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local skynet = require "skynet.manager" local codecache = require "skynet.codecache" local cluster = require "skynet.cluster" local json = require("cjson") local sprotoloader = require "sprotoloader" local queue = require "skynet.queue" local clusterMonitor = require "utils/clusterMonitor" local TAG = "GateServiceMgr" local GateServiceMgr = {} function GateServiceMgr:init(pGameCode, pIdentify) local pServerConfig = require(onGetServerConfigFile(pGameCode)) self.m_pGameCode = pGameCode self.m_pHallServiceMgr = nil self.m_pWatchDogs = {} self.m_pAgentMap = {} for k, v in pairs(pServerConfig.iGateServerConfig or {}) do -- 监听玩家的登陆 local watchdog = skynet.newservice("watchdog") local pRet = skynet.call(watchdog, "lua", "init",{ port = v.port, maxclient = 1024, nodelay = true, }) table.insert(self.m_pWatchDogs, watchdog) end local host = sprotoloader.load(1):host("package") self.m_pSendPackage = host:attach(sprotoloader.load(2)) -- 启动计时器 self.m_pScheduleMgr = require('utils/schedulerMgr') self.m_pScheduleMgr:init() local pCallback = self.onCheckTooTimeNotActive self.m_pCheckActiveTimer = self.m_pScheduleMgr:register(pCallback, 5 * 60 * 1000, -1, 10 * 1000, self) -- 确保自身数据初始化完毕再开启结点间链接 clusterMonitor:onSubscribeNode(self.onConnectChange) clusterMonitor:onStart(pServerConfig.iClusterConfig) self.m_pClusterId = clusterMonitor:onGetCurrentNodename() clusterMonitor:onOpen() end function GateServiceMgr:onPrint() Log.dump(TAG, self.m_pAgentMap, "self.m_pAgentMap") end function GateServiceMgr:onRegisterAgent(pAgent) table.insert(self.m_pAgentMap, pAgent) -- self:onPrint() if not self.m_pHallServiceMgr then Log.e(TAG, "hallservice disconnect error ") return end local data = {} data.iAgent = pAgent data.iClusterId = self.m_pClusterId pcall(skynet.call, self.m_pHallServiceMgr, "lua", "onUpdateGateServerData", string.format("%s_%s", self.m_pClusterId, pAgent), data) end function GateServiceMgr:ClientUserHeartbeat(pAgent, name, request) local resName = "ServerUserHeartbeat" local info = {} local pRet = skynet.call(pAgent, "lua", "onSendPackage", resName, info) end function GateServiceMgr:onReceivePackage(pAgent, name, request ) if self[name] then self[name](self, pAgent, name, request) else if self.m_pHallServiceMgr then Log.d(TAG, "onReceivePackage[%s] self.m_pHallServiceMgr[%s]", name, self.m_pHallServiceMgr) pcall(skynet.call, self.m_pHallServiceMgr, "lua", "onReceivePackage", string.format("%s_%s", self.m_pClusterId, pAgent), name, request) else Log.e(TAG, "hallservice disconnect error ") end end end function GateServiceMgr:onDisConnect(pAgent, pClearRedis) for k, v in ipairs(self.m_pAgentMap) do if v == pAgent then table.remove(self.m_pAgentMap, k) break end end self:onPrint() if self.m_pHallServiceMgr then pcall(skynet.call, self.m_pHallServiceMgr, "lua", "onDisConnect", string.format("%s_%s", self.m_pClusterId, pAgent), pClearRedis) else Log.e(TAG, "hallservice disconnect error ") end end function GateServiceMgr:onCheckTooTimeNotActive() Log.d(TAG, "onCheckTooTimeNotActive") for k, v in pairs(self.m_pAgentMap) do local pRet = skynet.call(v, "lua", "onCheckTooTimeNotActive") end end function GateServiceMgr:onPackLookbackTable(pLookbackTable) --写入回看数据 local pIsAllOk = true local pLookbackDataTable = {} for _, kLookback in pairs(pLookbackTable) do local pIsOk, pack = pcall(self.m_pSendPackage, kLookback.iName, kLookback.iInfo) if not pIsOk then Log.e(TAG, "kLookback.iName[%s]", kLookback.iName) pIsAllOk = false break else local package = string.pack(">s2", pack) table.insert(pLookbackDataTable, package) end end return pIsAllOk, json.encode(pLookbackDataTable) end function GateServiceMgr:onConnectChange( conf ) Log.dump(TAG,conf,"onConnectChange") if conf.isonline == 1 then self.m_pHallServiceMgr = cluster.proxy(conf.nodename, conf.clustername) for k,v in pairs(self.m_pWatchDogs) do local pRet = skynet.call(v, "lua", "start") -- 开启监听 end else for k,v in pairs(self.m_pWatchDogs) do local pRet = skynet.call(v, "lua", "stop") -- 关闭监听 end for k,v in ipairs(self.m_pAgentMap) do local pRet = skynet.call(v, "lua", "close") -- 关闭所有agent end self.m_pHallServiceMgr = nil end end function GateServiceMgr:onMonitorNodeChange(conf) if not conf then return end if not conf.nodename then return end local callback = clusterMonitor:onGetSubcribeCallback() if not callback then return end return callback(GateServiceMgr,conf) end function GateServiceMgr:onReLoad() local modulename = onGetServerConfigFile(self.m_pGameCode) package.loaded[modulename] = nil codecache.clear() local pServerConfig = require(modulename) clusterMonitor:onReLoad(pServerConfig.iClusterConfig) end -- 热更新协议 function GateServiceMgr:onUpdateProto(pProto) -- local pProtoService = skynet.localname(".ProtoLoader") local pProtoService = skynet.queryservice("protoLoader") Log.e(TAG, "更新pProto,pProtoService[%s]", pProtoService) pcall(skynet.call, pProtoService, "lua", "onUpdateProto", pProto) end skynet.start(function() skynet.dispatch("lua", function(_, _, command, ...) skynet.ret(skynet.pack(GateServiceMgr[command](GateServiceMgr, ...))) end) end)
-- Kong, the biggest ape in town -- -- /\ ____ -- <> ( oo ) -- <>_| ^^ |_ -- <> @ \ -- /~~\ . . _ | -- /~~~~\ | | -- /~~~~~~\/ _| | -- |[][][]/ / [m] -- |[][][[m] -- |[][][]| -- |[][][]| -- |[][][]| -- |[][][]| -- |[][][]| -- |[][][]| -- |[][][]| -- |[][][]| -- |[|--|]| -- |[| |]| -- ======== -- ========== -- |[[ ]]| -- ========== --加载luarock.loader包以使用luarock pcall(require, "luarocks.loader") -- 检查resty.core包是否加载成功 assert(package.loaded["resty.core"], "lua-resty-core must be loaded; make " .. "sure 'lua_load_resty_core' is not ".. "disabled.") -- 引用constants.lua文件 local constants = require "kong.constants" do -- let's ensure the required shared dictionaries are -- declared via lua_shared_dict in the Nginx conf -- 遍历DICTS, -- DICTS = { -- "kong", 5m -- "kong_locks", 8m -- "kong_db_cache", 128m -- "kong_db_cache_miss", 12m -- "kong_process_events", 5m -- "kong_cluster_events", 5m -- "kong_healthchecks", 5m -- "kong_rate_limiting_counters", 12m -- } for _, dict in ipairs(constants.DICTS) do if not ngx.shared[dict] then return error("missing shared dict '" .. dict .. "' in Nginx " .. "configuration, are you using a custom template? " .. "Make sure the 'lua_shared_dict " .. dict .. " [SIZE];' " .. "directive is defined.") end end -- if we're running `nginx -t` then don't initialize -- 检查nginx配置文件的语法 -- 返回当前进程的环境变量的值,如果没有返回nil if os.getenv("KONG_NGINX_CONF_CHECK") then return { init = function() end, } end end require("kong.globalpatches")() local kong_global = require "kong.global" local PHASES = kong_global.phases _G.kong = kong_global.new() -- no versioned PDK for plugins for now local DB = require "kong.db" local dns = require "kong.tools.dns" local utils = require "kong.tools.utils" local lapis = require "lapis" local pl_utils = require "pl.utils" local http_tls = require "http.tls" local openssl_ssl = require "openssl.ssl" local openssl_pkey = require "openssl.pkey" local openssl_x509 = require "openssl.x509" local runloop = require "kong.runloop.handler" local mesh = require "kong.runloop.mesh" local singletons = require "kong.singletons" local declarative = require "kong.db.declarative" local ngx_balancer = require "ngx.balancer" local kong_resty_ctx = require "kong.resty.ctx" local certificate = require "kong.runloop.certificate" local concurrency = require "kong.concurrency" local cache_warmup = require "kong.cache_warmup" local balancer_execute = require("kong.runloop.balancer").execute local kong_error_handlers = require "kong.error_handlers" local migrations_utils = require "kong.cmd.utils.migrations" local kong = kong local ngx = ngx local now = ngx.now local update_time = ngx.update_time local var = ngx.var local arg = ngx.arg local header = ngx.header local ngx_log = ngx.log -- 日志级别 local ngx_ALERT = ngx.ALERT -- 报警 local ngx_CRIT = ngx.CRIT -- 严重,系统故障, 触发运维告警系统 local ngx_ERR = ngx.ERR -- 错误,业务不可恢复性错误 local ngx_WARN = ngx.WARN -- 提醒,业务中可忽略错误 local ngx_INFO = ngx.INFO -- 信息,业务琐碎日志信息,包含不同情况判断等 local ngx_DEBUG = ngx.DEBUG local subsystem = ngx.config.subsystem local type = type local error = error local ipairs = ipairs local assert = assert local tostring = tostring local coroutine = coroutine local getmetatable = getmetatable local registry = debug.getregistry() local get_last_failure = ngx_balancer.get_last_failure local set_current_peer = ngx_balancer.set_current_peer local set_ssl_ctx = ngx_balancer.set_ssl_ctx local set_timeouts = ngx_balancer.set_timeouts local set_more_tries = ngx_balancer.set_more_tries local ffi = require "ffi" local cast = ffi.cast local voidpp = ffi.typeof("void**") local TLS_SCHEMES = { https = true, tls = true, } local declarative_entities local schema_state local stash_init_worker_error local log_init_worker_errors -- 初始化worker错误并隐藏暂存 do local init_worker_errors local init_worker_errors_str local ctx_k = {} stash_init_worker_error = function(err) if err == nil then return end err = tostring(err) if not init_worker_errors then init_worker_errors = {} end table.insert(init_worker_errors, err) init_worker_errors_str = table.concat(init_worker_errors, ", ") return ngx_log(ngx_CRIT, "worker initialization error: ", err, "; this node must be restarted") end log_init_worker_errors = function(ctx) if not init_worker_errors_str or ctx[ctx_k] then return end ctx[ctx_k] = true return ngx_log(ngx_ALERT, "unsafe request processing due to earlier ", "initialization errors; this node must be ", "restarted (", init_worker_errors_str, ")") end end -- 此代码块初始化kong的共享空间字典 local reset_kong_shm do local preserve_keys = { "events:requests", "kong:node_id", } reset_kong_shm = function() local preserved = {} for _, key in ipairs(preserve_keys) do -- ignore errors preserved[key] = ngx.shared.kong:get(key) end ngx.shared.kong:flush_all() ngx.shared.kong:flush_expired(0) for _, key in ipairs(preserve_keys) do ngx.shared.kong:set(key, preserved[key]) end end end local function execute_plugins_iterator(plugins_iterator, phase, ctx) for plugin, configuration in plugins_iterator:iterate(phase, ctx) do if ctx then kong_global.set_named_ctx(kong, "plugin", configuration) end kong_global.set_namespaced_log(kong, plugin.name) plugin.handler[phase](plugin.handler, configuration) kong_global.reset_log(kong) end end ---------------------------------------------------------------- --- name: execute_cache_warmup --- function: 执行缓存查找 --- param: kong_config string kong的配置文件 M --- return: true 返回命中的值 --- nil 表示未命中 ---------------------------------------------------------------- local function execute_cache_warmup(kong_config) if kong_config.database == "off" then return true end -- ngx.worker.id是openresty的一个接口,返回当前 Nginx 工作进程的一个顺序数字(从 0 开始) -- 此处即判断是否刚刚启动worker进程 if ngx.worker.id() == 0 then local ok, err = cache_warmup.execute(kong_config.db_cache_warmup_entities) if not ok then return nil, err end end return true end local function get_now_ms() update_time() return now() * 1000 -- time is kept in seconds with millisecond resolution. end local function flush_delayed_response(ctx) ctx.delay_response = false if type(ctx.delayed_response_callback) == "function" then ctx.delayed_response_callback(ctx) return -- avoid tail call end kong.response.exit(ctx.delayed_response.status_code, ctx.delayed_response.content, ctx.delayed_response.headers) end local function parse_declarative_config(kong_config) if kong_config.database ~= "off" then return {} end if not kong_config.declarative_config then return {} end local dc = declarative.new_config(kong_config) local entities, err = dc:parse_file(kong_config.declarative_config) if not entities then return nil, "error parsing declarative config file " .. kong_config.declarative_config .. ":\n" .. err end return entities end local function load_declarative_config(kong_config, entities) if kong_config.database ~= "off" then return true end if not kong_config.declarative_config then -- no configuration yet, just build empty plugins iterator local ok, err = runloop.build_plugins_iterator(utils.uuid()) if not ok then error("error building initial plugins iterator: " .. err) end return true end local opts = { name = "declarative_config", } return concurrency.with_worker_mutex(opts, function() local value = ngx.shared.kong:get("declarative_config:loaded") if value then return true end local ok, err = declarative.load_into_cache(entities) if not ok then return nil, err end kong.log.notice("declarative config loaded from ", kong_config.declarative_config) ok, err = runloop.build_plugins_iterator(utils.uuid()) if not ok then error("error building initial plugins iterator: " .. err) end assert(runloop.build_router("init")) if kong_config.service_mesh then mesh.init() end ok, err = ngx.shared.kong:safe_set("declarative_config:loaded", true) if not ok then kong.log.warn("failed marking declarative_config as loaded: ", err) end return true end) end local function list_migrations(migtable) local list = {} for _, t in ipairs(migtable) do local mignames = {} for _, mig in ipairs(t.migrations) do table.insert(mignames, mig.name) end table.insert(list, string.format("%s (%s)", t.subsystem, table.concat(mignames, ", "))) end return table.concat(list, " ") end -- Kong public context handlers. -- @section kong_handlers local Kong = {} -- 发生在master进程启动阶段。这里会对数据访问层进行初始化,加载插件的代码,构造路由规则表。 function Kong.init() --初始化kong的共享空间 reset_kong_shm() -- special math.randomseed from kong.globalpatches not taking any argument. -- Must only be called in the init or init_worker phases, to avoid -- duplicated seeds. math.randomseed() -- 引用pl.path库 local pl_path = require "pl.path" -- 应用conf_loader文件 local conf_loader = require "kong.conf_loader" -- check if kong global is the correct one if not kong.version then error("configuration error: make sure your template is not setting a " .. "global named 'kong' (please use 'Kong' instead)") end -- retrieve kong_config local conf_path = pl_path.join(ngx.config.prefix(), ".kong_env") -- 读取config,利用assert可以打印错误信息 local config = assert(conf_loader(conf_path, nil, { from_kong_env = true })) -- Set up default ssl client context local default_client_ssl_ctx -- service_mesh在config中的设置在下个版本删除 if config.service_mesh then if set_ssl_ctx then default_client_ssl_ctx = http_tls.new_client_context() default_client_ssl_ctx:setVerify(openssl_ssl.VERIFY_NONE) default_client_ssl_ctx:setAlpnProtos { "http/1.1" } -- TODO: copy proxy_ssl_* flags? if config.client_ssl then local pem_key = assert(pl_utils.readfile(config.client_ssl_cert_key)) default_client_ssl_ctx:setPrivateKey(openssl_pkey.new(pem_key)) -- XXX: intermediary certs are NYI https://github.com/wahern/luaossl/issues/123 local pem_cert = assert(pl_utils.readfile(config.client_ssl_cert)) default_client_ssl_ctx:setCertificate(openssl_x509.new(pem_cert)) end else ngx_log(ngx_WARN, "missing \"ngx.balancer\".set_ssl_ctx API. ", "Dynamic client SSL_CTX* will be unavailable") end end -- 初始化pdk kong_global.init_pdk(kong, config, nil) -- nil: latest PDK local db = assert(DB.new(config)) assert(db:init_connector()) schema_state = assert(db:schema_state()) migrations_utils.check_state(schema_state, db) if schema_state.missing_migrations or schema_state.pending_migrations then if schema_state.missing_migrations then ngx_log(ngx_WARN, "database is missing some migrations:\n", schema_state.missing_migrations) end if schema_state.pending_migrations then ngx_log(ngx_WARN, "database has pending migrations:\n", schema_state.pending_migrations) end end assert(db:connect()) assert(db.plugins:check_db_against_config(config.loaded_plugins)) -- LEGACY singletons.dns = dns(config) singletons.configuration = config singletons.db = db -- /LEGACY do local origins = {} for _, v in ipairs(config.origins) do -- Validated in conf_loader local from_scheme, from_authority, to_scheme, to_authority = v:match("^(%a[%w+.-]*)://([^=]+:[%d]+)=(%a[%w+.-]*)://(.+)$") local from = assert(utils.normalize_ip(from_authority)) local to = assert(utils.normalize_ip(to_authority)) local from_origin = from_scheme:lower() .. "://" .. utils.format_host(from) to.scheme = to_scheme if to.port == nil then if to_scheme == "http" then to.port = 80 elseif to_scheme == "https" then to.port = 443 else error("scheme has unknown default port") end end origins[from_origin] = to end singletons.origins = origins end kong.db = db kong.dns = singletons.dns if config.service_mesh then kong.default_client_ssl_ctx = default_client_ssl_ctx end if subsystem == "stream" or config.proxy_ssl_enabled then certificate.init() end if config.service_mesh and kong.configuration.database ~= "off" then mesh.init() end -- Load plugins as late as possible so that everything is set up assert(db.plugins:load_plugin_schemas(config.loaded_plugins)) if kong.configuration.database == "off" then local err declarative_entities, err = parse_declarative_config(kong.configuration) if not declarative_entities then error(err) end else local ok, err = runloop.build_plugins_iterator("init") if not ok then error("error building initial plugins: " .. tostring(err)) end assert(runloop.build_router("init")) end db:close() end function Kong.init_worker() kong_global.set_phase(kong, PHASES.init_worker) -- special math.randomseed from kong.globalpatches not taking any argument. -- Must only be called in the init or init_worker phases, to avoid -- duplicated seeds. math.randomseed() -- init DB local ok, err = kong.db:init_worker() if not ok then stash_init_worker_error("failed to instantiate 'kong.db' module: " .. err) return end if ngx.worker.id() == 0 then if schema_state.missing_migrations then ngx_log(ngx_WARN, "missing migrations: ", list_migrations(schema_state.missing_migrations)) end if schema_state.pending_migrations then ngx_log(ngx_INFO, "starting with pending migrations: ", list_migrations(schema_state.pending_migrations)) end end local worker_events, err = kong_global.init_worker_events() if not worker_events then stash_init_worker_error("failed to instantiate 'kong.worker_events' " .. "module: " .. err) return end kong.worker_events = worker_events local cluster_events, err = kong_global.init_cluster_events(kong.configuration, kong.db) if not cluster_events then stash_init_worker_error("failed to instantiate 'kong.cluster_events' " .. "module: " .. err) return end kong.cluster_events = cluster_events local cache, err = kong_global.init_cache(kong.configuration, cluster_events, worker_events) if not cache then stash_init_worker_error("failed to instantiate 'kong.cache' module: " .. err) return end kong.cache = cache ok, err = runloop.set_init_versions_in_cache() if not ok then stash_init_worker_error(err) -- 'err' fully formatted return end -- LEGACY singletons.cache = cache singletons.worker_events = worker_events singletons.cluster_events = cluster_events -- /LEGACY kong.db:set_events_handler(worker_events) ok, err = load_declarative_config(kong.configuration, declarative_entities) if not ok then stash_init_worker_error("failed to load declarative config file: " .. err) return end ok, err = execute_cache_warmup(kong.configuration) if not ok then ngx_log(ngx_ERR, "failed to warm up the DB cache: " .. err) end runloop.init_worker.before() -- run plugins init_worker context ok, err = runloop.update_plugins_iterator() if not ok then stash_init_worker_error("failed to build the plugins iterator: " .. err) return end local plugins_iterator = runloop.get_plugins_iterator() execute_plugins_iterator(plugins_iterator, "init_worker") end function Kong.preread() local ctx = ngx.ctx if not ctx.KONG_PROCESSING_START then ctx.KONG_PROCESSING_START = get_now_ms() end if not ctx.KONG_PREREAD_START then ctx.KONG_PREREAD_START = ctx.KONG_PROCESSING_START end kong_global.set_phase(kong, PHASES.preread) log_init_worker_errors(ctx) runloop.preread.before(ctx) local plugins_iterator = runloop.get_updated_plugins_iterator() execute_plugins_iterator(plugins_iterator, "preread", ctx) runloop.preread.after(ctx) ctx.KONG_PREREAD_ENDED_AT = get_now_ms() ctx.KONG_PREREAD_TIME = ctx.KONG_PREREAD_ENDED_AT - ctx.KONG_PREREAD_START -- we intent to proxy, though balancer may fail on that ctx.KONG_PROXIED = true end function Kong.ssl_certificate() kong_global.set_phase(kong, PHASES.certificate) -- this doesn't really work across the phases currently (OpenResty 1.13.6.2), -- but it returns a table (rewrite phase clears it) local ctx = ngx.ctx log_init_worker_errors(ctx) runloop.certificate.before(ctx) local plugins_iterator = runloop.get_updated_plugins_iterator() execute_plugins_iterator(plugins_iterator, "certificate", ctx) end function Kong.rewrite() if var.kong_proxy_mode == "grpc" then kong_resty_ctx.apply_ref() -- if kong_proxy_mode is gRPC, this is executing kong_resty_ctx.stash_ref() -- after an internal redirect. Restore (and restash) -- context to avoid re-executing phases local ctx = ngx.ctx ctx.KONG_REWRITE_ENDED_AT = get_now_ms() ctx.KONG_REWRITE_TIME = ctx.KONG_REWRITE_ENDED_AT - ctx.KONG_REWRITE_START return end local ctx = ngx.ctx if not ctx.KONG_PROCESSING_START then ctx.KONG_PROCESSING_START = ngx.req.start_time() * 1000 end if not ctx.KONG_REWRITE_START then ctx.KONG_REWRITE_START = get_now_ms() end kong_global.set_phase(kong, PHASES.rewrite) kong_resty_ctx.stash_ref() local is_https = var.https == "on" if not is_https then log_init_worker_errors(ctx) end runloop.rewrite.before(ctx) -- On HTTPS requests, the plugins iterator is already updated in the ssl_certificate phase local plugins_iterator if is_https then plugins_iterator = runloop.get_plugins_iterator() else plugins_iterator = runloop.get_updated_plugins_iterator() end execute_plugins_iterator(plugins_iterator, "rewrite", ctx) ctx.KONG_REWRITE_ENDED_AT = get_now_ms() ctx.KONG_REWRITE_TIME = ctx.KONG_REWRITE_ENDED_AT - ctx.KONG_REWRITE_START end function Kong.access() local ctx = ngx.ctx if not ctx.KONG_ACCESS_START then ctx.KONG_ACCESS_START = get_now_ms() if ctx.KONG_REWRITE_START and not ctx.KONG_REWRITE_ENDED_AT then ctx.KONG_REWRITE_ENDED_AT = ctx.KONG_ACCESS_START ctx.KONG_REWRITE_TIME = ctx.KONG_REWRITE_ENDED_AT - ctx.KONG_REWRITE_START end end kong_global.set_phase(kong, PHASES.access) runloop.access.before(ctx) ctx.delay_response = true local plugins_iterator = runloop.get_plugins_iterator() for plugin, plugin_conf in plugins_iterator:iterate("access", ctx) do if not ctx.delayed_response then kong_global.set_named_ctx(kong, "plugin", plugin_conf) kong_global.set_namespaced_log(kong, plugin.name) local err = coroutine.wrap(plugin.handler.access)(plugin.handler, plugin_conf) kong_global.reset_log(kong) if err then ctx.delay_response = false kong.log.err(err) ctx.KONG_ACCESS_ENDED_AT = get_now_ms() ctx.KONG_ACCESS_TIME = ctx.KONG_ACCESS_ENDED_AT - ctx.KONG_ACCESS_START ctx.KONG_RESPONSE_LATENCY = ctx.KONG_ACCESS_ENDED_AT - ctx.KONG_PROCESSING_START return kong.response.exit(500, { message = "An unexpected error occurred" }) end end end if ctx.delayed_response then ctx.KONG_ACCESS_ENDED_AT = get_now_ms() ctx.KONG_ACCESS_TIME = ctx.KONG_ACCESS_ENDED_AT - ctx.KONG_ACCESS_START ctx.KONG_RESPONSE_LATENCY = ctx.KONG_ACCESS_ENDED_AT - ctx.KONG_PROCESSING_START return flush_delayed_response(ctx) end ctx.delay_response = false runloop.access.after(ctx) ctx.KONG_ACCESS_ENDED_AT = get_now_ms() ctx.KONG_ACCESS_TIME = ctx.KONG_ACCESS_ENDED_AT - ctx.KONG_ACCESS_START -- we intent to proxy, though balancer may fail on that ctx.KONG_PROXIED = true end function Kong.balancer() -- This may be called multiple times, and no yielding here! local now_ms = get_now_ms() local ctx = ngx.ctx if not ctx.KONG_BALANCER_START then ctx.KONG_BALANCER_START = now_ms if subsystem == "stream" then if ctx.KONG_PREREAD_START and not ctx.KONG_PREREAD_ENDED_AT then ctx.KONG_PREREAD_ENDED_AT = ctx.KONG_BALANCER_START ctx.KONG_PREREAD_TIME = ctx.KONG_PREREAD_ENDED_AT - ctx.KONG_PREREAD_START end else if ctx.KONG_REWRITE_START and not ctx.KONG_REWRITE_ENDED_AT then ctx.KONG_REWRITE_ENDED_AT = ctx.KONG_ACCESS_START or ctx.KONG_BALANCER_START ctx.KONG_REWRITE_TIME = ctx.KONG_REWRITE_ENDED_AT - ctx.KONG_REWRITE_START end if ctx.KONG_ACCESS_START and not ctx.KONG_ACCESS_ENDED_AT then ctx.KONG_ACCESS_ENDED_AT = ctx.KONG_BALANCER_START ctx.KONG_ACCESS_TIME = ctx.KONG_ACCESS_ENDED_AT - ctx.KONG_ACCESS_START end end end kong_global.set_phase(kong, PHASES.balancer) local balancer_data = ctx.balancer_data local tries = balancer_data.tries local current_try = {} balancer_data.try_count = balancer_data.try_count + 1 tries[balancer_data.try_count] = current_try current_try.balancer_start = now_ms if balancer_data.try_count > 1 then -- only call balancer on retry, first one is done in `runloop.access.after` -- which runs in the ACCESS context and hence has less limitations than -- this BALANCER context where the retries are executed -- record failure data local previous_try = tries[balancer_data.try_count - 1] previous_try.state, previous_try.code = get_last_failure() -- Report HTTP status for health checks local balancer = balancer_data.balancer if balancer then if previous_try.state == "failed" then if previous_try.code == 504 then balancer.report_timeout(balancer_data.balancer_handle) else balancer.report_tcp_failure(balancer_data.balancer_handle) end else balancer.report_http_status(balancer_data.balancer_handle, previous_try.code) end end local ok, err, errcode = balancer_execute(balancer_data) if not ok then ngx_log(ngx_ERR, "failed to retry the dns/balancer resolver for ", tostring(balancer_data.host), "' with: ", tostring(err)) ctx.KONG_BALANCER_ENDED_AT = get_now_ms() ctx.KONG_BALANCER_TIME = ctx.KONG_BALANCER_ENDED_AT - ctx.KONG_BALANCER_START ctx.KONG_PROXY_LATENCY = ctx.KONG_BALANCER_ENDED_AT - ctx.KONG_PROCESSING_START return ngx.exit(errcode) end else -- first try, so set the max number of retries local retries = balancer_data.retries if retries > 0 then set_more_tries(retries) end end local ssl_ctx = balancer_data.ssl_ctx if TLS_SCHEMES[balancer_data.scheme] and ssl_ctx ~= nil then if not set_ssl_ctx then -- this API depends on an OpenResty patch ngx_log(ngx_ERR, "failed to set the upstream SSL_CTX*: missing ", "\"ngx.balancer\".set_ssl_ctx API") ctx.KONG_BALANCER_ENDED_AT = get_now_ms() ctx.KONG_BALANCER_TIME = ctx.KONG_BALANCER_ENDED_AT - ctx.KONG_BALANCER_START ctx.KONG_PROXY_LATENCY = ctx.KONG_BALANCER_ENDED_AT - ctx.KONG_PROCESSING_START return ngx.exit(500) end -- ensure a third-party (e.g. plugin) did not set an invalid type for -- this value as such mistakes could cause segfaults assert(getmetatable(ssl_ctx) == registry["SSL_CTX*"], "unknown userdata type, expected SSL_CTX*") local ok, err = set_ssl_ctx(cast(voidpp, ssl_ctx)[0]) if not ok then ngx_log(ngx_ERR, "failed to set the upstream SSL_CTX*: ", err) ctx.KONG_BALANCER_ENDED_AT = get_now_ms() ctx.KONG_BALANCER_TIME = ctx.KONG_BALANCER_ENDED_AT - ctx.KONG_BALANCER_START ctx.KONG_PROXY_LATENCY = ctx.KONG_BALANCER_ENDED_AT - ctx.KONG_PROCESSING_START return ngx.exit(500) end end current_try.ip = balancer_data.ip current_try.port = balancer_data.port -- set the targets as resolved ngx_log(ngx_DEBUG, "setting address (try ", balancer_data.try_count, "): ", balancer_data.ip, ":", balancer_data.port) local ok, err = set_current_peer(balancer_data.ip, balancer_data.port) if not ok then ngx_log(ngx_ERR, "failed to set the current peer (address: ", tostring(balancer_data.ip), " port: ", tostring(balancer_data.port), "): ", tostring(err)) ctx.KONG_BALANCER_ENDED_AT = get_now_ms() ctx.KONG_BALANCER_TIME = ctx.KONG_BALANCER_ENDED_AT - ctx.KONG_BALANCER_START ctx.KONG_PROXY_LATENCY = ctx.KONG_BALANCER_ENDED_AT - ctx.KONG_PROCESSING_START return ngx.exit(500) end ok, err = set_timeouts(balancer_data.connect_timeout / 1000, balancer_data.send_timeout / 1000, balancer_data.read_timeout / 1000) if not ok then ngx_log(ngx_ERR, "could not set upstream timeouts: ", err) end -- record overall latency ctx.KONG_BALANCER_ENDED_AT = get_now_ms() ctx.KONG_BALANCER_TIME = ctx.KONG_BALANCER_ENDED_AT - ctx.KONG_BALANCER_START -- record try-latency local try_latency = ctx.KONG_BALANCER_ENDED_AT - current_try.balancer_start current_try.balancer_latency = try_latency -- time spent in Kong before sending the request to upstream -- start_time() is kept in seconds with millisecond resolution. ctx.KONG_PROXY_LATENCY = ctx.KONG_BALANCER_ENDED_AT - ctx.KONG_PROCESSING_START end function Kong.header_filter() local ctx = ngx.ctx if not ctx.KONG_PROCESSING_START then ctx.KONG_PROCESSING_START = ngx.req.start_time() * 1000 end if not ctx.KONG_HEADER_FILTER_START then ctx.KONG_HEADER_FILTER_START = get_now_ms() if ctx.KONG_REWRITE_START and not ctx.KONG_REWRITE_ENDED_AT then ctx.KONG_REWRITE_ENDED_AT = ctx.KONG_BALANCER_START or ctx.KONG_ACCESS_START or ctx.KONG_HEADER_FILTER_START ctx.KONG_REWRITE_TIME = ctx.KONG_REWRITE_ENDED_AT - ctx.KONG_REWRITE_START end if ctx.KONG_ACCESS_START and not ctx.KONG_ACCESS_ENDED_AT then ctx.KONG_ACCESS_ENDED_AT = ctx.KONG_BALANCER_START or ctx.KONG_HEADER_FILTER_START ctx.KONG_ACCESS_TIME = ctx.KONG_ACCESS_ENDED_AT - ctx.KONG_ACCESS_START end if ctx.KONG_BALANCER_START and not ctx.KONG_BALANCER_ENDED_AT then ctx.KONG_BALANCER_ENDED_AT = ctx.KONG_HEADER_FILTER_START ctx.KONG_BALANCER_TIME = ctx.KONG_BALANCER_ENDED_AT - ctx.KONG_BALANCER_START end end if ctx.KONG_PROXIED then ctx.KONG_WAITING_TIME = ctx.KONG_HEADER_FILTER_START - (ctx.KONG_BALANCER_ENDED_AT or ctx.KONG_ACCESS_ENDED_AT) if not ctx.KONG_PROXY_LATENCY then ctx.KONG_PROXY_LATENCY = ctx.KONG_HEADER_FILTER_START - ctx.KONG_PROCESSING_START end elseif not ctx.KONG_RESPONSE_LATENCY then ctx.KONG_RESPONSE_LATENCY = ctx.KONG_HEADER_FILTER_START - ctx.KONG_PROCESSING_START end kong_global.set_phase(kong, PHASES.header_filter) runloop.header_filter.before(ctx) local plugins_iterator = runloop.get_plugins_iterator() execute_plugins_iterator(plugins_iterator, "header_filter", ctx) runloop.header_filter.after(ctx) ctx.KONG_HEADER_FILTER_ENDED_AT = get_now_ms() ctx.KONG_HEADER_FILTER_TIME = ctx.KONG_HEADER_FILTER_ENDED_AT - ctx.KONG_HEADER_FILTER_START end function Kong.body_filter() local ctx = ngx.ctx if not ctx.KONG_BODY_FILTER_START then ctx.KONG_BODY_FILTER_START = get_now_ms() if ctx.KONG_REWRITE_START and not ctx.KONG_REWRITE_ENDED_AT then ctx.KONG_REWRITE_ENDED_AT = ctx.KONG_ACCESS_START or ctx.KONG_BALANCER_START or ctx.KONG_HEADER_FILTER_START or ctx.KONG_BODY_FILTER_START ctx.KONG_REWRITE_TIME = ctx.KONG_REWRITE_ENDED_AT - ctx.KONG_REWRITE_START end if ctx.KONG_ACCESS_START and not ctx.KONG_ACCESS_ENDED_AT then ctx.KONG_ACCESS_ENDED_AT = ctx.KONG_BALANCER_START or ctx.KONG_HEADER_FILTER_START or ctx.KONG_BODY_FILTER_START ctx.KONG_ACCESS_TIME = ctx.KONG_ACCESS_ENDED_AT - ctx.KONG_ACCESS_START end if ctx.KONG_BALANCER_START and not ctx.KONG_BALANCER_ENDED_AT then ctx.KONG_BALANCER_ENDED_AT = ctx.KONG_HEADER_FILTER_START or ctx.KONG_BODY_FILTER_START ctx.KONG_BALANCER_TIME = ctx.KONG_BALANCER_ENDED_AT - ctx.KONG_BALANCER_START end if ctx.KONG_HEADER_FILTER_START and not ctx.KONG_HEADER_FILTER_ENDED_AT then ctx.KONG_HEADER_FILTER_ENDED_AT = ctx.KONG_BODY_FILTER_START ctx.KONG_HEADER_FILTER_TIME = ctx.KONG_HEADER_FILTER_ENDED_AT - ctx.KONG_HEADER_FILTER_START end end kong_global.set_phase(kong, PHASES.body_filter) local plugins_iterator = runloop.get_plugins_iterator() execute_plugins_iterator(plugins_iterator, "body_filter", ctx) if not arg[2] then return end ctx.KONG_BODY_FILTER_ENDED_AT = get_now_ms() ctx.KONG_BODY_FILTER_TIME = ctx.KONG_BODY_FILTER_ENDED_AT - ctx.KONG_BODY_FILTER_START if ctx.KONG_PROXIED then -- time spent receiving the response (header_filter + body_filter) -- we could use $upstream_response_time but we need to distinguish the waiting time -- from the receiving time in our logging plugins (especially ALF serializer). ctx.KONG_RECEIVE_TIME = ctx.KONG_BODY_FILTER_ENDED_AT - (ctx.KONG_HEADER_FILTER_START or ctx.KONG_BALANCER_ENDED_AT or ctx.KONG_BALANCER_START or ctx.KONG_ACCESS_ENDED_AT) end end function Kong.log() local ctx = ngx.ctx if not ctx.KONG_LOG_START then ctx.KONG_LOG_START = get_now_ms() if subsystem == "stream" then if ctx.KONG_PREREAD_START and not ctx.KONG_PREREAD_ENDED_AT then ctx.KONG_PREREAD_ENDED_AT = ctx.KONG_LOG_START ctx.KONG_PREREAD_TIME = ctx.KONG_PREREAD_ENDED_AT - ctx.KONG_PREREAD_START end if ctx.KONG_BALANCER_START and not ctx.KONG_BALANCER_ENDED_AT then ctx.KONG_BALANCER_ENDED_AT = ctx.KONG_LOG_START ctx.KONG_BALANCER_TIME = ctx.KONG_BALANCER_ENDED_AT - ctx.KONG_BALANCER_START end else if ctx.KONG_BODY_FILTER_START and not ctx.KONG_BODY_FILTER_ENDED_AT then ctx.KONG_BODY_FILTER_ENDED_AT = ctx.KONG_LOG_START ctx.KONG_BODY_FILTER_TIME = ctx.KONG_BODY_FILTER_ENDED_AT - ctx.KONG_BODY_FILTER_START end if ctx.KONG_REWRITE_START and not ctx.KONG_REWRITE_ENDED_AT then ctx.KONG_REWRITE_ENDED_AT = ctx.KONG_ACCESS_START or ctx.KONG_BALANCER_START or ctx.KONG_HEADER_FILTER_START or ctx.BODY_FILTER_START or ctx.KONG_LOG_START ctx.KONG_REWRITE_TIME = ctx.KONG_REWRITE_ENDED_AT - ctx.KONG_REWRITE_START end if ctx.KONG_ACCESS_START and not ctx.KONG_ACCESS_ENDED_AT then ctx.KONG_ACCESS_ENDED_AT = ctx.KONG_BALANCER_START or ctx.KONG_HEADER_FILTER_START or ctx.BODY_FILTER_START or ctx.KONG_LOG_START ctx.KONG_ACCESS_TIME = ctx.KONG_ACCESS_ENDED_AT - ctx.KONG_ACCESS_START end if ctx.KONG_BALANCER_START and not ctx.KONG_BALANCER_ENDED_AT then ctx.KONG_BALANCER_ENDED_AT = ctx.KONG_HEADER_FILTER_START or ctx.BODY_FILTER_START or ctx.KONG_LOG_START ctx.KONG_BALANCER_TIME = ctx.KONG_BALANCER_ENDED_AT - ctx.KONG_BALANCER_START end if ctx.KONG_HEADER_FILTER_START and not ctx.KONG_HEADER_FILTER_ENDED_AT then ctx.KONG_HEADER_FILTER_ENDED_AT = ctx.BODY_FILTER_START or ctx.KONG_LOG_START ctx.KONG_HEADER_FILTER_TIME = ctx.KONG_HEADER_FILTER_ENDED_AT - ctx.KONG_HEADER_FILTER_START end end end kong_global.set_phase(kong, PHASES.log) local ctx = ngx.ctx local plugins_iterator = runloop.get_plugins_iterator() execute_plugins_iterator(plugins_iterator, "log", ctx) runloop.log.after(ctx) -- this is not used for now, but perhaps we need it later? --ctx.KONG_LOG_ENDED_AT = get_now_ms() --ctx.KONG_LOG_TIME = ctx.KONG_LOG_ENDED_AT - ctx.KONG_LOG_START end function Kong.handle_error() kong_resty_ctx.apply_ref() local ctx = ngx.ctx ctx.KONG_UNEXPECTED = true log_init_worker_errors(ctx) if not ctx.plugins then local plugins_iterator = runloop.get_updated_plugins_iterator() for _ in plugins_iterator:iterate("content", ctx) do -- just build list of plugins end end return kong_error_handlers(ngx) end local function serve_content(module, options) kong_global.set_phase(kong, PHASES.admin_api) local ctx = ngx.ctx ctx.KONG_PROCESSING_START = ngx.req.start_time() * 1000 ctx.KONG_ADMIN_CONTENT_START = ctx.KONG_ADMIN_CONTENT_START or get_now_ms() log_init_worker_errors(ctx) options = options or {} header["Access-Control-Allow-Origin"] = options.allow_origin or "*" if ngx.req.get_method() == "OPTIONS" then header["Access-Control-Allow-Methods"] = "GET, HEAD, PUT, PATCH, POST, DELETE" header["Access-Control-Allow-Headers"] = "Content-Type" ctx.KONG_ADMIN_CONTENT_ENDED_AT = get_now_ms() ctx.KONG_ADMIN_CONTENT_TIME = ctx.KONG_ADMIN_CONTENT_ENDED_AT - ctx.KONG_ADMIN_CONTENT_START ctx.KONG_ADMIN_LATENCY = ctx.KONG_ADMIN_CONTENT_ENDED_AT - ctx.KONG_PROCESSING_START return ngx.exit(204) end lapis.serve(module) ctx.KONG_ADMIN_CONTENT_ENDED_AT = get_now_ms() ctx.KONG_ADMIN_CONTENT_TIME = ctx.KONG_ADMIN_CONTENT_ENDED_AT - ctx.KONG_ADMIN_CONTENT_START ctx.KONG_ADMIN_LATENCY = ctx.KONG_ADMIN_CONTENT_ENDED_AT - ctx.KONG_PROCESSING_START end function Kong.admin_content(options) return serve_content("kong.api", options) end -- TODO: deprecate the following alias Kong.serve_admin_api = Kong.admin_content function Kong.admin_header_filter() local ctx = ngx.ctx if not ctx.KONG_PROCESSING_START then ctx.KONG_PROCESSING_START = ngx.req.start_time() * 1000 end if not ctx.KONG_ADMIN_HEADER_FILTER_START then ctx.KONG_ADMIN_HEADER_FILTER_START = get_now_ms() if ctx.KONG_ADMIN_CONTENT_START and not ctx.KONG_ADMIN_CONTENT_ENDED_AT then ctx.KONG_ADMIN_CONTENT_ENDED_AT = ctx.KONG_ADMIN_HEADER_FILTER_START ctx.KONG_ADMIN_CONTENT_TIME = ctx.KONG_ADMIN_CONTENT_ENDED_AT - ctx.KONG_ADMIN_CONTENT_START end if not ctx.KONG_ADMIN_LATENCY then ctx.KONG_ADMIN_LATENCY = ctx.KONG_ADMIN_HEADER_FILTER_START - ctx.KONG_PROCESSING_START end end if kong.configuration.enabled_headers[constants.HEADERS.ADMIN_LATENCY] then header[constants.HEADERS.ADMIN_LATENCY] = ctx.KONG_ADMIN_LATENCY end -- this is not used for now, but perhaps we need it later? --ctx.KONG_ADMIN_HEADER_FILTER_ENDED_AT = get_now_ms() --ctx.KONG_ADMIN_HEADER_FILTER_TIME = ctx.KONG_ADMIN_HEADER_FILTER_ENDED_AT - ctx.KONG_ADMIN_HEADER_FILTER_START end function Kong.status_content() return serve_content("kong.status") end Kong.status_header_filter = Kong.admin_header_filter return Kong
require("config") local lightoros_engine_thread local screen local lightoros_engine_channel local screen_width, screen_height, flags = love.window.getMode() local dot_w = screen_width / v_width local dot_h = screen_height / v_height function love.load() lightoros_engine_thread = love.thread.newThread("lightoros-dummy.lua") lightoros_engine_channel = love.thread.getChannel("engine") lightoros_engine_thread:start(effect, v_width, v_height, args) end love.draw = function() local new_screen = lightoros_engine_channel:pop() if new_screen then screen = new_screen end if screen then for x = 1, v_width do for y = 1, v_height do dot = screen[x][y] love.graphics.setColor(dot[1] / 255, dot[2] / 255, dot[3] / 255, 1) love.graphics.rectangle("fill", (x - 1) * dot_w, (y - 1) * dot_h, dot_w, dot_h) end end end end
------------------------------------------------------------------------------------------------------------------------ -- Mount Manager Client -- Author Morticai - (https://www.coregames.com/user/d1073dbcc404405cbef8ce728e53d380) -- Date: 2021/3/26 -- Version 0.1.0 ------------------------------------------------------------------------------------------------------------------------ -- Require ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ -- Objects ------------------------------------------------------------------------------------------------------------------------ local MOUNT_LEVELS = script:GetCustomProperty("MountLevels"):WaitForObject() ------------------------------------------------------------------------------------------------------------------------ -- Global Table Setup ------------------------------------------------------------------------------------------------------------------------ local API = {} _G.MOUNT_SPEED = API ------------------------------------------------------------------------------------------------------------------------ -- Local Variables ------------------------------------------------------------------------------------------------------------------------ local MOUNT_LEVELS = MOUNT_LEVELS:GetChildren() local MAX_MOUNT_LEVEL = #MOUNT_LEVELS ------------------------------------------------------------------------------------------------------------------------ -- Local Functions ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ -- Public API ------------------------------------------------------------------------------------------------------------------------ --@params object player --@return string mountSpeed function API.GetSpeed(player) return tostring(player:GetResource("MOUNT_LEVEL")) end
print "enter a number:" n = io.read("*number") if not n then error("invalid input") else print("you entered: " .. n) end
--[[ Carbon for Lua #class Collections.Set #description { Provides operations for operating on unordered sets. The @Set type Differs from the primtive @set type by adding methods to it. It is possible to use these methods with a plain @set, just call them in a non-object oriented way: ```lua Set.ToList(set) ``` } #alias List Collections.List ]] local Carbon, self = ... local List = Carbon.Collections.List local Set = {} Set.__object_metatable = { __index = Set } Set.Is = { [Set] = true } --[[#method 1 { class public @Set Set:New([@table data]) optional data: The data of the set. Empty if not given. Turns the given object into a Set. Allows method-style syntax. }]] function Set:New(object) return setmetatable(object or {}, self.__object_metatable) end function Set:Serialize() return nil, Carbon.Exceptions.NotImplementedException("Set:Serialize") end function Set.DeserializeInPlace(source) return self.Deserialize(source, self) end function Set.Deserialize(source, out) return nil, Carbon.Exceptions.NotImplementedException("Set:Deserialize") end --[[#method { class public @List Set.ToList(@table self, [@table out]) -alias: object public @List Set:ToList([@table out]) required self: The set to collect members for. optional out: Where to put the resulting data. Put into a new @List by default. Collects all members of the set and puts them in a list. }]] function Set.ToList(self, out) out = out or List:New({}) for key, value in pairs(self) do if (value) then table.insert(out, key) end end return out end Carbon.Metadata:RegisterMethods(Set, self) return Set
------------------------------------------------------ -- Screen identifier ------------------------------------------------------ SCREEN_ATTRACT_IDENTIFIER = "attract" ------------------------------------------------------ -- Digital input states ------------------------------------------------------ SCREEN_ATTRACT_DI_SELECT_NEXT = 0 SCREEN_ATTRACT_DI_SELECT_PREV = 1 SCREEN_ATTRACT_DI_SELECTION_CONFIRMED = 2 SCREEN_ATTRACT_DI_EXIT_APPLICATION = 3 SCREEN_ATTRACT_DI_OPERATOR_SCREEN = 4 SCREEN_ATTRACT_DI_DEBUG_0 = 5 SCREEN_ATTRACT_DI_DEBUG_1 = 6 SCREEN_ATTRACT_DI_DEBUG_2 = 7 SCREEN_ATTRACT_DI_DEBUG_3 = 8 SCREEN_ATTRACT_DI_DEBUG_4 = 9 SCREEN_ATTRACT_DI_DEBUG_5 = 10 SCREEN_ATTRACT_DI_DEBUG_6 = 11 SCREEN_ATTRACT_DI_DEBUG_7 = 12 ------------------------------------------------------ -- Digital output states ------------------------------------------------------ SCREEN_ATTRACT_DO_NEW_ENTRY_SELECTED = 0 SCREEN_ATTRACT_DO_ENTRY_SELECTION_CONFIRMED = 1 SCREEN_ATTRACT_DO_EXIT_SCREEN = 2 ------------------------------------------------------ -- Text output states ------------------------------------------------------ SCREEN_ATTRACT_TO_GAME_NAME_SELECTED = 0
local log = require("PremakeConsoleLog") local defaultSettings = require("PremakeSettings") -- Create a new module for premake and get it. premake.modules.exeliusGeneratorClass = {} local exeliusGenerator = premake.modules.exeliusGeneratorClass function GenerateWindowsWorkspace() filter {"system:windows"} -- Generate the different build configurations for Visual Studio. configurations { "Debug", -- Contains no compiler optimized code and no packaged assets. (Slow and Heavy) "ASan", -- Same as Debug, with Address Sanitizer.(EXTREMELY Slow and Heavy) "Test", -- Contains compiler optimized code and no packaged assets. (Fast and Heavy) "Release" -- Contains compiler optimized code and packaged assets. (Fast and Light) } platforms { "x64", "x86" } -- Set the compilation process to be multithreaded, this only effects MSVC... not sure how to speed up Linux. flags { "MultiProcessorCompile" } -- Reset filters filter {} end function GenerateLinuxWorkspace() filter {"system:linux"} -- Set the configuration based on the command line argument supplied from Setup.py. configurations { _OPTIONS["configuration"] } -- Set the architecture based on the command line argument supplied from Setup.py. platforms { _OPTIONS["architecture"] } -- Reset filters filter {} end function SetWindowsPostBuildCommands() filter {"system:windows"} postbuildcommands { [[copy "%{wks.location}tools\templates\engine_config.ini" "%{cfg.targetdir}\engine_config.ini" /y /a]], -- Copy the ini into the final build directory. [[copy "%{wks.location}tools\templates\engine_config.ini" "engine_config.ini" /y /a]], -- Copy the ini into the debuggers directory. [[xcopy "assets" "%{cfg.targetdir}\assets\" /y /q /e]] -- Copy assets into final build directory. } end function SetLinuxPostBuildCommands() -- TODO: This will need to be tested and worked on. filter {"system:linux"} postbuildcommands { [[cp -f %{wks.location}/tools/templates/engine_config.ini %{cfg.targetdir}/engine_config.ini]], [[cp -r assets %{cfg.targetdir}/assets]] } end function exeliusGenerator.GenerateEngineWorkspace() workspace(defaultSettings.workspaceName) startproject(defaultSettings.startProjectName) local workspacePath = os.realpath("../") location(workspacePath) GenerateWindowsWorkspace() GenerateLinuxWorkspace() end function exeliusGenerator.GenerateEngineProject() project(defaultSettings.engineProjectName) defaultSettings.SetGlobalProjectDefaultSettings() local enginePath = os.realpath("../" .. defaultSettings.engineProjectName) -- Use a relative path here only because it logs nicer. Totally unnessesary. local pathToLog = os.realpath("../" .. defaultSettings.engineProjectName) log.Log("[Premake] Generating Engine at Path: " .. pathToLog) location(enginePath) kind(defaultSettings.defaultkind) pchheader("EXEPCH.h") pchsource("../%{prj.name}/source/precompilation/EXEPCH.cpp") --pchsource("%{prj.location}/Source/Precompilation/EXEPCH.cpp") -- Doesn't work. %{prj.location} or %{wks.location} will not correctly expand when used in pchsource. files { "../%{prj.name}/**.h", "../%{prj.name}/**.cpp" } includedirs { "../%{prj.name}/", "../%{prj.name}/source/precompilation/" } end function exeliusGenerator.GenerateEditorProject() project(defaultSettings.exeliusEditorName) defaultSettings.SetGlobalProjectDefaultSettings() local editorPath = os.realpath("../" .. defaultSettings.exeliusEditorName) -- Use a relative path here only because it logs nicer. Totally unnessesary. local pathToLog = os.realpath("../" .. defaultSettings.exeliusEditorName) log.Log("[Premake] Generating Editor at Path: " .. pathToLog) location(editorPath) kind("ConsoleApp") files { "../%{prj.name}/source/**.h", "../%{prj.name}/source/**.cpp" } includedirs { "../%{prj.name}/source/" } end function exeliusGenerator.LinkEngineToProject() local engineIncludePath = os.realpath("../" .. defaultSettings.engineProjectName) -- Use a relative path here only because it logs nicer. Totally unnessesary. local pathToLog = os.realpath("../" .. defaultSettings.engineProjectName) log.Log("[Premake] Linking Engine From Path: " .. pathToLog) links { defaultSettings.engineProjectName } includedirs { engineIncludePath } SetWindowsPostBuildCommands() SetLinuxPostBuildCommands() end return exeliusGenerator
local constant = require 'constant' local expand = require 'expand' local gui = {} function gui.show_dialog() local factor = 2 local should_adjust_beat_sync = true local should_adjust_lpb = true local vb = renoise.ViewBuilder() local show_pattern_warning, show_beat_sync_warning, show_lpb_warning, show_warnings local function update_warnings() show_pattern_warning = not expand.can_expand_all_patterns(factor) show_beat_sync_warning = should_adjust_beat_sync and not expand.can_adjust_beat_sync(factor) show_lpb_warning = should_adjust_lpb and not expand.can_adjust_lpb(factor) show_warnings = show_pattern_warning or show_beat_sync_warning or show_lpb_warning end local function update_warning_text() vb.views.pattern_warning.visible = show_pattern_warning vb.views.beat_sync_warning.visible = show_beat_sync_warning vb.views.lpb_warning.visible = show_lpb_warning vb.views.warnings.visible = show_warnings end update_warnings() renoise.app():show_custom_dialog('Expand song', vb:column { id = 'dialog', margin = renoise.ViewBuilder.DEFAULT_DIALOG_MARGIN, spacing = renoise.ViewBuilder.DEFAULT_DIALOG_SPACING, uniform = true, vb:column { style = 'panel', margin = renoise.ViewBuilder.DEFAULT_CONTROL_MARGIN, spacing = renoise.ViewBuilder.DEFAULT_CONTROL_SPACING, vb:text { text = 'Options', font = 'bold', width = '100%', align = 'center', }, vb:horizontal_aligner { spacing = renoise.ViewBuilder.DEFAULT_CONTROL_SPACING, mode = 'justify', vb:text { text = 'Factor' }, vb:valuebox { min = 2, value = factor, notifier = function(value) factor = value update_warnings() update_warning_text() end, }, }, vb:row { id = 'beat_sync_option', vb:checkbox { value = should_adjust_beat_sync, notifier = function(value) should_adjust_beat_sync = value update_warnings() update_warning_text() end, }, vb:text {text = 'Adjust sample beat sync values'} }, vb:row { vb:checkbox { value = should_adjust_lpb, notifier = function(value) should_adjust_lpb = value update_warnings() update_warning_text() end, }, vb:text {text = 'Adjust lines per beat'} }, }, vb:column { id = 'warnings', visible = show_pattern_warning or show_beat_sync_warning or show_lpb_warning, style = 'panel', margin = renoise.ViewBuilder.DEFAULT_CONTROL_MARGIN, spacing = renoise.ViewBuilder.DEFAULT_CONTROL_SPACING, vb:text { text = 'Warnings', font = 'bold', width = '100%', align = 'center', }, vb:multiline_text { id = 'pattern_warning', visible = show_pattern_warning, text = 'Some patterns will be truncated. Patterns have a max length of ' .. renoise.Pattern.MAX_NUMBER_OF_LINES .. ' lines.', width = '100%', height = 48, }, vb:multiline_text { id = 'beat_sync_warning', visible = show_beat_sync_warning, text = 'Some samples will have improperly adjusted beat sync values. Samples have a max beat sync value of ' .. constant.max_sample_beat_sync_lines .. ' lines.', width = '100%', height = 64, }, vb:multiline_text { id = 'lpb_warning', visible = show_lpb_warning, text = 'Some LPB values will be improperly adjusted. The max LPB value is ' .. constant.max_lpb .. ' lines.', width = '100%', height = 48, }, }, vb:button { id = 'expand_song_button', text = 'Expand song', height = renoise.ViewBuilder.DEFAULT_DIALOG_BUTTON_HEIGHT, notifier = function() expand.expand_song(factor, should_adjust_beat_sync, should_adjust_lpb) end, }, } ) end return gui
