not next(anattaRefs:GetChildren()) then
anattaRefs.Parent = nil
end
end
elseif attributeName ~= ENTITY_ATTRIBUTE_NAME then
instance:SetAttribute(attributeName, nil)
end
end
CollectionService:RemoveTag(instance, definition.name)
return true
end
return ComponentAnnotation
|
function onCreate()
-- background shit
makeLuaSprite('sadbg', 'sadbg', -600, -300);
setScrollFactor('sadbg', 0.9, 0.9);
makeLuaSprite('sadbgfront', 'sadbgfront', -650, 600);
setScrollFactor('sadbgfront', 0.9, 0.9);
scaleObject('sadbgfront', 1.1, 1.1);
addLuaSprite('sadbg', false);
addLuaSprite('sadbgfront', false);
close(true); --For performance reasons, close this script once the stage is fully loaded, as this script won't be used anymore after loading the stage
end |
shared = require "shared"
require "scripts.use_equipment"
local informatron = require "scripts.informatron"
remote.add_interface(shared.name, {
-- informatron implementation
informatron_menu = function(data)
return informatron.menu(data.player_index)
end,
informatron_page_content = function(data)
return informatron.page_content(data.page_name, data.player_index, data.element)
end,
}) |
local menuThread = false
local isUnicorn = false
RMenu.Add("unicorn_dynamicmenu", "unicorn_dynamicmenu_main", RageUI.CreateMenu("Tablette Unicorn","Interactions possibles"))
RMenu:Get("unicorn_dynamicmenu", "unicorn_dynamicmenu_main").Closed = function()end
local menuOpen = false
local function jobMenu()
if menuThread then return end
menuThread = true
if not menuOpen then
menuOpen = true
Citizen.CreateThread(function()
while isUnicorn do
if IsControlJustPressed(1, 167) then
RageUI.Visible(RMenu:Get("unicorn_dynamicmenu",'unicorn_dynamicmenu_main'), not RageUI.Visible(RMenu:Get("unicorn_dynamicmenu",'unicorn_dynamicmenu_main')))
end
Citizen.Wait(1)
end
menuThread = false
end)
end
end
local function init()
menuThread = false
isUnicorn = true
jobMenu()
end
local function jobChanged()
if ESX.PlayerData.job.name == "unicorn" then
isUnicorn = true
jobMenu()
else
isUnicorn = false
menuThread = false
end
end
local function createBlip()
local blip = AddBlipForCoord(130.77, -1302.67, 29.23)
SetBlipSprite(blip, 121)
SetBlipAsShortRange(blip, true)
SetBlipColour(blip, 61)
SetBlipScale(blip, 1.0)
SetBlipCategory(blip, 12)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString("Unicorn")
EndTextCommandSetBlipName(blip)
end
local function spawnCar(car, ped)
local hash = GetHashKey(car)
local p = vector3(116.54, -1318.81, 28.98)
Citizen.CreateThread(function()
RequestModel(hash)
while not HasModelLoaded(hash) do Citizen.Wait(10) end
local vehicle = CreateVehicle(hash, p.x, p.y, p.z, 90.0, true, false)
TaskWarpPedIntoVehicle(PlayerPedId(), vehicle, -1)
end)
end
local function setUniform(ped,id)
TriggerEvent('skinchanger:getSkin', function(skin)
local uniformObject
if skin.sex == 0 then
uniformObject = pzCore.jobs[ESX.PlayerData.job.name].config.clothes[id].male
else
uniformObject = pzCore.jobs[ESX.PlayerData.job.name].config.clothes[id].female
end
if uniformObject then
TriggerEvent('skinchanger:loadClothes', skin, uniformObject)
else
-- Rien
end
end)
end
local current = "unicorn"
pzCore.jobs[current].init = init
pzCore.jobs[current].jobChanged = jobChanged
pzCore.jobs[current].spawnCar = spawnCar
pzCore.jobs[current].setUniform = setUniform
pzCore.jobs[current].hasBlip = true
pzCore.jobs[current].createBlip = createBlip |
local Physic = Component.create("Physic")
function Physic:initialize(body, fixture, shape)
self.body = body
self.shape = shape
self.fixture = fixture
end
|
function OnStartTouch1(trigger) print("start") end
function OnEndTouch1(trigger) print("end") end
|
--[[
Licensed under GNU General Public License v2
* (c) 2013, Luca CPZ
--]]
local helpers = require("lain.helpers")
local wibox = require("wibox")
local tonumber = tonumber
-- {thermal} temperature info
-- lain.widget.temp_ryzen
local function factory(args)
local temp = { widget = wibox.widget.textbox() }
local args = args or {}
local timeout = args.timeout or 30
local settings = args.settings or function() end
function temp.update()
helpers.async({"/home/box/bin/cputemp"}, function(f)
coretemp_now = f or "N/A"
widget = temp.widget
settings()
end)
end
helpers.newtimer("thermal", timeout, temp.update)
return temp
end
return factory
|
local Class = require("facto.class")
local Prototype = Class.create()
function Prototype:clone()
local class = getmetatable(self)
return class()
end
local Chest = Class.extend({}, Prototype)
function Chest:__constructor()
self.name = "steel-chest"
self.minable = true
self.destructible = true
self.inventory = { "wood", "coal", "iron" }
end
function Chest:__tostring()
return string.format("Chest: name(%s), minable(%s), destructible(%s), %d items in inventory", self.name, tostring(self.minable), tostring(self.destructible), #self.inventory)
end
local Car = Class.extend({}, Prototype)
function Car:__constructor()
self.color = "white"
self.speed = 10
self.inventory = { "ammo", "pistol" }
end
function Car:__tostring()
return string.format("Car: color(%s), speed(%s), %d items in inventory", self.color, self.speed, #self.inventory)
end
local chest_prototype = Chest()
local car_prototype = Car()
local cloned_chest = chest_prototype:clone()
local cloned_car = car_prototype:clone()
print(cloned_chest)
print(cloned_car)
local PrototypeManager = Class.create()
function PrototypeManager:__constructor()
self.prototypes = {}
self:setup()
end
function PrototypeManager:registerPrototype(prototype_name, class)
if self.prototypes[prototype_name] == nil then
self.prototypes[prototype_name] = class()
end
end
function PrototypeManager:getPrototype(prototype_name)
return self.prototypes[prototype_name]
end
function PrototypeManager:setup()
self:registerPrototype("chest", Chest)
self:registerPrototype("car", Car)
end
function PrototypeManager:clone(prototype_name)
local prototype = self:getPrototype(prototype_name)
if prototype == nil then error("Invalid prototype") end
return prototype:clone()
end
local Pm = PrototypeManager()
local car, chest = Pm:clone("car"), Pm:clone("chest")
print(car, chest)
|
-- -*- Mode: lua; tab-width: 2; lua-indent-level: 2; indent-tabs-mode: nil; -*-
----------------------------------------------------------
-- Based on: https://www.openprocessing.org/sketch/152169
----------------------------------------------------------
local utils = require "p5utils"
local vector = require "hump.vector"
local app = {}
local width = love.graphics.getWidth()
local height = love.graphics.getHeight()
local twopi = math.pi * 2
-- config
function app.liveconf(t)
t.live = true
t.use_pcall = true
t.autoreload.enable = false
t.autoreload.interval = 1.0
t.reloadkey = "f5"
t.gc_before_reload = false
t.error_file = nil -- "error.txt"
end
local g, bs, a
g = .06
-------------
-- Body Class
-------------
local Body = {}
Body.__index = Body
function Body:new(m, p)
local mt = {
m = m,
p = p,
q = p,
s = vector.new(0, 0)
}
return setmetatable(mt, Body)
end
function Body:update()
self.s = self.s * 0.98
self.p = self.p + self.s
end
function Body:attract(b)
local d = utils.constrain((self.p - b.p):len(), 10, 100)
local f = (b.p - self.p) * (b.m * self.m * g / (d * d))
local a = f / self.m
self.s = self.s + a
end
function Body:show()
love.graphics.line(self.p.x, self.p.y, self.q.y, self.q.x)
q = p
end
-- callbacks
function app.load()
love.window.setMode(800, 600, {resizable=true})
app.reload()
end
function app.reload()
bs = {}
love.graphics.setBackgroundColor(0, 0, 0)
for i = 1, 999 do
bs[i] = Body:new(100, vector.new(math.random(width), math.random(height)))
end
-- reload by lovelive
end
function app.update(dt) end
function app.draw()
love.graphics.clear(love.graphics.getBackgroundColor())
love.graphics.setColor(255, 255, 250, 20)
a = Body:new(1000, vector.new(math.random(width), math.random(height)))
for b = 1, 999 do
bs[b]:show()
bs[b]:attract(a)
bs[b]:update()
end
end
return app
|
--夜尽心术
local m=14000537
local cm=_G["c"..m]
cm.named_with_Nightend=1
function cm.initial_effect(c)
--Activate
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
e1:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_REMOVE)
e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN)
e1:SetHintTiming(0,TIMING_END_PHASE)
e1:SetTarget(cm.target)
e1:SetOperation(cm.activate)
c:RegisterEffect(e1)
end
function cm.tfilter(c,e,tp)
return c:IsCode(14000538) and c:IsCanBeSpecialSummoned(e,0,tp,true,false)
end
function cm.filter(c,e,tp)
return c:IsFaceup() and c:IsRace(RACE_SPELLCASTER) and c:IsAttribute(ATTRIBUTE_DARK) and c:IsAbleToRemove()
and Duel.IsExistingMatchingCard(cm.tfilter,tp,LOCATION_EXTRA,0,1,nil,e,tp)
and Duel.GetLocationCountFromEx(tp,tp,c)>0
end
function cm.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
if chkc then return chkc:IsControler(tp) and chkc:IsLocation(LOCATION_MZONE+LOCATION_GRAVE) and cm.filter(chkc,e,tp) end
if chk==0 then return Duel.IsExistingTarget(cm.filter,tp,LOCATION_MZONE+LOCATION_GRAVE,0,1,nil,e,tp) end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE)
local g=Duel.SelectTarget(tp,cm.filter,tp,LOCATION_MZONE+LOCATION_GRAVE,0,1,1,nil,e,tp)
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_EXTRA)
Duel.SetOperationInfo(0,CATEGORY_REMOVE,g,1,0,0)
end
function cm.activate(e,tp,eg,ep,ev,re,r,rp)
local tc=Duel.GetFirstTarget()
if not tc:IsType(TYPE_MONSTER) or not tc:IsRelateToEffect(e) then return end
if Duel.Remove(tc,POS_FACEUP,REASON_EFFECT)==0 then return end
if Duel.GetLocationCountFromEx(tp)<=0 then return end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
local sg=Duel.SelectMatchingCard(tp,cm.tfilter,tp,LOCATION_EXTRA,0,1,1,nil,e,tp)
if sg:GetCount()>0 then
Duel.BreakEffect()
Duel.SpecialSummon(sg,0,tp,tp,true,false,POS_FACEUP)
sg:GetFirst():CompleteProcedure()
end
end |
/******************************************************************************\
Color support
\******************************************************************************/
local Clamp = math.Clamp
local floor = math.floor
local function RGBClamp(r,g,b)
return Clamp(r,0,255),Clamp(g,0,255),Clamp(b,0,255)
end
local function ColorClamp(c)
c.r = Clamp(c.r,0,255)
c.g = Clamp(c.g,0,255)
c.b = Clamp(c.b,0,255)
c.a = Clamp(c.a,0,255)
return c
end
/******************************************************************************/
__e2setcost(2)
e2function vector entity:getColor()
if !IsValid(this) then return {0,0,0} end
local c = this:GetColor()
return { c.r, c.g, c.b }
end
e2function vector4 entity:getColor4()
if not IsValid(this) then return {0,0,0,0} end
local c = this:GetColor()
return {c.r,c.g,c.b,c.a}
end
e2function number entity:getAlpha()
return IsValid(this) and this:GetColor().a or 0
end
e2function void entity:setColor(r,g,b)
if !IsValid(this) then return end
if !isOwner(self, this) then return end
this:SetColor(ColorClamp(Color(r,g,b,this:GetColor().a)))
end
e2function void entity:setColor(r,g,b,a)
if !IsValid(this) then return end
if !isOwner(self, this) then return end
this:SetColor(ColorClamp(Color(r, g, b, this:IsPlayer() and this:GetColor().a or a)))
this:SetRenderMode(this:GetColor().a == 255 and RENDERMODE_NORMAL or RENDERMODE_TRANSALPHA)
end
e2function void entity:setColor(vector c)
if !IsValid(this) then return end
if !isOwner(self, this) then return end
this:SetColor(ColorClamp(Color(c[1],c[2],c[3],this:GetColor().a)))
end
e2function void entity:setColor(vector c, a)
if !IsValid(this) then return end
if !isOwner(self, this) then return end
this:SetColor(ColorClamp(Color(c[1],c[2],c[3], this:IsPlayer() and this:GetColor().a or a)))
this:SetRenderMode(this:GetColor().a == 255 and RENDERMODE_NORMAL or RENDERMODE_TRANSALPHA)
end
e2function void entity:setColor(vector4 c)
if !IsValid(this) then return end
if !isOwner(self, this) then return end
this:SetColor(ColorClamp(Color(c[1],c[2],c[3], this:IsPlayer() and this:GetColor().a or c[4])))
this:SetRenderMode(this:GetColor().a == 255 and RENDERMODE_NORMAL or RENDERMODE_TRANSALPHA)
end
e2function void entity:setAlpha(a)
if !IsValid(this) then return end
if !isOwner(self, this) then return end
if this:IsPlayer() then return end
local c = this:GetColor()
c.a = Clamp(a, 0, 255)
this:SetColor(c)
this:SetRenderMode(c.a == 255 and RENDERMODE_NORMAL or RENDERMODE_TRANSALPHA)
end
e2function void entity:setRenderMode(mode)
if !IsValid(this) then return end
if !isOwner(self, this) then return end
if this:IsPlayer() then return end
this:SetRenderMode(mode)
end
--- HSV
--- Converts <hsv> from the [http://en.wikipedia.org/wiki/HSV_color_space HSV color space] to the [http://en.wikipedia.org/wiki/RGB_color_space RGB color space]
e2function vector hsv2rgb(vector hsv)
local col = HSVToColor(hsv[1], hsv[2], hsv[3])
return { col.r, col.g, col.b }
end
e2function vector hsv2rgb(h, s, v)
local col = HSVToColor(h, s, v)
return { col.r, col.g, col.b }
end
--- Converts <rgb> from the [http://en.wikipedia.org/wiki/RGB_color_space RGB color space] to the [http://en.wikipedia.org/wiki/HSV_color_space HSV color space]
e2function vector rgb2hsv(vector rgb)
return { ColorToHSV(Color(rgb[1], rgb[2], rgb[3])) }
end
e2function vector rgb2hsv(r, g, b)
return { ColorToHSV(Color(r, g, b)) }
end
--- HSL
local function Convert_hue2rgb(p, q, t)
if t < 0 then t = t + 1 end
if t > 1 then t = t - 1 end
if t < 1/6 then return p + (q - p) * 6 * t end
if t < 1/2 then return q end
if t < 2/3 then return p + (q - p) * (2/3 - t) * 6 end
return p
end
local function Convert_hsl2rgb(h, s, l)
local r = 0
local g = 0
local b = 0
if s == 0 then
r = l
g = l
b = l
else
local q = l + s - l * s
if l < 0.5 then q = l * (1 + s) end
local p = 2 * l - q
r = Convert_hue2rgb(p, q, h + 1/3)
g = Convert_hue2rgb(p, q, h)
b = Convert_hue2rgb(p, q, h - 1/3)
end
return floor(r * 255), floor(g * 255), floor(b * 255)
end
local function Convert_rgb2hsl(r, g, b)
r = r / 255
g = g / 255
b = b / 255
local max = math.max(r, g, b)
local min = math.min(r, g, b)
local h = (max + min) / 2
local s = h
local l = h
if max == min then
h = 0
s = 0
else
local d = max - min
s = d / (max + min)
if l > 0.5 then s = d / (2 - max - min) end
if max == r then
if g < b then
h = (g - b) / d + 6
else
h = (g - b) / d + 0
end
elseif max == g then
h = (b - r) / d + 2
elseif max == b then
h = (r - g) / d + 4
end
h = h / 6
end
return h, s, l
end
--- Converts <hsl> HSL color space to RGB color space
e2function vector hsl2rgb(vector hsl)
return { RGBClamp(Convert_hsl2rgb(hsl[1] / 360, hsl[2], hsl[3])) }
end
e2function vector hsl2rgb(h, s, l)
return { RGBClamp(Convert_hsl2rgb(h / 360, s, l)) }
end
--- Converts <rgb> RGB color space to HSL color space
e2function vector rgb2hsl(vector rgb)
local h,s,l = Convert_rgb2hsl(RGBClamp(rgb[1], rgb[2], rgb[3]))
return { floor(h * 360), s, l }
end
e2function vector rgb2hsl(r, g, b)
local h,s,l = Convert_rgb2hsl(RGBClamp(r, g, b))
return { floor(h * 360), s, l }
end
--- DIGI
local converters = {}
converters[0] = function(r, g, b)
local r = Clamp(floor(r/28),0,9)
local g = Clamp(floor(g/28),0,9)
local b = Clamp(floor(b/28),0,9)
return r*100000+g*10000+b*1000
end
converters[1] = false
converters[2] = function(r, g, b)
return floor(r)*65536+floor(g)*256+floor(b)
end
converters[3] = function(r, g, b)
return floor(r)*1000000+floor(g)*1000+floor(b)
end
--- Converts an RGB vector <rgb> to a number in digital screen format. <mode> Specifies a mode, either 0, 2 or 3, corresponding to Digital Screen color modes.
e2function number rgb2digi(vector rgb, mode)
local conv = converters[mode]
if not conv then return 0 end
return conv(rgb[1], rgb[2], rgb[3])
end
--- Converts the RGB color (<r>,<g>,<b>) to a number in digital screen format. <mode> Specifies a mode, either 0, 2 or 3, corresponding to Digital Screen color modes.
e2function number rgb2digi(r, g, b, mode)
local conv = converters[mode]
if not conv then return 0 end
return conv(r, g, b)
end
|
-- Global Functions
local funcs = {}
local bufnum = -1
local nodeID = 999
local groupID = 1
local busIndex = 15
local osctypes = {int32=true,float=true}
function parseArgsX(args,useint)
local a = {}
local numbertype = useint and "int32" or "float"
if args ~= nil then
for name,value in pairs(args) do
table.insert(a,name)
if type(value) ~= "table" then
if type(value)=="number" then
table.insert(a,{numbertype,value})
else
table.insert(a,value)
end
else -- is table
if type(value[1]) == "string" then
if osctypes[value[1]] then
assert(#value == 2)
table.insert(a,value)
else
table.insert(a,{"["})
for i,val in ipairs(value) do
table.insert(a,val)
end
table.insert(a,{"]"})
end
else
table.insert(a,{"["})
for i,val in ipairs(value) do
table.insert(a,{numbertype,val})
end
table.insert(a,{"]"})
end
end
end
-- for arg, val in pairs(args) do
-- table.insert(a, arg)
-- table.insert(a, val)
-- end
end
return a
end
function nextBufNum()
bufnum = bufnum + 1
return bufnum
end
nextBufNum = GetBuffNum or nextBufNum
function nextNodeID()
nodeID = nodeID + 1
return nodeID
end
nextNodeID = GetNode or nextNodeID
function nextGroupID()
groupID = groupID + 1
return groupID
end
nextGroupID = GetNode or nextGroupID
return funcs |
------------------------------------------------------------------------------
-- FILE: Lekmapv2.2.lua (Modified Pangaea_Plus.lua)
-- AUTHOR: Original Bob Thomas, Changes HellBlazer, lek10, EnormousApplePie, Cirra, Meota
-- PURPOSE: Global map script - Simulates a Pan-Earth Supercontinent, with
-- numerous tectonic island chains.
------------------------------------------------------------------------------
-- Copyright (c) 2011 Firaxis Games, Inc. All rights reserved.
------------------------------------------------------------------------------
include("HBMapGenerator");
include("FractalWorld");
include("HBFeatureGenerator");
include("HBTerrainGenerator");
include("IslandMaker");
include("MultilayeredFractal");
------------------------------------------------------------------------------
function GetMapScriptInfo()
local world_age, temperature, rainfall, sea_level, resources = GetCoreMapOptions()
return {
Name = "Lekmap: Small Continents (v3.2)",
Description = "A map script made for Lekmod based of HB's Mapscript v8.1. Small Continents",
IsAdvancedMap = false,
IconIndex = 1,
SortIndex = 2,
SupportsMultiplayer = true,
CustomOptions = {
{
Name = "TXT_KEY_MAP_OPTION_WORLD_AGE", -- 1
Values = {
"TXT_KEY_MAP_OPTION_THREE_BILLION_YEARS",
"TXT_KEY_MAP_OPTION_FOUR_BILLION_YEARS",
"TXT_KEY_MAP_OPTION_FIVE_BILLION_YEARS",
"No Mountains",
"TXT_KEY_MAP_OPTION_RANDOM",
},
DefaultValue = 2,
SortPriority = -99,
},
{
Name = "TXT_KEY_MAP_OPTION_TEMPERATURE", -- 2 add temperature defaults to random
Values = {
"TXT_KEY_MAP_OPTION_COOL",
"TXT_KEY_MAP_OPTION_TEMPERATE",
"TXT_KEY_MAP_OPTION_HOT",
"TXT_KEY_MAP_OPTION_RANDOM",
},
DefaultValue = 2,
SortPriority = -98,
},
{
Name = "TXT_KEY_MAP_OPTION_RAINFALL", -- 3 add rainfall defaults to random
Values = {
"TXT_KEY_MAP_OPTION_ARID",
"TXT_KEY_MAP_OPTION_NORMAL",
"TXT_KEY_MAP_OPTION_WET",
"TXT_KEY_MAP_OPTION_RANDOM",
},
DefaultValue = 2,
SortPriority = -97,
},
{
Name = "TXT_KEY_MAP_OPTION_SEA_LEVEL", -- 4 add sea level defaults to random.
Values = {
"TXT_KEY_MAP_OPTION_LOW",
"TXT_KEY_MAP_OPTION_MEDIUM",
"TXT_KEY_MAP_OPTION_HIGH",
"TXT_KEY_MAP_OPTION_RANDOM",
},
DefaultValue = 2,
SortPriority = -96,
},
{
Name = "Start Quality", -- 5 add resources defaults to random
Values = {
"Legendary Start - Strat Balance",
"Legendary - Strat Balance + Uranium",
"TXT_KEY_MAP_OPTION_STRATEGIC_BALANCE",
"Strategic Balance With Coal",
"Strategic Balance With Aluminum",
"Strategic Balance With Coal & Aluminum",
"TXT_KEY_MAP_OPTION_RANDOM",
},
DefaultValue = 2,
SortPriority = -95,
},
{
Name = "Start Distance", -- 6 add resources defaults to random
Values = {
"Close",
"Normal",
"Far - Warning: May sometimes crash during map generation",
},
DefaultValue = 2,
SortPriority = -94,
},
{
Name = "Natural Wonders", -- 7 number of natural wonders to spawn
Values = {
"0",
"1",
"2",
"3",
"4",
"5",
"6",
"7",
"8",
"9",
"10",
"11",
"12",
"Random",
"Default",
},
DefaultValue = 15,
SortPriority = -93,
},
{
Name = "Grass Moisture", -- add setting for grassland mositure (8)
Values = {
"Wet",
"Normal",
"Dry",
},
DefaultValue = 2,
SortPriority = -92,
},
{
Name = "Rivers", -- add setting for rivers (9)
Values = {
"Sparse",
"Average",
"Plentiful",
},
DefaultValue = 2,
SortPriority = -91,
},
{
Name = "Tundra", -- add setting for tundra (10)
Values = {
"Sparse",
"Average",
"Plentiful",
},
DefaultValue = 2,
SortPriority = -90,
},
{
Name = "Land Size X", -- add setting for land type (11) +28
Values = {
"30",
"32",
"34",
"36",
"38",
"40",
"42",
"44",
"46",
"48",
"50",
"52",
"54",
"56",
"58",
"60",
"62",
"64",
"66",
"68",
"70",
"72",
"74",
"76",
"78",
"80",
"82",
"84",
"86",
"88",
"90",
"92",
"94",
"96",
"98",
"100",
"102",
"104",
"106",
"108",
"110",
},
DefaultValue = 17,
SortPriority = -89,
},
{
Name = "Land Size Y", -- add setting for land type (12) +18
Values = {
"20",
"22",
"24",
"26",
"28",
"30",
"32",
"34",
"36",
"38",
"40",
"42",
"44",
"46",
"48",
"50",
"52",
"54",
"56",
"58",
"60",
"62",
"64",
"66",
"68",
"70",
"72",
"74",
"76",
},
DefaultValue = 16,
SortPriority = -88,
},
{
Name = "TXT_KEY_MAP_OPTION_RESOURCES", -- add setting for resources (13)
Values = {
"1 -- Nearly Nothing",
"2",
"3",
"4",
"5 -- Default",
"6",
"7",
"8",
"9",
"10 -- Almost no normal tiles left",
},
DefaultValue = 5,
SortPriority = -87,
},
},
};
end
------------------------------------------------------------------------------
function GetMapInitData(worldSize)
local LandSizeX = 28 + (Map.GetCustomOption(11) * 2);
local LandSizeY = 18 + (Map.GetCustomOption(12) * 2);
local worldsizes = {};
worldsizes = {
[GameInfo.Worlds.WORLDSIZE_DUEL.ID] = {LandSizeX, LandSizeY}, -- 720
[GameInfo.Worlds.WORLDSIZE_TINY.ID] = {LandSizeX, LandSizeY}, -- 1664
[GameInfo.Worlds.WORLDSIZE_SMALL.ID] = {LandSizeX, LandSizeY}, -- 2480
[GameInfo.Worlds.WORLDSIZE_STANDARD.ID] = {LandSizeX, LandSizeY}, -- 3900
[GameInfo.Worlds.WORLDSIZE_LARGE.ID] = {LandSizeX, LandSizeY}, -- 6076
[GameInfo.Worlds.WORLDSIZE_HUGE.ID] = {LandSizeX, LandSizeY} -- 9424
}
local grid_size = worldsizes[worldSize];
--
local world = GameInfo.Worlds[worldSize];
if (world ~= nil) then
return {
Width = grid_size[1],
Height = grid_size[2],
WrapX = true,
};
end
end
------------------------------------------------------------------------------
------------------------------------------------------------------------------
function GeneratePlotTypes()
print("Generating Plot Types (Lua Small Continents) ...");
-- Fetch Sea Level and World Age user selections.
local sea = Map.GetCustomOption(4)
if sea == 4 then
sea = 1 + Map.Rand(3, "Random Sea Level - Lua");
end
local age = Map.GetCustomOption(1)
if age == 4 then
age = 1 + Map.Rand(3, "Random World Age - Lua");
end
local fractal_world = FractalWorld.Create();
fractal_world:InitFractal{
continent_grain = 3};
local args = {
sea_level = sea,
world_age = age,
sea_level_low = 69,
sea_level_normal = 75,
sea_level_high = 80,
extra_mountains = 10,
adjust_plates = 1.5,
tectonic_islands = true
}
local plotTypes = fractal_world:GeneratePlotTypes(args);
SetPlotTypes(plotTypes);
local args = {expansion_diceroll_table = {10, 4, 4}};
GenerateCoasts(args);
end
------------------------------------------------------------------------------
function GenerateTerrain()
local DesertPercent = 28;
-- Get Temperature setting input by user.
local temp = Map.GetCustomOption(2)
if temp == 4 then
temp = 1 + Map.Rand(3, "Random Temperature - Lua");
end
local grassMoist = Map.GetCustomOption(8);
local args = {
temperature = temp,
iDesertPercent = DesertPercent,
iGrassMoist = grassMoist,
};
local terraingen = TerrainGenerator.Create(args);
terrainTypes = terraingen:GenerateTerrain();
SetTerrainTypes(terrainTypes);
end
------------------------------------------------------------------------------
function AddFeatures()
-- Get Rainfall setting input by user.
local rain = Map.GetCustomOption(3)
if rain == 4 then
rain = 1 + Map.Rand(3, "Random Rainfall - Lua");
end
local args = {rainfall = rain}
local featuregen = FeatureGenerator.Create(args);
-- False parameter removes mountains from coastlines.
featuregen:AddFeatures(false);
end
------------------------------------------------------------------------------
------------------------------------------------------------------------------
function StartPlotSystem()
local RegionalMethod = 2;
-- Get Resources setting input by user.
local res = Map.GetCustomOption(13)
local starts = Map.GetCustomOption(5)
--if starts == 7 then
--starts = 1 + Map.Rand(8, "Random Resources Option - Lua");
--end
-- Handle coastal spawns and start bias
MixedBias = false;
BalancedCoastal = false;
OnlyCoastal = false;
CoastLux = false;
print("Creating start plot database.");
local start_plot_database = AssignStartingPlots.Create()
print("Dividing the map in to Regions.");
-- Regional Division Method 1: Biggest Landmass
local args = {
method = RegionalMethod,
start_locations = starts,
resources = res,
CoastLux = CoastLux,
NoCoastInland = OnlyCoastal,
BalancedCoastal = BalancedCoastal,
MixedBias = MixedBias;
};
start_plot_database:GenerateRegions(args)
print("Choosing start locations for civilizations.");
start_plot_database:ChooseLocations()
print("Normalizing start locations and assigning them to Players.");
start_plot_database:BalanceAndAssign(args)
print("Placing Natural Wonders.");
local wonders = Map.GetCustomOption(7)
if wonders == 14 then
wonders = Map.Rand(13, "Number of Wonders To Spawn - Lua");
else
wonders = wonders - 1;
end
print("########## Wonders ##########");
print("Natural Wonders To Place: ", wonders);
local wonderargs = {
wonderamt = wonders,
};
start_plot_database:PlaceNaturalWonders(wonderargs);
print("Placing Resources and City States.");
start_plot_database:PlaceResourcesAndCityStates()
-- tell the AI that we should treat this as a naval expansion map
Map.ChangeAIMapHint(4);
end
------------------------------------------------------------------------------ |
--------------------------------------------------------------------------------
local class = require "lib.middleclass"
local GenericCalculator = require "app.calculators.generic_calculator"
--------------------------------------------------------------------------------
local Calculator = class("Calculator", GenericCalculator)
Calculator.required_inputs = {
"f01", "f02", "f03", "f04", "f05", "f06", "f07", "f08", "f09", "f10", "f11", "f12"
}
--------------------------------------------------------------------------------
-- Vypocet (dle dodanych podkladu)
--------------------------------------------------------------------------------
-- Snahou je vypocet prevest tak, aby byl co nejpodobnejsi dodanym podkladum
--
-- Pole "body" a "vypoctene" odpovida dodanym podkladum (s tim rozdilem,
-- ze prvni prvek ma v Lua index 1, ne 0).
--
-- V promenne inp jsou ulozene zvalidovane a jiz na cisla prevedene vstupy.
--------------------------------------------------------------------------------
function Calculator:compute()
local inp = self.inputs
local body = {}
local vypoctene = {}
vypoctene[1] = (inp.f01 + inp.f02) / 2
body[1] = vypoctene[1] * 0.5
vypoctene[2] = inp.f03
body[2] = vypoctene[2] * 0.1
vypoctene[3] = inp.f04
body[3] = vypoctene[3] * 0.3
vypoctene[4] = inp.f05 / vypoctene[1]
if vypoctene[4] <= 0.3 or vypoctene[4] > 0.75 then
body[4] = 0
elseif vypoctene[4] > 0.3 and vypoctene[4] <= 0.35 then
body[4] = 1
elseif vypoctene[4] > 0.35 and vypoctene[4] <= 0.4 then
body[4] = 2
elseif vypoctene[4] > 0.4 and vypoctene[4] <= 0.45 then
body[4] = 3
elseif vypoctene[4] > 0.45 and vypoctene[4] <= 0.75 then
body[4] = 4
end
vypoctene[5] = inp.f06
body[5] = vypoctene[5]
vypoctene[6] = inp.f07
body[6] = vypoctene[6]
vypoctene[7] = inp.f08
body[7] = vypoctene[7]
vypoctene[8] = inp.f09
body[8] = vypoctene[8]
vypoctene[9] = inp.f10
body[9] = vypoctene[9]
vypoctene[10] = inp.f11
body[10] = vypoctene[10]
vypoctene[11] = inp.f12
body[11] = vypoctene[11]
self.kladne = 0
for i = 1, 10 do
self.kladne = self.kladne + body[i]
end
self.zaporne = body[11]
self.soucet = self.kladne - self.zaporne
if self.soucet < 105 then
self.medal = "none"
elseif self.soucet < 115 then
self.medal = "bronze"
elseif self.soucet < 130 then
self.medal = "silver"
else
self.medal = "gold"
end
self.vypoctene = vypoctene
self.body = body
end
return Calculator
|
impulse.string = impulse.string or {}
local strSub = string.sub
local strLen = string.len
local mathCeil = math.ceil
local tblInsert = table.insert
local tblConcat = table.concat
-- Explode a string with multiple separators
function impulse.string.Explode( seperators, str )
local p = "[^"..tblConcat(seperators).."]+"
local words = {}
for w in str:gmatch(p) do
tblInsert(words, w)
end
return words
end
if CLIENT then
local setFont = surface.SetFont
local getTextSize = surface.GetTextSize
local strSub = string.sub
local strLen = string.len
local mathCeil = math.ceil
local tblInsert = table.insert
local tblConcat = table.concat
local DOTS = "..."