local textureInt = 0 --local ringMat = Material("effects/select_ring") -- local redlaser_mat = Material( "cable/redlaser" ) --local blue_mat = Material( "cable/blue_elec" ) -- local hydr_mat = Material( "cable/hydra" ) -- local beam1_mat = Material( "cable/crystal_beam1" ) local Vector, render = Vector, render function render.DrawBoundingBox( pos1, pos2, color, mat, thick ) --mat = mat or blue_mat thick = thick or 1 color = color or color_white local a1 = Vector( pos1.x, pos2.y, pos1.z ) local a2 = Vector(pos2.x, pos1.y, pos1.z) local a3 = Vector(pos1.x, pos1.y, pos2.z) local b1 = Vector( pos2.x, pos2.y, pos1.z ) local b2 = Vector( pos2.x, pos1.y, pos2.z ) local b3 = Vector( pos1.x, pos2.y, pos2.z ) if (mat) then render.SetMaterial( mat ) else render.SetColorMaterial() end render.DrawBeam( pos1, a1, thick, textureInt, textureInt, color ) render.DrawBeam( pos1, a2, thick, textureInt, textureInt, color ) render.DrawBeam( pos1, a3, thick, textureInt, textureInt, color ) render.DrawBeam( pos2, b1, thick, textureInt, textureInt, color ) render.DrawBeam( pos2, b2, thick, textureInt, textureInt, color ) render.DrawBeam( pos2, b3, thick, textureInt, textureInt, color ) render.DrawBeam( a3, b3, thick, textureInt, textureInt, color ) render.DrawBeam( a3, b2, thick, textureInt, textureInt, color ) render.DrawBeam( b2, a2, thick, textureInt, textureInt, color ) render.DrawBeam( b3, a1, thick, textureInt, textureInt, color ) render.DrawBeam( b1, a1, thick, textureInt, textureInt, color ) render.DrawBeam( b1, a2, thick, textureInt, textureInt, color ) end -- render.SetMaterial(ringMat) -- render.DrawQuadEasy(center, vector_up, sizeRing, sizeRing, Color(50, 200, 50))
local Network = require "Network" ---@class Relay local Relay = { ---@type Network src=nil, ---@type Network dst=nil } ---@class Map local Map = {} Map.__index = Map ---@return Map function Map.new() local self = setmetatable({ ---@type table<string, Network> networks={}, ---@type Relay[] relays={} -- Not used yet }, Map) return self end function Map.deserialize(save) local self = Map.new() for _, networkSave in pairs(save.networks) do self.networks[networkSave.name] = Network.deserialize(self, networkSave) end for _, relay in ipairs(save.relays) do self.relays[#self.relays+1] = { src=relay.src, dst=relay.dst } end return self end ---@return string function Map:serialize() local networks = {} for _, network in pairs(self.networks) do networks[#networks+1] = network:serialize() end local relays = {} for _, relay in pairs(self.relays) do relays[#relays+1] = relay end return setmetatable({ networks=setmetatable(networks, {__yaml_mapping=false}), relays=setmetatable(relays, {__yaml_mapping=false}) }, {__yaml_order={networks=1}}) end function Map:update(dt) for _, network in pairs(self.networks) do network:update(dt) end end function Map:removeNetwork(network) self.networks[network.name] = nil end function Map:addNetwork(network) if self.networks[network.name] ~= nil then error("Attempt to override existing network with name " .. network.name) end self.networks[network.name] = network end ---@param x number ---@param y number ---@return Device|nil function Map:getObjectAt(x, y) for _, network in pairs(self.networks) do if network:withinBounds(x, y) then local obj = network:getObjectAt(x, y) if obj ~= nil then return obj end end end end ---@param x number ---@param y number ---@return Network|nil function Map:getNetworkAt(x, y) for _, network in pairs(self.networks) do if network:withinBounds(x, y) then return network end end end ---@param x number ---@param y number ---@return Network|nil function Map:getNetworksAt(x, y) local networks = {} for _, network in pairs(self.networks) do if network:withinBounds(x, y) then table.insert(networks, network) end end return networks end return Map
local xpnn_const = {} xpnn_const.CD_TYPE = { } xpnn_const.GAME_STATE = { ready_begin = 0, qiang_banker = 1, bet = 2, open_card = 3, game_end = 4, } xpnn_const.MAX_QIANG_BANKER_TIMES = 4 xpnn_const.MAX_BET_TIMES = 5 return xpnn_const
pg = pg or {} pg.chapter_defense = { [1250001] = { id = 1250001, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1240002, 1240005, 1240008 }, damage_by_id = { { 1240221, 3 } }, evaluation_display_s = { 2, 59134, 5 }, evaluation_display_a = { 2, 59134, 2 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1250002] = { id = 1250002, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1240102, 1240105, 1240108 }, damage_by_id = { { 1240231, 3 }, { 1240232, 3 } }, evaluation_display_s = { 2, 59134, 5 }, evaluation_display_a = { 2, 59134, 2 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1250003] = { id = 1250003, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1240202, 1240205, 1240208 }, damage_by_id = { { 1240241, 3 }, { 1240242, 3 }, { 1240243, 3 } }, evaluation_display_s = { 2, 59134, 5 }, evaluation_display_a = { 2, 59134, 2 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1250011] = { id = 1250011, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1240602, 1240605, 1240608 }, damage_by_id = { { 1240821, 3 }, { 1240822, 3 } }, evaluation_display_s = { 2, 59134, 15 }, evaluation_display_a = { 2, 59134, 6 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1250012] = { id = 1250012, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1240702, 1240705, 1240708 }, damage_by_id = { { 1240831, 3 }, { 1240832, 3 }, { 1240833, 3 } }, evaluation_display_s = { 2, 59134, 15 }, evaluation_display_a = { 2, 59134, 6 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1250013] = { id = 1250013, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1240802, 1240805, 1240808 }, damage_by_id = { { 1240841, 3 }, { 1240842, 3 }, { 1240843, 3 }, { 1240844, 3 } }, evaluation_display_s = { 2, 59134, 15 }, evaluation_display_a = { 2, 59134, 6 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1250017] = { id = 1250017, port_hp = 12, bonus_time = 0, port_refresh = 1, score = { 10, 6, 1 }, reinforce_expedition_list = { 1241202, 1241205, 1241208 }, damage_by_id = { { 1241255, 5 }, { 1241251, 3 }, { 1241252, 3 }, { 1241253, 3 }, { 1241254, 3 } }, evaluation_display_s = { 2, 59134, 800 }, evaluation_display_a = { 2, 59134, 785 }, evaluation_display_b = { 2, 59134, 760 }, strategy_list = { { 12, 1 } } }, [1260002] = { id = 1260002, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1250231 }, damage_by_id = { { 1250231, 3 } }, evaluation_display_s = { 2, 59137, 5 }, evaluation_display_a = { 2, 59137, 2 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1260003] = { id = 1260003, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1250241 }, damage_by_id = { { 1250241, 3 } }, evaluation_display_s = { 2, 59137, 5 }, evaluation_display_a = { 2, 59137, 2 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1260022] = { id = 1260022, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1250831 }, damage_by_id = { { 1250831, 3 } }, evaluation_display_s = { 2, 59137, 15 }, evaluation_display_a = { 2, 59137, 6 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1260023] = { id = 1260023, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1250841 }, damage_by_id = { { 1250841, 3 } }, evaluation_display_s = { 2, 59137, 15 }, evaluation_display_a = { 2, 59137, 6 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1470002] = { id = 1470002, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1250231 }, damage_by_id = { { 1250231, 3 } }, evaluation_display_s = { 2, 59196, 5 }, evaluation_display_a = { 2, 59196, 2 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1470003] = { id = 1470003, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1250241 }, damage_by_id = { { 1250241, 3 } }, evaluation_display_s = { 2, 59196, 5 }, evaluation_display_a = { 2, 59196, 2 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1470022] = { id = 1470022, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1250831 }, damage_by_id = { { 1250831, 3 } }, evaluation_display_s = { 2, 59196, 15 }, evaluation_display_a = { 2, 59196, 6 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1470023] = { id = 1470023, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1250841 }, damage_by_id = { { 1250841, 3 } }, evaluation_display_s = { 2, 59196, 15 }, evaluation_display_a = { 2, 59196, 6 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1490001] = { id = 1490001, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1240002, 1240005, 1240008 }, damage_by_id = { { 1240221, 3 } }, evaluation_display_s = { 2, 59207, 5 }, evaluation_display_a = { 2, 59207, 2 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1490002] = { id = 1490002, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1240102, 1240105, 1240108 }, damage_by_id = { { 1240231, 3 }, { 1240232, 3 } }, evaluation_display_s = { 2, 59207, 5 }, evaluation_display_a = { 2, 59207, 2 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1490003] = { id = 1490003, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1240202, 1240205, 1240208 }, damage_by_id = { { 1240241, 3 }, { 1240242, 3 }, { 1240243, 3 } }, evaluation_display_s = { 2, 59207, 5 }, evaluation_display_a = { 2, 59207, 2 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1490011] = { id = 1490011, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1240602, 1240605, 1240608 }, damage_by_id = { { 1240821, 3 }, { 1240822, 3 } }, evaluation_display_s = { 2, 59207, 15 }, evaluation_display_a = { 2, 59207, 6 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1490012] = { id = 1490012, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1240702, 1240705, 1240708 }, damage_by_id = { { 1240831, 3 }, { 1240832, 3 }, { 1240833, 3 } }, evaluation_display_s = { 2, 59207, 15 }, evaluation_display_a = { 2, 59207, 6 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1490013] = { id = 1490013, port_hp = 8, bonus_time = 0, port_refresh = 1, score = { 8, 4, 1 }, reinforce_expedition_list = { 1240802, 1240805, 1240808 }, damage_by_id = { { 1240841, 3 }, { 1240842, 3 }, { 1240843, 3 }, { 1240844, 3 } }, evaluation_display_s = { 2, 59207, 15 }, evaluation_display_a = { 2, 59207, 6 }, evaluation_display_b = {}, strategy_list = { { 12, 1 } } }, [1490017] = { id = 1490017, port_hp = 12, bonus_time = 0, port_refresh = 1, score = { 10, 6, 1 }, reinforce_expedition_list = { 1241202, 1241205, 1241208 }, damage_by_id = { { 1241255, 5 }, { 1241251, 3 }, { 1241252, 3 }, { 1241253, 3 }, { 1241254, 3 } }, evaluation_display_s = { 2, 59207, 800 }, evaluation_display_a = { 2, 59207, 785 }, evaluation_display_b = { 2, 59207, 760 }, strategy_list = { { 12, 1 } } }, all = { 1250001, 1250002, 1250003, 1250011, 1250012, 1250013, 1250017, 1260002, 1260003, 1260022, 1260023, 1470002, 1470003, 1470022, 1470023, 1490001, 1490002, 1490003, 1490011, 1490012, 1490013, 1490017 } } return
local core = require "sys.core" local zproto = require "zproto" local rpc = require "cluster.rpc" local pairs = pairs local assert = assert local error = error local format = string.format local proto, server, master local M = {} local mepoch local router = {} local handler = {} local type_to_workers = {} local join_r = { self = nil, workers = nil } local function clone(src, dst) dst = dst or {} for k, v in pairs(src) do dst[k] = v end end local function formatworker(w) return format( [[{type="%s",epoch=%s,status="%s",listen="%s",slot=%s}]], w.type, w.epoch, w.status, w.listen,w.slot) end local function transition_until_success(status) local x = {} local req = { self = x, workers = join_r.workers } clone(join_r.self, x) x.status = status while true do core.log("[worker] join try type:", x.type, "listen:", x.listen, "status:", status) local ack, err = master:call("join_r", req) if ack and not ack.result then assert(ack.epoch) assert(ack.slot) assert(ack.status == status, ack.status) local self = join_r.self self.epoch = ack.epoch self.slot = ack.slot self.status = status core.log("[worker] join successfully type:", x.type, "listen:", x.listen, "mepoch:", ack.mepoch, "self:", formatworker(self)) return ack.mepoch, ack.capacity end if not ack then core.log("[worker] join timeout type:", x.type, "listen:", x.listen) else local res = ack.result if res == 1 then core.log("[worker] join retry type:", x.type, "listen:", x.listen) else core.log("[worker] join error type:", x.type, "listen:", x.listen, "status:", ack.status) core.exit(1) end end core.sleep(500) end end local function create_rpc_for_worker(w) if w.rpc then w.rpc:close() end core.log("[worker] rpc connect to", w.listen) w.rpc = rpc.connect { addr = w.listen, proto = proto, timeout = 5000, close = function(fd, errno) core.log("[worker] worker close", w.listen) end } end local function worker_join(w, conns_of_type) local typ = w.type local workers = type_to_workers[typ] if not workers then return end local conns = conns_of_type[typ] if not conns then conns = {} conns_of_type[typ] = conns end local slot = w.slot local ww = workers[slot] if not ww then workers[slot] = w if w.status == "run" then conns[w.slot] = w end core.log("[worker] worker_join add", formatworker(w)) return end assert(w.epoch >= ww.epoch) if w.epoch > ww.epoch then if ww.rpc then ww.rpc:close() end clone(w, ww) if ww.status == "run" then conns[ww.slot] = ww end elseif w.status ~= ww.status then assert(w.status == "run") assert(ww.status == "up") assert(ww.epoch == w.epoch) assert(ww.slot == w.slot) assert(ww.listen == w.listen) ww.status = w.status conns[ww.slot] = ww else return end core.log("[worker] worker_join update", formatworker(w)) end function handler.cluster_r(msg, cmd, fd) local conns_of_type = {} local workers = msg.workers join_r.workers = workers core.log("[worker] cluster_r join_r.workers", #workers) for _, w in pairs(workers) do worker_join(w, conns_of_type) end for typ, conns in pairs(conns_of_type) do for k, v in pairs(conns) do create_rpc_for_worker(v) conns[k] = v.rpc end local workers = type_to_workers[typ] workers.agent.join(conns, #workers, typ) end return "cluster_a", {} end function handler.status_r(msg, cmd, fd) local sys, usr = core.cpuinfo() local mused = core.memused() local mrss = core.memrss() local status = { pid = core.getpid(), cpu_sys = format("%.2fs", sys), cpu_user = format("%.2fs", usr), memory_used = mused, memory_rss = mrss, memory_fragmentation_ratio = mrss / mused, memory_allocator = core.allocator, version = core.version, multiplexing_api = core.pollapi, uptime_in_seconds = core.monotonicsec(), message_pending = core.msgsize(), timer_resolution = core.timerrs, } return "status_a", status end local function heartbeat() local ack, err = master:call("heartbeat_r", {}) if not ack then core.log("[worker] master heartbeat timeout") return end if not ack.mepoch or mepoch and mepoch ~= ack.mepoch then local status = join_r.self.status assert(status == "up" or status == "run") core.log("[worker] master down report to new master") mepoch = transition_until_success("run") end end local function timer() local ok, err = core.pcall(heartbeat) if not ok then core.log("[worker] timer", err) end core.timeout(1000, timer) end function M.more(funcs, __index) for k, v in pairs(funcs) do local cmd = assert(proto:tag(k), k) router[cmd] = v end if __index then setmetatable(router, {__index = __index}) else setmetatable(router, nil) end end function M.run(funcs, __index) M.more(funcs, __index) mepoch = transition_until_success("run") end function M.up(conf) local errno local str = require "cluster.proto" proto = assert(zproto:parse(str .. conf.proto)) for k, v in pairs(handler) do local cmd = assert(proto:tag(k), k) router[cmd] = v end server, errno = rpc.listen { proto = proto, addr = conf.listen, type = conf.type, accept = function(fd, addr) core.log("[worker] accept", fd, addr) end, call = function(msg, cmd, fd) local cb = router[cmd] if cb then return cb(msg, cmd, fd) end error(format("[worker] call %s %s none", fd, cmd)) end, close = function(fd, errno) core.log("[worker] close", fd, errno) end } assert(server, errno) master = rpc.connect { addr = conf.master, proto = proto, timeout = 5000, close = function(fd, errno) core.log("[worker] master close", fd, errno) end } join_r.self = { epoch = nil, slot = nil, type = conf.type, status = "start", listen = conf.listen, } for typ, agent in pairs(conf.agents) do type_to_workers[typ] = { agent = agent } end local _, capacity = transition_until_success("up") timer() return join_r.self.slot, capacity end return M
ROOKI = ROOKI or {} draw = draw or {} function ROOKI:getFontSize(fontname, txt) surface.SetFont(fontname) return {surface.GetTextSize(txt)} end function draw.SimpleTextShadow(text, font, x, y, color, xalign, yalign, shadowcolor, size) if (not shadowcolor) then shadowcolor = Color(0, 0, 0) end draw.SimpleText(text, font, x, y, color, xalign, yalign) draw.SimpleText(text, font, x + size, y + size, shadowcolor, xalign, yalign) end
-- Global configuration fields = { sitename = "Wercstyle", } -- Store global variables as Lua code in the database. -- Any other Lua file may load them with: CodeLib():import("globals") OnReady(function() -- Prepare a CodeLib object and clear the "globals" key codelib = CodeLib() -- Store the configuration strings as Lua code under the key "globals". local first = true for k, v in pairs(fields) do luaCode = k .. "=\"" .. v .. "\"" if first then codelib:set("globals", luaCode) first = false else codelib:add("globals", luaCode) end end end)
-- Generated By protoc-gen-lua Do not Edit local protobuf = require "protobuf/protobuf" module('RoleConfig_pb') ROLECONFIG = protobuf.Descriptor(); local ROLECONFIG_TYPE_FIELD = protobuf.FieldDescriptor(); local ROLECONFIG_VALUE_FIELD = protobuf.FieldDescriptor(); ROLECONFIG_TYPE_FIELD.name = "type" ROLECONFIG_TYPE_FIELD.full_name = ".KKSG.RoleConfig.type" ROLECONFIG_TYPE_FIELD.number = 1 ROLECONFIG_TYPE_FIELD.index = 0 ROLECONFIG_TYPE_FIELD.label = 3 ROLECONFIG_TYPE_FIELD.has_default_value = false ROLECONFIG_TYPE_FIELD.default_value = {} ROLECONFIG_TYPE_FIELD.type = 9 ROLECONFIG_TYPE_FIELD.cpp_type = 9 ROLECONFIG_VALUE_FIELD.name = "value" ROLECONFIG_VALUE_FIELD.full_name = ".KKSG.RoleConfig.value" ROLECONFIG_VALUE_FIELD.number = 2 ROLECONFIG_VALUE_FIELD.index = 1 ROLECONFIG_VALUE_FIELD.label = 3 ROLECONFIG_VALUE_FIELD.has_default_value = false ROLECONFIG_VALUE_FIELD.default_value = {} ROLECONFIG_VALUE_FIELD.type = 9 ROLECONFIG_VALUE_FIELD.cpp_type = 9 ROLECONFIG.name = "RoleConfig" ROLECONFIG.full_name = ".KKSG.RoleConfig" ROLECONFIG.nested_types = {} ROLECONFIG.enum_types = {} ROLECONFIG.fields = {ROLECONFIG_TYPE_FIELD, ROLECONFIG_VALUE_FIELD} ROLECONFIG.is_extendable = false ROLECONFIG.extensions = {} RoleConfig = protobuf.Message(ROLECONFIG)
constants = require 'constants' log = require 'log' Player = { chassis = nil, frontTyre = nil, rearTyre = nil, jFrontTyre = nil, jRearTyre = nil, } function Player:init(world) local x, y = 300, 300 self.chassis:init(world, x, y) local frontTyreOffset = -self.chassis.length / 2 local rearTyreOffset = self.chassis.length / 2 self.frontTyre:init(world, x, y + frontTyreOffset) self.rearTyre:init(world, x, y + rearTyreOffset) self.jFrontTyre = love.physics.newRevoluteJoint(self.chassis.body, self.frontTyre.body, x, y + frontTyreOffset, false) -- self.jFrontTyre:setLimits(0, 0) -- self.jFrontTyre:setLimitsEnabled(true) self.jRearTyre = love.physics.newRevoluteJoint(self.chassis.body, self.rearTyre.body, x, y + rearTyreOffset, false) self.jRearTyre:setLimits(0, 0) self.jRearTyre:setLimitsEnabled(true) -- TODO destroy end function Player:update(dt) self.frontTyre:update(dt) self.rearTyre:update(dt) end -- function Player:keypressed(key, collider) -- if self.control:isChangeDirectionKey(key) then -- self:_changeDirection(collider) -- end -- end -- function Player:touchpressed(x, y, collider) -- if self.control:isChangeDirectionTouch(x, y) then -- self:_changeDirection(collider) -- end -- end function Player:control() self.frontTyre:control() end function Player:draw() self.frontTyre:draw() self.rearTyre:draw() self.chassis:draw() end function Player:new (o) o = o or {} setmetatable(o, self) self.__index = self return o end return Player
local htmlTags = require "HtmlTags" local markdown = require "http.markdown" local searchMgr = {} local json = require"sys.json" local CodeMgr = require "CodeMgr" local SpecialSearchMgr = require "SpecialSearchMgr" local keywordTbl = require "KeywordTbl" local codeConfig = SAConfig.CodeConfig function searchMgr:ParseKeywordPlain(tbl) for k,v in pairs (tbl) do tbl[k] = {richTxt = v, priority = 0} end return tbl end function searchMgr:ParseKeywordByRule(keywordInfoTbl) local defaultTextType = "code" local tbl = {} local keywordsSubTbl,extra = keywordInfoTbl[1], keywordInfoTbl[2] if not extra or not extra.parseRule then for k,v in pairs (keywordsSubTbl or {}) do local longKey = k if extra and extra.title then longKey = extra.title.."-"..longKey end tbl[longKey] = {richTxt = v, priority = extra.priority or 0, title = extra.title, key = k, textType = defaultTextType} end elseif extra.parseRule == 1 then for _,kvPair in ipairs (keywordsSubTbl or {}) do local longKey = kvPair[1] if extra and extra.title then longKey = extra.title.."-"..longKey end tbl[longKey] = {richTxt = kvPair[2], priority = kvPair[3] or 0, title = extra.title, key = kvPair[1], textType = defaultTextType} end elseif extra.parseRule == 2 then for _,kvPair in ipairs(keywordsSubTbl or {}) do local longKey = kvPair.key if extra and extra.title then longKey = extra.title.."-"..longKey end tbl[longKey] = {richTxt = kvPair.richTxt, priority = kvPair.priority or 0, title = extra.title, key = kvPair.key, textType = kvPair.textType or defaultTextType} end end return tbl end function searchMgr:Init(bReload) self:ParseKeywordPlain(keywordTbl) local keywordsDir = "keywords/" local allAlias = SAConfig.CodeConfig.Alias local toLoadKeywords = {} for idx,aliasTbl in pairs(allAlias) do if string.find(aliasTbl[1], "keyword") then local baseFileName = string.match(aliasTbl[2], "([%w_]+).lua") print(baseFileName) table.insert(toLoadKeywords, baseFileName) end end for _,fileName in pairs(global.__extraDownload or {}) do table.insert(toLoadKeywords, fileName) end for _, fileBaseName in pairs (toLoadKeywords) do local moduleName = keywordsDir..fileBaseName print("loading module for search "..moduleName) local keywordInfoTbl if not bReload then keywordInfoTbl = require (moduleName) else keywordInfoTbl = dofile("process/one/"..moduleName..".lua") end local parsedTbl = self:ParseKeywordByRule(keywordInfoTbl) for k,v in pairs (parsedTbl) do keywordTbl[k] = v end end end function searchMgr:OnRefreshTick() global.__extraDownload = {} CodeMgr:DownLoadCode() self:Init(true) end function searchMgr:IsAllKeywordMatch(toSearchTbl, keywordFromTbl) local totalCount = #toSearchTbl or 1 local matchedCount = 0 for _,toSearchKey in ipairs(toSearchTbl) do if string.find(string.lower(keywordFromTbl), string.lower(toSearchKey)) then matchedCount = matchedCount + 1 -- return false end end if matchedCount >= 1 then return true, matchedCount * 10000 / totalCount end return false, 0 end function searchMgr:GetSearchTblByInput(content) local tosearchTbl = {} for key in string.gmatch(content, "([^%+]+)") do table.insert(tosearchTbl, key) end return tosearchTbl end function searchMgr:ConvetToRichTitle(key ,title, toSearchTbl) local plainShowTxt = key.." - "..(title or "") local ret = plainShowTxt for _,toSearchKey in ipairs(toSearchTbl) do local ignoreCasePattern = string.gsub(toSearchKey, "(%a)", function(c) return string.format("[%s%s]", string.lower(c), string.upper(c)) end) ret = string.gsub(ret, ignoreCasePattern, "<em>".."%1".."</em>") end return ret end -- 这是入口 function searchMgr:GetAnswer(content) print("search text is: "..content.." lenth is "..#content) local tosearchTbl = self:GetSearchTblByInput(content) local ret = {} local matchCount = 0 -- 检查是否能匹配特殊规则 local bMatched, specialResult = SpecialSearchMgr:GetSpecialResult(tosearchTbl) if bMatched and specialResult then table.insert(ret, specialResult) matchCount = matchCount + 1 end local candidate = {} for keyword,item in pairs(keywordTbl) do local bMatch, matchFactor = self:IsAllKeywordMatch(tosearchTbl, keyword) if bMatch then -- local showTitle = (item.key or keyword).." - " .. item.title local showTitle = self:ConvetToRichTitle(item.key or keyword, item.title, tosearchTbl) local showTxt = self:ConvertToReadbleSearchItem(keyword, item, showTitle) table.insert(candidate, {showTxt, item.priority * matchFactor or 0}) matchCount = matchCount + 1 end end table.sort(candidate, function (a,b) if a[2] > b[2] then return true end end ) for _,result in ipairs(candidate) do table.insert(ret, result[1]) end table.insert(ret, self:GetSummary(matchCount)) print("search hit count is "..matchCount) local res = table.concat( ret, "" ) return res end function searchMgr:GetDetail(content) print("search text is: "..content.." lenth is "..#content) local ret = {} local matchCount = 0 for keyword,item in pairs(keywordTbl) do if keyword == content then matchCount = matchCount + 1 local showTxt = self:ConvertToReadbleDetailTxt(keyword, item) table.insert(ret, showTxt) end end local res = table.concat( ret, global.httpMultiLineTag ) return res end function searchMgr:GetSummary(resultCount) if resultCount > 0 then return global.httpMultiLineTag..global.httpBoldTagBegin..global.summaryOkText..resultCount..global.httpBoldTagEnd end return global.summaryFailText end function searchMgr:GetDetailTips(count) return global.httpBoldTagBegin..global.detialOkText..count..global.httpBoldTagEnd end function searchMgr:ConvertToReadbleSearchItem(keyword, item, showTitle) local richTxt = item.richTxt local firstWordIdx = string.find(richTxt, "[%\n%S]") richTxt = string.sub(richTxt, firstWordIdx or 1) richTxt = string.gsub(richTxt, "\n", "<br>") richTxt = htmlTags.SearchItemContentBegin..richTxt..htmlTags.SearchItemContentEnd return htmlTags.SearchItemBegin..keyword..htmlTags.SearchItemMiddle..showTitle..htmlTags.SearchItemEnd..richTxt end function searchMgr:PreHandleJsonTbl(tbl) local toExchange = {} for k,v in pairs(tbl) do if type(v) == "string" and type(k) == "number" then toExchange[k] = v end if type(v) == "table" then self:PreHandleJsonTbl(v) end end for k,v in pairs(toExchange) do tbl[k] = nil tbl[v] = k end end function searchMgr:RecoverAliasTblKey(tbl) if not self._keyAlias then return tbl end local toReplace = {} for k,v in pairs(tbl) do local aliasCorresponding = self._keyAlias[k] if aliasCorresponding then toReplace[k] = aliasCorresponding end end for k,v in pairs(toReplace) do tbl[v] = tbl[k] tbl[k] = nil end for k,v in pairs(tbl) do if type(v) == "table" then self:RecoverAliasTblKey(v) end end end function searchMgr:RecoverColorTblKey(tbl) if not self._colorAlias then return tbl end local toReplace = {} for k,v in pairs(tbl) do if k == self._colorAlias then toReplace[k] = ".level" end end for k,v in pairs(toReplace) do tbl[v] = tbl[k] tbl[k] = nil end for k,v in pairs(tbl) do if type(v) == "table" then self:RecoverColorTblKey(v) end end end function searchMgr:HandlePredifinedKeyWord(tbl) for k,v in pairs(tbl) do if type(v) == "table" then self:HandlePredifinedKeyWord(v) end end for k,v in pairs(tbl) do if k == "URL" then tbl[".url"] = v break end end for k,v in pairs(tbl) do if k == "NOTE" then tbl[".note"] = v break end end for k,v in pairs(tbl) do if k == "UNFOLD" then tbl[".noExpand"] = v break end end tbl["URL"] = nil tbl["NOTE"] = nil tbl["UNFOLD"] = nil end function searchMgr:GenerateMindMapFile(textTbl) local mindMapConfig = SAConfig.CodeConfig.MindMapConfig local dynamicJsFileName = mindMapConfig.GenDynamicFilePath..mindMapConfig.GenDynamicFileName local f = io.open(dynamicJsFileName, "w") local head = htmlTags.mindmapBundleDynamicBegin local tail = htmlTags.mindmapBundleDynamicEnd f:write(head) f:write("\n") self:PreHandleJsonTbl(textTbl) self:RecoverAliasTblKey(textTbl) self:GetColorKeyword(textTbl) self:RecoverColorTblKey(textTbl) self:HandlePredifinedKeyWord(textTbl) f:write(json.encode(textTbl)) f:write(tail) f:close() local htmlFileName = "dynamic.html" -- nothing to be changed. return htmlFileName end -- 替换括号(table初始化语句)中的key为非中文的字符,避免中文导致报错 function searchMgr:ReplaceTblKeyInBracketsToASC(str) self._keyAlias = {} local idx = 1 local ret = string.gsub(str, "{(.-)}", function(c) local new = string.gsub(c, "([^%s]+)%s+=", function(d) idx = idx + 1 local cachedIdx ="c_"..idx self._keyAlias[cachedIdx] = d return cachedIdx.." =" end) return "{"..new.."}" end) return ret end function searchMgr:GetColorKeyword(tbl) local kw = tbl.colorKeyword if kw then self._colorAlias = kw end end function searchMgr:ConvertToReadbleDetailTxt(keyword, item) local richTxt = item.richTxt if item.textType == "code" then return htmlTags.CodeBegin..richTxt..htmlTags.CodeEnd elseif item.textType == "markdown" then return markdown(richTxt) elseif item.textType == "mindmap" then richTxt = self:ReplaceTblKeyInBracketsToASC(richTxt) local textTbl = assert(load(richTxt))() self:GetColorKeyword(textTbl) local newIdx = self:GenerateMindMapFile(textTbl) local newHref = "http://"..codeConfig.PublicHttpHost..":"..codeConfig.PublicHttpPort.."/"..codeConfig.LocalMindMapDir..newIdx return htmlTags.httpRedirectScriptBegin..newHref..htmlTags.httpRedirectScriptEnd end return htmlTags.CodeBegin..richTxt..htmlTags.CodeEnd end searchMgr:Init() registertick(function() searchMgr:OnRefreshTick() end, 1000 * 60 * 10 ) return searchMgr
---------------------------------------- --------------- Perkshop --------------- ---------------------------------------- ------- Created by my_hat_stinks ------- ---------------------------------------- -- cl_init.lua CLIENT -- -- -- -- Clientside intialisation stuff. -- ---------------------------------------- // Hooks // hook.Add( "PlayerBindPress", "PerkShop_Bind_Open", function( ply, bind, pressed ) if bind=="gm_showspare1" and pressed then PerkShop:Open() end end) local shopCommands = { ["!shop"]=true, ["!perk"]=true, ["!perks"]=true, ["!perkshop"]=true, ["/shop"]=true, ["/perk"]=true, ["/perks"]=true, ["/perkshop"]=true, } hook.Add( "OnPlayerChat", "PerkShop_Chat_Open", function( ply, msg ) if shopCommands[ msg:lower() ] then if ply==LocalPlayer() then PerkShop:Open() end return true end end)
local ABGS = require(script:GetCustomProperty("APIBasicGameState")) -----------------------------------------------------------| --[[ Loot Box animator Moves the roulette wheel ]] -----------------------------------------------------------| local LOCAL_PLAYER = Game.GetLocalPlayer() local RollEvent = script:GetCustomProperty("RollEvent") local MovementSpeed = script:GetCustomProperty("MovementSpeed") local NumberOfLoops = script:GetCustomProperty("NumberOfLoops") local DefaultSpawn = script:GetCustomProperty("DefaultSpawn") local SelectedWeapon = script:GetCustomProperty("SelectedWeapon"):WaitForObject() local OtherWeapons = script:GetCustomProperty("OtherWeapons"):WaitForObject() local WeaponRackSpinner = script:GetCustomProperty("WeaponRackSpinner"):WaitForObject() local WeaponRackHolders = script:GetCustomProperty("WeaponRackHolders"):WaitForObject() local RackSFX = script:GetCustomProperty("RackSFX"):WaitForObject() local Door1 = script:GetCustomProperty("Door1"):WaitForObject() local Door2 = script:GetCustomProperty("Doo2"):WaitForObject() local DoorOpenSFX = script:GetCustomProperty("DoorOpenSFX") local ArmMoveSFX = script:GetCustomProperty("ArmMoveSFX") local WEAPON_TEXT = script:GetCustomProperty("WEAPON_TEXT"):WaitForObject() local LootBoxCamera = script:GetCustomProperty("LootBoxCamera"):WaitForObject() local DestinationPoint = script:GetCustomProperty("DestinationPoint"):WaitForObject() local ReloadPoint = script:GetCustomProperty("ReloadPoint"):WaitForObject() local Ease3D = require(script:GetCustomProperty("Ease3D")) local ChuggSFX = script:GetCustomProperty("ChuggSFX"):WaitForObject() local defaultCamera = nil local holderEntry = {} local numberOfHolders = 0 local animationTask = nil local passToTask = {} --Initilizes lootbox function InitializeLootBox() local isDestination = false local isReload = false for id, holder in ipairs(WeaponRackHolders:GetChildren()) do if holder:GetWorldPosition() == DestinationPoint:GetWorldPosition() then isDestination = true elseif holder:GetWorldPosition() == ReloadPoint:GetWorldPosition() then isReload = true end holderEntry[id] = { holder = holder, weaponPosition = holder:FindDescendantByName("WeaponPosition"), atDestination = isDestination, atReload = isReload, hasSelected = false } isDestination = false isReload = false end numberOfHolders = #WeaponRackHolders:GetChildren() end --does introduction for lootbox function IntroAnimation() --Door1:MoveTo(Vector3.New(0, 100, 0), 1, true) --Door2:MoveTo(Vector3.New(0, -100, 0), 1, true) --Ease3D.EasePosition(LootBoxCamera, Vector3.New(320, 0, 30), 4, Ease3D.EasingEquation.CUBIC, Ease3D.EasingDirection.INOUT) --Ease3D.EaseRotation(LootBoxCamera, Rotation.New(0, -5, 180), 2, Ease3D.EasingEquation.SINE, Ease3D.EasingDirection.INOUT) WEAPON_TEXT.visibility = Visibility.FORCE_OFF Ease3D.EasePosition( LootBoxCamera, Vector3.New(320, 0, 50), 8, Ease3D.EasingEquation.SINE, Ease3D.EasingDirection.INOUT ) Ease3D.EaseRotation( LootBoxCamera, Rotation.New(0, -15, 180), 8, Ease3D.EasingEquation.SINE, Ease3D.EasingDirection.INOUT ) --Task.Wait(1) World.SpawnAsset(DoorOpenSFX) Ease3D.EasePosition(Door1, Vector3.New(0, 25, 0), .3, Ease3D.EasingEquation.ELASTIC, Ease3D.EasingDirection.INOUT) Ease3D.EasePosition(Door2, Vector3.New(0, -25, 0), .3, Ease3D.EasingEquation.ELASTIC, Ease3D.EasingDirection.INOUT) Task.Wait(.3) Ease3D.EasePosition(Door1, Vector3.New(0, 125, 0), 1, Ease3D.EasingEquation.ELASTIC, Ease3D.EasingDirection.INOUT) Ease3D.EasePosition(Door2, Vector3.New(0, -125, 0), 1, Ease3D.EasingEquation.ELASTIC, Ease3D.EasingDirection.INOUT) if not LOCAL_PLAYER.clientUserData.shouldSkip then RackSFX:Play() end --Task.Wait(1.5) end --Moves holders to the proper position function MoveHolders(movementPercentage) local next = 0 local firstReload = holderEntry[1].atReload local firstDestination = holderEntry[1].atDestination for id, entry in pairs(holderEntry) do if id >= numberOfHolders then next = 1 else next = id + 1 end entry.holder:MoveTo(holderEntry[next].holder:GetPosition(), MovementSpeed * movementPercentage, true) entry.holder:RotateTo(holderEntry[next].holder:GetRotation(), MovementSpeed * movementPercentage, true) if next == 1 then entry.atDestination = firstDestination entry.atReload = firstReload else entry.atDestination = holderEntry[next].atDestination entry.atReload = holderEntry[next].atReload end end Task.Wait(MovementSpeed * movementPercentage) end --Attaches items to the wheel function LoadHolder(selectedHolderEntry, weaponToLoad) local currentWeapon = selectedHolderEntry.weaponPosition:GetChildren() if #currentWeapon > 0 then currentWeapon[1].parent = OtherWeapons currentWeapon[1]:SetPosition(Vector3.ZERO) end if weaponToLoad and Object.IsValid(weaponToLoad) then weaponToLoad.parent = selectedHolderEntry.weaponPosition weaponToLoad:SetPosition(Vector3.New(0, 0, -15)) end end --Animates the winning item function AnimateSelection(selectedHolderEntry, player, Main) -- setup local originalPosition = selectedHolderEntry.holder:GetPosition() local originalRotation = selectedHolderEntry.holder:GetRotation() local originalWeaponPostion = selectedHolderEntry.weaponPosition:GetPosition() local originalWeaponRotation = selectedHolderEntry.weaponPosition:GetRotation() -- reveal animation --selectedHolderEntry.holder:MoveTo(selectedHolderEntry.holder:GetPosition() + Vector3.New(40, 0, -30), 2, true) --selectedHolderEntry.holder:RotateTo(selectedHolderEntry.holder:GetRotation() + Rotation.New(0, 90, 0), 3, true) RackSFX:Stop() World.SpawnAsset(ArmMoveSFX) Ease3D.EaseRotation( selectedHolderEntry.holder, selectedHolderEntry.holder:GetRotation() + Rotation.New(0, 30, 0), 1.5, Ease3D.EasingEquation.ELASTIC, Ease3D.EasingDirection.INOUT ) Task.Wait(.5) Ease3D.EasePosition( selectedHolderEntry.holder, selectedHolderEntry.holder:GetPosition() + Vector3.New(40, 0, -50), .5, Ease3D.EasingEquation.BACK, Ease3D.EasingDirection.INOUT ) Task.Wait(1.5) --selectedHolderEntry.weaponPosition:MoveTo(selectedHolderEntry.weaponPosition:GetPosition() + Vector3.UP * -70 + Vector3.FORWARD * 15, 1, true) --selectedHolderEntry.weaponPosition:RotateContinuous(Rotation.New(100, 0, 0), 1, true) if not LOCAL_PLAYER.clientUserData.shouldSkip then ChuggSFX:Play() end --Main["object"]:RotateTo(Rotation.ZERO, 1, false) Ease3D.EasePosition( selectedHolderEntry.weaponPosition, Vector3.New(100, -20, 0), 2, Ease3D.EasingEquation.BACK, Ease3D.EasingDirection.OUT ) Ease3D.EaseRotation( selectedHolderEntry.weaponPosition, Rotation.New(0, 0, 0), 1, Ease3D.EasingEquation.BACK, Ease3D.EasingDirection.OUT ) Ease3D.EaseRotation( Main["object"], Main["item"].data.Rotation_Offset + Rotation.New(0, 30, 90), 1, Ease3D.EasingEquation.BACK, Ease3D.EasingDirection.OUT ) Task.Wait(1) if not LOCAL_PLAYER.clientUserData.shouldSkip then WEAPON_TEXT.visibility = Visibility.FORCE_ON end local slot = Main["item"]:GetSlot() if slot == "Perks" then slot = "Passive" end if slot ~= "Special" then WEAPON_TEXT.text = string.format("You unlocked a new %s \n %s ", slot, Main["item"]:GetName()) else WEAPON_TEXT.text = string.format("You have gained %s", Main["item"]:GetName()) end --selectedHolderEntry.weaponPosition:RotateContinuous(Rotation.New(60, 0, 0), 1, true) Task.Wait(7) -- reset Events.Broadcast("FinishedLoot") Events.Broadcast("HideSkipButton") WEAPON_TEXT.visibility = Visibility.FORCE_OFF player:ClearOverrideCamera() Events.Broadcast("VictoryUI.ForceCamera") Events.Broadcast("ShowPlayerPanels",true) selectedHolderEntry.weaponPosition:StopRotate() selectedHolderEntry.weaponPosition:SetPosition(originalWeaponPostion) selectedHolderEntry.weaponPosition:SetRotation(originalWeaponRotation) selectedHolderEntry.holder:SetPosition(originalPosition) selectedHolderEntry.holder:SetRotation(originalRotation) end --Skips the animation function Skip() if not animationTask:GetStatus() == TaskStatus.RUNNING then return end -- reset WEAPON_TEXT.visibility = Visibility.FORCE_ON Events.Broadcast("FinishedLoot") LOCAL_PLAYER:ClearOverrideCamera() local slot = LOCAL_PLAYER.clientUserData.selectedWeapon:GetSlot() if slot == "Perks" then slot = "Passive" end if slot ~= "Special" then WEAPON_TEXT.text = string.format("You unlocked a new %s \n %s ", slot, LOCAL_PLAYER.clientUserData.selectedWeapon:GetName()) else WEAPON_TEXT.text = string.format("You have gained %s", LOCAL_PLAYER.clientUserData.selectedWeapon:GetName()) end Task.Spawn( function() WEAPON_TEXT.visibility = Visibility.FORCE_OFF end, 3 ) if animationTask then animationTask:Cancel() animationTask = nil end RackSFX:Stop() CleanLootBox() Events.Broadcast("HideSkipButton") end --Empties the lootbox holders function CleanLootBox() local currentWeapon = nil for _, w in pairs(OtherWeapons:GetChildren()) do w:Destroy() end for _, h in pairs(holderEntry) do currentWeapon = h.weaponPosition:GetChildren() if #currentWeapon > 0 then currentWeapon[1]:Destroy() end end Door1:SetPosition(Vector3.ZERO) Door2:SetPosition(Vector3.ZERO) LootBoxCamera:SetPosition(Vector3.New(500, 0, -80)) LootBoxCamera:SetRotation(Rotation.New(0, 15, 180)) end --Animates the Roll function RollAnimation(player, Main) passToTask[1] = player passToTask[2] = Main animationTask = Task.Spawn(function() local player = passToTask[1] local Main = passToTask[2] defaultCamera = player:GetActiveCamera() player:SetOverrideCamera(LootBoxCamera) local weaponTable = OtherWeapons:GetChildren() local selected = SelectedWeapon:GetChildren()[1] print(selected.name) local selectedHolder = nil local slowdown = 1 Task.Wait(1) print("performing intro") IntroAnimation() print("performing loops") for i = 1, NumberOfLoops do for i, w in pairs(weaponTable) do MoveHolders(1) for _, h in ipairs(holderEntry) do if h.atReload == true then LoadHolder(h, weaponTable[i]) break end end end end print("setting selected") for _, h in ipairs(holderEntry) do if h.atReload == true then selectedHolder = h LoadHolder(h, selected) break end end print("slowing down") for i, w in pairs(weaponTable) do slowdown = slowdown + 0.1 MoveHolders(slowdown) for _, h in ipairs(holderEntry) do if h.atReload == true then LoadHolder(h, weaponTable[i]) break end end if slowdown >= 1.5 then break end end print("presenting selected") while not selectedHolder.atDestination do MoveHolders(slowdown) end AnimateSelection(selectedHolder, player, Main) CleanLootBox() end, 0) end --Calls the inisilization of the lootbox function Roll(MainWeapon, others) for _, v in pairs(others) do local weapon = v:SpawnSkin() if not weapon then weapon = World.SpawnAsset(DefaultSpawn) end if v:GetSlot() == ("Primary" or "Secondary" or "Melee") then weapon:SetRotation(v.data.Rotation_Offset + Rotation.New(0, 90, 0)) else --weapon:SetRotation(v.data.Rotation_Offset + Rotation.New(0, 0, 0)) end weapon.parent = OtherWeapons end local Main = MainWeapon:SpawnSkin() if not Main then Main = World.SpawnAsset(DefaultSpawn) end Main.parent = SelectedWeapon if MainWeapon:GetSlot() == ("Primary" or "Secondary" or "Melee") then Main:SetRotation(MainWeapon.data.Rotation_Offset + Rotation.New(0, 90, 0)) end LOCAL_PLAYER.clientUserData.selectedWeapon = MainWeapon RollAnimation(Game.GetLocalPlayer(), {["item"] = MainWeapon, ["object"] = Main}) end InitializeLootBox() function OnGameStateChanged(oldState, newState, hasDuration, time) if newState == ABGS.GAME_STATE_LOBBY and oldState ~= ABGS.GAME_STATE_LOBBY then if animationTask then Skip() end end end Events.Connect("GameStateChanged", OnGameStateChanged) Events.Connect("LootboxRoll", Roll) Events.Connect("Lootbox.SkipAnimation", Skip) Events.Connect(RollEvent, RollAnimation)
--[[ Delete key with match the repr. Accepted parameters: Keys: key_name - repr Return value: delete number --]] redis.replicate_commands() local cursor = '0' local delete_count = 0 repeat local result = redis.call('scan', cursor, 'MATCH', KEYS[1], 'COUNT', 100) cursor = result[1] local list = result[2] delete_count = delete_count + #list redis.call('del', unpack(list)) until (cursor == '0') return delete_count
local st = GS.new() local W, H local title, title_width, title_height local image, next_state function st:enter(_, t, ns) W = love.graphics.getWidth() H = love.graphics.getHeight() title = t image = Image[t] title_width = Font.slkscr[70]:getWidth(title) title_height = Font.slkscr[70]:getHeight(title) next_state = ns end function st:keypressed(key, code) if key == ' ' or key == 'return' then GS.transition(next_state, .5) end end local t = 0 function st:update(dt) t = t + dt end function st:draw() love.graphics.setColor(255,255,255) love.graphics.setFont(Font.slkscr[70]) love.graphics.rectangle('fill', 20,40, W-40, title_height) love.graphics.setColor(0,0,0) love.graphics.print(title, (W-title_width)/2, 40) love.graphics.setColor(255,255,255) love.graphics.draw(image, W/2,H/2+30,0,2,2, image:getWidth()/2,image:getHeight()/2) love.graphics.setColor(255,255,255,(math.sin(t)*.5+.5) * 100 + 155) love.graphics.setFont(Font.slkscr[40]) love.graphics.printf("Press [space] to continue", 0,H-70,W, 'center') end return st
vim.opt.termguicolors = true require("bufferline").setup{ diagnostics = "nvim_lsp" }
--- -- Get the total item count in the turtle's inventory. -- @return the amount of items. function getItemCount() logger.debug("Getting item count...") local count = 0 for i = 1, 16 do local items = turtle.getItemCount(i) logger.debug("Found " .. items .. " items in slot " .. i .. ".") count = count + items end logger.debug("Found " .. count .. " items.") return count end --- -- Check if the turtle's inventory is full. -- @return false if at least one slot has 0 items in it. function isInventoryFull() logger.debug("Finding empty slot...") for i = 1, 16 do if turtle.getItemCount(i) == 0 then logger.debug("Found empty slot: " .. i .. ".") return false end end logger.debug("Found no empty slot.") return true end --- -- Refuel the turtle using items from the turtle's inventory. -- The turtle's cursor position is returned to its previous slot. function refuel() logger.debug("Refueling from turtle inventory...") local slot = turtle.getSelectedSlot() for i = 1, 16 do turtle.select(i) turtle.refuel() end turtle.select(slot) end --- -- Grab as many items as we can from in front of the turtle. function suckForward() local before = getItemCount() repeat before = getItemCount() turtle.suck() until before == getItemCount() end --- -- Grab as many items as we can from above the turtle. function suckUp() local before = getItemCount() repeat before = getItemCount() turtle.suckUp() until before == getItemCount() end --- -- Grab as many items as we can from below the turtle. function suckDown() local before = getItemCount() repeat before = getItemCount() turtle.suckDown() until before == getItemCount() end --- -- Try to drop all items in front of the turtle. -- @return true if all items could be dropped successfully. function dropAll() logger.debug("Dropping items...") local slot = turtle.getSelectedSlot() local success = true for i = 1, 16 do turtle.select(i) if not turtle.drop() and turtle.getItemCount() ~= 0 then logger.debug("Could not drop item in slot " .. i .. ".") success = false end end turtle.select(slot) return success end --- -- Try to drop all items above the turtle. -- @return true if all items could be dropped successfully function dropAllUp() logger.debug("Dropping items above turtle...") local slot = turtle.getSelectedSlot() local success = true for i = 1, 16 do turtle.select(i) if not turtle.dropUp() and turtle.getItemCount() ~= 0 then logger.debug("Could not drop item in slot " .. i .. ".") success = false end end turtle.select(slot) return success end --- -- Try to drop all items below the turtle. -- @return true if all items could be dropped successfully function dropAllDown() logger.debug("Dropping items below turtle...") local slot = turtle.getSelectedSlot() local success = true for i = 1, 16 do turtle.select(i) if not turtle.dropDown() and turtle.getItemCount() ~= 0 then logger.debug("Could not drop item in slot " .. i .. ".") success = false end end turtle.select(slot) return success end
--[[ Copyright 2014-2015 The Luvit Authors. All Rights Reserved. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS-IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. --]] local spawn = require('coro-spawn') local split = require('coro-split') return function (command, ...) local child = spawn(command, { args = {...}, -- Tell spawn to create coroutine pipes for stdout and stderr only stdio = {nil, true, true} }) local stdout, stderr, code, signal -- Split the coroutine into three sub-coroutines and wait for all three. split(function () local parts = {} for data in child.stdout.read do parts[#parts + 1] = data end stdout = table.concat(parts) end, function () local parts = {} for data in child.stderr.read do parts[#parts + 1] = data end stderr = table.concat(parts) end, function () code, signal = child.waitExit() end) return stdout, stderr, code, signal end
local LIFX = require "lifx.types" local builder = {} local function build_header(mac, msg_size, msg_type) local flags = 0 flags = flags | (LIFX.PROTOCOL_NUMBER << LIFX.HEADER_FLAGS_PROTOCOL_BITS_SHIFT) flags = flags | (1 << LIFX.HEADER_FLAGS_ADDRESSABLE_BITS_SHIFT) local target = {} if mac == nil then -- No provided MAC will default to setting header to broadcast flags = flags | (1 << LIFX.HEADER_FLAGS_TAGGED_BITS_SHIFT) for i = 1, 8 do target[i] = 0 end else target[1] = mac[1] target[2] = mac[2] target[3] = mac[3] target[4] = mac[4] target[5] = mac[5] target[6] = mac[6] target[7] = 0 -- byte 7 always 0 target[8] = 0 -- byte 8 always 0 end local requiredFlags = 0 -- requiredFlags = requiredFlags | (1 << HEADER_ACK_REQUIRED_BITS_SHIFT) BA: Do not require ACK until we can properly handle it requiredFlags = requiredFlags | (1 << LIFX.HEADER_RES_REQUIRED_BITS_SHIFT) -- set a source value so target device sends a unicast response, not broadcast -- TODO: If we want to generate attribute change events on ACKS, generate a unique source id for every message to correlate request and response. Setting an arbitrary source id of 99 for now. return string.pack( "<I2I2I4I1I1I1I1I1I1I1I1I6I1xI8I2xx", msg_size, flags, 99, target[1], target[2], target[3], target[4], target[5], target[6], target[7], target[8], 0, requiredFlags, 0, msg_type ) end local function build_set_power_payload(on) local level = 0 if on then level = LIFX.POWER_ON end return string.pack("<I2I4", level, LIFX.DEFAULT_TRANSITION_TIME) end local function build_set_waveform_optional_payload(hue, sat, bri, kel) return string.pack( "<I1I1I2I2I2I2I4fi2I1I1I1I1I1", 0, 0, hue or 0, sat or 0, bri or 0, kel or 0, LIFX.DEFAULT_TRANSITION_TIME, 1, 0, 2, hue and 1 or 0, sat and 1 or 0, bri and 1 or 0, kel and 1 or 0 ) end function builder.build_get_message(mac) return build_header(mac, LIFX.HEADER_SIZE, LIFX.MSG_TYPE_GET) end function builder.build_getversion(mac) return build_header(mac, LIFX.HEADER_SIZE, LIFX.MSG_TYPE_GETVERSION) end function builder.build_getlabel(mac) return build_header(mac, LIFX.HEADER_SIZE, LIFX.MSG_TYPE_GETLABEL) end function builder.build_set_power_message(mac, power) local hdr = build_header(mac, LIFX.HEADER_SIZE + LIFX.SETPOWER_PAYLOAD_SIZE, LIFX.MSG_TYPE_SETPOWER) local payload = build_set_power_payload(power) return string.pack("c" .. LIFX.HEADER_SIZE .. "c" .. LIFX.SETPOWER_PAYLOAD_SIZE, hdr, payload) end function builder.build_set_waveform_optional_message(mac, hue, sat, bri, kel) local hdr = build_header(mac, LIFX.HEADER_SIZE + LIFX.SETWAVEFORMOPTIONAL_PAYLOAD_SIZE, LIFX.MSG_TYPE_SETWAVEFORMOPTIONAL) local payload = build_set_waveform_optional_payload(hue, sat, bri, kel) return string.pack("c" .. LIFX.HEADER_SIZE .. "c" .. LIFX.SETWAVEFORMOPTIONAL_PAYLOAD_SIZE, hdr, payload) end return builder
DOORS_STATIC_MESHES = {} SPAWNS_UNLOCKED = {} ROOMS_UNLOCKED = {} BARRICADES = {} SM_MysteryBoxes = {} Active_MysteryBox_ID = nil OpenedMysteryBox_Data = nil MAP_POWER_SM = nil MAP_POWER_SM_HANDLE = nil MAP_PAP_SM = nil SM_Wunderfizzes = {} Active_Wunderfizz_ID = nil local Wunderfizz_Bought_Timeout local Wunderfizz_Finished_Waiting_Timeout local Wunderfizz_Fake_Bottles_Interval local Wunderfizz_Particle_Ref function DestroyMapDoors() for k, v in pairs(StaticMesh.GetAll()) do if v:GetValue("DoorID") then v:Destroy() end end end function SpawnMapDoors() for i, v in ipairs(MAP_DOORS) do local SM = StaticMesh( v.location, v.rotation, v.model ) SM:SetScale(v.scale) SM:SetValue("DoorID", i, true) table.insert(DOORS_STATIC_MESHES, SM) end end function GetMapDoorFromID(door_id) for k, v in pairs(StaticMesh.GetPairs()) do if v:GetValue("DoorID") == door_id then return v end end return false end function CreatePackAPunch(location, rotation) local SM = StaticMesh( location, rotation, "vzombies-assets::pack_a_punch" ) SM:SetScale(Vector(0.01, 0.01, 0.01)) SM:SetValue("IsPackAPunch", true, true) SM:SetValue("CanBuyPackAPunch", true, true) MAP_PAP_SM = SM end if MAP_PACK_A_PUNCH then CreatePackAPunch(MAP_PACK_A_PUNCH.location, MAP_PACK_A_PUNCH.rotation) end if MAP_POWER then local SM = StaticMesh( MAP_POWER.location, MAP_POWER.rotation, "vzombies-assets::power_base" ) SM:SetScale(Vector(0.01, 0.01, 0.01)) SM:SetValue("MapPower", true, true) MAP_POWER_SM = SM local SM_Handle = StaticMesh( MAP_POWER.handle_location, MAP_POWER.handle_rotation, "vzombies-assets::power_handle" ) SM_Handle:SetScale(Vector(0.01, 0.01, 0.01)) SM_Handle:SetCollision(CollisionType.NoCollision) SM_Handle:SetValue("MapPowerHANDLE", true, true) MAP_POWER_SM_HANDLE = SM_Handle else POWER_ON = true end function ResetMapPower() if MAP_POWER then POWER_ON = false Events.BroadcastRemote("SetClientPowerON", false) MAP_POWER_SM_HANDLE:SetRotation(MAP_POWER.handle_rotation) end end function PlayerTurnPowerON(ply, power_sm) --print(ply, power_sm) if not POWER_ON then if power_sm:IsValid() then if power_sm == MAP_POWER_SM then if ply:GetValue("ZMoney") ~= -666 then -- Means that they shouldn't do anything local char = ply:GetControlledCharacter() if char then if not char:GetValue("PlayerDown") then POWER_ON = true ROOMS_UNLOCKED[-1] = true MAP_POWER_SM_HANDLE:RotateTo(MAP_POWER.rotation, 2, 0) Events.BroadcastRemote("PowerONSound") for i, v in ipairs(MAP_DOORS) do if v.price == 0 then local good_needed_power = false for i2, v2 in ipairs(v.required_rooms) do if v2 == -1 then good_needed_power = true break end end if good_needed_power then local good_required_all = true for i2, v2 in ipairs(v.required_rooms) do if not ROOMS_UNLOCKED[v2] then good_required_all = false break end end if good_required_all then local map_door = GetMapDoorFromID(i) if map_door then map_door:Destroy() for i2, v2 in ipairs(v.between_rooms) do UnlockRoom(v2) end end end end end end end end end end end end end VZ_EVENT_SUBSCRIBE("Events", "TurnPowerON", PlayerTurnPowerON) function DestroyMapPerks() for k, v in pairs(StaticMesh.GetAll()) do if v:GetValue("MapPerk") then v:Destroy() end end end function SpawnPerk(perk_name, location, rotation) local SM = StaticMesh( location, rotation, PERKS_CONFIG[perk_name].Asset ) SM:SetScale(PERKS_CONFIG[perk_name].scale) SM:SetValue("MapPerk", perk_name, true) SM:SetValue("ProneMoney", true, false) return SM end Package.Export("SpawnPerk", SpawnPerk) function SpawnMapPerks() if MAP_PERKS then for k, v in pairs(MAP_PERKS) do SpawnPerk(k, v.location, v.rotation) end end end function SpawnBearForMBOX(SM) local Bear_SM = StaticMesh( Vector(0, 0, 0), Rotator(0, 0, 0), "vzombies-assets::mystery_box_fake_bear" ) Bear_SM:SetScale(Vector(0.01, 0.01, 0.01)) Bear_SM:AttachTo(SM, AttachmentRule.SnapToTarget, "") Bear_SM:SetRelativeLocation(Vector(0, 0, 5000)) Bear_SM:SetRelativeRotation(Rotator(0, 0, 0)) Bear_SM:SetCollision(CollisionType.NoCollision) return Bear_SM end if MAP_MYSTERY_BOXES then for i, v in ipairs(MAP_MYSTERY_BOXES) do local SM = StaticMesh( v.location, v.rotation, "vzombies-assets::mystery_box" ) SM:SetScale(Vector(0.01, 0.01, 0.01)) table.insert(SM_MysteryBoxes, { mbox = SM, bear = SpawnBearForMBOX(SM), }) end end function OpenedMBOXResetStage1() Timer.ClearTimeout(OpenedMysteryBox_Data.MoveTimeout) Timer.ClearInterval(OpenedMysteryBox_Data.FakeInterval) OpenedMysteryBox_Data.MoveTimeout = nil OpenedMysteryBox_Data.FakeInterval = nil if OpenedMysteryBox_Data.fweap then OpenedMysteryBox_Data.fweap:Destroy() OpenedMysteryBox_Data.fweap = nil end end function OpenedMBOXResetStage2() Timer.ClearTimeout(OpenedMysteryBox_Data.MoveTimeout) OpenedMysteryBox_Data.realweap:Destroy() OpenedMysteryBox_Data.SM_Attach:Destroy() end function OpenedMBOXResetStage3(real_reset) OpenedMysteryBox_Data.SM_Attach:Destroy() OpenedMysteryBox_Data.bear:Destroy() if real_reset then Timer.ClearTimeout(OpenedMysteryBox_Data.bearTimeout) end end function ResetMBOX(id) if OpenedMysteryBox_Data then if OpenedMysteryBox_Data.FakeInterval then OpenedMBOXResetStage1() elseif OpenedMysteryBox_Data.realweap then OpenedMBOXResetStage2() elseif OpenedMysteryBox_Data.bear then OpenedMBOXResetStage3(true) end OpenedMysteryBox_Data = nil end SM_MysteryBoxes[id].mbox:SetValue("CanBuyMysteryBox", nil, true) SM_MysteryBoxes[id].bear = SpawnBearForMBOX(SM_MysteryBoxes[id].mbox) if (SM_MysteryBoxes[id].active_particle and SM_MysteryBoxes[id].active_particle:IsValid()) then SM_MysteryBoxes[id].active_particle:Destroy() end Active_MysteryBox_ID = nil end function ResetMysteryBoxes() if Active_MysteryBox_ID then ResetMBOX(Active_MysteryBox_ID) end end function PickNewMysteryBox() local pick_tbl = {} for i, v in ipairs(SM_MysteryBoxes) do if v.bear then table.insert(pick_tbl, i) end end if table_count(pick_tbl) > 0 then -- If theres more than 1 box on the map local random_pick_id = math.random(table_count(pick_tbl)) local random_pick = SM_MysteryBoxes[pick_tbl[random_pick_id]] if Active_MysteryBox_ID then ResetMBOX(Active_MysteryBox_ID) end random_pick.bear:Destroy() random_pick.bear = nil random_pick.mbox:SetValue("CanBuyMysteryBox", true, true) random_pick.active_particle = Particle( Vector(0, 0, 0), Rotator(0, 0, 0), Active_MysteryBox_Particle.path, false, true ) random_pick.active_particle:SetScale(Active_MysteryBox_Particle.scale) random_pick.active_particle:AttachTo(random_pick.mbox, AttachmentRule.SnapToTarget, "", 0) random_pick.active_particle:SetRelativeLocation(Active_MysteryBox_Particle.relative_location) random_pick.active_particle:SetRotation(Rotator(0, random_pick.active_particle:GetRotation().Yaw, 0)) Active_MysteryBox_ID = pick_tbl[random_pick_id] end end function OpenedMBoxNewFakeWeapon() if OpenedMysteryBox_Data.fweap then OpenedMysteryBox_Data.fweap:Destroy() end local random_weap = Mystery_box_weapons[math.random(table_count(Mystery_box_weapons))] --print(random_weap.weapon_name) OpenedMysteryBox_Data.fweap = NanosWorldWeapons[random_weap.weapon_name](Vector(0, 0, 0), Rotator(0, 0, 0)) OpenedMysteryBox_Data.fweap:SetCollision(CollisionType.NoCollision) OpenedMysteryBox_Data.fweap:SetGravityEnabled(false) OpenedMysteryBox_Data.fweap:SetValue("MBOXFakeWeapon", true, false) OpenedMysteryBox_Data.fweap:AttachTo(OpenedMysteryBox_Data.SM_Attach, AttachmentRule.SnapToTarget, "") end function OpenActiveMysteryBox(char) SM_MysteryBoxes[Active_MysteryBox_ID].mbox:SetValue("CanBuyMysteryBox", false, true) local SM = StaticMesh( Vector(0, 0, 0), Rotator(0, 0, 0), "nanos-world::SM_None" ) SM:SetCollision(CollisionType.NoCollision) SM:AttachTo(SM_MysteryBoxes[Active_MysteryBox_ID].mbox, AttachmentRule.SnapToTarget, "") SM:Detach() SM:SetLocation(SM:GetLocation() + Vector(0, 0, Mystery_box_weapon_spawn_offset_z)) local targetTranslateTo = SM:GetLocation() + Vector(0, 0, Mystery_box_weapon_target_offset_z) SM:TranslateTo(targetTranslateTo, Mystery_box_weapon_time, Mystery_box_translate_exp) OpenedMysteryBox_Data = { SM_Attach = SM, FakeInterval = Timer.SetInterval(function() OpenedMBoxNewFakeWeapon() end, Mystery_box_fake_weapon_interval_ms), MoveTimeout = Timer.SetTimeout(function() OpenedMBOXResetStage1() local mbox_weapons_count = table_count(Mystery_box_weapons) local random_weap_id = math.random(mbox_weapons_count + 1) if table_count(MAP_MYSTERY_BOXES) == 1 then random_weap_id = math.random(mbox_weapons_count) end if random_weap_id <= mbox_weapons_count then if char:IsValid() then local random_weap = Mystery_box_weapons[random_weap_id] OpenedMysteryBox_Data.realweap = NanosWorldWeapons[random_weap.weapon_name](Vector(0, 0, 0), Rotator(0, 0, 0)) OpenedMysteryBox_Data.realweap:SetCollision(CollisionType.NoCollision) OpenedMysteryBox_Data.realweap:SetGravityEnabled(false) OpenedMysteryBox_Data.realweap:SetValue("MBOXFinalWeaponForCharacterID", {char:GetID(), random_weap}, false) OpenedMysteryBox_Data.realweap:AttachTo(OpenedMysteryBox_Data.SM_Attach, AttachmentRule.SnapToTarget, "") OpenedMysteryBox_Data.SM_Attach:TranslateTo(SM_MysteryBoxes[Active_MysteryBox_ID].mbox:GetLocation() + Vector(0, 0, Mystery_box_weapon_spawn_offset_z), Mystery_box_weapon_time_reverse, Mystery_box_translate_exp) OpenedMysteryBox_Data.MoveTimeout = Timer.SetTimeout(function() OpenedMBOXResetStage2() OpenedMysteryBox_Data = nil SM_MysteryBoxes[Active_MysteryBox_ID].mbox:SetValue("CanBuyMysteryBox", true, true) end, Mystery_box_weapon_time_reverse * 1000) end else local Bear_SM = StaticMesh( Vector(0, 0, 0), Rotator(0, 0, 0), "vzombies-assets::mystery_box_fake_bear" ) Bear_SM:SetScale(Vector(0.01, 0.01, 0.01)) Bear_SM:AttachTo(OpenedMysteryBox_Data.SM_Attach, AttachmentRule.SnapToTarget, "") Bear_SM:SetCollision(CollisionType.NoCollision) OpenedMysteryBox_Data.bear = Bear_SM OpenedMysteryBox_Data.bearTimeout = Timer.SetTimeout(function() OpenedMBOXResetStage3() OpenedMysteryBox_Data = nil PickNewMysteryBox() end, NewMysteryBox_Timeout_ms) Events.BroadcastRemote("MBOXChangedSound") end end, Mystery_box_weapon_time * 1000), } OpenedMBoxNewFakeWeapon() Events.BroadcastRemote("OpenMBOXSound", SM_MysteryBoxes[Active_MysteryBox_ID].mbox:GetLocation()) end function UnlockRoom(id) if not ROOMS_UNLOCKED[id] then ROOMS_UNLOCKED[id] = true for k, v in pairs(MAP_ROOMS[id]) do if v.type == "ground" then table.insert(SPAWNS_UNLOCKED, { location = v.location, rotation = v.rotation, zspawnid = v.zspawnid }) else for k2, v2 in pairs(v.z_spawns) do table.insert(SPAWNS_UNLOCKED, v2) end end end Events.Call("VZ_RoomUnlocked", id) end end function DestroyBarricades() for i, v in ipairs(BARRICADES) do for k2, v2 in pairs(v.top.barricades) do v2:Destroy() end for k2, v2 in pairs(v.ground.barricades) do v2:Destroy() end v.top.root:Destroy() v.ground.root:Destroy() end BARRICADES = {} end function ApplySMBarricadeOptions(SM) SM:SetScale(Vector(2, 0.1, 0.025)) SM:SetCollision(CollisionType.NoCollision) SM:SetMaterial("vzombies-assets::M_Plank") end function SpawnBarricade(zspawn, zspawnid) local SM_Root = StaticMesh( zspawn.barricade_location, zspawn.barricade_rotation, "nanos-world::SM_None" ) SM_Root:SetValue("BarricadeSpawnID", zspawnid, true) SM_Root:SetValue("BarricadeLife", 5, true) SM_Root:SetCollision(CollisionType.NoCollision) local SM_Root_Ground = StaticMesh( zspawn.z_ground_debris_location, Rotator(0, 0, 0), "nanos-world::SM_None" ) SM_Root_Ground:AttachTo(SM_Root, AttachmentRule.KeepWorld, "") SM_Root_Ground:SetRelativeRotation(Barricades_Config.ground_root.rrotation) SM_Root_Ground:SetCollision(CollisionType.NoCollision) local SM_Barricade_1 = StaticMesh( Vector(0, 0, 0), Rotator(0, 0, 0), "nanos-world::SM_Cube" ) SM_Barricade_1:AttachTo(SM_Root, AttachmentRule.KeepWorld, "") SM_Barricade_1:SetRelativeLocation(Barricades_Config.top[1].rlocation) SM_Barricade_1:SetRelativeRotation(Barricades_Config.top[1].rrotation) local SM_Barricade_2 = StaticMesh( Vector(0, 0, 0), Rotator(0, 0, 0), "nanos-world::SM_Cube" ) SM_Barricade_2:AttachTo(SM_Root, AttachmentRule.KeepWorld, "") SM_Barricade_2:SetRelativeLocation(Barricades_Config.top[2].rlocation) SM_Barricade_2:SetRelativeRotation(Barricades_Config.top[2].rrotation) local SM_Barricade_3 = StaticMesh( Vector(0, 0, 0), Rotator(0, 0, 0), "nanos-world::SM_Cube" ) SM_Barricade_3:AttachTo(SM_Root, AttachmentRule.KeepWorld, "") SM_Barricade_3:SetRelativeLocation(Barricades_Config.top[3].rlocation) SM_Barricade_3:SetRelativeRotation(Barricades_Config.top[3].rrotation) local SM_Barricade_4 = StaticMesh( Vector(0, 0, 0), Rotator(0, 0, 0), "nanos-world::SM_Cube" ) SM_Barricade_4:AttachTo(SM_Root, AttachmentRule.KeepWorld, "") SM_Barricade_4:SetRelativeLocation(Barricades_Config.top[4].rlocation) SM_Barricade_4:SetRelativeRotation(Barricades_Config.top[4].rrotation) local SM_Barricade_5 = StaticMesh( Vector(0, 0, 0), Rotator(0, 0, 0), "nanos-world::SM_Cube" ) SM_Barricade_5:AttachTo(SM_Root, AttachmentRule.KeepWorld, "") SM_Barricade_5:SetRelativeLocation(Barricades_Config.top[5].rlocation) SM_Barricade_5:SetRelativeRotation(Barricades_Config.top[5].rrotation) table.insert(BARRICADES, { zspawnid = zspawnid, top = { root = SM_Root, barricades = { SM_Barricade_1, SM_Barricade_2, SM_Barricade_3, SM_Barricade_4, SM_Barricade_5, }, }, ground = { root = SM_Root_Ground, barricades = {}, } }) for k, v in pairs(BARRICADES) do if v.top.root == SM_Root then for i2, v2 in ipairs(v.top.barricades) do ApplySMBarricadeOptions(v2) end end end end function DamageBarricade(barricade, zombie) local top_barricades = table_count(barricade.top.barricades) local ground_barricades = table_count(barricade.ground.barricades) if top_barricades > 0 then local destroyed_loc = barricade.top.barricades[top_barricades]:GetLocation() barricade.top.barricades[top_barricades]:Destroy() barricade.top.barricades[top_barricades] = nil barricade.top.root:SetValue("BarricadeLife", top_barricades - 1, true) local SM_Barricade = StaticMesh( Vector(0, 0, 0), Rotator(0, 0, 0), "nanos-world::SM_Cube" ) SM_Barricade:AttachTo(barricade.ground.root, AttachmentRule.KeepWorld, "") SM_Barricade:SetRelativeLocation(Barricades_Config.ground[ground_barricades + 1].rlocation) SM_Barricade:SetRelativeRotation(Barricades_Config.ground[ground_barricades + 1].rrotation) local play_sound_for_players = GetPlayersInRadius(destroyed_loc, RANDOM_SOUNDS.barricade_break.falloff_distance) for i, v in ipairs(play_sound_for_players) do Events.CallRemote("DamageBarricadeSound", v, VZ_RandomSound(RANDOM_SOUNDS.barricade_break), destroyed_loc) end ApplySMBarricadeOptions(SM_Barricade) table.insert(barricade.ground.barricades, SM_Barricade) end end function RepairBarricade(barricade) local top_barricades = table_count(barricade.top.barricades) local ground_barricades = table_count(barricade.ground.barricades) if ground_barricades > 0 then barricade.ground.barricades[ground_barricades]:Destroy() barricade.ground.barricades[ground_barricades] = nil barricade.top.root:SetValue("BarricadeLife", top_barricades + 1, true) local SM_Barricade = StaticMesh( Vector(0, 0, 0), Rotator(0, 0, 0), "nanos-world::SM_Cube" ) SM_Barricade:AttachTo(barricade.top.root, AttachmentRule.KeepWorld, "") SM_Barricade:SetRelativeLocation(Barricades_Config.top[top_barricades + 1].rlocation) SM_Barricade:SetRelativeRotation(Barricades_Config.top[top_barricades + 1].rrotation) local repaired_loc = barricade.top.root:GetLocation() local play_sound_for_players = GetPlayersInRadius(repaired_loc, RANDOM_SOUNDS.barricade_slam.falloff_distance) for i, v in ipairs(play_sound_for_players) do Events.CallRemote("RepairBarricadeSound", v, VZ_RandomSound(RANDOM_SOUNDS.barricade_slam), repaired_loc) end ApplySMBarricadeOptions(SM_Barricade) table.insert(barricade.top.barricades, SM_Barricade) end end function SpawnMapBarricades() for i, v in ipairs(MAP_ROOMS) do for k2, v2 in pairs(v) do if v2.type == "barricade" then SpawnBarricade(MAP_ROOMS[i][k2], v2.zspawnid) end end end end local curspawn_id = 1 for i, v in ipairs(MAP_ROOMS) do for k2, v2 in pairs(v) do MAP_ROOMS[i][k2].zspawnid = curspawn_id if v2.z_spawns then for k3, v3 in pairs(v2.z_spawns) do v3.zspawnid = curspawn_id end end curspawn_id = curspawn_id + 1 end end function GetBarricadeFromZSpawnID(zspawnid) for k, v in pairs(BARRICADES) do if v.zspawnid == zspawnid then return k, v end end end function GetSpawnTargetFromZSpawnID(zspawnid) for k, v in pairs(MAP_ROOMS) do for k2, v2 in pairs(v) do if v2.zspawnid == zspawnid then return v2 end end end end function GetSpawnFromZSpawnID(zspawnid) for k, v in pairs(SPAWNS_UNLOCKED) do if v.zspawnid == zspawnid then return v end end end VZ_EVENT_SUBSCRIBE("Events", "RepairBarricade", function(ply, zspawnid) if ply:GetValue("ZMoney") ~= -666 then local char = ply:GetControlledCharacter() if char then if not char:GetValue("PlayerDown") then local bid, barricade = GetBarricadeFromZSpawnID(zspawnid) if bid then if barricade.top.root:GetValue("BarricadeLife") < 5 then RepairBarricade(barricade) AddMoney(ply, Player_Repair_Barricade_Money) end end end end end end) for i, v in ipairs(MAP_WEAPONS) do if NanosWorldWeapons[v.weapon_name] then local weapon = NanosWorldWeapons[v.weapon_name](v.location, v.rotation) weapon:SetValue("MapWeaponID", i, true) weapon:SetGravityEnabled(false) weapon:SetCollision(CollisionType.NoCollision) else Package.Error("vzombies : Invalid weapon name '" .. v.weapon_name .. "' in zombie map config (MAP_WEAPONS[" .. tostring(i) .. "])") end end if MAP_WUNDERFIZZ then for k, v in pairs(MAP_WUNDERFIZZ) do local Wunder_SM = StaticMesh( v.location, v.rotation, "vzombies-assets::wunderfizz_body" ) table.insert(SM_Wunderfizzes, {body = Wunder_SM}) end end function ResetRunningWunderfizzStage1() if SM_Wunderfizzes[Active_Wunderfizz_ID].fake_bottle then SM_Wunderfizzes[Active_Wunderfizz_ID].fake_bottle:Destroy() SM_Wunderfizzes[Active_Wunderfizz_ID].fake_bottle = nil end if (Wunderfizz_Particle_Ref and Wunderfizz_Particle_Ref:IsValid()) then Wunderfizz_Particle_Ref:Destroy() end Wunderfizz_Particle_Ref = nil Timer.ClearTimeout(Wunderfizz_Bought_Timeout) Wunderfizz_Bought_Timeout = nil Timer.ClearInterval(Wunderfizz_Fake_Bottles_Interval) Wunderfizz_Fake_Bottles_Interval = nil end function ResetRunningWunderfizzStage2() if SM_Wunderfizzes[Active_Wunderfizz_ID].real_bottle then SM_Wunderfizzes[Active_Wunderfizz_ID].real_bottle:Destroy() SM_Wunderfizzes[Active_Wunderfizz_ID].real_bottle = nil end SM_Wunderfizzes[Active_Wunderfizz_ID].body:SetValue("CanBuyWunder", true, true) Timer.ClearTimeout(Wunderfizz_Finished_Waiting_Timeout) Wunderfizz_Finished_Waiting_Timeout = nil end function ResetWunderfizz(id) SM_Wunderfizzes[id].body:SetValue("CanBuyWunder", nil, true) SM_Wunderfizzes[id].ball:Destroy() SM_Wunderfizzes[id].ball = nil if Wunderfizz_Bought_Timeout then ResetRunningWunderfizzStage1() elseif Wunderfizz_Finished_Waiting_Timeout then ResetRunningWunderfizzStage2() end Active_Wunderfizz_ID = nil end function ResetWunderfizzes() if Active_Wunderfizz_ID then ResetWunderfizz(Active_Wunderfizz_ID) end end function PickNewWunderfizz() local pick_tbl = {} for i, v in ipairs(SM_Wunderfizzes) do if not v.ball then table.insert(pick_tbl, i) end end if table_count(pick_tbl) > 0 then -- If theres more than 1 wunder on the map local random_pick_id = math.random(table_count(pick_tbl)) local random_pick = SM_Wunderfizzes[pick_tbl[random_pick_id]] if Active_Wunderfizz_ID then ResetWunderfizz(Active_Wunderfizz_ID) end random_pick.ball = StaticMesh( random_pick.body:GetLocation(), random_pick.body:GetRotation(), "vzombies-assets::wunderfizz_ball" ) random_pick.ball:SetCollision(CollisionType.NoCollision) random_pick.body:SetValue("CanBuyWunder", true, true) Active_Wunderfizz_ID = pick_tbl[random_pick_id] end end function FakeBottleInterval() if SM_Wunderfizzes[Active_Wunderfizz_ID].fake_bottle then SM_Wunderfizzes[Active_Wunderfizz_ID].fake_bottle:Destroy() end local random_pick_id = math.random(table_count(PERKS_CONFIG)) local random_pick local count = 0 for k, v in pairs(PERKS_CONFIG) do count = count + 1 if random_pick_id == count then random_pick = v break end end SM_Wunderfizzes[Active_Wunderfizz_ID].fake_bottle = StaticMesh( SM_Wunderfizzes[Active_Wunderfizz_ID].body:GetLocation() + Wonderfizz_Bottles_Offset, SM_Wunderfizzes[Active_Wunderfizz_ID].body:GetRotation(), random_pick.bottle_asset ) SM_Wunderfizzes[Active_Wunderfizz_ID].fake_bottle:SetCollision(CollisionType.NoCollision) SM_Wunderfizzes[Active_Wunderfizz_ID].fake_bottle:SetScale(Vector(0.01, 0.01, 0.01)) end function OpenActiveWunderfizz(char) SM_Wunderfizzes[Active_Wunderfizz_ID].body:SetValue("CanBuyWunder", false, true) Wunderfizz_Particle_Ref = Particle( SM_Wunderfizzes[Active_Wunderfizz_ID].body:GetLocation() + Wonderfizz_Particle_Offset, SM_Wunderfizzes[Active_Wunderfizz_ID].body:GetRotation(), Wonderfizz_Particle, false, true -- Auto Activate? ) Wunderfizz_Bought_Timeout = Timer.SetTimeout(function() ResetRunningWunderfizzStage1() local random_move = math.random(100) if (random_move <= Wonderfizz_Move_Percentage and table_count(SM_Wunderfizzes) > 1) then local players_sound = GetPlayersInRadius(SM_Wunderfizzes[Active_Wunderfizz_ID].body:GetLocation() + Wonderfizz_Bottles_Offset, Wunderfizz_leave_Sound.falloff_distance) for k, v in pairs(players_sound) do Events.CallRemote("PlayWunderLeaveSound", v, SM_Wunderfizzes[Active_Wunderfizz_ID].body:GetLocation() + Wonderfizz_Bottles_Offset) end PickNewWunderfizz() else local pick_tbl = {} local char_perks = char:GetValue("OwnedPerks") for k, v in pairs(PERKS_CONFIG) do if not char_perks[k] then table.insert(pick_tbl, k) end end if table_count(pick_tbl) > 0 then local perk_selected = pick_tbl[math.random(table_count(pick_tbl))] SM_Wunderfizzes[Active_Wunderfizz_ID].real_bottle = Prop( SM_Wunderfizzes[Active_Wunderfizz_ID].body:GetLocation() + Wonderfizz_Bottles_Offset, SM_Wunderfizzes[Active_Wunderfizz_ID].body:GetRotation(), PERKS_CONFIG[perk_selected].bottle_asset ) SM_Wunderfizzes[Active_Wunderfizz_ID].real_bottle:SetCollision(CollisionType.NoCollision) SM_Wunderfizzes[Active_Wunderfizz_ID].real_bottle:SetScale(Vector(0.01, 0.01, 0.01)) SM_Wunderfizzes[Active_Wunderfizz_ID].real_bottle:SetGravityEnabled(false) SM_Wunderfizzes[Active_Wunderfizz_ID].real_bottle:SetGrabbable(false) SM_Wunderfizzes[Active_Wunderfizz_ID].real_bottle:SetValue("RealBottleData", {char:GetID(), perk_selected}, true) Wunderfizz_Finished_Waiting_Timeout = Timer.SetTimeout(function() ResetRunningWunderfizzStage2() end, Wonderfizz_Real_Bottle_Destroyed_After_ms) end end end, Wonderfizz_Real_Bottle_After_ms) Wunderfizz_Fake_Bottles_Interval = Timer.SetInterval(function() FakeBottleInterval() end, Wonderfizz_Fake_Bottle_Interval_ms) FakeBottleInterval() end VZ_EVENT_SUBSCRIBE("Events", "TakeWunderfizzPerk", function(ply, bottle) if ply:IsValid() then local char = ply:GetControlledCharacter() if char then if not char:GetValue("PlayerDown") then if bottle then if bottle:IsValid() then local wunder_bottle = bottle:GetValue("RealBottleData") if wunder_bottle then if wunder_bottle[1] == char:GetID() then local char_perks = char:GetValue("OwnedPerks") if not char_perks[wunder_bottle[2]] then ResetRunningWunderfizzStage2() GiveCharacterPerk(char, wunder_bottle[2]) end end end end end end end end end) function DestroyMapTeleporters() for k, v in pairs(StaticMesh.GetAll()) do if v:GetValue("TeleporterID") then v:Destroy() end end end function CreateMapTeleporters() if MAP_TELEPORTERS then for i, v in ipairs(MAP_TELEPORTERS) do --print(i, v.price) local teleporter = StaticMesh( v.location, Rotator(0, 0, 0), "nanos-world::SM_None" ) teleporter:SetCollision(CollisionType.NoCollision) teleporter:SetValue("TeleporterID", i, true) teleporter:SetValue("CanTeleport", true, true) end end end if MAP_LIGHT_ZONES then for i, v in ipairs(MAP_LIGHT_ZONES) do --print(ZDEV_IsModeEnabled("ZDEV_DEBUG_TRIGGERS")) local trigger = Trigger(v.location, v.rotation, v.scale * 31.5, TriggerType.Box, ZDEV_IsModeEnabled("ZDEV_DEBUG_TRIGGERS"), Color.RED) VZ_ENT_EVENT_SUBSCRIBE(trigger, "BeginOverlap", function(self, triggered_by) if NanosUtils.IsA(triggered_by, Character) then local ply = triggered_by:GetPlayer() if ply then --print("FL Zone BeginOverlap") local FLZones = triggered_by:GetValue("InFlashlightZones") table.insert(FLZones, i) triggered_by:SetValue("InFlashlightZones", FLZones, false) if table_count(FLZones) == 1 then AttachFlashLightToCurWeapon(triggered_by) end end end end) VZ_ENT_EVENT_SUBSCRIBE(trigger, "EndOverlap", function(self, triggered_by) if NanosUtils.IsA(triggered_by, Character) then local ply = triggered_by:GetPlayer() if ply then --print("FL Zone EndOverlap") local Was_in_zone local FLZones = triggered_by:GetValue("InFlashlightZones") for i2, v2 in ipairs(FLZones) do if v2 == i then table.remove(FLZones, i2) Was_in_zone = true break end end if Was_in_zone then triggered_by:SetValue("InFlashlightZones", FLZones, false) if table_count(FLZones) == 0 then local picked_thing = triggered_by:GetPicked() if picked_thing then if NanosUtils.IsA(picked_thing, Weapon) then DetachFlashLightFromWeapon(picked_thing) end end end end end end end) end end if MAP_STATIC_MESHES then for i, v in ipairs(MAP_STATIC_MESHES) do local SM = StaticMesh( v.location, v.rotation, v.model ) SM:SetScale(v.scale) SM:SetValue("MapSMID", i, false) end end
-- Copyright (c) 2021 Kirazy -- Part of Artisanal Reskins: Bob's Mods -- -- See LICENSE in the project directory for license information. -- Check to see if reskinning needs to be done. if not (reskins.bobs and reskins.bobs.triggers.logistics.entities) then return end -- Set input parameters local inputs = { type = "construction-robot", icon_name = "construction-robot", base_entity = "construction-robot", mod = "bobs", group = "logistics", particles = {["medium"] = 2}, } local tier_map = { ["construction-robot"] = {1, 2}, ["bob-construction-robot-2"] = {2, 3}, ["bob-construction-robot-3"] = {3, 4}, ["bob-construction-robot-4"] = {4, 5}, ["bob-construction-robot-5"] = {5, 5, util.color(reskins.lib.setting("reskins-bobs-fusion-robot-color"))}, } -- Animations local function generate_robot_animations(tint) return { idle = { layers = { -- Base { filename = "__base__/graphics/entity/construction-robot/construction-robot.png", priority = "high", line_length = 16, width = 32, height = 36, frame_count = 1, shift = util.by_pixel(0,-4.5), direction_count = 16, hr_version = { filename = "__base__/graphics/entity/construction-robot/hr-construction-robot.png", priority = "high", line_length = 16, width = 66, height = 76, frame_count = 1, shift = util.by_pixel(0,-4.5), direction_count = 16, scale = 0.5 } }, -- Mask { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/construction-robot-mask.png", priority = "high", line_length = 16, width = 32, height = 36, frame_count = 1, shift = util.by_pixel(0,-4.5), tint = tint, direction_count = 16, hr_version = { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/hr-construction-robot-mask.png", priority = "high", line_length = 16, width = 66, height = 76, frame_count = 1, shift = util.by_pixel(0,-4.5), tint = tint, direction_count = 16, scale = 0.5 } }, -- Highlights { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/construction-robot-highlights.png", priority = "high", line_length = 16, width = 32, height = 36, frame_count = 1, shift = util.by_pixel(0,-4.5), blend_mode = reskins.lib.blend_mode, -- "additive", direction_count = 16, hr_version = { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/hr-construction-robot-highlights.png", priority = "high", line_length = 16, width = 66, height = 76, frame_count = 1, shift = util.by_pixel(0,-4.5), blend_mode = reskins.lib.blend_mode, -- "additive", direction_count = 16, scale = 0.5 } } } }, in_motion = { layers = { -- Base { filename = "__base__/graphics/entity/construction-robot/construction-robot.png", priority = "high", line_length = 16, width = 32, height = 36, frame_count = 1, shift = util.by_pixel(0, -4.5), direction_count = 16, y = 36, hr_version = { filename = "__base__/graphics/entity/construction-robot/hr-construction-robot.png", priority = "high", line_length = 16, width = 66, height = 76, frame_count = 1, shift = util.by_pixel(0, -4.5), direction_count = 16, y = 76, scale = 0.5 } }, -- Mask { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/construction-robot-mask.png", priority = "high", line_length = 16, width = 32, height = 36, frame_count = 1, shift = util.by_pixel(0, -4.5), tint = tint, direction_count = 16, y = 36, hr_version = { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/hr-construction-robot-mask.png", priority = "high", line_length = 16, width = 66, height = 76, frame_count = 1, shift = util.by_pixel(0, -4.5), tint = tint, direction_count = 16, y = 76, scale = 0.5 } }, -- Highlights { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/construction-robot-highlights.png", priority = "high", line_length = 16, width = 32, height = 36, frame_count = 1, shift = util.by_pixel(0, -4.5), blend_mode = reskins.lib.blend_mode, -- "additive", direction_count = 16, y = 36, hr_version = { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/hr-construction-robot-highlights.png", priority = "high", line_length = 16, width = 66, height = 76, frame_count = 1, shift = util.by_pixel(0, -4.5), blend_mode = reskins.lib.blend_mode, -- "additive", direction_count = 16, y = 76, scale = 0.5 } } } }, working = { layers = { -- Base { filename = "__base__/graphics/entity/construction-robot/construction-robot-working.png", priority = "high", line_length = 2, width = 28, height = 36, frame_count = 2, shift = util.by_pixel(-0.25, -5), direction_count = 16, animation_speed = 0.3, hr_version = { filename = "__base__/graphics/entity/construction-robot/hr-construction-robot-working.png", priority = "high", line_length = 2, width = 57, height = 74, frame_count = 2, shift = util.by_pixel(-0.25, -5), direction_count = 16, animation_speed = 0.3, scale = 0.5 } }, -- Mask { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/construction-robot-working-mask.png", priority = "high", line_length = 2, width = 28, height = 36, frame_count = 2, shift = util.by_pixel(-0.25, -5), tint = tint, direction_count = 16, animation_speed = 0.3, hr_version = { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/hr-construction-robot-working-mask.png", priority = "high", line_length = 2, width = 57, height = 74, frame_count = 2, shift = util.by_pixel(-0.25, -5), tint = tint, direction_count = 16, animation_speed = 0.3, scale = 0.5 } }, -- Highlights { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/construction-robot-working-highlights.png", priority = "high", line_length = 2, width = 28, height = 36, frame_count = 2, shift = util.by_pixel(-0.25, -5), blend_mode = reskins.lib.blend_mode, -- "additive", direction_count = 16, animation_speed = 0.3, hr_version = { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/hr-construction-robot-working-highlights.png", priority = "high", line_length = 2, width = 57, height = 74, frame_count = 2, shift = util.by_pixel(-0.25, -5), blend_mode = reskins.lib.blend_mode, -- "additive", direction_count = 16, animation_speed = 0.3, scale = 0.5 } } } }, shadow_idle = { filename = "__base__/graphics/entity/construction-robot/construction-robot-shadow.png", priority = "high", line_length = 16, width = 53, height = 25, frame_count = 1, shift = util.by_pixel(33.5, 18.5), direction_count = 16, draw_as_shadow = true, hr_version = { filename = "__base__/graphics/entity/construction-robot/hr-construction-robot-shadow.png", priority = "high", line_length = 16, width = 104, height = 49, frame_count = 1, shift = util.by_pixel(33.5, 18.75), direction_count = 16, scale = 0.5, draw_as_shadow = true } }, shadow_in_motion = { filename = "__base__/graphics/entity/construction-robot/construction-robot-shadow.png", priority = "high", line_length = 16, width = 53, height = 25, frame_count = 1, shift = util.by_pixel(33.5, 18.5), direction_count = 16, draw_as_shadow = true, hr_version = { filename = "__base__/graphics/entity/construction-robot/hr-construction-robot-shadow.png", priority = "high", line_length = 16, width = 104, height = 49, frame_count = 1, shift = util.by_pixel(33.5, 18.75), direction_count = 16, scale = 0.5, draw_as_shadow = true } }, shadow_working = { filename = "__base__/graphics/entity/construction-robot/construction-robot-shadow.png", priority = "high", line_length = 16, width = 53, height = 25, frame_count = 1, repeat_count = 2, shift = util.by_pixel(33.5, 18.5), direction_count = 16, draw_as_shadow = true, hr_version = { filename = "__base__/graphics/entity/construction-robot/hr-construction-robot-shadow.png", priority = "high", line_length = 16, width = 104, height = 49, frame_count = 1, repeat_count = 2, shift = util.by_pixel(33.5, 18.75), direction_count = 16, scale = 0.5, draw_as_shadow = true } } } end -- Reskin entities, create and assign extra details for name, map in pairs(tier_map) do -- Fetch entity local entity = data.raw[inputs.type][name] -- Check if entity exists, if not, skip this iteration if not entity then goto continue end -- Parse map local tier = map[1] local fusion_robot_color if (reskins.lib.setting("reskins-lib-tier-mapping") == "progression-map" and reskins.lib.setting("reskins-bobs-do-progression-based-robots")) then tier = map[2] fusion_robot_color = map[3] end -- Determine what tint we're using inputs.tint = fusion_robot_color or reskins.lib.tint_index[tier] reskins.lib.setup_standard_entity(name, tier, inputs) -- Generate robot animations local animations = generate_robot_animations(inputs.tint) -- Fetch remnant local remnant = data.raw["corpse"][name.."-remnants"] -- Reskin remnants remnant.animation = make_rotated_animation_variations_from_sheet (3, { layers = { -- Base { filename = "__base__/graphics/entity/construction-robot/remnants/construction-robot-remnants.png", line_length = 1, width = 60, height = 58, frame_count = 1, variation_count = 1, axially_symmetrical = false, direction_count = 1, shift = util.by_pixel(2, 1), hr_version = { filename = "__base__/graphics/entity/construction-robot/remnants/hr-construction-robot-remnants.png", line_length = 1, width = 120, height = 114, frame_count = 1, variation_count = 1, axially_symmetrical = false, direction_count = 1, shift = util.by_pixel(2, 1), scale = 0.5, } }, -- Mask { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/remnants/construction-robot-remnants-mask.png", line_length = 1, width = 60, height = 58, frame_count = 1, variation_count = 1, axially_symmetrical = false, direction_count = 1, shift = util.by_pixel(2, 1), tint = inputs.tint, hr_version = { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/remnants/hr-construction-robot-remnants-mask.png", line_length = 1, width = 120, height = 114, frame_count = 1, variation_count = 1, axially_symmetrical = false, direction_count = 1, shift = util.by_pixel(2, 1), tint = inputs.tint, scale = 0.5, } }, -- Highlights { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/remnants/construction-robot-remnants-highlights.png", line_length = 1, width = 60, height = 58, frame_count = 1, variation_count = 1, axially_symmetrical = false, direction_count = 1, shift = util.by_pixel(2, 1), blend_mode = reskins.lib.blend_mode, -- "additive", hr_version = { filename = reskins.bobs.directory.."/graphics/entity/logistics/construction-robot/remnants/hr-construction-robot-remnants-highlights.png", line_length = 1, width = 120, height = 114, frame_count = 1, variation_count = 1, axially_symmetrical = false, direction_count = 1, shift = util.by_pixel(2, 1), blend_mode = reskins.lib.blend_mode, -- "additive", scale = 0.5, } } } }) -- Clear this, construction robots do not generate the corpse directly entity.corpse = nil -- Reskin entities entity.idle = animations.idle entity.in_motion = animations.in_motion entity.working = animations.working entity.shadow_idle = animations.shadow_idle entity.shadow_in_motion = animations.shadow_in_motion entity.shadow_working = animations.shadow_working -- Setup remnants and destruction animation reskins.bobs.make_robot_particle(entity) -- Label to skip to next iteration ::continue:: end
-- Copyright (c) 2021 StefanT <[email protected]> -- See LICENSE.md in the project directory for license information. -- -- Calculate the distance of two LuaControl objects to each other -- -- @param obj1 The first LuaControl object -- @param obj2 The second LuaControl object -- @return The distance between the objects -- function distance(obj1, obj2) return ((obj1.position.x - obj2.position.x) ^ 2 + (obj1.position.y - obj2.position.y) ^ 2) ^ 0.5 end -- -- Get the localized name for the signal. -- -- @param id The signal ID to process -- @return The localized name of the signal -- function signalIdToLocalName(id) if not id or not id.type then return nil end if id.type == 'item' then return game.item_prototypes[id.name].localised_name elseif id.type == 'fluid' then return game.fluid_prototypes[id.name].localised_name elseif id.type == 'virtual' then return game.virtual_signal_prototypes[id.name].localised_name end end -- -- Convert a SignalID to a string. -- -- @param id The signal ID to convert -- @return A string representing the signal -- function signalIdToStr(id) if not id or not id.type then return nil end return string.sub(id.type, 1, 1)..'-'..id.name end -- -- Convert a signal string to a SignalID. -- -- @param sigstr The signal string to convert -- @return The corresponding signal ID -- function strToSignalId(sigstr) if not sigstr then return nil end local type = string.sub(sigstr, 1, 1) local name = string.sub(sigstr, 3) if type == 'i' then return { type = 'item', name = name } elseif type == 'f' then return { type = 'fluid', name = name } elseif type == 'v' then return { type = 'virtual', name = name } end log("unknown signal string type '"..type.."'") return nil end -- -- Convert a signal to a sprite path. -- -- @param signal The signal to convert -- @return The sprite path for the signal -- function signalToSpritePath(signal) if not signal then return nil end if signal.type == "virtual" then return 'virtual-signal/'..signal.name else return signal.type..'/'..signal.name end end -- -- A pairs function that iterates over a table using the comparator function. -- -- If no comparator function is given then the table is sorted by it's keys using -- LUA's builtin comparator. -- -- @param t The table to iterate -- @param comp The function to compare two table entries, optional -- @return The iterator for the table -- function sortedPairs(t, comp) -- collect the keys local keys = {} for k in pairs(t) do keys[#keys+1] = k end -- if comparator function given, sort by it by passing the table and keys a, b, -- otherwise just sort the keys if comp then table.sort(keys, comp) else table.sort(keys) end -- return the iterator function local i = 0 return function() i = i + 1 if keys[i] then return keys[i], t[keys[i]] end end end -- -- Split a string. -- -- @param str The string to split -- @param sep The separator character -- @return A table with the splitted parts -- function strSplit(str, sep) local sep, result = sep or ":", {} for s in string.gmatch(str, "([^"..sep.."]+)") do table.insert(result, s) end return result end