-- Breaks text into lines
function impulse.string.WrapText( text, font, wLimit, dotLimit )
local lines = {}
local index = 1
-- Return line with an added word without modify the line
local function testLine(word)
local line = lines[index]
if ( line ) then
return line.." "..word
else
return word
end
end
-- Update line
local function setLine(line)
lines[index] = line
end
-- Add a new line to work on it
local function lineBreak()
index = index + 1
end
-- dotLimit represents the max word size to do a dotted line ( half the line width limit by default )
dotLimit = dotLimit or mathCeil(wLimit * 0.65)
local function processWord(w)
local tLine = testLine(w)
if ( getTextSize(tLine) < wLimit ) then -- If tested line size is lower than the line width limit then append the word
setLine(tLine)
else -- If tested line size is higher than the line width limit then :
local wordSize = getTextSize(w)
if ( wordSize < dotLimit ) then -- If the word size is lower than the dot limit then add the word in a new line
lineBreak()
setLine(w)
else -- If the word size is higher than the dot limit then set word dotted and finish it in a new line
local wordLen = strLen(w)
for i = wordLen, 1, -1 do
local oldLinePart = strSub( w, 1, i )..DOTS
local tLine = testLine( oldLinePart )
if ( getTextSize(tLine) < wLimit ) then
setLine(tLine)
local newLinePart = strSub( w, i + 1, wordLen )
lineBreak()
processWord(newLinePart)
break
elseif (i == 1) then
lineBreak()
processWord(w)
end
end
end
end
end
-- Store words from text in a table
local words = impulse.string.Explode( {" ", "\n"}, text )
surface.SetFont(font)
for k, w in pairs( words ) do
processWord(w)
end
return lines
end
end |
-- Copyright (c) 2019 teverse.com
-- main.lua
return function(workshop)
local controllers = {
selection = require("tevgit:create/controllers/select.lua"),
theme = require("tevgit:create/controllers/theme.lua"),
ui = require("tevgit:create/controllers/ui.lua"),
camera = require("tevgit:create/controllers/camera.lua"),
console = require("tevgit:create/controllers/console.lua"),
tool = require("tevgit:create/controllers/tool.lua"),
env = require("tevgit:create/controllers/environment.lua")
}
controllers.ui.createMainInterface(workshop)
controllers.console.createConsole()
local tools = {
add = require("tevgit:create/tools/add.lua"),
select = require("tevgit:create/tools/select.lua"),
move = require("tevgit:create/tools/move.lua"),
scale = require("tevgit:create/tools/scale.lua"),
rotate = require("tevgit:create/tools/rotate.lua")
}
-- create default environment
controllers.env.setDefault()
controllers.env.createStarterMap() -- Starter map, or the enviroment, may be overriden by teverse if the user is opening an existing .tev file.
wait(2)
controllers.ui.setLoading(false)
end |
//DAK loader/Base Config
DAK.adminsettings = { groups = { }, users = { } }
DAK.serveradmincommands = { }
DAK.serveradmincommandsfunctions = { }
DAK.serveradmincommandshooks = { }
local ServerAdminFileName = "config://ServerAdmin.json"
local ServerAdminWebFileName = "config://ServerAdminWeb.json"
local ServerAdminWebCache = nil
local lastwebupdate = 0
local function LoadServerAdminSettings()
local defaultConfig = {
groups =
{
admin_group = { type = "disallowed", commands = { }, level = 10 },
mod_group = { type = "allowed", commands = { "sv_reset", "sv_kick" }, level = 5 }
},
users =
{
NsPlayer = { id = 10000001, groups = { "admin_group" }, level = 2 }
}
}
DAK:WriteDefaultConfigFile(ServerAdminFileName, defaultConfig)
DAK.adminsettings = DAK:LoadConfigFile(ServerAdminFileName) or defaultConfig
assert(DAK.adminsettings.groups, "groups must be defined in " .. ServerAdminFileName)
assert(DAK.adminsettings.users, "users must be defined in " .. ServerAdminFileName)
end
LoadServerAdminSettings()
local function LoadServerAdminWebSettings()
ServerAdminWebCache = DAK:LoadConfigFile(ServerAdminWebFileName) or { }
end
local function SaveServerAdminWebSettings(users)
DAK:SaveConfigFile(ServerAdminWebFileName, users)
ServerAdminWebCache = users
end
local function tablemerge(tab1, tab2)
if tab2 ~= nil then
for k, v in pairs(tab2) do
if (type(v) == "table") and (type(tab1[k] or false) == "table") then
tablemerge(tab1[k], tab2[k])
else
tab1[k] = v
end
end
end
return tab1
end
local function ProcessAdminsWebResponse(response)
local sstart = string.find(response,"<body>")
if type(sstart) == "number" then
local rstring = string.sub(response, sstart)
if rstring then
rstring = rstring:gsub("<body>\n", "{")
rstring = rstring:gsub("<body>", "{")
rstring = rstring:gsub("</body>", "}")
rstring = rstring:gsub("<div id=\"username\"> ", "\"")
rstring = rstring:gsub(" </div> <div id=\"steamid\"> ", "\": { \"id\": ")
rstring = rstring:gsub(" </div> <div id=\"group\"> ", ", \"groups\": [ \"")
rstring = rstring:gsub("\\,", "\", \"")
rstring = rstring:gsub(" </div> <br>", "\" ] },")
rstring = rstring:gsub("\n", "")
return json.decode(rstring)
end
end
return nil
end
local function OnServerAdminWebResponse(response)
if response then
local addusers = ProcessAdminsWebResponse(response)
if addusers and ServerAdminWebCache ~= addusers then
//If loading from file, that wont update so its not an issue. However web queries are realtime so admin abilities can expire mid game and/or be revoked. Going to have this reload and
//purge old list, will insure greater accuracy (still has a couple loose ends). Considering also adding a periodic check, or a check on command exec (still wouldnt be perfect), this seems good for now.
LoadServerAdminSettings()
DAK.adminsettings.users = tablemerge(DAK.adminsettings.users, addusers)
SaveServerAdminWebSettings(addusers)
end
end
end
local function QueryForAdminList()
if DAK.config.serveradmin.QueryURL ~= "" then
Shared.SendHTTPRequest(DAK.config.serveradmin.QueryURL, "GET", OnServerAdminWebResponse)
end
end
local function OnServerAdminClientConnect(client)
local tt = Shared.GetTime()
if tt > DAK.config.serveradmin.MapChangeDelay and (lastwebupdate == nil or (lastwebupdate + DAK.config.serveradmin.UpdateDelay) < tt) then
QueryForAdminList()
lastwebupdate = tt
end
end
DAK:RegisterEventHook("OnClientConnect", OnServerAdminClientConnect, 5, "serveradminusers")
local function CheckServerAdminQueries()
if DAK.config.serveradmin.QueryURL ~= "" and ServerAdminWebCache == nil then
Shared.Message("ServerAdmin WebQuery failed, falling back on cached list.")
DAK.adminsettings.users = tablemerge(DAK.adminsettings.users, LoadServerAdminWebSettings())
end
return false
end
local function UpdateClientConnectionTime()
if DAK.settings.connectedclients == nil then
DAK.settings.connectedclients = { }
end
for id, conntime in pairs(DAK.settings.connectedclients) do
if DAK:GetClientMatchingNS2Id(tonumber(id)) == nil then
DAK.settings.connectedclients[id] = nil
end
end
DAK:SaveSettings()
return false
end
local function DelayedServerCommandRegistration()
QueryForAdminList()
DAK:SetupTimedCallBack(CheckServerAdminQueries, DAK.config.serveradmin.QueryTimeout)
DAK:SetupTimedCallBack(UpdateClientConnectionTime, DAK.config.serveradmin.ReconnectTime)
end
DAK:RegisterEventHook("OnPluginInitialized", DelayedServerCommandRegistration, 5, "serveradminusers")
local kMaxPrintLength = 128
local kServerAdminMessage =
{
message = string.format("string (%d)", kMaxPrintLength),
}
Shared.RegisterNetworkMessage("ServerAdminPrint", kServerAdminMessage)
function ServerAdminPrint(client, message)
if client then
// First we must split up the message into a list of messages no bigger than kMaxPrintLength each.
local messageList = { }
while string.len(message) > kMaxPrintLength do
local messagePart = string.sub(message, 0, kMaxPrintLength)
table.insert(messageList, messagePart)
message = string.sub(message, kMaxPrintLength + 1)
end
table.insert(messageList, message)
for m = 1, #messageList do
Server.SendNetworkMessage(client:GetControllingPlayer(), "ServerAdminPrint", { message = messageList[m] }, true)
end
else
Shared.Message(message)
end
end
//Block Default ServerAdmin load
DAK:OverrideScriptLoad("lua/ServerAdmin.lua") |
--[[
Copyright 2012-2020 João Cardoso
PetTracker is distributed under the terms of the GNU General Public License (Version 3).
As a special exception, the copyright holders of this addon do not give permission to
redistribute and/or modify it.
This addon is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with the addon. If not, see <http://www.gnu.org/licenses/gpl-3.0.txt>.
This file is part of PetTracker.
--]]
local MODULE = ...
local ADDON, Addon = MODULE:match('[^_]+'), _G[MODULE:match('[^_]+')]
local Battle = Addon.Pet:NewClass('Battle')
--[[ Static ]]--
function Battle:AnyUpgrade()
for i = 1, self:NumPets(LE_BATTLE_PET_ENEMY) do
local pet = self(LE_BATTLE_PET_ENEMY, i)
if pet:IsUpgrade() then
return true
end
end
end
function Battle:GetRival()
if self:IsPvE() then
local specie1 = self(LE_BATTLE_PET_ENEMY, 1):GetSpecie()
local specie2 = self(LE_BATTLE_PET_ENEMY, 2):GetSpecie()
local specie3 = self(LE_BATTLE_PET_ENEMY, 3):GetSpecie()
for id, rival in pairs(Addon.RivalInfo) do
local first = tonumber(rival:match('^[^:]+:[^:]+:[^:]*:[^:]+:%w%w%w%w(%w%w%w)'), 36)
if first == specie1 or first == specie2 or first == specie3 then
return id
end
end
end
end
function Battle:IsPvE()
return C_PetBattles.IsPlayerNPC(LE_BATTLE_PET_ENEMY)
end
function Battle:NumPets(owner)
return C_PetBattles.GetNumPets(owner)
end
function Battle:New(owner, index)
return self:Bind{owner = owner, index = index or C_PetBattles.GetActivePet(owner)}
end
--[[ Instance ]]--
function Battle:IsUpgrade()
if self:IsWildBattle() and not self:IsAlly() then
if self:GetSpecie() and self:GetSource() == 5 then
local _, quality, level = self:GetBestOwned()
if self:GetQuality() > quality then
return true
elseif self:GetQuality() == quality then
if level > 20 then
level = level + 2
elseif level > 15 then
level = level + 1
end
return self:GetLevel() > level
end
end
end
return false
end
function Battle:CanSwap()
return self:IsAlly() and C_PetBattles.CanPetSwapIn(self.index)
end
function Battle:IsAlly()
return self.owner ~= LE_BATTLE_PET_ENEMY
end
function Battle:IsAlive()
return self:GetHealth() > 0
end
function Battle:Exists()
return self:NumPets(self.owner) >= self.index
end
--[[ Overrides ]]--
function Battle:GetAbility(i)
local abilities, levels = self:GetAbilities()
if self:IsAlly() or self:IsPvE() then
if i < 4 then
local usable, cooldown = self:GetAbilityState(i)
local requisite = not (cooldown or usable) and levels[i]
local id = self:GetAbilityInfo(i) or abilities[i]
return Addon.Ability(id, self, cooldown, requisite, true)
end
else
local k = i % 3
local casts = Addon.state.casts[self.index]
if not casts.id[k] and self:GetLevel() >= max(levels[i], levels[i+3] or 0) then
return Addon.Ability(abilities[i], self)
end
if i < 4 then
local id = casts.id[k] or abilities[i]
local cooldown = select(4, C_PetBattles.GetAbilityInfoByID(id)) or 0
local requisite = self:GetLevel() < levels[i] and levels[i]
local remaining = casts.turn[k] and (cooldown + casts.turn[k] - Addon.state.turn) or 0
return Addon.Ability(id, self, remaining, requisite, true)
end
end
end
function Battle:GetStats()
local speedScale = self:GetStateValue(25)
local healthScale = self:GetStateValue(99)
local healthBonus = self:GetStateValue(2)
if speedScale and healthScale and healthBonus then
speedScale = 100/(speedScale+100)
healthScale = 100/(healthScale+100)
local isWild = self:IsWildBattle() and not self:IsAlly()
local healthNerf = isWild and 1.2 or 1
local powerNerf = isWild and 1.25 or 1
return floor((self:GetMaxHealth() * healthScale - healthBonus) * healthNerf + .5),
floor(self:GetPower() * powerNerf + .5),
floor(self:GetSpeed() * speedScale + .5)
end
end
function Battle:GetSpecie()
return self:GetPetSpeciesID()
end
function Battle:GetModel()
return self:GetDisplayID()
end
function Battle:GetQuality()
return self:GetBreedQuality()
end
function Battle:GetType()
return self:GetPetType()
end
for k,v in pairs(C_PetBattles) do
Battle[k] = rawget(Battle, k) or function(self, ...) return C_PetBattles[k](self.owner, self.index, ...) end
end
|
-----------------------------------------
-- ID: 17588
-- Treat staff II
-- Transports the user to their Home Point
-----------------------------------------
function onItemCheck(target)
return 0
end
function onItemUse(target)
target:warp()
end
|
local severities = {
error = vim.lsp.protocol.DiagnosticSeverity.Error;
warning = vim.lsp.protocol.DiagnosticSeverity.Warning;
refactor = vim.lsp.protocol.DiagnosticSeverity.Information;
convention = vim.lsp.protocol.DiagnosticSeverity.Hint;
}
return {
cmd = 'pylint';
stdin = true;
args = {
'--from-stdin';
'-f', 'json';
'-j', '0';
'--exit-zero';
vim.api.nvim_buf_get_name(0)
};
parser = function(output)
local decoded = vim.fn.json_decode(output)
local diagnostics = {}
for _, item in ipairs(decoded or {}) do
local column = 0
if item.column > 0 then
column = item.column - 1
end
table.insert(diagnostics, {
range = {
['start'] = {
line = item.line - 1;
character = column;
};
['end'] = {
line = item.line - 1;
character = column;
};
};
severity = assert(severities[item.type], 'missing mapping for severity ' .. item.type);
message = item.message;
})
end
return diagnostics
end;
}
|
local function _error_if_not_number (a)
if type(a) ~= "number" then
SU.error("We tried to do impossible arithmetic on a " .. SU.type(a) .. ". (That's a bug)", true)
end
end
return pl.class({
type = "length",
length = nil,
stretch = nil,
shrink = nil,
_init = function (self, spec, stretch, shrink)
if stretch or shrink then
self.length = SILE.measurement(spec or 0)
self.stretch = SILE.measurement(stretch or 0)
self.shrink = SILE.measurement(shrink or 0)
elseif type(spec) == "number" then
self.length = SILE.measurement(spec)
elseif SU.type(spec) == "measurement" then
self.length = spec
elseif SU.type(spec) == "glue" then
self.length = SILE.measurement(spec.width.length or 0)
self.stretch = SILE.measurement(spec.width.stretch or 0)
self.shrink = SILE.measurement(spec.width.shrink or 0)
elseif type(spec) == "table" then
self.length = SILE.measurement(spec.length or 0)
self.stretch = SILE.measurement(spec.stretch or 0)
self.shrink = SILE.measurement(spec.shrink or 0)
elseif type(spec) == "string" then
local amount = tonumber(spec)
if type(amount) == "number" then
self:_init(amount)
else
local parsed = SILE.parserBits.length:match(spec)
if not parsed then SU.error("Could not parse length '"..spec.."'") end
self:_init(parsed)
end
end
if not self.length then self.length = SILE.measurement() end
if not self.stretch then self.stretch = SILE.measurement() end
if not self.shrink then self.shrink = SILE.measurement() end
end,
absolute = function (self)
return SILE.length(self.length:tonumber(), self.stretch:tonumber(), self.shrink:tonumber())
end,
negate = function (self)
return self:__unm()
end,
tostring = function (self)
return self:__tostring()
end,
tonumber = function (self)
return self.length:tonumber()