--======================================================================-- --== Coronium GS Corona SDK Client --== @copyright Chris Byerley @develephant --== @year 2014 --== @version 1.04 --== @license 2-clause BSD --======================================================================-- require( 'gs.30logglobal' ) --== http://yonaba.github.io/30log/ local crypto = require( 'crypto' ) local socketlib = require( 'socket' ) local json = require( 'json' ) local utils = require( 'gs.utils' ) --== https://github.com/daveyang/EventDispatcher local dispatcher = require( 'gs.EventDispatcher' ) --======================================================================-- --== GS Utils --======================================================================-- local p = function( tbl ) if tbl then if type( tbl ) == "table" then utils:printTable( tbl ) else print( tbl ) end end end local function line( str ) return str .. "\r\n" end local function uuid( index ) --Object UUID generator local index = index or 0 local salt = os.time() .. "coronium" .. ( math.random( os.time() ) + index ) local genId = crypto.digest( crypto.md5, salt ) local uuid = genId:sub( 1, 6 ) .. genId:sub( -4 ) return uuid end ---Coronium GS Client -- @author Chris Byerley -- @copyright 2014 develephant -- @license 2-clause BSD -- @module CoroniumGSClient local CoroniumGSClient = class() ---Create a new game client instance. -- @function new -- @tparam[opt=false] boolean asGlobal Automatically 'globalize' the module. -- This includes the Pretty Printer 'p' method as well. -- @treturn Client The newly created client. -- @usage local gs = require( 'gs.CoroniumGSClient' ):new() function CoroniumGSClient:__init( asGlobal ) --==Connections self.host = nil self.port = 7173 --== Event dispatcher self.events = dispatcher() --== Timers self.process_timer = 0 self.ping_timer = 0 self.use_ping = false --== Client socket self.socket = nil self.socket_closed = true self.sendQ = {} --== Connection Key self.connection_key = nil --== Game self.game_id = nil self.game_players_info = {} --==from server --== Player self.player_num = 0 self.player_handle = nil self.player_data = nil --== Globalize if asGlobal then _G.gs = self _G.p = p end end ---Pretty print table data. -- @tparam table tbl The table data to print. -- @usage gs.p( some_table_data ) function CoroniumGSClient.p( tbl ) p( tbl ) end --======================================================================-- --== Code --======================================================================-- ---Send table data to the server. -- @tparam table data_tbl A table of data to send. -- @usage gs:send( { move_done = 1 } ) function CoroniumGSClient:send( data_tbl ) table.insert( self.sendQ, data_tbl ) end ---Connect to a listening game server instance. -- @param connection_table See @{connection_table} function CoroniumGSClient:connect( connection_table ) self.host = connection_table.host or nil self.port = connection_table.port or 7173 self.player_handle = connection_table.handle or nil if not connection_table.data then connection_table.data = {} end connection_table.data.device = self:_getPlatform() self.player_data = connection_table.data or nil --== Key to pair with Server self.connection_key = connection_table.key or 'abc' self.use_ping = connection_table.ping or false p( "connecting to " .. self.host ) --== Initial clean up if self.socket then self.socket:close() self.socket = nil end --== Init socket self.socket = socketlib.tcp() --== Connect to server local success, msg = self.socket:connect( self.host, self.port ) if success then self.socket_closed = false self.client_id = uuid( os.time() ) self.socket:settimeout( 0 ) self.socket:setoption( "tcp-nodelay", true ) --== Socket connection event self.events:emit( { name = "SocketConnect", data = "connected" } ) --== Pingu functionality if self.use_ping then self:_startPingu() end --==Send Queue local function checkSendQ( client ) if #self.sendQ > 0 then local data_tbl = table.remove( self.sendQ, 1 ) local len, err = client:send( line( json.encode( data_tbl ) ) ) end end local function tick() local input, output = socketlib.select( { self.socket }, { self.socket }, 0 ) for _, client in ipairs( input ) do local data, err, partial = client:receive('*l') if data and not err then --== Incoming data local data = json.decode( data ) if type( data ) ~= "table" then data = {} end --======================================================================-- --== Handshake --======================================================================-- if data._handshake then self:send( { _handshook = 1, key = self.connection_key, handle = self.player_handle, data = self.player_data } ) --======================================================================-- --== Client Confirmed --======================================================================-- elseif data._client_confirmed then self.events:emit( { name = "ClientConnect", data = "connected" } ) --======================================================================-- --== Pong --======================================================================-- elseif data._pong then --== Pongu self.events:emit( { name = "ClientPing", data = data.ts } ) --======================================================================-- --== Game Create --======================================================================-- elseif data._game_create then self.game_id = data.game_id self.events:emit( { name = "GameCreate", data = data } ) --======================================================================-- --== Game Start --======================================================================-- elseif data._game_start then self.player_num = data.player_num self.player_handle = data.player_handle self.game_id = data.game_id self.events:emit( { name = "GameStart", data = data } ) --======================================================================-- --== Game Cancel --======================================================================-- elseif data._game_cancel then self.game_id = nil self.player_num = 0 self.events:emit( { name = "GameCancel", data = "canceled" } ) --======================================================================-- --== Game Join --======================================================================-- elseif data._game_join then self.events:emit( { name = "GameJoin", data = data } ) --======================================================================-- --== Game Leave --======================================================================-- elseif data._game_leave then self.events:emit( { name = "GameLeave", data = data } ) --======================================================================-- --== Game Data --======================================================================-- elseif data._game_data then self.events:emit( { name = "GameData", data = data } ) --======================================================================-- --== Game Closed --======================================================================-- elseif data._game_done then self.game_id = nil self.player_num = 0 self.events:emit( { name = "GameDone", data = data } ) --======================================================================-- --== Game Players Meta --======================================================================-- elseif data._players_info then self.game_players_info = data.info --== Cache it --======================================================================-- --== Client Data --======================================================================-- else self.events:emit( { name = "ClientData", data = data } ) end else --======================================================================-- --== Closed --======================================================================-- if err == "closed" then self:disconnect() --======================================================================-- --== Error --======================================================================-- elseif err == "timeout" then self.events:emit( { name = "ClientTimeout", data = err } ) else self.events:emit( { name = "ClientError", data = err } ) self:disconnect() end end end --==Send message from Queue for _, client in ipairs( output ) do checkSendQ( client ) end end --tick timer self.process_timer = timer.performWithDelay( 50, function() tick(); end, -1 ) -- -1 else self.events:emit( { name = "ClientError", data = msg } ) end end ---The connection table used for the `connect` method. -- A __key__ can be set on the server to help limit unwanted connections. -- You must pass a matching key in the __key__ parameter to -- successfully pair the client to the server. -- By enabling the __ping__ parameter, you keep the client alive and connected. -- This basically disables any client timeout settings on the server-side. -- The __handle__ parameter can be used as a username, player name, or any other -- identifier. Additional starting data can be sent as a simple table in -- the __data__ parameter. You can retrieve this data with the -- __client:getPlayerData()__ method. See [Client](http://coronium.gs/server/modules/Client.html). -- @field host string The host address. -- @field[opt=7173] port int The host port. -- @field[opt=server assigned] handle string String based identifier for the client. -- @field[opt=nil] data table A simple starting data table for the client. -- @field[opt='abc'] key string The server pairing key. -- @field[opt=false] ping bool The ping flag. -- @table connection_table -- @usage local conn_tbl = -- { -- host = 'ping.coronium.gs', -- port = '7173', -- handle = 'Chris', -- data = { color = "blue", fun = "Yes!" }, -- key = 'abc', -- ping = true -- } --gs:connect( conn_tbl ) ---Create a fresh connection to the server. Useful after -- a game has ended and you want to reconnect. -- @tparam[opt=3000] int reconnect_delay Milliseconds delay before reconnecting. -- @usage gs:reconnect( 5000 ) function CoroniumGSClient:reconnect( reconnect_delay ) local reconnect_delay = reconnect_delay or 3000 self:disconnect() timer.performWithDelay( reconnect_delay , function( e ) local connection_table = { host = self.host, port = self.port, handle = self.player_handle, data = self.player_data, key = self.connection_key, ping = self.use_ping } self:connect( connection_table ) end ) end --======================================================================-- --== Player / Game --======================================================================-- --- Get current stored game data from server. -- Returned as table via the `GameData` event. -- @usage gs.events:on( "GameData", function( event ) -- gs.p( event.data.game_data ) -- end ) -- gs:getData() function CoroniumGSClient:getData() self:send( { _game_data = 1 } ) end --- Get the client players connection handle. -- @treturn string The players handle. -- @usage local player_handle = gs:getPlayerHandle() function CoroniumGSClient:getPlayerHandle() return self.player_handle end ---Get the client player position. -- @treturn int The player position. -- @usage local player_num = gs:getPlayerNum() function CoroniumGSClient:getPlayerNum() return self.player_num end ---Get the client game id. -- @treturn[1] string The current game ID -- @treturn[2] nil No game id found. -- @usage local game_id = gs:getGameId() function CoroniumGSClient:getGameId() return self.game_id end ---Get the game players info data table. -- This method can only be called after the `GameCreate` -- or `GameJoin` client-side event. -- @treturn table A table of game players meta data. -- @usage function onGameJoin( event ) -- local info_table = gs:getPlayersInfo() -- for key, value in pairs( info_table ) do -- p( value ) -- end -- end function CoroniumGSClient:getPlayersInfo() return self.game_players_info end ---Check if the client is connected to the server -- @treturn bool The client connection state. -- @usage local is_connected = gs:isConnected() function CoroniumGSClient:isConnected() return not self.socket_closed end ---Check if the game is running and socket connected. -- @treturn bool The current state as boolean. -- @usage local state = gs:isGameRunning() function CoroniumGSClient:isGameRunning() if self.game_id and not self.socket_closed then return true end return false end ---Closes the client connection. -- @usage gs:disconnect() function CoroniumGSClient:disconnect() self.game_id = nil self.player_num = 0 if self.process_timer ~= 0 then timer.cancel( self.process_timer ) end if self.ping_timer ~= 0 then timer.cancel( self.ping_timer ) end if self.socket then self.socket:close() end self.socket_closed = true self.events:emit( { name = "ClientClose", data = "Player Left" } ) end --======================================================================-- --== Games --======================================================================-- --- Create a new game for other players to connect to. -- You can only use this method after the `ClientConnect` client-side -- event. Only call `createGame` OR `joinGame` once in each client, not both. -- @tparam int players_max The maximal amount players -- needed to start this game. -- @tparam table game_criteria Special criteria for other players to find the game with. -- This is useful for private, friend to friend, or matchmaking games. The game_criteria -- table supports a 'tag' table key that will be matched up with the `joinGame` method. -- This creates a way to direct clients to specific rooms. See also `joinGame`. -- @usage function onClientConnect( event ) -- --== Create a 2 player game for others to join. -- gs:createGame( 2 ) -- --== Create a 2 player game with a custom 'tag' for the other players to join with. -- gs:createGame( 2, { tag = 'custom_str' } ) -- end function CoroniumGSClient:createGame( players_max, game_criteria ) local players_max = players_max or 1 self:send( { _create_game = 1, players_max = players_max, game_criteria = game_criteria or nil } ) end --- Join a game that was created with the `createGame` method. -- You can only use this method after the `ClientConnect` client-side event. -- Only call `createGame` OR `joinGame` once in each client, but not both. -- @tparam int players_max Join a game with `players_max` players. -- @tparam table game_criteria Special criteria to find game by. This table -- supports a 'tag' key which you can use to find specifically created games. -- See also `createGame`. -- @usage function onClientConnect( event ) -- --== Find a 2 player game to join. -- gs:joinGame( 2 ) -- --== Find a 2 player game with a custom 'tag' to join. -- gs:joinGame( 2, { tag = 'custom_str' } ) -- end function CoroniumGSClient:joinGame( players_max, game_criteria ) local players_max = players_max or 1 self:send( { _join_game = 1, players_max = players_max, game_criteria = game_criteria or nil } ) end --- Cancel a `Game` in a waiting state. Useful when no games found. -- You will revieve `GameCancel` when the game has been canceled. -- @usage gs:cancelGame() function CoroniumGSClient:cancelGame() self:send( { _game_cancel = self:getGameId() } ) end function CoroniumGSClient:_getPlatform() local platformName = system.getInfo( "platformName" ) if platformName == "Android" then return "android" elseif platformName == "iPhone OS" then return "ios" else return "unknown" --devin' 'unknown' is default end end --======================================================================-- --== Pingu --======================================================================-- --- Start pinging the server. -- @local function CoroniumGSClient:_startPingu() self.ping_timer = timer.performWithDelay( 5000, function() self:send( { _ping = 1, ts = os.time() } ) end, -1 ) end --- Stop pinging the server. -- @local function CoroniumGSClient:_stopPingu() timer.cancel( self.ping_timer ) end --======================================================================-- --== Return class --======================================================================-- return CoroniumGSClient --- Game Events. -- You can listen for the following __Game__ events. -- @section Events --[[-- A game has been created. __This event will only be received by the client/player calling it__. @field GameCreate @usage gs.events:on( "GameCreate", function( event ) print( event.data ) end ) ]] --[[-- The game has been canceled. State reset. @field GameCancel @usage gs.events:on( "GameCancel", function( event ) print( "game canceled" ) end ) ]] --[[-- The game has started. All players present. @field GameStart @usage gs.events:on( "GameStart", function( event ) print( event.data ) end ) ]] --[[-- A player has joined the game. @field GameJoin @usage gs.events:on( "GameJoin", function( event ) print( event.data ) end ) ]] --[[-- A player has left the game. @field GameLeave @usage gs.events:on( "GameLeave", function( event ) print( event.data ) end ) ]] --[[-- The game is finished. See the server-side call [publishGameDone](http://coronium.gs/server/modules/Game.html#publishGameDone) as well. @field GameDone @usage gs.events:on( "GameDone", function( event ) print( event.data ) end ) ]] --[[-- Game data has been received. @field GameData @usage gs.events:on( "GameData", function( event ) p( event.data.game_data ) end ) ]] --- Client Events. -- You can listen for the following __Client__ events. -- @section Events --[[-- Incoming Client data. @field ClientData @usage gs.events:on( "ClientData", function( event ) print( event.data.some_table_key ) end ) ]] --[[-- Client has thrown an error. @field ClientError @usage gs.events:on( "ClientError", function( event ) print( "error: " .. event.data ) end ) ]] --[[-- Client has closed. @field ClientClose @usage gs.events:on( "ClientClose", function( event ) print( "client closed" ) end ) ]] --[[-- Client has connected to server. @field ClientConnect @usage gs.events:on( "ClientConnect", function( event ) print( "client connected" ) end ) ]] --[[-- Client has received a ping. @field ClientPing @usage gs.events:on( "ClientPing", function( event ) print( "timestamp: " .. event.data ) end ) ]]
project "zziplib" SetupNativeDependencyProject() kind "StaticLib" files { "src/*.c" } includedirs { "include", "../zlib/include" }
-- Real train scroller: 96 x 16 px local function createRects(w,h) local rects = {} local xw, yh = w/10, h/10 for i = 1, xw-1 do for j = 1, yh-1 do local x,y = i/xw*w,j/yh*h table.insert(rects,{x=x,y=y,w=w/xw,h=h/yh,c=color(img:get(math.floor(x),math.floor(y))):blend(color(75,60,35))}) end end return rects end local function drawText() fill(255,130,0) text(Text,0,0) end function createImage() local tw,th = textSize(Text) img = image(tw+20,th) setContext(img) drawText() setContext() grid = createRects(tw+20,th) end function setup() parameter.boolean("ShowOriginal",false) parameter.text("Text","Sample Text",createImage) ellipseMode(CORNER) textMode(CORNER) font("HelveticaNeue-Bold") textWrapWidth(WIDTH) fontSize(120) createImage() end function draw() background(40,30,25) local _,th = textSize(Text) local lazy = HEIGHT-th translate(0,lazy) if ShowOriginal then drawText() else for k,v in ipairs(grid) do fill(v.c) ellipse(v.x,v.y,v.w,v.h) end end translate(0,-lazy) end
local ITEM = Clockwork.item:New(); ITEM.name = "Scrap Metal"; ITEM.model = "models/props_debris/metal_panelchunk02d.mdl"; ITEM.weight = 0.8; ITEM.category = "Materials"; ITEM.description = "A bent and dirty piece of metal."; -- Called when a player drops the item. function ITEM:OnDrop(player, position) end; ITEM:Register();
local xx = 520; local yy = 451; local xx2 = 820; local yy2 = 451; local ofs = 60; local followchars = true; local del = 0; local del2 = 0; function onCreate() debugPrint('Please disable "Flashing Effects" and "Camera Shake" in options if you are at risk of seizures') debugPrint('This song contains "Flashing Lights" and "Camera Shake".') debugPrint('Epilepsy / Photosensitivity Warning:') if not lowQuality then -- If Low Quality is disabled, allow the precaching of assets if flashingLights then -- If Flashing Lights are enabled, allow the precaching of assets precacheImage('stages/stagecurtains-erect-left') precacheImage('stages/stagecurtains-erect-down') precacheImage('stages/stagecurtains-erect-up') precacheImage('stages/stagecurtains-erect-right') precacheImage('stages/stagefront-beatglow') end end end function onBeatHit(id, noteData, isSustainNote) if not lowQuality then -- If Low Quality is disabled, allow the code to run if flashingLights then -- If Flashing Lights are enabled, allow the code to run makeLuaSprite('beatglow', 'stages/stagefront-erect-beatglow', -675, 600); scaleObject('beatglow', 1.1, 1.1) addLuaSprite('beatglow', false); runTimer('wait', 0.1); end end end function opponentNoteHit(id, noteData, isSustainNote) if not lowQuality then -- If Low Quality is disabled, allow the code to run if flashingLights then -- If Flashing Lights are enabled, allow the code to run if noteData == 0 then -- Left Note -- Stage lights makeLuaSprite('stagelight-left', 'stages/stagecurtains-erect-left', -800, -525); setScrollFactor('stagelight-left', 1.3, 1.3); scaleObject('stagelight-left', 1.2, 1.2); addLuaSprite('stagelight-left', false); setObjectCamera('stagelight-left', 'camGame'); elseif noteData == 1 then -- Down Note -- Stage lights makeLuaSprite('stagelight-down', 'stages/stagecurtains-erect-down', -800, -525); setScrollFactor('stagelight-down', 1.3, 1.3); scaleObject('stagelight-down', 1.2, 1.2); addLuaSprite('stagelight-down', false); setObjectCamera('stagelight-down', 'camGame'); elseif noteData == 2 then -- Up Note -- Stage lights makeLuaSprite('stagelight-up', 'stages/stagecurtains-erect-up', -800, -525); setScrollFactor('stagelight-up', 1.3, 1.3); scaleObject('stagelight-up', 1.2, 1.2); addLuaSprite('stagelight-up', false); setObjectCamera('stagelight-up', 'camGame'); elseif noteData == 3 then -- Right Note -- Stage lights makeLuaSprite('stagelight-right', 'stages/stagecurtains-erect-right', -800, -525); setScrollFactor('stagelight-right', 1.3, 1.3); scaleObject('stagelight-right', 1.2, 1.2); addLuaSprite('stagelight-right', false); setObjectCamera('stagelight-right', 'camGame'); end end end end function goodNoteHit(id, noteData, isSustainNote) if not lowQuality then -- If Low Quality is disabled, allow the code to run if flashingLights then -- If Flashing Lights are enabled, allow the code to run if noteData == 0 then -- Left Note -- Stage lights makeLuaSprite('stagelight-left', 'stages/stagecurtains-erect-left', -800, -525); setScrollFactor('stagelight-left', 1.3, 1.3); scaleObject('stagelight-left', 1.2, 1.2); addLuaSprite('stagelight-left', false); setObjectCamera('stagelight-left', 'camGame'); elseif noteData == 1 then -- Down Note -- Stage lights makeLuaSprite('stagelight-down', 'stages/stagecurtains-erect-down', -800, -525); setScrollFactor('stagelight-down', 1.3, 1.3); scaleObject('stagelight-down', 1.2, 1.2); addLuaSprite('stagelight-down', false); setObjectCamera('stagelight-down', 'camGame'); elseif noteData == 2 then -- Up Note -- Stage lights makeLuaSprite('stagelight-up', 'stages/stagecurtains-erect-up', -800, -525); setScrollFactor('stagelight-up', 1.3, 1.3); scaleObject('stagelight-up', 1.2, 1.2); addLuaSprite('stagelight-up', false); setObjectCamera('stagelight-up', 'camGame'); elseif noteData == 3 then -- Right Note -- Stage lights makeLuaSprite('stagelight-right', 'stages/stagecurtains-erect-right', -800, -525); setScrollFactor('stagelight-right', 1.3, 1.3); scaleObject('stagelight-right', 1.2, 1.2); addLuaSprite('stagelight-right', false); setObjectCamera('stagelight-right', 'camGame'); end end end end function onTimerCompleted(tag, loops, loopsleft) if not lowQuality then -- If Low Quality is disabled, allow the code to run if flashingLights then -- If Flashing Lights are enabled, allow the code to run if tag == 'wait' then doTweenAlpha('byebye', 'beatglow', 0, 0.2, 'linear'); end end end end function onTweenCompleted(tag) if not lowQuality then -- If Low Quality is disabled, allow the code to run if flashingLights then -- If Flashing Lights are enabled, allow the code to run if tag == 'byebye' then doTweenAlpha('beatglow', 0.1, 1.2, 'linear'); removeLuaSprite('beatglow', true); end end end end function onUpdate(elapsed) if cameraZoomOnBeat then -- If Camera Effects are enabled, allow the code to run if del > 0 then del = del - 1 end if del2 > 0 then del2 = del2 - 1 end if followchars == true then if mustHitSection == false then if getProperty('dad.animation.curAnim.name') == 'singLEFT' then triggerEvent('Camera Follow Pos',xx-ofs,yy) end if getProperty('dad.animation.curAnim.name') == 'singRIGHT' then triggerEvent('Camera Follow Pos',xx+ofs,yy) end if getProperty('dad.animation.curAnim.name') == 'singUP' then triggerEvent('Camera Follow Pos',xx,yy-ofs) end if getProperty('dad.animation.curAnim.name') == 'singDOWN' then triggerEvent('Camera Follow Pos',xx,yy+ofs) end if getProperty('dad.animation.curAnim.name') == 'singLEFT-alt' then triggerEvent('Camera Follow Pos',xx-ofs,yy) end if getProperty('dad.animation.curAnim.name') == 'singRIGHT-alt' then triggerEvent('Camera Follow Pos',xx+ofs,yy) end if getProperty('dad.animation.curAnim.name') == 'singUP-alt' then triggerEvent('Camera Follow Pos',xx,yy-ofs) end if getProperty('dad.animation.curAnim.name') == 'singDOWN-alt' then triggerEvent('Camera Follow Pos',xx,yy+ofs) end if getProperty('dad.animation.curAnim.name') == 'idle-alt' then triggerEvent('Camera Follow Pos',xx,yy) end if getProperty('dad.animation.curAnim.name') == 'idle' then triggerEvent('Camera Follow Pos',xx,yy) end else if getProperty('boyfriend.animation.curAnim.name') == 'singLEFT' then triggerEvent('Camera Follow Pos',xx2-ofs,yy2) end if getProperty('boyfriend.animation.curAnim.name') == 'singRIGHT' then triggerEvent('Camera Follow Pos',xx2+ofs,yy2) end if getProperty('boyfriend.animation.curAnim.name') == 'singUP' then triggerEvent('Camera Follow Pos',xx2,yy2-ofs) end if getProperty('boyfriend.animation.curAnim.name') == 'singDOWN' then triggerEvent('Camera Follow Pos',xx2,yy2+ofs) end if getProperty('boyfriend.animation.curAnim.name') == 'idle' then triggerEvent('Camera Follow Pos',xx2,yy2) end end else triggerEvent('Camera Follow Pos','','') end end end
local _M = { unset = 0, ok = 1, error = 2, } -- returns a valid span status code function _M.validate(code) if not code or code < 0 or code > 2 then -- default unset return 0 end return code end return _M
local t = Def.ActorFrame { } t[#t + 1] = Def.Actor { CodeMessageCommand = function(self, params) if params.Name == "AvatarShow" and not SCREENMAN:get_input_redirected(PLAYER_1) then SCREENMAN:SetNewScreen("ScreenAssetSettings") end end, OnCommand = function(self) inScreenSelectMusic = true end, EndCommand = function(self) inScreenSelectMusic = nil end } t[#t + 1] = LoadActor("../_frame") t[#t + 1] = LoadActor("../_PlayerInfo") t[#t + 1] = LoadActor("currentsort") t[#t + 1] = LoadFont("Common Large") .. { InitCommand = function(self) self:xy(5, 32):halign(0):valign(1):zoom(0.55):diffuse(getMainColor("positive")) self:settext(THEME:GetString("ScreenNetRoom", "Title")) end } t[#t + 1] = LoadActor("../_cursor") t[#t + 1] = LoadActor("../_mousewheelscroll") t[#t + 1] = LoadActor("../_halppls") --t[#t + 1] = LoadActor("../_userlist") t[#t + 1] = LoadActor("../_lobbyuserlist") return t
---------------------------------------- -- Attempt to connect to MySQL Database to store match results. if CL_MYSQL_NAME then ok, msg = pcall(require, "luasql.mysql") if not ok then print("Could not load mysql. If you want to use MySQL logging, make sure the lua extension luasql is installed! Otherwise, ignore this warning.") else print("MYSQL driver loaded.") MYSQL = true luasql = msg end end function chooseNewAIfromDB_filename() print("Looking for AIs in DB!") if MYSQL then -- open MYSQL environment: env = luasql.mysql() if env then conn = env:connect(MYSQL_DATABASE, CL_MYSQL_NAME, CL_MYSQL_PASS, CL_MYQSL_HOST, CL_MYSQL_PORT) if conn then print("Connected to DB.") result = false exists = false cursor,err = conn:execute("SELECT name,owner,matches FROM ais ORDER BY matches;") local row, fileNames = {}, {} local i = 1 local probability = 0 local totalMatches = 0 if cursor then row[i] = cursor:fetch ({}, "a") while row[i] do totalMatches = totalMatches + row[i].matches -- count all matches i = i + 1 row[i] = cursor:fetch ({}, "a") end end for i = 1,#row do local p = (totalMatches/math.max(1,row[i].matches)) probability = probability + p*p row[i].probability = probability print("1. Found in Database", row[i].name, row[i].owner, row[i].matches, row[i].probability, p, totalMatches) end toChoose = math.min(4, #row) print("Choosing " .. toChoose .. " AIs.") while toChoose > 0 do local chosen = math.random(probability) print("Choosing probability:", chosen) local i = #row local found = false while i > 0 do print("i",i, row[i].name, row[i].probability, row[i-1], chosen <= row[i].probability) if row[i] then if chosen <= row[i].probability then found = true end if not row[i].chosen and found and (not row[i-1] or chosen > row[i-1].probability) then row[i].chosen = true toChoose = toChoose - 1 break end end i = i - 1 end if i == 0 then -- none found. Go back through the list and choose the first possible one. i = 1 while i < #row do if not row[i].chosen then row[i].chosen = true toChoose = toChoose - 1 break end i = i + 1 end end end for i = 1,#row do if row[i].chosen then table.insert( fileNames, CL_DIRECTORY .. "/" .. row[i].owner .. "/" .. row[i].name .. ".lua" ) end end for i = 1, #fileNames do print(i, fileNames[i]) end return fileNames end end else return nil end end function chooseNewAIfromDB_table() if MYSQL then -- open MYSQL environment: env = luasql.mysql() if env then conn = env:connect(MYSQL_DATABASE, CL_MYSQL_NAME, CL_MYSQL_PASS, CL_MYQSL_HOST, CL_MYSQL_PORT) if conn then result = false exists = false cursor,err = conn:execute("SELECT name,owner,matches FROM ais ORDER BY matches;") local row, fileNames = {}, {} local i = 1 local probability = 0 local totalMatches = 0 if cursor then row[i] = cursor:fetch ({}, "a") while row[i] do totalMatches = totalMatches + row[i].matches -- count all matches i = i + 1 row[i] = cursor:fetch ({}, "a") end end for i = 1,#row do local p = (totalMatches/math.max(1,row[i].matches)) probability = probability + p*p row[i].probability = probability end toChoose = math.min(4, #row) local firstChosen = false while toChoose > 0 do local found = false local chosen = 1 local i = #row if firstChosen == false then chosen = math.random(math.max(probability, 1)) while i > 0 do if row[i] then if chosen <= row[i].probability then found = true end if not row[i].chosen and found and (not row[i-1] or chosen > row[i-1].probability) then row[i].chosen = true toChoose = toChoose - 1 break end end i = i - 1 end else chosen = math.random(#row) while i > 0 do if row[chosen] and not row[chosen].chosen then row[chosen].chosen = true toChoose = toChoose - 1 break end i = i - 1 end end if i == 0 then -- none found. Go back through the list and choose the first possible one. i = 1 while i <= #row do if not row[i].chosen then row[i].chosen = true toChoose = toChoose - 1 break end i = i + 1 end end firstChosen = true end for i = 1,#row do if row[i].chosen then table.insert( fileNames, {owner=row[i].owner, name=row[i].name} ) end end return fileNames end end else return nil end end -- Check if there's AIs stages for a match. If so, return them, the list of staged Matches. -- Also, make sure to add new AIs to the list. function chooseAIfromDB(numMatches) returnAIs = {} numMatches = numMatches or 1 if MYSQL then -- open MYSQL environment: env = luasql.mysql() local found = false if env then conn = env:connect(MYSQL_DATABASE, CL_MYSQL_NAME, CL_MYSQL_PASS, CL_MYQSL_HOST, CL_MYSQL_PORT) if conn then -- first, check if the "nextMatch" table exists. If not, create it: cursor,err = conn:execute("SELECT * FROM nextMatch") if not cursor then cursor,err = conn:execute("CREATE TABLE nextMatch (name VARCHAR(30), owner VARCHAR(30), matchNum INT);") if err then print("Could not create 'nextMatch' table in " .. MYSQL_DATABASE .. ":", err) else print("Created new 'nextMatch' table.") end end cursor,err = conn:execute("SELECT * FROM nextMatchTime") if not cursor then cursor,err = conn:execute("CREATE TABLE nextMatchTime (time DATETIME);") if err then print("Could not create 'nextMatchTime' table in " .. MYSQL_DATABASE .. ":", err) else print("Created new 'nextMatchTime' table.") end else cursor,err = conn:execute("DELETE FROM nextMatchTime") end -- check if enough entries exist in nextMatch. If not, add them. print("Checking if there's " .. numMatches + 1 .. " matches in the 'nextMatch' table:") for count = 1, numMatches + 1 do cursor,err = conn:execute("SELECT name,owner FROM nextMatch WHERE matchNum=" .. count .. ";") if cursor and type(cursor) ~= "number" then row = cursor:fetch ({}, "a") end print(cursor, err, row) if not cursor or cursor == 0 or not row then newAIs = chooseNewAIfromDB_table() conn:setautocommit(false) for k, a in pairs(newAIs) do cursor,err = conn:execute("INSERT INTO nextMatch VALUES('" .. a.name .. "', '" .. a.owner .. "', " .. count .. ");") end conn:commit() --send all at once. conn:setautocommit(true) print(nil, "-> not found " .. count .. ", adding!") else print(nil, "-> found " .. count) end end print("done") cursor,err = conn:execute("SELECT name,owner FROM nextMatch WHERE matchNum=1;") if cursor then row = cursor:fetch ({}, "a") while row do found = true table.insert(returnAIs, CL_DIRECTORY .. "/" .. row.owner .. "/" .. row.name .. ".lua") print("Found: " .. CL_DIRECTORY .. "/" .. row.owner .. "/" .. row.name .. ".lua") row = cursor:fetch ({}, "a") end end --move all entries up: conn:setautocommit(false) cursor,err = conn:execute("UPDATE nextMatch SET matchNum=matchNum-1;") cursor,err = conn:execute("DELETE FROM nextMatch WHERE matchNum<0;") q = "INSERT INTO nextMatchTime VALUES(NOW() + INTERVAL " .. (CL_ROUND_TIME or FALLBACK_ROUND_TIME) + TIME_BETWEEN_MATCHES .. " SECOND);" cursor,err = conn:execute(q) print(q) conn:commit() --send all at once. conn:setautocommit(true) end end end if found then while #returnAIs > 4 do returnAIs[#returnAIs] = nil end print("returning AIs:", #returnAIs) return returnAIs else return nil end end log = {} function log.matchResults() print("attempting to log match") if MYSQL then print("mysql found") -- open MYSQL environment: env = luasql.mysql() if env then print("loaded mysql driver!") conn = env:connect(MYSQL_DATABASE, CL_MYSQL_NAME, CL_MYSQL_PASS, CL_MYQSL_HOST, CL_MYSQL_PORT) if conn then print("connection successful!") querry = "UPDATE ais SET matches=matches+1" first = true for i = 1,#aiList do result = false exists = false cursor,err = conn:execute("SELECT name FROM ais WHERE name LIKE '" .. aiList[i].name .. "' AND owner LIKE '" .. aiList[i].owner .. "';") if not cursor then print(err) else result = cursor:fetch() cursor:close() end if result then print("Found " .. aiList[i].name .. " in Database!") exists = true cursor,err = conn:execute("UPDATE ais SET points=points+" .. aiList[i].points .. " WHERE name LIKE '" .. aiList[i].name .. "' AND owner LIKE '" .. aiList[i].owner .. "';") if cursor then if type(cursor) == "table" then cursor:close() end end --[[else print("Didn't find " .. aiList[i].name .. " in Database. Attempting to add.") cursor, err = conn:execute("INSERT INTO ais VALUE('" .. aiList[i].name .. "','" .. aiList[i].owner .. "',0,0,0,'" .. aiList[i].name .. ".lua', NULL);") if not cursor then print(err) elseif type(cursor) == "table" then cursor:close() exists = true end]]-- end if exists then if first then first = false querry = querry .. " WHERE (name LIKE '" .. aiList[i].name .. "' AND owner LIKE '" .. aiList[i].owner .. "')" else querry = querry .. " OR (name LIKE '" .. aiList[i].name .. "' AND owner LIKE '" .. aiList[i].owner .. "')" end end end querry = querry .. ";" print("Querry:", querry) cursor,err = conn:execute(querry) if not cursor then print(err) elseif type(cursor) == "table" then print("result:") printTable(cursor) cursor:close() else print("result",cursor) end if winnerID and aiList[winnerID] then querry = "UPDATE ais SET wins=wins+1 WHERE name LIKE '" .. aiList[winnerID].name .. "' AND owner LIKE '" .. aiList[winnerID].owner .. "';" cursor,err = conn:execute(querry) if not cursor then print(err) elseif type(cursor) == "table" then cursor:close() else print("result",cursor) end end -- add a table holding the last match: -- drop previous one: querry = "DROP TABLE lastMatch;" cursor,err = conn:execute(querry) if not cursor then print(err) end print( conn:setautocommit(false) ) -- create a new one: querry = "CREATE TABLE lastMatch (name VARCHAR(30), owner VARCHAR(30), pTransported INT, points INT, timeEnded DATETIME);" cursor,err = conn:execute(querry) if not cursor then print(err) elseif type(cursor) == "table" then cursor:close() else print("result",cursor) end -- fill the table: for i = 1,#aiList do querry = "INSERT INTO lastMatch VALUE('" .. aiList[i].name .. "','" .. aiList[i].owner .. "'," .. stats.getPassengersTransported(i) .. "," .. aiList[i].points ..", NOW());" print(querry) cursor, err = conn:execute(querry) end conn:commit() conn:close() else print("Error connecting to MySQL. Does the database exist?") end env:close() else print("Error opening MySQL environment.") end end end function log.findTable() if MYSQL then env = luasql.mysql() if env then conn = env:connect(MYSQL_DATABASE, CL_MYSQL_NAME, CL_MYSQL_PASS, CL_MYQSL_HOST, CL_MYSQL_PORT) if conn then cursor = conn:execute("SHOW TABLES LIKE 'ais';") -- see if the "ais" table exists. if not, attempt to create it: result = nil if cursor then result = cursor:fetch() cursor:close() end if result then found = true print("Found table 'ais'. Success!") else cursor = conn:execute("CREATE TABLE ais (name VARCHAR(30), owner VARCHAR(30), matches INT, wins INT, cash INT, scriptName VARCHAR(40), timeCreated DATETIME);") -- see if the "ais" table exists. if not, attempt to create it: if cursor then found = true print("Created table 'ais' in " .. MYSQL_DATABASE .. ".") if type(cursor) == "table" then cursor:close() end end end conn:close() else print("Error connecting to MySQL. Does the database exist?") end end if not found then MYSQL = false print("Could not find nor create table 'ais' in '" .. MYSQL_DATABASE .. "'... disabling MySQL logging.") end end end return log
TrinketPatches = { mod = RegisterMod("TrinketPatches", 1), debug = false, util = require("utils.lua"), game = Game(), config = require("config.lua") } -- Register load/save TrinketPatches.mod:AddCallback(ModCallbacks.MC_POST_GAME_STARTED, function() TrinketPatches.config:load() end) TrinketPatches.mod:AddCallback(ModCallbacks.MC_PRE_GAME_EXIT, function() TrinketPatches.config:save() end) -- Load EID entries pcall(require, "eid.lua") local files = { "bloody_crown.lua", "bobs_bladder.lua", "burnt_match.lua", "cancer.lua", "equality.lua", "match_stick.lua", "moms_locket.lua", "silver_dollar.lua", "stem_cell.lua", "tick.lua" } -- Load all trinket effects for _, file in pairs(files) do pcall(require, "trinkets/"..file) end
-- mod-version:2 -- lite-xl 2.0 local core = require "core" local common = require "core.common" local command = require "core.command" local keymap = require "core.keymap" local Doc = require "core.doc" local DocView = require "core.docview" local navigate = { list = {}, current = nil, index = 0 } -- -- Private functions -- local function get_active_view() if getmetatable(core.active_view) == DocView then return core.active_view end return nil end -- Solution to safely remove elements from array table: -- found at https://stackoverflow.com/a/53038524 local function array_remove(t, fnKeep) local j, n = 1, #t; for i=1, n do if (fnKeep(t, i, j)) then if (i ~= j) then t[j] = t[i]; t[i] = nil; end j = j + 1; else t[i] = nil; end end return t; end local function add(doc) -- Make new navigation point last in list if navigate.index > 0 and navigate.index < #navigate.list then local remove_start = navigate.index + 1 local remove_end = #navigate.list array_remove(navigate.list, function(_, i) if i >= remove_start and i <= remove_end then return false end return true end) end local line, col = doc:get_selection() table.insert(navigate.list, { filename = doc.filename, line = line, col = col }) navigate.current = navigate.list[#navigate.list] navigate.index = #navigate.list end local function open_doc(doc) core.root_view:open_doc( core.open_doc( common.home_expand( doc.filename ) ) ) local av_doc = get_active_view().doc local line, col = av_doc:get_selection() if doc.line ~= line or doc.col ~= col then av_doc:set_selection(doc.line, doc.col, doc.line, doc.col) end end -- -- Public functions -- function navigate.next() if navigate.index < #navigate.list then navigate.index = navigate.index + 1 navigate.current = navigate.list[navigate.index] open_doc(navigate.current) end end function navigate.prev() if navigate.index > 1 then navigate.index = navigate.index - 1 navigate.current = navigate.list[navigate.index] open_doc(navigate.current) end end -- -- Thread -- core.add_thread(function() while true do local av = get_active_view() if av and av.doc and av.doc.filename then local doc = av.doc local line, col = doc:get_selection() local current = navigate.current if not current or current.filename ~= doc.filename or current.line ~= line then add(doc) else current.col = col end end coroutine.yield(0.5) end end) -- -- Patching -- local doc_on_close = Doc.on_close function Doc:on_close() local filename = self.filename -- remove all positions referencing closed file array_remove(navigate.list, function(t, i) if t[i].filename == filename then return false end return true end) doc_on_close(self) end -- -- Commands -- command.add("core.docview", { ["navigate:previous"] = function() navigate.prev() end, ["navigate:next"] = function() navigate.next() end, }) -- -- Default Keybindings -- keymap.add { ["alt+left"] = "navigate:previous", ["alt+right"] = "navigate:next", } return navigate
--- Makes monolithic Factorio GUI events more manageable. -- @module Event.Gui -- @usage local Gui = require('__stdlib__/stdlib/event/gui') local Event = require('__stdlib__/stdlib/event/event') local Gui = { __class = 'Gui', __index = require('__stdlib__/stdlib/core') } setmetatable(Gui, Gui) --- Registers a function for a given gui element name or pattern when the element is clicked. -- @tparam string gui_element_pattern the name or string regular expression to match the gui element -- @tparam function handler the function to call when gui element is clicked -- @return (<span class="types">@{Gui}</span>) function Gui.on_click(gui_element_pattern, handler) Event.register(defines.events.on_gui_click, handler, Event.Filters.gui, gui_element_pattern) return Gui end --- Registers a function for a given GUI element name or pattern when the element checked state changes. -- @tparam string gui_element_pattern the name or string regular expression to match the GUI element -- @tparam function handler the function to call when GUI element checked state changes -- @return (<span class="types">@{Gui}</span>) function Gui.on_checked_state_changed(gui_element_pattern, handler) Event.register(defines.events.on_gui_checked_state_changed, handler, Event.Filters.gui, gui_element_pattern) return Gui end --- Registers a function for a given GUI element name or pattern when the element text changes. -- @tparam string gui_element_pattern the name or string regular expression to match the GUI element -- @tparam function handler the function to call when GUI element text changes -- @return (<span class="types">@{Gui}</span>) function Gui.on_text_changed(gui_element_pattern, handler) Event.register(defines.events.on_gui_text_changed, handler, Event.Filters.gui, gui_element_pattern) return Gui end --- Registers a function for a given GUI element name or pattern when the element selection changes. -- @tparam string gui_element_pattern the name or string regular expression to match the GUI element -- @tparam function handler the function to call when GUI element selection changes -- @return (<span class="types">@{Gui}</span>) function Gui.on_elem_changed(gui_element_pattern, handler) Event.register(defines.events.on_gui_elem_changed, handler, Event.Filters.gui, gui_element_pattern) return Gui end --- Registers a function for a given GUI element name or pattern when the element state changes (drop down). -- @tparam string gui_element_pattern the name or string regular expression to match the GUI element -- @tparam function handler the function to call when GUI element state changes -- @return (<span class="types">@{Gui}</span>) function Gui.on_selection_state_changed(gui_element_pattern, handler) Event.register(defines.events.on_gui_selection_state_changed, handler, Event.Filters.gui, gui_element_pattern) return Gui end --- Registers a function for a given GUI element name or pattern when the element value changes (slider). -- @tparam string gui_element_pattern the name or string regular expression to match the GUI element -- @tparam function handler the function to call when GUI element state changes -- @return (<span class="types">@{Gui}</span>) function Gui.on_value_changed(gui_element_pattern, handler) Event.register(defines.events.on_gui_value_changed, handler, Event.Filters.gui, gui_element_pattern) return Gui end --- Registers a function for a given GUI element name or pattern when the element is confirmed. -- @tparam string gui_element_pattern the name or string regular expression to match the GUI element -- @tparam function handler the function to call when GUI element state changes -- @return (<span class="types">@{Gui}</span>) function Gui.on_confirmed(gui_element_pattern, handler) Event.register(defines.events.on_gui_confirmed, handler, Event.Filters.gui, gui_element_pattern) return Gui end Event.Gui = Gui return Gui
TOOL.Category = "SCars" TOOL.Name = "#tool.carsuspension.title" TOOL.Command = nil TOOL.ConfigName = "" TOOL.LiveEnt = NULL TOOL.UpdateHeight = CurTime() TOOL.UpdateDelay = 0.25 TOOL.ClientConVar = { SoftnesFront = "0", SoftnesRear = "0", liveAction = "0", liveAction2 = "0", HeightFront = "0", HeightRear = "0", } TOOL.OldSoftnesFront = 0 TOOL.OldSoftnesRear = 0 TOOL.OldHeightFront = 0 TOOL.OldHeightRear = 0 if CLIENT then end function TOOL:LeftClick( trace ) if !trace.Entity:IsValid() or !trace.Entity.Base or trace.Entity.Base != "sent_sakarias_scar_base" then return false end if (CLIENT) then return true end local ply = self:GetOwner() if !CanUseSCarTool("scar_carsuspension", ply) then return false end trace.Entity:EmitSound("carStools/hydraulic.wav",100,math.random(80,150)) local SoftnesFront = self:GetClientNumber( "SoftnesFront" ) local SoftnesRear = self:GetClientNumber( "SoftnesRear" ) local HeightFront = self:GetClientNumber( "HeightFront" ) local HeightRear = self:GetClientNumber( "HeightRear" ) local NewHeightFront = HeightFront * -1 local NewHeightRear = HeightRear * -1 self.OldHeightFront = HeightFront self.OldHeightRear = HeightRear self.OldSoftnesFront = SoftnesFront self.OldSoftnesRear = SoftnesRear --A weird bug makes the car disappear if a wheel is damaged for some reason if trace.Entity:WheelsAreDamaged() then trace.Entity:Repair() end trace.Entity:SetSoftnesFront( SoftnesFront ) trace.Entity:SetSoftnesRear( SoftnesRear ) trace.Entity:SetHeightFront( NewHeightFront ) trace.Entity:SetHeightRear( NewHeightRear ) self.LiveEnt = trace.Entity return true end function TOOL:RightClick( trace ) if !trace.Entity:IsValid() or !trace.Entity.Base or trace.Entity.Base != "sent_sakarias_scar_base" then return false end if (CLIENT) then return true end local ply = self:GetOwner() self.LiveEnt = NULL local SoftnesFront = trace.Entity.SoftnesFront local SoftnesRear = trace.Entity.SoftnesRear local HeightFront = trace.Entity.HeightFront * -1 local HeightRear = trace.Entity.HeightRear * -1 self:GetOwner():ConCommand("carsuspension_SoftnesFront "..SoftnesFront) self:GetOwner():ConCommand("carsuspension_SoftnesRear "..SoftnesRear) self:GetOwner():ConCommand("carsuspension_HeightFront "..HeightFront) self:GetOwner():ConCommand("carsuspension_HeightRear "..HeightRear) self.OldHeightFront = HeightFront self.OldHeightRear = HeightRear self.OldSoftnesFront = SoftnesFront self.OldSoftnesRear = SoftnesRear self.LiveEnt = trace.Entity return true end function TOOL:ValChange( sofF, sofR, heiF, heiR) if self.OldSoftnesFront != sofF then return true end if self.OldSoftnesRear != sofR then return true end if self.OldHeightFront != heiF then return true end if self.OldHeightRear != heiR then return true end return false end function TOOL:Think() if (CLIENT) then return true end if self.LiveEnt != NULL && self.LiveEnt != nil && self.LiveEnt:IsValid() && self.LiveEnt.Base == "sent_sakarias_scar_base" && self.UpdateHeight < CurTime() then self.UpdateHeight = CurTime() + self.UpdateDelay self.LiveEnt:GetPhysicsObject():Wake() local SoftnesFront = self:GetClientNumber( "SoftnesFront" ) local SoftnesRear = self:GetClientNumber( "SoftnesRear" ) local HeightFront = self:GetClientNumber( "HeightFront" ) local HeightRear = self:GetClientNumber( "HeightRear" ) if self:ValChange(SoftnesFront, SoftnesRear, HeightFront, HeightRear) then self.OldHeightFront = HeightFront self.OldHeightRear = HeightRear self.OldSoftnesFront = SoftnesFront self.OldSoftnesRear = SoftnesRear local live = self:GetClientNumber( "liveAction" ) local live2 = self:GetClientNumber( "liveAction2" ) if live2 == 1 or live == 1 then self.LiveEnt:ForceRemoveHandBrake() end if live2 == 1 then self.LiveEnt:SetSoftnesFront( SoftnesFront ) self.LiveEnt.SoftnesFront = SoftnesFront self.LiveEnt:SetSoftnesRear( SoftnesRear ) self.LiveEnt.SoftnesRear = SoftnesRear end if live == 1 then self.LiveEnt:SetHeightFront( HeightFront * -1 ) self.LiveEnt.HeightFront = HeightFront self.LiveEnt:SetHeightRear( HeightRear * -1 ) self.LiveEnt.HeightRear = HeightRear end end end end function TOOL.BuildCPanel( CPanel ) // HEADER CPanel:AddControl( "Slider", { Label = "#tool_car_softnesfront", Description = "", Type = "float", Min = -30, Max = 30, Command = "carsuspension_SoftnesFront" } ) CPanel:AddControl( "Slider", { Label = "#tool_car_softnesrear", Description = "", Type = "float", Min = -30, Max = 30, Command = "carsuspension_SoftnesRear" } ) CPanel:AddControl( "CheckBox", { Label = "#tool_car_liveaction", Description = "#tool_car_liveaction_desc", Command = "carsuspension_liveAction2" } ) CPanel:AddControl( "Label", { Text = "________________________________________", Description = "" } ) CPanel:AddControl( "Slider", { Label = "#tool_car_heightfront", Description = "", Type = "float", Min = -30, Max = 30, Command = "carsuspension_HeightFront" } ) CPanel:AddControl( "Slider", { Label = "#tool_car_heightrear", Description = "", Type = "float", Min = -30, Max = 30, Command = "carsuspension_HeightRear" } ) CPanel:AddControl( "CheckBox", { Label = "#tool_car_liveaction", Description = "#tool_car_liveaction_desc", Command = "carsuspension_liveAction" } ) end
------------------------------------------------------------------------ --[[ Perplexity ]]-- -- Feedback -- Computes perplexity for language models -- For now, only works with SoftmaxTree ------------------------------------------------------------------------ local Perplexity, parent = torch.class("dp.Perplexity", "dp.Feedback") Perplexity.isPerplexity = true function Perplexity:__init(config) config = config or {} assert(torch.type(config) == 'table' and not config[1], "Constructor requires key-value arguments") local args, ignore_list, name = xlua.unpack( {config}, 'Perplexity', 'Computes perplexity for language models', {arg='ignore_list', type='table', default={}, help='array of tokens to be ignored'}, {arg='name', type='string', default='perplexity', help='name identifying Feedback in reports'} ) self._ignore_set = {} for k,v in ipairs(ignore_list) do self._ignore_set[v] = true end config.name = name parent.__init(self, config) self._nll = 0 end function Perplexity:setup(config) parent.setup(self, config) self._mediator:subscribe("doneEpoch", self, "doneEpoch") end function Perplexity:perplexity() -- exponential of the mean NLL return math.exp(self._nll / self._n_sample) end function Perplexity:doneEpoch(report) if self._n_sample > 0 and self._verbose then print(self._id:toString().." perplexity = "..self:perplexity()) end end function Perplexity:_add(batch, output, carry, report) if output:input():dim() == 2 then -- assume output originates from LogSoftMax local act = output:forward('bf') if act ~= 'torch.DoubleTensor' and act ~= 'torch.FloatTensor' then act = output:forward('bf', 'torch.FloatTensor') end local targets = batch:targets():forward('b') local sum = 0 for i=1,targets:size(1) do if self._ignore_set[targets[i]] then self._n_sample = self._n_sample - 1 else sum = sum + act[i][targets[i]] end end self._nll = self._nll - sum else -- assume output originates from SoftMaxTree local act = output:forward('b') if act ~= 'torch.DoubleTensor' and act ~= 'torch.FloatTensor' then act = output:forward('b', 'torch.FloatTensor') end -- accumulate the sum of negative log likelihoods self._nll = self._nll - act:sum() end end function Perplexity:_reset() self._nll = 0 end function Perplexity:report() return { [self:name()] = { perplexity = self._n_sample > 0 and self:perplexity() or 0 }, n_sample = self._n_sample } end