end,
new = function (spec)
SU.deprecated("SILE.length.new", "SILE.length", "0.10.0")
return SILE.length(spec)
end,
make = function (spec)
SU.deprecated("SILE.length.make", "SILE.length", "0.10.0")
return SILE.length(spec)
end,
parse = function (spec)
SU.deprecated("SILE.length.parse", "SILE.length", "0.10.0")
return SILE.length(spec)
end,
fromLengthOrNumber = function (_, spec)
SU.deprecated("SILE.length.fromLengthOrNumber", "SILE.length", "0.10.0")
return SILE.length(spec)
end,
__index = function (_, key) -- luacheck: ignore
SU.deprecated("SILE.length." .. key, "SILE.length", "0.10.0")
return SILE.length()
end,
__tostring = function (self)
local str = tostring(self.length)
if self.stretch.amount ~= 0 then str = str .. " plus " .. self.stretch end
if self.shrink.amount ~= 0 then str = str .. " minus " .. self.shrink end
return str
end,
__add = function (self, other)
if type(self) == "number" then self, other = other, self end
other = SU.cast("length", other)
return SILE.length(self.length + other.length,
self.stretch + other.stretch,
self.shrink + other.shrink)
end,
-- See usage comments on SILE.measurement:___add()
___add = function (self, other)
if SU.type(other) ~= "length" then
self.length:___add(other)
else
self.length:___add(other.length)
self.stretch:___add(other.stretch)
self.shrink:___add(other.shrink)
end
return nil
end,
__sub = function (self, other)
local result = SILE.length(self)
other = SU.cast("length", other)
result.length = result.length - other.length
result.stretch = result.stretch - other.stretch
result.shrink = result.shrink - other.shrink
return result
end,
-- See usage comments on SILE.measurement:___add()
___sub = function (self, other)
self.length:___sub(other.length)
self.stretch:___sub(other.stretch)
self.shrink:___sub(other.shrink)
return nil
end,
__mul = function (self, other)
if type(self) == "number" then self, other = other, self end
_error_if_not_number(other)
local result = SILE.length(self)
result.length = result.length * other
result.stretch = result.stretch * other
result.shrink = result.shrink * other
return result
end,
__div = function (self, other)
local result = SILE.length(self)
_error_if_not_number(other)
result.length = result.length / other
result.stretch = result.stretch / other
result.shrink = result.shrink / other
return result
end,
__unm = function (self)
local result = SILE.length(self)
result.length = result.length:__unm()
return result
end,
__lt = function (self, other)
local a = SU.cast("number", self)
local b = SU.cast("number", other)
return a - b < 0
end,
__le = function (self, other)
local a = SU.cast("number", self)
local b = SU.cast("number", other)
return a - b <= 0
end,
__eq = function (self, other)
local a = SU.cast("length", self)
local b = SU.cast("length", other)
return a.length == b.length and a.stretch == b.stretch and a.shrink == b.shrink
end
})
|
local jobs = {}
local n_jobs = tonumber(ARGV[1])
local n = 0
repeat
local job = redis.call('RPOPLPUSH', KEYS[1], KEYS[2])
if job then
n = n + 1
table.insert(jobs, job)
else
break
end
until n == n_jobs
return jobs
|
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
function ENT:Initialize()
math.randomseed(CurTime())
self.Entity:SetModel("models/weltensturm/wac/rockets/rocket01.mdl")
self.Entity:PhysicsInit(SOLID_VPHYSICS)
self.Entity:SetMoveType(MOVETYPE_VPHYSICS)
self.Entity:SetSolid(SOLID_VPHYSICS)
self.phys = self.Entity:GetPhysicsObject()
if (self.phys:IsValid()) then
self.phys:SetMass(400)
self.phys:EnableGravity(false)
self.phys:EnableCollisions(true)
self.phys:EnableDrag(false)
self.phys:Wake()
end
self.sound = CreateSound(self.Entity, "WAC/rocket_idle.wav")
self.matType = MAT_DIRT
self.hitAngle = Angle(270, 0, 0)
end
function ENT:Explode(tr)
if self.Exploded then return end
self.Exploded = true
util.BlastDamage(self, self.Owner or self, self:GetPos(), self.Radius, self.Damage)
local explode = ents.Create("env_physexplosion")
explode:SetPos(self:GetPos())
explode:Spawn()
explode:SetKeyValue("magnitude", self.Damage)
explode:SetKeyValue("radius", self.Radius*0.75)
explode:SetKeyValue("spawnflags","19")
explode:Fire("Explode", 0, 0)
local ed = EffectData()
ed:SetEntity(self.Entity)
ed:SetOrigin(self:GetPos())
ed:SetScale(self.Scale or 10)
ed:SetRadius(self.matType)
ed:SetAngles(self.hitAngle)
util.Effect("wac_tankshell_impact",ed)
self.Entity:Remove()
end
function ENT:OnTakeDamage(dmginfo)
self:Explode()
end
function ENT:OnRemove()
self.sound:Stop()
end
function ENT:StartRocket()
if self.Started then return end
self.Owner = self.Owner or self.Entity
self.Fuel=self.Fuel or 1000
self.Started = true
local pos = self:GetPos()
local ang = self:GetAngles()
--[[self.SmokeTrail=ents.Create("env_rockettrail")
self.SmokeTrail:SetPos(self:GetPos())
self.SmokeTrail:SetParent(self.Entity)
self.SmokeTrail:SetLocalAngles(Vector(0,0,0))
self.SmokeTrail:Spawn()]]
local ed=EffectData()
ed:SetOrigin(pos)
ed:SetScale(1)
ed:SetRadius(self.TrailLength)
ed:SetMagnitude(self.SmokeDens)
ed:SetEntity(self.Entity)
util.Effect("wac_rocket_trail", ed)
local light = ents.Create("env_sprite")
light:SetPos(self.Entity:GetPos())
light:SetKeyValue("renderfx", "0")
light:SetKeyValue("rendermode", "5")
light:SetKeyValue("renderamt", "255")
light:SetKeyValue("rendercolor", "250 200 100")
light:SetKeyValue("framerate12", "20")
light:SetKeyValue("model", "light_glow03.spr")
light:SetKeyValue("scale", "0.4")
light:SetKeyValue("GlowProxySize", "50")
light:Spawn()
light:SetParent(self.Entity)
self.sound:Play()
self.OldPos=self:GetPos()
self.phys:EnableCollisions(false)
end
function ENT:GetFuelMul()
self.MaxFuel=self.MaxFuel or self.Fuel or 0
if self.Fuel then
return math.Clamp(self.Fuel/self.MaxFuel*5,0,1)
end
return 1
end
function ENT:PhysicsUpdate(ph)
if !self.Started or self.HasNoFuel then return end
local trd = {
start = self.OldPos,
endpos = self:GetPos(),
filter = {self,self.Owner,self.Launcher},
mask = CONTENTS_SOLID + CONTENTS_MOVEABLE + CONTENTS_OPAQUE + CONTENTS_DEBRIS + CONTENTS_HITBOX + CONTENTS_MONSTER + CONTENTS_WINDOW + CONTENTS_WATER,
}
local tr = util.TraceLine(trd)
if tr.Hit and !self.Exploded then
if tr.HitSky then self:Remove() return end
util.Decal("Scorch", tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal)
self.matType = tr.MatType
self.hitAngle = tr.HitNormal:Angle()
self:Explode()
return
end
self.OldPos = trd.endpos
local vel = self:WorldToLocal(self:GetPos()+self:GetVelocity())*0.4
vel.x = 0
local m = self:GetFuelMul()
ph:AddVelocity(self:GetForward()*m*self.Speed-self:LocalToWorld(vel*Vector(0.1, 1, 1))+self:GetPos())
ph:AddAngleVelocity(
ph:GetAngleVelocity()*-0.4
+ Vector(math.Rand(-1,1), math.Rand(-1,1), math.Rand(-1,1))*5
+ Vector(0, -vel.z, vel.y)
)
if self.calcTarget then
local target = self:calcTarget()
local dist = self:GetPos():Distance(target)
if dist > 2000 then
target = target + Vector(0,0,200)
end
local v = self:WorldToLocal(target + Vector(
0, 0, math.Clamp((self:GetPos()*Vector(1,1,0)):Distance(target*Vector(1,1,0))/5 - 50, 0, 1000)
)):GetNormal()
v.y = math.Clamp(v.y*10,-0.5,0.5)*300
v.z = math.Clamp(v.z*10,-0.5,0.5)*300
self:TakeFuel(math.abs(v.y) + math.abs(v.z))
ph:AddAngleVelocity(Vector(0,-v.z,v.y))
end
self:TakeFuel(self.Speed)
end
function ENT:TakeFuel(amt)
self.Fuel = self.Fuel-amt/10*FrameTime()
if self.Fuel < 0 then
self:Remove()
end
end
function ENT:Think()
if self.StartTime and self.StartTime < CurTime() and !self.Started then
self:StartRocket()
end
end
|
local M = {}
M.setup = function()
vim.g.bullets_enabled_file_types = {
'markdown',
'text',
'gitcommit',
'scratch',
}
vim.g.bullets_enable_in_empty_buffers = 0
vim.g.bullets_set_mappings = 1
vim.g.bullets_mapping_leader = ''
vim.g.bullets_delete_last_bullet_if_empty = 1
vim.g.bullets_line_spacing = 1
vim.g.bullets_pad_right = 1
vim.g.bullets_max_alpha_characters = 2
vim.g.bullets_outline_levels = {'ROM', 'ABC', 'num', 'abc', 'rom', 'std-', 'std*', 'std+'}
vim.g.bullets_renumber_on_change = 1
vim.g.bullets_nested_checkboxes = 1
vim.g.bullets_checkbox_markers = ' ○◐●✓' -- '✗○◐●✓' or ' .oOX'
vim.g.bullets_checkbox_partials_toggle = 1 -- <leader>x
end
-- local function config()
-- --
-- end
return M
-- return {
-- setup = setup(),
-- config = config()
-- }
|
-- bootstrap the compiler
fennel = require("fennel")
table.insert(package.loaders, fennel.make_searcher({correlate=true}))
pp = function(x) print(fennel.view(x)) end
local make_love_searcher = function(env)
return function(module_name)
local path = module_name:gsub("%.", "/") .. ".fnl"
local folderPath = module_name:gsub("%.", "/") .. "/init.fnl"
if love.filesystem.getInfo(path) then
return function(...)
local code = love.filesystem.read(path)
return fennel.eval(code, {env=env}, ...)
end, path
end
if love.filesystem.getInfo(folderPath) then
return function(...)
local code = love.filesystem.read(folderPath)
return fennel.eval(code, {env=env}, ...)
end, path
end
end
end
table.insert(package.loaders, make_love_searcher(_G))
table.insert(fennel["macro-searchers"], make_love_searcher("_COMPILER"))
|
require 'nn'
require 'gnuplot'
ntm = require '../models/ntm'
require '../models/rmsprop'
--[[
The aim of this NTM is to repeat a tensor a number of times, like in a for loop.
We give a tensor of random(0,1) as input, with a int on a specific channel (column) to give the number of copies.
Then, we give an end delimiter on another specific column.
Example of input:
3 0 0 0 0 0 0 Number of copies to make, column 1
0 0 1 0 0 0 0 tensor to copy
0 0 1 1 0 1 0 tensor to copy
0 0 1 0 1 1 1 tensor to copy
0 1 0 0 0 0 0 end deliminter, column 2
]]--
-- Parameters
local INPUT_SIZE = 5 + 2
local OUTPUT_SIZE = 5 + 2
local MEMORY_SLOTS = 128 -- Number of addressable slots in memory
local MEMORY_SIZE = 20 -- Size of each memory slot
local CONTROLLER_SIZE = 100
local SHIFT_SIZE = 1
local MAX_NUMBER_0F_COPY = 5
local COPY_SIZE = 40
local TEMPORAL_HORIZON = 2 + 2 * COPY_SIZE
-- Other inputs of the NTM are zeros
local dataRead = torch.Tensor(MEMORY_SIZE):zero()
local memory = torch.Tensor(MEMORY_SLOTS, MEMORY_SIZE):zero()
-- Initialize read/write weights to a vector that stimulates
-- reading/writing at slot 1 first
local readWeights = nn.SoftMax():forward(torch.range(MEMORY_SLOTS, 1, -1))
local writeWeights = readWeights:clone()
-- Create the model
local model = ntm.NTM(INPUT_SIZE, OUTPUT_SIZE, MEMORY_SLOTS, MEMORY_SIZE, CONTROLLER_SIZE, SHIFT_SIZE, TEMPORAL_HORIZON)
-- Create the criterions
local criterion = nn.BCECriterion()
-- Meta parameters
local config = {
learningRate = 1e-4,
momentum = 0.9,
decay = 0.95
}
local maxEpoch = 10000
local allLosses = {}
local params, gradParams = model:getParameters()
local input = torch.Tensor(TEMPORAL_HORIZON, INPUT_SIZE):zero()
local delta = torch.Tensor(TEMPORAL_HORIZON, INPUT_SIZE):zero()
local output, target, numberOfCopy
for iteration = 1, maxEpoch do
function feval(params)
gradParams:zero()
-- Generate random data to copy
input:zero()
numberOfCopy = math.random(1, MAX_NUMBER_0F_COPY)
local inputLength = 2
input[{{2, inputLength + 1}, {3, INPUT_SIZE}}]:random(0, 1)
input[1][1] = numberOfCopy -- number of copies
input[inputLength + 2][2] = 1 -- end delimiter
local modelInput = ntm.prepareModelInput(input, dataRead, memory, readWeights, writeWeights)
-- Forward
local modelOutput = model:forward(modelInput)
output = ntm.unpackModelOutput(modelOutput, TEMPORAL_HORIZON)
output = output[{{2 + inputLength + 2, 3 + inputLength * (numberOfCopy + 1)}}]
cell = input[{{2, inputLength + 1}}]
target = torch.repeatTensor(cell, numberOfCopy, 1)
local loss = criterion:forward(output, target)
-- -- Backward
delta:zero()
delta[{{2 + inputLength + 2, 3 + inputLength * (numberOfCopy + 1)}}] = criterion:backward(output, target)
delta:mul(numberOfCopy)
-- Prepare delta essentially like the input, but with zeros for delta on everything except the model's output
local modelDelta = ntm.prepareModelInput(delta, dataRead, memory, readWeights, writeWeights)
model:backward(modelInput, modelDelta)
return loss, gradParams
end
local _, loss = ntm.rmsprop(feval, params, config)
loss = loss[1]
if iteration % 25 == 0 then
print('After epoch ' .. iteration .. ', loss is ' .. loss)
print('Grad: ' .. gradParams:min() .. ' ' .. gradParams:max())
print('Number of copies: ' .. numberOfCopy)
print('Output:')
print(output)
print('Target:')
print(target)
print('')
end
allLosses[iteration] = loss
end
gnuplot.plot(torch.Tensor(allLosses))
|
function _init()
--debug
collision = false
debugnum = 10
game_scene_freeze = false
-- logo
logo_angle = 0
logo_y = 20
logo_tic = 0
top_type = flr(rnd(5) + 1)
bottom_type = flr(rnd(5) + 1)
--debug outline
outline_col = 0
-- animation sprite number
s = 17
-- animation delay
d = 30
-- background setup
line_col = 7
-- pad setup
pad_x = 55
pad_y = 63
--pad speed
pad_dx = 0
pad_dy = 0
pad_position = "horizontal"
pad_width = 30
pad_height = 3
pad_color = 2
pad_hitbox_x = 0
pad_hitbox_y = 0
pad_hitbox_width = 0
pad_hitbox_height= 0
pad_speed = 5
-- bouncebox left setup
--pad_bouncebox_left_x = 0
--pad_bouncebox_left_y = 0
-- ball setup
ball_radius = 3
ball_x = 30
ball_y = 20
-- max speed
ball_dm = 0.5
ball_dx = ball_dm
ball_dy = ball_dm
ball_ang = 0
ball_col = 9
-- freeze
freezetimer = 0
ball_frosted = false
frosted_timer = 0
-- target setup
target_x = rnd(100)
target_y = 6
target_radius = 5
-- max speed
target_dm = 0.25
-- initial setup for top left of the screen
target_dx = target_dm
target_dy = 0
-- sec target setup
sectarget_x = 6
sectarget_y = rnd(100)
sectarget_radius = 5
-- max speed
sectarget_dm = 0.25
-- initial setup for top left of the screen
sectarget_dx = 0
sectarget_dy = -target_dm
-- max speed
-- bad target setup
badtarget_sprite = 1
badtarget_x = rnd(100)
badtarget_y = 122
badtarget_radius = 5
-- max speed
badtarget_dm = 0.3
-- initial setup for bottom right corner
badtarget_dx = - badtarget_dm
badtarget_dy = 0
--score setup
score = 0
-- particles setup
part = {}
-- order system variables
order_time = 0
ingr_total_number = 5
total_orders = 0
-- number of n per ingredient
ing_1 = 0
ing_2 = 0
ing_3 = 0
ing_4 = 0
ing_5 = 0
-- starting ing_types array
ing_types_start = {ing_1,ing_2,ing_3,ing_4,ing_5}
-- how many ing types will be in play in this round
ing_ammount = 0
-- how many ings in this order are left to be disposed between ing types
ing_to_dispose = 0
-- how many total ings are on the start
start_ing_to_dispose = 0
-- ing speed
ing_speed = 0.5
-- order system update
frame = 0
sec = 0
order_time_procentage = 0
bar_col = 7
bar_x = 0
-- ingredient control setup
ing_list = {}
-- order new ing adding
tic = 0
ings_avaible = {}
-- game over screen effect
ing_matrix_tic = 0
-- player score var
player_score = 0
--screen shake vars
shake = 0
-- order is starting now debug
new_order()
-- white frame
whiteframe = 0
frosted_cooldown = 0
-- camera moving
camerax = 0
camera_direction = 0
cameratimer = 0
cameramoving = false
-- in which room are we now?