-------------------------------- -- @module AsyncTaskPool -- @parent_module cc ---@class cc.AsyncTaskPool local AsyncTaskPool = {} cc.AsyncTaskPool = AsyncTaskPool -------------------------------- --- Enqueue a asynchronous task.<br> -- param type task type is io task, network task or others, each type of task has a thread to deal with it.<br> -- param task: task can be lambda function to be performed off thread.<br> -- lua NA ---@param type number ---@param callback fun() ---@param callbackParam void ---@param task fun() ---@return cc.AsyncTaskPool ---@overload fun(self:cc.AsyncTaskPool, type:number, task:function):cc.AsyncTaskPool function AsyncTaskPool:enqueue(type, callback, callbackParam, task) end -------------------------------- --- Stop tasks. --- param type Task type you want to stop. ---@param type number ---@return cc.AsyncTaskPool function AsyncTaskPool:stopTasks(type) end -------------------------------- --- Destroys the async task pool. ---@return cc.AsyncTaskPool function AsyncTaskPool:destroyInstance() end -------------------------------- --- Returns the shared instance of the async task pool. ---@return cc.AsyncTaskPool function AsyncTaskPool:getInstance() end -------------------------------- --- ---@return cc.AsyncTaskPool function AsyncTaskPool:AsyncTaskPool() end return nil
include("terms") factor = math.random(9); name = array_decname[factor] index = math.random(2); choice = array_izbor[index]; fact = factor * 100; if (index == 1) then min = fact + 2; max = fact + 100; else min = fact + 1; max = fact + 99; end
local skynet = require "skynet" local snax = require "snax" skynet.start(function() local ps = snax.newservice("pingserver", "hello world") end)
local _, Addon = ...; -- Namespace local Module = Addon.ModuleManager:GetModuleWorkspace("morph"); -------------------------------------- -- Module -------------------------------------- local UIFrame; local MorphModelId = 0; function Module:GetDescription() return "User interface for .morph command"; end function Module:Enable() local ui = UIFrame or Module:CreateUIFrame(); ui:Show(); end function Module:Disable() local ui = UIFrame or Module:CreateUIFrame(); ui:Hide(); end function Module.OnConfigChange(propertyName, propertyValue) if propertyName == "x" or propertyName == "y" then UIFrame:SetPoint("LEFT", UIParent, "LEFT", Module.config.x, Module.config.y); end end -------------------------------------- -- UI -------------------------------------- function Module:CreateUIFrame() -- Wrapper UIFrame = CreateFrame("Frame", "AT_MORPH"); UIFrame:SetPoint("LEFT", UIParent, "LEFT", Module.config.x, Module.config.y); UIFrame:SetSize(48, 128); -- Model Id input UIFrame.Input = CreateFrame("EditBox", "AT_INPUT", UIFrame, "InputBoxTemplate"); UIFrame.Input:SetPoint("CENTER", UIFrame, "CENTER"); UIFrame.Input:SetWidth(48); UIFrame.Input:SetHeight(24); UIFrame.Input:SetNumeric(true); UIFrame.Input:SetNumber(MorphModelId); UIFrame.Input:SetScript("OnEnterPressed", function(self) Module:ExecMorph(UIFrame.Input:GetNumber()); end); -- Controls UIFrame.ButtonPlus = Module:CreateUIControl(UIFrame, 0, 25, "+"); UIFrame.ButtonPlus:SetScript("OnMouseUp", function(self, button) Module:ExecMorph(MorphModelId + (button == "LeftButton" and Module.config.step or Module.config.jump)); end); UIFrame.ButtonMinus = Module:CreateUIControl(UIFrame, 0, -24, "-"); UIFrame.ButtonMinus:SetScript("OnMouseUp", function(self, button) Module:ExecMorph(MorphModelId - (button == "LeftButton" and Module.config.step or Module.config.jump)); end); UIFrame:Hide(); return UIFrame; end function Module:CreateUIControl(parent, x, y, text) local control = CreateFrame("Button", "AT_CONTROL_" .. text, parent, "UIPanelButtonTemplate"); control:SetPoint("CENTER", parent, "CENTER", x, y); control:SetWidth(32); control:SetHeight(24); control:SetText(text); control:RegisterForClicks("LeftButtonUp, RightButtonUp"); return control; end -------------------------------------- -- Logic -------------------------------------- function Module:ExecMorph(id) if id < 0 then id = 0; end if MorphModelId ~= id then MorphModelId = id; UIFrame.Input:SetNumber(id); UIFrame.Input:ClearFocus(); SendChatMessage(".morph " .. id); end end
CuiVersion = "1.5.5" LastUpdate = "2020-06-07" VersionDetail = "Concise UI - " .. CuiVersion .. "[NEWLINE]" .. "Last Update: " .. LastUpdate
Require("ProjectDir","../../Common/IngenUtils.lua"); Require("ProjectDir","../../Common/Easing.lua","Easing"); Require("ProjectDir","../../Common/LuaGen.lua","LG"); Require("ProjectDir","Marionette3.lua"); Require("ProjectDir","GpuParticleSystemCurl.lua","GPUPS"); PROFILING = true; -- Okay, how to do the choreography... -- 1. More than one tweened camera movement should be possible per shot -- 2. Should be able to jump to any specific shot through the console -- 3. Should be able to cue actions within a shot using one or more 'magic buttons' -- 4. Should be able to trigger restrings, special effects, physics properties etc. -- Functions? function store(name) return function(value) _G[name] = value; end end function ResetPerformanceCamera() SetCameraPosition(performanceCamera,-0.5,0.5,2); SetCameraTarget(performanceCamera,0,-0.5,0); SetCameraClipFov(performanceCamera,0.01,200,0.78539); end setupCS1 = true; function CS1(progress) if setupCS1 then PlaySound(waterLily); SetLightColor(light,0,0,0); setupCS1 = false; end local cameraPos1 = CreateVector(-0.21, 0.05,-0.55, 1); local cameraTgt1 = CreateVector(-0.46, 0.14,-1.48, 1); local cameraPos2 = CreateVector( 0.47,-0.09, 0.95, 1); local cameraTgt2 = CreateVector(-0.32,-0.32,-0.69, 1); if progress >= 12.5 then Cutscene(csPanAcrossTable) end local cameraPos = Easing.linear(progress, cameraPos1, cameraPos2 - cameraPos1, 12.2); local cameraTgt = Easing.linear(progress, cameraTgt1, cameraTgt2 - cameraTgt1, 12.2); SetCameraPosition(performanceCamera, cameraPos.x, cameraPos.y, cameraPos.z); SetCameraTarget(performanceCamera, cameraTgt.x, cameraTgt.y, cameraTgt.z); if progress > 4 then local lightColor = Easing.linear(progress-4, 0, 1, 8.2); SetLightColor(light, lightColor,lightColor,lightColor); end end function csPanAcrossTable(progress) cameraPos1 = CreateVector(0.911497669614,-0.087275455240438,0.83127248782394, 1); cameraTgt1 = CreateVector(0.70341969155019,-0.364396330297,-0.12952861900218, 1); cameraPos2 = CreateVector(-2.2794403279456,-0.21917106436887,0.62660954712759, 1); cameraTgt2 = CreateVector(-1.8509603484754,-0.4088118956667,-0.25681631976669, 1); if progress >= 10 then Cutscene(csDownFromSky) end local cameraPos = Easing.linear(progress, cameraPos1, cameraPos2 - cameraPos1, 10); local cameraTgt = Easing.linear(progress, cameraTgt1, cameraTgt2 - cameraTgt1, 10); SetCameraPosition(performanceCamera, cameraPos.x, cameraPos.y, cameraPos.z); SetCameraTarget(performanceCamera, cameraTgt.x, cameraTgt.y, cameraTgt.z); end function csDownFromSky(progress) cameraPos1 = CreateVector(1.5827534542447,1.214914791749,0.84395068446955,1) cameraTgt1 = CreateVector(1.2603276908486,0.43734207299804,0.30411525199706,1) cameraPos2 = CreateVector(-1.5789526447216,-0.89242552215229,0.72446486428968,1) cameraTgt2 = CreateVector(-1.37401389805484,-1.0228492308904,-0.21987705600876,1) if progress >= 12 then progress = 12 end local cameraPos = Easing.linear(progress, cameraPos1, cameraPos2 - cameraPos1, 12); local cameraTgt = Easing.linear(progress, cameraTgt1, cameraTgt2 - cameraTgt1, 12); SetCameraPosition(performanceCamera, cameraPos.x, cameraPos.y, cameraPos.z); SetCameraTarget(performanceCamera, cameraTgt.x, cameraTgt.y, cameraTgt.z); SetCameraClipFov(performanceCamera, 0.01, 20, 0.985); end function csLookAroundRoom(progress) end function csRevealCar(progress) drawCar = true; if progress > 8 then progress = 8 end; local revealVal = Easing.linear(progress, -1, 2, 8); SetEffectParam(revealEffect,5,revealVal+1); SetEffectParam(revealEffect,8,revealVal-1); end function Cutscene(cutsceneFunc) cutsceneTimer = 0; cutsceneFunction = cutsceneFunc; end function UpdateLeapHand() for i = 1,GetLeapNumBones(leapHelper) do visible, length, radius = GetLeapBoneDetails(leapHelper, i-1); leapVisibilities[i] = visible; if visible then if leapModels[i] == nil then local vtx, idx = CreateCapsule(length / (radius * 2.0)); local boneModel = CreateModel("PosNor",vtx,idx); SetMeshScale(boneModel, 0, radius * 2.0); leapModels[i] = boneModel; print("Created Leap Model " .. i-1); end local leapBoneMatrix = GetLeapBoneMatrix(leapHelper, i-1); SetModelMatrix(leapModels[i], leapBoneMatrix); end end end function DrawLeapHand() for i,leapModel in pairs(leapModels) do if leapModel and leapVisibilities[i] then DrawComplexModel(leapModel,camera,light); end end end function Begin() local appPathArg, puppeteerArg = GetCommandLineArgs(); if puppeteerArg and puppeteerArg == "puppeteer" then puppeteer = true; end assetTicket = LoadAssets( {"FrameworkDir","SkyShader.xml","Shader","skyshader"}, {"FrameworkDir","ShadowLit.xml","Shader","shadowShader"}, {"FrameworkDir","NoiseReveal.xml","Shader","noiseReveal"}, {"ProjectDir","Stars2.dds","CubeMap","skymap"}, {"ProjectDir","stonefloor.bmp","Texture","floortex"}, {"ProjectDir","Noise2D.dds","Texture","noiseTex"}, {"ProjectDir","Models/room/roomModel.inm","IngenuityModel","roomModel"}, {"ProjectDir","Models/tools/toolsModel.inm","IngenuityModel","toolsModel"}, {"ProjectDir","Models/car/carModel2.inm","IngenuityModel","carModel"}, {"ProjectDir","Music/Water Lily.wav","WavAudio","waterLily"} ); camera = CreateCamera(); SetCameraClipFov(camera,0.01,200,0.78539); SetupFlyCamera(camera, 0, 0,-2, 0.01, 1); floorModel = CreateModel("PosNorTex",CreateCube()); SetModelScale(floorModel,1.0,0.5,1.0); SetModelPosition(floorModel,0,-1,-0.5); --SetMeshColor(floorModel,0,0.0,1.0,0.0); skyModel = CreateSkyCube(); physicsWorld = CreatePhysicsWorld(); physicsFloor = CreatePhysicsCuboid(2,1,2,false); AddToPhysicsWorld(physicsWorld,physicsFloor,true); SetPhysicsPosition(physicsFloor,0,-1,-0.5); SetPhysicsRotation(physicsFloor,0,0,0); physicsRagdoll = CreateMarionette(physicsWorld); leapModels = {}; leapVisibilities = {}; --leapPhysicals = {}; leapHelper = CreateLeapHelper(); SetLeapPosition(leapHelper,0,-0.5,0); SetLeapScale(leapHelper,0.0025); pickModel = CreateModel("PosNor",CreateSphere()); SetModelScale(pickModel,0.01); SetMeshColor(pickModel,0,1,0,0); debugFont = GetFont(40,"Arial"); SetFontColor(debugFont,1,1,1); lightPosX = -math.sin(2.5); lightPosY = 0.75; lightPosZ = -math.cos(2.5); light = CreateLight("spot"); SetLightPosition(light,lightPosX,lightPosY,lightPosZ) SetLightDirection(light,-lightPosX,-lightPosY,-lightPosZ); SetLightSpotPower(light,12); shadowSurface = CreateSurface(2048,2048,false,"typeless"); shadowCamera = CreateCamera(); SetCameraPosition(shadowCamera,lightPosX,lightPosY,lightPosZ); SetCameraClipFov(shadowCamera,0.01,20,0.785); --performanceWindow = CreateWindow(); --SetWindowProps(performanceWindow,nil,nil,true); -- Set performance window undecorated! performanceCamera = CreateCamera(); ResetPerformanceCamera(); spriteCamera = CreateSpriteCamera(true,false,true); performanceSurface = CreateSurface(1.0,1.0,GetMainWindow()); performanceQuad = CreateSpriteModel(GetSurfaceTexture(performanceSurface)); cutsceneTimer = 0; drawCar = false; end function Update(delta) if PROFILING then BeginTimestamp("Update",true,false) end if IsLoaded(assetTicket) then skyEffect = CreateEffect("skyshader"); shadowEffect = CreateEffect("shadowShader"); revealEffect = CreateEffect("noiseReveal"); skyMap = GetAsset("skymap"); floorTex = GetAsset("floortex"); noiseTex = GetAsset("noiseTex"); roomModel = GetAsset("roomModel"); toolsModel = GetAsset("toolsModel"); carModel = GetAsset("carModel"); waterLily = GetAsset("waterLily"); if skyEffect then SetMeshCubeMap(skyModel,0,skyMap); SetMeshEffect(skyModel,0,skyEffect); end if carModel then SetModelScale(carModel,0.3) SetModelPosition(carModel,0,-0.6,0) SetModelRotation(carModel,0,-PI_2,0) end if revealEffect then SetEffectParam(revealEffect,0,noiseTex); SetEffectParam(revealEffect,5,-2); SetEffectParam(revealEffect,6,0); SetEffectParam(revealEffect,8,-1); end SetMeshTexture(floorModel,0,floorTex); assetTicket = -1; end UpdateLeapHand(); UpdatePhysicsWorld(physicsWorld,delta); UpdateMarionette(delta); --down,pressed,released = GetMouseLeft(); --if pickedObject and down then -- DragPhysicsObject(physicsWorld,camera,x/sWidth,y/sHeight); --else UpdateFlyCamera(delta); --end local sWidth, sHeight = GetBackbufferSize(); local mouseX, mouseY = GetMousePosition(); --down,pressed,released = GetKeyState('p'); --if pressed then pickedObject, pickedPos = PickPhysicsObject(physicsWorld, CreateVector(flyCamX,flyCamY,flyCamZ,1), GetCameraRay(camera,mouseX/sWidth,mouseY/sHeight)); if pickedObject then SetModelPosition(pickModel,pickedPos.x,pickedPos.y,pickedPos.z); end --end UpdateFrameTime(delta); --local fDown, fPressed, fReleased = GetKeyState('f'); --if fPressed then -- if currentlyFullscreen then -- SetWindowProps(performanceWindow, previousWidth, previousHeight, false); -- currentlyFullscreen = false; -- else -- previousWidth, previousHeight = GetBackbufferSize(); -- newWidth, newHeight = GetMonitorSize(performanceWindow); -- print("Resizing window to " .. newWidth .. ", " .. newHeight); -- SetWindowProps(performanceWindow, newWidth, newHeight, true); -- currentlyFullscreen = true; -- end --end if roomModel and toolsModel then SetModelPosition(roomModel,0,-1.59,-0.95); SetModelPosition(toolsModel,0,-1.59,-0.95); SetModelScale(roomModel,0.285); SetModelScale(toolsModel,0.285); end ResetPerformanceCamera(); lightPosX = -math.sin(2.5) * 1.2; lightPosY = 1.0; lightPosZ = -math.cos(2.5) * 1.2; SetLightPosition(light,lightPosX,lightPosY,lightPosZ) SetLightDirection(light,-lightPosX,-lightPosY,-lightPosZ); SetCameraPosition(shadowCamera,lightPosX,lightPosY,lightPosZ); SetCameraClipFov(shadowCamera,0.01,20,1.185); UpdatePixelCamera(spriteCamera,nil,false,true,1,5000); cutsceneTimer = cutsceneTimer + delta; if cutsceneFunction then cutsceneFunction(cutsceneTimer); end if PROFILING then EndTimestamp("Update",true,false) end end function PrintCamera() local dirX = (math.sin(flyCamYAngle) * math.cos(flyCamUpAngle)); local dirY = (math.sin(flyCamUpAngle)); local dirZ = (math.cos(flyCamYAngle) * math.cos(flyCamUpAngle)); print(LG.Assign(LG.Call("CreateVector",flyCamX,flyCamY,flyCamZ,1),"cameraPos")); print(LG.Assign(LG.Call("CreateVector",flyCamX+dirX,flyCamY+dirY,flyCamZ+dirZ,1),"cameraTgt")); end function SyncCameras() local dirX = (math.sin(flyCamYAngle) * math.cos(flyCamUpAngle)); local dirY = (math.sin(flyCamUpAngle)); local dirZ = (math.cos(flyCamYAngle) * math.cos(flyCamUpAngle)); SetCameraPosition(performanceCamera,flyCamX,flyCamY,flyCamZ); SetCameraTarget(performanceCamera,flyCamX+dirX,flyCamY+dirY,flyCamZ+dirZ); end function Draw() if PROFILING then BeginTimestamp("Draw",true,true) end if puppeteer then -- Draw all objects to the main window if PROFILING then BeginTimestamp("DrawControl",false,true) end DrawComplexModel(floorModel,camera,light); if roomModel and toolsModel then --DrawComplexModel(roomModel,camera,light,nil,nil,shadowEffect); --DrawComplexModel(toolsModel,camera,light,nil,nil,shadowEffect); end if pickedObject then DrawComplexModel(pickModel,camera,light); end DrawLeapHand(); DrawMarionette(camera,nil,nil); DrawMarionetteWires(camera,nil,nil); if PROFILING then EndTimestamp("DrawControl",false,true) end -- This skybox looks absolute crap, I might have to ditch it... --DrawComplexModel(skyModel,camera,nil); else -- not puppeteer -- Draw shadows to the shadow map if PROFILING then BeginTimestamp("DrawShadows",false,true) end ClearSurface(shadowSurface); if toolsModel then DrawComplexModel(roomModel,shadowCamera,nil,shadowSurface); DrawComplexModel(toolsModel,shadowCamera,nil,shadowSurface); end DrawMarionette(shadowCamera,shadowSurface,nil,false); if PROFILING then EndTimestamp("DrawShadows",false,true) end -- Draw objects to the performance surface if PROFILING then BeginTimestamp("DrawPerformance",false,true) end if performanceSurface then ClearSurface(performanceSurface); if shadowEffect then local cameraMatrix = GetCameraProjMatrix(shadowCamera,shadowSurface,true) * GetCameraViewMatrix(shadowCamera); cameraMatrixFloats = CreateFloatArray(cameraMatrix); SetEffectParam(shadowEffect,0,cameraMatrixFloats); SetEffectParam(shadowEffect,1,GetSurfaceTexture(shadowSurface)); SetEffectParam(shadowEffect,2,0.00005); end --DrawComplexModel(floorModel,performanceCamera,light,performanceSurface,nil,shadowEffect); if roomModel and toolsModel then DrawComplexModel(roomModel,performanceCamera,light,performanceSurface,nil,shadowEffect); DrawComplexModel(toolsModel,performanceCamera,light,performanceSurface,nil,shadowEffect); end DrawMarionette(performanceCamera,performanceSurface,shadowEffect); if skyEffect then DrawComplexModel(skyModel,performanceCamera,nil,performanceSurface); end if drawCar then DrawComplexModel(carModel,performanceCamera,light,performanceSurface,nil,revealEffect); end end if PROFILING then EndTimestamp("DrawPerformance",false,true) end -- Draw the performance surface if PROFILING then BeginTimestamp("DrawViewports",false,true) end --local performanceWindowSurface = GetWindowSurface(performanceWindow); --if performanceWindowSurface then DrawSurface(performanceSurface,nil,performanceWindowSurface); --end --local performanceWidth, performanceHeight = GetBackbufferSize(performanceWindow); --local mainWidth, mainHeight = GetBackbufferSize(); --SetMeshTexture(performanceQuad,0,GetSurfaceTexture(performanceSurface)); --local quadWidth = (performanceWidth/performanceHeight) * 250; --SetMeshScale(performanceQuad,0, quadWidth, 250, 1); --SetModelPosition(performanceQuad,mainWidth - quadWidth,0,0); --DrawComplexModel(performanceQuad,spriteCamera); if PROFILING then EndTimestamp("DrawViewports",false,true) end end -- not puppeteer if PROFILING then EndTimestamp("Draw",true,true) end if PROFILING then DrawText(debugFont,frameTimeText,0,0); timestampText = string.format("Update CPU: %2.2fms, Draw CPU: %2.2fms, Draw Gpu: %2.2fms", GetTimestampData("Update",true) * 1000, GetTimestampData("Draw",true) * 1000, GetTimestampData("Draw",false) * 1000); drawTimeText = string.format("CTRL: %2.2fms, SHDW: %2.2fms, PRFM: %2.2fms, VIEW: %2.2fms", GetTimestampData("DrawControl",false) * 1000, GetTimestampData("DrawShadows",false) * 1000, GetTimestampData("DrawPerformance",false) * 1000, GetTimestampData("DrawViewports",false) * 1000); DrawText(debugFont,timestampText,0,50); DrawText(debugFont,drawTimeText,0,100); end end function End() end
explosions = {} genericEnemyExplosion = nil fps = 18 function newAnimation(anim, x, y) return { anim = anim, x = x, y = y, time = 0, maxTime = anim.frames / fps } end function initAnimations() simpleBulletExplosion = loadAnimation(love.graphics.newImage("assets/img/bulletexpl.png"), 15, 15) rocketExplosion = loadAnimation(love.graphics.newImage("assets/img/missileexpl.png"), 39, 39) stargunExplosion = loadAnimation(love.graphics.newImage("assets/img/starexpl.png"), 27, 27) blackHoleImplosion = loadAnimation(love.graphics.newImage("assets/img/blackholeexpl.png"), 33, 39) genericEnemyExplosion = loadAnimation(love.graphics.newImage("assets/img/genericenemyexpl.png"), 54, 54) weapons.params.machinegun.explosion = simpleBulletExplosion enemyParams.params.simpleBullet.explosion = simpleBulletExplosion weapons.params.rockets.explosion = rocketExplosion weapons.params.stars.explosion = stargunExplosion blackHoleParams.explosion = blackHoleImplosion end function loadAnimation(image, width, height) anim = {} anim.img = image anim.quads = {} anim.frames = 0 anim.width = width anim.height = height for y = 0, image:getHeight() - height, height do for x = 0, image:getWidth() - width, width do table.insert(anim.quads, love.graphics.newQuad(x, 0, width, height, image:getDimensions())) anim.frames = anim.frames + 1 end end return anim end function explosionsProcess(dt) for i, anim in ipairs(explosions) do anim.time = anim.time + dt anim.y = anim.y + bgV*dt if anim.time >= anim.maxTime then table.remove(explosions, i) end end end function explosionsDraw(dt) for i, anim in ipairs(explosions) do frame = math.floor(anim.time*fps)+1 love.graphics.draw(anim.anim.img, anim.anim.quads[frame], gridPos(anim.x - anim.anim.width/2), gridPos(anim.y - anim.anim.height/2)) end end
local PANEL = {} PANEL.permission_value = PERM_NO PANEL.permission = {} function PANEL:rebuild() if IsValid(self.container) then self.container:safe_remove() end local width, height = self:GetWide(), self:GetTall() local font = Font.size(Theme.get_font('text_normal_smaller'), math.scale(18)) local font_size = draw.GetFontHeight(font) local permission = self:get_permission() local quarter = width * 0.25 self.container = vgui.Create('fl_base_panel', self) self.container:SetSize(width, height) self.container:SetPos(0, 0) self.title = vgui.Create('DLabel', self.container) self.title:SetPos(0, height * 0.5 - font_size * 0.5) self.title:SetFont(font) self.title:SetText(permission.name or 'No Permission') self.title:SetSize(quarter, height) if permission.description then self.title:SetTooltip(permission.description) end self.button_allow = vgui.Create('DButton', self.container) self.button_allow:SetPos(quarter, 0) self.button_allow:SetSize(quarter * 0.9, height) self.button_allow:SetText('') self.button_allow.perm_value = PERM_ALLOW self.button_allow.Paint = function(btn, w, h) Theme.call('PaintPermissionButton', self, btn, w, h) end self.button_allow.DoClick = function(btn) if btn.is_selected then return end surface.PlaySound('buttons/button14.wav') self:select_button(btn) end self.button_allow.DoRightClick = function(btn) surface.PlaySound('buttons/button14.wav') Derma_StringRequest(t'ui.admin.temp_permission.title', t'ui.admin.temp_permission.message', '', function(text) local duration = Bolt:interpret_ban_time(text) local perm_id = self:get_permission().id local perm_value = btn.perm_value if text == '' then Cable.send('fl_delete_temp_permission', self:get_player(), perm_id) self:set_temporary(perm_value, 0) return end if duration then Cable.send('fl_temp_permission', self:get_player(), perm_id, perm_value, duration) self:set_temporary(perm_value, os.time() + duration) end end) end self.button_no = vgui.Create('DButton', self.container) self.button_no:SetPos(quarter * 2, 0) self.button_no:SetSize(quarter * 0.9, height) self.button_no:SetText('') self.button_no.perm_value = PERM_NO self.button_no.Paint = function(btn, w, h) Theme.call('PaintPermissionButton', self, btn, w, h) end self.button_no.DoClick = function(btn) if btn.is_selected then return end surface.PlaySound('ui/buttonclick.wav') self:select_button(btn) end self.button_no.DoRightClick = function(btn) surface.PlaySound('buttons/button14.wav') Derma_StringRequest(t'ui.admin.temp_permission.title', t'ui.admin.temp_permission.message', '', function(text) local duration = Bolt:interpret_ban_time(text) local perm_id = self:get_permission().id local perm_value = btn.perm_value if text == '' then Cable.send('fl_delete_temp_permission', self:get_player(), perm_id) self:set_temporary(perm_value, 0) return end if duration then Cable.send('fl_temp_permission', self:get_player(), perm_id, perm_value, duration) self:set_temporary(perm_value, os.time() + duration) end end) end self.button_never = vgui.Create('DButton', self.container) self.button_never:SetPos(quarter * 3, 0) self.button_never:SetSize(quarter * 0.9, height) self.button_never:SetText('') self.button_never.perm_value = PERM_NEVER self.button_never.Paint = function(btn, w, h) Theme.call('PaintPermissionButton', self, btn, w, h) end self.button_never.DoClick = function(btn) if btn.is_selected then return end surface.PlaySound('buttons/button10.wav') self:select_button(btn) end self.button_never.DoRightClick = function(btn) surface.PlaySound('buttons/button14.wav') Derma_StringRequest(t'ui.admin.temp_permission.title', t'ui.admin.temp_permission.message', '', function(text) local duration = Bolt:interpret_ban_time(text) local perm_id = self:get_permission().id local perm_value = btn.perm_value if text == '' then Cable.send('fl_delete_temp_permission', self:get_player(), perm_id) self:set_temporary(perm_value, 0) return end if duration then Cable.send('fl_temp_permission', self:get_player(), perm_id, perm_value, duration) self:set_temporary(perm_value, os.time() + duration) end end) end end function PANEL:select_button(button) local value = button.perm_value or PERM_NO local perm = self:get_permission() self.permission_value = value button.is_selected = true local player = self:get_player() if IsValid(player) and (value != player:get_permission(perm.id)) then Cable.send('fl_bolt_set_permission', player, perm.id, value) end if IsValid(self.prev_button) and self.prev_button != button then self.prev_button.is_selected = false end self.prev_button = button end function PANEL:set_player(player) self.active_player = player end function PANEL:get_player() return self.active_player end function PANEL:set_permission(perm) self.permission = perm or {} self:rebuild() end function PANEL:get_permission() return self.permission end function PANEL:get_value() return self.permission_value end function PANEL:get_button(perm) if perm == PERM_ALLOW then return self.button_allow elseif perm == PERM_NEVER then return self.button_never else return self.button_no end end function PANEL:set_value(perm) self:select_button(self:get_button(perm)) end function PANEL:set_temporary(perm, expires) local button = self:get_button(perm) button.is_temp = expires != 0 and true or nil button:SetTooltip(expires != 0 and t'ui.admin.expires'..' '..Flux.Lang:nice_time(expires - os.time()) or false) if IsValid(self.prev_temp) and self.prev_temp != button then self.prev_temp.is_temp = nil self.prev_temp:SetTooltip(false) end self.prev_temp = button end vgui.Register('fl_permission', PANEL, 'fl_base_panel') local PANEL = {} function PANEL:Init() self.permissions = {} self:rebuild() end function PANEL:Paint(w, h) Theme.call('PaintPermissionEditor', self, w, h) end function PANEL:get_permissions() local perm_list = {} for k, v in pairs(self.permissions) do if v:get_value() != PERM_NO then perm_list[v:get_permission()] = v:get_value() end end return perm_list end function PANEL:set_permissions(perm_list, temp_perm_list) for k, v in pairs(perm_list) do self.permissions[k]:set_value(tonumber(v)) end if temp_perm_list then for k, v in pairs(temp_perm_list) do if v.expires > os.time() then self.permissions[k]:set_temporary(tonumber(v.value), v.expires) end end end end function PANEL:set_player(player) self.active_player = player self:rebuild() self:set_permissions(player:get_permissions(), player:get_temp_permissions()) end function PANEL:get_player() return self.active_player end function PANEL:rebuild() if IsValid(self.list_layout) then self.list_layout:safe_remove() end local permissions = Bolt:get_permissions() local width, height = self:GetWide(), self:GetTall() self.scroll_panel = vgui.Create('DScrollPanel', self) self.scroll_panel:SetSize(width, height) self.list_layout = vgui.Create('DListLayout', self.scroll_panel) self.list_layout:SetSize(width, height) for category, perms in SortedPairs(permissions) do local collapsible_category = vgui.Create('DCollapsibleCategory', self.list_layout) collapsible_category:SetLabel(t(category)) collapsible_category:SetSize(width, 21) local list = vgui.Create('DListLayout', self.list_layout) collapsible_category:SetContents(list) if table.count(perms) > 1 then local panel = vgui.create('fl_base_panel') local category_buttons = { t'ui.admin.allow_all', t'ui.admin.no_all', t'ui.admin.never_all' } local quarter = width / 4 for k, v in pairs(category_buttons) do local button = vgui.create('fl_button', panel) button:SetSize(quarter * 0.9, 20) button:SetPos(quarter * k, 2) button:SetFont(Theme.get_font('text_small')) button:set_text(v) button:set_centered(true) button.DoClick = function(btn) local can_click = false for k1, v1 in pairs(perms) do if self.permissions[v1.id]:get_value() != k - 1 then can_click = true break end end if !can_click then return end surface.PlaySound('buttons/button4.wav') for k1, v1 in pairs(perms) do self.permissions[v1.id]:set_value(k - 1) end end end list:Add(panel) end local cur_y = 0 for k, v in SortedPairs(perms) do local button = vgui.Create('fl_permission', self) button:SetSize(width, 20) button:set_permission(v) button:set_value(PERM_NO) button:set_player(self:get_player()) list:Add(button) self.permissions[v.id] = button end end end vgui.Register('fl_permissions_editor', PANEL, 'fl_base_panel')
local cjson = require "cjson" local ocsp = require "ngx.ocsp" local ssl = require "ngx.ssl" local resty_lock = require "resty.lock" local resty_http = require "resty.http" local resty_lrucache = require "resty.lrucache" -- alias functions and variables local ngx_log = ngx.log local ngx_exit = ngx.exit local ngx_time = ngx.time local ngx_now = ngx.now local ngx_encode_base64 = ngx.encode_base64 local ngx_decode_base64 = ngx.decode_base64 local ngx_NOTICE = ngx.NOTICE local ngx_WARN = ngx.WARN local ngx_ERR = ngx.ERR local string_find = string.find local string_sub = string.sub local table_insert = table.insert local err_204_no_content = "204 no content" local _M = { _VERSION = '0.4.2' } -- We need to initialize the cache on the lua module level so that -- it can be shared by all the requests served by each nginx worker process. local lru_cache = nil function _M.new(options) local opts = options or {} local host, port if not opts.backend then opts.backend = "127.0.0.1:8999" else host, port = opts.backend:match("([^:]+):(%d+)") if not host then host = opts.backend:match("^%d[%d%.]+%d$") if not host then ngx_log(ngx_ERR, "invalid backend IP address, using default 127.0.0.1:8999") opts.backend = "127.0.0.1:8999" else opts.backend = host .. ":80" end end end host, port = opts.backend:match("([^:]+):(%d+)") opts.backend_host = host opts.backend_port = tonumber(port or 80) if not opts.allow_domain then opts.allow_domain = function(domain) return false end end local err = nil opts.lru_maxitems = tonumber(opts.lru_maxitems or 100) lru_cache, err = resty_lrucache.new(opts.lru_maxitems) if err then ngx_log(ngx_ERR, "failed to create lru cache") end ngx_log(ngx_NOTICE, "initialized ssl-cert-server with backend ", opts.backend) return setmetatable({ opts = opts }, { __index = _M }) end local function _split_string(buf, length) local sep = "|" local result = {} local from, sep_idx = 1, 0 for _ = 1, length - 1 do sep_idx = string_find(buf, sep, from) if sep_idx == from then table_insert(result, "") else table_insert(result, string_sub(buf, from, sep_idx - 1)) end from = sep_idx + 1 end table_insert(result, string_sub(buf, from)) return result end local cachecert = { cert_pem = nil, pkey_pem = nil, cert_type = 0, fingerprint = "", expire_at = 0, refresh_at = 0, cert_cdata = nil, pkey_cdata = nil, } function cachecert:new(obj) obj = obj or {} setmetatable(obj, self) self.__index = self return obj end function cachecert:serialize() local sep = "|" return self.cert_type .. sep .. self.fingerprint .. sep .. self.expire_at .. sep .. self.refresh_at .. sep .. self.cert_pem .. sep .. self.pkey_pem end function cachecert:deserialize(buf) -- see cachecert:serialize local result = _split_string(buf, 6) self.cert_type = tonumber(result[1]) or 0 self.fingerprint = result[2] or "" self.expire_at = tonumber(result[3]) or 0 self.refresh_at = tonumber(result[4]) or 0 self.cert_pem = result[5] self.pkey_pem = result[6] return self end function cachecert:parse_cert_and_priv_key() local cert_cdata, pkey_cdata, err cert_cdata, err = ssl.parse_pem_cert(self.cert_pem) if err then return "failed to parse certificate: " .. err end pkey_cdata, err = ssl.parse_pem_priv_key(self.pkey_pem) if err then return "failed to parse private key: " .. err end self.cert_cdata = cert_cdata self.pkey_cdata = pkey_cdata return nil end local cachestapling = { stapling = nil, expire_at = 0, refresh_at = 0, } function cachestapling:new(obj) obj = obj or {} setmetatable(obj, self) self.__index = self return obj end function cachestapling:serialize() local sep = "|" return self.expire_at .. sep .. self.refresh_at .. sep .. self.stapling end function cachestapling:deserialize(buf) -- see cachestapling:serialize local result = _split_string(buf, 3) self.expire_at = tonumber(result[1]) or 0 self.refresh_at = tonumber(result[2]) or 0 self.stapling = result[3] return self end local function _log_unlock(lock) local ok, lock_err = lock:unlock() if not ok then ngx_log(ngx_ERR, "failed to unlock: " .. lock_err) return false end return true end local function _lock(key, opts) local lock, lock_err = resty_lock:new("ssl_certs_cache", opts) if not lock then return nil, "failed to create lock: " .. lock_err end local elapsed, lock_err = lock:lock(key) if not elapsed then return nil, "failed to acquire lock: " .. lock_err end return lock end local function safe_connect(self) local lock_key = "lock:backend:connect" local failure_key = "backend:failure" local cache = ngx.shared.ssl_certs_cache local failure, cache_err = cache:get(failure_key) if cache_err then return nil, "failed to get backend failure status: " .. cache_err end local sleep, previous if failure then local data = cjson.decode(failure) sleep, previous = data['sleep'], data['previous'] if ngx_now() - previous < sleep then return nil, "backend is in unhealthy state" end end local lock, lock_err = _lock(lock_key, { exptime = 1, timeout = 1 }) if not lock then return nil, lock_err end -- Check again after holding lock. failure, cache_err = cache:get(failure_key) if cache_err then _log_unlock(lock) return nil, "failed to get backend failure status: " .. cache_err end if failure then local data = cjson.decode(failure) sleep, previous = data['sleep'], data['previous'] if ngx_now() - previous < sleep then _log_unlock(lock, lock_key) return nil, "backend is in unhealthy state" end end -- Backend looks all right, try it. local httpc = resty_http.new() httpc:set_timeout(500) local ok, conn_err = httpc:connect(self.opts.backend_host, self.opts.backend_port) if not ok then -- Block further connections to avoid slowing down nginx too much for busy website. -- Connect to backend as soon as possible, no more than 2 minutes. if not sleep then sleep = 1 else sleep = sleep * 2 if sleep > 120 then sleep = 120 end end ngx_log(ngx_ERR, "backend in unhealthy state, block for ", sleep, " seconds") local ok, cache_err = cache:set(failure_key, cjson.encode({ sleep = sleep, previous = ngx_now() })) if not ok then ngx_log(ngx_ERR, "failed to set backend failure status: ", cache_err) end _log_unlock(lock) return nil, conn_err end -- Connect backend success, clear failure status if exists. if failure then local ok, cache_err = cache:delete(failure_key) if not ok then ngx_log(ngx_ERR, "failed to delete backend failure status: ", cache_err) end end _log_unlock(lock) return httpc end local function make_request(self, opts, timeout, decode_json) local httpc, conn_err = safe_connect(self) if conn_err ~= nil then return nil, nil, conn_err end httpc:set_timeout((timeout or 5) * 1000) local res, req_err = httpc:request(opts) local body, headers if res then if res.status == 204 then req_err = err_204_no_content elseif res.status ~= 200 then req_err = "bad http status " .. res.status else headers = res.headers body, req_err = res:read_body() if body and decode_json then local suc suc, body = pcall(cjson.decode, body) if not suc then req_err = "invalid json data from server" end end end end if req_err then return nil, nil, req_err end httpc:set_keepalive() return body, headers end local function request_cert(self, domain, timeout) -- Get the certificate from backend cert server. local cert_json, headers, req_err = make_request(self, { path = "/cert/" .. domain }, timeout, true) if not (cert_json and headers) or req_err then return nil, req_err end local cert = cachecert:new({ cert_pem = cert_json["cert"], pkey_pem = cert_json["pkey"], cert_type = cert_json["type"], fingerprint = cert_json["fingerprint"], expire_at = cert_json["expire_at"], refresh_at = ngx_time() + cert_json["ttl"], }) return cert end local function get_cert(self, domain) local cache = ngx.shared.ssl_certs_cache local cert_key = "cert:" .. domain local lock_key = "lock:cert:" .. domain local lock_exptime = 120 -- seconds local is_expired = false local cert_buf, cache_err = cache:get(cert_key) if cache_err then return nil, nil, "failed to get certificate cache: " .. cache_err end local cert if cert_buf then cert = cachecert:new():deserialize(cert_buf) -- the cached certificate is within TTL, use it if cert.refresh_at > ngx_time() then return cert end end -- TTL expired, refresh it -- lock to prevent multiple requests for same domain. local lock, lock_err = _lock(lock_key, { exptime = lock_exptime, timeout = lock_exptime }) if not lock then return nil, nil, lock_err end -- check the cache again after holding the lock. cert_buf, cache_err = cache:get(cert_key) if cache_err then _log_unlock(lock) return nil, nil, "failed to get certificate cache: " .. cache_err end -- Someone may already done the work. if cert_buf then cert = cachecert:new():deserialize(cert_buf) if cert.refresh_at > ngx_time() then _log_unlock(lock) return cert, is_expired end end -- We are the first, request or refresh certificate from backend server. local new_cert, req_err new_cert, req_err = request_cert(self, domain, lock_exptime - 10) if new_cert then -- Cache the newly requested certificate. ngx_log(ngx_NOTICE, "requested certificate from backend server: " .. domain .. " fingerprint= " .. new_cert["fingerprint"] .. " expire_at= " .. new_cert["expire_at"] .. " refresh_at= " .. new_cert["refresh_at"]) cert = new_cert cert_buf = cert:serialize() local ok, cache_err, forcible = cache:set(cert_key, cert_buf) if forcible then ngx_log(ngx_ERR, "lua shared dict 'ssl_certs_cache' might be too small - consider increasing its size (old entries were removed while adding certificate for " .. domain .. ")") end if not ok then ngx_log(ngx_ERR, domain, ": failed to set certificate cache: ", cache_err) end else -- Since certificate renewal happens far before expired on backend server, -- most probably the previous certificate is valid, we use it if it is available. -- This avoids further requests within next cache period triggering certificate -- requests to backend, which may slow down nginx and rise up pressure on busy site. -- Also we consider an recently-expired certificate is more friendly to our users -- than fallback to self-signed certificate. if cert and cert.expire_at <= ngx_time() then is_expired = true ngx_log(ngx_WARN, domain, ": fallback to expired certificate") end end -- Now we can release the lock. _log_unlock(lock) return cert, is_expired, nil end local function set_cert(self, cert_cdata, pkey_cdata) local ok, err -- Clear the default fallback certificates (defined in the hard-coded nginx configuration). ok, err = ssl.clear_certs() if not ok then return false, "failed to clear existing (fallback) certificates: " .. err end -- Set the public certificate chain. ok, err = ssl.set_cert(cert_cdata) if not ok then return false, "failed to set certificate: " .. err end -- Set the private key. ok, err = ssl.set_priv_key(pkey_cdata) if not ok then return false, "failed to set private key: " .. err end return true end local function request_stapling(self, domain, fingerprint, timeout) -- Get OCSP stapling from backend cert server. local path = "/ocsp/" .. domain .. "?fp=" .. fingerprint local resp_stapling, headers, req_err = make_request(self, { path = path }, timeout, false) if req_err then return nil, req_err end -- Parse TTL from response header, default 10 minutes if absent for any reason. local ttl = tonumber(headers["X-TTL"] or 600) local expire_at = tonumber(headers["X-Expire-At"] or 600) local stapling = cachestapling:new({ stapling = resp_stapling, expire_at = expire_at, refresh_at = ngx_time() + ttl, }) return stapling end local function get_stapling(self, domain, fingerprint) local shm_cache = ngx.shared.ssl_certs_cache local stapling_key = "stapling:" .. domain .. ":" .. fingerprint local lock_key = "lock:stapling:" .. domain local lock_exptime = 10 -- seconds local stapling_buf, cache_err = shm_cache:get(stapling_key) if cache_err then return nil, "failed to get OCSP stapling cache: " .. cache_err end local stapling if stapling_buf then stapling = cachestapling:new():deserialize(stapling_buf) -- the cached stapling is within TTL, use it if stapling.refresh_at > ngx_time() then return stapling end end -- TTL expired, refresh it -- Lock to prevent multiple requests for same domain. local lock, lock_err = _lock(lock_key, { exptime = lock_exptime, timeout = lock_exptime }) if not lock then return nil, lock_err end -- Check the cache again after holding the lock. stapling_buf, cache_err = shm_cache:get(stapling_key) if cache_err then _log_unlock(lock) return nil, "failed to get OCSP stapling cache: " .. cache_err end if stapling_buf then stapling = cachestapling:new():deserialize(stapling_buf) if stapling.refresh_at > ngx_time() then _log_unlock(lock) return stapling end end -- We are the first, request and cache OCSP stapling from backend server. local new_stapling, req_err new_stapling, req_err = request_stapling(self, domain, fingerprint, lock_exptime - 2) if new_stapling then -- Cache the newly requested stapling. -- Consider time deviation, expire the backup 10 seconds before expiration. ngx_log(ngx.NOTICE, "requested stapling from backend server: " .. domain .. " fingerprint= " .. fingerprint .. " expire_at= " .. new_stapling["expire_at"] .. " refresh_at= " .. new_stapling["refresh_at"]) stapling = new_stapling stapling_buf = stapling:serialize() local expire_ttl = stapling.expire_at - ngx_time() - 10 if expire_ttl > 0 then local ok, cache_err, forcible = shm_cache:set(stapling_key, stapling_buf, expire_ttl) if forcible then ngx_log(ngx_ERR, "lua shared dict 'ssl_certs_cache' might be too small - consider increasing its size (old entries were removed while adding OCSP stapling for " .. domain .. ")") end if not ok then ngx_log(ngx_ERR, "failed to set OCSP stapling cache: ", cache_err) end end else -- In case of backend failure, use cached response if not expired. if stapling and stapling.expire_at < ngx_time() then stapling = nil end end -- Release the lock. _log_unlock(lock) if not stapling then return nil, req_err end return stapling end local function set_stapling(self, stapling) -- Set the OCSP stapling response. local ok, err = ocsp.set_ocsp_status_resp(stapling) if not ok then return false, "failed to set OCSP stapling: " .. err end return true end local function get_cert_from_lru_cache(domain) local cert_key = "cert:" .. domain return lru_cache:get(cert_key) end local function set_cert_to_lru_cache(domain, cert) local ttl = cert.refresh_at - ngx_time() if ttl > 0 then local cert_key = "cert:" .. domain lru_cache:set(cert_key, cert, ttl) end end function _M.ssl_certificate(self) local domain, domain_err = ssl.server_name() if not domain or domain_err then ngx_log(ngx_WARN, "could not determine domain for request (SNI not supported?): ", (domain_err or "")) return end -- Check the domain is one we allow for handling SSL. if not self.opts.allow_domain(domain) then ngx_log(ngx_NOTICE, domain, ": domain not allowed") return end local cert = get_cert_from_lru_cache(domain) local has_stapling, is_expired local err if not cert then cert, is_expired, err = get_cert(self, domain) end -- Missed from LRU cache, and got from shared memory or backend. if cert and (not cert.cert_cdata) then err = cert:parse_cert_and_priv_key() if err then ngx_log(ngx_ERR, domain, ": ", err) return end -- From now on, the certificate and private key PEM are not needed -- anymore, drop them to save some memory space for LRU cache. cert.cert_pem = nil cert.pkey_pem = nil -- Cache the parsed cdata to LRU cache. if not is_expired then set_cert_to_lru_cache(domain, cert) end end -- Got from LRU cache, the certificate may be expired. if cert then if (not is_expired) and cert.cert_type < 100 then has_stapling = true end local ok, set_err = set_cert(self, cert.cert_cdata, cert.pkey_cdata) if not ok then ngx_log(ngx_ERR, domain, ": ", set_err) return end else -- No cached certificate is available, fallback to the default -- certificate configured in the configuration file. if err then ngx_log(ngx_ERR, domain, ": ", err) end ngx_log(ngx_WARN, domain, ": fallback to configured default certificate") return end if self.opts.disable_stapling or (not has_stapling) then return end -- Since the ocsp library supports only DER format, it doesn't make much -- sense to use LRU cache here, so we don't use it for OCSP stapling. local stapling stapling, err = get_stapling(self, domain, cert.fingerprint) if stapling then local ok, set_err = set_stapling(self, stapling.stapling) if not ok then ngx_log(ngx_ERR, domain, ": ", set_err) return end else ngx_log(ngx_NOTICE, domain, ": ", err) return end end function _M.challenge_server(self) local domain, domain_err = ssl.server_name() if domain_err then ngx_log(ngx_WARN, "failed to get ssl.server_name (SNI not supported?): ", domain_err) end if not domain or domain == "" then domain = ngx.var.host if not domain or domain == "" then ngx_log(ngx_ERR, "could not determine domain from either ssl.server_name nor ngx.var.host") ngx_exit(ngx.HTTP_BAD_REQUEST) end end if not self.opts.allow_domain(domain) then ngx_log(ngx_NOTICE, domain, ": domain not allowed") ngx_exit(ngx.HTTP_NOT_FOUND) end -- Proxy challenge request to backend cert server. local httpc = resty_http.new() httpc:set_timeout(500) local ok, conn_err = httpc:connect(self.opts.backend_host, self.opts.backend_port) if not ok then ngx_log(ngx_ERR, domain, ": failed to connect backend server to proxy challenge request: ", conn_err) ngx_exit(ngx.HTTP_BAD_GATEWAY) end httpc:set_timeout(2000) httpc:proxy_response(httpc:proxy_request()) httpc:set_keepalive() end return _M
local skynet = require "skynet" local function main() skynet.newservice("debug_console", 8081) -- 登陆服务 local login = skynet.newservice("login") skynet.call(login, "lua", "start", { port = 8080, maxclient = 1000, nodelay = true, }) -- base_app_mgr skynet.uniqueservice("base_app_mgr") skynet.call("base_app_mgr", "lua", "start") -- area_mgr skynet.uniqueservice("area_mgr") skynet.call("area_mgr", "lua", "start") -- room_mgr skynet.uniqueservice("room_mgr") skynet.exit() end skynet.start(main)
local HttpService = game:GetService("HttpService") local Action = require(script.Parent.Action) return Action("BrushObjectNew", function(rbxObject, guid) if not guid then guid = HttpService:GenerateGUID() end assert(rbxObject.Archivable) return { guid = guid, rbxObject = rbxObject:Clone() } end)