-- -1 credits
-- 0 splash
-- 1 highscore
camera_active_room = 0
-- if true the bombs can go off
-- fixes the double bomb row
safebomb = false
-- high score
cartdata("lkg_picomaki")
hs = {}
loadhs()
sort_high_score()
-- order showing part
rows_table = {}
rows_number = 0
scene = "menu"
-- game scenes:
-- menu
-- tutorial
-- game
-- gameover
--
coin = 0
-- advance and skiping of tutorial
tutorial_part = 0
music(1)
--reseths()
end
function _update60()
if scene == "menu" then
-- x to start the game
if btnp(5) then
scene = "tutorial"
end
-- moving between rooms in the menu scene
-- we start in the room 0
-- right
if btn(1) then
if cameramoving == false and (camera_active_room == 0 or camera_active_room == -1) then
cameramoving = true
camera_direction = 1
sfx(34)
end
end
-- left
if btn(0) then
if cameramoving == false and (camera_active_room == 0 or camera_active_room == 1) then
cameramoving = true
camera_direction = -1
sfx(34)
end
end
update_camera()
--logo smooth movement
logo_tic += 1
if logo_tic >= 1 then
logo_angle += 0.03 / 0.02
--logo_y += sin(logo_angle / 200)
logo_tic = 0
end
end
if scene == "gameover" then
whiteframe = 10
if btn(5) then
game_vars_fresh_start()
scene = "game"
music(4,5000)
end
if btn(4) then
game_vars_fresh_start()
scene = "menu"
end
end
if scene == "tutorial" then
if btnp(5) then
tutorial_part += 1
sfx(34)
end
if btnp(4) then
tutorial_part -= 1
sfx(34)
end
if tutorial_part == 0 then
scene = "menu"
tutorial_part = 0
sfx(34)
end
if tutorial_part == 5 then
tutorial_part = 0
scene = "game"
sfx(34)
music(4,5000)
end
end
if scene == "game" then
-- game start sfx
--sfx(26)
--debug
debug = ''
-- ball collision against the serve boxes
if ball_box(0,0,16,16) then
-- bottom wall
if ball_x < 16 then
ball_dy = - ball_dy
else
ball_dx = - ball_dx
end
end
-- bottom serve box
if ball_box(111,96,16,16) then
-- top
if ball_x >= 111 then
ball_dy = - ball_dy
else
ball_dx = - ball_dx
end
end
frosted_cooldown -= 1
--display that you can frost
if frosted_cooldown <= 0 then
outline_col = 7
-- TODO sfx loaded
end
-- if x is pressed
if btnp(5) then
-- player can frost every 3 seconds
if frosted_cooldown <= 0 then
ball_frosted = true
frosted_timer = 100
-- frost SFX
sfx(27)
frosted_cooldown = 180
end
end
if ball_frosted == true then
frosted_timer -= 1
--ball_col = 12
--outline_col = 12
ball_col = 12
outline_col = 12
if frosted_timer < 0 then
ball_frosted = false
ball_col = 8
outline_col = 2
-- unfrost sfx
sfx(28)
end
end
-- debug
if btnp(4) then
--player_score += 8001
--
--outline_col += 1
-- debug
--if outline_col > 15 then
--outline_col = 0
--end
end
collision = false
-- debug animation
tomatoblink()
update_order()
-- local var if any button pressed
local butpress = false
-- trail particle
spawntrail(ball_x, ball_y)
-- updating the particles
updateparts()
-- ball movement
-- ball frosting
if ball_frosted == false then
ball_x += ball_dx
ball_y += ball_dy
-- bug fix ball going out of border
else
ball_x += 0
ball_y += 0
end
-- ball wall bouncing
-- radius is added or removed for better collision detection
if ball_x > 127 - ball_radius then
ball_dx = -ball_dm
ball_dy = 1 * sign(ball_dy)
-- wall collision sfx
sfx(1)
-- ball out of space bug fix
ball_x = mid(0,ball_x,127)
end
if ball_x < 0 + ball_radius then
ball_dx = ball_dm
ball_dy = 1 * sign(ball_dy)
-- wall collision sfx
sfx(1)
ball_x = mid(0,ball_x,127)
end
if ball_y > 111 - ball_radius then
ball_dy = -ball_dm
ball_dx = 1 * sign(ball_dx)
-- wall collision sfx
sfx(1)
ball_y = mid(0,ball_y,111)
end
if ball_y < 0 + ball_radius then
ball_dy = ball_dm
ball_dx = 1 * sign(ball_dx)
-- wall collision sfx
sfx(1)
ball_y = mid(0,ball_y,111)
end
-- horizontal
-- only one button can be held at a time
-- the second variable is moving
if (btn(0)) and not (btn(2)) and not (btn(3)) then
--pad_x -= 3
--pad_dx = - pad_speed
pad_dx = pad_dx - 0.75
butpress = true
pad_position = "horizontal"
end
if (btn(1)) and not (btn(2)) and not (btn(3))then
--pad_x += 3
--pad_dx = pad_speed
pad_dx = pad_dx + 0.75
butpress = true
pad_position = "horizontal"
end
-- vertical pad movement
if (btn(2)) and not (btn(0)) and not (btn(1)) and not (btn(3)) then
--pad_y -= 3
--pad_dy = - pad_speed
pad_dy = pad_dy - 0.75
butpress = true
pad_position = "vertical"
end
if (btn(3)) and not (btn(0)) then
--pad_y += 3
--pad_dy = pad_speed
pad_dy = pad_dy + 0.75
butpress = true
pad_position = "vertical"
end
if not(butpress) then
pad_dx = pad_dx/1.7
pad_dy = pad_dy/1.7
end
if pad_x <= 13 or pad_x >= 84 then
if abs(pad_dx) > 1 then
if sign(pad_dx) == -1 then
pad_x = 100
pad_dx = -1
end
if sign(pad_dx) == 1 then
pad_dx = 1
end
end
end
--pad clamp border
--pad_x = mid(16,pad_x, 91)
--pad_y = mid(26,pad_y,85)
if pad_position == "horizontal" then
pad_x += pad_dx
pad_x = mid(14,pad_x, 84)
end
if pad_position == "vertical" then
pad_y += pad_dy
pad_y = mid(29,pad_y,82)
end
pad_color = 2
-- check if ball hit pad
-- pad horizontal collision
if (pad_position == "horizontal") then
--everything is alright
pad_hitbox_x = pad_x
pad_hitbox_y = pad_y
pad_hitbox_width = pad_width
pad_hitbox_height = pad_height
-- bouncebox left setup
--pad_bouncebox_left_x = pad_hitbox_x
--pad_bouncebox_left_y = pad_hitbox_y
end
-- pad vertical coliistion
if (pad_position == "vertical") then
-- addusting the variables for the hitbox
pad_hitbox_x = pad_x + pad_width / 2 - pad_height / 2
pad_hitbox_y = pad_y - pad_width / 2
pad_hitbox_width = pad_height
pad_hitbox_height = pad_width
-- bouncebox left setup
-- left meaning on top
end
--if ball_box(pad_bouncebox_left_x,pad_bouncebox_left_y,pad_bouncebox_left_x,pad_bouncebox_left_y + pad_hitbox_height) then
-- if (ball_box(pad_x - 1,pad_y,pad_x-1,pad_y + pad_height)) then
-- ball_x = 5
--
-- pad_color = 11
-- end
-- pad collision check against the new variables
if (ball_box(pad_hitbox_x, pad_hitbox_y, pad_hitbox_width, pad_hitbox_height)) then
-- deal with collision
pad_color = 8
sfx(0)
-- ball angle change
-- absolute value
--horizontal check
if abs(pad_dx) > 1 then
-- change angle
if sign(pad_dx) == sign(ball_dx) then
-- pad and ball moving in the same direction
-- flatten the angle
-- mid locks value above 0
setang(mid(0,ball_ang-1,2))
else
-- raise angle
if ball_ang==2 then
ball_dx = - ball_dx
else
setang(mid(0,ball_ang+1,2))
end
end
end
if abs(pad_dy) > 1 then
-- change angle
if sign(pad_dy) == sign(ball_dy) then
-- pad and ball moving in the same direction
-- flatten the angle
-- mid locks value above 0
setang(mid(0,ball_ang+1,2))
else
-- raise angle
if ball_ang==2 then
ball_dy = - ball_dy
else
setang(mid(0,ball_ang-1,2))
end
end
end
if (pad_position == "horizontal") then
ball_dy = - ball_dy
end
if (pad_position == "vertical") then
ball_dx = - ball_dx
end
end
if pad_position == "horizontal" then
-- left pad check
--if ball_box(pad_hitbox_x - 1, pad_hitbox_y + 1,1,pad_hitbox_height / 2) then
--if ball_box(pad_hitbox_x -1, pad_hitbox_y,1,pad_hitbox_height) then
if ball_box(pad_hitbox_x -3, pad_hitbox_y,3,pad_hitbox_height) then
--debug = "left hit"
ball_x -= abs(pad_dx + pad_dy) * 2 + 5
ball_dx = - ball_dx
sfx(0)
end
-- right pad check
--if ball_box(pad_hitbox_x + pad_hitbox_width, pad_hitbox_y + 1,1,pad_hitbox_height / 2) then
--if ball_box(pad_hitbox_x + pad_hitbox_width +1, pad_hitbox_y,1,pad_hitbox_height) then
if ball_box(pad_hitbox_x + pad_hitbox_width +3, pad_hitbox_y,3,pad_hitbox_height) then
--debug = "right hit"
ball_x += abs(pad_dx + pad_dy) * 2 + 5
ball_dx = - ball_dx
sfx(0)
end
end
if pad_position == "vertical" then
-- top pad check
if ball_box(pad_hitbox_x + pad_hitbox_width /2, pad_hitbox_y - 3, pad_height , 3) then
--if ball_box(pad_hitbox_x + pad_hitbox_width /2, pad_hitbox_y - pad_hitbox_width /2 -1, pad_hitbox_height, 1) then
ball_y -= abs(pad_dx + pad_dy) * 2 + 5
ball_dy = - ball_dy
sfx(0)
--debug = "top hit"
end
-- bottom pad check
--if ball_box(pad_hitbox_x + pad_hitbox_width / 2, pad_hitbox_y + pad_hitbox_height, pad_hitbox_width / 2, pad_hitbox_width /2) then
if ball_box(pad_hitbox_x + pad_hitbox_width / 2, pad_hitbox_y + pad_width, pad_height , 3) then
ball_y += abs(pad_dx + pad_dy) * 2 + 5
ball_dy = - ball_dy
sfx(0)
--debug = "bottom hit"
end
end
--rectfill(pad_bouncebox_left_x,pad_bouncebox_left_y,pad_bouncebox_left_x,pad_bouncebox_left_y + pad_hitbox_height)
--if pad_position == "horizontal" then
--if ball_box(pad_bouncebox_left_x,pad_bouncebox_left_y,pad_bouncebox_left_x + 0,pad_bouncebox_left_y+3) then
-- ball_x = 5
-- pad_color = 11
--end
--end
-- ing system update
update_ing()
-- if we've got order rolling
spawnnew_ing()
if ing_1 == 0 and ing_2 == 0 and ing_3 == 0 and ing_4 == 0 and ing_5 == 0 then
player_score += 250
show_completed_order()
new_order()
--generate_new_sushi_set(5)
--new order sfx
sfx(6)
end
end
end
function _draw()
if scene == "menu" then
cls()
-- background color
rectfill(0,0,127,127,0)
-- background pattern
drawbackgroundpattern()
-- logo
spr(96,12,10,12,12)
outline("press x to start",33,80,8,1)
outline("\145 highscore",45,90,1,8)
outline("\139 credits",45,100,1,8)
--debug
drawcredits()
drawhighscore()
-- cross pattern
--spr(137,0,30,2,2)
--spr(141,112,46,2,2)
camera(camerax,0)
--debug
--debug
--pset(0,0,7)
end
if scene == "gameover" then
cls()
whiteframe += 10
local y_offset = 15
local is_on_highscore = false
ing_matrix_tic += 0.1
draw_game_scene()
rectfill(0,45 -y_offset,127,104 -y_offset,2)
rect(0,45 -y_offset,127,104 -y_offset,10)
--print("game over",45,50,7)
outline("game over", 45,50 -y_offset,8,0)
-- high score
print("score:",42,68 -y_offset,7)
--print(player_score,70,60,7)
print(player_score,70,68 -y_offset,7)
outline("x restart",45,85 -y_offset,8,1)
outline("z menu",50,95 -y_offset,1,8)
spr(ing_matrix_tic,20,50 -y_offset)
spr(ing_matrix_tic,101,50 -y_offset)
if ing_matrix_tic >= 5 then
ing_matrix_tic = 1
end
-- TODO
-- spritey składników
end
if scene == "tutorial" then
if tutorial_part == 1 then
cls()
local onboarding_buttons_x_offset = -5
rectfill(0,0,127,127,13)
print("welcome chef",5,5,7)
print("your goal is to", 5,25,7)
print("complete sushi orders",5,35,7)
spr(71,93,33,2,1)
spr(75,107,33)
print("by collecting",5,55,7)
print("the ingriedients",5,65,7)
spr(1,73,63)
spr(2,86,63)
spr(3,99,63)
spr(4,112,63)
print("with the cook ball",5,85,7)
circ(84,87,ball_radius + 1,2)
circfill(84,87,ball_radius,8)
print("x to continue",72,105,7)
print("z to go back",5,105,6)
circfill(53 + onboarding_buttons_x_offset,120,2,7)
circ(62 + onboarding_buttons_x_offset,120,2,6)
circ(71 + onboarding_buttons_x_offset,120,2,6)
circ(80 + onboarding_buttons_x_offset,120,2,6)
end
if tutorial_part == 2 then
cls()
local onboarding_buttons_x_offset = -5
local gamepad_offset = 5
local gamepad_offset_y = -27
local vertical_pad_offset = -10
rectfill(0,0,127,127,13)
print("control the cook ball",5,5,7)
print("with the chef pad", 5,15,7)
print("using the arrow keys",5,25,7)
print("you can move",5,45,7)
print("in all directions",5,55,7)
-- left arrow
spr(14,90 + gamepad_offset,43 + gamepad_offset_y)
-- right arrow
spr(14,104 + gamepad_offset,43 + gamepad_offset_y,1,1,1,0)
-- top arrow
spr(46,97 + gamepad_offset,37 + gamepad_offset_y)
-- bottom arrow
spr(46,97 + gamepad_offset,49 + gamepad_offset_y,1,1,1,0)
local xoffset = -20
-- left arrow
spr(14,32 + xoffset,71)
rectfill(pad_x - 10 + xoffset, pad_y + 10, pad_x + pad_width - 10 + xoffset, pad_y + pad_height + 10, pad_color)
-- right arrow
spr(14,81 + xoffset,71,1,1,1,0)
rectfill(
pad_x + pad_width / 2 - pad_height / 2 - pad_height / 2 + 30,
pad_y - pad_width / 2 + 15 + vertical_pad_offset,
pad_x + pad_width / 2 + 30,
pad_y + pad_width / 2 + 15 + vertical_pad_offset,
pad_color
)
-- top arrow
spr(46,95,50 + vertical_pad_offset)
-- bottom arrow
spr(46,95,99 + vertical_pad_offset,1,1,1,0)
--print("the pad can go up and down",5,65,7)
--print("and left and right",5,75,7)
print("x to continue",72,105,7)
print("z to go back",5,105,6)
circ(53 + onboarding_buttons_x_offset,120,2,6)
circfill(62 + onboarding_buttons_x_offset,120,2,7)
circ(71 + onboarding_buttons_x_offset,120,2,6)
circ(80 + onboarding_buttons_x_offset,120,2,6)
end
if tutorial_part == 3 then
cls()
local onboarding_buttons_x_offset = -5
rectfill(0,0,127,127,13)
print("if the ball outline is white", 5,5,7)
print("you can press x",5,15,7)
print("to freeze it for a moment",5,25,7)
print("x",59,50,6)
print("you can use freeze again",5,65,7)
print("once the outline goes white",5,75,7)
-- frosted ball
circfill(80,41,4,12)
circ(40,41,ball_radius + 1,7)
circfill(40,41,ball_radius,8)
-- arrow in between
-- left arrow
spr(31,56,38)
-- onboarding buttons
print("x to continue",72,105,7)
print("z to go back",5,105,6)
circ(53 + onboarding_buttons_x_offset,120,2,6)
circ(62 + onboarding_buttons_x_offset,120,2,6)
circfill(71 + onboarding_buttons_x_offset,120,2,7)
circ(80 + onboarding_buttons_x_offset,120,2,6)
end
if tutorial_part == 4 then
cls()
local onboarding_buttons_x_offset = -5
rectfill(0,0,127,127,2)
print("watch the timer", 5,5,7)
-- progress bar box
rect(0,15,127,18,bar_col)
-- progress bar
rectfill(0,15, 80,18,bar_col)
print("if it goes down to zero",5,25,7)
print("you loose",5,35,7)
-- progress bar box
rect(0,45,127,48,8)
-- progress bar
rectfill(0,15, 80,18,bar_col)
print("hitting the bombs",5,55,7)
spr(5,76,53)
print("damages the timer",5,65,7)
print("are you ready chef?",5,85,7)
--print("x to continue",5,95,7)
print("x to continue",72,105,7)
print("z to go back",5,105,6)
circ(53 + onboarding_buttons_x_offset,120,2,6)
circ(62 + onboarding_buttons_x_offset,120,2,6)
circ(71 + onboarding_buttons_x_offset,120,2,6)
circfill(80 + onboarding_buttons_x_offset,120,2,7)
end
end
if scene == "game" then
draw_game_scene()
end
end
function ball_box(box_x, box_y, box_width, box_height)
--checks the collision of a ball with a rectangle
-- top edge check
if ball_y - ball_radius > box_y + box_height then
return false
end
-- botton edge check
if ball_y + ball_radius < box_y then
return false
end
-- left edge check
if ball_x - ball_radius > box_x + box_width then
return false
end
-- right edge check
if ball_x + ball_radius < box_x then
return false
end
-- collision occured
collision = true
return true
end
-- particles
-- adds a particle
function addpart(_x,_y,_type,_maxage,_col, _oldcol)
local _p = {}
_p.x = _x
_p.y = _y
_p.tpe = _type
_p.mage = _maxage
-- age starts at zero, goes to maxage
_p.age = 0
_p.col = _col
-- color near death
_p.oldcol = _oldcol
-- we're adding a particle to particle array
add(part,_p)
end
-- sprawns a trail
function spawntrail(_x, _y)
-- random angle
local _ang = rnd()
-- random x and y offset
local _ox = sin(_ang) * ball_radius * 0.6
local _oy = cos(_ang) * ball_radius * 0.6
addpart(_x + _ox,_y + _oy,0,20 + rnd(15), 8, 2)
end
function spawnboom(_x,_y)
addpart(_x,_y,8,200,8,0)
end
function updateparts()
local _p
for i=#part,1, -1 do
_p = part[i]
_p.age += 1
if (_p.age > _p.mage) then
del(part, part[i])
else
if (_p.age / _p.mage) > 0.6 then
_p.col = _p.oldcol
end
end
end
end
function drawparts()
for i = 1,#part do
_p = part[i]
--print(_p.tpe,1,20,10)
-- checks if particle is trail type
if _p.tpe == 0 then
--print("PSET", 1,10, 10)
pset(_p.x,_p.y,_p.col)
else
end
-- if bomb
if _p.tpe == 8 then
-- big explosion circle range
local bigrange
local t = 0
local col1 = 8
local col2 = 9
local col3 = 7
-- function that I made
-- - 1/10 x^2 + 10
-- dodaj przesunięcie na b żeby symetria była gdzie indziej
--bigrange = mid(0,_p.age,15)
-- fast function
--bigrange = - bigrange * (bigrange - 10)
-- new function
bigrange = _p.age
bigrange = (- bigrange / 60) * (bigrange - 120)
--bigrange = (- bigrange / 20) * (bigrange - 50)
if _p.age > 0 then
_p.col = 7
end
if _p.age > 10 then
_p.col = 10
end
if _p.age > 20 then
_p.col = 9
end
if _p.age > 30 then
_p.col = 8
end
if _p.age > 40 then
_p.col = 0
col1 = 0
col2 = 0
col3 = 0
end
circfill(_p.x,_p.y,bigrange,col1)
circfill(_p.x,_p.y,bigrange /2,col2)
circfill(_p.x,_p.y,bigrange /4, col3)
circfill(_p.x + 2,_p.y + 3,bigrange,col1)
circfill(_p.x - 4,_p.y,bigrange /2,col2)
circfill(_p.x,_p.y + 2,bigrange /4, col3)
--pset(_p.x,_p.y,_p.col)
end
end
end
-- ball angle changing
function setang(ang)
ball_ang = ang
if ang == 2 then
-- 0.50
-- 1.30
ball_dx = 0.50 * sign(ball_dx)
ball_dy = 1.30 * sign(ball_dy)
elseif ang == 0 then
ball_dx = 1.30 * sign(ball_dx)
ball_dy = 0.50 * sign(ball_dy)
else
ball_dx = 1 * sign(ball_dx)
ball_dy = 1 * sign(ball_dy)
end
end
-- returns a sign (+,-) of a variable
function sign(n)
if n<0 then
return -1
elseif n>0 then
return 1
else
return 0
end
end
function drawbackground()
-- background
rectfill(0,0,128,128,0)
drawsmallbox()
-- big box - ramka
-- top right corner
spr(8,112,0,2,2)
-- bottom left corner
spr(38,0,96,2,2)
-- wall joining the corners
drawwall()
-- outline of big box
--rect(0,0,127,111,line_col)
-- small box
-- pattern test
-- fillp(0b1000010000100001)
-- rectfill(13,13,114,98,4)
-- fillp()
-- pattern inside small box
--rect(13,13,114,98,4)
-- progress bar box
rect(0,124,127,127,bar_col)
-- progress bar
rectfill(0,124,bar_x,127,bar_col)
-- counter
-- number 1
if ing_1 == 0 then
print(ing_1,4,116,11)
else
print(ing_1,4,116,9)
end
-- sprite 1
spr(1,13,114)
-- number 2
if ing_2 == 0 then
print(ing_2,30,116,11)
else
print(ing_2,30,116,9)
end
-- sprite 2
spr(2,39,114)
-- number 3
if ing_3 == 0 then
print(ing_3,56,116,11)
else
print(ing_3,56,116,9)
end
-- sprite 3
spr(3,65,114)
-- number 4
if ing_4 == 0 then
print(ing_4,82,116,11)
else
print(ing_4,82,116,9)
end
-- sprite 4
spr(4,91,114)
-- score bar
print(player_score,108,116,7)
--print(order_time,60,80,8)
--print(frame,60,90,9)
--print(order_time_procentage,60,70,10)
end
function drawserveboxes()
-- serve boxes
-- rectfill(0,0,12,12,line_col)
--rectfill(115,99,127,111,line_col)
-- top left corner
spr(6,0,0,2,2)
-- top right corner
--spr(8,112,0,2,2)
-- bottom left corner
--spr(38,0,96,2,2)
-- bottom right corner
spr(6,112,96,2,2,true,true)
end
-- debug
function tomatoblink()
d -= 1
if d < 0 then
s += 1
if s > 20 then
s = 17
end
d = 30
end
end
function new_order()
-- time to complete the order
order_time = 60
total_orders += 1
-- bar green
bar_col = 11
-- getting a num in <1,4> range
ing_ammount = flr(rnd(4)) + 1
ing_ammount = mid(1,ing_ammount,4)
-- setting which ing_types will be used
ing_to_dispose = flr(rnd(total_orders)) + 1
ing_to_dispose = mid(ing_ammount * 2,ing_to_dispose,20)
-- ing_to_dispose = mid(total_orders,ing_to_dispose,20)
start_ing_to_dispose = ing_to_dispose
-- assigning all ings to buckets
-- first ing type operation
if flr(rnd(1)) == 0 then
ing_1 = flr(rnd(ing_to_dispose) / 2)
ing_to_dispose -= ing_1
else
ing_1 = flr(rnd(ing_to_dispose))
ing_to_dispose -= ing_1
end
ing_2 = flr(rnd(ing_to_dispose))
ing_to_dispose -= ing_2
ing_3 = flr(rnd(ing_to_dispose))
ing_to_dispose -= ing_3
ing_4 = flr(rnd(ing_to_dispose))
ing_to_dispose -= ing_4
-- temporary disabled due to UI
--ing_5 = flr(ing_to_dispose)
--ing_to_dispose -= ing_2
-- 0 0 0 0 0 ing bug fix
if ing_1 == 0 and ing_2 == 0 and ing_3 == 0 and ing_4 == 0 and ing_5 == 0 then
ing_1 = 1
ing_3 = 2
end
-- fixing the bug with 0 0 0 0 0
end
function update_order()
-- decreasing order time
-- making a countdown timer from 60 to 1 in every second
frame += 1
if frame > 60 then
frame = 0
sec += 1
end
if sec == 1 then
order_time -= 1
sec = 0
end
-- if timer reaches 0 it doesn't go negative
if order_time < 0 then
order_time = 0
scene = "gameover"
music(10)
insertscoretohighscore()
sort_high_score()
savehs()
end
-- translating the order_time to % value
order_time_procentage = flr(order_time / 60 * 100)
bar_x = 128 * (order_time_procentage / 100)
if order_time_procentage < 60 then
bar_col = 9
end
if order_time_procentage < 30 then
bar_col = 8
end
if order_time_procentage == 0 then
bar_col = 7
end
-- the order is completed
end
function add_ing(x,y,_type,_tray)
local ing = {}
ing.x = x
ing.y = y
ing.tpe = _type
-- _tray referes to the tray type that will serve the ing
ing.tray = _tray
-- used to remove the old ings on contact with new tray
-- it's like a magical trick
ing.mage = _maxage
-- age starts at zero, goes to maxage
ing.age = 0
-- we're adding an ingredient to ingredient array
add(ing_list,ing)
end
function update_ing()
local ing
-- iterating on each ingrediant in the ingredient list
for i = #ing_list,1,-1 do
-- local ing_dx
local ing_dx = 0
-- local ing_dy
local ing_dy = 0
ing = ing_list[i]
-- aging of the ing
ing.age += 1
-- moving the ing
-- debug values
--ing.x += 1
--ing.y += 1
-- calculating the movement
if ing.tray == "BOTTOM" then
-- bottom right corner hit
if ing.x > 3 and ing.y > 100 then
ing.x -= ing_speed
end
if ing.x <= 3 and ing.y > 3 then
ing.y -= ing_speed
end
if ing.y == 0 then
del(ing_list,ing)
end
-- top left corner hit
if ing.x <= 117 and ing.y <= 5 then
del(ing_list,ing)
end
end
if ing.tray == "TOP" then
-- left upper corner hit
if ing.x < 117 and ing.y < 101 then
ing_dx = ing_speed
ing_dy = 0
end
-- top right corner hit
if ing.x >= 117 and ing.y < 101 then
ing_dx = 0
ing_dy = ing_speed
end
-- bottom right corner hit
if ing.x >= 117 and ing.y >= 101 then
del(ing_list,ing)
end
end
-- moving the ing
ing.x += ing_dx
ing.y += ing_dy
-- hitbox check
if ball_box(ing.x,ing.y,8,8) then
-- changing the values of ing types on the UI
-- if bomb
if ing.tpe == 5 then
-- explosion in the middle
spawnboom(ing.x + 4,ing.y + 4)
whiteframe = 0
--sfx of explosion
sfx(29)
order_time -= 10
shake+=1
--spawnboom(ing.x,ing.y)
end
--sfx of good ing
sfx(3)
if flr(ing.tpe) == 1 then
ing_1 -= 1
ing_1 = mid(0,ing_1,100)
end
if flr(ing.tpe) == 2 then
ing_2 -= 1
ing_2 = mid(0,ing_2,100)
end
if flr(ing.tpe) == 3 then
ing_3 -= 1
ing_3 = mid(0,ing_3,100)
end
if flr(ing.tpe) == 4 then
ing_4 -= 1
ing_4 = mid(0,ing_4,100)
end
if flr(ing.tpe) == 5 then
ing_5 -= 1
ing_5 = mid(0,ing_5,100)
end
del(ing_list,ing)
end
end
end
function draw_ing()
local ing
for i = 1,#ing_list do
ing = ing_list[i]
spr(ing.tpe,ing.x,ing.y)
end
end
function spawnnew_ing()
tic += 1
coin = flr(rnd(2))
local isbomb = flr(rnd(10))
if ing_1 > 0 then
ings_avaible[#ings_avaible + 1] = 1
end
if ing_2 > 0 then
ings_avaible[#ings_avaible + 1] = 2
end
if ing_3 > 0 then
ings_avaible[#ings_avaible + 1] = 3
end
if ing_4 > 0 then
ings_avaible[#ings_avaible + 1] = 4
end
-- don't overflow
if #ings_avaible >= 5 then
ings_avaible = {}
if ing_1 > 0 then
ings_avaible[#ings_avaible + 1] = 1
end
if ing_2 > 0 then
ings_avaible[#ings_avaible + 1] = 2
end
if ing_3 > 0 then
ings_avaible[#ings_avaible + 1] = 3
end
if ing_4 > 0 then
ings_avaible[#ings_avaible + 1] = 4
end
end
-- previously 120
-- testing with 180
if tic > 180 then
if order_time > 0 then
--top_type = flr(rnd(5) + 1)
--debug = top_type
--bottom_type = flr(rnd(5) + 1)
-- do we spawn bombs?
if rnd(1) >= 0.9 and safebomb == true then
top_type = 5
bottom_type = 5
safebomb = false
else
-- do we spawn perfect or inperfect ings?
if rnd(1) >= 0.5 then
top_type = ings_avaible[flr(rnd(#ings_avaible) +1)]
bottom_type = ings_avaible[flr(rnd(#ings_avaible) +1)]
if top_type == 0 then
top_type = 1
end
if bottom_type == 0 then
top_type = 2
end
else
top_type = flr(rnd(5) + 1)
bottom_type = flr(rnd(5) + 1)
end
-- that what we want turn
safebomb = true
end
end
-- add_ing(1,3,flr(rnd(5) + 1),"TOP")
-- add_ing(115,101,flr(rnd(5) + 1),"BOTTOM")
add_ing(1,3,top_type,"TOP")
add_ing(115,101,bottom_type,"BOTTOM")
tic = 0
sfx(7)
end
end
function drawsmallbox()
local n = 0
local row = 0
-- for each row
for p=1,11 do
n = 0
-- filling the row
for i=1,13 do
spr(36,13 + n * 8,13 + row * 8)
n += 1
end
row +=1
end
end
function drawwall()
local n = 0
-- left wall
for i=1,5 do
spr(42,0,16 + 16 * n,2,2)
n += 1
end
-- right wall
n = 0
for i=1,5 do
spr(44,112,16 + 16 * n,2,2)
n += 1
end
-- top wall
n = 0
for i=1,6 do
spr(10,16 + 16* n,0,2,2)
n += 1
end
-- bottom wall
n = 0
for i=1,6 do
spr(12,16 + 16* n,96,2,2)
n += 1
end
-- fix for the pattern
end
function doshake()
-- this function does the
-- shaking
-- first we generate two
-- random numbers between
-- -16 and +16
local shakex=16-rnd(32)
local shakey=16-rnd(32)
-- then we apply the shake
-- strength
shakex*=shake
shakey*=shake
-- then we move the camera
-- this means that everything
-- you draw on the screen
-- afterwards will be shifted
-- by that many pixels
camera(shakex,shakey)
-- finally, fade out the shake
-- reset to 0 when very low
shake = shake*0.95
if (shake<0.05) shake=0 end
function drawbackgroundpattern()
local n = 0
for i=0,8 do
spr(206,0 + n,30,2,2)
spr(206,0 + n,46,2,2)
n += 16
end
end
function update_camera()
-- if camera in main menu and moving right
if camera_active_room == 0 and cameramoving == true and camera_direction == 1 then
-- if camera moving right
if camerax < 127 then
--camerax += 5
camerax = camerax * 1.2 + 3
else
camera_active_room = 1
cameramoving = false
end
end
-- if camera in main menu and moving left
if camera_active_room == 0 and cameramoving == true and camera_direction == -1 then
-- if camera moving left
if camerax > -128 then
--camerax -= 5
camerax = camerax * 1.2 - 3
else
camera_active_room = -1
cameramoving = false
end
end
-- if camera in high score and moving left
if camera_active_room == 1 and cameramoving == true and camera_direction == -1 then
-- if camera moving left
if camerax > 0 then
camerax -= 5
camerax = mid(0,camerax,128)
else
camera_active_room = 0
cameramoving = false
end
end
-- if camera in credits and moving right
if camera_active_room == -1 and cameramoving == true and camera_direction == 1 then
-- if camera moving left
if camerax < 0 then
camerax += 5
camerax = mid(-128,camerax,0)
else
camera_active_room = 0
cameramoving = false
end
end
camerax = mid(-128,camerax,128)
end
function drawcredits()
-- left from the start
local xoffset = 128
--debug
--pset(0 -xoffset,0,7)
local n = 0
for i=0,7 do
spr(206,0 + n - xoffset,30,2,2)
spr(206,0 + n - xoffset,46,2,2)
n += 16
end
-- printing the credits
-- header background
rectfill(45 -xoffset,8,82 -xoffset,30,2)
rect(45 -xoffset,8,82 -xoffset,30,10)
print("credits", 50 - xoffset, 12,7)
categories = {"code", "graphics","sfx", "music","ux/ui", "degign", "vfx", "mentoring"}
authors = {"gabriel", "ola", "kacper,kornel", "kacper/kornel", "gabriel", "gabriel","gabriel","konrad,jedrzej,kamil"}
local highsocrexoffset = -35
local highsocreyoffset = 10
--pset(0 -xoffset,0,7)
local n = 0
for i=0,7 do
spr(206,0 + n - xoffset + highsocrexoffset,30,2,2)
spr(206,0 + n - xoffset + highsocrexoffset,46,2,2)
n += 16
end
-- header
-- bottom text
outline("menu \145",50 -xoffset,115,1,8)
-- box
rectfill(33 -xoffset + highsocrexoffset + 4,20,75-xoffset + highsocrexoffset + 85,108,2)
rect(33 -xoffset + highsocrexoffset + 4,20,75-xoffset + highsocrexoffset + 85,108,10)
line(46 -xoffset,20,81 -xoffset,20,2)
-- letters
for i=1,8 do
print(categories[i],40 -xoffset + highsocrexoffset, 17 + i*10,7)
print(authors[i],79 -xoffset + highsocrexoffset, 17 + i*10,7)
--print(i,39 -xoffset + highsocrexoffset, 17 + i*10,7)
end
end
function drawhighscore()
local xoffset = -128
local highsocrexoffset = 0
local highsocreyoffset = 10
--pset(0 -xoffset,0,7)
-- background pattern
local n = 0
for i=0,7 do
spr(206,0 + n - xoffset + highsocrexoffset,30,2,2)
spr(206,0 + n - xoffset + highsocrexoffset,46,2,2)
n += 16
end
-- box
rectfill(33 -xoffset + highsocrexoffset,20,94-xoffset + highsocrexoffset,78,2)
rect(33 -xoffset + highsocrexoffset,20,94-xoffset + highsocrexoffset,78,10)
-- letters
for i=1,5 do
print(hs[i],50 -xoffset + highsocrexoffset, 17 + i*10,7)
print(i,39 -xoffset + highsocrexoffset, 17 + i*10,7)
end
rectfill(41 -xoffset,8,87 -xoffset,20,2)
rect(41 -xoffset,8,87 -xoffset,20,10)
line(42 -xoffset,20,86 -xoffset,20,2)
-- header
print("high score", 45 - xoffset, 12,7)
-- bottom text
outline("\139 menu",50 -xoffset,100,1,8)
end
-- resets the highscore
function reseths()
hs={500,7000,300,200,1000}
savehs()
end
function loadhs()
local _slot = 0
if dget(0) == 1 then
-- load the data
_slot += 1
for i=1,5 do
hs[i] = dget(_slot)
_slot += 1
end
else
reseths()
end
end
function savehs()
local _slot = 0
dset(0, 1)
if dget(0) == 1 then
-- load the data
_slot = 1
for i=1,5 do
dset(_slot,hs[i])
_slot += 1
end
debug = dget(1)
else
hs={500,400,300,200,100}
savehs()
end
end
function insertscoretohighscore()
-- appends the high score to the end of the list
hs[#hs + 1] = player_score
end
-- sorts the high score and deletes the last bit
function sort_high_score()
for i=1,#hs do
local j = i
while j > 1 and hs[j-1] < hs[j] do
hs[j],hs[j-1] = hs[j-1],hs[j]
j = j - 1
end
end
hs[6] = nil
end
function game_vars_fresh_start()
--debug
collision = false
debugnum = 10
--debug outline
outline_col = 0
-- animation sprite number
s = 17
-- animation delay
d = 30
-- background setup
line_col = 7
-- pad setup
pad_x = 55
pad_y = 63
--pad speed
pad_dx = 0
pad_dy = 0
pad_position = "horizontal"
pad_width = 30
pad_height = 3
pad_color = 3
pad_hitbox_x = 0
pad_hitbox_y = 0
pad_hitbox_width = 0
pad_hitbox_height= 0
pad_speed = 5
-- bouncebox left setup
--pad_bouncebox_left_x = 0
--pad_bouncebox_left_y = 0
-- ball setup
ball_radius = 3
ball_x = 30
ball_y = 20
-- max speed
ball_dm = 0.5
ball_dx = ball_dm
ball_dy = ball_dm
ball_ang = 0
ball_col = 9
-- freeze
freezetimer = 0
ball_frosted = false
frosted_timer = 0
-- target setup
target_x = rnd(100)
target_y = 6
target_radius = 5
-- max speed
target_dm = 0.25
-- initial setup for top left of the screen
target_dx = target_dm
target_dy = 0
-- sec target setup
sectarget_x = 6
sectarget_y = rnd(100)
sectarget_radius = 5
-- max speed
sectarget_dm = 0.25
-- initial setup for top left of the screen
sectarget_dx = 0
sectarget_dy = -target_dm
-- max speed
-- bad target setup
badtarget_sprite = 1
badtarget_x = rnd(100)
badtarget_y = 122
badtarget_radius = 5
-- max speed
badtarget_dm = 0.3
-- initial setup for bottom right corner
badtarget_dx = - badtarget_dm
badtarget_dy = 0
--score setup
score = 0
-- particles setup
part = {}
-- order system variables
order_time = 0
ingr_total_number = 5
total_orders = 0
-- number of n per ingredient
ing_1 = 0
ing_2 = 0
ing_3 = 0
ing_4 = 0
ing_5 = 0
-- starting ing_types array
ing_types_start = {ing_1,ing_2,ing_3,ing_4,ing_5}
-- how many ing types will be in play in this round
ing_ammount = 0
-- how many ings in this order are left to be disposed between ing types
ing_to_dispose = 0
-- how many total ings are on the start
start_ing_to_dispose = 0
-- ing speed
ing_speed = 0.5
-- order system update
frame = 0
sec = 0
order_time_procentage = 0
bar_col = 7
bar_x = 0
-- ingredient control setup
ing_list = {}
-- order new ing adding
tic = 0
-- player score var
player_score = 0
--screen shake vars
shake = 0
-- order is starting now debug
new_order()
-- white frame
whiteframe = 0
frosted_cooldown = 0
-- camera moving
camerax = 0
camera_direction = 0
cameratimer = 0
cameramoving = false
-- in which room are we now?