Tremualin.Configuration.RandomBreakthroughChoices = 4 local configuration = Tremualin.Configuration local function GetRandomUnregisteredBreakthroughs(first_breakthrough) local colony = UIColony local choices = configuration.RandomBreakthroughChoices local unregistered_breakthroughs = colony:GetUnregisteredBreakthroughs() local random_breakthroughts = {} if first_breakthrough and not colony:IsTechDiscovered(first_breakthrough.id) and colony:TechAvailableCondition(first_breakthrough) then table.insert(random_breakthroughts, first_breakthrough) for i = 1, #unregistered_breakthroughs do if unregistered_breakthroughs[i] == first_breakthrough.id then table.remove(unregistered_breakthroughs, i) choices = choices - 1 break end end end StableShuffle(unregistered_breakthroughs, AsyncRand, 100) for i = 1, choices do table.insert(random_breakthroughts, TechDef[unregistered_breakthroughs[i]]) end return random_breakthroughts end local function ShowCherryPickingPopup(first_breakthrough, map_id, notification_type, research_instead_of_discover) local colony = UIColony local unregistered_breakthroughs = colony:GetUnregisteredBreakthroughs() if #unregistered_breakthroughs > 0 then CreateRealTimeThread(function() local params = { id = GetUUID(), title = Untranslated("Available Breakthroughs"), text = Untranslated("Our scientists believe that the recent findings will reveal never before seen technologies. But the experts can't agree on which path to pursue. Would you kindly help them choose a possible practical application of the discovery?"), minimized_notification_priority = "CriticalBlue", image = "UI/Messages/Events/03_discussion.tga", start_minimized = false, dismissable = false } local choices = {} local random_breakthroughts = GetRandomUnregisteredBreakthroughs(first_breakthrough) for i, breakthrought in ipairs(random_breakthroughts) do choices[i] = breakthrought params["choice" .. i] = breakthrought.display_name end if #random_breakthroughts > 0 then local choice = choices[WaitPopupNotification(false, params)] -- Is the chosen tech is already choice we had a bit of a race condition; try again if colony:IsTechResearched(choice.id) then ShowCherryPickingPopup(first_breakthrough, map_id, notification_type, research_instead_of_discover) return end -- Omega telescope will research instead of discover if research_instead_of_discover then colony:SetTechResearched(choice.id) else colony:SetTechDiscovered(choice.id) end if map_id then AddOnScreenNotification(notification_type, OpenResearchDialog, { name = choice.display_name, context = choice, rollover_title = choice.display_name, rollover_text = choice.description }, nil, map_id) else AddOnScreenNotification(notification_type, OpenResearchDialog, { name = choice.display_name, context = choice, rollover_title = choice.display_name, rollover_text = choice.description }) end end end) -- CreateRealTimeThread return true else return false end end local orig_SubsurfaceAnomaly_ScanCompleted = SubsurfaceAnomaly.ScanCompleted function SubsurfaceAnomaly:ScanCompleted(scanner, ...) local research = scanner and scanner.city and scanner.city.colony or UIColony local tech_action = self.tech_action local map_id = self:GetMapID() if tech_action == "breakthrough" then local first_breakthrough = TechDef[self.breakthrough_tech] if ShowCherryPickingPopup(first_breakthrough, map_id, "BreakthroughDiscovered") then -- proceeds with the original method but doesn't unlock anything extra self.tech_action = "none" else -- if no breakthroughs are found, unlock new technologies self.tech_action = "unlock" end end return orig_SubsurfaceAnomaly_ScanCompleted(self, scanner, ...) end local orig_PlanetaryAnomaly_Scan = PlanetaryAnomaly.Scan function PlanetaryAnomaly:Scan(rocket) local reward = self.reward if reward == "breakthrough" then local first_breakthrough = TechDef[self.breakthrough_tech] if ShowCherryPickingPopup(first_breakthrough, nil, "PlanetaryAnomaly_BreakthroughDiscovered") then self.reward = false else self.reward = "tech unlock" end end orig_PlanetaryAnomaly_Scan(self, rocket) end function OmegaTelescope:UnlockBreakthroughs(count) CreateGameTimeThread(function() local unlocked = 0 while count > unlocked do ShowCherryPickingPopup(nil, nil, "BreakthroughDiscovered", true) unlocked = unlocked + 1 Sleep(100) end end) end
local j1 = mk_assumption_justification(1) local j2 = mk_assumption_justification(2) assert(is_justification(j1)) assert(j1:depends_on(j1)) assert(not j1:depends_on(j2)) for c in j1:children() do assert(false) end assert(not j2:has_children()) print(j1) assert(not j1:get_main_expr())
--shameless copy-pasta of SkyLight's 3p8_time which was a copy-pasta of SkyLight's micro_gamecoob which was a copy-pasta of SkyLight's micro_item_salainen_radio which was a copy-pasta of SkyLight's micro_item_salainen_saha which was a copy-pasta of SkyLight's micro_item_salainen_kanto which was a copy-pasta of SkyLight's micro_item_salainen_puulle which was a copy-pasta of SkyLight's micro_item_salainen_kookospahkina_puu7 which was a copy-pasta of SkyLight's micro_item_salainen_kookospahkina_puu6 which was a copy-pasta of SkyLight's micro_item_salainen_kookospahkina_puu5 which was a copy-pasta of SkyLight's micro_item_salainen_kookospahkina_puu4 which was a copy-pasta of SkyLight's micro_item_salainen_kookospahkina_puu3 which was a copy-pasta of SkyLight's micro_item_salainen_kookospahkina_puu2 which was a copy-pasta of SkyLight's micro_item_salainen_kookospahkina_puu1 which was a copy-pasta of SkyLight's micro_item_salainen_kookospahkina_puu which was a copy-pasta of SkyLight's micro_item_secrete_hd which was a copy-pasta of SkyLight's micro_collectable_food which was a copy-pasta of SkyLight's micro_item_armorkit.lua which was a copy-pasta of Parakeet's micro_item_medkit.lua --gottem --gravity for spheres ay lamo --3p8_planet --I think the sphere will repulse you sometimes because the center of mass is not the origin... xD AddCSLuaFile() ENT.Type = "anim" ENT.ItemName = "3P8 Homeworld" ENT.ItemModel = "models/hunter/misc/sphere375x375.mdl" function ENT:Initialize() self:SetModel(self.ItemModel) self:PhysicsInitStandard() --self:PhysicsInit(SOLID_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) --stop movement self:SetMoveType(MOVETYPE_VPHYSICS) local phys = self:GetPhysicsObject() if (phys:IsValid()) then phys:EnableMotion(false) end self.meme = Vector(0,0,0) --g = (6.674×10^−11 N(m/kg)2) --it's a constant, might need to make my own for gmod to make it dank, thanks wikipedia self.g = 6.674/10^(11) --m1 = player mass = ? PhysObj:GetMass() ? = 128 --because I said so, bitch self.me = 128 --m2 = planet mass = ur mom = M⊕ = (5.9722±0.0006)×10^24 kg --wikipedia self.meplanet = (5.9722)*10^(15) --r = |(planet center - player center)| self.raddude = 1 --F = g(m1)(m2)/r^2 = the magnitude of the vector I want to set the player's velocity to self.mag = 0 self.delta = Vector(0,0,0) self.vect = Vector(0,0,0) --print("initialized planet") end if SERVER then function ENT:Think() --set ply velocity based on newtonian physics F = -g(m1)(m2)/r^2 --F = g(m1)(m2)/r^2 = the magnitude of the vector I want to set the player's velocity to --self.mag = self.g*self.me*self.meplanet/(self.raddude^2) --local dank = ents.GetAll() for i,ent in pairs(ents.GetAll()) do local phys = ent:GetPhysicsObject() if ( IsValid( phys ) ) then -- Always check with IsValid! The ent might not have physics! self.me = phys:GetMass() self.raddude = math.abs(self.meme:Distance(phys:GetPos())) self.mag = self.g*self.me*self.meplanet/(self.raddude^2) self.meme = phys:LocalToWorld( phys:GetMassCenter() ) --largest number should be 1, smallest should be -1? --divide by |largest| number :P self.delta = (phys:GetPos() - self.meme) if self.delta != Vector(0,0,0) then --ignores itself if math.abs(self.delta.x) > math.abs(self.delta.y) && math.abs(self.delta.x) > math.abs(self.delta.z) then self.vect = self.delta / self.delta.x elseif math.abs(self.delta.y) > math.abs(self.delta.x) && math.abs(self.delta.y) > math.abs(self.delta.z) then self.vect = self.delta / self.delta.y elseif math.abs(self.delta.z) > math.abs(self.delta.y) && math.abs(self.delta.z) > math.abs(self.delta.x) then self.vect = self.delta / self.delta.z else print("ERROR: 3p8_planet resultant gravity vector... non-existant?") print(self.vect.x ..", ".. self.vect.y ..", ".. self.vect.z .. " vect " .. self.delta.x ..", ".. self.delta.y ..", ".. self.delta.z .. " delta") end --print(dank[1].ClassName .. " ************************************************") print(self.vect.x ..", ".. self.vect.y ..", ".. self.vect.z .. " vect " .. self.delta.x ..", ".. self.delta.y ..", ".. self.delta.z .. " delta") ent:SetVelocity(self.mag*self.vect) --has to be a vector, not a number... end end end --set player angle (rotate them like we in portal) --get the normal relative to the center of the planet and the player --ply:SetAngle() --nahmeen? --print("ply: "..self.ply.." mag: "..self.mag.." velo: "..self.meme.." angel: "..self.meme) end end
hook.Add( "OnPlayerChat", "YouTubeMSG", function( ply, text, team, dead ) if ply ~= LocalPlayer() then return end if string.sub( text, 1, 8 ) == "/playnow" then local frame = vgui.Create( "DFrame" ) frame:SetTitle( "YouTube" ) frame:SetSize( ScrW() * 0.75, ScrH() * 0.75 ) frame:Center() frame:MakePopup() local html = vgui.Create( "HTML", frame ) html:Dock( FILL ) html:OpenURL( string.sub( text, 10 ) ) return true end end )
-- Variables g_Me = getLocalPlayer() g_Resource = getThisResource() g_Root = getRootElement() g_ResourceRoot = getResourceRootElement(g_Resource) local screenX, screenY = guiGetScreenSize() local g_Spawnpoints = {} local g_Pickups = {} local g_VisiblePickups = {} local g_DeathListRec = {} local deathListPositions = 10 local plrDeathListPos = -1 local deathListAdded = false local g_PrevVehicleHeight = nil local pickupAngle = 0 local survivorDynY = 0 local wonCamZ = 0 local wonPosX = 0 local wonPosY = 0 local wonPosZ = 0 local wonCY = 0 local wonName = nil local cdTimer = nil local heliTimer = nil local countState = nil local countTXT = nil local endTime = 0 local startTime = 0 local lastTick = 0 local cImageGO = dxCreateTexture("images/count_go.png") local cImage1 = dxCreateTexture("images/count_1.png") local cImage2 = dxCreateTexture("images/count_2.png") local cImage3 = dxCreateTexture("images/count_3.png") local imgSurvivor = dxCreateTexture("images/last_survivor.png") local cMapName = "None" local nextMapName = "Random" countImages = { [0] = cImageGO, [1] = cImage1, [2] = cImage2, [3] = cImage3 } local g_WaterCraftIDs = table.create({ 539, 460, 417, 447, 472, 473, 493, 595, 484, 430, 453, 452, 446, 454 }, true) addEventHandler("onClientFilesAreAllDownloaded",g_ResourceRoot, function () setBlurLevel(0) g_ModelForPickupType = { nitro = 2221, repair = 2222, vehiclechange = 2223 } engineImportTXD(engineLoadTXD('models/nitro.txd'), 2221) engineReplaceModel(engineLoadDFF('models/nitro.dff', 2221), 2221) engineSetModelLODDistance(2221, 60 ) engineImportTXD(engineLoadTXD('models/repair.txd'), 2222) engineReplaceModel(engineLoadDFF('models/repair.dff', 2222), 2222) engineSetModelLODDistance(2222, 60 ) engineImportTXD(engineLoadTXD('models/vehiclechange.txd'), 2223) engineReplaceModel(engineLoadDFF('models/vehiclechange.dff', 2223), 2223) engineSetModelLODDistance(2223, 60 ) setCameraClip ( true, false ) setPedCanBeKnockedOffBike(localPlayer, false) exports.BB_Rooms:loadRoomMap(localPlayer,getElementData(localPlayer,"bb.room")) end ) addEvent("onMapElement",true) addEventHandler("onMapElement",g_Root, function (name,element) if(name == "spawnpoint") then table.insert(g_Spawnpoints,{ vehicle = (element.vehicle or 0), posX = (element.posX or 0.0), posY = (element.posY or 0.0), posZ = (element.posZ or 0.0), rotX = (element.rotX or 0.0), rotY = (element.rotY or 0.0), rotZ = (element.rotZ or 0.0) }) end if(name == "racepickup") then pType = (element.type or "nitro") vehicle = (element.vehicle or 0) posX = (element.posX or 0.0) posY = (element.posY or 0.0) posZ = (element.posZ or 0.0) respawn = (element.respawn or 0) if(pType == "nitro") then racePickup = createObject(2221,posX,posY,posZ) end if(pType == "repair") then racePickup = createObject(2222,posX,posY,posZ) end if(pType == "vehiclechange") then racePickup = createObject(2223,posX,posY,posZ) end setElementCollisionsEnabled(racePickup, false) setElementDimension(racePickup,getElementData(localPlayer,"bb.room")) colShape = createColSphere(posX,posY,posZ, 3.5) table.insert(g_Pickups,{ pType = pType, vehicle = vehicle, element = racePickup, colshape = colShape, respawn = respawn }) end end ) addEvent("setCurrentMatrix",true) addEventHandler("setCurrentMatrix",g_Root, function() local x,y,z,camX,camY,camZ = getCameraMatrix() setCameraMatrix(x,y,z,camX,camY,camZ) setElementDimension(localPlayer,getElementData(localPlayer,"bb.room")) end ) addEventHandler('onClientElementStreamIn', g_Root, function() for _,v in ipairs(g_Pickups) do if(v.element == source) then table.insert(g_VisiblePickups,{ element = v.element, vehicle = v.vehicle, pType = v.pType }) break end end end ) addEventHandler('onClientElementStreamOut', g_Root, function() for i,v in ipairs(g_VisiblePickups) do if(v.element == source) then table.remove(g_VisiblePickups,i) break end end end ) function checkWater() if(getElementData(localPlayer,"state") ~= "alive") then return end if isPedInVehicle(localPlayer) then if g_WaterCraftIDs[getElementModel(getPedOccupiedVehicle(localPlayer))] then return end local x, y, z = getElementPosition(localPlayer) local waterZ = getWaterLevel(x, y, z) if waterZ and z < waterZ - 0.5 then triggerServerEvent("onKillPlayer",localPlayer) end end end setTimer(checkWater,1000,0) function performSuicide(player) if not isPedInVehicle(localPlayer) then return end if not isElementFrozen(getPedOccupiedVehicle(localPlayer)) then triggerServerEvent("onKillPlayer",localPlayer) end end addCommandHandler("kill",performSuicide) bindKey(next(getBoundKeys"enter_exit"), "down", "kill") function spectatePrevious() if (getElementData(localPlayer,"state") ~= "spectating") then return end triggerServerEvent("onSpectatePrevious",localPlayer) end addCommandHandler("spectate previous",spectatePrevious) function spectateNext() if (getElementData(localPlayer,"state") ~= "spectating") then return end triggerServerEvent("onSpectateNext",localPlayer) end addCommandHandler("spectate next",spectateNext) bindKey("arrow_l", "down", "spectate previous") bindKey("arrow_r", "down", "spectate next") function renderTimeLeft() local roomState = getElementData(getElementByID("room_"..tostring(getElementData(localPlayer,"bb.room"))),"room.state") if(roomState ~= "playing") then return end dxDrawImage(((screenX/2)-(conv(150)/2)), 0, conv(150), conv(50), 'images/timeleft.png', 0, 0, 0) local distLeft = endTime-(getTickCount()) if(distLeft < 0) then distLeft = 0 local length = dxGetTextWidth("Time is up!",conv(2),"default-bold") local height = dxGetFontHeight(conv(2),"default-bold") dxDrawText("Time is up!", ((screenX/2)-(length/2)), ((screenY-conv((230))+conv(75))-(height/2)), (((screenX/2)-(length/2))+50), screenY-conv(150), tocolor(255,0,0,255), conv(2), "default-bold" ) local x,y,z,camX,camY,camZ = getCameraMatrix() setCameraMatrix(x,y,z,camX,camY,camZ) else if(distLeft < 10000) then local length = dxGetTextWidth("Hurry up!!!",conv(2),"default-bold") local height = dxGetFontHeight(conv(2),"default-bold") dxDrawText("Hurry up!!!", ((screenX/2)-(length/2)), ((screenY-conv((230))+conv(75))-(height/2)), (((screenX/2)-(length/2))+50), screenY-conv(150), tocolor(255,0,0,255), conv(2), "default-bold" ) end end local timeLeft = formatTime(distLeft) local timePlayed = 0 if(lastTick ~= 0) then if(getElementData(localPlayer,"state") == "alive" and distLeft > 0) then lastTick = getTickCount() end timePlayed = formatTime((lastTick-startTime)) else timePlayed = formatTime(0) end local width = dxGetTextWidth(timeLeft,conv(0.9),"default-bold") dxDrawText(timeLeft, ((screenX/2)-conv(35)-conv(width/2)), conv(27), 0, 0, tocolor(255,255,255,200), conv(0.9), "default-bold","left","top",false,false,false,true) local width = dxGetTextWidth(timePlayed,conv(0.9),"default-bold") dxDrawText(timePlayed, ((screenX/2)+conv(35)-conv(width/2)), conv(27), 0, 0, tocolor(255,255,255,200), conv(0.9), "default-bold","left","top",false,false,false,true) end addEventHandler("onClientRender",g_Root,renderTimeLeft) function renderStats() local state = getElementData(localPlayer,"state") if(state == "alive" or state == "spectating") then local roomState = getElementData(getElementByID("room_"..tostring(getElementData(localPlayer,"bb.room"))),"room.state") if(roomState == "loading" or roomState == "unloading" or roomState == "winning") then return end if(getElementData(localPlayer,"UAG.MenuShown") == true) then return end dxDrawText("FPS:",conv(10), screenY-conv(65), conv(50), screenY-conv(20), tocolor(27,161,226,200), conv(1.2), "default-bold") dxDrawText(getElementData(localPlayer,"fps"),conv(50), screenY-conv(64), conv(50), screenY-conv(20), tocolor(255,255,255,200), conv(1.1), "default") dxDrawText("Next Map:",conv(10), screenY-conv(45), conv(50), screenY-conv(20), tocolor(27,161,226,200), conv(1.2), "default-bold") dxDrawText(nextMapName,conv(90), screenY-conv(44), conv(50), screenY-conv(20), tocolor(255,255,255,200), conv(1.1), "default") dxDrawText("Map:",conv(10), screenY-conv(25), conv(50), screenY-conv(20), tocolor(27,161,226,200), conv(1.2), "default-bold") dxDrawText(cMapName,conv(50), screenY-conv(24), conv(50), screenY-conv(20), tocolor(255,255,255,200), conv(1.1), "default") end end addEventHandler('onClientRender', g_Root, renderStats) addEvent("updateDeathList",true) addEventHandler("updateDeathList",g_Root, function(deathlist) local cCount = 1 table.sort(deathlist, function(a,b) return a.pos<b.pos end) for _,v in ipairs(deathlist) do if(cCount >= deathListPositions) then break end if(#g_DeathListRec <= deathListPositions) then if(cCount == 1 and #g_DeathListRec >= 1) then g_DeathListRec[1].pos = v.pos g_DeathListRec[1].player = v.player g_DeathListRec[1].name = v.name g_DeathListRec[1].recX = 0 elseif(cCount == 1 and #g_DeathListRec == 0) then table.insert(g_DeathListRec,cCount,{pos=v.pos,player=v.player,name=v.name,recX=0}) elseif(cCount > 1 and cCount <= #g_DeathListRec) then g_DeathListRec[cCount].pos = v.pos g_DeathListRec[cCount].player = v.player g_DeathListRec[cCount].name = v.name elseif(cCount > #g_DeathListRec) then table.insert(g_DeathListRec,cCount,{pos=v.pos,player=v.player,name=v.name,recX=150}) end else if(cCount < deathListPositions) then g_DeathListRec[cCount].pos = g_DeathListRec[cCount+1].pos g_DeathListRec[cCount].player = g_DeathListRec[cCount+1].player g_DeathListRec[cCount].name = g_DeathListRec[cCount+1].name else g_DeathListRec[cCount].pos = v.pos g_DeathListRec[cCount].player = v.player g_DeathListRec[cCount].name = v.name end end if(v.player == localPlayer) then plrDeathListPos = v.pos deathListAdded = true end cCount = cCount + 1 end end ) function renderDeathlist() if(#g_DeathListRec == 0) then return end local roomState = getElementData(getElementByID("room_"..tostring(getElementData(localPlayer,"bb.room"))),"room.state") if(roomState == "loading" or roomState == "unloading") then return end if(getElementData(localPlayer,"UAG.MenuShown") == true) then return end local recPos = conv(15)+(conv(30)*(deathListPositions/2)) local fontHeight = dxGetFontHeight(conv(1.2),"default-bold") local plrFound = false for _,v in ipairs(g_DeathListRec) do local camTarget = getCameraTarget() if(camTarget == false) then r,g,b = 0,0,0 alpha = 100 elseif(getVehicleOccupant(camTarget) == false) then r,g,b = 0,0,0 alpha = 100 elseif(getVehicleOccupant(camTarget) == getElementData(v.player,"spectating")) then r,g,b = 27,161,226 alpha = 40 else r,g,b = 0,0,0 alpha = 100 end if(v.player == localPlayer) then dxDrawRectangle((screenX-v.recX), ((screenY/2)-recPos), conv(200), conv(30), tocolor(0,0,0,200)) plrFound = true else dxDrawRectangle((screenX-v.recX), ((screenY/2)-recPos), conv(200), conv(30), tocolor(r,g,b,alpha)) end dxDrawText(v.pos..". "..v.name,(screenX-(v.recX-conv(10))), ((((screenY/2)-recPos)+conv(15))-(fontHeight/2)), conv(200), conv(30), tocolor(255,255,255,150), conv(1.2), "default-bold","left","top",false,false,false,true) recPos = recPos - conv(30) if(v.recX < conv(200)) then v.recX = v.recX + conv(2) end if(v.recX > conv(200)) then v.recX = conv(200) end end if((getElementData(localPlayer,"state") ~= "alive") and (plrFound == false) and (deathListAdded == true)) then dxDrawRectangle((screenX-conv(200)), ((screenY/2)+conv(105)), conv(200), conv(30), tocolor(0,0,0,200)) dxDrawText(plrDeathListPos..". "..getPlayerName(localPlayer),(screenX-(conv(190))), ((((screenY/2)+conv(135))-conv(15))-(fontHeight/2)), conv(200), conv(30), tocolor(255,255,255,150), conv(1.2), "default-bold","left","top",false,false,false,true) end end addEventHandler('onClientRender', g_Root, renderDeathlist) function updatePickups() local cx, cy, cz = getCameraMatrix() for i,v in ipairs(g_VisiblePickups) do if (v.pType == "vehiclechange") then local x,y,z = getElementPosition(v.element) local distance = getDistanceBetweenPoints3D(cx,cy,cz,x,y,z) if distance < 60 then local sx,sy = getScreenFromWorldPosition (x,y,z+1,0.08) if sx then if isLineOfSightClear(cx,cy,cz,x,y,z,true, false, false, true, false) then local scale = (60/distance)*0.5 dxDrawText(getVehicleNameFromModel(v.vehicle), sx, sy, sx, sy, tocolor(27,161,226,200), (scale/3.5), "bankgothic", "center", "bottom", false, false, false ) end end end end setElementRotation(v.element,0,0,pickupAngle) end if((pickupAngle + 5) > 360) then pickupAngle = 0 else pickupAngle = pickupAngle + 5 end end addEventHandler('onClientRender', g_Root, updatePickups) function renderLastSurvivor() if(survivorDynY < conv(200)) then survivorDynY = survivorDynY + 2 if(survivorDynY > conv(200)) then survivorDynY = conv(200) end end dxDrawImage((screenX-(conv(200))), survivorDynY-conv(240), conv(240), conv(240), imgSurvivor, 0) end addEvent("onWonScreen",true) addEventHandler("onWonScreen",g_Root, function(plrName,camX,camY,camZ) removeEventHandler('onClientRender', g_Root, renderLastSurvivor) setCameraMatrix(camX+20,camY,camZ+100,camX,camY,camZ) wonPosX = tonumber(camX) wonPosY = tonumber(camY) wonPosZ = tonumber(camZ) wonCamZ = tonumber(camZ+100) wonName = plrName wonCY = conv(200) setTimer(function() fadeCamera(true) removeEventHandler('onClientRender', g_Root, moveWonCamera) addEventHandler('onClientRender', g_Root, moveWonCamera) end,1000,1) end ) function moveWonCamera() local roomState = getElementData(getElementByID("room_"..tostring(getElementData(localPlayer,"bb.room"))),"room.state") if(roomState == "loading" or roomState == "unloading") then return end if(getElementData(getElementByID("room_"..tostring(getElementData(localPlayer,"bb.room"))),"room.state") ~= "winning") then return end if(wonCamZ > wonPosZ) then wonCamZ = wonCamZ - 1 end if(wonCY > 0) then wonCY = wonCY - 2 end if(wonCY < 0) then wonCY = 0 end setCameraMatrix(wonPosX+10,wonPosY,wonPosZ+((wonCamZ-wonPosZ)+3),wonPosX,wonPosY,wonPosZ) if(getElementData(localPlayer,"UAG.MenuShown") == true) then return end dxDrawRectangle(0,((screenY-conv(200))+wonCY),screenX,conv(200),tocolor(0,0,0,150)) local height = dxGetFontHeight(conv(5),"default-bold") local width = dxGetTextWidth(removeColorCoding(wonName),conv(5),"default-bold") dxDrawText(wonName, ((screenX/2)-(width/2)),(((screenY-conv(125))-(height/2))+wonCY), ((screenX/2)-(width/2)),((screenY-conv(125))-(height/2)), tocolor(255,255,255,255), conv(5), "default-bold","left","top",false,false,false,true) local height = dxGetFontHeight(conv(3),"default-bold") local width = dxGetTextWidth("Won the map!",conv(3),"default-bold") dxDrawText("Won the map!", ((screenX/2)-(width/2)),(((screenY-conv(50))-(height/2))+wonCY), ((screenX/2)-(width/2)),((screenY-conv(50))-(height/2)), tocolor(255,255,255,255), conv(3), "default-bold","left","top",false,false,false,true) end addEvent("onLastSurvivor",true) addEventHandler("onLastSurvivor",g_Root, function() survivorDynY = 0 addEventHandler('onClientRender', g_Root, renderLastSurvivor) end ) addEvent("onMapIsLoaded",true) addEventHandler("onMapIsLoaded",g_Root, function () removeEventHandler('onClientRender', g_Root, moveWonCamera) setCameraTarget(localPlayer,localPlayer) local pID = getElementData(localPlayer,"UAG.pIDroom") setCloudsEnabled(false) startTime = 0 endTime = 0 if(pID <= #g_Spawnpoints) then spawnClientOnPoint(pID) elseif(pID <= (#g_Spawnpoints*2)) then spawnClientOnPoint(pID-#g_Spawnpoints) else local pPos = math.random(1,#g_Spawnpoints) spawnClientOnPoint(pPos) end g_DeathListRec = {} deathListAdded = false heliTimer = setTimer(checkHelicopter,500,0) end ) addEvent("setGhostMode",true) addEventHandler("setGhostMode",g_Root, function (aliveTable,ghostmode) if(ghostmode) then state = false else state = true end for i,plr in ipairs(aliveTable) do for i,veh in ipairs(getElementsByType("vehicle")) do setElementCollidableWith(getPedOccupiedVehicle(plr), veh, state) setElementCollidableWith(veh, getPedOccupiedVehicle(plr), state) end end end ) addEvent("onMapStopping",true) addEventHandler("onMapStopping",g_Root, function () removeEventHandler('onClientRender', g_Root, moveWonCamera) for _,v in ipairs(g_Pickups) do destroyElement(v.element) end removeEventHandler('onClientRender', g_Root, renderLastSurvivor) triggerServerEvent("destroyPlayerVehicle",localPlayer) g_Pickups = {} g_Spawnpoints = {} g_VisiblePickups = {} g_DeathListRec = {} deathListAdded = false if(isTimer(cdTimer)) then killTimer(cdTimer) end if(isTimer(heliTimer)) then killTimer(heliTimer) end end ) addEvent("setCurrentMap",true) addEventHandler("setCurrentMap",getRootElement(), function (mapname) cMapName = mapname end ) addEvent("setNextMap",true) addEventHandler("setNextMap",getRootElement(), function (mapname) nextMapName = mapname end ) function vehicleEnter() local plrVehicle = getPedOccupiedVehicle(localPlayer) if(source == localPlayer) then setCameraBehindVehicle(plrVehicle) end end addEventHandler("onClientPlayerVehicleEnter",getRootElement(),vehicleEnter) function doCountdown(count) if(count == 1) then local tickCount = getTickCount() endTime = (tickCount+600000) startTime = tickCount lastTick = tickCount end if(count >= 1) then cdTimer = setTimer(doCountdown,1000,1,(count-1)) if(count == 3) then exports.BB_Maps:closeLoader() addEventHandler("onClientRender",getRootElement(),renderCount) end playSound("audio/count_"..count..".mp3",false) countState = count else countState = 0 setTimer(function() removeEventHandler("onClientRender",getRootElement(),renderCount) end,1000,1) local goSound = playSound("audio/count_go.mp3",false) setSoundVolume(goSound,60) cdTimer = nil end end addEvent("doCountdown",true) addEventHandler("doCountdown",g_Root,doCountdown) function doSetTimeLeft(dif) endTime = getTickCount() + dif end addEvent("setTimeLeft",true) addEventHandler("setTimeLeft",g_Root,doSetTimeLeft) function renderCount() if(getElementData(getElementByID("room_"..tostring(getElementData(localPlayer,"bb.room"))),"room.state") ~= "countdown") then return end dxDrawImage(((screenX/2)-(conv(270)/2)), ((screenY/2)-(conv(300)/2)), conv(300), conv(300), countImages[countState], 0) end addEventHandler("onClientColShapeHit", g_Root, function (player, matchingDimension) if(player == localPlayer) then for _,v in ipairs(g_Pickups) do if(v.colshape == source) then g_PrevVehicleHeight = getElementDistanceFromCentreOfMassToBaseOfModel(getPedOccupiedVehicle(localPlayer)) triggerServerEvent("onRacePickupTrigger",localPlayer,v) break end end end end ) addEvent("alignVehicleWithUp",true) addEventHandler("alignVehicleWithUp",g_Root, function () local vehicle = getPedOccupiedVehicle(localPlayer) if not vehicle then return end local matrix = getElementMatrix(vehicle) local Right = Vector3D:new(matrix[1][1], matrix[1][2], matrix[1][3]) local Fwd = Vector3D:new(matrix[2][1], matrix[2][2], matrix[2][3]) local Up = Vector3D:new(matrix[3][1], matrix[3][2], matrix[3][3]) local Velocity = Vector3D:new( getElementVelocity( vehicle ) ) local rz if Velocity:Length() > 0.05 and Up.z < 0.001 then rz = directionToRotation2D( Velocity.x, Velocity.y) else rz = directionToRotation2D(Fwd.x, Fwd.y) end setElementRotation(vehicle, 0, 0, rz) local newVehicleHeight = getElementDistanceFromCentreOfMassToBaseOfModel(vehicle) local x, y, z = getElementPosition(vehicle) if g_PrevVehicleHeight and newVehicleHeight > g_PrevVehicleHeight then z = z - g_PrevVehicleHeight + newVehicleHeight end if changez then z = z + 1 end setElementPosition(vehicle, x, y, z) g_PrevVehicleHeight = nil checkHelicopter() end ) function checkHelicopter() local vehicle = getPedOccupiedVehicle(localPlayer) if not isPedInVehicle(localPlayer) then return end local vehID = getElementModel(vehicle) if vehID == 417 or vehID == 425 or vehID == 447 or vehID == 465 or vehID == 469 or vehID == 487 or vehID == 488 or vehID == 497 or vehID == 501 or vehID == 548 or vehID == 563 then setHelicopterRotorSpeed (vehicle, 0.2) end end function spawnClientOnPoint(pos) triggerServerEvent("onMapSpawn",localPlayer,g_Spawnpoints[pos]) end
-- huangxin <[email protected]> local db = KEYS[1]; local client_ip = KEYS[2]; -- redis.call('SELECT', db); -- return 'OK';
function draw() imgui.Begin("BatchRemove") state.IsWindowHovered = imgui.IsWindowHovered() if imgui.Button("Remove") then actions.RemoveHitObjectBatch(state.SelectedHitObjects) end imgui.End() end
local AddonName, AddonTable = ... -- Auchenai Crypts AddonTable.crypts = { -- Shirrak the Dead Watcher 27846, 25964, 27410, 27408, 27409, 27866, 27847, 27865, 27493, 27845, 26055, -- Exarch Maladaar 27412, 27872, 27415, 27414, 27871, 29354, 29257, 29244, 27870, 27867, 27411, 27523, 27413, 27869, 27416, -- Quest Rewards 29341, }
-- manages trades -- author: Polymorphic local module = {} local ReplicatedStorage = game:GetService("ReplicatedStorage") local HttpService = game:GetService("HttpService") local network local configuration local itemLookup = require(ReplicatedStorage.itemData) --[[ playerTradeSessionData {} instance player string state int gold {inventoryTransferData} inventoryTransferDataCollection tradeSessionData {} string guid string state playerTradeSessionData playerTradeSessionData_player1 playerTradeSessionData playerTradeSessionData_player2 --]] -- contains tradeSessionData local tradeSessionDataCollection = {} local pendingTrade_guids = {} -- if IFFIsActiveTrade is set, the trade must be ongoing to return the sessionData local function getTradeSessionDataByPlayer(player) for i, tradeSessionData in pairs(tradeSessionDataCollection) do if tradeSessionData.playerTradeSessionData_player1.player == player or tradeSessionData.playerTradeSessionData_player2.player == player then return tradeSessionData end end return nil end local function propogateTradeDataUpdate(tradeSessionData) network:fireClient("signal_tradeSessionChanged", tradeSessionData.playerTradeSessionData_player1.player, tradeSessionData) network:fireClient("signal_tradeSessionChanged", tradeSessionData.playerTradeSessionData_player2.player, tradeSessionData) end local function invalidatePendingTradesForPlayer(player) for i, v in pairs(pendingTrade_guids) do if v.playerToTradeWith == player or v.tradeRequester == player then pendingTrade_guids[i] = nil end end end local invitationCD = {} local function playerRequest_requestTrade(tradeRequester, playerToTradeWith) if not configuration.getConfigurationValue("isTradingEnabled", tradeRequester) or not configuration.getConfigurationValue("isTradingEnabled", playerToTradeWith) then return false, "Trading is disabled right now." end if tradeRequester:FindFirstChild("DataSaveFailed") then network:fireClient("alertPlayerNotification", tradeRequester, {text = "Cannot trade during DataStore outage."; textColor3 = Color3.fromRGB(255, 57, 60)}) return false, "This feature is temporarily disabled" end if tradeRequester and playerToTradeWith and tradeRequester ~= playerToTradeWith then if not getTradeSessionDataByPlayer(tradeRequester) and not getTradeSessionDataByPlayer(playerToTradeWith) then if not invitationCD[tradeRequester] or (tick() - invitationCD[tradeRequester] > 3) then invitationCD[tradeRequester] = tick() local guid = HttpService:GenerateGUID(false) pendingTrade_guids[guid] = { tradeRequester = tradeRequester; playerToTradeWith = playerToTradeWith; } network:fireClient("signal_playerTradeRequest", playerToTradeWith, tradeRequester, guid) return true else return false, "stop sending trades so fast." end end elseif tradeRequester == playerToTradeWith then return false, "you can't trade with yourself, idiot." end return false, "player is already trading" end -- playerInventoryChanged_server local function isPlayerInventoryTransferDataValid(player, inventoryTransferDataCollection) local playerData = network:invoke("getPlayerData", player) local count = 0 do for i, inventoryTransferData in pairs(inventoryTransferDataCollection) do local itemBaseData = itemLookup[inventoryTransferData.id] if itemBaseData.soulbound then return false end if not inventoryTransferData.stacks then inventoryTransferData.stacks = 1 end if inventoryTransferData.stacks <= 0 then return false elseif math.floor(inventoryTransferData.stacks) ~= inventoryTransferData.stacks then return false end count = count + 1 end end if playerData then local matches = 0 local trueInventoryTransferDataCollection = {} for i, inventorySlotData in pairs(playerData.inventory) do for ii, inventoryTransferData in pairs(inventoryTransferDataCollection) do if inventorySlotData.position == inventoryTransferData.position and inventorySlotData.id == inventoryTransferData.id and (inventoryTransferData.stacks or 1) <= (inventorySlotData.stacks or 1) then if inventorySlotData.soulbound then return false end trueInventoryTransferDataCollection[ii] = inventorySlotData matches = matches + 1 break end end end return matches == count, trueInventoryTransferDataCollection end end local function getTradeSessionDataById(tradeSessionId) for i, tradeSessionData in pairs(tradeSessionDataCollection) do if tradeSessionData.id == tradeSessionId then return tradeSessionData end end return nil end local function playerRequest_cancelTrade(player) local tradeSessionData = getTradeSessionDataByPlayer(player) if tradeSessionData then tradeSessionData.state = "canceled" tradeSessionData.playerTradeSessionData_player1.state = "denied" tradeSessionData.playerTradeSessionData_player2.state = "denied" propogateTradeDataUpdate(tradeSessionData) for i, _tradeSessionData in pairs(tradeSessionDataCollection) do if _tradeSessionData == tradeSessionData then table.remove(tradeSessionDataCollection, i) break end end end end local processTicketDuplicationValidationQueue = {} local function playerRequest_updatePlayerTradeSessionData(player, guid, key, value) local tradeSessionData = getTradeSessionDataByPlayer(player) if not tradeSessionData then return false, "no tradeSessionData found for player" end if tradeSessionData.guid ~= guid then return false, "invalid guid for tradeSessionData" end local p1 = tradeSessionData.playerTradeSessionData_player1.player local p2 = tradeSessionData.playerTradeSessionData_player2.player -- stop teleporting while trading if p1.Parent == nil or p1:FindFirstChild("teleporting") or p1:FindFirstChild("DataLoaded") == nil then return false, "invalid players" end -- stop teleporting while trading if p2.Parent == nil or p2:FindFirstChild("teleporting") or p2:FindFirstChild("DataLoaded") == nil then return false, "invalid players" end local playerData = network:invoke("getPlayerData", player) if playerData and tradeSessionData and tradeSessionData.state ~= "completed" and tradeSessionData.state ~= "canceled" then local playerTradeSessionData_player = (tradeSessionData.playerTradeSessionData_player1.player == player and tradeSessionData.playerTradeSessionData_player1) or (tradeSessionData.playerTradeSessionData_player2.player == player and tradeSessionData.playerTradeSessionData_player2) if key == "state" and (value == "approved" or value == "denied" or value == "none") then if value ~= playerTradeSessionData_player.state then playerTradeSessionData_player.state = value -- prevent players from spamming approve! local processTicket = HttpService:GenerateGUID(false) processTicketDuplicationValidationQueue[guid] = processTicket if key == "state" and value == "denied" and tradeSessionData.state == "countdown" then tradeSessionData.state = "active" propogateTradeDataUpdate(tradeSessionData) return true end if tradeSessionData.state ~= "countdown" and tradeSessionData.playerTradeSessionData_player1.state == "approved" and tradeSessionData.playerTradeSessionData_player2.state == "approved" then tradeSessionData.state = "countdown" propogateTradeDataUpdate(tradeSessionData) local startTime = tick() while (tick() - startTime) < 6 and (tradeSessionData.playerTradeSessionData_player1.state == "approved" and tradeSessionData.playerTradeSessionData_player2.state == "approved") do wait(1 / 4) end -- stop teleporting while trading if p1.Parent ~= game.Players or p1:FindFirstChild("teleporting") or p1:FindFirstChild("DataLoaded") == nil or not network:invoke("getPlayerData", p1) then return false, "invalid players call 2" end -- stop teleporting while trading if p2.Parent ~= game.Players or p2:FindFirstChild("teleporting") or p2:FindFirstChild("DataLoaded") == nil or not network:invoke("getPlayerData", p2) then return false, "invalid players call 2" end if not isPlayerInventoryTransferDataValid(p1, tradeSessionData.playerTradeSessionData_player1.inventoryTransferDataCollection) then return false, tostring(p1) .. " has invalid trade data" end if not isPlayerInventoryTransferDataValid(p2, tradeSessionData.playerTradeSessionData_player2.inventoryTransferDataCollection) then return false, tostring(p2) .. " has invalid trade data" end if processTicketDuplicationValidationQueue[guid] == processTicket and (tradeSessionData.playerTradeSessionData_player1.state == "approved" and tradeSessionData.playerTradeSessionData_player2.state == "approved") then local success, errMsg = network:invoke("requestTradeBetweenPlayers", tradeSessionData.playerTradeSessionData_player1.player, tradeSessionData.playerTradeSessionData_player1.inventoryTransferDataCollection, tradeSessionData.playerTradeSessionData_player1.gold, tradeSessionData.playerTradeSessionData_player2.player, tradeSessionData.playerTradeSessionData_player2.inventoryTransferDataCollection, tradeSessionData.playerTradeSessionData_player2.gold) if success then tradeSessionData.state = "completed" propogateTradeDataUpdate(tradeSessionData) else playerRequest_cancelTrade(player) end -- empty the guid processTicketDuplicationValidationQueue[guid] = nil for i, v in pairs(tradeSessionDataCollection) do if v.guid == guid then table.remove(tradeSessionDataCollection, i) end end return success, errMsg end else tradeSessionData.state = "active" propogateTradeDataUpdate(tradeSessionData) end return true end elseif key == "gold" and (type(value) == "number" and value >= 0) then if playerData.gold >= value then playerTradeSessionData_player.gold = value tradeSessionData.playerTradeSessionData_player1.state = "none" tradeSessionData.playerTradeSessionData_player2.state = "none" tradeSessionData.state = "active" propogateTradeDataUpdate(tradeSessionData) return true else return false, "invalid gold" end elseif key == "inventoryTransferDataCollection" and (typeof(value) == "table") then local playerInventoryTransferDataCollectionIsValid, trueInventoryTransferDataCollection = isPlayerInventoryTransferDataValid(player, value) if playerInventoryTransferDataCollectionIsValid then tradeSessionData.playerTradeSessionData_player1.state = "none" tradeSessionData.playerTradeSessionData_player2.state = "none" tradeSessionData.state = "active" playerTradeSessionData_player.inventoryTransferDataCollection = trueInventoryTransferDataCollection propogateTradeDataUpdate(tradeSessionData) return true else return false, "invalid trade transfer data" end else return false, "invalid key" end end return false, "invalid" end local function playerRequest_acceptTradeRequest(player, guid) if player:FindFirstChild("DataSaveFailed") then network:fireClient("alertPlayerNotification", player, {text = "Cannot trade during DataStore outage."; textColor3 = Color3.fromRGB(255, 57, 60)}) return false, "This feature is temporarily disabled" end if pendingTrade_guids[guid] then -- cancel all current trades involving player except for this trade. local pendingTradeData = pendingTrade_guids[guid] invalidatePendingTradesForPlayer(pendingTradeData.tradeRequester) invalidatePendingTradesForPlayer(pendingTradeData.playerToTradeWith) if not pendingTradeData.tradeRequester.Parent or not pendingTradeData.playerToTradeWith.Parent then return false end --[[ playerTradeSessionData {} instance player string state int gold {inventoryTransferData} inventoryTransferDataCollection tradeSessionData {} string guid string state playerTradeSessionData playerTradeSessionData_player1 playerTradeSessionData playerTradeSessionData_player2 --]] local tradeSessionData = {} tradeSessionData.guid = guid tradeSessionData.state = "active" tradeSessionData.playerTradeSessionData_player1 = {} tradeSessionData.playerTradeSessionData_player1.player = pendingTradeData.tradeRequester tradeSessionData.playerTradeSessionData_player1.state = "pending" tradeSessionData.playerTradeSessionData_player1.gold = 0 tradeSessionData.playerTradeSessionData_player1.inventoryTransferDataCollection = {} tradeSessionData.playerTradeSessionData_player2 = {} tradeSessionData.playerTradeSessionData_player2.player = pendingTradeData.playerToTradeWith tradeSessionData.playerTradeSessionData_player2.state = "pending" tradeSessionData.playerTradeSessionData_player2.gold = 0 tradeSessionData.playerTradeSessionData_player2.inventoryTransferDataCollection = {} -- register this trade :] table.insert(tradeSessionDataCollection, tradeSessionData) propogateTradeDataUpdate(tradeSessionData) return true end return false, "invalid or inactive guid" end local function onPlayerInventoryChanged_server(player) local tradeSessionData = getTradeSessionDataByPlayer(player) if tradeSessionData then tradeSessionData.playerTradeSessionData_player1.state = "none" tradeSessionData.playerTradeSessionData_player2.state = "none" tradeSessionData.state = "active" end end local function onPlayerRemoving(player) invitationCD[player] = nil end function module.init(Modules) network = Modules.network configuration = Modules.configuration game.Players.PlayerRemoving:connect(onPlayerRemoving) network:create("playerRequest_cancelTrade", "RemoteFunction", "OnServerInvoke", playerRequest_cancelTrade) network:create("playerRequest_requestTrade", "RemoteFunction", "OnServerInvoke", playerRequest_requestTrade) network:create("playerRequest_acceptTradeRequest", "RemoteFunction", "OnServerInvoke", playerRequest_acceptTradeRequest) network:create("playerRequest_updatePlayerTradeSessionData", "RemoteFunction", "OnServerInvoke", playerRequest_updatePlayerTradeSessionData) network:create("signal_playerTradeRequest", "RemoteEvent") network:create("signal_tradeSessionChanged", "RemoteEvent") network:connect("playerInventoryChanged_server", "Event", onPlayerInventoryChanged_server) end return module
--- === cp.apple.finalcutpro.cmd.CommandDetail === --- --- This class provides a UI for displaying the details of a command when it is selected on the `CommandList`. local require = require -- local log = require "hs.logger".new "CommandDetail" local fn = require "cp.fn" local ax = require "cp.fn.ax" local Group = require "cp.ui.Group" local StaticText = require "cp.ui.StaticText" local ScrollArea = require "cp.ui.ScrollArea" local TextArea = require "cp.ui.TextArea" local chain = fn.chain local matchesExactItems = fn.table.matchesExactItems local CommandDetail = Group:subclass("cp.apple.finalcutpro.cmd.CommandDetail") --- cp.apple.finalcutpro.cmd.CommandDetail.matches(element) -> boolean --- Function --- Checks if the element matches the criteria for this class. --- --- Parameters: --- * element - The element to check. --- --- Returns: --- * `true` if the element matches, `false` otherwise. CommandDetail.static.matches = ax.matchesIf( -- It's a Group Group.matches, -- ...with exactly one child chain // ax.children >> matchesExactItems( fn.all( -- It's a Group Group.matches, -- ...containing exactly... chain // ax.childrenTopDown >> matchesExactItems( -- ... a StaticText... StaticText.matches, -- ... and a ScrollArea... ScrollArea.matches ) ) ) ) -- cp.apple.finalcutpro.cmd.CommandDetail._contentGroupUI <cp.prop: axuielement> -- Field -- The [axuielement](cp.prop.axuielement) for the content Group. function CommandDetail.lazy.prop:_contentGroupUI() return self.UI:mutate(ax.childMatching(Group.matches)) end -- cp.apple.finalcutpro.cmd.CommandDetail._labelUI <cp.prop: axuielement> -- Field -- The [axuielement](cp.prop.axuielement) for the label. function CommandDetail.lazy.prop:_labelUI() return self._contentGroupUI:mutate(ax.childMatching(StaticText.matches)) end --- cp.apple.finalcutpro.cmd.CommandDetail.label <cp.ui.StaticText> --- Field --- The StaticText that displays the label. function CommandDetail.lazy.value:label() return StaticText(self, self._labelUI) end -- cp.apple.finalcutpro.cmd.CommandDetail._detailUI <cp.prop: axuielement> -- Field -- The [axuielement](cp.prop.axuielement) for the detail `AXScrollArea`. function CommandDetail.lazy.prop:_detailUI() return self._contentGroupUI:mutate(ax.childMatching(ScrollArea.matches)) end --- cp.apple.finalcutpro.cmd.CommandDetail.detail <cp.ui.ScrollArea> --- Field --- The [ScrollArea](cp.ui.ScrollArea.md) that displays the contained [TextArea](cp.ui.TextArea.md). function CommandDetail.lazy.value:detail() return ScrollArea:containing(TextArea)(self, self._detailUI) end --- cp.apple.finalcutpro.cmd.CommandDetail.contents <cp.ui.TextArea> --- Field --- The TextArea that displays the content. function CommandDetail.lazy.value:contents() return self.detail.contents end return CommandDetail
id = 'V-38491' severity = 'high' weight = 10.0 title = 'There must be no .rhosts or hosts.equiv files on the system.' description = 'Trust files are convenient, but when used in conjunction with the R-services, they can allow unauthenticated access to a system.' fixtext = [=[The files "/etc/hosts.equiv" and "~/.rhosts" (in each user's home directory) list remote hosts and users that are trusted by the local system when using the rshd daemon. To remove these files, run the following command to delete them from any location. # rm /etc/hosts.equiv $ rm ~/.rhosts]=] checktext = [=[The existence of the file "/etc/hosts.equiv" or a file named ".rhosts" inside a user home directory indicates the presence of an Rsh trust relationship. If these files exist, this is a finding.]=] function test() end function fix() end
local the = require"the" local obj,has = the.get"metas obj has" local abs = the.get"maths abs" local push,per = the.get"tables push per" local Num= obj"Num" function Num.new(i,s) s=s or "" return has(Num,{ at=i or 0,txt=s, n=0,_contents={}, lo=1E32,hi=-1E32, ok=false, w =s:find"+" and 1 or s:find"-" and -1 or 0}) end function Num:add(x) if x=="?" then return x end self.n = self.n + 1 if x>self.hi then self.hi=x end if x<self.lo then self.lo=x end push(self._contents, x) self.ok = false end -- note: the updated contents are no longer sorted -- Ensure the contents are shorted; them return those concents. function Num:all(x) if not self.ok then self.ok=true; table.sort(self._contents) end return self._contents end -- If either of `x,y` is unknown, guess a value that maximizes the distance. function Num:dist(x,y) if x=="?" then y = self:norm(x); x = y>.5 and 0 or 1 elseif y=="?" then x = self:norm(x); y = x>.5 and 0 or 1 else x,y = self:norm(x), self:norm(y) end return abs(x-y) end -- central tendency function Num:mid( a) a=self:all(); return a[#a//2] end -- convert `x` to 0..1 for min..max. function Num:norm(x, lo,hi) lo,hi = self.lo,self.hi return abs(lo - hi)< 1E-16 and 0 or (x - lo)/(hi-lo) end -- The standard deviation of a list of sorted numbers is the -- 90th - 10th percentile, divided by 2.56. Why? It is widely -- know that &plusmn; 1 to 2 standard deviations is 66 to 95% -- of the probability. Well, it is also true that -- &plusmn; is 1.28 is 90% of the mass which, to say that -- another way, one standard deviation is 2\*1.28 of &plusmn; 90%. function Num:spread( a) a=self:all(); return (per(a,.9) - per(a,.1))/2.56 end return Num