-- -1 credits
-- 0 splash
-- 1 highscore
camera_active_room = 0
music(1)
end
function draw_game_scene()
if game_scene_freeze == false then
cls()
doshake()
-- background from mockup
drawbackground()
-- ing system draw
draw_ing()
drawserveboxes()
-- test sprites
-- spr(1,60,101)
-- spr(2,117,81)
-- spr(3,3,23)
-- spr(4,84,3)
-- animation test
-- spr(s,60,40)
-- target
-- circfill(target_x,target_y,target_radius,11)
-- sectarget
-- circfill(sectarget_x,sectarget_y,sectarget_radius,11)
-- bad target
--circfill(badtarget_x,badtarget_y,badtarget_radius,8)
-- spr(badtarget_sprite,badtarget_x,badtarget_y)
-- player pad
--rectfill(pad_x, pad_y, pad_x + pad_width, pad_y + pad_height, pad_color)
--rectfill(pad_hitbox_x, pad_hitbox_y, pad_hitbox_x + pad_width, pad_hitbox_y + pad_height, 10)
if pad_position == "horizontal" then
rectfill(pad_x, pad_y, pad_x + pad_width, pad_y + pad_height, pad_color)
end
if pad_position == "vertical" then
rectfill(
pad_x + pad_width / 2 - pad_height / 2 - pad_height / 2,
pad_y - pad_width / 2,
pad_x + pad_width /2,
pad_y + pad_width / 2,
pad_color
)
end
-- particles
drawparts()
--print(#part,1,1,10)
-- ball outline
circfill(ball_x,ball_y,ball_radius + 1, outline_col)
--ball
circfill(ball_x,ball_y,ball_radius, ball_col)
--camera(pad_x - 64,pad_y - 64 )
-- bouncebox left setup
--rectfill(pad_bouncebox_left_x,pad_bouncebox_left_y,10,10)
--debug
-- draw the white frame on the explosion
if whiteframe < 5 then
rectfill(0,0,127,127,7)
whiteframe += 1
end
end
end
function outline(s,x,y,c1,c2)
for i=0,2 do
for j=0,2 do
if not(i==1 and j==1) then
print(s,x+i,y+j,c1)
end
end
end
print(s,x+1,y+1,c2)
end
function show_completed_order()
end
|
fx_version 'adamant'
game 'gta5'
description 'Rawe AntiCheat'
version '4.2'
client_scripts {
'config.lua',
'client.lua',
'Enumerators.lua'
}
server_scripts {
'config.lua',
'server.lua'
}
|
local status_ok, nvim_tree = pcall(require, "nvim-tree")
if not status_ok then
return
end
local config_status_ok, nvim_tree_config = pcall(require, "nvim-tree.config")
if not config_status_ok then
return
end
local icons = require("user.icons")
local tree_cb = nvim_tree_config.nvim_tree_callback
nvim_tree.setup({
disable_netrw = true,
hijack_netrw = true,
open_on_setup = false,
ignore_ft_on_setup = { "alpha" },
open_on_tab = false,
hijack_cursor = false,
update_cwd = true,
diagnostics = {
enable = false,
icons = {
hint = icons.diagnostics.Hint,
info = icons.diagnostics.Information,
warning = icons.diagnostics.Warning,
error = icons.diagnostics.Error,
},
},
renderer = {
icons = {
glyphs = {
default = icons.fs.file.Default,
symlink = icons.fs.file.Symlink,
git = {
unstaged = icons.git.Modify,
staged = icons.git.Staged,
unmerged = icons.git.Unmerged,
renamed = icons.git.Rename,
deleted = icons.git.Remove,
untracked = icons.git.Untracked,
ignored = icons.git.Ignore,
},
folder = {
default = icons.fs.dir.Closed,
open = icons.fs.dir.Open,
empty = icons.fs.dir.Empty,
empty_open = icons.fs.dir.EmptyOpen,
symlink = icons.fs.dir.Symlink,
},
},
},
},
update_focused_file = {
enable = true,
update_cwd = true,
ignore_list = {},
},
git = {
enable = true,
ignore = true,
timeout = 500,
},
view = {
width = 30,
height = 30,
hide_root_folder = false,
side = "right",
preserve_window_proportions = false,
mappings = {
custom_only = false,
list = { {
key = { "l", "<CR>", "o" },
cb = tree_cb("edit"),
} },
},
number = false,
relativenumber = false,
},
actions = {
open_file = {
resize_window = true,
},
},
})
vim.cmd([[set nosplitright]])
|
ITEM.name = "Hercules"
ITEM.model = "models/gmodz/medical/hercules.mdl"
ITEM.description = ""
ITEM.price = 8000
ITEM.staminaAmount = 0.5
ITEM.staminaRegenTime = 60
-- TODO sound
ITEM.useSound = "gmodz/items/water.wav"
ITEM.rarity = { weight = 30 } |
return {
talon_mrtn = {
acceleration = 0.06,
activatewhenbuilt = true,
brakerate = 0.138,
buildcostenergy = 106200,
buildcostmetal = 6080,
builder = false,
buildpic = "talon_mrtn.dds",
buildtime = 75000,
canattack = true,
canguard = true,
canmove = true,
canpatrol = true,
canstop = 1,
category = "ALL LARGE MOBILE SURFACE UNDERWATER",
collisionvolumeoffsets = "0 -2 0",
collisionvolumescales = "47 27 51",
collisionvolumetype = "box",
corpse = "dead",
defaultmissiontype = "Standby",
description = "Tank - Anti T3/T4",
downloadable = 1,
explodeas = "CRAWL_BLASTSML",
firestandorders = 1,
footprintx = 4,
footprintz = 4,
hidedamage = false,
idleautoheal = 5,
idletime = 1800,
immunetoparalyzer = 1,
losemitheight = 25,
maneuverleashlength = 1200,
mass = 6080,
maxdamage = 8125,
maxslope = 18,
maxvelocity = 1.2,
maxwaterdepth = 12,
mobilestandorders = 1,
movementclass = "htank4",
name = "Powder",
noautofire = false,
objectname = "talon_mrtn",
radardistance = 0,
radaremitheight = 25,
selfdestructas = "CRAWL_BLAST",
sightdistance = 350,
standingfireorder = 2,
standingmoveorder = 1,
stealth = true,
steeringmode = 2,
turninplaceanglelimit = 140,
turninplacespeedlimit = 1.122,
turnrate = 200,
unitname = "talon_mrtn",
upright = false,
customparams = {
buildpic = "talon_mrtn.dds",
faction = "TALON",
},
featuredefs = {
dead = {
blocking = true,
damage = 14561,
description = "MRTN Wreckage",
footprintx = 4,
footprintz = 4,
metal = 3960,
object = "talon_mrtn_dead",
reclaimable = true,
},
},
sfxtypes = {
explosiongenerators = {
[1] = "custom:armvengence_muzzle",
},
pieceexplosiongenerators = {
[1] = "piecetrail0",
[2] = "piecetrail1",
[3] = "piecetrail2",
[4] = "piecetrail3",
[5] = "piecetrail4",
[6] = "piecetrail6",
},
},
sounds = {
canceldestruct = "cancel2",
underattack = "warning1",
cant = {
[1] = "cantdo4",
},
count = {
[1] = "count6",
[2] = "count5",
[3] = "count4",
[4] = "count3",
[5] = "count2",
[6] = "count1",
},
ok = {
[1] = "tarmmove",
},
select = {
[1] = "tarmsel",
},
},
weapondefs = {
talon_beam = {
areaofeffect = 16,
beamtime = 0.5,
beamttl=5,
corethickness = 0.2,
craterareaofeffect = 0,
craterboost = 0,
cratermult = 0,
energypershot = 1000,
explosiongenerator = "custom:BURN_WHITE",
firestarter = 90,
impactonly = 1,
impulseboost = 0,
impulsefactor = 0,
laserflaresize = 20,
name = "Talon Beam",
noselfdamage = true,
range = 1100,
reloadtime = 2,
rgbcolor = "0.1 0.9 1.0",
soundhitdry = "",
soundhitwet = "sizzle",
soundhitwetvolume = 0.5,
soundstart = "talon_laser",
soundtrigger = 1,
sweepfire = false,
targetmoveerror = 0.3,
thickness = 3.5,
turret = true,
weapontype = "BeamLaser",
weaponvelocity = 1000,
damage = {
areoship = 2400,
commanders = 1000,
default = 1800,
experimental_land = 2400,
experimental_ships = 2400,
subs = 5,
},
},
},
weapons = {
[1] = {
badtargetcategory = "SMALL TINY MEDIUM",
def = "TALON_BEAM",
onlytargetcategory = "SURFACE",
},
},
},
}
|
return {
PlaceObj('ModItemCode', {
'name', "Drone",
'FileName', "Code/Drone.lua",
}),
PlaceObj('ModItemCode', {
'name', "DroneHub",
'FileName', "Code/DroneHub.lua",
}),
}
|
-------------------------
-- Bar for AwesomeWM --
-------------------------
local awful = require("awful")
local wibox = require("wibox")
local gears = require("gears")
local vicious = require("vicious")
local bat_indicator = wibox.widget.textbox()
local volume_indicator = wibox.widget.textbox()
local xresources = require("beautiful.xresources")
local dpi = xresources.apply_dpi
local modkey = "Mod4"
-- Create wibox with batwidget
batbox = {
bat_indicator,
fg = "#d29c2c",
widget = wibox.container.background,
}
volbox = {
volume_indicator,
fg = "#7aa270",
widget = wibox.container.background,
}
-- Volume widget
vicious.register(volume_indicator, vicious.widgets.volume,
function (widget, args)
if args[2] == "🔈" then
return "Muted"
else
return ("Volume: %d%%"):format(args[1])
end
end, 5, "Master")
-- Battery widget
vicious.register(bat_indicator, vicious.widgets.bat,
function (widget, args)
local label = {
["↯"] = "Full",
["⌁"] = "Unknown",
["↯"] = "Charged",
["+"] = "Charging",
["-"] = "Discharging"}
if label[args[1]] == "Unknown" then
return "No Battery"
else
return ("%s: %d%%"):format(label[args[1]], args[2])
end
end, 61, "BAT0")
screen.connect_signal("request::wallpaper", function(s)
-- Wallpaper
if beautiful.wallpaper then
local wallpaper = beautiful.wallpaper
-- If wallpaper is a function, call it with the screen
if type(wallpaper) == "function" then
wallpaper = wallpaper(s)
end
gears.wallpaper.maximized(wallpaper, s, true)
end
end)
screen.connect_signal("request::desktop_decoration", function(s)
-- Each screen has its own tag table.
awful.tag({ "1", "2", "3", "4", "5", "6", "7", "8", "9" }, s, awful.layout.layouts[1])
-- Textclock Widget
s.mytextclock = wibox.widget.textclock()
-- Calendar Widget
s.month_calendar = awful.widget.calendar_popup.month({
screen = s,
margin = 5,
})
s.month_calendar:attach(s.mytextclock, "tr" )
-- Create a promptbox for each screen
s.mypromptbox = awful.widget.prompt()
-- Create an imagebox widget which will contain an icon indicating which layout we're using.
-- We need one layoutbox per screen.
s.mylayoutbox = awful.widget.layoutbox {
screen = s,
buttons = {
awful.button({ }, 1, function () awful.layout.inc( 1) end),
awful.button({ }, 3, function () awful.layout.inc(-1) end),
-- awful.button({ }, 4, function () awful.layout.inc(-1) end),
-- awful.button({ }, 5, function () awful.layout.inc( 1) end),
}
}
-- Create a taglist widget
s.mytaglist = awful.widget.taglist {
screen = s,
filter = awful.widget.taglist.filter.all,
buttons = {
awful.button({ }, 1, function(t) t:view_only() end),
awful.button({ modkey }, 1, function(t)
if client.focus then
client.focus:move_to_tag(t)
end
end),
awful.button({ }, 3, awful.tag.viewtoggle),
awful.button({ modkey }, 3, function(t)
if client.focus then
client.focus:toggle_tag(t)
end
end),
-- awful.button({ }, 4, function(t) awful.tag.viewprev(t.screen) end),
-- awful.button({ }, 5, function(t) awful.tag.viewnext(t.screen) end),
}
}
-- Create a tasklist widget
s.mytasklist = awful.widget.tasklist {
screen = s,
filter = awful.widget.tasklist.filter.currenttags,
buttons = {
awful.button({ }, 1, function (c)
c:activate { context = "tasklist", action = "toggle_minimization" }
end),
awful.button({ }, 3, function() awful.menu.client_list { theme = { width = 250 } } end),
-- awful.button({ }, 4, function() awful.client.focus.byidx(-1) end),
-- awful.button({ }, 5, function() awful.client.focus.byidx( 1) end),
},
-- style = {shape = gears.shape.rounded_rect},
layout = {
spacing = 1,
layout = wibox.layout.flex.horizontal
},
widget_template = {
{
{
{
{
id = 'icon_role',
widget = wibox.widget.imagebox,
},
margins = 1,
widget = wibox.container.margin,
},
{
id = 'text_role',
widget = wibox.widget.textbox,
},
layout = wibox.layout.fixed.horizontal,
},
left = 5,
right = 5,
widget = wibox.container.margin
},
id = 'background_role',
widget = wibox.container.background,
},
}
s.menubutton = wibox.widget {
text = "I'm a button!",
widget = wibox.widget.textbox
}
s.menubutton:buttons(
awful.button({}, 1, nil, function ()
require('widgets.menu')
end)
)
-- Create the wibox
s.mywibox = awful.wibar({
position = "top",
screen = s,
spacing = 5,
})
-- Add widgets to the wibox
s.mywibox.widget = {
{
{
-- Left widgets
layout = wibox.layout.fixed.horizontal,
s.mytaglist,
-- s.mypromptbox,
},
widget = wibox.container.margin,
right = 5,
},
-- Middle widget
s.mytasklist,
{
{
-- Right widgets
layout = wibox.layout.fixed.horizontal,
{
batbox,
widget = wibox.container.margin,
left = 5,
right = 5,
},
{
volbox,
widget = wibox.container.margin,
left = 5,
right = 5,
},
wibox.widget.systray(),
s.mytextclock,
s.mylayoutbox,
-- s.menubutton,
},
widget = wibox.container.margin,
left = 5,
},
layout = wibox.layout.align.horizontal,
}
end)
|
cloud.commands = {
-- User commands
help = {
syntax = cloud.tags.syntax.."!help <command name>",
about = cloud.tags.about.."Get help for a particular command.",
func = function(id, pl, text, tbl)
-- If a command has been supplied, if it exists in the table, and if it has a help message (i.e. if none of those are nil)
for _, module_name in pairs(cloud.settings.enabled_command_modules) do
local command_module = cloud.command_modules[module_name]
if tbl[2] and command_module[tbl[2]] and command_module[tbl[2]].about then
msg2(id,command_module[tbl[2]].syntax)
msg2(id,command_module[tbl[2]].about)
return 1
end
end
msg2(id,cloud.tags.server.."You must specify a particular command to get help for!")
displayUserCommands(id)
end,
},
pm = {
syntax = cloud.tags.syntax.."!pm <id>",
about = cloud.tags.about.."Sends a private message to someone.",
func = function(id, pl, text, tbl)
local pmsg = string.sub(text,(string.len("!pm")+1+string.len(id)+1),#text)
if playerExists(id, pl) then
if pmsg ~= nil then
if id ~= pl then
msg2(pl,cloud.tags.pm.."< "..player(id,"name").." ("..id..")]:"..pmsg)
msg2(id,cloud.tags.pm.."> "..player(pl,"name").." ("..pl..")]:"..pmsg)
-- display others PM for moderators (bigears)
for _, all in pairs(player(0,"table")) do
if Player[all].var_bigears_toggle then
if all ~= id and all ~= pl then
msg2(all,cloud.tags.pm..player(id,"name").." ("..id..") > "..player(pl,"name").." ("..pl..")]:"..pmsg)
end
end
end
else
msg2(id,cloud.error.pm)
end
else
msg2(id,cloud.error.string)
end
end
end,
},
register = {
syntax = cloud.tags.syntax.."!register <password>",
about = cloud.tags.about.."Register your USGN ID into our database.",
func = function(id, pl, text, tbl)
local password = tbl[2]
if player(id, "usgn") ~= 0 then
if password ~= nil then
Player[id].var_usgn_password = password
msg2(id,cloud.tags.server.."Registered USGN#"..player(id, "usgn").."-"..player(id, "usgnname")..", with password: "..password)
else
msg2(id,cloud.tags.server.."You have not provided a password!")
end
else
msg2(id,cloud.tags.server.."You need to be logged into a U.S.G.N. account!")
end
end,
},
login = {
syntax = cloud.tags.syntax.."!login <USGN ID> <password>",
about = cloud.tags.about.."Login into your usgn or steam from our database.",
func = function(id, pl, text, tbl)
local usgnid = tbl[2]
local password = tbl[3]
if player(id,"usgn") == 0 then
if Player[id].var_login == nil then
if usgnid ~= nil then
if password ~= nil then
login = usgnid
load.loginUSGN(id, login, password)
else
msg2(id,cloud.tags.server.."You have not provided a password!")
end
else
msg2(id,cloud.tags.server.."You have not provided a U.S.G.N. ID!")
end
else
msg2(id,cloud.tags.server.."You are allready logged into USGN#"..Player[id].var_login)
end
else
msg2(id,cloud.tags.server.."You are allready logged into USGN#"..player(id,"usgn"))
end
end,
},
report = {
syntax = cloud.tags.syntax.."!report <id> <reason>",
about = cloud.tags.about.."Use this command whenever you see an server abuse.",
func = function(id, pl, text, tbl)
local reason = ""
if playerExists(id, pl) then
if tbl[3] then
for i=3, #tbl do
reason = (reason.." "..tbl[i])
end
if reason == reason:sub(1, 30) then
local file = io.open(directory.."data/reports.txt", "a")
file:write(os.date("%Y-%m-%d %I:%M %p").." - [IP: "..player(id,"ip").."] [STEAM: "..player(id,"steamid").."] [USGN: "..player(id,"usgn").."] [ID: "..id.."] [Team: "..player(id,"team").."] [Name: "..player(id,"name").."] >> "..player(pl,"name").." | "..player(pl,"steamid").." | "..player(pl,"usgn").." | "..player(pl,"ip").." :"..reason.."\n")
file:close()
msg2(id,cloud.tags.server.."Your report has been submitted, thank you!")
msg2(id,colors("lavender_blue").."(YOUR REASON):"..reason)
else
msg2(id,cloud.tags.server.."You have wrote too many characters for a report!")
end
else
msg2(id,cloud.error.emptystring)
end
end
end,
},
comment = {
syntax = cloud.tags.syntax.."!comment <comment>",
about = cloud.tags.about.."Share your idea with us, we will be happy to listen! :)",
func = function(id, pl, text, tbl)
local comment = ""
if tbl[2] then
for i=2, #tbl do
comment = (comment.." "..tbl[i])
end
if comment == comment:sub(1, 40) then
local file = io.open(directory.."data/comments.txt", "a")
file:write(os.date("%Y-%m-%d %I:%M %p").." - [IP: "..player(id, "ip").."] [STEAM: "..player(id, "steamid").."] [USGN: "..player(id, "usgn").."] [ID: "..id.."] [Team: "..player(id, "team").."] [Name: "..player(id, "name").."]:"..comment.."\n")
file:close()
msg2(id,cloud.tags.server.."Your comment has been submitted, thank you!")