--[[ © 2013 GmodLive private project do not share without permission of its author (Andrew Mensky vk.com/men232). --]] local gc = gc; local tostring = tostring; local CurTime = CurTime; local pairs = pairs; local type = type; local math = math; gc.attributes = gc.attributes or gc.kernel:NewLibrary("Attributs"); if !gc.datastream then include( "sh_datastream.lua" ); end; if (SERVER) then function gc.attributes:Progress(player, attribute, amount, gradual) local attributeTable = gc.attribute:FindByID(attribute); local attributes = player:GetAttributes(); if (attributeTable) then attribute = attributeTable.uniqueID; if (gradual and attributes[attribute]) then if (amount > 0) then amount = math.max(amount - ((amount / attributeTable.maximum) * attributes[attribute].amount), amount / attributeTable.maximum); else amount = math.min((amount / attributeTable.maximum) * attributes[attribute].amount, amount / attributeTable.maximum); end; end; amount = amount * gc.config:Get("scale_attribute_progress"):Get(); if (attributes[attribute]) then if (attributes[attribute].amount == attributeTable.maximum) then if (amount > 0) then return false, "Vous avez atteint le maximum de attribute!"; end; end; else attributes[attribute] = {amount = attributeTable.default or 0, progress = 0}; end; local progress = attributes[attribute].progress + amount; local remaining = math.max(progress - 100, 0); if (progress >= 100) then attributes[attribute].progress = 0; player:UpdateAttribute(attribute, 1); if (remaining > 0) then return player:ProgressAttribute(attribute, remaining); end; elseif (progress < 0) then attributes[attribute].progress = 100; player:UpdateAttribute(attribute, -1); if (progress < 0) then return player:ProgressAttribute(attribute, progress); end; else attributes[attribute].progress = progress; end; if (attributes[attribute].amount == 0 and attributes[attribute].progress == 0) then attributes[attribute] = nil; end; if (player:HasInitialized()) then if (!player.gcCachedAttrProgress) then player.gcCachedAttrProgress = {}; end; if (attributes[attribute]) then player.gcAttrProgress[attribute] = math.floor(attributes[attribute].progress); else player.gcAttrProgress[attribute] = 0; end; local progressDifferent = math.abs((player.gcCachedAttrProgress[attribute] or 0) - player.gcAttrProgress[attribute]); if ( progressDifferent > 1 ) then player.gcAttrProgressTime = 0; player.gcCachedAttrProgress[attribute] = player.gcAttrProgress[attribute]; end; gc.plugin:Call("PlayerAttributeProgress", player, attributeTable, amount ); end; else return false, "That is not a valid attribute!"; end; end; -- A function to update a player's attribute. function gc.attributes:Update(player, attribute, amount) local attributeTable = gc.attribute:FindByID(attribute); local attributes = player:GetAttributes(); if (attributeTable) then attribute = attributeTable.uniqueID; if (!attributes[attribute]) then attributes[attribute] = {amount = attributeTable.default or 0, progress = 0}; elseif (attributes[attribute].amount == attributeTable.maximum) then if (amount and amount > 0) then return false, "Vous avez atteint le maximum de attribute!"; end; end; attributes[attribute].amount = math.Clamp(attributes[attribute].amount + (amount or 0), 0, attributeTable.maximum); if (amount and amount > 0) then attributes[attribute].progress = 0; if (player:HasInitialized()) then player.gcAttrProgress[attribute] = 0; player.gcAttrProgressTime = 0; end; end; gc.datastream:Start(player, "AttrUpdate", { index = attributeTable.index, amount = attributes[attribute].amount, progress = attributes[attribute].progress }); if (attributes[attribute].amount == 0 and attributes[attribute].progress == 0) then attributes[attribute] = nil; end; gc.plugin:Call("PlayerAttributeUpdated", player, attributeTable, amount); return true; else return false, "Ce n'est pas un attribut valide!"; end; end; -- A function to clear a player's attribute boosts. function gc.attributes:ClearBoosts(player) gc.datastream:Start(player, "AttrBoostClear", true); player.gcAttrBoosts = {}; end; --- A function to get whether a boost is active for a player. function gc.attributes:IsBoostActive(player, identifier, attribute, amount, duration) if (player.gcAttrBoosts) then local attributeTable = gc.attribute:FindByID(attribute); if (attributeTable) then attribute = attributeTable.uniqueID; if (player.gcAttrBoosts[attribute]) then local attributeBoost = player.gcAttrBoosts[attribute][identifier]; if (attributeBoost) then if (amount and duration) then return attributeBoost.amount == amount and attributeBoost.duration == duration; elseif (amount) then return attributeBoost.amount == amount; elseif (duration) then return attributeBoost.duration == duration; else return true; end; end; end; end; end; end; -- A function to boost a player's attribute. function gc.attributes:Boost(player, identifier, attribute, amount, duration) local attributeTable = gc.attribute:FindByID(attribute); if (attributeTable) then attribute = attributeTable.uniqueID; if (amount) then if (!identifier) then identifier = tostring({}); end; if (!player.gcAttrBoosts[attribute]) then player.gcAttrBoosts[attribute] = {}; end; if (duration) then player.gcAttrBoosts[attribute][identifier] = { duration = duration, endTime = CurTime() + duration, default = amount, amount = amount, }; else player.gcAttrBoosts[attribute][identifier] = { amount = amount }; end; local gcIndex = attributeTable.index; local gcAmount = player.gcAttrBoosts[attribute][identifier].amount; local gcDuration = player.gcAttrBoosts[attribute][identifier].duration; local gcEndTime = player.gcAttrBoosts[attribute][identifier].endTime; local gcIdentifier = identifier; gc.datastream:Start(player, "AttrBoost", { index = gcIndex, amount = gcAmount, duration = gcDuration, endTime = gcEndTime, identifier = gcIdentifier }); return identifier; elseif (identifier) then if (self:IsBoostActive(player, identifier, attribute)) then if (player.gcAttrBoosts[attribute]) then player.gcAttrBoosts[attribute][identifier] = nil; end; gc.datastream:Start(player, "AttrBoostClear", { index = attributeTable.index, identifier = identifier }); end; return true; elseif (player.gcAttrBoosts[attribute]) then gc.datastream:Start(player, "AttrBoostClear", { index = attributeTable.index }); player.gcAttrBoosts[attribute] = {}; return true; end; else self:ClearBoosts(player); return true; end; end; -- A function to get a player's attribute as a fraction. function gc.attributes:Fraction(player, attribute, fraction, negative) local attributeTable = gc.attribute:FindByID(attribute); if (attributeTable) then local maximum = attributeTable.maximum; local amount = self:Get(player, attribute, nil, negative) or 0; if (amount < 0 and type(negative) == "number") then fraction = negative; end; if (!attributeTable.cache[amount][fraction]) then attributeTable.cache[amount][fraction] = (fraction / maximum) * amount; end; return attributeTable.cache[amount][fraction]; end; end; -- A function to get whether a player has an attribute. function gc.attributes:Get(player, attribute, boostless, negative) local attributeTable = gc.attribute:FindByID(attribute); if (attributeTable) then attribute = attributeTable.uniqueID; local maximum = attributeTable.maximum; local default = player:GetAttributes()[attribute]; local boosts = player.gcAttrBoosts[attribute]; if ( !default and attributeTable.default ) then default = { amount = attributeTable.default, progress = 0 }; end; if (boostless) then if (default) then return default.amount, default.progress; end; else local progress = 0; local amount = 0; if (default) then amount = amount + default.amount; progress = progress + default.progress; end; if (boosts) then for k, v in pairs(boosts) do amount = amount + v.amount; end; end; if (negative) then amount = math.Clamp(amount, -maximum, maximum); else amount = math.Clamp(amount, 0, maximum); end; return math.ceil(amount), progress; end; end; end; function gc.attributes:PlayerSpawn( player, bFirstSpawn, bInitialized ) player.gcAttrBoosts = {}; end; function gc.attributes:PlayerDeath( player, inflictor, attacker, damageInfo ) for k, v in pairs(gc.attribute:GetAll()) do player:ProgressAttribute( k, -15, false ); end; end; function gc.attributes:PlayerCharacterLoaded( player ) player.gcAttrProgress = {}; player.gcAttrProgressTime = 0; for k, v in pairs(gc.attribute:GetAll()) do player:UpdateAttribute(k); end; for k, v in pairs(player:GetAttributes()) do player.gcAttrProgress[k] = math.floor(v.progress); end; end; function gc.attributes:PlayerAttributeUpdated( player, attributeTable, amount ) if ( attributeTable.isShared ) then local attribute = attributeTable.uniqueID; local attributes = player:GetAttributes()[attribute] or {}; player:SetSharedVar{ ["atb_"..attribute] = attributes.amount or attributeTable.default or 0 }; end; if ( player:HasInitialized() and amount and amount != 0 ) then player:SaveCharacter(); end; end; -- Called at an interval while a player is connected. function gc.attributes:PlayerThink( player, curTime, infoTable, bAlive ) if ( bAlive and player:WaterLevel() == 0 ) then if ( !player:InVehicle() and player:GetMoveType() == MOVETYPE_WALK ) then if ( player:IsInWorld() ) then if ( !player:IsOnGround() ) then player:ProgressAttribute(ATB_ACROBATICS, 0.25, true); elseif ( infoTable.isRunning ) then player:ProgressAttribute(ATB_AGILITY, 0.125, true); elseif ( infoTable.isJogging ) then player:ProgressAttribute(ATB_AGILITY, 0.0625, true); end; end; end; end; local acrobatics = gc.attributes:Fraction(player, ATB_ACROBATICS, 100, 50); local agility = gc.attributes:Fraction(player, ATB_AGILITY, 50, 25); infoTable.jumpPower = infoTable.jumpPower + acrobatics; infoTable.runSpeed = infoTable.runSpeed + agility; end; function greenCode.attributes:PlayerSetSharedVars( player, tSharedData, curTime ) player:HandleAttributeProgress( curTime ); player:HandleAttributeBoosts( curTime ); end; else gc.attributes.stored = gc.attributes.stored or {}; gc.attributes.boosts = gc.attributes.boosts or {}; -- A function to get the local player's attribute as a fraction. function gc.attributes:Fraction(attribute, fraction, negative) local attributeTable = gc.attribute:FindByID(attribute); if (attributeTable) then local maximum = attributeTable.maximum; local amount = self:Get(attribute, nil, negative) or 0; if (amount < 0 and type(negative) == "number") then fraction = negative; end; if (!attributeTable.cache[amount][fraction]) then attributeTable.cache[amount][fraction] = (fraction / maximum) * amount; end; return attributeTable.cache[amount][fraction]; end; end; -- A function to get whether the local player has an attribute. function gc.attributes:Get(attribute, boostless, negative) local attributeTable = gc.attribute:FindByID(attribute); if (attributeTable) then attribute = attributeTable.uniqueID; local maximum = attributeTable.maximum; local default = self.stored[attribute]; local boosts = self.boosts[attribute]; if ( !default and attributeTable.default ) then default = { amount = attributeTable.default, progress = 0 }; end; if (boostless) then if (default) then return default.amount, default.progress; end; else local progress = 0; local amount = 0; if (default) then amount = amount + default.amount; progress = progress + default.progress; end; if (boosts) then for k, v in pairs(boosts) do amount = amount + v.amount; end; end; if (negative) then amount = math.Clamp(amount, -maximum, maximum); else amount = math.Clamp(amount, 0, maximum); end; return math.ceil(amount), progress; end; end; end; gc.datastream:Hook("AttrBoostClear", function(data) local index = nil; local identifier = nil; if (type(data) == "table") then index = data.index; identifier = data.identifier; end; local attributeTable = gc.attribute:FindByID(index); if (attributeTable) then local attribute = attributeTable.uniqueID; if (identifier and identifier != "") then if (gc.attributes.boosts[attribute]) then gc.attributes.boosts[attribute][identifier] = nil; end; else gc.attributes.boosts[attribute] = nil; end; else gc.attributes.boosts = {}; end; end); gc.datastream:Hook("AttrBoost", function(data) local index = data.index; local amount = data.amount; local duration = data.duration; local endTime = data.endTime; local identifier = data.identifier; local attributeTable = gc.attribute:FindByID(index); if (attributeTable) then local attribute = attributeTable.uniqueID; if (!gc.attributes.boosts[attribute]) then gc.attributes.boosts[attribute] = {}; end; if (amount and amount == 0) then gc.attributes.boosts[attribute][identifier] = nil; elseif (duration and duration > 0 and endTime and endTime > 0) then gc.attributes.boosts[attribute][identifier] = { duration = duration, endTime = endTime, default = amount, amount = amount }; else gc.attributes.boosts[attribute][identifier] = { default = amount, amount = amount }; end; end; end); gc.datastream:Hook("AttributeProgress", function(data) local index = data.index; local amount = data.amount; local attributeTable = gc.attribute:FindByID(index); if (attributeTable) then local attribute = attributeTable.uniqueID; if (gc.attributes.stored[attribute]) then gc.attributes.stored[attribute].progress = amount; else gc.attributes.stored[attribute] = {amount = attributeTable.default or 0, progress = amount}; end; end; end); gc.datastream:Hook("AttrUpdate", function(data) local index = data.index; local amount = data.amount; local progress = data.progress; local attributeTable = gc.attribute:FindByID(index); if (attributeTable) then local attribute = attributeTable.uniqueID; gc.attributes.stored[attribute] = {amount = amount or attributeTable.default or 0, progress = progress or 0}; end; end); gc.datastream:Hook("AttrClear", function(data) gc.attributes.stored = {}; gc.attributes.boosts = {}; end); end;
------------------------------ -- function ------------------------------ function gen_coordinate_positive(coordinate, targets) local coordinate_positive coordinate_positive = {} coordinate_positive['adult_females'] = {} coordinate_positive['subadult_males'] = {} coordinate_positive['adult_males'] = {} coordinate_positive['pups'] = {} coordinate_positive['juveniles'] = {} for _, target in ipairs(targets) do for _, label in ipairs(labels) do for _, tb in ipairs(coordinate[tostring(target)][label]) do local lion_x = tb[1] local lion_y = tb[2] table.insert(coordinate_positive[label], {target, lion_x, lion_y}) end end end return coordinate_positive end
local aes = require "resty.aes" local hmac = require "resty.hmac" local os = require "os" local _M = {_VERSION="0.1.1"} local mt = {__index=_M} local aesBlocksize = 16 local version = 0x80 local luaPush = 1 local versionOffset = 1 + 0 local tsOffset = 1 + 1 local ivOffset = 1 + 1 + 8 local payOffset = 1 + 1 + 8 + 16 local maxClockSkew = 60 * 1 getmetatable('').__call = string.sub local function log(s) ngx.log(ngx.WARN, s) end -- function string.fromhex(str) -- return (str:gsub('..', function (cc) -- return string.char(tonumber(cc, 16)) -- end)) -- end function string.tohex(str) return (str:gsub('.', function (c) return string.format('%02X', string.byte(c)) end)) end function string.bytes(str) return (str:gsub('.', function (c) return string.byte(c) end)) end local function parse(token_str) local raw_payload = _M:fernet_decode(token_str) local len = string.len(raw_payload); local raw_version = string.byte(raw_payload(versionOffset, 1), 1, -1) local raw_ts = raw_payload(tsOffset, 1 + 8) local ts = tonumber("0x" .. string.tohex(raw_ts)) --uint64 local iv = raw_payload(ivOffset, 1 + 8 + 16) local payload = raw_payload(payOffset, len - 32) local signed = raw_payload(1, len - 32) local sha256 = raw_payload(1 + len - 32, len) if raw_version ~= version then error({reason="invalid version: " .. raw_version}) end return { ts=ts, iv=iv, payload=payload, signed=signed, sha256=sha256 } end function _M.fernet_decode(self, b64_str) b64_str = ngx.unescape_uri(b64_str):gsub("-", "+"):gsub("_", "/") local reminder = #b64_str % 4 if reminder > 0 then b64_str = b64_str .. string.rep("=", 4 - reminder) end local data = ngx.decode_base64(b64_str) if not data then return nil end return data end function _M.load_fernet(self, fernet_str) local success, ret = pcall(parse, fernet_str) if not success then return { valid=false, verified=false, reason=ret["reason"] or "invalid fernet string" } end local fernet_obj = ret fernet_obj["verified"] = false fernet_obj["valid"] = true return fernet_obj end function _M.unpad(payload) if payload == nil then return nil else return payload end end function _M.verify_fernet_obj(self, secret, fernet_obj, ttl, now) if not fernet_obj.valid then return fernet_obj end local secret_len = string.len(secret) / 2 local sign_secret = secret(1, secret_len) local crypt_secret = secret(1 + secret_len, -1) if ttl > 0 then if tonumber(os.date(now)) > tonumber(os.date(fernet_obj.ts + ttl)) then fernet_obj["reason"] = "token expired" elseif tonumber(os.date(fernet_obj.ts)) > tonumber(os.date(now + maxClockSkew)) then fernet_obj["reason"] = "token expired" end end local signature = hmac:new(sign_secret, hmac.ALGOS.SHA256):final(fernet_obj.signed) if signature == fernet_obj.sha256 then -- token valid! if string.len(fernet_obj.payload) % aesBlocksize ~= 0 then fernet_obj["reason"] = "wrong blocksize" else local aes_128_cbc_with_iv = assert(aes:new(crypt_secret, nil, aes.cipher(128,"cbc"), {iv=fernet_obj.iv})) local payload = aes_128_cbc_with_iv:decrypt(fernet_obj.payload) payload = _M.unpad(payload) if payload == nil then fernet_obj["reason"] = "invalid padding" else fernet_obj["payload"] = payload end end else fernet_obj["reason"] = "invalid mac" end if not fernet_obj["reason"] then fernet_obj["verified"] = true end return fernet_obj end function _M.decode_base64url(secret) local r = #secret % 4 if r == 2 then secret = secret .. "==" elseif r == 3 then secret = secret .. "=" end secret = secret:gsub("-", "+"):gsub("_", "/") secret = ngx.decode_base64(secret) return secret end function _M.verify(self, secret, fernet_str, ttl, now) local secret = _M.decode_base64url(secret) fernet_obj = _M.load_fernet(self, fernet_str) if not fernet_obj.valid then return {verified=false, reason=fernet_obj["reason"]} end return _M.verify_fernet_obj(self, secret, fernet_obj, ttl, now) end return _M
--[[ LuCI - Lua Configuration Interface Copyright 2008 Steven Barth <[email protected]> Copyright 2008 Jo-Philipp Wich <[email protected]> Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 $Id$ ]]-- m = Map("samba") s = m:section(TypedSection, "samba", "Samba") s.anonymous = true s:option(Value, "name") s:option(Value, "description") s:option(Value, "workgroup") s:option(Flag, "homes") s = m:section(TypedSection, "sambashare") s.anonymous = true s.addremove = true s.template = "cbi/tblsection" s:option(Value, "name", translate("name")) s:option(Value, "path").titleref = luci.dispatcher.build_url("admin", "system", "fstab") s:option(Value, "users").rmempty = true ro = s:option(Flag, "read_only") ro.rmempty = false ro.enabled = "yes" ro.disabled = "no" go = s:option(Flag, "guest_ok") go.rmempty = false go.enabled = "yes" go.disabled = "no" cm = s:option(Value, "create_mask") cm.rmempty = true cm.size = 4 dm = s:option(Value, "dir_mask") dm.rmempty = true dm.size = 4 return m
--script.Parent = game.Lighting wait() name = "Rock Thrower" scale = 1 animate = true follow = false attacking = false attacking2 = false touched1 = nil touched2 = nil meh = nil player = nil pose = "Standing" toolAnim = "None" toolAnimTime = 0 climbExtra = 0 Colors={BrickColor.new("New Yeller"),BrickColor.new("Really red")} attacking2 = true coroutine.resume(coroutine.create(function() while attacking2 == true do wait() meh = findNearestTorso(Character.Torso.Position) end end)) w = Instance.new("Weld") function move(time) if animate == false then return end local amplitude local frequency if pose == "Jumping" then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 return end if pose == "FreeFall" then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 return end if pose == "Seated" then RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = 3.14 / 2 LeftShoulder.DesiredAngle = -3.14 / 2 RightHip.DesiredAngle = 3.14 / 2 LeftHip.DesiredAngle = -3.14 / 2 return end if pose == "Running" then RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 amplitude = 1 frequency = 9 elseif pose == "climbExtra" then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 amplitude = 1 frequency = 9 climbExtra = 3.14 else amplitude = 0.1 frequency = 1 end desiredAngle = amplitude * math.sin(time * frequency) RightShoulder.DesiredAngle = desiredAngle + climbExtra LeftShoulder.DesiredAngle = desiredAngle - climbExtra RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle for _, Children in ipairs(Character:GetChildren()) do if Children.className == "Tool" then local tool = Children end end if tool then for _, Children in ipairs(Character:GetChildren()) do if Children.Name == "toolanim" and Children.className == "StringValue" then local animStringValueObject = Children end end if animStringValueObject then toolAnim = animStringValueObject.Value animStringValueObject.Parent = nil elseif time > toolAnimTime then toolAnimTime = 0 end if toolAnim == "None" then RightShoulder.DesiredAngle = 1.57 elseif toolAnim == "Slash" then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 elseif toolAnim == "Lunge" then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 1.57 LeftShoulder.DesiredAngle = 1.0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 1.0 end else toolAnim = "None" toolAnimTime = 0 end end Template = Instance.new("Part") Template.formFactor = "Symmetric" Template.Size = Vector3.new(scale, scale, scale) Template.BrickColor = BrickColor.new("New Yeller") Template.Locked = true leftarmcolor = Template.BrickColor rightarmcolor = Template.BrickColor leftlegcolor = Template.BrickColor rightarmcolor = Template.BrickColor torsocolor = Template.BrickColor pos = Vector3.new(0, 10, 0) leftarmcolor = BrickColor.new("Sand green") rightarmcolor = BrickColor.new("Sand green") leftlegcolor = BrickColor.new("Sand green") rightlegcolor = BrickColor.new("Sand green") torsocolor = BrickColor.new("Dark stone grey") headcolor = BrickColor.new("Dark stone grey") LeftArm = Template:Clone() LeftArm.formFactor = "Symmetric" LeftArm.Size = Vector3.new(scale, scale * 2, scale) LeftArm.Name = "Left Arm" LeftArm.BrickColor = leftarmcolor RightArm = Template:Clone() RightArm.Size = Vector3.new(scale, scale * 2, scale) RightArm.Name = "Right Arm" RightArm.BrickColor = rightarmcolor local rock = Instance.new("Part") rock.Size = Vector3.new(3,3,3) rock.BrickColor = rightarmcolor LeftLeg = Template:Clone() LeftLeg.Size = Vector3.new(scale, scale * 2, scale) LeftLeg.Name = "Left Leg" LeftLeg.BrickColor = leftlegcolor RightLeg = Template:Clone() RightLeg.Size = Vector3.new(scale, scale * 2, scale) RightLeg.Name = "Right Leg" RightLeg.BrickColor = rightlegcolor Torso = Template:Clone() Torso.Size = Vector3.new(scale * 2, scale * 2, scale) Torso.LeftSurface = "Weld" Torso.RightSurface = "Weld" Torso.Position = pos + Vector3.new(0, scale * 3.5, 0) Torso.Name = "Torso" Torso.BrickColor = torsocolor Head = Template:Clone() Head.Size = Vector3.new(scale * 2, scale, scale) Head.TopSurface = "Smooth" Head.BottomSurface = "Smooth" Head.Name = "Head" Head.BrickColor = headcolor Mesh = Instance.new("SpecialMesh") Mesh.MeshType = "Head" Mesh.Scale = Vector3.new(1.25, 1.25, 1.25) Mesh.Parent = Head Face = Instance.new("Decal") Face.Parent = Head Face.Name = "face" if math.random(1,2) == 1 then Face.Texture = "http://www.roblox.com/asset/?id=25547935" else Face.Texture = "http://www.roblox.com/asset/?id=32333940" end Character = Instance.new("Model") Character.Name = name --script.Parent = Character Humanoid = Instance.new("Humanoid") Humanoid.WalkSpeed = 13 LeftArm.Parent = Character RightArm.Parent = Character rock.Parent = Character LeftLeg.Parent = Character RightLeg.Parent = Character Torso.Parent = Character Head.Parent = Character Humanoid.Parent = Character local weld = Instance.new("Weld") weld.Parent = rock weld.Part0 = rock weld.Part1 = RightArm weld.C0 = CFrame.new(0,1,0) LeftShoulder = Instance.new("Motor") LeftShoulder.Parent = Torso LeftShoulder.Part0 = Torso LeftShoulder.Part1 = LeftArm LeftShoulder.MaxVelocity = 0.1 LeftShoulder.C0 = CFrame.new(-Torso.Size.x / 2 - LeftArm.Size.x / 2, LeftArm.Size.y / 4, 0) * CFrame.fromEulerAnglesXYZ(0, -3.14 / 2, 0) LeftShoulder.C1 = CFrame.new(0, LeftArm.Size.y / 4, 0) * CFrame.fromEulerAnglesXYZ(0, -3.14 / 2, 0) LeftShoulder.Name = "Left Shoulder" RightShoulder = Instance.new("Motor") RightShoulder.Parent = Torso RightShoulder.Part0 = Torso RightShoulder.Part1 = RightArm RightShoulder.MaxVelocity = 0.1 RightShoulder.C0 = CFrame.new(Torso.Size.x / 2 + RightArm.Size.x / 2, RightArm.Size.y / 4, 0) * CFrame.fromEulerAnglesXYZ(0, 3.14 / 2, 0) RightShoulder.C1 = CFrame.new(0, RightArm.Size.y / 4, 0) * CFrame.fromEulerAnglesXYZ(0, 3.14 / 2, 0) RightShoulder.Name = "Right Shoulder" LeftHip = Instance.new("Motor") LeftHip.Parent = Torso LeftHip.Part0 = Torso LeftHip.Part1 = LeftLeg LeftHip.MaxVelocity = 0.1 LeftHip.C0 = CFrame.new(-LeftLeg.Size.x / 2, -(LeftLeg.Size.y / 4) * 3, 0) * CFrame.fromEulerAnglesXYZ(0, -3.14 / 2, 0) LeftHip.C1 = CFrame.new(0, LeftLeg.Size.y / 4, 0) * CFrame.fromEulerAnglesXYZ(0, -3.14 / 2, 0) LeftHip.Name = "Left Hip" RightHip = Instance.new("Motor") RightHip.Parent = Torso RightHip.Part0 = Torso RightHip.Part1 = RightLeg RightHip.MaxVelocity = 0.1 RightHip.C0 = CFrame.new(RightLeg.Size.x / 2, -(RightLeg.Size.y / 4) * 3, 0) * CFrame.fromEulerAnglesXYZ(0, 3.14 / 2, 0) RightHip.C1 = CFrame.new(0, RightLeg.Size.y / 4, 0) * CFrame.fromEulerAnglesXYZ(0, 3.14 / 2, 0) RightHip.Name = "Right Hip" Neck = Instance.new("Weld") Neck.Name = "Neck" Neck.Part0 = Torso Neck.Part1 = Head Neck.C0 = CFrame.new(0, 1.5 * scale, 0) Neck.C1 = CFrame.new() Neck.Parent = Torso --[[Children = owner.Character:GetChildren() for i = 1, #Children do if Children[i].className == "Shirt" or Children[i].className == "Pants" and scale == 1 then Children[i]:Clone().Parent = Character end if Children[i].className == "Hat" then if Children[i]:FindFirstChild("Handle") ~= nil then Hat = Instance.new("Hat") Children[i].Handle:Clone().Parent = Hat Hat.Handle.Size = Hat.Handle.Size * scale Hat.Handle.Mesh.Scale = Hat.Handle.Mesh.scale * scale if scale == 1 then TempScale = 1 else TempScale = scale * 1.5 end Hat.AttachmentPos = Children[i].AttachmentPos * TempScale Hat.AttachmentUp = Children[i].AttachmentUp Hat.AttachmentForward = Children[i].AttachmentForward Hat.AttachmentRight = Children[i].AttachmentRight Hat.Parent = Character end end end]] Character.Parent = game:GetService("Workspace") Humanoid.Died:connect(function() pose = "Dead" wait(5.5) if Character == nil then script:Remove() return end Character:Remove() script:Remove() end) Humanoid.Running:connect(function(speed) if speed > 0 then pose = "Running" else pose = "Standing" end end) Humanoid.Jumping:connect(function() pose = "Jumping" end) Humanoid.Climbing:connect(function() pose = "climbExtra" end) Humanoid.GettingUp:connect(function() pose = "GettingUp" end) Humanoid.FreeFalling:connect(function() pose = "FreeFall" end) Humanoid.FallingDown:connect(function() pose = "FallingDown" end) Humanoid.Seated:connect(function() pose = "Seated" end) Humanoid.PlatformStanding:connect(function() pose = "PlatformStanding" end) function kill(hit) if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Name ~= "Base" and hit.Parent.Name ~= "Rock Thrower" then hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 1 end end Torso.Touched:connect(function(hit) kill(hit) end) coroutine.resume(coroutine.create(function() local larm = Character:FindFirstChild("Left Arm") local rarm = Character:FindFirstChild("Right Arm") function findNearestTorso(pos) local list = game.Workspace:children() local torso = nil local dist = 1000 local temp = nil local human = nil local temp2 = nil for x = 1, #list do temp2 = list[x] if (temp2.className == "Model") and (temp2 ~= Character) and (temp2.Name ~= "Rock Thrower") then temp = temp2:findFirstChild("Torso") human = temp2:findFirstChild("Humanoid") if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then if (temp.Position - pos).magnitude < dist then torso = temp dist = (temp.Position - pos).magnitude end end end end return torso end while true do wait(0.1) local target = meh if target ~= nil then Character.Humanoid:MoveTo(target.Position, target) end end end)) coroutine.resume(coroutine.create(function() while true do wait(1) local target = findNearestTorso(Character.Torso.Position) if target ~= nil then if attacking2 == true then local RSH = Torso["Right Shoulder"] RSH.Parent = nil local RW = Instance.new("Weld") RW.Parent = RightArm RW.Part0 = Torso RW.Part1 = RightArm RW.C0 = CFrame.new(1.5, 0.5, 0) RW.C1 = CFrame.new(0, 0.5, 0) -- if math.random(1,2) == 1 then wait(4) for i = 0,1,0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(200)*i,0,0) end wait(0.3) for i = 0,1,0.2 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-math.rad(120)*i+math.rad(200),0,0) end Character.Humanoid.WalkSpeed = 16 rock:BreakJoints() rock.Velocity = Torso.CFrame.lookVector * 300 rockhit = 0 rock.Touched:connect(function(hit) kill(b,hit) end) function kill(brick,hit) if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Name ~= "Base" and hit.Parent.Name ~= "Rock Thrower" then if rockhit == 0 then rockhit = 1 local p = Instance.new("Part") p.Parent = game.workspace p.CFrame = rock.CFrame p.Name = "tinyrock" p.Size = Vector3.new(1,1,1) p.BrickColor = rightarmcolor p:BreakJoints() local p2 = p:Clone() p2.Parent = workspace p2.Name = "tinyrock" p2:BreakJoints() p3 = p2:Clone() p3.Parent = workspace p3.Name = "tinyrock" p3:BreakJoints() p4 = p2:Clone() p4.Parent = workspace p4.Name = "tinyrock" p4:BreakJoints() rock.Parent = nil hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 30 hit.Parent.Humanoid.PlatformStand = true wait(0.5) hit.Parent.Humanoid.PlatformStand = false wait(4) p:Remove() p2:Remove() p3:Remove() p4:Remove() end end end wait(1) RW.Parent = nil RSH.Parent = Torso wait(3) Humanoid.WalkSpeed = 13 rock.Parent = Character local weld = Instance.new("Weld") weld.Parent = rock weld.Part0 = rock weld.Part1 = RightArm weld.C0 = CFrame.new(0,1,0) --[[ else local LSH = Torso["Left Shoulder"] LSH.Parent = nil local LW = Instance.new("Weld") LW.Parent = RightArm LW.Part0 = Torso LW.Part1 = RightArm LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(120),0,0) LW.C1 = CFrame.new(0, 0.5, 0) RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(math.rad(120),0,0) end]] end end end end)) while Character.Parent ~= nil do wait(0.1) move(game:GetService("Workspace").DistributedGameTime) if Character.Parent ~= nil then if Character.Humanoid.Sit == true then wait(math.random(0,3)) Character.Humanoid.Jump = true Character.Humanoid.Sit = false end end if Character.Parent ~= nil then if Character.Humanoid.PlatformStand == true then wait(math.random(0,3)) Character.Humanoid.PlatformStand = false end end end -- lego blockland This acts as a chat filter. Don't ask why I do it. I just do >.> --[[ Copyrighted (C) Fenrier 2011 This script is copyrighted for Fenrier. Any use of this script is breaking this copyright. All Rights Reserved. ]]
--------------------------------------------------------------------------------------------------- -- Issue: https://github.com/smartdevicelink/sdl_core/issues/3469 --------------------------------------------------------------------------------------------------- -- Description: Check SDL sends RC.SetGlobalProperties during resumption if app defines global properties -- with 'userLocation' parameter -- -- Steps: -- 1. App is registered -- 2. App sends SetGlobalProperties with 'userLocation' parameter -- 3. App unexpectedly disconnects and reconnects -- SDL does: -- - Start resumption process -- - Send RC.SetGlobalProperties with 'userLocation' parameter --------------------------------------------------------------------------------------------------- --[[ Required Shared libraries ]] local runner = require('user_modules/script_runner') local common = require('user_modules/sequences/actions') local utils = require("user_modules/utils") --[[ Test Configuration ]] runner.testSettings.isSelfIncluded = false --[[ Local Variables ]] local params = { userLocation = { grid = { col = 2, colspan = 1, row = 0, rowspan = 1, level = 0, levelspan = 1 } } } local hashId --[[ Local Functions ]] local function unexpectedDisconnect() common.getHMIConnection():ExpectNotification("BasicCommunication.OnAppUnregistered", { unexpectedDisconnect = true }) :Times(common.mobile.getAppsCount()) common.mobile.disconnect() utils.wait(1000) end local function sendSetGlobalProperties() local cid = common.getMobileSession():SendRPC("SetGlobalProperties", params) common.getHMIConnection():ExpectRequest("RC.SetGlobalProperties", params) :Do(function(_, data) common.getHMIConnection():SendResponse(data.id, data.method, "SUCCESS", {}) end) common.getMobileSession():ExpectResponse(cid, { success = true, resultCode = "SUCCESS" }) common.getMobileSession():ExpectNotification("OnHashChange") :Do(function(_, data) hashId = data.payload.hashID end) end local function reRegisterApp() common.app.getParams().hashID = hashId common.app.registerNoPTU() common.getHMIConnection():ExpectRequest("RC.SetGlobalProperties", params) :Do(function(_, data) common.getHMIConnection():SendResponse(data.id, data.method, "SUCCESS", {}) end) end --[[ Scenario ]] runner.Title("Preconditions") runner.Step("Clean environment", common.preconditions) runner.Step("Start SDL, HMI, connect Mobile, start Session", common.start) runner.Step("Register App", common.app.registerNoPTU) runner.Step("Set RC Global Properties", sendSetGlobalProperties) runner.Title("Test") runner.Step("Unexpected disconnect", unexpectedDisconnect) runner.Step("Connect mobile", common.mobile.connect) runner.Step("Re-register App", reRegisterApp) runner.Title("Postconditions") runner.Step("Stop SDL", common.postconditions)
object_tangible_collection_reward_col_reward_hoth_ice_sculpture_tauntaun_01 = object_tangible_collection_reward_shared_col_reward_hoth_ice_sculpture_tauntaun_01:new { } ObjectTemplates:addTemplate(object_tangible_collection_reward_col_reward_hoth_ice_sculpture_tauntaun_01, "object/tangible/collection/reward/col_reward_hoth_ice_sculpture_tauntaun_01.iff")
module_version("/14.0.1.134", "14") module_version("/13.2.345", "13") module_alias( "z13", "z/13")
--Script Name : jlp_Go to next marker (no seeking).lua --Author : Jean Loup Pecquais --Description : Go to next marker (no seeking) --v1.0.0 local libPath = reaper.GetExtState("Reaper Evolution", "libPath") if not libPath or libPath == "" then reaper.MB("Reaper Evolution library is not found. Please refer to user guide", "Library not found", 0) return end loadfile(libPath .. "reaVolutionLib.lua")() ------------------------------------------------------------------------------------------------------------- setEditCursorToNextMarker()
-- -- Please see the license.txt file included with this distribution for -- attribution and copyright information. -- local vToResolve; local resolveActorOriginal; local getActorRecordTypeFromPathOriginal; -- Initialization function onInit() resolveActorOriginal = ActorManager.resolveActor; ActorManager.resolveActor = resolveActor; getActorRecordTypeFromPathOriginal = ActorManager.getActorRecordTypeFromPath; ActorManager.getActorRecordTypeFromPath = getActorRecordTypeFromPath; end function onClose() ActorManager.resolveActor = resolveActorOriginal; end function beginResolvingItem(v) vToResolve = v; end function endResolvingItem() vToResolve = nil; end function resolveActor(v) local rActor = resolveActorOriginal(v); if not rActor and vToResolve then rActor = resolveActorOriginal(vToResolve) or {sName = ""}; end return rActor; end -- Internal use only function getActorRecordTypeFromPath(sActorNodePath) if sActorNodePath:match("%.inventorylist%.") then return nil; else return getActorRecordTypeFromPathOriginal(sActorNodePath); end end
-------------------------------------------------------------------------------- -- Handler.......... : onToggleVsync -- Author........... : -- Description...... : -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function ApplicationRuntimeOptions.onToggleVsync ( bEnable ) -------------------------------------------------------------------------------- -- vsync at full monitor refresh rate this.fVsync ( bEnable, false ) -------------------------------------------------------------------------------- end --------------------------------------------------------------------------------
-- scaffolding entry point for zstd return dofile("zstd.lua")
stationsNames = {} -- using station ID, ex. stationNames[ID] = "kwejk fm" stations = {} -- path stationType = {} -- 0 GTA radio, 1+ internet radio ex. = stationType["radio kwejk fm"] = 1, stationType["radio off"] = 0 usedStations = {} -- stations IDs, script use stations[ID] notUsedStations = {} -- stations IDs usedRadiosXML = xmlLoadFile ("used.xml") currentStationID = 0 -- 0 = off currentStation = nil stationsCount = 0 usedStationsCount = 0 canUse = false volume = 30 local scrollLimit = 800 --one stations change per 1000ms local scrollTimer = nil local lastGTAChannel = 0 local withoutBeingInCar = false allowVehicles = {} allowVehicles["Automobile"] = true allowVehicles["Plane"] = true allowVehicles["Bike"] = true allowVehicles["Helicopter"] = true allowVehicles["Boat"] = true allowVehicles["Train"] = true allowVehicles["Trailer"] = false allowVehicles["BMX"] = true allowVehicles["Monster Truck"] = true allowVehicles["Quad"] = true function loadUsedStations () if not usedRadiosXML then usedRadiosXML = xmlCreateFile ("used.xml", "root") usedRadiosUsedNode = xmlCreateChild (usedRadiosXML,"radios") usedRadiosVolumeNode = xmlCreateChild (usedRadiosXML, "volume") xmlNodeSetValue (usedRadiosVolumeNode, "30") xmlSaveFile (usedRadiosXML) end local usedChild = xmlFindChild (usedRadiosXML, "radios", 0) local children = xmlNodeGetChildren (usedChild) for key,value in ipairs(children) do local attributes = xmlNodeGetAttributes (value) if attributes then for name,v in pairs(attributes) do if name == "name" then rName = v end if name == "ID" then rID = tonumber(v) end end local founded = false for k,v in ipairs(notUsedStations) do if v == rID then founded = k break end end if tonumber(founded) then table.insert (usedStations, key, rID) usedStationsCount = usedStationsCount + 1 table.remove (notUsedStations, founded) else outputDebugString ("There is no such a station on server") end end end local volumeChild = xmlFindChild (usedRadiosXML, "volume", 0) if volumeChild then volume = tonumber(xmlNodeGetValue(volumeChild)) end end addEvent ("onRadioListLoad", true) addEventHandler ("onRadioListLoad", getRootElement(), loadUsedStations) function getStationName (ID) if ID == 0 then return "Radio Wyłączone /radios" else local nm = stationsNames[ID] if nm then return nm else return false end end end function getStationID (name) local finded = nil if name then for k,v in ipairs(stationsNames) do if v == name then finded = k break end end if tonumber(finded) then return finded else return false end end end function onStart () triggerServerEvent ("requestForRadiosList", getLocalPlayer(), getLocalPlayer()) end addEventHandler ("onClientResourceStart", getResourceRootElement(getThisResource()), onStart) function onJoin (names, st, typ, withoutCarSetting) stationsNames = names stations = st stationType = typ for k,v in ipairs(stationsNames) do stationsCount = stationsCount + 1 table.insert (notUsedStations, k, k) end triggerEvent ("onRadioListLoad", getRootElement()) if withoutCarSetting == "true" then withoutBeingInCar = true elseif withoutCarSetting == "false" then withoutBeingInCar = false end if withoutBeingInCar == true then canUse = true setRadioStation ("off") bindKey ("mouse_wheel_up", "both", scroll) bindKey ("mouse_wheel_down", "both", scroll) else addEventHandler("onClientPlayerVehicleEnter", getRootElement(), onEnterVeh) addEventHandler("onClientPlayerVehicleExit", getRootElement(), onExitVeh) addEventHandler ("onClientPlayerWasted", getLocalPlayer(), onWasted) end end addEvent ("sendRadioList", true) addEventHandler ("sendRadioList", getRootElement(), onJoin) function saveRadios () local radiosChild = xmlFindChild (usedRadiosXML, "radios", 0) if radiosChild then local children = xmlNodeGetChildren (radiosChild) for k,v in ipairs(children) do xmlDestroyNode (v) end for k,v in ipairs(usedStations) do local newChild = xmlCreateChild (radiosChild, "used") xmlNodeSetAttribute (newChild, "name", getStationName(v)) xmlNodeSetAttribute (newChild, "ID", v) end end local volumeChild = xmlFindChild (usedRadiosXML, "volume", 0) if volumeChild then xmlNodeSetValue (volumeChild, tostring(volume)) end xmlSaveFile (usedRadiosXML) end addEventHandler ("onClientResourceStop", getResourceRootElement(getThisResource()), saveRadios) -------veh--------------------- ------------------------------- ------------------------------- function onEnterVeh(veh, seat) if source == getLocalPlayer () then if allowVehicles[getVehicleType(veh)] == true then canUse = true setRadioStation (currentStationID) end end end function onExitVeh(veh, seat) if source == getLocalPlayer() then canUse = false setRadioStation ("off") end end function onWasted () canUse = false setRadioStation ("off") end function scroll (key, keystate) if canUse == true then if isTimer (scrollTimer) == false then scrollTimer = setTimer ( function () scrollTimer = nil end ,scrollLimit,1 ) if key == "radio_next" or key == "mouse_wheel_up" then -- scroll forwards setRadioStation ("next") elseif key == "radio_previous" or key == "mouse_wheel_down" then -- scroll backwards setRadioStation ("back") end else exSetRadioChannel (lastGTAChannel) end end end bindKey ("radio_next", "both", scroll) bindKey ("radio_previous", "both", scroll) function exSetRadioChannel (c) local c = tonumber(c) lastGTAChannel = c setRadioChannel (c) end function playRadioChangeSound (id) local sound = playSoundFrontEnd (34) setTimer (playSoundFrontEnd, 500, 1, 35) end addEvent ("onRadioStationChange", true) addEventHandler ("onRadioStationChange", getRootElement(), playRadioChangeSound) function setRadioStation (st) -- st can be off, number of station (useful on veh enter), "next" and "back" if tonumber(st) then if currentStation then stopSound (currentStation) end if st >= usedStationsCount then currentStationID = usedStationsCount else currentStationID = st end if st == 0 then exSetRadioChannel (0) currentStation = nil stName = "Radio Wyłączone" stType = 0 else stName = stationsNames[usedStations[currentStationID]] stType = tonumber(stationType[stName]) if stName then if stType == 0 then currentStation = nil local stID = stations[stName] if stID then exSetRadioChannel (stID) end else exSetRadioChannel (0) local stPath = stations[stName] if stPath then currentStation = playSound (stPath) if currentStation then setSoundVolume (currentStation, volume/100) end end end else outputChatBox ("error", 255,0,0) end end triggerEvent ("onRadioStationChange", getRootElement(), currentStationID) showStationText (stName, stType) elseif st == "off" then if stationType[stationsNames[usedStations[currentStationID]]] == 0 then exSetRadioChannel (0) else if currentStation then stopSound (currentStation) currentStation = nil end end elseif st == "next" then if currentStation then stopSound (currentStation) end if currentStationID >= usedStationsCount then currentStationID = 0 exSetRadioChannel (0) stName = "Radio Wyłączone" stType = 0 else currentStationID = currentStationID + 1 stName = stationsNames[usedStations[currentStationID]] stType = tonumber(stationType[stName]) if stType == 0 then -- gta radio currentStation = nil local stID = stations[stName] if stID then exSetRadioChannel (stID) end else exSetRadioChannel (0) local stPath = stations[stName] if stPath then currentStation = playSound (stPath) if currentStation then setSoundVolume (currentStation, volume/100) end else outputChatBox ("error", 255,0,0) end end end triggerEvent ("onRadioStationChange", getRootElement(), currentStationID) showStationText (stName, stType) elseif st == "back" then if currentStation then stopSound (currentStation) end currentStationID = currentStationID - 1 if currentStationID > usedStationsCount then -- possible when someone delete used stations in car currentStationID = usedStationsCount -- set on last station elseif currentStationID < 0 then currentStationID = usedStationsCount end if currentStationID == 0 then exSetRadioChannel (0) currentStation = nil stName = "Radio Wyłączone" stType = 0 else stName = stationsNames[usedStations[currentStationID]] stType = tonumber(stationType[stName]) if stType == 0 then -- gta radio currentStation = nil local stID = stations[stName] if stID then exSetRadioChannel (stID) end else exSetRadioChannel (0) local stPath = stations[stName] if stPath then currentStation = playSound (stPath) if currentStation then setSoundVolume (currentStation, volume/100) end else outputChatBox ("error", 255,0,0) end end end triggerEvent ("onRadioStationChange", getRootElement(), currentStationID) showStationText (stName, stType) end end
 ITEM.name = "Котелок" ITEM.desc = "Металлический котелолок, можно подвесить на костер или плиту, приготовить что-нибудь" ITEM.model = "models/props/furnitures/mn/mn_stewpan/mn_stewpan.mdl" ITEM.width = 1 ITEM.height = 1
function GetVehicle(player) local vehicle = GetPlayerVehicle(player) CallRemoteEvent(player, "Kuzkay:ReturnVehicle", vehicle) end AddRemoteEvent("Kuzkay:GetVehicle", GetVehicle) function OnEnterVehicle(player, _vehicle, seat) CallRemoteEvent(player, "Kuzkay:ReturnVehicle", _vehicle) end AddEvent("OnPlayerEnterVehicle", OnEnterVehicle) function OnLeaveVehicle(player, _vehicle, seat) CallRemoteEvent(player, "Kuzkay:ReturnVehicle", 0) end AddEvent("OnPlayerLeaveVehicle", OnLeaveVehicle)
local settingsutil = require('__spice-rack-core__/util/settingsutil') local tableutil = require('__spice-rack-core__/util/tableutil') ------ >> Long Range Turret if settingsutil.get_startup_setting("longrange-turret") then local gunturret_longrange = util.table.deepcopy(data.raw['ammo-turret']['gun-turret']) gunturret_longrange.name = "spice-rack-longrange-turret" gunturret_longrange.minable = {mining_time = 0.5, result = "spice-rack-longrange-turret"} gunturret_longrange.max_health = 500 gunturret_longrange.automated_ammo_count = 5 gunturret_longrange.attack_parameters.range = 24 --gunturret_longrange.attacking_speed = 0.1 gunturret_longrange.attack_parameters.cooldown = 15 --gunturret_longrange.attack_parameters.damage_modifier = 1.5 local function changetint(layer, color) layer.apply_runtime_tint = false layer.tint = color layer.hr_version.apply_runtime_tint = false layer.hr_version.tint = color end local green = {r=0.5, g=1, b=0.5, a=1} changetint(gunturret_longrange.folded_animation.layers[2], green) changetint(gunturret_longrange.preparing_animation.layers[2], green) changetint(gunturret_longrange.prepared_animation.layers[2], green) changetint(gunturret_longrange.attacking_animation.layers[2], green) changetint(gunturret_longrange.folding_animation.layers[2], green) data:extend({gunturret_longrange}) end ------ << Long Range Turret ------ >> Shotgun if settingsutil.get_startup_setting("shotgun-change") then data:extend({ { type = "sticker", name = "spice-rack-short-stun-sticker", flags = {"not-on-map"}, duration_in_ticks = 0.5*60, target_movement_modifier = 0 }, }) end ------ << Shotgun ------ >> Landmine if settingsutil.get_startup_setting("landmine-change") then data:extend({ { type = "sticker", name = "spice-rack-landmine-stun-sticker", flags = {"not-on-map"}, duration_in_ticks = 1.5*60, target_movement_modifier = 0 }, }) data:extend({ { type = "sticker", name = "spice-rack-landmine-slowdown-sticker", flags = {"not-on-map"}, duration_in_ticks = 4*60, target_movement_modifier = 0.3 }, }) end ------ << Landmine
local function HoursAndMinutes(ticks) local seconds = ticks/TICKS_PER_SECOND; local minutes = math.floor((seconds)/60); local hours = math.floor(minutes/60); minutes = minutes - 60 * hours; return string.format("%3d:%02d", hours, minutes); end local function StatusCommand_ShowStatus(player, xplayer) if xplayer ~= nil then local status = string.format("%s played %s. Location %d,%d", xplayer.name, HoursAndMinutes(xplayer.online_time), math.floor(xplayer.position.x), math.floor(xplayer.position.y)); game.player.print(status); end end commands.remove_command("status"); commands.add_command("status", "shows your location, time in game", function(command) local players = {}; for _,p in pairs(game.players) do if p ~= nil then players[_] = p; end end table.sort(players, function(a,b) if a~=nil and b~=nil then return a.online_time < b.online_time; end return false; end ); local player = game.player; if player ~= nil then if (command.parameter ~= nil) then StatusCommand_ShowStatus(player, game.players[command.parameter]); else for _,xplayer in pairs(players) do StatusCommand_ShowStatus(player, xplayer); end end end end)
-- This Source Code Form is subject to the terms of the bCDDL, v. 1.1. -- If a copy of the bCDDL was not distributed with this -- file, You can obtain one at http://beamng.com/bCDDL-1.1.txt local M = {} local logTag = 'ResearchGE' local version = 'v1.17' local socket = require('libs/luasocket/socket.socket') local rcom = require('utils/researchCommunication') local scenariosLoader = require('scenario/scenariosLoader') local scenarioHelper = require('scenario/scenariohelper') local procPrimitives = require('util/trackBuilder/proceduralPrimitives') local host = '127.0.0.1' local port = 64256 local skt = nil local clients = {} local gameState = 'menu' local conSleep = 1 local stepsLeft = 0 local stepACK = false local loadNotified = false local loadRequested = false local startRequested = false local restartRequested = false local waitingForMainMenu = false local sensors = {} local lidars = {} local spawnPending = nil local objectCount = 1 local frameDelayTimer = -1 local frameDelayFunc = nil local debugLines = {} local _log = log local function log(level, message) _log(level, logTag, message) end local function checkMessage() local message, err = rcom.readMessage(clients) if err ~= nil then skt = nil clients = {} conSleep = 5 return false end if message ~= nil then local msgType = message['type'] if msgType ~= nil then msgType = 'handle' .. msgType local handler = M[msgType] if handler ~= nil then return handler(message) else extensions.hook('onSocketMessage', skt, message) return true end else return true end else return false end end local function connect() log('I', 'Trying to connect to: ' .. host .. ':' .. tostring(port)) skt = socket.connect(host, port) if skt ~= nil then log('I', 'Connected!') table.insert(clients, skt) local hello = {type = 'Hello', version = version} rcom.sendMessage(skt, hello) else log('I', 'Could not connect...') end end M.onPreRender = function(dt) if skt == nil then if conSleep <= 0 then conSleep = 5 connect() else conSleep = conSleep - dt end return end if frameDelayTimer > 0 then frameDelayTimer = frameDelayTimer - 1 if frameDelayTimer == 0 then frameDelayFunc() frameDelayFunc = nil frameDelayTimer = 0 end end if stepsLeft > 0 then stepsLeft = stepsLeft - 1 if stepsLeft == 0 and stepACK then rcom.sendACK(skt, 'Stepped') end end if waitingForMainMenu then if next(core_gamestate.state) == nil then rcom.sendACK(skt, 'ScenarioStopped') waitingForMainMenu = false end end if stepsLeft == 0 then while checkMessage() do end end end M.onScenarioUIReady = function(state) if state == 'start' and loadRequested and loadNotified == false then rcom.sendACK(skt, 'MapLoaded') loadNotified = true loadRequested = false end end M.onCountdownEnded = function() if startRequested then rcom.sendACK(skt, 'ScenarioStarted') loadNotified = false startRequested = false end end M.onScenarioRestarted = function() if restartRequested then M.handleStartScenario(nil) rcom.sendACK(skt, 'ScenarioRestarted') restartRequested = false end end M.onInit = function() log("E", "researchGE", "onINIT") local cmdArgs = Engine.getStartingArgs() for i, v in ipairs(cmdArgs) do if v == "-rport" then port = tonumber(cmdArgs[i + 1]) end if v == "-rhost" then host = cmdArgs[i + 1] end end settings.setValue('uiUnits', 'metric') settings.setValue('uiUnitLength', 'metric') settings.setValue('uiUnitTemperature', 'c') settings.setValue('uiUnitWeight', 'kg') settings.setValue('uiUnitTorque', 'metric') settings.setValue('uiUnitConsumptionRate', 'metric') settings.setValue('uiUnitEnergy', 'metric') settings.setValue('uiUnitDate', 'iso') settings.setValue('uiUnitPower', 'hp') settings.setValue('uiUnitVolume', 'l') settings.setValue('uiUnitPressure', 'bar') extensions.load('util/partAnnotations') end -- Handlers M.handleLoadScenario = function(msg) local scenarioPath = msg["path"] local ret = scenariosLoader.startByPath(scenarioPath) log('I', 'Loading scenario: '..scenarioPath) if ret then log('I', 'Scenario found...') loadRequested = true else log('I', 'Scenario not found...') rcom.sendBNGValueError(skt, 'Scenario not found: "' .. scenarioPath .. '"') end return false end M.handleStartScenario = function(msg) scenario_scenarios.changeState("running") scenario_scenarios.getScenario().showCountdown = false scenario_scenarios.getScenario().countDownTime = 0 guihooks.trigger("ChangeState", "menu") startRequested = true return true end M.handleRestartScenario = function(msg) scenario_scenarios.restartScenario() restartRequested = true return false end M.handleStopScenario = function(msg) returnToMainMenu() waitingForMainMenu = true return false end M.handleGetScenarioName = function(msg) local name = scenario_scenarios.getscenarioName() local resp = {type = 'ScenarioName', name = name} rcom.sendMessage(skt, resp) end M.handleHideHUD = function(msg) be:executeJS('document.body.style.opacity = "0.0";') return true end M.handleShowHUD = function(msg) be:executeJS('document.body.style.opacity = "1.0";') return true end M.handleSetPhysicsDeterministic = function(msg) be:setPhysicsSpeedFactor(-1) rcom.sendACK(skt, 'SetPhysicsDeterministic') return true end M.handleSetPhysicsNonDeterministic = function(msg) be:setPhysicsSpeedFactor(0) rcom.sendACK(skt, 'SetPhysicsNonDeterministic') return true end M.handleFPSLimit = function(msg) settings.setValue('FPSLimiter', msg['fps'], true) settings.setState({FPSLimiterEnabled = true}, true) rcom.sendACK(skt, 'SetFPSLimit') return true end M.handleRemoveFPSLimit = function(msg) settings.setState({FPSLimiterEnabled = false}, true) rcom.sendACK(skt, 'RemovedFPSLimit') return true end M.handlePause = function(msg) be:setPhysicsRunning(false) rcom.sendACK(skt, 'Paused') return true end M.handleResume = function(msg) be:setPhysicsRunning(true) rcom.sendACK(skt, 'Resumed') return true end M.handleStep = function(msg) local count = msg["count"] be:physicsStep(count) stepsLeft = count stepACK = msg["ack"] return true end M.handleTeleport = function(msg) local vID = msg['vehicle'] local veh = scenarioHelper.getVehicleByName(vID) if msg['rot'] ~= nil then local quat = quat(msg['rot'][1], msg['rot'][2], msg['rot'][3], msg['rot'][4]) veh:setPositionRotation(msg['pos'][1], msg['pos'][2], msg['pos'][3], quat.x, quat.y, quat.z, quat.w) else veh:setPosition(Point3F(msg['pos'][1], msg['pos'][2], msg['pos'][3])) end rcom.sendACK(skt, 'Teleported') return true end M.handleTeleportScenarioObject = function(msg) local sobj = scenetree.findObject(msg['id']) if msg['rot'] ~= nil then local quat = quat(msg['rot'][1], msg['rot'][2], msg['rot'][3], msg['rot'][4]) sobj:setPosRot(msg['pos'][1], msg['pos'][2], msg['pos'][3], quat.x, quat.y, quat.z, quat.w) else sobj:setPosition(Point3F(msg['pos'][1], msg['pos'][2], msg['pos'][3])) end rcom.sendACK(skt, 'ScenarioObjectTeleported') return true end M.handleVehicleConnection = function(msg) local vID, vHost, vPort, veh, command vID = msg['vid'] vHost = msg['host'] vPort = msg['port'] command = 'extensions.load("researchVE")' veh = scenarioHelper.getVehicleByName(vID) veh:queueLuaCommand(command) local exts = msg['exts'] if exts then for idx, ext in pairs(exts) do command = 'extensions.load("' .. ext .. '")' veh:queueLuaCommand(command) end end command = 'researchVE.startConnecting("' .. vHost .. '", ' command = command .. tostring(vPort) .. ')' veh:queueLuaCommand(command) return true end M.handleOpenShmem = function(msg) local name = msg['name'] local size = msg['size'] Engine.openShmem(name, size) rcom.sendACK(skt, 'OpenedShmem') return true end M.handleCloseShmem = function(msg) local name = msg['name'] Engine.closeShmem(name) rcom.sendACK(skt, 'ClosedShmem') return true end M.handleWaitForSpawn = function(msg) local name = msg['name'] spawnPending = name return true end M.onVehicleSpawned = function(vID) if spawnPending ~= nil then local obj = scenetree.findObject(spawnPending) log('I', 'Vehicle spawned: ' .. tostring(vID)) if obj ~= nil and obj:getID() == vID then local resp = {type = 'VehicleSpawned', name = spawnPending} spawnPending = nil rcom.sendMessage(skt, resp) end end end M.handleSpawnVehicle = function(msg) local name = msg['name'] local model = msg['model'] local pos = msg['pos'] local rot = msg['rot'] local cling = msg['cling'] pos = vec3(pos[1], pos[2], pos[3]) rot = quat(rot) local partConfig = msg['partConfig'] local options = {} options.config = partConfig options.pos = pos options.rot = rot options.cling = cling options.vehicleName = name options.color = msg['color'] options.color2 = msg['color2'] options.color3 = msg['color3'] options.licenseText = msg['licenseText'] spawnPending = name core_vehicles.spawnNewVehicle(model, options) end M.handleDespawnVehicle = function(msg) local name = msg['vid'] local veh = scenetree.findObject(name) if veh ~= nil then veh:delete() end rcom.sendACK(skt, 'VehicleDespawned') end sensors.Camera = function(req, callback) local offset, orientation, up local pos, direction, rot, fov, resolution, nearFar, vehicle, vehicleObj, data local color, depth, annotation color = req['color'] depth = req['depth'] annotation = req['annotation'] if req['vehicle'] then vehicle = scenarioHelper.getVehicleByName(req['vehicle']) orientation = vec3(vehicle:getDirectionVector()) up = vec3(vehicle:getDirectionVectorUp()) orientation = quatFromDir(orientation, up) --log("E", "orientation=" .. tostring(orientation)) offset = vec3(vehicle:getPosition()) else orientation = quatFromEuler(0, 0, 0) offset = vec3(0, 0, 0) end direction = req['direction'] direction = vec3(direction[1], direction[2], direction[3]) fov = math.rad(req['fov']) resolution = req['resolution'] nearFar = req['near_far'] rot = quatFromDir(direction, vec3(0, 0, 1)) * orientation pos = req['pos'] pos = vec3(pos[1], pos[2], pos[3]) if req['vehicle'] then --log("E", "pos=" .. tostring(pos)) pos = offset + orientation * pos --log("E", "offset + orientation * pos=" .. tostring(offset + orientation * pos)) --log("E", "orientation * pos = " .. tostring(orientation * pos)) --log("E", "offset+orientation=" .. tostring(offset+orientation)) else pos = offset + pos end pos = Point3F(pos.x, pos.y, pos.z) rot = QuatF(rot.x, rot.y, rot.z, rot.w) -- meriel added --log("E", "CAMERA POSITION in sensors.Camera :" .. tostring(pos) .. " ROT:" .. tostring(rot)) --log("E", "CAMERA RPY?: " .. tostring(core_camera.getRollPitchYaw())) --log("I", "CAMERA POSITION in sensors.Camera :" .. tostring(obj:getCameraDataById(vid))) --for index, data in ipairs(core_camera.getCameraDataById(vid)) do -- log("I", tostring(index)) --end resolution = Point2F(resolution[1], resolution[2]) nearFar = Point2F(nearFar[1], nearFar[2]) local data = Engine.renderCameraShmem(color, depth, annotation, pos, rot, resolution, fov, nearFar) data['pos'] = tostring(pos) data['rot'] = tostring(rot) --for index, d in ipairs(data) do -- log("I", tostring(index) .. " data:" .. tostring(d)) --end callback(data) end sensors.Lidar = function(req, callback) local name = req['name'] local lidar = lidars[name] if lidar ~= nil then lidar:requestDataShmem(function(realSize) callback({size = realSize}) end) else callback(nil) end end sensors.Timer = function(req, callback) callback({time = scenario_scenarios.getScenario().timer}) end local function getSensorData(request, callback) local response, sensor_type, handler -- meriel added --log("E", "in researchGE, getSensorData(" .. tostring(request) .. ")") --for index, data in pairs(request) do -- log("I", " index:" .. tostring(index) .. " data:" .. tostring(data)) --end sensor_type = request['type'] handler = sensors[sensor_type] if handler ~= nil then handler(request, callback) else callback(nil) end end local function getNextSensorData(requests, response, callback) local key = next(requests) if key == nil then callback(response) return end local request = requests[key] requests[key] = nil local cb = function(data) response[key] = data getNextSensorData(requests, response, callback) end getSensorData(request, cb) end M.handleSensorRequest = function(msg) local requests local cb = function(response) response = {type = 'SensorData', data = response} rcom.sendMessage(skt, response) end requests = msg['sensors'] getNextSensorData(requests, {}, cb) return true end M.handleGetDecalRoadVertices = function(msg) local response = Sim.getDecalRoadVertices() response = {type = "DecalRoadVertices", vertices = response} rcom.sendMessage(skt, response) return true end M.handleGetDecalRoadData = function(msg) local resp = {type = 'DecalRoadData'} local data = {} local roads = scenetree.findClassObjects('DecalRoad') for idx, roadID in ipairs(roads) do local road = scenetree.findObject(roadID) local roadData = { drivability = road:getField('drivability', ''), lanesLeft = road:getField('lanesLeft', ''), lanesRight = road:getField('lanesRight', ''), oneWay = road:getField('oneWay', '') ~= nil, flipDirection = road:getField('flipDirection', '') ~= nil } data[roadID] = roadData end resp['data'] = data rcom.sendMessage(skt, resp) return true end M.handleGetDecalRoadEdges = function(msg) local roadID = msg['road'] local response = {type = 'DecalRoadEdges'} local road = scenetree.findObject(roadID) local edges = {} for i, e in ipairs(road:getEdgesTable()) do local edge = { left = { e[1].x, e[1].y, e[1].z }, middle = { e[2].x, e[2].y, e[2].z }, right = { e[3].x, e[3].y, e[3].z } } table.insert(edges, edge) end response['edges'] = edges rcom.sendMessage(skt, response) return true end M.handleEngineFlags = function(msg) log('I', 'Setting engine flags!') local flags = msg['flags'] if flags['annotations'] then Engine.Annotation.enable(true) end rcom.sendACK(skt, 'SetEngineFlags') return true end M.handleTimeOfDayChange = function(msg) core_environment.setTimeOfDay({time = msg['tod']}) rcom.sendACK(skt, 'TimeOfDayChanged') end local function getVehicleState(vid) local vehicle = scenetree.findObject(vid) local state = { pos = vehicle:getPosition(), dir = vehicle:getDirectionVector(), up = vehicle:getDirectionVectorUp(), vel = vehicle:getVelocity() } state['pos'] = { state['pos'].x, state['pos'].y, state['pos'].z } state['dir'] = { state['dir'].x, state['dir'].y, state['dir'].z } state['up'] = { state['up'].x, state['up'].y, state['up'].z } state['vel'] = { state['vel'].x, state['vel'].y, state['vel'].z } return state end M.handleUpdateScenario = function(msg) -- log("E", "handleUpdateScenario", "sending message to get scenario state (i.e. state of all vehicles)") local response = {type = 'ScenarioUpdate'} local vehicleStates = {} for idx, vid in ipairs(msg['vehicles']) do vehicleStates[vid] = getVehicleState(vid) end response['vehicles'] = vehicleStates rcom.sendMessage(skt, response) return true end M.handleOpenLidar = function(msg) log('I', 'Opening lidar!') local name = msg['name'] local shmem = msg['shmem'] local shmemSize = msg['size'] local vid = msg['vid'] local vid = scenetree.findObject(vid):getID() local vRes = msg['vRes'] local vAngle = math.rad(msg['vAngle']) local rps = msg['rps'] local hz = msg['hz'] local angle = math.rad(msg['angle']) local maxDist = msg['maxDist'] local offset = msg['offset'] offset = Point3F(offset[1], offset[2], offset[3]) local direction = msg['direction'] direction = Point3F(direction[1], direction[2], direction[3]) local lidar = research.LIDAR(vid, offset, direction, vRes, vAngle, rps, hz, angle, maxDist) lidar:open(shmem, shmemSize) lidar:enabled(true) if msg['visualized'] then log('I', 'Visualizing lidar!') lidar:visualized(true) else log('I', 'Not visualizing lidar!') lidar:visualized(false) end lidars[name] = lidar rcom.sendACK(skt, 'OpenedLidar') return true end M.handleCloseLidar = function(msg) local name = msg['name'] local lidar = lidars[name] if lidar ~= nil then -- lidar:close() lidars[name] = nil end rcom.sendACK(skt, 'ClosedLidar') return true end M.handleSetWeatherPreset = function(msg) local preset = msg['preset'] local time = msg['time'] core_weather.switchWeather(preset, time) rcom.sendACK(skt, 'WeatherPresetChanged') end M.handleGameStateRequest = function(msg) local state = core_gamestate.state.state resp = {type = 'GameState'} if state == 'scenario' then resp['state'] = 'scenario' resp['scenario_state'] = scenario_scenarios.getScenario().state else resp['state'] = 'menu' end rcom.sendMessage(skt, resp) return true end M.handleDisplayGuiMessage = function(msg) local message = msg['message'] guihooks.message(message) rcom.sendACK(skt, 'GuiMessageDisplayed') end M.handleSwitchVehicle = function(msg) local vID = msg['vid'] local vehicle = scenetree.findObject(vID) be:enterVehicle(0, vehicle) rcom.sendACK(skt, 'VehicleSwitched') end M.handleSetFreeCamera = function(msg) local pos = msg['pos'] local direction = msg['dir'] local rot = quatFromDir(vec3(direction[1], direction[2], direction[3])) commands.setFreeCamera() commands.setCameraPosRot(pos[1], pos[2], pos[3], rot.x, rot.y, rot.z, rot.w) rcom.sendACK(skt, 'FreeCameraSet') return true end M.handleParticlesEnabled = function(msg) local enabled = msg['enabled'] Engine.Render.ParticleMgr.setEnabled(enabled) rcom.sendACK(skt, 'ParticlesSet') end M.handleAnnotateParts = function(msg) local vehicle = scenetree.findObject(msg['vid']) util_partAnnotations.annotateParts(vehicle:getID()) rcom.sendACK(skt, 'PartsAnnotated') end M.handleRevertAnnotations = function(msg) print('Handling annotation reversion') local vehicle = scenetree.findObject(msg['vid']) util_partAnnotations.revertAnnotations(vehicle:getID()) rcom.sendACK(skt, 'AnnotationsReverted') end M.handleGetPartAnnotations = function(msg) local vehicle = scenetree.findObject(msg['vid']) local colors = util_partAnnotations.getPartAnnotations(vehicle:getID()) local converted = {} for key, val in pairs(colors) do converted[key] = {val.r, val.g, val.b} end rcom.sendMessage(skt, {type = 'PartAnnotations', colors = converted}) end M.handleGetPartAnnotation = function(msg) local part = msg['part'] local color = util_partAnnotations.getPartAnnotation(part) if color ~= nil then color = {color.r, color.g, color.b} end rcom.sendMessage(skt, {type = 'PartAnnotation', color = color}) end M.handleFindObjectsClass = function(msg) local clazz = msg['class'] local objects = scenetree.findClassObjects(clazz) local resp = {type='ClassObjects'} local list = {} for idx, object in ipairs(objects) do object = scenetree.findObject(object) local obj = {type=clazz, id=object:getID(), name=object:getName()} local scl = object:getScale() local pos = object:getPosition() local rot = object:getRotation() if clazz == 'BeamNGVehicle' then local vehicleData = map.objects[obj.id] rot = quatFromDir(vehicleData.dirVec, vehicleData.dirVecUp) end pos = {pos.x, pos.y, pos.z} rot ={rot.x, rot.y, rot.z, rot.w} scl = {scl.x, scl.y, scl.z} obj['position'] = pos obj['rotation'] = rot obj['scale'] = scl obj['options'] = {} for fld, nfo in pairs(object:getFieldList()) do if fld ~= 'position' and fld ~= 'rotation' and fld ~= 'scale' and fld ~= 'id' and fld ~= 'type' and fld ~= 'name' then local val = object:getField(fld, '') obj['options'][fld] = val end end table.insert(list, obj) end resp['objects'] = list rcom.sendMessage(skt, resp) end M.handleGetDecalRoadVertices = function(msg) local response = Sim.getDecalRoadVertices() response = {type = "DecalRoadVertices", vertices = response} rcom.sendMessage(skt, response) return true end local function placeObject(name, mesh, pos, rot) if name == nil then name = 'procObj' .. tostring(objectCount) objectCount = objectCount + 1 end pos = vec3(pos) rot = quat(rot):toTorqueQuat() local proc = createObject('ProceduralMesh') proc:registerObject(name) proc.canSave = false scenetree.MissionGroup:add(proc.obj) proc:createMesh({{mesh}}) proc:setPosition(pos:toPoint3F()) proc:setField('rotation', 0, rot.x .. ' ' .. rot.y .. ' ' .. rot.z .. ' ' .. rot.w) proc.scale = Point3F(1, 1, 1) be:reloadCollision() return proc end M.handleCreateCylinder = function(msg) local name = msg['name'] local radius = msg['radius'] local height = msg['height'] local material = msg['material'] local pos = msg['pos'] local rot = msg['rot'] local cylinder = procPrimitives.createCylinder(radius, height, material) placeObject(name, cylinder, pos, rot) rcom.sendACK(skt, 'CreatedCylinder') end M.handleCreateBump = function(msg) local name = msg['name'] local length = msg['length'] local width = msg['width'] local height = msg['height'] local upperLength = msg['upperLength'] local upperWidth = msg['upperWidth'] local material = msg['material'] local pos = msg['pos'] local rot = msg['rot'] local bump = procPrimitives.createBump(length, width, height, upperLength, upperWidth, material) placeObject(name, bump, pos, rot) rcom.sendACK(skt, 'CreatedBump') end M.handleCreateCone = function(msg) local name = msg['name'] local radius = msg['radius'] local height = msg['height'] local material = msg['material'] local pos = msg['pos'] local rot = msg['rot'] local cone = procPrimitives.createCone(radius, height, material) placeObject(name, cone, pos, rot) rcom.sendACK(skt, 'CreatedCone') end M.handleCreateCube = function(msg) local name = msg['name'] local size = vec3(msg['size']) local material = msg['material'] local pos = msg['pos'] local rot = msg['rot'] local cube = procPrimitives.createCube(size, material) placeObject(name, cube, pos, rot) rcom.sendACK(skt, 'CreatedCube') end M.handleCreateRing = function(msg) local name = msg['name'] local radius = msg['radius'] local thickness = msg['thickness'] local material = msg['material'] local pos = msg['pos'] local rot = msg['rot'] local ring = procPrimitives.createRing(radius, thickness, material) placeObject(name, ring, pos, rot) rcom.sendACK(skt, 'CreatedRing') end M.handleGetBBoxCorners = function(msg) local veh = scenetree.findObject(msg['vid']) local resp = {type = 'BBoxCorners'} local points = {} local bbox = veh:getSpawnWorldOOBB() for i = 0, 7 do local point = bbox:getPoint(i) point = {tonumber(point.x), tonumber(point.y), tonumber(point.z)} table.insert(points, point) end resp['points'] = points rcom.sendMessage(skt, resp) end M.handleSetGravity = function(msg) local gravity = msg['gravity'] core_environment.setGravity(gravity) rcom.sendACK(skt, 'GravitySet') end M.handleGetAvailableVehicles = function(msg) local resp = {type = 'AvailableVehicles', vehicles = {}} local models = core_vehicles.getModelList().models local configs = core_vehicles.getConfigList().configs for model, modelData in pairs(models) do local data = deepcopy(modelData) data.configurations = {} for key, config in pairs(configs) do if config.model_key == model then data.configurations[config.key] = config end end resp.vehicles[model] = data end rcom.sendMessage(skt, resp) end M.handleStartTraffic = function(msg) local participants = msg.participants local ids = {} for idx, participant in ipairs(participants) do local veh = scenetree.findObject(participant) if veh == nil then rcom.sendBNGValueError(skt, 'Vehicle not present for traffic: ' .. tostring(participant)) return false end table.insert(ids, veh:getID()) end gameplay_traffic.activate(ids) rcom.sendACK(skt, 'TrafficStarted') end M.handleStopTraffic = function(msg) local stop = msg.stop gameplay_traffic.deactivate(stop) rcom.sendACK(skt, 'TrafficStopped') end M.handleChangeSetting = function(msg) local key = msg['key'] local value = msg['value'] settings.setValue(key, value, true) rcom.sendACK(skt, 'SettingsChanged') end M.handleApplyGraphicsSetting = function(msg) core_settings_graphic.applyGraphicsState() rcom.sendACK(skt, 'GraphicsSettingApplied') end M.handleSetRelativeCam = function(msg) core_camera.setByName(0, 'relative', false, {}) local vid = be:getPlayerVehicle(0):getID() local pos = msg['pos'] local rot = msg['rot'] frameDelayTimer = 3 frameDelayFunc = function() pos = vec3(pos[1], pos[2], pos[3]) core_camera.getCameraDataById(vid)['relative'].pos = pos if rot ~= nil then rot = quat(rot[1], rot[2], rot[3], rot[4]):toEulerYXZ() core_camera.getCameraDataById(vid)['relative'].rot = rot end -- meriel added log("I", "CAMERA POSITION in M.handleSetRelativeCam:" .. tostring(core_camera.getCameraDataById(vid))) for index, data in ipairs(core_camera.getCameraDataById(vid)) do log("I", tostring(index)) --for key, value in pairs(data) do -- log('I', '\t' .. tostring(key) .. " " .. tostring(value)) --end end rcom.sendACK(skt, 'RelativeCamSet') end end M.handleAddDebugLine = function(msg) local points = msg['points'] local pointColors = msg['pointColors'] local spheres = msg['spheres'] local sphereColors = msg['sphereColors'] local cling = msg['cling'] or false local groundOffset = msg['offset'] or 0 if #points ~= #pointColors then rcom.sendBNGValueError(skt, 'Different amount of debug line points and colors given!') return end if spheres ~= nil and sphereColors ~= nil then if #spheres ~= #sphereColors then rcom.sendBNGValueError(skt, 'Different amount of debug spheres and colors given!') return end end local convertedPoints = {} local convertedPointColors = {} for i = 1, #points do local point = points[i] local color = pointColors[i] point = Point3F(point[1], point[2], point[3]) if cling then local height = be:getSurfaceHeightBelow(point) point = Point3F(point.x, point.y, height + groundOffset) end table.insert(convertedPoints, point) table.insert(convertedPointColors, ColorF(color[1], color[2], color[3], color[4])) end local line = { points = convertedPoints, pointColors = convertedPointColors } if spheres ~= nil then local convertedSpheres = {} local convertedSphereColors = {} for i = 1, #spheres do local point = spheres[i] local color = sphereColors[i] point = Point3F(point[1], point[2], point[3]) if cling then point.z = 10000 local height = be:getSurfaceHeightBelow(point) point = Point3F(point.x, point.y, height + groundOffset) end table.insert(convertedSpheres, { point = point, radius = spheres[i][4] }) table.insert(convertedSphereColors, ColorF(color[1], color[2], color[3], color[4])) end line.spheres = convertedSpheres line.sphereColors = convertedSphereColors end table.insert(debugLines, line) local resp = {type = 'DebugLineAdded', lineID = #debugLines} rcom.sendMessage(skt, resp) end M.handleRemoveDebugLine = function(msg) local lineID = msg['lineID'] debugLines[lineID] = {} rcom.sendACK(skg, 'DebugLineRemoved') end M.onDrawDebug = function(dtReal, lastFocus) for i = 1, #debugLines do local line = debugLines[i] if line.spheres ~= nil then for j = 1, #line.spheres do local point = line.spheres[j].point local radius = line.spheres[j].radius local color = line.sphereColors[j] debugDrawer:drawSphere(point, radius, color) end end for j = 1, #line.points - 1 do local a = line.points[j] local b = line.points[j + 1] debugDrawer:drawLine(a, b, line.pointColors[j + 1]) end end end M.handleQueueLuaCommandGE = function(msg) local func, loading_err = load(msg.chunk) if func then local status, err = pcall(func) if not status then log('E', 'execution error: "' .. err .. '"') end else log('E', 'compilation error in: "' .. msg.chunk .. '"') end rcom.sendACK(skt, 'ExecutedLuaChunkGE') end return M
local M = {} local cjson = require "cjson" function M.split(s, delimiter) result = {}; for match in (s..delimiter):gmatch("(.-)"..delimiter) do table.insert(result, match); end return result; end function M.startswith(s, value) return string.sub(s, 1, string.len(value)) == value end function M.has_at_least_one(s, array) for _, item in pairs(array) do if M.startswith(s, item) then return true end end return false end function M.random(template) math.randomseed(os.clock()+os.time()) local rnd = math.random local function randid() return string.gsub(template, '[xy]', function (c) local v = (c == 'x') and rnd(0, 0xf) or rnd(8, 0xb) return string.format('%x', v) end) end return randid() end function M.is_valid_url(url) if url == nill or url == "" then return false end local i, _ = string.find(url, "://", 1, true) return i ~= nill end function M.to_json(content) return cjson.encode(content) end function M.from_json(content) return cjson.decode(content) end return M
--[[ Lua 5.1 Copyright (C) 1994-2006 Lua.org, PUC-Rio ]] local Http = require ("contrib/http"); local Sql = require ("contrib/sql"); local Session = require ("contrib/session"); local pgmoon = require("pgmoon"); local db = pgmoon.new(Sql.Conf); assert(db:connect()); local Pass = Session.LoginRequired (); if not Pass then Http.Response ({Result = 0, Error = "Login required"}); return; end local Method = Http.Request ("Method"); --CheckCode if Method == "CheckCode" then local Code = Http.Request ("Code"); local Q = Sql.Query; Q:New ([[SELECT "Name" FROM "Accounting"."Account" WHERE "Code"=?;]]); Q:SetString (Code); local R = db:query (Q.Stm); Http.Response (R); return; end --NextNumber if Method == "NextNumber" then local Q = Sql.Query; Q:New ([[SELECT "Number" FROM "Accounting"."Note" ORDER BY "Number" DESC LIMIT 1;]]); local R = db:query (Q.Stm); Http.Response (R); return; end --AutoFill if Method == "AutoFill" then local Number = Http.Request ("Number"); local Q = Sql.Query; Q:New ([[SELECT "Number", "Date", "Concept", "Code", "Name", "Partial", "Debit", "Credit" FROM "Accounting"."NoteAll" WHERE "Number"=?;]]); Q:SetNumber (Number); local R = db:query (Q.Stm); Http.Response (R); return; end --Insert if Method == "Insert" then local Number = Http.Request ("Number"); local Date = Http.Request ("Date"); local Concept = Http.Request ("Concept"); local R, Err = db:query ("BEGIN;"); local Q = Sql.Query; Q:New ([[INSERT INTO "Accounting"."Note"("Number", "Date", "Concept") VALUES(?, ?, ?);]]); Q:SetNumber (Number); Q:SetString (Date); Q:SetString (Concept); local R, Err = db:query (Q.Stm); if not R then Http.Response ({Error = Err}); db:query ("ROLLBACK;"); return; end local Records = Http.Request ("Records"); for i, o in pairs(Records) do Q:New ([[INSERT INTO "Accounting"."NoteRecord"("NoteId", "AccountId", "Debit", "Credit") SELECT "Accounting"."Note"."Id", "Accounting"."Account"."Id", ?, ? FROM "Accounting"."Note" INNER JOIN "Accounting"."Account" ON "Accounting"."Note"."Number"=? AND "Accounting"."Account"."Code"=?;]]); Q:SetNumber (Records[i].Debit); Q:SetNumber (Records[i].Credit); Q:SetNumber (Records[i].Number); Q:SetString (Records[i].Code); R, Err = db:query (Q.Stm); if not R then Http.Response ({Error = Err}); db:query ("ROLLBACK;"); return; end end R = db:query ("COMMIT;"); Http.Response ({affected_rows=1}); return; end --ngx.log(ngx.ERR, Q.Stm); --Update if Method == "Update" then local Number = Http.Request ("Number"); local Date = Http.Request ("Date"); local Concept = Http.Request ("Concept"); local Q = Sql.Query; Q:New ([[UPDATE "Accounting"."Note" SET "Date"=?, "Concept"=? WHERE "Number"=?;]]); Q:SetString (Date); Q:SetString (Concept); Q:SetNumber (Number); local R, Err = db:query ("BEGIN;"); R, Err = db:query (Q.Stm); if not R then Http.Response ({Error = "Error en update"}); db:query ("ROLLBACK;"); return; end Q:New ([[DELETE FROM "Accounting"."NoteRecord" USING "Accounting"."Note" WHERE "NoteId"="Accounting"."Note"."Id" AND "Number"=?]]); Q:SetNumber (Number); R, Err = db:query (Q.Stm); if not R then Http.Response ({Error = "Error en delete records"}); db:query ("ROLLBACK;"); return; end local Records = Http.Request ("Records"); for i, o in pairs(Records) do Q:New ([[INSERT INTO "Accounting"."NoteRecord"("NoteId", "AccountId", "Debit", "Credit") SELECT "Accounting"."Note"."Id", "Accounting"."Account"."Id", ?, ? FROM "Accounting"."Note" INNER JOIN "Accounting"."Account" ON "Accounting"."Note"."Number"=? AND "Accounting"."Account"."Code"=?;]]); Q:SetNumber (Records[i].Debit); Q:SetNumber (Records[i].Credit); Q:SetNumber (Records[i].Number); Q:SetString (Records[i].Code); R, Err = db:query (Q.Stm); if not R then Http.Response ({Error = "Error en records, rollback"}); db:query ("ROLLBACK;"); return; end end R = db:query ("COMMIT;"); Http.Response ({affected_rows=1}); return; end --Delete if Method == "Delete" then local Number = Http.Request ("Number"); local Q = Sql.Query; Q:New ([[DELETE FROM "Accounting"."Note" WHERE "Number"=?;]]); Q:SetNumber (Number); local R = db:query (Q.Stm); Http.Response (R); return; end db:keepalive ();
require 'torch' require 'image' function save_images(x, n, file) file = file or "./out.png" local input = x:narrow(1, 1, n) local view = image.toDisplayTensor({input = input, padding = 2, nrow = 9, symmetric = true}) image.save(file, view) end return true
-- model file model_file = './obj/modern_tables.obj' -- directory to save result result_directory = './result_table/' -- save result per frame save_per_frame = 50 -- set true to enable view view = true -- set true to save image save_image = true -- result width width = 600 -- result height height = 400 -- result fov fov = 50 -- model center offset, center = center + center_offset center_offset = {-50, 20, 50} -- camera eye offset, eye = center + eye_offset eye_offset = {10, 30, 55} -- camera up direction up = {0, 1, 0} -- max iteration depth for ray max_depth = 5 -- scene ambient scene_ambient = {0.2, 0.2, 0.2} -- external light illumination external_light_num = 0
include("shared.lua") function ENT:Draw() self:DrawModel() end function ENT:Think() if self.IsSetup then return end local class = self:GetBenchType() if class then local bench = impulse.Inventory.Benches[class] if bench then self.HUDName = bench.Name self.HUDDesc = bench.Desc self.IsSetup = true end end end
local condition = Condition(CONDITION_POISON, CONDITIONID_COMBAT) condition:setParameter(CONDITION_PARAM_DELAYED, true) condition:setParameter(CONDITION_PARAM_MINVALUE, 20) condition:setParameter(CONDITION_PARAM_MAXVALUE, 70) condition:setParameter(CONDITION_PARAM_STARTVALUE, 50) condition:setParameter(CONDITION_PARAM_TICKINTERVAL, 6000) condition:setParameter(CONDITION_PARAM_FORCEUPDATE, true) function onStepIn(creature, item, position, fromPosition) local player = creature:getPlayer() if not player then return true end player:getPosition():sendMagicEffect(CONST_ME_GREEN_RINGS) player:addCondition(condition) item:transform(417) return true end
Script.Load("lua/PowerConsumerMixin.lua") local networkVarsEx = {} AddMixinNetworkVars(PowerConsumerMixin, networkVarsEx) local ns2_Sentry_OnCreate = Sentry.OnCreate function Sentry:OnCreate() ns2_Sentry_OnCreate(self) -- add the power consumer mixin so sentries work with power nodes InitMixin(self, PowerConsumerMixin) end function Sentry:GetRequiresPower() return true end function Sentry:OnPowerOn() self.attachedToBattery = true end function Sentry:OnPowerOff() self.attachedToBattery = false end Shared.LinkClassToMap("Sentry", Sentry.kMapName, networkVarsEx)
local ply = FindMetaTable("Player") function ply:ClassLoad() if(self:GetPData("Class") == nil) then self:SetPData("Class", 1) else self:SetPData("Class", self:GetPData("Class")) end end concommand.Add( "fwclass", function(ply, cmd, args) if ply.ProfileLoadStatus == nil then local class = tonumber(args[1]) local truncatedid = string.gsub(ply:SteamID(), ":", "_") local classcost = Classes[class].COST local classtbl = ply.classes if !( table.HasValue(classtbl, class) ) then if (ply.cash >= classcost) then ply:TakeMoney(classcost) ply:AddClass(class) else ply:ChatPrint("You do not have enough money to purchase this class!") end elseif ( table.HasValue(classtbl, class) ) then if ply:Alive() then ply:Kill() end ply:SetPData("Class", class ) end end end) concommand.Add( "buyspecial", function(ply, cmd, args) if ply.ProfileLoadStatus == nil then local class = tonumber(args[1]) local truncatedid = string.gsub(ply:SteamID(), ":", "_") local speccost = Classes[class].SPECIALABILITY_COST local spectbl = ply.specials if !( table.HasValue(spectbl, class) ) then if (ply.cash >= speccost) then ply:TakeMoney(speccost) ply:AddSpecial(class) else ply:ChatPrint("You do not have enough money to purchase this special ability!") end elseif ( table.HasValue(spectbl, class) ) then ply:ChatPrint("You already have this special ability!") end end end)
module_version("java/1.8.0-B","1.8")
local reject_func async.promise(function(_, reject) reject_func = reject end) reject_func("Test") reject_func("Test") -- Will cause an error
--[[ FiveM Scripts Copyright C 2018 Sighmir This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or at your option any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. ]] cfg = {} -- ALL CREDITS FOR THE CSS GOES TO LEE FALL AND LEVY -- you can load external images/fonts/etc using the NUI absolute path: nui://my_resource/myfont.ttf cfg.menu = [[ /* ALL CREDITS FOR THE CSS GOES TO |LEVY| AND LEE FALL */ @font-face { font-family: bankgothic; src: url(nui://vrp_esx_phone/gui/font/bankgothic.ttf); } .menu{ background-image: url(nui://vrp_esx_phone/gui/img/red2.jpg); /*Change the phone wallpaper here. You can use 'grey.jpg' 'red.jpg' 'code.jpg' 'blue.jpg' or add you own in gui/img/--> [Make sure to resize the pic so that the hight is 401px!] */ font-family: bankgothic; background-size: cover; color: white; width: 400px; font-size: 9px; text-align: center; height: 55%; margin-left: 3%; margin-top: 2%; position: absolute; float: left; border-style: solid; border-width: 30px 9px 30px 9px; border-image: url(nui://vrp_esx_phone/gui/img/menu.png) 30 9 30 9; border-radius: 32px; box-shadow: -1px -1px 60px -1px rgba(0,0,0,1); } .menu_description{ border-radius: 0px 0px 4px 4px; box-shadow: inset -1px -1px 60px 0px rgba(0,0,0,1); box-shadow: -1px -1px 60px 0px rgba(0,0,0,1); background-color: rgba(0,0,0,0.5); font-family: bankgothic; color: white; float: left; position: absolute; font-weight: bold; padding: 9px; font-size: 1.2em; max-width: 500px; } .menu h1{ background-color: rgb(44, 189, 247); font-family: bankgothic; color: white; text-transform: uppercase; text-align: center; font-size: 1.6em; font-weight: bold; padding: 6px; border: 1px solid #000000; box-shadow: inset -1px -1px 60px 0px rgba(0,0,0,1); } .choices{ overflow-y: scroll; overflow-x: hidden; max-height: 90%; } .choices::-webkit-scrollbar{ display: none; } .choices div{ padding: 8px; border: 1px solid #000000; font-size: 15px; font-weight: bold; } /* Blue------------------>"background-color: rgba(0, 182, 255,0.90);" Grey------------------>"background-color: rgba(96, 92, 92,0.90);" RED------------------> "background-color: rgba(175, 24, 24,0.90);" Code------------------>"background-color: rgba(58, 160, 53,0.90);" */ .choices .selected{ background-color: rgba(0, 182, 255,0.90); /*<<<<<<<<<<<---------------Put it on this line!*/ color: black; box-shadow: inset -1px 2px 19px 0px rgba(0,0,0,1); } ]] return cfg
dofilepath("data:leveldata/campaign/FX_Path/ai/turanic_hard.lua")
local M = {} function M.eval(l) return vim.api.nvim_eval(l) end return M
local appPath = "app.demo.JoeyChen" local changePokerViewCtr = class("changePokerViewCtr",cc.load("boyaa").mvc.BoyaaCtr); local changePokerView = require(appPath..".changePokerTest.changePokerView") local PaixingUtil = import(".PaixingUtil") function changePokerViewCtr:ctor(pokerfig) self.cardList = {} self:initView(pokerfig) print("changePokerViewCtr"); end -- 初始化ui function changePokerViewCtr:initView(pokerfig) local changePokerView = changePokerView.new(); changePokerView:bindCtr(self); changePokerView:addPoker(pokerfig); changePokerView:setAnchorPoint(0.5,0.5) changePokerView:move(0,0); self:setView(changePokerView) end -- 接收view发来的换牌数据 function changePokerViewCtr:receiveCardListInfo(cardListInfo, isOver) -- 通知view做相应的UI处理 self.cardList = cardListInfo local cardTypeInfo = self:checkCardType() self.view:changeUIByCardType(cardTypeInfo) -- 将数据发送给后端 -- @cardListInfo 换牌数据 -- @isOver 换牌流程是否结束 -- 结束流程 if isOver then self.view:cleanAll() end end -- 判断换牌区域分别拥有的牌型 function changePokerViewCtr:checkCardType() local cardTypeInfo = {list = {[1] = {name = "顺子",card = {},result = true}},all = {}} for row ,rowCardDataList in ipairs(self.cardList) do local judgeData = PaixingUtil:checkPaixing(rowCardDataList) if judgeData.result then cardTypeInfo.list[row] = judgeData end end PaixingUtil:checkPaixingSort(cardTypeInfo.list) dump(cardTypeInfo,"chao") return cardTypeInfo end return changePokerViewCtr;
Test = require('connecttest') require('cardinalities') local events = require('events') local mobile_session = require('mobile_session') local mobile = require('mobile_connection') local tcp = require('tcp_connection') local file_connection = require('file_connection') --------------------------------------------------------------------------------------------- -----------------------------Required Shared Libraries--------------------------------------- --------------------------------------------------------------------------------------------- require('user_modules/AppTypes') local commonSteps = require('user_modules/shared_testcases/commonSteps') local commonTestCases = require('user_modules/shared_testcases/commonTestCases') local commonFunctions = require('user_modules/shared_testcases/commonFunctions') local commonPreconditions = require('user_modules/shared_testcases/commonPreconditions') local testCasesForPolicyTable = require('user_modules/shared_testcases/testCasesForPolicyTable') APIName = "UnsubscribeWayPoints" -- use for above required scripts. --------------------------------------------------------------------------------------------- -------------------------------------------Preconditions------------------------------------- --------------------------------------------------------------------------------------------- --1. Backup smartDeviceLink.ini file commonPreconditions:BackupFile("smartDeviceLink.ini") --2. Update smartDeviceLink.ini file: PendingRequestsAmount = 3 commonFunctions:SetValuesInIniFile_PendingRequestsAmount(3) --3. Activation App by sending SDL.ActivateApp commonSteps:ActivationApp() --ToDo: This TC is blocked on ATF 2.2 by defect APPLINK-19188. Please try ATF on commit f86f26112e660914b3836c8d79002e50c7219f29 --local PTName = testCasesForPolicyTable:createPolicyTableFile(PermissionLinesForBase4, PermissionLinesForGroup1, PermissionLinesForApplication) --ToDo: Update when new policy table update flow finishes implementation -- testCasesForPolicyTable:updatePolicy(PTName) --local PTName = "files/ptu_general.json" --testCasesForPolicyTable:Precondition_updatePolicy_By_overwriting_preloaded_pt(PTName) function Test:backUpPreloadedPt() -- body os.execute('cp ' .. config.pathToSDL .. 'sdl_preloaded_pt.json' .. ' ' .. config.pathToSDL .. 'backup_sdl_preloaded_pt.json') os.execute('rm ' .. config.pathToSDL .. 'policy.sqlite') end Test:backUpPreloadedPt() function Test:updatePreloadedJson() -- body pathToFile = config.pathToSDL .. 'sdl_preloaded_pt.json' local file = io.open(pathToFile, "r") local json_data = file:read("*all") -- may be abbreviated to "*a"; file:close() local json = require("modules/json") local data = json.decode(json_data) for k,v in pairs(data.policy_table.functional_groupings) do if (data.policy_table.functional_groupings[k].rpcs == nil) then --do data.policy_table.functional_groupings[k] = nil else --do local count = 0 for _ in pairs(data.policy_table.functional_groupings[k].rpcs) do count = count + 1 end if (count < 30) then --do data.policy_table.functional_groupings[k] = nil end end end data.policy_table.functional_groupings["Base-4"]["rpcs"]["SubscribeWayPoints"] = {} data.policy_table.functional_groupings["Base-4"]["rpcs"]["SubscribeWayPoints"]["hmi_levels"] = {"BACKGROUND", "FULL","LIMITED"} data.policy_table.functional_groupings["Base-4"]["rpcs"]["UnsubscribeWayPoints"] = {} data.policy_table.functional_groupings["Base-4"]["rpcs"]["UnsubscribeWayPoints"]["hmi_levels"] = {"BACKGROUND", "FULL","LIMITED"} data = json.encode(data) file = io.open(pathToFile, "w") file:write(data) file:close() end Test:updatePreloadedJson() ----------------------------------------------------------------------------------------------- -------------------------------------------TEST BLOCK V---------------------------------------- -------------------------------------Checks All Result Codes----------------------------------- ----------------------------------------------------------------------------------------------- --Begin Test case ResultCodeChecks --Description: Check TOO_MANY_PENDING_REQUESTS resultCode --Requirement id in JAMA: SDLAQ-CRS-633 --Verification criteria: The system has more than 1000 requests at a time that haven't been responded yet. The system sends the responses with TOO_MANY_PENDING_REQUESTS error code for all the further requests until there are less than 1000 requests at a time that haven't been responded by the system yet. function Test:UnSubscribeWayPoints_VerifyResultCode_TOO_MANY_PENDING_REQUESTS() print("vao ko") local numberOfRequest = 20 for i = 1, numberOfRequest do --mobile side: send the request self.mobileSession:SendRPC("UnsubscribeWayPoints",{}) end commonTestCases:verifyResultCode_TOO_MANY_PENDING_REQUESTS(numberOfRequest) end --End Test case ResultCodeChecks --Post condition: Restore smartDeviceLink.ini file for SDL function Test:RestoreFile_smartDeviceLink_ini() commonPreconditions:RestoreFile("smartDeviceLink.ini") end --Postcondition: Restore_preloaded_pt -- testCasesForPolicyTable:Restore_preloaded_pt() return Test
local app = require "kong.api.app" require "kong.tools.ngx_stub" local stub = { req = { headers = {} }, add_params = function() end, params = { foo = "bar", number = 10, ["config.nested"] = 1, ["config.nested_2"] = 2 } } describe("App", function() describe("#parse_params()", function() it("should normalize nested properties for parsed form-encoded parameters", function() -- Here Lapis already parsed the form-encoded parameters but we are normalizing -- the nested ones (with "." keys) local f = app.parse_params(function(stub) assert.are.same({ foo = "bar", number = 10, config = { nested = 1, nested_2 = 2 } }, stub.params) end) f(stub) end) it("should parse a JSON body", function() -- Here we are simply decoding a JSON body (which is a string) ngx.req.get_body_data = function() return '{"foo":"bar","number":10,"config":{"nested":1,"nested_2":2}}' end stub.req.headers["Content-Type"] = "application/json; charset=utf-8" local f = app.parse_params(function(stub) assert.are.same({ foo = "bar", number = 10, config = { nested = 1, nested_2 = 2 } }, stub.params) end) f(stub) end) it("should normalize sub-nested properties for parsed form-encoded parameters", function() stub.params = { foo = "bar", number = 10, ["config.nested_1"] = 1, ["config.nested_2"] = 2, ["config.nested.sub-nested"] = "hi" } local f = app.parse_params(function(stub) assert.are.same({ foo = 'bar', number = 10, config = { nested = { ["sub-nested"] = "hi" }, nested_1 = 1, nested_2 = 2 } }, stub.params) end) f(stub) end) it("should normalize nested properties when they are plain arrays", function() stub.params = { foo = "bar", number = 10, ["config.nested"] = {["1"]="hello", ["2"]="world"}} local f = app.parse_params(function(stub) assert.are.same({ foo = 'bar', number = 10, config = { nested = {"hello", "world"}, }}, stub.params) end) f(stub) end) it("should normalize very complex values", function() stub.params = { api_id = 123, name = "request-transformer", ["config.add.headers"] = "x-new-header:some_value, x-another-header:some_value", ["config.add.querystring"] = "new-param:some_value, another-param:some_value", ["config.add.form"] = "new-form-param:some_value, another-form-param:some_value", ["config.remove.headers"] = "x-toremove, x-another-one", ["config.remove.querystring"] = "param-toremove, param-another-one", ["config.remove.form"] = "formparam-toremove" } local f = app.parse_params(function(stub) assert.are.same({ api_id = 123, name = "request-transformer", config = { add = { form = "new-form-param:some_value, another-form-param:some_value", headers = "x-new-header:some_value, x-another-header:some_value", querystring = "new-param:some_value, another-param:some_value" }, remove = { form = "formparam-toremove", headers = "x-toremove, x-another-one", querystring = "param-toremove, param-another-one" } } }, stub.params) end) f(stub) end) end) end)