msg2(id,colors("lavender_blue").."(YOUR COMMENT):"..comment.."")
else
msg2(id,cloud.tags.server.."You have wrote too many characters for a comment!")
end
else
msg2(id,cloud.error.emptystring)
end
end,
},
-- Moderator comands
info = {
syntax = cloud.tags.syntax.."!info <id>",
about = cloud.tags.about.."Gets information about the target player ID.",
func = function(id, pl, text, tbl)
local usgn = player(pl,"usgn")
local steam = player(pl,"steamid")
if playerExists(id, pl) then
msg2(id,cloud.tags.server..player(pl,"name").."'s gaming information:")
if player(pl,"rcon") then
msg2(id,cloud.tags.server.."RCON Logged in.")
else
msg2(id,cloud.tags.server.."RCON Not logged in.")
end
msg2(id,cloud.tags.server.."(IP): "..player(pl,"ip")..".")
if usgn > 0 then
msg2(id,cloud.tags.server.."(USGN): "..player(pl,"usgnname").."#"..usgn..".")
elseif steam ~= "0" then
msg2(id,cloud.tags.server.."(STEAM): "..player(pl,"steamname")..".")
end
msg2(id,cloud.tags.server.."(Idle Time): "..getTimeValues(pl,"idle_time")..".")
if usgn ~= 0 or steam ~= "0" then
msg2(id,cloud.tags.server.."(Played Time): "..getTimeValues(pl,"played_time")..".")
end
msg2(id,cloud.tags.server.."(Chat Tag): "..returnToggleValue(id, "var_tag_toggle")..".")
if Player[pl].var_mute_toggle then
msg2(id,cloud.tags.buster.."(Muted Duration): "..getTimeValues(pl,"mute_duration")".")
end
msg2(id,cloud.tags.server.."(Moderation Level): "..Player[pl].var_level_name..".")
if Player[pl].var_login ~= nil then
msg2(id,cloud.tags.server.."(Logged In Database): #"..Player[pl].var_login..".")
end
if Player[pl].var_usgn_password ~= "" then
msg2(id,cloud.tags.server.."(USGN Password): "..Player[pl].var_usgn_password)
end
end
end,
},
lastlogged = {
syntax = cloud.tags.syntax.."!lastjoined <minutes>",
about = cloud.tags.about.."Display last joined players (writing minutes will display players that have allready left the server).",
func = function(id, pl, text, tbl)
if cloud.settings.modules.lastlogged then
-- Filter out players by login time
local minutes = tbl[2] and pl or 10
local time = os.time()
local todisplay = {}
for k = #lastlogged, 1, -1 do
local v = lastlogged[k]
if (v) then
if (time-v.time <= minutes*60) then
if ((tbl[2] and v.id == 0) or (not tbl[2])) then
table.insert(todisplay, v)
end
else
table.remove(lastlogged, k)
end
end
end
msg2(id,cloud.tags.server.."Displaying player info from the last "..minutes.." minutes.")
for k, v in pairs(todisplay) do
local str = v.name .. " (" .. v.ip .. ", "
if (v.usgn ~= 0) then
str = str .. "USGN: "..v.usgnname.."#" .. v.usgn .. ")"
else
str = str .. "no USGN)" end
local mins = math.floor((time-v.time)/60 + 0.5)
if (v.id ~= 0) then
str = str .. " - online (ID #"..v.id..")"
else
str = str .. " - last online "..(mins > 0 and mins.." minutes ago" or (time-v.time).." seconds ago")
end
msg2(id,cloud.tags.server..k..". "..str)
end
else
msg2(id,cloud.error.disabled)
end
end,
},
rcon = {
syntax = cloud.tags.syntax.."!rcon <command>",
about = cloud.tags.about.."Parses a RCON command into the server console.",
func = function(id, pl, text, tbl)
local command = string.sub(text,(string.len("!rcon")+2),#text)
if command ~= nil then
parse(command)
msg2(id,cloud.tags.server.."Command: <"..command.."> has been parsed!")
else
msg2(id,cloud.error.emptystring)
end
end,
},
make = {
syntax = cloud.tags.syntax.."!make <id> <lvl> (blacklisted,user,premium,member,supporter,moderator,globalmod,admin)",
about = cloud.tags.about.."Modifies player's moderation level.",
func = function(id, pl, text, tbl)
local level = tostring(tbl[3])
if playerExists(id, pl) then
if level ~= nil then
if Player[id].var_level >= Player[pl].var_level then
load.assignRankData(pl, level)
msg2(pl,cloud.tags.server.."<"..player(id,"name").."> set your rank to "..level)
msg2(id,cloud.tags.server.."<"..player(pl,"name").."> is now "..level)
else
msg2(id,cloud.error.authorisation)
end
else
msg2(id,cloud.commands.make.syntax)
end
end
end,
},
bring = {
syntax = cloud.tags.syntax.."!bring <id>",
about = cloud.tags.about.."Teleports the player target ID to your position.",
func = function(id, pl, text, tbl)
if playerExists(id, pl) then
if pl == id then
msg2(id,cloud.tags.server.."You may not teleport to yourself!")
else
parse("setpos "..pl.." "..player(id,"x").." "..player(id,"y"))
end
end
end,
},
goto = {
syntax = cloud.tags.syntax.."!goto <id>",
about = cloud.tags.about.."Teleports you to the player target ID.",
func = function(id, pl, text, tbl)
if playerExists(id, pl) then
if pl == id then
msg2(id,cloud.tags.server.."Personality disorders? You cannot go to yourself!")
else
parse("setpos "..id.." "..player(pl,"x").." "..player(pl,"y"))
end
end
end,
},
kick = {
syntax = cloud.tags.syntax.."!kick <id> <reason>",
about = cloud.tags.about.."Kicks a player (you can also specify a reason to display on player's screen.)",
func = function(id, pl, text, tbl)
local reason = ""
if tbl[3] then
reason = tbl[3].."."
else
reason = "No reason specified."
end
if playerExists(id, pl) then
if Player[id].var_level > Player[pl].var_level then
msg(cloud.tags.server.."Player "..player(pl,"name").." has been kicked! (Reason: "..reason..")")
parse('kick '..tbl[2]..' "'..reason..'"')
else
msg2(id,cloud.error.authorisation)
end
end
end,
},
ban = {
syntax = cloud.tags.syntax.."!ban <id> <(optional, zero if permanent) duration> <reason>",
about = cloud.tags.about.."Bans a player (duration can be optional).",
func = function(id, pl, text, tbl)
local time = tonumber(tbl[3])
if tbl[3] then
time = tbl[3]
else
time = 0
end
local reason = ""
if tbl[4] then
reason = tbl[4].."."
else
reason = "No reason specified."
end
if playerExists(id, pl) then
if Player[id].var_level > Player[pl].var_level then
msg(cloud.tags.server..""..player(tbl[2],"name").." has been banned! (Duration: "..time..") (Reason: "..reason..")")
if player(tbl[2],"ip") ~= "0.0.0.0" then
parse('banip '..player(pl,"ip")..' "'..time..'"' ..reason)
msg(cloud.tags.server.."IP Banned")
end
if player(tbl[2],"usgn") ~= 0 then
parse('banusgn '..tbl[2]..' "'..time..'"' ..reason)
msg(cloud.tags.server.."USGN Banned")
end
if player(tbl[2],"steamid") ~= "0" then
parse('bansteam '..tbl[2]..' "'..time..'"' ..reason)
msg(cloud.tags.server.."Steam Banned")
end
else
msg2(id,cloud.error.authorisation)
end
end
end,
},
mute = {
syntax = cloud.tags.syntax.."!mute <id> <duration>",
about = cloud.tags.about.."Mutes a player, duration is in minutes and cannot be higher than 60 minutes.",
func = function(id, pl, text, tbl)
local duration = tonumber(tbl[3])
if playerExists(id, pl) then
if Player[id].var_level > Player[pl].var_level then
if tbl[3] then
if duration > 0 and duration <= 60 then
Player[pl].var_mute_duration = duration*60
msg(cloud.tags.server.."Player "..player(pl,"name").." has been muted for "..getTimeValues(pl,"mute_duration"))
else
msg2(id,cloud.tags.buster.."Max mute limit is 60 minutes.")
end
else
Player[pl].var_mute_duration = 60*60
msg(cloud.tags.buster.."Player "..player(pl,"name").." has been muted for "..getTimeValues(pl,"mute_duration"))
end
else
msg2(id,cloud.error.authorisation)
end
end
end,
},
unmute = {
syntax = cloud.tags.syntax.."!unmute <id>",
about = cloud.tags.about.."Unmutes a muted player.",
func = function(id, pl, text, tbl)
if playerExists(id, pl) then
if Player[id].var_level > Player[pl].var_level then
if pl then
Player[pl].var_mute_duration = 0
msg(cloud.tags.buster.."Player "..player(pl,"name").." has been unmuted")
else
msg2(id,cloud.error.noid)
end
else
msg2(id,cloud.error.authorisation)
end
end
end,
},
slap = {
syntax = cloud.tags.syntax.."!slap <id>",
about = cloud.tags.about.."Slaps the player dealing him -10 damage.",
func = function(id, pl, text, tbl)
if playerExists(id, pl) then
parse("slap "..tbl[2])
msg(cloud.tags.server.."Player "..player(pl,"name").." has been slapped")
end
end,
},
kill = {
syntax = cloud.tags.syntax.."!kill <id>",
about = cloud.tags.about.."Kills the player.",
func = function(id, pl, text, tbl)
if playerExists(id, pl) then
parse("killplayer "..tbl[2])
msg(cloud.tags.server.."Player "..player(pl,"name").." has been killed")
end
end,
},
strip = {
syntax = cloud.tags.syntax.."!strip <id> <weapon/all>",
about = cloud.tags.about.."Removes player item or all items.",
func = function(id, pl, text, tbl)
if playerExists(id, pl) then
if player(pl,"health") > 0 then
if tbl[3] == "all" then
parse("setweapon "..pl.." 50")
for _, weapon in pairs(playerweapons(pl)) do
if weapon ~= 50 then
parse("strip "..pl.." "..weapon)
end
end
if player(pl,"armor") > 0 then
parse("setarmor "..pl.." 0")
end
msg2(id,cloud.tags.server.."Player "..player(pl,"name").." All items have been stripped")
elseif tbl[3] then
parse("strip "..pl.." "..tbl[3])
msg2(id,cloud.tags.server.."Player "..player(pl,"name").." item #"..tbl[3].." has been stripped")
end
else
msg2(id,cloud.error.notplaying)
end
end
end,
},
speed = {
syntax = cloud.tags.syntax.."!speed <id> <speed>",
about = cloud.tags.about.."Modifies player's current speed, you can also use negative values like -50.",
func = function(id, pl, text, tbl)
local speed = tonumber(tbl[3])
if speed[3] then
speed = tbl[3]
else
speed = 1
end
if playerExists(id, pl) then
parse("speedmod "..tbl[2])
msg(cloud.tags.server.."Player "..player(pl,"name").." is on a speedmod of "..speed)
end
end,
},
equip = {
syntax = cloud.tags.syntax.."!equip <id> <item>",
about = cloud.tags.about.."Equips a player with the specific item.",
func = function(id, pl, text, tbl)
local item = tonumber(tbl[3])
if playerExists(id, pl) then
parse("equip "..tbl[2].." "..item)
msg(cloud.tags.server.."Player "..player(pl,"name").." equipped item #"..item)
end
end,
},
map = {
syntax = cloud.tags.syntax.."!map <name>",
about = cloud.tags.about.."Automatically changes the current map to the specified one.",
func = function(id, pl, text, tbl)
local map = tbl[2]
if map then
timer(2000,"parse","map "..map)
msg(cloud.tags.server.."Player "..player(id,"name").." changed map to "..map)
else
msg2(id,cloud.error.emptystring)
end
end,
},
buster = {
syntax = cloud.tags.syntax.."!buster <module>",
about = cloud.tags.about.."Toggle one of the Cloud Buster module (censor, antispam, names).",
func = function(id, pl, text, tbl)
local module = tbl[2]
if module == "censor" then
if cloud.settings.cloud_buster.chat_censor then
msg2(id,cloud.tags.buster.."Chat Censor is OFF!")
cloud.settings.cloud_buster.chat_censor = false
else
msg2(id,cloud.tags.buster.."Chat Censor is ON!")
cloud.settings.cloud_buster.chat_censor = true
end
elseif module == "antispam" then
if cloud.settings.cloud_buster.chat_antispam then
msg2(id,cloud.tags.buster.."Chat AntiSpam is OFF!")
cloud.settings.cloud_buster.chat_antispam = false
else
msg2(id,cloud.tags.buster.."Chat AntiSpam is ON!")
cloud.settings.cloud_buster.chat_antispam = true
end
elseif module == "names" then
if cloud.settings.cloud_buster.names_censor then
msg2(id,cloud.tags.buster.."Names Censor is OFF!")
cloud.settings.cloud_buster.names_censor = false
else
msg2(id,cloud.tags.buster.."Names Censor is ON!")
cloud.settings.cloud_buster.names_censor = true
end
else
msg2(id,cloud.error.emptystring)
end
end,
},
periodic = {
syntax = cloud.tags.syntax.."!periodic",
about = cloud.tags.about.."Toggle periodic messages.",
func = function(id, pl, text, tbl)
if cloud.settings.periodic_msgs then
msg2(id,cloud.tags.server.."Periodic messages are now OFF!")
cloud.settings.periodic_msgs = false
else
msg2(id,cloud.tags.server.."Periodic messages are now ON!")
cloud.settings.periodic_msgs = true
end
end,
},
grab = {
syntax = cloud.tags.syntax.."!grab <id>",
about = cloud.tags.about.."Grab player and move it along with your cursor on the screen.",
func = function(id, pl, text, tbl)
local deactivateGrab = function(id) Player[id].var_grab_toggle = false Player[id].var_grab_targetID = 0 msg2(id,cloud.tags.server.."Grab deactivated!") end
if pl then
if player(pl,"exists") then
if id ~= pl then
if not Player[id].var_grab_toggle then
Player[id].var_grab_toggle = true
Player[id].var_grab_targetID = pl
elseif Player[id].var_grab_toggle then
Player[id].var_grab_targetID = pl
end
msg2(id,cloud.tags.info.."Activating both grab and teleport might lead to problems. Do it at your own risk!")
msg2(id,cloud.tags.server.."Grab activated on "..player(pl,"name"))
msg2(id,cloud.tags.server.."To disable the grab, type again !grab")
else
msg2(id,cloud.tags.server.."You can't grab yourself!")
end
else
msg2(id,cloud.error.noexist)
end
else
if Player[id].var_grab_toggle then
deactivateGrab(id)
else
msg2(id,cloud.error.noid)
end
end
end,
},
-- No syntax for these commands, they are just one way
restart = {
syntax = cloud.tags.syntax.."!restart",
about = cloud.tags.about.."Automatically restarts the server round.",
func = function(id, pl, text, tbl)
parse("restartround")
end,
},
tag = {
syntax = cloud.tags.syntax.."!tag",
about = cloud.tags.about.."Enables your fancy tag",
func = function(id, pl, text, tbl)
if Player[id].var_tag_toggle then
Player[id].var_tag_toggle = false
else
Player[id].var_tag_toggle = true
end
msg2(id,cloud.tags.server.."Tag "..returnToggleValue(id, "var_tag_toggle"))
end,
},
god = {
syntax = cloud.tags.syntax.."!god",
about = cloud.tags.about.."Makes you immune to damage (turrets, players, entities, anything).",
func = function(id, pl, text, tbl)
if Player[id].var_god_toggle then
Player[id].var_god_toggle = false
else
Player[id].var_god_toggle = true
end
msg2(id,cloud.tags.server.."God "..returnToggleValue(id, "var_god_toggle"))
end,
},
teleport = {
syntax = cloud.tags.syntax.."!teleport",
about = cloud.tags.about.."Teleports you to cursor by pressing the F4 key (won't work if you try to cross out of the map bounds)",
func = function(id, pl, text, tbl)
if Player[id].var_tele_toggle then
Player[id].var_tele_toggle = false
else
Player[id].var_tele_toggle = true
msg2(id,cloud.tags.info.."Activating both grab and teleport might lead to problems. Do it at your own risk!")
end
msg2(id,cloud.tags.server.."Teleport "..returnToggleValue(id, "var_tele_toggle"))
end,
},
credits = {
syntax = cloud.tags.syntax.."!credits",
about = cloud.tags.about.."Display script authors.",
func = function(id, pl, text, tbl)
msg2(id,cloud.tags.server.."== Cloud Moderation Version - "..cloud.settings.version.." ==")
for _, v in pairs(cloud.settings.credits) do
msg2(id,cloud.tags.server..v)
end
end,
},
bigears = {
syntax = cloud.tags.syntax.."!bigears",
about = cloud.tags.about.."Hear other players Private Messages [PM]",
func = function(id, pl, text, tbl)
if Player[id].var_bigears_toggle then
Player[id].var_bigears_toggle = false
else
Player[id].var_bigears_toggle = true
end
msg2(id,cloud.tags.server.."Bigears "..returnToggleValue(id, "var_bigears_toggle"))
end,
},
softreload = {
syntax = cloud.tags.syntax.."!softreload",
about = cloud.tags.about.."",
func = function(id, pl, text, tbl)
dofile(directory.."server.lua")
msg2(id,cloud.tags.server.."Server has been soft reloaded.")
end,
},
hardreload = {
syntax = cloud.tags.syntax.."!reloadlua",
about = cloud.tags.about.."Reloads Lua scripts by Reloading the map (mapchange).",
func = function(id, pl, text, tbl)
msg(cloud.tags.server.."Updating server scripts (mapchange) in: 3 Seconds!@C")
timer(3000,"parse","map "..game("sv_map"))
end,
}
}
addCommandModule("core", cloud.commands)
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